diff --git a/.editorconfig b/.editorconfig new file mode 100644 index 00000000..5114862a --- /dev/null +++ b/.editorconfig @@ -0,0 +1,9 @@ +root = true + +[*.py] +charset = utf-8 +indent_style = space +indent_size = 4 +end_of_line = lf +insert_final_newline = true +trim_trailing_whitespace = true diff --git a/.gitee/ISSUE_TEMPLATE.zh-CN.md b/.gitee/ISSUE_TEMPLATE.zh-CN.md new file mode 100644 index 00000000..eac45cb1 --- /dev/null +++ b/.gitee/ISSUE_TEMPLATE.zh-CN.md @@ -0,0 +1,17 @@ +> BUG反馈、功能建议、使用咨询请按照如下格式填写,尽量在标题、右侧标签、及内容内注明Issue的类型 + +### **反馈类型** +BUG反馈/功能建议/使用咨询 + + +### **版本** +如:2021-3-24,也可在右侧关联分支-标签,直接选择版本 + + +### **职业** +如:重霄·弹药专家(女)、全局 + + +### **详细描述** +必要地方可配图,尽量描述清楚复现步骤 + diff --git a/.gitignore b/.gitignore new file mode 100644 index 00000000..68c660be --- /dev/null +++ b/.gitignore @@ -0,0 +1,16 @@ +__pycache__ +logs +set* +skill* +AutoRelease +*.exe +docs/web.config +.vscode/launch.json +debug.log +build.bat +详细数据 +DLL +.DS_Store +SkillData +动态头像 +ResourceFiles/Config/notice_version.json diff --git a/.gitmodules b/.gitmodules new file mode 100644 index 00000000..af2fcb5f --- /dev/null +++ b/.gitmodules @@ -0,0 +1,6 @@ +[submodule "SkillData"] + path = SkillData + url = https://gitee.com/i_melon/SkillData.git +[submodule "InternalFile"] + path = InternalFile + url = https://gitee.com/i_melon/InternalFile diff --git a/Characters/BUFF·神启·圣骑士.py b/Characters/BUFF·神启·圣骑士.py new file mode 100644 index 00000000..64f07c9e --- /dev/null +++ b/Characters/BUFF·神启·圣骑士.py @@ -0,0 +1,261 @@ +from PublicReference.buffer.base import * + + +class BUFF·神启·圣骑士技能0(被动技能): + 名称 = '守护恩赐' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 31 + 额外体精 = 0 + 站街生效 = 1 + 体力 = [0, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 75, 81, 88, 95, 103, 111, 119, 127, 135, 144, 153, 163, 172, 182, 192, 203, 213, 224, 235, 247, + 259, 271, 283, 295, 309, 322, 335, 349, 363, 377, 391, 407, 421, 437, 453, 469, 485, 501, 518, 532, 548, 564, 580, 596, 611, 627, 643, 659, 675] + 精神 = [0, 54, 58, 62, 66, 70, 75, 80, 85, 91, 97, 103, 109, 115, 122, 129, 137, 145, 153, 161, 169, 178, 187, 197, 206, 216, 226, 237, 247, 258, 269, + 281, 293, 305, 317, 329, 343, 356, 369, 383, 397, 411, 425, 441, 455, 471, 487, 503, 519, 535, 552, 566, 582, 598, 614, 630, 645, 661, 677, 693, 709] + + def 体力加成(self): + return self.体力[self.等级] + self.额外体精 + self.进图加成 + + def 精神加成(self): + return self.精神[self.等级] + self.额外体精 + self.进图加成 + + def 结算统计(self,context): + return [0, self.体力加成(), self.精神加成(), 0, 0, 0, 0, 0] + # 智力 体力 精神 力量 智力 物攻 魔攻 独立 + + +class BUFF·神启·圣骑士技能1(主动技能): + 名称 = '守护徽章' + 所在等级 = 25 + 等级上限 = 40 + 基础等级 = 30 + 守护徽章per = 0.15 + 数值 = [0, 24, 26, 28, 31, 33, 35, 38, 40, 43, 46, 49, 51, 55, 58, 61, 64, 67, 71, 75, 78, 82, + 85, 89, 93, 97, 101, 106, 110, 114, 119, 123, 128, 133, 137, 142, 147, 152, 157, 163, 167] + + def 体力加成(self): + return int(self.数值[self.等级] * (1 + self.守护徽章per)) + + def 精神加成(self): + return int(self.数值[self.等级] * (1 + self.守护徽章per)) + + def 结算统计(self,context): + return [0, self.体力加成(), self.精神加成(), 0, 0, 0, 0, 0] + # 智力 体力 精神 力量 智力 物攻 魔攻 独立 + + +class BUFF·神启·圣骑士技能2(主动技能): + 名称 = '圣光十字' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + 数值 = [0, 5, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, + 33, 34, 35, 36, 37, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60] + + def 结算统计(self,context): + return [0, 0, 0, 0, 0, self.数值[self.等级], self.数值[self.等级], self.数值[self.等级]] + # 智力 体力 精神 力量 智力 物攻 魔攻 独立 + + +class BUFF·神启·圣骑士技能3(主动技能): + 名称 = '荣誉祝福' + 所在等级 = 30 + 等级上限 = 40 + 基础等级 = 10 + BUFF力量per = 0 + BUFF智力per = 0 + BUFF物攻per = 0 + BUFF魔攻per = 0 + BUFF独立per = 0 + BUFF力量 = 0 + BUFF智力 = 0 + BUFF物攻 = 0 + BUFF魔攻 = 0 + BUFF独立 = 0 + 三攻 = [0, 43, 44, 46, 48, 49, 51, 53, 54, 56, 58, 59, 61, 63, 64, 66, 68, 69, 71, 73, 75, + 76, 78, 80, 81, 83, 85, 86, 88, 90, 91, 93, 95, 96, 98, 100, 101, 103, 105, 106, 109] + 力智 = [0, 164, 175, 186, 198, 209, 219, 230, 241, 253, 264, 275, 286, 298, 309, 320, 330, 341, 353, 364, + 375, 386, 398, 409, 420, 431, 441, 453, 464, 475, 486, 498, 509, 520, 531, 543, 553, 564, 575, 586, 598] + + def 结算统计(self,context): + 倍率 = self.适用数值 / 620 + 1 + temp = [0, 0, 0] # 智力,体力,精神 + temp.append(int(round((self.力智[self.等级] + self.BUFF力量) * self.BUFF力量per * 倍率,3))) # 力量 + temp.append(int(round((self.力智[self.等级] + self.BUFF智力) * self.BUFF智力per * 倍率,3))) # 智力 + temp.append(int(round((self.三攻[self.等级] + self.BUFF物攻) * self.BUFF物攻per * 倍率,3))) # 物攻 + temp.append(int(round((self.三攻[self.等级] + self.BUFF魔攻) * self.BUFF魔攻per * 倍率,3))) # 魔攻 + temp.append(int(round((self.三攻[self.等级] + self.BUFF独立) * self.BUFF独立per * 倍率,3))) # 独立 + return temp + + def 技能面板(self): + temp = [] + temp.append(self.名称) + temp.append(int(round((self.力智[self.等级] + self.BUFF力量) * self.BUFF力量per))) # 力量 + temp.append(int(round((self.力智[self.等级] + self.BUFF智力) * self.BUFF智力per))) # 智力 + temp.append(int(round((self.三攻[self.等级] + self.BUFF物攻) * self.BUFF物攻per))) # 物攻 + temp.append(int(round((self.三攻[self.等级] + self.BUFF魔攻) * self.BUFF魔攻per))) # 魔攻 + temp.append(int(round((self.三攻[self.等级] + self.BUFF独立) * self.BUFF独立per))) # 独立 + return temp + + +class BUFF·神启·圣骑士技能4(被动技能): + 名称 = '信念光环' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + 额外体精 = 0 + 力智 = [0, 40, 48, 58, 67, 77, 87, 98, 109, 120, 133, 144, 157, 171, 184, 198, 212, 226, 242, 258, 273, + 290, 306, 323, 341, 359, 378, 397, 416, 436, 456, 476, 498, 518, 541, 562, 586, 609, 632, 654, 678] + 体精 = [0, 31, 38, 45, 53, 60, 68, 76, 85, 94, 104, 113, 123, 134, 144, 154, 166, 177, 189, 202, 213, + 226, 239, 253, 266, 281, 296, 310, 325, 341, 356, 372, 389, 405, 423, 439, 458, 476, 494, 511, 530] + + def 体力加成(self): + return self.体精[self.等级] + self.额外体精 + + def 精神加成(self): + return self.体精[self.等级] + self.额外体精 + + def 结算统计(self,context): + return [0, self.体力加成(), self.精神加成(), self.力智[self.等级], self.力智[self.等级], 0, 0, 0] + # 智力 体力 精神 力量 智力 物攻 魔攻 独立 + + +class BUFF·神启·圣骑士技能5(觉醒技能): + 名称 = '天启之珠' + pass + + +class BUFF·神启·圣骑士技能6(主动技能): + 名称 = '神圣洗礼:信仰之翼' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + 体精 = [0, 12, 15, 17, 20, 22, 25, 27, 30, 32, 35, 37, 40, 42, 45, 47, 50, 52, 55, 57, 60, + 62, 65, 67, 70, 72, 75, 77, 80, 82, 85, 87, 90, 92, 95, 97, 100, 102, 105, 107, 110] + + def 体力加成(self): + return self.体精[self.等级] * 24 + + def 精神加成(self): + return self.体精[self.等级] * 24 + + def 结算统计(self,context): + return [0, self.体力加成(), self.精神加成(), 0, 0, 0, 0, 0] + # 智力 体力 精神 力量 智力 物攻 魔攻 独立 + + +class BUFF·神启·圣骑士技能7(被动技能): + 名称 = '神之代行者' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + 站街生效 = 1 + 体精 = [0, 160, 170, 180, 190, 200, 210, 220, 230, 240, 250, 260, 270, 280, 290, 300, 310, 320, 330, 340, + 350, 360, 370, 380, 390, 400, 410, 420, 430, 440, 450, 460, 470, 480, 490, 500, 510, 520, 530, 540, 550] + + def 体力加成(self): + return self.体精[self.等级] + + def 精神加成(self): + return self.体精[self.等级] + + def 结算统计(self,context): + return [0, self.体力加成(), self.精神加成(), 0, 0, 0, 0, 0] + # 智力 体力 精神 力量 智力 物攻 魔攻 独立 + + +class BUFF·神启·圣骑士技能8(三觉技能): + 名称 = '生命礼赞:神威' + 关联技能 = ['神圣洗礼:信仰之翼'] + pass + + +技能表 = {} +技能栏 = [] + +i = 0 +while i >= 0: + try: + skill: 技能 = eval("BUFF·神启·圣骑士技能"+str(i)+"()") + skill.技能序号 = i + 名称 = skill.名称 + if skill.所在等级 == 30: + 名称 = 'BUFF' + elif skill.所在等级 == 50: + 名称 = '一次觉醒' + elif skill.所在等级 == 85: + 名称 = '二次觉醒' + elif skill.所在等级 == 100: + 名称 = '三次觉醒' + 技能表[名称] = skill + 技能栏.append(skill) + i += 1 + except: + i = -1 + +class BUFF·神启·圣骑士角色属性(辅助角色属性): + 实际名称 = 'BUFF·神启·圣骑士' + 角色 = '圣职者(男)' + 职业 = '圣骑士' + + 类型选择 = ['体力', '精神'] + + 武器选项 = ['十字架'] + + 防具类型 = '板甲' + 防具精通属性 = ['体力', '精神'] + + def __init__(self): + super().__init__() + self.武器选项 = ['十字架'] + self.防具精通属性 = ['体力', '精神'] + self.类型选择 = ['体力', '精神'] + self.类型 = '体力' + self.技能表 = deepcopy(技能表) + self.技能栏 = list(self.技能表.values()) + self.buff_type = 2 + self.buff_rate = 1.15 + self.一觉序号 = self.技能表['一次觉醒'].技能序号 + self.二觉序号 = self.技能表['二次觉醒'].技能序号 + self.三觉序号 = self.技能表['三次觉醒'].技能序号 + self.是否加觉醒 = 0 + self.一觉切装加二觉增加体精= 0 + 基础属性输入(self) + + def 专属词条计算(self): + + self.技能表['守护恩赐'].等级加成(self.转职被动Lv) + self.技能表['守护恩赐'].额外体精 = self.守护恩赐体精 + self.技能表['守护恩赐'].进图加成 = self.被动进图加成 + + self.技能表['BUFF'].等级加成(self.BUFFLv) + self.技能表['BUFF'].BUFF力量per = self.BUFF力量per + self.技能表['BUFF'].BUFF智力per = self.BUFF智力per + self.技能表['BUFF'].BUFF物攻per = self.BUFF物攻per + self.技能表['BUFF'].BUFF魔攻per = self.BUFF魔攻per + self.技能表['BUFF'].BUFF独立per = self.BUFF独立per + self.技能表['BUFF'].BUFF力量 = self.BUFF力量 + self.技能表['BUFF'].BUFF智力 = self.BUFF智力 + self.技能表['BUFF'].BUFF物攻 = self.BUFF物攻 + self.技能表['BUFF'].BUFF魔攻 = self.BUFF魔攻 + self.技能表['BUFF'].BUFF独立 = self.BUFF独立 + + self.技能表['一次觉醒'].等级加成(self.一觉Lv) + self.技能表['一次觉醒'].一觉力智 = self.一觉力智 + self.技能表['一次觉醒'].一觉力智per = self.一觉力智per + + self.技能表['信念光环'].额外体精 = self.信念光环体精 + self.技能表['信念光环'].等级加成(self.一觉被动Lv) + + def 系数数值站街(self): + return self.体力 if self.类型 == '体力' else self.精神 + + def 系数数值进图(self): + return self.进图体力 if self.类型 == '体力' else self.进图精神 + + +class BUFF·神启·圣骑士(角色窗口): + def 窗口属性输入(self): + self.初始属性 = BUFF·神启·圣骑士角色属性() + self.角色属性A = deepcopy(self.初始属性) + self.角色属性B = deepcopy(self.初始属性) diff --git a/Characters/千魂·决战者.py b/Characters/千魂·决战者.py new file mode 100644 index 00000000..df11986b --- /dev/null +++ b/Characters/千魂·决战者.py @@ -0,0 +1,625 @@ +from PublicReference.carry.base import * + + +class 职业主动技能(主动技能): + + data0 = [] + data1 = [] + data2 = [] + data3 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + # def 等效CD(self, 武器类型, 输出类型): + # # 长枪+5%,长枪精通-13% + # if self.所在等级 == 100 or self.所在等级 == 85 or self.所在等级 == 50: + # return round(self.CD / self.恢复 * 武器冷却惩罚(武器类型, 输出类型, self.版本), 1) + # return round(self.CD * 0.87 / self.恢复 * 武器冷却惩罚(武器类型, 输出类型, self.版本), 1) + + +class 技能0(被动技能): + 名称 = '长枪精通' + 所在等级 = 15 + 等级上限 = 30 + 基础等级 = 20 + 冷却关联技能 = ['所有'] + 非冷却关联技能 = ['流云幻灭','极影无形杀','问鼎·千军破云'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + elif self.等级 <= 20: + return round(1 + 0.01 * self.等级, 5) + else: + return round(0.8 + 0.02 * self.等级, 5) + + def 物理攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 0.87 + +class 技能1(职业主动技能): + 名称 = '双重刺击' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + # #第1击攻击力:% + # data0 = [0, 1695, 1868, 2040, 2211, 2383, 2556, 2728, 2900, 3071, 3244, 3416, 3588, 3760, 3932, 4104, 4276, 4449, 4621, 4792, 4964, 5137, 5309, 5481, 5652, 5825, 5997, 6169, 6340, 6513, 6685, 6857, 7029, 7201, 7373, 7545, 7717, 7890, 8061, 8233, 8405, 8578, 8750, 8921, 9094, 9266, 9438, 9610, 9782, 9954, 10126, 10298, 10471, 10642, 10814, 10986, 11159, 11331, 11502, 11674, 11847, 12019, 12190, 12362, 12535, 12707, 12879, 13050, 13223, 13395, 13567] + # #第1击枪尾攻击力:% + # data1 = [0, 1860, 2050, 2239, 2427, 2616, 2805, 2993, 3183, 3372, 3561, 3749, 3937, 4126, 4315, 4504, 4693, 4882, 5070, 5259, 5449, 5638, 5826, 6015, 6204, 6392, 6582, 6770, 6959, 7147, 7336, 7525, 7715, 7903, 8092, 8281, 8469, 8658, 8848, 9037, 9225, 9414, 9602, 9790, 9980, 10169, 10358, 10546, 10735, 10924, 11114, 11302, 11491, 11680, 11868, 12057, 12247, 12435, 12623, 12812, 13001, 13189, 13379, 13568, 13757, 13945, 14134, 14323, 14513, 14701, 14890] + + # 近距离攻击和枪尾攻击不会同时命中一个敌人, 判定重叠时, 会优先判定为枪尾攻击 + # 第2击攻击力:% + data0 = [(i*1.1243) for i in [0, 1978, 2179, 2379, 2581, 2781, 2982, 3183, 3383, 3585, 3785, 3986, 4186, 4387, 4587, 4789, 4990, 5190, 5391, 5591, 5792, 5993, 6194, 6395, 6595, 6796, 6997, 7198, 7398, 7599, 7798, 7999, 8202, 8402, 8603, 8802, 9003, 9205, 9406, 9605, 9806, 10007, 10207, 10409, 10609, 10810, 11010, 11211, 11411, 11613, 11814, 12014, 12215, 12415, 12617, 12817, 13018, 13218, 13419, 13620, 13821, 14022, 14222, 14423, 14623, 14824, 15026, 15226, 15427, 15627, 15828]] + # 第2击枪尾攻击力:% + data1 = [(i*1.1243) for i in [0, 2365, 2604, 2846, 3086, 3325, 3566, 3805, 4045, 4284, 4526, 4765, 5005, 5246, 5485, 5725, 5965, 6206, 6445, 6684, 6926, 7165, 7405, 7646, 7886, 8125, 8365, 8606, 8845, 9085, 9326, 9566, 9805, 10045, 10285, 10525, 10765, 11006, 11246, 11485, 11725, 11965, 12204, 12447, 12686, 12926, 13165, 13405, 13645, 13884, 14127, 14366, 14606, 14846, 15085, 15325, 15564, 15806, 16046, 16286, 16526, 16765, 17005, 17246, 17486, 17725, 17966, 18206, 18445, 18685, 18926]] + 攻击次数2 = 1 + # 基础 = 3694.57142857143 + # 成长 = 417.428571428571 + CD = 7.0 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能2(职业主动技能): + 名称 = '行云:风' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + # 稍稍对不上 + # 刺击攻击力:% + data0 = [(i*1.0) for i in [0, 158, 174, 189, 206, 222, 238, 254, 270, 286, 302, 318, 335, 350, 366, 382, 398, 415, 431, 446, 462, 479, 495, 511, 526, 543, 559, 575, 591, 607, 623, 639, 655, 672, 687, + 703, 719, 736, 752, 767, 783, 799, 816, 832, 848, 863, 880, 896, 912, 928, 944, 960, 976, 992, 1009, 1024, 1040, 1056, 1073, 1089, 1104, 1120, 1137, 1153, 1169, 1184, 1201, 1217, 1233, 1249, 1264]] + # 旋风攻击力:% + data1 = [(i*1.0) for i in [0, 263, 289, 316, 343, 369, 396, 423, 449, 476, 502, 529, 556, 582, 609, 636, 662, 689, 716, 742, 769, 796, 822, 849, 876, 902, 929, 955, 982, 1009, 1035, 1062, 1089, 1115, 1142, 1169, + 1195, 1222, 1249, 1275, 1302, 1329, 1355, 1382, 1409, 1435, 1462, 1488, 1515, 1542, 1568, 1595, 1622, 1648, 1675, 1702, 1728, 1755, 1782, 1808, 1835, 1862, 1888, 1915, 1942, 1968, 1995, 2021, 2048, 2075, 2101]] + 攻击次数2 = 8 + # 基础 = 2094.93333333333 + # 成长 = 236.066666666667 + CD = 5 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能3(职业主动技能): + 名称 = '行云:疾' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + # 横扫攻击力:% + data0 = [(i*1.0) for i in [0, 2932, 3231, 3529, 3826, 4124, 4421, 4719, 5016, 5314, 5611, 5909, 6206, 6504, 6801, 7099, 7397, 7695, 7993, 8290, 8588, 8885, 9183, 9480, 9778, 10075, 10373, 10670, 10968, 11265, 11563, 11861, 12159, 12457, 12754, 13052, + 13349, 13647, 13944, 14242, 14539, 14837, 15134, 15432, 15730, 16027, 16326, 16623, 16921, 17218, 17516, 17813, 18111, 18408, 18706, 19003, 19301, 19599, 19896, 20194, 20491, 20790, 21087, 21385, 21682, 21980, 22277, 22575, 22872, 23170, 23468]] + # 基础 = 2634.38095238095 + # 成长 = 297.619047619048 + CD = 6.0 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能4(职业主动技能): + 名称 = '行云:落' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + # 基础 = 3784.675 + # 成长 = 427.325 + data0 = [(i*1.0) for i in [0, 4212, 4639, 5067, 5494, 5921, 6348, 6776, 7203, 7631, 8058, 8485, 8912, 9339, 9768, 10195, 10622, 11049, 11476, 11903, 12332, 12759, 13186, 13613, 14040, 14468, 14896, 15323, 15750, 16177, 16604, 17032, 17459, 17887, 18314, + 18741, 19169, 19596, 20023, 20451, 20878, 21305, 21733, 22160, 22587, 23014, 23442, 23870, 24297, 24724, 25151, 25578, 26006, 26434, 26861, 27288, 27715, 28142, 28571, 28998, 29425, 29852, 30279, 30707, 31135, 31562, 31989, 32416, 32843, 33271, 33698]] + CD = 8.0 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能5(被动技能): + 名称 = '行云:沐' + 所在等级 = 25 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + elif self.等级 <= 10: + return round(1.05 + 0.01 * self.等级, 5) + else: + return round(0.95 + 0.02 * self.等级, 5) + + +class 技能6(职业主动技能): + 名称 = '旋风枪' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + # 基础 = 4467.65 + # 成长 = 504.35 + CD = 9 + data0 = [(i*1.24) for i in [0, 475, 523, 569, 618, 667, 715, 763, 811, 860, 907, 956, 1004, 1051, 1100, 1149, 1196, 1244, 1293, 1341, 1388, 1436, 1486, 1534, 1580, 1630, 1678, 1725, 1775, 1822, 1871, 1918, 1967, 2016, 2062, 2111, 2160, 2208, 2255, 2304, 2352, 2400, 2448, 2497, 2545, 2592, 2641, 2689, 2736, 2786, 2833, 2882, 2930, 2978, 3027, 3073, 3122, 3171, 3219, 3267, 3315, 3363, 3411, 3459, 3507, 3556, 3604, 3653, 3700, 3747, 3797]] + 攻击次数 = 11 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能7(职业主动技能): + 名称 = '无畏波动枪' + # 其余部分能被撞出去的才有,固定怪物没有 + 备注 = '突进+刺击' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + # 固定怪物吃以下 + # 普通突进攻击力:% + data0 = [(i*1.1267) for i in [0, 1844, 2031, 2218, 2405, 2591, 2778, 2965, 3152, 3339, 3526, 3714, 3902, 4089, 4276, 4463, 4649, 4836, 5023, 5210, 5397, 5584, 5771, 5958, 6147, 6334, 6521, 6707, 6894, 7081, 7268, 7455, 7642, 7829, 8016, 8203, 8390, 8579, 8765, 8952, 9139, 9326, 9513, 9700, 9887, 10074, 10261, 10448, 10634, 10821, 11010, 11197, 11384, 11571, 11758, 11945, 12132, 12319, 12506, 12692, 12879, 13066, 13253, 13442, 13629, 13816, 14003, 14190, 14377, 14564, 14750]] + 攻击次数 = 1 + # 普通刺击攻击力:% + data1 = [(i*1.1267) for i in [0, 4302, 4739, 5174, 5611, 6048, 6485, 6921, 7357, 7793, 8230, 8667, 9104, 9539, 9976, 10412, 10849, 11285, 11722, 12159, 12595, 13032, 13467, 13904, 14341, 14778, 15215, 15650, 16086, 16523, 16960, 17396, 17833, 18269, 18705, 19142, 19578, 20015, 20452, 20889, 21324, 21760, 22197, 22634, 23071, 23507, 23944, 24379, 24816, 25253, 25689, 26126, 26563, 26999, 27434, 27871, 28308, 28745, 29182, 29618, 30053, 30490, 30927, 31364, 31800, 32237, 32674, 33109, 33545, 33982, 34419]] + 攻击次数2 = 1 + + # 能推开的吃以下的 + # 对被刺穿敌人的攻击力:% + # data0 = [0, 1463, 1612, 1759, 1908, 2057, 2206, 2353, 2502, 2651, 2799, 2947, 3096, 3245, 3393, 3541, 3690, 3839, 3986, 4135, 4284, 4432, 4580, 4729, 4878, 5026, 5174, 5323, 5472, 5619, 5768, 5917, 6066, 6213, 6362, 6511, 6659, 6807, 6956, 7105, 7253, 7401, 7550, 7699, 7846, 7995, 8144, 8292, 8440, 8589, 8738, 8886, 9034, 9183, 9332, 9480, 9628, 9777, 9925, 10073, 10222, 10371, 10519, 10667, 10816, 10965, 11113, 11261, 11410, 11559, 11707] + # 攻击次数 = 1 + # 被刺穿后弹开时的攻击力:% + # data1 = [0, 3512, 3868, 4224, 4580, 4937, 5294, 5650, 6006, 6362, 6718, 7074, 7431, 7788, 8144, 8500, 8856, 9212, 9569, 9925, 10282, 10638, 10994, 11350, 11707, 12063, 12420, 12776, 13132, 13488, 13844, 14201, 14557, 14914, 15270, 15626, 15982, 16339, 16695, 17052, 17408, 17764, 18120, 18476, 18833, 19189, 19546, 19902, 20258, 20614, 20971, 21327, 21683, 22040, 22396, 22752, 23109, 23465, 23821, 24178, 24534, 24890, 25246, 25603, 25959, 26315, 26672, 27028, 27384, 27741, 28097] + # 弹开的敌人撞到地面时的冲撞攻击力:% + # data4 = [0, 878, 967, 1056, 1145, 1234, 1323, 1412, 1501, 1590, 1679, 1768, 1857, 1946, 2035, 2124, 2213, 2302, 2391, 2481, 2570, 2659, 2748, 2837, 2927, 3016, 3105, 3194, 3283, 3372, 3461, 3550, 3639, 3728, 3817, 3906, 3995, 4084, 4173, 4262, 4351, 4440, 4529, 4618, 4707, 4797, 4886, 4975, 5064, 5153, 5243, 5332, 5421, 5510, 5599, 5688, 5777, 5866, 5955, 6044, 6133, 6222, 6311, 6400, 6489, 6578, 6667, 6756, 6845, 6934, 7023] + # 弹开的敌人撞到墙壁时的冲撞攻击力:% + # data5 = [0, 994, 1095, 1197, 1297, 1399, 1499, 1600, 1702, 1802, 1904, 2004, 2105, 2206, 2307, 2408, 2509, 2610, 2710, 2812, 2912, 3014, 3115, 3215, 3317, 3417, 3518, 3620, 3720, 3822, 3922, 4023, 4124, 4225, 4327, 4427, 4528, 4629, 4730, 4830, 4932, 5033, 5133, 5235, 5335, 5437, 5537, 5638, 5740, 5840, 5942, 6042, 6143, 6245, 6345, 6446, 6547, 6648, 6748, 6850, 6951, 7052, 7153, 7253, 7355, 7455, 7557, 7658, 7758, 7860, 7960] + + # 基础 = 5259.13513513513 + # 成长 = 593.864864864865 + CD = 9.0 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能8(职业主动技能): + 名称 = '螺旋波动枪' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 38 + # 基本和韩服一样 + data0 = [int(i*1.1571) for i in [0,2769, 3050, 3331, 3612, 3893, 4173, 4454, 4735, 5016, 5297, 5578, 5860, 6140, 6421, 6702, 6983, 7264, 7545, 7826, 8106, 8387, 8668, 8949, 9231, 9512, 9793, 10073, 10354, 10635, 10916, 11197, 11478, 11759, 12039, 12320, 12601, 12883, 13164, 13445, 13726, 14007, 14287, 14568, 14849, 15130, 15411, 15692, 15973, 16253, 16535, 16816, 17097, 17378, 17659, 17940, 18220, 18501, 18782, 19063, 19344, 19625, 19907, 20188, 20468, 20749, 21030, 21311, 21592, 21873, 22154]] + data1 = [int(i*1.1571) for i in [0,4615, 5083, 5551, 6019, 6488, 6956, 7424, 7892, 8360, 8828, 9296, 9766, 10234, 10702, 11170, 11638, 12106, 12575, 13043, 13511, 13979, 14447, 14915, 15385, 15853, 16321, 16789, 17257, 17725, 18193, 18662, 19130, 19598, 20066, 20534, 21002, 21472, 21940, 22408, 22876, 23344, 23812, 24280, 24749, 25217, 25685, 26153, 26621, 27089, 27559, 28027, 28495, 28963, 29431, 29899, 30367, 30836, 31304, 31772, 32240, 32708, 33178, 33646, 34114, 34582, 35050, 35518, 35986, 36454, 36923]] + data2 = [int(i*1.1571) for i in [0,1846, 2033, 2221, 2408, 2595, 2782, 2969, 3157, 3344, 3531, 3718, 3906, 4094, 4281, 4468, 4655, 4843, 5030, 5217, 5404, 5592, 5779, 5966, 6154, 6341, 6528, 6716, 6903, 7090, 7277, 7465, 7652, 7839, 8026, 8214, 8401, 8589, 8776, 8963, 9150, 9338, 9525, 9712, 9899, 10087, 10274, 10461, 10648, 10836, 11024, 11211, 11398, 11585, 11772, 11960, 12147, 12334, 12521, 12709, 12896, 13083, 13271, 13458, 13646, 13833, 14020, 14207, 14395, 14582, 14769]] + 攻击次数2 = 1 + 攻击次数3 = 1 + CD = 15 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能9(职业主动技能): + 名称 = '升龙破空枪' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 数据对不上 + # 基础 = 8384.54285714286 + # 成长 = 1091.45714285714 + # 横扫攻击力:% + data0 = [(i*1.15) for i in [0, 2420, 2665, 2911, 3156, 3402, 3647, 3893, 4138, 4385, 4629, 4875, 5121, 5367, 5611, 5857, 6103, 6347, 6594, 6839, 7084, 7330, 7576, 7820, 8067, 8312, 8558, 8803, 9049, 9294, 9540, 9785, 10032, 10276, 10522, 10768, 11013, 11258, 11505, 11750, 11995, 12241, 12487, 12731, 12978, 13223, 13469, 13714, 13959, 14205, 14450, 14696, 14942, 15187, 15432, 15679, 15923, 16169, 16415, 16660, 16905, 17152, 17396, 17642, 17888, 18134, 18378, 18625, 18870, 19116, 19361]] + # 上挑攻击力:% + data1 = [(i*1.15) for i in [0, 3630, 3998, 4367, 4734, 5103, 5471, 5840, 6208, 6576, 6944, 7313, 7681, 8049, 8417, 8785, 9154, 9522, 9890, 10259, 10628, 10996, 11364, 11732, 12101, 12469, 12837, 13205, 13573, 13942, 14310, 14678, 15047, 15415, 15784, 16151, 16520, 16887, 17257, 17625, 17993, 18361, 18730, 19098, 19466, 19835, 20203, 20572, 20939, 21308, 21675, 22045, 22412, 22781, 23148, 23518, 23885, 24254, 24621, 24990, 25360, 25727, 26096, 26463, 26833, 27200, 27569, 27936, 28305, 28673, 29042]] + 攻击次数2 = 1 + # 最后一击攻击力:% + data2 = [(i*1.15) for i in [0, 4950, 5452, 5955, 6456, 6958, 7461, 7963, 8466, 8967, 9469, 9972, 10474, 10977, 11479, 11981, 12483, 12985, 13488, 13989, 14491, 14994, 15496, 15999, 16501, 17003, 17506, 18008, 18510, 19011, 19513, 20016, 20518, 21021, 21523, 22025, 22528, 23030, 23533, 24033, 24535, 25038, 25540, 26043, 26545, 27047, 27550, 28052, 28555, 29056, 29558, 30060, 30562, 31065, 31567, 32069, 32572, 33074, 33576, 34078, 34580, 35083, 35585, 36087, 36589, 37091, 37594, 38096, 38598, 39100, 39602]] + 攻击次数3 = 1 + CD = 20 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.10 + self.CD *= 0.88 + if x == 1: + self.倍率 *= 1.19 + self.CD *= 0.88 + + +class 技能10(职业主动技能): + 名称 = '狂龙怒啸' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + # 旋转攻击力:% + data0 = [(i*1.1813) for i in [0, 667, 735, 803, 870, 939, 1006, 1073, 1142, 1210, 1277, 1345, 1413, 1481, 1549, 1616, 1683, 1751, 1820, 1887, 1954, 2023, 2091, 2158, 2226, 2293, 2361, 2430, 2497, 2564, 2633, 2701, 2768, 2836, 2903, 2972, 3039, 3107, 3174, 3241, 3311, 3378, 3445, 3513, 3582, 3649, 3717, 3784, 3852, 3921, 3988, 4055, 4122, 4192, 4259, 4326, 4394, 4463, 4530, 4598, 4665, 4732, 4802, 4869, 4936, 5004, 5073, 5140, 5207, 5275, 5342]] + 攻击次数 = 15 + # 基础 = 8556.5625 + # 成长 = 968.4375 + CD = 20 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.1 + self.CD *= 0.76 + if x == 1: + self.倍率 *= 1.188 + self.CD *= 0.76 + + +class 技能11(职业主动技能): + 名称 = '夺命雷霆枪' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + # 近距离刺击攻击力:% + data0 = [(i*1.1199) for i in [0, 893, 984, 1074, 1166, 1256, 1345, 1436, 1527, 1618, 1708, 1799, 1890, 1980, 2071, 2162, 2252, 2344, 2434, 2524, 2616, 2705, 2796, 2886, 2977, 3068, 3158, 3250, 3340, 3430, 3522, 3612, 3702, 3794, 3883, 3975, 4065, 4155, 4246, 4337, 4428, 4518, 4608, 4700, 4790, 4880, 4972, 5062, 5153, 5243, 5333, 5424, 5515, 5606, 5696, 5787, 5878, 5968, 6060, 6150, 6240, 6332, 6422, 6511, 6602, 6693, 6784, 6874, 6965, 7056, 7146]] + 攻击次数 = 15 + # 引起受创效果的刺击攻击力:% + # data1 = [0, 850, 937, 1023, 1110, 1196, 1281, 1368, 1454, 1541, 1627, 1713, 1800, 1886, 1972, 2059, 2145, 2232, 2318, 2404, 2491, 2576, 2663, 2749, 2835, 2922, 3008, 3095, 3181, 3267, 3354, 3440, 3526, 3613, 3698, 3786, 3871, 3957, 4044, 4130, 4217, 4303, 4389, 4476, 4562, 4648, 4735, 4821, 4908, 4993, 5079, 5166, 5252, 5339, 5425, 5511, 5598, 5684, 5771, 5857, 5943, 6030, 6116, 6201, 6288, 6374, 6461, 6547, 6633, 6720, 6806] + # #每1次刺击对应的横斩攻击力:% + data1 = [(i*1.1199) for i in [0, 162, 179, 194, 211, 228, 245, 261, 277, 294, 310, 327, 343, 359, 376, 393, 410, 426, 442, 458, 475, 491, 508, 524, 541, 558, 574, 591, 606, 623, 639, 656, 673, 690, 706, 722, 739, 755, 772, 788, 804, 821, 838, 855, 870, 886, 903, 920, 937, 952, 969, 986, 1003, 1020, 1034, 1051, 1068, 1085, 1101, 1117, 1134, 1151, 1168, 1183, 1199, 1216, 1233, 1250, 1266, 1283, 1299]] + 攻击次数2 = 15 + # 最后横斩攻击力:% + data2 = [(i*1.1198) for i in [0, 9746, 10734, 11722, 12712, 13700, 14688, 15678, 16667, 17655, 18644, 19633, 20621, 21610, 22599, 23587, 24576, 25565, 26553, 27543, 28532, 29520, 30509, 31497, 32486, 33475, 34463, 35452, 36441, 37429, 38418, 39408, 40396, 41385, 42374, 43362, 44351, 45340, 46328, 47316, 48306, 49294, 50282, 51273, 52261, 53249, 54239, 55227, 56215, 57205, 58193, 59181, 60170, 61159, 62147, 63137, 64126, 65114, 66103, 67092, 68080, 69069, 70058, 71046, 72035, 73024, 74012, 75002, 75990, 76979, 77968]] + 攻击次数3 = 1 + # 基础 = 21869.8666666667 + # 成长 = 2472.13333333333 + CD = 47 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data2 = [(i * 1.65) for i in self.data2] + if x == 1: + self.data2 = [(i * 1.86) for i in self.data2] + + +class 技能12(被动技能): + 名称 = '行云:启' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.06 + 0.015 * self.等级, 5) + + +class 技能13(职业主动技能): + 名称 = '流云幻灭' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + # 基础 = 43306.1 + # 成长 = 13091 + # 原数据是游戏数据的1.1倍,需要确认 + # 第一击攻击力:% + data0 = [(i*1.191) for i in [0, 964, 1188, 1411, 1635, 1858, 2081, 2305, 2529, 2752, 2976, 3200, 3424, 3647, 3871, 4094, 4317, 4541, 4765, 4988, 5212, 5436, 5660, 5883, 6106, 6330, 6553, 6777, 7001, 7224, 7448, 7672, 7896, 8119, 8342, 8566, + 8789, 9013, 9237, 9461, 9684, 9908, 10132, 10355, 10578, 10802, 11025, 11249, 11473, 11697, 11920, 12144, 12368, 12590, 12814, 13038, 13261, 13485, 13709, 13933, 14156, 14380, 14604, 14826, 15050, 15274, 15497, 15721, 15945, 16169, 16392]] + 攻击次数 = 1 + # 第2击攻击力:% + data1 = [(i*1.048) for i in [0, 2739, 3375, 4010, 4645, 5281, 5916, 6552, 7187, 7821, 8458, 9092, 9728, 10363, 10999, 11633, 12270, 12904, 13540, 14175, 14811, 15445, 16082, 16716, 17353, 17987, 18622, 19258, 19893, 20528, 21164, 21799, 22434, 23070, 23705, + 24340, 24976, 25611, 26247, 26882, 27517, 28153, 28788, 29423, 30059, 30694, 31329, 31964, 32600, 33234, 33871, 34505, 35142, 35776, 36412, 37047, 37683, 38317, 38954, 39588, 40224, 40859, 41495, 42129, 42766, 43400, 44035, 44671, 45306, 45942, 46577]] + 攻击次数2 = 1 + # 第3击攻击力:% + data2 = [(i*1.048) for i in [0, 3288, 4049, 4811, 5574, 6337, 7100, 7861, 8624, 9387, 10149, 10911, 11673, 12437, 13199, 13960, 14723, 15485, 16249, 17011, 17772, 18535, 19298, 20061, 20822, 21584, 22348, 23110, 23872, 24634, 25396, 26160, 26921, 27684, 28446, + 29210, 29972, 30733, 31496, 32259, 33022, 33783, 34545, 35308, 36071, 36833, 37595, 38357, 39121, 39883, 40645, 41407, 42170, 42933, 43694, 44457, 45219, 45982, 46744, 47506, 48269, 49032, 49795, 50556, 51318, 52082, 52844, 53605, 54368, 55130, 55894]] + 攻击次数3 = 1 + # 第4击攻击力:% + data3 = [(i*1.048) for i in [0, 3835, 4725, 5614, 6503, 7394, 8283, 9172, 10062, 10951, 11840, 12729, 13619, 14508, 15397, 16289, 17178, 18067, 18957, 19846, 20735, 21624, 22514, 23403, 24293, 25183, 26072, 26961, 27851, 28740, 29629, 30518, 31409, 32299, 33189, + 34078, 34967, 35856, 36746, 37635, 38524, 39414, 40304, 41193, 42083, 42972, 43861, 44752, 45641, 46530, 47419, 48310, 49199, 50088, 50978, 51867, 52756, 53645, 54535, 55424, 56314, 57204, 58094, 58983, 59873, 60762, 61651, 62541, 63430, 64320, 65210]] + 攻击次数4 = 1 + # 第5击攻击力:% + data4 = [(i*1.048) for i in [0, 4384, 5400, 6416, 7433, 8449, 9465, 10482, 11498, 12515, 13532, 14548, 15564, 16581, 17598, 18615, 19631, 20647, 21665, 22681, 23697, 24714, 25730, 26747, 27764, 28780, 29797, 30813, 31828, 32845, 33862, 34878, 35895, 36912, 37928, + 38945, 39961, 40977, 41995, 43011, 44027, 45044, 46060, 47078, 48094, 49110, 50127, 51143, 52160, 53177, 54193, 55209, 56227, 57243, 58258, 59275, 60291, 61307, 62325, 63341, 64358, 65374, 66390, 67408, 68424, 69440, 70457, 71474, 72490, 73507, 74523]] + 攻击次数5 = 1 + # 第6击攻击力:% + data5 = [(i*1.048) for i in [0, 1644, 2025, 2406, 2786, 3168, 3549, 3930, 4312, 4694, 5074, 5456, 5835, 6217, 6599, 6980, 7361, 7742, 8124, 8506, 8886, 9267, 9647, 10029, 10411, 10792, 11173, 11555, 11936, 12318, 12697, 13079, 13461, 13841, 14223, 14604, + 14985, 15367, 15747, 16128, 16509, 16891, 17273, 17653, 18035, 18416, 18797, 19178, 19559, 19941, 20322, 20703, 21085, 21465, 21847, 22229, 22608, 22990, 23371, 23753, 24134, 24515, 24897, 25276, 25658, 26040, 26420, 26802, 27184, 27565, 27946]] + 攻击次数6 = 3 + # 第7击攻击力:% + data6 = [(i*1.048) for i in [0, 4932, 6075, 7219, 8361, 9505, 10649, 11792, 12936, 14081, 15224, 16367, 17511, 18654, 19798, 20942, 22085, 23228, 24372, 25516, 26660, 27804, 28947, 30090, 31233, 32377, 33521, 34665, 35809, 36952, 38095, 39239, 40383, 41526, 42670, + 43813, 44956, 46100, 47245, 48388, 49532, 50676, 51818, 52962, 54106, 55249, 56393, 57538, 58680, 59824, 60967, 62111, 63255, 64398, 65541, 66685, 67828, 68973, 70117, 71260, 72403, 73547, 74690, 75834, 76978, 78121, 79265, 80408, 81552, 82696, 83839]] + 攻击次数7 = 1 + # 第8击攻击力:% + data7 = [(i*1.048) for i in [0, 5478, 6749, 8020, 9290, 10561, 11832, 13103, 14373, 15644, 16915, 18185, 19456, 20727, 21998, 23268, 24539, 25810, 27080, 28351, 29621, 30892, 32162, 33433, 34704, 35974, 37245, 38516, 39788, 41057, 42329, 43600, 44869, 46141, + 47412, 48683, 49953, 51224, 52495, 53763, 55035, 56306, 57577, 58847, 60118, 61389, 62659, 63930, 65201, 66472, 67742, 69013, 70284, 71555, 72825, 74096, 75367, 76636, 77907, 79178, 80449, 81719, 82990, 84261, 85531, 86802, 88073, 89344, 90614, 91885, 93156]] + 攻击次数8 = 1 + # 斗气长枪攻击力:% + data8 = [(i*1.191) for i in [0, 24110, 29702, 38820, 44971, 51121, 57271, 63421, 69571, 75721, 81871, 88022, 94171, 100321, 106472, 112621, 118773, 124922, 131070, 137222, 143371, 149520, 155672, 161821, 167971, 174122, 180271, 186422, 192572, 198722, 204872, 211023, 217172, 223322, 229473, + 235622, 241773, 247923, 254072, 260223, 266373, 272524, 278673, 284823, 290974, 297123, 303272, 309424, 315572, 321723, 327873, 334022, 340173, 346323, 352473, 358624, 364774, 370923, 377074, 383224, 389373, 395525, 401674, 407823, 413975, 420124, 426273, 432425, 438574, 444725, 450875]] + 攻击次数9 = 1 + CD = 145 + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + 等效倍率 += self.data0[self.等级] * self.攻击次数 + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + 等效倍率 += self.data4[self.等级] * self.攻击次数5 + 等效倍率 += self.data5[self.等级] * self.攻击次数6 + 等效倍率 += self.data6[self.等级] * self.攻击次数7 + 等效倍率 += self.data7[self.等级] * self.攻击次数8 + 等效倍率 += self.data8[self.等级] * self.攻击次数9 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能14(职业主动技能): + 名称 = '风火燎原' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + data0 = [(i*1.1489) for i in [0, 1283, 1413, 1545, 1675, 1805, 1935, 2065, 2196, 2326, 2456, 2585, 2715, 2846, 2976, 3106, 3236, 3366, 3498, 3628, 3758, 3888, 4018, 4149, 4279, 4409, 4539, 4669, 4800, 4930, 5060, 5190, 5320, 5451, 5582, 5712, 5842, 5972, 6103, 6233, 6363, 6493, 6623, 6754, 6884, 7014, 7144, 7274, 7405, 7535, 7666, 7796, 7926, 8057, 8187, 8317, 8447, 8576, 8707, 8837, 8967, 9097, 9227, 9358, 9488, 9619, 9749, 9879, 10010, 10140, 10270]] + 攻击次数 = 20 + # 基础 = 21959.0909090909 + # 成长 = 2480.90909090909 + CD = 30.0 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.275 + if x == 1: + self.倍率 *= 1.365 + + +class 技能15(职业主动技能): + 名称 = '三一斩月' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + # 枪身攻击力:% + data0 = [(i*1.1707) for i in [0, 667, 734, 801, 868, 936, 1004, 1072, 1139, 1208, 1275, 1342, 1409, 1476, 1546, 1613, 1680, 1748, 1815, 1883, 1950, 2018, 2086, 2154, 2221, 2289, 2356, 2423, 2491, 2560, 2627, 2694, 2762, 2830, 2897, 2964, 3033, 3101, 3168, 3235, 3302, 3371, 3438, 3506, 3574, 3641, 3709, 3776, 3843, 3911, 3980, 4047, 4115, 4182, 4249, 4317, 4385, 4452, 4520, 4587, 4656, 4723, 4790, 4857, 4926, 4994, 5061, 5128, 5196, 5264, 5331]] + # [三一斩月]攻击力:% + data1 = [(i*1.1707) for i in [0, 4081, 4495, 4910, 5324, 5738, 6152, 6567, 6980, 7395, 7809, 8224, 8637, 9051, 9466, 9879, 10294, 10708, 11123, 11536, 11951, 12365, 12779, 13193, 13607, 14022, 14435, 14850, 15264, 15677, 16091, 16505, 16920, 17333, 17748, 18162, 18577, 18990, 19405, 19819, 20232, 20647, 21061, 21476, 21889, 22304, 22718, 23133, 23546, 23960, 24375, 24788, 25203, 25617, 26032, 26445, 26860, 27274, 27689, 28102, 28516, 28931, 29344, 29759, 30173, 30588, 31001, 31414, 31829, 32242, 32657]] + 攻击次数2 = 8 + # 基础 = 28510.88235 + # 成长 = 3220.117647 + CD = 50.0 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.23 + if x == 1: + self.倍率 *= 1.31 + + +class 技能16(职业主动技能): + 名称 = '无双突刺' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + # 第1~2击攻击力:% + data0 = [(i*1.1236) for i in [0, 3398, 3743, 4088, 4433, 4779, 5122, 5467, 5813, 6157, 6502, 6846, 7191, 7537, 7880, 8226, 8571, 8916, 9261, 9604, 9950, 10295, 10640, 10985, 11330, 11674, 12019, 12364, 12708, 13054, 13398, 13743, 14089, 14432, 14778, 15122, 15468, 15813, 16156, 16502, 16847, 17192, 17536, 17880, 18226, 18571, 18915, 19260, 19606, 19950, 20295, 20639, 20984, 21330, 21674, 22020, 22364, 22708, 23054, 23398, 23743, 24088, 24432, 24778, 25123, 25467, 25812, 26157, 26502, 26847, 27191]] + 攻击次数 = 2 + # 第3~4击攻击力:% + # data1 = [0, 20418, 22489, 24562, 26633, 28704, 30776, 32847, 34918, 36991, 39062, 41133, 43204, 45276, 47347, 49419, 51491, 53562, 55633, 57705, 59776, 61848, 63920, 65991, 68062, 70133, 72205, 74277, 76348, 78420, 80491, 82562, 84634, 86706, 88777, 90849, 92920, 94991, 97062, 99135, 101206, 103277, 105349, 107420, 109491, 111564, 113635, 115706, 117778, 119849, 121920, 123993, 126064, 128135, 130207, 132278, 134349, 136422, 138493, 140564, 142635, 144707, 146778, 148850, 150922, 152993, 155064, 157136, 159207, 161279, 163351] + # 第3~4击枪尾攻击力:% + data1 = [(i*1.1238) for i in [0, 24053, 26495, 28934, 31375, 33815, 36255, 38696, 41136, 43577, 46016, 48456, 50898, 53338, 55777, 58218, 60659, 63100, 65539, 67979, 70420, 72860, 75300, 77741, 80181, 82620, 85062, 87502, 89942, 92382, 94822, 97264, 99703, 102143, 104584, 107024, 109465, 111905, 114345, 116785, 119225, 121666, 124107, 126546, 128987, 131427, 133868, 136308, 138748, 141188, 143628, 146069, 148510, 150950, 153389, 155831, 158271, 160710, 163151, 165591, 168033, 170472, 172912, 175353, 177793, 180233, 182674, 185114, 187553, 189994, 192435]] + 攻击次数2 = 2 + # 基础 = 46982.8 + # 成长 = 5305.2 + CD = 33.0 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 0 + self.data1 = [(i*1.45) for i in self.data1] + self.CD *= 0.9 + # self.倍率 *= 1.27049 + + +class 技能17(被动技能): + 名称 = '行云:冥' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.16 + 0.02 * self.等级, 5) + + +class 技能18(职业主动技能): + 名称 = '流光无影闪' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + # 基础 = 52609.8333333333 + # 成长 = 5940.16666666667 + # 突进攻击力:% + data0 = [(i*1.1341) for i in [0, 5532, 6094, 6655, 7216, 7778, 8339, 8900, 9462, 10023, 10585, 11146, 11706, 12269, 12830, 13391, 13952, 14514, 15075, 15637, 16197, 16760, 17321, 17882, 18443, 19005, 19566, 20127, 20688, 21250, 21812, 22372, 22933, 23496, 24057, 24618, 25179, 25741, 26303, 26863, 27424, 27987, 28547, 29108, 29670, 30231, 30793, 31354, 31915, 32478, 33038, 33599, 34161, 34721, 35283, 35845, 36406, 36967, 37529, 38090, 38652, 39212, 39774, 40336, 40896, 41457, 42020, 42581, 43141, 43703, 44265]] + 攻击次数 = 1 + # 终结攻击力:% + data1 = [(i*1.1341) for i in [0, 55945, 61621, 67297, 72973, 78649, 84324, 90000, 95676, 101351, 107027, 112702, 118379, 124054, 129730, 135406, 141081, 146756, 152434, 158109, 163784, 169461, 175136, 180811, 186486, 192163, 197838, 203514, 209190, 214866, 220541, 226217, 231893, 237568, 243245, 248920, 254596, 260271, 265947, 271622, 277298, 282975, 288650, 294326, 300002, 305677, 311352, 317029, 322704, 328380, 334055, 339732, 345407, 351082, 356759, 362434, 368109, 373786, 379462, 385137, 390813, 396488, 402164, 407839, 413516, 419192, 424867, 430543, 436218, 441894, 447570]] + 攻击次数2 = 1 + CD = 44 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + # 算法待定,加还是乘 + self.倍率 *= 1.2*1.14 + self.CD *= 0.88 + + +class 技能19(职业主动技能): + 名称 = '极影无形杀' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + # 第1次刺击攻击力:% + data0 = [(i*1.1231) for i in [0, 13262, 16337, 19411, 22487, 25562, 28639, 31714, 34790, 37864, 40940, 44015, 47090, 50166, 53240, 56316, 59391, 62467, 65542, 68616, 71692, 74767, 77843, 80918, 83994, 87068, 90144, 93220, 96296, 99371, 102445, 105521, 108596, 111672, 114747, 117822, 120897, 123972, 127048, 130123, 133198, 136273, 139349, 142424, 145500, 148575, 151649, 154726, 157801, 160877, 163952, 167027, 170102, 173178, 176253, 179328, 182403, 185478, 188554, 191629, 194705, 197780, 200855, 203930, 207005, 210081, 213157, 216231, 219307, 222383, 225458]] + # 乱舞斩击攻击力:% + data1 = [(i*1.1231) for i in [0, 7368, 9076, 10784, 12493, 14201, 15911, 17619, 19326, 21036, 22744, 24452, 26161, 27869, 29577, 31287, 32995, 34703, 36412, 38120, 39830, 41537, 43245, 44955, 46663, 48371, 50080, 51788, 53496, 55206, 56914, 58622, 60331, 62039, 63749, 65456, 67164, 68874, 70582, 72290, 73999, 75707, 77415, 79125, 80833, 82542, 84250, 85958, 87668, 89375, 91083, 92793, 94501, 96209, 97918, 99626, 101336, 103044, 104751, 106461, 108169, 109877, 111587, 113294, 115002, 116712, 118420, 120129, 121837, 123545, 125255]] + 攻击次数2 = 7 + # 乱舞刺击攻击力:% + data2 = [(i*1.1231) for i in [0, 2946, 3631, 4313, 4997, 5681, 6364, 7047, 7731, 8414, 9097, 9781, 10464, 11147, 11831, 12514, 13197, 13881, 14565, 15247, 15932, 16614, 17298, 17981, 18665, 19347, 20032, 20714, 21399, 22082, 22765, 23449, 24132, 24815, 25499, 26182, 26865, 27550, 28232, 28916, 29600, 30283, 30966, 31650, 32333, 33016, 33700, 34383, 35066, 35750, 36433, 37116, 37800, 38484, 39166, 39851, 40533, 41218, 41900, 42584, 43267, 43951, 44633, 45318, 46001, 46684, 47368, 48051, 48734, 49418, 50101]] + 攻击次数3 = 17 + # 最后一击攻击力:% + data3 = [(i*1.1231) for i in [0, 32418, 39936, 47454, 54971, 62488, 70006, 77523, 85041, 92556, 100074, 107592, 115109, 122627, 130144, 137661, 145179, 152697, 160214, 167731, 175249, 182766, 190284, 197802, 205318, 212836, 220353, 227871, 235388, 242905, 250423, 257941, 265458, 272975, 280493, 288010, 295528, 303046, 310562, 318080, 325598, 333115, 340632, 348149, 355667, 363185, 370701, 378218, 385736, 393253, 400771, 408289, 415805, 423323, 430841, 438358, 445875, 453393, 460910, 468428, 475946, 483462, 490980, 498497, 506015, 513533, 521049, 528567, 536085, 543602, 551119]] + 攻击次数4 = 1 + + # 基础 = 107737 + # 成长 = 32553 + CD = 180 + + +class 技能20(被动技能): + 名称 = '一身是胆' + 所在等级 = 95 + 等级上限 = 40 + 等级精通 = 30 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能21(职业主动技能): + 名称 = '双龙流云灭' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + data0 = [int(i*1.1533) for i in [0, 34351, 37836, 41321, 44806, 48291, 51776, 55261, 58746, 62231, 65716, 69201, 72686, 76171, 79655, 83140, 86625, 90110, 93595, 97080, 100565, 104050, 107535, 111020, 114505, 117990, 121474, 124959, 128444, 131929, 135414, 138899, 142384, 145869, 149354, 152839, 156324, 159809, 163293, 166778, 170263, 173748, 177233, 180718, 184203, 187688, 191173, 194658, 198143, 201628, 205112, 208597, 212082, 215567, 219053, 222538, 226023, 229508, 232993, 236478, 239963, 243448, 246932, 250417, 253902, 257387, 260872, 264357, 267842, 271327, 274812]] + 攻击次数 = 3 + data1 =[int(i*1.1533) for i in [0, 5725, 6306, 6887, 7468, 8048, 8629, 9210, 9791, 10372, 10953, 11533, 12114, 12695, 13276, 13857, 14437, 15018, 15599, 16180, 16761, 17342, 17922, 18503, 19084, 19665, 20246, 20826, 21407, 21988, 22569, 23150, 23731, 24312, 24892, 25473, 26054, 26635, 27216, 27796, 28377, 28958, 29539, 30120, 30701, 31281, 31862, 32443, 33024, 33605, 34185, 34766, 35347, 35928, 36509, 37090, 37670, 38251, 38832, 39413, 39994, 40575, 41155, 41736, 42317, 42898, 43479, 44059, 44640, 45221, 45802]] + 攻击次数2 = 1 + CD = 60.0 + + + +class 技能22(职业主动技能): + 名称 = '问鼎·千军破云' + 所在等级 = 100 + 等级上限 = 40 + 等级精通 = 30 + 基础等级 = 2 + + data0 =[int(i*1.1486) for i in [0, 44586, 54924, 65263, 75602, 85941, 96279, 106618, 116957, 127296, 137634, 147973, 158312, 168651, 178989, 189328, 199666, 210005, 220344, 230683, 241021, 251360, 261699, 272038, 282376, 292715, 303054, 313393, 323731, 334070, 344409, 354748, 365086, 375425, 385764, 396103, 406441, 416780, 427119, 437458, 447796, 458135, 468474, 478812, 489151, 499490, 509828, 520167, 530506, 540845, 551183, 561522, 571861, 582200, 592538, 602877, 613216, 623555, 633893, 644232, 654571, 664910, 675248, 685587, 695926, 706265, 716603, 726942, 737280, 747619, 757958]] + 攻击次数 = 1 + data1 = [int(i*1.1486) for i in [0, 26751, 32955, 39158, 45361, 51564, 57768, 63971, 70174, 76377, 82581, 88784, 94987, 101190, 107394, 113597, 119800, 126003, 132206, 138410, 144613, 150816, 157019, 163223, 169426, 175629, 181832, 188036, 194239, 200442, 206645, 212849, 219052, 225255, 231458, 237662, 243865, 250068, 256271, 262475, 268678, 274881, 281084, 287287, 293491, 299694, 305897, 312100, 318304, 324507, 330710, 336913, 343117, 349320, 355523, 361726, 367930, 374133, 380336, 386539, 392743, 398946, 405149, 411352, 417555, 423759, 429962, 436165, 442368, 448572, 454775]] + 攻击次数2 = 5 + data2 = [int(i*1.1486) for i in [0, 66878, 82387, 97895, 113403, 128911, 144419, 159927, 175435, 190943, 206451, 221960, 237468, 252976, 268484, 283991, 299500, 315008, 330516, 346024, 361532, 377040, 392548, 408056, 423565, 439073, 454581, 470089, 485597, 501105, 516613, 532121, 547629, 563138, 578646, 594154, 609662, 625170, 640678, 656186, 671694, 687203, 702711, 718218, 733726, 749234, 764743, 780251, 795759, 811267, 826775, 842283, 857791, 873299, 888808, 904316, 919824, 935332, 950840, 966348, 981856, 997364, 1012872, 1028381, 1043889, 1059397, 1074905, 1090413, 1105921, 1121429, 1136937]] + 攻击次数3 = 4 + + 关联技能 = ['无'] + CD = 290.0 + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +一觉序号 = 0 +二觉序号 = 0 +三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 三觉序号 = 技能序号[i.名称] + +护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 护石选项.append(i.名称) + +符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 符文选项.append(i.名称) + + +class 职业属性(角色属性): + 实际名称 = '千魂·决战者' + 角色 = '魔枪士' + 职业 = '决战者' + + 武器选项 = ['长枪'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '轻甲' + 防具精通属性 = ['力量'] + + 主BUFF = 2.0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + super().被动倍率计算() + + x = self.技能栏[12].加成倍率(self.武器类型) + self.技能栏[2].被动倍率 *= (0.025 + x) / x + self.技能栏[3].被动倍率 *= (0.020 + x) / x + self.技能栏[4].被动倍率 *= (0.015 + x) / x + + y = self.技能栏[17].加成倍率(self.武器类型) + for i in [1, 2, 3, 4]: + self.技能栏[i].被动倍率 *= (0.01 + y) / y + + +class 千魂·决战者(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 职业属性() + self.角色属性A = 职业属性() + self.角色属性B = 职业属性() + self.一觉序号 = 一觉序号 + self.二觉序号 = 二觉序号 + self.三觉序号 = 三觉序号 + self.护石选项 = deepcopy(护石选项) + self.符文选项 = deepcopy(符文选项) diff --git a/Characters/千魂·征战者.py b/Characters/千魂·征战者.py new file mode 100644 index 00000000..b79552a6 --- /dev/null +++ b/Characters/千魂·征战者.py @@ -0,0 +1,514 @@ +from math import * +from PublicReference.carry.base import * + + +class 职业主动技能(主动技能): + + data0 = [] + data1 = [] + data2 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + # def 等效CD(self, 武器类型): + # 战戟1.1 + # return round(self.CD / self.恢复 * 1.1, 1) + + +class 技能0(被动技能): + 名称 = '战戟精通' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + return 1.0 + + def 武器倍率(self): + if self.等级 == 0: + return 1.0 + else: + return round(1.1 + 0.02 * self.等级, 5) + + +# 霸王戟=猛攻 有TP0.1 +class 技能1(被动技能): + 名称 = '战戟猛攻' + 所在等级 = 25 + 等级上限 = 30 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + elif self.等级 <= 20: + return round(1 + 0.005 * self.等级, 5) + else: + return round(1.1 + 0.02 * (self.等级 - 20), 5) + + def 物理攻击力倍率进图(self, 武器类型): + return self.加成倍率(武器类型) + + +class 技能2(被动技能): + 名称 = '战戟之魂' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.025 + 0.02 * self.等级, 5) + + +class 技能3(被动技能): + 名称 = '战神之力' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.23 + 0.02 * self.等级, 5) + +# 霸王机吃精通吗? + + +class 技能4(被动技能): + 名称 = '基础精通' + 倍率 = 1.0 + 所在等级 = 1 + 等级上限 = 200 + 基础等级 = 100 + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(self.倍率 * (0.463 + 0.089 * self.等级), 5) + + +class 技能5(职业主动技能): + 名称 = '霸王戟' + 所在等级 = 25 + 等级上限 = 1 + 基础等级 = 1 + 是否主动 = 0 + data0 = [(i*1.0) for i in [0, 2578, 2890, 3202, 3514, 3825, 4137, 4449, 4761, 5072, 5384, 5696, 6008, 6319, + 6631, 6943, 7255, 7566, 7878, 8190, 8501, 8813, 9125, 9437, 9748, 10060, 10372, 10684, 10995, 11307, 11619]] + 攻击次数 = 1 + # 基础 = 2281 + # 成长 = 311 + CD = 0.5 + TP成长 = 0.10 + TP上限 = 5 + +# 果体测试就2段+1段 + + +class 技能6(职业主动技能): + 名称 = '破军突击' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + # 基础 = 2476 #2585 3次 #测试只有2段+1 + # 成长 = 291 #307 + data0 = [(i*1.2045) for i in [0, 156, 172, 189, 205, 221, 236, 252, 269, 285, 300, 316, 332, 349, 364, 380, 396, 412, 428, 444, 460, 476, 491, 508, 524, 540, 555, 571, 588, 604, 620, 635, 651, 668, 684, 699, 715, 731, 747, 763, 779, 795, 811, 826, 843, 859, 875, 890, 906, 923, 939, 954, 970, 986, 1003, 1019, 1034, 1050, 1066, 1083, 1098, 1114, 1130, 1146, 1162, 1178, 1194, 1210, 1225, 1242, 1258]] + 攻击次数 = 2 + data1 = [(i*1.2045) for i in [0, 2673, 2944, 3215, 3487, 3758, 4029, 4301, 4572, 4843, 5115, 5385, 5656, 5928, 6199, 6470, 6741, 7013, 7284, 7555, 7827, 8098, 8369, 8640, 8911, 9182, 9454, 9725, 9996, 10268, 10539, 10810, 11081, 11353, 11624, 11894, 12166, 12437, 12708, 12980, 13251, 13522, 13794, 14065, 14336, 14608, 14879, 15149, 15420, 15692, 15963, 16234, 16506, 16777, 17048, 17320, 17591, 17862, 18134, 18404, 18675, 18947, 19218, 19489, 19761, 20032, 20303, 20574, 20846, 21117, 21387]] + 攻击次数2 = 1 + CD = 5 + # TP成长 = 0.10 + # TP上限 = 5 + + +class 技能7(职业主动技能): + 名称 = '追魂斩' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + # 基础 = 3172 + # 成长 = 360 + data0 = [(i*1.2033) for i in [0, 1861, 2050, 2239, 2428, 2617, 2805, 2994, 3183, 3372, 3561, 3750, 3939, 4127, 4316, 4505, 4694, 4883, 5072, 5259, 5448, 5637, 5826, 6015, 6204, 6393, 6581, 6770, 6959, 7148, 7337, 7526, 7714, 7903, 8092, 8281, 8470, 8659, 8848, 9036, 9225, 9414, 9603, 9792, 9981, 10169, 10358, 10547, 10736, 10925, 11114, 11302, 11491, 11680, 11869, 12058, 12247, 12436, 12624, 12813, 13002, 13191, 13380, 13569, 13757, 13946, 14135, 14324, 14513, 14702, 14891]] + 攻击次数 = 2 + + CD = 6 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能8(职业主动技能): + 名称 = '落月斩' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + data0 = [(i*1.2252) for i in [0, 5002, 5509, 6017, 6525, 7032, 7539, 8047, 8554, 9062, 9570, 10077, 10584, 11091, 11599, 12107, 12614, 13122, 13629, 14136, 14644, 15152, 15659, 16167, 16674, 17181, 17689, 18197, 18704, 19212, 19719, 20226, 20734, 21242, 21749, 22257, 22764, 23271, 23778, 24287, 24794, 25301, 25809, 26316, 26823, 27332, 27839, 28346, 28854, 29361, 29868, 30377, 30884, 31391, 31899, 32406, 32913, 33422, 33929, 34436, 34943, 35451, 35958, 36465, 36974, 37481, 37988, 38496, 39003, 39510, 40019]] + 攻击次数 = 1 + # 基础 = 4292 + # 成长 = 483 + CD = 7 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能9(职业主动技能): + 名称 = '冷血突刺' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 刺击攻击力:% + data0 = [(i*1.2033) for i in [0, 6000, 6609, 7218, 7827, 8436, 9044, 9653, 10262, 10871, 11479, 12088, 12697, 13306, 13914, 14523, 15132, 15741, 16350, 16958, 17567, 18176, 18785, 19392, 20001, 20610, 21219, 21828, 22436, 23045, 23654, 24263, 24871, 25480, 26089, 26698, 27306, 27915, 28524, 29133, 29742, 30350, 30959, 31568, 32177, 32785, 33394, 34003, 34612, 35221, 35829, 36438, 37047, 37656, 38264, 38873, 39482, 40091, 40699, 41308, 41917, 42526, 43135, 43743, 44352, 44961, 45570, 46178, 46787, 47396, 48005]] + # 每1次旋风打击的攻击力:% + data1 = [(i*1.2033) for i in [0, 666, 734, 801, 869, 937, 1005, 1072, 1139, 1208, 1275, 1343, 1410, 1478, 1546, 1613, 1681, 1748, 1817, 1884, 1951, 2019, 2086, 2155, 2222, 2290, 2357, 2424, 2493, 2560, 2628, 2695, 2763, 2831, 2898, 2966, 3033, 3102, 3169, 3236, 3304, 3372, 3440, 3507, 3575, 3642, 3710, 3778, 3845, 3913, 3981, 4048, 4116, 4183, 4251, 4319, 4387, 4454, 4521, 4590, 4657, 4725, 4792, 4859, 4928, 4995, 5063, 5130, 5199, 5266, 5333]] + 攻击次数2 = 6 + # 基础 = 8672 + # 成长 = 963 + CD = 16 + TP成长 = 0.10 + TP上限 = 5 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.2 + elif x == 1: + self.倍率 *= 1.29 + + +class 技能10(职业主动技能): + 名称 = '破灭斩' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data0 = [(i*1.2029) for i in [0, 8270, 9110, 9949, 10788, 11627, 12466, 13305, 14144, 14982, 15821, 16660, 17500, 18339, 19178, 20017, 20856, 21695, 22534, 23373, 24212, 25052, 25891, 26730, 27569, 28408, 29247, 30086, 30925, 31764, 32603, 33443, 34281, 35120, 35959, 36798, 37637, 38476, 39315, 40154, 40994, 41833, 42672, 43511, 44350, 45189, 46028, 46867, 47706, 48545, 49385, 50224, 51063, 51902, 52740, 53579, 54418, 55257, 56096, 56936, 57775, 58614, 59453, 60292, 61131, 61970, 62809, 63648, 64488, 65327, 66166]] + # 基础 = 7081 + # 成长 = 799 + CD = 14 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能11(职业主动技能): + 名称 = '夺命乱舞' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + # 基础 = 10134 + # 成长 = 1133 + # 每1次横斩的攻击力:% + data0 = [(i*1.2023) for i in [0, 685, 755, 824, 894, 963, 1033, 1103, 1172, 1241, 1311, 1381, 1450, 1519, 1590, 1659, 1728, 1798, 1868, 1937, 2007, 2076, 2146, 2216, 2285, 2354, 2424, 2494, 2563, 2632, 2703, 2772, 2841, 2911, 2980, 3050, 3120, 3189, 3258, 3329, 3398, 3467, 3536, 3607, 3676, 3745, 3815, 3885, 3954, 4024, 4093, 4163, 4233, 4302, 4371, 4442, 4511, 4580, 4649, 4720, 4789, 4858, 4928, 4998, 5067, 5137, 5206, 5275, 5346, 5415, 5484]] + 攻击次数 = 12 + # 最后一击攻击力:% + data1 = [(i*1.2023) for i in [0, 3526, 3883, 4241, 4599, 4956, 5314, 5672, 6029, 6387, 6745, 7102, 7460, 7818, 8175, 8533, 8891, 9248, 9606, 9965, 10322, 10680, 11038, 11395, 11753, 12111, 12469, 12826, 13184, 13542, 13899, 14257, 14615, 14972, 15330, 15688, 16045, 16403, 16761, 17118, 17476, 17834, 18191, 18549, 18907, 19264, 19622, 19980, 20337, 20696, 21054, 21411, 21769, 22127, 22484, 22842, 23200, 23557, 23915, 24273, 24631, 24988, 25346, 25704, 26061, 26419, 26777, 27134, 27492, 27850, 28207]] + 攻击次数2 = 1 + CD = 18 + TP成长 = 0.10 + TP上限 = 5 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.27 + elif x == 1: + self.倍率 *= 1.36 + + +class 技能12(职业主动技能): + 名称 = '横扫八荒' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + # 基础 = 18970 + # 成长 = 2130 + # 每1次旋转横斩的攻击力:% + data0 = [(i*1.2035) for i in [0, 1545, 1701, 1859, 2015, 2171, 2328, 2485, 2642, 2798, 2956, 3112, 3269, 3425, 3583, 3739, 3896, 4053, 4209, 4366, 4522, 4680, 4836, 4993, 5150, 5307, 5463, 5620, 5777, 5934, 6090, 6248, 6404, 6560, 6717, 6874, 7031, 7187, 7345, 7501, 7658, 7814, 7972, 8128, 8285, 8442, 8598, 8755, 8911, 9069, 9225, 9382, 9539, 9696, 9852, 10010, 10166, 10323, 10479, 10637, 10793, 10949, 11107, 11263, 11420, 11576, 11734, 11890, 12047, 12204, 12361]] + 攻击次数 = 9 + # 最后一击攻击力:% + data1 = [(i*1.2035) for i in [0, 8167, 8995, 9824, 10652, 11481, 12309, 13138, 13966, 14795, 15623, 16451, 17281, 18109, 18938, 19766, 20595, 21423, 22252, 23080, 23909, 24737, 25565, 26394, 27223, 28052, 28880, 29709, 30537, 31366, 32194, 33023, 33851, 34679, 35508, 36337, 37166, 37994, 38823, 39651, 40480, 41308, 42137, 42965, 43793, 44622, 45450, 46280, 47108, 47937, 48765, 49594, 50422, 51251, 52079, 52907, 53736, 54564, 55393, 56222, 57051, 57879, 58708, 59536, 60365, 61193, 62021, 62850, 63678, 64507, 65336]] + 攻击次数2 = 1 + CD = 40 + TP成长 = 0.10 + TP上限 = 5 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.2587 + elif x == 1: + self.倍率 *= 1.4187 + + +class 技能13(职业主动技能): + 名称 = '长虹贯日' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + # 基础 = 17551 + # 成长 = 1979 + # 刺击攻击力:% + data0 = [(i*1.2049) for i in [0, 6147, 6770, 7394, 8018, 8642, 9265, 9889, 10513, 11136, 11759, 12383, 13006, 13630, 14254, 14877, 15501, 16125, 16749, 17372, 17996, 18620, 19243, 19867, 20491, 21114, 21737, 22361, 22985, 23608, 24232, 24856, 25479, 26103, 26727, 27350, 27974, 28598, 29222, 29845, 30469, 31092, 31715, 32339, 32963, 33586, 34210, 34834, 35457, 36081, 36705, 37329, 37952, 38576, 39200, 39823, 40447, 41070, 41693, 42317, 42941, 43565, 44188, 44812, 45436, 46059, 46683, 47307, 47930, 48554, 49178]] + # 最后一击攻击力:% + data1 = [(i*1.2049) for i in [0, 14343, 15798, 17254, 18709, 20163, 21618, 23074, 24529, 25984, 27440, 28895, 30349, 31805, 33260, 34715, 36170, 37626, 39081, 40535, 41991, 43446, 44901, 46356, 47812, 49267, 50721, 52177, 53632, 55087, 56543, 57998, 59452, 60907, 62363, 63818, 65273, 66729, 68184, 69638, 71093, 72549, 74004, 75459, 76915, 78370, 79824, 81279, 82735, 84190, 85645, 87101, 88556, 90010, 91466, 92921, 94376, 95831, 97287, 98741, 100196, 101652, 103107, 104562, 106017, 107473, 108927, 110382, 111838, 113293, 114748]] + 攻击次数2 = 1 + CD = 25 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.232 + self.CD *=0.9 + elif x == 1: + self.倍率 *= 1.323 + self.CD *=0.9 + +# 下劈中了,就不中冲击波。下劈。冲击波不计算伤害 + + +class 技能14(职业主动技能): + 名称 = '穿云裂地斩-下劈' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + # 下劈攻击力:% + data0 = [(i*1.2097) for i in [0, 39459, 43463, 47466, 51469, 55473, 59475, 63479, 67481, 71485, 75488, 79491, 83495, 87498, 91501, 95504, 99507, 103510, 107514, 111516, 115520, 119524, 123526, 127530, 131532, 135536, 139539, 143542, 147545, 151549, 155552, 159555, 163559, 167561, 171565, 175567, 179571, 183574, 187577, 191581, 195584, 199587, 203590, 207593, 211596, 215600, 219602, 223606, 227610, 231612, 235616, 239618, 243622, 247625, 251628, 255631, 259635, 263638, 267641, 271644, 275647, 279651, 283653, 287657, 291660, 295663, 299667, 303669, 307673, 311676, 315679]] + # 冲击波攻击力:% + data1 = [(i*1.2097) for i in [0, 35303, 38885, 42466, 46048, 49629, 53211, 56792, 60374, 63956, 67537, 71119, 74699, 78281, 81862, 85444, 89025, 92607, 96188, 99770, 103352, 106933, 110515, 114096, 117678, 121259, 124841, 128422, 132004, 135585, 139167, 142749, 146330, 149912, 153493, 157075, 160656, 164238, 167819, 171400, 174981, 178563, 182145, 185726, 189308, 192889, 196471, 200052, 203634, 207215, 210797, 214379, 217960, 221542, 225123, 228705, 232286, 235868, 239449, 243031, 246612, 250194, 253776, 257357, 260939, 264520, 268102, 271682, 275264, 278845, 282427]] + 攻击次数2 = 0 + # 基础 = 33760 #125368 + # 成长 = 3813 #3813 + # 冲击波 + #基础= 30210 + #成长 = 3411 + CD = 50 + TP成长 = 0.10 + TP上限 = 5 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.22 + elif x == 1: + self.倍率 *= 1.30 + + +class 技能15(职业主动技能): + 名称 = '破灭轮回刺' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + # 基础 = 43816 + # 成长 = 4948 + # 旋转斩击攻击力:% + data0 = [(i*1.21) for i in [0, 5121, 5640, 6159, 6679, 7199, 7718, 8237, 8757, 9277, 9795, 10315, 10835, 11355, 11874, 12393, 12913, 13433, 13952, 14471, 14991, 15511, 16030, 16549, 17069, 17589, 18108, 18628, 19147, 19667, 20186, 20706, 21225, 21744, 22264, 22784, 23303, 23822, 24342, 24862, 25382, 25900, 26420, 26940, 27460, 27978, 28498, 29018, 29538, 30057, 30576, 31096, 31616, 32135, 32654, 33174, 33693, 34213, 34732, 35252, 35771, 36291, 36811, 37330, 37849, 38369, 38889, 39408, 39927, 40447, 40967]] + 攻击次数 = 2 + # 最后一击攻击力:% + data1 = [(i*1.21) for i in [0, 40967, 45123, 49279, 53435, 57590, 61746, 65903, 70059, 74215, 78371, 82527, 86683, 90840, 94996, 99152, 103307, 107463, 111619, 115776, 119932, 124088, 128244, 132400, 136556, 140713, 144869, 149024, 153180, 157336, 161492, 165649, 169805, 173961, 178117, 182273, 186429, 190586, 194741, 198897, 203053, 207209, 211365, 215522, 219678, 223834, 227990, 232146, 236301, 240458, 244614, 248770, 252926, 257082, 261238, 265394, 269551, 273707, 277863, 282018, 286174, 290330, 294487, 298643, 302799, 306955, 311111, 315267, 319424, 323580, 327735]] + 攻击次数2 = 1 + CD = 40 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.33 + + +class 技能16(职业主动技能): + 名称 = '断魂裂岩斩' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + # 基础 = 48000 + # 成长 = 5433 + # 斩击攻击力:% + data0 = [(i*1.2243) for i in [0, 44942, 49501, 54060, 58619, 63180, 67739, 72298, 76857, 81417, 85976, 90535, 95094, 99654, 104214, 108773, 113332, 117892, 122451, 127010, 131569, 136129, 140688, 145248, 149807, 154367, 158926, 163485, 168044, 172604, 177163, 181722, 186282, 190842, 195401, 199960, 204519, 209079, 213638, 218197, 222756, 227317, 231876, 236435, 240994, 245554, 250113, 254672, 259231, 263792, 268351, 272910, 277469, 282029, 286588, 291147, 295706, 300266, 304826, 309385, 313944, 318504, 323063, 327622, 332181, 336741, 341300, 345860, 350419, 354979, 359538]] + 攻击次数 = 1 + # 多段打击攻击力:% + data1 = [(i*1.2243) for i in [0, 1124, 1237, 1351, 1465, 1579, 1693, 1807, 1920, 2035, 2149, 2263, 2377, 2491, 2605, 2718, 2833, 2946, 3061, 3175, 3289, 3403, 3516, 3631, 3744, 3859, 3972, 4087, 4201, 4314, 4429, 4542, 4657, 4770, 4885, 4998, 5112, 5227, 5340, 5455, 5568, 5683, 5796, 5910, 6024, 6138, 6253, 6366, 6481, 6594, 6708, 6822, 6936, 7050, 7164, 7279, 7392, 7506, 7620, 7734, 7848, 7962, 8076, 8190, 8304, 8418, 8532, 8646, 8760, 8874, 8988]] + 攻击次数2 = 10 + CD = 45 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.35 + + +class 技能17(职业主动技能): + 名称 = '千魂弑' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + # 下劈攻击力:% + data0 = [(i*1.21) for i in [0, 12030, 14820, 17610, 20399, 23189, 25979, 28768, 31558, 34348, 37137, 39927, 42717, 45507, 48296, 51086, 53876, 56665, 59455, 62245, 65035, 67824, 70614, 73403, 76193, 78983, 81773, 84563, 87352, 90141, 92931, 95721, 98511, 101301, 104091, 106880, 109669, 112459, 115249, 118039, 120829, 123619, 126407, 129197, 131987, 134777, 137567, 140357, 143147, 145935, 148725, 151515, 154305, 157095, 159885, 162674, 165464, 168253, 171043, 173833, 176623, 179412, 182202, 184992, 187781, 190571, 193361, 196151, 198940, 201730, 204520]] + 攻击次数 = 1 + # 最后一击攻击力:% + data1 = [(i*1.21) for i in [0, 48122, 59281, 70439, 81599, 92757, 103916, 115075, 126233, 137393, 148551, 159710, 170869, 182028, 193186, 204346, 215504, 226662, 237822, 248980, 260140, 271298, 282457, 293616, 304774, 315933, 327092, 338251, 349410, 360569, 371727, 382887, 394045, 405203, 416363, 427521, 438681, 449839, 460998, 472157, 483316, 494474, 505633, 516792, 527951, 539110, 550268, 561428, 572586, 583744, 594904, 606062, 617222, 628380, 639539, 650698, 661857, 673015, 684174, 695333, 706491, 717651, 728809, 739969, 751127, 762286, 773445, 784603, 795762, 806921, 818080]] + 攻击次数2 = 1 + # 基础 = 44019 + # 成长 = 13283 + CD = 145 + + +class 技能18(职业主动技能): + 名称 = '血战天狱' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + # 第1~4击攻击力:% + data0 = [(i*1.2097) for i in [0, 18639, 22961, 27283, 31605, 35928, 40250, 44571, 48894, 53216, 57538, 61861, 66183, 70504, 74827, 79149, 83471, 87794, 92115, 96438, 100760, 105082, 109405, 113727, 118048, 122371, 126693, 131015, 135338, 139659, 143981, 148304, 152626, 156948, 161271, 165592, 169914, 174237, 178559, 182881, 187203, 191525, 195848, 200170, 204492, 208815, 213136, 217458, 221781, 226103, 230425, 234747, 239069, 243391, 247714, 252036, 256358, 260680, 265002, 269324, 273647, 277969, 282290, 286613, 290935, 295258, 299580, 303902, 308224, 312546, 316868]] + 攻击次数 = 4 + # 最后一击攻击力:% + data1 = [(i*1.2097) for i in [0, 74557, 91846, 109134, 126423, 143711, 161000, 178289, 195577, 212867, 230155, 247443, 264732, 282021, 299310, 316598, 333886, 351176, 368464, 385753, 403041, 420330, 437619, 454907, 472197, 489485, 506773, 524062, 541351, 558639, 575928, 593216, 610506, 627794, 645082, 662372, 679660, 696949, 714237, 731526, 748815, 766103, 783392, 800681, 817969, 835258, 852546, 869836, 887124, 904412, 921702, 938990, 956278, 973567, 990856, 1008145, 1025433, 1042721, 1060011, 1077299, 1094588, 1111877, 1129165, 1146454, 1163742, 1181032, 1198320, 1215608, 1232897, 1250186, 1267475]] + 攻击次数2 = 1 + # 基础 = 109081 + # 成长 = 32931 + CD = 180 + + +class 技能19(被动技能): + 名称 = '灭天之魂' + 所在等级 = 95 + 等级上限 = 40 + 等级精通 = 30 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能20(职业主动技能): + 名称 = '镇狱裂地枪' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + data0 = [int(i*1.2009) for i in [0, 36241, 39918, 43594, 47271, 50948, 54624, 58301, 61977, 65654, 69330, 73008, 76685, 80361, 84038, 87714, 91391, 95068, 98744, 102421, 106097, 109774, 113451, 117128, 120805, 124481, 128158, 131835, 135511, 139188, 142864, 146541, 150217, 153894, 157571, 161247, 164925, 168601, 172278, 175955, 179631, 183308, 186984, 190661, 194338, 198014, 201691, 205367, 209045, 212722, 216398, 220075, 223751, 227428, 231104, 234781, 238458, 242134, 245811, 249487, 253164, 256842, 260518, 264195, 267871, 271548, 275225, 278901, 282578, 286254, 289931]] + 攻击次数 = 1 + data1 = [int(i*1.2009) for i in [0, 84563, 93141, 101721, 110299, 118879, 127457, 136036, 144615, 153194, 161772, 170352, 178931, 187510, 196089, 204667, 213247, 221825, 230405, 238983, 247562, 256141, 264720, 273298, 281878, 290456, 299036, 307614, 316193, 324772, 333351, 341929, 350509, 359087, 367667, 376245, 384824, 393404, 401982, 410561, 419140, 427719, 436298, 444877, 453455, 462035, 470613, 479192, 487771, 496350, 504929, 513508, 522086, 530666, 539244, 547823, 556402, 564981, 573560, 582139, 590717, 599297, 607875, 616455, 625034, 633612, 642192, 650770, 659349, 667928, 676507]] + 攻击次数2 = 1 + CD = 60.0 + + +class 技能21(职业主动技能): + 名称 = '天劫·斗灭乾坤' + 所在等级 = 100 + 等级上限 = 40 + 等级精通 = 30 + 基础等级 = 2 + 关联技能 = ['无'] + CD = 290.0 + data0 = [int(i*1.2124) for i in [0, 410289, 505428, 600566, 695706, 790845, 885985, 981125, 1076264, 1171403, 1266543, 1361682, 1456821, 1551961, 1647099, 1742239, 1837379, 1932519, 2027658, 2122798, 2217936, 2313075, 2408215, 2503354, 2598495, 2693634, 2788773, 2883912, 2979052, 3074191, 3169331, 3264470, 3359608, 3454749, 3549888, 3645028, 3740167, 3835306, 3930445, 4025585, 4120724, 4215864, 4311004, 4406142, 4501282, 4596421, 4691561, 4786700, 4881839, 4976978, 5072118, 5167258, 5262397, 5357536, 5452675, 5547815, 5642954, 5738094, 5833234, 5928372, 6023512, 6118651, 6213791, 6308930, 6404070, 6499208, 6594349, 6689488, 6784628, 6879767, 6974906]] + 攻击次数 = 1 + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +一觉序号 = 0 +二觉序号 = 0 +三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 三觉序号 = 技能序号[i.名称] + +护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 护石选项.append(i.名称) + +符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 符文选项.append(i.名称) + + +class 职业属性(角色属性): + 实际名称 = '千魂·征战者' + 角色 = '魔枪士' + 职业 = '征战者' + + 武器选项 = ['战戟'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '重甲' + 防具精通属性 = ['力量'] + + 主BUFF = 1.80 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + # 霸王戟等级 = 战戟猛攻等级 + self.技能栏[self.技能序号['霸王戟']].等级 = self.技能栏[self.技能序号['战戟猛攻']].等级 + self.物理攻击力 = int((self.物理攻击力 - 65) * + self.技能栏[self.技能序号['战戟精通']].武器倍率() + 65) + super().被动倍率计算() + + def 伤害指数计算(self): + self.进图物理攻击力 = int((self.进图物理攻击力 - 40) * + self.技能栏[self.技能序号['战戟精通']].武器倍率() + 40) + super().伤害指数计算() + + +class 千魂·征战者(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 职业属性() + self.角色属性A = 职业属性() + self.角色属性B = 职业属性() + self.一觉序号 = 一觉序号 + self.二觉序号 = 二觉序号 + self.三觉序号 = 三觉序号 + self.护石选项 = deepcopy(护石选项) + self.符文选项 = deepcopy(符文选项) diff --git a/Characters/千魂·暗枪士.py b/Characters/千魂·暗枪士.py new file mode 100644 index 00000000..81c6f403 --- /dev/null +++ b/Characters/千魂·暗枪士.py @@ -0,0 +1,615 @@ +from PublicReference.carry.base import * + + +class 职业主动技能(主动技能): + + data0 = [] + data1 = [] + data2 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能0(被动技能): + 名称 = '暗蚀' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + 自定义描述 = 1 + 关联技能 = ['双重投射', '暗矛投射', '暗矛贯穿', '绝望枪', '暗蚀螺旋枪', '连锁侵蚀', + '坠蚀之雨', '暗蚀爆雷杀', '黑蚀酷刑', '冥夜裂空', '冥蚀脉冲', '虚空碎灭'] + + def 属强加成(self): + if self.等级 == 0: + return 0 + else: + return round(self.等级 * 4 + 30) + + def 加成倍率(self, 武器类型): + return 1.2 + + def 技能描述(self, 武器类型): + temp = '暗属性强化增加:{}
'.format(self.等级 * 4 + 30) + temp += '黑雷技能额外伤害比率:20%' + return temp + + +class 技能1(职业主动技能): + 名称 = '侵蚀之矛' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + data0 = [(i*1.085*1.0) for i in [0, 2431, 2678, 2925, 3171, 3418, 3665, 3912, 4158, 4405, 4652, 4898, 5145, 5392, 5638, 5885, 6132, 6379, 6625, 6872, 7119, 7365, 7612, 7859, 8105, 8352, 8599, 8846, 9092, 9339, 9586, 9832, 10079, 10326, 10572, 10819, 11066, 11313, 11559, 11806, 12053, 12299, 12546, 12793, 13040, 13286, 13533, 13780, 14026, 14273, 14520, 14766, 15013, 15260, 15507, 15753, 16000, 16247, 16493, 16740, 16987, 17233, 17480, 17727, 17974, 18220, 18467, 18714, 18960, 19207, 19454]] + 攻击次数 = 1 + # 基础 = 1607.71111111111 + # 成长 = 181.644444444444 + CD = 5 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能2(职业主动技能): + 名称 = '双重投射' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + # 基础 = 1633.33333333333 + # 成长 = 184.666666666667 + data0 = [(i*1.085*1.0) for i in [0, 1235, 1361, 1486, 1612, 1737, 1862, 1988, 2113, 2238, 2364, 2489, 2615, 2740, 2865, 2991, 3116, 3241, 3367, 3492, 3618, 3743, 3868, 3994, 4119, 4245, 4370, 4495, 4621, 4746, 4871, 4997, 5122, 5248, 5373, 5498, 5624, 5749, 5874, 6000, 6125, 6251, 6376, 6501, 6627, 6752, 6877, 7003, 7128, 7254, 7379, 7504, 7630, 7755, 7881, 8006, 8131, 8257, 8382, 8507, 8633, 8758, 8884, 9009, 9134, 9260, 9385, 9510, 9636, 9761, 9887]] + 攻击次数 = 2 + # 被动倍率 = 1.2 + CD = 6 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能3(被动技能): + 名称 = '暗矛精通' + 所在等级 = 20 + 等级上限 = 30 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + elif self.等级 <= 20: + return round(1 + 0.01 * self.等级, 5) + else: + return round(0.8 + 0.02 * self.等级, 5) + + def 魔法攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + +class 技能4(职业主动技能): + 名称 = '暗矛投射' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data0 = [(i*1.085*1.0) for i in [0, 778, 857, 935, 1014, 1093, 1172, 1251, 1330, 1409, 1488, 1567, 1646, 1725, 1804, 1883, 1962, 2041, 2120, 2199, 2277, 2356, 2435, 2514, 2593, 2672, 2751, 2830, 2909, 2988, 3067, 3146, 3225, 3304, 3383, 3462, 3540, 3619, 3698, 3777, 3856, 3935, 4014, 4093, 4172, 4251, 4330, 4409, 4488, 4567, 4646, 4725, 4803, 4882, 4961, 5040, 5119, 5198, 5277, 5356, 5435, 5514, 5593, 5672, 5751, 5830, 5909, 5988, 6066, 6145, 6224]] + 攻击次数 = 4 + # 基础 = 2059.2380952381 + # 成长 = 232.380952380952 + # 被动倍率 = 1.2 + CD = 7 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能5(职业主动技能): + 名称 = '黑暗枪雨' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + # 基础 = 4060.68292682927 + # 成长 = 459.317073170732 + data0 = [(i*1.085*1.0) for i in [0, 768, 846, 924, 1002, 1080, 1158, 1236, 1314, 1392, 1470, 1548, 1626, 1704, 1782, 1860, 1938, 2016, 2094, 2172, 2250, 2328, 2406, 2484, 2562, 2640, 2718, 2796, 2874, 2952, 3030, 3108, 3186, 3264, 3342, 3420, 3498, 3576, 3654, 3732, 3810, 3888, 3966, 4044, 4122, 4200, 4278, 4356, 4434, 4512, 4590, 4668, 4746, 4824, 4902, 4980, 5058, 5136, 5214, 5292, 5370, 5448, 5526, 5604, 5682, 5760, 5838, 5916, 5994, 6072, 6150]] + 攻击次数 = 8 + CD = 12 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能6(职业主动技能): + 名称 = '暗矛贯穿' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + # 魔枪贯穿攻击力:% + data0 = [(i*1.085*1.0) for i in [0, 1513, 1666, 1820, 1973, 2127, 2280, 2434, 2587, 2741, 2894, 3048, 3201, 3355, 3508, 3662, 3815, 3969, 4122, 4276, 4429, 4582, 4736, 4889, 5043, 5196, 5350, 5503, 5657, 5810, 5964, 6117, 6271, 6424, 6578, 6731, 6885, 7038, 7192, 7345, 7499, 7652, 7806, 7959, 8113, 8266, 8420, 8573, 8727, 8880, 9034, 9187, 9341, 9494, 9648, 9801, 9955, 10108, 10262, 10415, 10569, 10722, 10876, 11029, 11183, 11336, 11490, 11643, 11797, 11950, 12104]] + # 冲击波攻击力:% + data1 = [(i*1.085*1.0) for i in [0, 2258, 2487, 2717, 2946, 3175, 3404, 3633, 3862, 4091, 4321, 4550, 4779, 5008, 5237, 5466, 5695, 5925, 6154, 6383, 6612, 6841, 7070, 7300, 7529, 7758, 7987, 8216, 8445, 8674, 8904, 9133, 9362, 9591, 9820, 10049, 10278, 10508, 10737, 10966, 11195, 11424, 11653, 11883, 12112, 12341, 12570, 12799, 13028, 13257, 13487, 13716, 13945, 14174, 14403, 14632, 14861, 15091, 15320, 15549, 15778, 16007, 16236, 16465, 16695, 16924, 17153, 17382, 17611, 17840, 18070]] + 攻击次数2 = 1 + # 基础 = 2380.175 + # 成长 = 268.825 + # 被动倍率 = 1.2 + CD = 8 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能7(被动技能): + 名称 = '暗枪突破' + 所在等级 = 30 + 等级上限 = 11 + 基础等级 = 1 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.09 + 0.01 * self.等级, 5) + + +class 技能8(职业主动技能): + 名称 = '黑蚀葬礼' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + # 黑暗之枪爆炸攻击力:% + data0 = [(i*1.085*1.0) for i in [0, 2046, 2254, 2461, 2669, 2877, 3084, 3292, 3499, 3707, 3915, 4122, 4330, 4537, 4745, 4953, 5160, 5368, 5576, 5783, 5991, 6198, 6406, 6614, 6821, 7029, 7236, 7444, 7652, 7859, 8067, 8275, 8482, 8690, 8897, 9105, 9313, 9520, 9728, 9936, 10143, 10351, 10558, 10766, 10974, 11181, 11389, 11596, 11804, 12012, 12219, 12427, 12635, 12842, 13050, 13257, 13465, 13673, 13880, 14088, 14296, 14503, 14711, 14918, 15126, 15334, 15541, 15749, 15956, 16164, 16372]] + # 黑雷枪爆炸攻击力:% + data1 = [(i*1.085*1.0) for i in [0, 3069, 3381, 3692, 4004, 4315, 4626, 4938, 5249, 5561, 5872, 6184, 6495, 6806, 7118, 7429, 7741, 8052, 8364, 8675, 8986, 9298, 9609, 9921, 10232, 10544, 10855, 11166, 11478, 11789, 12101, 12412, 12724, 13035, 13346, 13658, 13969, 14281, 14592, 14904, 15215, 15526, 15838, 16149, 16461, 16772, 17084, 17395, 17706, 18018, 18329, 18641, 18952, 19264, 19575, 19886, 20198, 20509, 20821, 21132, 21444, 21755, 22066, 22378, 22689, 23001, 23312, 23624, 23935, 24246, 24558]] + 攻击次数2 = 1 + # 基础 = 3477.21621621622 + # 成长 = 392.783783783784 + # 被动倍率 = 1.116465014 + CD = 10 + TP成长 = 0.1 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + 等效倍率 += self.data0[self.等级] * self.攻击次数 + # 暗雷系 + 等效倍率 += self.data1[self.等级] * self.攻击次数2 * 1.2 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能9(职业主动技能): + 名称 = '绝望枪' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + # 投掷魔枪攻击力:% + data0 = [(i*1.085*1.0) for i in [0, 518, 571, 623, 676, 729, 781, 834, 887, 939, 992, 1045, 1097, 1150, 1202, 1255, 1308, 1360, 1413, 1466, 1518, 1571, 1623, 1676, 1729, 1781, 1834, 1887, 1939, 1992, 2044, 2097, 2150, 2202, 2255, 2308, 2360, 2413, 2465, 2518, 2571, 2623, 2676, 2729, 2781, 2834, 2886, 2939, 2992, 3044, 3097, 3150, 3202, 3255, 3307, 3360, 3413, 3465, 3518, 3571, 3623, 3676, 3728, 3781, 3834, 3886, 3939, 3992, 4044, 4097, 4149]] + 攻击次数 = 9 + # 基础 = 3089.43243243243 + # 成长 = 348.567567567568 + # 被动倍率 = 1.2 + CD = 8 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能10(职业主动技能): + 名称 = '暗蚀螺旋枪' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 基础 = 5703.11428571429 + # 成长 = 645.885714285714 + # 多段攻击力:% x 20 + data0 = [(i*1.085*1.0) for i in [0, 272, 300, 327, 355, 383, 410, 438, 466, 493, 521, 549, 576, 604, 631, 659, 687, 714, 742, 770, 797, 825, 853, 880, 908, 936, 963, 991, 1019, 1046, 1074, 1102, 1129, 1157, 1184, 1212, 1240, 1267, 1295, 1323, 1350, 1378, 1406, 1433, 1461, 1489, 1516, 1544, 1572, 1599, 1627, 1655, 1682, 1710, 1737, 1765, 1793, 1820, 1848, 1876, 1903, 1931, 1959, 1986, 2014, 2042, 2069, 2097, 2125, 2152, 2180]] + 攻击次数 = 20 + # 爆炸攻击力:% + data1 = [(i*1.085*1.0) for i in [0, 3192, 3516, 3840, 4163, 4487, 4811, 5135, 5459, 5783, 6107, 6430, 6754, 7078, 7402, 7726, 8050, 8373, 8697, 9021, 9345, 9669, 9993, 10317, 10640, 10964, 11288, 11612, 11936, 12260, 12584, 12907, 13231, 13555, 13879, 14203, 14527, 14851, 15174, 15498, 15822, 16146, 16470, 16794, 17118, 17441, 17765, 18089, 18413, 18737, 19061, 19385, 19708, 20032, 20356, 20680, 21004, 21328, 21652, 21975, 22299, 22623, 22947, 23271, 23595, 23919, 24242, 24566, 24890, 25214, 25538]] + 攻击次数2 = 1 + # 被动倍率 = 1.2 + CD = 18 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.25 + elif x == 1: + self.倍率 *= 1.25 + 0.09 + + +class 技能11(职业主动技能): + 名称 = '连锁侵蚀' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 浓缩黑雷攻击力:% + data0 = [(i*1.085*1.0) for i in [0, 3113, 3429, 3745, 4060, 4376, 4692, 5008, 5324, 5640, 5955, 6271, 6587, 6903, 7219, 7535, 7851, 8166, 8482, 8798, 9114, 9430, 9746, 10061, 10377, 10693, 11009, 11325, 11641, 11957, 12272, 12588, 12904, 13220, 13536, 13852, 14168, 14483, 14799, 15115, 15431, 15747, 16063, 16378, 16694, 17010, 17326, 17642, 17958, 18274, 18589, 18905, 19221, 19537, 19853, 20169, 20484, 20800, 21116, 21432, 21748, 22064, 22380, 22695, 23011, 23327, 23643, 23959, 24275, 24590, 24906]] + # 持续伤害攻击力:% + data1 = [(i*1.085*1.0) for i in [0, 778, 857, 936, 1015, 1094, 1173, 1252, 1331, 1410, 1488, 1567, 1646, 1725, 1804, 1883, 1962, 2041, 2120, 2199, 2278, 2357, 2436, 2515, 2594, 2673, 2752, 2831, 2910, 2989, 3068, 3147, 3226, 3305, 3384, 3463, 3542, 3620, 3699, 3778, 3857, 3936, 4015, 4094, 4173, 4252, 4331, 4410, 4489, 4568, 4647, 4726, 4805, 4884, 4963, 5042, 5121, 5200, 5279, 5358, 5437, 5516, 5595, 5673, 5752, 5831, 5910, 5989, 6068, 6147, 6226]] + 攻击次数2 = 6 + # 基础 = 4925.65714285714 + # 成长 = 556.342857142857 + CD = 20 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能12(职业主动技能): + 名称 = '坠蚀之雨' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + # 基础 = 6881.875 + # 成长 = 778.125 + CD = 22 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + data0 = [(i*1.085*1.0) for i in [0, 520, 573, 626, 679, 732, 785, 838, 890, 943, 996, 1049, 1102, 1155, 1207, 1260, 1313, 1366, 1419, 1472, 1525, 1577, 1630, 1683, 1736, 1789, 1842, 1894, 1947, 2000, 2053, 2106, 2159, 2212, 2264, 2317, 2370, 2423, 2476, 2529, 2581, 2634, 2687, 2740, 2793, 2846, 2899, 2951, 3004, 3057, 3110, 3163, 3216, 3268, 3321, 3374, 3427, 3480, 3533, 3586, 3638, 3691, 3744, 3797, 3850, 3903, 3955, 4008, 4061, 4114, 4167]] + 攻击次数 = 20 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 += 2 + self.data1 = [(i*1.085*3.6) for i in self.data0] + self.攻击次数2 = 1 + # self.倍率 *= 1.28 + elif x == 1: + self.data0 = [(i*1.085*1.09) for i in self.data0] + self.攻击次数 += 2 + self.data1 = [(i*1.085*3.6) for i in self.data0] + self.攻击次数2 = 1 + # self.倍率 *= 1.3952 + + +class 技能13(职业主动技能): + 名称 = '暗蚀爆雷杀' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + # 基础 = 12367.6 + # 成长 = 1396.4 + # 被动倍率 = 1.2 + # 贯穿攻击力:% + data0 = [(i*1.085*1.0) for i in [0, 6734, 7417, 8100, 8784, 9467, 10150, 10833, 11516, 12200, 12883, 13566, 14249, 14932, 15616, 16299, 16982, 17665, 18348, 19032, 19715, 20398, 21081, 21764, 22448, 23131, 23814, 24497, 25180, 25864, 26547, 27230, 27913, 28597, 29280, 29963, 30646, 31329, 32013, 32696, 33379, 34062, 34745, 35429, 36112, 36795, 37478, 38161, 38845, 39528, 40211, 40894, 41577, 42261, 42944, 43627, 44310, 44993, 45677, 46360, 47043, 47726, 48409, 49093, 49776, 50459, 51142, 51825, 52509, 53192, 53875]] + # 冲击波攻击力:% + data1 = [(i*1.085*1.0) for i in [0, 4744, 5225, 5707, 6188, 6669, 7151, 7632, 8113, 8595, 9076, 9557, 10039, 10520, 11001, 11483, 11964, 12445, 12927, 13408, 13889, 14370, 14852, 15333, 15814, 16296, 16777, 17258, 17740, 18221, 18702, 19184, 19665, 20146, 20628, 21109, 21590, 22072, 22553, 23034, 23516, 23997, 24478, 24960, 25441, 25922, 26404, 26885, 27366, 27848, 28329, 28810, 29292, 29773, 30254, 30736, 31217, 31698, 32180, 32661, 33142, 33623, 34105, 34586, 35067, 35549, 36030, 36511, 36993, 37474, 37955]] + 攻击次数2 = 1 + # 爆炸攻击力:% + data2 = [(i*1.085*1.0) for i in [0, 7217, 7949, 8681, 9414, 10146, 10878, 11610, 12342, 13075, 13807, 14539, 15271, 16003, 16736, 17468, 18200, 18932, 19665, 20397, 21129, 21861, 22593, 23326, 24058, 24790, 25522, 26254, 26987, 27719, 28451, 29183, 29915, 30648, 31380, 32112, 32844, 33576, 34309, 35041, 35773, 36505, 37238, 37970, 38702, 39434, 40166, 40899, 41631, 42363, 43095, 43827, 44560, 45292, 46024, 46756, 47488, 48221, 48953, 49685, 50417, 51149, 51882, 52614, 53346, 54078, 54810, 55543, 56275, 57007, 57739]] + 攻击次数3 = 1 + CD = 40 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.24 + self.CD *= 0.9 + elif x == 1: + self.倍率 *= 1.24 + 0.08 + self.CD *= 0.9 + + +class 技能14(被动技能): + 名称 = '黑暗支配者' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.105 + 0.015 * self.等级, 5) + + +class 技能15(职业主动技能): + 名称 = '无尽侵蚀:缚魂' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + # 黑暗之枪攻击力:% x 15 + data0 = [(i*1.085*1.0) for i in [0, 1710, 2107, 2504, 2900, 3297, 3694, 4090, 4487, 4884, 5280, 5677, 6074, 6470, 6867, 7264, 7660, 8057, 8454, 8850, 9247, 9644, 10041, 10437, 10834, 11231, 11627, 12024, 12421, 12817, 13214, 13611, 14007, 14404, 14801, 15197, 15594, 15991, 16387, 16784, 17181, 17578, 17974, 18371, 18768, 19164, 19561, 19958, 20354, 20751, 21148, 21544, 21941, 22338, 22734, 23131, 23528, 23924, 24321, 24718, 25115, 25511, 25908, 26305, 26701, 27098, 27495, 27891, 28288, 28685, 29081]] + 攻击次数 = 15 + # 爆炸攻击力:% x 10 - 黑雷系 + data1 = [(i*1.085*1.0) for i in [0, 3136, 3863, 4590, 5318, 6045, 6772, 7499, 8227, 8954, 9681, 10408, 11136, 11863, 12590, 13317, 14045, 14772, 15499, 16226, 16954, 17681, 18408, 19135, 19863, 20590, 21317, 22044, 22772, 23499, 24226, 24953, 25681, 26408, 27135, 27862, 28590, 29317, 30044, 30771, 31499, 32226, 32953, 33680, 34408, 35135, 35862, 36589, 37317, 38044, 38771, 39498, 40226, 40953, 41680, 42407, 43135, 43862, 44589, 45316, 46044, 46771, 47498, 48225, 48953, 49680, 50407, 51134, 51862, 52589, 53316]] + 攻击次数2 = 10 + # 基础 = 32105 + # 成长 = 9745 + # 被动倍率 = 1.1 + CD = 145 + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + 等效倍率 += self.data0[self.等级] * self.攻击次数 + # 暗雷系 + 等效倍率 += self.data1[self.等级] * self.攻击次数2 * 1.2 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能16(职业主动技能): + 名称 = '暗影蚀魂' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + data0 = [(i*1.085*1.0) for i in [0, 19909, 21929, 23949, 25969, 27988, 30008, 32028, 34048, 36068, 38087, 40107, 42127, 44147, 46167, 48187, 50206, 52226, 54246, 56266, 58286, 60305, 62325, 64345, 66365, 68385, 70405, 72424, 74444, 76464, 78484, 80504, 82523, 84543, 86563, 88583, 90603, 92623, 94642, 96662, 98682, 100702, 102722, 104741, 106761, 108781, 110801, 112821, 114841, 116860, 118880, 120900, 122920, 124940, 126959, 128979, 130999, 133019, 135039, 137059, 139078, 141098, 143118, 145138, 147158, 149177, 151197, 153217, 155237, 157257, 159277]] + # 基础 = 13168.1363636364 + # 成长 = 1486.86363636364 + CD = 30 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.27 + elif x == 1: + self.倍率 *= 1.27 + 0.09 + + +class 技能17(职业主动技能): + 名称 = '黑蚀酷刑' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + # 基础 = 20123.2941176471 + # 成长 = 2272.70588235294 + # 被动倍率 = 1.2 + # 巨大魔枪攻击力:% + data0 = [(i*1.085*1.0) for i in [0, 6202, 6831, 7460, 8089, 8719, 9348, 9977, 10606, 11235, 11865, 12494, 13123, 13752, 14381, 15011, 15640, 16269, 16898, 17527, 18157, 18786, 19415, 20044, 20673, 21303, 21932, 22561, 23190, 23820, 24449, 25078, 25707, 26336, 26966, 27595, 28224, 28853, 29482, 30112, 30741, 31370, 31999, 32628, 33258, 33887, 34516, 35145, 35774, 36404, 37033, 37662, 38291, 38921, 39550, 40179, 40808, 41437, 42067, 42696, 43325, 43954, 44583, 45213, 45842, 46471, 47100, 47729, 48359, 48988, 49617]] + # 小型魔枪攻击力:% + data1 = [(i*1.085*1.0) for i in [0, 1550, 1707, 1865, 2022, 2179, 2337, 2494, 2651, 2808, 2966, 3123, 3280, 3438, 3595, 3752, 3910, 4067, 4224, 4381, 4539, 4696, 4853, 5011, 5168, 5325, 5483, 5640, 5797, 5955, 6112, 6269, 6426, 6584, 6741, 6898, 7056, 7213, 7370, 7528, 7685, 7842, 7999, 8157, 8314, 8471, 8629, 8786, 8943, 9101, 9258, 9415, 9572, 9730, 9887, 10044, 10202, 10359, 10516, 10674, 10831, 10988, 11145, 11303, 11460, 11617, 11775, 11932, 12089, 12247, 12404]] + 攻击次数2 = 10 + # 爆炸攻击力:% + data2 = [(i*1.085*1.0) for i in [0, 8720, 9605, 10489, 11374, 12259, 13143, 14028, 14913, 15798, 16682, 17567, 18452, 19336, 20221, 21106, 21990, 22875, 23760, 24644, 25529, 26414, 27298, 28183, 29068, 29953, 30837, 31722, 32607, 33491, 34376, 35261, 36145, 37030, 37915, 38799, 39684, 40569, 41453, 42338, 43223, 44108, 44992, 45877, 46762, 47646, 48531, 49416, 50300, 51185, 52070, 52954, 53839, 54724, 55608, 56493, 57378, 58263, 59147, 60032, 60917, 61801, 62686, 63571, 64455, 65340, 66225, 67109, 67994, 68879, 69764]] + 攻击次数3 = 1 + CD = 45 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数2 = 0 + self.倍率 *= 2.42 + # self.倍率 *= 1.186843623 + self.CD *= 0.9 + elif x == 1: + self.攻击次数2 = 0 + self.倍率 *= 2.58 + # self.倍率 *= 1.265312237 + self.CD *= 0.9 + + +class 技能18(被动技能): + 名称 = '黑暗本源' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22 + 0.02 * self.等级, 5) + + +class 技能19(职业主动技能): + 名称 = '冥夜裂空' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + data0 = [(i*1.085*1.0) for i in [0, 2470, 2720, 2971, 3221, 3472, 3722, 3973, 4224, 4474, 4725, 4975, 5226, 5476, 5727, 5978, 6228, 6479, 6729, 6980, 7231, 7481, 7732, 7982, 8233, 8483, 8734, 8985, 9235, 9486, 9736, 9987, 10238, 10488, 10739, 10989, 11240, 11490, 11741, 11992, 12242, 12493, 12743, 12994, 13245, 13495, 13746, 13996, 14247, 14497, 14748, 14999, 15249, 15500, 15750, 16001, 16251, 16502, 16753, 17003, 17254, 17504, 17755, 18006, 18256, 18507, 18757, 19008, 19258, 19509, 19760]] + 攻击次数 = 20 + # 基础 = 32649.3333333333 + # 成长 = 3690.66666666667 + # 被动倍率 = 1.2 + CD = 40 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.34 + + +class 技能20(职业主动技能): + 名称 = '冥蚀脉冲' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + # 基础 = 37386.1666666667 + # 成长 = 4222.83333333333 + # 被动倍率 = 1.2 + # 黑暗气息攻击力:% + data0 = [(i*1.085*1.0) for i in [0, 5654, 6227, 6801, 7375, 7948, 8522, 9095, 9669, 10243, 10816, 11390, 11963, 12537, 13111, 13684, 14258, 14832, 15405, 15979, 16552, 17126, 17700, 18273, 18847, 19420, 19994, 20568, 21141, 21715, 22288, 22862, 23436, 24009, 24583, 25157, 25730, 26304, 26877, 27451, 28025, 28598, 29172, 29745, 30319, 30893, 31466, 32040, 32614, 33187, 33761, 34334, 34908, 35482, 36055, 36629, 37202, 37776, 38350, 38923, 39497, 40071, 40644, 41218, 41791, 42365, 42939, 43512, 44086, 44659, 45233]] + # 地面射出的黑雷枪攻击力:% x 8 + data1 = [(i*1.085*1.0) for i in [0, 2968, 3269, 3570, 3871, 4173, 4474, 4775, 5076, 5377, 5678, 5979, 6281, 6582, 6883, 7184, 7485, 7786, 8087, 8389, 8690, 8991, 9292, 9593, 9894, 10195, 10497, 10798, 11099, 11400, 11701, 12002, 12304, 12605, 12906, 13207, 13508, 13809, 14110, 14412, 14713, 15014, 15315, 15616, 15917, 16218, 16520, 16821, 17122, 17423, 17724, 18025, 18326, 18628, 18929, 19230, 19531, 19832, 20133, 20434, 20736, 21037, 21338, 21639, 21940, 22241, 22543, 22844, 23145, 23446, 23747]] + 攻击次数2 = 8 + # 爆炸攻击力:% + data2 = [(i*1.085*1.0) for i in [0, 27140, 29893, 32646, 35400, 38153, 40906, 43660, 46413, 49166, 51920, 54673, 57426, 60180, 62933, 65686, 68440, 71193, 73946, 76700, 79453, 82207, 84960, 87713, 90467, 93220, 95973, 98727, 101480, 104233, 106987, 109740, 112493, 115247, 118000, 120753, 123507, 126260, 129013, 131767, 134520, 137273, 140027, 142780, 145533, 148287, 151040, 153793, 156547, 159300, 162054, 164807, 167560, 170314, 173067, 175820, 178574, 181327, 184080, 186834, 189587, 192340, 195094, 197847, 200600, 203354, 206107, 208860, 211614, 214367, 217120]] + 攻击次数3 = 1 + CD = 45 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.32 + self.CD *= 0.9 + + +class 技能21(职业主动技能): + 名称 = '幽影暗蚀:寂灭' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + # 黑暗气息攻击力:% + data0 = [(i*1.085*1.0) for i in [0, 5834, 7187, 8540, 9893, 11246, 12599, 13951, 15304, 16657, 18010, 19363, 20716, 22069, 23422, 24775, 26128, 27481, 28834, 30186, 31539, 32892, 34245, 35598, 36951, 38304, 39657, 41010, 42363, 43716, 45069, 46421, 47774, 49127, 50480, 51833, 53186, 54539, 55892, 57245, 58598, 59951, 61304, 62656, 64009, 65362, 66715, 68068, 69421, 70774, 72127, 73480, 74833, 76186, 77539, 78891, 80244, 81597, 82950, 84303, 85656, 87009, 88362, 89715, 91068, 92421, 93774, 95126, 96479, 97832, 99185]] + # 爆炸攻击力:% 暗雷系 + data1 = [(i*1.085*1.0) for i in [0, 110854, 136560, 162265, 187970, 213676, 239381, 265087, 290792, 316497, 342203, 367908, 393614, 419319, 445024, 470730, 496435, 522141, 547846, 573552, 599257, 624962, 650668, 676373, 702079, 727784, 753489, 779195, 804900, 830606, 856311, 882016, 907722, 933427, 959133, 984838, 1010544, 1036249, 1061954, 1087660, 1113365, 1139070, 1164776, 1190481, 1216187, 1241892, 1267598, 1293303, 1319009, 1344714, 1370419, 1396125, 1421830, 1447536, 1473241, 1498946, 1524652, 1550357, 1576063, 1601768, 1627474, 1653179, 1678884, 1704590, 1730295, 1756000, 1781706, 1807411, 1833117, 1858822, 1884527]] + 攻击次数2 = 1 + # 基础 = 65823.8674698795 + # 成长 = 19946.6265060241 + # 被动倍率 = 1.186269717 + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + 等效倍率 += self.data0[self.等级] * self.攻击次数 + # 暗雷系 + 等效倍率 += self.data1[self.等级] * self.攻击次数2 * 1.2 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + CD = 180 + + +class 技能22(被动技能): + 名称 = '暗源之蚀' + 所在等级 = 95 + 等级上限 = 40 + 等级精通 = 30 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能23(职业主动技能): + 名称 = '虚空碎灭' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + data0 = [int(i*1.085) for i in [0, 32746, 36068, 39390, 42712, 46034, 49356, 52679, 56001, 59323, 62645, 65967, 69289, 72611, 75933, 79255, 82578, 85900, 89222, 92544, 95866, 99188, 102510, 105832, 109154, 112476, 115799, 119121, 122443, 125765, 129087, 132409, 135731, 139053, 142375, 145698, 149020, 152342, 155664, 158986, 162308, 165630, 168952, 172274, 175596, 178919, 182241, 185563, 188885, 192207, 195529, 198851, 202173, 205495, 208818, 212140, 215462, 218784, 222106, 225428, 228750, 232072, 235394, 238716, 242039, 245361, 248683, 252005, 255327, 258649, 261971]] + 攻击次数 = 1 + data1 = [int(i*1.085) for i in [0, 935, 1030, 1125, 1220, 1315, 1410, 1505, 1600, 1694, 1789, 1884, 1979, 2074, 2169, 2264, 2359, 2454, 2549, 2644, 2739, 2833, 2928, 3023, 3118, 3213, 3308, 3403, 3498, 3593, 3688, 3783, 3878, 3972, 4067, 4162, 4257, 4352, 4447, 4542, 4637, 4732, 4827, 4922, 5017, 5111, 5206, 5301, 5396, 5491, 5586, 5681, 5776, 5871, 5966, 6061, 6156, 6250, 6345, 6440, 6535, 6630, 6725, 6820, 6915, 7010, 7105, 7200, 7295, 7389, 7484]] + 攻击次数2 = 20 + data2 = [int(i*1.085) for i in [0, 42102, 46373, 50645, 54916, 59187, 63458, 67730, 72001, 76272, 80544, 84815, 89086, 93357, 97629, 101900, 106171, 110443, 114714, 118985, 123256, 127528, 131799, 136070, 140341, 144613, 148884, 153155, 157427, 161698, 165969, 170240, 174512, 178783, 183054, 187326, 191597, 195868, 200139, 204411, 208682, 212953, 217224, 221496, 225767, 230038, 234310, 238581, 242852, 247123, 251395, 255666, 259937, 264209, 268480, 272751, 277022, 281294, 285565, 289836, 294108, 298379, 302650, 306921, 311193, 315464, 319735, 324006, 328278, 332549, 336820]] + 攻击次数3 = 1 + CD = 60.0 + + + +# 贯穿攻击力 +# 旋转攻击力 +# 爆炸攻击力 + + +class 技能24(职业主动技能): + 名称 = '暗·渊灭禁绝' + 所在等级 = 100 + 等级上限 = 40 + 等级精通 = 30 + 基础等级 = 2 + # 暗蚀之枪 + data0 = [int(i*1.085) for i in [0, 11766, 14495, 17224, 19952, 22681, 25409, 28138, 30867, 33595, 36324, 39052, 41781, 44509, 47238, 49967, 52695, 55424, 58152, 60881, 63609, 66338, 69067, 71795, 74524, 77252, 79981, 82710, 85438, 88167, 90895, 93624, 96352, 99081, 101810, 104538, 107267, 109995, 112724, 115452, 118181, 120910, 123638, 126367, 129095, 131824, 134553, 137281, 140010, 142738, 145467, 148195, 150924, 153653, 156381, 159110, 161838, 164567, 167295, 170024, 172753, 175481, 178210, 180938, 183667, 186395, 189124, 191853, 194581, 197310, 200038]] + 攻击次数 = 12 + # 暗雷系 + # 黑雷之枪 + data1 = [int(i*1.085) for i in [0, 26475, 32615, 38754, 44893, 51032, 57172, 63311, 69450, 75590, 81729, 87868, 94008, 100147, 106286, 112425, 118565, 124704, 130843, 136983, 143122, 149261, 155401, 161540, 167679, 173818, 179958, 186097, 192236, 198376, 204515, 210654, 216794, 222933, 229072, 235211, 241351, 247490, 253629, 259769, 265908, 272047, 278187, 284326, 290465, 296604, 302744, 308883, 315022, 321162, 327301, 333440, 339580, 345719, 351858, 357997, 364137, 370276, 376415, 382555, 388694, 394833, 400973, 407112, 413251, 419390, 425530, 431669, 437808, 443948, 450087]] + 攻击次数2 = 8 + CD = 290.0 + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + 等效倍率 += self.data0[self.等级] * self.攻击次数 + # 暗雷系 + 等效倍率 += self.data1[self.等级] * self.攻击次数2 * 1.2 + return 等效倍率 * self.倍率 + +# 暗蚀之枪攻击力 +# 黑雷之枪攻击力 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +一觉序号 = 0 +二觉序号 = 0 +三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 三觉序号 = 技能序号[i.名称] + +护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 护石选项.append(i.名称) + +符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 符文选项.append(i.名称) + + +class 职业属性(角色属性): + 实际名称 = '千魂·暗枪士' + 角色 = '魔枪士' + 职业 = '暗枪士' + + 武器选项 = ['暗矛'] + + 类型选择 = ['魔法百分比'] + + 类型 = '魔法百分比' + 防具类型 = '皮甲' + 防具精通属性 = ['智力'] + + 主BUFF = 1.93 + + 远古记忆 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + self.暗属性强化 += self.技能栏[self.技能序号["暗蚀"]].属强加成() + super().被动倍率计算() + + +class 千魂·暗枪士(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 职业属性() + self.角色属性A = 职业属性() + self.角色属性B = 职业属性() + self.一觉序号 = 一觉序号 + self.二觉序号 = 二觉序号 + self.三觉序号 = 三觉序号 + self.护石选项 = deepcopy(护石选项) + self.符文选项 = deepcopy(符文选项) diff --git a/Characters/千魂·狩猎者.py b/Characters/千魂·狩猎者.py new file mode 100644 index 00000000..5c2dff76 --- /dev/null +++ b/Characters/千魂·狩猎者.py @@ -0,0 +1,585 @@ +from PublicReference.carry.base import * + + +class 职业主动技能(主动技能): + + data0 = [] + data1 = [] + data2 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能0(被动技能): + 名称 = '基础精通' + 倍率 = 1.0 + 所在等级 = 1 + 等级上限 = 200 + 基础等级 = 100 + 关联技能 = ['猎杀枪'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(self.倍率 * (0.463 + 0.089 * self.等级), 5) + + +class 技能1(被动技能): + 名称 = '光枪精通' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.05 + 0.02 * self.等级, 5) + + def 魔法攻击力倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.05 + 0.02 * self.等级, 5) + + +class 技能2(被动技能): + 名称 = '狩猎本能' + 所在等级 = 20 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.10 + 0.02 * self.等级, 5) + + +class 技能3(被动技能): + 名称 = '枪魂感知' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.025 + 0.02 * self.等级, 5) + + +class 技能4(被动技能): + 名称 = '狩猎之心' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22 + 0.02 * self.等级, 5) + + +class 技能5(职业主动技能): + 名称 = '猎杀枪' + 所在等级 = 15 + 等级上限 = 5 + 基础等级 = 1 + data0 = [(i*1.0) for i in [0, 310, 343, 374, 405, 436, 468, 500, 531, 563, 594, 627, 657, 690, 721, 753, 784, 816, 847, 879, 910, 942, 973, 1005, 1036, 1068, 1099, 1130, 1164, 1195, 1226, 1257, 1290, 1321, 1352, 1383, 1416, 1447, 1478, 1509, 1542, 1573, 1604, 1635, 1668, 1700, 1731, 1762, 1794, 1826, 1857, 1889, 1920, 1952, 1983, 2015, 2046, 2078, 2109, 2142, 2173, 2205, 2236, 2268, 2299, 2330, 2362, 2394, 2425, 2456, 2489]] + 攻击次数 = 1 + # 基础 = 222.0 + # 成长 = 26.0 + # 固定CD0.85 具体待确认 + CD = 0.85 + TP成长 = 0.10 + TP上限 = 3 + 基础释放次数 = 5 + + def 等效CD(self, 武器类型, 输出类型): + return 0.85 + + +class 技能6(职业主动技能): + 名称 = '隐鼠袭杀' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + data0 = [(i*1.0) for i in [0, 2786, 3067, 3350, 3632, 3915, 4199, 4481, 4764, 5046, 5329, 5612, 5894, 6177, 6460, 6743, 7025, 7307, 7590, 7873, 8155, 8438, 8720, 9003, 9286, 9569, 9852, 10133, 10416, 10699, 10981, 11264, 11546, 11829, 12113, 12395, 12678, 12961, 13243, 13526, 13807, 14090, 14373, 14655, 14939, 15221, 15504, 15787, 16069, 16352, 16634, 16917, 17200, 17481, 17766, 18047, 18330, 18613, 18895, 19178, 19461, 19743, 20026, 20308, 20592, 20875, 21156, 21439, 21721, 22004, 22287]] + 攻击次数 = 1 + # 基础 = 1856.40 + # 成长 = 209.60 + CD = 5.0 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能7(职业主动技能): + 名称 = '光焰飞枪' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data0 = [(i*1.0) for i in [0, 694, 763, 833, 905, 975, 1045, 1115, 1186, 1256, 1326, 1397, 1467, 1538, 1607, 1679, 1749, 1820, 1889, 1959, 2031, 2101, 2171, 2241, 2311, 2383, 2453, 2523, 2593, 2664, 2733, 2804, 2875, 2945, 3016, 3085, 3157, 3227, 3298, 3367, 3437, 3509, 3579, 3649, 3719, 3789, 3861, 3930, 4001, 4071, 4142, 4211, 4283, 4353, 4423, 4493, 4563, 4635, 4705, 4776, 4845]] + 攻击次数 = 5 + # 基础 = 2309.05 + # 成长 = 260.95 + CD = 6.0 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能8(职业主动技能): + 名称 = '蛮横冲撞' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + data0 = [(i*1.0) for i in [0, 1425, 1570, 1715, 1860, 2005, 2149, 2293, 2438, 2583, 2727, 2872, 3017, 3162, 3307, 3451, 3595, 3740, 3885, 4029, 4175, 4319, 4464, 4609, 4753, 4897, 5042, 5187, 5331, 5477, 5621, 5766, 5910, 6055, 6199, 6343, 6489, 6633, 6778, 6923, 7068, 7212, 7357, 7501, 7645, 7791, 7936, 8080, 8225, 8370, 8514, 8659, 8803, 8947, 9093, 9238, 9382, 9527, 9672, 9816, 9961, 10105, 10249, 10396, 10540, 10684, 10829, 10974, 11118, 11263, 11407]] + 攻击次数 = 1 + # 下刺攻击力:% + data1 = [(i*1.0) for i in [0, 1735, 1911, 2087, 2263, 2438, 2615, 2791, 2967, 3144, 3319, 3496, 3671, 3847, 4023, 4200, 4376, 4551, 4728, 4903, 5080, 5255, 5432, 5608, 5785, 5960, 6135, 6312, 6487, 6664, 6840, 7017, 7193, 7369, 7544, 7720, 7896, 8072, 8249, 8425, 8602, 8776, 8953, 9129, 9304, 9481, 9657, 9834, 10008, 10185, 10361, 10538, 10713, 10889, 11066, 11242, 11417, 11593, 11770, 11946, 12122, 12298, 12474, 12649, 12825, 13002, 13178, 13355, 13530, 13707, 13883]] + 攻击次数2 = 1 + # 生成的魔法枪攻击力:% + data2 = [(i*1.0) for i in [0, 578, 636, 695, 753, 812, 872, 929, 989, 1047, 1106, 1165, 1223, 1282, 1341, 1399, 1459, 1517, 1576, 1634, 1693, 1751, 1811, 1869, 1928, 1987, 2044, 2104, 2161, 2221, 2280, 2338, 2397, 2456, 2514, 2574, 2631, 2691, 2749, 2808, 2866, 2925, 2984, 3043, 3101, 3160, 3219, 3278, 3336, 3395, 3453, 3513, 3570, 3629, 3689, 3746, 3806, 3863, 3923, 3981, 4040, 4099, 4158, 4216, 4275, 4333, 4393, 4451, 4510, 4568, 4628]] + 攻击次数3 = 3 + # 基础 = 3719.00 + # 成长 = 420.00 + CD = 8.0 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能9(职业主动技能): + 名称 = '猎杀枪掠食' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + # 地面发射攻击力:% + data0 = [(i*1.0) for i in [0, 4698, 5175, 5653, 6129, 6606, 7083, 7560, 8037, 8512, 8989, 9466, 9943, 10419, 10896, 11373, 11850, 12326, 12802, 13279, 13757, 14234, 14711, 15187, 15664, 16141, 16618, 17093, 17570, 18047, 18524, 19001, 19477, 19954, 20430, 20907, 21386, 21860, 22338, 22815, 23292, 23769, 24245, 24722, 25198, 25675, 26151, 26628, 27105, 27582, 28059, 28534, 29011, 29490, 29966, 30443, 30919, 31396, 31873, 32350, 32827, 33302, 33779, 34256, 34733, 35209, 35686, 36163, 36640, 37118, 37592]] + # "1": "[0, 4867, 5361, 5854, 6347, 6842, 7336, 7829, 8324, 8817, 9310, 9804, 10298, 10793, 11286, 11780, 12273, 12767, 13260, 13756, 14249, 14742, 15237, 15730, 16223, 16717, 17212, 17705, 18199, 18693, 19186, 19680, 20175, 20668, 21162, 21655, 22148, 22643, 23136, 23632, 24125, 24618, 25112, 25605, 26099, 26594, 27087, 27581, 28075, 28568, 29061, 29556, 30050, 30543, 31038, 31531, 32024, 32518, 33013, 33507, 34000, 34494, 34988, 35481, 35974, 36470, 36963, 37456, 37951, 38444, 38937]" + + # 空中发射攻击力:% + # data1 = [0, 3554, 3914, 4275, 4636, 4996, 5357, 5717, 6078, 6439, 6799, 7160, 7520, 7881, 8242, 8602, 8963, 9323, 9684, 10045, 10405, 10766, 11126, 11487, 11847, 12208, 12569, 12929, 13290, 13650, 14011, 14372, 14732, 15093, 15453, 15814, 16175, 16535, 16896, 17256, 17617, 17978, 18338, 18699, 19059, 19420, 19780, 20141, 20502, 20862, 21223, 21583, 21944, 22305, 22665, 23026, 23386, 23747, 24108, 24468, 24829, 25189, 25550, 25910, 26271, 26632, 26992, 27353, 27713, 28074, 28435] + # 基础 = 3266.26 + # 成长 = 368.74 + CD = 9.0 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能10(职业主动技能): + 名称 = '光焰枪' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + data0 = [(i*1.0) for i in [0, 7077, 7794, 8513, 9231, 9948, 10667, 11385, 12104, 12821, 13539, 14258, 14975, 15694, 16412, 17129, 17848, 18566, 19283, 20001, 20718, 21437, 22155, 22872, 23591, 24309, 25026, 25745, 26463, 27181, 27899, 28617, 29335, 30053, 30772, 31489, 32207, 32926, 33643, 34361, 35080, 35797, 36516, 37234, 37951, 38670, 39388, 40105, 40824, 41542, 42260, 42977, 43694, 44413, 45131, 45848, 46567, 47285, 48004, 48721, 49439, 50158, 50875, 51594, 52312, 53029, 53748, 54466, 55183, 55902, 56619]] + # 基础 = 4720.03 + # 成长 = 532.97 + CD = 12.0 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能11(职业主动技能): + 名称 = '猎杀枪穿心' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + # 旋转时攻击力:% + data0 = [(i*1.0) for i in [0, 552, 608, 664, 720, 775, 831, 887, 943, 999, 1055, 1112, 1168, 1223, 1279, 1335, 1391, 1447, 1503, 1559, 1615, 1670, 1726, 1782, 1839, 1895, 1951, 2007, 2063, 2118, 2174, 2230, 2286, 2342, 2399, 2455, 2511, 2566, 2622, 2678, 2734, 2790, 2846, 2902, 2958, 3013, 3070, 3126, 3182, 3238, 3294, 3350, 3406, 3461, 3517, 3573, 3629, 3686, 3742, 3798, 3854, 3909, 3965, 4021, 4077, 4133, 4189, 4246, 4302, 4357, 4413]] + 攻击次数 = 6 + # 返回时攻击力:% + data1 = [(i*1.0) for i in [0, 2206, 2430, 2654, 2877, 3102, 3325, 3549, 3773, 3997, 4220, 4445, 4668, 4893, 5116, 5340, 5564, 5788, 6012, 6237, 6460, 6685, 6908, 7132, 7356, 7580, 7803, 8028, 8251, 8475, 8699, 8923, 9146, 9371, 9594, 9819, 10042, 10266, 10490, 10714, 10937, 11162, 11385, 11609, 11833, 12057, 12280, 12505, 12728, 12953, 13176, 13400, 13624, 13848, 14071, 14296, 14519, 14743, 14967, 15191, 15414, 15639, 15862, 16087, 16310, 16534, 16758, 16982, 17205, 17430, 17653]] + 攻击次数2 = 1 + # 基础 = 3629.97 + # 成长 = 410.03 + CD = 10.0 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能12(职业主动技能): + 名称 = '光焰囚杀' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 基础 = 7051.80 + # 成长 = 796.20 + # 屏障多段攻击力:% + data0 = [(i*1.0) for i in [0, 5231, 5762, 6292, 6823, 7354, 7884, 8414, 8945, 9476, 10006, 10538, 11068, 11600, 12130, 12660, 13191, 13721, 14253, 14783, 15313, 15846, 16376, 16906, 17437, 17967, 18499, 19029, 19559, 20090, 20620, 21153, 21683, 22213, 22745, 23275, 23805, 24336, 24866, 25396, 25928, 26459, 26990, 27521, 28051, 28582, 29112, 29642, 30174, 30704, 31235, 31766, 32297, 32828, 33358, 33889, 34419, 34950, 35481, 36011, 36541, 37073, 37604, 38135, 38665, 39195, 39727, 40257, 40787, 41318, 41849]] + 攻击次数 = 1 + # 屏障爆炸攻击力:% + data1 = [(i*1.0) for i in [0, 5231, 5762, 6292, 6823, 7354, 7884, 8414, 8945, 9476, 10006, 10538, 11068, 11600, 12130, 12660, 13191, 13721, 14253, 14783, 15313, 15846, 16376, 16906, 17437, 17967, 18499, 19029, 19559, 20090, 20620, 21153, 21683, 22213, 22745, 23275, 23805, 24336, 24866, 25396, 25928, 26459, 26990, 27521, 28051, 28582, 29112, 29642, 30174, 30704, 31235, 31766, 32297, 32828, 33358, 33889, 34419, 34950, 35481, 36011, 36541, 37073, 37604, 38135, 38665, 39195, 39727, 40257, 40787, 41318, 41849]] + 攻击次数2 = 1 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能13(职业主动技能): + 名称 = '利刃收割' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 挥击攻击力:% + data0 = [(i*1.0) for i in [0, 1198, 1318, 1440, 1561, 1684, 1805, 1926, 2048, 2169, 2291, 2412, 2534, 2654, 2777, 2899, 3020, 3141, 3262, 3385, 3506, 3627, 3749, 3871, 3993, 4113, 4235, 4356, 4479, 4599, 4721, 4843, 4963, 5086, 5207, 5329, 5449, 5572, 5693, 5815, 5937, 6057, 6180, 6301, 6423, 6543, 6666, 6787, 6908, 7030, 7151, 7274, 7394, 7516, 7637, 7759, 7882, 8002, 8124, 8245, 8368, 8488, 8610, 8731, 8852, 8975, 9096, 9218, 9338, 9460, 9582]] + 攻击次数 = 4 + # 击退攻击力:% + data1 = [(i*1.0) for i in [0, 4792, 5276, 5762, 6248, 6735, 7221, 7707, 8193, 8679, 9165, 9651, 10137, 10623, 11110, 11596, 12082, 12567, 13053, 13540, 14026, 14512, 14998, 15485, 15970, 16456, 16942, 17428, 17915, 18401, 18887, 19373, 19859, 20345, 20831, 21316, 21804, 22290, 22776, 23260, 23746, 24233, 24719, 25205, 25691, 26178, 26664, 27149, 27635, 28121, 28608, 29094, 29580, 30066, 30552, 31038, 31524, 32010, 32497, 32983, 33469, 33954, 34440, 34927, 35413, 35899, 36385, 36872, 37358, 37843, 38329]] + 攻击次数2 = 1 + # 上升攻击力:% + # data2 = [0, 3560, 3922, 4283, 4644, 5005, 5366, 5728, 6089, 6450, 6811, 7173, 7534, 7895, 8256, 8618, 8979, 9340, 9701, 10063, 10424, 10785, 11146, 11508, 11869, 12230, 12591, 12952, 13314, 13675, 14036, 14397, 14759, 15120, 15481, 15842, 16204, 16565, 16926, 17287, 17649, 18010, 18371, 18732, 19094, 19455, 19816, 20177, 20538, 20900, 21261, 21622, 21983, 22345, 22706, 23067, 23428, 23790, 24151, 24512, 24873, 25235, 25596, 25957, 26318, 26680, 27041, 27402, 27763, 28124, 28486] + # 基础 = 6394.43 + # 成长 = 721.57 + CD = 15.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + # self.倍率 *= 1.1 + self.data1 = [(0.05*1.2*i) for i in self.data1] + self.攻击次数2 = 20 + self.CD *= 0.9 + elif x == 1: + # self.倍率 *= 1.19 + self.data0 = [(1.18*i) for i in self.data0] + self.data1 = [(0.05*1.2*i) for i in self.data1] + self.攻击次数2 = 20 + self.CD *= 0.9 + + +class 技能14(职业主动技能): + 名称 = '鹰坠' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + # 基础 = 10325.19 + # 成长 = 1165.81 + data0 = [(i*1.0) for i in [0, 12905, 14214, 15522, 16831, 18141, 19450, 20759, 22068, 23377, 24687, 25995, 27305, 28613, 29924, 31234, 32542, 33851, 35159, 36470, 37779, 39087, 40397, 41706, 43015, 44325, 45633, 46944, 48252, 49562, 50871, 52179, 53490, 54799, 56107, 57416, 58726, 60035, 61344, 62653, 63963, 65272, 66582, 67891, 69199, 70509, 71818, 73127, 74436, 75745, 77055, 78363, 79672, 80983, 82292, 83601, 84910, 86219, 87528, 88837, 90147, 91456, 92764, 94075, 95383, 96692, 98003, 99311, 100621, 101929, 103239]] + CD = 25.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.1 + self.CD *= 0.9 + elif x == 1: + self.倍率 *= 1.19 + self.CD *= 0.9 + + +class 技能15(职业主动技能): + 名称 = '龙鳞碎割' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + # 基础 = 16415.52 + # 成长 = 1855.48 + # 魔法枪攻击力:% + data0 = [(i*1.0) for i in [0, 481, 530, 579, 627, 677, 725, 775, 823, 872, 921, 970, 1018, 1067, 1116, 1165, 1214, 1263, 1312, 1361, 1409, 1459, 1507, 1557, 1605, 1655, 1703, 1752, 1801, 1848, 1898, 1946, 1996, 2044, 2094, 2142, 2192, 2240, 2290, 2338, 2387, 2436, 2485, 2534, 2583, 2632, 2679, 2729, 2777, 2827, 2875, 2924, 2973, 3022, 3071, 3120, 3169, 3218, 3267, 3316, 3365, 3414, 3461, 3512, 3559, 3609, 3657, 3707, 3755, 3805, 3853]] + 攻击次数 = 20 + # 终结攻击力:% + data1 = [(i*1.0) for i in [0, 14451, 15917, 17382, 18850, 20315, 21781, 23247, 24713, 26180, 27645, 29112, 30577, 32043, 33511, 34976, 36442, 37907, 39375, 40840, 42306, 43773, 45238, 46705, 48170, 49637, 51103, 52568, 54036, 55501, 56967, 58432, 59899, 61366, 62831, 64298, 65763, 67229, 68694, 70162, 71628, 73093, 74561, 76026, 77492, 78959, 80424, 81890, 83356, 84823, 86288, 87754, 89222, 90687, 92153, 93618, 95085, 96550, 98017, 99484, 100949, 102415, 103880, 105348, 106814, 108279, 109747, 111212, 112678, 114143, 115610]] + 攻击次数2 = 1 + CD = 45.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + # self.倍率 *= 1.23 + self.攻击次数 += 25 + self.data0 = [(i*0.7) for i in self.data0] + self.CD *= 0.9 + elif x == 1: + # self.倍率 *= 1.23 + 0.08 + self.攻击次数 += 25 + self.data0 = [(i*0.7) for i in self.data0] + self.data1 = [(i*1.13) for i in self.data1] + self.CD *= 0.9 + + +class 技能16(职业主动技能): + 名称 = '逐云灭龙杀' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + # 基础 = 37586.91 + # 成长 = 11389.97 + # 直接攻击力:% + data0 = [(i*1.0) for i in [0, 3304, 4070, 4837, 5603, 6370, 7137, 7903, 8670, 9436, 10203, 10969, 11736, 12502, 13269, 14035, 14802, 15569, 16335, 17100, 17867, 18634, 19400, 20167, 20933, 21700, 22466, 23233, 23999, 24766, 25532, 26299, 27066, 27832, 28599, 29365, 30132, 30898, 31662, 32429, 33196, 33962, 34729, 35495, 36262, 37028, 37795, 38561, 39328, 40095, 40861, 41628, 42394, 43161, 43926, 44693, 45459, 46226, 46992, 47759, 48525, 49292, 50058, 50825, 51592, 52358, 53125, 53891, 54658, 55424, 56191]] + 攻击次数 = 1 + # 猎杀枪多段攻击力:% + data1 = [(i*1.0) for i in [0, 2313, 2849, 3386, 3922, 4458, 4996, 5533, 6069, 6605, 7143, 7679, 8215, 8752, 9288, 9824, 10360, 10898, 11434, 11970, 12507, 13043, 13579, 14115, 14654, 15190, 15726, 16263, 16800, 17336, 17872, 18409, 18945, 19481, 20019, 20555, 21091, 21627, 22164, 22700, 23236, 23775, 24311, 24847, 25383, 25921, 26457, 26993, 27530, 28066, 28602, 29138, 29676, 30212, 30748, 31285, 31821, 32357, 32895, 33432, 33968, 34504, 35042, 35578, 36114, 36650, 37187, 37723, 38259, 38797, 39333]] + 攻击次数2 = 10 + # 降落冲撞爆炸攻击力:% + data2 = [(i*1.0) for i in [0, 39663, 48861, 58058, 67256, 76453, 85650, 94849, 104046, 113243, 122441, 131639, 140836, 150033, 159231, 168428, 177627, 186823, 196020, 205219, 214416, 223612, 232810, 242008, 251206, 260402, 269600, 278798, 287995, 297193, 306390, 315587, 324786, 333982, 343179, 352378, 361575, 370773, 379970, 389168, 398365, 407564, 416760, 425957, 435154, 444353, 453549, 462747, 471945, 481143, 490339, 499537, 508735, 517932, 527130, 536327, 545524, 554723, 563919, 573116, 582315, 591512, 600709, 609906, 619105, 628302, 637500, 646697, 655894, 665091, 674290]] + 攻击次数3 = 1 + + CD = 145.0 + + +class 技能17(职业主动技能): + 名称 = '天龙破' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + # 基础 = 13676.65 + # 成长 = 1544.35 + # 魔法枪乱舞攻击力:% + data0 = [(i*1.0) for i in [0, 3077, 3389, 3700, 4013, 4326, 4637, 4949, 5262, 5574, 5886, 6199, 6510, 6823, 7135, 7447, 7759, 8071, 8383, 8696, 9009, 9319, 9632, 9945, 10256, 10569, 10881, 11193, 11505, 11818, 12130, 12441, 12754, 13067, 13379, 13692, 14003, 14315, 14628, 14941, 15251, 15564, 15877, 16188, 16501, 16814, 17124, 17437, 17750, 18062, 18373, 18686, 18998, 19311, 19623, 19934, 20247, 20559, 20871, 21184, 21496, 21807, 22120, 22433, 22745, 23056, 23369, 23681, 23993, 24306, 24617]] + 攻击次数 = 4 + # 地面爆炸攻击力:% + data1 = [(i*1.0) for i in [0, 8205, 9039, 9871, 10702, 11535, 12367, 13201, 14033, 14865, 15698, 16531, 17363, 18194, 19028, 19860, 20693, 21525, 22358, 23190, 24023, 24855, 25689, 26520, 27352, 28186, 29018, 29850, 30682, 31516, 32348, 33181, 34012, 34845, 35678, 36510, 37344, 38175, 39008, 39840, 40674, 41505, 42337, 43170, 44002, 44836, 45667, 46500, 47333, 48166, 48997, 49829, 50663, 51495, 52328, 53159, 53993, 54825, 55658, 56491, 57322, 58155, 58987, 59821, 60652, 61485, 62317, 63151, 63983, 64814, 65647]] + 攻击次数2 = 1 + CD = 25.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + # 地面形态 + self.攻击次数 = 2 + self.data0 = [(i*2.52) for i in self.data0] + self.data1 = [(i*1.26) for i in self.data1] + # 空中形态 + # self.攻击次数 = 0 + # self.data1 = [(i*2.25*1.26) for i in self.data1] + # self.倍率 *= 1.26 + elif x == 1: + # self.倍率 *= 1.348 + # 地面形态 + self.攻击次数 = 2 + self.data0 = [(i*2.52) for i in self.data0] + self.data1 = [(i*1.48) for i in self.data1] + + +class 技能18(职业主动技能): + 名称 = '地龙狩' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + # 基础 = 20315.33 + # 成长 = 2293.67 + # 爆炸攻击力:% + data0 = [(i*1.0) for i in [0, 30485, 33578, 36670, 39764, 42856, 45949, 49042, 52134, 55227, 58320, 61412, 64506, 67598, 70691, 73783, 76877, 79968, 83062, 86155, 89247, 92340, 95433, 98526, 101618, 104711, 107805, 110896, 113990, 117082, 120175, 123267, 126361, 129453, 132546, 135640, 138731, 141825, 144918, 148009, 151103, 154196, 157288, 160380, 163474, 166565, 169659, 172753, 175844, 178938, 182030, 185123, 188215, 191309, 194402, 197494, 200587, 203680, 206772, 209866, 212958, 216051, 219143, 222237, 225328, 228422, 231515, 234607, 237700, 240793, 243885]] + CD = 40.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.17 + elif x == 1: + self.倍率 *= 1.25 + + +class 技能19(职业主动技能): + 名称 = '地龙封魔杀' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + # 基础 = 32961.50 + # 成长 = 3721.50 + # 地面射出的魔法枪攻击力:% + data0 = [(i*1.0) for i in [0, 15429, 16994, 18559, 20125, 21690, 23255, 24820, 26386, 27951, 29516, 31081, 32647, 34213, 35778, 37344, 38909, 40474, 42038, 43605, 45169, 46734, 48299, 49865, 51430, 52996, 54561, 56127, 57692, 59257, 60822, 62388, 63953, 65518, 67083, 68649, 70214, 71780, 73346, 74911, 76476, 78041, 79607, 81172, 82737, 84301, 85868, 87432, 88997, 90562, 92130, 93694, 95259, 96824, 98390, 99955, 101520, 103085, 104651, 106216, 107781, 109346, 110913, 112478, 114043, 115609, 117174, 118739, 120304, 121870, 123435]] + # 爆炸攻击力:% + data1 = [(i*1.0) for i in [0, 35158, 38725, 42293, 45858, 49425, 52993, 56560, 60125, 63693, 67260, 70826, 74393, 77960, 81528, 85094, 88661, 92227, 95794, 99361, 102929, 106495, 110061, 113629, 117196, 120761, 124329, 127896, 131464, 135030, 138596, 142164, 145730, 149297, 152865, 156430, 159997, 163565, 167132, 170697, 174265, 177832, 181398, 184965, 188532, 192100, 195666, 199233, 202800, 206366, 209933, 213501, 217067, 220633, 224201, 227768, 231333, 234901, 238468, 242036, 245602, 249168, 252736, 256302, 259869, 263436, 267003, 270569, 274137, 277704, 281269]] + 攻击次数2 = 1 + CD = 40.0 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.33 + + +class 技能20(职业主动技能): + 名称 = '无尽杀戮' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + # 原地多段攻击攻击力:% + data0 = [(i*1.0) for i in [0, 1847, 2034, 2220, 2407, 2594, 2783, 2970, 3157, 3343, 3531, 3718, 3907, 4094, 4281, 4467, 4654, 4843, 5030, 5217, 5405, 5591, 5779, 5967, 6154, 6341, 6528, 6717, 6903, 7090, 7278, 7465, 7653, 7841, 8027, 8214, 8401, 8590, 8777, 8964, 9150, 9338, 9526, 9713, 9901, 10088, 10274, 10461, 10650, 10837, 11024, 11212, 11398, 11586, 11773, 11961, 12148, 12335, 12522, 12710, 12897, 13084, 13272, 13460, 13646, 13833, 14021, 14208, 14396, 14584, 14771]] + 攻击次数 = 7 + # 前进时多段攻击攻击力:% + data1 = [(i*1.0) for i in [0, 3274, 3606, 3938, 4270, 4602, 4935, 5266, 5598, 5932, 6262, 6595, 6928, 7260, 7591, 7924, 8256, 8587, 8919, 9253, 9585, 9916, 10249, 10581, 10912, 11245, 11577, 11909, 12242, 12574, 12906, 13239, 13570, 13902, 14235, 14566, 14898, 15232, 15564, 15895, 16228, 16560, 16891, 17224, 17556, 17889, 18221, 18553, 18885, 19217, 19549, 19881, 20214, 20545, 20877, 21211, 21542, 21874, 22207, 22539, 22870, 23203, 23535, 23866, 24200, 24532, 24864, 25196, 25528, 25860, 26194]] + 攻击次数2 = 4 + # 爆炸攻击力:% + data2 = [(i*1.0) for i in [0, 39096, 43062, 47028, 50995, 54961, 58925, 62892, 66858, 70825, 74791, 78758, 82724, 86691, 90657, 94624, 98590, 102557, 106522, 110487, 114454, 118420, 122387, 126353, 130320, 134286, 138253, 142219, 146184, 150151, 154117, 158083, 162049, 166016, 169982, 173949, 177915, 181881, 185847, 189813, 193780, 197746, 201713, 205679, 209644, 213611, 217577, 221544, 225509, 229476, 233442, 237409, 241375, 245341, 249308, 253274, 257241, 261206, 265173, 269138, 273104, 277071, 281037, 285004, 288970, 292937, 296903, 300870, 304836, 308800, 312767]] + 攻击次数3 = 1 + # 风车这个技能没护石的状态下 段数跟站位还有怪能不能推有小关系 旋转7-8 前进可以3-4 但打桩一般是741 + # 基础 = 42988.14 + # 成长 = 4853.86 + CD = 45.0 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] # CPhit:16+2 + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 16 + # self.倍率 *= 1.3680134248 + self.攻击次数2 = 0 + self.data0 = [(i*1.02*1.18) for i in self.data0] + self.攻击次数3 = 2 + self.data2 = [(i*0.58*1.18) for i in self.data2] + + +class 技能21(职业主动技能): + 名称 = '绝命猎杀死亡穿刺' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + data0 = [(i*1.0) for i in [0, 86700, 106805, 126907, 147012, 167117, 187221, 207325, 227430, 247534, 267639, 287744, 307846, 327951, 348056, 368160, 388265, 408368, 428473, 448578, 468681, 488785, 508890, 528994, 549099, 569204, 589307, 609412, 629517, 649620, 669726, 689829, 709933, 730038, 750143, 770246, 790351, 810456, 830560, 850665, 870767, 890872, 910977, 931082, 951185, 971290, 991394, 1011499, 1031604, 1051706, 1071811, 1091916, 1112020, 1132125, 1152229, 1172333, 1192438, 1212543, 1232645, 1252750, 1272855, 1292959, 1313064, 1333168, 1353272, 1373377, 1393482, 1413586, 1433689, 1453793, 1473898]] + data1 = [(i*1.0) for i in [0, 73696, 90786, 107875, 124965, 142054, 159145, 176231, 193321, 210410, 227501, 244591, 261679, 278768, 295857, 312947, 330035, 347125, 364214, 381304, 398392, 415482, 432570, 449660, 466751, 483840, 500929, 518017, 535107, 552196, 569286, 586375, 603463, 620552, 637642, 654731, 671822, 688912, 706000, 723089, 740178, 757268, 774356, 791446, 808535, 825624, 842713, 859802, 876892, 893981, 911072, 928161, 945250, 962337, 979428, 996517, 1013607, 1030696, 1047784, 1064873, 1081963, 1099053, 1116142, 1133232, 1150321, 1167410, 1184499, 1201589, 1218677, 1235767, 1252856]] + 攻击次数2 = 1 + CD = 180 + + +class 技能22(被动技能): + 名称 = '狩魔之魂' + 所在等级 = 95 + 等级上限 = 40 + 等级精通 = 30 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能23(职业主动技能): + 名称 = '瞬光猎杀枪' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + + CD = 60.0 + + data0 = [(i*1.0) for i in [0, 4469, 4923, 5376, 5829, 6283, 6736, 7189, 7643, 8096, 8550, 9003, 9457, 9910, 10363, 10817, 11270, 11723, 12177, 12630, 13084, 13537, 13990, 14444, 14897, 15351, 15804, 16257, 16711, 17164, 17618, 18071, 18524, 18978, 19431, 19885, 20338, 20791, 21245, 21698, 22152, 22605, 23058, 23512, 23965, 24418, 24872, 25325, 25779, 26232, 26686, 27139, 27592, 28046, 28499, 28952, 29406, 29859, 30313, 30766, 31220, 31673, 32126, 32580, 33033, 33486, 33940, 34393, 34847, 35300, 35753]] + 攻击次数 = 10 + + data1 = [(i*1.0) for i in [0, 67037, 73838, 80638, 87439, 94241, 101040, 107842, 114644, 121443, 128245, 135046, 141848, 148647, 155449, 162251, 169050, 175852, 182653, 189453, 196254, 203056, 209855, 216657, 223459, 230258, 237060, 243861, 250663, 257462, 264264, 271065, 277865, 284667, 291468, 298268, 305069, 311871, 318670, 325472, 332273, 339075, 345875, 352676, 359478, 366277, 373079, 379880, 386680, 393481, 400283, 407083, 413884, 420686, 427485, 434287, 441088, 447890, 454689, 461491, 468293, 475092, 481894, 488695, 495495, 502296, 509098, 515897, 522699, 529501, 536300]] + 攻击次数2 = 1 + + +class 技能24(职业主动技能): + 名称 = '红月·狩猎盛宴' + 所在等级 = 100 + 等级上限 = 40 + 等级精通 = 30 + 基础等级 = 2 + 关联技能 = ['无'] + CD = 290.0 + + data0 = [(i*1.0) for i in [0, 28141, 34666, 41191, 47717, 54242, 60768, 67293, 73818, 80344, 86869, 93395, 99920, 106445, 112971, 119496, 126022, 132547, 139072, 145598, 152123, 158649, 165174, 171700, 178225, 184750, 191276, 197801, 204327, 210852, 217377, 223903, 230428, 236954, 243479, 250004, 256530, 263055, 269581, 276106, 282631, 289157, 295682, 302208, 308733, 315258, 321784, 328309, 334835, 341360, 347885, 354411, 360936, 367462, 373987, 380512, 387038, 393563, 400089, 406614, 413139, 419665, 426190, 432716, 439241, 445767, 452292, 458817, 465343, 471868, 478394]] + 攻击次数 = 3 + data1 = [(i*1.0) for i in [0, 337688, 415993, 494298, 572603, 650907, 729212, 807517, 885822, 964126, 1042431, 1120736, 1199041, 1277345, 1355650, 1433955, 1512260, 1590564, 1668869, 1747174, 1825479, 1903786, 1982088, 2060396, 2138701, 2217005, 2295310, 2373615, 2451920, 2530224, 2608529, 2686834, 2765139, 2843444, 2921748, 3000053, 3078358, 3156663, 3234967, 3313272, 3391577, 3469882, 3548186, 3626491, 3704796, 3783101, 3861405, 3939710, 4018015, 4096320, 4174625, 4252929, 4331234, 4409539, 4487844, 4566148, 4644453, 4722758, 4801063, 4879367, 4957672, 5035977, 5114284, 5192589, 5270894, 5349199, 5427504, 5505808, 5584113, 5662418, 5740723]] + 攻击次数2 = 1 + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +一觉序号 = 0 +二觉序号 = 0 +三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 三觉序号 = 技能序号[i.名称] + +护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 护石选项.append(i.名称) + +符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 符文选项.append(i.名称) + + +class 职业属性(角色属性): + + 实际名称 = '千魂·狩猎者' + 角色 = '魔枪士' + 职业 = '狩猎者' + + 武器选项 = ['光枪'] + + 类型选择 = ['魔法百分比'] + + 类型 = '魔法百分比' + 防具类型 = '重甲' + 防具精通属性 = ['智力'] + + 主BUFF = 1.85 + + 远古记忆 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + +class 千魂·狩猎者(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 职业属性() + self.角色属性A = 职业属性() + self.角色属性B = 职业属性() + self.一觉序号 = 一觉序号 + self.二觉序号 = 二觉序号 + self.三觉序号 = 三觉序号 + self.护石选项 = deepcopy(护石选项) + self.符文选项 = deepcopy(符文选项) diff --git a/Characters/归元·散打·女.py b/Characters/归元·散打·女.py new file mode 100644 index 00000000..dac5c83b --- /dev/null +++ b/Characters/归元·散打·女.py @@ -0,0 +1,565 @@ +from PublicReference.carry.base import * + + +class 主动技能(主动技能): + def 等效CD(self, 武器类型, 输出类型): + return round(self.CD / self.恢复, 1) + + +class 职业主动技能(主动技能): + 技能施放时间 = 0.0 + 脱手 = 1 + data0 = [] + data1 = [] + data2 = [] + data3 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能0(职业主动技能): + 名称 = '崩拳' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + data0 = [int(i*1.174) for i in [0, 2766, 3046, 3327, 3608, 3888, 4169, 4450, 4730, 5011, 5292, 5572, 5853, 6134, 6414, 6695, 6975, 7256, 7537, 7817, 8098, 8379, 8659, 8940, 9221, 9501, 9782, 10063, 10343, 10624, 10904, 11185, 11466, 11746, 12027, 12308, + 12588, 12869, 13150, 13430, 13711, 13992, 14272, 14553, 14833, 15114, 15395, 15675, 15956, 16237, 16517, 16798, 17079, 17359, 17640, 17921, 18201, 18482, 18762, 19043, 19324, 19604, 19885, 20166, 20446, 20727, 21008, 21288, 21569, 21850, 22130]] + CD = 6.0 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能1(职业主动技能): + 名称 = '铁山靠' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + data0 = [int(i*1.185) for i in [0, 3973, 4376, 4779, 5182, 5585, 5988, 6391, 6794, 7197, 7600, 8003, 8407, 8810, 9213, 9616, 10019, 10422, 10825, 11228, 11631, 12034, 12437, 12840, 13243, 13647, 14050, 14453, 14856, 15259, 15662, 16065, 16468, 16871, 17274, + 17677, 18080, 18483, 18886, 19290, 19693, 20096, 20499, 20902, 21305, 21708, 22111, 22514, 22917, 23320, 23723, 24126, 24530, 24933, 25336, 25739, 26142, 26545, 26948, 27351, 27754, 28157, 28560, 28963, 29366, 29770, 30173, 30576, 30979, 31382, 31785]] + CD = 7.0 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 0.5 + + +class 技能2(职业主动技能): + 名称 = '碎骨' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + data0 = [int(i*1.183) for i in [0, 4067, 4480, 4892, 5305, 5718, 6130, 6543, 6956, 7368, 7781, 8194, 8606, 9019, 9432, 9844, 10257, 10670, 11082, 11495, 11908, 12320, 12733, 13146, 13558, 13971, 14383, 14796, 15209, 15621, 16034, 16447, 16859, 17272, 17685, + 18097, 18510, 18923, 19335, 19748, 20161, 20573, 20986, 21399, 21811, 22224, 22637, 23049, 23462, 23875, 24287, 24700, 25113, 25525, 25938, 26351, 26763, 27176, 27588, 28001, 28414, 28826, 29239, 29652, 30064, 30477, 30890, 31302, 31715, 32128, 32540]] + CD = 7.0 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能3(被动技能): + 名称 = '柔化肌肉' + 所在等级 = 30 + 等级上限 = 15 + 基础等级 = 5 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + return round(1.125 + 0.015 * self.等级, 5) + + +class 技能4(被动技能): + 名称 = '弱点感知' + 所在等级 = 30 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + if self.等级 <= 10: + return round(1.01 + 0.01 * self.等级, 5) + else: + return round(1.11 + 0.02 * (self.等级-10), 5) + + +class 技能5(职业主动技能): + 名称 = '寸拳' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data0 = [int(i*1.186) for i in [0, 9074, 9994, 10915, 11836, 12756, 13677, 14597, 15518, 16438, 17359, 18280, 19200, 20121, 21041, 21962, 22883, 23803, 24724, 25644, 26565, 27485, 28406, 29327, 30247, 31168, 32088, 33009, 33930, 34850, 35771, 36691, 37612, 38532, + 39453, 40374, 41294, 42215, 43135, 44056, 44977, 45897, 46818, 47738, 48659, 49579, 50500, 51421, 52341, 53262, 54182, 55103, 56024, 56944, 57865, 58785, 59706, 60626, 61547, 62468, 63388, 64309, 65229, 66150, 67071, 67991, 68912, 69832, 70753, 71673, 72594]] + CD = 15 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 0.5 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.24 + elif x == 1: + self.倍率 *= 1.24 + 0.09 + + +class 技能6(职业主动技能): + 名称 = '升龙拳' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data0 = [int(i*1.186) for i in [0, 1961, 2160, 2359, 2558, 2757, 2956, 3155, 3354, 3553, 3752, 3951, 4150, 4349, 4548, 4747, 4946, 5145, 5343, 5542, 5741, 5940, 6139, 6338, 6537, 6736, 6935, 7134, 7333, 7532, 7731, 7930, 8129, 8328, 8527, 8726, + 8925, 9124, 9323, 9522, 9721, 9920, 10119, 10318, 10517, 10716, 10915, 11114, 11313, 11512, 11711, 11910, 12109, 12308, 12507, 12706, 12905, 13104, 13303, 13502, 13701, 13900, 14099, 14298, 14496, 14695, 14894, 15093, 15292, 15491, 15690]] + 攻击次数 = 4 + data1 = [int(i*1.186) for i in [0, 1699, 1871, 2043, 2216, 2388, 2561, 2733, 2905, 3078, 3250, 3422, 3595, 3767, 3940, 4112, 4284, 4457, 4629, 4802, 4974, 5146, 5319, 5491, 5663, 5836, 6008, 6181, 6353, 6525, 6698, 6870, 7042, 7215, 7387, + 7560, 7732, 7904, 8077, 8249, 8422, 8594, 8766, 8939, 9111, 9283, 9456, 9628, 9801, 9973, 10145, 10318, 10490, 10662, 10835, 11007, 11180, 11352, 11524, 11697, 11869, 12041, 12214, 12386, 12559, 12731, 12903, 13076, 13248, 13421, 13593]] + 攻击次数2 = 1 + # 倍率 = 1.073 + CD = 20 + TP成长 = 0.1 + TP上限 = 5 + 演出时间 = 2.0 + + +class 技能7(职业主动技能): + 名称 = '闪电之舞' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + data0 = [int(i*1.100) for i in [0, 2119, 2334, 2549, 2764, 2979, 3194, 3409, 3624, 3839, 4055, 4270, 4485, 4700, 4915, 5130, 5345, 5560, 5775, 5990, 6205, 6420, 6635, 6850, 7065, 7280, 7495, 7710, 7925, 8140, 8355, 8570, 8785, 9000, 9215, 9430, + 9646, 9861, 10076, 10291, 10506, 10721, 10936, 11151, 11366, 11581, 11796, 12011, 12226, 12441, 12656, 12871, 13086, 13301, 13516, 13731, 13946, 14161, 14376, 14591, 14806, 15021, 15237, 15452, 15667, 15882, 16097, 16312, 16527, 16742, 16957]] + 攻击次数 = 7 + CD = 20 + TP成长 = 0.1 + TP上限 = 5 + 演出时间 = 1 + 是否有护石 = 1 + 演出时间 = 2.2 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 0.92 + self.攻击次数 += 2 + self.CD *= 0.85 + self.演出时间 = 2.7 + elif x == 1: + self.倍率 *= 0.99 + self.攻击次数 += 2 + self.CD *= 0.85 + self.演出时间 = 2.7 + + +class 技能8(职业主动技能): + 名称 = '纷影连环踢' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + data0 = [int(i*1.265) for i in [0, 586, 646, 705, 765, 824, 884, 943, 1003, 1062, 1122, 1181, 1241, 1300, 1360, 1419, 1479, 1538, 1598, 1657, 1717, 1776, 1836, 1895, 1955, 2014, 2074, 2133, 2193, 2252, 2312, 2371, 2431, 2490, + 2550, 2609, 2669, 2728, 2788, 2847, 2907, 2966, 3026, 3085, 3145, 3204, 3264, 3323, 3383, 3442, 3502, 3561, 3621, 3680, 3740, 3799, 3859, 3918, 3978, 4037, 4097, 4156, 4216, 4275, 4335, 4394, 4454, 4513, 4573, 4632, 4692]] + 攻击次数 = 10 + data1 = [int(i*1.265) for i in [0, 13012, 14333, 15653, 16973, 18293, 19613, 20933, 22253, 23574, 24894, 26214, 27534, 28854, 30174, 31494, 32815, 34135, 35455, 36775, 38095, 39415, 40735, 42056, 43376, 44696, 46016, 47336, 48656, 49977, 51297, 52617, 53937, 55257, + 56577, 57897, 59218, 60538, 61858, 63178, 64498, 65818, 67138, 68459, 69779, 71099, 72419, 73739, 75059, 76379, 77700, 79020, 80340, 81660, 82980, 84300, 85621, 86941, 88261, 89581, 90901, 92221, 93541, 94862, 96182, 97502, 98822, 100142, 101462, 102782, 104103]] + 攻击次数2 = 1 + CD = 40.0 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 4 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.演出时间 = 4.4 + self.倍率 *= 0.87 + self.攻击次数 = 20 + elif x == 1: + self.演出时间 = 4.4 + self.倍率 *= 0.98 + self.攻击次数 = 20 + + +class 技能9(职业主动技能): + 名称 = '武神强踢' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + data0 = [int(i*1.174) for i in [0, 48861, 60190, 71520, 82851, 94181, 105511, 116842, 128172, 139501, 150831, 162162, 173492, 184821, 196151, 207482, 218812, 230142, 241473, 252803, 264132, 275462, 286793, 298123, 309452, 320783, 332113, 343443, 354773, 366103, 377434, 388763, 400093, 411424, 422754, 434083, + 445414, 456744, 468074, 479404, 490734, 502065, 513394, 524725, 536054, 547385, 558714, 570045, 581375, 592705, 604035, 615365, 626696, 638025, 649356, 660685, 672016, 683345, 694676, 706006, 717336, 728667, 739996, 751327, 762656, 773987, 785316, 796647, 807977, 819307, 830636]] + CD = 145.0 + 演出时间 = 0.5 + + def 等效百分比(self, 武器类型): + # 6级特效+10%强踢攻击力,目前没有体现在技能面板上 + if self.等级 >= 6: + self.倍率 *= 1.1 + return super().等效百分比(武器类型) + + +class 技能10(被动技能): + 名称 = '武神步' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + return round(1.05 + 0.02 * self.等级, 5) + + +class 技能11(职业主动技能): + 名称 = '破碎拳' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + #基础 = 18861.4546 + #成长 = 2129.5454 + data0 = [int(i*1.185) for i in [0, 20991, 23120, 25251, 27380, 29509, 31639, 33768, 35899, 38028, 40157, 42287, 44416, 46545, 48676, 50805, 52935, 55064, 57193, 59324, 61453, 63583, 65712, 67841, 69972, + 72101, 74231, 76360, 78489, 80620, 82749, 84879, 87008, 89137, 91267, 93397, 95527, 97656, 99785, 101915, 104045, 106174, 108304, 110433, 112563, 114693, 116822, 118952, 121081, 123211, 125341]] + CD = 30 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 1.5 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.19 + elif x == 1: + self.倍率 *= 1.19 + 0.09 + + +class 技能12(职业主动技能): + 名称 = '回天连环击' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + # 横扫地面攻击力:% + data0 = [int(i*1.319) for i in [0, 2863, 3153, 3444, 3734, 4025, 4315, 4606, 4896, 5187, 5477, 5768, 6059, 6349, 6640, 6930, 7221, 7511, 7802, 8092, 8383, 8673, 8964, 9254, 9544, 9835, 10125, + 10416, 10706, 10997, 11287, 11578, 11868, 12159, 12450, 12740, 13031, 13321, 13612, 13902, 14193, 14483, 14774, 15064, 15354, 15645, 15935, 16226, 16516, 16807, 17097]] + 攻击次数 = 1 + # 寸劲攻击力:% + data1 = [int(i*1.319) for i in [0, 5939, 6541, 7144, 7747, 8349, 8951, 9554, 10157, 10759, 11362, 11964, 12567, 13169, 13772, 14375, 14977, 15579, 16182, 16785, 17387, 17990, 18592, 19195, 19797, 20400, + 21003, 21605, 22207, 22810, 23413, 24015, 24618, 25221, 25823, 26425, 27028, 27631, 28233, 28835, 29438, 30041, 30643, 31246, 31849, 32450, 33053, 33656, 34259, 34861, 35464]] + 攻击次数2 = 1 + # 正拳攻击力:% + data2 = [int(i*1.319) for i in [0, 8820, 9715, 10610, 11505, 12399, 13295, 14189, 15084, 15978, 16874, 17768, 18663, 19559, 20453, 21348, 22242, 23138, 24032, 24927, 25822, 26717, 27612, 28506, 29402, + 30296, 31191, 32086, 32981, 33876, 34770, 35665, 36560, 37455, 38350, 39244, 40140, 41034, 41929, 42824, 43719, 44614, 45508, 46404, 47298, 48193, 49087, 49983, 50877, 51772, 52668]] + 攻击次数3 = 1 + # 环绕攻击力:% + data3 = [int(i*1.319) for i in [0, 11571, 12745, 13920, 15094, 16268, 17441, 18615, 19789, 20963, 22137, 23311, 24485, 25659, 26833, 28007, 29181, 30355, 31529, 32703, 33877, 35050, 36224, 37399, 38573, + 39747, 40921, 42095, 43268, 44442, 45616, 46790, 47965, 49139, 50313, 51486, 52660, 53834, 55008, 56182, 57356, 58530, 59705, 60878, 62052, 63226, 64400, 65574, 66748, 67922, 69095]] + 攻击次数4 = 1 + CD = 50 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 2.2 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 0 + self.倍率 *= 1.34 + elif x == 1: + self.攻击次数 = 0 + self.倍率 *= (1.34 + 0.08) + + +class 技能13(被动技能): + 名称 = '神武之力' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + return round(1.22 + 0.02 * self.等级, 5) + + +class 技能14(职业主动技能): + 名称 = '虎啸神拳' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + #基础 = 1581.4 + #成长 =178.6 + data0 = [int(i*1.225) for i in [0, 1760, 1938, 2117, 2296, 2474, 2653, 2831, 3010, 3188, 3367, 3546, 3724, 3903, 4081, 4260, 4439, 4617, 4796, 4974, 5153, 5331, 5510, 5689, 5867, 6046, 6224, 6403, 6582, 6760, 6939, 7117, 7296, 7474, 7653, + 7832, 8010, 8189, 8367, 8546, 8725, 8903, 9082, 9260, 9439, 9617, 9796, 9975, 10153, 10332, 10510, 10689, 10868, 11046, 11225, 11403, 11582, 11760, 11939, 12118, 12296, 12475, 12653, 12832, 13011, 13189, 13368, 13546, 13725, 13903, 14082]] + 攻击次数 = 15 + #基础2 = 15453.2 + #成长2 =1744.8 + data1 = [int(i*1.225) for i in [0, 17198, 18943, 20688, 22433, 24177, 25922, 27667, 29412, 31157, 32901, 34646, 36391, 38136, 39881, 41626, 43370, 45115, 46860, 48605, 50350, 52094, 53839, 55584, 57329, 59074, 60818, 62563, 64308, 66053, 67798, 69542, 71287, 73032, 74777, 76522, + 78266, 80011, 81756, 83501, 85246, 86990, 88735, 90480, 92225, 93970, 95714, 97459, 99204, 100949, 102694, 104438, 106183, 107928, 109673, 111418, 113162, 114907, 116652, 118397, 120142, 121886, 123631, 125376, 127121, 128866, 130610, 132355, 134100, 135845, 137590]] + 攻击次数2 = 1 + # 基础3=4083.8667 + # 成长3=461.1333 + data2 = [int(i*1.225) for i in [0, 4545, 5006, 5467, 5928, 6390, 6851, 7312, 7773, 8234, 8695, 9156, 9618, 10079, 10540, 11001, 11462, 11923, 12384, 12845, 13307, 13768, 14229, 14690, 15151, 15612, 16073, 16535, 16996, 17457, 17918, 18379, 18840, 19301, 19763, + 20224, 20685, 21146, 21607, 22068, 22529, 22991, 23452, 23913, 24374, 24835, 25296, 25757, 26219, 26680, 27141, 27602, 28063, 28524, 28985, 29446, 29908, 30369, 30830, 31291, 31752, 32213, 32674, 33136, 33597, 34058, 34519, 34980, 35441, 35902, 36364]] + 攻击次数3 = 1 + CD = 40.0 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 *= 2 * 0.83 + + +class 技能15(职业主动技能): + 名称 = '无影脚' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + # 扫腿攻击力:% + data0 = [int(i*1.244) for i in [0, 5425, 5975, 6526, 7075, 7625, 8176, 8726, 9276, 9827, 10377, 10928, 11479, 12029, 12579, 13129, 13680, 14230, 14780, 15331, 15881, 16430, 16982, 17532, 18082, 18633, 19183, 19733, 20284, 20834, 21384, 21934, 22486, 23036, 23586, 24137, + 24687, 25236, 25787, 26337, 26887, 27438, 27989, 28539, 29090, 29640, 30190, 30740, 31291, 31841, 32391, 32942, 33493, 34043, 34593, 35143, 35693, 36244, 36794, 37344, 37895, 38445, 38995, 39545, 40097, 40647, 41197, 41748, 42298, 42848, 43399]] + 攻击次数 = 1 + # 第2击物理攻击力:% + data1 = [int(i*1.244) for i in [0, 2743, 3020, 3298, 3577, 3855, 4133, 4411, 4690, 4967, 5245, 5524, 5802, 6080, 6358, 6637, 6914, 7192, 7471, 7750, 8028, 8307, 8584, 8862, 9140, 9419, 9697, 9975, 10254, 10531, 10809, 11087, 11366, 11644, 11922, 12201, 12479, + 12757, 13035, 13314, 13592, 13870, 14148, 14426, 14704, 14982, 15261, 15539, 15817, 16095, 16373, 16651, 16929, 17209, 17487, 17764, 18043, 18321, 18599, 18878, 19156, 19434, 19711, 19990, 20268, 20546, 20825, 21103, 21381, 21658, 21938]] + 攻击次数2 = 1 + # 第3击物理攻击力:% + data2 = [int(i*1.244) for i in [0, 2745, 3024, 3303, 3581, 3859, 4138, 4417, 4695, 4975, 5253, 5531, 5809, 6088, 6367, 6645, 6924, 7202, 7481, 7760, 8038, 8316, 8595, 8874, 9152, 9432, 9710, 9987, 10267, 10545, 10824, 11103, 11381, 11659, 11937, 12217, 12495, + 12773, 13052, 13331, 13609, 13888, 14167, 14444, 14724, 15002, 15281, 15560, 15838, 16116, 16395, 16674, 16952, 17231, 17509, 17788, 18067, 18345, 18624, 18901, 19181, 19459, 19738, 20017, 20294, 20573, 20852, 21131, 21409, 21688, 21966]] + 攻击次数3 = 1 + # 抽打物理攻击力:% + data3 = [int(i*1.244) for i in [0, 42893, 47244, 51595, 55947, 60299, 64650, 69002, 73353, 77704, 82055, 86407, 90758, 95109, 99462, 103813, 108164, 112516, 116868, 121218, 125570, 129922, 134273, 138625, 142977, 147327, 151679, 156031, 160382, 164733, 169086, 173437, 177788, 182139, 186491, 190842, + 195193, 199545, 203897, 208248, 212600, 216951, 221302, 225654, 230006, 234356, 238709, 243061, 247411, 251763, 256115, 260465, 264817, 269168, 273520, 277872, 282223, 286575, 290926, 295277, 299629, 303980, 308332, 312684, 317035, 321386, 325738, 330089, 334440, 338792, 343144]] + 攻击次数4 = 1 + CD = 45.0 + 是否有护石 = 1 + 演出时间 = 2 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 0 + self.攻击次数2 = 0 + self.攻击次数3 = 0 + self.攻击次数4 *= 1.66 + + +class 技能16(职业主动技能): + 名称 = '极尽霸皇断空拳' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + #基础 =87153.5 *1.006068 + #成长 =26310.5 *1.006068 + # 断空拳物理攻击力:% + data0 = [int(i*1.185) for i in [0, 114153, 140623, 167092, 193562, 220032, 246503, 272973, 299443, 325913, 352384, 378853, 405324, 431795, 458264, 484735, 511205, 537675, 564145, 590615, 617085, 643556, 670026, 696496, 722967, 749436, 775907, 802377, 828847, 855317, 881788, 908258, 934728, 961199, 987668, 1014139, 1040609, + 1067079, 1093548, 1120018, 1146489, 1172959, 1199429, 1225899, 1252370, 1278839, 1305310, 1331781, 1358250, 1384721, 1411191, 1437661, 1464131, 1490601, 1517071, 1543542, 1570012, 1596482, 1622953, 1649422, 1675893, 1702363, 1728833, 1755303, 1781774, 1808244, 1834714, 1861185, 1887654, 1914125, 1940595]] + CD = 180.0 + 演出时间 = 1.2 + + +class 技能17(被动技能): + 名称 = '疾风劲' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能18(职业主动技能): + 名称 = '雷霆之舞' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + # 第1~7击物理攻击力:% + data0 = [int(i*1.229) for i in [0, 10602, 11677, 12753, 13828, 14904, 15979, 17055, 18130, 19206, 20281, 21357, 22433, 23508, 24584, 25659, 26735, 27810, 28886, 29961, + 31037, 32112, 33188, 34263, 35339, 36414, 37490, 38566, 39641, 40717, 41792, 42868, 43943, 45019, 46094, 47170, 48245, 49321, 50396, 51472, 52547]] + 攻击次数 = 7 + # 最后一击物理攻击力:% + data1 = [int(i*1.229) for i in [0, 31805, 35032, 38258, 41485, 44711, 47938, 51164, 54391, 57618, 60844, 64071, 67298, 70524, 73751, 76977, 80204, 83430, 86657, 89884, 93110, 96337, + 99563, 102790, 106017, 109243, 112470, 115697, 118923, 122150, 125376, 128603, 131829, 135056, 138283, 141509, 144736, 147962, 151189, 154416, 157642]] + 攻击次数2 = 1 + CD = 60.0 + 演出时间 = 6.2 + + +class 技能19(职业主动技能): + 名称 = '陨星灭天击' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + 关联技能 = ['无'] + # 震脚冲击波物理攻击力:% + data0 = [int(i*1.232) for i in [0, 33740, 41564, 49388, 57212, 65035, 72859, 80683, 88507, 96331, 104154, 111978, 119802, 127626, 135450, 143273, 151097, 158921, 166745, 174569, 182392, + 190216, 198040, 205864, 213688, 221511, 229335, 237159, 244983, 252807, 260630, 268454, 276278, 284102, 291926, 299749, 307573, 315397, 323221, 331045, 338869]] + 攻击次数 = 1 + # [武神强踢]物理攻击力:% + # [极尽 : 霸皇断空拳]物理攻击力:% + data1 = [int(i*1.232) for i in [0, 67480, 83128, 98775, 114423, 130071, 145718, 161366, 177013, 192661, 208309, 223956, 239604, 255251, 270899, 286547, 302194, 317842, 333490, 349137, 364785, + 380432, 396080, 411728, 427375, 443023, 458670, 474318, 489966, 505613, 521261, 536908, 552556, 568204, 583851, 599499, 615146, 630794, 646442, 662089, 677737]] + 攻击次数2 = 2 + # 烈空星鸣拳物理攻击力:% + data2 = [int(i*1.232) for i in [0, 118090, 145474, 172857, 200240, 227624, 255007, 282390, 309773, 337157, 364540, 391923, 419307, 446690, 474074, 501457, 528840, 556224, 583607, 610990, 638373, + 665757, 693140, 720523, 747907, 775290, 802673, 830057, 857440, 884823, 912206, 939590, 966973, 994356, 1021740, 1049123, 1076506, 1103890, 1131273, 1158656, 1186040]] + 攻击次数3 = 1 + # 烈空星鸣拳多段物理攻击力:% x 6 + data3 = [int(i*1.232) for i in [0, 8435, 10391, 12347, 14303, 16259, 18215, 20171, 22127, 24083, 26039, 27995, 29950, 31906, 33862, 35818, 37774, 39730, 41686, 43642, + 45598, 47554, 49510, 51466, 53422, 55378, 57334, 59290, 61246, 63202, 65158, 67114, 69070, 71025, 72981, 74937, 76893, 78849, 80805, 82761, 84717]] + 攻击次数4 = 6 + # 基础 = 259160 + # 成长 = 78240 + CD = 290 + + def 加成倍率(self, 武器类型): + return 0 + 演出时间 = 6.1 + +# CDR: 拳套精通(10%) +# 不包含觉醒 + + +class 技能20(被动技能): + 名称 = '拳套精通' + 所在等级 = 15 + 等级上限 = 10 + 基础等级 = 10 + # 拳套精通cd + 关联技能 = ['无'] + 冷却关联技能 = ['崩拳', '铁山靠', '碎骨', '寸拳', '升龙拳', '闪电之舞', + '纷影连环踢', '破碎拳', '回天连环击', '虎啸神拳', '无影脚', '雷霆之舞'] + + def 加成倍率(self, 武器类型): + return 1.0 + + def CD缩减倍率(self, 武器类型): + if 武器类型 == '拳套': + if self.等级 == 0: + return 1.0 + else: + return (1 - 0.01 * self.等级) + else: + return 1.0 + # 拳套自带全技能10cd + 冷却关联技能2 = ['所有'] + + def CD缩减倍率2(self, 武器类型): + if 武器类型 == '拳套': + return 0.9 + elif 武器类型 == '臂铠': + return 1.1 + else: + return 1.0 + + +# CDR 一觉cdr buff +class 技能21(被动技能): + 名称 = '武神强踢buff' + 所在等级 = 1 + 等级上限 = 1 + 基础等级 = 1 + 关联技能 = ['无'] + 冷却关联技能 = ['所有'] + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 0.9 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +归元·散打·女一觉序号 = 0 +归元·散打·女二觉序号 = 0 +归元·散打·女三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 归元·散打·女一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 归元·散打·女二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 归元·散打·女三觉序号 = 技能序号[i.名称] + +归元·散打·女护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 归元·散打·女护石选项.append(i.名称) + +归元·散打·女符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 归元·散打·女符文选项.append(i.名称) + + +class 归元·散打·女角色属性(角色属性): + + 实际名称 = '归元·散打·女' + 角色 = '格斗家(女)' + 职业 = '散打' + + 武器选项 = ['拳套', '臂铠'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '轻甲' + 防具精通属性 = ['力量'] + + 主BUFF = 2.13 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def CD倍率计算(self): + if "武神强踢" in self.技能栏[self.技能序号['陨星灭天击']].关联技能: + self.技能栏[self.技能序号['武神强踢buff']].等级 = 0 + super().CD倍率计算() + + +class 归元·散打·女(角色窗口): + + def 窗口属性输入(self): + self.初始属性 = 归元·散打·女角色属性() + self.角色属性A = 归元·散打·女角色属性() + self.角色属性B = 归元·散打·女角色属性() + self.一觉序号 = 归元·散打·女一觉序号 + self.二觉序号 = 归元·散打·女二觉序号 + self.三觉序号 = 归元·散打·女三觉序号 + self.护石选项 = deepcopy(归元·散打·女护石选项) + self.符文选项 = deepcopy(归元·散打·女符文选项) diff --git a/Characters/归元·散打·男.py b/Characters/归元·散打·男.py new file mode 100644 index 00000000..62a448c2 --- /dev/null +++ b/Characters/归元·散打·男.py @@ -0,0 +1,623 @@ +from PublicReference.carry.base import * + +class 职业主动技能(主动技能): + 技能施放时间 = 0.0 + 脱手 = 1 + data0 = [] + data1 = [] + data2 = [] + data3 = [] + data4 = [] + data5 = [] + data6 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + if len(self.data4) >= self.等级 and len(self.data4) > 0: + 等效倍率 += self.data4[self.等级] * self.攻击次数5 + if len(self.data5) >= self.等级 and len(self.data5) > 0: + 等效倍率 += self.data5[self.等级] * self.攻击次数6 + if len(self.data6) >= self.等级 and len(self.data6) > 0: + 等效倍率 += self.data6[self.等级] * self.攻击次数7 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + +class 技能0(职业主动技能): + 名称 = '下段踢' + 所在等级 = 5 + 等级上限 = 60 + 基础等级 = 50 + # 基础 = 737.65306122449 + # 成长 = 83.3469387755102 + #物理武器攻击力:% + data0 = [0, 991, 1092, 1192, 1292, 1394, 1494, 1594, 1694, 1797, 1897, 1996, 2097, 2197, 2298, 2399, 2499, 2599, 2699, 2801, 2901, 3001, 3104, 3204, 3304, 3405, 3506, 3606, 3707, 3807, 3907, 4008, 4109, 4209, 4309, 4411, 4511, 4611, 4712, 4812, 4913, 5014, 5114, 5214, 5314, 5416, 5516, 5616, 5719, 5819, 5919, 6020, 6121, 6221, 6322, 6422, 6522, 6623, 6724, 6824, 6925, 7027, 7127, 7227, 7329, 7429, 7529, 7628, 7729, 7829, 7930] + 攻击次数 = 1 + CD = 2.0 + TP成长 = 0.08 + TP上限 = 5 + + +class 技能1(职业主动技能): + 名称 = '碎骨' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + # 基础 = 3004.85 + # 成长 = 339.15 + #下段踢物理武器攻击力:% + data0 = [0, 4058, 4468, 4879, 5290, 5703, 6114, 6527, 6937, 7349, 7760, 8172, 8583, 8995, 9406, 9819, 10230, 10641, 11053, 11464, 11875, 12288, 12699, 13111, 13521, 13933, 14345, 14757, 15168, 15581, 15990, 16403, 16814, 17226, 17638, 18049, 18460, 18872, 19283, 19696, 20106, 20518, 20930, 21341, 21752, 22165, 22575, 22988, 23399, 23811, 24222, 24633, 25044, 25457, 25868, 26281, 26692, 27101, 27513, 27926, 28337, 28750, 29160, 29573, 29983, 30394, 30807, 31218, 31629, 32041, 32452] + + 攻击次数 = 1 + CD = 7 + TP成长 = 0.08 + TP上限 = 5 + + +class 技能2(职业主动技能): + 名称 = '铁山靠' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + # 基础 = 2892.2 + # 成长 = 326.8 + data0 = [0, 4117, 4535, 4954, 5372, 5790, 6208, 6625, 7043, 7462, 7880, 8298, 8716, 9133, 9552, 9970, 10388, 10806, 11223, 11641, 12060, 12477, 12895, 13313, 13730, 14148, 14567, 14983, 15402, 15821, 16238, 16656, 17075, 17492, 17910, 18329, 18746, 19165, 19583, 20000, 20418, 20836, 21254, 21673, 22088, 22507, 22925, 23342, 23761, 24179, 24596, 25015, 25433, 25850, 26269, 26688, 27105, 27523, 27941, 28358, 28778, 29196, 29613, 30031, 30448, 30866, 31283, 31701, 32120, 32538, 32955] + CD = 7 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能3(被动技能): + 名称 = '柔化肌肉' + 所在等级 = 30 + 等级上限 = 15 + 基础等级 = 5 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.125 + 0.015 * self.等级, 5) + + +class 技能4(职业主动技能): + 名称 = '闪击快打' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + # 基础 = 4565.54054054054 + # 成长 = 515.459459459459 + data0 = [0, 2691, 2964, 3236, 3511, 3783, 4055, 4330, 4602, 4877, 5149, 5422, 5694, 5968, 6240, 6514, 6786, 7060, 7333, 7605, 7881, 8152, 8425, 8697, 8972, 9244, 9518, 9790, 10065, 10337, 10609, 10884, 11155, 11429, 11702, 11975, 12247, 12522, 12793, 13068, 13340, 13614, 13887, 14158, 14434, 14704, 14978, 15251, 15525, 15798, 16070, 16344, 16617, 16890, 17164, 17436, 17709, 17983, 18254, 18528, 18801, 19075, 19348, 19620, 19894, 20167, 20439, 20713, 20986, 21260, 21532] + data1 = [0, 3741, 4121, 4501, 4882, 5258, 5639, 6017, 6398, 6777, 7158, 7536, 7915, 8295, 8675, 9056, 9434, 9815, 10194, 10574, 10951, 11332, 11710, 12091, 12470, 12851, 13231, 13611, 13990, 14369, 14749, 15127, 15508, 15886, 16267, 16645, 17025, 17405, 17785, 18164, 18544, 18924, 19304, 19684, 20063, 20442, 20820, 21200, 21581, 21960, 22340, 22719, 23098, 23478, 23858, 24237, 24617, 24997, 25377, 25758, 26134, 26515, 26893, 27274, 27653, 28034, 28413, 28794, 29171, 29552, 29931] + + 攻击次数2 = 1 + CD = 12.0 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能5(职业主动技能): + 名称 = '冲膝' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 基础 = 6663.62857142857 + # 成长 = 752.371428571429 + #物理攻击力:% + data0 = [0, 8983, 9895, 10804, 11715, 12627, 13538, 14450, 15362, 16273, 17183, 18096, 19008, 19918, 20829, 21741, 22653, 23562, 24476, 25386, 26296, 27208, 28120, 29031, 29941, 30855, 31766, 32676, 33588, 34499, 35410, 36322, 37234, 38145, 39054, 39967, 40878, 41789, 42700, 43613, 44524, 45434, 46346, 47257, 48169, 49081, 49992, 50903, 51812, 52725, 53638, 54547, 55459, 56371, 57282, 58192, 59104, 60016, 60927, 61839, 62750, 63659, 64573, 65485, 66396, 67305, 68217, 69129, 70039, 70952, 71863] + CD = 15 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能6(职业主动技能): + 名称 = '炽焰旋风腿' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 基础 = 8101.2 + # 成长 = 915.8 + #旋风腿攻击力:% + data0 = [0, 1095, 1207, 1317, 1428, 1540, 1650, 1763, 1874, 1985, 2097, 2207, 2319, 2430, 2540, 2652, 2761, 2875, 2985, 3096, 3208, 3319, 3430, 3542, 3653, 3763, 3874, 3986, 4097, 4208, 4320, 4431, 4541, 4653, 4763, 4875, 4987, 5098, 5210, 5321, 5433, 5542, 5653, 5765, 5875, 5987, 6099, 6209, 6321, 6432, 6543, 6655, 6766, 6877, 6987, 7097, 7210, 7321, 7433, 7544, 7655, 7767, 7876, 7988, 8099, 8211, 8323, 8434, 8545, 8655, 8766] + 攻击次数 = 7 + #下踢攻击力:% + data1 = [0, 3317, 3654, 3989, 4326, 4662, 5000, 5335, 5672, 6009, 6346, 6681, 7018, 7355, 7691, 8027, 8363, 8700, 9038, 9374, 9710, 10047, 10383, 10719, 11056, 11394, 11730, 12066, 12402, 12739, 13076, 13411, 13750, 14084, 14422, 14759, 15095, 15431, 15769, 16104, 16440, 16778, 17115, 17451, 17788, 18123, 18459, 18797, 19132, 19470, 19807, 20143, 20478, 20816, 21152, 21489, 21825, 22163, 22498, 22836, 23171, 23508, 23845, 24180, 24516, 24853, 25191, 25528, 25864, 26199, 26537] + 攻击次数2 = 1 + + CD = 20 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 +=6 + self.data0 = [int(x*0.76) for x in self.data0] + # self.倍率 *= 1.28718046004268 + elif x == 1: + self.攻击次数 +=6 + self.data0 = [int(x*0.86) for x in self.data0] + + +class 技能7(职业主动技能): + 名称 = '闪电之舞' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + # 基础 = 7933.9375 + # 成长 = 896.0625 + #每次攻击时的物理攻击力:% + data0 = [0, 1316, 1451, 1584, 1717, 1852, 1984, 2119, 2253, 2385, 2519, 2655, 2787, 2920, 3054, 3188, 3320, 3455, 3589, 3721, 3856, 3990, 4122, 4257, 4389, 4523, 4658, 4792, 4923, 5059, 5192, 5326, 5459, 5592, 5727, 5861, 5993, 6127, 6261, 6395, 6528, 6661, 6796, 6930, 7062, 7196, 7331, 7464, 7597, 7731, 7865, 7999, 8132, 8266, 8398, 8534, 8667, 8799, 8934, 9068, 9200, 9335, 9469, 9601, 9736, 9869, 10002, 10137, 10269, 10403, 10538] + #终结一击攻击力:% + data1 = [0, 9219, 10156, 11091, 12025, 12961, 13897, 14833, 15768, 16704, 17639, 18574, 19510, 20446, 21379, 22316, 23251, 24188, 25122, 26056, 26993, 27930, 28864, 29799, 30735, 31671, 32607, 33540, 34478, 35412, 36348, 37284, 38218, 39155, 40089, 41024, 41961, 42895, 43832, 44766, 45702, 46638, 47572, 48509, 49444, 50379, 51314, 52250, 53186, 54121, 55055, 55992, 56927, 57863, 58798, 59733, 60668, 61604, 62541, 63475, 64410, 65345, 66282, 67218, 68151, 69087, 70023, 70959, 71895, 72828, 73766] + + 攻击次数 = 1 + 攻击次数2 = 1 + CD = 20 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.24 + elif x == 1: + self.倍率 *= 1.24 + 0.09 + + +class 技能8(职业主动技能): + 名称 = '瞬影连环踢' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + #飞踢攻击力:% + data0 = [0, 20686, 22786, 24885, 26984, 29082, 31181, 33279, 35379, 37477, 39578, 41675, 43773, 45873, 47971, 50070, 52169, 54269, 56367, 58466, 60564, 62663, 64760, 66861, 68958, 71058, 73157, 75255, 77354, 79452, 81551, 83650, 85750, 87848, 89948, 92046, 94144, 96243, 98342, 100442, 102540, 104639, 106737, 108836, 110934, 113035, 115133, 117231, 119330, 121428, 123527, 125625, 127724, 129823, 131923, 134021, 136121, 138219, 140317, 142416, 144515, 146615, 148713, 150812, 152910, 155009, 157107, 159208, 161306, 163405, 165503] + + CD = 45 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.23 + elif x == 1: + self.倍率 *= 1.23 + 0.08 + + +class 技能9(被动技能): + 名称 = '烈焰燃烧' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.03 + 0.01 * self.等级, 5) + # 仅作用于面板显示 + + def 物理攻击力倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.03 + 0.01 * self.等级, 5) + +class 技能10(职业主动技能): + 名称 = '烈焰焚步' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + # 基础 = 31307 + # 成长 = 9452 + #再次施放后强化的技能攻击力增加量:+% + data0 = [0, 40761, 50213, 59665, 69116, 78568, 88020, 97472, 106924, 141835, 153355, 164876, 176395, 187917, 199436, 210956, 222477, 233994, 245516, 257034, 268555, 280074, 291594, 303114, 314631, 326152, 337672, 349191, 360712, 372232, 383751, 395271, 406789, 418312, 429831, 441351, 452869, 464390, 475910, 487430, 498948, 510472, 521991, 533506, 545029, 556547, 568069, 579589, 591106, 602627, 614145, 625667, 637187, 648708, 660227, 671748, 683265, 694784, 706305, 717825, 729346, 740864, 752385, 763903, 775422, 786946, 798466, 809983, 821503, 833023, 844543] + + CD = 145 + 关联技能 = ['所有'] + 冷却关联技能 = ['所有'] + 非冷却关联技能 = ['烈焰焚步','双重释放','极武霸皇踢','焚火逐日拳'] + #手搓 -5% CD + + def 等效CD(self, 武器类型, 输出类型): + if 武器类型 == '拳套': + return round(self.CD / self.恢复 * (1-0.05), 1) + + # 被动技能攻击力加成 + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.02 + 0.04 * (self.等级-1), 5) + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 0.85 + + +class 技能11(职业主动技能): + 名称 = '飞燕旋风' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + data0 = [0, 4312, 4748, 5185, 5622, 6061, 6500, 6935, 7373, 7810, 8248, 8684, 9122, 9559, 9997, 10435, 10872, 11310, 11746, 12184, 12623, 13059, 13495, 13934, 14372, 14811, 15246, 15683, 16121, 16557, 16995, 17433, 17871, 18308, 18746, 19183, 19620, 20057, 20494, 20932, 21370, 21807, 22245, 22682, 23119, 23556, 23994, 24432, 24869, 25307, 25744, 26182, 26618, 27057, 27493, 27930, 28367, 28805, 29245, 29680, 30118, 30555, 30993, 31429, 31867, 32305, 32743, 33181, 33617, 34055, 34491] + data1 = [0, 8870, 9772, 10672, 11571, 12472, 13374, 14273, 15171, 16072, 16971, 17873, 18773, 19672, 20573, 21473, 22373, 23272, 24172, 25072, 25973, 26874, 27773, 28674, 29573, 30473, 31373, 32273, 33173, 34074, 34975, 35874, 36773, 37674, 38575, 39474, 40374, 41273, 42175, 43076, 43976, 44874, 45775, 46676, 47576, 48475, 49375, 50275, 51176, 52076, 52975, 53875, 54777, 55676, 56576, 57476, 58376, 59276, 60177, 61076, 61976, 62878, 63777, 64677, 65577, 66475, 67377, 68277, 69177, 70077, 70978] + + 攻击次数 = 2 + 攻击次数2 = 1 + CD = 30 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 +=2 + self.倍率 *= 0.82 + elif x == 1: + self.攻击次数 +=2 + self.倍率 *= 0.82 + 0.06 + + +# 碎心修炼场实测有伤害丢失的BUG +class 技能12(职业主动技能): + 名称 = '旋风碎心踢' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + #旋转多段攻击攻击力:% + data0 = [0, 598, 660, 720, 780, 842, 902, 964, 1024, 1085, 1146, 1207, 1267, 1329, 1389, 1449, 1511, 1571, 1633, 1693, 1754, 1814, 1875, 1935, 1996, 2057, 2117, 2179, 2239, 2301, 2361, 2422, 2483, 2544, 2604, 2665, 2726, 2787, 2848, 2908, 2970, 3030, 3092, 3152, 3212, 3274, 3334, 3395, 3456, 3517, 3577] + #第一击攻击力:% + data1 = [0, 8666, 9544, 10424, 11302, 12183, 13060, 13941, 14819, 15700, 16577, 17456, 18337, 19215, 20095, 20973, 21854, 22732, 23611, 24490, 25370, 26249, 27128, 28006, 28886, 29765, 30644, 31523, 32403, 33282, 34160, 35040, 35919, 36800, 37677, 38558, 39436, 40314, 41194, 42072, 42953, 43832, 44711, 45590, 46469, 47349, 48227, 49107, 49985, 50865, 51743] + #最后一击攻击力:% + data2 = [0, 19642, 21635, 23627, 25620, 27614, 29607, 31599, 33590, 35584, 37576, 39570, 41563, 43556, 45547, 47541, 49534, 51526, 53519, 55512, 57505, 59496, 61491, 63483, 65475, 67468, 69461, 71453, 73446, 75440, 77432, 79424, 81419, 83409, 85403, 87395, 89389, 91381, 93375, 95368, 97359, 99352, 101344, 103339, 105331, 107324, 109316, 111308, 113301, 115293, 117288] + + 攻击次数 = 4 + 攻击次数2 = 1 + 攻击次数3 = 1 + + CD = 50 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.16 + elif x == 1: + self.倍率 *= 1.16 + 0.08 + + +class 技能13(被动技能): + 名称 = '烈火支配' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.17 + 0.02 * self.等级, 5) + + +class 技能14(职业主动技能): + 名称 = '烈火强踢' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + data0 = [0, 51517, 56743, 61969, 67196, 72422, 77647, 82876, 88100, 93327, 98552, 103780, 109006, 114232, 119458, 124686, 129911, 135138, 140362, 145591, 150817, 156042, 161270, 166497, 171721, 176949, 182175, 187401, 192629, 197853, 203081, 208307, 213533, 218758, 223986, 229212, 234438, 239665, 244892, 250117, 255344, 260570, 265796, 271023, 276249, 281475, 286703, 291927, 297153, 302382, 307607, 312833, 318060, 323287, 328512, 333739, 338965, 344192, 349418, 354644, 359871, 365098, 370323, 375548, 380776, 386003, 391227, 396455, 401682, 406907, 412134] + + CD = 45 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.35 + self.CD *= 0.9 + + +class 技能15(职业主动技能): + 名称 = '烈火强拳' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + #突进拳击攻击力:% + data0 = [0, 63496, 69937, 76380, 82819, 89261, 95703, 102148, 108586, 115029, 121471, 127912, 134354, 140794, 147236, 153678, 160121, 166562, 173003, 179445, 185888, 192326, 198770, 205213, 211653, 218095, 224536, 230978, 237420, 243861, 250304, 256743, 263186, 269630, 276068, 282512, 288953, 295395, 301836, 308278, 314720, 321162, 327602, 334045, 340485, 346927, 353369, 359813, 366253, 372695, 379135, 385577, 392018, 398461, 404901, 411343, 417787, 424228, 430670, 437110, 443552, 449993, 456435, 462878, 469319, 475760, 482203, 488644, 495085, 501526, 507968] + + CD = 55 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.35 + +# 不适用拳套掌握CDR + + +class 技能16(职业主动技能): + 名称 = '极武霸皇踢' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + # 基础 = 82676.3333333337 + # 成长 = 24957.3333333333 + data0 = [0, 26170, 32237, 38306, 44375, 50443, 56510, 62580, 68647, 74716, 80785, 86852, 92921, 98989, 105058, 111126, 117194, 123264, 129331, 135401, 141467, 147538, 153604, 159675, 165742, 171810, 177879, 183947, 190015, 196084, 202152, 208221, 214289, 220357, 226426, 232494, 238561, 244631, 250698, 256768, 262836, 268905, 274972, 281041, 287109, 293178, 299245, 305315, 311382, 317452, 323518, 329589, 335656, 341724, 347794, 353861, 359931, 365998, 372066, 378135, 384203, 390272, 396340, 402410, 408477, 414546, 420612, 426683, 432750, 438819, 444887] + data1 = [0, 32857, 40476, 48095, 55714, 63333, 70952, 78571, 86190, 93809, 101428, 109047, 116666, 124285, 131903, 139525, 147142, 154761, 162381, 170000, 177619, 185238, 192857, 200476, 208094, 215715, 223334, 230951, 238571, 246190, 253808, 261428, 269047, 276668, 284284, 291905, 299525, 307143, 314761, 322381, 330000, 337619, 345238, 352857, 360476, 368095, 375714, 383333, 390951, 398571, 406190, 413810, 421429, 429048, 436667, 444287, 451905, 459524, 467143, 474762, 482381, 490000, 497619, 505238, 512857, 520478, 528095, 535713, 543334, 550954, 558570] + 攻击次数2 = 1 + data2 = [0, 72285, 89046, 105808, 122571, 139334, 156095, 172857, 189619, 206381, 223143, 239905, 256665, 273428, 290190, 306951, 323714, 340476, 357238, 373999, 390762, 407524, 424287, 441048, 457810, 474570, 491335, 508096, 524857, 541618, 558380, 575143, 591905, 608667, 625428, 642191, 658952, 675716, 692477, 709239, 726001, 742763, 759525, 776286, 793048, 809810, 826572, 843334, 860096, 876858, 893620, 910381, 927143, 943907, 960669, 977430, 994192, 1010952, 1027717, 1044477, 1061239, 1078000, 1094762, 1111525, 1128287, 1145049, 1161810, 1178573, 1195334, 1212097, 1228859] + 攻击次数3 = 1 + CD = 180 + + +class 技能17(被动技能): + 名称 = '千锤百炼' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能18(职业主动技能): + 名称 = '炼狱坠星腿' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + # 基础 = 79841.4 + # 成长 = 9014.6 + CD = 60 + #下劈攻击力:% + data0 = [0, 48374, 53281, 58189, 63096, 68004, 72912, 77819, 82727, 87635, 92541, 97449, 102357, 107264, 112172, 117080, 121986, 126894, 131802, 136709, 141617, 146525, 151432, 156340, 161247, 166155, 171062, 175970, 180878, 185785, 190693, 195601, 200507, 205415, 210323, 215230, 220138, 225046, 229952, 234860, 239768, 244675, 249583, 254491, 259398, 264306, 269213, 274120, 279028, 283936, 288844, 293751, 298659, 303567, 308473, 313381, 318289, 323196, 328104, 333012, 337918, 342826, 347734, 352641, 357549, 362457, 367364, 372272, 377179, 382086, 386994] + + #冲击波攻击力:% + data1 = [0, 58278, 64191, 70103, 76016, 81928, 87840, 93752, 99665, 105577, 111490, 117403, 123315, 129226, 135139, 141052, 146964, 152877, 158789, 164701, 170613, 176526, 182438, 188351, 194263, 200176, 206087, 212000, 217912, 223825, 229738, 235650, 241562, 247474, 253387, 259299, 265212, 271124, 277036, 282948, 288861, 294773, 300686, 306598, 312511, 318422, 324335, 330247, 336160, 342073, 347985, 353897, 359809, 365722, 371634, 377547, 383459, 389372, 395283, 401196, 407108, 413021, 418933, 424846, 430757, 436670, 442582, 448495, 454408, 460320, 466232] + + 攻击次数2 = 1 + +# 不适用拳套掌握CDR + + +class 技能19(职业主动技能): + 名称 = '焚火逐日拳' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + # 基础 = 251118.333333333 + # 成长 = 75810.6666666667 + CD = 290 + + #铁山靠攻击力:% + data0 = [0, 37653, 46384, 55115, 63846, 72578, 81309, 90040, 98771, 107502, 116233, 124965, 133696, 142427, 151158, 159889, 168621, 177353, 186084, 194815, 203546, 212277, 221008, 229740, 238471, 247202, 255933, 264664, 273395, 282126, 290858, 299589, 308320, 317051, 325782, 334513, 343246, 351977, 360708, 369439, 378170, 386901, 395633, 404364, 413095, 421826, 430557, 439288, 448020, 456751, 465482, 474213, 482944, 491675, 500406, 509138, 517870, 526601, 535332, 544063, 552795, 561526, 570257, 578988, 587719, 596450, 605181, 613913, 622644, 631375, 640106] + #正拳第1击:% + data1 = [0, 18826, 23192, 27557, 31923, 36288, 40654, 45019, 49386, 53751, 58117, 62482, 66848, 71213, 75579, 79944, 84310, 88676, 93041, 97407, 101772, 106139, 110504, 114870, 119235, 123601, 127966, 132332, 136697, 141063, 145428, 149794, 154159, 158526, 162891, 167257, 171623, 175988, 180354, 184719, 189085, 193450, 197816, 202181, 206547, 210912, 215279, 219644, 224010, 228375, 232741, 237106, 241472, 245837, 250203, 254568, 258934, 263301, 267666, 272032, 276397, 280763, 285128, 289494, 293859, 298225, 302590, 306956, 311321, 315687, 320052] + #正拳第2击:% + data2 = [0, 22591, 27830, 33069, 38307, 43546, 48786, 54024, 59263, 64502, 69740, 74979, 80217, 85456, 90695, 95933, 101172, 106412, 111650, 116889, 122127, 127366, 132605, 137843, 143082, 148321, 153559, 158798, 164036, 169276, 174515, 179753, 184992, 190231, 195469, 200708, 205946, 211185, 216425, 221663, 226902, 232141, 237379, 242618, 247857, 253095, 258334, 263572, 268811, 274051, 279289, 284528, 289767, 295005, 300244, 305482, 310721, 315960, 321198, 326438, 331677, 336915, 342154, 347392, 352631, 357870, 363108, 368347, 373586, 378824, 384064] + #正拳第3击:% + data3 = [0, 26357, 32469, 38580, 44692, 50804, 56915, 63028, 69140, 75252, 81363, 87475, 93587, 99699, 105810, 111923, 118035, 124147, 130258, 136370, 142482, 148593, 154705, 160817, 166930, 173041, 179153, 185265, 191377, 197488, 203600, 209712, 215825, 221936, 228048, 234160, 240272, 246383, 252495, 258607, 264718, 270830, 276943, 283055, 289166, 295278, 301390, 307502, 313613, 319725, 325838, 331950, 338061, 344173, 350285, 356396, 362508, 368620, 374732, 380843, 386956, 393068, 399180, 405291, 411403, 417515, 423627, 429738, 435851, 441963, 448074] + #高踢攻击力:% + data4 = [0, 56479, 69576, 82674, 95770, 108867, 121963, 135060, 148157, 161254, 174351, 187447, 200545, 213641, 226738, 239834, 252932, 266029, 279125, 292222, 305319, 318416, 331512, 344609, 357707, 370803, 383900, 396996, 410094, 423191, 436287, 449384, 462480, 475578, 488674, 501771, 514869, 527965, 541062, 554158, 567255, 580352, 593449, 606546, 619642, 632740, 645836, 658933, 672029, 685127, 698224, 711320, 724417, 737514, 750611, 763707, 776804, 789902, 802998, 816095, 829191, 842289, 855385, 868482, 881579, 894675, 907773, 920869, 933966, 947062, 960160] + #终结攻击拳击攻击力:% + data5 = [0, 82837, 102045, 121254, 140463, 159671, 178880, 198089, 217298, 236506, 255714, 274924, 294132, 313340, 332550, 351758, 370966, 390176, 409384, 428592, 447802, 467010, 486218, 505427, 524636, 543845, 563053, 582262, 601471, 620679, 639888, 659097, 678305, 697514, 716723, 735931, 755141, 774349, 793557, 812765, 831975, 851183, 870392, 889601, 908809, 928018, 947227, 966435, 985644, 1004853, 1024061, 1043270, 1062478, 1081687, 1100896, 1120104, 1139314, 1158522, 1177730, 1196940, 1216148, 1235356, 1254566, 1273774, 1292982, 1312191, 1331400, 1350608, 1369817, 1389026, 1408234] + #终结攻击拳击冲击波攻击力:% + data6 = [0, 131786, 162346, 192904, 223464, 254023, 284582, 315142, 345701, 376260, 406819, 437379, 467937, 498497, 529057, 559615, 590175, 620734, 651293, 681852, 712412, 742970, 773530, 804090, 834648, 865208, 895767, 926326, 956885, 987445, 1018003, 1048563, 1079123, 1109681, 1140241, 1170800, 1201360, 1231918, 1262478, 1293038, 1323596, 1354156, 1384715, 1415274, 1445833, 1476393, 1506951, 1537511, 1568071, 1598629, 1629189, 1659748, 1690307, 1720866, 1751426, 1781984, 1812544, 1843104, 1873662, 1904222, 1934781, 1965340, 1995899, 2026459, 2057018, 2087577, 2118137, 2148695, 2179255, 2209814, 2240373] + 攻击次数 = 1 + 攻击次数2 = 1 + 攻击次数3 = 1 + 攻击次数4 = 1 + 攻击次数5 = 1 + 攻击次数6 = 1 + 攻击次数7 = 1 + + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + +class 技能20(被动技能): + 名称 = '拳套掌握' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + 冷却关联技能 = ['所有'] + 非冷却关联技能 = ['烈焰焚步','双重释放', '极武霸皇踢', '焚火逐日拳'] + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 1.0 + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + if 武器类型 == '拳套': + return 0.9 + else: + return 1.0 + +class 技能21(职业主动技能): + 名称 = '双重释放' + 所在等级 = 50 + 等级上限 = 1 + 基础等级 = 1 + CD = 145 + data0 = 0 + 攻击次数1 = 0 + def 等效百分比(self, 武器类型): + return (self.data0) + +class 技能22(职业主动技能): + 名称 = '肘击' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + # 基础 = 2892.2 + # 成长 = 326.8 + data0 = [0, 2610, 2874, 3138, 3402, 3668, 3931, 4197, 4461, 4727, 4991, 5255, 5520, 5786, 6049, 6315, 6578, 6844, 7109, 7373, 7637, 7903, 8167, 8432, 8698, 8962, 9227, 9490, 9757, 10020, 10286, 10551, 10815, 11079, 11344, 11607, 11875, 12138, 12403, 12668, 12932, 13197, 13462, 13727, 13992, 14255, 14520, 14785, 15050, 15315, 15579, 15844, 16109, 16372, 16639, 16903, 17167, 17432, 17696, 17962, 18227, 18490, 18757, 19020, 19285, 19550, 19815, 20079, 20344, 20607, 20874] + + CD = 6 + TP成长 = 0.1 + TP上限 = 5 + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +归元·散打·男一觉序号 = 0 +归元·散打·男二觉序号 = 0 +归元·散打·男三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 归元·散打·男一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 归元·散打·男二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 归元·散打·男三觉序号 = 技能序号[i.名称] + +归元·散打·男护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 归元·散打·男护石选项.append(i.名称) + +归元·散打·男符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 归元·散打·男符文选项.append(i.名称) + + +class 归元·散打·男角色属性(角色属性): + 实际名称 = '归元·散打·男' + 角色 = '格斗家(男)' + 职业 = '散打' + + 武器选项 = ['拳套', '臂铠'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '轻甲' + 防具精通属性 = ['力量'] + + 主BUFF = 2.04 + + # 额外加成 + 二挡关联 = '无' + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + # 武极取整问题重写以下函数 + def 面板物理攻击力(self): + 面板物理攻击 = (self.物理攻击力 + self.进图物理攻击力) + for i in self.技能栏: + try: + 面板物理攻击 *= i.物理攻击力倍率(self.武器类型) + except: + pass + # 武极48级被动的运算取整必须在其他物攻提升率之前 + 面板物理攻击 = int(面板物理攻击) * (1 + self.百分比三攻) * (1 + self.年宠技能 * + 0.10 + self.斗神之吼秘药 * 0.12 + self.白兔子技能 * 0.20) + return 面板物理攻击 + + def 站街物理攻击力(self): + 站街物理攻击 = self.物理攻击力 + for i in self.技能栏: + try: + 站街物理攻击 *= i.物理攻击力倍率(self.武器类型) + except: + pass + 站街物理攻击 = int(站街物理攻击) + return 站街物理攻击 + + def 数据计算(self, x=0, y=-1): + self.预处理() + # 初步计算 + 技能释放次数 = self.技能释放次数计算() + 技能单次伤害 = self.技能单次伤害计算(y) + 技能总伤害 = self.技能总伤害计算(技能释放次数, 技能单次伤害) + + # 整合二挡伤害 + 总伤害 = 0 + for i in self.技能栏: + if self.二挡关联 != '无': + if (i.名称 == '瞬影连环踢' and self.二挡关联 == '二挡:瞬影连环踢') or (i.名称 == '烈火强拳' and self.二挡关联 == '二挡:烈火强拳') or (i.名称 == '炼狱坠星腿' and self.二挡关联 == '二挡:炼狱坠星腿'): + 技能总伤害[self.技能序号[i.名称]] += 技能总伤害[self.技能序号['烈焰焚步']] + 技能总伤害[self.技能序号['烈焰焚步']] *= 0 + + if i.名称 != '烈焰焚步': + 总伤害 += 技能总伤害[self.技能序号[i.名称]] + + # 返回结果 + return self.数据返回(x, 技能释放次数, 技能总伤害) + + +class 归元·散打·男(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 归元·散打·男角色属性() + self.角色属性A = 归元·散打·男角色属性() + self.角色属性B = 归元·散打·男角色属性() + self.一觉序号 = 归元·散打·男一觉序号 + self.二觉序号 = 归元·散打·男二觉序号 + self.三觉序号 = 归元·散打·男三觉序号 + self.护石选项 = deepcopy(归元·散打·男护石选项) + self.符文选项 = deepcopy(归元·散打·男符文选项) + + def 界面(self): + super().界面() + + self.二挡关联选择 = MyQComboBox(self.main_frame2) + self.二挡关联选择.addItem('二挡:瞬影连环踢') + self.二挡关联选择.addItem('二挡:烈火强拳') + self.二挡关联选择.addItem('二挡:炼狱坠星腿') + self.二挡关联选择.setCurrentIndex(0) + self.二挡关联选择.resize(150, 20) + self.二挡关联选择.move(320, 270) + + self.职业存档.append(('二挡关联选择', self.二挡关联选择, 1)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + if self.觉醒选择状态 == 2: + 属性.二挡关联 = self.二挡关联选择.currentText() + else: + 属性.二挡关联 = '无' diff --git a/Characters/归元·柔道家·女.py b/Characters/归元·柔道家·女.py new file mode 100644 index 00000000..4327497e --- /dev/null +++ b/Characters/归元·柔道家·女.py @@ -0,0 +1,554 @@ +from math import * +from PublicReference.carry.base import * + + +class 职业主动技能(主动技能): + 技能施放时间 = 0.0 + 脱手 = 1 + data0 = [] + data1 = [] + data2 = [] + data3 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能0(职业主动技能): + 名称 = '背摔' + 所在等级 = 5 + 等级上限 = 60 + 基础等级 = 50 + #基础 = 1386.43 * 1.092 + #成长 = 156.57 * 1.092 + CD = 5.0 + TP成长 = 0.08 + TP上限 = 5 + data0 = [int(i*1.085*1.2150*1.051) for i in [0, 1685, 1859, 2029, 2197, 2367, 2541, 2711, 2880, 3053, 3224, 3394, 3562, 3736, 3906, 4081, 4251, 4418, 4590, 4763, 4934, 5101, 5275, 5446, 5619, 5787, 5958, 6128, 6302, 6473, 6640, 6814, 6984, 7156, 7323, + 7497, 7668, 7842, 8009, 8179, 8351, 8524, 8691, 8863, 9036, 9207, 9380, 9548, 9719, 9889, 10063, 10231, 10401, 10575, 10746, 10913, 11084, 11257, 11429, 11603, 11770, 11941, 12111, 12285, 12453, 12624, 12797, 12968, 13136, 13309, 13480]] + + +class 技能1(职业主动技能): + 名称 = '抛投' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + #基础 = 3164.50 * 1.077 + #成长 = 357.47 * 1.077 + CD = 8.5 + TP成长 = 0.1 + TP上限 = 5 + data0 = [int(i*1.085*1.2228*1.052) for i in [0, 3793, 4180, 4564, 4948, 5334, 5719, 6104, 6489, 6872, 7259, 7643, 8029, 8414, 8798, 9184, 9568, 9954, 10338, 10723, 11108, 11493, 11878, 12263, 12648, 13033, 13417, 13803, 14187, 14573, 14957, 15342, 15727, 16112, 16499, + 16882, 17266, 17653, 18037, 18423, 18807, 19191, 19578, 19961, 20348, 20732, 21118, 21502, 21887, 22272, 22657, 23042, 23427, 23811, 24197, 24581, 24967, 25352, 25736, 26122, 26506, 26892, 27276, 27661, 28046, 28431, 28816, 29201, 29587, 29971, 30355]] + + +class 技能2(被动技能): + 名称 = '摔技强化' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + 关联技能2 = ['裂石破天', '死亡摇篮'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + if self.等级 <= 10: + return round(1 + 0.01 * self.等级, 5) + else: + return round(1.1 + 0.02 * (self.等级 - 10), 5) + + def 加成倍率2(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 1.65 + + +class 技能3(职业主动技能): + 名称 = '折颈' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 41 + #基础 = 3430.65 + #成长 = 387.38 + CD = 7.7 + TP成长 = 0.1 + TP上限 = 5 + data0 = [int(i*1.085*1.2836*1.051) for i in [0, 3818, 4205, 4593, 4980, 5366, 5754, 6141, 6529, 6916, 7304, 7691, 8079, 8466, 8854, 9241, 9629, 10016, 10402, 10790, 11177, 11565, 11952, 12340, 12727, 13115, 13502, 13890, 14277, 14665, 15052, 15439, 15825, 16213, 16600, + 16988, 17375, 17763, 18150, 18538, 18925, 19313, 19700, 20088, 20475, 20861, 21249, 21636, 22024, 22411, 22799, 23186, 23574, 23961, 24349, 24736, 25124, 25511, 25897, 26285, 26672, 27060, 27447, 27834, 28222, 28609, 28997, 29384, 29772, 30159, 30547]] + + +class 技能4(职业主动技能): + 名称 = '野蛮冲撞' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + #基础 = 4091.91 * 1.05 + #成长 = 462.08 * 1.05 + CD = 8.0 + TP成长 = 0.1 + TP上限 = 5 + data0 = [int(i*1.085*1.2650*1.051) for i in [0, 4782, 5267, 5752, 6238, 6723, 7208, 7693, 8178, 8664, 9149, 9634, 10119, 10604, 11089, 11574, 12059, 12544, 13029, 13515, 14000, 14485, 14970, 15455, 15940, 16425, 16910, 17395, 17880, 18366, 18851, 19336, 19821, 20306, + 20791, 21276, 21761, 22246, 22734, 23219, 23704, 24189, 24674, 25159, 25644, 26129, 26614, 27099, 27585, 28070, 28555, 29040, 29525, 30010, 30495, 30980, 31465, 31950, 32436, 32921, 33406, 33891, 34376, 34861, 35346, 35831, 36316, 36801, 37287, 37772, 38257]] + + +class 技能5(被动技能): + 名称 = '强力抱摔' + 所在等级 = 20 + 等级上限 = 11 + 基础等级 = 1 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能6(职业主动技能): + 名称 = '霹雳肘击' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + #基础 = 5348.07 * 1.05 + #成长 = 603.95 * 1.05 + CD = 12.0 + TP成长 = 0.10 + TP上限 = 5 + data0 = [int(i*1.085*1.2505*1.051) for i in [0, 6250, 6885, 7518, 8153, 8786, 9422, 10055, 10689, 11322, 11957, 12591, 13226, 13859, 14494, 15129, 15763, 16397, 17031, 17665, 18298, 18934, 19567, 20202, 20835, 21470, 22104, 22739, 23372, 24006, 24640, 25275, 25908, 26543, + 27176, 27811, 28445, 29080, 29713, 30348, 30982, 31616, 32251, 32884, 33519, 34152, 34788, 35421, 36056, 36689, 37323, 37958, 38592, 39225, 39860, 40493, 41129, 41762, 42397, 43030, 43665, 44298, 44933, 45568, 46201, 46836, 47469, 48105, 48738, 49373, 50006]] + + +class 技能7(职业主动技能): + 名称 = '空绞锤' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + #基础 = 3787.39 * 1.078 + #成长 = 436.65 * 1.078 + CD = 7.0 + TP成长 = 0.10 + TP上限 = 5 + data0 = [int(i*1.085*1.2555*1.051) for i in [0, 4553, 5017, 5485, 5963, 6434, 6901, 7370, 7845, 8318, 8787, 9251, 9727, 10194, 10668, 11137, 11611, 12078, 12553, 13021, 13497, 13960, 14428, 14903, 15376, 15850, 16317, 16784, 17262, 17732, 18194, 18664, 19136, 19616, + 20083, 20551, 21018, 21494, 21970, 22432, 22901, 23374, 23843, 24318, 24784, 25261, 25728, 26203, 26668, 27141, 27610, 28081, 28551, 29024, 29494, 29966, 30438, 30901, 31376, 31847, 32314, 32791, 33257, 33733, 34201, 34673, 35138, 35614, 36082, 36557, 37024]] + + +class 技能8(职业主动技能): + 名称 = '霹雳冲击' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + #基础 = 2559.92 + #成长 = 289.04 + #基础2 = 5835.91 + #成长2 = 659.11 + 攻击次数 = 1 + 攻击次数2 = 1 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + data0 = [int(i*1.085*1.2475*1.05) for i in [0, 3142, 3461, 3780, 4099, 4418, 4736, 5056, 5374, 5694, 6011, 6331, 6649, 6969, 7286, 7606, 7924, 8244, 8561, 8881, 9199, 9519, 9838, 10156, 10475, 10794, 11113, 11431, 11750, 12069, 12388, 12708, 13025, 13345, 13663, + 13983, 14300, 14620, 14938, 15258, 15575, 15895, 16213, 16533, 16851, 17170, 17489, 17808, 18127, 18445, 18764, 19083, 19403, 19722, 20040, 20359, 20678, 20997, 21315, 21634, 21953, 22272, 22592, 22909, 23229, 23547, 23867, 24184, 24504, 24822, 25142]] + data1 = [int(i*1.085*1.2475*1.05) for i in [0, 7164, 7892, 8619, 9346, 10073, 10799, 11527, 12254, 12981, 13708, 14435, 15161, 15889, 16616, 17342, 18069, 18796, 19524, 20251, 20978, 21705, 22432, 23157, 23884, 24612, 25339, 26066, 26793, 27520, 28248, 28975, 29702, 30428, + 31154, 31881, 32609, 33336, 34063, 34790, 35517, 36245, 36971, 37698, 38425, 39152, 39878, 40605, 41333, 42060, 42786, 43513, 44240, 44968, 45695, 46422, 47149, 47875, 48601, 49329, 50056, 50783, 51510, 52237, 52965, 53692, 54419, 55146, 55871, 56598, 57326]] + + +class 技能9(职业主动技能): + 名称 = '螺旋彗星落' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + #基础 = 8630.10 * 1.078 + #成长 = 974.93 * 1.078 + data0 = [int(i*1.085*1.2871*1.052) for i in [0, 10354, 11405, 12456, 13507, 14557, 15608, 16659, 17710, 18760, 19811, 20863, 21911, 22962, 24014, 25064, 26115, 27166, 28216, 29267, 30318, 31369, 32419, 33470, 34519, 35570, 36621, 37672, 38722, 39773, 40824, 41875, 42925, + 43976, 45027, 46076, 47127, 48178, 49228, 50279, 51330, 52380, 53431, 54482, 55533, 56583, 57633, 58683, 59734, 60785, 61836, 62886, 63937, 64988, 66039, 67089, 68140, 69189, 70240, 71291, 72342, 73392, 74443, 75494, 76546, 77596, 78647, 79698, 80747, 81798, 82848]] + CD = 20.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.20 + self.CD *= 0.88 + elif x == 1: + self.倍率 *= 1.29 + self.CD *= 0.88 + # 附加效果:攻击力+8%更变至攻击力+17% + + +class 技能10(职业主动技能): + 名称 = '地狱摇篮(抓轰炮)' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + #基础 = 13623.29 * 1.078 + #成长 = 1539.26 * 1.078 + data0 = [int(i*1.085*1.2673*1.05) for i in [0, 16349, 18008, 19668, 21325, 22985, 24642, 26302, 27961, 29619, 31278, 32936, 34595, 36254, 37912, 39571, 41229, 42889, 44548, 46206, 47865, 49523, 51182, 52841, 54499, 56158, 57819, 59475, 61136, 62794, 64453, 66112, 67770, 69429, 71087, + 72746, 74406, 76063, 77723, 79380, 81040, 82699, 84357, 86016, 87674, 89333, 90993, 92650, 94310, 95967, 97627, 99286, 100944, 102603, 104262, 105920, 107579, 109237, 110896, 112556, 114214, 115873, 117531, 119190, 120849, 122507, 124166, 125824, 127483, 129143, 130800]] + CD = 30.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.23 + self.CD *= 0.9 + elif x == 1: + self.倍率 *= 1.32 + self.CD *= 0.9 + # 附加效果:最后一击攻击力+30%更变至最后一击攻击力+59% ; [抓轰炮]攻击力 +10%更变至[抓轰炮]攻击力 +19% + + +class 技能11(职业主动技能): + 名称 = '裂石破天' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + # 基础 = 15889.25 * 1.10 + # 成长 = 1794.98 * 1.10 + # 落地物理攻击力: + # 学习[随机应变]后形态 + data0 = [int(i*1.085*1.2495*1.05) for i in [0, 11790, 12987, 14185, 15379, 16577, 17773, 18967, 20165, 21362, 22557, 23755, 24950, 26145, 27343, 28537, 29734, 30932, 32128, 33326, 34519, 35715, 36913, 38110, 39305, 40502, 41697, 42892, 44090, 45287, 46483, 47680, 48875, + 50070, 51268, 52465, 53660, 54857, 56053, 57250, 58445, 59640, 60838, 62035, 63232, 64428, 65623, 66817, 68015, 69212, 70410, 71605, 72799, 73997, 75193, 76390, 77587, 78782, 79980, 81175, 82370, 83568, 84763, 85960, 87157, 88352, 89548, 90745, 91940, 93137, 94335]] + CD = 45 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.23 + elif x == 1: + self.倍率 *= 1.31 + # 最后一击冲击波攻击力+17%更变至最后一击冲击波攻击力+28% ; [随机应变]冲击波攻击力增加量+13%更变至[随机应变]冲击波攻击力增加量+21% + + +class 技能12(被动技能): + 名称 = '抓取奥义' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.09 + 0.015 * self.等级, 5) + + +class 技能13(职业主动技能): + 名称 = '末日风暴' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + #基础 = 1340.79 + #成长 = 406.02 + #基础2 = 20945.11 + #成长2 = 6317.08 + 攻击次数2 = 1 + # 倍率 = 1.107 + CD = 140.0 + data0 = [int(i*1.085*1.2217) for i in [0, 1937, 2387, 2834, 3283, 3734, 4183, 4632, 5080, 5531, 5979, 6428, 6878, 7326, 7778, 8225, 8674, 9124, 9573, 10021, 10472, 10921, 11369, 11818, 12267, 12718, 13166, 13615, 14064, 14515, 14964, 15412, 15861, 16311, 16759, + 17208, 17659, 18107, 18556, 19006, 19454, 19905, 20352, 20802, 21252, 21702, 22150, 22599, 23048, 23499, 23947, 24395, 24846, 25294, 25745, 26193, 26642, 27092, 27541, 27989, 28439, 28888, 29337, 29786, 30235, 30686, 31133, 31583, 32032, 32480, 32932]] + data1 = [int(i*1.085*1.2218) for i in [0, 30164, 37158, 44150, 51148, 58143, 65136, 72131, 79124, 86120, 93114, 100109, 107102, 114098, 121093, 128087, 135082, 142077, 149071, 156065, 163059, 170053, 177049, 184043, 191037, 198032, 205026, 212023, 219016, 226011, 233004, 240000, 246993, 253989, 260983, + 267978, 274973, 281966, 288960, 295956, 302952, 309945, 316940, 323934, 330930, 337924, 344918, 351912, 358907, 365902, 372896, 379890, 386885, 393879, 400875, 407869, 414864, 421858, 428853, 435846, 442841, 449836, 456831, 463825, 470819, 477813, 484810, 491804, 498798, 505792, 512787]] + + +class 技能14(职业主动技能): + 名称 = '空绞连锤(抓轰炮)' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + #基础 = 1170.88 + #成长 = 132.08 + data0 = [int(i*1.085*1.2416*1.05) for i in [0, 1475, 1624, 1773, 1924, 2074, 2222, 2372, 2523, 2672, 2821, 2972, 3121, 3270, 3421, 3569, 3720, 3869, 4019, 4168, 4319, 4468, 4617, 4767, 4915, 5067, 5216, 5365, 5516, 5666, 5814, 5963, 6115, 6263, + 6413, 6563, 6712, 6862, 7013, 7161, 7310, 7461, 7612, 7760, 7909, 8061, 8209, 8359, 8507, 8659, 8808, 8956, 9107, 9257, 9406, 9556, 9706, 9856, 10005, 10155, 10305, 10454, 10605, 10754, 10902, 11053, 11203, 11352, 11501, 11653, 11801]] + #基础2 = 14058.93 + #成长2 = 1588.06 + data1 = [int(i*1.085*1.2416*1.05) for i in [0, 17712, 19510, 21308, 23104, 24901, 26698, 28495, 30293, 32090, 33888, 35684, 37481, 39279, 41076, 42872, 44669, 46465, 48264, 50060, 51857, 53653, 55451, 57250, 59046, 60844, 62640, 64437, 66234, 68032, 69829, 71625, 73422, 75220, 77017, + 78813, 80610, 82407, 84206, 86003, 87799, 89597, 91393, 93191, 94987, 96785, 98581, 100378, 102174, 103973, 105770, 107566, 109363, 111161, 112959, 114755, 116552, 118349, 120146, 121944, 123741, 125538, 127334, 129131, 130929, 132726, 134522, 136319, 138115, 139915, 141712]] + 攻击次数2 = 1 + # 倍率 = 1.132 + CD = 30.0 + # TP成长 = 0.10 + # TP基础 = 5 + # TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.12 + elif x == 1: + self.倍率 *= 1.21 + # 攻击力 +12%更变至攻击力 +21% + + +class 技能15(被动技能): + 名称 = '极手奥义' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能16(职业主动技能): + 名称 = '死亡摇篮' + 所在等级 = 70 + 等级上限 = 60 + 基础等级 = 18 + # 基础 = 25524.88 * 1.10 + # 成长 = 2883.51 * 1.10 + # 旋转攻击物理攻击力: + data0 = [int(i*1.085*1.2426*1.052) for i in [0, 18939, 20859, 22781, 24704, 26624, 28546, 30468, 32387, 34309, 36233, 38152, 40074, 41996, 43916, 45838, 47761, 49682, 51603, 53525, 55444, 57366, 59290, 61210, 63131, 65053, 66974, 68895, 70817, 72739, 74660, 76582, 78502, 80423, 82345, + 84266, 86187, 88110, 90031, 91952, 93874, 95794, 97715, 99639, 101560, 103479, 105403, 107323, 109243, 111168, 113088, 115008, 116930, 118852, 120771, 122695, 124617, 126536, 128458, 130380, 132300, 134222, 136145, 138065, 139987, 141909, 143828, 145750, 147674, 149593, 151515]] + CD = 50 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.23 + elif x == 1: + self.倍率 *= 1.31 + + +class 技能17(职业主动技能): + 名称 = '末日摇篮' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + #基础 = 7654.70 + #成长 = 864.27 + #基础2 = 30620.97 + #成长2 = 3457.06 + data0 = [int(i*1.085*1.2416*1.052) for i in [0, 9371, 10321, 11272, 12223, 13174, 14124, 15076, 16026, 16976, 17927, 18878, 19829, 20779, 21731, 22681, 23631, 24583, 25533, 26484, 27435, 28386, 29336, 30286, 31238, 32188, 33139, 34090, 35041, 35991, 36942, 37893, 38843, + 39795, 40745, 41696, 42646, 43597, 44548, 45498, 46450, 47400, 48351, 49302, 50252, 51203, 52154, 53105, 54055, 55006, 55957, 56907, 57858, 58809, 59760, 60710, 61662, 62612, 63562, 64514, 65464, 66415, 67367, 68317, 69267, 70217, 71169, 72119, 73070, 74021, 74972]] + data1 = [int(i*1.085*1.2416*1.052) for i in [0, 37486, 41286, 45089, 48895, 52696, 56498, 60304, 64105, 67907, 71709, 75515, 79317, 83118, 86924, 90727, 94527, 98333, 102134, 105937, 109743, 113543, 117346, 121147, 124953, 128755, 132557, 136363, 140165, 143966, 147772, 151572, 155375, 159181, 162983, + 166784, 170586, 174392, 178195, 181995, 185801, 189604, 193404, 197210, 201011, 204813, 208619, 212421, 216223, 220024, 223830, 227633, 231433, 235239, 239042, 242843, 246649, 250450, 254252, 258058, 261859, 265662, 269467, 273269, 277071, 280872, 284678, 288481, 292281, 296087, 299889]] + 攻击次数2 = 1 + # 倍率 = 1.1 + CD = 40.0 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.3225 + self.CD *= 0.9 + # 攻击力+15% ;生成总攻击力15%伤害的旋风(多段,15次攻击,每次1%) + + +class 技能18(职业主动技能): + 名称 = '风暴之舞' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + #基础 = 5308.98 + #成长 = 600.99 + #基础2 = 14760.91 + #成长2 = 1665.05 + data0 = [int(i*1.085*1.2376*1.053) for i in [0, 6501, 7162, 7819, 8481, 9139, 9798, 10458, 11119, 11778, 12437, 13098, 13754, 14416, 15073, 15733, 16393, 17052, 17713, 18371, 19031, 19690, 20351, 21009, 21669, 22330, 22987, 23649, 24307, 24967, 25626, 26287, 26946, 27605, + 28266, 28922, 29585, 30242, 30902, 31561, 32222, 32881, 33540, 34201, 34858, 35520, 36177, 36838, 37499, 38156, 38817, 39475, 40135, 40795, 41454, 42114, 42774, 43432, 44092, 44752, 45410, 46070, 46730, 47389, 48049, 48709, 49368, 50028, 50688, 51346, 52006]] + data1 = [int(i*1.085*1.2376*1.053) for i in [0, 18069, 19900, 21735, 23566, 25399, 27231, 29068, 30900, 32733, 34566, 36398, 38231, 40064, 41897, 43728, 45563, 47395, 49227, 51064, 52896, 54728, 56561, 58395, 60226, 62059, 63892, 65725, 67558, 69392, 71226, 73059, 74892, 76724, 78557, + 80389, 82223, 84055, 85887, 87721, 89553, 91387, 93222, 95054, 96887, 98721, 100554, 102385, 104217, 106052, 107885, 109717, 111551, 113384, 115216, 117049, 118883, 120715, 122548, 124380, 126215, 128048, 129880, 131713, 133547, 135379, 137212, 139044, 140878, 142712, 144544]] + 攻击次数 = 6 + 攻击次数2 = 1 + # 倍率 = 1.1 + CD = 45.0 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data0 = [int(x*0.56) for x in self.data0] + self.攻击次数 = 13 + # self.基础 *= 0.56 + # self.成长 *= 0.56 + # self.攻击次数 = 13 + self.倍率 *= 1.19 + # 多段攻击力减少44% ;次数+7;攻击力+19% + + +class 技能19(职业主动技能): + 名称 = '苍宇彗星落' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + #基础 = 8601.87 + #成长 = 2598.03 + #基础2 = 77442.63 + #成长2 = 23385.07 + data0 = [int(i*1.085*1.2257) for i in [0, 12321, 15178, 18036, 20895, 23751, 26609, 29466, 32322, 35179, 38038, 40895, 43751, 46608, 49467, 52324, 55183, 58039, 60896, 63753, 66611, 69467, 72324, 75181, 78041, + 80897, 83755, 86612, 89469, 92325, 95183, 98041, 100898, 103755, 106613, 109470, 112328, 115184, 118042, 120899, 123757, 126613, 129470, 132328, 135185, 138043, 140901, 143758, 146615, 149471, 152329]] + data1 = [int(i*1.085*1.2257) for i in [0, 110922, 136642, 162361, 188084, 213805, 239528, 265246, 290968, 316690, 342409, 368134, 393853, 419574, 445295, 471016, 496738, 522458, 548178, 573901, 599622, 625343, 651064, 676785, 702506, + 728228, 753950, 779670, 805390, 831113, 856833, 882553, 908276, 933996, 959718, 985438, 1011160, 1036882, 1062601, 1088324, 1114045, 1139764, 1165486, 1191208, 1216930, 1242649, 1268369, 1294093, 1319814, 1345534, 1371256]] + 攻击次数2 = 1 + # 倍率 = 1.1 + CD = 180 + + +class 技能20(被动技能): + 名称 = '光芒之翼' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能21(职业主动技能): + 名称 = '送葬舞步' + 所在等级 = 95 + 等级上限 = 11 + 基础等级 = 6 + data0 = [int(i*1.085*1.2337*1.053) for i in [0, 10553, 11623, 12694, 13765, 14835, 15906, 16977, 18047, 19118, 20188, 21259, 22329, 23400, 24471, 25541, 26612, 27682, 28753, 29824, 30894, 31965, 33036, 34106, 35177, 36247, 37318, 38388, 39459, 40530, 41600, 42671, 43741, + 44812, 45883, 46953, 48024, 49095, 50165, 51236, 52306, 53377, 54448, 55518, 56589, 57659, 58730, 59801, 60871, 61942, 63012, 64083, 65153, 66224, 67295, 68365, 69436, 70507, 71577, 72648, 73718, 74789, 75860, 76930, 78001, 79072, 80142, 81213, 82283, 83354, 84424]] + data1 = [int(i*1.085*1.2337*1.053) for i in [0, 47487, 52305, 57123, 61940, 66759, 71576, 76394, 81212, 86029, 90847, 95665, 100482, 105300, 110119, 114936, 119753, 124571, 129389, 134206, 139024, 143842, 148661, 153478, 158295, 163112, 167931, 172748, 177565, 182384, 187202, 192019, 196837, 201655, + 206472, 211290, 216107, 220925, 225744, 230561, 235378, 240197, 245014, 249831, 254649, 259467, 264285, 269103, 273920, 278738, 283556, 288373, 293190, 298009, 302827, 307644, 312462, 317280, 322097, 326915, 331733, 336550, 341369, 346186, 351004, 355822, 360639, 365456, 370275, 375092, 379909]] + 攻击次数2 = 1 + data2 = [int(i*1.085*1.2337*1.053) for i in [0, 47487, 52305, 57123, 61940, 66759, 71576, 76394, 81212, 86029, 90847, 95665, 100482, 105300, 110119, 114936, 119753, 124571, 129389, 134206, 139024, 143842, 148661, 153478, 158295, 163112, 167931, 172748, 177565, 182384, 187202, 192019, 196837, 201655, + 206472, 211290, 216107, 220925, 225744, 230561, 235378, 240197, 245014, 249831, 254649, 259467, 264285, 269103, 273920, 278738, 283556, 288373, 293190, 298009, 302827, 307644, 312462, 317280, 322097, 326915, 331733, 336550, 341369, 346186, 351004, 355822, 360639, 365456, 370275, 375092, 379909]] + 攻击次数3 = 1 + CD = 60.0 + + +class 技能22(职业主动技能): + 名称 = '女皇时代辉煌舞台' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + 关联技能 = ['无'] + data0 = [int(i*1.085*1.2251) for i in [0, 34656, 42693, 50729, 58766, 66802, 74838, 82875, 90911, 98948, 106984, 115020, 123057, 131093, 139129, 147166, 155202, 163239, 171275, 179311, 187348, 195384, 203421, 211457, 219493, 227530, 235566, 243602, 251639, 259675, 267712, 275748, 283784, 291821, 299857, + 307894, 315930, 323966, 332003, 340039, 348076, 356112, 364148, 372185, 380221, 388257, 396294, 404330, 412367, 420403, 428439, 436476, 444512, 452549, 460585, 468621, 476658, 484694, 492730, 500767, 508803, 516840, 524876, 532912, 540949, 548985, 557022, 565058, 573094, 581131, 589167]] + data1 = [int(i*1.085*1.2251) for i in [0, 69313, 85386, 101459, 117532, 133604, 149677, 165750, 181823, 197896, 213968, 230041, 246114, 262187, 278259, 294332, 310405, 326478, 342551, 358623, 374696, 390769, 406842, 422914, 438987, 455060, 471133, 487205, 503278, 519351, 535424, 551497, 567569, 583642, 599715, + 615788, 631860, 647933, 664006, 680079, 696152, 712224, 728297, 744370, 760443, 776515, 792588, 808661, 824734, 840807, 856879, 872952, 889025, 905098, 921170, 937243, 953316, 969389, 985461, 1001534, 1017607, 1033680, 1049753, 1065825, 1081898, 1097971, 1114044, 1130116, 1146189, 1162262, 1178335]] + 攻击次数2 = 3 + data2 = [int(i*1.085*1.2251) for i in [0, 17328, 21346, 25364, 29383, 33401, 37419, 41437, 45455, 49474, 53492, 57510, 61528, 65546, 69564, 73583, 77601, 81619, 85637, 89655, 93674, 97692, 101710, 105728, 109746, 113765, 117783, 121801, 125819, 129837, 133856, 137874, 141892, 145910, 149928, + 153947, 157965, 161983, 166001, 170019, 174038, 178056, 182074, 186092, 190110, 194128, 198147, 202165, 206183, 210201, 214219, 218238, 222256, 226274, 230292, 234310, 238329, 242347, 246365, 250383, 254401, 258420, 262438, 266456, 270474, 274492, 278511, 282529, 286547, 290565, 294583]] + 攻击次数3 = 6 + + CD = 290 + + def 加成倍率(self, 武器类型): + return 0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +归元·柔道家·女一觉序号 = 0 +归元·柔道家·女二觉序号 = 0 +归元·柔道家·女三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 归元·柔道家·女一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 归元·柔道家·女二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 归元·柔道家·女三觉序号 = 技能序号[i.名称] + +归元·柔道家·女护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 归元·柔道家·女护石选项.append(i.名称) + +归元·柔道家·女符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 归元·柔道家·女符文选项.append(i.名称) + + +class 归元·柔道家·女角色属性(角色属性): + + 实际名称 = '归元·柔道家·女' + 角色 = '格斗家(女)' + 职业 = '柔道家' + + 武器选项 = ['手套', '臂铠', '东方棍', '爪'] + + 类型选择 = ['物理固伤'] + + 类型 = '物理固伤' + 防具类型 = '轻甲' + 防具精通属性 = ['力量'] + + 主BUFF = 2.07 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + +class 归元·柔道家·女(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 归元·柔道家·女角色属性() + self.角色属性A = 归元·柔道家·女角色属性() + self.角色属性B = 归元·柔道家·女角色属性() + self.一觉序号 = 归元·柔道家·女一觉序号 + self.二觉序号 = 归元·柔道家·女二觉序号 + self.三觉序号 = 归元·柔道家·女三觉序号 + self.护石选项 = deepcopy(归元·柔道家·女护石选项) + self.符文选项 = deepcopy(归元·柔道家·女符文选项) + + def 界面(self): + super().界面() + + self.死亡风暴次数选择 = MyQComboBox(self.main_frame2) + for i in range(1, 14): + self.死亡风暴次数选择.addItem('末日风暴:' + str(i) + '段') + self.死亡风暴次数选择.setCurrentIndex(12) + self.死亡风暴次数选择.resize(120, 20) + self.死亡风暴次数选择.move(325, 390) + + self.职业存档.append(('死亡风暴次数选择', self.死亡风暴次数选择, 1)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + 属性.技能栏[属性.技能序号['末日风暴']].攻击次数 *= self.死亡风暴次数选择.currentIndex() + 1 diff --git a/Characters/归元·柔道家·男.py b/Characters/归元·柔道家·男.py new file mode 100644 index 00000000..1b0018d9 --- /dev/null +++ b/Characters/归元·柔道家·男.py @@ -0,0 +1,609 @@ +from PublicReference.carry.base import * + +# 武器选择 +# class 主动技能(主动技能): +# def 等效CD(self, 武器类型): +# if 武器类型 == '臂铠': +# return round(self.CD / self.恢复 * 1.1, 1) +# if 武器类型 == '手套': +# return round(self.CD / self.恢复 * 0.9, 1) +# if 武器类型 == '东方棍': +# return round(self.CD / self.恢复 * 1, 1) +# if 武器类型 == '爪': +# return round(self.CD / self.恢复 * 1, 1) + +# class Buff技能(主动技能): +# 名称="暴力抓取" +# 所在等级=15 +# 等级上限=20 +# 基础等级=10 +# def 加成倍率(self): +# if self.等级==0: +# return 1.0 +# else: +# return round(2.08,5) + +class 职业主动技能(主动技能): + 技能施放时间 = 0.0 + 脱手 = 1 + data0 = [] + data1 = [] + data2 = [] + data3 = [] + data4 = [] + data5 = [] + data6 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + if len(self.data4) >= self.等级 and len(self.data4) > 0: + 等效倍率 += self.data4[self.等级] * self.攻击次数5 + if len(self.data5) >= self.等级 and len(self.data5) > 0: + 等效倍率 += self.data5[self.等级] * self.攻击次数6 + if len(self.data6) >= self.等级 and len(self.data6) > 0: + 等效倍率 += self.data6[self.等级] * self.攻击次数7 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + +class 技能0(职业主动技能): + 名称 = '膝击' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 50 + data0 = [int(i*1.085*1.22) for i in [0, 188, 207, 227, 246, 265, 284, 303, 322, 341, 361, 380, 399, 418, 437, 456, 475, 495, 514, 533, 552, 571, 590, 609, 629, 648, 667, 686, 705, 724, 743, 763, 782, 801, 820, 839, 858, 878, 897, 916, 935, 954, 973, 992, 1012, 1031, 1050, 1069, 1088, 1107, 1126, 1146, 1165, 1184, 1203, 1222, 1241, 1260, 1280, 1299, 1318, 1337, 1356, 1375, 1394, 1414, 1433, 1452, 1471, 1490, 1509]] + 攻击次数 = 2 + data1 = [int(i*1.085*1.22) for i in [0, 1063, 1171, 1278, 1386, 1494, 1602, 1710, 1818, 1926, 2034, 2141, 2249, 2357, 2465, 2573, 2681, 2789, 2896, 3004, 3112, 3220, 3328, 3436, 3544, 3652, 3759, 3867, 3975, 4083, 4191, 4299, 4407, 4514, 4622, 4730, 4838, 4946, 5054, 5162, 5270, 5377, 5485, 5593, 5701, 5809, 5917, 6025, 6132, 6240, 6348, 6456, 6564, 6672, 6780, 6887, 6995, 7103, 7211, 7319, 7427, 7535, 7643, 7750, 7858, 7966, 8074, 8182, 8290, 8398, 8505]] + 攻击次数2 = 1 + #冲击波 = 858.9387755 + #冲击波成长 = 97.06122449 + CD = 5.0 + TP成长 = 0.08 + TP上限 = 5 + + +class 技能1(被动技能): + 名称 = '摔技强化' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.0 + 0.02 * self.等级, 5) + + +class 技能2(被动技能): + 名称 = '臂铠精通' + 所在等级 = 1 + 等级上限 = 1 + 基础等级 = 1 + 关联技能 = ['无'] + 冷却关联技能 = ['膝击', '抛投', '野蛮冲撞', '无情摔击', '空绞锤', '霹雳旋踢', '浮空凌云踢', + '疾波猛坠', '地狱风火轮', '裂石破天', '彗星冲击', '武莲华', '黑震旋风', '疾风闪电', '黑震流·陨灭'] + + def CD缩减倍率(self, 武器类型): + if 武器类型 == '臂铠': + return 0.9 + else: + return 1.0 + + +class 技能3(职业主动技能): + 名称 = '抛投' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 46 + data0 = [int(i*1.085*1.22) for i in [0, 871, 960, 1048, 1137, 1225, 1314, 1402, 1490, 1579, 1667, 1756, 1844, 1933, 2021, 2110, 2198, 2286, 2375, 2463, 2552, 2640, 2729, 2817, 2906, 2994, 3082, 3171, 3259, 3348, 3436, 3525, 3613, 3702, 3790, 3878, 3967, 4055, 4144, 4232, 4321, 4409, 4498, 4586, 4674, 4763, 4851, 4940, 5028, 5117, 5205, 5294, 5382, 5470, 5559, 5647, 5736, 5824, 5913, 6001, 6090, 6178, 6266, 6355, 6443, 6532, 6620, 6709, 6797, 6886, 6974]] + 攻击次数 = 1 + data1 = [int(i*1.085*1.22) for i in [0, 1374, 1513, 1653, 1792, 1932, 2071, 2211, 2350, 2490, 2628, 2769, 2907, 3048, 3186, 3326, 3465, 3605, 3744, 3884, 4023, 4163, 4302, 4442, 4581, 4721, 4860, 5000, 5139, 5279, 5418, 5558, 5697, 5837, 5976, 6116, 6254, 6395, 6533, 6674, 6812, 6952, 7091, 7231, 7370, 7510, 7649, 7788, 7928, 8067, 8207, 8346, 8486, 8625, 8765, 8904, 9044, 9182, 9323, 9461, 9602, 9740, 9880, 10019, 10159, 10298, 10438, 10577, 10717, 10856, 10996]] + 攻击次数2 = 1 + # 基础 = 782.5555556 + 1234.555556 + # 成长 = 88.44444444 + 139.4444444 + #冲击波 = 1234.555556 + #冲击波成长 = 139.4444444 + CD = 7.0 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能4(被动技能): + 名称 = '连环抓取' + 所在等级 = 20 + 等级上限 = 11 + 基础等级 = 1 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + # 默认高阶 + return round(1.36 + 0.02 * self.等级, 5) + + +class 技能5(职业主动技能): + 名称 = '野蛮冲撞' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + data0 = [int(i*1.085*1.227) for i in [0, 2186, 2408, 2629, 2851, 3073, 3295, 3517, 3738, 3960, 4182, 4404, 4626, 4847, 5069, 5291, 5513, 5735, 5956, 6178, 6400, 6622, 6844, 7065, 7287, 7509, 7731, 7953, 8174, 8396, 8618, 8840, 9062, 9283, 9505, 9727, 9949, 10171, 10392, 10614, 10836, 11058, 11280, 11501, 11723, 11945, 12167, 12389, 12610, 12832, 13054, 13276, 13498, 13719, 13941, 14163, 14385, 14607, 14828, 15050, 15272, 15494, 15716, 15937, 16159, 16381, 16603, 16825, 17046, 17268, 17490]] + 攻击次数 = 1 + data1 = [int(i*1.085*1.227) for i in [0, 1311, 1444, 1577, 1711, 1844, 1977, 2110, 2243, 2376, 2509, 2642, 2775, 2908, 3041, 3174, 3307, 3441, 3574, 3707, 3840, 3973, 4106, 4239, 4372, 4505, 4638, 4771, 4904, 5038, 5171, 5304, 5437, 5570, 5703, 5836, 5969, 6102, 6235, 6368, 6501, 6634, 6768, 6901, 7034, 7167, 7300, 7433, 7566, 7699, 7832, 7965, 8098, 8231, 8365, 8498, 8631, 8764, 8897, 9030, 9163, 9296, 9429, 9562, 9695, 9828, 9961, 10095, 10228, 10361, 10494]] + 攻击次数2 = 1 + # 基础 = 1964.2 + 1177.925 + # 成长 = 221.8 + 133.075 + #冲击波 = 1177.925 + #冲击波成长 = 133.075 + CD = 8.0 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能6(职业主动技能): + 名称 = '无情摔击' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + # 基础 = 2996.6 + # 成长 = 338.4 + data0 = [int(i*1.085*1.22) for i in [0, 3335, 3673, 4012, 4350, 4689, 5027, 5365, 5704, 6042, 6381, 6719, 7057, 7396, 7734, 8073, 8411, 8749, 9088, 9426, 9764, 10103, 10441, 10780, 11118, 11456, 11795, 12133, 12472, 12810, 13148, 13487, 13825, 14164, 14502, 14840, 15179, 15517, 15855, 16194, 16532, 16871, 17209, 17547, 17886, 18224, 18563, 18901, 19239, 19578, 19916, 20255, 20593, 20931, 21270, 21608, 21947, 22285, 22623, 22962, 23300, 23638, 23977, 24315, 24654, 24992, 25330, 25669, 26007, 26346, 26684]] + #冲击波 = 2996.6 + #冲击波成长 = 338.4 + CD = 8.0 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能7(职业主动技能): + 名称 = '空绞锤' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + data0 = [int(i*1.085*1.22) for i in [0, 3061, 3371, 3682, 3992, 4303, 4613, 4924, 5234, 5545, 5855, 6166, 6476, 6787, 7098, 7408, 7719, 8029, 8340, 8650, 8961, 9271, 9582, 9892, 10203, 10513, 10824, 11135, 11445, 11756, 12066, 12377, 12687, 12998, 13308, 13619, 13929, 14240, 14551, 14861, 15172, 15482, 15793, 16103, 16414, 16724, 17035, 17345, 17656, 17966, 18277, 18588, 18898, 19209, 19519, 19830, 20140, 20451, 20761, 21072, 21382, 21693, 22003, 22314, 22625, 22935, 23246, 23556, 23867, 24177, 24488]] + # data1 = [0, 2754, 3034, 3313, 3593, 3872, 4152, 4431, 4711, 4990, 5270, 5549, 5829, 6108, 6388, 6667, 6947, 7226, 7506, 7785, 8065, 8344, 8624, 8903, 9183, 9462, 9742, 10021, 10301, 10580, 10860, 11139, 11418, 11698, 11977, 12257, 12536, 12816, 13095, 13375, 13654, 13934, 14213, 14493, 14772, 15052, 15331, 15611, 15890, 16170, 16449, 16729, 17008, 17288, 17567, 17847, 18126, 18406, 18685, 18965, 19244, 19524, 19803, 20083, 20362, 20642, 20921, 21200, 21480, 21759, 22039] + #冲击波 = 2474.513514 + #冲击波成长 = 279.4864865 + CD = 7.0 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能8(职业主动技能): + 名称 = '霹雳旋踢' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + # 基础 = 4019.216216 + # 成长 = 453.7837838 + data0 = [int(i*1.085*1.192) for i in [0, 4473, 4927, 5380, 5834, 6288, 6742, 7196, 7649, 8104, 8557, 9011, 9464, 9918, 10373, 10826, 11280, 11733, 12188, 12641, 13095, 13549, 14002, 14457, 14910, 15364, 15818, 16272, 16726, 17179, 17633, 18086, 18541, 18995, 19448, 19902, 20356, 20810, 21263, 21717, 22171, 22625, 23079, 23532, 23986, 24440, 24894, 25348, 25801, 26255, 26709, 27163, 27617, 28070, 28525, 28978, 29432, 29885, 30340, 30794, 31247, 31701, 32154, 32609, 33062, 33516, 33970, 34424, 34878, 35331, 35785]] + #冲击波 = 3617.594595 + #冲击波成长 = 408.4054054 + CD = 12.0 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能9(职业主动技能): + 名称 = '浮空凌云踢' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data0 = [int(i*1.085*1.22) for i in [0, 1516, 1670, 1824, 1978, 2131, 2285, 2439, 2593, 2747, 2901, 3054, 3208, 3362, 3516, 3670, 3824, 3978, 4131, 4285, 4439, 4593, 4747, 4901, 5054, 5208, 5362, 5516, 5670, 5824, 5977, 6131, 6285, 6439, 6593, 6747, 6901, 7054, 7208, 7362, 7516, 7670, 7824, 7977, 8131, 8285, 8439, 8593, 8747, 8901, 9054, 9208, 9362, 9516, 9670, 9824, 9977, 10131, 10285, 10439, 10593, 10747, 10901, 11054, 11208, 11362, 11516, 11670, 11824, 11977, 12131]] + 攻击次数 = 1 + data1 = [int(i*1.085*1.22) for i in [0, 2729, 3006, 3283, 3560, 3837, 4114, 4391, 4668, 4945, 5221, 5498, 5775, 6052, 6329, 6606, 6883, 7160, 7437, 7714, 7991, 8268, 8545, 8821, 9098, 9375, 9652, 9929, 10206, 10483, 10760, 11037, 11314, 11591, 11868, 12144, 12421, 12698, 12975, 13252, 13529, 13806, 14083, 14360, 14637, 14914, 15191, 15468, 15744, 16021, 16298, 16575, 16852, 17129, 17406, 17683, 17960, 18237, 18514, 18791, 19068, 19344, 19621, 19898, 20175, 20452, 20729, 21006, 21283, 21560, 21837]] + 攻击次数2 = 1 + data2 = [int(i*1.085*1.22) for i in [0, 1819, 2004, 2189, 2373, 2558, 2742, 2927, 3112, 3296, 3481, 3665, 3850, 4035, 4219, 4404, 4588, 4773, 4958, 5142, 5327, 5512, 5696, 5881, 6065, 6250, 6435, 6619, 6804, 6988, 7173, 7358, 7542, 7727, 7912, 8096, 8281, 8465, 8650, 8835, 9019, 9204, 9388, 9573, 9758, 9942, 10127, 10312, 10496, 10681, 10865, 11050, 11235, 11419, 11604, 11788, 11973, 12158, 12342, 12527, 12712, 12896, 13081, 13265, 13450, 13635, 13819, 14004, 14188, 14373, 14558]] + 攻击次数3 = 1 + # 基础 = 1362.142857 + 2452.085714 + 1634.371429 + # 成长 = 153.8571429 + 276.9142857 + 184.6285714 + #冲击波 = 2860.914286 + #冲击波成长 = 323.0857143 + CD = 15.0 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能10(职业主动技能): + 名称 = '疾波猛坠' + 备注 = '空中释放' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data0 = [int(i*1.085*1.294) for i in [0, 3407, 3752, 4098, 4443, 4790, 5136, 5481, 5827, 6172, 6517, 6863, 7209, 7555, 7901, 8247, 8591, 8937, 9283, 9628, 9974, 10320, 10666, 11012, 11357, 11704, 12048, 12393, 12740, 13085, 13431, 13776, 14123, 14469, 14814, 15159, 15504, 15850, 16197, 16542, 16888, 17233, 17580, 17925, 18269, 18616, 18961, 19307, 19653, 19999, 20345, 20690, 21036, 21382, 21726, 22073, 22418, 22764, 23110, 23456, 23801]] + data1 = [int(i*1.085*1.294) for i in [0, 429, 474, 517, 561, 603, 648, 691, 735, 778, 822, 865, 908, 954, 996, 1038, 1085, 1128, 1170, 1215, 1257, 1302, 1345, 1388, 1432, 1476, 1519, 1562, 1605, 1650, 1693, 1737, 1782, 1824, 1869, 1912, 1955, 1999, 2042, 2086, 2130, 2172, 2216, 2259, 2304, 2348, 2391, 2436, 2478, 2522, 2566, 2609, 2653, 2696, 2738, 2784, 2826, 2870, 2915, 2958, 3002]] + 攻击次数2 = 6 + + # 踢击 = 3061.371429 + # 踢击成长 = 345.6285714 + # 冲击波 = 385.4 + # 冲击波成长 = 43.6 + # 冲击波次数 = 6 + # 基础 = 踢击 + 冲击波 * 冲击波次数 + # 成长 = 踢击成长 + 冲击波成长 * 冲击波次数 + CD = 15.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): # 默认空中释放 + if x == 0: + self.倍率 *= 1.3 + # self.踢击 *= 0 + # self.踢击成长 *= 0 + # self.冲击波 *= 2.18 + # self.冲击波成长 *= 2.18 + # self.冲击波次数 += 1 + elif x == 1: + self.倍率 *= 1.39 + # self.踢击 *= 0 + # self.踢击成长 *= 0 + # self.冲击波 *= 2.36 + # self.冲击波成长 *= 2.36 + # self.冲击波次数 += 1 + + +class 技能11(职业主动技能): + 名称 = '地狱风火轮' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + data0 = [int(i*1.085*1.22) for i in [0, 2055, 2263, 2472, 2680, 2889, 3097, 3306, 3514, 3723, 3931, 4140, 4348, 4557, 4765, 4974, 5182, 5391, 5599, 5808, 6016, 6225, 6433, 6642, 6850, 7059, 7267, 7476, 7684, 7893, 8101, 8310, 8518, 8726, 8935, 9143, 9352, 9560, 9769, 9977, 10186, 10394, 10603, 10811, 11020, 11228, 11437, 11645, 11854, 12062, 12271, 12479, 12688, 12896, 13105, 13313, 13522, 13730, 13939, 14147, 14356, 14564, 14773, 14981, 15190, 15398, 15607, 15815, 16024, 16232, 16441]] + 攻击次数 = 1 + data1 = [int(i*1.085*1.22) for i in [0, 1214, 1337, 1460, 1584, 1707, 1830, 1953, 2076, 2200, 2323, 2446, 2569, 2692, 2816, 2939, 3062, 3185, 3308, 3432, 3555, 3678, 3801, 3924, 4048, 4171, 4294, 4417, 4540, 4664, 4787, 4910, 5033, 5156, 5280, 5403, 5526, 5649, 5772, 5896, 6019, 6142, 6265, 6388, 6512, 6635, 6758, 6881, 7004, 7128, 7251, 7374, 7497, 7620, 7744, 7867, 7990, 8113, 8236, 8360, 8483, 8606, 8729, 8852, 8976, 9099, 9222, 9345, 9468, 9592, 9715]] + 攻击次数2 = 1 + data2 = [int(i*1.085*1.22) for i in [0, 3269, 3601, 3932, 4264, 4596, 4928, 5259, 5591, 5923, 6254, 6586, 6918, 7249, 7581, 7913, 8245, 8576, 8908, 9240, 9571, 9903, 10235, 10566, 10898, 11230, 11561, 11893, 12225, 12557, 12888, 13220, 13552, 13883, 14215, 14547, 14878, 15210, 15542, 15874, 16205, 16537, 16869, 17200, 17532, 17864, 18195, 18527, 18859, 19190, 19522, 19854, 20186, 20517, 20849, 21181, 21512, 21844, 22176, 22507, 22839, 23171, 23503, 23834, 24166, 24498, 24829, 25161, 25493, 25824, 26156]] + 攻击次数3 = 1 + data3 = [int(i*1.085*1.22) for i in [0, 2802, 3086, 3371, 3655, 3939, 4224, 4508, 4792, 5076, 5361, 5645, 5929, 6214, 6498, 6782, 7067, 7351, 7635, 7920, 8204, 8488, 8773, 9057, 9341, 9625, 9910, 10194, 10478, 10763, 11047, 11331, 11616, 11900, 12184, 12469, 12753, 13037, 13321, 13606, 13890, 14174, 14459, 14743, 15027, 15312, 15596, 15880, 16165, 16449, 16733, 17018, 17302, 17586, 17870, 18155, 18439, 18723, 19008, 19292, 19576, 19861, 20145, 20429, 20714, 20998, 21282, 21567, 21851, 22135, 22419]] + 攻击次数4 = 1 + + CD = 25.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data2 = [int(x*1.38) for x in self.data2] + self.data3 = [int(x*1.38) for x in self.data3] + elif x == 1: + self.data2 = [int(x*1.52) for x in self.data2] + self.data3 = [int(x*1.52) for x in self.data3] + + +class 技能12(职业主动技能): + 名称 = '裂石破天' + 备注 = '不可抓取' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + + # data0 = [0, 7526, 8290, 9053, 9817, 10580, 11344, 12108, 12871, 13635, 14398, 15162, 15926, 16689, 17453, 18216, 18980, 19743, 20507, 21271, 22034, 22798, 23561, 24325, 25088, 25852, 26616, 27379, 28143, 28906, 29670, 30433, 31197, 31961, 32724, 33488, 34251, 35015, 35778, 36542, 37306, 38069, 38833, 39596, 40360, 41124, 41887, 42651, 43414, 44178, 44941, 45705, 46469, 47232, 47996, 48759, 49523, 50286, 51050, 51814, 52577, 53341, 54104, 54868, 55631, 56395, 57159, 57922, 58686, 59449, 60213] + data0 = [int(i*1.085*1.208) for i in [0, 4475, 4930, 5383, 5837, 6291, 6746, 7199, 7653, 8107, 8562, 9016, 9469, 9923, 10378, 10832, 11286, 11739, 12194, 12648, 13102, 13556, 14011, 14464, 14918, 15372, 15827, 16281, 16734, 17188, 17643, 18097, 18550, 19004, 19459, 19913, 20367, 20820, 21275, 21729, 22183, 22637, 23092, 23545, 23999, 24453, 24908, 25362, 25815, 26269, 26724, 27178, 27632, 28085, 28540, 28994, 29448, 29901, 30356, 30810, 31264, 31718, 32173, 32626, 33080, 33534, 33989, 34443, 34896, 35350, 35805]] + 攻击次数 = 1 + data1 = [int(i*1.085*1.208) for i in [0, 10387, 11440, 12494, 13548, 14602, 15655, 16709, 17763, 18817, 19871, 20924, 21978, 23032, 24086, 25139, 26193, 27247, 28301, 29354, 30408, 31462, 32516, 33570, 34623, 35677, 36731, 37785, 38838, 39892, 40946, 42000, 43053, 44107, 45161, 46215, 47268, 48322, 49376, 50430, 51484, 52537, 53591, 54645, 55699, 56752, 57806, 58860, 59914, 60967, 62021, 63075, 64129, 65183, 66236, 67290, 68344, 69398, 70451, 71505, 72559, 73613, 74666, 75720, 76774, 77828, 78881, 79935, 80989, 82043, 83097]] + 攻击次数2 = 1 + + # 基础 = (9799.533333 + 4222.233333)/1.02 + # 成长 = (476.7666667 + 1106.466667)/1.02 + #对可抓取踢击 = 7100.233333 + #对可抓取踢击成长 = 801.7666667 + CD = 40.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.20 + elif x == 1: + self.倍率 *= 1.28 + + +class 技能13(被动技能): + 名称 = '力之奥义' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.025 + 0.02 * self.等级, 5) + + +class 技能14(职业主动技能): + 名称 = '死亡旋律' + 备注 = '空中释放' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + + # 基本攻击的物理攻击力:% + # data0 = [0, 1805, 2225, 2644, 3062, 3481, 3900, 4318, 4738, 5157, 5575, 5995, 6413, 6831, 7251, 7670, 8088, 8507, 8927, 9345, 9763, 10183, 10601, 11020, 11440, 11858, 12277, 12696, 13114, 13533, 13953, 14371, 14790, 15210, 15628, 16046, 16466, 16884, 17303, 17723, 18141, 18560, 18978, 19397, 19816, 20234, 20654, 21073, 21491, 21911, 22329, 22747, 23167, 23586, 24004, 24424, 24841, 25261, 25680, 26097, 26517, 26937, 27354, 27774, 28194, 28610, 29030, 29450, 29867, 30287, 30706] + #最终前踢攻击力:% + # data1 = [0, 8428, 10383, 12338, 14292, 16247, 18203, 20156, 22112, 24066, 26021, 27975, 29929, 31884, 33838, 35794, 37747, 39703, 41656, 43611, 45566, 47520, 49474, 51430, 53383, 55339, 57294, 59249, 61203, 63157, 65112, 67066, 69022, 70975, 72931, 74885, 76839, 78794, 80749, 82702, 84658, 86613, 88567, 90521, 92476, 94430, 96384, 98340, 100294, 102250, 104204, 106159, 108113, 110069, 112022, 113977, 115932, 117886, 119841, 121795, 123749, 125704, 127659, 129612, 131568, 133522, 135477, 137431, 139387, 141341, 143297] + # 空中施放时向下猛踢冲击波物理攻击力:% + data0 = [int(i*1.085*1.22) for i in [0, 34812, 42888, 50958, 59033, 67108, 75180, 83254, 91326, 117515, 127059, 136603, 146145, 155692, 165235, 174782, 184324, 193871, 203414, 212957, 222501, 232047, 241591, 251136, 260681, 270225, 279769, 289313, 298857, 308400, 317947, 327490, 337036, 346578, 356123, 365668, 375212, 384757, 394302, 403843, 413390, 422933, 432479, 442022, 451567, 461111, 470656, 480200, 489744, 499290, 508834, 518378, 527922, 537466, 547009, 556556, 566099, 575646, 585189, 594731, 604276, 613821, 623365, 632911, 642454, 651999, 661541, 671088, 680631, 690176, 699720]] + + # 空中释放基础 = 33191.55 + # 空中释放成长 = 10021.725 + # 基础 = 空中释放基础 + # 成长 = 空中释放成长 + #地面释放基础 = 9716 + 6473.5 + #地面释放基础成长 = 2931.25 + 1954.625 + #地面释放冲击波 = 19899.55 + #地面释放冲击波成长 = 6009.1625 + CD = 145.0 + + def 等效百分比(self,武器类型): + if self.等级 >=6: + self.data0 = [int(x*1.05) for x in self.data0] + return super().等效百分比(武器类型) + +class 技能15(职业主动技能): + 名称 = '彗星冲击' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + data0 = [int(i*1.085*1.22) for i in [0, 11815, 13014, 14212, 15411, 16610, 17808, 19007, 20206, 21404, 22603, 23802, 25000, 26199, 27398, 28596, 29795, 30994, 32192, 33391, 34590, 35788, 36987, 38185, 39384, 40583, 41781, 42980, 44179, 45377, 46576, 47775, 48973, 50172, 51371, 52569, 53768, 54967, 56165, 57364, 58563, 59761, 60960, 62159, 63357, 64556, 65755, 66953, 68152, 69351, 70549, 71748, 72947, 74145, 75344, 76543, 77741, 78940, 80139, 81337, 82536, 83735, 84933, 86132, 87331, 88529, 89728, 90927, 92125, 93324, 94523]] + CD = 25.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.CD *= 0.88 + self.倍率 *= 1 + elif x == 1: + self.CD *= 0.88 + self.倍率 *= 1.09 + +class 技能16(职业主动技能): + 名称 = '武莲华' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + data0 = [int(i*1.085*1.177) for i in [0, 4868, 5361, 5856, 6349, 6842, 7338, 7831, 8325, 8821, 9314, 9806, 10301, 10794, 11288, 11784, 12276, 12769, 13263, 13759, 14253, 14747, 15241, 15735, 16229, 16722, 17216, 17709, 18203, 18697, 19193, 19687, 20179, 20675, 21166, 21661, 22156, 22649, 23142, 23636, 24130, 24625, 25119, 25613, 26108, 26601, 27094, 27589, 28082, 28576, 29070, 29564, 30056, 30551, 31046, 31541, 32034, 32527, 33023, 33514, 34008, 34503, 34997, 35489, 35984, 36480, 36975, 37467, 37961, 38455, 38949]] + data1 = [int(i*1.085*1.177) for i in [0, 1215, 1334, 1459, 1583, 1705, 1829, 1954, 2074, 2200, 2320, 2444, 2569, 2689, 2812, 2937, 3060, 3181, 3305, 3427, 3551, 3675, 3797, 3921, 4045, 4168, 4289, 4412, 4535, 4660, 4781, 4906, 5029, 5151, 5275, 5399, 5519, 5643, 5769, 5890, 6014, 6140, 6259, 6381, 6507, 6629, 6751, 6875, 6998, 7122, 7245, 7367, 7490, 7613, 7737, 7861, 7984, 8106, 8229, 8351, 8475, 8597, 8721, 8846, 8968, 9088, 9213, 9337, 9459, 9584, 9705]] + data2 = [int(i*1.085*1.177) for i in [0, 7299, 8041, 8781, 9523, 10263, 11003, 11743, 12485, 13226, 13965, 14705, 15447, 16187, 16928, 17668, 18411, 19152, 19891, 20634, 21374, 22116, 22856, 23597, 24336, 25078, 25818, 26559, 27299, 28040, 28780, 29522, 30261, 31003, 31743, 32485, 33224, 33965, 34706, 35446, 36186, 36928, 37667, 38408, 39149, 39889, 40631, 41369, 42111, 42852, 43592, 44333, 45074, 45817, 46557, 47299, 48038, 48779, 49520, 50260, 51001, 51742, 52481, 53222, 53963, 54705, 55445, 56183, 56925, 57666, 58409]] + 攻击次数 = 2 + 攻击次数2 = 12 + 攻击次数3 = 1 + CD = 45.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1 + self.data0 = [int(x*1.5) for x in self.data0] + self.攻击次数 = 4 + self.攻击次数2 = 0 + self.CD *= 0.9 + elif x == 1: + self.倍率 *= 1.07 + self.data0 = [int(x*1.5) for x in self.data0] + self.攻击次数 = 4 + self.攻击次数2 = 0 + self.CD *= 0.9 + + +class 技能17(被动技能): + 名称 = '傲天之怒' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22 + 0.02 * self.等级, 5) + + +class 技能18(职业主动技能): + 名称 = '黑震旋风' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + data0 = [int(i*1.085*1.22) for i in [0, 6253, 6887, 7522, 8156, 8790, 9425, 10059, 10694, 11328, 11962, 12597, 13231, 13866, 14500, 15134, 15769, 16403, 17038, 17672, 18306, 18941, 19575, 20210, 20844, 21478, 22113, 22747, 23382, 24016, 24650, 25285, 25919, 26554, 27188, 27822, 28457, 29091, 29726, 30360, 30994]] + data1 = [int(i*1.085*1.22) for i in [0, 2427, 2674, 2920, 3166, 3412, 3659, 3905, 4151, 4398, 4644, 4890, 5137, 5383, 5629, 5875, 6122, 6368, 6614, 6861, 7107, 7353, 7599, 7846, 8092, 8338, 8585, 8831, 9077, 9324, 9570, 9816, 10062, 10309, 10555, 10801, 11048, 11294, 11540, 11787, 12033]] + 攻击次数2 = 5 + data2 = [int(i*1.085*1.22) for i in [0, 16389, 18051, 19714, 21377, 23039, 24702, 26365, 28027, 29690, 31353, 33015, 34678, 36341, 38003, 39666, 41329, 42993, 44654, 46318, 47981, 49642, 51306, 52969, 54631, 56294, 57957, 59619, 61282, 62945, 64607, 66270, 67933, 69595, 71258, 72921, 74583, 76246, 77909, 79571, 81234]] + 攻击次数3 = 1 + #冲击波 = 14726.33333 + #冲击波成长 = 1662.666667 + CD = 40.0 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.33 + + +class 技能19(职业主动技能): + 名称 = '疾风闪电' + 备注 = '不可抓取' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + # 对建筑型敌人的物理攻击力:% + data0 = [int(i*1.085*1.21) for i in [0, 22779, 25090, 27403, 29713, 32022, 34334, 36644, 38955, 41268, 43578, 45889, 48200, 50511, 52823, 55134, 57445, 59754, 62066, 64376, 66687, 68999, 71311, 73620, 75933, 78244, 80555, 82864, 85177, 87488, 89797, 92108, 94421, 96730, 99041, 101354, 103664, 105974, 108285, 110598, 112909]] + # 冲击波对周围无法抓取的敌人的物理攻击力:% + data1 = [int(i*1.085*1.21) for i in [0, 17993, 19817, 21642, 23468, 25293, 27119, 28942, 30768, 32593, 34419, 36245, 38069, 39896, 41721, 43549, 45370, 47199, 49023, 50848, 52672, 54499, 56321, 58149, 59973, 61801, 63623, 65450, 67276, 69100, 70925, 72752, 74577, 76401, 78227, 80054, 81878, 83704, 85529, 87353, 89180]] + 攻击次数2 = 1 + #对可抓取怪物的冲撞 = 10744.66667 + #对可抓取怪物的冲撞成长 = 1213.333333 + #准备释放最后一击 = 7163.166667 + #准备释放最后一击成长 = 808.8333333 + #最后一击 = 17911.91667 + #最后一击成长 = 2022.083333 + CD = 45.0 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.35 + + +class 技能20(职业主动技能): + 名称 = '一字传承:极义震天破' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + data0 = [int(i*1.085*1.22) for i in [0, 25794, 31775, 37755, 43738, 49717, 55700, 61681, 67662, 73644, 79625, 85606, 91587, 97568, 103549, 109531, 115511, 121492, 127475, 133454, 139437, 145418, 151399, 157380, 163362, 169342, 175324, 181306, 187286, 193268, 199249, 205230, 211211, 217193, 223173, 229155, 235138, 241117, 247100, 253080, 259061]] + data1 = [int(i*1.085*1.22) for i in [0, 1984, 2442, 2904, 3363, 3824, 4285, 4744, 5206, 5664, 6126, 6585, 7045, 7505, 7965, 8426, 8884, 9345, 9805, 10266, 10726, 11185, 11646, 12105, 12565, 13026, 13486, 13945, 14406, 14867, 15325, 15787, 16246, 16708, 17167, 17627, 18088, 18547, 19007, 19467, 19928]] + 攻击次数2 = 13 + data2 = [int(i*1.085*1.22) for i in [0, 47756, 58830, 69906, 80980, 92054, 103127, 114202, 125274, 136348, 147423, 158496, 169570, 180644, 191720, 202793, 213868, 224944, 236016, 247091, 258163, 269239, 280313, 291387, 302463, 313535, 324609, 335682, 346758, 357832, 368905, 379982, 391054, 402128, 413201, 424277, 435351, 446424, 457498, 468570, 479647]] + 攻击次数3 = 1 + # 基础 = 76306.75 + # 成长 = 23035.25 + CD = 185.0 + + +class 技能21(被动技能): + 名称 = '神怡气静' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能22(职业主动技能): + 名称 = '黑震流·陨灭' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + data0 = [int(i*1.085*1.22) for i in [0, 3799, 4184, 4570, 4955, 5340, 5726, 6111, 6497, 6882, 7268, 7653, 8038, 8424, 8809, 9195, 9580, 9966, 10351, 10736, 11122, 11507, 11893, 12278, 12664, 13049, 13434, 13820, 14205, 14591, 14976, 15362, 15747, 16132, 16518, 16903, 17289, 17674, 18060, 18445, 18830]] + data1 = [int(i*1.085*1.22) for i in [0, 6015, 6625, 7235, 7846, 8456, 9066, 9677, 10287, 10897, 11507, 12118, 12728, 13338, 13948, 14559, 15169, 15779, 16389, 17000, 17610, 18220, 18830, 19441, 20051, 20661, 21271, 21882, 22492, 23102, 23713, 24323, 24933, 25543, 26154, 26764, 27374, 27984, 28595, 29205, 29815]] + 攻击次数2 = 10 + data2 = [int(i*1.085*1.22) for i in [0, 12030, 13250, 14470, 15692, 16912, 18132, 19354, 20574, 21794, 23014, 24236, 25456, 26676, 27896, 29118, 30338, 31558, 32778, 34000, 35220, 36440, 37660, 38882, 40102, 41322, 42542, 43764, 44984, 46204, 47426, 48646, 49866, 51086, 52308, 53528, 54748, 55968, 57190, 58410, 59630]] + 攻击次数3 = 1 + 基础 = 68271.2 + 成长 = 7707.8 + CD = 60.0 + + +class 技能23(职业主动技能): + 名称 = '黑震流·山岳崩颓' + 备注 = '无法抓取' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + # 基础 = 205707 + # 成长 = 62101 + data0 = [int(i*1.085*1.209) for i in [0, 40171, 49486, 58801, 68117, 77432, 86747, 96062, 105377, 114692, 124007, 133323, 142638, 151953, 161268, 170583, 179898, 189213, 198529, 207844, 217159, 226474, 235789, 245104, 254420, 263735, 273050, 282365, 291680, 300995, 310310, 319626, 328941, 338256, 347571, 356886, 366201, 375516, 384832, 394147, 403462]] + data1 = [int(i*1.085*1.209) for i in [0, 13390, 16495, 19600, 22705, 25810, 28915, 32020, 35125, 38230, 41335, 44441, 47546, 50651, 53756, 56861, 59966, 63071, 66176, 69281, 72386, 75491, 78596, 81701, 84806, 87911, 91016, 94121, 97226, 100331, 103436, 106542, 109647, 112752, 115857, 118962, 122067, 125172, 128277, 131382, 134487]] + 攻击次数2 = 1 + data2 = [int(i*1.085*1.209) for i in [0, 26781, 32991, 39201, 45411, 51621, 57831, 64041, 70251, 76461, 82671, 88882, 95092, 101302, 107512, 113722, 119932, 126142, 132352, 138562, 144772, 150983, 157193, 163403, 169613, 175823, 182033, 188243, 194453, 200663, 206873, 213084, 219294, 225504, 231714, 237924, 244134, 250344, 256554, 262764, 268974]] + 攻击次数3 = 1 + data3 = [int(i*1.085*1.209) for i in [0, 53562, 65982, 78402, 90822, 103242, 115663, 128083, 140503, 152923, 165343, 177764, 190184, 202604, 215024, 227444, 239865, 252285, 264705, 277125, 289545, 301966, 314386, 326806, 339226, 351646, 364067, 376487, 388907, 401327, 413747, 426168, 438588, 451008, 463428, 475848, 488269, 500689, 513109, 525529, 537949]] + 攻击次数4 = 1 + data4 = [int(i*1.085*1.209) for i in [0, 40171, 49486, 58801, 68117, 77432, 86747, 96062, 105377, 114692, 124007, 133323, 142638, 151953, 161268, 170583, 179898, 189213, 198529, 207844, 217159, 226474, 235789, 245104, 254420, 263735, 273050, 282365, 291680, 300995, 310310, 319626, 328941, 338256, 347571, 356886, 366201, 375516, 384832, 394147, 403462]] + 攻击次数5 = 1 + data5 = [int(i*1.085*1.209) for i in [0, 93733, 115469, 137204, 158939, 180675, 202410, 224145, 245881, 267616, 289351, 311087, 332822, 354557, 376293, 398028, 419763, 441499, 463234, 484969, 506705, 528440, 550175, 571911, 593646, 615382, 637117, 658852, 680588, 702323, 724058, 745794, 767529, 789264, 811000, 832735, 854470, 876206, 897941, 919676, 941412]] + 攻击次数6 = 1 + + CD = 290 + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +归元·柔道家·男一觉序号 = 0 +归元·柔道家·男二觉序号 = 0 +归元·柔道家·男三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 归元·柔道家·男一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 归元·柔道家·男二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 归元·柔道家·男三觉序号 = 技能序号[i.名称] + +归元·柔道家·男护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 归元·柔道家·男护石选项.append(i.名称) + +归元·柔道家·男符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 归元·柔道家·男符文选项.append(i.名称) + + +class 归元·柔道家·男角色属性(角色属性): + 实际名称 = '归元·柔道家·男' + 角色 = '格斗家(男)' + 职业 = '柔道家' + + 武器选项 = ['臂铠', '手套', '东方棍', '爪'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '轻甲' + 防具精通属性 = ['力量'] + + 主BUFF = 2.08 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + super().被动倍率计算() + self.技能栏[self.技能序号['无情摔击'] + ].被动倍率 /= self.技能栏[self.技能序号['摔技强化']].加成倍率(self.武器类型) + + +class 归元·柔道家·男(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 归元·柔道家·男角色属性() + self.角色属性A = 归元·柔道家·男角色属性() + self.角色属性B = 归元·柔道家·男角色属性() + self.一觉序号 = 归元·柔道家·男一觉序号 + self.二觉序号 = 归元·柔道家·男二觉序号 + self.三觉序号 = 归元·柔道家·男三觉序号 + self.护石选项 = deepcopy(归元·柔道家·男护石选项) + self.符文选项 = deepcopy(归元·柔道家·男符文选项) diff --git a/Characters/归元·气功师·女.py b/Characters/归元·气功师·女.py new file mode 100644 index 00000000..1a9b3fe4 --- /dev/null +++ b/Characters/归元·气功师·女.py @@ -0,0 +1,665 @@ +from math import * +from PublicReference.carry.base import * + + +# 武器手套 +# class 主动技能(主动技能): +# def 等效CD(self, 武器类型): +# if 武器类型 == '手套': +# return round(self.CD / self.恢复 * 1.05, 1) + +class 职业主动技能(主动技能): + 技能施放时间 = 0.0 + 脱手 = 1 + data0 = [] + data1 = [] + data2 = [] + data3 = [] + data4 = [] + data5 = [] + data6 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + if len(self.data4) >= self.等级 and len(self.data4) > 0: + 等效倍率 += self.data4[self.等级] * self.攻击次数5 + if len(self.data5) >= self.等级 and len(self.data5) > 0: + 等效倍率 += self.data5[self.等级] * self.攻击次数6 + if len(self.data6) >= self.等级 and len(self.data6) > 0: + 等效倍率 += self.data6[self.等级] * self.攻击次数7 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + +# 蓄念炮 +class 技能0(被动技能): + 名称 = '蓄念炮' + 所在等级 = 20 + 等级上限 = 11 + 基础等级 = 1 + # 基础 = 226 + # 成长 = 5 + 关联技能 = ['念气波蓄念炮'] + + def 加成倍率(self, 武器类型): + return round(2.26 + 0.05 * self.等级, 5) + + +# 分身 +class 技能1(主动技能): + 名称 = '分身' + 所在等级 = 5 + 等级上限 = 20 + 基础等级 = 10 + 基础个数 = 0 + 是否有伤害 = 0 + TP上限 = 0 + 关联技能 = ['幻影爆碎'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 0 + else: + return round(self.基础个数 + self.等级, 5) + + +# 一觉被动 +class 技能2(被动技能): + 名称 = '乱舞千叶花' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.15 + 0.01 * self.等级, 5) + +# 二觉被动 + + +class 技能3(被动技能): + 名称 = '心之念意' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.24 + 0.03 * self.等级, 5) + + +# 念气归元 +class 技能4(被动技能): + 名称 = '念气归元' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +# 分身0.01 最后被动倍率=幻爆百分比*100 +class 技能5(职业主动技能): + 名称 = '幻影爆碎' + 是否主动 = 0 + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data0 = [int(i*1.085*1.182*1.121) for i in [0, 431, 474, 518, 562, 606, 650, 694, 736, 781, 825, 868, 913, 957, 999, 1044, 1088, 1131, 1176, 1218, 1262, 1306, 1350, 1395, 1438, 1481, 1526, 1569, 1612, 1658, 1700, 1743, 1789, 1832, 1874, 1921, 1963, 2006, 2051, 2095, 2137, 2181, 2226, 2269, 2313, 2358, 2400, 2444, 2489, 2533, 2576, 2621, 2664, 2707, 2750, 2796, 2839, 2881, 2927, 2970, 3013, 3059, 3101, 3144, 3189, 3233, 3276, 3321, 3364, 3407, 3452]] + CD = 10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return super().等效百分比(武器类型) + + # def 等效CD(self, 武器类型): + # if 武器类型 == '手套': + # return round(self.CD * 1.05, 1) + + +# 念气波 +class 技能6(职业主动技能): + 名称 = '念气波' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + # 基础 = 593 + # 成长 = 66.8 + data0 = [int(i*1.085*1.1822*1.117) for i in [0, 658, 725, 792, 859, 926, 991, 1060, 1127, 1192, 1259, 1326, 1393, 1460, 1527, 1594, 1660, 1728, 1795, 1860, 1927, 1994, 2061, 2128, 2195, 2262, 2329, 2395, 2463, 2530, 2596, 2663, 2730, 2796, 2863, 2930, 2997, 3064, 3131, 3198, 3264, 3331, 3398, 3465, 3532, 3599, 3666, 3732, 3799, 3866, 3933, 3999, 4066, 4134, 4200, 4267, 4334, 4401, 4468, 4535, 4602, 4668, 4734, 4802, 4868, 4935, 5002, 5069, 5136, 5203, 5270]] + CD = 1 + TP成长 = 0.08 + TP上限 = 5 + + +# 念气波蓄念炮 +class 技能7(职业主动技能): + 名称 = '念气波蓄念炮' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + # 基础 = 593 + # 成长 = 66.8 + data0 = [int(i*1.085*1.1822*1.117) for i in [0, 658, 725, 792, 859, 926, 991, 1060, 1127, 1192, 1259, 1326, 1393, 1460, 1527, 1594, 1660, 1728, 1795, 1860, 1927, 1994, 2061, 2128, 2195, 2262, 2329, 2395, 2463, 2530, 2596, 2663, 2730, 2796, 2863, 2930, 2997, 3064, 3131, 3198, 3264, 3331, 3398, 3465, 3532, 3599, 3666, 3732, 3799, 3866, 3933, 3999, 4066, 4134, 4200, 4267, 4334, 4401, 4468, 4535, 4602, 4668, 4734, 4802, 4868, 4935, 5002, 5069, 5136, 5203, 5270]] + CD = 3 + TP成长 = 0.08 + TP上限 = 5 + + +# 念气环绕 +class 技能8(职业主动技能): + 名称 = '念气环绕' + 所在等级 = 30 + 等级上限 = 20 + 基础等级 = 10 + # 基础 = 322 + # 成长 = 36.5 + data0 = [int(i*1.085*1.0*1.116) for i in [0, 359, 395, 431, 469, 505, 542, 578, 614, 651, 688, 724, 761, 797, 834, 870, 906, 942, 979, 1016, 1052, 1088, 1125, 1161, 1197, 1235, 1271, 1307, 1344, 1380, 1418, 1454, 1490, 1527, 1563, 1599, 1636, 1672, 1709, 1745, 1782, 1818, 1854, 1890, 1927, 1963, 2001, 2037, 2073, 2110, 2146, 2182, 2220, 2256, 2293, 2329, 2365, 2402, 2439, 2475, 2511, 2548, 2584, 2620, 2656, 2693, 2730, 2766, 2803, 2839, 2876]] + CD = 0.5 + TP成长 = 0.10 + TP上限 = 5 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.03 + 0.02 * self.等级, 3) + +# 念兽龙虎啸 + + +class 技能9(职业主动技能): + 名称 = '念兽龙虎啸' + 所在等级 = 40 + 等级上限 = 20 + 基础等级 = 10 + # 基础 = 732 + # 成长 = 0 + # 第1击魔法武器攻击力:% + data0 = [int(i*1.085*1.125) for i in [0, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104, 104]] + 攻击次数 = 1 + # 第2击魔法武器攻击力:% + data1 = [int(i*1.085*1.125) for i in [0, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117, 117]] + 攻击次数2 = 1 + # 第3击魔法武器攻击力:% + data2 = [int(i*1.085*1.125) for i in [0, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138, 138]] + 攻击次数3 = 1 + # 第4击魔法武器攻击力:% + data3 = [int(i*1.085*1.125) for i in [0, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157, 157]] + 攻击次数4 = 1 + # 第5击魔法武器攻击力:% + data4 = [int(i*1.085*1.125) for i in [0, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216, 216]] + 攻击次数5 = 1 + + CD = 1.0 + TP成长 = 0.10 + TP上限 = 3 + 关联技能 = ['所有'] + + # 待修改 + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.04 + 0.02 * self.等级, 5) + +class 技能10(被动技能): + 名称 = '基础精通' + 倍率 = 1.0 + 所在等级 = 1 + 等级上限 = 200 + 基础等级 = 100 + 关联技能 = ['念兽龙虎啸'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(self.倍率 * (0.463 + 0.089 * self.等级), 5) + +# 气玉弹 + + +class 技能11(职业主动技能): + 名称 = '气玉弹' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + # 基础 = 2876.5 + # 成长 = 323.5 + data0 = [int(i*1.085*1.1837*1.115) for i in [0, 291, 319, 349, 378, 408, 437, 465, 495, 525, 555, 583, 615, 642, 672, 701, 732, 761, 790, 819, 849, 878, 909, 937, 968, 997, 1027, 1055, 1084, 1115, 1144, 1173, 1204, 1231, 1262, 1290, 1322, 1350, 1380, 1409, 1438, 1468, 1498, 1528, 1557, 1584, 1617, 1644, 1675, 1704, 1733, 1763, 1791, 1822, 1851, 1879, 1911, 1938, 1971, 1998, 2030, 2057, 2086, 2117, 2146, 2177, 2205, 2233, 2264, 2293, 2324]] + 攻击次数 = 11 + CD = 8 + TP成长 = 0.08 + TP上限 = 5 + +# 狮子吼 + + +class 技能12(职业主动技能): + 名称 = '狮子吼' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 基础 = 5659.1 + # 成长 = 638.9 + data0 = [int(i*1.085*1.1820*1.127) for i in [0, 6298, 6937, 7576, 8214, 8854, 9491, 10131, 10770, 11410, 12047, 12687, 13326, 13965, 14604, 15243, 15882, 16521, 17160, 17799, 18437, 19076, 19715, 20355, 20993, 21633, 22271, 22910, 23549, 24189, 24828, 25468, 26102, 26741, 27381, 28021, 28660, 29297, 29937, 30577, 31215, 31855, 32494, 33133, 33771, 34409, 35049, 35687, 36326, 36965, 37604, 38243, 38883, 39521, 40160, 40799, 41439, 42079, 42716, 43354, 43993, 44632, 45272, 45912, 46549, 47188, 47828, 48468, 49106, 49746, 50384]] + CD = 15 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.27 + elif x == 1: + self.倍率 *= 1.27 + 0.09 + + +# 螺旋念气场 +class 技能13(职业主动技能): + 名称 = '螺旋念气场' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + # 基础 = 9336.7 + # 成长 = 1051.3 + data0 = [int(i*1.085*1.1811*1.122) for i in [0, 1039, 1144, 1248, 1354, 1457, 1564, 1667, 1773, 1881, 1982, 2089, 2194, 2298, 2403, 2510, 2614, 2719, 2825, 2929, 3035, 3140, 3246, 3351, 3455, 3561, 3667, 3771, 3876, 3982, 4087, 4190, 4295, 4401, 4508, 4612, 4718, 4821, 4925, 5031, 5135, 5244, 5349, 5455, 5557, 5663, 5769, 5873, 5979, 6084, 6188, 6293, 6399, 6505, 6608, 6714, 6818, 6924, 7030, 7135, 7239, 7344, 7449, 7552, 7662, 7763, 7870, 7976, 8081, 8185, 8291]] + 攻击次数 = 10 + # 实际CD为20秒 + 演出时间 = 1 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.13 + elif x == 1: + self.倍率 *= 1.13 + 0.09 + + +# 念兽雷龙出海 +class 技能14(职业主动技能): + 名称 = '念兽雷龙出海' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + # 基础 = 20572 + # 成长 = 2361 + data0 = [int(i*1.085*1.1828*1.121) for i in [0, 468, 515, 564, 608, 660, 707, 757, 807, 854, 900, 946, 996, 1046, 1093, 1142, 1188, 1237, 1287, 1334, 1384, 1434, 1479, 1526, 1576, 1625, 1673, 1722, 1769, 1817, 1865, 1915, 1962, 2010, 2057, 2105, 2156, 2203, 2253, 2299, 2347, 2396, 2443, 2494, 2540, 2590, 2638, 2687, 2733, 2782, 2832, 2879, 2926, 2975, 3024, 3072, 3121, 3167, 3217, 3264, 3314, 3360, 3409, 3458, 3505, 3555, 3603, 3651, 3698, 3747, 3795]] + # 多段攻击次数最大29 爆炸攻击次数 20 + 攻击次数 = 29 + data1 = [int(i*1.085*1.1828*1.121) for i in [0, 468, 515, 564, 608, 660, 707, 757, 807, 854, 900, 946, 996, 1046, 1093, 1142, 1188, 1237, 1287, 1334, 1384, 1434, 1479, 1526, 1576, 1625, 1673, 1722, 1769, 1817, 1865, 1915, 1962, 2010, 2057, 2105, 2156, 2203, 2253, 2299, 2347, 2396, 2443, 2494, 2540, 2590, 2638, 2687, 2733, 2782, 2832, 2879, 2926, 2975, 3024, 3072, 3121, 3167, 3217, 3264, 3314, 3360, 3409, 3458, 3505, 3555, 3603, 3651, 3698, 3747, 3795]] + 攻击次数2 = 20 + + 秒C = 0 + CD = 45 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 等效百分比(self,武器类型): + if self.秒C == 1: + # 秒C 多段攻击次数为1 且爆炸攻击力随着剩余时间增加而增加 0.4秒C大概78%左右加成 真的秒C估计80% + self.攻击次数 = 1 + self.data1 = [int(x*1.787) for x in self.data1] + return super().等效百分比(武器类型) + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.13 + elif x == 1: + self.倍率 *= 1.13 + 0.09 + + +# 一觉 +class 技能15(职业主动技能): + 名称 = '千莲怒放' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + # 基础 = 34236 + # 成长 = 10337 + data0 = [int(i*1.085*1.1835*1.125) for i in [0, 7429, 9151, 10876, 12598, 14322, 16044, 17765, 19488, 21211, 22934, 24657, 26380, 28102, 29824, 31548, 33270, 34994, 36717, 38440, 40161, 41885, 43607, 45331, 47053, 48778, 50499, 52222, 53944, 55668, 57390, 59112, 60837, 62558, 64282, 66004, 67727, 69450, 71172, 72895, 74616, 76341, 78063, 79785, 81509, 83231, 84954, 86676, 88400, 90123, 91846, 93568, 95292, 97013, 98738, 100460, 102183, 103906, 105629, 107350, 109074, 110796, 112520, 114243, 115966, 117689, 119410, 121133, 122855, 124580, 126302]] + 攻击次数 = 6 + CD = 145 + + +# 奔雷掌 +class 技能16(职业主动技能): + 名称 = '奔雷掌' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + # 基础 = 14808.2 + # 成长 = 1671.8 + #念气波动爆炸攻击力:% + data0 = [int(i*1.085*1.1808*1.128) for i in [0, 1648, 1815, 1983, 2150, 2316, 2483, 2652, 2818, 2985, 3153, 3318, 3487, 3655, 3821, 3988, 4157, 4322, 4490, 4658, 4825, 4992, 5159, 5325, 5492, 5660, 5828, 5993, 6162, 6328, 6496, 6662, 6831, 6996, 7165, 7333, 7499, 7665, 7835, 8000, 8168, 8335, 8502, 8669, 8836, 9005, 9169, 9339, 9506, 9672, 9839, 10009, 10173, 10342, 10509, 10675, 10843, 11010, 11176, 11344, 11511, 11679, 11845, 12013, 12179, 12348, 12513, 12682, 12848, 13015, 13183]] + 攻击次数 = 6 + #最后一击巨大狂龙爆炸攻击力:% + data1 = [int(i*1.085*1.1808*1.128) for i in [0, 6592, 7260, 7929, 8599, 9266, 9933, 10603, 11272, 11940, 12610, 13279, 13947, 14616, 15285, 15953, 16621, 17289, 17959, 18628, 19297, 19966, 20633, 21303, 21973, 22639, 23308, 23978, 24646, 25315, 25983, 26653, 27323, 27990, 28658, 29327, 29996, 30665, 31333, 32002, 32672, 33339, 34009, 34675, 35345, 36014, 36682, 37351, 38021, 38689, 39358, 40026, 40696, 41365, 42031, 42701, 43371, 44037, 44708, 45378, 46045, 46714, 47382, 48052, 48720, 49387, 50057, 50727, 51395, 52064, 52731]] + 攻击次数2 = 1 + CD = 30 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 0 + self.data1 = [int(x*3) for x in self.data1] + # self.倍率 *= 1.20006759886 + self.CD *= 0.90 + elif x == 1: + self.攻击次数 = 0 + self.data1 = [int(x*3.22) for x in self.data1] + # self.倍率 *= 1.28807255611 + self.CD *= 0.90 + +# 狂狮怒吼 + + +class 技能17(职业主动技能): + 名称 = '狂狮怒吼' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + # 基础 = 17450.5 + # 成长 = 1969.5 + data0 = [int(i*1.085*1.1860*1.125) for i in [0, 3884, 4277, 4671, 5065, 5460, 5853, 6247, 6639, 7035, 7429, 7822, 8215, 8609, 9003, 9397, 9791, 10185, 10578, 10973, 11369, 11762, 12155, 12551, 12944, 13337, 13731, 14125, 14518, 14913, 15307, 15701, 16094, 16489, 16883, 17276, 17670, 18064, 18459, 18852, 19246, 19640, 20033, 20428, 20822, 21215, 21609, 22004, 22398, 22791, 23185, 23579, 23975, 24368, 24762, 25156, 25549, 25944, 26338, 26731, 27125, 27520, 27913, 28307, 28701, 29093, 29489, 29883, 30277, 30669, 31063]] + 攻击次数 = 5 + CD = 30 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + # self.倍率 *= 1.188 + self.攻击次数 += 6 + self.data0 = [int(x*0.54) for x in self.data0] + self.CD *= 0.90 + elif x == 1: + # self.倍率 *= 1.254 + self.攻击次数 += 6 + self.data0 = [int(x*0.57) for x in self.data0] + self.CD *= 0.90 + +# 奇袭幻影 + + +class 技能18(职业主动技能): + 名称 = '奇袭幻影' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + data0 = [int(i*1.085*1.1857*1.124) for i in [0, 10842, 11942, 13044, 14144, 15243, 16343, 17443, 18543, 19644, 20744, 21844, 22945, 24043, 25144, 26245, 27345, 28444, 29544, 30645, 31744, 32843, 33944, 35044, 36145, 37245, 38344, 39444, 40545, 41645, 42745, 43845, 44945, 46047, 47146, 48246, 49346, 50446, 51546, 52647, 53747, 54846, 55945, 57045, 58146, 59246, 60346, 61445, 62546, 63646, 64747]] + 攻击次数 = 4 + CD = 40 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.33 + + +# 聚能念气炮 +class 技能19(职业主动技能): + 名称 = '聚能念气炮' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + data0 = [int(i*1.085*1.1663*1.126) for i in [0, 10681, 11766, 12849, 13933, 15016, 16101, 17184, 18268, 19351, 20436, 21520, 22601, 23687, 24769, 25853, 26936, 28021, 29104, 30188, 31270, 32354, 33438, 34521, 35605, 36688, 37773, 38857, 39940, 41025, 42107, 43191, 44274, 45359, 46442, 47526, 48609, 49694, 50778, 51861, 52946, 54029, 55113, 56195, 57280, 58363, 59447, 60530, 61615, 62699, 63782, 64865, 65950, 67031, 68115, 69198, 70283, 71367, 72450, 73535, 74618, 75702, 76784, 77869, 78952, 80036, 81119, 82204, 83287, 84371, 85454]] + 攻击次数 = 5 + CD = 45 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.26 + + +# 二觉 +class 技能20(职业主动技能): + 名称 = '念帝旋天破' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + # 基础 = 91535 + # 成长 = 27634 + data0 = [int(i*1.085*1.1809*1.122) for i in [0, 119170, 146803, 174437, 202071, 229705, 257338, 284973, 312606, 340240, 367875, 395509, 423142, 450775, 478408, 506041, 533676, 561309, 588942, 616576, 644210, 671845, 699479, 727112, 754745, 782381, 810014, 837647, 865281, 892915, 920548, 948181, 975814, 1003447, 1031084, 1058717, 1086350, 1113984, 1141618, 1169251, 1196886, 1224519, 1252153, 1279787, 1307420, 1335054, 1362690, 1390323, 1417956, 1445589, 1473222, 1500857, 1528490, 1556123, 1583756, 1611392, 1639025, 1666659, 1694293, 1721926, 1749560, 1777193, 1804828, 1832461, 1860095, 1887729, 1915362, 1942995, 1970628, 1998265, 2025898]] + CD = 180 + +# 天雷分身步 + + +class 技能21(职业主动技能): + 名称 = '天雷分身步' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + data0 = [int(i*1.085*1.2138*1.151) for i in [0, 17630, 19419, 21207, 22996, 24784, 26573, 28362, 30150, 31939, 33727, 35516, 37305, 39093, 40882, 42670, 44459, 46248, 48036, 49825, 51613, 53402, 55191, 56979, 58768, 60556, 62345, 64134, 65922, 67711, 69499, 71288, 73077, 74865, 76654, 78442, 80231, 82020, 83808, 85597, 87385, 89174, 90963, 92751, 94540, 96328, 98117, 99906, 101694, 103483, 105271, 107060, 108849, 110637, 112426, 114214, 116003, 117792, 119580, 121369, 123157, 124946, 126735, 128523, 130312, 132100, 133889, 135678, 137466, 139255, 141043]] + data1 = [int(i*1.085*1.2138*1.151) for i in [0, 2644, 2912, 3181, 3449, 3717, 3986, 4254, 4522, 4790, 5059, 5327, 5595, 5864, 6132, 6400, 6668, 6937, 7205, 7473, 7742, 8010, 8278, 8546, 8815, 9083, 9351, 9620, 9888, 10156, 10424, 10693, 10961, 11229, 11498, 11766, 12034, 12303, 12571, 12839, 13107, 13376, 13644, 13912, 14181, 14449, 14717, 14985, 15254, 15522, 15790, 16059, 16327, 16595, 16863, 17132, 17400, 17668, 17937, 18205, 18473, 18741, 19010, 19278, 19546, 19815, 20083, 20351, 20619, 20888, 21156]] + 攻击次数2 = 10 + data2 = [int(i*1.085*1.2138*1.151) for i in [0, 44076, 48547, 53019, 57490, 61962, 66433, 70905, 75376, 79848, 84319, 88791, 93262, 97734, 102205, 106677, 111148, 115620, 120091, 124563, 129034, 133506, 137977, 142449, 146920, 151392, 155863, 160335, 164806, 169278, 173749, 178221, 182692, 187164, 191635, 196107, 200578, 205050, 209521, 213993, 218464, 222936, 227407, 231879, 236350, 240822, 245293, 249765, 254236, 258708, 263179, 267651, 272122, 276594, 281065, 285537, 290008, 294480, 298951, 303423, 307894, 312366, 316837, 321309, 325780, 330252, 334723, 339195, 343666, 348138, 352609]] + 攻击次数3 = 1 + # 🐎测试9hit,游戏写的10hit + 基础 = 71859.4 + 成长 = 8113.6 + # 倍率 = 1.10 # 加强 + CD = 60.0 + +# 三觉 + + +class 技能22(职业主动技能): + 名称 = '念印幻流破' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + # 基础 = 229668 + # 成长 = 69341 + # 倍率 = 1.08 # 加强 + data0 = [int(i*1.085*1.1840*1.132) for i in [0, 6459, 7957, 9455, 10953, 12451, 13949, 15447, 16945, 18442, 19940, 21438, 22936, 24434, 25932, 27430, 28928, 30426, 31924, 33421, 34919, 36417, 37915, 39413, 40911, 42409, 43907, 45405, 46903, 48401, 49898, 51396, 52894, 54392, 55890, 57388, 58886, 60384, 61882, 63380, 64877, 66375, 67873, 69371, 70869, 72367, 73865, 75363, 76861, 78359, 79857, 81354, 82852, 84350, 85848, 87346, 88844, 90342, 91840, 93338, 94836, 96333, 97831, 99329, 100827, 102325, 103823, 105321, 106819, 108317, 109815]] + 攻击次数 = 5 + data1 = [int(i*1.085*1.1840*1.132) for i in [0, 6459, 7957, 9455, 10953, 12451, 13949, 15447, 16945, 18442, 19940, 21438, 22936, 24434, 25932, 27430, 28928, 30426, 31924, 33421, 34919, 36417, 37915, 39413, 40911, 42409, 43907, 45405, 46903, 48401, 49898, 51396, 52894, 54392, 55890, 57388, 58886, 60384, 61882, 63380, 64877, 66375, 67873, 69371, 70869, 72367, 73865, 75363, 76861, 78359, 79857, 81354, 82852, 84350, 85848, 87346, 88844, 90342, 91840, 93338, 94836, 96333, 97831, 99329, 100827, 102325, 103823, 105321, 106819, 108317, 109815]] + 攻击次数2 = 5 + data2 = [int(i*1.085*1.1840*1.132) for i in [0, 64597, 79576, 94555, 109534, 124513, 139492, 154471, 169450, 184429, 199408, 214387, 229366, 244345, 259324, 274303, 289282, 304261, 319240, 334219, 349198, 364178, 379157, 394136, 409115, 424094, 439073, 454052, 469031, 484010, 498989, 513968, 528947, 543926, 558905, 573884, 588863, 603842, 618821, 633800, 648779, 663758, 678737, 693716, 708696, 723675, 738654, 753633, 768612, 783591, 798570, 813549, 828528, 843507, 858486, 873465, 888444, 903423, 918402, 933381, 948360, 963339, 978318, 993297, 1008276, 1023255, 1038234, 1053214, 1068193, 1083172, 1098151]] + 攻击次数3 = 1 + data3 = [int(i*1.085*1.1840*1.132) for i in [0, 64597, 79576, 94555, 109534, 124513, 139492, 154471, 169450, 184429, 199408, 214387, 229366, 244345, 259324, 274303, 289282, 304261, 319240, 334219, 349198, 364178, 379157, 394136, 409115, 424094, 439073, 454052, 469031, 484010, 498989, 513968, 528947, 543926, 558905, 573884, 588863, 603842, 618821, 633800, 648779, 663758, 678737, 693716, 708696, 723675, 738654, 753633, 768612, 783591, 798570, 813549, 828528, 843507, 858486, 873465, 888444, 903423, 918402, 933381, 948360, 963339, 978318, 993297, 1008276, 1023255, 1038234, 1053214, 1068193, 1083172, 1098151]] + 攻击次数4 = 1 + data4 = [int(i*1.085*1.1840*1.132) for i in [0, 129194, 159152, 189110, 219068, 249026, 278984, 308942, 338900, 368858, 398817, 428775, 458733, 488691, 518649, 548607, 578565, 608523, 638481, 668439, 698397, 728356, 758314, 788272, 818230, 848188, 878146, 908104, 938062, 968020, 997978, 1027936, 1057894, 1087853, 1117811, 1147769, 1177727, 1207685, 1237643, 1267601, 1297559, 1327517, 1357475, 1387433, 1417392, 1447350, 1477308, 1507266, 1537224, 1567182, 1597140, 1627098, 1657056, 1687014, 1716972, 1746930, 1776889, 1806847, 1836805, 1866763, 1896721, 1926679, 1956637, 1986595, 2016553, 2046511, 2076469, 2106428, 2136386, 2166344, 2196302]] + 攻击次数5 = 1 + + CD = 290.0 + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + +class 技能23(主动技能): + 名称 = '念雷破' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + 基础 = 4387 - 445.175 + 成长 = 445.175 + + 攻击次数 = 1 + CD = 6 + TP成长 = 0.10 + TP上限 = 5 + +class 技能24(主动技能): + 名称 = '念兽螺旋波' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + 基础 = 1064*1.085-107.96*1.085 + 成长 = 107.96*1.085 + 攻击次数 = 3 + + 基础2 = 1197*1.085-121.46*1.085 + 成长2 = 121.46*1.085 + 攻击次数2 = 4 + + CD = 12 + TP成长 = 0.10 + TP上限 = 5 + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +归元·气功师·女一觉序号 = 0 +归元·气功师·女二觉序号 = 0 +归元·气功师·女三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 归元·气功师·女一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 归元·气功师·女二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 归元·气功师·女三觉序号 = 技能序号[i.名称] + +归元·气功师·女护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 归元·气功师·女护石选项.append(i.名称) + +归元·气功师·女符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 归元·气功师·女符文选项.append(i.名称) + + +class 归元·气功师·女角色属性(角色属性): + 实际名称 = '归元·气功师·女' + 角色 = '格斗家(女)' + 职业 = '气功师' + + 武器选项 = ['手套'] + + 类型选择 = ['魔法百分比'] + + 类型 = '魔法百分比' + 防具类型 = '布甲' + 防具精通属性 = ['智力'] + + 主BUFF = 1.57 + BUFF属强 = 86 + + 远古记忆 = 0 + + # 1 秒C + 雷龙开关 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + self.技能栏[self.技能序号['分身']].基础个数 = self.技能栏[self.技能序号['幻影爆碎']].TP等级 + + self.技能栏[self.技能序号['念兽雷龙出海']].秒C = self.雷龙开关 + + if self.装备检查('拥抱晨曦之温暖') or self.装备检查('融化黑暗之温暖'): + self.技能栏[self.技能序号['幻影爆碎']].恢复 -= 0.3 + + super().被动倍率计算() + + def 伤害指数计算(self): + self.光属性强化 += self.BUFF属强 + super().伤害指数计算() + + +class 归元·气功师·女(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 归元·气功师·女角色属性() + self.角色属性A = 归元·气功师·女角色属性() + self.角色属性B = 归元·气功师·女角色属性() + self.一觉序号 = 归元·气功师·女一觉序号 + self.二觉序号 = 归元·气功师·女二觉序号 + self.三觉序号 = 归元·气功师·女三觉序号 + self.护石选项 = deepcopy(归元·气功师·女护石选项) + self.符文选项 = deepcopy(归元·气功师·女符文选项) + + def 界面(self): + super().界面() + + self.BUFF.move(self.BUFF.x() - 18, self.BUFF.y()) + self.BUFF输入.move(self.BUFF输入.x() - 20, self.BUFF输入.y()) + self.BUFF输入.resize(40, 25) + + self.BUFF输入2 = QLineEdit(self.main_frame2) + self.BUFF输入2.setText(str(self.初始属性.BUFF属强)) + self.BUFF输入2.resize(40, 25) + self.BUFF输入2.move(self.BUFF输入.x() + 45, self.BUFF输入.y()) + self.BUFF输入2.setStyleSheet(输入框样式) + self.BUFF输入2.setAlignment(Qt.AlignCenter) + + self.雷龙开关 = QCheckBox('雷龙出海秒C', self.main_frame2) + self.雷龙开关.resize(100, 20) + self.雷龙开关.move(335, 440) + self.雷龙开关.setStyleSheet(复选框样式) + self.雷龙开关.setChecked(True) + + self.职业存档.append(('BUFF输入2', self.BUFF输入2, 2)) + self.职业存档.append(('雷龙开关', self.雷龙开关, 0)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + try: + self.BUFF光强 = int(self.BUFF输入2.text()) + except: + self.BUFF光强 = self.初始属性.BUFF属强 + + 属性.BUFF属强 = self.BUFF光强 + + if self.雷龙开关.isChecked(): + 属性.雷龙开关 = 1 diff --git a/Characters/归元·气功师·男.py b/Characters/归元·气功师·男.py new file mode 100644 index 00000000..37fe188a --- /dev/null +++ b/Characters/归元·气功师·男.py @@ -0,0 +1,828 @@ +from math import * +from PublicReference.carry.base import * + +等级 = 100 + 5 + + +# 武器手套 +# class 主动技能(主动技能): +# def 等效CD(self, 武器类型): +# if 武器类型 == '手套': +# return round(self.CD / self.恢复 * 1.05, 1) + + +# 蓄念炮 618不变 +class 技能0(被动技能): + 名称 = '蓄念炮' + 所在等级 = 20 + 等级上限 = 11 + 基础等级 = 1 + # 基础 = 159 + # 成长 = 6 + 关联技能 = ['念气波:蓄念炮'] + + def 加成倍率(self, 武器类型): + return round(2.59 + 0.06 * self.等级, 5) + + +# 分身 618不变 +class 技能1(主动技能): + 名称 = '分身' + 所在等级 = 5 + 等级上限 = 20 + 基础等级 = 10 + 基础个数 = 0 + 是否有伤害 = 0 + TP上限 = 0 + 关联技能 = ['幻影爆碎'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 0 + else: + return round((self.基础个数 + self.等级), 5) + + +# 念之奥义 +class 技能2(被动技能): + 名称 = '念之奥义' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + # 增伤倍率 *= 1 + self.暴击伤害 + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.055 + 0.015 * self.等级, 5) + + +# 二觉被动 +class 技能3(主动技能): + 名称 = '风雷啸' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + 关联技能 = ['所有'] + 是否有伤害 = 0 + + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.11 + 0.02 * self.等级, 5) + + +# 禅意:万象 +class 技能4(被动技能): + 名称 = '禅意:万象' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + 关联技能2 = ['念气环绕:袭'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + def 加成倍率2(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 1.05 + +# 基础精通 +class 技能5(被动技能): + 名称 = '基础精通' + 倍率 = 1.0 + 所在等级 = 1 + 等级上限 = 200 + 基础等级 = 100 + TP成长 = 0.1 + TP上限 = 3 + 关联技能 = ['念兽:龙虎啸'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(self.倍率 * (0.463 + 0.089 * self.等级), 5) + + +# 幻影爆碎*=(分身个数+tp个数) +class 技能6(主动技能): + 名称 = '幻影爆碎' + 是否主动 = 0 + 所在等级 = 30 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + # 基础等级 = 38 + # 基础 = 652 + # 成长 = 74 + data0 = [int(x*1.199*1.051) for x in [0, 728, 802, 876, 950, 1024, 1098, 1172, 1246, 1320, 1394, 1468, 1542, 1616, 1690, 1764, 1838, 1912, 1986, + 2059, 2133, 2207, 2281, 2355, 2429, 2503, 2577, 2651, 2725, 2799, 2873, 2947, 3021, 3095, 3169, 3243, 3317, + 3391, 3464, 3538, 3612, 3686, 3760, 3834, 3908, 3982, 4056, 4130, 4204, 4278, 4352, 4426, 4500, 4574, 4648, + 4722, 4796, 4870, 4944, 5018, 5092]] + + CD = 12 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.倍率 + + # def 等效CD(self, 武器类型): + # if 武器类型 == '手套': + # return round(self.CD * 1.05, 1) + + +# 念气波 数组 +class 技能7(主动技能): + 名称 = '念气波' + 所在等级 = 15 + 等级上限 = 60 + # 基础等级 = 46 + 学习间隔 = 2 + 等级精通 = 50 + + # 基础 = 1301 + # 成长 = 145 + data0 = [int(x*1.182*1.053) for x in [0, 1432, 1577, 1723, 1868, 2013, 2159, 2304, 2449, 2595, 2740, 2885, 3030, 3176, 3321, 3466, 3612, 3757, 3902, + 4048, 4193, 4338, 4484, 4629, 4774, 4920, 5065, 5210, 5356, 5501, 5646, 5792, 5937, 6082, 6228, 6373, 6518, + 6664, 6809, 6954, 7100, 7245, 7390, 7535, 7681, 7826, 7971, 8117, 8262, 8407, 8553, 8698, 8843, 8989, 9134, + 9279, 9425, 9570, 9715, 9861, 10006]] + 攻击次数 = 1 + CD = 2.6 + TP成长 = 0.08 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +# 念气波:蓄念炮 +class 技能8(主动技能): + 名称 = '念气波:蓄念炮' + 所在等级 = 15 + 等级上限 = 60 + # 基础等级 = 46 + # 基础 = 1301 + # 成长 = 145 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(x*1.182) for x in [0, 1432, 1577, 1723, 1868, 2013, 2159, 2304, 2449, 2595, 2740, 2885, 3030, 3176, 3321, 3466, 3612, 3757, + 3902, 4048, 4193, 4338, 4484, 4629, 4774, 4920, 5065, 5210, 5356, 5501, 5646, 5792, 5937, 6082, 6228, 6373, + 6518, 6664, 6809, 6954, 7100, 7245, 7390, 7535, 7681, 7826, 7971, 8117, 8262, 8407, 8553, 8698, 8843, 8989, + 9134, 9279, 9425, 9570, 9715, 9861, 10006]] + 攻击次数1 = 1 + data2 = [int(x*1.0) for x in [0, 159, 175, 191, 207, 223, 239, 256, 272, 288, 304, 320, 336, 352, 369, 385, 401, 417, 433, 449, 465, 482, + 498, 514, 530, 546, 562, 578, 595, 611, 627, 643, 659, 675, 692, 708, 724, 740, 756, 772, 788, 805, 821, 837, + 853, 869, 885, 901, 918, 934, 950, 966, 982, 998, 1014, 1031, 1047, 1063, 1079, 1095, 1111]] + 攻击次数2 = 1 + CD = 6.5 + TP成长 = 0.08 + TP上限 = 5 + + # TP不加感电 + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1) * (1 + self.TP成长 * self.TP等级) * self.倍率 + (self.data2[self.等级] * self.攻击次数2 * 0.07) * self.倍率 + # return (self.data2[self.等级] * self.攻击次数2*0.077) * self.倍率 + +# 念气罩 + + +class 技能9(主动技能): + 名称 = '念气罩' + 所在等级 = 25 + 等级上限 = 11 + 基础等级 = 1 + 基础 = 7700 + 成长 = 0 + CD = 8 + TP上限 = 3 + + def 等效CD(self, 武器类型, 输出类型): + return round(10 / self.恢复, 1) + + +# 念气环绕 +class 技能10(主动技能): + 名称 = '念气环绕' + 所在等级 = 20 + 等级上限 = 35 + 学习间隔 = 3 + 等级精通 = 25 + + # 基础等级 = 25 + # 基础 = 48 + # 成长 = 8 + data0 = [int(x*1.184*1.052) for x in [0, 51, 59, 67, 76, 84, 92, 100, 108, 117, 125, 133, 141, 149, 158, 166, 174, 182, 190, 199, 207, 215, 223, + 231, 240, 248, 256, 264, 272, 281, 289, 297, 305, 313, 322, 330]] + 攻击次数 = 1 + CD = 0.9 + 关联技能 = ['念气环绕:御'] + 关联技能2 = ['所有'] + + def 加成倍率(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * self.倍率/100 + + def 加成倍率2(self, 武器类型): + if (self.等级 <= 25): + return round(1.00 + 0.01 * self.等级, 5) + else: + return round(1.25 + 0.02 * (self.等级 - 25), 5) + + +# 念气环绕:袭 618改2秒演戏 遗漏 +class 技能11(主动技能): + 名称 = '念气环绕:袭' + 所在等级 = 25 + 等级上限 = 11 + 基础等级 = 1 + # 基础 = 16854 + # 成长 = 367 + data0 = [int(x*1.103) for x in [0, 17219, 17586, 17954, 18321, 18688, + 19056, 19423, 19791, 20158, 20526, 20893]] + 攻击次数 = 1 + CD = 4.7 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * self.倍率 + + +# 等会再说 +# 念气环绕:御 TP加算 +class 技能12(主动技能): + 名称 = '念气环绕:御' + 所在等级 = 30 + 等级上限 = 11 + # 基础等级 = 10 + # 基础 = 121 + # 成长 = 3 + 学习间隔 = 2 + 等级精通 = 1 + data0 = [int(x*1.0) for x in [0, 151, 154, 157, 160, 163, 166, 169, 172, 175, 178, 181]] + 攻击次数 = 10 + CD = 1 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] + self.TP成长 * self.TP等级) * self.攻击次数 + + +# 念兽:龙虎啸 +class 技能13(主动技能): + 名称 = '念兽:龙虎啸' + 所在等级 = 30 + 等级上限 = 20 + 基础等级 = 10 + 基础 = 1000 + 成长 = 0 + CD = 1.0 + + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + elif self.等级 < 7: + return round(1.17 + 0.01 * self.等级, 5) + else: + return round(1.3 + 0.02 * (self.等级-10), 5) + + +# 狮子吼 618加强1.079 数组 +class 技能14(主动技能): + 名称 = '狮子吼' + 所在等级 = 35 + 等级上限 = 60 + # 基础等级 = 36 + # 基础 = 8156.8 + # 成长 = 916.8 + 学习间隔 = 2 + 等级精通 = 50 + + data0 = [int(x*1.184*1.05) for x in [0, 5653, 6226, 6800, 7373, 7947, 8520, 9094, 9667, 10240, 10814, 11388, 11961, 12535, 13108, 13682, 14255, + 14829, 15402, 15976, 16549, 17123, 17696, 18270, 18843, 19417, 19990, 20564, 21138, 21711, 22285, 22858, + 23432, 24005, 24579, 25152, 25726, 26299, 26873, 27446, 28020, 28593, 29167, 29740, 30314, 30887, 31461, + 32034, 32608, 33181, 33755, 34328, 34902, 35475, 36049, 36622, 37196, 37769, 38343, 38917, 39490]] + 攻击次数 = 1 + 风雷啸 = 1.7 + CD = 17.9 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.28 + elif x == 1: + self.倍率 *= 1.37 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 * self.风雷啸 + +# 螺旋念气场 618加强1.095 + + +class 技能15(主动技能): + 名称 = '螺旋念气场' + 所在等级 = 40 + 等级上限 = 60 + # 基础等级 = 33 + # 基础 = 12539.2 + # 成长 = 1414.4 + # 基础2 = 625.6#4390.4 * 1.095 # 940.8 测试3段 + # 成长2 = 67.2#470.4 * 1.095 # 100.8 测试3段 + # 攻击次数2 = 1 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(x*1.184*1.05) for x in [0, 512, 564, 616, 668, 720, 772, 824, 876, 928, 980, 1032, 1084, 1136, 1188, 1240, 1293, 1345, 1397, 1449, + 1501, 1553, 1605, 1657, 1709, 1761, 1813, 1865, 1917, 1969, 2021, 2073, 2125, 2177, 2229, 2281, 2333, 2385, + 2437, 2489, 2541, 2593, 2645, 2697, 2749, 2801, 2853, 2905, 2957, 3009, 3061, 3113, 3165, 3217, 3269, 3321, + 3373, 3425, 3477, 3529, 3581]] + 攻击次数1 = 17 + data2 = [int(x*1.0) for x in [0, 229, 252, 275, 299, 322, 345, 369, 392, 415, 438, 462, 485, 508, 531, 555, 578, 601, 624, 648, 671, 694, 718, 741, 764, 787, 811, 834, 857, 880, 904, 927, 950,974, 997, 1020, 1043, 1067, 1090, 1113, 1136, 1160, 1183, 1206, 1229, 1252, 1275, 1298, 1321, 1344, 1367, 1390, 1413, 1436, 1459, 1482, 1505, 1528, 1551, 1574, 1597]] + 攻击次数2 = 1.5 + 风雷啸 = 1.7 + CD = 21 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.09 + self.CD *= 0.83 + elif x == 1: + self.倍率 *= 1.18 + self.CD *= 0.83 + + def 等效百分比(self, 武器类型): + return self.data1[self.等级] * self.攻击次数1 * (1 + self.TP成长 * self.TP等级) * self.倍率 * self.风雷啸 + self.data2[ + self.等级] * self.攻击次数2 * self.倍率 * (1 + self.TP成长 * self.TP等级) + + +# 念兽:猛虎震地 618加强1.13,tp10,风雷60 +class 技能16(主动技能): + 名称 = '念兽:猛虎震地' + 所在等级 = 45 + 等级上限 = 60 + # 基础等级 = 31 + # 基础 = 21940.8 + # 成长 = 2459.2 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(x*1.184*1.05) for x in [0, 1896, 2089, 2281, 2474, 2666, 2859, 3051, 3243, 3436, 3628, 3821, 4013, 4206, 4398, 4591, 4783, 4975, + 5168, 5360, 5553, 5745, 5938, 6130, 6322, 6515, 6707, 6900, 7092, 7285, 7477, 7670, 7862, 8054, 8247, 8439, + 8632, 8824, 9017, 9209, 9401, 9594, 9786, 9979, 10171, 10364, 10556, 10748, 10941, 11133, 11326, 11518, + 11711, 11903, 12095, 12288, 12480, 12673, 12865, 13058, 13250]] + 攻击次数1 = 4 + data2 = [int(x*1.184*1.05) for x in [0, 7587, 8357, 9127, 9896, 10666, 11436, 12206, 12975, 13745, 14515, 15285, 16054, 16824, 17594, 18364, 19133, + 19903, 20673, 21443, 22212, 22982, 23752, 24522, 25291, 26061, 26831, 27601, 28370, 29140, 29910, 30680, 31449, + 32219, 32989, 33759, 34528, 35298, 36068, 36838, 37607, 38377, 39147, 39917, 40686, 41456, 42226, 42995, 43765, + 44535, 45305, 46074, 46844, 47614, 48384, 49153, 49923, 50693, 51463, 52232, 53002]] + 攻击次数2 = 1 + 风雷啸 = 1.7 + CD = 45 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.36 + # 不确定 + self.风雷啸 = 1.44/1.6*1.7 + elif x == 1: + self.倍率 *= 1.49 + # 不确定 + self.风雷啸 = 1.44/1.6*1.7 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * ( + 1 + self.TP成长 * self.TP等级) * self.倍率 * self.风雷啸 + +# 念兽:审判之金雷虎-一觉 + + +class 技能17(主动技能): + 名称 = '念兽:审判之金雷虎' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + 基础 = 54843*1.188*1.053 + 成长 = 16550*1.188*1.053 + CD = 145 + + +# 念之战矛 618加强1.122 +class 技能18(主动技能): + 名称 = '念之战矛' + 所在等级 = 60 + 等级上限 = 40 + # 基础等级 = 23 + # 基础 = 20768 + # 成长 = 2344 + 学习间隔 = 2 + 等级精通 = 30 + + data1 = [int(x*1.183*1.05) for x in [0, 2888, 3181, 3474, 3767, 4060, 4353, 4646, 4939, 5232, 5525, 5818, 6111, 6404, 6697, 6990, 7283, 7576, 7869, + 8162, 8455, 8749, 9042, 9335, 9628, 9921, 10214, 10507, 10800, 11093, 11386, 11679, 11972, 12265, 12558, 12851, + 13144, 13437, 13730, 14023, 14316]] + 攻击次数1 = 1 + data2 = [int(x*1.183*1.05) for x in [0, 11553, 12725, 13897, 15070, 16242, 17414, 18586, 19758, 20930, 22102, 23274, 24446, 25619, 26791, 27963, + 29135, 30307, 31479, 32651, 33823, 34996, 36168, 37340, 38512, 39684, 40856, 42028, 43200, 44372, 45544, 46716, + 47888, 49060, 50232, 51404, 52576, 53748, 54920, 56092, 57264]] + 攻击次数2 = 1 + 风雷啸 = 1.7 + CD = 30 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 * self.风雷啸 + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.28 + #self.倍率 *= 1.448 + #self.风雷啸 = 1.41436 + elif x == 1: + self.倍率 *= 1.4 + #self.倍率 *= 1.592 + #self.风雷啸 = 1.41436 + +# 冲云念气场 618感电分离1次 + + +class 技能19(主动技能): + 名称 = '冲云念气场' + 所在等级 = 70 + 等级上限 = 40 + # 基础等级 = 18 + # 基础 = 28694.4 + # 成长 = 3244.8 + # 基础2= 584 + # 成长2= 67.2 + # 攻击次数2= 1 + 学习间隔 = 2 + 等级精通 = 30 + + data1 = [int(x*1.191*1.052) for x in [0, 3330, 3668, 4005, 4343, 4681, 5019, 5357, 5695, 6033, 6370, 6708, 7046, 7384, 7722, 8060, 8397, 8735, + 9073, 9411, 9749, 10087, 10425, 10762, 11100, 11438, 11776, 12114, 12452, 12789, 13127, 13465, 13803, 14141, + 14479, 14817, 15154, 15492, 15830, 16168, 16506]] + 攻击次数1 = 6 + data2 = [int(x*1.191*1.052) for x in [0, 411, 453, 495, 536, 578, 620, 662, 703, 745, 787, 829, 870, 912, 954, 996, 1037, 1079, 1121, 1163, 1204, 1246, + 1288, 1330, 1371, 1413, 1455, 1497, 1538, 1580, 1622, 1664, 1705, 1747, 1789, 1831, 1872, 1914, 1956, 1997, 2039]] + 攻击次数2 = 4.5 + 风雷啸 = 1.674/1.6*1.7 + CD = 50 + TP成长 = 0.10 + TP上限 = 5 + + 是否有护石 = 1 + 护石选项 = ['魔界','圣痕'] + + def 装备护石(self, x): + if x == 0: + self.风雷啸 = 1 + self.倍率 *= 2.03 + pass + elif x == 1: + self.风雷啸 = 1 + self.倍率 *= 2.3 + + def 等效百分比(self, 武器类型): + # return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * ( + # 1 + self.TP成长 * self.TP等级) * self.倍率 * self.风雷啸 + return self.data1[self.等级] * self.攻击次数1 * (1 + self.TP成长 * self.TP等级) * self.倍率 * self.风雷啸 + self.data2[self.等级] * self.攻击次数2 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +# 奔雷螺旋击 618加强1.074 +class 技能20(主动技能): + 名称 = '奔雷螺旋击' + 所在等级 = 75 + 等级上限 = 40 + # 基础等级 = 16 + # 基础 = 46472.16 + # 成长 = 5247.2 + 学习间隔 = 2 + 等级精通 = 30 + + data0 = [int(x*1.211*1.054) for x in [0, 46179, 50864, 55549, 60234, 64919, 69604, 74289, 78974, 83659, 88343, 93028, 97713, 102398, 107083, 111768, + 116453, 121138, 125823, 130508, 135192, 139877, 144562, 149247, 153931, 158616, 163301, 167986, 172670, + 177355, 182040, 186725, 191409, 196094, 200779, 205464, 210148, 214833, 219518, 224202, 228887]] + 攻击次数 = 1 + 风雷啸 = 1.12 + CD = 42 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 2.15 + self.风雷啸 = 1 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 * self.风雷啸 + +# 月辉念气破 618加强1.075 + + +class 技能21(主动技能): + 名称 = '月辉念气破' + 所在等级 = 80 + 等级上限 = 40 + # 基础等级 = 13 + # 基础 = 54860 + # 成长 = 6200 + 学习间隔 = 2 + 等级精通 = 30 + + data0 = [int(x*1.212*1.051) for x in [0, 6109, 6728, 7348, 7968, 8588, 9208, 9827, 10447, 11067, 11687, 12306, 12926, 13546, 14166, 14786, 15405, + 16025, 16645, 17265, 17885, 18505, 19125, 19745, 20365, 20985, 21605, 22225, 22845, 23465, 24085, 24705, + 25325, 25945, 26565, 27185, 27805, 28425, 29045, 29665, 30285]] + 攻击次数 = 10 + CD = 45 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.3 + self.CD *= 0.9 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + +# 月华万象-二觉 + + +class 技能22(主动技能): + 名称 = '月华万象' + 所在等级 = 85 + 等级上限 = 40 + # 基础等级 = 5 + # 基础 = 112750.8838 + # 成长 = 34039.7054 + 学习间隔 = 5 + 等级精通 = 30 + + data1 = [int(x*1.156*1.054) for x in [0, 4447, 5479, 6510, 7542, 8574, 9605, 10637, 11668, 12700, 13731, 14763, 15794, 16826, 17857, 18889, 19920, + 20952, 21983, 23015, 24047, 25078, 26110, 27141, 28173, 29204, 30236, 31267, 32299, 33330, 34362, 35393, + 36425, 37456, 38488, 39519, 40551, 41582, 42614, 43645, 44677]] + 攻击次数1 = 12 + data2 = [int(x*1.156*1.054) for x in [0, 93415, 115076, 136738, 158399, 180061, 201722, 223383, 245045, 266706, 288368, 310029, 331691, 353352, + 375014,396675, 418336, 439998, 461659, 483321, 504982, 526644, 548305, 569966, 591628, 613289, 634951, 656612, + 678274,699935, 721596, 743258, 764919, 786581, 808242, 829904, 851565, 873226, 894888, 916549, 938211]] + 攻击次数2 = 1 + CD = 180 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * ( + 1 + self.TP成长 * self.TP等级) * self.倍率 + + # 禅语:形灭 + + +class 技能23(主动技能): + 名称 = '禅语:形灭' + 所在等级 = 95 + 等级上限 = 40 + # 基础等级 = 6 + # 基础 = 117321.7 + # 成长 = 13247 + 学习间隔 = 2 + 等级精通 = 30 + + data1 = [int(x*1.184*1.05) for x in [0, 4080, 4494, 4908, 5322, 5736, 6150, 6564, 6978, 7392, 7806, 8220, 8634, 9048, 9462, 9876, 10290, 10704, + 11118, 11532, 11946, 12360, 12774, 13188, 13602, 14016, 14430, 14844, 15258, 15672, 16086, 16500, 16914, + 17328, 17742, 18156, 18570, 18984, 19398, 19812, 20226]] + 攻击次数1 = 10 + data2 = [int(x*1.184*1.05) for x in [0, 40806, 44945, 49085, 53225, 57365, 61504, 65644, 69784, 73923, 78063, 82203, 86343, 90482, 94622, 98762, + 102901, 107041, 111181, 115321, 119460, 123600, 127740, 131879, 136019, 140159, 144299, 148438, 152578, 156718, + 160857, 164997, 169137, 173276, 177416, 181556, 185695, 189835, 193974, 198114, 202254]] + 攻击次数2 = 1 + 风雷啸 = 1.7 + CD = 60.0 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * ( + 1 + self.TP成长 * self.TP等级) * self.倍率 * self.风雷啸 + + +# 禅念:归一 +class 技能24(主动技能): + 名称 = '禅念:归一' + 所在等级 = 100 + 等级上限 = 40 + # 基础等级 = 2 + # 基础 = 343382.3361 + # 成长 = 103689.33 + 学习间隔 = 5 + 等级精通 = 30 + + data1 = [int(x*1.158*1.05) for x in [0, 268255, 330459, 392663, 454867, 517071, 579275, 641479, 703683, 765887, 828091, 890295, 952499, 1014703, + 1076907, 1139111, 1201315, 1263519, 1325723, 1387927, 1450131, 1512335, 1574539, 1636743, 1698947, 1761151, + 1823355, 1885559, 1947763, 2009967, 2072171, 2134375, 2196579, 2258783, 2320987, 2383191, 2445395, 2507599, + 2569803, 2632007, 2694211]] + 攻击次数1 = 1 + data2 = [int(x*1.158*1.05) for x in [0, 29806, 36717, 43629, 50540, 57452, 64363, 71275, 78186, 85098, 92009, 98921, 105832, 112744, 119655, 126567, + 133478, 140390, 147301, 154213, 161124, 168036, 174947, 181859, 188770, 195682, 202593, 209505, 216416, 223328, + 230239, 237151, 244062, 250974, 257885, 264797, 271708, 278620, 285531, 292443, 299354]] + 攻击次数2 = 6 + CD = 290.0 + 关联技能 = ['无'] + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + def 加成倍率(self, 武器类型): + return 0.0 + +class 技能25(主动技能): + 名称 = '雷霆踏' + 所在等级 = 15 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + + data1 = [int(x*1.184*1.05) for x in [0,3753,4133,4514,4895,5276,5656,6037,6418,6799,7180,7560,7941,8322,8703,9083,9464,9845,10226,10606,10987,11368,11749,12129,12510,12891,13272,13652,14033,14414,14795,15175,15556,15937,16318,16698,17079,17460,17841,18221,18602,18983,19364,19745,20125,20506,20887,21268,21648,22029,22410,22791,23171,23552,23933,24314,24694,25075,25456,25837,26218]] + 攻击次数1 = 1 + data2 = [int(x*1.184*1.05) for x in [0,463,510,557,604,652,699,746,793,840,887,934,981,1028,1075,1122,1169,1216,1263,1310,1358,1405,1452,1499,1546,1593,1640,1687,1734,1781,1828,1875,1922,1969,2016,2063,2110,2158,2205,2252,2299,2346,2393,2440,2487,2534,2581,2628,2675,2722,2769,2816,2863,2910,2958,3005,3052,3099,3146,3193,3240]] + 攻击次数2 = 1 + CD = 7 + TP成长 = 0.1 + TP上限 = 5 + + # TP加感电 + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1) * (1 + self.TP成长 * self.TP等级) * self.倍率+ (self.data2[self.等级] * self.攻击次数2 ) * (1 + self.TP成长 * self.TP等级* 0.07) * self.倍率 + +class 技能26(主动技能): + 名称 = '雷霆念炮' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + 基础 = 735 + 成长 = 83 + 攻击次数 =6 + 基础2 = 81 + 成长2 = 9 + 攻击次数2 = 6 + TP成长 = 0.1 + TP上限 = 7 + CD = 7 + +#雷虎天降 +class 技能27(主动技能): + 名称 = '雷虎天降' + 所在等级 = 35 + 等级上限 = 40 + 基础等级 = 36 + 基础 = 5528 -561 + 成长 = 561 + 攻击次数 = 1 + 基础2 = 141 + 成长2 = 16 + 攻击次数2 = 10 + 基础3 = 70 + 成长3 = 8 + 攻击次数3 = 10 + TP成长 = 0.1 + TP上限 = 7 + 风雷啸 = 1.7 + CD = 17 + + def 等效百分比(self, 武器类型): + return super().等效百分比(武器类型)* self.风雷啸 + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +归元·气功师·男一觉序号 = 0 +归元·气功师·男二觉序号 = 0 +归元·气功师·男三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 归元·气功师·男一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 归元·气功师·男二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 归元·气功师·男三觉序号 = 技能序号[i.名称] + +归元·气功师·男护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 归元·气功师·男护石选项.append(i.名称) + +归元·气功师·男符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 归元·气功师·男符文选项.append(i.名称) + # 归元·气功师·男符文选项.append('幻影爆碎') #符文计算报错,被动技能没有倍率 + + +class 职业属性(角色属性): + 实际名称 = '归元·气功师·男' + 角色 = '格斗家(男)' + 职业 = '气功师' + + 武器选项 = ['手套'] + + 类型选择 = ['魔法百分比'] + + 类型 = '魔法百分比' + 防具类型 = '布甲' + 防具精通属性 = ['智力'] + + 主BUFF = 1.43 + BUFF属强 = 86 + + 远古记忆 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 面板魔法攻击力(self): + 面板魔法攻击 = self.主BUFF * (self.魔法攻击力 + self.进图魔法攻击力) * (1 + self.百分比三攻) * ( + 1 + self.年宠技能 * 0.10 + self.斗神之吼秘药 * 0.12 + self.白兔子技能 * 0.20) + for i in self.技能栏: + try: + 面板魔法攻击 *= i.魔法攻击力倍率(self.武器类型) + except: + pass + return 面板魔法攻击 + + def 被动倍率计算(self): + self.技能栏[self.技能序号['分身']].基础个数 = self.技能栏[self.技能序号['幻影爆碎']].TP等级 + if self.装备检查('拥抱晨曦之温暖') or self.装备检查('融化黑暗之温暖'): + self.技能栏[self.技能序号['幻影爆碎']].恢复 -= 0.3 + super().被动倍率计算() + + def 伤害指数计算(self): + self.光属性强化 += self.BUFF属强 + super().伤害指数计算() + + +class 归元·气功师·男(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 职业属性() + self.角色属性A = 职业属性() + self.角色属性B = 职业属性() + self.一觉序号 = 归元·气功师·男一觉序号 + self.二觉序号 = 归元·气功师·男二觉序号 + self.三觉序号 = 归元·气功师·男三觉序号 + self.护石选项 = deepcopy(归元·气功师·男护石选项) + self.符文选项 = deepcopy(归元·气功师·男符文选项) + + def 界面(self): + super().界面() + + self.BUFF.move(self.BUFF.x() - 18, self.BUFF.y()) + self.BUFF输入.move(self.BUFF输入.x() - 20, self.BUFF输入.y()) + self.BUFF输入.resize(40, 25) + + self.BUFF输入2 = QLineEdit(self.main_frame2) + self.BUFF输入2.setText(str(self.初始属性.BUFF属强)) + self.BUFF输入2.resize(40, 25) + self.BUFF输入2.move(self.BUFF输入.x() + 45, self.BUFF输入.y()) + self.BUFF输入2.setStyleSheet(输入框样式) + self.BUFF输入2.setAlignment(Qt.AlignCenter) + + self.职业存档.append(('BUFF输入2', self.BUFF输入2, 2)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + try: + self.BUFF光强 = int(self.BUFF输入2.text()) + except: + self.BUFF光强 = self.初始属性.BUFF属强 diff --git a/Characters/归元·街霸·女.py b/Characters/归元·街霸·女.py new file mode 100644 index 00000000..513383da --- /dev/null +++ b/Characters/归元·街霸·女.py @@ -0,0 +1,980 @@ +from PublicReference.carry.base import * + + +class 主动技能(主动技能): + 直伤倍率 = 1 + 基础 = [0] * 61 + 中毒倍率 = 1 + 中毒基础 = [0] * 61 + 出血倍率 = 1 + 出血基础 = [0] * 61 + 灼伤倍率 = 1 + 灼伤基础 = [0] * 61 + 涂毒倍率 = 1 + 涂毒基础 = [0] * 61 + + def 等效百分比(self, 武器类型): + temp = 0 + if len(self.基础) > self.等级: + temp += self.直伤倍率 * self.基础[self.等级] + if len(self.中毒基础) > self.等级: + temp += self.中毒倍率 * self.中毒基础[self.等级] + if len(self.出血基础) > self.等级: + temp += self.出血倍率 * self.出血基础[self.等级] + if len(self.灼伤基础) > self.等级: + temp += self.灼伤倍率 * self.灼伤基础[self.等级] + if len(self.涂毒基础) > self.等级: + temp += self.涂毒倍率 * self.涂毒基础[self.等级] + return int(temp * (1 + self.TP成长 * self.TP等级) * self.倍率) + + def 等效CD(self, 武器类型, 输出类型): + return round(self.CD / self.恢复, 1) + + +class 技能0(被动技能): + 名称 = '基础精通' + 倍率 = 1.0 + 所在等级 = 1 + 等级上限 = 200 + 基础等级 = 100 + 基础 = [0, 1000, 1058, 1115, 1173, 1230, 1288, 1345, 1403, 1461, 1518, 1576, 1633, 1691, 1748, 1806, 1895, 1984, 2073, 2162, 2251, 2339, 2428, 2517, 2606, 2695, 2784, 2873, 2962, 3051, 3140, 3228, 3317, 3406, 3495, 3584, 3673, 3762, 3851, 3940, 4029, 4118, 4206, 4295, 4384, 4473, 4562, 4651, 4740, 4829, 4918, 5007, 5095, 5184, 5273, 5362, 5451, 5540, 5629, 5718, 5807, 5896, 5985, 6073, 6162, 6251, 6340, 6429, 6518, 6607, 6696, 6785, 6874, 6963, 7051, 7140, 7229, 7318, 7407, 7496, 7585, 7674, 7763, 7852, 7940, 8029, 8118, 8207, 8296, 8385, 8474, 8563, 8652, 8741, 8830, 8918, 9007, 9096, 9185, 9274, 9363, 9452, 9541, 9630, 9719, 9808, 9897, 9986, + 10075, 10164, 10253, 10342, 10431, 10520, 10609, 10698, 10787, 10876, 10965, 11054, 11143, 11232, 11321, 11410, 11499, 11588, 11677, 11766, 11855, 11944, 12033, 12122, 12211, 12300, 12389, 12478, 12567, 12656, 12745, 12834, 12923, 13012, 13101, 13190, 13279, 13368, 13457, 13546, 13635, 13724, 13813, 13902, 13991, 14080, 14169, 14258, 14347, 14436, 14525, 14614, 14703, 14792, 14881, 14970, 15059, 15148, 15237, 15326, 15415, 15504, 15593, 15682, 15771, 15860, 15949, 16038, 16127, 16216, 16305, 16394, 16483, 16572, 16661, 16750, 16839, 16928, 17017, 17106, 17195, 17284, 17373, 17462, 17551, 17640, 17729, 17818, 17907, 17996, 18085, 18174, 18263] + 关联技能 = ['天罗地网'] + + def 加成倍率(self, 武器类型): + return self.基础[self.等级] / 1000 + + +class 技能1(主动技能): + 名称 = '抛沙' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 48 + # 7.23职业平衡 + 基础 = [int(i*1.085*1.1859) for i in [0, 493, 553, 614, 672, 731, 793, 852, 912, 973, 1030, 1090, 1150, 1210, 1269, 1330, 1386, 1447, 1505, 1565, 1625, 1685, 1745, 1805, 1865, 1925, 1985, 2044, 2102, 2161, 2222, 2283, 2342, 2401, 2462, 2522, + 2581, 2642, 2699, 2760, 2819, 2881, 2940, 2996, 3057, 3115, 3175, 3236, 3293, 3354, 3414, 3474, 3534, 3594, 3654, 3712, 3774, 3832, 3892, 3952, 4011, 4069, 4129, 4190, 4249, 4307, 4367, 4429, 4487, 4547, 4608]] + 涂毒基础 = [int(i*1.085*1.1854) for i in [0, 49, 57, 62, 67, 73, 81, 85, 90, 97, 103, 109, 115, 121, 127, 134, 139, 144, 149, 157, 162, 169, 175, 181, 187, 193, 198, 205, 210, 215, 223, 228, 234, 239, 247, 252, + 258, 264, 270, 276, 282, 288, 295, 300, 306, 310, 318, 323, 329, 336, 342, 348, 354, 360, 366, 371, 376, 384, 390, 395, 400, 408, 413, 419, 424, 431, 437, 443, 448, 456, 461]] + # 三觉加强(1.088) + CD = 3.0 + TP成长 = 0.08 + TP上限 = 5 + + +class 技能2(主动技能): + 名称 = '擒月炎' + 备注 = '(异常状态*3)' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + # 7.23职业平衡 + 基础 = [int(i*1.085*1.2) for i in [0, 1713, 1869, 2031, 2193, 2350, 2518, 2682, 2835, 2991, 3155, 3315, 3473, 3635, 3803, 3957, 4122, 4284, 4438, 4601, 4758, 4913, 5072, 5243, 5406, 5563, 5723, 5886, 6040, 6202, 6371, 6528, 6684, 6847, 7001, 7164, 7327, + 7491, 7643, 7813, 7976, 8131, 8292, 8449, 8603, 8767, 8929, 9083, 9253, 9417, 9417, 9722, 9882, 10038, 10203, 10363, 10518, 10679, 10837, 11005, 11161, 11327, 11480, 11641, 11804, 11959, 12120, 12276, 12446, 12601, 12764]] + 直伤倍率 = 1.6 # 异常增伤 + 涂毒基础 = [int(i*1.085*1.2) for i in [0, 171, 186, 204, 219, 238, 253, 271, 284, 297, 315, 332, 347, 364, 380, 396, 411, 428, 445, 460, 477, 491, 508, 524, 542, 557, 573, 588, 603, 621, 638, 653, 668, 684, 701, 717, 734, + 749, 764, 783, 797, 813, 830, 844, 862, 876, 891, 907, 926, 943, 943, 973, 990, 1004, 1022, 1038, 1051, 1068, 1083, 1099, 1116, 1133, 1149, 1164, 1180, 1196, 1211, 1230, 1245, 1260, 1274]] + 涂毒倍率 = 1.6 + # 三觉加强(1.123) + CD = 5.5 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能3(主动技能): + 名称 = '毒影针' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + # 7.23职业平衡 + 基础 = [int(i*1.085*1.1831) for i in [0, 815, 898, 980, 1063, 1146, 1228, 1311, 1393, 1475, 1558, 1640, 1724, 1806, 1888, 1971, 2055, 2137, 2220, 2303, 2386, 2468, 2550, 2634, 2716, 2799, 2881, 2963, 3046, 3128, 3213, 3295, 3377, 3460, 3543, 3626, + 3708, 3790, 3874, 3956, 4039, 4121, 4205, 4288, 4370, 4453, 4535, 4617, 4700, 4783, 4866, 4948, 5030, 5114, 5196, 5279, 5363, 5445, 5528, 5610, 5693, 5776, 5858, 5941, 6023, 6105, 6188, 6270, 6354, 6436, 6518]] + 中毒基础 = [int(i*1.085*1.1829) for i in [0, 791, 870, 951, 1031, 1111, 1192, 1272, 1352, 1433, 1513, 1594, 1673, 1754, 1833, 1913, 1994, 2074, 2155, 2236, 2315, 2396, 2476, 2555, 2636, 2716, 2797, 2876, 2958, 3037, 3118, 3198, 3278, 3359, 3437, + 3519, 3598, 3680, 3760, 3839, 3921, 4000, 4082, 4161, 4241, 4321, 4401, 4482, 4561, 4643, 4722, 4803, 4883, 4964, 5044, 5124, 5204, 5284, 5364, 5445, 5525, 5606, 5686, 5765, 5846, 5926, 6006, 6086, 6167, 6247, 6327]] + 出血基础 = [int(i*1.085*1.1829) for i in [0, 791, 870, 951, 1031, 1111, 1192, 1272, 1352, 1433, 1513, 1594, 1673, 1754, 1833, 1913, 1994, 2074, 2155, 2236, 2315, 2396, 2476, 2555, 2636, 2716, 2797, 2876, 2958, 3037, 3118, 3198, 3278, 3359, 3437, + 3519, 3598, 3680, 3760, 3839, 3921, 4000, 4082, 4161, 4241, 4321, 4401, 4482, 4561, 4643, 4722, 4803, 4883, 4964, 5044, 5124, 5204, 5284, 5364, 5445, 5525, 5606, 5686, 5765, 5846, 5926, 6006, 6086, 6167, 6247, 6327]] + 涂毒基础 = [int(i*1.085*1.1832) for i in [0, 239, 264, 287, 312, 337, 361, 385, 409, 434, 458, 482, 507, 532, 555, 580, 604, 629, 652, 677, 701, 725, 749, 775, 798, 823, 848, 872, 897, 919, 945, 968, 993, 1017, 1042, 1066, 1091, 1115, + 1140, 1162, 1187, 1212, 1236, 1261, 1285, 1310, 1334, 1357, 1383, 1406, 1430, 1455, 1479, 1504, 1527, 1553, 1577, 1600, 1624, 1651, 1674, 1698, 1723, 1747, 1772, 1795, 1821, 1844, 1868, 1892, 1917]] + CD = 6.0 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能4(主动技能): + 名称 = '双重投掷' + 所在等级 = 20 + 等级上限 = 30 + 基础等级 = 20 + 是否有伤害 = 0 + 关联技能 = ['无'] + + +class 技能5(被动技能): + 名称 = '爪精通' + 所在等级 = 25 + 等级上限 = 30 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.21 + 0.01 * self.等级, 5) + + def 物理攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + def 魔法攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + +class 技能6(主动技能): + 名称 = '砖袭' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + # 7.23职业平衡 + 基础 = [int(i*1.085*1.1977) for i in [0, 2602, 2866, 3131, 3393, 3658, 3924, 4186, 4451, 4716, 4979, 5243, 5508, 5772, 6034, 6299, 6564, 6827, 7094, 7356, 7620, 7885, 8147, 8413, 8678, 8941, 9205, 9471, 9732, 9996, 10261, 10525, 10790, 11055, 11319, 11581, 11847, 12110, + 12374, 12639, 12902, 13168, 13430, 13694, 13959, 14224, 14487, 14751, 15017, 15278, 15543, 15809, 16071, 16336, 16601, 16865, 17127, 17392, 17656, 17920, 18184, 18449, 18714, 18977, 19241, 19504, 19770, 20032, 20297, 20564, 20824]] + 涂毒基础 = [int(i*1.085*1.1976) for i in [0, 258, 286, 312, 338, 364, 390, 419, 443, 471, 497, 523, 548, 574, 602, 631, 655, 682, 710, 734, 760, 787, 813, 839, 867, 893, 920, 944, 972, 999, 1026, 1051, 1078, 1106, 1130, 1156, 1184, 1210, + 1236, 1263, 1290, 1316, 1341, 1369, 1395, 1421, 1447, 1476, 1500, 1525, 1554, 1580, 1607, 1632, 1659, 1686, 1711, 1736, 1765, 1791, 1818, 1844, 1872, 1897, 1922, 1949, 1975, 2001, 2029, 2057, 2080]] + # 三觉加强(1.116) + CD = 6.0 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能7(主动技能): + 名称 = '天罗地网' + 备注 = '(TP为基础精通)' + 所在等级 = 35 + 等级上限 = 11 + 基础等级 = 1 + # 7.23职业平衡 + 基础 = [int(i*1.085*1.1878) for i in [0, 1257, 1257, 1257, 1257, + 1257, 1257, 1257, 1257, 1257, 1257, 1257]] + 涂毒基础 = [int(i*1.085*1.189) for i in [0, 127, 127, 127, + 127, 127, 127, 127, 127, 127, 127, 127]] + CD = 11 + TP成长 = 0.10 + TP上限 = 3 + + +class 技能8(主动技能): + 名称 = '挑衅' + 所在等级 = 35 + 等级上限 = 20 + 基础等级 = 10 + 是否有伤害 = 0 + 关联技能 = ['所有'] + # 7.23职业平衡 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.05 + 0.02 * self.等级, 5) + + +class 技能9(主动技能): + 名称 = '伏虎霸王拳' + 备注 = '(不可抓取,异常状态*3)' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + # 7.23职业平衡 + 基础 = [int(i*1.085*1.1879) for i in [0, 532, 587, 641, 695, 749, 803, 857, 911, 965, 1020, 1073, 1128, 1181, 1236, 1289, 1344, 1398, 1452, 1506, 1560, 1614, 1668, 1722, 1777, 1830, 1885, 1938, 1993, 2046, 2101, 2155, 2209, 2263, 2317, 2371, + 2426, 2479, 2534, 2587, 2642, 2695, 2750, 2804, 2858, 2913, 2967, 3021, 3075, 3129, 3184, 3237, 3292, 3345, 3400, 3453, 3508, 3562, 3616, 3670, 3724, 3778, 3833, 3886, 3941, 3994, 4049, 4102, 4157, 4211, 4265]] + 直伤倍率 = 1.6 # 异常增伤 + 涂毒基础 = [int(i*1.085*1.1865) for i in [0, 53, 58, 64, 69, 75, 80, 85, 90, 96, 101, 107, 112, 118, 123, 129, 134, 139, 144, 150, 155, 161, 166, 172, 177, 183, 188, 193, 198, 204, 209, 215, 221, 226, 231, 237, + 243, 247, 252, 258, 264, 269, 274, 280, 286, 291, 296, 301, 307, 312, 317, 323, 329, 334, 339, 345, 351, 355, 360, 366, 372, 377, 382, 389, 394, 399, 404, 410, 415, 420, 425]] + 涂毒倍率 = 1.6 # 异常增伤 + # 三觉加强(1.05) + CD = 15.0 + TP上限 = 5 + TP数据 = [0, 9.29, 10.14, 10.98, 11.83, 12.67] + + def 等效百分比(self, 武器类型): + return int((self.直伤倍率 * self.基础[self.等级] + self.涂毒倍率 * self.涂毒基础[self.等级]) * self.TP数据[self.TP等级] * self.倍率) + + +class 技能10(被动技能): + 名称 = '狂·霸王拳' + 所在等级 = 40 + 等级上限 = 11 + 基础等级 = 1 + 关联技能 = ['伏虎霸王拳'] + 自定义描述 = 1 + + def 技能描述(self, 武器类型): + temp = '' + temp += '加成倍率:' + \ + str(round(round(1.40 + 0.02 * self.等级, 5)*100-100, 2)) + '%
' + temp += '关联技能:伏虎霸王拳' + return temp + + def 加成倍率(self, 武器类型): + return 1.0 + + def 技能加成倍率(self, 武器类型): + return round(0.40 + 0.02 * self.等级, 5) + + +class 技能11(主动技能): + 名称 = '裂地飞沙' + 备注 = '(不可抓取)' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 7.23职业平衡 + 基础 = [int(i*1.085*1.1869) for i in [0, 7979, 8789, 9598, 10406, 11216, 12026, 12835, 13645, 14453, 15264, 16073, 16882, 17693, 18501, 19310, 20120, 20929, 21738, 22547, 23356, 24167, 24976, 25785, 26593, 27403, 28213, 29023, 29832, 30640, 31451, 32260, 33070, 33880, 34688, 35498, + 36307, 37117, 37927, 38735, 39544, 40355, 41164, 41974, 42782, 43591, 44402, 45211, 46020, 46829, 47639, 48448, 49258, 50068, 50877, 51686, 52495, 53307, 54115, 54925, 55735, 56544, 57354, 58162, 58971, 59781, 60590, 61399, 62208, 63018, 63827]] + 直伤倍率 = 1.2 # 不可抓取 + 涂毒基础 = [int(i*1.085*1.1868) for i in [0, 798, 879, 960, 1040, 1122, 1202, 1284, 1363, 1445, 1526, 1608, 1689, 1769, 1851, 1931, 2012, 2093, 2174, 2254, 2336, 2416, 2498, 2577, 2659, 2740, 2820, 2901, 2982, 3063, 3144, 3225, 3307, 3387, 3468, + 3549, 3630, 3711, 3791, 3872, 3954, 4036, 4116, 4197, 4278, 4358, 4439, 4521, 4601, 4682, 4763, 4845, 4927, 5006, 5088, 5168, 5250, 5330, 5411, 5492, 5574, 5654, 5736, 5816, 5898, 5977, 6059, 6140, 6220, 6301, 6382]] + # 三觉加强(1.121) + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.27 + self.CD *= 1.00 + if x == 1: + self.倍率 *= 1.36 + self.CD *= 1.00 + + +class 技能12(主动技能): + 名称 = '毒雷引爆' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + # 7.23职业平衡 + 基础 = [int(i*1.085*1.2155) for i in [0, 1251, 1377, 1503, 1630, 1760, 1885, 2010, 2140, 2265, 2393, 2519, 2646, 2773, 2902, 3025, 3154, 3280, 3408, 3531, 3662, 3786, 3915, 4041, 4167, 4294, 4422, 4548, 4674, 4803, 4929, 5056, 5182, 5308, 5436, + 5564, 5689, 5818, 5945, 6071, 6198, 6324, 6452, 6579, 6707, 6831, 6960, 7086, 7211, 7340, 7467, 7592, 7720, 7848, 7975, 8102, 8228, 8354, 8481, 8610, 8734, 8863, 8988, 9118, 9242, 9371, 9498, 9625, 9751, 9879, 10005]] + 中毒基础 = [int(i*1.085*1.2159) for i in [0, 308, 340, 371, 401, 434, 464, 497, 529, 558, 591, 621, 654, 683, 715, 747, 777, 810, 840, 872, 904, 934, 967, 996, 1029, 1059, 1092, 1123, 1153, 1186, 1216, 1249, 1280, 1311, 1342, 1373, 1405, + 1436, 1468, 1499, 1530, 1562, 1594, 1625, 1655, 1687, 1718, 1748, 1781, 1812, 1844, 1876, 1905, 1938, 1969, 1999, 2031, 2062, 2094, 2124, 2157, 2188, 2219, 2251, 2281, 2313, 2344, 2376, 2407, 2439, 2470]] + 涂毒基础 = [int(i*1.085*1.2163) for i in [0, 143, 157, 171, 189, 202, 216, 232, 246, 261, 275, 291, 305, 319, 334, 350, 364, 378, 393, 409, 423, 438, 452, 468, 481, 497, 512, 526, 542, 556, 570, 585, 598, 615, 630, 644, + 659, 674, 688, 703, 717, 732, 749, 762, 777, 791, 806, 821, 835, 850, 867, 880, 895, 910, 924, 938, 955, 969, 983, 997, 1014, 1028, 1041, 1058, 1073, 1087, 1101, 1115, 1131, 1146, 1160]] + # 三觉加强(1.09) + CD = 24.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.07 + self.CD *= 0.90 + if x == 1: + self.倍率 *= 1.16 + self.CD *= 0.90 + + +class 技能13(主动技能): + 名称 = '街头风暴' + 备注 = '(数学期望)' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + # 7.23职业平衡 + 基础1 = [int(i*1.085*1.2262) for i in [0, 361, 397, 433, 471, 506, 543, 581, 617, 654, 690, 727, 763, 800, 835, 873, 910, 947, 985, 1019, 1057, 1092, 1130, 1168, 1202, 1240, 1278, 1314, 1350, 1387, 1424, 1459, 1497, 1532, 1569, 1607, 1643, + 1681, 1716, 1753, 1789, 1826, 1863, 1899, 1936, 1971, 2010, 2045, 2083, 2120, 2155, 2193, 2228, 2265, 2302, 2340, 2377, 2412, 2450, 2484, 2523, 2559, 2595, 2633, 2667, 2707, 2742, 2779, 2817, 2852, 2889]] + 直伤倍率1 = 20 + 基础2 = [int(i*1.085*1.226) for i in [0, 717, 790, 864, 936, 1008, 1081, 1156, 1228, 1301, 1374, 1447, 1519, 1592, 1665, 1738, 1812, 1884, 1956, 2028, 2103, 2176, 2249, 2320, 2393, 2466, 2540, 2612, 2685, 2759, 2831, 2903, 2976, 3050, 3122, 3195, + 3269, 3341, 3414, 3487, 3560, 3632, 3706, 3779, 3850, 3922, 3998, 4071, 4143, 4215, 4288, 4361, 4433, 4506, 4579, 4652, 4726, 4798, 4871, 4944, 5017, 5090, 5163, 5235, 5308, 5382, 5454, 5527, 5601, 5674, 5744]] + 直伤倍率2 = 5 + 中毒基础 = [int(i*1.085*1.226) for i in [0, 1785, 1967, 2148, 2328, 2510, 2690, 2873, 3053, 3233, 3415, 3597, 3778, 3959, 4139, 4321, 4502, 4684, 4865, 5046, 5226, 5408, 5589, 5770, 5952, 6133, 6313, 6495, 6677, 6857, 7039, 7220, 7400, 7582, 7764, 7944, 8126, + 8304, 8487, 8669, 8851, 9030, 9213, 9394, 9575, 9755, 9938, 10119, 10300, 10479, 10662, 10843, 11023, 11204, 11386, 11568, 11747, 11929, 12112, 12293, 12472, 12653, 12836, 13018, 13197, 13379, 13561, 13740, 13922, 14103, 14285]] + 中毒倍率 = 1 + 涂毒基础1 = [int(i*1.085*1.2276) for i in [0, 35, 38, 42, 47, 50, 54, 58, 61, 65, 69, 72, 76, 81, 83, 86, 90, 94, 99, 101, 105, 109, 113, 117, 120, 123, 127, 132, 134, 139, 142, 145, 150, 152, 156, 160, 164, + 168, 172, 174, 178, 183, 186, 191, 193, 197, 201, 204, 208, 211, 214, 219, 223, 225, 229, 234, 237, 242, 244, 248, 253, 256, 259, 263, 265, 270, 274, 277, 281, 284, 288]] + 涂毒倍率1 = 20 + 涂毒基础2 = [int(i*1.085*1.2249) for i in [0, 72, 79, 85, 94, 100, 106, 115, 123, 130, 137, 144, 151, 158, 165, 174, 179, 188, 196, 202, 209, 217, 225, 232, 238, 247, 255, 259, 268, 275, 283, 289, 297, 306, 311, + 319, 327, 334, 341, 348, 356, 362, 370, 378, 384, 391, 400, 407, 414, 421, 428, 437, 442, 449, 458, 465, 472, 480, 486, 493, 501, 510, 516, 522, 531, 538, 544, 552, 560, 567, 574]] + 涂毒倍率2 = 5 + # 三觉加强(1.108) + CD = 45.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return ((self.基础1[self.等级] * self.直伤倍率1 * self.直伤倍率) + + (self.基础2[self.等级] * self.直伤倍率2 * self.直伤倍率) + + (self.中毒基础[self.等级] * self.中毒倍率) + + (self.涂毒基础1[self.等级] * self.涂毒倍率1 * self.涂毒倍率) + + (self.涂毒基础2[self.等级] * self.涂毒倍率2 * self.涂毒倍率)) * self.倍率 * (1 + self.TP成长 * self.TP等级) + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.直伤倍率1 = 0 + self.直伤倍率2 = 25 * 0.74 + self.中毒倍率 = 0.74 + self.涂毒倍率1 = 0 + self.涂毒倍率2 = 25 * 0.74 + if x == 1: + self.直伤倍率1 = 0 + self.直伤倍率2 = 25 * 0.74 * 1.06 + self.中毒倍率 = 0.74 * 1.06 + self.涂毒倍率1 = 0 + self.涂毒倍率2 = 25 * 0.74 * 1.06 + + +class 技能14(被动技能): + 名称 = '猛毒之血' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.035 + 0.015 * self.等级, 5) + + +class 技能15(主动技能): + 名称 = '死亡毒雾' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + CD = 145 + # 7.23职业平衡 + 基础 = [int(i*1.085*1.1438) for i in [0, 37728, 46560, 55408, 64272, 73104, 81944, 90800, 99632, 108448, 117312, 126160, 134992, 143840, 152688, 161528, 170376, 179200, 188064, 196872, 205736, 214592, 223432, 232272, 241104, 249944, 258768, 267640, 276472, 285328, 294160, 303008, 311864, 320712, 329536, 338368, + 347208, 356064, 364928, 373744, 382600, 391440, 400272, 409144, 417960, 426824, 435656, 444496, 453336, 462192, 471040, 479872, 488720, 497536, 506376, 515248, 524072, 532928, 541768, 550608, 559472, 568304, 577136, 585968, 594824, 603656, 612520, 621360, 630192, 639056, 647888]] + 中毒基础 = [int(i*1.085*1.1439) for i in [0, 636, 783, 930, 1079, 1226, 1372, 1520, 1668, 1816, 1964, 2110, 2258, 2405, 2551, 2702, 2848, 2995, 3143, 3289, 3437, 3585, 3733, 3881, 4028, 4174, 4323, 4470, 4617, 4765, 4912, 5060, 5208, 5355, 5503, 5649, + 5796, 5946, 6093, 6239, 6387, 6534, 6682, 6830, 6977, 7125, 7272, 7419, 7568, 7715, 7861, 8009, 8157, 8305, 8453, 8599, 8747, 8894, 9040, 9191, 9337, 9484, 9632, 9778, 9926, 10074, 10222, 10370, 10517, 10663, 10812]] + 涂毒基础 = [int(i*1.085*1.1439) for i in [0, 3792, 4680, 5552, 6432, 7312, 8200, 9088, 9960, 10848, 11728, 12592, 13480, 14360, 15248, 16128, 17008, 17896, 18760, 19648, 20528, 21400, 22288, 23176, 24056, 24936, 25808, 26696, 27584, 28456, 29336, 30224, 31096, 31976, 32856, 33744, + 34632, 35504, 36392, 37272, 38136, 39024, 39904, 40792, 41672, 42552, 43440, 44304, 45184, 46072, 46944, 47832, 48720, 49600, 50480, 51352, 52240, 53128, 53992, 54880, 55768, 56640, 57520, 58400, 59288, 60176, 61048, 61928, 62816, 63680, 64568]] + 力智 = [0, 0, 0, 0, 0, 0, 130, 137, 143, 150, 156, 163, 169, 176, 182, 189, 195, 202, 208, 215, 221, 228, 234, 241, 247, 254, 260, 267, 273, 280, 286, 293, 299, 306, 312, 319, + 325, 332, 338, 345, 351, 358, 364, 371, 377, 384, 390, 397, 403, 410, 416, 423, 429, 436, 442, 449, 455, 462, 468, 475, 481, 488, 494, 501, 507, 514, 520, 527, 533, 540, 546] + 防御 = [0, 0, 0, 1699, 1916, 2144, 2382, 2634, 2896, 3172, 3458, 3757, 4066, 4390, 4724, 5069, 5428, 5797, 6178, 6570, 6976, 7393, 7821, 8262, 8714, 9178, 9654, 10141, 10641, 11153, 11675, 12210, 12758, 13316, 13885, 14469, 15063, 15669, + 16286, 16917, 17558, 18210, 18876, 19553, 20241, 20942, 21654, 22378, 23114, 23862, 24384, 22959, 23447, 23934, 24421, 24908, 25396, 25882, 26369, 26857, 27343, 27830, 28318, 28804, 29292, 29779, 30267, 30753, 31240, 31728, 32214] + + def 力智加成(self): + return self.力智[self.等级] + + def 防御减少(self): + return self.防御[self.等级] + + def 技能描述(self, 武器类型): + temp = '力量/智力+' + str(self.力智加成()) + temp += '
防御减少:' + str(self.防御减少()) + return temp + + +class 技能16(主动技能): + 名称 = '猛毒擒月炎' + 备注 = '(异常状态*3)' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + CD = 30.0 + # 7.23职业平衡 + 基础 = [int(i*1.085*1.1863*0.94) for i in [0, 10088, 11115, 12137, 13160, 14184, 15208, 16232, 17256, 18279, 19302, 20327, 21352, 22374, 23400, 24422, 25445, 26469, 27493, 28516, 29540, 30565, 31587, 32610, 33636, 34657, 35682, 36705, 37730, 38751, 39776, 40801, 41824, 42846, 43871, + 44895, 45920, 46944, 47967, 48991, 50014, 51036, 52062, 53085, 54107, 55133, 56157, 57180, 58204, 59226, 60250, 61276, 62298, 63323, 64347, 65370, 66392, 67417, 68440, 69464, 70488, 71513, 72534, 73558, 74582, 75606, 76628, 77652, 78678, 79703, 80725]] + 直伤倍率 = 1.6 # 异常增伤 + 中毒基础 = [int(i*1.085*1.1862*0.94) for i in [0, 1596, 1758, 1920, 2083, 2245, 2406, 2568, 2731, 2894, 3055, 3216, 3380, 3541, 3703, 3865, 4029, 4189, 4351, 4514, 4675, 4836, 4999, 5160, 5323, 5485, 5646, 5808, 5971, 6134, 6295, 6457, 6620, 6781, 6943, 7105, 7269, + 7430, 7591, 7754, 7915, 8077, 8238, 8400, 8563, 8725, 8888, 9048, 9212, 9374, 9535, 9698, 9860, 10023, 10183, 10346, 10509, 10671, 10832, 10993, 11155, 11317, 11479, 11643, 11803, 11965, 12128, 12291, 12452, 12614, 12776]] + 中毒倍率 = 1.6 + 涂毒基础 = [int(i*1.085*1.1864*0.94) for i in [0, 1167, 1286, 1404, 1524, 1643, 1760, 1880, 1998, 2113, 2234, 2355, 2471, 2592, 2710, 2828, 2947, 3065, 3182, 3304, 3421, 3539, 3660, 3776, 3895, 4014, 4131, 4251, 4369, 4488, 4607, 4728, 4842, 4961, 5081, + 5200, 5318, 5438, 5556, 5674, 5793, 5909, 6028, 6150, 6268, 6384, 6504, 6624, 6740, 6860, 6979, 7095, 7216, 7335, 7451, 7571, 7690, 7807, 7926, 8046, 8163, 8283, 8402, 8522, 8637, 8755, 8875, 8993, 9113, 9232, 9349]] + 涂毒倍率 = 1.6 + # 三觉加强(1.163) + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.06 + self.直伤倍率 = 1+(0.2+.05)*3 # 异常增伤 + self.中毒倍率 = 1+(0.2+.05)*3 # 异常增伤 + self.涂毒倍率 = 1+(0.2+.05)*3 # 异常增伤 + self.CD *= 0.80 + if x == 1: + self.倍率 *= 1.15 + self.直伤倍率 = 1+(0.2+.05)*3 # 异常增伤 + self.中毒倍率 = 1+(0.2+.05)*3 # 异常增伤 + self.涂毒倍率 = 1+(0.2+.05)*3 # 异常增伤 + self.CD *= 0.80 + + +class 技能17(主动技能): + 名称 = '爆碎砖袭' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + # 7.23职业平衡 + 基础1 = [int(i*1.085*1.28) for i in [0, 3247, 3577, 3906, 4235, 4564, 4894, 5224, 5553, 5882, 6211, 6541, 6871, 7200, 7530, 7857, 8187, 8517, 8846, 9176, 9504, 9834, 10164, 10493, 10823, 11152, 11482, + 11812, 12141, 12471, 12800, 13129, 13459, 13788, 14118, 14447, 14775, 15105, 15434, 15764, 16094, 16422, 16752, 17081, 17411, 17741, 18070, 18399, 18728, 19058, 19388]] + 直伤倍率1 = 1 # 冲击波攻击力 + 基础2 = [int(i*1.085*1.28) for i in [0, 1623, 1788, 1953, 2117, 2282, 2446, 2611, 2776, 2941, 3106, 3270, 3435, 3600, 3765, 3928, 4093, 4257, 4422, 4587, 4752, 4917, 5081, 5246, 5411, + 5575, 5740, 5904, 6069, 6234, 6399, 6564, 6728, 6893, 7058, 7223, 7388, 7552, 7717, 7882, 8047, 8212, 8376, 8541, 8706, 8871, 9036, 9199, 9364, 9529, 9694]] + 直伤倍率2 = 2 # 砖块攻击力 + 基础3 = [int(i*1.085*1.28) for i in [0, 972, 1071, 1170, 1269, 1367, 1466, 1565, 1664, 1763, 1862, 1960, 2057, 2156, 2256, 2355, 2454, 2551, 2650, 2749, 2848, 2947, 3046, 3144, 3243, + 3341, 3440, 3539, 3638, 3736, 3836, 3934, 4033, 4132, 4231, 4329, 4428, 4525, 4625, 4724, 4823, 4920, 5020, 5120, 5217, 5316, 5415, 5513, 5612, 5711, 5809]] + 直伤倍率3 = 4 # 砖块爆炸攻击力 + 基础4 = [int(i*1.085*1.28) for i in [0, 7152, 7878, 8604, 9329, 10056, 10782, 11508, 12232, 12958, 13683, 14410, 15136, 15861, 16587, 17312, 18038, 18764, 19491, 20215, 20941, 21667, 22392, 23118, 23843, 24569, + 25294, 26021, 26747, 27473, 28198, 28923, 29650, 30375, 31101, 31826, 32552, 33277, 34003, 34729, 35456, 36181, 36906, 37632, 38357, 39083, 39808, 40534, 41259, 41986, 42712]] + 直伤倍率4 = 1 # 最后爆炸攻击力 + 涂毒基础1 = [int(i*1.085*1.2797) for i in [0, 325, 358, 390, 424, 456, 489, 523, 555, 589, 621, 654, 688, 720, 753, 786, 817, 851, 883, 917, 951, 982, 1016, 1048, 1082, 1115, 1147, + 1181, 1212, 1247, 1280, 1312, 1346, 1377, 1412, 1445, 1476, 1511, 1542, 1576, 1610, 1641, 1675, 1707, 1741, 1775, 1806, 1840, 1872, 1906, 1939]] + 涂毒倍率1 = 1 # 冲击波攻击力 + 涂毒基础2 = [int(i*1.085*1.2789) for i in [0, 162, 178, 194, 211, 228, 244, 260, 277, 293, 310, 327, 342, 359, 376, 392, 409, 425, 441, 458, 475, 491, 507, 524, 541, + 557, 574, 590, 606, 623, 640, 656, 672, 689, 705, 722, 739, 754, 771, 788, 804, 821, 837, 853, 870, 887, 903, 919, 936, 953, 969]] + 涂毒倍率2 = 2 # 砖块攻击力 + 涂毒基础3 = [int(i*1.085*1.2793) for i in [0, 96, 107, 116, 127, 136, 147, 156, 166, 177, 185, 196, 205, 215, 226, 234, 244, 255, 265, 275, 284, 295, 304, 314, 323, + 334, 343, 353, 363, 374, 384, 392, 403, 413, 423, 433, 441, 452, 462, 471, 482, 491, 502, 512, 522, 532, 541, 551, 560, 570, 581]] + 涂毒倍率3 = 4 # 砖块爆炸攻击力 + 涂毒基础4 = [int(i*1.085*1.28) for i in [0, 714, 787, 860, 932, 1005, 1078, 1151, 1223, 1295, 1367, 1441, 1513, 1585, 1659, 1730, 1804, 1876, 1949, 2022, 2093, 2166, 2239, 2311, 2383, + 2456, 2529, 2602, 2674, 2748, 2819, 2892, 2963, 3037, 3110, 3181, 3255, 3327, 3400, 3473, 3546, 3618, 3690, 3762, 3836, 3907, 3980, 4053, 4125, 4198, 4271]] + 涂毒倍率4 = 1 # 最后爆炸攻击力 + CD = 50.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return ( + (self.基础1[self.等级] * self.直伤倍率1 * self.直伤倍率) + + (self.基础2[self.等级] * self.直伤倍率2 * self.直伤倍率) + + (self.基础3[self.等级] * self.直伤倍率3 * self.直伤倍率) + + (self.基础4[self.等级] * self.直伤倍率4 * self.直伤倍率) + + (self.涂毒基础1[self.等级] * self.涂毒倍率1 * self.涂毒倍率) + + (self.涂毒基础2[self.等级] * self.涂毒倍率2 * self.涂毒倍率) + + (self.涂毒基础3[self.等级] * self.涂毒倍率3 * self.涂毒倍率) + + (self.涂毒基础4[self.等级] * self.涂毒倍率4 * self.涂毒倍率)) * self.倍率 * (1 + self.TP成长 * self.TP等级) + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.直伤倍率2 = 0 + self.直伤倍率4 = 0 + self.直伤倍率1 = 1 + self.直伤倍率3 = 15 + self.涂毒倍率2 = 0 + self.涂毒倍率4 = 0 + self.涂毒倍率1 = 1 + self.涂毒倍率3 = 15 + self.倍率 *= 1.10 + self.CD *= 1.00 + if x == 1: + self.直伤倍率2 = 0 + self.直伤倍率4 = 0 + self.直伤倍率1 = 1 + self.直伤倍率3 = 15 + self.涂毒倍率2 = 0 + self.涂毒倍率4 = 0 + self.涂毒倍率1 = 1 + self.涂毒倍率3 = 15 + self.倍率 *= 1.18 + self.CD *= 1.00 + + +class 技能18(被动技能): + 名称 = '猛毒之伤' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.16 + 0.02 * self.等级, 5) + + +class 技能19(主动技能): + 名称 = '连环毒爆弹' + 备注 = '(秘制毒爆弹)' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + # 7.23职业平衡 + 基础1 = [int(i*1.085*1.1773) for i in [0, 20936, 23059, 25184, 27308, 29431, 31555, 33678, 35804, 37928, 40051, 42176, 44299, 46424, 48546, 50671, 52795, 54919, 57044, 59167, 61292, 63415, 65539, 67663, 69786, 71911, + 74033, 76158, 78283, 80407, 82531, 84654, 86779, 88902, 91026, 93150, 95274, 97398, 99522, 101647, 103770, 105895, 108019, 110141, 112266, 114389, 116514, 118638, 120761, 122887, 125010]] + 直伤倍率1 = 1.5 + 基础2 = [int(i*1.085*1.1773) for i in [0, 8958, 9868, 10777, 11687, 12594, 13505, 14412, 15322, 16230, 17140, 18049, 18959, 19866, 20777, 21684, 22594, 23502, 24412, 25320, 26231, 27138, 28048, 28956, 29866, 30773, + 31684, 32592, 33502, 34410, 35320, 36228, 37138, 38045, 38956, 39864, 40774, 41682, 42592, 43499, 44410, 45317, 46227, 47136, 48046, 48953, 49864, 50771, 51681, 52589, 53499]] + 直伤倍率2 = 1.4 + 中毒基础 = [int(i*1.085*1.177) for i in [0, 700, 771, 842, 914, 986, 1057, 1128, 1199, 1269, 1342, 1413, 1483, 1554, 1624, 1697, 1768, 1838, 1909, 1981, 2052, 2125, 2195, 2266, 2337, 2407, + 2480, 2550, 2621, 2692, 2763, 2835, 2906, 2977, 3048, 3118, 3190, 3263, 3333, 3404, 3475, 3546, 3618, 3688, 3760, 3831, 3901, 3973, 4044, 4115, 4186]] + 中毒倍率 = 1.4 + 涂毒基础1 = [int(i*1.085*1.1773) for i in [0, 2093, 2304, 2518, 2731, 2943, 3155, 3367, 3580, 3793, 4004, 4216, 4429, 4643, 4854, 5067, 5279, 5491, 5703, 5916, 6129, 6341, 6554, 6766, 6978, 7190, + 7403, 7615, 7828, 8041, 8253, 8464, 8678, 8890, 9102, 9314, 9526, 9740, 9953, 10164, 10376, 10589, 10802, 11013, 11226, 11438, 11652, 11863, 12076, 12288, 12500]] + 涂毒倍率1 = 1.5 + 涂毒基础2 = [int(i*1.085*1.1773) for i in [0, 965, 1063, 1161, 1260, 1357, 1455, 1553, 1652, 1750, 1847, 1945, 2043, 2141, 2239, 2339, 2436, 2534, 2632, 2730, 2827, 2926, 3024, 3122, 3220, + 3318, 3416, 3515, 3613, 3711, 3808, 3906, 4004, 4102, 4199, 4298, 4396, 4494, 4591, 4689, 4788, 4886, 4984, 5081, 5179, 5278, 5376, 5475, 5573, 5670, 5768]] + 涂毒倍率2 = 1.4 + CD = 40.0 + + def 等效百分比(self, 武器类型): + return ((self.基础1[self.等级] * self.直伤倍率1 * self.直伤倍率) + + (self.基础2[self.等级] * self.直伤倍率2 * self.直伤倍率) + + (self.中毒基础[self.等级] * self.中毒倍率) + + (self.涂毒基础1[self.等级] * self.涂毒倍率1 * self.涂毒倍率) + + (self.涂毒基础2[self.等级] * self.涂毒倍率2 * self.涂毒倍率)) * self.倍率 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.33 + self.CD *= 0.9 + + +class 技能20(主动技能): + 名称 = '毒龙轰天雷' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + # 7.23职业平衡 + 基础1 = [int(i*1.085*1.1863) for i in [0, 6938, 7642, 8347, 9050, 9753, 10458, 11162, 11866, 12569, 13274, 13978, 14681, 15384, 16090, 16793, 17497, 18200, 18905, 19609, 20312, 21015, 21721, 22424, 23128, 23832, 24536, 25240, 25943, 26647, 27352, 28055, 28760, 29463, 30167, 30871, + 31575, 32278, 32983, 33687, 34391, 35094, 35798, 36503, 37206, 37909, 38615, 39318, 40022, 40725, 41430, 42134, 42837, 43540, 44247, 44949, 45654, 46356, 47063, 47765, 48469, 49172, 49878, 50580, 51286, 51988, 52694, 53396, 54101, 54803, 55509]] + 直伤倍率1 = 1 + 基础2 = [int(i*1.085*1.1863) for i in [0, 6655, 7328, 8006, 8680, 9355, 10030, 10706, 11381, 12057, 12731, 13408, 14081, 14757, 15431, 16107, 16782, 17459, 18134, 18807, 19483, 20158, 20833, 21508, 22184, 22859, 23534, 24209, 24884, 25559, 26235, 26910, 27585, 28259, 28936, 29611, + 30285, 30960, 31637, 32311, 32987, 33662, 34336, 35012, 35687, 36362, 37037, 37713, 38388, 39062, 39737, 40413, 41089, 41764, 42438, 43115, 43788, 44465, 45139, 45814, 46489, 47166, 47840, 48516, 49191, 49865, 50541, 51215, 51891, 52567, 53242]] + 直伤倍率2 = 5 + 基础3 = [int(i*1.085*1.1862) for i in [0, 420, 464, 507, 549, 592, 635, 678, 720, 763, 806, 849, 892, 935, 977, 1019, 1063, 1105, 1148, 1189, 1234, 1277, 1320, 1360, 1405, 1448, 1489, 1532, 1576, 1620, 1661, 1703, 1747, 1790, 1832, 1874, + 1918, 1960, 2002, 2045, 2089, 2131, 2174, 2217, 2261, 2302, 2346, 2388, 2432, 2473, 2516, 2559, 2602, 2645, 2686, 2730, 2773, 2816, 2858, 2901, 2945, 2987, 3029, 3072, 3115, 3158, 3201, 3243, 3286, 3330, 3371]] + 直伤倍率3 = 10 + 中毒基础 = [int(i*1.085*1.1862) for i in [0, 280, 309, 339, 366, 394, 422, 451, 480, 509, 537, 566, 593, 623, 652, 680, 708, 738, 764, 794, 822, 851, 879, 909, 936, 965, 993, 1022, 1051, 1078, 1107, 1135, 1163, 1192, 1222, 1250, 1278, + 1306, 1335, 1364, 1393, 1421, 1449, 1476, 1506, 1535, 1564, 1593, 1621, 1648, 1678, 1706, 1736, 1763, 1792, 1819, 1848, 1877, 1906, 1935, 1962, 1991, 2019, 2049, 2076, 2105, 2133, 2161, 2190, 2220, 2248]] + 中毒倍率 = 10 + 涂毒基础1 = [int(i*1.085*1.1861) for i in [0, 693, 764, 834, 905, 974, 1046, 1116, 1186, 1255, 1328, 1397, 1466, 1537, 1609, 1679, 1748, 1819, 1891, 1960, 2030, 2101, 2173, 2242, 2311, 2382, 2455, 2522, 2593, 2664, 2735, 2804, 2875, 2946, 3017, 3086, + 3157, 3228, 3299, 3368, 3438, 3508, 3580, 3649, 3720, 3790, 3861, 3931, 4002, 4071, 4143, 4213, 4283, 4353, 4425, 4495, 4564, 4634, 4707, 4776, 4845, 4916, 4988, 5057, 5127, 5198, 5270, 5339, 5409, 5480, 5551]] + 涂毒倍率1 = 1 + 涂毒基础2 = [int(i*1.085*1.1865) for i in [0, 804, 888, 968, 1052, 1133, 1215, 1296, 1378, 1461, 1542, 1624, 1704, 1786, 1868, 1951, 2031, 2113, 2194, 2278, 2359, 2442, 2522, 2605, 2685, 2769, 2849, 2932, 3012, 3095, 3176, 3259, 3340, 3422, 3503, + 3586, 3667, 3750, 3832, 3913, 3994, 4077, 4159, 4240, 4321, 4403, 4486, 4567, 4649, 4730, 4811, 4894, 4976, 5057, 5140, 5221, 5303, 5385, 5467, 5549, 5630, 5712, 5794, 5876, 5957, 6039, 6120, 6203, 6284, 6366, 6447]] + 涂毒倍率2 = 5 + # 三觉加强(1.072) + CD = 45.0 + + def 等效百分比(self, 武器类型): + return ((self.基础1[self.等级] * self.直伤倍率1 * self.直伤倍率) + + (self.基础2[self.等级] * self.直伤倍率2 * self.直伤倍率) + + (self.基础3[self.等级] * self.直伤倍率3 * self.直伤倍率) + + (self.中毒基础[self.等级] * self.中毒倍率) + + (self.涂毒基础1[self.等级] * self.涂毒倍率1 * self.涂毒倍率) + + (self.涂毒基础2[self.等级] * self.涂毒倍率2 * self.涂毒倍率)) * self.倍率 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.33 + + +class 技能21(被动技能): + 名称 = '万毒噬心诀' + 备注 = '(BUFF)' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + CD = 60.0 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.00 + 0.02 * self.等级, 5) + # 技攻倍率不包含蛇拳x3 x4 x5 + + +class 技能22(主动技能): + 名称 = '禁技:万毒蛇窟' + 所在等级 = 85 + 等级上限 = 1 + 基础等级 = 1 + # 7.23职业平衡 + 基础 = [int(i*1.085*1.2054) for i in [0, 8908, 10974, 13040, 15104, 17171, 19235, 21301, 23368, 25433, 27500, 29564, 31631, 33696, 35762, 37827, 39893, 41957, 44024, 46090, 48156, 50222, 52287, 54353, 56420, 58484, + 60550, 62616, 64681, 66746, 68813, 70878, 72945, 75009, 77075, 79142, 81206, 83273, 85338, 87403, 89469, 91535, 93602, 95667, 97733, 99798, 101864, 103929, 105995, 108061, 110126]] + 直伤倍率 = 8 + 涂毒基础 = [int(i*1.085*1.2055) for i in [0, 890, 1097, 1305, 1512, 1717, 1924, 2130, 2336, 2544, 2749, 2957, 3162, 3369, 3576, 3783, 3991, 4196, 4403, 4610, 4815, 5022, 5228, 5436, 5642, 5848, + 6055, 6262, 6469, 6674, 6882, 7089, 7294, 7501, 7707, 7913, 8121, 8327, 8534, 8740, 8947, 9155, 9361, 9568, 9773, 9980, 10187, 10392, 10600, 10805, 11013]] + 涂毒倍率 = 8 + # 三觉加强(1.1487) + CD = 180.0 + + +class 技能23(主动技能): + 名称 = '万毒噬心诀x5' + 所在等级 = 85 + 等级上限 = 1 + 基础等级 = 1 + # 7.23职业平衡 + 基础 = [int(i*1.085*1.2054) for i in [0, 12636, 14333, 16031, 17727, 19423, 21122, 22819, 24516, 26214, 27911, 29608, 31307, 33003, 34702, 36398, 38097, 39793, 41490, 43188, 44885, 46583, 48282, 49977, 51674, + 53373, 55071, 56767, 58464, 60160, 61860, 63557, 65253, 66953, 68645, 70342, 72043, 73740, 75437, 77135, 78829, 80531, 82228, 83923, 85625, 87320, 89015, 90716, 92412, 94111, 95807]] + 涂毒基础 = [int(i*1.085*1.2046) for i in [0, 1265, 1432, 1602, 1771, 1940, 2111, 2281, 2448, 2620, 2789, 2958, 3130, 3296, 3468, 3639, 3807, 3980, 4146, 4318, 4488, 4655, 4827, 4996, 5166, + 5336, 5506, 5675, 5845, 6015, 6186, 6354, 6525, 6693, 6864, 7034, 7200, 7371, 7541, 7711, 7882, 8050, 8222, 8390, 8562, 8732, 8900, 9071, 9241, 9410, 9579]] + # 三觉加强(1.05) + CD = 0.1 + + +class 技能24(主动技能): + 名称 = '万毒噬心诀x4' + 所在等级 = 85 + 等级上限 = 1 + 基础等级 = 1 + # 7.23职业平衡 + 基础 = [int(i*1.085*1.2054) for i in [0, 8864, 10184, 11505, 12823, 14143, 15465, 16784, 18104, 19424, 20744, 22064, 23386, 24705, 26026, 27345, 28667, 29986, 31306, 32626, 33946, 35267, 36589, 37907, 39226, 40548, + 41869, 43188, 44508, 45826, 47149, 48470, 49789, 51112, 52426, 53746, 55070, 56390, 57709, 59030, 60347, 61671, 62991, 64309, 65633, 66951, 68269, 69593, 70912, 72233, 73552]] + 涂毒基础 = [int(i*1.085*1.2045) for i in [0, 888, 1017, 1150, 1281, 1413, 1545, 1677, 1807, 1941, 2073, 2204, 2338, 2468, 2601, 2734, 2864, 2999, 3129, 3262, 3394, 3523, 3657, 3790, 3922, + 4054, 4186, 4317, 4451, 4582, 4715, 4845, 4978, 5110, 5242, 5374, 5503, 5636, 5770, 5901, 6034, 6164, 6298, 6430, 6563, 6695, 6825, 6958, 7092, 7223, 7354]] + # 三觉加强(1.05) + CD = 0.1 + + +class 技能25(主动技能): + 名称 = '万毒噬心诀x3' + 所在等级 = 85 + 等级上限 = 1 + 基础等级 = 1 + # 7.23职业平衡 + 基础 = [int(i*1.085*1.2054) for i in [0, 6224, 7166, 8110, 9051, 9994, 10939, 11880, 12824, 13767, 14709, 15652, 16596, 17538, 18482, 19424, 20369, 21310, 22253, 23196, 24139, 25083, 26027, 26968, 27910, 28855, + 29799, 30740, 31683, 32624, 33570, 34514, 35455, 36401, 37339, 38282, 39229, 40171, 41113, 42057, 42997, 43943, 44886, 45827, 46773, 47714, 48655, 49601, 50543, 51487, 52429]] + 涂毒基础 = [int(i*1.085*1.2044) for i in [0, 624, 716, 811, 904, 998, 1093, 1187, 1280, 1375, 1469, 1563, 1659, 1752, 1847, 1942, 2036, 2132, 2224, 2319, 2413, 2506, 2601, 2696, 2790, 2884, + 2980, 3073, 3169, 3262, 3357, 3451, 3545, 3639, 3733, 3827, 3920, 4014, 4110, 4204, 4299, 4393, 4488, 4582, 4677, 4771, 4865, 4959, 5055, 5148, 5241]] + # 三觉加强(1.05) + CD = 0.1 + + +class 技能26(被动技能): + 名称 = '身化万毒' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能27(主动技能): + 名称 = '钻心毒爆' + 备注 = '(命中形态)' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + # 7.23职业平衡 + # 直伤1(命中敌人) + 基础1 = [int(i*1.085*1.1994) for i in [0, 28772, 31691, 34610, 37529, 40448, 43367, 46286, 49205, 52124, 55043, 57962, 60881, 63800, 66719, 69638, 72557, 75476, 78395, 81314, + 84233, 87152, 90071, 92990, 95909, 98828, 101747, 104666, 107585, 110504, 113423, 116341, 119260, 122179, 125098, 128017, 130936, 133855, 136774, 139693, 142612]] + 直伤倍率1 = 1 + # 直伤2(爆炸*5) + 基础2 = [int(i*1.085*1.1994) for i in [0, 6739, 7422, 8106, 8790, 9474, 10157, 10841, 11525, 12208, 12892, 13576, 14259, 14943, 15627, 16311, 16994, 17678, 18362, + 19045, 19729, 20413, 21096, 21780, 22464, 23147, 23831, 24515, 25199, 25882, 26566, 27250, 27933, 28617, 29301, 29984, 30668, 31352, 32035, 32719, 33403]] + 直伤倍率2 = 5 + # 出血(命中敌人) + 出血基础 = [int(i*1.085*1.1993) for i in [0, 9590, 10563, 11536, 12509, 13482, 14455, 15428, 16401, 17374, 18347, 19320, 20293, 21266, 22239, 23212, 24185, 25158, 26131, + 27104, 28077, 29050, 30023, 30996, 31969, 32942, 33915, 34888, 35861, 36834, 37807, 38780, 39753, 40726, 41699, 42672, 43645, 44618, 45591, 46564, 47537]] + 出血倍率 = 1 + # 中毒(爆炸*5) + 中毒基础 = [int(i*1.085*1.1993) for i in [0, 1684, 1855, 2026, 2197, 2368, 2539, 2710, 2881, 3052, 3223, 3394, 3564, 3735, 3906, 4077, 4248, 4419, + 4590, 4761, 4932, 5103, 5274, 5445, 5616, 5786, 5957, 6128, 6299, 6470, 6641, 6812, 6983, 7154, 7325, 7496, 7667, 7838, 8008, 8179, 8350]] + 中毒倍率 = 5 + # 灼伤(爆炸*5) + 灼伤基础 = [int(i*1.085*1.1993) for i in [0, 1684, 1855, 2026, 2197, 2368, 2539, 2710, 2881, 3052, 3223, 3394, 3564, 3735, 3906, 4077, 4248, 4419, + 4590, 4761, 4932, 5103, 5274, 5445, 5616, 5786, 5957, 6128, 6299, 6470, 6641, 6812, 6983, 7154, 7325, 7496, 7667, 7838, 8008, 8179, 8350]] + 灼伤倍率 = 5 + # 涂毒1(命中敌人) + 涂毒基础1 = [int(i*1.085*1.1994) for i in [0, 3836, 4225, 4614, 5003, 5393, 5782, 6171, 6560, 6949, 7339, 7728, 8117, 8506, 8895, 9285, 9674, 10063, 10452, 10841, + 11231, 11620, 12009, 12398, 12787, 13177, 13566, 13955, 14344, 14733, 15123, 15512, 15901, 16290, 16679, 17069, 17458, 17847, 18236, 18625, 19015]] + 涂毒倍率1 = 1 + # 涂毒2(爆炸*5) + 涂毒基础2 = [int(i*1.085*1.1996) for i in [0, 1010, 1113, 1216, 1318, 1421, 1523, 1626, 1728, 1831, 1933, 2036, 2138, 2241, 2344, 2446, 2549, 2651, + 2754, 2856, 2959, 3061, 3164, 3267, 3369, 3472, 3574, 3677, 3779, 3882, 3984, 4087, 4190, 4292, 4395, 4497, 4600, 4702, 4805, 4907, 5010]] + 涂毒倍率2 = 5 + CD = 60.0 + + def 等效百分比(self, 武器类型): + return ((self.基础1[self.等级] * self.直伤倍率1 * self.直伤倍率) + + (self.基础2[self.等级] * self.直伤倍率2 * self.直伤倍率) + + (self.出血基础[self.等级] * self.出血倍率) + + (self.中毒基础[self.等级] * self.中毒倍率) + + (self.灼伤基础[self.等级] * self.灼伤倍率) + + (self.涂毒基础1[self.等级] * self.涂毒倍率1 * self.涂毒倍率) + + (self.涂毒基础2[self.等级] * self.涂毒倍率2 * self.涂毒倍率)) * self.倍率 + + +class 技能28(主动技能): + 名称 = '万毒噬心诀:毒龙吞天' + 备注 = '(压制形态)' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + # 7.23职业平衡 + # 直伤(解除束缚) + 基础1 = [int(i*1.085*1.2054) for i in [0, 7125, 8777, 10429, 12081, 13734, 15386, 17038, 18690, 20343, 21995, 23647, 25299, 26951, 28604, 30256, 31908, 33560, 35213, + 36865, 38517, 40169, 41821, 43474, 45126, 46778, 48430, 50083, 51735, 53387, 55039, 56691, 58344, 59996, 61648, 63300, 64953, 66605, 68257, 69909, 71561]] + 直伤倍率1 = 1 + # 中毒(毒气) + 中毒基础 = [int(i*1.085*1.2054) for i in [0, 21375, 26332, 31288, 36245, 41202, 46159, 51115, 56072, 61029, 65985, 70942, 75899, 80855, 85812, 90769, 95725, 100682, 105639, 110595, + 115552, 120509, 125465, 130422, 135379, 140335, 145292, 150249, 155205, 160162, 165119, 170075, 175032, 179989, 184945, 189902, 194859, 199815, 204772, 209729, 214685]] + 中毒倍率 = 1 + # 直伤2(膝踢) + 基础2 = [int(i*1.085*1.2054) for i in [0, 28500, 35109, 41718, 48327, 54936, 61545, 68154, 74763, 81372, 87980, 94589, 101198, 107807, 114416, 121025, 127634, 134243, 140852, 147460, + 154069, 160678, 167287, 173896, 180505, 187114, 193723, 200332, 206941, 213549, 220158, 226767, 233376, 239985, 246594, 253203, 259812, 266421, 273029, 279638, 286247]] + 直伤倍率2 = 1 + # 直伤3(下劈) + 基础3 = [int(i*1.085*1.2054) for i in [0, 42751, 52664, 62577, 72491, 82404, 92318, 102231, 112144, 122058, 131971, 141884, 151798, 161711, 171624, 181538, 191451, 201364, 211278, 221191, + 231104, 241018, 250931, 260844, 270758, 280671, 290584, 300498, 310411, 320324, 330238, 340151, 350064, 359978, 369891, 379804, 389718, 399631, 409545, 419458, 429371]] + 直伤倍率3 = 1 + # 直伤4(毒蛇群) + 基础4 = [int(i*1.085*1.2054) for i in [0, 8906, 10971, 13037, 15102, 17167, 19232, 21298, 23363, 25428, 27494, 29559, 31624, 33689, 35755, 37820, 39885, 41950, 44016, + 46081, 48146, 50212, 52277, 54342, 56407, 58473, 60538, 62603, 64669, 66734, 68799, 70864, 72930, 74995, 77060, 79126, 81191, 83256, 85321, 87387, 89452]] + 直伤倍率4 = 8 + # 直伤5(最后一击) + 基础5 = [int(i*1.085*1.2054) for i in [0, 114003, 140439, 166874, 193310, 219745, 246181, 272616, 299052, 325488, 351923, 378359, 404794, 431230, 457666, 484101, 510537, 536972, 563408, 589843, + 616279, 642715, 669150, 695586, 722021, 748457, 774893, 801328, 827764, 854199, 880635, 907070, 933506, 959942, 986377, 1012813, 1039248, 1065684, 1092119, 1118555, 1144991]] + 直伤倍率5 = 1 + # 涂毒1(膝踢) + 涂毒基础1 = [int(i*1.085*1.2055) for i in [0, 4275, 5266, 6257, 7249, 8240, 9231, 10223, 11214, 12205, 13197, 14188, 15179, 16171, 17162, 18153, 19145, 20136, 21127, + 22119, 23110, 24101, 25093, 26084, 27075, 28067, 29058, 30049, 31041, 32032, 33023, 34015, 35006, 35997, 36989, 37980, 38971, 39963, 40954, 41945, 42937]] + 涂毒倍率1 = 1 + # 涂毒2(下劈) + 涂毒基础2 = [int(i*1.085*1.2054) for i in [0, 5700, 7021, 8343, 9665, 10987, 12309, 13630, 14952, 16274, 17596, 18917, 20239, 21561, 22883, 24205, 25526, 26848, 28170, + 29492, 30813, 32135, 33457, 34779, 36101, 37422, 38744, 40066, 41388, 42709, 44031, 45353, 46675, 47997, 49318, 50640, 51962, 53284, 54605, 55927, 57249]] + 涂毒倍率2 = 1 + # 涂毒3(毒蛇群) + 涂毒基础3 = [int(i*1.085*1.2051) for i in [0, 890, 1097, 1303, 1510, 1716, 1923, 2129, 2336, 2542, 2749, 2955, 3162, 3368, 3575, 3782, 3988, 4195, + 4401, 4608, 4814, 5021, 5227, 5434, 5640, 5847, 6053, 6260, 6466, 6673, 6879, 7086, 7293, 7499, 7706, 7912, 8119, 8325, 8532, 8738, 8945]] + 涂毒倍率3 = 8 + # 涂毒4(最后一击) + 涂毒基础4 = [int(i*1.085*1.2054) for i in [0, 11400, 14043, 16687, 19331, 21974, 24618, 27261, 29905, 32548, 35192, 37835, 40479, 43123, 45766, 48410, 51053, 53697, 56340, + 58984, 61627, 64271, 66915, 69558, 72202, 74845, 77489, 80132, 82776, 85419, 88063, 90707, 93350, 95994, 98637, 101281, 103924, 106568, 109211, 111855, 114499]] + 涂毒倍率4 = 1 + CD = 290.0 + + def 等效百分比(self, 武器类型): + return ((self.基础1[self.等级] * self.直伤倍率1 * self.直伤倍率) + + (self.中毒基础[self.等级] * self.中毒倍率) + + (self.基础2[self.等级] * self.直伤倍率2 * self.直伤倍率) + + (self.基础3[self.等级] * self.直伤倍率3 * self.直伤倍率) + + (self.基础4[self.等级] * self.直伤倍率4 * self.直伤倍率) + + (self.基础5[self.等级] * self.直伤倍率5 * self.直伤倍率) + + (self.涂毒基础1[self.等级] * self.涂毒倍率1 * self.涂毒倍率) + + (self.涂毒基础2[self.等级] * self.涂毒倍率2 * self.涂毒倍率) + + (self.涂毒基础3[self.等级] * self.涂毒倍率3 * self.涂毒倍率) + + (self.涂毒基础4[self.等级] * self.涂毒倍率4 * self.涂毒倍率)) * self.倍率 + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +归元·街霸·女一觉序号 = 15 +归元·街霸·女二觉序号 = 22 +归元·街霸·女三觉序号 = 28 + +归元·街霸·女护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 归元·街霸·女护石选项.append(i.名称) + +归元·街霸·女符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 归元·街霸·女符文选项.append(i.名称) + + +class 归元·街霸·女角色属性(角色属性): + + 实际名称 = '归元·街霸·女' + 角色 = '格斗家(女)' + 职业 = '街霸' + + 武器选项 = ['爪'] + + 类型选择 = ['魔法百分比', '物理百分比'] + + 类型 = '魔法百分比' + 防具类型 = '重甲' + 防具精通属性 = ['力量', '智力'] + + 主BUFF = 9.50 + + 远古记忆 = 0 + + 死亡毒雾力智开关 = 0 + 毒伤结算丢失开关 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 站街力量(self): + return int(max(self.力量, self.智力)) + + def 站街智力(self): + return self.站街力量() + + def 面板力量(self): + return max(super().面板力量(), super().面板智力()) + + def 面板智力(self): + return self.面板力量() + + def 被动倍率计算(self): + super().被动倍率计算() + self.技能栏[self.技能序号['万毒噬心诀x3'] + ].被动倍率 /= self.技能栏[self.技能序号['万毒噬心诀']].加成倍率(self.武器类型) + self.技能栏[self.技能序号['万毒噬心诀x4'] + ].被动倍率 /= self.技能栏[self.技能序号['万毒噬心诀']].加成倍率(self.武器类型) + self.技能栏[self.技能序号['万毒噬心诀x5'] + ].被动倍率 /= self.技能栏[self.技能序号['万毒噬心诀']].加成倍率(self.武器类型) + self.技能栏[self.技能序号['万毒噬心诀x3']].等级 = self.技能栏[self.技能序号['万毒噬心诀']].等级 + self.技能栏[self.技能序号['万毒噬心诀x4']].等级 = self.技能栏[self.技能序号['万毒噬心诀']].等级 + self.技能栏[self.技能序号['万毒噬心诀x5']].等级 = self.技能栏[self.技能序号['万毒噬心诀']].等级 + self.技能栏[self.技能序号['禁技:万毒蛇窟']].等级 = self.技能栏[self.技能序号['万毒噬心诀']].等级 + + x = self.技能栏[self.技能序号['双重投掷']].等级 + self.技能栏[self.技能序号['抛沙']].直伤倍率 *= 1 + 0.30 + 0.02 * x + self.技能栏[self.技能序号['抛沙']].涂毒倍率 *= 2 + + self.技能栏[self.技能序号['街头风暴']].直伤倍率 *= 1 + 0.31 + 0.01 * x + self.技能栏[self.技能序号['街头风暴']].涂毒倍率 *= 2 + + def 伤害指数计算(self): + if self.死亡毒雾力智开关 == 1: + self.进图力量 += self.技能栏[self.技能序号['死亡毒雾']].力智加成() + self.进图智力 += self.技能栏[self.技能序号['死亡毒雾']].力智加成() + self.固定减防 += self.技能栏[self.技能序号['死亡毒雾']].防御减少() + for i in self.技能栏: + if i.是否主动 == 1: + i.涂毒倍率 *= (self.主BUFF - 1) + if self.装备检查('守护的抉择'): + if self.护石第一栏 in ['街头风暴', '爆碎砖袭', '连环毒爆弹', '毒龙轰天雷']: + self.技能栏[self.技能序号[self.护石第一栏]].涂毒倍率 /= 1.55 + if self.护石第二栏 in ['街头风暴', '爆碎砖袭', '连环毒爆弹', '毒龙轰天雷']: + self.技能栏[self.技能序号[self.护石第二栏]].涂毒倍率 /= 1.45 + super().伤害指数计算() + self.伤害指数 /= self.主BUFF + + def 数据计算(self, x=0, y=-1): + self.预处理() + # 初步计算 + 技能释放次数 = self.技能释放次数计算() + + # 涂毒丢失估算 + if self.毒伤结算丢失开关 == 1: + 蛇拳 = '' + 蛇拳次数 = 3 + for n in ['万毒噬心诀x3', '万毒噬心诀x4', '万毒噬心诀x5']: + if 技能释放次数[self.技能序号[n]] > 蛇拳次数: + 蛇拳次数 = 技能释放次数[self.技能序号[n]] + 蛇拳 = n + if 蛇拳次数 > 3: + self.技能栏[self.技能序号[蛇拳]].涂毒倍率 *= (蛇拳次数 - 2) / 蛇拳次数 + + for n in ['猛毒擒月炎', '毒雷引爆', '裂地飞沙', '伏虎霸王拳', '擒月炎', '天罗地网', '毒影针', '毒龙轰天雷', '连环毒爆弹', ]: + 次数 = 技能释放次数[self.技能序号[n]] + if 次数 > 1: + # 1秒余地 例如:输入20S,18S技能放两次,会丢失2秒 + 丢失涂毒时间 = ( + 次数 - 1) * self.技能栏[self.技能序号[n]].等效CD(self.武器类型, self.类型) - self.时间输入 + 3 + 1 + if 丢失涂毒时间 > 0: + # 接上面,丢失2秒,平均倍率为1-2/6=2/3,也即是6*2/3计算4秒涂毒伤害 + self.技能栏[self.技能序号[n]].涂毒倍率 *= 1 - 丢失涂毒时间 / (次数 * 3) + + 技能单次伤害 = self.技能单次伤害计算(y) + 技能总伤害 = self.技能总伤害计算(技能释放次数, 技能单次伤害) + + # 霸王拳 + if self.技能栏[self.技能序号['狂·霸王拳']].等级 != 0: + if 技能总伤害[self.技能序号['伏虎霸王拳']] != 0: + temp = 技能总伤害[self.技能序号['伏虎霸王拳']] * \ + self.技能栏[self.技能序号['狂·霸王拳']].技能加成倍率(self.武器类型) + if self.装备检查('奔流不息之狂风'): + temp = temp / 0.7 + if self.装备检查('奔流不息之伽蓝'): + temp *= 0.7 + 技能总伤害[self.技能序号['伏虎霸王拳']] += temp + # 返回结果 + return self.数据返回(x, 技能释放次数, 技能总伤害) + + +class 归元·街霸·女(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 归元·街霸·女角色属性() + self.角色属性A = 归元·街霸·女角色属性() + self.角色属性B = 归元·街霸·女角色属性() + self.一觉序号 = 归元·街霸·女一觉序号 + self.二觉序号 = 归元·街霸·女二觉序号 + self.三觉序号 = 归元·街霸·女三觉序号 + self.护石选项 = deepcopy(归元·街霸·女护石选项) + self.符文选项 = deepcopy(归元·街霸·女符文选项) + + def 界面(self): + super().界面() + self.收招选择 = [] + + self.死亡毒雾力智开关 = QCheckBox('死亡毒雾效果', self.main_frame2) + self.死亡毒雾力智开关.resize(100, 20) + self.死亡毒雾力智开关.move(335, 420) + self.死亡毒雾力智开关.setStyleSheet(复选框样式) + self.死亡毒雾力智开关.setToolTip('包含力智和减防') + self.死亡毒雾力智开关.setChecked(False) + + self.毒伤结算丢失开关 = QCheckBox('毒伤结算补正', self.main_frame2) + self.毒伤结算丢失开关.resize(100, 20) + self.毒伤结算丢失开关.move(335, 450) + self.毒伤结算丢失开关.setStyleSheet(复选框样式) + self.毒伤结算丢失开关.setToolTip('计算结果将不计入部分未结算毒伤') + self.毒伤结算丢失开关.setChecked(False) + + self.毒雷个数数选择 = MyQComboBox(self.main_frame2) + for i in range(9): + self.毒雷个数数选择.addItem('毒雷引爆:' + str(i) + '颗') + self.毒雷个数数选择.setToolTip('包含冲击波次数') + self.毒雷个数数选择.setCurrentIndex(8) + self.毒雷个数数选择.resize(120, 20) + self.毒雷个数数选择.move(325, 480) + + self.毒雾中毒次数选择 = MyQComboBox(self.main_frame2) + for i in range(21): + self.毒雾中毒次数选择.addItem('毒雾中毒:' + str(i) + '次') + self.毒雾中毒次数选择.setCurrentIndex(10) + self.毒雾中毒次数选择.resize(120, 20) + self.毒雾中毒次数选择.move(325, 510) + + self.职业存档.append(('死亡毒雾力智开关', self.死亡毒雾力智开关, 0)) + self.职业存档.append(('毒伤结算丢失开关', self.毒伤结算丢失开关, 0)) + self.职业存档.append(('毒雷个数数选择', self.毒雷个数数选择, 1)) + self.职业存档.append(('毒雾中毒次数选择', self.毒雾中毒次数选择, 1)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + if self.死亡毒雾力智开关.isChecked(): + 属性.死亡毒雾力智开关 = 1 + 属性.技能栏[属性.技能序号['死亡毒雾']].自定义描述 = 1 + if self.毒伤结算丢失开关.isChecked(): + 属性.毒伤结算丢失开关 = 1 + 属性.技能栏[属性.技能序号['毒雷引爆']].倍率 *= self.毒雷个数数选择.currentIndex() + 属性.技能栏[属性.技能序号['死亡毒雾']].中毒倍率 *= self.毒雾中毒次数选择.currentIndex() diff --git a/Characters/归元·街霸·男.py b/Characters/归元·街霸·男.py new file mode 100644 index 00000000..3358d565 --- /dev/null +++ b/Characters/归元·街霸·男.py @@ -0,0 +1,908 @@ +from PublicReference.carry.base import * + +class 职业主动技能(主动技能): + 中毒 = [] + 中毒倍率 = 1.0 + 中毒叠加次数 = 1 + 出血 = [] + 出血倍率 = 1.0 + 出血叠加次数 = 1 + 灼伤 = [] + 灼伤倍率 = 1.0 + 灼伤叠加次数 = 1 + 感电 = [] + 感电倍率 = 1.0 + 感电叠加次数 = 1 + + 后街战术 = 1.0 + + data0 = [] + data1 = [] + data2 = [] + data3 = [] + data4 = [] + data5 = [] + data6 = [] + + 异常叠加增伤 = 1.0 + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 * self.后街战术 * self.异常叠加增伤 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 * self.后街战术 * self.异常叠加增伤 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 * self.后街战术 * self.异常叠加增伤 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 * self.后街战术 * self.异常叠加增伤 + if len(self.data4) >= self.等级 and len(self.data4) > 0: + 等效倍率 += self.data4[self.等级] * self.攻击次数5 * self.后街战术 * self.异常叠加增伤 + if len(self.data5) >= self.等级 and len(self.data5) > 0: + 等效倍率 += self.data5[self.等级] * self.攻击次数6 * self.后街战术 * self.异常叠加增伤 + if len(self.data6) >= self.等级 and len(self.data6) > 0: + 等效倍率 += self.data6[self.等级] * self.攻击次数7 * self.后街战术 * self.异常叠加增伤 + if len(self.中毒) >= self.等级 and len(self.中毒) > 0: + 等效倍率 += self.中毒[self.等级] * self.中毒倍率 * self.中毒叠加次数 + if len(self.出血) >= self.等级 and len(self.出血) > 0: + 等效倍率 += self.出血[self.等级] * self.出血倍率 * self.出血叠加次数 + if len(self.灼伤) >= self.等级 and len(self.灼伤) > 0: + 等效倍率 += self.灼伤[self.等级] * self.灼伤倍率 * self.灼伤叠加次数 + if len(self.感电) >= self.等级 and len(self.感电) > 0: + 等效倍率 += self.感电[self.等级] * self.感电倍率 * self.感电叠加次数 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + def 等效CD(self, 武器类型, 输出类型): + return round(self.CD / self.恢复, 1) + +# class 主动技能(主动技能): +# 中毒基础 = 0 +# 中毒成长 = 0 +# 中毒倍率 = 1 +# 出血基础 = 0 +# 出血成长 = 0 +# 出血倍率 = 1 +# 灼伤基础 = 0 +# 灼伤成长 = 0 +# 灼伤倍率 = 1 +# 感电基础 = 0 +# 感电成长 = 0 +# 感电倍率 = 1 +# 基础2 = 0 +# 成长2 = 0 +# 攻击次数2 = 0 + +# def 等效百分比(self, 武器类型): +# if self.等级 == 0: +# return 0 +# else: +# return int((self.攻击次数 * (self.基础 + self.成长 * self.等级) +# + self.攻击次数2 * (self.基础2 + self.成长2 * self.等级) +# + self.中毒倍率 * (self.中毒基础 + self.中毒成长 * self.等级) +# + self.出血倍率 * (self.出血基础 + self.出血成长 * self.等级) +# + self.灼伤倍率 * (self.灼伤基础 + self.灼伤成长 * self.等级) +# + self.感电倍率 * (self.感电基础 + self.感电成长 * self.等级)) +# * (1 + self.TP成长 * self.TP等级) * self.倍率) + +# def 等效CD(self, 武器类型, 输出类型): +# return round(self.CD / self.恢复, 1) +class 技能0(被动技能): + 名称 = '基础精通' + 倍率 = 1.0 + 所在等级 = 1 + 等级上限 = 200 + 基础等级 = 100 + 关联技能 = ['罗网投掷'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(self.倍率 * (0.463 + 0.089 * self.等级), 5) + + +class 技能1(职业主动技能): + 名称 = '抛沙' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + 基础 = 751 + 成长 = 108 + #魔法武器攻击力:% + data0 = [int(x*1.245*1.085) for x in [0, 891, 994, 1103, 1213, 1321, 1427, 1534, 1642, 1751, 1854, 1964, 2069, 2179, 2284, 2395, 2500, 2606, 2713, 2820, 2930, 3035, 3141, 3250, 3357, 3465, 3572, 3681, 3789, 3894, 4003, 4111, 4220, 4325, 4432, 4541, 4648, 4756, 4859, 4970, 5078, 5186, 5290, 5402, 5508, 5611, 5719, 5828, 5929, 6040, 6149, 6258, 6367, 6472, 6580, 6688, 6794, 6899, 7010, 7116, 7223, 7331, 7439, 7545, 7653, 7761, 7868, 7976, 8080, 8190, 8298]] + 后街战术 = 1.5 # 后街战术 + CD = 3.0 + TP成长 = 0.08 + TP上限 = 5 + + +class 技能2(职业主动技能): + 名称 = '毒瓶投掷' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 31 + # 基础 = 228 * 1.6 # 后街,下同 + # 成长 = 54 * 1.6 + # 中毒基础 = 232 + # 中毒成长 = 57 + # 灼伤基础 = 232 + # 灼伤成长 = 57 + + 后街战术 = 1.6 + #毒瓶魔法攻击力:% + data0 = [int(x*1.22*1.085) for x in [0, 328, 381, 433, 485, 537, 590, 644, 696, 748, 799, 854, 905, 958, 1010, 1062, 1114, 1167, 1219, 1273, 1325, 1377, 1430, 1481, 1533, 1586, 1638, 1692, 1745, 1796, 1848, 1902, 1954, 2007, 2059, 2110, 2163, 2216, 2269, 2321, 2373, 2425, 2477, 2530, 2583, 2636, 2688, 2739, 2791, 2844, 2898, 2950, 3002, 3054, 3108, 3160, 3213, 3265, 3317, 3370, 3421, 3473, 3527, 3579, 3631, 3684, 3736, 3788, 3841, 3893, 3947]] + #中毒攻击力 (魔法):% + 中毒 = [int(x*1.22*1.085) for x in [0, 346, 400, 455, 510, 566, 621, 677, 732, 787, 841, 896, 953, 1006, 1062, 1116, 1172, 1226, 1282, 1337, 1393, 1448, 1503, 1558, 1613, 1669, 1723, 1779, 1833, 1889, 1942, 1999, 2054, 2108, 2165, 2220, 2275, 2329, 2386, 2440, 2495, 2549, 2606, 2661, 2714, 2771, 2825, 2880, 2935, 2992, 3047, 3101, 3156, 3213, 3266, 3321, 3378, 3432, 3487, 3541, 3598, 3651, 3708, 3764, 3818, 3873, 3928, 3984, 4038, 4094, 4148]] + #灼伤攻击力 (魔法):% + 灼伤 = [int(x*1.22*1.085) for x in [0, 346, 400, 455, 510, 566, 621, 677, 732, 787, 841, 896, 953, 1006, 1062, 1116, 1172, 1226, 1282, 1337, 1393, 1448, 1503, 1558, 1613, 1669, 1723, 1779, 1833, 1889, 1942, 1999, 2054, 2108, 2165, 2220, 2275, 2329, 2386, 2440, 2495, 2549, 2606, 2661, 2714, 2771, 2825, 2880, 2935, 2992, 3047, 3101, 3156, 3213, 3266, 3321, 3378, 3432, 3487, 3541, 3598, 3651, 3708, 3764, 3818, 3873, 3928, 3984, 4038, 4094, 4148]] + + CD = 2.0 + TP成长 = 0.10 + TP上限 = 5 + + 投掷强化 = 0 + + def 等效百分比(self, 武器类型): + if self.投掷强化 == 1: + #[投掷强化]中毒攻击力 (魔法):% + self.中毒 = [int(x*1.22*1.085) for x in [0, 1166, 1349, 1537, 1722, 1908, 2094, 2280, 2464, 2650, 2837, 3023, 3208, 3395, 3580, 3766, 3951, 4138, 4322, 4509, 4696, 4880, 5068, 5252, 5437, 5623, 5810, 5995, 6180, 6368, 6554, 6738, 6924, 7110, 7296, 7481, 7669, 7852, 8039, 8224, 8410, 8596, 8782, 8967, 9153, 9340, 9525, 9710, 9897, 10082, 10268, 10454, 10641, 10826, 11011, 11197, 11382, 11570, 11755, 11940, 12127, 12311, 12497, 12682, 12870, 13056, 13241, 13428, 13613, 13798, 13983]] + self.后街战术 = 1 + # 灼伤是否还有不确定,是否=中毒的不确定 + # self.灼伤 = [0, 1166, 1349, 1537, 1722, 1908, 2094, 2280, 2464, 2650, 2837, 3023, 3208, 3395, 3580, 3766, 3951, 4138, 4322, 4509, 4696, 4880, 5068, 5252, 5437, 5623, 5810, 5995, 6180, 6368, 6554, 6738, 6924, 7110, 7296, 7481, 7669, 7852, 8039, 8224, 8410, 8596, 8782, 8967, 9153, 9340, 9525, 9710, 9897, 10082, 10268, 10454, 10641, 10826, 11011, 11197, 11382, 11570, 11755, 11940, 12127, 12311, 12497, 12682, 12870, 13056, 13241, 13428, 13613, 13798, 13983] + return super().等效百分比(武器类型) + + +class 技能3(职业主动技能): + 名称 = '擒月炎' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + # 基础 = 2003 + # 成长 = 216 + CD = 5.8 + TP成长 = 0.10 + TP上限 = 5 + 异常叠加增伤 = 1.6 + #扫腿魔法攻击力:% + data0 = [int(x*1.247*1.085) for x in [0, 405, 446, 482, 521, 558, 598, 635, 674, 711, 749, 787, 826, 864, 902, 941, 980, 1016, 1055, 1090, 1130, 1168, 1206, 1244, 1283, 1321, 1359, 1396, 1435, 1473, 1507, 1549, 1583, 1625, 1660, 1700, 1737, 1778, 1812, 1852, 1889, 1929, 1966, 2005, 2042, 2083, 2115, 2158, 2193, 2234, 2234, 2304, 2344, 2381, 2420, 2457, 2496, 2532, 2573, 2608, 2650, 2685, 2722, 2760, 2798, 2836, 2875, 2913, 2951, 2987, 3026]] + #后踢魔法攻击力:% 不可抓取敌人无后踢伤害 + data1 = [int(x*1.247*1.085) for x in [0, 405, 446, 482, 521, 558, 598, 635, 674, 711, 749, 787, 826, 864, 902, 941, 980, 1016, 1055, 1090, 1130, 1168, 1206, 1244, 1283, 1321, 1359, 1396, 1435, 1473, 1507, 1549, 1583, 1625, 1660, 1700, 1737, 1778, 1812, 1852, 1889, 1929, 1966, 2005, 2042, 2083, 2115, 2158, 2193, 2234, 2234, 2304, 2344, 2381, 2420, 2457, 2496, 2532, 2573, 2608, 2650, 2685, 2722, 2760, 2798, 2836, 2875, 2913, 2951, 2987, 3026]] + 攻击次数2 = 0 + #侧踢魔法攻击力:% + data2 = [int(x*1.247*1.085) for x in [0, 1474, 1615, 1751, 1889, 2030, 2165, 2304, 2445, 2582, 2718, 2857, 2994, 3133, 3274, 3409, 3549, 3688, 3824, 3963, 4105, 4240, 4380, 4517, 4653, 4792, 4931, 5069, 5208, 5347, 5483, 5624, 5761, 5899, 6038, 6177, 6314, 6450, 6591, 6728, 6868, 7005, 7143, 7281, 7420, 7558, 7699, 7835, 7971, 8113, 8113, 8378, 8514, 8651, 8792, 8929, 9065, 9204, 9341, 9480, 9614, 9756, 9895, 10030, 10170, 10307, 10445, 10586, 10721, 10858, 10999]] + 攻击次数3 = 1 + +class 技能4(被动技能): + 名称 = '爪精通' + 所在等级 = 25 + 等级上限 = 30 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + return (1.31 + (self.等级 - 20) * 0.02) if self.等级 >= 20 else (1.11 + self.等级 * 0.01) + + def 物理攻击力倍率(self, 武器类型): + return (1.31 + (self.等级 - 20) * 0.02) if self.等级 >= 20 else (1.11 + self.等级 * 0.01) + + def 魔法攻击力倍率(self, 武器类型): + return (1.31 + (self.等级 - 20) * 0.02) if self.等级 >= 20 else (1.11 + self.等级 * 0.01) + + +class 技能5(职业主动技能): + 名称 = '毒针投掷' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + # 基础 = 303 * 1.9 # 后街,下同 + # 成长 = 29 * 1.9 + #毒针攻击力 (魔法):% + data0 = [int(x*1.15*1.085) for x in [0, 295, 325, 354, 384, 415, 444, 474, 503, 535, 564, 594, 625, 654, 684, 713, 745, 774, 803, 833, 862, 894, 923, 953, 982, 1013, 1043, 1074, 1104, 1133, 1162, 1192, 1223, 1253, 1282, 1312, 1342, 1372, 1402, 1432, 1463, 1492, 1521, 1553, 1582, 1612, 1641, 1672, 1702, 1731, 1762, 1791, 1821, 1851, 1881, 1911, 1941, 1971, 2001, 2032, 2061, 2091, 2121, 2150, 2181, 2211, 2240, 2270, 2299, 2331, 2360]] + #出血攻击力 (魔法):% + 出血 = [int(x*1.15*1.085) for x in [0, 258, 283, 309, 336, 362, 387, 415, 440, 466, 491, 518, 544, 570, 596, 623, 649, 675, 701, 728, 753, 780, 806, 832, 857, 883, 910, 936, 961, 989, 1014, 1041, 1067, 1093, 1120, 1146, 1171, 1198, 1223, 1249, 1276, 1302, 1327, 1355, 1380, 1408, 1433, 1459, 1486, 1512, 1537, 1563, 1589, 1615, 1641, 1668, 1694, 1721, 1746, 1773, 1799, 1825, 1851, 1878, 1903, 1929, 1954, 1981, 2007, 2033, 2060]] + + 后街战术 = 1.9 + # 感电基础 = 236 + # 感电成长 = 26 + + 投掷强化 = 0 + + CD = 3 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + if self.投掷强化 == 1: + # 多重攻击状态下单枚毒针攻击力 (魔法):% + self.后街战术 = 1 + self.data0 = [int(x*1.15*1.085) for x in [0, 234, 259, 282, 306, 330, 353, 378, 400, 425, 449, 473, 497, 520, 543, 568, 592, 615, 640, 663, 688, 711, 734, 759, 783, 806, 831, 853, 878, 901, 924, 951, 973, 997, 1021, 1044, 1068, 1092, 1116, 1141, 1164, 1187, 1211, 1235, 1260, 1282, 1307, 1331, 1355, 1377, 1402, 1425, 1450, 1474, 1497, 1521, 1545, 1569, 1593, 1616, 1640, 1665, 1688, 1713, 1735, 1759, 1783, 1806, 1830, 1855, 1879]] + self.攻击次数 = 4 + self.出血 = [int(x*1.0*1.085) for x in [0, 354, 390, 426, 462, 498, 535, 570, 606, 643, 679, 713, 749, 786, 821, 857, 894, 930, 965, 1002, 1038, 1074, 1109, 1146, 1182, 1218, 1254, 1290, 1326, 1363, 1398, 1434, 1470, 1507, 1542, 1578, 1615, 1651, 1686, 1723, 1759, 1795, 1830, 1867, 1903, 1939, 1975, 2011, 2047, 2084, 2118, 2154, 2190, 2226, 2262, 2298, 2335, 2370, 2406, 2443, 2479, 2514, 2550, 2587, 2623, 2658, 2695, 2731, 2767, 2802, 2838]] + self.出血叠加次数 = 4 + return super().等效百分比(武器类型) + +class 技能6(职业主动技能): + 名称 = '砖块投掷' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + + 投掷强化 = 0 + # 基础 = 1200 + # 成长 = 126 + # 基础2 = 1972 + # 成长2 = 228 + + #砖块攻击力 (魔法):% + data0 = [int(x*1.22*1.085) for x in [0, 716, 790, 863, 937, 1009, 1082, 1155, 1229, 1301, 1374, 1446, 1518, 1592, 1664, 1737, 1810, 1884, 1956, 2030, 2103, 2174, 2247, 2319, 2393, 2467, 2541, 2612, 2686, 2758, 2830, 2904, 2975, 3049, 3123, 3196, 3269, 3342, 3413, 3486, 3559, 3632, 3706, 3778, 3852, 3923, 3997, 4070, 4142, 4215, 4286, 4360, 4434, 4507, 4579, 4653, 4725, 4799, 4871, 4942, 5016, 5090, 5163, 5236, 5309, 5381, 5455, 5526, 5599, 5672, 5745]] + #砖块碎片攻击力 (魔法):% + data1 = [int(x*1.22*1.085) for x in [0, 543, 596, 651, 706, 762, 818, 872, 926, 981, 1035, 1091, 1146, 1201, 1257, 1310, 1365, 1421, 1476, 1530, 1585, 1639, 1695, 1749, 1805, 1860, 1916, 1971, 2025, 2080, 2136, 2191, 2246, 2300, 2355, 2411, 2466, 2520, 2575, 2631, 2686, 2739, 2794, 2850, 2906, 2961, 3015, 3069, 3124, 3178, 3234, 3289, 3344, 3400, 3453, 3509, 3564, 3619, 3674, 3729, 3784, 3839, 3894, 3951, 4006, 4060, 4115, 4169, 4225, 4279, 4334]] + 攻击次数2 = 1 + #巨石攻击力 (魔法):% + data2 = [int(x*1.22*1.085) for x in [0, 1274, 1405, 1534, 1664, 1793, 1922, 2050, 2180, 2310, 2440, 2569, 2698, 2829, 2957, 3086, 3217, 3344, 3475, 3603, 3734, 3863, 3992, 4122, 4251, 4380, 4509, 4639, 4768, 4898, 5027, 5157, 5286, 5415, 5545, 5673, 5804, 5932, 6063, 6192, 6321, 6451, 6580, 6709, 6838, 6967, 7097, 7227, 7358, 7486, 7615, 7743, 7874, 8002, 8132, 8262, 8392, 8522, 8650, 8780, 8908, 9038, 9167, 9296, 9427, 9556, 9687, 9815, 9944, 10072, 10203]] + 攻击次数3 = 0 + #巨石碎块攻击力 (魔法):% + data3 = [int(x*1.22*1.085) for x in [0, 960, 1059, 1157, 1254, 1352, 1449, 1548, 1646, 1745, 1840, 1937, 2035, 2132, 2231, 2328, 2425, 2524, 2619, 2718, 2816, 2913, 3012, 3108, 3207, 3305, 3401, 3500, 3597, 3694, 3791, 3890, 3987, 4084, 4183, 4280, 4379, 4476, 4573, 4672, 4768, 4867, 4965, 5060, 5159, 5255, 5354, 5451, 5549, 5648, 5745, 5843, 5940, 6038, 6134, 6232, 6330, 6427, 6526, 6622, 6720, 6819, 6916, 7015, 7113, 7208, 7307, 7403, 7502, 7599, 7696]] + 攻击次数4 = 0 + + 后街战术 = 1.6 # 后街战术 + CD = 4.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + if self.投掷强化 == 1: + self.攻击次数 = 0 + self.攻击次数2 = 0 + self.攻击次数3 = 1 + self.攻击次数4 = 1 + self.后街战术 = 1 + return super().等效百分比(武器类型) + +class 技能7(职业主动技能): + 名称 = '伏虎霸王拳' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + # 基础 = 1200 + # 成长 = 128 + #[伏虎霸王拳]攻击力 (魔法):% + data0 = [int(x*1.168*1.085) for x in [0, 1257, 1387, 1517, 1647, 1777, 1907, 2036, 2167, 2295, 2427, 2557, 2687, 2815, 2946, 3077, 3206, 3334, 3466, 3596, 3726, 3855, 3987, 4115, 4247, 4375, 4506, 4635, 4766, 4895, 5025, 5157, 5286, 5417, 5544, 5676, 5805, 5936, 6064, 6196, 6325, 6456, 6584, 6716, 6844, 6976, 7104, 7236, 7365, 7495, 7625, 7753, 7885, 8014, 8144, 8273, 8404, 8535, 8664, 8793, 8925, 9055, 9185, 9314, 9446, 9574, 9706, 9834, 9965, 10094, 10224]] + 攻击次数 = 3 + # 倍率 = 1.6 # 异常状态 + CD = 15 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能8(职业主动技能): + 名称 = '挑衅' + 所在等级 = 35 + 等级上限 = 20 + 基础等级 = 10 + 是否有伤害 = 0 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.05 + 0.02 * self.等级, 5) + + +class 技能9(职业主动技能): + 名称 = '螺旋滑铲' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + 倍率 = 1.2 # 无法抓取 + # 基础 = 2758 + # 成长 = 318 + #攻击力 (魔法):% + data0 = [int(x*1.175*1.085) for x in [0, 3122, 3438, 3755, 4071, 4387, 4705, 5021, 5339, 5655, 5971, 6286, 6603, 6921, 7238, 7556, 7870, 8188, 8505, 8822, 9138, 9455, 9770, 10087, 10405, 10722, 11039, 11355, 11671, 11987, 12305, 12621, 12939, 13253, 13571, 13888, 14206, 14521, 14838, 15155, 15470, 15788, 16105, 16422, 16738, 17055, 17371, 17688, 18005, 18322, 18638, 18955, 19271, 19589, 19906, 20221, 20538, 20854, 21172, 21488, 21806, 22122, 22438, 22754, 23071, 23389, 23704, 24021, 24339, 24656, 24972]] + 攻击次数 = 3 + CD = 20 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 1 + self.倍率 *= 3.62 + self.CD *= 0.9 + elif x == 1: + self.攻击次数 = 1 + self.倍率 *= 3.89 + self.CD *= 0.9 + + +class 技能10(职业主动技能): + 名称 = '罗网投掷' + 所在等级 = 35 + 等级上限 = 11 + 基础等级 = 1 + # 基础 = 1540 + # 成长 = 159 + data0 = [int(x*1.15*1.085) for x in [0, 1540, 1540, 1540, 1540, 1540, 1540, 1540, 1540, 1540, 1540, 1540]] + CD = 17 + TP成长 = 0.10 + TP上限 = 3 + +class 技能11(职业主动技能): + 名称 = '毒雷引爆' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + #毒气柱魔法攻击力:% + data0 = [int(x*1.198*1.085) for x in [0, 7630, 8405, 9177, 9952, 10726, 11500, 12272, 13046, 13821, 14595, 15368, 16143, 16918, 17693, 18466, 19240, 20013, 20787, 21562, 22334, 23109, 23882, 24657, 25432, 26207, 26980, 27754, 28528, 29302, 30075, 30850, 31623, 32398, 33171, 33945, 34720, 35494, 36269, 37041, 37815, 38590, 39364, 40138, 40911, 41685, 42460, 43234, 44007, 44782, 45556, 46331, 47104, 47878, 48651, 49426, 50201, 50973, 51748, 52521, 53296, 54070, 54845, 55618, 56392, 57167, 57941, 58714, 59489, 60262, 61037]] + #侧踢攻击力 (魔法):% + data1 = [int(x*1.198*1.085) for x in [0, 3887, 4281, 4675, 5070, 5464, 5857, 6252, 6647, 7042, 7434, 7829, 8224, 8617, 9014, 9407, 9800, 10197, 10590, 10983, 11379, 11773, 12168, 12561, 12956, 13350, 13745, 14139, 14534, 14927, 15321, 15716, 16111, 16504, 16900, 17293, 17688, 18082, 18477, 18871, 19265, 19660, 20053, 20447, 20842, 21237, 21629, 22026, 22419, 22813, 23208, 23603, 23995, 24390, 24785, 25180, 25573, 25970, 26363, 26756, 27152, 27546, 27939, 28335, 28729, 29124, 29517, 29911, 30306, 30700, 31095]] + 攻击次数2 = 1 + #中毒攻击力 (魔法):% + 中毒 = [int(x*1.198*1.085) for x in [0, 1919, 2113, 2309, 2504, 2697, 2893, 3088, 3281, 3476, 3671, 3865, 4059, 4256, 4450, 4644, 4839, 5034, 5230, 5424, 5618, 5813, 6007, 6201, 6398, 6592, 6786, 6981, 7176, 7369, 7564, 7760, 7954, 8150, 8344, 8539, 8734, 8928, 9123, 9317, 9511, 9706, 9902, 10094, 10291, 10486, 10680, 10875, 11071, 11264, 11459, 11654, 11849, 12043, 12239, 12432, 12627, 12822, 13016, 13211, 13405, 13602, 13797, 13991, 14185, 14380, 14575, 14769, 14964, 15159, 15352]] + + # 基础 = 6823 + # 成长 = 775 + # 攻击次数 = 1 + # 基础2 = 3535 + # 成长2 = 393 + # 攻击次数2 = 1 + # 中毒基础 = 1682 + # 中毒成长 = 196 + CD = 24 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数2 = 0 + self.攻击次数 = 3 + self.中毒叠加次数 = 3 + self.中毒 = [int(x*0.87) for x in self.中毒] + self.data0 = [int(x*0.52) for x in self.data0] + elif x == 1: + self.攻击次数2 = 0 + self.攻击次数 = 3 + self.中毒叠加次数 = 3 + self.中毒 = [int(x*1.08) for x in self.中毒] + self.data0 = [int(x*0.52) for x in self.data0] + +class 技能12(被动技能): + 名称 = '狂·霸王拳' + 所在等级 = 40 + 等级上限 = 11 + 基础等级 = 1 + 关联技能 = ['伏虎霸王拳'] + 自定义描述 = 1 + + #[狂 · 霸王拳]附加魔法攻击力:% + data0 = [int(x*1.0*1.085) for x in [0, 630, 642, 654, 666, 678, 690, 702, 714, 726, 738, 750, 762, 774, 786, 798, 810, 822, 834, 846, 858, 870, 882, 894, 906, 918, 930, 942, 954, 966, 978, 990, 1002, 1014, 1026, 1038, 1050, 1062, 1074, 1086, 1098, 1110, 1122, 1134, 1146, 1158, 1170, 1182, 1194, 1206, 1218, 1230, 1242, 1254, 1266, 1278, 1290, 1302, 1314, 1326, 1338, 1350, 1362, 1374, 1386, 1398, 1410, 1422, 1434, 1446, 1458]] + + def 技能描述(self, 武器类型): + temp = '' + temp += '[伏虎霸王拳]的攻击次数变更为1次
'+ \ + '[狂·霸王拳]附加魔法攻击力' + \ + str(self.data0[self.等级]) + '%
'+ \ + '每个异常状态附加攻击力 (最多3个):20%' + return temp + + def 加成倍率(self, 武器类型): + return 1.0 + + def 技能加成倍率(self, 武器类型): + # 攻击次数变为1,叠3次异常 + return round((self.data0[self.等级]/100)/3*1.6,5) + # return round(5.18 + 0.12 * self.等级, 5) + + +class 技能13(职业主动技能): + 名称 = '血色风暴' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + #毒针伤害 (魔法):% + data0 = [int(x*1.201*1.085) for x in [0, 976, 1076, 1175, 1273, 1373, 1471, 1571, 1669, 1767, 1868, 1966, 2065, 2166, 2264, 2364, 2463, 2561, 2661, 2759, 2860, 2958, 3056, 3156, 3254, 3353, 3454, 3552, 3652, 3750, 3850, 3949, 4047, 4147, 4246, 4345, 4446, 4544, 4643, 4742, 4841, 4939, 5038, 5138, 5236, 5336, 5435, 5534, 5633, 5731, 5832, 5931, 6030, 6130, 6228, 6327, 6426, 6524, 6624, 6722, 6821, 6921, 7019, 7121, 7219, 7317, 7417, 7516, 7616, 7714, 7813]] + 攻击次数 = 10 + #出血伤害 (魔法):% + 出血 = [int(x*1.201*1.085) for x in [0, 976, 1076, 1175, 1273, 1373, 1471, 1571, 1669, 1767, 1868, 1966, 2065, 2166, 2264, 2364, 2463, 2561, 2661, 2759, 2860, 2958, 3056, 3156, 3254, 3353, 3454, 3552, 3652, 3750, 3850, 3949, 4047, 4147, 4246, 4345, 4446, 4544, 4643, 4742, 4841, 4939, 5038, 5138, 5236, 5336, 5435, 5534, 5633, 5731, 5832, 5931, 6030, 6130, 6228, 6327, 6426, 6524, 6624, 6722, 6821, 6921, 7019, 7121, 7219, 7317, 7417, 7516, 7616, 7714, 7813]] + 出血叠加次数 = 10 + # 基础 = 8800 + # 成长 = 990 + # 出血基础 = 8800 + # 出血成长 = 990 + CD = 45 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 += 1 + self.出血叠加次数 += 1 + self.倍率 *= 1.09 + elif x == 1: + self.攻击次数 += 1 + self.出血叠加次数 += 1 + self.倍率 *= 1.09 + self.倍率 *= 1.16 + + +class 技能14(被动技能): + 名称 = '千手奥义' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + 关联技能 = ['血色风暴', '天崩地裂', '爆破污桶', '千锁乱舞'] + 关联技能2 = ['抛沙', '毒瓶投掷', '毒针投掷', '擒月炎', '砖块投掷', '罗网投掷', '螺旋滑铲', + '伏虎霸王拳', '毒雷引爆', '暗街夺命锁', '飞沙走石', '燃火轰天炮', '逆道·爆狱', '逆道·幽链之界'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.065 + 0.02 * self.等级, 5) + + def 加成倍率2(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(0.92 + 0.02 * self.等级, 5) + + +class 技能15(职业主动技能): + 名称 = '天崩地裂' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + #地面爆炸魔法攻击力:% + data0 = [int(x*1.197*1.085) for x in [0, 19264, 23732, 28200, 32666, 37135, 41600, 46070, 50536, 55004, 59472, 63939, 68407, 72875, 77341, 81810, 86275, 90744, 95211, 99679, 104146, 108613, 113081, 117548, 122015, 126482, 130949, 135417, 139885, 144351, 148820, 153286, 157756, 162222, 166690, 171157, 175624, 180092, 184560, 189025, 193495]] + #石块落地魔法攻击力:% + data1 = [int(x*1.197*1.085) for x in [0, 27454, 33819, 40186, 46552, 52918, 59283, 65649, 72016, 78381, 84747, 91113, 97480, 103846, 110212, 116579, 122944, 129309, 135676, 142043, 148408, 154774, 161140, 167507, 173873, 180237, 186603, 192969, 199336, 205703, 212069, 218435, 224801, 231165, 237534, 243900, 250264, 256630, 262995, 269363, 275729]] + 攻击次数2 = 1 + #每秒灼伤攻击力 (魔法):% + 灼伤 = [int(x*1.197*1.085) for x in [0, 81, 97, 117, 136, 154, 172, 190, 210, 228, 248, 266, 284, 304, 323, 341, 359, 378, 395, 414, 434, 452, 469, 489, 508, 527, 545, 565, 583, 601, 619, 637, 657, 676, 693, 713, 731, 751, 768, 787, 807]] + #每秒中毒攻击力 (魔法):% + 中毒 = [int(x*1.197*1.085) for x in [0, 0, 0, 117, 136, 154, 172, 190, 210, 228, 248, 266, 284, 304, 323, 341, 359, 378, 395, 414, 434, 452, 469, 489, 508, 527, 545, 565, 583, 601, 619, 637, 657, 676, 693, 713, 731, 751, 768, 787, 807]] + #出血攻击力 (魔法):% + 出血 = [int(x*1.197*1.085) for x in [0, 0, 0, 0, 0, 0, 1039, 1151, 1262, 1374, 1486, 1599, 1710, 1822, 1933, 2045, 2156, 2267, 2381, 2493, 2604, 2715, 2826, 2938, 3050, 3162, 3273, 3386, 3496, 3608, 3720, 3832, 3944, 4055, 4166, 4278, 4389, 4502, 4612, 4726, 4836]] + + # 基础 = 35891 + # 成长 = 10833 + # 灼伤基础 = 372 + # 灼伤成长 = 111.5 + # 中毒基础 = 372 + # 中毒成长 = 111.5 + # 出血基础 = 372 + # 出血成长 = 111.5 + CD = 145 + + +class 技能16(职业主动技能): + 名称 = '爆破污桶' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + # 基础 = 10613 + # 成长 = 1197 + # 基础2 = 13827 + # 成长2 = 1558 + CD = 20 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 投掷强化 = 0 + + #木桶魔法伤害:% + data0 = [int(x*1.199*1.085) for x in [0, 11803, 13000, 14198, 15394, 16592, 17790, 18988, 20184, 21383, 22579, 23777, 24975, 26173, 27369, 28567, 29764, 30962, 32158, 33355, 34553, 35750, 36947, 38144, 39343, 40541, 41737, 42936, 44132, 45329, 46528, 47726, 48922, 50121, 51317, 52514, 53713, 54911, 56107, 57304, 58502, 59699, 60897, 62096, 63292, 64489, 65686, 66884, 68081, 69278, 70475]] + + 护石选项 = ['魔界', '圣痕'] + + def 等效百分比(self,武器类型): + if self.投掷强化 == 1: + #铁桶魔法伤害:% + self.data0 = [int(x*1.199) for x in [0, 15368, 16925, 18485, 20043, 21604, 23162, 24723, 26277, 27836, 29397, 30956, 32514, 34074, 35633, 37193, 38750, 40311, 41870, 43430, 44985, 46543, 48103, 49661, 51222, 52781, 54340, 55898, 57458, 59017, 60575, 62135, 63692, 65250, 66811, 68368, 69930, 71488, 73047, 74606, 76164, 77724, 79281, 80842, 82400, 83957, 85518, 87076, 88637, 90196, 91754]] + return super().等效百分比(武器类型) + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.23 + elif x == 1: + self.倍率 *= 1.32 + + +class 技能17(职业主动技能): + 名称 = '千锁乱舞' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + # 基础 = 11905 + # 成长 = 1340 + # 出血基础 = 11905 + # 出血成长 = 1340 + + #魔法攻击力:% + data0 = [int(x*1.198*1.085) for x in [0, 2643, 2913, 3180, 3450, 3717, 3986, 4254, 4522, 4790, 5058, 5327, 5595, 5865, 6131, 6401, 6668, 6937, 7205, 7475, 7742, 8011, 8280, 8547, 8816, 9083, 9352, 9620, 9888, 10156, 10426, 10693, 10962, 11231, 11498, 11767, 12035, 12303, 12572, 12838, 13108, 13377, 13646, 13912, 14182, 14450, 14717, 14985, 15253, 15522, 15790, 16059, 16327, 16596, 16863, 17133, 17400, 17671, 17937, 18206, 18474, 18742, 19010, 19278, 19547, 19815, 20085, 20351, 20621, 20888, 21157]] + 攻击次数 = 5 + #出血攻击力 (魔法):% + 出血 = [int(x*1.198*1.085) for x in [0, 2643, 2913, 3180, 3450, 3717, 3986, 4254, 4522, 4790, 5058, 5327, 5595, 5865, 6131, 6401, 6668, 6937, 7205, 7475, 7742, 8011, 8280, 8547, 8816, 9083, 9352, 9620, 9888, 10156, 10426, 10693, 10962, 11231, 11498, 11767, 12035, 12303, 12572, 12838, 13108, 13377, 13646, 13912, 14182, 14450, 14717, 14985, 15253, 15522, 15790, 16059, 16327, 16596, 16863, 17133, 17400, 17671, 17937, 18206, 18474, 18742, 19010, 19278, 19547, 19815, 20085, 20351, 20621, 20888, 21157]] + 出血叠加次数 = 5 + + CD = 50 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 += 1 + self.出血叠加次数 += 1 + # self.倍率 *= 1.2 + self.CD *= 0.91 + elif x == 1: + self.攻击次数 += 1 + self.出血叠加次数 += 1 + self.倍率 *= 1.07 + self.CD *= 0.91 + + +class 技能18(被动技能): + 名称 = '诡诈之道' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能19(职业主动技能): + 名称 = '暗街夺命锁' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + # 基础 = 33880 + # 成长 = 3820 + # 出血基础 = 8703 + # 出血成长 = 985 + + # 翻转地面魔法攻击力:% + # data0 = [0, 23545, 25934, 28323, 30712, 33099, 35488, 37877, 40267, 42655, 45042, 47432, 49821, 52210, 54597, 56986, 59375, 61765, 64153, 66540, 68929, 71319, 73707, 76095, 78484, 80873, 83262, 85650, 88039, 90428, 92817, 95205, 97592, 99983, 102372, 104761, 107148, 109536, 111925, 114315, 116703] + #对无法抓取的敌人的魔法攻击力:% + data0 = [int(x*1.197*1.085) for x in [0, 37672, 41494, 45317, 49138, 52960, 56781, 60604, 64425, 68248, 72068, 75891, 79713, 83534, 87356, 91180, 95000, 98822, 102645, 106467, 110288, 114109, 117931, 121753, 125575, 129397, 133220, 137041, 140862, 144685, 148507, 152329, 156152, 159972, 163793, 167615, 171437, 175260, 179081, 182904, 186726]] + # 地面冲撞爆炸魔法攻击力:% + # data1 = [0, 14128, 15561, 16993, 18426, 19860, 21293, 22726, 24160, 25592, 27026, 28458, 29892, 31326, 32757, 34190, 35624, 37058, 38491, 39925, 41358, 42791, 44225, 45659, 47090, 48523, 49957, 51389, 52823, 54257, 55688, 57122, 58556, 59989, 61423, 62856, 64290, 65722, 67155, 68589, 70021] + #出血攻击力 (魔法):% + 出血 = [int(x*1.197*1.085) for x in [0, 9418, 10372, 11328, 12283, 13240, 14195, 15150, 16106, 17061, 18017, 18972, 19929, 20884, 21840, 22794, 23750, 24704, 25661, 26616, 27571, 28527, 29483, 30439, 31392, 32350, 33304, 34259, 35214, 36172, 37127, 38082, 39037, 39994, 40948, 41902, 42860, 43814, 44769, 45725, 46682]] + + CD = 40 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + self.倍率 *= 1.32 + + +class 技能20(职业主动技能): + 名称 = '飞沙走石' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + # 基础 = 1427 + # 成长 = 161 + # 攻击次数 = 10 + # 基础2 = 8471 + # 成长2 = 956 + # 攻击次数2 = 2 + # 出血基础 = 13355 + # 出血成长 = 1511 + + #小石块魔法攻击力:% + data0 = [int(x*1.301*1.085) for x in [0, 1586, 1747, 1908, 2071, 2230, 2391, 2554, 2713, 2876, 3037, 3196, 3359, 3520, 3680, 3842, 4002, 4163, 4325, 4486, 4646, 4808, 4969, 5129, 5290, 5452, 5612, 5773, 5935, 6097, 6256, 6418, 6580, 6739, 6902, 7062, 7222, 7385, 7545, 7706, 7868]] + 攻击次数 = 10 + #巨型石块魔法攻击力:% + data1 = [int(x*1.301*1.085) for x in [0, 9425, 10380, 11337, 12292, 13248, 14206, 15161, 16117, 17074, 18030, 18985, 19943, 20899, 21854, 22811, 23766, 24722, 25680, 26635, 27591, 28546, 29503, 30459, 31415, 32373, 33328, 34285, 35240, 36196, 37152, 38109, 39065, 40020, 40977, 41933, 42888, 43846, 44801, 45757, 46714]] + 攻击次数2 = 2 + #出血攻击力 (魔法):% + 出血 = [int(x*1.301*1.085) for x in [0, 14881, 16389, 17899, 19409, 20920, 22429, 23939, 25450, 26958, 28468, 29976, 31487, 32998, 34506, 36017, 37527, 39036, 40545, 42054, 43564, 45075, 46585, 48094, 49605, 51114, 52623, 54132, 55642, 57153, 58662, 60173, 61682, 63192, 64700, 66210, 67721, 69231, 70740, 72250, 73761]] + #冲击波魔法攻击力:% + # data3 = [0, 9425, 10380, 11337, 12292, 13248, 14206, 15161, 16117, 17074, 18030, 18985, 19943, 20899, 21854, 22811, 23766, 24722, 25680, 26635, 27591, 28546, 29503, 30459, 31415, 32373, 33328, 34285, 35240, 36196, 37152, 38109, 39065, 40020, 40977, 41933, 42888, 43846, 44801, 45757, 46714] + + CD = 45 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + self.攻击次数 = 0 + self.攻击次数2 *= 2.6 + self.CD *= 0.9 + + +class 技能21(职业主动技能): + 名称 = '燃火轰天炮' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + # 基础 = 109499.32 + # 成长 = 33063.86 + #铁管打击 (魔法):% + data0 = [int(x*1.213*1.085) for x in [0, 26895, 33134, 39370, 45608, 51843, 58079, 64317, 70555, 76791, 83026, 89265, 95506, 101738, 107973, 114215, 120446, 126685, 132924, 139159, 145396, 151636, 157869, 164109, 170345, 176582, 182820, 189056, 195291, 201529, 207766, 214002, 220240, 226476, 232712, 238951, 245186, 251424, 257663, 263898, 270133]] + 攻击次数 = 1 + #第1~2次爆炸 (魔法):% + data1 = [int(x*1.213*1.085) for x in [0, 15592, 19208, 22823, 26439, 30055, 33672, 37285, 40901, 44517, 48132, 51747, 55363, 58980, 62594, 66210, 69826, 73442, 77055, 80674, 84288, 87904, 91520, 95136, 98749, 102365, 105982, 109598, 113213, 116830, 120442, 124060, 127676, 131291, 134906, 138523, 142137, 145753, 149368, 152985, 156600]] + 攻击次数2 = 2 + #第3~5次爆炸 (魔法):% + data2 = [int(x*1.213*1.085) for x in [0, 7796, 9604, 11411, 13219, 15028, 16834, 18643, 20452, 22258, 24067, 25874, 27682, 29490, 31298, 33105, 34913, 36721, 38529, 40336, 42144, 43951, 45762, 47566, 49375, 51183, 52991, 54798, 56607, 58414, 60223, 62030, 63837, 65644, 67455, 69260, 71069, 72878, 74685, 76492, 78300]] + 攻击次数3 = 3 + + 异常叠加增伤 =1.75 + + CD = 180.0 + + +class 技能22(被动技能): + 名称 = '逆道·皆允' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能23(职业主动技能): + 名称 = '逆道·爆狱' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + 投掷强化 = 0 + # 基础 = 82114 + # 成长 = 9273 + # 攻击次数 = 1 + # 基础2 = 85125 + # 成长2 = 9610 + # 攻击次数2 = 0 + #木桶多段攻击力 (魔法):% + data0 = [int(x*1.199*1.085) for x in [0, 7311, 8053, 8795, 9536, 10278, 11020, 11762, 12503, 13245, 13987, 14729, 15470, 16212, 16954, 17696, 18437, 19179, 19921, 20663, 21404, 22146, 22888, 23630, 24371, 25113, 25855, 26597, 27338, 28080, 28822, 29564, 30305, 31047, 31789, 32531, 33272, 34014, 34756, 35498, 36239]] + 攻击次数 = 5 + #爆炸攻击力 (魔法):% + data1 = [int(x*1.199*1.085) for x in [0, 54836, 60399, 65962, 71526, 77089, 82652, 88215, 93778, 99341, 104904, 110467, 116031, 121594, 127157, 132720, 138283, 143846, 149409, 154973, 160536, 166099, 171662, 177225, 182788, 188351, 193915, 199478, 205041, 210604, 216167, 221730, 227293, 232856, 238420, 243983, 249546, 255109, 260672, 266235, 271798]] + 攻击次数2 = 1 + + def 等效百分比(self, 武器类型): + if self.投掷强化 == 1: + #金属桶多段攻击力 (魔法):% + self.data0 = [int(x*1.199*1.085) for x in [0, 8420, 9275, 10129, 10983, 11838, 12692, 13546, 14401, 15255, 16109, 16964, 17818, 18672, 19526, 20381, 21235, 22089, 22944, 23798, 24652, 25507, 26361, 27215, 28069, 28924, 29778, 30632, 31487, 32341, 33195, 34050, 34904, 35758, 36613, 37467, 38321, 39175, 40030, 40884, 41738]] + #连锁爆炸攻击力 (魔法):% + self.data1 = [int(x*1.199*1.085) for x in [0, 10526, 11594, 12661, 13729, 14797, 15865, 16933, 18001, 19069, 20137, 21205, 22272, 23340, 24408, 25476, 26544, 27612, 28680, 29748, 30815, 31883, 32951, 34019, 35087, 36155, 37223, 38291, 39358, 40426, 41494, 42562, 43630, 44698, 45766, 46834, 47902, 48969, 50037, 51105, 52173]] + self.攻击次数2 = 5 + #灼伤攻击力 (魔法):% + self.灼伤 = [int(x*1.199*1.085) for x in [0, 2105, 2318, 2532, 2745, 2959, 3173, 3386, 3600, 3813, 4027, 4241, 4454, 4668, 4881, 5095, 5308, 5522, 5736, 5949, 6163, 6376, 6590, 6803, 7017, 7231, 7444, 7658, 7871, 8085, 8298, 8512, 8726, 8939, 9153, 9366, 9580, 9793, 10007, 10221, 10434]] + self.灼伤叠加次数 = 5 + return super().等效百分比(武器类型) + + CD = 60.0 + + +class 技能24(职业主动技能): + 名称 = '逆道·幽链之界' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + # 基础 = 276929 + # 成长 = 83592 + # 出血基础 = 2854 + # 出血成长 = 862 + # 中毒基础 = 2854 + # 中毒成长 = 862 + # 灼伤基础 = 2854 + # 灼伤成长 = 862 + + #锁链横扫攻击力 (魔法):% + data0 = [int(x*1.198*1.085) for x in [0, 11150, 13735, 16321, 18907, 21492, 24078, 26663, 29249, 31835, 34420, 37006, 39591, 42177, 44763, 47348, 49934, 52519, 55105, 57691, 60276, 62862, 65447, 68033, 70618, 73204, 75790, 78375, 80961, 83546, 86132, 88718, 91303, 93889, 96474, 99060, 101646, 104231, 106817, 109402, 111988]] + 攻击次数 = 5 + #锁链突刺攻击力 (魔法):% + data1 = [int(x*1.198*1.085) for x in [0, 18583, 22893, 27202, 31511, 35821, 40130, 44439, 48749, 53058, 57367, 61677, 65986, 70295, 74605, 78914, 83223, 87533, 91842, 96151, 100461, 104770, 109079, 113389, 117698, 122007, 126316, 130626, 134935, 139244, 143554, 147863, 152172, 156482, 160791, 165100, 169410, 173719, 178028, 182338, 186647]] + 攻击次数2 = 1 + #锁链旋转攻击力 (魔法):% + data2 = [int(x*1.198*1.085) for x in [0, 11150, 13735, 16321, 18907, 21492, 24078, 26663, 29249, 31835, 34420, 37006, 39591, 42177, 44763, 47348, 49934, 52519, 55105, 57691, 60276, 62862, 65447, 68033, 70618, 73204, 75790, 78375, 80961, 83546, 86132, 88718, 91303, 93889, 96474, 99060, 101646, 104231, 106817, 109402, 111988]] + 攻击次数3 = 10 + #建筑炸弹地面上攻击力 (魔法):% + data3 = [int(x*1.198*1.085) for x in [0, 55751, 68679, 81607, 94535, 107463, 120391, 133319, 146247, 159175, 172103, 185031, 197959, 210887, 223815, 236743, 249671, 262599, 275527, 288455, 301383, 314311, 327239, 340167, 353094, 366022, 378950, 391878, 404806, 417734, 430662, 443590, 456518, 469446, 482374, 495302, 508230, 521158, 534086, 547014, 559942]] + 攻击次数4 = 1 + #建筑炸弹爆炸攻击力 (魔法):% + data4 = [int(x*1.198*1.085) for x in [0, 118937, 146516, 174096, 201676, 229255, 256835, 284415, 311994, 339574, 367154, 394733, 422313, 449893, 477472, 505052, 532632, 560211, 587791, 615370, 642950, 670530, 698109, 725689, 753269, 780848, 808428, 836008, 863587, 891167, 918747, 946326, 973906, 1001486, 1029065, 1056645, 1084225, 1111804, 1139384, 1166964, 1194543]] + 攻击次数5 = 1 + #出血攻击力 (魔法):% + 出血 = [int(x*1.198*1.085) for x in [0, 3716, 4578, 5440, 6302, 7164, 8026, 8887, 9749, 10611, 11473, 12335, 13197, 14059, 14921, 15782, 16644, 17506, 18368, 19230, 20092, 20954, 21815, 22677, 23539, 24401, 25263, 26125, 26987, 27848, 28710, 29572, 30434, 31296, 32158, 33020, 33882, 34743, 35605, 36467, 37329]] + #中毒攻击力 (魔法):% + 中毒 = [int(x*1.198*1.085) for x in [0, 3716, 4578, 5440, 6302, 7164, 8026, 8887, 9749, 10611, 11473, 12335, 13197, 14059, 14921, 15782, 16644, 17506, 18368, 19230, 20092, 20954, 21815, 22677, 23539, 24401, 25263, 26125, 26987, 27848, 28710, 29572, 30434, 31296, 32158, 33020, 33882, 34743, 35605, 36467, 37329]] + #灼伤攻击力 (魔法):% + 灼伤 = [int(x*1.198*1.085) for x in [0, 3716, 4578, 5440, 6302, 7164, 8026, 8887, 9749, 10611, 11473, 12335, 13197, 14059, 14921, 15782, 16644, 17506, 18368, 19230, 20092, 20954, 21815, 22677, 23539, 24401, 25263, 26125, 26987, 27848, 28710, 29572, 30434, 31296, 32158, 33020, 33882, 34743, 35605, 36467, 37329]] + + CD = 290 + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +归元·街霸·男一觉序号 = 0 +归元·街霸·男二觉序号 = 0 +归元·街霸·男三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 归元·街霸·男一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 归元·街霸·男二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 归元·街霸·男三觉序号 = 技能序号[i.名称] + +归元·街霸·男护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 归元·街霸·男护石选项.append(i.名称) + +归元·街霸·男符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 归元·街霸·男符文选项.append(i.名称) + + +class 归元·街霸·男角色属性(角色属性): + 实际名称 = '归元·街霸·男' + 角色 = '格斗家(男)' + 职业 = '街霸' + + 武器选项 = ['爪'] + + 类型选择 = ['物理百分比', '魔法百分比'] + + 类型 = '魔法百分比' + 防具类型 = '重甲' + 防具精通属性 = ['力量', '智力'] + + 主BUFF = 1.79 + + 远古记忆 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 数据计算(self, x=0, y=-1): + self.预处理() + # 初步计算 + 技能释放次数 = self.技能释放次数计算() + 技能单次伤害 = self.技能单次伤害计算(y) + 技能总伤害 = self.技能总伤害计算(技能释放次数, 技能单次伤害) + + # 霸王拳 + if self.技能栏[self.技能序号['狂·霸王拳']].等级 != 0: + if 技能总伤害[self.技能序号['伏虎霸王拳']] != 0: + temp = 技能总伤害[self.技能序号['伏虎霸王拳']] * \ + (self.技能栏[self.技能序号['狂·霸王拳']].技能加成倍率(self.武器类型)-1) + if self.装备检查('奔流不息之狂风'): + temp = temp / 0.7 + if self.装备检查('奔流不息之伽蓝'): + temp *= 0.7 + 技能总伤害[self.技能序号['伏虎霸王拳']] += temp + + # 返回结果 + return self.数据返回(x, 技能释放次数, 技能总伤害) + + +class 归元·街霸·男(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 归元·街霸·男角色属性() + self.角色属性A = 归元·街霸·男角色属性() + self.角色属性B = 归元·街霸·男角色属性() + self.一觉序号 = 归元·街霸·男一觉序号 + self.二觉序号 = 归元·街霸·男二觉序号 + self.三觉序号 = 归元·街霸·男三觉序号 + self.护石选项 = deepcopy(归元·街霸·男护石选项) + self.符文选项 = deepcopy(归元·街霸·男符文选项) + + def 界面(self): + super().界面() + self.毒瓶强化 = QCheckBox('强化毒瓶投掷', self.main_frame2) + self.毒瓶强化.resize(100, 20) + self.毒瓶强化.move(335, 400) + self.毒瓶强化.setStyleSheet(复选框样式) + self.毒瓶强化.setChecked(False) + + self.毒针强化 = QCheckBox('强化毒针投掷', self.main_frame2) + self.毒针强化.resize(100, 20) + self.毒针强化.move(335, 430) + self.毒针强化.setStyleSheet(复选框样式) + self.毒针强化.setChecked(False) + + self.砖块强化 = QCheckBox('强化砖块投掷', self.main_frame2) + self.砖块强化.resize(100, 20) + self.砖块强化.move(335, 460) + self.砖块强化.setStyleSheet(复选框样式) + self.砖块强化.setChecked(False) + + self.污桶强化 = QCheckBox('强化爆破污桶', self.main_frame2) + self.污桶强化.resize(100, 20) + self.污桶强化.move(335, 490) + self.污桶强化.setStyleSheet(复选框样式) + self.污桶强化.setChecked(True) + + self.爆狱强化 = QCheckBox('强化逆道爆狱', self.main_frame2) + self.爆狱强化.resize(100, 20) + self.爆狱强化.move(335, 520) + self.爆狱强化.setStyleSheet(复选框样式) + self.爆狱强化.setChecked(True) + + self.职业存档.append(('毒瓶强化', self.毒瓶强化, 0)) + self.职业存档.append(('毒针强化', self.毒针强化, 0)) + self.职业存档.append(('砖块强化', self.砖块强化, 0)) + self.职业存档.append(('污桶强化', self.污桶强化, 0)) + self.职业存档.append(('爆狱强化', self.爆狱强化, 0)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + 属性.技能栏[属性.技能序号['毒瓶投掷']].投掷强化 = 1 if self.毒瓶强化.isChecked() else 0 + 属性.技能栏[属性.技能序号['毒针投掷']].投掷强化 = 1 if self.毒针强化.isChecked() else 0 + 属性.技能栏[属性.技能序号['砖块投掷']].投掷强化 = 1 if self.砖块强化.isChecked() else 0 + 属性.技能栏[属性.技能序号['爆破污桶']].投掷强化 = 1 if self.污桶强化.isChecked() else 0 + 属性.技能栏[属性.技能序号['逆道·爆狱']].投掷强化 = 1 if self.爆狱强化.isChecked() else 0 + # if self.毒瓶强化.isChecked(): + # 属性.技能栏[属性.技能序号['毒瓶投掷']].基础 = 0 + # 属性.技能栏[属性.技能序号['毒瓶投掷']].成长 = 0 + # 属性.技能栏[属性.技能序号['毒瓶投掷']].中毒基础 = 1034 + # 属性.技能栏[属性.技能序号['毒瓶投掷']].中毒成长 = 184 + # 属性.技能栏[属性.技能序号['毒瓶投掷']].灼伤基础 = 1034 + # 属性.技能栏[属性.技能序号['毒瓶投掷']].灼伤成长 = 184 + # 属性.技能栏[属性.技能序号['毒瓶投掷']].投掷强化 + # if self.毒针强化.isChecked(): + # 属性.技能栏[属性.技能序号['毒针投掷']].基础 = 976 + # 属性.技能栏[属性.技能序号['毒针投掷']].成长 = 92 + # 属性.技能栏[属性.技能序号['毒针投掷']].出血基础 = 1276 + # 属性.技能栏[属性.技能序号['毒针投掷']].出血成长 = 144 + # 属性.技能栏[属性.技能序号['毒针投掷']].感电基础 = 0 + # 属性.技能栏[属性.技能序号['毒针投掷']].感电成长 = 0 + # if self.砖块强化.isChecked(): + # 属性.技能栏[属性.技能序号['砖块投掷']].攻击次数 = 0 + # 属性.技能栏[属性.技能序号['砖块投掷']].攻击次数2 = 1 + # 属性.技能栏[属性.技能序号['砖块投掷']].倍率 = 1 + # if self.污桶强化.isChecked(): + # 属性.技能栏[属性.技能序号['爆破污桶']].攻击次数 = 0 + # 属性.技能栏[属性.技能序号['爆破污桶']].攻击次数2 = 1 + # if self.爆狱强化.isChecked(): + # 属性.技能栏[属性.技能序号['逆道·爆狱']].攻击次数 = 0 + # 属性.技能栏[属性.技能序号['逆道·爆狱']].攻击次数2 = 1 + # 属性.技能栏[属性.技能序号['逆道·爆狱']].灼伤基础 = 1889 * 5 + # 属性.技能栏[属性.技能序号['逆道·爆狱']].灼伤成长 = 214 * 5 diff --git a/Characters/战斗·知源·小魔女.py b/Characters/战斗·知源·小魔女.py new file mode 100644 index 00000000..27772349 --- /dev/null +++ b/Characters/战斗·知源·小魔女.py @@ -0,0 +1,623 @@ +from PublicReference.carry.base import * + + +class 职业主动技能(主动技能): + 技能施放时间 = 0.0 + 脱手 = 1 + data0 = [] + data1 = [] + data2 = [] + data3 = [] + data4 = [] + data5 = [] + data6 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数1 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数2 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数3 + if len(self.data4) >= self.等级 and len(self.data4) > 0: + 等效倍率 += self.data4[self.等级] * self.攻击次数4 + if len(self.data5) >= self.等级 and len(self.data5) > 0: + 等效倍率 += self.data5[self.等级] * self.攻击次数5 + if len(self.data6) >= self.等级 and len(self.data6) > 0: + 等效倍率 += self.data6[self.等级] * self.攻击次数6 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能0(职业主动技能): + 名称 = '别过来!' + 所在等级 = 5 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data0 = [int(i*1.22)for i in [0, 2441, 2688, 2936, 3184, 3431, 3679, 3927, 4174, 4422, 4670, 4917, 5165, 5413, 5661, 5908, 6156, 6404, 6651, 6899, 7147, 7394, 7642, 7890, 8137, 8385, 8633, 8880, 9128, 9376, 9623, 9871, 10119, 10366, 10614, 10862, + 11109, 11357, 11605, 11852, 12100, 12348, 12595, 12843, 13091, 13338, 13586, 13834, 14081, 14329, 14577, 14824, 15072, 15320, 15567, 15815, 16063, 16310, 16558, 16806, 17053, 17301, 17549, 17796, 18044, 18292, 18539, 18787, 19035, 19282, 19530]] + 攻击次数 = 3 + CD = 6 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + +class 技能1(职业主动技能): + 名称 = '玫瑰藤蔓' + 所在等级 = 10 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + # 与站位相关,站位可能导致只能打一半 + data0 = [int(i*1.22)for i in [0, 533, 586, 640, 695, 748, 803, 857, 911, 965, 1019, 1074, 1127, 1181, 1236, 1289, 1344, 1398, 1451, 1506, 1560, 1615, 1668, 1722, 1777, 1830, 1885, 1939, 1992, + 2047, 2101, 2155, 2209, 2263, 2317, 2371, 2426, 2479, 2533, 2588, 2641, 2696, 2750, 2803, 2858, 2912, 2967, 3020, 3074, 3129, 3182, 3237, 3291, 3344, 3399, 3453, 3507, 3561, 3615, 3669, 3723]] + 攻击次数 = 4 + data1 = [int(i*1.072)for i in [0, 79, 87, 95, 103, 111, 119, 127, 135, 143, 151, 159, 167, 175, 183, 191, 199, 207, 215, 222, 230, 238, 246, 254, 262, 270, 278, 286, + 294, 302, 310, 318, 326, 334, 342, 350, 358, 367, 375, 383, 391, 399, 407, 415, 423, 431, 439, 447, 455, 463, 471, 479, 487, 495, 503, 511, 519, 527, 535, 543, 551]] + 攻击次数1 = 4 + CD = 5 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + +class 技能2(职业主动技能): + 名称 = '疯狂乱抓' + 所在等级 = 15 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + data0 = [int(i*1.22)for i in [0, 792, 873, 952, 1033, 1114, 1194, 1274, 1354, 1435, 1516, 1595, 1676, 1757, 1837, 1918, 1997, 2078, 2159, 2239, 2319, 2399, 2480, 2561, 2640, 2721, 2802, 2882, 2963, 3042, 3123, 3204, + 3284, 3364, 3444, 3525, 3606, 3686, 3766, 3847, 3927, 4008, 4087, 4168, 4249, 4329, 4409, 4489, 4570, 4651, 4731, 4811, 4892, 4972, 5053, 5132, 5213, 5294, 5374, 5455, 5534, 5615, 5696, 5776, 5856, 5937, 6017]] + 攻击次数 = 2 + CD = 4 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + +class 技能3(被动技能): + 名称 = '人偶操纵者' + 所在等级 = 15 + 等级上限 = 60 + 学习间隔 = 3 + 等级上限 = 50 + 自定义描述 = 1 + + 智力 = [0, 69, 73, 77, 81, 85, 90, 95, 100, 106, 112, 118, 124, 130, 137, 144, 152, 160, 168, 176, 184, 193, 202, 212, 221, 231, 241, 252, 262, 273, 284, + 296, 308, 320, 332, 344, 358, 371, 384, 398, 412, 426, 440, 456, 470, 486, 502, 518, 534, 550, 567, 581, 597, 613, 629, 645, 660, 676, 692, 708, 724] + + 额外智力 = 0 + + def 加成倍率(self, 武器类型): + return 1.0 + + def 加成智力(self): + return self.智力[self.等级] + self.额外智力 + + def 技能描述(self, 武器类型): + return "智力增加量:"+str(self.加成智力()) + + +class 技能4(被动技能): + 名称 = '邪恶的好奇心' + 所在等级 = 20 + 等级上限 = 20 + 学习间隔 = 20 + 等级上限 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.1 + self.等级*0.15, 3) + + +class 技能5(被动技能): + 名称 = '小魔女的偏爱' + 所在等级 = 20 + 等级上限 = 1 + 学习间隔 = 3 + 等级上限 = 1 + 基础等级 = 1 + 关联技能 = ['疯狂乱抓', '疯熊火箭拳', '疯熊守护', '疯疯熊坠击', '变大吧!疯疯熊', '哇咔咔!', '咆哮吧!疯疯熊'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.1, 3) + + +class 技能6(职业主动技能): + 名称 = '疯熊火箭拳' + 所在等级 = 20 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + data0 = [int(i*1.054)for i in [0, 3058, 3369, 3680, 3989, 4300, 4610, 4921, 5230, 5541, 5852, 6162, 6472, 6782, 7093, 7404, 7713, 8024, 8334, 8645, 8954, 9265, 9576, 9886, 10196, 10506, 10817, 11128, 11437, 11748, 12058, 12369, 12678, 12989, 13300, 13610, + 13920, 14230, 14541, 14852, 15161, 15472, 15782, 16093, 16403, 16713, 17024, 17334, 17644, 17955, 18265, 18576, 18885, 19196, 19507, 19817, 20127, 20437, 20748, 21058, 21368, 21679, 21989, 22300, 22609, 22920, 23231, 23541, 23851, 24161, 24472]] + 攻击次数 = 1 + CD = 6 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + +class 技能7(职业主动技能): + 名称 = '蔷薇藤鞭' + 所在等级 = 25 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + data0 = [int(i*1.054)for i in [0, 2290, 2655, 3019, 3384, 3749, 4115, 4480, 4845, 5210, 5575, 5940, 6305, 6670, 7035, 7401, 7766, 8131, 8496, 8861, 9226, 9591, 9956, 10321, 10687, 11052, 11417, 11782, 12147, 12512, + 12877, 13242, 13607, 13973, 14338, 14703, 15068, 15433, 15798, 16163, 16528, 16893, 17259, 17624, 17989, 18354, 18719, 19084, 19449, 19813, 20178, 20543, 20909, 21274, 21639, 22004, 22369, 22734, 23099, 23464, 23829]] + 攻击次数 = 2 + CD = 10 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + +class 技能8(职业主动技能): + 名称 = '火热的爱意' + 所在等级 = 25 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + data0 = [int(i*1.211)for i in [0, 985, 1142, 1299, 1456, 1613, 1771, 1928, 2085, 2242, 2399, 2556, 2713, 2870, 3027, 3184, 3341, 3498, 3655, + 3813, 3970, 4127, 4284, 4441, 4598, 4755, 4912, 5069, 5226, 5383, 5540, 5698, 5855, 6012, 6169, 6326, 6483, 6640, 6797, 6954, 7111]] + 攻击次数 = 3 + CD = 10 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + +class 技能9(职业主动技能): + 名称 = '疯熊守护' + 所在等级 = 30 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + data0 = [int(i*1.251)for i in [0, 4286, 4722, 5157, 5592, 6026, 6461, 6897, 7332, 7766, 8201, 8636, 9072, 9506, 9941, 10376, 10812, 11246, 11681, 12116, 12550, 12986, 13421, 13856, 14290, 14725, 15161, 15596, 16030, 16465, + 16900, 17336, 17770, 18205, 18640, 19075, 19510, 19945, 20380, 20815, 21250, 21685, 22120, 22555, 22989, 23425, 23860, 24295, 24729, 25164, 25600, 26035, 26469, 26904, 27339, 27775, 28209, 28644, 29079, 29513, 29949]] + 攻击次数 = 5 + CD = 10 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + +class 技能10(职业主动技能): + 名称 = '疯疯熊坠击' + 所在等级 = 35 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + data0 = [int(i*1.123)for i in [0, 7479, 8237, 8996, 9755, 10514, 11272, 12031, 12790, 13548, 14308, 15066, 15826, 16584, 17342, 18102, 18860, 19619, 20378, 21136, 21895, 22654, 23413, 24171, 24931, 25689, 26447, 27207, 27965, 28725, 29483, 30241, 31001, 31759, + 32518, 33277, 34036, 34794, 35553, 36312, 37070, 37830, 38588, 39346, 40106, 40864, 41624, 42382, 43140, 43900, 44658, 45417, 46176, 46935, 47693, 48452, 49211, 49969, 50729, 51487, 52245, 53005, 53763, 54522, 55281, 56040, 56799, 57557, 58316, 59075, 59834]] + 攻击次数 = 1 + CD = 15 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, 类型): + if 类型 == 0: + self.倍率 *= 1.40 + + +class 技能11(职业主动技能): + 名称 = '蔷薇囚狱' + 所在等级 = 40 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + data0 = [int(i*1.251)for i in [0, 674, 742, 811, 879, 948, 1016, 1085, 1153, 1221, 1290, 1358, 1427, 1495, 1563, 1632, 1700, 1769, 1837, 1906, 1974, 2042, 2111, 2179, 2248, 2316, 2385, 2453, 2521, + 2590, 2658, 2727, 2795, 2864, 2932, 3000, 3069, 3137, 3206, 3274, 3343, 3411, 3479, 3548, 3616, 3685, 3753, 3822, 3890, 3958, 4027, 4095, 4164, 4232, 4300, 4369, 4437, 4506, 4574, 4643, 4711]] + 攻击次数 = 6 + data1 = [int(i*1.251)for i in [0, 5058, 5571, 6084, 6598, 7111, 7624, 8137, 8650, 9164, 9677, 10190, 10703, 11216, 11729, 12243, 12756, 13269, 13782, 14295, 14809, 15322, 15835, 16348, 16861, 17374, 17888, 18401, 18914, 19427, + 19940, 20454, 20967, 21480, 21993, 22506, 23019, 23533, 24046, 24559, 25072, 25585, 26099, 26612, 27125, 27638, 28151, 28665, 29178, 29691, 30204, 30717, 31230, 31744, 32257, 32770, 33283, 33796, 34310, 34823, 35336]] + + 攻击次数1 = 1 + data2 = [int(i*1.251)for i in [0, 91, 101, 110, 119, 129, 138, 147, 157, 166, 175, 185, 194, 203, 213, 222, 231, 241, 250, 259, 269, 278, 287, 297, 306, 315, 325, 334, + 343, 353, 362, 371, 381, 390, 399, 409, 418, 427, 437, 446, 455, 465, 474, 483, 493, 502, 511, 521, 530, 539, 549, 558, 567, 577, 586, 595, 605, 614, 623, 633, 642]] + 攻击次数2 = 6+1 + CD = 20 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + +class 技能12(职业主动技能): + 名称 = '死命召唤' + 所在等级 = 40 + 等级上限 = 11 + 学习间隔 = 2 + 等级精通 = 1 + data0 = [int(i*1.119)for i in [0, 12483, 14473, 16463, 18453, 20443, 22433, 24423, 26413, 28404, 30394, 32384, 34374, 36364, 38354, 40344, 42334, 44324, 46314, 48304, 50295, 52285, 54275, 56265, 58255, 60245, 62235, 64225, 66215, 68205, 70195, 72186, 74176, 76166, 78156, 80146, + 82136, 84126, 86116, 88106, 90096, 92086, 94077, 96067, 98057, 100047, 102037, 104027, 106017, 108007, 109997, 111987, 113977, 115968, 117958, 119948, 121938, 123928, 125918, 127908, 129898, 131888, 133878, 135868, 137859, 139849, 141839, 143829, 145819, 147809, 149799]] + 攻击次数 = 1 + CD = 7 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, 类型): + if 类型 == 0: + self.倍率 *= 1.16 + + +class 技能13(职业主动技能): + 名称 = '林中小屋' + 所在等级 = 45 + 等级上限 = 11 + 学习间隔 = 2 + 等级精通 = 1 + data0 = [int(i*1.0)for i in [0, 1493, 1645, 1796, 1948, 2100, 2251, 2403, 2554, 2706, 2857, 3009, 3160, 3312, 3464, 3615, 3767, 3918, 4070, 4221, 4373, 4524, 4676, 4828, 4979, 5131, 5282, 5434, 5585, 5737, 5888, 6040, 6192, 6343, 6495, + 6646, 6798, 6949, 7101, 7252, 7404, 7556, 7707, 7859, 8010, 8162, 8313, 8465, 8616, 8768, 8920, 9071, 9223, 9374, 9526, 9677, 9829, 9980, 10132, 10284, 10435, 10587, 10738, 10890, 11041, 11193, 11344, 11496, 11648, 11799, 11951]] + 攻击次数 = 4 + CD = 1 + + +class 技能14(职业主动技能): + 名称 = '变大吧!疯疯熊' + 所在等级 = 45 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + data0 = [int(i*1.241)for i in [0, 2107, 2321, 2535, 2749, 2963, 3177, 3390, 3604, 3818, 4032, 4246, 4460, 4673, 4887, 5101, 5315, 5529, 5743, 5956, 6170, 6384, 6598, 6812, 7026, 7239, 7453, 7667, 7881, 8095, 8309, 8522, 8736, 8950, 9164, 9378, + 9592, 9805, 10019, 10233, 10447, 10661, 10875, 11088, 11302, 11516, 11730, 11944, 12158, 12372, 12585, 12799, 13013, 13227, 13441, 13655, 13868, 14082, 14296, 14510, 14724, 14938, 15151, 15365, 15579, 15793, 16007, 16221, 16434, 16648, 16862]] + 攻击次数 = 6 + data1 = [int(i*1.241)for i in [0, 8431, 9286, 10141, 10997, 11852, 12708, 13563, 14418, 15274, 16129, 16984, 17840, 18695, 19550, 20406, 21261, 22116, 22972, 23827, 24682, 25538, 26393, 27248, 28104, 28959, 29814, 30670, 31525, 32381, 33236, 34091, 34947, 35802, + 36657, 37513, 38368, 39223, 40079, 40934, 41789, 42645, 43500, 44355, 45211, 46066, 46921, 47777, 48632, 49488, 50343, 51198, 52054, 52909, 53764, 54620, 55475, 56330, 57186, 58041, 58896, 59752, 60607, 61462, 62318, 63173, 64028, 64884, 65739, 66594, 67450]] + 攻击次数1 = 1 + CD = 45 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, 类型): + if 类型 == 0: + self.倍率 *= 1.25 + + +class 技能15(被动技能): + 名称 = '少女的爱' + 所在等级 = 48 + 等级上限 = 40 + 学习间隔 = 3 + 等级上限 = 30 + 自定义描述 = 1 + 智力 = [0, 14, 37, 59, 82, 104, 127, 149, 172, 194, 217, 239, 262, 284, 307, 329, 352, 374, 397, 419, 442, + 464, 487, 509, 532, 554, 577, 599, 622, 644, 667, 689, 712, 734, 757, 779, 802, 824, 847, 869, 892] + + 额外智力 = 0 + + def 加成倍率(self, 武器类型): + return 1.0 + + def 加成智力(self): + return self.智力[self.等级] + self.额外智力 + + def 技能描述(self, 武器类型): + return "智力增加量:"+str(self.加成智力()) + + +class 技能16(职业主动技能): + 名称 = '开幕!人偶剧场' + 所在等级 = 50 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + data0 = [int(i*1.251)for i in [0, 54948, 67690, 80431, 93173, 105914, 118657, 131399, 144141, 156882, 169624, 182366, 195107, 207849, 220590, 233332, 246074, 258815, 271557, + 284299, 297040, 309782, 322525, 335267, 348008, 360750, 373491, 386233, 398975, 411716, 424458, 437200, 449941, 462683, 475425, 488166, 500908, 513650, 526392, 539134, 551876]] + 攻击次数 = 1 + CD = 170 + + +class 技能17(职业主动技能): + 名称 = '人偶戏法' + 所在等级 = 60 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + data0 = [int(i*1.25)for i in [0, 1256, 1383, 1511, 1638, 1765, 1893, 2021, 2148, 2275, 2402, 2531, 2658, 2785, 2913, 3040, 3167, 3295, 3423, + 3550, 3677, 3804, 3932, 4060, 4187, 4315, 4442, 4569, 4697, 4825, 4952, 5079, 5206, 5334, 5462, 5589, 5716, 5844, 5971, 6099, 6227]] + 攻击次数 = 4 + data1 = [int(i*1.25)for i in [0, 5024, 5534, 6044, 6553, 7064, 7574, 8084, 8593, 9103, 9613, 10123, 10632, 11142, 11652, 12161, 12671, 13182, 13692, 14201, + 14711, 15221, 15730, 16240, 16750, 17260, 17769, 18279, 18789, 19298, 19809, 20319, 20829, 21338, 21848, 22358, 22868, 23377, 23887, 24397, 24906]] + 攻击次数1 = 1 + CD = 45 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, 类型): + if 类型 == 0: + self.data1 = [int(i*2.24) for i in self.data1] + + +class 技能18(职业主动技能): + 名称 = '哇咔咔!' + 所在等级 = 70 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + data0 = [int(i*1.251)for i in [0, 2770, 3051, 3332, 3612, 3894, 4175, 4456, 4737, 5018, 5299, 5580, 5862, 6142, 6423, 6704, 6985, 7266, 7548, 7829, + 8110, 8391, 8671, 8952, 9233, 9515, 9796, 10077, 10358, 10639, 10920, 11200, 11482, 11763, 12044, 12325, 12606, 12887, 13168, 13450, 13731]] + 攻击次数 = 10 + CD = 40 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, 类型): + if 类型 == 0: + self.倍率 *= 1.22 + + +class 技能19(职业主动技能): + 名称 = '苦痛庭院' + 所在等级 = 75 + 等级上限 = 30 + 学习间隔 = 2 + 等级精通 = 40 + data0 = [int(i*1.25)for i in [0, 2512, 2767, 3022, 3277, 3531, 3786, 4042, 4297, 4552, 4807, 5061, 5316, 5571, 5826, 6081, + 6336, 6590, 6846, 7101, 7356, 7611, 7866, 8120, 8375, 8630, 8885, 9140, 9395, 9649, 9905, 10160, 10415, 10670, 10925]] + 攻击次数 = 9 + data1 = [int(i*1.25)for i in [0, 558, 615, 671, 727, 784, 841, 898, 955, 1012, 1067, 1124, 1181, 1238, 1294, 1351, + 1408, 1464, 1521, 1577, 1634, 1691, 1748, 1804, 1860, 1917, 1974, 2031, 2088, 2144, 2200, 2257, 2314, 2371, 2427]] + 攻击次数1 = 10 + data2 = [int(i*1.25)for i in [0, 22614, 24909, 27203, 29498, 31791, 34085, 36380, 38674, 40968, 43262, 45557, 47851, 50146, 52439, 54734, + 57028, 59323, 61616, 63911, 66205, 68500, 70794, 73088, 75382, 77677, 79971, 82266, 84559, 86853, 89148, 91442, 93736, 96030, 98325]] + 攻击次数2 = 1 + CD = 40 + + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, 类型): + if 类型 == 0: + self.倍率 *= 1.28 + self.CD *= 0.9 + + +class 技能20(被动技能): + 名称 = '冥月绽放' + 所在等级 = 75 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + 额外智力 = 0 + 自定义描述 = 1 + 智力 = [0, 150, 160, 170, 180, 190, 200, 210, 220, 230, 240, 250, 260, 270, 280, 290, 300, 310, 320, 330, + 340, 350, 360, 370, 380, 390, 400, 410, 420, 430, 440, 450, 460, 470, 480, 490, 500, 510, 520, 530, 540] + + 额外智力 = 0 + + def 加成倍率(self, 武器类型): + return round(1.22+0.02*self.等级, 3) + + def 加成智力(self): + return self.智力[self.等级] + self.额外智力 + + def 技能描述(self, 武器类型): + return '''智力增加量:{}
+ 技能攻击力加成:{}%
+ 属性抗性减少量:20*3 + '''.format(str(self.加成智力()), str(22+2*self.等级)) + + +class 技能21(职业主动技能): + 名称 = '咆哮吧!疯疯熊' + 所在等级 = 80 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + data0 = [int(i*1.25)for i in [0, 2094, 2306, 2519, 2731, 2944, 3156, 3369, 3581, 3794, 4006, 4219, 4431, 4644, 4856, 5069, 5281, 5494, 5706, 5919, 6131, 6344, 6556, 6769, 6981, 7193, 7406, 7618, 7831, 8043, 8256, 8468, 8681, 8893, 9106, 9318, + 9531, 9743, 9956, 10168, 10381, 10593, 10806, 11018, 11231, 11443, 11656, 11868, 12081, 12293, 12505, 12718, 12930, 13143, 13355, 13568, 13780, 13993, 14205, 14418, 14630, 14843, 15055, 15268, 15480, 15693, 15905, 16118, 16330, 16543, 16755]] + 攻击次数 = 24 + CD = 45 + + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, 类型): + if 类型 == 0: + self.倍率 *= 1.12*1.25 + + +class 技能22(职业主动技能): + 名称 = '欢迎光临人偶之森' + 所在等级 = 85 + 等级上限 = 60 + 学习间隔 = 5 + 等级精通 = 50 + data0 = [int(i*1.251)for i in [0, 6681, 8230, 9780, 11329, 12878, 14428, 15977, 17526, 19075, 20625, 22174, 23723, 25273, 26822, 28371, 29921, 31470, 33019, 34568, 36118, 37667, 39216, 40766, 42315, 43864, 45414, 46963, 48512, 50061, 51611, 53160, 54709, 56259, 57808, + 59357, 60907, 62456, 64005, 65554, 67104, 68653, 70202, 71752, 73301, 74850, 76400, 77949, 79498, 81047, 82597, 84146, 85695, 87245, 88794, 90343, 91892, 93442, 94991, 96540, 98090, 99639, 101188, 102738, 104287, 105836, 107385, 108935, 110484, 112033, 113583]] + 攻击次数 = 7 + data1 = [int(i*1.251)for i in [0, 23385, 28807, 34230, 39652, 45075, 50497, 55920, 61342, 66765, 72187, 77610, 83033, 88455, 93878, 99300, 104723, 110145, 115568, 120990, 126413, 131835, 137258, 142681, 148103, 153526, 158948, 164371, 169793, 175216, 180638, 186061, 191483, 196906, 202329, + 207751, 213174, 218596, 224019, 229441, 234864, 240286, 245709, 251131, 256554, 261976, 267399, 272822, 278244, 283667, 289089, 294512, 299934, 305357, 310779, 316202, 321624, 327047, 332470, 337892, 343315, 348737, 354160, 359582, 365005, 370427, 375850, 381272, 386695, 392118, 397540]] + 攻击次数1 = 2 + data2 = [int(i*1.251)for i in [0, 62359, 76819, 91279, 105739, 120199, 134660, 149119, 163579, 178040, 192500, 206960, 221420, 235880, 250340, 264801, 279260, 293720, 308181, 322641, 337102, 351561, 366021, 380482, 394942, 409402, 423862, 438322, 452782, 467243, 481702, 496162, 510623, 525083, 539543, + 554003, 568463, 582923, 597384, 611843, 626303, 640764, 655224, 669684, 684144, 698604, 713064, 727525, 741984, 756444, 770905, 785365, 799825, 814285, 828745, 843205, 857666, 872126, 886585, 901046, 915506, 929967, 944426, 958886, 973347, 987807, 1002267, 1016727, 1031187, 1045647, 1060108]] + 攻击次数2 = 1 + CD = 180 + + +class 技能23(被动技能): + 名称 = '不祥的微笑' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + 自定义描述 = 1 + 额外智力 = 0 + + 智力 = [0, 160, 170, 180, 190, 200, 210, 220, 230, 240, 250, 260, 270, 280, 290, 300, 310, 320, 330, 340, + 350, 360, 370, 380, 390, 400, 410, 420, 430, 440, 450, 460, 470, 480, 490, 500, 510, 520, 530, 540, 550] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + def 加成智力(self): + return self.智力[self.等级] + self.额外智力 + + def 技能描述(self, 武器类型): + + return '''智力增加量:{}
+ 技能攻击力加成:{}% + '''.format(str(self.加成智力()), str(18+2*self.等级)) + + +class 技能24(职业主动技能): + 名称 = '挚爱囚笼' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + data0 = [int(i*1.251)for i in [0, 12271, 13516, 14760, 16005, 17250, 18495, 19740, 20985, 22230, 23475, 24720, 25965, 27209, 28454, 29699, + 30944, 32189, 33434, 34679, 35924, 37169, 38414, 39658, 40903, 42148, 43393, 44638, 45883, 47128, 48373, 49618, 50863, 52107, 53352]] + 攻击次数 = 3 + data1 = [int(i*1.251)for i in [0, 4772, 5256, 5740, 6224, 6708, 7192, 7676, 8161, 8645, 9129, 9613, 10097, 10581, 11065, 11549, 12034, + 12518, 13002, 13486, 13970, 14454, 14938, 15422, 15907, 16391, 16875, 17359, 17843, 18327, 18811, 19295, 19780, 20264, 20748]] + 攻击次数1 = 6 + data2 = [int(i*1.251)for i in [0, 8180, 9010, 9840, 10670, 11500, 12330, 13160, 13990, 14820, 15650, 16480, 17310, 18139, 18969, 19799, + 20629, 21459, 22289, 23119, 23949, 24779, 25609, 26439, 27269, 28099, 28929, 29759, 30588, 31418, 32248, 33078, 33908, 34738, 35568]] + 攻击次数2 = 2 + CD = 60 + + +class 技能25(职业主动技能): + 名称 = '终幕!人偶剧场' + 所在等级 = 100 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + data0 = [int(i*1.251)for i in [0, 4577, 5638, 6700, 7761, 8822, 9883, 10946, 12007, 13068, 14129, 15190, 16252, 17314, 18375, 19436, 20498, 21559, 22620, 23682, 24743, 25805, 26866, 27927, 28988, 30050, 31112, 32173, 33234, 34295, 35357, 36419, 37480, 38541, + 39602, 40664, 41725, 42787, 43848, 44909, 45971, 47032, 48094, 49155, 50217, 51278, 52339, 53400, 54462, 55524, 56585, 57646, 58707, 59769, 60831, 61892, 62953, 64014, 65076, 66137, 67199, 68260, 69321, 70383, 71444, 72505, 73567, 74629, 75690, 76751, 77812]] + 攻击次数 = 8 + data1 = [int(i*1.251)for i in [0, 18308, 22554, 26799, 31045, 35291, 39536, 43782, 48028, 52272, 56518, 60764, 65009, 69255, 73501, 77746, 81992, 86237, 90483, 94728, 98974, 103220, 107465, 111711, 115956, 120201, 124447, 128693, 132938, 137184, 141430, 145675, 149920, 154166, 158411, + 162657, 166903, 171148, 175394, 179639, 183885, 188130, 192376, 196622, 200867, 205113, 209359, 213603, 217849, 222095, 226340, 230586, 234832, 239077, 243322, 247568, 251813, 256059, 260305, 264550, 268796, 273042, 277287, 281532, 285778, 290024, 294269, 298515, 302761, 307005, 311251]] + 攻击次数1 = 3 + data2 = [int(i*1.251)for i in [0, 274633, 338316, 402000, 465683, 529366, 593049, 656732, 720416, 784099, 847782, 911465, 975148, 1038832, 1102515, 1166199, 1229882, 1293565, 1357249, 1420932, 1484615, 1548298, 1611981, 1675665, 1739348, 1803031, 1866714, 1930397, 1994081, 2057764, 2121447, 2185130, 2248813, 2312497, 2376180, + 2439863, 2503546, 2567230, 2630913, 2694596, 2758279, 2821962, 2885646, 2949329, 3013012, 3076695, 3140378, 3204062, 3267745, 3331428, 3395111, 3458794, 3522478, 3586161, 3649844, 3713527, 3777210, 3840894, 3904577, 3968260, 4031943, 4095627, 4159310, 4222993, 4286676, 4350359, 4414043, 4477726, 4541409, 4605092, 4668775]] + 攻击次数2 = 1 + CD = 290 + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + + +class 职业属性(角色属性): + + 实际名称 = '战斗·知源·小魔女' + 角色 = '魔法师(女)' + 职业 = '小魔女' + + 武器选项 = ['扫把'] + 类型选择 = ['魔法固伤'] + + 类型 = '魔法固伤' + + 防具类型 = '板甲' + 防具精通属性 = ['智力'] + + 主BUFF = 1.7 + + def __init__(self, 技能列表, 技能序号): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + super().被动倍率计算() + self.智力 += self.技能栏[self.技能序号['人偶操纵者']].加成智力() + self.进图智力 += self.技能栏[self.技能序号['少女的爱']].加成智力() + self.智力 += self.技能栏[self.技能序号['冥月绽放']].加成智力() + self.火抗输入 -= 60 + self.光抗输入 -= 60 + self.冰抗输入 -= 60 + self.暗抗输入 -= 60 + + +class 战斗·知源·小魔女(角色窗口): + def 窗口属性输入(self): + 技能序号 = dict() + for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + + 一觉序号 = 0 + 二觉序号 = 0 + 三觉序号 = 0 + + for i in 技能列表: + if i.所在等级 == 50: + 一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 三觉序号 = 技能序号[i.名称] + + 护石选项 = ['无'] + for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 护石选项.append(i.名称) + + 符文选项 = ['无'] + for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1 and i.名称 != '爆裂弹': + 符文选项.append(i.名称) + self.初始属性 = 职业属性(技能列表, 技能序号) + self.角色属性A = 职业属性(技能列表, 技能序号) + self.角色属性B = 职业属性(技能列表, 技能序号) + self.一觉序号 = 一觉序号 + self.二觉序号 = 二觉序号 + self.三觉序号 = 三觉序号 + self.护石选项 = deepcopy(护石选项) + self.符文选项 = deepcopy(符文选项) diff --git a/Characters/战斗·神启·圣骑士.py b/Characters/战斗·神启·圣骑士.py new file mode 100644 index 00000000..db7a6a9e --- /dev/null +++ b/Characters/战斗·神启·圣骑士.py @@ -0,0 +1,560 @@ +from PublicReference.carry.base import * + +class 职业主动技能(主动技能): + 技能施放时间 = 0.0 + 脱手 = 1 + data0 = [] + data1 = [] + data2 = [] + data3 = [] + data4 = [] + data5 = [] + data6 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + if len(self.data4) >= self.等级 and len(self.data4) > 0: + 等效倍率 += self.data4[self.等级] * self.攻击次数5 + if len(self.data5) >= self.等级 and len(self.data5) > 0: + 等效倍率 += self.data5[self.等级] * self.攻击次数6 + if len(self.data6) >= self.等级 and len(self.data6) > 0: + 等效倍率 += self.data6[self.等级] * self.攻击次数7 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能0(被动技能): + 名称 = '基础精通' + 倍率 = 1.0 + 所在等级 = 1 + 等级上限 = 200 + 基础等级 = 100 + data0 = [int(i*1.0) for i in [0, 1000, 1058, 1115, 1173, 1230, 1288, 1345, 1403, 1461, 1518, 1576, 1633, 1691, 1748, 1806, 1895, 1984, 2073, 2162, 2251, 2339, 2428, 2517, 2606, 2695, 2784, 2873, 2962, 3051, 3140, 3228, 3317, 3406, 3495, 3584, 3673, 3762, 3851, 3940, 4029, 4118, 4206, 4295, 4384, 4473, 4562, 4651, 4740, 4829, 4918, 5007, 5095, 5184, 5273, 5362, 5451, 5540, 5629, 5718, 5807, 5896, 5985, 6073, 6162, 6251, 6340, 6429, 6518, 6607, 6696, 6785, 6874, 6963, 7051, 7140, 7229, 7318, 7407, 7496, 7585, 7674, 7763, 7852, 7940, 8029, 8118, 8207, 8296, 8385, 8474, 8563, 8652, 8741, 8830, 8918, 9007, 9096, 9185, 9274, 9363, 9452, 9541, 9630, 9719, 9808, 9897, 9986, + 10075, 10164, 10253, 10342, 10431, 10520, 10609, 10698, 10787, 10876, 10965, 11054, 11143, 11232, 11321, 11410, 11499, 11588, 11677, 11766, 11855, 11944, 12033, 12122, 12211, 12300, 12389, 12478, 12567, 12656, 12745, 12834, 12923, 13012, 13101, 13190, 13279, 13368, 13457, 13546, 13635, 13724, 13813, 13902, 13991, 14080, 14169, 14258, 14347, 14436, 14525, 14614, 14703, 14792, 14881, 14970, 15059, 15148, 15237, 15326, 15415, 15504, 15593, 15682, 15771, 15860, 15949, 16038, 16127, 16216, 16305, 16394, 16483, 16572, 16661, 16750, 16839, 16928, 17017, 17106, 17195, 17284, 17373, 17462, 17551, 17640, 17729, 17818, 17907, 17996, 18085, 18174, 18263]] + 关联技能 = ['神罚之锤', '空斩打'] + + def 加成倍率(self, 武器类型): + return self.data0[self.等级]/1000 + + +class 技能1(职业主动技能): + 名称 = '空斩打' + 所在等级 = 1 + 等级上限 = 20 + 基础等级 = 10 + data0 = [int(i*1.0) for i in [0, 95, 105, 115, 126, 136, 147, 158, 168, 179, 189, 200, 210, 220, 231, 241, 252, 263, 273, 284, 294, 305, 315, 325, 336, 346, 357, 368, 378, 389, 399, 410, 420, 430, 441, 451, 462, 473, 483, 494, 504, 515, 525, 535, 546, 556, 567, 578, 588, 599, 609, 620, 630, 640, 651, 661, 672, 683, 693, 704, 714, 725, 735, 745, 756, 766, 777, 788, 798, 809, 819]] + CD = 2.0 + TP成长 = 0.08 + TP上限 = 5 + + +class 技能2(职业主动技能): + 名称 = '落凤锤' + 所在等级 = 15 + 等级上限 = 1 + 基础等级 = 1 + # 当装备[神罚之锤]时,[落凤锤] : 可发动[雷霆粉碎] + data0 = [int(x*1.246) for x in [0, 2660, 2930, 3198, 3469, 3738, 4008, 4279, 4548, 4817, 5087, 5357, 5627, 5897, 6167, 6437, 6705, 6976, 7246, 7516, 7786, 8056, 8324, 8594, 8865, 9134, 9404, 9675, 9944, 10213, 10484, 10753, 11023, 11293, 11563, 11832, 12101, 12372, 12642, 12911, 13182]] + 攻击次数 = 2 + CD = 6.0 + + + +class 技能3(被动技能): + 名称 = '勇气恩赐' + 所在等级 = 15 + 等级上限 = 25 + 基础等级 = 15 + + def 加成倍率(self, 武器类型): + return (1.15 + (self.等级 - 15) * 0.02) if self.等级 >= 15 else (1 + self.等级 * 0.01) + + +class 技能4(职业主动技能): + 名称 = '光之复仇' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data0 = [int(i*1.24) for i in [0, 191, 210, 229, 249, 268, 288, 308, 327, 345, 365, 384, 404, 424, 443, 462, 482, 501, 520, 541, 560, 579, 599, 617, 636, 656, 676, 695, 715, 734, 753, 772, 793, 812, 831, 851, 869, 888, 908, 928, 947, 967, 986, 1005, 1025, 1045, 1064, 1084, 1103, 1121, 1141, 1160, 1180, 1200, 1219, 1238, 1258, 1277, 1297, 1316, 1336]] + 攻击次数 = 1 + CD = 0.2 + TP成长 = 0.10 + TP上限 = 5 + +class 技能5(职业主动技能): + 名称 = '纯白之刃' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 46 + data0 = [int(i*1.243) for i in [0, 1106, 1218, 1330, 1443, 1555, 1667, 1779, 1892, 2004, 2116, 2228, 2341, 2453, 2565, 2677, 2790, 2902, 3014, 3126, 3239, 3351, 3463, 3575, 3688, 3800, 3912, 4024, 4137, 4249, 4361, 4473, 4586, 4698, 4810, 4922, 5035, 5147, 5259, 5371, 5484, 5596, 5708, 5820, 5933, 6045, 6157, 6269, 6382, 6494, 6606, 6718, 6831, 6943, 7055, 7167, 7280, 7392, 7504, 7616, 7729, 7841, 7953, 8065, 8178, 8290, 8402, 8514, 8627, 8739, 8851]] + 攻击次数 = 1 + CD = 2.0 + TP成长 = 0.10 + TP上限 = 5 + +class 技能6(被动技能): + 名称 = '坚定信念' + 所在等级 = 30 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 >= 10: + return (1.10 + (self.等级 - 10) * 0.015) + else: + return (1 + self.等级 * 0.01) + + +class 技能7(职业主动技能): + 名称 = '胜利之矛' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 43 + data0 = [int(i*1.23) for i in [0, 978, 1077, 1176, 1276, 1375, 1475, 1574, 1673, 1773, 1872, 1971, 2070, 2170, 2269, 2368, 2467, 2566, 2666, 2765, + 2865, 2964, 3063, 3163, 3262, 3361, 3460, 3560, 3659, 3758, 3857, 3956, 4056, 4155, 4255, 4354, 4453, 4553, 4652, + 4751, 4850, 4949, 5049, 5148, 5247, 5346, 5446, 5545, 5645, 5744, 5843, 5943, 6042, 6141, 6240, 6339, 6439, 6538, + 6637, 6736, 6835, 6935, 7035, 7134, 7233, 7333, 7432, 7531, 7630, 7729, 7829]] + 攻击次数 = 1 + data1 = [int(i*1.23) for i in [0, 1525, 1681, 1835, 1990, 2145, 2300, 2455, 2610, 2765, 2919, 3075, 3229, 3384, 3539, 3694, 3848, 4004, 4158, + 4313, 4468, 4623, 4777, 4933, 5087, 5242, 5397, 5552, 5706, 5862, 6016, 6171, 6326, 6481, 6635, 6791, 6945, 7100, + 7255, 7410, 7565, 7720, 7875, 8029, 8185, 8339, 8494, 8649, 8804, 8958, 9114, 9268, 9423, 9578, 9733, 9887, 10043, + 10197, 10352, 10507, 10662, 10816, 10972, 11126, 11281, 11436, 11591, 11745, 11901, 12055, 12210]] + 攻击次数2 = 1 + CD = 6.6 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能8(职业主动技能): + 名称 = '圣光十字' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + data0 = [int(i*1.273) for i in [0, 1549, 1706, 1864, 2021, 2178, 2335, 2492, 2650, 2807, 2964, 3121, 3278, 3436, 3593, 3750, 3907, 4065, 4222, 4379, 4536, 4693, 4851, 5008, 5165, 5322, 5479, 5637, 5794, 5951, 6108, 6266, 6423, 6580, 6737, 6894, 7052, 7209, 7366, 7523, 7680, 7838, 7995, 8152, 8309, 8467, 8624, 8781, 8938, 9095, 9253, 9410, 9567, 9724, 9881, 10039, 10196, 10353, 10510, 10667, 10825, 10982, 11139, 11296, 11454, 11611, 11768, 11925, 12082, 12240, 12397]] + 攻击次数 = 1 + # 倍率1 = 1.158 # 三觉 + data1 = [int(i*1.273) for i in [0, 2041, 2247, 2455, 2662, 2869, 3076, 3283, 3490, 3697, 3905, 4111, 4318, 4525, 4733, 4940, 5146, 5354, 5561, 5768, 5975, 6182, 6389, 6596, 6803, 7010, 7217, 7425, 7632, 7838, 8045, 8253, 8460, 8666, 8874, 9081, 9288, 9495, 9702, 9909, 10116, 10324, 10530, 10737, 10945, 11152, 11359, 11565, 11773, 11980, 12187, 12394, 12601, 12808, 13015, 13222, 13429, 13636, 13844, 14051, 14257, 14465, 14672, 14879, 15085, 15293, 15500, 15707, 15915, 16121, 16328]] + 攻击次数2 = 1 + CD = 8.0 + TP成长 = 0.10 + TP上限 = 5 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 1.2 + + +class 技能9(职业主动技能): + 名称 = '圣光沁盾' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + data0 = [int(i*1.3) for i in [0, 3881, 4275, 4669, 5062, 5456, 5850, 6244, 6637, 7031, 7425, 7819, 8213, 8606, 9000, 9394, 9788, 10181, 10575, 10969, 11363, 11757, 12150, 12544, 12938, 13332, 13725, 14119, 14513, 14907, 15301, 15694, 16088, 16482, 16876, 17269, 17663, 18057, 18451, 18845, 19238, 19632, 20026, 20420, 20813, 21207, 21601, 21995, 22389, 22782, 23176, 23570, 23964, 24357, 24751, 25145, 25539, 25932, 26326, 26720, 27114]] + 攻击次数 = 1 + 倍率 = 1.09 # 三觉 + CD = 8.0 + TP成长 = 0.10 + TP上限 = 5 + +class 技能10(职业主动技能): + 名称 = '圣光琉璃碎' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 圣光球 光球魔法攻击力:[圣光球]攻击力的10%(1HIT) + data0 = [int(i*1.247) for i in [0, 789, 869, 949, 1029, 1109, 1189, 1269, 1350, 1430, 1510, 1590, 1670, 1750, 1830, 1910, 1990, 2070, 2150, 2231, + 2311, 2391, 2471, 2551, 2631, 2711, 2791, 2871, 2951, 3031, 3112, 3192, 3272, 3352, 3432, 3512, 3592, 3672, 3752, + 3832, 3912, 3993, 4073, 4153, 4233, 4313, 4393, 4473, 4553, 4633, 4713, 4794, 4874, 4954, 5034, 5114, 5194, 5274, + 5354, 5434, 5514, 5594, 5675, 5755, 5835, 5915, 5995, 6075, 6155, 6235, 6315]] + 攻击次数 = 10/100 + # 圣光球 爆炸魔法攻击力:[圣光球]攻击力的50%(1HIT) 粒子爆炸攻击力:[圣光球]攻击力的100%(5HIT) + data1 = [int(i*1.247) for i in [0, 1790, 1972, 2154, 2335, 2517, 2699, 2881, 3062, 3244, 3425, 3607, 3789, 3971, 4153, 4334, 4515, 4697, 4879, + 5061, 5243, 5425, 5605, 5787, 5969, 6151, 6333, 6515, 6696, 6877, 7059, 7241, 7423, 7605, 7786, 7968, 8149, 8331, + 8513, 8695, 8876, 9058, 9239, 9421, 9603, 9785, 9966, 10148, 10330, 10511, 10693, 10875, 11056, 11238, 11420, + 11602, 11783, 11965, 12146, 12328, 12510, 12692, 12874, 13055, 13236, 13418, 13600, 13782, 13964, 14145, 14326]] + 攻击次数2 = 100/100*5 + 50/100 + # 倍率2 = 5.5 + # 倍率 = 1 + CD = 14.4 + TP成长 = 0.10 + TP上限 = 5 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.25 + elif x == 1: + self.倍率 *= 1.34 + + +class 技能11(职业主动技能): + 名称 = '圣光聚合' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data0 = [int(i*1.33) for i in [0, 422, 465, 507, 550, 593, 636, 679, 722, 764, 807, 850, 893, 936, 979, 1021, 1064, 1107, 1150, 1193, 1236, 1278, 1321, 1364, 1407, 1450, 1493, 1535, 1578, 1621, 1664, 1707, 1750, 1792, 1835, 1878, 1921, 1964, 2006, 2049, 2092, 2135, 2178, 2221, 2263, 2306, 2349, 2392, 2435, 2478, 2520, 2563, 2606, 2649, 2692, 2735, 2777, 2820, 2863, 2906, 2949]] + data1 = [int(i*1.33) for i in [0, 844, 930, 1015, 1101, 1187, 1272, 1358, 1444, 1529, 1615, 1701, 1786, 1872, 1958, 2043, 2129, 2215, 2300, 2386, 2472, 2557, 2643, 2729, 2814, 2900, 2986, 3071, 3157, 3243, 3328, 3414, 3500, 3585, 3671, 3756, 3842, 3928, 4013, 4099, 4185, 4270, 4356, 4442, 4527, 4613, 4699, 4784, 4870, 4956, 5041, 5127, 5213, 5298, 5384, 5470, 5555, 5641, 5727, 5812, 5898]] + data2 = [int(i*1.33) for i in [0, 3219, 3545, 3872, 4198, 4525, 4852, 5178, 5505, 5831, 6158, 6484, 6811, 7138, 7464, 7791, 8117, 8444, 8770, 9097, 9424, 9750, 10077, 10403, 10730, 11056, 11383, 11710, 12036, 12363, 12689, 13016, 13343, 13669, 13996, 14322, 14649, 14975, 15302, 15629, 15955, 16282, 16608, 16935, 17261, 17588, 17915, 18241, 18568, 18894, 19221, 19548, 19874, 20201, 20527, 20854, 21180, 21507, 21834, 22160, 22487]] + 攻击次数 = 1 + 攻击次数2 = 1 + 攻击次数3 = 1 + CD = 10.0 + TP成长 = 0.10 + TP上限 = 5 + +class 技能12(职业主动技能): + 名称 = '忏悔之锤' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + data0 = [int(i*1.254) for i in [0, 4886, 5382, 5877, 6373, 6869, 7365, 7860, 8356, 8852, 9348, 9843, 10339, 10835, 11331, 11826, 12322, 12818, 13313, 13809, 14305, 14801, 15296, 15792, 16288, 16784, 17279, 17775, 18271, 18767, 19262, 19758, 20254, 20749, 21245, 21741, 22237, 22732, 23228, 23724, 24220, 24715, 25211, 25707, 26202, 26698, 27194, 27690, 28185, 28681, 29177, 29673, 30168, 30664, 31160, 31656, 32151, 32647, 33143, 33638, 34134, 34630, 35126, 35621, 36117, 36613, 37109, 37604, 38100, 38596, 39092]] + 攻击次数 = 1 + data1 = [int(i*1.254) for i in [0, 2033, 2239, 2445, 2652, 2858, 3064, 3271, 3477, 3683, 3889, 4096, 4302, 4508, 4715, 4921, 5127, 5333, 5540, 5746, 5952, 6158, 6365, 6571, 6777, 6984, 7190, 7396, 7602, 7809, 8015, 8221, 8428, 8634, 8840, 9046, 9253, 9459, 9665, 9872, 10078, 10284, 10490, 10697, 10903, 11109, 11316, 11522, 11728, 11934, 12141, 12347, 12553, 12760, 12966, 13172, 13378, 13585, 13791, 13997, 14203, 14410, 14616, 14822, 15029, 15235, 15441, 15647, 15854, 16060, 16266]] + 攻击次数2 = 1 + CD = 14.4 + TP成长 = 0.10 + TP上限 = 5 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.25 + self.CD *= 0.9 + elif x == 1: + self.倍率 *= 1.34 + self.CD *= 0.9 + + +class 技能13(职业主动技能): + 名称 = '正义审判' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + data0 = [int(i*1.251) for i in [0, 575, 633, 691, 750, 808, 866, 925, 983, 1041, 1100, 1158, 1216, 1275, 1333, 1391, 1450, 1508, 1566, 1625, 1683, 1742, 1800, 1858, 1917, 1975, 2033, 2092, 2150, 2208, 2267, 2325, 2383, 2442, 2500, 2558, 2617, 2675, 2733, 2792, 2850, 2908, 2967, 3025, 3083, 3142, 3200, 3258, 3317, 3375, 3434, 3492, 3550, 3609, 3667, 3725, 3784, 3842, 3900, 3959, 4017, 4075, 4134, 4192, 4250, 4309, 4367, 4425, 4484, 4542, 4600]] + 攻击次数 = 16 + 倍率1 = 1 + data1 = [int(i*1.251) for i in [0, 9201, 10135, 11068, 12002, 12935, 13869, 14802, 15736, 16670, 17603, 18537, 19470, 20404, 21337, 22271, 23204, 24138, 25071, 26005, 26938, 27872, 28805, 29739, 30672, 31606, 32539, 33473, 34406, 35340, 36273, 37207, 38141, 39074, 40008, 40941, 41875, 42808, 43742, 44675, 45609, 46542, 47476, 48409, 49343, 50276, 51210, 52143, 53077, 54010, 54944, 55877, 56811, 57744, 58678, 59611, 60545, 61479, 62412, 63346, 64279, 65213, 66146, 67080, 68013, 68947, 69880, 70814, 71747, 72681, 73614]] + 攻击次数2 = 1 + 倍率2 = 1 + CD = 45.0 + TP成长 = 0.10 + TP上限 = 5 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 8 + self.data1 = [int(x*2) for x in self.data1] + # self.倍率2 = 2 + elif x == 1: + self.攻击次数 = 8 + self.data1 = [int(x*2.16) for x in self.data1] + + +class 技能14(被动技能): + 名称 = '信念光环' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.015 + 0.02 * self.等级, 5) + + +class 技能15(职业主动技能): + 名称 = '天启之珠' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + data0 = [int(i*1.244) for i in [0, 576, 710, 844, 978, 1111, 1245, 1379, 1512, 1646, 1780, 1914, 2047, 2181, 2315, 2449, 2582, 2716, 2850, 2984, 3117, 3251, 3385, 3519, 3652, 3786, 3920, 4054, 4187, 4321, 4455, 4589, 4722, 4856, 4990, 5124, 5257, 5391, 5525, 5659, 5792]] + 攻击次数 = 29 + data1 = [int(i*1.244) for i in [0, 19873, 24482, 29090, 33699, 38307, 42916, 47524, 52133, 56741, 61350, 65958, 70567, 75175, 79784, 84392, 89000, 93609, 98217, 102826, 107434, 112043, 116651, 121260, 125868, 130477, 135085, 139694, 144302, 148910, 153519, 158127, 162736, 167344, 171953, 176561, 181170, 185778, 190387, 194995, 199604]] + 攻击次数2 = 1 + 倍率 = 1.3 # 圣灵之槌 + CD = 145 + +class 技能16(职业主动技能): + 名称 = '圣光突袭' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + data0 = [int(i*1.242) for i in [0, 1650, 1818, 1985, 2153, 2320, 2488, 2655, 2823, 2990, 3158, 3325, 3493, 3660, 3828, 3995, 4163, 4330, 4498, 4665, 4832, 5000, 5167, 5335, 5502, 5670, 5837, 6005, 6172, 6340, 6507, 6675, 6842, 7010, 7177, 7345, 7512, 7680, 7847, 8015, 8182, 8350, 8517, 8685, 8852, 9019, 9187, 9354, 9522, 9689, 9857, 10024, 10192, 10359, 10527, 10694, 10862, 11029, 11197, 11364, 11532, 11699, 11867, 12034, 12202, 12369, 12537, 12704, 12872, 13039, 13206]] + data1 = [int(i*1.242) for i in [0, 10985, 12099, 13214, 14328, 15443, 16557, 17672, 18786, 19901, 21015, 22129, 23244, 24358, 25473, 26587, 27702, 28816, 29931, 31045, 32160, 33274, 34388, 35503, 36617, 37732, 38846, 39961, 41075, 42190, 43304, 44419, 45533, 46647, 47762, 48876, 49991, 51105, 52220, 53334, 54449, 55563, 56678, 57792, 58906, 60021, 61135, 62250, 63364, 64479, 65593, 66708, 67822, 68937, 70051, 71165, 72280, 73394, 74509, 75623, 76738, 77852, 78967, 80081, 81196, 82310, 83425, 84539, 85653, 86768, 87882]] + 攻击次数 = 3 + 攻击次数2 = 1 + CD = 30.0 + TP成长 = 0.10 + TP上限 = 5 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data1 = [int(x*1.36) for x in self.data1] + # self.倍率2 *= 1.36 + self.CD *= 0.9 + elif x == 1: + self.data1 = [int(x*1.49) for x in self.data1] + # self.倍率2 *= 1.49 + self.CD *= 0.9 + + +class 技能17(职业主动技能): + 名称 = '神圣之矛' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + data0 = [int(i*1.242) for i in [0, 471, 519, 567, 615, 663, 711, 759, 806, 854, 902, 950, 998, 1046, 1094, 1142, 1189, 1237, 1285, 1333, 1381, 1429, 1477, 1525, 1572, 1620, 1668, 1716, 1764, 1812, 1860, 1908, 1955, 2003, 2051, 2099, 2147, 2195, 2243, 2290, 2338, 2386, 2434, 2482, 2530, 2578, 2626]] + 攻击次数 = 1 + data1 = [int(i*1.242) for i in [0, 1962, 2161, 2360, 2560, 2759, 2958, 3157, 3356, 3555, 3754, 3953, 4153, 4352, 4551, 4750, 4949, 5148, 5347, 5546, 5745, 5945, 6144, 6343, 6542, 6741, 6940, 7139, 7338, 7537, 7737, 7936, 8135, 8334, 8533, 8732, 8931, 9130, 9330, 9529, 9728, 9927, 10126, 10325, 10524, 10723, 10922]] + 攻击次数2 = 1 + data2 = [int(i*1.242) for i in [0, 5546, 6108, 6671, 7234, 7796, 8359, 8922, 9484, 10047, 10610, 11172, 11735, 12298, 12860, 13423, 13986, 14548, 15111, 15674, 16236, 16799, 17362, 17924, 18487, 19049, 19612, 20175, 20737, 21300, 21863, 22425, 22988, 23551, 24113, 24676, 25239, 25801, 26364, 26927, 27489, 28052, 28615, 29177, 29740, 30303, 30865]] + 攻击次数3 = 3 + CD = 40.0 + TP成长 = 0.10 + TP上限 = 5 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.23 + elif x == 1: + self.倍率 *= 1.31 + + +class 技能18(职业主动技能): + 名称 = '神圣之光' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + data0 = [int(i*1.241) for i in [0, 25717, 28326, 30935, 33544, 36153, 38763, 41372, 43981, 46590, 49199, 51808, 54417, 57026, 59635, 62244, 64853, 67462, 70071, 72680, 75289, 77898, 80507, 83116, 85725, 88334, 90943, 93553, 96162, 98771, 101380, 103989, 106598, 109207, 111816, 114425, 117034, 119643, 122252, 124861, 127470]] + CD = 20.0 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + self.倍率 *= 1.35 + + +class 技能19(职业主动技能): + 名称 = '圣佑结界' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + + data0 = [int(i*1.245) for i in [0, 4322, 4761, 5200, 5638, 6077, 6515, 6954, 7392, 7831, 8270, 8708, 9147, 9585, 10024, 10462, 10901, 11340, 11778, 12217, 12655, 13094, 13532, 13971, 14409, 14848, 15287, 15725, 16164, 16602, 17041, 17479, 17918, 18357, 18795, 19234, 19672, 20111, 20549, 20988, 21427]] + data1 = [int(i*1.245) for i in [0, 21614, 23807, 26000, 28193, 30386, 32579, 34771, 36964, 39157, 41350, 43543, 45736, 47928, 50121, 52314, 54507, 56700, 58893, 61085, 63278, 65471, 67664, 69857, 72049, 74242, 76435, 78628, 80821, 83014, 85206, 87399, 89592, 91785, 93978, 96171, 98363, 100556, 102749, 104942, 107135]] + 攻击次数 = 2 + 攻击次数2 = 1 + 倍率 = 1.43 # 圣灵之槌 + CD = 40.0 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + self.攻击次数 = 0 + self.倍率 *= 1.78 + + +class 技能20(主动技能): + 名称 = '神罚之锤' + 备注 = '(一轮普通攻击,TP为基础精通)' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + 基础 = 977.0 * 1.05 * 1.246 + 成长 = 0.0 + CD = 2.0 + TP成长 = 0.10 + TP上限 = 3 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.24 + 0.02 * self.等级, 5) + + +class 技能21(职业主动技能): + 名称 = '神圣洗礼:信仰之翼' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + CD = 180.0 + data0 = [int(i*1.296) for i in [0, 2176, 2681, 3186, 3691, 4196, 4700, 5205, 5710, 6215, 6720, 7224, 7729, 8234, 8739, 9243, 9748, 10253, 10758, 11263, 11767, 12272, 12777, 13282, 13787, 14291, 14796, 15301, 15806, 16311, 16815, 17320, 17825, 18330, 18834, 19339, 19844, 20349, 20854, 21358, 21863]] + 攻击次数 = 15 + data1 = [int(i*1.296) for i in [0, 91430, 112631, 133832, 155033, 176234, 197435, 218637, 239838, 261039, 282240, 303441, 324642, 345844, 367045, 388246, 409447, 430648, 451849, 473051, 494252, 515453, 536654, 557855, 579056, 600258, 621459, 642660, 663861, 685062, 706263, 727465, 748666, 769867, 791068, 812269, 833470, 854672, 875873, 897074, 918275]] + 攻击次数2 = 1 + CD = 180 + + +class 技能22(被动技能): + 名称 = '神之代行者' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能23(职业主动技能): + 名称 = '神罚之锤:天怒' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + data0 = [int(i*1.244) for i in [0, 61029, 67221, 73412, 79604, 85795, 91987, 98178, 104369, 110561, 116752, 122944, 129135, 135327, 141518, 147710, 153901, 160092, 166284, 172475, 178667, 184858, 191050, 197241, 203433, 209624, 215815, 222007, 228198, 234390, 240581, 246773, 252964, 259155, 265347, 271538, 277730, 283921, 290113, 296304, 302496, 308687, 314878, 321070, 327261, 333453, 339644, 345836, 352027, 358219, 364410, 370601, 376793, 382984, 389176, 395367, 401559, 407750, 413941, 420133, 426324, 432516, 438707, 444899, 451090, 457282, 463473, 469664, 475856, 482047, 488239]] + data1 = [int(i*1.244) for i in [0, 40686, 44814, 48941, 53069, 57197, 61324, 65452, 69579, 73707, 77835, 81962, 86090, 90218, 94345, 98473, 102601, 106728, 110856, 114983, 119111, 123239, 127366, 131494, 135622, 139749, 143877, 148004, 152132, 156260, 160387, 164515, 168643, 172770, 176898, 181025, 185153, 189281, 193408, 197536, 201664, 205791, 209919, 214046, 218174, 222302, 226429, 230557, 234685, 238812, 242940, 247067, 251195, 255323, 259450, 263578, 267706, 271833, 275961, 280088, 284216, 288344, 292471, 296599, 300727, 304854, 308982, 313109, 317237, 321365, 325492]] + 攻击次数2 = 1 + 基础 = 91395.8 + 成长 = 10319.2 + CD = 60.0 + + +class 技能24(职业主动技能): + 名称 = '生命礼赞:神威' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + data0 = [int(i*1.241) for i in [0, 41386, 50983, 60579, 70176, 79773, 89370, 98967, 108563, 118160, 127757, 137354, 146951, 156547, 166144, 175741, 185338, 194935, 204531, 214128, 223725, 233322, 242919, 252516, 262112, 271709, 281306, 290903, 300500, 310096, 319693, 329290, 338887, 348484, 358080, 367677, 377274, 386871, 396468, 406064, 415661, 425258, 434855, 444452, 454048, 463645, 473242, 482839, 492436, 502033, 511629, 521226, 530823, 540420, 550017, 559613, 569210, 578807, 588404, 598001, 607597, 617194, 626791, 636388, 645985, 655581, 665178, 674775, 684372, 693969, 703565]] + 攻击次数 = 8 + CD = 290 + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +战斗·神启·圣骑士一觉序号 = 0 +战斗·神启·圣骑士二觉序号 = 0 +战斗·神启·圣骑士三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 战斗·神启·圣骑士一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 战斗·神启·圣骑士二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 战斗·神启·圣骑士三觉序号 = 技能序号[i.名称] + +战斗·神启·圣骑士护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 战斗·神启·圣骑士护石选项.append(i.名称) + +战斗·神启·圣骑士符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 战斗·神启·圣骑士符文选项.append(i.名称) + + +class 战斗·神启·圣骑士角色属性(角色属性): + + 实际名称 = '战斗·神启·圣骑士' + 角色 = '圣职者(男)' + 职业 = '圣骑士' + + 武器选项 = ['镰刀', '念珠', '战斧', '十字架'] + + 类型选择 = ['魔法固伤'] + + 类型 = '魔法固伤' + 防具类型 = '板甲' + 防具精通属性 = ['智力'] + + 主BUFF = 1.97 + + 远古记忆 = 0 + 反身空斩打 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + super().被动倍率计算() + self.技能栏[self.技能序号['落凤锤']].等级 = self.技能栏[self.技能序号['神罚之锤']].等级 + self.技能栏[self.技能序号['空斩打']].倍率 *= (1 + 0.1 * self.技能栏[self.技能序号['神罚之锤']].TP等级) / \ + self.技能栏[self.技能序号['神之代行者']].加成倍率(self.武器类型) + if self.反身空斩打 == 0: + self.技能栏[self.技能序号['空斩打']].基础 += 1.246* 1.05 * 267 * self.技能栏[self.技能序号['神之代行者'] + ].加成倍率(self.武器类型) / (1 + 0.08 * self.技能栏[self.技能序号['空斩打']].TP等级) + else: + self.技能栏[self.技能序号['空斩打']].基础 += 1.246* 1.05 * (267+187) * self.技能栏[self.技能序号['神之代行者']].加成倍率( + self.武器类型) / (1 + 0.08 * self.技能栏[self.技能序号['空斩打']].TP等级) + + +class 战斗·神启·圣骑士(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 战斗·神启·圣骑士角色属性() + self.角色属性A = 战斗·神启·圣骑士角色属性() + self.角色属性B = 战斗·神启·圣骑士角色属性() + self.一觉序号 = 战斗·神启·圣骑士一觉序号 + self.二觉序号 = 战斗·神启·圣骑士二觉序号 + self.三觉序号 = 战斗·神启·圣骑士三觉序号 + self.护石选项 = deepcopy(战斗·神启·圣骑士护石选项) + self.符文选项 = deepcopy(战斗·神启·圣骑士符文选项) + + def 界面(self): + super().界面() + + self.反身空斩打 = QCheckBox('空斩打冲击波', self.main_frame2) + self.反身空斩打.resize(100, 20) + self.反身空斩打.move(335, 520) + self.反身空斩打.setStyleSheet(复选框样式) + self.反身空斩打.setToolTip('触发神圣冲击') + + self.职业存档.append(('反身空斩打', self.反身空斩打, 0)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + if self.反身空斩打.isChecked(): + 属性.反身空斩打 = 1 diff --git a/Characters/极诣·刃影.py b/Characters/极诣·刃影.py new file mode 100644 index 00000000..925dc380 --- /dev/null +++ b/Characters/极诣·刃影.py @@ -0,0 +1,664 @@ +from PublicReference.carry.base import * + + +class 职业主动技能(主动技能): + 技能施放时间 = 0.0 + 脱手 = 1 + data0 = [] + data1 = [] + data2 = [] + data3 = [] + data4 = [] + data5 = [] + data6 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + if len(self.data4) >= self.等级 and len(self.data4) > 0: + 等效倍率 += self.data4[self.等级] * self.攻击次数5 + if len(self.data5) >= self.等级 and len(self.data5) > 0: + 等效倍率 += self.data5[self.等级] * self.攻击次数6 + if len(self.data6) >= self.等级 and len(self.data6) > 0: + 等效倍率 += self.data6[self.等级] * self.攻击次数7 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + +class 技能0(职业主动技能): + 名称 = '双重斩' + 所在等级 = 1 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data0 = [0,666, 733, 801, 869, 936, 1004, 1071, 1139, 1207, 1274, 1342, 1409, 1477, 1545, 1612, 1680, 1747, 1815, 1883, 1950, 2018, 2085, 2153, 2221, 2288, 2356, 2423, 2491, 2559, 2626, 2694, 2761, 2829, 2897, 2964, 3032, 3099, 3167, 3235, 3302, 3370, 3437, 3505, 3573, 3640, 3708, 3775, 3843, 3911, 3978, 4046, 4113, 4181, 4249, 4316, 4384, 4451, 4519, 4587, 4654, 4722, 4789, 4857, 4925, 4992, 5060, 5127, 5195, 5263, 5330] + 攻击次数 = 2 + # 基础 = 659.24 *2 + # 成长 = 6.75910912 *2 + CD = 4 + TP成长 = 0.08 + TP上限 = 5 + + +class 技能1(职业主动技能): + 名称 = '鬼缚钉' + 备注 = '(TP为基础精通)' + 所在等级 = 5 + 等级上限 = 1 + 等级精通 = 1 + 基础等级 = 1 + # 与基础精通关联 + data0 = [0,431] + 攻击次数 = 1 + data1 = [0,1006] + 攻击次数2 = 1 + # 基础 = 431 + 1005.98 + # 成长 = 0 + CD = 7 + TP成长 = 0.10 + TP上限 = 3 + +class 技能2(被动技能): + 名称 = '孤勇之志' + 所在等级 = 20 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.14 + 0.02 * self.等级, 5) + + def 独立攻击力倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.14 + 0.02 * self.等级, 5) + +class 技能3(职业主动技能): + 名称 = '冲击斩' + 所在等级 = 10 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + # 基础 = 2357.721674 + # 成长 = 266.2974651 + data0 = [0,2624, 2891, 3157, 3423, 3689, 3956, 4222, 4488, 4755, 5021, 5287, 5554, 5820, 6086, 6352, 6619, 6885, 7151, 7418, 7684, 7950, 8216, 8483, 8749, 9015, 9282, 9548, 9814, 10080, 10347, 10613, 10879, 11146, 11412, 11678, 11944, 12211, 12477, 12743, 13010, 13276, 13542, 13808, 14075, 14341, 14607, 14874, 15140, 15406, 15672, 15939, 16205, 16471, 16738, 17004, 17270, 17536, 17803, 18069, 18335, 18602, 18868, 19134, 19401, 19667, 19933, 20199, 20466, 20732, 20998] + 攻击次数 = 1 + CD = 5 + TP成长 = 0.08 + TP上限 = 5 + + +class 技能4(职业主动技能): + 名称 = '回旋勾斩' + 所在等级 = 15 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data0 = [0,1075, 1185, 1294, 1403, 1512, 1621, 1730, 1839, 1949, 2058, 2167, 2276, 2385, 2494, 2604, 2713, 2822, 2931, 3040, 3149, 3258, 3368, 3477, 3586, 3695, 3804, 3913, 4022, 4132, 4241, 4350, 4459, 4568, 4677, 4787, 4896, 5005, 5114, 5223, 5332, 5441, 5551, 5660, 5769, 5878, 5987, 6096, 6205, 6315, 6424, 6533, 6642, 6751, 6860, 6970, 7079, 7188, 7297, 7406, 7515, 7624, 7734, 7843, 7952, 8061, 8170, 8279, 8389, 8498, 8607] + data1 = [0,2659, 2929, 3198, 3468, 3738, 4008, 4278, 4547, 4817, 5087, 5357, 5627, 5896, 6166, 6436, 6706, 6976, 7245, 7515, 7785, 8055, 8324, 8594, 8864, 9134, 9404, 9673, 9943, 10213, 10483, 10753, 11022, 11292, 11562, 11832, 12102, 12371, 12641, 12911, 13181, 13451, 13720, 13990, 14260, 14530, 14799, 15069, 15339, 15609, 15879, 16148, 16418, 16688, 16958, 17228, 17497, 17767, 18037, 18307, 18577, 18846, 19116, 19386, 19656, 19925, 20195, 20465, 20735, 21005, 21274] + # 基础 = 965.8692185 + 2389.265284 + # 成长 = 109.1547049 + 269.7777778 + 攻击次数2 = 1 + CD = 8 + TP成长 = 0.08 + TP上限 = 5 +class 技能5(职业主动技能): + 名称 = '封喉丝' + 所在等级 = 20 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + # 基础 = 801.4126225 + 4009.318751 + 5128.008658 + # 成长 = 90.54910002 + 452.690818 + 578.9769879 + # 可抓取伤害 + # "0": "[0,892, 982, 1073, 1164, 1254, 1345, 1435, 1526, 1616, 1707, 1797, 1888, 1978, 2069, 2159, 2250, 2341, 2431, 2522, 2612, 2703, 2793, 2884, 2974, 3065, 3155, 3246, 3336, 3427, 3518, 3608, 3699, 3789, 3880, 3970, 4061, 4151, 4242, 4332, 4423, 4513, 4604, 4695, 4785, 4876, 4966, 5057, 5147, 5238, 5328, 5419, 5509, 5600, 5690, 5781, 5872, 5962, 6053, 6143, 6234, 6324, 6415, 6505, 6596, 6686, 6777, 6867, 6958, 7049, 7139] + # "1": "[0,4462, 4914, 5367, 5820, 6273, 6725, 7178, 7631, 8083, 8536, 8989, 9441, 9894, 10347, 10799, 11252, 11705, 12158, 12610, 13063, 13516, 13968, 14421, 14874, 15326, 15779, 16232, 16684, 17137, 17590, 18043, 18495, 18948, 19401, 19853, 20306, 20759, 21211, 21664, 22117, 22569, 23022, 23475, 23928, 24380, 24833, 25286, 25738, 26191, 26644, 27096, 27549, 28002, 28454, 28907, 29360, 29813, 30265, 30718, 31171, 31623, 32076, 32529, 32981, 33434, 33887, 34339, 34792, 35245, 35698] + # "2": "[0,4462, 4914, 5367, 5820, 6273, 6725, 7178, 7631, 8083, 8536, 8989, 9441, 9894, 10347, 10799, 11252, 11705, 12158, 12610, 13063, 13516, 13968, 14421, 14874, 15326, 15779, 16232, 16684, 17137, 17590, 18043, 18495, 18948, 19401, 19853, 20306, 20759, 21211, 21664, 22117, 22569, 23022, 23475, 23928, 24380, 24833, 25286, 25738, 26191, 26644, 27096, 27549, 28002, 28454, 28907, 29360, 29813, 30265, 30718, 31171, 31623, 32076, 32529, 32981, 33434, 33887, 34339, 34792, 35245, 35698] + # 无法抓取伤害 + data0 = [0,5707, 6286, 6865, 7444, 8023, 8602, 9181, 9760, 10339, 10918, 11497, 12076, 12655, 13234, 13813, 14392, 14971, 15549, 16128, 16707, 17286, 17865, 18444, 19023, 19602, 20181, 20760, 21339, 21918, 22497, 23076, 23655, 24234, 24813, 25392, 25971, 26550, 27129, 27708, 28287, 28866, 29445, 30024, 30603, 31182, 31761, 32340, 32919, 33498, 34077, 34656, 35235, 35814, 36393, 36972, 37551, 38130, 38709, 39288, 39867, 40446, 41025, 41604, 42183, 42762, 43341, 43920, 44499, 45078, 45657] + # 无法抓取 + # 基础 = 5128.0164 + # 成长 = 578.9769879 + CD = 8 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能6(职业主动技能): + 名称 = '利刃旋风' + 所在等级 = 25 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + # 基础 = 772.7248804 + 1132.980861 + 371.9449761*5 + # 成长 = 87.27511962 + 127.9760766+ 42.02631579*5 + data0 = [0,860, 947, 1034, 1122, 1209, 1296, 1383, 1471, 1558, 1645, 1732, 1820, 1907, 1994, 2082, 2169, 2256, 2343, 2431, 2518, 2605, 2692, 2780, 2867, 2954, 3042, 3129, 3216, 3303, 3391, 3478, 3565, 3652, 3740, 3827, 3914, 4002, 4089, 4176, 4263, 4351, 4438, 4525, 4612, 4700, 4787, 4874, 4962, 5049, 5136, 5223, 5311, 5398, 5485, 5572, 5660, 5747, 5834, 5922, 6009, 6096, 6183, 6271, 6358, 6445, 6532, 6620, 6707, 6794, 6882] + 攻击次数 = 1 + data1 = [0,1261, 1389, 1517, 1645, 1773, 1901, 2029, 2157, 2285, 2413, 2541, 2669, 2797, 2925, 3053, 3180, 3308, 3436, 3564, 3692, 3820, 3948, 4076, 4204, 4332, 4460, 4588, 4716, 4844, 4972, 5100, 5228, 5356, 5484, 5612, 5740, 5868, 5996, 6124, 6252, 6380, 6508, 6636, 6764, 6892, 7020, 7148, 7276, 7403, 7531, 7659, 7787, 7915, 8043, 8171, 8299, 8427, 8555, 8683, 8811, 8939, 9067, 9195, 9323, 9451, 9579, 9707, 9835, 9963, 10091] + 攻击次数2 = 1 + data2 = [0,414, 456, 498, 540, 582, 624, 666, 708, 750, 792, 834, 876, 918, 960, 1002, 1044, 1086, 1128, 1170, 1212, 1254, 1296, 1339, 1381, 1423, 1465, 1507, 1549, 1591, 1633, 1675, 1717, 1759, 1801, 1843, 1885, 1927, 1969, 2011, 2053, 2095, 2137, 2179, 2221, 2263, 2305, 2347, 2389, 2431, 2473, 2515, 2557, 2600, 2642, 2684, 2726, 2768, 2810, 2852, 2894, 2936, 2978, 3020, 3062, 3104, 3146, 3188, 3230, 3272, 3314] + 攻击次数3 = 5 + CD = 6 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能7(职业主动技能): + 名称 = '白牙落斩' + 所在等级 = 25 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data0 = [0,6204, 6834, 7463, 8093, 8722, 9351, 9981, 10610, 11240, 11869, 12499, 13128, 13758, 14387, 15017, 15646, 16275, 16905, 17534, 18164, 18793, 19423, 20052, 20682, 21311, 21941, 22570, 23199, 23829, 24458, 25088, 25717, 26347, 26976, 27606, 28235, 28865, 29494, 30124, 30753, 31382, 32012, 32641, 33271, 33900, 34530, 35159, 35789, 36418, 37048, 37677, 38306, 38936, 39565, 40195, 40824, 41454, 42083, 42713, 43342, 43972, 44601, 45230, 45860, 46489, 47119, 47748, 48378, 49007, 49637] + # 基础 = 5574.569378 + # 成长 = 629.4497608 + CD = 10 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能8(职业主动技能): + 名称 = '疾刃之影' + 所在等级 = 30 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data0 = [0,5412, 5961, 6510, 7059, 7608, 8157, 8706, 9255, 9804, 10353, 10902, 11451, 12001, 12550, 13099, 13648, 14197, 14746, 15295, 15844, 16393, 16942, 17491, 18040, 18589, 19138, 19688, 20237, 20786, 21335, 21884, 22433, 22982, 23531, 24080, 24629, 25178, 25727, 26276, 26825, 27374, 27924, 28473, 29022, 29571, 30120, 30669, 31218, 31767, 32316, 32865, 33414, 33963, 34512, 35061, 35610, 36160, 36709, 37258, 37807, 38356, 38905, 39454, 40003, 40552, 41101, 41650, 42199, 42748, 43297] + # 基础 = 4862.907022 + # 成长 = 549.0547006 + CD = 8 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能9(职业主动技能): + 名称 = '薄暮利刃' + 所在等级 = 30 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + # 基础 = 5674.294582 + # 成长 = 640.7293418 + data0 = [0,6315, 6956, 7597, 8237, 8878, 9519, 10160, 10800, 11441, 12082, 12723, 13363, 14004, 14645, 15286, 15926, 16567, 17208, 17848, 18489, 19130, 19771, 20411, 21052, 21693, 22334, 22974, 23615, 24256, 24897, 25537, 26178, 26819, 27459, 28100, 28741, 29382, 30022, 30663, 31304, 31945, 32585, 33226, 33867, 34508, 35148, 35789, 36430, 37070, 37711, 38352, 38993, 39633, 40274, 40915, 41556, 42196, 42837, 43478, 44119, 44759, 45400, 46041, 46681, 47322, 47963, 48604, 49244, 49885, 50526] + CD = 10 + TP成长 = 0.10 + TP上限 = 5 + + + +class 技能10(职业主动技能): + 名称 = '黑夜之花' + 所在等级 = 35 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + # 基础 = 1324.369105 + 620.8339029*5 + 4438.772386 + # 成长 = 149.6021873 + 70.17088175*5 + 501.2276145 + data0 = [0,691, 761, 832, 902, 972, 1042, 1112, 1182, 1253, 1323, 1393, 1463, 1533, 1603, 1674, 1744, 1814, 1884, 1954, 2024, 2095, 2165, 2235, 2305, 2375, 2445, 2516, 2586, 2656, 2726, 2796, 2866, 2937, 3007, 3077, 3147, 3217, 3287, 3358, 3428, 3498, 3568, 3638, 3709, 3779, 3849, 3919, 3989, 4059, 4130, 4200, 4270, 4340, 4410, 4480, 4551, 4621, 4691, 4761, 4831, 4901, 4972, 5042, 5112, 5182, 5252, 5322, 5393, 5463, 5533] + 攻击次数 = 5 + data1 = [0,1474, 1624, 1773, 1923, 2072, 2222, 2372, 2521, 2671, 2820, 2970, 3120, 3269, 3419, 3568, 3718, 3868, 4017, 4167, 4316, 4466, 4616, 4765, 4915, 5064, 5214, 5364, 5513, 5663, 5812, 5962, 6111, 6261, 6411, 6560, 6710, 6859, 7009, 7159, 7308, 7458, 7607, 7757, 7907, 8056, 8206, 8355, 8505, 8655, 8804, 8954, 9103, 9253, 9403, 9552, 9702, 9851, 10001, 10150, 10300, 10450, 10599, 10749, 10898, 11048, 11198, 11347, 11497, 11646, 11796] + 攻击次数2 = 1 + data2 = [0,4940, 5441, 5942, 6444, 6945, 7446, 7947, 8449, 8950, 9451, 9952, 10453, 10955, 11456, 11957, 12458, 12960, 13461, 13962, 14463, 14964, 15466, 15967, 16468, 16969, 17470, 17972, 18473, 18974, 19475, 19977, 20478, 20979, 21480, 21981, 22483, 22984, 23485, 23986, 24488, 24989, 25490, 25991, 26492, 26994, 27495, 27996, 28497, 28998, 29500, 30001, 30502, 31003, 31505, 32006, 32507, 33008, 33509, 34011, 34512, 35013, 35514, 36016, 36517, 37018, 37519, 38020, 38522, 39023, 39524] + 攻击次数3 = 1 + CD = 15 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能11(职业主动技能): + 名称 = '回旋十字斩' + 所在等级 = 35 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 60 + + # 基础 = 1035.089542/1.5 + # 成长 = 116.8721805/1.5 + # 基础2 = 8745.892003/1.5 + # 成长2 = 987.6008202/1.5 + data0 = [0,768, 846, 924, 1001, 1079, 1157, 1235, 1313, 1391, 1469, 1547, 1625, 1703, 1781, 1859, 1937, 2015, 2093, 2170, 2248, 2326, 2404, 2482, 2560, 2638, 2716, 2794, 2872, 2950, 3028, 3106, 3184, 3262, 3339, 3417, 3495, 3573, 3651, 3729, 3807, 3885, 3963, 4041, 4119, 4197, 4275, 4353, 4431, 4508, 4586, 4664, 4742, 4820, 4898, 4976, 5054, 5132, 5210, 5288, 5366, 5444, 5522, 5600, 5677, 5755, 5833, 5911, 5989, 6067, 6145] + data1 = [0,6489, 7148, 7806, 8465, 9123, 9781, 10440, 11098, 11756, 12415, 13073, 13732, 14390, 15048, 15707, 16365, 17024, 17682, 18340, 18999, 19657, 20316, 20974, 21632, 22291, 22949, 23607, 24266, 24924, 25583, 26241, 26899, 27558, 28216, 28875, 29533, 30191, 30850, 31508, 32167, 32825, 33483, 34142, 34800, 35459, 36117, 36775, 37434, 38092, 38750, 39409, 40067, 40726, 41384, 42042, 42701, 43359, 44018, 44676, 45334, 45993, 46651, 47310, 47968, 48626, 49285, 49943, 50601, 51260, 51918] + 攻击次数 = 5 + 攻击次数2 = 1 + CD = 18 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 是否装备护石 = 0 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data0 = [int(i*3.51) for i in self.data0] + self.data1 = [int(i*2.21) for i in self.data1] + # self.攻击次数 *= 3.51 + # self.攻击次数2 *= 2.21 + self.是否装备护石 = 1 + +class 技能12(被动技能): + 名称 = '刃之决意' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1 + 0.02 * self.等级, 5) + + +class 技能13(职业主动技能): + 名称 = '夜之风' + 所在等级 = 40 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data0 = [0,4172, 4596, 5019, 5442, 5866, 6289, 6712, 7135, 7559, 7982, 8405, 8829, 9252, 9675, 10099, 10522, 10945, 11369, 11792, 12215, 12639, 13062, 13485, 13909, 14332, 14755, 15179, 15602, 16025, 16449, 16872, 17295, 17718, 18142, 18565, 18988, 19412, 19835, 20258, 20682, 21105, 21528, 21952, 22375, 22798, 23222, 23645, 24068, 24492, 24915, 25338, 25762, 26185, 26608, 27032, 27455, 27878, 28301, 28725, 29148, 29571, 29995, 30418, 30841, 31265, 31688, 32111, 32535, 32958, 33381] + # 基础 = 5623.020335/1.5 + # 成长 = 634.9700957/1.5 + 攻击次数 = 3 + CD = 20 + 是否有护石 = 1 + TP成长 = 0.10 + TP上限 = 5 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data0 = [int(i* 4.05) for i in self.data0] + self.攻击次数 = 1 + + +class 技能14(职业主动技能): + 名称 = '秘术·心斩' + 所在等级 = 45 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data0 = [0,25243, 27804, 30365, 32926, 35487, 38048, 40609, 43169, 45730, 48291, 50852, 53413, 55974, 58535, 61096, 63657, 66218, 68779, 71340, 73901, 76462, 79022, 81583, 84144, 86705, 89266, 91827, 94388, 96949, 99510, 102071, 104632, 107193, 109754, 112315, 114876, 117436, 119997, 122558, 125119, 127680, 130241, 132802, 135363, 137924, 140485, 143046, 145607, 148168, 150729, 153289, 155850, 158411, 160972, 163533, 166094, 168655, 171216, 173777, 176338, 178899, 181460, 184021, 186582, 189142, 191703, 194264, 196825, 199386, 201947] + # 基础 = 34147.01343/1.5 + # 成长 = 3717.48418/1.5 + CD = 40 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data0 = [int(i* 1.30) for i in self.data0] + # self.倍率 *= 1.30 + self.CD *= 0.9 + + +class 技能15(被动技能): + 名称 = '收刀秘术' + 所在等级 = 48 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.03 + 0.015 * self.等级, 5) + +class 技能16(职业主动技能): + 名称 = '沉寂之狱' + 所在等级 = 50 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + + data0 = [0,22353, 27536, 32720, 37903, 43087, 48270, 53454, 58637, 63820, 69004, 74187, 79371, 84554, 89737, 94921, 100104, 105288, 110471, 115655, 120838, 126021, 131205, 136388, 141572, 146755, 151938, 157122, 162305, 167489, 172672, 177856, 183039, 188222, 193406, 198589, 203773, 208956, 214139, 219323, 224506, 229690, 234873, 240057, 245240, 250423, 255607, 260790, 265974, 271157, 276340, 281524, 286707, 291891, 297074, 302258, 307441, 312624, 317808, 322991, 328175, 333358, 338542, 343725, 348908, 354092, 359275, 364459, 369642, 374825, 380009] + data1 = [0,47389, 58378, 69367, 80355, 91344, 102333, 113322, 124311, 135300, 146288, 157277, 168266, 179255, 190244, 201233, 212222, 223210, 234199, 245188, 256177, 267166, 278155, 289144, 300132, 311121, 322110, 333099, 344088, 355077, 366065, 377054, 388043, 399032, 410021, 421010, 431998, 442987, 453976, 464965, 475954, 486943, 497932, 508920, 519909, 530898, 541887, 552876, 563865, 574853, 585842, 596831, 607820, 618809, 629798, 640787, 651775, 662764, 673753, 684742, 695731, 706720, 717708, 728697, 739686, 750675, 761664, 772653, 783641, 794630, 805619] + 攻击次数2 = 1 + # 基础 = 17175.407 + 36398.086 + # 成长 = 5182.9665 + 10988.995 + CD = 145 + + def 等效百分比(self, 武器类型): + if self.等级 >= 9: + self.data1 = [int(x*1.1) for x in self.data1] + return super().等效百分比(武器类型) + +class 技能17(职业主动技能): + 名称 = '瞬影碎魂击' + 所在等级 = 60 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + # 基础 = 5573.170944/1.5 + 2609.408438*3/1.5 + 13046.79426/1.5 + # 成长 = 629.3170944/1.5 + 294.6107003*3/1.5 + 1473.205742/1.5 + data0 = [0,4135, 4554, 4974, 5393, 5813, 6233, 6652, 7072, 7491, 7911, 8330, 8750, 9169, 9589, 10008, 10428, 10847, 11267, 11686, 12106, 12525, 12945, 13365, 13784, 14204, 14623, 15043, 15462, 15882, 16301, 16721, 17140, 17560, 17979, 18399, 18818, 19238, 19658, 20077, 20497, 20916, 21336, 21755, 22175, 22594, 23014, 23433, 23853, 24272, 24692, 25111, 25531, 25950, 26370, 26790, 27209, 27629, 28048, 28468, 28887, 29307, 29726, 30146, 30565, 30985, 31404, 31824, 32243, 32663, 33082] + data1 = [0,1936, 2132, 2328, 2525, 2721, 2918, 3114, 3311, 3507, 3703, 3900, 4096, 4293, 4489, 4686, 4882, 5078, 5275, 5471, 5668, 5864, 6060, 6257, 6453, 6650, 6846, 7043, 7239, 7435, 7632, 7828, 8025, 8221, 8418, 8614, 8810, 9007, 9203, 9400, 9596, 9792, 9989, 10185, 10382, 10578, 10775, 10971, 11167, 11364, 11560, 11757, 11953, 12150, 12346, 12542, 12739, 12935, 13132, 13328, 13525, 13721, 13917, 14114, 14310, 14507, 14703, 14899, 15096, 15292, 15489] + 攻击次数2 = 3 + data2 = [0,9680, 10662, 11644, 12627, 13609, 14591, 15573, 16555, 17537, 18519, 19501, 20483, 21466, 22448, 23430, 24412, 25394, 26376, 27358, 28340, 29322, 30304, 31287, 32269, 33251, 34233, 35215, 36197, 37179, 38161, 39143, 40126, 41108, 42090, 43072, 44054, 45036, 46018, 47000, 47982, 48964, 49947, 50929, 51911, 52893, 53875, 54857, 55839, 56821, 57803, 58786, 59768, 60750, 61732, 62714, 63696, 64678, 65660, 66642, 67625, 68607, 69589, 70571, 71553, 72535, 73517, 74499, 75481, 76463, 77446] + 攻击次数3 = 1 + CD = 25 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.24 + self.CD *= 0.8 + + +class 技能18(职业主动技能): + 名称 = '追命索魂丝' + 所在等级 = 70 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data0 = [0,27805, 30626, 33447, 36268, 39089, 41910, 44731, 47552, 50372, 53193, 56014, 58835, 61656, 64477, 67298, 70119, 72939, 75760, 78581, 81402, 84223, 87044, 89865, 92686, 95507, 98327, 101148, 103969, 106790, 109611, 112432, 115253, 118074, 120895, 123715, 126536, 129357, 132178, 134999, 137820, 140641, 143462, 146282, 149103, 151924, 154745, 157566, 160387, 163208, 166029, 168850, 171670, 174491, 177312, 180133, 182954, 185775, 188596, 191417, 194237, 197058, 199879, 202700, 205521, 208342, 211163, 213984, 216805, 219625, 222446] + data1 = [0,11916, 13125, 14334, 15543, 16752, 17961, 19170, 20379, 21588, 22797, 24006, 25215, 26424, 27633, 28842, 30051, 31259, 32468, 33677, 34886, 36095, 37304, 38513, 39722, 40931, 42140, 43349, 44558, 45767, 46976, 48185, 49394, 50603, 51812, 53021, 54230, 55439, 56647, 57856, 59065, 60274, 61483, 62692, 63901, 65110, 66319, 67528, 68737, 69946, 71155, 72364, 73573, 74782, 75991, 77200, 78409, 79618, 80826, 82035, 83244, 84453, 85662, 86871, 88080, 89289, 90498, 91707, 92916, 94125, 95334] + 攻击次数2 = 1 + # 基础 = 37476.13847/1.5 + 16060.55728/1.5 + # 成长 = 4231.32564/1.5 + 1813.414016/1.5 + CD = 50 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.27 + + +class 技能19(被动技能): + 名称 = '无情夜行' + 所在等级 = 75 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + + + 冷却关联技能 = ['所有'] + 非冷却关联技能 = ['沉寂之狱','黑曜真刃·破晓','秘术·雨夜终曲'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22 + 0.02 * self.等级, 5) + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 0.9 + +class 技能20(职业主动技能): + 名称 = '秘术·曜夜斩' + 所在等级 = 75 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data0 = [0,61301, 67520, 73740, 79959, 86178, 92397, 98616, 104835, 111054, 117273, 123492, 129711, 135930, 142149, 148368, 154587, 160806, 167025, 173244, 179463, 185682, 191901, 198120, 204339, 210558, 216777, 222997, 229216, 235435, 241654, 247873, 254092, 260311, 266530, 272749, 278968, 285187, 291406, 297625, 303844, 310063, 316282, 322501, 328720, 334939, 341158, 347377, 353596, 359815, 366034, 372253, 378472, 384692, 390911, 397130, 403349, 409568, 415787, 422006, 428225, 434444, 440663, 446882, 453101, 459320, 465539, 471758, 477977, 484196, 490415] + # 基础 = 55081.88836 + # 成长 = 6219.068581 + CD = 40 + 是否有护石 = 1 + 是否装备护石 = 0 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.34 + self.是否装备护石 = 1 + + + +class 技能21(职业主动技能): + 名称 = '悬丝风暴' + 所在等级 = 80 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data0 = [0,8451, 9308, 10165, 11023, 11880, 12737, 13595, 14452, 15309, 16167, 17024, 17882, 18739, 19596, 20454, 21311, 22168, 23026, 23883, 24740, 25598, 26455, 27313, 28170, 29027, 29885, 30742, 31599, 32457, 33314, 34171, 35029, 35886, 36743, 37601, 38458, 39316, 40173, 41030, 41888, 42745, 43602, 44460, 45317, 46174, 47032, 47889, 48746, 49604, 50461, 51319, 52176, 53033, 53891, 54748, 55605, 56463, 57320, 58177, 59035, 59892, 60749, 61607, 62464, 63322, 64179, 65036, 65894, 66751, 67608] + data1 = [0,12676, 13962, 15248, 16534, 17820, 19106, 20392, 21678, 22964, 24251, 25537, 26823, 28109, 29395, 30681, 31967, 33253, 34539, 35825, 37111, 38397, 39683, 40969, 42255, 43541, 44827, 46113, 47399, 48685, 49971, 51257, 52543, 53829, 55115, 56401, 57688, 58974, 60260, 61546, 62832, 64118, 65404, 66690, 67976, 69262, 70548, 71834, 73120, 74406, 75692, 76978, 78264, 79550, 80836, 82122, 83408, 84694, 85980, 87266, 88552, 89838, 91124, 92411, 93697, 94983, 96269, 97555, 98841, 100127, 101413] + 攻击次数2 = 1 + data2 = [0,23335, 25703, 28070, 30438, 32805, 35172, 37540, 39907, 42275, 44642, 47009, 49377, 51744, 54112, 56479, 58846, 61214, 63581, 65949, 68316, 70683, 73051, 75418, 77786, 80153, 82520, 84888, 87255, 89623, 91990, 94358, 96725, 99092, 101460, 103827, 106195, 108562, 110929, 113297, 115664, 118032, 120399, 122766, 125134, 127501, 129869, 132236, 134603, 136971, 139338, 141706, 144073, 146440, 148808, 151175, 153543, 155910, 158277, 160645, 163012, 165380, 167747, 170114, 172482, 174849, 177217, 179584, 181952, 184319, 186686] + 攻击次数3 = 1 + data3 = [0,2428, 2674, 2920, 3167, 3413, 3659, 3906, 4152, 4398, 4645, 4891, 5137, 5384, 5630, 5876, 6123, 6369, 6616, 6862, 7108, 7355, 7601, 7847, 8094, 8340, 8586, 8833, 9079, 9325, 9572, 9818, 10064, 10311, 10557, 10803, 11050, 11296, 11542, 11789, 12035, 12281, 12528, 12774, 13020, 13267, 13513, 13759, 14006, 14252, 14498, 14745, 14991, 15237, 15484, 15730, 15976, 16223, 16469, 16715, 16962, 17208, 17455, 17701, 17947, 18194, 18440, 18686, 18933, 19179, 19425] + 攻击次数4 = 14 + # 基础 = 7593.668262 + 11389.89633 + 20967.60766 + 2181.706539*14 + # 成长 = 857.3365231 + 1286.08453 + 2367.416268 + 246.3317384*14 + CD = 50 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.29 + self.CD *= 0.9 + + +class 技能22(职业主动技能): + 名称 = '黑曜真刃·破晓' + 所在等级 = 85 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + + data0 = [0, 58618, 72210, 85803, 99395, 112988, 126580, 140173, 153766, 167358, 180951, 194543, 208136, 221729, 235321, 248914, 262506, 276099, 289692, 303284, 316877, 330469, 344062, 357654, 371247, 384840, 398432, 412025, 425617, 439210, 452803, 466395, 479988, 493580, 507173, 520765, 534358, 547951, 561543, 575136, 588728, 602321, 615914, 629506, 643099, 656691, 670284, 683877, 697469, 711062, 724654, 738247, 751839, 765432, 779025, 792617, 806210, 819802, 833395, 846988, 860580, 874173, 887765, 901358, 914951, 928543, 942136, 955728, 969321, 982913, 996506] + # 基础 = 45028.23 + # 成长 = 13591.962 + 攻击次数 = 3 + CD = 180 + + +class 技能23(被动技能): + 名称 = '夜色杀意' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能24(职业主动技能): + 名称 = '绚烂之舞' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + # 基础 = 11663.94258 + 4081.952153*10 + 17495.4067 + 46657.16746 + # 成长 = 1317.014354 + 461.0143541*10 + 1975.598086 + 5267.808612 + data0 = [0, 12981, 14298, 15615, 16932, 18249, 19566, 20882, 22199, 23516, 24833, 26150, 27467, 28784, 30101, 31418, 32735, 34052, 35369, 36686, 38003, 39320, 40637, 41954, 43270, 44587, 45904, 47221, 48538, 49855, 51172, 52489, 53806, 55123, 56440, 57757, 59074, 60391, 61708, 63025, 64342, 65659, 66975, 68292, 69609, 70926, 72243, 73560, 74877, 76194, 77511, 78828, 80145, 81462, 82779, 84096, 85413, 86730, 88047, 89363, 90680, 91997, 93314, 94631, 95948, 97265, 98582, 99899, 101216, 102533, 103850] + data1 = [0, 4543, 5004, 5465, 5926, 6387, 6848, 7309, 7769, 8230, 8691, 9152, 9613, 10074, 10535, 10996, 11457, 11918, 12379, 12840, 13301, 13762, 14222, 14683, 15144, 15605, 16066, 16527, 16988, 17449, 17910, 18371, 18832, 19293, 19754, 20215, 20676, 21136, 21597, 22058, 22519, 22980, 23441, 23902, 24363, 24824, 25285, 25746, 26207, 26668, 27129, 27589, 28050, 28511, 28972, 29433, 29894, 30355, 30816, 31277, 31738, 32199, 32660, 33121, 33582, 34042, 34503, 34964, 35425, 35886, 36347] + 攻击次数2 = 10 + data2 = [0, 19471, 21447, 23422, 25398, 27373, 29349, 31324, 33299, 35275, 37250, 39226, 41201, 43176, 45152, 47127, 49103, 51078, 53053, 55029, 57004, 58980, 60955, 62931, 64906, 66881, 68857, 70832, 72808, 74783, 76758, 78734, 80709, 82685, 84660, 86636, 88611, 90586, 92562, 94537, 96513, 98488, 100463, 102439, 104414, 106390, 108365, 110341, 112316, 114291, 116267, 118242, 120218, 122193, 124168, 126144, 128119, 130095, 132070, 134045, 136021, 137996, 139972, 141947, 143923, 145898, 147873, 149849, 151824, 153800, 155775] + 攻击次数3 = 1 + data3 = [0, 51925, 57192, 62460, 67728, 72996, 78264, 83531, 88799, 94067, 99335, 104602, 109870, 115138, 120406, 125673, 130941, 136209, 141477, 146745, 152012, 157280, 162548, 167816, 173083, 178351, 183619, 188887, 194155, 199422, 204690, 209958, 215226, 220493, 225761, 231029, 236297, 241565, 246832, 252100, 257368, 262636, 267903, 273171, 278439, 283707, 288974, 294242, 299510, 304778, 310046, 315313, 320581, 325849, 331117, 336384, 341652, 346920, 352188, 357455, 362723, 367991, 373259, 378527, 383794, 389062, 394330, 399598, 404865, 410133, 415401] + 攻击次数4 = 1 + CD = 60.0 + +class 技能25(职业主动技能): + 名称 = '秘术·雨夜终曲' + 所在等级 = 100 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + + # 对白牙 + data0 = [0, 46585, 57387, 68189, 78992, 89794, 100597, 111399, 122201, 133004, 143806, 154608, 165411, 176213, 187015, 197818, 208620, 219423, 230225, 241027, 251830, 262632, 273434, 284237, 295039, 305842, 316644, 327446, 338249, 349051, 359853, 370656, 381458, 392260, 403063, 413865, 424668, 435470, 446272, 457075, 467877, 478679, 489482, 500284, 511086, 521889, 532691, 543494, 554296, 565098, 575901, 586703, 597506, 608308, 619110, 629913, 640715, 651517, 662320, 673122, 683924, 694727, 705529, 716332, 727134, 737936, 748739, 759541, 770343, 781146, 791948] + data1 = [0, 116463, 143468, 170474, 197480, 224486, 251492, 278498, 305504, 332510, 359516, 386522, 413528, 440534, 467539, 494545, 521551, 548557, 575563, 602569, 629575, 656581, 683587, 710593, 737599, 764605, 791610, 818616, 845622, 872628, 899634, 926640, 953646, 980652, 1007658, 1034664, 1061670, 1088676, 1115681, 1142687, 1169693, 1196699, 1223705, 1250711, 1277717, 1304723, 1331729, 1358735, 1385741, 1412747, 1439752, 1466759, 1493764, 1520770, 1547776, 1574782, 1601788, 1628794, 1655800, 1682806, 1709812, 1736818, 1763824, 1790829, 1817835, 1844841, 1871847, 1898853, 1925859, 1952865, 1979871] + 攻击次数2 = 1 + # "2": "[163048, 200856, 238664, 276473, 314281, 352089, 389897, 427706, 465514, 503322, 541131, 578939, 616747, 654555, 692364, 730172, 767980, 805789, 843597, 881405, 919213, 957022, 994830, 1032638, 1070447, 1108255, 1146063, 1183871, 1221680, 1259488, 1297296, 1335105, 1372913, 1410721, 1448529, 1486338, 1524146, 1561954, 1599763, 1637571, 1675379, 1713188, 1750996, 1788804, 1826612, 1864421, 1902229, 1940037, 1977845, 2015654, 2053462, 2091270, 2129079, 2166887, 2204695, 2242504, 2280312, 2318120, 2355928, 2393737, 2431545, 2469353, 2507161, 2544970, 2582778, 2620586, 2658395, 2696203, 2734011, 2771820] + data2 = [0, 302803, 373019, 443234, 513449, 583665, 653880, 724096, 794311, 864526, 934742, 1004957, 1075173, 1145388, 1215603, 1285819, 1356034, 1426249, 1496465, 1566680, 1636896, 1707111, 1777326, 1847542, 1917757, 1987972, 2058188, 2128403, 2198619, 2268834, 2339049, 2409265, 2479480, 2549696, 2619911, 2690127, 2760342, 2830557, 2900773, 2970988, 3041203, 3111419, 3181634, 3251849, 3322065, 3392281, 3462496, 3532711, 3602926, 3673142, 3743357, 3813573, 3883788, 3954003, 4024219, 4094434, 4164650, 4234865, 4305080, 4375296, 4445511, 4515726, 4585942, 4656157, 4726372, 4796588, 4866804, 4937019, 5007234, 5077450, 5147665] + 攻击次数3 = 1 + # 对白牙 + # 基础 = 35782.96651 + 89457.89474 + 232587.0813 + # 成长 = 10802.00957 + 27005.07177 + 70215.98086 + 攻击次数 = 1 + CD = 290.0 + + def 加成倍率(self, 武器类型): + return 0.0 + +class 技能26(被动技能): + 名称 = '基础精通' + 倍率 = 1.0 + 所在等级 = 1 + 等级上限 = 200 + 基础等级 = 100 + 关联技能 = ['鬼缚钉'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(self.倍率 * (0.463 + 0.089 * self.等级), 5) + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +技能一觉序号 = 0 +技能二觉序号 = 0 +技能三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 技能一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 技能二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 技能三觉序号 = 技能序号[i.名称] + +技能护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 技能护石选项.append(i.名称) + +极诣·刃影符文选项 = ['无', '回旋勾斩', '封喉丝', '利刃旋风', '白牙落斩','疾刃之影', '薄暮利刃', '黑夜之花', '回旋十字斩', '夜之风', '秘术·心斩', '瞬影碎魂击', '追命索魂丝', '秘术·曜夜斩', '悬丝风暴'] + + +class 极诣·刃影角色属性(角色属性): + 实际名称 = '极诣·刃影' + 角色 = '鬼剑士(女)' + 职业 = '刃影' + + 武器选项 = ['太刀'] + + 类型选择 = ['物理固伤'] + + 类型 = '物理固伤' + 防具类型 = '皮甲' + 防具精通属性 = ['力量'] + + 主BUFF = 2 + + 回旋十字斩形态开关 = 0 + 秘术曜夜斩收刀 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + super().被动倍率计算() + if self.技能栏[self.技能序号['回旋十字斩']].是否装备护石 == 1: + if self.回旋十字斩形态开关 == 0: + self.技能栏[self.技能序号['回旋十字斩']].攻击次数2 = 0 + else: + self.技能栏[self.技能序号['回旋十字斩']].攻击次数 = 0 + if self.技能栏[self.技能序号['秘术·曜夜斩']].是否装备护石 == 1 and self.秘术曜夜斩收刀 == 1: + self.技能栏[self.技能序号['秘术·曜夜斩']].倍率 *= 1.05 + + + +class 极诣·刃影(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 极诣·刃影角色属性() + self.角色属性A = 极诣·刃影角色属性() + self.角色属性B = 极诣·刃影角色属性() + self.一觉序号 = 技能一觉序号 + self.二觉序号 = 技能二觉序号 + self.三觉序号 = 技能三觉序号 + self.护石选项 = deepcopy(技能护石选项) + self.符文选项 = deepcopy(极诣·刃影符文选项) + + def 界面(self): + + super().界面() + self.回旋十字斩形态开关 = QCheckBox('回旋十字斩空中施放', self.main_frame2) + self.回旋十字斩形态开关.resize(150, 20) + self.回旋十字斩形态开关.move(319, 360) + self.回旋十字斩形态开关.setStyleSheet(复选框样式) + self.回旋十字斩形态开关.setChecked(False) + + self.职业存档.append(('回旋十字斩形态开关', self.回旋十字斩形态开关, 0)) + + self.秘术曜夜斩收刀 = QCheckBox('秘术·曜夜斩收刀', self.main_frame2) + self.秘术曜夜斩收刀.resize(150, 20) + self.秘术曜夜斩收刀.move(319, 380) + self.秘术曜夜斩收刀.setStyleSheet(复选框样式) + self.秘术曜夜斩收刀.setChecked(False) + + self.职业存档.append(('秘术·曜夜斩收刀', self.秘术曜夜斩收刀, 0)) + + + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + if self.回旋十字斩形态开关.isChecked(): + 属性.回旋十字斩形态开关 = 1 + if self.秘术曜夜斩收刀.isChecked(): + 属性.秘术曜夜斩收刀 = 1 diff --git a/Characters/极诣·剑影.py b/Characters/极诣·剑影.py new file mode 100644 index 00000000..846a2a54 --- /dev/null +++ b/Characters/极诣·剑影.py @@ -0,0 +1,723 @@ +from PublicReference.carry.base import * + +# 2020年7月22日 数组 + +# class 主动技能(主动技能): +# def 等效CD(self, 武器类型): +# if 武器类型 == '太刀': +# return round(self.CD / self.恢复 * 0.95, 1) + + +class 技能0(主动技能): + 名称 = '鬼步' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + data1 = [int(i*1.173)for i in [0, 636, 701, 766, 830, 895, 959, 1024, 1089, 1153, 1218, 1282, 1347, 1412, 1476, 1541, 1606, 1670, 1735, 1799, 1864, 1929, 1993, 2058, 2122, 2187, 2252, 2316, 2381, 2445, 2510, 2575, 2639, 2704, 2768, 2833, + 2898, 2962, 3027, 3092, 3156, 3221, 3285, 3350, 3415, 3479, 3544, 3608, 3673, 3738, 3802, 3867, 3931, 3996, 4061, 4125, 4190, 4255, 4319, 4384, 4448, 4513, 4578, 4642, 4707, 4771, 4836, 4901, 4965, 5030, 5094]] + 攻击次数2 = 3 + #倍率 = 1 + CD = 5.0 + TP成长 = 0.1 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能1(主动技能): + 名称 = '鬼连斩' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + data1 = [int(i*1.173)for i in [0, 516, 568, 621, 673, 726, 778, 830, 883, 935, 988, 1040, 1092, 1145, 1197, 1250, 1302, 1354, 1407, 1459, 1512, 1564, 1616, 1669, 1721, 1774, 1826, 1878, 1931, 1983, 2036, 2088, 2140, 2193, 2245, 2298, + 2350, 2402, 2455, 2507, 2560, 2612, 2664, 2717, 2769, 2822, 2874, 2926, 2979, 3031, 3084, 3136, 3188, 3241, 3293, 3346, 3398, 3450, 3503, 3555, 3608, 3660, 3712, 3765, 3817, 3870, 3922, 3974, 4027, 4079, 4132]] + #攻击次数2 = 1 + data2 = [int(i*1.173)for i in [0, 619, 682, 745, 808, 871, 934, 997, 1059, 1122, 1185, 1248, 1311, 1374, 1437, 1500, 1563, 1625, 1688, 1751, 1814, 1877, 1940, 2003, 2066, 2128, 2191, 2254, 2317, 2380, 2443, 2506, 2569, 2631, 2694, 2757, + 2820, 2883, 2946, 3009, 3072, 3135, 3197, 3260, 3323, 3386, 3449, 3512, 3575, 3638, 3700, 3763, 3826, 3889, 3952, 4015, 4078, 4141, 4203, 4266, 4329, 4392, 4455, 4518, 4581, 4644, 4707, 4769, 4832, 4895, 4958]] + #攻击次数3 = 1 + data3 = [int(i*1.173)for i in [0, 929, 1024, 1118, 1212, 1307, 1401, 1495, 1589, 1684, 1778, 1872, 1967, 2061, 2155, 2250, 2344, 2438, 2533, 2627, 2721, 2816, 2910, 3004, 3099, 3193, 3287, 3382, 3476, 3570, 3664, 3759, 3853, 3947, 4042, + 4136, 4230, 4325, 4419, 4513, 4608, 4702, 4796, 4891, 4985, 5079, 5174, 5268, 5362, 5457, 5551, 5645, 5740, 5834, 5928, 6022, 6117, 6211, 6305, 6400, 6494, 6588, 6683, 6777, 6871, 6966, 7060, 7154, 7249, 7343, 7437]] + #攻击次数4 = 1 + data4 = [int(i*1.173)for i in [0, 790, 869, 949, 1030, 1110, 1190, 1269, 1350, 1430, 1510, 1591, 1671, 1750, 1831, 1911, 1991, 2071, 2151, 2231, 2311, 2392, 2472, 2552, 2632, 2712, 2792, 2872, 2953, 3032, 3112, 3193, 3273, 3353, 3434, 3513, + 3593, 3673, 3754, 3834, 3913, 3994, 4074, 4154, 4235, 4314, 4394, 4474, 4555, 4635, 4715, 4795, 4875, 4955, 5036, 5116, 5195, 5275, 5356, 5436, 5516, 5597, 5676, 5756, 5837, 5917, 5997, 6076, 6157, 6237, 6317]] + 攻击次数5 = 3 + CD = 5.0 + TP成长 = 0.1 + TP上限 = 5 + 被动开关 = 0 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] + self.data2[self.等级] + self.data3[self.等级] + self.data4[self.等级] * self.攻击次数5 * self.被动开关) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能2(被动技能): + 名称 = '剑影太刀精通' + 所在等级 = 20 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.0 + 0.02 * self.等级, 5) + + def 物理攻击力倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.00 + 0.02 * self.等级, 5) + + +class 技能3(主动技能): + 名称 = '幻鬼:一闪' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data1 = [int(i*1.173)for i in [0, 2131, 2348, 2564, 2780, 2997, 3213, 3429, 3645, 3862, 4078, 4294, 4511, 4727, 4943, 5159, 5376, 5592, 5808, 6024, 6241, 6457, 6673, 6890, 7106, 7322, 7538, 7755, 7971, 8187, 8404, 8620, 8836, 9052, 9269, 9485, 9701, 9918, + 10134, 10350, 10566, 10783, 10999, 11215, 11431, 11648, 11864, 12080, 12297, 12513, 12729, 12945, 13162, 13378, 13594, 13811, 14027, 14243, 14459, 14676, 14892, 15108, 15325, 15541, 15757, 15973, 16190, 16406, 16622, 16839, 17055]] + CD = 6 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data1[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能4(被动技能): + 名称 = '幻鬼之力' + 所在等级 = 25 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.10 + 0.02 * self.等级, 5) + + +class 技能5(主动技能): + 名称 = '鬼连牙' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + data1 = [int(i*1.173)for i in [0, 3862, 4254, 4646, 5038, 5430, 5822, 6214, 6605, 6997, 7389, 7781, 8173, 8565, 8957, 9349, 9741, 10132, 10524, 10916, 11308, 11700, 12092, 12484, 12876, 13267, 13659, 14051, 14443, 14835, 15227, 15619, 16011, 16402, 16794, 17186, 17578, + 17970, 18362, 18754, 19146, 19537, 19929, 20321, 20713, 21105, 21497, 21889, 22281, 22673, 23064, 23456, 23848, 24240, 24632, 25024, 25416, 25808, 26199, 26591, 26983, 27375, 27767, 28159, 28551, 28943, 29334, 29726, 30118, 30510, 30902]] + CD = 8.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data1[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能6(主动技能): + 名称 = '幻鬼:连斩' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + data1 = [int(i*1.162)for i in [0, 527, 580, 634, 687, 741, 794, 848, 901, 955, 1008, 1062, 1115, 1169, 1222, 1276, 1329, 1383, 1436, 1490, 1543, 1597, 1650, 1704, 1757, 1811, 1864, 1918, 1971, 2025, 2078, 2132, 2185, 2239, 2292, 2346, + 2399, 2453, 2506, 2560, 2613, 2667, 2720, 2774, 2827, 2881, 2934, 2988, 3041, 3095, 3148, 3202, 3255, 3309, 3362, 3416, 3469, 3523, 3576, 3630, 3683, 3737, 3790, 3844, 3897, 3951, 4004, 4058, 4111, 4165, 4218]] + data2 = [int(i*1.162)for i in [0, 703, 774, 845, 917, 988, 1059, 1131, 1202, 1273, 1345, 1416, 1487, 1559, 1630, 1701, 1773, 1844, 1915, 1987, 2058, 2129, 2201, 2272, 2343, 2415, 2486, 2557, 2629, 2700, 2771, 2842, 2914, 2985, 3056, 3128, + 3199, 3270, 3342, 3413, 3484, 3556, 3627, 3698, 3770, 3841, 3912, 3984, 4055, 4126, 4198, 4269, 4340, 4412, 4483, 4554, 4626, 4697, 4768, 4840, 4911, 4982, 5054, 5125, 5196, 5268, 5339, 5410, 5482, 5553, 5624]] + data3 = [int(i*1.162)for i in [0, 878, 968, 1057, 1146, 1235, 1324, 1413, 1503, 1592, 1681, 1770, 1859, 1948, 2037, 2127, 2216, 2305, 2394, 2483, 2572, 2662, 2751, 2840, 2929, 3018, 3107, 3197, 3286, 3375, 3464, 3553, 3642, 3732, 3821, + 3910, 3999, 4088, 4177, 4267, 4356, 4445, 4534, 4623, 4712, 4802, 4891, 4980, 5069, 5158, 5247, 5336, 5426, 5515, 5604, 5693, 5782, 5871, 5961, 6050, 6139, 6228, 6317, 6406, 6496, 6585, 6674, 6763, 6852, 6941, 7031]] + data4 = [int(i*1.162)for i in [0, 1406, 1548, 1691, 1834, 1976, 2119, 2262, 2404, 2547, 2690, 2832, 2975, 3118, 3260, 3403, 3546, 3688, 3831, 3974, 4116, 4259, 4402, 4544, 4687, 4830, 4972, 5115, 5258, 5400, 5543, 5685, 5828, 5971, 6113, 6256, + 6399, 6541, 6684, 6827, 6969, 7112, 7255, 7397, 7540, 7683, 7825, 7968, 8111, 8253, 8396, 8539, 8681, 8824, 8967, 9109, 9252, 9395, 9537, 9680, 9823, 9965, 10108, 10251, 10393, 10536, 10679, 10821, 10964, 11107, 11249]] + CD = 8.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] + self.data2[self.等级] + self.data3[self.等级] + self.data4[self.等级]) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能7(主动技能): + 名称 = '共鸣:离魂一闪' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + data1 = [int(i*1.173)for i in [0, 1626, 1791, 1956, 2121, 2286, 2451, 2616, 2781, 2946, 3111, 3276, 3441, 3606, 3771, 3936, 4101, 4266, 4431, 4596, 4761, 4926, 5091, 5256, 5421, 5586, 5750, 5915, 6080, 6245, 6410, 6575, 6740, 6905, 7070, 7235, 7400, + 7565, 7730, 7895, 8060, 8225, 8390, 8555, 8720, 8885, 9050, 9215, 9380, 9545, 9710, 9875, 10040, 10205, 10370, 10535, 10700, 10865, 11030, 11195, 11360, 11525, 11690, 11855, 12020, 12185, 12350, 12515, 12680, 12845, 13010]] + data2 = [int(i*1.173)for i in [0, 3794, 4179, 4564, 4949, 5334, 5719, 6104, 6489, 6874, 7259, 7644, 8029, 8414, 8799, 9184, 9569, 9954, 10339, 10724, 11109, 11494, 11879, 12264, 12649, 13034, 13418, 13803, 14188, 14573, 14958, 15343, 15728, 16113, 16498, 16883, 17268, + 17653, 18038, 18423, 18808, 19193, 19578, 19963, 20348, 20733, 21118, 21503, 21888, 22273, 22658, 23043, 23428, 23813, 24198, 24583, 24968, 25353, 25738, 26123, 26507, 26892, 27277, 27662, 28047, 28432, 28817, 29202, 29587, 29972, 30357]] + CD = 12.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] + self.data2[self.等级]) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能8(主动技能): + 名称 = '魂破斩' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data1 = [int(i*1.173)for i in [0, 6213, 6843, 7473, 8104, 8734, 9364, 9995, 10625, 11255, 11886, 12516, 13146, 13777, 14407, 15037, 15668, 16298, 16928, 17559, 18189, 18819, 19450, 20080, 20710, 21341, 21971, 22601, 23232, 23862, 24492, 25123, 25753, 26383, 27014, 27644, + 28274, 28905, 29535, 30165, 30796, 31426, 32056, 32687, 33317, 33947, 34578, 35208, 35838, 36469, 37099, 37729, 38360, 38990, 39620, 40251, 40881, 41511, 42142, 42772, 43402, 44033, 44663, 45293, 45924, 46554, 47184, 47815, 48445, 49075, 49706]] + CD = 12 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.15 + self.CD *= 0.89 + elif x == 1: + self.倍率 *= 1.24 + self.CD *= 0.89 + + def 等效百分比(self, 武器类型): + return self.data1[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能9(主动技能): + 名称 = '共鸣:鬼灵斩' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data1 = [int(i*1.173)for i in [0, 6957, 7663, 8369, 9075, 9781, 10487, 11193, 11898, 12604, 13310, 14016, 14722, 15428, 16134, 16840, 17545, 18251, 18957, 19663, 20369, 21075, 21781, 22487, 23192, 23898, 24604, 25310, 26016, 26722, 27428, 28133, 28839, 29545, 30251, 30957, + 31663, 32369, 33075, 33780, 34486, 35192, 35898, 36604, 37310, 38016, 38722, 39427, 40133, 40839, 41545, 42251, 42957, 43663, 44369, 45074, 45780, 46486, 47192, 47898, 48604, 49310, 50015, 50721, 51427, 52133, 52839, 53545, 54251, 54957, 55662]] + CD = 15.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data1[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能10(主动技能): + 名称 = '幻鬼:回天' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + data1 = [int(i*1.173)for i in [0, 3208, 3534, 3859, 4185, 4510, 4836, 5161, 5487, 5812, 6138, 6463, 6789, 7114, 7440, 7765, 8091, 8416, 8742, 9067, 9393, 9718, 10044, 10369, 10695, 11020, 11346, 11671, 11997, 12322, 12648, 12973, 13299, 13624, 13950, 14275, 14601, + 14926, 15252, 15577, 15903, 16228, 16554, 16879, 17205, 17530, 17856, 18181, 18507, 18832, 19158, 19483, 19809, 20134, 20460, 20785, 21111, 21436, 21762, 22087, 22413, 22738, 23064, 23389, 23715, 24040, 24366, 24691, 25017, 25342, 25668]] + data2 = [int(i*1.173)for i in [0, 4812, 5301, 5789, 6277, 6765, 7254, 7742, 8230, 8718, 9207, 9695, 10183, 10671, 11160, 11648, 12136, 12624, 13113, 13601, 14089, 14577, 15066, 15554, 16042, 16530, 17019, 17507, 17995, 18484, 18972, 19460, 19948, 20437, 20925, 21413, + 21901, 22390, 22878, 23366, 23854, 24343, 24831, 25319, 25807, 26296, 26784, 27272, 27760, 28249, 28737, 29225, 29713, 30202, 30690, 31178, 31666, 32155, 32643, 33131, 33619, 34108, 34596, 35084, 35573, 36061, 36549, 37037, 37526, 38014, 38502]] + 攻击次数3 = 1 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数3 = 1.40 + elif x == 1: + self.攻击次数3 = 1.43 # 待测试 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] + self.data2[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能11(主动技能): + 名称 = '冥灵断魂斩' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + data1 = [int(i*1.173)for i in [0, 18941, 20863, 22784, 24706, 26628, 28549, 30471, 32393, 34314, 36236, 38157, 40079, 42001, 43922, 45844, 47766, 49687, 51609, 53530, 55452, 57374, 59295, 61217, 63139, 65060, 66982, 68903, 70825, 72747, 74668, 76590, 78512, 80433, 82355, 84276, 86198, + 88120, 90041, 91963, 93884, 95806, 97728, 99649, 101571, 103493, 105414, 107336, 109257, 111179, 113101, 115022, 116944, 118866, 120787, 122709, 124630, 126552, 128474, 130395, 132317, 134239, 136160, 138082, 140003, 141925, 143847, 145768, 147690, 149612, 151533]] + CD = 45 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.15 + elif x == 1: + self.倍率 *= 1.23 + + def 等效百分比(self, 武器类型): + return self.data1[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能12(主动技能): + 名称 = '冥夜鬼天杀' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + data1 = [int(i*1.173)for i in [0, 12680, 15621, 18561, 21502, 24442, 27382, 30323, 33263, 36204, 39144, 42085, 45025, 47966, 50906, 53846, 56787, 59727, 62668, 65608, 68549, 71489, 74430, 77370, 80310, 83251, 86191, 89132, 92072, 95013, 97953, 100894, 103834, 106774, 109715, 112655, 115596, + 118536, 121477, 124417, 127358, 130298, 133239, 136179, 139119, 142060, 145000, 147941, 150881, 153822, 156762, 159703, 162643, 165583, 168524, 171464, 174405, 177345, 180286, 183226, 186167, 189107, 192047, 194988, 197928, 200869, 203809, 206750, 209690, 212631, 215571]] + 攻击次数2 = 4 + CD = 145.0 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2) * self.倍率 + + +class 技能13(被动技能): + 名称 = '鬼夜' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.035 + 0.02 * self.等级, 5) + + +class 技能14(主动技能): + 名称 = '幻鬼:奈落' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + data1 = [int(i*1.173)for i in [0, 10573, 11645, 12718, 13791, 14863, 15936, 17009, 18081, 19154, 20227, 21299, 22372, 23444, 24517, 25590, 26662, 27735, 28808, 29880, 30953, 32026, 33098, 34171, 35244, 36316, 37389, 38461, 39534, 40607, 41679, 42752, 43825, 44897, 45970, + 47043, 48115, 49188, 50261, 51333, 52406, 53478, 54551, 55624, 56696, 57769, 58842, 59914, 60987, 62060, 63132, 64205, 65278, 66350, 67423, 68495, 69568, 70641, 71713, 72786, 73859, 74931, 76004, 77077, 78149, 79222, 80295, 81367, 82440, 83513, 84585]] + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.13 + self.CD *= 0.85 + elif x == 1: + self.倍率 *= 1.22 + self.CD *= 0.85 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级]) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能15(主动技能): + 名称 = '共鸣:聚渊' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + data1 = [int(i*1.173)for i in [0, 2628, 2895, 3162, 3429, 3695, 3962, 4229, 4495, 4762, 5029, 5295, 5562, 5829, 6096, 6362, 6629, 6896, 7162, 7429, 7696, 7962, 8229, 8496, 8763, 9029, 9296, 9563, 9829, 10096, 10363, 10629, 10896, 11163, 11430, 11696, 11963, + 12230, 12496, 12763, 13030, 13296, 13563, 13830, 14097, 14363, 14630, 14897, 15163, 15430, 15697, 15963, 16230, 16497, 16764, 17030, 17297, 17564, 17830, 18097, 18364, 18631, 18897, 19164, 19431, 19697, 19964, 20231, 20497, 20764, 21031]] + data2 = [int(i*1.173)for i in [0, 10515, 11582, 12649, 13716, 14782, 15849, 16916, 17983, 19050, 20116, 21183, 22250, 23317, 24384, 25450, 26517, 27584, 28651, 29718, 30784, 31851, 32918, 33985, 35052, 36119, 37185, 38252, 39319, 40386, 41453, 42519, 43586, 44653, 45720, + 46787, 47853, 48920, 49987, 51054, 52121, 53187, 54254, 55321, 56388, 57455, 58521, 59588, 60655, 61722, 62789, 63855, 64922, 65989, 67056, 68123, 69190, 70256, 71323, 72390, 73457, 74524, 75590, 76657, 77724, 78791, 79858, 80924, 81991, 83058, 84125]] + data3 = [int(i*1.173)for i in [0, 13144, 14478, 15811, 17145, 18478, 19812, 21145, 22479, 23812, 25146, 26479, 27813, 29146, 30480, 31813, 33147, 34480, 35814, 37147, 38481, 39814, 41148, 42481, 43815, 45148, 46482, 47815, 49149, 50482, 51816, 53149, 54483, 55816, 57150, 58483, + 59817, 61150, 62484, 63817, 65151, 66484, 67818, 69151, 70485, 71818, 73152, 74485, 75819, 77152, 78486, 79819, 81153, 82486, 83820, 85154, 86487, 87821, 89154, 90488, 91821, 93155, 94488, 95822, 97155, 98489, 99822, 101156, 102489, 103823, 105156]] + 攻击次数4 = 1 + CD = 50.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数4 = 1.23 * 1.20 + elif x == 1: + self.攻击次数4 = 1.36 * 1.20 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] + self.data2[self.等级] + self.data3[self.等级] * self.攻击次数4) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能16(主动技能): + 名称 = '幻鬼:大回天' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + data1 = [int(i*1.173)for i in [0, 12620, 13900, 15180, 16461, 17741, 19021, 20302, 21582, 22862, 24143, 25423, 26703, 27984, 29264, 30544, 31825, 33105, 34385, 35666, 36946, 38226, 39506, 40787, 42067, 43347, 44628, 45908, 47188, 48469, 49749, 51029, 52310, 53590, 54870, + 56151, 57431, 58711, 59992, 61272, 62552, 63833, 65113, 66393, 67674, 68954, 70234, 71514, 72795, 74075, 75355, 76636, 77916, 79196, 80477, 81757, 83037, 84318, 85598, 86878, 88159, 89439, 90719, 92000, 93280, 94560, 95841, 97121, 98401, 99681, 100962]] + 攻击次数2 = 3 + 倍率 = 1 + CD = 40.0 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 = 1.36 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2) * self.倍率 + + +class 技能17(被动技能): + 名称 = '鬼咲' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22 + 0.02 * self.等级, 5) + + +class 技能18(主动技能): + 名称 = '裂魂乱舞' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + data1 = [int(i*1.173)for i in [0, 2658, 2927, 3197, 3467, 3736, 4006, 4276, 4545, 4815, 5085, 5354, 5624, 5894, 6163, 6433, 6703, 6972, 7242, 7511, 7781, 8051, 8320, 8590, 8860, 9129, 9399, 9669, 9938, 10208, 10478, 10747, 11017, 11287, 11556, 11826, 12096, + 12365, 12635, 12905, 13174, 13444, 13714, 13983, 14253, 14523, 14792, 15062, 15332, 15601, 15871, 16141, 16410, 16680, 16950, 17219, 17489, 17759, 18028, 18298, 18568, 18837, 19107, 19377, 19646, 19916, 20186, 20455, 20725, 20995, 21264]] + 攻击次数2 = 1 + data2 = [int(i*1.173)for i in [0, 7974, 8783, 9592, 10401, 11210, 12019, 12828, 13637, 14446, 15255, 16064, 16873, 17682, 18491, 19300, 20109, 20918, 21727, 22535, 23344, 24153, 24962, 25771, 26580, 27389, 28198, 29007, 29816, 30625, 31434, 32243, 33052, 33861, 34670, 35479, + 36288, 37097, 37906, 38715, 39524, 40333, 41142, 41951, 42760, 43569, 44378, 45187, 45996, 46805, 47614, 48423, 49232, 50041, 50850, 51659, 52468, 53277, 54086, 54895, 55704, 56513, 57322, 58131, 58940, 59749, 60558, 61367, 62176, 62985, 63794]] + 攻击次数3 = 1 + data3 = [int(i*1.173)for i in [0, 10632, 11711, 12789, 13868, 14946, 16025, 17104, 18182, 19261, 20340, 21418, 22497, 23576, 24654, 25733, 26812, 27890, 28969, 30047, 31126, 32205, 33283, 34362, 35441, 36519, 37598, 38677, 39755, 40834, 41913, 42991, 44070, 45149, 46227, + 47306, 48384, 49463, 50542, 51620, 52699, 53778, 54856, 55935, 57014, 58092, 59171, 60250, 61328, 62407, 63485, 64564, 65643, 66721, 67800, 68879, 69957, 71036, 72115, 73193, 74272, 75351, 76429, 77508, 78587, 79665, 80744, 81822, 82901, 83980, 85058]] + 攻击次数4 = 1 + data4 = [int(i*1.173)for i in [0, 6645, 7319, 7993, 8667, 9341, 10015, 10690, 11364, 12038, 12712, 13386, 14060, 14735, 15409, 16083, 16757, 17431, 18105, 18779, 19454, 20128, 20802, 21476, 22150, 22824, 23499, 24173, 24847, 25521, 26195, 26869, 27543, 28218, 28892, 29566, + 30240, 30914, 31588, 32263, 32937, 33611, 34285, 34959, 35633, 36307, 36982, 37656, 38330, 39004, 39678, 40352, 41027, 41701, 42375, 43049, 43723, 44397, 45071, 45746, 46420, 47094, 47768, 48442, 49116, 49791, 50465, 51139, 51813, 52487, 53161]] + 攻击次数5 = 2 + 护石倍率1 = 1 + data5 = [int(i*1.173)for i in [0, 18606, 20494, 22381, 24269, 26157, 28044, 29932, 31820, 33707, 35595, 37482, 39370, 41258, 43145, 45033, 46921, 48808, 50696, 52583, 54471, 56359, 58246, 60134, 62022, 63909, 65797, 67684, 69572, 71460, 73347, 75235, 77123, 79010, 80898, 82786, 84673, + 86561, 88448, 90336, 92224, 94111, 95999, 97887, 99774, 101662, 103549, 105437, 107325, 109212, 111100, 112988, 114875, 116763, 118650, 120538, 122426, 124313, 126201, 128089, 129976, 131864, 133752, 135639, 137527, 139414, 141302, 143190, 145077, 146965, 148853]] + 攻击次数6 = 1 + 护石倍率2 = 1 + CD = 45.0 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数2 = 0 + self.攻击次数3 = 0 + self.攻击次数4 = 0 + self.护石倍率1 = 2.11 + self.护石倍率2 = 2.3 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3 + self.data3[self.等级] * self.攻击次数4 + self.data4[self.等级] * self.攻击次数5 * self.护石倍率1 + self.data5[self.等级] * self.攻击次数6 * self.护石倍率2) * self.倍率 + + +class 技能19(主动技能): + 名称 = '鬼隐·夜奈落' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + data1 = [int(i*1.173)for i in [0, 18411, 22680, 26949, 31218, 35488, 39757, 44026, 48296, 52565, 56834, 61103, 65373, 69642, 73911, 78180, 82450, 86719, 90988, 95257, 99527, 103796, 108065, 112334, 116604, 120873, 125142, 129411, 133681, 137950, 142219, 146488, 150758, 155027, 159296, 163566, 167835, + 172104, 176373, 180643, 184912, 189181, 193450, 197720, 201989, 206258, 210527, 214797, 219066, 223335, 227604, 231874, 236143, 240412, 244681, 248951, 253220, 257489, 261758, 266028, 270297, 274566, 278836, 283105, 287374, 291643, 295913, 300182, 304451, 308720, 312990]] + data2 = [int(i*1.173)for i in [0, 18411, 22680, 26949, 31218, 35488, 39757, 44026, 48296, 52565, 56834, 61103, 65373, 69642, 73911, 78180, 82450, 86719, 90988, 95257, 99527, 103796, 108065, 112334, 116604, 120873, 125142, 129411, 133681, 137950, 142219, 146488, 150758, 155027, 159296, 163566, 167835, + 172104, 176373, 180643, 184912, 189181, 193450, 197720, 201989, 206258, 210527, 214797, 219066, 223335, 227604, 231874, 236143, 240412, 244681, 248951, 253220, 257489, 261758, 266028, 270297, 274566, 278836, 283105, 287374, 291643, 295913, 300182, 304451, 308720, 312990]] + data3 = [int(i*1.173)for i in [0, 18411, 22680, 26949, 31218, 35488, 39757, 44026, 48296, 52565, 56834, 61103, 65373, 69642, 73911, 78180, 82450, 86719, 90988, 95257, 99527, 103796, 108065, 112334, 116604, 120873, 125142, 129411, 133681, 137950, 142219, 146488, 150758, 155027, 159296, 163566, 167835, + 172104, 176373, 180643, 184912, 189181, 193450, 197720, 201989, 206258, 210527, 214797, 219066, 223335, 227604, 231874, 236143, 240412, 244681, 248951, 253220, 257489, 261758, 266028, 270297, 274566, 278836, 283105, 287374, 291643, 295913, 300182, 304451, 308720, 312990]] + data4 = [int(i*1.173)for i in [0, 67507, 83161, 98815, 114469, 130123, 145777, 161431, 177085, 192739, 208393, 224047, 239701, 255355, 271009, 286662, 302316, 317970, 333624, 349278, 364932, 380586, 396240, 411894, 427548, 443202, 458856, 474510, 490164, 505818, 521472, 537126, 552780, 568434, 584088, 599742, + 615395, 631049, 646703, 662357, 678011, 693665, 709319, 724973, 740627, 756281, 771935, 787589, 803243, 818897, 834551, 850205, 865859, 881513, 897167, 912821, 928475, 944128, 959782, 975436, 991090, 1006744, 1022398, 1038052, 1053706, 1069360, 1085014, 1100668, 1116322, 1131976, 1147630]] + CD = 180.0 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] + self.data2[self.等级] + self.data3[self.等级] + self.data4[self.等级]) * self.倍率 + + +class 技能20(被动技能): + 名称 = '睥睨万物' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能21(主动技能): + 名称 = '无式·极影剑' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + data1 = [int(i*1.198)for i in [0, 4853, 5345, 5838, 6330, 6822, 7315, 7807, 8299, 8792, 9284, 9777, 10269, 10761, 11254, 11746, 12238, 12731, 13223, 13716, 14208, 14700, 15193, 15685, 16177, 16670, 17162, 17655, 18147, 18639, 19132, 19624, 20116, 20609, 21101, 21593, + 22086, 22578, 23071, 23563, 24055, 24548, 25040, 25532, 26025, 26517, 27010, 27502, 27994, 28487, 28979, 29471, 29964, 30456, 30949, 31441, 31933, 32426, 32918, 33410, 33903, 34395, 34887, 35380, 35872, 36365, 36857, 37349, 37842, 38334, 38826]] + 攻击次数2 = 5 + data2 = [int(i*1.198)for i in [0, 4853, 5345, 5838, 6330, 6822, 7315, 7807, 8299, 8792, 9284, 9777, 10269, 10761, 11254, 11746, 12238, 12731, 13223, 13716, 14208, 14700, 15193, 15685, 16177, 16670, 17162, 17655, 18147, 18639, 19132, 19624, 20116, 20609, 21101, 21593, + 22086, 22578, 23071, 23563, 24055, 24548, 25040, 25532, 26025, 26517, 27010, 27502, 27994, 28487, 28979, 29471, 29964, 30456, 30949, 31441, 31933, 32426, 32918, 33410, 33903, 34395, 34887, 35380, 35872, 36365, 36857, 37349, 37842, 38334, 38826]] + 攻击次数3 = 5 + data3 = [int(i*1.198)for i in [0, 24266, 26728, 29190, 31652, 34114, 36576, 39037, 41499, 43961, 46423, 48885, 51347, 53809, 56270, 58732, 61194, 63656, 66118, 68580, 71042, 73503, 75965, 78427, 80889, 83351, 85813, 88275, 90736, 93198, 95660, 98122, 100584, 103046, 105508, 107969, 110431, + 112893, 115355, 117817, 120279, 122740, 125202, 127664, 130126, 132588, 135050, 137512, 139973, 142435, 144897, 147359, 149821, 152283, 154745, 157206, 159668, 162130, 164592, 167054, 169516, 171978, 174439, 176901, 179363, 181825, 184287, 186749, 189211, 191672, 194134]] + 攻击次数4 = 1 + data4 = [int(i*1.198)for i in [0, 24266, 26728, 29190, 31652, 34114, 36576, 39037, 41499, 43961, 46423, 48885, 51347, 53809, 56270, 58732, 61194, 63656, 66118, 68580, 71042, 73503, 75965, 78427, 80889, 83351, 85813, 88275, 90736, 93198, 95660, 98122, 100584, 103046, 105508, 107969, 110431, + 112893, 115355, 117817, 120279, 122740, 125202, 127664, 130126, 132588, 135050, 137512, 139973, 142435, 144897, 147359, 149821, 152283, 154745, 157206, 159668, 162130, 164592, 167054, 169516, 171978, 174439, 176901, 179363, 181825, 184287, 186749, 189211, 191672, 194134]] + 攻击次数5 = 1 + data5 = [int(i*1.198)for i in [0, 8166, 8994, 9823, 10651, 11479, 12308, 13136, 13965, 14793, 15622, 16450, 17279, 18107, 18936, 19764, 20592, 21421, 22249, 23078, 23906, 24735, 25563, 26392, 27220, 28048, 28877, 29705, 30534, 31362, 32191, 33019, 33848, 34676, 35505, 36333, + 37161, 37990, 38818, 39647, 40475, 41304, 42132, 42961, 43789, 44617, 45446, 46274, 47103, 47931, 48760, 49588, 50417, 51245, 52074, 52902, 53730, 54559, 55387, 56216, 57044, 57873, 58701, 59530, 60358, 61186, 62015, 62843, 63672, 64500, 65329]] + 攻击次数6 = 0 + data6 = [int(i*1.198)for i in [0, 40830, 44973, 49115, 53257, 57399, 61542, 65684, 69826, 73968, 78111, 82253, 86395, 90537, 94680, 98822, 102964, 107106, 111249, 115391, 119533, 123675, 127818, 131960, 136102, 140244, 144387, 148529, 152671, 156813, 160956, 165098, 169240, 173382, 177525, 181667, + 185809, 189951, 194094, 198236, 202378, 206520, 210663, 214805, 218947, 223089, 227232, 231374, 235516, 239658, 243801, 247943, 252085, 256227, 260370, 264512, 268654, 272796, 276939, 281081, 285223, 289365, 293508, 297650, 301792, 305934, 310077, 314219, 318361, 322503, 326646]] + 攻击次数7 = 0 + CD = 60.0 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3 + self.data3[self.等级] * self.攻击次数4 + self.data4[self.等级] * self.攻击次数5 + self.data5[self.等级] * self.攻击次数6 + self.data6[self.等级] * self.攻击次数7) * self.倍率 + + +class 技能22(主动技能): + 名称 = '灭魂极影剑·止煞' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + data1 = [int(i*1.178)for i in [0, 19897, 24512, 29126, 33740, 38354, 42968, 47582, 52196, 56810, 61424, 66038, 70652, 75266, 79880, 84494, 89108, 93722, 98336, 102950, 107564, 112178, 116792, 121406, 126020, 130634, 135248, 139862, 144476, 149090, 153704, 158318, 162932, 167546, 172160, 176774, 181388, + 186002, 190616, 195231, 199845, 204459, 209073, 213687, 218301, 222915, 227529, 232143, 236757, 241371, 245985, 250599, 255213, 259827, 264441, 269055, 273669, 278283, 282897, 287511, 292125, 296739, 301353, 305967, 310581, 315195, 319809, 324423, 329037, 333651, 338265]] + data2 = [int(i*1.178)for i in [0, 5685, 7003, 8321, 9640, 10958, 12276, 13594, 14913, 16231, 17549, 18868, 20186, 21504, 22822, 24141, 25459, 26777, 28096, 29414, 30732, 32051, 33369, 34687, 36005, 37324, 38642, 39960, 41279, 42597, 43915, 45233, 46552, 47870, 49188, 50507, + 51825, 53143, 54461, 55780, 57098, 58416, 59735, 61053, 62371, 63690, 65008, 66326, 67644, 68963, 70281, 71599, 72918, 74236, 75554, 76872, 78191, 79509, 80827, 82146, 83464, 84782, 86101, 87419, 88737, 90055, 91374, 92692, 94010, 95329, 96647]] + 攻击次数3 = 7 + data3 = [int(i*1.178)for i in [0, 19897, 24512, 29126, 33740, 38354, 42968, 47582, 52196, 56810, 61424, 66038, 70652, 75266, 79880, 84494, 89108, 93722, 98336, 102950, 107564, 112178, 116792, 121406, 126020, 130634, 135248, 139862, 144476, 149090, 153704, 158318, 162932, 167546, 172160, 176774, 181388, + 186002, 190616, 195231, 199845, 204459, 209073, 213687, 218301, 222915, 227529, 232143, 236757, 241371, 245985, 250599, 255213, 259827, 264441, 269055, 273669, 278283, 282897, 287511, 292125, 296739, 301353, 305967, 310581, 315195, 319809, 324423, 329037, 333651, 338265]] + data4 = [int(i*1.178)for i in [0, 17055, 21010, 24965, 28920, 32874, 36829, 40784, 44739, 48694, 52649, 56604, 60559, 64513, 68468, 72423, 76378, 80333, 84288, 88243, 92198, 96153, 100107, 104062, 108017, 111972, 115927, 119882, 123837, 127792, 131746, 135701, 139656, 143611, 147566, 151521, 155476, + 159431, 163386, 167340, 171295, 175250, 179205, 183160, 187115, 191070, 195025, 198979, 202934, 206889, 210844, 214799, 218754, 222709, 226664, 230618, 234573, 238528, 242483, 246438, 250393, 254348, 258303, 262258, 266212, 270167, 274122, 278077, 282032, 285987, 289942]] + 攻击次数5 = 7 + data5 = [int(i*1.178)for i in [0, 26530, 32682, 38834, 44986, 51138, 57290, 63442, 69594, 75746, 81898, 88051, 94203, 100355, 106507, 112659, 118811, 124963, 131115, 137267, 143419, 149571, 155723, 161875, 168027, 174179, 180331, 186483, 192635, 198787, 204939, 211091, 217243, 223395, 229547, 235699, + 241851, 248003, 254155, 260308, 266460, 272612, 278764, 284916, 291068, 297220, 303372, 309524, 315676, 321828, 327980, 334132, 340284, 346436, 352588, 358740, 364892, 371044, 377196, 383348, 389500, 395652, 401804, 407956, 414108, 420260, 426413, 432565, 438717, 444869, 451021]] + data6 = [int(i*1.178)for i in [0, 26530, 32682, 38834, 44986, 51138, 57290, 63442, 69594, 75746, 81898, 88051, 94203, 100355, 106507, 112659, 118811, 124963, 131115, 137267, 143419, 149571, 155723, 161875, 168027, 174179, 180331, 186483, 192635, 198787, 204939, 211091, 217243, 223395, 229547, 235699, + 241851, 248003, 254155, 260308, 266460, 272612, 278764, 284916, 291068, 297220, 303372, 309524, 315676, 321828, 327980, 334132, 340284, 346436, 352588, 358740, 364892, 371044, 377196, 383348, 389500, 395652, 401804, 407956, 414108, 420260, 426413, 432565, 438717, 444869, 451021]] + data7 = [int(i*1.178)for i in [0, 79591, 98048, 116504, 134960, 153416, 171872, 190328, 208784, 227240, 245696, 264153, 282609, 301065, 319521, 337977, 356433, 374889, 393345, 411801, 430258, 448714, 467170, 485626, 504082, 522538, 540994, 559450, 577906, 596363, 614819, 633275, 651731, 670187, 688643, 707099, 725555, + 744011, 762467, 780924, 799380, 817836, 836292, 854748, 873204, 891660, 910116, 928572, 947029, 965485, 983941, 1002397, 1020853, 1039309, 1057765, 1076221, 1094677, 1113134, 1131590, 1150046, 1168502, 1186958, 1205414, 1223870, 1242326, 1260782, 1279239, 1297695, 1316151, 1334607, 1353063]] + CD = 290.0 + + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] + self.data2[self.等级] * self.攻击次数3 + self.data3[self.等级] + self.data4[self.等级] * self.攻击次数5 + self.data5[self.等级] + self.data6[self.等级] + self.data7[self.等级]) * self.倍率 + + +class 技能23(被动技能): + 名称 = '鬼连斩:极' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 1 + 关联技能 = ['鬼连斩'] + + def 加成倍率(self, 武器类型): + return 1.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +极诣·剑影一觉序号 = 0 +极诣·剑影二觉序号 = 0 +极诣·剑影三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 极诣·剑影一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 极诣·剑影二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 极诣·剑影三觉序号 = 技能序号[i.名称] + +极诣·剑影护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 极诣·剑影护石选项.append(i.名称) + +极诣·剑影符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 15 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 极诣·剑影符文选项.append(i.名称) + + +class 极诣·剑影角色属性(角色属性): + + 实际名称 = '极诣·剑影' + 角色 = '鬼剑士(男)' + 职业 = '剑影' + + 武器选项 = ['太刀'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '皮甲' + 防具精通属性 = ['力量'] + + 主BUFF = 2.00 + + 无式极影剑形态 = 0 + 符文鬼连斩倍率 = 1 + 鬼连斩极显示开关 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 武器基础(self): + temp = equ.get_equ_by_name(self.装备栏[11]) + + self.力量 += temp.力量 + self.智力 += temp.智力 + self.物理攻击力 += temp.魔法攻击力 + self.魔法攻击力 += temp.魔法攻击力 + self.独立攻击力 += temp.独立攻击力 + + if temp.所属套装 != '智慧产物': + self.物理攻击力 += 武器计算(temp.等级, temp.品质, + self.强化等级[11], self.武器类型, '魔法') + self.魔法攻击力 += 武器计算(temp.等级, temp.品质, + self.强化等级[11], self.武器类型, '魔法') + self.独立攻击力 += 锻造计算(temp.等级, temp.品质, self.武器锻造等级) + + def 技能等级加成(self, 加成类型, minLv, maxLv, lv, 可变=0): + lv = int(lv) + if self.装备描述 == 1: + if 加成类型 == "所有": + if minLv == maxLv: + return "Lv{} 技能等级+{}
".format(minLv, lv) + else: + return "Lv{}-{} 技能等级+{}
".format(minLv, maxLv, lv) + else: + if minLv == maxLv: + return "Lv{} 主动技能等级+{}
".format(minLv, lv) + else: + return "Lv{}-{} 主动技能等级+{}
".format(minLv, maxLv, lv) + else: + if self.远古记忆 > 0: + if minLv <= 15 and maxLv >= 15: + self.远古记忆 = min(20, self.远古记忆 + lv) + + if self.刀魂之卡赞 > 0: + if minLv <= 5 and maxLv >= 5: + self.刀魂之卡赞 = min(20, self.刀魂之卡赞 + lv) + + for i in self.技能栏: + if i.所在等级 >= minLv and i.所在等级 <= maxLv: + if 加成类型 == '所有': + # 鬼连斩极的等级加成非常特别,装备同时加成鬼连斩和鬼连斩极时,两者等级都+1,,只加成鬼连斩时,两者等级+1,只加成鬼连斩极时,只有鬼连斩等级+1 + if minLv > 15 and maxLv >= 30: + i.等级加成(lv) + elif i.名称 != '鬼连斩:极': + i.等级加成(lv) + else: + if i.是否主动 == 1: + i.等级加成(lv) + if 可变 > 0: + self.变换词条[可变 - 1] = [6, 2, 14 + + (2 if 可变 > 1 else 4), 14 + (8 if 可变 > 1 else 16)] + return '' + + def 被动倍率计算(self): + super().被动倍率计算() + self.技能栏[self.技能序号['冥夜鬼天杀']].被动倍率 *= 1.1 + + if self.无式极影剑形态 == 0: + self.技能栏[self.技能序号['无式·极影剑']].攻击次数2 = 5 + self.技能栏[self.技能序号['无式·极影剑']].攻击次数3 = 5 + self.技能栏[self.技能序号['无式·极影剑']].攻击次数4 = 1 + self.技能栏[self.技能序号['无式·极影剑']].攻击次数5 = 1 + self.技能栏[self.技能序号['无式·极影剑']].攻击次数6 = 0 + self.技能栏[self.技能序号['无式·极影剑']].攻击次数7 = 0 + if self.无式极影剑形态 == 1: + self.技能栏[self.技能序号['无式·极影剑']].攻击次数2 = 0 + self.技能栏[self.技能序号['无式·极影剑']].攻击次数3 = 0 + self.技能栏[self.技能序号['无式·极影剑']].攻击次数4 = 0 + self.技能栏[self.技能序号['无式·极影剑']].攻击次数5 = 0 + self.技能栏[self.技能序号['无式·极影剑']].攻击次数6 = 5 + self.技能栏[self.技能序号['无式·极影剑']].攻击次数7 = 1 + + def 数据计算(self, x=0, y=-1): + self.预处理() + # 初步计算 + 技能释放次数 = self.技能释放次数计算() + 技能单次伤害 = self.技能单次伤害计算(y) + 技能总伤害 = self.技能总伤害计算(技能释放次数, 技能单次伤害) + + if self.技能栏[self.技能序号['鬼连斩:极']].等级 != 0 and 技能释放次数[self.技能序号['鬼连斩']] != 0 : + a = self.技能栏[self.技能序号['鬼连斩:极']] + b = self.技能栏[self.技能序号['鬼连斩']] + 技能释放次数[self.技能序号['鬼连斩:极']] = 技能释放次数[self.技能序号['鬼连斩']] + a.等级 = a.等级 + b.等级 - 1 + 等效百分比a = (b.data4[a.等级] * b.攻击次数5) * \ + (1 + b.TP成长 * b.TP等级) * b.倍率 / self.符文鬼连斩倍率 + 技能总伤害[self.技能序号['鬼连斩:极']] = (等效百分比a * self.伤害指数 * b.被动倍率) * 技能释放次数[self.技能序号['鬼连斩:极']] * \ + (1 + self.白兔子技能 * 0.20 + self.年宠技能 * 0.10 * + self.宠物次数[self.技能序号['鬼连斩']] / 技能释放次数[self.技能序号['鬼连斩']] + self.斗神之吼秘药 * 0.12) + if self.装备检查('奔流不息之狂风'): + 技能总伤害[self.技能序号['鬼连斩:极']] *= 0.7 + if self.鬼连斩极显示开关 == 0: + 技能总伤害[self.技能序号['鬼连斩']] += 技能总伤害[self.技能序号['鬼连斩:极']] + 技能总伤害[self.技能序号['鬼连斩:极']] = 0 + b.被动开关 = 1 + + # 返回结果 + return self.数据返回(x, 技能释放次数, 技能总伤害) + + +class 极诣·剑影(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 极诣·剑影角色属性() + self.角色属性A = 极诣·剑影角色属性() + self.角色属性B = 极诣·剑影角色属性() + self.一觉序号 = 极诣·剑影一觉序号 + self.二觉序号 = 极诣·剑影二觉序号 + self.三觉序号 = 极诣·剑影三觉序号 + self.护石选项 = deepcopy(极诣·剑影护石选项) + self.符文选项 = deepcopy(极诣·剑影符文选项) + + def 界面(self): + super().界面() + self.无式极影剑形态选择 = MyQComboBox(self.main_frame2) + self.无式极影剑形态选择.addItem('无式极影剑(共鸣)') + self.无式极影剑形态选择.addItem('无式极影剑(幻鬼)') + self.无式极影剑形态选择.setCurrentIndex(0) + self.无式极影剑形态选择.resize(130, 20) + self.无式极影剑形态选择.move(325, 330) + + self.鬼连斩极显示开关 = QCheckBox('鬼连斩极伤害独立显示', self.main_frame2) + self.鬼连斩极显示开关.resize(140, 20) + self.鬼连斩极显示开关.move(325, 360) + self.鬼连斩极显示开关.setStyleSheet(复选框样式) + self.鬼连斩极显示开关.setChecked(False) + + self.职业存档.append(('鬼连斩极显示开关', self.鬼连斩极显示开关, 0)) + self.职业存档.append(('无式极影剑形态选择', self.无式极影剑形态选择, 1)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + + 属性.无式极影剑形态 = self.无式极影剑形态选择.currentIndex() + if self.鬼连斩极显示开关.isChecked(): + 属性.鬼连斩极显示开关 = 1 + + def 加载护石(self, 属性): + for k in range(3): + if self.护石栏[k].currentText() != '无': + try: + 属性.技能栏[self.角色属性A.技能序号[self.护石栏[k].currentText()]].装备护石() + except: + 属性.技能栏[self.角色属性A.技能序号[self.护石栏[k].currentText()]].装备护石( + self.护石类型选项[k].currentIndex()) + + 属性.护石第一栏 = self.护石栏[0].currentText() + 属性.护石第二栏 = self.护石栏[1].currentText() + 属性.护石第三栏 = self.护石栏[2].currentText() + + 属性.符文鬼连斩倍率 = 1 + for i in range(9): + if self.符文[i].currentText() != '无' and self.符文效果[i].currentText() != '无': + for j in self.符文效果[i].currentText().split(','): + if '攻击' in j: + 属性.技能栏[self.角色属性A.技能序号[self.符文[i].currentText()]].倍率 *= 1 + int( + j.replace('攻击', '').replace('%', '')) / 100 + if self.符文[i].currentText() == '鬼连斩': + 属性.符文鬼连斩倍率 *= 1 + \ + int(j.replace('攻击', '').replace('%', '')) / 100 + if 'CD' in j: + 属性.技能栏[self.角色属性A.技能序号[self.符文[i].currentText()]].CD *= 1 + int( + j.replace('CD', '').replace('%', '')) / 100 diff --git a/Characters/极诣·剑魂.py b/Characters/极诣·剑魂.py new file mode 100644 index 00000000..4dee5a29 --- /dev/null +++ b/Characters/极诣·剑魂.py @@ -0,0 +1,1580 @@ +from PublicReference.carry.base import * + + +class 极诣·剑魂主动技能(主动技能): + hit数 = 0 # 太刀时所需参数,计算期望刺伤 + + def 额外刺伤层数(self, 武器类型): + return 0 + + def 穿云刺数量(self, 武器类型): + return 0 + + +class 极诣·剑魂流系技能(主动技能): + hit数 = 0 + + def 等效CD(self, 武器类型, 输出类型): + return round(self.CD / self.恢复, 1) + + def 额外刺伤层数(self, 武器类型): + return 0 + + def 穿云刺数量(self, 武器类型): + return 0 + + +class 技能0(被动技能): + 名称 = '基础精通' + 倍率 = 1.0 + 所在等级 = 1 + 等级上限 = 200 + 基础等级 = 100 + 关联技能 = ['里鬼剑术', '空中连斩'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(self.倍率 * (0.463 + 0.089 * self.等级), 5) + + +class 技能1(极诣·剑魂主动技能): + hit数 = 8 + 名称 = '里鬼剑术' + 备注 = '(一轮,TP为基础精通)' + 所在等级 = 15 + 等级上限 = 11 + 基础等级 = 1 + 基础 = 0.97 + 成长 = 0.03 + CD = 1.0 + TP成长 = 0.1 + TP上限 = 3 + 基础百分比 = {'短剑': 1004.68*1.085, '光剑': 890.19*1.085, + '巨剑': 1241.95*1.085, '钝器': 1225.24*1.085, '太刀': 1197.49*1.085} + data = {'短剑': 3, '光剑': 3, '巨剑': 2, '钝器': 4, '太刀': 4} + # 巨剑不蓄力441.19 + + def 等效百分比(self, 武器类型): + if self.等级 == 0: + return 0 + else: + return self.基础百分比[武器类型] * (self.基础 + self.成长 * self.等级) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + def 穿云刺数量(self, 武器类型): + return self.data[武器类型] + + +class 技能2(被动技能): + 名称 = '武器奥义' + 所在等级 = 15 + 等级上限 = 30 + 基础等级 = 20 + 关联技能 = ['无'] + + +class 技能3(被动技能): + 名称 = '光剑掌握' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + 关联技能 = ['无'] + 冷却关联技能 = ['所有'] + 非冷却关联技能 = ['极鬼剑术暴风式','万剑归宗(终结)','万剑归宗(穿云刺)','万剑极诣开天斩'] + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0 or 武器类型 != '光剑': + return 1.0 + else: + return round(1.0 - 0.01 * self.等级, 5) + + +class 技能4(极诣·剑魂主动技能): + 名称 = '流心狂' + 所在等级 = 30 + 等级上限 = 20 + 基础等级 = 10 + 是否有伤害 = 0 + 关联技能 = ['流心刺', '流心跃', '流心升'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.20 + 0.02 * self.等级, 5) + + +class 技能5(被动技能): + 名称 = '无我剑气' + 所在等级 = 20 + 等级上限 = 15 + 基础等级 = 5 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.00 + 0.02 * self.等级, 5) + + +class 技能6(极诣·剑魂流系技能): + 名称 = '流心刺' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + 数据 = [int(x*1.085*1.162) for x in [0, 1111, 1223, 1336, 1449, 1562, 1675, 1787, 1900, 2014, 2127, 2239, 2352, 2465, 2578, 2691, 2803, 2916, 3029, 3142, 3254, 3367, 3479, 3592, 3705, 3818, 3931, 4044, 4156, 4268, 4381, 4494, 4607, 4720, 4833,4946, 5057, 5170, 5283, 5396, 5509, 5622, 5734, 5846, 5959, 6072, 6185, 6298, 6411, 6523, 6636, 6748, 6861, 6974, 7087, 7200, 7312, 7425, 7538, 7650, 7763, 7876, 7988, 8101, 8214, 8327, 8440, 8552, 8665, 8777, 8890]] + TP成长 = 0.10 + TP上限 = 5 + CD = 5.0 + + 武器倍率 = {'短剑': 2 + 1, '光剑': 4 * 0.63, '巨剑': 2 + + 1, '钝器': 2 * 1.25, '太刀': 4 * 0.63} + + def 等效百分比(self, 武器类型): + return self.武器倍率[武器类型] * self.数据[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + hit数 = 4 + 刺伤几率 = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, + 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87] + 可附加的刺伤数量 = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, + 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2] + + def 额外刺伤层数(self, 武器类型): + return self.刺伤几率[self.等级] / 100 * self.可附加的刺伤数量[self.等级] + + def 穿云刺数量(self, 武器类型): + return 2 + + +class 技能7(极诣·剑魂流系技能): + 名称 = '流心跃' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + 数据 = [int(x*1.085*1.159) for x in [0, 4079, 4493, 4907, 5321, 5735, 6149, 6563, 6977, 7391, 7805, 8219, 8633, 9047, 9461, 9876, 10290, 10704, 11117, 11531, 11945, 12359, 12773, 13187, 13601, 14015, 14429, 14841, 15256, 15670, 16083, 16498, 16912, 17325, 17740, 18154, 18566, + 18981, 19394, 19809, 20224, 20637, 21051, 21466, 21879, 22292, 22707, 23120, 23534, 23948, 24362, 24776, 25190, 25604, 26018, 26432, 26846, 27260, 27676, 28089, 28503, 28918, 29330, 29744, 30158, 30572, 30986, 31400, 31814, 32228, 32642]] + TP成长 = 0.10 + TP上限 = 5 + CD = 7.0 + + 武器倍率 = {'短剑': 2 * 0.5, '光剑': 1, '巨剑': 1, '钝器': 1, '太刀': 2 * 0.5} + + # 钝器冲击波占比 0.271783561 钝器空中释放20%加成 + + def 等效百分比(self, 武器类型): + return self.武器倍率[武器类型] * self.数据[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + hit数 = 2 + 刺伤几率 = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, + 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 100, 100, 100, 100, 100] + 可附加的刺伤数量 = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, + 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4] + + def 额外刺伤层数(self, 武器类型): + return self.刺伤几率[self.等级] / 100 * self.可附加的刺伤数量[self.等级] + + def 穿云刺数量(self, 武器类型): + return 2 + + +class 技能8(极诣·剑魂流系技能): + 名称 = '流心升' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + 数据 = [int(x*1.085*1.162) for x in [0, 2789, 3071, 3357, 3639, 3922, 4205, 4488, 4771, 5053, 5335, 5621, 5904, 6186, 6469, 6752, 7036, 7317, 7602, 7886, 8168, 8450, 8735, 9016, 9300, 9583, 9867, 10150, 10432, 10714, 10999, 11282, 11564, 11847, 12131, 12414, 12696, + 12978, 13264, 13546, 13828, 14111, 14395, 14679, 14962, 15244, 15528, 15810, 16092, 16375, 16659, 16943, 17226, 17509, 17792, 18074, 18356, 18643, 18925, 19207, 19490, 19773, 20056, 20340, 20622, 20907, 21189, 21471, 21754, 22037, 22321]] + TP成长 = 0.10 + TP上限 = 5 + CD = 9.0 + + 武器倍率 = {'短剑': 1 + 1.1, '光剑': 3 * 0.8, + '巨剑': 1 + 1.1, '钝器': 1 + 1.1, '太刀': 3 * 0.8} + + def 等效百分比(self, 武器类型): + return self.武器倍率[武器类型] * self.数据[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + hit数 = 3 + 刺伤几率 = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100,100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100] + 可附加的刺伤数量 = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, + 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4] + + def 额外刺伤层数(self, 武器类型): + return self.刺伤几率[self.等级] / 100 * self.可附加的刺伤数量[self.等级] + + def 穿云刺数量(self, 武器类型): + return 2 + + +class 技能9(极诣·剑魂主动技能): + 名称 = '破军升龙击' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + data1 = [int(x*1.085*1.162) for x in [0, 1253, 1380, 1508, 1635, 1761, 1889, 2016, 2142, 2270, 2397, 2525, 2651, 2778, 2906, 3033, 3160, 3287, 3414, 3542, 3669, 3797, 3924, 4050, 4178, 4305, 4432, 4559, 4687, 4814, 4940, 5068, 5195, 5324, 5447,5576, 5705, 5831, 5959, 6086, 6213, 6340, 6468, 6596, 6723, 6850, 6977, 7104, 7231, 7358, 7486, 7613, 7738, 7867, 7994, 8119, 8246, 8374, 8501, 8630, 8758, 8885, 9013, 9137, 9265, 9394, 9518, 9646, 9773, 9901, 10027]] + data2 = [int(x*1.085*1.162) for x in [0, 1935, 2130, 2325, 2522, 2719, 2915, 3109, 3306, 3503, 3699, 3897, 4093, 4287, 4486, 4681, 4877, 5074, 5270, 5465, 5661, 5858, 6054, 6251, 6445, 6644, 6839, 7036, 7233, 7429, 7623, 7820, 8017, 8213, 8410, 8604, 8801,8998, 9195, 9391, 9588, 9784, 9979, 10175, 10372, 10568, 10764, 10959, 11156, 11352, 11550, 11747, 11940, 12137, 12334, 12531, 12727, 12921, 13118, 13315, 13512, 13708, 13904, 14099, 14296, 14492, 14689, 14886, 15082, 15277, 15474]] + TP成长 = 0.10 + TP上限 = 5 + CD = 10.0 + + 冲撞倍率 = {'短剑': 2, '光剑': 4 * 0.89, '巨剑': 2, '钝器': 2, '太刀': 2} + 上斩倍率 = {'短剑': 1, '光剑': 1, '巨剑': 2, '钝器': 2, '太刀': 2} + + def 等效百分比(self, 武器类型): + return (self.冲撞倍率[武器类型] * self.data1[self.等级] + self.上斩倍率[武器类型] * self.data2[self.等级]) * (1 + self.TP成长 * self.TP等级) * self.倍率 * (1.45 if 武器类型 == '短剑' else 1.0) + + # 极神剑术被动相关,短剑影响 + def 极神剑术占比(self, 武器类型): + return self.data1[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 * (1.45 if 武器类型 == '短剑' else 1.0) / self.等效百分比(武器类型) + + hit数 = 3 + 刺伤几率 = [0, 0, 0, 0, 310, 320, 330, 340, 350, 360, 370, 380, 390, 400, 410, 420, 430, 440, 450, 460, 470, 480, 490, 500, 510, 520, 530, 540, 550, 560, 570, 580, 590, 600, 610, 620, + 630, 640, 650, 660, 670, 680, 690, 700, 710, 720, 730, 740, 750, 760, 770, 780, 790, 800, 810, 820, 830, 840, 850, 860, 870, 880, 890, 900, 910, 920, 930, 940, 950, 960, 970] + 可附加的刺伤数量 = [0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, + 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2] + + def 额外刺伤层数(self, 武器类型): + return self.刺伤几率[self.等级] / 1000 * self.可附加的刺伤数量[self.等级] + + +class 技能10(极诣·剑魂主动技能): + 名称 = '拔刀斩' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + 数据 = [int(x*1.085*1.162) for x in [0, 6189, 6819, 7447, 8075, 8702, 9329, 9960, 10588, 11215, 11844, 12471, 13099, 13727, 14355, 14982, 15611, 16238, 16866, 17496, 18123, 18752, 19379, 20007, 20637, 21265, 21893, 22520, 23148, 23775, 24404, 25031, 25660, 26289, 26916, 27545,28172, 28800, 29429, 30056, 30683, 31313, 31941, 32569, 33198, 33826, 34453, 35082, 35708, 36338, 36965, 37593, 38221, 38849, 39478, 40106, 40734, 41361, 41991, 42617, 43246, 43875, 44502, 45130, 45758, 46386, 47016, 47643, 48270, 48899, 49526]] + TP成长 = 0.10 + TP上限 = 5 + CD = 15.0 + 武器倍率 = {'短剑': 1.4, '光剑': 1.3, '巨剑': 1.3, '钝器': 1.3, '太刀': 1.25} + + def 等效百分比(self, 武器类型): + return self.武器倍率[武器类型] * self.数据[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + # 拔刀奥义 + # 准备动作时间 -30% + # 短剑 : 剑气的拔刀斩攻击力比率 +28% + # 太刀 : 追加攻击的拔刀斩攻击力比率 +25% + # 钝器 : 追加攻击的拔刀斩攻击力比率 +26% + # 巨剑 : [巨剑精通]最大蓄气时[拔刀斩]攻击力增加量 +26% + # 光剑 : 追加攻击的拔刀斩攻击力比率 +26% + # 攻击成功时发动[神影手] (一次[拔刀斩]最多发动1次) + # 攻击范围 +20% + # 攻击力 +5% + 是否有护石 = 1 + 触发神影手 = 0 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.武器倍率 = {'短剑': 1.4 + 0.28, '光剑': 1.3 + 0.26, + '巨剑': 1.3 + 0.26, '钝器': 1.3 + 0.26, '太刀': 1.25 + 0.25} + self.倍率 *= 1.05 + self.触发神影手 = 1 + elif x == 1: + self.武器倍率 = {'短剑': 1.4 + 0.28, '光剑': 1.3 + 0.26, + '巨剑': 1.3 + 0.26, '钝器': 1.3 + 0.26, '太刀': 1.25 + 0.25} + self.倍率 *= 1.12 + self.触发神影手 = 1 + + def 护石描述(self, x): + if x == 0: + temp = "拔刀奥义" + temp += "

" + temp += "[拔刀斩]
" + temp += "准备动作时间 -30%
" + temp += "短剑 : 剑气的拔刀斩攻击力比率 +28%
" + temp += "太刀 : 追加攻击的拔刀斩攻击力比率 +25%
" + temp += "钝器 : 追加攻击的拔刀斩攻击力比率 +26%
" + temp += "巨剑 : [巨剑精通]最大蓄气时[拔刀斩]攻击力增加量 +26%
" + temp += "光剑 : 追加攻击的拔刀斩攻击力比率 +26%
" + temp += "
-护石附加效果:
" + temp += "攻击成功时发动[神影手] (一次[拔刀斩]最多发动1次)
" + temp += "攻击范围 +20%
" + temp += "攻击力 +5%" + elif x == 1: + temp = "拔刀奥义" + temp += "

" + temp += "[拔刀斩]
" + temp += "准备动作时间 -30%
" + temp += "短剑 : 剑气的拔刀斩攻击力比率 +28%
" + temp += "太刀 : 追加攻击的拔刀斩攻击力比率 +25%
" + temp += "钝器 : 追加攻击的拔刀斩攻击力比率 +26%
" + temp += "巨剑 : [巨剑精通]最大蓄气时[拔刀斩]攻击力增加量 +26%
" + temp += "光剑 : 追加攻击的拔刀斩攻击力比率 +26%
" + temp += "
-护石附加效果:
" + temp += "攻击成功时发动[神影手] (一次[拔刀斩]最多发动1次)
" + temp += "攻击范围 +20%
" + temp += "攻击力 +12%" + return temp + + hit数 = 2 + 刺伤几率 = [0, 0, 0, 0, 0, 41, 43, 45, 47, 49, 51, 53, 55, 57, 59, 61, 63, 65, 67, 69, 71, 73, 75, 77, 79, 81, 83, 85, 87, 89, 91, 93, 95, 97, 99, 100, 100, 100, 100, + 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100] + 可附加的刺伤数量 = [0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 7, 7, + 7, 7, 7, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10] + 追加刺伤几率 = [0, 0, 0, 0, 0, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, + 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100] + 追加可附加的刺伤数量 = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, + 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7] + + def 额外刺伤层数(self, 武器类型): + return self.刺伤几率[self.等级] / 100 * self.可附加的刺伤数量[self.等级] + self.追加刺伤几率[self.等级] / 100 * self.追加可附加的刺伤数量[self.等级] + + +class 技能11(极诣·剑魂主动技能): + 名称 = '破军斩龙击' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + TP成长 = 0.10 + TP上限 = 5 + CD = 25.0 + data1 = [int(x*1.085*1.162) for x in [0, 3159, 3479, 3800, 4121, 4440, 4761, 5082, 5402, 5722, 6046, 6363, 6685, 7007, 7327, 7646, 7968, 8288, 8609, 8928, 9250, 9571, 9890, 10212, 10533, 10854, 11173, 11495, 11814, 12135, 12456, 12777, 13096, 13417, 13738, 14059, 14378, + 14700, 15020, 15341, 15661, 15982, 16303, 16622, 16944, 17263, 17585, 17906, 18228, 18546, 18867, 19189, 19509, 19827, 20151, 20470, 20792, 21113, 21433, 21753, 22073, 22395, 22715, 23035, 23356, 23677, 23996, 24318, 24639, 24959, 25279]] + data2 = [int(x*1.085*1.162) for x in [0, 3791, 4176, 4560, 4945, 5330, 5715, 6098, 6485, 6868, 7254, 7637, 8023, 8408, 8792, 9176, 9559, 9946, 10332, 10715, 11101, 11485, 11870, 12254, 12639, 13024, 13409, 13793, 14178, 14563, 14948, 15332, 15717, 16099, 16487, 16871, + 17254, 17642, 18025, 18411, 18795, 19177, 19565, 19947, 20332, 20719, 21101, 21489, 21871, 22255, 22640, 23028, 23410, 23794, 24179, 24565, 24949, 25334, 25718, 26106, 26488, 26873, 27258, 27642, 28027, 28411, 28796, 29180, 29566, 29951, 30334]] + data3 = [int(x*1.085*1.162) for x in [0, 5687, 6266, 6840, 7417, 7995, 8572, 9149, 9728, 10304, 10883, 11457, 12034, 12612, 13189, 13767, 14342, 14919, 15497, 16073, 16650, 17228, 17806, 18384, 18959, 19536, 20114, 20691, 21268, 21844, 22421, 23000, 23575, 24151, 24730, 25305, + 25882, 26461, 27037, 27616, 28193, 28770, 29345, 29922, 30499, 31078, 31654, 32233, 32806, 33385, 33961, 34539, 35117, 35693, 36271, 36847, 37424, 38001, 38578, 39156, 39734, 40309, 40887, 41464, 42041, 42618, 43195, 43771, 44349, 44925, 45503]] + 数据 = [data1, data2, data3] + 次数 = [1, 1, 1] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + hit数 = 4 + 刺伤几率 = [0, 36, 39, 42, 45, 48, 51, 54, 57, 60, 63, 66, 69, 72, 75, 78, 81, 84, 87, 90, 93, 96, 99, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, + 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100] + 可附加的刺伤数量 = [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, + 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 8] + + def 额外刺伤层数(self, 武器类型): + return self.刺伤几率[self.等级] / 100 * self.可附加的刺伤数量[self.等级] + + def 穿云刺数量(self, 武器类型): + return 5 + + +class 技能12(极诣·剑魂主动技能): + 名称 = '猛龙断空斩' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + TP成长 = 0.10 + TP上限 = 5 + CD = 20.0 + data1 = [int(x*1.085*1.18393) for x in [0, 1854, 2043, 2231, 2419, 2608, 2796, 2984, 3171, 3360, 3548, 3736, 3924, 4114, 4302, 4490, 4677, 4867, 5055, 5241, 5431, 5619, 5807, 5995, 6184, 6372, 6560, 6748, 6937, 7125, 7313, 7501, 7690, 7877, 8065, 8254, 8442, + 8630, 8818, 9007, 9195, 9383, 9571, 9761, 9947, 10135, 10323, 10512, 10700, 10888, 11078, 11266, 11454, 11642, 11831, 12018, 12207, 12393, 12583, 12771, 12959, 13148, 13336, 13524, 13712, 13901, 14088, 14277, 14464, 14654, 14841]] + data2 = [int(x*1.085*1.18393) for x in [0, 2724, 3002, 3278, 3555, 3830, 4107, 4384, 4661, 4936, 5214, 5490, 5765, 6044, 6320, 6596, 6873, 7149, 7425, 7702, 7979, 8255, 8531, 8808, 9086, 9361, 9638, 9914, 10191, 10467, 10744, 11020, 11297, 11573, 11849, 12127, 12404, + 12679, 12955, 13233, 13508, 13785, 14062, 14339, 14614, 14891, 15168, 15445, 15720, 15997, 16274, 16550, 16828, 17103, 17380, 17657, 17932, 18209, 18486, 18763, 19038, 19315, 19592, 19869, 20144, 20422, 20698, 20973, 21251, 21528, 21804]] + 数据 = [data1, data2] + 次数 = [2, 2] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 * (1.25 if 武器类型 == '短剑' else 1.0) + + # 极神剑术被动相关,短剑影响 + def 极神剑术占比(self, 武器类型): + return self.data1[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 * (1.25 if 武器类型 == '短剑' else 1.0) / self.等效百分比(武器类型) + + # 猛龙过江 + # 巴恩的飓风强化 (学习[极 · 神剑术]后发动) + #- 移动时追击周围敌人 + # - 持续时间 +1秒 + #- 多段攻击次数上限 +5 + # - 攻击力 -57% + #- 突进上斩动作结束时生成旋风 + # - 大小 +80% + # - 多段攻击次数上限 +2次 + hit数 = 4 + 8 + 旋风攻击次数 = 4 * 2 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.hit数 = 4 + 11 * 3 + self.旋风攻击次数 = 11 * 3 * 0.43 + elif x == 1: + self.hit数 = 4 + 11 * 3 + self.旋风攻击次数 = 11 * 3 * 0.43 + self.倍率 *= 1.07 + + def 护石描述(self, x): + if x == 0: + temp = "猛龙过江" + temp += "

" + temp += "[猛龙断空斩]
" + temp += "巴恩的飓风强化 (学习[极 · 神剑术]后发动)
" + temp += "- 移动时追击周围敌人
" + temp += "- 持续时间 +1秒
" + temp += "- 多段攻击次数上限 +5
" + temp += "- 攻击力 -57%
" + temp += "- 突进上斩动作结束时生成旋风
" + temp += "
-护石附加效果:
" + temp += "巴恩的飓风追加强化
" + temp += "- 大小 +80%
" + temp += "- 多段攻击次数上限 +2次" + elif x == 1: + temp = "猛龙过江" + temp += "

" + temp += "[猛龙断空斩]
" + temp += "巴恩的飓风强化 (学习[极 · 神剑术]后发动)
" + temp += "- 移动时追击周围敌人
" + temp += "- 持续时间 +1秒
" + temp += "- 多段攻击次数上限 +5
" + temp += "- 攻击力 -57%
" + temp += "- 突进上斩动作结束时生成旋风
" + temp += "
-护石附加效果:
" + temp += "巴恩的飓风追加强化
" + temp += "- 大小 +80%
" + temp += "- 多段攻击次数上限 +2次
" + temp += "- 攻击力 +7%" + return temp + + +class 技能13(极诣·剑魂主动技能): + 名称 = '幻影剑舞' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + TP成长 = 0.10 + TP上限 = 5 + CD = 45.0 + 斩击倍率 = {'短剑': 12 * 0.9, '光剑': 24 * 0.75, + '巨剑': 12 * 1.5, '钝器': 12, '太刀': 24 * 0.75} + 剑气倍率 = {'短剑': 4 * 1.2, '光剑': 3, '巨剑': 3, '钝器': 4.2, '太刀': 3} + data1 = [int(x*1.085*1.1742) for x in [0, 689, 759, 830, 900, 970, 1041, 1110, 1180, 1251, 1319, 1389, 1459, 1531, 1601, 1669, 1740, 1811, 1882, 1951, 2021, 2089, 2160, 2231, 2301, 2371, 2440, 2511, 2582, 2651, 2721, 2791, 2860, 2931, 3001, 3071, + 3142, 3210, 3281, 3352, 3421, 3492, 3561, 3632, 3701, 3772, 3842, 3912, 3980, 4052, 4123, 4192, 4263, 4332, 4403, 4472, 4542, 4612, 4681, 4751, 4821, 4893, 4962, 5033, 5103, 5173, 5242, 5312, 5383, 5451, 5521]] + data2 = [int(x*1.085*1.1742) for x in [0, 2762, 3041, 3321, 3601, 3881, 4163, 4442, 4722, 5003, 5282, 5564, 5842, 6121, 6405, 6683, 6964, 7244, 7523, 7804, 8084, 8364, 8646, 8925, 9204, 9485, 9765, 10044, 10325, 10606, 10886, 11167, 11446, 11727, 12007, 12285, 12569, + 12847, 13126, 13408, 13688, 13968, 14248, 14526, 14809, 15089, 15369, 15649, 15929, 16209, 16489, 16769, 17049, 17330, 17610, 17888, 18172, 18451, 18729, 19011, 19290, 19572, 19851, 20131, 20413, 20692, 20972, 21253, 21531, 21811, 22093]] + + def 等效百分比(self, 武器类型): + return (self.斩击倍率[武器类型] * self.data1[self.等级] + self.剑气倍率[武器类型] * self.data2[self.等级]) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + # 极神剑术被动相关,武器倍率不影响 + def 极神剑术斩击占比(self, 武器类型): + return self.data1[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 / self.等效百分比(武器类型) + + # 极神剑术被动相关,武器倍率不影响 + def 极神剑术剑气占比(self, 武器类型): + return self.data2[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 / self.等效百分比(武器类型) + + hit数 = 24 + 3 + 4 + 3 # 本体斩击:24 本体剑气:3 影子斩击:4 影子剑气:3 + 刺伤几率 = [0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, + 19, 19, 20, 20, 21, 21, 22, 22, 23, 23, 24, 24, 25, 25, 26, 26, 27, 27, 28, 28, 29, 29, 30, 30, 31, 31, 32, 32, 33, 33, 34, 34, 35, 35] + 可附加的刺伤数量 = [0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, + 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3] + + def 额外刺伤层数(self, 武器类型): + return self.刺伤几率[self.等级] / 100 * self.可附加的刺伤数量[self.等级] * (24 + 3) + + def 穿云刺数量(self, 武器类型): + return 4 + + # 无形剑舞 + # 攻击范围 +25% + # 幻影斩击多段攻击次数 +8次 + # 施放过程中所受伤害 -90% + # 幻影斩击多段攻击次数 +5次 + 是否有护石 = 1 + 影子斩击次数 = 4 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.影子斩击次数 += 13 + self.hit数 += 13 + elif x == 1: + self.倍率 *= 1.06 + self.影子斩击次数 += 13 + self.hit数 += 13 + + def 护石描述(self, x): + if x == 0: + temp = "无形剑舞" + temp += "

" + temp += "[幻影剑舞]
" + temp += "攻击范围 +25%
" + temp += "幻影斩击多段攻击次数 +8次
" + temp += "
-护石附加效果:
" + temp += "施放过程中所受伤害 -90%
" + temp += "幻影斩击多段攻击次数 +5次" + elif x == 1: + temp = "无形剑舞" + temp += "

" + temp += "[幻影剑舞]
" + temp += "攻击范围 +25%
" + temp += "幻影斩击多段攻击次数 +8次
" + temp += "
-护石附加效果:
" + temp += "施放过程中所受伤害 -90%
" + temp += "幻影斩击多段攻击次数 +5次
" + temp += "- 攻击力 +6%" + return temp + + +class 技能14(极诣·剑魂主动技能): + 名称 = '极鬼剑术暴风式' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + CD = 145.0 + hit数 = 26 + data1 = [int(x*1.085*1.214) for x in [0, 3832, 4721, 5610, 6498, 7388, 8277, 9166, 10056, 10945, 11832, 12723, 13612, 14500, 15390, 16280, 17169, 18055, 18945, 19834, 20722, 21611, 22499, 23390, 24279, 25167, 26057, 26947, 27835, 28724, 29613, 30503, 31392, 32279, 33168, 34057, + 34947, 35836, 36723, 37613, 38501, 39391, 40280, 41170, 42059, 42947, 43836, 44726, 45615, 46503, 47390, 48281, 49170, 50058, 50948, 51838, 52725, 53614, 54503, 55393, 56282, 57171, 58060, 58949, 59838, 60725, 61613, 62505, 63392, 64282, 65171]] + data2 = [int(x*1.085*1.214) for x in [0, 1824, 2248, 2670, 3096, 3516, 3943, 4364, 4787, 5212, 5633, 6058, 6482, 6904, 7329, 7752, 8175, 8596, 9022, 9445, 9868, 10291, 10715, 11137, 11562, 11983, 12408, 12829, 13254, 13677, 14101, 14525, 14947, 15371, 15794, 16216, 16642, + 17062, 17488, 17910, 18334, 18756, 19181, 19605, 20027, 20451, 20873, 21297, 21721, 22144, 22567, 22991, 23413, 23840, 24260, 24684, 25107, 25530, 25954, 26376, 26801, 27224, 27647, 28070, 28492, 28917, 29340, 29764, 30186, 30610, 31032]] + data3 = [int(x*1.085*1.214) for x in [0, 7118, 8769, 10421, 12073, 13721, 15373, 17025, 18676, 20325, 21976, 23628, 25279, 26929, 28580, 30233, 31882, 33534, 35184, 36836, 38486, 40136, 41789, 43440, 45090, 46740, 48391, 50044, 51694, 53345, 54995, 56647, 58298, 59949, 61600, 63251, + 64901, 66551, 68204, 69852, 71505, 73156, 74806, 76456, 78108, 79758, 81411, 83061, 84712, 86364, 88013, 89665, 91316, 92967, 94619, 96267, 97920, 99571, 101220, 102872, 104523, 106175, 107826, 109476, 111127, 112780, 114428, 116080, 117731, 119382, 121031]] + 数据 = [data1, data2, data3] + 次数 = [1, 24, 1] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * self.倍率 * 1.1 # Lv9以上时增加10%攻击力 + + +class 技能15(被动技能): + 名称 = '极鬼剑术斩铁式' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(0.995 + 0.03 + 0.02 * self.等级, 5) + + + + +class 技能16(极诣·剑魂主动技能): + 名称 = '极神剑术流星落' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + CD = 35.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(x*1.085*1.155) for x in [0, 2901, 3197, 3491, 3786, 4079, 4375, 4668, 4964, 5257, 5552, 5846, 6142, 6435, 6730, 7025, 7318, 7613, 7909, 8202, 8497, 8791, 9086, 9380, 9675, 9968, 10264, 10559, 10852, 11145, 11441, 11736, 12030, 12325, 12619, 12912, 13207,13502, 13798, 14091, 14386, 14679, 14975, 15271, 15564, 15859, 16153, 16445, 16741, 17037, 17331, 17625, 17920, 18213, 18509, 18803, 19098, 19392, 19687, 19979, 20275, 20571, 20864, 21159, 21452, 21745, 22041, 22337, 22632, 22926, 23218]] + data2 = [int(x*1.085*1.155) for x in [0, 533, 587, 643, 697, 750, 806, 860, 914, 968, 1022, 1078, 1130, 1186, 1240, 1294, 1348, 1403, 1455, 1509, 1565, 1618, 1671, 1729, 1783, 1835, 1890, 1944, 1998, 2052, 2108, 2161, 2216, 2270, 2324, 2378,2432, 2486, 2541, 2596, 2650, 2705, 2758, 2812, 2867, 2921, 2973, 3030, 3083, 3138, 3193, 3247, 3299, 3355, 3408, 3462, 3518, 3571, 3628, 3680, 3734, 3788, 3843, 3896, 3953, 4005, 4059, 4114, 4169, 4222, 4276]] + data3 = [int(x*1.085*1.155) for x in [0, 5804, 6394, 6982, 7570, 8162, 8749, 9338, 9928, 10516, 11104, 11696, 12282, 12870, 13462, 14050, 14638, 15229, 15816, 16404, 16996, 17582, 18171, 18762, 19350, 19938, 20529, 21116, 21704, 22294, 22883, 23470, 24062, 24650, 25237, 25828,26417, 27004, 27596, 28184, 28774, 29362, 29950, 30539, 31128, 31717, 32305, 32896, 33484, 34073, 34662, 35251, 35839, 36429, 37017, 37606, 38196, 38785, 39373, 39963, 40550, 41139, 41729, 42316, 42906, 43496, 44084, 44673, 45263, 45850, 46440]] + 数据 = [data1, data2, data3] + 次数 = [1, 38, 1] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + hit数 = sum(次数) + 流星之天剑刺伤层数 = 0 # 极神剑术被动相关 + 刺伤几率 = [0, 29, 32, 35, 38, 41, 44, 47, 50, 53, 56, 59, 62, 65, 68, 71, 74, 77, 80, 83, 86, 89, 92, 95, 98, 101, 104, 107, 110, 113, 116, 119, 122, 125, 128, 131, 134, + 137, 140, 143, 146, 149, 152, 155, 158, 161, 164, 167, 170, 173, 176, 179, 182, 185, 188, 191, 194, 197, 200, 203, 206, 209, 212, 215, 218, 221, 224, 227, 230, 233, 236] + 可附加的刺伤数量 = [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1] + + def 额外刺伤层数(self, 武器类型): + return min(self.刺伤几率[self.等级] / 100, 1) * self.可附加的刺伤数量[self.等级] + self.流星之天剑刺伤层数 + + # 流星审判 + # 跳跃冲击波攻击强制控制敌人1.5秒 + # 跳跃动作变更为无敌状态, 落地后增加1秒无敌时间 + # 投掷流星剑前置准备时间 -50% + # 流星剑间隔 -20% + # 流星剑数量 +9个 + # 流星剑和流星之天剑攻击范围 +55% + # 流星之天剑攻击力 +35% + # 流星之天剑强制控制时间 +60% + 是否有护石 = 1 + 流星之天剑倍率 = 1.0 # 极神剑术被动相关 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.hit数 += 9 + self.次数 = [1, 38 + 9, 1] + self.流星之天剑倍率 = 1.35 + elif x == 1: + self.hit数 += 9 + self.次数 = [1, 38 + 9, 1] + self.流星之天剑倍率 = 2.05 + + def 护石描述(self, x): + if x == 0: + temp = "流星审判" + temp += "

" + temp += "[极 · 神剑术 (流星落)]
" + temp += "跳跃冲击波攻击强制控制敌人1.5秒
" + temp += "跳跃动作变更为无敌状态, 落地后增加1秒无敌时间
" + temp += "投掷流星剑前置准备时间 -50%
" + temp += "流星剑间隔 -20%
" + temp += "流星剑数量 +9个
" + temp += "
-护石附加效果:
" + temp += "流星剑和流星之天剑攻击范围 +55%
" + temp += "流星之天剑攻击力 +35%
" + temp += "流星之天剑强制控制时间 +60%" + elif x == 1: + temp = "流星审判" + temp += "

" + temp += "[极 · 神剑术 (流星落)]
" + temp += "跳跃冲击波攻击强制控制敌人1.5秒
" + temp += "跳跃动作变更为无敌状态, 落地后增加1秒无敌时间
" + temp += "投掷流星剑前置准备时间 -50%
" + temp += "流星剑间隔 -20%
" + temp += "流星剑数量 +9个
" + temp += "
-护石附加效果:
" + temp += "流星剑和流星之天剑攻击范围 +55%
" + temp += "流星之天剑攻击力 +105%
" + temp += "流星之天剑强制控制时间 +60%" + return temp + + +class 技能17(极诣·剑魂主动技能): + 名称 = '破空拔刀斩' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + CD = 50.0 + TP成长 = 0.10 + TP上限 = 5 + # 近距离百分比而非剑气 + 数据 = [int(x*1.085*1.155) for x in [0, 32083, 35337, 38590, 41846, 45099, 48357, 51611, 54865, 58121, 61375, 64629, 67885, 71141, 74394, 77649, 80903, 84157, 87414, 90667, 93922, 97178, 100432, 103688, 106942, 110197, 113452, + 116706, 119962, 123213, 126471, 129725, 132980, 136235, 139492, 142744, 146000, 149254, 152509, 155764, 159018, 162274, 165527, 168781, 172038, 175292, 178548, 181802, 185056, 188312, 191565]] + + def 等效百分比(self, 武器类型): + return self.数据[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + hit数 = 1 + 刺伤几率 = [0, 31, 35, 39, 43, 47, 51, 55, 59, 63, 67, 71, 75, 79, 83, 87, 91, 95, 99, 100, 100, 100, 100, 100, 100, 100, 100, + 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100] + 可附加的刺伤数量 = [0, 3, 3, 3, 5, 5, 5, 7, 7, 7, 9, 9, 9, 11, 11, 11, 13, 13, 13, 15, 15, 15, 15, 15, 15, 15, + 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15] + + def 额外刺伤层数(self, 武器类型): + return self.刺伤几率[self.等级] / 100 * self.可附加的刺伤数量[self.等级] + + # 破空一刀 + # 剑气攻击适用与近距离击打相同的攻击力 + # 准备动作时间 -40% + # 冷却时间 -10% + # 剑气生成后僵直 -20% + # 攻击力 +11% + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.11 + self.CD *= 0.9 + elif x == 1: + self.倍率 *= 1.19 + self.CD *= 0.9 + + def 护石描述(self, x): + if x == 0: + temp = "破空一刀" + temp += "

" + temp += "[破空拔刀斩]
" + temp += "剑气攻击适用与近距离击打相同的攻击力
" + temp += "准备动作时间 -40%
" + temp += "冷却时间 -10%
" + temp += "
-护石附加效果:
" + temp += "剑气生成后僵直 -20%
" + temp += "攻击力 +11%" + elif x == 1: + temp = "破空一刀" + temp += "

" + temp += "[破空拔刀斩]
" + temp += "剑气攻击适用与近距离击打相同的攻击力
" + temp += "准备动作时间 -40%
" + temp += "冷却时间 -10%
" + temp += "
-护石附加效果:
" + temp += "剑气生成后僵直 -20%
" + temp += "攻击力 +19%" + return temp + + +class 技能18(极诣·剑魂主动技能): + 名称 = '极神剑术破空斩' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + CD = 35.0 + 多段倍率 = {'短剑': 5, '光剑': 6, '巨剑': 5 * 1.08, '钝器': 5, '太刀': 6} + 爆炸倍率 = {'短剑': 1, '光剑': 1, '巨剑': 1.08, '钝器': 1, '太刀': 1} + data1 = [int(x*1.085*1.193) for x in [0, 4932, 5432, 5934, 6432, 6934, 7433, 7935, 8434, 8937, 9435, 9937, 10436, 10939, 11438, 11936, 12439, 12938, 13440, 13938, 14441, 14939, 15441, 15941, 16441, 16942, 17442, 17943, 18443, 18944, 19444, 19945, 20446, 20945, 21446, 21945,22448, 22947, 23449, 23948, 24450, 24948, 25450, 25950, 26450, 26950, 27450, 27952, 28452, 28953, 29452, 29954, 30455, 30954, 31454, 31954, 32454, 32956, 33456, 33957, 34459, 34957, 35458, 35959, 36458, 36959, 37459, 37961, 38460, 38960, 39461]] + data2 = [int(x*1.085*1.193) for x in [0, 16441, 18109, 19777, 21446, 23114, 24781, 26450, 28118, 29786, 31454, 33124, 34790, 36458, 38127, 39795, 41463, 43133, 44799, 46467, 48134, 49803, 51472, 53139, 54806, 56475, 58144, 59811, 61481, 63148, 64815, 66483, 68153, 69820, 71490, 73157, 74824,76492, 78159, 79829, 81495, 83166, 84833, 86501, 88168, 89838, 91504, 93174, 94842, 96510, 98177, 99846, 101512, 103183, 104850, 106516, 108186, 109853, 111521, 113188, 114859, 116525, 118195, 119862, 121530, 123197, 124868, 126534, 128203, 129870, 131539]] + def 等效百分比(self, 武器类型): + return (self.多段倍率[武器类型] * self.data1[self.等级] + self.爆炸倍率[武器类型] * self.data2[self.等级]) * self.倍率 + + # 极神剑术被动相关,巨剑蓄力会影响 + def 极神剑术占比(self, 武器类型): + return self.爆炸倍率[武器类型] * self.data2[self.等级] * self.倍率 / self.等效百分比(武器类型) + + hit数 = 7 + 刺伤几率 = [0, 530, 550, 570, 590, 610, 630, 650, 670, 690, 710, 730, 750, 770, 790, 810, 830, 850, 870, 890, 910, 930, 950, 970, 990, 1010, 1030, 1050, 1070, 1090, 1110, 1130, 1150, 1170, 1190, 1210, 1230,1250, 1270, 1290, 1310, 1330, 1350, 1370, 1390, 1410, 1430, 1450, 1470, 1490, 1510, 1530, 1550, 1570, 1590, 1610, 1630, 1650, 1670, 1690, 1710, 1730, 1750, 1770, 1790, 1810, 1830, 1850, 1870, 1890, 1910] + 可附加的刺伤数量 = [0, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, + 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3] + + def 额外刺伤层数(self, 武器类型): + return min(self.刺伤几率[self.等级] / 1000, 1) * self.可附加的刺伤数量[self.等级] + + def 穿云刺数量(self, 武器类型): + return 4 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data2 = [x * 1.62 for x in self.data2] + + +class 技能19(极诣·剑魂主动技能): + 名称 = '极神剑术瞬斩' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + CD = 50.0 + data1 = [int(x*1.085*1.16) for x in [0, 13585, 14963, 16340, 17719, 19096, 20475, 21855, 23232, 24611, 25988, 27366, 28743, 30122, 31500, 32879, 34256, 35634, 37013, 38392, 39770, 41147, 42526, 43903, 45282, 46660, 48041, 49416, 50796, 52172, 53552, 54930, 56308, 57686, 59064, 60442, + 61820, 63201, 64576, 65956, 67333, 68712, 70088, 71469, 72846, 74223, 75602, 76980, 78357, 79736, 81116, 82494, 83872, 85250, 86628, 88006, 89384, 90762, 92140, 93517, 94896, 96273, 97653, 99032, 100409, 101787, 103166, 104543, 105923, 107300, 108678]] + data2 = [int(x*1.085*1.16) for x in [0, 2223, 2449, 2671, 2898, 3124, 3350, 3575, 3801, 4026, 4251, 4477, 4703, 4929, 5154, 5380, 5605, 5830, 6056, 6281, 6507, 6734, 6958, 7182, 7410, 7636, 7860, 8086, 8312, 8538, 8763, 8989, 9213, 9438, 9663, 9890, 10116, 10340, + 10567, 10792, 11017, 11243, 11468, 11695, 11921, 12144, 12371, 12597, 12819, 13047, 13273, 13499, 13725, 13950, 14174, 14400, 14625, 14850, 15077, 15304, 15527, 15753, 15978, 16204, 16430, 16655, 16882, 17108, 17331, 17558, 17784]] + data3 = [int(x*1.085*1.16) for x in [0, 37048, 40807, 44566, 48324, 52084, 55843, 59601, 63360, 67118, 70877, 74636, 78394, 82152, 85910, 89671, 93429, 97186, 100945, 104704, 108465, 112223, 115981, 119740, 123498, 127258, 131014, 134774, 138532, 142292, 146050, 149810, 153568, 157327, 161086, 164844, 168602, 172360, 176119, 179878, 183638, 187396, 191154, 194914, 198671, 202430, 206190, 209948, 213705, 217466, 221223, 224981, 228738, 232499, 236257, 240016, 243775, 247533, 251292, 255052, 258811, 262568, 266326, 270085, 273844, 277602, 281362, 285120, 288879, 292639, 296396]] + 数据 = [data1, data2, data3] + 次数 = [1, 5, 1] + hit数 = sum(次数) + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.32 + + +class 技能20(极诣·剑魂主动技能): + 名称 = '万剑归宗(终结)' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + CD = 180.0 + data1 = [int(x*1.085*1.214) for x in [0, 4545, 5604, 6660, 7711, 8768, 9825, 10876, 11934, 12987, 14039, 15100, 16152, 17204, 18258, 19317, 20371, 21423, 22477, 23538, 24590, 25642, 26699, 27751, 28809, 29865, 30919, 31971, 33031, 34084, 35136, 36188, 37250, 38301, 39354, 40409, + 41464, 42522, 43574, 44632, 45684, 46740, 47797, 48850, 49901, 50955, 52015, 53068, 54120, 55175, 56235, 57288, 58340, 59395, 60453, 61505, 62563, 63614, 64669, 65728, 66781, 67834, 68885, 69946, 71001, 72050, 73106, 74166, 75219, 76271, 77329]] + data2 = [int(x*1.085*1.214) for x in [0, 18168, 22383, 26599, 30814, 35020, 39236, 43451, 47668, 51877, 56094, 60308, 64523, 68731, 72945, 77162, 81376, 85588, 89803, 94018, 98226, 102440, 106656, 110871, 115086, 119296, 123511, 127724, 131933, 136151, 140365, 144579, 148793, 153005, 157219, 161433, 165644, 169858, 174074, 178288, 182503, 186712, 190927, 195142, 199354, 203568, 207782, 211997, 216207, 220421, 224636, 228851, 233061, 237276, 241491, 245701, 249916, 254131, 258345, 262560, 266771, 270985, 275199, 279409, 283624, 287838, 292053, 296269, 300479, 304696, 308906]] + 数据 = [data1, data2] + 次数 = [14, 2] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * self.倍率 + + # 该技能hit数不会触发太刀刺伤 + + +class 技能21(极诣·剑魂主动技能): + 名称 = '万剑归宗(穿云刺)' + 所在等级 = 85 + 等级上限 = 1 + 基础等级 = 1 + 数据 = [int(x*1.085*1.214) for x in [0, 982, 1208, 1437, 1664, 1890, 2117, 2347, 2573, 2801, 3029, 3255, 3483, 3710, 3938, 4166, 4393, 4620, 4848, 5075, 5303, 5530, 5758, 5986, 6213, 6441, 6667, 6894, 7122, 7349, 7578, 7805, 8032, 8261, 8488, 8714, 8942, 9171, + 9398, 9624, 9852, 10081, 10307, 10534, 10763, 10989, 11217, 11446, 11673, 11900, 12127, 12354, 12582, 12809, 13037, 13265, 13492, 13720, 13947, 14175, 14400, 14628, 14857, 15084, 15311, 15540, 15766, 15993, 16222, 16449, 16676]] + + def 等效百分比(self, 武器类型): + return self.数据[self.等级] * self.倍率 + + def 等效CD(self, 武器类型, 输出类型): + return 1.0 + + # 该技能hit数不会触发太刀刺伤 + + +class 技能22(极诣·剑魂主动技能): + 名称 = '极神剑术无形斩' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + CD = 60.0 + data1 = [int(x*1.085*1.16) for x in [0, 20213, 22264, 24315, 26365, 28416, 30467, 32517, 34568, 36619, 38669, 40720, 42771, 44821, 46872, 48923, 50973, 53024, 55075, 57125, 59176, 61227, 63278, 65328, 67379, 69430, 71480, 73531, 75582, 77632, 79683, 81734, 83784, 85835, 87886, 89936, 91987, 94038, 96088, 98139, 100190]] + data2 = [int(x*1.085*1.16) for x in [0, 2887, 3180, 3473, 3766, 4059, 4352, 4645, 4938, 5231, 5524, 5817, 6110, 6403, 6696, 6989, 7281, 7574, 7867, 8160, 8453, 8746, 9039, 9332, 9625, 9918, 10211, 10504, 10797, 11090, 11383, 11676, 11969, 12262, 12555, 12848, 13141, 13434, 13726, 14019, 14312]] + data3 = [int(x*1.085*1.16) for x in [0, 38502, 42408, 46314, 50220, 54126, 58032, 61938, 65844, 69750, 73656, 77563, 81469, 85375, 89281, 93187, 97093, 100999, 104905, 108811, 112717, 116623, 120529, 124435, 128341, 132247, 136153, 140059, 143965, 147871, 151777, 155684, 159590, 163496, 167402, 171308, 175214, 179120, 183026, 186932, 190838]] + 数据 = [data1, data2, data3] + 次数 = [1, 13, 1] + hit数 = sum(次数) + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * self.倍率 + + +class 技能23(极诣·剑魂主动技能): + 名称 = '万剑极诣开天斩' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + CD = 290 + data1 = [int(x*1.085*1.214) for x in [0, 43625, 53743, 63858, 73975, 84091, 94207, 104323, 114439, 124555, 134672, 144787, 154904, 165020, 175136, 185253, 195369, 205485, 215602, 225718, 235833, 245950, 256066, 266183, 276298, 286415, 296531, 306647, 316763, 326880, 336995, 347112, 357228, 367345, 377458, 387575, 397691, 407807, 417925, 428041, 438157]] + data2 = [int(x*1.085*1.214) for x in [0, 57049, 70278, 83507, 96737, 109965, 123193, 136422, 149651, 162880, 176109, 189338, 202567, 215796, 229025, 242253, 255482, 268712, 281941, 295170, 308398, 321627, 334856, 348086, 361314, 374542, 387771, 401000, 414229, 427458, 440687, 453914, 467145, 480373, 493601, 506832, 520060, 533288, 546519, 559746, 572974]] + data3 = [int(x*1.085*1.214) for x in [0, 7830, 9645, 11462, 13276, 15093, 16908, 18724, 20540, 22356, 24172, 25987, 27803, 29619, 31434, 33250, 35066, 36881, 38697, 40513, 42328, 44144, 45960, 47777, 49591, 51408, 53223, 55039, 56854, 58671, 60485, 62300, 64116, 65932, 67747, 69565, 71381, 73196, 75012, 76827, 78642]] + data4 = [int(x*1.085*1.214) for x in [0, 10738, 13228, 15718, 18209, 20699, 23189, 25680, 28169, 30659, 33150, 35639, 38130, 40620, 43109, 45600, 48091, 50581, 53071, 55561, 58051, 60541, 63031, 65521, 68011, 70502, 72992, 75482, 77973, 80462, 82953, 85442, 87931, 90423, 92912, 95401, 97894, 100382, 102872, 105364, 107853]] + data5 = [int(x*1.085*1.214) for x in [0, 134234, 165361, 196488, 227614, 258741, 289868, 320995, 352122, 383248, 414375, 445502, 476629, 507756, 538882, 570009, 601136, 632263, 663390, 694516, 725643, 756770, 787897, 819024, 850151, 881277, 912404, 943531, 974658, 1005785, 1036911, 1068037, 1099165, 1130292, 1161418, 1192546, 1223672, 1254798, 1285927, 1317053, 1348178]] + 数据 = [data1, data2, data3, data4, data5] + 次数 = [1, 1, 6, 5, 1] + hit数 = sum(次数) + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * self.倍率 + + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + +class 技能24(被动技能): + 名称 = '极神剑术' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + 关联技能 = ['拔刀斩', '破军斩龙击', '极鬼剑术暴风式', '破空拔刀斩', '极神剑术瞬斩', + '万剑归宗(终结)', '万剑归宗(穿云刺)', '极神剑术无形斩', '万剑极诣开天斩'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22 + 0.02 * self.等级, 5) + + # 基础值 40% + 暴风式冲击波 = [int(x*1.085*1.0) for x in [0, 0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 52, 56, 60, 64, 68, 72, 76, 80, 84, 88, 92, 96, 100, 104, 108, 112, 116, 120, 124, 128, 132, 136, 140, 144, 148, 152, 156, 160, 164, 168, 172, 176, 180, 184, 188, 192, 196, 200, 204, 208, 212, 216, 220, 224, 228, 232, 236, 240, 244, 248, 252, 256, 260, 264, 268, 272, 276]] + # 基础值 21% + 飓风 = [int(x*1.085*1.0) for x in [0, 0, 20, 40, 60, 80, 100, 120, 140, 160, 180, 200, 220, 240, 260, 280, 300, 320, 340, 360, 380, 400, 420, 440, 460, 480, 500, 520, 540, 560, 580, 600, 620, 640, 660, 680, 700, 720, 740, 760, 780, 800, 820, 840, 860, 880, 900, 920, 940, 960, 980, 1000, 1020, 1040, 1060, 1080, 1100, 1120, 1140, 1160, 1180, 1200, 1220, 1240, 1260, 1280, 1300, 1320, 1340, 1360, 1380]] + # 基础值 55% + 幻影斩击 = [int(x*1.085*1.0) for x in [0, 0, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100, 105, 110, 115, 120, 125, 130, 135, 140, 145, 150, 155, 160, 165, 170, 175, 180, 185, 190, 195, 200, 205, 210, 215, 220, 225, 230, 235, 240, 245, 250, 255, 260, 265, 270, 275, 280, 285, 290, 295, 300, 305, 310, 315, 320, 325, 330, 335, 340, 345]] + # 基础值 55% + 幻影剑气 = [int(x*1.085*1.0) for x in [0, 0, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100, 105, 110, 115, 120, 125, 130, 135, 140, 145, 150, 155, 160, 165, 170, 175, 180, 185, 190, 195, 200, 205, 210, 215, 220, 225, 230, 235, 240, 245, 250, 255, 260, 265, 270, 275, 280, 285, 290, 295, 300, 305, 310, 315, 320, 325, 330, 335, 340, 345]] + # 基础值 41% + 幻影钝器 = [int(x*1.085*1.0) for x in [0, 0, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100, 105, 110, 115, 120, 125, 130, 135, 140, 145, 150, 155, 160, 165, 170, 175, 180, 185, 190, 195, 200, 205, 210, 215, 220, 225, 230, 235, 240, 245, 250, 255, 260, 265, 270, 275, 280, 285, 290, 295, 300, 305, 310, 315, 320, 325, 330, 335, 340, 345]] + # 基础值 60% + 十字斩 = [int(x*1.085*1.0) for x in [0, 0, 6, 12, 18, 24, 30, 36, 42, 48, 54, 60, 66, 72, 78, 84, 90, 96, 102, 108, 114, 120, 126, 132, 138, 144, 150, 156, 162, 168, 174, 180, 186, 192, 198, 204, 210, 216, 222, 228, 234, 240, 246, 252, 258, 264, 270, 276, 282, 288, 294, 300, 306, 312, 318, 324, 330, 336, 342, 348, 354, 360, 366, 372, 378, 384, 390, 396, 402, 408, 414]] + # 流星之天剑 + 流星之天剑 = [int(x*1.085*1.15488) for x in [0, 3125, 3386, 3645, 3906, 4168, 4428, 4688, 4948, 5208, 5469, 5730, 5990, 6250, 6511, 6772, 7031, 7292, 7551, 7813, 8074, 8334, 8594, 8855, 9116, 9375, 9636, 9897, 10157, 10417, 10678, 10937, 11199, 11460, 11719, 11980, 12241, 6814, 6951, 7084, 7222, 7358, 7492, 7630, 7768, 7901, 8038, 8176, 8310, 8446, 8584, 8717, 8855, 8992, 9126, 9264, 9399, 9533, 9671, 9809, 9943, 10080, 10218, 10351, 10487, 10625, 10758, 10896, 11033, 11167, 11304]] + # 巨剑流星之天剑追加 + 巨剑流星之天剑 = [int(x*1.085*1.0) for x in [0, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80]] + # 钝器冲击波 + 钝器流星之天剑 = [int(x*1.085*1.155) for x in [0, 1936, 2100, 2263, 2424, 2589, 2752, 2916, 3080, 3241, 3406, 3569, 3733, 3896, 4058, 4222, 4385, 4548, 4712, 4874, 5038, 5202, 5365, 5529, 5691, 5855, 6018, 6181, 6345, 6507, 6670, 6834, 6999, 7163, 7324, 7488, 7652, 7815, 7979, 8141, 8304, 8468, 8631, 8796, 8957, 9121, 9285, 9448, 9611, 9774, 9937, 10100, 10264, 10427, 10590, 10753, 10917, 11081, 11244, 11407, 11570, 11733, 11897, 12060, 12222, 12386, 12549, 12715, 12878, 13040, 13204]] + # 太刀刺伤 + 刺伤几率 = [int(x*1.085*1.0) for x in [0, 64, 67, 70, 73, 76, 79, 82, 85, 88, 91, 94, 97, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100]] + 可附加的刺伤数量 = [int(x*1.085*1.0) for x in [0, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10, 11, 11, 11, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12]] + # 光剑冲击波 + 光剑流星之天剑 = [int(x*1.085*1.155) for x in [0, 1296, 1494, 1691, 1888, 2085, 2283, 2478, 2676, 2874, 3070, 3268, 3465, 3662, 3860, 4057, 4253, 4450, 4648, 4844, 5042, 5240, 5435, 5633, 5829, 6027, 6224, 6421, 6618, 6816, 7012, 7209, 7407, 7603, 7801, 7998, 8194, 8392, 8589, 8786, 8983, 9181, 9377, 9575, 9773, 9968, 10166, 10363, 10560, 10757, 10955, 11150, 11348, 11546, 11742, 11940, 12136, 12334, 12532, 12727, 12925, 13122, 13319, 13516, 13714, 13909, 14107, 14305, 14501, 14699, 14896]] + + def 天剑刺伤层数(self): + return self.刺伤几率[self.等级] / 100 * self.可附加的刺伤数量[self.等级] + + def 附加倍率(self, 技能): + if 技能 == '破军升龙击': + return 0.40 + self.暴风式冲击波[self.等级] / 100 + elif 技能 == '猛龙断空斩': + return 0.21 + self.飓风[self.等级] / 1000 + elif 技能 == '幻影剑舞斩击': + return 0.55 + self.幻影斩击[self.等级] / 100 + elif 技能 == '幻影剑舞剑气': + return 0.55 + self.幻影剑气[self.等级] / 100 + elif 技能 == '幻影剑舞钝器': + return 0.41 + self.幻影钝器[self.等级] / 100 + elif 技能 == '极神剑术破空斩': + return 0.60 + self.十字斩[self.等级] / 100 + + 自定义描述 = 1 + + def 技能描述(self, 武器类型): + temp = '常规技能攻击力 +%.1f%%' % (22 + 2 * self.等级) + '
' + temp += '[破军升龙击]上斩:%.1f%%' % (self.附加倍率('破军升龙击') * 100) + '
' + temp += '[猛龙断空斩]突进斩击:%.1f%%' % (self.附加倍率('猛龙断空斩') * 100) + '
' + temp += '[幻影剑舞]斩击:%.1f%%' % (self.附加倍率('幻影剑舞斩击') * 100) + '
' + if 武器类型 == '钝器': + temp += '[幻影剑舞]钝器最后一击:%.1f%%' % (self.附加倍率('幻影剑舞钝器') + * 100) + '
' + else: + temp += '[幻影剑舞]剑气:%.1f%%' % (self.附加倍率('幻影剑舞剑气') * 100) + '
' + temp += '[极 · 神剑术 (破空斩)]爆炸:%.1f%%' % (self.附加倍率('极神剑术破空斩') + * 100) + '
' + temp += '流星之天剑攻击力:%.1f%%' % self.流星之天剑[self.等级] + return temp + + +class 技能25(被动技能): + 名称 = '无形剑意' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + 短剑流心刺 = [int(x*1.085*1.0) for x in [0, 30, 33, 36, 39, 42, 45, 48, 51, 54, 57, 60, 63, 66, 69, 72, 75, 78, 81, 84, 87, 90, + 93, 96, 99, 102, 105, 108, 111, 114, 117, 120, 123, 126, 129, 132, 135, 138, 141, 144, 147]] + 短剑流心刺空中 = [int(x*1.085*1.0) for x in [0, 13, 15, 16, 17, 19, 20, 21, 23, 24, 25, 27, 28, 29, 31, 32, 33, 35, 36, + 37, 39, 40, 41, 43, 44, 45, 47, 48, 49, 51, 52, 53, 55, 56, 57, 59, 60, 61, 63, 64, 65]] + 太刀流心跃 = [int(x*1.085*1.0) for x in [0, 4, 4, 5, 5, 6, 6, 6, 7, 7, 8, 8, 8, 9, 9, 10, 10, 10, 11, 11, 12, + 12, 12, 13, 13, 14, 14, 14, 15, 15, 16, 16, 16, 17, 17, 18, 18, 18, 19, 19, 20]] + 太刀流心升 = [int(x*1.085*1.0) for x in [0, 12, 13, 14, 16, 17, 18, 19, 20, 22, 23, 24, 25, 26, 28, 29, 30, 31, 32, 34, + 35, 36, 37, 38, 40, 41, 42, 43, 44, 46, 47, 48, 49, 50, 52, 53, 54, 55, 56, 58, 59]] + 钝器流心刺 = [int(x*1.085*1.0) for x in [0, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100, 105, 110, 115, 120, 125, 130, 135, 140, 145, + 150, 155, 160, 165, 170, 175, 180, 185, 190, 195, 200, 205, 210, 215, 220, 225, 230, 235, 240, 245]] + 巨剑流心刺下斩 = [int(x*1.085*1.0) for x in [0, 110, 111, 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125, 126, 127, 128, + 129, 130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140, 141, 142, 143, 144, 145, 146, 147, 148, 149]] + 巨剑流心刺旋风 = [int(x*1.085*1.0) for x in [0, 9, 11, 13, 15, 17, 19, 21, 23, 25, 27, 29, 31, 33, 35, 37, 39, 41, 43, 45, + 47, 49, 51, 53, 55, 57, 59, 61, 63, 65, 67, 69, 71, 73, 75, 77, 79, 81, 83, 85, 87]] + 巨剑流心刺空中 = [int(x*1.085*1.0) for x in [0, 240, 244, 248, 252, 256, 260, 264, 268, 272, 276, 280, 284, 288, 292, 296, 300, 304, 308, 312, + 316, 320, 324, 328, 332, 336, 340, 344, 348, 352, 356, 360, 364, 368, 372, 376, 380, 384, 388, 392, 396]] + 光剑流心升 = [int(x*1.085*1.0) for x in [0, 48, 53, 58, 62, 67, 72, 77, 82, 86, 91, 96, 101, 106, 110, 115, 120, 125, 130, 134, 139, + 144, 149, 154, 158, 163, 168, 173, 178, 182, 187, 192, 197, 202, 206, 211, 216, 221, 226, 230, 235]] + + 自定义描述 = 1 + + def 技能描述(self, 武器类型): + temp = '常规技能攻击力 +%.1f%%' % (18 + 2 * self.等级) + '
' + if 武器类型 == '短剑': + temp += '短剑流心刺:%.1f%%' % self.短剑流心刺[self.等级] + '
' + temp += '短剑流心刺空中:%.1f%%' % self.短剑流心刺空中[self.等级] + ' x 3' + elif 武器类型 == '太刀': + temp += '太刀流心跃:%.1f%%' % self.太刀流心跃[self.等级] + ' x 5
' + temp += '太刀流心升:%.1f%%' % self.太刀流心升[self.等级] + ' x 4' + elif 武器类型 == '钝器': + temp += '钝器流心刺:%.1f%%' % self.钝器流心刺[self.等级] + elif 武器类型 == '巨剑': + temp += '巨剑流心刺下斩:%.1f%%' % self.巨剑流心刺下斩[self.等级] + '
' + temp += '巨剑流心刺旋风:%.1f%%' % self.巨剑流心刺旋风[self.等级] + ' x 3
' + temp += '巨剑流心刺空中:%.1f%%' % self.巨剑流心刺空中[self.等级] + elif 武器类型 == '光剑': + temp += '光剑流心升:%.1f%%' % self.光剑流心升[self.等级] + return temp + + +class 技能26(被动技能): + 名称 = '短剑精通' + 所在等级 = 15 + 等级上限 = 2 + 基础等级 = 1 + 关联技能 = ['所有'] + # 物理攻击力增加 + data1 = [0, 127, 142, 158, 173, 188, 203, 218, 233, 248, 263, 278, 293, 308, 323, 338, 353, 368, 383, 398, 413, 428, 443, 463, 483, 503, 523, 543, 563, 583, 603, 623, 643, 663, 683, 703, 723, 743, 763, 783, 803, 823, 843, 863, 883, 903, 923, 943, 963, 983, 1003, 1023, 1043, 1063, 1083, 1103, 1123, 1143, 1163, 1183, 1203, 1223, 1243, 1263, 1283, 1303, 1323, 1343, 1363, 1383, 1403] + # 魔法攻击力增加 + data2 = [0, 12, 26, 39, 51, 64, 77, 90, 103, 116, 129, 141, 154, 167, 180, 193, 206, 219, 231, 244, 257, 270, 283, 296, 309, 321, 334, 347, 360, 373, 386, 399, 411, 424, 437, 450, 463, 476, 489, 501, 514, 527, 540, 553, 566, 579, 591, 604, 617, 630, 643, 656, 669, 681, 694, 707, 720, 733, 746, 759, 771, 784, 797, 810, 823, 836, 849, 861, 874, 887, 900] + # [里 · 鬼剑术]剑气攻击力 + data3 = [0, 386, 399, 410, 422, 433, 443, 456, 466, 479, 489, 499, 512, 522, 536, 545, 555, 569, 579, 592, 602, 612, 625, 635, 648, 658, 669, 681, 692, 705, 715, 726, 738, 749, 761, 772, 782, 795, 805, 818, 828, 840, 852, 862, 875, 885, 897, 908, 920, 931, 942, 953, 965, 977, 988, 999, 1010, 1022, 1033, 1045, 1056, 1067, 1077, 1088, 1098, 1109, 1119, 1130, 1140, 1151, 1161] + + def 加成倍率(self, 武器类型): + if 武器类型 != '短剑': + return 1.0 + else: + return round(self.data1[self.等级] / 1000 + 1, 3) + + def 物理攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + def 魔法攻击力倍率(self, 武器类型): + if 武器类型 != '短剑': + return 1.0 + else: + return round(self.data2[self.等级] / 1000 + 1, 3) + + # [里 · 鬼剑术]剑气攻击力 一轮3段 + def 里鬼附加百分比(self, 武器类型): + if 武器类型 != '短剑': + return 0 + else: + return self.data3[self.等级] * 3 + + +class 技能27(被动技能): + 名称 = '太刀精通' + 所在等级 = 15 + 等级上限 = 2 + 基础等级 = 1 + 关联技能 = ['所有'] + + # 物理攻击力增加 + data1 = [0, 52, 67, 82, 97, 112, 127, 142, 157, 172, 187, 202, 217, 232, 247, 262, 277, 292, 307, 322, 337, 352, 367, 387, 407, 427, 447, 467, 487, 507, 527, 547, 567, 587, 607, 627, 647, 667, 687, 707, 727, 747, 767, 787, 807, 827, 847, 867, 887, 907, 927, 947, 967, 987, 1007, 1027, 1047, 1067, 1087, 1107, 1127, 1147, 1167, 1187, 1207, 1227, 1247, 1267, 1287, 1307, 1327] + # 魔法攻击力增加 + data2 = [0, 13, 28, 41, 54, 68, 82, 96, 109, 123, 137, 150, 164, 177, 191, 205, 219, 233, 245, 259, 273, 287, 301, 314, 328, 341, 355, 369, 382, 396, 410, 424, 437, 450, 464, 478, 492, 506, 520, 532, 546, 560, 574, 588, 601, 615, 628, 642, 656, 669, 683, 697, 711, 724, 737, 751, 765, 779, 793, 806, 819, 833, 847, 861, 874, 888, 902, 915, 929, 942, 956] + # 刺伤几率 + data3 = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 37, 38, 38, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48, 49, 49, 50, + 50, 51, 51, 52, 52, 53, 53, 54, 54, 55, 55, 56, 56, 57, 57, 58, 58, 59, 59, 60, 60, 61, 61, 62, 62, 63, 63, 64, 64, 65, 65, 66, 66, 67, 67] + # 刺伤爆炸伤害(下限) + data4 = [int(x*1.085*1.162) for x in [0,0, 0, 0, 0, 0, 0, 0, 0, 0, 1778, 1889, 2001, 2112, 2221, 2332, 2441, 2554, 2664, 2775, 2884, 2997, 3107, 3220, 3327, 3440, 3547, 3660, 3772, 3883, 3993, 4103, 4213, 4326, 4435, 4549, 4658, 4771, 4883, 4993, 5106, 5216, 5329, 5441, 5553, 5666, 5776, 5889, 5998, 6112, 6221, 6333, 6447, 6556, 6669, 6781, 6893, 7004, 7116, 7227, 7339, 7452, 7567, 7683, 7802, 7922, 8044, 8167, 8293, 8421, 8551]] + # 刺伤爆炸伤害(上限) + data5 = [int(x*1.085*1.162) for x in [0,0, 0, 0, 0, 0, 0, 0, 0, 0, 12354, 13122, 13891, 14659, 15428, 16197, 16965, 17734, 18503, 19271, 20040, 20809, 21577, 22346, 23113, 23882, 24650, 25419, 26188, 26956, 27725, 28494, 29262, 30031, 30800, 31568, 32337, 33105, 33874, 34643, 35411, 36180, 36949, 37717, 38486, 39255, 40023, 40792, 41561, 42328, 43096, 43865, 44634, 45402, 46171, 46940, 47708, 48477, 49246, 50014, 50783, 51552, 52333, 53125, 53930, 54746, 55575, 56417, 57271, 58138, 59019]] + # 刺伤持续伤害 + data6 = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 9, 9, 9, 9, 9, 9, 9, 9, 10, 10, 12, 12, 12, 13, 13, 13, 13, 13, 14, 14, 15, 15, 17, 17, 17, 18, + 18, 18, 18, 18, 19, 19, 21, 21, 21, 22, 22, 23, 23, 23, 23, 23, 24, 24, 26, 26, 27, 27, 28, 28, 29, 29, 30, 30, 31, 31, 32, 32, 33, 33] + # [空中连斩]附加攻击力 + data7 = [0, 66, 70, 74, 78, 80, 85, 88, 93, 96, 99, 103, 106, 110, 114, 118, 121, 125, 128, 131, 135, 139, 143, 146, 150, 154, 156, 161, 165, 168, 171, 176, 179, 183, 188, 190, 194, 196, 200, 205, 209, 213, 259, 263, 268, 271, 276, 280, 285, 289, 294, 299, 303, 306, 311, 316, 320, 324, 329, 333, 338, 343, 348, 353, 358, 363, 368, 373, 378, 383, 388] + + def 加成倍率(self, 武器类型): + if 武器类型 != '太刀': + return 1.0 + else: + return round(self.data1[self.等级] / 1000 + 1, 3) + + def 物理攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + def 魔法攻击力倍率(self, 武器类型): + if 武器类型 != '太刀': + return 1.0 + else: + return round(self.data2[self.等级] / 1000 + 1, 3) + + def 刺伤概率(self, 武器类型): + if 武器类型 != '太刀': + return 0 + else: + return self.data3[self.等级] / 100 + + # 17层结算一次 + 刺伤层数 = 0 + 刺伤浮动 = 1 + + def 刺伤百分比(self, 武器类型): + if 武器类型 != '太刀': + return 0 + else: + return self.刺伤浮动 * self.刺伤层数 / 17 * self.data5[self.等级] + + # [空中连斩]附加攻击力 + def 太刀附加(self, 武器类型): + if 武器类型 != '太刀': + return 0 + else: + return self.data7[self.等级] + + +class 技能28(被动技能): + 名称 = '巨剑精通' + 所在等级 = 15 + 等级上限 = 2 + 基础等级 = 1 + 关联技能 = ['所有'] + + # 物理攻击力增加 + data1 = [0, 69, 84, 99, 114, 129, 144, 159, 174, 189, 204, 219, 234, 249, 264, 279, 294, 309, 324, 339, 354, 369, 384, 404, 424, 444, 464, 484, 504, 524, 544, 564, 584, 604, 624, 644, 664, 684, 704, 724, 744, 764, 784, 804, 824, 844, 864, 884, 904, 924, 944, 964, 984, 1004, 1024, 1044, 1064, 1084, 1104, 1124, 1144, 1164, 1184, 1204, 1224, 1244, 1264, 1284, 1304, 1324, 1344] + # 魔法攻击力增加 + data2 = [0, 14, 31, 46, 60, 75, 90, 106, 121, 136, 151, 165, 181, 196, 211, 226, 242, 257, 271, 286, 302, 317, 332, 347, 363, 377, 392, 407, 422, 438, 453, 468, 482, 498, 513, 528, 543, 559, 574, 588, 603, 618, 634, 649, 664, 679, 693, 709, 724, 739, 754, 770, 785, 799, 814, 830, 845, 860, 875, 891, 905, 920, 935, 950, 966, 981, 996, 1010, 1026, 1041, 1056] + # [里 · 鬼剑术]额外附加 + data3 = [0, 238, 300, 362, 424, 487, 549, 611, 673, 735, 798, 860, 922, 984, 1047, 1109, 1171, 1233, 1295, 1358, 1420, 1482, 1544, 1607, 1668, 1730, 1792, 1854, 1917, 1979, 2041, 2103, 2166, 2228, 2290, 2352, 2414, 2477, 2539, 2601, 2663, 2726, 2788, 2850, 2912, 2975, 3037, 3099, 3161, 3222, 3285, 3347, 3409, 3471, 3534, 3596, 3658, 3720, 3782, 3845, 3907, 3969, 4031, 4094, 4156, 4218, 4280, 4342, 4405, 4467, 4529] + + def 加成倍率(self, 武器类型): + if 武器类型 != '巨剑': + return 1.0 + else: + return round(self.data1[self.等级] / 1000 + 1, 3) + + def 物理攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + def 魔法攻击力倍率(self, 武器类型): + if 武器类型 != '巨剑': + return 1.0 + else: + return round(self.data2[self.等级] / 1000 + 1, 3) + + def 里鬼附加百分比(self, 武器类型): + if 武器类型 != '巨剑': + return 0 + else: + return self.data3[self.等级] + + +class 技能29(被动技能): + 名称 = '钝器精通' + 所在等级 = 15 + 等级上限 = 2 + 基础等级 = 1 + 关联技能 = ['所有'] + # 物理攻击力增加 + data1 = [0, 73, 88, 103, 118, 133, 148, 163, 178, 193, 208, 223, 238, 253, 268, 283, 298, 313, 328, 343, 358, 373, 388, 408, 428, 448, 468, 488, 508, 528, 548, 568, 588, 608, 628, 648, 668, 688, 708, 728, 748, 768, 788, 808, 828, 848, 868, 888, 908, 928, 948, 968, 988, 1008, 1028, 1048, 1068, 1088, 1108, 1128, 1148, 1168, 1188, 1208, 1228, 1248, 1268, 1288, 1308, 1328, 1348] + # 魔法攻击力增加 + data2 = [0, 14, 29, 44, 58, 73, 87, 102, 117, 132, 146, 160, 175, 189, 204, 219, 234, 248, 262, 277, 291, 306, 321, 336, 350, 364, 379, 393, 408, 423, 438, 452, 466, 481, 496, 510, 525, 540, 554, 568, 583, 598, 612, 627, 642, 657, 670, 685, 700, 714, 729, 744, 759, 772, 787, 802, 816, 831, 846, 861, 874, 889, 904, 918, 933, 948, 963, 976, 991, 1006, 1021] + + def 加成倍率(self, 武器类型): + if 武器类型 != '钝器': + return 1.0 + else: + return round(self.data1[self.等级] / 1000 + 1, 3) + + def 物理攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + def 魔法攻击力倍率(self, 武器类型): + if 武器类型 != '钝器': + return 1.0 + else: + return round(self.data2[self.等级] / 1000 + 1, 3) + + +class 技能30(被动技能): + 名称 = '光剑精通' + 所在等级 = 15 + 等级上限 = 1 + 基础等级 = 1 + 关联技能 = ['所有'] + # 物理攻击力增加 + data1 = [0, 95, 110, 125, 140, 155, 170, 185, 200, 215, 230, 245, 260, 275, 290, 305, 320, 335, 350, 365, 380, 395, 410, 430, 450, 470, 490, 510, 530, 550, 570, 590, 610, 630, 650, 670, 690, 710, 730, 750, 770, 790, 810, 830, 850, 870, 890, 910, 930, 950, 970, 990, 1010, 1030, 1050, 1070, 1090, 1110, 1130, 1150, 1170, 1190, 1210, 1230, 1250, 1270, 1290, 1310, 1330, 1350, 1370] + # 魔法攻击力增加 + data2 = [0, 25, 38, 50, 63, 76, 88, 101, 113, 126, 139, 151, 164, 176, 189, 202, 214, 227, 239, 252, 265, 277, 290, 302, 315, 328, 340, 353, 365, 378, 391, 403, 416, 428, 441, 454, 66, 479, 491, 504, 517, 529, 542, 554, 567, 580, 592, 605, 617, 630, 630, 785, 800, 815, 831, 845, 860, 876, 890, 906, 921, 936, 951, 966, 981, 996, 1011, 1027, 1042, 1056, 1072] + + def 加成倍率(self, 武器类型): + if 武器类型 != '光剑': + return 1.0 + else: + return round(self.data1[self.等级] / 1000 + 1, 3) + + def 物理攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + def 魔法攻击力倍率(self, 武器类型): + if 武器类型 != '光剑': + return 1.0 + else: + return round(self.data2[self.等级] / 1000 + 1, 3) + + +class 技能31(极诣·剑魂主动技能): + hit数 = 2 + 名称 = '空中连斩' + 备注 = '(一刀,TP为基础精通)' + 所在等级 = 5 + 等级上限 = 11 + 基础等级 = 1 + CD = 1.0 + TP成长 = 0.1 + TP上限 = 3 + 数据 = [int(x*1.085*1.0) for x in [0, 180, 193, 204, 216, 228, 240, 253, 264, 276, 288, 300, 313, 324, 336, 348, 360, 373, 384, 396, 408, 420, 433, 444, 456, 468, 480, 493, 504, 516, 528, 540, 553, 564, 576, 588, 600, 613, 624, 636, 648, 660, 673, 684, 696, 708, 720, 733, 744, 756, 768, 780, 793, 804, 816, 828, 840, 853, 864, 876, 888, 900, 913, 924, 936, 948, 960, 973, 984, 996, 1008]] + + 太刀附加 = 0 + + def 等效百分比(self, 武器类型): + if 武器类型 != '太刀': + return self.数据[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + else: + return (self.数据[self.等级] - 100 + self.太刀附加) * (1 + self.TP成长 * self.TP等级) * self.倍率 * 2 * 1.5 + + def 穿云刺数量(self, 武器类型): + return 1 + + +class 技能32(被动技能): + 名称 = '神影手' + 所在等级 = 70 + 等级上限 = 1 + 基础等级 = 1 + 关联技能 = ['无'] + 百分比 = 3760 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +极诣·剑魂一觉序号 = 0 +极诣·剑魂二觉序号 = 21 +极诣·剑魂三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 极诣·剑魂一觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 极诣·剑魂三觉序号 = 技能序号[i.名称] + +极诣·剑魂护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 极诣·剑魂护石选项.append(i.名称) + +极诣·剑魂符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 极诣·剑魂符文选项.append(i.名称) + + +class 极诣·剑魂角色属性(角色属性): + + 实际名称 = '极诣·剑魂' + 角色 = '鬼剑士(男)' + 职业 = '剑魂' + + 武器选项 = ['光剑', '巨剑', '钝器', '太刀', '短剑'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '轻甲' + 防具精通属性 = ['力量'] + 武器类型 = '光剑' + + 主BUFF = 1.82 + + 刀魂之卡赞 = 0 + + 流心刺状态 = 0 + 流心跃状态 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 技能等级加成(self, 加成类型, minLv, maxLv, lv, 可变=0): + lv = int(lv) + if self.装备描述 == 1: + if 加成类型 == "所有": + if minLv == maxLv: + return "Lv{} 技能等级+{}
".format(minLv, lv) + else: + return "Lv{}-{} 技能等级+{}
".format(minLv, maxLv, lv) + else: + if minLv == maxLv: + return "Lv{} 主动技能等级+{}
".format(minLv, lv) + else: + return "Lv{}-{} 主动技能等级+{}
".format(minLv, maxLv, lv) + else: + if self.刀魂之卡赞 > 0: + if minLv <= 5 and maxLv >= 5: + self.刀魂之卡赞 = min(20, self.刀魂之卡赞 + lv) + + for i in self.技能栏: + if i.名称 not in ['太刀精通', '巨剑精通', '短剑精通', '钝器精通']: + if i.所在等级 >= minLv and i.所在等级 <= maxLv: + if 加成类型 == '所有': + i.等级加成(lv) + else: + if i.是否主动 == 1: + i.等级加成(lv) + if 可变 > 0: + self.变换词条[可变-1] = [6, 2, 14 + + (2 if 可变 > 1 else 4), 14 + (9 if 可变 > 1 else 17)] + return '' + + def 被动倍率计算(self): + + if self.技能栏[self.技能序号['武器奥义']].等级 != 0: + for i in ['太刀精通', '短剑精通', '巨剑精通', '光剑精通', '钝器精通']: + if self.技能栏[self.技能序号[i]].等级 != 0: + self.技能栏[self.技能序号[i] + ].等级 += (self.技能栏[self.技能序号['武器奥义']].等级 + 1) + if self.武器类型 not in i: + self.技能栏[self.技能序号[i]].关联技能 = ['无'] + + super().被动倍率计算() + + self.技能栏[self.技能序号['万剑归宗(穿云刺)'] + ].等级 = self.技能栏[self.技能序号['万剑归宗(终结)']].等级 + self.技能栏[self.技能序号['空中连斩'] + ].太刀附加 = self.技能栏[self.技能序号['太刀精通']].太刀附加(self.武器类型) + + if self.流心跃状态 == 1: + self.技能栏[self.技能序号['流心跃']].武器倍率['钝器'] = 1.2 # 空中增伤20% + + if self.流心刺状态 == 1: + self.技能栏[self.技能序号['流心刺']].武器倍率['短剑'] = 2 # 空中2段 + + self.技能栏[self.技能序号['流心刺']].武器倍率['太刀'] = 2 # 空中2段 + self.技能栏[self.技能序号['流心刺']].hit数 = 2 + + self.技能栏[self.技能序号['流心刺']].武器倍率['巨剑'] = 2 # 空中1段,伤害为200% + + self.技能栏[self.技能序号['流心刺']].武器倍率['光剑'] = 2 # 空中2段 + + 无形剑意 = self.技能栏[self.技能序号['无形剑意']] + if 无形剑意.等级 != 0: + 基础倍率 = 无形剑意.加成倍率(self.武器类型) + if self.武器类型 == '短剑': + self.技能栏[self.技能序号['流心刺']].被动倍率 /= 基础倍率 + if self.流心刺状态 == 1: + self.技能栏[self.技能序号['流心刺']].被动倍率 *= 1 + 3 * \ + (无形剑意.短剑流心刺空中[无形剑意.等级] / 100) / 2 # 空中2段 + else: + self.技能栏[self.技能序号['流心刺']].被动倍率 *= 1 + 2 * \ + (无形剑意.短剑流心刺[无形剑意.等级] / 100) / 3 # 地面2 + 1段 + + if self.武器类型 == '太刀': + self.技能栏[self.技能序号['流心跃']].被动倍率 /= 基础倍率 + self.技能栏[self.技能序号['流心升']].被动倍率 /= 基础倍率 + + self.技能栏[self.技能序号['流心跃']].hit数 += 5 + self.技能栏[self.技能序号['流心跃']].被动倍率 *= 1 + \ + (无形剑意.太刀流心跃[无形剑意.等级] / 100) * 5 / (2 * 0.5) + + self.技能栏[self.技能序号['流心升']].hit数 += 4 + self.技能栏[self.技能序号['流心升']].被动倍率 *= 1 + 4 * \ + (无形剑意.太刀流心升[无形剑意.等级] / 100) / (3 * 0.8) + + if self.武器类型 == '钝器': + self.技能栏[self.技能序号['流心刺']].被动倍率 /= 基础倍率 + self.技能栏[self.技能序号['流心刺']].被动倍率 *= 1 + \ + (无形剑意.钝器流心刺[无形剑意.等级] / 100) / (2 * 1.25) + + if self.武器类型 == '巨剑': + self.技能栏[self.技能序号['流心刺']].被动倍率 /= 基础倍率 + + if self.流心刺状态 == 1: + # 空中1段,伤害为200% + self.技能栏[self.技能序号['流心刺'] + ].被动倍率 *= (无形剑意.巨剑流心刺空中[无形剑意.等级] / 100) / 2 + else: + self.技能栏[self.技能序号['流心刺']].被动倍率 *= ((2 + 1) * ( + 无形剑意.巨剑流心刺下斩[无形剑意.等级] / 100) + (无形剑意.巨剑流心刺旋风[无形剑意.等级] / 100) * 3) / (2 + 1) + # 基础:地面2 + 1段 加成后:地面1段(200%伤害) + 下斩1段 + 旋风3段 + + if self.武器类型 == '光剑': + self.技能栏[self.技能序号['流心升']].被动倍率 /= 基础倍率 + self.技能栏[self.技能序号['流心升']].被动倍率 *= 1 + \ + (无形剑意.光剑流心升[无形剑意.等级] / 100) / (3 * 0.8) + + def 数据计算(self, x=0, y=-1): + self.预处理() + # 初步计算 + 技能释放次数 = self.技能释放次数计算() + 技能单次伤害 = self.技能单次伤害计算(y) + + # 剑魂穿云刺数量计算 + if '/CD' in self.次数输入[self.技能序号['万剑归宗(穿云刺)']]: + 穿云刺数量 = 0 + for i in self.技能栏: + if i.是否主动 == 1: + if 技能释放次数[self.技能序号[i.名称]] <= 1: + 穿云刺数量 += i.穿云刺数量(self.武器类型) * 技能释放次数[self.技能序号[i.名称]] + else: + 穿云刺数量 += i.穿云刺数量(self.武器类型) * \ + int(技能释放次数[self.技能序号[i.名称]] * 0.6) + 技能释放次数[self.技能序号['万剑归宗(穿云刺)']] = eval(self.次数输入[self.技能序号['万剑归宗(穿云刺)']].replace('/CD', str(穿云刺数量))) + + 技能总伤害 = self.技能总伤害计算(技能释放次数, 技能单次伤害) + + # 剑魂特殊效果 + # 极神剑术 + if self.技能栏[self.技能序号['极神剑术']].等级 != 0: + + 极神剑术序号 = self.技能序号['极神剑术'] + 极神剑术 = self.技能栏[极神剑术序号] + + 伤害整合 = 0 + + 技能释放次数[极神剑术序号] = 1 + + a = self.技能序号['破军升龙击'] + b = self.技能栏[a] + if 技能总伤害[a] != 0: + temp = 技能总伤害[a] * b.极神剑术占比(self.武器类型) * 极神剑术.附加倍率('破军升龙击') + + 伤害整合 += temp / (0.7 if self.装备检查('奔流不息之狂风') else 1.0) + + a = self.技能序号['猛龙断空斩'] + b = self.技能栏[a] + if 技能总伤害[a] != 0: + temp = 技能总伤害[a] * b.极神剑术占比(self.武器类型) * \ + b.旋风攻击次数 * 极神剑术.附加倍率('猛龙断空斩') + + 伤害整合 += temp / (0.7 if self.装备检查('奔流不息之伽蓝') else 1.0) + + a = self.技能序号['幻影剑舞'] + b = self.技能栏[a] + if 技能总伤害[a] != 0: + temp = 技能总伤害[a] * b.极神剑术斩击占比(self.武器类型) * \ + b.影子斩击次数 * 极神剑术.附加倍率('幻影剑舞斩击') + if self.武器类型 != '钝器': + 剑气次数 = (4 if self.武器类型 == '短剑' else 3) + temp += 技能总伤害[a] * \ + b.极神剑术剑气占比(self.武器类型) * 剑气次数 * 极神剑术.附加倍率('幻影剑舞剑气') + else: + temp += 技能总伤害[a] * \ + b.极神剑术剑气占比(self.武器类型) * 4.2 * 极神剑术.附加倍率('幻影剑舞钝器') + + 伤害整合 += temp / (0.7 if (self.装备检查('奔流不息之岁月') + or self.装备检查('英明循环之生命')) else 1.0) + + a = self.技能序号['极神剑术破空斩'] + b = self.技能栏[a] + if 技能总伤害[a] != 0: + 技能总伤害[a] += 技能总伤害[a] * \ + b.极神剑术占比(self.武器类型) * 极神剑术.附加倍率('极神剑术破空斩') + # 该伤害统计在本体技能内 + + a = self.技能序号['极神剑术流星落'] + b = self.技能栏[a] + if 技能总伤害[a] != 0: + 倍率 = 技能总伤害[a] / b.等效百分比(self.武器类型) + temp = 倍率 * 3 * 极神剑术.流星之天剑[极神剑术.等级] * b.流星之天剑倍率 + if self.武器类型 == '太刀': + b.hit数 += 3 + b.流星之天剑刺伤层数 = 极神剑术.天剑刺伤层数() + elif self.武器类型 == '巨剑': + temp *= 1 + 极神剑术.巨剑流星之天剑[极神剑术.等级] / 100 + elif self.武器类型 == '钝器': + temp += 倍率 * 3 * 74 # 极神剑术.钝器流星之天剑[极神剑术.等级] + elif self.武器类型 == '光剑': + temp += 倍率 * 3 * 74 # 极神剑术.光剑流星之天剑[极神剑术.等级] + # 已知BUG,钝器光剑追加的额外天剑伤害极低,约只有74% + # if self.版本 == 'GF': + # 伤害整合 += temp / (1.2 if ('永恒不息之路[2]' in self.套装栏) else 1.0) + # else: + 伤害整合 += temp + + 技能总伤害[极神剑术序号] += 伤害整合 + + # 其它伤害 + 通用倍率 = 1.0 + + for name in ['光剑精通', '短剑精通', '巨剑精通', '太刀精通', '钝器精通', '无我剑气', '极鬼剑术斩铁式', '无形剑意']: + 通用倍率 *= self.技能栏[self.技能序号[name]].加成倍率(self.武器类型) + + 通用倍率 *= 1 + self.白兔子技能 * 0.20 + self.斗神之吼秘药 * 0.12 # 默认无宠物 + + # 里鬼附加伤害 + a = self.技能序号['里鬼剑术'] + b = self.技能栏[a] + if 技能总伤害[a] != 0: + 倍率 = 技能总伤害[self.技能序号['里鬼剑术']] / b.等效百分比(self.武器类型) / b.被动倍率 + if self.武器类型 == '巨剑': + 技能释放次数[self.技能序号['巨剑精通']] = 1 + 技能总伤害[self.技能序号['巨剑精通']] += self.技能栏[self.技能序号['巨剑精通'] + ].里鬼附加百分比(self.武器类型) * 通用倍率 * 倍率 + elif self.武器类型 == '短剑': + 技能释放次数[self.技能序号['短剑精通']] = 1 + 技能总伤害[self.技能序号['短剑精通']] += self.技能栏[self.技能序号['短剑精通'] + ].里鬼附加百分比(self.武器类型) * 通用倍率 * 倍率 + + # 太刀刺伤 + if self.武器类型 == '太刀': + + 总hit = 0 + + a = self.技能序号['太刀精通'] + b = self.技能栏[a] + + for i in self.技能栏: + if i.是否主动 == 1: + 释放次数 = 技能释放次数[self.技能序号[i.名称]] + 总hit += i.hit数 * 释放次数 + b.刺伤层数 += i.额外刺伤层数(self.武器类型) * 释放次数 + + b.刺伤层数 += 总hit * b.刺伤概率(self.武器类型) + + 技能释放次数[a] = 1 + 技能总伤害[a] = b.刺伤百分比(self.武器类型) * 通用倍率 * self.伤害指数 + + # 神影手 + if self.技能栏[self.技能序号['拔刀斩']].触发神影手 == 1 and 技能总伤害[self.技能序号['拔刀斩']] != 0: + + 技能释放次数[self.技能序号['神影手']] = 技能释放次数[self.技能序号['拔刀斩']] + + 神影手倍率 = 1.0 + + for name in ['光剑精通', '短剑精通', '巨剑精通', '太刀精通', '钝器精通']: + 神影手倍率 *= self.技能栏[self.技能序号[name]].加成倍率(self.武器类型) + + 比例 = self.技能栏[self.技能序号['神影手']].百分比 * self.伤害指数 * \ + 神影手倍率 / self.主BUFF / 技能单次伤害[self.技能序号['拔刀斩']] + + 技能总伤害[self.技能序号['神影手']] = 比例 * 技能总伤害[self.技能序号['拔刀斩']] + + # 返回结果 + return self.数据返回(x, 技能释放次数, 技能总伤害) + + def 三觉屏蔽2(self): + if self.屏蔽三觉 == True: + temp = None + for j in self.技能栏: + if j.是否有伤害 == 1: + j.被动倍率 *= 1.045 + 0.005 * self.超卓之心等级 + if j.所在等级 == 100: + temp = j + if self.觉醒之抉择技能 == '万剑归宗(穿云刺)': + self.技能栏[self.技能序号['万剑归宗(穿云刺)']].被动倍率 *= 1.1 + 0.05 * temp.等级 + self.技能栏[self.技能序号['万剑归宗(终结)']].被动倍率 *= 1.1 + 0.05 * temp.等级 + +class 极诣·剑魂(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 极诣·剑魂角色属性() + self.角色属性A = 极诣·剑魂角色属性() + self.角色属性B = 极诣·剑魂角色属性() + self.一觉序号 = 极诣·剑魂一觉序号 + self.二觉序号 = 极诣·剑魂二觉序号 + self.三觉序号 = 极诣·剑魂三觉序号 + self.护石选项 = deepcopy(极诣·剑魂护石选项) + self.符文选项 = deepcopy(极诣·剑魂符文选项) + + def 界面(self): + super().界面() + + self.流心刺状态 = QCheckBox('空中释放流心刺', self.main_frame2) + self.流心刺状态.resize(120, 20) + self.流心刺状态.move(325, 595) + self.流心刺状态.setStyleSheet(复选框样式) + self.流心刺状态.setToolTip('除钝器外其它武器生效') + + self.流心跃状态 = QCheckBox('空中释放流心跃', self.main_frame2) + self.流心跃状态.resize(120, 20) + self.流心跃状态.move(325, 625) + self.流心跃状态.setStyleSheet(复选框样式) + self.流心跃状态.setToolTip('仅钝器生效') + + self.太刀刺伤浮动 = MyQComboBox(self.main_frame2) + for i in range(100, 136): + self.太刀刺伤浮动.addItem('太刀刺伤浮动:' + str(i) + '%') + self.太刀刺伤浮动.resize(135, 20) + self.太刀刺伤浮动.move(150, 620) + self.太刀刺伤浮动.setToolTip('默认刺伤为期望值') + + self.职业存档.append(('流心刺状态', self.流心刺状态, 0)) + self.职业存档.append(('流心跃状态', self.流心跃状态, 0)) + self.职业存档.append(('太刀刺伤浮动', self.太刀刺伤浮动, 1)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + if self.流心刺状态.isChecked(): + 属性.流心刺状态 = 1 + if self.流心跃状态.isChecked(): + 属性.流心跃状态 = 1 + 属性.技能栏[属性.技能序号['太刀精通']].刺伤浮动 = 1 + self.太刀刺伤浮动.currentIndex() * 0.01 diff --git a/Characters/极诣·契魔者.py b/Characters/极诣·契魔者.py new file mode 100644 index 00000000..f575b418 --- /dev/null +++ b/Characters/极诣·契魔者.py @@ -0,0 +1,707 @@ +from PublicReference.carry.base import * + + +class 主动技能(主动技能): + + # 武器CD = {'短剑':1, '巨剑':1.1, '钝器':1.05, '太刀':0.95} + + # def 等效CD(self, 武器类型): + # return round(self.CD / self.恢复 * self.武器CD[武器类型], 1) + + data0 = [] + 次数 = [] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能0(被动技能): + 名称 = '唤魔蛇腹剑' + 所在等级 = 15 + 等级上限 = 11 + 基础等级 = 1 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.105 + 0.015 * self.等级, 5) + + +class 技能1(主动技能): + 名称 = '蛇腹剑破' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + CD = 5.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(x*1.125) for x in[0, 660, 727, 794, 861, 928, 995, 1062, 1129, 1196, 1263, 1330, 1397, 1464, 1531, 1598, 1665, 1732, 1799, 1866, 1933, 2000, 2067, 2134, 2201, 2268, 2335, 2402, 2469, 2536, 2603, 2670, 2737, 2804, 2870, 2937, + 3004, 3071, 3138, 3205, 3272, 3339, 3406, 3473, 3540, 3607, 3674, 3741, 3808, 3875, 3942, 4009, 4076, 4143, 4210, 4277, 4344, 4411, 4478, 4545, 4612, 4679, 4746, 4813, 4880, 4947, 5014, 5081, 5148, 5215, 5282]] + data0 = [data1] + 次数 = [4] + + +class 技能2(主动技能): + 名称 = '蛇腹剑舞' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + CD = 6.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(x*1.191) for x in[0, 949, 1046, 1142, 1238, 1335, 1431, 1528, 1624, 1720, 1817, 1913, 2009, 2106, 2202, 2299, 2395, 2491, 2588, 2684, 2780, 2877, 2973, 3069, 3166, 3262, 3359, 3455, 3551, 3648, 3744, 3840, 3937, 4033, 4129, + 4226, 4322, 4419, 4515, 4611, 4708, 4804, 4900, 4997, 5093, 5190, 5286, 5382, 5479, 5575, 5671, 5768, 5864, 5960, 6057, 6153, 6250, 6346, 6442, 6539, 6635, 6731, 6828, 6924, 7020, 7117, 7213, 7310, 7406, 7502, 7599]] + data2 = [int(x*1.191) for x in[0, 900, 991, 1082, 1174, 1265, 1356, 1448, 1539, 1631, 1722, 1813, 1905, 1996, 2087, 2179, 2270, 2361, 2453, 2544, 2635, 2727, 2818, 2909, 3001, 3092, 3183, 3275, 3366, 3457, 3549, 3640, 3731, 3823, 3914, + 4005, 4097, 4188, 4279, 4371, 4462, 4553, 4645, 4736, 4827, 4919, 5010, 5101, 5193, 5284, 5375, 5467, 5558, 5649, 5741, 5832, 5923, 6015, 6106, 6197, 6289, 6380, 6471, 6563, 6654, 6745, 6837, 6928, 7019, 7111, 7202]] + data3 = [int(x*1.191) for x in[0, 1182, 1302, 1422, 1542, 1662, 1782, 1902, 2022, 2142, 2261, 2381, 2501, 2621, 2741, 2861, 2981, 3101, 3221, 3341, 3461, 3581, 3701, 3821, 3941, 4061, 4181, 4301, 4421, 4541, 4661, 4780, 4900, 5020, 5140, + 5260, 5380, 5500, 5620, 5740, 5860, 5980, 6100, 6220, 6340, 6460, 6580, 6700, 6820, 6940, 7060, 7180, 7299, 7419, 7539, 7659, 7779, 7899, 8019, 8139, 8259, 8379, 8499, 8619, 8739, 8859, 8979, 9099, 9219, 9339, 9459]] + data0 = [data1, data2, data3] + 次数 = [1, 1, 1] + + +class 技能3(主动技能): + 名称 = '蛇腹剑刺' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + CD = 8.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(x*1.213) for x in[0, 2103, 2317, 2530, 2744, 2957, 3170, 3384, 3597, 3811, 4024, 4238, 4451, 4664, 4878, 5091, 5305, 5518, 5732, 5945, 6158, 6372, 6585, 6799, 7012, 7226, 7439, 7652, 7866, 8079, 8293, 8506, 8720, 8933, 9146, 9360, 9573, 9787, + 10000, 10214, 10427, 10640, 10854, 11067, 11281, 11494, 11708, 11921, 12134, 12348, 12561, 12775, 12988, 13202, 13415, 13628, 13842, 14055, 14269, 14482, 14696, 14909, 15122, 15336, 15549, 15763, 15976, 16190, 16403, 16616, 16830]] + data2 = [int(x*1.213) for x in[0, 2837, 3125, 3413, 3701, 3989, 4277, 4565, 4852, 5140, 5428, 5716, 6004, 6292, 6580, 6868, 7156, 7443, 7731, 8019, 8307, 8595, 8883, 9171, 9459, 9747, 10034, 10322, 10610, 10898, 11186, 11474, 11762, 12050, 12338, 12625, 12913, + 13201, 13489, 13777, 14065, 14353, 14641, 14929, 15216, 15504, 15792, 16080, 16368, 16656, 16944, 17232, 17520, 17807, 18095, 18383, 18671, 18959, 19247, 19535, 19823, 20111, 20398, 20686, 20974, 21262, 21550, 21838, 22126, 22414, 22702]] + data0 = [data1, data2] + 次数 = [1, 1] + + +class 技能4(主动技能): + 名称 = '蛇腹剑缠' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + CD = 8.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(x*1.237) for x in[0, 2083, 2295, 2506, 2717, 2929, 3140, 3351, 3563, 3774, 3986, 4197, 4408, 4620, 4831, 5042, 5254, 5465, 5677, 5888, 6099, 6311, 6522, 6734, 6945, 7156, 7368, 7579, 7790, 8002, 8213, 8425, 8636, 8847, 9059, 9270, 9482, 9693, + 9904, 10116, 10327, 10538, 10750, 10961, 11173, 11384, 11595, 11807, 12018, 12230, 12441, 12652, 12864, 13075, 13286, 13498, 13709, 13921, 14132, 14343, 14555, 14766, 14978, 15189, 15400, 15612, 15823, 16034, 16246, 16457, 16669]] + data2 = [int(x*1.237) for x in[0, 1023, 1126, 1230, 1334, 1438, 1542, 1645, 1749, 1853, 1957, 2061, 2164, 2268, 2372, 2476, 2580, 2683, 2787, 2891, 2995, 3099, 3202, 3306, 3410, 3514, 3618, 3721, 3825, 3929, 4033, 4137, 4240, 4344, 4448, + 4552, 4656, 4759, 4863, 4967, 5071, 5175, 5278, 5382, 5486, 5590, 5694, 5797, 5901, 6005, 6109, 6213, 6317, 6420, 6524, 6628, 6732, 6836, 6939, 7043, 7147, 7251, 7355, 7458, 7562, 7666, 7770, 7874, 7977, 8081, 8185]] + data0 = [data1, data2] + 次数 = [1, 3] + + +class 技能5(主动技能): + 名称 = '蛇腹剑灭' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + CD = 12.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(x*1.231) for x in[0, 523, 576, 629, 683, 736, 789, 842, 895, 948, 1001, 1055, 1108, 1161, 1214, 1267, 1320, 1373, 1426, 1480, 1533, 1586, 1639, 1692, 1745, 1798, 1852, 1905, 1958, 2011, 2064, 2117, 2170, 2223, 2277, 2330, + 2383, 2436, 2489, 2542, 2595, 2648, 2702, 2755, 2808, 2861, 2914, 2967, 3020, 3074, 3127, 3180, 3233, 3286, 3339, 3392, 3445, 3499, 3552, 3605, 3658, 3711, 3764, 3817, 3870, 3924, 3977, 4030, 4083, 4136, 4189]] + data0 = [data1] + 次数 = [12] + + +class 技能6(被动技能): + 名称 = '魔剑控制' + 所在等级 = 30 + 等级上限 = 30 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + if self.等级 <= 20: + return round(1.000 + 0.015 * self.等级, 5) + else: + return round(1.300 + 0.025 * (self.等级 - 20), 5) + + def 物理攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + def 魔法攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + +class 技能7(主动技能): + 名称 = '血饮狂舞' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(x*1.222) for x in[0, 639, 704, 769, 834, 899, 964, 1029, 1094, 1159, 1224, 1289, 1353, 1418, 1483, 1548, 1613, 1678, 1743, 1808, 1873, 1938, 2003, 2067, 2132, 2197, 2262, 2327, 2392, 2457, 2522, 2587, 2652, 2717, 2782, 2846, + 2911, 2976, 3041, 3106, 3171, 3236, 3301, 3366, 3431, 3496, 3560, 3625, 3690, 3755, 3820, 3885, 3950, 4015, 4080, 4145, 4210, 4275, 4339, 4404, 4469, 4534, 4599, 4664, 4729, 4794, 4859, 4924, 4989, 5054, 5118]] + data2 = [int(x*1.222) for x in[0, 1647, 1814, 1981, 2149, 2316, 2483, 2650, 2817, 2984, 3152, 3319, 3486, 3653, 3820, 3987, 4154, 4322, 4489, 4656, 4823, 4990, 5157, 5325, 5492, 5659, 5826, 5993, 6160, 6327, 6495, 6662, 6829, 6996, 7163, 7330, 7498, + 7665, 7832, 7999, 8166, 8333, 8501, 8668, 8835, 9002, 9169, 9336, 9503, 9671, 9838, 10005, 10172, 10339, 10506, 10674, 10841, 11008, 11175, 11342, 11509, 11676, 11844, 12011, 12178, 12345, 12512, 12679, 12847, 13014, 13181]] + data0 = [data1, data2] + 次数 = [14, 1] + + # 猩红女王 + # 多段攻击次数 +100% + # 多段攻击力 -44% + # 冷却时间 -10% + # 范围 +20% + # 最后一击攻击力 +72% + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.次数 = [14 * 2 * 0.56, 1 + 0.72] + self.CD *= 0.9 + elif x == 1: + self.次数 = [14 * 2 * 0.56, 1 + 1.25] + self.CD *= 0.9 + + def 护石描述(self, x): + if x == 0: + temp = "猩红女王" + temp += "

" + temp += "[血饮狂舞]
" + temp += "多段攻击次数 +100%
" + temp += "多段攻击力 -44%
" + temp += "冷却时间 -10%
" + temp += "
-护石附加效果:
" + temp += "范围 +20%
" + temp += "最后一击攻击力 +72%" + elif x == 1: + temp = "猩红女王" + temp += "

" + temp += "[血饮狂舞]
" + temp += "多段攻击次数 +100%
" + temp += "多段攻击力 -44%
" + temp += "冷却时间 -10%
" + temp += "
-护石附加效果:
" + temp += "范围 +20%
" + temp += "最后一击攻击力 +125%" + return temp + + +class 技能8(主动技能): + 名称 = '碎魔剑' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(x*1.222) for x in[0, 1935, 2131, 2328, 2524, 2720, 2917, 3113, 3309, 3506, 3702, 3898, 4095, 4291, 4488, 4684, 4880, 5077, 5273, 5469, 5666, 5862, 6058, 6255, 6451, 6647, 6844, 7040, 7236, 7433, 7629, 7826, 8022, 8218, 8415, 8611, 8807, + 9004, 9200, 9396, 9593, 9789, 9985, 10182, 10378, 10574, 10771, 10967, 11163, 11360, 11556, 11753, 11949, 12145, 12342, 12538, 12734, 12931, 13127, 13323, 13520, 13716, 13912, 14109, 14305, 14501, 14698, 14894, 15091, 15287, 15483]] + data0 = [data1] + 次数 = [5] + + +class 技能9(主动技能): + 名称 = '群魔乱舞' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 22 + 基础 = 13855 + 成长 = 2595 + CD = 25.0 + TP成长 = 0.10 + TP上限 = 5 + + # [蛇腹剑 : 破] + data1 = [int(x*1.1) for x in[0, 815, 945, 1075, 1205, 1335, 1465, 1595, 1726, 1856, 1986, 2116, 2246, 2376, 2506, 2636, 2766, 2896, 3026, 3156, 3286, 3416, 3546, 3676, 3806, 3936, 4066, 4196, 4326, 4456, + 4586, 4716, 4847, 4977, 5107, 5237, 5367, 5497, 5627, 5757, 5887, 6017, 6147, 6277, 6407, 6537, 6667, 6797, 6927, 7057, 7187, 7317, 7447, 7577, 7707, 7838, 7968, 8098, 8228, 8358, 8488]] + # [蛇腹剑 : 舞] + data2 = [int(x*1.1) for x in[0, 1087, 1261, 1434, 1607, 1781, 1954, 2127, 2301, 2474, 2648, 2821, 2994, 3168, 3341, 3515, 3688, 3861, 4035, 4208, 4382, 4555, 4728, 4902, 5075, 5248, 5422, 5595, 5769, 5942, 6115, + 6289, 6462, 6636, 6809, 6982, 7156, 7329, 7503, 7676, 7849, 8023, 8196, 8370, 8543, 8716, 8890, 9063, 9236, 9410, 9583, 9757, 9930, 10103, 10277, 10450, 10624, 10797, 10970, 11144, 11317]] + # [蛇腹剑 : 刺] + data3 = [int(x*1.1) for x in[0, 1631, 1891, 2151, 2411, 2671, 2931, 3191, 3452, 3712, 3972, 4232, 4492, 4752, 5012, 5272, 5532, 5792, 6052, 6312, 6573, 6833, 7093, 7353, 7613, 7873, 8133, 8393, 8653, 8913, 9173, 9433, + 9694, 9954, 10214, 10474, 10734, 10994, 11254, 11514, 11774, 12034, 12294, 12555, 12815, 13075, 13335, 13595, 13855, 14115, 14375, 14635, 14895, 15155, 15415, 15676, 15936, 16196, 16456, 16716, 16976]] + # [蛇腹剑 : 灭] + data4 = [int(x*1.1) for x in[0, 271, 315, 358, 401, 445, 488, 531, 575, 618, 662, 705, 748, 792, 835, 878, 922, 965, 1008, 1052, 1095, 1138, 1182, 1225, 1268, 1312, 1355, 1398, 1442, 1485, 1528, 1572, + 1615, 1659, 1702, 1745, 1789, 1832, 1875, 1919, 1962, 2005, 2049, 2092, 2135, 2179, 2222, 2265, 2309, 2352, 2395, 2439, 2482, 2525, 2569, 2612, 2656, 2699, 2742, 2786, 2829]] + # [血饮狂舞] + data5 = [int(x*1.1) for x in[0, 296, 343, 391, 438, 485, 533, 580, 627, 674, 722, 769, 816, 864, 911, 958, 1005, 1053, 1100, 1147, 1195, 1242, 1289, 1336, 1384, 1431, 1478, 1526, 1573, 1620, 1667, + 1715, 1762, 1809, 1857, 1904, 1951, 1998, 2046, 2093, 2140, 2188, 2235, 2282, 2330, 2377, 2424, 2471, 2519, 2566, 2613, 2661, 2708, 2755, 2802, 2850, 2897, 2944, 2992, 3039, 3086]] + data0 = [data1, data2, data3, data4, data5] + 次数 = [4, 3, 2, 12, 11] + + # 魔人大军 + # 幻影可使用技能增加[蛇腹剑 : 破]、 [蛇腹剑 : 舞]、 [蛇腹剑 : 刺] + # 敌人可承受攻击的幻影数量上限增加至8个 + # 寻敌范围 +10% + # 幻影攻击力 -28% + # 幻影可使用技能增加[蛇腹剑 : 灭]、 [血饮狂舞] + # 敌人可承受攻击的幻影数量上限增加至10个 + # 寻敌范围 +10% + # 幻影攻击力 -10% + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 = 1.24 + elif x == 1: + self.倍率 = 1.34 + + def 护石描述(self, x): + if x == 0: + temp = "魔人大军" + temp += "

" + temp += "[群魔乱舞]
" + temp += "幻影可使用技能增加[蛇腹剑 : 破]、 [蛇腹剑 : 舞]、 [蛇腹剑 : 刺]
" + temp += "敌人可承受攻击的幻影数量增加至8个
" + temp += "寻敌范围 +10%
" + temp += "幻影攻击力 -28%
" + temp += "
-护石附加效果:
" + temp += "幻影可使用技能增加[蛇腹剑 : 灭]、 [血饮狂舞]
" + temp += "敌人可承受攻击的幻影数量上限增加至10个
" + temp += "寻敌范围 +10%
" + temp += "幻影攻击力 -10%" + elif x == 1: + temp = "魔人大军" + temp += "

" + temp += "[群魔乱舞]
" + temp += "幻影可使用技能增加[蛇腹剑 : 破]、 [蛇腹剑 : 舞]、 [蛇腹剑 : 刺]
" + temp += "敌人可承受攻击的幻影数量增加至8个
" + temp += "寻敌范围 +10%
" + temp += "幻影攻击力 -28%
" + temp += "
-护石附加效果:
" + temp += "幻影可使用技能增加[蛇腹剑 : 灭]、 [血饮狂舞]
" + temp += "敌人可承受攻击的幻影数量上限增加至10个
" + temp += "寻敌范围 +10%
" + temp += "幻影攻击力 -5%" + return temp + + +class 技能10(主动技能): + 名称 = '唤魔塔莫斯之袭' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + CD = 40.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(x*1.213) for x in[0, 983, 1083, 1183, 1283, 1382, 1482, 1582, 1682, 1782, 1881, 1981, 2081, 2181, 2281, 2380, 2480, 2580, 2680, 2780, 2879, 2979, 3079, 3179, 3278, 3378, 3478, 3578, 3678, 3777, 3877, 3977, 4077, 4177, 4276, + 4376, 4476, 4576, 4676, 4775, 4875, 4975, 5075, 5175, 5274, 5374, 5474, 5574, 5674, 5773, 5873, 5973, 6073, 6173, 6272, 6372, 6472, 6572, 6672, 6771, 6871, 6971, 7071, 7171, 7270, 7370, 7470, 7570, 7669, 7769, 7869]] + data2 = [int(x*1.213) for x in[0, 7730, 8515, 9299, 10083, 10868, 11652, 12436, 13221, 14005, 14789, 15573, 16358, 17142, 17926, 18711, 19495, 20279, 21064, 21848, 22632, 23416, 24201, 24985, 25769, 26554, 27338, 28122, 28907, 29691, 30475, 31259, 32044, 32828, 33612, + 34397, 35181, 35965, 36750, 37534, 38318, 39102, 39887, 40671, 41455, 42240, 43024, 43808, 44593, 45377, 46161, 46946, 47730, 48514, 49298, 50083, 50867, 51651, 52436, 53220, 54004, 54789, 55573, 56357, 57141, 57926, 58710, 59494, 60279, 61063, 61847]] + data3 = [int(x*1.213) for x in[0, 2967, 3268, 3569, 3870, 4171, 4472, 4773, 5074, 5376, 5677, 5978, 6279, 6580, 6881, 7182, 7483, 7784, 8085, 8386, 8687, 8988, 9289, 9590, 9891, 10192, 10494, 10795, 11096, 11397, 11698, 11999, 12300, 12601, 12902, 13203, 13504, + 13805, 14106, 14407, 14708, 15009, 15310, 15612, 15913, 16214, 16515, 16816, 17117, 17418, 17719, 18020, 18321, 18622, 18923, 19224, 19525, 19826, 20127, 20428, 20730, 21031, 21332, 21633, 21934, 22235, 22536, 22837, 23138, 23439, 23740]] + data0 = [data1, data2, data3] + 次数 = [8, 1, 1] + + # 塔莫斯的觉醒 + # 用除觉醒技之外的技能攻击时, 立即发动[唤魔 : 塔莫斯之袭] + #- 删除斩击攻击 + #- 塔莫斯出现在技能命中的敌人身边发动攻击 + #- 未命中的状态下无法使用该技能 + # - 攻击力 +29% + # 塔莫斯大小 +20% + # 攻击力 +10% + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.39 + self.次数 = [8, 1, 0] + elif x == 1: + self.倍率 *= 1.48 + self.次数 = [8, 1, 0] + + def 护石描述(self, x): + if x == 0: + temp = "塔莫斯的觉醒" + temp += "

" + temp += "[唤魔 : 塔莫斯之袭]
" + temp += "用除觉醒技之外的技能攻击时, 立即发动[唤魔 : 塔莫斯之袭]
" + temp += "- 删除斩击攻击
" + temp += "- 塔莫斯出现在技能命中的敌人身边发动攻击
" + temp += "- 未命中的状态下无法使用该技能
" + temp += "- 攻击力 +29%
" + temp += "
-护石附加效果:
" + temp += "塔莫斯大小 +20%
" + temp += "攻击力 +10%" + elif x == 1: + temp = "塔莫斯的觉醒" + temp += "

" + temp += "[唤魔 : 塔莫斯之袭]
" + temp += "用除觉醒技之外的技能攻击时, 立即发动[唤魔 : 塔莫斯之袭]
" + temp += "- 删除斩击攻击
" + temp += "- 塔莫斯出现在技能命中的敌人身边发动攻击
" + temp += "- 未命中的状态下无法使用该技能
" + temp += "- 攻击力 +29%
" + temp += "
-护石附加效果:
" + temp += "塔莫斯大小 +20%
" + temp += "攻击力 +19%" + return temp + + +class 技能11(被动技能): + 名称 = '贪欲之燔祭' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.025 + 0.02 * self.等级, 5) + + +class 技能12(主动技能): + 名称 = '空绝斩千刃' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + 倍率 = 1.1 # 三级效果 + CD = 145.0 + data1 = [int(x*1.191) for x in[0, 6948, 8559, 10171, 11782, 13393, 15005, 16616, 18227, 19838, 21450, 23061, 24672, 26283, 27895, 29506, 31117, 32729, 34340, 35951, 37562, 39174, 40785, 42396, 44007, 45619, 47230, 48841, 50453, 52064, 53675, 55286, 56898, 58509, 60120, 61732, + 63343, 64954, 66565, 68177, 69788, 71399, 73010, 74622, 76233, 77844, 79456, 81067, 82678, 84289, 85901, 87512, 89123, 90735, 92346, 93957, 95568, 97180, 98791, 100402, 102013, 103625, 105236, 106847, 108459, 110070, 111681, 113292, 114904, 116515, 118126]] + data2 = [int(x*1.191) for x in[0, 10690, 13169, 15647, 18126, 20605, 23084, 25563, 28042, 30521, 33000, 35479, 37957, 40436, 42915, 45394, 47873, 50352, 52831, 55310, 57789, 60267, 62746, 65225, 67704, 70183, 72662, 75141, 77620, 80099, 82577, 85056, 87535, 90014, 92493, 94972, 97451, 99930, + 102409, 104887, 107366, 109845, 112324, 114803, 117282, 119761, 122240, 124718, 127197, 129676, 132155, 134634, 137113, 139592, 142071, 144550, 147028, 149507, 151986, 154465, 156944, 159423, 161902, 164381, 166860, 169338, 171817, 174296, 176775, 179254, 181733]] + data3 = [int(x*1.191) for x in[0, 14966, 18436, 21907, 25377, 28848, 32318, 35788, 39259, 42729, 46200, 49670, 53141, 56611, 60082, 63552, 67022, 70493, 73963, 77434, 80904, 84375, 87845, 91315, 94786, 98256, 101727, 105197, 108668, 112138, 115609, 119079, 122549, 126020, 129490, 132961, 136431, + 139902, 143372, 146843, 150313, 153783, 157254, 160724, 164195, 167665, 171136, 174606, 178077, 181547, 185017, 188488, 191958, 195429, 198899, 202370, 205840, 209311, 212781, 216251, 219722, 223192, 226663, 230133, 233604, 237074, 240544, 244015, 247485, 250956, 254426]] + data4 = [int(x*1.191) for x in[0, 1679, 2069, 2458, 2848, 3238, 3627, 4017, 4406, 4796, 5185, 5575, 5964, 6354, 6743, 7133, 7522, 7912, 8302, 8691, 9081, 9470, 9860, 10249, 10639, 11028, 11418, 11807, 12197, 12586, 12976, 13366, 13755, 14145, 14534, 14924, 15313, + 15703, 16092, 16482, 16871, 17261, 17651, 18040, 18430, 18819, 19209, 19598, 19988, 20377, 20767, 21156, 21546, 21935, 22325, 22715, 23104, 23494, 23883, 24273, 24662, 25052, 25441, 25831, 26220, 26610, 26999, 27389, 27779, 28168, 28558]] + data5 = [int(x*1.191) for x in[0, 0, 0, 0, 0, 0, 2803, 3104, 3405, 3706, 4007, 4308, 4609, 4910, 5211, 5512, 5813, 6114, 6415, 6716, 7017, 7318, 7619, 7920, 8221, 8522, 8823, 9124, 9425, 9726, 10027, 10328, 10629, 10930, 11231, 11532, 11833, 12134, + 12435, 12736, 13037, 13338, 13639, 13940, 14241, 14542, 14843, 15144, 15445, 15746, 16047, 16348, 16649, 16950, 17251, 17552, 17853, 18154, 18455, 18756, 19057, 19358, 19659, 19960, 20261, 20562, 20863, 21164, 21465, 21766, 22067]] + data0 = [data1, data2, data3, data4, data5] + 次数 = [1, 1, 1, 7, 7] + + +class 技能13(主动技能): + 名称 = '唤魔逆天之普诺' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + CD = 30.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(x*1.191) for x in[0, 1302, 1435, 1567, 1699, 1831, 1963, 2095, 2228, 2360, 2492, 2624, 2756, 2888, 3021, 3153, 3285, 3417, 3549, 3681, 3814, 3946, 4078, 4210, 4342, 4474, 4607, 4739, 4871, 5003, 5135, 5267, 5400, 5532, 5664, + 5796, 5928, 6061, 6193, 6325, 6457, 6589, 6721, 6854, 6986, 7118, 7250, 7382, 7514, 7647, 7779, 7911, 8043, 8175, 8307, 8440, 8572, 8704, 8836, 8968, 9100, 9233, 9365, 9497, 9629, 9761, 9893, 10026, 10158, 10290, 10422]] + data2 = [int(x*1.191) for x in[0, 1085, 1195, 1305, 1416, 1526, 1636, 1746, 1856, 1966, 2076, 2187, 2297, 2407, 2517, 2627, 2737, 2847, 2958, 3068, 3178, 3288, 3398, 3508, 3618, 3729, 3839, 3949, 4059, 4169, 4279, 4389, 4500, 4610, 4720, + 4830, 4940, 5050, 5160, 5271, 5381, 5491, 5601, 5711, 5821, 5931, 6042, 6152, 6262, 6372, 6482, 6592, 6702, 6813, 6923, 7033, 7143, 7253, 7363, 7473, 7584, 7694, 7804, 7914, 8024, 8134, 8244, 8355, 8465, 8575, 8685]] + data3 = [int(x*1.191) for x in[0, 6427, 7079, 7731, 8383, 9035, 9687, 10339, 10991, 11643, 12296, 12948, 13600, 14252, 14904, 15556, 16208, 16860, 17512, 18164, 18816, 19468, 20120, 20772, 21424, 22076, 22729, 23381, 24033, 24685, 25337, 25989, 26641, 27293, 27945, 28597, + 29249, 29901, 30553, 31205, 31857, 32509, 33161, 33814, 34466, 35118, 35770, 36422, 37074, 37726, 38378, 39030, 39682, 40334, 40986, 41638, 42290, 42942, 43594, 44247, 44899, 45551, 46203, 46855, 47507, 48159, 48811, 49463, 50115, 50767, 51419]] + data0 = [data1, data2, data3] + 次数 = [5, 8, 1] + + # 魔人监狱 + # 克库斯和塔莫斯在角色前方出现并发动攻击 + #- 克库斯的攻击可以吸附敌人 + # - 塔莫斯终结爆炸攻击力 +8% + # 敌人被克库斯和塔莫斯击中时无法行动 + # 塔莫斯终结爆炸范围 +20% + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.次数 = [5, 8, 1 + 0.08] + + elif x == 1: + self.次数 = [5, 8, 1 + 0.08 + 0.31] + + def 护石描述(self, x): + if x == 0: + temp = "魔人监狱" + temp += "

" + temp += "[唤魔 : 逆天之普诺]
" + temp += "克库斯和塔莫斯在角色前方出现并发动攻击
" + temp += "- 克库斯的攻击可以吸附敌人
" + temp += "- 塔莫斯终结爆炸攻击力 +8%
" + temp += "
-护石附加效果:
" + temp += "敌人被克库斯和塔莫斯击中时无法行动
" + temp += "塔莫斯终结爆炸范围 +20%" + elif x == 1: + temp = "魔人监狱" + temp += "

" + temp += "[唤魔 : 逆天之普诺]
" + temp += "克库斯和塔莫斯在角色前方出现并发动攻击
" + temp += "- 克库斯的攻击可以吸附敌人
" + temp += "- 塔莫斯终结爆炸攻击力 +8%
" + temp += "
-护石附加效果:
" + temp += "敌人被克库斯和塔莫斯击中时无法行动
" + temp += "塔莫斯终结爆炸范围 +20%
" + temp += "塔莫斯终结爆炸攻击力 +31%
" + return temp + + +class 技能14(主动技能): + 名称 = '汲血魔剑' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + CD = 50.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(x*1.191) for x in[0, 32119, 35377, 38636, 41894, 45153, 48411, 51670, 54928, 58187, 61445, 64704, 67962, 71221, 74479, 77738, 80996, 84255, 87513, 90772, 94030, 97289, + 100547, 103806, 107064, 110322, 113581, 116839, 120098, 123356, 126615, 129873, 133132, 136390, 139649, 142907, 146166, 149424, 152683, 155941, 159200]] + data0 = [data1] + 次数 = [1] + + # 魔血峥嵘 + # 施放蛇腹剑技能过程中, 可以强制中断并立即施放[汲血魔剑] + # - 施放[汲血魔剑]过程中, 可以强制中断并施放其他蛇腹剑技能 + # - 中断蛇腹剑技能施放[汲血魔剑]时删除施放动作 + # - 施放[蛇腹剑 : 缠]、 [弑神剑 : 极]、 [空绝斩 : 地裂]时无法强制中断 + # - 攻击力 +7% + # 范围 +20% + # 攻击力 +7% + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.次数 = [1 + 0.07 + 0.07] + elif x == 1: + self.次数 = [1 + 0.07 + 0.15] + + def 护石描述(self, x): + if x == 0: + temp = "魔血峥嵘" + temp += "

" + temp += "[汲血魔剑]
" + temp += "施放蛇腹剑技能过程中, 可以强制中断并立即施放[汲血魔剑]
" + temp += "- 施放[汲血魔剑]过程中, 可以强制中断并施放其他蛇腹剑技能
" + temp += "- 中断蛇腹剑技能施放[汲血魔剑]时删除施放动作
" + temp += "- 施放[蛇腹剑 : 缠]、 [弑神剑 : 极]、 [空绝斩 : 地裂]时无法强制中断
" + temp += "- 攻击力 +7%
" + temp += "
-护石附加效果:
" + temp += "范围 +20%
" + temp += "攻击力 +7%" + elif x == 1: + temp = "魔血峥嵘" + temp += "

" + temp += "[汲血魔剑]
" + temp += "施放蛇腹剑技能过程中, 可以强制中断并立即施放[汲血魔剑]
" + temp += "- 施放[汲血魔剑]过程中, 可以强制中断并施放其他蛇腹剑技能
" + temp += "- 中断蛇腹剑技能施放[汲血魔剑]时删除施放动作
" + temp += "- 施放[蛇腹剑 : 缠]、 [弑神剑 : 极]、 [空绝斩 : 地裂]时无法强制中断
" + temp += "- 攻击力 +7%
" + temp += "
-护石附加效果:
" + temp += "范围 +20%
" + temp += "攻击力 +15%" + return temp + + +class 技能15(被动技能): + 名称 = '唤魔弑神剑' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22 + 0.02 * self.等级, 5) + + def 特殊倍率(self): + return round(1.38 + 0.02 * self.等级, 5) + + data = [0, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10, 11, 11, 11, + 12, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19] + + def 次数加成(self): + return self.data[self.等级] + + +class 技能16(主动技能): + 名称 = '空绝斩地裂' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + CD = 40.0 + data1 = [int(x*1.191) for x in[0, 51106, 56291, 61476, 66661, 71845, 77030, 82215, 87400, 92584, 97769, 102954, 108139, 113324, 118508, 123693, 128878, 134063, 139247, 144432, 149617, 154802, 159986, 165171, 170356, 175541, 180725, 185910, 191095, 196280, 201464, 206649, 211834, 217019, 222203, 227388, + 232573, 237758, 242943, 248127, 253312, 258497, 263682, 268866, 274051, 279236, 284421, 289605, 294790, 299975, 305160, 310344, 315529, 320714, 325899, 331083, 336268, 341453, 346638, 351822, 357007, 362192, 367377, 372561, 377746, 382931, 388116, 393301, 398485, 403670, 408855]] + data0 = [data1] + 次数 = [1] + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.34 + + +class 技能17(主动技能): + 名称 = '弑神剑极' + 备注 = '(无法抓取)' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + CD = 45.0 + data1 = [int(x*1.191) for x in[0, 56553, 62292, 68031, 73765, 79503, 85242, 90981, 96716, 102454, 108192, 113931, 119670, 125405, 131143, 136882, 142620, 148355, 154093, 159832, 165571, 171306, 177043, 182782, 188521, 194256, 199995, 205733, 211471, 217210, 222945, 228683, 234422, 240161, 245895, 251634, + 257372, 263111, 268846, 274585, 280322, 286061, 291796, 297535, 303273, 309012, 314746, 320485, 326224, 331962, 337701, 343436, 349174, 354912, 360651, 366386, 372125, 377864, 383601, 389336, 395075, 400814, 406552, 412287, 418025, 423764, 429502, 435237, 440976, 446714, 452453]] + data0 = [data1] + 次数 = [1] + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.34 + self.CD *= 0.9 + + +class 技能18(主动技能): + 名称 = '弑神剑诸神献祭' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + CD = 180.0 + data1 = [int(x*1.227) for x in[0, 4288, 5282, 6276, 7271, 8265, 9259, 10254, 11248, 12242, 13237, 14231, 15225, 16220, 17214, 18208, 19203, 20197, 21191, 22186, 23180, 24174, 25169, 26163, 27157, 28151, 29146, 30140, 31134, 32129, 33123, 34117, 35112, 36106, 37100, 38095, + 39089, 40083, 41078, 42072, 43066, 44061, 45055, 46049, 47044, 48038, 49032, 50027, 51021, 52015, 53010, 54004, 54998, 55993, 56987, 57981, 58976, 59970, 60964, 61959, 62953, 63947, 64942, 65936, 66930, 67925, 68919, 69913, 70908, 71902, 72896]] + data2 = [int(x*1.227) for x in[0, 15892, 19578, 23263, 26948, 30633, 34319, 38004, 41689, 45375, 49060, 52745, 56430, 60116, 63801, 67486, 71172, 74857, 78542, 82227, 85913, 89598, 93283, 96968, 100654, 104339, 108024, 111710, 115395, 119080, 122765, 126451, 130136, 133821, 137507, 141192, 144877, + 148562, 152248, 155933, 159618, 163304, 166989, 170674, 174359, 178045, 181730, 185415, 189101, 192786, 196471, 200156, 203842, 207527, 211212, 214898, 218583, 222268, 225953, 229639, 233324, 237009, 240695, 244380, 248065, 251750, 255436, 259121, 262806, 266491, 270177]] + data3 = [int(x*1.227) for x in[0, 59373, 73140, 86908, 100676, 114443, 128211, 141978, 155746, 169514, 183281, 197049, 210817, 224584, 238352, 252120, 265887, 279655, 293423, 307190, 320958, 334726, 348493, 362261, 376029, 389796, 403564, 417332, 431099, 444867, 458635, 472402, 486170, 499938, 513705, 527473, + 541241, 555008, 568776, 582544, 596311, 610079, 623847, 637614, 651382, 665150, 678917, 692685, 706453, 720220, 733988, 747755, 761523, 775291, 789058, 802826, 816594, 830361, 844129, 857897, 871664, 885432, 899200, 912967, 926735, 940503, 954270, 968038, 981806, 995573, 1009341]] + data0 = [data1, data2, data3] + 次数 = [10, 3, 1] + + +class 技能19(被动技能): + 名称 = '魔源觉醒' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能20(主动技能): + 名称 = '蛇舞血轮剑' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + 基础 = 105546.60 + 成长 = 11917.40 + CD = 60.0 + data1 = [int(x*1.189) for x in[0, 11746, 12938, 14130, 15321, 16513, 17705, 18896, 20088, 21280, 22472, 23663, 24855, 26047, 27238, 28430, 29622, 30813, 32005, 33197, 34388, 35580, 36772, 37964, 39155, 40347, 41539, 42730, 43922, 45114, 46305, 47497, 48689, 49881, 51072, + 52264, 53456, 54647, 55839, 57031, 58222, 59414, 60606, 61798, 62989, 64181, 65373, 66564, 67756, 68948, 70139, 71331, 72523, 73715, 74906, 76098, 77290, 78481, 79673, 80865, 82056, 83248, 84440, 85631, 86823, 88015, 89207, 90398, 91590, 92782, 93973]] + data2 = [int(x*1.189) for x in[0, 70480, 77630, 84780, 91930, 99081, 106231, 113381, 120531, 127681, 134832, 141982, 149132, 156282, 163432, 170583, 177733, 184883, 192033, 199183, 206333, 213484, 220634, 227784, 234934, 242084, 249235, 256385, 263535, 270685, 277835, 284985, 292136, 299286, 306436, 313586, + 320736, 327887, 335037, 342187, 349337, 356487, 363638, 370788, 377938, 385088, 392238, 399388, 406539, 413689, 420839, 427989, 435139, 442290, 449440, 456590, 463740, 470890, 478040, 485191, 492341, 499491, 506641, 513791, 520942, 528092, 535242, 542392, 549542, 556693, 563843]] + data0 = [data1, data2] + 次数 = [4, 1] + + +class 技能21(主动技能): + 名称 = '弑神剑恶魔孤岛' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + 基础 = 296448.00 + 成长 = 89516.00 + CD = 290.0 + data1 = [int(x*1.149) for x in[0, 10293, 12679, 15066, 17453, 19840, 22227, 24613, 27000, 29387, 31774, 34161, 36547, 38934, 41321, 43708, 46095, 48481, 50868, 53255, + 55642, 58029, 60415, 62802, 65189, 67576, 69963, 72349, 74736, 77123, 79510, 81897, 84283, 86670, 89057, 91444, 93831, 96217, 98604, 100991, 103378]] + data2 = [int(x*1.149) for x in[0, 231594, 285297, 339000, 392703, 446406, 500109, 553812, 607515, 661218, 714921, 768624, 822327, 876030, 929733, 983436, 1037139, 1090842, 1144545, 1198248, 1251952, + 1305655, 1359358, 1413061, 1466764, 1520467, 1574170, 1627873, 1681576, 1735279, 1788982, 1842685, 1896388, 1950091, 2003794, 2057497, 2111200, 2164903, 2218606, 2272309, 2326012]] + data0 = [data1, data2] + 次数 = [15, 1] + + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +极诣·契魔者一觉序号 = 0 +极诣·契魔者二觉序号 = 0 +极诣·契魔者三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 极诣·契魔者一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 极诣·契魔者二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 极诣·契魔者三觉序号 = 技能序号[i.名称] + +极诣·契魔者护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 极诣·契魔者护石选项.append(i.名称) + +极诣·契魔者符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 极诣·契魔者符文选项.append(i.名称) + + +class 极诣·契魔者角色属性(角色属性): + + 实际名称 = '极诣·契魔者' + 角色 = '鬼剑士(女)' + 职业 = '契魔者' + + 武器选项 = ['巨剑', '钝器', '太刀', '短剑'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '重甲' + 防具精通属性 = ['力量'] + + 主BUFF = 2.00 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + super().被动倍率计算() + + x = self.技能栏[self.技能序号['唤魔弑神剑']].加成倍率(self.武器类型) + self.技能栏[self.技能序号['血饮狂舞']].被动倍率 /= x + self.技能栏[self.技能序号['唤魔塔莫斯之袭']].被动倍率 /= x + + y = self.技能栏[self.技能序号['魔源觉醒']].加成倍率(self.武器类型) + self.技能栏[self.技能序号['蛇腹剑缠']].被动倍率 *= (x + y - 1) / (x * y) + + 唤魔弑神剑 = self.技能栏[self.技能序号['唤魔弑神剑']] + self.技能栏[self.技能序号['血饮狂舞']].被动倍率 *= 唤魔弑神剑.特殊倍率() + self.技能栏[self.技能序号['唤魔塔莫斯之袭']].次数[1] = 唤魔弑神剑.特殊倍率() + self.技能栏[self.技能序号['唤魔塔莫斯之袭']].次数[0] = 8 + 唤魔弑神剑.次数加成() + + +class 极诣·契魔者(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 极诣·契魔者角色属性() + self.角色属性A = 极诣·契魔者角色属性() + self.角色属性B = 极诣·契魔者角色属性() + self.一觉序号 = 极诣·契魔者一觉序号 + self.二觉序号 = 极诣·契魔者二觉序号 + self.三觉序号 = 极诣·契魔者三觉序号 + self.护石选项 = deepcopy(极诣·契魔者护石选项) + self.符文选项 = deepcopy(极诣·契魔者符文选项) diff --git a/Characters/极诣·暗殿骑士.py b/Characters/极诣·暗殿骑士.py new file mode 100644 index 00000000..9095199e --- /dev/null +++ b/Characters/极诣·暗殿骑士.py @@ -0,0 +1,693 @@ +from PublicReference.carry.base import * + +# class 主动技能(主动技能): +# def 等效CD(self, 武器类型): +# if 武器类型 == '太刀': +# return round(self.CD / self.恢复 * 1, 1) +# if 武器类型 == '短剑': +# return round(self.CD / self.恢复 * 1.05, 1) +# if 武器类型 == '钝器': +# return round(self.CD / self.恢复 * 1, 1) +# if 武器类型 == '巨剑': +# return round(self.CD / self.恢复 * 1, 1) + + +class 技能0(主动技能): + 名称 = '暗影之矛' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + data0 = [int(i*1.085*1.20) for i in [0, 300, 331, 361, 391, 422, 453, 483, 514, 545, 574, 605, 636, 666, 697, 727, 758, 788, 819, 850, 879, 910, 941, 971, 1002, 1033, 1062, 1093, 1124, 1155, 1185, 1215, 1246, 1276, 1307, 1338, 1367, + 1398, 1429, 1460, 1490, 1521, 1551, 1581, 1612, 1643, 1672, 1703, 1734, 1765, 1795, 1826, 1857, 1886, 1917, 1948, 1978, 2009, 2039, 2069, 2100, 2131, 2162, 2191, 2222, 2253, 2283, 2314, 2345, 2374, 2405]] + 攻击次数 = 8 + CD = 5.0 + TP成长 = 0.1 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能1(被动技能): + 名称 = '乌希尔的诅咒' + 所在等级 = 15 + 等级上限 = 11 + 基础等级 = 1 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + return round(1.10 + 0.02 * self.等级, 5) + + +class 技能2(主动技能): + 名称 = '暗影缠袭' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data0 = [int(i*1.085*1.20) for i in [0, 85, 94, 103, 111, 120, 129, 138, 145, 155, 164, 173, 180, 189, 198, 206, 215, 224, 233, 241, 250, 259, 268, 276, 285, 294, 303, 310, 319, 328, 337, 345, 354, 363, 372, + 380, 389, 398, 407, 415, 424, 433, 442, 449, 458, 467, 476, 484, 493, 502, 511, 519, 528, 537, 546, 554, 563, 572, 581, 588, 597, 606, 615, 623, 632, 641, 650, 658, 667, 676, 685]] + 攻击次数 = 0 # 抓取不了建筑 + data1 = [int(i*1.085*1.20) for i in [0, 828, 912, 995, 1079, 1163, 1248, 1331, 1415, 1499, 1584, 1667, 1751, 1835, 1920, 2003, 2087, 2171, 2256, 2339, 2423, 2507, 2592, 2675, 2759, 2843, 2926, 3011, 3095, 3179, 3263, 3348, 3431, 3515, 3599, 3684, + 3767, 3851, 3935, 4020, 4103, 4187, 4271, 4354, 4439, 4523, 4607, 4690, 4775, 4859, 4943, 5026, 5111, 5195, 5279, 5362, 5447, 5531, 5615, 5698, 5782, 5867, 5951, 6035, 6118, 6203, 6287, 6371, 6454, 6539, 6623]] + 攻击次数2 = 4 # 受站位影响 + CD = 7.0 + TP成长 = 0.08 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能3(主动技能): + 名称 = '暗影漩涡' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data0 = [int(i*1.085*1.20) for i in [0, 1365, 1504, 1642, 1781, 1918, 2057, 2195, 2334, 2473, 2611, 2750, 2888, 3027, 3166, 3304, 3443, 3581, 3720, 3857, 3996, 4135, 4273, 4412, 4550, 4689, 4828, 4966, 5105, 5243, 5382, 5520, 5659, 5798, 5935, 6074, + 6212, 6351, 6490, 6628, 6767, 6905, 7044, 7182, 7321, 7460, 7598, 7737, 7874, 8013, 8152, 8290, 8429, 8567, 8706, 8844, 8983, 9122, 9260, 9399, 9537, 9676, 9815, 9952, 10091, 10229, 10368, 10506, 10645, 10784, 10922]] + data1 = [int(i*1.085*1.20) for i in [0, 273, 300, 328, 355, 384, 411, 439, 466, 494, 521, 550, 577, 605, 632, 660, 688, 716, 743, 771, 798, 827, 854, 882, 909, 937, 964, 993, 1020, 1048, 1075, 1103, 1130, 1159, 1186, 1214, 1241, 1269, + 1297, 1325, 1353, 1380, 1409, 1436, 1464, 1491, 1519, 1546, 1575, 1602, 1630, 1657, 1685, 1712, 1741, 1768, 1796, 1823, 1851, 1878, 1907, 1934, 1962, 1989, 2018, 2045, 2073, 2100, 2128, 2155, 2184]] + 攻击次数2 = 6 + CD = 6.0 + TP成长 = 0.1 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能4(被动技能): + 名称 = '汲魂之力' + 所在等级 = 25 + 等级上限 = 30 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + return round(1.10 + 0.02 * self.等级, 5) + + +class 技能5(主动技能): + 名称 = '暗影禁锢' + 所在等级 = 25 + 等级上限 = 70 + 基础等级 = 41 + data0 = [int(i*1.085*1.20) for i in [0, 3879, 4272, 4666, 5060, 5453, 5847, 6241, 6633, 7027, 7421, 7814, 8208, 8602, 8994, 9388, 9782, 10175, 10569, 10963, 11356, 11750, 12144, 12536, 12930, 13324, 13717, 14111, 14505, 14898, 15292, 15686, 16080, 16472, 16866, 17260, 17653, + 18047, 18441, 18834, 19228, 19622, 20014, 20408, 20802, 21195, 21589, 21983, 22375, 22769, 23163, 23556, 23950, 24344, 24737, 25131, 25525, 25917, 26311, 26705, 27098, 27492, 27886, 28279, 28673, 29067, 29459, 29853, 30247, 30640, 31034]] + data1 = [int(i*1.085*1.20) for i in [0, 2585, 2848, 3111, 3373, 3635, 3897, 4160, 4423, 4684, 4947, 5209, 5472, 5735, 5996, 6259, 6521, 6784, 7046, 7308, 7571, 7833, 8096, 8357, 8620, 8882, 9145, 9408, 9669, 9932, 10194, 10457, 10720, 10981, 11244, 11506, 11769, + 12030, 12293, 12556, 12818, 13081, 13342, 13605, 13868, 14130, 14392, 14654, 14917, 15180, 15442, 15704, 15966, 16229, 16492, 16754, 17016, 17278, 17541, 17804, 18065, 18328, 18590, 18853, 19116, 19377, 19640, 19902, 20165, 20426, 20689]] + CD = 12 + TP成长 = 0.1 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] + self.data1[self.等级]) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能6(主动技能): + 名称 = '灵魂摄取' + 所在等级 = 30 + 等级上限 = 70 + 基础等级 = 41 + data0 = [int(i*1.085*1.20) for i in [0, 501, 551, 603, 653, 704, 754, 806, 856, 908, 958, 1009, 1060, 1111, 1161, 1213, 1263, 1315, 1365, 1416, 1466, 1518, 1568, 1620, 1670, 1721, 1772, 1823, 1873, 1925, 1975, 2027, 2077, 2128, 2178, 2230, + 2280, 2332, 2382, 2433, 2484, 2535, 2585, 2637, 2687, 2739, 2789, 2840, 2890, 2942, 2992, 3044, 3094, 3145, 3196, 3247, 3297, 3349, 3399, 3451, 3501, 3552, 3602, 3654, 3704, 3756, 3806, 3857, 3908, 3958, 4009]] + 攻击次数 = 10 + CD = 8 + TP成长 = 0.1 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能7(主动技能): + 名称 = '释魂飞弹' + 所在等级 = 30 + 等级上限 = 70 + 基础等级 = 26 + data0 = [int(i*1.085*1.24) for i in [0, 599, 694, 791, 886, 981, 1076, 1172, 1268, 1363, 1459, 1554, 1651, 1746, 1841, 1936, 2032, 2128, 2224, 2319, 2414, 2511, 2606, 2701, 2796, 2892, 2988, 3084, 3179, 3274, 3371, 3466, 3561, 3657, 3753, 3848, + 3944, 4039, 4134, 4231, 4326, 4421, 4517, 4613, 4708, 4804, 4899, 4994, 5091, 5186, 5281, 5377, 5473, 5568, 5664, 5759, 5854, 5951, 6046, 6141, 6237, 6333, 6428, 6524, 6619, 6714, 6811, 6906, 7001, 7097, 7193]] + 攻击次数 = 4 + CD = 5 + TP成长 = 0.14 + TP上限 = 3 + + def 等效百分比(self, 武器类型): + if self.等级 == 0: + return 0 + else: + if self.TP等级 >= 1: + return (self.data0[self.等级] * self.攻击次数 * 2) * (0.72 + self.TP成长 * self.TP等级) * self.倍率 + else: + return (self.data0[self.等级] * self.攻击次数 * 2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能8(主动技能): + 名称 = '魅影暗魂斩' + 所在等级 = 30 + 等级上限 = 70 + 基础等级 = 38 + data0 = [int(i*1.085*1.20) for i in [0, 1444, 1591, 1738, 1885, 2030, 2177, 2324, 2471, 2618, 2765, 2912, 3058, 3205, 3352, 3499, 3645, 3792, 3939, 4085, 4232, 4379, 4526, 4673, 4820, 4965, 5112, 5258, 5404, 5551, 5697, 5844, 5991, 6138, 6285, 6432, + 6579, 6724, 6871, 7018, 7165, 7312, 7459, 7604, 7751, 7898, 8045, 8192, 8339, 8486, 8632, 8779, 8925, 9072, 9219, 9366, 9513, 9659, 9804, 9951, 10098, 10244, 10391, 10538, 10684, 10831, 10978, 11125, 11271, 11418, 11565]] + data1 = [int(i*1.085*1.20) for i in [0, 1543, 1699, 1855, 2012, 2168, 2324, 2480, 2638, 2794, 2950, 3107, 3263, 3419, 3575, 3732, 3888, 4044, 4202, 4359, 4515, 4673, 4829, 4985, 5142, 5298, 5454, 5610, 5767, 5923, 6079, 6237, 6393, 6549, 6705, 6862, 7020, + 7177, 7333, 7489, 7646, 7802, 7958, 8114, 8272, 8428, 8584, 8741, 8897, 9053, 9209, 9366, 9522, 9681, 9837, 9993, 10149, 10307, 10463, 10619, 10776, 10932, 11088, 11244, 11401, 11557, 11713, 11871, 12027, 12183, 12342]] + 攻击次数 = 1 + 攻击次数2 = 4 + CD = 11.0 + TP成长 = 0.1 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能9(主动技能): + 名称 = '魔镜幻影阵' + 所在等级 = 35 + 等级上限 = 70 + 基础等级 = 36 + 基础 = 9239.657 + 成长 = 1043.343 + # 生成攻击力 + data0 = [int(i*1.085*1.20) for i in [0, 791, 870, 951, 1031, 1111, 1192, 1272, 1352, 1433, 1513, 1593, 1674, 1754, 1833, 1915, 1994, 2074, 2155, 2235, 2315, 2396, 2476, 2556, 2637, 2717, 2796, 2878, 2957, 3037, 3118, 3198, 3278, 3359, 3439, 3519, + 3600, 3680, 3760, 3841, 3920, 4000, 4081, 4161, 4241, 4322, 4402, 4482, 4563, 4643, 4723, 4804, 4883, 4963, 5044, 5124, 5204, 5285, 5365, 5445, 5526, 5606, 5686, 5767, 5847, 5926, 6007, 6087, 6167, 6248, 6328]] + # 幻镜攻击力 + data1 = [int(i*1.085*1.20) for i in [0, 791, 872, 951, 1031, 1112, 1192, 1272, 1353, 1433, 1513, 1594, 1674, 1754, 1835, 1915, 1994, 2075, 2155, 2236, 2316, 2396, 2477, 2557, 2637, 2718, 2798, 2878, 2959, 3039, 3118, 3199, 3279, 3360, 3440, 3520, + 3601, 3681, 3761, 3842, 3922, 4002, 4083, 4162, 4242, 4323, 4403, 4484, 4564, 4644, 4725, 4805, 4885, 4966, 5046, 5126, 5207, 5286, 5366, 5447, 5527, 5608, 5688, 5768, 5849, 5929, 6009, 6090, 6170, 6250, 6331]] + 攻击次数2 = 12 + CD = 15.0 + 倍率 = 1 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.21 + elif x == 1: + self.倍率 *= 1.30 + + def 护石描述(self, x): + if x == 0: + temp = "魔镜低鸣" + temp += "

" + temp += "[魔镜幻影阵]
" + temp += "防护罩持续时间内移动速度 +10%
" + temp += "镜阵攻击力 +14%
" + temp += "
-护石附加效果:
" + temp += "防护罩持续时间内移动速度 +5%
" + temp += "镜阵攻击力 +7%" + elif x == 1: + temp = "魔镜低鸣" + temp += "

" + temp += "[魔镜幻影阵]
" + temp += "防护罩持续时间内移动速度 +10%
" + temp += "镜阵攻击力 +14%
" + temp += "
-护石附加效果:
" + temp += "防护罩持续时间内移动速度 +5%
" + temp += "镜阵攻击力 +16%" + return temp + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能10(主动技能): + 名称 = '释魂狂怒' + 所在等级 = 35 + 等级上限 = 70 + 基础等级 = 36 + data0 = [int(i*1.085*1.24) for i in [0, 14715, 16207, 17701, 19193, 20686, 22178, 23672, 25164, 26658, 28150, 29643, 31136, 32629, 34121, 35615, 37107, 38601, 40093, 41586, 43078, 44572, 46064, 47558, 49050, 50543, 52036, 53529, 55021, 56515, 58007, 59501, 60993, 62486, 63978, 65472, + 66964, 68458, 69950, 71443, 72936, 74429, 75921, 77415, 78907, 80401, 81893, 83386, 84878, 86372, 87865, 89358, 90851, 92343, 93837, 95329, 96823, 98315, 99808, 101301, 102794, 104286, 105780, 107272, 108765, 110258, 111751, 113243, 114737, 116229, 117723]] + CD = 15 + TP成长 = 0.1 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能11(主动技能): + 名称 = '暗影囚杀' + 所在等级 = 40 + 等级上限 = 70 + 基础等级 = 33 + data0 = [int(i*1.085*1.20) for i in [0, 313, 345, 377, 409, 440, 473, 505, 537, 568, 600, 632, 664, 695, 727, 760, 792, 823, 855, 887, 919, 950, 982, 1015, 1047, 1078, 1110, 1142, 1174, 1205, 1237, 1269, 1302, 1333, 1365, 1397, 1429, + 1460, 1492, 1524, 1557, 1587, 1620, 1652, 1684, 1715, 1747, 1779, 1810, 1842, 1875, 1907, 1938, 1970, 2002, 2034, 2065, 2097, 2130, 2162, 2193, 2225, 2257, 2289, 2320, 2352, 2384, 2417, 2448, 2480, 2512]] + 攻击次数 = 14 + data1 = [int(i*1.085*1.20) for i in [0, 9525, 10492, 11457, 12424, 13391, 14357, 15324, 16289, 17256, 18223, 19189, 20156, 21121, 22088, 23055, 24021, 24988, 25953, 26920, 27887, 28853, 29820, 30785, 31752, 32719, 33685, 34652, 35617, 36584, 37551, 38517, 39484, 40449, 41416, + 42383, 43349, 44316, 45281, 46248, 47215, 48181, 49148, 50113, 51080, 52046, 53013, 53980, 54945, 55912, 56878, 57845, 58812, 59777, 60744, 61710, 62677, 63644, 64609, 65576, 66542, 67509, 68476, 69441, 70408, 71374, 72341, 73308, 74273, 75240, 76206]] + 攻击次数2 = 1 + # 护石 + data2 = [int(x*1.0) for x in data0] + 攻击次数3 = 0 + 护石黑暗气息 = 0 + CD = 20 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 5 + self.攻击次数2 *= 1.52 + self.攻击次数3 = 4 + self.护石黑暗气息 = 1.32 + elif x == 1: + self.攻击次数 = 5 + self.攻击次数2 *= 1.52 + self.攻击次数3 = 4 + self.护石黑暗气息 = 2.31 + + def 护石描述(self, x): + if x == 0: + temp = "暗影囚狱" + temp += "

" + temp += "[暗影囚杀]
" + temp += "斩击多段攻击次数 -9次
" + temp += "最后一击强制控制敌人1.5秒
" + temp += "最后一击攻击力 +52%
" + temp += "
-护石附加效果:
" + temp += "最后一击控制结束时, 黑暗气息爆炸并造成多段伤害
" + temp += "- 黑暗气息的攻击力为多段攻击力的132%
" + temp += "- 多段攻击次数 : 4
" + temp += "斩击多段攻击速度 +20%" + elif x == 1: + temp = "暗影囚狱" + temp += "

" + temp += "[暗影囚杀]
" + temp += "斩击多段攻击次数 -9次
" + temp += "最后一击强制控制敌人1.5秒
" + temp += "最后一击攻击力 +52%
" + temp += "
-护石附加效果:
" + temp += "最后一击控制结束时, 黑暗气息爆炸并造成多段伤害
" + temp += "- 黑暗气息的攻击力为多段攻击力的231%
" + temp += "- 多段攻击次数 : 4
" + temp += "斩击多段攻击速度 +20%" + return temp + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3 * self.护石黑暗气息) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能12(主动技能): + 名称 = '暗影盛宴' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + data0 = [int(i*1.085*1.108) for i in [0, 1786, 1967, 2149, 2330, 2512, 2692, 2874, 3055, 3237, 3418, 3599, 3780, 3962, 4143, 4323, 4505, 4687, 4868, 5050, 5230, 5411, 5593, 5774, 5956, 6136, 6318, 6499, 6681, 6862, 7043, 7224, 7406, 7587, 7769, 7949, 8131, + 8312, 8494, 8675, 8855, 9037, 9219, 9400, 9582, 9762, 9943, 10125, 10306, 10488, 10668, 10850, 11031, 11213, 11394, 11575, 11756, 11938, 12119, 12299, 12481, 12663, 12844, 13026, 13206, 13387, 13569, 13751, 13932, 14112, 14294]] + 攻击次数 = 15 + # 护石数据 + data1 = [int(x*1.0) for x in data0] + 攻击次数2 = 0 + CD = 40 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数2 = (2.25 + 5.19) * 0.5 + self.CD *= 0.84 + elif x == 1: + self.攻击次数2 = (2.25 + 7.59) * 0.5 + self.CD *= 0.84 + + def 护石描述(self, x): + if x == 0: + temp = "暗影聚合" + temp += "

" + temp += "[暗影盛宴]
" + temp += "发射剑气后, 生成并发射暗影球
" + temp += "- 暗影球攻击力为爆炸攻击力的225%
" + temp += "冷却时间 -16%
" + temp += "
-护石附加效果:
" + temp += "剑气爆炸攻击次数 +100%
" + temp += "多段攻击间隔 -50%
" + temp += "剑气爆炸攻击力 -50%
" + temp += "暗影球攻击力比率 +519%" + elif x == 1: + temp = "暗影聚合" + temp += "

" + temp += "[暗影盛宴]
" + temp += "发射剑气后, 生成并发射暗影球
" + temp += "- 暗影球攻击力为爆炸攻击力的225%
" + temp += "冷却时间 -16%
" + temp += "
-护石附加效果:
" + temp += "剑气爆炸攻击次数 +100%
" + temp += "多段攻击间隔 -50%
" + temp += "剑气爆炸攻击力 -50%
" + temp += "暗影球攻击力比率 +759%" + return temp + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能13(被动技能): + 名称 = '灵魂傀儡' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + return round(1.055 + 0.015 * self.等级, 5) + + +class 技能14(主动技能): + 名称 = '末日杀戮' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + 基础 = 48299.2 * 1.1 + 成长 = 14582 * 1.1 + # 刺击魔法攻击 + data0 = [int(i*1.085*1.20) for i in [0, 886, 1091, 1297, 1501, 1707, 1913, 2118, 2324, 2529, 2735, 2941, 3145, 3351, 3556, 3762, 3968, 4173, 4379, 4584, 4790, 4996, 5200, 5406, 5611, 5817, 6022, 6228, 6434, 6638, 6844, 7049, 7255, 7461, 7666, 7872, 8076, + 8282, 8488, 8693, 8899, 9104, 9310, 9515, 9721, 9927, 10131, 10337, 10542, 10748, 10954, 11159, 11365, 11569, 11775, 11981, 12186, 12392, 12597, 12803, 13009, 13214, 13420, 13624, 13830, 14035, 14241, 14447, 14652, 14858, 15062]] + 攻击次数 = 1 + # 魅影连击 + data1 = [int(i*1.085*1.20) for i in [0, 1778, 2190, 2602, 3015, 3427, 3839, 4251, 4665, 5077, 5489, 5902, 6314, 6726, 7138, 7551, 7963, 8375, 8787, 9200, 9612, 10024, 10438, 10850, 11262, 11674, 12087, 12499, 12911, 13324, 13736, 14148, 14560, 14974, 15386, 15798, 16211, + 16623, 17035, 17447, 17860, 18272, 18684, 19096, 19509, 19921, 20333, 20747, 21159, 21571, 21983, 22396, 22808, 23220, 23633, 24045, 24457, 24869, 25283, 25695, 26107, 26520, 26932, 27344, 27756, 28169, 28581, 28993, 29405, 29819, 30231]] + 攻击次数2 = 5 + # 最终一击 + data2 = [int(i*1.085*1.20) for i in [0, 7554, 9306, 11057, 12809, 14560, 16313, 18065, 19816, 21568, 23319, 25071, 26822, 28575, 30327, 32078, 33830, 35581, 37334, 39086, 40837, 42589, 44340, 46093, 47844, 49596, 51348, 53099, 54851, 56602, 58355, 60107, 61858, 63610, 65361, 67114, 68865, + 70617, 72369, 74120, 75872, 77623, 79376, 81128, 82879, 84631, 86382, 88135, 89887, 91638, 93390, 95141, 96893, 98644, 100397, 102149, 103900, 105652, 107403, 109156, 110908, 112659, 114411, 116162, 117914, 119665, 121418, 123170, 124921, 126673, 128424]] + 攻击次数3 = 5 + # 爆炸 + data3 = [int(i*1.085*1.20) for i in [0, 15338, 18895, 22451, 26009, 29565, 33122, 36678, 40236, 43792, 47349, 50906, 54463, 58020, 61576, 65133, 68689, 72247, 75803, 79360, 82918, 86474, 90031, 93587, 97144, 100701, 104258, 107814, 111371, 114929, 118485, 122042, 125598, 129156, 132712, 136269, 139825, + 143382, 146939, 150496, 154053, 157609, 161167, 164723, 168280, 171836, 175394, 178950, 182507, 186064, 189620, 193178, 196734, 200291, 203847, 207405, 210961, 214518, 218075, 221632, 225189, 228745, 232302, 235858, 239416, 242972, 246529, 250087, 253643, 257200, 260756]] + 攻击次数4 = 1 + CD = 145.0 + 倍率 = 1.1 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3 + self.data3[self.等级] * self.攻击次数4) * self.倍率 + + +class 技能15(主动技能): + 名称 = '魔影轰杀' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + data0 = [int(i*1.085*1.32) for i in [0, 5453, 6006, 6560, 7113, 7666, 8219, 8773, 9327, 9879, 10433, 10986, 11539, 12092, 12646, 13199, 13752, 14305, 14859, 15413, 15965, 16519, 17072, 17626, 18178, 18732, 19285, 19838, 20391, 20945, 21499, 22051, 22605, 23158, 23712, 24264, + 24818, 25371, 25925, 26477, 27031, 27585, 28137, 28691, 29244, 29798, 30350, 30904, 31457, 32011, 32563, 33117, 33671, 34223, 34777, 35330, 35884, 36436, 36990, 37544, 38097, 38649, 39203, 39757, 40310, 40863, 41416, 41970, 42522, 43076, 43630]] + 攻击次数 = 4 + CD = 30.0 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 倍率 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.14 + elif x == 1: + self.倍率 *= 1.22 + + def 护石描述(self, x): + if x == 0: + temp = "暗影随行" + temp += "

" + temp += "[魔影轰杀]
" + temp += "魔影由追踪敌人变更为环绕在自身周围
" + temp += "- 再次按技能键时发射魔影技能
" + temp += "- 持续时间10秒 (持续时间结束时自动发射)
" + temp += "- 爆炸次数 -3次
" + temp += "- 魔影攻击力为爆炸攻击力的1%
" + temp += "爆炸攻击力 +5%
" + temp += "
-护石附加效果:
" + temp += "追踪范围 +200px
" + temp += "爆炸攻击力 +9%" + elif x == 1: + temp = "暗影随行" + temp += "

" + temp += "[魔影轰杀]
" + temp += "魔影由追踪敌人变更为环绕在自身周围
" + temp += "- 再次按技能键时发射魔影技能
" + temp += "- 持续时间10秒 (持续时间结束时自动发射)
" + temp += "- 爆炸次数 -3次
" + temp += "- 魔影攻击力为爆炸攻击力的1%
" + temp += "爆炸攻击力 +5%
" + temp += "
-护石附加效果:
" + temp += "追踪范围 +200px
" + temp += "爆炸攻击力 +17%" + return temp + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能16(主动技能): + 名称 = '死亡献祭' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + data0 = [int(i*1.085*1.20) for i in [0, 1660, 1827, 1996, 2164, 2333, 2500, 2669, 2838, 3006, 3174, 3342, 3511, 3680, 3848, 4016, 4184, 4353, 4522, 4689, 4858, 5026, 5195, 5362, 5531, 5700, 5868, 6037, 6204, 6373, 6542, 6710, 6878, 7046, 7215, 7384, 7552, + 7720, 7889, 8057, 8226, 8393, 8562, 8731, 8899, 9067, 9235, 9404, 9573, 9741, 9909, 10077, 10246, 10415, 10582, 10751, 10919, 11088, 11255, 11424, 11593, 11761, 11930, 12097, 12266, 12435, 12603, 12771, 12939, 13108, 13277]] + 攻击次数 = 11 + data1 = [int(i*1.085*1.20) for i in [0, 19001, 20928, 22856, 24783, 26710, 28639, 30567, 32494, 34421, 36349, 38277, 40205, 42132, 44060, 45987, 47916, 49843, 51770, 53698, 55625, 57554, 59481, 61409, 63336, 65263, 67191, 69119, 71047, 72974, 74902, 76829, 78758, 80685, 82612, 84540, 86467, + 88396, 90323, 92251, 94178, 96105, 98034, 99962, 101889, 103816, 105744, 107672, 109600, 111527, 113455, 115382, 117311, 119238, 121165, 123093, 125020, 126949, 128876, 130804, 132731, 134658, 136587, 138514, 140442, 142369, 144297, 146225, 148153, 150080, 152007]] + 攻击次数2 = 1 + CD = 50.0 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数2 *= 1.31 + elif x == 1: + self.攻击次数2 *= 1.46 + + def 护石描述(self, x): + if x == 0: + temp = "无上祭品" + temp += "

" + temp += "[死亡献祭]
" + temp += "在前方召唤幻影, 替代自身生成魔法阵
" + temp += "增加以幻影为中心吸附敌人的功能
" + temp += "[死亡献祭]爆炸攻击力 +27%
" + temp += "
-护石附加效果:
" + temp += "幻影生成魔法阵时, 可以移动
" + temp += "[死亡献祭]爆炸攻击力 +4%" + elif x == 1: + temp = "无上祭品" + temp += "

" + temp += "[死亡献祭]
" + temp += "在前方召唤幻影, 替代自身生成魔法阵
" + temp += "增加以幻影为中心吸附敌人的功能
" + temp += "[死亡献祭]爆炸攻击力 +27%
" + temp += "
-护石附加效果:
" + temp += "幻影生成魔法阵时, 可以移动
" + temp += "[死亡献祭]爆炸攻击力 +19%" + return temp + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能17(主动技能): + 名称 = '天罚死光' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + 数据 = [int(i*1.085*1.32) for i in [0, 52556, 57887, 63219, 68550, 73882, 79215, 84546, 89878, 95209, 100541, 105872, 111205, 116537, 121868, 127200, 132531, 137864, 143196, 148527, 153859, 159190, 164522, 169855, 175186, 180518, 185849, 191181, 196514, 201845, 207177, 212508, 217840, 223171, 228504, 233836, + 239167, 244499, 249830, 255163, 260495, 265826, 271158, 276489, 281821, 287154, 292485, 297817, 303148, 308480, 313813, 319144, 324476, 329807, 335139, 340470, 345803, 351135, 356466, 361798, 367129, 372461, 377794, 383125, 388457, 393788, 399120, 404453, 409784, 415116, 420447]] + CD = 40.0 + # 蓄力倍率 + 倍率 = 1.1 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1 + 0.03 * 1.96 * 4 + + def 等效百分比(self, 武器类型): + return self.数据[self.等级] * self.倍率 + + +class 技能18(被动技能): + 名称 = '薄暮' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + 关联技能 = ['暗影之矛', '暗影缠袭', '灵魂摄取', '魅影暗魂斩', '暗影禁锢', '暗影漩涡', '魔镜幻影阵', '暗影囚杀', '末日杀戮', + '魔影轰杀', '死亡献祭', '暗影盛宴', '天罚死光', '天罚之剑', '神罚·灭世裁决', '暗影绽放:死亡荆棘', '冥王降临:净土救赎'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + return round(1.24 + 0.02 * self.等级, 5) + + +class 技能19(主动技能): + 名称 = '天罚之剑' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + data0 = [int(i*1.085*1.11) for i in [0, 17407, 19172, 20939, 22705, 24470, 26237, 28002, 29768, 31535, 33300, 35066, 36833, 38598, 40364, 42130, 43896, 45662, 47428, 49194, 50959, 52726, 54492, 56257, 58024, 59790, 61555, 63322, 65087, 66853, 68620, 70385, 72152, 73917, 75683, 77450, 79215, + 80981, 82748, 84513, 86279, 88044, 89811, 91577, 93342, 95109, 96874, 98641, 100407, 102172, 103939, 105705, 107470, 109237, 111002, 112768, 114535, 116300, 118066, 119831, 121598, 123364, 125130, 126896, 128662, 130428, 132194, 133959, 135726, 137492, 139257]] + data1 = [int(i*1.085*1.11) for i in [0, 45626, 50256, 54885, 59513, 64142, 68772, 73400, 78029, 82658, 87287, 91916, 96544, 101173, 105802, 110431, 115060, 119689, 124317, 128947, 133576, 138204, 142833, 147463, 152091, 156720, 161348, 165978, 170607, 175235, 179864, 184494, 189122, 193751, 198379, 203009, + 207638, 212266, 216895, 221525, 226153, 230782, 235410, 240040, 244669, 249297, 253926, 258556, 263184, 267813, 272441, 277070, 281700, 286328, 290957, 295586, 300215, 304844, 309473, 314101, 318731, 323359, 327988, 332617, 337246, 341875, 346504, 351132, 355762, 360391, 365019]] + CD = 45 + 倍率 = 1.1 + # 护石倍率 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.33 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] + self.data1[self.等级]) * self.倍率 + + +class 技能20(主动技能): + 名称 = '神罚·灭世裁决' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + data0 = [int(i*1.085*1.25) for i in [0, 9891, 12184, 14477, 16771, 19064, 21358, 23651, 25944, 28239, 30532, 32825, 35119, 37412, 39705, 42000, 44293, 46587, 48880, 51173, 53467, 55760, 58053, 60348, 62641, 64935, 67228, 69521, 71815, 74109, 76402, 78696, 80989, 83283, 85576, 87869, 90164, 92457, + 94750, 97044, 99337, 101631, 103924, 106217, 108512, 110805, 113098, 115392, 117685, 119978, 122273, 124566, 126860, 129153, 131446, 133740, 136033, 138326, 140621, 142914, 145208, 147501, 149794, 152089, 154382, 156675, 158969, 161262, 163556, 165849, 168142]] + 攻击次数 = 7 + data1 = [int(i*1.085*1.25) for i in [0, 69235, 85289, 101344, 117398, 133453, 149508, 165562, 181617, 197671, 213726, 229781, 245835, 261890, 277944, 293999, 310054, 326108, 342163, 358217, 374272, 390328, 406381, 422436, 438490, 454545, 470601, 486654, 502710, 518763, 534818, 550874, 566927, 582983, 599036, 615092, + 631147, 647201, 663256, 679309, 695365, 711418, 727474, 743529, 759583, 775638, 791691, 807747, 823802, 839856, 855911, 871965, 888020, 904075, 920129, 936184, 952238, 968293, 984348, 1000402, 1016457, 1032511, 1048566, 1064621, 1080675, 1096730, 1112784, 1128839, 1144894, 1160948, 1177003]] + CD = 180.0 + 倍率 = 1.1 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级]) * self.倍率 + + +class 技能21(被动技能): + 名称 = '以身载灵' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能22(主动技能): + 名称 = '暗影绽放:死亡荆棘' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + data0 = [int(i*1.085*1.209) for i in [0, 38764, 42693, 46623, 50553, 54483, 58413, 62343, 66273, 70203, 74133, 78063, 81993, 85923, 89853, 93783, 97713, 101643, 105573, 109502, 113432, 117362, 121292, 125222, 129152, 133082, 137012, 140942, 144872, 148802, 152732, 156662, 160592, 164522, 168452, 172382, + 176312, 180241, 184171, 188101, 192031, 195961, 199891, 203821, 207751, 211681, 215611, 219541, 223471, 227401, 231331, 235261, 239191, 243121, 247050, 250980, 254910, 258840, 262770, 266700, 270630, 274560, 278490, 282420, 286350, 290280, 294210, 298140, 302070, 306000, 309930]] + data1 = [int(i*1.085*1.209) for i in [0, 90448, 99618, 108788, 117958, 127128, 136298, 145467, 154637, 163807, 172977, 182147, 191317, 200487, 209656, 218826, 227996, 237166, 246336, 255506, 264676, 273846, 283015, 292185, 301355, 310525, 319695, 328865, 338035, 347204, 356374, 365544, 374714, 383884, 393054, 402224, + 411394, 420563, 429733, 438903, 448073, 457243, 466413, 475583, 484752, 493922, 503092, 512262, 521432, 530602, 539772, 548941, 558111, 567281, 576451, 585621, 594791, 603961, 613131, 622300, 631470, 640640, 649810, 658980, 668150, 677320, 686489, 695659, 704829, 713999, 723169]] + CD = 60.0 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] + self.data1[self.等级]) * self.倍率 + + +class 技能23(主动技能): + 名称 = '冥王降临:净土救赎' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + data0 = [int(i*1.085*1.20) for i in [0, 11941, 14710, 17479, 20248, 23017, 25786, 28555, 31324, 34093, 36862, 39631, 42400, 45169, 47938, 50707, 53476, 56245, 59014, 61783, 64552, 67321, 70090, 72859, 75628, 78397, 81166, 83935, 86704, 89473, 92242, 95011, 97780, 100549, 103317, 106087, 108856, + 111624, 114393, 117162, 119931, 122700, 125469, 128238, 131007, 133776, 136545, 139314, 142083, 144852, 147621, 150390, 153159, 155928, 158697, 161466, 164235, 167004, 169773, 172542, 175311, 178080, 180849, 183618, 186387, 189156, 191925, 194694, 197463, 200232, 203001]] + 攻击次数 = 10 + data1 = [int(i*1.085*1.20) for i in [0, 278627, 343238, 407846, 472456, 537066, 601674, 666285, 730895, 795503, 860113, 924723, 989331, 1053942, 1118552, 1183162, 1247770, 1312381, 1376991, 1441599, 1506209, 1570819, 1635427, 1700038, 1764648, 1829256, 1893866, 1958476, 2023084, 2087695, 2152305, 2216913, 2281523, 2346134, 2410742, 2475352, + 2539962, 2604570, 2669180, 2733791, 2798399, 2863009, 2927619, 2992227, 3056838, 3121448, 3186058, 3250666, 3315276, 3379887, 3444495, 3509105, 3573715, 3638323, 3702934, 3767544, 3832152, 3896762, 3961372, 4025980, 4090591, 4155201, 4219809, 4284419, 4349030, 4413638, 4478248, 4542858, 4607466, 4672076, 4736687]] + CD = 290.0 + 关联技能 = ['无'] + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级]) * self.倍率 + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +极诣·暗殿骑士一觉序号 = 0 +极诣·暗殿骑士二觉序号 = 0 +极诣·暗殿骑士三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 极诣·暗殿骑士一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 极诣·暗殿骑士二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 极诣·暗殿骑士三觉序号 = 技能序号[i.名称] + +极诣·暗殿骑士护石选项 = [ + '无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 极诣·暗殿骑士护石选项.append(i.名称) + +极诣·暗殿骑士符文选项 = [ + '无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 极诣·暗殿骑士符文选项.append(i.名称) + + +class 极诣·暗殿骑士角色属性(角色属性): + 实际名称 = '极诣·暗殿骑士' + 角色 = '鬼剑士(女)' + 职业 = '暗殿骑士' + + 武器选项 = ['太刀', '短剑', '巨剑', '钝器'] + + 类型选择 = ['魔法百分比'] + + 类型 = '魔法百分比' + 防具类型 = '板甲' + 防具精通属性 = ['智力'] + + 主BUFF = 1.65 + + 远古记忆 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + +class 极诣·暗殿骑士(角色窗口): + + def 窗口属性输入(self): + self.初始属性 = 极诣·暗殿骑士角色属性() + self.角色属性A = 极诣·暗殿骑士角色属性() + self.角色属性B = 极诣·暗殿骑士角色属性() + self.一觉序号 = 极诣·暗殿骑士一觉序号 + self.二觉序号 = 极诣·暗殿骑士二觉序号 + self.三觉序号 = 极诣·暗殿骑士三觉序号 + self.护石选项 = deepcopy(极诣·暗殿骑士护石选项) + self.符文选项 = deepcopy(极诣·暗殿骑士符文选项) diff --git a/Characters/极诣·流浪武士.py b/Characters/极诣·流浪武士.py new file mode 100644 index 00000000..c4e3e8d4 --- /dev/null +++ b/Characters/极诣·流浪武士.py @@ -0,0 +1,725 @@ +from PublicReference.carry.base import * + + +class 技能0(被动技能): + 名称 = '返本归元' + 所在等级 = 20 + 等级上限 = 11 + 基础等级 = 1 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.16 + 0.04 * self.等级, 5) + + +class 技能1(被动技能): + 名称 = '三花聚顶' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.065 + 0.02 * self.等级, 5) + + +class 技能2(被动技能): + 名称 = '七星耀华' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能3(被动技能): + 名称 = '剑仙之境' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能4(主动技能): + 名称 = '四象引' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + CD = 7.0 + TP成长 = 0.10 + TP上限 = 5 + data0 = [0, 3928, 4331, 4714, 5118, 5520, 5912, 6314, 6718, 7120, 7511, 7913, 8306, 8700, 9102, 9504, 9897, 10300, 10702, 11104, 11490, 11889, 12292, 12686, 13087, 13489, 13882, 14285, 14685, 15068, 15473, 15875, 16278, 16669, 17073, 17474, 17867, + 18261, 18663, 19056, 19458, 19861, 20263, 20655, 21058, 21458, 21844, 22247, 22647, 23039, 23443, 23845, 24239, 24640, 25042, 25434, 25828, 26230, 26634, 27028, 27428, 27830, 28213, 28617, 29019, 29423, 29812, 30216, 30618, 31010, 31412] + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能5(主动技能): + 名称 = '一花渡江' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + CD = 5.0 + TP成长 = 0.10 + TP上限 = 5 + data0 = [0, 1191, 1311, 1432, 1552, 1674, 1794, 1915, 2036, 2157, 2277, 2398, 2520, 2640, 2761, 2881, 3003, 3123, 3244, 3365, 3486, 3606, 3727, 3848, 3969, 4089, 4211, 4332, 4452, 4573, 4694, 4815, 4935, 5057, 5177, + 5298, 5418, 5540, 5660, 5781, 5902, 6023, 6144, 6264, 6386, 6506, 6627, 6747, 6869, 6989, 7110, 7230, 7352, 7473, 7593, 7715, 7835, 7956, 8076, 8198, 8318, 8439, 8559, 8681, 8801, 8922, 9043, 9164, 9285, 9405, 9527] + 攻击次数 = 3 + + def 等效百分比(self, 武器类型): + return self.攻击次数 * self.data0[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能6(主动技能): + 名称 = '樱落斩' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + CD = 7.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [0, 463, 507, 556, 603, 656, 698, 750, 795, 842, 893, 936, 986, 1033, 1082, 1127, 1175, 1226, 1269, 1320, 1367, 1414, 1462, 1510, 1558, 1604, 1653, 1700, 1747, 1798, 1842, 1891, 1940, 1986, 2035, 2080, + 2130, 2177, 2223, 2272, 2319, 2366, 2414, 2464, 2507, 2559, 2606, 2655, 2701, 2747, 2798, 2842, 2891, 2937, 2985, 3036, 3079, 3130, 3177, 3225, 3270, 3319, 3368, 3414, 3462, 3509, 3557, 3608, 3651, 3702, 3750] + data2 = [0, 619, 680, 742, 805, 871, 933, 994, 1061, 1124, 1188, 1247, 1317, 1378, 1440, 1504, 1569, 1631, 1692, 1757, 1822, 1888, 1949, 2012, 2076, 2139, 2201, 2265, 2330, 2395, 2455, 2523, 2584, 2647, 2710, 2775, + 2839, 2899, 2965, 3027, 3093, 3156, 3221, 3282, 3345, 3408, 3472, 3536, 3601, 3662, 3728, 3792, 3853, 3917, 3979, 4045, 4106, 4170, 4234, 4299, 4363, 4427, 4490, 4551, 4616, 4678, 4743, 4810, 4869, 4934, 4997] + data3 = [0, 176, 194, 212, 229, 250, 266, 286, 303, 320, 338, 356, 375, 394, 410, 430, 447, 466, 485, 503, 519, 539, 556, 577, 595, 609, 630, 647, 666, 683, 701, 720, 739, 755, 775, 792, 812, + 830, 848, 865, 883, 900, 920, 936, 955, 974, 992, 1010, 1028, 1045, 1066, 1083, 1100, 1121, 1137, 1154, 1174, 1189, 1209, 1228, 1246, 1266, 1284, 1300, 1319, 1337, 1356, 1373, 1390, 1411, 1427] + data4 = [0, 1230, 1357, 1482, 1609, 1741, 1860, 1992, 2119, 2247, 2374, 2498, 2626, 2752, 2878, 3010, 3135, 3264, 3387, 3516, 3640, 3770, 3896, 4022, 4154, 4273, 4405, 4533, 4658, 4787, 4910, 5039, 5165, 5291, 5423, + 5550, 5676, 5802, 5927, 6055, 6183, 6309, 6434, 6566, 6687, 6819, 6944, 7072, 7203, 7324, 7455, 7578, 7707, 7836, 7962, 8090, 8214, 8341, 8467, 8595, 8724, 8847, 8979, 9099, 9231, 9359, 9484, 9615, 9736, 9867, 9993] + data0 = [data1, data2, data3, data4] + 次数 = [1, 1, 3, 1] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能7(主动技能): + 名称 = '圆舞斩' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + CD = 11.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [0, 2960, 3261, 3562, 3862, 4158, 4460, 4761, 5061, 5363, 5662, 5964, 6265, 6560, 6862, 7162, 7463, 7764, 8065, 8367, 8666, 8965, 9263, 9564, 9866, 10165, 10467, 10767, 11067, 11366, 11667, 11969, 12266, 12567, 12871, 13169, 13469, + 13768, 14071, 14370, 14671, 14973, 15273, 15572, 15869, 16170, 16471, 16772, 17074, 17374, 17675, 17970, 18271, 18572, 18873, 19174, 19474, 19776, 20077, 20376, 20672, 20976, 21275, 21574, 21877, 22178, 22478, 22778, 23077, 23379, 23678] + data2 = [0, 1774, 1956, 2134, 2314, 2496, 2675, 2854, 3036, 3214, 3394, 3578, 3755, 3933, 4116, 4297, 4474, 4657, 4837, 5015, 5195, 5376, 5553, 5736, 5916, 6094, 6277, 6456, 6635, 6816, 6997, 7175, 7356, 7535, 7713, 7896, 8076, + 8259, 8437, 8617, 8796, 8977, 9156, 9340, 9515, 9697, 9878, 10056, 10235, 10418, 10596, 10776, 10959, 11136, 11317, 11498, 11677, 11855, 12039, 12220, 12396, 12579, 12758, 12937, 13117, 13298, 13476, 13658, 13837, 14016, 14198] + data3 = [0, 1066, 1171, 1284, 1389, 1498, 1606, 1715, 1821, 1929, 2038, 2148, 2253, 2361, 2469, 2579, 2685, 2793, 2900, 3013, 3120, 3228, 3335, 3443, 3552, 3662, 3768, 3876, 3985, 4093, 4199, 4307, 4416, 4526, 4634, + 4742, 4849, 4956, 5062, 5172, 5280, 5389, 5496, 5606, 5713, 5820, 5927, 6035, 6143, 6253, 6362, 6469, 6575, 6688, 6794, 6903, 7012, 7120, 7227, 7335, 7444, 7551, 7658, 7768, 7876, 7983, 8090, 8200, 8308, 8415, 8521] + data0 = [data1, data2, data3] + 次数 = [1, 0, 1] + # 无法抓取敌人无冲撞攻击力 + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能8(主动技能): + 名称 = '碎岩裂地掌' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + CD = 12.0 + 演出时间 = 0.5 + TP成长 = 0.10 + TP上限 = 5 + data0 = [0, 6371, 7014, 7661, 8307, 8954, 9600, 10248, 10893, 11542, 12186, 12833, 13478, 14126, 14770, 15418, 16061, 16711, 17354, 18006, 18650, 19295, 19942, 20588, 21235, 21878, 22527, 23169, 23817, 24462, 25112, 25757, 26405, 27048, 27696, 28340, + 28989, 29633, 30281, 30924, 31575, 32220, 32867, 33512, 34160, 34805, 35451, 36096, 36740, 37389, 38033, 38684, 39327, 39974, 40621, 41266, 41913, 42559, 43204, 43851, 44495, 45146, 45790, 46439, 47082, 47729, 48375, 49023, 49666, 50316, 50959] + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能9(主动技能): + 名称 = '游龙掌' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + CD = 12.0 + 演出时间 = 1 + TP成长 = 0.10 + TP上限 = 5 + data0 = [0, 838, 927, 1016, 1096, 1184, 1273, 1362, 1444, 1533, 1622, 1708, 1789, 1876, 1967, 2053, 2139, 2229, 2312, 2401, 2487, 2575, 2659, 2747, 2838, 2923, 3004, 3094, 3183, 3268, 3355, 3445, 3528, 3615, 3702, 3791, + 3875, 3960, 4053, 4138, 4220, 4307, 4395, 4483, 4571, 4654, 4744, 4831, 4918, 4999, 5090, 5176, 5265, 5354, 5437, 5523, 5610, 5699, 5785, 5869, 5955, 6046, 6131, 6215, 6304, 6391, 6477, 6560, 6651, 6740, 6825] + + def 等效百分比(self, 武器类型): + # 攻击次数为10 + return self.data0[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 * 10 + + +class 技能10(主动技能): + 名称 = '乱花葬' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 24 + CD = 25.0 + 演出时间 = 1 + TP成长 = 0.10 + TP上限 = 5 + data1 = [0, 320, 370, 421, 472, 523, 575, 625, 676, 727, 778, 830, 880, 931, 982, 1033, 1085, 1135, 1186, 1237, 1288, 1340, 1390, 1441, 1492, 1543, 1594, 1645, 1696, 1747, 1798, 1849, 1900, 1951, 2002, 2053, + 2104, 2155, 2205, 2257, 2308, 2359, 2410, 2460, 2512, 2563, 2614, 2665, 2715, 2767, 2818, 2868, 2920, 2970, 3022, 3073, 3123, 3175, 3225, 3277, 3328, 3378, 3430, 3480, 3532, 3583, 3633, 3685, 3735, 3787, 3838] + data2 = [0, 3184, 3692, 4199, 4707, 5215, 5723, 6231, 6739, 7246, 7754, 8261, 8769, 9277, 9784, 10292, 10801, 11308, 11816, 12323, 12831, 13339, 13846, 14354, 14861, 15370, 15878, 16385, 16893, 17401, 17908, 18416, 18923, 19431, 19940, 20447, + 20955, 21463, 21970, 22478, 22985, 23493, 24001, 24508, 25017, 25525, 26032, 26540, 27047, 27555, 28063, 28570, 29078, 29587, 30094, 30602, 31109, 31617, 32125, 32632, 33140, 33647, 34156, 34664, 35171, 35679, 36186, 36694, 37202, 37709, 38217] + data3 = [0, 515, 597, 679, 760, 842, 925, 1007, 1089, 1171, 1254, 1336, 1417, 1499, 1582, 1664, 1746, 1828, 1911, 1993, 2074, 2156, 2238, 2321, 2403, 2485, 2567, 2650, 2731, 2813, 2895, 2977, 3060, 3142, 3224, 3306, + 3388, 3470, 3552, 3634, 3717, 3799, 3881, 3963, 4044, 4127, 4209, 4291, 4373, 4456, 4538, 4620, 4701, 4783, 4866, 4948, 5030, 5112, 5195, 5277, 5358, 5440, 5523, 5605, 5687, 5769, 5852, 5934, 6016, 6097, 6179] + data4 = [0, 5074, 5882, 6692, 7500, 8308, 9118, 9926, 10736, 11544, 12353, 13162, 13971, 14780, 15589, 16398, 17207, 18015, 18825, 19633, 20443, 21251, 22059, 22869, 23677, 24487, 25295, 26105, 26913, 27722, 28531, 29340, 30149, 30958, 31766, 32576, + 33384, 34194, 35002, 35812, 36620, 37428, 38238, 39046, 39856, 40664, 41473, 42282, 43091, 43900, 44709, 45518, 46327, 47135, 47945, 48753, 49563, 50371, 51179, 51989, 52797, 53607, 54415, 55224, 56033, 56842, 57651, 58460, 59269, 60078, 60886] + data0 = [data1, data2, data3, data4] + 次数 = [6, 1, 5, 1] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.次数 = [6 + 4, 1, 5 + 4, 1] + elif x == 1: + self.次数 = [6 + 4, 1, 5 + 4, 1] + self.倍率 *= 1.07 + + def 护石描述(self, x): + if x == 0: + temp = "花无语" + temp += "

" + temp += "[乱花葬]
" + temp += "攻击范围 +25%
" + temp += "念气之花散开攻击效果强化
" + temp += "- 多段攻击次数 +80%
" + temp += "- 多段攻击间隔 -45%
" + temp += "
-护石附加效果:
" + temp += "前冲动作可以击退霸体状态的敌人
" + temp += "念气之花散开攻击时可以吸附敌人
" + temp += "多段攻击强化
" + temp += "- 多段攻击次数 +67%
" + temp += "- 多段攻击间隔 -40%" + elif x == 1: + temp = "花无语" + temp += "

" + temp += "[乱花葬]
" + temp += "攻击范围 +25%
" + temp += "念气之花散开攻击效果强化
" + temp += "- 多段攻击次数 +80%
" + temp += "- 多段攻击间隔 -45%
" + temp += "
-护石附加效果:
" + temp += "前冲动作可以击退霸体状态的敌人
" + temp += "念气之花散开攻击时可以吸附敌人
" + temp += "多段攻击强化
" + temp += "- 多段攻击次数 +67%
" + temp += "- 多段攻击间隔 -40%
" + temp += "攻击力 +7%" + return temp + + +class 技能11(主动技能): + 名称 = '回天璇鸣剑' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + CD = 20.0 + 演出时间 = 1 + TP成长 = 0.10 + TP上限 = 5 + data1 = [0, 3132, 3433, 3778, 4099, 4400, 4699, 5045, 5345, 5665, 5989, 6312, 6611, 6911, 7258, 7579, 7878, 8224, 8523, 8824, 9167, 9468, 9791, 10089, 10436, 10733, 11057, 11380, 11702, 12002, 12303, 12646, 12946, 13268, 13615, 13915, 14212, + 14513, 14859, 15181, 15481, 15825, 16124, 16425, 16747, 17070, 17393, 17692, 18037, 18337, 18660, 18983, 19303, 19603, 19948, 20249, 20549, 20893, 21216, 21517, 21861, 22162, 22461, 22806, 23105, 23427, 23774, 24074, 24372, 24718, 25017] + data2 = [0, 9126, 10051, 10979, 11906, 12829, 13758, 14680, 15608, 16536, 17459, 18382, 19312, 20234, 21162, 22089, 23012, 23942, 24865, 25792, 26720, 27642, 28570, 29493, 30422, 31351, 32275, 33197, 34124, 35046, 35975, 36899, 37828, 38754, 39678, + 40605, 41529, 42456, 43385, 44308, 45236, 46159, 47087, 48014, 48938, 49862, 50791, 51713, 52640, 53568, 54492, 55420, 56342, 57270, 58199, 59122, 60046, 60972, 61901, 62826, 63753, 64678, 65603, 66525, 67455, 68378, 69304, 70233, 71156, 72085, 73008] + data0 = [data1, data2] + 次数 = [1, 1] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能12(主动技能): + 名称 = '湮烈掌' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + CD = 30 + TP成长 = 0.10 + TP上限 = 5 + data1 = [0, 1589, 1750, 1911, 2072, 2233, 2396, 2557, 2718, 2879, 3040, 3201, 3363, 3524, 3686, 3847, 4008, 4169, 4331, 4492, 4653, 4814, 4975, 5136, 5298, 5459, 5620, 5781, 5942, 6105, 6266, 6428, 6589, 6750, 6911, 7073, 7234, + 7395, 7556, 7717, 7878, 8040, 8201, 8362, 8523, 8684, 8845, 9007, 9168, 9329, 9490, 9651, 9813, 9975, 10136, 10297, 10458, 10619, 10780, 10943, 11104, 11265, 11426, 11587, 11748, 11910, 12071, 12232, 12393, 12555, 12716] + data2 = [0, 11126, 12255, 13385, 14513, 15641, 16771, 17899, 19029, 20157, 21286, 22415, 23543, 24671, 25802, 26930, 28059, 29187, 30316, 31446, 32574, 33702, 34832, 35960, 37090, 38218, 39348, 40476, 41604, 42735, 43863, 44991, 46120, 47248, 48378, + 49507, 50635, 51764, 52893, 54021, 55151, 56279, 57409, 58537, 59665, 60796, 61924, 63053, 64181, 65309, 66440, 67568, 68697, 69825, 70954, 72083, 73212, 74341, 75470, 76598, 77727, 78857, 79986, 81114, 82242, 83371, 84501, 85629, 86758, 87886, 89016] + data0 = [data1, data2] + 次数 = [3, 1] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.次数 = [1 + 3.11, 1 + 0.14] + elif x == 1: + self.次数 = [1 + 3.11, 1 + 0.27] + + def 护石描述(self, x): + if x == 0: + temp = "湮灭掌" + temp += "

" + temp += "[湮烈掌]
" + temp += "攻击范围 +25%
" + temp += "内劲被吸收至爆炸的时间 +1秒
" + temp += "内劲爆炸攻击强化
" + temp += "- 多段攻击次数 -2次
" + temp += "- 攻击力 +311%
" + temp += "- 大小 +50%
" + temp += "
-护石附加效果:
" + temp += "蓄气时间 -40%
" + temp += "内劲释放攻击力 +14%" + elif x == 1: + temp = "湮灭掌" + temp += "

" + temp += "[湮烈掌]
" + temp += "攻击范围 +25%
" + temp += "内劲被吸收至爆炸的时间 +1秒
" + temp += "内劲爆炸攻击强化
" + temp += "- 多段攻击次数 -2次
" + temp += "- 攻击力 +311%
" + temp += "- 大小 +50%
" + temp += "
-护石附加效果:
" + temp += "蓄气时间 -40%
" + temp += "内劲释放攻击力 +27%" + return temp + + +class 技能13(主动技能): + 名称 = '花舞千魂杀' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + CD = 40.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [0, 10944, 12088, 13170, 14317, 15485, 16590, 17755, 18855, 19992, 21131, 22242, 23398, 24513, 25669, 26816, 27908, 29059, 30166, 31302, 32458, 33572, 34711, 35854, 36977, 38109, 39256, 40385, 41529, 42619, 43759, 44902, 46006, 47164, 48273, + 49419, 50556, 51679, 52838, 53958, 55085, 56229, 57333, 58469, 59605, 60728, 61868, 63016, 64119, 65266, 66393, 67607, 68751, 69892, 71035, 72156, 73279, 74440, 75572, 76684, 77829, 78965, 80093, 81248, 82379, 83504, 84639, 85796, 86935, 88055, 89212] + data2 = [0, 1504, 1661, 1816, 1971, 2131, 2286, 2444, 2595, 2753, 2912, 3062, 3221, 3374, 3532, 3691, 3842, 4001, 4153, 4307, 4466, 4620, 4775, 4934, 5094, 5245, 5404, 5558, 5718, 5866, 6025, 6181, 6333, 6492, 6643, 6801, + 6956, 7114, 7270, 7429, 7583, 7740, 7893, 8051, 8207, 8360, 8519, 8674, 8827, 8985, 9139, 9309, 9467, 9620, 9778, 9935, 10087, 10246, 10403, 10554, 10713, 10874, 11024, 11185, 11343, 11494, 11651, 11811, 11964, 12118, 12280] + data3 = [0, 6018, 6650, 7254, 7887, 8519, 9139, 9769, 10383, 11013, 11635, 12251, 12883, 13503, 14132, 14765, 15370, 16002, 16611, 17235, 17865, 18480, 19101, 19735, 20364, 20973, 21607, 22230, 22863, 23462, 24098, 24727, 25332, 25963, 26575, 27206, + 27827, 28460, 29092, 29705, 30325, 30956, 31568, 32192, 32824, 33439, 34066, 34698, 35303, 35934, 36557, 37222, 37854, 38475, 39104, 39735, 40349, 40980, 41612, 42218, 42846, 43478, 44100, 44732, 45359, 45975, 46607, 47238, 47859, 48473, 49120] + data0 = [data1, data2, data3] + 次数 = [1, 2, 1] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.次数 = [1 + 1.19, 0, 0] + elif x == 1: + self.次数 = [1 + 1.33, 0, 0] + + def 护石描述(self, x): + if x == 0: + temp = "花飞万里" + temp += "

" + temp += "[花舞千魂杀]
" + temp += "攻击范围 +25%
" + temp += "删除剑插地攻击和最后下斩攻击
" + temp += "一闪攻击力 +100%
" + temp += "
-护石附加效果:
" + temp += "一闪攻击后僵直时间 -30%
" + temp += "一闪攻击后转换角色朝向
" + temp += "一闪攻击力 +19%" + elif x == 1: + temp = "花飞万里" + temp += "

" + temp += "[花舞千魂杀]
" + temp += "攻击范围 +25%
" + temp += "删除剑插地攻击和最后下斩攻击
" + temp += "一闪攻击力 +100%
" + temp += "
-护石附加效果:
" + temp += "一闪攻击后僵直时间 -30%
" + temp += "一闪攻击后转换角色朝向
" + temp += "一闪攻击力 +33%" + return temp + + +class 技能14(主动技能): + 名称 = '花开寒影' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + CD = 145 + data1 = [int(x*1.155) for x in [0, 6249, 7698, 9147, 10596, 12045, 13495, 14943, 16392, 17841, 19290, 20740, 22188, 23637, 25086, 26536, 27985, 29433, 30882, 32331, + 33781, 35229, 36678, 38127, 39578, 41027, 42476, 43924, 45374, 46823, 48272, 49721, 51169, 52619, 54068, 55517, 56966, 58415, 59864, 61313, 62762]] + data2 = [int(x*1.155) for x in [0, 960, 1184, 1406, 1630, 1853, 2075, 2297, 2522, 2744, 2967, 3190, 3413, 3636, 3858, 4082, 4305, 4527, 4751, 4974, + 5196, 5419, 5643, 5865, 6088, 6312, 6534, 6758, 6980, 7203, 7425, 7649, 7871, 8094, 8318, 8540, 8762, 8987, 9209, 9431, 9656]] + data3 = [int(x*1.155) for x in [0, 39767, 48987, 58209, 67431, 76652, 85873, 95095, 104316, 124891, 135036, 145178, 155322, 165466, 175609, 185753, 195895, 206040, 216182, 226326, 236471, + 246613, 256757, 266899, 277044, 287188, 297330, 307475, 317618, 327761, 337906, 348048, 358192, 368335, 378479, 388623, 398765, 408910, 419053, 429196, 439341]] + data0 = [data1, data2, data3] + 次数 = [1, 13, 1] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * self.倍率 + + +class 技能15(主动技能): + 名称 = '啸空十字斩' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + CD = 30.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [0, 5188, 5715, 6241, 6767, 7294, 7820, 8346, 8872, 9399, 9926, 10451, 10978, 11504, 12030, 12555, 13082, 13609, 14135, 14661, 15187, 15714, 16238, 16765, 17292, 17818, 18344, 18871, 19397, 19924, 20449, 20977, 21504, 22030, 22556, 23082, + 23609, 24135, 24660, 25187, 25713, 26240, 26766, 27292, 27819, 28345, 28871, 29398, 29924, 30451, 30978, 31503, 32030, 32554, 33081, 33607, 34134, 34659, 35186, 35713, 36239, 36765, 37292, 37818, 38345, 38870, 39397, 39924, 40450, 40976, 41502] + data2 = [0, 6053, 6666, 7281, 7894, 8508, 9123, 9737, 10349, 10964, 11579, 12193, 12807, 13421, 14035, 14649, 15262, 15878, 16490, 17104, 17720, 18334, 18947, 19562, 20175, 20790, 21404, 22017, 22632, 23246, 23860, 24473, 25087, 25701, 26316, 26930, + 27543, 28158, 28771, 29386, 30000, 30613, 31228, 31842, 32456, 33070, 33683, 34297, 34913, 35527, 36140, 36755, 37369, 37984, 38596, 39210, 39825, 40439, 41053, 41667, 42281, 42894, 43508, 44123, 44736, 45351, 45965, 46580, 47192, 47806, 48421] + data3 = [0, 6918, 7619, 8321, 9022, 9725, 10425, 11128, 11830, 12533, 13233, 13936, 14637, 15338, 16041, 16742, 17444, 18145, 18848, 19550, 20251, 20953, 21656, 22356, 23059, 23760, 24462, 25164, 25866, 26567, 27268, 27971, 28674, 29374, 30076, 30779, + 31479, 32182, 32883, 33585, 34287, 34989, 35691, 36392, 37094, 37797, 38496, 39199, 39902, 40601, 41305, 42005, 42707, 43409, 44111, 44813, 45514, 46216, 46919, 47619, 48321, 49024, 49724, 50427, 51128, 51831, 52532, 53234, 53936, 54637, 55339] + data0 = [data1, data2, data3] + 次数 = [1, 1, 1] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.次数 = [1, 0, 1 + 0.88] + self.CD *= 0.80 + elif x == 1: + self.次数 = [1, 0, 1 + 0.88] + self.CD *= 0.80 + self.倍率 *= 1.09 + + def 护石描述(self, x): + if x == 0: + temp = "日落黄昏" + temp += "

" + temp += "[啸空十字斩]
" + temp += "删除垂直斩击
" + temp += "爆炸攻击力 +88%
" + temp += "冷却时间 -20%
" + temp += "
-护石附加效果:
" + temp += "爆炸攻击范围 +25%
" + temp += "水平斩击持续时间 +1.5秒
" + temp += "再次按技能键时, 立即引发爆炸" + elif x == 1: + temp = "日落黄昏" + temp += "

" + temp += "[啸空十字斩]
" + temp += "删除垂直斩击
" + temp += "爆炸攻击力 +88%
" + temp += "冷却时间 -20%
" + temp += "
-护石附加效果:
" + temp += "爆炸攻击范围 +25%
" + temp += "水平斩击持续时间 +1.5秒
" + temp += "再次按技能键时, 立即引发爆炸
" + temp += "攻击力 +9%" + return temp + + +class 技能16(主动技能): + 名称 = '如来神掌' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + CD = 50.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [0, 13098, 14427, 15758, 17085, 18414, 19741, 21073, 22399, 23730, 25061, 26386, 27715, 29043, 30374, 31703, 33030, 34362, 35687, 37018, 38348, 39676, 41004, 42331, 43664, 44993, 46319, 47650, 48977, 50307, 51632, 52965, 54294, 55622, 56953, 58281, + 59608, 60935, 62267, 63595, 64923, 66254, 67583, 68910, 70237, 71570, 72897, 74224, 75555, 76884, 78212, 79540, 80871, 82198, 83526, 84858, 86185, 87513, 88844, 90173, 91499, 92829, 94159, 95486, 96814, 98147, 99474, 100801, 102130, 103462, 104788] + data2 = [0, 19648, 21641, 23635, 25628, 27623, 29610, 31606, 33598, 35593, 37586, 39580, 41572, 43568, 45560, 47551, 49546, 51538, 53533, 55525, 57520, 59512, 61507, 63496, 65491, 67483, 69478, 71469, 73464, 75457, 77452, 79446, 81436, 83430, 85422, 87417, 89409, + 91405, 93397, 95392, 97380, 99375, 101367, 103361, 105354, 107350, 109343, 111337, 113329, 115319, 117313, 119306, 121302, 123295, 125289, 127281, 129276, 131268, 133259, 135251, 137247, 139238, 141234, 143226, 145220, 147214, 149204, 151198, 153192, 155187, 157178] + data0 = [data1, data2] + 次数 = [1, 1] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.次数 = [1 + 1.71 + 0.25, 0] + elif x == 1: + self.次数 = [1 + 1.71 + 0.45, 0] + + def 护石描述(self, x): + if x == 0: + temp = "如影随形" + temp += "

" + temp += " [如来神掌]
" + temp += "在地面施放时跳跃后发射掌风
" + temp += "掌风变更为无形状, 删除爆炸攻击
" + temp += "增加发射距离和速度
" + temp += "掌风发射准备时间 -50%
" + temp += "攻击范围 +50%
" + temp += "命中敌人时攻击力 +171%
" + temp += "
-护石附加效果:
" + temp += "可以在后跳过程中施放, 减少施放所需的最低高度
" + temp += "在地面施放时, 减少角色跳跃高度
" + temp += "施放掌风后的僵直时间 -30%
" + temp += "命中敌人时攻击力 +25%" + elif x == 1: + temp = "如影随形" + temp += "

" + temp += " [如来神掌]
" + temp += "在地面施放时跳跃后发射掌风
" + temp += "掌风变更为无形状, 删除爆炸攻击
" + temp += "增加发射距离和速度
" + temp += "掌风发射准备时间 -50%
" + temp += "攻击范围 +50%
" + temp += "命中敌人时攻击力 +171%
" + temp += "
-护石附加效果:
" + temp += "可以在后跳过程中施放, 减少施放所需的最低高度
" + temp += "在地面施放时, 减少角色跳跃高度
" + temp += "施放掌风后的僵直时间 -30%
" + temp += "命中敌人时攻击力 +45%" + return temp + + +class 技能17(主动技能): + 名称 = '莲花剑舞' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + CD = 40.0 + data1 = [0, 2717, 2992, 3268, 3545, 3819, 4095, 4370, 4647, 4921, 5197, 5473, 5749, 6023, 6300, 6575, 6852, 7129, 7404, 7677, 7954, 8229, 8503, 8783, 9058, 9332, 9606, 9882, 10157, 10433, 10712, 10986, 11260, 11538, 11811, 12087, 12362, + 12640, 12914, 13192, 13466, 13741, 14015, 14295, 14570, 14844, 15122, 15395, 15670, 15947, 16225, 16498, 16775, 17050, 17324, 17602, 17875, 18153, 18430, 18705, 18978, 19253, 19530, 19805, 20082, 20358, 20634, 20907, 21184, 21459, 21733] + data2 = [0, 4075, 4488, 4901, 5315, 5728, 6144, 6556, 6969, 7382, 7795, 8209, 8623, 9037, 9449, 9863, 10277, 10689, 11103, 11518, 11932, 12343, 12756, 13173, 13586, 13997, 14413, 14827, 15237, 15653, 16066, 16481, 16889, 17304, 17717, 18129, + 18545, 18958, 19373, 19784, 20198, 20614, 21027, 21438, 21853, 22268, 22678, 23093, 23508, 23921, 24333, 24749, 25162, 25574, 25988, 26401, 26816, 27228, 27642, 28055, 28470, 28882, 29295, 29709, 30123, 30536, 30949, 31365, 31774, 32189, 32603] + data3 = [0, 4075, 4488, 4901, 5315, 5728, 6144, 6556, 6969, 7382, 7795, 8209, 8623, 9037, 9449, 9863, 10277, 10689, 11103, 11518, 11932, 12343, 12756, 13173, 13586, 13997, 14413, 14827, 15237, 15653, 16066, 16481, 16889, 17304, 17717, 18129, + 18545, 18958, 19373, 19784, 20198, 20614, 21027, 21438, 21853, 22268, 22678, 23093, 23508, 23921, 24333, 24749, 25162, 25574, 25988, 26401, 26816, 27228, 27642, 28055, 28470, 28882, 29295, 29709, 30123, 30536, 30949, 31365, 31774, 32189, 32603] + data4 = [0, 16301, 17956, 19609, 21264, 22917, 24570, 26224, 27877, 29532, 31185, 32839, 34492, 36146, 37800, 39454, 41109, 42760, 44414, 46067, 47724, 49378, 51028, 52683, 54339, 55992, 57644, 59298, 60953, 62605, 64259, 65913, 67568, 69221, 70875, 72528, 74182, + 75836, 77490, 79142, 80796, 82451, 84106, 85759, 87411, 89067, 90717, 92371, 94028, 95682, 97335, 98989, 100644, 102296, 103949, 105603, 107255, 108910, 110564, 112217, 113872, 115528, 117179, 118832, 120485, 122140, 123793, 125448, 127103, 128757, 130410] + data0 = [data1, data2, data3, data4] + 次数 = [2, 2, 2, 2] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.33 + + +class 技能18(主动技能): + 名称 = '樱花劫' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + CD = 45.0 + data0 = [0, 64519, 71064, 77606, 84153, 90698, 97245, 103790, 110336, 116880, 123428, 129972, 136519, 143063, 149607, 156153, 162700, 169244, 175792, 182334, 188881, 195427, 201972, 208519, 215064, 221607, 228153, 234698, 241246, 247789, 254336, 260880, 267428, 273972, 280519, 287062, + 293608, 300152, 306699, 313244, 319789, 326335, 332881, 339427, 345973, 352516, 359064, 365608, 372150, 378697, 385242, 391788, 398335, 404880, 411424, 417972, 424516, 431063, 437607, 444152, 450696, 457244, 463788, 470334, 476878, 483425, 489971, 496516, 503062, 509608, 516153] + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.3 + self.CD *= 0.9 + + +class 技能19(主动技能): + 名称 = '飞花逐月' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + CD = 180.0 + data1 = [int(x*1.09723) for x in [0, 3322, 4092, 4862, 5633, 6403, 7173, 7944, 8711, 9483, 10254, 11024, 11793, 12563, 13335, 14105, 14873, 15646, 16413, 17184, 17956, 18724, 19496, 20267, 21033, 21806, 22576, 23345, 24116, 24886, 25657, 26426, 27196, 27966, 28737, 29508, + 30280, 31046, 31817, 32588, 33358, 34128, 34899, 35667, 36439, 37209, 37979, 38749, 39520, 40288, 41059, 41829, 42600, 43369, 44141, 44909, 45679, 46452, 47219, 47990, 48762, 49529, 50301, 51072, 51842, 52613, 53382, 54151, 54922, 55691, 56463]] + data2 = [int(x*1.09723) for x in [0, 69749, 85921, 102096, 118267, 134441, 150617, 166789, 182963, 199135, 215308, 231483, 247656, 263830, 280002, 296178, 312352, 328523, 344698, 360870, 377046, 393217, 409391, 425565, 441739, 457912, 474085, 490260, 506434, 522604, 538781, 554953, 571125, 587298, 603473, 619648, + 635821, 651995, 668167, 684340, 700515, 716687, 732860, 749034, 765208, 781385, 797555, 813728, 829901, 846076, 862249, 878423, 894598, 910768, 926942, 943113, 959290, 975463, 991637, 1007811, 1023985, 1040159, 1056329, 1072502, 1088676, 1104851, 1121025, 1137197, 1153372, 1169546, 1185715]] + data0 = [data1, data2] + 次数 = [23, 1] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * self.倍率 + + +class 技能20(主动技能): + 名称 = '落英惊鸿掌' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + CD = 60.0 + data1 = [0, 10545, 11615, 12684, 13754, 14824, 15894, 16964, 18034, 19103, 20173, 21243, 22313, 23383, 24453, 25522, 26592, 27662, 28732, 29802, + 30871, 31941, 33011, 34081, 35151, 36221, 37290, 38360, 39430, 40500, 41570, 42639, 43709, 44779, 45849, 46919, 47989, 49058, 50128, 51198, 52268] + data2 = [0, 5272, 5807, 6342, 6877, 7412, 7947, 8482, 9017, 9551, 10086, 10621, 11156, 11691, 12226, 12761, 13296, 13831, 14366, 14901, 15435, + 15970, 16505, 17040, 17575, 18110, 18645, 19180, 19715, 20250, 20785, 21319, 21854, 22389, 22924, 23459, 23994, 24529, 25064, 25599, 26134] + data3 = [0, 73817, 81306, 88794, 96283, 103772, 111261, 118749, 126238, 133727, 141216, 148704, 156193, 163682, 171171, 178659, 186148, 193637, 201125, 208614, 216103, + 223592, 231080, 238569, 246058, 253547, 261035, 268524, 276013, 283501, 290990, 298479, 305968, 313456, 320945, 328434, 335923, 343411, 350900, 358389, 365878] + data0 = [data1, data2, data3] + 次数 = [1, 4, 1] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * self.倍率 + + +class 技能21(主动技能): + 名称 = '轻云出月风静夜' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + CD = 290.0 + data0 = [int(x*1.095) for x in [0, 384840, 474079, 563317, 652556, 741794, 831033, 920271, 1009510, 1098748, 1187987, 1277225, 1366464, 1455702, 1544941, 1634179, 1723418, 1812656, 1901895, 1991133, 2080372, + 2169610, 2258849, 2348087, 2437326, 2526564, 2615803, 2705041, 2794280, 2883518, 2972757, 3061995, 3151234, 3240472, 3329711, 3418949, 3508188, 3597426, 3686665, 3775903, 3865142]] + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.倍率 + + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + +class 技能22(被动技能): + 名称 = '光剑掌握' + 所在等级 = 15 + 等级上限 = 1 + 基础等级 = 1 + 关联技能 = ['无'] + 冷却关联技能 = ['所有'] + 非冷却关联技能 = ['花开寒影', '飞花逐月', '轻云出月风静夜'] + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0 or 武器类型 != '光剑': + return 1.0 + else: + return 0.9 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +极诣·流浪武士一觉序号 = 0 +极诣·流浪武士二觉序号 = 0 +极诣·流浪武士三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 极诣·流浪武士一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 极诣·流浪武士二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 极诣·流浪武士三觉序号 = 技能序号[i.名称] + +极诣·流浪武士护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 极诣·流浪武士护石选项.append(i.名称) + +极诣·流浪武士符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 极诣·流浪武士符文选项.append(i.名称) + + +class 极诣·流浪武士角色属性(角色属性): + + 实际名称 = '极诣·流浪武士' + 角色 = '鬼剑士(女)' + 职业 = '流浪武士' + + 武器选项 = ['光剑', '巨剑', '钝器', '太刀', '短剑'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '皮甲' + 防具精通属性 = ['力量'] + + 主BUFF = 2.25 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + +class 极诣·流浪武士(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 极诣·流浪武士角色属性() + self.角色属性A = 极诣·流浪武士角色属性() + self.角色属性B = 极诣·流浪武士角色属性() + self.一觉序号 = 极诣·流浪武士一觉序号 + self.二觉序号 = 极诣·流浪武士二觉序号 + self.三觉序号 = 极诣·流浪武士三觉序号 + self.护石选项 = deepcopy(极诣·流浪武士护石选项) + self.符文选项 = deepcopy(极诣·流浪武士符文选项) diff --git a/Characters/极诣·狂战士.py b/Characters/极诣·狂战士.py new file mode 100644 index 00000000..7f6e0d82 --- /dev/null +++ b/Characters/极诣·狂战士.py @@ -0,0 +1,788 @@ +from PublicReference.carry.base import * + +极诣·狂战士等级 = 100 + 5 + + +class 技能0(主动技能): + 名称 = '崩山击' + 所在等级 = 10 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + 基础等级 = min(int((极诣·狂战士等级 - 所在等级) / 学习间隔) + 1, 等级精通) + data1 = [int(x*1.202) for x in[0, 131, 144, 157, 170, 184, 197, 210, 224, 237, 250, 264, 277, 290, 303, 317, 330, 343, 357, 370, 383, 397, + 410, 423, 436, 450, 463, 476, 490, 503, 516, 529, 543, 556, 569, 583, 596, 609, 623, 636, 649, 662, 676, 689, + 702, 716, 729, 742, 756, 769, 782, 795, 809, 822, 835, 849, 862, 875, 888, 902, 915, 928, 942, 955, 968, 982, + 995, 1008, 1021, 1035, 1048]] + 攻击次数2 = 3.4 + data2 = [int(x*1.202) for x in[0, 736, 811, 886, 960, 1035, 1110, 1184, 1259, 1334, 1409, 1483, 1558, 1633, 1707, 1782, 1857, 1932, 2006, + 2081, 2156, 2231, 2305, 2380, 2455, 2529, 2604, 2679, 2754, 2828, 2903, 2978, 3052, 3127, 3202, 3277, 3351, + 3426, 3501, 3576, 3650, 3725, 3800, 3874, 3949, 4024, 4099, 4173, 4248, 4323, 4397, 4472, 4547, 4622, 4696, + 4771, 4846, 4921, 4995, 5070, 5145, 5219, 5294, 5369, 5444, 5518, 5593, 5668, 5742, 5817, 5892]] + 攻击次数3 = 1 + CD = 4.0 + TP成长 = 0.08 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能1(主动技能): + 名称 = '十字斩' + 所在等级 = 15 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + 基础等级 = min(int((极诣·狂战士等级 - 所在等级) / 学习间隔) + 1, 等级精通) + data0 = [int(x*1.166) for x in[0, 142, 157, 171, 186, 200, 215, 229, 244, 258, 273, 287, 302, 316, 330, 345, 359, 374, 388, 403, 417, 432, + 446, 461, 475, 490, 504, 519, 533, 548, 562, 577, 591, 606, 620, 635, 649, 664, 678, 692, 707, 721, 736, 750, + 765, 779, 794, 808, 823, 837, 852, 866, 881, 895, 910, 924, 939, 953, 968, 982, 997, 1011, 1026, 1040, 1055, + 1069, 1083, 1098, 1112, 1127]] + 攻击次数 = 1 + CD = 2.4 + TP成长 = 0.08 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能2(主动技能): + 名称 = '血之狂暴' + 所在等级 = 15 + 等级上限 = 30 + 基础等级 = 20 + 是否有伤害 = 0 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 <= 20: + return round(1.00 + 0.01 * self.等级, 5) + else: + return round(0.9 + 0.015 * self.等级, 5) + + +class 技能3(被动技能): + 名称 = '血气唤醒' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.267 + 0.02 * self.等级, 5) + + +class 技能4(主动技能): + 名称 = '嗜魂之手' + 所在等级 = 25 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + 基础等级 = min(int((极诣·狂战士等级 - 所在等级) / 学习间隔) + 1, 等级精通) + data0 = [int(x*1.178) for x in[0, 1893, 2085, 2277, 2469, 2662, 2854, 3046, 3238, 3430, 3622, 3814, 4006, 4198, 4391, 4583, 4775, 4967, 5159, 5351, 5543, 5735, 5927, 6120, 6312, 6504, 6696, 6888, 7080, 7272, 7464, 7656, 7848, 8041, 8233, 8425, 8617, 8809, + 9001, 9193, 9385, 9577, 9770, 9962, 10154, 10346, 10538, 10730, 10922, 11114, 11306, 11499, 11691, 11883, 12075, 12267, 12459, 12651, 12843, 13035, 13228, 13420, 13612, 13804, 13996, 14188, 14380, 14572, 14764, 14956, 15149]] + 攻击次数 = 1 + CD = 4.8 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能5(主动技能): + 名称 = '怒气爆发' + 所在等级 = 30 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + 基础等级 = min(int((极诣·狂战士等级 - 所在等级) / 学习间隔) + 1, 等级精通) + data1 = [int(x*1.206) for x in[0, 318, 351, 383, 415, 448, 480, 512, 545, 577, 609, 642, 674, 706, 739, 771, 803, 836, 868, 901, 933, 965, + 998, 1030, 1062, 1095, 1127, 1159, 1192, 1224, 1256, 1289, 1321, 1353, 1386, 1418, 1450, 1483, 1515, 1547, + 1580, 1612, 1644, 1677, 1709, 1741, 1774, 1806, 1838, 1871, 1903, 1936, 1968, 2000, 2033, 2065, 2097, 2130, + 2162, 2194, 2227, 2259, 2291, 2324, 2356, 2388, 2421, 2453, 2485, 2518, 2550]] + 攻击次数2 = 10 + data2 = [int(x*1.206) for x in[0, 835, 920, 1005, 1089, 1174, 1259, 1344, 1428, 1513, 1598, 1683, 1767, 1852, 1937, 2022, 2107, 2191, 2276, + 2361, 2446, 2530, 2615, 2700, 2785, 2869, 2954, 3039, 3124, 3209, 3293, 3378, 3463, 3548, 3632, 3717, 3802, + 3887, 3971, 4056, 4141, 4226, 4310, 4395, 4480, 4565, 4650, 4734, 4819, 4904, 4989, 5073, 5158, 5243, 5328, + 5412, 5497, 5582, 5667, 5752, 5836, 5921, 6006, 6091, 6175, 6260, 6345, 6430, 6514, 6599, 6684]] + 攻击次数3 = 1 + CD = 12.8 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能6(主动技能): + 名称 = '嗜魂封魔斩' + 所在等级 = 35 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + 基础等级 = min(int((极诣·狂战士等级 - 所在等级) / 学习间隔) + 1, 等级精通) + data0 = [int(x*1.188) for x in[0, 8275, 9115, 9955, 10794, 11634, 12473, 13313, 14152, 14992, 15832, 16671, 17511, 18350, 19190, 20030, + 20869, 21709, 22548, 23388, 24227, 25067, 25907, 26746, 27586, 28425, 29265, 30105, 30944, 31784, 32623, + 33463, 34302, 35142, 35982, 36821, 37661, 38500, 39340, 40180, 41019, 41859, 42698, 43538, 44377, 45217, + 46057, 46896, 47736, 48575, 49415, 50255, 51094, 51934, 52773, 53613, 54452, 55292, 56132, 56971, 57811, + 58650, 59490, 60330, 61169, 62009, 62848, 63688, 64527, 65367, 66207]] + 攻击次数 = 1 + CD = 24.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能7(主动技能): + 名称 = '暴怒狂斩' + 所在等级 = 35 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + 基础等级 = min(int((极诣·狂战士等级 - 所在等级) / 学习间隔) + 1, 等级精通) + data1 = [int(x*1.184) for x in[0, 1054, 1161, 1268, 1375, 1482, 1589, 1696, 1803, 1910, 2017, 2124, 2231, 2338, 2445, 2552, 2659, 2766, 2873, + 2980, 3087, 3194, 3301, 3408, 3515, 3622, 3729, 3836, 3943, 4050, 4156, 4263, 4370, 4477, 4584, 4691, 4798, + 4905, 5012, 5119, 5226, 5333, 5440, 5547, 5654, 5761, 5868, 5975, 6082, 6189, 6296, 6403, 6510, 6617, 6724, + 6831, 6938, 7045, 7152, 7259, 7366, 7473, 7580, 7687, 7794, 7901, 8008, 8115, 8222, 8329, 8436]] + 攻击次数2 = 1 + data2 = [int(x*1.184) for x in[0, 307, 338, 369, 401, 432, 463, 494, 525, 557, 588, 619, 650, 682, 713, 744, 775, 806, 838, 869, 900, 931, + 962, 994, 1025, 1056, 1087, 1118, 1150, 1181, 1212, 1243, 1274, 1306, 1337, 1368, 1399, 1430, 1462, 1493, + 1524, 1555, 1586, 1618, 1649, 1680, 1711, 1742, 1774, 1805, 1836, 1867, 1898, 1930, 1961, 1992, 2023, 2054, + 2086, 2117, 2148, 2179, 2210, 2242, 2273, 2304, 2335, 2366, 2398, 2429, 2460]] + 攻击次数3 = 8 + data3 = [int(x*1.184) for x in[0, 1757, 1935, 2114, 2292, 2470, 2649, 2827, 3005, 3183, 3362, 3540, 3718, 3897, 4075, 4253, 4432, 4610, + 4788, 4966, 5145, 5323, 5501, 5680, 5858, 6036, 6215, 6393, 6571, 6750, 6928, 7106, 7284, 7463, 7641, 7819, + 7998, 8176, 8354, 8533, 8711, 8889, 9067, 9246, 9424, 9602, 9781, 9959, 10137, 10316, 10494, 10672, 10850, + 11029, 11207, 11385, 11564, 11742, 11920, 12099, 12277, 12455, 12633, 12812, 12990, 13168, 13347, 13525, + 13703, 13882, 14060]] + 攻击次数4 = 2 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3 + self.data3[self.等级] * self.攻击次数4) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + # 狂暴之怒 + # 删除下劈 + # 冷却时间 -10% + # 攻击力 +32% + # 可以取消最后一击的僵直, 直接施放转职后的技能 + # 攻击力 +14% + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数2 = 0 + self.攻击次数3 *= 1.46 + self.攻击次数4 *= 1.46 + self.CD *= 0.9 + elif x == 1: + self.攻击次数2 = 0 + self.攻击次数3 *= 1.56 + self.攻击次数4 *= 1.56 + self.CD *= 0.9 + + def 护石描述(self, x): + if x == 0: + temp = "狂暴之怒" + temp += "

" + temp += "[暴怒狂斩]
" + temp += "删除下劈
" + temp += "冷却时间 -10%
" + temp += "攻击力 +32%
" + temp += "
-护石附加效果:
" + temp += "可以取消最后一击的僵直, 直接施放转职后的技能。
" + temp += "攻击力 +14% " + elif x == 1: + temp = "狂暴之怒" + temp += "

" + temp += "[暴怒狂斩]
" + temp += "删除下劈
" + temp += "冷却时间 -10%
" + temp += "攻击力 +32%
" + temp += "
-护石附加效果:
" + temp += "可以取消最后一击的僵直, 直接施放转职后的技能。
" + temp += "攻击力 +24% " + return temp + + +class 技能8(主动技能): + 名称 = '嗜血' + 所在等级 = 35 + 等级上限 = 20 + 基础等级 = 10 + 是否有伤害 = 0 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.10 + 0.01 * self.等级, 5) + + +class 技能9(主动技能): + 名称 = '血气之刃' + 所在等级 = 40 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + 基础等级 = min(int((极诣·狂战士等级 - 所在等级) / 学习间隔) + 1, 等级精通) + data0 = [int(x*1.198) for x in[0, 6379, 7026, 7674, 8321, 8968, 9615, 10262, 10910, 11557, 12204, 12851, 13499, 14146, 14793, 15440, 16087, + 16735, 17382, 18029, 18676, 19323, 19971, 20618, 21265, 21912, 22559, 23207, 23854, 24501, 25148, 25796, + 26443, 27090, 27737, 28384, 29032, 29679, 30326, 30973, 31620, 32268, 32915, 33562, 34209, 34857, 35504, + 36151, 36798, 37445, 38093, 38740, 39387, 40034, 40681, 41329, 41976, 42623, 43270, 43918, 44565, 45212, + 45859, 46506, 47154, 47801, 48448, 49095, 49742, 50390, 51037]] + 攻击次数 = 1 + CD = 16.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + # 嗜血战歌 + # 即使血刃未刺中敌人也会快速发生爆炸 + # 攻击力 +16% + # 爆炸范围 +20% + # 攻击力 +12% + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.28 + elif x == 1: + self.倍率 *= 1.37 + + def 护石描述(self, x): + if x == 0: + temp = "嗜血战歌" + temp += "

" + temp += "[血气之刃]
" + temp += "即使血刃未刺中敌人也会快速发生爆炸
" + temp += "攻击力 +16%
" + temp += "
-护石附加效果:
" + temp += "爆炸范围 +20%
" + temp += "攻击力 +12%" + elif x == 1: + temp = "嗜血战歌" + temp += "

" + temp += "[血气之刃]
" + temp += "即使血刃未刺中敌人也会快速发生爆炸
" + temp += "攻击力 +16%
" + temp += "
-护石附加效果:
" + temp += "爆炸范围 +20%
" + temp += "攻击力 +21%" + return temp + + +class 技能10(主动技能): + 名称 = '崩山裂地斩' + 所在等级 = 45 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + 基础等级 = min(int((极诣·狂战士等级 - 所在等级) / 学习间隔) + 1, 等级精通) + data1 = [int(x*1.202) for x in[0, 321, 354, 386, 419, 452, 484, 517, 550, 582, 615, 648, 680, 713, 745, 778, 811, 843, 876, 909, 941, 974, + 1007, 1039, 1072, 1104, 1137, 1170, 1202, 1235, 1268, 1300, 1333, 1366, 1398, 1431, 1463, 1496, 1529, 1561, + 1594, 1627, 1659, 1692, 1724, 1757, 1790, 1822, 1855, 1888, 1920, 1953, 1986, 2018, 2051, 2083, 2116, 2149, + 2181, 2214, 2247, 2279, 2312, 2345, 2377, 2410, 2442, 2475, 2508, 2540, 2573]] + 攻击次数2 = 1 + data2 = [int(x*1.202) for x in[0, 2144, 2362, 2579, 2797, 3014, 3232, 3449, 3667, 3885, 4102, 4320, 4537, 4755, 4972, 5190, 5408, 5625, + 5843, 6060, 6278, 6495, 6713, 6931, 7148, 7366, 7583, 7801, 8018, 8236, 8454, 8671, 8889, 9106, 9324, 9541, + 9759, 9976, 10194, 10412, 10629, 10847, 11064, 11282, 11499, 11717, 11935, 12152, 12370, 12587, 12805, 13022, + 13240, 13458, 13675, 13893, 14110, 14328, 14545, 14763, 14980, 15198, 15416, 15633, 15851, 16068, 16286, + 16503, 16721, 16939, 17156]] + 攻击次数3 = 1 + data3 = [int(x*1.202) for x in[0, 1376, 1515, 1655, 1794, 1934, 2074, 2213, 2353, 2492, 2632, 2772, 2911, 3051, 3190, 3330, 3470, 3609, + 3749, 3888, 4028, 4168, 4307, 4447, 4587, 4726, 4866, 5005, 5145, 5285, 5424, 5564, 5703, 5843, 5983, 6122, + 6262, 6401, 6541, 6681, 6820, 6960, 7099, 7239, 7379, 7518, 7658, 7797, 7937, 8077, 8216, 8356, 8495, 8635, + 8775, 8914, 9054, 9193, 9333, 9473, 9612, 9752, 9892, 10031, 10171, 10310, 10450, 10590, 10729, 10869, 11008]] + 攻击次数4 = 6 + CD = 32.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3 + self.data3[self.等级] * self.攻击次数4) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + # 血气狂涌 + # 血剑锤击地面的瞬间喷出岩浆 + # 冷却时间 -5% + # 攻击力 +9% + # 跳跃高度 +20% + # 范围 +20% + # 攻击力 +9% + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.18 + self.CD *= 0.95 + elif x == 1: + self.倍率 *= 1.26 + self.CD *= 0.95 + + def 护石描述(self, x): + if x == 0: + temp = "血气狂涌" + temp += "

" + temp += "[崩山裂地斩]
" + temp += "血剑锤击地面的瞬间喷出岩浆
" + temp += "冷却时间 -5%
" + temp += "攻击力 +9%
" + temp += "
-护石附加效果:
" + temp += "跳跃高度 +20%
" + temp += "范围 +20%
" + temp += "攻击力 +9%" + elif x == 1: + temp = "血气狂涌" + temp += "

" + temp += "[崩山裂地斩]
" + temp += "血剑锤击地面的瞬间喷出岩浆
" + temp += "冷却时间 -5%
" + temp += "攻击力 +9%
" + temp += "
-护石附加效果:
" + temp += "跳跃高度 +20%
" + temp += "范围 +20%
" + temp += "攻击力 +17%" + return temp + + +class 技能11(被动技能): + 名称 = '鲜血之忆' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.114 + 0.015 * self.等级, 5) + + def 独立攻击力倍率进图(self, 武器类型): + return self.加成倍率(武器类型) + + +class 技能12(主动技能): + 名称 = '魔狱血刹' + 所在等级 = 50 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + 基础等级 = min(int((极诣·狂战士等级 - 所在等级) / 学习间隔 + 1), 等级精通) + data1 = [int(x*1.238) for x in[0, 6404, 7889, 9374, 10859, 12344, 13829, 15314, 16799, 18284, 19769, 21254, 22739, 24224, 25709, 27194, + 28679, 30164, 31649, 33134, 34619, 36104, 37589, 39074, 40559, 42044, 43529, 45014, 46499, 47984, 49469, + 50954, 52439, 53924, 55409, 56894, 58379, 59864, 61349, 62834, 64319, 65804, 67289, 68774, 70259, 71744, + 73229, 74714, 76199, 77684, 79169, 80654, 82139, 83624, 85109, 86594, 88079, 89564, 91049, 92534, 94019, + 95504, 96989, 98474, 99959, 101444, 102929, 104414, 105899, 107384, 108869]] + 攻击次数2 = 1 + data2 = [int(x*1.238) for x in[0, 908, 1118, 1329, 1540, 1750, 1961, 2171, 2382, 2593, 2803, 3014, 3224, 3435, 3646, 3856, 4067, 4277, 4488, + 4699, 4909, 5120, 5330, 5541, 5752, 5962, 6173, 6383, 6594, 6805, 7015, 7226, 7436, 7647, 7858, 8068, 8279, + 8489, 8700, 8911, 9121, 9332, 9542, 9753, 9964, 10174, 10385, 10595, 10806, 11017, 11227, 11438, 11648, + 11859, 12070, 12280, 12491, 12701, 12912, 13123, 13333, 13544, 13754, 13965, 14176, 14386, 14597, 14807, + 15018, 15229, 15439]] + 攻击次数3 = 27 + CD = 145 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能13(主动技能): + 名称 = '鲜血暴掠' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + data1 = [int(x*1.204) for x in[0, 1808, 1991, 2175, 2358, 2542, 2725, 2908, 3092, 3275, 3459, 3642, 3826, 4009, 4193, 4376, 4559, 4743, 4926, + 5110, 5293, 5477, 5660, 5843, 6027, 6210, 6394, 6577, 6761, 6944, 7128, 7311, 7494, 7678, 7861, 8045, 8228, + 8412, 8595, 8779, 8962, 9145, 9329, 9512, 9696, 9879, 10063, 10246, 10430, 10613, 10796, 10980, 11163, 11347, + 11530, 11714, 11897, 12081, 12264, 12447, 12631, 12814, 12998, 13181, 13365, 13548, 13732, 13915, 14098, + 14282, 14465]] + 攻击次数2 = 1 + data2 = [int(x*1.204) for x in[0, 10246, 11286, 12325, 13365, 14404, 15444, 16483, 17523, 18562, 19602, 20641, 21681, 22720, 23760, 24799, + 25839, 26878, 27918, 28957, 29997, 31036, 32076, 33115, 34155, 35195, 36234, 37274, 38313, 39353, 40392, + 41432, 42471, 43511, 44550, 45590, 46629, 47669, 48708, 49748, 50787, 51827, 52866, 53906, 54945, 55985, + 57024, 58064, 59103, 60143, 61182, 62222, 63261, 64301, 65340, 66380, 67419, 68459, 69498, 70538, 71578, + 72617, 73657, 74696, 75736, 76775, 77815, 78854, 79894, 80933, 81973]] + 攻击次数3 = 1 + CD = 30.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + # 血之连接 + # 施放过程中连接[崩山裂地斩]时, 血气爆炸的瞬间施放[崩山裂地斩] + # 攻击力 +14% + # 不抓取敌人也可以引发血气爆炸 + # 血气爆炸范围 +20% + # 攻击力 +6% + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.20 + elif x == 1: + self.倍率 *= 1.29 + + def 护石描述(self, x): + if x == 0: + temp = "血之连接" + temp += "

" + temp += "[鲜血暴掠]
" + temp += "施放过程中连接[崩山裂地斩]时, 血气爆炸的瞬间施放[崩山裂地斩]
" + temp += "攻击力 +14%
" + temp += "
-护石附加效果:
" + temp += "不抓取敌人也可以引发血气爆炸
" + temp += "血气爆炸范围 +20%
" + temp += "攻击力 +6%" + elif x == 1: + temp = "血之连接" + temp += "

" + temp += "[鲜血暴掠]
" + temp += "施放过程中连接[崩山裂地斩]时, 血气爆炸的瞬间施放[崩山裂地斩]
" + temp += "攻击力 +14%
" + temp += "
-护石附加效果:
" + temp += "不抓取敌人也可以引发血气爆炸
" + temp += "血气爆炸范围 +20%
" + temp += "攻击力 +15%" + return temp + + +class 技能14(主动技能): + 名称 = '血气爆发' + 所在等级 = 70 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + 基础等级 = min(int((极诣·狂战士等级 - 所在等级) / 学习间隔), 等级精通) + 1 + data1 = [int(x*1.207) for x in[0, 980, 1079, 1178, 1278, 1377, 1477, 1576, 1676, 1775, 1874, 1974, 2073, 2173, 2272, 2371, 2471, 2570, 2670, + 2769, 2869, 2968, 3067, 3167, 3266, 3366, 3465, 3565, 3664, 3763, 3863, 3962, 4062, 4161, 4261, 4360, 4459, + 4559, 4658, 4758, 4857, 4956, 5056, 5155, 5255, 5354, 5454, 5553, 5652, 5752, 5851, 5951, 6050, 6150, 6249, + 6348, 6448, 6547, 6647, 6746, 6846, 6945, 7044, 7144, 7243, 7343, 7442, 7542, 7641, 7740, 7840]] + 攻击次数2 = 20 + data2 = [int(x*1.207) for x in[0, 3631, 4000, 4368, 4737, 5105, 5474, 5842, 6211, 6579, 6947, 7316, 7684, 8053, 8421, 8790, 9158, 9527, + 9895, 10264, 10632, 11000, 11369, 11737, 12106, 12474, 12843, 13211, 13580, 13948, 14317, 14685, 15053, + 15422, 15790, 16159, 16527, 16896, 17264, 17633, 18001, 18370, 18738, 19106, 19475, 19843, 20212, 20580, + 20949, 21317, 21686, 22054, 22423, 22791, 23159, 23528, 23896, 24265, 24633, 25002, 25370, 25739, 26107, + 26475, 26844, 27212, 27581, 27949, 28318, 28686, 29055]] + 攻击次数3 = 1 + CD = 50.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + # 血之漩涡 + # 将周围敌人吸附到中心点 + # 多段攻击间隔 -20% + # 血气喷射时间上限 -20% + # 冷却时间 -5% + # 攻击力 +6% + # 多段攻击间隔 -20% + # 血气喷射时间上限 -20% + # 攻击力 +11% + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.17 + self.CD *= 0.95 + elif x == 1: + self.倍率 *= 1.25 + self.CD *= 0.95 + + def 护石描述(self, x): + if x == 0: + temp = "血之漩涡" + temp += "

" + temp += "[血气爆发]
" + temp += "将周围敌人吸附到中心点
" + temp += "多段攻击间隔 -20%
" + temp += "血气喷射时间上限 -20%
" + temp += "冷却时间 -5%
" + temp += "攻击力 +6%
" + temp += "
-护石附加效果:
" + temp += "多段攻击间隔 -20%
" + temp += "血气喷射时间上限 -20%
" + temp += "攻击力 +11%" + elif x == 1: + temp = "血之漩涡" + temp += "

" + temp += "[血气爆发]
" + temp += "将周围敌人吸附到中心点
" + temp += "多段攻击间隔 -20%
" + temp += "血气喷射时间上限 -20%
" + temp += "冷却时间 -5%
" + temp += "攻击力 +6%
" + temp += "
-护石附加效果:
" + temp += "多段攻击间隔 -20%
" + temp += "血气喷射时间上限 -20%
" + temp += "攻击力 +19%" + return temp + + +class 技能15(被动技能): + 名称 = '汲血之力' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22 + 0.02 * self.等级, 5) + + +class 技能16(主动技能): + 名称 = '浴血之怒' + 所在等级 = 75 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + 基础等级 = min(int((极诣·狂战士等级 - 所在等级) / 学习间隔), 等级精通) + 1 + data0 = [int(x*1.204) for x in[0, 32861, 36195, 39529, 42863, 46197, 49530, 52864, 56198, 59532, 62866, 66199, 69533, 72867, 76201, 79535, + 82868, 86202, 89536, 92870, 96204, 99537, 102871, 106205, 109539, 112873, 116206, 119540, 122874, 126208, + 129542, 132876, 136209, 139543, 142877, 146211, 149545, 152878, 156212, 159546, 162880, 166214, 169547, + 172881, 176215, 179549, 182883, 186216, 189550, 192884, 196218, 199552, 202885, 206219, 209553, 212887, + 216221, 219554, 222888, 226222, 229556, 232890, 236224, 239557, 242891, 246225, 249559, 252893, 256226, + 259560, 262894]] + 攻击次数 = 1 + CD = 40.0 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 1.37 + + +class 技能17(主动技能): + 名称 = '致命血陨' + 所在等级 = 80 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + 基础等级 = min(int((极诣·狂战士等级 - 所在等级) / 学习间隔), 等级精通) + 1 + data1 = [int(x*1.20) for x in[0, 8248, 9085, 9922, 10758, 11595, 12432, 13269, 14106, 14942, 15779, 16616, 17453, 18290, 19126, 19963, + 20800, 21637, 22473, 23310, 24147, 24984, 25821, 26657, 27494, 28331, 29168, 30005, 30841, 31678, 32515, + 33352, 34189, 35025, 35862, 36699, 37536, 38373, 39209, 40046, 40883, 41720, 42557, 43393, 44230, 45067, + 45904, 46741, 47577, 48414, 49251, 50088, 50925, 51761, 52598, 53435, 54272, 55109, 55945, 56782, 57619, + 58456, 59293, 60129, 60966, 61803, 62640, 63477, 64313, 65150, 65987]] + 攻击次数2 = 1 + data2 = [int(x*1.20) for x in[0, 10310, 11356, 12402, 13448, 14494, 15540, 16586, 17632, 18678, 19724, 20770, 21816, 22862, 23908, 24954, + 26000, 27046, 28092, 29138, 30184, 31230, 32276, 33322, 34368, 35414, 36460, 37506, 38552, 39598, 40644, + 41690, 42736, 43782, 44828, 45874, 46920, 47966, 49012, 50058, 51104, 52150, 53196, 54242, 55288, 56334, + 57380, 58426, 59472, 60518, 61564, 62610, 63656, 64702, 65748, 66794, 67840, 68886, 69932, 70978, 72024, + 73070, 74116, 75162, 76208, 77254, 78300, 79346, 80392, 81438, 82484]] + 攻击次数3 = 1 + data3 = [int(x*1.20) for x in[0, 22683, 24984, 27285, 29586, 31887, 34189, 36490, 38791, 41092, 43393, 45695, 47996, 50297, 52598, 54899, + 57201, 59502, 61803, 64104, 66405, 68707, 71008, 73309, 75610, 77911, 80213, 82514, 84815, 87116, 89417, + 91718, 94020, 96321, 98622, 100923, 103224, 105526, 107827, 110128, 112429, 114730, 117032, 119333, 121634, + 123935, 126236, 128538, 130839, 133140, 135441, 137742, 140044, 142345, 144646, 146947, 149248, 151550, + 153851, 156152, 158453, 160754, 163055, 165357, 167658, 169959, 172260, 174561, 176863, 179164, 181465]] + 攻击次数4 = 1 + CD = 50.0 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3 + self.data3[self.等级] * self.攻击次数4) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data3 = [x * 1.19 for x in self.data3] + self.倍率 *= 1.21 + self.CD *= 0.9 + + +class 技能18(主动技能): + 名称 = '血魔弑天' + 所在等级 = 85 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + 基础等级 = min(int((极诣·狂战士等级 - 所在等级) / 学习间隔 + 1), 等级精通) + data1 = [int(x*1.201) for x in[0, 17450, 21496, 25543, 29589, 33635, 37682, 41728, 45775, 49821, 53868, 57914, 61960, 66007, 70053, 74100, + 78146, 82193, 86239, 90285, 94332, 98378, 102425, 106471, 110517, 114564, 118610, 122657, 126703, 130750, + 134796, 138842, 142889, 146935, 150982, 155028, 159075, 163121, 167167, 171214, 175260, 179307, 183353, + 187400, 191446, 195492, 199539, 203585, 207632, 211678, 215725, 219771, 223817, 227864, 231910, 235957, + 240003, 244050, 248096, 252142, 256189, 260235, 264282, 268328, 272375, 276421, 280467, 284514, 288560, + 292607, 296653]] + 攻击次数2 = 2 + data2 = [int(x*1.201) for x in[0, 42656, 52547, 62438, 72329, 82221, 92112, 102003, 111894, 121786, 131677, 141568, 151459, 161351, 171242, + 181133, 191025, 200916, 210807, 220698, 230590, 240481, 250372, 260263, 270155, 280046, 289937, 299828, + 309720, 319611, 329502, 339393, 349285, 359176, 369067, 378959, 388850, 398741, 408632, 418524, 428415, + 438306, 448197, 458089, 467980, 477871, 487762, 497654, 507545, 517436, 527327, 537219, 547110, 557001, + 566893, 576784, 586675, 596566, 606458, 616349, 626240, 636131, 646023, 655914, 665805, 675696, 685588, + 695479, 705370, 715261, 725153]] + 攻击次数3 = 1 + CD = 180 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能19(被动技能): + 名称 = '血气界限' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能20(主动技能): + 名称 = '疯魔血魂斩' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + 基础等级 = min(int((极诣·狂战士等级 - 所在等级) / 学习间隔 + 1), 等级精通) + data1 = [int(x*1.204) for x in[0, 20368, 22434, 24500, 26567, 28633, 30699, 32766, 34832, 36898, 38965, 41031, 43097, 45164, 47230, 49297, + 51363, 53429, 55496, 57562, 59628, 61695, 63761, 65827, 67894, 69960, 72026, 74093, 76159, 78225, 80292, + 82358, 84424, 86491, 88557, 90623, 92690, 94756, 96822, 98889, 100955, 103021, 105088, 107154, 109220, 111287, + 113353, 115419, 117486, 119552, 121619, 123685, 125751, 127818, 129884, 131950, 134017, 136083, 138149, + 140216, 142282, 144348, 146415, 148481, 150547, 152614, 154680, 156746, 158813, 160879, 162945]] + 攻击次数2 = 1 + data2 = [int(x*1.204) for x in[0, 9505, 10469, 11433, 12398, 13362, 14326, 15290, 16255, 17219, 18183, 19148, 20112, 21076, 22040, 23005, + 23969, 24933, 25898, 26862, 27826, 28791, 29755, 30719, 31683, 32648, 33612, 34576, 35541, 36505, 37469, + 38433, 39398, 40362, 41326, 42291, 43255, 44219, 45184, 46148, 47112, 48076, 49041, 50005, 50969, 51934, + 52898, 53862, 54826, 55791, 56755, 57719, 58684, 59648, 60612, 61576, 62541, 63505, 64469, 65434, 66398, + 67362, 68327, 69291, 70255, 71219, 72184, 73148, 74112, 75077, 76041]] + 攻击次数3 = 5 + CD = 60.0 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能21(主动技能): + 名称 = '血魔极道灭世' + 所在等级 = 100 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + 基础等级 = min(int((极诣·狂战士等级 - 所在等级) / 学习间隔 + 1), 等级精通) + data1 = [int(x*1.204) for x in[0, 8940, 11013, 13086, 15159, 17232, 19306, 21379, 23452, 25525, 27598, 29671, 31744, 33818, 35891, 37964, 40037, 42110, 44183, 46256, 48330, 50403, 52476, 54549, 56622, 58695, 60768, 62842, 64915, 66988, 69061, 71134, 73207, 75280, 77353, 79427, 81500, + 83573, 85646, 87719, 89792, 91865, 93939, 96012, 98085, 100158, 102231, 104304, 106377, 108451, 110524, 112597, 114670, 116743, 118816, 120889, 122963, 125036, 127109, 129182, 131255, 133328, 135401, 137475, 139548, 141621, 143694, 145767, 147840, 149913, 151986]] + data2 = [int(x*1.204) for x in[0, 16763, 20650, 24537, 28424, 32311, 36198, 40086, 43973, 47860, 51747, 55634, 59521, 63408, 67296, 71183, 75070, 78957, 82844, 86731, 90618, 94505, 98393, 102280, 106167, 110054, 113941, 117828, 121715, 125603, 129490, 133377, 137264, 141151, 145038, 148925, 152813, + 156700, 160587, 164474, 168361, 172248, 176135, 180022, 183910, 187797, 191684, 195571, 199458, 203345, 207232, 211120, 215007, 218894, 222781, 226668, 230555, 234442, 238329, 242217, 246104, 249991, 253878, 257765, 261652, 265539, 269427, 273314, 277201, 281088, 284975]] + data3 = [int(x*1.204) for x in[0, 44702, 55067, 65433, 75799, 86164, 96530, 106896, 117261, 127627, 137993, 148358, 158724, 169090, 179456, 189821, 200187, 210553, 220918, 231284, 241650, 252015, 262381, 272747, 283113, 293478, 303844, 314210, 324575, 334941, 345307, 355672, 366038, 376404, 386769, 397135, + 407501, 417867, 428232, 438598, 448964, 459329, 469695, 480061, 490426, 500792, 511158, 521523, 531889, 542255, 552621, 562986, 573352, 583718, 594083, 604449, 614815, 625180, 635546, 645912, 656277, 666643, 677009, 687375, 697740, 708106, 718472, 728837, 739203, 749569, 759934]] + data4 = [int(x*1.204) for x in[0, 7736, 9530, 11325, 13119, 14913, 16707, 18501, 20295, 22089, 23883, 25677, 27471, 29265, 31059, 32853, 34647, 36441, 38235, 40030, 41824, 43618, 45412, 47206, 49000, 50794, 52588, 54382, 56176, 57970, 59764, 61558, 63352, 65146, 66940, 68735, 70529, + 72323, 74117, 75911, 77705, 79499, 81293, 83087, 84881, 86675, 88469, 90263, 92057, 93851, 95645, 97440, 99234, 101028, 102822, 104616, 106410, 108204, 109998, 111792, 113586, 115380, 117174, 118968, 120762, 122556, 124350, 126145, 127939, 129733, 131527]] + data0 = [data1, data2, data3, data4] + 次数 = [5, 2, 1, 13] + CD = 290 + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(4): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * self.倍率 + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +极诣·狂战士一觉序号 = 0 +极诣·狂战士二觉序号 = 0 +极诣·狂战士三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 极诣·狂战士一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 极诣·狂战士二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 极诣·狂战士三觉序号 = 技能序号[i.名称] + +极诣·狂战士护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 极诣·狂战士护石选项.append(i.名称) + +极诣·狂战士符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 极诣·狂战士符文选项.append(i.名称) + + +class 极诣·狂战士角色属性(角色属性): + + 实际名称 = '极诣·狂战士' + 角色 = '鬼剑士(男)' + 职业 = '狂战士' + + 武器选项 = ['太刀', '钝器', '巨剑', '短剑'] + + 类型选择 = ['物理固伤'] + + 类型 = '物理固伤' + 防具类型 = '重甲' + 防具精通属性 = ['力量'] + + 主BUFF = 2.160 + + 刀魂之卡赞 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + +class 极诣·狂战士(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 极诣·狂战士角色属性() + self.角色属性A = 极诣·狂战士角色属性() + self.角色属性B = 极诣·狂战士角色属性() + self.一觉序号 = 极诣·狂战士一觉序号 + self.二觉序号 = 极诣·狂战士二觉序号 + self.三觉序号 = 极诣·狂战士三觉序号 + self.护石选项 = deepcopy(极诣·狂战士护石选项) + self.符文选项 = deepcopy(极诣·狂战士符文选项) diff --git a/Characters/极诣·阿修罗.py b/Characters/极诣·阿修罗.py new file mode 100644 index 00000000..192be0e2 --- /dev/null +++ b/Characters/极诣·阿修罗.py @@ -0,0 +1,741 @@ +from PublicReference.carry.base import * + +class 技能0(主动技能): + 名称 = '波动刻印' + 备注 = '(一轮,TP为基础精通)' + 所在等级 = 15 + 等级上限 = 30 + 学习间隔 = 3 + 等级精通 = 20 + 基础 = 372*1.1*1.085 + CD = 1.0 + TP上限 = 3 + TP成长 = 0.1 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + elif self.等级 <= 20: + return round(1.00 + 0.005 * self.等级, 5) + else: + return round(1.10 + 0.015 * (self.等级 - 20), 5) + + +class 技能1(被动技能): + 名称 = '基础精通' + 倍率 = 1.0 + 所在等级 = 1 + 等级上限 = 200 + 基础等级 = 等级 + 关联技能 = ['波动刻印'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(self.倍率 * (0.463 + 0.089 * self.等级), 5) + + +class 技能2(主动技能): + 名称 = '地裂·波动剑' + 所在等级 = 15 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + #基础 = 1669.54 + #成长 = 188.48 + CD = 3.0 + TP成长 = 0.08 + TP上限 = 5 + data0 = [int(i*1.085*1.169*1.102) for i in [0, 1858, 2046, 2235, 2423, 2612, 2800, 2989, 3177, 3366, 3554, 3743, 3931, 4120, 4308, 4497, 4685, 4874, 5062, 5251, 5439, 5628, 5816, 6005, 6193, 6382, 6570, 6759, 6947, 7136, 7324, 7513, 7701, 7890, 8078, 8266, 8455, 8643, 8832, 9020, 9209, 9397, 9586, 9774, 9963, 10151, 10340, 10528, 10717, 10905, 11094, 11282, 11471, 11659, 11848, 12036, 12225, 12413, 12602, 12790, 12979, 13167, 13356, 13544, 13733, 13921, 14110, 14298, 14487, 14675, 14864]] + 攻击次数 = 1 + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + +class 技能3(主动技能): + 名称 = '鬼印珠' + 备注 = '(5印)' + 所在等级 = 15 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + #基础 = 4485.24 * 1.003 + #成长 = 505.78 * 1.003 + CD = 6.0 + TP成长 = 0.10 + TP上限 = 5 + data0 = [int(i*1.085*1.00*1.833) for i in [0, 111, 121, 133, 144, 156, 166, 178, 189, 201, 211, 223, 234, 246, 256, 268, 279, 291, 301, 313, 324, 335, 346, 358, 370, 380, 391, 403, 415, 425, 436, 448, 460, 470, 482, 493, 505, 515, 527, 538, 550, 560, 572, 583, 595, 605, 617, 628, 639, 650, 662, 673, 684, 695, 707, 718, 729, 740, 752, 763, 774, 785, 797, 809, 819, 830, 842, 854, 864, 876, 887]] + 攻击次数 = 18 + data1 = [int(i*1.085*1.00*1.833) for i in [0, 498, 550, 600, 650, 702, 752, 802, 854, 904, 954, 1006, 1056, 1106, 1157, 1208, 1258, 1309, 1360, 1410, 1461, 1512, 1562, 1613, 1663, 1714, 1765, 1815, 1866, 1917, 1967, 2018, 2069, 2119, 2169, 2221, 2271, 2321, 2373, 2423, 2473, 2525, 2575, 2625, 2677, 2727, 2777, 2829, 2879, 2929, 2981, 3031, 3081, 3132, 3183, 3233, 3284, 3335, 3385, 3436, 3487, 3537, 3588, 3638, 3689, 3740, 3790, 3841, 3892, 3942, 3993]] + 攻击次数2 = 1 + # 波动刻印增幅 5印 + 倍率 = 1+0.2 + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能4(主动技能): + 名称 = '邪光斩' + 所在等级 = 20 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + #基础 = 5445.00 + #成长 = 615.10 + CD = 10.0 + TP成长 = 0.10 + TP上限 = 5 + data0 = [int(i*1.085*1.00*1.1) for i in [0, 2020, 2226, 2431, 2636, 2840, 3046, 3251, 3456, 3660, 3866, 4071, 4276, 4481, 4687, 4891, 5096, 5301, 5507, 5711, 5916, 6121, 6327, 6531, 6736, 6942, 7147, 7352, 7556, 7762, 7967, 8172, 8376, 8582, 8787, 8992, 9197, 9403, 9607, 9812, 10017, 10223, 10427, 10632, 10837, 11043, 11248, 11452, 11657, 11863, 12068, 12272, 12477, 12683, 12888, 13093, 13299, 13503, 13708, 13913, 14119, 14323, 14528, 14733, 14939, 15144, 15348, 15553, 15759, 15964, 16168]] + 攻击次数 = 3 + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能5(被动技能): + 名称 = '修罗邪光斩' + 所在等级 = 20 + 等级上限 = 11 + 基础等级 = 1 + 关联技能 = ['邪光斩'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.45 + 0.05 * self.等级, 5) + + +class 技能6(主动技能): + 名称 = '波动爆发' + 所在等级 = 25 + 等级上限 = 60 + 学习间隔 = 3 + 等级精通 = 50 + #基础 = 4505.52 + #成长 = 854.50 + CD = 7.5 + TP成长 = 0.10 + TP上限 = 5 + data0 = [int(i*1.085*1.136*1.102) for i in [0, 5360, 6215, 7068, 7923, 8778, 9632, 10487, 11342, 12196, 13050, 13905, 14760, 15615, 16468, 17323, 18178, 19032, 19887, 20742, 21597, 22450, 23305, 24160, 25014, 25868, 26723, 27578, 28432, 29287, 30142, 30997, 31850, 32705, 33560, 34414, 35268, 36123, 36978, 37832, 38687, 39542, 40397, 41250, 42105, 42960, 43814, 44669, 45523, 46378, 47232, 48087, 48942, 49795, 50650, 51505, 52360, 53214, 54069, 54923, 55778, 56632, 57487, 58342, 59195, 60050, 60905, 61760, 62614, 63469, 64324]] + 攻击次数 = 1 + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能7(被动技能): + 名称 = '挫折意志' + 所在等级 = 25 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.13 + 0.02 * self.等级, 5) + + +class 技能8(主动技能): + 名称 = '冰刃·波动剑' + 所在等级 = 30 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + #基础 = 4576.38 * 1.003 + #成长 = 517.63 * 1.003 + CD = 7 + TP成长 = 0.10 + TP上限 = 5 + data0 = [int(i*1.085*1.0565*1.101) for i in [0, 566, 624, 681, 738, 795, 854, 912, 969, 1026, 1083, 1142, 1200, 1256, 1314, 1371, 1430, 1487, 1544, 1601, 1659, 1718, 1775, 1832, 1889, 1947, 2004, 2061, 2118, 2177, 2235, 2292, 2349, 2406, 2465, 2522, 2580, 2636, 2694, 2753, 2810, 2867, 2924, 2982, 3041, 3098, 3153, 3212, 3270, 3327, 3384, 3441, 3500, 3558, 3615, 3672, 3729, 3788, 3845, 3903, 3959, 4017, 4076, 4133, 4190, 4247, 4305, 4362, 4421, 4476, 4535]] + 攻击次数 = 9 + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能9(主动技能): + 名称 = '杀意波动' + 所在等级 = 30 + 等级上限 = 20 + 基础等级 = 10 + #基础 = 570.95 + #成长 = 19.05 + CD = 1.0 + TP成长 = 0.10 + TP上限 = 5 + data0 = [int(i*1.085*1.055*1.1) for i in [0, 295, 304, 314, 323, 333, 342, 352, 362, 371, 381, 390, 400, 409, 419, 428, 438, 448, 457, 467, 476]] + 攻击次数 = 2 + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + def 等效CD(self, 武器类型, 输出类型): + return 1 + + +class 技能10(主动技能): + 名称 = '爆炎·波动剑' + 所在等级 = 35 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + #基础 = 12157.50 * 0.993 + #成长 = 1371.18 * 0.993 + CD = 15.0 + TP成长 = 0.10 + TP上限 = 5 + data0 = [int(i*1.085*1.00*1.101) for i in [0, 4473, 4926, 5381, 5835, 6288, 6740, 7196, 7649, 8103, 8556, 9009, 9464, 9917, 10371, 10824, 11279, 11733, 12186, 12641, 13094, 13548, 14001, 14456, 14910, 15363, 15818, 16271, 16725, 17177, 17633, 18084, 18539, 18992, 19446, 19899, 20354, 20808, 21261, 21716, 22169, 22623, 23076, 23531, 23984, 24438, 24893, 25346, 25800, 26253, 26706, 27161, 27614, 28070, 28521, 28974, 29429, 29882, 30336, 30791, 31244, 31698, 32151, 32606, 33059, 33513, 33968, 34421, 34875, 35328, 35783]] + 攻击次数 = 3 + data1 = [int(i*1.085*1.00*1.101) for i in [0, 10, 10, 11, 12, 13, 14, 15, 16, 17, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 66, 67, 68, 69, 70, 71, 72, 73]] + 攻击次数2 = 3 + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能11(主动技能): + 名称 = '无双波' + 所在等级 = 35 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + #基础 = 11427.86 + #成长 = 1290.17 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + # 数组后续调整,核实下来为原数据*攻击次数2 + data0 = [int(i*1.085*1.128*1.1*2) for i in [0, 6359, 7004, 7649, 8294, 8939, 9584, 10229, 10874, 11519, 12164, 12809, 13456, 14101, 14746, 15391, 16036, 16681, 17326, 17971, 18616, 19261, 19906, 20551, 21196, 21842, 22487, 23133, 23778, 24423, 25068, 25713, 26358, 27003, 27648, 28293, 28938, 29583, 30229, 30874, 31519, 32164, 32809, 33454, 34099, 34744, 35390, 36035, 36680, 37325, 37970, 38616, 39261, 39906, 40551, 41196, 41841, 42486, 43131, 43776, 44421, 45066, 45711, 46356, 47001, 47648, 48293, 48938, 49583, 50228, 50873]] + 攻击次数 = 1 + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.27 + elif x == 1: + self.倍率 *= 1.36 + + +class 技能12(主动技能): + 名称 = '邪光波动阵' + 所在等级 = 40 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + #基础 = 13024.19 + #成长 = 1470.99 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + data0 = [int(i*1.085*1.169*1.102) for i in [0, 1450, 1597, 1744, 1891, 2038, 2185, 2332, 2479, 2626, 2774, 2921, 3068, 3215, 3362, 3509, 3656, 3803, 3950, 4098, 4245, 4392, 4539, 4686, 4833, 4980, 5127, 5274, 5422, 5569, 5716, 5863, 6010, 6157, 6304, 6451, 6598, 6746, 6893, 7040, 7187, 7334, 7481, 7628, 7775, 7922, 8070, 8217, 8364, 8511, 8658, 8805, 8952, 9099, 9246, 9394, 9541, 9688, 9835, 9982, 10129, 10276, 10423, 10570, 10718, 10865, 11012, 11159, 11306, 11453, 11600]] + 攻击次数 = 1 + data1 = [int(i*1.085*1.169*1.102) for i in [0, 1325, 1460, 1594, 1729, 1863, 1998, 2132, 2267, 2401, 2536, 2670, 2805, 2939, 3074, 3208, 3343, 3477, 3612, 3746, 3881, 4015, 4150, 4284, 4419, 4553, 4688, 4822, 4957, 5091, 5226, 5360, 5495, 5629, 5764, 5898, 6033, 6167, 6302, 6436, 6571, 6705, 6840, 6974, 7109, 7243, 7378, 7512, 7647, 7781, 7916, 8050, 8185, 8319, 8454, 8588, 8723, 8857, 8992, 9126, 9261, 9395, 9530, 9664, 9799, 9933, 10068, 10202, 10337, 10471, 10606]] + 攻击次数2 = 7 + data3 = [int(i*1.085*1.169*1.102) for i in [0, 3770, 4152, 4535, 4917, 5300, 5682, 6065, 6447, 6830, 7212, 7595, 7977, 8360, 8742, 9125, 9507, 9890, 10272, 10654, 11037, 11419, 11802, 12184, 12567, 12949, 13332, 13714, 14097, 14479, 14862, 15244, 15627, 16009, 16392, 16774, 17157, 17539, 17922, 18304, 18687, 19069, 19452, 19834, 20217, 20599, 20982, 21364, 21747, 22129, 22512, 22894, 23277, 23659, 24042, 24424, 24806, 25189, 25571, 25954, 26336, 26719, 27101, 27484, 27866, 28249, 28631, 29014, 29396, 29779, 30161]] + 攻击次数3 = 1 + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.15 + self.CD *= 0.85 - 0.08 + elif x == 1: + self.倍率 *= 1.15 + 0.09 + self.CD *= 0.85 - 0.08 + + +class 技能13(主动技能): + 名称 = '不动明王阵' + 备注 = '(5印)' + 所在等级 = 45 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + #基础 = 26424.63 * 0.98 + #成长 = 2989.34 * 0.98 + CD = 45.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + data0 = [int(i*1.085*1.1285*3.668) for i in [0, 321, 354, 386, 420, 452, 484, 518, 550, 582, 615, 648, 680, 713, 745, 778, 811, 843, 877, 909, 941, 975, 1007, 1039, 1072, 1105, 1137, 1170, 1203, 1236, 1268, 1300, 1334, 1366, 1398, 1432, 1464, 1496, 1530, 1562, 1594, 1627, 1660, 1693, 1725, 1757, 1791, 1823, 1855, 1889, 1921, 1953, 1987, 2019, 2051, 2084, 2117, 2150, 2182, 2215, 2248, 2280, 2312, 2346, 2378, 2410, 2444, 2476, 2509, 2542, 2574]] + 攻击次数 = 15 + data1 = [int(i*1.085*1.1285*1.833) for i in [00, 4755, 5238, 5719, 6202, 6685, 7168, 7649, 8132, 8615, 9096, 9579, 10062, 10545, 11026, 11509, 11992, 12473, 12956, 13439, 13920, 14403, 14886, 15369, 15850, 16333, 16816, 17298, 17780, 18263, 18746, 19228, 19710, 20193, 20675, 21157, 21640, 22123, 22605, 23087, 23570, 24052, 24535, 25017, 25499, 25982, 26465, 26947, 27429, 27912, 28395, 28876, 29359, 29842, 30324, 30806, 31289, 31772, 32253, 32736, 33219, 33702, 34183, 34666, 35149, 35630, 36113, 36596, 37077, 37560, 38043]] + 攻击次数2 = 1 + # 5印不动增幅 + 倍率 = 1 + 0.2 + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 15 + self.倍率 *= 1+0.16+0.09 + elif x == 1: + self.攻击次数 = 15 + self.倍率 *= 1+0.16+0.17 + +class 技能14(被动技能): + 名称 = '心眼' + 所在等级 = 48 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + 关联技能 = ['所有'] + 关联技能2 = ['地裂·波动剑'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + elif self.等级 <= 16: + return round(0.99 + 0.04 + 0.015 * self.等级, 5) + else: + return round(1.23 + 0.04 + 0.02 * (self.等级 - 16), 5) + + def 加成倍率2(self, 武器类型): + return self.地波加成() / self.加成倍率(武器类型) + + def 地波加成(self): + if self.等级 == 0: + return 1.0 + elif self.等级 <= 16: + return round(1.105 + 0.04 + 0.015 * self.等级, 5) + else: + return round(1.345 + 0.04 + 0.02 * (self.等级 - 16), 5) + + +class 技能15(主动技能): + 名称 = '暗天波动眼' + 备注 = '(终结)' + 所在等级 = 50 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + #基础 = 35457.01 + #成长 = 10704.25 + CD = 140.0 + data0 = [int(i*1.085*1.1794*1.1) for i in [0, 46161, 56865, 67569, 78274, 88978, 99682, 110386, 121091, 131795, 142499, 153203, 163908, 174612, 185316, 196021, 206725, 217429, 228133, 238838, 249542, 260246, 270951, 281655, 292359, 303063, 313768, 324472, 335176, 345879, 356583, 367288, 377992, 388696, 399401, 410105, 420809, 431513, 442218, 452922, 463626, 474330, 485035, 495739, 506443, 517148, 527852, 538556, 549260, 559965, 570669, 581373, 592077, 602782, 613486, 624190, 634895, 645598, 656302, 667006, 677710, 688415, 699119, 709823, 720527, 731232, 741936, 752640, 763345, 774049, 784753]] + 攻击次数 = 1 + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能16(主动技能): + 名称 = '波动剑·光翼' + 所在等级 = 50 + 等级上限 = 1 + 基础等级 = 1 + #基础 = 1907.14 + #成长 = 575.82 + TP成长 = 0.08 + CD = 1.2 + data0 = [int(i*1.085*1.0563*1.1) for i in [0, 2482, 3059, 3635, 4210, 4786, 5362, 5938, 6513, 7089, 7666, 8241, 8817, 9392, 9969, 10545, 11120, 11696, 12272, 12848, 13423, 13999, 14576, 15151, 15727, 16302, 16879, 17455, 18030, 18606, 19182, 19758, 20333, 20909, 21486, 22061, 22637, 23212, 23789, 24365, 24940, 25516, 26092, 26668, 27244, 27820, 28396, 28971, 29547, 30124, 30699, 31275, 31850, 32427, 33002, 33578, 34154, 34730, 35306, 35881, 36457, 37034, 37609, 38185, 38760, 39337, 39913, 40488, 41064, 41640, 42216]] + 攻击次数 = 1 + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能17(主动技能): + 名称 = '波动眼·天照' + 所在等级 = 50 + 等级上限 = 1 + 基础等级 = 1 + #基础 = 2301.63 + #成长 = 694.45 + TP成长 = 0.1 + CD = 2.5 + data0 = [int(i*1.085*1.0564*1.1) for i in [0, 599, 738, 877, 1015, 1154, 1293, 1432, 1571, 1710, 1849, 1988, 2127, 2265, 2404, 2543, 2682, 2821, 2960, 3099, 3238, 3377, 3515, 3654, 3793, 3932, 4071, 4210, 4349, 4488, 4627, 4765, 4904, 5043, 5182, 5321, 5460, 5599, 5738, 5877, 6016, 6154, 6293, 6432, 6571, 6710, 6850, 6989, 7128, 7267, 7404, 7543, 7683, 7822, 7961, 8100, 8239, 8378, 8517, 8655, 8794, 8933, 9072, 9211, 9350, 9489, 9628, 9767, 9905, 10044, 10183]] + 攻击次数 = 5 + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能18(主动技能): + 名称 = '波动剑·闪枪' + 所在等级 = 50 + 等级上限 = 1 + 基础等级 = 1 + #基础 = 3975.32 + #成长 = 1199.99 + TP成长 = 0.1 + CD = 4.9 + data0 = [int(i*1.085*1.1966*1.1) for i in [0, 739, 910, 1082, 1253, 1424, 1597, 1768, 1939, 2110, 2281, 2453, 2625, 2796, 2968, 3139, 3310, 3481, 3654, 3825, 3996, 4168, 4339, 4510, 4683, 4854, 5025, 5196, 5368, 5539, 5711, 5883, 6054, 6225, 6396, 6568, 6740, 6911, 7083, 7254, 7425, 7596, 7769, 7940, 8111, 8282, 8454, 8625, 8797, 8969, 9140, 9311, 9482, 9655, 9826, 9997, 10169, 10340, 10511, 10684, 10855, 11026, 11197, 11369, 11540, 11712, 11884, 12055, 12226, 12397, 12569]] + 攻击次数 = 7 + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能19(主动技能): + 名称 = '波动剑·刺轮' + 备注 = '(含一轮平X)' + 所在等级 = 50 + 等级上限 = 1 + 基础等级 = 1 + #基础 = 4496.63 + #成长 = 1363.80 + CD = 1.0 + data0 = [int(i*1.085*1.0563*1.1) for i in [0, 940, 1159, 1376, 1595, 1813, 2030, 2249, 2467, 2686, 2903, 3122, 3340, 3557, 3776, 3994, 4213, 4430, 4649, 4867, 5086, 5303, 5521, 5740, 5957, 6176, 6394, 6613, 6830, 7048, 7267, 7484, 7703, 7921, 8140, 8357, 8576, 8794, 9011, 9230, 9448, 9667, 9884, 10103, 10321, 10539, 10757, 10975, 11194, 11411, 11630, 11848, 12066, 12284, 12502, 12721, 12938, 13157, 13375, 13593, 13811, 14030, 14247, 14465, 14684, 14902, 15120, 15338, 15557, 15774, 15992]] + 攻击次数 = 1 + data1 = [int(i*1.085*1.0563*1.1) for i in [0, 1058, 1303, 1549, 1793, 2039, 2285, 2530, 2776, 3020, 3266, 3512, 3757, 4003, 4249, 4493, 4739, 4984, 5230, 5476, 5720, 5966, 6212, 6457, 6703, 6947, 7193, 7439, 7684, 7930, 8174, 8420, 8666, 8911, 9157, 9403, 9647, 9893, 10138, 10384, 10630, 10874, 11120, 11366, 11611, 11857, 12101, 12347, 12593, 12838, 13084, 13328, 13574, 13820, 14065, 14311, 14556, 14801, 15047, 15292, 15538, 15783, 16028, 16274, 16520, 16765, 17010, 17255, 17501, 17747, 17992]] + 攻击次数2 = 1 + data3 = [int(i*1.085*1.0563*1.1) for i in [0, 1175, 1448, 1720, 1993, 2266, 2539, 2812, 3084, 3357, 3629, 3902, 4175, 4447, 4720, 4993, 5266, 5539, 5810, 6083, 6356, 6629, 6902, 7174, 7447, 7720, 7993, 8266, 8537, 8810, 9083, 9356, 9629, 9901, 10174, 10447, 10720, 10993, 11264, 11537, 11810, 12083, 12356, 12628, 12901, 13174, 13447, 13720, 13991, 14264, 14537, 14810, 15083, 15355, 15628, 15901, 16174, 16447, 16718, 16991, 17264, 17537, 17810, 18082, 18355, 18628, 18901, 19173, 19445, 19718, 19991]] + 攻击次数3 = 1 + data4 = [int(i*1.085*1.0563*1.1) for i in [0, 270, 332, 395, 458, 520, 583, 646, 709, 771, 834, 897, 959, 1022, 1085, 1148, 1210, 1273, 1336, 1398, 1461, 1524, 1587, 1649, 1712, 1775, 1837, 1900, 1963, 2027, 2088, 2151, 2215, 2276, 2339, 2402, 2466, 2527, 2590, 2654, 2715, 2778, 2842, 2905, 2966, 3029, 3093, 3154, 3217, 3281, 3344, 3405, 3469, 3532, 3593, 3657, 3720, 3783, 3844, 3908, 3971, 4032, 4096, 4159, 4222, 4284, 4347, 4410, 4471, 4535, 4598]] + 攻击次数4 = 10 + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3 + self.data4[self.等级] * self.攻击次数4) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + def 等效CD(self, 武器类型, 输出类型): + return 1 + + +class 技能20(主动技能): + 名称 = '极冰·裂波剑' + 所在等级 = 60 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + #基础 = 17180.21 + #成长 = 1939.91 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + data0 = [int(i*1.085*1.05*1.101) for i in [0, 1835, 2021, 2208, 2393, 2580, 2766, 2954, 3138, 3324, 3512, 3696, 3884, 4070, 4254, 4442, 4628, 4815, 5000, 5187, 5373, 5558, 5745, 5931, 6119, 6303, 6491, 6677, 6861, 7049, 7235, 7422, 7607, 7794, 7980, 8166, 8352, 8538, 8726, 8912, 9096, 9284, 9470, 9657, 9842, 10029, 10215, 10400, 10587, 10773, 10961]] + 攻击次数 = 3 + data1 = [int(i*1.085*1.05*1.101) for i in [0, 2723, 2999, 3276, 3552, 3828, 4104, 4380, 4656, 4935, 5211, 5487, 5763, 6039, 6315, 6591, 6867, 7143, 7421, 7697, 7973, 8249, 8526, 8802, 9080, 9356, 9632, 9908, 10184, 10460, 10736, 11012, 11288, 11565, 11843, 12119, 12395, 12671, 12947, 13224, 13500, 13776, 14052, 14328, 14604, 14880, 15156, 15435, 15711, 15987, 16263]] + 攻击次数2 = 5 + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data0 = [int(i*1.53) for i in self.data0] + self.data1 = [int(i*1.11) for i in self.data1] + # self.倍率 *= 1.2309 + elif x == 1: + # self.倍率 *= 1.32349 + self.data0 = [int(i*1.53) for i in self.data0] + self.data1 = [int(i*1.24) for i in self.data1] + + +class 技能21(主动技能): + 名称 = '极炎·裂波剑' + 所在等级 = 70 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + #基础 = 23087.13 * 1.009 + #成长 = 2606.72 * 1.009 + CD = 50.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + data0 = [int(i*1.085) for i in [0,2968,3269,3570,3871,4172,4473,4774,5075,5376,5677,5978,6279,6580,6881,7182,7483,7784,8085,8386,8687,8988,9289,9590,9891,10192,10493,10794,11095,11396,11697,11998,12299,12600,12901,13202,13503,13804,14105,14406,14707,15008,15309,15610,15911,16212,16513,16814,17115,17416,17717,18018,18319,18620,18921,19222,19523,19824,20125,20426,20727]] + 攻击次数 = 8 + data1 = [int(i*1.085) for i in [0,5937,6539,7141,7743,8345,8947,9549,10151,10753,11355,11957,12559,13161,13763,14365,14967,15569,16171,16773,17375,17977,18579,19181,19783,20385,20987,21589,22191,22793,23395,23997,24599,25201,25803,26405,27007,27609,28211,28813,29415,30017,30619,31221,31823,32425,33027,33629,34231,34833,35435,36037,36639,37241,37843,38445,39047,39649,40251,40853,41455]] + 攻击次数2 = 4 + # 灼烧待定 + data2 = [int(i*1.085) for i in [0,100,110,120,130,140,150,160,170,180,190,200,210,220,230,240,250,260,270,280,290,300,310,320,330,340,350,360,370,380,390,400,410,420,430,440,450,460,470,480,490,500,510,520,530,540,550,560,570,580,590,600,610,620,630,640,650,660,670,680,690]] + 攻击次数3 = 12 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2+ self.data2[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 0 + self.data1 = [int(i*(1+1.3+0.12)) for i in self.data1] + self.攻击次数3 = 4 + elif x == 1: + self.攻击次数 = 0 + self.data1 = [int(i*(1+1.3+0.28)) for i in self.data1] + self.攻击次数3 = 4 + + + +class 技能22(主动技能): + 名称 = '天雷·波动剑' + 所在等级 = 75 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + #基础 = 65775.64 + #成长 = 7428.35 + CD = 40.0 + 是否有护石 = 1 + data0 = [int(i*1.085*1.1324*2.42) for i in [0, 5261, 5795, 6328, 6862, 7397, 7930, 8464, 8997, 9531, 10066, 10599, 11133, 11666, 12200, 12735, 13268, 13802, 14335, 14869, 15404, 15937, 16471, 17004, 17538, 18073, 18606, 19140, 19673, 20207, 20742, 21275, 21809, 22342, 22876, 23411, 23944, 24478, 25011, 25545, 26080, 26613, 27147, 27681, 28214, 28749, 29282, 29816, 30350, 30883, 31418, 31951, 32485, 33019, 33552, 34087, 34620, 35154, 35688, 36221, 36756, 37289, 37823, 38357, 38890, 39425, 39958, 40492, 41026, 41559, 42094]] + 攻击次数 = 5 + data1 = [int(i*1.085*1.1324*1.1) for i in [0, 14469, 15937, 17404, 18873, 20341, 21809, 23277, 24744, 26212, 27681, 29149, 30617, 32085, 33552, 35020, 36488, 37957, 39425, 40892, 42360, 43828, 45296, 46763, 48232, 49700, 51168, 52636, 54103, 55571, 57040, 58508, 59976, 61443, 62911, 64379, 65847, 67316, 68783, 70251, 71719, 73187, 74654, 76123, 77591, 79059, 80527, 81994, 83462, 84930, 86399, 87867, 89334, 90802, 92270, 93738, 95205, 96675, 98142, 99610, 101078, 102546, 104013, 105482, 106950, 108418, 109886, 111353, 112821, 114289, 115758]] + 攻击次数2 = 1 + data3 = [int(i*1.085*1.1324) for i in [0, 72, 80, 87, 94, 102, 109, 116, 124, 131, 138, 146, 153, 160, 168, 175, 182, 190, 197, 204, 212, 219, 226, 234, 241, 249, 256, 263, 271, 278, 285, 293, 300, 307, 315, 322, 329, 337, 344, 351, 359, 366, 373, 381, 388, 395, 403, 410, 417, 425, 432, 439, 447, 454, 461, 469, 476, 483, 491, 498, 505, 513, 520, 527, 535, 542, 549, 557, 564, 571, 579]] + 攻击次数3 = 6 + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 0 + self.data1 = [int(i*(1+4.4+0.8)) for i in self.data1] + self.攻击次数3 = 1 + + +class 技能23(主动技能): + 名称 = '雷神之息' + 备注 = '(1次)' + 是否主动 = 0 + 所在等级 = 75 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + #基础 = 3302.59 + #成长 = 624.43 + CD = 2.5 + 关联技能 = ['所有'] + data0 = [int(i*1.085*1.055*1.1) for i in [0, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11, 12, 12, 13, 14, 14, 15, 15, 16, 17, 17, 18, 19, 19, 20, 21, 21, 22, 22, 23, 24, 24, 25, 26, 26, 27, 28, 28, 29, 29, 30, 31, 31, 32, 33, 33, 34, 35, 35]] + 攻击次数 = 1 + data1 = [int(i*1.085*1.055*1.1) for i in [0, 3917, 4541, 5165, 5790, 6414, 7039, 7663, 8288, 8912, 9537, 10161, 10785, 11410, 12034, 12659, 13283, 13908, 14532, 15156, 15781, 16405, 17030, 17654, 18279, 18903, 19528, 20152, 20776, 21401, 22025, 22648, 23273, 23897, 24522, 25146, 25771, 26395, 27019, 27644, 28268, 28893, 29517, 30142, 30766, 31391, 32015, 32639, 33264, 33888, 34513]] + 攻击次数2 = 1 + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + def 等效CD(self, 武器类型, 输出类型): + return 2.5 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.06 + 0.02 * self.等级, 5) + + +class 技能24(主动技能): + 名称 = '天雷·降魔杵' + 备注 = '(终结)' + 所在等级 = 80 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + #基础 = 51915.63 * 0.999 + #成长 = 5865.91 * 0.999 + 攻击次数 = 1 + CD = 45.0 + 是否有护石 = 1 + # 终结攻击发动时的小型金刚杵 + data0 = [int(i*1.085*1.0563*1.1) for i in [0, 887, 978, 1068, 1159, 1248, 1339, 1428, 1519, 1608, 1698, 1789, 1879, 1968, 2058, 2149, 2239, 2329, 2418, 2509, 2599, 2689, 2779, 2870, 2960, 3050, 3140, 3231, 3321, 3410, 3500, 3591, 3681, 3770, 3861, 3950, 4041, 4131, 4221, 4310, 4401, 4491, 4582, 4671, 4762, 4852, 4942, 5031, 5122, 5212, 5302, 5392, 5482, 5572, 5662, 5752, 5842, 5933, 6023, 6113, 6204, 6294, 6384, 6473, 6563, 6654, 6744, 6833, 6923, 7014, 7104]] + 攻击次数 = 8*2 + data1 = [int(i*1.085*1.0563*1.389) for i in [0, 8885, 9786, 10688, 11589, 12489, 13392, 14294, 15195, 16095, 16997, 17900, 18801, 19703, 20603, 21504, 22407, 23309, 24209, 25110, 26012, 26915, 27815, 28716, 29618, 30519, 31419, 32322, 33224, 34125, 35025, 35927, 36830, 37731, 38631, 39533, 40434, 41337, 42239, 43139, 44040, 44942, 45845, 46745, 47646, 48548, 49449, 50349, 51252, 52154, 53055, 53955, 54857, 55760, 56661, 57561, 58463, 59364, 60267, 61167, 62069, 62970, 63872, 64775, 65675, 66576, 67478, 68381, 69279, 70182, 71084]] + 攻击次数2 = 1 + data3 = [int(i*1.085*1.0563*1.389) for i in [0, 24846, 27366, 29886, 32409, 34929, 37449, 39969, 42492, 45012, 47532, 50052, 52572, 55095, 57615, 60135, 62655, 65177, 67698, 70218, 72738, 75260, 77780, 80301, 82821, 85343, 87863, 90383, 92904, 95426, 97946, 100466, 102986, 105509, 108029, 110549, 113069, 115589, 118112, 120632, 123152, 125672, 128193, 130715, 133235, 135756, 138276, 140796, 143318, 145839, 148359, 150879, 153399, 155922, 158442, 160962, 163482, 166005, 168525, 171045, 173565, 176085, 178608, 181128, 183648, 186168, 188690, 191211, 193731, 196251, 198773]] + 攻击次数3 = 1 + # 感电部分待定 + data4 = [int(i*1.085*1.0563) for i in [0, 38, 42, 46, 49, 53, 57, 61, 65, 69, 72, 76, 80, 84, 88, 92, 96, 99, 103, 107, 111, 115, 119, 122, 126, 130, 134, 138, 142, 145, 149, 153, 157, 161, 165, 169, 172, 176, 180, 184, 188, 192, 195, 199, 203, 207, 211, 215, 218, 222, 226, 230, 234, 238, 242, 245, 249, 253, 257, 261, 265, 268, 272, 276, 280, 284, 288, 291, 295, 299, 303]] + 攻击次数4 = 16 + # 护石加成 = 1 + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3 + self.data4[self.等级] * self.攻击次数4) * (1 + self.TP成长 * self.TP等级) * self.倍率 # * self.护石加成 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data1 = [int(i*1.48) for i in self.data1] + self.data3 = [int(i*1.48) for i in self.data3] + # self.护石加成 *= 1.35628 + + +class 技能25(主动技能): + 名称 = '天雷·降魔杵(雷针)' + 备注 = '(1轮)' + 所在等级 = 80 + 等级上限 = 1 + 基础等级 = 1 + #基础 = 4952.01 + #成长 = 560.13 + CD = 2.5 + data0 = [int(i*1.085*1.0563*1.1) for i in [0, 887, 978, 1068, 1159, 1248, 1339, 1428, 1519, 1608, 1698, 1789, 1879, 1968, 2058, 2149, 2239, 2329, 2418, 2509, 2599, 2689, 2779, 2870, 2960, 3050, 3140, 3231, 3321, 3410, 3500, 3591, 3681, 3770, 3861, 3950, 4041, 4131, 4221, 4310, 4401, 4491, 4582, 4671, 4762, 4852, 4942, 5031, 5122, 5212, 5302, 5392, 5482, 5572, 5662, 5752, 5842, 5933, 6023, 6113, 6204, 6294, 6384, 6473, 6563, 6654, 6744, 6833, 6923, 7014, 7104]] + 攻击次数 = 6 + # 感电部分待定 + data1 = [int(i*1.085*1.0563*1.1) for i in [0, 38, 42, 46, 49, 53, 57, 61, 65, 69, 72, 76, 80, 84, 88, 92, 96, 99, 103, 107, 111, 115, 119, 122, 126, 130, 134, 138, 142, 145, 149, 153, 157, 161, 165, 169, 172, 176, 180, 184, 188, 192, 195, 199, 203, 207, 211, 215, 218, 222, 226, 230, 234, 238, 242, 245, 249, 253, 257, 261, 265, 268, 272, 276, 280, 284, 288, 291, 295, 299, 303]] + 攻击次数2 = 3 + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + def 等效CD(self, 武器类型, 输出类型): + return 2.5 + + +class 技能26(主动技能): + 名称 = '雷神降世:裁决' + 所在等级 = 85 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + #基础 = 115355.09 * 0.996 + #成长 = 34839.29 * 0.996 + CD = 180 + data0 = [int(i*1.085*1.1015*1.152) for i in [0, 8853, 10908, 12960, 15014, 17067, 19119, 21173, 23228, 25280, 27333, 29387, 31439, 33494, 35547, 37599, 39653, 41706, 43758, 45813, 47867, 49919, 51972, 54026, 56078, 58133, 60186, 62238, 64292, 66344, 68397, 70452, 72506, 74558, 76611, 78663, 80718, 82772, 84825, 86877, 88931, 90983, 93038, 95091, 97145, 99197, 101250, 103302, 105357, 107411, 109464]] + 攻击次数 = 1 + data1 = [int(i*1.085*1.1015*1.152) for i in [0, 2303, 2835, 3368, 3903, 4436, 4971, 5504, 6039, 6572, 7106, 7640, 8174, 8708, 9242, 9776, 10310, 10842, 11378, 11910, 12446, 12978, 13514, 14046, 14579, 15114, 15647, 16182, 16715, 17249, 17783, 18317, 18851, 19385, 19919, 20453, 20985, 21521, 22053, 22589, 23121, 23657, 24189, 24722, 25257, 25790, 26325, 26858, 27393, 27926, 28460]] + 攻击次数2 = 25 + data3 = [int(i*1.085*1.1015*1.152) for i in [0, 17708, 21816, 25922, 30027, 34136, 38241, 42347, 46455, 50561, 54668, 58773, 62880, 66987, 71093, 75200, 79307, 83412, 87519, 91626, 95732, 99839, 103946, 108051, 112158, 116265, 120371, 124478, 128585, 132690, 136796, 140904, 145010, 149118, 153224, 157329, 161438, 165543, 169649, 173757, 177863, 181968, 186077, 190182, 194288, 198396, 202502, 206607, 210716, 214821, 218927]] + 攻击次数3 = 1 + data4 = [int(i*1.085*1.1015*1.152) for i in [0, 63458, 78173, 92888, 107601, 122318, 137033, 151748, 166463, 181179, 195893, 210606, 225323, 240038, 254753, 269468, 284181, 298898, 313613, 328328, 343043, 357759, 372473, 387186, 401903, 416618, 431333, 446048, 460761, 475478, 490193, 504908, 519623, 534336, 549053, 563766, 578483, 593198, 607913, 622628, 637341, 652058, 666773, 681488, 696203, 710916, 725633, 740346, 755063, 769778, 784493]] + 攻击次数4 = 1 + data5 = [int(i*1.085*1.1015*1.152) for i in [0, 98, 121, 144, 167, 190, 212, 235, 258, 281, 304, 327, 349, 372, 395, 418, 441, 463, 486, 509, 532, 555, 577, 600, 623, 646, 669, 692, 714, 737, 760, 783, 806, 828, 851, 874, 897, 920, 942, 965, 988, 1011, 1034, 1057, 1079, 1102, 1125, 1148, 1171, 1193, 1216]] + 攻击次数5 = 25 + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3 + self.data4[self.等级] * self.攻击次数4+ self.data5[self.等级] * self.攻击次数5) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能27(被动技能): + 名称 = '波动视界:慧眼' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能28(主动技能): + 名称 = '波动慧眼:无为法' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + #基础 = 121042.84 + #成长 = 13667.14 + CD = 60.0 + data0 = [int(i*1.085*1.1686*1.101) for i in [0, 6735, 7419, 8102, 8785, 9469, 10152, 10835, 11519, 12202, 12885, 13569, 14252, 14935, 15619, 16302, 16985, 17669, 18352, 19035, 19719, 20402, 21085, 21769, 22452, 23135, 23819, 24502, 25185, 25869, 26552, 27235, 27919, 28602, 29285, 29969, 30652, 31335, 32019, 32702, 33385]] + 攻击次数 = 5 + data1 = [int(i*1.085*1.1686*1.101) for i in [0, 101035, 111286, 121536, 131786, 142036, 152286, 162536, 172786, 183036, 193286, 203536, 213786, 224036, 234286, 244536, 254786, 265036, 275286, 285536, 295786, 306036, 316286, 326536, 336786, 347036, 357286, 367536, 377786, 388036, 398286, 408536, 418786, 429036, 439286, 449536, 459786, 470036, 480286, 490537, 500787]] + 攻击次数2 = 1 + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能29(主动技能): + 名称 = '波动神诀:万空' + 所在等级 = 100 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + #基础 = 359630.24 + #成长 = 108568.10 + CD = 290 + 关联技能 = ['无'] + data0 = [int(i*1.085*1.1480*1.102) for i in [0, 116714, 143778, 170842, 197906, 224970, 252035, 279099, 306163, 333227, 360291, 387355, 414420, 441484, 468548, 495612, 522676, 549740, 576805, 603869, 630933, 657997, 685061, 712125, 739190, 766254, 793318, 820382, 847446, 874511, 901575, 928639, 955703, 982767, 1009831, 1036896, 1063960, 1091024, 1118088, 1145152, 1172216, 1199281, 1226345, 1253409, 1280473, 1307537, 1334601, 1361666, 1388730, 1415794, 1442858, 1469922, 1496986, 1524051, 1551115, 1578179, 1605243, 1632307, 1659371, 1686436, 1713500, 1740564, 1767628, 1794692, 1821756, 1848821, 1875885, 1902949, 1930013, 1957077, 1984141]] + 攻击次数 = 1 + data1 = [int(i*1.085*1.1480*1.102) for i in [0, 19452, 23963, 28473, 32984, 37495, 42005, 46516, 51027, 55537, 60048, 64559, 69070, 73580, 78091, 82602, 87112, 91623, 96134, 100644, 105155, 109666, 114176, 118687, 123198, 127709, 132219, 136730, 141241, 145751, 150262, 154773, 159283, 163794, 168305, 172816, 177326, 181837, 186348, 190858, 195369, 199880, 204390, 208901, 213412, 217922, 222433, 226944, 231455, 235965, 240476, 244987, 249497, 254008, 258519, 263029, 267540, 272051, 276561, 281072, 285583, 290094, 294604, 299115, 303626, 308136, 312647, 317158, 321668, 326179, 330690]] + 攻击次数2 = 6 + data3 = [int(i*1.085*1.1480*1.102) for i in [0, 58357, 71889, 85421, 98953, 112485, 126017, 139549, 153081, 166613, 180145, 193677, 207210, 220742, 234274, 247806, 261338, 274870, 288402, 301934, 315466, 328998, 342530, 356062, 369595, 383127, 396659, 410191, 423723, 437255, 450787, 464319, 477851, 491383, 504915, 518448, 531980, 545512, 559044, 572576, 586108, 599640, 613172, 626704, 640236, 653768, 667300, 680833, 694365, 707897, 721429, 734961, 748493, 762025, 775557, 789089, 802621, 816153, 829685, 843218, 856750, 870282, 883814, 897346, 910878, 924410, 937942, 951474, 965006, 978538, 992070]] + 攻击次数3 = 2 + data4 = [int(i*1.085*1.1480*1.102) for i in [0, 118058, 145434, 172810, 200186, 227562, 254938, 282314, 309690, 337066, 364442, 391818, 419194, 446570, 473946, 501322, 528698, 556074, 583450, 610826, 638202, 665578, 692954, 720330, 747706, 775082, 802458, 829834, 857210, 884586, 911962, 939338, 966714, 994090, 1021466, 1048842, 1076218, 1103594, 1130970, 1158346, 1185722, 1213098, 1240474, 1267850, 1295226, 1322602, 1349978, 1377354, 1404730, 1432106, 1459482, 1486858, 1514234, 1541610, 1568986, 1596362, 1623738, 1651114, 1678490, 1705866, 1733242, 1760618, 1787994, 1815370, 1842746, 1870122, 1897498, 1924874, 1952250, 1979626, 2007002]] + 攻击次数4 = 1 + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3 + self.data4[self.等级] * self.攻击次数4) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + def 加成倍率(self, 武器类型): + return 0.0 + + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +极诣·阿修罗一觉序号 = 15 +极诣·阿修罗二觉序号 = 26 +极诣·阿修罗三觉序号 = 29 + + +极诣·阿修罗护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 极诣·阿修罗护石选项.append(i.名称) + +极诣·阿修罗符文选项 = ['无', '邪光斩', '波动爆发', '冰刃·波动剑', '鬼印珠', '爆炎·波动剑', + '无双波', '邪光波动阵', '不动明王阵', '极冰·裂波剑', '极炎·裂波剑', '天雷·波动剑', '天雷·降魔杵'] + + +class 极诣·阿修罗角色属性(角色属性): + + 实际名称 = '极诣·阿修罗' + 角色 = '鬼剑士(男)' + 职业 = '阿修罗' + + 武器选项 = ['太刀', '钝器', '巨剑', '短剑'] + + 类型选择 = ['魔法固伤'] + + 类型 = '魔法固伤' + 防具类型 = '板甲' + 防具精通属性 = ['智力'] + + 主BUFF = 1.59 + + 远古记忆 = 0 + 刀魂之卡赞 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 伤害指数计算(self): + + self.技能栏[self.技能序号['波动剑·光翼']].等级 = self.技能栏[self.技能序号['暗天波动眼']].等级 + self.技能栏[self.技能序号['波动眼·天照']].等级 = self.技能栏[self.技能序号['暗天波动眼']].等级 + self.技能栏[self.技能序号['波动剑·闪枪']].等级 = self.技能栏[self.技能序号['暗天波动眼']].等级 + self.技能栏[self.技能序号['波动剑·刺轮']].等级 = self.技能栏[self.技能序号['暗天波动眼']].等级 + + self.技能栏[self.技能序号['波动剑·光翼']].TP等级 = self.技能栏[self.技能序号['地裂·波动剑']].TP等级 + self.技能栏[self.技能序号['波动眼·天照']].TP等级 = self.技能栏[self.技能序号['冰刃·波动剑']].TP等级 + self.技能栏[self.技能序号['波动剑·闪枪']].TP等级 = self.技能栏[self.技能序号['爆炎·波动剑']].TP等级 + + self.技能栏[self.技能序号['天雷·降魔杵(雷针)']].等级 = self.技能栏[self.技能序号['天雷·降魔杵']].等级 + self.技能栏[self.技能序号['天雷·降魔杵(雷针)']].倍率 = self.技能栏[self.技能序号['天雷·降魔杵']].倍率 + + super().伤害指数计算() + + +class 极诣·阿修罗(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 极诣·阿修罗角色属性() + self.角色属性A = 极诣·阿修罗角色属性() + self.角色属性B = 极诣·阿修罗角色属性() + self.一觉序号 = 极诣·阿修罗一觉序号 + self.二觉序号 = 极诣·阿修罗二觉序号 + self.三觉序号 = 极诣·阿修罗三觉序号 + self.护石选项 = deepcopy(极诣·阿修罗护石选项) + self.符文选项 = deepcopy(极诣·阿修罗符文选项) diff --git a/Characters/极诣·驭剑士.py b/Characters/极诣·驭剑士.py new file mode 100644 index 00000000..281b0d67 --- /dev/null +++ b/Characters/极诣·驭剑士.py @@ -0,0 +1,1086 @@ +from PublicReference.carry.base import * + + +class 极诣·驭剑士主动技能(主动技能): + # 武器CD = {'短剑':1, '巨剑':1.1, '钝器':1.05, '太刀':0.95} + + # def 等效CD(self, 武器类型): + # return round(self.CD / self.恢复 * self.武器CD[武器类型], 1) + + data0 = [] + 次数 = [] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能0(被动技能): + 名称 = '基础精通' + 倍率 = 1.0 + 所在等级 = 1 + 等级上限 = 200 + 基础等级 = 100 + 关联技能 = ['帝国剑术'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(self.倍率 * (0.463 + 0.089 * self.等级), 5) + + +class 技能1(极诣·驭剑士主动技能): + 名称 = '帝国剑术' + 备注 = '(TP为基础精通)' + 所在等级 = 15 + 等级上限 = 1 + 基础等级 = 1 + 基础 = {'巨剑': 180 + 206 + 128, '太刀': 123 + 171 + 196, + '短剑': (70 + 75 + 82 + 87) * 2, '钝器': 103 + 154 + 180 + 78} + 成长 = 0 + CD = 1.0 + TP成长 = 0.10 + TP上限 = 3 + + def 等效百分比(self, 武器类型): + if self.等级 == 0: + return 0 + else: + return self.基础[武器类型] + + +class 技能2(被动技能): + 名称 = '毁灭之巨剑精通' + 所在等级 = 15 + 等级上限 = 40 + 基础等级 = 30 + 关联技能2 = ['所有'] + + data1 = [0, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120, 130, 140, 150, 160, 170, 180, 190, 200, 210, + 220, 230, 240, 250, 260, 270, 280, 290, 300, 310, 330, 350, 370, 390, 410, 430, 450, 470, 490, 510] + data2 = [0, 162, 168, 174, 180, 186, 192, 198, 204, 210, 216, 222, 228, 234, 240, 246, 252, 258, 264, 270, + 276, 282, 288, 294, 300, 306, 312, 318, 324, 330, 336, 342, 348, 354, 360, 366, 372, 378, 384, 390, 396] + data3 = [0, 10, 10, 11, 11, 12, 12, 12, 13, 13, 14, 14, 14, 15, 15, 16, 16, 16, 17, 17, + 18, 18, 18, 19, 19, 20, 20, 20, 21, 21, 22, 22, 22, 23, 23, 24, 24, 24, 25, 25, 26] + data4 = [0, 38, 38, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, + 47, 48, 48, 49, 49, 50, 50, 51, 51, 52, 52, 53, 53, 54, 54, 55, 55, 56, 56, 57, 57] + + def 加成倍率(self, 武器类型): + if 武器类型 != '巨剑': + return 1.0 + else: + return 1 + self.data2[self.等级] / 1000 + + def 加成倍率2(self, 武器类型): + return self.物理攻击力倍率(武器类型) + + def 物理攻击力倍率(self, 武器类型): + if 武器类型 != '巨剑': + return 1.0 + else: + return 1 + self.data1[self.等级] / 1000 + + # 破军圆舞斩 + def 额外倍率1(self): + return 1 + self.data3[self.等级] / 100 + + # 恶即斩终结 + def 额外倍率2(self): + return 1 + self.data4[self.等级] / 100 + + +class 技能3(被动技能): + 名称 = '波动之钝器精通' + 所在等级 = 15 + 等级上限 = 40 + 基础等级 = 30 + 关联技能2 = ['所有'] + + data1 = [0, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120, 130, 140, 150, 160, 170, 180, 190, 200, 210, + 220, 230, 240, 250, 260, 270, 280, 290, 300, 310, 330, 350, 370, 390, 410, 430, 450, 470, 490, 510] + data2 = [0, 185, 190, 195, 200, 205, 210, 215, 220, 225, 230, 235, 240, 245, 250, 255, 260, 265, 270, 275, + 280, 285, 290, 295, 300, 305, 310, 315, 320, 325, 330, 335, 340, 345, 350, 355, 360, 365, 370, 375, 380] + data3 = [0, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, + 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47] + data4 = [0, 11, 12, 14, 15, 16, 18, 19, 20, 22, 23, 24, 26, 27, 29, 30, 31, 33, 34, 35, + 37, 38, 39, 41, 42, 44, 45, 46, 48, 49, 50, 52, 53, 54, 56, 57, 58, 60, 61, 63, 64] + data5 = [0, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, + 27, 28, 29, 30, 31, 32, 33, 0, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47] + + def 加成倍率(self, 武器类型): + if 武器类型 != '钝器': + return 1.0 + else: + return 1 + self.data2[self.等级] / 1000 + + def 加成倍率2(self, 武器类型): + return self.物理攻击力倍率(武器类型) + + def 物理攻击力倍率(self, 武器类型): + if 武器类型 != '钝器': + return 1.0 + else: + return 1 + self.data1[self.等级] / 1000 + + # 雷鸣千军破 + def 额外倍率1(self): + return 1 + self.data3[self.等级] / 100 + + # 幻剑术 + def 额外倍率2(self): + return 1 + self.data4[self.等级] / 100 + + # 穿云破空剑 + def 额外倍率3(self): + return 1 + self.data5[self.等级] / 100 + + +class 技能4(被动技能): + 名称 = '血影之太刀精通' + 所在等级 = 15 + 等级上限 = 40 + 基础等级 = 30 + + 关联技能2 = ['所有'] + 非关联技能2 = ['帝国剑术', '魔剑降临'] + + data1 = [int(x*1.0) for x in[0, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120, 130, 140, 150, 160, 170, 180, 190, 200, 210, + 220, 230, 240, 250, 260, 270, 280, 290, 300, 310, 330, 350, 370, 390, 410, 430, 450, 470, 490, 510]] + data2 = [int(x+2) for x in[0, 18, 18, 19, 19, 20, 20, 21, 21, 22, 22, 23, 23, 24, 24, 25, 25, 26, 26, 27, + 27, 28, 28, 29, 29, 30, 30, 31, 31, 32, 32, 33, 33, 34, 34, 35, 35, 36, 36, 37, 37]] + data3 = [int(x*1.0) for x in[0, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, + 19, 20, 20, 21, 21, 22, 22, 23, 23, 24, 24, 25, 25, 26, 26, 27, 27, 28, 28, 29, 29]] + + def 加成倍率(self, 武器类型): + if 武器类型 != '太刀': + return 1.0 + else: + return 1 + self.data2[self.等级] / 100 + + def 加成倍率2(self, 武器类型): + return self.物理攻击力倍率(武器类型) + + def 物理攻击力倍率(self, 武器类型): + if 武器类型 != '太刀': + return 1.0 + else: + return 1 + self.data1[self.等级] / 1000 + + # 魔剑降临 + def 额外倍率1(self): + return 1 + self.data3[self.等级] / 100 + + 冷却关联技能 = ['所有'] + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0 or 武器类型 != '太刀': + return 1.0 + else: + return 0.9 + + +class 技能5(被动技能): + 名称 = '魔性之短剑精通' + 所在等级 = 15 + 等级上限 = 40 + 基础等级 = 30 + 关联技能2 = ['所有'] + + data1 = [0, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120, 130, 140, 150, 160, 170, 180, 190, 200, 210, 220, + 230, 240, 250, 260, 270, 280, 290, 300, 310, 320, 340, 360, 380, 400, 420, 440, 460, 480, 500, 520] + data2 = [0, 175, 180, 185, 190, 195, 200, 205, 210, 215, 220, 225, 230, 235, 240, 245, 250, 255, 260, 265, + 270, 275, 280, 285, 290, 295, 300, 305, 310, 315, 320, 325, 330, 335, 340, 345, 350, 355, 360, 365, 370] + data3 = [0, 34, 35, 37, 38, 40, 41, 42, 44, 45, 47, 48, 50, 51, 53, 54, 56, 57, 58, 60, + 61, 63, 64, 66, 67, 69, 70, 71, 73, 74, 76, 77, 79, 80, 82, 83, 85, 86, 87, 88, 89] + data4 = [0, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100, 105, 110, 115, 120, 125, 130, 135, + 140, 145, 150, 155, 160, 165, 170, 175, 180, 185, 190, 195, 200, 205, 210, 215, 220, 225, 230, 235] + + def 加成倍率(self, 武器类型): + if 武器类型 != '短剑': + return 1.0 + else: + return 1 + self.data2[self.等级] / 1000 + + def 加成倍率2(self, 武器类型): + return self.物理攻击力倍率(武器类型) + + def 物理攻击力倍率(self, 武器类型): + if 武器类型 != '短剑': + return 1.0 + else: + return 1 + self.data1[self.等级] / 1000 + + def 魔剑奥义CD倍率(self): + return 1 - self.data3[self.等级] / 100 + + # 瞬影三绝斩异常伤害 + def 额外倍率1(self): + return 1 + self.data4[self.等级] / 100 + + +class 技能6(极诣·驭剑士主动技能): + 名称 = '魔剑降临' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + TP成长 = 0.1 + TP上限 = 5 + # 火 冰 光 暗 + data1 = [int(x*1.138) for x in [0, 84, 92, 101, 109, 118, 126, 135, 143, 152, 160, 169, 177, 186, 194, 203, 211, 220, 228, 237, 245, 254, 262, 271, 279, 288, 296, 305, 313, 322, 330, 339, 347, 356, 364, 372, 381, 389, 398, 406, 415, 423, 432, 440, 449, 457, 466, 474, 483, 491, 500, 508, 517, 525, 534, 542, 551, 559, 568, 576, 585, 593, 602, 610, 619, 627, 636, 644, 653, 661, 670]] + data2 = [int(x*1.138) for x in [0, 84, 92, 101, 109, 118, 126, 135, 143, 152, 160, 169, 177, 186, 194, 203, 211, 220, 228, 237, 245, 254, 262, 271, 279, 288, 296, 305, 313, 322, 330, 339, 347, 356, 364, 372, 381, 389, 398, 406, 415, 423, 432, 440, 449, 457, 466, 474, 483, 491, 500, 508, 517, 525, 534, 542, 551, 559, 568, 576, 585, 593, 602, 610, 619, 627, 636, 644, 653, 661, 670]] + data3 = [int(x*1.138) for x in [0, 24, 26, 29, 31, 34, 36, 38, 41, 43, 46, 48, 51, 53, 55, 58, 60, 63, 65, 68, 70, 72, 75, 77, 80, 82, 85, 87, 89, 92, 94, 97, 99, 102, 104, 106, 109, 111, 114, 116, 119, 121, 123, 126, 128, 131, 133, 136, 138, 140, 143, 145, 148, 150, 153, 155, 157, 160, 162, 165, 167, 170, 172, 174, 177, 179, 182, 184, 187, 189, 191]] + data4 = [int(x*1.138) for x in [0, 55, 61, 67, 72, 78, 84, 89, 95, 100, 106, 112, 117, 123, 129, 134, 140, 145, 151, 157, 162, 168, 174, 179, 185, 190, 196, 202, 207, 213, 219, 224, 230, 235, 241, 247, 252, 258, 264, 269, 275, 280, 286, 292, 297, 303, 309, 314, 320, 325, 331, 337, 342, 348, 354, 359, 365, 370, 376, 382, 387, 393, 399, 404, 410, 415, 421, 427, 432, 438, 444]] + data0 = [data1, data2, data3, data4] + 次数 = [0, 0, 0, 0] + + def 等效CD(self, 武器类型, 输出类型): + return 1.0 + + +class 技能7(极诣·驭剑士主动技能): + 名称 = '疾影斩' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + CD = 7.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(x*1.154) for x in [0, 2630, 2896, 3163, 3430, 3696, 3964, 4230, 4497, 4764, 5030, 5297, 5564, 5831, 6098, 6365, 6631, 6898, 7165, 7431, 7699, 7966, 8232, 8499, 8766, 9032, 9299, 9567, 9833, 10100, 10367, 10633, 10900, 11167, 11434, 11701, 11968, 12234, 12501, 12768, 13034, 13302, 13569, 13835, 14102, 14369, 14635, 14902, 15169, 15436, 15703, 15970, 16236, 16503, 16770, 17036, 17304, 17570, 17837, 18104, 18370, 18637, 18904, 19171, 19438, 19705, 19971, 20238, 20505, 20771, 21039]] + data0 = [data1] + 次数 = [1] + + +class 技能8(极诣·驭剑士主动技能): + 名称 = '幻剑术' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + CD = 8.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(x*1.184) for x in [0, 634, 698, 763, 828, 891, 956, 1020, 1085, 1150, 1213, 1278, 1342, 1407, 1471, 1535, 1600, 1664, 1729, 1792, 1857, 1922, 1986, 2050, 2114, 2179, 2244, 2308, 2372, 2436, 2501, 2566, 2630, 2694, 2758, 2823, 2888, 2951, 3016, 3080, 3145, 3210, 3273, 3338, 3402, 3467, 3531, 3595, 3660, 3724, 3789, 3853, 3917, 3982, 4046, 4110, 4174, 4239, 4304, 4368, 4432, 4496, 4561, 4626, 4690, 4754, 4818, 4883, 4948, 5011, 5076]] + data2 = [int(x*1.184) for x in [0, 158, 174, 190, 207, 223, 239, 255, 270, 287, 303, 319, 335, 351, 368, 384, 400, 416, 432, 448, 464, 480, 496, 512, 529, 545, 561, 577, 593, 609, 625, 641, 657, 673, 690, 706, 722, 738, 754, 770, 786, 802, 818, 834, 850, 867, 883, 899, 915, 931, 947, 963, 979, 995, 1011, 1028, 1044, 1060, 1076, 1092, 1109, 1124, 1140, 1156, 1172, 1189, 1205, 1221, 1237, 1253, 1270]] + data0 = [data1, data2] + + def __init__(self): + self.次数 = [6, 0] + + +class 技能9(极诣·驭剑士主动技能): + 名称 = '升龙剑' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + CD = 8.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(x*1.155) for x in [0, 693, 764, 834, 905, 975, 1046, 1116, 1187, 1257, 1328, 1397, 1468, 1538, 1609, 1679, 1750, 1820, 1890, 1961, 2031, 2102, 2172, 2243, 2312, 2383, 2453, 2524, 2594, 2665, 2735, 2806, 2876, 2947, 3017, 3088, 3158, 3229, 3298, 3369, 3439, 3510, 3580, 3650, 3721, 3791, 3862, 3932, 4003, 4073, 4144, 4213, 4284, 4354, 4425, 4495, 4566, 4636, 4707, 4777, 4848, 4918, 4989, 5059, 5130, 5199, 5270, 5340, 5410, 5481, 5551]] + data2 = [int(x*1.155) for x in [0, 1306, 1438, 1570, 1704, 1836, 1969, 2101, 2233, 2366, 2499, 2631, 2764, 2896, 3029, 3161, 3293, 3427, 3559, 3691, 3824, 3956, 4089, 4222, 4354, 4487, 4619, 4751, 4884, 5017, 5150, 5282, 5414, 5547, 5679, 5811, 5945, 6077, 6210, 6342, 6474, 6607, 6740, 6872, 7005, 7137, 7270, 7402, 7534, 7668, 7800, 7932, 8065, 8197, 8330, 8463, 8595, 8728, 8860, 8992, 9125, 9257, 9390, 9523, 9655, 9788, 9920, 10052, 10186, 10318, 10450]] + data0 = [data1, data2] + 次数 = [4, 1] + + +class 技能10(被动技能): + 名称 = '魔剑觉醒' + 所在等级 = 30 + 等级上限 = 15 + 基础等级 = 5 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.035 + 0.015 * self.等级, 5) + + +class 技能11(极诣·驭剑士主动技能): + 名称 = '穿云破空剑' + 备注 = '(不可抓取)' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 26 + CD = 12.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(x*1.194) for x in [0, 762, 884, 1005, 1127, 1249, 1370, 1491, 1612, 1734, 1856, 1977, 2099, 2221, 2342, 2464, 2586, 2707, 2829, 2950, 3071, 3193, 3314, 3436, 3558, 3679, 3801, 3922, 4044, 4166, 4287, 4409, 4530, 4651, 4773, 4894, 5016, 5138, 5259, 5381, 5503, 5624, 5746, 5868, 5989, 6110, 6231, 6353, 6475, 6596, 6718, 6840, 6961, 7083, 7204, 7326, 7448, 7569, 7690, 7812, 7933, 8055, 8176, 8298, 8420, 8541, 8663, 8785, 8906, 9028, 9150]] + data2 = [int(x*1.194) for x in [0, 510, 591, 673, 754, 835, 917, 998, 1080, 1161, 1243, 1324, 1406, 1487, 1569, 1650, 1731, 1812, 1894, 1975, 2056, 2138, 2219, 2301, 2382, 2464, 2545, 2627, 2708, 2790, 2870, 2952, 3033, 3115, 3196, 3277, 3359, 3440, 3522, 3603, 3685, 3766, 3848, 3929, 4010, 4091, 4173, 4254, 4336, 4417, 4498, 4580, 4661, 4743, 4824, 4906, 4987, 5069, 5150, 5231, 5312, 5394, 5475, 5557, 5638, 5719, 5801, 5882, 5964, 6045, 6127]] + data3 = [int(x*1.194) for x in [0, 599, 694, 790, 885, 981, 1076, 1171, 1267, 1363, 1458, 1553, 1650, 1745, 1840, 1935, 2031, 2127, 2222, 2318, 2413, 2509, 2604, 2700, 2795, 2890, 2987, 3082, 3177, 3272, 3369, 3464, 3559, 3654, 3750, 3846, 3941, 4037, 4132, 4228, 4323, 4419, 4514, 4610, 4706, 4801, 4896, 4991, 5088, 5183, 5278, 5374, 5470, 5565, 5660, 5756, 5851, 5947, 6043, 6138, 6233, 6329, 6425, 6520, 6615, 6710, 6807, 6902, 6997, 7093, 7189]] + data0 = [data1, data2, data3] + + def __init__(self): + self.次数 = [1, 8, 1] + + def 等效百分比(self, 武器类型): + return self.data1[self.等级] * self.次数[0] * self.倍率 + self.data2[self.等级] * (self.次数[1] + self.TP等级) * self.倍率 + self.data3[self.等级] * self.次数[2] * self.倍率 + + +class 技能12(极诣·驭剑士主动技能): + 名称 = '魔剑奥义' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + 是否主动 = 0 + + # 火 冰 光 暗 + # 后续数组需要核对 + data1 = [int(x*1.0) for x in [0, 745, 820, 896, 971, 1047, 1123, 1198, 1274, 1349, 1425, 1501, 1576, 1652, 1727, 1803, 1879, 1954, 2030, 2105, 2181, 2257, 2332, 2408, 2483, 2559, 2634, 2710, 2786, 2861, 2937, 3012, 3088, 3164, 3239, 3315, 3390, 3466, 3542, 3617, 3693, 3768, 3844, 3920, 3995, 4071, 4146, 4222, 4298, 4373, 4449, 4524, 4600, 4676, 4751, 4827, 4902, 4978, 5053, 5129, 5205, 5280, 5356, 5431, 5507, 5583, 5658, 5734, 5809, 5885, 5961]] + data2 = [int(x*1.0) for x in [0, 820, 902, 986, 1068, 1152, 1235, 1318, 1401, 1484, 1568, 1651, 1734, 1817, 1900, 1983, 2067, 2149, 2233, 2316, 2399, 2483, 2565, 2649, 2731, 2815, 2897, 2981, 3065, 3147, 3231, 3313, 3397, 3480, 3563, 3647, 3729, 3813, 3896, 3979, 4062, 4145, 4228, 4312, 4395, 4478, 4561, 4644, 4728, 4810, 4894, 4976, 5060, 5144, 5226, 5310, 5392, 5476, 5558, 5642, 5726, 5808, 5892, 5974, 6058, 6141, 6224, 6307, 6390, 6474, 6557]] + data3 = [int(x*1.0) for x in [0, 820, 902, 986, 1068, 1152, 1235, 1318, 1401, 1484, 1568, 1651, 1734, 1817, 1900, 1983, 2067, 2149, 2233, 2316, 2399, 2483, 2565, 2649, 2731, 2815, 2897, 2981, 3065, 3147, 3231, 3313, 3397, 3480, 3563,3647, 3729, 3813, 3896, 3979, 4062, 4145, 4228, 4312, 4395, 4478, 4561, 4644, 4728, 4810, 4894, 4976, 5060, 5144, 5226, 5310, 5392, 5476, 5558, 5642, 5726, 5808, 5892, 5974, 6058, 6141, 6224, 6307, 6390, 6474, 6557]] + data4 = [int(x*1.0) for x in [0, 745, 820, 896, 971, 1047, 1123, 1198, 1274, 1349, 1425, 1501, 1576, 1652, 1727, 1803, 1879, 1954, 2030, 2105, 2181, 2257, 2332, 2408, 2483, 2559, 2634, 2710, 2786, 2861, 2937, 3012, 3088, 3164, 3239, 3315, 3390, 3466, 3542, 3617, 3693, 3768, 3844, 3920, 3995, 4071, 4146, 4222, 4298, 4373, 4449, 4524, 4600, 4676, 4751, 4827, 4902, 4978, 5053, 5129, 5205, 5280, 5356, 5431, 5507, 5583, 5658, 5734, 5809, 5885, 5961]] + data0 = [data1, data2, data3, data4] + 次数 = [0, 0, 0, 0] + + TP上限 = 5 + 短精CD = 1 + + def 等效CD(self, 武器类型, 输出类型): + if 武器类型 != '短剑': + return round(5 * (1 - 0.1 * self.TP等级), 1) + else: + return round(self.短精CD * 5 * (1 - 0.1 * self.TP等级), 2) + + +class 技能13(极诣·驭剑士主动技能): + 名称 = '破军旋舞斩' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 24 + CD = 15.0 + TP成长 = 0.10 + TP上限 = 5 + + data1 = [int(x*1.0) for x in [0, 2203, 2554, 2906, 3256, 3608, 3959, 4310, 4662, 5013, 5364, 5715, 6067, 6418, 6770, 7120, 7471, 7823, 8174, 8526, 8877, 9228, 9579, 9930, 10282, 10633, 10984, 11335, 11687, 12038, 12390, 12741, 13091, 13443, 13794, 14146, 14497, 14848, 15199, 15550, 15902, 16253, 16605, 16955, 17307, 17658, 18010, 18361, 18711, 19063, 19414, 19766, 20117, 20468, 20819, 21170, 21522, 21873, 22225, 22575, 22927, 23278, 23630, 23981, 24331, 24683, 25034, 25386, 25737, 26089, 26439]] + data0 = [data1] + 次数 = [3] + 倍率 = 1.2 # 蓄力增加20% + + # 破空剑舞 + # 旋转攻击时向前方发射1道剑气 + # 剑气攻击力为[破军旋舞斩]整体攻击力的19% + # 剑气攻击范围 +30% + # 剑气攻击力 +14% + # 半月斩击范围 +30% + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.24 + elif x == 1: + self.倍率 *= 1.33 + + def 护石描述(self, x): + if x == 0: + temp = "破空剑舞" + temp += "

" + temp += "[破军旋舞斩]
" + temp += "旋转攻击时向前方发射1道剑气
" + temp += "剑气攻击力为[破军旋舞斩]整体攻击力的19%
" + temp += "
-护石附加效果:
" + temp += "剑气攻击范围 +30%
" + temp += "剑气攻击力 +5%
" + temp += "半月斩击范围 +30%" + elif x == 1: + temp = "破空剑舞" + temp += "

" + temp += "[破军旋舞斩]
" + temp += "旋转攻击时向前方发射1道剑气
" + temp += "剑气攻击力为[破军旋舞斩]整体攻击力的19%
" + temp += "
-护石附加效果:
" + temp += "剑气攻击范围 +30%
" + temp += "剑气攻击力 +14%
" + temp += "半月斩击范围 +30%" + return temp + + +class 技能14(极诣·驭剑士主动技能): + 名称 = '瞬影三绝斩' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + 基础 = 5922.08 + 成长 = 668.93 + CD = 15.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(x*1.154) for x in [0, 2197, 2420, 2644, 2867, 3090, 3312, 3535, 3758, 3981, 4204, 4428, 4650, 4873, 5096, 5319, 5542, 5765, 5988, 6211, 6434, 6657, 6880, 7103, 7326, 7549, 7771, 7995, 8218, 8441, 8664, 8887, 9110, 9332, 9555, 9779, 10002, 10225, 10448, 10670, 10893, 11116, 11339, 11563, 11786, 12009, 12231, 12454, 12677, 12900, 13123, 13347, 13570, 13792, 14015, 14238, 14461, 14684, 14907, 15130, 15353, 15576, 15799, 16022, 16245, 16468, 16690, 16914, 17137, 17360, 17583]] + # 冰属性附加伤害,计算公式未知 + data2 = [int(x*1.154) for x in [0, 149, 165, 180, 195, 210, 230, 245, 260, 275, 290, 305, 320, 335, 355, 365, 385, 400, 415, 430, 445, 460, 475, 490, 510, 525, 540, 555, 570, 585, 600, 615, 630, 645, 665, 680, 695, 710, 725, 740, 755, 770, 785, 805, 820, 835, 850, 865, 880, 895, 910, 925, 945, 960, 975, 990, 1005, 1020, 1035, 1050, 1070, 1085, 1100, 1115, 1130, 1145, 1160, 1175, 1190, 1205, 1225]] + data0 = [data1] + 次数 = [3] + + +class 技能15(极诣·驭剑士主动技能): + 名称 = '雷鸣千军破' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(x*1.155) for x in [0, 409, 450, 492, 533, 575, 616, 658, 700, 741, 783, 824, 866, 908, 949, 990, 1031, 1073, 1115, 1156, 1198, 1239, 1281, 1323, 1364, 1406, 1447, 1489, 1530, 1571, 1613, 1654, 1696, 1738, 1779, 1821, 1862, 1904, 1946, 1987, 2029, 2070, 2111, 2153, 2194, 2236, 2277, 2319, 2361, 2402, 2444, 2486, 2527, 2569, 2610, 2651, 2693, 2734, 2776, 2817, 2859, 2901, 2942, 2984, 3025, 3067, 3109, 3150, 3191, 3232, 3274]] + data2 = [int(x*1.155) for x in [0, 506, 557, 609, 660, 711, 763, 814, 866, 917, 969, 1020, 1071, 1123, 1174, 1226, 1277, 1329, 1380, 1431, 1483, 1534, 1586, 1637, 1688, 1739, 1790, 1842, 1893, 1945, 1996, 2048, 2099, 2150, 2202, 2253, 2305, 2356, 2408, 2459, 2510, 2562, 2613, 2665, 2716, 2768, 2819, 2870, 2922, 2972, 3024, 3075, 3127, 3178, 3230, 3281, 3332, 3384, 3435, 3487, 3538, 3590, 3641, 3692, 3744, 3795, 3847, 3898, 3950, 4001, 4052]] + data3 = [int(x*1.155) for x in [0, 796, 877, 958, 1038, 1119, 1200, 1281, 1361, 1442, 1523, 1604, 1684, 1765, 1846, 1927, 2007, 2088, 2169, 2250, 2330, 2411, 2492, 2573, 2653, 2734, 2815, 2896, 2976, 3057, 3138, 3219, 3299, 3380, 3461, 3542, 3622, 3703, 3784, 3865, 3945, 4026, 4107, 4188, 4268, 4349, 4430, 4511, 4591, 4672, 4753, 4834, 4914, 4995, 5076, 5157, 5237, 5318, 5399, 5480, 5560, 5641, 5722, 5803, 5883, 5964, 6045, 6126, 6206, 6287, 6368]] + data0 = [data1, data1, data2, data3] + + def __init__(self): + self.次数 = [3, 8, 8, 0] + + def 等效百分比(self, 武器类型): + if 武器类型 == '钝器': + #temp = [] + #temp.append(self.次数[0] / 3) + # temp.append(self.次数[1]) + # temp.append(self.次数[2]) + # temp.append(1) + self.次数[0] /= 3 + self.次数[3] = 1 + # 钝器斩击只有一段,但是附带冲击波 + return super().等效百分比(武器类型) + + # 千雷轰鸣 + # 从地面召唤的巨剑数量 +25% + # 斩击和从地面召唤的巨剑斩击物理攻击力 +21% + # 巨剑冲击波攻击范围 +40% + 是否有护石 = 1 + 是否装备护石 = 0 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.次数 = [3 * 1.07, 8 * 1.07 * 1.25, 8 * 1.25, 0] + self.是否装备护石 = 1 + elif x == 1: + self.次数 = [3 * 1.21, 8 * 1.21 * 1.25, 8 * 1.25, 0] + self.是否装备护石 = 1 + + def 护石描述(self, x): + if x == 0: + temp = "千雷轰鸣" + temp += "

" + temp += "[雷鸣千军破]
" + temp += "从地面召唤的巨剑数量 +25%
" + temp += "
-护石附加效果:
" + temp += "斩击和从地面召唤的巨剑斩击物理攻击力 +7%
" + temp += "巨剑冲击波攻击范围 +40%" + elif x == 1: + temp = "千雷轰鸣" + temp += "

" + temp += "[雷鸣千军破]
" + temp += "从地面召唤的巨剑数量 +25%
" + temp += "
-护石附加效果:
" + temp += "斩击和从地面召唤的巨剑斩击物理攻击力 +21%
" + temp += "巨剑冲击波攻击范围 +40%" + return temp + + +class 技能16(极诣·驭剑士主动技能): + 名称 = '恶即斩' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + CD = 40.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(x*1.0) for x in [0, 888, 978, 1069, 1158, 1249, 1339, 1429, 1519, 1609, 1699, 1790, 1879, 1970, 2060, 2150, 2240, 2330, 2420, 2510, 2600, 2690, 2781, 2870, 2961, 3051, 3141, 3231, 3321, 3411, 3502, 3591, 3682, 3772, 3862, 3952, 4043, 4132, 4223, 4312, 4403, 4493, 4583, 4673, 4764, 4853, 4944, 5034, 5124, 5214, 5304, 5394, 5485, 5574, 5665, 5755, 5845, 5935, 6026, 6115, 6206, 6295, 6386, 6476, 6566, 6656, 6747, 6836, 6927, 7016, 7107]] + data2 = [int(x*1.0) for x in [0, 7304, 8046, 8787, 9528, 10269, 11010, 11750, 12491, 13232, 13973, 14714, 15456, 16197, 16938, 17679, 18420, 19161, 19902, 20643, 21384, 22126, 22867, 23608, 24349, 25090, 25830, 26571, 27312, 28053, 28795, 29536, 30277, 31018, 31759, 32500, 33241, 33982, 34723, 35465, 36206, 36947, 37688, 38429, 39170, 39910, 40651, 41392, 42133, 42875, 43616, 44357, 45098, 45839, 46580, 47321, 48062, 48803, 49545, 50286, 51027, 51768, 52509, 53250, 53990, 54731, 55472, 56214, 56955, 57696, 58437]] + data0 = [data1, data2] + 次数 = [15, 1] + + # 斩恶者 + # 终结攻击前使用[驭剑术]时, 自动发动终结攻击 + # 连续斩击攻击力 +19% + # 冷却时间 -5% + # 多段攻击次数固定为最大值 + # 终结攻击力 +38% + # 连续斩击攻击范围 +30% + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.次数 = [15 * 1.19, 1.17] + self.CD *= 0.95 + elif x == 1: + self.次数 = [15 * 1.19, 1.38] + self.CD *= 0.95 + + def 护石描述(self, x): + if x == 0: + temp = "斩恶者" + temp += "

" + temp += "[恶即斩]
" + temp += "终结攻击前使用[驭剑术]时, 自动发动终结攻击
" + temp += "连续斩击攻击力 +19%
" + temp += "冷却时间 -5%
" + temp += "
-护石附加效果:
" + temp += "多段攻击次数固定为最大值
" + temp += "终结攻击力 +17%
" + temp += "连续斩击攻击范围 +30%" + elif x == 1: + temp = "斩恶者" + temp += "

" + temp += "[恶即斩]
" + temp += "终结攻击前使用[驭剑术]时, 自动发动终结攻击
" + temp += "连续斩击攻击力 +19%
" + temp += "冷却时间 -5%
" + temp += "
-护石附加效果:
" + temp += "多段攻击次数固定为最大值
" + temp += "终结攻击力 +38%
" + temp += "连续斩击攻击范围 +30%" + return temp + + +class 技能17(极诣·驭剑士主动技能): + 名称 = '极·驭剑术(时空斩)' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + CD = 145.0 + data1 = [int(x*1.154) for x in [0, 9714, 11968, 14220, 16472, 18726, 20978, 23231, 25484, 27736, 29990, 32242, 34495, 36748, 39000, 41253, 43506, 45758, 48011, 50264, 52517, 54770, 57022, 59275, 61528, 63781, 66033, 68286, 70539, 72791, 75045, 77297, 79550, 81803, 84055, 86309, 88561, 90813, 93067, 95319, 97571, 99825, 102077, 104330, 106583, 108835, 111089, 113341, 115594, 117847, 120099, 122352, 124605, 126858, 129110, 131363, 133616, 135869, 138121, 140374, 142627, 144880, 147132, 149385, 151638, 153890, 156144, 158396, 160649, 162902, 165154]] + data2 = [int(x*1.154) for x in [0, 19430, 23935, 28441, 32946, 37451, 41957, 46463, 50968, 55473, 59979, 64485, 68990, 73495, 78001, 82507, 87012, 91517, 96023, 100529, 105034, 109540, 114045, 118550, 123056, 127562, 132068, 136572, 141078, 145584, 150090, 154594, 159100, 163606, 168111, 172617, 177122, 181628, 186133, 190639, 195144, 199650, 204155, 208661, 213167, 217671, 222177, 226683, 231189, 235693, 240199, 244705, 249210, 253716, 258221, 262727, 267232, 271738, 276243, 280749, 285254, 289760, 294266, 298770, 303276, 307782, 312288, 316793, 321298, 325804, 330310]] + data0 = [data1, data2] + 次数 = [3, 1] + + +class 技能18(被动技能): + 名称 = '斩魂术' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(0.995 + 0.03 + 0.02 * self.等级, 5) + + +class 技能19(极诣·驭剑士主动技能): + 名称 = '裂刃天冲' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + CD = 30.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(x*1.154) for x in [0, 2909, 3204, 3499, 3794, 4090, 4385, 4680, 4975, 5270, 5566, 5861, 6156, 6450, 6746, 7041, 7336, 7631, 7927, 8222, 8517, 8812, 9108, 9403, 9698, 9992, 10288, 10583, 10878, 11173, 11469, 11764, 12059, 12354, 12650, 12945, 13240, 13534, 13830, 14125, 14420, 14715, 15010, 15306, 15601, 15896, 16191, 16487, 16782, 17076, 17371, 17667, 17962, 18257, 18552, 18848, 19143, 19438, 19733, 20029, 20324, 20619, 20913, 21209, 21504, 21799, 22094, 22390, 22685, 22980, 23275]] + data2 = [int(x*1.154) for x in [0, 454, 500, 547, 592, 639, 685, 730, 777, 823, 870, 915, 962, 1008, 1053, 1100, 1146, 1192, 1238, 1284, 1330, 1376, 1423, 1469, 1515, 1561, 1607, 1653, 1699, 1746, 1791, 1838, 1884, 1930, 1976, 2022, 2069, 2114, 2161, 2207, 2252, 2299, 2345, 2391, 2437, 2484, 2530, 2575, 2622, 2668, 2714, 2760, 2806, 2852, 2898, 2945, 2990, 3037, 3083, 3129, 3175, 3221, 3268, 3313, 3360, 3406, 3451, 3498, 3544, 3590, 3636]] + data3 = [int(x*1.154) for x in [0, 8000, 8812, 9624, 10435, 11248, 12059, 12870, 13682, 14494, 15306, 16117, 16930, 17741, 18552, 19364, 20176, 20988, 21799, 22610, 23423, 24234, 25046, 25858, 26670, 27481, 28292, 29105, 29916, 30728, 31539, 32351, 33163, 33974, 34787, 35598, 36410, 37221, 38033, 38845, 39656, 40469, 41280, 42091, 42903, 43715, 44527, 45338, 46150, 46962, 47773, 48585, 49397, 50209, 51020, 51831, 52644, 53455, 54267, 55078, 55890, 56702, 57513, 58326, 59137, 59949, 60760, 61572, 62384, 63195, 64007]] + data0 = [data1, data2, data3] + # 怪物高度低会变成[1,8,1] + 次数 = [1, 9, 1] + + # 穿云刃 + # 与魔法剑一起前冲并发动爆炸攻击 + #- 删除刺击和升空多段攻击 + # - 前冲爆炸攻击力为原爆炸攻击力的201% + # 按向前方向键时增加前冲范围 + # 前冲爆炸攻击范围 +30% + # 前冲爆炸攻击力 +27% + # 冷却时间 -5% + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.次数 = [0, 0, 2.01 + 0.11] + self.CD *= 0.95 + elif x == 1: + self.次数 = [0, 0, 2.01 + 0.27] + self.CD *= 0.95 + + def 护石描述(self, x): + if x == 0: + temp = "穿云刃" + temp += "

" + temp += "[裂刃天冲]
" + temp += "与魔法剑一起前冲并发动爆炸攻击
" + temp += "- 删除刺击和升空多段攻击
" + temp += "- 前冲爆炸攻击力为原爆炸攻击力的201%
" + temp += "
-护石附加效果:
" + temp += "按向前方向键时增加前冲范围
" + temp += "前冲爆炸攻击范围 +30%
" + temp += "前冲爆炸攻击力 +11%
" + temp += "冷却时间 -5%" + elif x == 1: + temp = "穿云刃" + temp += "

" + temp += "[裂刃天冲]
" + temp += "与魔法剑一起前冲并发动爆炸攻击
" + temp += "- 删除刺击和升空多段攻击
" + temp += "- 前冲爆炸攻击力为原爆炸攻击力的201%
" + temp += "
-护石附加效果:
" + temp += "按向前方向键时增加前冲范围
" + temp += "前冲爆炸攻击范围 +30%
" + temp += "前冲爆炸攻击力 +27%
" + temp += "冷却时间 -5%" + return temp + + +class 技能20(极诣·驭剑士主动技能): + 名称 = '幻剑阵' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + CD = 50.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(x*1.154) for x in [0, 3463, 3814, 4166, 4517, 4869, 5220, 5571, 5923, 6274, 6626, 6977, 7329, 7680, 8031, 8383, 8734, 9086, 9437, 9789, 10140, 10491, 10843, 11194, 11545, 11896, 12248, 12599, 12950, 13302, 13653, 14005, 14356, 14708, 15059, 15410, 15762, 16113, 16465, 16816, 17168, 17519, 17870, 18222, 18573, 18925, 19276, 19628, 19979, 20330, 20681, 21032, 21384, 21735, 22087, 22438, 22790, 23141, 23492, 23844, 24195, 24547, 24898, 25250, 25601, 25952, 26304, 26655, 27007, 27358, 27710]] + data2 = [int(x*1.154) for x in [0, 13854, 15260, 16666, 18071, 19476, 20882, 22288, 23693, 25099, 26505, 27910, 29315, 30721, 32127, 33532, 34938, 36344, 37749, 39154, 40560, 41966, 43371, 44777, 46182, 47588, 48993, 50399, 51805, 53210, 54615, 56021, 57427, 58832, 60238, 61644, 63050, 64454, 65860, 67266, 68671, 70077, 71483, 72888, 74293, 75699, 77105, 78510, 79916, 81321, 82727, 84132, 85538, 86944, 88350, 89755, 91160, 92566, 93971, 95377, 96783, 98189, 99593, 100999, 102405, 103810, 105216, 106622, 108027, 109432, 110838]] + data0 = [data1, data2] + 次数 = [4, 1] + + # 天衍剑 + # 在前方生成幻剑阵后落下强化魔剑并引发爆炸 + #- 删除幻剑移动攻击和强制控制效果 + # - 魔剑爆炸攻击力为终结攻击力的50%% + #- 魔剑爆炸造成4段攻击伤害 + # 魔剑爆炸攻击力 +12% + # 魔剑爆炸范围 +30% + # 魔剑爆炸攻击力 +14% + # 剑气移动速度 +30% + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.次数 = [0, 0.50 * 4 * 1.18] + elif x == 1: + self.次数 = [0, 0.50 * 4 * 1.26] + + def 护石描述(self, x): + if x == 0: + temp = "天衍剑" + temp += "

" + temp += "[极 · 驭剑术 (幻剑阵)]
" + temp += "在前方生成幻剑阵后落下强化魔剑并引发爆炸
" + temp += "- 删除幻剑移动攻击和强制控制效果
" + temp += "- 魔剑爆炸攻击力为终结攻击力的50%
" + temp += "- 魔剑爆炸造成4段攻击伤害
" + temp += "魔剑爆炸攻击力 +12%
" + temp += "
-护石附加效果:
" + temp += "魔剑爆炸范围 +30%
" + temp += "魔剑爆炸攻击力 +6%
" + temp += "剑气移动速度 +30%" + elif x == 1: + temp = "天衍剑" + temp += "

" + temp += "[极 · 驭剑术 (幻剑阵)]
" + temp += "在前方生成幻剑阵后落下强化魔剑并引发爆炸
" + temp += "- 删除幻剑移动攻击和强制控制效果
" + temp += "- 魔剑爆炸攻击力为终结攻击力的50%
" + temp += "- 魔剑爆炸造成4段攻击伤害
" + temp += "魔剑爆炸攻击力 +12%
" + temp += "
-护石附加效果:
" + temp += "魔剑爆炸范围 +30%
" + temp += "魔剑爆炸攻击力 +14%
" + temp += "剑气移动速度 +30%" + return temp + + +class 技能21(极诣·驭剑士主动技能): + 名称 = '破剑阵' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + CD = 45.0 + data1 = [int(x*1.156) for x in [0, 1359, 1496, 1634, 1772, 1910, 2048, 2186, 2324, 2462, 2599, 2737, 2875, 3013, 3151, 3289, 3427, 3565, 3703, 3840, 3978, 4116, 4254, 4392, 4530, 4668, 4806, 4944, 5081, 5219, 5357, 5495, 5632, 5770, 5909, 6047, 6185, 6322, 6460, 6598, 6736, 6873, 7011, 7150, 7288, 7426, 7563, 7701, 7839, 7977, 8114, 8252, 8390, 8529, 8666, 8804, 8942, 9080, 9218, 9355, 9493, 9631, 9770, 9907, 10045, 10183, 10321, 10459, 10596, 10734, 10872]] + data2 = [int(x*1.156) for x in [0, 2718, 2993, 3270, 3545, 3821, 4096, 4372, 4648, 4924, 5199, 5475, 5751, 6027, 6303, 6578, 6854, 7130, 7406, 7681, 7957, 8232, 8509, 8785, 9060, 9336, 9611, 9888, 10163, 10439, 10714, 10990, 11266, 11542, 11818, 12093, 12370, 12645, 12921, 13196, 13472, 13748, 14024, 14299, 14575, 14851, 15127, 15403, 15678, 15954, 16230, 16506, 16781, 17057, 17332, 17609, 17885, 18160, 18436, 18711, 18988, 19263, 19539, 19814, 20090, 20366, 20642, 20918, 21193, 21470, 21745]] + data3 = [int(x*1.156) for x in [0, 19027, 20957, 22888, 24818, 26748, 28678, 30609, 32539, 34470, 36399, 38330, 40260, 42190, 44121, 46050, 47981, 49911, 51842, 53772, 55703, 57632, 59563, 61493, 63424, 65354, 67284, 69214, 71145, 73075, 75006, 76935, 78866, 80796, 82727, 84657, 86588, 88517, 90448, 92378, 94309, 96239, 98169, 100099, 102030, 103960, 105890, 107820, 109750, 111681, 113611, 115542, 117472, 119402, 121332, 123263, 125193, 127124, 129053, 130984, 132914, 134845, 136775, 138705, 140635, 142566, 144496, 146427, 148357, 150287, 152217]] + data4 = [int(x*1.156) for x in [0, 4878, 5373, 5869, 6364, 6858, 7353, 7849, 8344, 8838, 9333, 9829, 10323, 10818, 11313, 11809, 12303, 12798, 13293, 13788, 14283, 14778, 15273, 15768, 16263, 16758, 17252, 17748, 18243, 18738, 19232, 19728, 20223, 20718, 21212, 21708, 22203, 22697, 23192, 23688, 24183, 24677, 25172, 25668, 26162, 26657, 27152, 27648, 28142, 28637, 29132, 29628, 30122, 30617, 31112, 31607, 32102, 32597, 33092, 33587, 34082, 34577, 35071, 35567, 36062, 36557, 37051, 37547, 38042, 38536, 39031]] + data0 = [data1, data2, data3, data4] + 次数 = [7, 7, 1, 0] + 次数倍率 = [1, 1, 1, 1] + #强制中断时为 [0, 0, 0, 8] + + # 破剑阵 + # - 放置魔剑后, 立即拔出古代魔剑, 跳跃至空中后, 向地面使用下劈 + # - 终结爆炸攻击力 +250% + # - 驭剑术柔化时, 维持魔剑爆炸功能, 终结爆炸攻击力与柔化爆炸攻击力 +10% + # - 终结爆炸攻击力与柔化爆炸攻击力额外增加 24% + # - 终结爆炸与柔化爆炸范围 +10% + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + self.次数倍率 = [0, 0, 2.5 * 1.34, 1.34] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.data0[i][self.等级] * self.次数[i] * self.次数倍率[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能22(被动技能): + 名称 = '帝皇盟约' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.28 + 0.02 * self.等级, 5) + + def 物理攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + +class 技能23(极诣·驭剑士主动技能): + 名称 = '飓风魔剑' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + CD = 25.0 + + # 魔剑奥义额外增伤 + 额外百分比 = 0 + 额外倍率 = 1 + 魔剑层数上限 = 5 + 魔剑增加量 = 0.03 + + data1 = [int(x*1.157) for x in [0, 406, 448, 489, 530, 570, 612, 653, 694, 736, 777, 818, 859, 901, 942, 983, 1025, 1066, 1107, 1148, 1190, 1230, 1271, 1313, 1354, 1395, 1436, 1478, 1519, 1560, 1602, 1643, 1684, 1726, 1767, 1808, 1849, 1890, 1931, 1972, 2014, 2055, 2096, 2137, 2179, 2220, 2261, 2303, 2344, 2385, 2426, 2468, 2509, 2550, 2591, 2632, 2673, 2714, 2756, 2797, 2838, 2880, 2921, 2962, 3004, 3045, 3086, 3127, 3169, 3210, 3250]] + data2 = [int(x*1.157) for x in [0, 7141, 7865, 8590, 9314, 10038, 10763, 11488, 12211, 12936, 13661, 14385, 15110, 15834, 16558, 17283, 18008, 18731, 19456, 20181, 20905, 21630, 22354, 23078, 23803, 24528, 25251, 25976, 26701, 27425, 28150, 28874, 29598, 30323, 31048, 31771, 32496, 33221, 33945, 34670, 35394, 36119, 36843, 37568, 38292, 39016, 39741, 40466, 41190, 41914, 42639, 43363, 44088, 44812, 45536, 46261, 46986, 47710, 48434, 49159, 49883, 50608, 51332, 52056, 52781, 53506, 54230, 54954, 55679, 56403, 57128]] + data0 = [data1, data2] + 次数 = [40, 1] + 次数倍率 = [1, 1] + # 飓风魔剑 + # - 向前方发射属性魔剑, 以命中的敌人为中心, 产生魔力的风暴, 造成伤害后爆炸 + # - 魔力风暴多段攻击力 +15% + #- 新增魔力风暴多段攻击聚怪功能 + #- 删除按住技能键的技能 + # - 魔力爆炸攻击力 +65% + # - [魔剑奥义]保存次数上限 -2次 + # - 每个魔剑阶段数额外增加量额外增加2% + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + self.次数倍率 = [1.15, 1.65] + # 魔剑奥义不吃护石加成 + # self.额外倍率 = 1.65 + self.魔剑层数上限 = 3 + self.魔剑增加量 = 0.05 + + def 等效百分比(self, 武器类型): + sum = self.额外百分比 * self.额外倍率 + for i in range(len(self.次数)): + sum += self.data0[i][self.等级] * self.次数[i] * self.次数倍率[i] + return sum * self.倍率 + + +class 技能24(极诣·驭剑士主动技能): + 名称 = '誓约之剑:雷沃汀' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + CD = 180.0 + data1 = [int(x*1.154) for x in [0, 96690, 119110, 141531, 163952, 186373, 208794, 231215, 253636, 276057, 298478, 320899, 343320, 365741, 388162, 410583, 433004, 455425, 477846, 500267, 522688, 545109, 567530, 589950, 612371, 634792, 657213, 679634, 702055, 724476, 746897, 769318, 791739, 814160, 836581, 859002, 881423, 903844, 926265, 948686, 971107, 993528, 1015949, 1038370, 1060790, 1083211, 1105632, 1128053, 1150474, 1172895, 1195316, 1217737, 1240158, 1262579, 1285000, 1307421, 1329842, 1352263, 1374684, 1397105, 1419526, 1441947, 1464368, 1486789, 1509210, 1531630, 1554051, 1576472, 1598893, 1621314, 1643735]] + data0 = [data1] + 次数 = [1] + + +class 技能25(被动技能): + 名称 = '剑心:魔剑觉醒' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能26(极诣·驭剑士主动技能): + 名称 = '极诣·驭剑术:聚魔剑' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + CD = 60 + data1 = [int(x*1.159) for x in [0, 21626, 23820, 26014, 28208, 30402, 32596, 34790, 36984, 39178, 41373, 43567, 45761, 47955, 50149, 52343, 54537, 56731, 58925, 61119, 63313, 65507, 67701, 69895, 72089, 74283, 76477, 78671, 80865, 83059, 85253, 87447, 89641, 91835, 94029, 96223, 98417, 100611, 102805, 104999, 107193]] + data2 = [int(x*1.159) for x in [0, 6338, 6981, 7624, 8267, 8910, 9553, 10196, 10839, 11482, 12125, 12769, 13412, 14055, 14698, 15341, 15984, 16627, 17270, 17913, 18556, 19199, 19842, 20485, 21128, 21771, 22414, 23057, 23700, 24343, 24986, 25629, 26272, 26916, 27559, 28202, 28845, 29488, 30131, 30774, 31417]] + data3 = [int(x*1.159) for x in [0, 38031, 41889, 45748, 49606, 53464, 57322, 61181, 65039, 68897, 72755, 76614, 80472, 84330, 88189, 92047, 95905, 99763, 103622, 107480, 111338, 115196, 119055, 122913, 126771, 130629, 134488, 138346, 142204, 146063, 149921, 153779, 157637, 161496, 165354, 169212, 173070, 176929, 180787, 184645, 188503]] + data0 = [data1, data2, data3] + 次数 = [1, 4, 1] + + +class 技能27(极诣·驭剑士主动技能): + 名称 = '誓约之引:万剑之巅' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + CD = 290.0 + data1 = [int(x*1.159) for x in [0, 15707, 19350, 22992, 26634, 30277, 33919, 37562, 41204, 44846, 48489, 52131, 55774, 59416, 63058, 66701, 70343, 73985, 77628, 81270, 84913, 88555, 92197, 95840, 99482, 103125, 106767, 110409, 114052, 117694, 121336, 124979, 128621, 132264, 135906, 139548, 143191, 146833, 150476, 154118]] + data2 = [int(x*1.159) for x in [0, 109954, 135451, 160947, 186444, 211941, 237437, 262934, 288431, 313928, 339424, 364921, 390418, 415914, 441411, 466908, 492404, 517901, 543398, 568895, 594391, 619888, 645385, 670881, 696378, 721875, 747371, 772868, 798365, 823861, 849358, 874855, 900352, 925848, 951345, 976842, 1002338, 1027835, 1053332, 1078828]] + data3 = [int(x*1.159) for x in [0, 9424, 11610, 13795, 15980, 18166, 20351, 22537, 24722, 26908, 29093, 31278, 33464, 35649, 37835, 40020, 42206, 44391, 46576, 48762 , 50947, 53133, 55318, 57504, 59689, 61875, 64060, 66245, 68431, 70616, 72802, 74987, 77173, 79358, 81543, 83729, 85914, 88100, 90285, 92471]] + data0 = [data1, data2, data3] + 次数 = [4, 1, 15] + + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +极诣·驭剑士一觉序号 = 0 +极诣·驭剑士二觉序号 = 0 +极诣·驭剑士三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 极诣·驭剑士一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 极诣·驭剑士二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 极诣·驭剑士三觉序号 = 技能序号[i.名称] + +极诣·驭剑士护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 极诣·驭剑士护石选项.append(i.名称) + +极诣·驭剑士符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 极诣·驭剑士符文选项.append(i.名称) + + +class 极诣·驭剑士角色属性(角色属性): + + 实际名称 = '极诣·驭剑士' + 角色 = '鬼剑士(女)' + 职业 = '驭剑士' + + 武器选项 = ['巨剑', '短剑', '太刀', '钝器'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '轻甲' + 防具精通属性 = ['力量'] + + 主BUFF = 1.71 + 武器类型 = '巨剑' + + 破剑阵开关 = 0 + 钻头蓄力开关 = 0 + 魔剑降临 = 0 + 魔剑堆叠层数 = 0 + 冰刀三绝斩倍率 = 1 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + if self.技能栏[self.技能序号['雷鸣千军破']].是否装备护石 == 1: + if self.武器类型 == '钝器': + self.技能栏[self.技能序号['雷鸣千军破']].次数[3] = 1 + for i in ['血影之太刀精通', '魔性之短剑精通', '毁灭之巨剑精通', '波动之钝器精通']: + if self.武器类型 not in i: + self.技能栏[self.技能序号[i]].关联技能 = ['无'] + + super().被动倍率计算() + + if self.武器类型 == '巨剑': + temp = self.技能栏[self.技能序号['毁灭之巨剑精通']] + self.技能栏[self.技能序号['破军旋舞斩']].被动倍率 *= temp.额外倍率1() + 次数 = copy(self.技能栏[self.技能序号['恶即斩']].次数) + 次数[1] *= temp.额外倍率2() + self.技能栏[self.技能序号['恶即斩']].次数 = copy(次数) + elif self.武器类型 == '短剑': + temp = self.技能栏[self.技能序号['魔性之短剑精通']] + self.技能栏[self.技能序号['魔剑奥义']].被动倍率 *= (1 + 0.65 + 0.25) / 2 # 双魔剑平均值 + self.技能栏[self.技能序号['魔剑奥义']].短精CD = temp.魔剑奥义CD倍率() + # 1.3倍CD估算次数 + 次数输入 = copy(self.次数输入) + if '/CD' in 次数输入[self.技能序号['魔剑奥义']]: + 次数输入[self.技能序号['魔剑奥义']] = str(eval(次数输入[self.技能序号['魔剑奥义']].replace('/CD', str( + 2 * int(self.时间输入 / (self.技能栏[self.技能序号['魔剑奥义']].等效CD(self.武器类型, self.类型) * 1.3) + 1))))) + self.次数输入 = copy(次数输入) + elif self.武器类型 == '钝器': + temp = self.技能栏[self.技能序号['波动之钝器精通']] + self.技能栏[self.技能序号['幻剑术']].次数[1] = 6 * temp.额外倍率2() + self.技能栏[self.技能序号['穿云破空剑']].次数[2] = 1 * temp.额外倍率3() + self.技能栏[self.技能序号['雷鸣千军破']].被动倍率 *= temp.额外倍率1() + elif self.武器类型 == '太刀': + temp = self.技能栏[self.技能序号['血影之太刀精通']] + self.技能栏[self.技能序号['瞬影三绝斩']].攻击次数 *= 4 / 3 + self.技能栏[self.技能序号['帝国剑术']].被动倍率 *= 1.26 + self.技能栏[self.技能序号['魔剑降临']].被动倍率 *= temp.额外倍率1() + + # 降临选择 + self.技能栏[self.技能序号['魔剑降临']].次数 = [0, 0, 0, 0] + self.技能栏[self.技能序号['魔剑奥义']].次数 = [0, 0, 0, 0] + self.技能栏[self.技能序号['魔剑降临']].次数[self.魔剑降临] = 1 + self.技能栏[self.技能序号['魔剑奥义']].次数[self.魔剑降临] = 1 + + # 破剑阵瞬爆 + if self.破剑阵开关 == 1: + self.技能栏[self.技能序号['破剑阵']].次数 = [0, 0, 0, 8] + + # 飓风魔剑 + temp = self.技能栏[self.技能序号['飓风魔剑']] + if self.钻头蓄力开关 != 1: + temp.次数[0] = 30 * (1 + temp.魔剑增加量 * min(self.魔剑堆层数, temp.魔剑层数上限)) + temp.次数[1] = 1 * (1 + temp.魔剑增加量 * min(self.魔剑堆层数, temp.魔剑层数上限)) + else: + temp.次数[0] = 40 * (1 + temp.魔剑增加量 * min(self.魔剑堆层数, temp.魔剑层数上限)) + temp.次数[1] = 1 * (1 + temp.魔剑增加量 * min(self.魔剑堆层数, temp.魔剑层数上限)) + + temp.额外百分比 = min(self.魔剑堆层数, temp.魔剑层数上限) * \ + self.技能栏[self.技能序号['魔剑奥义']].等效百分比(self.武器类型) + if self.魔剑降临 == 3: + temp.额外百分比 += self.技能栏[self.技能序号['魔剑奥义'] + ].等效百分比(self.武器类型) * 10 * (0.09 + temp.等级/100) + + # 冰刀三绝斩 + if self.魔剑降临 == 1: + self.技能栏[self.技能序号['瞬影三绝斩']].被动倍率 *= self.冰刀三绝斩倍率 + + def 站街物理攻击力(self): + 站街物理攻击 = self.物理攻击力 + if self.技能栏[self.技能序号['帝皇盟约']].等级 != 0: + 站街物理攻击 *= self.技能栏[self.技能序号['帝皇盟约']].物理攻击力倍率(self.武器类型) + 站街物理攻击 = int(站街物理攻击) + for i in self.技能栏: + if i.名称 != '帝皇盟约': + try: + 站街物理攻击 *= i.物理攻击力倍率(self.武器类型) + except: + pass + return 站街物理攻击 + + def 面板物理攻击力(self): + 面板物理攻击 = self.物理攻击力 + self.进图物理攻击力 + if self.技能栏[self.技能序号['帝皇盟约']].等级 != 0: + 面板物理攻击 *= self.技能栏[self.技能序号['帝皇盟约']].物理攻击力倍率(self.武器类型) + 面板物理攻击 = int(面板物理攻击) + for i in self.技能栏: + if i.名称 != '帝皇盟约': + try: + 面板物理攻击 *= i.物理攻击力倍率(self.武器类型) + except: + pass + 面板物理攻击 *= (1 + self.百分比三攻) * (1 + self.年宠技能 * 0.10 + + self.斗神之吼秘药 * 0.12 + self.白兔子技能 * 0.20) + return 面板物理攻击 + + +class 极诣·驭剑士(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 极诣·驭剑士角色属性() + self.角色属性A = 极诣·驭剑士角色属性() + self.角色属性B = 极诣·驭剑士角色属性() + self.一觉序号 = 极诣·驭剑士一觉序号 + self.二觉序号 = 极诣·驭剑士二觉序号 + self.三觉序号 = 极诣·驭剑士三觉序号 + self.护石选项 = deepcopy(极诣·驭剑士护石选项) + self.符文选项 = deepcopy(极诣·驭剑士符文选项) + + def 护石判断(self): + sign = 0 + for x in range(3): + if self.护石栏[x].currentText() == '飓风魔剑': + sign = 1 + if sign == 1: + self.钻头蓄力开关.setChecked(True) + self.钻头蓄力开关.setDisabled(True) + else: + self.钻头蓄力开关.setChecked(True) + self.钻头蓄力开关.setDisabled(False) + + def 界面(self): + super().界面() + for i in range(3): + self.护石栏[i].currentIndexChanged.connect(lambda state: self.护石判断()) + self.魔剑降临选择 = MyQComboBox(self.main_frame2) + self.魔剑降临选择.addItem('魔剑降临:火') + self.魔剑降临选择.addItem('魔剑降临:冰') + self.魔剑降临选择.addItem('魔剑降临:光') + self.魔剑降临选择.addItem('魔剑降临:暗') + self.魔剑降临选择.setCurrentIndex(1) + self.魔剑降临选择.resize(120, 20) + self.魔剑降临选择.move(325, 420) + + self.魔剑堆层数选择 = MyQComboBox(self.main_frame2) + self.魔剑堆层数选择.addItem('魔剑堆:0层') + self.魔剑堆层数选择.addItem('魔剑堆:1层') + self.魔剑堆层数选择.addItem('魔剑堆:2层') + self.魔剑堆层数选择.addItem('魔剑堆:3层') + self.魔剑堆层数选择.addItem('魔剑堆:4层') + self.魔剑堆层数选择.addItem('魔剑堆:5层') + self.魔剑堆层数选择.setCurrentIndex(1) + self.魔剑堆层数选择.resize(120, 20) + self.魔剑堆层数选择.move(325, 450) + + self.破剑阵开关 = QCheckBox('破剑阵瞬爆', self.main_frame2) + self.破剑阵开关.resize(100, 20) + self.破剑阵开关.move(335, 490) + self.破剑阵开关.setStyleSheet(复选框样式) + self.破剑阵开关.setChecked(True) + + self.钻头蓄力开关 = QCheckBox('飓风魔剑蓄力', self.main_frame2) + self.钻头蓄力开关.resize(100, 20) + self.钻头蓄力开关.move(335, 520) + self.钻头蓄力开关.setStyleSheet(复选框样式) + self.钻头蓄力开关.setChecked(True) + + self.一觉CD = QCheckBox('时空斩CD-10%', self.main_frame2) + self.一觉CD.resize(100, 20) + self.一觉CD.move(335, 550) + self.一觉CD.setStyleSheet(复选框样式) + + self.冰刀三绝斩倍率 = MyQComboBox(self.main_frame2) + for i in range(61): + self.冰刀三绝斩倍率.addItem('冰三绝斩:'+str(i * 2)+'%') + self.冰刀三绝斩倍率.setCurrentIndex(7) + self.冰刀三绝斩倍率.resize(120, 20) + self.冰刀三绝斩倍率.move(325, 580) + self.冰刀三绝斩倍率.setToolTip('请根据自己实测选择') + + self.职业存档.append(('破剑阵开关', self.破剑阵开关, 0)) + self.职业存档.append(('钻头蓄力开关', self.钻头蓄力开关, 0)) + self.职业存档.append(('一觉CD', self.一觉CD, 0)) + self.职业存档.append(('魔剑降临选择', self.魔剑降临选择, 1)) + self.职业存档.append(('魔剑堆层数选择', self.魔剑堆层数选择, 1)) + self.职业存档.append(('冰刀三绝斩倍率', self.冰刀三绝斩倍率, 1)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + if self.破剑阵开关.isChecked(): + 属性.技能栏[属性.技能序号['破剑阵']].次数 = [0, 0, 0, 8] + + if self.钻头蓄力开关.isChecked(): + 属性.钻头蓄力开关 = 1 + + if self.一觉CD.isChecked(): + 属性.技能冷却缩减(1, 48, 0.10) + 属性.技能冷却缩减(55, 100, 0.10) + + 属性.魔剑堆层数 = self.魔剑堆层数选择.currentIndex() + 属性.魔剑降临 = self.魔剑降临选择.currentIndex() + 属性.冰刀三绝斩倍率 = self.冰刀三绝斩倍率.currentIndex() / 50 + 1 diff --git a/Characters/极诣·鬼泣.py b/Characters/极诣·鬼泣.py new file mode 100644 index 00000000..5e0bc9ca --- /dev/null +++ b/Characters/极诣·鬼泣.py @@ -0,0 +1,858 @@ +from PublicReference.carry.base import * +from math import * + +# class 主动技能(主动技能): +# def 等效CD(self, 武器类型): +# if 武器类型 == '太刀': +# return round(self.CD / self.恢复 * 1, 1) +# if 武器类型 == '短剑': +# return round(self.CD / self.恢复 * 1.05, 1) + + +class 技能0(被动技能): + 名称 = '基础精通' + 倍率 = 1.0 + 所在等级 = 1 + 等级上限 = 200 + 基础等级 = 100 + 关联技能 = ['鬼影步'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(self.倍率 * (0.463 + 0.089 * self.等级), 5) + + +class 技能1(主动技能): + 名称 = '鬼斩' + 备注 = '(蓄力&噬灵鬼斩)' + 所在等级 = 1 + 等级上限 = 60 + 基础等级 = 51 + CD = 6.0 + TP成长 = 0.08 + TP上限 = 5 + data1 = [0, 923, 1036, 1151, 1264, 1376, 1488, 1602, 1718, 1831, 1944, 2054, 2171, 2280, 2392, 2505, 2621, 2731, 2844, 2959, 3069, 3188, 3300, 3411, 3524, 3638, 3749, 3865, 3977, 4090, 4202, 4316, 4428, 4545, 4658, + 4769, 4881, 4994, 5109, 5220, 5334, 5445, 5558, 5673, 5785, 5898, 6013, 6125, 6238, 6353, 6465, 6578, 6691, 6806, 6915, 7032, 7143, 7256, 7372, 7484, 7596, 7710, 7823, 7934, 8049, 8160, 8271, 8384, 8500, 8612, 8727] + data2 = [0, 897, 1008, 1121, 1230, 1338, 1447, 1558, 1670, 1781, 1889, 1997, 2108, 2218, 2328, 2441, 2549, 2657, 2766, 2878, 2988, 3102, 3208, 3319, 3427, 3538, 3647, 3761, 3870, 3978, 4087, 4197, 4308, 4421, 4529, + 4638, 4746, 4858, 4968, 5079, 5190, 5298, 5406, 5518, 5629, 5737, 5849, 5957, 6065, 6179, 6288, 6396, 6507, 6620, 6727, 6838, 6949, 7057, 7169, 7281, 7388, 7498, 7608, 7716, 7829, 7939, 8046, 8156, 8270, 8376, 8490] + 额外倍率 = 0 # 噬灵鬼斩部分 + + def 等效百分比(self, 武器类型): + return self.倍率 * (self.data1[self.等级] * (1 + self.TP成长 * self.TP等级) + self.data2[self.等级] * self.额外倍率) + + +class 技能2(被动技能): + 名称 = '刀魂之卡赞' + 是否主动 = 1 + 所在等级 = 5 + 等级上限 = 20 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.04 + 0.01 * self.等级, 5) + + +class 技能3(被动技能): + 名称 = '侵蚀之普戾蒙' + 是否主动 = 1 + 所在等级 = 15 + 等级上限 = 11 + 基础等级 = 2 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.23 + 0.01 * self.等级, 5) + + +class 技能4(被动技能): + 名称 = '太刀精通' + 所在等级 = 15 + 等级上限 = 40 + 基础等级 = 30 + 关联技能 = ['所有'] + data = [0, 13, 28, 41, 54, 68, 82, 96, 109, 123, 137, 150, 164, 177, 191, 205, 219, 233, 245, 259, 273, 287, 301, 314, 328, 341, 355, 369, 382, 396, 410, 424, 437, 450, 464, 478, + 492, 506, 520, 532, 546, 560, 574, 588, 601, 615, 628, 642, 656, 669, 683, 697, 711, 724, 737, 751, 765, 779, 793, 806, 819, 833, 847, 861, 874, 888, 902, 915, 929, 942, 956] + + def 加成倍率(self, 武器类型): + if 武器类型 == '太刀': + return self.data[self.等级] / 1000 + 1 + else: + self.关联技能 = ['无'] + return 1.0 + + def 魔法攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + +class 技能5(被动技能): + 名称 = '短剑精通' + 所在等级 = 15 + 等级上限 = 40 + 基础等级 = 30 + 关联技能 = ['所有'] + + data = [0, 12, 26, 39, 51, 64, 77, 90, 103, 116, 129, 141, 154, 167, 180, 193, 206, 219, 231, 244, 257, 270, 283, 296, 309, 321, 334, 347, 360, 373, 386, 399, 411, 424, 437, 450, + 463, 476, 489, 501, 514, 527, 540, 553, 566, 579, 591, 604, 617, 630, 643, 656, 669, 681, 694, 707, 720, 733, 746, 759, 771, 784, 797, 810, 823, 836, 849, 861, 874, 887, 900] + + def 加成倍率(self, 武器类型): + if 武器类型 == '短剑': + return self.data[self.等级] / 1000 + 1 + else: + self.关联技能 = ['无'] + return 1.0 + + def 魔法攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + +class 技能6(被动技能): + 名称 = '暗月降临' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + 是否有伤害 = 0 + 关联技能 = ['无'] + + 自定义描述 = 1 + + def 技能描述(self, 武器类型): + return '暗属性强化+' + str(self.属强加成()) + + def 属强加成(self): + if self.等级 == 0: + return 0 + if self.等级 <= 10: + return round(self.等级 * 3) + else: + return round(30 + (self.等级-10) * 5) + + +class 技能7(主动技能): + 名称 = '月光斩' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + CD = 4.0 + TP成长 = 0.08 + TP上限 = 5 + data1 = [0, 491, 539, 590, 640, 689, 739, 789, 838, 888, 939, 988, 1038, 1088, 1137, 1187, 1237, 1286, 1336, 1387, 1436, 1486, 1536, 1585, 1635, 1685, 1734, 1784, 1835, 1884, 1934, 1984, 2033, 2083, 2133, 2182, + 2233, 2283, 2332, 2382, 2431, 2481, 2531, 2580, 2630, 2681, 2730, 2780, 2830, 2879, 2929, 2979, 3028, 3078, 3129, 3178, 3228, 3278, 3327, 3377, 3427, 3476, 3526, 3577, 3626, 3676, 3726, 3775, 3825, 3875, 3924] + data2 = [0, 555, 612, 667, 724, 780, 837, 894, 950, 1007, 1062, 1119, 1175, 1231, 1288, 1344, 1401, 1456, 1513, 1569, 1625, 1681, 1738, 1795, 1851, 1908, 1965, 2020, 2077, 2133, 2190, 2245, 2302, 2359, 2414, 2471, + 2527, 2584, 2639, 2696, 2753, 2809, 2866, 2923, 2979, 3035, 3091, 3148, 3205, 3260, 3317, 3373, 3429, 3485, 3542, 3599, 3654, 3711, 3767, 3824, 3881, 3937, 3994, 4049, 4106, 4162, 4218, 4275, 4331, 4388, 4443] + data3 = [0, 780, 859, 939, 1017, 1097, 1175, 1254, 1334, 1414, 1492, 1572, 1651, 1729, 1809, 1887, 1967, 2047, 2126, 2204, 2284, 2363, 2442, 2521, 2601, 2681, 2758, 2838, 2917, 2996, 3076, 3154, 3234, 3313, 3391, + 3471, 3551, 3629, 3709, 3788, 3866, 3946, 4025, 4105, 4184, 4263, 4343, 4421, 4500, 4580, 4658, 4738, 4818, 4896, 4975, 5055, 5133, 5213, 5292, 5371, 5451, 5529, 5608, 5688, 5767, 5847, 5925, 6005, 6083, 6162, 6242] + 数据 = [data1, data2, data3] + 次数 = [1, 1, 1] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能8(主动技能): + 名称 = '鬼影步' + 备注 = '(一轮)' + 所在等级 = 20 + 等级上限 = 20 + 基础等级 = 20 + 基础 = 361*1.085 + 成长 = 0 + CD = 1.0 + TP成长 = 0.10 + TP上限 = 3 + + +class 技能9(被动技能): + 名称 = '噬灵鬼斩' + 所在等级 = 25 + 等级上限 = 5 + 基础等级 = 1 + 关联技能 = ['无'] + + def 加成倍率(self): + if self.等级 == 0: + return 0.0 + else: + return round(1.0 + 0.1 * self.等级, 5) + + +class 技能10(主动技能): + 名称 = '鬼影鞭' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 26 + CD = 8.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(i*1.085) for i in [0, 1211, 1405, 1598, 1792, 1985, 2178, 2371, 2565, 2758, 2951, 3145, 3337, 3531, 3724, 3918, 4111, 4304, 4497, 4690, 4884, 5077, 5271, 5463, 5657, 5850, 6044, 6237, 6429, 6623, 6816, 7010, 7203, 7396, 7589, 7783, 7976, 8169, 8363, 8555, 8749, 8942, 9136, 9329, 9522, 9715, 9908, 10102, 10295, 10489, 10681, 10875, 11068, 11262, 11455, 11647, 11841, 12034, 12228, 12421, 12615, 12807, 13001, 13194, 13387, 13581, 13773, 13967, 14160, 14354, 14547]] + data2 = [int(i*1.085) for i in [0, 2828, 3279, 3730, 4181, 4631, 5082, 5534, 5985, 6436, 6887, 7338, 7789, 8240, 8691, 9142, 9592, 10043, 10494, 10945, 11396, 11847, 12298, 12749, 13200, 13651, 14101, 14552, 15003, 15454, 15905, 16356, 16808, 17259, 17710, 18161, 18612, 19062, 19513, 19964, 20415, 20866, 21317, 21768, 22219, 22670, 23121, 23572, 24022, 24473, 24924, 25375, 25826, 26277, 26728, 27179, 27630, 28082, 28532, 28983, 29434, 29885, 30336, 30787, 31238, 31689, 32140, 32591, 33042, 33492, 33943]] + + 数据 = [data1, data2] + 次数 = [1, 1] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能11(主动技能): + 名称 = '冰霜之萨亚' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 39 + CD = 15.0 + TP上限 = 5 + 演出时间 = 5 + data0 = [int(i*1.085) for i in [0, 617, 679, 742, 805, 867, 930, 993, 1055, 1118, 1181, 1243, 1306, 1369, 1431, 1494, 1557, 1619, 1682, 1745, 1807, 1870, 1933, 1995, 2058, 2121, 2183, 2246, 2308, 2371, 2434, 2496, 2559, 2622, 2684, 2747, 2810, 2872, 2935, 2998, 3060, 3123, 3186, 3248, 3311, 3374, 3436, 3499, 3562, 3624, 3687, 3750, 3812, 3875, 3938, 3999, 4062, 4125, 4187, 4250, 4313, 4375, 4438, 4501, 4563, 4626, 4689, 4751, 4814, 4877, 4939]] + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级]) * ceil(10 / (1 - 0.07 * self.TP等级)) * self.倍率 + + +class 技能12(主动技能): + 名称 = '死亡墓碑' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + CD = 18 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(i*1.085) for i in [0, 901, 992, 1084, 1175, 1266, 1358, 1449, 1540, 1632, 1723, 1814, 1906, 1997, 2088, 2180, 2271, 2363, 2454, 2545, 2637, 2729, 2820, 2912, 3003, 3094, 3186, 3277, 3368, 3460, 3551, 3642, 3734, 3825, 3917, 4008, 4099, 4191, 4282, 4373, 4465, 4557, 4648, 4740, 4831, 4922, 5014, 5105, 5196, 5288, 5379, 5471, 5562, 5653, 5745, 5836, 5927, 6019, 6110, 6201, 6293, 6385, 6476, 6568, 6659, 6750, 6842, 6933, 7025, 7116, 7207]] + 数据 = [data1] + # 次数 = [18] + 次数 = [9] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能13(主动技能): + 名称 = '瘟疫之罗刹' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 37 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 5 + data1 = [int(i*1.085*1.051) for i in [0, 846, 932, 1019, 1105, 1190, 1276, 1362, 1448, 1534, 1620, 1705, 1791, 1877, 1964, 2050, 2135, 2221, 2307, 2393, 2479, 2565, 2650, 2736, 2822, 2909, 2995, 3081, 3166, 3252, 3338, 3424, 3510, 3596, 3681, 3767, 3854, 3940, 4026, 4111, 4197, 4283, 4369, 4455, 4541, 4626, 4712, 4799, 4885, 4971, 5057, 5142, 5228, 5314, 5400, 5486, 5571, 5657, 5744, 5830, 5916]] + + 数据 = [data1] + 次数 = [10] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 0.5 * 1.1 + 1.1 * 0.5 * 1.08 + elif x == 1: + self.倍率 *= 0.5 * 1.1 + 1.1 * 0.5 * 1.24 + + def 护石描述(self, x): + if x == 0: + temp = "无尽瘟疫" + temp += "

" + temp += "[瘟疫之罗刹]
" + temp += "施放时直接使罗刹分身附到敌人身上
" + temp += "- 不设置召唤领域
" + temp += "罗刹分身5秒内对附着的敌人造成持续伤害后爆炸
" + temp += "- 多段攻击次数 -5次
" + temp += "- 爆炸攻击力为腐蚀攻击力的500%
" + temp += "腐蚀攻击力 +10%
" + temp += "
-护石附加效果:
" + temp += "寻敌范围 +30%
" + temp += "爆炸攻击力 +8%" + elif x == 1: + temp = "无尽瘟疫" + temp += "

" + temp += "[瘟疫之罗刹]
" + temp += "施放时直接使罗刹分身附到敌人身上
" + temp += "- 不设置召唤领域
" + temp += "罗刹分身5秒内对附着的敌人造成持续伤害后爆炸
" + temp += "- 多段攻击次数 -5次
" + temp += "- 爆炸攻击力为腐蚀攻击力的500%
" + temp += "腐蚀攻击力 +10%
" + temp += "
-护石附加效果:
" + temp += "寻敌范围 +30%
" + temp += "爆炸攻击力 +24%" + return temp + + +class 技能14(主动技能): + 名称 = '鬼斩:狂怒' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 0.5 + data1 = [int(i*1.085*1.052) for i in [0, 9609, 10584, 11558, 12533, 13508, 14483, 15458, 16432, 17407, 18382, 19357, 20333, 21307, 22282, 23257, 24232, 25207, 26181, 27156, 28131, 29106, 30081, 31056, 32030, 33005, 33980, 34955, 35930, 36904, 37879, 38854, 39829, 40805, 41778, 42754, 43729, 44704, 45679, 46653, 47628, 48603, 49578, 50553, 51527, 52502, 53477, 54452, 55427, 56402, 57376, 58351, 59326, 60301, 61276, 62250, 63226, 64201, 65176, 66151, 67125, 68100, 69075, 70050, 71025, 71999, 72974, 73949, 74924, 75899, 76874]] + + 数据 = [data1] + 次数 = [1] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + self.演出时间 = 1.2 + if x == 0: + self.倍率 *= 1.26 + elif x == 1: + self.倍率 *= 1.35 + + def 护石描述(self, x): + if x == 0: + temp = "灵魂呼啸" + temp += "

" + temp += "[鬼斩 : 狂怒]
" + temp += "地面攻击后发动上斩, 生成对前方造成持续伤害的灵魂旋风
" + temp += "- 灵魂旋风攻击力为[鬼斩 : 狂怒]攻击力的20%
" + temp += "
-护石附加效果:
" + temp += "灵魂旋风命中时将敌人聚到中心
" + temp += "灵魂旋风范围 +30%
" + temp += "灵魂旋风攻击力 +6%" + elif x == 1: + temp = "灵魂呼啸" + temp += "

" + temp += "[鬼斩 : 狂怒]
" + temp += "地面攻击后发动上斩, 生成对前方造成持续伤害的灵魂旋风
" + temp += "- 灵魂旋风攻击力为[鬼斩 : 狂怒]攻击力的20%
" + temp += "
-护石附加效果:
" + temp += "灵魂旋风命中时将敌人聚到中心
" + temp += "灵魂旋风范围 +30%
" + temp += "灵魂旋风攻击力 +15%" + return temp + + +class 技能15(主动技能): + 名称 = '鬼影闪' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + CD = 20 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(i*1.085) for i in [0, 8041, 8857, 9673, 10488, 11304, 12120, 12936, 13752, 14568, 15384, 16199, 17015, 17831, 18647, 19463, 20279, 21095, 21910, 22726, 23542, 24358, 25173, 25989, 26804, 27620, 28436, 29252, 30068, 30884, 31700, 32515, 33331, 34147, 34963, 35779, 36595, 37410, 38226, 39042, 39858, 40674, 41490, 42306, 43121, 43937, 44753, 45569, 46385, 47201, 48017, 48832, 49648, 50463, 51279, 52095, 52911, 53726, 54542, 55358, 56174, 56990, 57806, 58622, 59437, 60253, 61069, 61885, 62701, 63517, 64332]] + + 数据 = [data1] + 次数 = [1] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能16(主动技能): + 名称 = '冥炎之卡洛' + 备注 = '(一轮)' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 32 + CD = 1.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(i*1.085) for i in [0, 251, 277, 302, 328, 353, 378, 404, 429, 456, 481, 505, 531, 557, 582, 608, 633, 658, 684, 710, 735, 761, 785, 811, 837, 862, 887, 915, 940, 963, 991, 1015, 1042, 1067, 1092, 1117, 1143, 1170, 1194, 1220, 1244, 1271, 1296, 1323, 1348, 1373, 1399, 1424, 1450, 1475, 1502, 1526, 1552, 1577, 1604, 1630, 1655, 1680, 1704, 1729, 1757, 1782, 1807, 1832, 1859, 1884, 1910, 1935, 1960, 1986, 2011]] + + 数据 = [data1] + 次数 = [3] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能17(主动技能): + 名称 = '冥炎之卡洛(灼烧)' + 备注 = '(1秒3次)' + 所在等级 = 45 + 等级上限 = 1 + 基础等级 = 1 + CD = 1.0 + TP成长 = 0.10 + data1 = [int(i*1.085) for i in [0, 153, 170, 185, 201, 216, 232, 248, 263, 278, 294, 310, 326, 342, 357, 373, 387, 404, 421, 435, 452, 466, 482, 498, 513, 529, 545, 559, 575, 592, 606, 623, 638, 654, 670, 685, 700, 716, 732, 748, 763, 778, 795, 811, 826, 841, 858, 874, 887, 904, 920, 936, 950, 966, 983, 1000, 1012, 1028, 1044, 1061, 1076, 1092, 1108, 1121, 1137, 1154, 1170, 1185, 1201, 1216, 1233]] + 数据 = [data1] + 次数 = [3] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能18(主动技能): + 名称 = '冥炎剑' + 所在等级 = 45 + 等级上限 = 1 + 基础等级 = 1 + CD = 45.0 + TP成长 = 0.10 + data1 = [int(i*1.0858*1.053) for i in [0, 943, 1038, 1134, 1231, 1326, 1422, 1517, 1613, 1708, 1804, 1901, 1996, 2092, 2187, 2283, 2378, 2475, 2570, 2666, 2762, 2857, 2953, 3048, 3145, 3240, 3336, 3431, 3527, 3623, 3719, 3815, 3910, 4006, 4101, 4197, 4292, 4389, 4485, 4580, 4676, 4771, 4867, 4963, 5059, 5154, 5250, 5346, 5441, 5538, 5633, 5729, 5824, 5920, 6015, 6111, 6208, 6303, 6399, 6494, 6590, 6685, 6782, 6878, 6973, 7069, 7164, 7260, 7355, 7452, 7547]] + data2 = [int(i*1.085*1.053) for i in [0, 1381, 1520, 1661, 1801, 1941, 2081, 2222, 2361, 2502, 2642, 2783, 2922, 3063, 3203, 3342, 3483, 3623, 3763, 3903, 4044, 4183, 4324, 4464, 4604, 4744, 4884, 5024, 5164, 5305, 5444, 5585, 5725, 5865, 6005, 6146, 6285, 6425, 6566, 6705, 6846, 6986, 7126, 7266, 7407, 7546, 7687, 7827, 7967, 8107, 8247, 8387, 8527, 8668, 8807, 8948, 9088, 9228, 9368, 9509, 9648, 9788, 9929, 10068, 10209, 10349, 10490, 10629, 10770, 10910, 11050]] + data3 = [int(i*1.085*1.053) for i in [0, 2961, 3261, 3563, 3863, 4163, 4464, 4764, 5064, 5366, 5666, 5966, 6266, 6567, 6867, 7168, 7469, 7769, 8069, 8370, 8670, 8971, 9272, 9572, 9872, 10172, 10473, 10774, 11074, 11375, 11675, 11975, 12276, 12577, 12877, 13178, 13478, 13778, 14078, 14380, 14680, 14980, 15281, 15581, 15881, 16183, 16483, 16783, 17084, 17384, 17684, 17985, 18286, 18586, 18886, 19187, 19487, 19788, 20089, 20389, 20689, 20990, 21290, 21591, 21891, 22192, 22492, 22792, 23093, 23394, 23694]] + data4 = [int(i*1.085*1.053) for i in [0, 4810, 5298, 5786, 6274, 6762, 7250, 7737, 8226, 8714, 9202, 9690, 10178, 10666, 11154, 11642, 12130, 12618, 13106, 13594, 14082, 14570, 15058, 15546, 16035, 16522, 17010, 17498, 17987, 18474, 18962, 19450, 19938, 20427, 20914, 21402, 21890, 22379, 22866, 23354, 23842, 24331, 24818, 25306, 25794, 26283, 26771, 27258, 27746, 28235, 28723, 29210, 29698, 30186, 30675, 31163, 31650, 32138, 32627, 33115, 33602, 34090, 34579, 35067, 35554, 36042, 36531, 37019, 37507, 37994, 38483]] + + 数据 = [data1, data2, data3, data4] + 次数 = [2, 2, 2, 1] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.20 + elif x == 1: + self.倍率 *= 1.28 + + def 护石描述(self, x): + if x == 0: + temp = "速效冥炎" + temp += "

" + temp += "[冥炎剑]
" + temp += "施放时召唤冥炎剑立即斩击敌人
" + temp += "斩击攻击范围 +30%
" + temp += "斩击攻击力 +11%
" + temp += "
-护石附加效果:
" + temp += "按向前方向键时增加移动距离
" + temp += "斩击攻击力 +9%" + elif x == 1: + temp = "速效冥炎" + temp += "

" + temp += "[冥炎剑]
" + temp += "施放时召唤冥炎剑立即斩击敌人
" + temp += "斩击攻击范围 +30%
" + temp += "斩击攻击力 +11%
" + temp += "
-护石附加效果:
" + temp += "按向前方向键时增加移动距离
" + temp += "斩击攻击力 +17%" + return temp + + +class 技能19(被动技能): + 名称 = '恐惧光环' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.105 + 0.015 * self.等级, 5) + + +class 技能20(主动技能): + 名称 = '第七鬼神:邪神怖之拉修' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + CD = 140.0 + data1 = [int(i*1.085) for i in [0, 6684, 8234, 9784, 11334, 12885, 14434, 15984, 17534, 19085, 20635, 22184, 23734, 25284, 26835, 28385, 29934, 31484, 33035, 34585, 36135, 37685, 39234, 40785, 42335, 43885, 45435, 46985, 48535, 50085, 51635, 53186, 54735, 56285, 57835, 59385, 60936, 62486, 64035, 65585, 67136]] + data2 = [int(i*1.085) for i in [0, 9036, 11132, 13228, 15324, 17420, 19514, 21610, 23706, 25802, 27896, 29992, 32088, 34184, 36280, 38374, 40470, 42566, 44662, 46758, 48852, 50948, 53044, 55140, 57236, 59330, 61426, 63522, 65618, 67713, 69808, 71904, 74000, 76096, 78191, 80286, 82382, 84478, 86574, 88668, 90764]] + data3 = [int(i*1.085) for i in [0, 1800, 2217, 2634, 3051, 3469, 3886, 4304, 4721, 5139, 5556, 5973, 6390, 6808, 7225, 7643, 8060, 8478, 8895, 9312, 9729, 10147, 10564, 10982, 11399, 11817, 12234, 12651, 13069, 13486, 13904, 14321, 14739, 15156, 15574, 15990, 16408, 16825, 17243, 17660, 18078]] + + 数据 = [data1, data2, data3] + 次数 = [1.8, 1.8, 5] + 倍率 = 1.1 + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能21(主动技能): + 名称 = '鬼斩:炼狱' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + CD = 30.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(i*1.085*1.05) for i in [0, 1287, 1418, 1549, 1679, 1810, 1940, 2072, 2202, 2332, 2463, 2594, 2725, 2855, 2986, 3116, 3247, 3378, 3508, 3639, 3770, 3901, 4031, 4161, 4292, 4423, 4554, 4684, 4815, 4946, 5076, 5207, 5337, 5468, 5599, 5730, 5860, 5990, 6122, 6252, 6383, 6513, 6644, 6775, 6905, 7036, 7166, 7298, 7428, 7559, 7689, 7819, 7951, 8081, 8212, 8342, 8474, 8604, 8735, 8865, 8995, 9127, 9257, 9388, 9518, 9650, 9780, 9910, 10041, 10171, 10303]] + data2 = [int(i*1.085*1.05) for i in [0, 5007, 5516, 6024, 6532, 7040, 7548, 8057, 8565, 9072, 9580, 10088, 10597, 11105, 11613, 12121, 12629, 13138, 13645, 14153, 14661, 15169, 15678, 16186, 16694, 17202, 17710, 18219, 18726, 19234, 19742, 20250, 20759, 21267, 21775, 22283, 22791, 23298, 23807, 24315, 24823, 25331, 25839, 26348, 26856, 27364, 27871, 28379, 28888, 29396, 29904, 30412, 30920, 31429, 31937, 32444, 32952, 33460, 33969, 34477, 34985, 35493, 36001, 36510, 37018, 37525, 38033, 38541, 39050, 39558, 40066]] + data3 = [int(i*1.085*1.05) for i in [0, 4292, 4728, 5163, 5599, 6034, 6470, 6905, 7341, 7776, 8212, 8648, 9083, 9518, 9954, 10390, 10824, 11260, 11696, 12132, 12566, 13002, 13438, 13874, 14308, 14744, 15180, 15616, 16051, 16486, 16922, 17358, 17793, 18228, 18664, 19100, 19535, 19970, 20406, 20841, 21277, 21712, 22148, 22583, 23019, 23455, 23890, 24325, 24761, 25197, 25632, 26067, 26503, 26939, 27374, 27809, 28245, 28681, 29117, 29551, 29987, 30423, 30858, 31293, 31729, 32165, 32600, 33035, 33471, 33907, 34342]] + + 数据 = [data1, data2, data3] + 次数 = [1, 2, 1] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.次数 = [1, 2, 1.21 * (1 + 0.09 * 5)] + self.CD *= 0.9 + elif x == 1: + self.次数 = [1, 2, 1.43 * (1 + 0.09 * 5)] + self.CD *= 0.9 + + def 护石描述(self, x): + if x == 0: + temp = "刺骨炼狱" + temp += "

" + temp += "[鬼斩 : 炼狱]
" + temp += "冥界刀刃命中时, 对敌人附着持续造成伤害的冥炎
" + temp += "冥炎对敌人造成多段伤害后爆炸并消失
" + temp += "- 删除僵直功能
" + temp += "- 爆炸攻击力为原僵直解除时的爆炸攻击力
" + temp += "- 多段攻击力为爆炸攻击力的9%
" + temp += "
-护石附加效果:
" + temp += "冥炎爆炸攻击力 +21%
" + temp += "冷却时间 -10%" + elif x == 1: + temp = "刺骨炼狱" + temp += "

" + temp += "[鬼斩 : 炼狱]
" + temp += "冥界刀刃命中时, 对敌人附着持续造成伤害的冥炎
" + temp += "冥炎对敌人造成多段伤害后爆炸并消失
" + temp += "- 删除僵直功能
" + temp += "- 爆炸攻击力为原僵直解除时的爆炸攻击力
" + temp += "- 多段攻击力为爆炸攻击力的9%
" + temp += "
-护石附加效果:
" + temp += "冥炎爆炸攻击力 +43%
" + temp += "冷却时间 -10%" + return temp + + +class 技能22(主动技能): + 名称 = '冥祭之沼' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + CD = 40.0 + TP成长 = 0.10 + TP上限 = 5 + data1 = [int(i*1.085*1.052) for i in [0, 16391, 18055, 19718, 21380, 23044, 24707, 26371, 28033, 29696, 31358, 33022, 34684, 36347, 38011, 39673, 41336, 43000, 44663, 46326, 47989, 49651, 51315, 52978, 54640, 56304, 57966, 59629, 61293, 62956, 64618, 66282, 67945, 69607, 71271, 72933, 74596, + 76259, 77922, 79586, 81249, 82912, 84575, 86238, 87900, 89564, 91226, 92889, 94551, 96215, 97878, 99542, 101205, 102867, 104531, 106193, 107856, 109519, 111182, 112846, 114508, 116171, 117835, 119498, 121160, 122824, 124486, 126149, 127813, 129475, 131138]] + 数据 = [data1] + 次数 = [1] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.20 + elif x == 1: + self.倍率 *= 1.28 + + def 护石描述(self, x): + if x == 0: + temp = "百鬼夜行" + temp += "

" + temp += "[冥祭之沼]
" + temp += "墓碑爆炸时对周围队友施加鬼神之力, 10秒内增加10%的攻击速度
" + temp += "爆炸攻击力 +11%
" + temp += "
-护石附加效果:
" + temp += "队友攻击速度 +5%
" + temp += "爆炸攻击力 +9%" + elif x == 1: + temp = "百鬼夜行" + temp += "

" + temp += "[冥祭之沼]
" + temp += "墓碑爆炸时对周围队友施加鬼神之力, 10秒内增加10%的攻击速度
" + temp += "爆炸攻击力 +11%
" + temp += "
-护石附加效果:
" + temp += "队友攻击速度 +5%
" + temp += "爆炸攻击力 +17%" + return temp + + +class 技能23(被动技能): + 名称 = '御鬼之极' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.20 + 0.02 * self.等级, 5) + + +class 技能24(主动技能): + 名称 = '幽魂之布雷德' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + CD = 40.0 + data1 = [int(i*1.085*1.051) for i in [0, 330, 364, 397, 431, 464, 499, 532, 566, 599, 632, 666, 699, 733, 767, 801, 834, 868, 901, 934, 968, 1001, 1036, 1069, 1103, 1136, 1170, 1203, 1237, 1270, 1303, 1338, 1371, 1405, 1438, 1472, 1505, 1539, 1572, 1606, 1640, 1673, 1707, 1740, 1774, 1807, 1841, 1875, 1909, 1942, 1975, 2009, 2042, 2076, 2109, 2143, 2177, 2211, 2244, 2277, 2311, 2344, 2378, 2411, 2446, 2479, 2513, 2546, 2580, 2613, 2646]] + data2 = [int(i*1.085*1.051) for i in [0, 3683, 4056, 4430, 4803, 5177, 5551, 5925, 6298, 6671, 7045, 7419, 7793, 8166, 8540, 8913, 9287, 9661, 10035, 10408, 10782, 11155, 11530, 11903, 12276, 12650, 13023, 13398, 13771, 14145, 14518, 14892, 15265, 15640, 16013, 16386, 16760, 17133, 17508, 17881, 18255, 18628, 19002, 19375, 19750, 20123, 20497, 20870, 21243, 21618, 21991, 22365, 22738, 23112, 23485, 23860, 24233, 24607, 24980, 25354, 25728, 26101, 26475, 26848, 27222, 27595, 27970, 28343, 28717, 29090, 29464]] + data3 = [int(i*1.085*1.051) for i in [0, 20717, 22818, 24920, 27022, 29123, 31225, 33327, 35429, 37531, 39633, 41734, 43836, 45938, 48039, 50141, 52243, 54344, 56446, 58549, 60650, 62752, 64854, 66955, 69057, 71159, 73260, 75362, 77464, 79565, 81668, 83770, 85871, 87973, 90074, 92176, 94278, 96379, 98481, 100583, 102684, 104787, 106889, 108990, 111092, 113194, 115295, 117397, 119499, 121600, 123702, 125805, 127906, 130008, 132110, 134211, 136313, 138415, 140516, 142618, 144720, 146821, 148924, 151026, 153127, 155229, 157331, 159432, 161534, 163635, 165737]] + 数据 = [data1, data2, data3] + 次数 = [8 * 4, 4, 1] + 解放 = 1 + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * \ + self.次数[i] * (self.解放 if i == 0 else 1) + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.次数 = [6 * 4, 4 * 1.61, 1.41] + + +class 技能25(主动技能): + 名称 = '幽魂降临:式' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + CD = 45.0 + data1 = [int(i*1.085*1.05) for i in [0, 18254, 20105, 21958, 23810, 25661, 27513, 29365, 31218, 33069, 34921, 36773, 38624, 40476, 42329, 44181, 46032, 47884, 49736, 51588, 53440, 55292, 57144, 58995, 60848, 62700, 64551, 66403, 68255, 70107, 71959, 73811, 75663, 77514, 79366, 81219, 83071, 84922, 86774, 88626, 90477]] + data2 = [int(i*1.085*1.05) for i in [0, 27381, 30159, 32936, 35715, 38492, 41270, 44049, 46826, 49604, 52381, 55160, 57937, 60715, 63494, 66271, 69049, 71826, 74605, 77382, 80160, 82938, 85716, 88494, 91271, 94050, 96827, 99605, 102382, 105161, 107939, 110716, 113495, 116272, 119050, 121827, 124606, 127384, 130161, 132939, 135717]] + 数据 = [data1, data2] + 次数 = [1, 1] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.34 + + +class 技能26(主动技能): + 名称 = '王者号令:吉格降临' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + CD = 180.0 + data1 = [int(i*1.085*1.051) for i in [0, 16629, 20484, 24340, 28197, 32052, 35909, 39765, 43620, 47477, 51332, 55188, 59045, 62900, 66757, 70613, 74468, 78325, 82180, 86036, 89893, 93748, 97605, 101460, 105316, 109173, 113028, 116885, 120741, 124596, 128453, 132308, 136164, 140021, 143876, 147733, 151589, 155444, 159301, 163156, 167012, 170869, 174724, 178581, 182436, 186292, 190149, 194004, 197860, 201717, 205572, 209429, 213284, 217140, 220997, 224852, 228708, 232565, 236420, 240277, 244132, 247988, 251845, 255700, 259557, 263412, 267268, 271125, 274980, 278836, 282693]] + data2 = [int(i*1.085*1.051) for i in [0, 831, 1024, 1217, 1409, 1602, 1794, 1988, 2181, 2373, 2566, 2759, 2952, 3145, 3337, 3530, 3723, 3915, 4109, 4301, 4494, 4687, 4879, 5073, 5266, 5458, 5651, 5843, 6036, 6230, 6422, 6615, 6808, 7000, 7194, 7386, 7579, 7772, 7964, 8157, 8350, 8543, 8736, 8928, 9121, 9315, 9507, 9700, 9892, 10085, 10278, 10471, 10664, 10857, 11049, 11242, 11435, 11628, 11821, 12013, 12206, 12398, 12592, 12785, 12977, 13170, 13363, 13556, 13749, 13941, 14134]] + data3 = [int(i*1.085*1.051) for i in [0, 20786, 25605, 30426, 35245, 40066, 44885, 49706, 54525, 59346, 64166, 68986, 73806, 78626, 83446, 88266, 93086, 97906, 102726, 107545, 112366, 117185, 122006, 126825, 131646, 136465, 141286, 146105, 150926, 155745, 160566, 165386, 170206, 175026, 179846, 184666, 189486, 194306, 199125, 203946, 208765, 213586, 218405, 223226, 228045, 232866, 237685, 242506, 247325, 252146, 256965, 261786, 266606, 271426, 276246, 281066, 285886, 290705, 295526, 300345, 305166, 309985, 314806, 319625, 324446, 329265, 334086, 338905, 343726, 348545, 353366]] + data4 = [int(i*1.085*1.051) for i in [0, 33258, 40970, 48681, 56393, 64106, 71818, 79529, 87241, 94954, 102666, 110377, 118089, 125802, 133514, 141225, 148937, 156650, 164362, 172073, 179785, 187497, 195210, 202921, 210633, 218345, 226058, 233770, 241481, 249193, 256906, 264618, 272329, 280041, 287754, 295466, 303177, 310889, 318602, 326314, 334025, 341737, 349449, 357162, 364873, 372585, 380297, 388010, 395721, 403433, 411145, 418858, 426569, 434281, 441993, 449706, 457417, 465129, 472841, 480554, 488266, 495977, 503689, 511401, 519114, 526825, 534537, 542249, 549962, 557673, 565385]] + + 数据 = [data1, data2, data3, data4] + 次数 = [1, 15, 1, 1] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能27(被动技能): + 名称 = '鬼神冠冕' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能28(主动技能): + 名称 = '鬼神剑·黄泉摆渡' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + CD = 60.0 + data1 = [int(i*1.085) for i in [0, 19558, 21542, 23526, 25511, 27495, 29479, 31463, 33448, 35431, 37416, 39400, 41385, 43368, 45353, 47337, 49322, 51305, 53290, 55274, 57258, 59242, 61227, 63211, 65195, 67179, 69164, 71147, 73131, 75116, 77100, 79084, 81068, 83053, 85036, 87021, 89005, 90990, 92973, 94958, 96942]] + data2 = [int(i*1.085) for i in [0, 9779, 10771, 11763, 12755, 13748, 14739, 15731, 16723, 17716, 18708, 19700, 20692, 21684, 22676, 23668, 24660, 25653, 26645, 27637, 28628, 29621, 30613, 31605, 32597, 33590, 34582, 35573, 36565, 37557, 38550, 39542, 40534, 41526, 42518, 43510, 44502, 45494, 46487, 47479, 48471]] + data3 = [int(i*1.085) for i in [0, 34227, 37699, 41172, 44644, 48116, 51589, 55061, 58533, 62006, 65478, 68950, 72423, 75895, 79367, 82840, 86312, 89784, 93257, 96729, 100202, 103674, 107146, 110619, 114091, 117563, 121036, 124508, 127980, 131453, 134925, 138397, 141870, 145342, 148814, 152288, 155760, 159233, 162705, 166177, 169650]] + data4 = [int(i*1.085) for i in [0, 2934, 3231, 3529, 3826, 4123, 4422, 4719, 5017, 5314, 5612, 5909, 6208, 6505, 6803, 7100, 7397, 7695, 7993, 8291, 8588, 8886, 9183, 9482, 9779, 10077, 10374, 10671, 10969, 11267, 11565, 11862, 12160, 12457, 12755, 13053, 13351, 13648, 13946, 14243, 14540]] + + 数据 = [data1, data2, data3, data4] + 次数 = [2, 1, 1, 5] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能29(主动技能): + 名称 = '黄泉之门:万鬼度灵' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + CD = 290.0 + data1 = [int(i*1.085) for i in [0, 16612, 20463, 24316, 28168, 32020, 35872, 39725, 43576, 47429, 51281, 55132, 58985, 62837, 66689, 70541, 74394, 78245, 82097, 85950, 89801, 93654, 97506, 101358, 105210, 109062, 112914, 116766, 120619, 124470, 128323, 132175, 136026, 139879, 143731, 147583, 151435, 155288, 159139, 162992, 166844]] + data2 = [int(i*1.085) for i in [0, 99672, 122785, 145898, 169010, 192123, 215235, 238348, 261461, 284573, 307686, 330798, 353911, 377024, 400136, 423250, 446362, 469475, 492588, 515700, 538813, 561925, 585038, 608151, 631263, 654376, 677488, 700601, 723714, 746826, 769939, 793051, 816164, 839277, 862389, 885502, 908614, 931727, 954840, 977952, 1001065]] + data3 = [int(i*1.085) for i in [0, 4429, 5457, 6484, 7511, 8539, 9566, 10592, 11620, 12647, 13674, 14702, 15729, 16756, 17784, 18811, 19838, 20865, 21893, 22919, 23946, 24974, 26001, 27028, 28056, 29083, 30110, 31138, 32165, 33192, 34220, 35246, 36273, 37300, 38328, 39355, 40382, 41410, 42437, 43464, 44492]] + data4 = [int(i*1.085) for i in [0, 6229, 7673, 9118, 10563, 12007, 13452, 14896, 16341, 17785, 19230, 20675, 22119, 23563, 25008, 26453, 27897, 29341, 30786, 32231, 33676, 35119, 36564, 38009, 39454, 40898, 42342, 43787, 45232, 46676, 48120, 49565, 51010, 52454, 53899, 55343, 56788, 58232, 59677, 61122, 62566]] + + 数据 = [data1, data2, data3, data4] + 次数 = [1, 2, 15, 8] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.数据[i][self.等级] * self.次数[i] + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +极诣·鬼泣一觉序号 = 0 +极诣·鬼泣二觉序号 = 0 +极诣·鬼泣三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 极诣·鬼泣一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 极诣·鬼泣二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 极诣·鬼泣三觉序号 = 技能序号[i.名称] + +极诣·鬼泣护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 极诣·鬼泣护石选项.append(i.名称) + +极诣·鬼泣符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 极诣·鬼泣符文选项.append(i.名称) + + +class 极诣·鬼泣角色属性(角色属性): + + 实际名称 = '极诣·鬼泣' + 角色 = '鬼剑士(男)' + 职业 = '鬼泣' + + 武器选项 = ['太刀', '短剑'] + + 类型选择 = ['魔法百分比'] + + 类型 = '魔法百分比' + 防具类型 = '布甲' + 防具精通属性 = ['智力'] + + 主BUFF = 1.69 + + 远古记忆 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + super().被动倍率计算() + self.暗属性强化 += self.技能栏[self.技能序号['暗月降临']].属强加成() + + self.技能栏[self.技能序号['冥炎之卡洛(灼烧)']].等级 = self.技能栏[self.技能序号['冥炎之卡洛']].等级 + self.技能栏[self.技能序号['冥炎之卡洛(灼烧)'] + ].TP等级 = self.技能栏[self.技能序号['冥炎之卡洛']].TP等级 + self.技能栏[self.技能序号['冥炎剑']].等级 = self.技能栏[self.技能序号['冥炎之卡洛']].等级 + self.技能栏[self.技能序号['冥炎剑']].TP等级 = self.技能栏[self.技能序号['冥炎之卡洛']].TP等级 + + self.技能栏[self.技能序号['鬼斩']].额外倍率 = self.技能栏[self.技能序号['噬灵鬼斩']].加成倍率() + + +class 极诣·鬼泣(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 极诣·鬼泣角色属性() + self.角色属性A = 极诣·鬼泣角色属性() + self.角色属性B = 极诣·鬼泣角色属性() + self.一觉序号 = 极诣·鬼泣一觉序号 + self.二觉序号 = 极诣·鬼泣二觉序号 + self.三觉序号 = 极诣·鬼泣三觉序号 + self.护石选项 = deepcopy(极诣·鬼泣护石选项) + self.符文选项 = deepcopy(极诣·鬼泣符文选项) + + def 界面(self): + super().界面() + self.布雷德开关 = QCheckBox('刀阵:直接解放', self.main_frame2) + self.布雷德开关.setChecked(False) + self.布雷德开关.resize(120, 20) + self.布雷德开关.move(325, 450) + self.布雷德开关.setStyleSheet(复选框样式) + self.职业存档.append(('布雷德开关', self.布雷德开关, 0)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + if self.布雷德开关.isChecked(): + 属性.技能栏[属性.技能序号['幽魂之布雷德']].解放 = 0 diff --git a/Characters/极诣·黑暗武士.py b/Characters/极诣·黑暗武士.py new file mode 100644 index 00000000..501953fa --- /dev/null +++ b/Characters/极诣·黑暗武士.py @@ -0,0 +1,1546 @@ +from PublicReference.carry.base import * + + +class 职业主动技能(主动技能): + 技能施放时间 = 0.0 + 脱手 = 1 + data0 = [] + data1 = [] + data2 = [] + data3 = [] + + 攻击次数 = 1 + 攻击次数2 = 0 + 攻击次数3 = 0 + 攻击次数4 = 0 + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 类型 = '物理' + 武器惩罚类型 = '物理百分比' + 计算CD = 0 + + def 等效CD(self, 武器类型, 输出类型, 恢复速度=1): + if self.计算CD != 0: + return round(self.计算CD, 1) + return round(self.CD / (1 if 恢复速度 == 0 else self.恢复) * 武器冷却惩罚(武器类型, self.武器惩罚类型, self.版本), 1) + + +class 技能0(职业主动技能): + 名称 = '挑击' + 类型 = '物理' + 所在等级 = 1 + 等级上限 = 20 + 基础等级 = 10 + # 基础 = 88.9 + # 成长 = 11.1 + CD = 2.0 + TP成长 = 0.08 + TP上限 = 5 + # 物理攻击力:% + data0 = [int(x*1.05) for x in [0, 105, 117, 128, 140, 151, 163, 175, 187, 198, 210, 222, 233, 245, 256, 268, 279, 292, 303, 315, 327, 338, 350, 361, 373, 384, 396, 408, 420, 432, 443, 455, 466, + 478, 489, 501, 512, 525, 537, 548, 560, 571, 583, 594, 606, 617, 629, 642, 653, 665, 676, 688, 699, 711, 722, 734, 746, 758, 770, 781, 793, 804, 816, 827, 839, 851, 862, 875, 886, 898, 909]] + + +class 技能1(职业主动技能): + 名称 = '暗影斩' + 类型 = '魔法' + 武器惩罚类型 = '魔法百分比' + 所在等级 = 1 + 等级上限 = 60 + 基础等级 = 50 + # 基础 = 577.673 + # 成长 = 65.327 + CD = 3.1 + TP成长 = 0.1 + TP上限 = 5 + # 魔法攻击力:% + data0 = [int(x*1.05) for x in [0, 675, 744, 812, 881, 948, 1019, 1088, 1155, 1223, 1293, 1360, 1430, 1498, 1566, 1635, 1704, 1771, 1841, 1910, 1977, 2046, 2116, 2183, 2251, 2321, 2391, 2458, 2526, 2595, 2665, 2733, 2800, 2870, + 2937, 3008, 3075, 3144, 3212, 3280, 3351, 3420, 3487, 3554, 3625, 3692, 3761, 3829, 3899, 3968, 4036, 4104, 4172, 4240, 4309, 4380, 4447, 4514, 4585, 4654, 4720, 4790, 4856, 4927, 4995, 5063, 5131, 5200, 5270, 5340, 5406]] + + +class 技能2(职业主动技能): + 名称 = '黑暗十字斩' + 类型 = '物理' + 所在等级 = 5 + 等级上限 = 60 + 基础等级 = 50 + # 基础 = 125.776 + # 成长 = 14.224 + # 攻击次数 = 2 + # 基础2 = 552.490 + # 成长2 = 52.531 + # 攻击次数3 = 1 + # 斩击物理攻击力:% + data0 = [int(x*1.05) for x in [0, 147, 162, 176, 191, 207, 222, 236, 251, 266, 281, 296, 311, 326, 341, 356, 371, 385, 400, 416, 431, 445, 460, 476, 490, 505, 520, 536, 550, 565, 580, 594, 610, 625, + 639, 654, 670, 685, 699, 714, 729, 744, 759, 774, 789, 804, 819, 834, 848, 863, 879, 894, 908, 923, 939, 953, 968, 983, 998, 1013, 1028, 1043, 1057, 1073, 1088, 1103, 1117, 1132, 1148, 1162, 1177]] + 攻击次数 = 2 + # 黑暗十字物理攻击力:% + data1 = [int(x*1.05) for x in [0, 646, 712, 777, 843, 909, 974, 1041, 1106, 1172, 1237, 1303, 1368, 1433, 1498, 1565, 1630, 1696, 1761, 1827, 1892, 1958, 2023, 2090, 2155, 2221, 2287, 2352, 2418, 2483, 2549, 2615, 2681, 2746, + 2812, 2877, 2943, 3008, 3074, 3140, 3206, 3271, 3337, 3402, 3468, 3534, 3599, 3666, 3731, 3797, 3862, 3928, 3993, 4059, 4124, 4191, 4256, 4322, 4387, 4453, 4518, 4583, 4648, 4715, 4781, 4846, 4912, 4977, 5043, 5108, 5174]] + 攻击次数2 = 1 + CD = 3.0 + TP成长 = 0.08 + TP上限 = 5 + + +class 技能3(职业主动技能): + 名称 = '暗影·波动剑' + 类型 = '魔法' + 武器惩罚类型 = '魔法百分比' + 所在等级 = 5 + 等级上限 = 60 + 基础等级 = 50 + # 基础 = 628.98 + # 成长 = 71.020 + # 魔法攻击力:% + data0 = [int(x*1.05) for x in [0, 735, 809, 884, 958, 1033, 1107, 1182, 1256, 1331, 1405, 1481, 1554, 1630, 1703, 1779, 1852, 1928, 2001, 2077, 2153, 2226, 2302, 2375, 2451, 2524, 2600, 2673, 2749, 2822, 2898, 2972, 3047, 3121, + 3196, 3270, 3345, 3419, 3494, 3568, 3644, 3717, 3793, 3868, 3942, 4017, 4091, 4166, 4240, 4316, 4389, 4465, 4538, 4614, 4687, 4763, 4836, 4912, 4985, 5061, 5135, 5210, 5284, 5359, 5433, 5508, 5582, 5657, 5733, 5807, 5882]] + CD = 3.1 + TP成长 = 0.08 + TP上限 = 5 + + +class 技能4(职业主动技能): + 名称 = '旋涡斩' + 类型 = '魔法' + 武器惩罚类型 = '魔法百分比' + 所在等级 = 5 + 等级上限 = 60 + 基础等级 = 50 + 基础 = 622 + 成长 = 71 + 基础2 = 422 + 成长2 = 47.5 + 攻击次数3 = 3 + CD = 8 + TP成长 = 0 + TP上限 = 3 + + # 上斩魔法攻击力:% + data0 = [int(x*1.05) for x in [0, 287, 316, 344, 374, 403, 432, 461, 490, 520, 548, 578, 607, 636, 665, 694, 723, 753, 781, 811, 840, 868, 898, 927, 957, 985, 1014, 1044, 1073, 1101, 1131, 1160, 1189, 1218, 1247, 1277, + 1305, 1335, 1364, 1393, 1422, 1451, 1481, 1509, 1538, 1568, 1597, 1625, 1655, 1684, 1714, 1742, 1771, 1801, 1830, 1859, 1888, 1917, 1946, 1975, 2004, 2034, 2062, 2092, 2121, 2150, 2179, 2208, 2238, 2266, 2295]] + 攻击次数 = 1 + # 下斩魔法攻击力:% + data1 = [int(x*1.05) for x in [0, 441, 486, 530, 575, 621, 665, 710, 755, 799, 844, 889, 933, 979, 1024, 1068, 1113, 1158, 1202, 1247, 1293, 1337, 1382, 1427, 1471, 1516, 1561, 1605, 1651, 1696, 1740, 1785, 1830, 1874, 1919, + 1964, 2009, 2054, 2098, 2143, 2188, 2232, 2277, 2323, 2367, 2412, 2457, 2501, 2546, 2591, 2636, 2681, 2726, 2770, 2815, 2860, 2904, 2949, 2995, 3039, 3084, 3129, 3173, 3218, 3263, 3308, 3353, 3398, 3442, 3487, 3532]] + 攻击次数2 = 3 + # 暗黑波动魔法攻击力:% + data2 = [int(x*1.05) for x in [0, 492, 542, 592, 642, 693, 742, 792, 842, 891, 943, 992, 1043, 1092, 1142, 1193, 1242, 1293, 1342, 1392, 1443, 1492, 1542, 1593, 1643, 1693, 1742, 1792, 1843, 1893, 1943, 1992, 2043, 2093, + 2143, 2192, 2243, 2293, 2343, 2393, 2442, 2493, 2543, 2592, 2643, 2692, 2744, 2793, 2843, 2893, 2942, 2994, 3043, 3093, 3143, 3193, 3243, 3293, 3343, 3393, 3444, 3493, 3543, 3593, 3644, 3694, 3743, 3793, 3843, 3893, 3944]] + + # TP影响第二段攻击次数 + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * (self.攻击次数2+self.TP等级) + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + return 等效倍率 * self.倍率 + + # def 等效百分比(self, 武器类型): + # if self.等级 == 0: + # return 0 + # else: + # return int((self.攻击次数 * (self.基础 + self.成长 * self.等级) + (self.攻击次数3+self.TP等级) * (self.基础2 + self.成长2 * self.等级))* self.倍率) + + +class 技能5(职业主动技能): + 名称 = '滑斩' + 类型 = '物理' + 所在等级 = 1 + 等级上限 = 60 + 基础等级 = 50 + # 基础 = 749.347 + # 成长 = 84.653 + # 物理攻击力:% + data0 = [int(x*1.05) for x in [0, 876, 964, 1052, 1142, 1231, 1319, 1409, 1497, 1586, 1676, 1764, 1852, 1943, 2031, 2119, 2209, 2297, 2386, 2476, 2564, 2652, 2743, 2831, 2919, 3009, 3098, 3186, 3276, 3364, 3452, 3543, 3631, 3719, + 3809, 3898, 3986, 4076, 4164, 4253, 4343, 4431, 4519, 4610, 4698, 4786, 4876, 4964, 5053, 5143, 5231, 5319, 5410, 5498, 5588, 5676, 5765, 5855, 5943, 6031, 6122, 6210, 6298, 6388, 6476, 6565, 6655, 6743, 6831, 6922, 7010]] + CD = 3.0 + + +class 技能6(职业主动技能): + 名称 = '跃斩' + 类型 = '物理' + 所在等级 = 1 + 等级上限 = 60 + 基础等级 = 50 + # 物理攻击力:% + data0 = [int(x*1.05) for x in [0, 654, 720, 788, 854, 920, 986, 1052, 1118, 1184, 1251, 1319, 1386, 1452, 1518, 1584, 1651, 1717, 1785, 1851, 1917, 1983, 2050, 2116, 2182, 2248, 2315, 2381, 2448, 2516, 2582, 2648, 2714, 2781, + 2848, 2914, 2980, 3046, 3112, 3178, 3245, 3311, 3379, 3445, 3511, 3577, 3644, 3711, 3779, 3845, 3911, 3977, 4044, 4110, 4176, 4242, 4308, 4375, 4442, 4508, 4574, 4640, 4706, 4772, 4842, 4908, 4974, 5040, 5106, 5172, 5238]] + # 装备钝器时, 冲击波物理攻击力:% + data1 = [int(x*1.05) for x in [0, 520, 575, 630, 686, 740, 796, 851, 906, 961, 1016, 1071, 1127, 1181, 1237, 1292, 1348, 1402, 1457, 1514, 1568, 1622, 1679, 1733, 1788, 1845, 1898, 1953, 2010, 2065, 2119, 2176, 2230, 2284, + 2340, 2396, 2450, 2506, 2561, 2618, 2671, 2727, 2784, 2837, 2892, 2948, 3002, 3058, 3114, 3168, 3222, 3278, 3333, 3388, 3443, 3499, 3555, 3610, 3666, 3720, 3776, 3830, 3886, 3941, 3996, 4051, 4107, 4161, 4217, 4271, 4327]] + 攻击次数2 = 0 + CD = 3.0 + # 钝器冲击波 + + def 等效百分比(self, 武器类型): + if 武器类型 == '钝器': + self.攻击次数2 = 1 + return super().等效百分比(武器类型) + # if self.等级 == 0: + # return 0 + # else: + # if 武器类型 != '钝器': + # return self.基础 + self.成长 * self.等级 + # else: + # return (self.基础 + self.成长 * self.等级) + (442.269 + 52.531 * self.等级) + + +class 技能7(职业主动技能): + 名称 = '跃地斩' + 类型 = '物理' + 所在等级 = 10 + 等级上限 = 60 + 基础等级 = 48 + # 基础 = 320.429 + # 成长 = 34.571 + # 物理攻击力:% + data0 = [int(x*1.05) for x in [0, 373, 411, 448, 486, 524, 562, 600, 637, 675, 713, 751, 789, 826, 864, 903, 941, 979, 1016, 1054, 1092, 1130, 1168, 1205, 1243, 1281, 1319, 1357, 1394, 1432, 1470, 1508, 1546, 1583, 1621, + 1659, 1698, 1736, 1773, 1811, 1849, 1887, 1925, 1962, 2000, 2038, 2076, 2114, 2151, 2189, 2227, 2265, 2303, 2340, 2378, 2416, 2455, 2493, 2531, 2568, 2606, 2644, 2682, 2720, 2757, 2795, 2833, 2871, 2909, 2946, 2984]] + 攻击次数 = 4 + CD = 4.0 + TP成长 = 0.08 + TP上限 = 5 + + +class 技能8(职业主动技能): + 名称 = '冥光斩' + 类型 = '魔法' + 武器惩罚类型 = '魔法百分比' + 所在等级 = 10 + 等级上限 = 60 + 基础等级 = 48 + # 基础 = 435.787 + # 成长 = 49.213 + # 魔法攻击力:% + data0 = [int(x*1.05) for x in [0, 509, 561, 612, 664, 716, 768, 819, 870, 922, 974, 1026, 1077, 1129, 1180, 1233, 1284, 1336, 1387, 1439, 1491, 1544, 1594, 1645, 1697, 1749, 1802, 1852, 1905, 1955, 2008, 2060, 2111, 2163, + 2213, 2267, 2318, 2369, 2421, 2472, 2525, 2577, 2628, 2680, 2732, 2784, 2835, 2886, 2938, 2990, 3042, 3093, 3145, 3196, 3249, 3300, 3352, 3403, 3455, 3507, 3558, 3610, 3661, 3713, 3765, 3817, 3868, 3920, 3971, 4024, 4075]] + 攻击次数 = 2 + CD = 10.5 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能9(职业主动技能): + 名称 = '瞬影斩' + 类型 = '物理' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + # 基础 = 1299.2 + # 成长 = 146.8 + # 物理攻击力:% + data0 = [int(x*1.05) for x in [0, 1518, 1673, 1827, 1981, 2136, 2289, 2443, 2598, 2752, 2906, 3060, 3214, 3368, 3523, 3677, 3830, 3985, 4139, 4293, 4448, 4601, 4755, 4910, 5064, 5219, 5372, 5526, 5681, 5835, 5989, 6143, 6297, 6451, 6606, + 6760, 6913, 7068, 7222, 7376, 7531, 7684, 7838, 7993, 8147, 8301, 8455, 8609, 8763, 8918, 9072, 9225, 9380, 9534, 9688, 9843, 9996, 10150, 10305, 10459, 10613, 10767, 10921, 11075, 11230, 11383, 11537, 11692, 11846, 12000, 12154]] + 攻击次数 = 2 + TP成长 = 0.1 + TP上限 = 5 + CD = 5 + + +class 技能10(职业主动技能): + 名称 = '暗月斩' + 类型 = '魔法' + 武器惩罚类型 = '魔法百分比' + 所在等级 = 5 + 等级上限 = 60 + 基础等级 = 50 + # 基础 = 395.347 + # 成长 = 44.653 + # 基础2 = 427.633 + # 成长2 = 48.367 + # 攻击次数3 = 1 + # 月形斩击魔法攻击力:% + data0 = [int(x*1.05) for x in [0, 462, 508, 557, 605, 649, 695, 743, 792, 836, 884, 930, 979, 1023, 1071, 1117, 1163, 1214, 1258, 1306, 1352, 1401, 1447, 1493, 1539, 1586, 1634, 1682, 1730, + 1775, 1821, 1869, 1917, 1961, 2010, 2056, 2100, 2148, 2197, 2245, 2291, 2335, 2384, 2430, 2476, 2524, 2570, 2617, 2665, 2713, 2759, 2808, 2852, 2902, 2946, 2995, 3043, 3087, 3133, 3182]] + # 单手上斩魔法攻击力:% + data1 = [int(x*1.05) for x in [0, 500, 550, 601, 653, 704, 754, 804, 857, 907, 958, 1010, 1058, 1109, 1159, 1210, 1264, 1313, 1363, 1415, 1466, 1516, 1565, 1617, 1667, 1720, 1772, 1821, 1871, + 1922, 1974, 2024, 2073, 2127, 2174, 2228, 2279, 2327, 2379, 2430, 2480, 2533, 2581, 2633, 2684, 2736, 2787, 2837, 2885, 2938, 2988, 3039, 3091, 3142, 3194, 3247, 3295, 3345, 3396, 3448]] + 攻击次数2 = 1 + CD = 4.2 + TP成长 = 0.08 + TP上限 = 5 + + +class 技能11(职业主动技能): + 名称 = '暗影三击剑' + 类型 = '魔法' + 武器惩罚类型 = '魔法百分比' + 所在等级 = 10 + 等级上限 = 60 + 基础等级 = 32 + # 基础 = 1822.806 + # 成长 = 346.194 + # 刺击下段魔法攻击力:% + data0 = [int(x*1.05) for x in [0, 569, 660, 751, 842, 933, 1024, 1115, 1205, 1297, 1387, 1478, 1569, 1660, 1750, 1842, 1933, 2023, 2115, 2205, 2296, 2387, 2478, 2568, 2660, 2751, 2841, 2933, 3023, 3114, 3205, 3296, 3386, 3478, + 3568, 3659, 3751, 3841, 3932, 4023, 4114, 4204, 4296, 4386, 4477, 4568, 4659, 4750, 4841, 4932, 5022, 5114, 5204, 5295, 5385, 5477, 5567, 5658, 5750, 5840, 5931, 6022, 6113, 6203, 6295, 6385, 6476, 6567, 6658, 6749, 6840]] + # 刺击上段魔法攻击力:% + data1 = [int(x*1.05) for x in [0, 569, 660, 751, 842, 933, 1024, 1115, 1205, 1297, 1387, 1478, 1569, 1660, 1750, 1842, 1933, 2023, 2115, 2205, 2296, 2387, 2478, 2568, 2660, 2751, 2841, 2933, 3023, 3114, 3205, 3296, 3386, 3478, + 3568, 3659, 3751, 3841, 3932, 4023, 4114, 4204, 4296, 4386, 4477, 4568, 4659, 4750, 4841, 4932, 5022, 5114, 5204, 5295, 5385, 5477, 5567, 5658, 5750, 5840, 5931, 6022, 6113, 6203, 6295, 6385, 6476, 6567, 6658, 6749, 6840]] + 攻击次数2 = 1 + # 刺击中段魔法攻击力:% + data2 = [int(x*1.05) for x in [0, 1139, 1321, 1503, 1685, 1867, 2049, 2230, 2412, 2594, 2775, 2957, 3138, 3320, 3502, 3684, 3866, 4048, 4229, 4411, 4593, 4774, 4956, 5138, 5319, 5502, 5684, 5865, 6047, 6229, 6410, 6592, 6774, 6955, 7137, + 7319, 7501, 7683, 7865, 8046, 8228, 8409, 8591, 8773, 8954, 9136, 9318, 9500, 9682, 9864, 10045, 10227, 10409, 10590, 10772, 10954, 11135, 11317, 11500, 11681, 11863, 12045, 12226, 12408, 12590, 12771, 12953, 13134, 13317, 13499, 13680]] + 攻击次数3 = 1 + CD = 8.4 + + +class 技能12(职业主动技能): + 名称 = '暗劲爆发' + 类型 = '物理' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + # 基础 = 353.044 + # 成长 = 39.956 + # 基础2 = 389.933 + # 成长2 = 44.067 + # 攻击次数3 = 8 + # 冲击波物理攻击力:% + data0 = [int(x*1.05) for x in [0, 413, 455, 497, 539, 581, 623, 665, 707, 749, 791, 833, 875, 917, 959, 1001, 1043, 1085, 1127, 1169, 1210, 1252, 1294, 1336, 1378, 1420, 1462, 1504, 1546, 1588, 1630, 1672, 1714, 1756, 1798, + 1840, 1882, 1924, 1966, 2008, 2050, 2092, 2133, 2175, 2217, 2259, 2301, 2343, 2385, 2427, 2469, 2511, 2553, 2595, 2637, 2679, 2721, 2763, 2805, 2847, 2889, 2931, 2973, 3015, 3056, 3098, 3140, 3182, 3224, 3266, 3308]] + # 爆炸物理攻击力:% + data1 = [int(x*1.05) for x in [0, 456, 502, 548, 594, 641, 687, 733, 779, 825, 872, 919, 965, 1011, 1057, 1104, 1150, 1196, 1242, 1288, 1335, 1381, 1427, 1473, 1519, 1566, 1613, 1659, 1705, 1751, 1798, 1844, 1890, 1936, + 1982, 2029, 2075, 2121, 2167, 2213, 2260, 2307, 2353, 2399, 2445, 2492, 2538, 2584, 2630, 2676, 2723, 2769, 2815, 2861, 2907, 2954, 3000, 3047, 3093, 3140, 3186, 3232, 3278, 3324, 3371, 3417, 3463, 3509, 3555, 3602, 3648]] + 攻击次数2 = 8 + CD = 15.0 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能13(职业主动技能): + 名称 = '邪影·波动剑' + 类型 = '魔法' + 武器惩罚类型 = '魔法固伤' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data0 = [100]*60 + # 前进时的魔法攻击力:% + data1 = [int(x*1.05) for x in [0, 830, 914, 998, 1083, 1167, 1251, 1335, 1419, 1504, 1588, 1672, 1756, 1840, 1925, 2009, 2093, 2177, 2261, 2346, 2430, 2514, 2598, 2682, 2767, 2851, 2935, 3019, 3103, 3188, 3272, 3356, 3440, 3524, + 3608, 3693, 3777, 3861, 3945, 4029, 4114, 4198, 4282, 4366, 4450, 4535, 4619, 4703, 4787, 4871, 4956, 5040, 5124, 5208, 5292, 5377, 5461, 5545, 5629, 5713, 5798, 5882, 5966, 6050, 6134, 6219, 6303, 6387, 6471, 6555, 6640]] + 攻击次数2 = 3 + # 爆炸魔法攻击力:% + data2 = [int(x*1.05) for x in [0, 166, 183, 200, 216, 233, 250, 268, 285, 301, 318, 335, 352, 369, 385, 402, 419, 436, 453, 470, 487, 504, 521, 538, 554, 571, 588, 605, 622, 638, 655, 673, 690, 707, 723, + 740, 757, 774, 791, 807, 824, 841, 859, 876, 893, 909, 926, 943, 960, 977, 993, 1010, 1027, 1044, 1062, 1078, 1095, 1112, 1129, 1146, 1162, 1179, 1196, 1213, 1230, 1246, 1264, 1281, 1298, 1315, 1331]] + 攻击次数3 = 4 + # 基础 = 100.0 + # 成长 = 0 + # 基础2 = 709.810 + # 成长2 = 80.190 + # 攻击次数3 = 3 + # 基础3 = 141.905 + # 成长3 = 16.095 + # 攻击次数4 = 4 + CD = 7.0 + + +class 技能14(职业主动技能): + 名称 = '暗魂之手' + 类型 = '物理' + 武器惩罚类型 = '物理百分比' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + # 基础 = 1975-201 + # 成长 = 201 + # 基础2 = 1341-136 + # 成长2 = 136 + # 攻击次数3 = 1 + # 物理攻击力:% + data0 = [int(x*1.05) for x in [0, 2074, 2285, 2495, 2706, 2916, 3127, 3337, 3548, 3758, 3968, 4179, 4389, 4600, 4810, 5021, 5231, 5442, 5652, 5862, 6073, 6283, 6494, 6704, 6915, 7125, 7336, 7546, 7757, 7967, 8177, 8388, 8598, 8810, 9020, + 9231, 9441, 9652, 9862, 10072, 10283, 10493, 10704, 10914, 11125, 11335, 11546, 11756, 11967, 12177, 12387, 12598, 12808, 13019, 13229, 13440, 13650, 13861, 14071, 14281, 14492, 14702, 14913, 15123, 15334, 15544, 15755, 15965, 16176]] + # 喷发时物理攻击力:% + data1 = [int(x*1.05) for x in [0, 1408, 1551, 1694, 1836, 1979, 2122, 2265, 2408, 2550, 2694, 2837, 2980, 3123, 3266, 3408, 3551, 3694, 3837, 3980, 4122, 4265, 4408, 4552, 4695, 4837, 4980, 5123, 5266, 5409, 5551, 5694, 5837, + 5980, 6123, 6265, 6409, 6552, 6695, 6838, 6980, 7123, 7266, 7409, 7552, 7694, 7837, 7980, 8123, 8267, 8409, 8552, 8695, 8838, 8981, 9123, 9266, 9409, 9552, 9695, 9837, 9980, 10124, 10267, 10410, 10553, 10695, 10838, 10981]] + 攻击次数2 = 1 + CD = 6.0 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能15(职业主动技能): + 名称 = '突刺' + 类型 = '物理' + 所在等级 = 10 + 等级上限 = 60 + 基础等级 = 48 + # 基础 = 160.745 * 3 + # 成长 = 18.255 * 3 + # 攻击次数 = 3 + # 普通物理攻击力:% + data0 = [int(x*1.05) for x in [0, 188, 208, 227, 246, 265, 285, 303, 322, 341, 361, 380, 399, 418, 438, 457, 476, 495, 515, 533, 552, 571, 591, 610, 629, 649, 668, 687, 706, 726, 744, 763, 782, 802, 821, 840, + 859, 879, 898, 917, 936, 956, 974, 993, 1012, 1032, 1051, 1070, 1089, 1109, 1128, 1147, 1166, 1185, 1204, 1223, 1242, 1262, 1281, 1300, 1319, 1339, 1358, 1377, 1395, 1415, 1434, 1453, 1472, 1492, 1511]] + 攻击次数 = 3 + CD = 3 + TP上限 = 3 + TP成长 = -0.1 + + # 太/光加成 + def 等效百分比(self, 武器类型): + if 武器类型 == '光剑' or '太刀': + self.攻击次数 = 5 + self.data0 = [int(x*0.7) for x in self.data0] + self.攻击次数 = self.攻击次数 + 2*self.TP等级 + return super().等效百分比(武器类型) + # 等效倍率 = 0.0 + # if len(self.data0) >= self.等级 and len(self.data0) > 0: + # 等效倍率 += self.data0[self.等级] * (self.攻击次数 + 2*self.TP等级) + # return 等效倍率 * self.倍率 * (1 + self.TP成长 * self.TP等级) + + +class 技能16(职业主动技能): + 名称 = '暗影鞭' + 类型 = '魔法' + 武器惩罚类型 = '魔法百分比' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 29 + # 基础 = 635.357 + # 成长 = 120.643 + # 基础2 = 1483.5 + # 成长2 = 281.5 + # 攻击次数3 = 1 + # 第1击魔法攻击力:% + data0 = [int(x*1.05) for x in [0, 794, 921, 1047, 1174, 1301, 1427, 1554, 1681, 1807, 1934, 2061, 2187, 2314, 2441, 2567, 2694, 2820, 2947, 3074, 3200, 3327, 3455, 3581, 3708, 3835, 3961, 4088, 4214, 4341, 4468, 4594, 4721, 4848, + 4974, 5101, 5228, 5354, 5481, 5607, 5734, 5861, 5987, 6114, 6241, 6367, 6494, 6621, 6747, 6874, 7000, 7127, 7254, 7380, 7508, 7635, 7761, 7888, 8015, 8141, 8268, 8394, 8521, 8648, 8774, 8901, 9028, 9154, 9281, 9408, 9534]] + # 第2击魔法攻击力:% + data1 = [int(x*1.05) for x in [0, 1853, 2149, 2444, 2741, 3036, 3332, 3627, 3923, 4218, 4514, 4809, 5105, 5400, 5696, 5991, 6286, 6582, 6878, 7174, 7469, 7765, 8060, 8356, 8651, 8947, 9242, 9538, 9833, 10129, 10424, 10721, 11016, 11312, 11607, 11903, + 12198, 12494, 12789, 13085, 13380, 13676, 13971, 14267, 14562, 14859, 15154, 15450, 15745, 16041, 16336, 16632, 16927, 17223, 17518, 17813, 18109, 18404, 18701, 18996, 19292, 19587, 19883, 20178, 20474, 20769, 21065, 21360, 21656, 21951, 22247]] + 攻击次数2 = 1 + CD = 8.4 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能17(职业主动技能): + 名称 = '灭魂封魔斩' + 类型 = '物理' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + # 基础 = 3785.525 * 1.24 + # 成长 = 427.275 * 1.24 + # 物理攻击力:% + # 把前方敌人吸附到自身的近身处, 并对其进行无属性斩击。 + # 吸附的敌人越多, 斩击时造成的伤害就越大。 + data0 = [int(x*1.05) for x in [0, 4424, 4873, 5321, 5771, 6219, 6668, 7117, 7565, 8015, 8463, 8912, 9361, 9810, 10259, 10708, 11156, 11606, 12054, 12503, 12952, 13401, 13850, 14298, 14747, 15196, 15645, 16093, 16543, 16991, 17441, 17889, 18338, 18787, 19236, + 19684, 20134, 20582, 21032, 21480, 21928, 22378, 22826, 23275, 23724, 24173, 24621, 25071, 25519, 25969, 26417, 26866, 27315, 27764, 28212, 28662, 29110, 29559, 30008, 30456, 30906, 31354, 31803, 32252, 32701, 33150, 33599, 34047, 34497, 34945, 35394]] + # 若吸附的是领主、 稀有、 精英、 深渊、 人形怪敌人, 则敌人受到的伤害会更大 + 倍率 = 1.24 + CD = 30 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能18(职业主动技能): + 名称 = '冥魂珠' + 类型 = '魔法' + 武器惩罚类型 = '魔法百分比' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + # 基础 = 293.811 + # 成长 = 33.189 + # 攻击次数 = 13 + # 基础2 = 668.514 + # 成长2 = 75.486 + # 攻击次数3 = 1 + # 魔法攻击力:% + data0 = [int(x*1.05) for x in [0, 343, 378, 413, 447, 482, 518, 552, 587, 622, 656, 692, 727, 761, 796, 831, 865, 901, 936, 970, 1005, 1040, 1075, 1110, 1145, 1179, 1214, 1250, 1284, 1319, 1353, 1388, 1423, 1458, 1493, + 1528, 1562, 1597, 1633, 1667, 1702, 1737, 1771, 1807, 1842, 1876, 1911, 1946, 1980, 2016, 2051, 2085, 2120, 2155, 2190, 2225, 2260, 2294, 2329, 2365, 2399, 2434, 2469, 2503, 2538, 2574, 2608, 2643, 2678, 2712, 2748]] + 攻击次数 = 13 + # 冥魂珠爆炸魔法攻击力:% + data1 = [int(x*1.05) for x in [0, 781, 860, 940, 1019, 1098, 1177, 1257, 1336, 1415, 1494, 1574, 1653, 1733, 1811, 1891, 1970, 2050, 2128, 2208, 2287, 2367, 2445, 2525, 2604, 2684, 2763, 2842, 2921, 3001, 3080, 3159, 3238, 3318, + 3397, 3477, 3555, 3635, 3714, 3794, 3872, 3952, 4031, 4111, 4190, 4269, 4348, 4428, 4507, 4586, 4665, 4745, 4824, 4904, 4982, 5062, 5141, 5221, 5299, 5379, 5459, 5538, 5618, 5696, 5776, 5855, 5935, 6013, 6093, 6172, 6252]] + 攻击次数2 = 1 + CD = 10.5 + # Tp每级增加攻击次数4 + TP成长 = 0.1 + TP上限 = 3 + + def 等效百分比(self, 武器类型): + self.攻击次数 = self.攻击次数 + 3 * self.TP等级 + return super().等效百分比(武器类型) + # if self.等级 == 0: + # return 0 + # else: + # return int(((self.攻击次数 + 3*self.TP等级) * (self.基础 + self.成长 * self.等级) + self.攻击次数3 * (self.基础2 + self.成长2 * self.等级)) * self.倍率) + + +class 技能19(职业主动技能): + 名称 = '暗影升龙击' + 类型 = '物理' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + 基础 = 3480.027 + 成长 = 392.973 + # 冲撞物理攻击力:% + data0 = [int(x*1.05) for x in [0, 945, 1041, 1136, 1233, 1328, 1424, 1520, 1616, 1712, 1808, 1904, 1999, 2096, 2191, 2287, 2384, 2479, 2575, 2671, 2767, 2862, 2959, 3054, 3150, 3247, 3342, 3438, 3534, 3630, 3725, + 3822, 3918, 4013, 4110, 4205, 4301, 4397, 4493, 4589, 4685, 4781, 4876, 4973, 5068, 5164, 5261, 5356, 5452, 5548, 5644, 5739, 5836, 5931, 6027, 6124, 6219, 6315, 6411, 6507, 6602, 6699, 6795, 6890, 6987, 7082]] + 攻击次数 = 1 + # 上斩物理攻击力:% + data1 = [int(x*1.05) for x in [0, 1422, 1566, 1710, 1854, 1998, 2143, 2287, 2432, 2576, 2720, 2864, 3008, 3153, 3297, 3441, 3586, 3730, 3875, 4018, 4162, 4307, 4451, 4595, 4740, 4884, 5028, 5172, 5316, 5461, 5605, + 5750, 5894, 6038, 6182, 6326, 6471, 6615, 6759, 6904, 7048, 7193, 7336, 7480, 7625, 7769, 7914, 8058, 8202, 8346, 8490, 8635, 8779, 8923, 9068, 9212, 9357, 9500, 9644, 9789, 9933, 10077, 10222, 10366, 10511, 10654]] + 攻击次数2 = 1 + # 下捶物理攻击力:% ~ % + data2 = [int(x*1.05) for x in [0, 1019, 1121, 1224, 1328, 1431, 1535, 1638, 1742, 1845, 1948, 2052, 2155, 2259, 2361, 2465, 2568, 2671, 2775, 2878, 2982, 3085, 3188, 3292, 3395, 3499, 3602, 3705, 3808, 3911, 4015, + 4118, 4222, 4325, 4429, 4532, 4635, 4739, 4842, 4946, 5048, 5151, 5255, 5358, 5462, 5565, 5669, 5772, 5875, 5979, 6082, 6186, 6288, 6391, 6495, 6598, 6702, 6805, 6909, 7012, 7115, 7219, 7322, 7426, 7529, 7632]] + 攻击次数3 = 1 + # 下捶冲击波物理攻击力:% + data3 = [int(x*1.05) for x in [0, 681, 751, 819, 888, 958, 1027, 1096, 1166, 1235, 1303, 1372, 1442, 1511, 1580, 1650, 1719, 1788, 1856, 1926, 1995, 2064, 2134, 2203, 2272, 2340, 2410, 2479, 2548, 2618, 2687, + 2756, 2825, 2894, 2963, 3032, 3102, 3171, 3240, 3310, 3378, 3447, 3516, 3586, 3655, 3724, 3794, 3862, 3931, 4001, 4070, 4139, 4208, 4278, 4346, 4415, 4485, 4554, 4623, 4692, 4762, 4830, 4899, 4969, 5038, 5107]] + 攻击次数4 = 1 + + CD = 10 + + +class 技能20(职业主动技能): + 名称 = '冥魂之陨' + 类型 = '魔法' + 武器惩罚类型 = '魔法百分比' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 魔法攻击力:% + data0 = [int(x*1.05) for x in [0, 302, 334, 364, 395, 426, 457, 487, 519, 549, 580, 610, 642, 672, 702, 734, 764, 795, 826, 857, 887, 919, 949, 980, 1010, 1042, 1072, 1103, 1134, 1164, 1195, 1226, 1257, 1287, 1318, + 1349, 1380, 1410, 1442, 1472, 1503, 1534, 1565, 1595, 1626, 1657, 1687, 1718, 1749, 1780, 1810, 1842, 1872, 1903, 1934, 1965, 1995, 2027, 2057, 2087, 2118, 2149, 2180, 2210, 2242, 2272, 2303, 2334, 2365, 2395, 2427]] + 攻击次数 = 24 + CD = 21 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 24 * 1.14 + self.CD *= 0.9 + elif x == 1: + self.攻击次数 = 24 * 1.23 + self.CD *= 0.9 + + +class 技能21(职业主动技能): + 名称 = '破魂之刃' + 类型 = '物理' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 刺击物理攻击力:% + data0 = [int(x*1.05) for x in [0, 1243, 1369, 1495, 1621, 1748, 1874, 2000, 2126, 2252, 2378, 2505, 2631, 2757, 2883, 3009, 3135, 3262, 3388, 3514, 3640, 3766, 3892, 4019, 4145, 4271, 4397, 4523, 4649, 4776, 4902, 5028, + 5154, 5280, 5406, 5534, 5660, 5786, 5912, 6038, 6164, 6291, 6417, 6543, 6669, 6795, 6921, 7048, 7174, 7300, 7426, 7552, 7678, 7805, 7931, 8057, 8183, 8309, 8435, 8561, 8688, 8814, 8940, 9066, 9192, 9318, 9445, 9571, 9697]] + # 爆炸物理攻击力:% + data1 = [int(x*1.05) for x in [0, 6285, 6924, 7561, 8199, 8837, 9474, 10113, 10750, 11387, 12026, 12663, 13301, 13939, 14576, 15215, 15852, 16489, 17128, 17765, 18403, 19041, 19678, 20316, 20954, 21591, 22230, 22867, 23505, 24143, 24780, 25418, 26056, + 26693, 27332, 27969, 28607, 29245, 29882, 30520, 31158, 31795, 32433, 33071, 33709, 34347, 34984, 35622, 36260, 36897, 37535, 38173, 38811, 39449, 40086, 40724, 41362, 41999, 42637, 43275, 43913, 44550, 45188, 45826, 46464, 47101, 47739, 48377, 49015]] + 攻击次数2 = 1 + CD = 20 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能22(职业主动技能): + 名称 = '凝魂波动阵' + 类型 = '魔法' + 武器惩罚类型 = '魔法百分比' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 基础 = 1875.171 + # 成长 = 211.829 + # 基础2 = 622.629 + # 成长2 = 70.371 + # 攻击次数3 = 7 + # 捶击物理攻击力:% + data0 = [int(x*1.05) for x in [0, 728, 801, 876, 949, 1024, 1097, 1171, 1245, 1319, 1392, 1467, 1540, 1615, 1688, 1762, 1836, 1910, 1983, 2058, 2132, 2205, 2280, 2353, 2428, 2501, 2575, 2649, 2723, 2796, 2871, 2944, 3018, 3092, + 3166, 3240, 3314, 3387, 3462, 3535, 3609, 3683, 3757, 3831, 3905, 3978, 4053, 4127, 4200, 4275, 4348, 4422, 4496, 4570, 4644, 4718, 4791, 4866, 4939, 5013, 5087, 5161, 5234, 5309, 5382, 5457, 5530, 5604, 5678, 5752, 5825]] + # 多段魔法攻击力:% + data1 = [int(x*1.05) for x in [0, 728, 801, 876, 949, 1024, 1097, 1171, 1245, 1319, 1392, 1467, 1540, 1615, 1688, 1762, 1836, 1910, 1983, 2058, 2132, 2205, 2280, 2353, 2428, 2501, 2575, 2649, 2723, 2796, 2871, 2944, 3018, 3092, + 3166, 3240, 3314, 3387, 3462, 3535, 3609, 3683, 3757, 3831, 3905, 3978, 4053, 4127, 4200, 4275, 4348, 4422, 4496, 4570, 4644, 4718, 4791, 4866, 4939, 5013, 5087, 5161, 5234, 5309, 5382, 5457, 5530, 5604, 5678, 5752, 5825]] + 攻击次数2 = 7 + # 波动阵解除时的魔法攻击力:% + data2 = [int(x*1.05) for x in [0, 1464, 1612, 1761, 1909, 2058, 2206, 2355, 2503, 2652, 2800, 2949, 3098, 3247, 3395, 3543, 3692, 3840, 3989, 4137, 4286, 4434, 4583, 4731, 4880, 5028, 5178, 5326, 5475, 5623, 5771, 5920, 6068, 6217, + 6365, 6514, 6662, 6811, 6959, 7109, 7257, 7406, 7554, 7703, 7851, 7999, 8148, 8296, 8445, 8593, 8742, 8890, 9039, 9188, 9337, 9485, 9634, 9782, 9930, 10079, 10227, 10376, 10524, 10673, 10821, 10970, 11118, 11268, 11416, 11565, 11713]] + 攻击次数3 = 1 + # 扩散魔法攻击力:%,待定 原来没有 + data3 = [int(x*1.05) for x in [0, 287, 316, 345, 375, 403, 433, 462, 491, 520, 549, 579, 608, 637, 666, 695, 725, 754, 782, 812, 841, 870, 900, 928, 958, 987, 1016, 1045, 1074, 1104, 1133, 1161, 1191, 1220, 1250, 1279, + 1307, 1337, 1366, 1395, 1424, 1453, 1483, 1512, 1541, 1570, 1599, 1629, 1658, 1686, 1716, 1745, 1775, 1803, 1832, 1862, 1891, 1920, 1949, 1978, 2008, 2037, 2065, 2095, 2124, 2154, 2183, 2211, 2241, 2270, 2300]] + 攻击次数4 = 1 + CD = 21 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能23(职业主动技能): + 名称 = '破魂斩' + 类型 = '物理' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + # 物理攻击力:% + data0 = [int(x*1.05) for x in [0, 5927, 6529, 7131, 7732, 8334, 8934, 9536, 10138, 10739, 11340, 11942, 12543, 13145, 13747, 14347, 14949, 15551, 16152, 16753, 17354, 17956, 18558, 19159, 19760, 20362, 20963, 21565, 22166, 22767, 23369, 23970, 24572, 25173, + 25774, 26376, 26978, 27578, 28180, 28782, 29383, 29985, 30585, 31187, 31789, 32390, 32991, 33593, 34194, 34796, 35398, 35998, 36600, 37202, 37803, 38404, 39005, 39607, 40209, 40810, 41411, 42013, 42614, 43216, 43818, 44418, 45020, 45621, 46223, 46824, 47425]] + CD = 15 + TP成长 = 0.12 + TP上限 = 5 + + # def 等效百分比(self, 武器类型): + # return self.数据1[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能24(职业主动技能): + 名称 = '冥炎破空斩' + 类型 = '魔法' + 武器惩罚类型 = '魔法百分比' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + # 冥炎剑右斩击魔法攻击力:% + data0 = [int(x*1.05) for x in [0, 1359, 1496, 1635, 1772, 1910, 2048, 2186, 2324, 2461, 2600, 2737, 2875, 3014, 3151, 3289, 3427, 3565, 3702, 3841, 3978, 4116, 4255, 4392, 4530, 4667, 4806, 4943, 5081, 5220, 5357, 5495, 5633, 5771, + 5908, 6047, 6185, 6322, 6461, 6598, 6736, 6874, 7012, 7149, 7287, 7426, 7563, 7701, 7839, 7977, 8114, 8253, 8391, 8528, 8667, 8804, 8942, 9080, 9218, 9356, 9493, 9632, 9769, 9907, 10045, 10183, 10320, 10459, 10597, 10734, 10873]] + # 冥炎剑左斩击魔法攻击力:% + data1 = [int(x*1.05) for x in [0, 2042, 2249, 2457, 2664, 2871, 3079, 3285, 3492, 3700, 3907, 4115, 4322, 4529, 4737, 4943, 5150, 5358, 5565, 5772, 5980, 6187, 6395, 6601, 6808, 7016, 7223, 7430, 7638, 7845, 8051, 8259, 8466, 8673, 8881, 9088, + 9296, 9503, 9709, 9917, 10124, 10331, 10539, 10746, 10953, 11160, 11367, 11575, 11782, 11989, 12197, 12404, 12611, 12818, 13025, 13232, 13440, 13647, 13855, 14062, 14268, 14476, 14683, 14890, 15098, 15305, 15512, 15720, 15926, 16134, 16341]] + # 冥炎剑上斩击魔法攻击力:% + data2 = [int(x*1.05) for x in [0, 4085, 4499, 4914, 5329, 5742, 6157, 6572, 6986, 7400, 7815, 8230, 8644, 9058, 9473, 9887, 10302, 10716, 11131, 11545, 11960, 12374, 12789, 13203, 13617, 14032, 14446, 14861, 15275, 15690, 16104, 16519, 16933, 17347, 17762, + 18177, 18591, 19005, 19420, 19835, 20249, 20663, 21078, 21492, 21906, 22321, 22736, 23150, 23564, 23979, 24394, 24807, 25222, 25637, 26052, 26465, 26880, 27295, 27710, 28123, 28538, 28953, 29366, 29781, 30196, 30611, 31024, 31439, 31854, 32269, 32682]] + # 冥炎攻击力:% + data3 = [int(x*1.05) for x in [0, 137, 150, 164, 177, 192, 206, 219, 233, 247, 261, 275, 289, 302, 316, 331, 344, 358, 372, 385, 400, 414, 427, 441, 456, 469, 483, 497, 510, 525, 539, 552, 566, 580, + 594, 608, 622, 635, 649, 664, 677, 691, 705, 718, 733, 747, 760, 774, 789, 802, 816, 830, 843, 858, 872, 885, 899, 912, 927, 941, 954, 968, 982, 996, 1010, 1024, 1037, 1052, 1066, 1079, 1093]] + 攻击次数 = 2 + 攻击次数2 = 2 + 攻击次数3 = 2 + 攻击次数4 = 8 + CD = 47.2 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数3 = 2 * 1.34 + self.攻击次数4 = 8 * 2.67 + elif x == 1: + self.攻击次数3 = 2 * 1.34 + self.攻击次数4 = 8 * 3.99 + + # def 等效百分比(self, 武器类型): + # return (self.数据1[self.等级] * self.攻击次数2 + self.数据2[self.等级] * self.攻击次数3 + self.数据3[self.等级] * self.攻击次数4 + self.数据4[self.等级] * self.攻击次数4) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能25(职业主动技能): + 名称 = '禁魂斩' + 类型 = '魔法' + 武器惩罚类型 = '魔法百分比' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + # 魔法攻击力:% + data0 = [int(x*1.05) for x in [0, 7608, 8381, 9153, 9925, 10696, 11468, 12241, 13013, 13784, 14556, 15328, 16101, 16872, 17644, 18416, 19188, 19961, 20732, 21504, 22276, 23048, 23820, 24592, 25364, 26136, 26907, 27680, 28452, 29224, 29995, 30767, 31540, 32312, + 33083, 33855, 34627, 35400, 36171, 36943, 37715, 38487, 39260, 40031, 40803, 41575, 42347, 43119, 43891, 44663, 45435, 46206, 46979, 47751, 48523, 49294, 50066, 50839, 51611, 52382, 53154, 53926, 54699, 55470, 56242, 57014, 57786, 58559, 59330, 60102, 60874]] + CD = 21 + TP成长 = 0 + TP上限 = 5 + + +class 技能26(职业主动技能): + 名称 = '魔狱裂魂斩' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + # 捶击时物理攻击力:% + data0 = [int(x*1.05) for x in [0, 396, 436, 476, 517, 557, 596, 637, 677, 717, 757, 798, 838, 878, 919, 959, 999, 1038, 1079, 1119, 1159, 1199, 1240, 1280, 1320, 1361, 1401, 1441, 1481, 1521, 1561, 1601, 1642, 1682, 1722, + 1762, 1803, 1843, 1883, 1924, 1964, 2003, 2043, 2084, 2124, 2164, 2205, 2245, 2285, 2325, 2366, 2406, 2445, 2485, 2526, 2566, 2606, 2647, 2687, 2727, 2767, 2808, 2848, 2888, 2928, 2968, 3008, 3048, 3089, 3129, 3169]] + # 冲击波物理攻击力:% + data1 = [int(x*1.05) for x in [0, 2772, 3053, 3335, 3616, 3898, 4179, 4460, 4742, 5023, 5305, 5585, 5866, 6148, 6429, 6711, 6992, 7273, 7555, 7836, 8118, 8399, 8680, 8961, 9242, 9524, 9805, 10086, 10368, 10649, 10931, 11212, 11493, 11775, 12055, 12336, + 12618, 12899, 13181, 13462, 13743, 14025, 14306, 14588, 14869, 15149, 15431, 15712, 15994, 16275, 16556, 16838, 17119, 17401, 17682, 17963, 18245, 18525, 18807, 19088, 19369, 19651, 19932, 20214, 20495, 20776, 21058, 21339, 21620, 21901, 22182]] + # 黑暗气息攻击力:% + data2 = [int(x*1.05) for x in [0, 1943, 2139, 2336, 2534, 2731, 2927, 3125, 3322, 3519, 3716, 3913, 4111, 4307, 4505, 4702, 4898, 5096, 5293, 5489, 5687, 5884, 6082, 6278, 6475, 6673, 6869, 7067, 7264, 7460, 7658, 7855, 8052, 8249, 8446, 8644, + 8840, 9037, 9235, 9432, 9629, 9826, 10023, 10220, 10417, 10614, 10811, 11008, 11206, 11403, 11599, 11797, 11994, 12191, 12388, 12585, 12783, 12979, 13176, 13374, 13570, 13768, 13965, 14161, 14359, 14556, 14754, 14950, 15147, 15345, 15541]] + 攻击次数 = 1 + 攻击次数2 = 1 + 攻击次数3 = 6 + CD = 40 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能27(职业主动技能): + 名称 = '黑暗明王阵' + 类型 = '魔法' + 武器惩罚类型 = '魔法百分比' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + # 波动旋转魔法伤害:% + data0 = [int(x*1.05) for x in [0, 2058, 2267, 2476, 2685, 2888, 3104, 3308, 3515, 3724, 3936, 4145, 4352, 4563, 4769, 4979, 5187, 5398, 5603, 5815, 6022, 6231, 6443, 6651, 6860, 7063, 7278, 7482, 7691, 7900, 8109, 8318, 8528, 8737, 8942, 9156, + 9361, 9570, 9777, 9990, 10199, 10403, 10617, 10821, 11030, 11239, 11449, 11655, 11868, 12073, 12283, 12493, 12701, 12910, 13121, 13325, 13535, 13745, 13955, 14163, 14371, 14582, 14785, 14995, 15204, 15414, 15623, 15831, 16041, 16249, 16457]] + # 爆炸魔法伤害:% + data1 = [int(x*1.05) for x in [0, 4774, 5261, 5740, 6222, 6729, 7189, 7692, 8180, 8660, 9135, 9618, 10110, 10584, 11081, 11559, 12047, 12525, 13022, 13497, 13988, 14472, 14945, 15430, 15914, 16417, 16880, 17383, 17867, 18351, 18832, 19315, 19799, 20282, 20778, + 21243, 21741, 22225, 22720, 23186, 23670, 24168, 24637, 25139, 25618, 26105, 26581, 27077, 27549, 28043, 28527, 29006, 29492, 29973, 30456, 30956, 31435, 31918, 32395, 32881, 33365, 33845, 34350, 34829, 35313, 35795, 36280, 36763, 37241, 37730, 38218]] + 攻击次数 = 4 + 攻击次数2 = 1 + CD = 47.2 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能28(职业主动技能): + 名称 = '魔影剑舞' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + # 斩击物理攻击力:% + data0 = [int(x*1.05) for x in [0, 756, 834, 907, 985, 1062, 1139, 1215, 1292, 1369, 1446, 1520, 1597, 1675, 1750, 1827, 1905, 1981, 2059, 2135, 2211, 2287, 2365, 2441, 2517, 2595, 2671, 2747, 2825, 2900, 2977, 3054, 3130, 3207, + 3282, 3361, 3437, 3512, 3590, 3669, 3742, 3820, 3897, 3972, 4050, 4127, 4204, 4280, 4356, 4434, 4508, 4583, 4661, 4737, 4812, 4889, 4967, 5042, 5119, 5196, 5272, 5349, 5424, 5500, 5578, 5654, 5730, 5808, 5883, 5959, 6035]] + # 剑气物理攻击力:% + data1 = [int(x*1.05) for x in [0, 1811, 1993, 2183, 2365, 2550, 2730, 2916, 3103, 3284, 3462, 3654, 3836, 4019, 4207, 4388, 4570, 4750, 4938, 5122, 5304, 5496, 5673, 5855, 6042, 6228, 6407, 6593, 6776, 6965, 7146, 7327, 7515, 7695, 7883, 8061, + 8247, 8435, 8615, 8795, 8987, 9169, 9352, 9538, 9720, 9904, 10085, 10272, 10454, 10634, 10827, 11019, 11200, 11387, 11573, 11755, 11942, 12128, 12309, 12493, 12681, 12861, 13047, 13233, 13416, 13602, 13788, 13969, 14156, 14342, 14524]] + 攻击次数 = 13 + 护石斩击攻击力 = 1 + 护石锤击 = 0 + 护石冲击波 = 0 + 护石黑暗气息 = 0 + 护石升龙斩 = 0 + 攻击次数2 = 3 + CD = 45 + TP成长 = 0.10 + TP上限 = 5 + 倍率 = 1 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.护石斩击攻击力 = 0.5 + self.攻击次数2 = 0 + # 锤击1次 + self.护石锤击 = 0.19 + # 冲击波1次 + self.护石冲击波 = 1.3 + # 黑暗气息6次 + self.护石黑暗气息 = 0.91 * 6 + self.护石升龙斩 = 0.96 + elif x == 1: + self.护石斩击攻击力 = 0.5 + self.攻击次数2 = 0 + self.护石锤击 = 0.19 + self.护石冲击波 = 1.3 + self.护石黑暗气息 = 0.91 * 6 + self.护石升龙斩 = 1.63 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 * self.护石斩击攻击力 + + self.data1[self.等级] * self.攻击次数2 + + self.data1[self.等级] * self.护石锤击 + + self.data1[self.等级] * self.护石冲击波 + + self.data1[self.等级] * self.护石黑暗气息 + + self.data1[self.等级] * self.护石升龙斩) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能29(职业主动技能): + 名称 = '幽魂剑' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 19 + data0 = [int(x*1.05) for x in [0, 216, 251, 286, 320, 355, 390, 424, 459, 492, 527, 562, 596, 631, 666, 700, 735, 770, 804, 839, 874, 908, 942, 977, 1011, 1046, 1080, 1115, 1150, 1184, 1219, 1254, 1288, 1323, 1358, + 1392, 1426, 1461, 1495, 1530, 1565, 1599, 1634, 1668, 1703, 1738, 1772, 1807, 1842, 1875, 1910, 1945, 1979, 2014, 2049, 2083, 2118, 2153, 2187, 2222, 2256, 2291, 2326, 2359, 2394, 2429, 2463, 2498, 2533, 2567, 2602]] + data1 = [int(x*1.05) for x in [0, 7156, 8297, 9437, 10579, 11719, 12860, 14002, 15142, 16283, 17424, 18565, 19705, 20847, 21988, 23128, 24270, 25410, 26551, 27692, 28833, 29974, 31115, 32256, 33396, 34538, 35678, 36819, 37961, 39101, 40242, 41383, 42524, 43664, + 44806, 45946, 47087, 48229, 49369, 50510, 51651, 52792, 53932, 55074, 56215, 57355, 58497, 59637, 60778, 61919, 63060, 64201, 65342, 66483, 67623, 68765, 69905, 71046, 72188, 73328, 74469, 75609, 76751, 77891, 79032, 80173, 81314, 82455, 83596, 84737, 85877]] + 攻击次数 = 33 + 攻击次数2 = 1 + CD = 45 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 6 + self.攻击次数2 = 2.27 + self.CD *= 0.89 + + +class 技能30(职业主动技能): + 名称 = '暗炎冥魂波' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 16 + data0 = [int(x*1.05) for x in [0, 3369, 3907, 4444, 4981, 5519, 6055, 6593, 7131, 7667, 8205, 8742, 9279, 9816, 10354, 10891, 11428, 11966, 12502, 13040, 13578, 14114, 14652, 15189, 15726, 16263, 16801, 17338, 17875, 18412, 18949, 19487, 20024, 20561, 21099, + 21635, 22173, 22710, 23247, 23785, 24322, 24859, 25396, 25934, 26471, 27008, 27546, 28082, 28620, 29157, 29694, 30232, 30769, 31306, 31843, 32381, 32918, 33455, 33993, 34529, 35067, 35604, 36141, 36679, 37216, 37753, 38290, 38828, 39365, 39902, 40440]] + 攻击次数 = 5 + CD = 30 + TP成长 = 0.10 + TP上限 = 5 + 倍率 = 1 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.21 + self.CD *= 0.9 + elif x == 1: + self.倍率 *= 1.29 + self.CD *= 0.9 + + +class 技能31(职业主动技能): + 名称 = '斩龙破' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + data0 = [int(x*1.05) for x in [0, 1825, 2010, 2196, 2380, 2566, 2751, 2936, 3122, 3306, 3491, 3677, 3862, 4048, 4233, 4417, 4603, 4788, 4973, 5159, 5343, 5529, 5714, 5899, 6085, 6270, 6454, 6640, 6825, 7011, 7196, 7380, 7566, 7751, 7936, 8122, + 8307, 8492, 8677, 8862, 9048, 9233, 9417, 9603, 9788, 9974, 10159, 10344, 10529, 10714, 10899, 11085, 11270, 11456, 11640, 11825, 12011, 12196, 12381, 12566, 12751, 12937, 13122, 13307, 13493, 13677, 13862, 14048, 14233, 14419, 14603]] + data1 = [int(x*1.05) for x in [0, 1825, 2010, 2196, 2380, 2566, 2751, 2936, 3122, 3306, 3491, 3677, 3862, 4048, 4233, 4417, 4603, 4788, 4973, 5159, 5343, 5529, 5714, 5899, 6085, 6270, 6454, 6640, 6825, 7011, 7196, 7380, 7566, 7751, 7936, 8122, + 8307, 8492, 8677, 8862, 9048, 9233, 9417, 9603, 9788, 9974, 10159, 10344, 10529, 10714, 10899, 11085, 11270, 11456, 11640, 11825, 12011, 12196, 12381, 12566, 12751, 12937, 13122, 13307, 13493, 13677, 13862, 14048, 14233, 14419, 14603]] + data2 = [int(x*1.05) for x in [0, 16632, 18319, 20007, 21694, 23381, 25069, 26756, 28442, 30130, 31817, 33504, 35192, 36879, 38567, 40254, 41941, 43629, 45316, 47003, 48691, 50378, 52065, 53753, 55440, 57127, 58815, 60502, 62189, 63877, 65564, 67251, 68939, 70626, 72314, + 74001, 75688, 77376, 79063, 80750, 82438, 84125, 85812, 87500, 89187, 90873, 92561, 94248, 95935, 97623, 99310, 100997, 102685, 104372, 106059, 107747, 109434, 111122, 112809, 114496, 116184, 117871, 119558, 121246, 122933, 124620, 126308, 127995, 129682, 131370, 133057]] + 攻击次数 = 1 + 攻击次数2 = 1 + 攻击次数3 = 1 + CD = 45 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 0 + self.攻击次数2 = 0 + self.data2 = [int(i*0.274) for i in self.data2] + self.攻击次数3 = 6 + self.CD *= 0.9 + elif x == 1: + self.攻击次数 = 0 + self.攻击次数2 = 0 + self.data2 = [int(i*0.29) for i in self.data2] + self.攻击次数3 = 6 + self.CD *= 0.9 + + +class 技能32(职业主动技能): + 名称 = '邪影升龙斩' + 武器惩罚类型 = '魔法固伤' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + data0 = [int(x*1.05) for x in [0, 45763, 50406, 55048, 59691, 64335, 68977, 73620, 78263, 82905, 87548, 92191, 96833, 101476, 106118, 110761, 115404, 120047, 124690, 129333, 133975, 138618, 143261, 147903, 152546, 157188, 161831, 166474, 171116, 175760, 180403, 185045, 189688, 194331, 198973, + 203616, 208258, 212901, 217544, 222186, 226829, 231473, 236115, 240758, 245401, 250043, 254686, 259328, 263971, 268614, 273256, 277899, 282542, 287184, 291828, 296471, 301113, 305756, 310398, 315041, 319684, 324326, 328969, 333612, 338254, 342897, 347541, 352183, 356826, 361468, 366111]] + CD = 50 + 倍率 = 1 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 = 1.32 + + +class 技能33(职业主动技能): + 名称 = '超时空碎裂' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + data0 = [int(x*1.134) for x in [0, 2453, 3021, 3592, 4160, 4728, 5297, 5866, 6434, 7004, 7572, 8142, 8711, 9279, 9847, 10417, 10985, 11553, 12122, 12690, 13260, 13830, 14398, 14966, 15536, 16104, 16672, 17241, 17811, 18379, 18948, 19516, 20085, 20655, 21223, + 21791, 22362, 22930, 23498, 24067, 24636, 25204, 25773, 26341, 26913, 27481, 28049, 28617, 29187, 29755, 30323, 30892, 31460, 32031, 32599, 33167, 33737, 34306, 34874, 35443, 36011, 36581, 37150, 37718, 38286, 38856, 39424, 39992, 40562, 41132, 41700]] + data1 = [int(x*1.134) for x in [0, 46605, 57411, 68219, 79026, 89833, 100639, 111446, 122252, 133059, 143867, 154676, 165481, 176288, 187096, 197902, 208710, 219517, 230321, 241129, 251937, 262743, 273550, 284358, 295166, 305972, 316779, 327587, 338393, 349200, 360006, 370812, 381620, 392427, + 403236, 414041, 424849, 435657, 446463, 457269, 468076, 478882, 489691, 500497, 511303, 522111, 532918, 543727, 554532, 565340, 576146, 586952, 597760, 608567, 619373, 630181, 640988, 651796, 662603, 673409, 684218, 695021, 705830, 716637, 727442, 738251, 749057, 759864, 770672, 781479, 792287]] + 攻击次数 = 19 + 攻击次数2 = 1 + CD = 180 + #基础 = 1793 + #成长 = 542 + #基础2 = 34095 + #成长2 = 10292 + + +class 技能34(被动技能): + 名称 = '暗·短剑精通' + 所在等级 = 15 + 等级上限 = 40 + 基础等级 = 30 + 关联技能 = ['所有'] + 数据1 = [0, 14, 30, 45, 60, 75, 90, 105, 120, 135, 150, 165, 180, 195, 210, 225, 240, 255, 270, 285, 300, 315, 330, 345, 360, 375, 390, 405, 420, 435, 450, 465, 480, 495, 510, 525, + 540, 555, 570, 585, 600, 615, 630, 645, 660, 675, 690, 705, 720, 735, 750, 765, 780, 795, 810, 825, 840, 855, 870, 885, 900, 915, 930, 945, 960, 975, 990, 1005, 1020, 1035, 1050] + 数据2 = [0, 12, 26, 39, 51, 64, 77, 90, 103, 116, 129, 141, 154, 167, 180, 193, 206, 219, 231, 244, 257, 270, 283, 296, 309, 321, 334, 347, 360, 373, 386, 399, 411, 424, 437, 450, + 463, 476, 489, 501, 514, 527, 540, 553, 566, 579, 591, 604, 617, 630, 643, 656, 669, 681, 694, 707, 720, 733, 746, 759, 771, 784, 797, 810, 823, 836, 849, 861, 874, 887, 900] + # 物理攻击 + + def 加成倍率(self, 武器类型): + if self.等级 == 0 or 武器类型 != '短剑': + return 1.0 + else: + return round(1 + self.数据1[self.等级] / 1000, 5) + # return round(1.00 + self.等级 * 0.015, 5) + + # 魔法攻击 + def 加成倍率2(self, 武器类型): + if self.等级 == 0 or 武器类型 != '短剑': + return 1.0 + else: + return round(1 + self.数据2[self.等级] / 1000, 5) + # return round(1.00 + self.等级 * 0.0129, 5) + + # 物理攻击力面板 + def 物理攻击力倍率(self, 武器类型): + if self.等级 == 0 or 武器类型 != '短剑': + return 1.0 + else: + return round(1 + self.数据1[self.等级] / 1000, 5) + # return round(1.00 + self.等级 * 0.015, 5) + + # 魔法攻击力面板 + def 魔法攻击力倍率(self, 武器类型): + if self.等级 == 0 or 武器类型 != '短剑': + return 1.0 + else: + return round(1 + self.数据2[self.等级] / 1000, 5) + # return round(1.00 + self.等级 * 0.0129, 5) + + +class 技能35(被动技能): + 名称 = '暗·太刀精通' + 所在等级 = 15 + 等级上限 = 40 + 基础等级 = 30 + 关联技能 = ['所有'] + 数据1 = [0, 13, 26, 39, 52, 65, 78, 91, 104, 117, 130, 143, 156, 169, 182, 195, 208, 221, 234, 247, 260, 273, 286, 299, 312, 325, 338, 351, 364, 377, 390, 403, 416, 429, 442, 455, + 468, 481, 494, 507, 520, 533, 546, 559, 572, 585, 598, 611, 624, 637, 650, 663, 676, 689, 702, 715, 728, 741, 754, 767, 780, 793, 806, 819, 832, 845, 858, 871, 884, 897, 910] + 数据2 = [0, 12, 24, 36, 48, 60, 72, 84, 96, 108, 120, 132, 144, 156, 168, 180, 192, 204, 216, 228, 240, 252, 264, 276, 288, 300, 312, 324, 336, 348, 360, 372, 384, 396, 408, 420, + 432, 444, 456, 468, 480, 492, 504, 516, 528, 540, 552, 564, 576, 588, 600, 612, 624, 636, 648, 660, 672, 684, 696, 708, 720, 732, 744, 756, 768, 780, 792, 804, 816, 828, 840] + + # 物理攻击 + def 加成倍率(self, 武器类型): + if self.等级 == 0 or 武器类型 != '太刀': + return 1.0 + else: + return round(1 + self.数据1[self.等级] / 1000, 5) + # return round(1.00 + self.等级 * 0.013, 5) + + # 魔法攻击 + def 加成倍率2(self, 武器类型): + if self.等级 == 0 or 武器类型 != '太刀': + return 1.0 + else: + return round(1 + self.数据2[self.等级] / 1000, 5) + # return round(1.00 + self.等级 * 0.012, 5) + + # 物理攻击力面板 + def 物理攻击力倍率(self, 武器类型): + if self.等级 == 0 or 武器类型 != '太刀': + return 1.0 + else: + return round(1 + self.数据1[self.等级] / 1000, 5) + # return round(1.00 + self.等级 * 0.013, 5) + + # 魔法攻击力面板 + def 魔法攻击力倍率(self, 武器类型): + if self.等级 == 0 or 武器类型 != '太刀': + return 1.0 + else: + return round(1 + self.数据2[self.等级] / 1000, 5) + # return round(1.00 + self.等级 * 0.012, 5) + + +class 技能36(被动技能): + 名称 = '暗·巨剑精通' + 所在等级 = 15 + 等级上限 = 40 + 基础等级 = 30 + 关联技能 = ['所有'] + 数据1 = [0, 12, 24, 36, 48, 60, 72, 84, 96, 108, 120, 132, 144, 156, 168, 180, 192, 204, 216, 228, 240, 252, 264, 276, 288, 300, + 312, 324, 336, 348, 360, 372, 384, 396, 408, 420, 432, 444, 456, 468, 480, 492, 504, 516, 528, 540, 552, 564, 576, 588, 600] + 数据2 = [0, 12, 24, 36, 48, 60, 72, 84, 96, 108, 120, 132, 144, 156, 168, 180, 192, 204, 216, 228, 240, 252, 264, 276, 288, 300, + 312, 324, 336, 348, 360, 372, 384, 396, 408, 420, 432, 444, 456, 468, 480, 492, 504, 516, 528, 540, 552, 564, 576, 588, 600] + # 物理攻击 + + def 加成倍率(self, 武器类型): + if self.等级 == 0 or 武器类型 != '巨剑': + return 1.0 + else: + return round(1 + self.数据1[self.等级] / 1000, 5) + # return round(1.00 + self.等级 * 0.012, 5) + + # 魔法攻击 + def 加成倍率2(self, 武器类型): + if self.等级 == 0 or 武器类型 != '巨剑': + return 1.0 + else: + return round(1 + self.数据2[self.等级] / 1000, 5) + # return round(1.00 + self.等级 * 0.012, 5) + + # 物理攻击力面板 + def 物理攻击力倍率(self, 武器类型): + if self.等级 == 0 or 武器类型 != '巨剑': + return 1.0 + else: + return round(1 + self.数据1[self.等级] / 1000, 5) + # return round(1.00 + self.等级 * 0.012, 5) + + # 魔法攻击力面板 + def 魔法攻击力倍率(self, 武器类型): + if self.等级 == 0 or 武器类型 != '巨剑': + return 1.0 + else: + return round(1 + self.数据2[self.等级] / 1000, 5) + # return round(1.00 + self.等级 * 0.012, 5) + + +class 技能37(被动技能): + 名称 = '暗·钝器精通' + 所在等级 = 15 + 等级上限 = 40 + 基础等级 = 30 + 关联技能 = ['所有'] + 数据1 = [0, 12, 24, 36, 48, 60, 72, 84, 96, 108, 120, 132, 144, 156, 168, 180, 192, 204, 216, 228, 240, 252, 264, 276, 288, 300, 312, 324, 336, 348, 360, 372, 384, 396, 408, 420, + 432, 444, 456, 468, 480, 492, 504, 516, 528, 540, 552, 564, 576, 588, 600, 612, 624, 636, 648, 660, 672, 684, 696, 708, 720, 732, 744, 756, 768, 780, 792, 804, 816, 828, 840] + 数据2 = [0, 12, 24, 36, 48, 60, 72, 84, 96, 108, 120, 132, 144, 156, 168, 180, 192, 204, 216, 228, 240, 252, 264, 276, 288, 300, 312, 324, 336, 348, 360, 372, 384, 396, 408, 420, + 432, 444, 456, 468, 480, 492, 504, 516, 528, 540, 552, 564, 576, 588, 600, 612, 624, 636, 648, 660, 672, 684, 696, 708, 720, 732, 744, 756, 768, 780, 792, 804, 816, 828, 840] + + # 物理攻击 + def 加成倍率(self, 武器类型): + if self.等级 == 0 or 武器类型 != '钝器': + return 1.0 + else: + return round(1 + self.数据1[self.等级] / 1000, 5) + # return round(1.00 + self.等级 * 0.012, 5) + + # 魔法攻击 + def 加成倍率2(self, 武器类型): + if self.等级 == 0 or 武器类型 != '钝器': + return 1.0 + else: + return round(1 + self.数据2[self.等级] / 1000, 5) + # return round(1.00 + self.等级 * 0.012, 5) + + # 物理攻击力面板 + def 物理攻击力倍率(self, 武器类型): + if self.等级 == 0 or 武器类型 != '钝器': + return 1.0 + else: + return round(1 + self.数据1[self.等级] / 1000, 5) + # return round(1.00 + self.等级 * 0.012, 5) + + # 魔法攻击力面板 + def 魔法攻击力倍率(self, 武器类型): + if self.等级 == 0 or 武器类型 != '钝器': + return 1.0 + else: + return round(1 + self.数据2[self.等级] / 1000, 5) + # return round(1.00 + self.等级 * 0.012, 5) + + +class 技能38(被动技能): + 名称 = '暗·光剑精通' + 所在等级 = 15 + 等级上限 = 40 + 基础等级 = 30 + 关联技能 = ['所有'] + 数据1 = [0, 26, 40, 53, 66, 79, 92, 106, 119, 132, 145, 158, 172, 185, 198, 211, 224, 238, 251, 264, 277, 290, 304, 317, 330, 343, + 356, 370, 383, 396, 409, 422, 436, 449, 462, 475, 488, 502, 515, 528, 541, 554, 568, 581, 594, 607, 620, 634, 647, 660, 660] + 数据2 = [0, 26, 40, 53, 66, 79, 92, 106, 119, 132, 145, 158, 172, 185, 198, 211, 224, 238, 251, 264, 277, 290, 304, 317, 330, 343, + 356, 370, 383, 396, 409, 422, 436, 449, 462, 475, 488, 502, 515, 528, 541, 554, 568, 581, 594, 607, 620, 634, 647, 660, 660] + # 物理攻击 + + def 加成倍率(self, 武器类型): + if self.等级 == 0 or 武器类型 != '光剑': + return 1.0 + else: + return round(1 + self.数据1[self.等级] / 1000, 5) + # return round(1.02 + self.等级 * 0.013, 5) + + # 魔法攻击 + def 加成倍率2(self, 武器类型): + if self.等级 == 0 or 武器类型 != '光剑': + return 1.0 + else: + return round(1 + self.数据2[self.等级] / 1000, 5) + # return round(1.02 + self.等级 * 0.013, 5) + + # 物理攻击力面板 + def 物理攻击力倍率(self, 武器类型): + if self.等级 == 0 or 武器类型 != '光剑': + return 1.0 + else: + return round(1 + self.数据1[self.等级] / 1000, 5) + # return round(1.02 + self.等级 * 0.013, 5) + + # 魔法攻击力面板 + def 魔法攻击力倍率(self, 武器类型): + if self.等级 == 0 or 武器类型 != '光剑': + return 1.0 + else: + return round(1 + self.数据2[self.等级] / 1000, 5) + # return round(1.02 + self.等级 * 0.013, 5) + + +class 技能39(被动技能): + 名称 = '时间停滞' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 <= 15: + return round(1.045 + 0.01 * self.等级, 5) + else: + return round(0.97 + 0.015 * self.等级, 5) + + +class 技能40(被动技能): + 名称 = '次元融合' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + 关联技能 = ['无'] + 自定义描述 = 1 + + def 技能描述(self, 武器类型): + return '力量/智力+' + str(int(self.力智倍率() * 100 - 100)) + '%' + + def 力智倍率(self): + return round(1 + 0.02 * self.等级, 5) + # 每级2%力智 + + +class 技能41(被动技能): + 名称 = '自我觉醒' + 所在等级 = 75 + 等级上限 = 1 + 基础等级 = 1 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + return round(1.01 + 0.1 * self.等级, 5) + + def 物理攻击力倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.01 + self.等级 * 0.1, 5) + + # 魔法攻击力面板 + def 魔法攻击力倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.01 + self.等级 * 0.1, 5) + + +class 技能42(职业主动技能): + 名称 = '暗黑溯回斩' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + CD = 60.0 + data0 = [int(i*1.05) for i in [0, 5173, 5698, 6222, 6747, 7272, 7797, 8322, 8846, 9371, 9896, 10421, 10946, 11470, 11995, 12520, 13045, 13570, 14094, 14619, 15144, 15669, 16194, 16718, 17243, 17768, 18293, 18818, 19342, 19867, 20392, 20917, 21442, 21966, + 22491, 23016, 23541, 24066, 24590, 25115, 25640, 26165, 26690, 27214, 27739, 28264, 28789, 29314, 29838, 30363, 30888, 31413, 31938, 32462, 32987, 33512, 34037, 34562, 35086, 35611, 36136, 36661, 37186, 37710, 38235, 38760, 39285, 39810, 40334, 40859]] + 攻击次数 = 8 + data1 = [int(i*1.05) for i in [0, 41384, 45582, 49780, 53978, 58177, 62375, 66574, 70772, 74970, 79169, 83367, 87566, 91764, 95962, 100161, 104359, 108558, 112756, 116954, 121153, 125351, 129550, 133748, 137946, 142145, 146343, 150542, 154740, 158938, 163137, 167335, 171534, 175732, 179930, + 184129, 188327, 192526, 196724, 200922, 205121, 209318, 213517, 217715, 221914, 226112, 230310, 234509, 238707, 242906, 247104, 251302, 255501, 259699, 263898, 268096, 272294, 276493, 280691, 284890, 289088, 293286, 297485, 301683, 305882, 310080, 314278, 318477, 322675, 326874]] + 攻击次数2 = 1 + + +class 技能43(被动技能): + 名称 = '时空主宰' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能44(职业主动技能): + 名称 = '时之止境:幻灭' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + 关联技能 = ['无'] + CD = 290.0 + data0 = [int(i*1.135) for i in [0, 295574, 364113, 432652, 501191, 569730, 638269, 706808, 775347, 843886, 912425, 980964, 1049503, 1118042, 1186581, 1255120, 1323659, 1392198, 1460737, 1529276, 1597815, 1666354, 1734893, 1803432, 1871971, 1940510, 2009049, 2077588, 2146127, 2214666, 2283205, 2351744, 2420283, 2488822, 2557361, + 2625900, 2694439, 2762977, 2831516, 2900056, 2968595, 3037134, 3105673, 3174211, 3242750, 3311290, 3379829, 3448368, 3516906, 3585445, 3653984, 3722524, 3791063, 3859601, 3928140, 3996679, 4065219, 4133758, 4202296, 4270835, 4339374, 4407913, 4476453, 4544991, 4613530, 4682069, 4750608, 4819147, 4887686, 4956225, 5024764]] + + def 加成倍率(self, 武器类型): + return 0.0 + + +class 技能45(被动技能): + 名称 = '基础精通' + 倍率 = 1.0 + 所在等级 = 1 + 等级上限 = 200 + 基础等级 = 100 + 关联技能 = ['挑击'] + 数据1 = [0, 1000, 1058, 1115, 1173, 1230, 1288, 1345, 1403, 1461, 1518, 1576, 1633, 1691, 1748, 1806, 1895, 1984, 2073, 2162, 2251, 2339, 2428, 2517, 2606, 2695, 2784, 2873, 2962, 3051, 3140, 3228, 3317, 3406, 3495, 3584, 3673, 3762, 3851, 3940, 4029, 4118, 4206, 4295, 4384, 4473, 4562, 4651, 4740, 4829, 4918, 5007, 5095, 5184, 5273, 5362, 5451, 5540, 5629, 5718, 5807, 5896, 5985, 6073, 6162, 6251, 6340, 6429, 6518, 6607, 6696, 6785, 6874, 6963, 7051, 7140, 7229, 7318, 7407, 7496, 7585, 7674, 7763, 7852, 7940, 8029, 8118, 8207, 8296, 8385, 8474, 8563, 8652, 8741, 8830, 8918, 9007, 9096, 9185, 9274, 9363, 9452, 9541, 9630, 9719, 9808, 9897, 9986, + 10075, 10164, 10253, 10342, 10431, 10520, 10609, 10698, 10787, 10876, 10965, 11054, 11143, 11232, 11321, 11410, 11499, 11588, 11677, 11766, 11855, 11944, 12033, 12122, 12211, 12300, 12389, 12478, 12567, 12656, 12745, 12834, 12923, 13012, 13101, 13190, 13279, 13368, 13457, 13546, 13635, 13724, 13813, 13902, 13991, 14080, 14169, 14258, 14347, 14436, 14525, 14614, 14703, 14792, 14881, 14970, 15059, 15148, 15237, 15326, 15415, 15504, 15593, 15682, 15771, 15860, 15949, 16038, 16127, 16216, 16305, 16394, 16483, 16572, 16661, 16750, 16839, 16928, 17017, 17106, 17195, 17284, 17373, 17462, 17551, 17640, 17729, 17818, 17907, 17996, 18085, 18174, 18263] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(self.数据1[self.等级] / 1000, 5) + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + + +黑暗武士二觉序号 = 0 +黑暗武士三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 85: + 黑暗武士二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 黑暗武士三觉序号 = 技能序号[i.名称] + +黑暗武士护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 黑暗武士护石选项.append(i.名称) + +黑暗武士符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.是否有伤害 == 1: + 黑暗武士符文选项.append(i.名称) + + +class 职业属性(角色属性): + + 实际名称 = '极诣·黑暗武士' + 角色 = '黑暗武士' + 职业 = '黑暗武士' + + 武器选项 = ['光剑', '太刀', '巨剑', '短剑', '钝器'] + + 类型选择 = ['物理百分比', '魔法百分比'] + + # 默认 + 类型 = '物理百分比' + 防具类型 = '轻甲' + 防具精通属性 = ['力量', '智力'] + + 主BUFF = 1.54 + + 远古记忆 = 0 + + # 计算CD + 排列技能 = ['无', '无', '无', '无', '无'] * 6 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + + self.排列CD计算() + + if self.远古记忆 > 0: + self.进图智力 += self.远古记忆 * 15 + + for i in ['暗·太刀精通', '暗·短剑精通', '暗·巨剑精通', '暗·光剑精通', '暗·钝器精通']: + if self.武器类型 not in i: + self.技能栏[self.技能序号[i]].关联技能 = ['无'] + + for i in self.技能栏: + if i.关联技能 != ['无']: + if i.关联技能 == ['所有']: + for j in self.技能栏: + if j.是否有伤害 == 1: + # 分物理魔法 调用武器精通的加成倍率 + if i.名称 in ['暗·太刀精通', '暗·短剑精通', '暗·巨剑精通', '暗·光剑精通', '暗·钝器精通']: + # if j.类型 == '物理': + if self.类型 == '物理百分比': + j.被动倍率 *= i.加成倍率(self.武器类型) + else: + j.被动倍率 *= i.加成倍率2(self.武器类型) + else: + j.被动倍率 *= i.加成倍率(self.武器类型) + else: + for k in i.关联技能: + self.技能栏[self.技能序号[k]].被动倍率 *= i.加成倍率(self.武器类型) + + def 伤害指数计算(self): + + 防御 = max(self.防御输入 - self.固定减防, 0) * (1 - self.百分比减防) + 基准倍率 = 1.5 * self.主BUFF * (1 - 防御 / (防御 + 20000)) + + # 避免出现浮点数取整BUG + self.伤害增加 += 0.00000001 + + self.属性倍率计算() + + if self.计算自适应 == 1: + self.自适应计算() + + # self.希洛克武器提升() + + 面板1 = int((self.面板力量() / 250 + 1) * + (self.物理攻击力 + self.进图物理攻击力) * (1 + self.百分比三攻)) + 面板2 = int((self.面板智力() / 250 + 1) * + (self.魔法攻击力 + self.进图魔法攻击力) * (1 + self.百分比三攻)) + + 增伤倍率 = 1 + int(self.伤害增加 * 100) / 100 + 增伤倍率 *= 1 + self.暴击伤害 + 增伤倍率 *= 1 + self.最终伤害 + 增伤倍率 *= self.技能攻击力 + 增伤倍率 *= 1 + self.持续伤害 * self.持续伤害计算比例 + 增伤倍率 *= 1 + self.附加伤害 + self.属性附加 * self.属性倍率 + + temp = self.属性倍率 * 增伤倍率 * 基准倍率 / 100 * self.队友增幅系数 + # 7.8日,伤害数据压缩 + temp /= 1000 + + self.伤害指数1 = 面板1 * temp + self.伤害指数2 = 面板2 * temp + + def 排列CD计算(self): + # super().CD倍率计算() + for i in self.排列技能: + count = 0 + 总CD = 0 + 恢复速度 = 1 + # 大恍惚CD加速只加速15级以上的,15级以下无效,所以DK在拿15级以下的技能垫技能的时候,会造成整个下排CD加速无效的BUG + # 先检查是否存在等级<15,造成冷却恢复排列失效的 + if self.装备检查('拥抱晨曦之温暖') or self.装备检查('融化黑暗之温暖'): + for j in i: + if j != '无' and self.技能栏[self.技能序号[j]].所在等级 < 15: + 恢复速度 = 0 + for j in i: + if j != '无': + count += 1 + 总CD += self.技能栏[self.技能序号[j] + ].等效CD(self.武器类型, self.类型, 恢复速度) + if count != 0: + 计算CD = 总CD / count * 1.2 + for j in i: + if j != '无': + self.技能栏[self.技能序号[j]].计算CD = 计算CD + + def 技能单次伤害计算(self, y): + # y切装标记 + 技能单次伤害 = [] + for i in self.技能栏: + if i.是否有伤害 == 1 and self.技能切装[self.技能序号[i.名称]] != y: + # 分物理魔法 乘伤害指数 + if i.类型 == '物理': + 技能单次伤害.append(i.等效百分比(self.武器类型) * self.伤害指数1 * i.被动倍率) + else: + 技能单次伤害.append(i.等效百分比(self.武器类型) * self.伤害指数2 * i.被动倍率) + else: + 技能单次伤害.append(0) + return 技能单次伤害 + + def 站街力量(self): + return int(max(self.力量, self.智力) * self.技能栏[self.技能序号['次元融合']].力智倍率()) + + def 站街智力(self): + return self.站街力量() + + def 面板力量(self): + power = (self.力量 + int((self.力量 - self.基础力量) * self.系统奶系数 + self.系统奶基数) + + self.进图力量) * (1 + self.百分比力智) * self.技能栏[self.技能序号['次元融合']].力智倍率() + intelligence = (self.智力 + int((self.智力 - self.基础智力) * self.系统奶系数 + self.系统奶基数) + + self.进图智力) * (1 + self.百分比力智) * self.技能栏[self.技能序号['次元融合']].力智倍率() + return max(power, intelligence) + + def 面板智力(self): + return self.面板力量() + + +class 极诣·黑暗武士(角色窗口): + + def 窗口属性输入(self): + self.初始属性 = 职业属性() + self.角色属性A = 职业属性() + self.角色属性B = 职业属性() + self.一觉序号 = 黑暗武士二觉序号 + self.二觉序号 = 黑暗武士二觉序号 + self.三觉序号 = 黑暗武士三觉序号 + self.护石选项 = deepcopy(黑暗武士护石选项) + self.符文选项 = deepcopy(黑暗武士符文选项) + + def 界面(self): + super().界面() + + # for i in ([self.守门人属强] + self.希洛克套装按钮 + self.希洛克单件按钮 + self.希洛克装备图标 + self.希洛克武器词条): + # i.move(i.x() - 85, i.y() + 380) + + for i in [self.觉醒选择, self.一觉图片, self.二觉图片, self.一觉遮罩, self.二觉遮罩]: + i.move(-1000, -1000) + + for i in self.角色属性A.技能栏: + 序号 = self.角色属性A.技能序号[i.名称] + if i.所在等级 == 50: + self.等级调整[序号].clear() + for j in range(- i.基础等级, i.等级上限 - i.基础等级 + 1): + self.等级调整[序号].addItem(str(j)) + + 初始x = 310 + 初始y = 640 + self.技能排列 = QLabel(self.main_frame2) + self.技能排列.setPixmap( + QPixmap('./ResourceFiles/'+self.角色属性A.实际名称 + "/技能/skill.png")) + self.技能排列.resize(242, 293) + self.技能排列.move(初始x, 初始y) + + 技能名称 = ['无'] + for i in self.初始属性.技能栏: + if i.是否主动 == 1: + 技能名称.append(i.名称) + + self.技能排列 = [] + self.排列图片 = [] + for i in range(6): + temp = [] + temp2 = [] + for j in range(6): + temp.append(MyQComboBox(self.main_frame2)) + temp[j].resize(100, 22) + temp[j].addItems(技能名称) + temp[j].currentIndexChanged.connect( + lambda state, x=i, y=j: self.排列图片更改(x, y)) + if i == 0: + temp[j].move(310 + 110 * j, 440 + 28 * i) + else: + temp[j].move(310 + 110 * j, 450 + 28 * i) + temp2.append(QLabel(self.main_frame2)) + temp2[j].resize(26, 26) + temp2[j].setAlignment(Qt.AlignCenter) + if i == 0: + temp2[j].move(初始x + 10 + 39 * j, 初始y + 24 + 44 * i) + else: + temp2[j].move(初始x + 10 + 39 * j, 初始y + 39 + 44 * i) + self.技能排列.append(temp) + self.排列图片.append(temp2) + + self.清空排列按钮 = QPushButton('清空排列', self.main_frame2) + self.清空排列按钮.clicked.connect(lambda state: self.清空排列()) + self.清空排列按钮.move(850, 400) + self.清空排列按钮.resize(100, 20) + self.清空排列按钮.setStyleSheet(按钮样式) + + self.护甲精通选择 = MyQComboBox(self.main_frame2) + self.护甲精通选择.addItem('轻甲') + self.护甲精通选择.addItem('布甲') + self.护甲精通选择.addItem('重甲') + self.护甲精通选择.addItem('板甲') + self.护甲精通选择.resize(120, 20) + self.护甲精通选择.move(720, 400) + + self.职业存档.append(('护甲精通选择', self.护甲精通选择, 1)) + for i in range(6): + for j in range(6): + self.职业存档.append(('技能-{}-{}'.format(i, j), self.技能排列[i][j], 1)) + + def 清空排列(self): + + box = QMessageBox(QMessageBox.Warning, "提示", "是否清空排列?") + box.setWindowIcon(self.icon) + yes = box.addButton(self.tr("确定"), QMessageBox.YesRole) + no = box.addButton(self.tr("取消"), QMessageBox.NoRole) + box.exec_() + if box.clickedButton() == yes: + for i in self.技能排列: + for j in i: + j.setCurrentIndex(0) + + def 排列图片更改(self, x, y): + 技能字典 = {} + for i in self.技能排列: + for j in i: + if j.currentText() != '无': + 技能字典[j.currentText()] = 技能字典.get(j.currentText(), 0) + 1 + + if self.技能排列[x][y].currentText() != '无': + self.排列图片[x][y].setPixmap( + self.技能图片[self.角色属性A.技能序号[self.技能排列[x][y].currentText()]]) + if 技能字典[self.技能排列[x][y].currentText()] > 1: + self.技能排列[x][y].setStyleSheet(下拉框样式_warn) + else: + self.技能排列[x][y].setStyleSheet(下拉框样式) + else: + self.排列图片[x][y].setPixmap(QPixmap('无')) + self.技能排列[x][y].setStyleSheet(下拉框样式) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + + 排列倍率 = [2, 1, 1.3, 1.5, 1.8, 2] + + for i in range(6): + for j in range(6): + if self.技能排列[i][j].currentText() != '无': + 属性.技能栏[属性.技能序号[self.技能排列[i][j].currentText()]].倍率 *= 排列倍率[i] + + 排列技能 = [] + for j in range(6): + temp = [] + for i in range(1, 6): + temp.append(self.技能排列[i][j].currentText()) + 排列技能.append(temp) + + 属性.排列技能 = deepcopy(排列技能) + + for i in 属性.技能栏: + if i.是否主动 == 1: + # if i.是否主动 == 1 and i.所在等级 >= 40 and i.名称 != '禁魂斩': + if 属性.类型 == '物理百分比': + i.类型 = '物理' + else: + i.类型 = '魔法' + + #防具类型 = '轻甲' + + 属性.护甲精通 = self.护甲精通选择.currentIndex() + if 属性.护甲精通 == 0: + 属性.防具类型 = '轻甲' + 属性.防具精通属性 = ['力量'] + elif 属性.护甲精通 == 1: + 属性.防具类型 = '布甲' + 属性.防具精通属性 = ['智力'] + elif 属性.护甲精通 == 2: + 属性.防具类型 = '重甲' + 属性.防具精通属性 = ['力量'] + elif 属性.护甲精通 == 3: + 属性.防具类型 = '板甲' + 属性.防具精通属性 = ['智力'] diff --git a/Characters/皓曦·帕拉丁.py b/Characters/皓曦·帕拉丁.py new file mode 100644 index 00000000..0bfd440f --- /dev/null +++ b/Characters/皓曦·帕拉丁.py @@ -0,0 +1,640 @@ +from math import * +from PublicReference.carry.base import * + + +# 武器钝器 +class 职业主动技能(主动技能): + + data0 = [] + data1 = [] + data2 = [] + data3 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + # def 等效CD(self, 武器类型): + # if 武器类型 == '钝器': + # return round(self.CD / self.恢复 * 1.05, 1) + +# 天使光翼 + + +class 技能0(被动技能): + 名称 = '天使光翼' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + 冷却关联技能 = ['所有'] + 非冷却关联技能 = ['信仰聚合神光惩戒', '神圣意志大天使降临', '神光耀世'] + + def 加成倍率(self, 武器类型): + if self.等级 <= 10: + return round(1.00 + 0.01 * self.等级, 5) + else: + return round(0.90 + 0.02 * self.等级, 5) + + def 物理攻击力倍率(self, 武器类型): + if self.等级 <= 10: + return round(1.00 + 0.01 * self.等级, 5) + else: + return round(0.90 + 0.02 * self.等级, 5) + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 0.95 + +# 天使降临 + + +class 技能1(被动技能): + 名称 = '天使降临' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 <= 10: + return round(1.08 + 0.01 * self.等级, 5) + else: + return round(0.98 + 0.02 * self.等级, 5) + + def 物理攻击力倍率(self, 武器类型): + if self.等级 <= 10: + return round(1.08 + 0.01 * self.等级, 5) + else: + return round(0.98 + 0.02 * self.等级, 5) + +# 一觉被动 + + +class 技能2(被动技能): + 名称 = '荣耀之光' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.105+0.015 * self.等级, 5) + + def 物理攻击力倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.105 + 0.015 * self.等级, 5) + +# 二觉被动 + + +class 技能3(被动技能): + 名称 = '戒律' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22 + 0.02 * self.等级, 5) + + +class 技能4(职业主动技能): + 名称 = '普通攻击' + 备注 = '一轮' + 是否主动 = 0 + 关联技能 = ['无'] + 所在等级 = 1 + 基础等级 = 1 + 等级上限 = 20 + CD = 5 + 攻击次数 = 1.58+1.76+1.98+2.21 + 基础 = 936.3 - 8.9 + 成长 = 8.9 + + 攻击次数2 = 5 + 喷涌数据 = 0 + + TP成长 = 0.10 + TP上限 = 3 + + def 等效百分比(self, 武器类型): + if self.等级 == 0: + return 0 + else: + return int((self.攻击次数 * (self.基础 + self.成长 * self.等级) * (1 + self.TP成长 * self.TP等级) + self.攻击次数2 * self.喷涌数据) * self.倍率) + +# 神光冲击 + + +class 技能5(职业主动技能): + 名称 = '神光冲击' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + # 基础 = 1596.7 + # 成长 = 180.3 + # 攻击力:% + data0 = [(i*1.085*1.0/1.126*1.1342*1.261*1.073) for i in [0, 1777, 1957, 2137, 2318, 2498, 2678, 2858, 3039, 3219, 3399, 3580, 3760, 3940, 4121, 4301, 4481, 4661, 4842, 5022, 5202, 5383, 5563, 5743, 5923, 6104, 6284, 6464, 6645, + 6825, 7005, 7186, 7366, 7546, 7726, 7907, 8087, 8267, 8448, 8628, 8808, 8988, 9169, 9349, 9529, 9710, 9890, 10070, 10251, 10431, 10611, 10791, 10972, 11152, 11332, 11513, 11693, 11873, 12053, 12234, 12414]] + CD = 4 + TP成长 = 0.10 + TP上限 = 5 + +# 神光连斩 + + +class 技能6(职业主动技能): + 名称 = '神光连斩' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + # 基础 = 2109.7 + # 成长 = 238.3 + # 第1击攻击力:% + data0 = [(i*1.085*1.261*1.073) for i in [0, 1790, 1972, 2153, 2335, 2517, 2698, 2880, 3062, 3243, 3425, 3607, 3788, 3970, 4152, 4333, 4515, 4696, 4878, 5060, 5241, 5423, 5605, 5786, 5968, 6150, 6331, 6513, 6695, 6876, 7058, 7240, 7421, 7603, 7785, 7966, 8148, 8329, 8511, 8693, 8874, 9056, 9238, 9419, 9601, 9783, 9964, 10146, 10328, 10509, 10691, 10873, 11054, 11236, 11418, 11599, 11781, 11962, 12144, 12326, 12507]] + # 第2击攻击力:% + data1 = [(i*1.085*1.261*1.073) for i in [0, 1790, 1972, 2153, 2335, 2517, 2698, 2880, 3062, 3243, 3425, 3607, 3788, 3970, 4152, 4333, 4515, 4696, 4878, 5060, 5241, 5423, 5605, 5786, 5968, 6150, 6331, 6513, 6695, 6876, 7058, 7240, 7421, 7603, 7785, 7966, 8148, 8329, 8511, 8693, 8874, 9056, 9238, 9419, 9601, 9783, 9964, 10146, 10328, 10509, 10691, 10873, 11054, 11236, 11418, 11599, 11781, 11962, 12144, 12326, 12507]] + 攻击次数2 = 1 + CD = 5 + TP成长 = 0.10 + TP上限 = 5 + +# 圣盾突击 + + +class 技能7(职业主动技能): + 名称 = '圣盾突击' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + # 基础 = 2756.7 + # 成长 = 311.3 + # 攻击力:% X 4 + data0 = [(i*1.085*1.263*1.073) for i in [0, 772, 851, 929, 1007, 1086, 1164, 1243, 1321, 1399, 1478, 1556, 1634, 1713, 1791, 1870, 1948, 2026, 2105, 2183, 2262, 2340, 2418, 2497, 2575, 2654, 2732, 2810, 2889, 2967, 3045, 3124, 3202, 3281, 3359, 3437, 3516, 3594, 3673, 3751, 3829, 3908, 3986, 4065, 4143, 4221, 4300, 4378, 4456, 4535, 4613, 4692, 4770, 4848, 4927, 5005, 5084, 5162, 5240, 5319, 5397]] + 攻击次数 = 4 + CD = 6 + TP成长 = 0.10 + TP上限 = 5 + + +# 神光喷涌 +class 技能8(职业主动技能): + 名称 = '神光喷涌' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + # 基础 = 4451.9 + # 成长 = 503.1 + # 锤击攻击力:% + data0 = [(i*1.085*1.258*1.1) for i in [0, 924, 1019, 1112, 1205, 1300, 1393, 1487, 1581, 1675, 1768, 1863, 1956, 2050, 2144, 2238, 2331, 2426, 2519, 2612, 2707, 2800, 2894, 2988, 3082, 3175, 3270, 3363, 3457, 3551, 3645, 3738, 3833, 3926, 4019, 4114, 4207, 4301, 4395, 4489, 4583, 4677, 4770, 4865, 4958, 5052, 5146, 5240, 5333, 5427, 5521, 5614, 5709, 5802, 5896, 5990, 6084, 6177, 6272, 6365, 6459, 4594, 4660, 4726, 4792, 4857, 4923, 4989, 5055, 5120, 5186]] + # 喷涌的神光攻击力:% X 4 + data1 = [(i*1.085*1.258*1.1) for i in [0, 924, 1019, 1112, 1205, 1300, 1393, 1487, 1581, 1675, 1768, 1863, 1956, 2050, 2144, 2238, 2331, 2426, 2519, 2612, 2707, 2800, 2894, 2988, 3082, 3175, 3270, 3363, 3457, 3551, 3645, 3738, 3833, 3926, 4019, 4114, 4207, 4301, 4395, 4489, 4583, 4677, 4770, 4865, 4958, 5052, 5146, 5240, 5333, 5427, 5521, 5614, 5709, 5802, 5896, 5990, 6084, 6177, 6272, 6365, 6459, 4594, 4660, 4726, 4792, 4857, 4923, 4989, 5055, 5120, 5186]] + 攻击次数2 = 4 + CD = 8 + TP成长 = 0.10 + TP上限 = 5 + + def 小型喷涌神光攻击力(self): + return int(self.data1[self.等级] * (1 + self.TP成长 * self.TP等级)*0.1) + +# 神光盾击 + + +class 技能9(职业主动技能): + 名称 = '神光盾击' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + # 基础 = 4908.2 + # 成长 = 554.8 + # 第1击攻击力:% X 3 + data0 = [(i*1.085*1.261*1.1) for i in [0, 906, 998, 1090, 1182, 1274, 1366, 1457, 1549, 1641, 1733, 1825, 1917, 2009, 2101, 2193, 2285, 2377, 2469, 2561, 2653, 2745, 2837, 2929, 3021, 3112, 3204, 3296, 3388, 3480, 3572, 3664, 3756, 3848, 3940, 4032, 4124, 4216, 4308, 4400, 4492, 4584, 4676, 4767, 4859, 4951, 5043, 5135, 5227, 5319, 5411, 5503, 5595, 5687, 5779, 5871, 5963, 6055, 6147, 6239, 6331]] + 攻击次数 = 3 + # 第2击攻击力:% X 3 + data1 = [(i*1.085*1.261*1.1) for i in [0, 929, 1023, 1118, 1212, 1306, 1401, 1495, 1589, 1684, 1778, 1872, 1966, 2061, 2155, 2249, 2344, 2438, 2532, 2627, 2721, 2815, 2909, 3004, 3098, 3192, 3287, 3381, 3475, 3570, 3664, 3758, 3853, 3947, 4041, 4135, 4230, 4324, 4418, 4513, 4607, 4701, 4796, 4890, 4984, 5078, 5173, 5267, 5361, 5456, 5550, 5644, 5739, 5833, 5927, 6022, 6116, 6210, 6304, 6399, 6493]] + 攻击次数2 = 3 + CD = 8 + TP成长 = 0.10 + TP上限 = 5 + +# 烈光 + + +class 技能10(职业主动技能): + 名称 = '烈光' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + # 基础 = 4966.2 + # 成长 = 560.8 + # 上挑攻击力:% + data0 = [(i*1.085*1.26*1.071) for i in [0, 2780, 3062, 3344, 3626, 3908, 4190, 4472, 4754, 5036, 5318, 5600, 5882, 6164, 6446, 6728, 7010, 7292, 7574, 7856, 8138, 8420, 8702, 8984, 9266, 9548, 9830, 10112, 10394, 10676, 10958, 11240, 11522, 11804, 12086, 12369, 12651, 12933, 13215, 13497, 13779, 14061, 14343, 14625, 14907, 15189, 15471, 15753, 16035, 16317, 16599, 16881, 17163, 17445, 17727, 18009, 18291, 18573, 18855, 19137, 19419, 19701]] + # 下砸攻击力:% + data1 = [(i*1.085*1.26*1.071) for i in [0, 2788, 3071, 3354, 3637, 3919, 4202, 4485, 4768, 5051, 5334, 5617, 5900, 6183, 6465, 6748, 7031, 7314, 7597, 7880, 8163, 8446, 8728, 9011, 9294, 9577, 9860, 10143, 10426, 10709, 10992, 11274, 11557, 11840, 12123, 12406, 12689, 12972, 13255, 13537, 13820, 14103, 14386, 14669, 14952, 15235, 15518, 15801, 16083, 16366, 16649, 16932, 17215, 17498, 17781, 18064, 18346, 18629, 18912, 19195, 19478, 19761]] + 攻击次数2 = 1 + CD = 8 + TP成长 = 0.10 + TP上限 = 5 + +# 神光闪耀 + + +class 技能11(职业主动技能): + 名称 = '神光闪耀' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 基础 = 7816.3 + # 成长 = 882.7 + # 多段攻击力:% X 10 + data0 = [(i*1.085*1.259*1.07) for i in [0, 674, 743, 811, 880, 948, 1016, 1085, 1153, 1222, 1290, 1359, 1427, 1496, 1564, 1633, 1701, 1769, 1838, 1906, 1975, 2043, 2112, 2180, 2249, 2317, 2385, 2454, 2522, 2591, 2659, 2728, 2796, 2865, 2933, 3002, 3070, 3138, 3207, 3275, 3344, 3412, 3481, 3549, 3618, 3686, 3754, 3823, 3891, 3960, 4028, 4097, 4165, 4234, 4302, 4371, 4439, 4507, 4576, 4644, 4713, 4781, 4850, 4918, 4987, 5055, 5123, 5192, 5260, 5329, 5397]] + 攻击次数 = 10 + # 最后一击攻击力:% + data1 = [(i*1.085*1.259*1.07) for i in [0, 2891, 3185, 3478, 3771, 4065, 4358, 4651, 4945, 5238, 5531, 5825, 6118, 6411, 6705, 6998, 7292, 7585, 7878, 8172, 8465, 8758, 9052, 9345, 9638, 9932, 10225, 10518, 10812, 11105, 11399, 11692, 11985, 12279, 12572, 12865, 13159, 13452, 13745, 14039, 14332, 14625, 14919, 15212, 15506, 15799, 16092, 16386, 16679, 16972, 17266, 17559, 17852, 18146, 18439, 18732, 19026, 19319, 19613, 19906, 20199, 20493, 20786, 21079, 21373, 21666, 21959, 22253, 22546, 22839, 23133]] + 攻击次数2 = 1 + CD = 16 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 技能施放时间 = 2 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.24 + elif x == 1: + self.倍率 *= 1.24 + 0.09 + +# 神光闪影击 + + +class 技能12(职业主动技能): + 名称 = '神光闪影击' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 基础 = 10235.5 + # 成长 = 1155.5 + data0 = [(i*1.085*1.255*1.072) for i in [0, 530, 583, 637, 691, 745, 799, 852, 906, 960, 1014, 1067, 1121, 1175, 1229, 1283, 1336, 1390, 1444, 1498, 1552, 1605, 1659, 1713, 1767, 1820, 1874, 1928, 1982, 2036, 2089, 2143, 2197, 2251, 2304, 2358, 2412, 2466, 2520, 2573, 2627, 2681, 2735, 2788, 2842, 2896, 2950, 3004, 3057, 3111, 3165, 3219, 3273, 3326, 3380, 3434, 3488, 3541, 3595, 3649, 3703]] + 攻击次数 = 15 + data1 = [(i*1.085*1.255*1.072) for i in [0, 3526, 3884, 4242, 4599, 4957, 5315, 5673, 6031, 6388, 6746, 7104, 7462, 7819, 8177, 8535, 8893, 9251, 9608, 9966, 10324, 10682, 11039, 11397, 11755, 12113, 12471, 12828, 13186, 13544, 13902, 14259, 14617, 14975, 15333, 15691, 16048, 16406, 16764, 17122, 17479, 17837, 18195, 18553, 18911, 19268, 19626, 19984, 20342, 20699, 21057, 21415, 21773, 22131, 22488, 22846, 23204, 23562, 23919, 24277, 24635]] + 攻击次数2 = 1 + CD = 20 + TP成长 = 0.10 + TP上限 = 5 + + +# 神罚之锤 +class 技能13(职业主动技能): + 名称 = '神罚之锤' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + # 基础 = 11383.6 + # 成长 = 1285.4 + data0 = [(i*1.085*1.26*1.071) for i in [0, 12762, 14056, 15351, 16646, 17941, 19235, 20530, 21825, 23120, 24414, 25709, 27004, 28298, 29593, 30888, 32183, 33477, 34772, 36067, 37361, 38656, 39951, 41246, 42540, 43835, 45130, 46424, 47719, 49014, 50309, 51603, 52898, 54193, 55488, 56782, 58077, 59372, 60666, 61961, 63256, 64551, 65845, 67140, 68435, 69729, 71024, 72319, 73614, 74908, 76203, 77498, 78793, 80087, 81382, 82677, 83971, 85266, 86561, 87856, 89150]] + CD = 25 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.27 + elif x == 1: + self.倍率 *= 1.36 + + +# 神光之跃 +class 技能14(职业主动技能): + 名称 = '神光之跃' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + # 基础 = 19198.4 + # 成长 = 2167.6 + data0 = [(i*1.085*1.258*1.073) for i in [0, 21521, 23705, 25888, 28071, 30255, 32438, 34622, 36805, 38988, 41172, 43355, 45538, 47722, 49905, 52089, 54272, 56455, 58639, 60822, 63005, 65189, 67372, 69556, 71739, 73922, 76106, 78289, 80472, 82656, 84839, 87023, 89206, 91389, 93573, 95756, 97939, 100123, 102306, 104490, 106673, 108856, 111040, 113223, 115406, 117590, 119773, 121957, 124140, 126323, 128507, 130690, 132873, 135057, 137240, 139424, 141607, 143790, 145974, 148157, 150340]] + CD = 45 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.24 + elif x == 1: + self.倍率 *= 1.32 + + +# 一觉 +class 技能15(职业主动技能): + 名称 = '信仰聚合神光惩戒' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + # 基础 = 46241.6 + # 成长 = 13959.2 + data0 = [(i*1.085*1.261*1.06) for i in [0, 60638, 74699, 88760, 102821, 116882, 130943, 145004, 159065, 173126, 187187, 201248, 215309, 229370, 243431, 257492, 271553, 285614, 299675, 313736, 327797, 341858, 355919, 369980, 384041, 398102, 412163, 426224, 440285, 454346, 468407, 482468, 496529, 510590, 524651, 538712, 552773, 566834, 580895, 594956, 609017]] + CD = 145.0 + + +# 圣盾裁决 +class 技能16(职业主动技能): + 名称 = '圣盾裁决' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + # 基础 = 14912.3 + # 成长 = 1683.7 + data0 = [(i*1.085*1.258*1.07) for i in [0, 16717, 18413, 20109, 21805, 23501, 25197, 26893, 28589, 30285, 31981, 33677, 35373, 37069, 38765, 40461, 42157, 43853, 45549, 47245, 48941, 50637, 52333, 54029, 55725, 57421, 59116, 60812, 62508, 64204, 65900, 67596, 69292, 70988, 72684, 74380, 76076, 77772, 79468, 81164, 82860]] + CD = 25 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.24 + self.CD *= 0.90 + elif x == 1: + self.倍率 *= 1.33 + self.CD *= 0.90 + +# 破晓之光 + + +class 技能17(职业主动技能): + 名称 = '破晓之光' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + # 基础 = 29092.3 + # 成长 = 3284.7 + data0 = [(i*1.085*1.26*1.072) for i in [0, 32613, 35922, 39230, 42539, 45848, 49156, 52465, 55774, 59082, 62391, 65699, 69008, 72317, 75625, 78934, 82243, 85551, 88860, 92168, 95477, 98786, 102094, 105403, 108712, 112020, 115329, 118637, 121946, 125255, 128563, 131872, 135181, 138489, 141798, 145107, 148415, 151724, 155032, 158341, 161650]] + CD = 50 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.11 + self.CD *= 0.90 + elif x == 1: + self.倍率 *= 1.19 + self.CD *= 0.90 + +# 神光回旋斩 择优 + + +class 技能18(职业主动技能): + 名称 = '神光回旋斩' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + # 基础 = 46139.6 + # 成长 = 5209.4 + data0 = [(i*1.085*1.26*1.071) for i in [0, 49688, 54729, 59770, 64811, 69852, 74892, 79933, 84974, 90015, 95056, 100097, 105138, 110178, 115219, 120260, 125301, 130342, 135383, 140424, 145465, 150505, 155546, 160587, 165628, 170669, 175710, 180751, 185791, 190832, 195873, 200914, 205955, 210996, 216037, 221078, 226118, 231159, 236200, 241241, 246282]] + CD = 40 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 0.2*6*1.14 + +# 神圣信约 + + +class 技能19(职业主动技能): + 名称 = '神圣信约' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + # 基础 = 50250.4 + # 成长 = 5673.6 + data0 = [(i*1.085*1.261*1.071) for i in [0, 5111, 5630, 6149, 6667, 7186, 7705, 8223, 8742, 9260, 9779, 10298, 10816, 11335, 11853, 12372, 12891, 13409, 13928, 14446, 14965, 15484, 16002, 16521, 17039, 17558, 18077, 18595, 19114, 19633, 20151, 20670, 21188, 21707, 22226, 22744, 23263, 23781, 24300, 24819, 25337]] + 攻击次数 = 11 + CD = 45 + 是否有护石 = 1 + 蓄力 = 0 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0 and self.蓄力 == 0: + self.攻击次数 = 0 + self.攻击次数2 = 1 + self.data1 = [(i*11*1.32) for i in self.data0] + if x == 0 and self.蓄力 == 1: + self.攻击次数 = 0 + self.攻击次数2 = 1 + self.data1 = [(i*(11+0.23)*1.32) for i in self.data0] + +# 二觉 + + +class 技能20(职业主动技能): + 名称 = '神圣意志大天使降临' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + # 基础 = 106483 + # 成长 = 32147 + data0 = [(i*1.085*1.261*1.06) for i in [0, 139642, 172022, 204403, 236784, 269165, 301546, 333926, 366307, 398688, 431069, 463450, 495830, 528211, 560592, 592973, 625354, 657734, 690115, 722496, 754877, 787258, 819638, 852019, 884400, 916781, 949162, 981542, 1013923, 1046304, 1078685, 1111066, 1143446, 1175827, 1208208, 1240589, 1272970, 1305350, 1337731, 1370112, 1402493]] + CD = 180 + + +class 技能21(被动技能): + 名称 = '超越之翼' + 所在等级 = 95 + 等级上限 = 40 + 等级精通 = 30 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能22(职业主动技能): + 名称 = '神光耀世' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + data0 = [int(i*1.085*1.258*1.072) for i in [0, 9575, 10546, 11518, 12489, 13461, 14432, 15404, 16375, 17346, 18318, 19289, 20261, 21232, 22204, 23175, 24146, 25118, 26089, 27061, 28032, 29004, 29975, 30947, 31918, 32889, 33861, 34832, 35804, 36775, 37747, 38718, 39689, 40661, 41632, 42604, 43575, 44547, 45518, 46489, 47461]] + 攻击次数 = 4 + data1 = [int(i*1.085*1.258*1.072) for i in [0, 12767, 14062, 15357, 16653, 17948, 19243, 20538, 21834, 23129, 24424, 25719, 27015, 28310, 29605, 30900, 32195, 33491, 34786, 36081, 37376, 38672, 39967, 41262, 42557, 43853, 45148, 46443, 47738, 49034, 50329, 51624, 52919, 54215, 55510, 56805, 58100, 59396, 60691, 61986, 63281]] + 攻击次数2 = 1 + data2 = [int(i*1.085*1.258*1.072) for i in [0, 12767, 14062, 15357, 16653, 17948, 19243, 20538, 21834, 23129, 24424, 25719, 27015, 28310, 29605, 30900, 32195, 33491, 34786, 36081, 37376, 38672, 39967, 41262, 42557, 43853, 45148, 46443, 47738, 49034, 50329, 51624, 52919, 54215, 55510, 56805, 58100, 59396, 60691, 61986, 63281]] + 攻击次数3 = 6 + CD = 60 + +class 技能23(职业主动技能): + 名称 = '启示录:末日救赎' + 所在等级 = 100 + 等级上限 = 40 + 等级精通 = 30 + 基础等级 = 2 + 关联技能 = ['无'] + CD = 290.0 + + data0 = [int(i*1.085*1.261*1.061) for i in [0, 36449, 44902, 53354, 61806, 70258, 78710, 87163, 95615, 104067, 112519, 120971, 129423, 137876, 146328, 154780, 163232, 171684, 180136, 188589, 197041, 205493, 213945, 222397, 230849, 239302, 247754, 256206, 264658, 273110, 281563, 290015, 298467, 306919, 315371, 323823, 332276, 340728, 349180, 357632, 366084]] + 攻击次数 = 1 + + data1 = [int(i*1.085*1.261*1.061) for i in [0, 10414, 12829, 15244, 17659, 20073, 22488, 24903, 27318, 29733, 32148, 34563, 36978, 39393, 41808, 44222, 46637, 49052, 51467, 53882, 56297, 58712, 61127, 63542, 65957, 68372, 70786, 73201, 75616, 78031, 80446, 82861, 85276, 87691, 90106, 92521, 94936, 97350, 99765, 102180, 104595]] + 攻击次数2 = 7 + + data2 = [int(i*1.085*1.261*1.061) for i in [0, 145799, 179608, 213417, 247226, 281034, 314843, 348652, 382460, 416269, 450078, 483886, 517695, 551504, 585312, 619121, 652930, 686739, 720547, 754356, 788165, 821973, 855782, 889591, 923399, 957208, 991017, 1024825, 1058634, 1092443, 1126252, 1160060, 1193869, 1227678, 1261486, 1295295, 1329104, 1362912, 1396721, 1430530, 1464338]] + 攻击次数3 = 1 + + data3 = [int(i*1.085*1.261*1.061) for i in [0, 15621, 19243, 22866, 26488, 30110, 33733, 37355, 40977, 44600, 48222, 51845, 55467, 59089, 62712, 66334, 69956, 73579, 77201, 80823, 84446, 88068, 91690, 95313, 98935, 102558, 106180, 109802, 113425, 117047, 120669, 124292, 127914, 131536, 135159, 138781, 142404, 146026, 149648, 153271, 156893]] + 攻击次数4 = 7 + + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +一觉序号 = 0 +二觉序号 = 0 +三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 三觉序号 = 技能序号[i.名称] + +护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 护石选项.append(i.名称) + +符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 符文选项.append(i.名称) + + +class 职业属性(角色属性): + 实际名称 = '皓曦·帕拉丁' + 角色 = '守护者' + 职业 = '帕拉丁' + + 武器选项 = ['钝器'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '板甲' + 防具精通属性 = ['力量'] + + 主BUFF = 1.89 + + 蓄力神圣信约 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + super().被动倍率计算() + + self.技能栏[self.技能序号['普通攻击'] + ].喷涌数据 = self.技能栏[self.技能序号['神光喷涌']].小型喷涌神光攻击力() + + if self.蓄力神圣信约 == 1: + # print(self.蓄力神圣信约) + self.技能栏[self.技能序号['神圣信约']].蓄力 = 1 + self.技能栏[self.技能序号['神圣信约']].装备护石(0) + + +class 皓曦·帕拉丁(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 职业属性() + self.角色属性A = 职业属性() + self.角色属性B = 职业属性() + self.一觉序号 = 一觉序号 + self.二觉序号 = 二觉序号 + self.三觉序号 = 三觉序号 + self.护石选项 = deepcopy(护石选项) + self.符文选项 = deepcopy(符文选项) + + def 护石判断(self): + sign = 0 + sign2 = 0 + for x in range(3): + if self.护石栏[x].currentText() == '神圣信约': + sign = 1 + if sign == 1: + # self.蓄力神圣信约.setChecked(False) + self.蓄力神圣信约.setEnabled(True) + self.蓄力神圣信约.setStyleSheet(复选框样式) + else: + self.蓄力神圣信约.setChecked(False) + self.蓄力神圣信约.setEnabled(False) + self.蓄力神圣信约.setStyleSheet(复选框样式) + + def 界面(self): + super().界面() + for i in range(3): + self.护石栏[i].currentIndexChanged.connect(lambda state: self.护石判断()) + + self.蓄力神圣信约 = QCheckBox("蓄力-神圣信约", self.main_frame2) + self.蓄力神圣信约.setStyleSheet(复选框样式) + self.蓄力神圣信约.setChecked(False) + self.蓄力神圣信约.resize(120, 20) + self.蓄力神圣信约.move(325, 380) + + self.职业存档.append(('蓄力神圣信约', self.蓄力神圣信约, 0)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + if self.蓄力神圣信约.isChecked(): + 属性.蓄力神圣信约 = 1 + diff --git a/Characters/皓曦·混沌魔灵.py b/Characters/皓曦·混沌魔灵.py new file mode 100644 index 00000000..f81815d9 --- /dev/null +++ b/Characters/皓曦·混沌魔灵.py @@ -0,0 +1,929 @@ +from PublicReference.carry.base import * + + +class 技能0(主动技能): + 名称 = '魔灵召唤:波拉斯' + 备注 = '(每秒DPS)' + 所在等级 = 15 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + 基础 = 444.15 * 1.101 * 1.17 + 成长 = 13.94 * 1.101 * 1.17 + 攻击次数 = 12/4/20 + #数据1 = [0, 319, 362, 380, 397, 417, 435, 452, 470, 490, 509, 526, 546, 565, 583, 603, 622, 640, 658, 675, 694, 714, 733, 751, 770, 790, 806, 825, 845, 862, 880, 901, 919, 936, 956, 974, 993, 1011, 1031, 1050, 1065, 1086, 1104, 1122, 1142, 1161, 1179, 1199, 1216, 1235, 1254, 1272, 1290, 1309, 1327, 1346, 1366, 1384, 1403, 1422, 1440, 1458, 1477, 1495, 1514, 1532, 1550, 1571, 1590, 1608, 1626] + #攻击次数1 = 10 + #数据2 = [0, 1277, 1445, 1518, 1586, 1666, 1741, 1808, 1882, 1962, 2036, 2103, 2184, 2258, 2332, 2413, 2486, 2560, 2634, 2702, 2775, 2856, 2930, 3004, 3078, 3158, 3226, 3299, 3380, 3447, 3522, 3602, 3676, 3743, 3824, 3898, 3971, 4046, 4126, 4200, 4261, 4341, 4415, 4489, 4570, 4643, 4718, 4798, 4866, 4939, 5013, 5087, 5161, 5235, 5309, 5382, 5463, 5538, 5611, 5685, 5759, 5833, 5907, 5981, 6054, 6129, 6202, 6283, 6357, 6431, 6505] + #攻击次数2 = 2 + TP成长 = 0.10 + TP上限 = 5 + + def 等效CD(self, 武器类型, 输出类型): + return 1.0 + +class 技能1(主动技能): + 名称 = '魔灵召唤:瓦尔琪' + 备注 = '(每秒DPS)' + 所在等级 = 15 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + 基础 = 328.09 * 1.102 * 1.173 + 成长 = 14.5 * 1.102 * 1.173 + 攻击次数 = 14/7/20 + #数据1 = [0, 177, 218, 235, 254, 273, 292, 310, 328, 347, 366, 384, 403, 422, 440, 458, 477, 496, 514, 533, 553, 570, 588, 608, 626, 644, 664, 682, 701, 719, 738, 757, 775, 794, 812, 830, 850, 868, 887, 905, 924, 943, 961, 979, 998, 1017, 1034, 1054, 1072, 1092, 1110, 1128, 1147, 1166, 1184, 1203, 1221, 1240, 1258, 1277, 1295, 1314, 1333, 1352, 1370, 1389, 1407, 1425, 1445, 1463, 1482] + #攻击次数1 = 11 + #数据2 = [0, 511, 558, 607, 655, 702, 750, 797, 846, 894, 942, 990, 1037, 1085, 1133, 1182, 1231, 1278, 1326, 1374, 1421, 1471, 1518, 1566, 1612, 1660, 1708, 1757, 1805, 1852, 1901, 1947, 1996, 2044, 2092, 2139, 2187, 2235, 2284, 2332, 2380, 2427, 2475, 2523, 2572, 2621, 2668, 2714, 2763, 2810, 2859, 2906, 2955, 3002, 3050, 3097, 3147, 3194, 3242, 3290, 3337, 3386, 3434, 3482, 3529, 3577, 3626, 3674, 3720, 3768, 3816] + #攻击次数2 = 3 + TP成长 = 0.10 + TP上限 = 5 + + def 等效CD(self, 武器类型, 输出类型): + return 1.0 + +class 技能2(被动技能): + 名称 = '魔灵血统' + 所在等级 = 15 + 等级上限 = 11 + 基础等级 = 1 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.08 + 0.02 * self.等级, 5) + +class 技能3(被动技能): + 名称 = '力量法则' + 所在等级 = 20 + 等级上限 = 11 + 基础等级 = 1 + 关联技能 = ['军团列阵', '魔幻旋风', '毁灭突进', '翔空剑', '聚灵升空剑', '魔神百裂拳', '黑暗冲击', + '午夜嘉年华', '绚丽耀光', '魔灵乱舞', '黑曜之眸:亚丁降临', '绽放·终章', '盛宴·恶之祭典'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.085 + 0.015 * self.等级, 5) + +class 技能4(主动技能): + 名称 = '魔灵召唤:狂暴布洛克' + 备注 = '(每秒DPS)' + 所在等级 = 20 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + 基础 = 506.41 * 1.101 * 1.173 + 成长 = 22.14 * 1.101 * 1.173 + 攻击次数 = 14/5.5/20 + #数据1 = [0, 724, 789, 859, 926, 994, 1061, 1129, 1196, 1263, 1331, 1399, 1466, 1533, 1600, 1671, 1740, 1807, 1875, 1941, 2009, 2078, 2147, 2214, 2279, 2346, 2415, 2484, 2552, 2619, 2686, 2753, 2823, 2890, 2957, 3025, 3093, 3160, 3227, 3295, 3362, 3430, 3497, 3565, 3636, 3704, 3771, 3838, 3904, 3972, 4041, 4109, 4176, 4244, 4311, 4379, 4448, 4515, 4583, 4650, 4718, 4786, 4855, 4922, 4990, 5057, 5124, 5192, 5260, 5327, 5394] + #攻击次数1 = 3 + #数据2 = [0, 651, 711, 773, 833, 895, 955, 1015, 1076, 1137, 1198, 1258, 1319, 1380, 1441, 1505, 1565, 1626, 1687, 1747, 1808, 1871, 1931, 1993, 2051, 2112, 2173, 2236, 2297, 2357, 2417, 2479, 2541, 2601, 2662, 2723, 2784, 2844, 2904, 2966, 3027, 3088, 3148, 3209, 3272, 3333, 3394, 3453, 3514, 3575, 3637, 3698, 3758, 3819, 3880, 3940, 4003, 4064, 4124, 4185, 4246, 4308, 4369, 4430, 4491, 4551, 4612, 4673, 4733, 4793, 4855] + #攻击次数2 = 3 + #数据3 = [0, 203, 221, 240, 259, 278, 297, 316, 335, 355, 373, 392, 410, 429, 448, 468, 487, 507, 525, 544, 563, 582, 600, 620, 638, 657, 676, 696, 715, 733, 752, 771, 790, 809, 828, 847, 866, 885, 905, 923, 941, 960, 979, 998, 1018, 1037, 1056, 1074, 1094, 1112, 1131, 1150, 1169, 1188, 1207, 1226, 1246, 1265, 1283, 1302, 1321, 1340, 1359, 1378, 1397, 1416, 1436, 1454, 1472, 1492, 1510] + #攻击次数3 = 8 + #出血数据4 = [0, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10,10, 10, 10, 10, 11, 11, 12, 12, 12, 13, 13, 13, 13, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 19, 19, 20, 20,20, 21, 21, 21, 22, 22, 24, 24, 25, 25, 25, 26, 26, 26, 27, 27, 27] + TP成长 = 0.10 + TP上限 = 5 + + def 等效CD(self, 武器类型, 输出类型): + return 1.0 + +class 技能5(主动技能): + 名称 = '绝对魅力' + 所在等级 = 25 + 等级上限 = 20 + 基础等级 = 10 + 是否有伤害 = 0 + 关联技能 = ['魔灵召唤:波拉斯', '魔灵召唤:瓦尔琪', '魔灵召唤:狂暴布洛克', '魔灵召唤:假面杰森', '魔灵召唤:大画家芭芘', + '魔灵召唤:旋转小冯', '魔灵召唤:小吸血鬼夏伊', '魔灵召唤:大富翁鲁邦', '魔灵召唤:迪克老爹', '魔灵召唤:红心女王艾丽莎'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.035 + 0.012 * self.等级, 5) + + 自定义描述 = 1 + 描述 = '' + + def 技能描述(self, 武器类型): + temp = '' + temp += '加成倍率:%.1f%%' % (3.5 + 1.2 * self.等级) + '
' + temp += '关联技能:魔灵召唤系列,' + temp += self.描述 + ',魔灵(部分),毁灭突进(部分)' + return temp + +class 技能6(主动技能): + 名称 = '魔灵召唤:假面杰森' + 备注 = '(每秒DPS)' + 所在等级 = 25 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + 基础 = 800.21 * 1.102 * 1.174 + 成长 = 34.68 * 1.102 * 1.174 + 攻击次数 = 8/7/20 + #数据1 = [0, 1418, 1547, 1682, 1814, 1947, 2079, 2211, 2344, 2476, 2609, 2741, 2874, 3005, 3137, 3277, 3409, 3542, 3674, 3806, 3938, 4074, 4207, 4338, 4467, 4599, 4731, 4868, 5000, 5133, 5264, 5396, 5532, 5665, 5797, 5929, 6062, 6194, 6326, 6458, 6591, 6723, 6855, 6988, 7127, 7259, 7392, 7520, 7652, 7784, 7920, 8052, 8185, 8317, 8449, 8582, 8717, 8850, 8982, 9114, 9247, 9382, 9514, 9647, 9779, 9912, 10044, 10175, 10308, 10440, 10572] + #攻击次数1 = 6 + #数据2 = [0, 284, 310, 337, 364, 390, 416, 442, 469, 496, 522, 548, 574, 600, 627, 655, 681, 708, 734, 761, 788, 815, 842, 868, 894, 921, 946, 974, 1000, 1027, 1053, 1079, 1106, 1133, 1160, 1186, 1212, 1238, 1265, 1292, 1319, 1345, 1371, 1398, 1426, 1452, 1479, 1504, 1531, 1557, 1584, 1610, 1637, 1663, 1690, 1716, 1743, 1770, 1797, 1823, 1849, 1877, 1903, 1930, 1956, 1982, 2009, 2035, 2062, 2088, 2114] + #攻击次数2 = 2 + TP成长 = 0.10 + TP上限 = 5 + + def 等效CD(self, 武器类型, 输出类型): + return 1.0 + +class 技能7(主动技能): + 名称 = '魔灵召唤:大画家芭芘' + 备注 = '(每秒DPS)' + 所在等级 = 25 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + 基础 = 435.41 * 1.101 * 1.163 + 成长 = 18.88 * 1.101 * 1.163 + 攻击次数 = 14/5/20 + #数据1 = [0, 280, 307, 334, 360, 385, 412, 437, 464, 491, 517, 544, 569, 596, 622, 650, 676, 701, 727, 754, 780, 807, 833, 860, 885, 911, 938, 964, 991, 1016, 1043, 1069, 1095, 1122, 1148, 1175, 1202, 1227, 1254, 1280, 1305, 1332, 1359, 1384, 1412, 1437, 1464, 1490, 1517, 1543, 1569, 1595, 1622, 1648, 1674, 1700, 1726, 1752, 1779, 1805, 1832, 1859, 1885, 1911, 1937, 1963, 1990, 2016, 2042, 2068, 2093] + #攻击次数1 = 12 + #数据2 = [0, 365, 398, 432, 467, 500, 535, 569, 603, 637, 671, 706, 740, 773, 808, 843, 878, 911, 946, 979, 1013, 1049, 1083, 1116, 1149, 1183, 1217, 1252, 1286, 1319, 1355, 1388, 1423, 1456, 1491, 1526, 1560, 1594, 1629, 1662, 1696, 1730, 1764, 1798, 1833, 1868, 1901, 1935, 1969, 2003, 2038, 2072, 2105, 2139, 2174, 2207, 2242, 2276, 2310, 2345, 2379, 2414, 2447, 2481, 2516, 2550, 2584, 2619, 2651, 2686, 2719] + #攻击次数2 = 2 + #复制伤害数据3 = [0, 1184, 1293, 1406, 1517, 1626, 1738, 1848, 1959, 2072, 2182, 2292, 2404, 2514, 2624, 2739, 2850, 2961,3073, 3182, 3292, 3405, 3516, 3626, 3736, 3846, 3956, 4068, 4180, 4290, 4401, 4511, 4623, 4734, 4846, 4955,5066, 5177, 5290, 5400, 5512, 5622, 5732, 5843, 5959, 6069, 6179, 6287, 6398, 6510, 6622, 6732, 6844, 6953,7063, 7175, 7288, 7398, 7509, 7619, 7729, 7842, 7953, 8064, 8174, 8285, 8398, 8509, 8617, 8727, 8838] + TP成长 = 0.10 + TP上限 = 5 + + def 等效CD(self, 武器类型, 输出类型): + return 1.0 + +class 技能8(主动技能): + 名称 = '魔灵召唤:旋转小冯' + 备注 = '(每秒DPS)' + 所在等级 = 30 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + 基础 = 1444.80 * 1.105 * 1.18 + 成长 = 61.64 * 1.105 * 1.18 + 攻击次数 = 73/90/20 + #数据1 = [0, 190, 208, 227, 244, 262, 279, 297, 314, 332, 350, 368, 385, 403, 421, 440, 457, 476, 493, 511, 529, 547, 564, 582, 599, 617, 635, 653, 671, 689, 707, 725, 743, 760, 778, 796, 814, 833, 850, 867, 885, 903, 921, 938, 957, 975, 992, 1010, 1028, 1045, 1063, 1080, 1099, 1117, 1135, 1151, 1170, 1188, 1206, 1223, 1241, 1259, 1277, 1295, 1313, 1330, 1349, 1366, 1383, 1401, 1418] + #攻击次数1 = 9 * 5 + #数据2 = [0, 245, 268, 291, 314, 337, 360, 381, 404, 428, 451, 473, 497, 519, 543, 565, 589, 611, 635, 657, 680, 702, 725, 748, 771, 794, 817, 840, 863, 886, 908, 931, 954, 977, 1000, 1022, 1046, 1068, 1092, 1114, 1138, 1160, 1184, 1206, 1230, 1252, 1275, 1298, 1321, 1344, 1366, 1390, 1412, 1436, 1458, 1481, 1505, 1527, 1550, 1573, 1595, 1618, 1641, 1664, 1687, 1710, 1734, 1757, 1778, 1802, 1823] + #攻击次数2 = 3 * 6 + #数据3 = [0, 339, 371, 402, 436, 467, 499, 529, 562, 594, 626, 657, 689, 721, 752, 786, 817, 849, 880, 913, 943, 977, 1009, 1040, 1070, 1103, 1134, 1166, 1197, 1230, 1262, 1293, 1326, 1358, 1390, 1420, 1454, 1484, 1517, 1548, 1580, 1611, 1643, 1675, 1709, 1740, 1771, 1803, 1833, 1867, 1900, 1931, 1961, 1994, 2026, 2057, 2089, 2120, 2152, 2184, 2216, 2248, 2280, 2313, 2344, 2374, 2408, 2439, 2471, 2502, 2534] + #攻击次数3 = 1 * 10 + TP成长 = 0.10 + TP上限 = 5 + + def 等效CD(self, 武器类型, 输出类型): + return 1.0 + +class 技能9(主动技能): + 名称 = '魔灵召唤:小吸血鬼夏伊' + 备注 = '(每秒DPS)' + 所在等级 = 30 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + 基础 = 711.37 * 1.103 * 1.171 + 成长 = 30.36 * 1.103 * 1.171 + 攻击次数 = 14/3/20 + #数据1 = [0, 507, 554, 602, 649, 697, 743, 791, 839, 887, 933, 982, 1029, 1076, 1123, 1173, 1220, 1267, 1315, 1363, 1409, 1458, 1506, 1553, 1599, 1645, 1694, 1742, 1788, 1837, 1885, 1931, 1979, 2028, 2075, 2121, 2169, 2217, 2264, 2313, 2359, 2407, 2453, 2501, 2552, 2598, 2644, 2691, 2740, 2787, 2834, 2882, 2930, 2976, 3025, 3071, 3120, 3167, 3214, 3262, 3309, 3357, 3405, 3452, 3500, 3547, 3596, 3643, 3689, 3736, 3783] + #攻击次数1 = 10 + #数据2 = [0, 543, 594, 645, 697, 747, 797, 848, 899, 950, 1001, 1051, 1103, 1153, 1204, 1256, 1307, 1358, 1409, 1460, 1510, 1563, 1614, 1665, 1713, 1763, 1814, 1867, 1917, 1968, 2019, 2070, 2120, 2172, 2222, 2273, 2324, 2375, 2427, 2479, 2527, 2579, 2629, 2680, 2734, 2784, 2834, 2885, 2935, 2986, 3038, 3089, 3139, 3191, 3241, 3291, 3344, 3393, 3443, 3495, 3545, 3598, 3649, 3700, 3750, 3802, 3852, 3903, 3954, 4003, 4054] + #攻击次数2 = 3 + #数据3 = [0, 1356, 1484, 1611, 1738, 1867, 1994, 2118, 2245, 2374, 2502, 2629, 2756, 2882, 3009, 3141, 3267, 3394, 3522, 3649, 3776, 3905, 4032, 4159, 4281, 4408, 4535, 4665, 4792, 4919, 5046, 5173, 5303, 5430, 5557, 5684, 5811, 5938, 6067, 6194, 6318, 6445, 6572, 6699, 6834, 6958, 7085, 7210, 7337, 7464, 7594, 7721, 7848, 7974, 8102, 8225, 8357, 8483, 8609, 8736, 8863, 8994, 9121, 9248, 9374, 9500, 9629, 9756, 9881, 10007, 10134] + #攻击次数3 = 1 + TP成长 = 0.10 + TP上限 = 5 + + def 等效CD(self, 武器类型, 输出类型): + return 1.0 + +class 技能10(主动技能): + 名称 = '魔灵召唤:大富翁鲁邦' + 备注 = '(每秒DPS)' + 所在等级 = 35 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + 基础 = 1024.96 * 1.105 * 1.169 + 成长 = 38.23 * 1.105 * 1.169 + 攻击次数 = 18/5/20 + #data1 = [0, 528, 564, 600, 636, 673, 709, 745, 781, 817, 852, 890, 926, 962, 998, 1034, 1069, 1107, 1142, 1179, 1213, 1249, 1285, 1322, 1358, 1394, 1430, 1466, 1502, 1538, 1575, 1610, 1646, 1683, 1719, 1755, 1790, 1827, 1862, 1898, 1936, 1971, 2007, 2043, 2079, 2115, 2152, 2187, 2224, 2260, 2296, 2330, 2369, 2404, 2440, 2476, 2512, 2548, 2584, 2621, 2656, 2692, 2729, 2765, 2800, 2836, 2872, 2909, 2946, 2981, 3017] + #data2 = [0, 1163, 1242, 1321, 1400, 1480, 1559, 1639, 1717, 1797, 1875, 1958, 2038, 2117, 2196, 2275, 2354, 2435, 2514, 2593, 2669, 2749, 2828, 2908, 2987, 3067, 3145, 3226, 3305, 3384, 3464, 3542, 3622, 3702, 3782, 3860, 3938, 4019, 4097, 4177, 4260, 4338, 4416, 4494, 4574, 4654, 4733, 4811, 4892, 4970, 5049, 5128, 5210, 5287, 5367, 5445, 5525, 5606, 5684, 5765, 5844, 5922, 6004, 6082, 6160, 6237, 6317, 6398, 6479, 6557, 6637] + #data3 = [0, 1743, 1862, 1982, 2100, 2219, 2338, 2458, 2577, 2695, 2813, 2937, 3056, 3175, 3293, 3412, 3531, 3652, 3770, 3889, 4003, 4122, 4242, 4362, 4480, 4602, 4719, 4837, 4957, 5078, 5196, 5315, 5432, 5552, 5673, 5792, 5908, 6028, 6145, 6263, 6390, 6505, 6624, 6741, 6861, 6980, 7100, 7219, 7337, 7456, 7574, 7691, 7815, 7932, 8051, 8168, 8288, 8408, 8527, 8646, 8764, 8883, 9005, 9123, 9240, 9356, 9474, 9596, 9717, 9835, 9954] + #data4 = [0, 627, 671, 713, 755, 799, 842, 885, 927, 969, 1013, 1057, 1099, 1143, 1186, 1228, 1272, 1315, 1357, 1400, 1441, 1485, 1527, 1571, 1613, 1656, 1698, 1742, 1785, 1828, 1870, 1913, 1956, 1999, 2042, 2085, 2127, 2170, 2212, 2255, 2300, 2343, 2384, 2426, 2471, 2512, 2556, 2598, 2641, 2686, 2727, 2769, 2813, 2855, 2898, 2940, 2984, 3028, 3070, 3112, 3155, 3198, 3241, 3284, 3327, 3369, 3411, 3455, 3498, 3541, 3583] + #数据 = [data1, data2, data3, data4] + #次数 = [8, 4, 1, 1*5,] + TP成长 = 0.10 + TP上限 = 5 + + def 等效CD(self, 武器类型, 输出类型): + return 1.0 + + # def 等效百分比(self, 武器类型): + #sum = 0 + # for i in range(4): + #sum += self.数据[i][self.等级] * self.次数[i] + # return sum * self.倍率 + +class 技能11(主动技能): + 名称 = '魔灵召唤:迪克老爹' + 备注 = '(每秒DPS)' + 所在等级 = 40 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + 基础 = 1179.84 * 1.105 * 1.175 + 成长 = 55.34 * 1.105 * 1.175 + 攻击次数 = 8/1.8/20 + #数据1 = [0, 680, 749, 818, 887, 957, 1025, 1094, 1163, 1232, 1301, 1370, 1439, 1508, 1577, 1646, 1715, 1784, 1853, 1922, 1991, 2060, 2129, 2198, 2267, 2336, 2405, 2474, 2543, 2612, 2680, 2750, 2819, 2888, 2957, 3026, 3094, 3164, 3233, 3302, 3371, 3440, 3508, 3578, 3647, 3715, 3785, 3853, 3923, 3992, 4061, 4129, 4199, 4268, 4337, 4406, 4475, 4543, 4613, 4682, 4751, 4820, 4889, 4958, 5027, 5096, 5164, 5234, 5302, 5371, 5441] + #攻击次数1 = 10 + #数据2 = [0, 1941, 2138, 2335, 2533, 2730, 2926, 3123, 3319, 3516, 3714, 3911, 4108, 4305, 4501, 4699, 4896, 5092, 5289, 5486, 5684, 5881, 6077, 6274, 6471, 6668, 6865, 7061, 7259, 7456, 7653, 7850, 8046, 8243, 8440, 8637, 8834, 9031, 9229, 9425, 9622, 9819, 10015, 10213, 10409, 10607, 10805, 11000, 11197, 11395, 11591, 11789, 11985, 12182, 12380, 12576, 12773, 12970, 13166, 13364, 13561, 13757, 13955, 14152, 14349, 14546, 14742, 14939, 15136, 15333, 15530] + #攻击次数2 = 2 + #数据3 = [0, 2448, 2696, 2945, 3193, 3442, 3690, 3938, 4186, 4434, 4684, 4931, 5180, 5429, 5676, 5925, 6174, 6422, 6670, 6918, 7167, 7415, 7663, 7912, 8160, 8408, 8657, 8906, 9153, 9402, 9650, 9898, 10147, 10395, 10643, 10892, 11140, 11389, 11637, 11885, 12134, 12382, 12631, 12879, 13127, 13375, 13624, 13872, 14120, 14369, 14617, 14865, 15114, 15362, 15611, 15859, 16107, 16356, 16603, 16853, 17101, 17348, 17598, 17846, 18094, 18342, 18590, 18839, 19087, 19336, 19584] + #攻击次数3 = 1 + TP成长 = 0.10 + TP上限 = 5 + + def 等效CD(self, 武器类型, 输出类型): + return 1.0 + +class 技能12(主动技能): + 名称 = '魔灵召唤:红心女王艾丽莎' + 备注 = '(每秒DPS)' + 所在等级 = 45 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + 基础 = 1647.65 * 1.105 * 1.173 + 成长 = 76.20 * 1.105 * 1.173 + 攻击次数 = 12/1.8/20 + #数据1 = [0, 2293, 2525, 2759, 2991, 3223, 3455, 3688, 3921, 4154, 4387, 4619, 4851, 5083, 5317, 5549, 5781, 6015, 6247, 6479, 6712, 6945, 7177, 7410, 7643, 7875, 8108, 8339, 8573, 8806, 9038, 9271, 9504, 9735, 9968, 10202, 10434, 10666, 10899, 11131, 11363, 11597, 11830, 12062, 12294, 12527, 12759, 12992, 13225, 13458, 13690, 13922, 14155, 14387, 14621, 14853, 15086, 15318, 15550, 15783, 16016, 16249, 16480, 16714, 16946, 17178, 17411, 17645, 17876, 18109, 18342] + #攻击次数1 = 6*0.795 + #数据2 = [0, 2523, 2778, 3035, 3290, 3545, 3801, 4057, 4314, 4569, 4825, 5081, 5336, 5592, 5849, 6105, 6359, 6616, 6872, 7127, 7384, 7640, 7894, 8150, 8407, 8663, 8919, 9174, 9430, 9686, 9941, 10198, 10454, 10709, 10965, 11222, 11477, 11732, 11989, 12245, 12500, 12757, 13012, 13268, 13523, 13780, 14036, 14292, 14547, 14803, 15059, 15314, 15571, 15827, 16083, 16338, 16594, 16850, 17105, 17362, 17618, 17873, 18128, 18385, 18641, 18896, 19153, 19409, 19663, 19920, 20176] + #攻击次数2 = 3*0.795 + TP成长 = 0.10 + TP上限 = 5 + + def 等效CD(self, 武器类型, 输出类型): + return 1.0 + +class 技能13(主动技能): + 名称 = '军团列阵' + 所在等级 = 15 + 等级上限 = 60 + 学习间隔 = 3 + 等级精通 = 60 + + data = [int(x*1.152) for x in [0, 4025, 4661, 5305, 5947, 6590, 7232, 7870, 8513, 9155, 9797, 10440, 11078, 11721, 12363, 13006, 13644, 14286, 14929, 15572, 16215, 16851, 17495, 18137, 18780, 19423, 20060, 20703, 21346, 21988, 22631, 23270, 23912, 24553, 25197, 25834,26477, 27120, 27763, 28405, 29042, 29685, 30328, 30971, 31614, 32251, 32893, 33537, 34178, 34821, 35460, 36102, 36743, 37387, 38025, 38667, 39310, 39953, 40595, 41233, 41875, 42518, 43161, 43804, 44441, 45084, 45727, 46369, 47008, 47650, 48292]] + 攻击次数 = 1 + CD = 5 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 0.48 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + +class 技能14(主动技能): + 名称 = '连锁共振' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 1 + CD = 6 + TP成长 = 0.10 + TP上限 = 5 + 关联技能 = ['魔灵召唤:波拉斯', '魔灵召唤:狂暴布洛克', '魔灵召唤:假面杰森', '魔灵召唤:旋转小冯', '魔灵召唤:迪克老爹'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + if self.等级 <= 7: + return round(1.94 + 0.02 * self.等级, 5) + else: + return round(2.1 + 0 * (self.等级 - 7), 5) + +class 技能15(主动技能): + 名称 = '魔灵炸弹' + 所在等级 = 20 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(x*1.146) for x in [0, 546, 602, 658, 715, 771, 828, 884, 940, 998, 1054, 1111, 1167, 1223, 1280, 1336, 1392, 1449, 1505, 1562, 1618, 1674, 1731, 1788, 1844, 1899, 1956, 2013, 2071, 2127, 2183, 2239, 2296, 2353, 2409, 2465, 2521,2578, 2634, 2690, 2746, 2804, 2860, 2916, 2972, 3029, 3086, 3141, 3197, 3254, 3311, 3368, 3425, 3481, 3538, 3594, 3651, 3707, 3763, 3820, 3876, 3932, 3988, 4045, 4102, 4158, 4214, 4271, 4327, 4383, 4439]] # jio踢 + 攻击次数1 = 1 + data2 = [int(x*1.146) for x in [0, 7621, 8393, 9166, 9940, 10711, 11486, 12258, 13032, 13805, 14578, 15351, 16124, 16897, 17669, 18443, 19216, 19990, 20763, 21538, 22309, 23085, 23855, 24626, 25401, 26174, 26948, 27721, 28496, 29270, 30043, 30815, 31588, 32359, 33133, 33905,34679, 35454, 36228, 37000, 37773, 38549, 39320, 40090, 40865, 41637, 42413, 43185, 43958, 44731, 45507, 46278, 47050, 47823, 48596, 49370, 50143, 50916, 51688, 52464, 53236, 54008, 54781, 55554, 56330, 57101, 57876, 58646, 59422, 60196, 60966]] # 大爹 + 攻击次数2 = 1 + data3 = [int(x*1.146) for x in [0, 6065, 6690, 7301, 7920, 8536, 9158, 9770, 10373, 10988, 11610, 12228, 12840, 13454, 14075, 14691, 15309, 15921, 16534, 17152, 17774, 18379, 19001, 19617, 20232, 20843, 21460, 22083, 22699, 23303, 23931, 24545, 25166, 25771, 26383, 27009, 27621,28235, 28851, 29465, 30091, 30702, 31305, 31929, 32545, 33170, 33774, 34400, 35014, 35625, 36244, 36853, 37465, 38094, 38697, 39319, 39932, 40562, 41166, 41782, 42390, 43022, 43633, 44244, 44857, 45486, 46101, 46710, 47321, 47944, 48553]] # 鸭子爆炸旋风5hit + 攻击次数3 = 1 + CD = 12 + 演出时间 = 1.0 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + def 等效百分比2(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +class 技能16(主动技能): + 名称 = '魔幻旋风' + 所在等级 = 25 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(x*1.18) for x in [0, 787, 867, 946, 1026, 1106, 1186, 1266, 1346, 1426, 1505, 1585, 1665, 1745, 1825, 1905, 1985, 2064, 2144, 2224, 2304, 2384, 2464, 2544, 2623, 2703, 2783, 2863, 2943, 3023, 3103, 3182, 3262, 3342, 3422, 3502, 3582, 3662, 3741, 3821, 3901, 3981, 4061, 4141, 4221, 4300, 4380, 4460, 4540, 4620, 4700, 4780, 4859, 4939, 5019, 5099, 5179, 5259, 5339, 5418, 5498, 5578, 5658, 5738, 5818, 5898, 5977, 6057, 6137, 6217, 6297]] + 攻击次数1 = 1 + data2 = [int(x*1.18) for x in [0, 263, 289, 316, 343, 370, 396, 423, 450, 476, 503, 530, 557, 583, 610, 637, 663, 690, 717, 743, 770, 797, 824, 850, 877, 904, 930, 957, 984, 1011, 1037, 1064, 1091, 1117, 1144, 1171, 1197, 1224, 1251, 1278, 1304, 1331, 1358, 1384, 1411, 1438, 1465, 1491, 1518, 1545, 1571, 1598, 1625, 1651, 1678, 1705, 1732, 1758, 1785, 1812, 1838, 1865, 1892, 1919, 1945, 1972, 1999, 2025, 2052, 2079, 2105]] # 多段攻击 + 攻击次数2 = 14 + CD = 7 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 2.52 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +class 技能17(主动技能): + 名称 = '毁灭突进' + 所在等级 = 30 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(x*1.139) for x in [0, 2869, 3154, 3446, 3741, 4031, 4323, 4606, 4898, 5193, 5486, 5775, 6067, 6355, 6650, 6935, 7227, 7518, 7811, 8099, 8391, 8681, 8970, 9269, 9553, 9848, 10135, 10427, 10719, 11008, 11297, 11587, 11881, 12175, 12457, 12753, 13044, 13331, 13626, 13918, 14209, 14495, 14786, 15077, 15372, 15657, 15947, 16239, 16534, 16824, 17112, 17405, 17690, 17984, 18278, 18567, 18855, 19146, 19438, 19733, 20018, 20313, 20608, 20893, 21185, 21470, 21765, 22056, 22347, 22638, 22928]] # 突进和最后一击 + 攻击次数1 = 2 + data2 = [int(x*1.139) for x in [0, 80, 88, 96, 105, 113, 122, 129, 138, 145, 153, 162, 169, 179, 187, 194, 203, 211, 218, 227, 234, 243, 251, 260, 268, 276, 284, 292, 300, 308, 316, 324, 333, 341, 349, 357, 365, 373, 381, 390, 397, 406, 415, 422, 431, 439, 446, 455, 463, 470, 480, 488, 496, 504, 511, 520, 528, 536, 544, 552, 561, 569, 578, 585, 593, 601, 609, 617, 626, 634, 643]] + 攻击次数2 = 5 + data3 = [int(x*1.139) for x in [0, 242, 265, 289, 315, 339, 363, 387, 412, 436, 461, 485, 509, 534, 559, 583, 607, 632, 656, 680, 705, 729, 753, 779, 802, 826, 852, 876, 900, 925, 949, 973, 999, 1023, 1046, 1072, 1096, 1119, 1145, 1169, 1193, 1218, 1242, 1266, 1292, 1316, 1340, 1365, 1389, 1413, 1437, 1463, 1486, 1511, 1535, 1559, 1584, 1609, 1633, 1657, 1682, 1706, 1730, 1756, 1780, 1803, 1829, 1852, 1876, 1902, 1926]] + 攻击次数3 = 5 + CD = 12 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 0.88 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +class 技能18(主动技能): + 名称 = '翔空剑' + 所在等级 = 35 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(x*1.181) for x in [0, 962, 1060, 1157, 1255, 1352, 1450, 1548, 1645, 1743, 1841, 1938, 2036, 2134, 2231, 2329, 2426, 2524, 2622, 2719, 2817, 2915, 3012, 3110, 3208, 3305, 3403, 3501, 3598, 3696, 3793, 3891, 3989, 4086, 4184, 4282, 4379, 4477, 4575, 4672, 4770, 4867, 4965, 5063, 5160, 5258, 5356, 5453, 5551, 5649, 5746, 5844, 5941, 6039, 6137, 6234, 6332, 6430, 6527, 6625, 6723, 6820, 6918, 7015, 7113, 7211, 7308, 7406, 7504, 7601, 7699]] + 攻击次数1 = 1 + data2 = [int(x*1.181) for x in [0, 1261, 1388, 1516, 1644, 1772, 1900, 2028, 2156, 2284, 2412, 2540, 2668, 2796, 2924, 3051, 3179, 3307, 3435, 3563, 3691, 3819, 3947, 4075, 4203, 4331, 4459, 4587, 4715, 4842, 4970, 5098, 5226, 5354, 5482, 5610, 5738, 5866, 5994, 6122, 6250, 6378, 6506, 6633, 6761, 6889, 7017, 7145, 7273, 7401, 7529, 7657, 7785, 7913, 8041, 8169, 8297, 8424, 8552, 8680, 8808, 8936, 9064, 9192, 9320, 9448, 9576, 9704, 9832, 9960, 10088]] + 攻击次数2 = 1 + data3 = [int(x*1.181) for x in [0, 947, 1043, 1139, 1235, 1331, 1427, 1523, 1619, 1715, 1811, 1907, 2004, 2100, 2196, 2292, 2388, 2484, 2580, 2676, 2772, 2868, 2964, 3060, 3157, 3253, 3349, 3445, 3541, 3637, 3733, 3829, 3925, 4021, 4117, 4213, 4310, 4406, 4502, 4598, 4694, 4790, 4886, 4982, 5078, 5174, 5270, 5367, 5463, 5559, 5655, 5751, 5847, 5943, 6039, 6135, 6231, 6327, 6423, 6520, 6616, 6712, 6808, 6904, 7000, 7096, 7192, 7288, 7384, 7480, 7576]] + 攻击次数3 = 1 + data4 = [int(x*1.181) for x in [0, 568, 626, 684, 741, 799, 857, 914, 972, 1030, 1087, 1145, 1203, 1261, 1318, 1376, 1434, 1491, 1549, 1607, 1664, 1722, 1780, 1837, 1895, 1953, 2011, 2068, 2126, 2184, 2241, 2299, 2357, 2414, 2472, 2530, 2588, 2645, 2703, 2761, 2818, 2876, 2934, 2991, 3049, 3107, 3164, 3222, 3280, 3338, 3395, 3453, 3511, 3568, 3626, 3684, 3741, 3799, 3857, 3915, 3972, 4030, 4088, 4145, 4203, 4261, 4318, 4376, 4434, 4491, 4549]] + 攻击次数4 = 1 + data5 = [int(x*1.181) for x in [0, 379, 417, 456, 494, 532, 571, 609, 648, 686, 725, 763, 802, 840, 879, 917, 956, 994, 1033, 1071, 1109, 1148, 1186, 1225, 1263, 1302, 1340, 1379, 1417, 1456, 1494, 1533, 1571, 1609, 1648, 1686, 1725, 1763, 1802, 1840, 1879, 1917, 1956, 1994, 2033, 2071, 2109, 2148, 2186, 2225, 2263, 2302, 2340, 2379, 2417, 2456, 2494, 2533, 2571, 2610, 2648, 2686, 2725, 2763, 2802, 2840, 2879, 2917, 2956, 2994, 3033]] + 攻击次数5 = 15 + data6 = [int(x*1.181) for x in [0, 1510, 1663, 1816, 1970, 2123, 2276, 2429, 2582, 2736, 2889, 3042, 3195, 3349, 3502, 3655, 3808, 3961, 4115, 4268, 4421, 4574, 4728, 4881, 5034, 5187, 5340, 5494, 5647, 5800, 5953, 6107, 6260, 6413, 6566, 6719, 6873, 7026, 7179, 7332, 7486, 7639, 7792, 7945, 8099, 8252, 8405, 8558, 8711, 8865, 9018, 9171, 9324, 9478, 9631, 9784, 9937, 10090, 10244, 10397, 10550, 10703, 10857, 11010, 11163, 11316, 11469, 11623, 11776, 11929, 12082]] + 攻击次数6 = 1 + CD = 15.0 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 1.40 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3 + self.data4[self.等级] * self.攻击次数4 + self.data5[self.等级] * (self.攻击次数5 + self.TP等级) + self.data6[self.等级] * self.攻击次数6) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.23 + self.演出时间 += 0.32 + elif x == 1: + self.倍率 *= 1.23 + 0.09 + self.演出时间 += 0.32 + +class 技能19(主动技能): + 名称 = '碎灵屠戮' + 所在等级 = 40 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(x*1.102) for x in [0, 7029, 7760, 8484, 9212, 9936, 10664, 11396, 12120, 12847, 13571, 14304, 15025, 15751, 16463, 17191, 17938, 18661, 19388, 20099, 20825, 21572, 22295, 23024, 23730, 24476, 25185, 25914, 26638, 27366, 28112, 28821, 29552, 30274, 31002, 31746, 32457, 33174, 33904, 34639, 35362, 36088, 36812, 37539, 38273, 38996, 39725, 40447, 41175, 41909, 42629, 43353, 44079, 44813, 45536, 46263, 46988, 47714, 48447, 49170, 49900, 50623, 51332, 52076, 52804, 53526, 54255, 54988, 55713, 56439, 57163]] + # 攻击次数1 = 1 + data2 = [int(x*1.102) for x in [0, 1634, 1795, 1956, 2117, 2278, 2438, 2598, 2759, 2920, 3082, 3242, 3404, 3565, 3731, 3892, 4045, 4207, 4368, 4534, 4695, 4849, 5012, 5171, 5340, 5493, 5661, 5820, 5982, 6144, 6298, 6465, 6625, 6788, 6948, 7103, 7269, 7433, 7592, 7751, 7913, 8075, 8236, 8396, 8554, 8717, 8876, 9038, 9201, 9359, 9521, 9684, 9845, 10003, 10165, 10325, 10488, 10650, 10807, 10970, 11129, 11290, 11459, 11613, 11773, 11936, 12096, 12256, 12417, 12578, 12738]] + #攻击次数2 = 1 + data3 = [int(x*1.102) for x in [0, 2996, 3293, 3593, 3894, 4191, 4490, 4788, 5088, 5388, 5687, 5982, 6285, 6584, 6888, 7188, 7479, 7779, 8078, 8382, 8682, 8973, 9273, 9571, 9879, 10171, 10476, 10775, 11073, 11374, 11666, 11971, 12267, 12570, 12867, 13161, 13464, 13767, 14064, 14360, 14662, 14961, 15261, 15558, 15855, 16156, 16455, 16754, 17053, 17350, 17652, 17951, 18250, 18547, 18847, 19146, 19446, 19745, 20042, 20342, 20641, 20940, 21247, 21539, 21838, 22137, 22436, 22733, 23034, 23331, 23631]] + #攻击次数3 = 1 + data4 = [int(x*1.102) for x in [0, 5046, 5557, 6068, 6582, 7093, 7605, 8118, 8629, 9142, 9653, 10163, 10676, 11188, 11699, 12213, 12724, 13237, 13748, 14259, 14773, 15282, 15795, 16307, 16818, 17330, 17843, 18355, 18867, 19378, 19890, 20403, 20915, 21426, 21938, 22449, 22962, 23474, 23985, 24498, 25009, 25521, 26032, 26545, 27055, 27570, 28080, 28593, 29105, 29616, 30128, 30640, 31151, 31665, 32176, 32687, 33199, 33712, 34224, 34736, 35246, 35759, 36271, 36780, 37295, 37805, 38318, 38830, 39343, 39854, 40365]] + #攻击次数4 = 1 + data5 = [int(x*1.102) for x in [0, 6463, 7117, 7771, 8428, 9083, 9738, 10396, 11049, 11704, 12361, 13016, 13671, 14329, 14982, 15638, 16294, 16949, 17604, 18262, 18915, 19572, 20227, 20882, 21538, 22193, 22850, 23505, 24159, 24815, 25471, 26126, 26783, 27438, 28092, 28748, 29405, 30059, 30716, 31371, 32025, 32681, 33337, 33992, 34649, 35303, 35960, 36615, 37270, 37925, 38582, 39238, 39891, 40548, 41203, 41858, 42515, 43169, 43826, 44481, 45137, 45793, 46446, 47104, 47759, 48413, 49070, 49725, 50379, 51037, 51692]] + #攻击次数5 = 1 + data6 = [int(x*1.102) for x in [0, 5853, 6447, 7042, 7635, 8228, 8822, 9416, 10009, 10604, 11196, 11789, 12386, 12979, 13573, 14166, 14759, 15353, 15947, 16542, 17135, 17729, 18322, 18917, 19510, 20104, 20698, 21291, 21886, 22479, 23073, 23668, 24261, 24854, 25447, 26042, 26637, 27229, 27824, 28417, 29010, 29606, 30198, 30791, 31386, 31979, 32573, 33168, 33761, 34355, 34948, 35543, 36137, 36729, 37324, 37919, 38510, 39106, 39699, 40294, 40888, 41480, 42073, 42668, 43263, 43855, 44450, 45043, 45638, 46231, 46824]] + #攻击次数6 = 1 + data7 = [int(x*1.102) for x in [0, 1769, 1949, 2129, 2309, 2488, 2669, 2846, 3027, 3205, 3387, 3565, 3746, 3925, 4103, 4283, 4463, 4643, 4823, 5002, 5181, 5360, 5541, 5720, 5899, 4438, 6258, 6438, 6618, 6797, 6978, 7157, 7338, 7516, 7694, 7874, 8054, 8234, 8414, 8594, 8772, 8952, 9130, 9312, 9490, 9671, 9850, 10029, 10208, 10388, 10570, 10748, 10928, 11108, 11286, 11466, 11645, 11826, 12004, 12185, 12364, 12543, 12722, 12904, 13082, 13263, 13441, 13621, 13799, 13980, 14159]] + #攻击次数7 = 1 + data8 = [int(x*1.102) for x in [0, 2181, 2403, 2622, 2845, 3066, 3286, 3508, 3728, 3951, 4171, 4393, 4614, 4835, 5056, 5277, 5498, 5720, 5940, 6163, 6383, 6605, 6825, 7046, 7269, 7488, 7710, 7930, 8152, 8373, 8596, 8817, 9038, 9261, 9480, 9702, 9924, 10144, 10366, 10588, 10809, 11029, 11249, 11472, 11693, 11914, 12134, 12356, 12578, 12799, 13021, 13239, 13462, 13683, 13904, 14126, 14346, 14568, 14788, 15012, 15231, 15454, 15675, 15896, 16119, 16338, 16560, 16782, 17004, 17225, 17444]] + #攻击次数8 = 1 + data9 = [int(x*1.102) for x in [0, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11, 11, 11, 11, 12, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19]] + #攻击次数9 = 10 + data10 = [int(x*1.102) for x in [0, 3539, 3898, 4258, 4618, 4974, 5334, 5694, 6054, 6412, 6772, 7132, 7490, 7850, 8208, 8566, 8925, 9285, 9645, 10003, 10363, 10722, 11081, 11439, 11797, 12157, 12517, 12877, 13237, 13595, 13955, 14315, 14671, 15031, 15391, 15749, 16108, 16468, 16828, 17186, 17546, 17905, 18262, 18621, 18980, 19340, 19700, 20060, 20420, 20778, 21137, 21495, 21853, 22214, 22574, 22932, 23290, 23651, 24011, 24369, 24727, 25087, 25445, 25804, 26163, 26523, 26883, 27243, 27601, 27961, 28319]] + #攻击次数10 = 1 + data11 = [int(x*1.102) for x in [0, 471, 521, 568, 616, 663, 713, 761, 806, 854, 904, 951, 998, 1046, 1094, 1143, 1190, 1238, 1286, 1333, 1383, 1429, 1478, 1526, 1573, 1621, 1669, 1718, 1765, 1812, 1861, 1908, 1957, 2004, 2051, 2100, 2148, 2196, 2243, 2291, 2340, 2388, 2434, 2483, 2530, 2580, 2626, 2675, 2723, 2771, 2818, 2866, 2913, 2963, 3009, 3058, 3105, 3154, 3201, 3248, 3296, 3346, 3393, 3440, 3488, 3538, 3585, 3632, 3680, 3728, 3776]] + #攻击次数11 = 6 + data12 = [int(x*1.102) for x in [0, 1871, 2059, 2248, 2438, 2628, 2816, 3007, 3196, 3385, 3575, 3764, 3954, 4145, 4334, 4522, 4713, 4902, 5093, 5283, 5471, 5661, 5850, 6038, 6230, 6420, 6608, 6799, 6988, 7178, 7369, 7559, 7748, 7937, 8126, 8314, 8505, 8696, 8884, 9075, 9263, 9453, 9643, 9834, 10022, 10212, 10402, 10591, 10781, 10970, 11161, 11347, 11538, 11729, 11919, 12108, 12298, 12488, 12678, 12867, 13057, 13246, 13435, 13624, 13814, 14004, 14194, 14384, 14573, 14763, 14951]] + #攻击次数12 = 1 + data13 = [int(x*1.102) for x in [0, 5309, 5848, 6387, 6925, 7463, 8003, 8541, 9079, 9619, 10157, 10696, 11235, 11773, 12310, 12850, 13389, 13928, 14466, 15006, 15544, 16084, 16621, 17158, 17698, 18237, 18775, 19314, 19854, 20393, 20931, 21471, 22009, 22546, 23085, 23623, 24162, 24702, 25241, 25779, 26318, 26858, 27396, 27932, 28472, 29010, 29550, 30088, 30628, 31166, 31706, 32243, 32782, 33321, 33859, 34398, 34937, 35475, 36013, 36554, 37091, 37629, 38169, 38707, 39247, 39784, 40324, 40862, 41402, 41940, 42478]] + #攻击次数13 = 1 + CD = 45.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 1.32 + 倍率1 = 1 + 倍率2 = 1 + + data = [data1, data2, data3, data4, data5, data6, data7, data8, data9, data10, data11, data12, data13] + 次数 = [1, 1, 1, 1, 1, 1, 1, 1, 10, 1, 6, 1, 1] + + def 等效百分比(self, 武器类型): + sum = 0 + sum += self.data[0][self.等级] * self.次数[0] * self.倍率1 + for i in range(1, len(self.data)): + sum += self.data[i][self.等级] * self.次数[i] * self.倍率2 + return sum * (1 + self.TP成长 * self.TP等级) * self.倍率 + + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.25 + self.CD *= 0.9 + elif x == 1: + self.倍率 *= 1.25 + 0.09 + self.CD *= 0.9 + +class 技能20(主动技能): + 名称 = '聚灵升空剑' + 所在等级 = 45 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(i*1.203)for i in [0, 2155, 2374, 2594, 2813, 3031, 3248, 3468, 3687, 3907, 4124, 4343, 4562, 4782, 4999, 5218, 5436, 5656, 5875, 6093, 6311, 6531, 6750, 6968, 7186, 7406, 7623, 7844, 8062, 8281, 8499, 8717, 8938, 9155, 9374, 9593, 9812, 10030, 10251, 10467, 10687, 10906, 11123, 11344, 11562, 11782, 11999, 12218, 12437, 12654, 12875, 13093, 13311, 13530, 13750, 13969, 14186, 14405, 14625, 14843, 15061, 15281, 15500, 15718, 15937, 16154, 16374, 16593, 16813, 17030, 17250]] + 攻击次数1 = 1 + data2 = [int(i*1.203)for i in [0, 2588, 2850, 3112, 3375, 3637, 3899, 4162, 4425, 4688, 4950, 5212, 5475, 5737, 5999, 6261, 6525, 6787, 7049, 7312, 7574, 7836, 8099, 8361, 8625, 8888, 9150, 9412, 9675, 9937, 10199, 10462, 10724, 10988, 11250, 11512, 11774, 12037, 12299, 12562, 12825, 13087, 13349, 13612, 13874, 14137, 14398, 14661, 14924, 15187, 15449, 15713, 15974, 16236, 16498, 16763, 17026, 17287, 17550, 17811, 18075, 18337, 18598, 18862, 19125, 19387, 19650, 19912, 20174, 20436, 20699]] + 攻击次数2 = 5 + data3 = [int(i*1.203)for i in [0, 6470, 7124, 7781, 8437, 9094, 9749, 10407, 11062, 11717, 12374, 13031, 13686, 14343, 14999, 15656, 16313, 16969, 17623, 18281, 18937, 19593, 20248, 20905, 21561, 22217, 22875, 23531, 24187, 24843, 25500, 26155, 26812, 27467, 28125, 28780, 29437, 30092, 30750, 31407, 32062, 32719, 33374, 34030, 34686, 35344, 35999, 36654, 37311, 37967, 38623, 39282, 39936, 40593, 41250, 41905, 42561, 43218, 43874, 44530, 45188, 45842, 46499, 47156, 47812, 48468, 49124, 49780, 50437, 51092, 51749]] + 攻击次数3 = 1 + CD = 40.0 + TP成长 = 0 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 2.0#按X加速后 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * (self.攻击次数2 + self.TP等级) + self.data3[self.等级] * self.攻击次数3) * self.倍率 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.23 + elif x == 1: + self.倍率 *= 1.23 + 0.08 + +class 技能21(被动技能): + 名称 = '魔能榨取' + 所在等级 = 48 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + if self.等级 <= 16: + return round(1.015 + 0.015 * self.等级, 5) + else: + return round(1.295 + 0.020 * (self.等级 - 16), 5) + +class 技能22(主动技能): + 名称 = '魔神百裂拳' + 所在等级 = 50 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + + data1 = [int(i*1.173)for i in [0, 1822, 2245, 2666, 3091, 3512, 3934, 4356, 4779, 5201, 5625, 6045, 6470, 6892, 7314, 7737, 8158, 8582, 9004, 9428, 9848, 10271, 10694, 11116, 11538, 11961, 12384, 12807, 13230, 13652, 14074, 14496, 14919, 15341, 15764, 16186, 16609, 17032, 17455, 17877, 18299, 18721, 19144, 19567, 19989, 20412, 20834, 21258, 21679, 22101, 22523]] + 攻击次数1 = 12 + data2 = [int(i*1.173)for i in [0, 7286, 8978, 10665, 12356, 14045, 15737, 17425, 19118, 20805, 22497, 24185, 25877, 27567, 29256, 30948, 32635, 34328, 36015, 37708, 39394, 41087, 42775, 44466, 46154, 47846, 49539, 51226, 52919, 54606, 56298, 57985, 59678, 61365, 63057, 64745, 66437, 68124, 69816, 71509, 73195, 74888, 76576, 78268, 79955, 81648, 83335, 85027, 86715, 88407, 90094]] + 攻击次数2 = 3 + data3 = [int(i*1.173)for i in [0, 10931, 13467, 16001, 18536, 21072, 23607, 26141, 28677, 31212, 33746, 36282, 38816, 41351, 43888, 46422, 48956, 51493, 54027, 56562, 59096, 61632, 64167, 66703, 69237, 71771, 74307, 76843, 79376, 81911, 84448, 86982, 89517, 92052, 94587, 97122, 99657, 102191, 104728, 107263, 109797, 112332, 114866, 117402, 119937, 122472, 125007, 127542, 130077, 132612, 135147]] + 攻击次数3 = 1 + 攻击倍率 = 1.1#bb在场数量增伤 + CD = 145 + 演出时间 = 3.04#按X加速后 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 * self.攻击倍率 + +class 技能23(主动技能): + 名称 = '黑暗冲击' + 备注 = '(无护石情况下,战士冲击波按照3个计算)' + 所在等级 = 60 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data1 = [int(i*1.195)for i in [0, 1378, 1518, 1658, 1797, 1937, 2077, 2217, 2356, 2497, 2636, 2776, 2915, 3056, 3195, 3335, 3474, 3615, 3754, 3894, 4033, 4174, 4313, 4454, 4594, 4734, 4873, 5014, 5153, 5293, 5432, 5573, 5712, 5852, 5991, 6132, 6271, 6411, 6552, 6691, 6831, 6970, 7111, 7250, 7390, 7529, 7670, 7810, 7949, 8090, 8230]] + 攻击次数1 = 4 + data2 = [int(i*1.195)for i in [0, 1095, 1206, 1319, 1429, 1540, 1651, 1763, 1874, 1985, 2096, 2208, 2319, 2430, 2541, 2653, 2764, 2874, 2986, 3097, 3207, 3318, 3431, 3542, 3652, 3763, 3876, 3987, 4097, 4208, 4320, 4432, 4542, 4653, 4765, 4875, 4987, 5098, 5210, 5320, 5432, 5543, 5654, 5765, 5876, 5988, 6099, 6210, 6321, 6432, 6544]] + 攻击次数2 = 3 * 3 # 无护石情况下,战士冲击波按照3个bb计算,即3*3;有护石情况下,战士冲击波按照打满计算,即3*5 + data3 = [int(i*1.195)for i in [0, 2182, 2403, 2624, 2846, 3066, 3287, 3510, 3731, 3951, 4174, 4395, 4615, 4838, 5059, 5281, 5501, 5722, 5943, 6166, 6386, 6608, 6830, 7051, 7272, 7493, 7715, 7936, 8157, 8378, 8600, 8821, 9042, 9264, 9486, 9706, 9928, 10149, 10372, 10592, 10813, 11035, 11256, 11476, 11699, 11920, 12141, 12363, 12584, 12805, 13027]] + 攻击次数3 = 3 + CD = 30 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 8.72 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + # self.攻击次数2 = 3 * 5 + self.倍率 *= 1.15 + self.演出时间 -= 7.07 + elif x == 1: + # self.攻击次数2 = 3 * 5 + self.倍率 *= 1.15 + 0.09 + self.演出时间 -= 7.07 + +class 技能24(主动技能): + 名称 = '午夜嘉年华' + 所在等级 = 70 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data = [int(i*1.199)for i in [0, 1249, 1378, 1504, 1631, 1755, 1883, 2010, 2137, 2263, 2390, 2517, 2644, 2770, 2897, 3025, 3151, 3276, 3403, 3533, 3658, 3784, 3911, 4039, 4165, 4292, 4418, 4544, 4673, 4799, 4925, 5051, 5180, 5305, 5432, 5561, 5687, 5813, 5940, 6064, 6194, 6320, 6446, 6575, 6700, 6826, 6954, 7082, 7207, 7335, 7461, 8308, 8460, 8613, 8767, 8919, 9072, 9225, 9378, 9530, 9684, 9837, 9990, 10143, 10295, 10449, 10602, 10754, 10908, 11061, 11213]] + 攻击次数 = 31 + CD = 50.0 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 3.8 + + def 等效百分比(self, 武器类型): + return (self.data[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.09 + self.攻击次数 += 4 + self.演出时间 += 0.2 + elif x == 1: + self.倍率 *= 1.09 + 0.07 + self.攻击次数 += 4 + self.演出时间 += 0.2 + +class 技能25(被动技能): + 名称 = '亚丁之力' + 所在等级 = 75 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + + 关联技能 = ['魔幻旋风', '毁灭突进', '翔空剑', '聚灵升空剑', '魔神百裂拳', '黑暗冲击', + '午夜嘉年华', '绚丽耀光', '魔灵乱舞', '黑曜之眸:亚丁降临', '绽放·终章', '盛宴·恶之祭典'] + 关联技能2 = ['魔灵召唤:波拉斯', '魔灵召唤:瓦尔琪', '魔灵召唤:狂暴布洛克', '魔灵召唤:假面杰森', '魔灵召唤:大画家芭芘', + '魔灵召唤:旋转小冯', '魔灵召唤:小吸血鬼夏伊', '魔灵召唤:大富翁鲁邦', '魔灵召唤:迪克老爹', '魔灵召唤:红心女王艾丽莎'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.28 + 0.02 * self.等级, 5) + + def 加成倍率2(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.14 + 0.02 * self.等级, 5) + + def 等效百分比(self, 武器类型): + return self.数据[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + +class 技能26(主动技能): + 名称 = '绚丽耀光' + 所在等级 = 75 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data1 = [int(i*1.183)for i in [0, 17419, 19187, 20954, 22721, 24489, 26256, 28023, 29791, 31558, 33325, 35093, 36859, 38627, 40394, 42161, 43929, 45696, 47463, 49231, 50997, 52765, 54533, 56299, 58066, 59834, 61601, 63368, 65136, 66903, 68670, 70438, 72205, 73972, 75738, 77507, 79273, 81040, 82809, 84575, 86342, 88111, 89877, 91644, 93412, 95179, 96946, 98714, 100481, 102248, 104015, 105783, 107550, 109317, 111085, 112851, 114619, 116387, 118153, 119921, 121687, 123455, 125223, 126989, 128757, 130525, 132291, 134059, 135826, 137593, 139361]] + 攻击次数1 = 1 + data2 = [int(i*1.183)for i in [0, 4064, 4477, 4889, 5302, 5714, 6127, 6539, 6951, 7363, 7776, 8188, 8601, 9013, 9425, 9837, 10250, 10662, 11075, 11487, 11899, 12312, 12724, 13137, 13549, 13962, 14374, 14786, 15198, 15611, 16023, 16436, 16848, 17260, 17672, 18085, 18497, 18910, 19322, 19734, 20146, 20559, 20971, 21384, 21796, 22209, 22620, 23033, 23445, 23858, 24270, 24683, 25095, 25507, 25919, 26332, 26744, 27157, 27569, 27981, 28393, 28806, 29218, 29631, 30043, 30455, 30867, 31280, 31692, 32105, 32517]] + 攻击次数2 = 10 + CD = 40.0 + 是否有护石 = 1 + 演出时间 = 1.76 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数1 *= 1.3 + self.攻击次数2 *= 1.32 + self.演出时间 -= 0.72 + +class 技能27(主动技能): + 名称 = '魔灵乱舞' + 所在等级 = 80 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data = [int(i*1.177)for i in [0, 5716, 6296, 6876, 7455, 8036, 8615, 9195, 9775, 10356, 10934, 11515, 12095, 12674, 13255, 13835, 14414, 14995, 15575, 16153, 16734, 17314, 17894, 18475, 19053, 19633, 20214, 20792, 21373, 21954, 22533, 23113, 23693, 24272, 24853, 25433, 26012, 26592, 27173, 27752, 28331, 28912, 29492, 30072, 30652, 31231, 31811, 32392, 32972, 33552, 34131, 34711, 35291, 35871, 36451, 37031, 37610, 38191, 38770, 39350, 39931, 40511, 41089, 41670, 42250, 42829, 43411, 43990, 44569, 45150, 45730]] + 攻击次数 = 12 + CD = 50.0 + 是否有护石 = 1 + 演出时间 = 3.16 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.23 + +class 技能28(主动技能): + 名称 = '黑曜之眸:亚丁降临' + 所在等级 = 85 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + + data1 = [int(i*1.201)for i in [0, 10855, 13371, 15886, 18404, 20922, 23440, 25955, 28475, 30989, 33506, 36025, 38544, 41060, 43579, 46094, 48610, 51128, 53647, 56165, 58681, 61195, 63713, 66232, 68749, 71267, 73787, 76298, 78817, 81337, 83852, 86371, 88891, 91403, 93921, 96438, 98956, 101475, 103991, 106506, 109026, 111541, 114061, 116581, 119095, 121615, 124130, 126646, 129165, 131681, 134200, 136718, 139231, 141749, 144267, 146785, 149304, 151822, 154335, 156852, 159369, 161889, 164406, 166924, 169438, 171957, 174475, 176992, 179511, 182028, 184541]] + 攻击次数1 = 11 + data2 = [int(i*1.201)for i in [0, 449, 553, 656, 762, 866, 970, 1074, 1177, 1281, 1385, 1490, 1594, 1698, 1802, 1906, 2010, 2113, 2219, 2323, 2427, 2531, 2635, 2740, 2843, 2947, 3051, 3155, 3259, 3363, 3468, 3572, 3676, 3779, 3884, 3988, 4092, 4197, 4301, 4405, 4508, 4612, 4716, 4820, 4925, 5030, 5133, 5237, 5341, 5445, 5550, 5654, 5758, 5862, 5966, 6070, 6173, 6278, 6382, 6486, 6590, 6695, 6800, 6904, 7007, 7111, 7215, 7319, 7423, 7528, 7632]] + 攻击次数2 = 20 + CD = 180 + 演出时间 = 7.28 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +class 技能29(被动技能): + 名称 = '黑色曜日' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + +class 技能30(主动技能): + 名称 = '绽放·终章' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data1 = [int(i*1.181)for i in [0, 32119, 35377, 38635, 41894, 45152, 48411, 51669, 54928, 58186, 61445, 64703, 67962, 71220, 74478, 77737, 80995, 84254, 87512, 90771, 94029, 97288, 100546, 103805, 107063, 110321, 113580, 116838, 120097, 123355, 126614, 129872, 133131, 136389, 139648, 142906, 146164, 149423, 152681, 155940, 159198, 162457, 165715, 168974, 172232, 175491, 178749, 182007, 185266, 188524, 191783]] + 攻击次数1 = 1 + data2 = [int(i*1.181)for i in [0, 20877, 22995, 25113, 27231, 29349, 31467, 33585, 35703, 37821, 39939, 42057, 44175, 46293, 48411, 50529, 52647, 54765, 56883, 59001, 61119, 63237, 65355, 67473, 69591, 71709, 73827, 75945, 78063, 80181, 82299, 84417, 86535, 88653, 90771, 92889, 95007, 97125, 99243, 101361, 103479, 105597, 107715, 109833, 111951, 114069, 116187, 118305, 120423, 122541, 124659]] + 攻击次数2 = 4 + data3 = [int(i*1.181)for i in [0, 856, 943, 1030, 1117, 1204, 1290, 1377, 1464, 1551, 1638, 1725, 1812, 1899, 1986, 2072, 2159, 2246, 2333, 2420, 2507, 2594, 2681, 2768, 2855, 2941, 3028, 3115, 3202, 3289, 3376, 3463, 3550, 3637, 3723, 3810, 3897, 3984, 4071, 4158, 4245, 4332, 4419, 4505, 4592, 4679, 4766, 4853, 4940, 5027, 5114]] + 攻击次数3 = 3*5 + CD = 60.0 + 演出时间 = 4.24 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +class 技能31(主动技能): + 名称 = '盛宴·恶之祭典' + 所在等级 = 100 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + + data = [int(i*1.181)for i in [0, 450041, 554399, 658756, 763114, 867472, 971829, 1076187, 1180544, 1284902, 1389259, 1493617, 1597974, 1702332, 1806689, 1911047, 2015405, 2119762, 2224120, 2328477, 2432835, 2537192, 2641550, 2745907, 2850265, 2954622, 3058980, 3163337, 3267695, 3372053, 3476410, 3580768, 3685125, 3789483, 3893840, 3998198, 4102555, 4206913, 4311270, 4415628, 4519985]] + 攻击次数 = 1 + CD = 290.0 + 演出时间 = 6.72 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +技能一觉序号 = 0 +技能二觉序号 = 0 +技能三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 技能一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 技能二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 技能三觉序号 = 技能序号[i.名称] + +技能护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 技能护石选项.append(i.名称) + +皓曦·混沌魔灵符文选项 = ['无', '军团列阵', '魔幻旋风', '毁灭突进', '翔空剑', + '碎灵屠戮', '聚灵升空剑', '黑暗冲击', '午夜嘉年华', '绚丽耀光', '魔灵乱舞'] + + +class 皓曦·混沌魔灵角色属性(角色属性): + 实际名称 = '皓曦·混沌魔灵' + 角色 = '守护者' + 职业 = '混沌魔灵' + + 武器选项 = ['太刀', '钝器', '巨剑', '短剑'] + + 类型选择 = ['魔法固伤'] + + 类型 = '魔法固伤' + 防具类型 = '重甲' + 防具精通属性 = ['智力'] + + 主BUFF = 2 + + 远古记忆 = 0 + + 黑暗冲击战士冲击波个数 = 0 + 绽放·终章战士黑炎个数 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + super().被动倍率计算() + x = self.技能栏[self.技能序号['连锁共振']].TP等级 + self.技能栏[self.技能序号['魔灵召唤:波拉斯']].攻击次数 *= 1 + 0.1 * x + self.技能栏[self.技能序号['魔灵召唤:狂暴布洛克']].攻击次数 *= 1 + 0.1 * x + self.技能栏[self.技能序号['魔灵召唤:假面杰森']].攻击次数 *= 1 + 0.1 * x + self.技能栏[self.技能序号['魔灵召唤:旋转小冯']].攻击次数 *= 1 + 0.1 * x + self.技能栏[self.技能序号['魔灵召唤:迪克老爹']].攻击次数 *= 1 + 0.1 * x + + x = self.技能栏[self.技能序号['绝对魅力']].等级 + self.技能栏[self.技能序号['毁灭突进']].攻击次数2 *= 1.035 + 0.012 * x + self.技能栏[self.技能序号['毁灭突进']].攻击次数3 *= 1.035 + 0.012 * x + self.技能栏[self.技能序号['魔灵炸弹']].攻击次数2 *= 1.035 + 0.012 * x + self.技能栏[self.技能序号['魔灵炸弹']].攻击次数3 *= 1.035 + 0.012 * x + + if '碎灵屠戮' in [self.护石第一栏, self.护石第二栏, self.护石第三栏]: + self.技能栏[self.技能序号['碎灵屠戮']].倍率1 *= 1.035 + \ + 0.012 * x # 无碎灵屠戮护石,此条不生效 + self.技能栏[self.技能序号['绝对魅力']].描述 = '碎灵屠戮' + else: + self.技能栏[self.技能序号['绝对魅力']].描述 = '碎灵屠戮(部分)' + self.技能栏[self.技能序号['碎灵屠戮']].倍率2 *= 1.035 + 0.012 * x + + if '黑暗冲击' not in [self.护石第一栏, self.护石第二栏, self.护石第三栏]: + self.技能栏[self.技能序号['黑暗冲击']].攻击次数2 = (self.黑暗冲击战士冲击波个数 + 1)*3 + self.技能栏[self.技能序号['绽放·终章']].攻击次数3 = (self.绽放·终章战士黑炎个数 + 1)*3 + + def 技能总伤害计算(self, a, b): + # a次数 b单次伤害 + 技能总伤害 = [] + for i in self.技能栏: + index = self.技能序号[i.名称] + if i.是否有伤害 == 1 and a[index] != 0: + 技能总伤害.append(a[index] * b[index] * (1 + + self.白兔子技能 * 0.20 + # 宠物技能占比 = 宠物次数 / 释放次数 + + self.年宠技能 * 0.10 * \ + self.宠物次数[index] / a[index] + + self.斗神之吼秘药 * 0.12)) + else: + 技能总伤害.append(0) + + if self.第二次魔灵炸弹引爆的战士 != 0: + temp0 = self.技能栏[15].等效百分比2( + self.武器类型) * self.伤害指数 * self.技能栏[15].被动倍率 + temp1 = a[15] % 2 + temp2 = int(a[15]/2) + if temp1 != 0: + 技能总伤害[15] = (b[15] * (temp2+1) + temp0 * temp2) * (1 + + self.白兔子技能 * 0.20 + # 宠物技能占比 = 宠物次数 / 释放次数 + + self.年宠技能 * 0.10 * \ + self.宠物次数[index] / \ + a[index] + + self.斗神之吼秘药 * 0.12) + else: + 技能总伤害[15] = (b[15] * temp2 + temp0 * temp2) * (1 + + self.白兔子技能 * 0.20 + + self.年宠技能 * 0.10 * self.宠物次数[index] / a[ + index] # 宠物技能占比 = 宠物次数 / 释放次数 + + self.斗神之吼秘药 * 0.12) + return 技能总伤害 + + +class 皓曦·混沌魔灵(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 皓曦·混沌魔灵角色属性() + self.角色属性A = 皓曦·混沌魔灵角色属性() + self.角色属性B = 皓曦·混沌魔灵角色属性() + self.一觉序号 = 技能一觉序号 + self.二觉序号 = 技能二觉序号 + self.三觉序号 = 技能三觉序号 + self.护石选项 = deepcopy(技能护石选项) + self.符文选项 = deepcopy(皓曦·混沌魔灵符文选项) + + def 界面(self): + super().界面() + self.第二次魔灵炸弹引爆的战士选择 = MyQComboBox(self.main_frame2) + self.第二次魔灵炸弹引爆的战士选择.addItem('第二次魔灵炸弹引爆的战士 - 迪克老爹') + self.第二次魔灵炸弹引爆的战士选择.addItem('第二次魔灵炸弹引爆的战士 - 旋转小冯') + self.第二次魔灵炸弹引爆的战士选择.setCurrentIndex(2) + self.第二次魔灵炸弹引爆的战士选择.resize(250, 20) + self.第二次魔灵炸弹引爆的战士选择.move(322, 390) + + self.黑暗冲击战士冲击波个数选择 = MyQComboBox(self.main_frame2) + self.黑暗冲击战士冲击波个数选择.addItem('黑暗冲击战士冲击波 - 击中1个') + self.黑暗冲击战士冲击波个数选择.addItem('黑暗冲击战士冲击波 - 击中2个') + self.黑暗冲击战士冲击波个数选择.addItem('黑暗冲击战士冲击波 - 击中3个') + self.黑暗冲击战士冲击波个数选择.addItem('黑暗冲击战士冲击波 - 击中4个') + self.黑暗冲击战士冲击波个数选择.addItem('黑暗冲击战士冲击波 - 击中5个') + self.黑暗冲击战士冲击波个数选择.setCurrentIndex(2) + self.黑暗冲击战士冲击波个数选择.resize(250, 20) + self.黑暗冲击战士冲击波个数选择.move(322, 420) + + self.绽放·终章战士黑炎个数选择 = MyQComboBox(self.main_frame2) + self.绽放·终章战士黑炎个数选择.addItem('绽放·终章战士黑炎 - 击中1个') + self.绽放·终章战士黑炎个数选择.addItem('绽放·终章战士黑炎 - 击中2个') + self.绽放·终章战士黑炎个数选择.addItem('绽放·终章战士黑炎 - 击中3个') + self.绽放·终章战士黑炎个数选择.addItem('绽放·终章战士黑炎 - 击中4个') + self.绽放·终章战士黑炎个数选择.addItem('绽放·终章战士黑炎 - 击中5个') + self.绽放·终章战士黑炎个数选择.setCurrentIndex(4) + self.绽放·终章战士黑炎个数选择.resize(250, 20) + self.绽放·终章战士黑炎个数选择.move(322, 450) + + self.职业存档.append(('第二次魔灵炸弹引爆的战士选择', self.第二次魔灵炸弹引爆的战士选择, 1)) + self.职业存档.append(('黑暗冲击战士冲击波个数选择', self.黑暗冲击战士冲击波个数选择, 1)) + self.职业存档.append(('绽放·终章战士黑炎个数选择', self.绽放·终章战士黑炎个数选择, 1)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + 属性.第二次魔灵炸弹引爆的战士 = self.第二次魔灵炸弹引爆的战士选择.currentIndex() + 属性.黑暗冲击战士冲击波个数 = self.黑暗冲击战士冲击波个数选择.currentIndex() + 属性.绽放·终章战士黑炎个数 = self.绽放·终章战士黑炎个数选择.currentIndex() diff --git a/Characters/皓曦·精灵骑士.py b/Characters/皓曦·精灵骑士.py new file mode 100644 index 00000000..1d2aa7b8 --- /dev/null +++ b/Characters/皓曦·精灵骑士.py @@ -0,0 +1,754 @@ +from math import * +from PublicReference.carry.base import * + + +# 武器巨剑 +class 职业主动技能(主动技能): + + data0 = [] + data1 = [] + data2 = [] + data3 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + # def 等效CD(self, 武器类型): + # if 武器类型 == '巨剑': + # return round(self.CD / self.恢复 * 1.1, 1) + +# 骑士信念 + + +class 技能0(被动技能): + 名称 = '骑士信念' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + 冷却关联技能 = ['所有'] + 非冷却关联技能 = ['天马流星落', '暮光之灵黄昏独角兽', '生命之律·神木擎天'] + + def CD缩减倍率(self, 武器类型): + return 0.9 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.10 + 0.02 * self.等级, 5) + + def 物理攻击力倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.10 + 0.02 * self.等级, 5) + +# 一觉被动 由于一觉二觉主动不受剑盾猛攻连锁BUFF加成,所以这里有个额外的加成,这个一绝被动加成吃两次 +# 例如:一绝被动=1.42,二觉受到的加成为1.42*1.42 + + +class 技能1(被动技能): + 名称 = '自然恩泽' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + 关联技能 = ['所有'] + 关联技能2 = ['天马流星落', '暮光之灵黄昏独角兽', '生命之律·神木擎天'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.00+0.02 * self.等级, 5) + + def 加成倍率2(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.00+0.02 * self.等级, 5) + +# 二觉被动 + + +class 技能2(被动技能): + 名称 = '信仰鼓舞' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + +# 剑盾猛攻 一级默认13%,但测试实际为12.5%,游戏内显示每2级提高1%,但测试伤害实际为每级0.5% +# 剑盾猛攻本身不受剑盾猛攻连锁BUFF加成,一二觉也不受加成,剑盾强袭加成=(剑盾猛攻加成+5%)*连锁层数 + + +class 技能3(职业主动技能): + 名称 = '剑盾猛攻' + 所在等级 = 30 + 等级上限 = 16 + 基础等级 = 6 + # 挥盾物理攻击力:% + data0 = [(i*1.2378) for i in [0, 1180, 1453, 1727, 2000, 2274, 2548, 2821, 3095, + 3369, 3642, 3916, 4190, 4463, 4737, 5010, 5284, 5558, 5831, 6105, 6379]] + # 推进物理攻击力:% + # data1 = [0, 1266, 1560, 1854, 2147, 2441, 2735, 3029, 3322, 3616, 3910, 4204, 4497, 4791, 5085, 5378, 5672, 5966, 6260, 6553, 6847] + CD = 0.5 + 关联技能 = ['所有'] + 非关联技能 = ['剑盾猛攻', '剑盾强袭', '天马流星落', '暮光之灵黄昏独角兽', '生命之律·神木擎天'] + 关联技能2 = ['剑盾强袭'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.72 + 0.03 * self.等级, 5) + + def 加成倍率2(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.72 + 0.03 * self.等级+0.3, 5) + +# 盾挑 技能太多了,这个就不写上去了,Z,吃基础精通 +# class 技能7(职业主动技能): +# 名称 = '盾挑' +# 所在等级 = 1 +# 等级上限 = 20 +# 基础等级 = 10 +# 基础 = 89 +# 成长 = 11 +# CD = 2 +# TP成长 = 0.08 +# TP上限 = 5 + +# 强踢 + + +class 技能4(职业主动技能): + 名称 = '强踢' + 所在等级 = 1 + 等级上限 = 60 + 基础等级 = 50 + data0 = [(i*1.0) for i in [0, 762, 839, 916, 994, 1071, 1148, 1226, 1303, 1380, 1458, 1535, 1612, 1690, 1767, 1844, 1922, 1999, 2076, 2154, 2231, 2308, 2386, 2463, 2540, 2617, 2695, 2772, 2849, 2927, 3004, 3081, 3159, 3236, + 3313, 3391, 3468, 3545, 3623, 3700, 3777, 3855, 3932, 4009, 4087, 4164, 4241, 4319, 4396, 4473, 4551, 4628, 4705, 4783, 4860, 4937, 5015, 5092, 5169, 5247, 5324, 5401, 5478, 5556, 5633, 5710, 5788, 5865, 5942, 6020, 6097]] + # 基础 = 684.7 + # 成长 = 77.3 + CD = 5 + +# 盾击 + + +class 技能5(职业主动技能): + 名称 = '盾击' + 所在等级 = 5 + 等级上限 = 60 + 基础等级 = 50 + data0 = [(i*1.0) for i in [0, 327, 360, 393, 426, 459, 492, 526, 559, 592, 625, 658, 692, 725, 758, 791, 824, 857, 891, 924, 957, 990, 1023, 1057, 1090, 1123, 1156, 1189, 1222, 1256, 1289, 1322, 1355, 1388, 1421, 1455, + 1488, 1521, 1554, 1587, 1621, 1654, 1687, 1720, 1753, 1786, 1820, 1853, 1886, 1919, 1952, 1986, 2019, 2052, 2085, 2118, 2151, 2185, 2218, 2251, 2284, 2317, 2351, 2384, 2417, 2450, 2483, 2516, 2550, 2583, 2616]] + CD = 3 + +# 致命突刺 + + +class 技能6(职业主动技能): + 名称 = '致命突刺' + 所在等级 = 10 + 等级上限 = 60 + 基础等级 = 48 + # 基础 = 163.1 + # 成长 = 22.9 + data0 = [(i*1.0) for i in [0, 186, 210, 234, 256, 278, 303, 325, 348, 370, 394, 417, 438, 462, 485, 509, 530, 554, 576, 600, 622, 644, 668, 691, 714, 737, 759, 782, 804, 828, 851, 875, 897, 919, 943, 965, 988, + 1011, 1034, 1057, 1079, 1103, 1127, 1149, 1171, 1193, 1217, 1241, 1262, 1285, 1309, 1466, 1491, 1516, 1544, 1568, 1594, 1619, 1644, 1671, 1696, 1722, 1747, 1772, 1799, 1825, 1850, 1876, 1901, 1928, 1952]] + # 最大蓄气时物理攻击力:% + # data1 = [0, 234, 264, 292, 320, 348, 378, 406, 434, 463, 492, 520, 548, 576, 606, 636, 662, 693, 721, 750, 776, 805, 835, 864, 892, 921, 949, 978, 1006, 1035, 1064, 1093, 1121, 1149, 1178, 1207, 1234, 1264, 1294, 1321, 1349, 1377, 1408, 1436, 1463, 1493, 1522, 1550, 1577, 1605, 1636, 1833, 1864, 1896, 1928, 1960, 1992, 2023, 2056, 2089, 2120, 2153, 2184, 2217, 2248, 2281, 2312, 2345, 2379, 2409, 2440] + CD = 3 + +# 愤怒冲撞 + + +class 技能7(职业主动技能): + 名称 = '愤怒冲撞' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + # 基础 = 1895.9 + # 成长 = 214.1 + data0 = [(i*1.2839) for i in [0, 2396, 2639, 2883, 3125, 3368, 3612, 3856, 4098, 4341, 4585, 4827, 5071, 5314, 5557, 5800, 6044, 6287, 6530, 6773, 7017, 7259, 7503, 7746, 7990, 8232, 8475, 8719, 8961, 9205, 9448, 9692, 9934, 10178, 10421, 10664, 10907, 11151, 11393, 11637, 11880, 12124, 12366, 12609, 12853, 13095, 13339, 13582, 13826, 14068, 14312, 14555, 14798, 15041, 15285, 15527, 15771, 16014, 16258, 16500, 16743, 16987, 17229, 17473, 17716, 17960, 18202, 18446, 18689, 18932, 19175]] + CD = 9 + # 攻击倍率 = 1.23 + +# 破武之轮 + + +class 技能8(职业主动技能): + 名称 = '破武之轮' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + # 基础 = 1071.6 + # 成长 = 160.4 + # 挥剑物理攻击力:% + data0 = [(i*1.2378) for i in [0, 411, 491, 546, 599, 653, 701, 759, 809, 861, 914, 969, 1023, 1071, 1130, 1179, 1233, 1284, 1340, 1394, 1442, 1497, 1550, 1604, 1655, 1710, 1761, 1814, 1866, 1922, + 1974, 2027, 2082, 2132, 2184, 2237, 2292, 2345, 2396, 2447, 2502, 2556, 2609, 2664, 2715, 2766, 2817, 2873, 2927, 2979, 3035, 3083, 3137, 3191, 3245, 3296, 3350, 3403, 3456, 3509, 3562]] + # 剑气物理攻击力:% + data1 = [(i*1.2378) for i in [0, 821, 980, 1091, 1196, 1304, 1401, 1517, 1617, 1722, 1827, 1938, 2045, 2142, 2258, 2358, 2465, 2568, 2679, 2786, 2883, 2994, 3099, 3207, 3309, 3420, 3521, 3627, 3731, + 3842, 3948, 4053, 4164, 4262, 4368, 4472, 4583, 4689, 4790, 4893, 5003, 5111, 5216, 5327, 5430, 5531, 5634, 5745, 5852, 5957, 6068, 6165, 6272, 6381, 6488, 6591, 6698, 6805, 6911, 7017, 7123]] + 攻击次数2 = 1 + # TP成长 = 0.10 + # TP上限 = 5 + CD = 6 + +# 守护神鹿 + + +class 技能9(职业主动技能): + 名称 = '守护神鹿' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data0 = [(i*1.2427) for i in [0, 318, 350, 383, 415, 447, 480, 512, 545, 577, 610, 642, 674, 707, 739, 772, 804, 836, 869, 901, 934, 966, 997, 1031, 1062, 1096, 1127, 1159, 1192, 1224, 1257, 1289, 1322, 1354, 1386, 1419, 1451, 1484, 1516, 1548, 1581, 1613, 1646, 1678, 1710, 1743, 1775, 1808, 1840, 1872, 1905, 1937, 1970, 2002, 2035, 2067, 2098, 2132, 2163, 2196, 2228, 2260, 2293, 2325, 2358, 2390, 2422, 2455, 2487, 2520, 2552]] + 攻击次数 = 6 + # 基础 = 1466.4 + # 成长 = 165.6 + CD = 6 + # 攻击倍率 = 1.226 + +# 审判之盾 + + +class 技能10(职业主动技能): + 名称 = '审判之盾' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + # 挥舞物理攻击力:% + data0 = [(i*1.2444) for i in [0, 321, 353, 386, 419, 451, 484, 517, 549, 582, 614, 647, 680, 712, 745, 777, 810, 843, 875, 908, 941, 973, 1006, 1038, 1071, 1104, 1136, 1169, 1201, 1234, 1267, 1299, 1332, 1365, 1397, 1430, 1462, 1495, 1528, 1560, 1593, 1625, 1658, 1691, 1723, 1756, 1789, 1821, 1854, 1886, 1920, 1953, 1985, 2018, 2051, 2083, 2116, 2149, 2181, 2214, 2246, 2279, 2312, 2344, 2377, 2409, 2442, 2475, 2507, 2540, 2573]] + # 攻击审判状态的敌人时攻击力:% + data1 = [(i*1.2444) for i in [0, 224, 247, 270, 293, 316, 338, 361, 384, 407, 430, 453, 475, 498, 521, 544, 567, 589, 612, 635, 658, 681, 704, 727, 750, 773, 796, 819, 840, 863, 886, 909, 932, 955, 978, 1001, 1024, 1047, 1070, 1092, 1114, 1137, 1160, 1183, 1206, 1229, 1252, 1275, 1298, 1321, 1344, 1366, 1389, 1412, 1435, 1458, 1481, 1503, 1526, 1549, 1572, 1595, 1617, 1640, 1663, 1686, 1709, 1732, 1755, 1778, 1801]] + 攻击次数2 = 10 + # 基础 = 1910 + # 成长 = 216 + CD = 7 + # 攻击倍率 = 1.208 + +# 破甲冲击 + + +class 技能11(职业主动技能): + 名称 = '破甲冲击' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + # 基础 = 1621.8 + # 成长 = 183.2 + # 冲击波攻击力:% + data0 = [(i*1.2429) for i in [0, 2202, 2426, 2649, 2873, 3096, 3319, 3544, 3767, 3990, 4213, 4437, 4661, 4884, 5108, 5331, 5554, 5779, 6002, 6225, 6448, 6672, 6896, 7119, 7343, 7566, 7789, 8014, 8237, 8460, 8683, 8908, 9131, 9354, 9578, 9801, 10025, 10249, 10472, 10695, 10919, 11143, 11366, 11590, 11813, 12036, 12261, 12484, 12707, 12930, 13154, 13378, 13601, 13825, 14048, 14271, 14496, 14719, 14942, 15165, 15389, 15613, 15836, 16060, 16283, 16506, 16731, 16954, 17177, 17400, 17625]] + CD = 7 + TP成长 = 0.10 + TP上限 = 5 + # 攻击倍率 = 1.22 + +# 精灵之跃 蓄力提高15%伤害,默认一瞬间释放也提高3%,冲击波不受加成,一级刮痧技能就不写那么多了 + + +class 技能12(职业主动技能): + 名称 = '精灵之跃' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + # 基础 = 2675.8 + # 成长 = 302.2 + # 冲撞物理攻击力:% + # 蓄气时攻击力增加率:15% + data0 = [(i*1.2110) for i in [0, 3126, 3445, 3762, 4079, 4396, 4713, 5031, 5348, 5665, 5982, 6300, 6618, 6935, 7252, 7569, 7886, 8204, 8521, 8838, 9156, 9474, 9791, 10108, 10425, 10742, 11060, 11377, 11694, 12012, 12329, 12647, 12964, 13281, 13598, 13915, 14233, 14550, 14868, 15185, 15502, 15820, 16137, 16454, 16771, 17088, 17406, 17724, 18041, 18358, 18675, 18993, 19310, 19627, 19944, 20262, 20580, 20897, 21214, 21531, 21849, 22166, 22483, 22800, 23117, 23436, 23753, 24070, 24387, 24704, 25022]] + CD = 7.5 + TP成长 = 0.10 + TP上限 = 5 + # 攻击倍率 = 1.05 + +# 神木刺击 + + +class 技能13(职业主动技能): + 名称 = '神木刺击' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + # 基础 = 2420.6 + # 成长 = 273.4 + data0 = [(i*1.2819) for i in [0, 3313, 3650, 3986, 4323, 4659, 4996, 5332, 5667, 6004, 6340, 6677, 7013, 7349, 7686, 8022, 8359, 8694, 9030, 9367, 9703, 10040, 10376, 10712, 11049, 11384, 11721, 12057, 12393, 12730, 13066, 13403, 13739, 14074, 14411, 14747, 15084, 15420, 15757, 16093, 16429, 16766, 17101, 17438, 17774, 18110, 18447, 18783, 19120, 19456, 19791, 20128, 20464, 20801, 21137, 21473, 21810, 22146, 22483, 22818, 23154, 23491, 23827, 24164, 24500, 24836, 25173, 25508, 25845, 26181, 26517]] + CD = 10 + TP成长 = 0.10 + TP上限 = 5 + # 攻击倍率 = 1.23 + +# 铁壁推进 持盾推进8秒,18hit,但一般学1级用来刮痧,这里就做1hit使用 + + +class 技能14(职业主动技能): + 名称 = '铁壁推进' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 基础 = 367.4 + # 成长 = 41.6 + # 攻击力:% + data0 = [(i*1.1437) for i in [0, 409, 451, 493, 534, 575, 617, 659, 701, 742, 783, 825, 867, 908, 950, 991, 1033, 1075, 1116, 1157, 1199, 1241, 1283, 1324, 1365, 1407, 1449, 1490, 1532, 1573, 1615, 1657, 1698, 1739, 1781, + 1823, 1865, 1906, 1947, 1989, 2031, 2072, 2114, 2155, 2197, 2239, 2280, 2321, 2363, 2405, 2447, 2488, 2529, 2571, 2613, 2654, 2696, 2737, 2779, 2821, 2862, 2903, 2945, 2987, 3029, 3070, 3111, 3154, 3195, 3236, 3278]] + CD = 20 + TP成长 = 0.10 + TP上限 = 5 + +# 自然束缚 + + +class 技能15(职业主动技能): + 名称 = '自然束缚' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 基础 = 4000.3 + # 成长 = 451.7 + # 藤条捆绑的物理攻击力:% + data0 = [(i*1.2030) for i in [0, 2486, 2738, 2991, 3243, 3495, 3747, 3999, 4252, 4504, 4757, 5009, 5262, 5513, 5765, 6018, 6270, 6523, 6775, 7028, 7280, 7531, 7784, 8036, 8289, 8541, 8794, 9046, 9299, 9550, 9802, 10055, 10307, 10560, 10812, 11065, 11316, 11568, 11821, 12073, 12326, 12578, 12830, 13083, 13334, 13587, 13839, 14092, 14344, 14596, 14849, 15101, 15353, 15605, 15858, 16110, 16362, 16615, 16867, 17120, 17371, 17624, 17876, 18128, 18381, 18633, 18886, 19138, 19390, 19642, 19894]] + # 藤条拉回物理攻击力:% + data1 = [(i*1.2030) for i in [0, 2486, 2738, 2991, 3243, 3495, 3747, 3999, 4252, 4504, 4757, 5009, 5262, 5513, 5765, 6018, 6270, 6523, 6775, 7028, 7280, 7531, 7784, 8036, 8289, 8541, 8794, 9046, 9299, 9550, 9802, 10055, 10307, 10560, 10812, 11065, 11316, 11568, 11821, 12073, 12326, 12578, 12830, 13083, 13334, 13587, 13839, 14092, 14344, 14596, 14849, 15101, 15353, 15605, 15858, 16110, 16362, 16615, 16867, 17120, 17371, 17624, 17876, 18128, 18381, 18633, 18886, 19138, 19390, 19642, 19894]] + 攻击次数2 = 1 + CD = 15 + TP成长 = 0.10 + TP上限 = 5 + # 攻击倍率 = 1.117 + +# 一刀两断 + + +class 技能16(职业主动技能): + 名称 = '一刀两断' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 基础 = 3502.4 + # 成长 = 395.6 + # 战意攻击力: % + data0 = [(i*1.2210) for i in [0, 1718, 1894, 2068, 2243, 2417, 2591, 2766, 2940, 3114, 3289, 3463, 3639, 3813, 3987, 4162, 4336, 4510, 4685, 4859, 5035, 5209, 5383, 5558, 5732, 5907, 6081, 6255, 6430, 6604, 6778, 6954, 7128, 7303, 7477, 7651, 7826, 8000, 8174, 8349, 8523, 8699, 8873, 9047, 9222, 9396, 9570, 9745, 9919, 10095, 10269, 10443, 10618, 10792, 10967, 11141, 11315, 11490, 11664, 11838, 12014, 12188, 12363, 12537, 12711, 12886, 13060, 13234, 13410, 13584, 13759]] + # 敌人断开时伤害:% + data1 = [(i*1.2210) for i in [0, 2927, 3225, 3522, 3819, 4115, 4413, 4710, 5007, 5304, 5601, 5899, 6196, 6492, 6789, 7087, 7384, 7681, 7978, 8276, 8572, 8869, 9166, 9464, 9761, 10058, 10354, 10652, 10949, 11246, 11543, 11841, 12138, 12434, 12731, 13029, 13326, 13623, 13920, 14218, 14514, 14811, 15108, 15405, 15703, 16000, 16297, 16593, 16891, 17188, 17485, 17782, 18080, 18377, 18673, 18970, 19268, 19565, 19862, 20159, 20457, 20753, 21050, 21347, 21645, 21942, 22239, 22535, 22833, 23130, 23427]] + 攻击次数2 = 1 + CD = 15 + TP成长 = 0.10 + TP上限 = 5 + # 攻击倍率 = 1.192 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data0 = [(i*3.42) for i in self.data0] + self.攻击次数2 = 0 + # self.倍率 *= 1.2653516366 + elif x == 1: + # self.倍率 *= 1.3467485255 + self.data0 = [(i*3.64) for i in self.data0] + self.攻击次数2 = 0 + +# 飓风旋枪 刺击2HIT,旋风10hit + + +class 技能17(职业主动技能): + 名称 = '飓风旋枪' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + # 基础 = 7114.3 + # 成长 = 803.7 + # 刺击攻击力:% + data0 = [(i*1.2129) for i in [0, 2854, 3143, 3432, 3722, 4011, 4301, 4590, 4880, 5170, 5460, 5749, 6038, 6328, 6617, 6907, 7196, 7487, 7776, 8065, 8355, 8644, 8934, 9223, 9513, 9803, 10092, 10382, 10671, 10961, 11250, 11540, 11829, 12118, 12409, 12698, 12988, 13277, 13567, 13856, 14145, 14436, 14725, 15015, 15304, 15594, 15883, 16172, 16462, 16751, 17042, 17331, 17621, 17910, 18200, 18489, 18778, 19069, 19358, 19648, 19937, 20227, 20516, 20805, 21095, 21385, 21675, 21964, 22254, 22543, 22832]] + 攻击次数 = 2 + # 旋转攻击力:% + data1 = [(i*1.2129) for i in [0, 306, 338, 368, 400, 431, 462, 493, 525, 555, 587, 618, 649, 681, 712, 743, 774, 806, 836, 868, 898, 930, 961, 992, 1023, 1055, 1086, 1117, 1149, 1179, 1211, 1241, 1273, 1304, 1335, 1366, 1398, 1428, 1460, 1492, 1522, 1554, 1585, 1616, 1647, 1679, 1709, 1741, 1771, 1803, 1835, 1865, 1897, 1928, 1959, 1990, 2022, 2052, 2084, 2115, 2146, 2177, 2209, 2240, 2271, 2303, 2333, 2365, 2395, 2427, 2458]] + 攻击次数2 = 10 + CD = 25 + 演出时间 = 2 + TP成长 = 0.10 + TP上限 = 5 + # 攻击倍率 = 1.175 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + # 护石是加算还是乘算待定 + self.data1 = [(i*1.49) for i in self.data1] + # self.倍率 *= 1.1714 + self.CD *= 0.90 + elif x == 1: + self.data1 = [(i*1.74) for i in self.data1] + # self.倍率 *= 1.258886811 + self.CD *= 0.90 + +# 天陨断空斩 + + +class 技能18(职业主动技能): + 名称 = '天陨断空斩' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + # 基础 = 10129.2 + # 成长 = 1143.8 + # 旋转劈砍物理攻击力:% + data0 = [(i*1.2139) for i in [0, 1708, 1882, 2056, 2229, 2403, 2576, 2749, 2923, 3097, 3269, 3443, 3617, 3791, 3964, 4137, 4311, 4484, 4658, 4832, 5004, 5178, 5352, 5525, 5698, 5872, 6046, 6219, 6393, 6566, 6739, 6913, 7087, 7259, 7433, 7607, 7780, 7954, 8127, 8300, 8474, 8648, 8822, 8994, 9168, 9342, 9515, 9688, 9862, 10035, 10209, 10383, 10555, 10729, 10903, 11077, 11249, 11423, 11597, 11770, 11944, 12117, 12290, 12464, 12638, 12810, 12984, 13158, 13331, 13505, 13678]] + # 上劈物理攻击力:% + data1 = [(i*1.2139) for i in [0, 1314, 1447, 1581, 1715, 1848, 1981, 2115, 2248, 2382, 2515, 2648, 2782, 2916, 3049, 3182, 3316, 3449, 3583, 3716, 3849, 3983, 4116, 4250, 4383, 4517, 4650, 4784, 4917, 5050, 5184, 5317, 5451, 5584, 5718, 5851, 5984, 6118, 6252, 6385, 6518, 6652, 6785, 6919, 7052, 7185, 7319, 7453, 7586, 7719, 7852, 7986, 8120, 8253, 8386, 8520, 8654, 8787, 8920, 9053, 9187, 9321, 9454, 9587, 9720, 9855, 9988, 10121, 10254, 10388, 10522]] + 攻击次数2 = 1 + # 闪光下劈的物理攻击力:% + data2 = [(i*1.2139) for i in [0, 1972, 2172, 2372, 2573, 2773, 2972, 3173, 3373, 3573, 3774, 3973, 4173, 4374, 4574, 4774, 4975, 5174, 5374, 5575, 5775, 5975, 6176, 6375, 6575, 6776, 6976, 7176, 7377, 7576, 7776, 7977, 8177, 8377, 8577, 8777, 8977, 9178, 9378, 9577, 9778, 9978, 10178, 10379, 10579, 10778, 10979, 11179, 11379, 11580, 11780, 11979, 12180, 12380, 12580, 12781, 12981, 13180, 13381, 13581, 13781, 13982, 14181, 14381, 14582, 14782, 14982, 15183, 15382, 15582, 15783]] + 攻击次数3 = 1 + # 闪光下劈的冲击波物理攻击力:% + data3 = [(i*1.2139) for i in [0, 8153, 8981, 9808, 10635, 11463, 12290, 13117, 13945, 14772, 15599, 16427, 17254, 18081, 18909, 19736, 20563, 21391, 22218, 23046, 23873, 24700, 25528, 26355, 27182, 28010, 28837, 29664, 30492, 31319, 32146, 32974, 33801, 34628, 35456, 36283, 37110, 37938, 38765, 39592, 40420, 41247, 42074, 42902, 43729, 44556, 45384, 46211, 47038, 47865, 48692, 49519, 50347, 51174, 52001, 52829, 53656, 54483, 55311, 56138, 56965, 57793, 58620, 59447, 60275, 61102, 61929, 62757, 63584, 64411, 65239]] + 攻击次数4 = 1 + CD = 45 + TP成长 = 0.10 + TP上限 = 5 + # 攻击倍率 = 1.233 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 0 + self.data1 = [(i*2.3) for i in self.data1] + self.data2 = [(i*1.79) for i in self.data2] + self.data3 = [(i*1.14) for i in self.data3] + # self.倍率 *= 1.2053 + elif x == 1: + self.攻击次数 = 0 + self.data1 = [(i*2.3) for i in self.data1] + self.data2 = [(i*1.79) for i in self.data2] + self.data3 = [(i*1.27) for i in self.data3] + # self.倍率 *= 1.2859 + +# 一觉 1+4+1 hit + + +class 技能19(职业主动技能): + 名称 = '天马流星落' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + # 一斩物理攻击力:% + data0 = [(i*1.2440) for i in [0, 3646, 4491, 5337, 6183, 7029, 7874, 8720, 9565, 10411, 11258, 12103, 12949, 13794, 14640, 15485, 16331, 17177, 18023, 18868, 19714, 20559, 21405, 22252, 23097, 23943, 24788, 25634, 26479, 27325, 28171, 29017, 29862, 30708, 31553, 32399, 33246, 34091, 34937, 35782, 36628, 37473, 38319, 39165, 40011, 40856, 41702, 42547, 43393, 44240, 45085, 45931, 46776, 47622, 48467, 49313, 50159, 51005, 51850, 52696, 53541, 54387, 55233, 56079, 56924, 57770, 58616, 59461, 60307, 61153, 61999]] + # 二斩多段攻击物理攻击力:% + data1 = [(i*1.2440) for i in [0, 2150, 2650, 3149, 3647, 4147, 4645, 5145, 5643, 6143, 6641, 7141, 7639, 8139, 8637, 9136, 9635, 10134, 10633, 11132, 11631, 12130, 12629, 13128, 13626, 14126, 14624, 15124, 15622, 16122, 16620, 17120, 17618, 18118, 18616, 19115, 19614, 20113, 20612, 21111, 21610, 22109, 22608, 23107, 23606, 24105, 24603, 25103, 25601, 26101, 26599, 27099, 27597, 28097, 28595, 29094, 29593, 30092, 30591, 31090, 31589, 32088, 32587, 33086, 33585, 34084, 34582, 35082, 35580, 36080, 36578]] + 攻击次数2 = 4 + # 天马冲锋物理攻击力:% + data2 = [(i*1.2440) for i in [0, 36372, 44806, 53241, 61674, 70109, 78544, 86978, 95412, 103846, 112281, 120716, 129149, 137584, 146018, 154453, 162888, 171321, 179756, 188190, 196625, 205058, 213493, 221927, 230362, 238796, 247230, 255665, 264099, 272533, 280967, 289402, 297837, 306270, 314705, 323139, 331574, 340007, 348442, 356877, 365311, 373745, 382179, 390614, 399049, 407483, 415917, 424351, 432786, 441220, 449654, 458089, 466523, 474958, 483391, 491826, 500260, 508695, 517128, 525563, 533998, 542432, 550866, 559300, 567735, 576170, 584603, 593038, 601472, 609907, 618340]] + 攻击次数3 = 1 + CD = 145 + # 攻击倍率 = 1.201 + +# 生命审判 + + +class 技能20(职业主动技能): + 名称 = '生命审判' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + # 基础 = 9299.1 + # 成长 = 1049.9 + # 爆炸物理攻击力:% + data0 = [(i*1.2430) for i in [0, 12146, 13379, 14611, 15843, 17075, 18308, 19540, 20772, 22004, 23238, 24470, 25702, 26934, 28166, 29399, 30631, 31863, 33095, 34329, 35561, 36793, 38025, 39258, 40490, 41722, 42954, 44186, 45420, 46652, 47884, 49116, 50349, 51581, 52813, 54045, 55279, 56511, 57743, 58975, 60207, 61440, 62672, 63904, 65136, 66369, 67602, 68834, 70066, 71299, 72531, 73763, 74995, 76228, 77460, 78692, 79925, 81157, 82390, 83622, 84854, 86086, 87319, 88551, 89783, 91015, 92249, 93481, 94713, 95945, 97177]] + CD = 30 + TP成长 = 0.10 + TP上限 = 5 + # 攻击倍率 = 1.237 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.08 + elif x == 1: + self.倍率 *= 1.08 + 0.09 + +# 壁垒突袭 + + +class 技能21(职业主动技能): + 名称 = '壁垒突袭' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + # 基础 = 16225.2 + # 成长 = 1831.8 + # 盾牌击打攻击力:% + data0 = [(i*1.2430) for i in [0, 7184, 7912, 8641, 9370, 10099, 10828, 11557, 12286, 13015, 13743, 14472, 15201, 15930, 16659, 17388, 18117, 18844, 19573, 20302, 21031, 21760, 22489, 23218, 23947, 24675, 25404, 26133, 26862, 27591, 28320, 29049, 29778, 30506, 31235, 31964, 32693, 33422, 34151, 34880, 35609, 36337, 37066, 37795, 38524, 39253, 39982, 40711, 41440, 42168, 42897, 43626, 44355, 45084, 45813, 46542, 47271, 47999, 48728, 49457, 50186, 50915, 51644, 52373, 53101, 53830, 54559, 55288, 56017, 56746, 57475]] + # 盾牌破碎时攻击力:% + data1 = [(i*1.2430) for i in [0, 13341, 14695, 16048, 17402, 18756, 20109, 21463, 22816, 24170, 25523, 26877, 28231, 29585, 30938, 32292, 33646, 34999, 36353, 37706, 39060, 40413, 41767, 43120, 44474, 45827, 47181, 48534, 49888, 51241, 52595, 53948, 55302, 56657, 58010, 59364, 60717, 62071, 63424, 64778, 66131, 67485, 68838, 70192, 71545, 72899, 74253, 75606, 76960, 78313, 79667, 81020, 82374, 83728, 85082, 86435, 87789, 89143, 90496, 91850, 93203, 94557, 95910, 97264, 98617, 99971, 101324, 102678, 104031, 105385, 106738]] + 攻击次数2 = 1 + CD = 50 + TP成长 = 0.10 + TP上限 = 5 + # 攻击倍率 = 1.201 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data2 = [(i*0.34) for i in self.data1] + self.攻击次数3 = 1 + # self.倍率 *= 1.221 + elif x == 1: + self.data2 = [(i*0.47) for i in self.data1] + self.攻击次数3 = 1 + # self.倍率 *= 1.3055 + +# 剑盾强袭 + + +class 技能22(职业主动技能): + 名称 = '剑盾强袭' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + # 基础 = 22287.6 + # 成长 = 2516.4 + # [剑盾猛攻]连锁伤害额外增加量:+5% + data0 = [(i*1.2440) for i in [0, 29988, 33031, 36072, 39115, 42157, 45199, 48242, 51284, 54327, 57369, 60412, 63454, 66496, 69539, 72581, 75624, 78666, 81709, 84750, 87792, 90835, 93877, 96920, 99962, 103004, 106047, 109089, 112132, 115174, 118217, 121259, 124300, 127343, 130385, 133428, 136470, 139513, 142555, 145597, 148640]] + CD = 40 + # 攻击倍率 = 1.209 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.35 + +# 自然之怒 1+6+1 hit + + +class 技能23(职业主动技能): + 名称 = '自然之怒' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + # 基础 = 26353 + # 成长 = 2976 + # 盾牌攻击物理攻击力:% + data0 = [(i*1.2429) for i in [0, 5761, 6345, 6930, 7515, 8099, 8684, 9269, 9853, 10438, 11023, 11607, 12192, 12777, 13361, 13945, 14529, 15114, 15699, 16283, 16868, 17453, 18037, 18622, 19207, 19791, 20376, 20961, 21545, 22129, 22713, 23298, 23883, 24467, 25052, 25637, 26221, 26806, 27391, 27975, 28560, 29145, 29729, 30314, 30897, 31482, 32067, 32651, 33236, 33821, 34405, 34990, 35575, 36159, 36744, 37329, 37913, 38498, 39081, 39666, 40251, 40835, 41420, 42005, 42589, 43174, 43759, 44343, 44928, 45513, 46097]] + # 藤蔓多段攻击物理攻击力:% + data1 = [(i*1.2429) for i in [0, 2152, 2369, 2588, 2806, 3025, 3243, 3462, 3681, 3898, 4117, 4335, 4554, 4772, 4991, 5208, 5427, 5645, 5864, 6082, 6301, 6519, 6738, 6955, 7174, 7392, 7611, 7830, 8048, 8267, 8484, 8703, 8921, 9140, 9358, 9577, 9794, 10013, 10231, 10450, 10668, 10887, 11104, 11323, 11541, 11760, 11979, 12197, 12416, 12633, 12852, 13070, 13289, 13507, 13726, 13943, 14162, 14380, 14599, 14817, 15036, 15254, 15472, 15690, 15909, 16128, 16346, 16565, 16783, 17001, 17219]] + 攻击次数2 = 6 + # 藤蔓爆炸物理攻击力:% + data2 = [(i*1.2429) for i in [0, 14372, 15830, 17288, 18746, 20204, 21662, 23120, 24578, 26036, 27494, 28952, 30410, 31868, 33326, 34784, 36242, 37700, 39158, 40616, 42074, 43532, 44990, 46450, 47908, 49366, 50824, 52282, 53740, 55198, 56656, 58114, 59572, 61030, 62488, 63946, 65404, 66862, 68320, 69778, 71236, 72694, 74152, 75610, 77068, 78527, 79985, 81443, 82901, 84359, 85817, 87276, 88734, 90192, 91650, 93108, 94566, 96024, 97482, 98940, 100398, 101856, 103314, 104772, 106230, 107688, 109146, 110605, 112063, 113521, 114979]] + 攻击次数3 = 1 + CD = 45 + # 攻击倍率 = 1.203 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data0 = [(i*2.98) for i in self.data0] + # self.倍率 *= 1.3452212 + +# 二觉 3+1+5 hit + + +class 技能24(职业主动技能): + 名称 = '暮光之灵黄昏独角兽' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + # 基础 = 76675 + # 成长 = 23148.2 + # 突击物理攻击力:% + data0 = [(i*1.2120) for i in [0, 7372, 9082, 10792, 12502, 14211, 15921, 17630, 19340, 21050, 22759, 24469, 26179, 27889, 29599, 31309, 33017, 34727, 36437, 38147, 39857, 41567, 43277, 44986, 46696, 48406, 50115, 51825, 53534, 55244, 56954, 58664, 60374, 62084, 63794, 65502, 67212, 68922, 70632, 72342, 74052, 75761, 77471, 79181, 80890, 82600, 84309, 86019, 87729, 89439, 91149, 92859, 94569, 96277, 97987, 99697, 101407, 103117, 104827, 106536, 108246, 109956, 111665, 113375, 115084, 116794, 118504, 120214, 121924, 123634, 125344]] + 攻击次数 = 3 + # 最后一击物理攻击力:% + data1 = [(i*1.2120) for i in [0, 88478, 108993, 129511, 150028, 170543, 191061, 211578, 232095, 252611, 273128, 293645, 314161, 334678, 355195, 375711, 396228, 416745, 437262, 457778, 478295, 498812, 519328, 539845, 560362, 580879, 601395, 621912, 642429, 662945, 683462, 703979, 724495, 745012, 765529, 786046, 806562, 827079, 847596, 868112, 888629, 909146, 929662, 950179, 970696, 991213, 1011729, 1032246, 1052763, 1073279, 1093796, 1114313, 1134829, 1155346, 1175863, 1196380, 1216896, 1237413, 1257930, 1278446, 1298963, 1319480, 1339996, 1360513, 1381030, 1401547, 1422063, 1442580, 1463097, 1483613, 1504130]] + 攻击次数2 = 1 + # 星光多段攻击物理攻击力:% + data2 = [(i*1.2120) for i in [0, 2457, 3027, 3596, 4166, 4736, 5306, 5876, 6446, 7016, 7586, 8156, 8726, 9296, 9866, 10436, 11005, 11575, 12145, 12714, 13284, 13854, 14424, 14994, 15564, 16134, 16704, 17274, 17844, 18414, 18984, 19554, 20124, 20694, 21264, 21834, 22404, 22974, 23544, 24114, 24684, 25253, 25823, 26393, 26962, 27532, 28102, 28672, 29242, 29812, 30382, 30952, 31522, 32092, 32662, 33232, 33802, 34371, 34941, 35511, 36081, 36651, 37221, 37791, 38361, 38931, 39501, 40071, 40641, 41211, 41781]] + 攻击次数3 = 5 + # 攻击倍率 = 1.231 + CD = 180 + + +class 技能25(被动技能): + 名称 = '生命的恩宠' + 所在等级 = 95 + 等级上限 = 40 + 等级精通 = 30 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能26(职业主动技能): + 名称 = '荆棘之城' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + CD = 60.0 + data0 = [int(i*1.2340) for i in [0, 5910, 6510, 7110, 7709, 8309, 8908, 9508, 10108, 10707, 11307, 11907, 12506, 13106, 13706, 14305, 14905, 15504, 16104, 16704, 17303, 17903, 18503, 19102, 19702, 20302, 20901, 21501, 22101, 22700, 23300, 23899, 24499, 25099, 25698, 26298, 26898, 27497, 28097, 28697, 29296, 29896, 30495, 31095, 31695, 32294, 32894, 33494, 34093, 34693, 35293, 35892, 36492, 37092, 37691, 38291, 38890, 39490, 40090, 40689, 41289, 41889, 42488, 43088, 43688, 44287, 44887, 45486, 46086, 46686, 47285]] + 攻击次数 = 1 + data1 = [int(i*1.2340) for i in [0, 53196, 58593, 63990, 69386, 74783, 80180, 85577, 90973, 96370, 101767, 107164, 112561, 117957, 123354, 128751, 134148, 139544, 144941, 150338, 155735, 161131, 166528, 171925, 177322, 182718, 188115, 193512, 198909, 204305, 209702, 215099, 220496, 225893, 231289, 236686, 242083, 247480, 252876, 258273, 263670, 269067, 274463, 279860, 285257, 290654, 296050, 301447, 306844, 312241, 317637, 323034, 328431, 333828, 339225, 344621, 350018, 355415, 360812, 366208, 371605, 377002, 382399, 387795, 393192, 398589, 403986, 409382, 414779, 420176, 425573]] + 攻击次数2 = 1 + +class 技能27(职业主动技能): + 名称 = '生命之律·神木擎天' + 所在等级 = 100 + 等级上限 = 40 + 等级精通 = 30 + 基础等级 = 2 + 关联技能 = ['无'] + CD = 290.0 + data0 = [int(i*1.2550) for i in [0, 31260, 38509, 45758, 53006, 60255, 67504, 74753, 82002, 89250, 96499, 103749, 110998, 118246, 125495, 132744, 139993, 147242, 154490, 161739, 168988, 176237, 183486, 190734, 197983, 205232, 212481, 219730, 226979, 234228, 241477, 248726, 255974, 263223, 270472, 277721, 284970, 292218, 299467, 306716, 313965, 321214, 328463, 335712, 342961, 350210, 357458, 364707, 371956, 379205, 386454, 393703, 400951, 408200, 415449, 422698, 429947, 437195, 444444, 451694, 458943, 466191, 473440, 480689, 487938, 495187, 502435, 509684, 516933, 524182, 531431]] + 攻击次数 = 1 + data1 =[int(i*1.2550) for i in [0, 250085, 308075, 366067, 424057, 482048, 540039, 598030, 656020, 714012, 772002, 829993, 887984, 945975, 1003965, 1061957, 1119947, 1177938, 1235929, 1293920, 1351910, 1409902, 1467892, 1525883, 1583874, 1641865, 1699855, 1757847, 1815837, 1873828, 1931819, 1989810, 2047800, 2105791, 2163782, 2221773, 2279764, 2337755, 2395745, 2453736, 2511727, 2569718, 2627709, 2685700, 2743690, 2801681, 2859672, 2917663, 2975654, 3033645, 3091635, 3149626, 3207617, 3265608, 3323599, 3381590, 3439580, 3497571, 3555562, 3613553, 3671544, 3729535, 3787525, 3845516, 3903507, 3961498, 4019489, 4077480, 4135470, 4193461, 4251452]] + 攻击次数2 = 1 + data2 = [int(i*1.2550) for i in [0, 5209, 6417, 7625, 8834, 10042, 11250, 12458, 13666, 14874, 16083, 17291, 18499, 19707, 20915, 22123, 23331, 24540, 25748, 26956, 28164, 29372, 30580, 31789, 32996, 34205, 35413, 36621, 37829, 39037, 40245, 41454, 42662, 43870, 45078, 46286, 47494, 48702, 49911, 51118, 52327, 53535, 54743, 55951, 57159, 58368, 59576, 60784, 61992, 63200, 64408, 65617, 66824, 68033, 69241, 70449, 71657, 72865, 74073, 75282, 76490, 77698, 78906, 80114, 81322, 82530, 83739, 84946, 86155, 87363, 88571]] + 攻击次数3 = 6 + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +一觉序号 = 0 +二觉序号 = 0 +三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 三觉序号 = 技能序号[i.名称] + +护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 护石选项.append(i.名称) + +符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 符文选项.append(i.名称) + + +class 职业属性(角色属性): + 实际名称 = '皓曦·精灵骑士' + 角色 = '守护者' + 职业 = '精灵骑士' + + 武器选项 = ['太刀', '钝器', '巨剑', '短剑'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '板甲' + 防具精通属性 = ['力量'] + + 主BUFF = 2.03 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + # def 被动倍率计算(self): + # super().被动倍率计算() + # # self.技能栏[self.技能序号['天马流星落']].被动倍率 /= self.技能栏[self.技能序号['剑盾猛攻']].加成倍率(self.武器类型) + # # self.技能栏[self.技能序号['暮光之灵黄昏独角兽']].被动倍率 /= self.技能栏[self.技能序号['剑盾猛攻']].加成倍率(self.武器类型) + # # self.技能栏[self.技能序号['天马流星落']].被动倍率 *= self.技能栏[self.技能序号['自然恩泽']].加成倍率(self.武器类型) + # # self.技能栏[self.技能序号['暮光之灵黄昏独角兽']].被动倍率 *= self.技能栏[self.技能序号['自然恩泽']].加成倍率(self.武器类型) + # # self.技能栏[self.技能序号['生命之律·神木擎天']].被动倍率 /= self.技能栏[self.技能序号['剑盾猛攻']].加成倍率(self.武器类型) + # # self.技能栏[self.技能序号['生命之律·神木擎天']].被动倍率 *= self.技能栏[self.技能序号['自然恩泽']].加成倍率(self.武器类型) + # self.技能栏[self.技能序号['剑盾强袭']].被动倍率 /= self.技能栏[self.技能序号['剑盾猛攻']].加成倍率(self.武器类型) + # self.技能栏[self.技能序号['剑盾强袭']].被动倍率 *= 0.30 + self.技能栏[self.技能序号['剑盾猛攻']].加成倍率(self.武器类型) + # self.技能栏[self.技能序号['剑盾猛攻']].被动倍率 /= self.技能栏[self.技能序号['剑盾猛攻']].加成倍率(self.武器类型) + + +class 皓曦·精灵骑士(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 职业属性() + self.角色属性A = 职业属性() + self.角色属性B = 职业属性() + self.一觉序号 = 一觉序号 + self.二觉序号 = 二觉序号 + self.三觉序号 = 三觉序号 + self.护石选项 = deepcopy(护石选项) + self.符文选项 = deepcopy(符文选项) + + def 护石判断(self): + sign = 0 + for x in range(3): + if self.护石栏[x].currentText() == '一刀两断': + sign = 1 + if sign == 1: + self.先锋斩倍率.setEnabled(True) + self.先锋斩倍率.setStyleSheet(下拉框样式) + else: + self.先锋斩倍率.setEnabled(False) + self.先锋斩倍率.setStyleSheet(下拉框样式) + + def 界面(self): + super().界面() + for i in range(3): + self.护石栏[i].currentIndexChanged.connect(lambda state: self.护石判断()) + + self.先锋斩倍率 = MyQComboBox(self.main_frame2) + for i in range(51): + self.先锋斩倍率.addItem('先锋斩:'+str(i * 2)+'%') + self.先锋斩倍率.setCurrentIndex(0) + self.先锋斩倍率.resize(105, 20) + self.先锋斩倍率.move(310, 420) + self.先锋斩倍率.setToolTip('请按实际情况选择') + + self.职业存档.append(('先锋斩倍率', self.先锋斩倍率, 1)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + if self.先锋斩倍率.isEnabled(): + 属性.技能栏[属性.技能序号['一刀两断']].倍率 *= self.先锋斩倍率.currentIndex() / 50 + 1 diff --git a/Characters/皓曦·龙骑士.py b/Characters/皓曦·龙骑士.py new file mode 100644 index 00000000..579338f4 --- /dev/null +++ b/Characters/皓曦·龙骑士.py @@ -0,0 +1,766 @@ +from math import * +from PublicReference.carry.base import * + + +class 技能0(被动技能): + 名称 = '基础精通' + 所在等级 = 1 + 等级上限 = 200 + 基础等级 = 100 + 关联技能 = ['龙人剑术', '普通攻击(一轮)'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(0.463 + 0.089 * self.等级, 5) + + +class 技能1(主动技能): + 名称 = '龙人剑术' + 备注 = '(TP为基础精通)' + 所在等级 = 15 + 等级上限 = 1 + 基础等级 = 1 + 基础 = 1159.00 * 1.05 * 1.210415 + 成长 = 0 + CD = 3.0 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能2(主动技能): + 名称 = '火焰吐息' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + data0 = [(i*1.210046) for i in [0, 876, 964, 1054, 1142, 1231, 1320, 1408, 1498, 1587, 1675, 1764, 1854, 1942, 2031, 2120, 2209, 2298, 2386, 2475, 2565, 2653, 2742, 2831, 2919, 3009, 3098, 3186, 3275, 3364, 3453, 3542, 3630, 3720, 3809, 3897, 3986, 4076, 4164, 4253, 4342, 4431, 4520, 4608, 4697, 4787, 4875, 4964, 5053, 5141, 5231, 5320, 5408, 5497, 5587, 5675, 5764, 5852, 5942, 6031, 6119]] + 攻击次数 = 3 + CD = 5.0 + TP成长 = 0.10 + TP上限 = 7 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能3(主动技能): + 名称 = '龙翼突袭' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data0 = [(i*1.209706) for i in [0, 1545, 1702, 1859, 2016, 2172, 2329, 2486, 2643, 2800, 2957, 3113, 3270, 3427, 3584, 3741, 3897, 4054, 4211, 4368, 4525, 4681, 4838, 4995, 5152, 5309, 5465, 5622, 5779, 5936, 6093, 6250, 6406, 6563, 6720, 6877, 7034, 7190, 7347, 7504, 7661, 7818, 7974, 8131, 8288, 8445, 8602, 8759, 8915, 9072, 9229, 9386, 9543, 9699, 9856, 10013, 10170, 10327, 10483, 10640, 10797, 10954, 11111, 11267, 11424, 11581, 11738, 11895, 12052, 12208, 12365]] + 攻击次数 = 1 + data1 = [(i*1.21016) for i in [0, 1399, 1541, 1683, 1825, 1967, 2109, 2251, 2393, 2535, 2677, 2819, 2961, 3103, 3245, 3387, 3529, 3671, 3813, 3955, 4097, 4239, 4381, 4523, 4665, 4807, 4949, 5091, 5233, 5375, 5517, 5659, 5801, 5943, 6085, 6227, 6369, 6511, 6653, 6795, 6937, 7079, 7221, 7363, 7505, 7647, 7789, 7931, 8073, 8215, 8357, 8499, 8641, 8783, 8925, 9067, 9209, 9351, 9493, 9635, 9777, 9919, 10061, 10203, 10345, 10487, 10629, 10771, 10913, 11055, 11197]] + 攻击次数2 = 1 + CD = 4.0 + TP成长 = 0.10 + TP上限 = 7 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能4(主动技能): + 名称 = '龙语召唤:阿斯特拉' + 所在等级 = 20 + 等级上限 = 30 + 基础等级 = 20 + data0 = [(i*1.210978) for i in [0, 2986, 3463, 3938, 4414, 4891, 5366, 5843, 6319, 6795, 7271, 7748, 8223, 8699, 9176, 9651, 10128, 10604, 11080, 11556, 12033, 12508, 12984, 13461, 13936, 14413, 14889, 15366, 15841, 16318, 16794]] + 攻击次数 = 1 + CD = 7.0 + 关联技能 = ['所有'] + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + elif self.等级 <= 20: + return round(1.05 + 0.005 * self.等级, 5) + else: + return round(0.75 + 0.02 * self.等级, 5) + + def 独立攻击力倍率进图(self, 武器类型): + if self.等级 == 0: + return 1.0 + elif self.等级 <= 20: + return round(1.05 + 0.005 * self.等级, 5) + else: + return round(0.75 + 0.02 * self.等级, 5) + + +class 技能5(主动技能): + 名称 = '爆破龙角' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + data0 = [(i*1.208141) for i in [0, 1715, 1888, 2062, 2237, 2410, 2584, 2757, 2932, 3106, 3279, 3454, 3628, 3801, 3976, 4150, 4323, 4498, 4672, 4845, 5020, 5193, 5367, 5542, 5715, 5889, 6064, 6237, 6411, 6586, 6759, 6933, 7108, 7281, 7455, 7629, 7803, 7977, 8150, 8325, 8499, 8672, 8847, 9020, 9194, 9369, 9542, 9716, 9891, 10064, 10238, 10413, 10586, 10760, 10935, 11108, 11282, 11456, 11630, 11804, 11978]] + 攻击次数 = 1 + data1 = [(i*1.207952) for i in [0, 4001, 4406, 4813, 5218, 5625, 6030, 6436, 6842, 7248, 7654, 8060, 8466, 8872, 9277, 9684, 10089, 10496, 10901, 11306, 11713, 12118, 12525, 12930, 13337, 13742, 14148, 14554, 14960, 15366, 15772, 16178, 16584, 16989, 17396, 17801, 18208, 18613, 19019, 19425, 19831, 20237, 20643, 21049, 21455, 21860, 22267, 22672, 23079, 23484, 23890, 24296, 24702, 25108, 25514, 25920, 26326, 26731, 27138, 27543, 27950]] + 攻击次数2 = 1 + CD = 8.0 + TP成长 = 0.10 + TP上限 = 7 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能6(主动技能): + 名称 = '龙拳(地面释放)' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + data0 = [(i*1.218204) for i in [0,1998, 2201, 2403, 2607, 2809, 3012, 3214, 3418, 3621, 3823, 4027, 4229, 4432, 4634, 4838, 5040, 5243, 5445, 5649, 5851, 6054, 6257, 6460, 6662, 6865, 7068, 7271, 7473, 7676, 7879, 8082, 8284, 8488, 8690, 8893, 9095, 9299, 9501, 9704, 9906, 10110, 10312, 10515, 10717, 10921, 11123, 11326, 11528, 11732, 11935, 12137, 12341, 12543, 12746, 12948, 13152, 13354, 13557, 13759, 13963]] + 攻击次数 = 1 + data1 = [(i*1.218133) for i in [0, 2998, 3302, 3606, 3911, 4214, 4518, 4822, 5127, 5431, 5735, 6040, 6344, 6648, 6952, 7257, 7560, 7864, 8168, 8473, 8777, 9081, 9386, 9690, 9994, 10297, 10602, 10906, 11210, 11514, 11819, 12123, 12427, 12731, 13036, 13340, 13643, 13948, 14252, 14556, 14860, 15165, 15469, 15773, 16077, 16382, 16686, 16989, 17293, 17598, 17902, 18206, 18511, 18815, 19119, 19423, 19728, 20031, 20335, 20639, 20944]] + 攻击次数2 = 1 + CD = 8.0 + TP成长 = 0.10 + TP上限 = 7 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能7(主动技能): + 名称 = '龙拳(空中释放)' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + data0 = [(i*1.218269) for i in [0, 550, 607, 662, 718, 774, 830, 885, 941, 998, 1053, 1109, 1165, 1221, 1276, 1333, 1389, 1444, 1501, 1556, 1612, 1667, 1724, 1780, 1835, 1892, 1947, 2003, 2059, 2115, 2171, 2227, 2283, 2338, 2395, 2451, 2506, 2562, 2618, 2674, 2729, 2786, 2842, 2897, 2954, 3009, 3065, 3121, 3177, 3233, 3288, 3345, 3400, 3456, 3512, 3568, 3624, 3680, 3736, 3791, 3848]] + 攻击次数 = 1 + data1 = [(i*1.218074) for i in [0, 4957, 5460, 5963, 6466, 6969, 7472, 7975, 8478, 8980, 9484, 9987, 10490, 10993, 11495, 11998, 12501, 13005, 13508, 14010, 14513, 15016, 15519, 16023, 16525, 17028, 17531, 18034, 18536, 19040, 19543, 20046, 20549, 21051, 21554, 22058, 22561, 23064, 23566, 24069, 24572, 25076, 25579, 26081, 26584, 27087, 27590, 28092, 28596, 29099, 29602, 30105, 30607, 31110, 31614, 32117, 32620, 33122, 33625, 34128, 34632]] + 攻击次数2 = 1 + CD = 8.0 + TP成长 = 0.10 + TP上限 = 7 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能8(主动技能): + 名称 = '龙之撕咬' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + data0 = [(i*1.208623) for i in [0, 930, 1025, 1120, 1214, 1309, 1403, 1497, 1592, 1687, 1781, 1875, 1970, 2064, 2159, 2254, 2347, 2442, 2537, 2631, 2726, 2821, 2914, 3009, 3104, 3198, 3293, 3387, 3481, 3576, 3671, 3765, 3859, 3954, 4048, 4143, 4238, 4331, 4426, 4521, 4615, 4710, 4804, 4898, 4993, 5088, 5182, 5277, 5371, 5465, 5560, 5655, 5749, 5843, 5938, 6032, 6127, 6222, 6315, 6410, 6505]] + 攻击次数 = 6 + CD = 10 + TP成长 = 0.10 + TP上限 = 7 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能9(主动技能): + 名称 = '龙翼穿刺(2hit+踢击)' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data0 = [(i*1.210245) for i in [0, 119, 130, 142, 155, 167, 178, 190, 203, 215, 226, 239, 251, 263, 276, 287, 299, 311, 324, 335, 347, 360, 372, 383, 395, 408, 420, 431, 444, 456, 468, 479, 492, 504, 516, 529, 540, 552, 564, 577, 588, 600, 613, 625, 636, 648, 661, 673, 684, 697, 709, 721, 734, 745, 757, 769, 782, 793, 805, 818, 830]] + 攻击次数 = 2 + data1 = [(i*1.209936) for i in [0, 7269, 8006, 8744, 9481, 10218, 10956, 11693, 12431, 13168, 13906, 14643, 15380, 16118, 16855, 17593, 18330, 19067, 19805, 20542, 21280, 22017, 22755, 23492, 24229, 24967, 25704, 26442, 27179, 27917, 28654, 29391, 30129, 30866, 31604, 32341, 33079, 33816, 34553, 35291, 36028, 36766, 37503, 38241, 38978, 39715, 40453, 41190, 41928, 42665, 43402, 44140, 44877, 45615, 46352, 47090, 47827, 48564, 49302, 50039, 50777]] + 攻击次数2 = 1 + CD = 12.0 + TP成长 = 0.10 + TP上限 = 7 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能10(主动技能): + 名称 = '龙翼穿刺(撕咬附着)' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data0 = [(i*1.209994) for i in [0, 7962, 8764, 9574, 10384, 11192, 11995, 12804, 13615, 14423, 15226, 16035, 16845, 17655, 18464, 19267, 20076, 20886, 21696, 22497, 23307, 24117, 24927, 25729, 26537, 27348, 28157, 28960, 29768, 30579, 31388, 32190, 33000, 33809, 34619, 35429, 36232, 37041, 37850, 38660, 39462, 40272, 41082, 41891, 42693, 43502, 44313, 45121, 45924, 46733, 47543, 48353, 49162, 49964, 50774, 51584, 52394, 53196, 54005, 54815, 55625]] + 攻击次数 = 1 + CD = 12.0 + TP成长 = 0.10 + TP上限 = 7 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能11(主动技能): + 名称 = '飞龙斩' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data0 = [(i*1.21087) for i in [0, 2243, 2471, 2698, 2925, 3153, 3381, 3609, 3836, 4063, 4292, 4519, 4747, 4974, 5201, 5430, 5657, 5884, 6112, 6339, 6568, 6795, 7022, 7250, 7478, 7706, 7933, 8160, 8388, 8616, 8844, 9071, 9298, 9526, 9754, 9981, 10209, 10436, 10665, 10892, 11119, 11347, 11574, 11803, 12030, 12257, 12485, 12712, 12940, 13168, 13395, 13623, 13851, 14078, 14306, 14533, 14760, 14989, 15216, 15444, 15671]] + 攻击次数 = 2 + data1 = [(i*1.210964) for i in [0, 6589, 7256, 7925, 8594, 9262, 9931, 10600, 11268, 11936, 12604, 13273, 13942, 14610, 15279, 15947, 16615, 17284, 17952, 18621, 19290, 19957, 20626, 21295, 21963, 22632, 23300, 23968, 24637, 25305, 25974, 26643, 27311, 27980, 28647, 29316, 29985, 30653, 31322, 31991, 32658, 33327, 33995, 34664, 35333, 36001, 36669, 37337, 38006, 38675, 39343, 40012, 40680, 41348, 42017, 42685, 43354, 44023, 44691, 45359, 46028]] + 攻击次数2 = 1 + CD = 15 + TP成长 = 0.10 + TP上限 = 7 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 3.25 + self.CD *= 0.9 + elif x == 1: + self.攻击次数 = 3.7 + self.CD *= 0.9 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能12(被动技能): + 名称 = '大胃王' + 所在等级 = 35 + 等级上限 = 20 + 基础等级 = 10 + 是否有伤害 = 0 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 <= 10: + return round(1.0 + 0.01 * self.等级, 5) + else: + return round(0.9 + 0.02 * self.等级, 5) + + +class 技能13(主动技能): + 名称 = '龙刃无双' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + data0 = [(i*1.210019) for i in [0, 15232, 16778, 18324, 19869, 21415, 22960, 24505, 26051, 27596, 29142, 30687, 32233, 33777, 35323, 36869, 38414, 39960, 41505, 43050, 44596, 46141, 47687, 49232, 50777, 52323, 53868, 55414, 56959, 58505, 60050, 61595, 63141, 64686, 66232, 67778, 69322, 70868, 72413, 73959, 75504, 77049, 78595, 80140, 81686, 83231, 84777, 86322, 87867, 89413, 90958, 92504, 94050, 95594, 97140, 98685, 100231, 101777, 103321, 104867, 106412]] + 攻击次数 = 1 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 7 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.28 + elif x == 1: + self.倍率 *= 1.37 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能14(主动技能): + 名称 = '魔龙之息(脱手)' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + data0 = [(i * 1.215692*1.155) for i in [0, 1706, 1879, 2052, 2225, 2399, 2571, 2745, 2918, 3091, 3264, 3437, 3611, 3783, 3957, 4129, 4303, 4475, 4649, 4823, 4995, 5169, 5341, 5515, 5687, 5861, 6034, 6207, 6381, 6553, 6727, 6899, 7073, 7246, 7419, 7592, 7765, 7938, 8112, 8285, 8458, 8631, 8804, 8977, 9150, 9324, 9496, 9670, 9842, 10016, 10190, 10362, 10536, 10708, 10882, 11054, 11228, 11400, 11574, 11747, 11920]] + 攻击次数 = 13 + CD = 40.0 + TP成长 = 0.10 + TP上限 = 7 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.22 + self.CD *= 0.9 + elif x == 1: + self.倍率 *= 1.30 + self.CD *= 0.9 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能15(主动技能): + 名称 = '魔龙之息(骑乘)' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + data0 = [(i*1.215904*1.155) for i in [0, 1130, 1244, 1359, 1474, 1588, 1703, 1818, 1932, 2047, 2161, 2276, 2391, 2505, 2620, 2735, 2849, 2964, 3079, 3193, 3308, 3422, 3537, 3651, 3765, 3880, 3995, 4109, 4224, 4338, 4453, 4568, 4682, 4797, 4912, 5026, 5141, 5256, 5370, 5485, 5600, 5714, 5829, 5943, 6058, 6173, 6287, 6402, 6517, 6631, 6746, 6861, 6975, 7090, 7204, 7319, 7434, 7548, 7663, 7778, 7892]] + 攻击次数 = 23 + CD = 40.0 + TP成长 = 0.10 + TP上限 = 7 + 是否有护石 = 1 + 护石CD缩减 = 0 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.CD *= 0.9 + self.攻击次数 = 25 + self.护石CD缩减 = 4 + elif x == 1: + self.倍率 *= 1.07 + self.CD *= 0.9 + self.攻击次数 = 25 + self.护石CD缩减 = 4 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + def 等效CD(self, 武器类型, 输出类型): + # 五秒是技能释放时间后才开始结算CD造成的 + return round((self.CD * 武器冷却惩罚(武器类型, 输出类型, self.版本)-self.护石CD缩减) / self.恢复 + 5, 1) + + +class 技能16(被动技能): + 名称 = '魔龙之力' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.105 + 0.015 * self.等级, 5) + + +class 技能17(主动技能): + 名称 = '魔龙之力(火球)' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + data0 = [(i*1.0) for i in [0, 935, 1084, 1233, 1383, 1532, 1681, 1830, 1979, 2128, 2278, 2427, 2576, 2725, 2874, 3023, 3172, 3322, 3471, 3620, 3769, 3918, 4067, 4217, 4366, 4515, 4664, 4813, 4962, 5112, 5261, 5410, 5559, 5708, 5857, 6006, 6156, 6305, 6454, 6603, 6752]] + 攻击次数 = 1 + CD = 3.0 + TP上限 = 0 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能18(主动技能): + 名称 = '雷光嘶吼' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + data0 = [(i*1.208969) for i in [0, 2480, 3054, 3630, 4204, 4780, 5354, 5930, 6504, 7080, 7655, 8230, 8805, 9380, 9956, 10530, 11106, 11680, 12256, 12830, 13406, 13980, 14556, 15130, 15706, 16280, 16856, 17430, 18006, 18581, 19156, 19731, 20306, 20882, 21456, 22032, 22606, 23182, 23756, 24332, 24906]] + 攻击次数 = 8 + data1 = [(i*1.208998) for i in [0, 44091, 54315, 64540, 74763, 84988, 95212, 105437, 115660, 125885, 136109, 146333, 156557, 166782, 177006, 187229, 197454, 207678, 217902, 228126, 238351, 248575, 258799, 269023, 279248, 289472, 299696, 309920, 320144, 330368, 340592, 350817, 361041, 371265, 381489, 391714, 401937, 412162, 422386, 432611, 442834]] + 攻击次数2 = 1 + CD = 145 + + def 等效百分比(self, 武器类型): + if self.等级 <= 8: + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * self.倍率 + else: + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2 * 1.1) * self.倍率 + + +class 技能19(主动技能): + 名称 = '龙皇制裁' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + data0 = [(i*1.207984) for i in [0, 23146, 25495, 27842, 30191, 32538, 34887, 37236, 39583, 41932, 44279, 46628, 48976, 51324, 53673, 56020, 58369, 60717, 63065, 65414, 67761, 70110, 72457, 74806, 77155, 79502, 81851, 84198, 86547, 88896, 91243, 93592, 95939, 98288, 100636, 102984, 105333, 107680, 110029, 112377, 114725, 117074, 119421, 121770, 124118, 126466, 128815, 131162, 133511, 135859, 138207, 140556, 142903, 145252, 147600, 149948, 152296, 154644, 156993, 159341, 161689]] + 攻击次数 = 1 + CD = 30.0 + TP成长 = 0.10 + TP上限 = 7 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.23 + elif x == 1: + self.倍率 *= 1.32 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能20(主动技能): + 名称 = '魔龙天翔(脱手)' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + data0 = [(i*1.201) for i in [0, 33015, 36364, 39713, 43062, 46413, 49762, 53111, 56461, 59810, 63159, 66510, 69859, 73208, 76557, 79907, 83256, 86605, 89955, 93304, 96653, 100003, 103352, 106701, 110050, 113400, 116749, 120098, 123448, 126797, 130146, 133497, 136846, 140195, 143544, 146894, 150244, 153593, 156943, 160292, 163641]] + 攻击次数 = 1 + CD = 50.0 + TP成长 = 0.10 + TP上限 = 7 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.18 + elif x == 1: + self.倍率 *= 1.26 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能21(主动技能): + 名称 = '魔龙天翔(骑乘)' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + data0 = [(i*1.201019) for i in [0, 12133, 13365, 14596, 15826, 17058, 18289, 19519, 20751, 21982, 23212, 24444, 25675, 26905, 28137, 29367, 30597, 31830, 33059, 34290, 35523, 36752, 37983, 39215, 40445, 41676, 42908, 44138, 45369, 46601, 47831, 49062, 50294, 51524, 52755, 53987, 55217, 56448, 57680, 58910, 60141]] + 攻击次数 = 1 + data1 = [(i*1.201014) for i in [0, 9437, 10394, 11351, 12310, 13267, 14224, 15181, 16139, 17097, 18054, 19011, 19968, 20926, 21883, 22841, 23798, 24755, 25713, 26670, 27627, 28585, 29543, 30501, 31458, 32415, 33373, 34330, 35288, 36245, 37202, 38160, 39117, 40075, 41032, 41989, 42946, 43905, 44862, 45819, 46776]] + 攻击次数2 = 3 + CD = 50.0 + TP成长 = 0.10 + TP上限 = 7 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.23 + elif x == 1: + self.倍率 *= 1.31 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能22(被动技能): + 名称 = '龙神血脉' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.21 + 0.02 * self.等级, 5) + + +class 技能23(主动技能): + 名称 = '魔龙星落' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + data0 = [(i*1.211005) for i in [0, 4142, 4562, 4983, 5403, 5823, 6243, 6663, 7084, 7504, 7924, 8344, 8765, 9185, 9605, 10025, 10445, 10866, 11286, 11706, 12126, 12547, 12967, 13387, 13807, 14227, 14648, 15068, 15488, 15908, 16328, 16750, 17170, 17590, 18010, 18431, 18851, 19271, 19691, 20111, 20532, 20952, 21372, 21792, 22213, 22633, 23053, 23473, 23893, 24314, 24734, 25154, 25574, 25995, 26415, 26835, 27255, 27675, 28096, 28516, 28936]] + 攻击次数 = 9 + data1 = [(i*1.210992) for i in [0, 24854, 27375, 29897, 32418, 34940, 37462, 39983, 42504, 45026, 47547, 50068, 52591, 55112, 57633, 60155, 62676, 65197, 67720, 70241, 72762, 75284, 77805, 80326, 82848, 85370, 87891, 90412, 92934, 95455, 97976, 100499, 103020, 105541, 108063, 110584, 113105, 115628, 118149, 120670, 123192, 125713, 128234, 130757, 133278, 135799, 138321, 140842, 143363, 145884, 148407, 150928, 153449, 155971, 158492, 161013, 163536, 166057, 168578, 171100, 173621]] + 攻击次数2 = 1 + CD = 40.0 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 = 1.37 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能24(主动技能): + 名称 = '征战无双' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + data0 = [(i*1.216006*1.15) for i in [0, 26689, 29396, 32104, 34811, 37520, 40227, 42935, 45643, 48350, 51058, 53765, 56473, 59180, 61888, 64595, 67303, 70010, 72720, 75427, 78135, 80842, 83550, 86257, 88965, 91672, 94380, 97087, 99795, 102502, 105211, 107918, 110626, 113333, 116041, 118748, 121456, 124163, 126871, 129579, 132286, 134995, 137702, 140410, 143117, 145825, 148532, 151240, 153947, 156655, 159362, 162070, 164777, 167485, 170192, 172901, 175608, 178316, 181023, 183731, 186438]] + 攻击次数 = 1 + data1 = [(i*1.215992*1.15) for i in [0, 41159, 45335, 49511, 53686, 57862, 62038, 66213, 70389, 74564, 78740, 82916, 87091, 91267, 95443, 99618, 103794, 107970, 112145, 116321, 120497, 124672, 128847, 133024, 137199, 141374, 145551, 149726, 153901, 158078, 162253, 166428, 170605, 174780, 178955, 183132, 187307, 191482, 195659, 199834, 204009, 208185, 212361, 216536, 220712, 224888, 229063, 233239, 237415, 241590, 245766, 249941, 254117, 258293, 262468, 266644, 270820, 274995, 279171, 283347, 287522]] + 攻击次数2 = 1 + CD = 50.0 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数2 = 1.23 + self.倍率 = 1.16 + self.CD *= 0.9 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能25(主动技能): + 名称 = '龙神裁决:终末之光' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + data0 = [(i*1.215001) for i in [0, 173732, 214019, 254304, 294591, 334877, 375162, 415449, 455734, 496020, 536307, 576592, 616878, 657164, 697450, 737735, 778022, 818308, 858593, 898880, 939165, 979452, 1019738, 1060023, 1100310, 1140595, 1180881, 1221168, 1261453, 1301739, 1342025, 1382311, 1422597, 1462883, 1503169, 1543454, 1583741, 1624027, 1664312, 1704599, 1744884, 1785171, 1825457, 1865742, 1906029, 1946314, 1986600, 2026887, 2067172, 2107458, 2147744, 2188030, 2228315, 2268602, 2308888, 2349173, 2389460, 2429745, 2470032, 2510318, 2550603, 2590890, 2631175, 2671461, 2711748, 2752033, 2792319, 2832605, 2872891, 2913177, 2953463]] + 攻击次数 = 1 + CD = 180 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能26(被动技能): + 名称 = '龙血誓约' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能27(主动技能): + 名称 = '龙咆雷鸣' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + data0 = [int(i*1.214998) for i in [0, 10824, 11923, 13021, 14119, 15217, 16315, 17414, 18512, 19610, 20708, 21806, 22905, 24003, 25101, 26199, 27297, 28395, 29494, 30592, 31690, 32788, 33886, 34985, 36083, 37181, 38279, 39377, 40476, 41574, 42672, 43770, 44868, 45966, 47065, 48163, 49261, 50359, 51457, 52556, 53654, 54752, 55850, 56948, 58047, 59145, 60243, 61341, 62439, 63537, 64636, 65734, 66832, 67930, 69028, 70127, 71225, 72323, 73421, 74519, 75618]] + 攻击次数 = 5 + data1 = [int(i*1.214986) for i in [0, 81187, 89423, 97660, 105896, 114133, 122369, 130605, 138842, 147078, 155315, 163551, 171787, 180024, 188260, 196497, 204733, 212969, 221206, 229442, 237679, 245915, 254151, 262388, 270624, 278861, 287097, 295333, 303570, 311806, 320043, 328279, 336515, 344752, 352988, 361225, 369461, 377698, 385934, 394170, 402407, 410643, 418880, 427116, 435352, 443589, 451825, 460062, 468298, 476534, 484771, 493007, 501244, 509480, 517716, 525953, 534189, 542426, 550662, 558898, 567135]] + 攻击次数2 = 1 + CD = 60.0 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * self.倍率 + + +class 技能28(主动技能): + 名称 = '龙神君临·虚空烬灭' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + data0 = [int(i*1.237999) for i in [0, 43811, 53971, 64131, 74289, 84449, 94608, 104768, 114926, 125086, 135245, 145404, 155564, 165723, 175883, 186041, 196201, 206360, 216520, 226678, 236838, 246998, 257157, 267316, 277475, 287635, 297794, 307953, 318112, 328272, 338432, 348590, 358750, 368909, 379069, 389227, 399387, 409546, 419706, 429865, 440024, 450184, 460342, 470502, 480661, 490821, 500979, 511139, 521299, 531458, 541617, 551776, 561936, 572095, 582254, 592413, 602573, 612733, 622891, 633051, 643210, 653370, 663528, 673688, 683847, 694007, 704166, 714325, 724485, 734644, 744803]] + 攻击次数 = 1 + data1 = [int(i*1.238017) for i in [0, 21906, 26985, 32065, 37145, 42224, 47303, 52384, 57463, 62542, 67622, 72702, 77782, 82861, 87941, 93021, 98100, 103179, 108260, 113339, 118419, 123499, 128578, 133658, 138737, 143817, 148897, 153976, 159056, 164136, 169215, 174295, 179375, 184454, 189534, 194613, 199694, 204773, 209852, 214933, 220012, 225091, 230171, 235251, 240330, 245410, 250489, 255570, 260649, 265728, 270809, 275888, 280967, 286047, 291127, 296207, 301286, 306366, 311446, 316525, 321604, 326685, 331764, 336844, 341923, 347003, 352083, 357162, 362242, 367322, 372401]] + 攻击次数2 = 8 + data2 = [int(i*1.238004) for i in [0, 131435, 161913, 192392, 222869, 253347, 283825, 314303, 344781, 375259, 405736, 436214, 466693, 497170, 527648, 558126, 588604, 619082, 649560, 680037, 710516, 740994, 771471, 801949, 832427, 862905, 893383, 923861, 954338, 984817, 1015295, 1045772, 1076250, 1106728, 1137206, 1167684, 1198162, 1228639, 1259118, 1289596, 1320073, 1350551, 1381030, 1411507, 1441985, 1472463, 1502940, 1533419, 1563897, 1594374, 1624852, 1655331, 1685808, 1716286, 1746764, 1777241, 1807720, 1838198, 1868675, 1899153, 1929632, 1960109, 1990587, 2021065, 2051542, 2082021, 2112499, 2142976, 2173454, 2203933, 2234411]] + 攻击次数3 = 1 + data3 = [int(i*1.238011) for i in [0, 21906, 26985, 32065, 37145, 42224, 47303, 52384, 57463, 62542, 67622, 72702, 77782, 82861, 87941, 93021, 98100, 103179, 108260, 113339, 118419, 123499, 128578, 133658, 138737, 143817, 148897, 153976, 159056, 164136, 169215, 174295, 179375, 184454, 189534, 194613, 199694, 204773, 209852, 214933, 220012, 225091, 230171, 235251, 240330, 245410, 250489, 255570, 260649, 265728, 270809, 275888, 280967, 286047, 291127, 296207, 301286, 306366, 311446, 316525, 321604, 326685, 331764, 336844, 341923, 347003, 352083, 357162, 362242, 367322, 372401]] + 攻击次数4 = 4 + CD = 290.0 + + def 加成倍率(self, 武器类型): + return 0.0 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2+ self.data2[self.等级] * self.攻击次数3+ self.data3[self.等级] * self.攻击次数4) * self.倍率 + +class 技能29(主动技能): + 名称 = '普通攻击(一轮)' + 所在等级 = 1 + 等级上限 = 1 + 基础等级 = 1 + 基础 = 1114.6981 + 成长 = 0 + CD = 1 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +一觉序号 = 0 +二觉序号 = 0 +三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 三觉序号 = 技能序号[i.名称] + +护石选项 = ['无'] +for i in 技能列表: + temp = i + if i.是否有伤害 == 1 and i.是否有护石 == 1 and i.所在等级 != 45 and i.所在等级 != 70: + 护石选项.append(i.名称) +护石选项.append('魔龙之息') +护石选项.append('魔龙天翔') + +符文选项 = ['无'] +for i in 技能列表: + temp = i + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.所在等级 != 48 and i.是否有伤害 == 1 and i.所在等级 != 45 and i.所在等级 != 70: + 符文选项.append(i.名称) +符文选项.append('魔龙之息') +符文选项.append('魔龙天翔') + + +class 职业角色属性(角色属性): + 实际名称 = '皓曦·龙骑士' + 角色 = '守护者' + 职业 = '龙骑士' + + 武器选项 = ['太刀', '钝器', '巨剑', '短剑'] + + 类型选择 = ['物理固伤'] + + 类型 = '物理固伤' + 防具类型 = '轻甲' + 防具精通属性 = ['力量'] + + 主BUFF = 1.850 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + super().被动倍率计算() + self.技能栏[17].等级 = self.技能栏[16].等级 + + if self.装备检查('守护的抉择'): + if self.护石第一栏 == '魔龙之息': + self.技能栏[self.技能序号['魔龙之息(脱手)']].CD *= 0.7 + self.技能栏[self.技能序号['魔龙之息(脱手)']].倍率 *= 1.55 + self.技能栏[self.技能序号['魔龙之息(骑乘)']].CD *= 0.7 + self.技能栏[self.技能序号['魔龙之息(骑乘)']].倍率 *= 1.55 + if self.护石第二栏 == '魔龙之息': + self.技能栏[self.技能序号['魔龙之息(脱手)']].CD *= 0.75 + self.技能栏[self.技能序号['魔龙之息(脱手)']].倍率 *= 1.45 + self.技能栏[self.技能序号['魔龙之息(骑乘)']].CD *= 0.75 + self.技能栏[self.技能序号['魔龙之息(骑乘)']].倍率 *= 1.45 + if self.护石第一栏 == '魔龙天翔': + self.技能栏[self.技能序号['魔龙天翔(脱手)']].CD *= 0.7 + self.技能栏[self.技能序号['魔龙天翔(脱手)']].倍率 *= 1.55 + self.技能栏[self.技能序号['魔龙天翔(骑乘)']].CD *= 0.7 + self.技能栏[self.技能序号['魔龙天翔(骑乘)']].倍率 *= 1.55 + if self.护石第二栏 == '魔龙天翔': + self.技能栏[self.技能序号['魔龙天翔(脱手)']].CD *= 0.75 + self.技能栏[self.技能序号['魔龙天翔(脱手)']].倍率 *= 1.45 + self.技能栏[self.技能序号['魔龙天翔(骑乘)']].CD *= 0.75 + self.技能栏[self.技能序号['魔龙天翔(骑乘)']].倍率 *= 1.45 + + def 技能释放次数计算(self): + 技能释放次数 = [] + for i in self.技能栏: + if i.是否有伤害 == 1 and i.名称 != '魔龙之息(骑乘)': + if '/CD' in self.次数输入[self.技能序号[i.名称]]: + 技能释放次数.append(int((self.时间输入 - i.演出时间) / + i.等效CD(self.武器类型, self.类型) + 1 + i.基础释放次数)) + else: + 技能释放次数.append(eval(self.次数输入[self.技能序号[i.名称]])) + elif i.名称 == '魔龙之息(骑乘)': + if '/CD' in self.次数输入[self.技能序号[i.名称]]: + # 计算CD时间为技能释放完毕后 + 技能释放次数.append(int((self.时间输入 - i.演出时间) / + (i.等效CD(self.武器类型, self.类型) + 5)+ 1 + i.基础释放次数)*3) + else: + 技能释放次数.append(eval(self.次数输入[self.技能序号[i.名称]])) + else: + 技能释放次数.append(0) + + return self.技能释放次数解析(技能释放次数) + +class 皓曦·龙骑士(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 职业角色属性() + self.角色属性A = 职业角色属性() + self.角色属性B = 职业角色属性() + self.一觉序号 = 一觉序号 + self.二觉序号 = 二觉序号 + self.三觉序号 = 三觉序号 + self.护石选项 = deepcopy(护石选项) + self.符文选项 = deepcopy(符文选项) + + def 护石类型选项更新(self, x): + self.护石类型选项[x].clear() + if self.护石栏[x].currentText() != '无': + if self.护石栏[x].currentText() not in ['魔龙天翔', '魔龙之息']: + try: + self.护石类型选项[x].addItems( + self.初始属性.技能栏[self.初始属性.技能序号[self.护石栏[x].currentText()]].护石选项) + except: + self.护石类型选项[x].addItem('魔界') + self.护石栏[x].setCurrentIndex(0) + elif self.护石栏[x].currentText() in ['魔龙天翔', '魔龙之息']: + self.护石类型选项[x].addItem('魔界') + self.护石类型选项[x].addItem('圣痕') + else: + self.护石类型选项[x].addItem('魔界') + + def 加载护石(self, 属性): + for k in range(3): + if self.护石栏[k].currentText() != '无' and self.护石栏[k].currentText() != '魔龙之息' and self.护石栏[k].currentText() != '魔龙天翔': + try: + 属性.技能栏[self.角色属性A.技能序号[self.护石栏[k].currentText()]].装备护石() + except: + 属性.技能栏[self.角色属性A.技能序号[self.护石栏[k].currentText()]].装备护石( + self.护石类型选项[k].currentIndex()) + elif self.护石栏[k].currentText() == '魔龙之息': + if self.护石类型选项[k].currentText() == '魔界': + 属性.技能栏[self.角色属性A.技能序号['魔龙之息(脱手)']].装备护石(0) + 属性.技能栏[self.角色属性A.技能序号['魔龙之息(骑乘)']].装备护石(0) + elif self.护石类型选项[k].currentText() == '圣痕': + 属性.技能栏[self.角色属性A.技能序号['魔龙之息(脱手)']].装备护石(1) + 属性.技能栏[self.角色属性A.技能序号['魔龙之息(骑乘)']].装备护石(1) + elif self.护石栏[k].currentText() == '魔龙天翔': + if self.护石类型选项[k].currentText() == '魔界': + 属性.技能栏[self.角色属性A.技能序号['魔龙天翔(脱手)']].装备护石(0) + 属性.技能栏[self.角色属性A.技能序号['魔龙天翔(骑乘)']].装备护石(0) + elif self.护石类型选项[k].currentText() == '圣痕': + 属性.技能栏[self.角色属性A.技能序号['魔龙天翔(脱手)']].装备护石(1) + 属性.技能栏[self.角色属性A.技能序号['魔龙天翔(骑乘)']].装备护石(1) + + 属性.护石第一栏 = self.护石栏[0].currentText() + 属性.护石第二栏 = self.护石栏[1].currentText() + 属性.护石第三栏 = self.护石栏[2].currentText() + + for i in range(9): + if self.符文[i].currentText() != '无' and self.符文效果[i].currentText() != '无' and self.符文[i].currentText() != '魔龙之息' and self.符文[i].currentText() != '魔龙天翔': + for j in self.符文效果[i].currentText().split(','): + if '攻击' in j: + 属性.技能栏[self.角色属性A.技能序号[self.符文[i].currentText()]].倍率 *= 1 + int( + j.replace('攻击', '').replace('%', '')) / 100 + if 'CD' in j: + 属性.技能栏[self.角色属性A.技能序号[self.符文[i].currentText()]].CD *= 1 + int( + j.replace('CD', '').replace('%', '')) / 100 + elif self.符文[i].currentText() == '魔龙之息': + for j in self.符文效果[i].currentText().split(','): + if '攻击' in j: + 属性.技能栏[self.角色属性A.技能序号['魔龙之息(脱手)']].倍率 *= 1 + int( + j.replace('攻击', '').replace('%', '')) / 100 + 属性.技能栏[self.角色属性A.技能序号['魔龙之息(骑乘)']].倍率 *= 1 + int( + j.replace('攻击', '').replace('%', '')) / 100 + if 'CD' in j: + 属性.技能栏[self.角色属性A.技能序号['魔龙之息(脱手)']].CD *= 1 + int( + j.replace('CD', '').replace('%', '')) / 100 + 属性.技能栏[self.角色属性A.技能序号['魔龙之息(骑乘)']].CD *= 1 + int( + j.replace('CD', '').replace('%', '')) / 100 + elif self.符文[i].currentText() == '魔龙天翔': + for j in self.符文效果[i].currentText().split(','): + if '攻击' in j: + 属性.技能栏[self.角色属性A.技能序号['魔龙天翔(脱手)']].倍率 *= 1 + int( + j.replace('攻击', '').replace('%', '')) / 100 + 属性.技能栏[self.角色属性A.技能序号['魔龙天翔(骑乘)']].倍率 *= 1 + int( + j.replace('攻击', '').replace('%', '')) / 100 + if 'CD' in j: + 属性.技能栏[self.角色属性A.技能序号['魔龙天翔(脱手)']].CD *= 1 + int( + j.replace('CD', '').replace('%', '')) / 100 + 属性.技能栏[self.角色属性A.技能序号['魔龙天翔(骑乘)']].CD *= 1 + int( + j.replace('CD', '').replace('%', '')) / 100 diff --git a/Characters/知源·元素师.py b/Characters/知源·元素师.py new file mode 100644 index 00000000..13ed56fa --- /dev/null +++ b/Characters/知源·元素师.py @@ -0,0 +1,610 @@ +from math import * +from PublicReference.carry.base import * + + +class 职业主动技能(主动技能): + # def 等效CD(self, 武器类型): + # if 武器类型 == '法杖': + # return round(self.CD / self.恢复 * 1.1, 1) + # if 武器类型 == '魔杖': + # return round(self.CD / self.恢复 * 1, 1) + + 脱手 = 1 + + def 实际技能次数(self, 输出时间, 武器类型, 输出类型): + + 技能CD = self.等效CD(武器类型, 输出类型) + # 能够打满的技能次数计算 + 技能次数 = int((输出时间 - self.演出时间) / + self.等效CD(武器类型, 输出类型) + 1 + self.基础释放次数) + 剩余时间 = 输出时间 - (技能次数 - 1 - self.基础释放次数) * \ + self.等效CD(武器类型, 输出类型) - 技能CD - (技能次数-1)*0.5 + # 最后一次技能小数点技能次数计算 + if 剩余时间 > 0 and 剩余时间 < self.演出时间: + 技能次数 += self.最后一次伤害估算(剩余时间) + return round(技能次数, 2) + + def 最后一次伤害估算(self, 剩余时间): + return 0 + + +class 技能0(职业主动技能): + 名称 = '烈焰冲击' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + data0 = [int(i*1.0) for i in [0, 2742, 3021, 3300, 3578, 3857, 4135, 4412, 4691, 4969, 5247, 5526, 5805, 6083, 6362, 6639, 6917, 7196, 7474, 7753, 8031, 8308, 8587, 8867, 9144, 9423, 9701, 9979, 10258, 10536, 10813, 11092, 11370, 11650, 11928, 12206, 12485, 12763, 13040, 13319, 13597, 13875, 14154, 14433, 14712, 14990, 15267, 15546, 15824, 16102, 16381, 16659, 16936, 17215, 17494, 17772, 18051, 18329, 18608, 18886, 19163, 19443, 19720, 19998, 20278, 20556, 20834, 21113, 21391, 21668, 21947]] + 攻击次数 = 1 + CD = 7.0 + TP成长 = 0.1 + TP上限 = 5 + 演出时间 = 0.4 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能1(被动技能): + 名称 = '属性精通' + 所在等级 = 30 + 等级上限 = 15 + 基础等级 = 5 + 圣灵符文倍率 = 1.0 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1 + (0.30 + 0.02 * self.等级) * self.圣灵符文倍率, 5) + + +class 技能2(职业主动技能): + 名称 = '虚无之球' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data0 = [int(i*1.151) for i in [0, 379, 416, 457, 494, 532, 569, 609, 646, 685, 723, 763, 799, 839, 877, 916, 953, 993, 1031, 1068, 1109, 1146, 1185, 1222, 1262, 1299, 1338, 1376, 1416, 1452, 1491, 1530, 1568, 1605, 1645, 1682, 1721, 1758, 1799, 1837, 1875, 1914, 1952, 1990, 2027, 2067, 2104, 2144, 2182, 2221, 2258, 2297, 2335, 2374, 2411, 2452, 2489, 2527, 2567, 2604, 2643, 2680, 2721, 2757, 2795, 2835, 2873, 2911, 2949, 2988, 3027]] + 攻击次数 = 8 + CD = 6.0 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 8.0 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能3(职业主动技能): + 名称 = '冰墙' + 学习间隔 = 2 + sp消耗 = 25 + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + data0 = [int(i*1.159) for i in [0, 5858, 6451, 7043, 7636, 8235, 8825, 9418, 10011, 10609, 11202, 11795, 12388, 12981, 13578, 14171, 14763, 15356, 15955, 16547, 17140, 17733, 18329, 18922, 19515, 20108, 20706, 21299, 21892, 22485, 23082, 23675, 24267, 24860, 25459, 26049, 26642, 27235, 27833, 28426, 29019, 29612, 30209, 30802, 31395, 31987, 32586, 33179, 33771, 34364, 34960, 35553, 36146, 36739, 37337, 37930, 38523, 39116, 39713, 40306, 40899, 41491, 42086, 42680, 43273, 43866, 44463, 45057, 45650, 46246, 46838]] + 攻击次数 = 1 + CD = 15.0 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 1.0 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能4(职业主动技能): + 名称 = '雷旋' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + data0 = [int(i*1.152) for i in [0, 2809, 3093, 3380, 3668, 3953, 4237, 4522, 4808, 5092, 5377, 5664, 5948, 6233, 6518, 6804, 7089, 7374, 7658, 7944, 8229, 8513, 8800, 9085, 9369, 9656, 9941, 10225, 10510, 10796, 11080, 11365, 11651, 11935, 12221, 12507, 12793, 13079, 13364, 13648, 13933, 14220, 14503, 14789, 15075, 15359, 15644, 15931, 16215, 16500, 16785, 17069, 17355, 17641, 17925, 18211, 18496, 18780, 19068, 19353, 19640, 19923, 20209, 20493, 20779, 21064, 21348, 21633, 21920, 22205, 22489]] + 攻击次数 = 1 + CD = 5.0 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 1.5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能5(职业主动技能): + 名称 = '天雷冲击' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data0 = [int(i*1.155) for i in [0, 2680, 2952, 3224, 3496, 3768, 4039, 4312, 4584, 4856, 5128, 5399, 5672, 5943, 6216, 6487, 6759, 7031, 7303, 7575, 7847, 8118, 8391, 8663, 8935, 9207, 9478, 9751, 10022, 10295, 10566, 10838, 11110, 11382, 11654, 11926, 12198, 12470, 12742, 13014, 13286, 13557, 13830, 14101, 14374, 14645, 14917, 15189, 15461, 15733, 16005, 16277, 16549, 16821, 17093, 17365, 17636, 17909, 18180, 18453, 18724, 18996, 19268, 19540, 19812, 20084, 20356, 20628, 20900, 21172, 21444]] + 攻击次数 = 3 + 天雷攻击力增加率 = 1.55 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 1.5 + 护石选项 = ['魔界', '圣痕'] + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.天雷攻击力增加率 * self.倍率 + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 1 + self.天雷攻击力增加率 = 5.93 + elif x == 1: + self.攻击次数 = 1 + self.天雷攻击力增加率 = 6.35 + + +class 技能6(职业主动技能): + 名称 = '极冰盛宴' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + data0 = [int(i*1.154) for i in [0, 1307, 1439, 1571, 1704, 1837, 1969, 2101, 2234, 2367, 2499, 2632, 2764, 2896, 3030, 3162, 3294, 3427, 3560, 3692, 3825, 3957, 4090, 4223, 4355, 4487, 4621, 4753, 4885, 5018, 5150, 5283, 5416, 5548, 5680, 5814, 5946, 6078, 6211, 6344, 6476, 6609, 6741, 6874, 7006, 7139, 7271, 7404, 7537, 7669, 7801, 7934, 8067, 8199, 8332, 8464, 8597, 8730, 8862, 8994, 9128, 9260, 9392, 9525, 9657, 9790, 9923, 10055, 10187, 10321, 10453]] + 攻击次数 = 8 + CD = 19.0 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 4.7 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + def 最后一次伤害估算(self, 剩余时间): + if self.等级 == 0: + return 0 + 实际攻击次数 = int(剩余时间/self.演出时间*self.攻击次数) + 实际百分比 = ((self.data0[self.等级] * 实际攻击次数 * + (1 + self.TP成长 * self.TP等级))) * self.倍率 + return round(实际百分比/self.等效百分比(''), 2) + + +class 技能7(职业主动技能): + 名称 = '湮灭黑洞' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + data1 = [int(i*1.239) for i in [0, 854, 942, 1028, 1115, 1201, 1289, 1375, 1462, 1548, 1636, 1722, 1809, 1895, 1983, 2069, 2156, 2242, 2330, 2416, 2503, 2589, 2677, 2763, 2850, 2936, 3023, 3110, 3197, 3283, 3370, 3457, 3544, 3630, 3717, 3803, 3891, 3977, 4064, 4150, 4238, 4324, 4411, 4497, 4585, 4671, 4758, 4844, 4932, 5018, 5105, 5191, 5279, 5365, 5452, 5538, 5626, 5712, 5799, 5885, 5973, 6059, 6146, 6232, 6320, 6406, 6493, 6579, 6667, 6753, 6840]] + 攻击次数2 = 15 + data2 = [int(i*1.239) for i in [0, 4280, 4714, 5147, 5581, 6016, 6450, 6884, 7319, 7753, 8187, 8620, 9055, 9489, 9923, 10358, 10792, 11226, 11661, 12094, 12528, 12963, 13397, 13831, 14266, 14700, 15134, 15567, 16002, 16436, 16870, 17305, 17739, 18173, 18608, 19041, 19475, 19910, 20344, 20778, 21213, 21647, 22081, 22514, 22949, 23383, 23817, 24252, 24686, 25120, 25555, 25988, 26422, 26856, 27291, 27725, 28159, 28594, 29028, 29461, 29896, 30330, 30764, 31199, 31633, 32067, 32502, 32935, 33369, 33803, 34238]] + 攻击次数3 = 1 + CD = 35.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 6.2 + 护石选项 = ['魔界', '圣痕'] + + def 等效百分比(self, 武器类型): + return ((self.data1[self.等级] * self.攻击次数2 * (1 + self.TP成长 * self.TP等级))+(self.data2[self.等级] * self.攻击次数3 * (1 + self.TP成长 * self.TP等级))) * self.倍率 + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.28 + self.演出时间 *= 0.6 + elif x == 1: + self.倍率 *= 1.37 + self.演出时间 *= 0.6 + + def 最后一次伤害估算(self, 剩余时间): + if self.等级 == 0: + return 0 + 实际攻击次数2 = int(剩余时间/self.演出时间*self.攻击次数2) + 实际攻击次数3 = 1 + 实际百分比 = ((self.data1[self.等级] * 实际攻击次数2 * (1 + self.TP成长 * self.TP等级)) + + (self.data2[self.等级] * 实际攻击次数3 * (1 + self.TP成长 * self.TP等级))) * self.倍率 + return round(实际百分比/self.等效百分比(''), 2) + + +class 技能8(职业主动技能): + 名称 = '杰克降临' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + data1 = [int(i*1.147) for i in [0, 3998, 4405, 4811, 5217, 5621, 6027, 6434, 6839, 7246, 7651, 8055, 8462, 8868, 9275, 9680, 10084, 10491, 10896, 11303, 11709, 12116, 12519, 12925, 13332, 13737, 14144, 14550, 14953, 15360, 15766, 16173, 16578, 16982, 17389, 17794, 18201, 18607, 19012, 19419, 19823, 20230, 20635, 21041, 21448, 21852, 22259, 22664, 23071, 23476, 23882, 24287, 24693, 25099, 25505, 25910, 26317, 26721, 27128, 27533, 27939, 28346, 28750, 29157, 29562, 29967, 30374, 30780, 31187, 31591, 31996]] + 攻击次数2 = 1 + data2 = [int(i*1.147) for i in [0, 15999, 17622, 19244, 20867, 22490, 24113, 25736, 27360, 28983, 30606, 32229, 33852, 35475, 37099, 38722, 40343, 41967, 43591, 45213, 46836, 48461, 50082, 51706, 53329, 54952, 56575, 58198, 59822, 61445, 63066, 64691, 66313, 67936, 69561, 71182, 72805, 74430, 76052, 77675, 79300, 80921, 82544, 84166, 85791, 87414, 89036, 90660, 92284, 93905, 95530, 97152, 98775, 100399, 102021, 103644, 105269, 106891, 108514, 110135, 111760, 113383, 115005, 116630, 118253, 119874, 121499, 123121, 124744, 126369, 127990]] + 攻击次数3 = 1 + CD = 45.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 1.6 + 护石选项 = ['魔界', '圣痕'] + + def 等效百分比(self, 武器类型): + return ((self.data1[self.等级] * self.攻击次数2 * (1 + self.TP成长 * self.TP等级))+(self.data2[self.等级] * self.攻击次数3 * (1 + self.TP成长 * self.TP等级))) * self.倍率 + + def 装备护石(self, x): + if x == 0: + self.攻击次数2 *= 0.1 * 4 + self.攻击次数3 *= 1.44 + elif x == 1: + self.攻击次数2 *= 0.1 * 4 + self.攻击次数3 *= 1.54 + + +class 技能9(职业主动技能): + 名称 = '元素之幕' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + data1 = [int(i*1.151) for i in [0, 370, 406, 444, 483, 519, 557, 595, 632, 669, 708, 745, 782, 819, 857, 895, 931, 970, 1008, 1044, 1082, 1119, 1156, 1195, 1233, 1270, 1307, 1344, 1383, 1420, 1457, 1495, 1533, 1569, 1608, 1646, 1682, 1720, 1758, 1795, 1833, 1871, 1908, 1945, 1982, 2020, 2059, 2095, 2133, 2171, 2207, 2245, 2284, 2322, 2358, 2396, 2433, 2470, 2509, 2546, 2584, 2620, 2658, 2697, 2733, 2771, 2809, 2847, 2883, 2921, 2960]] + 攻击次数2 = 20 + data2 = [int(i*1.151) for i in [0, 11098, 12225, 13350, 14475, 15602, 16727, 17854, 18979, 20104, 21231, 22357, 23482, 24610, 25734, 26862, 27987, 29113, 30239, 31365, 32491, 33617, 34742, 35869, 36994, 38119, 39246, 40371, 41500, 42625, 43750, 44877, 46002, 47129, 48254, 49380, 50506, 51632, 52757, 53884, 55009, 56136, 57261, 58386, 59514, 60640, 61767, 62892, 64017, 65144, 66269, 67394, 68521, 69646, 70773, 71899, 73024, 74151, 75276, 76404, 77529, 78655, 79781, 80907, 82032, 83159, 84284, 85411, 86536, 87661, 88788]] + 攻击次数3 = 1 + CD = 30.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 3.0 + 护石选项 = ['魔界', '圣痕'] + + def 等效百分比(self, 武器类型): + return ((self.data1[self.等级] * self.攻击次数2 * (1 + self.TP成长 * self.TP等级))+(self.data2[self.等级] * self.攻击次数3 * (1 + self.TP成长 * self.TP等级))) * self.倍率 + + def 装备护石(self, x): + if x == 0: + self.CD *= 0.95 + self.攻击次数2 *= 1 + 0.45 + self.攻击次数3 *= 1.17 + if x == 1: + self.CD *= 0.95 + self.攻击次数2 *= 1 + 0.45 + self.攻击次数3 *= 1.32 + + def 最后一次伤害估算(self, 剩余时间): + if self.等级 == 0: + return 0 + 实际攻击次数2 = int(剩余时间/self.演出时间*self.攻击次数2) + 实际攻击次数3 = 1 + 实际百分比 = ((self.data1[self.等级] * 实际攻击次数2 * (1 + self.TP成长 * self.TP等级)) + + (self.data2[self.等级] * 实际攻击次数3 * (1 + self.TP成长 * self.TP等级))) * self.倍率 + return round(实际百分比/self.等效百分比(''), 2) + + +class 技能10(被动技能): + 名称 = '魔力增幅' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.075 + 0.015 * self.等级, 5) + + def 魔法攻击力倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.075 + 0.015 * self.等级, 5) + + +class 技能11(职业主动技能): + 名称 = '陨星幻灭' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + data1 = [int(i*1.157) for i in [0, 159, 196, 233, 270, 307, 344, 381, 418, 540, 575, 610, 646, 682, 718, 753, 789, 825, 861, 896, 932, 968, 1003, 1039, 1075, 1111, 1146, 1182, 1218, 1254, 1289, 1324, 1360, 1396, 1432, 1467, 1503, 1539, 1574, 1610, 1646, 1682, 1717, 1753, 1789, 1825, 1860, 1896, 1932, 1967, 2003, 2039, 2074, 2110, 2146, 2182, 2217, 2253, 2289, 2324, 2360, 2395, 2431, 2467, 2503, 2539, 2574, 2610, 2645, 2681, 2717]] + 攻击次数2 = 40 + data2 = [int(i*1.157) for i in [0, 638, 785, 932, 1080, 1228, 1375, 1523, 1672, 2162, 2300, 2442, 2584, 2727, 2871, 3014, 3156, 3301, 3443, 3584, 3729, 3871, 4014, 4157, 4300, 4442, 4584, 4727, 4871, 5014, 5156, 5298, 5441, 5584, 5728, 5870, 6012, 6154, 6298, 6440, 6583, 6727, 6870, 7012, 7154, 7298, 7441, 7583, 7727, 7870, 8012, 8155, 8298, 8441, 8582, 8727, 8869, 9012, 9155, 9296, 9440, 9581, 9725, 9868, 10010, 10154, 10295, 10439, 10582, 10725, 10868]] + 攻击次数3 = 40 + data3 = [int(i*1.157) for i in [0, 1275, 1570, 1865, 2160, 2455, 2750, 3046, 3345, 4324, 4600, 4883, 5169, 5454, 5742, 6028, 6311, 6601, 6885, 7168, 7457, 7742, 8028, 8313, 8600, 8884, 9168, 9454, 9742, 10029, 10312, 10595, 10881, 11168, 11456, 11740, 12023, 12309, 12596, 12880, 13166, 13455, 13740, 14024, 14308, 14597, 14881, 15166, 15454, 15739, 16025, 16310, 16595, 16881, 17164, 17453, 17737, 18023, 18309, 18592, 18879, 19163, 19450, 19737, 20020, 20309, 20590, 20878, 21163, 21450, 21737]] + 攻击次数4 = 5 + data4 = [int(i*1.157) for i in [0, 5101, 6279, 7459, 8638, 9822, 11000, 12186, 13379, 17294, 18400, 19533, 20675, 21816, 22968, 24112, 25245, 26405, 27542, 28670, 29829, 30967, 32111, 33254, 34401, 35537, 36674, 37818, 38966, 40115, 41248, 42381, 43525, 44672, 45825, 46959, 48092, 49235, 50383, 51519, 52665, 53819, 54958, 56096, 57234, 58387, 59526, 60664, 61817, 62956, 64099, 65239, 66380, 67525, 68656, 69812, 70948, 72094, 73237, 74368, 75517, 76651, 77799, 78946, 80081, 81235, 82361, 83512, 84654, 85799, 86947]] + 攻击次数5 = 5 + CD = 145.0 + 技能施放时间 = 1.44 + 脱手 = 0 + + def 等效百分比(self, 武器类型): + return ((self.data1[self.等级] * self.攻击次数2 * (1 + self.TP成长 * self.TP等级))+(self.data2[self.等级] * self.攻击次数3 * (1 + self.TP成长 * self.TP等级))+(self.data3[self.等级] * self.攻击次数4 * (1 + self.TP成长 * self.TP等级))+(self.data4[self.等级] * self.攻击次数5 * (1 + self.TP成长 * self.TP等级))) * self.倍率 + + +class 技能12(职业主动技能): + 名称 = '元素震荡' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + data1 = [int(i*1.151) for i in [0, 4673, 5149, 5622, 6097, 6572, 7046, 7519, 7996, 8469, 8943, 9416, 9892, 10366, 10842, 11315, 11789, 12262, 12739, 13212, 13688, 14161, 14636, 15109, 15585, 16058, 16532, 17007, 17482, 17955, 18431, 18904, 19379, 19853, 20328, 20801, 21277, 21750, 22223, 22699, 23172, 23647, 24120, 24596, 25069, 25545, 26019, 26493, 26966, 27442, 27915, 28390, 28865, 29339, 29812, 30289, 30762, 31236, 31711, 32185, 32659, 33135, 33608, 34082, 34557, 35032, 35505, 35981, 36454, 36929, 37402]] + 攻击次数2 = 3 + data2 = [int(i*1.151) for i in [0, 21038, 23172, 25307, 27442, 29577, 31711, 33845, 35981, 38114, 40248, 42383, 44516, 46652, 48786, 50920, 53055, 55190, 57325, 59457, 61593, 63727, 65861, 67996, 70131, 72264, 74400, 76534, 78670, 80803, 82937, 85073, 87205, 89341, 91475, 93609, 95744, 97879, 100012, 102146, 104282, 106416, 108551, 110685, 112821, 114953, 117087, 119223, 121356, 123492, 125626, 127760, 129894, 132030, 134164, 136297, 138433, 140567, 142701, 144835, 146971, 149104, 151240, 153374, 155506, 157642, 159776, 161912, 164045, 166181, 168315]] + 攻击次数3 = 1 + data3 = 0 + 攻击次数4 = 0 + CD = 50.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 4.0 + 护石选项 = ['魔界', '圣痕'] + + def 等效百分比(self, 武器类型): + return ((self.data1[self.等级] * self.攻击次数2 * (1 + self.TP成长 * self.TP等级))+(self.data2[self.等级] * self.攻击次数3 * (1 + self.TP成长 * self.TP等级))) * self.倍率 + + def 装备护石(self, x): + if x == 0: + self.攻击次数2 += 0.11 * 16 + elif x == 1: + self.攻击次数2 += 0.14 * 17 + + +class 技能13(职业主动技能): + 名称 = '圣灵水晶' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + data0 = [int(i*1.15) for i in [0, 51418, 56634, 61850, 67067, 72284, 77501, 82715, 87932, 93148, 98366, 103582, 108798, 114014, 119232, 124447, 129663, 134879, 140095, 145312, 150529, 155746, 160962, 166178, 171393, 176611, 181827, 187043, 192259, 197477, 202693, 207910, 213124, 218341, 223558, 228775, 233991, 239207, 244425, 249641, 254856, 260072, 265288, 270504, 275722, 280938, 286155, 291371, 296589, 301803, 307020, 312236, 317452, 322670, 327886, 333102, 338319, 343533, 348751, 353967, 359184, 364400, 369617, 374834, 380050, 385265, 390481, 395699, 400915, 406131, 411347]] + 攻击次数 = 1 + CD = 40.0 + 演出时间 = 1.6 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + self.倍率 *= 1.25 + self.演出时间 -= 4.2 + + +class 技能14(被动技能): + 名称 = '元素奥义' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能15(职业主动技能): + 名称 = '元素之门' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + data0 = [int(i*1.151) for i in [0, 5398, 5947, 6494, 7042, 7589, 8141, 8681, 9230, 9777, 10326, 10878, 11420, 11972, 12519, 13068, 13615, 14162, 14709, 15257, 15799, 16350, 16898, 17445, 17996, 18543, 19093, 19637, 20187, 20734, 21283, 21833, 22373, 22924, 23471, 24021, 24568, 25117, 25662, 26211, 26758, 27308, 27859, 28406, 28949, 29494, 30047, 30588, 31141, 31688, 32236, 32785, 33332, 33884, 34426, 34978, 35520, 36069, 36614, 37163, 37709, 38262, 38810, 39357, 39906, 40451, 41000, 41540, 42094, 42639, 43188]] + 攻击次数 = 10 + CD = 45.0 + 演出时间 = 2.2 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + # 根据外门数量的攻击力最大增幅率110% + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 * 1.1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + self.攻击次数 = 1 * 13.25 + self.演出时间 *= 0.8 + + def 最后一次伤害估算(self, 剩余时间): + if self.等级 == 0: + return 0 + 实际攻击次数 = int((0 if (剩余时间-1) < 0 else (剩余时间-1)) / + (self.演出时间-1)*self.攻击次数) + 实际百分比 = ((self.data0[self.等级] * 实际攻击次数 * + (1 + self.TP成长 * self.TP等级))) * self.倍率 + return round(实际百分比/self.等效百分比(''), 2) + + +class 技能17(职业主动技能): + 名称 = '第六元素' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + data1 = [int(i*1.151) for i in [0, 2458, 3029, 3598, 4168, 4735, 5309, 5876, 6446, 7016, 7586, 8155, 8726, 9295, 9865, 10432, 11006, 11572, 12145, 12713, 13283, 13858, 14426, 14996, 15563, 16138, 16705, 17275, 17845, 18415, 18983, 19555, 20123, 20693, 21260, 21833, 22400, 22970, 23541, 24111, 24680, 25254, 25821, 26391, 26961, 27531, 28100, 28673, 29241, 29811, 30378, 30951, 31518, 32088, 32658, 33228, 33798, 34370, 34940, 35508, 36080, 36650, 37220, 37790, 38360, 38928, 39501, 40070, 40640, 41207, 41780]] + 攻击次数2 = 20 + data2 = [int(i*1.151) for i in [0, 114681, 141273, 167868, 194459, 221054, 247648, 274238, 300833, 327427, 354017, 380612, 407205, 433800, 460395, 486987, 513579, 540174, 566766, 593361, 619952, 646544, 673139, 699731, 726326, 752920, 779512, 806107, 832702, 859293, 885886, 912480, 939073, 965669, 992256, 1018851, 1045446, 1072038, 1098634, 1125226, 1151818, 1178413, 1205005, 1231600, 1258194, 1284787, 1311381, 1337970, 1364565, 1391159, 1417751, 1444346, 1470941, 1497531, 1524125, 1550720, 1577312, 1603907, 1630498, 1657091, 1683687, 1710277, 1736872, 1763466, 1790056, 1816651, 1843244, 1869839, 1896432, 1923026, 1949619]] + 攻击次数3 = 1 + CD = 180.0 + 技能施放时间 = 4.23 + 脱手 = 0 + + def 等效百分比(self, 武器类型): + return ((self.data1[self.等级] * self.攻击次数2 * (1 + self.TP成长 * self.TP等级))+(self.data2[self.等级] * self.攻击次数3 * (1 + self.TP成长 * self.TP等级))) * self.倍率 + + +class 技能16(职业主动技能): + 名称 = '圣灵符文' + 所在等级 = 75 + 等级上限 = 11 + 基础等级 = 1 + 是否有伤害 = 0 + 是否主动 = 1 + data1 = [int(i*1.0) for i in [0, 131, 144, 156, 169, 181, 194, 206, 219, 231, + 244, 256, 269, 281, 294, 306, 319, 331, 344, 356, 369]] + data2 = [int(i*1.0) for i in [0, 160, 174, 188, 201, 216, 229, 244, 257, 272, + 285, 299, 313, 327, 341, 355, 369, 383, 397, 411, 424]] + + 自定义描述 = 1 + + def 技能描述(self, 武器类型): + temp = '' + temp += '属性精通增幅:%.1f%%' % (self.data1[self.等级] / 10) + '
' + temp += '魔法秀增幅:%.1f%%' % (self.data2[self.等级] / 10) + return temp + + +class 技能18(职业主动技能): + 名称 = '魔法秀' + 所在等级 = 20 + 等级上限 = 15 + 基础等级 = 10 + 魔法秀数值 = [0, 22, 43, 65, 86, 108, 130, 151, 173, 194, 216, + 238, 259, 281, 302, 324, 346, 367, 389, 410, 432] + 是否有伤害 = 0 + 冷却关联技能 = ['冰墙', '元素之门', '元素之幕', '元素震荡', '圣灵水晶', '烈焰冲击', + '天雷冲击', '雷旋', '杰克降临', '湮灭黑洞', '极冰盛宴', '虚无之球', '光与暗的交响'] + + 圣灵符文倍率 = 1.0 + + def CD缩减倍率(self, 武器类型): + return round(1 - 0.001 * self.魔法秀数值[self.等级] * self.圣灵符文倍率, 3) + + +class 技能19(被动技能): + 名称 = '元素之源' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能20(职业主动技能): + 名称 = '光与暗的交响' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + data1 = [int(i*1.151) for i in [0, 7853, 8650, 9447, 10244, 11040, 11837, 12634, 13430, 14227, 15024, 15821, 16617, 17414, 18211, 19008, 19804, 20601, 21398, 22194, 22991, 23788, 24585, 25381, 26178, 26975, 27771, 28568, 29365, 30162, 30958, 31755, 32552, 33349, 34145, 34942, 35739, 36536, 37332, 38129, 38926, 39722, 40519, 41316, 42113, 42909, 43706, 44503, 45300, 46096, 46893, 47690, 48486, 49283, 50080, 50877, 51673, 52470, 53267, 54063, 54860, 55657, 56454, 57250, 58047, 58844, 59641, 60437, 61234, 62031, 62828]] + 攻击次数2 = 15 + 脱手 = 0 + 技能施放时间 = 1.82 + CD = 60.0 + 演出时间 = 3.0 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2) * self.倍率 + + +class 技能21(职业主动技能): + 名称 = '宇宙寂灭-冰火之歌' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + data1 = [int(i*1.153) for i in [0, 263047, 324042, 385040, 446037, 507032, 568030, 629027, 690023, 751020, 812015, 873013, 934010, 995005, 1056003, 1116998, 1177995, 1238993, 1299988, 1360986, 1421983, 1482978, 1543976, 1604971, 1665968, 1726966, 1787961, 1848958, 1909954, 1970951, 2031949, 2092944, 2153941, 2214937, 2275934, 2336931, 2397927, 2458924, 2519921, 2580917, 2641914, 2702909, 2763907, 2824904, 2885900, 2946897, 3007892, 3068890, 3129887, 3190882, 3251880, 3312875, 3373872, 3434870, 3495865, 3556863, 3617860, 3678855, 3739853, 3800848, 3861845, 3922843, 3983838, 4044835, 4105831, 4166828, 4227826, 4288821, 4349818, 4410814, 4471811]] + 攻击次数2 = 1 + data2 = [int(i*1.153) for i in [0, 25052, 30861, 36670, 42480, 48289, 54098, 59907, 65716, 71526, 77335, 83144, 88953, 94762, 100572, 106381, 112190, 117999, 123808, 129618, 135427, 141236, 147045, 152854, 158664, 164473, 170282, 176091, 181900, 187710, 193519, 199328, 205137, 210946, 216756, 222565, 228374, 234183, 239993, 245802, 251611, 257420, 263229, 269038, 274848, 280657, 286466, 292275, 298084, 303894, 309703, 315512, 321321, 327130, 332940, 338749, 344558, 350367, 356176, 361986, 367795, 373604, 379413, 385222, 391032, 396841, 402650, 408459, 414268, 420077, 425887]] + 攻击次数3 = 7 + 脱手 = 0 + 技能施放时间 = 6.81 + 关联技能 = ['无'] + CD = 290.0 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3) * self.倍率 + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +知源·元素师一觉序号 = 0 +知源·元素师二觉序号 = 0 +知源·元素师三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 知源·元素师一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 知源·元素师二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 知源·元素师三觉序号 = 技能序号[i.名称] + +知源·元素师护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 知源·元素师护石选项.append(i.名称) + +知源·元素师符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 知源·元素师符文选项.append(i.名称) + + +class 知源·元素师角色属性(角色属性): + + 实际名称 = '知源·元素师' + 角色 = '魔法师(女)' + 职业 = '元素师' + + 武器选项 = ['魔杖', '法杖'] + + 类型选择 = ['魔法百分比'] + + 类型 = '魔法百分比' + 防具类型 = '布甲' + 防具精通属性 = ['智力'] + + 主BUFF = 1.85 + + 远古记忆 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def CD倍率计算(self): + 圣灵符文 = self.技能栏[self.技能序号['圣灵符文']] + self.技能栏[self.技能序号['属性精通']].圣灵符文倍率 = 1 + 圣灵符文.data1[圣灵符文.等级] / 1000 + self.技能栏[self.技能序号['魔法秀']].圣灵符文倍率 = 1 + 圣灵符文.data2[圣灵符文.等级] / 1000 + super().CD倍率计算() + + def 空转时间(self, 不脱手时间, CD): + 空转时间 = 0 + if len(不脱手时间) == 0: + return 0 + if CD > max(不脱手时间): + return 0 + for item in 不脱手时间: + 空转时间 += max(item+0.5-CD, 0) + return 空转时间 + + def 技能释放次数计算(self): + 技能释放次数 = [] + + 不脱手时间 = [] + for i in self.技能栏: + if i.是否有伤害 == 1 and i.脱手 != 1 and self.次数输入[self.技能序号[i.名称]] and i.等效百分比(self.武器类型) * i.被动倍率 > 0: + 不脱手时间.append(i.技能施放时间) + + for i in self.技能栏: + if i.是否有伤害 == 1: + if '/CD' in self.次数输入[self.技能序号[i.名称]]: + 空转时间 = self.空转时间(不脱手时间, i.等效CD(self.武器类型, self.类型)) + 技能释放次数.append(i.实际技能次数(self.时间输入-空转时间, self.武器类型, self.类型)) + elif self.次数输入[self.技能序号[i.名称]] != '0': + 技能释放次数.append(round(float(self.次数输入[self.技能序号[i.名称]]), 2)) + else: + 技能释放次数.append(0) + else: + 技能释放次数.append(0) + + return self.技能释放次数解析(技能释放次数) + + +class 知源·元素师(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 知源·元素师角色属性() + self.角色属性A = 知源·元素师角色属性() + self.角色属性B = 知源·元素师角色属性() + self.一觉序号 = 知源·元素师一觉序号 + self.二觉序号 = 知源·元素师二觉序号 + self.三觉序号 = 知源·元素师三觉序号 + self.护石选项 = deepcopy(知源·元素师护石选项) + self.符文选项 = deepcopy(知源·元素师符文选项) diff --git a/Characters/知源·元素爆破师.py b/Characters/知源·元素爆破师.py new file mode 100644 index 00000000..db2666f8 --- /dev/null +++ b/Characters/知源·元素爆破师.py @@ -0,0 +1,711 @@ +from PublicReference.carry.base import * + + +class 职业主动技能(主动技能): + 元素之力蓄力数量 = 0 + 关联技能4 = ['无'] + + # def 等效CD(self, 武器类型): + # if 武器类型 == '魔杖': + # return round(self.CD / self.恢复 * 1, 1) + # if 武器类型 == '法杖': + # return round(self.CD / self.恢复 * 1.1, 1) + + +class 职业被动技能(被动技能): + 关联技能4 = ['无'] + 元素之力蓄力数量 = 0 + + +class 技能0(职业被动技能): + 名称 = '元素循环' + 所在等级 = 30 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.00 + 0.02 * self.等级, 5) + + +class 技能1(职业被动技能): + 名称 = '元素之力' + 所在等级 = 20 + 等级上限 = 11 + 基础等级 = 1 + 每层加成 = [0, 7, 8, 10, 11, 13, 14, 15, 17, 18, 20, 21, 22, 24, 25, 27, 28, 29, 31, 32, 34, 35, 36, 38, 39, 41, 42, 43, 45, 46, 48, 49, 50, 52, 53, + 55, 56, 57, 59, 60, 62, 63, 64, 66, 67, 69, 70, 71, 73, 74, 76, 77, 78, 80, 81, 83, 84, 85, 87, 88, 90, 91, 92, 94, 95, 97, 98, 99, 101, 102, 104] + 关联技能 = ['元素炮'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1+0.01*self.每层加成[self.等级]*5, 5) + + +class 技能2(职业主动技能): + 名称 = '元素环绕' + 所在等级 = 25 + 等级上限 = 20 + 基础等级 = 10 + 是否有伤害 = 0 + + 自定义描述 = 1 + + def 技能描述(self, 武器类型): + return '所有属性强化+' + str(self.属强加成()) + + def 属强加成(self): + if self.等级 == 0: + return 0 + else: + return (6 + self.等级 * 3) + + +class 技能3(职业被动技能): + 名称 = '元素融合' + 所在等级 = 15 + 等级上限 = 11 + 基础等级 = 1 + 关联技能 = ['无'] + 自定义描述 = 1 + + def 技能描述(self, 武器类型): + return '所有属性强化+' + str(self.属强加成()) + + def 属强加成(self): + if self.等级 == 0: + return 0 + else: + return (37 + self.等级 * 3) +# 要玩换装就自己手动给他调到满级 + + +class 技能4(职业被动技能): + 名称 = '元素爆发' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + if self.等级 <= 16: + return round(1.015 + 0.015 * self.等级, 5) + else: + return round(1.255 + 0.020 * (self.等级 - 16), 5) + + +class 技能5(职业被动技能): + 名称 = '黑瞳' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.23 + 0.02 * self.等级, 5) + + +class 技能6(职业被动技能): + 名称 = '异瞳' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能7(职业主动技能): + 名称 = '元素炮' + 所在等级 = 15 + 等级上限 = 11 + 基础等级 = 1 + 基础 = 490 + 成长 = 10 + CD = 5.0 +# 元素炮吃两次被动的bug写在最下面的 +# +# 技能单次伤害计算 里 +# +# 啥时候修复了把那几个被动的二次加成删一删就好了 +# + + +class 技能8(职业主动技能): + 名称 = '属性变换' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 19 + 是否有伤害 = 1 + 是否主动 = 1 + data = [int(i*1.22)for i in [0, 254, 312, 371, 430, 489, 548, 606, 665, 724, 783, 842, 900, 959, 1018, 1077, 1136, 1194, 1253, 1312, 1371, 1430, 1488, 1547, 1606, 1665, 1724, 1782, 1841, 1900, 1959, 2018, 2077, 2135, 2194, 2253, + 2312, 2371, 2429, 2488, 2547, 2606, 2665, 2723, 2782, 2841, 2900, 2959, 3017, 3076, 3135, 3194, 3253, 3312, 3370, 3429, 3488, 3547, 3606, 3664, 3723, 3782, 3841, 3900, 3958, 4017, 4076, 4135, 4194, 4252, 4311]] + 攻击次数 = 1 + TP成长 = 0.08 + TP上限 = 5 + CD = 5.0 + 演出时间 = 5.0 + 关联技能 = ['元素炮', '魔球连射'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round((self.data[self.等级]*0.01) * (1+0.08 * self.TP等级), 5) + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能9(职业主动技能): + 名称 = '魔球连射' + 所在等级 = 5 + 等级上限 = 11 + 基础等级 = 1 + 基础 = 108 + 成长 = 2 + 攻击次数 = 5 + CD = 2.4 + 演出时间 = 1.5 + + +class 技能10(职业主动技能): + 名称 = '地炎' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + data = [int(i*1.258)for i in [0, 268, 295, 322, 349, 377, 404, 432, 459, 486, 513, 540, 568, 596, 622, 650, 676, 704, 732, 759, 786, 814, 840, 867, 895, 922, 950, 976, 1004, 1031, 1059, 1086, 1113, 1140, 1168, 1195, 1223, 1249, 1277, 1304, 1331, 1359, 1386, 1413, 1441, 1467, 1494, 1522, 1549, 1577, 1603, 1631, 1658, 1686, 1713, 1740, 1767, 1795, 1822, 1850, 1877, 1904, 1931, 1958, 1985, 2014, 2040, 2068, 2094, 2121, 2149]] + 攻击次数 = 9 + CD = 5 + TP成长 = 0.04 + TP上限 = 5 + 演出时间 = 1.8 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 +# 打满是12hit +# 实际上站位不对的话很容易丢3或6hit +# 跟游戏里对不上的话可以试试调整下站位再打沙袋 hit对上了的话伤害应该是一致的 + + +class 技能11(职业主动技能): + 名称 = '冰晶坠' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data = [int(i*1.173)for i in [0, 470, 517, 565, 613, 661, 708, 756, 804, 852, 900, 946, 994, 1042, 1090, 1138, 1185, 1233, 1281, 1329, 1376, 1424, 1472, 1519, 1567, 1614, 1662, 1710, 1758, 1805, 1853, 1901, 1949, 1997, 2044, 2091, + 2139, 2187, 2235, 2282, 2330, 2378, 2426, 2473, 2521, 2569, 2617, 2664, 2711, 2759, 2807, 2855, 2903, 2950, 2998, 3046, 3094, 3141, 3189, 3236, 3284, 3332, 3379, 3427, 3475, 3523, 3570, 3618, 3666, 3714, 3762]] + 攻击次数 = 7 + CD = 8 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 1.5 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 +# 随机丢1到2hit +# 打满是7hit + + +class 技能12(职业主动技能): + 名称 = '雷光链' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + data = [int(i*1.226)for i in [0, 1141, 1257, 1373, 1487, 1604, 1720, 1835, 1951, 2067, 2183, 2298, 2415, 2531, 2647, 2762, 2878, 2994, 3109, 3226, 3341, 3456, 3573, 3689, 3805, 3920, 4036, 4152, 4268, 4384, 4499, 4615, 4731, 4847, 4963, 5078, 5194, 5310, 5426, 5541, 5658, 5773, 5889, 6005, 6121, 6237, 6353, 6468, 6584, 6700, 6816, 6931, 7047, 7164, 7279, 7395, 7511, 7626, 7742, 7858, 7975, 8089, 8205, 8321, 8438, 8553, 8669, 8785, 8900, 9016, 9132]] + 攻击次数 = 4 + CD = 12 + TP成长 = 0.20 + TP上限 = 5 + 演出时间 = 1.6 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能13(职业主动技能): + 名称 = '暗域扩张' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + data = [int(i*1.217)for i in [0, 6475, 7133, 7789, 8446, 9104, 9761, 10418, 11074, 11732, 12389, 13046, 13703, 14360, 15017, 15675, 16330, 16988, 17646, 18301, 18959, 19616, 20273, 20930, 21587, 22244, 22902, 23558, 24215, 24872, 25529, 26186, 26843, 27501, 28157, 28814, 29472, 30127, 30785, 31443, 32099, 32756, 33413, 34070, 34728, 35384, 36042, 36699, 37356, 38013, 38669, 39327, 39985, 40640, 41298, 41955, 42611, 43269, 43926, 44583, 45240, 45897, 46554, 47210, 47868, 48525, 49182, 49839, 50496, 51153, 51811]] + 攻击次数 = 1 + CD = 15.0 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 0.4 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能14(职业主动技能): + 名称 = '冰晶之浴' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data = [int(i*1.241)for i in [0, 477, 525, 574, 622, 671, 719, 768, 816, 864, 914, 961, 1010, 1059, 1106, 1156, 1204, 1252, 1301, 1349, 1398, 1446, 1494, 1543, 1592, 1640, 1689, 1738, 1785, 1834, 1883, 1931, 1980, 2028, 2076, 2125, 2173, 2222, 2271, 2318, 2367, 2416, 2464, 2513, 2561, 2610, 2658, 2706, 2755, 2803, 2852, 2900, 2950, 2997, 3045, 3094, 3142, 3192, 3239, 3289, 3337, 3384, 3434, 3482, 3531, 3579, 3627, 3676, 3724, 3773, 3821]] + 攻击次数 = 14 + CD = 12 + TP成长 = 0.0 + TP上限 = 1 + 演出时间 = 3.0 + + def 等效CD(self, 武器类型, 输出类型): + if self.TP等级 > 0: + return round((self.CD-3*0.8) / self.恢复 * 武器冷却惩罚(武器类型, 输出类型, self.版本), 1) + return round(self.CD / self.恢复 * 武器冷却惩罚(武器类型, 输出类型, self.版本), 1) + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能15(职业主动技能): + 名称 = '旋炎破' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data1 = [int(i*1.2408)for i in [0, 759, 836, 913, 990, 1067, 1144, 1221, 1298, 1375, 1453, 1529, 1607, 1683, 1761, 1837, 1915, 1991, 2069, 2145, 2223, 2299, 2377, 2454, 2531, 2608, 2685, 2762, 2839, 2916, 2993, 3071, 3147, 3225, 3301, 3379, 3455, 3533, 3609, 3687, 3764, 3841, 3918, 3995, 4072, 4149, 4226, 4303, 4380, 4457, 4534, 4611, 4688, 4765, 4842, 4919, 4996, 5074, 5150, 5228, 5304, 5382, 5458, 5536, 5612, 5690, 5766, 5844, 5920, 5998, 6075]] + 攻击次数1 = 6 + data2 = [int(i*1.2408)for i in [0, 3037, 3345, 3654, 3962, 4270, 4578, 4886, 5195, 5503, 5811, 6119, 6427, 6735, 7043, 7352, 7660, 7968, 8276, 8584, 8892, 9200, 9508, 9817, 10125, 10433, 10741, 11049, 11357, 11665, 11974, 12283, 12591, 12899, 13207, 13515, 13823, 14131, 14439, 14748, 15056, 15364, 15672, 15980, 16288, 16596, 16905, 17213, 17521, 17829, 18137, 18445, 18753, 19061, 19371, 19679, 19987, 20295, 20604, 20912, 21220, 21528, 21836, 22145, 22453, 22761, 23069, 23377, 23685, 23993, 24302]] + 攻击次数2 = 1 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 2.0 + + 护石选项 = ['魔界', '圣痕'] + + def 等效百分比(self, 武器类型): + return ((self.data1[self.等级] * self.攻击次数1 * (1 + self.TP成长 * self.TP等级))+(self.data2[self.等级] * self.攻击次数2 * (1 + self.TP成长 * self.TP等级))) * self.倍率 + + def 装备护石(self, x): + if x == 0: + self.攻击次数1 *= 1.15 + self.攻击次数2 *= 1.34 + elif x == 1: + self.攻击次数1 *= 1.30 + self.攻击次数2 *= 1.34 +# 下面这些是向前放的data +# 虽然向前还是原地放伤害都一样 带护石也一样( +# +# data1 = [0, 690, 760, 830, 900, 970, 1040, 1110, 1180, 1250, 1321, 1390, 1461, 1530, 1601, 1670, 1741, 1810, 1881, 1950, 2021, 2090, 2161, 2231, 2301, 2371, 2441, 2511, 2581, 2651, 2721, 2792, 2861, 2932, 3001, 3072, 3141, 3212, 3281, 3352, 3422, 3492, 3562, 3632, 3702, 3772, 3842, 3912, 3982, 4052, 4122, 4192, 4262, 4332, 4402, 4472, 4542, 4613, 4682, 4753, 4822, 4893, 4962, 5033, 5102, 5173, 5242, 5313, 5382, 5453, 5523] +# 攻击次数1 = 10 +# data2 = [0, 2761, 3041, 3322, 3602, 3882, 4162, 4442, 4723, 5003, 5283, 5563, 5843, 6123, 6403, 6684, 6964, 7244, 7524, 7804, 8084, 8364, 8644, 8925, 9205, 9485, 9765, 10045, 10325, 10605, 10886, 11167, 11447, 11727, 12007, 12287, 12567, 12847, 13127, 13408, 13688, 13968, 14248, 14528, 14808, 15088, 15369, 15649, 15929, 16209, 16489, 16769, 17049, 17329, 17610, 17890, 18170, 18450, 18731, 19011, 19291, 19571, 19851, 20132, 20412, 20692, 20972, 21252, 21532, 21812, 22093] +# 攻击次数2 = 0 +# + + +class 技能16(职业主动技能): + 名称 = '雷光屏障' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + data = [int(i*1.239)for i in [0, 8424, 9279, 10134, 10990, 11844, 12699, 13554, 14408, 15263, 16118, 16973, 17826, 18681, 19536, 20391, 21246, 22101, 22955, 23810, 24665, 25520, 26374, 27229, 28084, 28938, 29793, 30648, 31502, 32358, 33213, 34068, 34922, 35777, 36632, 37486, 38341, 39196, 40051, 40905, 41760, 42615, 43470, 44325, 45180, 46035, 46889, 47744, 48598, 49452, 50307, 51162, 52016, 52872, 53727, 54582, 55436, 56291, 57146, 58000, 58855, 59710, 60564, 61419, 62274, 63129, 63984, 64839, 65694, 66548, 67403]] + 攻击次数 = 1 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 1.2 + + 护石选项 = ['魔界', '圣痕'] + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + def 装备护石(self, x): + if x == 0: + self.攻击次数 *= 4 * (1 - 0.72) + elif x == 1: + self.攻击次数 *= 1.08 * 4 * (1 - 0.72) +# 现在这技能的护石有个bug +# +# 解除僵直时追加的感电解除攻击对部分怪物不生效(大部分建筑型 (包括沙袋 +# +# 沙袋会触发 所以护石加成按bug触发时的伤害写了 +# +# 啥时候bug修了 或者有人想看看没bug条件下的伤害 把下面那条抄上去覆盖下就好了 +# + # 护石bug修复后 + # self.攻击次数 *= (4 + 0.4) * (1 - 0.72) + + +class 技能17(职业主动技能): + 名称 = '黑暗禁域' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + data = [int(i*1.22)for i in [0, 7957, 8764, 9571, 10379, 11185, 11993, 12800, 13608, 14415, 15222, 16030, 16837, 17645, 18451, 19258, 20066, 20873, 21681, 22488, 23295, 24103, 24910, 25718, 26524, 27331, 28139, 28946, 29753, 30561, 31368, 32176, 32983, 33789, 34598, 35404, 36212, 37019, 37826, 38634, 39441, 40249, 41055, 41863, 42670, 43478, 44284, 45092, 45899, 46707, 47514, 48320, 49129, 49935, 50744, 51550, 52358, 53165, 53972, 54780, 55586, 56394, 57201, 58009, 58815, 59624, 60430, 61238, 62045, 62852, 63660]] + 攻击次数 = 1 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 4.0 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能18(职业主动技能): + 名称 = '元素轰炸' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + data1 = [int(i*1.241)for i in [0, 2783, 3065, 3347, 3630, 3912, 4194, 4477, 4759, 5041, 5324, 5606, 5888, 6171, 6453, 6735, 7019, 7300, 7583, 7866, 8147, 8430, 8713, 8994, 9277, 9560, 9841, 10124, 10407, 10688, 10971, 11254, 11535, 11818, 12101, 12383, 12666, 12948, 13230, 13513, 13795, 14077, 14360, 14642, 14924, 15207, 15489, 15771, 16054, 16336, 16618, 16900, 17183, 17465, 17748, 18031, 18313, 18595, 18878, 19160, 19442, 19725, 20006, 20289, 20572, 20853, 21136, 21419, 21700, 21983, 22266]] + 攻击次数1 = 1 + data2 = [int(i*1.241)for i in [0, 5566, 6131, 6695, 7260, 7824, 8389, 8955, 9519, 10084, 10649, 11213, 11777, 12343, 12907, 13471, 14037, 14602, 15166, 15731, 16296, 16860, 17425, 17990, 18554, 19119, 19684, 20249, 20814, 21378, 21943, 22508, 23072, 23637, 24202, 24767, 25331, 25897, 26461, 27025, 27591, 28155, 28719, 29284, 29849, 30415, 30979, 31544, 32109, 32673, 33237, 33803, 34367, 34931, 35498, 36062, 36626, 37191, 37756, 38320, 38885, 39450, 40014, 40579, 41144, 41709, 42274, 42838, 43403, 43968, 44532]] + 攻击次数2 = 1 + data3 = [int(i*1.241)for i in [0, 255, 281, 308, 334, 359, 386, 411, 437, 464, 489, 515, 541, 567, 594, 620, 645, 671, 697, 723, 750, 775, 801, 827, 853, 880, 905, 931, 957, 984, 1009, 1036, 1061, 1087, 1113, 1139, 1166, 1191, 1217, 1243, 1270, 1295, 1322, 1347, 1372, 1400, 1425, 1452, 1477, 1503, 1529, 1555, 1581, 1607, 1633, 1658, 1686, 1711, 1738, 1763, 1789, 1816, 1841, 1867, 1893, 1919, 1945, 1972, 1997, 2022, 2049]] + 攻击次数3 = 45 + CD = 40 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 2.0 + + 护石选项 = ['魔界', '圣痕'] + + def 等效百分比(self, 武器类型): + return ((self.data1[self.等级] * self.攻击次数1 * (1 + self.TP成长 * self.TP等级))+(self.data2[self.等级] * self.攻击次数2 * (1 + self.TP成长 * self.TP等级))+(self.data3[self.等级] * self.攻击次数3 * (1 + self.TP成长 * self.TP等级))) * self.倍率 + + def 装备护石(self, x): + if x == 0: + self.攻击次数1 += 2.26 + self.攻击次数2 += 1.45 + 0.31 + self.攻击次数3 = 0 + elif x == 1: + self.攻击次数1 += 2.26 + 0.27 + self.攻击次数2 += 1.45 + 0.46 + self.攻击次数3 = 0 + + +class 技能19(职业主动技能): + 名称 = '幻魔四重奏' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + data = [int(i*1.24)for i in [0, 2031, 2501, 2973, 3444, 3914, 4385, 4857, 5328, 5799, 6271, 6741, 7212, 7684, 8155, 8626, 9097, 9568, 10039, 10510, 10981, 11452, 11922, 12394, 12865, 13336, 13808, 14279, 14749, 15221, 15692, 16163, 16634, 17106, 17576, 18047, 18518, 18989, 19460, 19932, 20402, 20873, 21345, 21816, 22287, 22757, 23229, 23700, 24171, 24643, 25114, 25584, 26056, 26526, 26997, 27469, 27940, 28410, 28882, 29353, 29824, 30295, 30767, 31237, 31708, 32180, 32651, 33122, 33594, 34064, 34534]] + 攻击次数 = 30 + CD = 145.0 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 +# 千重奏的话 能有正常放五倍差不多 想看千重奏的伤害就自己去给他释放次数改成五倍 + + +class 技能20(职业主动技能): + 名称 = '元素浓缩球' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + data1 = [int(i*1.197)for i in [0, 5113, 5632, 6151, 6670, 7189, 7707, 8226, 8745, 9264, 9783, 10302, 10820, 11339, 11859, 12377, 12896, 13414, 13933, 14452, 14971, 15490, 16009, 16527, 17046, 17566, 18084, 18603, 19122, 19640, 20160, 20679, 21197, 21716, 22234, 22753, 23273, 23791, 24310, 24829, 25347, 25867, 26386, 26904, 27423, 27942, 28460, 28980, 29498, 30018, 30536, 31054, 31574, 32093, 32611, 33130, 33649, 34168, 34687, 35206, 35725, 36243, 36761, 37281, 37800, 38318, 38837, 39356, 39875, 40394, 40913]] + 攻击次数1 = 1 + data2 = [int(i*1.197)for i in [0, 11932, 13143, 14353, 15565, 16775, 17986, 19195, 20406, 21617, 22828, 24039, 25249, 26459, 27670, 28881, 30092, 31302, 32513, 33722, 34934, 36144, 37355, 38566, 39776, 40988, 42197, 43408, 44619, 45829, 47041, 48251, 49461, 50671, 51882, 53093, 54304, 55515, 56724, 57935, 59146, 60357, 61568, 62778, 63988, 65199, 66410, 67620, 68831, 70042, 71253, 72463, 73673, 74884, 76095, 77306, 78517, 79726, 80937, 82147, 83358, 84569, 85780, 86990, 88200, 89411, 90622, 91833, 93044, 94253, 95464]] + 攻击次数2 = 1 + CD = 30 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 1.0 + + 护石选项 = ['魔界', '圣痕'] + + def 等效百分比(self, 武器类型): + return ((self.data1[self.等级] * self.攻击次数1 * (1 + self.TP成长 * self.TP等级))+(self.data2[self.等级] * self.攻击次数2 * (1 + self.TP成长 * self.TP等级))) * self.倍率 + + def 装备护石(self, x): + if x == 0: + self.攻击次数1 *= 1.32 + self.攻击次数2 *= 1 + 0.1 * 2 + if x == 1: + self.攻击次数1 *= 1.60 + self.攻击次数2 *= 1 + 0.1 * 2 + +# 划掉)我没这个护石 有没有人能帮我测测这个准不准啊(反正也没人用 就先这样了 + + # 准了准了 这护石描述把我看傻了 想破头也没想到加32%是加的第一段的32% 护石描述写错了 + + +class 技能21(职业主动技能): + 名称 = '元素幻灭' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + data1 = [int(i*1.238)for i in [0, 25649, 28251, 30853, 33456, 36059, 38660, 41262, 43864, 46467, 49069, 51671, 54272, 56875, 59478, 62080, 64682, 67283, 69886, 72488, 75091, 77693, 80294, 82897, 85499, 88102, 90703, 93305, 95907, 98510, 101113, 103714, 106317, 108918, 111521, 114123, 116725, 119328, 121929, 124532, 127133, 129736, 132338, 134941, 137542, 140144, 142747, 145349, 147952, 150553, 153155, 155757, 158360, 160963, 163564, 166166, 168768, 171371, 173973, 176576, 179176, 181779, 184382, 186984, 189586, 192187, 194790, 197392, 199995, 202596, 205199]] + 攻击次数1 = 1 + data2 = [int(i*1.238)for i in [0, 1349, 1486, 1623, 1761, 1897, 2033, 2171, 2308, 2445, 2581, 2719, 2856, 2993, 3129, 3267, 3403, 3540, 3678, 3814, 3951, 4088, 4226, 4362, 4499, 4636, 4774, 4910, 5046, 5184, 5321, 5458, 5595, 5732, 5869, 6006, 6143, 6279, 6416, 6553, 6691, 6827, 6964, 7101, 7239, 7375, 7511, 7649, 7786, 7923, 8060, 8197, 8334, 8471, 8608, 8745, 8882, 9018, 9156, 9293, 9429, 9566, 9704, 9840, 9977, 10114, 10252, 10388, 10525, 10662, 10799]] + 攻击次数2 = 1 + CD = 50.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 1.2 + + 护石选项 = ['魔界', '圣痕'] + + def 等效百分比(self, 武器类型): + return ((self.data1[self.等级] * self.攻击次数1 * (1 + self.TP成长 * self.TP等级))+(self.data2[self.等级] * self.攻击次数2 * (1 + self.TP成长 * self.TP等级))) * self.倍率 + + def 装备护石(self, x): + if x == 0: + self.攻击次数1 += 0.1 + self.攻击次数2 += 2.66 + elif x == 1: + self.攻击次数1 += 0.1 + self.攻击次数2 += 4.40 + + +class 技能22(职业主动技能): + 名称 = '元素禁域' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + data = [int(i*1.197)for i in [0, 43828, 48275, 52720, 57168, 61615, 66060, 70507, 74954, 79399, 83846, 88293, 92739, 97186, 101633, 106078, 110525, 114972, 119418, 123865, 128310, 132757, 137204, 141649, 146097, 150544, 154989, 159436, 163883, 168328, 172775, 177223, 181668, 186115, 190561, 195007, 199454, 203900, 208347, 212794, 217240, 221686, 226133, 230579, 235026, 239473, 243918, 248365, 252811, 257257, 261704, 266151, 270597, 275044, 279490, 283936, 288383, 292829, 297276, 301722, 306169, 310615, 315061, 319508, 323954, 328401, 332848, 337294, 341740, 346187, 350632]] + 攻击次数 = 1 + CD = 40.0 + 演出时间 = 0.4 + 是否有护石 = 1 + 护石CD缩减 = 0 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + self.倍率 *= 1.24 + # self.护石CD缩减 = 4 + + def 等效CD(self, 武器类型, 输出类型): + return max(round((self.CD * 武器冷却惩罚(武器类型, 输出类型, self.版本)-self.护石CD缩减) / self.恢复, 1), 1) + + +class 技能23(职业主动技能): + 名称 = '聚能魔炮' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + data = [int(i*1.197)for i in [0, 55032, 60615, 66199, 71782, 77365, 82949, 88532, 94114, 99697, 105280, 110863, 116446, 122030, 127613, 133196, 138779, 144362, 149945, 155528, 161111, 166694, 172278, 177861, 183443, 189027, 194610, 200193, 205776, 211359, 216942, 222525, 228109, 233691, 239274, 244858, 250441, 256024, 261607, 267190, 272773, 278356, 283939, 289522, 295105, 300689, 306272, 311855, 317438, 323020, 328603, 334187, 339770, 345353, 350937, 356520, 362103, 367687, 373268, 378851, 384434, 390018, 395601, 401184, 406768, 412351, 417934, 423517, 429100, 434682, 440266]] + CD = 45.0 + 演出时间 = 1.5 + 是否有护石 = 1 + 攻击倍率 = 1.083 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + self.倍率 *= 1.33 +# 要玩双响炮自己把释放次数乘个二 +# 带护石玩不了双响炮 + + +class 技能24(职业主动技能): + 名称 = '末日湮灭' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + data1 = [int(i*1.197)for i in [0, 6872, 8466, 10060, 11654, 13248, 14842, 16436, 18029, 19624, 21217, 22810, 24404, 25999, 27592, 29186, 30780, 32374, 33968, 35561, 37155, 38748, 40343, 41937, 43530, 45125, 46718, 48312, 49907, 51499, 53093, 54688, 56281, 57875, 59469, 61063, 62657, 64251, 65844, 67437, 69032, 70626, 72219, 73814, 75407, 77001, 78595, 80188, 81782, 83376, 84970, 86564, 88158, 89752, 91346, 92939, 94534, 96126, 97720, 99315, 100908, 102502, 104096, 105690, 107284, 108878, 110471, 112065, 113659, 115253, 116846]] + 攻击次数1 = 1 + data2 = [int(i*1.197)for i in [0, 573, 705, 838, 971, 1103, 1236, 1368, 1502, 1634, 1767, 1900, 2032, 2165, 2299, 2432, 2565, 2697, 2830, 2963, 3095, 3228, 3361, 3494, 3627, 3759, 3892, 4026, 4158, 4291, 4424, 4557, 4690, 4822, 4955, 5087, 5220, 5353, 5486, 5619, 5751, 5885, 6018, 6150, 6283, 6416, 6549, 6682, 6814, 6947, 7080, 7212, 7345, 7478, 7612, 7745, 7877, 8010, 8143, 8275, 8409, 8541, 8674, 8807, 8939, 9072, 9204, 9339, 9471, 9604, 9737]] + 攻击次数2 = 11 + data3 = [int(i*1.197)for i in [0, 123720, 152409, 181098, 209787, 238476, 267164, 295853, 324542, 353232, 381921, 410610, 439298, 467987, 496676, 525365, 554054, 582743, 611431, 640120, 668809, 697499, 726188, 754877, 783565, 812254, 840943, 869632, 898321, 927010, 955698, 984387, 1013076, 1041766, 1070455, 1099144, 1127833, 1156521, 1185210, 1213899, 1242588, 1271277, 1299966, 1328654, 1357343, 1386033, 1414722, 1443411, 1472100, 1500788, 1529477, 1558166, 1586855, 1615544, 1644233, 1672921, 1701610, 1730300, 1758989, 1787678, 1816367, 1845055, 1873743, 1902432, 1931121, 1959810, 1988499, 2017188, 2045877, 2074565, 2103255]] + 攻击次数3 = 1 + + CD = 180.0 + + def 等效百分比(self, 武器类型): + return ((self.data1[self.等级] * self.攻击次数1)+(self.data2[self.等级] * self.攻击次数2)+(self.data3[self.等级] * self.攻击次数3)) * self.倍率 + + +class 技能25(职业主动技能): + 名称 = '聚魔轰击' + 所在等级 = 95 + 等级上限 = 11 + 基础等级 = 6 + data1 = [int(i*1.196)for i in [0, 5434, 5985, 6537, 7088, 7639, 8191, 8742, 9293, 9845, 10396, 10947, 11499, 12050, 12601, 13153, 13704, 14255, 14807, 15358, 15909, 16461, 17012, 17563, 18115, 18666, 19217, 19769, 20320, 20871, 21423, 21974, 22525, 23077, 23628, 24180, 24731, 25282, 25834, 26385, 26936]] + 攻击次数1 = 20 + CD = 60 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1) * self.倍率 + +class 技能26(职业主动技能): + 名称 = '启源·微观宇宙' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + data1 = [int(i*1.197)for i in [0, 39550, 48721, 57892, 67063, 76234, 85405, 94576, 103747, 112918, 122089, 131260, 140431, 149602, 158773, 167944, 177115, 186286, 195457, 204628, 213799, 222970, 232141, 241312, 250483, 259654, 268825, 277996, 287167, 296339, 305510, 314681, 323852, 333023, 342194, 351365, 360536, 369707, 378878, 388049, 397220, 406391, 415562, 424733, 433904, 443075, 452246, 461417, 470588, 479759, 488930, 498101, 507272, 516443, 525614, 534785, 543956, 553127, 562298, 571469, 580641]] + 攻击次数1 = 1 + data2 = [int(i*1.197)for i in [0, 6591, 8120, 9648, 11177, 12705, 14234, 15762, 17291, 18819, 20348, 21876, 23405, 24933, 26462, 27990, 29519, 31047, 32576, 34104, 35633, 37161, 38690, 40218, 41747, 43275, 44804, 46332, 47861, 49389, 50918, 52446, 53975, 55503, 57032, 58560, 60089, 61617, 63146, 64674, 66203, 67731, 69260, 70788, 72317, 73845, 75374, 76902, 78431, 79959, 81488, 83016, 84545, 86073, 87602, 89130, 90659, 92187, 93716, 95245, 96773]] + 攻击次数2 = 12 + data3 = [int(i*1.197)for i in [0, 276850, 341047, 405244, 469442, 533639, 597836, 662033, 726231, 790428, 854625, 918822, 983020, 1047217, 1111414, 1175611, 1239808, 1304006, 1368203, 1432400, 1496597, 1560795, 1624992, 1689189, 1753386, 1817584, 1881781, 1945978, 2010175, 2074372, 2138570, 2202767, 2266964, 2331161, 2395359, 2459556, 2523753, 2587950, 2652148, 2716345, 2780542, 2844739, 2908936, 2973134, 3037331, 3101528, 3165725, 3229923, 3294120, 3358317, 3422514, 3486711, 3550909, 3615106, 3679303, 3743500, 3807698, 3871895, 3936092, 4000289, 4064487]] + 攻击次数3 = 1 + CD = 290 + + def 加成倍率(self, 武器类型): + return 0.0 + + def 等效百分比(self, 武器类型): + return ((self.data1[self.等级] * self.攻击次数1)+(self.data2[self.等级] * self.攻击次数2)+(self.data3[self.等级] * self.攻击次数3)) * self.倍率 + + +class 技能27(职业被动技能): + 名称 = '元素禁断' + 所在等级 = 25 + 基础等级 = 5 + 等级上限 = 5 + + 关联技能 = ['无'] + + 冷却关联技能 = ['所有'] + 非冷却关联技能 = ['幻魔四重奏','末日湮灭','启源·微观宇宙'] + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 0.8 + + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +知源·元素爆破师一觉序号 = 0 +知源·元素爆破师二觉序号 = 0 +知源·元素爆破师三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 知源·元素爆破师一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 知源·元素爆破师二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 知源·元素爆破师三觉序号 = 技能序号[i.名称] + +知源·元素爆破师护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 知源·元素爆破师护石选项.append(i.名称) + +知源·元素爆破师符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 知源·元素爆破师符文选项.append(i.名称) + + +class 知源·元素爆破师角色属性(角色属性): + 实际名称 = '知源·元素爆破师' + 角色 = '魔法师(男)' + 职业 = '元素爆破师' + + 武器选项 = ['魔杖', '法杖'] + + 类型选择 = ['魔法百分比'] + + 类型 = '魔法百分比' + 防具类型 = '布甲' + 防具精通属性 = ['智力'] + + 主BUFF = 2.07 + + 远古记忆 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 伤害指数计算(self): + self.所有属性强化(self.技能栏[self.技能序号['元素环绕']].属强加成() + + self.技能栏[self.技能序号['元素融合']].属强加成()) + super().伤害指数计算() + + # def 技能单次伤害计算(self, y): + # #y切装标记 + # 技能单次伤害 = [] + # for i in self.技能栏: + # if i.是否主动 == 1 and i.名称 != '元素炮' : + # 技能单次伤害.append(i.等效百分比(self.武器类型) * self.伤害指数 * i.被动倍率) + # elif i.名称 == '元素炮': + # 技能单次伤害.append(i.等效百分比(self.武器类型) * self.伤害指数 * i.被动倍率* + # (1.0 + self.技能栏[self.技能序号['元素之力']].加成倍率(self.武器类型)*5)) + # else: + # 技能单次伤害.append(0) + # return 技能单次伤害 + + +class 知源·元素爆破师(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 知源·元素爆破师角色属性() + self.角色属性A = 知源·元素爆破师角色属性() + self.角色属性B = 知源·元素爆破师角色属性() + self.一觉序号 = 知源·元素爆破师一觉序号 + self.二觉序号 = 知源·元素爆破师二觉序号 + self.三觉序号 = 知源·元素爆破师三觉序号 + self.护石选项 = deepcopy(知源·元素爆破师护石选项) + self.符文选项 = deepcopy(知源·元素爆破师符文选项) + + def 界面(self): + super().界面() + for i in range(3): + self.护石栏[i].currentIndexChanged.connect( + lambda state, index=i: self.护石判断(index)) + self.地火hit = MyQComboBox(self.main_frame2) + for i in range(6, 13): + self.地火hit.addItem('地炎攻击次数:' + str(i)) + self.地火hit.setCurrentIndex(6) + self.地火hit.resize(140, 20) + self.地火hit.move(325, 505) + self.地火hit.setToolTip('打满为12hit') + + self.元素禁域减少CD = MyQComboBox(self.main_frame2) + for i in range(9): + self.元素禁域减少CD.addItem('元素禁域CD-' + str(i*0.5)+'s') + self.元素禁域减少CD.setCurrentIndex(8) + self.元素禁域减少CD.resize(140, 20) + self.元素禁域减少CD.move(325, 480) + + self.职业存档.append(('地火hit', self.地火hit, 1)) + self.职业存档.append(('元素禁域减少CD', self.元素禁域减少CD, 1)) + + def 护石判断(self, index): + if '元素禁域' in [self.护石栏[0].currentText(), self.护石栏[1].currentText(), self.护石栏[2].currentText()]: + self.元素禁域减少CD.setEnabled(True) + else: + self.元素禁域减少CD.setEnabled(False) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + 属性.技能栏[属性.技能序号['地炎']].攻击次数 = 6 + self.地火hit.currentIndex() + sign = 0 + for i in range(3): + if self.护石栏[i].currentText() == '元素禁域': + sign = 1 + if sign == 1: + 属性.技能栏[属性.技能序号['元素禁域']].护石CD缩减 = 0.5*self.元素禁域减少CD.currentIndex() diff --git a/Characters/知源·冰结师.py b/Characters/知源·冰结师.py new file mode 100644 index 00000000..642a0827 --- /dev/null +++ b/Characters/知源·冰结师.py @@ -0,0 +1,960 @@ +from math import * +from decimal import * +from os import X_OK + +from PublicReference.carry.base import * + +# class 主动技能(主动技能): + +# def 等效CD(self, 武器类型): +# if 武器类型 == '魔杖': +# return round(self.CD / self.恢复 * 1, 1) +# if 武器类型 == '法杖': +# return round(self.CD / self.恢复 * 1.1, 1) + +等级 = 100 + 5 + + +class 技能0(主动技能): + 名称 = '冰魄剑' + 所在等级 = 15 + 等级上限 = 60 + 等级精通 = 50 + 学习间隔 = 2 + + data1 = [0, 670, 736, 806, 877, 945, 1010, 1080, 1148, 1221, 1289, 1358, 1424, 1492, 1566, 1632, 1703, 1774, 1846, 1914, 1980, 2051, 2117, 2189, 2259, 2327, 2392, 2463, 2533, 2603, 2672, 2739, 2806, 2877, 2947, 3016, 3083, 3153, 3223, 3291, 3360, 3426, 3498, 3569, 3635, 3709, 3774, 3846, 3915, 3984, 4053, 4121, 4191, 4259, 4328, 4397, 4465, 4535, 4604, 4676, 4742, 4812, 4880, 4950, 5019, 5089, 5155, 5226, 5293, 5363, 5434] + 攻击次数 = 2 + data2 = [0, 801, 883, 967, 1046, 1130, 1213, 1297, 1380, 1465, 1548, 1631, 1711, 1794, 1878, 1960, 2045, 2130, 2211, 2295, 2374, 2457, 2542, 2625, 2710, 2793, 2875, 2959, 3038, 3123, 3206, 3286, 3372, 3451, 3534, 3618, 3700, 3785, 3864, 3947, 4032, 4112, 4198, 4277, 4360, 4450, 4535, 4615, 4698, 4780, 4862, 4944, 5028, 5111, 5196, 5275, 5358, 5443, 5524, 5609, 5691, 5777, 5856, 5938, 6024, 6105, 6189, 6272, 6356, 6436, 6519] + 攻击次数2 = 1 + 演出时间 = 1.0 + CD = 5.0 + TP成长 = 0.08 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return 1.209*(self.data1[self.等级] * (1 + self.TP成长 * self.TP等级) * self.攻击次数 + self.data2[self.等级] * (1 + self.TP成长 * self.TP等级) * self.攻击次数2) * self.倍率 + + def 技能形态改变(self): + self.攻击次数2 = 0 + + +class 技能1(被动技能): + 名称 = '冰武精通' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.10 + 0.01 * self.等级, 5) + + +class 技能2(主动技能): + 名称 = '寒冰连枪' + 所在等级 = 20 + 等级上限 = 60 + 等级精通 = 50 + 学习间隔 = 2 + + data1 = [0, 386, 425, 464, 503, 543, 582, 621, 660, 699, 739, 778, 817, 856, 895, 935, 974, 1013, 1052, 1091, 1131, 1170, 1209, 1248, 1287, 1327, 1366, 1405, 1444, 1483, 1522, 1562, 1601, 1640, 1679, 1718, 1758, 1797, 1836, 1875, 1914, 1954, 1993, 2032, 2071, 2110, 2150, 2189, 2228, 2267, 2306, 2346, 2385, 2424, 2463, 2502, 2542, 2581, 2620, 2659, 2698, 2738, 2777, 2816, 2855, 2894, 2933, 2973, 3012, 3051, 3090] + 攻击次数 = 5 + 演出时间 = 1.5 + CD = 3.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return 1.208*(self.data1[self.等级] * (1 + self.TP成长 * self.TP等级) * self.攻击次数) * self.倍率 + + +class 技能3(主动技能): + 名称 = '冰魄旋枪' + 所在等级 = 25 + 等级上限 = 60 + 等级精通 = 50 + 学习间隔 = 2 + + data1 = [0, 266, 292, 319, 347, 373, 400, 427, 454, 481, 508, 534, 562, 589, 616, 643, 670, 697, 723, 751, 778, 804, 832, 859, 885, 912, 940, 966, 993, 1021, 1047, 1074, 1101, 1129, 1155, 1182, 1210, 1236, 1263, 1290, 1317, 1344, 1371, 1398, 1425, 1452, 1478, 1506, 1533, 1559, 1587, 1614, 1640, 1667, 1695, 1722, 1748, 1776, 1803, 1829, 1856, 1884, 1910, 1937, 1965, 1991, 2018, 2045, 2072, 2099, 2126] + 攻击次数 = 16 + 演出时间 = 1.5 + CD = 7.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return 1.159*(self.data1[self.等级] * (1 + self.TP成长 * self.TP等级) * self.攻击次数) * self.倍率 + + +class 技能4(主动技能): + 名称 = '冰霜之径' + 所在等级 = 25 + 等级上限 = 20 + 基础等级 = 10 + 是否有伤害 = 0 + + 自定义描述 = 1 + + def 技能描述(self, 武器类型): + return '冰属性强化增加:' + str(self.属强加成()) + + def 属强加成(self): + if self.等级 == 0: + return 0 + else: + return (30 + self.等级 * 4) + + def 加成倍率(self, 武器类型): + return 1.0 + +class 技能5(被动技能): + 名称 = '冰之领悟' + 所在等级 = 25 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + elif self.等级 <= 10: + return (1.02 + self.等级 * 0.01) + else: + return (1.12 + (self.等级 - 10) * 0.02) + + def 魔法攻击力倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + elif self.等级 <= 10: + return (1.02 + self.等级 * 0.01) + else: + return (1.12 + (self.等级 - 10) * 0.02) + + +class 技能6(主动技能): + 名称 = '冰魄之弓' + 所在等级 = 30 + 等级上限 = 60 + 等级精通 = 50 + 学习间隔 = 2 + + data1 = [0, 1433, 1579, 1724, 1870, 2015, 2161, 2306, 2452, 2597, 2743, 2888, 3033, 3178, 3324, 3469, 3615, 3760, 3906, 4051, 4197, 4343, 4488, 4634, 4779, 4925, 5069, 5215, 5360, 5506, 5651, 5797, 5942, 6088, 6233, 6379, 6524, 6670, 6815, 6960, 7106, 7251, 7397, 7542, 7688, 7833, 7979, 8124, 8270, 8415, 8561, 8706, 8852, 8996, 9142, 9287, 9433, 9579, 9724, 9870, 10015, 10161, 10306, 10452, 10597, 10743, 10887, 11033, 11178, 11324, 11469] + 攻击次数 = 3 + data2 = [0, 2171, 2392, 2612, 2833, 3053, 3274, 3493, 3714, 3934, 4155, 4375, 4596, 4816, 5036, 5256, 5477, 5697, 5918, 6138, 6359, 6579, 6799, 7019, 7240, 7460, 7681, 7901, 8122, 8341, 8562, 8782, 9003, 9223, 9444, 9664, 9885, 10104, 10325, 10545, 10766, 10986, 11207, 11427, 11647, 11867, 12088, 12308, 12529, 12749, 12970, 13190, 13410, 13630, 13851, 14071, 14292, 14512, 14733, 14952, 15173, 15393, 15614, 15834, 16055, 16275, 16496, 16715, 16935, 17156, 17376] + 攻击次数2 = 1 + 演出时间 = 1.5 + CD = 8.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return 1.202*(self.data1[self.等级] * (1 + self.TP成长 * self.TP等级) * self.攻击次数 + self.data2[self.等级] * (1 + self.TP成长 * self.TP等级) * self.攻击次数2) + + +class 技能7(主动技能): + 名称 = '破冰飞刃' + 所在等级 = 30 + 等级上限 = 60 + 等级精通 = 50 + 学习间隔 = 2 + + data1 = [0, 262, 289, 315, 342, 369, 395, 422, 448, 475, 502, 528, 555, 582, 608, 635, 662, 688, 715, 741, 768, 795, 821, 848, 875, 901, 928, 955, 981, 1008, 1034, 1061, 1088, 1114, 1141, 1168, 1194, 1221, 1248, 1274, 1301, 1327, 1354, 1381, 1407, 1434, 1461, 1487, 1514, 1541, 1567, 1594, 1620, 1647, 1674, 1700, 1727, 1754, 1780, 1807, 1834, 1860, 1887, 1913, 1940, 1967, 1993, 2020, 2047, 2073, 2100] + 攻击次数 = 24 + 演出时间 = 1.0 + CD = 8.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return 1.213*(self.data1[self.等级] * (1 + self.TP成长 * self.TP等级) * self.攻击次数) * self.倍率 + + +class 技能8(被动技能): + 名称 = '水晶剑' + 所在等级 = 30 + 等级上限 = 11 + 基础等级 = 1 + 关联技能 = ['冰魄剑'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return (2.00 + (self.等级-1) * 0.02) + + +class 技能9(主动技能): + 名称 = '旋冰穿刺' + 所在等级 = 35 + 等级上限 = 60 + 等级精通 = 50 + 学习间隔 = 2 + + data1 = [0, 907, 999, 1091, 1183, 1275, 1367, 1459, 1551, 1643, 1735, 1827, 1920, 2012, 2104, 2196, 2288, 2380, 2472, 2564, 2656, 2748, 2840, 2932, 3024, 3116, 3208, 3300, 3392, 3485, 3577, 3669, 3761, 3853, 3945, 4037, 4129, 4221, 4313, 4405, 4497, 4589, 4681, 4773, 4865, 4957, 5049, 5142, 5234, 5326, 5418, 5510, 5602, 5694, 5786, 5878, 5970, 6062, 6154, 6246, 6338, 6430, 6522, 6614, 6707, 6799, 6891, 6983, 7075, 7167, 7259] + data2 = [0, 8166, 8995, 9823, 10652, 11480, 12309, 13137, 13966, 14794, 15623, 16451, 17280, 18108, 18937, 19765, 20594, 21422, 22251, 23079, 23908, 24736, 25565, 26394, 27222, 28051, 28879, 29708, 30536, 31365, 32193, 33022, 33850, 34679, 35507, 36336, 37164, 37993, 38821, 39650, 40478, 41307, 42135, 42964, 43792, 44621, 45449, 46278, 47106, 47935, 48763, 49592, 50420, 51249, 52077, 52906, 53734, 54563, 55391, 56220, 57048, 57877, 58705, 59534, 60363, 61191, 62020, 62848, 63677, 64505, 65334] + 攻击次数2 = 1 + 演出时间 = 1.5 + CD = 15.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return 1.187*(self.data1[self.等级] * (1 + self.TP成长 * self.TP等级) * self.攻击次数 + self.data2[self.等级] * (1 + self.TP成长 * self.TP等级) * self.攻击次数2) * self.倍率 + + +class 技能10(主动技能): + 名称 = '冰魄锤击' + 所在等级 = 35 + 等级上限 = 60 + 等级精通 = 50 + 学习间隔 = 2 + + data1 = [0, 8365, 9214, 10063, 10911, 11760, 12609, 13458, 14306, 15155, 16004, 16852, 17701, 18550, 19398, 20247, 21096, 21945, 22793, 23642, 24491, 25339, 26188, 27037, 27885, 28734, 29583, 30432, 31280, 32129, 32978, 33826, 34675, 35524, 36372, 37221, 38070, 38919, 39767, 40616, 41465, 42313, 43162, 44011, 44860, 45708, 46557, 47406, 48254, 49103, 49952, 50800, 51649, 52498, 53347, 54195, 55044, 55893, 56741, 57590, 58439, 59287, 60136, 60985, 61834, 62682, 63531, 64380, 65228, 66077, 66926] + 攻击次数 = 1 + 攻击倍率 = 1.2 + 演出时间 = 1.0 + CD = 18.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return 1.211*self.data1[self.等级] * self.攻击倍率 * (1 + self.TP成长 * self.TP等级) * self.攻击次数 * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击倍率 *= 1.27 + if x == 1: + self.攻击倍率 *= 1.36 + + def 护石描述(self, x): + if x == 0: + temp = "冰魄延伸" + temp += "

" + temp += "[冰魄锤击]
" + temp += "普通施放时, 发动大范围寒冰冲击波
" + temp += "攻击力 +9%
" + temp += "强制中断其他技能后施放时攻击力 +18%
" + temp += "强制中断其他技能后施放时不产生寒冰冲击波
" + temp += "
-护石附加效果:
" + temp += "对可抓取的敌人造成和不可抓取的敌人同样的伤害
" + temp += "普通施放时寒冰冲击波范围 +15%
" + temp += "普通施放时攻击力 +6%
" + temp += "强制中断其他技能后施放时攻击力 +9%" + elif x == 1: + temp = "冰魄延伸" + temp += "

" + temp += "[冰魄锤击]
" + temp += "普通施放时, 发动大范围寒冰冲击波
" + temp += "攻击力 +9%
" + temp += "强制中断其他技能后施放时攻击力 +18%
" + temp += "强制中断其他技能后施放时不产生寒冰冲击波
" + temp += "
-护石附加效果:
" + temp += "对可抓取的敌人造成和不可抓取的敌人同样的伤害
" + temp += "普通施放时寒冰冲击波范围 +15%
" + temp += "普通施放时攻击力 +6%
" + temp += "强制中断其他技能后施放时攻击力 +18%" + return temp + + +class 技能11(主动技能): + 名称 = '极冰绽放' + 所在等级 = 40 + 等级上限 = 60 + 等级精通 = 50 + 学习间隔 = 2 + + data1 = [0, 777, 855, 934, 1013, 1092, 1171, 1250, 1328, 1407, 1486, 1565, 1644, 1723, 1801, 1880, 1959, 2038, 2117, 2196, 2274, 2353, 2432, 2511, 2590, 2669, 2747, 2826, 2905, 2984, 3063, 3142, 3221, 3299, 3378, 3457, + 3536, 3615, 3694, 3772, 3851, 3930, 4009, 4088, 4167, 4245, 4324, 4403, 4482, 4561, 4640, 4718, 4797, 4876, 4955, 5034, 5113, 5191, 5270, 5349, 5428, 5507, 5586, 5664, 5743, 5822, 5901, 5980, 6059, 6137, 6216] + 攻击倍率 = 1.95 + 攻击次数 = 4 + data2 = [0, 3433, 3782, 4130, 4478, 4827, 5175, 5523, 5872, 6220, 6568, 6917, 7265, 7613, 7962, 8310, 8658, 9007, 9355, 9703, 10052, 10400, 10748, 11097, 11445, 11793, 12142, 12490, 12839, 13187, 13535, 13884, 14232, 14580, 14929, 15277, 15625, + 15974, 16322, 16670, 17019, 17367, 17715, 18064, 18412, 18760, 19109, 19457, 19805, 20154, 20502, 20850, 21199, 21547, 21895, 22244, 22592, 22941, 23289, 23637, 23986, 24334, 24682, 25031, 25379, 25727, 26076, 26424, 26772, 27121, 27469] + 攻击倍率2 = 2.35 + 攻击次数2 = 1 + 演出时间 = 2.0 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return 1.219*(self.data1[self.等级] * (1 + self.TP成长 * self.TP等级) * self.攻击倍率 * self.攻击次数 + + self.data2[self.等级] * (1 + self.TP成长 * self.TP等级) * self.攻击倍率2 * self.攻击次数2) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击倍率 *= 1.11 + self.攻击倍率2 *= 1.23 + self.CD *= 0.90 + if x == 1: + self.攻击倍率 *= 1.11 + self.攻击倍率2 *= 1.38 + self.CD *= 0.90 + + def 护石描述(self, x): + if x == 0: + temp = "冰封制动" + temp += "

" + temp += "[极冰绽放]
" + temp += "删除指定魔法阵位置的功能
" + temp += "缩短魔法阵生成时间
" + temp += "攻击范围 +20%
" + temp += "攻击力 +11%
" + temp += "
-护石附加效果:
" + temp += "冷却时间 -10%
" + temp += "最后强击攻击力 +12%
" + temp += "冰柱破碎时的攻击力 +18%
" + temp += "每次攻击时发射[冰之技艺]的冰枪" + elif x == 1: + temp = "冰封制动" + temp += "

" + temp += "[极冰绽放]
" + temp += "删除指定魔法阵位置的功能
" + temp += "缩短魔法阵生成时间
" + temp += "攻击范围 +20%
" + temp += "攻击力 +11%
" + temp += "
-护石附加效果:
" + temp += "冷却时间 -10%
" + temp += "最后强击攻击力 +27%
" + temp += "冰柱破碎时的攻击力 +35%
" + temp += "每次攻击时发射[冰之技艺]的冰枪" + return temp + + +class 技能12(主动技能): + 名称 = '冰雪风暴' + 所在等级 = 45 + 等级上限 = 60 + 等级精通 = 50 + 学习间隔 = 2 + + data1 = [0, 1048, 1154, 1260, 1367, 1473, 1579, 1686, 1792, 1899, 2005, 2111, 2218, 2324, 2430, 2537, 2643, 2749, 2856, 2962, 3068, 3175, 3281, 3387, 3494, 3600, 3706, 3813, 3919, 4025, 4132, 4238, 4344, 4451, 4557, 4663, 4770, 4876, 4982, 5089, 5195, 5302, 5408, 5514, 5621, 5727, 5833, 5940, 6046, 6152, 6259, 6365, 6471, 6578, 6684, 6790, 6897, 7003, 7109, 7216, 7322, 7428, 7535, 7641, 7747, 7854, 7960, 8066, 8173, 8279, 8386] + 攻击次数 = 14 + 攻击倍率 = 1.0 + data2 = [0, 10233, 11272, 12310, 13348, 14386, 15425, 16463, 17501, 18539, 19577, 20616, 21654, 22692, 23730, 24769, 25807, 26845, 27883, 28921, 29960, 30998, 32036, 33074, 34113, 35151, 36189, 37227, 38265, 39304, 40342, 41380, 42418, 43457, 44495, 45533, 46571, 47609, 48648, 49686, 50724, 51762, 52801, 53839, 54877, 55915, 56953, 57992, 59030, 60068, 61106, 62145, 63183, 64221, 65259, 66297, 67336, 68374, 69412, 70450, 71489, 72527, 73565, 74603, 75641, 76680, 77718, 78756, 79794, 80833, 81871] + 攻击次数2 = 1 + 攻击倍率2 = 1.0 + 演出时间 = 2.5 + CD = 40.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return 1.214*(self.data1[self.等级] * self.攻击倍率 * (1 + self.TP成长 * self.TP等级) * self.攻击次数 + + self.data2[self.等级] * self.攻击倍率2 * (1 + self.TP成长 * self.TP等级) * self.攻击次数2) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 16 + self.攻击倍率2 *= 1.15 + if x == 1: + self.攻击次数 = 16 + self.攻击倍率2 *= 1.34 + + def 护石描述(self, x): + if x == 0: + temp = "冰龙升天破" + temp += "

" + temp += "[冰雪风暴]
" + temp += "变更为以施放者为中心生成1个巨大的寒气风暴
" + temp += "魔法阵范围 -50%
" + temp += "删除聚集敌人的功能
" + temp += "
-护石附加效果:
" + temp += "施放技能时直接召唤寒气风暴
" + temp += "多段攻击次数 +2次
" + temp += "爆炸攻击力 +15%" + elif x == 1: + temp = "冰龙升天破" + temp += "

" + temp += "[冰雪风暴]
" + temp += "变更为以施放者为中心生成1个巨大的寒气风暴
" + temp += "魔法阵范围 -50%
" + temp += "删除聚集敌人的功能
" + temp += "
-护石附加效果:
" + temp += "施放技能时直接召唤寒气风暴
" + temp += "多段攻击次数 +2次
" + temp += "爆炸攻击力 +34%" + return temp + + +class 技能13(被动技能): + 名称 = '冰封奥义' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.105 + 0.015 * self.等级, 5) + + +class 技能14(主动技能): + 名称 = '千旋冰轮破' + 所在等级 = 50 + 等级上限 = 40 + 等级精通 = 30 + 学习间隔 = 5 + + data1 = [0, 1055, 1300, 1544, 1790, 2035, 2279, 2524, 2768, 3014, 3259, 3503, 3748, 3992, 4237, 4483, 4727, 4972, 5217, 5461, 5707, 5952, 6196, 6441, 6685, 6930, 7176, 7420, 7665, 7910, 8154, 8399, 8645, 8889, 9134, 9378, 9623, 9869, 10113, 10358, 10602, 10847, 11092, 11337, 11582, 11827, 12071, 12316, 12560, 12806, 13051, 13295, 13540, 13785, 14030, 14275, 14520, 14764, 15009, 15253, 15499, 15744, 15988, 16233, 16477, 16722, 16968, 17212, 17457, 17702, 17946] + 攻击次数 = 40 + data2 = [0, 897, 1105, 1313, 1522, 1731, 1939, 2147, 2355, 2563, 2771, 2980, 3188, 3396, 3604, 3812, 4020, 4229, 4437, 4645, 4853, 5061, 5269, 5478, 5686, 5894, 6102, 6311, 6519, 6727, 6936, 7144, 7352, 7560, 7768, 7976, 8185, 8393, 8601, 8809, 9017, 9225, 9434, 9642, 9850, 10058, 10266, 10474, 10682, 10892, 11100, 11308, 11516, 11724, 11932, 12141, 12349, 12557, 12765, 12973, 13181, 13390, 13598, 13806, 14014, 14222, 14430, 14640, 14848, 15056, 15264] + 攻击次数2 = 24 + data3 = [0, 3144, 3875, 4604, 5333, 6062, 6792, 7521, 8250, 8979, 9709, 10439, 11168, 11897, 12627, 13356, 14085, 14814, 15544, 16274, 17003, 17733, 18462, 19191, 19920, 20649, 21379, 22109, 22838, 23568, 24297, 25026, 25755, 26484, 27214, 27943, 28673, 29403, 30132, 30861, 31590, 32319, 33049, 33778, 34508, 35238, 35967, 36696, 37425, 38154, 38884, 39613, 40342, 41073, 41802, 42531, 43260, 43989, 44719, 45448, 46177, 46908, 47637, 48366, 49095, 49825, 50554, 51283, 52012, 52743, 53472] + 攻击次数3 = 1 + CD = 145.0 + + def 等效百分比(self, 武器类型): + return 1.209*(self.data1[self.等级] * self.攻击次数 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * self.倍率 + + +class 技能15(主动技能): + 名称 = '冰凌破' + 所在等级 = 60 + 等级上限 = 40 + 等级精通 = 30 + 学习间隔 = 2 + + data1 = [0, 775, 854, 933, 1011, 1090, 1169, 1247, 1326, 1405, 1483, 1562, 1641, 1719, 1798, 1877, 1956, 2034, 2113, 2192, 2270, 2349, 2428, 2506, 2585, 2664, 2742, 2821, 2900, 2979, 3057, 3136, 3215, 3293, 3372, 3451, 3529, 3608, 3687, 3765, 3844, 3923, 4002, 4080, 4159, 4238, 4316, 4395, 4474, 4552, 4631, 4710, 4788, 4867, 4946, 5025, 5103, 5182, 5261, 5339, 5418, 5497, 5575, 5654, 5733, 5811, 5890, 5969, 6048, 6126, 6205] + 攻击次数 = 25 + data2 = [0, 3693, 4068, 4443, 4817, 5192, 5567, 5942, 6316, 6691, 7066, 7440, 7815, 8190, 8565, 8939, 9314, 9689, 10063, 10438, 10813, 11188, 11562, 11937, 12312, 12687, 13061, 13436, 13811, 14185, 14560, 14935, 15310, 15684, 16059, 16434, 16808, 17183, 17558, 17933, 18307, 18682, 19057, 19432, 19806, 20181, 20556, 20930, 21305, 21680, 22055, 22429, 22804, 23179, 23553, 23928, 24303, 24678, 25052, 25427, 25802, 26177, 26551, 26926, 27301, 27675, 28050, 28425, 28800, 29174, 29549] + 攻击次数2 = 1 + 攻击倍率 = 1.0 + 演出时间 = 2.0 + CD = 30.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return 1.209*(self.data1[self.等级] * (1 + self.TP成长 * self.TP等级) * self.攻击倍率 * self.攻击次数 + + self.data2[self.等级] * (1 + self.TP成长 * self.TP等级) * self.攻击倍率 * self.攻击次数2) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击倍率 *= 1.22 + if x == 1: + self.攻击倍率 *= 1.31 + + def 护石描述(self, x): + if x == 0: + temp = "苍白之楔" + temp += "

" + temp += "[冰凌破]
" + temp += "[冰之印]开启后, 追踪并攻击有[冰封奥义]光环的敌人中最强的敌人(攻击开始后不再追踪敌人)
" + temp += "攻击力 +9%
" + temp += "
-护石附加效果:
" + temp += "追击时移动速度 +50%
" + temp += "攻击力 +13%" + elif x == 1: + temp = "苍白之楔" + temp += "

" + temp += "[冰凌破]
" + temp += "[冰之印]开启后, 追踪并攻击有[冰封奥义]光环的敌人中最强的敌人(攻击开始后不再追踪敌人)
" + temp += "攻击力 +9%
" + temp += "
-护石附加效果:
" + temp += "追击时移动速度 +50%
" + temp += "攻击力 +22%" + return temp + + +class 技能16(主动技能): + 名称 = '千里冰封' + 所在等级 = 70 + 等级上限 = 40 + 等级精通 = 30 + 学习间隔 = 2 + + data1 = [0, 10790, 11885, 12980, 14074, 15169, 16264, 17358, 18453, 19548, 20643, 21737, 22832, 23927, 25021, 26116, 27211, 28305, 29400, 30495, 31590, 32684, 33779, 34874, 35968, 37063, 38158, 39252, 40347, 41442, 42537, 43631, 44726, 45821, 46915, 48010, 49105, 50200, 51294, 52389, 53484, 54578, 55673, 56768, 57862, 58957, 60052, 61147, 62241, 63336, 64431, 65525, 66620, 67715, 68810, 69904, 70999, 72094, 73188, 74283, 75378, 76472, 77567, 78662, 79757, 80851, 81946, 83041, 84135, 85230, 86325] + 攻击次数 = 3 + 攻击倍率 = 1.0 + 演出时间 = 2.0 + CD = 50.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return 1.27*self.data1[self.等级] * self.攻击倍率 * (1 + self.TP成长 * self.TP等级) * self.攻击次数 * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 1 + self.攻击倍率 = 3.56 + if x == 1: + self.攻击次数 = 1 + self.攻击倍率 = 3.8 + + def 护石描述(self, x): + if x == 0: + temp = "冰凌花" + temp += "

" + temp += "[千里冰封]
" + temp += "同时生成所有冰刺
" + temp += "攻击次数变更为1次
" + temp += "发动速度 +50%
" + temp += "攻击力 +230%
" + temp += "
-护石附加效果:
" + temp += "[冰之印]开启时, 冰冻效果变更为强制控制2秒
" + temp += "攻击力 +26%" + elif x == 1: + temp = "冰凌花" + temp += "

" + temp += "[千里冰封]
" + temp += "同时生成所有冰刺
" + temp += "攻击次数变更为1次
" + temp += "发动速度 +50%
" + temp += "攻击力 +230%
" + temp += "
-护石附加效果:
" + temp += "[冰之印]开启时, 冰冻效果变更为强制控制2秒
" + temp += "攻击力 +50%" + return temp + + +class 技能17(被动技能): + 名称 = '冰之技艺' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + 关联技能 = ['冰魄之弓', '破冰飞刃', '冰雪风暴', '千旋冰轮破', + '冰凌破', '千里冰封', '极冰领域', '永罪冰狱', '永劫:纳斯特隆德'] + 关联技能2 = ['冰魄剑', '寒冰连枪', '冰魄旋枪', '旋冰穿刺', '冰魄锤击', '极冰绽放', '碎冰破', '极冰猎魔斩'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.16 + 0.02 * self.等级, 5) + + def 加成倍率2(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.24 + 0.03 * self.等级, 5) + + def 冰针倍率(self, 武器类型): + return round(0.24 + 0.03 * self.等级, 5) + +# 按技能data无法与游戏中伤害对应,因此从一级起验证,结果按核对伤害手动增加29百分比 + + +class 技能18(主动技能): + 名称 = '碎冰破' + 所在等级 = 75 + 等级上限 = 40 + 等级精通 = 30 + 学习间隔 = 2 + + data1 = [0, 33412, 36802, 40191, 43581, 46971, 50360, 53750, 57140, 60529, 63919, 67309, 70698, 74088, 77478, 80867, 84257, 87647, 91036, 94426, 97816, 101205, 104595, 107985, 111374, 114764, 118154, 121543, 124933, 128323, 131712, 135102, 138492, 141881, 145271, 148661, 152050, 155440, 158830, 162219, 165609, 168999, 172388, 175778, 179168, 182557, 185947, 189337, 192726, 196116, 199506, 202895, 206285, 209675, 213064, 216454, 219844, 223233, 226623, 230013, 233402, 236792, 240182, 243571, 246961, 250351, 253740, 257130, 260520, 263909, 267299] + 攻击次数 = 1 + data2 = [0, 12165, 13399, 14633, 15867, 17102, 18336, 19570, 20804, 22038, 23272, 24507, 25741, 26975, 28209, 29443, 30677, 31912, 33146, 34380, 35614, 36848, 38082, 39317, 40551, 41785, 43019, 44253, 45487, 46722, 47956, 49190, 50424, 51658, 52893, 54127, 55361, 56595, 57829, 59063, 60298, 61532, 62766, 64000, 65234, 66468, 67703, 68937, 70171, 71405, 72639, 73873, 75108, 76342, 77576, 78810, 80044, 81278, 82513, 83747, 84981, 86215, 87449, 88683, 89918, 91152, 92386, 93620, 94854, 96088, 97323] + 攻击次数2 = 1 + 攻击倍率 = 1.2 + 演出时间 = 1.0 + CD = 40.0 + + def 等效百分比(self, 武器类型): + if self.等级 == 0: + return 0 + else: + return 1.209*(self.data1[self.等级] * self.攻击倍率 * self.攻击次数 + + self.data2[self.等级] * self.攻击倍率 * self.攻击次数2 + 29) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 *= 1.46 + + def 护石描述(self, x): + if x == 0: + temp = "碎冰破" + temp += "

" + temp += "[碎冰破]
" + temp += "向前方生成多个冰霜结晶
" + temp += "- 冰霜碎片攻击范围增加
" + temp += "冰霜碎片攻击力 +12%
" + temp += "
-护石附加效果:
" + temp += "碎冰破攻击速度 +50%
" + temp += "冰霜碎片攻击力 +34%
" + return temp[:-4] + + +class 技能19(主动技能): + 名称 = '极冰领域' + 所在等级 = 80 + 等级上限 = 40 + 等级精通 = 30 + 学习间隔 = 2 + + data = [0, 46248, 50939, 55631, 60323, 65014, 69706, 74398, 79089, 83781, 88474, 93166, 97857, 102549, 107241, 111932, 116624, 121316, 126007, 130700, 135392, 140084, 144775, 149467, 154159, 158850, 163542, 168234, 172926, 177618, 182310, 187002, 191693, 196385, 201077, 205768, 210460, 215153, 219844, 224536, 229228, 233919, 238611, 243303, 247994, 252686, 257379, 262071, 266762, 271454, 276146, 280837, 285529, 290221, 294912, 299605, 304297, 308989, 313680, 318372, 323064, 327755, 332447, 337139, 341831, 346523, 351215, 355907, 360598, 365290, 369982] + 攻击倍率 = 1.0 + 演出时间 = 0.65 + CD = 40.0 + + def 等效百分比(self, 武器类型): + return 1.214*self.data[self.等级] * self.攻击倍率 * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击倍率 *= 1.32 + self.CD *= 0.9 + + def 护石描述(self, x): + if x == 0: + temp = "极冰领域" + temp += "

" + temp += "[极冰领域]
" + temp += "部分转职技能命中后可以强制中断并连接施放极冰领域
" + temp += "- 可中断技能列表与冰魄锤击相同
" + temp += "波动攻击力 +14%
" + temp += "
-护石附加效果:
" + temp += "冷却时间 -10%
" + temp += "波动攻击力 +18%
" + return temp[:-4] + + +class 技能20(主动技能): + 名称 = '永罪冰狱' + 所在等级 = 85 + 等级上限 = 40 + 等级精通 = 30 + 学习间隔 = 5 + + data1 = [0, 43095, 53088, 63081, 73074, 83067, 93061, 103054, 113047, 123040, 133033, 143026, 153019, 163012, 173006, 182999, 192992, 202985, 212978, 222971, 232964, 242957, 252951, 262944, 272937, 282930, 292923, 302916, 312909, 322902, 332896, 342889, 352882, 362875, 372868, 382861, 392854, 402848, 412841, 422834, 432827, 442820, 452813, 462806, 472799, 482793, 492786, 502779, 512772, 522765, 532758, 542751, 552744, 562738, 572731, 582724, 592717, 602710, 612703, 622696, 632689, 642683, 652676, 662669, 672662, 682655, 692648, 702641, 712635, 722628, 732621] + 攻击次数 = 1 + data2 = [0, 19147, 23587, 28027, 32467, 36907, 41347, 45787, 50227, 54667, 59107, 63547, 67987, 72426, 76866, 81306, 85746, 90186, 94626, 99066, 103506, 107946, 112386, 116826, 121266, 125706, 130146, 134586, 139026, 143466, 147906, 152346, 156786, 161226, 165666, 170106, 174546, 178986, 183426, 187866, 192306, 196746, 201186, 205626, 210066, 214505, 218945, 223385, 227825, 232265, 236705, 241145, 245585, 250025, 254465, 258905, 263345, 267785, 272225, 276665, 281105, 285545, 289985, 294425, 298865, 303305, 307745, 312185, 316625, 321065, 325505] + 攻击次数2 = 2 + data3 = [0,28803, 35482, 42162, 48841, 55520, 62199, 68878, 75557, 82236, 88916, 95595, 102274, 108953, 115632, 122311, 128991, 135670, 142349, 149028, 155707, 162386, 169065, 175745, 182424, 189103, 195782, 202461, 209140, 215819, 222499, 229178, 235857, 242536, 249215, 255894, 262573, 269253, 275932, 282611, 289290, 295969, 302648, 309327, 316007, 322686, 329365, 336044, 342723, 349402, 356081, 362761, 369440, 376119, 382798, 389477, 396156, 402836, 409515, 416194, 422873, 429552, 436231, 442910, 449590, 456269, 462948, 469627, 476306, 482985, 489664] + 攻击次数3 = 1 + CD = 180.0 + + def 等效百分比(self, 武器类型): + return 1.271*(self.data1[self.等级] * self.攻击次数 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * self.倍率 + + +class 技能21(被动技能): + 名称 = '冰霜之手' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能22(主动技能): + 名称 = '极冰猎魔斩' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + data1 = [0, 114676, 126310, 137943, 149577, 161211, 172845, 184479, 196113, 207746, 219380, 231014, 242648, 254282, 265915, 277549, 289183, 300817, 312451, 324085, 335718, 347352, 358986, 370620, 382254, 393888, 405521, 417155, 428789, 440423, 452057, 463690, 475324, 486958, 498592, 510226, 521860, 533493, 545127, 556761, 568395, 580029, 591662, 603296, 614930, 626564, 638198, 649832, 661465, 673099, 684733, 696367, 708001, 719635, 731268, 742902, 754536, 766170, 777804, 789437, 801071, 812705, 824339, 835973, 847607, 859240, 870874, 882508, 894142, 905776, 917410] + 攻击次数 = 1 + CD = 60.0 + def 等效百分比(self, 武器类型): + return 1.23*(self.data1[self.等级] * self.攻击次数) * self.倍率 + + +class 技能23(主动技能): + 名称 = '永劫:纳斯特隆德' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + + data1 = [0, 4031, 4966, 5900, 6835, 7770, 8705, 9640, 10575, 11509, 12444, 13379, 14314, 15249, 16183, 17118, 18053, 18988, 19923, 20857, 21792, 22727, 23662, 24597, 25531, 26466, 27401, 28336, 29271, 30205, 31140, 32075, 33010, 33945, 34879, 35814, 36749, 37684, 38619, 39554, 40488, 41423, 42358, 43293, 44228, 45162, 46097, 47032, 47967, 48902, 49836, 50771, 51706, 52641, 53576, 54510, 55445, 56380, 57315, 58250, 59184, 60119, 61054, 61989, 62924, 63859, 64793, 65728, 66663, 67598, 68533] + data2 = [0, 40313, 49661, 59009, 68357, 77705, 87053, 96401, 105750, 115098, 124446, 133794, 143142, 152490, 161838, 171186, 180534, 189882, 199230, 208578, 217926, 227274, 236623, 245971, 255319, 264667, 274015, 283363, 292711, 302059, 311407, 320755, 330103, 339451, 348799, 358147, 367495, 376844, 386192, 395540, 404888, 414236, 423584, 432932, 442280, 451628, 460976, 470324, 479672, 489020, 498368, 507717, 517065, 526413, 535761, 545109, 554457, 563805, 573153, 582501, 591849, 601197, 610545, 619893, 629241, 638590, 647938, 657286, 666634, 675982, 685330] + data3 = [0, 28219, 34763, 41306, 47850, 54394, 60937, 67481, 74025, 80568, 87112, 93655, 100199, 106743, 113286, 119830, 126374, 132917, 139461, 146005, 152548, 159092, 165636, 172179, 178723, 185267, 191810, 198354, 204898, 211441, 217985, 224528, 231072, 237616, 244159, 250703, 257247, 263790, 270334, 276878, 283421, 289965, 296509, 303052, 309596, 316140, 322683, 329227, 335770, 342314, 348858, 355401, 361945, 368489, 375032, 381576, 388120, 394663, 401207, 407751, 414294, 420838, 427382, 433925, 440469, 447013, 453556, 460100, 466643, 473187, 479731] + data4 = [0, 28219, 34763, 41306, 47850, 54394, 60937, 67481, 74025, 80568, 87112, 93655, 100199, 106743, 113286, 119830, 126374, 132917, 139461, 146005, 152548, 159092, 165636, 172179, 178723, 185267, 191810, 198354, 204898, 211441, 217985, 224528, 231072, 237616, 244159, 250703, 257247, 263790, 270334, 276878, 283421, 289965, 296509, 303052, 309596, 316140, 322683, 329227, 335770, 342314, 348858, 355401, 361945, 368489, 375032, 381576, 388120, 394663, 401207, 407751, 414294, 420838, 427382, 433925, 440469, 447013, 453556, 460100, 466643, 473187, 479731] + data5 = [0, 60470, 74492, 88514, 102536, 116558, 130580, 144602, 158625, 172647, 186669, 200691, 214713, 228735, 242757, 256779, 270801, 284824, 298846, 312868, 326890, 340912, 354934, 368956, 382978, 397000, 411022, 425045, 439067, 453089, 467111, 481133, 495155, 509177, 523199, 537221, 551244, 565266, 579288, 593310, 607332, 621354, 635376, 649398, 663420, 677442, 691465, 705487, 719509, 733531, 747553, 761575, 775597, 789619, 803641, 817664, 831686, 845708, 859730, 873752, 887774, 901796, 915818, 929840, 943862, 957885, 971907, 985929, 999951, 1013973, 1027995] + data6 = [0, 120940, 148984, 177029, 205073, 233117, 261161, 289205, 317250, 345294, 373338, 401382, 429426, 457471, 485515, 513559, 541603, 569648, 597692, 625736, 653780, 681824, 709869, 737913, 765957, 794001, 822045, 850090, 878134, 906178, 934222, 962266, 990311, 1018355, 1046399, 1074443, 1102488, 1130532, 1158576, 1186620, 1214664, 1242709, 1270753, 1298797, 1326841, 1354885, 1382930, 1410974, 1439018, 1467062, 1495106, 1523151, 1551195, 1579239, 1607283, 1635328, 1663372, 1691416, 1719460, 1747504, 1775549, 1803593, 1831637, 1859681, 1887725, 1915770, 1943814, 1971858, 1999902, 2027946, 2055991] + data7 = [0, 8062, 9932, 11801, 13671, 15541, 17410, 19280, 21150, 23019, 24889, 26758, 28628, 30498, 32367, 34237, 36106, 37976, 39846, 41715, 43585, 45454, 47324, 49194, 51063, 52933, 54803, 56672, 58542, 60411, 62281, 64151, 66020, 67890, 69759, 71629, 73499, 75368, 77238, 79108, 80977, 82847, 84716, 86586, 88456, 90325, 92195, 94064, 95934, 97804, 99673, 101543, 103413, 105282, 107152, 109021, 110891, 112761, 114630, 116500, 118369, 120239, 122109, 123978, 125848, 127718, 129587, 131457, 133326, 135196, 137066] + data8 = [0, 13437, 16553, 19669, 22785, 25901, 29017, 32133, 35250, 38366, 41482, 44598, 47714, 50830, 53946, 57062, 60178, 63294, 66410, 69526, 72642, 75758, 78874, 81990, 85106, 88222, 91338, 94454, 97570, 100686, 103802, 106918, 110034, 113150, 116266, 119382, 122498, 125614, 128730, 131846, 134962, 138078, 141194, 144310, 147426, 150542, 153658, 156774, 159890, 163006, 166122, 169239, 172355, 175471, 178587, 181703, 184819, 187935, 191051, 194167, 197283, 200399, 203515, 206631, 209747, 212863, 215979, 219095, 222211, 225327, 228443] + + data0 = [data1,data2,data3,data4,data5,data6,data7,data8] + + 次数 = [1,1,1,1,1,1,5,6] + + def 等效百分比(self, 武器类型): + sum = 0 + # sum = 252985 + self.等级 * 76385 + for i in range(len(self.次数)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * self.倍率*1.21 + CD = 290.0 + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +知源·冰结师一觉序号 = 0 +知源·冰结师二觉序号 = 0 +知源·冰结师三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 知源·冰结师一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 知源·冰结师二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 知源·冰结师三觉序号 = 技能序号[i.名称] + +知源·冰结师护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 知源·冰结师护石选项.append(i.名称) + +知源·冰结师符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 知源·冰结师符文选项.append(i.名称) + + +class 知源·冰结师角色属性(角色属性): + + 实际名称 = '知源·冰结师' + 角色 = '魔法师(男)' + 职业 = '冰结师' + + 武器选项 = ['魔杖', '法杖'] + + 类型选择 = ['魔法百分比'] + + 类型 = '魔法百力比' + 防具类型 = '皮甲' + 防具精通属性 = ['智力'] + + 主BUFF = 1.800 + + 远古记忆 = 0 + + 冰针显示开关 = 0 + 小冰轮次数 = 0 + 大冰轮次数 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + + if self.远古记忆 > 0: + self.进图智力 += self.远古记忆 * 15 + + self.冰属性强化 += self.技能栏[self.技能序号['冰霜之径']].属强加成() + self.技能栏[self.技能序号['千旋冰轮破']].攻击次数 = self.小冰轮次数 + 36 + self.技能栏[self.技能序号['千旋冰轮破']].攻击次数2 = self.大冰轮次数 + 20 + + for i in self.技能栏: + if i.关联技能 != ['无']: + if i.关联技能 == ['所有']: + for j in self.技能栏: + if j.是否有伤害 == 1: + j.被动倍率 *= i.加成倍率(self.武器类型) + else: + for k in i.关联技能: + self.技能栏[self.技能序号[k]].被动倍率 *= i.加成倍率(self.武器类型) + + if i.关联技能2 != ['无']: + if i.关联技能2 == ['所有']: + for j in self.技能栏: + if j.是否有伤害 == 1: + j.被动倍率 *= i.加成倍率2(self.武器类型) + elif i.名称 != '冰之技艺': + for k in i.关联技能2: + self.技能栏[self.技能序号[k]].被动倍率 *= i.加成倍率2(self.武器类型) + + if i.关联技能3 != ['无']: + if i.关联技能3 == ['所有']: + for j in self.技能栏: + if j.是否有伤害 == 1: + j.被动倍率 *= i.加成倍率3(self.武器类型) + else: + for k in i.关联技能3: + self.技能栏[self.技能序号[k]].被动倍率 *= i.加成倍率3(self.武器类型) + + def 数据计算(self, x=0, y=-1): + self.预处理() + # 初步计算 + 技能释放次数 = self.技能释放次数计算() + 技能单次伤害 = self.技能单次伤害计算(y) + 技能总伤害 = self.技能总伤害计算(技能释放次数, 技能单次伤害) + + # 二觉被动冰针 + if self.技能栏[self.技能序号['冰之技艺']].等级 != 0: + + 冰之技艺序号 = self.技能序号['冰之技艺'] + + 技能释放次数[冰之技艺序号] = 1 + + if 技能总伤害[self.技能序号['冰魄剑']] != 0: + temp = 技能总伤害[self.技能序号['冰魄剑']] * \ + self.技能栏[冰之技艺序号].冰针倍率(self.武器类型) + if self.冰针显示开关 == 1: + 技能总伤害[冰之技艺序号] += temp + else: + 技能总伤害[self.技能序号['冰魄剑']] += temp + + if 技能总伤害[self.技能序号['寒冰连枪']] != 0: + temp = 技能总伤害[self.技能序号['寒冰连枪']] * \ + self.技能栏[冰之技艺序号].冰针倍率(self.武器类型) + if self.冰针显示开关 == 1: + 技能总伤害[冰之技艺序号] += temp + else: + 技能总伤害[self.技能序号['寒冰连枪']] += temp + + if 技能总伤害[self.技能序号['冰魄旋枪']] != 0: + temp = 技能总伤害[self.技能序号['冰魄旋枪']] * \ + self.技能栏[冰之技艺序号].冰针倍率(self.武器类型) + if self.装备检查('奔流不息之银河'): + temp = temp / 0.7 + if self.冰针显示开关 == 1: + 技能总伤害[冰之技艺序号] += temp + else: + 技能总伤害[self.技能序号['冰魄旋枪']] += temp + + if 技能总伤害[self.技能序号['旋冰穿刺']] != 0: + temp = 技能总伤害[self.技能序号['旋冰穿刺']] * \ + self.技能栏[冰之技艺序号].冰针倍率(self.武器类型) + if self.装备检查('奔流不息之山川'): + temp = temp / 0.7 + if self.冰针显示开关 == 1: + 技能总伤害[冰之技艺序号] += temp + else: + 技能总伤害[self.技能序号['旋冰穿刺']] += temp + + if 技能总伤害[self.技能序号['冰魄锤击']] != 0: + temp = 技能总伤害[self.技能序号['冰魄锤击']] * \ + self.技能栏[冰之技艺序号].冰针倍率(self.武器类型) + if self.装备检查('奔流不息之山川'): + temp = temp / 0.7 + if self.冰针显示开关 == 1: + 技能总伤害[冰之技艺序号] += temp + else: + 技能总伤害[self.技能序号['冰魄锤击']] += temp + + if 技能总伤害[self.技能序号['极冰绽放']] != 0: + temp = 技能总伤害[self.技能序号['极冰绽放']] * \ + self.技能栏[冰之技艺序号].冰针倍率(self.武器类型) + if self.装备检查('奔流不息之伽蓝'): + temp = temp / 0.7 + if self.冰针显示开关 == 1: + 技能总伤害[冰之技艺序号] += temp + else: + 技能总伤害[self.技能序号['极冰绽放']] += temp + + if 技能总伤害[self.技能序号['碎冰破']] != 0: + temp = 技能总伤害[self.技能序号['碎冰破']] * \ + self.技能栏[冰之技艺序号].冰针倍率(self.武器类型) + if self.冰针显示开关 == 1: + 技能总伤害[冰之技艺序号] += temp + else: + 技能总伤害[self.技能序号['碎冰破']] += temp + + if 技能总伤害[self.技能序号['极冰猎魔斩']] != 0: + temp = 技能总伤害[self.技能序号['极冰猎魔斩']] * \ + self.技能栏[冰之技艺序号].冰针倍率(self.武器类型) + if self.冰针显示开关 == 1: + 技能总伤害[冰之技艺序号] += temp + else: + 技能总伤害[self.技能序号['极冰猎魔斩']] += temp + + if self.冰针显示开关 == 0: + for i in self.技能栏[冰之技艺序号].关联技能2: + self.技能栏[self.技能序号[i] + ].被动倍率 *= self.技能栏[冰之技艺序号].加成倍率2(self.武器类型) + + # 返回结果 + return self.数据返回(x, 技能释放次数, 技能总伤害) + + +class 知源·冰结师(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 知源·冰结师角色属性() + self.角色属性A = 知源·冰结师角色属性() + self.角色属性B = 知源·冰结师角色属性() + self.一觉序号 = 知源·冰结师一觉序号 + self.二觉序号 = 知源·冰结师二觉序号 + self.三觉序号 = 知源·冰结师三觉序号 + self.护石选项 = deepcopy(知源·冰结师护石选项) + self.符文选项 = deepcopy(知源·冰结师符文选项) + + def 界面(self): + super().界面() + self.冰针显示开关 = QCheckBox('冰针伤害独立显示', self.main_frame2) + self.冰针显示开关.resize(120, 20) + self.冰针显示开关.move(490, 420) + self.冰针显示开关.setStyleSheet(复选框样式) + self.冰针显示开关.setChecked(False) + + self.小冰轮次数选择 = MyQComboBox(self.main_frame2) + self.小冰轮次数选择.addItem('小冰轮击中36次') + self.小冰轮次数选择.addItem('小冰轮击中37次') + self.小冰轮次数选择.addItem('小冰轮击中38次') + self.小冰轮次数选择.addItem('小冰轮击中39次') + self.小冰轮次数选择.addItem('小冰轮击中40次') + self.小冰轮次数选择.addItem('小冰轮击中41次') + self.小冰轮次数选择.addItem('小冰轮击中42次') + self.小冰轮次数选择.setCurrentIndex(6) + self.小冰轮次数选择.resize(120, 20) + self.小冰轮次数选择.move(325, 420) + + self.大冰轮次数选择 = MyQComboBox(self.main_frame2) + self.大冰轮次数选择.addItem('大冰轮击中20次') + self.大冰轮次数选择.addItem('大冰轮击中21次') + self.大冰轮次数选择.addItem('大冰轮击中22次') + self.大冰轮次数选择.addItem('大冰轮击中23次') + self.大冰轮次数选择.addItem('大冰轮击中24次') + self.大冰轮次数选择.setCurrentIndex(2) + self.大冰轮次数选择.resize(120, 20) + self.大冰轮次数选择.move(325, 450) + + self.职业存档.append(('冰针显示开关', self.冰针显示开关, 0)) + self.职业存档.append(('小冰轮次数选择', self.小冰轮次数选择, 1)) + self.职业存档.append(('大冰轮次数选择', self.大冰轮次数选择, 1)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + if 属性.技能栏[self.角色属性A.技能序号['水晶剑']].等级 != 0: + 属性.技能栏[self.角色属性A.技能序号['冰魄剑']].技能形态改变() + + if self.冰针显示开关.isChecked(): + 属性.冰针显示开关 = 1 + + 属性.小冰轮次数 = self.小冰轮次数选择.currentIndex() + 属性.大冰轮次数 = self.大冰轮次数选择.currentIndex() diff --git a/Characters/知源·召唤师.py b/Characters/知源·召唤师.py new file mode 100644 index 00000000..ae484a37 --- /dev/null +++ b/Characters/知源·召唤师.py @@ -0,0 +1,677 @@ +from PublicReference.carry.base import * + + +class 知源·召唤师主动技能(主动技能): + 秒伤基础 = 0 + 秒伤成长 = 0 + 秒伤倍率 = 1 + # def 等效CD(self, 武器类型): + # if 武器类型 == '法杖': + # return round(self.CD / self.恢复 * 1.10, 1) + # if 武器类型 == '魔杖': + # return round(self.CD / self.恢复 * 1.00, 1) + + def 秒伤百分比(self): + if self.等级 == 0: + return 0 + else: + return int((self.秒伤基础 + self.秒伤成长 * self.等级) * (1 + self.TP成长 * self.TP等级) * self.倍率 * self.秒伤倍率) + + +class 技能0(被动技能): + 名称 = '召唤兽强化' + 所在等级 = 15 + 等级上限 = 30 + 基础等级 = 20 + 关联技能 = ['契约召唤:桑德尔', '契约召唤:袄索', '精灵召唤:亡魂默克尔', '精灵召唤:极光格雷林', '精灵召唤:火焰赫瑞克', '精灵召唤:冰影阿奎利斯', '契约召唤:路易斯', '精灵召唤:伊伽贝拉', + '契约召唤:牛头王库鲁塔', '契约召唤:征服者卡西利亚斯', '咒令:愤怒咆哮', '传说召唤:逆月者拉莫斯', '咒令:逆月之蚀', '必杀剑千鬼杀', '至高精灵王', '传说召唤:月蚀之影', '黑月之噬', '魔月·德拉里昂'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.00+0.02*self.等级, 3) + + +class 技能1(被动技能): + 名称 = '心灵感应' + 所在等级 = 15 + 等级上限 = 16 + 基础等级 = 6 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.03+0.02*self.等级, 3) + + +class 技能2(知源·召唤师主动技能): + 名称 = '精灵献祭' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + 基础 = 1903.9803*1.05*1.085 + 380.9019*8*1.05*1.085 + 1921.9019*1.05*1.085 + 1903.9803*1.05*1.085 + 成长 = 215.0196*1.05*1.085 + 43.0980*8*1.05*1.085 + 215.0196*1.05*1.085 + 215.0196*1.05*1.085 + CD = 20.0 + 演出时间 = 2 + TP成长 = 0.05 + TP上限 = 5 + + +class 技能3(知源·召唤师主动技能): + 名称 = '契约召唤:桑德尔' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + 基础 = 1880.6458*1.0646*1.085 + 成长 = 212.3541*1.0646*1.085 + 秒伤基础 = 238.125 *1.0646*1.085+ 332.4583*1.085/1.5*1.0646 + 秒伤成长 = 26.875*1.0646*1.085 + 37.5416*1.085/1.5*1.0646 + 秒伤倍率 = (20 - 3.501361 * 2) / (20 - 1.65 * 2) + CD = 12 + 演出时间 = 1.65 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能4(知源·召唤师主动技能): + 名称 = '契约召唤:袄索' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + 基础 = 3099.189189*1.0646*1.085 + 成长 = 349.81081*1.0646*1.085 + 秒伤基础 = 83.56756*1.0646*1.085 + 211.1351*6*1.085/4*1.0646 + 秒伤成长 = 9.4324*1.0646*1.085 + 23.8648*6*1.085/4*1.0646 + 秒伤倍率 = 0.932241021 + CD = 15 + 演出时间 = 1.53 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能5(知源·召唤师主动技能): + 名称 = '精灵召唤:亡魂默克尔' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + 基础 = 360.3555*6*1.0646*1.085 + 成长 = 40.6444*6*1.0646*1.085 + 秒伤基础 = 107.8222*1.0646*1.085 + 163.5111*1.085/1.5 *1.0646+ 102.4222*4*1.085/7*1.0646 + 秒伤成长 = 12.1778 *1.0646*1.085 + 18.4888*1.085/1.5*1.0646 + 11.5778*4*1.085/7*1.0646 + 秒伤倍率 = (20 - 1.5013323 * 2) / (20 - 0.67 * 2) + CD = 15 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 0.67 + + +class 技能6(知源·召唤师主动技能): + 名称 = '精灵召唤:极光格雷林' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + 基础 = 2160.1778*1.0646*1.085 + 成长 = 243.8222*1.0646*1.085 + 秒伤基础 = 23.333*3*1.0646*1.085 + 102.3777*1.085/2*5*1.0646 + 秒伤成长 = 2.666*3 *1.0646*1.085 + 11.6222*1.085/2*5*1.0646 + 秒伤倍率 = (20 - 2.09 * 2) / (20 - 1 * 0.7) + CD = 15 + 演出时间 = 0.7 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能7(知源·召唤师主动技能): + 名称 = '精灵召唤:火焰赫瑞克' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + 基础 = 432.2444*1.0646*1.085 + 647.8444*1.0646*1.085 + 863.4444*1.0646*1.085 + 70.9333*3*1.0646*1.085 + 成长 = 48.7555*1.0646*1.085 + 73.1555*1.0646*1.085 + 97.5666*1.0646*1.085 + 8.0666*3*1.0646*1.085 + 秒伤基础 = 179.6666*1.0646*1.085 + 204.9111*1.085/1.5*1.0646 + 50.2/1.5*1.0646*1.085 + 秒伤成长 = 20.3333*1.0646*1.085 + 23.0888*1.085/1.5*1.0646 + 5.8/1.5*1.0646*1.085 + 秒伤倍率 = (20 - 1.65899 * 2) / (20 - 1 * 1.1) + CD = 15 + 演出时间 = 1.1 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能8(知源·召唤师主动技能): + 名称 = '精灵召唤:冰影阿奎利斯' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + 基础 = 304.888*7*1.0646*1.085 + 成长 = 32.5111*7*1.0646*1.085 + 秒伤基础 = 22.3777*3 *1.0646*1.085 + 208.4888/2*1.0646*1.085 + 231.8888/5*3*1.0646*1.085 + 秒伤成长 = 2.622*3*1.0646*1.085 + 23.5111/2 *1.0646*1.085+ 26.1111/5*3*1.0646*1.085 + 秒伤倍率 = (20 - 1.98 * 2) / (20 - 1 * 0.817) + CD = 15 + 演出时间 = 0.817 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能9(知源·召唤师主动技能): + 名称 = '契约召唤:路易斯' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + 基础 = 661.4047*1.0646*1.085 + 2647.6904*1.0646*1.085 + 成长 = 74.5952*1.0646*1.085 + 298.3095*1.0646*1.085 + 秒伤基础 = 165.3571*1.0646*1.085 + 109.5714/5*10*1.0646*1.085 + 174.2380/1.5*1.0646*1.085 + 228.1666/1.5*1.0646*1.085 + 秒伤成长 = 18.6428*1.0646*1.085 + 12.4285/5*10 *1.0646*1.085 + 19.7619/1.5*1.0646*1.085 + 25.8333/1.5*1.0646*1.085 + 秒伤倍率 = (20 - 9.22) / (20 - 0.6) + CD = 20 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 0.6 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.基础 *= 1.2779 + self.成长 *= 1.2779 + + elif x == 1: + self.基础 *= 1.3123 + self.成长 *= 1.3123 + + +class 技能10(知源·召唤师主动技能): + 名称 = '精灵召唤:伊伽贝拉' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + 基础 = 555.2820*1.3*8*1.0646*1.085 + 成长 = 62.7179*1.3*8*1.0646*1.085 + 秒伤基础 = 82.5641*1.3/0.6*1.0646*1.085 + 190.3846*1.3/3.1*3*1.0646*1.085 + 415.9230*1.3/5*3*1.0646*1.085 + 646.1025*1.3*4/9.3*1.0646*1.085 + 秒伤成长 = 9.4358*1.3/0.6 *1.0646*1.085 + 21.6153*1.3/3.1*3*1.0646*1.085 + 26.0769*1.3/5*3*1.0646*1.085 + 72.8974*1.3*4/9.3*1.0646*1.085 + 秒伤倍率 = (20 - 7.7) / (20 - 1.7) + CD = 30 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 1.7+1.0 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.秒伤基础 *= 0.5618*1.15*2 + self.秒伤成长 *= 0.5618*1.15*2 + self.基础 *= 1.15 + self.成长 *= 1.15 + + elif x == 1: + self.秒伤基础 *= 0.6069*1.15*2 + self.秒伤成长 *= 0.6069*1.15*2 + self.基础 *= 1.15 + self.成长 *= 1.15 + + +class 技能11(知源·召唤师主动技能): + 名称 = '束缚印记' + 所在等级 = 45 + 等级上限 = 11 + 基础等级 = 1 + 基础 = 14368.5714*1.052*1.085 + 成长 = 1622.4285*1.052*1.085 + CD = 25 + + +class 技能12(知源·召唤师主动技能): + 名称 = '契约召唤:牛头王库鲁塔' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + 基础 = 1568.918*1.06469 + 2195.0540*1.06469 + 2823.2432*1.06469*1.085 + 成长 = 177.0810*1.06469 + 247.9459*1.06469 + 318.7567*1.06469*1.085 + 秒伤基础 = 403.4594*1.0646*1.085 + 651.4594/2*1.0646*1.085 + 1283.1351/3*1.0646*1.085 + 秒伤成长 = 45.5404*1.0646*1.085 + 73.5405/2 *1.0646*1.085 + 144.8648/3*1.0646*1.085 + 秒伤倍率 = (20 - 6.8505) / (20 - 1.83) + CD = 40 + 演出时间 = 1.83 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.秒伤基础 *= 1.23 + self.秒伤成长 *= 1.23 + self.基础 *= 1.23 + self.成长 *= 1.23 + self.CD *= 0.9 + + elif x == 1: + self.秒伤基础 *= 1.31 + self.秒伤成长 *= 1.31 + self.基础 *= 1.31 + self.成长 *= 1.31 + self.CD *= 0.9 + + +class 技能13(被动技能): + 名称 = '强击光环' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + 关联技能 = ['精灵召唤:亡魂默克尔', '精灵召唤:极光格雷林', '精灵召唤:火焰赫瑞克', '精灵召唤:冰影阿奎利斯'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 1.15 + + +class 技能14(被动技能): + 名称 = '灵魂支配' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.105+0.015*self.等级, 3) + + +class 技能15(知源·召唤师主动技能): + 名称 = '契约召唤:征服者卡西利亚斯' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + 秒伤基础 = 1.051*(229.8*1.1426*1.06467*1.085 + 516.2666*1.1426/2*1.06467*1.085 + 1100.6666*1.1426/2*1.06467*1.085) + 秒伤成长 = 1.051*(69.2*1.1426*1.06467*1.085 + 155.7333*1.1426/1.9*1.06467*1.085 + 332.3333*1.1426/2*1.06467*1.085) + 秒伤倍率 = 0.77 + 演出时间 = 0 + CD = 145 + + +class 技能16(知源·召唤师主动技能): + 名称 = '必杀剑千鬼杀' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + 基础 = 6190.6875*1.1426*1.06467*1.085 + 3714.4375*1.1426*5*1.06467*1.085 + 成长 = 1869.3125*1.1426*1.06467*1.085 + 1121.5625*1.1426*5*1.06467*1.085 + CD = 145 + 演出时间 = 3.47 # 9.1 + + +class 技能17(知源·召唤师主动技能): + 名称 = '精灵召唤:融合精灵海伊轮' + 所在等级 = 60 + 等级上限 = 11 + 基础等级 = 1 + 是否有伤害 = 0 + 自定义描述 = 1 + + def 技能描述(self, 武器类型): + return '所有属性强化+' + str(self.属强加成()) + + def 属强加成(self): + if self.等级 == 0: + return 0 + else: + return (20 + 2*self.等级) + + +class 技能18(知源·召唤师主动技能): + 名称 = '咒令:愤怒咆哮' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + 基础 = (3945.5*4*1.051*1.085 + 10522*1.051*1.085)*1.071 + 成长 = (445.5*4*1.051*1.085 + 1188*1.051*1.085)*1.071 + CD = 50 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 2.3 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.124 + self.CD *= 0.9 + + elif x == 1: + self.倍率 *= 1.204 + self.CD *= 0.9 + + +class 技能19(被动技能): + 名称 = '蚀月附灵' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22+0.02*self.等级, 3) + + +class 技能20(知源·召唤师主动技能): + 名称 = '黑月之噬' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + 基础 = 32819.33333*1.054*1.085*1.065 + 成长 = 3705.66667*1.054*1.085*1.065 + CD = 40 + 是否有护石 = 1 + 是否带护石 = 0 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + self.倍率 *= 1.18 + self.CD *= 0.90 + self.是否带护石 = 1 + + def 等效CD(self, 武器类型, 输出类型): + return round(self.CD / self.恢复, 1) + + +class 技能21(知源·召唤师主动技能): + 名称 = '传说召唤:月蚀之影' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + 基础 = 3828.583333*1.05*1.085*1.074 + 成长 = 432.416667*1.05*1.085*1.074 + 攻击次数 = 15.0 + 演出时间 = 3 + CD = 43 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + self.倍率 *= 1.32 + self.演出时间 = 1.3 + + +class 技能22(知源·召唤师主动技能): + 名称 = '传说召唤:逆月者拉莫斯' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + 基础 = 1992.4*1.15*3*1.0646*1.085*1.052 + 成长 = 601.6*1.15*3*1.0646*1.085*1.052 + 秒伤基础 = 1.052*(717.6*1.15/3*2*1.0646*1.085 + 192.4*1.15/3*1.0646*1.085 + 335*1.15 /3*1.0646 + 430*1.15/3*1.0646*1.085 + 238.8*1.15/6 *1.0646*1.085 + 837.4*1.15/6*1.0646*1.085) + 秒伤成长 = 1.052*(216.4*1.15/3*2*1.0646*1.085 + 57.6*1.15/3 *1.0646*1.085 + 101*1.15 /3*1.0646 + 130*1.15/3*1.0646*1.085 + 72.2*1.15/6*1.0646*1.085 + 252.6*1.15/6*1.0646*1.085) + 演出时间 = 1.55 + 额外演出时间 = 0 + 秒伤倍率 = (20 - 4.500625 * 2) / (20 - 1.55 * 2) + CD = 10 + + +class 技能23(知源·召唤师主动技能): + 名称 = '咒令:逆月之蚀' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + 基础 = 1.052* (4782.4*1.15*1.0646*1.085 + 1912.5*1.15*5*1.0646*1.085 + 2733.2*1.15*7*1.0646*1.085 + 14346*1.15*1.0646*1.085) + 成长 = 1.052* (1443.7*1.15*1.0646*1.085 + 577.7*1.15*5 *1.0646*1.085 + 824.9*1.15*7*1.0646*1.085 + 4332*1.15*1.0646*1.085) + 演出时间 = 5.25 + CD = 180 + + +class 技能24(被动技能): + 名称 = '魔法秀' + 所在等级 = 20 + 等级上限 = 20 + 基础等级 = 10 + 是否主动 = 1 + 关联技能 = ['无'] + 冷却关联技能 = ['咒令:愤怒咆哮', '精灵献祭'] + + 魔法秀数值 = [0, 22, 43, 65, 86, 108, 130, 151, 173, 194, 216, + 238, 259, 281, 302, 324, 324, 324, 324, 324, 324] + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1 - 0.001*self.魔法秀数值[self.等级], 3) + + +class 技能25(知源·召唤师主动技能): + 名称 = '鞭挞' + 所在等级 = 10 + 等级上限 = 60 + 基础等级 = 32 + 基础 = 30.5612*1.05*1.085 + 46.8388*1.05*1.085 + 成长 = 113.7419*1.05*1.085 + 170.5806*1.05*1.085 + CD = 3 + TP成长 = 0.05 + TP上限 = 5 + + +class 技能26(知源·召唤师主动技能): + 名称 = '魔力印记' + 备注 = '(秒伤)' + 所在等级 = 25 + 等级上限 = 11 + 基础等级 = 1 + 基础 = 322*1.0522*1.085 + 成长 = 61*1.0522*1.085 + 攻击次数 = 2 + 演出时间 = 1 + + def 等效CD(self, 武器类型, 输出类型): + return 1 + + +class 技能27(知源·召唤师主动技能): + 名称 = '驱散魔法' + 所在等级 = 10 + 等级上限 = 20 + 基础等级 = 10 + 是否有伤害 = 0 + 数据 = [0, 11, 15, 20, 25, 30, 35, 41, 47, 53, 60, + 67, 74, 82, 90, 98, 106, 115, 124, 133, 143] + 自定义描述 = 1 + + def 技能描述(self, 武器类型): + return '智力+' + str(self.智力加成()) + + def 智力加成(self): + return self.数据[self.等级] * 4 + + +class 技能28(知源·召唤师主动技能): + 名称 = '至高精灵王' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + 基础 = 2162*1.3*1.1844*1.085*1.081 + 成长 = 244*1.3*1.1844*1.085*1.081 + 攻击次数 = 9.0 + 基础2 = 1.081*(29185.8*1.3*1.1844*1.085) + 成长2 = 1.081*(295.2*1.3*1.1844*1.085) + 攻击次数2 = 1.0 + CD = 58 + 演出时间 = 2.3 + + +class 技能29(被动技能): + 名称 = '逆月' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18+0.02*self.等级, 3) + + +class 技能30(知源·召唤师主动技能): + 名称 = '魔月·德拉里昂' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + 基础 = 1.065*(28837*1.1823*1.085 + 67288*1.1823*1.085 + 96125*1.1823*1.085) + 成长 = 1.065*(8706*1.1823*1.085 + 20313 *1.1823*1.085 + 29019*1.1823*1.085) + CD = 290 + 演出时间 = 5.7 + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + +class 技能31(被动技能): + 名称 = '绝对支配' + 所在等级 = 10 + 等级上限 = 1 + 基础等级 = 1 + 关联技能 = ['契约召唤:桑德尔', '契约召唤:袄索', '精灵召唤:亡魂默克尔', '精灵召唤:极光格雷林', '精灵召唤:火焰赫瑞克', '精灵召唤:冰影阿奎利斯', '契约召唤:路易斯', + '精灵召唤:伊伽贝拉', '契约召唤:牛头王库鲁塔', '契约召唤:征服者卡西利亚斯', '咒令:愤怒咆哮', '传说召唤:逆月者拉莫斯', '咒令:逆月之蚀', '必杀剑千鬼杀', '至高精灵王'] + + def 加成倍率(self, 武器类型): + return 1.045 if self.等级 > 0 else 1.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +知源·召唤师一觉序号 = 0 +知源·召唤师二觉序号 = 0 +知源·召唤师三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 知源·召唤师一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 知源·召唤师二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 知源·召唤师三觉序号 = 技能序号[i.名称] + +知源·召唤师护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 知源·召唤师护石选项.append(i.名称) + +知源·召唤师符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 知源·召唤师符文选项.append(i.名称) + + +class 知源·召唤师角色属性(角色属性): + + 实际名称 = '知源·召唤师' + 角色 = '魔法师(女)' + 职业 = '召唤师' + + 武器选项 = ['法杖', '魔杖'] + + 类型选择 = ['魔法百分比'] + + 类型 = '魔法百分比' + 防具类型 = '布甲' + 防具精通属性 = ['智力'] + + 主BUFF = 1.790 + + 远古记忆 = 0 + 秒伤比率 = 1 + 觉醒选择状态 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 数据计算(self, x=0, y=-1): + if self.技能栏[self.技能序号['黑月之噬']].是否带护石 == 0: + self.技能栏[self.技能序号['黑月之噬']].基础 = 0 + self.技能栏[self.技能序号['黑月之噬']].成长 = 0 + + self.预处理() + # 初步计算 + 技能释放次数 = self.技能释放次数计算() + 技能单次伤害 = self.技能单次伤害计算(y) + 技能总伤害 = self.技能总伤害计算(技能释放次数, 技能单次伤害) + + # 召唤物秒伤 + for i in self.技能栏: + if self.技能切装[self.技能序号[i.名称]] != y: + if i.是否有伤害 == 1 and i.是否主动 == 1: + if i.名称 == '传说召唤:逆月者拉莫斯': + 技能总伤害[self.技能序号[i.名称]] += self.秒伤比率 * i.秒伤百分比() * (self.时间输入 + i.额外演出时间 - i.演出时间 * 技能释放次数[self.技能序号[i.名称]]) * \ + self.伤害指数 * i.被动倍率 * \ + (1 + self.白兔子技能 * 0.20 + self.年宠技能 * 0.10 * + (10 / (self.时间输入 % 50)) + self.斗神之吼秘药 * 0.12) + else: + 技能总伤害[self.技能序号[i.名称]] += self.秒伤比率 * i.秒伤百分比() * (self.时间输入 - i.演出时间 * 技能释放次数[self.技能序号[i.名称]]) * \ + self.伤害指数 * i.被动倍率 * \ + (1+self.白兔子技能*0.20+self.年宠技能*0.10 * + (10 / (self.时间输入 % 50))+self.斗神之吼秘药*0.12) + + # 返回结果 + return self.数据返回(x, 技能释放次数, 技能总伤害) + + def 伤害指数计算(self): + self.所有属性强化(self.技能栏[self.技能序号['精灵召唤:融合精灵海伊轮']].属强加成()) + self.进图智力 += self.技能栏[self.技能序号['驱散魔法']].智力加成() + if self.觉醒选择状态 == 2: + self.技能栏[self.技能序号['传说召唤:逆月者拉莫斯']].额外演出时间 += 2.25 + self.技能栏[self.技能序号['契约召唤:征服者卡西利亚斯']].演出时间 += 2.97 + elif self.觉醒选择状态 == 1: + self.技能栏[self.技能序号['契约召唤:征服者卡西利亚斯']].演出时间 -= 0 + super().伤害指数计算() + + +class 知源·召唤师(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 知源·召唤师角色属性() + self.角色属性A = 知源·召唤师角色属性() + self.角色属性B = 知源·召唤师角色属性() + self.一觉序号 = 知源·召唤师一觉序号 + self.二觉序号 = 知源·召唤师二觉序号 + self.三觉序号 = 知源·召唤师三觉序号 + self.护石选项 = deepcopy(知源·召唤师护石选项) + self.符文选项 = deepcopy(知源·召唤师符文选项) + + def 界面(self): + super().界面() + + self.秒伤比率 = MyQComboBox(self.main_frame2) + for i in range(9): + self.秒伤比率.addItem('AI期望:' + str(80 + i * 5) + '%') + self.秒伤比率.setCurrentIndex(4) + self.秒伤比率.resize(120, 20) + self.秒伤比率.move(325, 480) + self.秒伤比率.setToolTip( + 'AI期望为各召唤兽各技能百分比/CD总和\n\n各召唤兽AI输出时间单独计算\n\n时间输入 - 附灵演出时间 * 附灵次数') + + self.职业存档.append(('秒伤比率', self.秒伤比率, 1)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + 属性.秒伤比率 = 0.8 + self.秒伤比率.currentIndex() * 0.05 + 属性.觉醒选择状态 = self.觉醒选择状态 diff --git a/Characters/知源·小魔女.py b/Characters/知源·小魔女.py new file mode 100644 index 00000000..85fe5bb0 --- /dev/null +++ b/Characters/知源·小魔女.py @@ -0,0 +1,298 @@ +from PublicReference.buffer.base import * + + +class 知源·小魔女技能0(被动技能): + 名称 = '人偶操纵者' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 31 + 额外智力 = 0 + 站街生效 = 1 + 智力 = [0, 69, 73, 77, 81, 85, 90, 95, 100, 106, 112, 118, 124, 130, 137, 144, 152, 160, 168, 176, 184, 193, 202, 212, 221, 231, 241, 252, 262, 273, 284, + 296, 308, 320, 332, 344, 358, 371, 384, 398, 412, 426, 440, 456, 470, 486, 502, 518, 534, 550, 567, 581, 597, 613, 629, 645, 660, 676, 692, 708, 724] + + def 智力加成(self): + return self.智力[self.等级] + self.额外智力 + self.进图加成 + + def 结算统计(self, context): + return [self.智力加成(), 0, 0, 0, 0, 0, 0, 0] + # 智力 体力 精神 力量 智力 物攻 魔攻 独立 + + +class 知源·小魔女技能1(主动技能): + 名称 = '小魔女的偏爱' + 所在等级 = 20 + 等级上限 = 40 + 基础等级 = 10 + 增幅倍率 = 0.15 + + def 结算统计(self, context): + buff = context.技能表['BUFF'] + if buff.是否启用 and context.偏爱独立计算: + values = buff.结算统计(context) + return [int(round(i * self.增幅倍率, 3)) for i in values] + return [0]*8 + + +class 知源·小魔女技能2(主动技能): + 名称 = '禁忌诅咒' + 所在等级 = 30 + 等级上限 = 40 + 基础等级 = 10 + BUFF力量per = 0 + BUFF智力per = 0 + BUFF物攻per = 0 + BUFF魔攻per = 0 + BUFF独立per = 0 + BUFF力量 = 0 + BUFF智力 = 0 + BUFF物攻 = 0 + BUFF魔攻 = 0 + BUFF独立 = 0 + 三攻 = [0, 34, 35, 37, 38, 39, 41, 42, 43, 45, 46, 47, 49, 50, 51, 53, 54, 55, 57, 58, + 60, 61, 62, 64, 65, 66, 68, 69, 70, 72, 73, 74, 76, 77, 78, 80, 81, 82, 84, 85, 87] + 力智 = [0, 131, 140, 149, 158, 167, 175, 184, 193, 202, 211, 220, 229, 238, 247, 256, 264, 273, 282, 291, + 300, 309, 318, 327, 336, 345, 353, 362, 371, 380, 389, 398, 407, 416, 425, 434, 442, 451, 460, 469, 478] + + def 结算统计(self, context=None): + 倍率 = self.适用数值 / 665 + 1 + + 偏爱 = context.技能表['小魔女的偏爱'] + if 偏爱.是否启用 and not context.偏爱独立计算: + 倍率 *= 1 + 偏爱.增幅倍率 + + temp = [0, 0, 0] # 智力,体力,精神 + temp.append( + int(round((self.力智[self.等级] + self.BUFF力量) * self.BUFF力量per * 倍率, 3))) # 力量 + temp.append( + int(round((self.力智[self.等级] + self.BUFF智力) * self.BUFF智力per * 倍率, 3))) # 智力 + temp.append( + int(round((self.三攻[self.等级] + self.BUFF物攻) * self.BUFF物攻per * 倍率, 3))) # 物攻 + temp.append( + int(round((self.三攻[self.等级] + self.BUFF魔攻) * self.BUFF魔攻per * 倍率, 3))) # 魔攻 + temp.append( + int(round((self.三攻[self.等级] + self.BUFF独立) * self.BUFF独立per * 倍率, 3))) # 独立 + + return temp + + def 技能面板(self): + temp = [] + temp.append(self.名称) + temp.append( + int(round((self.力智[self.等级] + self.BUFF力量) * self.BUFF力量per, 0))) + temp.append( + int(round((self.力智[self.等级] + self.BUFF智力) * self.BUFF智力per, 0))) + temp.append( + int(round((self.三攻[self.等级] + self.BUFF物攻) * self.BUFF物攻per, 0))) + temp.append( + int(round((self.三攻[self.等级] + self.BUFF魔攻) * self.BUFF魔攻per, 0))) + temp.append( + int(round((self.三攻[self.等级] + self.BUFF独立) * self.BUFF独立per, 0))) + return temp + + +class 知源·小魔女技能3(主动技能): + 名称 = '死命召唤' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 24 + 增幅倍率 = 0.25 + + def 结算统计(self, context): + buff = context.技能表['BUFF'] + 偏爱 = context.技能表['小魔女的偏爱'] + if buff.是否启用: + values = buff.结算统计(context) + + if context.偏爱独立计算 and 偏爱.是否启用: + temps = 偏爱.结算统计(context) + for i in range(8): + values[i] += temps[i] + + return [int(round(i * self.增幅倍率)) for i in values] + return [0]*8 + + +class 知源·小魔女技能4(被动技能): + 名称 = '少女的爱' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + 额外力智 = 0 + 力智 = [0, 14, 37, 59, 82, 104, 127, 149, 172, 194, 217, 239, 262, 284, 307, 329, 352, 374, 397, 419, 442, + 464, 487, 509, 532, 554, 577, 599, 622, 644, 667, 689, 712, 734, 757, 779, 802, 824, 847, 869, 892] + 三攻 = 22 + + def 力智加成(self): + return self.力智[self.等级] + self.额外力智 + + def 三攻加成(self): + if self.等级 > 0: + return self.三攻 + self.等级 + else: + return 0 + + def 结算统计(self, context): + return [self.力智加成(), 0, 0, self.力智加成(), self.力智加成(), 0, 0, 0] + # 智力 体力 精神 力量 智力 物攻 魔攻 独立 + + +class 知源·小魔女技能5(觉醒技能): + 名称 = '开幕!人偶剧场' + pass + + +class 知源·小魔女技能6(被动技能): + 名称 = '冥月绽放' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + 站街生效 = 1 + 智力 = [0, 150, 160, 170, 180, 190, 200, 210, 220, 230, 240, 250, 260, 270, 280, 290, 300, 310, 320, 330, + 340, 350, 360, 370, 380, 390, 400, 410, 420, 430, 440, 450, 460, 470, 480, 490, 500, 510, 520, 530, 540] + + def 智力加成(self): + return self.智力[self.等级] + + def 结算统计(self, context): + return [self.智力加成(), 0, 0, 0, 0, 0, 0, 0] + # 智力 体力 精神 力量 智力 物攻 魔攻 独立 + + +class 知源·小魔女技能7(主动技能): + 名称 = '人偶之森' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + + def 结算统计(self, context): + return [0]*8 + + +class 知源·小魔女技能8(被动技能): + 名称 = '不祥的微笑' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + 站街生效 = 1 + 智力 = [0, 160, 170, 180, 190, 200, 210, 220, 230, 240, 250, 260, 270, 280, 290, 300, 310, 320, 330, 340, + 350, 360, 370, 380, 390, 400, 410, 420, 430, 440, 450, 460, 470, 480, 490, 500, 510, 520, 530, 540, 550] + + def 智力加成(self): + return self.智力[self.等级] + + def 结算统计(self, context): + return [self.智力加成(), 0, 0, 0, 0, 0, 0, 0] + # 智力 体力 精神 力量 智力 物攻 魔攻 独立 + + +class 知源·小魔女技能9(三觉技能): + 名称 = '终幕!人偶剧场' + 关联技能 = ['人偶之森'] + pass + + +技能表 = {} +技能栏 = [] +i = 0 +while i >= 0: + try: + skill: 技能 = eval("知源·小魔女技能"+str(i)+"()") + skill.技能序号 = i + 名称 = skill.名称 + if skill.所在等级 == 30: + 名称 = 'BUFF' + elif skill.所在等级 == 50: + 名称 = '一次觉醒' + elif skill.所在等级 == 85: + 名称 = '二次觉醒' + elif skill.所在等级 == 100: + 名称 = '三次觉醒' + 技能表[名称] = skill + 技能栏.append(skill) + i += 1 + except: + i = -1 + + +class 知源·小魔女角色属性(辅助角色属性): + 实际名称 = '知源·小魔女' + 角色 = '魔法师(女)' + 职业 = '小魔女' + + 武器选项 = ['扫把'] + + 防具类型 = '板甲' + 防具精通属性 = ['智力'] + + def __init__(self): + super().__init__() + self.武器选项 = ['扫把'] + self.防具精通属性 = ['智力'] + self.类型选择 = ['智力'] + self.类型 = '智力' + self.技能表 = deepcopy(技能表) + self.技能栏 = list(self.技能表.values()) + self.buff_type = 1 + self.一觉序号 = self.技能表['一次觉醒'].技能序号 + self.二觉序号 = self.技能表['二次觉醒'].技能序号 + self.三觉序号 = self.技能表['三次觉醒'].技能序号 + 基础属性输入(self) + + def 系数数值站街(self): + return self.智力 + + def 系数数值进图(self): + return self.进图智力 + + def 专属词条计算(self): + + self.技能表['人偶操纵者'].等级加成(self.转职被动Lv) + self.技能表['人偶操纵者'].额外智力 += self.转职被动智力 + self.技能表['人偶操纵者'].进图加成 += self.被动进图加成 + + self.技能表['BUFF'].等级加成(self.BUFFLv) + self.技能表['BUFF'].BUFF力量per = self.BUFF力量per + self.技能表['BUFF'].BUFF智力per = self.BUFF智力per + self.技能表['BUFF'].BUFF物攻per = self.BUFF物攻per + self.技能表['BUFF'].BUFF魔攻per = self.BUFF魔攻per + self.技能表['BUFF'].BUFF独立per = self.BUFF独立per + self.技能表['BUFF'].BUFF力量 = self.BUFF力量 + self.技能表['BUFF'].BUFF智力 = self.BUFF智力 + self.技能表['BUFF'].BUFF物攻 = self.BUFF物攻 + self.技能表['BUFF'].BUFF魔攻 = self.BUFF魔攻 + self.技能表['BUFF'].BUFF独立 = self.BUFF独立 + + self.技能表['一次觉醒'].等级加成(self.一觉Lv) + self.技能表['一次觉醒'].一觉力智 = self.一觉力智 + self.技能表['一次觉醒'].一觉力智per = self.一觉力智per + + self.技能表['少女的爱'].等级加成(self.一觉被动Lv) + self.技能表['少女的爱'].额外力智 = self.一觉被动力智 + + def get_data(self): + buff_rate = 1.25 if self.技能表['死命召唤'].是否启用 else 1 + buff_rate *= 1.15 if self.技能表['小魔女的偏爱'].是否启用 else 1 + self.buff_rate = buff_rate + return super().get_data() + + +class 知源·小魔女(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 知源·小魔女角色属性() + self.登记属性 = deepcopy(self.初始属性) + + self.角色属性A = deepcopy(self.初始属性) + self.角色属性B = deepcopy(self.初始属性) + self.偏爱独立计算 = False + + def 界面(self): + super().界面() + self.偏爱显示 = QCheckBox("偏爱独立显示", self.main_frame2) + self.偏爱显示.resize(130, 20) + self.偏爱显示.move(32, 360) + self.偏爱显示.setStyleSheet(复选框样式) + + def exports_property(self, property): + super().exports_property(property) + property.偏爱独立计算 = self.偏爱显示.isChecked() diff --git a/Characters/知源·战斗法师.py b/Characters/知源·战斗法师.py new file mode 100644 index 00000000..4f983c50 --- /dev/null +++ b/Characters/知源·战斗法师.py @@ -0,0 +1,747 @@ +from PublicReference.carry.base import * + + +# class 主动技能(主动技能): +# def 等效CD(self, 武器类型, 输出类型): +# if 武器类型 == '矛': +# return round(self.CD / self.恢复 * 1.05, 1) +# if 武器类型 == '棍棒': +# return round(self.CD / self.恢复 * 0.95, 1) + + +class 技能0(被动技能): + 名称 = '尼巫的战斗术' + 所在等级 = 15 + 等级上限 = 11 + 基础等级 = 1 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18+0.02*self.等级, 3) + + +class 技能1(被动技能): + 名称 = '炫纹' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.20+0.00*self.等级, 3) + + +class 技能2(被动技能): + 名称 = '矛精通' + 所在等级 = 20 + 等级上限 = 30 + 基础等级 = 20 + 冷却关联技能 = ['所有'] + 非冷却关联技能 = ['星纹陨爆','一骑当千碎霸','太古星河·殒灭'] + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 1.05 + + def 加成倍率(self, 武器类型): + if self.等级 == 0 or 武器类型 != '矛': + return 1.0 + if self.等级 <= 20: + return round(1.00+0.01*self.等级, 3) + if self.等级 > 20: + return round(0.80+0.02*self.等级, 3) + + def 物理攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + def 魔法攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + +class 技能3(被动技能): + 名称 = '棍棒精通' + 所在等级 = 20 + 等级上限 = 30 + 基础等级 = 20 + 冷却关联技能 = ['所有'] + 非冷却关联技能 = ['星纹陨爆','一骑当千碎霸','太古星河·殒灭'] + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 0.95 + + def 加成倍率(self, 武器类型): + if self.等级 == 0 or 武器类型 != '棍棒': + return 1.0 + if self.等级 <= 20: + return round(1.00+0.01*self.等级, 3) + if self.等级 > 20: + return round(0.80+0.02*self.等级, 3) + + def 物理攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + def 魔法攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + +class 技能4(主动技能): + 名称 = '炫纹发射' + 备注 = '(个数,TP为强化炫纹)' + 是否主动 = 0 + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + + data = [int(i * 1.1611) for i in [0, 242, 266, 293, 316, 342, 365, 390, 413, 439, 464, 490, 513, 538, 563, 587, 612, 638, 662, 686, 712, 735, 760, 784, 809, 835, 860, 883, 909, 932, 957, 980, 1007, 1032, 1057, 1081, 1105, 1131, 1154, 1181, 1205, 1229, 1252, 1278, 1302, 1326, 1351, 1377, 1402, 1426, 1451, 1476, 1500, 1523, 1551, 1574, 1599, 1623, 1648, 1671, 1697, 1721, 1748, 1771, 1796, 1819, 1845, 1870, 1893, 1920, 1944]] + + # 95被动,默认超大炫纹,倍率*1.5 + 倍率 = 1.5 + + CD = 0.25 + TP成长 = 0.10 + TP上限 = 1 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能5(主动技能): + 名称 = '双重锤击' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + # 第一击物理攻击力:%10.6 + data0 = [int(x*1.179) for x in[0, 456, 503, 553, 600, 645, 692, 739, 787, 834, 881, 926, 972, 1023, 1070, 1116, 1169, 1216, 1262, 1308, 1356, 1403, 1450, 1497, 1543, 1589, 1639, 1686, 1732, 1780, 1828, 1874, 1920, 1966, 2014, 2063, 2110, 2158, 2203, 2250, 2298, 2344, 2392, 2440, 2483, 2537, 2583, 2629, 2679, 2726, 2774, 2820, 2868, 2914, 2960, 3008, 3057, 3102, 3151, 3197, 3244, 3290, 3338, 3386, 3432, 3477, 3528, 3574, 3621, 3668, 3714]] + 攻击次数 = 1.0 + # 最后一击物理攻击力:% + data1 = [int(x*1.179) for x in[0, 1675, 1851, 2021, 2194, 2369, 2542, 2715, 2890, 3060, 3234, 3409, 3582, 3753, 3928, 4100, 4276, 4449, 4617, 4793, 4968, 5140, 5316, 5487, 5657, 5833, 6007, 6181, 6352, 6527, 6698, 6873, 7045, 7219, 7392, 7564, 7741, 7916, 8083, 8258, 8432, 8607, 8781, 8950, 9123, 9300, 9474, 9642, 9817, 9990, 10166, 10340, 10509, 10682, 10858, 11034, 11206, 11374, 11550, 11723, 11898, 12074, 12240, 12416, 12593, 12763, 12938, 13109, 13284, 13456, 13633]] + 攻击次数2 = 1.0 + # 冲击波独立物理攻击力:% + data2 = [int(x*1.179) for x in[0, 1280, 1410, 1543, 1675, 1807, 1941, 2070, 2203, 2336, 2473, 2603, 2736, 2868, 2998, 3131, 3262, 3395, 3528, 3658, 3791, 3923, 4060, 4189, 4325, 4455, 4586, 4718, 4849, 4986, 5116, 5244, 5380, 5510, 5648, 5779, 5907, 6042, 6173, 6305, 6437, 6573, 6701, 6833, 6967, 7094, 7235, 7365, 7493, 7630, 7761, 7894, 8025, 8159, 8286, 8420, 8555, 8684, 8823, 8952, 9080, 9218, 9347, 9478, 9612, 9741, 9877, 10007, 10141, 10272, 10409]] + 攻击次数2 = 1.0 + CD = 8 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 1.1 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能6(主动技能): + 名称 = '炫纹爆弹' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + # 直刺5.97 + data0 = [int(x*1.179) for x in[0, 1170, 1294, 1410, 1535, 1665, 1777, 1908, 2026, 2147, 2266, 2387, 2507, 2632, 2747, 2872, 2992, 3112, 3231, 3350, 3472, 3601, 3713, 3842, 3971, 4082, 4214, 4333, 4453, 4572, 4693, 4814, 4938, 5053, 5177, 5297, 5418, 5538, 5660, 5778, 5909, 6019, 6149, 6275, 6388, 6512, 6628, 6754, 6875, 6994, 7112, 7233, 7354, 7484, 7602, 7724, 7845, 7965, 8085, 8216, 8334, 8455, 8575, 8696, 8815, 8934, 9058, 9180, 9300, 9421, 9539]] + 攻击次数 = 1.0 + # 多段 + data1 = [int(x*1.179) for x in[0, 146, 159, 174, 190, 210, 225, 239, 251, 270, 281, 295, 320, 331, 343, 349, 375, 391, 400, 426, 429, 451, 465, 480, 496, 512, 531, 535, 560, 570, 586, 609, 616, 630, 639, 664, 680, 690, 710, 718, 735, 750, 771, 786, 801, 817, 826, 849, 855, 871, 896, 906, 919, 935, 950, 970, 986, 991, 1011, 1027, 1040, 1056, 1072, 1091, 1106, 1120, 1136, 1145, 1160, 1176, 1192]] + 攻击次数2 = 13.0 + # 爆炸 + data2 = [int(x*1.179) for x in[0, 3522, 3883, 4243, 4613, 4976, 5339, 5699, 6069, 6432, 6789, 7155, 7524, 7884, 8254, 8614, 8980, 9351, 9701, 10070, 10429, 10794, 11158, 11527, 11898, 12257, 12616, 12982, 13351, 13704, 14073, 14438, 14797, 15167, 15529, 15899, 16264, 16619, 16983, 17345, 17715, 18075, 18440, 18810, 19171, 19530, 19891, 20266, 20620, 20986, 21355, 21718, 22083, 22442, 22802, 23173, 23533, 23902, 24264, 24629, 24988, 25357, 25720, 26086, 26444, 26813, 27173, 27546, 27905, 28266, 28629]] + 攻击次数2 = 1.0 + 演出时间 = 12.0 + CD = 8 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 0.6 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能7(主动技能): + 名称 = '碎霸' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + data = [int(x*1.155) for x in[0, 4057, 4475, 4897, 5316, 5734, 6151, 6570, 6992, 7412, 7830, 8251, 8671, 9091, 9511, 9931, 10347, 10767, 11187, 11605, 12028, 12447, 12866, 13286, 13707, 14128, 14544, 14961, 15382, 15801, 16223, 16641, 17063, 17483, 17902, 18318, 18737, 19157, 19578, 20000, 20417, 20837, 21260, 21677, 22099, 22514, 22933, 23354, 23772, 24193, 24614, 25034, 25453, 25872, 26294, 26708, 27131, 27548, 27969, 28389, 28809, 29230, 29649, 30070, 30485, 30904, 31324, 31743, 32166, 32584, 33004]] + CD = 8 + 基础释放次数 = 0 + TP成长 = 0.10 + TP上限 = 5 + 额外倍率 = 0 + 触发概率 = 0 + + def 等效百分比(self, 武器类型): + return (1 + self.额外倍率 * self.触发概率) * self.data[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能8(主动技能): + 名称 = '炫纹融合(旋转)' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + # 成长有变化 整个技能需改 + data = [int(x*1.167) for x in[0, 279, 307, 336, 364, 393, 420, 448, 477, 505, 534, 562, 591, 619, 646, 675, 703, 732, 760, 789, 817, 846, 874, 901, 930, 958, 987, 1015, 1044, 1072, 1101, 1129, 1156, 1186, 1213, 1242, 1270, 1299, 1327, 1356, 1384, 1412, 1441, 1468, 1497, 1525, 1554, 1582, 1611, 1639, 1667, 1696, 1723, 1752, 1780, 1809, 1837, 1866, 1894, 1922, 1951, 1978, 2007, 2035, 2064, 2092, 2121, 2149, 2177, 2206, 2233]] + 攻击次数 = 15 + CD = 8 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 5 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * self.倍率 + + +class 技能9(主动技能): + 名称 = '流星闪影击' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data = [int(x*1.179) for x in[0, 9154, 10084, 11013, 11941, 12870, 13802, 14726, 15659, 16590, 17512, 18442, 19373, 20302, 21228, 22160, 23084, 24014, 24941, 25873, 26804, 27732, 28660, 29589, 30519, 31449, 32379, 33300, 34232, 35163, 36091, 37020, 37950, 38876, 39805, 40730, 41662, 42593, 43521, 44445, 45378, 46307, 47235, 48167, 49095, 50022, 50951, 51881, 52809, 53736, 54666, 55594, 56522, 57453, 58383, 59312, 60236, 61165, 62097, 63024, 63956, 64882, 65810, 66740, 67670, 68599, 69527, 70457, 71383, 72312, 73240]] + CD = 20 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 0.6 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能10(主动技能): + 名称 = '炫纹强压' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data = [int(x*1.05) for x in[0, 9768, 10759, 11750, 12741, 13732, 14723, 15714, 16705, 17696, 18687, 19678, 20669, 21660, 22651, 23642, 24633, 25624, 26615, 27606, 28597, 29588, 30579, 31570, 32561, 33552, 34543, 35534, 36525, 37516, 38507, 39498, 40489, 41480, 42471, 43462, 44453, 45444, 46435, 47426, 48417, 49408, 50399, 51390, 52381, 53372, 54363, 55354, 56345, 57336, 58328, 59319, 60310, 61301, 62292, 63284, 64275, 65266, 66257, 67248, 68239, 69230, 70221, 71212, 72203, 73194, 74185, 75176, 76167, 77158, 78149]] + CD = 17 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 1.4 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.23 + self.CD *= 0.92 + + elif x == 1: + self.倍率 *= 1.31 + self.CD *= 0.92 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能11(主动技能): + 名称 = '强袭流星打' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + data = [int(x*1.179) for x in[0, 10504, 11592, 12681, 13760, 14846, 15937, 17025, 18112, 19197, 20289, 21372, 22450, 23544, 24629, 25720, 26800, 27883, 28975, 30061, 31144, 32236, 33317, 34411, 35491, 36577, 37670, 38754, 39835, 40926, 42008, 43101, 44188, 45267, 46360, 47443, 48536, 49616, 50702, 51796, 52877, 53955, 55048, 56133, 57227, 58306, 59393, 60486, 61568, 62653, 63741, 64824, 65916, 67000, 68085, 69176, 70262, 71344, 72432, 73520, 74612, 75696, 76773, 77863, 78954, 80040, 81122, 82210, 83299, 84386, 85470]] + CD = 25 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 0.5 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.05*1.13 + elif x == 1: + self.倍率 *= 1.05*1.22 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能12(主动技能): + 名称 = '煌龙偃月' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + data0 = [int(x*1.179) for x in[0, 4188, 4619, 5058, 5487, 5921, 6353, 6787, 7217, 7656, 8087, 8520, 8954, 9384, 9819, 10255, 10687, 11122, 11551, 11984, 12418, 12853, 13284, 13720, 14151, 14583, 15020, 15451, 15884, 16320, 16752, 17179, 17620, 18050, 18482, 18917, 19348, 19779, 20219, 20650, 21082, 21515, 21948, 22378, 22815, 23249, 23684, 24115, 24546, 24983, 25413, 25847, 26283, 26715, 27145, 27583, 28014, 28445, 28880, 29310, 29743, 30182, 30612, 31044, 31478, 31912, 32341, 32783, 33213, 33641, 34077]] + 攻击次数 = 1.0 + data1 = [int(x*1.179) for x in[0, 1397, 1540, 1688, 1833, 1976, 2117, 2262, 2405, 2552, 2697, 2840, 2984, 3128, 3274, 3417, 3563, 3708, 3851, 3996, 4143, 4287, 4430, 4574, 4717, 4859, 5008, 5152, 5295, 5438, 5585, 5729, 5874, 6018, 6161, 6306, 6450, 6594, 6739, 6885, 7028, 7171, 7316, 7459, 7605, 7750, 7893, 8038, 8181, 8329, 8476, 8617, 8761, 8905, 9049, 9195, 9339, 9483, 9626, 9770, 9915, 10061, 10205, 10349, 10493, 10638, 10780, 10929, 11072, 11217, 11359]] + 攻击次数2 = 7.0 + data2 = [int(x*1.179) for x in[0, 5990, 6605, 7228, 7848, 8464, 9087, 9707, 10321, 10945, 11564, 12180, 12806, 13423, 14036, 14660, 15281, 15900, 16518, 17138, 17757, 18376, 18994, 19618, 20237, 20852, 21477, 22093, 22709, 23335, 23953, 24568, 25193, 25811, 26425, 27049, 27667, 28284, 28912, 29527, 30145, 30771, 31384, 32002, 32626, 33243, 33867, 34483, 35100, 35725, 36342, 36959, 37586, 38201, 38820, 39443, 40059, 40678, 41301, 41918, 42536, 43155, 43774, 44395, 45012, 45633, 46251, 46871, 47488, 48108, 48732]] + 攻击次数3 = 1.0 + CD = 45 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 3 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数2 += 3 + self.data2 = [int(i*1.1) for i in self.data2] + elif x == 1: + self.攻击次数2 += 3 + self.data2 = [int(i*1.36) for i in self.data2] + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能13(主动技能): + 名称 = '煌龙乱舞' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + data0 = [int(x*1.179) for x in[0, 1423, 1568, 1712, 1857, 2001, 2146, 2290, 2435, 2579, 2723, 2868, 3012, 3157, 3300, 3446, 3590, 3734, 3879, 4024, 4168, 4312, 4457, 4601, 4746, 4889, 5035, 5179, 5324, 5468, 5613, 5756, 5902, 6046, 6189, 6335, 6479, 6623, 6768, 6913, 7057, 7202, 7345, 7491, 7635, 7778, 7924, 8068, 8212, 8357, 8502, 8645, 8791, 8935, 9079, 9224, 9369, 9512, 9657, 9801, 9946, 10091, 10234, 10380, 10524, 10668, 10813, 10958, 11101, 11246, 11391]] + 攻击次数 = 5.0 + data1 = [int(x*1.179) for x in[0, 10679, 11762, 12844, 13928, 15012, 16096, 17179, 18263, 19346, 20428, 21512, 22595, 23680, 24763, 25847, 26929, 28012, 29096, 30179, 31263, 32347, 33431, 34513, 35597, 36680, 37763, 38847, 39929, 41013, 42097, 43181, 44264, 45346, 46430, 47513, 48597, 49680, 50765, 51848, 52931, 54014, 55097, 56181, 57264, 58347, 59431, 60515, 61598, 62681, 63765, 64847, 65931, 67014, 68098, 69182, 70266, 71348, 72431, 73515, 74598, 75682, 76764, 77850, 78932, 80015, 81099, 82182, 83266, 84348, 85432]] + 攻击次数2 = 1.0 + CD = 45 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 3 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 += 1 + self.data0 = [int(i*1.14) for i in self.data0] + self.data1 = [int(i*1.18) for i in self.data1] + elif x == 1: + self.攻击次数 += 1 + self.data0 = [int(i*1.14) for i in self.data0] + self.data1 = [int(i*1.29) for i in self.data1] + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能14(被动技能): + 名称 = '斗神意志' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.05+0.02*self.等级, 3) + + +class 技能15(主动技能): + 名称 = '星纹陨爆' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + data = [int(x*1.179) for x in[0, 55403, 68248, 81095, 93942, 106790, 119637, 132483, 145331, 158177, 171024, 183872, 196718, 209565, 222412, 235259, 248105, 260952, 273800, 286647, 299493, 312341, 325187, 338034, 350880, 363728, 376575, 389422, 402270, 415115, 427962, 440810, 453657, 466504, 479350, 492197, 505044, 517891, 530739, 543585, 556432, 569280, 582126, 594972, 607819, 620667, 633514, 646361, 659208, 672054, 684901, 697749, 710595, 723442, 736289, 749136, 761982, 774829, 787677, 800524, 813371, 826217, 839064, 851911, 864758, 877606, 890452, 903299, 916147, 928993, 941839]] + CD = 145.0 + 演出时间 = 2 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * self.倍率 + + +class 技能16(主动技能): + 名称 = '变身贝亚娜' + 备注 = '(一轮)' + 所在等级 = 50 + 等级上限 = 1 + 基础等级 = 1 + data0 = [int(x*1.0) for x in[0, 385, 475, 565, 655, 745, 834, 925, 1015, 1107, 1196, 1286, 1377, 1466, 1558, 1646, 1736, 1827, 1916, 2006, 2098, 2187, 2278, 2368, 2457, 2549, 2638, 2727, 2818, 2908, 2999, 3089, 3179, 3269, 3359, 3451, 3539, 3629, 3720, 3809, 3900, 3991, 4080, 4171, 4261, 4351, 4442, 4530, 4620, 4711, 4800, 4892, 4982, 5071, 5162, 5253, 5344, 5432, 5522, 5612, 5702, 5793, 5883, 5973, 6064, 6153, 6244, 6335, 6423, 6513, 6604]] + 攻击次数 = 2.0 + data1 = [int(x*1.0) for x in[0, 770, 949, 1130, 1309, 1491, 1670, 1850, 2031, 2211, 2391, 2572, 2751, 2932, 3113, 3292, 3472, 3652, 3834, 4013, 4192, 4374, 4554, 4734, 4913, 5094, 5275, 5456, 5634, 5815, 5995, 6177, 6355, 6535, 6717, 6897, 7077, 7256, 7437, 7618, 7799, 7977, 8158, 8338, 8520, 8698, 8878, 9060, 9240, 9419, 9599, 9780, 9961, 10140, 10320, 10501, 10681, 10861, 11041, 11221, 11403, 11582, 11762, 11942, 12123, 12302, 12483, 12663, 12844, 13023, 13204]] + 攻击次数2 = 1.0 + # 基本攻击第三段 + data2 = [int(x*1.0) for x in[0, 961, 1187, 1411, 1638, 1862, 2088, 2312, 2540, 2764, 2989, 3214, 3440, 3665, 3890, 4116, 4342, 4567, 4792, 5016, 5243, 5467, 5694, 5918, 6145, 6369, 6595, 6819, 7047, 7271, 7495, 7722, 7946, 8172, 8396, 8624, 8848, 9074, 9298, 9525, 9749, 9974, 10199, 10426, 10651, 10876, 11101, 11327, 11552, 11777, 12001, 12229, 12453, 12679, 12903, 13130, 13354, 13581, 13805, 14032, 14256, 14480, 14706, 14931, 15158, 15382, 15608, 15833, 16059, 16283, 16508]] + 攻击次数3 = 1.0 + CD = 1 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2+self.data2[self.等级] * self.攻击次数3) * self.倍率 + + +class 技能17(主动技能): + 名称 = '变身贝亚娜苍天击' + 所在等级 = 50 + 等级上限 = 1 + 基础等级 = 1 + data = [int(x*1.179) for x in[0, 1446, 1785, 2123, 2461, 2799, 3138, 3474, 3816, 4156, 4492, 4829, 5169, 5507, 5845, 6186, 6525, 6862, 7202, 7540, 7878, 8217, 8557, 8895, 9233, 9572, 9909, 10248, 10589, 10926, 11266, 11604, 11942, 12280, 12620, 12959, 13295, 13637, 13975, 14312, 14650, 14990, 15328, 15666, 16006, 16343, 16684, 17023, 17360, 17699, 18037, 18375, 18714, 19054, 19394, 19731, 20070, 20408, 20746, 21087, 21425, 21763, 22101, 22441, 22777, 23116, 23458, 23793, 24133, 24471, 24810]] + CD = 1 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * self.倍率 + + +class 技能18(主动技能): + 名称 = '变身贝亚娜天地碎霸' + 所在等级 = 50 + 等级上限 = 1 + 基础等级 = 1 + data0 = [int(x*1.179) for x in[0, 693, 856, 1018, 1181, 1344, 1656, 1834, 2014, 2192, 2371, 2552, 2729, 2910, 3088, 3266, 3445, 3625, 3802, 3982, 4159, 4340, 4518, 4696, 4877, 5056, 5234, 5413, 5591, 5771, 5950, 6126, 6306, 6485, 6663, 6842, 7020, 7198, 7380, 7559, 7737, 7917, 8094, 8274, 8452, 8630, 8810, 8989, 9167, 9346, 9524, 9705, 9884, 10061, 10242, 10420, 10599, 10776, 10957, 11134, 11313, 11490, 11671, 11849, 12030, 12208, 12387, 12566, 12744, 12923, 13102]] + 攻击次数 = 1.0 + data1 = [int(x*1.179) for x in[0, 3052, 3768, 4480, 5196, 5910, 7289, 8076, 8861, 9652, 10438, 11221, 12009, 12795, 13581, 14367, 15153, 15943, 16728, 17514, 18302, 19087, 19872, 20660, 21447, 22236, 23021, 23807, 24596, 25381, 26166, 26954, 27740, 28525, 29314, 30101, 30887, 31673, 32457, 33248, 34032, 34818, 35607, 36392, 37179, 37964, 38752, 39539, 40324, 41110, 41898, 42684, 43473, 44259, 45045, 45831, 46617, 47405, 48192, 48978, 49763, 50551, 51336, 52124, 52911, 53696, 54485, 55267, 56056, 56844, 57629]] + 攻击次数2 = 1.0 + CD = 7 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * self.倍率 + + +class 技能19(主动技能): + 名称 = '闪击碎霸' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + data = [int(x*1.179) for x in[0, 16576, 18257, 19937, 21619, 23303, 24987, 26665, 28348, 30029, 31711, 33390, 35074, 36756, 38438, 40117, 41801, 43485, 45165, 46846, 48528, 50210, 51892, 53569, 55254, 56938, 58614, 60296, 61982, 63663, 65341, 67023, 68707, 70388, 72067, 73749, 75435, 77115, 78794, 80478, 82162, 83842, 85523, 87204, 88886, 90570, 92247, 93931, 95614, 97291, 98974, 100659, 102341, 104021, 105699, 107381, 109068, 110743, 112427, 114109, 115794, 117471, 119156, 120835, 122520, 124201, 125880, 127564, 129247, 130925, 132605]] + CD = 30 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 0.9 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.15 + self.CD *= 0.90 + + elif x == 1: + self.倍率 *= 1.24 + self.CD *= 0.90 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能20(主动技能): + 名称 = '流星雷连击' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + data = [int(x*1.179) for x in[0, 27346, 30117, 32890, 35661, 38437, 41207, 43980, 46752, 49524, 52296, 55071, 57842, 60615, 63386, 66160, 68932, 71705, 74477, 77251, 80022, 82796, 85565, 88339, 91113, 93883, 96656, 99427, 102200, 104974, 107746, 110519, 113292, 116062, 118836, 121607, 124380, 127154, 129927, 132699, 135472, 138242, 141018, 143785, 146560, 149333, 152105, 154877, 157648, 160422, 163195, 165967, 168739, 171513, 174284, 177057, 179827, 182603, 185375, 188146, 190918, 193692, 196463, 199238, 202007, 204781, 207553, 210325, 213098, 215872, 218644]] + CD = 50 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.10 + elif x == 1: + self.倍率 *= 1.19 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能21(被动技能): + 名称 = '战灵潜能' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22+0.02*self.等级, 3) + + +class 技能22(主动技能): + 名称 = '炫纹簇' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + data0 = [int(x*1.179) for x in[0, 5820, 6410, 7000, 7592, 8182, 8773, 9363, 9953, 10544, 11135, 11725, 12315, 12904, 13495, 14085, 14676, 15267, 15857, 16448, 17038, 17628, 18220, 18810, 19401, 19991, 20581, 21172, 21763, 22353, 22943, 23533, 24124, 24714, 25306, 25896, 26486, 27077, 27667, 28258, 28848, 29440, 30030, 30619, 31209, 31800, 32390, 32981, 33571, 34161, 34752, 35342, 35933, 36524, 37114, 37705, 38295, 38886, 39476, 40068, 40658, 41248, 41839, 42429, 43019, 43611, 44200, 44791, 45381, 45971, 46562]] + 攻击次数 = 7.0 + CD = 45 + 演出时间 = 1.3 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] *self.攻击次数* self.倍率 + + def 装备护石(self, x): + self.攻击次数 -=6 + self.倍率 *= 1+6.95+1.25 + + +class 技能23(主动技能): + 名称 = '使徒之舞' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + data0 = [int(x*1.179) for x in[0, 1710, 1882, 2056, 2230, 2405, 2578, 2752, 2924, 3097, 3270, 3446, 3617, 3791, 3964, 4140, 4313, 4486, 4659, 4832, 5006, 5180, 5355, 5527, 5698, 5872, 6046, 6223, 6394, 6567, 6741, 6914, 7089, 7263, 7435, 7608, 7781, 7957, 8130, 8301, 8474, 8648, 8822, 8997, 9171, 9344, 9516, 9690, 9865, 10039, 10211, 10383, 10558, 10731, 10903, 11077, 11251, 11424, 11597, 11774, 11946, 12119, 12292, 12466, 12641, 12814, 12985, 13161, 13332, 13506, 13679]] + 攻击次数 = 3.0 + data1 = [int(x*1.179) for x in[0, 3421, 3767, 4115, 4461, 4807, 5155, 5501, 5848, 6196, 6544, 6889, 7237, 7582, 7929, 8276, 8624, 8971, 9319, 9667, 10013, 10358, 10705, 11053, 11400, 11748, 12094, 12441, 12786, 13134, 13483, 13828, 14175, 14524, 14871, 15216, 15565, 15909, 16257, 16605, 16952, 17300, 17646, 17991, 18338, 18687, 19033, 19381, 19727, 20076, 20422, 20768, 21114, 21462, 21808, 22157, 22502, 22852, 23198, 23543, 23891, 24238, 24586, 24931, 25279, 25625, 25973, 26318, 26666, 27014, 27361]] + 攻击次数2 = 1.0 + data2 = [int(x*1.179) for x in[0, 34210, 37676, 41141, 44605, 48070, 51551, 55016, 58480, 61962, 65442, 68893, 72373, 75821, 79303, 82766, 86248, 89714, 93193, 96658, 100124, 103589, 107053, 110534, 113999, 117480, 120946, 124409, 127875, 131339, 134821, 138284, 141751, 145231, 148712, 152161, 155641, 159090, 162572, 166052, 169516, 172982, 176462, 179912, 183393, 186873, 190323, 193819, 197269, 200748, 204214, 207679, 211145, 214625, 218072, 221570, 225020, 228500, 231982, 235430, 238910, 242375, 245858, 249320, 252785, 256251, 259732, 263181, 266662, 270143, 273607]] + 攻击次数3 = 1.0 + CD = 40 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + self.倍率 *= 1.36801 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3) * self.倍率 + + +class 技能24(主动技能): + 名称 = '一骑当千碎霸' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + data0 = [int(x*1.179) for x in[0, 55000, 67751, 80505, 93260, 106011, 118763, 131519, 144272, 157027, 169780, 182535, 195287, 208041, 220790, 233544, 246297, 259052, 271806, 284561, 297315, 310066, 322820, 335574, 348328, 361081, 373833, 386586, 399339, 412092, 424848, 437600, 450355, 463107, 475860, 488614, 501368, 514122, 526875, 539625, 552378, 565133, 577889, 590641, 603395, 616148, 628902, 641657, 654408, 667160, 679914, 692666, 705419, 718175, 730928, 743683, 756437, 769187, 781940, 794695, 807448, 820201, 832954, 845708, 858461, 871217, 883968, 896722, 909476, 922230, 934983]] + 攻击次数 = 1.0 + data1 = [int(x*1.179) for x in[0, 36666, 45169, 53671, 62174, 70677, 79178, 87677, 96181, 104683, 113186, 121688, 130188, 138693, 147195, 155696, 164200, 172702, 181207, 189707, 198208, 206711, 215213, 223716, 232219, 240718, 249223, 257725, 266228, 274729, 283230, 291734, 300235, 308740, 317239, 325741, 334246, 342746, 351249, 359753, 368254, 376758, 385258, 393761, 402264, 410766, 419267, 427769, 436270, 444774, 453275, 461780, 470281, 478783, 487287, 495788, 504293, 512793, 521296, 529800, 538298, 546800, 555302, 563806, 572308, 580810, 589311, 597814, 606317, 614819, 623323]] + 攻击次数2 = 1.0 + CD = 180 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * self.倍率 + + +class 技能25(主动技能): + 名称 = '炫纹之源:太古神光' + 所在等级 = 95 + 等级上限 = 60 + 基础等级 = 6 + data0 = [int(x*1.179) for x in[0, 100911, 111148, 121385, 131623, 141860, 152097, 162335, 172572, 182809, 193047, 203284, 213522, 223759, 233996, 244234, 254471, 264708, 274946, 285183, 295420, 305658, 315895, 326132, 336370, 346607, 356845, 367082, 377319, 387557, 397794, 408031, 418269, 428506, 438743, 448981, 459218, 469455, 479693, 489930, 500168, 510405, 520642, 530880, 541117, 551354, 561592, 571829, 582066, 592304, 602541, 612778, 623016, 633253, 643491, 653728, 663965, 674203, 684440, 694677, 704915, 715152, 725389, 735627, 745864, 756101, 766339, 776576, 786814, 797051, 807288]] + # 额外计算10次炫纹 + 炫纹倍率 = 0 + 炫纹次数 = 10 + CD = 58 + + def 等效百分比(self, 武器类型): + return int(self.攻击次数 * self.data0[self.等级]* self.倍率 + self.炫纹倍率 * self.炫纹次数) + + +class 技能26(被动技能): + 名称 = '太古之力' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18+0.02*self.等级, 3) + + +class 技能27(主动技能): + 名称 = '太古星河·殒灭' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + data0 = [int(x*1.179) for x in[0, 12582, 15499, 18417, 21334, 24253, 27170, 30087, 33005, 35922, 38840, 41757, 44676, 47593, 50511, 53428, 56345, 59263, 62181, 65099, 68016, 70934, 73851, 76769, 79687, 82604, 85522, 88439, 91357, 94274, 97193, 100110, 103028, 105945, 108862, 111780, 114698, 117616, 120533, 123451, 126368, 129286, 132203, 135121, 138039, 140956, 143874, 146791, 149709, 152627, 155545, 158462, 161379, 164297, 167214, 170133, 173050, 175968, 178885, 181803, 184720, 187638, 190556, 193473, 196391, 199308, 202226, 205144, 208062, 210979, 213896]] + 攻击次数 = 4 + data1 = [int(x*1.179) for x in[0, 10066, 12399, 14733, 17067, 19401, 21736, 24070, 26404, 28738, 31072, 33406, 35740, 38075, 40409, 42743, 45076, 47410, 49744, 52079, 54413, 56747, 59081, 61415, 63749, 66083, 68418, 70752, 73086, 75420, 77753, 80087, 82422, 84756, 87090, 89424, 91758, 94092, 96426, 98761, 101095, 103429, 105763, 108097, 110430, 112765, 115099, 117433, 119767, 122101, 124435, 126769, 129104, 131438, 133772, 136106, 138440, 140774, 143108, 145442, 147776, 150110, 152444, 154778, 157112, 159447, 161781, 164115, 166449, 168783, 171117]] + 攻击次数2 = 5 + data2 = [int(x*1.179) for x in[0, 50329, 61998, 73669, 85339, 97010, 108681, 120350, 132021, 143692, 155362, 167032, 178703, 190373, 202044, 213714, 225384, 237055, 248725, 260396, 272066, 283736, 295407, 307078, 318747, 330418, 342089, 353759, 365430, 377100, 388770, 400441, 412112, 423781, 435452, 447122, 458793, 470464, 482133, 493804, 505475, 517145, 528815, 540486, 552156, 563827, 575498, 587167, 598838, 610508, 622179, 633849, 645519, 657190, 668861, 680530, 692201, 703872, 715542, 727213, 738883, 750553, 762224, 773894, 785564, 797235, 808905, 820576, 832247, 843916, 855587]] + 攻击次数3 = 1 + data3 = [int(x*1.179) for x in[0, 33552, 41332, 49113, 56893, 64673, 72453, 80234, 88014, 95794, 103574, 111355, 119135, 126916, 134695, 142476, 150256, 158037, 165816, 173597, 181377, 189158, 196937, 204718, 212498, 220279, 228059, 235839, 243620, 251400, 259180, 266960, 274741, 282521, 290302, 298081, 305862, 313642, 321423, 329202, 336983, 344763, 352544, 360323, 368104, 375884, 383665, 391444, 399225, 407005, 414786, 422565, 430346, 438126, 445907, 453687, 461467, 469248, 477028, 484809, 492588, 500369, 508149, 515930, 523709, 531490, 539270, 547051, 554830, 562611, 570391]] + 攻击次数4 = 1 + data4 = [int(x*1.179) for x in[0, 10066, 12399, 14733, 17067, 19401, 21736, 24070, 26404, 28738, 31072, 33406, 35740, 38075, 40409, 42743, 45076, 47410, 49744, 52079, 54413, 56747, 59081, 61415, 63749, 66083, 68418, 70752, 73086, 75420, 77753, 80087, 82422, 84756, 87090, 89424, 91758, 94092, 96426, 98761, 101095, 103429, 105763, 108097, 110430, 112765, 115099, 117433, 119767, 122101, 124435, 126769, 129104, 131438, 133772, 136106, 138440, 140774, 143108, 145442, 147776, 150110, 152444, 154778, 157112, 159447, 161781, 164115, 166449, 168783, 171117]] + 攻击次数5 = 15 + # 基础 = 9665*4 + 7733*5 + 38660 + 25772 + 7733*15 + # 成长 = 2917*4 + 2333*5 + 11669 + 7780 + 2333*15 + CD = 290 + 演出时间 = 5 + + def 加成倍率(self, 武器类型): + return 0.0 + + def 等效百分比(self, 武器类型): + return int((self.攻击次数 * self.data0[self.等级] + +self.攻击次数2 * self.data1[self.等级] + +self.攻击次数3 * self.data2[self.等级] + +self.攻击次数4 * self.data3[self.等级] + +self.攻击次数5 * self.data4[self.等级] + )* self.倍率) + + +class 技能28(主动技能): + 名称 = '基本攻击' + 备注 = '(一轮,TP为基础精通)' + 所在等级 = 1 + 等级上限 = 1 + 基础等级 = 1 + 基础 = 225.2*2.662/1.115*1.1 + 基础2 = 1.16 * 225.2*2.662/1.115*1.1 + 基础3 = 1.8 * 225.2*2.662/1.115*1.1 + CD = 1 + TP成长 = 0.10 + TP上限 = 3 + + +class 技能29(被动技能): + 名称 = '基础精通' + 倍率 = 1.0 + 所在等级 = 1 + 等级上限 = 200 + 基础等级 = 100 + 关联技能 = ['基本攻击'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(self.倍率 * (0.463 + 0.089 * self.等级), 5) + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +知源·战斗法师一觉序号 = 15 +知源·战斗法师二觉序号 = 0 +知源·战斗法师三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 85: + 知源·战斗法师二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 知源·战斗法师三觉序号 = 技能序号[i.名称] + +知源·战斗法师护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 知源·战斗法师护石选项.append(i.名称) + +知源·战斗法师符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 知源·战斗法师符文选项.append(i.名称) + + +class 知源·战斗法师角色属性(角色属性): + + 实际名称 = '知源·战斗法师' + 角色 = '魔法师(女)' + 职业 = '战斗法师' + + 武器选项 = ['矛', '棍棒'] + + 类型选择 = ['物理百分比', '魔法百分比'] + + 类型 = '物理百分比' + 防具类型 = '皮甲' + 防具精通属性 = ['力量', '智力'] + + 主BUFF = 1.790 + + 远古记忆 = 0 + + 碎霸触发概率 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + if self.武器类型 == '矛': + self.技能栏[self.技能序号['棍棒精通']].关联技能 = ['无'] + elif self.武器类型 == '棍棒': + self.技能栏[self.技能序号['矛精通']].关联技能 = ['无'] + for i in [16, 17, 18]: + self.技能栏[i].等级 = self.技能栏[15].等级 + if self.装备栏[11] == '歼灵灭魂矛': + self.技能栏[self.技能序号['碎霸']].触发概率 = self.碎霸触发概率 + super().被动倍率计算() + self.技能栏[self.技能序号['炫纹之源:太古神光'] + ].炫纹倍率 = self.技能栏[self.技能序号['炫纹发射']].等效百分比(self.武器类型) + + def 站街力量(self): + return int(max(self.力量, self.智力)) + + def 站街智力(self): + return self.站街力量() + + def 面板力量(self): + return max(super().面板力量(), super().面板智力()) + + def 面板智力(self): + return self.面板力量() + + def 技能释放次数计算(self): + 技能释放次数 = [] + for i in self.技能栏: + if i.是否有伤害 == 1: + if '/CD' in self.次数输入[self.技能序号[i.名称]]: + 技能释放次数.append(int((self.时间输入 - i.演出时间) / + i.等效CD(self.武器类型, self.类型) + 1 + i.基础释放次数)) + elif self.次数输入[self.技能序号[i.名称]] != '0': + 技能释放次数.append(round(float(self.次数输入[self.技能序号[i.名称]]), 2)) + else: + 技能释放次数.append(0) + else: + 技能释放次数.append(0) + + if '闪击碎霸' in [self.护石第一栏, self.护石第二栏, self.护石第三栏]: + 技能释放次数[self.技能序号['碎霸']] += 技能释放次数[self.技能序号['闪击碎霸']] + + return self.技能释放次数解析(技能释放次数) + + def 武器基础(self): + temp = equ.get_equ_by_name(self.装备栏[11]) + + self.力量 += temp.力量 + self.智力 += temp.智力 + self.物理攻击力 += temp.物理攻击力 + self.魔法攻击力 += temp.物理攻击力 + self.独立攻击力 += temp.独立攻击力 + + if temp.所属套装 != '智慧产物': + self.物理攻击力 += 武器计算(temp.等级, temp.品质, + self.强化等级[11], self.武器类型, '物理') + self.魔法攻击力 += 武器计算(temp.等级, temp.品质, + self.强化等级[11], self.武器类型, '物理') + self.独立攻击力 += 锻造计算(temp.等级, temp.品质, self.武器锻造等级) + + +class 知源·战斗法师(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 知源·战斗法师角色属性() + self.角色属性A = 知源·战斗法师角色属性() + self.角色属性B = 知源·战斗法师角色属性() + self.一觉序号 = 知源·战斗法师一觉序号 + self.二觉序号 = 知源·战斗法师二觉序号 + self.三觉序号 = 知源·战斗法师三觉序号 + self.护石选项 = deepcopy(知源·战斗法师护石选项) + self.符文选项 = deepcopy(知源·战斗法师符文选项) + + def 界面(self): + super().界面() + self.碎霸概率 = MyQComboBox(self.main_frame2) + self.碎霸概率.resize(130, 20) + self.碎霸概率.move(320, 450) + for i in range(11): + self.碎霸概率.addItem('歼灵灭魂矛:' + str(i * 10) + '%') + self.碎霸概率.setCurrentIndex(1) + + self.职业存档.append(('碎霸概率', self.碎霸概率, 1)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + 属性.碎霸触发概率 = round(self.碎霸概率.currentIndex() / 10, 2) diff --git a/Characters/知源·次元行者.py b/Characters/知源·次元行者.py new file mode 100644 index 00000000..e09101f0 --- /dev/null +++ b/Characters/知源·次元行者.py @@ -0,0 +1,929 @@ +from PublicReference.carry.base import * + +等级 = 100 + 5 + + +class 职业主动技能(主动技能): + 攻击次数1 = 1 + data1 = [] + data2 = [] + data3 = [] + + def 等效百分比(self, 武器类型): + if self.等级 == 0: + return 0 + else: + 总倍率 = 1 + if not self.data1 == []: + 总倍率 += self.攻击次数1 * self.data1[self.等级] + if not self.data2 == []: + 总倍率 += self.攻击次数2 * self.data2[self.等级] + if not self.data3 == []: + 总倍率 += self.攻击次数3 * self.data3[self.等级] + 总倍率 *= (1 + self.TP成长 * self.TP等级) * self.倍率 + return 总倍率 + + +class 技能0(被动技能): + 名称 = '次元扭曲装置' + 所在等级 = 20 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + elif self.等级 <= 10: + return round(1.05 + 0.01 * self.等级, 5) + else: + return round(1.15 + 0.02 * (self.等级-10), 5) + + +class 技能1(被动技能): + 名称 = '乖离虚无' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + 关联技能 = ['次元虚影', '次元跃迁', '次元离子束', '次元坠落', '次元万花镜', '次元粒子风暴', '次元时空磁场', '次元粒子波', + '次元思维聚爆', '次元奇点', '禁断之盛宴', '未明·次元崩坏'] # 次元系技能 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1. + 0.015 * self.等级, 5) + + +class 技能2(被动技能): + 名称 = '虚空之力' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.025 + 0.02 * self.等级, 5) + + +class 技能3(被动技能): + 名称 = '混沌源能石' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.17 + 0.02 * self.等级, 5) + + +class 技能4(职业主动技能): + 名称 = '次元坠落' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 1 + # 基础伤害 + 攻击次数1 = 1 + + data1 = [int(i*1.198) for i in [0, 444, 489, 534, 579, 624, 669, 714, 759, 804, 849, 894, 939, 984, 1029, 1074, 1119, 1165, 1210, 1255, 1300, 1345, 1390, 1435, 1480, 1525, 1570, 1615, 1660, 1705, 1750, 1795, 1840, 1885, 1930, 1976, 2021, 2066, 2111, 2156, 2201, 2246, 2291, 2336, 2381, 2426, 2471, 2516, 2561, 2606, 2651, 2696, 2741, 2787, 2832, 2877, 2922, 2967, 3012, 3057, 3102, 3147, 3192, 3237, 3282, 3327, 3372, 3417, 3462, 3507, 3552]] + data2 = [int(i*1.198) for i in [0, 1508, 1661, 1814, 1967, 2120, 2273, 2426, 2579, 2732, 2885, 3038, 3191, 3344, 3497, 3650, 3803, 3956, 4109, 4262, 4415, 4568, 4722, 4875, 5028, 5181, 5334, 5487, 5640, 5793, 5946, 6099, 6252, 6405, 6558, 6711, 6864, 7017, 7170, 7323, 7476, 7629, 7782, 7935, 8088, 8241, 8394, 8547, 8700, 8853, 9006, 9159, 9312, 9465, 9618, 9771, 9924, 10078, 10231, 10384, 10537, 10690, 10843, 10996, 11149, 11302, 11455, 11608, 11761, 11914, 12067]] + #基础 = 1549.886 + #成长 = 175.090 + + 攻击次数2 = 1 + # 30%概率触发箱子,额外伤害 + 攻击次数3 = 1 + data3 = [int(i*1.198) for i in [0, 1901, 2093, 2286, 2479, 2672, 2865, 3058, 3251, 3443, 3636, 3829, 4022, 4215, 4408, 4601, 4793, 4986, 5179, 5372, 5565, 5758, 5951, 6143, 6336, 6529, 6722, 6915, 7108, 7301, 7493, 7686, 7879, 8072, 8265, 8458, 8651, 8843, 9036, 9229, 9422, 9615, 9808, 10001, 10193, 10386, 10579, 10772, 10965, 11158, 11351, 11543, 11736, 11929, 12122, 12315, 12508, 12701, 12893, 13086, 13279, 13472, 13665, 13858, 14051, 14243, 14436, 14629, 14822, 15015, 15208]] + #基础2 = 1509.534 + #成长2 = 170.466 + TP成长 = 0.08 + TP上限 = 5 + CD = 4. + + +class 技能5(职业主动技能): + 名称 = '次元跃迁' + 所在等级 = 20 + 等级上限 = 30 + 基础等级 = 20 + data1 = [int(i*1.198) for i in [0, 5540, 6423, 7306, 8189, 9072, 9956, 10839, 11722, 12605, 13488, 14371, 15255, 16138, 17021, 17904, 18787, 19671, 20554, 21437, 22320, 23203, 24087, 24970, 25853, 26736, 27619, 28503, 29386, 30269, 31152]] + #基础 = 4154.954 + #成长 = 788.050 + 攻击次数1 = 1 + CD = 15.0 + CDdata = [15.0, 15.0, 14.8, 14.7, 14.5, 14.4, 14.2, 14.0, 13.9, 13.8, 13.6, 13.4, 13.3, 13.1, 13.0, + 12.8, 12.7, 12.5, 12.4, 12.2, 12.0, 11.9, 11.7, 11.6, 11.4, 11.3, 11.1, 11.0, 10.8, 10.7, 10.5] + + def 等效CD(self, 武器类型, 输出类型): + if self.等级 <= 30: + return round(self.CDdata[self.等级] / self.恢复, 1) + else: + return round(10.5 / self.恢复, 1) + + +class 技能6(职业主动技能): + 名称 = '次元虚影' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 1 + data1 = [int(i*1.197) for i in [0, 2959, 3259, 3559, 3859, 4160, 4460, 4760, 5060, 5360, 5661, 5961, 6261, 6561, 6861, 7162, 7462, 7762, 8062, 8362, 8663, 8963, 9263, 9563, 9864, 10164, 10464, 10764, 11064, 11365, 11665, 11965, 12265, 12565, 12866, 13166, 13466, 13766, 14066, 14367, 14667, 14967, 15267, 15567, 15868, 16168, 16468, 16768, 17069, 17369, 17669, 17969, 18269, 18570, 18870, 19170, 19470, 19770, 20071, 20371, 20671, 20971, 21271, 21572, 21872, 22172, 22472, 22773, 23073, 23373, 23673]] + #基础 = 2371.133 + #成长 = 267.834 + 攻击次数1 = 1 + TP成长 = 0.10 + TP上限 = 5 + CD = 5.0 + + +class 技能7(职业主动技能): + 名称 = '乖离禁忌之奈雅丽' + 备注 = '(近战普攻)' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 5 + data1 = [int(i*1.197) for i in [0, 910, 1002, 1093, 1186, 1279, 1370, 1463, 1555, 1647, 1740, 1832, 1925, 2017, 2108, 2201, 2294, 2385, 2478, 2570, 2662, 2755, 2847, 2940, 3032, 3123, 3216, 3309, 3400, 3493, 3585, 3677, 3770, 3862, 3955, 4047, 4138, 4231, 4324, 4415, 4508, 4600, 4692, 4785, 4877, 4970, 5062, 5153, 5246, 5337, 5430, 5523, 5615, 5707, 5800, 5892, 5985, 6077, 6168, 6261, 6352, 6445, 6538, 6630, 6722, 6815, 6907, 7000, 7091, 7183, 7276]] + #基础 = 729.662 + #成长 = 82.356 + 攻击次数1 = 1 + CD = 60. + TP成长 = 0.10 + TP上限 = 5 + 关联技能 = ["所有"] + 自定义描述 = 1 + + def 技能描述(self, 武器类型): + return '独立攻击力增加{:.1%}'.format(self.独立攻击力倍率进图(武器类型)-1) + + def 独立攻击力倍率进图(self, 武器类型): + return 1.10 + + def 加成倍率(self, 武器类型): + return 1.10 + + +class 技能8(职业主动技能): + 名称 = '次元离子束' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + # 不强化 + data1 = [int(i*1.198) for i in [0, 659, 726, 793, 859, 926, 993, 1060, 1127, 1194, 1261, 1328, 1394, 1461, 1528, 1595, 1662, 1729, 1796, 1863, 1929, 1996, 2063, 2130, 2197, 2264, 2331, 2398, 2465, 2531, 2598, 2665, 2732, 2799, 2866, 2933, 3000, 3066, 3133, 3200, 3267, 3334, 3401, 3468, 3535, 3601, 3668, 3735, 3802, 3869, 3936, 4003, 4070, 4137, 4203, 4270, 4337, 4404, 4471, 4538, 4605, 4672, 4738, 4805, 4872, 4939, 5006, 5073, 5140, 5207, 5274]] + #基础 = 3169.986 + #成长 = 357.901 + 攻击次数1 = 6 + # 强化 + data2 = [int(i*1.198) for i in [0, 5121, 5641, 6160, 6680, 7199, 7719, 8239, 8758, 9278, 9797, 10317, 10836, 11356, 11876, 12395, 12915, 13434, 13954, 14474, 14993, 15513, 16032, 16552, 17071, 17591, 18111, 18630, 19150, 19669, 20189, 20709, 21228, 21748, 22267, 22787, 23306, 23826, 24346, 24865, 25385, 25904, 26424, 26944, 27463, 27983, 28502, 29022, 29541, 30061, 30581, 31100, 31620, 32139, 32659, 33178, 33698, 34218, 34737, 35257, 35776, 36296, 36816, 37335, 37855, 38374, 38894, 39413, 39933, 40453, 40972]] + #基础2 = 4105.465 + #成长2 = 463.549 + 攻击次数2 = 1 + TP成长 = 0.10 + TP上限 = 5 + CD = 7. + + +class 技能9(职业主动技能): + 名称 = '次元万花镜' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + # 不强化 + data1 = [int(i*1.198) for i in [0, 2017, 2222, 2427, 2631, 2836, 3041, 3245, 3450, 3655, 3859, 4064, 4269, 4473, 4678, 4883, 5087, 5292, 5497, 5702, 5906, 6111, 6316, 6520, 6725, 6930, 7134, 7339, 7544, 7748, 7953, 8158, 8362, 8567, 8772, 8977, 9181, 9386, 9591, 9795, 10000, 10205, 10409, 10614, 10819, 11023, 11228, 11433, 11638, 11842, 12047, 12252, 12456, 12661, 12866, 13070, 13275, 13480, 13684, 13889, 14094, 14298, 14503, 14708, 14913, 15117, 15322, 15527, 15731, 15936, 16141]] + #基础 = 1616.371 + #成长 = 182.596 + 攻击次数1 = 4 + # 强化 + data2 = [int(i*1.198) for i in [0, 1619, 1784, 1948, 2112, 2277, 2441, 2605, 2770, 2934, 3098, 3263, 3427, 3591, 3756, 3920, 4084, 4249, 4413, 4577, 4742, 4906, 5070, 5235, 5399, 5563, 5728, 5892, 6056, 6221, 6385, 6549, 6714, 6878, 7042, 7207, 7371, 7535, 7700, 7864, 8028, 8193, 8357, 8521, 8686, 8850, 9014, 9178, 9343, 9507, 9671, 9836, 10000, 10164, 10329, 10493, 10657, 10822, 10986, 11150, 11315, 11479, 11643, 11808, 11972, 12136, 12301, 12465, 12629, 12794, 12958]] + #基础2 = 1297.444 + #成长2 = 146.593 + 攻击次数2 = 4 + TP成长 = 0.10 + TP上限 = 5 + CD = 12. + + +class 技能10(职业主动技能): + 名称 = '乖离魅魔之舞' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + # 不强化 + data1 = [int(i*1.197) for i in [0, 212, 234, 256, 277, 299, 320, 342, 364, 385, 407, 428, 450, 472, 493, 515, 536, 558, 580, 601, 623, 644, 666, 688, 709, 731, 752, 774, 796, 817, 839, 861, 882, 904, 925, 947, 969, 990, 1012, 1033, 1055, 1077, 1098, 1120, 1141, 1163, 1185, 1206, 1228, 1249, 1271, 1293, 1314, 1336, 1357, 1379, 1401, 1422, 1444, 1465, 1487, 1509, 1530, 1552, 1573, 1595, 1617, 1638, 1660, 1681, 1703]] + data2 = [int(i*1.197) for i in [0, 3622, 3989, 4357, 4724, 5092, 5459, 5827, 6194, 6562, 6929, 7297, 7664, 8032, 8399, 8767, 9134, 9502, 9869, 10237, 10604, 10972, 11339, 11707, 12074, 12442, 12809, 13177, 13544, 13912, 14279, 14647, 15014, 15382, 15749, 16117, 16484, 16852, 17219, 17587, 17954, 18322, 18689, 19057, 19424, 19792, 20159, 20527, 20894, 21262, 21629, 21997, 22364, 22732, 23099, 23467, 23834, 24202, 24569, 24937, 25304, 25672, 26039, 26407, 26774, 27142, 27509, 27877, 28244, 28612, 28979]] + #基础 = 5470.737 + #成长 = 617.995 + 攻击次数1 = 15 + 攻击次数2 = 1 + CD = 10. + TP成长 = 0.10 + TP上限 = 5 + + +class 技能11(职业主动技能): + 名称 = '次元粒子风暴' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 不强化 + data1 = [int(i*1.259) for i in [0, 2860, 3150, 3440, 3730, 4020, 4311, 4601, 4891, 5181, 5471, 5762, 6052, 6342, 6632, 6922, 7212, 7503, 7793, 8083, 8373, 8663, 8953, 9244, 9534, 9824, 10114, 10404, 10694, 10985, 11275, 11565, 11855, 12145, 12436, 12726, 13016, 13306, 13596, 13886, 14177, 14467, 14757, 15047, 15337, 15627, 15918, 16208, 16498, 16788, 17078, 17368, 17659, 17949, 18239, 18529, 18819, 19110, 19400, 19690, 19980, 20270, 20560, 20851, 21141, 21431, 21721, 22011, 22301, 22592, 22882]] + #基础 = 2314.648 + #成长 = 261.315 + 攻击次数1 = 3 + # 强化 + data2 = [int(i*1.259) for i in [0, 10953, 12064, 13175, 14286, 15397, 16509, 17620, 18731, 19842, 20953, 22065, 23176, 24287, 25398, 26509, 27620, 28732, 29843, 30954, 32065, 33176, 34288, 35399, 36510, 37621, 38732, 39844, 40955, 42066, 43177, 44288, 45399, 46511, 47622, 48733, 49844, 50955, 52067, 53178, 54289, 55400, 56511, 57623, 58734, 59845, 60956, 62067, 63178, 64290, 65401, 66512, 67623, 68734, 69846, 70957, 72068, 73179, 74290, 75402, 76513, 77624, 78735, 79846, 80957, 82069, 83180, 84291, 85402, 86513, 87625]] + #基础2 = 8863.268 + #成长2 = 1000.770 + 攻击次数2 = 1 + CD = 16. + 是否有护石 = 1 + TP成长 = 0.10 + TP上限 = 5 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.22 + self.攻击次数1 = 0 + self.攻击次数2 = 1 + elif x == 1: + self.倍率 *= 1.31 + self.攻击次数1 = 0 + self.攻击次数2 = 1 + + def 护石描述(self, x): + if x == 0: + temp = "边界之限" + temp += "

" + temp += "[次元 : 粒子风暴]
" + temp += "以次元边界效果发动 (不消耗次元石)
" + temp += "攻击力 +12%
" + temp += "
-护石附加效果:
" + temp += "爆炸速度 +50%
" + temp += "冲击波范围 +10%
" + temp += "攻击力 +10%" + elif x == 1: + temp = "边界之限" + temp += "

" + temp += "[次元 : 粒子风暴]
" + temp += "以次元边界效果发动 (不消耗次元石)
" + temp += "攻击力 +12%
" + temp += "
-护石附加效果:
" + temp += "爆炸速度 +50%
" + temp += "冲击波范围 +10%
" + temp += "攻击力 +19%" + return temp + + +class 技能12(职业主动技能): + 名称 = '次元时空磁场' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data1 = [int(i*1.198) for i in [0, 3857, 4248, 4639, 5031, 5422, 5813, 6205, 6596, 6987, 7379, 7770, 8161, 8553, 8944, 9335, 9727, 10118, 10509, 10901, 11292, 11683, 12075, 12466, 12857, 13249, 13640, 14031, 14423, 14814, 15205, 15597, 15988, 16379, 16771, 17162, 17553, 17945, 18336, 18727, 19118, 19510, 19901, 20292, 20684, 21075, 21466, 21858, 22249, 22640, 23032, 23423, 23814, 24206, 24597, 24988, 25380, 25771, 26162, 26554, 26945, 27336, 27728, 28119, 28510, 28902, 29293, 29684, 30076, 30467, 30858]] + #基础 = 3092.684 + #成长 = 349.684 + 攻击次数1 = 2 + TP成长 = 0.10 + TP上限 = 5 + CD = 15. + + +class 技能13(职业主动技能): + 名称 = '乖离异界蜂群' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + # 20 + 6 + data1 = [int(i*1.197) for i in [0, 797, 878, 959, 1040, 1121, 1202, 1283, 1364, 1445, 1526, 1607, 1688, 1769, 1849, 1930, 2011, 2092, 2173, 2254, 2335, 2416, 2497, 2578, 2659, 2740, 2821, 2902, 2983, 3064, 3144, 3225, 3306, 3387, 3468, 3549, 3630, 3711, 3792, 3873, 3954, 4035, 4116, 4197, 4278, 4359, 4439, 4520, 4601, 4682, 4763, 4844, 4925, 5006, 5087, 5168, 5249, 5330, 5411, 5492, 5573, 5653, 5734, 5815, 5896, 5977, 6058, 6139, 6220, 6301, 6382]] + data2 = [int(i*1.197) for i in [0, 169, 186, 204, 221, 238, 255, 273, 290, 307, 324, 341, 359, 376, 393, 410, 428, 445, 462, 479, 496, 514, 531, 548, 565, 583, 600, 617, 634, 651, 669, 686, 703, 720, 738, 755, 772, 789, 806, 824, 841, 858, 875, 893, 910, 927, 944, 961, 979, 996, 1013, 1030, 1047, 1065, 1082, 1099, 1116, 1134, 1151, 1168, 1185, 1202, 1220, 1237, 1254, 1271, 1289, 1306, 1323, 1340, 1357]] + #基础 = 13606.954 + #成长 = 1539.337 + 攻击次数1 = 20 + 攻击次数2 = 6 + CD = 25. + 是否有护石 = 1 + TP成长 = 0.10 + TP上限 = 5 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数1 = 23 + self.倍率 *= 1.06 + self.CD *= 0.9 + elif x == 1: + self.攻击次数1 = 23 + self.倍率 *= 1.14 + self.CD *= 0.9 + + def 护石描述(self, x): + if x == 0: + temp = "苦痛引导" + temp += "

" + temp += "[乖离 : 异界蜂群]
" + temp += "虫群数量 +3只
" + temp += "奈雅丽在地图上时, 奈雅丽代替施放者发动技能 (不消耗HP)
" + temp += "
-护石附加效果:
" + temp += "蜂群登场时间 -0.5秒
" + temp += "攻击力 +6%
" + temp += "冷却时间 -10%" + elif x == 1: + temp = "苦痛引导" + temp += "

" + temp += "[乖离 : 异界蜂群]
" + temp += "虫群数量 +3只
" + temp += "奈雅丽在地图上时, 奈雅丽代替施放者发动技能 (不消耗HP)
" + temp += "
-护石附加效果:
" + temp += "蜂群登场时间 -0.5秒
" + temp += "攻击力 +14%
" + temp += "冷却时间 -10%" + return temp + + +class 技能14(职业主动技能): + 名称 = '次元粒子波' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + # 一类裂隙 + data1 = [int(i*1.198) for i in [0, 1047, 1154, 1259, 1365, 1472, 1577, 1684, 1791, 1895, 2002, 2109, 2214, 2321, 2428, 2534, 2639, 2746, 2853, 2958, 3064, 3171, 3276, 3383, 3490, 3594, 3701, 3808, 3913, 4020, 4127, 4231, 4338, 4445, 4550, 4657, 4763, 4868, 4975, 5082, 5187, 5294, 5400, 5505, 5612, 5719, 5826, 5930, 6037, 6144, 6249, 6356, 6462, 6567, 6674, 6781, 6886, 6993, 7099, 7204, 7311, 7418, 7523, 7629, 7736, 7841, 7948, 8055, 8159, 8266, 8373]] + #基础 = 868.110 + #成长 = 97.900 + 攻击次数1 = 10 + # 二类裂隙 + data2 = [int(i*1.198) for i in [0, 742, 817, 893, 968, 1043, 1119, 1194, 1269, 1345, 1420, 1495, 1571, 1646, 1721, 1796, 1872, 1947, 2022, 2098, 2173, 2248, 2324, 2399, 2474, 2550, 2625, 2700, 2776, 2851, 2926, 3002, 3077, 3152, 3228, 3303, 3378, 3454, 3529, 3604, 3680, 3755, 3830, 3906, 3981, 4056, 4131, 4207, 4282, 4357, 4433, 4508, 4583, 4659, 4734, 4809, 4885, 4960, 5035, 5111, 5186, 5261, 5337, 5412, 5487, 5563, 5638, 5713, 5789, 5864, 5939]] + #基础2 = 622.557 + #成长2 = 70.401 + 攻击次数2 = 20 + CD = 40. + 是否有护石 = 1 + TP成长 = 0.10 + TP上限 = 5 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.11 + self.倍率 *= 1.10 + elif x == 1: + self.倍率 *= 1.10 + self.倍率 *= 1.17 + + def 护石描述(self, x): + if x == 0: + temp = "重力爆炸" + temp += "

" + temp += "[次元 : 粒子波]
" + temp += "施放技能时将敌人聚拢到中心
" + temp += "攻击力 +11%
" + temp += "
-护石附加效果:
" + temp += "吸附范围 +20%
" + temp += "技能中心点设置时空爆雷, 造成[次元 : 粒子波]总攻击力10%的伤害" + elif x == 1: + temp = "重力爆炸" + temp += "

" + temp += "[次元 : 粒子波]
" + temp += "施放技能时将敌人聚拢到中心
" + temp += "攻击力 +17%
" + temp += "
-护石附加效果:
" + temp += "吸附范围 +20%
" + temp += "技能中心点设置时空爆雷, 造成[次元 : 粒子波]总攻击力10%的伤害" + return temp + + +class 技能15(职业主动技能): + 名称 = '乖离扭曲之恐惧' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + # 出现 + data1 = [int(i*1.211) for i in [0, 6430, 7921, 9412, 10903, 12394, 13885, 15377, 16868, 18359, 19850, 21341, 22832, 24323, 25814, 27305, 28796, 30288, 31779, 33270, 34761, 36252, 37743, 39234, 40725, 42216, 43708, 45199, 46690, 48181, 49672, 51163, 52654, 54145, 55636, 57127, 58619, 60110, 61601, 63092, 64583, 66074, 67565, 69056, 70547, 72039, 73530, 75021, 76512, 78003, 79494, 80985, 82476, 83967, 85458, 86950, 88441, 89932, 91423, 92914, 94405, 95896, 97387, 98878, 100370, 101861, 103352, 104843, 106334, 107825, 109316]] + #基础 = 4458.014 + #成长 = 1345.666 + 攻击次数1 = 1 + # 触须 + data2 = [int(i*1.211) for i in [0, 1397, 1722, 2046, 2370, 2694, 3018, 3342, 3666, 3991, 4315, 4639, 4963, 5287, 5611, 5936, 6260, 6584, 6908, 7232, 7556, 7880, 8205, 8529, 8853, 9177, 9501, 9825, 10150, 10474, 10798, 11122, 11446, 11770, 12094, 12419, 12743, 13067, 13391, 13715, 14039, 14364, 14688, 15012, 15336, 15660, 15984, 16308, 16633, 16957, 17281, 17605, 17929, 18253, 18578, 18902, 19226, 19550, 19874, 20198, 20522, 20847, 21171, 21495, 21819, 22143, 22467, 22792, 23116, 23440, 23764]] + #基础2 = 968.875 + #成长2 = 292.508 + 攻击次数2 = 22 + # 结束爆发 + data3 = [int(i*1.211) for i in [0, 25721, 31685, 37650, 43614, 49579, 55543, 61508, 67472, 73436, 79401, 85365, 91330, 97294, 103259, 109223, 115187, 121152, 127116, 133081, 139045, 145009, 150974, 156938, 162903, 168867, 174832, 180796, 186760, 192725, 198689, 204654, 210618, 216583, 222547, 228511, 234476, 240440, 246405, 252369, 258333, 264298, 270262, 276227, 282191, 288156, 294120, 300084, 306049, 312013, 317978, 323942, 329907, 335871, 341835, 347800, 353764, 359729, 365693, 371657, 377622, 383586, 389551, 395515, 401480, 407444, 413408, 419373, 425337, 431302, 437266]] + #基础3 = 17829.336 *1.1 + #成长3 = 5382.970 *1.1 + 攻击次数3 = 1 * 1.1 + CD = 145. + + +class 技能16(职业主动技能): + 名称 = '次元思维聚爆' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + # 持续伤害 + data1 = [int(i*1.198) for i in [0, 563, 620, 676, 733, 790, 848, 905, 962, 1019, 1076, 1133, 1190, 1248, 1305, 1362, 1419, 1476, 1533, 1589, 1646, 1704, 1761, 1818, 1875, 1932, 1989, 2046, 2103, 2161, 2218, 2275, 2332, 2389, 2446, 2502, 2559, 2617, 2674, 2731, 2788, 2845, 2902, 2959, 3017, 3074, 3131, 3188, 3245, 3302, 3359, 3415, 3473, 3530, 3587, 3644, 3701, 3758, 3815, 3873, 3930, 3987, 4044, 4101, 4158, 4215, 4273, 4329, 4386, 4443, 4500]] + #基础 = 451.063 + #成长 = 50.909 + 攻击次数1 = 1 + # 爆发伤害 + data2 = [int(i*1.198) for i in [0, 18181, 20025, 21870, 23714, 25558, 27403, 29247, 31092, 32936, 34781, 36625, 38469, 40314, 42159, 44003, 45847, 47691, 49536, 51381, 53225, 55069, 56913, 58759, 60603, 62447, 64291, 66135, 67981, 69825, 71669, 73513, 75359, 77203, 79047, 80891, 82735, 84581, 86425, 88269, 90113, 91958, 93803, 95647, 97491, 99335, 101180, 103025, 104869, 106713, 108558, 110402, 112247, 114091, 115936, 117780, 119624, 121469, 123313, 125158, 127002, 128846, 130691, 132536, 134380, 136224, 138069, 139913, 141758, 143602, 145446]] + #基础2 = 14580.815 + #成长2 = 1646.227 + 攻击次数2 = 1 + CD = 30. + 是否有护石 = 1 + TP成长 = 0.10 + TP上限 = 5 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数2 *= 1.25 + self.CD *= 0.9 + elif x == 1: + self.攻击次数2 *= 1.25 + self.CD *= 0.9 + self.倍率 *= 1.08 + + def 护石描述(self, x): + if x == 0: + temp = "次元扭曲学说" + temp += "

" + temp += "[次元 : 思维聚爆]
" + temp += "没有敌人被[乖离 : 迷雾]附身的状态下也可以施放该技能 (在前方250px处发动)
" + temp += "最后爆炸攻击力 +25%
" + temp += "
-护石附加效果:
" + temp += "施放过程中发动[次元边界]时, 不消耗次元石
" + temp += "最后爆炸范围 +40%
" + temp += "冷却时间 -10%" + elif x == 1: + temp = "次元扭曲学说" + temp += "

" + temp += "[次元 : 思维聚爆]
" + temp += "没有敌人被[乖离 : 迷雾]附身的状态下也可以施放该技能 (在前方250px处发动)
" + temp += "最后爆炸攻击力 +25%
" + temp += "
-护石附加效果:
" + temp += "施放过程中发动[次元边界]时, 不消耗次元石
" + temp += "最后爆炸范围 +40%
" + temp += "冷却时间 -10%" + temp += "攻击力 +8%" + + +class 技能17(职业主动技能): + 名称 = '次元奇点' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + 是否有护石 = 1 + CD = 40. + 护石选项 = ['圣痕'] + + def 普通形态(self): + self.data1 = [int(i*1.198) for i in [0, 27341, 30115, 32889, 35663, 38437, 41211, 43984, 46758, 49532, 52306, 55080, 57854, 60627, 63401, 66175, 68949, 71723, 74497, 77270, 80044, 82818, 85592, 88366, 91139, 93913, 96687, 99461, 102235, 105009, 107782, 110556, 113330, 116104, 118878, 121652, 124425, 127199, 129973, 132747, 135521]] + self.data2 = [int(i*1.198) for i in [0, 31598, 34804, 38010, 41215, 44421, 47627, 50832, 54038, 57244, 60449, 63655, 66861, 70066, 73272, 76478, 79683, 82889, 86095, 89300, 92506, 95712, 98917, 102123, 105329, 108534, 111740, 114946, 118151, 121357, 124563, 127768, 130974, 134180, 137386, 140591, 143797, 147003, 150208, 153414, 156620]] + self.攻击次数1 = 1 + self.攻击次数2 = 1 + + def 强化形态(self): + self.data1 = [int(i*1.198) for i in [0, 7989, 8799, 9610, 10420, 11231, 12041, 12852, 13662, 14473, 15283, 16094, 16904, 17715, 18525, 19336, 20146, 20957, 21767, 22578, 23388, 24199, 25009, 25820, 26630, 27441, 28251, 29062, 29872, 30683, 31493, 32304, 33114, 33925, 34735, 35546, 36356, 37167, 37977, 38788, 39598]] + self.data2 = [int(i*1.198) for i in [0, 5326, 5866, 6406, 6947, 7487, 8027, 8568, 9108, 9648, 10189, 10729, 11269, 11810, 12350, 12890, 13431, 13971, 14511, 15052, 15592, 16132, 16673, 17213, 17753, 18294, 18834, 19374, 19915, 20455, 20995, 21536, 22076, 22616, 23157, 23697, 24237, 24778, 25318, 25858, 26399]] + self.攻击次数1 = 4 + self.攻击次数2 = 4 + + def 装备护石(self, x): + if x == 0: + self.CD *= 0.9 + self.倍率 *= 1.30 + + def 护石无效化(self): + self.CD /= 0.9 + self.倍率 /= 1.30 + + def 护石描述(self, x): + if x == 0: + temp = "刻印咏唱" + temp += "

" + temp += "[次元 : 奇点]
" + temp += "删除施放动作,立即施放
" + temp += "普通使用时,不存在敌人时,能量领域也会生次元水晶
" + temp += "攻击力 +12%
" + temp += "
-护石附加效果:
" + temp += "普通使用时,能量领域一定范围内的无法抓取敌人进入控制状态,持续2秒
" + temp += "攻击力增加量额外增加 18%
" + temp += "冷却时间 -10%" + return temp + + +class 技能18(职业主动技能): + 名称 = '乖离禁锢' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + data1 = [int(i*1.273) for i in [0, 33420, 36811, 40202, 43592, 46983, 50373, 53764, 57154, 60545, 63935, 67326, 70716, 74107, 77497, 80888, 84279, 87669, 91060, 94450, 97841, 101231, 104622, 108012, 111403, 114793, 118184, 121574, 124965, 128355, 131746, 135137, 138527, 141918, 145308, 148699, 152089, 155480, 158870, 162261, 165651, 169042, 172432, 175823, 179214, 182604, 185995, 189385, 192776, 196166, 199557, 202947, 206338, 209728, 213119, 216509, 219900, 223290, 226681, 230072, 233462, 236853, 240243, 243634, 247024, 250415, 253805, 257196, 260586, 263977, 267367]] + #基础 = 26846.910 + #成长 = 3031.118 + 攻击次数1 = 1 + CD = 50. + 是否有护石 = 1 + TP成长 = 0.10 + TP上限 = 5 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.07 + elif x == 1: + self.倍率 *= 1.15 + + def 护石描述(self, x): + if x == 0: + temp = "妥善安置" + temp += "

" + temp += "[乖离 : 禁锢]
" + temp += "[乖离 : 禁锢]命中时初始化[乖离 : 魅魔之舞]的冷却时间
" + temp += "
-护石附加效果:
" + temp += "技能命中后强制中断并施放其他奈雅丽技能时, 束缚效果不消失
" + temp += "攻击力 +7%" + elif x == 1: + temp = "妥善安置" + temp += "

" + temp += "[乖离 : 禁锢]
" + temp += "[乖离 : 禁锢]命中时初始化[乖离 : 魅魔之舞]的冷却时间
" + temp += "
-护石附加效果:
" + temp += "技能命中后强制中断并施放其他奈雅丽技能时, 束缚效果不消失
" + temp += "攻击力 +15%" + return temp + + +class 技能19(职业主动技能): + 名称 = '乖离沉沦' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + 是否有护石 = 1 + data1 = [int(i*1.197) for i in [0, 40782, 44919, 49056, 53194, 57331, 61468, 65606, 69743, 73880, 78017, 82155, 86292, 90429, 94567, 98704, 102841, 106979, 111116, 115253, 119391, 123528, 127665, 131803, 135940, 140077, 144214, 148352, 152489, 156626, 160764, 164901, 169038, 173176, 177313, 181450, 185588, 189725, 193862, 198000, 202137]] + #基础 = 32790.618 + #成长 = 3702.340 + 攻击次数1 = 1 + data2 = [int(i*1.197) for i in [0, 1359, 1497, 1634, 1772, 1910, 2048, 2186, 2324, 2462, 2600, 2738, 2875, 3013, 3151, 3289, 3427, 3565, 3703, 3841, 3979, 4116, 4254, 4392, 4530, 4668, 4806, 4944, 5082, 5220, 5357, 5495, 5633, 5771, 5909, 6047, 6185, 6323, 6461, 6598, 6736]] + #基础2 = 1090.657 + #成长2 = 123.333 + 攻击次数2 = 24 + CD = 45. + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.3 + + def 护石描述(self, x): + if x == 0: + temp = "异界的断末魔" + temp += "

" + temp += "[乖离 : 沉沦]
" + temp += "技能变更为彼端的存在爆炸后给予1次伤害
" + temp += "变更后,攻击力为变更前总攻击力的110%
" + temp += "召唤媒介时,向媒介对象刻下印章,即使脱离爆炸范围,也会造成伤害
" + temp += "
-护石附加效果:
" + temp += "攻击力增加量额外增加 +20%" + return temp + + +class 技能20(职业主动技能): + 名称 = '禁断之盛宴' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + 迷雾data = [int(i*1.212) for i in [0, 6623, 8158, 9694, 11230, 12766, 14302, 15837, 17373, 18909, 20445, 21980, 23516, 25052, 26588, 28124, 29659, 31195, 32731, 34267, 35803, 37338, 38874, 40410, 41946, 43481, 45017, 46553, 48089, 49625, 51160, 52696, 54232, 55768, 57304, 58839, 60375, 61911, 63447, 64982, 66518]] + 炮击data = [int(i*1.212) for i in [0, 5519, 6799, 8078, 9358, 10638, 11918, 13198, 14477, 15757, 17037, 18317, 19597, 20877, 22156, 23436, 24716, 25996, 27276, 28556, 29835, 31115, 32395, 33675, 34955, 36234, 37514, 38794, 40074, 41354, 42634, 43913, 45193, 46473, 47753, 49033, 50313, 51592, 52872, 54152, 55432]] + 普通炮击data = [int(i*1.212) for i in [0, 3294, 4058, 4822, 5587, 6351, 7115, 7879, 8643, 9407, 10171, 10935, 11699, 12463, 13227, 13991, 14755, 15519, 16283, 17047, 17811, 18575, 19339, 20103, 20867, 21631, 22395, 23159, 23923, 24687, 25451, 26215, 26980, 27744, 28508, 29272, 30036, 30800, 31564, 32328, 33092]] + 强化炮击data = [int(i*1.212) for i in [0, 3088, 3804, 4520, 5236, 5953, 6669, 7385, 8101, 8817, 9533, 10250, 10966, 11682, 12398, 13114, 13830, 14547, 15263, 15979, 16695, 17411, 18127, 18844, 19560, 20276, 20992, 21708, 22424, 23141, 23857, 24573, 25289, 26005, 26722, 27438, 28154, 28870, 29586, 30302, 31019]] + 终结伤害 = [int(i*1.212) for i in [0, 109511, 134905, 160299, 185693, 211087, 236481, 261875, 287269, 312663, 338058, 363452, 388846, 414240, 439634, 465028, 490422, 515816, 541210, 566604, 591998, 617392, 642786, 668180, 693574, 718968, 744362, 769756, 795150, 820544, 845938, 871332, 896726, 922120, 947514, 972908, 998302, 1023696, 1049090, 1074484, 1099878]] + # 不强化 + # 10次迷雾伤害和13次炮击伤害 + 攻击次数1 = 10 + 攻击次数2 = 12 + # 强化后公共伤害部分 + # 18次强化炮击+1次终结伤害 + 攻击次数4 = 18 + 攻击次数5 = 1 + # 强化后可取消的部分 + 攻击次数3 = 10 # 10次普通炮击 + + def 等效百分比(self, 武器类型): + if self.等级 == 0: + return 0 + else: + return int((self.攻击次数1 * self.迷雾data[self.等级] + + self.攻击次数2 * self.炮击data[self.等级] + + self.攻击次数3 * self.普通炮击data[self.等级] + + self.攻击次数4 * self.强化炮击data[self.等级] + + self.攻击次数5 * self.终结伤害[self.等级]) * (1 + self.TP成长 * self.TP等级) * self.倍率) + CD = 180. + + +class 技能21(职业主动技能): + 名称 = '乖离:边缘之兽' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 10 + 脱手 = 1 + 技能施放时间 = 3 + + CD = 60.0 + # 韩服面板粗略计算 + data1 = [int(i*1.197) for i in [0, 160074, 176313, 192553, 208792, 225032, 241271, 257511, 273750, 289989, 306229, 322468, 338708, 354947, 371187, 387426, 403665, 419905, 436144, 452384, 468623, 484863, 501102, 517341, 533581, 549820, 566060, 582299, 598539, 614778, 631018, 647257, 663496, 679736, 695975, 712215, 728454, 744694, 760933, 777172, 793412, 809651, 825891, 842130, 858370, 874609, 890848, 907088, 923327, 939567, 955806, 972046, 988285, 1004525, 1020764, 1037003, 1053243, 1069482, 1085722, 1101961, 1118201, 1134440, 1150679, 1166919, 1183158, 1199398, 1215637, 1231877, 1248116, 1264355, 1280595]] + 攻击次数1 = 1 + + +class 技能22(被动技能): + 名称 = '古史记忆' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能23(职业主动技能): + 名称 = '未明·次元崩坏' + 所在等级 = 100 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + + 关联技能 = ['无'] + CD = 290.0 + 脱手 = 0 + 技能施放时间 = 6.5 + # 韩服面板粗略计算,忽略伤害结构 + data1 = [int(i*1.210) for i in [0, 62252, 76687, 91123, 105558, 119993, 134429, 148864, 163299, 177735, 192170, 206606, 221041, 235476, 249912, 264347, 278782, 293218, 307653, 322088, 336524, 350959, 365395, 379830, 394265, 408701, 423136, 437571, 452007, 466442, 480877, 495313, 509748, 524183, 538619, 553054, 567490, 581925, 596360, 610796, 625231, 639666, 654102, 668537, 682972, 697408, 711843, 726278, 740714, 755149, 769585, 784020, 798455, 812891, 827326, 841761, 856197, 870632, 885067, 899503, 913938, 928373, 942809, 957244, 971680, 986115, 1000550, 1014986, 1029421, 1043856, 1058292]] + 攻击次数1 = 1 + data2 = [int(i*1.210) for i in [0, 207508, 255626, 303743, 351861, 399979, 448097, 496215, 544333, 592451, 640568, 688686, 736804, 784922, 833040, 881158, 929276, 977394, 1025511, 1073629, 1121747, 1169865, 1217983, 1266101, 1314219, 1362336, 1410454, 1458572, 1506690, 1554808, 1602926, 1651044, 1699161, 1747279, 1795397, 1843515, 1891633, 1939751, 1987869, 2035986, 2084104, 2132222, 2180340, 2228458, 2276576, 2324694, 2372811, 2420929, 2469047, 2517165, 2565283, 2613401, 2661519, 2709636, 2757754, 2805872, 2853990, 2902108, 2950226, 2998344, 3046461, 3094579, 3142697, 3190815, 3238933, 3287051, 3335169, 3383286, 3431404, 3479522, 3527640]] + 攻击次数2 = 1 + data3 = [int(i*1.210) for i in [0, 36313, 44734, 53155, 61575, 69996, 78417, 86837, 95258, 103678, 112099, 120520, 128940, 137361, 145782, 154202, 162623, 171043, 179464, 187885, 196305, 204726, 213147, 221567, 229988, 238408, 246829, 255250, 263670, 272091, 280512, 288932, 297353, 305773, 314194, 322615, 331035, 339456, 347877, 356297, 364718, 373138, 381559, 389980, 398400, 406821, 415242, 423662, 432083, 440503, 448924, 457345, 465765, 474186, 482607, 491027, 499448, 507868, 516289, 524710, 533130, 541551, 549972, 558392, 566813, 575233, 583654, 592075, 600495, 608916, 617337]] + 攻击次数3 = 4 + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +知源·次元行者一觉序号 = 0 +知源·次元行者二觉序号 = 0 +知源·次元行者三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 知源·次元行者一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 知源·次元行者二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 知源·次元行者三觉序号 = 技能序号[i.名称] + +知源·次元行者护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 知源·次元行者护石选项.append(i.名称) + +知源·次元行者符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 知源·次元行者符文选项.append(i.名称) + + +class 知源·次元行者角色属性(角色属性): + 实际名称 = '知源·次元行者' + 角色 = '魔法师(男)' + 职业 = '次元行者' + + 武器选项 = ['扫把', '矛', '魔杖', '法杖', '棍棒'] + + 类型选择 = ['魔法固伤'] + + 类型 = '魔法固伤' + 防具类型 = '布甲' + 防具精通属性 = ['智力'] + + 主BUFF = 1.850 + + 远古记忆 = 0 + + 坠落形态 = 0 + 离子束形态 = 0 + 万花镜形态 = 0 + 粒子风暴形态 = 0 + 粒子波形态 = 0 + 奇点形态 = 0 + 聚爆形态 = 0 + 装备奇点护石 = 0 + + 二觉形态 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + super().被动倍率计算() + + if self.离子束形态 == 0: + self.技能栏[self.技能序号['次元离子束']].攻击次数1 = 6 + self.技能栏[self.技能序号['次元离子束']].攻击次数2 = 0 + if self.离子束形态 == 1: + self.技能栏[self.技能序号['次元离子束']].攻击次数1 = 0 + self.技能栏[self.技能序号['次元离子束']].攻击次数2 = 1 + + if self.坠落形态 == 0: + self.技能栏[self.技能序号['次元坠落']].攻击次数1 = 1 + self.技能栏[self.技能序号['次元坠落']].攻击次数2 = 1 + self.技能栏[self.技能序号['次元坠落']].攻击次数3 = 0 + if self.坠落形态 == 1: + self.技能栏[self.技能序号['次元坠落']].攻击次数1 = 0 + self.技能栏[self.技能序号['次元坠落']].攻击次数2 = 0 + self.技能栏[self.技能序号['次元坠落']].攻击次数3 = 1 + + if self.万花镜形态 == 0: + self.技能栏[self.技能序号['次元万花镜']].攻击次数1 = 4 + self.技能栏[self.技能序号['次元万花镜']].攻击次数2 = 0 + if self.万花镜形态 == 1: + self.技能栏[self.技能序号['次元万花镜']].攻击次数1 = 0 + self.技能栏[self.技能序号['次元万花镜']].攻击次数2 = 4 + + if self.粒子风暴形态 == 1: + self.技能栏[self.技能序号['次元粒子风暴']].攻击次数1 = 0 + self.技能栏[self.技能序号['次元粒子风暴']].攻击次数2 = 1 + if self.粒子风暴形态 == 0: + self.技能栏[self.技能序号['次元粒子风暴']].攻击次数1 = 3 + self.技能栏[self.技能序号['次元粒子风暴']].攻击次数2 = 0 + + if self.粒子波形态 == 0: + self.技能栏[self.技能序号['次元粒子波']].攻击次数1 = 10 + self.技能栏[self.技能序号['次元粒子波']].攻击次数2 = 20 + if self.粒子波形态 == 1: + self.技能栏[self.技能序号['次元粒子波']].攻击次数1 = 0 + self.技能栏[self.技能序号['次元粒子波']].攻击次数2 = 30 + + if self.聚爆形态 == 0: + self.技能栏[self.技能序号['次元思维聚爆']].攻击次数1 = 12 + if self.聚爆形态 == 1: + self.技能栏[self.技能序号['次元思维聚爆']].攻击次数1 = 1 + + if self.奇点形态 == 0: + self.技能栏[self.技能序号['次元奇点']].普通形态() + if self.奇点形态 == 1: + self.技能栏[self.技能序号['次元奇点']].强化形态() + + if self.二觉形态 == 0: # 不强化 + self.技能栏[self.技能序号['禁断之盛宴']].攻击次数1 = 10 + self.技能栏[self.技能序号['禁断之盛宴']].攻击次数2 = 12 + self.技能栏[self.技能序号['禁断之盛宴']].攻击次数3 = 0 + self.技能栏[self.技能序号['禁断之盛宴']].攻击次数4 = 0 + self.技能栏[self.技能序号['禁断之盛宴']].攻击次数5 = 0 + if self.二觉形态 == 1: # 强化:取消后摇 + self.技能栏[self.技能序号['禁断之盛宴']].攻击次数1 = 0 + self.技能栏[self.技能序号['禁断之盛宴']].攻击次数2 = 0 + self.技能栏[self.技能序号['禁断之盛宴']].攻击次数3 = 0 + self.技能栏[self.技能序号['禁断之盛宴']].攻击次数4 = 17 + self.技能栏[self.技能序号['禁断之盛宴']].攻击次数5 = 1 + if self.二觉形态 == 2: # 强化:不取消后摇 + self.技能栏[self.技能序号['禁断之盛宴']].攻击次数1 = 0 + self.技能栏[self.技能序号['禁断之盛宴']].攻击次数2 = 0 + self.技能栏[self.技能序号['禁断之盛宴']].攻击次数3 = 10 + self.技能栏[self.技能序号['禁断之盛宴']].攻击次数4 = 17 + self.技能栏[self.技能序号['禁断之盛宴']].攻击次数5 = 1 + + +class 知源·次元行者(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 知源·次元行者角色属性() + self.角色属性A = 知源·次元行者角色属性() + self.角色属性B = 知源·次元行者角色属性() + self.一觉序号 = 知源·次元行者一觉序号 + self.二觉序号 = 知源·次元行者二觉序号 + self.三觉序号 = 知源·次元行者三觉序号 + self.护石选项 = deepcopy(知源·次元行者护石选项) + self.符文选项 = deepcopy(知源·次元行者符文选项) + + def 护石判断(self): + sign = 0 + sign2 = 0 + for x in range(3): + if self.护石栏[x].currentText() == '次元粒子风暴': + sign = 1 + if sign == 1: + self.强化粒子风暴.setChecked(True) + self.强化粒子风暴.setEnabled(False) + self.强化粒子风暴.setStyleSheet(复选框样式) + else: + self.强化粒子风暴.setEnabled(True) + self.强化粒子风暴.setStyleSheet(复选框样式) + + def 界面(self): + super().界面() + + for i in range(3): + self.护石栏[i].currentIndexChanged.connect(lambda state: self.护石判断()) + + self.坠落触发箱子 = QCheckBox("坠落触发箱子", self.main_frame2) + self.坠落触发箱子.setStyleSheet(复选框样式) + self.坠落触发箱子.setChecked(False) + self.坠落触发箱子.resize(120, 20) + self.坠落触发箱子.move(325, 380) + + self.离子束强化 = QCheckBox("强化离子束", self.main_frame2) + self.离子束强化.setStyleSheet(复选框样式) + self.离子束强化.setChecked(False) + self.离子束强化.resize(120, 20) + self.离子束强化.move(325, 405) + + self.强化万花镜 = QCheckBox("强化万花镜", self.main_frame2) + self.强化万花镜.setStyleSheet(复选框样式) + self.强化万花镜.setChecked(True) + self.强化万花镜.resize(120, 20) + self.强化万花镜.move(325, 430) + + self.强化粒子风暴 = QCheckBox("强化粒子风暴", self.main_frame2) + self.强化粒子风暴.setStyleSheet(复选框样式) + self.强化粒子风暴.setChecked(True) + self.强化粒子风暴.resize(120, 20) + self.强化粒子风暴.move(325, 455) + self.强化粒子风暴.setToolTip('选择粒子风暴护石时常驻为强化模式') + + self.强化粒子波 = QCheckBox("强化粒子波", self.main_frame2) + self.强化粒子波.setStyleSheet(复选框样式) + self.强化粒子波.setChecked(True) + self.强化粒子波.resize(120, 20) + self.强化粒子波.move(325, 480) + + self.聚爆是否瞬爆 = QCheckBox("聚爆取消持续伤害", self.main_frame2) + self.聚爆是否瞬爆.setStyleSheet(复选框样式) + self.聚爆是否瞬爆.setChecked(True) + self.聚爆是否瞬爆.resize(120, 20) + self.聚爆是否瞬爆.move(325, 505) + self.聚爆是否瞬爆.setToolTip('是否按C取消直接引爆') + + self.强化奇点 = QCheckBox("强化奇点", self.main_frame2) + self.强化奇点.setStyleSheet(复选框样式) + self.强化奇点.setChecked(True) + self.强化奇点.resize(120, 20) + self.强化奇点.move(325, 530) + self.强化奇点.setToolTip('') + + self.二觉形态选择 = MyQComboBox(self.main_frame2) + self.二觉形态选择.addItem('不强化二觉') + self.二觉形态选择.addItem('二觉:取消后摇') + self.二觉形态选择.addItem('二觉:保留后摇') + self.二觉形态选择.setCurrentIndex(2) + self.二觉形态选择.resize(120, 20) + self.二觉形态选择.move(325, 555) + + self.职业存档.append(('坠落触发箱子', self.坠落触发箱子, 0)) + self.职业存档.append(('离子束强化', self.离子束强化, 0)) + self.职业存档.append(('强化万花镜', self.强化万花镜, 0)) + self.职业存档.append(('强化粒子风暴', self.强化粒子风暴, 0)) + self.职业存档.append(('强化粒子波', self.强化粒子波, 0)) + self.职业存档.append(('聚爆是否瞬爆', self.聚爆是否瞬爆, 0)) + self.职业存档.append(('强化奇点', self.强化奇点, 0)) + self.职业存档.append(('二觉形态选择', self.二觉形态选择, 1)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + + if self.坠落触发箱子.isChecked(): + 属性.坠落形态 = 1 + if self.离子束强化.isChecked(): + 属性.离子束形态 = 1 + if self.强化万花镜.isChecked(): + 属性.万花镜形态 = 1 + if self.强化粒子风暴.isChecked(): + 属性.粒子风暴形态 = 1 + if self.强化奇点.isChecked(): + 属性.奇点形态 = 1 + if self.强化粒子波.isChecked(): + 属性.粒子波形态 = 1 + if self.聚爆是否瞬爆.isChecked(): + 属性.聚爆形态 = 1 + 属性.二觉形态 = self.二觉形态选择.currentIndex() + diff --git a/Characters/知源·缔造者.py b/Characters/知源·缔造者.py new file mode 100644 index 00000000..af4e993a --- /dev/null +++ b/Characters/知源·缔造者.py @@ -0,0 +1,764 @@ +from math import * +from PublicReference.carry.base import * + + +class 职业主动技能(主动技能): + 技能施放时间 = 0.0 + 脱手 = 1 + data0 = [] + data1 = [] + data2 = [] + data3 = [] + + 攻击次数 = 1 + 攻击次数1 = 0 + 攻击次数2 = 0 + 攻击次数3 = 0 + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数1 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数2 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数3 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能0(职业主动技能): + 名称 = '烈火燎原' + 所在等级 = 1 + 等级上限 = 60 + 基础等级 = 50 + data0 = [0, 11, 15, 20, 24, 29, 31, 35, 40, 44, 48, 53, 57, 61, 65, 69, 74, 78, 83, 85, 89, 94, 98, 102, 107, 110, 115, 119, 123, 128, 132, 137, 139, 143, 148, 152, 156, 160, 164, 169, 173, 177, 182, 186, 191, 193, 197, 202, 206, 210, 214, 218, 223, 227, 231, 236, 240, 242, 247, 251, 256, 260, 263, 268, 272, 277, 281, 285, 290, 294, 296] + data0=[(1+1.1244)*x*1.085*1.052 for x in data0] + + 攻击次数 = 1 + 能量 = 140 + 最小值 = 4 + CD = 5.0 + 持续秒数 = 6.0 + TP成长 = 0.08 + TP上限 = 5 + 硬直时长百分比 = 0 + + def 觉醒模式(self, x): + if x == 1: + 觉醒后能量消耗 = 70 + self.data0 = [int(x * 觉醒后能量消耗 / self.最小值) for x in self.data0] +# self.data0 = [0.5*x for x in data0] + + self.最小值 = 觉醒后能量消耗 + # self.基础 = self.基础 * 70 / 2 + # self.成长 = self.成长 * 70 / 2 + + +class 技能1(职业主动技能): + 名称 = '炽炎星陨' + 所在等级 = 1 + 等级上限 = 60 + 基础等级 = 50 + data0 = [0, 109, 148, 187, 226, 263, 302, 341, 380, 418, 457, 494, 534, 573, 611, 650, 687, 727, 765, 804, 842, 882, 920, 958, 996, 1035, 1075, 1113, 1151, 1189, 1228, 1267, 1306, 1344, 1382, 1420, 1460, 1498, 1537, 1574, 1614, 1653, 1691, 1730, 1768, 1808, 1845, 1884, 1922, 1961, 2001, 2038, 2076, 2115, 2155, 2193, 2232, 2269, 2308, 2347, 2386, 2424, 2462, 2500, 2540, 2579, 2617, 2655, 2693, 2733, 2771] + data0=[1.213*1.085*x*1.052 for x in data0] + + 攻击次数 = 1 + 能量 = 140 + 最小值 = 20 + CD = 5.0 + 持续秒数 = 1.0 + TP成长 = 0.08 + TP上限 = 5 + 硬直时长百分比 = 0 + + def 觉醒模式(self, x): + if x == 1: + 觉醒后能量消耗 = 70 + self.data0 = [int(x * 觉醒后能量消耗 / self.最小值) for x in self.data0] + self.最小值 = 觉醒后能量消耗 + + +class 技能2(职业主动技能): + 名称 = '冰霜之球' + 所在等级 = 10 + 等级上限 = 60 + 基础等级 = 48 + data0 = [int(i*1.085*1.05) for i in [0, 78, 89, 100, 111, 124, 135, 146, 158, 169, 180, 193, 204, 215, 226, 238, 249, 260, 273, 284, 295, 307, 318, 329, 341, 353, 364, 375, 387, 398, 410, 422, 433, 444, 455, 467, 479, 490, 502, 513, 524, 536, 548, 559, 570, 582, 593, 604, 617, 628, 639, 651, 662, 673, 684, 697, 708, 719, 731, 742, 754, 766, 777, 788, 799, 811, 823, 834, 844, 856, 867]] + + + 攻击次数 = 6 + # 能量消耗值:20 + 能量 = 140 + 最小值 = 20 + CD = 10.0 + 持续秒数 = 3.0 + TP成长 = 0.08 + TP上限 = 5 + 硬直时长百分比 = 0 + + def 觉醒模式(self, x): + if x == 1: + 觉醒后能量消耗 = 70 + self.data0 = [int(x * 觉醒后能量消耗 / self.最小值) for x in self.data0] + self.最小值 = 觉醒后能量消耗 + + +class 技能3(职业主动技能): + 名称 = '冰天震地' + 所在等级 = 10 + 等级上限 = 60 + 基础等级 = 48 + # 冰盘攻击力: + data0 = [0, 828, 950, 1071, 1191, 1313, 1433, 1555, 1675, 1797, 1917, 2038, 2160, 2281, 2401, 2523, 2643, 2764, 2885, 3007, 3127, 3247, 3368, 3489, 3611, 3731, 3853, 3973, 4094, 4214, 4337, 4457, 4578, 4699, 4821, 4941, 5063, 5183, 5304, 5424, 5547, 5667, 5788, 5909, 6030, 6150, 6273, 6393, 6514, 6634, 6754, 6877, 6997, 7118, 7239, 7360, 7480, 7603, 7723, 7844, 7964, 8086, 8207, 8328, 8449, 8570, 8690, 8813, 8933, 9054, 9174] + data0=[1.101*1.085*x*1.05 for x in data0] + + 攻击次数 = 1 + # 能量消耗值:40 + 能量 = 140 + 最小值 = 40 + CD = 10.0 + 持续秒数 = 1.0 + TP成长 = 0.08 + TP上限 = 5 + 硬直时长百分比 = 0 + + def 觉醒模式(self, x): + if x == 1: + 觉醒后能量消耗 = 140 + self.data0 = [int(x * 觉醒后能量消耗 / self.最小值) for x in self.data0] + self.最小值 = 觉醒后能量消耗 + + +class 技能4(被动技能): + 名称 = '幻想之境' + 所在等级 = 20 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + elif self.等级 <= 10: + return round(1 + 0.01 * self.等级, 5) + else: + return round(1.1 + 0.015 * (self.等级 - 10), 5) + + def 独立攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + +class 技能5(被动技能): + 名称 = '具象强化' + 所在等级 = 25 + 等级上限 = 40 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.05 + 0.025 * self.等级, 5) + + +class 技能6(职业主动技能): + 名称 = '烈焰飓风' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + # 烈焰飓风攻击力: + data0 = [0, 457, 503, 550, 596, 641, 689, 735, 782, 827, 873, 921, 967, 1014, 1059, 1107, 1153, 1200, 1245, 1291, 1339, 1385, 1430, 1477, 1524, 1571, 1616, 1663, 1709, 1757, 1802, 1848, 1895, 1942, 1987, 2034, 2080, 2127, 2174, 2220, 2266, 2312, 2360, 2405, 2452, 2498, 2545, 2591, 2637, 2684, 2730, 2776, 2823, 2869, 2916, 2961, 3009, 3055, 3102, 3147, 3193, 3241, 3287, 3334, 3379, 3425, 3473, 3519, 3565, 3611, 3659] + data0=[1.153*1.085*x*1.051 for x in data0] + + 攻击次数 = 12 + # 烈焰飓风持续时间:3秒 + # 能量消耗值:60 + 能量 = 140 + 最小值 = 60 + CD = 20 + 持续秒数 = 4.0 + TP成长 = 0.10 + TP上限 = 5 + 硬直时长百分比 = 0.05 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.CD *= 0.85 + self.倍率 *= 1.0 + elif x == 1: + self.CD *= 0.85 + self.倍率 *= 1.09 + + +class 技能7(职业主动技能): + 名称 = '极冰护盾' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + data0 = [0, 2901, 3195, 3490, 3783, 4079, 4373, 4667, 4961, 5256, 5551, 5844, 6138, 6433, 6728, 7022, 7316, 7611, 7905, 8200, 8494, 8787, 9083, 9377, 9672, 9965, 10259, 10555, 10848, 11143, 11437, 11733, 12026, 12320, 12615, 12908, 13204, 13498, 13793, 14086, 14382, 14676, 14969, 15264, 15559, 15854, 16147, 16441, 16736, 17030, 17325, 17619, 17913, 18208, 18503, 18797, 19090, 19385, 19680, 19974, 20268, 20562, 20858, 21151, 21446, 21740, 22035, 22329, 22623, 22917, 23211] + data0=[1.19*1.085*x*1.052 for x in data0] + 攻击次数 = 1 + + CD = 20.0 + 持续秒数 = 1.0 + 能量 = 140 + 最小值 = 60 + TP成长 = 0.10 + TP上限 = 5 + 硬直时长百分比 = 0.1 + + +class 技能8(职业主动技能): + 名称 = '超能旋风波' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + data0 = [0, 375, 414, 450, 488, 527, 565, 603, 641, 680, 718, 757, 793, 832, 870, 908, 946, 985, 1023, 1060, 1099, 1137, 1174, 1212, 1251, 1289, 1327, 1365, 1404, 1442, 1480, 1517, 1555, 1593, 1631, 1670, 1708, 1746, 1784, 1823, 1861, 1898, 1936, 1975, 2013, 2050, 2089, 2127, 2166, 2203, 2241, 2279, 2317, 2355, 2394, 2432, 2470, 2508, 2547, 2585, 2621, 2660, 2698, 2736, 2774, 2813, 2851, 2890, 2927, 2965, 3003] + data0=[1.13*1.085 *x*1.051 for x in data0] + + 攻击次数 = 1 + CD = 25.0 + 持续秒数 = 5.0 + 能量 = 140 + 最小值 = 4 + TP成长 = 0.10 + TP上限 = 5 + 硬直时长百分比 = 0 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.23 + elif x == 1: + self.倍率 *= 1.32 + + def 觉醒模式(self, x): + if x == 1: + 觉醒后能量消耗 = 46 + self.data0 = [int(x * 觉醒后能量消耗 / self.最小值) for x in self.data0] + self.最小值 = 觉醒后能量消耗 + + +class 技能9(职业主动技能): + 名称 = '风暴漩涡' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + data0 = [0, 1575, 1735, 1895, 2055, 2215, 2375, 2536, 2695, 2856, 3015, 3176, 3335, 3494, 3654, 3814, 3974, 4134, 4294, 4454, 4615, 4774, 4935, 5094, 5253, 5413, 5573, 5733, 5893, 6053, 6213, 6373, 6533, 6694, 6853, 7014, 7172, 7332, 7492, 7652, 7812, 7972, 8132, 8292, 8452, 8612, 8773, 8931, 9090, 9251, 9411, 9571, 9731, 9891, 10051, 10211, 10371, 10531, 10691, 10850, 11010, 11171, 11330, 11490, 11650, 11810, 11970, 12130, 12290, 12450, 12609] + data0=[1.101*1.085*x*1.05 for x in data0] + + 攻击次数 = 1 + + 能量 = 140 + 最小值 = 20 + CD = 25.0 + 持续秒数 = 5.0 + TP成长 = 0.10 + TP上限 = 5 + 硬直时长百分比 = 0 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.CD *= 0.85 + self.倍率 *= 1.22 + + def 觉醒模式(self, x): + if x == 1: + 觉醒后能量消耗 = 70 + self.data0 = [int(x * 觉醒后能量消耗 / self.最小值) for x in self.data0] + self.最小值 = 觉醒后能量消耗 + + +class 技能10(被动技能): + 名称 = '洞悉' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.025 + 0.02 * self.等级, 5) + + +class 技能11(职业主动技能): + 名称 = '末日虫洞' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 19 + # 行星碎片攻击力: + data0 = [0, 220, 255, 291, 326, 361, 397, 433, 467, 502, 537, 573, 608, 644, 679, 713, 749, 784, 819, 854, 891, 926, 960, 995, 1031, 1066, 1101, 1137, 1173, 1207, 1242, 1277, 1312, 1348, 1384, 1419, 1453, 1489, 1524, 1559, 1594, 1631, 1666, 1700, 1735, 1770, 1806, 1841, 1877, 1912, 1947, 1982, 2017, 2052, 2087, 2124, 2159, 2193, 2228, 2264, 2299, 2335, 2370, 2406, 2440, 2475, 2510, 2546, 2582, 2617, 2652] + # 虫洞大爆炸攻击力: + data1 = [0, 10778, 12497, 14215, 15934, 17651, 19371, 21089, 22807, 24525, 26242, 27962, 29681, 31398, 33117, 34835, 36554, 38272, 39991, 41708, 43428, 45145, 46864, 48582, 50300, 52019, 53738, 55455, 57174, 58892, 60611, 62329, 64047, 65765, 67485, 69202, 70921, 72638, 74358, 76077, 77794, 79512, 81231, 82950, 84668, 86387, 88104, 89822, 91542, 93260, 94978, 96696, 98415, 100134, 101851, 103570, 105288, 107007, 108725, 110444, 112161, 113881, 115598, 117317, 119035, 120753, 122472, 124191, 125908, 127627, 129347] + + + data0=[1.3*1.085*x*1.101 for x in data0] + data1=[1.3*1.085*x*1.101 for x in data1] + + 攻击次数 = 19 + 攻击次数1 = 1 + + CD = 45.0 + 持续秒数 = 3.0 + 能量 = 100 + 最小值 = 100 + TP成长 = 0.10 + TP上限 = 5 + 硬直时长百分比 = 0 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.20 + elif x == 1: + self.倍率 *= 1.28 + + +class 技能12(职业主动技能): + 名称 = '冰雪降临' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 16 + data0 = [ + int(1.0*1.085 * x) for x in [ + 0, 573, 664, 754, 846, 937, 1029, 1120, 1212, 1303, 1394, 1486, + 1577, 1669, 1760, 1851, 1943, 2034, 2126, 2217, 2308, 2400, 2491, + 2581, 2673, 2764, 2856, 2947, 3039, 3130, 3221, 3313, 3404, 3496, + 3587, 3678, 3770, 3861, 3953, 4044, 4135, 4227, 4318, 4410, 4500, + 4591, 4683, 4774, 4865, 4957, 5048, 5140, 5231, 5323, 5414, 5505, + 5597, 5688, 5780, 5871, 5962, 6054, 6145, 6237, 6327, 6418, 6510, + 6601, 6692, 6784, 6875 + ] + ] + + data0=[1.101*x*1.051 for x in data0] + + # 范围大小 1.2~1的倍率 + 倍率 = 1.2 + 攻击次数 = 21 + CD = 31.5 + 持续秒数 = 3.0 + 能量 = 100 + 最小值 = 50 + TP成长 = 0.10 + TP上限 = 5 + 硬直时长百分比 = 0 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + 能量消耗 = 2 + self.data0 = [int(x * 能量消耗 / self.最小值) for x in self.data0] + self.最小值 = 能量消耗 + self.倍率 *= 1.28 + self.持续秒数 = 0.5 + self.硬直时长百分比 = 0.15 + elif x == 1: + 能量消耗 = 2 + self.data0 = [int(x * 能量消耗 / self.最小值) for x in self.data0] + self.最小值 = 能量消耗 + self.倍率 *= 1.37 + self.持续秒数 = 0.5 + self.硬直时长百分比 = 0.15 + + +class 技能13(职业主动技能): + 名称 = '时空链接' + 所在等级 = 70 + 等级上限 = 60 + 基础等级 = 18 + data0 = [int(i*1.085) for i in[0, 823, 906, 990, 1074, 1156, 1240, 1324, 1407, 1491, 1575, 1658, 1742, 1824, 1908, 1992, 2075, 2159, 2243, 2327, 2409, 2493, 2576, 2660, 2744, 2827, 2911, 2995, 3077, 3161, 3245, 3328, 3412, 3496, 3579, 3663, 3745, 3829, 3913, 3996, 4080, 4164, 4247, 4331, 4414, 4497, 4581, 4665, 4748, 4832, 4916, 4998, 5082, 5165, 5249, 5333, 5417, 5500, 5584, 5666, 5750, 5834, 5917, 6001, 6085, 6168, 6252, 6335, 6418, 6502, 6586]] + 攻击次数 = 34 + CD = 54 + 持续秒数 = 5.0 + 能量 = 100 + 最小值 = 50 + TP成长 = 0.10 + TP上限 = 5 + 硬直时长百分比 = 0.05 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.24 + + elif x == 1: + self.倍率 *= 1.32 + + +class 技能14(被动技能): + 名称 = '创世之力' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22 + 0.02 * self.等级, 5) + + +class 技能15(职业主动技能): + 名称 = '时空禁制' + 所在等级 = 80 + 等级上限 = 60 + 基础等级 = 9 + # 多段攻击力: + data0 = [0, 779, 902, 1027, 1150, 1275, 1399, 1522, 1648, 1771, 1896, 2020, 2144, 2268, 2391, 2516, 2639, 2765, 2889, 3013, 3137, 3260, 3385, 3509, 3634, 3758, 3883, 4006, 4130, 4254, 4378, 4504, 4627, 4752, 4875, 4999, 5123, 5247, 5373, 5496, 5621, 5744, 5868, 5993, 6116, 6242, 6365, 6490, 6614, 6737, 6862, 6985, 7111, 7235, 7359, 7483, 7606, 7731, 7854, 7979, 8103, 8228, 8352, 8475, 8600, 8724, 8848, 8972, 9098, 9221, 9345] + # 最后一击爆炸攻击力: + data1 = [0, 23364, 27089, 30813, 34537, 38262, 41987, 45712, 49436, 53162, 56887, 60611, 64336, 68061, 71785, 75510, 79235, 82959, 86684, 90408, 94133, 97858, 101583, 105309, 109032, 112757, 116482, 120207, 123932, 127657, 131382, 135105, 138830, 142555, 146280, 150005, 153730, 157453, 161178, 164904, 168629, 172354, 176079, 179803, 183527, 187252, 190977, 194702, 198426, 202151, 205875, 209600, 213325, 217051, 220775, 224500, 228225, 231949, 235674, 239398, 243123, 246848, 250573, 254297, 258021, 261746, 265471, 269197, 272922, 276647, 280370] + + + + data0=[1.172*1.085*x*1.051 for x in data0] + data1=[1.172*1.085*x*1.051 for x in data1] + + 攻击次数 = 30 + 攻击次数1 = 1 + + CD = 45.0 + 持续秒数 = 7.0 + 能量 = 100 + 最小值 = 100 + 硬直时长百分比 = 0 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 0.5 * 2.74 + + +class 技能16(职业主动技能): + 名称 = '创世' + 备注 = '(直接爆炸)' + 所在等级 = 85 + 等级上限 = 60 + 基础等级 = 5 + # 基础 = 84924.00 + # 成长 = 25632.0 + + data0 = [0, 19457, 23968, 28479, 32992, 37503, 42016, 46527, 51040, 55551, 60063, 64574, 69087, 73598, 78110, 82621, 87134, 91645, 96157, 100668, 105182, 109693, 114205, 118717, 123229, 127740, 132252, 136764, 141276, 145787, 150299, 154811, 159323, 163834, 168348, 172858, 177371, 181882, 186395, 190906, 195418, 199929, 204442, 208953, 213465, 217976, 222489, 227000, 231513, 236023, 240537, 245048, 249560, 254071, 258584, 263095, 267607, 272119, 276631, 281142, 285654, 290166, 294678, 299189, 303702, 308214, 312726, 317237, 321749, 326261, 330773] + data0=[1.15*1.085*x*1.052 for x in data0] + + 攻击次数 = 6 + CD = 180.0 + 持续秒数 = 1 + 能量 = 100 + 最小值 = 100 + 硬直时长百分比 = 0 + +# class 技能17(被动技能): +# 名称 = '卓越之力' +# 所在等级 = 95 +# 等级上限 = 40 +# 基础等级 = 4 +# +# def 加成倍率(self, 武器类型): +# if self.等级 == 0: +# return 1.0 +# else: +# return round(1.18 + 0.02 * self.等级, 5) +# +# +# class 技能18(被动技能): +# 名称 = '超卓之心' +# 所在等级 = 95 +# 等级上限 = 11 +# 基础等级 = 1 +# +# def 加成倍率(self, 武器类型): +# if self.等级 == 0: +# return 1.0 +# else: +# return round(1.045 + 0.005 * self.等级, 5) +# +# +# class 技能19(被动技能): +# 名称 = '觉醒之抉择' +# 所在等级 = 100 +# 等级上限 = 40 +# 基础等级 = 2 +# 关联技能 = ['无'] +# +# def 加成倍率(self, 武器类型): +# if self.等级 == 0: +# return 1.0 +# else: +# return round(1.10 + 0.05 * self.等级, 5) + + +class 技能17(被动技能): + 名称 = '天工开物' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能18(职业主动技能): + 名称 = '创世之光' + + 所在等级 = 95 + 等级上限 = 60 + 基础等级 = 6 + # 基础 = 84924.00 + # 成长 = 25632.0 + data0 = [0, 108124, 119092, 130060, 141030, 151998, 162969, 173937, 184907, 195875, 206846, 217814, 228782, 239752, 250720, 261691, 272659, 283630, 294597, 305568, 316536, 327507, 338475, 349442, 360413, 371381, 382352, 393320, 404290, 415258, 426229, 437197, 448164, 459135, 470103, 481074, 492042, 503012, 513980, 524951, 535919, 546887, 557857, 568825, 579796, 590764, 601735, 612702, 623673, 634641, 645609, 656580, 667547, 678518, 689486, 700457, 711424, 722395, 733363, 744331, 755302, 766269, 777240, 788208, 799179, 810147, 821117, 832085, 843053, 854024, 864992] + + data0=[1.191*1.085*x*1.051 for x in data0] + + 攻击次数 = 1 + CD = 60.0 + 持续秒数 = 3.5 + 能量 = 100 + 最小值 = 100 + 硬直时长百分比 = 0 + +# def 加成倍率(self, 武器类型): +# return 0.0 + + +class 技能19(职业主动技能): + 名称 = '时之终末:归烬' + + 所在等级 = 100 + 等级上限 = 60 + 基础等级 = 2 + # 基础 = 84924.00 + # 成长 = 25632.0 + data0 = [0, 11978, 14756, 17533, 20311, 23089, 25866, 28644, 31421, 34199, 36977, 39754, 42532, 45309, 48087, 50865, 53642, 56420, 59197, 61975, 64753, 67530, 70308, 73085, 75863, 78640, 81418, 84196, 86973, 89751, 92528, 95306, 98084, 100861, 103639, 106416, 109194, 111972, 114749, 117527, 120304, 123082, 125859, 128637, 131415, 134192, 136970, 139747, 142525, 145303, 148080, 150858, 153635, 156413, 159191, 161968, 164746, 167523, 170301, 173078, 175856, 178634, 181411, 184189, 186966, 189744, 192522, 195299, 198077, 200854, 203632] + 攻击次数 = 9 + data1 = [0, 251545, 309874, 368203, 426533, 484862, 543191, 601520, 659849, 718180, 776509, 834838, 893168, 951497, 1009826, 1068155, 1126484, 1184815, 1243144, 1301473, 1359803, 1418132, 1476461, 1534790, 1593119, 1651450, 1709779, 1768108, 1826438, 1884767, 1943096, 2001425, 2059754, 2118085, 2176414, 2234743, 2293073, 2351402, 2409731, 2468060, 2526389, 2584720, 2643049, 2701378, 2759708, 2818037, 2876366, 2934695, 2993024, 3051353, 3109684, 3168013, 3226343, 3284672, 3343001, 3401330, 3459659, 3517990, 3576319, 3634648, 3692978, 3751307, 3809636, 3867965, 3926294, 3984623, 4042954, 4101283, 4159613, 4217942, 4276271] + 攻击次数1 = 1 + + data0=[1.191*1.085*x for x in data0] + data1=[1.191*1.085*x for x in data1] + + CD = 290 + 持续秒数 = 6 + 能量 = 100 + 最小值 = 100 + 硬直时长百分比 = 0 + + def 加成倍率(self, 武器类型): + return 0.0 + + +class 技能20(被动技能): + 名称 = '自我觉醒' + 所在等级 = 50 + 等级上限 = 1 + 基础等级 = 1 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 1.11 + + def 独立攻击力倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 1.11 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + + +缔造者一觉序号 = 16 +缔造者二觉序号 = 16 +缔造者三觉序号 = 19 + +缔造者护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 缔造者护石选项.append(i.名称) + +缔造者符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 1 and i.所在等级 <= 80 and i.是否有伤害 == 1: + 缔造者符文选项.append(i.名称) + + +class 职业属性(角色属性): + 实际名称 = '知源·缔造者' + 角色 = '缔造者' + 职业 = '缔造者' + + 武器选项 = ['魔杖', '法杖', '棍棒', '矛', '扫把'] + + 类型选择 = ['魔法固伤'] + + 类型 = '魔法固伤' + 防具类型 = '板甲' + 防具精通属性 = ['智力'] + + 主BUFF = 1.66 + + 远古记忆 = 0 + + 数据精算模式 = 0 + 觉醒模式 = 1 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 技能等级加成(self, 加成类型, minLv, maxLv, lv, 可变=0): + lv = int(lv) + + if self.装备描述 == 1: + if 加成类型 == "所有": + if minLv == maxLv: + return "Lv{} 技能等级+{}
".format(minLv, lv) + else: + return "Lv{}-{} 技能等级+{}
".format(minLv, maxLv, lv) + else: + if minLv == maxLv: + return "Lv{} 主动技能等级+{}
".format(minLv, lv) + else: + return "Lv{}-{} 主动技能等级+{}
".format(minLv, maxLv, lv) + else: + if self.远古记忆 > 0: + if minLv <= 15 and maxLv >= 15: + self.远古记忆 = min(20, self.远古记忆 + lv) + + for i in self.技能栏: + if i.所在等级 >= minLv and i.所在等级 <= maxLv: + if 加成类型 == '所有': + i.等级加成(lv) + if 可变 > 0: + self.变换词条[可变 - 1] = [ + 6, 2, 14 + (2 if 可变 > 1 else 4), 14 + (9 if 可变 > 1 else 17) + ] + return '' + + def 技能释放次数计算(self): + 技能释放次数 = [] + for i in self.技能栏: + modelchange = '觉醒模式' in dir(i) + if modelchange and self.觉醒模式 == 1: + # print('hello') + i.觉醒模式(1) + if i.是否有伤害 == 1: + if '/CD' in self.次数输入[self.技能序号[i.名称]]: + + 余数伤害时间 = ( + (int(i.能量 * + (1 + + (self.时间输入 * + (1 - i.硬直时长百分比)) / i.等效CD(self.武器类型, self.类型))) + - int( + int(i.能量 * + (1 + + (self.时间输入) / i.等效CD(self.武器类型, self.类型))) / + i.最小值) * i.最小值) / i.能量) * i.等效CD( + self.武器类型, self.类型) + 余数次数 = 0 + if 余数伤害时间 < i.持续秒数: + if 余数伤害时间 < 0.03: + 余数次数 = -1 + else: + 余数次数 = -1 + 余数伤害时间 / i.持续秒数 + else: + 余数次数 = 0 + if self.数据精算模式 == 1 and self.时间输入 != 1: + + 技能释放次数.append( + round( + int( + int(i.能量 * + (1 + (self.时间输入 * (1 - i.硬直时长百分比)) / + i.等效CD(self.武器类型, self.类型))) / i.最小值) + + 余数次数, 2)) + else: + 余数次数 = 0 + 技能释放次数.append( + round( + int( + int(i.能量 * + (1 + (self.时间输入 * (1 - i.硬直时长百分比)) / + i.等效CD(self.武器类型, self.类型))) / i.最小值) + + 余数次数, 2)) + + elif self.次数输入[self.技能序号[i.名称]] != '0': + 技能释放次数.append(round(float(self.次数输入[self.技能序号[i.名称]]), 2)) + else: + 技能释放次数.append(0) + else: + 技能释放次数.append(0) + + return self.技能释放次数解析(技能释放次数) + + +class 知源·缔造者(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 职业属性() + self.角色属性A = 职业属性() + self.角色属性B = 职业属性() + self.一觉序号 = 缔造者一觉序号 + self.二觉序号 = 缔造者二觉序号 + self.三觉序号 = 缔造者三觉序号 + self.护石选项 = deepcopy(缔造者护石选项) + self.符文选项 = deepcopy(缔造者符文选项) + + def 界面(self): + super().界面() + self.数据精算模式 = QCheckBox('数据精算模式', self.main_frame2) + self.数据精算模式.resize(100, 20) + self.数据精算模式.move(335, 490) + self.数据精算模式.setStyleSheet(复选框样式) + self.数据精算模式.setChecked(True) + + self.觉醒模式 = QCheckBox('觉醒模式', self.main_frame2) + self.觉醒模式.resize(100, 20) + self.觉醒模式.move(335, 520) + self.觉醒模式.setStyleSheet(复选框样式) + self.觉醒模式.setChecked(True) + + self.职业存档.append(('觉醒模式', self.觉醒模式, 0)) + self.职业存档.append(('数据精算模式', self.数据精算模式, 0)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + if self.数据精算模式.isChecked(): + 属性.数据精算模式 = 1 + else: + 属性.数据精算模式 = 0 + + if self.觉醒模式.isChecked(): + 属性.觉醒模式 = 1 + else: + 属性.觉醒模式 = 0 diff --git a/Characters/知源·血法师.py b/Characters/知源·血法师.py new file mode 100644 index 00000000..827a9b48 --- /dev/null +++ b/Characters/知源·血法师.py @@ -0,0 +1,512 @@ +from PublicReference.carry.base import * + +# class 职业主动技能(职业主动技能): +# def 等效CD(self, 武器类型): +# if 武器类型 == '矛': +# return round(self.CD / self.恢复 * 1.05, 1) + +class 职业主动技能(主动技能): + 技能施放时间 = 0.0 + 脱手 = 1 + data0 = [] + data1 = [] + data2 = [] + data3 = [] + data4 = [] + data5 = [] + data6 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + if len(self.data4) >= self.等级 and len(self.data4) > 0: + 等效倍率 += self.data4[self.等级] * self.攻击次数5 + if len(self.data5) >= self.等级 and len(self.data5) > 0: + 等效倍率 += self.data5[self.等级] * self.攻击次数6 + if len(self.data6) >= self.等级 and len(self.data6) > 0: + 等效倍率 += self.data6[self.等级] * self.攻击次数7 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + +class 技能0(被动技能): + 名称 = '鲜血融合' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + def 物理攻击力倍率进图(self, 武器类型): + if self.等级<= 10: + return round(1.00 + 0.01 * self.等级, 5) + else: + return round(0.90 + 0.02 *self.等级 , 5) + def 加成倍率(self, 武器类型): + if self.等级<= 10: + return round(1.00 + 0.01 * self.等级, 5) + else: + return round(0.90 + 0.02 *self.等级 , 5) + +class 技能1(被动技能): + 名称 = '血之共鸣' + 所在等级 = 20 + 等级上限 = 11 + 基础等级 = 1 + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.08 + 0.02 * self.等级, 5) + +class 技能2(被动技能): + 名称 = '血狱之力' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.105 + 0.015 * self.等级, 5) + +class 技能3(被动技能): + 名称 = '鲜血之殇' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22 + 0.02 * self.等级, 5) + +class 技能4(被动技能): + 名称 = '血源之眼' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + +class 技能5(职业主动技能): + 名称 = '血蝠之袭' + 所在等级= 15 + 等级上限 =60 + 基础等级 =46 + #基础 = 3072.95454545 + #成长 = 347.62237762 + CD = 5 + TP成长 = 0.10 + TP上限 = 5 + data0 = [ int(i*1.1*1.085) for i in [0, 228, 251, 275, 297, 321, 344, 367, 390, 414, 436, 460, 483, 506, 529, 553, 575, 599, 622, 645, 668, 692, 715, 738, 761, 785, 807, 831, 854, 877, 900, 924, 946, 970, 993, 1016, 1039, 1063, 1085, 1109, 1132, 1155, 1178, 1202, 1225, 1248, 1271, 1295, 1317, 1341, 1364, 1387, 1410, 1434, 1456, 1480, 1503, 1526, 1549, 1573, 1595, 1619, 1642, 1665, 1688, 1712, 1735, 1758, 1781, 1805, 1827]] + 攻击次数 = 15 + +class 技能6(职业主动技能): + 名称 = '血翼突击' + 所在等级= 15 + 等级上限 =60 + 基础等级 =46 + #基础 = 2329.84763635444 + #成长 = 263.1339020924 + data0 = [ int(i*1.192*1.085) for i in [0, 2594, 2857, 3120, 3383, 3646, 3909, 4173, 4436, 4699, 4962, 5225, 5488, 5751, 6015, 6278, 6541, 6804, 7067, 7330, 7594, 7857, 8120, 8383, 8646, 8909, 9173, 9436, 9699, 9962, 10225, 10488, 10752, 11015, 11278, 11541, 11804, 12067, 12331, 12594, 12857, 13120, 13383, 13646, 13910, 14173, 14436, 14699, 14962, 15225, 15488, 15752, 16015, 16278, 16541, 16804, 17067, 17331, 17594, 17857, 18120, 18383, 18646, 18910, 19173, 19436, 19699, 19962, 20225, 20489, 20752]] + CD = 5 + TP成长 = 0.10 + TP上限 = 5 + +class 技能7(职业主动技能): + 名称 = '鲜血长枪' + 所在等级= 20 + 等级上限 =60 + 基础等级 =43 + #基础 = 2993.1012727272 + #成长 = 337.716727272 + data0 = [ int(i*1.193*1.085*1.051) for i in [0, 1666, 1835, 2004, 2173, 2342, 2511, 2681, 2850, 3019, 3188, 3357, 3526, 3695, 3864, 4033, 4202, 4371, 4540, 4709, 4879, 5048, 5217, 5386, 5555, 5724, 5893, 6062, 6231, 6400, 6569, 6738, 6907, 7077, 7246, 7415, 7584, 7753, 7922, 8091, 8260, 8429, 8598, 8767, 8936, 9105, 9275, 9444, 9613, 9782, 9951, 10120, 10289, 10458, 10627, 10796, 10965, 11134, 11303, 11473, 11642, 11811, 11980, 12149, 12318, 12487, 12656, 12825, 12994, 13163, 13332]] + 攻击次数 = 2 + CD = 6 + TP成长 = 0.10 + TP上限 = 5 + +class 技能8(职业主动技能): + 名称 = '血蝠之舞' + 所在等级 =25 + 等级上限 =60 + 基础等级 =41 + #基础 = 3293.18181818 + #成长 = 372.58741259 + data0 = [ int(i*1.3*1.085*1.053) for i in [0, 122, 135, 147, 159, 172, 185, 196, 209, 222, 234, 246, 259, 271, 284, 296, 308, 321, 334, 345, 358, 371, 383, 395, 408, 420, 433, 445, 457, 470, 483, 495, 507, 520, 532, 545, 557, 569, 582, 595, 606, 619, 632, 644, 656, 669, 681, 694, 706, 718, 731, 744, 755, 768, 781, 793, 805, 818, 830, 843, 855, 867, 880, 893, 905, 917, 930, 942, 955, 967, 979]] + 攻击次数 = 30 + CD = 6 + TP成长 = 0.10 + TP上限 = 5 + +class 技能9(职业主动技能): + 名称 = '血腥狩猎' + 所在等级 =25 + 等级上限 =60 + 基础等级 =41 + #基础 = 4179 + #成长 = 472.5 + data0 = [ int(i*1.114*1.085*1.051) for i in [0, 931, 1025, 1120, 1214, 1309, 1403, 1498, 1592, 1687, 1781, 1876, 1970, 2065, 2159, 2254, 2348, 2443, 2537, 2632, 2726, 2821, 2915, 3010, 3104, 3199, 3293, 3388, 3482, 3577, 3671, 3766, 3860, 3955, 4049, 4144, 4238, 4333, 4427, 4522, 4616, 4711, 4805, 4900, 4994, 5089, 5183, 5278, 5372, 5467, 5561, 5656, 5750, 5845, 5939, 6034, 6128, 6223, 6317, 6412, 6506, 6601, 6695, 6790, 6884, 6979, 7073, 7168, 7262, 7357, 7451]] + 攻击次数 = 5 + CD = 8 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能10(职业主动技能): + 名称 = '狱血之犬' + 所在等级= 30 + 等级上限 =60 + 基础等级 =38 + #基础 = 4162.87878788 + #成长 = 470.76223776 + #咬住敌人时物理攻击力:% + data0 = [ int(i*1.192*1.085) for i in [0, 331, 365, 398, 432, 465, 499, 533, 566, 600, 634, 667, 701, 735, 768, 802, 835, 869, 902, 935, 969, 1003, 1036, 1070, 1104, 1137, 1171, 1205, 1238, 1272, 1305, 1339, 1373, 1406, 1440, 1474, 1507, 1541, 1575, 1608, 1642, 1675, 1709, 1743, 1776, 1810, 1844, 1877, 1911, 1945, 1978, 2012, 2045, 2079, 2113, 2145, 2179, 2213, 2246, 2280, 2314, 2347, 2381, 2415, 2448, 2482, 2515, 2549, 2583, 2616, 2650]] + #撕咬多段攻击物理攻击力:% + data1 = [ int(i*1.192*1.085) for i in [0, 331, 365, 398, 432, 465, 499, 533, 566, 600, 634, 667, 701, 735, 768, 802, 835, 869, 902, 935, 969, 1003, 1036, 1070, 1104, 1137, 1171, 1205, 1238, 1272, 1305, 1339, 1373, 1406, 1440, 1474, 1507, 1541, 1575, 1608, 1642, 1675, 1709, 1743, 1776, 1810, 1844, 1877, 1911, 1945, 1978, 2012, 2045, 2079, 2113, 2145, 2179, 2213, 2246, 2280, 2314, 2347, 2381, 2415, 2448, 2482, 2515, 2549, 2583, 2616, 2650]] + 攻击次数2 = 13 + CD = 10 + TP成长 = 0.10 + TP上限 = 5 + +class 技能11(职业主动技能): + 名称 = '狱血之牙' + 所在等级= 30 + 等级上限 =60 + 基础等级 =38 + #基础 = 5281.5666666 + #成长 = 596.353846154 + data0 = [ int(i*1.2*1.085) for i in [0, 5878, 6474, 7071, 7667, 8263, 8861, 9456, 10052, 10649, 11245, 11842, 12438, 13034, 13631, 14227, 14823, 15420, 16016, 16612, 17210, 17805, 18402, 18998, 19594, 20191, 20787, 21383, 21980, 22576, 23172, 23769, 24365, 24962, 25559, 26154, 26751, 27347, 27943, 28540, 29136, 29732, 30329, 30925, 31522, 32118, 32714, 33311, 33908, 34503, 35100, 35696, 36292, 36889, 37485, 38082, 38678, 39274, 39871, 40467, 41063, 41660, 42257, 42852, 43449, 44045, 44642, 45238, 45834, 46431, 47027]] + CD = 12 + TP成长 = 0.10 + TP上限 = 5 + 额外倍率 = 0 + 触发概率 = 0 + def 等效百分比(self, 武器类型): + return (1 + self.额外倍率 * self.触发概率) * super().等效百分比(武器类型) + +class 技能12(职业主动技能): + 名称 = '血腥炼狱' + 所在等级= 35 + 等级上限 =60 + 基础等级 =36 + #基础 = 9392.703939 + #成长 = 1061.7061888 + data0 = [ int(i*1.161*1.085*1.053) for i in [0, 1046, 1152, 1259, 1365, 1471, 1577, 1683, 1790, 1896, 2002, 2108, 2214, 2320, 2427, 2533, 2639, 2745, 2851, 2958, 3064, 3170, 3276, 3382, 3489, 3595, 3701, 3807, 3913, 4020, 4126, 4232, 4338, 4444, 4550, 4657, 4763, 4869, 4975, 5081, 5188, 5294, 5400, 5506, 5612, 5719, 5825, 5931, 6037, 6143, 6249, 6356, 6462, 6568, 6674, 6780, 6887, 6993, 7099, 7205, 7311, 7418, 7524, 7630, 7736, 7842, 7949, 8055, 8161, 8267, 8373]] + 攻击次数 = 10 + CD =18 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.2 + # self.基础 *= 1.2 + # self.成长 *= 1.2 + self.CD *= 0.9 + elif x == 1: + self.倍率 *= 1.29 + # self.基础 *= 1.29 + # self.成长 *= 1.29 + self.CD *= 0.9 + +class 技能13(职业主动技能): + 名称 = '噬魂囚笼' + 所在等级= 40 + 等级上限 =60 + 基础等级 =33 + #数组不正确,但仅体现在游戏数据中,计算器最终得出结果无异常 + #基础 = 12175.36181818/31*30 + #成长 = 1333.46433566/31*30 + data0 = [ int(i*1.193*1.085*1.051) for i in [0, 437, 481, 526, 570, 615, 659, 703, 748, 792, 837, 881, 925, 970, 1014, 1059, 1103, 1147, 1192, 1236, 1281, 1325, 1369, 1414, 1458, 1502, 1547, 1591, 1636, 1680, 1724, 1769, 1813, 1858, 1902, 1946, 1991, 2035, 2080, 2124, 2168, 2213, 2257, 2302, 2346, 2390, 2435, 2479, 2523, 2568, 2612, 2657, 2701, 2745, 2790, 2834, 2879, 2923, 2967, 3012, 3056, 3101, 3145, 3189, 3234, 3278, 3323, 3367, 3411, 3456, 3500]] + 攻击次数 = 30 + CD =20 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.2 + # self.基础 *= 1.2 + # self.成长 *= 1.2 + self.CD *= 0.82 + elif x == 1: + self.倍率 *= 1.29 + # self.基础 *= 1.29 + # self.成长 *= 1.29 + self.CD *= 0.82 + +class 技能14(职业主动技能): + 名称 = '狱血之噬' + 所在等级= 45 + 等级上限 =60 + 基础等级 =31 + #基础 = 23208.8198030 + #成长 = 2620.41055594 + #吸血物理攻击力:% + data0 = [ int(i*1.192*1.085*1.052) for i in [0, 25837, 28458, 31079, 33701, 36322, 38943, 41564, 44185, 46807, 49428, 52049, 54670, 57291, 59913, 62534, 65155, 67776, 70397, 73018, 75640, 78261, 80882, 83503, 86124, 88746, 91367, 93988, 96609, 99230, 101852, 104473, 107094, 109715, 112336, 114958, 117579, 120200, 122821, 125442, 128064, 130685, 133306, 135927, 138548, 141170, 143791, 146412, 149033, 151654, 154275, 156897, 159518, 162139, 164760, 167381, 170003, 172624, 175245, 177866, 180487, 183109, 185730, 188351, 190972, 193593, 196215, 198836, 201457, 204078, 206699]] + CD =40 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.2 + # self.基础 *= 1.2 + # self.成长 *= 1.2 + elif x == 1: + self.倍率 *= 1.28 + # self.基础 *= 1.28 + # self.成长 *= 1.28 + +class 技能15(职业主动技能): + 名称 = '伯爵之歌' + 所在等级= 50 + 等级上限 =60 + 基础等级 =12 + # 基础 = 46649 + # 成长 = 14081 + #多段物理攻击力:% + data0 = [ int(i*1.223*1.085) for i in [0, 3036, 3740, 4445, 5148, 5853, 6556, 7261, 7965, 8668, 9373, 10076, 10781, 11485, 12189, 12893, 13597, 14301, 15005, 15709, 16414, 17117, 17822, 18525, 19230, 19934, 20638, 21342, 22046, 22750, 23455, 24158, 24863, 25566, 26271, 26975, 27679, 28383, 29087, 29791, 30495, 105760, 107882, 110002, 112124, 114245, 116367, 118488, 120609, 122731, 124852, 126973, 129094, 131216, 133337, 135458, 137579, 139701, 141822, 143943, 146064, 148186, 150307, 152428, 154550, 156671, 158793, 160913, 163035, 165156, 167278]] + 攻击次数 = 14 + #最终一击物理攻击力:% + data1 = [ int(i*1.223*1.085) for i in [0, 18218, 22443, 26667, 30892, 35116, 39341, 43565, 47790, 52014, 56238, 60463, 64687, 68912, 73136, 77361, 81585, 85810, 90035, 94259, 98484, 102708, 106933, 111157, 115382, 119606, 123831, 128055, 132280, 136505, 140729, 144954, 149178, 153403, 157627, 161852, 166076, 170301, 174525, 178750, 182975, 105760, 107882, 110002, 112124, 114245, 116367, 118488, 120609, 122731, 124852, 126973, 129094, 131216, 133337, 135458, 137579, 139701, 141822, 143943, 146064, 148186, 150307, 152428, 154550, 156671, 158793, 160913, 163035, 165156, 167278]] + 攻击次数2 = 1 + CD = 145 + +class 技能16(职业主动技能): + 名称 = '魔仆召唤:狱犬' + 所在等级= 60 + 等级上限 =40 + 基础等级 =23 + #数组不正确,但仅体现在游戏数据中,计算器最终得出结果无异常 + #基础 = 18037.9022727225 + #成长 = 2037.774650352 + #多段物理攻击力:% + data0 = [ int(i*1.174*1.085) for i in [0, 956, 1053, 1150, 1247, 1344, 1441, 1538, 1635, 1732, 1829, 1926, 2023, 2120, 2217, 2314, 2412, 2509, 2606, 2703, 2800, 2897, 2994, 3091, 3188, 3285, 3382, 3479, 3576, 3673, 3770, 3867, 3964, 4061, 4158, 4255, 4352, 4449, 4546, 4643, 4740, 4837, 4934, 5031, 5129, 5226, 5323, 5420, 5517, 5614, 5711, 5808, 5905, 6002, 6099, 6196, 6293, 6390, 6487, 6584, 6681, 6778, 6875, 6972, 7069, 7166, 7263, 7360, 7457, 7554, 7651]] + 攻击次数 = 21 + CD =25 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.13 + # self.基础 *= 1.13 + # self.成长 *= 1.13 + self.CD *= 0.8 + elif x == 1: + self.倍率 *= 1.22 + # self.基础 *= 1.22 + # self.成长 *= 1.22 + self.CD *= 0.8 + +class 技能17(职业主动技能): + 名称 = '血翼绽放' + 所在等级= 70 + 等级上限 =40 + 基础等级 =18 + #基础 = 25260.95 + #成长 = 2852.003846153 + #蝙蝠群冲击波攻击力:% + data0 = [ int(i*1.265*1.085*1.053) for i in [0, 11245, 12386, 13527, 14667, 15808, 16949, 18090, 19231, 20372, 21512, 22653, 23794, 24935, 26076, 27217, 28358, 29498, 30639, 31780, 32921, 34062, 35203, 36343, 37484, 38625, 39766, 40907, 42048, 43188, 44329, 45470, 46611, 47752, 48893, 50034, 51174, 52315, 53456, 54597, 55738]] + #血气之翼物理攻击力:% + data1 = [ int(i*1.265*1.085*1.053) for i in [0, 16869, 18579, 20290, 22001, 23713, 25424, 27135, 28846, 30558, 32269, 33980, 35691, 37403, 39114, 40825, 42537, 44248, 45959, 47670, 49382, 51093, 52804, 54515, 56227, 57938, 59649, 61360, 63072, 64783, 66494, 68206, 69917, 71628, 73339, 75050, 76762, 78473, 80185, 81895, 83607]] + 攻击次数2 = 1 + CD =50 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.25 + # self.基础 *= 1.25 + # self.成长 *= 1.25 + elif x == 1: + self.倍率 *= 1.33 + # self.基础 *= 1.33 + # self.成长 *= 1.33 + +class 技能18(职业主动技能): + 名称 = '地狱冥犬' + 所在等级= 75 + 等级上限 =40 + 基础等级 =16 + #基础 = 30218.85 + #成长 = 5734.946153849 + #撕咬攻击力:% + data0 = [ int(i*1.227*1.085*1.05) for i in [0, 899, 1042, 1186, 1329, 1471, 1616, 1759, 1902, 2046, 2189, 2332, 2476, 2619, 2761, 2906, 3049, 3192, 3336, 3478, 3623, 3766, 3909, 4054, 4197, 4340, 4483, 4626, 4769, 4914, 5056, 5199, 5343, 5486, 5629, 5773, 5916, 6059, 6204, 6346, 6489, 6633, 6776, 6920, 7063, 7206, 7350, 7493, 7636, 7780, 7923, 8066, 8210, 8353, 8496, 8640, 8783, 8926, 9070, 9213, 9356, 9500, 9643, 9787, 9930, 10073, 10217, 10360, 10503, 10647, 10790]] + 攻击次数 = 20 + #冲向地面攻击力:% + data1 = [ int(i*1.227*1.085*1.05) for i in [0, 17984, 20851, 23718, 26586, 29453, 32320, 35188, 38055, 40922, 43789, 46655, 49522, 52390, 55257, 58124, 60992, 63859, 66726, 69594, 72461, 75327, 78194, 81061, 83928, 86796, 89663, 92530, 95398, 98265, 101132, 104000, 106866, 109732, 112600, 115467, 118334, 121202, 124069, 126936, 129804, 132670, 135538, 138405, 141272, 144139, 147006, 149873, 152740, 155608, 158475, 161342, 164209, 167076, 169943, 172811, 175678, 178545, 181412, 184279, 187146, 190013, 192881, 195748, 198615, 201482, 204349, 207216, 210084, 212951, 215818]] + 攻击次数2 = 1 + CD =30 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.29 + # self.基础 *= 1.29 + # self.成长 *= 1.29 + self.CD *= 0.9 + +class 技能19(职业主动技能): + 名称 = '死亡之握' + 所在等级= 80 + 等级上限 =40 + 基础等级 =13 + #基础 = 60756.9115151488 + #成长 = 6859.7572027936 + data0 = [ int(i*1.225*1.085*1.053) for i in [0, 67617, 74477, 81337, 88196, 95056, 101916, 108776, 115634, 122494, 129354, 136214, 143074, 149933, 156793, 163653, 170513, 177372, 184232, 191092, 197952, 204811, 211671, 218530, 225391, 232250, 239110, 245969, 252830, 259689, 266549, 273409, 280269, 287129, 293988, 300848, 307707, 314568, 321427, 328287, 335145]] + CD =50 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.34 + # self.基础 *= 1.34 + # self.成长 *= 1.34 + +class 技能20(职业主动技能): + 名称 = '血界彼岸' + 所在等级= 85 + 等级上限 =40 + 基础等级 =5 + #基础 = 108898.72 + #成长 = 32796.96 + #多段攻击力:% + data0 = [ int(i*1.223*1.085) for i in [0, 2052, 2527, 3003, 3479, 3955, 4430, 4906, 5382, 5858, 6334, 6810, 7286, 7760, 8236, 8712, 9188, 9663, 10140, 10615, 11091, 11566, 12043, 12518, 12994, 13470, 13946, 14421, 14897, 15373, 15849, 16324, 16801, 17276, 17752, 18228, 18704, 19180, 19655, 20132, 20607]] + 攻击次数 = 35 + #最终一击攻击力:% + data1 = [ int(i*1.223*1.085) for i in [0, 69761, 85938, 102115, 118291, 134468, 150644, 166821, 182998, 199175, 215351, 231528, 247705, 263881, 280058, 296234, 312411, 328588, 344764, 360941, 377117, 393294, 409471, 425648, 441823, 458000, 474178, 490354, 506531, 522707, 538884, 555061, 571238, 587414, 603590, 619768, 635944, 652121, 668297, 684473, 700651]] + 攻击次数2 = 1 + CD = 180 + +class 技能21(职业主动技能): + 名称 = '血翼蔽空' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + data0 = [ int(i*1.186*1.085*1.052) for i in [0, 116057, 127831, 139604, 151378, 163152, 174926, 186700, 198474, 210248, 222022, 233796, 245570, 257344, 269117, 280891, 292665, 304439, 316213, 327987, 339761, 351535, 363309, 375083, 386857, 398630, 410404, 422178, 433952, 445726, 457500, 469274, 481048, 492822, 504596, 516370, 528144, 539917, 551691, 563465, 575239, 587013, 598787, 610561, 622335, 634109, 645883, 657657, 669430, 681204, 692978, 704752, 716526, 728300, 740074, 751848, 763622, 775396, 787170, 798943, 810717, 822491, 834265, 846039, 857813, 869587, 881361, 893135, 904909, 916683, 928456]] + CD = 60.0 + +class 技能22(职业主动技能): + 名称 = '血域帷幕·陨灭' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + data0 = [ int(i*1.192*1.085) for i in [0, 40404, 49773, 59142, 68512, 77881, 87250, 96619, 105988, 115357, 124727, 134096, 143465, 152834, 162203, 171573, 180942, 190311, 199680, 209049, 218418, 227788, 237157, 246526, 255895, 265264, 274634, 284003, 293372, 302741, 312110, 321479, 330849, 340218, 349587, 358956, 368325, 377694, 387064, 396433, 405802, 415171, 424540, 433910, 443279, 452648, 462017, 471386, 480755, 490125, 499494, 508863, 518232, 527601, 536970, 546340, 555709, 565078, 574447, 583816, 593186, 602555, 611924, 621293, 630662, 640031, 649401, 658770, 668139, 677508, 686877]] + + data1 = [ int(i*1.192*1.085) for i in [0, 4040, 4977, 5914, 6851, 7788, 8725, 9661, 10598, 11535, 12472, 13409, 14346, 15283, 16220, 17157, 18094, 19031, 19968, 20904, 21841, 22778, 23715, 24652, 25589, 26526, 27463, 28400, 29337, 30274, 31211, 32147, 33084, 34021, 34958, 35895, 36832, 37769, 38706, 39643, 40580, 41517, 42454, 43390, 44327, 45264, 46201, 47138, 48075, 49012, 49949, 50886, 51823, 52760, 53697, 54634, 55570, 56507, 57444, 58381, 59318, 60255, 61192, 62129, 63066, 64003, 64940, 65877, 66813, 67750, 68687]] + data2 = [ int(i*1.192*1.085) for i in [0, 282832, 348416, 414000, 479584, 545168, 610753, 676337, 741921, 807505, 873090, 938674, 1004258, 1069842, 1135427, 1201011, 1266595, 1332179, 1397764, 1463348, 1528932, 1594516, 1660100, 1725685, 1791269, 1856853, 1922437, 1988022, 2053606, 2119190, 2184774, 2250359, 2315943, 2381527, 2447111, 2512696, 2578280, 2643864, 2709448, 2775033, 2840617, 2906201, 2971785, 3037369, 3102954, 3168538, 3234122, 3299706, 3365291, 3430875, 3496459, 3562043, 3627628, 3693212, 3758796, 3824380, 3889965, 3955549, 4021133, 4086717, 4152301, 4217886, 4283470, 4349054, 4414638, 4480223, 4545807, 4611391, 4676975, 4742560, 4808144]] + 攻击次数 = 1 + 攻击次数2 = 20 + 攻击次数3 = 1 + CD = 290.0 + + def 加成倍率(self, 武器类型): + return 0.0 + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +知源·血法师一觉序号 = 0 +知源·血法师二觉序号 = 0 +知源·血法师三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 知源·血法师一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 知源·血法师二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 知源·血法师三觉序号 = 技能序号[i.名称] + +知源·血法师护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 知源·血法师护石选项.append(i.名称) + +知源·血法师符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 知源·血法师符文选项.append(i.名称) + +class 知源·血法师角色属性(角色属性): + + 实际名称 = '知源·血法师' + 角色 = '魔法师(男)' + 职业 = '血法师' + + 武器选项 = ['矛'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '皮甲' + 防具精通属性 = ['力量'] + + 狱血之牙触发概率 = 0 + + 主BUFF = 1.97 + + def 被动倍率计算(self): + if equ.get_equ_by_name(self.装备栏[11]).名称 == '歼灵灭魂矛': + self.技能栏[self.技能序号['狱血之牙']].触发概率 = self.狱血之牙触发概率 + super().被动倍率计算() + + def __init__(self): + 基础属性输入(self) + self.技能栏= deepcopy(技能列表) + self.技能序号= deepcopy(技能序号) + +class 知源·血法师(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 知源·血法师角色属性() + self.角色属性A = 知源·血法师角色属性() + self.角色属性B = 知源·血法师角色属性() + self.一觉序号 = 知源·血法师一觉序号 + self.二觉序号 = 知源·血法师二觉序号 + self.三觉序号 = 知源·血法师三觉序号 + self.护石选项 = deepcopy(知源·血法师护石选项) + self.符文选项 = deepcopy(知源·血法师符文选项) + + def 界面(self): + super().界面() + self.狱血之牙概率=MyQComboBox(self.main_frame2) + self.狱血之牙概率.resize(130,20) + self.狱血之牙概率.move(320,450) + for i in range(11): + self.狱血之牙概率.addItem('歼灵灭魂矛:' + str(i * 10) + '%') + self.狱血之牙概率.setCurrentIndex(1) + + self.职业存档.append(('狱血之牙概率', self.狱血之牙概率, 1)) + + def 输入属性(self, 属性, x = 0): + super().输入属性(属性, x) + 属性.狱血之牙触发概率 = round(self.狱血之牙概率.currentIndex() / 10, 2) diff --git a/Characters/知源·逐风者.py b/Characters/知源·逐风者.py new file mode 100644 index 00000000..542dd8c2 --- /dev/null +++ b/Characters/知源·逐风者.py @@ -0,0 +1,520 @@ +from PublicReference.carry.base import * + +class 职业主动技能(主动技能): + 技能施放时间 = 0.0 + 脱手 = 1 + data0 = [] + data1 = [] + data2 = [] + data3 = [] + data4 = [] + data5 = [] + data6 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + if len(self.data4) >= self.等级 and len(self.data4) > 0: + 等效倍率 += self.data4[self.等级] * self.攻击次数5 + if len(self.data5) >= self.等级 and len(self.data5) > 0: + 等效倍率 += self.data5[self.等级] * self.攻击次数6 + if len(self.data6) >= self.等级 and len(self.data6) > 0: + 等效倍率 += self.data6[self.等级] * self.攻击次数7 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + +class 技能0(被动技能): + 名称 = '疾风之棍棒精通' + 所在等级 = 15 + 等级上限 = 30 + 基础等级 = 20 + 冷却关联技能 = ['所有'] + 非冷却关联技能 = ['万象风龙阵','无限风域','风之极·永坠'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + if self.等级 <= 20: + return round(1.00 + 0.01 * self.等级, 5) + else: + return round(0.80 + 0.02 * self.等级, 5) + + def 物理攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 0.9 + + +class 技能1(被动技能): + 名称 = '御风之力' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.025 + 0.02 * self.等级, 5) + + +class 技能2(被动技能): + 名称 = '风神诀' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22 + 0.02 * self.等级, 5) + + +class 技能3(被动技能): + 名称 = '初始之风' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能4(被动技能): + 名称 = '风之意志' + 所在等级 = 30 + 等级上限 = 15 + 基础等级 = 5 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.025+0.015*self.等级, 5) + + +class 技能5(职业主动技能): + 名称 = '狂风冲刺' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + data0 = [int(x*1.0*1.085) for x in [0, 309, 341, 373, 404, 436, 466, 499, 531, 563, 593, 625, 658, 688, 720, 750, 782, 812, 845, 877, 909, 939, 972, 1004, 1035, 1066, 1097, 1130, 1161, 1192, 1224, 1256, 1285, 1318, 1350, 1381, 1412, 1443, 1476, 1508, 1538, 1570, 1603, 1633, 1665, 1697, 1728, 1760, 1790, 1822, 1854, 1884, 1916, 1949, 1980, 2011, 2043, 2075, 2106, 2138, 2169, 2201, 2231, 2264, 2296, 2326, 2357, 2388, 2421, 2453, 2484]] + # 打满是9次,操作有点反人类,常规6次 + 攻击次数 = 6 + CD = 5 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能6(职业主动技能): + 名称 = '回风斩' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + # hit 4 + #风击物理攻击力:% + data0 = [int(x*1.0*1.085) for x in [0, 690, 760, 830, 900, 971, 1041, 1110, 1181, 1250, 1321, 1390, 1461, 1532, 1600, 1671, 1741, 1811, 1881, 1951, 2022, 2091, 2161, 2231, 2302, 2372, 2442, 2512, 2581, 2652, 2721, 2792, 2863, 2932, 3003, 3071, 3142, 3212, 3282, 3353, 3423, 3493, 3562, 3632, 3703, 3773, 3843, 3913, 3984, 4052, 4123, 4193, 4263, 4334, 4403, 4474, 4543, 4613, 4684, 4753, 4824, 4894, 4964, 5035, 5104, 5174, 5244, 5314, 5384, 5455, 5525]] + 攻击次数 = 4 + CD = 5.5 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能7(职业主动技能): + 名称 = '朔风牵引' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + #逆风物理攻击力:% + data0 = [int(x*1.0*1.085) for x in [0, 438, 481, 528, 572, 617, 662, 707, 750, 794, 839, 884, 928, 972, 1018, 1062, 1107, 1151, 1196, 1240, 1285, 1328, 1375, 1419, 1464, 1507, 1551, 1596, 1640, 1686, 1730, 1775, 1819, 1865, 1909, 1953, 1997, 2043, 2087, 2130, 2176, 2221, 2266, 2309, 2353, 2398, 2443, 2487, 2531, 2577, 2621, 2666, 2710, 2755, 2799, 2844, 2889, 2934, 2978, 3023, 3068, 3110, 3155, 3199, 3245, 3289, 3334, 3378, 3424, 3468, 3512]] + # 原作者做的是6hit,测试是9hit + 攻击次数 = 9 + CD = 10 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能8(职业主动技能): + 名称 = '风鸣冲击' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + #爆炸物理攻击力:% + data0 = [int(x*1.0*1.085) for x in [0, 5232, 5765, 6294, 6826, 7357, 7886, 8417, 8949, 9480, 10011, 10541, 11073, 11603, 12135, 12666, 13196, 13727, 14258, 14789, 15319, 15851, 16381, 16913, 17444, 17973, 18504, 19036, 19567, 20097, 20628, 21160, 21690, 22222, 22752, 23283, 23814, 24346, 24875, 25408, 25938, 26469, 27000, 27532, 28060, 28592, 29123, 29654, 30184, 30715, 31247, 31777, 32309, 32839, 33370, 33901, 34433, 34962, 35494, 36025, 36556]] + CD = 8.5 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能9(职业主动技能): + 名称 = '游离之风' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + #旋风物理攻击力:% + data0 = [int(x*1.0*1.085) for x in [0, 967, 1065, 1163, 1261, 1359, 1457, 1555, 1655, 1751, 1851, 1947, 2047, 2145, 2243, 2342, 2439, 2538, 2635, 2734, 2831, 2930, 3028, 3126, 3224, 3322, 3420, 3518, 3618, 3714, 3814, 3912, 4010, 4108, 4206, 4304, 4402, 4500, 4599, 4696, 4795, 4892, 4991, 5089, 5187, 5286, 5383, 5483, 5579, 5679, 5775, 5875, 5973, 6071, 6169, 6267, 6366, 6463, 6562, 6659, 6758, 6856, 6954, 7052, 7150, 7248, 7346, 7444, 7544, 7640, 7740]] + 攻击次数 = 4 + CD = 6.7 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能10(职业主动技能): + 名称 = '双翼风刃' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + #旋风物理攻击力:% + data0 = [int(x*1.0*1.085) for x in [0, 1939, 2136, 2333, 2529, 2726, 2923, 3119, 3317, 3514, 3710, 3907, 4104, 4300, 4497, 4694, 4891, 5088, 5285, 5481, 5678, 5875, 6071, 6268, 6466, 6662, 6859, 7056, 7252, 7449, 7645, 7842, 8040, 8237, 8433, 8630, 8827, 9023, 9220, 9416, 9614, 9811, 10008, 10204, 10401, 10597, 10794, 10991, 11189, 11385, 11582, 11778, 11975, 12172, 12368, 12565, 12763, 12960, 13156, 13353, 13549]] + 攻击次数 = 4 + CD = 14 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能11(职业主动技能): + 名称 = '风暴之眼' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + #风暴物理攻击力:% + data0 = [int(x*1.0*1.085) for x in [0, 7911, 8711, 9516, 10318, 11121, 11923, 12725, 13528, 14330, 15132, 15936, 16738, 17541, 18343, 19145, 19948, 20750, 21553, 22356, 23157, 23962, 24762, 25567, 26368, 27171, 27973, 28776, 29578, 30381, 31182, 31987, 32787, 33592, 34393, 35196, 35998, 36801, 37604, 38406, 39210, 40012, 40815, 41616, 42420, 43221, 44025, 44826, 45629, 46431, 47234, 48037, 48840, 49641, 50445, 51246, 52050, 52851, 53654, 54457, 55259]] + CD = 16 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.28 + self.CD *= 0.90 + elif x == 1: + self.倍率 *= 1.28 + 0.09 + self.CD *= 0.90 + + +class 技能12(职业主动技能): + 名称 = '刃风' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + #第1击攻击力:% + data0 = [int(x*1.0*1.085) for x in [0, 1889, 2081, 2273, 2464, 2656, 2848, 3039, 3231, 3423, 3614, 3807, 3999, 4190, 4382, 4574, 4765, 4957, 5149, 5340, 5532, 5723, 5915, 6107, 6298, 6490, 6683, 6873, 7066, 7258, 7449, 7641, 7833, 8024, 8216, 8408, 8599, 8791, 8983, 9174, 9366, 9559, 9750, 9942, 10134, 10325, 10517, 10708, 10900, 11092, 11283, 11475, 11667, 11858, 12050, 12243, 12433, 12626, 12818, 13009, 13201]] + 攻击次数 = 1 + #第2击攻击力:% + data1 = [int(x*1.0*1.085) for x in [0, 2329, 2564, 2800, 3037, 3273, 3509, 3746, 3982, 4217, 4454, 4690, 4927, 5163, 5399, 5636, 5872, 6107, 6344, 6580, 6817, 7053, 7289, 7526, 7762, 7997, 8234, 8470, 8707, 8943, 9179, 9416, 9651, 9887, 10124, 10360, 10597, 10833, 11069, 11306, 11541, 11777, 12014, 12250, 12487, 12723, 12959, 13196, 13431, 13667, 13904, 14140, 14376, 14613, 14849, 15084, 15321, 15557, 15794, 16030, 16266]] + 攻击次数2 = 1 + #空中切割攻击力:% + data2 = [int(x*1.0*1.085) for x in [0, 1163, 1282, 1399, 1518, 1636, 1755, 1872, 1990, 2109, 2226, 2345, 2463, 2581, 2699, 2817, 2935, 3053, 3172, 3289, 3408, 3526, 3643, 3762, 3880, 3999, 4116, 4235, 4353, 4471, 4589, 4707, 4825, 4943, 5062, 5179, 5298, 5416, 5533, 5652, 5770, 5889, 6006, 6125, 6243, 6360, 6479, 6597, 6715, 6833, 6952, 7069, 7187, 7306, 7423, 7542, 7660, 7779, 7896, 8014, 8133]] + 攻击次数3 = 1 + #地上切割攻击力:% + data3 = [int(x*1.0*1.085) for x in [0, 1746, 1923, 2100, 2277, 2455, 2632, 2809, 2986, 3163, 3340, 3518, 3695, 3872, 4049, 4226, 4403, 4580, 4758, 4935, 5112, 5289, 5466, 5643, 5822, 5999, 6176, 6353, 6530, 6707, 6884, 7062, 7239, 7416, 7593, 7770, 7947, 8125, 8302, 8479, 8656, 8833, 9010, 9187, 9365, 9542, 9719, 9896, 10073, 10250, 10427, 10605, 10782, 10959, 11136, 11313, 11490, 11669, 11846, 12023, 12200]] + 攻击次数4 = 1 + #凝缩爆炸攻击力:% + data4 = [int(x*1.0*1.085) for x in [0, 4394, 4841, 5287, 5732, 6178, 6624, 7071, 7516, 7962, 8408, 8853, 9299, 9746, 10191, 10637, 11083, 11530, 11975, 12421, 12867, 13312, 13758, 14205, 14651, 15096, 15542, 15988, 16433, 16880, 17326, 17772, 18217, 18663, 19110, 19555, 20001, 20447, 20893, 21338, 21785, 22231, 22676, 23122, 23568, 24015, 24460, 24906, 25352, 25797, 26244, 26690, 27136, 27581, 28027, 28474, 28919, 29365, 29811, 30257, 30702]] + 攻击次数5 = 1 + CD = 18 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能13(职业主动技能): + 名称 = '真空旋风破' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + #龙卷风物理攻击力:% + data0 = [int(x*1.0*1.085) for x in [0, 703, 775, 847, 919, 990, 1062, 1133, 1205, 1276, 1348, 1420, 1490, 1563, 1634, 1705, 1776, 1848, 1919, 1992, 2064, 2135, 2206, 2276, 2348, 2419, 2492, 2564, 2635, 2706, 2777, 2850, 2921, 2993, 3063, 3135, 3207, 3278, 3350, 3421, 3494, 3565, 3637, 3707, 3778, 3850, 3921, 3994, 4065, 4137, 4207, 4279, 4350, 4423, 4495, 4566, 4637, 4707, 4780, 4851, 4923]] + #爆炸物理攻击力:% + data1 = [int(x*1.0*1.085) for x in [0, 5638, 6209, 6782, 7354, 7925, 8498, 9070, 9643, 10214, 10786, 11358, 11931, 12502, 13076, 13647, 14218, 14790, 15361, 15935, 16506, 17079, 17651, 18224, 18795, 19366, 19939, 20511, 21083, 21654, 22228, 22799, 23370, 23941, 24515, 25087, 25659, 26232, 26804, 27376, 27947, 28519, 29091, 29663, 30234, 30808, 31380, 31951, 32522, 33096, 33667, 34240, 34811, 35385, 35956, 36526, 37099, 37671, 38244, 38815, 39389]] + 攻击次数 = 8 + 攻击次数2 = 1 + CD = 25 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.085 + self.CD *= 0.8 + elif x == 1: + self.倍率 *= 1.175 + self.CD *= 0.8 + + +class 技能14(职业主动技能): + 名称 = '风暴之拳' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + #重拳物理攻击力:% + data0 = [int(x*1.0*1.085) for x in [0, 17425, 19192, 20958, 22727, 24495, 26262, 28030, 29797, 31565, 33334, 35100, 36868, 38635, 40404, 42171, 43939, 45705, 47476, 49241, 51009, 52778, 54543, 56314, 58081, 59848, 61615, 63384, 65151, 66919, 68686, 70454, 72223, 73989, 75757, 77523, 79292, 81062, 82827, 84596, 86364, 88132, 89899, 91666, 93434, 95202, 96969, 98737, 100503, 102272, 104040, 105807, 107575, 109343, 111110, 112878, 114645, 116414, 118182, 119949, 121717]] + #风暴多段攻击力:% + data1 = [int(x*1.0*1.085) for x in [0, 1493, 1644, 1796, 1948, 2099, 2251, 2402, 2553, 2704, 2857, 3008, 3158, 3311, 3463, 3615, 3765, 3917, 4068, 4221, 4373, 4522, 4675, 4826, 4979, 5129, 5281, 5432, 5585, 5736, 5886, 6038, 6190, 6341, 6493, 6645, 6796, 6947, 7098, 7251, 7402, 7552, 7705, 7856, 8009, 8160, 8311, 8462, 8615, 8766, 8916, 9069, 9220, 9373, 9521, 9675, 9826, 9979, 10131, 10280, 10432]] + 攻击次数 = 1 + 攻击次数2 = 5 + CD = 45 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] # 不确定对不对 + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.22 + elif x == 1: + self.倍率 *= 1.295 + + +class 技能15(职业主动技能): + 名称 = '万象风龙阵' + 所在等级 = 50 + 等级上限 = 60 + 基础等级 = 12 + #飓风物理攻击力:% + data0 = [int(x*1.0*1.085) for x in [0, 496, 611, 726, 842, 956, 1072, 1187, 1303, 1561, 1687, 1815, 1939, 2063, 2193, 2320, 2445, 2574, 2698, 2826, 2954, 3079, 3209, 3334, 3460, 3586, 3713, 3842, 3969, 4094, 4221, 4347, 4475, 4602, 4727, 4856, 4980, 5107, 5236, 5361, 5488]] + #飓风爆炸攻击力:% + data1 = [int(x*1.0*1.085) for x in [0, 8940, 11015, 13089, 15163, 17235, 19309, 21383, 23456, 28083, 30366, 32643, 34926, 37206, 39487, 41769, 44052, 46330, 48611, 50893, 53175, 55455, 57736, 60018, 62298, 64578, 66861, 69140, 71422, 73702, 75984, 78266, 80545, 82826, 85107, 87388, 89667, 91949, 94231, 96511, 98793]] + 攻击次数 = 56 + 攻击次数2 = 4 + CD = 145 + + +class 技能16(职业主动技能): + 名称 = '疾风瞬影闪' + 所在等级 = 60 + 等级上限 = 60 + 基础等级 = 23 + #风之剑物理攻击力:% + data0 = [int(x*1.0*1.085) for x in [0, 2586, 2849, 3111, 3375, 3636, 3897, 4161, 4423, 4687, 4948, 5211, 5474, 5735, 5998, 6260, 6524, 6786, 7048, 7310, 7573, 7836, 8097, 8360, 8622, 8886, 9148, 9409, 9672, 9935, 10198, 10460, 10721, 10986, 11247, 11509, 11772, 12034, 12296, 12559, 12821]] + 攻击次数 = 8 + CD = 30 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.18 + elif x == 1: + self.倍率 *= 1.18 + 0.09 + + +class 技能17(职业主动技能): + 名称 = '风卷残云' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + # 10+1 + #风暴物理攻击力:% + data0 = [int(i*1.085) for i in [0, 2398, 2642, 2885, 3128, 3372, 3615, 3858, 4102, 4345, 4588, 4832, 5075, 5318, 5562, 5805, 6049, 6292, 6535, 6779, 7022, 7265, 7509, 7752, 7995, 8239, 8482, 8725, 8969, 9212, 9455, 9699, 9943, 10185, 10429, 10673, 10915, 11159, 11403, 11645, 11889]] + #爆炸物理攻击力:% + data1 = [int(i*1.085) for i in [0, 7995, 8806, 9618, 10429, 11240, 12052, 12863, 13674, 14485, 15296, 16107, 16918, 17730, 18541, 19352, 20164, 20975, 21785, 22596, 23408, 24219, 25030, 25842, 26653, 27464, 28275, 29086, 29897, 30708, 31520, 32331, 33142, 33954, 34765, 35575, 36387, 37198, 38009, 38820, 39632]] + 攻击次数 = 10 + 攻击次数2 = 1 + CD = 50 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] # 不确定是加算还是乘算 + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.22 + elif x == 1: + self.倍率 *= 1.22 + 0.08 + + +class 技能18(职业主动技能): + 名称 = '游龙惊风破' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + # 12+1 + #多段物理攻击力:% + data0 = [int(x*1.0*1.085) for x in [0, 2078, 2289, 2500, 2711, 2921, 3132, 3344, 3554, 3765, 3975, 4187, 4398, 4609, 4819, 5029, 5241, 5452, 5663, 5873, 6085, 6295, 6506, 6717, 6927, 7139, 7349, 7561, 7772, 7982, 8193, 8403, 8615, 8826, 9037, 9247, 9458, 9669, 9880, 10091, 10301]] + #爆炸物理攻击力:% + data1 = [int(x*1.0*1.085) for x in [0, 34271, 37748, 41225, 44701, 48177, 51656, 55132, 58608, 62086, 65562, 69038, 72517, 75993, 79469, 82946, 86423, 89899, 93377, 96854, 100331, 103807, 107283, 110761, 114238, 117714, 121192, 124668, 128144, 131623, 135099, 138575, 142053, 145529, 149005, 152484, 155960, 159436, 162913, 166390, 169866]] + 攻击次数 = 12 + 攻击次数2 = 1 + CD = 40 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.26 + + +class 技能19(职业主动技能): + 名称 = '九霄风雷' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + # 14+1 + # 低于100攻速且立即落地时,存在丢hit情况,hit数11-13 + # 携带CP后不存在丢hit + #多段物理攻击力:% + data0 = [int(x*1.0*1.085) for x in [0, 2023, 2227, 2435, 2639, 2845, 3050, 3255, 3461, 3667, 3871, 4077, 4282, 4487, 4693, 4897, 5103, 5309, 5513, 5719, 5925, 6129, 6335, 6541, 6745, 6951, 7156, 7361, 7567, 7771, 7977, 8183, 8388, 8594, 8799, 9003, 9209, 9414, 9620, 9826, 10030]] + #爆炸物理攻击力:% + data1 = [int(x*1.0*1.085) for x in [0, 42498, 46809, 51121, 55434, 59744, 64054, 68368, 72678, 76990, 81302, 85613, 89924, 94236, 98548, 102859, 107170, 111481, 115793, 120106, 124416, 128726, 133040, 137350, 141660, 145974, 150285, 154596, 158908, 163220, 167530, 171842, 176153, 180465, 184776, 189088, 193398, 197712, 202022, 206332, 210646]] + 攻击次数 = 14 + 攻击次数2 = 1 + CD = 45 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.27 + self.CD *= 0.89 + + +class 技能20(职业主动技能): + 名称 = '无限风域' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + #狂风物理攻击力:% + data0 = [int(x*1.0*1.085) for x in [0, 14403, 17744, 21083, 24424, 27764, 31103, 34443, 37783, 41122, 44463, 47803, 51143, 54483, 57824, 61162, 64503, 67843, 71183, 74523, 77863, 81202, 84543, 87883, 91224, 94562, 97903, 101243, 104582, 107923, 111264, 114603, 117942, 121283, 124622, 127962, 131302, 134642, 137982, 141323, 144662]] + #飞行攻击物理攻击力:% + data1 = [int(x*1.0*1.085) for x in [0, 5402, 6652, 7905, 9160, 10410, 11662, 12915, 14169, 15420, 16674, 17925, 19177, 20432, 21684, 22935, 24189, 25442, 26694, 27947, 29198, 30449, 31704, 32956, 34208, 35461, 36712, 37966, 39219, 40471, 41724, 42976, 44229, 45482, 46734, 47985, 49240, 50491, 51743, 52996, 54248]] + 攻击次数2 = 8 + #最后刺击物理攻击力:% + data2 = [int(x*1.0*1.085) for x in [0, 28806, 35486, 42168, 48846, 55526, 62206, 68886, 75568, 82248, 88926, 95605, 102286, 108966, 115647, 122326, 129006, 135686, 142366, 149046, 155726, 162406, 169086, 175766, 182446, 189125, 195806, 202486, 209167, 215846, 222525, 229206, 235886, 242566, 249247, 255925, 262605, 269286, 275966, 282645, 289326]] + 攻击次数3 = 1 + #最后爆炸物理攻击力:% + data3 = [int(x*1.0*1.085) for x in [0, 57614, 70975, 84333, 97694, 111055, 124414, 137774, 151134, 164494, 177853, 191214, 204574, 217933, 231294, 244653, 258014, 271374, 284733, 298094, 311452, 324812, 338174, 351534, 364892, 378252, 391614, 404971, 418332, 431694, 445051, 458412, 471772, 485131, 498492, 511852, 525212, 538571, 551932, 565292, 578651]] + 攻击次数4 = 1 + # 1+8+1+1 + CD = 180 + + +class 技能21(职业主动技能): + 名称 = '怒风狂涌' + 所在等级 = 95 + 等级上限 = 11 + 基础等级 = 6 + data0 = [int(i*1.085) for i in [0, 3788, 4172, 4557, 4941, 5324, 5708, 6094, 6478, 6862, 7246, 7631, 8015, 8399, 8783, 9168, 9553, 9937, 10321, 10706, 11090, 11473, 11857, 12242, 12626, 13011, 13395, 13780, 14164, 14548, 14933, 15317, 15701, 16085, 16471, 16855, 17239, 17622, 18007, 18391, 18775]] + 攻击次数 = 6 + data1 = [int(i*1.085) for i in [0, 8523, 9388, 10253, 11117, 11981, 12847, 13711, 14575, 15440, 16305, 17170, 18035, 18899, 19765, 20629, 21493, 22357, 23223, 24087, 24952, 25816, 26681, 27546, 28411, 29275, 30141, 31005, 31869, 32734, 33599, 34464, 35328, 36192, 37058, 37922, 38786, 39653, 40517, 41381, 42246]] + 攻击次数2 = 4 + data2 = [int(i*1.085) for i in [0, 56822, 62586, 68351, 74115, 79880, 85645, 91411, 97175, 102939, 108704, 114468, 120233, 125998, 131762, 137527, 143291, 149055, 154820, 160585, 166350, 172114, 177879, 183645, 189407, 195172, 200938, 206702, 212467, 218232, 223997, 229760, 235525, 241290, 247054, 252819, 258584, 264348, 270112, 275877, 281641]] + 攻击次数3 = 1 + + CD = 60 + + +class 技能22(职业主动技能): + 名称 = '风之极·永坠' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + data0 = [int(i*1.085) for i in [0, 42799, 52724, 62649, 72574, 82498, 92423, 102348, 112273, 122197, 132122, 142047, 151971, 161896, 171821, 181746, 191670, 201595, 211520, 221445, 231369, 241294, 251219, 261144, 271068, 280993, 290918, 300843, 310767, 320692, 330617, 340542, 350466, 360391, 370316, 380241, 390165, 400090, 410015, 419940, 429864]] + data1 = [int(i*1.085) for i in [0, 64200, 79087, 93974, 108862, 123748, 138636, 153522, 168410, 183297, 198184, 213071, 227958, 242845, 257733, 272619, 287506, 302393, 317280, 332168, 347054, 361942, 376828, 391716, 406603, 421490, 436377, 451265, 466151, 481039, 495925, 510813, 525700, 540587, 555474, 570362, 585248, 600136, 615022, 629909, 644797]] + data2 = [int(i*1.085) for i in [0, 12840, 15817, 18795, 21772, 24749, 27726, 30704, 33681, 36659, 39636, 42614, 45591, 48569, 51547, 54523, 57500, 60478, 63455, 66433, 69411, 72388, 75366, 78343, 81320, 84297, 87275, 90252, 93230, 96207, 99185, 102162, 105140, 108117, 111094, 114071, 117049, 120026, 123004, 125982, 128959]] + 攻击次数 = 1 + 攻击次数2 = 1 + 攻击次数3 = 25 + + + CD = 290 + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +知源·逐风者一觉序号 = 0 +知源·逐风者二觉序号 = 0 +知源·逐风者三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 知源·逐风者一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 知源·逐风者二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 知源·逐风者三觉序号 = 技能序号[i.名称] + +知源·逐风者护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 知源·逐风者护石选项.append(i.名称) + +知源·逐风者符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 知源·逐风者符文选项.append(i.名称) + + +class 知源·逐风者角色属性(角色属性): + + 实际名称 = '知源·逐风者' + 角色 = '魔法师(男)' + 职业 = '逐风者' + + 武器选项 = ['棍棒'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '皮甲' + 防具精通属性 = ['力量'] + + 主BUFF = 2.11 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + +class 知源·逐风者(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 知源·逐风者角色属性() + self.角色属性A = 知源·逐风者角色属性() + self.角色属性B = 知源·逐风者角色属性() + self.一觉序号 = 知源·逐风者一觉序号 + self.二觉序号 = 知源·逐风者二觉序号 + self.三觉序号 = 知源·逐风者三觉序号 + self.护石选项 = deepcopy(知源·逐风者护石选项) + self.符文选项 = deepcopy(知源·逐风者符文选项) diff --git a/Characters/知源·魔道学者.py b/Characters/知源·魔道学者.py new file mode 100644 index 00000000..fb6cb6d0 --- /dev/null +++ b/Characters/知源·魔道学者.py @@ -0,0 +1,554 @@ +from math import * +from PublicReference.carry.base import * + + +class 技能0(主动技能): + 名称 = '变异苍蝇拍' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + data0 = [int(i*75606/11.83/5722*1.085) for i in [0, 5722, 6301, 6884, 7464, 8045, 8625, 9206, 9785, 10367, 10947, 11529, 12109, 12690, 13270, 13852, 14431, 15010, 15591, 16173, 16754, 17333, 17915, 18495, 19076, 19656, 20238, 20818, 21400, 21978, 22559, 23140, 23721, 24301, 24883, 25463, 26043, 26623, 27204, 27784, 28364, 28947, 29526, 30107, 30688, 31268, 31848, 32430, 33011, 33591, 34172, 34753, 35332, 35912, 36493, 37073, 37655, 38235, 38816, 39396, 39978, 40557, 41139, 41720, 42301, 42880, 43461, 44041, 44622, 45202, 45784]] + CD = 6.4 + TP成长 = 0.1 + TP上限 = 5 + 演出时间 = 0.1 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能1(被动技能): + 名称 = '亲和法米利尔' + 所在等级 = 15 + 等级上限 = 15 + 基础等级 = 5 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1 + 0.02 * self.等级, 5) + + +class 技能2(主动技能): + 名称 = '改良舒露露' + 备注 = '大成功' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + # 大成功 + data0 = [int(i*17949/2.51/6419*1.085) for i in [0, 6419, 7070, 7721, 8373, 9023, 9675, 10326, 10977, 11630, 12281, 12931, 13583, 14234, 14886, 15536, 16187, 16839, 17490, 18142, 18793, 19444, 20095, 20746, 21397, 22048, 22699, 23352, 24003, 24654, 25306, 25957, 26609, 27259, 27909, 28561,29212, 29864, 30515, 31166, 31819, 32470, 33122, 33773, 34421, 35074, 35725, 36376, 37028, 37679, 38331, 38982, 39633, 40286, 40937, 41586, 42237, 42888, 43541, 44192, 44843, 45495, 46146, 46798, 47449, 48099, 48750, 49401, 50053, 50704, 51355]] + CD = 16.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能3(主动技能): + 名称 = '熔岩药瓶失败' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 26 + data0 = [int(i*94167/11.83/6927*1.085) for i in [0, 6927, 8031, 9137, 10242, 11346, 12451, 13555, 14659, 15764, 16868, 17973, 19078, 20182, 21289, 22393, 23496, 24601, 25705, 26810, 27915, 29020, 30126, 31230, 32332, 33436, 34541, 35648, 36752, 37857, 38961, 40064, 41169, 42274, 43379, 44484,45589, 46694, 47798, 48902, 50006, 51111, 52216, 53320, 54425, 55530, 56635, 57738, 58843, 59948, 61053, 62157, 63262, 64366, 65471, 66575, 67679, 68784, 69889, 70994, 72099, 73203, 74308, 75411, 76516, 77621, 78725, 79830, 80934, 82040, 83143]] + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能24(主动技能): + 名称 = '熔岩药瓶成功' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 26 + data1 = [int(i*24417/11.83/1884*1.085) for i in [0, 1884, 2187, 2488, 2785, 3083, 3383, 3687, 3988, 4290, 4590, 4889, 5191, 5492, 5792, 6094, 6393, 6691, 6992, 7294, 7594, 7895, 8198, 8498, 8798, 9101, 9399, 9698, 9998, 10301, 10601, 10902, 11204, 11502, 11803, 12106, 12406, 12704, 13002, 13307, 13605, 13906, 14208, 14508, 14809, 15112, 15412, 15715, 16008, 16311, 16612, 16912, 17215, 17515, 17813, 18116, 18416, 18718, 19020, 19317, 19616, 19916, 20218, 20520, 20823, 21123, 21422, 21725, 22026, 22324, 22623]] + 攻击次数2 = 6 + data2 = [int(i*1.0*1218/11.83/103*1.085) for i in [0, 103, 120, 135, 152, 169, 184, 201, 218, 234, 250, 267, 284, 300, 316, 333, 349, 364, 382, 398, 415, 430, 446, 464, 481, 497, 512, 529, 546, 561, 578, 594, 611, 627, 644, 660, 677, 693, 709, 726, 742, 758, 775, 792, 807, 824, 841, 857, 873, 890, 906, 922, 939, 955, 972, 988, 1005, 1021, 1038, 1054, 1070, 1087, 1104, 1119, 1136, 1153, 1169, 1185, 1202, 1218, 1233]] + 攻击次数3 = 10 + + # 灼烧 + data3 = [int(i*1.0*1.085) for i in [0, 12, 14, 16, 18, 20, 22, 24, 25, 27, 29, 31, 33, 35, 37, 39, 41, 43, 45, 47, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 73, 75, 77, 79, 81, + 83, 85, 87, 89, 91, 93, 95, 96, 98, 100, 102, 104, 106, 108, 110, 112, 114, 116, 118, 119, 121, 123, 125, 127, 129, 131, 133, 135, 137, 139, 141, 143, 144]] + 攻击次数4 = 10 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3 + self.data3[self.等级] * self.攻击次数4) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能4(主动技能): + 名称 = '魔道酸雨云' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 26 + data1 = [int(i*2591/11.83/194*1.085) for i in [0, 194, 224, 254, 286, 316, 346, 377, 408, 438, 469, 501, 531, 562, 593, 625, 655, 686, 717, 747, 777, 807, 840, 869, 900, 931, 964, 992, 1024, 1054, 1085, 1116, 1148, 1178, 1209, 1239, 1270, 1299, 1331, 1363, 1393, 1423, 1455, 1487, 1517, 1547, 1579, 1608, 1639, 1671, 1700, 1732, 1762, 1792, 1822, 1854, 1886, 1917, 1946, 1978, 2010, 2040, 2070, 2102, 2131, 2162, 2192, 2225, 2253, 2286, 2315]] + 攻击次数2 = 36 + # 大成功闪电部分未加强 + data2 = [int(i*11759/11.83/994*1.085) for i in [0, 994, 1153, 1310, 1471, 1631, 1787, 1947, 2105, 2263, 2423, 2579, 2740, 2900, 3058, 3217, 3375, 3534, 3692, 3851, 4009, 4166, 4325, 4486, 4646, 4801, 4962, 5121, 5278, 5439, 5595, 5756, 5915, 6073, 6232, 6389, 6547, 6708, 6867, 7024, 7182, 7341, 7503, 7661, 7817, 7977, 8134, 8293, 8451, 8610, 8769, 8931, 9089, 9246, 9405, 9566, 9724, 9881, 10040, 10197, 10355, 10518, 10676, 10835, 10992, 11150, 11311, 11467, 11624, 11785, 11946]] + 攻击次数3 = 6 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能5(主动技能): + 名称 = '电鳗碰撞机' + 备注 = '大成功' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data1 = [int(i*1.0*1.085) for i in [0, 870, 959, 1048, 1136, 1226, 1314, 1402, 1490, 1578, 1666, 1756, 1844, 1933, 2020, 2109, 2196, 2287, 2374, 2463, 2552, 2640, 2728, 2815, 2906, 2994, 3082, 3170, 3259, 3346, 3436, 3524, 3613, 3700, 3790, 3878, 3966, 4055, 4144, 4232, 4319, 4409, 4496, 4586, 4673, 4763, 4850, 4939, 5027, 5116, 5204, 5293, 5382, 5470, 5558, 5646, 5736, 5823, 5912, 6000, 6089, 6176, 6266, 6354, 6443, 6531, 6620, 6708, 6795, 6886, 6974]] + 攻击次数2 = 14 + data2 = [int(i*1.0*1.085) for i in [0, 1370, 1509, 1648, 1787, 1928, 2067, 2205, 2345, 2484, 2623, 2762, 2901, 3040, 3179, 3318, 3457, 3596, 3736, 3874, 4013, 4153, 4292, 4430, 4569, 4709, 4849, 4988, 5127, 5266, 5405, 5545, 5683, 5822, 5961, 6099, 6238, 6378, 6518, 6657, 6795, 6935, 7074, 7213, 7352, 7491, 7630, 7770, 7910, 8047, 8186, 8326, 8464, 8603, 8743, 8882, 9020, 9160, 9300, 9439, 9578, 9717, 9856, 9995, 10135, 10273, 10412, 10552, 10691, 10831, 10971]] + 攻击次数3 = 1 + # 感电 + data3 = [int(i*1.0*1.085) for i in [0, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11, 11, 12, 12, 12, 13, 13, 14, 14, 14, 15, 15, 16, 16, 16, 17, + 17, 18, 18, 18, 19, 19, 20, 20, 20, 21, 21, 22, 22, 22, 23, 23, 24, 24, 25, 25, 25, 26, 26, 27, 27, 27, 28, 28, 29, 29, 29, 30, 30, 31, 31, 31]] + 攻击次数4 = 5 + CD = 25.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 4.8 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3 + self.data3[self.等级] * self.攻击次数4) * (1 + self.TP成长 * self.TP等级) * self.倍率 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.27 + + elif x == 1: + self.倍率 *= 1.36 + + +class 技能6(主动技能): + 名称 = '反重力装置' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + # 大成功 + data0 = [int(i*161550/11.83/12258*1.085) for i in [0, 12258, 13502, 14745, 15989, 17233, 18475, 19719, 20963, 22207, 23451, 24694, 25937, 27181, 28424, 29668, 30912, 32155, 33399, 34642, 35886, 37130, 38373, 39617, 40861, 42105, 43347, 44591, 45834, 47078, 48322, 49566, 50810, 52052, 53296, 54540, 55784, 57027, 58271, 59515, 60757, 62001, 63245, 64489, 65733, 66977, 68221, 69463, 70707, 71950, 73194, 74438, 75681, 76925, 78168, 79412, 80656, 81900, 83143, 84387, 85631, 86873, 88117, 89360, 90604, 91848, 93092, 94336, 95579, 96822, 98066]] + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 0.1 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能7(主动技能): + 名称 = '暴炎加热炉失败' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + data0 = [int(i*11948/11.83/918*1.085) for i in [0, 918, 1010, 1105, 1198, 1291, 1384, 1478, 1571, 1665, 1758, 1851, 1943, 2036, 2130, 2222, 2316, 2409, 2504, 2596, 2689, 2782, 2875, 2969, 3062, 3156, 3248, 3342, 3435, 3528, 3622, 3715, 3807, 3900, 3994, 4087, 4179, 4273, 4366, 4461, 4553, 4647, 4739, 4833, 4927, 5020, 5113, 5205, 5299, 5393, 5487, 5579, 5673, 5764, 5858, 5951, 6044, 6138, 6230, 6325, 6418, 6511, 6604, 6696, 6790, 6884, 6977, 7070, 7164, 7256, 7351]] + 攻击次数 = 13 + CD = 25.0 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 2.0 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.2768 + + elif x == 1: + self.倍率 *= 1.3655 + + +class 技能8(主动技能): + 名称 = '冰霜钻孔车失败' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + data1 = [int(i*1.0*1.085) for i in [0, 922, 1016, 1109, 1203, 1297, 1391, 1483, 1577, 1672, 1765, 1858, 1952, 2046, 2140, 2233, 2327, 2421, 2514, 2608, 2702, 2795, 2889, 2983, 3076, 3170, 3264, 3358, 3451, 3544, 3639, 3733, 3825, 3919, 4013, 4106, 4199, 4293, 4387, 4481, 4573, 4668, 4762, 4855, 4948, 5042, 5137, 5230, 5323, 5417, 5511, 5604, 5699, 5792, 5885, 5979, 6073, 6167, 6260, 6354, 6448, 6541, 6635, 6729, 6823, 6915, 7009, 7103, 7198, 7289, 7383]] + 攻击次数2 = 9 + data2 = [int(i*1.0*1.085) for i in [0, 8306, 9150, 9992, 10836, 11677, 12521, 13363, 14207, 15050, 15891, 16735, 17578, 18420, 19263, 20107, 20947, 21791, 22634, 23477, 24320, 25162, 26005, 26848, 27691, 28533, 29377, 30219, 31061, 31904, 32748, 33591, 34433, 35276, 36118, 36961, 37804, 38647, 39489, 40332, 41175, 42018, 42862, 43704, 44546, 45389, 46233, 47074, 47918, 48762, 49602, 50445, 51289, 52132, 52974, 53817, 54659, 55503, 56345, 57188, 58032, 58874, 59715, 60559, 61403, 62244, 63087, 63930, 64773, 65615, 66459]] + 攻击次数3 = 1 + CD = 45.0 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 2.0 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.24 + + elif x == 1: + self.倍率 *= 1.32 + + +class 技能9(主动技能): + 名称 = '超级苍蝇拍' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + data0 = [int(i*1.0*1.085) for i in [0, 27391, 30171, 32948, 35726, 38504, 41284, 44063, 46842, 49621, 52400, 55178, 57958, 60737, 63516, 66294, 69074, 71852, 74631, 77411, 80190, 82968, 85748, 88525, 91304, 94082, 96862, 99640, 102419, 105199, 107978, 110756, 113535, 116314, 119093, 121872, 124652, 127430, 130209, 132988, 135767, 138546, 141322, 144100, 146880, 149658, 152438, 155217, 157996, 160774, 163554, 166332, 169111, 171890, 174669, 177448, 180226, 183007, 185785, 188564, 191343, 194122, 196899, 199678, 202458, 205236, 208015, 210794, 213574, 216352, 219130]] + CD = 30.0 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 0.1 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.15 + self.CD *= 0.9 + + elif x == 1: + self.倍率 *= 1.24 + self.CD *= 0.9 + + +class 技能10(被动技能): + 名称 = '成功预感' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 1 + round(16 + 1.5 * (self.等级 - 16), 1) / 100 + + +class 技能11(主动技能): + 名称 = '技艺融合' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + data1 = [int(i*1.13*1.085) for i in [0, 1704, 2100, 2496, 2893, 3287, 3684, 4079, 4475, 4870, 5266, 5660, 6058, 6452, 6849, 7243, 7639, 8033, 8430, 8825, 9221, 9617, 10012, 10408, 10804, 11198, 11595, 11991, 12384, 12782, 13177, 13571, 13966, 14364, 14757, 15154, 15550, 15944, 16341, 16737, 17131, 17528, 17923, 18320, 18715, 19111, 19504, 19902, 20296, 20691, 21088, 21483, 21878, 22275, 22670, 23065, 23461, 23857, 24251, 24648, 25042, 25438, 25836, 26229, 26626, 27021, 27417, 27811, 28208, 28603, 28999]] + 攻击次数2 = 22 + data2 = [int(i*1.13*1.085) for i in [0, 46315, 57054, 67795, 78534, 89273, 100014, 110754, 121494, 132233, 142972, 153713, 164453, 175191, 185933, 196672, 207412, 218151, 228891, 239631, 250370, 261112, 271851, 282590, 293331, 304069, 314810, 325549, 336288, 347031, 357770, 368509, 379248, 389988, 400728, 411467, 422209, 432948, 443687, 454427, 465167, 475906, 486646, 497387, 508127, 518866, 529605, 540344, 551086, 561825, 572566, 583305, 594044, 604785, 615525, 626264, 637003, 647743, 658485, 669224, 679964, 690702, 701442, 712182, 722921, 733664, 744403, 755141, 765881, 776621, 787361]] + 攻击次数3 = 1 + CD = 145.0 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3 * 1.1) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能12(主动技能): + 名称 = '光电兔' + 备注 = '大成功' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + data1 = [int(i*124475/11.83/9439*1.085) for i in [0, 9439, 10397, 11355, 12312, 13270, 14227, 15186, 16142, 17100, 18058, 19016, 19974, 20931, 21889, 22847, 23805, 24762, 25719, 26677, 27635, 28593, 29550, 30507, 31466, 32423, 33381, 34338, 35296, 36254, 37212, 38169, 39126, 40085, 41042, 42001, 42957, 43914, 44873, 45830, 46788, 47745, 48704, 49661, 50620, 51576, 52534, 53492, 54449, 55407, 56364, 57323, 58280, 59239, 60195, 61153, 62111, 63068, 64025, 64983, 65941, 66899, 67857, 68814, 69772, 70730, 71688, 72644, 73602, 74560, 75518]] + 攻击次数2 = 4 + data2 = [int(i*81071/11.83/5524*1.085) for i in [0, 5524, 6085, 6645, 7205, 7766, 8327, 8887, 9447, 10008, 10568, 11128, 11689, 12250, 12810, 13370, 13931, 14491, 15051, 15612, 16173, 16733, 17293, 17854, 18414, 18975, 19535, 20097, 20656, 21216, 21778, 22338, 22899, 23458, 24020, 24580, 25140, 25701, 26261, 26822, 27383, 27943, 28503, 29063, 29624, 30184, 30745, 31306, 31866, 32426, 32986, 33547, 34107, 34668, 35229, 35789, 36349, 36909, 37470, 38030, 38591, 39153, 39712, 40272, 40832, 41394, 41954, 42514, 43076, 43636, 44196]] + 攻击次数3 = 1 + CD = 50.0 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 4 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.15 + + elif x == 1: + self.倍率 *= 1.23 + + +class 技能13(主动技能): + 名称 = '雪人刨冰' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + + data1 = [int(i*1.131*1.085) for i in [0, 2102, 2314, 2527, 2740, 2954, 3168, 3381, 3594, 3806, 4021, 4234, 4446, 4660, 4874, 5086, 5301, 5513, 5728, 5938, 6153, 6368, 6579, 6796, 7007, 7220, 7435, 7647, 7861, 8074, 8287, 8500, 8714, 8928, 9140, 9354, 9566, 9779, 9994, 10207, 10419, 10633, 10846, 11060, 11272, 11486, 11699, 11912, 12125, 12339, 12553]] + 攻击次数2 = 18 + + data2 = [int(i*1.131*1.085) for i in [0, 1295, 1427, 1560, 1690, 1822, 1952, 2083, 2218, 2349, 2480, 2610, 2742, 2873, 3006, 3137, 3269, 3399, 3531, 3662, 3796, 3927, 4058, 4189, 4320, 4453, 4584, 4716, 4847, 4980, 5111, 5243, 5374, 5504, 5637, 5767, 5899, 6030, 6163, 6295, 6426, 6556, 6688, 6818, 6952, 7084, 7214, 7345, 7476, 7608, 7739]] + 攻击次数3 = 13 + + data3 = [int(i*1.131*1.085) for i in [0, 17828, 19634, 21443, 23252, 25059, 26869, 28677, 30486, 32294, 34103, 35911, 37719, 39526, 41336, 43143, 44954, 46762, 48572, 50379, 52187, 53998, 55805, 57613, 59424, 61229, 63038, 64848, 66656, 68464, 70273, 72080, 73889, 75697, 77507, 79313, 81123, 82932, 84740, 86548, 88358, 90165, 91975, 93783, 95591, 97402, 99210, 101017, 102826, 104633, 106443]] + 攻击次数4 = 1 + + CD = 40.0 + 演出时间 = 4 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3 + self.data3[self.等级] * self.攻击次数4) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + def 装备护石(self): + self.倍率 *= 1.3 + + +class 技能14(被动技能): + 名称 = '贤者之石' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + 关联技能 = ['魔道酸雨云', '电鳗碰撞机', '反重力装置', '熔岩药瓶成功'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22 + 0.02 * self.等级, 5) + + +class 技能15(被动技能): + 名称 = '魔道学助手' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + 关联技能 = ['变异苍蝇拍', '超级苍蝇拍', '改良舒露露', '技艺融合', '超级棒棒糖', + '光电兔', '雪人刨冰', '乌洛波洛斯之环', '糖果大作战精怪乐园', '糖果大作战捣蛋杰克'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.17 + 0.02 * self.等级, 5) + + +class 技能16(被动技能): + 名称 = '魔道学助手+苦涩棒棒糖' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + 关联技能 = ['冰霜钻孔车失败', '暴炎加热炉失败', '熔岩药瓶失败'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.88 + 0.02 * self.等级, 5) + + +class 技能17(主动技能): + 名称 = '超级棒棒糖' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + data1 = [int(i*1.141*1.085) for i in [0, 51736, 56983, 62233, 67479, 72729, 77977, 83227, 88475, 93725, 98971, 104221, 109469, 114718, 119966, 125215, 130462, 135715, 140960, 146210, 151458, 156707, 161954, 167204, 172452, 177701, 182950, 188198, 193446, 198695, 203942, 209192, 214440, 219690, 224939, 230188, 235433, 240683, 245931, 251181, 256430, 261679, 266925, 272174, 277422, 282673, 287920, 293169, 298418, 303666, 308916, 314163, 319413, 324660, 329909, 335157, 340408, 345655, 350905, 356151, 361399, 366649, 371898, 377147, 382396, 387643, 392891, 398141, 403389, 408637, 413887]] + 攻击次数2 = 1 + data2 = [int(i*1.141*1.085) for i in [0, 33077, 36433, 39788, 43144, 46499, 49856, 53211, 56565, 59921, 63277, 66632, 69989, 73342, 76700, 80053, 83410, 86765, 90121, 93480, 96834, 100190, 103546, 106902, 110255, 113614, 116967, 120323, 123678, 127034, 130388, 133745, 137099, 140457, 143810, 147167, 150523, 153878, 157235, 160590, 163948, 167301, 170658, 174014, 177369, 180724, 184081, 187436, 190792, 194147, 197503, 200858, 204213, 207570, 210925, 214279, 217636, 220992, 224348, 227704, 231058, 234416, 237770, 241128, 244482, 247839, 251193, 254549, 257905, 261262, 264615]] + 攻击次数3 = 1 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + def 装备护石(self): + self.倍率 *= 1.32 + self.CD *= 0.9 + + CD = 45.0 + 演出时间 = 0.5 + + +class 技能18(主动技能): + 名称 = '乌洛波洛斯之环' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + data1 = [int(i*1.14*1.085) for i in [0, 2868, 3533, 4198, 4864, 5529, 6194, 6861, 7525, 8190, 8855, 9521, 10186, 10851, 11515, 12182, 12846, 13510, 14178, 14842, 15508, 16173, 16838, 17503, 18168, 18833, 19499, 20164, 20829, 21496, 22160, 22825, 23490, 24156, 24821, 25485, 26152, 26817, 27482, 28146, 28813, 29478, 30143, 30807, 31474, 32138, 32803, 33468, 34133, 34799, 35463, 36130, 36796, 37460, 38127, 38791, 39455, 40121, 40785, 41452, 42117, 42780, 43449, 44113, 44778, 45443, 46106, 46774, 47438, 48103, 48769]] + 攻击次数2 = 21 + data2 = [int(i*1.14*1.085) for i in [0, 2332, 2872, 3412, 3954, 4493, 5033, 5575, 6115, 6655, 7197, 7736, 8276, 8818, 9360, 9900, 10440, 10982, 11522, 12061, 12603, 13144, 13683, 14224, 14766, 15307, 15847, 16387, 16929, 17468, 18009, 18550, 19089, 19630, 20172, 20713, 21253, 21794, 22334, 22875, 23415, 23956, 24498, 25037, 25576, 26118, 26659, 27200, 27741, 28282, 28822, 29362, 29903, 30443, 30984, 31526, 32065, 32604, 33146, 33688, 34228, 34769, 35310, 35851, 36389, 36930, 37472, 38012, 38552, 39093, 39636]] + 攻击次数3 = 20 + data3 = [int(i*1.14*1.085) for i in [0, 72646, 89494, 106340, 123187, 140032, 156877, 173722, 190569, 207415, 224262, 241107, 257953, 274800, 291646, 308492, 325338, 342185, 359029, 375876, 392721, 409568, 426412, 443259, 460105, 476951, 493797, 510644, 527490, 544335, 561180, 578027, 594872, 611719, 628565, 645411, 662256, 679103, 695949, 712796, 729641, 746487, 763333, 780179, 797024, 813871, 830716, 847563, 864409, 881255, 898100, 914947, 931793, 948637, 965483, 982331, 999177, 1016022, 1032868, 1049714, 1066560, 1083406, 1100254, 1117099, 1133944, 1150790, 1167637, 1184483, 1201328, 1218174, 1235021]] + 攻击次数4 = 1 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3+self.data3[self.等级] * self.攻击次数4) * self.倍率 + + CD = 180.0 + + +class 技能19(主动技能): + 名称 = '魔法秀' + 所在等级 = 20 + 等级上限 = 15 + 基础等级 = 10 + 是否有伤害 = 0 + 冷却关联技能 = ['改良舒露露', '熔岩药瓶失败', '魔道酸雨云', '电鳗碰撞机', '暴炎加热炉失败', + '冰霜钻孔车失败', '反重力装置', '熔岩药瓶成功', '光电兔', '雪人刨冰', '糖果大作战捣蛋杰克'] + + 魔法秀数值 = [0, 22, 43, 65, 86, 108, 130, 151, 173, 194, 216, + 238, 259, 281, 302, 324, 346, 367, 389, 410, 432] + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1 - 0.001*self.魔法秀数值[self.等级], 3) + + +class 技能20(被动技能): + 名称 = '粉红糖果' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能21(主动技能): + 名称 = '糖果大作战捣蛋杰克' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + data0 = [int(i*1.131*1.085) for i in [0, 5463, 6017, 6571, 7125, 7680, 8233, 8788, 9342, 9897, 10450, 11005, 11559, 12113, 12667, 13222, 13776, 14330, 14885, 15439, 15993, 16547, 17102, 17655, 18210, 18764, 19319, 19872, 20427, 20981, 21535, 22089, 22644, 23198, 23752, 24306, 24861, 25414, 25969, 26524, 27078, 27632, 28186, 28741, 29294, 29849, 30403, 30958, 31511, 32066, 32620]] + 攻击次数 = 25 + # 基础 = 4909 + # 成长 = 554 + CD = 60.0 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数) * self.倍率 + + +class 技能22(主动技能): + 名称 = '糖果大作战精怪乐园' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + data0 = [int(i*1.141*1.085) for i in [0, 12317, 15173, 18029, 20886, 23742, 26597, 29454, 32310, 35167, 38022, 40879, 43735, 46591, 49447, 52303, 55160, 58016, 60872, 63728, 66584, 69441, 72296, 75153, 78009, 80865, 83721, 86577, 89434, 92290, 95146, 98002, 100858, 103715, 106570, 109427, 112283, 115140, 117995, 120851, 123708, 126564, 129421, 132276, 135132, 137989, 140845, 143701, 146557, 149414, 152270]] + 攻击次数 = 8 + # 基础 = 9461 + # 成长 = 2856 + # 攻击次数 = 8 + data2 = [int(i*1.141*1.085) for i in [0, 73904, 91040, 108178, 125314, 142452, 159588, 176726, 193862, 211000, 228136, 245274, 262411, 279548, 296686, 313822, 330960, 348096, 365234, 382370, 399508, 416644, 433782, 450918, 468056, 485193, 502330, 519468, 536604, 553742, 570878, 588016, 605152, 622290, 639426, 656564, 673700, 690838, 707975, 725112, 742249, 759386, 776524, 793660, 810798, 827934, 845072, 862208, 879346, 896482, 913620]] + # 基础2 = 56768 + # 成长2 = 17136 + 攻击次数3 = 1 + data3 = [int(i*1.141*1.085) for i in [0, 80062, 98627, 117192, 135757, 154323, 172888, 191453, 210018, 228583, 247148, 265713, 284278, 302844, 321409, 339974, 358539, 377105, 395670, 414234, 432800, 451365, 469930, 488495, 507061, 525626, 544191, 562756, 581321, 599887, 618452, 637016, 655582, 674147, 692712, 711277, 729843, 748408, 766973, 785538, 804103, 822669, 841233, 859798, 878364, 896929, 915494, 934059, 952625, 971190, 989755]] + # 基础3 = 61497 + # 成长3 = 18565 + 攻击次数4 = 4 + CD = 290.0 + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data2[self.等级] * self.攻击次数3+self.data3[self.等级] * self.攻击次数4) * self.倍率 + + def 加成倍率(self, 武器类型): + return 0.0 + + +class 技能23(被动技能): + 名称 = '幸运棒棒糖' + 所在等级 = 25 + 等级上限 = 15 + 基础等级 = 5 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.07 + 0.01 * self.等级, 5) + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +知源·魔道学者一觉序号 = 0 +知源·魔道学者二觉序号 = 0 +知源·魔道学者三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 知源·魔道学者一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 知源·魔道学者二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 知源·魔道学者三觉序号 = 技能序号[i.名称] + +知源·魔道学者护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 知源·魔道学者护石选项.append(i.名称) + +知源·魔道学者符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 知源·魔道学者符文选项.append(i.名称) + + +class 知源·魔道学者角色属性(角色属性): + + 实际名称 = '知源·魔道学者' + 角色 = '魔法师(女)' + 职业 = '魔道学者' + + 武器选项 = ['魔杖', '法杖', '棍棒', '矛', '扫把'] + + 类型选择 = ['魔法固伤'] + + 类型 = '魔法固伤' + 防具类型 = '皮甲' + 防具精通属性 = ['智力'] + + 主BUFF = 1.92 + + 远古记忆 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + +class 知源·魔道学者(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 知源·魔道学者角色属性() + self.角色属性A = 知源·魔道学者角色属性() + self.角色属性B = 知源·魔道学者角色属性() + self.一觉序号 = 知源·魔道学者一觉序号 + self.二觉序号 = 知源·魔道学者二觉序号 + self.三觉序号 = 知源·魔道学者三觉序号 + self.护石选项 = deepcopy(知源·魔道学者护石选项) + self.符文选项 = deepcopy(知源·魔道学者符文选项) diff --git a/Characters/神启·圣骑士.py b/Characters/神启·圣骑士.py new file mode 100644 index 00000000..841b5d86 --- /dev/null +++ b/Characters/神启·圣骑士.py @@ -0,0 +1,271 @@ +from PublicReference.buffer.base import * + + +class 神启·圣骑士技能0(被动技能): + 名称 = '启示圣歌' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 31 + 额外智力 = 0 + 站街生效 = 1 + 智力 = [0, 86, 90, 94, 98, 102, 107, 112, 117, 123, 129, 135, 141, 147, 154, 161, 169, 177, 185, 193, 201, 210, 219, 229, 238, 248, 258, 269, 279, 290, 301, + 313, 325, 337, 349, 361, 375, 388, 401, 415, 429, 443, 457, 473, 487, 503, 519, 535, 551, 567, 584, 598, 614, 630, 646, 662, 677, 693, 709, 725, 741] + + def 智力加成(self): + return self.智力[self.等级] + self.额外智力 + self.进图加成 + + def 结算统计(self,context): + return [self.智力加成(), 0, 0, 0, 0, 0, 0, 0] + # 智力 体力 精神 力量 智力 物攻 魔攻 独立 + + +class 神启·圣骑士技能1(主动技能): + 名称 = '勇气祝福' + 所在等级 = 30 + 等级上限 = 40 + 基础等级 = 10 + BUFF力量per = 0 + BUFF智力per = 0 + BUFF物攻per = 0 + BUFF魔攻per = 0 + BUFF独立per = 0 + BUFF力量 = 0 + BUFF智力 = 0 + BUFF物攻 = 0 + BUFF魔攻 = 0 + BUFF独立 = 0 + 三攻 = [0, 38, 40, 42, 43, 44, 46, 48, 49, 51, 52, 53, 55, 57, 58, 60, 61, 62, 64, 66, 68, 69, 70, 72, 74, 75, 77, 78, 79, 81, 83, 84, 86, 87, 88, 90, 92, 93, 95, + 96, 98, 100, 101, 103, 104, 105, 107, 109, 110, 112, 113, 114, 116, 118, 119, 121, 122, 123, 126, 127, 129, 130, 131, 133, 135, 136, 138, 139, 140, 143, 144] + 力智 = [0, 148, 158, 169, 179, 189, 198, 208, 218, 228, 239, 249, 259, 269, 279, 290, 299, 309, 319, 329, 339, 349, 360, 370, 380, 390, 399, 409, 420, 430, 440, 450, 460, 470, 481, + 491, 500, 510, 520, 530, 541, 551, 561, 571, 581, 592, 601, 611, 621, 631, 641, 651, 662, 672, 682, 692, 701, 711, 722, 732, 742, 752, 762, 772, 783, 793, 802, 812, 822, 832, 843] + + def 结算统计(self,context): + 倍率 = self.适用数值 / 665 + 1 + temp = [0, 0, 0] # 智力,体力,精神 + temp.append(int(round( + (self.力智[self.等级] + self.BUFF力量) * self.BUFF力量per * 倍率, 3))) # 力量 + temp.append(int(round( + (self.力智[self.等级] + self.BUFF智力) * self.BUFF智力per * 倍率, 3))) # 智力 + temp.append(int(round( + (self.三攻[self.等级] + self.BUFF物攻) * self.BUFF物攻per * 倍率, 3))) # 物攻 + temp.append(int(round( + (self.三攻[self.等级] + self.BUFF魔攻) * self.BUFF魔攻per * 倍率, 3))) # 魔攻 + temp.append(int(round( + (self.三攻[self.等级] + self.BUFF独立) * self.BUFF独立per * 倍率, 3))) # 独立 + return temp + + def 技能面板(self): + temp = [] + temp.append(self.名称) + temp.append( + int(round((self.力智[self.等级] + self.BUFF力量) * self.BUFF力量per))) + temp.append( + int(round((self.力智[self.等级] + self.BUFF智力) * self.BUFF智力per))) + temp.append( + int(round((self.三攻[self.等级] + self.BUFF物攻) * self.BUFF物攻per))) + temp.append( + int(round((self.三攻[self.等级] + self.BUFF魔攻) * self.BUFF魔攻per))) + temp.append( + int(round((self.三攻[self.等级] + self.BUFF独立) * self.BUFF独立per))) + return temp + + +class 神启·圣骑士技能2(主动技能): + 名称 = '勇气圣歌' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 24 + 增幅倍率 = 0.15 + + def 结算统计(self,context): + buff = context.技能表['BUFF'] + if buff.是否启用: + values = buff.结算统计(context) + return [int(round(i * self.增幅倍率)) for i in values] + return [0]*8 + + +class 神启·圣骑士技能3(主动技能): + 名称 = '神光十字' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + 力智 = 72 + + def 力智加成(self): + return self.力智 + self.等级 * 6 + + def 结算统计(self,context): + return [0, 0, 0, self.力智加成(), self.力智加成(), 0, 0, 0] + # 智力 体力 精神 力量 智力 物攻 魔攻 独立 + + +class 神启·圣骑士技能4(被动技能): + 名称 = '虔诚信念' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + 额外力智 = 0 + 力智 = [0, 14, 37, 59, 82, 104, 127, 149, 172, 194, 217, 239, 262, 284, 307, 329, 352, 374, 397, 419, 442, + 464, 487, 509, 532, 554, 577, 599, 622, 644, 667, 689, 712, 734, 757, 779, 802, 824, 847, 869, 892] + 三攻 = 22 + + def 力智加成(self): + return self.力智[self.等级] + self.额外力智 + + def 三攻加成(self): + if self.等级 > 0: + return self.三攻 + self.等级 + else: + return 0 + + def 结算统计(self,context): + return [self.力智加成(), 0, 0, self.力智加成(), self.力智加成(), 0, 0, 0] + # 智力 体力 精神 力量 智力 物攻 魔攻 独立 + + +class 神启·圣骑士技能5(觉醒技能): + 名称 = '圣光天启' + pass + + +class 神启·圣骑士技能6(被动技能): + 名称 = '大天使的庇护' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + 站街生效 = 1 + 智力 = [0, 150, 160, 170, 180, 190, 200, 210, 220, 230, 240, 250, 260, 270, 280, 290, 300, 310, 320, 330, + 340, 350, 360, 370, 380, 390, 400, 410, 420, 430, 440, 450, 460, 470, 480, 490, 500, 510, 520, 530, 540] + + def 智力加成(self): + return self.智力[self.等级] + + def 结算统计(self,context): + return [self.智力加成(), 0, 0, 0, 0, 0, 0, 0] + # 智力 体力 精神 力量 智力 物攻 魔攻 独立 + + +class 神启·圣骑士技能7(主动技能): + 名称 = '救赎彼岸:惩戒圣枪' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + + def 结算统计(self,context): + return [0, 0, 0, 0, 0, 0, 0, 0] + + +class 神启·圣骑士技能8(被动技能): + 名称 = '圣天使之光' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + 站街生效 = 1 + 智力 = [0, 160, 170, 180, 190, 200, 210, 220, 230, 240, 250, 260, 270, 280, 290, 300, 310, 320, 330, 340, + 350, 360, 370, 380, 390, 400, 410, 420, 430, 440, 450, 460, 470, 480, 490, 500, 510, 520, 530, 540, 550] + + def 智力加成(self): + return self.智力[self.等级] + + def 结算统计(self,context): + return [self.智力加成(), 0, 0, 0, 0, 0, 0, 0] + # 智力 体力 精神 力量 智力 物攻 魔攻 独立 + + +class 神启·圣骑士技能9(三觉技能): + 名称 = '祈愿·天使赞歌' + 关联技能 = ['救赎彼岸:惩戒圣枪'] + pass + + + + +技能表 = {} +技能栏 = [] +i = 0 +while i >= 0: + try: + skill: 技能 = eval("神启·圣骑士技能"+str(i)+"()") + skill.技能序号 = i + skill.技能表 = 技能表 + 名称 = skill.名称 + if skill.所在等级 == 30: + 名称 = 'BUFF' + elif skill.所在等级 == 50: + 名称 = '一次觉醒' + elif skill.所在等级 == 85: + 名称 = '二次觉醒' + elif skill.所在等级 == 100: + 名称 = '三次觉醒' + 技能表[名称] = skill + 技能栏.append(skill) + i += 1 + except: + i = -1 + + +class 神启·圣骑士角色属性(辅助角色属性): + 实际名称 = '神启·圣骑士' + 角色 = '圣职者(女)' + 职业 = '圣骑士' + + 武器选项 = ['十字架'] + + 防具类型 = '板甲' + 防具精通属性 = ['智力'] + + def __init__(self): + super().__init__() + self.武器选项 = ['十字架'] + self.防具精通属性 = ['智力'] + self.类型选择 = ['智力'] + self.类型 = '智力' + self.技能表 = deepcopy(技能表) + self.技能栏 = list(self.技能表.values()) + self.一觉序号 = self.技能表['一次觉醒'].技能序号 + self.二觉序号 = self.技能表['二次觉醒'].技能序号 + self.三觉序号 = self.技能表['三次觉醒'].技能序号 + 基础属性输入(self) + + def 专属词条计算(self): + + self.技能表['启示圣歌'].等级加成(self.转职被动Lv) + self.技能表['启示圣歌'].额外智力 += self.转职被动智力 + self.技能表['启示圣歌'].进图加成 += self.被动进图加成 + + self.技能表['BUFF'].等级加成(self.BUFFLv) + self.技能表['BUFF'].BUFF力量per = self.BUFF力量per + self.技能表['BUFF'].BUFF智力per = self.BUFF智力per + self.技能表['BUFF'].BUFF物攻per = self.BUFF物攻per + self.技能表['BUFF'].BUFF魔攻per = self.BUFF魔攻per + self.技能表['BUFF'].BUFF独立per = self.BUFF独立per + self.技能表['BUFF'].BUFF力量 = self.BUFF力量 + self.技能表['BUFF'].BUFF智力 = self.BUFF智力 + self.技能表['BUFF'].BUFF物攻 = self.BUFF物攻 + self.技能表['BUFF'].BUFF魔攻 = self.BUFF魔攻 + self.技能表['BUFF'].BUFF独立 = self.BUFF独立 + + self.技能表['一次觉醒'].等级加成(self.一觉Lv) + self.技能表['一次觉醒'].一觉力智 = self.一觉力智 + self.技能表['一次觉醒'].一觉力智per = self.一觉力智per + + self.技能表['虔诚信念'].等级加成(self.一觉被动Lv) + self.技能表['虔诚信念'].额外力智 = self.一觉被动力智 + + def 系数数值站街(self): + return self.智力 + + def 系数数值进图(self): + return self.进图智力 + + def get_data(self): + self.buff_rate = 1.15 if self.技能表['勇气圣歌'].是否启用 else 1 + return super().get_data() + + +class 神启·圣骑士(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 神启·圣骑士角色属性() + self.角色属性A = deepcopy(self.初始属性) + self.角色属性B = deepcopy(self.初始属性) diff --git a/Characters/神启·复仇者.py b/Characters/神启·复仇者.py new file mode 100644 index 00000000..b974a404 --- /dev/null +++ b/Characters/神启·复仇者.py @@ -0,0 +1,555 @@ +from math import * +from PublicReference.carry.base import * + +# 技能后的倍率是魔化后的倍率 + + +class 职业主动技能(主动技能): + 技能施放时间 = 0.0 + 脱手 = 1 + data0 = [] + data1 = [] + data2 = [] + data3 = [] + data4 = [] + data5 = [] + data6 = [] + 魔化 = 1.0 + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + if len(self.data4) >= self.等级 and len(self.data4) > 0: + 等效倍率 += self.data4[self.等级] * self.攻击次数5 + if len(self.data5) >= self.等级 and len(self.data5) > 0: + 等效倍率 += self.data5[self.等级] * self.攻击次数6 + if len(self.data6) >= self.等级 and len(self.data6) > 0: + 等效倍率 += self.data6[self.等级] * self.攻击次数7 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 * self.魔化 + +class 技能0(职业主动技能): + 名称 = '恶魔之手' + 所在等级 = 10 + 等级上限 = 60 + 基础等级 = 48 + data0 = [int(x*1.2) for x in [0, 426, 469, 512, 555, 599, 642, 685, 728, 772, 815, 858, 901, 945, 988, 1031, 1074, 1117, 1161, 1204, 1247, 1290, + 1334, 1377, 1420, 1463, 1507, 1550, 1593, 1636, 1680, 1723, 1766, 1809, 1852, 1896, 1939, 1982, 2025, 2069, 2112, + 2155, 2198, 2242, 2285, 2328, 2371, 2415, 2458, 2501, 2544, 2587, 2631, 2674, 2717, 2760, 2804, 2847, 2890, 2933, + 2977, 3020, 3063, 3106, 3150, 3193, 3236, 3279, 3322, 3366, 3409]] + data1 = [int(x*1.2) for x in [0, 852, 938, 1025, 1111, 1198, 1284, 1371, 1457, 1544, 1630, 1717, 1803, 1890, 1976, 2062, 2149, 2235, 2322, 2408, + 2495, 2581, 2668, 2754, 2841, 2927, 3014, 3100, 3187, 3273, 3360, 3446, 3532, 3619, 3705, 3792, 3878, 3965, 4051, + 4138, 4224, 4311, 4397, 4484, 4570, 4657, 4743, 4830, 4916, 5002, 5089, 5175, 5262, 5348, 5435, 5521, 5608, 5694, + 5781, 5867, 5954, 6040, 6127, 6213, 6300, 6386, 6472, 6559, 6645, 6732, 6818]] + 攻击次数2 = 1 + 魔化 = 2.24 # 魔化 + CD = 6 * 1.6 + TP成长 = 0.08 + TP上限 = 5 + +class 技能1(职业主动技能): + 名称 = '死亡切割' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + data0 = [int(x*1.2) for x in [0, 221, 243, 265, 288, 310, 333, 355, 378, 400, 422, 445, 467, 490, 512, 535, 557, 579, 602, 624, 647, 669, 692, 714, 736, 759, 781, 804, 826, 849, 871, 893, 916, 938, 961, 983, 1006, 1028, 1050, 1073, 1095, 1118, 1140, 1163, 1185, 1207, 1230, 1252, 1275, 1297, 1320, 1342, 1364, 1387, 1409, 1432, 1454, 1477, 1499, 1521, 1544, 1566, 1589, 1611, 1634, 1656, 1678, 1701, 1723, 1746, 1768]] + 攻击次数 = 6 + 魔化 = 2.25 # 魔化 + CD = 5 * 1.6 + TP成长 = 0.1 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能2(被动技能): + 名称 = '镰刀精通' + 所在等级 = 20 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.00 + 0.02 * self.等级, 5) + + def 魔法攻击力倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.00 + 0.02 * self.等级, 5) + + +class 技能3(职业主动技能): + 名称 = '裂地锤' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data0 = [int(x*1.101) for x in [0, 441, 487, 532, 577, 620, 668, 714, 759, 805, 852, 896, 943, 986, 1034, 1079, 1124, 1170, 1216, 1260, 1307, 1351, + 1397, 1444, 1488, 1534, 1582, 1625, 1670, 1716, 1761, 1809, 1852, 1899, 1942, 1990, 2036, 2081, 2127, 2174, 2218, + 2265, 2308, 2354, 2401, 2444, 2492, 2538, 2582, 2629, 2673, 2719, 2765, 2810, 2855, 2902, 2947, 2992, 3038, 3083, + 3128, 3176, 3221, 3266, 3312, 3357, 3402, 3448, 3494, 3539, 3585]] + 攻击次数 = 8 # 最高8hit 三觉优化 + CD = 5 * 1.55 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能4(被动技能): + 名称 = '恶魔诅咒' + 所在等级 = 30 + 等级上限 = 20 + 基础等级 = 10 + 关联技能 = ['不朽战吼', '地狱之门', '厄运之轮', '恶魔之拳', '恶魔之手', '恶魔之握', '复仇之刺', '黑暗权能', + '回旋飞镰', '毁灭强击', '裂地锤', '末日浩劫', '死亡切割', '永堕:混沌弑神', '审判', '极恶洪流', '末日福音:毁灭之翼'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.00 + 0.03 * self.等级, 5) + + +class 技能5(职业主动技能): + 名称 = '回旋飞镰' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + data0 = [int(x*1.131) for x in [0, 674, 733, 794, 861, 942, 995, 1056, 1131, 1190, 1251, 1311, 1385, 1446, 1507, 1574, 1634, 1694, 1768, 1829, 1903, 1964, 2031, 2091, 2150, 2211, 2286, 2353, 2414, 2481, 2540, 2601, 2668, 2729, 2804, 2863, 2932, 2990, 3051, 3119, 3179, 3260, 3320, 3388, 3447, 3508, 3575, 3636, 3697, 3764, 3838, 3898, 3965, 4026, 4093, 4154, 4214, 4282, 4341, 4415, 4475, 4543, 4603, 4671, 4731, 4797, 4858, 4933, 4993, 5060, 5121]] + 攻击次数 = 1 + data1 = [int(x*1.131) for x in [0, 396, 438, 480, 520, 558, 601, 643, 681, 723, 765, 807, 846, 888, 930, 970, 1012, 1054, 1093, 1135, 1174, 1216, 1256, 1298, 1340, 1382, 1421, 1461, 1503, 1544, 1584, 1626, 1667, 1708, 1748, 1789, 1830, 1872, 1914, 1954, 1996, 2034, 2076, 2116, 2158, 2200, 2240, 2282, 2324, 2364, 2402, 2444, 2485, 2527, 2567, 2609, 2651, 2691, 2733, 2772, 2814, 2854, 2896, 2937, 2978, 3019, 3061, 3100, 3142, 3182, 3224]] + 攻击次数2 = 6 # 最高6hit + 魔化 = 1.9 # 魔化 + CD = 10 * 1.5 + TP成长 = 0.10 + TP上限 = 5 + +class 技能6(职业主动技能): + 名称 = '复仇之刺' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + data0 = [int(x*1.213) for x in [0, 2795, 3079, 3362, 3646, 3930, 4213, 4497, 4780, 5064, 5348, 5631, 5915, 6198, 6482, 6766, 7049, 7333, 7616, 7900, 8184, 8467, 8751, 9034, 9318, 9602, 9885, 10169, 10453, 10736, 11020, 11303, 11587, 11871, 12154, 12438, 12721, 13005, 13289, 13572, 13856, 14139, 14423, 14707, 14990, 15274, 15558, 15841, 16125, 16408, 16692, 16976, 17259, 17543, 17826, 18110, 18394, 18677, 18961, 19244, 19528, 19812, 20095, 20379, 20662, 20946, 21230, 21513, 21797, 22081, 22364]] + data1 = [int(x*1.213) for x in [0, 4072, 4484, 4897, 5312, 5724, 6137, 6550, 6963, 7375, 7789, 8203, 8616, 9029, 9441, 9855, 10267, 10680, 11095, 11507, 11921, 12333, 12746, 13160, 13573, 13986, 14400, 14812, 15225, 15638, 16051, 16467, 16879, 17291, 17705, 18117, 18529, 18943, 19358, 19771, 20184, 20595, 21010, 21421, 21836, 22250, 22662, 23074, 23489, 23900, 24313, 24729, 25141, 25555, 25967, 26380, 26793, 27206, 27620, 28033, 28446, 28858, 29272, 29684, 30096, 30512, 30924, 31338, 31750, 32163, 32577]] + 攻击次数2 = 1 + CD = 10 * 1.6 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能7(职业主动技能): + 名称 = '厄运之轮' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 36 + data0 = [int(x*1.25) for x in [0, 685, 754, 824, 894, 963, 1033, 1102, 1172, 1241, 1311, 1380, 1450, 1519, 1589, 1658, 1728, 1797, 1867, 1937, 2006, 2076, 2145, 2215, 2284, 2354, 2423, 2493, 2562, 2632, 2701, 2771, 2841, 2910, 2980, 3049, 3119, 3188, 3258, 3327, 3397, 3466, 3536, 3605, 3675, 3744, 3814, 3884, 3953, 4023, 4092, 4162, 4231, 4301, 4370, 4440, 4509, 4579, 4648, 4718, 4787, 4857, 4927, 4996, 5066, 5135, 5205, 5274, 5344, 5413, 5483]] + 攻击次数 = 6 + 魔化 = 2.34 + CD = 16 * 1.5 + TP成长 = 0.10 + TP上限 = 5 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.25 + elif x == 1: + self.倍率 *= 1.34 + + +class 技能8(职业主动技能): + 名称 = '恶魔之拳' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + data0 = [int(x*1.24) for x in [0, 186, 205, 224, 243, 262, 281, 300, 319, 338, 357, 376, 395, 413, 432, 451, 470, 489, 508, 527, 546, 565, 584, 603, 622, 641, 660, 679, 698, 717, 735, 754, 773, 792, 811, 830, 849, 868, 887, 906, 925, 944, 963, 982, 1001, 1020, 1038, 1057, 1076, 1095, 1114, 1133, 1152, 1171, 1190, 1209, 1228, 1247, 1266, 1285, 1304, 1323, 1342, 1360, 1379, 1398, 1417, 1436, 1455, 1474, 1493]] + 攻击次数 = 10 + data1 = [int(x*1.24) for x in [0, 7217, 7950, 8682, 9414, 10146, 10879, 11611, 12343, 13075, 13807, 14540, 15272, 16004, 16736, 17469, 18201, 18933, 19665, 20398, 21130, 21862, 22594, 23327, 24059, 24791, 25523, 26256, 26988, 27720, 28452, 29185, 29917, 30649, 31381, 32114, 32846, 33578, 34310, 35042, 35775, 36507, 37239, 37971, 38704, 39436, 40168, 40900, 41633, 42365, 43097, 43829, 44562, 45294, 46026, 46758, 47491, 48223, 48955, 49687, 50420, 51152, 51884, 52616, 53349, 54081, 54813, 55545, 56277, 57010, 57742]] + 攻击次数2 = 1 + CD = 20 + TP成长 = 0.10 + TP上限 = 5 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data0 = [int(x*1.1) for x in self.data0] + self.data1 = [int(x*1.25) for x in self.data1] + self.CD *= 0.85 + elif x == 1: + self.data0 = [int(x*1.1) for x in self.data0] + self.data1 = [int(x*1.37) for x in self.data1] + self.CD *= 0.85 + + +class 技能9(职业主动技能): + 名称 = '恶魔之握' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + data0 = [int(x*1.25) for x in [0, 505, 557, 609, 660, 711, 763, 814, 866, 916, 968, 1020, 1071, 1123, 1173, 1225, 1277, 1328, 1379, 1431, 1482, 1534, 1584, 1636, 1688, 1739, 1790, 1842, 1893, 1945, 1995, 2047, 2099, 2150, 2201, 2252, 2304, 2356, 2406, 2458, 2510, 2561, 2613, 2663, 2715, 2767, 2818, 2869, 2920, 2972, 3024, 3074, 3126, 3178, 3229, 3280, 3331, 3383, 3435, 3485, 3537, 3589, 3640, 3691, 3742, 3794, 3846, 3896, 3948, 3999, 4051]] + 攻击次数 = 2 + data1 = [int(x*1.25) for x in [0, 10881, 11984, 13088, 14193, 15296, 16400, 17503, 18607, 19712, 20815, 21919, 23023, 24126, 25231, 26335, 27438, 28542, 29646, 30750, 31854, 32958, 34061, 35165, 36270, 37373, 38477, 39581, 40685, 41789, 42893, 43996, 45100, 46205, 47308, 48412, 49516, 50619, 51724, 52828, 53931, 55035, 56140, 57243, 58347, 59450, 60554, 61659, 62762, 63866, 64970, 66073, 67178, 68282, 69385, 70489, 71593, 72697, 73801, 74905, 76008, 77112, 78217, 79320, 80424, 81528, 82631, 83736, 84840, 85943, 87047]] + 攻击次数2 = 1 + CD = 30 + TP成长 = 0.10 + TP上限 = 5 + +class 技能10(职业主动技能): + 名称 = '黑暗权能' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + data0 = [int(x*1.102) for x in [0, 625, 688, 752, 815, 878, 942, 1006, 1068, 1132, 1196, 1259, 1323, 1385, 1449, 1513, 1577, 1640, 1703, 1766, 1830, 1894, 1956, 2020, 2084, 2147, 2211, 2274, 2337, 2401, 2465, 2527, 2591, 2655, 2718, 2782, 2844, 2908, 2972, 3036, 3099, 3162, 3225, 3289, 3353, 3415, 3479, 3543, 3606, 3670, 3733, 3796, 3860, 3924, 3987, 4050, 4114, 4177, 4241, 4303, 4367, 4431, 4495, 4558, 4621, 4684, 4748, 4812, 4876, 4938, 5002]] + data1 = [int(x*1.102) for x in [0, 371, 408, 446, 484, 522, 559, 597, 635, 673, 709, 747, 785, 823, 860, 898, 936, 974, 1011, 1049, 1087, 1125, 1161, 1199, 1237, 1275, 1312, 1350, 1388, 1426, 1463, 1501, 1539, 1575, 1613, 1651, 1689, 1726, 1764, 1802, 1840, 1877, 1915, 1953, 1991, 2027, 2065, 2103, 2141, 2178, 2216, 2254, 2292, 2329, 2367, 2405, 2443, 2479, 2517, 2555, 2593, 2630, 2668, 2706, 2744, 2781, 2819, 2857, 2895, 2931, 2969]] + data2 = [int(x*1.102) for x in [0, 5884, 6480, 7078, 7673, 8271, 8868, 9466, 10062, 10658, 11255, 11852, 12450, 13046, 13644, 14239, 14837, 15434, 16030, 16628, 17224, 17821, 18418, 19016, 19612, 20210, 20805, 21402, 22000, 22596, 23194, 23790, 24387, 24984, 25582, 26178, 26774, 27371, 27968, 28566, 29162, 29759, 30356, 30953, 31550, 32146, 32743, 33340, 33937, 34534, 35132, 35727, 36325, 36922, 37518, 38116, 38711, 39309, 39906, 40503, 41100, 41698, 42293, 42891, 43488, 44084, 44682, 45277, 45875, 46472, 47069]] + 攻击次数 = 1 + 攻击次数2 = 32 + 攻击次数3 = 1 + CD = 40 + TP成长 = 0.10 + TP上限 = 5 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数2 = 42 + self.CD *= 0.9 + elif x == 1: + self.攻击次数2 = 42 * 1.09 + self.CD *= 0.9 + + +class 技能11(职业主动技能): + 名称 = '魔化:末日审判者' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + data0 = [int(x*1.15) for x in [0, 822, 943, 1063, 1183, 1303, 1425, 1546, 1665, 1787, 1906, 2028, 2148, 2268, 2388, 2510, 2628, 2749, 2870, 2989, 3109, 3230, 3351, 3470, 3591, 3710, 3831, 3951, 4072, 4192, 4312, 4432, 4553, 4673, 4793, 4914, 5034, 5153, 5274, 5395, 5513]] + 攻击次数 = 2 + data1 = [int(x*1.15) for x in [0, 983, 1145, 1307, 1469, 1630, 1792, 1954, 2115, 2280, 2440, 2602, 2765, 2926, 3088, 3249, 3410, 3572, 3735, 3897, 4057, 4219, 4381, 4543, 4704, 4865, 5027, 5188, 5351, 5513, 5673, 5836, 5997, 6159, 6321, 6481, 6644, 6806, 6967, 7130, 7291]] + 攻击次数2 = 2 + data2 = [int(x*1.15) for x in [0, 1503, 1800, 2097, 2393, 2688, 2986, 3281, 3577, 3876, 4173, 4468, 4765, 5061, 5357, 5654, 5950, 6245, 6543, 6839, 7135, 7431, 7728, 8024, 8319, 8616, 8912, 9209, 9505, 9801, 10097, 10395, 10689, 10985, 11283, 11578, 11873, 12171, 12467, 12765, 13059]] + 攻击次数3 = 2 + data3 = [int(x*1.15) for x in [0, 1603, 1926, 2249, 2571, 2891, 3215, 3536, 3859, 4183, 4506, 4826, 5150, 5473, 5795, 6117, 6439, 6760, 7083, 7405, 7727, 8048, 8372, 8694, 9015, 9338, 9660, 9981, 10305, 10626, 10947, 11271, 11591, 11914, 12238, 12558, 12880, 13203, 13524, 13847, 14169]] + 攻击次数4 = 2 + + # 审判关联数据 + sp_data0 = [int(x*1.193) for x in [0, 8805, 10847, 12890, 14931, 16973, 19015, 21057, 23099, 25141, 27183, 29225, 31266, 33308, 35350, 37392, 39434, 41476, 43518, 45560, 47601, 49643, 51685, 53727, 55769, 57811, 59853, 61895, 63936, 65978, 68021, 70063, 72105, 74147, 76189, 78231, 80272, 82314, 84356, 86398, 88440]] + sp_data1 = [int(x*1.193) for x in [0, 25062, 30874, 36685, 42497, 48308, 54120, 59931, 65743, 71555, 77367, 83178, 88990, 94801, 100612, 106424, 112236, 118048, 123859, 129671, 135483, 141293, 147105, 152917, 158729, 164540, 170352, 176164, 181976, 187786, 193598, 199410, 205221, 211033, 216845, 222657, 228468, 234279, 240091, 245902, 251714]] + + CD = 1 + + 关联技能 = ['所有'] + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 1.15 + + +class 技能12(主动技能): + 名称 = '审判' + 所在等级 = 50 + 等级上限 = 1 + 基础等级 = 1 + data0 = 0 + data1 = 0 + 攻击次数2 = 1 + 魔化 = 1.1 # 魔化 + CD = 145 + + def 等效百分比(self, 武器类型): + return (self.data0 + self.data1) * self.倍率 * self.魔化 + + +class 技能13(被动技能): + 名称 = '恶魔唤醒' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + 关联技能 = ['不朽战吼', '地狱之门', '厄运之轮', '恶魔之拳', '恶魔之手', '恶魔之握', '复仇之刺', '黑暗权能', + '回旋飞镰', '毁灭强击', '裂地锤', '末日浩劫', '死亡切割', '永堕:混沌弑神', '极恶洪流', '末日福音:毁灭之翼'] + 关联技能2 = ['魔化:末日审判者'] + 关联技能3 = ['审判'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.00 + 0.015 * self.等级, 5) + + def 加成倍率2(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.00 + 0.01 * self.等级, 5) + + def 加成倍率3(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.00 + 0.02 * self.等级, 5) + + +class 技能14(职业主动技能): + 名称 = '地狱之门' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + data0 = [int(x*1.181) for x in [0, 1467, 1614, 1763, 1911, 2060, 2210, 2357, 2506, 2656, 2803, 2952, 3102, 3249, 3399, 3546, 3695, 3845, 3992, 4142, 4291, 4438, 4588, 4737, 4884, 5034, 5182, 5331, 5480, 5629, 5777, 5926, 6075, 6223, 6373, 6521, 6669, 6816, 6967, 7115, 7263, 7413, 7562, 7709, 7860, 8008, 8155, 8306, 8453, 8601, 8752, 8899, 9047, 9198, 9345, 9494, 9643, 9792, 9940, 10087, 10238, 10386, 10533, 10684, 10832, 10979, 11130, 11278, 11425, 11576, 11723]] + 攻击次数 = 8 + 倍率 = 1.5 # 魔化 + CD = 30 + TP成长 = 0.10 + TP上限 = 5 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 9 + self.CD *= 0.88 + elif x == 1: + self.倍率 *= 1.08 + self.攻击次数 = 9 + self.CD *= 0.88 + + +class 技能15(职业主动技能): + 名称 = '末日浩劫' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + data0 = [int(x*1.219) for x in [0, 20616, 22708, 24800, 26891, 28983, 31075, 33165, 35257, 37349, 39440, 41532, 43624, 45716, 47807, 49898, 51990, 54081, 56173, 58265, 60356, 62448, 64540, 66631, 68722, 70814, 72906, 74997, 77089, 79181, 81271, 83363, 85455, 87546, 89638, 91730, 93822, 95913, 98004, 100096, 102187, 104279, 106371, 108462, 110554, 112646, 114737, 116828, 118920, 121012, 123103, 125195, 127287, 129377, 131469, 133561, 135653, 137744, 139836, 141928, 144019, 146110, 148202, 150293, 152385, 154477, 156569, 158660, 160752, 162843, 164934]] + 倍率 = 1.35 # 魔化 + CD = 50 + TP成长 = 0.10 + TP上限 = 5 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.08*1.1 + elif x == 1: + self.倍率 *= 1.08*1.18 + + +class 技能16(职业主动技能): + 名称 = '不朽战吼' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + data0 = [int(x*1.23) for x in [0, 7700, 8482, 9263, 10044, 10826, 11608, 12388, 13170, 13951, 14733, 15515, 16295, 17077, 17858, 18640, 19421, 20201, 20983, 21763, 22545, 23327, 24108, 24890, 25670, 26452, 27234, 28015, 28796, 29577, 30359, 31140, 31920, 32702, 33483, 34264, 35045, 35827, 36609, 37389, 38171, 38952, 39734, 40514, 41296, 42078, 42859, 43641, 44420, 45202, 45984, 46764, 47546, 48327, 49109, 49891, 50671, 51453, 52235, 53016, 53797, 54578, 55360, 56141, 56921, 57703, 58484, 59266, 60047, 60828, 61610]] + 攻击次数 = 5 + data1 = [int(x*1.23) for x in [0, 2752, 3033, 3312, 3588, 3868, 4148, 4426, 4707, 4986, 5266, 5546, 5824, 6103, 6381, 6662, 6941, 7220, 7501, 7778, 8057, 8338, 8616, 8895, 9176, 9453, 9732, 10012, 10291, 10571, 10850, 11130, 11409, 11687, 11967, 12245, 12524, 12805, 13083, 13361, 13641, 13921, 14200, 14480, 14760, 15038, 15317, 15598, 15876, 16154, 16434, 16714, 16992, 17273, 17552, 17829, 18110, 18388, 18667, 18947, 19227, 19507, 19784, 20064, 20343, 20621, 20902, 21181, 21460, 21741, 22018]] + 攻击次数2 = 2 + CD = 40 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + self.倍率 *= 1.29 + self.CD *= 0.86 + + +class 技能17(被动技能): + 名称 = '原罪之力' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.17 + 0.02 * self.等级, 5) + + +class 技能18(职业主动技能): + 名称 = '毁灭强击' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + data0 = [int(x*1.231) for x in [0, 5066, 5580, 6094, 6609, 7123, 7636, 8150, 8664, 9179, 9692, 10206, 10720, 11235, 11749, 12262, 12776, 13291, 13805, 14318, 14832, 15346, 15861, 16375, 16888, 17402, 17917, 18431, 18945, 19458, 19973, 20487, 21001, 21514, 22028, 22543, 23057, 23571, 24084, 24599, 25113, 25627, 26140, 26655, 27169, 27683, 28197, 28710, 29225, 29739, 30253, 30768, 31281, 31795, 32309, 32823, 33337, 33851, 34365, 34879, 35394, 35907, 36421, 36935, 37450, 37964, 38477, 38991, 39505, 40020, 40533]] + 攻击次数 = 1 + data1 = [int(x*1.231) for x in [0, 23644, 26042, 28441, 30840, 33237, 35637, 38036, 40435, 42834, 45232, 47631, 50030, 52429, 54827, 57226, 59625, 62024, 64422, 66820, 69220, 71619, 74016, 76416, 78815, 81214, 83612, 86011, 88410, 90809, 93206, 95606, 98005, 100403, 102803, 105201, 107599, 109999, 112398, 114795, 117195, 119594, 121991, 124391, 126789, 129189, 131588, 133985, 136385, 138784, 141181, 143581, 145980, 148378, 150778, 153175, 155574, 157974, 160372, 162770, 165170, 167568, 169967, 172366, 174764, 177164, 179562, 181960, 184360, 186758, 189157]] + 攻击次数2 = 1 + data2 = [int(x*1.231) for x in [0, 1012, 1116, 1219, 1321, 1424, 1526, 1629, 1733, 1836, 1938, 2041, 2143, 2246, 2350, 2452, 2555, 2658, 2760, 2863, 2966, 3069, 3172, 3275, 3377, 3480, 3582, 3686, 3789, 3891, 3994, 4097, 4199, 4302, 4406, 4508, 4611, 4714, 4816, 4919, 5023, 5125, 5228, 5330, 5433, 5536, 5639, 5742, 5845, 5947, 6050, 6153, 6255, 6359, 6462, 6564, 6667, 6769, 6872, 6976, 7078, 7181, 7284, 7386, 7489, 7593, 7695, 7798, 7901, 8003, 8106]] + 攻击次数3 = 10 # 最低5 + 魔化 = 1.35 # 魔化 + CD = 45.0 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + self.倍率 *= 1.35 + + +class 技能19(职业主动技能): + 名称 = '永堕:混沌弑神' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + data0 = [int(x*1.15) for x in [0, 4013, 4944, 5875, 6805, 7736, 8667, 9597, 10528, 11459, 12389, 13320, 14251, 15181, 16112, 17043, 17974, 18904, 19835, 20766, 21696, 22627, 23558, 24488, 25419, 26350, 27280, 28211, 29142, 30073, 31003, 31934, 32865, 33795, 34726, 35657, 36587, 37518, 38449, 39380, 40310, 41241, 42172, 43102, 44033, 44964, 45894, 46825, 47756, 48686, 49617, 50548, 51479, 52409, 53340, 54271, 55201, 56132, 57063, 57993, 58924, 59855, 60786, 61716, 62647, 63578, 64508, 65439, 66370, 67300, 68231]] + 攻击次数 = 0 + data1 = [int(x*1.15) for x in [0, 2876, 3543, 4210, 4877, 5544, 6211, 6878, 7545, 8212, 8879, 9546, 10213, 10880, 11547, 12214, 12881, 13548, 14215, 14882, 15549, 16216, 16883, 17550, 18217, 18884, 19551, 20218, 20885, 21552, 22219, 22886, 23553, 24220, 24887, 25554, 26221, 26888, 27555, 28222, 28889, 29556, 30223, 30890, 31557, 32224, 32891, 33558, 34225, 34892, 35559, 36226, 36893, 37560, 38227, 38894, 39561, 40228, 40895, 41562, 42229, 42896, 43563, 44230, 44897, 45564, 46231, 46898, 47565, 48232, 48899]] + 攻击次数2 = 12 + data2 = [int(x*1.15) for x in [0, 7224, 8899, 10575, 12250, 13925, 15600, 17276, 18951, 20626, 22301, 23977, 25652, 27327, 29002, 30678, 32353, 34028, 35703, 37379, 39054, 40729, 42404, 44080, 45755, 47430, 49105, 50781, 52456, 54131, 55806, 57482, 59157, 60832, 62507, 64183, 65858, 67533, 69208, 70884, 72559, 74234, 75909, 77585, 79260, 80935, 82610, 84286, 85961, 87636, 89311, 90987, 92662, 94337, 96012, 97688, 99363, 101038, 102713, 104389, 106064, 107739, 109414, 111090, 112765, 114440, 116115, 117791, 119466, 121141, 122816]] + 攻击次数3 = 1 + data3 = [int(x*1.15) for x in [0, 17258, 21260, 25262, 29264, 33266, 37268, 41270, 45272, 49274, 53276, 57278, 61280, 65282, 69284, 73286, 77288, 81290, 85292, 89294, 93296, 97298, 101300, 105302, 109304, 113306, 117308, 121310, 125312, 129314, 133316, 137318, 141320, 145322, 149324, 153326, 157328, 161330, 165332, 169334, 173336, 177338, 181340, 185342, 189344, 193346, 197348, 201350, 205352, 209354, 213355, 217357, 221359, 225361, 229363, 233365, 237367, 241369, 245371, 249373, 253375, 257377, 261379, 265381, 269383, 273385, 277387, 281389, 285391, 289393, 293395]] + 攻击次数4 = 2 + 魔化 = 1.35 # 魔化 + CD = 180.0 + + def 等效百分比(self, 武器类型): + # 按X或Z + self.data3 = [int(x*1.35) for x in self.data3] + return super().等效百分比(武器类型) + + +class 技能20(被动技能): + 名称 = '光之影' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能21(职业主动技能): + 名称 = '极恶洪流' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + data0 = [int(x*1.21) for x in [0, 8416, 9269, 10123, 10977, 11830, 12684, 13538, 14392, 15246, 16099, 16953, 17807, 18661, 19515, 20368, 21222, 22076, 22930, 23783, 24637, 25491, 26345, 27198, 28052, 28906, 29760, 30614, 31467, 32321, 33175, 34029, 34883, 35736, 36590, 37444, 38298, 39151, 40005, 40859, 41713, 42567, 43420, 44274, 45128, 45982, 46836, 47689, 48543, 49397, 50250, 51105, 51958, 52812, 53666, 54519, 55373, 56227, 57081, 57935, 58788, 59642, 60496, 61350, 62204, 63057, 63911, 64765, 65618, 66473, 67326]] + 攻击次数 = 3 + data1 = [int(x*1.21) for x in [0, 37871, 41713, 45554, 49397, 53239, 57081, 60923, 64765, 68607, 72449, 76291, 80133, 83975, 87817, 91659, 95501, 99343, 103185, 107027, 110869, 114711, 118553, 122395, 126237, 130079, 133921, 137763, 141605, 145448, 149289, 153131, 156973, 160816, 164657, 168499, 172341, 176183, 180025, 183867, 187710, 191551, 195393, 199235, 203078, 206919, 210761, 214603, 218446, 222287, 226129, 229972, 233814, 237655, 241497, 245340, 249182, 253023, 256865, 260708, 264550, 268391, 272234, 276076, 279917, 283759, 287602, 291444, 295285, 299127, 302970]] + 攻击次数2 = 1 + 攻击次数 = 3 + 攻击次数2 = 1 + CD = 60.0 + 魔化 = 1.3 + + def 等效百分比(self, 武器类型): + # [长按技能键时] 攻击力增加率 20% + self.倍率 *= 1.2 + return super().等效百分比(武器类型) + + +class 技能22(职业主动技能): + 名称 = '末日福音:毁灭之翼' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + data0 = [int(x*1.246) for x in [0, 49219, 60632, 72046, 83459, 94872, 106285, 117699, 129112, 140525, 151938, 163352, 174765, 186178, 197591, 209005, 220418, 231831, 243244, 254658, 266071, 277484, 288897, 300311, 311724, 323137, 334550, 345964, 357377, 368790, 380203, 391617, 403030, 414443, 425856, 437270, 448683, 460096, 471509, 482923, 494336, 505749, 517162, 528576, 539989, 551402, 562816, 574229, 585642, 597055, 608469, 619882, 631295, 642708, 654122, 665535, 676948, 688361, 699775, 711188, 722601, 734014, 745428, 756841, 768254, 779667, 791081, 802494, 813907, 825320, 836734]] + 攻击次数 = 1 + data1 = [int(x*1.246) for x in [0, 24609, 30316, 36023, 41729, 47436, 53142, 58849, 64556, 70262, 75969, 81676, 87382, 93089, 98795, 104502, 110209, 115915, 121622, 127329, 133035, 138742, 144448, 150155, 155862, 161568, 167275, 172982, 178688, 184395, 190101, 195808, 201515, 207221, 212928, 218635, 224341, 230048, 235754, 241461, 247168, 252874, 258581, 264288, 269994, 275701, 281408, 287114, 292821, 298527, 304234, 309941, 315647, 321354, 327061, 332767, 338474, 344180, 349887, 355594, 361300, 367007, 372714, 378420, 384127, 389833, 395540, 401247, 406953, 412660, 418367]] + 攻击次数2 = 1 + data2 = [int(x*1.246) for x in [0, 61524, 75791, 90057, 104324, 118590, 132857, 147123, 161390, 175657, 189923, 204190, 218456, 232723, 246989, 261256, 275523, 289789, 304056, 318322, 332589, 346855, 361122, 375388, 389655, 403922, 418188, 432455, 446721, 460988, 475254, 489521, 503788, 518054, 532321, 546587, 560854, 575120, 589387, 603654, 617920, 632187, 646453, 660720, 674986, 689253, 703519, 717786, 732053, 746319, 760586, 774852, 789119, 803385, 817652, 831919, 846185, 860452, 874718, 888985, 903251, 917518, 931785, 946051, 960318, 974584, 988851, 1003117, 1017384, 1031650, 1045917]] + 攻击次数3 = 1 + data3 = [int(x*1.246) for x in [0, 110744, 136424, 162103, 187783, 213463, 239143, 264823, 290502, 316182, 341862, 367542, 393222, 418902, 444581, 470261, 495941, 521621, 547301, 572980, 598660, 624340, 650020, 675700, 701379, 727059, 752739, 778419, 804099, 829779, 855458, 881138, 906818, 932498, 958178, 983857, 1009537, 1035217, 1060897, 1086577, 1112257, 1137936, 1163616, 1189296, 1214976, 1240656, 1266335, 1292015, 1317695, 1343375, 1369055, 1394735, 1420414, 1446094, 1471774, 1497454, 1523134, 1548813, 1574493, 1600173, 1625853, 1651533, 1677213, 1702892, 1728572, 1754252, 1779932, 1805612, 1831291, 1856971, 1882651]] + 攻击次数4 = 1 + + CD = 290.0 + 魔化 = 1.4 + + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +神启·复仇者一觉序号 = 12 +神启·复仇者二觉序号 = 19 +神启·复仇者三觉序号 = 22 + +神启·复仇者护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 神启·复仇者护石选项.append(i.名称) + +神启·复仇者符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 神启·复仇者符文选项.append(i.名称) + + +class 神启·复仇者角色属性(角色属性): + + 实际名称 = '神启·复仇者' + 角色 = '圣职者(男)' + 职业 = '复仇者' + + 武器选项 = ['镰刀'] + + 类型选择 = ['魔法百分比'] + + 类型 = '魔法百分比' + 防具类型 = '重甲' + 防具精通属性 = ['智力'] + + 主BUFF = 1.90 + + 远古记忆 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + super().被动倍率计算() + 一觉 = self.技能栏[self.技能序号['魔化:末日审判者']] + self.技能栏[self.技能序号['审判']].data0 = 一觉.sp_data0[一觉.等级] + self.技能栏[self.技能序号['审判']].data1 = 一觉.sp_data1[一觉.等级] + + +class 神启·复仇者(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 神启·复仇者角色属性() + self.角色属性A = 神启·复仇者角色属性() + self.角色属性B = 神启·复仇者角色属性() + self.一觉序号 = 神启·复仇者一觉序号 + self.二觉序号 = 神启·复仇者二觉序号 + self.三觉序号 = 神启·复仇者三觉序号 + self.护石选项 = deepcopy(神启·复仇者护石选项) + self.符文选项 = deepcopy(神启·复仇者符文选项) diff --git a/Characters/神启·巫女.py b/Characters/神启·巫女.py new file mode 100644 index 00000000..ee27fca5 --- /dev/null +++ b/Characters/神启·巫女.py @@ -0,0 +1,569 @@ +from math import * +from PublicReference.carry.base import * + +# class 主动技能(主动技能): +# def 等效CD(self, 武器类型): +# return round(self.CD / self.恢复 * 1.05, 1) +# #念珠1.05 + + +class 主动技能(主动技能): + 技能施放时间 = 0.0 + 脱手 = 1 + data0 = [] + data1 = [] + data2 = [] + data3 = [] + data4 = [] + data5 = [] + data6 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数1 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数2 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数3 + if len(self.data4) >= self.等级 and len(self.data4) > 0: + 等效倍率 += self.data4[self.等级] * self.攻击次数4 + if len(self.data5) >= self.等级 and len(self.data5) > 0: + 等效倍率 += self.data5[self.等级] * self.攻击次数5 + if len(self.data6) >= self.等级 and len(self.data6) > 0: + 等效倍率 += self.data6[self.等级] * self.攻击次数6 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能0(主动技能): + 名称 = '罪业加身' + 所在等级 = 10 + 等级上限 = 60 + 基础等级 = 48 + #基础 = 2014 - 204.4468 + #成长 = 204.4468 + data0 = [int(i*1.085*1.0) for i in [0, 2014, 2220, 2424, 2628, 2832, 3037, 3242, 3446, 3651, 3854, 4059, 4263, 4468, 4672, 4877, 5080, 5285, 5492, 5695, 5900, 6104, 6308, 6514, 6718, 6922, 7126, 7331, 7535, 7740, 7944, 8148, 8352, 8557, 8762, 8966, + 9171, 9374, 9579, 9784, 9989, 10194, 10398, 10602, 10807, 11012, 11215, 11420, 11623, 11829, 12034, 12237, 12442, 12646, 12851, 13055, 13260, 13463, 13668, 13872, 14077, 14282, 14487, 14691, 14895, 15101, 15304, 15509, 15714, 15917, 16123]] + CD = 6.0 + TP成长 = 0.08 + TP上限 = 5 + + +class 技能1(主动技能): + 名称 = '唤雷符' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + #基础 = 1721 - 174.644 + #成长 = 174.644 + data0 = [int(i*1.085*1.206) for i in [0, 1721, 1895, 2070, 2245, 2420, 2594, 2769, 2944, 3118, 3293, 3468, 3641, 3816, 3992, 4166, 4340, 4516, 4689, 4865, 5039, 5212, 5389, 5563, 5738, 5911, 6087, 6262, 6437, 6610, 6786, 6961, 7134, 7309, 7484, + 7660, 7834, 8008, 8182, 8357, 8532, 8707, 8880, 9055, 9231, 9405, 9580, 9754, 9930, 10104, 10278, 10452, 10628, 10802, 10977, 11151, 11325, 11502, 11676, 11849, 12025, 12200, 12374, 12548, 12723, 12897, 13073, 13248, 13422, 13596, 13771]] + CD = 5.0 + TP成长 = 0.08 + TP上限 = 5 + + +class 技能2(主动技能): + 名称 = '念珠连射' + 备注 = '(TP为基础精通)' + 所在等级 = 15 + 等级上限 = 1 + 基础等级 = 1 + # 基础 = (9195.58 / 9.362) * 1.05 + 基础 = (83.97+98.96+112.99+129.97+143.97+166.99)*1.085 + # data0 = [ int(i*1.085*1.05) for i in [0, 4000, 5000, 5000, 5000, 5000, 5000, 1000, 1000, 1000, 1000, 1000, 1000, 1000, 1000, 1000, 1000, 1000, 1000, 1000]] + 成长 = 0 + CD = 1.0 + TP成长 = 0.1 + TP上限 = 3 + + def 等效百分比(self, 武器类型): + if self.等级 == 0: + return 0 + else: + return int( + (self.攻击次数 * (self.基础 + self.成长 * self.等级) + self.攻击次数2 * + (self.基础2 + self.成长2 * self.等级) + self.攻击次数3 * + (self.基础3 + self.成长3 * self.等级)) * + (1 + self.TP成长 * self.TP等级) * self.倍率) + + +class 技能3(主动技能): + 名称 = '木槵子经' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + data0 = [int(i*1.085*1.119) for i in [0, 267, 295, 323, 350, 377, 404, 432, 459, 486, 513, 541, 567, 595, 621, 650, 677, 704, 731, 759, 786, 813, 840, 867, 895, 921, 949, 977, 1004, 1031, 1058, 1085, 1113, 1140, 1167, 1194, 1221, 1249, 1275, 1303, 1331, 1358, 1385, 1412, 1440, 1467, 1494, 1521, 1549, 1575, 1603, 1630, 1658, 1685, 1712, 1739, 1767, 1794, 1821, 1848, 1875, 1903, 1930, 1957, 1985, 2012, 2039, 2066, 2094, 2121, 2148]] + 攻击次数 = 6 + CD = 4.0 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能4(主动技能): + 名称 = '束灵符' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + #基础 = (2052 - 208.214) * 1.146 + #成长 = 208.214 * 1.146 + data0 = [int(i*1.085*1.211) for i in [0, 2352, 2590, 2829, 3067, 3306, 3545, 3783, 4022, 4261, 4499, 4738, 4976, 5215, 5454, 5692, 5931, 6169, 6408, 6647, 6885, 7124, 7363, 7601, 7840, 8078, 8317, 8556, 8794, 9033, 9272, 9510, 9749, 9987, 10226, 10465, 10703, 10942, 11180, 11419, 11658, 11896, 12135, 12374, 12612, 12851, 13089, 13328, 13567, 13805, 14044, 14283, 14521, 14760, 14998, 15237, 15476, 15714, 15953, 16191, 16430, 16669, 16907, 17146, 17385, 17623, 17862, 18100, 18339, 18578, 18816]] + CD = 7.0 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能5(主动技能): + 名称 = '驱邪咒' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + #基础 = (5100 - 519) * 1.05 + #成长 = 519 * 1.05 + data0 = [int(i*1.085*1.209) for i in [0, 268, 296, 323, 350, 377, 405, 432, 459, 487, 514, 541, 568, 596, 623, 650, 678, 705, 732, 759, 787, 814, 841, 869, 896, 923, 950, 978, 1005, 1032, 1059, 1087, 1114, 1141, 1169, 1196, 1223, 1250, 1278, 1305, 1332, 1360, 1387, 1414, 1441, 1469, 1496, 1523, 1550, 1578, 1605, 1632, 1660, 1687, 1714, 1741, 1769, 1796, 1823, 1851, 1878, 1905, 1932, 1960, 1987, 2014, 2041, 2069, 2096, 2123, 2151]] + 攻击次数 = 20 + CD = 12.0 + TP上限 = 5 + TP倍率 = [1, 1.238, 1.35, 1.46, 1.575, 1.688] + + def 等效百分比(self, 武器类型): + if self.等级 == 0: + return 0 + else: + return int(self.data0[self.等级] * self.攻击次数* self.TP倍率[self.TP等级] * self.倍率) + + +class 技能6(被动技能): + 名称 = '祈雨祭' + 所在等级 = 25 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.00 + 0.02 * self.等级, 5) + + +class 技能7(被动技能): + 名称 = '神术强化' + 所在等级 = 30 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 <= 10: + return round(1.05 + 0.015 * self.等级, 5) + else: + return round(1.00 + 0.02 * self.等级, 5) + + +class 技能8(主动技能): + 名称 = '和合之玉' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + #基础 = (5233 - 531.108) * 1.09 + #成长 = 531.108 * 1.09 + data0 = [int(i*1.085*1.211) for i in [0, 3996, 4401, 4806, 5212, 5617, 6023, 6428, 6833, 7239, 7644, 8050, 8455, 8860, 9266, 9671, 10077, 10482, 10887, 11293, 11698, 12104, 12509, 12914, 13320, 13725, 14131, 14536, 14941, 15347, 15752, 16158, 16563, 16968, 17374, 17779, 18185, 18590, 18995, 19401, 19806, 20212, 20617, 21022, 21428, 21833, 22239, 22644, 23049, 23455, 23860, 24266, 24671, 25076, 25482, 25887, 26293, 26698, 27103, 27509, 27914, 28320, 28725, 29130, 29536, 29941, 30347, 30752, 31157, 31563, 31968]] + 攻击次数 = 1 + data1 = [int(i*1.085*1.211) for i in [0, 1712, 1886, 2060, 2233, 2407, 2581, 2755, 2928, 3102, 3276, 3450, 3623, 3797, 3971, 4145, 4318, 4492, 4666, 4839, 5013, 5187, 5361, 5534, 5708, 5882, 6056, 6229, 6403, 6577, 6751, 6924, 7098, 7272, 7446, 7619, 7793, 7967, 8141, 8314, 8488, 8662, 8836, 9009, 9183, 9357, 9531, 9704, 9878, 10052, 10225, 10399, 10573, 10747, 10920, 11094, 11268, 11442, 11615, 11789, 11963, 12137, 12310, 12484, 12658, 12832, 13005, 13179, 13353, 13527, 13700]] + 攻击次数1 = 1 + CD = 15.0 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能9(主动技能): + 名称 = '聚魂吸星符' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + #基础 = (6004 - 609.629) * 1.106 + #成长 = 609.629 * 1.106 + data0 = [int(i*1.085*1.21) for i in [0, 349, 385, 420, 456, 491, 527, 563, 598, 634, 669, 705, 740, 776, 811, 847, 882, 918, 953, 989, 1024, 1060, 1095, 1131, 1166, 1202, 1237, 1273, 1308, 1344, 1379, 1415, 1450, 1486, 1521, 1557, 1592, 1628, 1663, 1699, 1734, 1770, 1805, 1841, 1876, 1912, 1947, 1983, 2018, 2054, 2089, 2125, 2160, 2196, 2231, 2267, 2302, 2338, 2373, 2409, 2444, 2480, 2515, 2551, 2586, 2622, 2657, 2693, 2728, 2764, 2799]] + 攻击次数 = 19 + # 技能写的20,测试17,写的19 + CD = 15.0 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 22 + # self.倍率 *= 1.2964 + self.倍率 *= 1.12 + self.CD *= 0.95 + elif x == 1: + # self.倍率 *= 1.3779 + self.攻击次数 = 22 + self.倍率 *= 1.19 + self.CD *= 0.95 + + +class 技能10(主动技能): + 名称 = '龙魂之怒' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + #基础 = (8116 - 823.406) * 1.103 + #成长 = 823.406 * 1.103 + data0 = [int(i*1.085*1.211) for i in [0, 8953, 9862, 10770, 11679, 12587, 13495, 14404, 15312, 16220, 17129, 18037, 18946, 19854, 20762, 21671, 22579, 23487, 24396, 25304, 26212, 27121, 28029, 28938, 29846, 30754, 31663, 32571, 33479, 34388, 35296, 36205, 37113, 38021, 38930, 39838, 40746, 41655, 42563, 43472, 44380, 45288, 46197, 47105, 48013, 48922, 49830, 50738, 51647, 52555, 53464, 54372, 55280, 56189, 57097, 58005, 58914, 59822, 60731, 61639, 62547, 63456, 64364, 65272, 66181, 67089, 67998, 68906, 69814, 70723, 71631]] + CD = 20.0 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能11(主动技能): + 名称 = '百八念珠' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + #基础 = 13060 - 1326.25 + #成长 = 1326.25 + data0 = [int(i*1.085*1.211) for i in [0, 653, 720, 786, 852, 919, 984, 1051, 1117, 1184, 1250, 1316, 1383, 1449, 1516, 1582, 1648, 1713, 1780, 1846, 1913, 1979, 2046, 2111, 2179, 2244, 2311, 2377, 2443, 2510, 2576, 2643, 2709, 2775, + 2842, 2908, 2974, 3040, 3107, 3173, 3239, 3306, 3372, 3439, 3505, 3571, 3636, 3703, 3769, 3836, 3902, 3969, 4034, 4102, 4167, 4234, 4299, 4366, 4432, 4499, 4565, 4632, 4698, 4765, 4830, 4898, 4963, 5030, 5096, 5162, 5229]] + 攻击次数 = 20 + CD = 25.0 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.18 + self.CD *= 0.83 + elif x == 1: + self.倍率 *= 1.27 + self.CD *= 0.83 + + +class 技能12(主动技能): + 名称 = '不动珠箔阵' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + #基础 = (16138 - 1635.567) * 1.107 + #成长 = 1635.567 * 1.107 + data0 = [int(i*1.085*1.21) for i in [0, 446, 491, 537, 582, 627, 673, 718, 763, 808, 854, 899, 944, 990, 1035, 1080, 1126, 1171, 1216, 1262, 1307, 1352, 1397, 1443, 1488, 1533, 1579, 1624, 1669, 1715, 1760, 1805, 1850, 1896, 1941, 1986, 2032, 2077, 2122, 2168, 2213, 2258, 2303, 2349, 2394, 2439, 2485, 2530, 2575, 2621, 2666, 2711, 2756, 2802, 2847, 2892, 2938, 2983, 3028, 3074, 3119, 3164, 3210, 3255, 3300, 3345, 3391, 3436, 3481, 3527, 3572]] + 攻击次数 = 24 + data1 = [int(i*1.085*1.21) for i in [0, 7144, 7869, 8594, 9319, 10044, 10769, 11493, 12218, 12943, 13668, 14393, 15118, 15842, 16567, 17292, 18017, 18742, 19467, 20192, 20916, 21641, 22366, 23091, 23816, 24541, 25265, 25990, 26715, 27440, 28165, 28890, 29614, 30339, 31064, 31789, 32514, 33239, 33964, 34688, 35413, 36138, 36863, 37588, 38313, 39037, 39762, 40487, 41212, 41937, 42662, 43386, 44111, 44836, 45561, 46286, 47011, 47736, 48460, 49185, 49910, 50635, 51360, 52085, 52809, 53534, 54259, 54984, 55709, 56434, 57158]] + 攻击次数1 = 1 + CD = 45.0 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.09 + self.CD *= 0.9 + elif x == 1: + self.倍率 *= 1.17 + self.CD *= 0.9 + + +class 技能13(主动技能): + 名称 = '神龙如意珠' + 备注 = '(1次)' + 是否主动 = 0 + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + #基础 = 526 - 83.947 + #成长 = 83.947 + data0 = [int(i*1.0) for i in [0, 526, 611, 694, 779, 862, 946, 1030, 1113, 1198, 1282, 1366, 1450, 1534, 1618, 1702, 1786, 1870, 1954, + 2038, 2121, 2207, 2290, 2374, 2458, 2542, 2626, 2710, 2794, 2878, 2962, 3046, 3130, 3213, 3298, 3382, 3466, 3550, 3634, 3718, 3802]] + CD = 0.5 + 关联技能 = ['所有'] + + def 等效CD(self, 武器类型, 输出类型): + return 0.5 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.115 + 0.015 * self.等级, 5) + + +class 技能14(主动技能): + 名称 = '神谕:神龙雷雨祭' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + #基础 = (45113 - 10407) * 1.102 + #成长 = 10407 * 1.102 + data0 = [int(i*1.085*1.21) for i in [0, 2167, 2670, 3173, 3676, 4178, 4681, 5184, 5686, 6189, 6692, 7194, 7697, 8200, 8703, 9205, 9708, 10211, 10713, 11216, 11719, 12222, 12724, 13227, 13730, 14232, 14735, 15238, 15740, 16243, 16746, 17249, 17751, 18254, 18757, 19259, 19762, 20265, 20768, 21270, 21773]] + 攻击次数 = 16 + data1 = [int(i*1.085*1.21) for i in [0, 14865, 18312, 21760, 25207, 28654, 32101, 35548, 38995, 42442, 45889, 49337, 52784, 56231, 59678, 63125, 66572, 70019, 73466, 76914, 80361, 83808, 87255, 90702, 94149, 97596, 101044, 104491, 107938, 111385, 114832, 118279, 121726, 125173, 128621, 132068, 135515, 138962, 142409, 145856, 149303]] + 攻击次数1 = 1 + CD = 140 + + +class 技能15(主动技能): + 名称 = '因果业火符' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + #基础 = (13346 - 1354.864) * 1.15 + #成长 = 1354.864 * 1.15 + data0 = [int(i*1.085*1.211) for i in [0, 1426, 1571, 1716, 1861, 2005, 2150, 2295, 2440, 2584, 2729, 2874, 3019, 3163, 3308, 3453, 3598, 3742, 3887, 4032, 4177, 4321, 4466, 4611, 4756, 4900, 5045, 5190, 5335, 5479, 5624, 5769, 5914, 6058, 6203, 6348, 6493, 6637, 6782, 6927, 7072, 7216, 7361, 7506, 7651, 7795, 7940, 8085, 8230, 8374, 8519, 8664, 8809, 8953, 9098, 9243, 9388, 9532, 9677, 9822, 9967, 10111, 10256, 10401, 10546, 10690, 10835, 10980, 11125, 11269, 11414]] + 攻击次数 = 7 + data1 = [int(i*1.085*1.211) for i in [0, 5378, 5923, 6469, 7014, 7560, 8106, 8651, 9197, 9742, 10288, 10834, 11379, 11925, 12470, 13016, 13562, 14107, 14653, 15198, 15744, 16290, 16835, 17381, 17926, 18472, 19018, 19563, 20109, 20654, 21200, 21746, 22291, 22837, 23382, 23928, 24474, 25019, 25565, 26110, 26656, 27202, 27747, 28293, 28839, 29384, 29930, 30475, 31021, 31567, 32112, 32658, 33203, 33749, 34295, 34840, 35386, 35931, 36477, 37023, 37568, 38114, 38659, 39205, 39751, 40296, 40842, 41387, 41933, 42479, 43024]] + 攻击次数1 = 1 + CD = 30.0 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.24 + elif x == 1: + self.倍率 *= 1.33 + + +class 技能16(主动技能): + 名称 = '夺命大念阵' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + #基础 = (24291 - 2464.235) * 1.052 + #成长 = 2464.235 * 1.052 + data0 = [int(i*1.085*1.211) for i in [0, 1826, 2011, 2196, 2381, 2566, 2752, 2937, 3122, 3307, 3493, 3678, 3863, 4048, 4234, 4419, 4604, 4789, 4975, 5160, 5345, 5530, 5716, 5901, 6086, 6271, 6457, 6642, 6827, 7012, 7198, 7383, 7568, 7753, 7939, 8124, 8309, 8494, 8680, 8865, 9050, 9235, 9421, 9606, 9791, 9976, 10162, 10347, 10532, 10717, 10903, 11088, 11273, 11458, 11644, 11829, 12014, 12199, 12385, 12570, 12755, 12940, 13126, 13311, 13496, 13681, 13867, 14052, 14237, 14422, 14608]] + 攻击次数 = 5 + data1 = [int(i*1.085*1.211) for i in [0, 16434, 18101, 19768, 21435, 23102, 24770, 26437, 28104, 29771, 31439, 33106, 34773, 36440, 38107, 39775, 41442, 43109, 44776, 46444, 48111, 49778, 51445, 53112, 54780, 56447, 58114, 59781, 61449, 63116, 64783, 66450, 68117, 69785, 71452, 73119, 74786, 76453, 78121, 79788, 81455, 83122, 84790, 86457, 88124, 89791, 91458, 93126, 94793, 96460, 98127, 99795, 101462, 103129, 104796, 106463, 108131, 109798, 111465, 113132, 114800, 116467, 118134, 119801, 121468, 123136, 124803, 126470, 128137, 129805, 131472]] + 攻击次数1 = 1 + CD = 50.0 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.24 + elif x == 1: + self.倍率 *= 1.32 + + +class 技能17(被动技能): + 名称 = '龙神之力' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + # 二觉被动双加成 + 关联技能2 = ['念珠连射'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.23 + 0.02 * self.等级, 5) + + def 加成倍率2(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02* self.等级, 5) + +class 技能18(主动技能): + 名称 = '退魔阴阳符' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + #基础 = (42399 - 4303.067) * 1.111 + #成长 = 4303.067 * 1.111 + data0 = [int(i*1.085*1.211) for i in [0, 471, 518, 566, 614, 662, 710, 757, 805, 853, 901, 949, 996, 1044, 1092, 1140, 1188, 1235, 1283, 1331, 1379, 1427, 1474, 1522, 1570, 1618, 1666, 1713, 1761, 1809, 1857, 1905, 1952, 2000, 2048, 2096, 2144, 2191, 2239, 2287, 2335, 2383, 2430, 2478, 2526, 2574, 2622, 2669, 2717, 2765, 2813, 2860, 2908, 2956, 3004, 3052, 3099, 3147, 3195, 3243, 3291, 3338, 3386, 3434, 3482, 3530, 3577, 3625, 3673, 3721, 3769]] + 攻击次数 = 1 + data1 = [int(i*1.085*1.211) for i in [0, 3886, 4281, 4675, 5069, 5464, 5858, 6252, 6647, 7041, 7435, 7830, 8224, 8618, 9013, 9407, 9801, 10196, 10590, 10984, 11379, 11773, 12167, 12562, 12956, 13350, 13745, 14139, 14533, 14928, 15322, 15716, 16110, 16505, 16899, 17293, 17688, 18082, 18476, 18871, 19265, 19659, 20054, 20448, 20842, 21237, 21631, 22025, 22420, 22814, 23208, 23603, 23997, 24391, 24786, 25180, 25574, 25969, 26363, 26757, 27152, 27546, 27940, 28335, 28729, 29123, 29518, 29912, 30306, 30700, 31095]] + 攻击次数1 = 12 + CD = 40.0 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.32 + + +class 技能19(主动技能): + 名称 = '天坠阴阳玉' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + #基础 = (40585 - 4117.917) * 1.097 + #成长 = 4117.917 * 1.097 + data0 = [int(i*1.085*1.25) for i in [0, 3007, 3312, 3617, 3922, 4227, 4532, 4837, 5142, 5447, 5753, 6058, 6363, 6668, 6973, 7278, 7583, 7888, 8193, 8498, 8803, 9109, 9414, 9719, 10024, 10329, 10634, 10939, 11244, 11549, 11854, 12159, 12465, 12770, 13075, 13380, 13685, 13990, 14295, 14600, 14905, 15210, 15515, 15820, 16126, 16431, 16736, 17041, 17346, 17651, 17956, 18261, 18566, 18871, 19176, 19482, 19787, 20092, 20397, 20702, 21007, 21312, 21617, 21922, 22227, 22532, 22838, 23143, 23448, 23753, 24058]] + 攻击次数 = 3 + data1 = [int(i*1.085*1.25) for i in [0, 35519, 39122, 42726, 46329, 49932, 53536, 57139, 60743, 64346, 67950, 71553, 75156, 78760, 82363, 85967, 89570, 93173, 96777, 100380, 103984, 107587, 111190, 114794, 118397, 122001, 125604, 129208, 132811, 136414, 140018, 143621, 147225, 150828, 154431, 158035, 161638, 165242, 168845, 172448, 176052, 179655, 183259, 186862, 190466, 194069, 197672, 201276, 204879, 208483, 212086, 215689, 219293, 222896, 226500, 230103, 233706, 237310, 240913, 244517, 248120, 251723, 255327, 258930, 262534, 266137, 269741, 273344, 276947, 280551, 284154]] + 攻击次数1 = 1 + CD = 45.0 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + # self.倍率 *= 1.288 + self.攻击次数 = 0 + self.倍率 *= 1 + 0.43 + 0.18 + self.CD *= 0.86 + + +class 技能20(主动技能): + 名称 = '龙威如狱·龙恩如海' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + #基础 = (92783 - 21518) * 1.1 + #成长 = 21518 * 1.1 + data0 = [int(i*1.085*1.211) for i in [0, 3402, 4191, 4980, 5769, 6558, 7347, 8136, 8925, 9714, 10503, 11292, 12081, 12870, 13659, 14448, 15237, 16026, 16815, 17604, 18393, 19182, 19971, 20760, 21549, 22338, 23127, 23917, 24706, 25495, 26284, 27073, 27862, 28651, 29440, 30229, 31018, 31807, 32596, 33385, 34174, 34963, 35752, 36541, 37330, 38119, 38908, 39697, 40486, 41275, 42064, 42853, 43642, 44431, 45220, 46009, 46798, 47587, 48376, 49165, 49954, 50743, 51532, 52321, 53110, 53899, 54688, 55477, 56266, 57055, 57844]] + 攻击次数 = 9 + data1 = [int(i*1.085*1.211) for i in [0, 5103, 6287, 7470, 8654, 9838, 11021, 12205, 13388, 14572, 15755, 16939, 18122, 19306, 20489, 21673, 22856, 24040, 25223, 26407, 27590, 28774, 29957, 31141, 32324, 33508, 34691, 35875, 37059, 38242, 39426, 40609, 41793, 42976, 44160, 45343, 46527, 47710, 48894, 50077, 51261, 52444, 53628, 54811, 55995, 57178, 58362, 59545, 60729, 61913, 63096, 64280, 65463, 66647, 67830, 69014, 70197, 71381, 72564, 73748, 74931, 76115, 77298, 78482, 79665, 80849, 82032, 83216, 84399, 85583, 86766]] + 攻击次数1 = 6 + data2 = [int(i*1.085*1.211) for i in [0, 40831, 50299, 59767, 69236, 78704, 88172, 97640, 107108, 116576, 126045, 135513, 144981, 154449, 163917, 173386, 182854, 192322, 201790, 211258, 220726, 230195, 239663, 249131, 258599, 268067, 277535, 287004, 296472, 305940, 315408, 324876, 334345, 343813, 353281, 362749, 372217, 381685, 391154, 400622, 410090, 419558, 429026, 438494, 447963, 457431, 466899, 476367, 485835, 495304, 504772, 514240, 523708, 533176, 542644, 552113, 561581, 571049, 580517, 589985, 599453, 608922, 618390, 627858, 637326, 646794, 656263, 665731, 675199, 684667, 694135]] + 攻击次数2 = 1 + CD = 180.0 + + +class 技能21(被动技能): + 名称 = '乾坤之境' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能22(主动技能): + 名称 = '天泽神龙阵' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + data0 = [int(i*1.085*1.211) for i in [0, 6033, 6645, 7257, 7869, 8481, 9094, 9706, 10318, 10930, 11542, 12154, 12766, 13378, 13990, 14602, 15215, 15827, 16439, 17051, 17663, 18275, 18887, 19499, 20111, 20723, 21336, 21948, 22560, 23172, 23784, 24396, 25008, 25620, 26232, 26844, 27457, 28069, 28681, 29293, 29905, 30517, 31129, 31741, 32353, 32965, 33578, 34190, 34802, 35414, 36026, 36638, 37250, 37862, 38474, 39086, 39699, 40311, 40923, 41535, 42147, 42759, 43371, 43983, 44595, 45207, 45820, 46432, 47044, 47656, 48268]] + 攻击次数 = 10 + data1 = [int(i*1.085*1.211) for i in [0, 34079, 37536, 40994, 44451, 47908, 51366, 54823, 58280, 61738, 65195, 68652, 72110, 75567, 79024, 82482, 85939, 89396, 92854, 96311, 99768, 103226, 106683, 110140, 113598, 117055, 120512, 123970, 127427, 130884, 134342, 137799, 141256, 144714, 148171, 151628, 155086, 158543, 162001, 165458, 168915, 172373, 175830, 179287, 182745, 186202, 189659, 193117, 196574, 200031, 203489, 206946, 210403, 213861, 217318, 220775, 224233, 227690, 231147, 234605, 238062, 241519, 244977, 248434, 251891, 255349, 258806, 262263, 265721, 269178, 272635]] + 攻击次数1 = 1 + CD = 60.0 + +class 技能23(主动技能): + 名称 = '神龙之舞·天一' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + CD = 290.0 + + data0 = [int(i*1.085*1.164) for i in [0, 18619, 22937, 27254, 31572, 35890, 40207, 44525, 48842, 53160, 57478, 61795, 66113, 70430, 74748, 79066, 83383, 87701, 92018, 96336, 100654, 104971, 109289, 113606, 117924, 122242, 126559, 130877, 135194, 139512, 143830, 148147, 152465, 156782, 161100, 165418, 169735, 174053, 178370, 182688, 187006, 191323, 195641, 199958, 204276, 208594, 212911, 217229, 221546, 225864, 230182, 234499, 238817, 243134, 247452, 251770, 256087, 260405, 264722, 269040, 273358, 277675, 281993, 286310, 290628, 294946, 299263, 303581, 307898, 312216, 316534]] + 攻击次数 = 5 + data1 = [int(i*1.085*1.164) for i in [0, 62065, 76457, 90849, 105241, 119633, 134025, 148417, 162809, 177201, 191593, 205985, 220377, 234769, 249161, 263553, 277945, 292337, 306729, 321121, 335513, 349905, 364297, 378689, 393081, 407473, 421865, 436257, 450649, 465041, 479433, 493825, 508217, 522609, 537001, 551393, 565785, 580177, 594569, 608961, 623353, 637745, 652137, 666529, 680921, 695313, 709705, 724097, 738489, 752881, 767273, 781665, 796057, 810449, 824841, 839233, 853625, 868017, 882409, 896801, 911193, 925585, 939977, 954369, 968761, 983153, 997545, 1011937, 1026329, 1040721, 1055113]] + 攻击次数1 = 1 + data2 = [int(i*1.085*1.164) for i in [0, 22166, 27306, 32446, 37586, 42726, 47866, 53006, 58146, 63286, 68426, 73566, 78706, 83846, 88986, 94126, 99266, 104406, 109546, 114686, 119826, 124966, 130106, 135246, 140386, 145526, 150666, 155806, 160946, 166086, 171226, 176366, 181506, 186646, 191786, 196926, 202066, 207206, 212346, 217486, 222626, 227766, 232906, 238046, 243186, 248326, 253466, 258606, 263746, 268886, 274026, 279166, 284306, 289446, 294586, 299726, 304866, 310006, 315146, 320286, 325426, 330566, 335706, 340846, 345986, 351126, 356266, 361406, 366546, 371686, 376826]] + 攻击次数2 = 7 + + + def 加成倍率(self, 武器类型): + return 0.0 + + + + +class 技能24(被动技能): + 名称 = '基础精通' + 倍率 = 1.0 + 所在等级 = 1 + 等级上限 = 200 + 基础等级 = 100 + 关联技能 = ['念珠连射'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(self.倍率 * (0.463 + 0.089 * self.等级), 5) + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +神启·巫女一觉序号 = 0 +神启·巫女二觉序号 = 0 +神启·巫女三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 神启·巫女一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 神启·巫女二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 神启·巫女三觉序号 = 技能序号[i.名称] + +神启·巫女护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 神启·巫女护石选项.append(i.名称) + +神启·巫女符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 神启·巫女符文选项.append(i.名称) + + +class 神启·巫女角色属性(角色属性): + + 实际名称 = '神启·巫女' + 角色 = '圣职者(女)' + 职业 = '巫女' + + 武器选项 = ['念珠'] + + 类型选择 = ['魔法百分比'] + + 类型 = '魔法百分比' + 防具类型 = '布甲' + 防具精通属性 = ['智力'] + + 主BUFF = 2.08 + + 远古记忆 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + +class 神启·巫女(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 神启·巫女角色属性() + self.角色属性A = 神启·巫女角色属性() + self.角色属性B = 神启·巫女角色属性() + self.一觉序号 = 神启·巫女一觉序号 + self.二觉序号 = 神启·巫女二觉序号 + self.三觉序号 = 神启·巫女三觉序号 + self.护石选项 = deepcopy(神启·巫女护石选项) + self.符文选项 = deepcopy(神启·巫女符文选项) diff --git a/Characters/神启·异端审判者.py b/Characters/神启·异端审判者.py new file mode 100644 index 00000000..9e4be46c --- /dev/null +++ b/Characters/神启·异端审判者.py @@ -0,0 +1,601 @@ +from math import * +from PublicReference.carry.base import * + +# 2020.7.3 数据有待修整 +# 2020.9.20 加入新护石,改为三觉版本 + +# 武器战斧 +# class 主动技能(主动技能): +# def 等效CD(self, 武器类型): +# if 武器类型 == '战斧': +# return round(self.CD / self.恢复 * 1.1, 1) + +class 职业主动技能(主动技能): + 技能施放时间 = 0.0 + 脱手 = 1 + data0 = [] + data1 = [] + data2 = [] + data3 = [] + data4 = [] + data5 = [] + data6 = [] + + 攻击次数4 = 0 + 攻击次数5 = 0 + 攻击次数6 = 0 + 攻击次数7 = 0 + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + if len(self.data4) >= self.等级 and len(self.data4) > 0: + 等效倍率 += self.data4[self.等级] * self.攻击次数5 + if len(self.data5) >= self.等级 and len(self.data5) > 0: + 等效倍率 += self.data5[self.等级] * self.攻击次数6 + if len(self.data6) >= self.等级 and len(self.data6) > 0: + 等效倍率 += self.data6[self.等级] * self.攻击次数7 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + +# 战斧精通 +class 技能0(被动技能): + 名称 = '战斧精通' + 所在等级 = 20 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + elif self.等级 <= 10: + return round(1.05 + 0.01 * self.等级, 5) + else : + return round(0.95 + 0.02 * self.等级, 5) + + def 物理攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + +# 一觉被动 +class 技能1(被动技能): + 名称 = '异端烙印' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.075 + 0.015 * self.等级, 5) + + +# 二觉被动 +class 技能2(被动技能): + 名称 = '定罪法则' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.23 + 0.02 * self.等级, 5) + 关联技能2 = ['火焰精华']#此处删除神焰 + def 加成倍率2(self, 武器类型): + if self.等级 ==0: + return 1.0 + else: + return(round(1.073 + 0.017 * self.等级, 5)/ self.加成倍率(武器类型)) + 冷却关联技能 = ['火焰精华','神焰'] + def CD缩减倍率(self, 武器类型): + if self.等级 ==0: + return 1.0 + else: + return 0.85 + +# 三觉被动 +class 技能3(被动技能): + 名称 = '狂炎告解' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +# 惩戒十字 +class 技能4(职业主动技能): + 名称 = '惩戒十字' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + #基础 = 1186 + 1779 - 120 - 180 + #成长 = 300 + data0 = [ int(i*1.197*1.085) for i in [0,1198, 1321, 1442, 1564, 1685, 1809, 1929, 2052, 2173, 2296, 2416, 2540, 2660, 2783, 2903, 3027, 3147, 3268, 3391, 3512, 3634, 3755, 3878, 3999, 4121, 4243, 4365, 4486, 4610, 4730, 4853, 4973, 5097, 5217, 5340, 5461, 5584, 5704, 5825, 5948, 6069, 6191, 6313, 6435, 6556, 6679, 6800, 6922, 7043, 7166, 7287, 7410, 7531, 7654, 7774, 7898, 8018, 8141, 8261, 8383, 8505, 8626, 8749, 8870, 8992, 9113, 9236, 9357, 9479, 9601]] + 攻击次数 = 1 + data1 = [ int(i*1.197*1.085) for i in [0,1800, 1982, 2165, 2347, 2531, 2713, 2895, 3078, 3260, 3444, 3626, 3809, 3991, 4175, 4357, 4539, 4722, 4904, 5088, 5270, 5453, 5635, 5819, 6001, 6183, 6366, 6548, 6732, 6914, 7097, 7279, 7461, 7645, 7827, 8010, 8192, 8376, 8558, 8741, 8923, 9105, 9289, 9471, 9654, 9836, 10019, 10202, 10385, 10567, 10749, 10933, 11115, 11298, 11480, 11663, 11846, 12029, 12211, 12393, 12577, 12759, 12942, 13124, 13307, 13490, 13673, 13855, 14037, 14220, 14403]] + 攻击次数1 = 1 + CD = 6 + TP成长 = 0.10 + TP上限 = 5 + +# 净化火焰瓶 +class 技能5(职业主动技能): + 名称 = '净化火焰瓶' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + #基础 = 2938 - 298 + #成长 = 298 + data0 = [ int(i*1.1043*1.085) for i in [0, 2938, 3236, 3535, 3833, 4131, 4429, 4727, 5025, 5323, 5621, 5920, 6218, 6516, 6814, 7112, 7410, 7708, 8007, 8305, 8603, 8901, 9199, 9497, 9795, 10094, 10392, 10690, 10988, 11286, 11584, 11882, 12180, 12479, 12777, 13075, 13373, 13671, 13969, 14267, 14566, 14864, 15162, 15460, 15758, 16056, 16354, 16653, 16951, 17249, 17547, 17845, 18143, 18441, 18739, 19038, 19336, 19634, 19932, 20230, 20528, 20826, 21125, 21423, 21721, 22019, 22317, 22615, 22913, 23212, 23510]] + CD = 6 + TP成长 = 0.10 + TP上限 = 5 + +# 裁决之击 +class 技能6(职业主动技能): + 名称 = '裁决之击' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + #基础 = 4449 - 451.5 + #成长 = 451.5 + data0 = [ int(i*1.196*1.085) for i in [0,4449, 4901, 5352, 5803, 6256, 6707, 7158, 7609, 8060, 8512, 8964, 9415, 9866, 10319, 10770, 11222, 11673, 12123, 12577, 13027, 13478, 13930, 14382, 14833, 15285, 15736, 16188, 16640, 17090, 17541, 17993, 18445, 18896, 19348, 19799, 20252, 20703, 21154, 21604, 22058, 22508, 22960, 23411, 23862, 24315, 24766, 25217, 25669, 26121, 26573, 27023, 27474, 27927, 28378, 28829, 29281, 29732, 30184, 30636, 31086, 31537, 31990, 32441, 32892, 33344, 33795, 34247, 34699, 35150, 35600]] + CD = 8 + TP成长 = 0.10 + TP上限 = 5 + #倍率 = 1*1.134,弃,2020年11月29日微调 + + +# 火焰精华 +class 技能7(职业主动技能): + 名称 = '火焰精华' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 29 + #基础 = 4315 - 688 + #成长 = 688 + data0 = [ int(i*1.0785*1.085) for i in [0, 4315, 5003, 5691, 6378, 7066, 7754, 8442, 9130, 9818, 10506, 11194, 11882, 12570, 13258, 13946, 14634, 15321, 16009, 16697, 17385, 18073, 18761, 19449, 20137, 20825, 21513, 22201, 22889, 23577, 24264, 24952, 25640, 26328, 27016, 27704, 28392, 29080, 29768, 30456, 31144, 31832, 32520, 33207, 33895, 34583, 35271, 35959, 36647, 37335, 38023, 38711, 39399, 40087, 40775, 41463, 42150, 42838, 43526, 44214, 44902, 45590, 46278, 46966, 47654, 48342, 49030, 49718, 50406, 51093, 51781]] + CD = 8 + TP成长 = 0.10 + TP上限 = 5 + +# 神焰 +# 三觉版本改版,tp为基础精通 +class 技能8(主动技能): + 名称 = '神焰' + 所在等级 = 25 + 等级上限 = 20 + 基础等级 = 10 + 基础 = 2416*1.2028*1.085 + 成长 = 0 + CD = 10 + TP成长 = 0.10 + TP上限 = 3 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + elif self.等级 <= 10: + return round(1.05 + 0.01 * self.等级, 2) + else: + return round(1.15 + 0.02 * (self.等级 - 10), 2) + +# 审判重击 +class 技能9(职业主动技能): + 名称 = '审判重击' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + #基础 = 2852 + 3032 - 290 - 307 + #成长 = 290 + 307 + data0 = [ int(i*1.1959*1.085) for i in [0,2852, 3143, 3432, 3721, 4012, 4301, 4590, 4879, 5168, 5458, 5748, 6037, 6326, 6617, 6906, 7196, 7486, 7775, 8064, 8353, 8642, 8933, 9222, 9511, 9801, 10091, 10380, 10671, 10960, 11249, 11538, 11827, 12118, 12407, 12696, 12986, 13275, 13564, 13855, 14145, 14434, 14723, 15012, 15303, 15592, 15881, 16170, 16460, 16749, 17039, 17330, 17619, 17908, 18197, 18486, 18777, 19066, 19355, 19645, 19934, 20224, 20513, 20804, 21093, 21382, 21671, 21962, 22251, 22540, 22829]] + 攻击次数 = 1 + data1 = [ int(i*1.1959*1.085) for i in [0,3032, 3338, 3646, 3953, 4261, 4570, 4877, 5185, 5492, 5799, 6107, 6414, 6723, 7031, 7337, 7645, 7953, 8260, 8569, 8877, 9183, 9491, 9798, 10106, 10415, 10722, 11030, 11338, 11644, 11952, 12259, 12568, 12876, 13182, 13490, 13798, 14105, 14413, 14722, 15028, 15336, 15643, 15951, 16259, 16566, 16875, 17183, 17489, 17797, 18104, 18412, 18721, 19027, 19335, 19643, 19950, 20258, 20565, 20874, 21181, 21488, 21796, 22104, 22411, 22719, 23028, 23334, 23642, 23949, 24257]] + 攻击次数2 = 1 + CD = 10 + TP成长 = 0.10 + TP上限 = 5 + #倍率 = round((1/1.081)*1.129,8),弃 + +# 神焰斩 +class 技能10(职业主动技能): + 名称 = '神焰斩' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + + #基础 = 1209 - 123 + #成长 = 123 + data0 = [ int(i*1.1389*1.085*1.051) for i in [0, 1209, 1332, 1455, 1578, 1700, 1823, 1946, 2069, 2191, 2314, 2437, 2560, 2682, 2805, 2928, 3051, 3173, 3296, 3419, 3542, 3664, 3787, 3910, 4033, 4155, 4278, 4401, 4524, 4647, 4769, 4892, 5015, 5138, 5260, 5383, 5506, 5629, 5751, 5874, 5997, 6120, 6242, 6365, 6488, 6611, 6733, 6856, 6979, 7102, 7224, 7347, 7470, 7593, 7715, 7838, 7961, 8084, 8206, 8329, 8452, 8575, 8697, 8820, 8943, 9066, 9188, 9311, 9434, 9557, 9679]] + 攻击次数 = 1 + + #基础2 = 10903 -1106 + #成长2 = 1106 + 攻击次数2 = 1 + data1 = [ int(i*1.137*1.085*1.051) for i in [0, 10903, 12009, 13116, 14222, 15328, 16434, 17540, 18646, 19753, 20859, 21965, 23071, 24177, 25284, 26390, 27496, 28602, 29708, 30814, 31921, 33027, 34133, 35239, 36345, 37451, 38558, 39664, 40770, 41876, 42982, 44089, 45195, 46301, 47407, 48513, 49619, 50726, 51832, 52938, 54044, 55150, 56256, 57363, 58469, 59575, 60681, 61787, 62893, 64000, 65106, 66212, 67318, 68424, 69531, 70637, 71743, 72849, 73955, 75061, 76168, 77274, 78380, 79486, 80592, 81698, 82805, 83911, 85017, 86123, 87229]] + # 默认武器处于点火状态,怪物处于焚烧状态,否则data1 = [0, 10889, 11994, 13099, 14204, 15308, 16413, 17518, 18623, 19727, 20832, 21937, 23042, 24146, 25251, 26356, 27461, 28565, 29670, 30775, 31880, 32984, 34089, 35194, 36299, 37403, 38508, 39613, 40718, 41823, 42927, 44032, 45137, 46242, 47346, 48451, 49556, 50661, 51765, 52870, 53975, 55080, 56184, 57289, 58394, 59499, 60603, 61708, 62813, 63918, 65022, 66127, 67232, 68337, 69441, 70546, 71651, 72756, 73860, 74965, 76070, 77175, 78280, 79384, 80489, 81594, 82699, 83803, 84908, 86013, 87118] + CD = 20 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 技能施放时间 = 1 + + 护石选项 = ['魔界', '圣痕'] + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 0 + self.攻击次数2 = 1.29 + self.CD *= 0.85 + elif x == 1: + self.攻击次数 = 0 + self.攻击次数2 = 1.38 + self.CD *= 0.85 + +# 神焰洗礼 +class 技能11(职业主动技能): + 名称 = '神焰洗礼' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + #基础 = 9139 - 928 + data0 = [ int(i*1.203*1.085*1.053) for i in [0,9139, 10067, 10996, 11922, 12850, 13777, 14705, 15631, 16559, 17486, 18412, 19340, 20269, 21196, 22124, 23050, 23978, 24905, 25831, 26759, 27687, 28615, 29543, 30469, 31397, 32324, 33251, 34178, 35106, 36032, 36961, 37888, 38816, 39743, 40670, 41597, 42525, 43451, 44379, 45307, 46235, 47162, 48089, 49016, 49944, 50870, 51798, 52725, 53654, 54581, 55508, 56435, 57363, 58289, 59217, 60144, 61072, 61998, 62927, 63854, 64782, 65708, 66636, 67563, 68491, 69417, 70345, 71273, 72201, 73127]] + #2020年11月29日微调 + #成长 = 928 + CD = 15 + TP成长 = 0.10 + TP上限 = 5 + + +# 神焰怒火 +class 技能12(职业主动技能): + 名称 = '神焰怒火' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + + CD = 25 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + data0 = [ int(i*1.2027*1.085*1.053) for i in [0,1687, 1859, 2030, 2202, 2372, 2544, 2715, 2887, 3059, 3230, 3401, 3571, 3743, 3915, 4086, 4258, 4428, 4600, 4772, 4943, 5115, 5284, 5456, 5627, 5799, 5971, 6142, 6313, 6484, 6656, 6828, 6999, 7171, 7340, 7512, 7684, 7855, 8027, 8198, 8369, 8540, 8712, 8884, 9055, 9227, 9396, 9568, 9740, 9911, 10083, 10254, 10425, 10596, 10768, 10940, 11110, 11281, 11452, 11624, 11796, 11967, 12139, 12309, 12481, 12653, 12824, 12995, 13166, 13337, 13508]] + 攻击次数 = 5 + + data1 = [ int(i*1.20295*1.085*1.053) for i in [0,5627, 6200, 6770, 7340, 7912, 8483, 9055, 9625, 10197, 10768, 11338, 11910, 12481, 13052, 13623, 14195, 14765, 15336, 15908, 16479, 17050, 17621, 18193, 18763, 19333, 19906, 20475, 21047, 21618, 22189, 22760, 23331, 23903, 24473, 25045, 25616, 26187, 26758, 27329, 27900, 28471, 29043, 29614, 30185, 30756, 31327, 31898, 32469, 33041, 33611, 34183, 34753, 35323, 35895, 36466, 37038, 37608, 38180, 38751, 39321, 39893, 40464, 41035, 41606, 42178, 42748, 43319, 43891, 44462, 45033]] + 攻击次数2 = 1 + + 护石选项 = ['魔界', '圣痕'] + def 装备护石(self, x): + if x == 0: + self.CD *= 0.85 + self.攻击次数 += 2 + elif x == 1: + self.CD *= 0.85 + self.攻击次数 += 2 + self.倍率 *= 1.09 + + +# 行刑 +class 技能13(职业主动技能): + 名称 = '行刑' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + #基础 = 23205 -2354.5 + #成长 = 2354.5 + data0 = [ int(i*1.14*1.085*1.052) for i in [0, 23205, 25560, 27914, 30268, 32622, 34977, 37331, 39685, 42039, 44394, 46748, 49102, 51456, 53810, 56165, 58519, 60873, 63227, 65582, 67936, 70290, 72644, 74998, 77353, 79707, 82061, 84415, 86770, 89124, 91478, 93832, 96187, 98541, 100895, 103249, 105603, 107958, 110312, 112666, 115020, 117375, 119729, 122083, 124437, 126791, 129146, 131500, 133854, 136208, 138563, 140917, 143271, 145625, 147980, 150334, 152688, 155042, 157396, 159751, 162105, 164459, 166813, 169168, 171522, 173876, 176230, 178584, 180939, 183293, 185647]] + CD = 45 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 是否装备护石 = 0 + + 护石选项 = ['魔界', '圣痕'] + def 装备护石(self, x): + if x == 0: + self.CD *= 0.9 + self.是否装备护石 = 1 + elif x == 1: + self.CD *= 0.9 + self.是否装备护石 = 2 + +#数据未录 +# 一觉 +class 技能14(职业主动技能): + 名称 = '火刑' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + #多段 + #基础 = 10371 - 678 *12 + #成长 = 678 + #前2 + #基础2 = 9712 + 29135 - 12 *(633+1901) + #成长2 = 633 +1901 + data0 = [ int(i*1.2239*1.085) for i in [0, 2735, 3368, 4003, 4638, 5271, 5906, 6541, 7174, 7809, 8442, 9077, 9712, 10345, 10980, 11613, 12248, 12883, 13516, 14151, 14784, 15419, 16054, 16687, 17322, 17955, 18590, 19225, 19858, 20493, 21127, 21761, 22396, 23030, 23664, 24299, 24932, 25567, 26201, 26835, 27470, 28104, 28738, 29372, 30006, 30641, 31275, 31909, 32543, 33178, 33812, 34446, 35081, 35714, 36349, 36983, 37617, 38252, 38885, 39520, 40155, 40788, 41423, 42057, 42691, 43326, 43959, 44594, 45229, 45862]] + 攻击次数 = 1 + data1 = [ int(i*1.2239*1.085) for i in [0, 8205, 10107, 12010, 13913, 15816, 17719, 19622, 21523, 23426, 25329, 27232, 29135, 31036, 32939, 34842, 36745, 38648, 40551, 42453, 44356, 46259, 48162, 50064, 51966, 53869, 55772, 57675, 59578, 61481, 63382, 65285, 67188, 69091, 70994, 72897, 74799, 76702, 78604, 80507, 82410, 84312, 86215, 88118, 90021, 91924, 93827, 95728, 97631, 99534, 101437, 103340, 105242, 107144, 109047, 110950, 112853, 114756, 116658, 118561, 120464, 122367, 124270, 126172, 128074, 129977, 131880, 133783, 135686, 137587]] + 攻击次数2= 1 + data2 = [ int(i*1.2239*1.085) for i in [0, 2920, 3597, 4276, 4953, 5630, 6307, 6985, 7662, 8339, 9016, 9694, 10371, 11049, 11727, 12404, 13081, 13758, 14435, 15113, 15790, 16467, 17146, 17823, 18500, 19177, 19855, 20532, 21209, 21886, 22563, 23241, 23919, 24596, 25274, 25951, 26628, 27305, 27983, 28660, 29337, 30015, 30693, 31370, 32047, 32724, 33402, 34079, 34756, 35433, 36111, 36789, 37466, 38143, 38821, 39498, 40175, 40852, 41530, 42207, 42884, 43563, 44240, 44917, 45594, 46271, 46949, 47626, 48303, 48980]] + 攻击次数3 = 15 + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if self.等级 >=6: + self.攻击次数3 *= 1.1 + return super().等效百分比(武器类型) + CD = 145 + + +# 神焰漩涡,最大旋转 +class 技能15(职业主动技能): + 名称 = '神焰漩涡' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + + CD = 25 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + data0 =[ int(i*1.203*1.085*1.053) for i in [0,1639, 1805, 1972, 2139, 2304, 2471, 2637, 2803, 2970, 3136, 3302, 3470, 3635, 3803, 3968, 4134, 4301, 4468, 4634, 4801, 4967, 5132, 5299, 5465, 5633, 5799, 5965, 6132, 6298, 6463, 6630, 6796, 6963, 7130, 7296, 7463, 7629, 7794, 7961, 8128, 8294, 8461, 8627, 8793, 8960, 9125, 9294, 9459, 9625, 9792, 9958, 10124, 10292, 10458, 10623, 10790, 10956, 11122, 11289, 11455, 11623, 11789, 11954, 12121, 12287, 12453, 12620, 12787, 12953, 13120]] + 攻击次数 = 9 + + data1 = [ int(i*1.203*1.085*1.053) for i in [0,3461, 3813, 4164, 4515, 4866, 5218, 5569, 5920, 6271, 6622, 6974, 7325, 7677, 8027, 8378, 8730, 9081, 9433, 9783, 10136, 10486, 10837, 11189, 11539, 11892, 12242, 12594, 12945, 13295, 13648, 13998, 14351, 14701, 15053, 15404, 15756, 16107, 16457, 16809, 17160, 17512, 17863, 18215, 18565, 18916, 19268, 19619, 19971, 20321, 20673, 21024, 21375, 21727, 22077, 22429, 22780, 23132, 23483, 23833, 24185, 24536, 24888, 25239, 25591, 25941, 26293, 26644, 26995, 27347, 27697]] + 攻击次数2 = 1 + + 护石选项 = ['魔界', '圣痕'] + def 装备护石(self, x): + if x == 0: + self.攻击次数 += 3 + self.攻击次数 *= 0.94 + self.攻击次数2 *= 1.14 + elif x == 1: + self.攻击次数 += 3 + self.攻击次数 *= 1.01###### + self.攻击次数2 *= 1.14 + +# 净化之焰 + +class 技能16(职业主动技能): + 名称 = '净化之焰' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + + #基础 = 28032 - 2844 + #成长 = 2844 + data0 = [ int(i*1.1953*1.085*1.05) for i in [0, 28032, 30875, 33719, 36563, 39407, 42251, 45095, 47938, 50782, 53626, 56470, 59314, 62158, 65001, 67845, 70689, 73533, 76377, 79221, 82064, 84908, 87752, 90596, 93440, 96284, 99127, 101971, 104815, 107659, 110503, 113347, 116190, 119034, 121878, 124722, 127566, 130410, 133254, 136097, 138941, 141785, 144629, 147473, 150317, 153160, 156004, 158848, 161692, 164536, 167380, 170223, 173067, 175911, 178755, 181599, 184443, 187286, 190130, 192974, 195818, 198662, 201506, 204349, 207193, 210037, 212881, 215725, 218569, 221412, 224256]] + CD = 40 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.19 + elif x == 1: + self.倍率 *= 1.27##### + +# 裁决轮回斩 +class 技能17(职业主动技能): + 名称 = '裁决轮回斩' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + + data0 = [ int(i*1.1959*1.085*1.051) for i in [0,2873, 3165, 3456, 3749, 4040, 4332, 4623, 4916, 5207, 5499, 5790, 6081, 6373, 6665, 6956, 7248, 7540, 7832, 8123, 8415, 8707, 8999, 9290, 9582, 9874, 10164, 10456, 10747, 11039, 11331, 11623, 11914, 12206, 12498, 12790, 13081, 13373, 13665, 13957, 14247, 14539, 14830, 15123, 15414, 15706, 15997, 16290, 16581, 16873, 17164, 17457, 17748, 18040, 18330, 18621, 18914, 19205, 19497, 19788, 20081, 20372, 20664, 20955, 21248, 21539, 21831, 22122, 22413, 22705, 22996]] + 攻击次数 = 3 + data1 = [ int(i*1.1959*1.085*1.051) for i in [0,45777, 50423, 55067, 59712, 64356, 68999, 73643, 78289, 82933, 87576, 92221, 96865, 101511, 106155, 110798, 115442, 120087, 124731, 129375, 134020, 138664, 143309, 147953, 152596, 157241, 161886, 166530, 171173, 175818, 180463, 185108, 189751, 194395, 199040, 203685, 208329, 212972, 217617, 222261, 226907, 231550, 236194, 240839, 245483, 250127, 254770, 259416, 264060, 268705, 273348, 277992, 282638, 287282, 291926, 296569, 301214, 305859, 310504, 315147, 319791, 324436, 329080, 333725, 338369, 343013, 347657, 352302, 356945, 361590, 366235]] + 攻击次数2 = 1 + + CD = 40 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + def 装备护石(self, x): + if x == 0: + self.攻击次数 -= 1 + self.攻击次数2 *= 1.26 + self.CD *= 0.92 + self.攻击次数 *= 1.37 + + + +# 车轮刑 +class 技能18(职业主动技能): + 名称 = '车轮刑' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + #基础 = (1872 - 190)*26 +12016 - 1219 + #成长 = 190 *26 + 1219 + data0 = [ int(i*1.203*1.085*1.052) for i in [0,1873, 2063, 2252, 2443, 2633, 2823, 3013, 3204, 3393, 3583, 3774, 3963, 4154, 4344, 4533, 4724, 4914, 5104, 5294, 5485, 5674, 5864, 6055, 6244, 6435, 6625, 6814, 7005, 7195, 7385, 7575, 7766, 7955, 8145, 8336, 8528, 8717, 8907, 9098, 9287, 9478, 9668, 9857, 10048, 10238, 10428, 10618, 10809, 10998, 11188, 11379, 11568, 11759, 11949, 12138, 12329, 12519, 12709, 12899, 13090, 13279, 13469, 13660, 13849, 14040, 14230, 14419, 14610, 14800, 14990]] + 攻击次数 = 1 + data1 = [ int(i*1.203*1.085*1.052) for i in [0,1873, 2063, 2252, 2443, 2633, 2823, 3013, 3204, 3393, 3583, 3774, 3963, 4154, 4344, 4533, 4724, 4914, 5104, 5294, 5485, 5674, 5864, 6055, 6244, 6435, 6625, 6814, 7005, 7195, 7385, 7575, 7766, 7955, 8145, 8336, 8528, 8717, 8907, 9098, 9287, 9478, 9668, 9857, 10048, 10238, 10428, 10618, 10809, 10998, 11188, 11379, 11568, 11759, 11949, 12138, 12329, 12519, 12709, 12899, 13090, 13279, 13469, 13660, 13849, 14040, 14230, 14419, 14610, 14800, 14990]] + 攻击次数2 = 25 + data2 = [ int(i*1.203*1.085*1.052) for i in [0,12021, 13242, 14460, 15681, 16900, 18119, 19340, 20559, 21779, 22998, 24219, 25437, 26658, 27878, 29096, 30317, 31536, 32756, 33975, 35196, 36415, 37635, 38855, 40073, 41294, 42512, 43733, 44953, 46173, 47392, 48612, 49832, 51050, 52271, 53491, 54710, 55930, 57149, 58369, 59590, 60809, 62028, 63248, 64468, 65687, 66907, 68128, 69346, 70567, 71785, 73005, 74225, 75445, 76665, 77884, 79105, 80323, 81544, 82762, 83982, 85203, 86422, 87642, 88861, 90082, 91300, 92521, 93741, 94959, 96180]] + 攻击次数3= 1 + CD = 45 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.31 + +# 二觉 +class 技能19(职业主动技能): + 名称 = '炎狱祭坛:炮烙' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + #基础 = (33499 - 4030*5) *3 + 150746 - 18135*5 + data0 = [ int(i*1.202*1.085) for i in [0,17463, 21512, 25561, 29610, 33660, 37710, 41758, 45808, 49857, 53908, 57957, 62007, 66055, 70105, 74155, 78205, 82254, 86302, 90352, 94402, 98452, 102501, 106551, 110599, 114650, 118699, 122749, 126798, 130847, 134897]] + 攻击次数 = 3 + data1 = [ int(i*1.202*1.085) for i in [0,78584, 96806, 115029, 133252, 151474, 169696, 187921, 206142, 224365, 242588, 260810, 279033, 297255, 315478, 333701, 351922, 370145, 388367, 406590, 424814, 443037, 461259, 479482, 497704, 515927, 534150, 552371, 570594, 588816, 607039]] + 攻击次数2 = 1 + #成长 = 4030 *3 + 18135 + CD = 180 + #倍率 = round((1/1.127)*1.132,8) + +# 95 +class 技能20(职业主动技能): + 名称 = '补赎逆十字' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + data0 = [int(i*1.2238*1.085) for i in [0,44324, 48821, 53317, 57814, 62311, 66807, 71304, 75801, 80298, 84794, 89291, 93788, 98284, 102781, 107278, 111774, 116271, 120768, 125264, 129761, 134258, 138755, 143251, 147748, 152245, 156741, 161238, 165735, 170231, 174728, 179225, 183721, 188218, 192715, 197211, 201708, 206205, 210702, 215198, 219695, 224192, 228688, 233185, 237682, 242178, 246675, 251172, 255668, 260165, 264662, 269159, 273655, 278152, 282649, 287145, 291642, 296139, 300635, 305132, 309629]] + 攻击次数 = 1 + data1 = [int(i*1.2238*1.085) for i in [0,55405, 61026, 66647, 72268, 77889, 83509, 89130, 94751, 100372, 105993, 111614, 117235, 122855, 128476, 134097, 139718, 145339, 150960, 156581, 162202, 167822, 173443, 179064, 184685, 190306, 195927, 201548, 207168, 212789, 218410, 224031, 229652, 235273, 240894, 246514, 252135, 257756, 263377, 268998, 274619, 280240, 285861, 291481, 297102, 302723, 308344, 313965, 319586, 325207, 330827, 336448, 342069, 347690, 353311, 358932, 364553, 370173, 375794, 381415, 387036]] + 攻击次数2 = 1 + data2 = [int(i*1.2238*1.085) for i in [0,554, 610, 666, 722, 778, 835, 891, 947, 1003, 1059, 1116, 1172, 1228, 1284, 1340, 1397, 1453, 1509, 1565, 1622, 1678, 1734, 1790, 1846, 1903, 1959, 2015, 2071, 2127, 2184, 2240, 2296, 2352, 2408, 2465, 2521, 2577, 2633, 2689, 2746, 2802, 2858, 2914, 2971, 3027, 3083, 3139, 3195, 3252, 3308, 3364, 3420, 3476, 3533, 3589, 3645, 3701, 3757, 3814, 3870]] + 攻击次数3 = 20 +20 + + CD = 60 + +# 三觉 +class 技能21(职业主动技能): + 名称 = '无间业火:罪灭神威' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + data0 = [int(i*1.2239*1.085) for i in [0,37813, 46582, 55350, 64119, 72887, 81656, 90424, 99193, 107961, 116730, 125498, 134266, 143035, 151803, 160572, 169340, 178109, 186877, 195646, 204414, 213183, 221951, 230719, 239488, 248256, 257025, 265793, 274562, 283330, 292099, 300867, 309635, 318404, 327172, 335941, 344709, 353478, 362246, 371015, 379783, 388552, 397320, 406088, 414857, 423625, 432394, 441162, 449931, 458699, 467468, 476236, 485005, 493773, 502541, 511310, 520078, 528847, 537615, 546384, 555152]] + 攻击次数 = 1 + data1 = [int(i*1.2239*1.085) for i in [0,15125, 18632, 22140, 25647, 29155, 32662, 36169, 39677, 43184, 46692, 50199, 53706, 57214, 60721, 64228, 67736, 71243, 74751, 78258, 81765, 85273, 88780, 92287, 95795, 99302, 102810, 106317, 109824, 113332, 116839, 120347, 123854, 127361, 130869, 134376, 137883, 141391, 144898, 148406, 151913, 155420, 158928, 162435, 165942, 169450, 172957, 176465, 179972, 183479, 186987, 190494, 194002, 197509, 201016, 204524, 208031, 211538, 215046, 218553, 222061]] + 攻击次数2 = 10 + data2 = [int(i*1.2239*1.085) for i in [0,189069, 232912, 276754, 320596, 364438, 408281, 452123, 495965, 539807, 583650, 627492, 671334, 715176, 759019, 802861, 846703, 890545, 934388, 978230, 1022072, 1065914, 1109757, 1153599, 1197441, 1241284, 1285126, 1328968, 1372810, 1416653, 1460495, 1504337, 1548179, 1592022, 1635864, 1679706, 1723548, 1767391, 1811233, 1855075, 1898917, 1942760, 1986602, 2030444, 2074287, 2118129, 2161971, 2205813, 2249656, 2293498, 2337340, 2381182, 2425025, 2468867, 2512709, 2556551, 2600394, 2644236, 2688078, 2731920, 2775763]] + 攻击次数3 = 1 + CD = 290 + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + +class 技能22(被动技能): + 名称 = '基础精通' + 倍率 = 1.0 + 所在等级 = 1 + 等级上限 = 200 + 基础等级 = 100 + 关联技能 = ['神焰'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(self.倍率 * (0.463 + 0.089 * self.等级)*1.196, 5) + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +神启·异端审判者一觉序号 = 0 +神启·异端审判者二觉序号 = 0 +神启·异端审判者三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 神启·异端审判者一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 神启·异端审判者二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 神启·异端审判者三觉序号 = 技能序号[i.名称] + +神启·异端审判者护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 神启·异端审判者护石选项.append(i.名称) + +神启·异端审判者符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 神启·异端审判者符文选项.append(i.名称) + + +class 神启·异端审判者角色属性(角色属性): + 实际名称 = '神启·异端审判者' + 角色 = '圣职者(女)' + 职业 = '异端审判者' + + 武器选项 = ['战斧'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '重甲' + 防具精通属性 = ['力量'] + + 主BUFF = 1.93 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 技能释放次数计算(self): + 技能释放次数 = [] + for i in self.技能栏: + if i.是否有伤害 == 1: + if '/CD' in self.次数输入[self.技能序号[i.名称]]: + 技能释放次数.append(int((self.时间输入 - i.演出时间) / i.等效CD(self.武器类型,self.类型) + 1 + i.基础释放次数)) + elif self.次数输入[self.技能序号[i.名称]] != '0': + 技能释放次数.append(round(float(self.次数输入[self.技能序号[i.名称]]),2)) + else: + 技能释放次数.append(0) + else: + 技能释放次数.append(0) + + if '行刑' in [self.护石第一栏, self.护石第二栏, self.护石第三栏] and '/CD' in self.次数输入[self.技能序号['神焰']]: + 技能释放次数[self.技能序号['神焰']] += 技能释放次数[self.技能序号['行刑']] + + return self.技能释放次数解析(技能释放次数) + + def 被动倍率计算(self): + super().被动倍率计算() + self.技能栏[self.技能序号['火焰精华']].被动倍率 /= self.技能栏[self.技能序号['神焰']].加成倍率(self.武器类型) + if self.技能栏[self.技能序号['行刑']].是否装备护石 == 1: + self.技能栏[self.技能序号['行刑']].被动倍率 /= self.技能栏[self.技能序号['神焰']].加成倍率(self.武器类型) + self.技能栏[self.技能序号['行刑']].被动倍率 *= 1 + (self.技能栏[self.技能序号['神焰']].加成倍率(self.武器类型) - 1) * 1.39 + elif self.技能栏[self.技能序号['行刑']].是否装备护石 == 2: + self.技能栏[self.技能序号['行刑']].被动倍率 /= self.技能栏[self.技能序号['神焰']].加成倍率(self.武器类型) + self.技能栏[self.技能序号['行刑']].被动倍率 *= 1 + (self.技能栏[self.技能序号['神焰']].加成倍率(self.武器类型) - 1) * 2.00 + + +class 神启·异端审判者(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 神启·异端审判者角色属性() + self.角色属性A = 神启·异端审判者角色属性() + self.角色属性B = 神启·异端审判者角色属性() + self.一觉序号 = 神启·异端审判者一觉序号 + self.二觉序号 = 神启·异端审判者二觉序号 + self.三觉序号 = 神启·异端审判者三觉序号 + self.护石选项 = deepcopy(神启·异端审判者护石选项) + self.符文选项 = deepcopy(神启·异端审判者符文选项) + diff --git a/Characters/神启·蓝拳圣使.py b/Characters/神启·蓝拳圣使.py new file mode 100644 index 00000000..de5f9a63 --- /dev/null +++ b/Characters/神启·蓝拳圣使.py @@ -0,0 +1,646 @@ +from math import * +from PublicReference.carry.base import * + +# class 主动技能(主动技能): +# def 等效CD(self, 武器类型): +# if 武器类型 == '图腾': +# return round(self.CD / self.恢复 * 0.9, 1) +# if 武器类型 == '镰刀': +# return round(self.CD / self.恢复 * 0.95, 1) +# if 武器类型 == '战斧': +# return round(self.CD / self.恢复 * 1.1, 1) +# if 武器类型 == '十字架': +# return round(self.CD / self.恢复 * 1, 1) +# if 武器类型 == '念珠': +# return round(self.CD / self.恢复 * 0.95, 1) + +class 职业主动技能(主动技能): + 技能施放时间 = 0.0 + 脱手 = 1 + data0 = [] + data1 = [] + data2 = [] + data3 = [] + data4 = [] + data5 = [] + data6 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + if len(self.data4) >= self.等级 and len(self.data4) > 0: + 等效倍率 += self.data4[self.等级] * self.攻击次数5 + if len(self.data5) >= self.等级 and len(self.data5) > 0: + 等效倍率 += self.data5[self.等级] * self.攻击次数6 + if len(self.data6) >= self.等级 and len(self.data6) > 0: + 等效倍率 += self.data6[self.等级] * self.攻击次数7 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + +class 技能0(职业主动技能): + 名称 = '直拳冲击' + 所在等级 = 5 + 等级上限 = 60 + 基础等级 = 50 + #第一击和第二击物理攻击力:% + data0 = [0, 273, 300, 328, 356, 384, 411, 439, 467, 495, 522, 550, 578, 605, 633, 661, 689, 716, 744, 772, 799, 827, 855, 883, 910, 938, 966, 993, 1021, 1049, 1077, 1104, 1132, 1160, 1188, 1215, 1243, 1271, 1298, 1326, 1354, 1382, 1409, 1437, 1465, 1492, 1520, 1548, 1576, 1603, 1631, 1659, 1686, 1714, 1742, 1770, 1797, 1825, 1853, 1881, 1908, 1936, 1964, 1991, 2019, 2047, 2075, 2102, 2130, 2158, 2185] + 攻击次数 = 2 + #最后一击物理攻击力:% + data1 = [0, 819, 902, 986, 1069, 1152, 1235, 1318, 1401, 1485, 1568, 1651, 1734, 1817, 1900, 1983, 2067, 2150, 2233, 2316, 2399, 2482, 2566, 2649, 2732, 2815, 2898, 2981, 3065, 3148, 3231, 3314, 3397, 3480, 3564, 3647, 3730, 3813, 3896, 3979, 4062, 4146, 4229, 4312, 4395, 4478, 4561, 4645, 4728, 4811, 4894, 4977, 5060, 5144, 5227, 5310, 5393, 5476, 5559, 5643, 5726, 5809, 5892, 5975, 6058, 6141, 6225, 6308, 6391, 6474, 6557] + 攻击次数2 = 1 + CD = 3.0 + TP成长 = 0.08 + TP上限 = 5 + + +class 技能1(被动技能): + 名称 = '意念驱动' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + 是否主动 = 1 + 冷却关联技能 = ['所有'] + 非冷却关联技能 = ['泯灭神击','制裁:怒火疾风','正义执行:雷米迪奥斯的圣座'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.013 + 0.02 * self.等级, 5) + + def CD缩减倍率(self, 武器类型): + if 武器类型 == '图腾': + return 0.9 + else: + return 1.0 + + +class 技能2(被动技能): + 名称 = '技巧精通' + 所在等级 = 20 + 等级上限 = 20 + 基础等级 = 10 + 关联技能2 = ['俯冲直拳','俯冲腹拳','俯冲翔拳'] + 关联技能3 = ['圣拳连击'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + elif self.等级 <= 10: + return round(1.00 + 0.01 * self.等级, 5) + else: + return round(1.10 + 0.015 * (self.等级 - 10), 5) + + def 加成倍率2(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.10, 5) + + def 加成倍率3(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.03, 5) + +class 技能3(职业主动技能): + 名称 = '圣拳锤击' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 43 + # 直接攻击物理攻击力:% + data0 = [0, 269, 296, 323, 351, 378, 405, 433, 460, 487, 515, 542, 569, 597, 624, 651, 679, 706, 733, 761, 788, 815, 843, 870, 897, 925, 952, 979, 1007, 1034, 1061, 1089, 1116, 1143, 1171, 1198, 1225, 1252, 1280, 1307, 1334, 1362, 1389, 1416, 1444, 1471, 1498, 1526, 1553, 1580, 1608, 1635, 1662, 1690, 1717, 1744, 1772, 1799, 1826, 1854, 1881, 1908, 1936, 1963, 1990, 2018, 2045, 2072, 2099, 2127, 2154] + # 冲击波攻击力:% + data1 = [0, 2423, 2669, 2915, 3161, 3407, 3653, 3899, 4145, 4391, 4637, 4883, 5128, 5374, 5620, 5866, 6112, 6358, 6604, 6850, 7096, 7342, 7588, 7834, 8079, 8325, 8571, 8817, 9063, 9309, 9555, 9801, 10047, 10293, 10539, 10784, 11030, 11276, 11522, 11768, 12014, 12260, 12506, 12752, 12998, 13244, 13489, 13735, 13981, 14227, 14473, 14719, 14965, 15211, 15457, 15703, 15949, 16194, 16440, 16686, 16932, 17178, 17424, 17670, 17916, 18162, 18408, 18654, 18899, 19145, 19391] + 攻击次数2 = 1 + CD = 5.0 + TP成长 = 0.1 + TP上限 = 5 + + +class 技能4(职业主动技能): + 名称 = '俯冲翔拳' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 46 + # 基础 = 1501.3778 * 1.1 * 1.169 + # 成长 = 169.2222 * 1.1 * 1.169 + #物理攻击力:% + data0 = [int(i*1.255) for i in [0, 1954, 2152, 2350, 2548, 2747, 2945, 3143, 3341, 3540, 3738, 3936, 4134, 4333, 4531, 4729, 4927, 5126, 5324, 5522, 5720, 5919, 6117, 6315, 6513, 6712, 6910, 7108, 7306, 7504, 7703, 7901, 8099, 8297, 8496, 8694, 8892, 9090, 9289, 9487, 9685, 9883, 10082, 10280, 10478, 10676, 10875, 11073, 11271, 11469, 11668, 11866, 12064, 12262, 12461, 12659, 12857, 13055, 13254, 13452, 13650, 13848, 14047, 14245, 14443, 14641, 14840, 15038, 15236, 15434, 15633]] + CD = 3.5 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能5(职业主动技能): + 名称 = '俯冲直拳' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 46 + # 基础 = 1492.4667 * 1.1 * 1.173 + # 成长 = 168.5333 * 1.1 * 1.173 + #物理攻击力:% + data0 = [int(x*1.256) for x in [0, 1949, 2146, 2344, 2542, 2740, 2937, 3135, 3333, 3530, 3728, 3926, 4124, 4321, 4519, 4717, 4915, 5112, 5310, 5508, 5706, 5903, 6101, 6299, 6496, 6694, 6892, 7090, 7287, 7485, 7683, 7881, 8078, 8276, 8474, 8672, 8869, 9067, 9265, 9462, 9660, 9858, 10056, 10253, 10451, 10649, 10847, 11044, 11242, 11440, 11638, 11835, 12033, 12231, 12428, 12626, 12824, 13022, 13219, 13417, 13615, 13813, 14010, 14208, 14406, 14604, 14801, 14999, 15197, 15394, 15592]] + CD = 3.5 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能6(职业主动技能): + 名称 = '俯冲腹拳' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + # 基础 = 1630.0238 * 1.1 * 1.151 + # 成长 = 183.9761 * 1.1 * 1.151 + # 物理攻击力:% + data0 = [int(x*1.256) for x in [0, 2088, 2300, 2511, 2723, 2935, 3147, 3359, 3571, 3783, 3994, 4206, 4418, 4630, 4842, 5054, 5265, 5477, 5689, 5901, 6113, 6325, 6537, 6748, 6960, 7172, 7384, 7596, 7808, 8020, 8231, 8443, 8655, 8867, 9079, 9291, 9502, 9714, 9926, 10138, 10350, 10562, 10774, 10985, 11197, 11409, 11621, 11833, 12045, 12257, 12468, 12680, 12892, 13104, 13316, 13528, 13739, 13951, 14163, 14375, 14587, 14799, 15011, 15222, 15434, 15646, 15858, 16070, 16282, 16494, 16705]] + CD = 3.5 + TP成长 = 0.10 + TP上限 = 5 + + def 神圣反击百分比(self): + # 神圣反击倍率与腹拳一样,但在修炼场手动开只有80% + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 * 0.8 + + +class 技能7(职业主动技能): + 名称 = '瞬拳' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + data0 = [int(i*1.255) for i in [0, 2098, 2311, 2524, 2737, 2950, 3163, 3376, 3589, 3802, 4015, 4228, 4441, 4654, 4867, 5080, 5293, 5505, 5718, 5931, 6144, 6357, 6570, 6783, 6996, 7209, 7422, 7635, 7848, 8061, 8274, 8487, 8700, 8912, 9125, 9338, 9551, 9764, 9977, 10190, 10403, 10616, 10829, 11042, 11255, 11468, 11681, 11894, 12107, 12320, 12532, 12745, 12958, 13171, 13384, 13597, 13810, 14023, 14236, 14449, 14662, 14875, 15088, 15301, 15514, 15727, 15939, 16152, 16365, 16578, 16791]] + data1 = [int(i*1.255) for i in [0, 524, 577, 631, 684, 737, 790, 844, 897, 950, 1003, 1057, 1110, 1163, 1216, 1270, 1323, 1376, 1429, 1482, 1536, 1589, 1642, 1695, 1749, 1802, 1855, 1908, 1962, 2015, 2068, 2121, 2175, 2228, 2281, 2334, 2387, 2441, 2494, 2547, 2600, 2654, 2707, 2760, 2813, 2867, 2920, 2973, 3026, 3080, 3133, 3186, 3239, 3292, 3346, 3399, 3452, 3505, 3559, 3612, 3665, 3718, 3772, 3825, 3878, 3931, 3984, 4038, 4091, 4144, 4197]] + # 基础 = 1667.6 * 1.13 + # 成长 = 188.4 * 1.13 + # 基础2 = 416.925 * 1.13 + # 成长2 = 47.075 * 1.13 + 攻击次数2 = 1 + CD = 4 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能8(职业主动技能): + 名称 = '圣拳连击' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + # 刺拳物理攻击力:% + data0 = [int(i*1.2554) for i in [0, 1050, 1156, 1263, 1369, 1476, 1582, 1689, 1796, 1902, 2009, 2115, 2222, 2328, 2435, 2541, 2648, 2754, 2861, 2968, 3074, 3181, 3287, 3394, 3500, 3607, 3713, 3820, 3926, 4033, 4140, 4246, 4353, 4459, 4566, 4672, 4779, 4885, 4992, 5098, 5205, 5312, 5418, 5525, 5631, 5738, 5844, 5951, 6057, 6164, 6270, 6377, 6484, 6590, 6697, 6803, 6910, 7016, 7123, 7229, 7336, 7442, 7549, 7655, 7762, 7869, 7975, 8082, 8188, 8295, 8401]] + # 直拳物理攻击力:% + data1 = [int(i*1.2554) for i in [0, 1283, 1413, 1544, 1674, 1804, 1934, 2064, 2195, 2325, 2455, 2585, 2716, 2846, 2976, 3106, 3236, 3367, 3497, 3627, 3757, 3888, 4018, 4148, 4278, 4408, 4539, 4669, 4799, 4929, 5060, 5190, 5320, 5450, 5580, 5711, 5841, 5971, 6101, 6232, 6362, 6492, 6622, 6752, 6883, 7013, 7143, 7273, 7404, 7534, 7664, 7794, 7924, 8055, 8185, 8315, 8445, 8575, 8706, 8836, 8966, 9096, 9227, 9357, 9487, 9617, 9747, 9878, 10008, 10138, 10268]] + # 摆拳物理攻击力:% + data2 = [int(i*1.2554) for i in [0, 1555, 1713, 1871, 2029, 2187, 2345, 2502, 2660, 2818, 2976, 3134, 3292, 3450, 3607, 3765, 3923, 4081, 4239, 4397, 4554, 4712, 4870, 5028, 5186, 5344, 5501, 5659, 5817, 5975, 6133, 6291, 6449, 6606, 6764, 6922, 7080, 7238, 7396, 7553, 7711, 7869, 8027, 8185, 8343, 8501, 8658, 8816, 8974, 9132, 9290, 9448, 9605, 9763, 9921, 10079, 10237, 10395, 10552, 10710, 10868, 11026, 11184, 11342, 11500, 11657, 11815, 11973, 12131, 12289, 12447]] + 攻击次数2 = 1 + 攻击次数3 = 1 + CD = 7.0 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能9(职业主动技能): + 名称 = '神圣反击' + 所在等级 = 30 + 等级上限 = 11 + 基础等级 = 1 + 俯冲腹拳倍率 = 0 + CD = 6 + def 等效百分比(self, 武器类型): + return (self.俯冲腹拳倍率+self.TP等级*303)*self.倍率 + + +class 技能10(职业主动技能): + 名称 = '破碎之锤' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + #物理攻击力:% + data0 = [int(i*1.232) for i in [0, 2634, 2902, 3169, 3436, 3704, 3971, 4238, 4505, 4773, 5040, 5307, 5575, 5842, 6109, 6377, 6644, 6911, 7178, 7446, 7713, 7980, 8248, 8515, 8782, 9050, 9317, 9584, 9851, 10119, 10386, 10653, 10921, 11188, 11455, 11723, 11990, 12257, 12524, 12792, 13059, 13326, 13594, 13861, 14128, 14396, 14663, 14930, 15197, 15465, 15732, 15999, 16267, 16534, 16801, 17069, 17336, 17603, 17870, 18138, 18405, 18672, 18940, 19207, 19474, 19742, 20009, 20276, 20543, 20811, 21078]] + #冲击波物理攻击力: + data1 = [int(i*1.232) for i in [0, 1756, 1934, 2112, 2291, 2469, 2647, 2825, 3003, 3182, 3360, 3538, 3716, 3894, 4073, 4251, 4429, 4607, 4785, 4964, 5142, 5320, 5498, 5676, 5855, 6033, 6211, 6389, 6567, 6746, 6924, 7102, 7280, 7458, 7637, 7815, 7993, 8171, 8349, 8528, 8706, 8884, 9062, 9240, 9419, 9597, 9775, 9953, 10131, 10310, 10488, 10666, 10844, 11022, 11201, 11379, 11557, 11735, 11913, 12092, 12270, 12448, 12626, 12804, 12983, 13161, 13339, 13517, 13695, 13874, 14052]] + 攻击次数2 = 1 + CD = 6.0 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能11(职业主动技能): + 名称 = '旋涡重拳' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 旋转多段攻击力:% x 10 + data0 = [int(i*1.256) for i in [0, 474, 522, 571, 619, 667, 715, 763, 811, 860, 908, 956, 1004, 1052, 1100, 1149, 1197, 1245, 1293, 1341, 1389, 1438, 1486, 1534, 1582, 1630, 1678, 1726, 1775, 1823, 1871, 1919, 1967, 2015, 2064, 2112, 2160, 2208, 2256, 2304, 2353, 2401, 2449, 2497, 2545, 2593, 2642, 2690, 2738, 2786, 2834, 2882, 2931, 2979, 3027, 3075, 3123, 3171, 3220, 3268, 3316, 3364, 3412, 3460, 3509, 3557, 3605, 3653, 3701, 3749, 3797]] + 攻击次数 = 10 + # 最后一击攻击力:% + data1 = [int(i*1.256) for i in [0, 7121, 7843, 8566, 9288, 10010, 10733, 11455, 12178, 12900, 13623, 14345, 15068, 15790, 16512, 17235, 17957, 18680, 19402, 20125, 20847, 21570, 22292, 23014, 23737, 24459, 25182, 25904, 26627, 27349, 28072, 28794, 29516, 30239, 30961, 31684, 32406, 33129, 33851, 34574, 35296, 36018, 36741, 37463, 38186, 38908, 39631, 40353, 41076, 41798, 42520, 43243, 43965, 44688, 45410, 46133, 46855, 47578, 48300, 49022, 49745, 50467, 51190, 51912, 52635, 53357, 54079, 54802, 55524, 56247, 56969]] + 攻击次数2 = 1 + CD = 20 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data0 = [int(x*1.4) for x in self.data0] + self.data1 = [int(x*1.2) for x in self.data1] + elif x == 1: + self.data0 = [int(x*1.4) for x in self.data0] + self.data1 = [int(x*1.35) for x in self.data1] + + +class 技能12(职业主动技能): + 名称 = '刺拳猛击' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + #刺拳连击物理攻击力:% + data0 = [int(i*1.2565) for i in [0, 483, 532, 581, 630, 679, 728, 777, 826, 875, 924, 973, 1023, 1072, 1121, 1170, 1219, 1268, 1317, 1366, 1415, 1464, 1513, 1562, 1611, 1660, 1709, 1758, 1807, 1856, 1905, 1954, 2004, 2053, 2102, 2151, 2200, 2249, 2298, 2347, 2396, 2445, 2494, 2543, 2592, 2641, 2690, 2739, 2788, 2837, 2886, 2935, 2984, 3034, 3083, 3132, 3181, 3230, 3279, 3328, 3377, 3426, 3475, 3524, 3573, 3622, 3671, 3720, 3769, 3818, 3867]] + #最后锤击物理攻击力:% + data1 = [int(i*1.2565) for i in [0, 1443, 1589, 1736, 1882, 2028, 2175, 2321, 2468, 2614, 2760, 2907, 3053, 3200, 3346, 3493, 3639, 3785, 3932, 4078, 4225, 4371, 4517, 4664, 4810, 4957, 5103, 5250, 5396, 5542, 5689, 5835, 5982, 6128, 6274, 6421, 6567, 6714, 6860, 7007, 7153, 7299, 7446, 7592, 7739, 7885, 8031, 8178, 8324, 8471, 8617, 8764, 8910, 9056, 9203, 9349, 9496, 9642, 9788, 9935, 10081, 10228, 10374, 10521, 10667, 10813, 10960, 11106, 11253, 11399, 11545]] + #追击攻击物理攻击力:% + data2 = [int(i*1.2565) for i in [0, 938, 1033, 1128, 1223, 1318, 1413, 1509, 1604, 1699, 1794, 1889, 1984, 2080, 2175, 2270, 2365, 2460, 2555, 2651, 2746, 2841, 2936, 3031, 3127, 3222, 3317, 3412, 3507, 3602, 3698, 3793, 3888, 3983, 4078, 4173, 4269, 4364, 4459, 4554, 4649, 4744, 4840, 4935, 5030, 5125, 5220, 5315, 5411, 5506, 5601, 5696, 5791, 5886, 5982, 6077, 6172, 6267, 6362, 6457, 6553, 6648, 6743, 6838, 6933, 7028, 7124, 7219, 7314, 7409, 7504]] + 攻击次数 = 10 + 攻击次数2 = 1 + 攻击次数3 = 1 + CD = 10 + TP成长 = 0 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * (self.攻击次数 + self.TP等级) + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 * (1 + self.TP成长 * self.TP等级) + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 * (1 + self.TP成长 * self.TP等级) + return 等效倍率 * self.倍率 + +class 技能13(职业主动技能): + 名称 = '神圣组合拳' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + #第一击物理攻击力:% + data0 = [int(i*1.255) for i in [0, 2600, 2864, 3127, 3391, 3655, 3919, 4183, 4446, 4710, 4974, 5238, 5502, 5765, 6029, 6293, 6557, 6821, 7085, 7348, 7612, 7876, 8140, 8404, 8667, 8931, 9195, 9459, 9723, 9986, 10250, 10514, 10778, 11042, 11305, 11569, 11833, 12097, 12361, 12624, 12888, 13152, 13416, 13680, 13943, 14207, 14471, 14735, 14999, 15262, 15526, 15790, 16054, 16318, 16581, 16845, 17109, 17373, 17637, 17900, 18164, 18428, 18692, 18956, 19219, 19483, 19747, 20011, 20275, 20539, 20802]] + #第二击物理攻击力:% + data1 = [int(i*1.255) for i in [0, 3391, 3735, 4079, 4424, 4768, 5112, 5456, 5800, 6144, 6488, 6832, 7176, 7520, 7864, 8209, 8553, 8897, 9241, 9585, 9929, 10273, 10617, 10961, 11305, 11649, 11994, 12338, 12682, 13026, 13370, 13714, 14058, 14402, 14746, 15090, 15434, 15779, 16123, 16467, 16811, 17155, 17499, 17843, 18187, 18531, 18875, 19219, 19564, 19908, 20252, 20596, 20940, 21284, 21628, 21972, 22316, 22660, 23005, 23349, 23693, 24037, 24381, 24725, 25069, 25413, 25757, 26101, 26445, 26790, 27134]] + #第三击物理攻击力:% + data2 = [int(i*1.255) for i in [0, 5313, 5852, 6391, 6930, 7470, 8009, 8548, 9087, 9626, 10165, 10704, 11243, 11782, 12321, 12860, 13399, 13939, 14478, 15017, 15556, 16095, 16634, 17173, 17712, 18251, 18790, 19329, 19868, 20407, 20947, 21486, 22025, 22564, 23103, 23642, 24181, 24720, 25259, 25798, 26337, 26876, 27415, 27955, 28494, 29033, 29572, 30111, 30650, 31189, 31728, 32267, 32806, 33345, 33884, 34423, 34963, 35502, 36041, 36580, 37119, 37658, 38197, 38736, 39275, 39814, 40353, 40892, 41431, 41971, 42510]] + 攻击次数2 = 1 + 攻击次数3 = 1 + CD = 16 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.17 + elif x == 1: + self.倍率 *= 1.26 + + +class 技能14(职业主动技能): + 名称 = '极速飓风拳' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + #摆拳物理攻击力:% + data0 = [int(i*1.2558) for i in [0, 1747, 1924, 2101, 2278, 2455, 2633, 2810, 2987, 3164, 3342, 3519, 3696, 3873, 4051, 4228, 4405, 4582, 4759, 4937, 5114, 5291, 5468, 5646, 5823, 6000, 6177, 6355, 6532, 6709, 6886, 7064, 7241, 7418, 7595, 7772, 7950, 8127, 8304, 8481, 8659, 8836, 9013, 9190, 9368, 9545, 9722, 9899, 10077, 10254, 10431, 10608, 10785, 10963, 11140, 11317, 11494, 11672, 11849, 12026, 12203, 12381, 12558, 12735, 12912, 13089, 13267, 13444, 13621, 13798, 13976]] + #上勾拳物理攻击力:% + data1 = [int(i*1.2558) for i in [0, 7487, 8246, 9006, 9765, 10525, 11285, 12044, 12804, 13563, 14323, 15082, 15842, 16602, 17361, 18121, 18880, 19640, 20399, 21159, 21919, 22678, 23438, 24197, 24957, 25716, 26476, 27236, 27995, 28755, 29514, 30274, 31033, 31793, 32553, 33312, 34072, 34831, 35591, 36350, 37110, 37870, 38629, 39389, 40148, 40908, 41667, 42427, 43187, 43946, 44706, 45465, 46225, 46985, 47744, 48504, 49263, 50023, 50782, 51542, 52302, 53061, 53821, 54580, 55340, 56099, 56859, 57619, 58378, 59138, 59897]] + 攻击次数 = 10 + 攻击次数2 = 1 + CD = 45 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data0 = [int(x*0.97) for x in self.data0] + self.攻击次数 = 6 + self.攻击次数2 = 0 + self.CD /=3 + self.基础释放次数 = 2 + elif x == 1: + self.data0 = [int(x*1.04) for x in self.data0] + self.攻击次数 = 6 + self.攻击次数2 = 0 + self.CD /=3 + self.基础释放次数 = 2 + + +class 技能15(被动技能): + 名称 = '干涸之泉' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.025 + 0.02 * self.等级, 5) + + +class 技能16(职业主动技能): + 名称 = '泯灭神击' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + # 不明的1.1 + #第1击物理攻击力:% + data0 = [int(i*1.256) for i in [0, 6572, 8096, 9620, 11144, 12668, 14192, 15716, 17240, 18764, 20288, 21812, 23336, 24860, 26384, 27908, 29432, 30956, 32480, 34004, 35528, 37052, 38577, 40101, 41625, 43149, 44673, 46197, 47721, 49245, 50769, 52293, 53817, 55341, 56865, 58389, 59913, 61437, 62961, 64485, 66009, 67533, 69057, 70581, 72105, 73629, 75153, 76677, 78201, 79725, 81249, 82773, 84297, 85821, 87346, 88870, 90394, 91918, 93442, 94966, 96490, 98014, 99538, 101062, 102586, 104110, 105634, 107158, 108682, 110206, 111730]] + #第2击物理攻击力:% + data1 = [int(i*1.256) for i in [0, 10157, 12512, 14867, 17223, 19578, 21933, 24289, 26644, 28999, 31355, 33710, 36065, 38421, 40776, 43131, 45487, 47842, 50197, 52553, 54908, 57263, 59619, 61974, 64329, 66684, 69040, 71395, 73750, 76106, 78461, 80816, 83172, 85527, 87882, 90238, 92593, 94948, 97304, 99659, 102014, 104370, 106725, 109080, 111436, 113791, 116146, 118502, 120857, 123212, 125567, 127923, 130278, 132633, 134989, 137344, 139699, 142055, 144410, 146765, 149121, 151476, 153831, 156187, 158542, 160897, 163253, 165608, 167963, 170319, 172674]] + 攻击次数2 = 1 + #第3击物理攻击力:% + data2 = [int(i*1.256) for i in [0, 13144, 16192, 19240, 22288, 25337, 28385, 31433, 34481, 37529, 40577, 43625, 46673, 49721, 52769, 55817, 58865, 61913, 64961, 68009, 71057, 74105, 77154, 80202, 83250, 86298, 89346, 92394, 95442, 98490, 101538, 104586, 107634, 110682, 113730, 116778, 119826, 122874, 125923, 128971, 132019, 135067, 138115, 141163, 144211, 147259, 150307, 153355, 156403, 159451, 162499, 165547, 168595, 171643, 174692, 177740, 180788, 183836, 186884, 189932, 192980, 196028, 199076, 202124, 205172, 208220, 211268, 214316, 217364, 220412, 223460]] + 攻击次数3 = 1 + #第4击物理攻击力:% + data3 = [int(i*1.256) for i in [0, 29874, 36801, 43729, 50656, 57584, 64511, 71438, 78366, 85293, 92221, 99148, 106075, 113003, 119930, 126858, 133785, 140713, 147640, 154567, 161495, 168422, 175350, 182277, 189204, 196132, 203059, 209987, 216914, 223841, 230769, 237696, 244624, 251551, 258479, 265406, 272333, 279261, 286188, 293116, 300043, 306970, 313898, 320825, 327753, 334680, 341607, 348535, 355462, 362390, 369317, 376245, 383172, 390099, 397027, 403954, 410882, 417809, 424736, 431664, 438591, 445519, 452446, 459373, 466301, 473228, 480156, 487083, 494011, 500938, 507865]] + 攻击次数4 = 1 + # 不明的1.1 + # 倍率 = 1.1 + # 基础 = 40394 * 1.1 * 1.136 + # 成长 = 12198 * 1.1 * 1.136 + CD = 145.0 + + def 等效百分比(self, 武器类型): + if self.等级 >= 9: + self.倍率 *= 1.1 + return super().等效百分比(武器类型) + + + +class 技能17(职业主动技能): + 名称 = '破碎之拳' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + #连续物理攻击力:% + data0 = [int(i*1.255) for i in [0, 1576, 1736, 1896, 2056, 2216, 2375, 2535, 2695, 2855, 3015, 3175, 3335, 3495, 3655, 3815, 3975, 4135, 4295, 4454, 4614, 4774, 4934, 5094, 5254, 5414, 5574, 5734, 5894, 6054, 6214, 6373, 6533, 6693, 6853, 7013, 7173, 7333, 7493, 7653, 7813, 7973, 8133, 8293, 8452, 8612, 8772, 8932, 9092, 9252, 9412, 9572, 9732, 9892, 10052, 10212, 10372, 10531, 10691, 10851, 11011, 11171, 11331, 11491, 11651, 11811, 11971, 12131, 12291, 12450, 12610]] + 攻击次数 = 10 + #最后下勾拳物理攻击:% + data1 = [int(i*1.255) for i in [0, 3940, 4340, 4740, 5140, 5540, 5939, 6339, 6739, 7139, 7539, 7938, 8338, 8738, 9138, 9538, 9937, 10337, 10737, 11137, 11537, 11936, 12336, 12736, 13136, 13536, 13935, 14335, 14735, 15135, 15535, 15934, 16334, 16734, 17134, 17534, 17933, 18333, 18733, 19133, 19533, 19932, 20332, 20732, 21132, 21532, 21931, 22331, 22731, 23131, 23531, 23931, 24330, 24730, 25130, 25530, 25930, 26329, 26729, 27129, 27529, 27929, 28328, 28728, 29128, 29528, 29928, 30327, 30727, 31127, 31527]] + #爆炸物理攻击力:% + data2 = [int(i*1.255) for i in [0, 6568, 7234, 7900, 8567, 9233, 9899, 10566, 11232, 11898, 12565, 13231, 13897, 14564, 15230, 15896, 16563, 17229, 17895, 18562, 19228, 19894, 20561, 21227, 21893, 22560, 23226, 23892, 24559, 25225, 25891, 26558, 27224, 27890, 28557, 29223, 29889, 30556, 31222, 31888, 32555, 33221, 33887, 34554, 35220, 35886, 36553, 37219, 37885, 38552, 39218, 39885, 40551, 41217, 41884, 42550, 43216, 43883, 44549, 45215, 45882, 46548, 47214, 47881, 48547, 49213, 49880, 50546, 51212, 51879, 52545]] + # 基础 = 12525.9091 * 1.13 + # 成长 = 1414.0909 * 1.13 + # 基础2 = 3131.3636 * 1.13 + # 成长2 = 353.6363 * 1.13 + 攻击次数2 = 1 + # 基础3 = 5218.6363 * 1.13 + # 成长3 = 589.3636 * 1.13 + 攻击次数3 = 1 + CD = 35.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data0 = [int(1.3*x) for x in self.data0] + self.data2 = [int(1.28*x) for x in self.data2] + self.CD *= 0.88 + elif x == 1: + self.data0 = [int(1.3*x) for x in self.data0] + self.data2 = [int(1.78*x) for x in self.data2] + self.CD *= 0.88 + + +class 技能18(职业主动技能): + 名称 = '破坏之拳' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + #物理攻击力:% + data0 = [int(x*1.2563) for x in [0, 29387, 32368, 35350, 38331, 41312, 44294, 47275, 50256, 53238, 56219, 59200, 62182, 65163, 68144, 71126, 74107, 77088, 80070, 83051, 86032, 89014, 91995, 94976, 97958, 100939, 103920, 106902, 109883, 112864, 115846, 118827, 121808, 124790, 127771, 130752, 133734, 136715, 139696, 142678, 145659, 148640, 151622, 154603, 157584, 160566, 163547, 166528, 169510, 172491, 175472, 178454, 181435, 184416, 187398, 190379, 193360, 196342, 199323, 202304, 205286, 208267, 211248, 214230, 217211, 220192, 223174, 226155, 229136, 232118, 235099]] + #冲击波物理攻击力:% + data1 = [int(x*1.2563) for x in [0, 3265, 3596, 3927, 4259, 4590, 4921, 5252, 5584, 5915, 6246, 6577, 6909, 7240, 7571, 7902, 8234, 8565, 8896, 9227, 9559, 9890, 10221, 10552, 10884, 11215, 11546, 11878, 12209, 12540, 12871, 13203, 13534, 13865, 14196, 14528, 14859, 15190, 15521, 15853, 16184, 16515, 16846, 17178, 17509, 17840, 18171, 18503, 18834, 19165, 19496, 19828, 20159, 20490, 20822, 21153, 21484, 21815, 22147, 22478, 22809, 23140, 23472, 23803, 24134, 24465, 24797, 25128, 25459, 25790, 26122]] + 攻击次数2 = 1 + CD = 40.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *=1.2 + # self.基础 *= 1.2 + # self.成长 *= 1.2 + elif x == 1: + self.倍率 *=1.28 + +class 技能19(职业主动技能): + 名称 = '仲裁怒击' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + #物理攻击力:% + data0 = [int(i*1.2557) for i in [0, 43904, 48358, 52812, 57266, 61720, 66174, 70629, 75083, 79537, 83991, 88445, 92899, 97353, 101807, 106261, 110715, 115169, 119623, 124078, 128532, 132986, 137440, 141894, 146348, 150802, 155256, 159710, 164164, 168618, 173072, 177527, 181981, 186435, 190889, 195343, 199797, 204251, 208705, 213159, 217613, 222067, 226521, 230976, 235430, 239884, 244338, 248792, 253246, 257700, 262154, 266608, 271062, 275516, 279970, 284425, 288879, 293333, 297787, 302241, 306695, 311149, 315603, 320057, 324511, 328965, 333419, 337874, 342328, 346782, 351236]] + #冲击波物理攻击力:% + data1 = [int(i*1.2557) for i in [0, 18816, 20725, 22634, 24542, 26451, 28360, 30269, 32178, 34087, 35996, 37905, 39814, 41722, 43631, 45540, 47449, 49358, 51267, 53176, 55085, 56994, 58902, 60811, 62720, 64629, 66538, 68447, 70356, 72265, 74174, 76083, 77991, 79900, 81809, 83718, 85627, 87536, 89445, 91354, 93263, 95171, 97080, 98989, 100898, 102807, 104716, 106625, 108534, 110443, 112351, 114260, 116169, 118078, 119987, 121896, 123805, 125714, 127623, 129532, 131440, 133349, 135258, 137167, 139076, 140985, 142894, 144803, 146712, 148620, 150529]] + 攻击次数2 =1 + CD = 40.0 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *=1.36 + # self.基础 *= 1.36 + # self.成长 *= 1.36 + + +class 技能20(被动技能): + 名称 = '正义惩戒' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22 + 0.02 * self.等级, 5) + + +class 技能21(职业主动技能): + 名称 = '超重拳' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + data0 = [int(i*1.255) for i in [0, 14270, 15718, 17165, 18613, 20061, 21509, 22956, 24404, 25852, 27299, 28747, 30195, 31643, 33090, 34538, 35986, 37434, 38881, 40329, 41777, 43224, 44672, 46120, 47568, 49015, 50463, 51911, 53359, 54806, 56254, 57702, 59149, 60597, 62045, 63493, 64940, 66388, 67836, 69284, 70731, 72179, 73627, 75074, 76522, 77970, 79418, 80865, 82313, 83761, 85209, 86656, 88104, 89552, 90999, 92447, 93895, 95343, 96790, 98238, 99686, 101134, 102581, 104029, 105477, 106924, 108372, 109820, 111268, 112715, 114163]] + data1 = [int(i*1.255) for i in [0, 57081, 62872, 68663, 74454, 80245, 86036, 91827, 97618, 103409, 109199, 114990, 120781, 126572, 132363, 138154, 143945, 149736, 155527, 161318, 167109, 172899, 178690, 184481, 190272, 196063, 201854, 207645, 213436, 219227, 225018, 230808, 236599, 242390, 248181, 253972, 259763, 265554, 271345, 277136, 282927, 288718, 294508, 300299, 306090, 311881, 317672, 323463, 329254, 335045, 340836, 346627, 352418, 358208, 363999, 369790, 375581, 381372, 387163, 392954, 398745, 404536, 410327, 416118, 421908, 427699, 433490, 439281, 445072, 450863, 456654]] + 攻击次数2 = 1 + 基础 = 56623.16667 * 1.132 + 成长 = 6392.83333 * 1.132 + CD = 50.0 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.35 + + +class 技能22(职业主动技能): + 名称 = '制裁:怒火疾风' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + #连续攻击物理攻击力:% + data0 = [int(i*1.255) for i in [0, 3558, 4383, 5208, 6033, 6858, 7683, 8509, 9334, 10159, 10984, 11809, 12634, 13459, 14284, 15109, 15935, 16760, 17585, 18410, 19235, 20060, 20885, 21710, 22535, 23361, 24186, 25011, 25836, 26661, 27486, 28311, 29136, 29962, 30787, 31612, 32437, 33262, 34087, 34912, 35737, 36562, 37388, 38213, 39038, 39863, 40688, 41513, 42338, 43163, 43989, 44814, 45639, 46464, 47289, 48114, 48939, 49764, 50589, 51415, 52240, 53065, 53890, 54715, 55540, 56365, 57190, 58015, 58841, 59666, 60491]] + 攻击次数 = 19 + #最后一击物理攻击力:% + data1 = [int(i*1.255) for i in [0, 5189, 6393, 7596, 8800, 10003, 11207, 12410, 13614, 14817, 16020, 17224, 18427, 19631, 20834, 22038, 23241, 24445, 25648, 26851, 28055, 29258, 30462, 31665, 32869, 34072, 35276, 36479, 37683, 38886, 40089, 41293, 42496, 43700, 44903, 46107, 47310, 48514, 49717, 50920, 52124, 53327, 54531, 55734, 56938, 58141, 59345, 60548, 61752, 62955, 64158, 65362, 66565, 67769, 68972, 70176, 71379, 72583, 73786, 74989, 76193, 77396, 78600, 79803, 81007, 82210, 83414, 84617, 85821, 87024, 88227]] + 攻击次数2 = 2 + #最后一击的爆炸物理攻击力:% + data2 = [int(i*1.255) for i in [0, 78589, 96813, 115036, 133260, 151484, 169707, 187931, 206155, 224379, 242602, 260826, 279050, 297273, 315497, 333721, 351944, 370168, 388392, 406615, 424839, 443063, 461286, 479510, 497734, 515957, 534181, 552405, 570628, 588852, 607076, 625299, 643523, 661747, 679970, 698194, 716418, 734641, 752865, 771089, 789312, 807536, 825760, 843983, 862207, 880431, 898654, 916878, 935102, 953325, 971549, 989773, 1007997, 1026220, 1044444, 1062668, 1080891, 1099115, 1117339, 1135562, 1153786, 1172010, 1190233, 1208457, 1226681, 1244904, 1263128, 1281352, 1299575, 1317799, 1336023]] + 攻击次数3 = 1 + # 基础 = 100940 * 1.192 + # 成长 = 30458 * 1.192 + CD = 180.0 + + +class 技能23(被动技能): + 名称 = '绝对正义' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能24(职业主动技能): + 名称 = '正义铁拳' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + # 下捶冲击波攻击力:% + data0 = [int(i*1.256) for i in [0, 22979, 25310, 27642, 29973, 32304, 34635, 36967, 39298, 41629, 43960, 46292, 48623, 50954, 53285, 55617, 57948, 60279, 62611, 64942, 67273, 69604, 71936, 74267, 76598, 78929, 81261, 83592, 85923, 88254, 90586, 92917, 95248, 97579, 99911, 102242, 104573, 106905, 109236, 111567, 113898, 116230, 118561, 120892, 123223, 125555, 127886, 130217, 132548, 134880, 137211, 139542, 141873, 144205, 146536, 148867, 151198, 153530, 155861, 158192, 160524, 162855, 165186, 167517, 169849, 172180, 174511, 176842, 179174, 181505, 183836]] + # 连续攻击攻击力:% x + data1 = [int(i*1.256) for i in [0, 1723, 1898, 2073, 2248, 2422, 2597, 2772, 2947, 3122, 3297, 3471, 3646, 3821, 3996, 4171, 4346, 4520, 4695, 4870, 5045, 5220, 5395, 5570, 5744, 5919, 6094, 6269, 6444, 6619, 6793, 6968, 7143, 7318, 7493, 7668, 7843, 8017, 8192, 8367, 8542, 8717, 8892, 9066, 9241, 9416, 9591, 9766, 9941, 10116, 10290, 10465, 10640, 10815, 10990, 11165, 11339, 11514, 11689, 11864, 12039, 12214, 12388, 12563, 12738, 12913, 13088, 13263, 13438, 13612, 13787]] + # 最后勾拳攻击力:% + data2 = [int(i*1.256) for i in [0, 57448, 63277, 69105, 74933, 80761, 86589, 92417, 98246, 104074, 109902, 115730, 121558, 127386, 133214, 139043, 144871, 150699, 156527, 162355, 168183, 174012, 179840, 185668, 191496, 197324, 203152, 208980, 214809, 220637, 226465, 232293, 238121, 243949, 249778, 255606, 261434, 267262, 273090, 278918, 284746, 290575, 296403, 302231, 308059, 313887, 319715, 325544, 331372, 337200, 343028, 348856, 354684, 360512, 366341, 372169, 377997, 383825, 389653, 395481, 401310, 407138, 412966, 418794, 424622, 430450, 436278, 442107, 447935, 453763, 459591]] + 攻击次数2 = 20 + 攻击次数3 = 1 + CD = 60.0 + + +class 技能25(职业主动技能): + 名称 = '正义执行:雷米迪奥斯的圣座' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + data0 = [int(i*1.256) for i in [0, 159960, 197052, 234144, 271237, 308329, 345421, 382513, 419606, 456698, 493790, 530882, 567975, 605067, 642159, 679251, 716343, 753436, 790528, 827620, 864712, 901805, 938897, 975989, 1013081, 1050174, 1087266, 1124358, 1161450, 1198543, 1235635, 1272727, 1309819, 1346912, 1384004, 1421096, 1458188, 1495281, 1532373, 1569465, 1606557, 1643650, 1680742, 1717834, 1754926, 1792019, 1829111, 1866203, 1903295, 1940388, 1977480, 2014572, 2051664, 2088757, 2125849, 2162941, 2200033, 2237126, 2274218, 2311310, 2348402, 2385495, 2422587, 2459679, 2496771, 2533864, 2570956, 2608048, 2645140, 2682233, 2719325]] + data1 = [int(i*1.256) for i in [0, 239940, 295578, 351217, 406855, 462493, 518132, 573770, 629409, 685047, 740685, 796324, 851962, 907600, 963239, 1018877, 1074516, 1130154, 1185792, 1241431, 1297069, 1352707, 1408346, 1463984, 1519622, 1575261, 1630899, 1686538, 1742176, 1797814, 1853453, 1909091, 1964729, 2020368, 2076006, 2131645, 2187283, 2242921, 2298560, 2354198, 2409836, 2465475, 2521113, 2576751, 2632390, 2688028, 2743667, 2799305, 2854943, 2910582, 2966220, 3021858, 3077497, 3133135, 3188774, 3244412, 3300050, 3355689, 3411327, 3466965, 3522604, 3578242, 3633881, 3689519, 3745157, 3800796, 3856434, 3912072, 3967711, 4023349, 4078987]] + + # 基础 = 135155 / 1.1 + # 成长 = 40802 / 1.1 + # 基础2 = 202734 / 1.1 + # 成长2 = 61202 / 1.1 + 攻击次数2 = 1 + CD = 290.0 + + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +神启·蓝拳圣使一觉序号 = 0 +神启·蓝拳圣使二觉序号 = 0 +神启·蓝拳圣使三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 神启·蓝拳圣使一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 神启·蓝拳圣使二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 神启·蓝拳圣使三觉序号 = 技能序号[i.名称] + +神启·蓝拳圣使护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 神启·蓝拳圣使护石选项.append(i.名称) + +神启·蓝拳圣使符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 神启·蓝拳圣使符文选项.append(i.名称) + + +class 神启·蓝拳圣使角色属性(角色属性): + + 实际名称 = '神启·蓝拳圣使' + 角色 = '圣职者(男)' + 职业 = '蓝拳圣使' + + 武器选项 = ['图腾', '战斧', '镰刀', '念珠', '十字架'] + + 类型选择 = ['物理百分比'] + + # 默认 + 类型 = '物理百分比' + 防具类型 = '轻甲' + 防具精通属性 = ['力量'] + + 主BUFF = 1.99 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + super().被动倍率计算() + # 神圣反击倍率与腹拳一样,但在修炼场手动开只有80% + self.技能栏[self.技能序号['神圣反击']].俯冲腹拳倍率 = self.技能栏[self.技能序号['俯冲腹拳']].神圣反击百分比() + + +class 神启·蓝拳圣使(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 神启·蓝拳圣使角色属性() + self.角色属性A = 神启·蓝拳圣使角色属性() + self.角色属性B = 神启·蓝拳圣使角色属性() + self.一觉序号 = 神启·蓝拳圣使一觉序号 + self.二觉序号 = 神启·蓝拳圣使二觉序号 + self.三觉序号 = 神启·蓝拳圣使三觉序号 + self.护石选项 = deepcopy(神启·蓝拳圣使护石选项) + self.符文选项 = deepcopy(神启·蓝拳圣使符文选项) diff --git a/Characters/神启·诱魔者.py b/Characters/神启·诱魔者.py new file mode 100644 index 00000000..f24ca6d9 --- /dev/null +++ b/Characters/神启·诱魔者.py @@ -0,0 +1,680 @@ +from PublicReference.carry.base import * + +# 主动技能,单段攻击 + + +class 技能0(主动技能): + 名称 = '罪业加身' + 所在等级 = 10 + 等级上限 = 60 + 基础等级 = 46 + data = [int(i*1.205*1.085) for i in [0, 2014, 2220, 2424, 2628, 2832, 3037, 3242, 3446, 3651, 3854, 4059, 4263, 4468, 4672, 4877, 5080, 5285, 5492, 5695, 5900, 6104, 6308, 6514, 6718, 6922, 7126, 7331, 7535, 7740, 7944, 8148, 8352, 8557, 8762, 8966, 9171, 9374, 9579, 9784, 9989, 10194, 10398, 10602, 10807, 11012, 11215, 11420, 11623, 11829, 12034, 12237, 12442, 12646, 12851, 13055, 13260, 13463, 13668, 13872, 14077, 14282, 14487, 14691, 14895, 15101, 15304, 15509, 15714, 15917, 16123]] + 攻击次数 = 1 + CD = 6.0 + TP成长 = 0.08 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +# 主动技能,二段攻击 + + +class 技能1(主动技能): + 名称 = '双重切割' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + data1 = [int(i*1.2019*1.085) for i in [0, 1065, 1172, 1280, 1387, 1497, 1605, 1712, 1821, 1928, 2038, 2145, 2253, 2360, 2468, 2576, 2685, 2792, 2901, 3009, 3117, 3224, 3333, 3440, 3549, 3657, 3764, 3873, 3982, 4090, 4197, 4305, 4412, 4522, 4629, 4737, 4844, 4953, 5061, 5170, 5277, 5385, 5493, 5601, 5709, 5816, 5926, 6034, 6142, 6249, 6357, 6466, 6574, 6681, 6789, 6896, 7007, 7114, 7222, 7329, 7437, 7545, 7653, 7762, 7869, 7979, 8086, 8194, 8301, 8410, 8518]] + 攻击次数1 = 1 + data2 = [int(i*1.2022*1.085) for i in [0, 1597, 1758, 1920, 2084, 2245, 2406, 2570, 2731, 2893, 3055, 3216, 3379, 3542, 3703, 3864, 4028, 4189, 4351, 4515, 4675, 4837, 5000, 5162, 5324, 5486, 5647, 5810, 5973, 6133, 6295, 6457, 6620, 6782, 6942, 7106, 7268, 7429, 7593, 7754, 7915, 8078, 8241, 8402, 8564, 8726, 8888, 9051, 9212, 9373, 9537, 9699, 9860, 10022, 10185, 10346, 10509, 10672, 10832, 10995, 11157, 11318, 11482, 11643, 11804, 11968, 12130, 12290, 12453, 12616, 12777]] + 攻击次数2 = 1 + CD = 6.0 + TP成长 = 0.1 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +# 武器精通,被动技能,满级前成长为1%,满级后2% + + +class 技能2(被动技能): + 名称 = '负罪者镰刀精通' + 所在等级 = 15 + 等级上限 = 30 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 <= 20: + return round(1.05 + 0.01 * self.等级, 5) + else: + return round(0.85 + 0.02 * self.等级, 5) + + def 魔法攻击力倍率(self, 武器类型): + if self.等级 <= 20: + return round(1.05 + 0.01 * self.等级, 5) + else: + return round(0.85 + 0.02 * self.等级, 5) + +# 被动技能,满级前成长为1%,满级后2% + + +class 技能3(被动技能): + 名称 = '罪业诱惑' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 <= 10: + return round(1.00 + 0.01 * self.等级, 5) + else: + return round(0.90 + 0.02 * self.等级, 5) + +# 主动技能,二段攻击 + + +class 技能4(主动技能): + 名称 = '断头台' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data1 = [int(i*1.242*1.085) for i in [0, 1648, 1815, 1982, 2150, 2316, 2483, 2651, 2818, 2985, 3153, 3320, 3487, 3654, 3821, 3988, 4156, 4323, 4490, 4658, 4825, 4991, 5159, 5326, 5493, 5661, 5828, 5995, 6162, 6329, 6496, 6664, 6831, 6998, 7166, 7333, 7499, 7667, 7834, 8001, 8169, 8336, 8503, 8671, 8837, 9004, 9172, 9339, 9506, 9674, 9841, 10007, 10175, 10342, 10509, 10677, 10844, 11011, 11179, 11345, 11512, 11680, 11847, 12014, 12182, 12349, 12516, 12683, 12850, 13017, 13185]] + 攻击次数1 = 1 + data2 = [int(i*1.242*1.085) for i in [0, 2534, 2791, 3049, 3305, 3563, 3820, 4077, 4334, 4592, 4848, 5106, 5363, 5620, 5877, 6134, 6391, 6649, 6905, 7163, 7420, 7677, 7934, 8192, 8448, 8706, 8963, 9220, 9477, 9735, 9991, 10249, 10506, 10762, 11020, 11276, 11534, 11791, 12048, 12305, 12563, 12819, 13077, 13334, 13591, 13848, 14106, 14362, 14620, 14877, 15134, 15391, 15649, 15905, 16163, 16419, 16677, 16934, 17191, 17448, 17706, 17962, 18220, 18477, 18734, 18991, 19249, 19505, 19763, 20020, 20277]] + 攻击次数2 = 1 + CD = 8.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +# 主动技能,二段攻击 + + +class 技能5(主动技能): + 名称 = '欲望之手' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data1 = [int(i*1.2028*1.085) for i in [0, 1632, 1796, 1962, 2128, 2293, 2459, 2625, 2790, 2956, 3122, 3287, 3452, 3618, 3784, 3949, 4115, 4280, 4446, 4612, 4777, 4943, 5108, 5274, 5439, 5605, 5770, 5936, 6103, 6267, 6433, 6599, 6765, 6929, 7094, 7260, 7426, 7593, 7757, 7923, 8088, 8255, 8421, 8584, 8750, 8916, 9082, 9248, 9413, 9578, 9745, 9911, 10074, 10240, 10406, 10572, 10738, 10903, 11068, 11235, 11401, 11566, 11730, 11895, 12062, 12228, 12392, 12558, 12725, 12891, 13056]] + 攻击次数1 = 1 + data2 = [int(i*1.2031*1.085) for i in [0, 2580, 2841, 3104, 3366, 3627, 3889, 4151, 4412, 4675, 4936, 5199, 5459, 5722, 5984, 6246, 6507, 6769, 7031, 7294, 7554, 7817, 8078, 8340, 8602, 8864, 9126, 9387, 9649, 9911, 10172, 10435, 10696, 10959, 11219, 11482, 11744, 12006, 12267, 12529, 12791, 13054, 13314, 13577, 13836, 14099, 14361, 14623, 14884, 15146, 15408, 15670, 15931, 16194, 16455, 16718, 16978, 17241, 17503, 17764, 18026, 18288, 18550, 18812, 19073, 19336, 19596, 19859, 20121, 20383, 20644]] + 攻击次数2 = 1 + CD = 8.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +# 主动技能,单段攻击 + + +class 技能6(主动技能): + 名称 = '傲慢之堕' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 27 + data = [int(i*1.2029*1.085) for i in [0, 4755, 5514, 6272, 7030, 7788, 8547, 9305, 10063, 10821, 11579, 12338, 13096, 13854, 14613, 15370, 16128, 16887, 17646, 18403, 19162, 19920, 20677, 21436, 22195, 22953, 23711, 24470, 25227, 25985, 26744, 27502, 28261, 29019, 29776, 30535, 31292, 32051, 32810, 33569, 34325, 35084, 35843, 36600, 37359, 38118, 38875, 39633, 40391, 41150, 41908, 42666, 43425, 44183, 44940, 45699, 46458, 47215, 47974, 48732, 49490, 50248, 51007, 51765, 52523, 53281, 54039, 54798, 55556, 56314, 57073]] + 攻击次数 = 1 + CD = 10.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +# 主动技能,空中4段,落地1段 + + +class 技能7(主动技能): + 名称 = '屠戮回旋斩' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + data1 = [int(i*1.2029*1.085 ) for i in [0, 828, 911, 995, 1079, 1163, 1247, 1331, 1416, 1500, 1583, 1666, 1752, 1835, 1919, 2002, 2088, 2171, 2255, 2339, 2424, 2507, 2590, 2674, 2758, 2844, 2927, 3011, 3095, 3179, 3262, 3347, 3431, 3515, 3599, 3684, 3767, 3850, 3935, 4019, 4103, 4186, 4270, 4355, 4439, 4523, 4607, 4691, 4774, 4858, 4941, 5027, 5111, 5195, 5278, 5363, 5446, 5529, 5615, 5699, 5782, 5866, 5951, 6034, 6119, 6202, 6287, 6370, 6454, 6537, 6624]] + 攻击次数1 = 4 + data2 = [int(i*1.2029*1.085) for i in [0, 3311, 3648, 3984, 4319, 4655, 4991, 5327, 5663, 5998, 6334, 6670, 7006, 7343, 7678, 8015, 8350, 8685, 9022, 9357, 9694, 10029, 10365, 10701, 11038, 11373, 11710, 12044, 12381, 12718, 13053, 13390, 13726, 14062, 14397, 14733, 15069, 15405, 15741, 16077, 16412, 16748, 17085, 17420, 17757, 18093, 18428, 18764, 19099, 19436, 19772, 20108, 20443, 20780, 21115, 21452, 21788, 22124, 22461, 22795, 23132, 23468, 23804, 24140, 24475, 24811, 25148, 25483, 25819, 26156, 26490]] + 攻击次数2 = 1 + CD = 12.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +# 主动技能,单段攻击 + + +class 技能8(主动技能): + 名称 = '怠惰之息' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + data = [int(i*1.182*1.085) for i in [0, 7473, 8231, 8988, 9746, 10504, 11262, 12020, 12781, 13539, 14296, 15054, 15812, 16570, 17328, 18086, 18845, 19604, 20361, 21119, 21877, 22635, 23393, 24151, 24910, 25668, 26425, 27183, 27942, 28700, 29458, 30216, 30975, 31733, 32490, 33248, 34006, 34764, 35523, 36281, 37040, 37797, 38556, 39314, 40072, 40830, 41588, 42347, 43106, 43863, 44621, 45379, 46137, 46895, 47653, 48411, 49170, 49928, 50686, 51444, 52202, 52960, 53718, 54476, 55235, 55992, 56750, 57509, 58267, 59025, 59783]] + 攻击次数 = 1 + CD = 15.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +# 主动技能,二段攻击 + + +class 技能9(主动技能): + 名称 = '诱魔之手' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data1 = [int(i*1.203*1.085) for i in [0, 2655, 2925, 3194, 3463, 3733, 4003, 4272, 4542, 4811, 5081, 5350, 5619, 5889, 6158, 6427, 6697, 6966, 7235, 7506, 7775, 8045, 8314, 8583, 8853, 9122, 9391, 9661, 9930, 10199, 10469, 10739, 11009, 11278, 11547, 11817, 12086, 12355, 12625, 12894, 13163, 13433, 13702, 13971, 14242, 14511, 14781, 15050, 15319, 15589, 15858, 16127, 16397, 16666, 16935, 17205, 17474, 17745, 18014, 18283, 18553, 18822, 19091, 19361, 19630, 19899, 20169, 20438, 20707, 20978, 21247]] + 攻击次数1 = 1 + data2 = [int(i*1.203*1.085) for i in [0, 6196, 6825, 7454, 8083, 8712, 9341, 9968, 10597, 11226, 11855, 12484, 13113, 13742, 14369, 14998, 15627, 16256, 16885, 17514, 18141, 18770, 19399, 20028, 20657, 21286, 21915, 22542, 23171, 23800, 24429, 25058, 25687, 26315, 26943, 27572, 28201, 28830, 29459, 30088, 30716, 31344, 31973, 32602, 33231, 33860, 34488, 35116, 35745, 36374, 37003, 37632, 38261, 38889, 39517, 40146, 40775, 41404, 42033, 42661, 43290, 43918, 44547, 45176, 45805, 46434, 47062, 47691, 48319, 48948, 49577]] + 攻击次数2 = 1 + CD = 15.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +# 主动技能,基础攻击段数为9 +# 带魔界大战护石22段,减伤50.6%,护石倍率22/9*0.494=1.207555,护石减少15%冷却 +# 带圣痕护石22段,减伤46.7%,护石倍率22/9*0.533=1.302888,护石减少15%冷却 + + +class 技能10(主动技能): + 名称 = '贪婪之刺' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data = [int(i*1.349*1.085*1.052) for i in [0, 868, 955, 1045, 1132, 1220, 1308, 1396, 1483, 1573, 1661, 1748, 1837, 1924, 2012, 2102, 2190, 2277, 2366, 2454, 2541, 2630, 2718, 2806, 2893, 2982, 3069, 3157, 3245, 3334, 3422, 3510, 3598, 3685, 3775, 3863, 3951, 4039, 4127, 4214, 4303, 4391, 4479, 4568, 4655, 4743, 4831, 4919, 5006, 5096, 5183, 5271, 5361, 5448, 5536, 5625, 5713, 5800, 5889, 5976, 6064, 6154, 6241, 6329, 6417, 6505, 6592, 6681, 6768, 6857, 6945]] + 攻击次数 = 9 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 *= 22/9*0.494 + self.CD *= 0.85 + elif x == 1: + self.攻击次数 *= 22/9*0.533 + self.CD *= 0.85 + + def 等效百分比(self, 武器类型): + return (self.data[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +# 主动技能,基础攻击段数为9 +# 带魔界大战护石15段,减伤26.56%,护石倍率15/9*0.7344=1.224 +# 带圣痕护石15段,减伤21.12%,护石倍率15/9*0.7888=1.31466 + + +class 技能11(主动技能): + 名称 = '杀戮战镰' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + data = [int(i*1.203*1.085*1.055) for i in [0, 1281, 1412, 1542, 1672, 1801, 1931, 2061, 2192, 2322, 2452, 2581, 2712, 2842, 2973, 3102, 3232, 3363, 3493, 3624, 3753, 3883, 4012, 4143, 4273, 4403, 4532, 4663, 4793, 4923, 5053, 5183, 5313, 5444, 5573, 5704, 5833, 5964, 6094, 6224, 6353, 6483, 6613, 6744, 6873, 7004, 7133, 7264, 7395, 7524, 7655, 7784, 7915, 8045, 8175, 8305, 8435, 8564, 8695, 8824, 8955, 9084, 9214, 9345, 9475, 9605, 9735, 9864, 9996, 10125, 10256]] + 攻击次数 = 9 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 *= 15/9*0.7344 + elif x == 1: + self.攻击次数 *= 15/9 * 0.7888 + + def 等效百分比(self, 武器类型): + return (self.data[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +# 主动技能,单段攻击 +# 带魔界大战护石增伤23%,护石倍率1+0.23=1.23 +# 带圣痕护石增伤31%,护石倍率1+0.31=1.31 + + +class 技能12(主动技能): + 名称 = '愤怒之袭' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + data = [int(i*1.202*1.085*1.054) for i in [0, 19881, 21897, 23914, 25931, 27949, 29965, 31981, 33999, 36016, 38032, 40050, 42067, 44083, 46101, 48117, 50134, 52152, 54168, 56185, 58203, 60219, 62236, 64252, 66270, 68287, 70303, 72320, 74338, 76354, 78371, 80388, 82405, 84423, 86439, 88455, 90474, 92490, 94506, 96523, 98541, 100557, 102574, 104591, 106608, 108625, 110642, 112659, 114676, 116692, 118710, 120726, 122743, 124761, 126777, 128793, 130812, 132828, 134844, 136862, 138879, 140896, 142913, 144929, 146947, 148963, 150980, 152997, 155014, 157031, 159048]] + 攻击次数 = 1 + CD = 45.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 *= 1.23 + elif x == 1: + self.攻击次数 *= 1.31 + + def 等效百分比(self, 武器类型): + return (self.data[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +# 主动技能,一觉主动,多段攻击为15段多段伤害+1段爆炸伤害(多段攻击次数受站街攻速影响随机为14-17段) + + +class 技能13(主动技能): + 名称 = '净化之花' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + data1 = [int(i*1.2027*1.085) for i in [0, 735, 905, 1075, 1246, 1416, 1588, 1757, 1928, 2098, 2270, 2439, 2611, 2780, 2952, 3122, 3293, 3462, 3633, 3805, 3975, 4145, 4316, 4485, 4657, 4827, 4998, 5168, 5340, 5509, 5680, 5850, 6019, 6192, 6362, 6532, 6702, 6874, 7043, 7215, 7385, 7555, 7726, 7897, 8066, 8237, 8409, 8579, 8749, 8920, 9089, 9261, 9432, 9602, 9772, 9944, 10113, 10284, 10454, 10625, 10796, 10966, 11137, 11306, 11477, 11646, 11819, 11989, 12160, 12329, 12501]] + 攻击次数1 = 15 + data2 = [int(i*1.203*1.085) for i in [0, 45069, 55518, 65969, 76421, 86871, 97321, 107773, 118223, 128673, 139125, 149575, 160026, 170477, 180929, 191379, 201830, 212282, 222731, 233182, 243634, 254083, 264533, 274986, 285435, 295885, 306338, 316787, 327237, 337690, 348139, 358591, 369042, 379491, 389943, 400394, 410843, 421295, 431746, 442195, 452647, 463098, 473548, 484000, 494451, 504902, 515352, 525803, 536254, 546704, 557156, 567606, 578056, 588507, 598959, 609408, 619859, 630311, 640760, 651211, 661663, 672113, 682563, 693015, 703466, 713915, 724367, 734818, 745267, 755719, 766170]] + 攻击次数2 = 1 + CD = 140 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * self.倍率 + +# 被动技能,一觉被动,每级2%成长 + + +class 技能14(被动技能): + 名称 = '罪业宣告' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.04+0.02 * self.等级, 5) + +# 主动技能,二段攻击,第一段为无伤害判定 +# 带魔界大战护石增伤19%,护石倍率1+0.19=1.19 +# 带圣痕护石增伤28%,护石倍率1+0.28=1.28 + + +class 技能15(主动技能): + 名称 = '嫉妒之吻' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + data = [int(i*1.203*1.085*1.051) for i in [0, 19205, 21155, 23102, 25051, 26999, 28947, 30895, 32844, 34792, 36741, 38690, 40638, 42587, 44534, 46483, 48431, 50381, 52328, 54277, 56225, 58174, 60121, 62070, 64019, 65968, 67916, 69864, 71813, 73760, 75709, 77657, 79607, 81554, 83503, 85452, 87400, 89348, 91296, 93246, 95194, 97142, 99090, 101039, 102986, 104935, 106884, 108833, 110782, 112729, 114678, 116626, 118574, 120522, 122472, 124420, 126368, 128317, 130265, 132214, 134161, 136110, 138059, 140008, 141955, 143904, 145852, 147800, 149749, 151698, 153647]] + 攻击次数 = 1 + CD = 30 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 *= 1.19 + elif x == 1: + self.攻击次数 *= 1.28 + + def 等效百分比(self, 武器类型): + return (self.data[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +# 主动技能,吸收为最高8段攻击,释放为4段 +# 带魔界大战护石吸收段数锁定4段,伤害+200%(换算为伤害不变,段数12段(0.5*3*8=12));释放伤害+8%(换算为伤害不变,段数4.32段(1.08*4=4.32) +# 带圣痕护石吸收段数锁定4段,伤害+200%(换算为伤害不变,段数12段(0.5*3*8=12));释放伤害+18%(换算为伤害不变,段数4.72段(1.18*4=4.72) + + +class 技能16(主动技能): + 名称 = '暴食之噬' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + data1 = [int(i*1.2025*1.085*1.056) for i in [0, 810, 893, 974, 1057, 1139, 1222, 1303, 1386, 1468, 1551, 1632, 1715, 1797, 1879, 1961, 2044, 2127, 2209, 2291, 2374, 2455, 2538, 2620, 2703, 2784, 2867, 2949, 3032, 3113, 3196, 3278, 3359, 3442, 3524, 3607, 3688, 3771, 3853, 3935, 4017, 4100, 4182, 4264, 4346, 4429, 4511, 4593, 4676, 4759, 4840]] + 攻击次数1 = 8 + data2 = [int(i*1.203*1.085*1.056) for i in [0, 6485, 7143, 7801, 8460, 9118, 9776, 10433, 11091, 11749, 12407, 13066, 13723, 14381, 15039, 15698, 16355, 17012, 17672, 18330, 18987, 19645, 20304, 20962, 21620, 22277, 22936, 23593, 24251, 24908, 25567, 26225, 26883, 27542, 28200, 28858, 29516, 30173, 30831, 31489, 32147, 32805, 33463, 34121, 34779, 35437, 36097, 36752, 37410, 38069, 38728]] + 攻击次数2 = 4 + CD = 50 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数1 = 12 + self.攻击次数2 = 4.32 + elif x == 1: + self.攻击次数1 = 12 + self.攻击次数2 = 4.72 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +# 主动技能,二段攻击 +# 带圣痕护石增伤29%,护石倍率1+0.29=1.29 + + +class 技能17(主动技能): + 名称 = '灵魂烙印:原罪冲击' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + data1 = [int(i*1.202*1.085*1.053) for i in [0, 9308, 10254, 11198, 12143, 13088, 14032, 14977, 15920, 16863, 17810, 18754, 19698, 20643, 21587, 22532, 23477, 24420, 25366, 26310, 27254, 28200, 29144, 30089, 31032, 31975, 32920, 33867, 34810, 35755, 36699, 37644, 38587, 39532, 40477, 41422, 42366, 43311, 44255, 45199, 46144, 47088, 48033, 48978, 49921, 50868, 51811, 52754, 53699, 54643, 55588, 56534, 57478, 58423, 59366, 60310, 61255, 62200, 63145, 64089, 65034, 65979, 66921, 67866, 68811, 69755, 70699, 71644, 72590, 73535, 74478]] + 攻击次数1 = 1 + data2 = [int(i*1.202*1.085*1.053) for i in [0, 37237, 41016, 44794, 48572, 52350, 56128, 59905, 63684, 67462, 71241, 75017, 78796, 82574, 86352, 90130, 93908, 97685, 101463, 105242, 109018, 112797, 116575, 120352, 124131, 127908, 131686, 135464, 139243, 143021, 146798, 150576, 154355, 158132, 161909, 165687, 169465, 173243, 177022, 180798, 184577, 188355, 192133, 195910, 199689, 203466, 207245, 211023, 214802, 218578, 222357, 226135, 229911, 233690, 237467, 241246, 245023, 248803, 252578, 256358, 260135, 263914, 267690, 271470, 275246, 279026, 282803, 286580, 290358, 294137, 297915]] + 攻击次数2 = 1 + CD = 40 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * self.倍率 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数1 *= 1.29 + self.攻击次数2 *= 1.29 + self.CD *= 0.9 + +# 单段技能,由75被动拆分,固定冷却时间2s,此处添加演出时间减少释放次数 + + +class 技能18(主动技能): + 名称 = '(光辉)智慧起源:原罪结晶' + 所在等级 = 75 + 等级上限 = 0 + 基础等级 = 0 + data = [int(i*1.218*1.085*1.052) for i in [0, 3793, 4398, 5004, 5608, 6213, 6818, 7422, 8028, 8632, 9237, 9842, 10447, 11052, 11657, 12261, 12867, 13471, 14076, 14681, 15286, 15891, 16495, 17100, 17705, 18310, 18915, 19520, 20124, 20730, 21334, 21939, 22544, 23149, 23754, 24358, 24963, 25568, 26173, 26778, 27383, 27987, 28593, 29197, 29802, 30407, 31012, 31617, 32221, 32826, 33432, 34036, 34641, 35246, 35850, 36456, 37060, 37665, 38270, 38875, 39480, 40085, 40689, 41295, 41899, 42504, 43109, 43714, 44319, 44923, 45528]] + 攻击次数 = 1 + CD = 2 + 演出时间 = 2 + + def 等效百分比(self, 武器类型): + return (self.data[self.等级] * self.攻击次数) * self.倍率 + + def 等效CD(self, 武器类型, 输出类型): + return 2 + +# 被动技能,由75被动拆分,每级成长2% + + +class 技能19(被动技能): + 名称 = '智慧起源:原罪结晶' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.23 + 0.02 * self.等级, 5) + +# 主动技能,刺击为单段伤害,散开为三段伤害。散开伤害根据罪业层数每层+3%,罪业层数最高为7,即散开为3*1.21段伤害 +# 带圣痕护石散开部分伤害增加54%,换算为攻击次数2 *= 1.54 + + +class 技能20(主动技能): + 名称 = '肋骨重塑:原罪战矛' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + data1 = [int(i*1.202*1.085*1.051) for i in [0, 29112, 32065, 35017, 37971, 40924, 43878, 46831, 49785, 52738, 55692, 58645, 61598, 64552, 67505, 70458, 73412, 76365, 79319, 82271, 85224, 88178, 91131, 94086, 97039, 99993, 102946, 105898, 108852, 111805, 114759, 117712, 120665, 123619, 126572, 129525, 132478, 135433, 138386, 141339, 144293, 147246, 150200, 153152, 156105, 159059, 162012, 164966, 167919, 170874, 173825, 176779, 179733, 182686, 185640, 188593, 191546, 194500, 197452, 200406, 203359, 206313, 209266, 212219, 215174, 218127, 221080, 224033, 226986, 229940, 232893]] + 攻击次数1 = 1 + data2 = [int(i*1.202*1.085*1.051) for i in [0, 9704, 10688, 11672, 12656, 13641, 14626, 15610, 16595, 17579, 18563, 19548, 20531, 21517, 22502, 23486, 24470, 25455, 26439, 27423, 28407, 29393, 30377, 31361, 32346, 33331, 34314, 35299, 36284, 37268, 38253, 39237, 40221, 41206, 42190, 43175, 44159, 45144, 46129, 47112, 48097, 49082, 50066, 51051, 52035, 53019, 54004, 54988, 55972, 56958, 57942, 58927, 59910, 60895, 61880, 62863, 63848, 64834, 65817, 66802, 67786, 68770, 69755, 70739, 71725, 72709, 73693, 74678, 75661, 76646, 77631]] + 攻击次数2 = 3*1.21 + CD = 45.0 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * self.倍率 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数1 *= 1 + self.攻击次数2 *= 1.54 + +# 主动技能,二觉主动,三段攻击 + + +class 技能21(主动技能): + 名称 = '失乐园' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + data1 = [int(i*1.206*1.085) for i in [0, 20182, 24863, 29543, 34223, 38904, 43584, 48265, 52944, 57624, 62306, 66987, 71666, 76347, 81027, 85706, 90387, 95068, 99748, 104428, 109108, 113789, 118469, 123149, 127830, 132510, 137189, 141870, 146550, 151231, 155911, 160591, 165271, 169951, 174631, 179312, 183993, 188672, 193353, 198033, 202712, 207394, 212074, 216754, 221434, 226114, 230794, 235476, 240155, 244835, 249516, 254195, 258875, 263557, 268237, 272917, 277597, 282277, 286960, 291639, 296319, 301000, 305679, 310359, 315041, 319721, 324400, 329081, 333761, 338440, 343122]] + 攻击次数1 = 1 + data2 = [int(i*1.206*1.085) for i in [0, 40367, 49727, 59089, 68449, 77809, 87170, 96531, 105890, 115251, 124612, 133971, 143333, 152693, 162054, 171414, 180774, 190135, 199495, 208856, 218216, 227579, 236938, 246299, 255660, 265019, 274380, 283741, 293102, 302461, 311823, 321183, 330543, 339904, 349265, 358624, 367985, 377346, 386706, 396067, 405427, 414788, 424148, 433508, 442869, 452230, 461591, 470951, 480313, 489672, 499033, 508394, 517753, 527114, 536475, 545836, 555195, 564557, 573917, 583277, 592638, 601999, 611359, 620719, 630080, 639440, 648801, 658161, 667522, 676882, 686244]] + 攻击次数2 = 1 + data3 = [int(i*1.206*1.085) for i in [0, 74006, 91167, 108328, 125489, 142649, 159812, 176972, 194132, 211294, 228455, 245616, 262776, 279938, 297099, 314259, 331421, 348582, 365743, 382903, 400065, 417226, 434386, 451549, 468709, 485869, 503030, 520192, 537353, 554513, 571675, 588836, 605996, 623157, 640319, 657479, 674640, 691802, 708963, 726122, 743286, 760446, 777605, 794766, 811928, 829089, 846249, 863410, 880572, 897732, 914894, 932055, 949215, 966376, 983537, 1000699, 1017859, 1035020, 1052182, 1069342, 1086503, 1103664, 1120826, 1137986, 1155147, 1172309, 1189469, 1206631, 1223791, 1240952, 1258113]] + 攻击次数3 = 1 + CD = 180.0 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * self.倍率 + +# 被动技能,二觉被动,成长2% + + +class 技能22(被动技能): + 名称 = '原罪之初' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + +# 主动技能,6+1段攻击。1级11504%*6+46015%,2级12670%*6+50683%,3级13837%*6+55352%,4级15004%*6+60020%,5级16172%*6+64689% + + +class 技能23(主动技能): + 名称 = '至高之刑' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + data0 = [int(i*1.218*1.085) for i in [0, 11504, 12670, 13837, 15004, 16172, 17339, 18506, 19673, 20840, 22007, 23174, 24341, 25508, 26676, 27843, 29009, 30176, 31343, 32511, 33678, 34845, 36011, 37178, 38346, 39513, 40680, 41847, 43015, 44181, 45348, 46515, 47682, 48850, 50017, 51184, 52350, 53517, 54685, 55852, 57019, 58186, 59353, 60520, 61687, 62854, 64021, 65189, 66356, 67522, 68689, 69856, 71024, 72191, 73358, 74525, 75691, 76859, 78026, 79193, 80360, 81527, 82695, 83861, 85028, 86195, 87363, 88530, 89697, 90864, 92030]] + 攻击次数 = 6 + data1 = [int(i*1.218*1.085) for i in [0, 46015, 50683, 55352, 60020, 64689, 69356, 74024, 78693, 83361, 88030, 92698, 97366, 102034, 106702, 111371, 116039, 120707, 125376, 130043, 134712, 139380, 144048, 148717, 153385, 158054, 162721, 167389, 172058, 176726, 181395, 186063, 190731, 195399, 200067, 204736, 209404, 214073, 218741, 223408, 228077, 232745, 237414, 242082, 246750, 251418, 256086, 260755, 265423, 270091, 274760, 279428, 284096, 288764, 293432, 298101, 302769, 307438, 312105, 316773, 321442, 326110, 330779, 335447, 340115, 344783, 349451, 354120, 358788, 363457, 368125]] + 攻击次数2 = 1 + CD = 60 + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * self.倍率 +# 主动技能,单段攻击,1级354055%,2级436155%,3级518254% + + +class 技能24(主动技能): + 名称 = '原罪之翼·永息' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + data0 = [int(i*1.206*1.085*1.05) for i in [0, 354055, 436155, 518254, 600354, 682454, 764554, 846653, 928753, 1010853, 1092953, 1175053, 1257152, 1339252, 1421352, 1503452, 1585552, 1667651, 1749751, 1831851, 1913951, 1996050, 2078150, 2160250, 2242350, 2324450, 2406549, 2488649, 2570749, 2652849, 2734948, 2817048, 2899148, 2981248, 3063348, 3145447, 3227547, 3309647, 3391747, 3473846, 3555946]] + 攻击次数 = 1 + CD = 290 + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数) * self.倍率 + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +神启·诱魔者一觉序号 = 0 +神启·诱魔者二觉序号 = 0 +神启·诱魔者三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 神启·诱魔者一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 神启·诱魔者二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 神启·诱魔者三觉序号 = 技能序号[i.名称] + +神启·诱魔者护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 神启·诱魔者护石选项.append(i.名称) + +神启·诱魔者符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 神启·诱魔者符文选项.append(i.名称) + + +class 神启·诱魔者角色属性(角色属性): + + 实际名称 = '神启·诱魔者' + 角色 = '圣职者(女)' + 职业 = '诱魔者' + + 武器选项 = ['镰刀'] + + 类型选择 = ['魔法百分比'] + + 类型 = '魔法百分比' + 防具类型 = '重甲' + 防具精通属性 = ['智力'] + + 主BUFF = 1.875 + BUFF属强 = 0 + + 远古记忆 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + super().被动倍率计算() + self.技能栏[self.技能序号['(光辉)智慧起源:原罪结晶'] + ].等级 = self.技能栏[self.技能序号['智慧起源:原罪结晶']].等级 + + def 伤害指数计算(self): + self.所有属性强化(self.BUFF属强) + super().伤害指数计算() + + +class 神启·诱魔者(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 神启·诱魔者角色属性() + self.角色属性A = 神启·诱魔者角色属性() + self.角色属性B = 神启·诱魔者角色属性() + self.一觉序号 = 神启·诱魔者一觉序号 + self.二觉序号 = 神启·诱魔者二觉序号 + self.三觉序号 = 神启·诱魔者三觉序号 + self.护石选项 = deepcopy(神启·诱魔者护石选项) + self.符文选项 = deepcopy(神启·诱魔者符文选项) + + def 护石判断(self): + sign = 0 + for x in range(3): + if self.护石栏[x].currentText() == '暴食之噬': + sign = 1 + if sign == 1: + self.暴食段数选择.setEnabled(False) + self.暴食段数选择.setStyleSheet(下拉框样式) + else: + self.暴食段数选择.setEnabled(True) + self.暴食段数选择.setStyleSheet(下拉框样式) + + def 界面(self): + super().界面() + + self.BUFF.move(self.BUFF.x() - 18, self.BUFF.y()) + self.BUFF输入.move(self.BUFF输入.x() - 20, self.BUFF输入.y()) + self.BUFF输入.resize(40, 25) + self.BUFF.setToolTip( + trans('{最高值参考}:$value', + value='87.5%')) + self.BUFF输入.setToolTip( + trans('{最高值参考}:$value', + value='87.5%')) + + self.BUFF输入2 = QLineEdit(self.main_frame2) + self.BUFF输入2.setText(str(self.初始属性.BUFF属强)) + self.BUFF输入2.resize(40, 25) + self.BUFF输入2.move(self.BUFF输入.x() + 45, self.BUFF输入.y()) + self.BUFF输入2.setStyleSheet(输入框样式) + self.BUFF输入2.setAlignment(Qt.AlignCenter) + self.BUFF输入2.setToolTip('七宗罪Buff属强值') + + for i in range(3): + self.护石栏[i].currentIndexChanged.connect(lambda state: self.护石判断()) + + self.手搓冷却 = QCheckBox('技能手搓冷却适用', self.main_frame2) + self.手搓冷却.resize(120, 20) + self.手搓冷却.move(320, 340) + self.手搓冷却.setStyleSheet(复选框样式) + + self.净化之花冷却Buff = QCheckBox('净化之花冷却Buff', self.main_frame2) + self.净化之花冷却Buff.resize(120, 20) + self.净化之花冷却Buff.move(320, 370) + self.净化之花冷却Buff.setStyleSheet(复选框样式) + + self.凈化之花多段段数选择 = MyQComboBox(self.main_frame2) + for i in range(19): + self.凈化之花多段段数选择.addItem('净化之花:' + str(i) + '+1段') + self.凈化之花多段段数选择.setCurrentIndex(15) + self.凈化之花多段段数选择.resize(120, 20) + self.凈化之花多段段数选择.move(320, 400) + + self.暴食段数选择 = MyQComboBox(self.main_frame2) + for i in range(9): + self.暴食段数选择.addItem('暴食之噬:' + str(i) + '+4段') + self.暴食段数选择.setCurrentIndex(8) + self.暴食段数选择.resize(120, 20) + self.暴食段数选择.move(320, 430) + + self.职业存档.append(('BUFF输入2', self.BUFF输入2, 2)) + self.职业存档.append(('手搓冷却', self.手搓冷却, 0)) + self.职业存档.append(('净化之花冷却Buff', self.净化之花冷却Buff, 0)) + self.职业存档.append(('凈化之花多段段数选择', self.凈化之花多段段数选择, 1)) + self.职业存档.append(('暴食段数选择', self.暴食段数选择, 1)) + + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + if self.手搓冷却.isChecked(): + 属性.技能冷却缩减(10, 25, 0.01) + 属性.技能冷却缩减(30, 45, 0.02) + 属性.技能冷却缩减(50, 100, 0.05) + + if self.净化之花冷却Buff.isChecked(): + 属性.技能冷却缩减(1, 48, 0.10) + 属性.技能冷却缩减(55, 100, 0.10) + + 属性.技能栏[属性.技能序号['净化之花']].攻击次数1 = self.凈化之花多段段数选择.currentIndex() + + if self.暴食段数选择.isEnabled(): + 属性.技能栏[属性.技能序号['暴食之噬']].攻击次数1 = self.暴食段数选择.currentIndex() + + try: + self.BUFF全属强 = int(self.BUFF输入2.text()) + except: + self.BUFF全属强 = self.初始属性.BUFF属强 + 属性.BUFF属强 = self.BUFF全属强 diff --git a/Characters/神启·驱魔师.py b/Characters/神启·驱魔师.py new file mode 100644 index 00000000..e98a4a93 --- /dev/null +++ b/Characters/神启·驱魔师.py @@ -0,0 +1,847 @@ +from PublicReference.carry.base import * +from math import * + + +class 主动技能(主动技能): + def 等效CD(self, 武器类型, 输出类型): + return round(self.CD / self.恢复, 1) + + +class 职业主动技能(主动技能): + 技能施放时间 = 0.0 + 脱手 = 1 + data0 = [] + data1 = [] + data2 = [] + data3 = [] + data4 = [] + data5 = [] + data6 = [] + 魔化 = 1.0 + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + if len(self.data4) >= self.等级 and len(self.data4) > 0: + 等效倍率 += self.data4[self.等级] * self.攻击次数5 + if len(self.data5) >= self.等级 and len(self.data5) > 0: + 等效倍率 += self.data5[self.等级] * self.攻击次数6 + if len(self.data6) >= self.等级 and len(self.data6) > 0: + 等效倍率 += self.data6[self.等级] * self.攻击次数7 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 * self.魔化 + + +class 技能0(被动技能): + 名称 = '基础精通' + 倍率 = 1.0 + 所在等级 = 1 + 等级上限 = 200 + 基础等级 = 100 + 数据 = [int(i*1.0) for i in [0, 1000, 1058, 1115, 1173, 1230, 1288, 1345, 1403, 1461, 1518, 1576, 1633, 1691, 1748, 1806, 1895, 1984, 2073, 2162, 2251, 2339, 2428, 2517, 2606, 2695, 2784, 2873, 2962, 3051, 3140, 3228, 3317, 3406, 3495, 3584, 3673, 3762, 3851, 3940, 4029, 4118, 4206, 4295, 4384, 4473, 4562, 4651, 4740, 4829, 4918, 5007, 5095, 5184, 5273, 5362, 5451, 5540, 5629, 5718, 5807, 5896, 5985, 6073, 6162, 6251, 6340, 6429, 6518, 6607, 6696, 6785, 6874, 6963, 7051, 7140, 7229, 7318, 7407, 7496, 7585, 7674, 7763, 7852, 7940, 8029, 8118, 8207, 8296, 8385, 8474, 8563, 8652, 8741, 8830, 8918, 9007, 9096, 9185, 9274, 9363, 9452, 9541, 9630, 9719, 9808, 9897, 9986, + 10075, 10164, 10253, 10342, 10431, 10520, 10609, 10698, 10787, 10876, 10965, 11054, 11143, 11232, 11321, 11410, 11499, 11588, 11677, 11766, 11855, 11944, 12033, 12122, 12211, 12300, 12389, 12478, 12567, 12656, 12745, 12834, 12923, 13012, 13101, 13190, 13279, 13368, 13457, 13546, 13635, 13724, 13813, 13902, 13991, 14080, 14169, 14258, 14347, 14436, 14525, 14614, 14703, 14792, 14881, 14970, 15059, 15148, 15237, 15326, 15415, 15504, 15593, 15682, 15771, 15860, 15949, 16038, 16127, 16216, 16305, 16394, 16483, 16572, 16661, 16750, 16839, 16928, 17017, 17106, 17195, 17284, 17373, 17462, 17551, 17640, 17729, 17818, 17907, 17996, 18085, 18174, 18263]] + 关联技能 = ['普通攻击', '空斩打'] + + def 加成倍率(self, 武器类型): + return self.数据[self.等级] / 1000 + + +class 技能1(主动技能): + 名称 = '普通攻击' + 备注 = '(一轮,TP为基础精通)' + 所在等级 = 1 + 等级上限 = 1 + 基础等级 = 1 + 基础 = 224.69*1.085 + 成长 = 0 + 基础2 = 142.11*1.085 + 成长2 = 0 + 倍率 = 1.059 + CD = 2.0 + TP成长 = 0.10 + TP上限 = 3 + + +class 技能2(职业主动技能): + 名称 = '空斩打' + 所在等级 = 1 + 等级上限 = 20 + 基础等级 = 10 + data0 = [int(i*1.085*1.0) for i in [0, 95, 105, 115, 126, 136, 147, 158, 168, 179, 189, 200, 210, 220, 231, 241, 252, 263, 273, 284, 294, 305, 315, + 325, 336, 346, 357, 368, 378, 389, 399, 410, 420, 430, 441, 451, 462, 473, 483, 494, 504, 515, 525, 535, 546, 556, + 567, 578, 588, 599, 609, 620, 630, 640, 651, 661, 672, 683, 693, 704, 714, 725, 735, 745, 756, 766, 777, 788, 798, + 809, 819]] + CD = 2 + TP成长 = 0.08 + TP上限 = 5 + + +class 技能3(职业主动技能): + 名称 = '落凤锤' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + data0 = [int(i*1.085*1.212) for i in [0, 372, 409, 449, 485, 523, 560, 599, 637, 675, 712, 749, 788, 826, 862, 901, 938, 976, 1016, 1052, 1089, 1127, 1165, 1203, 1241, 1279, 1315, 1355, 1392, 1431, 1468, 1505, 1544, 1582, 1618, 1658, 1697, + 1733, 1771, 1808, 1846, 1885, 1921, 1961, 1997, 2036, 2075, 2111, 2149, 2187, 2224, 2263, 2300, 2339, 2375, 2414, 2452, 2489, 2527, 2565, 2602, 2641, 2678, 2715, 2753, 2791, 2828, 2867, 2904, 2944, 2980]] + data1 = [int(i*1.085*1.212) for i in [0, 1489, 1641, 1792, 1944, 2095, 2246, 2397, 2549, 2700, 2851, 3002, 3153, 3304, 3456, 3607, 3758, 3910, 4061, 4212, 4364, 4514, 4667, 4817, 4969, 5119, 5269, 5422, 5572, 5725, 5875, 6026, 6178, 6329, 6481, 6632, + 6783, 6935, 7085, 7237, 7387, 7539, 7690, 7842, 7992, 8144, 8295, 8447, 8598, 8750, 8901, 9051, 9202, 9354, 9504, 9657, 9807, 9958, 10110, 10260, 10413, 10564, 10716, 10867, 11018, 11169, 11319, 11472, 11622, 11775, 11925]] + 攻击次数2 = 1 + 倍率 = 1.2 # 转职 + CD = 6 + TP成长 = 0.08 + TP上限 = 5 + + +class 技能4(职业主动技能): + 名称 = '疾风打' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + + data0 = [int(i*1.085*1.224) for i in [0, 259, 287, 312, 339, 365, 391, 419, 446, 471, 498, 525, 551, 577, 604, 629, 657, 683, 710, 735, 763, 790, 815, 842, 868, 894, 921, 948, 973, 1000, 1028, 1053, 1080, 1107, 1132, 1160, 1186, + 1213, 1237, 1264, 1292, 1317, 1343, 1372, 1397, 1423, 1450, 1476, 1502, 1529, 1555, 1581, 1608, 1636, 1661, 1688, 1715, 1740, 1768, 1794, 1820, 1846, 1873, 1898, 1926, 1952, 1978, 2005, 2032, 2059, 2085]] + data1 = [int(i*1.085*1.224) for i in [0, 1476, 1626, 1777, 1926, 2076, 2227, 2377, 2526, 2674, 2824, 2975, 3125, 3275, 3423, 3574, 3724, 3873, 4023, 4173, 4324, 4474, 4623, 4773, 4924, 5073, 5223, 5372, 5522, 5673, 5823, 5971, 6121, 6272, 6422, 6572, + 6720, 6870, 7021, 7171, 7321, 7470, 7621, 7771, 7921, 8070, 8218, 8369, 8519, 8669, 8819, 8970, 9119, 9267, 9418, 9568, 9718, 9869, 10018, 10168, 10319, 10469, 10617, 10766, 10916, 11067, 11217, 11367, 11515, 11667, 11815]] + 攻击次数2 = 1 + + CD = 4.5 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能5(职业主动技能): + 名称 = '破魔符' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + data0 = [int(x*1.224*1.085) for x in [0, 181, 200, 218, 236, 255, 272, 292, 310, 327, 348, 365, 383, 402, 420, 439, 457, 475, 494, 511, 532, 549, 567, 585, 604, 622, 641, 659, 677, 697, 715, 732, 752, 769, 788, 807, + 825, 844, 862, 881, 899, 917, 936, 953, 974, 991, 1009, 1027, 1046, 1064, 1083, 1101, 1119, 1137, 1157, 1174, 1193, 1212, 1230, 1248, 1266, 1286, 1304, 1322, 1341, 1358, 1378, 1396, 1413, 1434, 1451]] + 攻击次数 = 6 + CD = 2 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能6(被动技能): + 名称 = '潜龙' + 所在等级 = 15 + 等级上限 = 11 + 基础等级 = 1 + 普通攻击 = [int(i*1.085*1.0) for i in [0, 60, 64, 68, 72, 76, 80, 84, 88, 92, 96, 100, 104, 108, 112, 116, 120, 124, 128, 132, 136, 140, 144, 148, 152, + 156, 160, 164, 168, 172, 176, 180, 184, 188, 192, 196, 200, 204, 208, 212, 216, 220, 224, 228, 232, 236, 240, 244, + 248, 252, 256, 260, 264, 268, 272, 276, 280, 284, 288, 292, 296, 300, 304, 308, 312, 316, 320, 324, 328, 332, 336]] + 普通攻击冲击波 = [int(i*1.085*1.0) for i in [0, 200, 210, 220, 230, 240, 250, 260, 270, 280, 290, 300, 310, 320, 330, 340, 350, 360, 370, 380, 390, 400, 410, + 420, 430, 440, 450, 460, 470, 480, 490, 500, 510, 520, 530, 540, 550, 560, 570, 580, 590, 600, 610, 620, 630, 640, + 650, 660, 670, 680, 690, 700, 710, 720, 730, 740, 750, 760, 770, 780, 790, 800, 810, 820, 830, 840, 850, 860, 870, + 880, 890]] + 巨旋风近身 = [int(i*1.085*1.0) for i in [0, 25, 27, 29, 31, 33, 35, 37, 39, 41, 43, 45, 47, 49, 51, 53, 55, 57, 59, 61, 63, 65, 67, 69, 71, 73, 75, 77, 79, + 81, 83, 85, 87, 89, 91, 93, 95, 97, 99, 101, 103, 105, 107, 109, 111, 113, 115, 117, 119, 121, 123, 125, 127, 129, + 131, 133, 135, 137, 139, 141, 143, 145, 147, 149, 151, 153, 155, 157, 159, 161, 163]] + 巨旋风远程 = [int(i*1.085*1.0) for i in [0, 40, 44, 48, 52, 56, 60, 64, 68, 72, 76, 80, 84, 88, 92, 96, 100, 104, 108, 112, 116, 120, 124, 128, 132, 136, + 140, 144, 148, 152, 156, 160, 164, 168, 172, 176, 180, 184, 188, 192, 196, 200, 204, 208, 212, 216, 220, 224, 228, + 232, 236, 240, 244, 248, 252, 256, 260, 264, 268, 272, 276, 280, 284, 288, 292, 296, 300, 304, 308, 312, 316]] + 巨旋风时间 = [int(i*1.085*1.0) for i in [0, 1300, 1350, 1400, 1450, 1500, 1550, 1600, 1650, 1700, 1750, 1800, 1850, 1900, 1950, 2000, 2050, 2100, 2150, + 2200, 2250, 2300, 2350, 2400, 2450, 2500, 2550, 2600, 2650, 2700, 2750, 2800, 2850, 2900, 2950, 3000, 3050, 3100, + 3150, 3200, 3250, 3300, 3350, 3400, 3450, 3500, 3550, 3600, 3650, 3700, 3750, 3800, 3850, 3900, 3950, 4000, 4050, + 4100, 4150, 4200, 4250, 4300, 4350, 4400, 4450, 4500, 4550, 4600, 4650, 4700, 4750]] + 空斩打 = [int(i*1.085*1.0) for i in [0, 40, 42, 45, 47, 50, 52, 55, 57, 60, 62, 65, 67, 70, 72, 75, 77, 80, 82, 85, 87, 90, 92, 95, 97, 100, 102, 105, + 107, 110, 112, 115, 117, 120, 122, 125, 127, 130, 132, 135, 137, 140, 142, 145, 147, 150, 152, 155, 157, 160, 162, + 165, 167, 170, 172, 175, 177, 180, 182, 185, 187, 190, 192, 195, 197, 200, 202, 205, 207, 210, 212]] + 空斩打剑气 = [int(i*1.085*1.0) for i in [0, 100, 104, 110, 114, 120, 124, 130, 134, 140, 144, 150, 154, 160, 164, 170, 174, 180, 184, 190, 194, 200, 204, 210, 214, 220, 224, 230, 234, 240, 244, 250, 254, 260, 264, + 270, 274, 280, 284, 290, 294, 300, 304, 310, 314, 320, 324, 330, 334, 340, 344, 350, 354, 360, 364, 370, 374, 380, 384, 390, 394, 400, 404, 410, 414, 420, 424, 430, 434, 440, 444]] + 无双击 = [int(i*1.085*1.0) for i in [0, 30, 33, 36, 39, 42, 45, 48, 51, 54, 57, 60, 63, 66, 69, 72, 75, 78, 81, 84, 87, 90, 93, 96, 99, 102, 105, 108, + 111, 114, 117, 120, 123, 126, 129, 132, 135, 138, 141, 144, 147, 150, 153, 156, 159, 162, 165, 168, 171, 174, 177, + 180, 183, 186, 189, 192, 195, 198, 201, 204, 207, 210, 213, 216, 219, 222, 225, 228, 231, 234, 237]] + 关联技能 = ['空斩打'] + 关联技能2 = ['断空捶击', '无双击'] + 自定义描述 = 1 + + def 技能描述(self, 武器类型): + temp = '普通攻击的最后一击攻击力增加率:%.1f%%' % (self.普通攻击[self.等级]) + '
' + temp += '普通攻击的最后一击冲击波攻击力:%.1f%%' % (self.普通攻击冲击波[self.等级]) + '
' + temp += '[空斩打]攻击力增加率:%.1f%%' % (self.空斩打[self.等级]) + '
' + temp += '[空斩打]剑气攻击力:%.1f%%' % (self.空斩打剑气[self.等级]) + '
' + temp += '[空斩打]冲击波攻击力:%.1f%%' % (self.空斩打剑气[self.等级]) + '
' + temp += '[断空捶击]攻击力增加率:%.1f%%' % (self.无双击[self.等级]) + '
' + temp += '[巨旋风]近身攻击力增加率:%.1f%%' % (self.巨旋风近身[self.等级]) + '
' + temp += '[巨旋风]远程攻击力增加率:%.1f%%' % (self.巨旋风远程[self.等级]) + '
' + temp += '[巨旋风]存在时间增加量:%.1f' % (self.巨旋风时间[self.等级]/1000) + '秒
' + temp += '[疾空旋风破]回旋次数增加量:2次
' + temp += '[无双击]攻击力增加率:%.1f%%' % (self.无双击[self.等级]) + return temp + + def 加成倍率(self, 武器类型): + return 1 + (self.空斩打[self.等级]/100) + + def 加成倍率2(self, 武器类型): + return 1 + (self.无双击[self.等级]/100) + + +class 技能7(被动技能): + 名称 = '巨兵精通' + 所在等级 = 20 + 等级上限 = 40 + 基础等级 = 20 + 冷却关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.1 + 0.01 * self.等级, 5) + + def 物理攻击力倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.1 + 0.01 * self.等级, 5) + + def 魔法攻击力倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.1 + 0.01 * self.等级, 5) + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 0.9 + + +class 技能8(职业主动技能): + 名称 = '断空捶击' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data0 = [int(i*1.085*1.224) for i in [0, 78, 87, 94, 103, 109, 118, 126, 135, 142, 151, 159, 166, 175, 181, 190, 199, 207, 214, 223, 230, 239, 246, 255, 261, 272, 279, 287, 295, 302, 311, 318, 327, 334, 343, + 350, 360, 366, 375, 382, 391, 398, 406, 415, 424, 432, 440, 447, 454, 463, 470, 479, 486, 496, 503, 512, 520, 527, 535, 542, 551, 558, 568, 576, 584, 591, 600, 606, 615, 622, 631]] + data1 = [int(i*1.085*1.224) for i in [0, 710, 782, 855, 928, 999, 1071, 1144, 1216, 1288, 1359, 1431, 1505, 1577, 1649, 1720, 1793, 1865, 1937, 2009, 2082, 2154, 2226, 2298, 2370, 2442, 2513, 2585, 2657, 2728, 2801, 2874, 2946, 3018, 3089, 3162, + 3234, 3307, 3379, 3451, 3523, 3595, 3667, 3739, 3812, 3884, 3956, 4028, 4101, 4172, 4244, 4316, 4389, 4462, 4533, 4605, 4677, 4750, 4822, 4893, 4966, 5038, 5111, 5183, 5254, 5326, 5399, 5472, 5544, 5615, 5687]] + 攻击次数2 = 1 + data2 = [int(i*1.085*1.224) for i in [0, 789, 869, 949, 1029, 1111, 1190, 1270, 1351, 1430, 1510, 1591, 1670, 1750, 1831, 1911, 1991, 2073, 2151, 2231, 2313, 2391, 2472, 2553, 2632, 2713, 2794, 2874, 2953, 3034, 3114, 3193, 3274, 3354, 3433, + 3514, 3595, 3675, 3755, 3835, 3915, 3995, 4075, 4155, 4235, 4315, 4396, 4478, 4556, 4636, 4718, 4797, 4877, 4958, 5037, 5117, 5199, 5278, 5358, 5439, 5518, 5598, 5679, 5758, 5838, 5918, 5998, 6079, 6160, 6240, 6319]] + 攻击次数3 = 1 + CD = 4.5 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能9(职业主动技能): + 名称 = '升天阵' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data0 = [int(i*1.085*1.218) for i in [0, 1718, 1891, 2065, 2240, 2413, 2588, 2762, 2938, 3112, 3285, 3459, 3634, 3809, 3983, 4155, 4332, 4505, 4679, 4853, 5029, 5202, 5376, 5552, 5725, 5900, 6074, 6249, 6423, 6596, 6769, 6945, 7119, 7294, 7467, + 7643, 7817, 7990, 8165, 8340, 8514, 8688, 8864, 9036, 9210, 9384, 9560, 9733, 9908, 10081, 10257, 10431, 10605, 10779, 10954, 11129, 11301, 11475, 11651, 11824, 11999, 12173, 12348, 12521, 12696, 12871, 13045, 13219, 13394, 13569, 13742]] + 倍率 = 1.2 # 转职 + CD = 5 + TP成长 = 0.08 + TP上限 = 5 + + +class 技能10(职业主动技能): + 名称 = '黑暗切割' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + data0 = [int(i*1.085*1.224) for i in [0, 760, 840, 918, 995, 1075, 1154, 1234, 1313, 1388, 1469, 1547, 1626, 1706, 1783, 1861, 1942, 2023, 2100, 2178, 2259, 2337, 2416, 2494, 2572, 2651, 2730, 2809, 2886, 2965, 3044, 3122, 3202, 3280, + 3357, 3437, 3515, 3595, 3673, 3751, 3829, 3909, 3988, 4066, 4145, 4226, 4305, 4382, 4461, 4540, 4619, 4697, 4776, 4854, 4934, 5013, 5092, 5170, 5248, 5328, 5406, 5484, 5564, 5642, 5722, 5799, 5877, 5956, 6035, 6114, 6194]] + data1 = [int(i*1.085*1.224) for i in [0, 1800, 1985, 2168, 2351, 2532, 2715, 2899, 3083, 3264, 3447, 3631, 3814, 3995, 4178, 4362, 4545, 4728, 4910, 5093, 5275, 5459, 5641, 5824, 6008, 6191, 6373, 6556, 6738, 6921, 7103, 7288, 7471, 7653, 7835, 8019, + 8202, 8385, 8567, 8750, 8932, 9116, 9298, 9481, 9665, 9848, 10030, 10213, 10395, 10578, 10761, 10945, 11126, 11309, 11493, 11676, 11858, 12042, 12224, 12407, 12591, 12773, 12955, 13138, 13321, 13504, 13686, 13870, 14052, 14236, 14418]] + 攻击次数2 = 1 + CD = 6 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能11(职业主动技能): + 名称 = '朱雀符' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + data0 = [int(i*1.085*1.211) for i in [0, 300, 331, 360, 391, 422, 453, 482, 513, 544, 575, 605, 635, 666, 697, 727, 757, 788, 819, 849, 879, 910, 941, 971, 1001, 1032, 1062, 1093, 1123, 1154, + 1184, 1215, 1245, 1276, 1306, 1338, 1368, 1397, 1427, 1457, 1488, 1518, 1549, 1581, 1611, 1642, 1672, 1703, 1733, 1764, 1794, 1825, 1855, 1886, 1916, 1947, 1977, 2008, 2038, 2069, 2099]] + 攻击次数 = 10 + CD = 6.5 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能12(职业主动技能): + 名称 = '星落打' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + data0 = [int(i*1.085*1.211) for i in [0, 4888, 5384, 5880, 6376, 6870, 7368, 7863, 8359, 8856, 9351, 9847, 10344, 10839, 11335, 11830, 12327, 12823, 13318, 13815, 14312, 14806, 15302, 15798, 16294, 16790, 17286, 17783, 18278, 18773, 19270, 19765, 20262, 20759, 21254, + 21750, 22244, 22741, 23237, 23733, 24230, 24725, 25221, 25718, 26212, 26709, 27204, 27701, 28197, 28692, 29189, 29685, 30180, 30676, 31172, 31668, 32164, 32660, 33156, 33653, 34147, 34644, 35139, 35635, 36132, 36627, 37124, 37620, 38115, 38611, 39106]] + CD = 12 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能13(职业主动技能): + 名称 = '巨旋风' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + 近身数据 = [int(i*1.085*1.224) for i in [0, 285, 314, 343, 372, 401, 430, 459, 488, 518, 547, 576, 605, 634, 663, 690, 720, 749, 778, 807, 836, 865, 894, 923, 952, 981, 1010, 1039, 1068, 1097, 1126, 1155, 1184, 1213, 1242, 1271, + 1300, 1329, 1356, 1385, 1414, 1443, 1472, 1501, 1530, 1559, 1588, 1617, 1646, 1675, 1704, 1735, 1764, 1793, 1822, 1851, 1880, 1908, 1937, 1966, 1995, 2023, 2052, 2081, 2110, 2139, 2168, 2197, 2226, 2255, 2284]] + 远程数据 = [int(i*1.085*1.224) for i in [0, 178, 197, 215, 232, 250, 269, 287, 304, 322, 340, 358, 377, 395, 413, 432, 449, 467, 485, 504, 521, 539, 557, 577, 595, 612, 630, 649, 667, 684, 702, 721, 739, 756, 775, 794, + 812, 830, 847, 866, 884, 901, 919, 938, 957, 975, 992, 1011, 1029, 1047, 1064, 1083, 1101, 1119, 1136, 1156, 1174, 1192, 1210, 1228, 1246, 1264, 1282, 1300, 1318, 1336, 1355, 1373, 1391, 1409, 1427]] + 近身倍率 = 2 + 远程倍率 = 1 + 攻击间隔 = 0.3 + 持续时间 = 4 + CD = 8 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.近身数据[self.等级] * self.近身倍率 + self.远程数据[self.等级] * floor(self.持续时间/self.攻击间隔) * self.远程倍率) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能14(被动技能): + 名称 = '驱魔之书' + 所在等级 = 30 + 等级上限 = 40 + 基础等级 = 10 + 关联技能 = ['真龙焚天', '式神封灵阵', '逆龙七杀', '逆鳞震', '灭魂符', '苍龙逐日', '式神:殇', '疾空旋风破', '落雷符', + '狂乱锤击', '疾风打', '朱雀符', '黑暗切割', '升天阵', '落凤锤', '破魔符', '式神灭却·合', '雷鸣怒海·火啸山崩'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1 + 0.015 * self.等级, 5) + + +class 技能15(职业主动技能): + 名称 = '狂乱锤击' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data0 = [int(i*1.085*1.212) for i in [0, 1038, 1143, 1249, 1354, 1459, 1564, 1670, 1775, 1880, 1985, 2090, 2196, 2301, 2406, 2511, 2617, 2723, 2828, + 2933, 3038, 3143, 3249, 3354, 3459, 3564, 3670, 3775, 3880, 3986, 4091, 4197, 4303, 4408, 4513, 4618, 4723, 4829, + 4934, 5039, 5144, 5250, 5355, 5460, 5565, 5670, 5776, 5881, 5986, 6093, 6198, 6303, 6409, 6514, 6619, 6724, 6830, + 6935, 7040, 7145, 7250, 7356, 7461, 7566, 7671, 7777, 7883, 7988, 8093, 8198, 8303]] + 攻击次数 = 4 + data1 = [int(i*1.085*1.212) for i in [0, 1223, 1347, 1471, 1596, 1718, 1843, 1967, 2091, 2216, 2340, 2463, 2587, 2711, 2836, 2960, 3084, 3208, 3332, + 3457, 3580, 3704, 3829, 3952, 4077, 4201, 4325, 4450, 4573, 4697, 4821, 4945, 5070, 5194, 5318, 5443, 5565, 5690, + 5814, 5938, 6063, 6187, 6310, 6434, 6558, 6683, 6807, 6931, 7055, 7178, 7303, 7427, 7551, 7676, 7799, 7923, 8048, + 8171, 8296, 8420, 8543, 8668, 8792, 8917, 9041, 9164, 9288, 9412, 9537, 9661, 9785]] + 攻击次数2 = 1 + data2 = [int(i*1.085*1.0) for i in [0, 897, 988, 1078, 1170, 1261, 1351, 1442, 1534, 1624, 1715, 1807, 1897, 1989, 2079, 2170, 2262, 2352, 2444, 2535, + 2625, 2716, 2808, 2898, 2990, 3081, 3171, 3263, 3353, 3445, 3536, 3626, 3718, 3809, 3899, 3990, 4082, 4173, 4263, + 4355, 4446, 4537, 4627, 4719, 4810, 4900, 4992, 5083, 5174, 5264, 5356, 5447, 5537, 5630, 5720, 5810, 5901, 5993, + 6083, 6175, 6266, 6357, 6448, 6538, 6630, 6721, 6811, 6903, 6994, 7084, 7176]] + 攻击次数3 = 1 + CD = 14 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能16(职业主动技能): + 名称 = '落雷符' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data0 = [int(i*1.085*1.125) for i in [0, 1237, 1363, 1489, 1614, 1740, 1864, 1990, 2116, 2242, 2368, 2493, 2618, 2744, 2869, 2995, 3120, 3245, 3372, + 3497, 3623, 3749, 3873, 3999, 4124, 4251, 4377, 4502, 4628, 4753, 4879, 5003, 5131, 5256, 5381, 5507, 5632, 5758, + 5883, 6008, 6136, 6260, 6386, 6511, 6637, 6763, 6888, 7015, 7140, 7264, 7390, 7516, 7642, 7767, 7891, 8019, 8144, + 8270, 8395, 8520, 8646, 8771, 8897, 9023, 9148, 9275, 9399, 9525, 9650, 9776, 9902]] + 攻击次数 = 8 + CD = 1 + # 1级CD 20 60级CD 15.714 + CD_list = [0, 20.0, 19.927, 19.855, 19.782, 19.709, 19.637, 19.564, 19.491, 19.419, 19.346, 19.274, 19.201, 19.128, 19.056, 18.983, 18.91, 18.838, 18.765, 18.692, 18.62, 18.547, 18.474, 18.402, 18.329, 18.257, 18.184, 18.111, 18.039, 17.966, + 17.893, 17.821, 17.748, 17.675, 17.603, 17.53, 17.457, 17.385, 17.312, 17.24, 17.167, 17.094, 17.022, 16.949, 16.876, 16.804, 16.731, 16.658, 16.586, 16.513, 16.44, 16.368, 16.295, 16.223, 16.15, 16.077, 16.005, 15.932, 15.859, 15.787, 15.714] + TP成长 = 0.10 + TP上限 = 5 + + def 等效CD(self, 武器类型, 输出类型): + return round(self.CD_list[self.等级] * self.CD / self.恢复, 1) + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.1 + self.CD *= 0.85 + elif x == 1: + self.倍率 *= 1.19 + self.CD *= 0.85 + + +class 技能17(职业主动技能): + 名称 = '疾空旋风破' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + data0 = [int(i*1.085*1.225) for i in [0, 848, 935, 1020, 1106, 1193, 1278, 1364, 1451, 1536, 1622, 1710, 1794, 1881, 1967, 2055, 2141, 2225, 2312, 2398, 2484, 2571, 2656, 2741, 2829, 2914, 3001, 3086, 3172, 3259, 3346, 3431, 3516, 3604, 3690, + 3776, 3862, 3947, 4034, 4119, 4206, 4292, 4377, 4464, 4550, 4636, 4722, 4810, 4894, 4980, 5068, 5154, 5240, 5325, 5411, 5499, 5584, 5670, 5755, 5841, 5928, 6015, 6100, 6185, 6273, 6358, 6446, 6531, 6615, 6704, 6789]] + data1 = [int(i*1.085*1.225) for i in [0, 1774, 1953, 2134, 2314, 2493, 2673, 2854, 3034, 3213, 3394, 3574, 3753, 3935, 4115, 4293, 4475, 4655, 4835, 5015, 5195, 5375, 5555, 5735, 5915, 6094, 6275, 6455, 6634, 6815, 6995, 7174, 7355, 7535, 7715, 7895, 8075, + 8255, 8435, 8615, 8795, 8975, 9155, 9335, 9514, 9695, 9875, 10054, 10235, 10415, 10595, 10775, 10955, 11135, 11315, 11495, 11675, 11855, 12035, 12215, 12397, 12575, 12755, 12936, 13116, 13295, 13475, 13657, 13835, 14015, 14197]] + 攻击次数 = 7 + 攻击次数2 = 1 + CD = 20 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 += 1 + self.倍率 *= 1.08 + self.CD *= 0.85 + elif x == 1: + self.攻击次数 += 1 + self.倍率 *= 1.17 + self.CD *= 0.85 + + +class 技能18(职业主动技能): + 名称 = '式神:殇' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + data0 = [int(i*1.085*1.24) for i in [0, 933, 1028, 1123, 1217, 1311, 1407, 1500, 1596, 1690, 1785, 1881, 1974, 2070, 2164, 2258, 2354, 2448, 2543, 2637, + 2732, 2828, 2921, 3017, 3110, 3206, 3302, 3395, 3490, 3584, 3679, 3775, 3869, 3964, 4057, 4153, 4249, 4342, 4437, + 4531, 4627, 4723, 4816, 4911, 5005, 5100, 5195, 5290, 5385, 5478, 5574, 5668, 5763, 5857, 5952, 6048, 6141, 6237, + 6331, 6426, 6520, 6615, 6710, 6805, 6899, 6994, 7089, 7184, 7278, 7373, 7468]] + 攻击次数 = 14 + data1 = [int(i*1.085*1.24) for i in [0, 4130, 4549, 4969, 5387, 5807, 6225, 6645, 7063, 7483, 7901, 8322, 8740, 9159, 9577, 9997, 10416, 10836, 11254, + 11674, 12092, 12511, 12930, 13350, 13769, 14188, 14606, 15026, 15444, 15864, 16283, 16703, 17121, 17540, 17958, + 18379, 18797, 19217, 19635, 20055, 20473, 20893, 21311, 21731, 22150, 22569, 22987, 23408, 23826, 24245, 24663, + 25083, 25502, 25922, 26340, 26760, 27178, 27597, 28016, 28437, 28855, 29274, 29692, 30112, 30530, 30950, 31369, + 31789, 32207, 32626, 33044]] + 攻击次数2 = 1 + CD = 45 + TP成长 = 0.10 + TP上限 = 5 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 0 + self.攻击次数2 = 4.79 + self.CD *= 0.95 + elif x == 1: + self.攻击次数 = 0 + self.攻击次数2 = 5.16 + self.CD *= 0.95 + + +class 技能19(职业主动技能): + 名称 = '无双击' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + data0 = [int(i*1.085*1.161) for i in [0, 791, 870, 950, 1031, 1110, 1190, 1272, 1352, 1432, 1512, 1592, 1673, 1753, 1833, 1913, 1994, 2074, 2154, 2234, + 2314, 2396, 2475, 2555, 2636, 2715, 2795, 2877, 2956, 3036, 3117, 3196, 3277, 3358, 3437, 3517, 3599, 3679, 3758, + 3839, 3919, 3998, 4080, 4160, 4239, 4320, 4400, 4479, 4561, 4641, 4720, 4801, 4882, 4962, 5042, 5122, 5202, 5283, + 5363, 5443, 5523, 5603, 5683, 5764, 5844, 5924, 6004, 6084, 6165, 6246, 6325]] + data1 = [int(i*1.085*1.161) for i in [0, 10505, 11571, 12636, 13703, 14768, 15835, 16900, 17965, 19031, 20096, 21163, 22228, 23295, 24360, 25427, 26492, + 27558, 28623, 29689, 30755, 31820, 32887, 33952, 35018, 36083, 37151, 38216, 39282, 40347, 41413, 42478, 43545, + 44611, 45677, 46742, 47807, 48874, 49939, 51005, 52070, 53137, 54202, 55269, 56334, 57400, 58465, 59533, 60598, + 61663, 62729, 63794, 64860, 65925, 66993, 68058, 69124, 70189, 71256, 72321, 73388, 74453, 75519, 76584, 77649, + 78716, 79781, 80847, 81913, 82979, 84045]] + 攻击次数2 = 1 + CD = 40 + TP成长 = 0.10 + TP上限 = 5 + + +class 技能20(被动技能): + 名称 = '斗志散发' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.07 + 0.01 * self.等级, 5) + + +class 技能21(职业主动技能): + 名称 = '苍龙逐日' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + data0 = [int(i*1.085*1.224) for i in [0, 43236, 53262, 63288, 73315, 83343, 93367, 103393, 113419, 123446, 133473, 143499, 153523, 163550, 173576, 183603, 193628, 203654, 213680, 223706, 233731, 243758, 253784, 263810, 273836, 283861, 293890, 303915, 313942, 323967, 333993, 344018, 354045, 364072, 374098, 384122, + 394148, 404175, 414202, 424228, 434252, 444278, 454305, 464332, 474359, 484385, 494409, 504436, 514463, 524489, 534515, 544540, 554566, 564593, 574619, 584645, 594670, 604696, 614722, 624749, 634775, 644802, 654827, 664852, 674880, 684906, 694933, 704958, 714985, 725009, 735036]] + CD = 145 + + def 等效百分比(self, 武器类型): + if self.等级 >= 9: + self.倍率 *= 1.1 + return super().等效百分比(武器类型) + + +class 技能22(职业主动技能): + 名称 = '灭魂符' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + data0 = [int(i*1.085*1.224) for i in [0, 1596, 1759, 1921, 2082, 2245, 2407, 2570, 2730, 2893, 3055, 3218, 3379, 3542, 3703, 3867, 4028, 4190, 4350, 4516, + 4676, 4837, 5000, 5161, 5324, 5486, 5648, 5809, 5971, 6134, 6296, 6458, 6620, 6782, 6945, 7107, 7269, 7430, 7593, 7755, 7917]] + 攻击次数 = 10 + CD = 30 + TP成长 = 0.10 + TP上限 = 5 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.26 + self.CD *= 0.9 + elif x == 1: + self.倍率 *= 1.35 + self.CD *= 0.9 + + +class 技能23(职业主动技能): + 名称 = '逆鳞震' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + data0 = [int(i*1.085*1.224) for i in [0, 25800, 28416, 31037, 33649, 36270, 38887, 41507, 44128, 46741, 49363, 51980, 54597, 57211, 59832, 62448, 65069, 67682, 70302, 72923, 75537, 78156, 80772, 83393, 86007, 88627, 91244, 93864, 96484, 99096, 101718, 104336, 106954, 109569, 112188, 114805, 117421, + 120040, 122662, 125280, 127893, 130513, 133130, 135749, 138364, 140985, 143599, 146221, 148834, 151455, 154074, 156691, 159308, 161924, 164545, 167159, 169779, 172396, 175016, 177631, 180250, 182873, 185486, 188105, 190720, 193342, 195957, 198578, 201192, 203810, 206428]] + CD = 50 + TP成长 = 0.10 + TP上限 = 5 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.2 + elif x == 1: + self.倍率 *= 1.28 + + +class 技能24(被动技能): + 名称 = '脉轮:式神' + 所在等级 = 75 + 等级上限 = 11 + 基础等级 = 1 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.34 + 0.02 * self.等级, 5) + + +class 技能25(被动技能): + 名称 = '式神之力' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.08 + 0.02 * self.等级, 5) + + def 物理攻击力倍率进图(self, 武器类型): + return self.加成倍率(武器类型) + + def 魔法攻击力倍率进图(self, 武器类型): + return self.加成倍率(武器类型) + + +class 技能26(职业主动技能): + 名称 = '逆龙七杀' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + data0 = [int(i*1.085*1.159) for i in [0, 1267, 1397, 1525, 1655, 1783, 1912, 2040, 2169, 2297, 2426, 2555, 2684, 2813, 2941, 3069, 3198, 3327, 3455, 3585, 3714, 3843, 3971, 4099, 4228, 4356, 4485, 4614, 4743, 4871, 5001, 5128, 5257, 5387, 5515, + 5643, 5773, 5901, 6030, 6158, 6286, 6416, 6544, 6673, 6802, 6931, 7059, 7188, 7316, 7446, 7574, 7703, 7832, 7961, 8088, 8218, 8346, 8474, 8604, 8732, 8862, 8990, 9118, 9247, 9377, 9504, 9634, 9762, 9892, 10020, 10147]] + data1 = [int(i*1.085*1.159) for i in [0, 2538, 2793, 3050, 3309, 3567, 3823, 4080, 4339, 4596, 4853, 5110, 5369, 5625, 5883, 6140, 6399, 6655, 6912, 7169, 7428, 7684, 7941, 8198, 8457, 8714, 8971, 9228, 9487, 9744, 10001, 10259, 10517, 10774, 11029, 11288, 11546, + 11803, 12059, 12317, 12576, 12833, 13089, 13347, 13605, 13863, 14119, 14377, 14635, 14891, 15148, 15406, 15664, 15921, 16178, 16436, 16694, 16950, 17208, 17465, 17723, 17980, 18239, 18494, 18752, 19009, 19268, 19524, 19782, 20039, 20297]] + 攻击次数2 = 1 + data2 = [int(i*1.085*1.159) for i in [0, 3804, 4191, 4577, 4963, 5349, 5735, 6122, 6508, 6893, 7281, 7666, 8052, 8439, 8823, 9211, 9596, 9981, 10370, 10755, 11142, 11527, 11912, 12300, 12685, 13070, 13458, 13842, 14230, 14615, 15000, 15389, 15774, 16160, 16546, 16932, + 17319, 17704, 18090, 18477, 18862, 19250, 19635, 20021, 20408, 20793, 21179, 21565, 21951, 22338, 22724, 23109, 23496, 23881, 24267, 24655, 25040, 25427, 25812, 26198, 26585, 26970, 27356, 27743, 28128, 28516, 28901, 29287, 29674, 30059, 30446]] + 攻击次数3 = 1 + data3 = [int(i*1.085*1.159) for i in [0, 5073, 5589, 6103, 6618, 7133, 7648, 8162, 8677, 9192, 9707, 10222, 10737, 11252, 11766, 12281, 12795, 13311, 13825, 14340, 14855, 15369, 15884, 16398, 16914, 17428, 17945, 18458, 18974, 19488, 20003, 20517, 21032, 21547, 22062, 22577, + 23092, 23605, 24121, 24635, 25151, 25665, 26181, 26694, 27211, 27723, 28240, 28753, 29269, 29783, 30299, 30813, 31329, 31842, 32358, 32871, 33387, 33901, 34417, 34931, 35446, 35960, 36476, 36990, 37506, 38021, 38535, 39050, 39564, 40079, 40594]] + 攻击次数4 = 1 + data4 = [int(i*1.085*1.159) for i in [0, 6343, 6986, 7629, 8273, 8916, 9559, 10204, 10847, 11490, 12134, 12777, 13421, 14065, 14707, 15351, 15995, 16638, 17280, 17925, 18568, 19212, 19856, 20499, 21142, 21786, 22429, 23073, 23717, 24359, 25003, 25647, 26290, 26934, 27576, 28221, + 28865, 29508, 30152, 30795, 31438, 32082, 32724, 33369, 34013, 34654, 35299, 35943, 36585, 37230, 37872, 38516, 39161, 39803, 40447, 41092, 41733, 42377, 43021, 43664, 44308, 44951, 45594, 46239, 46883, 47525, 48168, 48812, 49456, 50099, 50742]] + 攻击次数5 = 1 + data5 = [int(i*1.085*1.159) for i in [0, 7610, 8382, 9155, 9928, 10700, 11471, 12244, 13017, 13788, 14560, 15333, 16105, 16876, 17648, 18421, 19194, 19966, 20738, 21509, 22283, 23055, 23827, 24599, 25371, 26142, 26915, 27689, 28460, 29231, 30004, 30776, 31549, 32321, 33093, 33865, + 34637, 35409, 36180, 36954, 37727, 38498, 39270, 40043, 40815, 41587, 42359, 43131, 43904, 44675, 45447, 46220, 46993, 47765, 48535, 49308, 50082, 50854, 51625, 52397, 53169, 53942, 54713, 55486, 56258, 57031, 57803, 58574, 59348, 60120, 60891]] + 攻击次数6 = 1 + data6 = [int(i*1.085*1.159) for i in [0, 26650, 29354, 32058, 34760, 37465, 40169, 42873, 45576, 48281, 50983, 53687, 56390, 59095, 61799, 64503, 67205, 69910, 72613, 75317, 78020, 80725, 83428, 86132, 88835, 91540, 94244, 96945, 99649, 102353, 105058, 107762, 110465, 113168, 115873, 118577, 121279,123983, 126688, 129390, 132094, 134798, 137503, 140207, 142910, 145612, 148317, 151020, 153724, 156428, 159133, 161835, 164539, 167242, 169947, 172650, 175354, 178057, 180762, 183465, 186169, 188873, 191575, 194279, 196983, 199687, 202391, 205095, 207798, 210502, 213206]] + 攻击次数7 = 1 + + CD = 50 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + self.倍率 *= 1.04*1.24 + + +class 技能27(职业主动技能): + 名称 = '式神封灵阵' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + data0 = [int(i*1.085*1.25) for i in [0, 2579, 2836, 3099, 3363, 3622, 3885, 4147, 4406, 4669, 4930, 5192, 5455, 5716, 5975, 6237, 6500, 6761, 7022, 7284, 7545, 7808, 8069, 8333, 8590, 8853, 9117, 9376, 9639, 9900, 10162, 10423, 10684, 10945, 11207, 11470, 11729,11990, 12254, 12513, 12776, 13037, 13299, 13562, 13823, 14085, 14344, 14609, 14870, 15127, 15391, 15654, 15915, 16177, 16438, 16699, 16960, 17224, 17483, 17746, 18007, 18267, 18530, 18791, 19050, 19314, 19575, 19838, 20100, 20363, 20624]] + data1 = [int(i*1.085*1.25) for i in [0, 25780, 28394, 31009, 33626, 36240, 38854, 41470, 44085, 46701, 49316, 51931, 54547, 57162, 59777, 62393, 65008, 67623, 70238, 72853, 75470, 78085, 80699, 83315, 85930, 88546, 91161, 93776, 96393, 99007, 101621, 104238, 106852, 109468, 112081, 114697, 117313,119929, 122543, 125159, 127775, 130390, 133004, 135620, 138236, 140852, 143466, 146081, 148697, 151313, 153927, 156543, 159159, 161774, 164388, 167004, 169620, 172235, 174848, 177464, 180080, 182695, 185310, 187926, 190540, 193157, 195771, 198387, 201003, 203618, 206234]] + 攻击次数 = 10 + 攻击次数2 = 1 + CD = 50 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + self.倍率 *= 1.36 + self.CD *= 0.9 + + +class 技能28(职业主动技能): + 名称 = '真龙焚天' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + data0 = [int(i*1.085*1.224) for i in [0, 2166, 2670, 3172, 3675, 4177, 4680, 5182, 5686, 6188, 6690, 7193, 7694, 8197, 8701, 9203, 9705, 10208, 10711, 11213, 11716, 12219, 12721, 13224, 13726, 14228, 14732, 15234, 15736, 16238, 16740, 17243, 17748, 18250, 18752, 19254, + 19757, 20260, 20763, 21265, 21767, 22269, 22772, 23274, 23777, 24279, 24783, 25285, 25787, 26289, 26793, 27297, 27799, 28301, 28803, 29306, 29810, 30311, 30813, 31315, 31818, 32321, 32824, 33327, 33829, 34332, 34835, 35337, 35840, 36342, 36845]] + data1 = [int(i*1.085*1.224) for i in [0, 30652, 37760, 44868, 51976, 59084, 66191, 73299, 80408, 87514, 94623, 101730, 108839, 115945, 123055, 130161, 137270, 144378, 151486, 158593, 165701, 172809, 179918, 187024, 194133, 201240, 208348, 215456, 222564, 229671, 236779, 243888, 250995, 258103, 265211, 272319, 279427, 286535, 293643, 300749, 307858, 314965, 322074, 329180, 336290, 343397, 350505, 357612, 364721, 371828, 378937, 386044, 393153, 400259, 407369, 414475, 421583, 428691, 435799, 442906, 450014, 457123, 464230, 471338, 478446, 485554, 492662, 499769, 506878, 513984, 521093]] + data2 = [int(i*1.085*1.261) for i in [0, 122708, 151164, 179618, 208073, 236527, 264982, 293436, 321890, 350345, 378800, 407254, 435710, 464163, 492619, 521072, 549528, 577981, 606435, 634889, 663345, 691799, 720254, 748708, 777163, 805617, 834070, 862526, 890980, 919435, 947891, 976345, 1004800, 1033253, 1061709, 1090162, 1118615, 1147070, 1175525, 1203981, 1232434, 1260889, 1289343, 1317798, 1346252, 1374707, 1403160, 1431616, 1460071, 1488526, 1516980, 1545434, 1573889, 1602343, 1630796, 1659251, 1687706, 1716162, 1744615, 1773071, 1801524, 1829979, 1858433, 1886888, 1915342, 1943797, 1972252, 2000707, 2029161, 2057616, 2086070]] + 攻击次数 = 30 + 攻击次数2 = 1 + 攻击次数3 = 0 + CD = 180.0 + + +class 技能29(被动技能): + 名称 = '式神之悟' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + 非关联技能 = ['空斩打'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能30(职业主动技能): + 名称 = '式神灭却·合' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + + def 力驱形态(self): + self.data0 = [int(i*1.085*1.223) for i in [0, 19069, 21003, 22938, 24873, 26807, 28742, 30676, 32611, 34546, 36480, 38415, 40349, 42284, 44218, 46153, 48088, 50022, 51957, 53891, 55826, 57761, 59695, 61629, 63564, 65499, 67433, 69367, 71302, 73237, 75171, 77106, 79040, 80975, 82910, 84844, 86779, 88714, 90648, 92582, 94517, 96452, 98386, 100321, 102255, 104190, 106125, 108059, 109993, 111928, 113863, 115797, 117732, 119666, 121601, 123535, 125470, 127405, 129339, 131274, 133208, 135143, 137078, 139012, 140946, 142881, 144816, 146750, 148685, 150619, 152554]] + self.攻击次数 = 1 + self.data1 = [int(i*1.085*1.223) for i in [0, 9534, 10502, 11469, 12436, 13404, 14371, 15338, 16305, 17273, 18240, 19207, 20175, 21142, 22109, 23077, 24044, 25011, 25978, 26946, 27913, 28880, 29847, 30815, 31782, 32749, 33717, 34684, 35651, 36618, 37586, 38553, 39520, 40487, 41455, + 42422, 43389, 44357, 45324, 46291, 47259, 48226, 49193, 50160, 51128, 52095, 53062, 54030, 54997, 55964, 56931, 57899, 58866, 59833, 60800, 61768, 62735, 63702, 64669, 65637, 66604, 67571, 68539, 69506, 70473, 71441, 72408, 73375, 74343, 75310, 76277]] + self.攻击次数2 = 1 + self.data2 = [int(i*1.085*1.223) for i in [0, 28603, 31505, 34407, 37309, 40211, 43112, 46014, 48916, 51818, 54720, 57622, 60524, 63426, 66328, 69230, 72132, 75033, 77935, 80837, 83739, 86641, 89542, 92444, 95346, 98248, 101150, 104051, 106953, 109855, 112757, 115659, 118560, 121462, 124364, 127266, 130168, 133070, 135972, 138874, 141776, 144678, 147580, 150481, 153383, 156285, 159187, 162089, 164990, 167892, 170794, 173696, 176598, 179499, 182401, 185303, 188205, 191107, 194008, 196910, 199812, 202714, 205616, 208518, 211420, 214322, 217224, 220126, 223028, 225929, 228831]] + self.攻击次数3 = 1 + self.data3 = [int(i*1.085*1.223) for i in [0, 9534, 10502, 11469, 12436, 13404, 14371, 15338, 16305, 17273, 18240, 19207, 20175, 21142, 22109, 23077, 24044, 25011, 25978, 26946, 27913, 28880, 29847, 30815, 31782, 32749, 33717, 34684, 35651, 36618, 37586, 38553, 39520, 40487, 41455, + 42422, 43389, 44357, 45324, 46291, 47259, 48226, 49193, 50160, 51128, 52095, 53062, 54030, 54997, 55964, 56931, 57899, 58866, 59833, 60800, 61768, 62735, 63702, 64669, 65637, 66604, 67571, 68539, 69506, 70473, 71441, 72408, 73375, 74343, 75310, 76277]] + self.攻击次数4 = 4 + + def 法驱形态(self): + self.data0 = [int(i*1.085*1.224) for i in [0, 4304, 4741, 5178, 5614, 6051, 6488, 6924, 7361, 7798, 8234, 8671, 9108, 9544, 9981, 10418, 10854, 11291, 11728, 12164, 12601, 13038, 13474, 13911, 14348, 14784, 15221, 15658, 16095, 16531, 16968, 17404, 17841, 18278, 18714, 19151, + 19588, 20024, 20461, 20898, 21335, 21771, 22208, 22645, 23081, 23518, 23955, 24391, 24828, 25265, 25701, 26138, 26575, 27011, 27448, 27885, 28321, 28758, 29195, 29631, 30068, 30505, 30941, 31378, 31815, 32251, 32688, 33125, 33561, 33998, 34435]] + self.攻击次数 = 15 + self.data1 = [int(i*1.085*1.224) for i in [0, 27670, 30477, 33285, 36092, 38899, 41706, 44514, 47321, 50128, 52935, 55742, 58550, 61356, 64164, 66971, 69778, 72585, 75392, 78200, 81007, 83814, 86621, 89429, 92236, 95043, 97850, 100657, 103465, 106271, 109079, 111886, 114693, 117500, 120307, 123115, 125922, 128729, 131536, 134344, 137151, 139958, 142765, 145572, 148379, 151186, 153994, 156801, 159608, 162415, 165222, 168030, 170836, 173644, 176451, 179258, 182065, 184872, 187680, 190487, 193294, 196101, 198909, 201716, 204523, 207330, 210137, 212945, 215751, 218559, 221366]] + self.攻击次数2 = 1 + self.攻击次数3 = 0 + self.攻击次数4 = 0 + + 脉轮 = '烈焰' + CD = 60 + + def 等效百分比(self, 武器类型): + if self.脉轮 == '圣光': + self.法驱形态() + else: + self.力驱形态() + return super().等效百分比(武器类型) + + +class 技能31(职业主动技能): + 名称 = '雷鸣怒海·火啸山崩' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + 基础 = 250972 + 成长 = 75764 + 攻击次数 = 1 + data0 = [int(x*1.224*1.085) for x in [0, 16337, 20125, 23913, 27701, 31490, 35278, 39066, 42854, 46643, 50431, 54219, 58007, 61796, 65584, 69372, 73160, 76949, 80737, 84525, 88313, 92101, 95890, 99678, 103466, 107254, 111043, 114831, 118619, 122407, 126196, 129984, 133772, 137560, 141349, 145137, 148925, 152713, 156502, 160290, 164078, 167866, 171655, 175443, 179231, 183019, 186807, 190596, 194384, 198172, 201960, 205749, 209537, 213325, 217113, 220902, 224690, 228478, 232266, 236055, 239843, 243631, 247419, 251208, 254996, 258784, 262572, 266361, 270149, 273937, 277725]] + 攻击次数 = 5 + data1 = [int(x*1.224*1.085) for x in [0, 9802, 12075, 14348, 16621, 18894, 21167, 23440, 25713, 27986, 30259, 32531, 34804, 37077, 39350, 41623, 43896, 46169, 48442, 50715, 52988, 55261, 57534, 59807, 62080, 64353, 66626, 68899, 71172, 73444, 75717, 77990, 80263, 82536, 84809, 87082, 89355, 91628, 93901, 96174, 98447, 100720, 102993, 105266, 107539, 109812, 112084, 114357, 116630, 118903, 121176, 123449, 125722, 127995, 130268, 132541, 134814, 137087, 139360, 141633, 143906, 146179, 148452, 150725, 152997, 155270, 157543, 159816, 162089, 164362, 166635]] + 攻击次数2 = 10 + data2 = [int(x*1.224*1.085) for x in [0, 16337, 20125, 23913, 27701, 31490, 35278, 39066, 42854, 46643, 50431, 54219, 58007, 61796, 65584, 69372, 73160, 76949, 80737, 84525, 88313, 92101, 95890, 99678, 103466, 107254, 111043, 114831, 118619, 122407, 126196, 129984, 133772, 137560, 141349, 145137, 148925, 152713, 156502, 160290, 164078, 167866, 171655, 175443, 179231, 183019, 186807, 190596, 194384, 198172, 201960, 205749, 209537, 213325, 217113, 220902, 224690, 228478, 232266, 236055, 239843, 243631, 247419, 251208, 254996, 258784, 262572, 266361, 270149, 273937, 277725]] + 攻击次数3 = 1 + data3 = [int(x*1.224*1.085) for x in [0, 130694, 161000, 191306, 221612, 251918, 282223, 312529, 342835, 373141, 403447, 433753, 464058, 494364, 524670, 554976, 585282, 615588, 645894, 676200, 706506, 736812, 767118, 797424, 827730, 858036, 888342, 918648, 948954, 979260, 1009566, 1039872, 1070177, 1100482, 1130788, 1161094, 1191400, 1221706, 1252012, 1282318, 1312624, 1342930, 1373236, 1403542, 1433848, 1464154, 1494460, 1524766, 1555072, 1585378, 1615684, 1645990, 1676296, 1706601, 1736907, 1767213, 1797518, 1827824, 1858130, 1888436, 1918742, 1949048, 1979354, 2009660, 2039966, 2070272, 2100578, 2130884, 2161190, 2191496, 2221802]] + 攻击次数4 = 1 + CD = 290 + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +神启·驱魔师一觉序号 = 0 +神启·驱魔师二觉序号 = 0 +神启·驱魔师三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 神启·驱魔师一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 神启·驱魔师二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 神启·驱魔师三觉序号 = 技能序号[i.名称] + +神启·驱魔师护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 神启·驱魔师护石选项.append(i.名称) + +神启·驱魔师符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 神启·驱魔师符文选项.append(i.名称) + + +class 神启·驱魔师角色属性(角色属性): + 实际名称 = '神启·驱魔师' + 角色 = '圣职者(男)' + 职业 = '驱魔师' + + 武器选项 = ['念珠', '战斧'] + + 主BUFF = 1.76 + + 防具类型 = '板甲' + + 反身空斩打 = 0 + 力法及精通 = 0 + + 远古记忆 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + super().被动倍率计算() + self.技能栏[self.技能序号['空斩打'] + ].倍率 *= (1 + 0.1 * self.技能栏[self.技能序号['普通攻击']].TP等级) + 潜龙 = self.技能栏[self.技能序号['潜龙']] + if self.技能栏[self.技能序号['潜龙']].等级 != 0: + self.技能栏[self.技能序号['普通攻击']].基础 += 潜龙.普通攻击冲击波[潜龙.等级] + self.技能栏[self.技能序号['普通攻击']].基础2 *= 1 + (潜龙.普通攻击[潜龙.等级] / 100) + self.技能栏[self.技能序号['巨旋风']].近身倍率 *= 1 + (潜龙.巨旋风近身[潜龙.等级] / 100) + self.技能栏[self.技能序号['巨旋风']].远程倍率 *= 1 + (潜龙.巨旋风远程[潜龙.等级] / 100) + self.技能栏[self.技能序号['巨旋风']].持续时间 += 潜龙.巨旋风时间[潜龙.等级] / 1000 + self.技能栏[self.技能序号['疾空旋风破']].攻击次数 += 2 + if self.反身空斩打 == 1: + self.技能栏[self.技能序号['空斩打']].被动倍率 *= 1 + 2 * (潜龙.空斩打剑气[潜龙.等级] / 100) + else: + self.技能栏[self.技能序号['空斩打']].被动倍率 *= 1 + (潜龙.空斩打剑气[潜龙.等级] / 100) + if self.力法及精通 == 0 or self.力法及精通 == 1: + self.技能栏[self.技能序号['真龙焚天']].攻击次数 = 0 + self.技能栏[self.技能序号['真龙焚天']].攻击次数2 = 0 + self.技能栏[self.技能序号['真龙焚天']].攻击次数3 = 1 + self.技能栏[self.技能序号['无双击']].倍率 *= 1.2 + if self.力法及精通 == 0 or self.力法及精通 == 1: + self.技能栏[self.技能序号['式神灭却·合']].脉轮 = '烈焰' + else: + self.技能栏[self.技能序号['式神灭却·合']].脉轮 = '圣光' + + +class 神启·驱魔师(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 神启·驱魔师角色属性() + self.角色属性A = 神启·驱魔师角色属性() + self.角色属性B = 神启·驱魔师角色属性() + self.一觉序号 = 神启·驱魔师一觉序号 + self.二觉序号 = 神启·驱魔师二觉序号 + self.三觉序号 = 神启·驱魔师三觉序号 + self.护石选项 = deepcopy(神启·驱魔师护石选项) + self.符文选项 = deepcopy(神启·驱魔师符文选项) + + def 界面(self): + super().界面() + + self.力法及精通选择 = MyQComboBox(self.main_frame2) + self.力法及精通选择.addItem('板甲力驱') + self.力法及精通选择.addItem('重甲力驱') + self.力法及精通选择.addItem('布甲法驱') + self.力法及精通选择.resize(120, 20) + self.力法及精通选择.move(325, 480) + + self.反身空斩打 = QCheckBox('空斩打冲击波', self.main_frame2) + self.反身空斩打.resize(100, 20) + self.反身空斩打.move(335, 520) + self.反身空斩打.setStyleSheet(复选框样式) + self.反身空斩打.setToolTip('触发潜龙冲击波') + + self.职业存档.append(('力法及精通选择', self.力法及精通选择, 1)) + self.职业存档.append(('反身空斩打', self.反身空斩打, 0)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + if self.反身空斩打.isChecked(): + 属性.反身空斩打 = 1 + 属性.力法及精通 = self.力法及精通选择.currentIndex() + if 属性.力法及精通 == 0: + 属性.防具类型 = '板甲' + 属性.类型 = '物理百分比' + 属性.防具精通属性 = '力量' + if 属性.力法及精通 == 1: + 属性.防具类型 = '重甲' + 属性.类型 = '物理百分比' + 属性.防具精通属性 = '力量' + if 属性.力法及精通 == 2: + 属性.防具类型 = '布甲' + 属性.类型 = '魔法百分比' + 属性.防具精通属性 = '智力' diff --git a/Characters/苍暮·战线佣兵.py b/Characters/苍暮·战线佣兵.py new file mode 100644 index 00000000..79a91aaf --- /dev/null +++ b/Characters/苍暮·战线佣兵.py @@ -0,0 +1,612 @@ +from math import * +from PublicReference.carry.base import * +# 2021.4.7 韩测 + + +class 职业主动技能(主动技能): + + data0 = [] + data1 = [] + data2 = [] + data3 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + +# 重剑精通 + + +class 技能0(被动技能): + 名称 = '重剑精通' + 所在等级 = 20 + 等级上限 = 30 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + if self.等级 <= 20: + return round(1.05 + 0.01 * self.等级, 5) + else: + return round(1.25 + 0.025 * (self.等级 - 20), 5) + + def 物理攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + +# 火药改良 +class 技能1(被动技能): + 名称 = '火药改良' + 所在等级 = 30 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + return round(1 + 0.015 * self.等级, 5) + + +# 一觉被动 +class 技能2(被动技能): + 名称 = '终极火力' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.035 + 0.02 * self.等级, 5) + + +# 二觉被动 +class 技能3(被动技能): + 名称 = '无法者之歌' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22 + 0.02 * self.等级, 5) + + +# 三觉被动 +class 技能4(被动技能): + 名称 = '铁血豪情' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +# 双重散射 +class 技能5(职业主动技能): + 名称 = '双重散射' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + # 基础 = 1725.5 + # 成长 = 195.9 + # 第1次射击攻击力:% + data0 = [int(i*1.0*1.085) for i in [0, 1022, 1126, 1230, 1332, 1436, 1540, 1644, 1748, 1851, 1955, 2059, 2163, 2266, 2370, 2474, 2578, 2682, 2785, 2889, 2993, 3096, 3199, 3303, 3407, 3511, 3615, 3718, 3822, 3926, 4030, 4133, 4237, 4341, 4445, 4548, 4652, 4755, 4859, 4963, 5066, 5170, 5274, 5378, 5481, 5585, 5689, 5793, 5897, 6000, 6104, 6208, 6312, 6414, 6518, 6622, 6726, 6830, 6933, 7037, 7141, 7245, 7348, 7452, 7556, 7660, 7764, 7867, 7971, 8075, 8178]] + # 第2次射击攻击力:% + data1 = [int(i*1.0*1.085) for i in [0, 1533, 1688, 1844, 1999, 2156, 2311, 2466, 2622, 2777, 2933, 3089, 3245, 3400, 3555, 3711, 3866, 4023, 4178, 4333, 4489, 4644, 4800, 4956, 5111, 5267, 5422, 5578, 5733, 5889, 6045, 6200, 6356, 6511, 6666, 6822, 6978, 7134, 7289, 7445, 7600, 7755, 7912, 8067, 8223, 8378, 8533, 8689, 8845, 9001, 9156, 9311, 9467, 9622, 9779, 9934, 10089, 10245, 10400, 10556, 10712, 10868, 11023, 11178, 11334, 11489, 11646, 11801, 11956, 12112, 12267]] + 攻击次数2 = 1 + CD = 5 + TP成长 = 0.10 + TP上限 = 5 + ### + # 倍率 = 1.114 + + +# 爆烈斩击 +class 技能6(职业主动技能): + 名称 = '爆烈斩击' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data0 = [int(i*1.085) for i in [0, 900, 991, 1083, 1175, 1266, 1358, 1449, 1540, 1632, 1723, 1814, 1906, 1997, 2088, 2180, 2271, 2363, 2454, 2545, 2637, 2728, 2819, 2911, 3002, 3093, 3185, 3276, 3367, 3459, 3550, 3641, 3733, 3825, 3917, 4008, 4099, 4191, 4282, 4373, 4465, 4556, 4647, 4739, 4830, 4921, 5013, 5104, 5195, 5287, 5378, 5469, 5561, 5652, 5744, 5835, 5926, 6018, 6109, 6200, 6292, 6384, 6475, 6567, 6658, 6749, 6841, 6932, 7023, 7115, 7206]] + data1 = [int(i*1.085) for i in [0, 2101, 2314, 2527, 2742, 2955, 3168, 3381, 3594, 3807, 4020, 4234, 4447, 4660, 4873, 5086, 5300, 5514, 5727, 5940, 6153, 6366, 6579, 6792, 7006, 7219, 7432, 7645, 7858, 8072, 8286, 8499, 8712, 8925, 9138, 9351, 9564, 9778, 9991, 10204, 10417, 10631, 10844, 11058, 11271, 11484, 11697, 11910, 12123, 12336, 12550, 12763, 12976, 13190, 13403, 13616, 13830, 14043, 14256, 14469, 14682, 14895, 15108, 15322, 15535, 15749, 15962, 16175, 16388, 16602, 16815]] + 攻击次数2 = 1 + # 基础 = 1962.4*1.189 + # 成长 = 221.3*1.189 + CD = 5 + TP成长 = 0.10 + TP上限 = 5 + ### + 倍率 = 1.157 + + +# 剑刃爆弹 +class 技能7(职业主动技能): + 名称 = '剑刃爆弹' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + 基础 = 4061.333333 + 成长 = 451 + # 击退攻击力:% + data0 = [int(i*1.0*1.085) for i in [0, 595, 656, 716, 777, 837, 898, 958, 1019, 1079, 1139, 1200, 1260, 1321, 1381, 1442, 1503, 1562, 1623, 1683, 1744, 1804, 1865, 1925, 1986, 2046, 2106, 2167, 2227, 2288, 2348, 2409, 2470, 2529, 2590, 2650, 2711, 2771, 2832, 2893, 2953, 3014, 3073, 3134, 3194, 3255, 3316, 3376, 3437, 3497, 3557, 3617, 3678, 3739, 3799, 3860, 3920, 3981, 4040, 4101, 4162, 4222, 4283, 4343, 4404, 4464, 4524, 4585, 4645, 4706, 4766]] + # 爆炸攻击力:% + data1 = [int(i*1.0*1.085) for i in [0, 1687, 1859, 2031, 2202, 2373, 2544, 2715, 2886, 3058, 3229, 3400, 3572, 3743, 3914, 4086, 4257, 4428, 4599, 4770, 4941, 5114, 5285, 5456, 5627, 5798, 5969, 6140, 6312, 6483, 6655, 6826, 6997, 7168, 7340, 7511, 7682, 7853, 8024, 8196, 8367, 8539, 8710, 8881, 9052, 9223, 9394, 9566, 9738, 9909, 10080, 10251, 10422, 10593, 10765, 10936, 11107, 11279, 11450, 11621, 11793, 11964, 12135, 12306, 12477, 12648, 12821, 12992, 13163, 13334, 13505]] + 攻击次数2 = 3 + # 特殊灼伤攻击力:% + data2 = [int(i*1.0*1.085) for i in [0, 42, 46, 50, 55, 59, 64, 68, 72, 77, 81, 85, 89, 93, 98, 103, 107, 111, 116, 120, 124, 128, 132, 137, 142, 146, 150, 154, 159, 163, 167, 171, 176, 181, 185, 189, 193, 197, 202, 206, 210, 215, 219, 224, 228, 232, 236, 240, 245, 249, 254, 258, 263, 267, 271, 275, 279, 284, 288, 293, 297, 301, 306, 310, 314, 318, 322, 327, 332, 336, 340]] + # 灼烧次数待定 + 攻击次数3 = 7 + + CD = 12 + TP成长 = 0.10 + TP上限 = 5 + ### + # 倍率 = 1.124 + +# 广域散射 + + +class 技能8(职业主动技能): + 名称 = '广域散射' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + # 基础 = 3084 + # 成长 = 351 + data0 = [int(i*1.0*1.085) for i in [0, 4576, 5040, 5504, 5968, 6433, 6897, 7362, 7826, 8290, 8754, 9218, 9683, 10147, 10611, 11075, 11540, 12004, 12469, 12933, 13397, 13861, 14325, 14789, 15253, 15719, 16183, 16647, 17111, 17575, 18039, 18504, 18968, 19432, 19896, 20361, 20825, 21289, 21754, 22218, 22682, 23146, 23610, 24074, 24540, 25004, 25468, 25932, 26396, 26860, 27325, 27789, 28253, 28718, 29182, 29646, 30110, 30575, 31039, 31503, 31967, 32431, 32895, 33361, 33825, 34289, 34753, 35217, 35681, 36145, 36610]] + + CD = 7 + TP成长 = 0.10 + TP上限 = 5 + ### + # 倍率 = 1.114 + +# G型火焰爆弹 + + +class 技能9(职业主动技能): + 名称 = 'G型火焰爆弹' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + # 基础 = 3568.333333 + # 成长 = 392 + # 爆炸攻击力:% + data0 = [int(i*1.0*1.085) for i in [0, 5115, 5633, 6153, 6672, 7190, 7709, 8228, 8748, 9266, 9785, 10304, 10822, 11342, 11861, 12380, 12898, 13418, 13937, 14455, 14974, 15493, 16013, 16531, 17050, 17569, 18088, 18607, 19126, 19644, 20163, 20683, 21202, 21720, 22239, 22758, 23277, 23796, 24315, 24834, 25353, 25872, 26391, 26909, 27428, 27948, 28467, 28985, 29504, 30024, 30542, 31061, 31580, 32099, 32618, 33137, 33656, 34174, 34694, 35213, 35732, 36250, 36769, 37289, 37807, 38326, 38845, 39363, 39883, 40402, 40921]] + # 特殊灼伤攻击力:% + data1 = [int(i*1.0*1.085) for i in [0, 38, 42, 46, 49, 54, 58, 61, 65, 69, 74, 77, 81, 85, 88, 92, 97, 101, 104, 108, 112, 116, 120, 124, 128, 131, 135, 140, 143, 147, 151, 155, 159, 163, 167, 170, 174, 179, 183, 186, 190, 194, 197, 202, 206, 210, 213, 217, 222, 225, 229, 233, 237, 240, 245, 249, 253, 256, 260, 265, 268, 272, 276, 280, 284, 288, 292, 295, 299, 303, 308]] + 攻击次数2 = 7 + CD = 10 + TP成长 = 0.10 + TP上限 = 5 + ### + # 倍率 = 1.166 + + +# 爆裂斩 +class 技能10(职业主动技能): + 名称 = '爆裂斩' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 基础 = 6713.333333 + # 成长 = 757 + # 第一次爆炸攻击力:% + data0 = [int(i*1.0*1.085) for i in [0, 1941, 2138, 2335, 2532, 2729, 2926, 3123, 3320, 3516, 3714, 3911, 4108, 4305, 4501, 4699, 4896, 5093, 5290, 5486, 5684, 5881, 6077, 6275, 6471, 6669, 6866, 7062, 7260, 7456, 7653, 7851, 8047, 8245, 8441, 8638, 8836, 9032, 9230, 9426, 9623, 9821, 10017, 10214, 10411, 10608, 10806, 11002, 11199, 11396, 11593, 11790, 11987, 12184, 12381, 12578, 12775, 12972, 13169, 13365, 13563, 13760, 13957, 14154, 14350, 14548, 14745, 14942, 15139, 15335, 15533]] + # 第二次爆炸攻击力:% + data1 = [int(i*1.0*1.085) for i in [0, 2912, 3208, 3503, 3798, 4094, 4389, 4685, 4980, 5275, 5571, 5866, 6162, 6458, 6753, 7049, 7344, 7640, 7935, 8230, 8526, 8821, 9117, 9412, 9707, 10003, 10298, 10595, 10890, 11185, 11481, 11776, 12072, 12367, 12662, 12958, 13253, 13549, 13844, 14139, 14435, 14730, 15027, 15322, 15617, 15913, 16208, 16504, 16799, 17094, 17390, 17685, 17981, 18276, 18571, 18867, 19163, 19459, 19754, 20049, 20345, 20640, 20936, 21231, 21526, 21822, 22117, 22413, 22708, 23003, 23300]] + 攻击次数2 = 1 + # 第三次爆炸攻击力:% + data2 = [int(i*1.0*1.085) for i in [0, 4853, 5346, 5838, 6330, 6823, 7315, 7808, 8300, 8793, 9285, 9778, 10270, 10763, 11255, 11747, 12240, 12732, 13225, 13717, 14210, 14702, 15195, 15687, 16179, 16672, 17164, 17657, 18149, 18642, 19134, 19627, 20119, 20612, 21104, 21596, 22089, 22581, 23074, 23566, 24059, 24551, 25044, 25536, 26028, 26521, 27013, 27506, 27998, 28491, 28983, 29476, 29968, 30461, 30953, 31445, 31938, 32430, 32923, 33415, 33908, 34400, 34893, 35385, 35877, 36370, 36862, 37355, 37847, 38340, 38832]] + 攻击次数3 = 1 + CD = 15 + TP成长 = 0.10 + TP上限 = 5 + ### + # 倍率 = 1.1 + + +# 爆弹罗网 +class 技能11(职业主动技能): + 名称 = '爆弹罗网' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + + # 射击攻击力:% + data0 = [int(i*1.0*1.085) for i in [0, 563, 620, 676, 734, 791, 848, 905, 962, 1020, 1076, 1133, 1191, 1247, 1305, 1362, 1419, 1476, 1533, 1591, 1647, 1704, 1762, 1819, 1875, 1933, 1990, 2048, 2104, 2161, 2219, 2275, 2333, 2390, 2447, 2504, 2561, 2618, 2675, 2732, 2790, 2847, 2903, 2961, 3018, 3075, 3132, 3189, 3247, 3303, 3360, 3418, 3474, 3532, 3589, 3646, 3703, 3760, 3818, 3875, 3931, 3989, 4046, 4103, 4160, 4217, 4275, 4331, 4388, 4446, 4502]] + # 爆炸攻击力:% + data1 = [int(i*1.0*1.085) for i in [0, 1688, 1860, 2031, 2202, 2373, 2545, 2716, 2888, 3059, 3230, 3401, 3573, 3744, 3915, 4087, 4258, 4429, 4600, 4772, 4943, 5115, 5286, 5457, 5628, 5800, 5971, 6143, 6314, 6485, 6656, 6827, 6999, 7170, 7342, 7513, 7684, 7855, 8027, 8198, 8370, 8541, 8712, 8883, 9055, 9226, 9398, 9569, 9740, 9911, 10082, 10254, 10425, 10597, 10768, 10939, 11110, 11282, 11453, 11625, 11796, 11967, 12138, 12310, 12481, 12653, 12824, 12995, 13166, 13337, 13509]] + 攻击次数2 = 6 + # 特殊灼伤攻击力:% + data2 = [int(i*1.0*1.085) for i in [0, 80, 88, 97, 104, 112, 121, 129, 137, 145, 153, 162, 170, 177, 186, 194, 203, 210, 218, 227, 235, 243, 251, 259, 268, 276, 284, 292, 300, 309, 316, 324, 333, 341, 349, 357, 365, 374, 382, 390, 398, 406, 415, 422, 431, 439, 447, 455, 463, 471, 480, 488, 496, 504, 512, 521, 528, 537, 545, 553, 561, 569, 578, 586, 594, 602, 610, 618, 627, 634, 643]] + 攻击次数3 = 7 + + # 基础 = 425.8333333 + 57.33333333 * 7 + # 成长 = 48.5 + 7 * 7 + # 攻击次数 = 1 + + # 基础2 = 1278.833333 + # 成长2 = 145.5 + # 攻击次数2 = 6 + + CD = 25 # 韩测改动位置 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 技能施放时间 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数2 = 2 * 3.5 # 描述错误 + elif x == 1: + self.攻击次数2 = 2 * 3.8 # 描述错误,改动位置 + +# 裂地爆刃 + + +class 技能12(职业主动技能): + 名称 = '裂地爆刃' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + CD = 25 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + # 基础 = 9551 + # 成长 = 1076 + # ### + # 倍率 = 1.158 + + # 爆炸攻击力:% + data0 = [int(i*1.0*1.085) for i in [0, 14617, 16100, 17583, 19066, 20549, 22032, 23515, 24997, 26481, 27964, 29446, 30930, 32412, 33895, 35379, 36861, 38344, 39828, 41310, 42793, 44276, 45759, 47242, 48725, 50208, 51690, 53174, 54657, 56139, 57623, 59106, 60588, 62072, 63554, 65037, 66521, 68003, 69486, 70970, 72452, 73935, 75418, 76901, 78384, 79867, 81350, 82832, 84316, 85799, 87281, 88765, 90248, 91730, 93214, 94696, 96179, 97663, 99145, 100628, 102111, 103594, 105077, 106560, 108043, 109526, 111009, 112492, 113974, 115458, 116941]] + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.CD *= 0.92 + self.倍率 *= 1.24 + elif x == 1: + self.CD *= 0.92 + self.倍率 *= 1.24*1.07 # 改动位置,待测试 + +# 惊喜大礼 + + +class 技能13(职业主动技能): + 名称 = '惊喜大礼' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + # 基础 = 17084 + # 成长 = 1935 + # 爆炸攻击力:% + data0 = [int(i*1.0*1.085) for i in [0, 4244, 4675, 5105, 5537, 5967, 6398, 6828, 7259, 7689, 8120, 8550, 8982, 9412, 9843, 10273, 10704, 11134, 11565, 11996, 12427, 12857, 13288, 13718, 14149, 14579, 15010, 15441, 15872, 16302, 16733, 17163, 17594, 18024, 18455, 18886, 19317, 19747, 20178, 20608, 21039, 21469, 21900, 22331, 22762, 23192, 23623, 24053, 24484, 24914, 25345, 25776, 26207, 26637, 27068, 27498, 27929, 28359, 28791, 29222, 29652, 30083, 30513, 30944, 31374, 31805, 32236, 32667, 33097, 33528, 33958]] + 攻击次数 = 6 + + CD = 45 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + ### + # 倍率 = 1.124 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.CD *= 0.89 + self.倍率 *= 1.07 + elif x == 1: + self.CD *= 0.89 + self.倍率 *= 1.15 # 改动位置 + + +# 一觉 +class 技能14(职业主动技能): + 名称 = 'G型烬灭榴弹' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + # 首次爆炸攻击力:% + data0 = [int(i*1.0*1.085) for i in [0, 5995, 7385, 8776, 10167, 11557, 12947, 14337, 15727, 17118, 18508, 19899, 21289, 22680, 24070, 25460, 26850, 28240, 29630, 31022, 32412, 33802, 35192, 36583, 37973, 39363, 40753, 42145, 43535, 44925, 46315, 47705, 49096, 50486, 51876, 53267, 54657, 56048, 57438, 58828, 60218, 61608, 62999, 64390, 65780, 67170, 68561, 69951, 71341, 72731, 74121, 75513, 76903, 78293, 79683, 81074, 82464, 83854, 85244, 86635, 88026, 89416, 90806, 92196, 93586, 94977, 96367, 97758, 99148, 100539, 101929]] + # 特殊灼伤攻击力:% + data1 = [int(i*1.0*1.085) for i in [0, 428, 527, 627, 725, 825, 924, 1024, 1123, 1223, 1321, 1421, 1520, 1620, 1718, 1818, 1917, 2017, 2116, 2216, 2314, 2414, 2513, 2613, 2711, 2811, 2910, 3010, 3109, 3209, 3307, 3407, 3506, 3606, 3704, 3804, 3903, 4003, 4102, 4201, 4300, 4400, 4499, 4599, 4699, 4797, 4897, 4996, 5096, 5194, 5294, 5393, 5493, 5592, 5692, 5790, 5890, 5989, 6089, 6187, 6287, 6386, 6486, 6585, 6685, 6783, 6883, 6982, 7082, 7180, 7280]] + 攻击次数2 = 7 + # 霰弹枪射击攻击力:% + data2 = [int(i*1.0*1.085) for i in [0, 5246, 6462, 7679, 8895, 10112, 11328, 12545, 13762, 14978, 16195, 17411, 18628, 19844, 21061, 22278, 23494, 24711, 25927, 27144, 28360, 29577, 30794, 32010, 33227, 34443, 35660, 36876, 38093, 39309, 40526, 41743, 42959, 44176, 45392, 46609, 47825, 49042, 50259, 51474, 52691, 53907, 55124, 56340, 57557, 58773, 59990, 61206, 62423, 63640, 64856, 66073, 67289, 68506, 69722, 70939, 72156, 73372, 74589, 75805, 77022, 78238, 79455, 80672, 81888, 83105, 84321, 85538, 86754, 87971, 89188]] + 攻击次数3 = 4 + # 最终爆炸攻击力:% + data3 = [int(i*1.0*1.085) for i in [0, 29979, 36930, 43882, 50834, 57785, 64737, 71688, 78640, 85593, 92543, 99496, 106448, 113399, 120351, 127302, 134254, 141206, 148157, 155109, 162061, 169012, 175965, 182915, 189868, 196820, 203771, 210723, 217674, 224626, 231578, 238529, 245481, 252433, 259384, 266336, 273287, 280240, 287192, 294143, 301095, 308047, 314998, 321950, 328901, 335853, 342805, 349756, 356708, 363659, 370612, 377564, 384515, 391467, 398419, 405370, 412322, 419273, 426225, 433177, 440128, 447080, 454033, 460984, 467936, 474887, 481839, 488791, 495742, 502694, 509645]] + 攻击次数4 = 1 + CD = 145 + # Lv3:[G型烬灭榴弹]攻击力增加10%,目前没有体现在技能面板上,后续需要确认 + 倍率 = 1.1 +# 完美击球 + + +class 技能15(职业主动技能): + 名称 = '完美击球' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + CD = 25 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + # 旋转爆炸攻击力:% + data0 = [int(i*1.0*1.085) for i in [0, 5463, 6018, 6572, 7126, 7681, 8235, 8789, 9343, 9897, 10452, 11006, 11561, 12115, 12669, 13224, 13777, 14331, 14886, 15440, 15995, 16549, 17103, 17658, 18212, 18767, 19320, 19874, 20429, 20983, 21538, 22092, 22646, 23201, 23755, 24310, 24863, 25417, 25972, 26526, 27081, 27635, 28189, 28744, 29298, 29852, 30406, 30960, 31515, 32069, 32624, 33178, 33732, 34287, 34841, 35394, 35949, 36503, 37058, 37612, 38166, 38721, 39275, 39830, 40383, 40937, 41492, 42046, 42601, 43155, 43709]] + # 最终爆炸攻击力:% + data1 = [int(i*1.0*1.085) for i in [0, 12748, 14042, 15335, 16628, 17921, 19215, 20509, 21801, 23095, 24388, 25682, 26975, 28268, 29562, 30855, 32148, 33441, 34735, 36029, 37321, 38615, 39908, 41202, 42496, 43788, 45082, 46375, 47669, 48962, 50255, 51549, 52842, 54135, 55428, 56722, 58016, 59308, 60602, 61895, 63189, 64482, 65775, 67069, 68362, 69655, 70949, 72242, 73536, 74828, 76122, 77415, 78709, 80002, 81295, 82589, 83882, 85175, 86469, 87762, 89056, 90349, 91642, 92936, 94229, 95523, 96815, 98109, 99402, 100696, 101989]] + 攻击次数2 = 1 + + 护石状态 = 0 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数2 = 0 + self.data0 = [int(i*1.24) for i in self.data0] + # self.倍率 *= 1.24 + self.护石状态 = 1 + elif x == 1: + self.攻击次数2 = 0 + self.data0 = [int(i*1.34) for i in self.data0] + # self.倍率 *= 1.34#改动位置,具体待测试 + self.护石状态 = 1 + + def 等效CD(self, 武器类型, 输出类型): + if self.护石状态 == 0: + return round(self.CD / self.恢复, 1) + else: + return round(8.3 * 0.88, 1) + +# 夺命焰火 + + +class 技能16(职业主动技能): + 名称 = '夺命焰火' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + + # 第一次射击攻击力:% + data0 = [int(i*1.0*1.085) for i in [0, 7700, 8481, 9262, 10043, 10824, 11605, 12386, 13167, 13948, 14729, 15511, 16292, 17073, 17854, 18635, 19417, 20198, 20979, 21760, 22541, 23323, 24104, 24885, 25666, 26447, 27228, 28009, 28790, 29571, 30352, 31134, 31915, 32696, 33477, 34258, 35040, 35821, 36602, 37383, 38164, 38946, 39727, 40508, 41289, 42070, 42852, 43632, 44413, 45194, 45975, 46757, 47538, 48319, 49100, 49881, 50663, 51444, 52225, 53006, 53787, 54569, 55350, 56131, 56912, 57693, 58475, 59255, 60036, 60817, 61598]] + # 第二次射击攻击力:% + data1 = [int(i*1.0*1.085) for i in [0, 11549, 12721, 13893, 15064, 16236, 17408, 18580, 19752, 20923, 22095, 23267, 24439, 25610, 26781, 27953, 29125, 30297, 31469, 32640, 33812, 34984, 36156, 37328, 38499, 39671, 40842, 42014, 43185, 44357, 45529, 46701, 47873, 49044, 50216, 51388, 52560, 53732, 54903, 56075, 57246, 58418, 59590, 60761, 61933, 63105, 64277, 65449, 66620, 67792, 68964, 70136, 71308, 72479, 73650, 74822, 75994, 77166, 78337, 79509, 80681, 81853, 83025, 84196, 85368, 86540, 87712, 88883, 90054, 91226, 92398]] + 攻击次数2 = 1 + # 最终射击攻击力:% + data2 = [int(i*1.0*1.085) for i in [0, 4812, 5300, 5789, 6277, 6765, 7253, 7742, 8230, 8718, 9205, 9694, 10182, 10670, 11158, 11647, 12135, 12623, 13111, 13600, 14088, 14576, 15064, 15553, 16041, 16529, 17017, 17506, 17994, 18482, 18970, 19459, 19947, 20435, 20923, 21412, 21900, 22388, 22876, 23365, 23853, 24341, 24829, 25317, 25805, 26293, 26781, 27270, 27758, 28246, 28734, 29223, 29711, 30199, 30687, 31176, 31664, 32152, 32640, 33129, 33617, 34105, 34593, 35082, 35570, 36058, 36546, 37035, 37523, 38011, 38499]] + 攻击次数3 = 4 + + CD = 50 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + ### + # 倍率 = 1.146 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 *= 1.1 + self.攻击次数2 *= 1.23 + elif x == 1: + self.攻击次数 *= 1.1 + self.攻击次数2 *= 1.39 # 改动位置,具体待测试 + +# 爆弹华尔兹 + + +class 技能17(职业主动技能): + 名称 = '爆弹华尔兹' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + # 第一次爆炸攻击力:% + data0 = [int(i*1.0*1.085) for i in[0, 7924, 8729, 9532, 10336, 11141, 11944, 12748, 13552, 14356, 15160, 15964, 16767, 17572, 18376, 19179, 19984, 20788, 21591, 22395, 23200, 24003, 24807, 25612, 26415, 27219, 28023, 28827, 29631, 30435, 31239, 32043, 32847, 33650, 34455, 35259, 36062, 36867, 37671, 38474, 39278, 40083, 40886, 41690, 42495, 43298, 44102, 44906, 45710, 46514, 47318, 48122, 48926, 49730, 50533, 51338, 52142, 52945, 53750, 54554, 55358, 56161, 56966, 57770, 58573, 59378, 60182, 60985, 61789, 62594, 63397]] + 攻击次数 = 3 + # 第二次爆炸攻击力:% + data1 = [int(i*1.0*1.085) for i in [0, 7132, 7855, 8579, 9302, 10026, 10750, 11473, 12197, 12920, 13644, 14367, 15091, 15814, 16538, 17262, 17985, 18709, 19432, 20156, 20879, 21603, 22326, 23050, 23774, 24498, 25221, 25944, 26668, 27391, 28115, 28838, 29562, 30285, 31010, 31733, 32457, 33180, 33903, 34627, 35350, 36074, 36797, 37522, 38245, 38969, 39692, 40416, 41139, 41862, 42586, 43309, 44033, 44757, 45481, 46204, 46928, 47651, 48375, 49098, 49821, 50545, 51269, 51993, 52716, 53440, 54163, 54887, 55610, 56334, 57057]] + 攻击次数2 = 5 + + CD = 40 + ### + # 倍率 = 1.1 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 0 + self.攻击次数2 += 3 + self.data1 = [int(i*1.38) for i in self.data1] + # self.倍率 *= 1.38 + self.CD *= 0.9 +# 覆灭之枪 + + +class 技能18(职业主动技能): + 名称 = '覆灭之枪' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + # 射击攻击力:% + data0 = [int(i*1.0*1.085) for i in [0, 74342, 81884, 89426, 96969, 104511, 112053, 119595, 127137, 134678, 142220, 149763, 157305, 164847, 172389, 179931, 187473, 195015, 202557, 210099, 217641, 225183, 232725, 240267, 247809, 255352, 262894, 270435, 277977, 285519, 293061, 300603, 308146, 315688, 323230, 330772, 338314, 345855, 353397, 360940, 368482, 376024, 383566, 391108, 398650, 406193, 413734, 421276, 428818, 436360, 443902, 451444, 458987, 466529, 474071, 481612, 489154, 496696, 504238, 511781, 519323, 526865, 534407, 541949, 549491, 557032, 564575, 572117, 579659, 587201, 594743]] + + CD = 50 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data0 = [int(i*1.4) for i in self.data0] +# 二觉 + + +class 技能19(职业主动技能): + 名称 = '终焉:硝烟狂欢' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + # 基础 = 88115.33333 + # 成长 = 26597.5 + # CTF地雷爆炸攻击力:% + data0 = [int(i*1.0*1.085) for i in [0, 15195, 18717, 22241, 25764, 29288, 32811, 36334, 39858, 43382, 46905, 50428, 53951, 57475, 60999, 64521, 68045, 71569, 75092, 78616, 82138, 85662, 89186, 92709, 96233, 99756, 103279, 106803, 110326, 113849, 117373, 120896, 124420, 127943, 131466, 134990, 138513, 142037, 145560, 149083, 152607, 156130, 159654, 163177, 166700, 170224, 173748, 177270, 180794, 184317, 187841, 191365, 194887, 198411, 201935, 205458, 208982, 212504, 216028, 219552, 223075, 226598, 230121, 233645, 237169, 240692, 244215, 247739, 251262, 254786, 258308]] + 攻击次数 = 4 + # 最后爆炸攻击力:% + data1 = [int(i*1.0*1.085) for i in [0, 7012, 8638, 10265, 11891, 13517, 15143, 16770, 18396, 20021, 21648, 23274, 24901, 26526, 28153, 29779, 31406, 33031, 34657, 36284, 37910, 39536, 41162, 42789, 44415, 46040, 47667, 49293, 50920, 52545, 54172, 55798, 57425, 59050, 60676, 62303, 63929, 65555, 67181, 68808, 70434, 72059, 73686, 75312, 76939, 78564, 80191, 81817, 83444, 85069, 86695, 88322, 89948, 91574, 93200, 94827, 96453, 98078, 99705, 101331, 102958, 104583, 106210, 107836, 109463, 111088, 112714, 114341, 115967, 117593, 119219]] + 攻击次数2 = 13 + CD = 180 +# 95 + + +class 技能20(职业主动技能): + 名称 = '铁腕爆弹' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + data0 = [int(i*1.085) for i in [0, 31294, 34469, 37645, 40820, 43994, 47169, 50344, 53519, 56694, 59869, 63043, 66218, 69393, 72568, 75743, 78918, 82093, 85267, 88443, 91618, 94792, 97967, 101142, 104316, 107492, 110667, 113842, 117016, 120191, 123367, 126541, 129716, 132891, 136065, 139241, 142416, 145590, 148765, 151940, 155115, 158290, 161465, 164640, 167814, 170989, 174165, 177339, 180514, 183689, 186863, 190038, 193214, 196389, 199563, 202738, 205913, 209088, 212263, 215438, 218612, 221787, 224963, 228137, 231312, 234487, 237662, 240836, 244012, 247187, 250361]] + 攻击次数 = 4 + CD = 60 + +# 三觉 + + +class 技能21(职业主动技能): + 名称 = '烽火硝烟·终末之征' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + data0 = [int(i*1.085) for i in [0, 15779, 19439, 23098, 26757, 30416, 34076, 37735, 41394, 45053, 48713, 52372, 56031, 59690, 63350, 67009, 70667, 74326, 77986, 81645, 85304, 88963, 92623, 96282, 99941, 103600, 107260, 110919, 114578, 118237, 121897, 125556, 129215, 132873, 136533, 140192, 143851, 147510, 151170, 154829, 158488, 162147, 165807, 169466, 173125, 176784, 180444, 184103, 187762, 191421, 195080, 198739, 202398, 206057, 209717, 213376, 217035, 220694, 224354, 228013, 231672, 235331, 238991, 242650, 246309, 249968, 253628, 257287, 260945, 264604, 268263]] + 攻击次数 = 5 + data1 = [int(i*1.085) for i in [0, 315605, 388789, 461972, 535156, 608340, 681524, 754707, 827891, 901075, 974258, 1047442, 1120626, 1193810, 1266994, 1340178, 1413361, 1486545, 1559729, 1632913, 1706097, 1779281, 1852464, 1925648, 1998831, 2072015, 2145199, 2218383, 2291567, 2364751, 2437934, 2511118, 2584302, 2657486, 2730670, 2803854, 2877037, 2950221, 3023405, 3096589, 3169773, 3242957, 3316139, 3389323, 3462507, 3535691, 3608875, 3682059, 3755242, 3828426, 3901610, 3974794, 4047978, 4121162, 4194346, 4267529, 4340713, 4413898, 4487081, 4560264, 4633447, 4706631, 4779816, 4852999, 4926183, 4999367, 5072551, 5145735, 5218919, 5292102, 5365286]] + 攻击次数2 = 1 + CD = 290 + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +苍暮·战线佣兵一觉序号 = 0 +苍暮·战线佣兵二觉序号 = 0 +苍暮·战线佣兵三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 苍暮·战线佣兵一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 苍暮·战线佣兵二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 苍暮·战线佣兵三觉序号 = 技能序号[i.名称] + +苍暮·战线佣兵护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 苍暮·战线佣兵护石选项.append(i.名称) + +苍暮·战线佣兵符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 苍暮·战线佣兵符文选项.append(i.名称) + + +class 苍暮·战线佣兵角色属性(角色属性): + 实际名称 = '苍暮·战线佣兵' + 角色 = '枪剑士' + 职业 = '战线佣兵' + + 武器选项 = ['重剑'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '重甲' + 防具精通属性 = ['力量'] + + 主BUFF = 2.0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + +class 苍暮·战线佣兵(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 苍暮·战线佣兵角色属性() + self.角色属性A = 苍暮·战线佣兵角色属性() + self.角色属性B = 苍暮·战线佣兵角色属性() + self.一觉序号 = 苍暮·战线佣兵一觉序号 + self.二觉序号 = 苍暮·战线佣兵二觉序号 + self.三觉序号 = 苍暮·战线佣兵三觉序号 + self.护石选项 = deepcopy(苍暮·战线佣兵护石选项) + self.符文选项 = deepcopy(苍暮·战线佣兵符文选项) + + def 护石判断(self): + sign = 0 + for x in range(3): + if self.护石栏[x].currentText() == '爆弹罗网': + sign = 1 + if sign == 0: + self.爆弹罗网护石跳跃选项.setEnabled(False) + self.爆弹罗网护石跳跃选项.setStyleSheet(复选框样式) + self.爆弹罗网护石跳跃选项.setChecked(False) + else: + self.爆弹罗网护石跳跃选项.setEnabled(True) + self.爆弹罗网护石跳跃选项.setStyleSheet(复选框样式) + + def 界面(self): + super().界面() + for i in range(3): + self.护石栏[i].currentIndexChanged.connect(lambda state: self.护石判断()) + self.爆弹罗网护石跳跃选项 = QCheckBox('爆弹罗网护石跳跃释放', self.main_frame2) + self.爆弹罗网护石跳跃选项.resize(140, 20) + self.爆弹罗网护石跳跃选项.move(320, 360) + self.爆弹罗网护石跳跃选项.setStyleSheet(复选框样式) + self.爆弹罗网护石跳跃选项.setToolTip('跳跃释放爆弹罗网,仅佩戴护石时生效') + self.职业存档.append(('爆弹罗网护石跳跃选项', self.爆弹罗网护石跳跃选项, 0)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + if self.爆弹罗网护石跳跃选项.isChecked(): + 属性.技能栏[属性.技能序号['爆弹罗网']].攻击次数 = 0 diff --git a/Characters/苍暮·暗刃.py b/Characters/苍暮·暗刃.py new file mode 100644 index 00000000..1c0fbf65 --- /dev/null +++ b/Characters/苍暮·暗刃.py @@ -0,0 +1,739 @@ +from math import * +from PublicReference.carry.base import * +# 2021.4.7 韩测 + + +class 主动技能(主动技能): + 技能施放时间 = 0.0 + 脱手 = 1 + data0 = [] + data1 = [] + data2 = [] + data3 = [] + data4 = [] + + 攻击次数4 = 0 + 攻击次数5 = 0 + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + if len(self.data4) >= self.等级 and len(self.data4) > 0: + 等效倍率 += self.data4[self.等级] * self.攻击次数5 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + +# 长刀精通 + + +class 技能0(被动技能): + 名称 = '长刀精通' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.05 + 0.02 * self.等级, 5) + + def 物理攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 0.95 + +# 暗刃战略 + + +class 技能1(被动技能): + 名称 = '暗刃战略' + 所在等级 = 25 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.10 + 0.02 * self.等级, 5) + + +# 一觉被动 +class 技能2(被动技能): + 名称 = 'BG枪刃改造' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.025 + 0.02 * self.等级, 5) + + +# 二觉被动 +class 技能3(被动技能): + 名称 = 'BC精锐特训' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22 + 0.02 * self.等级, 5) + + +# 三觉被动 +class 技能4(被动技能): + 名称 = '暮光战略' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +# 掩护射击 +class 技能5(主动技能): + 名称 = '掩护射击' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + data0 = [int(i*1.111*1.085)for i in [0,266, 293, 320, 347, 374, 402, 428, 455, 482, 509, 536, 563, 591, 617, 644, 671, 698, 725, 752, 780, 806, 833, 860, 887, 914, 941, 969, 995, 1022, 1049, 1077, 1103, 1130, 1158, 1184, 1211, 1238, 1266, 1292, 1319, 1347, 1373, 1400, 1427, 1455, 1481, 1508, 1536, 1562, 1589, 1616, 1644, 1670, 1697, 1725, 1751, 1778, 1805, 1833, 1859, 1886, 1914, 1940, 1967, 1994, 2022, 2048, 2075, 2103, 2129]] + 攻击次数 = 10 + # 基础 = 1847.755698 + # 成长 = 209.2273524 + CD = 6 + TP成长 = 0.10 + TP上限 = 5 + ### + # 倍率 = 1.105 + +# 捷影步 + + +class 技能6(主动技能): + 名称 = '捷影步' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + data0 = [int(i*1.108*1.085) for i in [0,476, 524, 573, 621, 669, 718, 766, 814, 863, 911, 959, 1007, 1056, 1104, 1152, 1201, 1249, 1297, 1346, 1394, 1442, 1490, 1539, 1587, 1635, 1684, 1732, 1780, 1829, 1877, 1925, 1973, 2022, 2070, 2118, 2167, 2215, 2263, 2312, 2360, 2408, 2456, 2505, 2554, 2602, 2651, 2699, 2747, 2796, 2844, 2892, 2940, 2989, 3037, 3085, 3134, 3182, 3230, 3279, 3327, 3375, 3423, 3472, 3520, 3568, 3617, 3665, 3713, 3762, 3810]] + 攻击次数 = 5 + # 基础 = 1658.836937 + # 成长 = 187.6461134 + CD = 5 + TP成长 = 0.10 + TP上限 = 5 + ### + # 倍率 = 1.102 + +# 轮盘连射 + + +class 技能7(主动技能): + 名称 = '轮盘连射' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + # 上挑攻击力:% + data0 = [int(i*1.126*1.085) for i in [0, 1483, 1634, 1784, 1935, 2086, 2237, 2387, 2538, 2687, 2838, 2988, 3139, 3289, 3440, 3591, 3741, 3892, 4043, 4194, 4344, 4495, 4646, 4795, 4945, 5096, 5246, 5397, 5548, 5698, 5849, 6000, 6151, 6301, + 6452, 6603, 6752, 6902, 7053, 7203, 7354, 7505, 7655, 7806, 7957, 8108, 8258, 8409, 8560, 8710, 8859, 9010, 9160, 9311, 9462, 9612, 9763, 9914, 10065, 10215, 10366, 10517, 10667, 10816, 10967, 11117, 11268, 11419, 11569, 11720]] + 攻击次数 = 1 + # 下劈攻击力:% + data1 = [int(i*1.126*1.085) for i in [0, 1887, 2080, 2271, 2463, 2654, 2846, 3037, 3229, 3421, 3613, 3803, 3995, 4187, 4379, 4570, 4762, 4953, 5145, 5336, 5529, 5719, 5911, 6103, 6295, 6486, 6677, 6869, 7061, 7252, 7444, 7636, 7827, 8018, 8211, + 8402, 8594, 8784, 8977, 9168, 9360, 9552, 9743, 9934, 10126, 10318, 10510, 10700, 10892, 11084, 11276, 11467, 11659, 11850, 12042, 12233, 12426, 12618, 12808, 13000, 13192, 13383, 13575, 13766, 13958, 14149, 14342, 14534, 14724, 14915]] + # 攻击次数2 = 1 + # 三觉被动变更 + 攻击次数2 = 0 + + # 射击攻击力:% + data2 = [int(i*1.126*1.085) for i in [0, 222, 244, 267, 289, 313, 335, 358, 380, 403, 425, 448, 470, 493, 515, 539, 560, 584, 606, 629, 651, 673, 696, 718, 742, 763, 787, 808, 832, 853, 877, 900, 922, 945, 967, 990, + 1012, 1035, 1057, 1080, 1103, 1125, 1147, 1170, 1194, 1215, 1239, 1261, 1284, 1306, 1329, 1351, 1373, 1396, 1418, 1441, 1464, 1487, 1509, 1532, 1554, 1577, 1599, 1622, 1644, 1668, 1689, 1713, 1734, 1758]] + # 三觉被动变更 + # 攻击次数3 = 10 + 攻击次数3 = 3.72*3 + + + CD = 8 + TP成长 = 0.10 + TP上限 = 5 + + +# 剑刃突刺 +class 技能8(主动技能): + 名称 = '剑刃突刺' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + + # 突刺攻击力:% + data0 = [int(i*1.112*1.085) for i in [0,330, 364, 397, 430, 464, 498, 531, 564, 598, 631, 665, 699, 733, 765, 799, 833, 866, 900, 933, 966, 1000, 1034, 1067, 1100, 1134, 1167, 1201, 1235, 1267, 1301, 1335, 1369, 1402, 1435, 1469, 1502, 1536, 1570, 1602, 1636, 1670, 1703, 1737, 1771, 1803, 1837, 1871, 1905, 1938, 1971, 2005, 2038, 2072, 2106, 2138, 2172, 2206, 2239, 2273, 2307, 2339, 2373, 2407, 2441, 2473, 2507, 2541, 2574, 2608, 2642]] + 攻击次数 = 4 + # 终结横斩攻击力:% + data1 = [int(i*1.112*1.085) for i in [0,998, 1098, 1200, 1301, 1402, 1503, 1605, 1705, 1807, 1908, 2009, 2110, 2212, 2312, 2414, 2516, 2616, 2718, 2819, 2919, 3021, 3123, 3223, 3325, 3426, 3527, 3628, 3730, 3830, 3932, 4033, 4134, 4235, 4337, 4437, 4539, 4641, 4741, 4843, 4944, 5045, 5146, 5248, 5348, 5450, 5551, 5652, 5753, 5855, 5955, 6057, 6158, 6259, 6360, 6462, 6562, 6664, 6764, 6866, 6968, 7068, 7170, 7271, 7372, 7473, 7575, 7675, 7777, 7878, 7979]] + 攻击次数2 = 1 + # 终结射击攻击力:% + data2 = [int(i*1.112*1.085) for i in [0,320, 353, 386, 419, 451, 484, 515, 548, 581, 613, 646, 679, 712, 744, 776, 808, 841, 874, 907, 939, 972, 1005, 1036, 1069, 1102, 1134, 1167, 1200, 1232, 1264, 1297, 1329, 1362, 1395, 1427, 1460, 1493, 1524, 1557, 1590, 1622, 1655, 1688, 1720, 1753, 1785, 1817, 1850, 1883, 1915, 1948, 1981, 2012, 2045, 2078, 2110, 2143, 2176, 2208, 2241, 2273, 2305, 2338, 2371, 2403, 2436, 2469, 2501, 2533, 2566]] + 攻击次数3 = 3 + + CD = 6 + TP成长 = 0.10 + TP上限 = 5 + +# 潜行射击 + + +class 技能9(主动技能): + 名称 = '潜行射击' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + data0 = [int(i*1.113*1.085) for i in [0,261, 287, 313, 340, 366, 393, 419, 445, 472, 498, 525, 552, 577, 604, 631, 657, 684, 709, 736, 763, 789, 816, 842, 868, 895, 922, 948, 974, 1000, 1027, 1054, 1080, 1106, 1133, 1159, 1186, 1213, 1238, 1265, 1291, 1318, 1345, 1370, 1397, 1424, 1450, 1477, 1503, 1529, 1556, 1582, 1609, 1635, 1661, 1688, 1715, 1741, 1767, 1794, 1820, 1847, 1872, 1899, 1926, 1952, 1979, 2006, 2031, 2058, 2085]] + # 十五次射击,正常模式位移距离较长,容易损失攻击次数,目前取12 + 攻击次数 = 12 + CD = 7 + TP成长 = 0.10 + TP上限 = 5 + +# 利刃旋斩 + + +class 技能10(主动技能): + 名称 = '利刃旋斩' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + + # 左右斩击攻击力:% + data0 = [int(i*1.112*1.085) for i in [0,515, 567, 620, 672, 724, 776, 829, 881, 933, 985, 1038, 1090, 1143, 1194, 1247, 1299, 1352, 1404, 1456, 1508, 1561, 1613, 1665, 1717, 1770, 1822, 1875, 1926, 1979, 2031, 2084, 2135, 2188, 2240, 2293, 2345, 2397, 2449, 2502, 2554, 2607, 2658, 2711, 2763, 2816, 2867, 2919, 2972, 3024, 3077, 3128, 3181, 3233, 3286, 3337, 3390, 3442, 3495, 3547, 3599, 3651, 3704, 3756, 3809, 3860, 3913, 3965, 4018, 4069, 4122]] + 攻击次数 = 2 + # 旋转斩击攻击力:% + data1 = [int(i*1.112*1.085) for i in [0,288, 318, 347, 376, 406, 435, 465, 493, 522, 552, 581, 611, 640, 669, 699, 727, 756, 786, 815, 845, 874, 903, 933, 961, 991, 1020, 1049, 1079, 1108, 1138, 1167, 1196, 1225, 1254, 1284, 1313, 1342, 1372, 1401, 1431, 1459, 1488, 1518, 1547, 1577, 1606, 1635, 1665, 1693, 1722, 1752, 1781, 1811, 1840, 1869, 1899, 1927, 1957, 1986, 2015, 2045, 2074, 2104, 2133, 2162, 2191, 2220, 2250, 2279, 2308]] + 攻击次数2 = 5 + # 最终旋斩攻击力:% + data2 = [int(i*1.112*1.085) for i in [0,1649, 1816, 1983, 2151, 2318, 2485, 2653, 2820, 2987, 3155, 3322, 3489, 3656, 3824, 3990, 4157, 4325, 4492, 4659, 4827, 4994, 5161, 5328, 5496, 5663, 5830, 5998, 6165, 6332, 6500, 6667, 6834, 7002, 7169, 7336, 7503, 7671, 7838, 8005, 8173, 8340, 8507, 8675, 8841, 9008, 9175, 9343, 9510, 9677, 9845, 10012, 10179, 10347, 10514, 10681, 10849, 11016, 11183, 11350, 11518, 11685, 11852, 12020, 12187, 12354, 12522, 12689, 12856, 13023, 13191]] + 攻击次数3 = 1 + CD = 7 + TP成长 = 0.10 + TP上限 = 5 + +# 游弹枪袭 + + +class 技能11(主动技能): + 名称 = '游弹枪袭' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + data0 = [int(i*1.118*1.085) for i in [0,175, 192, 210, 227, 245, 262, 280, 297, 316, 334, 351, 369, 386, 404, 421, 439, 457, 475, 492, 510, 528, 545, 563, 581, 599, 616, 634, 651, 669, 686, 704, 723, 740, 758, 775, 793, 810, 828, 845, 864, 882, 899, 917, 934, 952, 969, 987, 1005, 1023, 1041, 1058, 1076, 1093, 1111, 1128, 1147, 1164, 1182, 1199, 1217, 1234, 1252, 1270, 1288, 1306, 1323, 1341, 1358, 1376, 1393]] + 攻击次数 = 30 + CD = 8 + TP成长 = 0.10 + TP上限 = 5 + +# 全方位射击 + + +class 技能12(主动技能): + 名称 = '全方位射击' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + + # 周围射击攻击力:% + data0 = [int(i*1.122*1.085) for i in [0,365, 403, 440, 476, 514, 550, 587, 624, 661, 699, 735, 772, 810, 846, 886, 922, 959, 996, 1033, 1070, 1106, 1145, 1181, 1218, 1256, 1293, 1329, 1367, 1404, 1440, 1478, 1515, 1552, 1587, 1628, 1664, 1698, 1739, 1774, 1811, 1850, 1886, 1922, 1960, 1997, 2033, 2071, 2108, 2145, 2182, 2220, 2256, 2294, 2330, 2367, 2405, 2441, 2480, 2516, 2554, 2591, 2628, 2665, 2701, 2740, 2776, 2812, 2851, 2888, 2923]] + 攻击次数 = 15 + # 最终射击攻击力:% + data1 = [int(i*1.122*1.085) for i in [0, 609, 671, 733, 793, 856, 918, 979, 1041, 1102, 1165, 1229, 1290, 1351, 1412, 1474, 1537, 1598, 1660, 1720, 1782, 1844, 1906, 1969, 2031, 2093, 2155, 2215, 2278, 2340, 2401, 2463, 2524, 2586, 2649, 2709, 2771, 2834, 2895, 2958, 3021, 3082, 3144, 3204, 3266, 3329, 3390, 3452, 3513, 3575, 3635, 3699, 3761, 3823, 3885, 3947, 4008, 4071, 4133, 4193, 4255, 4316, 4378, 4442, 4503, 4565, 4625, 4688, 4751, 4812, 4874]] + 攻击次数2 = 6 + + + CD = 15 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 技能施放时间 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数2 = 0 + self.攻击次数 = 20 + self.data0 = [int(i*1.27 * 1.07) for i in self.data0] + self.CD *= 0.95 + elif x == 1: + self.攻击次数2 = 0 + self.攻击次数 = 20 + self.data0 = [int(i*1.27 * 1.16) for i in self.data0] + # self.倍率 = self.倍率 * 1.27 * 1.16#改动位置 + self.CD *= 0.95 + +# 回旋飞剑 + + +class 技能13(主动技能): + # 暂无数组 + 名称 = '回旋飞剑' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data0 = [int(i*1.117*1.085) for i in [0,607, 670, 731, 793, 855, 916, 979, 1038, 1102, 1163, 1225, 1286, 1349, 1410, 1472, 1535, 1594, 1655, 1717, 1780, 1841, 1904, 1966, 2028, 2089, 2152, 2211, 2274, 2334, 2397, 2457, 2520, 2583, 2643, 2707, 2766, 2828, 2891, 2952, 3014, 3076, 3137, 3200, 3260, 3322, 3382, 3445, 3508, 3569, 3631, 3693, 3755, 3817, 3879, 3939, 4001, 4062, 4124, 4185, 4248, 4310, 4372, 4433, 4494, 4555, 4618, 4679, 4741, 4804, 4864]] + 攻击次数 = 1 + data1 = [int(i*1.117*1.085) for i in [0,489, 540, 587, 637, 687, 737, 786, 837, 885, 936, 985, 1035, 1085, 1135, 1182, 1234, 1284, 1332, 1381, 1433, 1481, 1531, 1580, 1629, 1680, 1730, 1777, 1830, 1879, 1926, 1976, 2028, 2076, 2125, 2176, 2225, 2275, 2324, 2374, 2424, 2474, 2521, 2573, 2622, 2671, 2720, 2772, 2820, 2870, 2920, 2970, 3019, 3069, 3117, 3168, 3217, 3266, 3316, 3367, 3415, 3466, 3515, 3565, 3614, 3665, 3712, 3764, 3813, 3862, 3912]] + 攻击次数2 = 8 + data2 = [int(i*1.117*1.085) for i in [0,1306, 1438, 1572, 1704, 1837, 1970, 2103, 2235, 2370, 2500, 2633, 2765, 2899, 3030, 3163, 3296, 3429, 3560, 3694, 3826, 3959, 4090, 4224, 4356, 4489, 4623, 4754, 4886, 5021, 5153, 5286, 5416, 5551, 5683, 5815, 5949, 6080, 6212, 6347, 6479, 6610, 6742, 6877, 7009, 7140, 7274, 7407, 7539, 7673, 7804, 7937, 8069, 8203, 8335, 8467, 8600, 8733, 8865, 8998, 9131, 9264, 9396, 9530, 9661, 9794, 9927, 10060, 10191, 10324, 10457]] + 攻击次数3 = 5 + CD = 20 + TP成长 = 0.10 + TP上限 = 5 + + + + + +# 枪刃乱舞 +class 技能14(主动技能): + 名称 = '枪刃乱舞' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + CD = 25 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + # 斩击攻击力:% + data0 = [int(i*1.12*1.085) for i in [0, 418, 458, 504, 544, 587, 630, 671, 713, 756, 799, 842, 882, 927, 969, 1011, 1052, 1095, 1137, 1179, 1224, 1264, 1306, 1350, 1392, 1435, 1476, 1519, 1562, 1602, 1648, 1688, 1730, 1773, 1815, 1858, 1900, 1942, 1986, 2028, 2069, 2112, 2155, 2195, 2239, 2282, 2325, 2365, 2408, 2451, 2493, 2535, 2579, 2622, 2663, 2706, 2748, 2791, 2832, 2874, 2918, 2958, 3001, 3045, 3087, 3130, 3172, 3213, 3256, 3298, 3341]] + 攻击次数 = 10 + # 射击攻击力:% + data1 = [int(i*1.12*1.085) for i in [0, 288, 317, 347, 374, 406, 436, 463, 493, 523, 552, 581, 611, 639, 669, 699, 727, 756, 787, 816, 844, 874, 903, 933, 962, 990, 1021, 1048, 1079, 1109, 1137, 1166, 1197, 1226, 1253, 1284, 1313, 1340, 1372, 1400, 1429, 1458, 1489, 1518, 1547, 1576, 1604, 1636, 1663, 1694, 1722, 1750, 1782, 1810, 1839, 1868, 1899, 1926, 1957, 1986, 2014, 2046, 2074, 2102, 2132, 2163, 2191, 2220, 2251, 2277, 2309]] + 攻击次数2 = 15 + # 最终横斩攻击力:% + data2 = [int(i*1.12*1.085) for i in [0, 5450, 6002, 6557, 7110, 7662, 8215, 8770, 9321, 9873, 10426, 10979, 11533, 12086, 12640, 13191, 13746, 14298, 14852, 15406, 15958, 16510, 17063, 17617, 18171, 18722, 19276, 19829, 20381, 20934, 21487, 22041, 22593, 23147, 23699, 24251, 24804, 25357, 25911, 26464, 27018, 27569, 28122, 28674, 29229, 29782, 30334, 30887, 31442, 31994, 32548, 33100, 33654, 34207, 34760, 35313, 35864, 36418, 36970, 37525, 38078, 38630, 39182, 39737, 40289, 40843, 41394, 41949, 42502, 43053, 43607]] + 攻击次数3 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.CD *= 0.80 # 加算 + self.data0 = [int(i*1.27) for i in self.data0] + self.data1 = [int(i*1.07) for i in self.data1] + self.data2 = [int(i*1.07) for i in self.data2] + elif x == 1: + self.CD *= 0.80 # 加算 + self.data0 = [int(i*1.50) for i in self.data0] + self.data1 = [int(i*1.07) for i in self.data1] + self.data2 = [int(i*1.07) for i in self.data2] + +# 血光斩 + + +class 技能15(主动技能): + 名称 = '血光斩' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + # 基础 = 14496.06087 + # 成长 = 1636.743941 + CD = 45 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + data0 = [int(i*1.125*1.085) for i in [0, 20826, 22939, 25051, 27164, 29278, 31390, 33503, 35615, 37728, 39841, 41954, 44067, 46179, 48292, 50405, 52517, 54631, 56744, 58856, 60969, 63081, 65195, 67308, 69420, 71533, 73645, 75758, 77872, 79984, 82097, 84209, 86322, 88435, 90548, 92661, 94773, 96886, 98999, 101112, 103225, 105338, 107450, 109563, 111675, 113789, 115902, 118014, 120127, 122239, 124353, 126466, 128578, 130691, 132803, 134916, 137030, 139142, 141255, 143367, 145480, 147593, 149706, 151819, 153932, 156044, 158157, 160270, 162383, 164496, 166608]] + + ### + # 倍率 = 1.105 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data0 = [int(i*1.25) for i in self.data0] + elif x == 1: + self.data0 = [int(i*1.33) for i in self.data0] + + +# 一觉 +class 技能16(主动技能): + 名称 = '电光飞掠' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + # 基础 = 34891.02857 + # 成长 = 10539.71429 + CD = 145 + + # 剑术攻击力:% + data0 = [int(i*1.109*1.085) for i in [0, 1802, 2220, 2637, 3055, 3473, 3891, 4309, 4727, 5145, 5562, 5980, 6398, 6816, 7234, 7652, 8070, 8487, 8905, 9323, 9741, 10159, 10577, 10995, 11411, 11829, 12247, 12665, 13083, 13501, 13919, 14336, 14754, 15172, 15590, 16008, 16426, 16844, 17261, 17679, 18097, 18515, 18933, 19351, 19769, 20186, 20604, 21022, 21440, 21858, 22276, 22694, 23111, 23529, 23947, 24365, 24783, 25201, 25619, 26036, 26454, 26872, 27290, 27708, 28126, 28544, 28960, 29378, 29796, 30214, 30632]] + 攻击次数 = 13 + # 射击攻击力:% + data1 = [int(i*1.109*1.085) for i in [0, 2196, 2705, 3215, 3724, 4233, 4742, 5251, 5760, 6269, 6780, 7289, 7798, 8307, 8816, 9325, 9834, 10344, 10853, 11362, 11871, 12381, 12890, 13399, 13908, 14418, 14927, 15436, 15945, 16454, 16963, 17472, 17983, 18492, 19001, 19510, 20019, 20528, 21037, 21547, 22056, 22566, 23075, 23584, 24093, 24602, 25111, 25621, 26130, 26639, 27148, 27657, 28167, 28676, 29186, 29695, 30204, 30713, 31222, 31731, 32240, 32751, 33260, 33769, 34278, 34787, 35296, 35805, 36314, 36824, 37333]] + 攻击次数2 = 16 + # 最终射击攻击力:% + # data2 = [0, 1703, 2098, 2494, 2889, 3284, 3680, 4075, 4470, 4866, 5261, 5656, 6051, 6447, 6842, 7237, 7633, 8027, 8422, 8818, 9213, 9608, 10004, 10399, 10794, 11190, 11585, 11980, 12376, 12771, 13166, 13562, 13957, 14351, 14747, 15142, 15537, 15933, 16328, 16723, 17119, 17514, 17908, 18304, 18698, 19093, 19489, 19884, 20279, 20675, 21070, 21465, 21861, 22256, 22651, 23046, 23442, 23837, 24232, 24628, 25022, 25417, 25813, 26208, 26603, 26999, 27394, 27789, 28185, 28580, 28975] + +# 近敌灭杀 + + +class 技能17(主动技能): + 名称 = '近敌灭杀' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + CD = 25 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + # 刺击攻击力:% + data0 = [int(i*1.122*1.085) for i in [0, 7595, 8366, 9136, 9907, 10678, 11448, 12219, 12989, 13760, 14531, 15301, 16071, 16842, 17613, 18383, 19153, 19924, 20695, 21466, 22235, 23006, 23777, 24548, 25319, 26088, 26859, 27630, 28401, 29170, 29941, 30712, 31483, 32252, 33023, 33794, 34565, 35335, 36105, 36876, 37647, 38418, 39188, 39958, 40729, 41500, 42270, 43041, 43811, 44582, 45352, 46123, 46893, 47664, 48435, 49205, 49976, 50746, 51517, 52287, 53058, 53829, 54599, 55369, 56140, 56911, 57681, 58451, 59222, 59993, 60764]] + # 射击攻击力:% + data1 = [int(i*1.122*1.085) for i in [0, 569, 628, 685, 743, 801, 859, 916, 975, 1032, 1090, 1147, 1206, 1263, 1321, 1379, 1436, 1494, 1551, 1610, 1667, 1726, 1783, 1841, 1898, 1957, 2014, 2072, 2130, 2188, 2245, 2304, 2361, 2419, 2476, 2535, 2592, 2650, 2708, 2766, 2823, 2882, 2939, 2997, 3055, 3112, 3170, 3227, 3286, 3343, 3401, 3459, 3517, 3574, 3633, 3690, 3748, 3806, 3864, 3921, 3980, 4037, 4095, 4152, 4211, 4268, 4326, 4384, 4442, 4499, 4558]] + + 攻击次数 = 1 + 攻击次数2 = 20 + + ### + # 倍率 = 1.105 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.CD *= 0.85 + self.data1 = [int((1 + 0.35 * 1.2)*i) for i in self.data1] + elif x == 1: + self.CD *= 0.85 + self.data1 = [int((1 + 0.35 * 1.58)*i) for i in self.data1] + +# 大回旋坠斩,护石暂不考虑跳跃 +class 技能18(主动技能): + 名称 = '大回旋坠斩' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + + data0 = [int(i*1.113*1.085) for i in [0,1223, 1347, 1471, 1596, 1719, 1843, 1967, 2091, 2214, 2339, 2463, 2587, 2711, 2835, 2957, 3083, 3207, 3331, 3455, 3577, 3703, 3828, 3952, 4076, 4200, 4325, 4448, 4572, 4696, 4820, 4943, 5068, 5192, 5316, 5440, 5563, 5687, 5810, 5936, 6060, 6183, 6307, 6433, 6557, 6681, 6805, 6928, 7052, 7177, 7301, 7425, 7549, 7672, 7796, 7921, 8045, 8169, 8292, 8416, 8541, 8664, 8789, 8912, 9037, 9162, 9286, 9410, 9534, 9657, 9781]] + 攻击次数 = 10 + data1 = [int(i*1.113*1.085) for i in [0,1171, 1287, 1406, 1527, 1645, 1763, 1882, 2001, 2120, 2239, 2357, 2475, 2594, 2712, 2831, 2951, 3069, 3188, 3306, 3425, 3543, 3661, 3780, 3901, 4017, 4137, 4256, 4376, 4494, 4613, 4729, 4849, 4968, 5086, 5205, 5325, 5443, 5561, 5680, 5799, 5917, 6036, 6154, 6273, 6393, 6510, 6630, 6750, 6868, 6987, 7102, 7223, 7342, 7460, 7579, 7699, 7816, 7935, 8054, 8174, 8291, 8410, 8527, 8647, 8766, 8884, 9004, 9124, 9242, 9361]] + 攻击次数2 = 10 + data2 = [int(i*1.113*1.085) for i in [0,10134, 11161, 12189, 13217, 14243, 15274, 16300, 17328, 18357, 19384, 20412, 21441, 22468, 23497, 24525, 25552, 26582, 27610, 28636, 29665, 30691, 31722, 32749, 33776, 34805, 35832, 36859, 37889, 38917, 39945, 40973, 42001, 43029, 44057, 45084, 46113, 47140, 48168, 49196, 50225, 51252, 52280, 53307, 54336, 55364, 56392, 57421, 58449, 59476, 60504, 61530, 62561, 63588, 64615, 65644, 66671, 67701, 68728, 69756, 70784, 71812, 72840, 73868, 74896, 75925, 76952, 77979, 79010, 80036, 81064]] + 攻击次数3 = 1 + CD = 50 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 += 1 + self.攻击次数2 += 1 + self.倍率 *= 1.16 + elif x == 1: + self.攻击次数 += 1 + self.攻击次数2 += 1 + self.倍率 *= 1.23 # 改动位置 + +# 致命焰火 +class 技能19(主动技能): + 名称 = '致命焰火' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + + # 移动射击攻击力:% + data0 = [int(i*1.115*1.085) for i in [0, 2221, 2447, 2671, 2898, 3123, 3348, 3575, 3799, 4024, 4249, 4476, 4701, 4926, 5149, 5376, 5603, 5826, 6053, 6278, 6503, 6730, 6954, 7179, 7405, 7631, 7856, 8082, 8307, 8532, 8759, 8984, 9208, 9433, 9660, 9885, 10110, 10334, 10560, 10786, 11011, 11237, 11462, 11687, 11914, 12139, 12364, 12590, 12813, 13041, 13266, 13490, 13715, 13941, 14167, 14392, 14617, 14843, 15069, 15294, 15520, 15745, 15969, 16197, 16422, 16646, 16870, 17098, 17322, 17547, 17772]] + # 后方射击攻击力:% + data1 = [int(i*1.115*1.085) for i in [0, 2224, 2449, 2675, 2901, 3125, 3353, 3578, 3802, 4030, 4255, 4478, 4707, 4932, 5155, 5384, 5608, 5832, 6060, 6284, 6509, 6736, 6960, 7186, 7413, 7637, 7863, 8090, 8314, 8542, 8767, 8991, 9219, 9443, 9668, 9896, 10120, 10345, 10573, 10797, 11022, 11248, 11474, 11699, 11924, 12151, 12376, 12601, 12828, 13054, 13278, 13504, 13731, 13955, 14181, 14408, 14632, 14858, 15084, 15309, 15535, 15761, 15986, 16212, 16437, 16663, 16889, 17114, 17341, 17565, 17791]] + # 原地范围射击攻击力:% + data2 = [int(i*1.115*1.085) for i in [0, 3332, 3669, 4009, 4346, 4685, 5023, 5362, 5698, 6037, 6375, 6712, 7051, 7389, 7727, 8065, 8404, 8742, 9078, 9419, 9756, 10093, 10433, 10770, 11108, 11447, 11785, 12123, 12461, 12799, 13135, 13476, 13812, 14150, 14489, 14826, 15165, 15502, 15842, 16179, 16516, 16856, 17192, 17531, 17869, 18208, 18545, 18885, 19222, 19561, 19899, 20237, 20574, 20914, 21251, 21588, 21928, 22265, 22603, 22941, 23278, 23617, 23954, 24294, 24630, 24968, 25307, 25645, 25983, 26322, 26660]] + + 攻击次数 = 10 + 攻击次数2 = 15 + 攻击次数3 = 0 # 10 + CD = 40 + + ### + # 倍率 = 1.117 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.基础2 = self.基础3 + self.成长2 = self.成长3 + self.攻击次数2 = 10 # 猜测,否则提升过高 + self.倍率 *= 1.3 + self.CD *= 0.90 + + +# 碧波瞬斩 +class 技能20(主动技能): + 名称 = '碧波瞬斩' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + 攻击次数 = 3 + CD = 50 + data0 = [int(i*1.118*1.085) for i in [0, 21717, 23919, 26122, 28326, 30529, 32732, 34935, 37139, 39342, 41545, 43748, 45952, 48155, 50357, 52560, 54763, 56967, 59170, 61373, 63576, 65780, 67983, 70186, 72389, 74591, 76795, 78998, 81201, 83404, 85608, 87811, 90014, 92217, 94420, 96624, 98826, 101029, 103232, 105436, 107639, 109842, 112045, 114249, 116452, 118655, 120858, 123060, 125264, 127467, 129670, 131873, 134077, 136280, 138483, 140686, 142889, 145093, 147296, 149498, 151701, 153905, 156108, 158311, 160514, 162718, 164921, 167124, 169327, 171530, 173733]] + ### + # 倍率 = 1.104 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 1 + self.data0 = [int(i*2.51*1.6) for i in self.data0] + # self.倍率 *= 4.11#2.51*1.6 +# 二觉 + + +class 技能21(主动技能): + 名称 = '集结·暮光之翼' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + CD = 180 + # 剑术第1~4击攻击力:% + data0 = [int(i*1.111*1.085) for i in [0, 10282, 12667, 15051, 17436, 19819, 22204, 24588, 26973, 29357, 31741, 34125, 36510, 38895, 41279, 43663, 46047, 48432, 50816, 53200, 55584, 57969, 60353, 62738, 65121, 67506, 69891, 72275, 74660, 77043, 79428, 81812, 84197, 86580, 88965, 91349, 93734, 96119, 98502, 100887, 103271, 105656, 108040, 110424, 112808, 115193, 117577, 119962, 122345, 124730, 127115, 129499, 131883, 134267, 136652, 139036, 141421, 143804, 146189, 148573, 150958, 153342, 155726, 158111, 160495, 162880, 165263, 167648, 170032, 172417, 174801]] + 攻击次数 = 4 + # 射击攻击力:% + data1 = [int(i*1.111*1.085) for i in [0, 2493, 3071, 3648, 4227, 4804, 5383, 5960, 6539, 7116, 7695, 8272, 8851, 9428, 10007, 10584, 11163, 11741, 12319, 12897, 13475, 14053, 14631, 15209, 15787, 16365, 16943, 17521, 18099, 18677, 19255, 19833, 20411, 20989, 21567, 22145, 22724, 23301, 23880, 24457, 25036, 25613, 26192, 26769, 27348, 27925, 28504, 29081, 29660, 30237, 30816, 31393, 31972, 32549, 33128, 33705, 34284, 34862, 35440, 36018, 36596, 37174, 37752, 38330, 38908, 39486, 40064, 40642, 41220, 41798, 42376]] + 攻击次数2 = 11 + # 最终齐射攻击力:% + data2 = [int(i*1.111*1.085) for i in [0, 2742, 3377, 4014, 4650, 5285, 5921, 6557, 7193, 7828, 8465, 9100, 9736, 10371, 11008, 11644, 12279, 12915, 13551, 14187, 14822, 15459, 16094, 16730, 17365, 18002, 18637, 19273, 19910, 20545, 21181, 21816, 22453, 23088, 23724, 24359, 24996, 25631, 26267, 26904, 27539, 28175, 28810, 29447, 30082, 30718, 31353, 31990, 32625, 33261, 33898, 34533, 35169, 35804, 36441, 37076, 37712, 38348, 38984, 39619, 40255, 40892, 41527, 42163, 42798, 43435, 44070, 44706, 45342, 45978, 46613]] + 攻击次数3 = 20 + # 最终齐射爆炸攻击力:% + data3 = [int(i*1.111*1.085) for i in [0,13710, 16889, 20068, 23247, 26426, 29605, 32785, 35964, 39142, 42322, 45501, 48680, 51859, 55038, 58218, 61396, 64575, 67755, 70933, 74113, 77292, 80471, 83650, 86829, 90009, 93187, 96366, 99546, 102725, 105903, 109083, 112262, 115441, 118620, 121799, 124979, 128157, 131337, 134516, 137694, 140874, 144053, 147233, 150411, 153590, 156770, 159949, 163127, 166307, 169486, 172665, 175844, 179023, 182203, 185381, 188561, 191740, 194918, 198098, 201277, 204456, 207635, 210814, 213994, 217172, 220351, 223531, 226710, 229889, 233068]] + 攻击次数4 = 1 + + +# 95 + + +class 技能22(主动技能): + 名称 = '燃情协战' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + # 基础 = 1710*1.168 + # 成长 = 194*1.168 + data0 =[int(i*1.112*1.085) for i in[0,2224, 2450, 2676, 2902, 3127, 3353, 3579, 3805, 4030, 4256, 4482, 4708, 4932, 5158, 5384, 5610, 5835, 6061, 6287, 6513, 6738, 6964, 7190, 7416, 7641, 7867, 8093, 8319, 8544, 8769, 8995, 9221, 9446, 9672, 9898, 10124, 10349, 10575, 10801, 11027, 11252, 11478, 11704, 11930, 12155, 12381, 12606, 12831, 13057, 13283, 13509, 13734, 13960, 14186, 14412, 14637, 14863, 15089, 15315, 15540, 15766, 15992, 16218, 16442, 16668, 16894, 17120, 17345, 17571]] + 攻击次数 = 10 + data1 = [int(i*1.112*1.085) for i in[0,6674, 7350, 8028, 8705, 9382, 10059, 10737, 11413, 12090, 12767, 13445, 14122, 14798, 15475, 16153, 16830, 17507, 18184, 18861, 19538, 20215, 20892, 21570, 22246, 22923, 23600, 24278, 24955, 25632, 26308, 26985, 27663, 28340, 29017, 29694, 30371, 31048, 31725, 32402, 33080, 33756, 34433, 35110, 35788, 36465, 37142, 37818, 38496, 39173, 39850, 40527, 41205, 41881, 42558, 43235, 43913, 44590, 45266, 45943, 46620, 47298, 47975, 48652, 49328, 50006, 50683, 51360, 52037, 52714]] + # 基础2 = 5134*1.168 + # 成长2 = 580*1.168 + 攻击次数2 = 5 + data2 = [int(i*1.112*1.085) for i in[0,55616, 61259, 66900, 72543, 78185, 83827, 89469, 95112, 100753, 106396, 112038, 117680, 123322, 128965, 134606, 140249, 145891, 151533, 157175, 162818, 168459, 174102, 179744, 185386, 191028, 196671, 202312, 207955, 213597, 219239, 224881, 230524, 236165, 241808, 247450, 253092, 258734, 264377, 270020, 275661, 281304, 286946, 292588, 298230, 303873, 309514, 315157, 320799, 326441, 332083, 337726, 343367, 349010, 354652, 360294, 365936, 371579, 377220, 382863, 388505, 394147, 399789, 405432, 411073, 416716, 422358, 428000, 433642, 439285]] + # 基础3 = 42792*1.168 + # 成长3 = 4831*1.168 + 攻击次数3 = 1 + data3 = [int(i*1.112*1.085) for i in[0,3894, 4289, 4683, 5078, 5473, 5868, 6264, 6659, 7053, 7448, 7843, 8238, 8634, 9028, 9423, 9818, 10213, 10609, 11003, 11398, 11793, 12188, 12583, 12978, 13373, 13768, 14163, 14558, 14952, 15348, 15743, 16138, 16533, 16928, 17323, 17718, 18113, 18508, 18903, 19297, 19693, 20088, 20483, 20878, 21272, 21667, 22063, 22458, 22853, 23247, 23642, 24037, 24433, 24828, 25223, 25617, 26012, 26408, 26803, 27198, 27592, 27987, 28382, 28778, 29173, 29567, 29962, 30357, 30752]] + 攻击次数4 = 0 # 10 + data4 = [int(i*1.112*1.085) for i in[0,12051, 13274, 14496, 15719, 16941, 18163, 19387, 20609, 21832, 23054, 24276, 25500, 26722, 27944, 29167, 30390, 31612, 32835, 34057, 35279, 36503, 37725, 38947, 40170, 41393, 42616, 43838, 45060, 46283, 47506, 48728, 49951, 51173, 52395, 53619, 54841, 56063, 57286, 58509, 59732, 60954, 62176, 63399, 64622, 65844, 67067, 68289, 69512, 70735, 71957, 73179, 74402, 75625, 76847, 78070, 79292, 80516, 81738, 82960, 84183, 85405, 86628, 87851, 89073, 90295, 91518, 92741, 93963, 95186]] + 攻击次数5 = 0 # 6 + + CD = 60 + + + +# 三觉 +class 技能23(主动技能): + 名称 = '暮光密令:黎明决战' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + data0 = [int(i*1.0*1.085) for i in [0,1401, 1726, 2051, 2377, 2701, 3026, 3351, 3675, 4000, 4326, 4651, 4976, 5301, 5625, 5950, 6276, 6601, 6925, 7250, 7575, 7899, 8226, 8551, 8875, 9200, 9525, 9849, 10174, 10500, 10825, 11149, 11474, 11800, 12124, 12450, 12775, 13099, 13424, 13749, 14074, 14398, 14724, 15049, 15374, 15699, 16024, 16349, 16674, 16999, 17323, 17648, 17973, 18299, 18623, 18949, 19274, 19598, 19923, 20249, 20573, 20898, 21223, 21547, 21872, 22197, 22524, 22848, 23173, 23498, 23822]] + 攻击次数 = 22 + data1 = [int(i*1.0*1.085) for i in [0,28902, 35605, 42307, 49008, 55709, 62413, 69114, 75815, 82519, 89220, 95921, 102624, 109326, 116029, 122730, 129432, 136135, 142836, 149537, 156241, 162942, 169643, 176347, 183048, 189750, 196451, 203154, 209856, 216557, 223260, 229962, 236663, 243365, 250068, 256769, 263472, 270174, 276875, 283578, 290279, 296982, 303684, 310385, 317088, 323790, 330491, 337195, 343896, 350597, 357300, 364002, 370703, 377406, 384108, 390809, 397512, 404213, 410916, 417618, 424319, 431022, 437724, 444425, 451127, 457830, 464531, 471233, 477936, 484638, 491339]] + 攻击次数2 = 2 + data2 = [int(i*1.0*1.085) for i in [0,24085, 29670, 35256, 40841, 46424, 52010, 57595, 63180, 68765, 74350, 79935, 85521, 91106, 96690, 102274, 107860, 113445, 119029, 124615, 130200, 135785, 141371, 146955, 152540, 158125, 163710, 169294, 174879, 180465, 186050, 191635, 197220, 202805, 208390, 213976, 219561, 225144, 230729, 236315, 241900, 247484, 253070, 258655, 264240, 269826, 275410, 280995, 286579, 292165, 297749, 303334, 308920, 314505, 320089, 325675, 331260, 336845, 342428, 348014, 353599, 359184, 364770, 370354, 375939, 381525, 387110, 392695, 398281, 403864, 409449]] + 攻击次数3 = 4 + data3 = [int(i*1.0*1.085) for i in [0,2890, 3560, 4230, 4901, 5571, 6242, 6912, 7581, 8251, 8922, 9592, 10262, 10933, 11603, 12272, 12943, 13613, 14283, 14954, 15624, 16295, 16965, 17634, 18304, 18975, 19645, 20315, 20986, 21656, 22325, 22996, 23666, 24336, 25007, 25677, 26348, 27017, 27688, 28357, 29028, 29698, 30368, 31039, 31708, 32380, 33049, 33719, 34389, 35060, 35730, 36399, 37071, 37740, 38412, 39081, 39751, 40421, 41091, 41762, 42431, 43103, 43772, 44442, 45113, 45782, 46454, 47123, 47794, 48463, 49134]] + 攻击次数4 = 16 + data4 = [int(i*1.0*1.085) for i in [0,154145, 189889, 225634, 261377, 297121, 332865, 368609, 404354, 440097, 475841, 511585, 547329, 583074, 618817, 654561, 690305, 726047, 761792, 797536, 833280, 869024, 904767, 940512, 976256, 1012000, 1047744, 1083487, 1119232, 1154976, 1190720, 1226464, 1262207, 1297952, 1333695, 1369439, 1405182, 1440927, 1476671, 1512415, 1548159, 1583902, 1619647, 1655391, 1691135, 1726879, 1762622, 1798367, 1834111, 1869855, 1905598, 1941342, 1977086, 2012830, 2048573, 2084317, 2120062, 2155806, 2191550, 2227293, 2263037, 2298781, 2334526, 2370270, 2406013, 2441757, 2477501, 2513246, 2548990, 2584733, 2620476]] + 攻击次数5 = 1 + CD = 290 + + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +苍暮·暗刃一觉序号 = 0 +苍暮·暗刃二觉序号 = 0 +苍暮·暗刃三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 苍暮·暗刃一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 苍暮·暗刃二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 苍暮·暗刃三觉序号 = 技能序号[i.名称] + +苍暮·暗刃护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 苍暮·暗刃护石选项.append(i.名称) + +苍暮·暗刃符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 苍暮·暗刃符文选项.append(i.名称) + + +class 苍暮·暗刃角色属性(角色属性): + 实际名称 = '苍暮·暗刃' + 角色 = '枪剑士' + 职业 = '暗刃' + + 武器选项 = ['长刀'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '轻甲' + 防具精通属性 = ['力量'] + + 主BUFF = 1.85 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + +class 苍暮·暗刃(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 苍暮·暗刃角色属性() + self.角色属性A = 苍暮·暗刃角色属性() + self.角色属性B = 苍暮·暗刃角色属性() + self.一觉序号 = 苍暮·暗刃一觉序号 + self.二觉序号 = 苍暮·暗刃二觉序号 + self.三觉序号 = 苍暮·暗刃三觉序号 + self.护石选项 = deepcopy(苍暮·暗刃护石选项) + self.符文选项 = deepcopy(苍暮·暗刃符文选项) + + def 护石判断(self): + if '/CD' not in self.次数输入[self.角色属性A.技能序号['大回旋坠斩']].currentText(): + if self.次数输入[self.角色属性A.技能序号['大回旋坠斩']].currentText() != '': + try: + 大回旋坠斩次数 = round( + float(self.次数输入[self.角色属性A.技能序号['大回旋坠斩']].currentText()), 2) + except: + pass + else: + 大回旋坠斩次数 = 1 + + sign = 0 + for x in range(3): + if self.护石栏[x].currentText() == '大回旋坠斩' and 大回旋坠斩次数 != 0: + sign = 1 + if sign == 0: + self.大回旋护石跳跃选项.setEnabled(False) + self.大回旋护石跳跃选项.setStyleSheet(复选框样式) + self.大回旋护石跳跃选项.setChecked(False) + else: + self.大回旋护石跳跃选项.setEnabled(True) + self.大回旋护石跳跃选项.setStyleSheet(复选框样式) + + def 界面(self): + super().界面() + for i in range(3): + self.护石栏[i].currentIndexChanged.connect(lambda state: self.护石判断()) + self.次数输入[self.角色属性A.技能序号['大回旋坠斩']].currentIndexChanged.connect( + lambda state: self.护石判断()) + + self.大回旋护石跳跃选项 = QCheckBox('大回旋护石跳跃释放', self.main_frame2) + self.大回旋护石跳跃选项.resize(135, 20) + self.大回旋护石跳跃选项.move(320, 420) + self.大回旋护石跳跃选项.setStyleSheet(复选框样式) + self.大回旋护石跳跃选项.setToolTip('跳跃释放大回旋坠斩,仅佩戴护石时生效') + + # self.轮盘连射类型选项=MyQComboBox(self.main_frame2) + # self.轮盘连射类型选项.addItem('轮盘连射:非抓取') + # self.轮盘连射类型选项.addItem('轮盘连射:抓取') + # self.轮盘连射类型选项.resize(135,20) + # self.轮盘连射类型选项.move(320,360) + # self.轮盘连射类型选项.setToolTip('选择轮盘连射的形态') + + self.致命焰火方向选项 = MyQComboBox(self.main_frame2) + self.致命焰火方向选项.addItem('致命焰火方向:向后') + self.致命焰火方向选项.addItem('致命焰火方向:原地') + self.致命焰火方向选项.resize(135, 20) + self.致命焰火方向选项.move(320, 450) + self.致命焰火方向选项.setToolTip('选择致命焰火的形态') + + self.战术协作方向选项 = MyQComboBox(self.main_frame2) + self.战术协作方向选项.addItem('战术协作方向:原地') + self.战术协作方向选项.addItem('战术协作方向:向前') + self.战术协作方向选项.resize(135, 20) + self.战术协作方向选项.move(320, 540) + self.战术协作方向选项.setToolTip('选择燃情协战的形态') + + self.职业存档.append(('致命焰火方向选项', self.致命焰火方向选项, 1)) + self.职业存档.append(('战术协作方向选项', self.战术协作方向选项, 1)) + self.职业存档.append(('大回旋护石跳跃选项', self.大回旋护石跳跃选项, 0)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + if self.大回旋护石跳跃选项.isChecked(): + 属性.技能栏[属性.技能序号['大回旋坠斩']].攻击次数 = 0 + 属性.技能栏[属性.技能序号['大回旋坠斩']].攻击次数2 = 3*1.07 + + # if self.轮盘连射类型选项.currentIndex() == 1: + # 属性.技能栏[属性.技能序号['轮盘连射']].攻击次数2 = 0 + # 属性.技能栏[属性.技能序号['轮盘连射']].攻击次数3 = 10 + + if self.致命焰火方向选项.currentIndex() == 1: + 属性.技能栏[属性.技能序号['致命焰火']].攻击次数2 = 0 + 属性.技能栏[属性.技能序号['致命焰火']].攻击次数3 = 10 + + if self.战术协作方向选项.currentIndex() == 1: + 属性.技能栏[属性.技能序号['燃情协战']].攻击次数1 = 0 + 属性.技能栏[属性.技能序号['燃情协战']].攻击次数2 = 0 + 属性.技能栏[属性.技能序号['燃情协战']].攻击次数3 = 0 + 属性.技能栏[属性.技能序号['燃情协战']].攻击次数4 = 10 + 属性.技能栏[属性.技能序号['燃情协战']].攻击次数5 = 6 diff --git a/Characters/苍暮·源能专家.py b/Characters/苍暮·源能专家.py new file mode 100644 index 00000000..9ddbd90c --- /dev/null +++ b/Characters/苍暮·源能专家.py @@ -0,0 +1,843 @@ +from math import * +from PublicReference.carry.base import * +# 2021.4.7 韩测 + + +class 职业主动技能(主动技能): + + data0 = [] + data1 = [] + data2 = [] + data3 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + +# 源力剑精通 + + +class 技能0(被动技能): + 名称 = '源力剑精通' + 所在等级 = 20 + 等级上限 = 30 + 基础等级 = 20 + 谍影专用倍率 = 1 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + if self.等级 <= 20: + return round(1 + (0.05 + 0.01 * self.等级) * self.谍影专用倍率, 5) + else: + return round(1 + (0.25 + 0.02 * (self.等级 - 20)) * self.谍影专用倍率, 5) + + def 魔法攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + +# 细胞弱化 +class 技能1(被动技能): + 名称 = '细胞弱化' + 所在等级 = 25 + 等级上限 = 11 + 基础等级 = 1 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.23 + 0.02 * self.等级, 5) + + +# 源能增幅一觉被动 +class 技能2(被动技能): + 名称 = '源能增幅' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.025 + 0.02 * self.等级, 5) + + +# 二觉被动 +class 技能3(被动技能): + 名称 = '源力汇聚' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22 + 0.02 * self.等级, 5) + + +# 三觉被动 +class 技能4(被动技能): + 名称 = '奇点源核' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +# 源光斩 +class 技能5(职业主动技能): + 名称 = '源光斩' + 所在等级 = 10 + 等级上限 = 60 + 基础等级 = 48 + 攻击段数 = 2 + # 斩击攻击力:% + data0 = [int(i*1.0*1.085) for i in [0, 1034, 1138, 1243, 1348, 1454, 1559, 1663, 1768, 1873, 1979, 2082, 2188, 2294, 2398, 2504, 2607, 2713, 2818, 2923, 3029, 3132, 3238, 3343, 3448, 3553, 3658, 3763, 3868, 3973, 4077, 4183, 4287, 4393, 4498, 4602, 4708, 4812, 4918, 5023, 5127, 5233, 5337, 5443, 5548, 5652, 5757, 5862, 5968, 6072, 6177, 6282, 6388, 6491, 6597, 6701, 6807, 6913, 7016, 7122, 7226, 7332, 7438, 7541, 7647, 7752, 7857, 7962, 8066, 8171, 8277]] + # 能量多段攻击力:% + data1 = [int(i*1.0*1.085) for i in [0, 175, 193, 211, 229, 246, 266, 284, 302, 319, 337, 355, 373, 392, 409, 427, 445, 463, 480, 498, 516, 534, 553, 570, 588, 606, 624, 641, 659, 677, 697, 715, 732, 750, 768, 786, 803, 821, 840, 858, 876, 893, 911, 929, 947, 964, 983, 1001, 1019, 1037, 1054, 1072, 1090, 1108, 1125, 1145, 1163, 1181, 1199, 1216, 1234, 1252, 1271, 1288, 1306, 1324, 1342, 1359, 1377, 1395, 1414]] + 攻击次数2 = 4 + CD = 5 + TP成长 = 0.08 + TP上限 = 5 + + +# 旋转源能波 +class 技能6(职业主动技能): + 名称 = '旋转源能波' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + 攻击段数 = 2 + # 波动攻击力:% + data0 = [int(i*1.0*1.085) for i in [0, 383, 424, 462, 501, 541, 579, 618, 658, 698, 735, 775, 814, 855, 892, 932, 971, 1008, 1048, 1088, 1128, 1166, 1205, 1244, 1285, 1323, 1362, 1401, 1439, 1479, 1519, 1558, 1596, 1636, 1674, 1713, 1753, 1793, 1832, 1870, 1909, 1950, 1989, 2027, 2066, 2106, 2143, 2183, 2223, 2263, 2301, 2339, 2380, 2418, 2458, 2496, 2536, 2574, 2615, 2653, 2693]] + # 源能波攻击力:% + data1 = [int(i*1.0*1.085) for i in [0, 545, 600, 657, 712, 767, 824, 879, 934, 990, 1045, 1100, 1157, 1213, 1268, 1324, 1380, 1434, 1490, 1545, 1600, 1656, 1711, 1767, 1824, 1879, 1934, 1991, 2046, 2101, 2157, 2212, 2266, 2322, 2378, 2434, 2490, 2545, 2600, 2657, 2712, 2767, 2823, 2878, 2933, 2991, 3046, 3101, 3156, 3211, 3266, 3323, 3378, 3433, 3489, 3544, 3599, 3657, 3712, 3767, 3824]] + 攻击次数2 = 4 + CD = 5 + TP成长 = 0.10 + TP上限 = 5 + +# 源能护盾,未提炼 + + +class 技能7(职业主动技能): + 名称 = '源能护盾' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + data0 = [int(i*1.0*1.085) for i in [0, 3604, 3968, 4700, 5064, 5431, 5797, 6161, 6527, 6894, 7260, 7624, 7990, 8356, 8721, 9087, 9453, 9817, 10184, 10550, 10914, 11280, 11646, 12013, 12377, 12743, 13109, 13473, 13840, 14206, 14570, 14936, 15303, 15669, 16033, 16399, 16765, 17130, 17496, 17862, 18226, 18593, 18959, 19323, 19689, 20055, 20422, 20786, 21152, 21518, 21883, 22249, 22615, 22979, 23345, 23712, 24076, 24442, 24808, 25175, 25539, 25905, 26271, 26635, 27002, 27368, 27732, 28098, 28465, 28829]] + CD = 8 + TP成长 = 0.08 + TP上限 = 5 + + +# 镭射源能枪 +class 技能8(职业主动技能): + 名称 = '镭射源能枪' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + 攻击段数 = 2 + data0 = [int(i*1.0*1.085) for i in [0, 739, 814, 889, 965, 1039, 1115, 1190, 1265, 1340, 1415, 1489, 1565, 1640, 1716, 1791, 1866, 1942, 2015, 2091, 2166, 2241, 2316, 2392, 2466, 2542, 2617, 2692, 2766, 2842, 2917, 2992, 3067, 3143, 3218, 3292, 3368, 3442, 3518, 3593, 3669, 3743, 3819, 3894, 3968, 4043, 4119, 4193, 4269, 4344, 4419, 4494, 4569, 4645, 4719, 4795, 4870, 4945, 5020, 5096, 5169]] + 攻击次数 = 2 + data1 = [int(i*1.0*1.085) for i in [0, 2144, 2362, 2580, 2797, 3015, 3233, 3449, 3668, 3885, 4103, 4320, 4539, 4755, 4974, 5191, 5407, 5626, 5844, 6061, 6279, 6497, 6713, 6932, 7150, 7367, 7585, 7802, 8020, 8237, 8456, 8672, 8891, 9108, 9327, 9543, 9761, 9979, 10196, 10414, 10632, 10849, 11067, 11285, 11502, 11720, 11938, 12154, 12373, 12590, 12808, 13025, 13244, 13460, 13679, 13896, 14113, 14331, 14549, 14766, 14984]] + 攻击次数2 = 1 + CD = 10 + TP成长 = 0.10 + TP上限 = 5 + + +# 源能波刃 +class 技能9(职业主动技能): + 名称 = '源能波刃' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + + # 斩击攻击力:% + data0 = [int(i*1.0*1.085) for i in [0, 2219, 2444, 2670, 2896, 3122, 3346, 3571, 3797, 4022, 4248, 4472, 4698, 4925, 5150, 5376, 5600, 5825, 6051, 6276, 6500, 6726, 6951, 7178, 7403, 7628, 7853, 8078, 8305, 8530, 8755, 8980, 9205, 9432, 9657, 9882, 10107, 10332, 10558, 10782, 11008, 11233, 11458, 11685, 11910, 12136, 12361, 12587, 12812, 13036, 13262, 13487, 13712, 13938, 14163, 14389, 14614, 14840, 15064, 15289, 15516]] + # 吸附攻击力:% + data1 = [int(i*1.0*1.085) for i in [0, 1816, 1999, 2183, 2369, 2553, 2738, 2921, 3106, 3291, 3475, 3659, 3845, 4028, 4213, 4397, 4582, 4766, 4949, 5135, 5318, 5504, 5688, 5872, 6056, 6240, 6426, 6611, 6794, 6979, 7162, 7346, 7532, 7716, 7901, 8084, 8269, 8452, 8638, 8822, 9008, 9191, 9376, 9559, 9744, 9928, 10112, 10298, 10481, 10667, 10850, 11035, 11219, 11403, 11588, 11774, 11957, 12141, 12325, 12509, 12693]] + 攻击次数2 = 1 + CD = 8 + TP成长 = 0.10 + TP上限 = 5 + +# 能量飞鱼弹 + + +class 技能10(职业主动技能): + 名称 = '能量飞鱼弹' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + data0 = [int(i*1.0*1.085) for i in [0, 4395, 4841, 5288, 5734, 6180, 6626, 7074, 7517, 7965, 8411, 8857, 9302, 9750, 10195, 10641, 11087, 11534, 11980, 12426, 12871, 13319, 13764, 14210, 14656, 15104, 15548, 15995, 16441, 16888, 17333, 17780, 18226, 18671, 19118, 19565, 20010, 20457, 20903, 21349, 21794, 22242, 22687, 23134, 23579, 24025, 24472, 24918, 25363, 25810, 26257, 26703, 27148, 27596, 28041, 28487, 28933, 29381, 29824, 30272, 30718]] + CD = 7.5 + TP成长 = 0.10 + TP上限 = 5 + +# 脉冲斩 + + +class 技能11(职业主动技能): + 名称 = '脉冲斩' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + data0 = [int(i*1.0*1.085) for i in [0, 1375, 1514, 1653, 1793, 1933, 2072, 2211, 2352, 2490, 2631, 2769, 2909, 3049, 3187, 3329, 3467, 3608, 3747, 3886, 4026, 4165, 4305, 4444, 4583, 4723, 4863, 5002, 5142, 5283, 5423, 5561, 5702, 5840, 5980, 6120, 6258, 6399, 6537, 6678, 6817, 6955, 7096, 7234, 7376, 7515, 7656, 7794, 7934, 8073, 8213, 8353, 8491, 8631, 8771, 8910, 9050, 9189, 9329, 9470, 9608]] + 攻击次数 = 4 + CD = 10 + TP成长 = 0.10 + TP上限 = 5 + + + +# 电磁领域 +class 技能12(职业主动技能): + 名称 = '电磁领域' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + 攻击段数 = 3 + data0 = [int(i*1.0*1.085) for i in [0, 1139, 1255, 1372, 1488, 1603, 1718, 1834, 1950, 2065, 2181, 2297, 2413, 2529, 2644, 2760, 2876, 2991, 3107, 3223, 3339, 3453, 3569, 3686, 3802, 3918, 4033, 4149, 4265, 4381, 4495, 4611, 4727, 4844, 4959, 5075, 5191, 5307, 5421, 5537, 5653, 5769, 5886, 6001, 6117, 6232, 6348, 6463, 6579, 6695, 6811, 6925, 7043, 7158, 7274, 7389, 7505, 7621, 7737, 7851, 7967]] + 攻击次数 = 5 + data1 = [int(i*1.0*1.085) for i in [0, 2443, 2691, 2940, 3187, 3435, 3684, 3932, 4179, 4428, 4676, 4925, 5171, 5419, 5668, 5915, 6163, 6412, 6659, 6907, 7156, 7404, 7651, 7900, 8148, 8396, 8643, 8891, 9140, 9387, 9635, 9884, 10132, 10379, 10628, 10876, 11123, 11372, 11619, 11868, 12115, 12363, 12612, 12860, 13107, 13356, 13604, 13851, 14100, 14348, 14596, 14843, 15091, 15340, 15587, 15835, 16084, 16332, 16579, 16828, 17076]] + 攻击次数2 = 1 + CD = 20 + TP成长 = 0.10 + TP上限 = 5 + + +# 引力源光弹 +class 技能13(职业主动技能): + 名称 = '引力源光弹' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + + # 多段攻击力:% + data0 = [int(i*1.0*1.085) for i in [0,766, 842, 922, 999, 1077, 1155, 1233, 1310, 1388, 1466, 1543, 1622, 1699, 1777, 1855, 1932, 2011, 2090, 2166, 2245, 2321, 2400, 2478, 2555, 2633, 2711, 2789, 2867, 2946, 3023, 3102, 3178, 3257, 3334, 3412, 3489, 3568, 3644, 3723, 3799, 3878, 3958, 4034, 4113, 4191, 4268, 4346, 4425, 4501, 4580, 4656, 4735, 4812, 4890, 4967, 5047, 5125, 5202, 5280, 5358]] + 攻击次数 = 8 + # 爆炸攻击力:% + data1 = [int(i*1.0*1.085) for i in [0, 2163, 2384, 2602, 2821, 3040, 3260, 3480, 3700, 3919, 4139, 4359, 4578, 4798, 5017, 5236, 5457, 5677, 5897, 6115, 6335, 6555, 6776, 6993, 7213, 7433, 7652, 7872, 8091, 8310, 8531, 8751, 8971, 9189, 9409, 9629, 9850, 10069, 10288, 10508, 10727, 10947, 11167, 11384, 11605, 11825, 12044, 12263, 12483, 12702, 12922, 13143, 13362, 13581, 13801, 14021, 14241, 14459, 14680, 14900, 15119]] + 攻击次数2 = 1 + + CD = 15 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 技能施放时间 = 1 + + 是否装备护石 = 0 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + # self.攻击次数2 = 1.28 + self.data1 = [int(i*1.28) for i in self.data1] + self.是否装备护石 = 1 + elif x == 1: + self.data1 = [int(i*1.60) for i in self.data1] + # self.攻击次数2 = 1.60 #修改位置 + self.是否装备护石 = 1 + + +# 光裂斩,护石取最大蓄气 +class 技能14(职业主动技能): + 名称 = '光裂斩' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + CD = 25 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + # 斩击攻击力:% + data0 = [int(i*1.0*1.085) for i in [0, 7562, 8329, 9096, 9865, 10632, 11400, 12166, 12933, 13701, 14467, 15236, 16004, 16769, 17537, 18305, 19073, 19840, 20607, 21374, 22141, 22909, 23677, 24445, 25211, 25978, 26746, 27513, 28281, 29049, 29814, 30582, 31350, 32117, 32885, 33653, 34419, 35186, 35954, 36721, 37490, 38256, 39023, 39791, 40558, 41325, 42094, 42862, 43627, 44395, 45162, 45928, 46698, 47464, 48231, 48999, 49766, 50535, 51301, 52068, 52836]] + # 能量多段攻击力:% + data1 = [int(i*1.0*1.085) for i in [0, 1006, 1108, 1211, 1313, 1416, 1517, 1622, 1725, 1824, 1926, 2030, 2132, 2235, 2337, 2440, 2542, 2645, 2745, 2848, 2950, 3053, 3155, 3258, 3360, 3463, 3565, 3667, 3768, 3871, 3973, 4076, 4178, 4281, 4383, 4486, 4587, 4690, 4792, 4895, 4996, 5099, 5201, 5305, 5407, 5507, 5610, 5714, 5816, 5919, 6021, 6124, 6226, 6326, 6429, 6531, 6634, 6736, 6839, 6941, 7044]] + 攻击次数2 = 5 + + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data0 = [int(i*1.98*1.06) for i in self.data0] + # self.攻击次数 = 1.98 * 1.06 + self.攻击次数2 = 0 + elif x == 1: + self.data0 = [int(i*1.98*1.14) for i in self.data0] + # self.攻击次数 = 1.98 * 1.14#修改位置 + self.攻击次数2 = 0 + +# 光导裂地斩 + + +class 技能15(职业主动技能): + 名称 = '光导裂地斩' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + # 攻击段数 = 6 + # 基础 = 6247 - 633.5 + # 成长 = 633.5 + # 攻击次数 = 1 + + # 基础2 = 9512 - 965 + # 成长2 = 965 + # 攻击次数2 = 1 + CD = 45 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + # 下劈攻击力:% + data0 = [int(i*1.0*1.085) for i in [0, 8626, 9501, 10377, 11251, 12127, 13002, 13879, 14753, 15629, 16505, 17379, 18254, 19130, 20005, 20879, 21757, 22630, 23506, 24382, 25257, 26131, 27009, 27882, 28758, 29634, 30509, 31383, 32259, 33135, 34009, 34886, 35761, 36635, 37510, 38387, 39261, 40136, 41013, 41886, 42762, 43638, 44514, 45388, 46265, 47140, 48014, 48890, 49766, 50640, 51516, 52392, 53265, 54142, 55017, 55892, 56768, 57644, 58518, 59394, 60269]] + # 上挑攻击力:% + data1 = [int(i*1.0*1.085) for i in [0, 13135, 14468, 15801, 17133, 18465, 19799, 21132, 22465, 23798, 25130, 26463, 27796, 29129, 30459, 31794, 33127, 34460, 35792, 37125, 38458, 39791, 41124, 42455, 43787, 45122, 46455, 47786, 49119, 50452, 51785, 53117, 54450, 55783, 57117, 58448, 59781, 61114, 62447, 63780, 65112, 66445, 67778, 69112, 70444, 71776, 73109, 74442, 75774, 77107, 78440, 79773, 81107, 82439, 83772, 85105, 86437, 87768, 89101, 90434, 91767]] + 攻击次数2 = 1 + + ### + # 倍率 = 1.121 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 *= 1.17 + self.攻击次数2 *= 1.2 + elif x == 1: + self.攻击次数 *= 1.17 + self.攻击次数2 *= 1.33 # 修改位置 + + +# 一觉,非提炼 +class 技能16(职业主动技能): + 名称 = '超能场域' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + # 能量多段攻击力:% + data0 = [int(i*1.0*1.085) for i in [0, 765, 942, 1120, 1296, 1474, 1653, 1830, 2009, 2183, 2362, 2540, 2718, 2896, 3075, 3250, 3428, 3605, 3784, 3962, 4140, 4316, 4493, 4672, 4850, 5028, 5206, 5381, 5559, 5738, 5915, 6094, 6272, 6448, 6626, 6803, 6981, 7160, 7337, 7515, 7691]] + # 秒C的段数 + 攻击次数 = 14 + # 能量爆炸攻击力:% + data1 = [int(i*1.0*1.085) for i in [0, 38996, 48039, 57081, 66124, 75168, 84211, 93255, 102298, 122473, 132423, 142370, 152317, 162264, 172212, 182159, 192106, 202053, 212002, 221949, 231896, 241842, 251789, 261736, 271684, 281631, 291578, 301525, 311475, 321422, 331369, 341316, 351263, 361211, 371158, 381105, 391053, 401001, 410948, 420895, 430842]] + 攻击次数2 = 1 + CD = 145 + +# 能量禁锢 + + +class 技能17(职业主动技能): + 名称 = '能量禁锢' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + + CD = 25 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + #多段攻击力:% + data0 = [int(i*1.0*1.085) for i in [0, 1072, 1181, 1293, 1401, 1509, 1619, 1727, 1836, 1945, 2055, 2164, 2273, 2381, 2491, 2599, 2707, 2817, 2926, 3036, 3144, 3253, 3362, 3471, 3579, 3689, 3798, 3908, 4016, 4124, 4234, 4344, 4454, 4563, 4671, 4781, 4889, 4997, 5107, 5215, 5326, 5434, 5543, 5652, 5761, 5870, 5979, 6087, 6198, 6306, 6414, 6524, 6632, 6742, 6850, 6959, 7069, 7178, 7286, 7397, 7505]] + 攻击次数 = 10 + data1 = [int(i*1.0*1.085) for i in [0, 4605, 5071, 5538, 6006, 6472, 6941, 7408, 7874, 8342, 8809, 9276, 9743, 10211, 10678, 11145, 11612, 12079, 12548, 13014, 13482, 13948, 14415, 14883, 15349, 15818, 16285, 16751, 17219, 17686, 18153, 18621, 19088, 19555, 20023, 20489, 20956, 21425, 21891, 22359, 22826, 23292, 23760, 24226, 24695, 25162, 25629, 26096, 26563, 27031, 27499, 27967, 28433, 28902, 29369, 29836, 30303, 30769, 31237, 31704, 32172]] + 攻击次数2 = 1 + ### + + # 爆炸次数 = 0 + 是否装备护石 = 0 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 14 * 0.8 # 14是测试结论 + self.是否装备护石 = 1 + # self.攻击次数2 += self.爆炸次数* 0.33 + elif x == 1: + self.攻击次数 = 14 * 0.89 # 修改位置 + self.是否装备护石 = 1 + # self.攻击次数2 += self.爆炸次数 *0.33 + + +# 离散能量波 + +class 技能18(职业主动技能): + 名称 = '离散能量波' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + + data0 = [0,2255, 2484, 2713, 2941, 3170, 3400, 3630, 3858, 4086, 4315, 4543, 4774, 5002, 5230, 5460, 5688, 5919, 6147, 6376, 6604, 6832, 7061, 7291, 7520, 7749, 7978, 8206, 8437, 8665, 8893, 9122, 9350, 9581, 9809, 10039, 10267, 10495, 10726, 10954, 11183, 11411, 11639, 11869, 12098, 12328, 12556, 12785, 13014, 13244, 13473, 13700, 13929, 14158, 14387, 14617, 14846, 15074, 15304, 15532, 15763] + 攻击次数 = 10 + + data1 = [0,9669, 10650, 11631, 12612, 13593, 14575, 15555, 16537, 17517, 18499, 19479, 20460, 21443, 22423, 23404, 24384, 25367, 26347, 27328, 28308, 29290, 30272, 31252, 32234, 33214, 34196, 35177, 36158, 37139, 38119, 39102, 40082, 41063, 42043, 43026, 44007, 44987, 45968, 46951, 47931, 48912, 49893, 50874, 51855, 52836, 53818, 54798, 55780, 56760, 57742, 58722, 59703, 60687, 61667, 62648, 63628, 64611, 65592, 66572, 67554] + 攻击次数2 = 1 + + CD = 50 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.CD *= 0.9 + self.攻击次数 = 15 * 0.75 + self.攻击次数2 *= 1.4 + elif x == 1: + self.CD *= 0.9 + self.攻击次数 = 15 * 0.75 + self.攻击次数2 *= 1.66 # 修改位置 + +# 绝望圆舞 + + +class 技能19(职业主动技能): + 名称 = '绝望圆舞' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + # 攻击段数 = 8 + # 基础 = 38894.00 - 3946.60 + # 成长 = 3946.60 + CD = 40 + ### + # 倍率 = 1.121 + + # 乱舞攻击力:% X 8次 + data0 = [int(i*1.0*1.085) for i in [0, 4572, 5036, 5502, 5966, 6429, 6893, 7358, 7823, 8287, 8751, 9215, 9679, 10143, 10608, 11071, 11535, 11999, 12464, 12927, 13391, 13855, 14320, 14784, 15247, 15712, 16178, 16642, 17104, 17568, 18034, 18498, 18962, 19424, 19890, 20354, 20818, 21281, 21746, 22210, 22674, 23139, 23604, 24067, 24531, 24996, 25460, 25923, 26387, 26852, 27316, 27779, 28243, 28708, 29172, 29636, 30099, 30564, 31028, 31492, 31958]] + 攻击次数 = 8 + # 最后一击攻击力:% + data1 = [int(i*1.0*1.085) for i in [0, 15685, 17275, 18867, 20457, 22050, 23640, 25232, 26822, 28416, 30006, 31597, 33188, 34780, 36371, 37962, 39553, 41146, 42737, 44328, 45919, 47511, 49101, 50693, 52283, 53877, 55466, 57058, 58649, 60241, 61832, 63423, 65015, 66605, 68197, 69787, 71381, 72971, 74563, 76153, 77746, 79336, 80928, 82518, 84111, 85702, 87293, 88884, 90476, 92067, 93658, 95249, 96842, 98433, 100024, 101615, 103207, 104797, 106388, 107979, 109571]] + 攻击次数2 = 1 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.35 + +# CEAB-2超能爆发,满蓄 + + +class 技能20(职业主动技能): + 名称 = 'CEAB-2超能爆发' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + # 攻击段数 = 1 + # 基础 = 44464.00 - 4510.92 + # 成长 = 4510.92 + # 爆炸攻击力: + # data0 = [0, 40341, 44434, 48526, 52619, 56710, 60803, 64895, 68988, 73081, 77173, 81266, 85359, 89451, 93544, 97636, 101729, 105822, 109914, 114007, 118099, 122192, 126285, 130377, 134470, 138562, 142655, 146748, 150840, 154933, 159025, 163118, 167211, 171303, 175396, 179488, 183581, 187673, 191765, 195858, 199950, 204043, 208136, 212228, 216321, 220413, 224506, 228599, 232691, 236784, 240876, 244969, 249062, 253154, 257247, 261340, 265432, 269525, 273617, 277710, 281803] + # 最大蓄气时的爆炸攻击力: + data0 = [int(i*1.0*1.085) for i in [0, 57209, 63013, 68816, 74622, 80425, 86229, 92033, 97838, 103641, 109445, 115249, 121053, 126857, 132660, 138464, 144269, 150073, 155877, 161679, 167483, 173289, 179093, 184898, 190701, 196505, 202309, 208112, 213917, 219720, 225524, 231329, 237133, 242937, 248739, 254543, 260348, 266152, 271956, 277762, 283565, 289369, 295172, 300977, 306781, 312584, 318388, 324193, 329997, 335800, 341603, 347408, 353212, 359016, 364820, 370624, 376429, 382232, 388036, 393841, 399645]] + + CD = 45 + ### + # 倍率 = 1.074 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.39 + self.CD *= 0.9 + +# 二觉,1.5秒后c + + +class 技能21(职业主动技能): + 名称 = '终焉:超世界崩坏' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + # 攻击段数 = 17 + + # 基础 = 1800 - 216.33333 * 5 + # 成长 = 216.33333 + # 攻击次数 = 6 + + # 基础2 = 168632 - 20286.5 *5 + # 成长2 = 20286.5 + # 攻击次数2 = 1 + # 多段攻击力:% + # 秒C6段,打满14次 + data0 = [int(i*1.0*1.085) for i in [0, 1260, 1549, 1842, 2136, 2429, 2719, 3012, 3304, 3597, 3889, 4180, 4473, 4765, 5057, 5350, 5644, 5933, 6227, 6520, 6812, 7103, 7396, 7688, 7980, 8273, 8564, 8857, 9148, 9441, 9735, 10024, 10317, 10611, 10903, 11195, 11487, 11779, 12072, 12364, 12656, 12948, 13240, 13532, 13825, 14119, 14408, 14701, 14995, 15287, 15579, 15870, 16163, 16455, 16747, 17040, 17332, 17623, 17916, 18209, 18501]] + 攻击次数 = 6 + # 爆炸攻击力:% + data1 = [int(i*1.0*1.085) for i in [0, 118077, 145459, 172840, 200220, 227602, 254982, 282363, 309745, 337125, 364504, 391886, 419267, 446647, 474029, 501409, 528790, 556172, 583552, 610933, 638314, 665695, 693075, 720456, 747836, 775217, 802599, 829979, 857360, 884741, 912122, 939502, 966884, 994265, 1021645, 1049024, 1076406, 1103787, 1131167, 1158549, 1185929, 1213310, 1240692, 1268072, 1295453, 1322834, 1350215, 1377595, 1404976, 1432356, 1459737, 1487119, 1514499, 1541880, 1569261, 1596642, 1624022, 1651404, 1678785, 1706165, 1733547]] + 攻击次数2 = 1 + CD = 180 + ### + # 倍率 = 1.1 + +# 95 + + +class 技能22(职业主动技能): + 名称 = '临界源能弹' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + data0 = [int(i*1.085) for i in [0, 19967, 21992, 24018, 26043, 28069, 30094, 32120, 34146, 36172, 38198, 40224, 42249, 44274, 46300, 48326, 50351, 52377, 54403, 56429, 58455, 60479, 62505, 64531, 66557, 68583, 70608, 72634, 74660, 76686, 78710, 80736, 82762, 84788, 86814, 88840, 90865, 92891, 94917, 96942, 98967, 100993, 103019, 105045, 107071, 109097, 111122, 113147, 115173, 117199, 119224, 121250, 123276, 125302, 127328, 129354, 131378, 133404, 135430, 137456, 139481]] + 攻击次数 = 5 + data1 = [int(i*1.085) for i in [0, 110930, 122182, 133436, 144690, 155944, 167198, 178451, 189705, 200959, 212213, 223467, 234720, 245974, 257228, 268482, 279736, 290989, 302243, 313497, 324751, 336005, 347258, 358512, 369766, 381020, 392274, 403527, 414781, 426035, 437289, 448543, 459795, 471050, 482304, 493558, 504812, 516064, 527318, 538572, 549826, 561080, 572333, 583587, 594841, 606095, 617349, 628602, 639856, 651110, 662364, 673618, 684871, 696125, 707379, 718633, 729887, 741140, 752394, 763648, 774902]] + 攻击次数2 = 0 # 1 + CD = 60 + +# 三觉 + + +class 技能23(职业主动技能): + 名称 = '源能场域:黑暗边缘' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + data0 = [int(i*1.085) for i in [0, 369810, 455564, 541317, 627071, 712824, 798578, 884331, 970084, 1055838, 1141590, 1227345, 1313097, 1398851, 1484604, 1570358, 1656111, 1741864, 1827618, 1913372, 1999125, 2084878, 2170632, 2256385, 2342139, 2427891, 2513645, 2599398, 2685152, 2770905, 2856658, 2942412, 3028165, 3113919, 3199672, 3285426, 3371179, 3456933, 3542686, 3628440, 3714192, 3799946, 3885699, 3971452, 4057206, 4142959, 4228713, 4314466, 4400219, 4485973, 4571726, 4657480, 4743234, 4828987, 4914739, 5000493, 5086247, 5172000, 5257753, 5343507, 5429260]] + 攻击次数 = 1 + CD = 290 + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +苍暮·源能专家一觉序号 = 0 +苍暮·源能专家二觉序号 = 0 +苍暮·源能专家三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 苍暮·源能专家一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 苍暮·源能专家二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 苍暮·源能专家三觉序号 = 技能序号[i.名称] + +苍暮·源能专家护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 苍暮·源能专家护石选项.append(i.名称) + +苍暮·源能专家符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 苍暮·源能专家符文选项.append(i.名称) + + +class 苍暮·源能专家角色属性(角色属性): + 实际名称 = '苍暮·源能专家' + 角色 = '枪剑士' + 职业 = '源能专家' + + 武器选项 = ['源力剑'] + + 类型选择 = ['魔法百分比'] + + 类型 = '魔法百分比' + 防具类型 = '布甲' + 防具精通属性 = ['智力'] + + 主BUFF = 2.0 + + 远古记忆 = 0 + + 引力源光弹充能次数 = 0 + 能量禁锢爆炸次数 = 0 + 二觉多段次数 = 6 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + if self.装备检查('谍影:超级核心'): + self.技能栏[self.技能序号['源力剑精通']].谍影专用倍率 = 2 + self.技能栏[self.技能序号['终焉:超世界崩坏']].攻击次数 = self.二觉多段次数 + super().被动倍率计算() + + def 数据计算(self, x=0, y=-1): + self.预处理() + # 初步计算 + 技能释放次数 = self.技能释放次数计算() + 技能单次伤害 = self.技能单次伤害计算(y) + + # 能量禁锢护石 + if self.技能栏[self.技能序号['能量禁锢']].是否装备护石 == 1: + 技能单次伤害[self.技能序号['能量禁锢']] += (0.33*self.能量禁锢爆炸次数)*(self.技能栏[self.技能序号['能量禁锢']].基础2 + self.技能栏[self.技能序号['能量禁锢']].成长2 * self.技能栏[self.技能序号['能量禁锢']].等级)*( + 1 + self.技能栏[self.技能序号['能量禁锢']].TP成长 * self.技能栏[self.技能序号['能量禁锢']].TP等级) * self.技能栏[self.技能序号['能量禁锢']].倍率 * self.伤害指数*i.被动倍率 + + 技能总伤害 = self.技能总伤害计算(技能释放次数, 技能单次伤害) + + # self.宠物次数[self.技能序号['引力源光弹']] = eval(self.宠物次数[self.技能序号['引力源光弹']].replace('num', str(技能释放次数[self.技能序号['引力源光弹']]))) + + # 引力源光弹护石 + if self.技能栏[self.技能序号['引力源光弹']].是否装备护石 == 1: + if self.宠物次数[self.技能序号['引力源光弹']] < self.引力源光弹充能次数: + 技能总伤害[self.技能序号['CEAB-2超能爆发']] += (技能单次伤害[self.技能序号['引力源光弹']] * 0.3 * self.引力源光弹充能次数 * ( + 1+self.白兔子技能*0.20 + self.年宠技能*0.10*self.宠物次数[self.技能序号['引力源光弹']]/self.引力源光弹充能次数+self.斗神之吼秘药*0.12)) + else: + 技能总伤害[self.技能序号['CEAB-2超能爆发']] += (技能单次伤害[self.技能序号['引力源光弹']] * 0.3 * self.引力源光弹充能次数 * ( + 1+self.白兔子技能*0.20 + self.年宠技能*0.10+self.斗神之吼秘药*0.12)) + + # 返回结果 + return self.数据返回(x, 技能释放次数, 技能总伤害) + + +class 苍暮·源能专家(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 苍暮·源能专家角色属性() + self.角色属性A = 苍暮·源能专家角色属性() + self.角色属性B = 苍暮·源能专家角色属性() + self.一觉序号 = 苍暮·源能专家一觉序号 + self.二觉序号 = 苍暮·源能专家二觉序号 + self.三觉序号 = 苍暮·源能专家三觉序号 + self.护石选项 = deepcopy(苍暮·源能专家护石选项) + self.符文选项 = deepcopy(苍暮·源能专家符文选项) + # QMessageBox.information(self, "提示", "4.7日测试服数据,仅供参考") + + def 引力源光弹充能次数判断(self, 警告, 选项变更): + 引力源光弹次数 = 0 + 超能爆发次数 = 0 + + if '/CD' not in self.次数输入[self.角色属性A.技能序号['引力源光弹']].currentText(): + try: + 引力源光弹次数 = int( + self.次数输入[self.角色属性A.技能序号['引力源光弹']].currentText()) + except: + 引力源光弹次数 = 100 + else: + 引力源光弹次数 = 100 + if '/CD' not in self.次数输入[self.角色属性A.技能序号['CEAB-2超能爆发']].currentText(): + try: + 超能爆发次数 = int( + self.次数输入[self.角色属性A.技能序号['CEAB-2超能爆发']].currentText()) + except: + 超能爆发次数 = 100 + else: + 超能爆发次数 = 100 + + sign = 0 + for x in range(3): + if self.护石栏[x].currentText() == '引力源光弹' and 引力源光弹次数 != 0 and 超能爆发次数 != 0: + sign = 1 + + 充能次数上限 = 1 + if 引力源光弹次数 != 0 and 超能爆发次数 != 0 and ('/CD' not in self.次数输入[self.角色属性A.技能序号['CEAB-2超能爆发']].currentText() or '/CD' not in self.次数输入[self.角色属性A.技能序号['引力源光弹']].currentText()): + if 超能爆发次数 >= 引力源光弹次数: + 充能次数上限 = 引力源光弹次数 + else: + 充能次数上限 = 超能爆发次数 + # self.引力源光弹护石选项.setCurrentIndex(充能次数上限) + if self.引力源光弹护石选项.currentIndex() > 充能次数上限 and sign == 1 and ('/CD' not in self.次数输入[self.角色属性A.技能序号['引力源光弹']].currentText() or '/CD' not in self.次数输入[self.角色属性A.技能序号['CEAB-2超能爆发']].currentText()) and 警告 == 0: + self.引力源光弹护石选项.setCurrentIndex(充能次数上限) + if 选项变更 == 0: + QMessageBox.information(self, "错误", "输入的充能次数超过上限,已自动修正") + 警告 = 1 + elif self.引力源光弹护石选项.currentIndex() < 充能次数上限 and sign == 1 and ('/CD' not in self.次数输入[self.角色属性A.技能序号['引力源光弹']].currentText() or '/CD' not in self.次数输入[self.角色属性A.技能序号['CEAB-2超能爆发']].currentText()) and 选项变更 == 1: + self.引力源光弹护石选项.setCurrentIndex(充能次数上限) + 选项变更 = 0 + elif '/CD' in self.次数输入[self.角色属性A.技能序号['引力源光弹']].currentText() and '/CD' in self.次数输入[self.角色属性A.技能序号['CEAB-2超能爆发']].currentText() and 选项变更 == 1: + self.引力源光弹护石选项.setCurrentIndex(1) + + if sign == 0: + self.引力源光弹护石选项.setEnabled(False) + self.引力源光弹护石选项.setStyleSheet(下拉框样式) + self.引力源光弹护石选项.setCurrentIndex(0) + else: + self.引力源光弹护石选项.setEnabled(True) + self.引力源光弹护石选项.setStyleSheet(下拉框样式) + flag1 = 0 + flag2 = 0 + flag3 = 0 + + def 能量禁锢爆炸次数判断(self, 警告): + 能量禁锢次数 = 0 + 能量飞鱼弹次数 = 0 + 源能护盾次数 = 0 + + if '/CD' not in self.次数输入[self.角色属性A.技能序号['能量禁锢']].currentText(): + try: + 能量禁锢次数 = int(self.次数输入[self.角色属性A.技能序号['能量禁锢']].currentText()) + except: + 能量禁锢次数 = 1 + else: + 能量禁锢次数 = 1 + if '/CD' not in self.次数输入[self.角色属性A.技能序号['能量飞鱼弹']].currentText(): + try: + 能量飞鱼弹次数 = int( + self.次数输入[self.角色属性A.技能序号['能量飞鱼弹']].currentText()) + + except: + 能量飞鱼弹次数 = 2 + else: + 能量飞鱼弹次数 = 2 + if '/CD' not in self.次数输入[self.角色属性A.技能序号['源能护盾']].currentText(): + try: + 源能护盾次数 = int(self.次数输入[self.角色属性A.技能序号['源能护盾']].currentText()) + except: + 源能护盾次数 = 2 + else: + 源能护盾次数 = 2 + + sign2 = 0 + for x in range(3): + if self.护石栏[x].currentText() == '能量禁锢' and 能量禁锢次数 != 0 and (能量飞鱼弹次数+源能护盾次数) != 0: + sign2 = 1 + + 护石 = [] + for i in range(3): + 护石.append(self.护石栏[i].currentText()) + if "能量禁锢" in 护石: + self.flag1 = 1 + elif "能量禁锢" not in 护石: + self.flag1 = 0 + if self.flag1 == 1 and self.flag2 == 0: + self.flag2 = 1 + self.flag3 = 1 + elif self.flag1 == 1 and self.flag2 == 1: + self.flag3 = 0 + if self.flag1 == 0 and self.flag2 == 1: + self.flag2 = 0 + if self.flag3 == 1: + 警告 = False + 护石 = [] + + if 能量禁锢次数 != 0: + if 能量禁锢次数 == 1: + if(能量飞鱼弹次数+源能护盾次数) >= 2: + self.能量禁锢护石选项.setCurrentIndex(2) + else: + self.能量禁锢护石选项.setCurrentIndex(能量飞鱼弹次数+源能护盾次数) + else: + self.能量禁锢护石选项.setCurrentIndex(2) + else: + self.能量禁锢护石选项.setCurrentIndex(0) + if (能量飞鱼弹次数+源能护盾次数) < (能量禁锢次数*2) and sign2 == 1 and 警告 == False and ('/CD' not in self.次数输入[self.角色属性A.技能序号['源能护盾']].currentText() and '/CD' not in self.次数输入[self.角色属性A.技能序号['能量飞鱼弹']].currentText()): + QMessageBox.information( + self, "错误", "能量飞鱼弹与源能护盾次数不足以为能量禁锢提供"+str(能量禁锢次数*2)+"次爆炸,建议修改技能及爆炸次数,若不修改则按输入的数值计算") + 警告 = True + + if sign2 == 0: + self.能量禁锢护石选项.setEnabled(False) + self.能量禁锢护石选项.setStyleSheet(下拉框样式) + self.能量禁锢护石选项.setCurrentIndex(0) + else: + self.能量禁锢护石选项.setEnabled(True) + self.能量禁锢护石选项.setStyleSheet(下拉框样式) + + def 界面(self): + super().界面() + + self.引力源光弹护石选项 = MyQComboBox(self.main_frame2) + for i in range(100): + self.引力源光弹护石选项.addItem('引力源光弹充能次数:'+str(i)) + self.引力源光弹护石选项.resize(160, 20) + self.引力源光弹护石选项.move(300, 480) + self.引力源光弹护石选项.setCurrentIndex(1) + self.引力源光弹护石选项.setToolTip( + '修改对CEAB-2进行充能的次数,每次CEAB-2上限一次,受宠物技能影响。仅佩戴引力源光弹护石时生效') + + for i in range(3): + self.护石栏[i].currentIndexChanged.connect( + lambda state: self.引力源光弹充能次数判断(警告=1, 选项变更=1)) + self.次数输入[self.角色属性A.技能序号['引力源光弹']].currentIndexChanged.connect( + lambda state: self.引力源光弹充能次数判断(警告=0, 选项变更=1)) + self.次数输入[self.角色属性A.技能序号['CEAB-2超能爆发'] + ].currentIndexChanged.connect(lambda state: self.引力源光弹充能次数判断(警告=0, 选项变更=1)) + self.引力源光弹护石选项.currentIndexChanged.connect( + lambda state: self.引力源光弹充能次数判断(警告=0, 选项变更=0)) + + self.能量禁锢护石选项 = MyQComboBox(self.main_frame2) + self.能量禁锢护石选项.addItem('能量禁锢爆炸次数:0') + self.能量禁锢护石选项.addItem('能量禁锢爆炸次数:1') + self.能量禁锢护石选项.addItem('能量禁锢爆炸次数:2') + self.能量禁锢护石选项.resize(160, 20) + self.能量禁锢护石选项.move(300, 390) + self.能量禁锢护石选项.setCurrentIndex(2) + self.能量禁锢护石选项.setToolTip('修改每次能量禁锢爆炸次数,与源能护盾、能量飞鱼弹释放次数关联,仅佩戴能量禁锢护石时生效') + # bldic = {True:1,False:0} + for i in range(3): + self.护石栏[i].currentIndexChanged.connect( + lambda state: self.能量禁锢爆炸次数判断(警告=True)) + + self.次数输入[self.角色属性A.技能序号['能量禁锢']].currentIndexChanged.connect( + lambda state: self.能量禁锢爆炸次数判断(警告=False)) + self.次数输入[self.角色属性A.技能序号['能量飞鱼弹']].currentIndexChanged.connect( + lambda state: self.能量禁锢爆炸次数判断(警告=False)) + self.次数输入[self.角色属性A.技能序号['源能护盾']].currentIndexChanged.connect( + lambda state: self.能量禁锢爆炸次数判断(警告=False)) + + # 临界源能弹蓄力判断 + + self.临界源能弹蓄力选项 = QCheckBox('临界源能弹蓄力释放', self.main_frame2) + self.临界源能弹蓄力选项.resize(160, 20) + self.临界源能弹蓄力选项.move(320, 540) + self.临界源能弹蓄力选项.setStyleSheet(复选框样式) + self.临界源能弹蓄力选项.setToolTip('蓄力释放临界源能弹') + self.临界源能弹蓄力选项.setChecked(True) + + self.二觉hit选项 = MyQComboBox(self.main_frame2) + for i in range(6, 15): + self.二觉hit选项.addItem('终焉:超世界崩坏多段次数:' + str(i)) + self.二觉hit选项.setCurrentIndex(0) + self.二觉hit选项.resize(160, 20) + self.二觉hit选项.move(300, 510) + self.二觉hit选项.setToolTip('秒C6+1,打满14+1') + + self.职业存档.append(('引力源光弹护石选项', self.引力源光弹护石选项, 1)) + self.职业存档.append(('能量禁锢护石选项', self.能量禁锢护石选项, 1)) + self.职业存档.append(('临界源能弹蓄力选项', self.临界源能弹蓄力选项, 0)) + self.职业存档.append(('二觉hit选项', self.二觉hit选项, 1)) + + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + + 属性.引力源光弹充能次数 = self.引力源光弹护石选项.currentIndex() + # 属性.技能栏[属性.技能序号['能量禁锢']].爆炸次数 = self.能量禁锢护石选项.currentIndex() + 属性.能量禁锢爆炸次数 = self.能量禁锢护石选项.currentIndex() + 属性.二觉多段次数 = self.二觉hit选项.currentIndex() +6 + + if self.临界源能弹蓄力选项.isChecked(): + 属性.技能栏[属性.技能序号['临界源能弹']].攻击次数 = 0 + 属性.技能栏[属性.技能序号['临界源能弹']].攻击次数2 = 1 diff --git a/Characters/苍暮·特工.py b/Characters/苍暮·特工.py new file mode 100644 index 00000000..8e4c3f57 --- /dev/null +++ b/Characters/苍暮·特工.py @@ -0,0 +1,590 @@ +from math import * +from PublicReference.carry.base import * +# 2021.4.7 韩测 + + +class 职业主动技能(主动技能): + 锁定护石 = 0 + 歼灭次数 = 0 + + +class 技能0(职业主动技能): + 名称 = '连续射击' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + data0 = [int(x*1.0*932/888) for x in [0, 888, 979, 1069, 1159, 1250, 1340, 1430, 1520, 1611, 1701, 1790, 1881, 1971, 2061, 2151, 2242, 2332, 2422, 2513, 2603, 2693, 2784, 2873, 2963, 3053, 3144, 3234, 3324, 3415, 3505, 3595, 3686, + 3776, 3865, 3955, 4046, 4136, 4226, 4317, 4407, 4497, 4587, 4678, 4768, 4857, 4948, 5038, 5128, 5219, 5309, 5399, 5489, 5580, 5670, 5760, 5851, 5940, 6030, 6120, 6211, 6301, 6391, 6482, 6572, 6662, 6753, 6843, 6932, 7022, 7113]] + 攻击次数1 = 2 + data1 = [int(x*1.0*1244/1185) for x in [0, 1185, 1305, 1426, 1546, 1666, 1786, 1907, 2027, 2147, 2268, 2388, 2508, 2628, 2749, 2869, 2989, 3109, 3230, 3351, 3470, 3591, 3711, 3831, 3951, 4072, 4192, 4312, 4432, 4553, 4674, 4793, 4914, + 5034, 5154, 5274, 5395, 5515, 5635, 5756, 5876, 5997, 6116, 6237, 6357, 6477, 6597, 6718, 6838, 6958, 7079, 7199, 7320, 7439, 7560, 7680, 7800, 7920, 8041, 8161, 8281, 8402, 8522, 8643, 8762, 8883, 9003, 9123, 9243, 9364, 9485]] + 攻击次数2 = 1 + CD = 6.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return ((self.data0[self.等级] * self.攻击次数1 * (1 + self.TP成长 * self.TP等级))+(self.data1[self.等级] * self.攻击次数2 * (1 + self.TP成长 * self.TP等级))) * self.倍率 + + +class 技能1(被动技能): + 名称 = '特工秘技' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.1 + 0.02 * self.等级, 5) + + +class 技能2(职业主动技能): + 名称 = '双弦斩' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data0 = [int(x*1.0*1246/1187) for x in [0, 1187, 1307, 1427, 1548, 1668, 1788, 1909, 2030, 2149, 2270, 2391, 2512, 2631, 2752, 2873, 2993, 3113, 3234, 3354, 3474, 3595, 3715, 3836, 3956, 4077, 4197, 4318, 4438, 4558, 4679, 4800, 4919, + 5040, 5161, 5280, 5401, 5522, 5642, 5762, 5883, 6004, 6124, 6244, 6365, 6485, 6606, 6726, 6846, 6967, 7088, 7207, 7328, 7449, 7568, 7689, 7810, 7931, 8050, 8171, 8292, 8412, 8532, 8653, 8773, 8894, 9014, 9134, 9255, 9375, 9495]] + 攻击次数1 = 1 + data1 = [int(x*1.0*1869/1780) for x in [0, 1780, 1960, 2141, 2322, 2502, 2683, 2863, 3044, 3225, 3406, 3587, 3767, 3948, 4129, 4309, 4490, 4670, 4851, 5032, 5212, 5393, 5573, 5754, 5935, 6115, 6296, 6476, 6657, 6838, 7018, 7199, 7379, 7560, 7741, + 7921, 8102, 8282, 8463, 8644, 8824, 9006, 9186, 9367, 9548, 9728, 9909, 10089, 10270, 10451, 10631, 10812, 10992, 11173, 11354, 11534, 11715, 11895, 12076, 12257, 12437, 12618, 12798, 12979, 13160, 13340, 13521, 13701, 13882, 14063, 14243]] + 攻击次数2 = 1 + CD = 6.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return ((self.data0[self.等级] * self.攻击次数1 * (1 + self.TP成长 * self.TP等级))+(self.data1[self.等级] * self.攻击次数2 * (1 + self.TP成长 * self.TP等级))) * self.倍率 + + +class 技能3(职业主动技能): + 名称 = '月光挥斩' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + 数据 = [int(x*1.0*2143/2029) for x in [0, 2029, 2234, 2441, 2647, 2853, 3059, 3264, 3470, 3676, 3882, 4088, 4293, 4499, 4705, 4912, 5118, 5324, 5529, 5735, 5941, 6147, 6353, 6558, 6764, 6970, 7177, 7383, 7588, 7794, 8000, 8206, 8412, 8617, 8823, 9029, + 9235, 9441, 9647, 9853, 10059, 10265, 10471, 10676, 10882, 11088, 11294, 11500, 11705, 11912, 12118, 12324, 12530, 12735, 12941, 13147, 13353, 13559, 13764, 13970, 14176, 14383, 14589, 14795, 15000, 15206, 15412, 15618, 15824, 16029, 16235]] + 攻击次数 = 2 + CD = 7.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.数据[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能4(被动技能): + 名称 = '小太刀精通' + 所在等级 = 20 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 <= 10: + return round(1.040 + 0.01 * self.等级, 5) + if self.等级 > 10: + return round(1.150 + 0.02 * (self.等级 - 10), 5) + + def 物理攻击力倍率(self, 武器类型): + if self.等级 <= 10: + return round(1.040 + 0.01 * self.等级, 5) + if self.等级 > 10: + return round(1.150 + 0.02 * (self.等级 - 10), 5) + + +class 技能5(职业主动技能): + 名称 = '满月斩' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data0 = [int(x*1.0*1332/1217) for x in [0, 1217, 1341, 1465, 1588, 1712, 1835, 1958, 2082, 2205, 2329, 2453, 2576, 2700, 2823, 2946, 3070, 3194, 3317, 3441, 3565, 3688, 3812, 3935, 4058, 4182, 4306, 4429, 4553, 4677, 4800, 4923, 5047, + 5170, 5294, 5418, 5541, 5665, 5788, 5912, 6035, 6158, 6282, 6406, 6529, 6653, 6777, 6900, 7023, 7147, 7270, 7394, 7518, 7641, 7765, 7889, 8012, 8135, 8259, 8382, 8506, 8630, 8753, 8877, 9001, 9123, 9247, 9370, 9494, 9618, 9741]] + 攻击次数1 = 3 + data1 = [int(x*1.0*4884/4465) for x in [0, 4465, 4917, 5371, 5823, 6277, 6729, 7182, 7636, 8088, 8542, 8994, 9447, 9900, 10353, 10807, 11259, 11712, 12165, 12618, 13071, 13524, 13977, 14430, 14883, 15336, 15789, 16241, 16695, 17148, 17601, 18054, 18506, 18960, + 19412, 19866, 20319, 20771, 21225, 21677, 22131, 22583, 23036, 23490, 23942, 24396, 24848, 25301, 25754, 26207, 26661, 27113, 27566, 28019, 28472, 28925, 29378, 29831, 30284, 30737, 31190, 31643, 32095, 32549, 33002, 33455, 33908, 34360, 34814, 35266, 35720]] + 攻击次数2 = 1 + CD = 15.0 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 0.8 + + def 等效百分比(self, 武器类型): + return ((self.data0[self.等级] * self.攻击次数1 * (1 + self.TP成长 * self.TP等级))+(self.data1[self.等级] * self.攻击次数2 * (1 + self.TP成长 * self.TP等级))) * self.倍率 + + +class 技能6(职业主动技能): + 名称 = '迅步突袭' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + 数据 = [int(x*1.0*2952/2695) for x in [0, 2695, 2968, 3241, 3515, 3788, 4062, 4335, 4608, 4883, 5157, 5429, 5703, 5977, 6250, 6523, 6797, 7070, 7344, 7617, 7890, 8164, 8438, 8711, 8984, 9258, 9532, 9804, 10078, 10352, 10624, 10898, 11172, 11445, 11719, + 11992, 12265, 12539, 12813, 13085, 13359, 13633, 13905, 14179, 14453, 14726, 14999, 15273, 15546, 15820, 16093, 16366, 16640, 16914, 17187, 17460, 17735, 18009, 18281, 18555, 18829, 19102, 19375, 19649, 19922, 20196, 20469, 20742, 21016, 21290, 21562]] + 攻击次数 = 1 + CD = 5.0 + TP成长 = 0.08 + TP上限 = 5 + ### + # 倍率 = 1/1.072*1.103 + # 韩测加强 + + def 等效百分比(self, 武器类型): + return self.数据[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能7(职业主动技能): + 名称 = '月影秘步' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + 数据 = [int(x*1.0) for x in [0, 837, 922, 1007, 1091, 1176, 1261, 1346, 1431, 1516, 1601, 1686, 1771, 1856, 1941, 2026, 2111, 2196, 2281, 2365, 2450, 2535, 2620, 2705, 2790, 2875, 2960, 3045, 3130, 3215, 3300, 3385, 3470, 3554, + 3639, 3724, 3809, 3894, 3979, 4064, 4149, 4234, 4319, 4404, 4489, 4574, 4659, 4744, 4828, 4913, 4998, 5083, 5168, 5253, 5338, 5423, 5508, 5593, 5678, 5763, 5848, 5933, 6017, 6102, 6187, 6272, 6357, 6442, 6527, 6612, 6697]] + 攻击次数 = 6 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 2 + 护石选项 = ['魔界', '圣痕'] + + def 等效百分比(self, 武器类型): + return self.数据[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.18 + self.CD *= 0.85 + elif x == 1: + self.倍率 *= 1.27 + self.CD *= 0.85 + + +class 技能8(职业主动技能): + 名称 = '锁定射击' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + 数据 = [int(x*1.0*1300/1210*1.1) for x in [0, 1210, 1332, 1455, 1578, 1701, 1823, 1946, 2069, 2191, 2314, 2437, 2560, 2683, 2806, 2928, 3051, 3174, 3296, 3419, 3542, 3665, 3787, 3910, 4033, 4156, 4279, 4402, 4524, 4646, 4769, 4892, 5015, + 5138, 5261, 5383, 5506, 5629, 5752, 5875, 5997, 6119, 6242, 6365, 6488, 6611, 6734, 6857, 6979, 7102, 7225, 7347, 7470, 7593, 7715, 7838, 7961, 8084, 8207, 8330, 8453, 8575, 8698, 8820, 8943, 9066, 9189, 9311, 9434, 9557, 9680]] + 攻击次数 = 1 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 1.6 - 4.2 + 锁定护石 = 0 + 护石选项 = ['魔界', '圣痕'] + + def 等效百分比(self, 武器类型): + return self.数据[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.05 + self.锁定护石 = 1 + elif x == 1: + self.倍率 *= 1.14 + self.锁定护石 = 1 + + +class 技能9(职业主动技能): + 名称 = '枪刃旋杀' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + data0 = [int(x*1.0*1218/1160*1.102) for x in [0, 1160, 1278, 1395, 1514, 1632, 1749, 1867, 1985, 2102, 2221, 2338, 2456, 2574, 2691, 2809, 2926, 3045, 3163, 3280, 3398, 3515, 3633, 3752, 3869, 3987, 4104, 4222, 4340, 4458, 4576, 4694, + 4811, 4929, 5046, 5164, 5283, 5400, 5518, 5635, 5753, 5871, 5989, 6107, 6224, 6342, 6460, 6577, 6696, 6813, 6931, 7049, 7166, 7284, 7403, 7520, 7638, 7755, 7873, 7991, 8108, 8227, 8344, 8462, 8580, 8697, 8815, 8933, 9051, 9169, 9286]] + 攻击次数1 = 1 + data1 = [int(x*1.0*1044/994*1.102) for x in [0, 994, 1095, 1196, 1298, 1399, 1499, 1600, 1701, 1802, 1903, 2003, 2105, 2206, 2307, 2408, 2508, 2609, 2710, 2812, 2913, 3014, 3114, 3215, 3316, 3417, 3519, 3619, 3720, 3821, 3922, 4023, + 4123, 4225, 4326, 4427, 4528, 4628, 4729, 4830, 4931, 5033, 5133, 5234, 5335, 5436, 5537, 5637, 5739, 5840, 5941, 6042, 6143, 6243, 6344, 6446, 6547, 6648, 6748, 6849, 6950, 7051, 7152, 7253, 7354, 7455, 7556, 7657, 7757, 7858, 7960]] + 攻击次数2 = 17 + 数据3 = [int(x*1.0*5375/5119*1.102) for x in [0, 5119, 5639, 6157, 6677, 7197, 7715, 8235, 8755, 9274, 9793, 10313, 10832, 11352, 11870, 12390, 12910, 13428, 13948, 14468, 14987, 15506, 16026, 16545, 17065, 17583, 18103, 18623, 19142, 19661, 20181, 20700, 21219, 21739, + 22258, 22778, 23296, 23816, 24336, 24855, 25374, 25894, 26413, 26933, 27452, 27971, 28491, 29009, 29529, 30049, 30568, 31087, 31607, 32126, 32646, 33165, 33684, 34204, 34722, 35242, 35762, 36281, 36800, 37320, 37839, 38359, 38878, 39397, 39917, 40436, 40955]] + 攻击次数3 = 2 + CD = 45.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 4.5 + 护石选项 = ['魔界', '圣痕'] + + def 等效百分比(self, 武器类型): + return ((self.data0[self.等级] * self.攻击次数1 * (1 + self.TP成长 * self.TP等级))+(self.data1[self.等级] * self.攻击次数2 * (1 + self.TP成长 * self.TP等级))+(self.数据3[self.等级] * self.攻击次数3 * (1 + self.TP成长 * self.TP等级))) * self.倍率 + + def 装备护石(self, x): + if x == 0: + self.攻击次数2 *= 1.92 + self.攻击次数3 *= 0 + elif x == 1: + self.攻击次数2 *= 2.07 + self.攻击次数3 *= 0 + + +class 技能10(职业主动技能): + 名称 = '终极锁定' + 所在等级 = 60 + 等级上限 = 60 + 基础等级 = 23 + 数据 = [int(x*1.0*5564/5288*1.10) for x in [0, 5288, 5824, 6361, 6897, 7434, 7971, 8507, 9044, 9580, 10117, 10653, 11190, 11725, 12262, 12798, 13335, 13872, 14408, + 14945, 15481, 16018, 16554, 17091, 17627, 18164, 18701, 19237, 19774, 20310, 20847, 21383, 21920, 22456, 22992, 23528, 24065, 24602, 25138, 25675, 26211]] + 攻击次数 = 4 + CD = 30.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 1.2 + 护石选项 = ['魔界', '圣痕'] + + def 等效百分比(self, 武器类型): + return self.数据[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.07 + self.CD *= 0.90 + self.攻击次数 += 0.6 + elif x == 1: + self.倍率 *= 1.16 + self.CD *= 0.90 + self.攻击次数 += 0.6 + + +class 技能11(被动技能): + 名称 = '使命觉悟' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.025 + 0.02 * self.等级, 5) + + +class 技能12(职业主动技能): + 名称 = '噬血绝杀' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + 数据 = [int(x*1.0*95112/90161) for x in [0, 29207, 35979, 42753, 49525, 56298, 63070, 69843, 76616, 83389, 90161, 96934, 103706, 110480, 117252, 124025, 130797, 137571, 144344, + 151116, 157889, 164661, 171435, 178207, 184980, 191752, 198526, 205298, 212071, 218843, 225616, 232389, 239162, 245934, 252707, 259480, 266253, 273025, 279798, 286570, 293344]] + 攻击次数 = 2 + 一觉减CD = 0 + 冷却关联技能 = ['所有'] + 暗杀目标加成 = 1.1 + CD = 145.0 + + def 等效百分比(self, 武器类型): + return self.数据[self.等级] * self.暗杀目标加成 * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + def CD缩减倍率(self, 武器类型): + return round(1 - self.一觉减CD, 3) + + +class 技能13(职业主动技能): + 名称 = '月相轮舞' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + data0 = [int(x*1.0*5100/4682*1.105) for x in [0, 4682, 5158, 5632, 6108, 6582, 7058, 7533, 8007, 8483, 8958, 9433, 9908, 10383, 10858, 11334, 11808, 12284, 12759, 13233, 13709, 14183, 14659, 15134, 15609, 16084, 16560, 17034, 17509, 17984, 18459, 18935, 19409, 19885, + 20360, 20835, 21310, 21784, 22260, 22735, 23210, 23685, 24161, 24635, 25111, 25585, 26061, 26536, 27010, 27486, 27960, 28436, 28911, 29386, 29861, 30337, 30811, 31286, 31761, 32236, 32712, 33186, 33662, 34137, 34612, 35087, 35561, 36037, 36512, 36987, 37462]] + 攻击次数1 = 2 + data1 = [int(x*1.0*5767/5294*1.105) for x in [0, 5294, 5832, 6368, 6906, 7442, 7980, 8517, 9054, 9591, 10128, 10666, 11202, 11740, 12277, 12814, 13351, 13888, 14425, 14963, 15500, 16037, 16574, 17111, 17648, 18185, 18723, 19259, 19797, 20334, 20871, 21408, 21945, + 22483, 23019, 23557, 24093, 24631, 25169, 25705, 26243, 26779, 27317, 27853, 28391, 28928, 29465, 30003, 30539, 31077, 31613, 32151, 32688, 33225, 33762, 34299, 34837, 35373, 35911, 36448, 36985, 37522, 38059, 38596, 39134, 39670, 40208, 40745, 41282, 41819, 42356]] + 攻击次数2 = 2 + 数据3 = [int(x*1.0*7210/6618*1.105) for x in [0, 6618, 7289, 7960, 8632, 9303, 9975, 10646, 11318, 11989, 12661, 13332, 14003, 14675, 15346, 16018, 16689, 17361, 18032, 18704, 19375, 20046, 20718, 21389, 22061, 22731, 23403, 24074, 24746, 25417, 26088, 26760, 27431, + 28103, 28774, 29446, 30117, 30789, 31460, 32131, 32803, 33474, 34146, 34817, 35489, 36160, 36832, 37503, 38174, 38846, 39517, 40189, 40860, 41532, 42203, 42875, 43546, 44217, 44889, 45560, 46232, 46902, 47574, 48245, 48917, 49588, 50259, 50931, 51602, 52274, 52945]] + 攻击次数3 = 2 + CD = 50.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 1.0 + 护石选项 = ['魔界', '圣痕'] + + def 等效百分比(self, 武器类型): + return ((self.data0[self.等级] * self.攻击次数1 * (1 + self.TP成长 * self.TP等级))+(self.data1[self.等级] * self.攻击次数2 * (1 + self.TP成长 * self.TP等级))+(self.数据3[self.等级] * self.攻击次数3 * (1 + self.TP成长 * self.TP等级))) * self.倍率 + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.20 + self.CD *= 0.90 + elif x == 1: + self.倍率 *= 1.28 + self.CD *= 0.90 + + +class 技能14(职业主动技能): + 名称 = '月光镇魂曲' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + data0 = [int(x*1.0*4834/4604*1.051) for x in [0, 4604, 5070, 5538, 6005, 6472, 6939, 7407, 7874, 8340, 8807, 9275, 9742, 10209, 10676, 11144, 11611, 12077, 12544, + 13012, 13479, 13946, 14413, 14881, 15347, 15814, 16281, 16749, 17216, 17683, 18150, 18617, 19084, 19551, 20018, 20486, 20953, 21420, 21887, 22353, 22821]] + 攻击次数1 = 9 + data1 = [int(x*1.0*18647/17759*1.051) for x in [0, 17759, 19560, 21362, 23164, 24966, 26768, 28569, 30371, 32173, 33975, 35776, 37577, 39379, 41181, 42983, 44785, 46586, + 48388, 50190, 51992, 53793, 55594, 57396, 59198, 61000, 62802, 64603, 66405, 68207, 70009, 71810, 73611, 75413, 77215, 79017, 80819, 82620, 84422, 86224, 88026]] + 攻击次数2 = 1 + CD = 40.0 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return ((self.data0[self.等级] * self.攻击次数1 * (1 + self.TP成长 * self.TP等级))+(self.data1[self.等级] * self.攻击次数2 * (1 + self.TP成长 * self.TP等级))) * self.倍率 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + self.攻击次数1 = 1.64*(9 - 3) + self.攻击次数2 *= 1.75 + + +class 技能15(被动技能): + 名称 = '冷酷杀意' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22 + 0.02 * self.等级, 5) + + +class 技能16(职业主动技能): + 名称 = '毁灭狂欢' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + data0 = [int(x*1.0*4993/4521*1.104) for x in [0, 4521, 4980, 5439, 5898, 6357, 6816, 7273, 7732, 8191, 8650, 9109, 9568, 10026, 10485, 10944, 11403, 11861, 12320, 12779, 13237, 13696, 14155, 14614, 15073, 15532, 15989, 16448, 16907, 17366, 17825, 18284, 18743, 19201, + 19660, 20119, 20577, 21036, 21495, 21953, 22412, 22871, 23330, 23789, 24248, 24707, 25164, 25623, 26082, 26541, 27000, 27459, 27917, 28376, 28835, 29294, 29752, 30211, 30669, 31128, 31587, 32046, 32505, 32964, 33423, 33880, 34339, 34798, 35257, 35716, 36175]] + 攻击次数1 = 9 + 暗杀目标追加攻击次数1 = 2 + data1 = [int(x*1.0*9693/8777*1.104) for x in [0, 8777, 9667, 10558, 11449, 12340, 13230, 14120, 15011, 15901, 16792, 17682, 18572, 19463, 20354, 21245, 22135, 23025, 23916, 24806, 25697, 26587, 27477, 28368, 29258, 30150, 31040, 31931, 32821, 33711, 34602, 35492, 36383, + 37273, 38163, 39055, 39945, 40836, 41726, 42616, 43507, 44397, 45288, 46178, 47068, 47959, 48850, 49741, 50631, 51521, 52412, 53302, 54193, 55083, 55973, 56864, 57755, 58646, 59536, 60426, 61317, 62207, 63098, 63988, 64878, 65769, 66659, 67551, 68441, 69332, 70222]] + 攻击次数2 = 1 + CD = 45.0 + 演出时间 = 1.5 + 歼灭次数 = 0 + 是否有护石 = 1 + ### + # 倍率 = 1 / 1.115 * 1.12 + # 韩测加强 + + def 等效百分比(self, 武器类型): + return ((self.data0[self.等级] * (self.攻击次数1 + self.暗杀目标追加攻击次数1) * (1 + self.TP成长 * self.TP等级))+(self.data1[self.等级] * self.攻击次数2 * (1 + self.TP成长 * self.TP等级))) * self.倍率 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + self.倍率 *= 1.33 + + +class 技能17(职业主动技能): + 名称 = '精准射击' + 技能图标顺序 = 5 + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + 数据 = [int(x*1.0*5652/5211*1.1) for x in [0, 5211, 5740, 6270, 6798, 7327, 7855, 8384, 8912, 9442, 9971, 10499, 11028, 11556, 12086, 12615, 13143, 13672, 14200, 14729, 15258, 15787, 16316, 16844, 17373, 17901, 18431, 18960, 19488, 20017, 20545, 21075, 21603, 22132, + 22661, 23189, 23718, 24247, 24776, 25305, 25833, 26362, 26891, 27420, 27948, 28477, 29006, 29534, 30064, 30592, 31121, 31650, 32178, 32708, 33236, 33765, 34293, 34822, 35351, 35880, 36409, 36937, 37466, 37994, 38523, 39053, 39581, 40110, 40638, 41167, 41697]] + 攻击次数 = 1 + CD = 8.0 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 0.5 + + def 等效百分比(self, 武器类型): + return self.数据[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能18(职业主动技能): + 名称 = '月相天陨' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + data0 = [int(x*1.0*4402/4174) for x in [0, 4174, 5142, 6110, 7078, 8046, 9014, 9982, 10950, 11918, 12886, 13854, 14822, 15790, 16758, 17726, 18694, 19662, 20630, 21597, 22566, 23534, 24502, 25470, 26438, 27406, 28374, 29342, 30310, 31277, 32246, 33214, 34182, 35150, + 36118, 37086, 38054, 39022, 39990, 40957, 41925, 42894, 43862, 44830, 45798, 46766, 47734, 48702, 49670, 50637, 51605, 52574, 53542, 54510, 55478, 56446, 57414, 58382, 59350, 60317, 61285, 62253, 63222, 64190, 65158, 66126, 67094, 68062, 69030, 69997, 70965]] + 攻击次数1 = 21 + data1 = [int(x*1.0*49783/47203) for x in [0, 47203, 58149, 69095, 80040, 90987, 101932, 112878, 123824, 134770, 145716, 156661, 167607, 178553, 189499, 200445, 211390, 222336, 233282, 244228, 255173, 266119, 277066, 288011, 298957, 309902, 320849, 331795, 342740, 353686, 364631, 375578, 386523, 397469, + 408415, 419361, 430307, 441252, 452198, 463143, 474090, 485036, 495981, 506927, 517873, 528819, 539765, 550710, 561657, 572602, 583548, 594493, 605439, 616386, 627331, 638277, 649222, 660169, 671114, 682060, 693006, 703952, 714898, 725843, 736789, 747734, 758681, 769627, 780572, 791518, 802464]] + 攻击次数2 = 1 + CD = 180.0 + + def 等效百分比(self, 武器类型): + return ((self.data0[self.等级] * self.攻击次数1)+(self.data1[self.等级] * self.攻击次数2)) * self.倍率 + + +class 技能19(被动技能): + 名称 = '无暇' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能20(职业主动技能): + 名称 = '夜影迷踪' + 所在等级 = 95 + 等级上限 = 11 + 基础等级 = 6 + data0 = [int(x*1.0*54754/49942) for x in [0, 33135, 36496, 39858, 43219, 46581, 49942, 53304, 56665, 60027, 63389, 66751, 70112, 73474, 76835, 80197, 83558, 86919, 90281, 93643, 97004, 100365, 103727, 107090, 110451, 113812, 117173, 120536, 123897, 127258, 130619, 133982, 137343, 140704, 144065, + 147428, 150789, 154151, 157512, 160874, 164236, 167597, 170958, 174319, 177682, 181043, 184404, 187765, 191128, 194489, 197850, 201212, 204574, 207936, 211297, 214658, 218020, 221382, 224743, 228104, 231466, 234828, 238189, 241550, 244913, 248274, 251636, 254997, 258359, 261720, 265082]] + 攻击次数1 = 1 + data1 = [int(x*1.0*58404/53273) for x in [0, 35343, 38930, 42515, 46101, 49686, 53273, 56858, 60443, 64029, 67615, 71201, 74786, 78372, 81957, 85544, 89128, 92714, 96300, 99885, 103471, 107057, 110643, 114228, 117814, 121400, 124985, 128570, 132156, 135742, 139328, 142913, 146499, 150085, 153671, + 157255, 160842, 164427, 168014, 171598, 175184, 178770, 182356, 185941, 189526, 193113, 196698, 200284, 203869, 207456, 211041, 214627, 218212, 221797, 225384, 228968, 232555, 236140, 239727, 243311, 246898, 250483, 254069, 257654, 261240, 264826, 268412, 271997, 275582, 279168, 282753]] + 攻击次数2 = 1 + 数据3 = [int(x*1.0*69355/63260) for x in [0, 41971, 46228, 50486, 54745, 59003, 63260, 67518, 71777, 76035, 80292, 84550, 88808, 93067, 97325, 101582, 105840, 110098, 114356, 118614, 122872, 127131, 131389, 135646, 139904, 144162, 148420, 152677, 156935, 161193, 165453, 169710, 173968, 178226, + 182484, 186741, 190999, 195257, 199515, 203774, 208031, 212290, 216548, 220806, 225063, 229321, 233579, 237837, 242095, 246353, 250611, 254869, 259127, 263385, 267643, 271901, 276158, 280417, 284675, 288933, 293190, 297448, 301706, 305965, 310223, 314480, 318739, 322997, 327255, 331512, 335770]] + 攻击次数3 = 1 + CD = 60 + + def 等效百分比(self, 武器类型): + return ((self.data0[self.等级] * self.攻击次数1)+(self.data1[self.等级] * self.攻击次数2)+(self.数据3[self.等级] * self.攻击次数3)) * self.倍率 + + +class 技能21(职业主动技能): + 名称 = '月夜:终极行动' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + data0 = [int(x*1.0*32437/29533) for x in [0, 23975, 29533, 35093, 40653, 46213, 51771, 57331, 62891, 68450, 74009, 79568, 85128, 90687, 96247, 101806, 107366, 112924, 118485, 124044, 129603, 135162, 140722, 146282, 151841, 157400, 162959, 168520, 174078, 179638, 185197, 190757, 196316, 201875, + 207435, 212994, 218554, 224113, 229673, 235232, 240791, 246351, 251911, 257469, 263029, 268588, 274148, 279707, 285266, 290826, 296386, 301945, 307504, 313064, 318623, 324183, 329742, 335302, 340860, 346419, 351980, 357539, 363098, 368657, 374218, 379777, 385336, 390895, 396455, 402015, 407574]] + 攻击次数1 = 11 + data1 = [int(x*1.0*152919/139233) for x in [0, 113024, 139233, 165441, 191650, 217858, 244067, 270276, 296484, 322693, 348901, 375110, 401319, 427527, 453737, 479945, 506154, 532363, 558571, 584780, 610988, 637197, 663406, 689614, 715823, 742031, 768240, 794449, 820657, 846866, 873074, 899283, 925492, 951700, 977909, 1004117, + 1030326, 1056536, 1082744, 1108953, 1135161, 1161370, 1187579, 1213787, 1239996, 1266204, 1292414, 1318623, 1344831, 1371040, 1397248, 1423457, 1449666, 1475874, 1502083, 1528291, 1554500, 1580709, 1606917, 1633126, 1659334, 1685543, 1711752, 1737960, 1764169, 1790377, 1816586, 1842795, 1869003, 1895212, 1921421]] + 攻击次数2 = 1 + CD = 290 + + def 等效百分比(self, 武器类型): + return ((self.data0[self.等级] * self.攻击次数1)+(self.data1[self.等级] * self.攻击次数2)) * self.倍率 + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +苍暮·特工一觉序号 = 0 +苍暮·特工二觉序号 = 0 +苍暮·特工三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 苍暮·特工一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 苍暮·特工二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 苍暮·特工三觉序号 = 技能序号[i.名称] + +苍暮·特工护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 苍暮·特工护石选项.append(i.名称) + +苍暮·特工符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 苍暮·特工符文选项.append(i.名称) + + +class 苍暮·特工角色属性(角色属性): + + 实际名称 = '苍暮·特工' + 角色 = '枪剑士' + 职业 = '特工' + + 武器选项 = ['小太刀'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '皮甲' + 防具精通属性 = ['力量'] + + 主BUFF = 2.00 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 技能释放次数计算(self): + 技能释放次数 = [] + for i in self.技能栏: + if i.名称 == '毁灭狂欢': + if '/CD' in self.次数输入[self.技能序号[i.名称]]: + i.歼灭次数 += (int((self.时间输入 - i.演出时间) / + i.等效CD(self.武器类型, self.类型) + 1 + i.基础释放次数)) + else: + i.歼灭次数 += (eval(self.次数输入[self.技能序号[i.名称]])+i.基础释放次数) + for i in self.技能栏: + if i.是否有伤害 == 1 and i.名称 != '月影秘步' and i.名称 != '锁定射击': + if '/CD' in self.次数输入[self.技能序号[i.名称]]: + 技能释放次数.append(int((self.时间输入 - i.演出时间) / + i.等效CD(self.武器类型, self.类型) + 1 + i.基础释放次数)) + else: + 技能释放次数.append(eval(self.次数输入[self.技能序号[i.名称]])) + elif i.名称 == '月影秘步': + if '/CD' in self.次数输入[self.技能序号[i.名称]]: + # 计算CD时间为技能释放完毕后 + 技能释放次数.append(int((self.时间输入 - i.演出时间) / + (i.等效CD(self.武器类型, self.类型)+1) + 1 + i.基础释放次数)*3) + else: + 技能释放次数.append(eval(self.次数输入[self.技能序号[i.名称]])) + elif i.名称 == '锁定射击': + if '/CD' in self.次数输入[self.技能序号[i.名称]] and self.技能栏[self.技能序号['锁定射击']].锁定护石 == 1: + 技能释放次数.append(int(int((self.时间输入 - i.演出时间)/i.等效CD(self.武器类型, self.类型) + + 1 + i.基础释放次数) * 12)+(int(self.技能栏[self.技能序号['毁灭狂欢']].歼灭次数 * 6))) + elif '/CD' in self.次数输入[self.技能序号[i.名称]] and self.技能栏[self.技能序号['锁定射击']].锁定护石 == 0: + 技能释放次数.append( + int((self.时间输入 - i.演出时间)/i.等效CD(self.武器类型, self.类型) + 1 + i.基础释放次数) * 12) + else: + 技能释放次数.append(eval(self.次数输入[self.技能序号[i.名称]])) + else: + 技能释放次数.append(0) + + return self.技能释放次数解析(技能释放次数) + + +class 苍暮·特工(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 苍暮·特工角色属性() + self.角色属性A = 苍暮·特工角色属性() + self.角色属性B = 苍暮·特工角色属性() + self.一觉序号 = 苍暮·特工一觉序号 + self.二觉序号 = 苍暮·特工二觉序号 + self.三觉序号 = 苍暮·特工三觉序号 + self.护石选项 = deepcopy(苍暮·特工护石选项) + self.符文选项 = deepcopy(苍暮·特工符文选项) + + def 界面(self): + super().界面() + self.一觉减CD开关 = QCheckBox('一觉减CD Buff', self.main_frame2) + self.一觉减CD开关.setChecked(False) + self.一觉减CD开关.resize(120, 20) + self.一觉减CD开关.move(325, 400) + self.一觉减CD开关.setStyleSheet(复选框样式) + self.职业存档.append(('一觉减CD开关', self.一觉减CD开关, 0)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + if self.一觉减CD开关.isChecked(): + 属性.技能栏[属性.技能序号['噬血绝杀']].一觉减CD = 0.1 diff --git a/Characters/重霄·合金战士.py b/Characters/重霄·合金战士.py new file mode 100644 index 00000000..bacd2b43 --- /dev/null +++ b/Characters/重霄·合金战士.py @@ -0,0 +1,622 @@ +from PublicReference.carry.base import * +from math import * + + +class 主动技能(主动技能): + 电弧能量充能 = 0 +# 等级 = 100 + 5 + + +# class 职业主动技能(主动技能): +# 技能施放时间 = 0.0 +# 脱手 = 1 +# data0 = [] +# data1 = [] +# data2 = [] +# data3 = [] + +# def 等效百分比(self, 武器类型): +# 等效倍率 = 0.0 +# if len(self.data0) >= self.等级 and len(self.data0) > 0: +# 等效倍率 += self.data0[self.等级] * self.攻击次数 +# if len(self.data1) >= self.等级 and len(self.data1) > 0: +# 等效倍率 += self.data1[self.等级] * self.攻击次数1 +# if len(self.data2) >= self.等级 and len(self.data2) > 0: +# 等效倍率 += self.data2[self.等级] * self.攻击次数2 +# if len(self.data3) >= self.等级 and len(self.data3) > 0: +# 等效倍率 += self.data3[self.等级] * self.攻击次数3 +# return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 +class 技能0(被动技能): + 名称 = '基础精通' + 倍率 = 1.0 + 所在等级 = 1 + 等级上限 = 200 + 基础等级 = 100 + 关联技能 = ['瞄准射击'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(self.倍率 * (0.463 + 0.089 * self.等级), 5) + + +class 技能1(主动技能): + 名称 = '超频:压制' + 电弧能量充能 = 20 + 所在等级 = 5 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + 基础 = 1625 - 165 + 成长 = 165 + 攻击次数 = 1 + # 学习诺维尔计划:涅磐后减少1秒 + CD = 6.0 - 1 + TP成长 = 0.1 + TP上限 = 7 + +class 技能2(主动技能): + 名称 = '烟尘弹' + 所在等级 = 10 + 等级上限 = 60 + 学习间隔 = 2 + 基础 = 409 - 42 + 成长 = 42 + 攻击次数 = 6 + CD = 6 + TP成长 = 0.08 + TP上限 = 7 + +class 技能3(被动技能): + 名称 = '合金战士自动手枪精通' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.13 + 0.02 * self.等级, 3) + + def 物理攻击力倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.13 + 0.02 * self.等级, 3) + +class 技能4(主动技能): + 名称 = '瞄准射击' + 所在等级 = 15 + 等级上限 = 1 + 基础等级 = 1 + 基础 = 130 + 成长 = 0 + 攻击次数 = 7 + CD = 3 + TP成长 = 0.10 + TP上限 = 3 + +class 技能5(被动技能): + 名称 = '弱点扫描' + 所在等级 = 20 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1 + 0.02 * self.等级, 3) + +class 技能6(主动技能): + 名称 = '枪托强击' + 所在等级 = 20 + 等级上限 = 60 + 学习间隔 = 2 + 基础 = 4221 - 428 + 成长 = 428 + CD = 8 + TP成长 = 0.1 + TP上限 = 7 + +class 技能7(主动技能): + 名称 = '改装榴弹' + 所在等级 = 20 + 等级上限 = 60 + 学习间隔 = 2 + 基础 = 3132 - 317 + 成长 = 317 + CD = 6 + TP成长 = 0.1 + TP上限 = 7 + +class 技能8(被动技能): + 名称 = '改造烟尘弹' + 所在等级 = 25 + 等级上限 = 1 + 基础等级 = 1 + 关联技能 = ['烟尘弹'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.2, 3) + +class 技能9(主动技能): + 名称 = '超频:重盾保卫' + 电弧能量充能 = 30 + 所在等级 = 20 + 等级上限 = 60 + 学习间隔 = 2 + 基础 = 6325 - 642 + 成长 = 642 + # 基础 = 6470 - 656 + # 成长 = 656 + CD = 6 + TP成长 = 0.1 + TP上限 = 7 + +class 技能10(主动技能): + 名称 = '磁力手雷' + 所在等级 = 30 + 等级上限 = 60 + 学习间隔 = 2 + 基础 = 2011 - 204 + 成长 = 204 + 攻击次数 = 3 + CD = 12 + TP成长 = 0.1 + TP上限 = 7 + +class 技能11(主动技能): + 名称 = '三连霰弹' + 所在等级 = 30 + 等级上限 = 60 + 学习间隔 = 2 + 基础 = 1016 - 103 + 成长 = 103 + 攻击次数 = 1 + 基础2 = 1524 - 155 + 成长2 = 155 + 攻击次数2 = 1 + 基础3 = 2540 - 258 + 成长3 = 258 + 攻击次数3 = 1 + CD = 8 + TP成长 = 0.1 + TP上限 = 7 + +class 技能12(主动技能): + 名称 = '爆裂飞踢' + 所在等级 = 35 + 等级上限 = 60 + 学习间隔 = 2 + 基础 = 3233 - 328 + 成长 = 328 + 攻击次数 = 1 + 基础2 = 1212 - 123 + 成长2 = 123 + 攻击次数2 = 4 + CD = 15 + TP成长 = 0.1 + TP上限 = 7 + +class 技能13(主动技能): + 名称 = '超频:机械冲撞' + 电弧能量充能 = 30 + 所在等级 = 35 + 等级上限 = 60 + 学习间隔 = 2 + # 撞击 + 基础 = 4707 - 478 + 成长 = 478 + 攻击次数 = 1 + # 炮 + 基础2 = 3138 - 318 + 成长2 = 318 + 攻击次数2 = 1 + CD = 13 + TP成长 = 0.1 + TP上限 = 7 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, 类型): + if 类型 == 0: + self.攻击次数2 = 0 + self.攻击次数 = 1+0.91+0.32 + +class 技能14(主动技能): + 名称 = '战略轰炸' + 所在等级 = 40 + 等级上限 = 60 + 学习间隔 = 2 + # 榴弹 + 基础 = 1647 - 167 + 成长 = 167 + 攻击次数 = 3 + # 手榴弹 + 基础2 = 2471 - 251 + 成长2 = 251 + 攻击次数2 = 3 + CD = 20 + TP成长 = 0.1 + TP上限 = 7 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, 类型): + if 类型 == 0: + self.攻击次数 += 2 + self.基础 *= 0.83 + self.成长 *= 0.83 + self.基础2 *= 1.29 + self.成长2 *= 1.29 + self.CD *= 0.9 + +class 技能15(主动技能): + 名称 = '雷达扫射' + 所在等级 = 45 + 等级上限 = 60 + 学习间隔 = 2 + 基础 = 1446 - 147 + 成长 = 147 + 攻击次数 = 15 + CD = 40 + TP成长 = 0.1 + TP上限 = 7 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, 类型): + if 类型 == 0: + self.攻击次数 *= 1+0.14+0.17 + self.CD *= 0.95 + +class 技能16(被动技能): + 名称 = '机体复原' + 所在等级 = 48 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.04 + 0.02 * self.等级, 3) + +class 技能17(主动技能): + 名称 = '电弧能量释放' + 所在等级 = 48 + 等级上限 = 1 + 基础等级 = 1 + 基础 = 8816 - 1406 + 成长 = 1406 + 攻击次数 = 1 + CD = 1 + +class 技能18(主动技能): + 名称 = '超频:全领域攻击' + 电弧能量充能 = 100 + 所在等级 = 50 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + 基础 = 5230 + 成长 = 1577 + 攻击次数 = 1 + 基础2 = 2613 + 成长2 = 789 + 攻击次数2 = 8 + 基础3 = 26138 + 成长3 = 7889 + 攻击次数3 = 1 + CD = 145 + +class 技能19(主动技能): + 名称 = '超频:电流闪踢' + 电弧能量充能 = 50 + 所在等级 = 60 + 等级上限 = 40 + 学习间隔 = 2 + 基础 = 17383 - 1764 + 成长 = 1764 + CD = 25 + TP成长 = 0.1 + TP上限 = 7 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, 类型): + if 类型 == 0: + self.攻击次数 *= 1+0.15+0.16 + self.CD *= 0.9 + +class 技能20(主动技能): + 名称 = '堡垒轰击' + 所在等级 = 70 + 等级上限 = 40 + 学习间隔 = 2 + 基础 = 1314 - 133 + 成长 = 133 + 攻击次数 = 30 + CD = 50 + TP成长 = 0.1 + TP上限 = 7 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, 类型): + if 类型 == 0: + # 变成充能类技能 + self.基础释放次数 = 2 + self.倍率 *= 1-0.43+0.13 + self.CD *= 0.5 + +class 技能21(主动技能): + 名称 = 'AT-SO步行者' + 备注 = '自动射击' + 所在等级 = 75 + 等级上限 = 40 + 学习间隔 = 2 + 基础 = 1022 - 104 + 成长 = 104 + 攻击次数 = 28*4 + CD = 40 + CD_min = 20 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, 类型): + if 类型 == 0: + self.CD_min = 30 + # 增加持续时间 + self.攻击次数 *=30/20 + # 自爆 + self.攻击次数 += 5.6 + + +class 技能22(被动技能): + 名称 = '躯体重塑' + 所在等级 = 75 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22 + 0.02 * self.等级, 3) + +class 技能23(主动技能): + 名称 = '炎神攻城炮' + 所在等级 = 80 + 等级上限 = 40 + 学习间隔 = 2 + 精通等级 = 30 + 基础 = 67684 - 6866 + 成长 = 6866 + CD = 45 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, 类型): + if 类型 == 0: + self.倍率 *=1.25 + self.CD *= 0.9 + +class 技能24(主动技能): + 名称 = '超频:伊奎利斯-MR' + 电弧能量充能 = 100 + 所在等级 = 85 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + 基础 = 7802 - 1809 + 成长 = 1809 + 攻击次数 = 20 + CD = 180 + +class 技能25(被动技能): + 名称 = '诺维尔计划:涅磐' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + +class 技能26(主动技能): + 名称 = '超频:音速瞬杀' + 电弧能量充能 = 70 + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 10 + + CD = 60 + + 基础 = 6349 - 644 + 成长 = 644 + 攻击次数 = 4 + + 基础2 = 38097 - 3864 + 成长2 = 3864 + 攻击次数2 =1 + + 基础3 = 63495 - 6441 + 成长3 = 6441 + 攻击次数3 = 1 + +class 技能27(主动技能): + 电弧能量充能 = 100 + 名称 = '超频:末世终结之战' + 所在等级 = 100 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + + 关联技能 = ['无'] + + CD = 290.0 + # 战场脉冲+落地冲击波 + 基础 = 41744 - 9679 + 成长 = 9679 + 攻击次数 = 2 + + 基础2 = 5218 - 1209 + 成长2 = 1209 + 攻击次数2 = 12 + + 基础3 = 20872 - 4839 + 成长3 = 4839 + 攻击次数3 = 3 + + 基础4 = 208720 - 48398 + 成长4 = 48398 + 攻击次数4 = 1 + + def 加成倍率(self, 武器类型): + return 0.0 + + def 等效百分比(self, 武器类型): + if self.等级 == 0: + return 0 + else: + return int( + (self.攻击次数 * (self.基础 + self.成长 * self.等级) + self.攻击次数2 * + (self.基础2 + self.成长2 * self.等级) + self.攻击次数3 * + (self.基础3 + self.成长3 * self.等级) + self.攻击次数4 * + (self.基础4 + self.成长4 * self.等级)) * + (1 + self.TP成长 * self.TP等级) * self.倍率) + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + + +class 职业属性(角色属性): + 实际名称 = '重霄·合金战士' + 角色 = '神枪手(男)' + 职业 = '合金战士' + + 武器选项 = ['自动手枪'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '轻甲' + 防具精通属性 = ['力量'] + + 主BUFF = 2 + + def __init__(self, 技能列表, 技能序号): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + super().被动倍率计算() + self.技能栏[self.技能序号['电弧能量释放']].等级 = self.技能栏[self.技能序号['机体复原']].等级 + + def 武器基础(self): + temp = equ.get_equ_by_name(self.装备栏[11]) + self.力量 += temp.智力 + self.智力 += temp.智力 + self.物理攻击力 += temp.魔法攻击力 + self.魔法攻击力 += temp.魔法攻击力 + self.独立攻击力 += temp.独立攻击力 + + if temp.所属套装 != '智慧产物': + self.物理攻击力 += 武器计算(temp.等级, temp.品质, + self.强化等级[11], self.武器类型, '魔法') + self.魔法攻击力 += 武器计算(temp.等级, temp.品质, + self.强化等级[11], self.武器类型, '魔法') + self.独立攻击力 += 锻造计算(temp.等级, temp.品质, self.武器锻造等级) + + def 技能释放次数计算(self): + 技能释放次数 = [] + 充能 = 0 + for i in self.技能栏: + if i.是否有伤害 == 1: + s = self.次数输入[self.技能序号[i.名称]] + 次数 = 0 + if '/CD' in s: + if i.名称 == 'AT-SO步行者': + if self.时间输入 >= i.CD_min: + 次数 = self.时间输入 / max(i.等效CD(self.武器类型, self.类型),i.CD_min) + else: + 次数 = self.时间输入 / i.CD_min + else: + 次数 = int((self.时间输入 - i.演出时间) / + i.等效CD(self.武器类型, self.类型)) + 1 + i.基础释放次数 + else: + 次数 = round(float(s), 2) + 充能 += 次数 * i.电弧能量充能 + 技能释放次数.append(次数) + else: + 技能释放次数.append(0) + if '/CD' in self.次数输入[self.技能序号['电弧能量释放']]: + 技能释放次数[self.技能序号['电弧能量释放']] = int(充能/100) + return self.技能释放次数解析(技能释放次数) + +class 重霄·合金战士(角色窗口): + def 窗口属性输入(self): + 技能序号 = dict() + for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + + 一觉序号 = 0 + 二觉序号 = 0 + 三觉序号 = 0 + + for i in 技能列表: + if i.所在等级 == 50: + 一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 三觉序号 = 技能序号[i.名称] + + 护石选项 = ['无'] + for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 护石选项.append(i.名称) + + 符文选项 = ['无'] + for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1 and i.名称 != '爆裂弹': + 符文选项.append(i.名称) + self.初始属性 = 职业属性(技能列表, 技能序号) + self.角色属性A = 职业属性(技能列表, 技能序号) + self.角色属性B = 职业属性(技能列表, 技能序号) + self.一觉序号 = 一觉序号 + self.二觉序号 = 二觉序号 + self.三觉序号 = 三觉序号 + self.护石选项 = deepcopy(护石选项) + self.符文选项 = deepcopy(符文选项) + diff --git a/Characters/重霄·弹药专家·女.py b/Characters/重霄·弹药专家·女.py new file mode 100644 index 00000000..35826bb2 --- /dev/null +++ b/Characters/重霄·弹药专家·女.py @@ -0,0 +1,745 @@ +from PublicReference.carry.base import * +from math import * + +等级 = 100 + 5 + + +class 职业主动技能(主动技能): + 技能施放时间 = 0.0 + 脱手 = 1 + data0 = [] + data1 = [] + data2 = [] + data3 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能0(被动技能): + 名称 = '单兵推进器' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + 关联技能 = ['交叉射击', '聚合弹', '凝固汽油弹', '轻火力速射'] + 关联技能2 = ['爆裂弹'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1 + (10 + self.等级) / 100, 3) + + def 加成倍率2(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1 + (2 * self.等级) / 100, 3) + + +class 技能1(被动技能): + 名称 = '兵器研究' + 所在等级 = 20 + 等级上限 = 20 + 基础等级 = 10 + 冷却关联技能 = ['所有'] + 非冷却关联技能 = ['EMP磁暴', '决战之日', '终解·制空霸权'] + + def 加成倍率(self, 武器类型): + return (1.1 + (self.等级 - 10) * 0.02) if self.等级 >= 10 else (1 + self.等级 * 0.01) + + def 独立攻击力倍率(self, 武器类型): + return (1.1 + (self.等级 - 10) * 0.02) if self.等级 >= 10 else (1 + self.等级 * 0.01) + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1 - 0.01 * self.等级, 3) + + +class 技能2(被动技能): + 名称 = '手雷精通' + 所在等级 = 20 + 等级上限 = 20 + 基础等级 = 10 + 关联技能 = ['G35感电手雷', 'G18冰冻手雷'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1 + 0.1 * self.等级, 3) + + +class 技能3(被动技能): + 名称 = '弹药改良' + 所在等级 = 20 + 等级上限 = 20 + 基础等级 = 10 + 关联技能 = ['所有'] + 技能加成描述 = '' + 加成数值 = 1.0 + 关联技能2 = ['所有'] + + def 加成倍率(self, 武器类型): + return self.加成数值 + + def 加成倍率2(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 1.03 + min(10, self.等级) * 0.02 + max(0, self.等级 - 10) * 0.01 + + 自定义描述 = 1 + + def 技能描述(self, 武器类型): + return self.技能加成描述 + + +class 技能4(职业主动技能): + 名称 = 'M18阔剑地雷' + 所在等级 = 20 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data0 = [int(i*1.132)for i in [0, 700, 771, 842, 913, 984, 1055, 1126, 1197, 1268, 1340, 1411, 1482, 1553, 1624, 1695, 1766, 1837, 1908, 1979, 2050, 2121, 2192, 2263, 2334, 2406, 2477, 2548, 2619, 2690, 2761, 2832, 2903, 2974, + 3045, 3116, 3187, 3258, 3329, 3400, 3471, 3543, 3614, 3685, 3756, 3827, 3898, 3969, 4040, 4111, 4182, 4253, 4324, 4395, 4466, 4537, 4609, 4680, 4751, 4822, 4893, 4964, 5035, 5106, 5177, 5248, 5319, 5390, 5461, 5532, 5603]] + 攻击次数 = 3 + CD = 6.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + +class 技能5(职业主动技能): + 名称 = 'G35感电手雷' + 所在等级 = 25 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data0 = [int(i*1.142*1.063)for i in [0, 540, 595, 650, 705, 760, 815, 870, 924, 979, 1034, 1089, 1144, 1199, 1254, 1308, 1363, 1418, 1473, 1528, 1583, 1637, 1692, 1747, 1802, 1857, 1912, 1967, 2021, 2076, 2131, 2186, 2241, 2296, + 2350, 2405, 2460, 2515, 2570, 2625, 2680, 2734, 2789, 2844, 2899, 2954, 3009, 3063, 3118, 3173, 3228, 3283, 3338, 3393, 3447, 3502, 3557, 3612, 3667, 3722, 3777, 3831, 3886, 3941, 3996, 4051, 4106, 4160, 4215, 4270, 4325]] + 攻击次数 = 1 + data1 = [0, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, + 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, + 14, 14, 14, 14, 14, 14, 14] + 攻击次数2 = 18 + CD = 3.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + 基础释放次数 = 3 + + # def 等效CD(self, 武器类型, 输出类型): + # # 经过测试,手雷恢复速度无法享受技能冷却恢复加成 + # return round(self.CD, 1) + + +class 技能6(职业主动技能): + 名称 = '交叉射击' + 所在等级 = 25 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data0 = [int(i*1.153)for i in [0, 1329, 1463, 1598, 1733, 1868, 2003, 2138, 2272, 2407, 2542, 2677, 2812, 2947, 3081, 3216, 3351, 3486, 3621, 3756, 3890, 4025, 4160, 4295, 4430, 4565, 4699, 4834, 4969, 5104, 5239, 5374, 5508, 5643, + 5778, 5913, 6048, 6183, 6317, 6452, 6587, 6722, 6857, 6992, 7126, 7261, 7396, 7531, 7666, 7801, 7935, 8070, 8205, 8340, 8475, 8610, 8744, 8879, 9014, 9149, 9284, 9419, 9553, 9688, 9823, 9958, 10093, 10228, 10362, 10497, 10632]] + 攻击次数 = 3 + CD = 8.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + +class 技能7(职业主动技能): + 名称 = '爆裂弹' + 所在等级 = 30 + 等级上限 = 20 + 基础等级 = 10 + data0 = [int(i*1.157)for i in [0, 662, 768, 873, 978, 1084, 1189, 1294, 1400, + 1506, 1611, 1717, 1822, 1927, 2033, 2138, 2244, 2350, 2455, 2561, 2666]] + 攻击次数 = 1 + CD = 5.0 + + +class 技能8(职业主动技能): + 名称 = 'G18冰冻手雷' + 所在等级 = 30 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data0 = [int(i*1.115*1.076)for i in [0, 666, 733, 801, 869, 936, 1004, 1071, 1139, 1207, 1274, 1342, 1409, 1477, 1545, 1612, 1680, 1747, 1815, 1883, 1950, 2018, 2085, 2153, 2220, 2288, 2356, 2423, 2491, 2558, 2626, 2694, 2761, + 2829, 2896, 2964, 3032, 3099, 3167, 3234, 3302, 3370, 3437, 3505, 3572, 3640, 3708, 3775, 3843, 3910, 3978, 4046, 4113, 4181, 4248, 4316, 4384, 4451, 4519, 4586, 4654, 4722, 4789, 4857, 4924, 4992, 5060, 5127, 5195, 5262, 5330]] + 攻击次数 = 1 + 基础释放次数 = 3 + CD = 4.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + # def 等效CD(self, 武器类型, 输出类型): + # # 经过测试,手雷恢复速度无法享受技能冷却恢复加成 + # return round(self.CD, 1) + + +class 技能9(职业主动技能): + 名称 = '聚合弹' + 所在等级 = 35 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data0 = [int(i*1.216)for i in [0, 8804, 9698, 10591, 11484, 12377, 13271, 14164, 15057, 15951, 16844, 17737, 18630, 19524, 20417, 21310, 22203, 23097, 23990, 24883, 25776, 26670, 27563, 28456, 29349, 30243, 31136, 32029, 32922, 33816, 34709, 35602, 36495, 37389, + 38282, 39175, 40068, 40962, 41855, 42748, 43641, 44535, 45428, 46321, 47215, 48108, 49001, 49894, 50788, 51681, 52574, 53467, 54361, 55254, 56147, 57040, 57934, 58827, 59720, 60613, 61507, 62400, 63293, 64186, 65080, 65973, 66866, 67759, 68653, 69546, 70439]] + 攻击次数 = 1 + CD = 18.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + +class 技能10(职业主动技能): + 名称 = 'C4飞弹' + 所在等级 = 35 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data0 = [int(i*1.151)for i in [0, 8305, 9148, 9990, 10833, 11676, 12518, 13361, 14203, 15046, 15889, 16731, 17574, 18416, 19259, 20102, 20944, 21787, 22629, 23472, 24315, 25157, 26000, 26842, 27685, 28528, 29370, 30213, 31055, 31898, 32741, 33583, 34426, 35268, + 36111, 36954, 37796, 38639, 39481, 40324, 41167, 42009, 42852, 43694, 44537, 45380, 46222, 47065, 47907, 48750, 49593, 50435, 51278, 52120, 52963, 53806, 54648, 55491, 56333, 57176, 58019, 58861, 59704, 60546, 61389, 62232, 63074, 63917, 64759, 65602, 66445]] + 攻击次数 = 1 + CD = 20.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, 类型): + if 类型 == 0: + self.data0 = [i * 1.16 for i in self.data0] + elif 类型 == 1: + self.data0 = [i * 1.25 for i in self.data0] + + +class 技能11(职业主动技能): + 名称 = '凝固汽油弹' + 所在等级 = 40 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data0 = [int(i*1.204)for i in [0, 9616, 10591, 11566, 12541, 13518, 14493, 15468, 16444, 17420, 18395, 19370, 20345, 21322, 22297, 23272, 24248, 25224, 26199, 27174, 28150, 29125, 30101, 31076, 32052, 33027, 34003, 34979, 35954, 36929, 37905, 38880, 39856, 40831, + 41806, 42783, 43758, 44733, 45710, 46685, 47660, 48635, 49610, 50587, 51562, 52537, 53513, 54489, 55464, 56439, 57414, 58391, 59366, 60341, 61317, 62292, 63268, 64244, 65219, 66194, 67170, 68145, 69121, 70096, 71072, 72048, 73023, 73998, 74973, 75949, 76925]] + 攻击次数 = 1 + data1 = [int(i*1.204)for i in [0, 50, 53, 59, 63, 69, 73, 79, 83, 89, 93, 98, 104, 108, 114, 118, 124, 128, 134, 137, 143, 148, 153, 159, 163, 169, 173, 178, 182, 188, 193, 198, 203, 208, + 214, 218, 223, 227, 233, 238, 243, 248, 253, 258, 262, 268, 273, 278, 283, 288, 293, 298, 302, 307, 312, 318, 323, 328, 333, 338, 343, 347, 352, 357, 363, 367, 373, 378, 383, 387, 392]] + 攻击次数2 = 15 + CD = 20.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, 类型): + if 类型 == 0: + self.data0 = [x * 1.31 for x in self.data0] + self.攻击次数2 = 0 + self.CD *= 0.94 + elif 类型 == 1: + self.data0 = [x * 1.40 for x in self.data0] + self.攻击次数2 = 0 + self.CD *= 0.94 + + +class 技能12(职业主动技能): + 名称 = '镭射狙击' + 所在等级 = 45 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data0 = [int(i*1.161*1.056)for i in [0, 3351, 3691, 4031, 4371, 4711, 5051, 5391, 5731, 6071, 6411, 6752, 7092, 7432, 7772, 8112, 8452, 8792, 9132, 9472, 9812, 10152, 10492, 10832, 11172, 11512, 11852, 12192, 12532, 12872, 13212, 13552, 13892, 14232, 14572, + 14912, 15252, 15592, 15932, 16272, 16612, 16952, 17292, 17632, 17973, 18313, 18653, 18993, 19333, 19673, 20013, 20353, 20693, 21033, 21373, 21713, 22053, 22393, 22733, 23073, 23413, 23753, 24093, 24433, 24773, 25113, 25453, 25793, 26133, 26473, 26813]] + 攻击次数 = 5 + CD = 45.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, 类型): + if 类型 == 0: + self.data0 = [x * 0.26 for x in self.data0] + self.攻击次数 = 24 + self.技能施放时间 = 3.0 + elif 类型 == 1: + self.data0 = [x * 0.28 for x in self.data0] + self.攻击次数 = 24 + self.技能施放时间 = 3.0 + + +class 技能13(被动技能): + 名称 = '弹药强化' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + return 1.105 + self.等级 * 0.015 if self.等级 > 0 else 1 + + +class 技能14(职业主动技能): + 名称 = 'EMP磁暴' + 所在等级 = 50 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + + data0 = [int(i*1.232)for i in [0, 11718, 14435, 17152, 19870, 22587, 25304, 28021, 30739, 33456, 36173, 38891, 41608, 44325, 47042, 49760, 52477, 55194, 57912, 60629, 63346, 66063, 68781, 71498, 74215, 76932, 79650, 82367, 85084, 87802, 90519, 93236, 95953, 98671, 101388, 104105, + 106823, 109540, 112257, 114974, 117692, 120409, 123126, 125844, 128561, 131278, 133995, 136713, 139430, 142147, 144864, 147582, 150299, 153016, 155734, 158451, 161168, 163885, 166603, 169320, 172037, 174755, 177472, 180189, 182906, 185624, 188341, 191058, 193776, 196493, 199210]] + 攻击次数 = 3 + data1 = [int(i*1.232)for i in [0, 585, 721, 857, 993, 1129, 1265, 1401, 1536, 1672, 1808, 1944, 2080, 2216, 2352, 2488, 2623, 2759, 2895, 3031, 3167, 3303, 3439, 3574, 3710, 3846, 3982, 4118, 4254, 4390, 4525, 4661, 4797, 4933, + 5069, 5205, 5341, 5477, 5612, 5748, 5884, 6020, 6156, 6292, 6428, 6563, 6699, 6835, 6971, 7107, 7243, 7379, 7514, 7650, 7786, 7922, 8058, 8194, 8330, 8466, 8601, 8737, 8873, 9009, 9145, 9281, 9417, 9552, 9688, 9824, 9960]] + 攻击次数2 = 20 + CD = 145.0 + + +class 技能15(职业主动技能): + 名称 = 'G61重力手雷' + 所在等级 = 60 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data0 = [int(i*1.166*1.054)for i in [0, 6165, 6791, 7417, 8042, 8668, 9293, 9919, 10544, 11170, 11795, 12421, 13046, 13672, 14297, 14923, 15549, 16174, 16800, 17425, 18051, 18676, 19302, 19927, 20553, 21178, 21804, 22429, 23055, 23680, 24306, 24932, 25557, 26183, + 26808, 27434, 28059, 28685, 29310, 29936, 30561, 31187, 31812, 32438, 33063, 33689, 34315, 34940, 35566, 36191, 36817, 37442, 38068, 38693, 39319, 39944, 40570, 41195, 41821, 42446, 43072, 43698, 44323, 44949, 45574, 46200, 46825, 47451, 48076, 48702, 49327]] + 攻击次数 = 1 + data1 = [int(i*1.166*1.054)for i in [0, 205, 226, 247, 268, 288, 309, 330, 351, 372, 393, 414, 434, 455, 476, 497, 518, 539, 560, 580, 601, 622, 643, 664, 685, 705, 726, 747, 768, 789, 810, 831, 851, 872, 893, + 914, 935, 956, 977, 997, 1018, 1039, 1060, 1081, 1102, 1122, 1143, 1164, 1185, 1206, 1227, 1248, 1268, 1289, 1310, 1331, 1352, 1373, 1394, 1414, 1435, 1456, 1477, 1498, 1519, 1540, 1560, 1581, 1602, 1623, 1644]] + 攻击次数2 = 29 + CD = 20.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + 技能施放时间 = 3 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, 类型): + if 类型 == 0: + self.data0 = [x * 2.16 for x in self.data0] + self.技能施放时间 = 0.5 + self.攻击次数2 = 5 + elif 类型 == 1: + self.data0 = [x * 2.34 for x in self.data0] + self.技能施放时间 = 0.5 + self.攻击次数2 = 5 + + +class 技能16(职业主动技能): + 名称 = '轻火力速射' + 脱手 = 0 + 所在等级 = 70 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data0 = [int(i*1.16)for i in [0, 1233, 1359, 1484, 1609, 1734, 1859, 1984, 2110, 2235, 2360, 2485, 2610, 2735, 2861, 2986, 3111, 3236, 3361, 3486, 3612, 3737, 3862, 3987, 4112, 4237, 4363, 4488, 4613, 4738, 4863, 4989, 5114, 5239, + 5364, 5489, 5614, 5740, 5865, 5990, 6115, 6240, 6365, 6491, 6616, 6741, 6866, 6991, 7116, 7242, 7367, 7492, 7617, 7742, 7867, 7993, 8118, 8243, 8368, 8493, 8618, 8744, 8869, 8994, 9119, 9244, 9370, 9495, 9620, 9745, 9870]] + 攻击次数 = 17 + CD = 30.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + 技能施放时间 = 1 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, 类型): + if 类型 == 0: + self.data1 = [x * 0.6 for x in self.data0] + self.技能施放时间 = 1.5 + self.攻击次数2 = 6 + self.CD *= 0.95 + elif 类型 == 1: + self.data1 = [x * 0.82 for x in self.data0] + self.技能施放时间 = 1.5 + self.攻击次数2 = 6 + self.CD *= 0.95 + + +class 技能17(被动技能): + 名称 = '制空掌握' + 所在等级 = 75 + 等级上限 = 30 + 基础等级 = 11 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 3) + + +class 技能18(职业主动技能): + 名称 = '开火' + 所在等级 = 75 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data0 = [int(i*1.139*1.052)for i in [0, 8299, 9141, 9982, 10824, 11666, 12508, 13350, 14192, 15034, 15876, 16718, 17560, 18402, 19244, 20086, 20928, 21770, 22612, 23453, 24295, 25137, 25979, 26821, 27663, 28505, 29347, 30189, 31031, 31873, 32715, 33557, 34399, 35241, + 36082, 36924, 37766, 38608, 39450, 40292, 41134, 41976, 42818, 43660, 44502, 45344, 46186, 47028, 47870, 48712, 49553, 50395, 51237, 52079, 52921, 53763, 54605, 55447, 56289, 57131, 57973, 58815, 59657, 60499, 61341, 62183, 63024, 63866, 64708, 65550, 66392]] + 攻击次数 = 6 + CD = 45.0 + 脱手 = 0 + 技能施放时间 = 1 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, 类型): + if 类型 == 0: + self.data0 = [x * 1.35 for x in self.data0] + + +class 技能19(职业主动技能): + 名称 = 'G96热压手雷' + 所在等级 = 80 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data0 = [int(i*1.146*1.132)for i in [0, 42837, 47183, 51529, 55874, 60220, 64566, 68912, 73258, 77604, 81949, 86295, 90641, 94987, 99333, 103679, 108024, 112370, 116716, 121062, 125408, 129754, 134099, 138445, 142791, 147137, 151483, 155829, 160174, 164520, 168866, 173212, 177558, 181904, 186249, + 190595, 194941, 199287, 203633, 207979, 212324, 216670, 221016, 225362, 229708, 234054, 238399, 242745, 247091, 251437, 255783, 260129, 264474, 268820, 273166, 277512, 281858, 286204, 290549, 294895, 299241, 303587, 307933, 312279, 316624, 320970, 325316, 329662, 334008, 338354, 342699]] + 攻击次数 = 1 + CD = 45.0 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, 类型): + if 类型 == 0: + self.data0 = [x * 1.29 for x in self.data0] + self.CD *= 0.9 + + +class 技能20(职业主动技能): + 名称 = '决战之日' + 所在等级 = 85 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + 技能施放时间 = 5 + + data0 = [int(i*1.182)for i in [0, 3284, 4046, 4808, 5570, 6331, 7093, 7855, 8616, 9378, 10140, 10902, 11663, 12425, 13187, 13949, 14710, 15472, 16234, 16995, 17757, 18519, 19281, 20042, 20804, 21566, 22328, 23089, 23851, 24613, 25374, 26136, 26898, 27660, 28421, + 29183, 29945, 30706, 31468, 32230, 32992, 33753, 34515, 35277, 36039, 36800, 37562, 38324, 39085, 39847, 40609, 41371, 42132, 42894, 43656, 44417, 45179, 45941, 46703, 47464, 48226, 48988, 49750, 50511, 51273, 52035, 52796, 53558, 54320, 55082, 55843]] + 攻击次数 = 40 + CD = 180.0 + + +class 技能21(被动技能): + 名称 = '单兵推进器-02X' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能22(职业主动技能): + 名称 = '空袭战略' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 10 + # 脱手 = 1 + # 技能施放时间 = 3 + 持续时间 = 6 + + CD = 60.0 + # 毛雷 + data0 = [int(i*1.152*1.075)for i in [0, 12509, 13778, 15047, 16316, 17585, 18854, 20123, 21392, 22661, 23930, 25199, 26468, 27737, 29006, 30275, 31544, 32814, 34083, 35352, 36621, 37890, 39159, 40428, 41697, 42966, 44235, 45504, 46773, 48042, 49311, 50580, 51849, 53118, + 54387, 55656, 56926, 58195, 59464, 60733, 62002, 63271, 64540, 65809, 67078, 68347, 69616, 70885, 72154, 73423, 74692, 75961, 77230, 78499, 79768, 81037, 82307, 83576, 84845, 86114, 87383, 88652, 89921, 91190, 92459, 93728, 94997, 96266, 97535, 98804, 100073]] + 攻击次数 = 6 + # # 电雷 + # data1 = [0,223,246,268,291,314,337,360,383,406,429,452,475,498,521,544,567,590,613,636,659] + # 攻击次数2 = 40*3 + # # 冰雷 + # data2 = [0,446,492,537,582,628,674,720,766,812,858,904,950,996,1042,1088,1134,1180,1226,1272,1318] + # 攻击次数3 = 20*3 + # 终结 + data1 = [int(i*1.152)for i in [0, 32166, 35429, 38693, 41956, 45219, 48482, 51746, 55009, 58272, 61536, 64799, 68062, 71325, 74589, 77852, 81115, 84378, 87642, 90905, 94168, 97432, 100695, 103958, 107221, 110485, 113748, 117011, 120274, 123538, 126801, 130064, 133328, 136591, 139854, + 143117, 146381, 149644, 152907, 156170, 159434, 162697, 165960, 169224, 172487, 175750, 179013, 182277, 185540, 188803, 192067, 195330, 198593, 201856, 205120, 208383, 211646, 214909, 218173, 221436, 224699, 227963, 231226, 234489, 237752, 241016, 244279, 247542, 250805, 254069, 257332]] + 攻击次数2 = 1 + + +class 技能23(职业主动技能): + 名称 = '终解·制空霸权' + 所在等级 = 100 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + + 关联技能 = ['无'] + CD = 290.0 + 脱手 = 0 + 技能施放时间 = 6.8 + data0 = [int(i*1.23)for i in [0, 17492, 21548, 25604, 29660, 33716, 37773, 41829, 45885, 49941, 53997, 58054, 62110, 66166, 70222, 74278, 78334, 82391, 86447, 90503, 94559, 98615, 102671, 106728, 110784, 114840, 118896, 122952, 127009, 131065, 135121, 139177, 143233, 147289, 151346, 155402, + 159458, 163514, 167570, 171626, 175683, 179739, 183795, 187851, 191907, 195963, 200020, 204076, 208132, 212188, 216244, 220301, 224357, 228413, 232469, 236525, 240581, 244638, 248694, 252750, 256806, 260862, 264918, 268975, 273031, 277087, 281143, 285199, 289256, 293312, 297368]] + 攻击次数 = 7 + data1 = [int(i*1.23)for i in [0, 57141, 70391, 83641, 96891, 110142, 123392, 136642, 149892, 163142, 176392, 189643, 202893, 216143, 229393, 242643, 255893, 269144, 282394, 295644, 308894, 322144, 335395, 348645, 361895, 375145, 388395, 401645, 414896, 428146, 441396, 454646, 467896, 481146, + 494397, 507647, 520897, 534147, 547397, 560648, 573898, 587148, 600398, 613648, 626898, 640149, 653399, 666649, 679899, 693149, 706399, 719650, 732900, 746150, 759400, 772650, 785900, 799151, 812401, 825651, 838901, 852151, 865402, 878652, 891902, 905152, 918402, 931652, 944903, 958153, 971403]] + 攻击次数2 = 5 + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + + +class 职业属性(角色属性): + 实际名称 = '重霄·弹药专家·女' + 角色 = '神枪手(女)' + 职业 = '弹药专家' + + 武器选项 = ['手弩', '步枪'] + + 类型选择 = ['魔法固伤', '物理固伤'] + + 类型 = '魔法固伤' + 防具类型 = '皮甲' + 防具精通属性 = ['智力', '力量'] + + 超负荷属性 = 0 + + 主BUFF = 1.84 + + 远古记忆 = 0 + + 打桩模式 = 0 + + 补给输出形态选择 = 0 + + # 守门人四属强 = [0,0,0,0] + + def __init__(self, 技能列表, 技能序号): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 技能释放次数计算(self): + 技能释放次数 = [] + 技能消耗时间 = 0.0 + 爆裂弹间隔 = 0.115 + 每轮空射次数 = 12 + floor(0.5 * min(self.技能栏[self.技能序号['单兵推进器']].等级, 20)) + 每轮时间 = 爆裂弹间隔 * 每轮空射次数 + 1.05 + # 最大不脱手时间 = 0.0 + + 反应时间 = 0.0 + 释放时间系数 = 0.0 + 起落地时间 = 0.0 + CD延迟 = 0.0 + + if(self.打桩模式 == 0): + 反应时间 = 1.5 + 释放时间系数 = 1.0 + 起落地时间 = 1.5 + CD延迟 = 0.0 + + elif(self.打桩模式 == 1): + 反应时间 = 0.0 + 释放时间系数 = 0.0 + 起落地时间 = 1.0 + CD延迟 = 0.0 + + elif(self.打桩模式 == 2): + 反应时间 = 3.0 + 释放时间系数 = 2.0 + 起落地时间 = 3.0 + CD延迟 = 2.0 + + if (self.武器类型 != '手弩'): + 爆裂弹间隔 = 0.14 + 每轮空射次数 = 4 + floor(0.5 * min(self.技能栏[self.技能序号['单兵推进器']].等级, 20)) + 每轮时间 = 爆裂弹间隔 * 每轮空射次数 + 起落地时间 + + 爆裂弹位置 = self.技能序号['爆裂弹'] + + 最大不脱手时间 = 0 + for i in self.技能栏: + if i.是否有伤害 == 1 and i.脱手 != 1 and i.技能施放时间 > 最大不脱手时间 and self.次数输入[self.技能序号[i.名称]]: + 最大不脱手时间 = i.技能施放时间 + 0.5 + # print(最大不脱手时间) + + for i in self.技能栏: + if i.是否有伤害 == 1: + if i.名称 == '爆裂弹': + 技能释放次数.append(0) + else: + if '/CD' in self.次数输入[self.技能序号[i.名称]]: + # 根据技能CD及最大不脱手时间得到技能空转的时间 + 最终CD = i.等效CD(self.武器类型, self.类型) + 空转时间 = 0 + if 最终CD < 最大不脱手时间: + 空转时间 = 最大不脱手时间 - 最终CD + # 计算不脱手时间 + # 技能无法释放次数 = int(最大不脱手时间/(i.等效CD(self.武器类型,self.类型))) + # print(技能无法释放次数) + # print(最大不脱手时间) + # print(int((self.时间输入 - 反应时间-最大不脱手时间) / (i.等效CD(self.武器类型,self.类型) + i.技能施放时间*释放时间系数 + CD延迟) + 1 + i.基础释放次数)) + # print(技能无法释放次数) + 技能次数 = max(0, int((self.时间输入 - 反应时间 - 空转时间) / + (最终CD + i.技能施放时间*释放时间系数 + CD延迟) + 1 + i.基础释放次数)) + 技能释放次数.append(技能次数) + # 技能释放次数.append(int((self.时间输入 - 反应时间) / (i.等效CD(self.武器类型) + i.技能施放时间*释放时间系数 + CD延迟) + 1 + i.基础释放次数)) + if i.脱手 == 1: + 技能消耗时间 += 技能次数 * 0.12 * 释放时间系数 + else: + 技能消耗时间 += 技能次数 * i.技能施放时间*释放时间系数 + elif self.次数输入[self.技能序号[i.名称]] != '0': + 技能释放次数.append( + round(float(self.次数输入[self.技能序号[i.名称]]), 2)) + if i.脱手 == 1: + 技能消耗时间 += int(self.次数输入[self.技能序号[i.名称]] + ) * 0.12 * 释放时间系数 + else: + 技能消耗时间 += int(self.次数输入[self.技能序号[i.名称]] + ) * i.技能施放时间 * 释放时间系数 + else: + 技能释放次数.append(0) + else: + 技能释放次数.append(0) + + # 填补补给占用时间,补给期间选择丢雷暂时不考虑空射 + # 追加补给选择丢雷对子弹的输出时间的影响 + # 技能消耗时间 += self.技能栏[self.技能序号['空袭战略']].持续时间() if self.补给输出形态选择 == 0 else 0 + # print(补给占用时间) + if '/CD' in self.次数输入[self.技能序号['爆裂弹']]: + 技能释放次数[爆裂弹位置] = max( + int(floor((self.时间输入 - 技能消耗时间) / 每轮时间) * 每轮空射次数), 0) + 技能释放次数[爆裂弹位置] += max(floor((self.时间输入 - 技能消耗时间 - 每轮时间 * + floor((self.时间输入 - 技能消耗时间) / 每轮时间) - 起落地时间/2) / 爆裂弹间隔), 0) + else: + 技能释放次数[爆裂弹位置] = int(float(self.次数输入[self.技能序号['爆裂弹']]) * 每轮空射次数) + + return self.技能释放次数解析(技能释放次数) + + def 预处理(self): + if self.超负荷属性 == 0: + self.技能栏[self.技能序号['弹药改良']].加成数值 = 1.1 + self.技能栏[self.技能序号['弹药改良']].自定义描述 = 0 + if self.超负荷属性 == 1: + self.技能栏[self.技能序号['弹药改良']].技能加成描述 = '火属性强化增加:36' + self.火属性强化 += 36 + if self.超负荷属性 == 2: + self.技能栏[self.技能序号['弹药改良']].技能加成描述 = '冰属性强化增加:36' + self.冰属性强化 += 36 + if self.超负荷属性 == 3: + self.技能栏[self.技能序号['弹药改良']].技能加成描述 = '光属性强化增加:36' + self.光属性强化 += 36 + super().预处理() + + +class 重霄·弹药专家·女(角色窗口): + def 窗口属性输入(self): + 技能序号 = dict() + for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + + 一觉序号 = 0 + 二觉序号 = 0 + 三觉序号 = 0 + + for i in 技能列表: + if i.所在等级 == 50: + 一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 三觉序号 = 技能序号[i.名称] + + 护石选项 = ['无'] + for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 护石选项.append(i.名称) + + 符文选项 = ['无'] + for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1 and i.名称 != '爆裂弹': + 符文选项.append(i.名称) + self.初始属性 = 职业属性(技能列表, 技能序号) + self.角色属性A = 职业属性(技能列表, 技能序号) + self.角色属性B = 职业属性(技能列表, 技能序号) + self.一觉序号 = 一觉序号 + self.二觉序号 = 二觉序号 + self.三觉序号 = 三觉序号 + self.护石选项 = deepcopy(护石选项) + self.符文选项 = deepcopy(符文选项) + + def 界面2(self): + super().界面2() + + self.超负荷属性选择 = MyQComboBox(self.main_frame2) + self.超负荷属性选择.addItems(['超负荷装填:无', '超负荷装填:火', '超负荷装填:冰', '超负荷装填:光']) + self.超负荷属性选择.resize(120, 20) + self.超负荷属性选择.move(325, 420) + + # self.补给输出形态选择=MyQComboBox(self.main_frame2) + # self.补给输出形态选择.addItems(['输出丢雷','爆发丢技能']) + # self.补给输出形态选择.resize(120,20) + # self.补给输出形态选择.move(325,450) + + self.打桩模式 = MyQComboBox(self.main_frame2) + y = QLabel("打桩模式:", self.main_frame2) + y.move(500, self.height() - 63) + y.resize(70, 20) + y.setStyleSheet(标签样式) + self.打桩模式.addItems(['常规打桩', '桩逼模式', '手残模式']) + self.打桩模式.move(570, self.height() - 63) + self.打桩模式.resize(80, 20) + + self.职业存档.append(('超负荷属性选择', self.超负荷属性选择, 1)) + self.职业存档.append(('打桩模式', self.打桩模式, 1)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + 属性.打桩模式 = self.打桩模式.currentIndex() + 属性.超负荷属性 = self.超负荷属性选择.currentIndex() + # 属性.补给输出形态选择 = self.补给输出形态选择.currentIndex() diff --git a/Characters/重霄·弹药专家·男.py b/Characters/重霄·弹药专家·男.py new file mode 100644 index 00000000..b0226e8f --- /dev/null +++ b/Characters/重霄·弹药专家·男.py @@ -0,0 +1,702 @@ +from math import * +from PublicReference.carry.base import * + + +class 职业主动技能(主动技能): + 技能施放时间 = 0.0 + 脱手 = 1 + data0 = [] + data1 = [] + data2 = [] + data3 = [] + data4 = [] + data5 = [] + data6 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + if len(self.data4) >= self.等级 and len(self.data4) > 0: + 等效倍率 += self.data4[self.等级] * self.攻击次数5 + if len(self.data5) >= self.等级 and len(self.data5) > 0: + 等效倍率 += self.data5[self.等级] * self.攻击次数6 + if len(self.data6) >= self.等级 and len(self.data6) > 0: + 等效倍率 += self.data6[self.等级] * self.攻击次数7 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + # 弹药技能不受武器CD惩罚 + def 等效CD(self, 武器类型, 输出类型): + return round(self.CD / self.恢复, 1) + + +class 技能0(被动技能): + 名称 = '弹夹改装' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + 关联技能 = ['交叉射击', '聚合弹', '凝固汽油弹', '高压电磁弹'] + 关联技能2 = ['爆裂弹','尼尔狙击'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1 + (10 + self.等级) / 100, 3) + + def 加成倍率2(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1 + (2 * self.等级) / 100, 3) + + +class 技能1(被动技能): + 名称 = '兵器研究' + 所在等级 = 20 + 等级上限 = 20 + 基础等级 = 10 + 冷却关联技能 = ['交叉射击', 'M18阔剑地雷', 'C4飞弹', 'G18冰冻手雷', 'G35感电手雷', 'G61重力手雷', + 'G38ARG智能手雷', '爆裂弹', '聚合弹', '重火力支援', '尼尔狙击', '凝固汽油弹', '高压电磁弹'] + + def 加成倍率(self, 武器类型): + return (1.1 + (self.等级 - 10) * 0.02) if self.等级 >= 10 else (1 + self.等级 * 0.01) + + def 物理攻击力倍率(self, 武器类型): + return (1.1 + (self.等级 - 10) * 0.02) if self.等级 >= 10 else (1 + self.等级 * 0.01) + + def 魔法攻击力倍率(self, 武器类型): + return (1.1 + (self.等级 - 10) * 0.02) if self.等级 >= 10 else (1 + self.等级 * 0.01) + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1 - 0.01 * self.等级, 3) + + +class 技能2(被动技能): + 名称 = '手雷精通' + 所在等级 = 20 + 等级上限 = 20 + 基础等级 = 10 + 关联技能 = ['G35感电手雷', 'G18冰冻手雷'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1 + 0.1 * self.等级, 3) + + +class 技能3(职业主动技能): + 名称 = 'M18阔剑地雷' + 所在等级 = 20 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + # 基础 = 641.63 + # 成长 = 72.4 + data0 = [int(i*1.1213*1.054) for i in [0, 714, 786, 859, 931, 1003, 1076, 1148, 1221, 1293, 1365, 1438, 1510, 1583, 1655, 1728, 1800, 1872, 1945, 2017, 2090, 2162, 2235, 2307, 2379, 2452, 2524, 2597, 2669, 2742, 2814, 2886, 2959, 3031, 3104, 3176, 3248, 3321, 3393, 3466, 3538, 3611, 3683, 3755, 3828, 3900, 3973, 4045, 4118, 4190, 4262, 4335, 4407, 4480, 4552, 4624, 4697, 4769, 4842, 4914, 4987, 5059, 5131, 5204, 5276, 5349, 5421, 5494, 5566, 5638, 5711]] + 攻击次数 = 3 + CD = 6.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + +class 技能4(职业主动技能): + 名称 = 'G35感电手雷' + 所在等级 = 25 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + data0 = [int(i*1.1514*3.0945) for i in [0,540,595,650,705,760,814,869,924,979,1034,1089,1144,1198,1253,1308,1363,1418,1473,1527,1582,1637,1692,1747,1802,1856,1911,1966,2021,2076,2131,2185,2240,2295,2350,2405,2460,2515,2569,2624,2679,2734,2789,2844,2898,2953,3008,3063,3118,3173,3227,3282,3337,3392,3447,3502,3557,3611,3666,3721,3776]] + data1 = [(0 if i ==0 else int(191 + i*22))for i in range(0,60)] + 攻击次数2 = 1 + + CD = 8.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + 脱手 = 0 + 技能施放时间 = 0 + + + # def 等效CD(self, 武器类型, 输出类型): + # # 经过测试,手雷恢复速度无法享受技能冷却恢复加成 + # return round(self.CD, 1) + +class 技能5(职业主动技能): + 名称 = '交叉射击' + 脱手 = 0 + 所在等级 = 25 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + data0 = [int(i*1.1833*1.052) for i in [0, 1417, 1561, 1704, 1848, 1992, 2136, 2279, 2423, 2567, 2711, 2854, 2998, 3142, 3286, 3429, 3573, 3717, 3861, 4004, 4148, 4292, 4436, 4579, 4723, 4867, 5011, 5154, 5298, 5442, 5586, 5729, 5873, 6017, 6161, 6304, 6448, 6592, 6736, 6879, 7023, 7167, 7311, 7454, 7598, 7742, 7886, 8029, 8173, 8317, 8461, 8604, 8748, 8892, 9036, 9179, 9323, 9467, 9611, 9754, 9898, 10042, 10186, 10329, 10473, 10617, 10761, 10904, 11048, 11192, 11336]] + 攻击次数 = 3 + 技能施放时间 = 0.3 + CD = 10.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + +class 技能6(职业主动技能): + 名称 = '爆裂弹' + 所在等级 = 30 + 等级上限 = 20 + 学习间隔 = 3 + 等级精通 = 10 + # 基础 = 622.125 + # 成长 = 105.525 + data0 = [int(i*1.1601) for i in [0, 662, 768, 873, 978, 1084, 1189, 1294, 1400, 1506, 1611, 1717, 1822, 1927, 2033, 2138, 2244, 2350, 2455, 2561, 2666]] + # 子弹的额外倍率,但是存在浮动4-6hit,0.9暂定 + 倍率 = 1.37*0.91 + CD = 5.0 + + +class 技能7(职业主动技能): + 名称 = 'G18冰冻手雷' + 所在等级 = 30 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + data0 = [int(i*1.1567*3.175) for i in [0, 675, 744, 812, 881, 949, 1018, 1086, 1155, 1223, 1292, 1360, 1429, 1497, 1566, 1634, 1703, 1772, 1840, 1909, 1977, 2046, 2114, 2183, 2251, 2320, 2388, 2457, 2525, 2594, 2662, 2731, 2799, 2868, 2936, 3005, 3073, 3142, 3210, 3279, 3347, 3416, 3485, 3553, 3622, 3690, 3759, 3827, 3896, 3964, 4033, 4101, 4170, 4238, 4307, 4375, 4444, 4512, 4581, 4649, 4718, 4786, 4855, 4923, 4992, 5060, 5129, 5197, 5266, 5335, 5403]] + CD = 10.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + +class 技能8(职业主动技能): + 名称 = '聚合弹' + 所在等级 = 35 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + # 基础 = 8206.58 + # 成长 = 926.53341 + data0 = [int(i*1.1847*1.053) for i in [0, 9129, 10056, 10982, 11908, 12834, 13760, 14687, 15613, 16539, 17465, 18392, 19318, 20244, 21170, 22096, 23023, 23949, 24875, 25801, 26728, 27654, 28580, 29506, 30432, 31359, 32285, 33211, 34137, 35064, 35990, 36916, 37842, 38768, 39695, 40621, 41547, 42473, 43399, 44326, 45252, 46178, 47104, 48031, 48957, 49883, 50809, 51735, 52662, 53588, 54514, 55440, 56367, 57293, 58219, 59145, 60071, 60998, 61924, 62850, 63776, 64703, 65629, 66555, 67481, 68407, 69334, 70260, 71186, 72112, 73038]] + CD = 18.0 + data1 = [(0 if i ==0 else int(4178+(i-1)*424)) for i in range(0,60)] + 攻击次数2 = 0 + data2 = [(0 if i ==0 else int(3249+(i-1)*330)) for i in range(0,60)] + 攻击次数3 = 0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + if 武器类型 == '手弩': + self.攻击次数 = 0 + self.攻击次数2 = 1 + self.攻击次数3 = 3 + return super().等效百分比(武器类型) + + +class 技能9(职业主动技能): + 名称 = 'C4飞弹' + 所在等级 = 35 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + # 基础 = 7122.49875 + # 成长 = 804.25125 + data0 = [int(i*1.1598*1.051) for i in [0, 7927, 8732, 9536, 10340, 11144, 11949, 12753, 13557, 14361, 15166, 15970, 16774, 17579, 18383, 19187, 19991, 20796, 21600, 22404, 23208, 24013, 24817, 25621, 26426, 27230, 28034, 28838, 29643, 30447, 31251, 32055, 32860, 33664, 34468, 35272, 36077, 36881, 37685, 38490, 39294, 40098, 40902, 41707, 42511, 43315, 44119, 44924, 45728, 46532, 47337, 48141, 48945, 49749, 50554, 51358, 52162, 52966, 53771, 54575, 55379, 56183, 56988, 57792, 58596, 59401, 60205, 61009, 61813, 62618, 63422]] + CD = 20.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.23 + elif x == 1: + self.倍率 *= 1.32 + + +class 技能10(职业主动技能): + 名称 = '凝固汽油弹' + 所在等级 = 40 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + data0 = [int(i*1.1825) for i in [0, 9850, 10849, 11848, 12848, 13847, 14846, 15846, 16845, 17844, 18844, 19843, 20842, 21841, 22841, 23840, 24839, 25839, 26838, 27837, 28837, 29836, 30835, 31835, 32834, 33833, 34832, 35832, 36831, 37830, 38830, 39829, 40828, 41828, 42827, 43826, 44826, 45825, 46824, 47823, 48823, 49822, 50821, 51821, 52820, 53819, 54819, 55818, 56817, 57817, 58816, 59815, 60814, 61814, 62813, 63812, 64812, 65811, 66810, 67810, 68809, 69808, 70807, 71807, 72806, 73805, 74805, 75804, 76803, 77803, 78802]] + data1 = [int(i*1.00) for i in [0, 53, 58, 64, 69, 74, 80, 85, 91, 96, 101, 107, 112, 118, 123, 128, 134, 139, 145, 150, 155, 161, 166, 172, 177, 182, 188, 193, 199, 204, 209, 215, 220, 226, 231, 236, 242, 247, 253, 258, 263, 269, 274, 280, 285, 290, 296, 301, 307, 312, 317, 323, 328, 334, 339, 344, 350, 355, 361, 366, 371, 377, 382, 388, 393, 398, 404, 409, 415, 420, 425]] + 攻击次数2 = 15 + CD = 20.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data0 = [x * 1.31 for x in self.data0] + self.攻击次数2 = 0 + self.CD *= 0.94 + elif x == 1: + self.data0 = [x * 1.40 for x in self.data0] + self.攻击次数2 = 0 + self.CD *= 0.94 + + +class 技能11(主动技能): + 名称 = '尼尔狙击' + 脱手 = 0 + 技能施放时间 = 4 + 所在等级 = 45 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + # data0 = [int(i*1.1693*1.51798) for i in [0, 3360, 3701, 4042, 4383, 4724, 5065, 5406, 5747, 6088, 6429, 6770, 7110, 7451, 7792, 8133, 8474, 8815, 9156, 9497, 9838, 10179, 10520, 10861, 11202, 11542, 11883, 12224, 12565, 12906, 13247, 13588, 13929, 14270, 14611, 14952, 15293, 15633, 15974, 16315, 16656, 16997, 17338, 17679, 18020, 18361, 18702, 19043, 19384, 19724, 20065, 20406, 20747, 21088, 21429, 21770, 22111, 22452, 22793, 23134, 23475, 23815, 24156, 24497, 24838, 25179, 25520, 25861, 26202, 26543, 26884]] + 基础 = 5966 - 605 + 成长 = 605 + # 每次会附加一发子弹,不享受70和一觉被动 + 攻击次数 = 5 + CD = 45.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.技能施放时间 = 2 + self.倍率 *= 0.75*1.06 + self.攻击次数 += 3 + elif x == 1: + self.技能施放时间 = 2 + self.倍率 *= 0.75*1.09 + self.攻击次数 += 3 + + +class 技能12(被动技能): + 名称 = '弹药主宰' + 所在等级 = 48 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + 关联技能 = ['所有'] + 关联技能2 = ['爆裂弹'] + + def 加成倍率(self, 武器类型): + return 1.105 + self.等级 * 0.015 if self.等级 > 0 else 1 + + def 加成倍率2(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 1.3 + + +class 技能13(职业主动技能): + 名称 = '黑玫瑰特种战队' + 所在等级 = 50 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + data0 = [int(i*1.2545*1.053) for i in [0, 1789, 2204, 2619, 3034, 3448, 3863, 4278, 4693, 5108, 5523, 5938, 6353, 6768, 7183, 7598, 8013, 8427, 8842, 9257, 9672, 10087, 10502, 10917, 11332, 11747, 12162, 12577, 12991, 13406, 13821, 14236, 14651, 15066, 15481, 15896, 16311, 16726, 17141, 17556, 17970, 18385, 18800, 19215, 19630, 20045, 20460, 20875, 21290, 21705, 22120, 22535, 22949, 23364, 23779, 24194, 24609, 25024, 25439, 25854, 26269, 26684, 27099, 27513, 27928, 28343, 28758, 29173, 29588, 30003, 30418]] + # 基础 = 1373.97702 + # 成长 = 415.33411 + 攻击次数 = 16 + # 基础2 = 242.389 + # 成长2 = 73.91189 + data1 = [int(i*1.2542*1.053) for i in [0, 318, 391, 465, 539, 613, 686, 760, 834, 908, 981, 1055, 1129, 1203, 1277, 1350, 1424, 1498, 1572, 1645, 1719, 1793, 1867, 1940, 2014, 2088, 2162, 2235, 2309, 2383, 2457, 2530, 2604, 2678, 2752, 2826, 2899, 2973, 3047, 3121, 3194, 3268, 3342, 3416, 3489, 3563, 3637, 3711, 3784, 3858, 3932, 4006, 4079, 4153, 4227, 4301, 4375, 4448, 4522, 4596, 4670, 4743, 4817, 4891, 4965, 5038, 5112, 5186, 5260, 5333, 5407]] + # 攻击次数2 = 90 10hit左右无法打到 + 攻击次数2 = 80 + CD = 145.0 + + +class 技能14(职业主动技能): + 名称 = 'G61重力手雷' + 所在等级 = 60 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + data0 = [int(i*1.177) for i in [0, 6265, 6901, 7536, 8172, 8808, 9443, 10079, 10715, 11350, 11986, 12622, 13257, 13893, 14529, 15164, 15800, 16436, 17071, 17707, 18342, 18978, 19614, 20249, 20885, 21521, 22156, 22792, 23428, 24063, 24699, 25335, 25970, 26606, 27241, 27877, 28513, 29148, 29784, 30420, 31055, 31691, 32327, 32962, 33598, 34234, 34869, 35505, 36141, 36776, 37412, 38047, 38683, 39319, 39954, 40590, 41226, 41861, 42497, 43133, 43768, 44404, 45040, 45675, 46311, 46947, 47582, 48218, 48853, 49489, 50125]] + data1 = [int(i*1.1766) for i in [0, 208, 230, 251, 272, 293, 314, 335, 357, 378, 399, 420, 441, 463, 484, 505, 526, 547, 569, 590, 611, 632, 653, 674, 696, 717, 738, 759, 780, 802, 823, 844, 865, 886, 908, 929, 950, 971, 992, 1014, 1035, 1056, 1077, 1098, 1119, 1141, 1162, 1183, 1204, 1225, 1247, 1268, 1289, 1310, 1331, 1353, 1374, 1395, 1416, 1437, 1458, 1480, 1501, 1522, 1543, 1564, 1586, 1607, 1628, 1649, 1670]] + 攻击次数 = 1 + 攻击次数2 = 29 + CD = 20.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data0 = [int(x*1.83) for x in self.data0] + self.技能施放时间 = 1.5 + self.攻击次数2 = 15 + # self.倍率 *= 1.18 + elif x == 1: + self.data0 = [int(x*2.01) for x in self.data0] + self.技能施放时间 = 1.5 + self.攻击次数2 = 15 + + +class 技能15(主动技能): + 名称 = '高压电磁弹' + 脱手 = 1 + 技能施放时间 = 1 + 所在等级 = 70 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + # data0 = [int(i*1.1814*1.0327) for i in [0, 1229, 1353, 1478, 1602, 1727, 1852, 1976, 2101, 2226, 2350, 2475, 2599, 2724, 2849, 2973, 3098, 3223, 3347, 3472, 3597, 3721, 3846, 3970, 4095, 4220, 4344, 4469, 4594, 4718, 4843, 4968, 5092, 5217, 5341, 5466, 5591, 5715, 5840, 5965, 6089, 6214, 6339, 6463, 6588, 6712, 6837, 6962, 7086, 7211, 7336, 7460, 7585, 7710, 7834, 7959, 8083, 8208, 8333, 8457, 8582, 8707, 8831, 8956, 9080, 9205, 9330, 9454, 9579, 9704, 9828]] + # 攻击次数 = 17 + 基础 = 25491 - 2587 + 成长 = 2587 + + CD = 30.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + # self.基础2 = self.基础*0.22 + # self.成长2 = self.成长*0.22 + # self.攻击次数2 = 17 + self.CD *= 0.95 + self.倍率 *= 1.25 + elif x == 1: + # self.基础2 = self.基础*0.36 + # self.成长2 = self.成长*0.36 + # self.攻击次数2 = 17 + self.CD *= 0.95 + self.倍率 *= 1.33 + + +class 技能16(被动技能): + 名称 = '战地功勋' + 所在等级 = 75 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 3) + + +class 技能17(职业主动技能): + 名称 = '重火力支援' + 所在等级 = 75 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + data0 = [int(i*1.187) for i in [0, 5169, 5693, 6217, 6742, 7266, 7790, 8315, 8839, 9363, 9888, 10412, 10936, 11461, 11985, 12509, 13034, 13558, 14083, 14607, 15131, 15656, 16180, 16704, 17229, 17753, 18277, 18802, 19326, 19850, 20375, 20899, 21423, 21948, 22472, 22996, 23521, 24045, 24569, 25094, 25618, 26143, 26667, 27191, 27716, 28240, 28764, 29289, 29813, 30337, 30862, 31386, 31910, 32435, 32959, 33483, 34008, 34532, 35056, 35581, 36105, 36630, 37154, 37678, 38203, 38727, 39251, 39776, 40300, 40824, 41349]] + 攻击次数 = 10 + CD = 45.0 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self,x): + if x ==0: + self.倍率 *= 1.35 + + +class 技能18(职业主动技能): + 名称 = 'G38ARG智能手雷' + 所在等级 = 80 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + # 基础 = 13127.83*1.127 + # 成长 = 1482.17*1.127 + data0 = [int(i*1.1534*1.052) for i in [0, 16468, 18139, 19809, 21480, 23151, 24821, 26492, 28163, 29833, 31504, 33175, 34846, 36516, 38187, 39858, 41528, 43199, 44870, 46541, 48211, 49882, 51553, 53223, 54894, 56565, 58235, 59906, 61577, 63248, 64918, 66589, 68260, 69930, 71601, 73272, 74942, 76613, 78284, 79955, 81625, 83296, 84967, 86637, 88308, 89979, 91649, 93320, 94991, 96662, 98332, 100003, 101674, 103344, 105015, 106686, 108357, 110027, 111698, 113369, 115039, 116710, 118381, 120051, 121722, 123393, 125064, 126734, 128405, 130076, 131746]] + 攻击次数 = 1 + # 基础2 = 3063.17*1.127 + # 成长2 = 345.83*1.127 + data1 = [int(i*1.1534*1.052) for i in [0, 3842, 4232, 4622, 5012, 5401, 5791, 6181, 6571, 6961, 7351, 7740, 8130, 8520, 8910, 9300, 9690, 10079, 10469, 10859, 11249, 11639, 12029, 12418, 12808, 13198, 13588, 13978, 14368, 14757, 15147, 15537, 15927, 16317, 16707, 17096, 17486, 17876, 18266, 18656, 19046, 19435, 19825, 20215, 20605, 20995, 21384, 21774, 22164, 22554, 22944, 23334, 23723, 24113, 24503, 24893, 25283, 25673, 26062, 26452, 26842, 27232, 27622, 28012, 28401, 28791, 29181, 29571, 29961, 30351, 30740]] + 攻击次数2 = 10 + CD = 40.0 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self,x): + if x==0: + self.data0 = [int(i*4.22) for i in self.data0] + self.攻击次数2 = 0 + + +class 技能19(职业主动技能): + 名称 = '超新星核爆' + 所在等级 = 85 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + data0 = [int(i*1.24*1.063) for i in [0, 71384, 87937, 104490, 121043, 137596, 154149, 170702, 187254, 203807, 220360, 236913, 253466, 270019, 286572, 303125, 319678, 336231, 352784, 369337, 385889, 402442, 418995, 435548, 452101, 468654, 485207, 501760, 518313, 534866, 551419, 567972, 584525, 601077, 617630, 634183, 650736, 667289, 683842, 700395, 716948, 733501, 750054, 766607, 783160, 799713, 816265, 832818, 849371, 865924, 882477, 899030, 915583, 932136, 948689, 965242, 981795, 998348, 1014900, 1031453, 1048006, 1064559, 1081112, 1097665, 1114218, 1130771, 1147324, 1163877, 1180430, 1196983, 1213536]] + data1 = [int(i*1.24*1.063) for i in [0, 2039, 2512, 2985, 3458, 3931, 4404, 4877, 5350, 5823, 6296, 6768, 7241, 7714, 8187, 8660, 9133, 9606, 10079, 10552, 11025, 11498, 11971, 12444, 12917, 13390, 13863, 14336, 14808, 15281, 15754, 16227, 16700, 17173, 17646, 18119, 18592, 19065, 19538, 20011, 20484, 20957, 21430, 21903, 22376, 22848, 23321, 23794, 24267, 24740, 25213, 25686, 26159, 26632, 27105, 27578, 28051, 28524, 28997, 29470, 29943, 30415, 30888, 31361, 31834, 32307, 32780, 33253, 33726, 34199, 34672]] + 攻击次数 = 1 + 攻击次数2 = 15 + 脱手 = 0 + 技能施放时间 = 1 + CD = 180.0 + + +class 技能20(被动技能): + 名称 = '赤诚之心' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + 关联技能 = ['所有'] + 关联技能2 = ['交叉射击'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + def 加成倍率2(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 1.16 + +class 技能21(职业主动技能): + 名称 = '皇鹰特战队' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + data0 = [int(i*1.1295) for i in [0, 2206, 2430, 2654, 2878, 3102, 3326, 3550, 3774, 3998, 4222, 4445, 4669, 4893, 5117, 5341, 5565, 5789, 6013, 6237, 6460, 6684, 6908, 7132, 7356, 7580, 7804, 8028, 8252, 8476, 8699, 8923, 9147, 9371, 9595, 9819, 10043, 10267, 10491, 10715, 10938, 11162, 11386, 11610, 11834, 12058, 12282, 12506, 12730, 12953, 13177, 13401, 13625, 13849, 14073, 14297, 14521, 14745, 14969, 15192, 15416, 15640, 15864, 16088, 16312, 16536, 16760, 16984, 17207, 17431, 17655]] + 攻击次数 = 16 + data1 = [int(i*1.1295) for i in [0, 55174, 60771, 66369, 71966, 77563, 83161, 88758, 94356, 99953, 105550, 111148, 116745, 122343, 127940, 133537, 139135, 144732, 150330, 155927, 161524, 167122, 172719, 178316, 183914, 189511, 195109, 200706, 206303, 211901, 217498, 223096, 228693, 234290, 239888, 245485, 251083, 256680, 262277, 267875, 273472, 279070, 284667, 290264, 295862, 301459, 307057, 312654, 318251, 323849, 329446, 335044, 340641, 346238, 351836, 357433, 363030, 368628, 374225, 379823, 385420, 391017, 396615, 402212, 407810, 413407, 419004, 424602, 430199, 435797, 441394]] + 攻击次数2 = 1 + data2 = [int(i*1.1295) for i in [0, 8276, 9115, 9955, 10794, 11634, 12474, 13313, 14153, 14993, 15832, 16672, 17511, 18351, 19191, 20030, 20870, 21709, 22549, 23389, 24228, 25068, 25907, 26747, 27587, 28426, 29266, 30105, 30945, 31785, 32624, 33464, 34304, 35143, 35983, 36822, 37662, 38502, 39341, 40181, 41020, 41860, 42700, 43539, 44379, 45218, 46058, 46898, 47737, 48577, 49416, 50256, 51096, 51935, 52775, 53615, 54454, 55294, 56133, 56973, 57813, 58652, 59492, 60331, 61171, 62011, 62850, 63690, 64529, 65369, 66209]] + 攻击次数3 = 4 + # 基础 = 113194.2 + # 成长 = 12179.8 + CD = 60.0 + 脱手 = 0 + 技能施放时间 = 0.2 + + +class 技能22(职业主动技能): + 名称 = '赤魂风暴狙击' + 所在等级 = 100 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + data0 = [int(i*1.1928) for i in [0, 3509, 4323, 5137, 5951, 6765, 7579, 8393, 9207, 10020, 10834, 11648, 12462, 13276, 14090, 14904, 15718, 16532, 17345, 18159, 18973, 19787, 20601, 21415, 22229, 23043, 23857, 24670, 25484, 26298, 27112, 27926, 28740, 29554, 30368, 31182, 31995, 32809, 33623, 34437, 35251, 36065, 36879, 37693, 38507, 39320, 40134, 40948, 41762, 42576, 43390, 44204, 45018, 45832, 46645, 47459, 48273, 49087, 49901, 50715, 51529, 52343, 53157, 53970, 54784, 55598, 56412, 57226, 58040, 58854, 59668]] + 攻击次数 = 12 + data1 = [int(i*1.1928) for i in [0, 147415, 181598, 215781, 249965, 284148, 318331, 352515, 386698, 420881, 455064, 489248, 523431, 557614, 591797, 625981, 660164, 694347, 728531, 762714, 796897, 831080, 865264, 899447, 933630, 967813, 1001997, 1036180, 1070363, 1104547, 1138730, 1172913, 1207096, 1241280, 1275463, 1309646, 1343829, 1378013, 1412196, 1446379, 1480563, 1514746, 1548929, 1583112, 1617296, 1651479, 1685662, 1719845, 1754029, 1788212, 1822395, 1856579, 1890762, 1924945, 1959128, 1993312, 2027495, 2061678, 2095861, 2130045, 2164228, 2198411, 2232595, 2266778, 2300961, 2335144, 2369328, 2403511, 2437694, 2471878, 2506061]] + 攻击次数2 = 1 + data2 = [int(i*1.1928) for i in [0, 52648, 64856, 77064, 89273, 101481, 113689, 125898, 138106, 150314, 162523, 174731, 186939, 199148, 211356, 223564, 235773, 247981, 260189, 272397, 284606, 296814, 309022, 321231, 333439, 345647, 357856, 370064, 382272, 394481, 406689, 418897, 431106, 443314, 455522, 467730, 479939, 492147, 504355, 516564, 528772, 540980, 553189, 565397, 577605, 589814, 602022, 614230, 626439, 638647, 650855, 663063, 675272, 687480, 699688, 711897, 724105, 736313, 748522, 760730, 772938, 785147, 797355, 809563, 821772, 833980, 846188, 858396, 870605, 882813, 895021]] + 攻击次数3 = 4 + data3 = [int(i*1.1928) for i in [0, 2807, 3459, 4110, 4761, 5412, 6063, 6714, 7365, 8016, 8667, 9319, 9970, 10621, 11272, 11923, 12574, 13225, 13876, 14527, 15179, 15830, 16481, 17132, 17783, 18434, 19085, 19736, 20387, 21038, 21690, 22341, 22992, 23643, 24294, 24945, 25596, 26247, 26898, 27550, 28201, 28852, 29503, 30154, 30805, 31456, 32107, 32758, 33410, 34061, 34712, 35363, 36014, 36665, 37316, 37967, 38618, 39270, 39921, 40572, 41223, 41874, 42525, 43176, 43827, 44478, 45130, 45781, 46432, 47083, 47734]] + 攻击次数4 = 3 + data4 = [int(i*1.1928) for i in [0, 12635, 15565, 18495, 21425, 24355, 27285, 30215, 33145, 36075, 39005, 41935, 44865, 47795, 50725, 53655, 56585, 59515, 62445, 65375, 68305, 71235, 74165, 77095, 80025, 82955, 85885, 88815, 91745, 94675, 97605, 100535, 103465, 106395, 109325, 112255, 115185, 118115, 121045, 123975, 126905, 129835, 132765, 135695, 138625, 141555, 144485, 147415, 150345, 153275, 156205, 159135, 162065, 164995, 167925, 170855, 173785, 176715, 179645, 182575, 185505, 188435, 191365, 194295, 197225, 200155, 203085, 206015, 208945, 211875, 214805]] + 攻击次数5 = 1 + CD = 290.0 + 脱手 = 0 + 技能施放时间 = 6.3 + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + +class 技能23(被动技能): + 名称 = '弹药改良' + 所在等级 = 20 + 等级上限 = 20 + 基础等级 = 10 + 关联技能 = ['所有'] + 关联技能2 = ['所有'] + #技能加成描述 = '' + #加成数值 = 1.0 + + def 加成倍率(self, 武器类型): + if (self.等级 < 10): + return 1.0 + else: + return round(1.23 + 0.01 * (self.等级-10), 3) + + #自定义描述 = 1 + + def 技能描述(self, 武器类型): + return self.技能加成描述 + + def 加成倍率2(self, 武器类型): + return 1.1 + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +重霄·弹药专家·男一觉序号 = 0 +重霄·弹药专家·男二觉序号 = 0 +重霄·弹药专家·男三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 重霄·弹药专家·男一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 重霄·弹药专家·男二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 重霄·弹药专家·男三觉序号 = 技能序号[i.名称] + +重霄·弹药专家·男护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 重霄·弹药专家·男护石选项.append(i.名称) + +重霄·弹药专家·男符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1 and i.名称 != '爆裂弹': + 重霄·弹药专家·男符文选项.append(i.名称) + + +class 重霄·弹药专家·男角色属性(角色属性): + + 实际名称 = '重霄·弹药专家·男' + 角色 = '神枪手(男)' + 职业 = '弹药专家' + + 武器选项 = ['手弩', '步枪'] + + 类型选择 = ['魔法百分比', '物理百分比'] + + 类型 = '魔法百分比' + 防具类型 = '皮甲' + 防具精通属性 = ['智力', '力量'] + + 超负荷属性 = 0 + + 主BUFF = 1.84 + + 远古记忆 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 技能释放次数计算(self): + 技能释放次数 = [] + 技能消耗时间 = 0.0 + 爆裂弹间隔 = 0.115 + 每轮射击次数 = 0.5 * \ + (17 + floor(0.5 * (min(self.技能栏[self.技能序号['弹夹改装']].等级, 20)-10))) + + if (self.武器类型 != '手弩'): + 爆裂弹间隔 = 0.14 + 每轮射击次数 = 0.5 * \ + (10 + floor(0.5 * (min(self.技能栏[self.技能序号['弹夹改装']].等级, 20)-9))) + + 狙击附加子弹 = 0 + + for i in self.技能栏: + if i.是否有伤害 == 1: + if i.名称 == '爆裂弹': + 技能释放次数.append(0) + else: + count = 0 + if '/CD' in self.次数输入[self.技能序号[i.名称]]: + count = int((self.时间输入) / (i.等效CD(self.武器类型, self.类型)+i.技能施放时间) + 1 + i.基础释放次数) + if i.脱手 == 1: + 技能消耗时间 += count * 0.2 + else: + 技能消耗时间 += count * i.技能施放时间 + elif self.次数输入[self.技能序号[i.名称]] != '0': + count = round(float(self.次数输入[self.技能序号[i.名称]]), 2) + else: + count = 0 + 技能释放次数.append(count) + if i.名称 == '尼尔狙击': + 狙击附加子弹 = count * i.攻击次数 + + else: + 技能释放次数.append(0) + + if '/CD' in self.次数输入[self.技能序号['爆裂弹']]: + 每轮射击时间 = 每轮射击次数 * 爆裂弹间隔 + 射击轮次 = int((self.时间输入-技能消耗时间)/每轮射击时间) + 技能释放次数[self.技能序号['爆裂弹']] = int(floor((self.时间输入-技能消耗时间-射击轮次*0.2)/爆裂弹间隔)) + round(狙击附加子弹/1.3,2) + else: + if self.次数输入[self.技能序号['爆裂弹']] != '0': + 技能释放次数[self.技能序号['爆裂弹']] = round( + float(self.次数输入[self.技能序号['爆裂弹']]), 2)*每轮射击次数 + else: + 技能释放次数[self.技能序号['爆裂弹']] = 0 + + return self.技能释放次数解析(技能释放次数) + + def 伤害指数计算(self): + super().伤害指数计算() + + #def 预处理(self): + # if self.超负荷属性 == 0: + # self.技能栏[self.技能序号['弹药改良']].加成数值 = 1.1 + # self.技能栏[self.技能序号['弹药改良']].自定义描述 = 0 + # if self.超负荷属性 == 1: + # self.技能栏[self.技能序号['弹药改良']].技能加成描述 = '火属性强化增加:36' + # self.火属性强化 += 36 + # if self.超负荷属性 == 2: + # self.技能栏[self.技能序号['弹药改良']].技能加成描述 = '冰属性强化增加:36' + # self.冰属性强化 += 36 + # if self.超负荷属性 == 3: + # self.技能栏[self.技能序号['弹药改良']].技能加成描述 = '光属性强化增加:36' + # self.光属性强化 += 36 + # super().预处理() + + +class 重霄·弹药专家·男(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 重霄·弹药专家·男角色属性() + self.角色属性A = 重霄·弹药专家·男角色属性() + self.角色属性B = 重霄·弹药专家·男角色属性() + self.一觉序号 = 重霄·弹药专家·男一觉序号 + self.二觉序号 = 重霄·弹药专家·男二觉序号 + self.三觉序号 = 重霄·弹药专家·男三觉序号 + self.护石选项 = deepcopy(重霄·弹药专家·男护石选项) + self.符文选项 = deepcopy(重霄·弹药专家·男符文选项) + + #def 输入属性(self, 属性, x=0): + # super().输入属性(属性, x) + # 属性.超负荷属性 = self.超负荷属性选择.currentIndex() + + + #def 界面2(self): + # super().界面2() + + # self.超负荷属性选择 = MyQComboBox(self.main_frame2) + # self.超负荷属性选择.addItems(['超负荷装填:无', '超负荷装填:火', '超负荷装填:冰', '超负荷装填:光']) + # self.超负荷属性选择.resize(120, 20) + # self.超负荷属性选择.move(325, 420) diff --git a/Characters/重霄·机械师·女.py b/Characters/重霄·机械师·女.py new file mode 100644 index 00000000..bdbdf891 --- /dev/null +++ b/Characters/重霄·机械师·女.py @@ -0,0 +1,872 @@ +from PublicReference.carry.base import * + + +class 技能0(被动技能): + 名称 = '机械原理' + 所在等级 = 15 + 等级上限 = 11 + 基础等级 = 1 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.085+0.015*self.等级, 5) + + +class 技能1(主动技能): + 名称 = 'G1科罗纳' + 备注 = '(秒伤)' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data0 = [int(i*1.194) for i in [0, 555, 620, 675, 730, 785, 845, 900, 960, 1015, 1075, 1135, 1190, 1250, 1305, 1365, 1420, 1475, 1530, 1590, 1645, 1710, 1770, 1825, 1880, 1935, 1995, 2050, 2110, 2165, 2225, 2285, 2340, 2400, + 2455, 2515, 2570, 2625, 2680, 2745, 2805, 2860, 2920, 2975, 3030, 3085, 3145, 3200, 3265, 3320, 3375, 3435, 3490, 3550, 3605, 3665, 3720, 3780, 3835, 3895, 3955, 4010, 4070, 4125, 4180, 4235, 4300, 4355, 4415, 4475, 4525]] + CD = 1.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效CD(self, 武器类型, 输出类型): + return round(1, 1) + + def G系加成倍率(self): + if self.等级 == 0: + return 0.0 + else: + return round(0.59+0.01*self.等级, 5) + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能2(主动技能): + 名称 = 'G2旋雷者' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + data0 = [int(i*1.193) for i in [0, 558, 615, 671, 728, 785, 841, 898, 954, 1011, 1067, 1124, 1181, 1237, 1294, 1350, 1407, 1464, 1520, 1577, 1634, 1690, 1747, 1804, 1860, 1917, 1973, 2030, 2087, 2143, 2200, 2256, 2313, 2370, 2426, 2483, 2540, 2596, 2653, 2709, 2766, 2823, 2879, 2936, 2992, 3049, 3106, 3162, 3219, 3275, 3332, 3389, 3445, 3502, 3559, 3615, 3672, 3728, 3785, 3842, 3898, 3955, 4011, 4068, 4125, 4181, 4238, 4295, 4351, 4408, 4464]] + 攻击次数 = 4 + CD = 6.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效CD(self, 武器类型, 输出类型): + return round(6, 1) + + def G系加成倍率(self): + if self.等级 == 0: + return 0.0 + else: + return round(0.50+0.01*self.等级, 5) + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能3(主动技能): + 名称 = '毒蛇炮' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + data0 = [int(i*1.141) for i in [0, 80, 89, 98, 105, 114, 121, 130, 138, 146, 155, 163, 171, 179, 188, 196, 204, 213, 220, 228, 236, 245, 254, 261, 270, 278, 286, 294, 303, 311, 319, 328, 335, 344, 351, 360, 369, 376, 385, 393, 401, 409, 418, 426, 434, 441, 450, 459, 468, 475, 484, 491, 499, 508, 516, 525, 533, 541, 549, 558, 565, 574, 583, 590, 599, 606, 615, 623, 631, 640, 648]] + 攻击次数 = 30 + data1 = [int(i*1.0) for i in [0, 486, 535, 585, 633, 683, 732, 781, 831, 880, 929, 979, 1028, 1077, 1127, 1176, 1225, 1275, 1324, 1373, 1423, 1472, 1521, 1571, 1620, 1669, 1718, 1767, 1817, 1866, 1916, 1965, 2014, 2064, 2113, + 2162, 2212, 2261, 2310, 2360, 2409, 2458, 2508, 2557, 2606, 2656, 2704, 2754, 2803, 2852, 2902, 2951, 3000, 3050, 3099, 3148, 3198, 3247, 3296, 3346, 3395, 3444, 3494, 3543, 3592, 3642, 3691, 3740, 3789, 3838, 3888]] + 攻击次数2 = 0 + CD = 3.5 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能4(被动技能): + 名称 = '电能转换' + 所在等级 = 25 + 等级上限 = 20 + 基础等级 = 10 + # 是否加成三觉的两个技能到时候自己加 + 关联技能 = ['毒蛇炮', '空战机械:狂风', '空投支援', '拦截机工厂', 'G0战争领主', 'HS12等离子体发生器', 'G4雷行者', 'GSP猎鹰科罗纳形态', + 'GSP猎鹰旋雷者形态', 'GSP猎鹰捕食者形态', '高压电磁场', '终结者:博尔特MX', '超时空光耀加农炮', 'G-X 星尘天穹', '空中射击', 'RX-78追击者', 'Ez-8自爆者'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.10+0.02*self.等级, 5) + + +class 技能5(主动技能): + 名称 = 'G3捕食者' + 备注 = '(秒伤)' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + data0 = [int(i*1.195) for i in [0, 100, 110, 120, 130, 140, 151, 161, 171, 181, 191, 201, 211, 222, 232, 242, 252, 262, 272, 283, 293, 303, 313, 323, 333, 343, 354, 364, 374, 384, 394, 404, 414, 425, 435, 445, 455, 465, 475, 485, 495, 505, 515, 525, 535, 545, 555, 566, 576, 586, 596, 606, 616, 627, 637, 647, 657, 667, 677, 687, 698, 708, 718, 728, 738, 748, 758, 769, 779, 789, 799]] + 攻击次数 = 8 + CD = 1 + TP成长 = 0.10 + TP上限 = 5 + + def 等效CD(self, 武器类型, 输出类型): + return round(1, 1) + + def G系加成倍率(self): + if self.等级 == 0: + return 0.0 + else: + return round(0.50+0.017*self.等级, 5) + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能6(主动技能): + 名称 = 'G1磁力弹' + 所在等级 = 30 + 等级上限 = 70 + 基础等级 = 43 + CD = 15 + + +# class 技能7(主动技能): +# 名称 = '自爆狂风' +# 备注 = '(自爆伤害)' +# 所在等级 = 35 +# 等级上限 = 60 +# 基础等级 = 36 +# data0 = [int(i*1.0) for i in [0, 2202, 2425, 2649, 2872, 3095, 3319, 3543, 3766, 3989, 4213, 4436, 4660, 4883, 5106, 5330, 5554, 5777, 6000, 6224, 6447, 6671, 6894, 7117, 7341, 7565, 7788, 8011, 8235, 8458, 8682, 8905, 9128, 9352, 9575, 9799, 10022, +# 10245, 10469, 10693, 10915, 11139, 11363, 11586, 11810, 12033, 12256, 12480, 12704, 12926, 13150, 13374, 13597, 13821, 14044, 14267, 14491, 14715, 14937, 15161, 15385, 15608, 15831, 16055, 16278, 16502, 16725, 16948, 17172, 17395, 17619]] +# CD = 25.5 +# TP成长 = 0.10 +# TP上限 = 5 +# 是否有护石 = 1 +# 演出时间 = 1.4 + +# 护石选项 = ['魔界', '圣痕'] + +# def 装备护石(self, x): +# if x == 0: +# self.倍率 *= 8.79 + +# elif x == 1: +# self.倍率 *= 9.24 + +# def 等效百分比(self, 武器类型): +# return self.data0[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能7(主动技能): + 名称 = '空战机械:狂风' + # 备注 = '(机枪捣蛋模式, 秒伤)' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data0 = [int(i*1.135) for i in [0, 611, 674, 735, 797, 860, 922, 984, 1045, 1108, 1170, 1232, 1294, 1356, 1418, 1480, 1543, 1605, 1666, 1728, 1791, 1853, 1915, 1976, 2039, 2101, 2163, 2225, 2287, 2349, 2411, 2474, 2535, 2597, 2659, 2722, 2784, 2845, 2907, 2970, 3032, 3094, 3156, 3218, 3280, 3342, 3405, 3466, 3528, 3590, 3653, 3715, 3776, 3839, 3901, 3963, 4025, 4087, 4149, 4211, 4273, 4335, 4397, 4459, 4522, 4584, 4645, 4707, 4770, 4832, 4894]] + 攻击次数 = 3/3.352 + data1 = [int(i*1.135) for i in [0, 275, 303, 331, 358, 386, 415, 443, 470, 498, 526, 555, 582, 610, 638, 665, 694, 722, 750, 777, 805, 834, 861, 889, 917, 945, 973, 1001, 1029, 1057, 1085, 1113, 1141, 1168, 1196, 1225, 1253, 1280, 1308, 1336, 1364, 1392, 1420, 1448, 1475, 1504, 1532, 1560, 1587, 1615, 1644, 1671, 1699, 1727, 1755, 1783, 1811, 1839, 1866, 1895, 1923, 1951, 1978, 2006, 2035, 2063, 2090, 2118, 2146, 2174, 2202]] + 攻击次数2 = 6/3.523 + data2 = [int(i*1.135) for i in [0,2202, 2425, 2649, 2872, 3095, 3319, 3543, 3766, 3989, 4213, 4436, 4660, 4883, 5106, 5330, 5554, 5777, 6000, 6224, 6447, 6671, 6894, 7117, 7341, 7565, 7788, 8011, 8235, 8458, 8682, 8905, 9128, 9352, 9575, 9799, 10022, 10245, 10469, 10693, 10915, 11139, 11363, 11586, 11810, 12033, 12256, 12480, 12704, 12926, 13150, 13374, 13597, 13821, 14044, 14267, 14491, 14715, 14937, 15161, 15385, 15608, 15831, 16055, 16278, 16502, 16725, 16948, 17172, 17395, 17619]] + 攻击次数3 = 0 + CD = 1.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + 装备护石 = 0 + + def 装备护石(self, x): + if x == 0: + self.装备护石 = 1 + self.演出时间 = 1.4 + self.攻击次数3 = 8.79 + self.攻击次数 = 0 + self.攻击次数2 = 0 + self.CD = 30 + + elif x == 1: + self.装备护石 = 1 + self.演出时间 = 1.4 + self.攻击次数3 = 9.24 + self.攻击次数 = 0 + self.攻击次数2 = 0 + self.CD = 30 + + def 等效CD(self, 武器类型, 输出类型): + if self.装备护石 == 1: + return super().等效CD(武器类型, 输出类型) + else: + return round(1, 1) + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2+ self.data2[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能8(主动技能): + 名称 = '空投支援' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + data0 = [int(i*1.177) for i in [0, 912, 1005, 1098, 1190, 1283, 1376, 1468, 1561, 1654, 1747, 1838, 1931, 2025, 2116, 2209, 2302, 2395, 2487, 2579, 2673, 2766, 2857, 2951, 3043, 3135, 3228, 3321, 3414, 3505, 3599, 3692, 3783, 3876, 3969, 4062, 4154, 4247, 4340, 4433, 4524, 4618, 4710, 4802, 4896, 4988, 5081, 5172, 5266, 5359, 5450, 5544, 5636, 5729, 5821, 5914, 6007, 6100, 6192, 6285, 6377, 6469, 6563, 6655, 6748, 6840, 6933, 7026, 7117, 7211, 7303]] + 攻击次数 = 20 + CD = 40.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 3.5 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.242 + self.CD *= 0.9 + elif x == 1: + self.倍率 *= 1.334 + self.CD *= 0.9 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能9(主动技能): + 名称 = '拦截机工厂' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + data0 = [int(i*1.173) for i in [0, 160, 176, 193, 208, 225, 241, 258, 274, 291, 308, 324, 340, 356, 373, 389, 405, 421, 438, 454, 470, 487, 503, 520, 535, 552, 568, 585, 600, 617, 633, 650, 666, 682, 699, 715, 731, 747, 764, 780, 796, 812, 829, 846, 861, 878, 894, 911, 926, 943, 959, 976, 991, 1008, 1025, 1040, 1057, 1073, 1090, 1105, 1122, 1138, 1155, 1170, 1188, 1204, 1221, 1238, 1253, 1270, 1286]] + 攻击次数 = 110 + data1 = [int(i*1.173) for i in [0, 1205, 1327, 1450, 1572, 1695, 1817, 1940, 2062, 2184, 2306, 2428, 2550, 2672, 2794, 2918, 3041, 3163, 3285, 3407, 3529, 3651, 3774, 3896, 4019, 4141, 4263, 4385, 4508, 4631, 4753, 4875, 4997, 5120, 5242, 5364, 5486, 5609, 5731, 5853, 5975, 6098, 6220, 6343, 6466, 6588, 6710, 6832, 6954, 7076, 7198, 7321, 7444, 7566, 7689, 7811, 7933, 8055, 8177, 8300, 8422, 8544, 8667, 8789, 8911, 9033, 9156, 9279, 9401, 9523, 9644]] + 攻击次数2 = 6 + data2 =[int(i*1.173) for i in [0,21171, 23319, 25467, 27615, 29763, 31911, 34058, 36206, 38354, 40502, 42650, 44798, 46946, 49093, 51241, 53389, 55537, 57685, 59833, 61981, 64128, 66276, 68424, 70572, 72720, 74868, 77016, 79163, 81311, 83459, 85607, 87755, 89903, 92051, 94198, 96346, 98494, 100642, 102790, 104938, 107086, 109233, 111381, 113529, 115677, 117825, 119973, 122121, 124268, 126416, 128564, 130712, 132860, 135008, 137156, 139303, 141451, 143599, 145747, 147895, 150043, 152191, 154338, 156486, 158634, 160782, 162930, 165078, 167226, 155634]] + 攻击次数3 = 0 + CD = 45 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 4.9 + + 光反应能量模块 = 0 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data0 = [int(i * 1.17) for i in self.data0] + self.data1 = [int(i * 1.17) for i in self.data1] + self.data2 = [int(i * 1.14) for i in self.data2] + self.攻击次数 = 120 + + elif x == 1: + self.data0 = [int(i * 1.25) for i in self.data0] + self.data1 = [int(i * 1.25) for i in self.data1] + self.data2 = [int(i * 1.22) for i in self.data2] + self.攻击次数 = 120 + + def 等效百分比(self, 武器类型): + if self.光反应能量模块 == 1: + self.攻击次数 = 0 + self.攻击次数2 = 0 + self.攻击次数3 = 1 + + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能10(被动技能): + 名称 = '光反应能量模块' + 所在等级 = 45 + 等级上限 = 1 + 基础等级 = 1 + 关联技能 = ['拦截机工厂'] + 倍率 = 1.0 + + def 技能描述(self, 武器类型): + temp = '' + temp += '将拦截机互相连结, 生成能量散热板
'+ \ + '能量散热板蓄积能量并向前方发射, 然后消失' + return temp + + def 加成倍率(self, 武器类型): + return self.倍率 + + +class 技能11(被动技能): + 名称 = 'G系扩张' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.025+0.02*self.等级, 5) + + +class 技能12(主动技能): + 名称 = 'G0战争领主' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + + data0 = [int(i*1.184) for i in [0, 539, 665, 790, 915, 1040, 1166, 1291, 1417, 1541, 1667, 1791, 1917, 2042, 2168, 2292, 2418, 2544, 2669, 2795, 2920, 3044, 3169, 3295, 3420, 3546, 3671, 3796, 3921, 4047, 4171, 4297, 4422, 4547, 4672, 4798, 4923, 5049, 5173, 5299, 5423, 5549, 5675, 5800, 5924, 6050, 6176, 6301, 6427, 6552, 6676, 6801, 6927, 7052, 7178, 7303, 7428, 7553, 7679, 7803, 7929, 8054, 8179, 8304, 8430, 8555, 8681, 8805, 8931, 9055, 9181]] + 攻击次数 = 30 + data1 = [int(i*1.184) for i in [0, 675, 832, 988, 1145, 1300, 1457, 1614, 1770, 1927, 2084, 2240, 2397, 2553, 2709, 2866, 3022, 3179, 3336, 3492, 3649, 3806, 3963, 4120, 4275, 4432, 4589, 4745, 4902, 5058, 5215, 5372, 5528, 5685, 5840, 5997, 6154, 6310, 6467, 6624, 6780, 6937, 7093, 7250, 7406, 7562, 7719, 7876, 8032, 8189, 8346, 8503, 8660, 8816, 8972, 9129, 9285, 9442, 9598, 9755, 9912, 10068, 10225, 10380, 10537, 10694, 10850, 11007, 11164, 11320, 11477]] + 攻击次数2 = 24 + data2 = [int(i*1.184) for i in [0, 2925, 3604, 4282, 4960, 5639, 6317, 6995, 7673, 8353, 9030, 9709, 10387, 11067, 11744, 12423, 13101, 13779, 14458, 15137, 15814, 16493, 17171, 17850, 18528, 19207, 19885, 20564, 21242, 21921, 22598, 23278, 23956, 24634, 25312, 25990, 26669, 27347, 28026, 28703, 29383, 30061, 30740, 31417, 32096, 32775, 33453, 34131, 34810, 35487, 36167, 36845, 37523, 38201, 38881, 39559, 40237, 40915, 41595, 42272, 42951, 43629, 44308, 44986, 45664, 46342, 47020, 47700, 48377, 49056, 49735]] + 攻击次数3 = 12 + CD = 145.0 + 一觉减CD = 0 + 冷却关联技能 = ['所有'] + 演出时间 = 7.1 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3) * self.倍率 + + def CD缩减倍率(self, 武器类型): + return round(1 - self.一觉减CD, 3) + + +class 技能13(主动技能): + 名称 = 'HS12等离子体发生器' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + data0 = [int(i*1.186) for i in [0, 17953, 19774, 21595, 23417, 25238, 27059, 28881, 30702, 32523, 34345, 36166, 37987, 39809, 41630, 43451, 45273, 47094, 48915, 50737, 52558, 54379, 56201, 58022, 59843, 61665, 63486, 65307, 67129, 68950, 70772, 72593, 74414, 76236, 78057, 79878, 81700, 83521, 85342, 87164, 88985, 90806, 92628, 94449, 96270, 98092, 99913, 101734, 103556, 105377]] + CD = 30 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 0.9 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.12 + + elif x == 1: + self.倍率 *= 1.21 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能14(主动技能): + 名称 = 'G4雷行者' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + data0 = [int(i*1.194) for i in [0, 542, 597, 652, 706, 761, 817, 872, 927, 982, 1037, 1092, 1147, 1202, 1256, 1311, 1366, 1422, 1477, 1532, 1587, 1642, 1697, 1752, 1807, 1861, 1916, 1971, 2027, 2082, 2137, 2192, 2247, 2302, 2357, 2412, 2466, 2521, 2576, 2632, 2687, 2742, 2797, 2852, 2907, 2962, 3016, 3071, 3126, 3181, 3237, 3292, 3347, 3402, 3457, 3512, 3567, 3621, 3676, 3731, 3786, 3842, 3897, 3952, 4007, 4062, 4117, 4172, 4226, 4281, 4336]] + 攻击次数 = 48 + data1 = [int(i*1.194) for i in [0, 1117, 1231, 1344, 1458, 1570, 1685, 1798, 1912, 2024, 2138, 2252, 2365, 2478, 2592, 2705, 2819, 2932, 3046, 3158, 3273, 3386, 3499, 3612, 3726, 3840, 3953, 4066, 4180, 4293, 4407, 4520, 4634, 4746, 4861, 4974, 5087, 5200, 5315, 5427, 5541, 5654, 5768, 5881, 5995, 6108, 6221, 6334, 6449, 6562, 6675, 6788, 6903, 7015, 7129, 7242, 7356, 7469, 7583, 7696, 7809, 7923, 8037, 8149, 8263, 8376, 8491, 8603, 8717, 8830, 8943]] + 攻击次数2 = 3 + CD = 45 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 7.3 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.12 + self.CD *= 0.9 + + elif x == 1: + self.倍率 *= 1.20 + self.CD *= 0.9 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能15(被动技能): + 名称 = 'GX主宰者' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + + 冷却关联技能 = ['所有'] + 非冷却关联技能 = ['G0战争领主', '终结者:博尔特MX','G-X 星尘天穹','RX-78追击者'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + if self.等级 in [1, 2]: + return round(1.08+0.02*self.等级, 5) + if self.等级 == 3: + return round(1.15, 5) + if self.等级 == 4: + return round(1.20, 5) + if self.等级 >= 5: + return round(1.12+0.02*self.等级, 5) + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 0.85 + +class 技能16(主动技能): + 名称 = 'GSP猎鹰科罗纳形态' + 备注 = '(GSP猎鹰)' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + data0 = [int(i*1.191) for i in [0, 17356, 19117, 20878, 22638, 24399, 26160, 27921, 29682, 31442, 33203, 34964, 36725, 38486, 40246, 42007, 43768, 45529, 47290, 49051, 50811, 52572, 54333, 56094, 57855, 59615, 61376, 63137, 64898, 66659, 68419, 70180, 71941, 73702, 75463, 77223, 78984, 80745, 82506, 84267, 86027, 87788, 89549, 91310, 93071, 94831, 96592, 98353, 100114, 101875, 103636, 105396, 107157, 108918, 110679, 112440, 114200, 115961, 117722, 119483, 121244, 123004, 124765, 126526, 128287, 130048, 131808, 133569, 135330, 137091, 138852]] + CD = 15 + 基础释放次数 = 2 + 演出时间 = 1.3 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.35 + self.CD *= 0.9 + + # def 等效CD(self, 武器类型, 输出类型): + # return round(self.CD, 1) + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.倍率 + + +class 技能17(主动技能): + 名称 = 'GSP猎鹰旋雷者形态' + 备注 = '(GSP猎鹰)' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + data0 = [int(i*1.192) for i in [0, 5787, 6374, 6961, 7548, 8135, 8722, 9309, 9897, 10484, 11071, 11658, 12245, 12832, 13419, 14006, 14593, 15181, 15768, 16355, 16942, 17529, 18116, 18703, 19290, 19877, 20465, 21052, 21639, 22226, 22813, 23400, 23987, 24574, 25161, 25749, 26336, 26923, 27510, 28097, 28684, 29271, 29858, 30445, 31033, 31620, 32207, 32794, 33381, 33968, 34555, 35142, 35729, 36317, 36904, 37491, 38078, 38665, 39252, 39839, 40426, 41013, 41601, 42188, 42775, 43362, 43949, 44536, 45123, 45710, 46297]] + 攻击次数 = 3 + CD = 15 + 基础释放次数 = 2 + 演出时间 = 1.6 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.34 + self.CD *= 0.9 + + # def 等效CD(self, 武器类型, 输出类型): + # return round(self.CD, 1) + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * self.倍率 + + +class 技能18(主动技能): + 名称 = 'GSP猎鹰捕食者形态' + 备注 = '(GSP猎鹰)' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + data0 = [int(i*1.192) for i in [0, 745, 821, 897, 972, 1048, 1123, 1198, 1274, 1350, 1426, 1501, 1577, 1652, 1728, 1803, 1879, 1955, 2031, 2106, 2182, 2257, 2333, 2408, 2485, 2560, 2636, 2711, 2787, 2862, 2938, 3014, 3090, 3165, 3241, 3316, 3392, 3467, 3543, 3619, 3695, 3770, 3845, 3921, 3996, 4072, 4148, 4224, 4299, 4375, 4450, 4526, 4601, 4678, 4753, 4829, 4904, 4980, 5055, 5131, 5207, 5283, 5358, 5434, 5509, 5585, 5660, 5736, 5812, 5888, 5963]] + 攻击次数 = 25 + CD = 15 + 基础释放次数 = 2 + 演出时间 = 2.8 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.314 + self.CD *= 0.9 + + # def 等效CD(self, 武器类型, 输出类型): + # return round(self.CD, 1) + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * self.倍率 + + +class 技能19(主动技能): + 名称 = '高压电磁场' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + data0 = [int(i*1.197) for i in [0, 4041, 4451, 4861, 5270, 5680, 6091, 6501, 6910, 7321, 7730, 8141, 8550, 8960, 9371, 9780, 10190, 10600, 11010, 11421, 11830, 12240, 12650, 13060, 13471, 13879, 14290, 14701, 15110, 15520, 15930, 16340, 16751, 17159, 17570, 17980, 18390, 18800, 19209, 19620, 20030, 20440, 20850, 21259, 21670, 22081, 22489, 22900, 23309, 23720, 24130, 24539, 24950, 25359, 25769, 26180, 26589, 27000, 27409, 27819, 28230, 28639, 29050, 29458, 29869, 30280, 30689, 31099, 31508, 31919, 32330]] + 攻击次数 = 15 + CD = 50 + 演出时间 = 3.5 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.30 + self.CD *= 0.9 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * self.倍率 + + +class 技能20(主动技能): + 名称 = '终结者:博尔特MX' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + + data0 = [int(i*1.192) for i in [0, 1877, 2312, 2748, 3183, 3619, 4054, 4489, 4924, 5360, 5796, 6231, 6666, 7101, 7537, 7972, 8408, 8842, 9278, 9714, 10149, 10585, 11019, 11455, 11890, 12326, 12762, 13196, 13632, 14067, 14503, 14938, 15374, 15809, 16244, 16680, 17115, 17551, 17986, 18421, 18856, 19292, 19728, 20163, 20598, 21033, 21469, 21904, 22340, 22774, 23210, 23646, 24081, 24517, 24951, 25387, 25822, 26258, 26694, 27128, 27564, 27999, 28435, 28870, 29305, 29740, 30176, 30612, 31047, 31482, 31917]] + 攻击次数 = 8 + data1 = [int(i*1.192) for i in [0, 4096, 5047, 5995, 6945, 7896, 8846, 9796, 10745, 11695, 12645, 13595, 14546, 15494, 16444, 17395, 18345, 19294, 20244, 21194, 22144, 23095, 24043, 24993, 25944, 26894, 27844, 28793, 29743, 30693, 31644, 32594, 33542, 34493, 35443, 36393, 37342, 38292, 39242, 40192, 41143, 42091, 43041, 43992, 44942, 45892, 46841, 47791, 48741, 49692, 50642, 51590, 52541, 53491, 54441, 55390, 56340, 57290, 58241, 59191, 60139, 61089, 62040, 62990, 63940, 64889, 65839, 66789, 67740, 68690, 69638]] + 攻击次数2 = 2 + data2 = [int(i*1.192) for i in [0, 2398, 2953, 3510, 4065, 4621, 5176, 5734, 6293, 6850, 7405, 7961, 8516, 9074, 9627, 10185, 10741, 11297, 11854, 12409, 12966, 13520, 14077, 14632, 15189, 15745, 16301, 16860, 17415, 17972, 18529, 19085, 19642, 20197, 20753, 21308, 21865, 22419, 22976, 23531, 24088, 24645, 25201, 25758, 26312, 26869, 27427, 27983, 28541, 29096, 29652, 30207, 30764, 31320, 31875, 32432, 32987, 33543, 34099, 34657, 35211, 35768, 36323, 36880, 37436, 37997, 38551, 39108, 39663, 40219, 40774]] + 攻击次数3 = 15 + data3 = [int(i*1.192) for i in [0, 2959, 3645, 4330, 5016, 5702, 6389, 7075, 7761, 8446, 9132, 9819, 10505, 11191, 11877, 12563, 13248, 13935, 14621, 15307, 15993, 16679, 17366, 18051, 18737, 19423, 20109, 20795, 21482, 22167, 22853, 23539, 24225, 24912, 25598, 26284, 26969, 27655, 28341, 29028, 29714, 30400, 31085, 31771, 32458, 33144, 33830, 34516, 35201, 35887, 36574, 37260, 37946, 38632, 39318, 40005, 40690, 41376, 42062, 42748, 43434, 44121, 44806, 45492, 46178, 46864, 47551, 48237, 48922, 49608, 50294]] + 攻击次数4 = 6 + data4 = [int(i*1.192) for i in [0, 30040, 37005, 43972, 50937, 57904, 64869, 71836, 78802, 85767, 92734, 99699, 106666, 113631, 120598, 127563, 134530, 141495, 148462, 155427, 162393, 169359, 176324, 183291, 190256, 197223, 204188, 211155, 218120, 225087, 232052, 239018, 245984, 252949, 259916, 266881, 273848, 280813, 287780, 294745, 301712, 308677, 315643, 322609, 329575, 336541, 343506, 350473, 357438, 364405, 371370, 378337, 385302, 392268, 399234, 406200, 413166, 420131, 427098, 434063, 441030, 447995, 454962, 461927, 468893, 475859, 482825, 489792, 496758, 503724, 510690]] + 攻击次数5 = 1 + data5 = [int(i*1.192) for i in [0, 230040, 37005, 43972, 50937, 57904, 64869, 71836, 78802, 85767, 92734, 99699, 106666, 113631, 120598, 127563, 134530, 141495, 148462, 155427, 162393, 169359, 176324, 183291, 190256, 197223, 204188, 211155, 218120, 225087, 232052, 239018, 245984, 252949, 259916, 266881, 273848, 280813, 287780, 294745, 301712, 308677, 315643, 322609, 329575, 336541, 343506, 350473, 357438, 364405, 371370, 378337, 385302, 392268, 399234, 406200, 413166, 420131, 427098, 434063, 441030, 447995, 454962, 461927, 468893, 475859, 482825, 489792, 496758, 503724, 510690]] + 攻击次数6 = 1 + CD = 180 + 演出时间 = 7.1 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数2 + self.data2[self.等级] * self.攻击次数3 + self.data3[self.等级] * self.攻击次数4 + self.data4[self.等级] * self.攻击次数5 + self.data5[self.等级] * self.攻击次数6) * self.倍率 + + +class 技能21(被动技能): + 名称 = '微型制导' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能22(主动技能): + 名称 = '超时空光耀加农炮' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 10 + 演出时间 = 1.5 + 基础等级 = 6 + CD = 60 + # 基础 = 6094.8 + # 成长 = 688.2 + data0 = [int(i*1.182) for i in [0,5653, 6226, 6800, 7373, 7947, 8520, 9094, 9667, 10241, 10814, 11388, 11961, 12535, 13108, 13682, 14255, 14829, 15402, 15976, 16549, 17123, 17696, 18270, 18843, 19417, 19990, 20564, 21137, 21711, 22284, 22858, 23431, 24005, 24578, 25152, 25725, 26299, 26872, 27446, 28019]] + data1 = [int(i*1.182) for i in [0,19785, 21793, 23800, 25807, 27814, 29822, 31829, 33836, 35843, 37851, 39858, 41865, 43872, 45880, 47887, 49894, 51901, 53909, 55916, 57923, 59930, 61938, 63945, 65952, 67959, 69967, 71974, 73981, 75988, 77996, 80003, 82010, 84017, 86025, 88032, 90039, 92046, 94054, 96061, 98068]] + 攻击次数 = 6 + # 基础2 = 17777.6 + # 成长2 = 2007.4 + 攻击次数2 = 4 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级]* self.攻击次数 + self.data1[self.等级]* self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能23(主动技能): + 名称 = 'G-X 星尘天穹' + 所在等级 = 100 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + 基础等级 = 2 + CD = 290.0 + 演出时间 = 6.5 + 攻击次数 = 8 + 攻击次数2 = 7 + + data0 = [int(i*1.184) for i in [0,16341, 20131, 23920, 27710, 31499, 35288, 39078, 42867, 46657, 50446, 54235, 58025, 61814, 65604, 69393, 73182, 76972, 80761, 84551, 88340, 92129, 95919, 99708, 103498, 107287, 111077, 114866, 118655, 122445, 126234]] + data1 = [int(i*1.184) for i in [0,43578, 53683, 63788, 73893, 83998, 94103, 104208, 114313, 124418, 134524, 144629, 154734, 164839, 174944, 185049, 195154, 205259, 215364, 225469, 235574, 245679, 255785, 265890, 275995, 286100, 296205, 306310, 316415, 326520, 336625]] + + def 加成倍率(self, 武器类型): + return 0.0 + def 等效百分比(self, 武器类型): + return (self.data0[self.等级]* self.攻击次数 + self.data1[self.等级]* self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能24(主动技能): + 名称 = '空中射击' + 备注 = '(秒伤,TP为基础精通)' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + + data0 = [int(i) for i in [0, 102, 104, 106, 108, 110, 112, 114, 116, + 118, 120, 122, 124, 126, 128, 130, 132, 134, 136, 140]] + 攻击次数 = 1 + CD = 1 + TP成长 = 0.10 + TP上限 = 3 + + def 等效CD(self, 武器类型, 输出类型): + return round(1, 1) + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 / 0.115 * 1.6 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能25(被动技能): + 名称 = '基础精通' + 所在等级 = 1 + 倍率 = 1.0 + 等级上限 = 200 + 基础等级 = 100 + 关联技能 = ['空中射击'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(self.倍率 * (0.463 + 0.089 * self.等级), 5) + + +class 技能26(主动技能): + 名称 = 'RX-78追击者' + 所在等级 = 5 + 等级上限 = 60 + 基础等级 = 50 + + data0 = [int(i*1.0) for i in [0, 667, 734, 802, 869, 936, 1003, 1071, 1140, 1207, 1275, 1343, 1410, 1477, 1546, 1613, 1680, 1749, 1817, 1884, 1952, 2020, 2087, 2155, 2222, 2290, 2359, 2426, 2494, 2561, 2629, 2696, 2763, + 2831, 2898, 2967, 3035, 3102, 3169, 3237, 3305, 3372, 3440, 3509, 3576, 3643, 3712, 3779, 3846, 3915, 3982, 4049, 4117, 4186, 4253, 4320, 4389, 4456, 4523, 4590, 4658]] + CD = 2.8 + TP成长 = 0.08 + TP上限 = 5 + 演出时间 = 0.7 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能27(主动技能): + 名称 = 'Ez-8自爆者' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + + data0 = [int(i*1.0) for i in [0, 2281, 2512, 2743, 2975, 3206, 3438, 3670, 3901, 4132, 4364, 4595, 4826, 5058, 5289, 5521, 5752, 5984, 6216, 6447, 6678, 6910, 7141, 7372, 7604, 7835, 8066, 8299, 8530, 8761, 8993, 9224, + 9456, 9687, 9917, 10150, 10380, 10611, 10845, 11075, 11306, 11538, 11769, 12000, 12232, 12463, 12695, 12926, 13158, 13390, 13621, 13852, 14084, 14315, 14546, 14778, 15009, 15240, 15473, 15704, 15935]] + CD = 7.5 + TP成长 = 0.1 + TP上限 = 5 + 演出时间 = 0.6 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能28(主动技能): + 名称 = '机械引爆' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 5 + 关联技能 = ['RX-78追击者', 'Ez-8自爆者'] + CD = 3.5 + 演出时间 = 0.6 + 是否有伤害 = 0 + + def 加成倍率(self, 武器类型): + if self.等级 <= 4: + return round(1.30+0.02*self.等级, 5) + if self.等级 >= 5: + return round(1.40, 5) + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +一觉序号 = 0 +二觉序号 = 0 +三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 三觉序号 = 技能序号[i.名称] + +护石选项 = ['无'] +for i in 技能列表: + temp = i + if i.是否有伤害 == 1 and i.是否有护石 == 1 and i.所在等级 <= 70: + 护石选项.append(i.名称) +护石选项.append('GSP猎鹰') +护石选项.append('高压电磁场') + +符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 70 and i.所在等级 != 50 and i.是否有伤害 == 1: + 符文选项.append(i.名称) +符文选项.append('GSP猎鹰') +符文选项.append('高压电磁场') + + +class 职业角色属性(角色属性): + + 实际名称 = '重霄·机械师·女' + 角色 = '神枪手(女)' + 职业 = '机械师' + + 武器选项 = ['自动手枪'] + + 类型选择 = ['魔法百分比'] + + 类型 = '魔法百分比' + 防具类型 = '布甲' + 防具精通属性 = ['智力'] + + 主BUFF = 1.850 + + 远古记忆 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + if self.装备检查('守护的抉择'): + if self.护石第一栏 == 'GSP猎鹰': + self.技能栏[self.技能序号['GSP猎鹰科罗纳形态']].CD *= 0.7 + self.技能栏[self.技能序号['GSP猎鹰科罗纳形态']].倍率 *= 1.55 + self.技能栏[self.技能序号['GSP猎鹰旋雷者形态']].CD *= 0.7 + self.技能栏[self.技能序号['GSP猎鹰旋雷者形态']].倍率 *= 1.55 + self.技能栏[self.技能序号['GSP猎鹰捕食者形态']].CD *= 0.7 + self.技能栏[self.技能序号['GSP猎鹰捕食者形态']].倍率 *= 1.55 + if self.护石第二栏 == 'GSP猎鹰': + self.技能栏[self.技能序号['GSP猎鹰科罗纳形态']].CD *= 0.75 + self.技能栏[self.技能序号['GSP猎鹰科罗纳形态']].倍率 *= 1.45 + self.技能栏[self.技能序号['GSP猎鹰旋雷者形态']].CD *= 0.75 + self.技能栏[self.技能序号['GSP猎鹰旋雷者形态']].倍率 *= 1.45 + self.技能栏[self.技能序号['GSP猎鹰捕食者形态']].CD *= 0.75 + self.技能栏[self.技能序号['GSP猎鹰捕食者形态']].倍率 *= 1.45 + if self.技能栏[self.技能序号['光反应能量模块']].等级 != 0: + self.技能栏[self.技能序号['拦截机工厂']].光反应能量模块 = 1 + self.技能栏[self.技能序号['拦截机工厂']].演出时间 = 1.7 + if self.装备检查('雷霆怒啸手枪'): + self.技能栏[self.技能序号['光反应能量模块']].倍率 *= 1.2 + super().被动倍率计算() + self.技能栏[self.技能序号['G1科罗纳']].被动倍率 *= 1+self.技能栏[self.技能序号['G2旋雷者'] + ].G系加成倍率()+self.技能栏[self.技能序号['G3捕食者']].G系加成倍率() + self.技能栏[self.技能序号['G2旋雷者']].被动倍率 *= 1+self.技能栏[self.技能序号['G1科罗纳'] + ].G系加成倍率()+self.技能栏[self.技能序号['G3捕食者']].G系加成倍率() + self.技能栏[self.技能序号['G3捕食者']].被动倍率 *= 1+self.技能栏[self.技能序号['G1科罗纳'] + ].G系加成倍率()+self.技能栏[self.技能序号['G2旋雷者']].G系加成倍率() + self.技能栏[self.技能序号['G1磁力弹']].基础 = self.技能栏[self.技能序号['G1科罗纳']].等效百分比( + self.武器类型)*0.2*1.717*10 + self.技能栏[self.技能序号['G1磁力弹']].被动倍率 = self.技能栏[self.技能序号['G1科罗纳']].被动倍率 + self.技能栏[self.技能序号['G1磁力弹']].等级 = self.技能栏[self.技能序号['G1科罗纳']].等级 + + # for i in [17, 18, 19]: + #self.技能栏[i].等级 = self.技能栏[17].等级 + #self.技能栏[self.技能序号['GSP猎鹰捕食者形态']].等级 = self.技能栏[self.技能序号['GSP猎鹰旋雷者形态']].等级 = self.技能栏[self.技能序号['GSP猎鹰科罗纳形态']].等级 + + +class 重霄·机械师·女(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 职业角色属性() + self.角色属性A = 职业角色属性() + self.角色属性B = 职业角色属性() + self.一觉序号 = 一觉序号 + self.二觉序号 = 二觉序号 + self.三觉序号 = 三觉序号 + self.护石选项 = deepcopy(护石选项) + self.符文选项 = deepcopy(符文选项) + + def 护石类型选项更新(self, x): + self.护石类型选项[x].clear() + if self.护石栏[x].currentText() != '无': + if self.护石栏[x].currentText() != 'GSP猎鹰': + try: + self.护石类型选项[x].addItems( + self.初始属性.技能栏[self.初始属性.技能序号[self.护石栏[x].currentText()]].护石选项) + except: + self.护石类型选项[x].addItem('魔界') + self.护石栏[x].setCurrentIndex(0) + else: + self.护石类型选项[x].addItem('圣痕') + else: + self.护石类型选项[x].addItem('魔界') + + def 界面(self): + super().界面() + self.一觉减CD开关 = QCheckBox('ฅ一觉减CD Buffღ', self.main_frame2) + self.一觉减CD开关.setChecked(False) + self.一觉减CD开关.resize(120, 20) + self.一觉减CD开关.move(325, 400) + self.一觉减CD开关.setStyleSheet(复选框样式) + + self.职业存档.append(('一觉减CD开关', self.一觉减CD开关, 0)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + if self.一觉减CD开关.isChecked(): + 属性.技能栏[属性.技能序号['G0战争领主']].一觉减CD = 0.1 + + def 加载护石(self, 属性): + for k in range(3): + if self.护石栏[k].currentText() != '无' and self.护石栏[k].currentText() != 'GSP猎鹰': + try: + 属性.技能栏[self.角色属性A.技能序号[self.护石栏[k].currentText()]].装备护石() + except: + 属性.技能栏[self.角色属性A.技能序号[self.护石栏[k].currentText()]].装备护石( + self.护石类型选项[k].currentIndex()) + elif self.护石栏[k].currentText() == 'GSP猎鹰': + 属性.技能栏[self.角色属性A.技能序号['GSP猎鹰科罗纳形态']].装备护石(0) + 属性.技能栏[self.角色属性A.技能序号['GSP猎鹰旋雷者形态']].装备护石(0) + 属性.技能栏[self.角色属性A.技能序号['GSP猎鹰捕食者形态']].装备护石(0) + + 属性.护石第一栏 = self.护石栏[0].currentText() + 属性.护石第二栏 = self.护石栏[1].currentText() + 属性.护石第三栏 = self.护石栏[2].currentText() + + if self.复选框列表[7].isChecked(): + if 属性.技能栏[self.角色属性A.技能序号['空战机械:狂风']].装备护石 == 1: + 属性.技能栏[self.角色属性A.技能序号['空战机械:狂风']].CD *= 0.80 + + for i in range(9): + if self.符文[i].currentText() != '无' and self.符文效果[i].currentText() != '无' and self.符文[i].currentText() != 'GSP猎鹰': + for j in self.符文效果[i].currentText().split(','): + if '攻击' in j: + 属性.技能栏[self.角色属性A.技能序号[self.符文[i].currentText()]].倍率 *= 1 + int( + j.replace('攻击', '').replace('%', '')) / 100 + if 'CD' in j: + 属性.技能栏[self.角色属性A.技能序号[self.符文[i].currentText()]].CD *= 1 + int( + j.replace('CD', '').replace('%', '')) / 100 + elif self.符文[i].currentText() == 'GSP猎鹰': + for j in self.符文效果[i].currentText().split(','): + if '攻击' in j: + 属性.技能栏[self.角色属性A.技能序号['GSP猎鹰捕食者形态']].倍率 *= 1 + \ + int(j.replace('攻击', '').replace('%', '')) / 100 + 属性.技能栏[self.角色属性A.技能序号['GSP猎鹰旋雷者形态']].倍率 *= 1 + \ + int(j.replace('攻击', '').replace('%', '')) / 100 + 属性.技能栏[self.角色属性A.技能序号['GSP猎鹰科罗纳形态']].倍率 *= 1 + \ + int(j.replace('攻击', '').replace('%', '')) / 100 + if 'CD' in j: + 属性.技能栏[self.角色属性A.技能序号['GSP猎鹰捕食者形态']].CD *= 1 + \ + int(j.replace('CD', '').replace('%', '')) / 100 + 属性.技能栏[self.角色属性A.技能序号['GSP猎鹰旋雷者形态']].CD *= 1 + \ + int(j.replace('CD', '').replace('%', '')) / 100 + 属性.技能栏[self.角色属性A.技能序号['GSP猎鹰科罗纳形态']].CD *= 1 + \ + int(j.replace('CD', '').replace('%', '')) / 100 diff --git a/Characters/重霄·机械师·男.py b/Characters/重霄·机械师·男.py new file mode 100644 index 00000000..dd155979 --- /dev/null +++ b/Characters/重霄·机械师·男.py @@ -0,0 +1,611 @@ +from PublicReference.carry.base import * + + +class 技能0(被动技能): + 名称 = '方舟反应堆' + 所在等级 = 25 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.05+0.02*self.等级, 3) + + +class 技能1(主动技能): + 名称 = 'G1科罗纳' + 备注 = '(秒伤)' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + 数据 = [int(i*1.19) for i in [0, 162, 179, 195, 212, 229, 245, 262, 278, 295, 311, 328, 344, 361, 377, 394, 410, 427, 443, 460, 476, 493, 509, 526, 543, 559, 576, 592, 609, 625, 642, 658, 675, 691, 708, 724, 741, 757, 774, 790, 807, 824, 840, 857, 873, 890, 906, 923, 939, 956, 972, 989, 1005, 1022, 1038, 1055, 1071, 1088, 1104, 1121, 1138, 1154, 1171, 1187, 1204, 1220, 1237, 1253, 1270, 1286, 1303]] + CD = 1.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效CD(self, 武器类型, 输出类型): + return round(1, 1) + + def G系加成倍率(self): + if self.等级 == 0: + return 0.0 + else: + return round(0.59+0.01*self.等级, 5) + + def 等效百分比(self, 武器类型): + return self.数据[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能2(主动技能): + 名称 = 'G2旋雷者' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + 数据 = [int(i*1.0) for i in [0, 450, 496, 541, 587, 633, 679, 724, 770, 816, 861, 907, 953, 999, 1044, 1090, 1136, 1181, 1227, 1273, 1318, 1364, 1410, 1456, 1501, 1547, 1593, 1638, 1684, 1730, 1776, 1821, 1867, 1913, 1958, 2004, 2050, 2095, 2141, 2187, 2233, 2278, 2324, 2370, 2415, 2461, 2507, 2553, 2598, 2644, 2690, 2735, 2781, 2827, 2872, 2918, 2964, 3010, 3055, 3101, 3147, 3192, 3238, 3284, 3330, 3375, 3421, 3467, 3512, 3558, 3604]] + 攻击次数 = 3 + CD = 6.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效CD(self, 武器类型, 输出类型): + return round(6, 1) + + def G系加成倍率(self): + if self.等级 == 0: + return 0.0 + else: + return round(0.50+0.01*self.等级, 5) + + def 等效百分比(self, 武器类型): + return self.数据[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能3(主动技能): + 名称 = '毒蛇炮' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + 数据1 = [int(i*1.19) for i in [0, 108, 119, 130, 141, 152, 163, 174, 185, 196, 207, 218, 229, 240, 251, 262, 273, 285, 295, 306, 317, 328, 339, 350, 361, 372, 384, 395, 405, 416, 427, 438, 449, 460, 471, 482, 494, 505, 515, 526, 537, 548, 559, 570, 581, 593, 604, 615, 625, 636, 647, 658, 669, 680, 691, 703, 714, 725, 735, 746, 757, 768, 779, 790, 802, 813, 824, 835, 845, 856, 867]] + 攻击次数1 = 30 + CD = 3.5 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 5.5 + + def 等效百分比(self, 武器类型): + return (self.数据1[self.等级] * self.攻击次数1) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +class 技能4(被动技能): + 名称 = '机械概论' + 所在等级 = 15 + 等级上限 = 11 + 基础等级 = 1 + 关联技能 = ['RX78追击者', 'Ez8自爆者', 'RX60陷阱追击者', '毒蛇炮', '空战机械:风暴', '空投支援', '拦截机工厂', + '盖波加之拳', 'EZ10反击者', 'EXSZero毒蛇炮', 'TN80终结者', 'TX-45特攻队', '超时空行军', 'HS1全息机械猎手', 'GW16-瓦尔德斯坦'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.085+0.015*self.等级, 3) + + +class 技能5(主动技能): + 名称 = 'RX78追击者' + 所在等级 = 5 + 等级上限 = 60 + 基础等级 = 50 + 数据1 = [int(i*1.191) for i in [0, 588, 647, 707, 767, 826, 886, 946, 1005, 1065, 1125, 1185, 1245, 1305, 1364, 1424, 1484, 1543, 1603, 1663, 1722, 1782, 1841, 1901, 1961, 2020, 2080, 2140, 2199, 2259, 2319, 2378, 2438, 2498, 2557, 2617, 2677, 2736, 2796, 2856, 2915, 2975, 3035, 3095, 3155, 3215, 3274, 3334, 3394, 3453, 3513, 3573, 3632, 3692, 3751, 3811, 3871, 3930, 3990, 4050, 4109, 4169, 4229, 4288, 4348, 4408, 4467, 4527, 4587, 4646, 4706]] + 攻击次数1 = 2 + CD = 2.5 + TP成长 = 0.08 + TP上限 = 5 + 演出时间 = 5.5 + + def 等效百分比(self, 武器类型): + return (self.数据1[self.等级] * self.攻击次数1) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +class 技能6(主动技能): + 名称 = 'Ez8自爆者' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + 数据1 = [int(i*1.1939) for i in [0, 2097, 2310, 2523, 2736, 2949, 3161, 3374, 3587, 3800, 4013, 4226, 4438, 4651, 4864, 5077, 5290, 5502, 5715, 5928, 6141, 6354, 6567, 6779, 6992, 7205, 7418, 7631, 7844, 8056, 8269, 8482, 8695, 8908, 9120, 9333, 9546, 9759, 9972, 10185, 10397, 10610, 10823, 11036, 11249, 11461, 11674, 11887, 12100, 12313, 12526, 12738, 12951, 13164, 13377, 13590, 13803, 14015, 14228, 14441, 14654, 14867, 15079, 15292, 15505, 15718, 15931, 16144, 16356, 16569, 16782]] + 攻击次数1 = 1 + CD = 6.5 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 5.5 + + def 等效百分比(self, 武器类型): + return (self.数据1[self.等级] * self.攻击次数1) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能7(主动技能): + 名称 = 'G3捕食者' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + 数据1 = [int(i*1.19) for i in [0, 116, 128, 140, 152, 164, 176, 187, 199, 211, 223, 235, 247, 258, 270, 282, 294, 306, 318, 330, 341, 353, 365, 377, 389, 401, 412, 424, 436, 448, 460, 472, 484, 495, 507, 519, 531, 543, 555, 566, 578, 590, 602, 614, 626, 638, 649, 661, 673, 685, 697, 709, 720, 732, 744, 756, 768, 780, 792, 803, 815, 827, 839, 851, 863, 874, 886, 898, 910, 922, 934]] + 攻击次数1 = 4 + CD = 1 + TP成长 = 0.10 + TP上限 = 5 + + def 等效CD(self, 武器类型, 输出类型): + return round(1, 1) + + def G系加成倍率(self): + if self.等级 == 0: + return 0.0 + else: + return round(0.48+0.01*self.等级, 3) + + def 等效百分比(self, 武器类型): + return self.数据1[self.等级] * self.攻击次数1 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能8(主动技能): + 名称 = 'RX60陷阱追击者' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + 数据1 = [int(i*1.1737) for i in [0, 4808, 5296, 5784, 6272, 6760, 7248, 7735, 8223, 8711, 9199, 9687, 10175, 10663, 11150, 11638, 12126, 12614, 13102, 13590, 14078, 14565, 15053, 15541, 16029, 16517, 17005, 17493, 17980, 18468, 18956, 19444, 19932, 20420, 20908, 21395, 21883, 22371, 22859, 23347, 23835, 24323, 24810, 25298, 25786, 26274, 26762, 27250, 27738, 28225, 28713, 29201, 29689, 30177, 30665, 31153, 31640, 32128, 32616, 33104, 33592, 34080, 34568, 35055, 35543, 36031, 36519, 37007, 37495, 37983, 38470]] + 攻击次数1 = 1 + CD = 12.0 + TP成长 = 0.10 + TP上限 = 5 + 演出时间 = 2.5 + + def 等效百分比(self, 武器类型): + return (self.数据1[self.等级] * self.攻击次数1) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +# class 技能9(主动技能): +# 名称 = '护石风暴' +# 所在等级 = 35 +# 等级上限 = 60 +# 基础等级 = 36 +# 数据1 = [int(i*1) for i in [0, 346, 382, 416, 452, 487, 522, 557, 593, 627, 663, 698, 733, 768, 804, 838, 874, 909, 944, 979, 1015, 1049, 1085, 1120, 1155, 1190, 1225, 1260, 1295, 1331, 1365, 1401, 1436, 1471, 1506, 1542, 1576, 1612, 1647, 1682, 1717, 1753, 1787, 1823, 1858, 1893, 1928, 1964, 1998, 2034, 2069, 2104, 2139, 2175, 2209, 2245, 2280, 2315, 2350, 2385, 2420, 2455, 2491, 2525, 2561, 2596, 2631, 2666]] +# 攻击次数1 = 20*2.64 +# CD = 25.5 +# TP成长 = 0.10 +# TP上限 = 5 +# 是否有护石 = 1 +# 演出时间 = 3 + +# 护石选项 = ['魔界', '圣痕'] + +# def 装备护石(self, x): +# if x == 0: +# self.倍率 *= 1 +# elif x == 1: +# self.倍率 *= 1.0672 + +# def 等效百分比(self, 武器类型): +# return (self.数据1[self.等级] * self.攻击次数1) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +class 技能9(主动技能): + 名称 = '空战机械:风暴' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + 数据1 = [int(i*1.1142) for i in [0, 346, 382, 416, 452, 487, 522, 557, 593, 627, 663, 698, 733, 768, 804, 838, 874, 909, 944, 979, 1015, 1049, 1085, 1120, 1155, 1190, 1225, 1260, 1295, 1331, 1365, 1401, 1436, 1471, 1506, 1542, 1576, 1612, 1647, 1682, 1717, 1753, 1787, 1823, 1858, 1893, 1928, 1964, 1998, 2034, 2069, 2104, 2139, 2175, 2209, 2245, 2280, 2315, 2350, 2385, 2420, 2455, 2491, 2525, 2561, 2596, 2631, 2666]] + 攻击次数1 = 1.8738 + CD = 1.0 + TP成长 = 0.10 + TP上限 = 5 + 装备护石 = 0 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.演出时间 = 3 + self.倍率 *= 2.64 * 20 + self.攻击次数1 = 1 + self.CD *= 30 + self.装备护石 = 1 + elif x == 1: + self.演出时间 = 3 + self.倍率 *= 2.86 * 20 + self.攻击次数1 = 1 + self.CD *= 30 + self.装备护石 = 1 + + def 等效CD(self, 武器类型, 输出类型): + if self.装备护石 == 1: + return super().等效CD(武器类型, 输出类型) + else: + return round(1, 1) + + def 等效百分比(self, 武器类型): + return (self.数据1[self.等级] * self.攻击次数1) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能10(主动技能): + 名称 = '空投支援' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + 数据1 = [int(i*1.1012) for i in [0, 704, 776, 847, 919, 990, 1062, 1133, 1205, 1276, 1348, 1419, 1490, 1562, 1633, 1705, 1776, 1848, 1919, 1991, 2062, 2134, 2205, 2277, 2348, 2420, 2491, 2563, 2634, 2706, 2777, 2849, 2920, 2992, 3063, 3135, 3206, 3278, 3349, 3421, 3492, 3564, 3635, 3707, 3778, 3850, 3921, 3992, 4064, 4135, 4207, 4278, 4350, 4421, 4493, 4564, 4636, 4707, 4779, 4850, 4922, 4993, 5065, 5136, 5208, 5279, 5351, 5422, 5494, 5565, 5637]] + 攻击次数1 = 20 + CD = 30 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 2.5 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.21 + elif x == 1: + self.倍率 *= 1.30 + + def 等效百分比(self, 武器类型): + return (self.数据1[self.等级] * self.攻击次数1) * (1 + self.TP成长 * self.TP等级) * self.倍率 + +class 技能11(主动技能): + 名称 = '拦截机工厂' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + 数据1 = [int(i*1.1859) for i in [0, 2658, 2928, 3197, 3467, 3737, 4006, 4276, 4546, 4815, 5085, 5355, 5625, 5894, 6164, 6434, 6703, 6973, 7243, 7512, 7782, 8052, 8321, 8591, 8861, 9130, 9400, 9670, 9940, 10209, 10479, 10749, 11018, 11288, 11558, 11827, 12097, 12367, 12636, 12906, 13176, 13446, 13715, 13985, 14255, 14524, 14794, 15064, 15333, 15603, 15873, 16142, 16412, 16682, 16952, 17221, 17491, 17761, 18030, 18300, 18570, 18839, 19109, 19379, 19648, 19918, 20188, 20458, 20727, 20997, 21267]] + 攻击次数1 = 8 + CD = 45 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 3 + + 护石选项 = ['魔界', '圣痕'] + + 光反应能量模块 = 0 + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.19 + elif x == 1: + self.倍率 *= 1.27 + + def 等效百分比(self, 武器类型): + if self.光反应能量模块 == 1: + self.数据1 = [int(i*1.1859) for i in [0, 23400, 25774, 28148, 30522, 32896, 35270, 37644, 40018, 42392, 44766, 47140, 49514, 51888, 54262, 56636, 59010, 61384, 63758, 66132, 68506, 70880, 73254, 75627, 78001, 80375, 82749, 85123, 87497, 89871, 92245, 94619, 96993, 99367, 101741, 104115, 106489, 108863, 111237, 113611, 115985, 118359, 120733, 123107, 125481, 127855, 130229, 132603, 134977, 137351, 139725, 142099, 144473, 146847, 149221, 151595, 153969, 156343, 158717, 161090, 163464, 165838, 168212, 170586, 172960, 175334, 177708, 180082, 182456, 184830, 187204]] + self.攻击次数1 = 1 + return (self.数据1[self.等级] * self.攻击次数1) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能12(被动技能): + 名称 = '光反应能量模块' + 所在等级 = 45 + 等级上限 = 1 + 基础等级 = 1 + 关联技能 = ['拦截机工厂'] + 倍率 = 1.0 + + def 技能描述(self, 武器类型): + temp = '' + temp += '将拦截机互相连结, 生成能量散热板
'+ \ + '能量散热板蓄积能量并向前方发射, 然后消失' + return temp + + def 加成倍率(self, 武器类型): + return self.倍率 + +class 技能13(被动技能): + 名称 = '斗志之歌' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + if self.等级 < 17: + return round(1.01+0.015*self.等级, 3) + else: + return round(1.25+0.02*(self.等级-16), 3) + + +class 技能14(主动技能): + 名称 = '盖波加之拳' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + 数据1 = [int(i*1.2373) for i in [0, 7568, 9323, 11079, 12834, 14589, 17978, 19909, 21839, 190160, 205600, 221048, 236504, 251944, 267392, 282832, 298280, 313720, 329168, 344608, 360056, 375496, 390952, 406392, 421840, 437280, 452728, 468168, 483616, 499056, 514504, 529952, 545400, 560840, 576288, 591728, 607176, 622616, 638064, 653504, 668952, 684400, 699848, 715288, 730736, 746176, 761624, 777064, 792512, 807952, 823408, 838848, 854296, 869736, 885184, 900624, 916072, 931512, 946960, 962400, 977856, 993304, 1008744, 1024192, 1039632, 1055080, 1070520, 1085968, 1101408, 1116856, 1132304]] + 攻击次数1 = 1 + CD = 145.0 + + def 等效百分比(self, 武器类型): + return (self.数据1[self.等级] * self.攻击次数1) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + + +class 技能15(主动技能): + 名称 = 'EZ10反击者' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + 数据1 = [int(i*1.1742) for i in [0, 7672, 8451, 9229, 10008, 10786, 11564, 12343, 13121, 13900, 14678, 15457, 16235, 17013, 17792, 18570, 19349, 20127, 20905, 21684, 22462, 23241, 24019, 24797, 25576, 26354, 27133, 27911, 28690, 29468, 30246, 31025, 31803, 32582, 33360, 34138, 34917, 35695, 36474, 37252, 38030, 38809, 39587, 40366, 41144, 41922, 42701, 43479, 44258, 45036, 45815]] + 攻击次数1 = 1 + 数据2 = [int(i*1.1742) for i in [0, 2557, 2817, 3076, 3336, 3595, 3854, 4114, 4373, 4633, 4892, 5152, 5411, 5671, 5930, 6190, 6449, 6709, 6968, 7228, 7487, 7747, 8006, 8265, 8525, 8784, 9044, 9303, 9563, 9822, 10082, 10341, 10601, 10860, 11120, 11379, 11639, 11898, 12158, 12417, 12676, 12936, 13195, 13455, 13714, 13974, 14233, 14493, 14752, 15012, 15271]] + 攻击次数2 = 3 + CD = 30 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 1.5 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.24 + elif x == 1: + self.倍率 *= 1.334 + + def 等效百分比(self, 武器类型): + return (self.数据1[self.等级] * self.攻击次数1 + self.数据2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能16(主动技能): + 名称 = 'EXSZero毒蛇炮' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + 数据1 = [int(i*1.1937) for i in [0, 383, 422, 461, 499, 538, 577, 616, 655, 694, 733, 772, 811, 849, 888, 927, 966, 1005, 1044, 1083, 1122, 1161, 1199, 1238, 1277, 1316, 1355, 1394, 1433, 1472, 1510, 1549, 1588, 1627, 1666, 1705, 1744, 1783, 1822, 1860, 1899, 1938, 1977, 2016, 2055, 2094, 2133, 2172, 2210, 2249, 2288]] + 攻击次数1 = 40 + 数据2 = [int(i*1.1937) for i in [0, 1542, 1698, 1855, 2011, 2168, 2324, 2481, 2637, 2794, 2950, 3107, 3263, 3419, 3576, 3732, 3889, 4045, 4202, 4358, 4515, 4671, 4828, 4984, 5141, 5297, 5454, 5610, 5766, 5923, 6079, 6236, 6392, 6549, 6705, 6862, 7018, 7175, 7331, 7488, 7644, 7801, 7957, 8114, 8270, 8426, 8583, 8739, 8896, 9052, 9209]] + 攻击次数2 = 19 + CD = 50 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 3 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.19 + elif x == 1: + self.倍率 *= 1.273 + + def 等效百分比(self, 武器类型): + return (self.数据1[self.等级] * self.攻击次数1 + self.数据2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能17(被动技能): + 名称 = 'HS1机械助手' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + 冷却关联技能 = ['所有'] + 非冷却关联技能 = ['盖波加之拳', '超时空行军','GW16-瓦尔德斯坦'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18+0.02*self.等级, 3) + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 0.85 + +class 技能18(主动技能): + 名称 = 'TN80终结者' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + 数据1 = [int(i*1.097*1.1936) for i in [0, 2616, 2882, 3147, 3413, 3678, 3944, 4209, 4474, 4739, 5005, 5270, 5535, 5801, 6066, 6332, 6597, 6863, 7128, 7394, 7659, 7925, 8190, 8455, 8721, 8986, 9252, 9517, 9783, 10048, 10314, 10579, 10845, 11110, 11375, 11641, 11906, 12172, 12437, 12703, 12968, 13234, 13499, 13765, 14030, 14295, 14561, 14826, 15092, 15357, 15623, 15888, 16154, 16419, 16685, 16950, 17215, 17481, 17746, 18012, 18277, 18543, 18808, 19074, 19338, 19604, 19869, 20135, 20400, 20665, 20931]] + 攻击次数1 = 18 + 数据2 = [int(i*1*1.1936) for i in [0, 9121, 10047, 10972, 11898, 12823, 13748, 14674, 15599, 16525, 17450, 18375, 19301, 20226, 21152, 22077, 23002, 23928, 24853, 25779, 26704, 27630, 28555, 29480, 30406, 31331, 32257, 33182, 34107, 35033, 35958, 36884, 37809, 38734, 39660, 40585, 41511, 42436, 43361, 44287, 45212, 46138, 47063, 47989, 48914, 49839, 50765, 51690, 52616, 53541, 54466, 55392, 56317, 57243, 58168, 59093, 60019, 60944, 61870, 62795, 63720, 64646, 65571, 66497, 67422, 68347, 69273, 70198, 71124, 72049, 72975]] + 攻击次数2 = 1 + CD = 40 + 演出时间 = 2 + 是否有护石 = 1 + 演出时间 = 3 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + self.倍率 *= 1.352 + + def 等效百分比(self, 武器类型): + return (self.数据1[self.等级] * self.攻击次数1 + self.数据2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能19(主动技能): + 名称 = 'TX-45特攻队' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + 数据1 = [int(i*1.2150) for i in [0, 5891, 6489, 7087, 7684, 8282, 8880, 9477, 10075, 10673, 11271, 11868, 12466, 13064, 13661, 14259, 14857, 15455, 16052, 16650, 17248, 17845, 18443, 19041, 19639, 20236, 20834, 21432, 22029, 22627, 23225, 23823, 24420, 25018, 25616, 26213, 26811, 27409, 28007, 28604, 29202, 29800, 30397, 30995, 31593, 32191, 32788, 33386, 33984, 34581, 35179, 35777, 36375, 36972, 37570, 38168, 38765, 39363, 39961, 40559, 41156, 41754, 42352, 42949, 43547, 44145, 44742, 45340, 45938, 46536, 47133]] + 攻击次数1 = 2 + 数据2 = [int(i*1.2150) for i in [0, 7855, 8652, 9449, 10246, 11043, 11840, 12637, 13434, 14231, 15028, 15825, 16622, 17419, 18215, 19012, 19809, 20606, 21403, 22200, 22997, 23794, 24591, 25388, 26185, 26982, 27779, 28576, 29373, 30170, 30967, 31764, 32561, 33358, 34154, 34951, 35748, 36545, 37342, 38139, 38936, 39733, 40530, 41327, 42124, 42921, 43718, 44515, 45312, 46109, 46906, 47703, 48500, 49296, 50093, 50890, 51687, 52484, 53281, 54078, 54875, 55672, 56469, 57266, 58063, 58860, 59657, 60454, 61251, 62048, 62845]] + 攻击次数2 = 2 + 数据3 = [int(i*1.2150) for i in [0, 11783, 12978, 14174, 15369, 16565, 17760, 18955, 20151, 21346, 22542, 23737, 24933, 26128, 27323, 28519, 29714, 30910, 32105, 33301, 34496, 35691, 36887, 38082, 39278, 40473, 41669, 42864, 44059, 45255, 46450, 47646, 48841, 50037, 51232, 52427, 53623, 54818, 56014, 57209, 58404, 59600, 60795, 61991, 63186, 64382, 65577, 66772, 67968, 69163, 70359, 71554, 72750, 73945, 75140, 76336, 77531, 78727, 79922, 81118, 82313, 83508, 84704, 85899, 87095, 88290, 89485, 90681, 91876, 93072, 94267]] + 攻击次数3 = 1 + CD = 45 + 演出时间 = 1.5 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + self.倍率 *= 1.29 + + def 等效百分比(self, 武器类型): + return (self.数据1[self.等级] * self.攻击次数1 + self.数据2[self.等级] * self.攻击次数2 + self.数据3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能20(主动技能): + 名称 = '超时空行军' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + 数据1 = [int(i*1.2050) for i in [0, 491, 606, 720, 834, 948, 1062, 1176, 1290, 1404, 1518, 1632, 1746, 1860, 1975, 2089, 2203, 2317, 2431, 2545, 2659, 2773, 2887, 3001, 3115, 3229, 3344, 3458, 3572, 3686, 3800, 3914, 4028, 4142, 4256, 4370, 4484, 4598, 4712, 4827, 4941, 5055, 5169, 5283, 5397, 5511, 5625, 5739, 5853, 5967, 6081, 6196, 6310, 6424, 6538, 6652, 6766, 6880, 6994, 7108, 7222, 7336, 7450, 7565, 7679, 7793, 7907, 8021, 8135, 8249, 8363]] + 攻击次数1 = 12 + 数据2 = [int(i*1.2050) for i in [0, 15743, 19393, 23044, 26695, 30345, 33996, 37646, 41297, 44948, 48598, 52249, 55899, 59550, 63201, 66851, 70502, 74153, 77803, 81454, 85104, 88755, 92406, 96056, 99707, 103357, 107008, 110659, 114309, 117960, 121611, 125261, 128912, 132562, 136213, 139864, 143514, 147165, 150815, 154466, 158117, 161767, 165418, 169068, 172719, 176370, 180020, 183671, 187322, 190972, 194623, 198273, 201924, 205575, 209225, 212876, 216526, 220177, 223828, 227478, 231129, 234779, 238430, 242081, 245731, 249382, 253033, 256683, 260334, 263984, 267635]] + 攻击次数2 = 9 + CD = 180 + + def 等效百分比(self, 武器类型): + return (self.数据1[self.等级] * self.攻击次数1 + self.数据2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能21(被动技能): + 名称 = 'SOPHIA' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能22(主动技能): + 名称 = 'HS1全息机械猎手' + 所在等级 = 95 + 等级上限 = 11 + 基础等级 = 6 + 数据1 = [int(i*1.1929) for i in [0, 120525, 132753, 144980, 157208, 169435, 181662, 193889, 206116, 218344, 230571, 242799, 255026, 267253, 279480, 291707, 303935, 316162, 328390, 340616, 352844, 365071, 377299, 389526, 401753, 413980, 426207, 438435, 450662, 462890, 475117, 487344, 499571, 511798, 524026, 536253, 548481, 560708, 572935, 585162, 597390, 609617, 621844, 634072, 646298, 658526, 670753, 682981, 695208, 707436, 719662, 731889, 744117, 756344, 768572, 780799, 793026, 805253, 817481, 829708, 841935, 854163, 866389, 878617, 890844, 903072, 915299, 927527, 939753, 951980, 964208]] + 攻击次数1 = 1 + CD = 60 + 演出时间 = 3 + + def 等效百分比(self, 武器类型): + return (self.数据1[self.等级] * self.攻击次数1) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能23(主动技能): + 名称 = 'GW16-瓦尔德斯坦' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + 数据1 = [int(i*1.1811) for i in [0, 90262, 111193, 132123, 153053, 173984, 194914, 215845, 236775, 257706, 278636, 299567, 320497, 341428, 362358, 383289, 404219, 425149, 446080, 467010, 487941, 508871, 529802, 550732, 571663, 592593, 613524, 634454, 655385, 676315, 697245, 718176, 739106, 760037, 780967, 801898, 822828, 843759, 864689, 885620, 906550, 927481, 948411, 969341, 990272, 1011202, 1032133, 1053063, 1073994, 1094924, 1115855, 1136785, 1157716, 1178646, 1199576, 1220507, 1241437, 1262368, 1283298, 1304229, 1325159, 1346090, 1367020, 1387951, 1408881, 1429812, 1450742, 1471672, 1492603, 1513533, 1534464]] + 攻击次数1 = 1 + 数据2 = [int(i*1.1811) for i in [0, 3223, 3971, 4718, 5466, 6213, 6961, 7708, 8456, 9203, 9951, 10698, 11446, 12193, 12941, 13688, 14436, 15183, 15931, 16678, 17426, 18173, 18921, 19669, 20416, 21164, 21911, 22659, 23406, 24154, 24901, 25649, 26396, 27144, 27891, 28639, 29386, 30134, 30881, 31629, 32376, 33124, 33871, 34619, 35366, 36114, 36861, 37609, 38356, 39104, 39851, 40599, 41347, 42094, 42842, 43589, 44337, 45084, 45832, 46579, 47327, 48074, 48822, 49569, 50317, 51064, 51812, 52559, 53307, 54054, 54802]] + 攻击次数2 = 7 + 数据3 = [int(i*1.1811) for i in [0, 135393, 166789, 198185, 229580, 260976, 292372, 323768, 355163, 386559, 417955, 449350, 480746, 512142, 543537, 574933, 606329, 637724, 669120, 700516, 731912, 763307, 794703, 826099, 857494, 888890, 920286, 951681, 983077, 1014473, 1045868, 1077264, 1108660, 1140056, 1171451, 1202847, 1234243, 1265638, 1297034, 1328430, 1359825, 1391221, 1422617, 1454012, 1485408, 1516804, 1548200, 1579595, 1610991, 1642387, 1673782, 1705178, 1736574, 1767969, 1799365, 1830761, 1862156, 1893552, 1924948, 1956343, 1987739, 2019135, 2050531, 2081926, 2113322, 2144718, 2176113, 2207509, 2238905, 2270300, 2301696]] + 攻击次数3 = 1 + 数据4 = [int(i*1.1811) for i in [0, 14506, 17870, 21234, 24597, 27961, 31325, 34689, 38053, 41417, 44780, 48144, 51508, 54872, 58236, 61600, 64963, 68327, 71691, 75055, 78419, 81782, 85146, 88510, 91874, 95238, 98602, 101965, 105329, 108693, 112057, 115421, 118785, 122148, 125512, 128876, 132240, 135604, 138967, 142331, 145695, 149059, 152423, 155787, 159150, 162514, 165878, 169242, 172606, 175970, 179333, 182697, 186061, 189425, 192789, 196152, 199516, 202880, 206244, 209608, 212972, 216335, 219699, 223063, 226427, 229791, 233155, 236518, 239882, 243246, 246610]] + 攻击次数4 = 14 + CD = 290 + + def 加成倍率(self, 武器类型): + return 0.0 + + def 等效百分比(self, 武器类型): + return (self.数据1[self.等级] * self.攻击次数1 + self.数据2[self.等级] * self.攻击次数2 + self.数据3[self.等级] * self.攻击次数3 + self.数据4[self.等级] * self.攻击次数4) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能24(被动技能): + 名称 = '机械引爆' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 5 + 是否主动 = 1 + 关联技能 = ['RX78追击者', 'Ez8自爆者', 'RX60陷阱追击者', + '空投支援', '拦截机工厂', 'EZ10反击者', 'TX-45特攻队'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return 1.40 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +一觉序号 = 0 +二觉序号 = 0 +三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 三觉序号 = 技能序号[i.名称] + +护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 护石选项.append(i.名称) + +符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 符文选项.append(i.名称) + + +class 职业角色属性(角色属性): + + 实际名称 = '重霄·机械师·男' + 角色 = '神枪手(男)' + 职业 = '机械师' + + 武器选项 = ['自动手枪'] + + 类型选择 = ['魔法百分比'] + + 类型 = '魔法百分比' + 防具类型 = '布甲' + 防具精通属性 = ['智力'] + + 主BUFF = 1.850 + + 远古记忆 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + if self.技能栏[self.技能序号['光反应能量模块']].等级 != 0: + self.技能栏[self.技能序号['拦截机工厂']].光反应能量模块 = 1 + if self.装备检查('雷霆怒啸手枪'): + self.技能栏[self.技能序号['光反应能量模块']].倍率 *= 1.2 + super().被动倍率计算() + self.技能栏[self.技能序号['G1科罗纳']].被动倍率 *= 1+self.技能栏[self.技能序号['G2旋雷者'] + ].G系加成倍率()+self.技能栏[self.技能序号['G3捕食者']].G系加成倍率() + self.技能栏[self.技能序号['G2旋雷者']].被动倍率 *= 1+self.技能栏[self.技能序号['G1科罗纳'] + ].G系加成倍率()+self.技能栏[self.技能序号['G3捕食者']].G系加成倍率() + self.技能栏[self.技能序号['G3捕食者']].被动倍率 *= 1+self.技能栏[self.技能序号['G1科罗纳'] + ].G系加成倍率()+self.技能栏[self.技能序号['G2旋雷者']].G系加成倍率() +class 重霄·机械师·男(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 职业角色属性() + self.角色属性A = 职业角色属性() + self.角色属性B = 职业角色属性() + self.一觉序号 = 一觉序号 + self.二觉序号 = 二觉序号 + self.三觉序号 = 三觉序号 + self.护石选项 = deepcopy(护石选项) + self.符文选项 = deepcopy(符文选项) diff --git a/Characters/重霄·枪炮师·女.py b/Characters/重霄·枪炮师·女.py new file mode 100644 index 00000000..a6505807 --- /dev/null +++ b/Characters/重霄·枪炮师·女.py @@ -0,0 +1,773 @@ +from PublicReference.carry.base import * + +等级 = 100 + 5 + + +class 主动技能(主动技能): + def 等效CD(self, 武器类型, 输出类型): + # 重火器精通取消除觉醒之外的技能惩罚 + if self.所在等级 not in [50, 85, 100]: + return round(self.CD / self.恢复, 1) + else: + return super().等效CD(武器类型, 输出类型) + + +class 技能0(主动技能): + 名称 = 'M3喷火器' + 所在等级 = 15 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + 基础等级 = min(int((等级 - 所在等级) / 学习间隔 + 1), 等级精通) + 1 + data0 = [(i*1.051) for i in [0, 207, 228, 250, 270, 291, 313, 333, 355, 376, 396, 418, 439, 460, 481, 502, 523, 544, 566, 586, 607, 629, 649, 671, 692, 712, 734, 755, 776, 797, 818, 839, 860, 882, 902, 923, 945, 965, 987, + 1008, 1028, 1050, 1071, 1092, 1113, 1134, 1155, 1176, 1198, 1218, 1239, 1261, 1281, 1303, 1324, 1344, 1366, 1387, 1408, 1429, 1450, 1471, 1492, 1514, 1534, 1555, 1577, 1597, 1619, 1640, 1660]] + 攻击次数 = 14 + CD = 7.0 + TP成长 = 0.08 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * (self.攻击次数 + (1 if self.TP等级 >= 5 else 0)) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能1(被动技能): + 名称 = '重火器精通' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + 关联技能 = ['所有'] + 关联技能2 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1 + 0.02 * self.等级, 5) + + def 加成倍率2(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1 + 0.01 * self.等级, 5) + + def 物理攻击力倍率(self, 武器类型): + return self.加成倍率2(武器类型) + + +class 技能2(主动技能): + 名称 = '加农炮' + 所在等级 = 20 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + 基础等级 = min(int((等级 - 所在等级) / 学习间隔 + 1), 等级精通) + 1 + # 1235 1169 + data0 = [(i*1.0565*1.051) for i in [0, 1062, 1169, 1278, 1385, 1492, 1601, 1708, 1817, 1924, 2031, 2140, 2247, 2356, 2463, 2570, 2679, 2786, 2895, 3002, 3109, 3218, 3325, 3433, 3541, 3648, 3757, 3864, 3972, 4080, 4187, 4295, 4403, + 4511, 4619, 4726, 4834, 4942, 5050, 5158, 5265, 5373, 5481, 5589, 5696, 5804, 5912, 6020, 6127, 6235, 6343, 6451, 6558, 6666, 6774, 6882, 6990, 7097, 7205, 7313, 7421, 7529, 7636, 7744, 7852, 7959, 8068, 8175, 8283, 8391, 8498]] + 攻击次数 = 2 + CD = 5.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能3(主动技能): + 名称 = '反坦克炮' + 所在等级 = 20 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + 基础等级 = min(int((等级 - 所在等级) / 学习间隔 + 1), 等级精通) + 1 + # 187 158 + data0 = [(i*1.1835*1.051) for i in [0, 144, 158, 172, 188, 202, 216, 230, 245, 260, 274, 289, 303, 318, 333, 348, 361, 376, 392, 405, 420, 435, 449, 464, 479, 492, 508, 523, 537, 551, 566, 581, 595, 610, + 624, 639, 654, 668, 683, 697, 712, 727, 741, 755, 771, 785, 799, 814, 828, 843, 858, 873, 886, 902, 917, 930, 945, 961, 974, 989, 1004, 1017, 1033, 1048, 1062, 1076, 1092, 1106, 1120, 1134, 1149]] + # 980 825 + data1 = [(i*1.1879*1.051) for i in [0, 750, 825, 902, 979, 1055, 1131, 1208, 1283, 1360, 1435, 1512, 1588, 1663, 1740, 1815, 1892, 1968, 2044, 2121, 2198, 2273, 2350, 2426, 2501, 2578, 2653, 2730, 2806, 2882, 2958, 3035, 3110, + 3187, 3263, 3339, 3416, 3491, 3568, 3644, 3720, 3796, 3872, 3948, 4025, 4100, 4176, 4253, 4329, 4406, 4481, 4558, 4634, 4710, 4786, 4863, 4938, 5014, 5090, 5166, 5243, 5318, 5395, 5472, 5548, 5624, 5700, 5776, 5852, 5928, 6004]] + 攻击次数2 = 3 + CD = 6.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] + self.data1[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能4(被动技能): + 名称 = 'APG63' + 所在等级 = 25 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.14 + 0.01 * self.等级, 5) + + def 物理攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + +class 技能5(主动技能): + 名称 = '激光炮' + 所在等级 = 25 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + 基础等级 = min(int((等级 - 所在等级) / 学习间隔 + 1), 等级精通) + 1 + # 3163 2693 + data0 = [(i*1.1745*1.052) for i in [0, 2444, 2693, 2940, 3188, 3436, 3684, 3933, 4180, 4429, 4677, 4924, 5173, 5420, 5669, 5917, 6164, 6413, 6660, 6909, 7157, 7405, 7653, 7900, 8149, 8397, 8645, 8893, 9140, 9389, 9637, 9885, 10133, 10380, 10629, 10877, + 11125, 11373, 11622, 11869, 12117, 12365, 12613, 12862, 13109, 13358, 13605, 13853, 14102, 14349, 14598, 14845, 15093, 15342, 15589, 15838, 16085, 16334, 16582, 16829, 17078, 17325, 17574, 17822, 18069, 18318, 18566, 18814, 19062, 19309, 19558]] + CD = 7.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能6(被动技能): + 名称 = '蓄电激光炮' + 所在等级 = 25 + 等级上限 = 11 + 基础等级 = 1 + 关联技能 = ['激光炮'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.25+0.05 * self.等级, 5) + + +class 技能7(主动技能): + 名称 = '聚焦喷火器' + 所在等级 = 30 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + 基础等级 = min(int((等级 - 所在等级) / 学习间隔 + 1), 等级精通) + 1 + # 263 224 + data0 = [(i*1.1741*1.052) for i in [0, 203, 224, 244, 265, 285, 306, 327, 347, 368, 389, 409, 430, 450, 471, 492, 512, 533, 554, 574, 595, 616, 636, 657, 677, 698, 719, 739, 760, 781, 801, 822, 842, 863, 884, 904, + 925, 946, 966, 987, 1008, 1028, 1049, 1069, 1090, 1111, 1131, 1152, 1173, 1193, 1214, 1234, 1255, 1276, 1296, 1317, 1338, 1358, 1379, 1398, 1419, 1440, 1460, 1481, 1502, 1522, 1543, 1563, 1584, 1605, 1625]] + 攻击次数 = 29 + CD = 12.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能8(主动技能): + 名称 = 'FM31榴弹发射器' + 所在等级 = 35 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + 基础等级 = min(int((等级 - 所在等级) / 学习间隔 + 1), 等级精通) + 1 + # 1077 916 + data0 = [(i*1.1758*1.052) for i in [0, 831, 916, 1000, 1084, 1168, 1253, 1337, 1423, 1507, 1591, 1675, 1760, 1844, 1929, 2013, 2097, 2181, 2266, 2350, 2436, 2520, 2604, 2688, 2773, 2857, 2942, 3026, 3110, 3194, 3279, 3363, 3448, + 3532, 3616, 3700, 3786, 3870, 3955, 4039, 4123, 4207, 4292, 4376, 4461, 4545, 4629, 4713, 4799, 4883, 4968, 5052, 5135, 5220, 5304, 5389, 5473, 5558, 5642, 5724, 5808, 5891, 5975, 6057, 6141, 6223, 6307, 6390, 6474, 6556]] + 攻击次数 = 8 + CD = 15.0 + TP成长 = 0.20 + TP上限 = 1 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.基础释放次数 = 4 + self.攻击次数 = 2 + self.倍率 *= 1.18 + self.CD *= float(4 / 15) + elif x == 1: + self.基础释放次数 = 4 + self.攻击次数 = 2 + self.倍率 *= 1.27 + self.CD *= float(4 / 15) + + def 护石描述(self, x): + if x == 0: + temp = "M102-CERM弹药" + temp += "

" + temp += "[FM-31榴弹发射器]
" + temp += "可以补充榴弹
" + temp += "榴弹冷却时间 : 4秒
" + temp += "长按技能键可以连续发射
" + temp += "攻击力 +18%
" + temp += "
-护石附加效果:
" + temp += "装弹数上限 +2 (学习强化技能后 +1)
" + temp += "爆炸范围 +20%" + elif x == 1: + temp = "M102-CERM弹药" + temp += "

" + temp += "[FM-31榴弹发射器]
" + temp += "可以补充榴弹
" + temp += "榴弹冷却时间 : 4秒
" + temp += "长按技能键可以连续发射
" + temp += "攻击力 +18%
" + temp += "
-护石附加效果:
" + temp += "装弹数上限 +2 (学习强化技能后 +1)
" + temp += "爆炸范围 +20%
" + temp += "攻击力 +9%" + return temp + + +class 技能9(主动技能): + 名称 = 'FM92mk2榴弹' + 所在等级 = 35 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + 基础等级 = min(int((等级 - 所在等级) / 学习间隔 + 1), 等级精通) + 1 + # 1398 1190 + data0 = [(i*1.1748*1.052) for i in [0, 1080, 1190, 1299, 1410, 1519, 1628, 1739, 1848, 1957, 2068, 2177, 2286, 2396, 2506, 2615, 2725, 2835, 2945, 3054, 3163, 3274, 3383, 3492, 3603, 3712, 3821, 3932, 4041, 4151, 4260, 4370, 4480, + 4589, 4698, 4809, 4918, 5027, 5138, 5247, 5356, 5467, 5576, 5686, 5795, 5905, 6015, 6124, 6234, 6344, 6453, 6562, 6673, 6782, 6891, 7002, 7111, 7221, 7331, 7440, 7550, 7659, 7769, 7879, 7988, 8098, 8208, 8317, 8428, 8537, 8646]] + 攻击次数 = 8 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能10(主动技能): + 名称 = '量子爆弹' + 所在等级 = 40 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + 基础等级 = min(int((等级 - 所在等级) / 学习间隔 + 1), 等级精通) + 1 + # 873 743 + data1 = [(i*1.1750*1.085) for i in [0, 675, 743, 812, 880, 949, 1016, 1085, 1154, 1222, 1291, 1359, 1428, 1497, 1565, 1634, 1701, 1770, 1838, 1907, 1976, 2044, 2113, 2181, 2250, 2317, 2386, 2455, 2523, 2592, 2660, 2729, 2798, + 2866, 2935, 3002, 3071, 3140, 3208, 3277, 3345, 3414, 3482, 3551, 3620, 3687, 3756, 3824, 3893, 3962, 4030, 4099, 4167, 4236, 4305, 4372, 4441, 4509, 4578, 4646, 4715, 4784, 4852, 4921, 4989, 5057, 5125, 5194, 5263, 5331, 5400]] + 攻击次数1 = 1 + # 10047 8550 + data2 = [(i*1.1751*1.085) for i in [0, 7762, 8550, 9337, 10125, 10913, 11701, 12487, 13275, 14063, 14850, 15638, 16426, 17212, 18000, 18788, 19576, 20363, 21151, 21938, 22725, 23513, 24301, 25089, 25876, 26663, 27451, 28238, 29026, 29814, 30602, 31388, 32176, 32964, + 33751, 34539, 35327, 36113, 36901, 37689, 38477, 39264, 40052, 40839, 41626, 42414, 43202, 43990, 44776, 45564, 46352, 47139, 47927, 48715, 49501, 50289, 51077, 51865, 52652, 53440, 54227, 55014, 55802, 56590, 57378, 58165, 58952, 59740, 60527, 61315, 62103]] + 攻击次数2 = 1 + + # 感电 + data3 = [(i*1.0) for i in [0, 10, 10, 10, 10, 10, 10, 11, 12, 12, 13, 14, 14, 15, 16, 16, 17, 18, 19, 19, 20, 21, 21, 22, 23, 23, 24, 25, 25, 26, 27, 27, 28, 29, 30, 30, 31, 32, 32, 33, 34, 34, 35, 36, 36, 37, 38, 39, 39, 40, 41, 41, + 42, 43, 43, 44, 45, 45, 46, 47, 47, 48, 49, 50, 50, 51, 52, 52, 53, 54, 54]] + 攻击次数3 = 10 + CD = 18.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数1 = 0 + self.攻击次数2 = 0.16 * 8 * 1.07 + self.攻击次数3 *= 0.16 * 8 * 1.07 + self.CD *= 0.9 + elif x == 1: + self.攻击次数1 = 0 + self.攻击次数2 = 0.16 * 8 * 1.14 + self.攻击次数3 *= 0.16 * 8 * 1.14 + self.CD *= 0.9 + + def 护石描述(self, x): + if x == 0: + temp = "原力轰炸" + temp += "

" + temp += "[量子爆弹]
" + temp += "变更为地毯式轰炸
" + temp += "删除导弹物理攻击力
" + temp += "导弹大小 -65%
" + temp += "每次爆炸攻击力 -84%
" + temp += "爆炸次数 +7次
" + temp += "
-护石附加效果:
" + temp += "冷却时间 -10%
" + temp += "爆炸攻击力 +7%" + elif x == 1: + temp = "原力轰炸" + temp += "

" + temp += "[量子爆弹]
" + temp += "变更为地毯式轰炸
" + temp += "删除导弹物理攻击力
" + temp += "导弹大小 -65%
" + temp += "每次爆炸攻击力 -84%
" + temp += "爆炸次数 +7次
" + temp += "
-护石附加效果:
" + temp += "冷却时间 -10%
" + temp += "爆炸攻击力 +14%" + return temp + + +class 技能11(主动技能): + 名称 = 'X1压缩量子炮' + 所在等级 = 45 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + 基础等级 = min(int((等级 - 所在等级) / 学习间隔 + 1), 等级精通) + 1 + # 23534 19226 + data0 = [(i*1.2241*1.065) for i in [0, 17455, 19226, 20996, 22767, 24538, 26310, 28081, 29851, 31622, 33393, 35164, 36934, 38705, 40476, 42247, 44018, 45789, 47560, 49331, 51101, 52872, 54643, 56414, 58184, 59956, 61727, 63498, 65269, 67039, 68810, 70581, 72352, 74122, 75893, + 77665, 79436, 81206, 82977, 84748, 86519, 88289, 90060, 91831, 93602, 95374, 97144, 98915, 100686, 102457, 104227, 105998, 107769, 109540, 111310, 113082, 114853, 116624, 118394, 120165, 121936, 123707, 125477, 127248, 129019, 130791, 132562, 134332, 136103, 137874, 139645]] + CD = 45.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.1 + self.CD *= 0.88 + elif x == 1: + self.倍率 *= 1.18 + self.CD *= 0.88 + + def 护石描述(self, x): + if x == 0: + temp = "AC.X-1压缩量子炮" + temp += "

" + temp += "[X-1压缩量子炮]
" + temp += "立即发射并在最远射程处自动蓄气后爆炸
" + temp += "冷却时间 -12%
" + temp += "
-护石附加效果:
" + temp += "爆炸范围 +10%
" + temp += "攻击力 +10%" + elif x == 1: + temp = "AC.X-1压缩量子炮" + temp += "

" + temp += "[X-1压缩量子炮]
" + temp += "立即发射并在最远射程处自动蓄气后爆炸
" + temp += "冷却时间 -12%
" + temp += "
-护石附加效果:
" + temp += "爆炸范围 +10%
" + temp += "攻击力 +18%" + return temp + + +class 技能12(被动技能): + 名称 = '超温重火器' + 所在等级 = 48 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + 基础等级 = min(int((等级 - 所在等级) / 学习间隔 + 1), 等级精通) + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.04 + 0.02 * self.等级, 5) + + +class 技能13(主动技能): + 名称 = '远古粒子炮' + 所在等级 = 50 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + 基础等级 = min(int((等级 - 所在等级) / 学习间隔 + 1), 等级精通) + # 19254 16400 + data1 = [(i*1.1740*1.05) for i in [0, 4618, 5689, 6760, 7831, 8902, 9973, 11044, 12115, 13186, 14258, 15329, 16400, 17471, 18542, 19613, 20684, 21755, 22826, 23897, 24968, 26039, 27110, 28181, 29252, 30323, 31394, 32465, 33536, 34607, 35678, 36749, 37820, 38891, + 39962, 41033, 42104, 43175, 44247, 45318, 46389, 47460, 48531, 49602, 50673, 51744, 52815, 53886, 54957, 56028, 57099, 58170, 59241, 60312, 61383, 62454, 63525, 64596, 65667, 66738, 67809, 68880, 69951, 71022, 72093, 73164, 74235, 75307, 76378, 77449, 78520]] + 攻击次数1 = 0 + # 22387 19069 + data2 = [(i*1.1740*1.05) for i in [0, 5370, 6615, 7861, 9106, 10352, 11597, 12843, 14088, 15334, 16579, 17823, 19069, 20314, 21560, 22805, 24051, 25296, 26542, 27787, 29033, 30278, 31524, 32769, 34013, 35259, 36504, 37750, 38995, 40241, 41486, 42732, 43977, 45223, + 46468, 47714, 48959, 50205, 51449, 52694, 53940, 55185, 56431, 57676, 58922, 60167, 61413, 62658, 63904, 65149, 66395, 67639, 68884, 70130, 71375, 72621, 73866, 75112, 76357, 77603, 78848, 80094, 81339, 82585, 83829, 85074, 86320, 87565, 88811, 90056, 91302]] + 攻击次数2 = 10 + CD = 145 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能14(主动技能): + 名称 = '等离子放射器' + 所在等级 = 60 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + 基础等级 = min(int((等级 - 所在等级) / 学习间隔 + 1), 等级精通) + 1 + # 587 452 + data0 = [(i*1.2987*1.051) for i in [0, 411, 452, 494, 536, 577, 619, 660, 702, 744, 785, 827, 869, 910, 952, 994, 1035, 1077, 1119, 1160, 1202, 1244, 1285, 1327, 1369, 1410, 1452, 1493, 1535, 1577, 1618, 1661, 1703, 1744, + 1786, 1828, 1869, 1911, 1953, 1994, 2036, 2078, 2119, 2161, 2202, 2244, 2286, 2327, 2369, 2411, 2452, 2494, 2536, 2577, 2619, 2661, 2702, 2744, 2786, 2827, 2869, 2911, 2952, 2994, 3035, 3077, 3120, 3160, 3203, 3245, 3286]] + 攻击次数 = 37 + CD = 30.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 1: + self.倍率 *= 0.94 + self.CD *= 0.60 + elif x == 0: + self.倍率 *= 0.85 + self.CD *= 0.60 + + def 护石描述(self, x): + if x == 1: + temp = "高功率等离子体发生器" + temp += "

" + temp += "[等离子放射器]
" + temp += "立即发射等离子放射器
" + temp += "发射位置残留电场
" + temp += "总攻击力 +8%
" + temp += "
-护石附加效果:
" + temp += "冷却时间 -40%
" + temp += "总攻击力 -23%" + elif x == 0: + temp = "高功率等离子体发生器" + temp += "

" + temp += "[等离子放射器]
" + temp += "立即发射等离子放射器
" + temp += "发射位置残留电场
" + temp += "总攻击力 +8%
" + temp += "
-护石附加效果:
" + temp += "冷却时间 -40%
" + temp += "总攻击力 -14%" + return temp + + +class 技能15(主动技能): + 名称 = 'FM92mk2SW榴弹' + 所在等级 = 70 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + 基础等级 = min(int((等级 - 所在等级) / 学习间隔 + 1), 等级精通) + 1 + # 4143 3758 + data0 = [(i*1.1024*1.1) for i in [0, 3411, 3758, 4103, 4450, 4796, 5143, 5488, 5835, 6181, 6527, 6873, 7220, 7565, 7912, 8258, 8604, 8950, 9297, 9642, 9989, 10335, 10681, 11027, 11374, 11719, 12066, 12412, 12758, 13104, 13451, 13796, 14142, 14489, 14834, + 15181, 15527, 15873, 16219, 16566, 16911, 17258, 17604, 17950, 18296, 18643, 18988, 19335, 19681, 20027, 20373, 20720, 21066, 21412, 21758, 22105, 22450, 22797, 23143, 23489, 23835, 24182, 24527, 24873, 25220, 25565, 25912, 26258, 26604, 26950, 27297]] + 攻击次数 = 8 + # 205 186 + data1 = [(i*1.1022*1.1) for i in [0, 169, 186, 204, 221, 237, 255, 272, 289, 307, 323, 340, 358, 375, 393, 410, 426, 444, 461, 478, 496, 512, 530, 547, 564, 582, 599, 615, 633, 650, 667, 685, 701, 719, 736, + 753, 771, 788, 804, 822, 839, 857, 874, 890, 908, 925, 942, 960, 977, 993, 1011, 1028, 1046, 1063, 1079, 1097, 1114, 1131, 1149, 1166, 1182, 1200, 1217, 1235, 1252, 1268, 1286, 1303, 1320, 1338, 1355]] + 攻击次数2 = 24 + # 灼烧攻击力,在点TP之后删除 + data2 = [(i*1.0) for i in [0, 28, 31, 34, 36, 39, 42, 45, 48, 51, 53, 56, 59, 62, 65, 68, 70, 73, 76, 79, 82, 85, 87, 90, 93, 96, 99, 102, 104, 107, 110, 113, 116, 119, 121, 124, + 127, 130, 133, 136, 138, 141, 144, 147, 150, 153, 155, 158, 161, 164, 167, 170, 172, 175, 178, 181, 184, 187, 189, 192, 195, 198, 201, 204, 206, 209, 212, 215, 218, 221, 223]] + 攻击次数3 = 0 + CD = 50.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级]*self.攻击次数 + self.data1[self.等级]*self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.19 + self.CD *= 0.9 + elif x == 1: + self.倍率 *= 1.27 + self.CD *= 0.9 + + def 护石描述(self, x): + if x == 0: + temp = "MIBC诱导装置" + temp += "

" + temp += "[FM-92 mk2 SW榴弹]
" + temp += "删除长按技能键操作
" + temp += "诱导范围扩大为长按操作可调整的范围
" + temp += "攻击力 +14%
" + temp += "
-护石附加效果:
" + temp += "冷却时间 -10%
" + temp += "攻击力 +5%
" + elif x == 1: + temp = "MIBC诱导装置" + temp += "

" + temp += "[FM-92 mk2 SW榴弹]
" + temp += "删除长按技能键操作
" + temp += "诱导范围扩大为长按操作可调整的范围
" + temp += "攻击力 +14%
" + temp += "
-护石附加效果:
" + temp += "冷却时间 -10%
" + temp += "攻击力 +13%
" + return temp + + +class 技能16(被动技能): + 名称 = '重武装改造' + 所在等级 = 75 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + 基础等级 = min(int((等级 - 所在等级) / 学习间隔 + 1), 等级精通) + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.23 + 0.02 * self.等级, 5) + + +class 技能17(主动技能): + 名称 = 'FSC7' + 所在等级 = 75 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + 基础等级 = min(int((等级 - 所在等级) / 学习间隔 + 1), 等级精通) + 1 + # 2647 2249 + data1 = [(i*1.1770*1.052) for i in [0, 2042, 2249, 2457, 2663, 2871, 3078, 3285, 3492, 3700, 3906, 4113, 4320, 4528, 4736, 4942, 5150, 5357, 5564, 5771, 5979, 6185, 6393, 6600, 6806, 7015, 7223, 7429, 7636, 7844, 8050, 8258, 8465, 8672, 8879, 9087, + 9293, 9500, 9709, 9915, 10123, 10329, 10537, 10744, 10951, 11158, 11366, 11572, 11780, 11987, 12195, 12402, 12610, 12816, 13023, 13231, 13437, 13645, 13852, 14059, 14266, 14474, 14680, 14889, 15096, 15302, 15510, 15716, 15924, 16131, 16338]] + 攻击次数1 = 1 + # 5030 4274 + data2 = [(i*1.1769*1.052) for i in [0, 3880, 4274, 4668, 5061, 5454, 5848, 6242, 6635, 7030, 7423, 7818, 8210, 8603, 8998, 9391, 9785, 10179, 10573, 10965, 11359, 11753, 12147, 12541, 12934, 13329, 13721, 14116, 14509, 14902, 15297, 15690, 16083, 16477, 16871, + 17265, 17659, 18052, 18446, 18839, 19232, 19627, 20020, 20415, 20808, 21202, 21595, 21988, 22382, 22776, 23170, 23564, 23958, 24350, 24745, 25138, 25531, 25926, 26319, 26714, 27106, 27500, 27894, 28288, 28681, 29075, 29468, 29861, 30256, 30649, 31044]] + 攻击次数2 = 10 + CD = 40.0 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 0.64 + self.CD *= 0.45 + self.基础释放次数 = 1.0 + # self.恢复 = 1.0 + + +class 技能18(主动技能): + 名称 = 'PT15原始型压缩炮' + 备注 = '(向前)' + 所在等级 = 80 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + 基础等级 = min(int((等级 - 所在等级) / 学习间隔 + 1), 等级精通) + 1 + # 66219 56254 + data0 = [(i*1.1771*1.051) for i in [0, 51073, 56254, 61435, 66617, 71797, 76979, 82161, 87342, 92523, 97705, 102886, 108067, 113248, 118430, 123612, 128792, 133974, 139156, 144336, 149518, 154699, 159881, 165062, 170243, 175425, 180605, 185787, 190969, 196150, 201331, 206512, 211694, 216875, + 222056, 227238, 232420, 237600, 242782, 247963, 253144, 258326, 263507, 268689, 273869, 279051, 284233, 289413, 294595, 299777, 304958, 310139, 315320, 320502, 325683, 330864, 336046, 341228, 346408, 351590, 356771, 361952, 367134, 372315, 377497, 382677, 387859, 393041, 398221, 403403, 408585]] + CD = 45.0 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.35 + + +class 技能19(主动技能): + 名称 = '火力全开' + 所在等级 = 85 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + 基础等级 = min(int((等级 - 所在等级) / 学习间隔 + 1), 等级精通) + # 1258 1071 + data1 = [(i*1.1746*1.05) for i in [0, 556, 684, 814, 943, 1071, 1201, 1329, 1459, 1588, 1716, 1846, 1974, 2104, 2232, 2361, 2491, 2619, 2749, 2877, 3007, 3135, 3264, 3394, 3522, 3652, 3780, 3909, 4038, 4167, 4297, 4425, 4554, + 4683, 4812, 4941, 5070, 5199, 5328, 5457, 5586, 5715, 5844, 5973, 6102, 6231, 6360, 6488, 6618, 6747, 6876, 7005, 7133, 7263, 7391, 7521, 7650, 7779, 7908, 8036, 8166, 8294, 8424, 8553, 8681, 8811, 8939, 9069, 9198, 9326, 9456]] + # 9364 7974 + data2 = [(i*1.1743*1.05) for i in [0, 4137, 5096, 6055, 7014, 7974, 8932, 9892, 10852, 11811, 12770, 13729, 14689, 15649, 16607, 17567, 18526, 19485, 20445, 21404, 22364, 23322, 24282, 25242, 26200, 27160, 28119, 29078, 30038, 30997, 31957, 32915, 33875, 34835, + 35793, 36753, 37712, 38672, 39631, 40590, 41550, 42508, 43468, 44428, 45387, 46346, 47305, 48265, 49223, 50183, 51143, 52102, 53061, 54020, 54980, 55940, 56898, 57858, 58817, 59776, 60736, 61695, 62654, 63613, 64573, 65533, 66491, 67451, 68410, 69369, 70329]] + # 5351 4557 + data3 = [(i*1.1742*1.05) for i in [0, 2364, 2912, 3460, 4008, 4557, 5105, 5653, 6200, 6748, 7298, 7845, 8393, 8941, 9489, 10038, 10586, 11134, 11682, 12230, 12779, 13327, 13875, 14423, 14971, 15520, 16068, 16616, 17164, 17712, 18261, 18809, 19357, 19905, 20453, + 21001, 21550, 22098, 22646, 23194, 23742, 24291, 24839, 25387, 25935, 26483, 27032, 27580, 28128, 28676, 29224, 29773, 30321, 30869, 31417, 31964, 32514, 33062, 33609, 34157, 34705, 35254, 35802, 36350, 36898, 37446, 37995, 38543, 39091, 39639, 40187]] + # 1114 949 + data4 = [(i*1.1739*1.05) for i in [0, 492, 606, 720, 835, 949, 1062, 1177, 1291, 1405, 1520, 1634, 1748, 1863, 1976, 2090, 2205, 2319, 2433, 2548, 2662, 2775, 2890, 3004, 3118, 3233, 3347, 3461, 3576, 3689, 3803, 3918, 4032, 4146, + 4261, 4375, 4489, 4604, 4717, 4831, 4946, 5060, 5174, 5289, 5403, 5516, 5631, 5745, 5859, 5974, 6088, 6202, 6317, 6430, 6544, 6659, 6773, 6887, 7002, 7116, 7229, 7344, 7458, 7572, 7687, 7801, 7915, 8030, 8143, 8257, 8372]] + # 786 670 + data5 = [(i*1.1731*1.05) for i in [0, 347, 427, 508, 589, 670, 750, 830, 912, 992, 1072, 1153, 1234, 1315, 1395, 1475, 1557, 1637, 1718, 1798, 1878, 1960, 2040, 2120, 2201, 2282, 2363, 2443, 2523, 2605, 2685, 2765, 2846, 2927, + 3008, 3088, 3168, 3249, 3330, 3410, 3491, 3571, 3653, 3733, 3813, 3894, 3975, 4056, 4136, 4216, 4298, 4378, 4458, 4539, 4619, 4701, 4781, 4861, 4942, 5023, 5103, 5184, 5264, 5346, 5426, 5506, 5587, 5668, 5749, 5829, 5909]] + # 1337 1138 + data6 = [(i*1.1749*1.05) for i in [0, 590, 728, 865, 1001, 1138, 1276, 1413, 1550, 1686, 1824, 1961, 2098, 2235, 2372, 2509, 2646, 2783, 2921, 3057, 3194, 3331, 3469, 3606, 3742, 3879, 4016, 4154, 4291, 4427, 4564, 4702, 4839, + 4976, 5112, 5250, 5387, 5524, 5661, 5798, 5935, 6072, 6209, 6347, 6483, 6620, 6757, 6895, 7032, 7168, 7305, 7443, 7580, 7717, 7853, 7991, 8128, 8265, 8402, 8539, 8676, 8813, 8950, 9088, 9224, 9361, 9498, 9636, 9773, 9909, 10046]] + # 66892 56958 + data7 = [(i*1.1744*1.05) for i in [0, 29549, 36402, 43254, 50106, 56958, 63811, 70663, 77515, 84367, 91220, 98072, 104924, 111776, 118629, 125481, 132333, 139185, 146038, 152890, 159741, 166593, 173445, 180298, 187150, 194002, 200854, 207707, 214559, 221411, 228263, 235116, 241968, 248820, 255672, + 262524, 269377, 276229, 283081, 289933, 296786, 303638, 310490, 317342, 324195, 331047, 337899, 344751, 351604, 358456, 365307, 372159, 379011, 385864, 392716, 399568, 406420, 413273, 420125, 426977, 433829, 440682, 447534, 454386, 461238, 468091, 474943, 481795, 488647, 495500, 502352]] + + data0 = [data1, data2, data3, data4, data5, data6, data7] + 次数 = [17, 4, 4, 47, 37, 40, 1] + # 次数可能有波动 + # 17 右上端辅助激光炮攻击力 + # 4 主激光炮攻击力 + # 4 左下端辅助激光炮攻击力 + # 47 左下端格林机枪攻击力 + # 37 右下端榴弹发射器攻击力 + # 40 火箭炮导弹爆炸攻击力 + # 1 火箭炮爆炸攻击力 + CD = 180.0 + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(7): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * self.倍率 + + +class 技能20(被动技能): + 名称 = 'Pandora_01' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + 基础等级 = min(int((等级 - 所在等级) / 学习间隔 + 1), 等级精通) + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能21(主动技能): + 名称 = 'UHT-03爆炎喷火器' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + 基础等级 = min(int((等级 - 所在等级) / 学习间隔 + 1), 等级精通)+1 + CD = 60.0 + # 4920 4072 + data0 = [(i*1.2083*1.052) for i in [0, 3696, 4072, 4447, 4821, 5197, 5572, 5946, 6321, 6696, 7071, 7447, 7822, 8197, 8571, 8947, 9322, 9697, 10072, 10447, 10822, 11196, 11573, 11947, 12321, 12697, 13073, 13447, 13822, 14197, 14572, 14947, 15323, 15698, 16073, + 16448, 16823, 17197, 17572, 17949, 18322, 18698, 19073, 19448, 19823, 20198, 20573, 20948, 21323, 21699, 22072, 22447, 22823, 23198, 23574, 23948, 24323, 24698, 25073, 25449, 25823, 26198, 26574, 26949, 27323, 27700, 28073, 28449, 28823, 29200, 29573]] + 攻击次数 = 24 + + def 等效百分比(self, 武器类型): + + # sum = (3322.4 + self.等级 * 374.8) * 24 + # for i in range(4): + # sum += self.data0[i][self.等级] * self.次数[i] + # return sum * self.倍率 + return self.data0[self.等级] * self.攻击次数 * self.倍率 + + +class 技能22(主动技能): + 名称 = '制胜·最终兵器' + 所在等级 = 100 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + 基础等级 = min(int((等级 - 所在等级) / 学习间隔 + 1), 等级精通) + 关联技能 = ['无'] + # 15927 + data1 = [(i*1.2090) for i in [0, 13174, 16230, 19286, 22340, 25396, 28452, 31506, 34562, 37616, 40672, 43728, 46782, 49838, 52894, 55948, 59003, 62059, 65114, 68169, 71226, 74280, 77335, 80391, 83445, 86501, 89556, 92611, 95667, 98722, 101777, 104832, 107888, 110943, 113998, 117054, + 120108, 123164, 126220, 129275, 132330, 135385, 138439, 141495, 144550, 147606, 150662, 153717, 156772, 159826, 162882, 165937, 168993, 172048, 175103, 178158, 181214, 184269, 187324, 190380, 193434, 196490, 199546, 202600, 205656, 208712, 211765, 214821, 217877, 220932, 223988]] + # 7964 + data2 = [(i*1.2090) for i in [0, 6587, 8115, 9643, 11170, 12698, 14226, 15753, 17281, 18808, 20336, 21864, 23391, 24919, 26447, 27974, 29501, 31029, 32557, 34085, 35613, 37140, 38668, 40196, 41722, 43250, 44778, 46306, 47833, 49361, 50888, 52416, 53944, 55471, 56999, + 58527, 60054, 61582, 63110, 64637, 66165, 67692, 69220, 70748, 72275, 73803, 75331, 76859, 78386, 79913, 81441, 82968, 84496, 86024, 87551, 89079, 90607, 92134, 93662, 95190, 96717, 98245, 99773, 101300, 102828, 104356, 105883, 107411, 108938, 110466, 111994]] + # 3982 + data3 = [(i*1.2125) for i in [0, 3294, 4058, 4822, 5585, 6349, 7113, 7877, 8641, 9404, 10168, 10932, 11696, 12460, 13224, 13987, 14751, 15515, 16278, 17042, 17806, 18570, 19334, 20098, 20861, 21625, 22389, 23153, 23917, 24681, 25444, 26208, 26972, 27736, 28500, + 29263, 30027, 30791, 31555, 32319, 33083, 33846, 34610, 35374, 36138, 36902, 37665, 38429, 39193, 39957, 40721, 41484, 42248, 43012, 43776, 44540, 45303, 46067, 46831, 47595, 48359, 49123, 49886, 50650, 51414, 52178, 52941, 53705, 54469, 55233, 55997]] + # 9556 + data4 = [(i*1.2089) for i in [0, 7905, 9738, 11572, 13404, 15238, 17071, 18904, 20737, 22570, 24403, 26237, 28069, 29903, 31736, 33569, 35402, 37235, 39068, 40901, 42735, 44568, 46401, 48235, 50067, 51900, 53734, 55567, 57400, 59233, 61066, 62899, 64733, 66566, 68399, + 70232, 72065, 73898, 75732, 77565, 79398, 81231, 83064, 84897, 86730, 88564, 90397, 92230, 94063, 95896, 97729, 99562, 101396, 103229, 105062, 106895, 108728, 110561, 112395, 114228, 116061, 117894, 119727, 121560, 123394, 125227, 127059, 128893, 130726, 132559, 134393]] + + data0 = [data1, data2, data3, data4] + 次数 = [5, 5, 10, 25] + CD = 290.0 + + def 加成倍率(self, 武器类型): + return 0.0 + + def 等效百分比(self, 武器类型): + sum = 0 + # sum = 252985 + self.等级 * 76385 + for i in range(4): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * self.倍率 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +一觉序号 = 0 +二觉序号 = 0 +三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 三觉序号 = 技能序号[i.名称] + +护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 护石选项.append(i.名称) + +符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 符文选项.append(i.名称) + + +class 职业属性(角色属性): + + 实际名称 = '重霄·枪炮师·女' + 角色 = '神枪手(女)' + 职业 = '枪炮师' + + 武器选项 = ['手炮'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '重甲' + 防具精通属性 = ['力量'] + + 主BUFF = 1.957 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + +class 重霄·枪炮师·女(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 职业属性() + self.角色属性A = 职业属性() + self.角色属性B = 职业属性() + self.一觉序号 = 一觉序号 + self.二觉序号 = 二觉序号 + self.三觉序号 = 三觉序号 + self.护石选项 = deepcopy(护石选项) + self.符文选项 = deepcopy(符文选项) diff --git a/Characters/重霄·枪炮师·男.py b/Characters/重霄·枪炮师·男.py new file mode 100644 index 00000000..15157200 --- /dev/null +++ b/Characters/重霄·枪炮师·男.py @@ -0,0 +1,586 @@ +from PublicReference.carry.base import * + + +class 主动技能(主动技能): + def 等效CD(self, 武器类型, 输出类型): + # 重火器精通取消除觉醒之外的技能惩罚 + if self.所在等级 not in [50, 85, 100]: + return round(self.CD / self.恢复, 1) + else: + return super().等效CD(武器类型, 输出类型) + + +class 技能0(主动技能): + 名称 = 'M137格林机枪' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 51 + data0 = [int(i*1.074) for i in [0, 56, 62, 67, 73, 79, 84, 90, 96, 102, 107, 113, 119, 124, 130, 136, 141, 148, 153, 158, 165, 170, 175, 182, 187, 194, 199, 204, 211, 216, 221, 228, 233, 239, + 245, 250, 256, 262, 267, 273, 279, 285, 290, 296, 302, 307, 313, 319, 324, 331, 336, 341, 348, 353, 358, 365, 370, 376, 382, 387, 393, 399, 405, 410, 416, 422, 428, 433, 439, 445, 451]] + 攻击次数 = 30 + CD = 5.0 + TP成长 = 0.08 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能1(被动技能): + 名称 = '重火器精通' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + 关联技能 = ['所有'] + 关联技能2 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1 + 0.02 * self.等级, 5) + + def 加成倍率2(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1 + 0.01 * self.等级, 5) + + def 物理攻击力倍率(self, 武器类型): + return self.加成倍率2(武器类型) + + +class 技能2(主动技能): + 名称 = '加农炮' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 44 + data0 = [int(i*1.05) for i in [0, 1277, 1406, 1536, 1665, 1795, 1924, 2054, 2185, 2313, 2442, 2572, 2703, 2831, 2960, 3091, 3221, 3349, 3480, 3609, 3739, 3867, 3998, 4127, 4257, 4386, 4516, 4645, 4775, 4904, 5034, 5163, 5294, 5424, + 5552, 5683, 5812, 5942, 6070, 6201, 6330, 6460, 6589, 6719, 6848, 6978, 7107, 7237, 7366, 7497, 7625, 7755, 7885, 8015, 8143, 8273, 8403, 8533, 8661, 8792, 8921, 9051, 9180, 9310, 9439, 9569, 9700, 9828, 9957, 10088, 10218]] + 攻击次数 = 2 + CD = 5.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能3(主动技能): + 名称 = '反坦克炮' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 44 + data1 = [int(i*1.053) for i in [0, 587, 646, 706, 766, 825, 885, 944, 1004, 1063, 1123, 1183, 1242, 1301, 1361, 1421, 1481, 1539, 1599, 1659, 1719, 1777, 1837, 1897, 1957, 2017, 2077, 2137, 2196, 2256, 2315, 2375, 2435, 2494, + 2553, 2613, 2673, 2733, 2791, 2851, 2911, 2971, 3029, 3089, 3149, 3209, 3268, 3328, 3387, 3447, 3506, 3566, 3626, 3685, 3744, 3804, 3864, 3924, 3983, 4042, 4102, 4162, 4222, 4280, 4340, 4400, 4460, 4519, 4578, 4638, 4698]] + data2 = [int(i*1.053) for i in [0, 2350, 2588, 2826, 3064, 3302, 3541, 3779, 4017, 4255, 4495, 4733, 4971, 5209, 5447, 5686, 5924, 6162, 6400, 6638, 6877, 7116, 7354, 7592, 7830, 8069, 8307, 8546, 8784, 9023, 9261, 9499, 9737, 9977, 10215, 10453, + 10691, 10929, 11168, 11406, 11644, 11882, 12120, 12359, 12598, 12836, 13074, 13313, 13551, 13789, 14027, 14265, 14504, 14742, 14980, 15219, 15459, 15697, 15935, 16173, 16411, 16650, 16888, 17126, 17364, 17602, 17841, 18080, 18318, 18556, 18795]] + + CD = 6.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] + self.data2[self.等级]) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能4(被动技能): + 名称 = '超动力补给包' + 所在等级 = 25 + 等级上限 = 11 + 基础等级 = 1 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.09 + 0.01 * self.等级, 5) + + +class 技能5(主动技能): + 名称 = '激光炮' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 42 + data0 = [int(i*1.072) for i in [0, 3036, 3345, 3653, 3961, 4269, 4577, 4885, 5194, 5502, 5810, 6118, 6426, 6733, 7043, 7350, 7658, 7966, 8274, 8582, 8891, 9199, 9507, 9815, 10123, 10431, 10739, 11048, 11356, 11664, 11972, 12280, 12587, 12897, 13205, + 13512, 13820, 14128, 14436, 14745, 15053, 15361, 15669, 15977, 16285, 16594, 16902, 17210, 17518, 17826, 18134, 18443, 18751, 19059, 19366, 19674, 19982, 20291, 20599, 20907, 21215, 21523, 21831, 22140, 22448, 22756, 23064, 23372, 23680, 23989, 24297]] + CD = 7.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能6(被动技能): + 名称 = '蓄电激光炮' + 所在等级 = 25 + 等级上限 = 11 + 基础等级 = 1 + 关联技能 = ['激光炮'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.45 + 0.05 * self.等级, 5) + + +class 技能7(主动技能): + 名称 = '聚焦喷火器' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 39 + data0 = [int(i*1.051) for i in [0, 280, 307, 336, 365, 393, 422, 451, 480, 507, 536, 565, 593, 621, 650, 678, 706, 735, 763, 792, 819, 848, 877, 906, 933, 962, 991, 1018, 1047, 1076, 1104, 1132, 1162, 1190, 1218, 1247, + 1275, 1304, 1332, 1360, 1389, 1418, 1445, 1474, 1503, 1530, 1559, 1588, 1616, 1644, 1673, 1701, 1730, 1758, 1786, 1815, 1843, 1871, 1901, 1930, 1957, 1986, 2015, 2042, 2071, 2100, 2129, 2156, 2185, 2214, 2242]] + + 攻击次数 = 29 + CD = 12.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能8(主动技能): + 名称 = 'FM31榴弹发射器' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 37 + data0 = [int(i*1.053) for i in [0, 2205, 2429, 2652, 2876, 3100, 3324, 3547, 3771, 3995, 4219, 4442, 4666, 4890, 5114, 5338, 5561, 5785, 6009, 6233, 6456, 6680, 6904, 7128, 7351, 7574, 7798, 8021, 8245, 8469, 8693, 8917, 9140, 9364, 9588, 9812, + 10035, 10259, 10483, 10707, 10930, 11154, 11378, 11602, 11825, 12049, 12273, 12497, 12721, 12944, 13168, 13392, 13616, 13839, 14063, 14287, 14511, 14734, 14958, 15182, 15406, 15629, 15853, 16077, 16301, 16524, 16748, 16972, 17196, 17420, 17643]] + + 攻击次数 = 4 + CD = 15.0 + TP成长 = 0.20 + TP上限 = 1 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 0.6 * 2 + elif x == 1: + self.倍率 *= 0.64 * 2 + + +class 技能9(主动技能): + 名称 = 'FM92刺弹炮' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 37 + data0 = [int(i*1.051) for i in [0, 2213, 2437, 2661, 2887, 3111, 3336, 3560, 3784, 4009, 4234, 4459, 4683, 4907, 5132, 5356, 5582, 5806, 6030, 6255, 6479, 6703, 6929, 7153, 7378, 7602, 7826, 8051, 8276, 8501, 8725, 8949, 9174, 9398, 9624, 9848, + 10072, 10297, 10521, 10745, 10971, 11195, 11420, 11644, 11868, 12093, 12318, 12543, 12767, 12991, 13216, 13440, 13664, 13890, 14114, 14339, 14563, 14787, 15012, 15237, 15462, 15686, 15910, 16135, 16359, 16585, 16809, 17033, 17258, 17482, 17707]] + + 攻击次数 = 5 + CD = 20.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能10(主动技能): + 名称 = '量子爆弹' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 34 + data1 = [int(i*1.061) for i in [0, 2697, 2971, 3244, 3518, 3792, 4066, 4339, 4613, 4886, 5161, 5434, 5708, 5981, 6255, 6528, 6803, 7076, 7350, 7623, 7897, 8171, 8445, 8718, 8992, 9265, 9540, 9813, 10087, 10360, 10634, 10907, 11182, 11455, 11729, 12002, + 12276, 12550, 12824, 13097, 13371, 13644, 13919, 14192, 14466, 14739, 15013, 15286, 15561, 15834, 16108, 16381, 16655, 16929, 17203, 17476, 17750, 18023, 18298, 18571, 18845, 19118, 19392, 19665, 19940, 20213, 20487, 20760, 21034, 21308, 21582]] + 攻击次数1 = 1 + data2 = [int(i*1.061) for i in [0, 8542, 9409, 10275, 11143, 12009, 12876, 13743, 14609, 15476, 16342, 17209, 18075, 18942, 19809, 20675, 21543, 22410, 23276, 24143, 25009, 25876, 26742, 27609, 28476, 29342, 30209, 31077, 31943, 32810, 33676, 34543, 35409, 36276, + 37143, 38009, 38876, 39742, 40609, 41477, 42343, 43210, 44076, 44943, 45809, 46676, 47543, 48409, 49276, 50142, 51009, 51877, 52743, 53610, 54476, 55343, 56210, 57076, 57943, 58809, 59676, 60542, 61409, 62277, 63143, 64010, 64877, 65743, 66610, 67476, 68343]] + 攻击次数2 = 1 + + # 感电 + data3 = [int(i*1.0) for i in [0, 12, 12, 13, 15, 15, 16, 17, 18, 19, 21, 22, 23, 24, 24, 25, 27, 28, 29, 30, 32, 33, 34, 35, 35, 36, 38, 39, 40, 41, 42, 44, + 45, 45, 46, 47, 49, 50, 51, 52, 53, 55, 56, 56, 57, 58, 59, 61, 62, 63, 64, 66, 66, 67, 68, 69, 70, 72, 73, 74, 75, 76, 76, 78, 79, 80, 81, 83, 84, 85, 86]] + 攻击次数3 = 1 + + CD = 18.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数1 = 0 + self.攻击次数2 *= 0.21 * 8 + self.攻击次数3 *= 0.21 + elif x == 1: + self.攻击次数1 = 0 + self.攻击次数2 *= 0.20 * 9 + self.攻击次数3 *= 0.20 + + +class 技能11(主动技能): + 名称 = 'X1压缩量子炮' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 32 + data0 = [int(i*1.052) for i in [0, 25287, 27852, 30418, 32983, 35549, 38115, 40679, 43245, 45810, 48376, 50941, 53507, 56072, 58638, 61203, 63768, 66334, 68899, 71465, 74030, 76596, 79160, 81726, 84292, 86857, 89423, 91988, 94554, 97118, 99684, 102250, 104815, 107381, 109946, 112512, + 115076, 117642, 120207, 122773, 125339, 127904, 130470, 133034, 135600, 138165, 140731, 143296, 145862, 148428, 150992, 153558, 156123, 158689, 161254, 163820, 166386, 168950, 171516, 174081, 176647, 179212, 181778, 184343, 186908, 189474, 192039, 194605, 197170, 199736, 202301]] + + CD = 45.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.1984 + elif x == 1: + self.倍率 *= 1.2768 + + +class 技能12(被动技能): + 名称 = '卫星定位' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.075 + 0.015 * self.等级, 5) + + +class 技能13(主动技能): + 名称 = '卫星射线' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + data1 = [int(i*1.052) for i in [0, 4273, 5263, 6255, 7245, 8237, 9227, 10219, 11209, 12201, 13191, 14181, 15173, 16163, 17154, 18145, 19136, 20127, 21118, 22108, 23100, 24090, 25082, 26072, 27064, 28054, 29046, 30036, 31027, 32018, 33009, 34000, 34991, 35981, + 36973, 37963, 38955, 39945, 40937, 41927, 42918, 43909, 44900, 45891, 46882, 47872, 48864, 49854, 50846, 51836, 52826, 53818, 54808, 55800, 56790, 57782, 58772, 59763, 60754, 61745, 62736, 63727, 64717, 65709, 66699, 67691, 68681, 69673, 70663, 71654, 72645]] + 攻击次数1 = 1 + data2 = [int(i*1.052) for i in [0, 1593, 1962, 2333, 2703, 3072, 3442, 3811, 4181, 4550, 4920, 5290, 5659, 6029, 6398, 6768, 7137, 7507, 7876, 8247, 8617, 8986, 9356, 9725, 10095, 10464, 10834, 11204, 11573, 11943, 12312, 12682, 13051, 13421, 13790, + 14160, 14531, 14900, 15270, 15639, 16009, 16378, 16748, 17118, 17487, 17857, 18226, 18596, 18965, 19335, 19706, 20074, 20445, 20814, 21184, 21553, 21923, 22292, 22662, 23032, 23401, 23771, 24140, 24510, 24879, 25249, 25619, 25988, 26359, 26728, 27098]] + 攻击次数2 = 8.4 / 0.2 + CD = 145 + + def 等效百分比(self, 武器类型): + if self.等级 >= 9: + self.倍率 *= 1.1 + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * self.倍率 + + +class 技能14(主动技能): + 名称 = '等离子放射器' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 24 + data0 = [int(i*1.05) for i in [0, 1707, 1881, 2053, 2227, 2401, 2573, 2747, 2920, 3094, 3266, 3440, 3613, 3787, 3959, 4133, 4306, 4480, 4652, 4826, 4999, 5172, 5346, 5519, 5693, 5865, 6039, 6212, 6386, 6558, 6732, 6905, 7079, 7251, 7425, + 7598, 7771, 7944, 8118, 8291, 8464, 8638, 8811, 8985, 9157, 9331, 9504, 9678, 9850, 10024, 10197, 10371, 10543, 10717, 10890, 11063, 11236, 11410, 11584, 11756, 11930, 12103, 12277, 12449, 12623, 12796, 12970, 13142, 13316, 13489, 13662]] + 攻击次数 = 12 + + CD = 30.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.16 + self.CD *= 0.88 + elif x == 1: + self.倍率 *= 1.25 + self.CD *= 0.88 + + +class 技能15(主动技能): + 名称 = 'FM92SW刺弹炮' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 19 + + data0 = [int(i*1.052) for i in [0, 29776, 32788, 35804, 38832, 41852, 44880, 47892, 50920, 53936, 56964, 59980, 63004, 66020, 69040, 72068, 75084, 78108, 81124, 84152, 87168, 90192, 93208, 96240, 99256, 102272, 105296, 108312, 111340, 114356, 117384, 120396, 123428, 126444, 129472, 132488, 135500, 138528, 141544, 144572, 147588, 150616, 153632, 156660, 159676, 162704, 165716, 168732, + 171760, 174776, 177804, 180820, 183848, 186864, 189892, 192904, 195932, 198948, 201964, 204992, 208008, 211036, 214052, 217080, 220096, 223120, 226136, 229164, 232180, 235200, 238224]] + + data0 = [(i*1.052) for i in [0, 7194, 7923, 8654, 9384, 10113, 10844, 11573, 12303, 13034, 13763, 14493, 15222, 15953, 16683, 17412, 18143, 18873, 19602, 20332, 21062, 21792, 22522, 23252, 23982, 24711, 25441, 26172, 26901, 27631, 28361, 29091, 29821, 30550, + 31281, 32010, 32740, 33471, 34200, 34930, 35659, 36390, 37120, 37849, 38580, 39309, 40039, 40770, 41499, 42229, 42958, 43689, 44419, 45148, 45879, 46608, 47338, 48069, 48798, 49528, 50257, 50988, 51718, 52447, 53178, 53907, 54637, 55367, 56097, 56827, 57556]] + 攻击次数 = 4 + data1 = [(i*1.052) for i in [0, 842, 928, 1013, 1098, 1184, 1270, 1355, 1440, 1525, 1612, 1697, 1782, 1867, 1954, 2039, 2124, 2209, 2296, 2381, 2466, 2551, 2637, 2723, 2808, 2894, 2979, 3065, 3150, 3236, 3321, 3406, 3492, 3578, + 3663, 3748, 3834, 3920, 4005, 4090, 4175, 4262, 4347, 4432, 4517, 4604, 4689, 4774, 4859, 4945, 5031, 5116, 5202, 5287, 5373, 5458, 5544, 5629, 5714, 5800, 5886, 5971, 6056, 6142, 6228, 6313, 6398, 6483, 6570, 6655, 6740]] + 攻击次数2 = 12 + # 灼烧攻击力,在点TP之后删除 + data2 = [(i*1.052) for i in [0, 28, 31, 34, 36, 39, 42, 45, 48, 51, 53, 56, 59, 62, 65, 68, 70, 73, 76, 79, 82, 85, 87, 90, 93, 96, 99, 102, 104, 107, 110, 113, 116, 119, 121, 124, + 127, 130, 133, 136, 138, 141, 144, 147, 150, 153, 155, 158, 161, 164, 167, 170, 172, 175, 178, 181, 184, 187, 189, 192, 195, 198, 201, 204, 206, 209, 212, 215, 218, 221, 223]] + 攻击次数3 = 0 + + CD = 50.0 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级]*self.攻击次数 + self.data1[self.等级]*self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.23 + elif x == 1: + self.倍率 *= 1.305 + + +class 技能16(被动技能): + 名称 = '重火器改良' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.23 + 0.02 * self.等级, 5) + + +class 技能17(主动技能): + 名称 = '地脉震荡器' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 17 + + data1 = [int(i*1.05) for i in [0, 2376, 2617, 2858, 3099, 3341, 3581, 3822, 4063, 4304, 4546, 4787, 5028, 5268, 5510, 5751, 5992, 6233, 6475, 6716, 6956, 7197, 7438, 7680, 7921, 8162, 8403, 8645, 8885, 9126, 9367, 9608, 9850, 10091, 10332, 10572, + 10813, 11055, 11296, 11537, 11778, 12020, 12260, 12501, 12742, 12984, 13225, 13466, 13707, 13947, 14189, 14430, 14671, 14912, 15154, 15395, 15636, 15876, 16117, 16359, 16600, 16841, 17082, 17324, 17564, 17805, 18046, 18287, 18529, 18770, 19011]] + data2 = [int(i*1.05) for i in [0, 8317, 9160, 10005, 10848, 11692, 12535, 13380, 14223, 15067, 15911, 16755, 17598, 18443, 19286, 20130, 20973, 21818, 22661, 23505, 24348, 25193, 26037, 26880, 27725, 28568, 29412, 30256, 31100, 31943, 32787, 33631, 34475, 35318, + 36163, 37006, 37850, 38693, 39538, 40381, 41225, 42068, 42913, 43756, 44600, 45444, 46288, 47131, 47976, 48819, 49663, 50506, 51351, 52194, 53038, 53883, 54726, 55570, 56413, 57258, 58101, 58945, 59788, 60633, 61476, 62320, 63164, 64008, 64851, 65696, 66539]] + data3 = [int(i*1.05) for i in [0, 1781, 1962, 2143, 2324, 2505, 2686, 2867, 3048, 3229, 3410, 3589, 3770, 3951, 4132, 4313, 4494, 4675, 4856, 5037, 5217, 5397, 5578, 5759, 5940, 6121, 6302, 6483, 6664, 6845, 7025, 7206, 7387, 7568, 7749, + 7929, 8110, 8291, 8472, 8653, 8833, 9014, 9195, 9376, 9557, 9738, 9919, 10100, 10280, 10460, 10641, 10822, 11003, 11184, 11365, 11546, 11727, 11908, 12089, 12268, 12449, 12630, 12811, 12992, 13173, 13354, 13535, 13716, 13897, 14077, 14258]] + data4 = [int(i*1.05) for i in [0, 4158, 4580, 5002, 5423, 5846, 6268, 6690, 7111, 7533, 7955, 8378, 8798, 9221, 9643, 10065, 10486, 10908, 11330, 11753, 12174, 12596, 13018, 13440, 13862, 14283, 14706, 15128, 15550, 15971, 16393, 16815, 17238, 17658, 18081, + 18503, 18925, 19346, 19768, 20190, 20613, 21034, 21456, 21878, 22300, 22721, 23143, 23566, 23988, 24409, 24831, 25253, 25675, 26096, 26519, 26941, 27363, 27785, 28206, 28628, 29050, 29473, 29894, 30316, 30738, 31160, 31581, 32003, 32426, 32848, 33269]] + data5 = [int(i*1.05) for i in [0, 21981, 24212, 26441, 28671, 30902, 33131, 35361, 37592, 39822, 42051, 44282, 46512, 48741, 50972, 53202, 55432, 57662, 59892, 62122, 64351, 66582, 68812, 71043, 73272, 75502, 77733, 79963, 82192, 84422, 86653, 88882, 91112, 93343, 95573, 97802, + 100033, 102263, 104492, 106723, 108953, 111183, 113413, 115643, 117873, 120103, 122333, 124563, 126794, 129023, 131253, 133484, 135713, 137943, 140174, 142404, 144633, 146864, 149094, 151323, 153554, 155784, 158014, 160243, 162474, 164704, 166933, 169164, 171394, 173625, 175854]] + + data0 = [data1, data2, data3, data4, data5] + 次数 = [1, 1, 1, 6, 1] + + CD = 40.0 + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.3324 + + +class 技能18(主动技能): + 名称 = 'MSC7' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 14 + + data1 = [int(i*1.051) for i in [0, 5989, 6597, 7204, 7813, 8420, 9028, 9636, 10243, 10851, 11458, 12066, 12673, 13281, 13890, 14497, 15105, 15712, 16320, 16928, 17535, 18143, 18750, 19358, 19965, 20574, 21182, 21789, 22397, 23004, 23612, 24220, 24827, 25435, + 26042, 26651, 27258, 27866, 28474, 29081, 29689, 30296, 30904, 31511, 32119, 32728, 33335, 33943, 34550, 35158, 35766, 36373, 36981, 37588, 38196, 38803, 39412, 40020, 40627, 41235, 41842, 42450, 43058, 43665, 44273, 44880, 45489, 46096, 46704, 47312, 47919]] + data2 = [int(i*1.051) for i in [0, 53909, 59378, 64847, 70316, 75786, 81255, 86723, 92192, 97662, 103131, 108600, 114069, 119538, 125008, 130476, 135945, 141414, 146884, 152353, 157822, 163291, 168761, 174229, 179698, 185167, 190636, 196106, 201575, 207044, 212512, 217982, 223451, 228920, 234389, + 239859, 245328, 250797, 256265, 261734, 267204, 272673, 278142, 283611, 289081, 294549, 300018, 305487, 310956, 316426, 321895, 327364, 332832, 338302, 343771, 349240, 354709, 360179, 365648, 371117, 376585, 382054, 387524, 392993, 398462, 403931, 409401, 414870, 420338, 425807, 431277]] + + data0 = [data1, data2] + 次数 = [1, 1] + + CD = 45.0 + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * self.倍率 + + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.3320 + + +class 技能19(主动技能): + 名称 = '毁灭射线' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + + data1 = [int(i*1.052) for i in [0, 6677, 8226, 9774, 11323, 12871, 14420, 15968, 17517, 19066, 20614, 22163, 23711, 25260, 26808, 28357, 29905, 31454, 33003, 34551, 36100, 37648, 39197, 40745, 42294, 43842, 45391, 46939, 48488, 50037, 51585, 53134, 54682, 56231, 57779, + 59328, 60876, 62425, 63974, 65522, 67071, 68618, 70166, 71715, 73264, 74812, 76361, 77909, 79458, 81006, 82555, 84103, 85652, 87201, 88749, 90298, 91846, 93395, 94943, 96492, 98040, 99589, 101137, 102686, 104235, 105783, 107332, 108880, 110429, 111977, 113526]] + data2 = [int(i*1.052) for i in [0, 100170, 123397, 146625, 169854, 193082, 216309, 239537, 262765, 285994, 309221, 332449, 355677, 378905, 402132, 425361, 448589, 471817, 495044, 518272, 541501, 564728, 587956, 611184, 634412, 657639, 680868, 704096, 727324, 750551, 773779, 797007, 820236, 843463, 866691, 889919, + 913147, 936374, 959603, 982831, 1006059, 1029286, 1052514, 1075743, 1098971, 1122198, 1145426, 1168654, 1191881, 1215110, 1238338, 1261566, 1284793, 1308021, 1331249, 1354478, 1377705, 1400933, 1424161, 1447389, 1470616, 1493845, 1517073, 1540301, 1563528, 1586756, 1609985, 1633213, 1656440, 1679668, 1702896]] + data0 = [data1, data2] + 次数 = [10, 1] + + CD = 180.0 + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * self.倍率 + + +class 技能20(被动技能): + 名称 = '连锁卫星' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能21(主动技能): + 名称 = 'MLDRS95发射器' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 7 + + data1 = [int(i*1.061) for i in [0, 1971, 2170, 2370, 2570, 2771, 2971, 3170, 3370, 3570, 3770, 3971, 4171, 4370, 4570, 4770, 4970, 5171, 5370, 5570, 5770, 5970, 6169, 6370, 6570, 6770, 6970, 7170, 7369, 7570, 7770, 7970, 8170, 8369, 8569, 8770, + 8970, 9170, 9369, 9569, 9769, 9970, 10170, 10370, 10569, 10769, 10969, 11170, 11370, 11569, 11769, 11969, 12169, 12370, 12569, 12769, 12969, 13169, 13369, 13570, 13769, 13969, 14169, 14369, 14568, 14769, 14969, 15169, 15369, 15568, 15768]] + data2 = [int(i*1.061) for i in [0, 88702, 97701, 106699, 115698, 124697, 133695, 142695, 151693, 160692, 169691, 178689, 187689, 196687, 205687, 214685, 223683, 232683, 241681, 250680, 259679, 268677, 277677, 286675, 295674, 304673, 313672, 322670, 331669, 340668, 349666, 358666, 367664, 376663, + 385662, 394660, 403660, 412658, 421658, 430656, 439654, 448654, 457652, 466652, 475650, 484648, 493648, 502646, 511645, 520644, 529643, 538641, 547640, 556639, 565638, 574637, 583635, 592634, 601633, 610631, 619631, 628629, 637629, 646627, 655625, 664625, 673623, 682623, 691621, 700619, 709619]] + data0 = [data1, data2] + 次数 = [15, 1] + + CD = 60.0 + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * self.倍率 + + +class 技能22(主动技能): + 名称 = '裂核轨道炮' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + # 基础 = 308971.0 + # 成长 = 93275.0 + # 倍率 = 1.201 + + data1 = [int(i*1.0) for i in [0, 9662, 11902, 14143, 16383, 18624, 20864, 23105, 25345, 27586, 29826, 32067, 34307, 36548, 38787, 41029, 43268, 45509, 47749, 49990, 52230, 54471, 56712, 58952, 61193, 63433, 65674, 67914, 70155, 72395, 74636, 76876, 79117, 81357, 83598, 85838, + 88079, 90319, 92560, 94800, 97041, 99281, 101522, 103762, 106003, 108244, 110484, 112725, 114965, 117206, 119445, 121687, 123926, 126167, 128407, 130648, 132888, 135129, 137369, 139610, 141850, 144091, 146331, 148572, 150812, 153053, 155293, 157534, 159775, 162015, 164256]] + data2 = [int(i*1.0) for i in [0, 193242, 238051, 282862, 327671, 372482, 417291, 462100, 506911, 551720, 596531, 641340, 686151, 730960, 775770, 820580, 865389, 910199, 955009, 999819, 1044629, 1089439, 1134248, 1179058, 1223868, 1268678, 1313488, 1358297, 1403108, 1447917, 1492728, 1537537, 1582346, 1627157, 1671966, 1716777, + 1761586, 1806396, 1851206, 1896016, 1940826, 1985635, 2030445, 2075255, 2120065, 2164875, 2209685, 2254494, 2299304, 2344114, 2388924, 2433734, 2478543, 2523354, 2568163, 2612974, 2657783, 2702592, 2747403, 2792212, 2837023, 2881832, 2926642, 2971452, 3016262, 3061072, 3105881, 3150691, 3195501, 3240311, 3285121]] + data3 = [int(i*1.0) for i in [0, 24155, 29756, 35357, 40959, 46559, 52161, 57762, 63364, 68965, 74565, 80167, 85768, 91370, 96971, 102571, 108173, 113774, 119376, 124977, 130578, 136179, 141780, 147382, 152983, 158584, 164185, 169787, 175388, 180989, 186591, 192191, 197793, 203394, 208996, + 214597, 220197, 225799, 231400, 237002, 242603, 248203, 253805, 259406, 265008, 270609, 276210, 281811, 287413, 293014, 298615, 304216, 309817, 315419, 321020, 326622, 332222, 337823, 343425, 349026, 354628, 360228, 365829, 371431, 377032, 382634, 388234, 393836, 399437, 405038, 410640]] + + data0 = [data1, data2, data3] + + 次数 = [5, 1, 10] + + CD = 290.0 + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.次数)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * self.倍率 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +重霄·枪炮师·男一觉序号 = 0 +重霄·枪炮师·男二觉序号 = 0 +重霄·枪炮师·男三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 重霄·枪炮师·男一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 重霄·枪炮师·男二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 重霄·枪炮师·男三觉序号 = 技能序号[i.名称] + +重霄·枪炮师·男护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 重霄·枪炮师·男护石选项.append(i.名称) + +重霄·枪炮师·男符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 重霄·枪炮师·男符文选项.append(i.名称) + + +class 重霄·枪炮师·男角色属性(角色属性): + + 实际名称 = '重霄·枪炮师·男' + 角色 = '神枪手(男)' + 职业 = '枪炮师' + + 武器选项 = ['手炮'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '重甲' + 防具精通属性 = ['力量'] + + 主BUFF = 1.957 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + +class 重霄·枪炮师·男(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 重霄·枪炮师·男角色属性() + self.角色属性A = 重霄·枪炮师·男角色属性() + self.角色属性B = 重霄·枪炮师·男角色属性() + self.一觉序号 = 重霄·枪炮师·男一觉序号 + self.二觉序号 = 重霄·枪炮师·男二觉序号 + self.三觉序号 = 重霄·枪炮师·男三觉序号 + self.护石选项 = deepcopy(重霄·枪炮师·男护石选项) + self.符文选项 = deepcopy(重霄·枪炮师·男符文选项) diff --git a/Characters/重霄·漫游枪手·女.py b/Characters/重霄·漫游枪手·女.py new file mode 100644 index 00000000..a694b32c --- /dev/null +++ b/Characters/重霄·漫游枪手·女.py @@ -0,0 +1,552 @@ +from PublicReference.carry.base import * + + +class 职业主动技能(主动技能): + 技能施放时间 = 0.0 + 脱手 = 1 + data0 = [] + data1 = [] + data2 = [] + data3 = [] + data4 = [] + data5 = [] + data6 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + if len(self.data4) >= self.等级 and len(self.data4) > 0: + 等效倍率 += self.data4[self.等级] * self.攻击次数5 + if len(self.data5) >= self.等级 and len(self.data5) > 0: + 等效倍率 += self.data5[self.等级] * self.攻击次数6 + if len(self.data6) >= self.等级 and len(self.data6) > 0: + 等效倍率 += self.data6[self.等级] * self.攻击次数7 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + +class 技能0(职业主动技能): + 名称 = '烟尘弹' + 所在等级 = 10 + 等级上限 = 60 + 基础等级 = 48 + 攻击次数 = 6 + CD = 6 + data0 =[0,406, 447, 488, 529, 570, 612, 653, 694, 735, 776, 817, 858, 900, 941, 982, 1023, 1064, 1105, 1146, 1188, 1229, 1270, 1311, 1352, 1394, 1435, 1477, 1518, 1559, 1600, 1641, 1682, 1723, 1765, 1806, 1847, 1888, 1929, 1970, 2011, 2053, 2094, 2135, 2176, 2217, 2258, 2299, 2342, 2383, 2424, 2465, 2506, 2547, 2588, 2630, 2671, 2712, 2753, 2794, 2835, 2876, 2918, 2959, 3000, 3041, 3082, 3123, 3164, 3207, 3248] + TP成长 = 0.08 + TP上限 = 7 + + +class 技能1(职业主动技能): + 名称 = '刺踢' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + # 物理攻击力:% + data0 = [int(i*1.235) for i in [0, 2321, 2556, 2793, 3027, 3262, 3499, 3733, 3970, 4205, 4439, 4676, 4912, 5149, 5383, 5618, 5855, 6089, 6326, 6561, 6795, 7032, 7267, 7504, 7738, 7973, 8210, 8444, 8681, 8916, 9154, 9389, 9623, 9860, 10095, 10331, 10566, 10801, 11037, 11272, 11508, 11744, 11978, 12215, 12450, 12685, 12921, 13156, 13391, 13627, 13863, 14099, 14333, 14569, 14805, 15040, 15275, 15511, 15746, 15982, 16218, 16452, 16688, 16924, 17160, 17395, 17630, 17867, 18103, 18338, 18574]] + CD = 4.4 + TP成长 = 0.08 + TP上限 = 5 + + +class 技能2(职业主动技能): + 名称 = '致命射击' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + # 基础 = 1281.30 + # 成长 = 144.70 + CD = 6.2 + TP成长 = 0.1 + TP上限 = 5 + data0 = [int(i*1.193) for i in [0, 1599, 1760, 1923, 2085, 2248, 2409, 2572, 2734, 2896, 3058, 3221, 3382, 3545, 3707, 3870, 4031, 4194, 4356, 4518, 4680, 4843, 5004, 5167, 5329, 5492, 5653, 5816, 5978, 6140, 6302, 6465, 6626, 6789, 6951, 7114, 7275, 7438, 7600, 7762, 7924, 8087, 8248, 8411, 8573, 8735, 8897, 9060, 9222, 9384, 9546, 9709, 9870, 10033, 10195, 10357, 10519, 10682, 10845, 11006, 11169, 11331, 11492, 11655, 11818, 11979, 12142, 12304, 12467, 12628, 12791]] + 攻击次数 = 1 + +class 技能3(被动技能): + 名称 = '左轮奥义' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.0 + 0.02 * self.等级, 5) + + def 物理攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + +class 技能4(被动技能): + 名称 = '花式枪术' + 所在等级 = 20 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + if self.等级 <= 10: + return round(1 + 0.01 * self.等级, 5) + else: + return round(1.1 + 0.02 * (self.等级 - 10), 5) + + +class 技能5(主动技能): + 名称 = '锁链截击' + 所在等级 = 25 + 学习间隔 = 3 + SP消耗 = 25 + 等级上限 = 60 + 学习上限 = 50 + 基础等级 = min(int((105 - 所在等级) / 学习间隔 + 1), 学习上限) + CD = 5.0 + data = [ + # 0 第1击多段攻击力 : % + [int(i*1.0) for i in [0, 556, 645, 734, 822, 911, 1000, 1089, 1177, 1266, 1355, 1444, 1532, 1621, 1710, 1799, 1887, 1976, 2065, 2154, 2242, 2331, 2420, 2509, 2597, 2686, 2775, 2863, 2952, 3041, + 3130, 3218, 3307, 3396, 3485, 3573, 3662, 3751, 3840, 3928, 4017, 4106, 4195, 4283, 4372, 4461, 4550, 4638, 4727, 4816, 4905, 4993, 5082, 5171, 5260, 5348, 5437, 5526, 5615, 5703, 5792]], + # 1 第2击攻击力 : % + [int(i*1.0) for i in [0, 834, 968, 1101, 1234, 1367, 1500, 1633, 1766, 1899, 2033, 2166, 2299, 2432, 2565, 2698, 2831, 2964, 3097, 3231, 3364, 3497, 3630, 3763, 3896, 4029, 4162, 4295, 4429, + 4562, 4695, 4828, 4961, 5094, 5227, 5360, 5494, 5627, 5760, 5893, 6026, 6159, 6292, 6425, 6558, 6692, 6825, 6958, 7091, 7224, 7357, 7490, 7623, 7757, 7890, 8023, 8156, 8289, 8422, 8555, 8688]], + # 2 第3击攻击力 : % + [int(i*1.0) for i in [0, 834, 968, 1101, 1234, 1367, 1500, 1633, 1766, 1899, 2033, 2166, 2299, 2432, 2565, 2698, 2831, 2964, 3097, 3231, 3364, 3497, 3630, 3763, 3896, 4029, 4162, 4295, 4429, + 4562, 4695, 4828, 4961, 5094, 5227, 5360, 5494, 5627, 5760, 5893, 6026, 6159, 6292, 6425, 6558, 6692, 6825, 6958, 7091, 7224, 7357, 7490, 7623, 7757, 7890, 8023, 8156, 8289, 8422, 8555, 8688]], + ] + + # index: 0 1 2 + rate = [1.000, 1.000, 1.000] + hits = [5.000, 1.000, 1.000] + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.hits)): + sum += self.data[i][self.等级] * self.rate[i] * self.hits[i] + return self.倍率 * sum + + +""" +数据描述(已匹配): +第1击多段攻击力 : % +第1击多段攻击间隔 : 0.2秒 +第2击攻击力 : % +第3击攻击力 : % +技能描述: + 使枪刃往垂直方向旋转, 并聚集周围的敌人。 施放技能时, 若再次激活技能键, 则可以将敌人推开; 若此时第二次激活技能键, 则可以将推开的敌人吸附到身边。 + #95被动新增: + 锁链截击 + 删除第一打的多段攻击力,使用时发动2,3打后向前方射击. + 射击攻击力为1打多段攻击力的一定比率. +""" + + +class 技能6(职业主动技能): + 名称 = '音速劫击' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + CD = 4.4 + TP成长 = 0.1 + TP上限 = 5 + data0 = [int(i*1.193) for i in [0, 1199, 1321, 1443, 1564, 1686, 1808, 1929, 2051, 2172, 2294, 2417, 2538, 2660, 2782, 2903, 3025, 3146, 3268, 3389, 3511, 3634, 3755, 3877, 3999, 4120, 4242, 4363, 4485, 4607, 4728, 4851, 4972, 5094, 5216, 5337, 5459, 5580, 5702, 5824, 5945, 6068, 6190, 6311, 6433, 6554, 6676, 6797, 6919, 7041, 7162, 7285, 7407, 7528, 7650, 7771, 7893, 8015, 8136, 8258, 8379, 8502, 8624, 8745, 8867, 8988, 9110, 9232, 9353, 9475, 9596]] + 攻击次数 = 3 + + +""" +#95被动新增: +音速截击 +突进攻击不再浮空,在突进攻击完成后向后射击. +射击攻击力为突进攻击力的一定比率. +""" + + +class 技能7(主动技能): + 名称 = '致命回射' + 所在等级 = 30 + 等级上限 = 1 + 基础等级 = 1 + CD = 12.5 + + +class 技能8(职业主动技能): + 名称 = '枪舞' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data0 = [int(i*1.193) for i in [0, 273, 301, 329, 357, 384, 412, 440, 468, 496, 523, 551, 579, 607, 635, 662, 690, 718, 746, 774, 801, 829, 857, 885, 913, 940, 968, 996, 1024, 1051, 1079, 1107, 1135, 1163, 1190, 1218, 1246, 1274, 1302, 1329, 1357, 1385, 1413, 1441, 1468, 1496, 1524, 1552, 1580, 1607, 1635, 1663, 1692, 1720, 1747, 1775, 1803, 1831, 1859, 1886, 1914, 1942, 1970, 1998, 2025, 2053, 2081, 2109, 2137, 2164, 2192]] + 攻击次数 = 20 + data1 = [int(i*1.193) for i in [0, 486, 536, 586, 635, 684, 734, 783, 833, 882, 931, 981, 1031, 1079, 1129, 1179, 1227, 1277, 1327, 1376, 1425, 1475, 1524, 1574, 1624, 1672, 1722, 1772, 1822, 1870, 1920, 1970, 2018, 2068, 2118, 2167, 2216, 2266, 2315, 2365, 2414, 2463, 2513, 2563, 2611, 2661, 2711, 2760, 2809, 2859, 2908, 2958, 3007, 3057, 3106, 3156, 3205, 3254, 3304, 3354, 3402, 3452, 3502, 3550, 3600, 3650, 3699, 3748, 3798, 3847, 3897]] + 攻击次数2 = 9 + CD = 17.6 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.CD *= 0.9 + self.攻击次数 = 0 + self.攻击次数2 *= (2 * 1.39) + elif x == 1: + self.CD *= 0.9 + self.攻击次数 = 0 + self.攻击次数2 *= (2 * 1.49) + +class 技能9(职业主动技能): + 名称 = '移动射击' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data0 = [int(i*1.140) for i in [0, 487, 535, 585, 634, 683, 733, 782, 832, 881, 930, 980, 1030, 1078, 1128, 1178, 1227, 1276, 1325, 1375, 1424, 1473, 1523, 1573, 1621, 1671, 1721, 1770, 1819, 1868, 1918, 1968, 2016, 2066, 2116, 2164, 2214, 2264, 2313, 2362, 2412, 2461, 2511, 2559, 2609, 2659, 2707, 2757, 2807, 2856, 2905, 2955, 3004, 3054, 3102, 3152, 3202, 3252, 3300, 3350, 3399, 3448, 3498, 3547, 3597, 3646, 3695, 3745, 3795, 3843, 3893]] + 攻击次数 = 30 + CD = 24.3 + TP成长 = 0.10 + TP上限 = 5 + +class 技能10(职业主动技能): + 名称 = '多重射击' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + data0 = [int(i*1.300) for i in [0, 2080, 2291, 2501, 2713, 2923, 3135, 3346, 3556, 3768, 3978, 4190, 4401, 4611, 4823, 5034, 5245, 5456, 5666, 5878, 6089, 6300, 6511, 6722, 6933, 7144, 7356, 7566, 7777, 7988, 8199, 8411, 8621, 8832, 9044, 9254, 9466, 9676, 9887, 10099, 10309, 10521, 10731, 10942, 11154, 11364, 11576, 11787, 11997, 12209, 12419, 12631, 12842, 13052, 13264, 13475, 13686, 13897, 14107, 14319, 14530, 14741, 14952, 15163, 15374, 15585, 15797, 16007, 16218, 16429, 16640]] + 攻击次数 = 5 + CD = 19.8 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 = 1.18 + elif x == 1: + self.倍率 = 1.27 + +class 技能11(职业主动技能): + 名称 = '双鹰回旋' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + # 第1次物理攻击力:% + data0 = [int(i*1.0) for i in [0, 519, 571, 624, 676, 729, 782, 834, 887, 940, 992, 1045, 1097, 1151, 1203, 1255, 1308, 1361, 1414, 1466, 1518, 1572, 1624, 1677, 1729, 1783, 1835, 1887, 1940, 1993, 2046, 2098, 2150, 2204, + 2256, 2309, 2361, 2415, 2467, 2519, 2572, 2625, 2678, 2730, 2782, 2836, 2888, 2940, 2993, 3046, 3099, 3151, 3203, 3257, 3309, 3362, 3414, 3468, 3520, 3572, 3625, 3678, 3731, 3783, 3835, 3889, 3941, 3994, 4046, 4100, 4152]] + # 第2次物理攻击力:% + data1 = [int(i*1.0) for i in [0, 530, 583, 637, 691, 745, 798, 852, 907, 960, 1014, 1067, 1121, 1176, 1229, 1283, 1336, 1390, 1445, 1498, 1552, 1605, 1659, 1714, 1767, 1821, 1874, 1928, 1983, 2036, 2090, 2143, 2197, 2251, + 2305, 2359, 2412, 2466, 2520, 2574, 2628, 2681, 2735, 2789, 2843, 2896, 2950, 3004, 3058, 3112, 3165, 3219, 3273, 3327, 3381, 3434, 3488, 3543, 3596, 3650, 3703, 3757, 3812, 3865, 3919, 3972, 4026, 4081, 4134, 4188, 4241]] + # 第3次物理攻击力:% + data2 = [int(i*1.0) for i in [0, 562, 619, 676, 733, 790, 847, 904, 962, 1019, 1076, 1133, 1190, 1247, 1303, 1360, 1417, 1474, 1532, 1589, 1646, 1703, 1760, 1817, 1874, 1931, 1988, 2046, 2103, 2160, 2217, 2274, 2331, 2388, + 2444, 2501, 2559, 2616, 2673, 2730, 2787, 2844, 2901, 2958, 3015, 3073, 3130, 3187, 3244, 3301, 3358, 3415, 3472, 3530, 3585, 3643, 3700, 3757, 3814, 3871, 3928, 3985, 4042, 4100, 4157, 4214, 4271, 4328, 4385, 4442, 4499]] + 攻击次数 = 14 + 攻击次数2 = 18 + 攻击次数3 = 32 + CD = 44.6 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 0 + self.攻击次数2 = 24 + self.攻击次数3 = 46 + # self.倍率 *= 1.15 + # self.倍率 /= 0.8 + elif x == 1: + self.攻击次数 = 0 + self.data1 = [int(i*1.2) for i in self.data1] + self.攻击次数2 = 24 + self.攻击次数3 = 46 + + +class 技能12(被动技能): + 名称 = '隐匿切割' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.065 + 0.02 * self.等级, 5) + + +class 技能13(职业主动技能): + 名称 = '血腥狂欢' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + # 向前斩击物理攻击力:% + data0 = [int(i*1.193) for i in [0, 2029, 2500, 2970, 3440, 3911, 4382, 4852, 5323, 5793, 6264, 6735, 7205, 7675, 8146, 8617, 9087, 9558, 10028, 10499, 10969, 11440, 11912, 12383, 12853, 13323, 13794, 14265, 14736, 15205, 15676, 16147, 16618, 17087, 17558, 18029, 18500, 18971, 19440, 19911, 20382]] + # 该次数存疑 + 攻击次数 = 24 + # 最后一击攻击力:% + data1 = [int(i*1.193) for i in [0, 6019, 7415, 8811, 10207, 11603, 12998, 14395, 15790, 17187, 18583, 19977, 21374, 22770, 24167, 25562, 26958, 28353, 29749, 31146, 32542, 33938, 35334, 36728, 38125, 39521, 40918, 42313, 43708, 45105, 46500, 47897, 49293, 50689, 52084, 53480, 54876, 56272, 57669, 59063, 60459]] + 攻击次数2 = 1 + CD = 145 + + +class 技能14(职业主动技能): + 名称 = '鲜血劫击' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + # 上升物理攻击力:% + data0 = [int(i*1.292) for i in [0, 7572, 8341, 9109, 9878, 10646, 11413, 12182, 12950, 13719, 14487, 15256, 16023, 16792, 17560, 18329, 19097, 19865, 20634, 21401, 22170, 22938, 23707, 24475, 25244, 26011, 26780, 27548, 28316, 29085, 29852, 30621, 31389, 32158, 32926, 33695, 34462, 35231, 35999, 36768, 37536, 38304, 39072, 39840, 40609, 41377, 42146, 42914, 43682, 44450, 45219, 45987, 46755, 47524, 48291, 49060, 49828, 50597, 51365, 52134, 52901, 53670, 54438, 55206, 55975, 56742, 57511, 58279, 59048, 59816, 60585]] + # [新月斩击]物理攻击力:% + data1 = [int(i*1.292) for i in [0, 8485, 9345, 10205, 11066, 11927, 12788, 13649, 14509, 15370, 16231, 17092, 17953, 18814, 19674, 20534, 21395, 22256, 23117, 23978, 24839, 25700, 26561, 27421, 28282, 29142, 30003, 30864, 31725, 32585, 33446, 34307, 35168, 36029, 36890, 37751, 38610, 39471, 40332, 41193, 42054, 42915, 43776, 44636, 45497, 46358, 47219, 48079, 48940, 49801, 50661, 51522, 52383, 53244, 54105, 54966, 55827, 56688, 57547, 58408, 59269, 60130, 60991, 61852, 62712, 63573, 64434, 65295, 66156, 67017, 67877]] + 攻击次数 = 1 + 攻击次数2 = 1 + CD = 25.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 += 1.47+0.25 + self.攻击次数2 = 0 + # self.倍率 *= 1.25 + elif x == 1: + self.攻击次数 += 1.47+0.44 + self.攻击次数2 = 0 + # self.倍率 *= 1.44 +class 技能15(职业主动技能): + 名称 = '压制射击' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + # 基础 = 1254.33 + # 成长 = 141.67 + # 基础2 = 2789.17 + # 成长2 = 314.83 + # 前方乱射攻击力:% + data0 = [int(i*1.193) for i in [0, 1638, 1803, 1969, 2136, 2301, 2469, 2636, 2801, 2968, 3134, 3300, 3466, 3632, 3798, 3965, 4130, 4297, 4462, 4629, 4796, 4962, 5128, 5295, 5460, 5627, 5793, 5959, 6125, 6291, 6457, 6624, 6789, 6956, 7121, 7289, 7456, 7621, 7788, 7954, 8120]] + # 最后射击攻击力:% + data1 = [int(i*1.193) for i in [0, 3641, 4009, 4379, 4747, 5118, 5487, 5856, 6225, 6595, 6964, 7334, 7702, 8073, 8441, 8810, 9181, 9549, 9919, 10287, 10658, 11027, 11396, 11766, 12135, 12504, 12874, 13243, 13613, 13981, 14350, 14721, 15089, 15459, 15827, 16198, 16567, 16936, 17306, 17675, 18044]] + 攻击次数 = 20 + 攻击次数2 = 1 + CD = 50.0 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 *= 1.185 + self.攻击次数2 *= 1.50 + elif x == 1: + self.攻击次数 *= 1.185 + self.攻击次数2 *= 2.30 + + +class 技能16(被动技能): + 名称 = '枪刃改良' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22 + 0.02 * self.等级, 5) + + +class 技能17(职业主动技能): + 名称 = '死亡锁链' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + # 快速射击攻击力:% + data0 = [int(i*1.293) for i in [0, 5314, 6161, 7009, 7855, 8703, 9551, 10398, 11246, 12093, 12941, 13787, 14634, 15481, 16329, 17176, 18024, 18870, 19718, 20565, 21413, 22260, 23108, 23956, 24801, 25648, 26496, 27343, 28191, 29039, 29886, 30734, 31580, 32428, 33275, 34123, 34969, 35817, 36663, 37511, 38358]] + 攻击次数 = 5 + # 最终射击攻击力:% + data1 = [int(i*1.293) for i in [0, 15944, 18487, 21028, 23570, 26111, 28654, 31195, 33737, 36278, 38821, 41364, 43904, 46447, 48988, 51531, 54071, 56614, 59157, 61698, 64240, 66781, 69324, 71866, 74407, 76949, 79491, 82034, 84574, 87117, 89658, 92201, 94741, 97284, 99827, 102368, 104910, 107451, 109994, 112536, 115077]] + 攻击次数2 = 1 + CD = 40.0 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1 + 0.375 * 0.94 + +class 技能18(职业主动技能): + 名称 = '锁链切割' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + # 第1击攻击力:% + data0 = [int(i*1.298) for i in [0, 14483, 15953, 17423, 18892, 20362, 21830, 23300, 24770, 26239, 27708, 29178, 30647, 32117, 33587, 35055, 36525, 37994, 39464, 40934, 42402, 43872, 45342, 46811, 48280, 49750, 51219, 52689, 54159, 55627, 57097, 58566, 60036, 61505, 62974, 64444, 65914, 67382, 68852, 70322, 71791]] + 攻击次数 = 1 + # 第2击攻击力:% + data1 = [int(i*1.298) for i in [0, 14483, 15953, 17423, 18892, 20362, 21830, 23300, 24770, 26239, 27708, 29178, 30647, 32117, 33587, 35055, 36525, 37994, 39464, 40934, 42402, 43872, 45342, 46811, 48280, 49750, 51219, 52689, 54159, 55627, 57097, 58566, 60036, 61505, 62974, 64444, 65914, 67382, 68852, 70322, 71791]] + 攻击次数2 = 1 + # 第3击攻击力:% + data2 = [int(i*1.298) for i in [0, 19311, 21271, 23231, 25189, 27149, 29108, 31068, 33026, 34986, 36945, 38904, 40863, 42823, 44781, 46741, 48700, 50660, 52618, 54578, 56537, 58496, 60455, 62415, 64373, 66333, 68292, 70252, 72211, 74170, 76130, 78088, 80048, 82007, 83967, 85925, 87885, 89844, 91803, 93762, 95722]] + 攻击次数3 = 1 + CD = 45.0 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.34 + + +class 技能19(职业主动技能): + 名称 = '血舞祭' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + data0 = [int(i*1.193) for i in [0, 122223, 150567, 178907, 207250, 235592, 263933, 292276, 320618, 348960, 377302, 405645, 433985, 462328, 490669, 519011, 547354, 575695, 604038, 632380, 660722, 689064, 717404, 745747, 774089, 802431, 830773, 859116, 887457, 915800, 944141, 972482, 1000825, 1029166, 1057509, 1085851, 1114193, 1142535, 1170878, 1199219, 1227561]] + CD = 180 + + def 等效百分比(self, 武器类型): + return self.data0[self.等级] * self.攻击次数 * self.倍率 + + +class 技能20(被动技能): + 名称 = '锁链意志' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + 关联技能 = ['所有'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能21(职业主动技能): + 名称 = '毁灭风暴' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + CD = 60.0 + # 合并数据 + # data0 = [int(i*1.00) for i in [0, 22175, 24426, 26677, 28928, 31179, 33430, 35681, 37932, 40183, 42434, 44685, 46936, 49187, 51438, 53689, 55940, 58191, 60442, 62693, 64944, 67195, 69446, 71697, 73948, 76199, 78450, 80701, 82952, 85203, 87454, 89705, 91956, 94207, 96458, 98709, 100960, 103211, 105462, 107713, 109964]] + # 攻击次数 = 3 + data0 = [int(i*1.193) for i in [0,4069, 4482, 4895, 5308, 5721, 6134, 6546, 6959, 7372, 7785, 8198, 8611, 9024, 9436, 9849, 10262, 10675, 11088, 11501, 11914, 12327, 12739, 13152, 13565, 13978, 14391, 14804, 15217, 15629, 16042, 16455, 16868, 17281, 17694, 18107, 18520, 18932, 19345, 19758, 20171, 20584, 20997, 21410, 21823, 22235, 22648, 23061, 23474, 23887, 24300, 24713, 25125, 25538, 25951, 26364, 26777, 27190, 27603, 28016, 28428, 28841, 29254, 29667, 30080, 30493, 30906, 31318, 31731, 32144, 32557]] + # 括号内为5个攻击的不同伤害倍率 + 攻击次数 = (1.03+1.06+1.09+1.12+1.15)*3 + data1 = [int(i*1.193) for i in [0,33269, 36644, 40020, 43395, 46770, 50145, 53520, 56896, 60271, 63646, 67021, 70396, 73771, 77147, 80522, 83897, 87272, 90647, 94023, 97398, 100773, 104148, 107523, 110899, 114274, 117649, 121024, 124399, 127774, 131150, 134525, 137900, 141275, 144650, 148026, 151401, 154776, 158151, 161526, 164902, 168277, 171652, 175027, 178402, 181777, 185153, 188528, 191903, 195278, 198653, 202029, 205404, 208779, 212154, 215529, 218905, 222280, 225655, 229030, 232405, 235780, 239156, 242531, 245906, 249281, 252656, 256032, 259407, 262782, 266157]] + 攻击次数2 = 1 + data2 = [int(i*1.193) for i in [0,2217, 2442, 2668, 2893, 3118, 3343, 3568, 3793, 4018, 4243, 4468, 4693, 4918, 5143, 5368, 5593, 5818, 6043, 6268, 6493, 6718, 6943, 7168, 7393, 7618, 7843, 8068, 8293, 8518, 8743, 8968, 9193, 9418, 9643, 9868, 10093, 10318, 10543, 10768, 10993, 11218, 11443, 11668, 11893, 12118, 12343, 12568, 12793, 13018, 13243, 13468, 13693, 13918, 14143, 14368, 14593, 14818, 15043, 15268, 15493, 15718, 15943, 16168, 16393, 16618, 16843, 17068, 17293, 17518, 17743]] + 攻击次数3 = 5 + +class 技能22(职业主动技能): + 名称 = '盛放·绯红花园' + 关联技能 = ['无'] + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + CD = 290.0 + data0 = [int(i*1.236) for i in [0,3571, 4400, 5228, 6056, 6884, 7713, 8541, 9369, 10197, 11026, 11854, 12682, 13510, 14339, 15167, 15995, 16823, 17652, 18480, 19308, 20136, 20965, 21793, 22621, 23449, 24278, 25106, 25934, 26762, 27591, 28419, 29247, 30075, 30904, 31732, 32560, 33388, 34217, 35045, 35873]] + 攻击次数 = 5 + data1 = [int(i*1.236) for i in [0,4464, 5500, 6535, 7570, 8606, 9641, 10676, 11711, 12747, 13782, 14817, 15853, 16888, 17923, 18959, 19994, 21029, 22065, 23100, 24135, 25171, 26206, 27241, 28277, 29312, 30347, 31382, 32418, 33453, 34488, 35524, 36559, 37594, 38630, 39665, 40700, 41736, 42771, 43806, 44842]] + 攻击次数2 = 6 + data2 = [int(i*1.236) for i in [0,7653, 9428, 11203, 12978, 14753, 16528, 18302, 20077, 21852, 23627, 25402, 27177, 28951, 30726, 32501, 34276, 36051, 37825, 39600, 41375, 43150, 44925, 46700, 48474, 50249, 52024, 53799, 55574, 57349, 59123, 60898, 62673, 64448, 66223, 67997, 69772, 71547, 73322, 75097, 76872]] + 攻击次数3 = 7 + data3 = [int(i*1.236) for i in [0,4464, 5500, 6535, 7570, 8606, 9641, 10676, 11711, 12747, 13782, 14817, 15853, 16888, 17923, 18959, 19994, 21029, 22065, 23100, 24135, 25171, 26206, 27241, 28277, 29312, 30347, 31382, 32418, 33453, 34488, 35524, 36559, 37594, 38630, 39665, 40700, 41736, 42771, 43806, 44842]] + 攻击次数4 = 6 + data4 = [int(i*1.236) for i in [0,6868, 8461, 10054, 11647, 13240, 14832, 16425, 18018, 19611, 21204, 22796, 24389, 25982, 27575, 29167, 30760, 32353, 33946, 35539, 37131, 38724, 40317, 41910, 43503, 45095, 46688, 48281, 49874, 51467, 53059, 54652, 56245, 57838, 59431, 61023, 62616, 64209, 65802, 67394, 68987]] + 攻击次数5 = 13 + data5 = [int(i*1.236) for i in [0,41671, 51334, 60997, 70660, 80323, 89986, 99649, 109311, 118974, 128637, 138300, 147963, 157626, 167289, 176952, 186615, 196278, 205941, 215604, 225267, 234930, 244593, 254255, 263918, 273581, 283244, 292907, 302570, 312233, 321896, 331559, 341222, 350885, 360548, 370211, 379874, 389537, 399199, 408862, 418525]] + 攻击次数6 = 3 + data6 = [int(i*1.236) for i in [0,2976, 3666, 4356, 5047, 5737, 6427, 7117, 7807, 8498, 9188, 9878, 10568, 11259, 11949, 12639, 13329, 14019, 14710, 15400, 16090, 16780, 17470, 18161, 18851, 19541, 20231, 20921, 21612, 22302, 22992, 23682, 24373, 25063, 25753, 26443, 27133, 27824, 28514, 29204, 29894]] + 攻击次数7 = 6 + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +一觉序号 = 0 +二觉序号 = 0 +三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 三觉序号 = 技能序号[i.名称] + +护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 护石选项.append(i.名称) + +符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 符文选项.append(i.名称) + + +class 职业属性(角色属性): + + 实际名称 = '重霄·漫游枪手·女' + 角色 = '神枪手(女)' + 职业 = '漫游枪手' + + 武器选项 = ['左轮枪'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '皮甲' + 防具精通属性 = ['力量'] + + 主BUFF = 2.25 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + super().被动倍率计算() + self.技能栏[self.技能序号['致命回射']].基础 = self.技能栏[self.技能序号['致命射击']].等效百分比( + self.武器类型)*1.25 + self.技能栏[self.技能序号['致命回射']].被动倍率 = self.技能栏[self.技能序号['致命射击']].被动倍率 + + +class 重霄·漫游枪手·女(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 职业属性() + self.角色属性A = 职业属性() + self.角色属性B = 职业属性() + self.一觉序号 = 一觉序号 + self.二觉序号 = 二觉序号 + self.三觉序号 = 三觉序号 + self.护石选项 = deepcopy(护石选项) + self.符文选项 = deepcopy(符文选项) diff --git a/Characters/重霄·漫游枪手·男.py b/Characters/重霄·漫游枪手·男.py new file mode 100644 index 00000000..caaa2c6d --- /dev/null +++ b/Characters/重霄·漫游枪手·男.py @@ -0,0 +1,563 @@ +from PublicReference.carry.base import * + +class 职业主动技能(主动技能): + 技能施放时间 = 0.0 + 脱手 = 1 + data0 = [] + data1 = [] + data2 = [] + data3 = [] + data4 = [] + data5 = [] + data6 = [] + + def 等效百分比(self, 武器类型): + 等效倍率 = 0.0 + if len(self.data0) >= self.等级 and len(self.data0) > 0: + 等效倍率 += self.data0[self.等级] * self.攻击次数 + if len(self.data1) >= self.等级 and len(self.data1) > 0: + 等效倍率 += self.data1[self.等级] * self.攻击次数2 + if len(self.data2) >= self.等级 and len(self.data2) > 0: + 等效倍率 += self.data2[self.等级] * self.攻击次数3 + if len(self.data3) >= self.等级 and len(self.data3) > 0: + 等效倍率 += self.data3[self.等级] * self.攻击次数4 + if len(self.data4) >= self.等级 and len(self.data4) > 0: + 等效倍率 += self.data4[self.等级] * self.攻击次数5 + if len(self.data5) >= self.等级 and len(self.data5) > 0: + 等效倍率 += self.data5[self.等级] * self.攻击次数6 + if len(self.data6) >= self.等级 and len(self.data6) > 0: + 等效倍率 += self.data6[self.等级] * self.攻击次数7 + return 等效倍率 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + # def 等效CD(self, 武器类型, 输出类型): + # return round(self.CD / self.恢复, 1) + + + +class 技能0(职业主动技能): + 名称 = '致命射击' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + # 基础 = 1044.9 + # 成长 = 118.1 + data0 = [int(i*1.2719) for i in [0, 1163, 1281, 1399, 1517, 1635, 1753, 1872, 1990, 2108, 2226, 2344, 2462, 2580, 2698, 2816, 2934, 3052, 3170, 3288, 3406, 3524, 3642, 3760, 3878, 3997, 4115, 4233, 4351, 4469, 4587, 4705, 4823, 4941, 5059, 5177, 5295, 5413, 5531, 5649, 5767, 5885, 6003, 6121, 6240, 6358, 6476, 6594, 6712, 6830, 6948, 7066, 7184, 7302, 7420, 7538, 7656, 7774, 7892, 8010, 8128]] + 攻击次数 = 1 + CD = 6.9 + TP成长 = 0.1 + TP上限 = 7 + + +class 技能1(被动技能): + 名称 = '左轮奥义' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + if self.等级 <= 10: + return round(1.1 + 0.01 * self.等级, 5) + else: + return round(1.2 + 0.02 * (self.等级 - 10), 5) + + def 物理攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + +class 技能2(被动技能): + 名称 = '花式枪术' + 所在等级 = 20 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + if self.等级 <= 10: + return round(1 + 0.01 * self.等级, 5) + else: + return round(1.1 + 0.02 * (self.等级 - 10), 5) + + +class 技能3(职业主动技能): + 名称 = '三连发' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + # 基础 = 475.2 + # 成长 = 53.8 + data0 = [int(i*1.098) for i in [0, 529, 583, 637, 690, 744, 798, 852, 905, 959, 1013, 1067, 1120, 1174, 1228, 1282, 1335, 1389, 1443, 1497, 1550, 1604, 1658, 1712, 1765, 1819, 1873, 1926, 1980, 2034, 2088, 2141, 2195, 2249, 2303, 2356, 2410, 2464, 2518, 2571, 2625, 2679, 2733, 2786, 2840, 2894, 2948, 3001, 3055, 3109, 3163, 3216, 3270, 3324, 3378, 3431, 3485, 3539, 3592, 3646, 3700]] + # 基础2 = 951.5 + # 成长2 = 107.5 + data1 = [int(i*1.098) for i in [0, 1059, 1166, 1274, 1381, 1489, 1596, 1704, 1811, 1919, 2026, 2134, 2241, 2349, 2456, 2564, 2671, 2779, 2886, 2994, 3101, 3209, 3316, 3424, 3531, 3639, 3746, 3853, 3961, 4068, 4176, 4283, 4391, 4498, 4606, 4713, 4821, 4928, 5036, 5143, 5251, 5358, 5466, 5573, 5681, 5788, 5896, 6003, 6111, 6218, 6326, 6433, 6541, 6648, 6756, 6863, 6970, 7078, 7185, 7293, 7400]] + 攻击次数2 = 2 + # 基础3 = 2380.3 + # 成长3 = 268.7 + data2 = [int(i*1.098) for i in [0, 2648, 2917, 3186, 3454, 3723, 3992, 4260, 4529, 4798, 5067, 5335, 5604, 5873, 6141, 6410, 6679, 6947, 7216, 7485, 7754, 8022, 8291, 8560, 8828, 9097, 9366, 9634, 9903, 10172, 10441, 10709, 10978, 11247, 11515, 11784, 12053, 12322, 12590, 12859, 13128, 13396, 13665, 13934, 14202, 14471, 14740, 15009, 15277, 15546, 15815, 16083, 16352, 16621, 16890, 17158, 17427, 17696, 17964, 18233, 18502]] + 攻击次数3 = 1 + CD = 8.0 + TP成长 = 0.1 + TP上限 = 7 + + +class 技能4(主动技能): + 名称 = '致命回射' + 所在等级 = 30 + 等级上限 = 1 + 基础等级 = 1 + CD = 13.86 + + +class 技能5(职业主动技能): + 名称 = '乱射' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 基础 = 441.11 + # 成长 = 49.89 + data0 = [int(i*1.2382) for i in [0, 491, 541, 591, 641, 691, 740, 790, 840, 890, 940, 990, 1040, 1090, 1139, 1189, 1239, 1289, 1339, 1389, 1439, 1489, 1538, 1588, 1638, 1688, 1738, 1788, 1838, 1888, 1937, 1987, 2037, 2087, 2137, 2187, 2237, 2287, 2336, 2386, 2436, 2486, 2536, 2586, 2636, 2686, 2735, 2785, 2835, 2885, 2935, 2985, 3035, 3084, 3134, 3184, 3234, 3284, 3334, 3384, 3434, 3483, 3533, 3583, 3633, 3683, 3733, 3783, 3833, 3882, 3932]] + 攻击次数 = 20 + CD = 17.6 + TP成长 = 0.10 + TP上限 = 7 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data0 = [int(x*1.14) for x in self.data0] + # self.基础 *= 1.14 + # self.成长 *= 1.14 + self.攻击次数 = 22 + elif x == 1: + self.data0 = [int(x*(1.14+0.08)) for x in self.data0] + # self.基础 *= 1.14 + 0.08 + # self.成长 *= 1.14 + 0.08 + self.攻击次数 = 22 + + +class 技能6(职业主动技能): + 名称 = '移动射击' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + # 基础 = 404.3 + # 成长 = 45.7 + data0 = [int(i*1.2267) for i in [0, 450, 496, 542, 588, 633, 679, 725, 770, 816, 862, 908, 953, 999, 1045, 1091, 1136, 1182, 1228, 1274, 1319, 1365, 1411, 1456, 1502, 1548, 1594, 1639, 1685, 1731, 1777, 1822, 1868, 1914, 1960, 2005, 2051, 2097, 2142, 2188, 2234, 2280, 2325, 2371, 2417, 2463, 2508, 2554, 2600, 2646, 2691, 2737, 2783, 2829, 2874, 2920, 2966, 3011, 3057, 3103, 3149]] + 攻击次数 = 30 + CD = 24.3 + TP成长 = 0.10 + TP上限 = 7 + + +class 技能7(职业主动技能): + 名称 = '多重射击' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + # 基础 = 1998.3 + # 成长 = 225.7 + data0 = [int(i*1.2028) for i in [0, 2224, 2450, 2675, 2902, 3127, 3352, 3578, 3804, 4030, 4255, 4481, 4706, 4933, 5158, 5384, 5609, 5836, 6061, 6287, 6512, 6738, 6964, 7189, 7415, 7640, 7867, 8092, 8318, 8543, 8770, 8995, 9221, 9446, 9673, 9898, 10124, 10349, 10574, 10801, 11026, 11252, 11477, 11704, 11929, 12155, 12380, 12607, 12832, 13058, 13283, 13510, 13735, 13960, 14186, 14411, 14638, 14863, 15089, 15314, 15541]] + 攻击次数 = 5 + CD = 19.8 + TP成长 = 0.10 + TP上限 = 7 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.data0=[int(x*6.1) for x in self.data0] + # self.基础 *= 6.1 + # self.成长 *= 6.1 + self.攻击次数 = 1 + elif x == 1: + self.data0=[int(x*(6.1+0.45)) for x in self.data0] + # self.基础 *= 6.1 + 0.45 + # self.成长 *= 6.1 + 0.45 + self.攻击次数 = 1 + + +class 技能8(职业主动技能): + 名称 = '双鹰回旋' + 备注 = '(20/24/37 & 34/54)' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + # 基础 = 460.85 + # 成长 = 52.15 + # 基础2 = 531 + # 成长2 = 53.9 + # 基础3 = 558 + # 成长3 = 56.6 + data0 = [int(i*1.00) for i in [0, 513, 565, 618, 670, 722, 774, 826, 878, 930, 982, 1035, 1087, 1139, 1191, 1243, 1295, 1347, 1399, 1452, 1504, 1556, 1608, 1660, 1712, 1764, 1816, 1869, 1921, 1973, 2025, 2077, 2129, 2181, 2233, 2286, 2338, 2390, 2442, 2494, 2546, 2598, 2651, 2703, 2755, 2807, 2859, 2911, 2963, 3015, 3068, 3120, 3172, 3224, 3276, 3328, 3380, 3432, 3485, 3537, 3589, 3641, 3693, 3745, 3797, 3849, 3902, 3954, 4006, 4058, 4110]] + data1 = [int(i*1.00) for i in [0, 531, 585, 639, 693, 747, 800, 854, 908, 962, 1016, 1070, 1124, 1178, 1232, 1286, 1340, 1393, 1447, 1501, 1555, 1609, 1663, 1717, 1771, 1825, 1879, 1933, 1986, 2040, 2094, 2148, 2202, 2256, 2310, 2364, 2418, 2472, 2526, 2579, 2633, 2687, 2741, 2795, 2849, 2903, 2957, 3011, 3065, 3119, 3172, 3226, 3280, 3334, 3388, 3442, 3496, 3550, 3604, 3658, 3712, 3765, 3819, 3873, 3927, 3981, 4035, 4089, 4143, 4197, 4251]] + data2 = [int(i*1.00) for i in [0, 558, 614, 671, 728, 784, 841, 898, 954, 1011, 1067, 1124, 1181, 1237, 1294, 1351, 1407, 1464, 1520, 1577, 1634, 1690, 1747, 1804, 1860, 1917, 1974, 2030, 2087, 2143, 2200, 2257, 2313, 2370, 2427, 2483, 2540, 2596, 2653, 2710, 2766, 2823, 2880, 2936, 2993, 3050, 3106, 3163, 3219, 3276, 3333, 3389, 3446, 3503, 3559, 3616, 3672, 3729, 3786, 3842, 3899, 3956, 4012, 4069, 4126, 4182, 4239, 4295, 4352, 4409, 4465]] + 攻击次数 = 16 + 攻击次数2 = 18 + 攻击次数3 = 29 + 攻击间隔 = 1 + CD = 44.6 + TP成长 = 0.05 + TP基础 = 5 + TP上限 = 7 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + self.攻击次数 = int((self.攻击次数 + (4 / 5) * self.TP等级) / self.攻击间隔) + self.攻击次数2 = int((self.攻击次数2 + (6 / 5) * self.TP等级) / self.攻击间隔) + self.攻击次数3 = int((self.攻击次数3 + (8 / 5) * self.TP等级) / self.攻击间隔) + + return super().等效百分比(武器类型) + # if self.等级 == 0: + # return 0 + # else: + # return int((攻击次数 * (self.基础 + self.成长 * self.等级) + 攻击次数2 * ( + # self.基础2 + self.成长2 * self.等级) + 攻击次数3 * ( + # self.基础3 + self.成长3 * self.等级)) * (1 + self.TP成长 * self.TP等级) * self.倍率) + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.09 # COLG百科 + #self.攻击间隔 = 0.7 + #self.攻击次数 = 0 + #self.基础2 *= 1.08 + #self.成长2 *= 1.08 + elif x == 1: + self.倍率 *= 1.09 + 0.07 # COLG百科 + #self.攻击间隔 = 0.7 + #self.攻击次数 = 0 + #self.基础2 *= 1.08 + #self.成长2 *= 1.08 + + +class 技能9(被动技能): + 名称 = '死亡印记' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.065 + 0.02 * self.等级, 5) + + +class 技能10(职业主动技能): + 名称 = '疯狂屠戮' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + # 基础 = 456.4 + # 成长 = 155.3 + # 基础2 = 422.6 + # 成长2 = 127.7 + # 基础3 = 787.2 + # 成长3 = 214.4 + data0 = [int(i*1.2292) for i in [0, 551, 678, 805, 934, 1061, 1189, 1317, 1445, 1572, 1700, 1828, 1955, 2084, 2211, 2339, 2467, 2594, 2722, 2850, 2978, 3105, 3233, 3361, 3488, 3617, 3744, 3872, 4000, 4127, 4255, 4383, 4511, 4638, 4766, 4894, 5021, 5150, 5277, 5405, 5533]] + 攻击次数 = 70 + # data1 = [0, 0, 39, 155, 194, 233, 272, 310, 349, 388, 427, 466, 504, 543, 582, 621, 660, 698, 737, 776, 815, 854, 892, 931, 970, 1009, 1047, 1086, 1125, 1164, 1203, 1241, 1280, 1319, 1358, 1397, 1435, 1474, 1513, 1552, 1591] + # data2 = [0, 20, 20, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25] + # data3 = [0, 30, 30, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35] + data1 = [int(i*1.2292) for i in [0, 969, 1194, 1418, 1643, 1868, 2093, 2317, 2542, 2767, 2992, 3216, 3441, 3666, 3891, 4115, 4340, 4565, 4790, 5015, 5239, 5464, 5689, 5914, 6138, 6363, 6588, 6813, 7037, 7262, 7487, 7712, 7936, 8161, 8386, 8611, 8836, 9060, 9285, 9510, 9735]] + 攻击次数2 = 25 + # data5 = [0, -400, -374, -348, -322, -297, -193, -167, -141, -116, -90, -64, -38, -12, 14, 40, 65, 91, 117, 143, 169, 195, 220, 246, 272, 298, 324, 350, 376, 401, 427, 453, 479, 505, 531, 557, 582, 608, 634, 660, 686] + # data6 = [0, 14, 14, 14, 14, 14, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18] + # data7 = [0, 21, 21, 21, 21, 21, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25] + data2 = [int(i*1.2292) for i in [0, 669, 824, 980, 1135, 1290, 1445, 1601, 1756, 1911, 2066, 2222, 2377, 2532, 2687, 2843, 2998, 3153, 3308, 3464, 3619, 3774, 3929, 4085, 4240, 4395, 4550, 4706, 4861, 5016, 5171, 5327, 5482, 5637, 5792, 5948, 6103, 6258, 6414, 6569, 6724]] + 攻击次数3 = 3 + # 攻击次数 = 3 + # 攻击次数2 = 70 + # 攻击次数3 = 25 + CD = 145 + + +class 技能11(职业主动技能): + 名称 = '死亡突袭' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + # 基础 = 6046.3 + # 成长 = 682.7 + data0 = [int(i*1.2170) for i in [0, 6729, 7412, 8095, 8778, 9460, 10143, 10826, 11508, 12191, 12874, 13557, 14239, 14922, 15605, 16288, 16970, 17653, 18336, 19019, 19701, 20384, 21067, 21749, 22432, 23115, 23798, 24480, 25163, 25846, 26529, 27211, 27894, 28577, 29260, 29942, 30625, 31308, 31991, 32673, 33356]] + 攻击次数 = 3 + CD = 30.0 + TP成长 = 0.10 + TP上限 = 7 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.22 + self.CD *= 0.90 + elif x == 1: + self.倍率 *= 1.22 + 0.09 + self.CD *= 0.90 + + +class 技能12(职业主动技能): + 名称 = '压制射击' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + # 基础 = 1378.5 + # 成长 = 155.5 + # 基础2 = 3061.2 + # 成长2 = 345.8 + data0 = [int(i*1.2094) for i in [0, 1533, 1689, 1844, 2000, 2155, 2311, 2467, 2622, 2778, 2933, 3089, 3244, 3400, 3556, 3711, 3867, 4022, 4178, 4334, 4489, 4645, 4800, 4956, 5111, 5267, 5423, 5578, 5734, 5889, 6045, 6201, 6356, 6512, 6667, 6823, 6978, 7134, 7290, 7445, 7601]] + data1 = [int(i*1.2094) for i in [0, 3407, 3753, 4099, 4445, 4790, 5136, 5482, 5828, 6173, 6519, 6865, 7211, 7556, 7902, 8248, 8594, 8939, 9285, 9631, 9976, 10322, 10668, 11014, 11359, 11705, 12051, 12397, 12742, 13088, 13434, 13780, 14125, 14471, 14817, 15163, 15508, 15854, 16200, 16545, 16891]] + 攻击次数 = 20 + 攻击次数2 = 1 + CD = 50.0 + TP成长 = 0.10 + TP上限 = 7 + 是否有护石 = 1 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 24 + self.data1 =[int(x*1.52) for x in self.data1] + # self.基础2 *= 1.52 + # self.成长2 *= 1.52 + elif x == 1: + self.攻击次数 = 24 + self.data1 =[int(x*(1.52+0.9)) for x in self.data1] + # self.基础2 *= 1.52 + 0.9 + # self.成长2 *= 1.52 + 0.9 + + +class 技能13(被动技能): + 名称 = '射击掌握' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + 关联技能2 = ['致命射击'] + 冷却关联技能 = ['致命回射'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.22 + 0.02 * self.等级, 5) + + def 加成倍率2(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round((1.305 + 0.045 * self.等级)/(1.22 + 0.02 * self.等级), 5) + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1 - 0.235 - 0.015 * self.等级, 3) + +class 技能14(职业主动技能): + 名称 = '疾风骤雨' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + data0 = [int(i*1.2440) for i in [0, 2312, 2547, 2781, 3016, 3250, 3485, 3720, 3954, 4189, 4423, 4658, 4893, 5127, 5362, 5596, 5831, 6066, 6300, 6535, 6769, 7004, 7239, 7473, 7708, 7942, 8177, 8412, 8646, 8881, 9115, 9350, 9585, 9819, 10054, 10289, 10523, 10758, 10992, 11227, 11462]] + # 基础 = 2059.4/1.126*1.136 + # 成长 = 232.6/1.126*1.136 + 攻击次数 = 24 + CD = 40.0 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.36275 + + +class 技能15(职业主动技能): + 名称 = '抹杀' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + # 基础 = 6679.7 + # 成长 = 754.3 + data0 = [int(i*1.2529) for i in [0, 7434, 8188, 8942, 9697, 10451, 11205, 11959, 12713, 13468, 14222, 14976, 15730, 16485, 17239, 17993, 18747, 19501, 20256, 21010, 21764, 22518, 23272, 24027, 24781, 25535, 26289, 27044, 27798, 28552, 29306, 30060, 30815, 31569, 32323, 33077, 33831, 34586, 35340, 36094, 36848]] + 攻击次数 = 7 + CD = 45.0 + 是否有护石 = 1 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.3338 + + +class 技能16(职业主动技能): + 名称 = '第七翼动' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + # 基础 = 5112.2 + # 成长 = 1543.8 + # 基础2 = 28489.4 + # 成长2 = 8600.6 + data0 = [int(i*1.25) for i in [0, 6657, 8200, 9744, 11288, 12832, 14375, 15919, 17463, 19006, 20550, 22094, 23637, 25181, 26725, 28269, 29812, 31356, 32900, 34443, 35987, 37531, 39074, 40618, 42162, 43706, 45249, 46793, 48337, 49880, 51424, 52968, 54511, 56055, 57599, 59143, 60686, 62230, 63774, 65317, 66861]] + data1 = [int(i*1.25) for i in [0, 37090, 45690, 54291, 62892, 71492, 80093, 88693, 97294, 105895, 114495, 123096, 131697, 140297, 148898, 157498, 166099, 174700, 183300, 191901, 200501, 209102, 217703, 226303, 234904, 243505, 252105, 260706, 269306, 277907, 286508, 295108, 303709, 312310, 320910, 329511, 338111, 346712, 355313, 363913, 372514]] + 攻击次数 = 13 + 攻击次数2 = 1 + CD = 180 + + +class 技能17(被动技能): + 名称 = '卓尔不群' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能18(职业主动技能): + 名称 = '爆燃突击' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + # 基础 = 9325.5 + # 成长 = 1053.5 + # 基础2 = 37304.4 + # 成长2 = 4212.2 + data0 = [int(i*1.2150) for i in [0, 10379, 11432, 12486, 13539, 14592, 15645, 16698, 17751, 18804, 19857, 20910, 21963, 23016, 24069, 25122, 26175, 27228, 28281, 29334, 30387, 31440, 32493, 33546, 34599, 35652, 36705, 37758, 38811, 39865, 40918, 41971, 43024, 44077, 45130, 46183, 47236, 48289, 49342, 50395, 51448]] + data1 = [int(i*1.2150) for i in [0, 41519, 45731, 49944, 54156, 58368, 62580, 66792, 71004, 75217, 79429, 83641, 87853, 92065, 96277, 100489, 104702, 108914, 113126, 117338, 121550, 125762, 129975, 134187, 138399, 142611, 146823, 151035, 155247, 159460, 163672, 167884, 172096, 176308, 180520, 184733, 188945, 193157, 197369, 201581, 205793]] + 攻击次数 = 6 + 攻击次数2 = 1 + CD = 60 + + +class 技能19(职业主动技能): + 名称 = '鹰眸·致命危机' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + # 基础 = 271532 + # 成长 = 81964 + data0 = [int(i*1.2047) for i in [0, 2062, 2540, 3018, 3497, 3975, 4453, 4931, 5409, 5887, 6366, 6844, 7322, 7800, 8278, 8757, 9235, 9713, 10191, 10669, 11147, 11626, 12104, 12582, 13060, 13538, 14016, 14495, 14973, 15451, 15929, 16407, 16885, 17364, 17842, 18320, 18798, 19276, 19754, 20233, 20711]] + 攻击次数 = 60 + data1 = [int(i*1.2047) for i in [0, 10605, 13064, 15523, 17983, 20442, 22901, 25360, 27819, 30278, 32738, 35197, 37656, 40115, 42574, 45033, 47493, 49952, 52411, 54870, 57329, 59788, 62248, 64707, 67166, 69625, 72084, 74543, 77003, 79462, 81921, 84380, 86839, 89298, 91758, 94217, 96676, 99135, 101594, 104053, 106513]] + 攻击次数2 = 6 + data2 = [int(i*1.2047) for i in [0, 10605, 13064, 15523, 17983, 20442, 22901, 25360, 27819, 30278, 32738, 35197, 37656, 40115, 42574, 45033, 47493, 49952, 52411, 54870, 57329, 59788, 62248, 64707, 67166, 69625, 72084, 74543, 77003, 79462, 81921, 84380, 86839, 89298, 91758, 94217, 96676, 99135, 101594, 104053, 106513]] + 攻击次数3 = 4 + data3 = [int(i*1.2047) for i in [0, 35350, 43548, 51745, 59942, 68139, 76337, 84534, 92731, 100928, 109125, 117323, 125520, 133717, 141914, 150112, 158309, 166506, 174703, 182900, 191098, 199295, 207492, 215689, 223886, 232084, 240281, 248478, 256675, 264873, 273070, 281267, 289464, 297661, 305859, 314056, 322253, 330450, 338647, 346845, 355042]] + 攻击次数4 = 1 + data4 = [int(i*1.2047) for i in [0, 53026, 65322, 77617, 89913, 102209, 114505, 126801, 139096, 151392, 163688, 175984, 188280, 200576, 212871, 225167, 237463, 249759, 262055, 274350, 286646, 298942, 311238, 323534, 335830, 348125, 360421, 372717, 385013, 397309, 409605, 421900, 434196, 446492, 458788, 471084, 483380, 495675, 507971, 520267, 532563]] + 攻击次数5 = 1 + data5 = [int(i*1.2047) for i in [0, 3535, 4355, 5174, 5994, 6814, 7634, 8453, 9273, 10093, 10913, 11732, 12552, 13372, 14191, 15011, 15831, 16651, 17470, 18290, 19110, 19929, 20749, 21569, 22389, 23208, 24028, 24848, 25668, 26487, 27307, 28127, 28946, 29766, 30586, 31406, 32225, 33045, 33865, 34684, 35504]] + 攻击次数6 = 10 + + CD = 290 + + def 加成倍率(self, 武器类型): + return 0.0 + + +class 技能20(职业主动技能): + 名称 = '烟尘弹' + 所在等级 = 10 + 等级上限 = 60 + 基础等级 = 48 + data0 = [int(i*1.00) for i in [0, 381, 420, 458, 497, 536, 574, 613, 651, 690, 729, 767, 806, 845, 883, 922, 961, 999, 1038, 1077, 1115, 1154, 1193, 1231, 1270, 1308, 1347, 1386, 1424, 1463, 1502, 1540, 1579, 1618, 1656, 1695, 1734, 1772, 1811, 1850, 1888, 1927, 1965, 2004, 2043, 2081, 2120, 2159, 2197, 2236, 2275, 2313, 2352, 2391, 2429, 2468, 2506, 2545, 2584, 2622, 2661]] + 攻击次数 = 6 + CD = 6 + TP成长 = 0.08 + TP上限 = 7 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +重霄·漫游枪手·男一觉序号 = 0 +重霄·漫游枪手·男二觉序号 = 0 +重霄·漫游枪手·男三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 重霄·漫游枪手·男一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 重霄·漫游枪手·男二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 重霄·漫游枪手·男三觉序号 = 技能序号[i.名称] + +重霄·漫游枪手·男护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 重霄·漫游枪手·男护石选项.append(i.名称) + +重霄·漫游枪手·男符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 重霄·漫游枪手·男符文选项.append(i.名称) + + +class 重霄·漫游枪手·男角色属性(角色属性): + + 实际名称 = '重霄·漫游枪手·男' + 角色 = '神枪手(男)' + 职业 = '漫游枪手' + + 武器选项 = ['左轮枪'] + + 类型选择 = ['物理百分比'] + + # 默认 + 类型 = '物理百分比' + 防具类型 = '皮甲' + 防具精通属性 = ['力量'] + + 主BUFF = 2.25 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + super().被动倍率计算() + self.技能栏[self.技能序号['致命回射']].基础 = self.技能栏[self.技能序号['致命射击']].等效百分比( + self.武器类型)*1.5 + self.技能栏[self.技能序号['致命回射']].被动倍率 = self.技能栏[self.技能序号['致命射击']].被动倍率 + + +class 重霄·漫游枪手·男(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 重霄·漫游枪手·男角色属性() + self.角色属性A = 重霄·漫游枪手·男角色属性() + self.角色属性B = 重霄·漫游枪手·男角色属性() + self.一觉序号 = 重霄·漫游枪手·男一觉序号 + self.二觉序号 = 重霄·漫游枪手·男二觉序号 + self.三觉序号 = 重霄·漫游枪手·男三觉序号 + self.护石选项 = deepcopy(重霄·漫游枪手·男护石选项) + self.符文选项 = deepcopy(重霄·漫游枪手·男符文选项) diff --git a/Characters/隐夜·刺客.py b/Characters/隐夜·刺客.py new file mode 100644 index 00000000..99f240f9 --- /dev/null +++ b/Characters/隐夜·刺客.py @@ -0,0 +1,680 @@ +from PublicReference.carry.base import * + +class 主动技能(主动技能): + 收招倍率 = 0 + 收招倍率2 = 0 + 收招倍率3 = 0 + + +class 技能0(主动技能): + 名称 = '终结追击' + 所在等级 = 15 + 等级上限 = 30 + 基础等级 = 20 + 是否有伤害 = 0 + + def 终结追击倍率(self): + if self.等级 == 0: + return 0.0 + else: + return round(0.79 + 0.02 * self.等级, 5) + + +class 技能1(被动技能): + 名称 = '武器精通' + 所在等级 = 20 + 等级上限 = 30 + 基础等级 = 20 + data1 = [0, 36, 53, 70, 87, 104, 121, 138, 155, 172, 189, 206, 223, 240, 257, 274, 291, 308, 325, 342, 359, 387, 415, 443, 471, 499, 527, 555, 583, 611, 639, 667, 695, 723, 751, 779, 807, 835, + 863, 891, 919, 947, 975, 1003, 1031, 1059, 1087, 1115, 1143, 1171, 1199, 1227, 1255, 1283, 1311, 1339, 1367, 1395, 1423, 1451, 1479, 1507, 1535, 1563, 1591, 1619, 1647, 1675, 1703, 1731, 1759] + data2 = [0, 10, 13, 16, 19, 22, 25, 28, 31, 34, 37, 40, 43, 46, 49, 52, 55, 58, 61, 64, 67, 70, 73, 76, 79, 82, 85, 88, 91, 94, 97, 100, 103, 106, 109, 112, 115, 118, + 121, 124, 127, 130, 133, 136, 139, 142, 145, 148, 151, 154, 157, 160, 163, 166, 169, 172, 175, 178, 181, 184, 187, 190, 193, 196, 199, 202, 205, 208, 211, 214, 217] + data3 = [0, 22, 23, 25, 26, 27, 28, 29, 31, 32, 33, 34, 36, 37, 38, 39, 40, 42, 43, 44, 45, 46, 48, 49, 50, 51, 52, 54, 55, 56, 57, 59, 60, 61, 62, + 63, 65, 66, 67, 68, 69, 71, 72, 73, 74, 75, 77, 78, 79, 80, 82, 83, 84, 85, 86, 88, 89, 90, 91, 92, 94, 95, 96, 97, 98, 100, 101, 102, 103, 104, 106] + + def 加成倍率(self, 武器类型): + return round(1 + self.data1[self.等级] / 1000, 5) + + def 物理攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + 冷却关联技能 = ['所有'] + + def CD缩减倍率(self, 武器类型): + if self.等级 == 0 or 武器类型 != '匕首': + return 1.0 + else: + return round(1 - self.data2[self.等级] / 1000, 5) + + def 终结追击倍率(self): + if self.等级 == 0: + return 1.0 + else: + return round(1 + self.data3[self.等级] / 100, 5) + + +class 技能2(被动技能): + 名称 = '月弧' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.095 + 0.02 * self.等级, 5) + + +class 技能3(被动技能): + 名称 = '极限追击' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.08 + 0.02 * self.等级, 5) + + def 物理攻击力倍率进图(self, 武器类型): + return self.加成倍率(武器类型) + + +class 技能4(主动技能): + 名称 = '双刃穿刺' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data = [0, 536, 589, 644, 698, 753, 806, 861, 916, 970, 1024, 1078, 1133, 1188, 1241, 1296, 1350, 1405, 1458, 1513, 1568, 1621, 1676, 1730, 1786, 1838, 1893, 1949, 2003, 2056, 2111, 2166, 2221, 2274, 2329, 2383, 2438, 2491, 2546, 2601, 2655, 2709, 2763, 2818, 2872, 2926, 2981, 3035, 3090, 3143, 3198, 3252, 3306, 3361, 3415, 3470, 3523, 3578, 3632, 3688, 3740, 3796, 3851, 3905, 3959, 4014, 4068, 4123, 4176, 4231, 4285] + # hit = 1 + data1 = [0, 803, 884, 966, 1047, 1128, 1210, 1291, 1375, 1456, 1537, 1619, 1700, 1781, 1863, 1944, 2025, 2108, 2189, 2271, 2352, 2433, 2515, 2596, 2677, 2759, 2841, 2922, 3004, 3085, 3166, 3249, 3330, 3412, 3493, 3575, 3657, 3738, 3819, 3901, 3982, 4064, 4145, 4226, 4309, 4390, 4471, 4553, 4634, 4715, 4797, 4878, 4959, 5043, 5124, 5206, 5287, 5368, 5450, 5531, 5612, 5694, 5776, 5858, 5939, 6020, 6102, 6183, 6264, 6346, 6427] + # hit = 1 + data2 = [0, 1071, 1179, 1289, 1397, 1506, 1614, 1723, 1831, 1941, 2049, 2158, 2266, 2375, 2483, 2594, 2700, 2811, 2919, 3028, 3136, 3245, 3354, 3463, 3571, 3680, 3788, 3897, 4005, 4115, 4223, 4333, 4441, 4550, 4658, 4768, 4876, 4985, 5093, 5202, 5310, 5420, 5528, 5637, 5745, 5855, 5962, 6073, 6181, 6290, 6398, 6507, 6615, 6724, 6833, 6942, 7050, 7159, 7267, 7376, 7484, 7595, 7703, 7812, 7920, 8029, 8137, 8247, 8355, 8464, 8572] + # hit = 1 + data3 = [0, 481, 531, 580, 629, 677, 726, 775, 824, 873, 921, 970, 1019, 1068, 1117, 1165, 1215, 1264, 1313, 1362, 1411, 1459, 1508, 1557, 1606, 1655, 1703, 1753, 1802, 1851, 1901, 1950, 1999, 2047, 2096, 2145, 2194, 2243, 2291, 2340, 2389, 2438, 2487, 2535, 2585, 2634, 2683, 2732, 2781, 2829, 2878, 2927, 2976, 3025, 3073, 3122, 3171, 3220, 3271, 3320, 3369, 3417, 3466, 3515, 3564, 3613, 3661, 3710, 3759, 3808, 3857] + # hit = 1 + 收招倍率 = 1 + TP成长 = 0.1 + TP上限 = 5 + CD = 7.0 + 演出时间 = 0.2 + + def 等效百分比(self, 武器类型): + return ((self.data[self.等级]+self.data1[self.等级]+self.data2[self.等级]) * self.攻击次数 + self.data3[self.等级] * self.收招倍率) * self.倍率 * (1 + self.TP成长 * self.TP等级) * 1.187 + + +class 技能5(主动技能): + 名称 = '绝杀斩' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data = [0, 2202, 2425, 2648, 2872, 3096, 3320, 3543, 3765, 3989, 4213, 4437, 4660, 4884, 5107, 5330, 5554, 5778, 6001, 6224, 6448, 6671, 6895, 7118, 7341, 7565, 7789, 8012, 8236, 8458, 8682, 8906, 9130, 9354, 9575, 9799, 10023, 10247, 10471, 10695, 10916, 11140, 11364, 11588, 11812, 12033, 12257, 12481, 12705, 12929, 13153, 13374, 13598, 13822, 14046, 14270, 14492, 14715, 14939, 15163, 15387, 15611, 15833, 16056, 16280, 16504, 16728, 16950, 17174, 17397, 17621] + data1 = [0, 67, 72, 78, 86, 92, 99, 106, 113, 118, 126, 132, 140, 146, 153, 160, 165, 172, 179, 186, 192, 200, 205, 214, 219, 227, 233, 240, 247, 254, 259, 266, 273, 279, 287, 293, 301, 307, 313, 320, 327, 333, 341, 347, 352, 360, 366, 374, 380, 387, 394, 401, 406, 414, 420, 428, 434, 442, 448, 453, 461, 467, 474, 481, 488, 494, 502, 507, 515, 521, 528] + data2 = [0, 125, 137, 148, 162, 174, 188, 200, 214, 225, 239, 250, 263, 277, 288, 302, 313, 327, 340, 351, 365, 377, 390, 403, 416, 428, 440, 453, 465, 479, 491, 504, 517, 528, 542, 554, 567, 580, 594, 605, 619, 630, 643, 657, 668, 682, 693, 707, 720, 731, 745, 757, 770, 782, 796, 808, 820, 833, 845, 859, 871, 884, 897, 908, 922, 934, 947, 960, 974, 985, 999] + 收招倍率 = 1 + TP成长 = 0.1 + TP上限 = 5 + CD = 7.0 + 演出时间 = 0.2 + + def 等效百分比(self, 武器类型): + return (self.data[self.等级] * self.攻击次数 + (self.data1[self.等级] + self.data2[self.等级] * 3) * self.收招倍率) * self.倍率 * (1 + self.TP成长 * self.TP等级) * 1.187 + + +class 技能6(主动技能): + 名称 = '旋舞斩' + 所在等级 = 20 + 等级上限 = 60 + 基础等级 = 43 + data = [0, 2086, 2299, 2510, 2722, 2933, 3145, 3357, 3568, 3781, 3992, 4204, 4416, 4627, 4839, 5050, 5262, 5475, 5686, 5898, 6109, 6321, 6533, 6744, 6957, 7168, 7380, 7592, 7803, 8015, 8226, 8438, 8651, 8862, 9074, 9285, 9497, 9709, 9920, 10133, 10344, 10556, 10768, 10979, 11191, 11405, 11616, 11828, 12040, 12251, 12463, 12674, 12887, 13099, 13310, 13522, 13733, 13945, 14157, 14368, 14581, 14792, 15004, 15216, 15427, 15639, 15850, 16063, 16275, 16486, 16698] + data1 = [0, 418, 459, 501, 544, 586, 629, 671, 713, 756, 798, 841, 883, 926, 967, 1009, 1052, 1094, 1137, 1179, 1222, 1264, 1306, 1349, 1391, 1434, 1476, 1517, 1560, 1602, 1645, 1687, 1730, 1772, 1815, 1857, 1899, 1942, 1984, 2026, 2068, 2110, 2153, 2195, 2238, 2280, 2323, 2365, 2408, 2450, 2492, 2535, 2576, 2619, 2661, 2703, 2746, 2788, 2831, 2873, 2916, 2958, 3001, 3043, 3084, 3127, 3169, 3212, 3254, 3296, 3339] + 收招倍率2 = 1 + TP成长 = 0.1 + TP上限 = 5 + CD = 7.0 + 演出时间 = 0.1 + + def 等效百分比(self, 武器类型): + return (self.data[self.等级] * self.攻击次数 + self.data1[self.等级] * self.收招倍率2) * self.倍率 * (1 + self.TP成长 * self.TP等级) * 1.187 + + +class 技能7(主动技能): + 名称 = '旋刃' + 所在等级 = 25 + 等级上限 = 60 + 基础等级 = 41 + data = [0, 239, 265, 289, 313, 338, 361, 387, 411, 435, 461, 485, 509, 533, 557, 583, 607, 630, 655, 679, 705, 729, 753, 777, 802, 827, 851, 875, 899, 924, 949, 973, 997, 1023, 1046, 1070, 1095, 1120, 1145, 1169, 1192, 1217, 1242, 1267, 1291, 1314, 1339, 1364, 1389, 1413, 1437, 1462, 1486, 1510, 1535, 1560, 1584, 1608, 1632, 1657, 1682, 1707, 1730, 1754, 1779, 1804, 1829, 1853, 1876, 1902, 1926] + data1 = [0, 331, 365, 398, 432, 464, 498, 533, 567, 600, 633, 666, 700, 735, 769, 802, 835, 868, 902, 936, 971, 1003, 1037, 1070, 1104, 1138, 1170, 1205, 1239, 1272, 1306, 1339, 1372, 1407, 1441, 1474, 1508, 1541, 1574, 1608, 1643, 1676, 1709, 1743, 1776, 1810, 1844, 1878, 1911, 1945, 1978, 2012, 2045, 2079, 2113, 2147, 2180, 2214, 2247, 2280, 2315, 2349, 2382, 2415, 2449, 2482, 2517, 2551, 2584, 2617, 2651] + data2 = [0, 452, 497, 543, 589, 635, 679, 727, 773, 817, 864, 909, 956, 1001, 1047, 1093, 1139, 1185, 1231, 1277, 1321, 1368, 1413, 1459, 1506, 1551, 1598, 1643, 1689, 1735, 1781, 1826, 1873, 1919, 1963, 2010, 2055, 2101, 2147, 2193, 2240, 2285, 2331, 2377, 2423, 2467, 2514, 2559, 2605, 2652, 2697, 2743, 2789, 2835, 2880, 2927, 2972, 3019, 3065, 3109, 3156, 3201, 3247, 3293, 3339, 3385, 3431, 3477, 3522, 3569, 3613] + data3 = [0, 204, 225, 246, 267, 288, 309, 330, 349, 370, 391, 412, 433, 454, 475, 496, 517, 536, 557, 578, 599, 620, 641, 662, 683, 704, 724, 744, 765, 786, 807, 828, 849, 870, 890, 911, 932, 953, 974, 995, 1015, 1036, 1057, 1077, 1098, 1119, 1140, 1161, 1181, 1202, 1223, 1243, 1264, 1285, 1306, 1327, 1348, 1368, 1389, 1409, 1430, 1451, 1472, 1493, 1514, 1534, 1555, 1575, 1596, 1617, 1638] + 收招倍率 = 1 + TP成长 = 0.1 + TP上限 = 5 + CD = 8.0 + 演出时间 = 0.2 + + def 等效百分比(self, 武器类型): + return ((self.data[self.等级] * 3 + self.data1[self.等级] * 3 + self.data2[self.等级] * 3) * self.攻击次数 + self.data3[self.等级] * 3 * self.收招倍率) * self.倍率 * (1 + self.TP成长 * self.TP等级) * 1.164 + + +class 技能8(主动技能): + 名称 = '剑刃风暴' + 所在等级 = 30 + 等级上限 = 60 + 基础等级 = 38 + data = [0, 448, 495, 539, 585, 630, 676, 722, 768, 813, 858, 903, 950, 995, 1040, 1086, 1131, 1176, 1223, 1268, 1314, 1359, 1404, 1451, 1496, 1541, 1587, 1632, 1679, 1724, 1769, 1815, 1860, 1905, 1952, 1997, 2042, 2088, 2133, 2179, 2225, 2270, 2316, 2360, 2407, 2453, 2498, 2543, 2589, 2633, 2680, 2726, 2771, 2816, 2862, 2907, 2954, 2999, 3044, 3090, 3136, 3180, 3227, 3272, 3317, 3363, 3409, 3455, 3500, 3545, 3591] + data1 = [0, 898, 987, 1079, 1171, 1260, 1352, 1444, 1536, 1625, 1717, 1809, 1898, 1990, 2082, 2172, 2263, 2354, 2447, 2536, 2627, 2720, 2810, 2900, 2993, 3083, 3174, 3266, 3357, 3447, 3540, 3630, 3720, 3813, 3903, 3993, 4086, 4177, 4268, 4359, 4450, 4542, 4632, 4723, 4814, 4905, 4996, 5087, 5180, 5269, 5360, 5453, 5542, 5633, 5726, 5815, 5906, 5999, 6090, 6179, 6272, 6363, 6452, 6545, 6636, 6726, 6818, 6909, 7001, 7092, 7182] + 旋转次数 = 8 + 收招倍率 = 1 + CD = 12.0 + TP成长 = 0.1 + TP上限 = 5 + 演出时间 = 0.5 + + def 等效百分比(self, 武器类型): + return (self.data[self.等级] * self.旋转次数 * self.攻击次数 + self.data1[self.等级] * self.收招倍率) * self.倍率 * (1 + self.TP成长 * self.TP等级) * 1.163 + + +class 技能9(主动技能): + 名称 = '螺旋穿刺' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data = [0, 657, 725, 792, 859, 925, 994, 1059, 1126, 1192, 1261, 1327, 1394, 1459, 1527, 1594, 1661, 1727, 1795, 1863, 1928, 1994, 2062, 2130, 2196, 2264, 2329, 2396, 2463, 2531, 2597, 2664, 2730, 2798, 2864, 2931, 3000, 3066, 3133, 3198, 3264, 3333, 3400, 3466, 3534, 3600, 3667, 3733, 3801, 3868, 3935, 4003, 4068, 4134, 4202, 4270, 4336, 4403, 4469, 4535, 4603, 4670, 4737, 4805, 4870, 4937, 5003, 5072, 5138, 5205, 5273] + data1 = [0, 2306, 2541, 2774, 3007, 3242, 3475, 3709, 3944, 4178, 4412, 4645, 4880, 5114, 5348, 5583, 5817, 6051, 6285, 6519, 6752, 6987, 7220, 7453, 7687, 7922, 8156, 8390, 8625, 8859, 9091, 9327, 9560, 9794, 10028, 10263, 10497, 10731, 10965, 11199, 11433, 11668, 11899, 12133, 12367, 12602, 12836, 13070, 13305, 13539, 13772, 14007, 14241, 14475, 14710, 14944, 15178, 15410, 15645, 15879, 16113, 16348, 16580, 16814, 17049, 17283, 17517, 17752, 17986, 18218, 18452] + data2 = [0, 1384, 1523, 1665, 1804, 1945, 2085, 2226, 2366, 2507, 2647, 2787, 2928, 3067, 3208, 3350, 3489, 3631, 3770, 3911, 4051, 4192, 4332, 4473, 4613, 4753, 4894, 5034, 5174, 5315, 5455, 5597, 5736, 5877, 6016, 6158, 6297, 6439, 6579, 6719, 6860, 7000, 7140, 7280, 7420, 7563, 7701, 7842, 7981, 8123, 8262, 8403, 8545, 8684, 8824, 8965, 9105, 9246, 9386, 9527, 9667, 9808, 9947, 10089, 10228, 10369, 10511, 10650, 10792, 10931, 11072] + 收招倍率 = 1 + 旋转次数 = 1 + 旋转倍率 = 1 + CD = 15.0 + TP成长 = 0.1 + TP上限 = 5 + 演出时间 = 0.5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + # if x == 0: + # self.旋转倍率 = 2.25 + # elif x == 1: + # self.旋转倍率 = 2.91 + if x == 0: + self.旋转倍率 = (1-0.5)*1.25*3 + elif x == 1: + self.旋转倍率 = (1-0.5)*1.47*3 + + def 等效百分比(self, 武器类型): + return ((self.data[self.等级] * self.旋转次数 * self.旋转倍率 + self.data[self.等级]+ self.data1[self.等级]) * self.攻击次数 + self.data2[self.等级] * self.收招倍率) * self.倍率 * (1 + self.TP成长 * self.TP等级) * 1.167 + + +class 技能10(主动技能): + 名称 = '雷光刃影' + 所在等级 = 35 + 等级上限 = 60 + 基础等级 = 36 + data = [0, 4565, 5030, 5493, 5955, 6418, 6883, 7346, 7809, 8272, 8736, 9199, 9662, 10125, 10589, 11052, 11515, 11978, 12442, 12905, 13368, 13831, 14295, 14758, 15221, 15684, 16148, 16611, 17074, 17537, 18001, 18464, 18927, 19390, 19855, 20318, + 20780, 21243, 21708, 22171, 22634, 23097, 23560, 24024, 24487, 24950, 25413, 25877, 26340, 26803, 27266, 27730, 28193, 28656, 29119, 29583, 30046, 30509, 30972, 31436, 31899, 32362, 32825, 33289, 33752, 34215, 34678, 35143, 35605, 36068, 36531] + data1 = [0, 3044, 3353, 3661, 3970, 4279, 4588, 4897, 5206, 5514, 5823, 6132, 6442, 6750, 7059, 7367, 7676, 7985, 8295, 8603, 8912, 9221, 9529, 9838, 10148, 10456, 10765, 11074, 11382, 11691, 12001, 12310, 12618, 12927, 13236, 13544, 13854, + 14163, 14471, 14780, 15089, 15397, 15706, 16016, 16324, 16633, 16942, 17250, 17559, 17869, 18178, 18486, 18795, 19104, 19412, 19722, 20031, 20339, 20648, 20957, 21265, 21575, 21884, 22193, 22501, 22810, 23118, 23428, 23737, 24046, 24354] + data2 = [0, 1521, 1676, 1830, 1984, 2139, 2294, 2449, 2603, 2757, 2912, 3066, 3220, 3374, 3529, 3683, 3837, 3992, 4147, 4302, 4456, 4610, 4765, 4919, 5073, 5228, 5382, 5536, 5691, 5845, 6000, 6155, 6309, 6463, 6618, 6772, 6926, + 7081, 7235, 7389, 7544, 7698, 7852, 8008, 8162, 8317, 8471, 8625, 8780, 8934, 9088, 9242, 9397, 9551, 9705, 9861, 10015, 10170, 10324, 10478, 10633, 10787, 10941, 11096, 11250, 11404, 11559, 11714, 11868, 12023, 12177] + 收招倍率 = 1 + CD = 15.0 + TP成长 = 0.1 + TP上限 = 5 + 演出时间 = 0.3 + + def 等效百分比(self, 武器类型): + return ((self.data[self.等级] + self.data1[self.等级]) * self.攻击次数 + self.data2[self.等级] * self.收招倍率) * self.倍率 * (1 + self.TP成长 * self.TP等级) * 1.058 + + +class 技能11(主动技能): + 名称 = '疾风乱舞' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + data = [0, 687, 756, 826, 896, 965, 1035, 1106, 1175, 1244, 1315, 1384, 1453, 1524, 1593, 1663, 1733, 1803, 1872, 1941, 2011, 2081, 2150, 2221, 2291, 2360, 2430, 2499, 2569, 2639, 2708, 2778, 2849, 2918, 2987, 3058, 3127, 3196, 3266, 3337, 3406, 3476, 3546, 3615, 3684, 3754, 3825, 3894, 3964, 4033, 4103, 4173, 4242, 4313, 4383, 4452, 4521, 4592, 4661, 4730, 4800, 4871, 4940, 5010, 5080, 5149, 5219, 5288, 5359, 5429, 5498] + data1 = [0, 684, 753, 823, 893, 962, 1031, 1100, 1170, 1239, 1308, 1378, 1447, 1516, 1586, 1655, 1725, 1794, 1864, 1933, 2002, 2073, 2142, 2211, 2281, 2350, 2420, 2490, 2559, 2628, 2697, 2767, 2836, 2905, 2975, 3044, 3113, 3183, 3253, 3322, 3392, 3461, 3530, 3599, 3669, 3738, 3807, 3877, 3946, 4015, 4085, 4156, 4225, 4295, 4364, 4433, 4502, 4572, 4641, 4710, 4780, 4850, 4919, 4989, 5058, 5127, 5196, 5266, 5335, 5404, 5474] + data2 = [0, 1230, 1355, 1479, 1603, 1728, 1853, 1978, 2102, 2228, 2353, 2477, 2602, 2727, 2852, 2976, 3102, 3227, 3351, 3476, 3600, 3725, 3849, 3974, 4100, 4224, 4349, 4474, 4599, 4723, 4848, 4974, 5098, 5223, 5348, 5473, 5597, 5721, 5846, 5970, 6096, 6221, 6346, 6470, 6595, 6720, 6846, 6970, 7095, 7220, 7344, 7469, 7594, 7719, 7842, 7968, 8093, 8217, 8342, 8467, 8592, 8716, 8841, 8967, 9091, 9216, 9341, 9466, 9590, 9715, 9841] + data3 = [0, 2305, 2539, 2772, 3006, 3240, 3473, 3708, 3942, 4176, 4408, 4642, 4876, 5111, 5343, 5578, 5812, 6045, 6279, 6513, 6747, 6980, 7215, 7449, 7683, 7916, 8150, 8384, 8617, 8852, 9086, 9320, 9553, 9787, 10021, 10255, 10488, 10723, 10957, 11190, 11424, 11658, 11892, 12124, 12360, 12594, 12828, 13060, 13294, 13528, 13761, 13995, 14230, 14464, 14697, 14931, 15165, 15399, 15632, 15867, 16101, 16335, 16568, 16802, 17036, 17269, 17504, 17738, 17972, 18205, 18439] + 收招倍率 = 1 + CD = 25.0 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 乱舞数 = 11 + 分身乱舞数 = 4 + 演出时间 = 0.6 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.分身乱舞数 *= 2.1 + self.收招倍率 *= 1.08 + self.CD *= 0.9 + elif x == 1: + self.分身乱舞数 *= 2.88 + self.收招倍率 *= 1.08 + self.CD *= 0.9 + + def 等效百分比(self, 武器类型): + return ((self.data[self.等级]*self.乱舞数 + self.data1[self.等级] * self.分身乱舞数 + self.data2[self.等级]) * self.攻击次数 + self.data3[self.等级] * self.收招倍率) * self.倍率 * (1 + self.TP成长 * self.TP等级) * 1.11 + + +class 技能12(主动技能): + 名称 = '绝命瞬狱杀' + 所在等级 = 45 + 等级上限 = 60 + 基础等级 = 31 + data = [0, 1809, 1991, 2176, 2359, 2541, 2726, 2909, 3093, 3276, 3461, 3643, 3827, 4010, 4194, 4377, 4560, 4744, 4928, 5111, 5294, 5479, 5661, 5846, 6029, 6211, 6396, 6579, 6763, 6946, 7130, 7313, 7497, 7681, 7864, 8047, 8230, 8414, 8598, 8781, 8964, 9149, 9331, 9516, 9699, 9881, 10066, 10250, 10433, 10616, 10800, 10983, 11167, 11351, 11534, 11717, 11902, 12084, 12267, 12452, 12634, 12819, 13001, 13186, 13369, 13552, 13736, 13920, 14102, 14286, 14470] + data1 = [0, 2712, 2988, 3262, 3539, 3814, 4089, 4364, 4640, 4914, 5190, 5465, 5739, 6015, 6291, 6567, 6841, 7117, 7391, 7667, 7942, 8218, 8492, 8768, 9044, 9319, 9594, 9870, 10144, 10420, 10695, 10970, 11245, 11521, 11795, 12072, 12347, 12621, 12897, 13172, 13447, 13722, 13998, 14272, 14548, 14824, 15100, 15374, 15650, 15925, 16200, 16475, 16751, 17025, 17301, 17577, 17852, 18127, 18403, 18677, 18952, 19228, 19502, 19778, 20053, 20328, 20604, 20880, 21154, 21430, 21705] + data2 = [0, 3617, 3984, 4350, 4718, 5085, 5452, 5820, 6186, 6553, 6921, 7287, 7653, 8020, 8388, 8755, 9122, 9490, 9856, 10223, 10591, 10958, 11323, 11691, 12058, 12425, 12792, 13160, 13526, 13893, 14261, 14628, 14993, 15361, 15728, 16095, 16462, 16829, 17196, 17563, 17931, 18298, 18663, 19031, 19398, 19765, 20133, 20499, 20866, 21233, 21601, 21968, 22333, 22701, 23068, 23435, 23803, 24169, 24536, 24904, 25271, 25638, 26003, 26372, 26738, 27105, 27473, 27839, 28206, 28574, 28941] + data3 = [0, 4521, 4981, 5439, 5898, 6356, 6815, 7274, 7733, 8191, 8651, 9109, 9568, 10026, 10485, 10944, 11403, 11861, 12321, 12779, 13238, 13696, 14155, 14614, 15073, 15532, 15991, 16449, 16908, 17366, 17826, 18284, 18743, 19202, 19661, 20119, 20577, 21036, 21496, 21954, 22414, 22872, 23331, 23789, 24247, 24706, 25165, 25624, 26084, 26542, 27000, 27459, 27917, 28377, 28835, 29294, 29753, 30212, 30670, 31129, 31587, 32047, 32505, 32965, 33423, 33882, 34340, 34799, 35257, 35717, 36175] + data4 = [0, 2532, 2788, 3045, 3302, 3559, 3816, 4073, 4330, 4587, 4844, 5101, 5358, 5614, 5871, 6128, 6384, 6641, 6900, 7157, 7413, 7670, 7927, 8184, 8441, 8697, 8954, 9211, 9468, 9725, 9982, 10239, 10496, 10753, 11010, 11267, 11523, 11780, 12037, 12294, 12550, 12807, 13064, 13321, 13578, 13835, 14093, 14350, 14605, 14862, 15120, 15377, 15634, 15891, 16148, 16405, 16662, 16919, 17176, 17433, 17689, 17946, 18203, 18460, 18716, 18973, 19230, 19487, 19744, 20001, 20258] + 收招倍率 = 1 + CD = 45.0 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = 0.6 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.收招倍率 *= 1.4805 + elif x == 1: + self.收招倍率 *= 1.6356 + + def 等效百分比(self, 武器类型): + return ((self.data[self.等级] + self.data1[self.等级] + self.data2[self.等级] + self.data3[self.等级]) * self.攻击次数 + self.data4[self.等级] * self.收招倍率) * self.倍率 * (1 + self.TP成长 * self.TP等级) * 1.166 + + +class 技能13(主动技能): + 名称 = '月轮舞' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + 基础 = 40326 + 成长 = 12177 + data = [0, 12381, 15252, 18124, 20994, 23866, 26739, 29609, 32479, 35350, 38223, 41094, 43965, 46837, 49709, 52579, 55450, 58322, 61192, 64065, 66937, 69807, 72677, 75548, 78421, 81292, 84163, 87035, 89907, 92777, 95648, 98520, 101390, 104263, 107135, 110005, 112875, 115746, 118619, 121490, 124361] + 攻击次数 = 5 + 演出时间 = 0.6 + CD = 145 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * self.倍率 * 1.205 + + def 等效CD(self, 武器类型, 输出类型): + if 武器类型 == '双剑': + return round(self.CD / self.恢复, 1) + else: + return round(self.CD / self.恢复 * 武器冷却惩罚(武器类型, 输出类型, self.版本), 1) + + +class 技能14(主动技能): + 名称 = '旋刃冲击' + 所在等级 = 60 + 等级上限 = 40 + 基础等级 = 23 + data = [0, 479, 528, 576, 625, 673, 723, 772, 820, 869, 917, 966, 1014, 1064, 1112, 1161, 1209, 1258, 1306, 1355, 1404, 1453, 1502, 1550, 1599, 1647, 1696, 1745, 1794, 1842, 1891, 1939, 1988, 2036, 2085, 2134, 2183, 2231, 2280, 2328, 2377, 2426, 2475, 2524, 2572, 2621, 2669, 2718, 2766, 2816, 2864, 2913, 2961, 3010, 3058, 3107, 3157, 3205, 3254, 3302, 3351, 3399, 3448, 3497, 3546, 3594, 3643, 3691, 3740, 3788, 3838] + data1 = [0, 537, 591, 646, 700, 754, 810, 864, 918, 973, 1027, 1081, 1135, 1192, 1246, 1301, 1355, 1409, 1463, 1518, 1573, 1627, 1682, 1736, 1790, 1845, 1899, 1954, 2009, 2063, 2117, 2171, 2227, 2281, 2335, 2391, 2445, 2499, 2554, 2608, 2662, 2717, 2772, 2826, 2881, 2935, 2989, 3043, 3098, 3154, 3209, 3263, 3317, 3371, 3426, 3480, 3535, 3590, 3644, 3698, 3753, 3807, 3861, 3917, 3971, 4025, 4079, 4135, 4189, 4243, 4299] + 攻击次数 = 29 + 收招倍率 = 5 + 收招倍率3 = 0 + CD = 30.0 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 35 + self.收招倍率 *= 0.2 + self.收招倍率3 = 30 + self.CD *= 0.89 + elif x == 1: + self.攻击次数 = 37.45 + self.收招倍率 *= 0.214 + self.收招倍率3 = 32.1 + self.CD *= 0.89 + + def 等效百分比(self, 武器类型): + return (self.data[self.等级] * self.攻击次数 + self.data1[self.等级] * self.收招倍率 + self.data[self.等级] * self.收招倍率3) * self.倍率 * (1 + self.TP成长 * self.TP等级) * 1.257 + + +class 技能15(主动技能): + 名称 = '陨落螺旋刺' + 所在等级 = 70 + 等级上限 = 40 + 基础等级 = 18 + data = [0, 2273, 2504, 2734, 2965, 3194, 3426, 3657, 3886, 4118, 4349, 4578, 4810, 5040, 5270, 5501, 5732, 5962, 6193, 6424, 6654, 6884, 7116, 7346, 7576, 7808, 8039, 8268, 8499, 8731, 8960, 9191, 9423, 9652, 9883, 10115, 10344, 10575, 10804, 11036, 11267, 11497, 11728, 11959, 12189, 12420, 12651, 12881, 13112, 13343, 13573, 13803, 14035, 14265, 14495, 14726, 14957, 15187, 15418, 15649, 15880, 16109, 16341, 16570, 16801, 17033, 17262, 17493, 17725, 17955, 18185] + data1 = [0, 15911, 17527, 19141, 20756, 22369, 23983, 25598, 27212, 28828, 30442, 32056, 33670, 35284, 36898, 38513, 40126, 41742, 43356, 44971, 46584, 48199, 49813, 51428, 53041, 54657, 56271, 57886, 59499, 61114, 62728, 64343, 65956, 67572, 69186, 70801, 72414, 74029, 75643, 77256, 78872, 80487, 82101, 83714, 85329, 86943, 88558, 90171, 91787, 93401, 95016, 96629, 98244, 99858, 101472, 103086, 104702, 106316, 107930, 109544, 111159, 112773, 114387, 116001, 117617, 119231, 120845, 122459, 124074, 125687, 127301] + data2 = [0, 4546, 5008, 5468, 5930, 6391, 6852, 7313, 7775, 8236, 8696, 9158, 9620, 10080, 10542, 11002, 11465, 11926, 12386, 12849, 13309, 13770, 14233, 14693, 15154, 15617, 16077, 16538, 16999, 17461, 17923, 18383, 18844, 19306, 19767, 20228, 20688, 21151, 21611, 22073, 22535, 22995, 23457, 23917, 24379, 24841, 25301, 25764, 26225, 26685, 27148, 27608, 28069, 28531, 28992, 29453, 29914, 30375, 30837, 31298, 31759, 32219, 32682, 33143, 33603, 34066, 34526, 34987, 35450, 35910, 36372] + 倍率1 = 1 + 倍率2 = 1 + 收招倍率 = 1 + CD = 50.0 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + 演出时间 = -0.6 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率1 = 0 + self.倍率2 = 2.04 + elif x == 1: + self.倍率1 = 0 + self.倍率2 = 2.27 + + def 等效百分比(self, 武器类型): + return ((self.data[self.等级] * 3 * self.倍率1 + self.data1[self.等级] * self.倍率2) * self.攻击次数 + self.data2[self.等级] * self.收招倍率) * self.倍率 * (1 + self.TP成长 * self.TP等级) * 1.166 + + +class 技能16(主动技能): + 名称 = '乱空杀' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + data = [0, 2645, 3066, 3489, 3911, 4332, 4755, 5176, 5598, 6020, 6442, 6863, 7286, 7708, 8129, 8552, 8973, 9395, 9815, 10237, 10659, 11081, 11502, 11925, 12347, 12768, 13191, 13612, 14034, 14456, 14878, 15299, 15722, 16144, 16565, 16988, 17409, 17831, 18254, 18675, 19097] + data1 = [0, 10583, 12270, 13959, 15646, 17333, 19019, 20706, 22395, 24082, 25769, 27457, 29142, 30831, 32518, 34205, 35893, 37581, 39267, 40954, 42642, 44329, 46017, 47705, 49392, 51078, 52765, 54453, 56141, 57828, 59515, 61201, 62889, 64577, 66264, 67951, 69640, 71325, 73013, 74700, 76389] + data2 = [0, 5291, 6135, 6979, 7822, 8666, 9508, 10353, 11197, 12040, 12884, 13728, 14571, 15415, 16259, 17103, 17947, 18791, 19633, 20476, 21320, 22164, 23007, 23851, 24696, 25539, 26383, 27227, 28070, 28914, 29758, 30600, 31443, 32287, 33132, 33975, 34819, 35663, 36506, 37350, 38194] + 收招倍率 = 1 + CD = 30.0 + 是否有护石 = 1 + 演出时间 = 0.2 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 *= 1.17 + self.收招倍率 *= 1.17 + self.CD *= 0.89 + + def 等效百分比(self, 武器类型): + return ((self.data[self.等级] * 6 + self.data1[self.等级]) * self.攻击次数 + self.data2[self.等级] * self.收招倍率) * self.倍率 * 1.187 + + +class 技能17(主动技能): + 名称 = '月影突袭' + 所在等级 = 80 + 等级上限 = 40 + 基础等级 = 13 + data = [0, 3861, 4254, 4646, 5037, 5429, 5820, 6212, 6605, 6996, 7388, 7780, 8172, 8562, 8954, 9347, 9739, 10131, 10522, 10914, 11306, 11699, 12091, 12481, 12873, 13265, 13657, 14048, 14441, 14833, 15225, 15616, 16007, 16399, 16792, 17184, 17576, 17967, 18358, 18750, 19142] + data1 = [0, 7723, 8508, 9291, 10075, 10858, 11642, 12425, 13210, 13993, 14776, 15560, 16344, 17127, 17910, 18695, 19479, 20261, 21046, 21829, 22613, 23397, 24180, 24964, 25746, 26531, 27314, 28098, 28883, 29665, 30449, 31233, 32017, 32799, 33584, 34368, 35150, 35935, 36718, 37502, 38284] + 收招倍率 = 1 + CD = 50.0 + 演出时间 = 0.6 + 是否有护石 = 1 + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 *= 1.35 + self.收招倍率 *= 1.35 + + def 等效百分比(self, 武器类型): + return (self.data[self.等级] * 10 * self.攻击次数 + self.data1[self.等级] * self.收招倍率) * self.倍率 * 1.256 + + +class 技能18(主动技能): + 名称 = '天渊星狱' + 所在等级 = 85 + 等级上限 = 40 + 基础等级 = 5 + data = [0, 346, 426, 506, 586, 667, 747, 828, 907, 988, 1068, 1149, 1229, 1309, 1390, 1471, 1550, 1631, 1711, 1792, 1872, 1951, 2032, 2114, 2193, 2273, 2353, 2434, 2515, 2594, 2675, 2755, 2836, 2915, 2996, 3076, 3157, 3237, 3318, 3397, 3479, 3558, 3638, 3719, 3798, 3880, 3959, 4040, 4120, 4201, 4281, 4362, 4441, 4523, 4602, 4683, 4763, 4843, 4924, 5004, 5084, 5163, 5245, 5326, 5405, 5485, 5566, 5646, 5727, 5806, 5887] + data1 = [0, 80008, 98560, 117113, 135666, 154217, 172770, 191323, 209875, 228428, 246980, 265534, 284087, 302638, 321191, 339744, 358296, 376849, 395403, 413955, 432508, 451059, 469612, 488165, 506717, 525270, 543823, 562374, 580928, 599480, 618033, 636586, 655138, 673691, 692244, 710795, 729348, 747900, 766454, 785007, 803559, 822112, 840665, 859216, 877769, 896323, 914875, 933428, 951980, 970532, 989085, 1007637, 1026190, 1044743, 1063296, 1081849, 1100400, 1118953, 1137506, 1156058, 1174611, 1193164, 1211716, 1230270, 1248820, 1267374, 1285927, 1304479, 1323032, 1341585, 1360136] + data2 = [0, 16624, 20480, 24335, 28189, 32045, 35899, 39754, 43610, 47465, 51320, 55176, 59030, 62885, 66741, 70596, 74451, 78307, 82162, 86016, 89870, 93726, 97581, 101435, 105291, 109146, 113001, 116857, 120712, 124567, 128422, 132277, 136132, 139988, 143843, 147696, 151551, 155407, 159262, 163118, 166973, 170827, 174683, 178538, 182393, 186249, 190104, 193959, 197814, 201669, 205524, 209378, 213233, 217088, 220943, 224799, 228654, 232509, 236365, 240219, 244074, 247930, 251785, 255640, 259496, 263350, 267205, 271060, 274915, 278770, 282624] + 收招倍率 = 1 + CD = 180 + 演出时间 = 3 + + def 等效百分比(self, 武器类型): + return ((self.data[self.等级] * 8 + self.data1[self.等级]) * self.攻击次数 + self.data2[self.等级] * self.收招倍率) * self.倍率 * 1.187 + + +class 技能19(被动技能): + 名称 = '死亡风暴' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 22 + 关联技能 = ['无'] + data = [0, 419, 462, 505, 550, 592, 636, 679, 722, 767, 810, 854, 896, 940, 984, 1026, 1069, 1113, 1155, 1199, 1243, 1287, 1329, 1373, 1416, 1461, 1505, 1546, 1589, 1632, 1675, 1720, 1764, 1806, 1850, 1893, 1938, 1980, 2024, 2067, 2109, 2152, 2197, 2239, 2283, 2326, 2370, 2415, 2457, 2501, 2544, 2587, 2629, 2674, 2716, 2760, 2803, 2847, 2892, 2934, 2978, 3021, 3064, 3108, 3152, 3193, 3237, 3280, 3324, 3367, 3411] + 匕首数量 = 30 + 倍率 = 1 + + def 额外百分比(self): + return self.data[self.等级] * self.匕首数量 * self.倍率 * 1.247 + + +class 技能20(被动技能): + 名称 = '绝命时刻' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能21(主动技能): + 名称 = '幻灭瞬杀' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 6 + data0 = [0, 13675, 15062, 16449, 17837, 19224, 20611, 21999, 23386, 24773, 26161, 27548, 28935, 30323, 31710, 33097, 34485, 35872, 37259, 38647, 40034, 41422, 42809, 44196, 45584, 46971, 48358, 49746, 51133, 52520, 53908, 55295, 56682, 58070, 59457, 60844, 62232, 63619, 65006, 66394, 67781] + 攻击次数 = 5 + data1 = [0, 13675, 15062, 16449, 17837, 19224, 20611, 21999, 23386, 24773, 26161, 27548, 28935, 30323, 31710, 33097, 34485, 35872, 37259, 38647, 40034, 41422, 42809, 44196, 45584, 46971, 48358, 49746, 51133, 52520, 53908, 55295, 56682, 58070, 59457, 60844, 62232, 63619, 65006, 66394, 67781] + 收招倍率 = 1 + CD = 60 + 演出时间 = 0.5 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.收招倍率) * self.倍率 * 1.167 + + +class 技能22(主动技能): + 名称 = '影·万古星辰' + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + data0 = [0, 16509, 20338, 24166, 27994, 31823, 35651, 39479, 43308, 47136, 50964, 54793, 58621, 62450, 66278, 70106, 73935, 77763, 81591, 85420, 89248, 93076, 96905, 100733, 104561, 108390, 112218, 116046, 119875, 123703, 127532, 131360, 135188, 139017, 142845, 146673, 150502, 154330, 158158, 161987, 165815] + 攻击次数 = 13 + data1 = [0, 42925, 52879, 62832, 72786, 82740, 92694, 102647, 112601, 122555, 132508, 142462, 152416, 162370, 172323, 182277, 192231, 202184, 212138, 222092, 232046, 241999, 251953, 261907, 271860, 281814, 291768, 301722, 311675, 321629, 331583, 341536, 351490, 361444, 371398, 381351, 391305, 401259, 411212, 421166, 431120] + 收招倍率 = 1 + CD = 290 + 演出时间 = 6 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级]* self.攻击次数 + self.data1[self.等级] * self.收招倍率) * self.倍率 * 1.189 + + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +一觉序号 = 0 +二觉序号 = 0 +三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 三觉序号 = 技能序号[i.名称] + +护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 护石选项.append(i.名称) + +符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 符文选项.append(i.名称) + + +class 职业属性(角色属性): + + 实际名称 = '隐夜·刺客' + 角色 = '暗夜使者' + 职业 = '刺客' + + 武器选项 = ['匕首', '双剑'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '皮甲' + 防具精通属性 = ['力量'] + + 主BUFF = 1.77 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + super().被动倍率计算() + for i in self.技能栏: + if i.是否有伤害 == 1: + i.收招倍率 *= self.技能栏[0].终结追击倍率() + i.收招倍率2 *= self.技能栏[0].终结追击倍率() + if self.武器类型 == '双剑': + for i in self.技能栏: + if i.是否有伤害 == 1: + i.收招倍率 *= self.技能栏[1].终结追击倍率() * 3.25 + i.收招倍率2 *= self.技能栏[1].终结追击倍率() + if self.装备栏[11] == '血色舞会': + i.收招倍率 *= 1.4 + i.收招倍率2 *= 1.4 + if self.装备栏[11] == '一叶障目': + self.技能栏[self.技能序号['死亡风暴']].倍率 *= 1+0.32*self.技能伤害增加增幅 + if self.武器类型 == '匕首': + for i in self.技能栏: + if i.是否有伤害 == 1: + i.收招倍率 *= 4.25 + + def 数据计算(self, x=0, y=-1): + self.预处理() + # 初步计算 + 技能释放次数 = self.技能释放次数计算() + 技能单次伤害 = self.技能单次伤害计算(y) + 技能总伤害 = self.技能总伤害计算(技能释放次数, 技能单次伤害) + + # 死亡风暴伤害 + if 技能总伤害[self.技能序号['剑刃风暴']] != 0: + 技能释放次数[self.技能序号['死亡风暴']] = 1 + 技能总伤害[self.技能序号['死亡风暴']] = 技能总伤害[self.技能序号['剑刃风暴']] * \ + self.技能栏[self.技能序号['死亡风暴']].额外百分比( + ) / self.技能栏[self.技能序号['剑刃风暴']].等效百分比(self.武器类型) + + # 返回结果 + return self.数据返回(x, 技能释放次数, 技能总伤害) + + +class 隐夜·刺客(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 职业属性() + self.角色属性A = 职业属性() + self.角色属性B = 职业属性() + self.一觉序号 = 一觉序号 + self.二觉序号 = 二觉序号 + self.三觉序号 = 三觉序号 + self.护石选项 = deepcopy(护石选项) + self.符文选项 = deepcopy(符文选项) + + def 界面(self): + super().界面() + self.收招选择 = [] + count = 0 + for i in self.初始属性.技能栏: + if i.是否有伤害 == 1: + if i.收招倍率 != 0: + self.收招选择.append(QCheckBox(i.名称 + '-收招', self.main_frame2)) + self.收招选择[count].resize(120, 20) + self.收招选择[count].move( + 335 + 135 * int(count / 7), 440 + 26 * (count % 7)) + self.收招选择[count].setStyleSheet(复选框样式) + self.收招选择[count].setChecked(True) + count += 1 + + self.旋舞斩收招次数 = MyQComboBox(self.main_frame2) + for i in range(8): + self.旋舞斩收招次数.addItem('旋舞斩收招次数:'+str(i)) + self.旋舞斩收招次数.resize(170, 20) + self.旋舞斩收招次数.move(600, 470) + self.旋舞斩收招次数.setToolTip('匕首最高7次,双剑最高6次') + + self.剑刃风暴旋转次数 = MyQComboBox(self.main_frame2) + for i in range(1, 11): + self.剑刃风暴旋转次数.addItem('剑刃风暴旋转次数:'+str(i)) + self.剑刃风暴旋转次数.resize(170, 20) + self.剑刃风暴旋转次数.move(600, 498) + self.剑刃风暴旋转次数.setToolTip('旋转次数最高10次') + self.剑刃风暴旋转次数.setCurrentIndex(8) + + self.螺旋穿刺旋转次数 = MyQComboBox(self.main_frame2) + for i in range(7): + self.螺旋穿刺旋转次数.addItem('螺旋穿刺旋转次数:'+str(i)) + self.螺旋穿刺旋转次数.resize(170, 20) + self.螺旋穿刺旋转次数.move(600, 526) + self.螺旋穿刺旋转次数.setToolTip('旋转次数最高6次,护石旋转次数为3倍') + + self.死亡风暴攻击次数 = MyQComboBox(self.main_frame2) + for i in range(1, 31): + self.死亡风暴攻击次数.addItem('死亡风暴攻击次数:'+str(i)) + self.死亡风暴攻击次数.resize(170, 20) + self.死亡风暴攻击次数.move(600, 554) + self.死亡风暴攻击次数.setToolTip('最高30次') + self.死亡风暴攻击次数.setCurrentIndex(27) + + self.职业存档.append(('旋舞斩收招次数', self.旋舞斩收招次数, 1)) + self.职业存档.append(('剑刃风暴旋转次数', self.剑刃风暴旋转次数, 1)) + self.职业存档.append(('螺旋穿刺旋转次数', self.螺旋穿刺旋转次数, 1)) + self.职业存档.append(('死亡风暴攻击次数', self.死亡风暴攻击次数, 1)) + num = 0 + for item in self.收招选择: + self.职业存档.append(('收招选择-{}'.format(num), item, 0)) + num += 1 + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + count = 0 + for i in 属性.技能栏: + if i.是否有伤害 == 1: + if i.收招倍率 != 0: + if not self.收招选择[count].isChecked(): + i.收招倍率 = 0 + i.收招倍率3 = 0 + count += 1 + + 属性.技能栏[属性.技能序号['旋舞斩']].收招倍率2 = self.旋舞斩收招次数.currentIndex() + 属性.技能栏[属性.技能序号['剑刃风暴']].旋转次数 = self.剑刃风暴旋转次数.currentIndex() + 1 + 属性.技能栏[属性.技能序号['螺旋穿刺']].旋转次数 = self.螺旋穿刺旋转次数.currentIndex() + 属性.技能栏[属性.技能序号['死亡风暴']].匕首数量 = self.死亡风暴攻击次数.currentIndex() + 1 diff --git a/Characters/隐夜·影舞者.py b/Characters/隐夜·影舞者.py new file mode 100644 index 00000000..2d4ec4e8 --- /dev/null +++ b/Characters/隐夜·影舞者.py @@ -0,0 +1,579 @@ +from PublicReference.carry.base import * + +等级 = 100 + 5 + +class 技能0(主动技能): + 名称 = '天诛' + 所在等级 = 15 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(i*1.149*1.085) for i in [0, 492, 552, 615, 674, 733, 791, 851, 912, 971, 1029, 1091, 1149, 1211, 1271, 1327, 1391, 1449, 1505, 1568, 1626, 1687, 1746, 1806, 1867, 1923, 1982, 2046, 2102, 2163, 2223, 2282, 2343, 2401, 2461, 2521, 2582, 2642, 2699, 2758, 2821, 2878, 2940, 2998, 3055, 3119, 3179, 3235, 3295, 3354, 3418, 3475, 3534, 3595, 3654, 3713, 3773, 3830, 3894, 3954, 4010, 4071, 4131, 4193, 4250, 4309, 4370, 4427, 4487, 4550, 4607]] + 攻击次数1 = 2 + data2 = [int(i*1.149*1.085) for i in [0, 2060, 2309, 2559, 2809, 3051, 3303, 3550, 3802, 4048, 4298, 4543, 4794, 5043, 5289, 5538, 5788, 6036, 6286, 6529, 6781, 7028, 7281, 7525, 7776, 8022, 8274, 8520, 8768, 9018, 9268, 9519, 9761, 10014, 10260, 10512, 10758, 11007, 11253, 11503, 11753, 12001, 12248, 12500, 12746, 12996, 13242, 13492, 13740, 13987, 14236, 14486, 14734, 14984, 15230, 15480, 15729, 15979, 16221, 16473, 16723, 16972, 17222, 17467, 17717, 17966, 18217, 18459, 18711, 18958, 19210]] + 攻击次数2 = 1 + CD = 7 + TP成长 = 0.08 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能1(主动技能): + 名称 = '割喉' + 所在等级 = 15 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(i*1.149*1.085) for i in [0, 1728, 1904, 2079, 2256, 2432, 2605, 2783, 2955, 3133, 3310, 3483, 3659, 3835, 4010, 4185, 4360, 4537, 4714, 4887, 5062, 5238, 5413, 5589, 5767, 5941, 6116, 6290, 6469, 6645, 6817, 6993, 7170, 7345, 7521, 7694, 7869, 8047, 8222, 8398, 8571, 8748, 8924, 9102, 9275, 9450, 9625, 9802, 9978, 10153, 10329, 10503, 10679, 10856, 11032, 11205, 11381, 11556, 11732, 11906, 12083, 12258, 12433, 12612, 12784, 12959, 13135, 13312, 13489, 13661, 13836]] + 攻击次数1 = 1 + data2 = [int(i*1.149*1.085) for i in [0, 864, 952, 1041, 1129, 1217, 1304, 1390, 1479, 1568, 1654, 1741, 1830, 1918, 2005, 2093, 2181, 2267, 2356, 2445, 2530, 2617, 2707, 2795, 2882, 2970, 3057, 3145, 3233, 3323, 3408, 3496, 3584, 3672, 3761, 3849, 3936, 4024, 4111, 4200, 4285, 4376, 4460, 4550, 4639, 4725, 4812, 4899, 4988, 5077, 5163, 5252, 5339, 5427, 5516, 5603, 5691, 5779, 5867, 5953, 6043, 6129, 6217, 6304, 6393, 6480, 6569, 6655, 6743, 6831, 6919]] + 攻击次数2 = 1 + CD = 6 + TP成长 = 0.1 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能2(被动技能): + 名称 = '暗杀教义' + 所在等级 = 15 + 等级上限 = 20 + 基础等级 = 1 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.185 + 0.015 * self.等级, 5) + + +class 技能3(主动技能): + 名称 = '夺魂' + 所在等级 = 20 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data = [int(i*1.149*1.085) for i in [0, 1638, 1805, 1971, 2138, 2304, 2470, 2636, 2802, 2970, 3137, 3301, 3467, 3635, 3800, 3966, 4134, 4299, 4466, 4632, 4797, 4965, 5132, 5296, 5463, 5631, 5794, 5962, 6128, 6294, 6461, 6628, 6796, 6960, 7126, 7293, 7458, 7626, 7793, 7957, 8123, 8292, 8457, 8623, 8791, 8955, 9122, 9289, 9454, 9621, 9788, 9952, 10121, 10287, 10451, 10618, 10785, 10951, 11118, 11282, 11447, 11616, 11782, 11950, 12117, 12282, 12449, 12613, 12780, 12948, 13114]] + 攻击次数 = 1 + CD = 3 + TP成长 = 0.1 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + +class 技能4(被动技能): + 名称 = '暗杀之匕首精通' + 所在等级 = 20 + 等级上限 = 30 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + if self.等级 <= 20: + return round(1.0 + 0.015 * self.等级, 5) + else: + return round(1.3 + 0.025 * (self.等级 - 20), 5) + + def 物理攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + +class 技能5(主动技能): + 名称 = '穿心' + 所在等级 = 25 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(i*1.138*1.085) for i in [0, 2764, 3044, 3327, 3608, 3888, 4170, 4448, 4729, 5010, 5290, 5572, 5852, 6132, 6411, 6694, 6973, 7255, 7534, 7814, 8101, 8378, 8659, 8939, 9221, 9500, 9781, 10060, 10342, 10625, 10904, 11183, 11464, 11744, 12023, 12307, 12588, 12865, 13147, 13426, 13709, 13990, 14271, 14555, 14833, 15113, 15393, 15675, 15952, 16237, 16514, 16796, 17077, 17356, 17639, 17918, 18198, 18477, 18761, 19040, 19320, 19605, 19883, 20165, 20445, 20725, 21006, 21285, 21566, 21847, 22129]] + 攻击次数1 = 1 + data2 = [int(i*1.138*1.085) for i in [0, 1381, 1523, 1664, 1803, 1944, 2085, 2225, 2364, 2505, 2644, 2784, 2927, 3067, 3207, 3347, 3489, 3628, 3766, 3909, 4049, 4188, 4329, 4471, 4610, 4750, 4892, 5031, 5170, 5312, 5449, 5592, 5732, 5875, 6014, 6154, 6294, 6433, 6574, 6714, 6852, 6996, 7136, 7276, 7415, 7556, 7697, 7835, 7977, 8118, 8260, 8398, 8540, 8679, 8818, 8959, 9099, 9238, 9379, 9521, 9660, 9801, 9944, 10083, 10220, 10363, 10503, 10643, 10782, 10924, 11066]] + 攻击次数2 = 1 + CD = 8 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能6(主动技能): + 名称 = '追命' + 备注 = '背击' + 所在等级 = 30 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data = [int(i*1.149*1.085) for i in [0, 3467, 3817, 4171, 4523, 4874, 5223, 5577, 5928, 6279, 6631, 6984, 7335, 7686, 8039, 8392, 8739, 9092, 9443, 9799, 10150, 10502, 10854, 11204, 11558, 11907, 12259, 12611, 12962, 13314, 13665, 14020, 14369, 14722, 15075, 15423, 15775, 16128, 16481, 16832, 17184, 17535, 17888, 18240, 18591, 18945, 19294, 19646, 19995, 20347, 20702, 21051, 21407, 21754, 22108, 22458, 22810, 23164, 23515, 23867, 24218, 24570, 24920, 25272, 25624, 25976, 26329, 26679, 27032, 27384, 27735]] + 攻击次数 = 1 + # 背击时增加50% + 倍率 = 1.5 + CD = 10 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能7(主动技能): + 名称 = '潜影刺击' + 所在等级 = 35 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(i*1.113*1.085) for i in [0, 1099, 1211, 1323, 1432, 1546, 1658, 1768, 1879, 1992, 2102, 2215, 2326, 2437, 2549, 2660, 2770, 2883, 2997, 3106, 3217, 3331, 3441, 3553, 3667, 3778, 3888, 4000, 4112, 4223, 4335, 4447, 4558, 4670, 4781, 4891, 5004, 5118, 5227, 5338, 5452, 5561, 5672, 5786, 5896, 6009, 6120, 6232, 6343, 6456, 6565, 6679, 6790, 6900, 7012, 7124, 7235, 7347, 7459, 7570, 7682, 7793, 7903, 8016, 8130, 8241, 8351, 8464, 8577, 8685, 8798]] + 攻击次数1 = 2 + data2 = [int(i*1.113*1.085) for i in [0, 5278, 5815, 6348, 6884, 7422, 7958, 8490, 9030, 9566, 10101, 10636, 11172, 11709, 12242, 12778, 13315, 13851, 14385, 14921, 15457, 15994, 16527, 17063, 17600, 18133, 18670, 19206, 19742, 20277, 20812, 21348, 21885, 22420, 22957, 23493, 24029, 24563, 25099, 25635, 26169, 26705, 27242, 27778, 28311, 28848, 29384, 29922, 30454, 30990, 31528, 32061, 32596, 33135, 33670, 34204, 34741, 35277, 35815, 36348, 36884, 37421, 37957, 38491, 39027, 39563, 40098, 40633, 41170, 41706, 42240]] + 攻击次数2 = 1 + CD = 15 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能8(主动技能): + 名称 = '刃舞' + 所在等级 = 35 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(i*1.141*1.085) for i in [0, 263, 290, 320, 346, 374, 401, 426, 453, 483, 506, 535, 558, 587, 615, 643, 669, 696, 720, 749, 775, 804, 831, 858, 883, 911, 939, 963, 992, 1019, 1044, 1072, 1100, 1124, 1154, 1179, 1206, 1232, 1261, 1284, 1315, 1343, 1368, 1396, 1421, 1447, 1476, 1503, 1529, 1557, 1584, 1609, 1635, 1665, 1689, 1718, 1744, 1770, 1798, 1826, 1852, 1878, 1907, 1932, 1962, 1987, 2014, 2041, 2067, 2092, 2121]] + 攻击次数1 = 2 + data2 = [int(i*1.141*1.085) for i in [0, 4507, 4964, 5422, 5879, 6336, 6793, 7251, 7705, 8162, 8619, 9075, 9533, 9992, 10449, 10905, 11363, 11820, 12277, 12733, 13193, 13650, 14107, 14563, 15021, 15481, 15934, 16391, 16850, 17307, 17763, 18222, 18679, 19135, 19591, 20048, 20507, 20965, 21421, 21878, 22336, 22793, 23249, 23706, 24165, 24621, 25076, 25535, 25990, 26448, 26907, 27364, 27820, 28277, 28736, 29193, 29651, 30108, 30565, 31023, 31476, 31934, 32394, 32852, 33307, 33764, 34221, 34678, 35135, 35595, 36052]] + 攻击次数2 = 1 + CD = 15 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数1 *= 2 * 0.62 * 1.16 + self.攻击次数2 = 1 + elif x == 1: + self.攻击次数1 *= 2 * (0.62 * 1.3) + self.攻击次数2 *= 1.26 + + +class 技能9(主动技能): + 名称 = '影戮' + 所在等级 = 40 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(i*1.141*1.085) for i in [0, 1813, 2001, 2179, 2365, 2552, 2737, 2916, 3101, 3286, 3468, 3654, 3837, 4024, 4204, 4388, 4574, 4758, 4939, 5124, 5310, 5492, 5677, 5863, 6049, 6227, 6412, 6597, 6783, 6962, 7147, 7333, 7519, 7700, 7887, 8072, 8251, 8435, 8620, 8807, 8985, 9171, 9357, 9542, 9721, 9910, 10095, 10274, 10458, 10645, 10830, 11011, 11196, 11380, 11566, 11744, 11932, 12117, 12297, 12481, 12669, 12853, 13035, 13219, 13405, 13592, 13771, 13955, 14141, 14320, 14505]] + 攻击次数1 = 4 + data2 = [int(i*1.141*1.085) for i in [0, 6517, 7182, 7841, 8504, 9164, 9827, 10486, 11150, 11811, 12469, 13132, 13793, 14458, 15116, 15779, 16441, 17098, 17760, 18425, 19084, 19746, 20407, 21069, 21729, 22392, 23055, 23717, 24375, 25036, 25701, 26360, 27022, 27684, 28341, 29005, 29666, 30329, 30989, 31651, 32312, 32971, 33634, 34298, 34960, 35617, 36279, 36942, 37601, 38264, 38927, 39588, 40248, 40909, 41571, 42232, 42893, 43555, 44216, 44877, 45538, 46203, 46862, 47525, 48185, 48847, 49508, 50170, 50831, 51490, 52153]] + 攻击次数2 = 1 + CD = 25 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数1 = (4 + 3) * 0.74 * 1.13 + self.攻击次数2 = 1 + elif x == 1: + self.攻击次数1 = (4 + 3) * 0.74 * 1.26 + self.攻击次数2 = 1 + + +class 技能10(主动技能): + 名称 = '瞬杀' + 备注 = '背击' + 所在等级 = 45 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data = [int(i*1.151*1.085) for i in [0, 23662, 26063, 28464, 30865, 33268, 35666, 38070, 40468, 42870, 45269, 47672, 50074, 52472, 54872, 57273, 59674, 62075, 64476, 66877, 69273, 71676, 74078, 76478, 78882, 81280, 83679, 86082, 88481, 90883, 93283, 95687, 98084, 100488, 102887, 105288, 107690, 110090, 112491, 114887, 117290, 119691, 122091, 124494, 126895, 129292, 131695, 134095, 136497, 138897, 141300, 143697, 146103, 148501, 150900, 153304, 155703, 158100, 160502, 162905, 165306, 167706, 170109, 172509, 174907, 177308, 179708, 182108, 184511, 186909, 189311]] + 攻击次数 = 1 + CD = 45 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.2 + elif x == 1: + self.倍率 *= 1.2 + 0.09 + + +class 技能11(被动技能): + 名称 = '暗杀之心' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + if self.等级 <= 20: + return round(1.03 + 0.02 * self.等级, 5) + else: + return round(1.43 + 0.021 * (self.等级 - 20), 5) + + +class 技能12(主动技能): + 名称 = '影斩·乱舞' + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + data1 = [int(i*1.147*1.085) for i in [0, 1423, 1751, 2082, 2410, 2741, 3070, 3401, 3731, 4060, 4389, 4718, 5049, 5380, 5709, 6039, 6367, 6698, 7028, 7358, 7688, 8016, 8346, 8675, 9006, 9337, 9666, 9996, 10324, 10654, 10985, 11315, 11645, 11973, 12303, 12633, 12963, 13294, 13624, 13952, 14281, 14611, 14942, 15271, 15602, 15932, 16261, 16590, 16920, 17250, 17581, 17909, 18240, 18568, 18899, 19230, 19559, 19888, 20218, 20549, 20877, 21207, 21538, 21866, 22197, 22528, 22856, 23186, 23516, 23845, 24175]] + 攻击次数1 = 21 + data2 = [int(i*1.147*1.085) for i in [0, 22347, 27529, 32710, 37892, 43076, 48256, 53440, 58620, 63804, 68986, 74167, 79350, 84531, 89713, 94896, 100077, 105258, 110442, 115623, 120805, 125987, 131170, 136351, 141533, 146715, 151897, 157081, 162261, 167444, 172627, 177808, 182991, 188172, 193354, 198537, 203718, 208899, 214083, 219264, 224445, 229628, 234809, 239992, 245174, 250355, 255538, 260720, 265902, 271085, 276265, 281449, 286631, 291813, 296993, 302178, 307359, 312540, 317723, 322905, 328086, 333269, 338450, 343632, 348815, 353996, 359179, 364361, 369542, 374725, 379906]] + # LV3级效果 + 攻击次数2 = 1.1 + CD = 145 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能13(主动技能): + 名称 = '绝命飞刃' + 所在等级 = 60 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data1 = [int(i*1.142*1.085) for i in [0, 1445, 1592, 1737, 1886, 2032, 2180, 2324, 2469, 2617, 2765, 2909, 3057, 3203, 3350, 3495, 3643, 3793, 3936, 4085, 4229, 4378, 4523, 4670, 4815, 4963, 5109, 5257, 5403, 5549, 5697, 5845, 5989, 6136, 6284, 6428, 6577, 6720, 6868, 7016, 7161, 7308, 7455, 7601, 7749, 7895, 8040, 8188, 8335, 8482, 8627, 8771, 8921, 9067, 9213, 9359, 9507, 9654, 9800, 9945, 10097, 10240, 10384, 10532, 10681, 10828, 10974, 11120, 11267, 11412, 11560]] + 攻击次数1 = 1 + data2 = [int(i*1.142*1.085) for i in [0, 5781, 6367, 6951, 7540, 8123, 8712, 9298, 9883, 10469, 11055, 11641, 12227, 12815, 13403, 13990, 14575, 15161, 15747, 16332, 16918, 17506, 18093, 18678, 19264, 19849, 20437, 21024, 21610, 22198, 22785, 23369, 23956, 24541, 25127, 25716, 26301, 26890, 27473, 28059, 28645, 29232, 29818, 30405, 30990, 31581, 32164, 32751, 33336, 33924, 34510, 35095, 35681, 36268, 36853, 37440, 38027, 38614, 39202, 39785, 40374, 40960, 41545, 42131, 42719, 43305, 43890, 44476, 45061, 45651, 46236]] + 攻击次数2 = 1 + data3 = [int(i*1.142*1.085) for i in [0, 11560, 12731, 13905, 15076, 16250, 17423, 18594, 19765, 20939, 22113, 23283, 24459, 25631, 26804, 27975, 29150, 30321, 31496, 32667, 33840, 35012, 36183, 37355, 38530, 39704, 40872, 42046, 43222, 44393, 45564, 46739, 47909, 49085, 50256, 51430, 52601, 53772, 54947, 56121, 57293, 58464, 59637, 60808, 61983, 63156, 64330, 65499, 66674, 67847, 69021, 70191, 71363, 72537, 73708, 74883, 76054, 77229, 78400, 79572, 80746, 81922, 83089, 84264, 85436, 86607, 87782, 88955, 90126, 91297, 92472]] + 攻击次数3 = 1 + CD = 30 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数3 = 1 * 1.44 + elif x == 1: + self.攻击次数3 = 1 * (1.44 + 0.14) + + +class 技能14(主动技能): + 名称 = '八荒影杀' + 所在等级 = 70 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data1 = [int(i*1.14*1.085) for i in [0, 2554, 2813, 3073, 3334, 3593, 3852, 4110, 4371, 4630, 4890, 5147, 5404, 5666, 5924, 6186, 6443, 6701, 6962, 7222, 7481, 7739, 7998, 8257, 8517, 8778, 9035, 9296, 9554, 9814, 10074, 10332, 10590, 10851, 11108, 11372, 11629, 11889, 12147, 12407, 12666, 12922, 13183, 13443, 13702, 13961, 14219, 14481, 14740, 14999, 15258, 15516, 15775, 16035, 16296, 16552, 16813, 17072, 17333, 17591, 17852, 18107, 18368, 18627, 18887, 19145, 19405, 19665, 19924, 20185, 20443]] + 攻击次数1 = 1 + data2 = [int(i*1.14*1.085) for i in [0, 2554, 2813, 3073, 3334, 3593, 3852, 4110, 4371, 4630, 4890, 5147, 5404, 5666, 5924, 6186, 6443, 6701, 6962, 7222, 7481, 7739, 7998, 8257, 8517, 8778, 9035, 9296, 9554, 9814, 10074, 10332, 10590, 10851, 11108, 11372, 11629, 11889, 12147, 12407, 12666, 12922, 13183, 13443, 13702, 13961, 14219, 14481, 14740, 14999, 15258, 15516, 15775, 16035, 16296, 16552, 16813, 17072, 17333, 17591, 17852, 18107, 18368, 18627, 18887, 19145, 19405, 19665, 19924, 20185, 20443]] + 攻击次数2 = 8 + data3 = [int(i*1.14*1.085) for i in [0, 10221, 11257, 12296, 13329, 14368, 15407, 16441, 17479, 18516, 19553, 20591, 21625, 22664, 23700, 24735, 25775, 26811, 27847, 28885, 29920, 30959, 31995, 33032, 34069, 35109, 36143, 37181, 38218, 39253, 40292, 41331, 42365, 43403, 44437, 45476, 46515, 47548, 48587, 49623, 50660, 51697, 52733, 53772, 54808, 55845, 56883, 57916, 58955, 59992, 61028, 62066, 63103, 64139, 65175, 66214, 67251, 68287, 69325, 70361, 71400, 72435, 73473, 74510, 75543, 76582, 77621, 78657, 79693, 80729, 81766]] + 攻击次数3 = 1 + CD = 45.0 + 攻击倍率 = 1.11 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数1 = 1 * 2.46 + self.攻击次数2 = (8 - 1) * 1.476 # bug + self.攻击次数3 = 1 * 1.23 + elif x == 1: + self.攻击次数1 = 1 * (2.46 + 0.15) + self.攻击次数2 = (8 - 1) * (1.23 + 0.09) * 1.2 # 1.2为bug加成 + self.攻击次数3 = 1 * (1.23 + 0.09) + + +class 技能15(主动技能): + 名称 = '死亡连舞' + 备注 = '不可抓取' + 所在等级 = 75 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data1 = [int(i*1.14*1.085) for i in [0, 2953, 3251, 3552, 3849, 4149, 4448, 4747, 5048, 5346, 5647, 5946, 6245, 6543, 6843, 7142, 7441, 7744, 8040, 8344, 8638, 8938, 9237, 9540, 9839, 10139, 10439, 10737, 11035, 11335, 11635, 11934, 12234, 12532, 12833, 13130, 13432, 13729, 14031, 14329, 14629, 14928, 15227, 15526, 15826, 16128, 16424, 16726, 17023, 17327, 17622, 17923, 18222, 18521, 18819, 19121, 19421, 19719, 20020, 20318, 20617, 20917, 21216, 21516, 21815, 22115, 22413, 22712, 23012, 23312, 23611]] + 攻击次数1 = 3 + data2 = [int(i*1.14*1.085) for i in [0, 34984, 38537, 42083, 45632, 49180, 52729, 56281, 59828, 63377, 66930, 70482, 74027, 77577, 81125, 84674, 88227, 91773, 95324, 98869, 102420, 105967, 109518, 113063, 116620, 120167, 123718, 127263, 130815, 134365, 137911, 141464, 145012, 148561, 152108, 155658, 159207, 162753, 166303, 169855, 173409, 176959, 180506, 184054, 187602, 191152, 194703, 198249, 201801, 205345, 208898, 212444, 215994, 219545, 223097, 226649, 230196, 233745, 237291, 240843, 244391, 247940, 251490, 255040, 258588, 262133, 265684, 269235, 272782, 276335, 279888]] + 攻击次数2 = 1 + CD = 40.0 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数2 *= (1.2 + 0.2) + self.CD *= 0.9 + + +class 技能16(被动技能): + 名称 = '潜行暗杀' + 所在等级 = 75 + 等级上限 = 20 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能17(主动技能): + 名称 = '剜心' + 备注 = '背击' + 所在等级 = 80 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data = [int(i*1.141*1.085) for i in [0, 75332, 82973, 90617, 98256, 105900, 113543, 121188, 128829, 136468, 144114, 151755, 159399, 167044, 174686, 182325, 189971, 197610, 205255, 212897, 220538, 228181, 235822, 243467, 251110, 258748, 266392, 274035, 281677, 289321, 296964, 304604, 312246, 319889, 327532, 335174, 342818, 350460, 358103, 365747, 373390, 381030, 388673, 396315, 403958, 411598, 419240, 426884, 434525, 442170, 449812, 457452, 465097, 472739, 480384, 488028, 495665, 503308, 510952, 518595, 526239, 533878, 541519, 549164, 556806, 564449, 572090, 579732, 587374, 595021, 602661]] + CD = 45 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.24 + + +class 技能18(主动技能): + 名称 = '锁链' + 所在等级 = 85 + 等级上限 = 1 + #学习间隔 = 5 + #等级精通 = 30 + 基础等级 = 1 + data1 = [int(i*1.141*1.085) for i in [0, 2823, 3110, 3396, 3683, 3970, 4257, 4543, 4829, 5116, 5402, 5689, 5975, 6262, 6548, 6835, 7121, 7407, 7694, 7980, 8267, 8553, 8840, 9126, 9414, 9700, 9987, 10273, 10559, 10846, 11132, 11419, 11705, 11992, 12278, 12565, 12851, 13137, 13424, 13710, 13997, 14283, 14570, 14857, 15144, 15430, 15717, 16003, 16289, 16576, 16862, 17149, 17435, 17722, 18008, 18295, 18581, 18867, 19154, 19440, 19727, 20013, 20301, 20587, 20874, 21160, 21447, 21733, 22019, 22306, 22592]] + 攻击次数1 = 1 + data2 = [int(i*1.141*1.085) for i in [0, 11295, 12441, 13587, 14732, 15878, 17024, 18170, 19316, 20462, 21608, 22754, 23900, 25046, 26191, 27337, 28483, 29629, 30776, 31921, 33067, 34213, 35359, 36505, 37650, 38796, 39942, 41089, 42235, 43380, 44526, 45672, 46818, 47963, 49109, 50255, 51401, 52548, 53693, 54839, 55985, 57131, 58277, 59422, 60568, 61714, 62861, 64007, 65152, 66298, 67444, 68590, 69736, 70881, 72027, 73174, 74320, 75466, 76611, 77757, 78903, 80049, 81195, 82340, 83487, 84633, 85779, 86925, 88070, 89216, 90362]] + 攻击次数2 = 1 + CD = 1 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能19(主动技能): + 名称 = '幽冥链狱:索命' + 备注 = '(不可抓取)' + 所在等级 = 85 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + + data1 = [int(i*1.141*1.085) for i in [0, 2823, 3110, 3396, 3683, 3970, 4257, 4543, 4829, 5116, 5402, 5689, 5975, 6262, 6548, 6835, 7121, 7407, 7694, 7980, 8267, 8553, 8840, 9126, 9414, 9700, 9987, 10273, 10559, 10846, 11132, 11419, 11705, 11992, 12278, 12565, 12851, 13137, 13424, 13710, 13997, 14283, 14570, 14857, 15144, 15430, 15717, 16003, 16289, 16576, 16862, 17149, 17435, 17722, 18008, 18295, 18581, 18867, 19154, 19440, 19727, 20013, 20301, 20587, 20874, 21160, 21447, 21733, 22019, 22306, 22592]] + 攻击次数1 = 1 + #data2 = [0, 10686, 11770, 12854, 13938, 15022, 16106, 17190, 18274, 19359, 20443, 21527, 22611, 23695, 24779, 25863,26947, 28031, 29116, 30200, 31284, 32368, 33452, 34536, 35620, 36704, 37788, 38873, 39957, 41041, 42125,43209, 44293, 45377, 46461, 47545, 48629, 49714, 50798, 51882, 52966, 54050, 55134, 56218, 57302, 58386,59471, 60555, 61639, 62723, 63807, 64891, 65975, 67059, 68143, 69228, 70312, 71396, 72480, 73564, 74648,75732, 76816, 77900, 78985, 80069, 81153, 82237, 83321, 84405, 85489] + #攻击次数2 = 1 + data2 = [int(i*1.141*1.085) for i in [0, 109028, 134308, 159592, 184871, 210153, 235434, 260721, 286000, 311280, 336563, 361846, 387131, 412409, 437689, 462975, 488254, 513534, 538813, 564101, 589380, 614663, 639945, 665225, 690507, 715788, 741074, 766356, 791635, 816918, 842199, 867480, 892765, 918044, 943329, 968608, 993890, 1019173, 1044454, 1069735, 1095019, 1120300, 1145578, 1170859, 1196144, 1221428, 1246707, 1271990, 1297270, 1322552, 1347837, 1373117, 1398400, 1423680, 1448963, 1474244, 1499525, 1524808, 1550091, 1575371, 1600654, 1625934, 1651219, 1676499, 1701779, 1727063, 1752346, 1777622, 1802909, 1828192, 1853473]] + 攻击次数2 = 1 + CD = 180 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能20(被动技能): + 名称 = '暗影禁忌' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 3 + 等级精通 = 30 + + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能21(主动技能): + 名称 = '影缚追魂锁' + 备注 = '背击' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data1 = [int(i*1.15*1.085) for i in [0, 5941, 6544, 7147, 7750, 8353, 8955, 9558, 10161, 10764, 11367, 11970, 12572, 13175, 13778, 14381, 14984, 15586, 16189, 16792, 17395, 17998, 18600, 19203, 19806, 20409, 21012, 21614, 22217, 22820, 23423, 24026, 24628, 25231, 25834, 26437, 27040, 27643, 28245, 28848, 29451, 30054, 30657, 31259, 31862, 32465, 33068, 33671, 34273, 34876, 35479, 36082, 36685, 37287, 37890, 38493, 39096, 39699, 40301, 40904, 41507, 42110, 42713, 43315, 43918, 44521, 45124, 45727, 46330, 46932, 47535]] + 攻击次数1 = 4 + data2 = [int(i*1.15*1.085) for i in [0, 95071, 104716, 114361, 124005, 133650, 143295, 152940, 162585, 172230, 181875, 191520, 201165, 210810, 220455, 230099, 239744, 249389, 259034, 268679, 278324, 287969, 297614, 307259, 316904, 326549, 336193, 345838, 355483, 365128, 374773, 384418, 394063, 403708, 413353, 422998, 432643, 442288, 451932, 461577, 471222, 480867, 490512, 500157, 509802, 519447, 529092, 538737, 548382, 558026, 567671, 577316, 586961, 596606, 606251, 615896, 625541, 635186, 644831, 654476, 664120, 673765, 683410, 693055, 702700, 712345, 721990, 731635, 741280, 750925, 760570]] + 攻击次数2 = 1 + CD = 60.0 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + # def 等效百分比(self, 武器类型): + # return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 * self.攻击倍率) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能22(主动技能): + 名称 = '无间影狱·噬灭' + 所在等级 = 100 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + + data1 = [int(i*1.15*1.085) for i in [0, 10454, 12878, 15302, 17726, 20150, 22575, 24999, 27423, 29847, 32271, 34696, 37120, 39544, 41968, 44392, 46816, 49241, 51665, 54089, 56513, 58937, 61362, 63786, 66210, 68634, 71058, 73482, 75907, 78331, 80755, 83179, 85603, 88028, 90452, 92876, 95300, 97724, 100148, 102573, 104997, 107421, 109845, 112269, 114694, 117118, 119542, 121966, 124390, 126814, 129239, 131663, 134087, 136511, 138935, 141360, 143784, 146208, 148632, 151056, 153480, 155905, 158329, 160753, 163177, 165601, 168025, 170450, 172874, 175298, 177722]] + data2 = [int(i*1.15*1.085) for i in [0, 62725, 77270, 91815, 106360, 120905, 135451, 149996, 164541, 179086, 193631, 208176, 222721, 237266, 251811, 266356, 280901, 295446, 309992, 324537, 339082, 353627, 368172, 382717, 397262, 411807, 426352, 440897, 455442, 469987, 484533, 499078, 513623, 528168, 542713, 557258, 571803, 586348, 600893, 615438, 629983, 644528, 659073, 673619, 688164, 702709, 717254, 731799, 746344, 760889, 775434, 789979, 804524, 819069, 833614, 848160, 862705, 877250, 891795, 906340, 920885, 935430, 949975, 964520, 979065, 993610, 1008155, 1022700, 1037246, 1051791, 1066336]] + data3 = [int(i*1.15*1.085) for i in [0, 125451, 154541, 183631, 212721, 241811, 270902, 299992, 329082, 358172, 387262, 416352, 445443, 474533, 503623, 532713, 561803, 590893, 619984, 649074, 678164, 707254, 736344, 765434, 794525, 823615, 852705, 881795, 910885, 939975, 969066, 998156, 1027246, 1056336, 1085426, 1114516, 1143606, 1172697, 1201787, 1230877, 1259967, 1289057, 1318147, 1347238, 1376328, 1405418, 1434508, 1463598, 1492688, 1521779, 1550869, 1579959, 1609049, 1638139, 1667229, 1696320, 1725410, 1754500, 1783590, 1812680, 1841770, 1870861, 1899951, 1929041, 1958131, 1987221, 2016311, 2045401, 2074492, 2103582, 2132672]] + data4 = [int(i*1.15*1.085) for i in [0, 31362, 38635, 45907, 53180, 60452, 67725, 74998, 82270, 89543, 96815, 104088, 111360, 118633, 125905, 133178, 140450, 147723, 154996, 162268, 169541, 176813, 184086, 191358, 198631, 205903, 213176, 220448, 227721, 234993, 242266, 249539, 256811, 264084, 271356, 278629, 285901, 293174, 300446, 307719, 314991, 322264, 329536, 336809, 344082, 351354, 358627, 365899, 373172, 380444, 387717, 394989, 402262, 409534, 416807, 424080, 431352, 438625, 445897, 453170, 460442, 467715, 474987, 482260, 489532, 496805, 504077, 511350, 518623, 525895, 533168]] + data0 = [data1,data2,data3,data4] + 次数 = [3,1,1,3] + CD = 290 + + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.data0)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * self.倍率 * (1 + self.TP成长 * self.TP等级) + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +一觉序号 = 0 +二觉序号 = 0 +三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 三觉序号 = 技能序号[i.名称] + +护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 护石选项.append(i.名称) + +符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 符文选项.append(i.名称) + + +class 职业属性(角色属性): + 实际名称 = '隐夜·影舞者' + 角色 = '暗夜使者' + 职业 = '影舞者' + + 武器选项 = ['匕首'] + + 类型选择 = ['物理百分比'] + + 类型 = '物理百分比' + 防具类型 = '皮甲' + 防具精通属性 = ['力量'] + + 主BUFF = 2.03 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + super().被动倍率计算() + self.技能栏[self.技能序号['锁链']].等级 = self.技能栏[self.技能序号['幽冥链狱:索命']].等级 + + +class 隐夜·影舞者(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 职业属性() + self.角色属性A = 职业属性() + self.角色属性B = 职业属性() + self.一觉序号 = 一觉序号 + self.二觉序号 = 二觉序号 + self.三觉序号 = 三觉序号 + self.护石选项 = deepcopy(护石选项) + self.符文选项 = deepcopy(符文选项) + + def 界面(self): + super().界面() + self.刃舞hit = MyQComboBox(self.main_frame2) + for i in range(2, 19): + self.刃舞hit.addItem('刃舞攻击次数:' + str(i)+' + 终结') + self.刃舞hit.setCurrentIndex(0) + self.刃舞hit.resize(200, 20) + self.刃舞hit.move(325, 505) + self.刃舞hit.setToolTip('打满为18hit') + + self.职业存档.append(('刃舞hit', self.刃舞hit, 1)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + 属性.技能栏[属性.技能序号['刃舞']].攻击次数1 = 2 + self.刃舞hit.currentIndex() diff --git a/Characters/隐夜·忍者.py b/Characters/隐夜·忍者.py new file mode 100644 index 00000000..5cab4e35 --- /dev/null +++ b/Characters/隐夜·忍者.py @@ -0,0 +1,860 @@ +from PublicReference.carry.base import * +import math + +等级 = 100 + 5 + + +# class 主动技能(主动技能): +# def 等效CD(self, 武器类型, 输出类型): +# return round(self.CD / self.恢复, 1) + + +class 技能0(主动技能): + 名称 = '火遁·豪火球之术' + 所在等级 = 15 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(i*1.151) for i in [0, 109, 121, 130, 143, 153, 166, 176, 188, 197, 210, 220, 232, 243, 254, 264, 277, 287, 299, 309, 321, 331, 344, 354, 363, 375, 386, 398, 407, 420, 430, 442, 452, 465, 474, 487, 497, 509, 519, 531, 541, 553, 564, 576, 585, 598, 608, 620, 630, 642, 652, 665, 675, 687, 696, 709, 719, 731, 742, 754, 763, 776, 786, 798, 809, 820, 830, 843, 853, 862, 874]] + 攻击次数1 = 12 + data2 = [int(i*1.151) for i in [0, 438, 482, 526, 570, 616, 660, 703, 747, 792, 837, 881, 925, 970, 1014, 1059, 1103, 1148, 1191, 1235, 1280, 1325, 1369, 1413, 1457, 1503, 1547, 1591, 1635, 1678, 1724, 1768, 1812, 1857, 1902, 1946, 1990, 2035, 2079, 2124, 2167, 2211, 2256, 2300, 2345, 2389, 2434, 2478, 2523, 2567, 2612, 2655, 2699, 2744, 2789, 2833, 2877, 2921, 2967, 3011, 3055, 3099, 3143, 3188, 3232, 3276, 3321, 3366, 3410, 3454, 3499]] + 攻击次数2 = 1 + CD = 7.5 + # CD = 6.3 + 攻击倍率 = 1 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 * self.攻击倍率 + + +class 技能1(主动技能): + 名称 = '忍法:幻影手里剑' + 备注 = '(结印打满40hit)' + 所在等级 = 20 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(i*1.151) for i in [0, 162, 179, 195, 212, 228, 245, 261, 278, 293, 311, 328, 343, 359, 376, 393, 410, 425, 442, 459, 475, 491, 508, 524, 541, 558, 573, 590, 607, 623, 639, 656, 673, 689, 706, 721, 739, 755, 771, 788, 805, 820, 837, 854, 869, 886, 903, 920, 936, 952, 968, 986, 1002, 1017, 1034, 1052, 1067, 1084, 1100, 1117, 1133, 1149, 1167, 1183, 1198, 1215, 1233, 1248, 1264, 1281, 1298]] + 攻击次数1 = 10 + data2 = [int(i*1.151) for i in [0, 162, 179, 195, 212, 228, 245, 261, 278, 293, 311, 328, 343, 359, 376, 393, 410, 425, 442, 459, 475, 491, 508, 524, 541, 558, 573, 590, 607, 623, 639, 656, 673, 689, 706, 721, 739, 755, 771, 788, 805, 820, 837, 854, 869, 886, 903, 920, 936, 952, 968, 986, 1002, 1017, 1034, 1052, 1067, 1084, 1100, 1117, 1133, 1149, 1167, 1183, 1198, 1215, 1233, 1248, 1264, 1281, 1298]] + 攻击次数2 = 10*2 + 攻击倍率2 = 0.5 + data3 = [int(i*1.151) for i in [0, 162, 179, 195, 212, 228, 245, 261, 278, 293, 311, 328, 343, 359, 376, 393, 410, 425, 442, 459, 475, 491, 508, 524, 541, 558, 573, 590, 607, 623, 639, 656, 673, 689, 706, 721, 739, 755, 771, 788, 805, 820, 837, 854, 869, 886, 903, 920, 936, 952, 968, 986, 1002, 1017, 1034, 1052, 1067, 1084, 1100, 1117, 1133, 1149, 1167, 1183, 1198, 1215, 1233, 1248, 1264, 1281, 1298]] + 攻击次数3 = 10 + 攻击倍率3 = 0.3 + 攻击倍率 = 1.0 + CD = 12.0 + # CD = 10.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 * self.攻击倍率2 + self.data3[self.等级] * self.攻击次数3 * self.攻击倍率3) * (1 + self.TP成长 * self.TP等级) * self.倍率 * self.攻击倍率 + + +class 技能2(主动技能): + 名称 = '火遁·飓风煞' + 所在等级 = 25 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(i*1.183) for i in [0, 112, 124, 136, 146, 158, 168, 180, 193, 203, 215, 226, 238, 248, 259, 271, 283, 295, 306, 316, 327, 340, 351, 363, 374, 385, 396, 408, 420, 431, 442, 453, 465, 476, 488, 499, 510, 522, 533, 545, 557, 567, 579, 590, 602, 611, 625, 637, 647, 659, 669, 681, 693, 705, 717, 726, 738, 749, 761, 773, 785, 794, 806, 818, 829, 842, 851, 863, 874, 886, 898]] + 攻击次数1 = 25 + data2 = [int(i*1.183) for i in [0, 823, 906, 989, 1072, 1156, 1241, 1324, 1408, 1490, 1573, 1656, 1740, 1825, 1908, 1991, 2074, 2158, 2242, 2325, 2409, 2492, 2575, 2658, 2742, 2825, 2908, 2991, 3076, 3160, 3243, 3327, 3409, 3493, 3575, 3660, 3744, 3827, 3910, 3993, 4077, 4162, 4245, 4329, 4411, 4494, 4577, 4661, 4745, 4829, 4912, 4995, 5079, 5163, 5246, 5331, 5413, 5496, 5579, 5663, 5747, 5829, 5913, 5997, 6081, 6164, 6248, 6330, 6413, 6496, 6581]] + 攻击次数2 = 1 + CD = 17 + 攻击倍率 = 1.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 * self.攻击倍率 + + +class 技能3(被动技能): + 名称 = '苦无精通' + 所在等级 = 25 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.23 + 0.01 * self.等级, 5) + + def 魔法攻击力倍率(self, 武器类型): + return self.加成倍率(武器类型) + + +class 技能4(被动技能): + 名称 = '烈焰印记' + 所在等级 = 25 + 等级上限 = 20 + 基础等级 = 10 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.3 + 0.01 * self.等级, 5) + + +class 技能5(主动技能): + 名称 = '火遁·螺旋手里剑' + 所在等级 = 30 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(i*1.151) for i in [0, 170, 187, 203, 221, 238, 255, 273, 290, 308, 324, 341, 359, 376, 393, 411, 427, 445, 462, 479, 497, 514, 530, 548, 565, 583, 600, 616, 634, 651, 668, 686, 703, 719, 737, 754, 772, 789, 806, 824, 840, 857, 875, 892, 910, 926, 943, 961, 978, 995, 1013, 1029, 1047, 1064, 1081, 1099, 1116, 1132, 1150, 1167, 1184, 1202, 1219, 1236, 1253, 1270, 1288, 1305, 1321, 1339, 1356]] + 攻击次数1 = 15 + data2 = [int(i*1.151) for i in [0, 699, 771, 841, 912, 983, 1055, 1125, 1196, 1266, 1338, 1409, 1479, 1551, 1622, 1693, 1763, 1835, 1906, 1976, 2048, 2119, 2189, 2260, 2332, 2402, 2473, 2544, 2615, 2686, 2757, 2828, 2899, 2970, 3040, 3112, 3183, 3253, 3324, 3396, 3466, 3537, 3609, 3680, 3750, 3821, 3893, 3963, 4034, 4106, 4176, 4247, 4318, 4389, 4460, 4531, 4601, 4673, 4744, 4814, 4886, 4957, 5027, 5098, 5170, 5240, 5311, 5382, 5453, 5524, 5595]] + 攻击次数2 = 1 + CD = 12.0 + 攻击倍率 = 1.0 + TP成长 = 0 + TP基础 = 5 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + if self.TP等级 == 0: + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * self.倍率 * self.攻击倍率 + else: + if self.TP等级 <= 5: + return (self.data1[self.等级] * (self.攻击次数1-self.TP等级*2-1) + (self.data2[self.等级] * (self.TP等级+1)) * self.攻击次数2) * self.倍率 * self.攻击倍率 + + # def 等效百分比(self, 武器类型): + # return (self.data1[self.等级] * (self.攻击次数1-self.TP等级*2-1) + (self.data2[self.等级] * (self.TP等级+1))* self.攻击次数2) + + +class 技能6(主动技能): + 名称 = '忍法:替身术' + 所在等级 = 35 + 等级上限 = 60 + 学习间隔 = 3 + 等级精通 = 50 + + data1 = [int(i*1.20) for i in [0, 1565, 1815, 2064, 2314, 2564, 2812, 3062, 3312, 3563, 3810, 4062, 4311, 4560, 4810, 5060, 5308, 5558, 5808, 6057, 6307, 6556, 6805, 7056, 7306, 7555, 7804, 8054, 8303, 8553, 8803, 9051, 9301, 9551, 9800, 10049, 10301, 10549, 10799, 11049, 11298, 11547, 11797, 12046, 12296, 12546, 12794, 13044, 13295, 13543, 13794, 14043, 14292, 14542, 14792, 15040, 15290, 15540, 15789, 16039, 16288, 16537, 16788, 17038, 17287, 17537, 17786, 18036, 18285, 18535, 18785]] + 攻击次数1 = 1 + data2 = [int(i*1.20) for i in [0, 939, 1089, 1238, 1389, 1538, 1689, 1837, 1987, 2138, 2286, 2437, 2587, 2736, 2886, 3034, 3185, 3336, 3485, 3634, 3784, 3934, 4084, 4233, 4384, 4532, 4682, 4833, 4981, 5132, 5281, 5432, 5581, 5731, 5881, 6029, 6180, 6330, 6479, 6629, 6779, 6928, 7079, 7228, 7378, 7527, 7677, 7827, 7976, 8127, 8275, 8426, 8576, 8724, 8875, 9024, 9174, 9324, 9474, 9623, 9773, 9923, 10074, 10222, 10372, 10523, 10671, 10822, 10970, 11121, 11271]] + 攻击次数2 = 1 + data3 = [int(i*1.20) for i in [0, 4133, 4791, 5450, 6109, 6768, 7427, 8086, 8744, 9404, 10062, 10721, 11380, 12037, 12698, 13355, 14016, 14673, 15334, 15992, 16649, 17310, 17967, 18628, 19285, 19944, 20603, 21260, 21922, 22578, 23240, 23896, 24555, 25214, 25873, 26532, 27190, 27849, 28508, 29167, 29826, 30485, 31143, 31803, 32461, 33120, 33779, 34438, 35097, 35755, 36415, 37073, 37733, 38391, 39049, 39709, 40367, 41027, 41685, 42345, 43003, 43660, 44321, 44978, 45639, 46296, 46955, 47614, 48273, 48932, 49590]] + 攻击次数3 = 1 + 攻击倍率 = 1.0 + CD = 25 + # CD = 26.2 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 * self.攻击倍率 + + +class 技能7(主动技能): + 名称 = '火遁·炎天道' + 备注 = '(地面释放)' + 所在等级 = 35 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(i*1.20) for i in [0, 228, 249, 276, 296, 319, 342, 366, 389, 412, 436, 457, 483, 504, 527, 549, 574, 598, 619, 645, 666, 690, 712, 735, 759, 782, 806, 827, 853, 874, 898, 918, 941, 966, 988, 1012, 1034, 1059, 1081, 1105, 1128, 1151, 1175, 1195, 1221, 1242, 1266, 1289, 1312, 1336, 1358, 1382, 1404, 1429, 1451, 1475, 1498, 1521, 1545, 1567, 1591, 1610, 1638, 1658, 1681, 1704, 1728, 1751, 1773, 1797, 1820]] # 地面爆炸 + 攻击次数1 = 1 + #空中data2 = [0, 377, 416, 454, 493, 530, 571, 608, 647, 683, 722, 760, 799, 837, 877, 914, 952, 991, 1028, 1067, 1105,1145, 1183, 1222, 1258, 1297, 1335, 1373, 1411, 1451, 1489, 1528, 1565, 1604, 1642, 1680, 1719, 1757, 1796,1834, 1871, 1909, 1948, 1986, 2025, 2063, 2102, 2140, 2179, 2216, 2255, 2294, 2333, 2370, 2407, 2446, 2484,2522, 2560, 2600, 2638, 2677, 2714, 2753, 2791, 2829, 2869, 2907, 2945, 2983, 3021] + #攻击次数2 = 1 + #data1 = [0, 567, 623, 682, 738, 795, 854, 912, 969, 1027, 1085, 1141, 1198, 1256, 1313, 1372, 1428, 1486, 1544, 1601,1659, 1717, 1772, 1830, 1888, 1946, 2003, 2062, 2118, 2175, 2234, 2291, 2348, 2406, 2462, 2520, 2578, 2636,2692, 2752, 2808, 2864, 2923, 2980, 3036, 3095, 3152, 3210, 3268, 3326, 3383, 3440, 3497, 3554, 3612, 3670,3727, 3784, 3842, 3900, 3957, 4015, 4071, 4128, 4186, 4244, 4302, 4360, 4416, 4474, 4533] + #攻击次数1 = 1 + data2 = [int(i*1.20) for i in [0, 454, 501, 547, 594, 639, 688, 733, 780, 823, 870, 916, 963, 1009, 1057, 1101, 1147, 1194, 1239, 1286, 1332, 1380, 1426, 1473, 1516, 1563, 1609, 1654, 1700, 1748, 1794, 1841, 1886, 1933, 1979, 2024, 2071, 2117, 2164, 2210, 2255, 2300, 2347, 2393, 2440, 2486, 2533, 2579, 2626, 2670, 2717, 2764, 2811, 2856, 2900, 2947, 2993, 3039, 3085, 3133, 3179, 3226, 3270, 3317, 3363, 3409, 3457, 3503, 3549, 3595, 3640]] + 攻击次数2 = 1 + data3 = [int(i*1.20) for i in [0, 4227, 4655, 5084, 5513, 5942, 6371, 6800, 7229, 7658, 8088, 8515, 8944, 9372, 9803, 10230, 10659, 11087, 11516, 11946, 12374, 12804, 13233, 13661, 14091, 14520, 14948, 15377, 15806, 16235, 16664, 17093, 17518, 17948, 18379, 18806, 19235, 19664, 20093, 20522, 20951, 21379, 21808, 22238, 22666, 23095, 23525, 23953, 24383, 24812, 25240, 25669, 26099, 26526, 26955, 27382, 27811, 28242, 28669, 29100, 29529, 29956, 30386, 30815, 31243, 31672, 32100, 32529, 32958, 33387, 33815]] # 火焰球爆炸 + 攻击次数3 = 1 + CD = 18 + 攻击倍率 = 1.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 * self.攻击倍率 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.1 + self.攻击次数3 = 1 * 1.08 + elif x == 1: + self.倍率 *= 1.1 + 0.08 + self.攻击次数3 = 1 * 1.08 + + +class 技能8(主动技能): + 名称 = '忍法:残影术' + 所在等级 = 35 + 等级上限 = 11 + 基础等级 = 1 + 是否有伤害 = 0 + 关联技能 = ['火遁·豪火球之术', '忍法:幻影手里剑', '火遁·飓风煞', '火遁·螺旋手里剑', '忍法:替身术', '火遁·炎天道', '火遁·蟾蜍油炎弹', '火遁·炎舞天璇', '火遁·冥炎业火阵', '八岐大蛇', + '火遁·风魔手里剑', '忍法:飞燕手里剑', '天照', '勾玉之火·镰鼬', '火炎灼空:草雉剑', '火源限界·八咫乌'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(0.98 + 0.02 * self.等级, 5) + + +class 技能9(主动技能): + 名称 = '火遁·蟾蜍油炎弹' + 所在等级 = 40 + 等级上限 = 60 + 基础等级 = 33 + data1 = [int(i*1.21) for i in [0, 191, 211, 229, 249, 269, 287, 307, 326, 346, 365, 384, 404, 424, 442, 462, 481, 500, 520, 539, 561, 578, 598, 619, 638, 656, 677, 696, 716, 734, 754, 774, 792, 812, 832, 851, 870, 889, 909, 929, 947, 967, 986, 1005, 1025, 1044, 1064, 1083, 1102, 1122, 1140, 1160, 1181, 1200, 1221, 1240, 1258, 1279, 1296, 1317, 1337, 1356, 1375, 1395, 1414, 1434, 1452, 1472, 1492, 1510, 1530]] + 攻击次数1 = 3 + data2 = [int(i*1.21) for i in [0, 763, 841, 920, 998, 1075, 1153, 1230, 1308, 1385, 1463, 1542, 1620, 1697, 1775, 1851, 1929, 2006, 2084, 2161, 2241, 2318, 2395, 2473, 2550, 2628, 2704, 2782, 2861, 2939, 3016, 3094, 3171, 3249, 3326, 3405, 3483, 3561, 3638, 3716, 3792, 3870, 3947, 4024, 4104, 4181, 4259, 4336, 4414, 4491, 4569, 4645, 4726, 4802, 4880, 4957, 5035, 5112, 5190, 5267, 5347, 5424, 5502, 5579, 5657, 5733, 5810, 5888, 5966, 6045, 6122]] + 攻击次数2 = 1 + data3 = [int(i*1.21) for i in [0, 6122, 6743, 7365, 7986, 8608, 9229, 9849, 10471, 11092, 11713, 12335, 12956, 13575, 14197, 14818, 15438, 16060, 16680, 17301, 17923, 18544, 19166, 19787, 20407, 21029, 21650, 22271, 22893, 23514, 24134, 24756, 25377, 25999, 26620, 27241, 27862, 28483, 29104, 29726, 30347, 30969, 31589, 32209, 32832, 33453, 34073, 34694, 35315, 35936, 36558, 37179, 37802, 38421, 39042, 39664, 40285, 40906, 41528, 42148, 42769, 43391, 44012, 44634, 45255, 45875, 46497, 47118, 47739, 48361, 48982]] + 攻击次数3 = 1 + CD = 25.0 + 攻击倍率 = 1.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 * self.攻击倍率 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.05 + self.攻击次数3 = 1 * 1.19 + self.CD *= 0.88 + elif x == 1: + self.倍率 *= 1.05 + 0.08 + self.攻击次数3 = 1 * 1.19 + self.CD *= 0.88 + + +class 技能10(主动技能): + 名称 = '忍法:六道轮回' + 所在等级 = 40 + 等级上限 = 11 + 基础等级 = 1 + 关联技能 = ['火遁·豪火球之术', '忍法:幻影手里剑', '火遁·飓风煞', '火遁·螺旋手里剑', '忍法:替身术', + '火遁·炎天道', '火遁·蟾蜍油炎弹', '火遁·炎舞天璇', '八岐大蛇', '火遁·风魔手里剑', '天照', '勾玉之火·镰鼬'] + 六道技能显示 = [] + CD = 30 + + 自定义描述 = 1 + + def 技能描述(self, 武器类型): + temp = '' + temp += "CD:" + str(self.CD)+"
" + temp += '加成倍率:80%
' + temp += '关联技能:' + try: + for i in range(len(self.六道技能显示) - 1): + temp += self.六道技能显示[i] + ',' + temp += self.六道技能显示[len(self.六道技能显示) - 1] + except: + temp += '无' + return temp + + def 加成倍率(self, 武器类型): + return 1.0 + + +class 技能11(主动技能): + 名称 = '火遁·炎舞天璇' + 所在等级 = 45 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(i*1.213) for i in [0, 455, 500, 548, 594, 639, 685, 730, 778, 824, 869, 916, 962, 1008, 1054, 1100, 1147, 1192, 1239, 1284, 1330, 1379, 1424, 1470, 1515, 1561, 1608, 1655, 1699, 1747, 1792, 1838, 1884, 1931, 1977, 2023, 2068, 2115, 2160, 2207, 2255, 2299, 2346, 2391, 2438, 2484, 2530, 2576, 2623, 2668, 2714, 2759, 2808, 2853, 2899, 2946, 2991, 3037, 3084, 3130, 3176, 3222, 3267, 3315, 3360, 3407, 3452, 3499, 3544, 3590, 3637]] + 攻击次数1 = 8 + data2 = [int(i*1.213) for i in [0, 138, 150, 164, 178, 191, 205, 219, 234, 247, 261, 274, 289, 303, 316, 330, 344, 358, 371, 385, 400, 413, 427, 440, 455, 469, 481, 496, 510, 525, 539, 551, 566, 579, 594, 606, 621, 634, 649, 663, 675, 691, 703, 718, 730, 746, 759, 772, 787, 800, 815, 828, 842, 856, 869, 883, 896, 911, 925, 940, 952, 966, 981, 995, 1008, 1022, 1036, 1050, 1064, 1077, 1092]] + 攻击次数2 = 25 + data3 = [int(i*1.213) for i in [0, 3752, 4132, 4511, 4892, 5272, 5653, 6033, 6414, 6794, 7174, 7554, 7936, 8317, 8698, 9077, 9458, 9837, 10219, 10599, 10980, 11360, 11740, 12121, 12503, 12882, 13262, 13643, 14023, 14404, 14785, 15166, 15546, 15926, 16305, 16685, 17067, 17449, 17829, 18210, 18589, 18969, 19350, 19730, 20111, 20491, 20872, 21251, 21633, 22014, 22395, 22775, 23155, 23535, 23917, 24296, 24677, 25057, 25437, 25818, 26200, 26580, 26959, 27340, 27720, 28101, 28482, 28863, 29243, 29624, 30003]] + 攻击次数3 = 1 + # CD = 33.6 + CD = 40 + 攻击倍率 = 1.0 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 * self.攻击倍率 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数1 = 8 - 5 + self.攻击次数2 = 25 * 2.15 + self.CD *= 0.9 + elif x == 1: + self.攻击次数1 = 8 - 5 + self.攻击次数2 = 25 * (2.15 + 0.23) + self.CD *= 0.9 + + +class 技能12(被动技能): + 名称 = '暗炎残星' + 所在等级 = 45 + 等级上限 = 20 + 基础等级 = 1 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.09 + 0.01 * self.等级, 5) + + +class 技能13(主动技能): + 名称 = '毕方之印' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + data1 = [int(i*1.0) for i in [0, 203, 235, 268, 300, 332, 365, 397, 429, 462, 494, 526, 559, 591, 623, 656, 688, 720, 753, 785, 817, 850, 882, 914, 947, 979, 1011, 1044, 1076, 1108, 1141, 1173, 1205, 1238, 1270, 1302, 1335, 1367, 1399, 1432, 1464, 1496, 1529, 1561, 1593, 1626, 1658, 1691, 1723, 1755, 1788, 1820, 1852, 1885, 1917, 1949, 1982, 2014, 2046, 2079, 2111, 2143, 2176, 2208, 2240, 2273, 2305, 2337, 2370, 2402, 2434]] + 攻击次数1 = 8 + data2 = [int(i*1.0) for i in [0, 423, 490, 557, 625, 692, 760, 827, 894, 962, 1029, 1096, 1164, 1231, 1299, 1366, 1433, 1501, 1568, 1635, 1703, 1770, 1838, 1905, 1972, 2040, 2107, 2174, 2242, 2309, 2377, 2444, 2511, 2579, 2646, 2713, 2781, 2848, 2916, 2983, 3050, 3118, 3185, 3252, 3320, 3387, 3455, 3522, 3589, 3657, 3724, 3791, 3859, 3926, 3994, 4061, 4128, 4196, 4263, 4330, 4398, 4465, 4533, 4600, 4667, 4735, 4802, 4869, 4937, 5004, 5072]] + 攻击次数2 = 1 + 攻击倍率 = 1.0 + # 爆炸攻击力 + # [0, 1014, 1176, 1338, 1499, 1661, 1823, 1985, 2146, 2308, 2470, 2631, 2793, 2955, 3116, 3278, 3440, 3602, 3763, 3925, 4087, 4248, 4410, 4572, 4733, 4895, 5057, 5219, 5380, 5542, 5704, 5865, 6027, 6189, 6350, 6512, 6674, 6836, 6997, 7159, 7321, 7482, 7644, 7806, 7967, 8129, 8291, 8453, 8614, 8776, 8938, 9099, 9261, 9423, 9584, 9746, 9908, 10070, 10231, 10393, 10555, 10716, 10878, 11040, 11201, 11363, 11525, 11687, 11848, 12010, 12172] + + 是否主动 = 0 + 自定义描述 = 1 + + def 技能描述(self, 武器类型): + return '火属性强化+' + str(self.属强加成()) + + def 属强加成(self): + if self.等级 == 0: + return 0 + else: + return (30 + 2 * self.等级) + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 * self.攻击倍率 + + def 等效CD(self, 武器类型, 输出类型): + return 1.0 + + +class 技能14(主动技能): + 名称 = '火遁·冥炎业火阵' + 所在等级 = 50 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + + #data1 = [0, 27341, 33687, 40028, 46370, 52709, 59053, 65397, 71737, 78078, 84421, 90761, 97102, 103446, 109787, 116126, 122469, 128813, 135153, 141494, 147835, 154178, 160518, 166861, 173204, 179543, 185887, 192228, 198569, 204911, 211251, 217594, 223936, 230279, 236618, 242961, 249300, 255646, 261987, 268329, 274669, 615050, 628926, 642810, 656687, 670567, 684449, 698329, 712209, 726088, 739970, 753851, 767728, 781612, 795489, 809371, 823248, 837131, 851009, 864885, 878771, 892648, 906531, 920408, 934289, 948170, 962047, 975928, 989814, 1003691, 1017570] + data1 = [(i*1.151) for i in [0, 4355, 5367, 6377, 7388, 8398, 9410, 10420, 11429, 12439, 13450, 14460, 15472, 16482, 17493, 18501, 19513, 20523, 21534, 22544, 23555, 24565, 25574, 26587, 27595, 28606, 29616, 30628, 31638, 32649, 33658, 34668, 35678, 36690, 37700, 38711, 39721, 40733, 41742, 42752, 43762, 44772, 45783, 46793, 47804, 48814, 49825, 50835, 51845, 52856, 53866, 54877, 55887, 56898, 57908, 58918, 59929, 60939, 61950, 62960, 63971, 64981, 65991, 67002, 68012, 69023, 70033, 71044, 72054, 73064, 74075]] + data2 = [(i*1.151) for i in [0, 5931, 7305, 8683, 10057, 11434, 12809, 14186, 15560, 16936, 18311, 19686, 21062, 22437, 23813, 25188, 26565, 27939, 29314, 30690, 32065, 33442, 34816, 36193, 37568, 38942, 40319, 41694, 43069, 44446, 45822, 47197, 48573, 49948, 51323, 52699, 54074, 55451, 56825, 58202, 59577, 60952, 62328, 63703, 65079, 66454, 67830, 69205, 70581, 71957, 73332, 74708, 76083, 77459, 78834, 80210, 81585, 82961, 84336, 85712, 87087, 88463, 89838, 91214, 92589, 93965, 95340, 96716, 98092, 99467, 100843]] + data3 = [(i*1.151) for i in [0, 8420, 10376, 12327, 14279, 16232, 18186, 20139, 22091, 24044, 25998, 27951, 29902, 31857, 33809, 35761, 37714, 39667, 41621, 43573, 45527, 47479, 49433, 51384, 53339, 55290, 57242, 59197, 61149, 63102, 65054, 67009, 68961, 70914, 72868, 74821, 76772, 78724, 80678, 82631, 84584, 86537, 88490, 90443, 92395, 94348, 96301, 98254, 100207, 102160, 104113, 106066, 108019, 109972, 111925, 113878, 115831, 117783, 119736, 121689, 123642, 125595, 127548, 129501, 131454, 133407, 135360, 137313, 139266, 141219, 143171]] + data4 = [(i*1.151) for i in [0, 9885, 12178, 14472, 16763, 19055, 21349, 23642, 25933, 28225, 30519, 32812, 35102, 37396, 39689, 41981, 44273, 46567, 48859, 51150, 53444, 55737, 58029, 60320, 62614, 64907, 67200, 69492, 71784, 74077, 76368, 78662, 80955, 83249, 85539, 87832, 90125, 92418, 94709, 97002, 99296, 101589, 103881, 106174, 108467, 110759, 113052, 115344, 117637, 119930, 122222, 124515, 126807, 129100, 131393, 133685, 135978, 138270, 140563, 142856, 145148, 147441, 149733, 152026, 154319, 156611, 158904, 161196, 163489, 165782, 168074]] + data5 = [(i*1.151) for i in [0, 1225, 1510, 1795, 2080, 2362, 2647, 2932, 3217, 3502, 3784, 4069, 4354, 4639, 4924, 5208, 5491, 5776, 6061, 6346, 6630, 6914, 7198, 7483, 7768, 8052, 8336, 8621, 8905, 9190, 9474, 9758, 10043, 10328, 10612, 10896, 11180, 11465, 11750, 12034, 12318, 12602, 12886, 13171, 13455, 13740, 14024, 14309, 14593, 14877, 15162, 15446, 15731, 16015, 16300, 16584, 16868, 17153, 17437, 17722, 18006, 18291, 18575, 18859, 19144, 19428, 19713, 19997, 20281, 20566, 20850]] + data6 = [(i*1.151) for i in [0, 0, 0, 846, 982, 1116, 1251, 1384, 1519, 1654, 1787, 1921, 2054, 2190, 2325, 2458, 2590, 2726, 2860, 2995, 3129, 3264, 3398, 3531, 3666, 3799, 3934, 4068, 4201, 4337, 4472, 4686, 4829, 4972, 5113, 5255, 5397, 5540, 5681, 5824, 5968, 6103, 6237, 6371, 6505, 6640, 6774, 6908, 7043, 7177, 7311, 7445, 7580, 7714, 7848, 7983, 8117, 8251, 8385, 8520, 8654, 8788, 8923, 9057, 9191, 9325, 9460, 9594, 9728, 9863, 9997]] + data = [data1, data2, data3, data4, data5, data6] + 次数 = [1, 1, 1, 1, 1, 1, 9] + CD = 145 + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.data)): + sum += self.data[i][self.等级] * self.次数[i] + return sum * self.倍率 * 1.1 + +# 地面释放 + + +class 技能15(主动技能): + 名称 = '忍法:飞燕手里剑' + 备注 = '(完全打满)' + 所在等级 = 60 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + + data1 = [int(i*1.151) for i in [0, 88, 98, 105, 115, 123, 132, 140, 151, 159, 167, 178, 186, 194, 202, 213, 220, 230, 240, 249, 256, 264, 276, 283, 292, 301, 311, 318, 328, 338, 346, 354, 362, 371, 381, 390, 400, 408, 416, 426, 434, 443, 452, 461, 471, 479, 487, 496, 505, 514, 524, 533, 543, 553, 562, 571, 581, 591, 600, 609, 619, 629, 638, 647, 658, 667, 676, 685, 696, 705, 714]] + data2 = [int(i*1.151) for i in [0, 110, 121, 132, 142, 153, 165, 176, 188, 198, 210, 220, 232, 243, 254, 264, 276, 287, 299, 311, 321, 331, 343, 354, 366, 377, 388, 398, 410, 421, 433, 443, 453, 465, 476, 487, 498, 509, 520, 532, 544, 555, 566, 576, 586, 598, 609, 621, 631, 644, 655, 667, 679, 691, 704, 715, 727, 739, 751, 764, 775, 788, 799, 812, 824, 836, 848, 859, 872, 884, 896]] + data3 = [int(i*1.151) for i in [0, 62, 67, 76, 81, 88, 93, 99, 108, 114, 119, 127, 132, 140, 147, 151, 159, 164, 172, 178, 182, 189, 195, 202, 210, 215, 220, 227, 233, 240, 246, 253, 258, 266, 273, 279, 286, 291, 299, 305, 311, 316, 322, 330, 337, 341, 347, 354, 362, 368, 373, 380, 384, 390, 396, 401, 407, 413, 419, 425, 430, 436, 442, 448, 453, 459, 465, 471, 476, 482, 488]] + data4 = [int(i*1.151) for i in [0, 127, 138, 151, 164, 176, 189, 202, 213, 227, 240, 253, 264, 277, 291, 303, 316, 329, 341, 354, 367, 380, 392, 404, 418, 430, 443, 456, 468, 482, 494, 506, 519, 532, 544, 556, 570, 583, 595, 608, 621, 634, 647, 659, 671, 684, 698, 709, 721, 735, 748, 761, 774, 788, 801, 814, 827, 841, 854, 867, 881, 894, 908, 921, 934, 947, 961, 974, 987, 1001, 1014]] + data5 = [int(i*1.151) for i in [0, 440, 482, 527, 572, 617, 660, 705, 750, 794, 837, 884, 927, 972, 1015, 1061, 1105, 1149, 1195, 1239, 1282, 1328, 1372, 1417, 1460, 1504, 1550, 1593, 1638, 1684, 1727, 1772, 1816, 1862, 1905, 1950, 1995, 2038, 2082, 2127, 2172, 2216, 2260, 2306, 2349, 2394, 2437, 2484, 2527, 2571, 2615, 2659, 2703, 2747, 2790, 2834, 2878, 2922, 2966, 3008, 3052, 3096, 3140, 3184, 3228, 3272, 3315, 3359, 3403, 3447, 3491]] + data6 = [int(i*1.151) for i in [0, 366, 403, 441, 476, 514, 550, 586, 624, 661, 698, 735, 773, 810, 847, 885, 922, 959, 994, 1031, 1068, 1105, 1143, 1179, 1217, 1254, 1291, 1329, 1366, 1403, 1441, 1477, 1512, 1550, 1587, 1623, 1662, 1698, 1736, 1773, 1810, 1847, 1885, 1921, 1958, 1996, 2031, 2069, 2106, 2142, 2180, 2216, 2253, 2290, 2327, 2364, 2401, 2437, 2474, 2511, 2547, 2584, 2621, 2658, 2695, 2732, 2769, 2805, 2842, 2879, 2915]] + data7 = [int(i*1.151) for i in [0, 512, 563, 617, 668, 719, 771, 822, 874, 926, 978, 1030, 1082, 1134, 1187, 1238, 1290, 1342, 1394, 1445, 1496, 1549, 1600, 1653, 1704, 1756, 1806, 1861, 1911, 1965, 2015, 2068, 2119, 2172, 2223, 2274, 2326, 2376, 2431, 2481, 2534, 2585, 2638, 2689, 2742, 2793, 2845, 2895, 2949, 2999, 3052, 3103, 3154, 3206, 3258, 3308, 3360, 3411, 3463, 3514, 3566, 3616, 3668, 3719, 3771, 3823, 3874, 3926, 3976, 4028, 4079]] + + 次数 = [1,3,15,15,1,10,10] + + data0 = [data1,data2,data3,data4,data5,data6,data7] + + 攻击倍率 = 1 + CD = 30 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.data0)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * self.倍率 * (1 + self.TP成长 * self.TP等级) + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.07 + elif x == 1: + self.倍率 *= 1.07 + 0.09 + + +class 技能16(主动技能): + 名称 = '火遁·风魔手里剑' + 所在等级 = 70 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data1 = [int(i*1.172) for i in [0, 250, 274, 300, 325, 351, 375, 401, 426, 452, 477, 502, 527, 553, 578, 604, 629, 654, 680, 705, 731, 755, 781, 806, 832, 856, 882, 907, 933, 958, 984, 1008, 1034, 1060, 1085, 1111, 1135, 1161, 1186, 1212, 1236, 1262, 1287, 1313, 1338, 1363, 1388, 1414, 1439, 1465, 1490, 1515, 1541, 1566, 1592, 1616, 1642, 1667, 1693, 1717, 1743, 1768, 1794, 1819, 1844, 1869, 1895, 1921, 1946, 1971, 1996]] + 攻击次数1 = 15 + data2 = [int(i*1.172) for i in [0, 561, 618, 676, 732, 789, 846, 903, 960, 1017, 1073, 1131, 1188, 1244, 1302, 1359, 1416, 1472, 1530, 1587, 1643, 1701, 1758, 1814, 1871, 1929, 1985, 2042, 2100, 2157, 2213, 2270, 2328, 2384, 2441, 2499, 2555, 2612, 2670, 2726, 2783, 2840, 2898, 2954, 3011, 3069, 3125, 3182, 3239, 3296, 3353, 3410, 3466, 3524, 3581, 3638, 3695, 3752, 3809, 3865, 3923, 3980, 4036, 4094, 4151, 4207, 4264, 4322, 4379, 4435, 4493]] + 攻击次数2 = 10 + data3 = [int(i*1.172) for i in [0, 9360, 10309, 11259, 12209, 13159, 14108, 15058, 16007, 16957, 17906, 18856, 19806, 20756, 21706, 22654, 23604, 24554, 25504, 26453, 27403, 28353, 29303, 30251, 31201, 32151, 33101, 34050, 35000, 35950, 36899, 37848, 38798, 39748, 40698, 41648, 42597, 43546, 44496, 45446, 46395, 47345, 48295, 49245, 50193, 51143, 52093, 53043, 53992, 54942, 55892, 56841, 57790, 58740, 59690, 60640, 61590, 62539, 63489, 64438, 65388, 66337, 67287, 68237, 69187, 70136, 71085, 72035, 72985, 73934, 74884]] + 攻击次数3 = 1 + CD = 50 + 攻击倍率 = 1 + TP成长 = 0.10 + TP基础 = 5 + TP上限 = 5 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 * self.攻击倍率 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数1 = 0 + self.攻击次数2 = 10 + 10 + self.攻击次数3 = 1 * 1.14 + elif x == 1: + self.攻击次数1 = 0 + self.攻击次数2 = 10 + 10 + self.攻击次数3 = 1 * (1.14 + 0.16) + + +class 技能17(主动技能): + 名称 = '八尺琼勾玉' + 备注 = '来回两次伤害' + 所在等级 = 75 + 等级上限 = 1 + 基础等级 = 1 + data1 = [0, 740] + 攻击次数1 = 2 + data2 = [0, 820] + 攻击次数2 = 2 + data3 = [0, 850] + 攻击次数3 = 2 + CD = 3.0 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + def 等效CD(self, 武器类型, 输出类型): + # Will修改 + return round(self.CD / self.恢复, 1) + + +class 技能18(被动技能): + 名称 = '八咫镜' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.08 + 0.02 * self.等级, 5) + + +class 技能19(主动技能): + 名称 = '八岐大蛇' + 备注 = '(者皆阵结印)' + 所在等级 = 75 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data1 = [int(i*1.227) for i in [0, 2406, 2555, 2705, 2853, 3002, 3150, 3300, 3449, 3598, 3747, 3895, 4044, 4193, 4343, 4491, 4641, 4789, 4938, 5087, 5236, 5385, 5534, 5682, 5832, 5981, 6130, 6279, 6428, 6576, 6725, 6874, 7023, 7173, 7320, 7470, 7619, 7768, 7917, 8066, 8214, 8363, 8513, 8661, 8811, 8960, 9108, 9257, 9406, 9556, 9704, 9854, 10001, 10151, 10299, 10449, 10599, 10747, 10896, 11044, 11194, 11342, 11492, 11642, 11789, 11939, 12087, 12237, 12385, 12535, 12682]] + 攻击次数1 = 1 + data2 = [int(i*1.227) for i in [0, 2490, 2718, 2949, 3177, 3407, 3635, 3864, 4094, 4323, 4552, 4781, 5010, 5240, 5469, 5698, 5927, 6156, 6386, 6615, 6843, 7073, 7301, 7532, 7760, 7989, 8218, 8447, 8677, 8906, 9135, 9363, 9593, 9822, 10052, 10280, 10510, 10738, 10969, 11197, 11427, 11655, 11885, 12114, 12344, 12572, 12801, 13030, 13260, 13489, 13718, 13947, 14175, 14406, 14634, 14864, 15092, 15321, 15551, 15780, 16009, 16238, 16467, 16697, 16926, 17155, 17384, 17613, 17843, 18072, 18300]] + 攻击次数2 = 10 + data3 = [int(i*1.227) for i in [0, 389, 449, 510, 568, 628, 689, 747, 807, 866, 926, 986, 1045, 1105, 1163, 1224, 1284, 1342, 1403, 1463, 1521, 1582, 1640, 1700, 1761, 1819, 1879, 1940, 1998, 2058, 2118, 2177, 2237, 2296, 2356, 2415, 2475, 2535, 2593, 2654, 2714, 2772, 2833, 2892, 2951, 3012, 3070, 3130, 3191, 3249, 3309, 3369, 3428, 3488, 3548, 3607, 3666, 3726, 3786, 3845, 3905, 3965, 4023, 4084, 4143, 4202, 4263, 4322, 4381, 4442, 4501]] + 攻击次数3 = 22 + 攻击倍率 = 1.0 + CD = 43 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 * self.攻击倍率 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数1 = 0 + self.攻击次数2 = (10 + 1) * 1.74 + self.攻击次数3 = 0 + + +class 技能20(主动技能): + 名称 = '天照' + 备注 = '(者皆阵结印)' + 所在等级 = 80 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data1 = [int(i*1.21) for i in [0, 3245, 3573, 3903, 4232, 4562, 4891, 5219, 5549, 5878, 6208, 6537, 6865, 7195, 7525, 7854, 8182, 8512, 8840, 9171, 9500, 9828, 10158, 10487, 10817, 11145, 11474, 11803, 12133, 12461, 12791, 13121, 13449, 13779, 14108, 14437, 14766, 15096, 15424, 15754, 16083, 16412, 16742, 17070, 17400, 17729, 18058, 18387, 18717, 19046, 19375, 19705, 20032, 20363, 20692, 21021, 21351, 21679, 22009, 22338, 22667, 22995, 23325, 23654, 23984, 24314, 24641, 24971, 25301, 25630, 25958]] + 攻击次数1 = 2 + data2 = [int(i*1.21) for i in [0, 3454, 3805, 4155, 4505, 4857, 5207, 5558, 5908, 6258, 6609, 6959, 7309, 7660, 8010, 8361, 8711, 9061, 9413, 9762, 10112, 10463, 10814, 11165, 11514, 11864, 12216, 12566, 12917, 13267, 13617, 13969, 14319, 14670, 15019, 15370, 15721, 16071, 16420, 16772, 17122, 17472, 17823, 18173, 18524, 18874, 19224, 19575, 19925, 20275, 20626, 20976, 21328, 21678, 22028, 22379, 22729, 23081, 23430, 23780, 24131, 24482, 24833, 25182, 25532, 25884, 26234, 26584, 26933, 27285, 27635]] + 攻击次数2 = 8 + 攻击倍率 = 1.06 # 者皆阵倍率 + # 攻击倍率 = 1.03 # 临兵斗倍率 + CD = 51 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 * self.攻击倍率 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数2 = 8 * 1.33 + self.CD *= 0.85 + + +class 技能21(主动技能): + 名称 = '开二觉平x' + 备注 = '一轮平x' + 所在等级 = 85 + 等级上限 = 1 + #学习间隔 = 5 + #等级精通 = 30 + 基础等级 = 1 + # 投掷火焰苦无 + data1 = [int(i*1.151) for i in [0, 232, 249, 265, 280, 297, 313, 329, 345, 361, 377, 393, 408, 424, 440, 457, 473, 488, 505, 521, 537, 552, 569, 585, 601, 616, 632, 648, 665, 680, 696, 712, 729, 744, 760, 777, 793, 809, 824, 840, 856, 872, 888, 904, 920, 937, 952, 968, 985, 1001, 1016, 1032, 1048, 1064, 1079, 1096, 1112, 1128, 1145, 1160, 1176, 1192, 1209, 1224, 1240, 1256, 1272, 1287, 1304, 1320, 1336]] + 攻击次数1 = 6 + # 火焰苦无爆炸 + data2 = [int(i*1.151) for i in [0, 305, 315, 326, 336, 347, 357, 368, 378, 389, 399, 408, 420, 431, 440, 452, 462, 471, 483, 494, 503, 513, 525, 534, 545, 557, 566, 576, 588, 597, 608, 618, 629, 639, 650, 660, 671, 681, 692, 702, 713, 723, 734, 744, 755, 765, 776, 786, 797, 807, 818, 827, 839, 849, 859, 870, 881, 890, 902, 912, 922, 932, 944, 953, 964, 975, 985, 995, 1007, 1016, 1027]] + 攻击次数2 = 6 + # 地面斩击 + data3 = [int(i*1.151) for i in [0, 969, 996, 1024, 1051, 1079, 1107, 1134, 1161, 1190, 1217, 1244, 1272, 1300, 1327, 1355, 1382, 1410, 1437, 1465, 1492, 1520, 1548, 1575, 1602, 1631, 1658, 1685, 1713, 1741, 1768, 1796, 1823, 1851, 1878, 1906, 1933, 1961, 1989, 2016, 2043, 2072, 2099, 2126, 2154, 2182, 2209, 2237, 2264, 2292, 2319, 2347, 2374, 2402, 2430, 2457, 2484, 2513, 2540, 2567, 2595, 2623, 2650, 2678, 2705, 2733, 2760, 2788, 2815, 2843, 2871]] + 攻击次数3 = 1.3 + # 攻击倍率3 = 0.65 + 攻击倍率 = 1 + CD = 1.0 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 * self.攻击倍率 + + def 等效CD(self, 武器类型, 输出类型): + # Will修改 + return round(self.CD / self.恢复, 1) + + +class 技能22(主动技能): + 名称 = '火炎灼空:草雉剑' + 所在等级 = 85 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + + data1 = [int(i*1.151) for i in [0, 4544, 5599, 6653, 7706, 8760, 9814, 10867, 11921, 12975, 14028, 15082, 16137, 17191, 18244, 19298, 20352, 21405, 22459, 23514, 24568, 25621, 26676, 27730, 28783, 29837, 30891, 31944, 32998, 34052, 35105, 36159, 37214, 38268, 39321, 40375, 41429, 42482, 43536, 44590, 45643, 46697, 47752, 48805, 49859, 50913, 51967, 53020, 54074, 55128, 56181, 57235, 58290, 59345, 60398, 61452, 62506, 63559, 64613, 65667, 66720, 67774, 68829, 69883, 70936, 71990, 73044, 74097, 75151, 76205, 77258]] + 攻击次数1 = 1 + data2 = [int(i*1.151) for i in [0, 23026, 28366, 33704, 39044, 44383, 49722, 55061, 60401, 65739, 71079, 76418, 81758, 87097, 92437, 97776, 103115, 108455, 113793, 119133, 124472, 129811, 135150, 140491, 145829, 151169, 156507, 161847, 167186, 172525, 177865, 183204, 188545, 193883, 199223, 204561, 209901, 215240, 220579, 225918, 231258, 236596, 241936, 247277, 252615, 257955, 263294, 268633, 273972, 279312, 284650, 289990, 295328, 300668, 306007, 311348, 316686, 322026, 327366, 332704, 338044, 343382, 348722, 354061, 359400, 364739, 370080, 375418, 380758, 386097, 391436]] + 攻击次数2 = 3 + 攻击倍率 = 1 + CD = 180 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 * self.攻击倍率 + + +class 技能23(被动技能): + 名称 = '三元刹' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能24(主动技能): + 名称 = '勾玉之火·镰鼬' + 备注 = '(者皆阵结印)' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data1 = [int(i*1.129) for i in [0, 9696, 10680, 11664, 12648, 13631, 14615, 15599, 16582, 17566, 18550, 19534, 20517, 21501, 22485, 23468, 24452, 25436, 26419, 27403, 28387, 29371, 30354, 31338, 32322, 33305, 34289, 35273, 36256, 37240, 38224, 39208, 40191, 41175, 42159, 43142, 44126, 45110, 46093, 47077, 48061, 49045, 50028, 51012, 51996, 52979, 53963, 54947, 55930, 56914, 57898, 58882, 59865, 60849, 61833, 62816, 63800, 64784, 65767, 66751, 67735, 68719, 69702, 70686, 71670, 72653, 73637, 74621, 75605, 76588, 77572]] + data2 = [int(i*1.129) for i in [0, 1293, 1424, 1555, 1686, 1817, 1949, 2080, 2211, 2342, 2473, 2604, 2736, 2867, 2998, 3129, 3260, 3391, 3523, 3654, 3785, 3916, 4047, 4178, 4310, 4441, 4572, 4703, 4834, 4965, 5097, 5228, 5359, 5490, 5621, 5752, 5883, 6015, 6146, 6277, 6408, 6539, 6670, 6802, 6933, 7064, 7195, 7326, 7457, 7589, 7720, 7851, 7982, 8113, 8244, 8376, 8507, 8638, 8769, 8900, 9031, 9162, 9294, 9425, 9556, 9687, 9818, 9949, 10081, 10212, 10343]] + data3 = [int(i*1.129) for i in [0, 45738, 50378, 55018, 59658, 64298, 68938, 73578, 78219, 82859, 87499, 92139, 96779, 101419, 106059, 110700, 115340, 119980, 124620, 129260, 133900, 138540, 143180, 147820, 152460, 157100, 161741, 166381, 171021, 175661, 180301, 184941, 189581, 194221, 198861, 203501, 208142, 212782, 217422, 222062, 226702, 231342, 235982, 240622, 245262, 249902, 254542, 259183, 263823, 268463, 273103, 277743, 282383, 287023, 291663, 296303, 300943, 305583, 310224, 314864, 319504, 324144, 328784, 333424, 338064, 342705, 347345, 351985, 356625, 361265, 365905]] + + data0 = [data1,data2,data3] + 次数 = [1,30,1] + + 攻击倍率 = 1.06 + + CD = 60 + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.data0)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * self.倍率 * (1 + self.TP成长 * self.TP等级) *self.攻击倍率 + # def 等效百分比(self, 武器类型): + # return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 * self.攻击倍率) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能25(主动技能): + 名称 = '火源限界·八咫乌' + 所在等级 = 100 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + + + data1 = [int(i*1.151) for i in [0, 5932, 7308, 8683, 10059, 11434, 12810, 14185, 15561, 16937, 18312, 19688, 21063, 22439, 23814, 25190, 26565, 27941, 29317, 30692, 32068, 33443, 34819, 36194, 37570, 38945, 40321, 41697, 43072, 44448, 45823, 47199, 48574, 49950, 51325, 52701, 54077, 55452, 56828, 58203, 59579, 60954, 62330, 63706, 65081, 66457, 67832, 69208, 70583, 71959, 73334, 74710, 76086, 77461, 78837, 80212, 81588, 82963, 84339, 85714, 87090, 88466, 89841, 91217, 92592, 93968, 95343, 96719, 98094, 99470, 100846]] + data2 = [int(i*1.151) for i in [0, 7627, 9396, 11164, 12933, 14701, 16470, 18238, 20007, 21776, 23544, 25313, 27081, 28850, 30618, 32387, 34156, 35924, 37693, 39461, 41230, 42998, 44767, 46536, 48304, 50073, 51841, 53610, 55378, 57147, 58916, 60684, 62453, 64221, 65990, 67758, 69527, 71296, 73064, 74833, 76601, 78370, 80139, 81907, 83676, 85444, 87213, 88981, 90750, 92519, 94287, 96056, 97824, 99593, 101361, 103130, 104899, 106667, 108436, 110204, 111973, 113741, 115510, 117279, 119047, 120816, 122584, 124353, 126121, 127890, 129659]] + data3 = [int(i*1.151) for i in [0, 177963, 219230, 260496, 301763, 343030, 384296, 425563, 466830, 508097, 549363, 590630, 631897, 673164, 714430, 755697, 796964, 838230, 879497, 920764, 962031, 1003297, 1044564, 1085831, 1127098, 1168364, 1209631, 1250898, 1292165, 1333431, 1374698, 1415965, 1457231, 1498498, 1539765, 1581032, 1622298, 1663565, 1704832, 1746099, 1787365, 1828632, 1869899, 1911165, 1952432, 1993699, 2034966, 2076232, 2117499, 2158766, 2200033, 2241299, 2282566, 2323833, 2365100, 2406366, 2447633, 2488900, 2530166, 2571433, 2612700, 2653967, 2695233, 2736500, 2777767, 2819034, 2860300, 2901567, 2942834, 2984100, 3025367]] + + data0 = [data1,data2,data3] + 次数 = [12,14,1] + + CD = 290.0 + + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.data0)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * self.倍率 * (1 + self.TP成长 * self.TP等级) + + +class 技能26(被动技能): + 名称 = '忍术精通' + 所在等级 = 15 + 等级上限 = 1 + 基础等级 = 1 + 关联技能 = ['无'] + 冷却关联技能 = ['火遁·豪火球之术', '忍法:幻影手里剑', '火遁·飓风煞', '火遁·螺旋手里剑','火遁·炎天道', '火遁·蟾蜍油炎弹', '火遁·炎舞天璇', '八岐大蛇', '火遁·风魔手里剑', '天照','勾玉之火·镰鼬'] + + def CD缩减倍率(self, 武器类型): + return 0.8 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +一觉序号 = 0 +二觉序号 = 0 +三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 三觉序号 = 技能序号[i.名称] + +护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 护石选项.append(i.名称) + +符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + 符文选项.append(i.名称) + + +class 职业属性(角色属性): + 实际名称 = '隐夜·忍者' + 角色 = '暗夜使者' + 职业 = '忍者' + + 武器选项 = ['苦无'] + + 类型选择 = ['魔法百分比'] + + 类型 = '魔法百分比' + 防具类型 = '布甲' + 防具精通属性 = ['智力', '力量'] + + 主BUFF = 2.04 + + 远古记忆 = 0 + + 六道绑定技能 = [] + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + super().被动倍率计算() + self.技能栏[self.技能序号['毕方之印']].攻击次数1 = int(self.时间输入/2.5) + self.技能栏[self.技能序号['毕方之印']].攻击次数2 = math.ceil(self.时间输入 / 10) - 1 + self.火属性强化 += self.技能栏[self.技能序号['毕方之印']].属强加成() + self.技能栏[21].等级 = self.技能栏[22].等级 + + def 数据计算(self, x=0, y=-1): + self.预处理() + # 初步计算 + 技能释放次数 = self.技能释放次数计算() + 技能单次伤害 = self.技能单次伤害计算(y) + 技能总伤害 = self.技能总伤害计算(技能释放次数, 技能单次伤害) + + # 六道伤害计算 + if self.技能栏[self.技能序号['忍法:六道轮回']].等级 != 0 and 技能释放次数[self.技能序号['忍法:六道轮回']] != 0: + self.技能栏[self.技能序号['忍法:六道轮回']].六道技能显示 = [] + 默认宠物技能 = ['火遁·炎天道', '火遁·蟾蜍油炎弹', + '火遁·炎舞天璇', '八岐大蛇', '火遁·风魔手里剑', '天照'] +# if self.宠物次数[self.技能序号['忍法:六道轮回']] == 0 : +# self.宠物次数[self.技能序号['忍法:六道轮回']] = 0 +# else: +# self.宠物次数[self.技能序号['忍法:六道轮回']] = 1 + for i in self.六道绑定技能: + if 技能释放次数[self.技能序号[i]] != 0 and self.技能栏[self.技能序号[i]].等级 != 0: + if i in 默认宠物技能: + 技能总伤害[self.技能序号[i]] += 0.8 * 技能单次伤害[self.技能序号[i]] * ( + 1+self.白兔子技能*0.20+self.年宠技能*0.10*self.宠物次数[self.技能序号['忍法:六道轮回']]+self.斗神之吼秘药*0.12) * 技能释放次数[self.技能序号['忍法:六道轮回']] + 默认宠物技能.remove(i) + self.技能栏[self.技能序号['忍法:六道轮回']].六道技能显示.append(i) + else: + 技能总伤害[self.技能序号[i]] += 0.8 * 技能单次伤害[self.技能序号[i]] * \ + (1+self.白兔子技能*0.20 + self.斗神之吼秘药*0.12) * \ + 技能释放次数[self.技能序号['忍法:六道轮回']] + self.技能栏[self.技能序号['忍法:六道轮回']].六道技能显示.append(i) + else: + self.技能栏[self.技能序号['忍法:六道轮回']].自定义描述 = 0 + + # 返回结果 + return self.数据返回(x, 技能释放次数, 技能总伤害) + + +class 隐夜·忍者(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 职业属性() + self.角色属性A = 职业属性() + self.角色属性B = 职业属性() + self.一觉序号 = 一觉序号 + self.二觉序号 = 二觉序号 + self.三觉序号 = 三觉序号 + self.护石选项 = deepcopy(护石选项) + self.符文选项 = deepcopy(符文选项) + + def 载入配置(self, path='set'): + super().载入配置(path) + try: + setfile = open('./ResourceFiles/' + self.角色属性A.实际名称 + '/' + + path + '/skill5.ini', 'r', encoding='utf-8').readlines() + num = 0 + for i in range(len(self.可绑定技能)): + self.绑定技能次数[i].setCurrentIndex( + int(setfile[num].replace('\n', ''))) + num += 1 + except: + pass + + def 界面(self): + super().界面() + + self.六道绑定按钮 = [] + self.可绑定技能 = ['火遁·豪火球之术', '忍法:幻影手里剑', '火遁·飓风煞', '火遁·螺旋手里剑', '忍法:替身术', + '火遁·炎天道', '火遁·蟾蜍油炎弹', '火遁·炎舞天璇', '八岐大蛇', '火遁·风魔手里剑', '天照'] + self.绑定技能次数 = [] + + 水平间隔 = 210 + 竖直间隔 = 30 + + for i in range(len(self.可绑定技能)): + self.六道绑定按钮.append(QLabel(self.可绑定技能[i], self.main_frame2)) + self.六道绑定按钮[i].setAlignment(Qt.AlignCenter) + self.六道绑定按钮[i].resize(100, 20) + self.六道绑定按钮[i].move(325 + (i % 2) * 水平间隔, 420 + int(i / 2) * 竖直间隔) + self.六道绑定按钮[i].setStyleSheet(标签样式) + self.绑定技能次数.append(MyQComboBox(self.main_frame2)) + self.绑定技能次数[i].resize(48, 20) + self.绑定技能次数[i].move(440 + (i % 2) * 水平间隔, 420 + int(i / 2) * 竖直间隔) + self.绑定技能次数[i].addItem('0') + self.绑定技能次数[i].addItem('1') + self.绑定技能次数[i].addItem('2') + self.绑定技能次数[i].addItem('3') + self.职业存档.append((self.可绑定技能[i], self.绑定技能次数[i], 1)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) +# for i in range(len(self.可绑定技能)): +# if self.次数输入[self.角色属性A.技能序号[self.可绑定技能[i]]].currentIndex() != 0: +# self.绑定技能次数[i].setCurrentIndex(min(self.绑定技能次数[i].currentIndex(), self.次数输入[self.角色属性A.技能序号[self.可绑定技能[i]]].currentIndex() - 1)) + temp = [] + for i in range(len(self.可绑定技能)): + if self.绑定技能次数[i].currentIndex() == 1: + temp.append(self.可绑定技能[i]) + elif self.绑定技能次数[i].currentIndex() == 2: + temp.append(self.可绑定技能[i]) + temp.append(self.可绑定技能[i]) + elif self.绑定技能次数[i].currentIndex() == 3: + temp.append(self.可绑定技能[i]) + temp.append(self.可绑定技能[i]) + temp.append(self.可绑定技能[i]) + 属性.六道绑定技能 = deepcopy(temp) diff --git a/Characters/隐夜·死灵术士.py b/Characters/隐夜·死灵术士.py new file mode 100644 index 00000000..4220bf70 --- /dev/null +++ b/Characters/隐夜·死灵术士.py @@ -0,0 +1,924 @@ +from PublicReference.carry.base import * + +等级 = 100 + 5 + + +class 主动技能(主动技能): + def 等效CD(self, 武器类型, 输出类型): + if (self.所在等级 == 50 or self.所在等级 == 85 or self.所在等级 == 100) or 武器类型 != '手杖': + return round(self.CD / self.恢复 * 武器冷却惩罚(武器类型, 输出类型, self.版本), 1) + else: + return round(self.CD / self.恢复, 1) + + +class 技能0(主动技能): + 名称 = '暗魂波' + 所在等级 = 5 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + 基础等级 = min(int((等级 - 所在等级) / 学习间隔), 等级精通) + data1 = [int(i*1.0) for i in [0, 136, 149, 164, 176, 192, 206, 220, 233, 248, 261, 276, 285, 301, 316, 328, 345, 354, 371, 387, 397, 412, 429, 437, 453, 468, 480, 496, 509, 520, 537, 550, 565, 580, 592, 605, + 620, 636, 646, 663, 676, 687, 703, 718, 730, 746, 755, 770, 788, 800, 812, 828, 840, 854, 869, 881, 896, 911, 923, 937, 951, 964, 979, 994, 1008, 1020, 1035, 1047, 1062, 1078, 1089]] + 攻击次数1 = 3 + + data2 = [int(i*1.0) for i in [0, 566, 626, 679, 742, 797, 857, 910, 970, 1029, 1087, 1140, 1206, 1254, 1315, 1375, 1428, 1494, 1547, 1598, 1664, 1718, 1773, 1837, 1893, 1947, 2006, 2062, 2124, 2182, 2236, 2292, 2351, 2407, 2467, 2526, + 2581, 2637, 2700, 2751, 2812, 2874, 2926, 2980, 3046, 3096, 3160, 3217, 3270, 3334, 3389, 3439, 3504, 3565, 3618, 3676, 3731, 3791, 3848, 3904, 3962, 4020, 4077, 4132, 4191, 4250, 4309, 4368, 4421, 4477, 4544]] + 攻击次数2 = 1 + # 蓄力增伤35% + 倍率 = 1.35 + CD = 3.5 + TP成长 = 0.08 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能1(主动技能): + 名称 = '诅咒之箭' + 所在等级 = 15 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data = [int(i*1.197) for i in [0, 424, 466, 509, 552, 596, 638, 682, 724, 767, 811, 855, 897, 941, 983, 1026, 1069, 1113, 1155, 1199, 1241, 1285, 1327, 1372, 1414, 1457, 1500, 1543, 1586, 1628, 1672, 1715, 1758, 1801, 1844, + 1886, 1931, 1974, 2017, 2060, 2103, 2145, 2188, 2232, 2274, 2318, 2360, 2404, 2446, 2490, 2533, 2577, 2619, 2663, 2705, 2748, 2791, 2835, 2877, 2921, 2963, 3005, 3050, 3094, 3136, 3179, 3222, 3264, 3308, 3351, 3394]] + 攻击次数 = 5 + CD = 10 + TP成长 = 0.24 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能2(主动技能): + 名称 = '降临:尼古拉斯' + 备注 = '(蜘蛛团)' + 所在等级 = 15 + 等级上限 = 60 + 基础等级 = 46 + data1 = [int(i*1.0) for i in [0, 105, 114, 126, 135, 147, 158, 169, 179, 191, 200, 213, 222, 234, 243, 255, 263, 274, 285, 297, 306, 318, 327, 340, 349, 361, 371, 382, 393, 405, 414, 425, 435, + 447, 457, 468, 479, 489, 501, 511, 522, 533, 543, 555, 565, 575, 586, 596, 607, 618, 629, 640, 650, 661, 672, 683, 694, 704, 715, 726, 736, 748, 757, 769, 779, 791, 800, 812, 822, 834, 844]] + 攻击次数1 = 3 + # 攻击倍率 = [0, 2.196825, 2.38730, 2.59047, 2.793650, 2.996587] + CD = 1 + TP成长 = 0.1 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + if self.TP等级 > 0: + # 变更形态后数组 + self.data1 = [int(i*1.0) for i in [0, 157, 172, 190, 204, 222, 236, 254, 269, 287, 301, 319, 334, 352, 366, 384, 395, 413, 427, 445, 460, 478, 492, 510, 524, 542, 557, 575, 589, 607, 622, 637, 654, 670, + 686, 702, 719, 734, 751, 767, 784, 799, 816, 832, 848, 863, 878, 895, 911, 928, 943, 960, 976, 992, 1008, 1025, 1040, 1057, 1073, 1090, 1104, 1122, 1136, 1154, 1169, 1187, 1201, 1219, 1234, 1252, 1266]] + self.攻击次数1 = 4 + return self.data1[self.等级] * self.攻击次数1 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能3(主动技能): + 名称 = '降临:尼古拉斯(艾克洛索)' + 所在等级 = 15 + 等级上限 = 1 + 基础等级 = 1 + data1 = [int(i*1.0) for i in [0, 208, 229, 251, 272, 294, 316, 337, 359, 379, 400, 423, 444, 466, 487, 508, 528, 549, 572, 593, 614, 636, 657, 678, 700, 721, 743, 764, 786, 808, 829, 851, 872, 894, 916, 937, 959, 980, + 1001, 1023, 1044, 1065, 1087, 1109, 1131, 1151, 1172, 1194, 1215, 1238, 1259, 1280, 1299, 1321, 1343, 1365, 1386, 1407, 1429, 1451, 1473, 1494, 1515, 1537, 1559, 1581, 1602, 1622, 1644, 1666, 1687]] + 攻击次数1 = 1 + data2 = [int(i*1.0) for i in [0, 623, 687, 753, 814, 880, 943, 1008, 1073, 1136, 1201, 1266, 1331, 1396, 1459, 1524, 1586, 1652, 1715, 1780, 1844, 1909, 1974, 2037, 2103, 2167, 2231, 2295, 2358, 2423, 2487, 2553, 2617, 2681, + 2746, 2809, 2874, 2939, 3003, 3067, 3132, 3197, 3261, 3325, 3390, 3454, 3518, 3582, 3647, 3711, 3777, 3841, 3904, 3969, 4033, 4097, 4161, 4225, 4290, 4355, 4420, 4484, 4548, 4612, 4676, 4740, 4805, 4868, 4933, 4998, 5063]] + 攻击次数2 = 1 + CD = 1 + TP成长 = 0.1 + + def 等效百分比(self, 武器类型): + if self.TP等级 > 0: + # 变更形态后数组 + self.data1 = [int(i*1.0) for i in [0, 277, 306, 335, 362, 391, 420, 449, 478, 505, 534, 563, 592, 620, 649, 678, 704, 733, 762, 791, 820, 848, 877, 905, 934, 962, 991, 1020, 1048, 1076, 1105, 1134, 1163, 1192, 1220, + 1249, 1278, 1307, 1334, 1363, 1392, 1421, 1450, 1478, 1507, 1535, 1564, 1592, 1621, 1650, 1679, 1708, 1734, 1763, 1792, 1820, 1849, 1878, 1907, 1936, 1964, 1993, 2021, 2050, 2078, 2107, 2136, 2164, 2192, 2221, 2250]] + self.攻击次数1 = 3 + # 变更形态后攻击次数为0 + self.攻击次数2 = 0 + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能4(主动技能): + 名称 = '驱使僵尸' + 备注 = '自爆' + 所在等级 = 20 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data = [int(i*1.254) for i in [0, 533, 585, 638, 692, 747, 801, 854, 909, 962, 1018, 1069, 1123, 1177, 1233, 1287, 1340, 1393, 1447, 1503, 1555, 1610, 1664, 1718, 1771, 1825, 1879, 1931, 1986, 2038, 2095, 2147, 2202, 2256, + 2309, 2364, 2417, 2473, 2527, 2581, 2632, 2687, 2742, 2796, 2849, 2905, 2955, 3010, 3065, 3117, 3172, 3225, 3277, 3334, 3388, 3444, 3495, 3550, 3605, 3659, 3711, 3764, 3819, 3873, 3928, 3982, 4033, 4086, 4140, 4195, 4249]] + 攻击次数 = 5 + CD = 8 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + # TP>3且加了buff,伤害会变得异常低,技能面板显示正常 + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能5(主动技能): + 名称 = '服从' + 备注 = '远程' + + 所在等级 = 20 + 等级上限 = 20 + 基础等级 = 10 + 是否有伤害 = 0 + 关联技能 = ['降临:尼古拉斯', '降临:尼古拉斯(艾克洛索)'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.0 + 0.04 * self.等级, 5) + + +class 技能6(被动技能): + 名称 = '黑暗之环' + 所在等级 = 20 + 等级上限 = 20 + 基础等级 = 10 + 关联技能 = ['无'] + + 自定义描述 = 1 + + def 技能描述(self, 武器类型): + return '暗属性强化+' + str(self.属强加成()) + + def 属强加成(self): + if self.等级 == 0: + return 0 + else: + return (48 + self.等级 * 3) + + +class 技能7(主动技能): + 名称 = '暗影蛛丝阵' + 所在等级 = 25 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data = [int(i*1.197) for i in [0, 338, 373, 406, 439, 475, 509, 542, 577, 610, 646, 680, 713, 748, 782, 816, 851, 884, 920, 953, 987, 1022, 1056, 1089, 1125, 1159, 1191, 1226, 1260, 1295, 1328, 1362, 1398, 1432, 1465, + 1501, 1533, 1569, 1603, 1636, 1671, 1704, 1740, 1774, 1808, 1843, 1877, 1909, 1945, 1979, 2012, 2048, 2080, 2117, 2150, 2183, 2218, 2252, 2287, 2321, 2355, 2390, 2423, 2457, 2492, 2527, 2561, 2594, 2629, 2663, 2697]] + 攻击次数 = 19 + CD = 20 + TP成长 = 0.07 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + if self.TP等级 > 0: + # 点TP后数据下降 + self.倍率 *= 0.9 + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能8(主动技能): + 名称 = '死亡之爪' + 所在等级 = 25 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data = [int(i*1.216) for i in [0, 2565, 2825, 3086, 3346, 3606, 3866, 4127, 4387, 4647, 4907, 5168, 5428, 5688, 5949, 6209, 6469, 6729, 6990, 7250, 7510, 7770, 8031, 8291, 8551, 8811, 9072, 9332, 9592, 9853, 10113, 10373, 10633, 10894, 11154, 11414, + 11674, 11935, 12195, 12455, 12716, 12976, 13236, 13496, 13757, 14017, 14277, 14537, 14798, 15058, 15318, 15578, 15839, 16099, 16359, 16620, 16880, 17140, 17400, 17661, 17921, 18181, 18441, 18702, 18962, 19222, 19483, 19743, 20003, 20263, 20524]] + 攻击次数 = 1 + CD = 7 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能9(主动技能): + 名称 = '死灵之怨' + 所在等级 = 30 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data = [int(i*1.196) for i in [0, 316, 348, 379, 412, 444, 476, 508, 540, 572, 604, 637, 669, 700, 732, 765, 797, 829, 861, 893, 925, 958, 990, 1021, 1053, 1086, 1118, 1150, 1182, 1214, 1246, 1278, 1312, 1342, 1374, + 1407, 1439, 1471, 1503, 1535, 1567, 1599, 1633, 1665, 1695, 1727, 1761, 1793, 1824, 1856, 1888, 1920, 1954, 1986, 2016, 2048, 2082, 2114, 2146, 2178, 2210, 2242, 2274, 2307, 2337, 2369, 2403, 2435, 2467, 2497, 2531]] + 攻击次数 = 13 + CD = 10 + TP成长 = 0.10 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能10(主动技能): + 名称 = '百鬼夜行' + 备注 = '(自爆)' + 所在等级 = 30 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data = [int(i*1.205) for i in [0, 275, 302, 330, 359, 386, 414, 443, 470, 498, 527, 552, 580, 607, 636, 664, 691, 720, 748, 775, 804, 832, 859, 888, 916, 943, 972, 1000, 1027, 1056, 1082, 1109, 1136, 1166, 1193, 1220, + 1250, 1277, 1304, 1334, 1361, 1388, 1418, 1445, 1472, 1502, 1529, 1556, 1581, 1611, 1638, 1667, 1695, 1722, 1751, 1779, 1806, 1835, 1863, 1890, 1919, 1947, 1974, 2003, 2031, 2058, 2083, 2113, 2140, 2167, 2197]] + 攻击次数 = 14 + # 自爆增伤20% + 倍率 = 1.2 + CD = 10 + TP成长 = 0 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + if self.TP等级 == 0: + return self.data[self.等级] * self.攻击次数 * self.倍率 + else: + if self.TP等级 <= 3: + return self.data[self.等级] * (self.攻击次数 + (self.TP等级 + 1)) * self.倍率 + else: + if self.TP等级 <= 5: + return self.data[self.等级] * (self.攻击次数 + (self.TP等级 + 2)) * self.倍率 + + +class 技能11(被动技能): + 名称 = '黑魔法书:亡者之魂' + 所在等级 = 30 + 等级上限 = 10 + 基础等级 = 1 + 关联技能 = ['暗魂波', '诅咒之箭', '驱使僵尸', '暗影蛛丝阵', '死亡之爪', '死灵之怨', '百鬼夜行', '降临:暴君巴拉克', '暗击拳', '巴拉克强击', + '杀戮乱舞', '吸魂暗劲波', '巴拉克的野心', '降临:僵尸莱迪娅', '巴拉克的愤怒', '千魂祭', '死灵之缚', '怨噬之沼', '暗黑蛛丝引', '暴君极刑斩', '亡者君临:巴拉克之戮', '亡者之茧', '命运殇痕·摩罗斯之咒'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.21 + 0.015 * self.等级, 5) + + +class 技能12(主动技能): + 名称 = '降临:暴君巴拉克' + 备注 = '(3下平x+黑手)' + 所在等级 = 35 + 等级上限 = 60 + 等级精通 = 50 + 基础等级 = 36 + data1 = [int(i*1.187) for i in [0, 429, 441, 456, 469, 484, 499, 515, 531, 547, 564, 581, 599, 618, 637, 657, 677, 698, 719, 741, 763, 788, 812, 837, 863, 890, 918, 943, 971, 996, 1023, 1049, 1073, 1103, 1128, 1155, + 1181, 1208, 1234, 1262, 1287, 1313, 1340, 1366, 1394, 1419, 1444, 1471, 1499, 1526, 1550, 1578, 1605, 1630, 1656, 1684, 1710, 1735, 1763, 1790, 1816, 1843, 1869, 1896, 1921, 1948, 1974, 2000, 2028, 2055, 2081]] # 1 + 攻击次数1 = 1 + data2 = [int(i*1.187) for i in [0, 475, 489, 505, 521, 538, 554, 571, 588, 606, 626, 644, 665, 685, 706, 728, 751, 774, 798, 823, 848, 875, 902, 930, 958, 988, 1018, 1048, 1079, 1107, 1135, 1166, 1194, 1225, 1255, 1283, + 1312, 1341, 1373, 1401, 1429, 1459, 1488, 1519, 1549, 1578, 1606, 1635, 1665, 1694, 1726, 1753, 1782, 1811, 1841, 1871, 1900, 1930, 1959, 1988, 2016, 2046, 2076, 2106, 2134, 2164, 2194, 2224, 2253, 2282, 2310]] # 2 + 攻击次数2 = 1 + data3 = [int(i*1.187) for i in [0, 250, 257, 266, 274, 283, 291, 299, 309, 319, 329, 339, 349, 360, 371, 383, 396, 406, 419, 433, 446, 460, 474, 488, 503, 519, 536, 550, 566, 582, 598, 612, 629, 644, + 659, 674, 689, 706, 721, 735, 753, 766, 782, 798, 813, 830, 844, 859, 876, 890, 903, 921, 937, 953, 968, 983, 999, 1014, 1030, 1044, 1060, 1076, 1091, 1107, 1122, 1138, 1153, 1169, 1181, 1197, 1213]] + 攻击次数3 = 5 + data4 = [int(i*1.187) for i in [0, 571, 589, 608, 626, 646, 665, 686, 707, 728, 751, 775, 799, 824, 849, 875, 903, 930, 959, 988, 1019, 1051, 1083, 1116, 1152, 1187, 1224, 1257, 1294, 1329, 1363, 1398, 1436, 1468, 1503, + 1540, 1575, 1610, 1646, 1681, 1716, 1751, 1788, 1823, 1858, 1891, 1927, 1963, 1999, 2032, 2069, 2104, 2139, 2176, 2209, 2244, 2280, 2316, 2350, 2385, 2422, 2457, 2493, 2526, 2563, 2598, 2633, 2669, 2703, 2738, 2774]] # 4 + 攻击次数4 = 1 + CD = 1 + TP成长 = 0.1 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3 + self.data4[self.等级] * self.攻击次数4) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能13(主动技能): + 名称 = '暗击拳' + 备注 = '爆炸' + 所在等级 = 35 + 等级上限 = 1 + 基础等级 = 1 + data = [int(i*1.0) for i in [0, 996, 1027, 1058, 1091, 1124, 1159, 1196, 1231, 1271, 1309, 1350, 1391, 1434, 1478, 1525, 1572, 1621, 1671, 1722, 1775, 1830, 1888, 1946, 2005, 2068, 2131, 2193, 2253, 2316, 2375, 2438, 2499, 2559, + 2622, 2684, 2746, 2806, 2869, 2928, 2991, 3053, 3113, 3175, 3234, 3299, 3361, 3421, 3483, 3544, 3605, 3666, 3728, 3791, 3850, 3913, 3974, 4036, 4097, 4158, 4221, 4281, 4344, 4403, 4466, 4527, 4589, 4650, 4711, 4774, 4834]] + 攻击次数 = 1 + #data = [0, 1271, 1309, 1350, 1391, 1433, 1478, 1523, 1571, 1620, 1669, 1721, 1774, 1830, 1886, 1946, 2006, 2066,2130, 2198, 2265, 2333, 2408, 2483, 2558, 2636, 2719, 2794, 2876, 2951, 3026, 3109, 3184, 3266, 3341, 3420,3503, 3578, 3660, 3735, 3810, 3889, 3968, 4050, 4125, 4208, 4283, 4361, 4444, 4519, 4601, 4673, 4751, 4830,4909, 4988, 5066, 5145, 5224, 5303, 5378, 5456, 5535, 5614, 5693, 5771, 5850, 5929, 6008, 6086, 6161] + CD = 3.0 + TP成长 = 0.1 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能14(主动技能): + 名称 = '巴拉克强击' + 所在等级 = 35 + 等级上限 = 1 + 基础等级 = 1 + data = [int(i*1.0) for i in [0, 1835, 1891, 1949, 2010, 2071, 2137, 2204, 2271, 2343, 2413, 2488, 2563, 2644, 2726, 2810, 2898, 2988, 3080, 3174, 3273, 3374, 3480, 3587, 3696, 3811, 3928, 4043, 4155, 4269, 4381, 4494, 4606, 4719, + 4834, 4947, 5062, 5173, 5288, 5399, 5513, 5627, 5739, 5853, 5966, 6081, 6196, 6307, 6422, 6534, 6648, 6759, 6873, 6988, 7099, 7213, 7328, 7441, 7555, 7666, 7781, 7894, 8009, 8119, 8234, 8346, 8460, 8574, 8687, 8799, 8914]] + 攻击次数 = 1 + CD = 2.0 + TP成长 = 0.1 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能15(主动技能): + 名称 = '杀戮乱舞' + 所在等级 = 35 + 等级上限 = 1 + 基础等级 = 1 + data1 = [int(i*1.0) for i in [0, 996, 1027, 1058, 1091, 1124, 1159, 1196, 1231, 1271, 1309, 1350, 1391, 1434, 1478, 1525, 1572, 1621, 1671, 1722, 1775, 1830, 1888, 1946, 2005, 2068, 2131, 2193, 2253, 2316, 2375, 2438, 2499, 2559, + 2622, 2684, 2746, 2806, 2869, 2928, 2991, 3053, 3113, 3175, 3234, 3299, 3361, 3421, 3483, 3544, 3605, 3666, 3728, 3791, 3850, 3913, 3974, 4036, 4097, 4158, 4221, 4281, 4344, 4403, 4466, 4527, 4589, 4650, 4711, 4774, 4834]] + 攻击次数1 = 3 + CD = 7.0 + TP成长 = 0.1 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 2 + elif x == 1: + self.倍率 *= 2 + 0.08 + + +class 技能16(主动技能): + 名称 = '吸魂暗劲波' + 所在等级 = 40 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(i*1.228) for i in [0, 1327, 1461, 1596, 1731, 1865, 2000, 2134, 2269, 2404, 2538, 2673, 2808, 2942, 3077, 3212, 3346, 3481, 3615, 3750, 3885, 4019, 4154, 4289, 4423, 4558, 4693, 4827, 4962, 5096, 5231, 5366, 5500, 5635, 5770, 5904, + 6039, 6174, 6308, 6443, 6577, 6712, 6847, 6981, 7116, 7251, 7385, 7520, 7655, 7789, 7924, 8058, 8193, 8328, 8462, 8597, 8732, 8866, 9001, 9136, 9270, 9405, 9539, 9674, 9809, 9943, 10078, 10213, 10347, 10482, 10617]] + 攻击次数1 = 2 + data2 = [int(i*1.228) for i in [0, 5977, 6583, 7190, 7796, 8403, 9009, 9615, 10222, 10828, 11435, 12041, 12647, 13254, 13860, 14467, 15073, 15679, 16286, 16892, 17499, 18105, 18712, 19318, 19924, 20531, 21137, 21744, 22350, 22956, 23563, 24169, 24776, 25382, 25988, 26595, + 27201, 27808, 28414, 29020, 29627, 30233, 30840, 31446, 32053, 32659, 33265, 33872, 34478, 35085, 35691, 36297, 36904, 37510, 38117, 38723, 39329, 39936, 40542, 41149, 41755, 42361, 42968, 43574, 44181, 44787, 45394, 46000, 46606, 47213, 47819]] + 攻击次数2 = 1 + CD = 35 + TP成长 = 0.1 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能17(主动技能): + 名称 = '巴拉克的野心' + 所在等级 = 40 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data1 = [int(i*0.954*1.1) for i in [0, 2090, 2302, 2514, 2726, 2938, 3150, 3362, 3574, 3786, 3998, 4210, 4422, 4634, 4846, 5058, 5270, 5482, 5694, 5906, 6118, 6330, 6542, 6754, 6966, 7178, 7390, 7602, 7814, 8026, 8238, 8450, 8662, 8874, 9087, 9299, 9511, 9723, + 9935, 10147, 10359, 10571, 10783, 10995, 11207, 11419, 11631, 11843, 12055, 12267, 12479, 12691, 12903, 13115, 13327, 13539, 13751, 13963, 14175, 14387, 14599, 14811, 15023, 15235, 15447, 15659, 15871, 16084, 16296, 16508, 16720]] + 攻击次数1 = 1 + data2 = [int(i*1.214*1.1) for i in [0, 7389, 8139, 8888, 9638, 10388, 11137, 11887, 12637, 13386, 14136, 14886, 15635, 16385, 17135, 17884, 18634, 19384, 20133, 20883, 21633, 22382, 23132, 23881, 24631, 25381, 26130, 26880, 27630, 28379, 29129, 29879, 30628, 31378, 32128, 32877, + 33627, 34377, 35126, 35876, 36626, 37375, 38125, 38875, 39624, 40374, 41124, 41873, 42623, 43373, 44122, 44872, 45622, 46371, 47121, 47871, 48620, 49370, 50120, 50869, 51619, 52369, 53118, 53868, 54617, 55367, 56117, 56866, 57616, 58366, 59115]] + 攻击次数2 = 1 + CD = 25 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + # 游戏内bug 描述为1.18 小于理论提升,但是符合韩服数据 + self.倍率 *= 1.18 * 1.09 + self.CD *= 0.94 + elif x == 1: + # 游戏内bug 描述为1.18 小于理论提升,但是符合韩服数据 + self.倍率 *= 1.18 * 1.18 + self.CD *= 0.94 + + +class 技能18(被动技能): + 名称 = '巴拉克的盟约' + 所在等级 = 40 + 等级上限 = 10 + 基础等级 = 1 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.38 + 0.02 * self.等级, 5) + + +class 技能19(主动技能): + 名称 = '降临:僵尸莱迪娅' + 备注 = '(蓄力)' + 所在等级 = 45 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + data = [int(i*1.1825*1.08) for i in [0, 453, 499, 545, 590, 635, 682, 729, 775, 819, 866, 912, 957, 1003, 1051, 1095, 1141, 1187, 1233, 1279, 1324, 1370, 1416, 1463, 1508, 1555, 1600, 1646, 1692, 1738, 1783, 1830, 1876, 1921, + 1967, 2013, 2060, 2106, 2150, 2199, 2243, 2290, 2334, 2382, 2425, 2472, 2519, 2566, 2612, 2655, 2703, 2747, 2795, 2840, 2885, 2931, 2978, 3025, 3069, 3116, 3161, 3208, 3252, 3299, 3346, 3391, 3437, 3482, 3530, 3574, 3621]] + 攻击次数 = 30 + # 蓄力增伤 + 倍率 = 1.3 + CD = 45 + TP成长 = 0.1 + TP上限 = 5 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * self.倍率 * (1 + self.TP成长 * self.TP等级) + + +class 技能20(主动技能): + 名称 = '巴拉克的愤怒' + 所在等级 = 45 + 等级上限 = 60 + 学习间隔 = 2 + 等级精通 = 50 + + + data1 = [int(i*1.098*1.1) for i in [0, 891, 981, 1072, 1162, 1253, 1343, 1434, 1524, 1614, 1705, 1795, 1886, 1976, 2067, 2157, 2247, 2338, 2428, 2519, 2609, 2700, 2790, 2880, 2971, 3061, 3152, 3242, 3333, 3423, 3514, 3604, 3694, + 3785, 3875, 3966, 4056, 4147, 4237, 4327, 4418, 4508, 4599, 4689, 4780, 4870, 4960, 5051, 5141, 5232, 5322, 5413, 5503, 5594, 5684, 5774, 5865, 5955, 6046, 6136, 6227, 6317, 6407, 6498, 6588, 6679, 6769, 6860, 6950, 7040, 7131]] + data2 = [int(i*1.098*1.1) for i in [0, 895, 985, 1076, 1167, 1258, 1349, 1439, 1530, 1621, 1712, 1803, 1894, 1984, 2075, 2166, 2257, 2348, 2438, 2529, 2620, 2711, 2802, 2892, 2983, 3074, 3165, 3256, 3346, 3437, 3528, 3619, 3710, + 3801, 3891, 3982, 4073, 4164, 4255, 4345, 4436, 4527, 4618, 4709, 4799, 4890, 4981, 5072, 5163, 5253, 5344, 5435, 5526, 5617, 5708, 5798, 5889, 5980, 6071, 6162, 6252, 6343, 6434, 6525, 6616, 6706, 6797, 6888, 6979, 7070, 7160]] + data3 = [int(i*1.098*1.1) for i in [0, 757, 834, 910, 987, 1064, 1141, 1218, 1294, 1371, 1448, 1525, 1602, 1679, 1755, 1832, 1909, 1986, 2063, 2139, 2216, 2293, 2370, 2447, 2524, 2600, 2677, 2754, 2831, 2908, 2984, 3061, 3138, + 3215, 3292, 3369, 3445, 3522, 3599, 3676, 3753, 3830, 3906, 3983, 4060, 4137, 4214, 4290, 4367, 4444, 4521, 4598, 4675, 4751, 4828, 4905, 4982, 5059, 5135, 5212, 5289, 5366, 5443, 5520, 5596, 5673, 5750, 5827, 5904, 5980, 6057]] + data4 = [int(i*1.098*1.1) for i in [0, 3218, 3545, 3871, 4198, 4524, 4851, 5177, 5504, 5830, 6157, 6483, 6810, 7136, 7463, 7789, 8116, 8442, 8769, 9095, 9422, 9748, 10075, 10401, 10728, 11054, 11381, 11707, 12034, 12360, 12687, 13013, 13340, 13666, 13993, + 14320, 14646, 14973, 15299, 15626, 15952, 16279, 16605, 16932, 17258, 17585, 17911, 18238, 18564, 18891, 19217, 19544, 19870, 20197, 20523, 20850, 21176, 21503, 21829, 22156, 22482, 22809, 23135, 23462, 23788, 24115, 24442, 24768, 25095, 25421, 25748]] + data5 = [int(i*1.098*1.1) for i in [0, 8059, 8877, 9695, 10512, 11330, 12148, 12965, 13783, 14601, 15418, 16236, 17054, 17871, 18689, 19507, 20324, 21142, 21960, 22777, 23595, 24413, 25230, 26048, 26866, 27683, 28501, 29319, 30136, 30954, 31772, 32589, 33407, 34225, + 35042, 35860, 36677, 37495, 38313, 39130, 39948, 40766, 41583, 42401, 43219, 44036, 44854, 45672, 46489, 47307, 48125, 48942, 49760, 50578, 51395, 52213, 53031, 53848, 54666, 55484, 56301, 57119, 57937, 58754, 59572, 60390, 61207, 62025, 62843, 63660, 64478]] + + data0 = [data1, data2, data3, data4, data5] + 次数 = [1, 1, 4, 1, 1] + + CD = 45 + TP成长 = 0.1 + TP上限 = 5 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + sum = 0 + for i in range(len(self.data0)): + sum += self.data0[i][self.等级] * self.次数[i] + return sum * self.倍率 * (1 + self.TP成长 * self.TP等级) + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + # 游戏内bug 描述为1.12 小于理论提升,但是符合韩服数据 + self.倍率 *= 1.12 * 1.05 + self.CD *= 0.89 + elif x == 1: + # 游戏内bug 描述为1.12 小于理论提升,但是符合韩服数据 + self.倍率 *= 1.12 * 1.13 + self.CD *= 0.89 + + +class 技能21(被动技能): + 名称 = '屠戮之惧' + 所在等级 = 48 + 等级上限 = 40 + 基础等级 = 20 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.075 + 0.015 * self.等级, 5) + + +class 技能22(主动技能): + 名称 = '千魂祭' + 所在等级 = 50 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + + data1 = [int(i*1.082) for i in [0, 625, 770, 916, 1061, 1206, 1351, 1496, 1641, 1786, 1931, 2077, 2222, 2367, 2512, 2657, 2802, 2947, 3092, 3238, 3383, + 3528, 3673, 3818, 3963, 4108, 4253, 4399, 4544, 4689, 4834, 4979, 5124, 5269, 5414, 5560, 5705, 5850, 5995, 6140, 6285]] + 攻击次数1 = 9 + data2 = [int(i*1.216) for i in [0, 1933, 2381, 2829, 3277, 3726, 4174, 4622, 5070, 5519, 5967, 6415, 6863, 7312, 7760, 8208, 8656, 9105, 9553, 10001, 10449, 10898, + 11346, 11794, 12242, 12691, 13139, 13587, 14035, 14484, 14932, 15380, 15828, 16277, 16725, 17173, 17621, 18070, 18518, 18966, 19414]] + 攻击次数2 = 13 + data3 = [int(i*1.216) for i in [0, 12565, 15478, 18392, 21305, 24219, 27133, 30046, 32960, 35874, 38787, 41701, 44614, 47528, 50442, 53355, 56269, 59183, 62096, 65010, 67923, + 70837, 73751, 76664, 79578, 82492, 85405, 88319, 91232, 94146, 97060, 99973, 102887, 105801, 108714, 111628, 114542, 117455, 120369, 123282, 126196]] + 攻击次数3 = 1 + CD = 145 + # 核对data未加强 + # 攻击倍率 = 1.066 + + def 技能描述(self, 武器类型): + temp = '' + temp += '降临:尼古拉斯, 降临:尼古拉斯(艾克洛索) Lv+5
' + temp += '降临:暴君巴拉克, 暗击拳, 巴拉克强击, 杀戮乱舞Lv+4' + return temp + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能23(主动技能): + 名称 = '死灵之缚' + 所在等级 = 60 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data = [int(i*1.189*1.076) for i in [0, 790, 869, 949, 1029, 1108, 1190, 1270, 1348, 1428, 1508, 1588, 1668, 1749, 1827, 1908, 1990, 2069, 2149, 2230, 2308, 2388, 2470, 2549, 2629, 2707, 2787, 2868, 2948, 3031, 3110, 3189, 3268, + 3349, 3429, 3510, 3589, 3668, 3748, 3829, 3909, 3988, 4069, 4148, 4227, 4310, 4390, 4470, 4548, 4629, 4709, 4788, 4869, 4950, 5028, 5108, 5188, 5268, 5350, 5430, 5508, 5590, 5670, 5749, 5829, 5909, 5988, 6068, 6148, 6229, 6309]] + 攻击次数 = 20 + CD = 30 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return (self.data[self.等级] * self.攻击次数) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数 = 20 * (0.3 + 0.99) + elif x == 1: + self.攻击次数 = 20 * (0.3 + 0.99 + 0.1) + + +class 技能24(主动技能): + 名称 = '怨噬之沼' + 所在等级 = 70 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data0 = [0, 6445, 7101, 7755, 8408, 9064, 9717, 10371, 11024, 11680, 12334, 12987, 13640, 14296, 14950, 15604, 16258, 16912, 17566, 18220, 18874, 19528, 20182, 20836, 21490, 22144, 22798, 23452, 24106, 24760, 25414, + 26068, 26722, 27376, 28030, 28684, 29338, 29992, 30646, 31300, 31954, 32608, 33262, 33916, 34570, 35224, 35878, 36532, 37186, 37840, 38494, 39148, 39802, 40456, 41110, 41764, 42418, 43072, 43726, 44380, 45034] + 攻击次数 = 1 + data1 = [0, 3221, 3551, 3877, 4204, 4531, 4857, 5184, 5511, 5840, 6167, 6493, 6820, 7147, 7474, 7801, 8128, 8455, 8782, 9109, 9436, 9763, 10090, 10417, 10744, 11071, 11398, 11725, 12052, 12379, 12706, 13033, + 13360, 13687, 14014, 14341, 14668, 14995, 15322, 15649, 15976, 16303, 16630, 16957, 17284, 17611, 17938, 18265, 18592, 18919, 19246, 19573, 19900, 20227, 20554, 20881, 21208, 21535, 21862, 22189, 22516] + 攻击次数1 = 3 + data2 = [0, 2148, 2367, 2584, 2801, 3020, 3237, 3457, 3674, 3893, 4110, 4327, 4547, 4764, 4983, 5201, 5419, 5637, 5855, 6073, 6291, 6509, 6727, 6945, 7163, 7381, 7599, 7817, 8035, 8253, 8471, 8689, + 8907, 9125, 9343, 9561, 9779, 9997, 10215, 10433, 10651, 10869, 11087, 11305, 11523, 11741, 11959, 12177, 12395, 12613, 12831, 13049, 13267, 13485, 13703, 13921, 14139, 14357, 14575, 14793, 15011] + 攻击次数2 = 3 + data3 = [0, 9669, 10652, 11632, 12615, 13595, 14575, 15558, 16538, 17520, 18500, 19483, 20463, 21443, 22426, 23407, 24388, 25369, 26350, 27331, 28312, 29293, 30274, 31255, 32236, 33217, 34198, 35179, 36160, 37141, + 38122, 39103, 40084, 41065, 42046, 43027, 44008, 44989, 45970, 46951, 47932, 48913, 49894, 50875, 51856, 52837, 53818, 54799, 55780, 56761, 57742, 58723, 59704, 60685, 61666, 62647, 63628, 64609, 65590, 66571, 67552] + 攻击次数3 = 1 + CD = 50 + TP成长 = 0.10 + TP上限 = 5 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return (self.data0[self.等级] * self.攻击次数 + self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2+self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['魔界', '圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.26 + elif x == 1: + self.倍率 *= 1.3 + + +class 技能25(主动技能): + 名称 = '暗黑蛛丝引' # 一部分伤害分给尼古拉斯了,约2.32765倍 + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 16 + data1 = [int(i*1.19*1.074) for i in [0, 5435, 5986, 6537, 7089, 7640, 8192, 8743, 9294, 9846, 10397, 10949, 11500, 12051, 12603, 13154, 13706, 14257, 14808, 15360, 15911, + 16463, 17014, 17565, 18117, 18668, 19219, 19771, 20322, 20874, 21425, 21976, 22528, 23079, 23631, 24182, 24733, 25285, 25836, 26388, 26939]] + 攻击次数1 = 1 + data2 = [int(i*1.19*1.074) for i in [0, 7246, 7982, 8717, 9452, 10187, 10922, 11658, 12393, 13128, 13863, 14598, 15333, 16069, 16804, 17539, 18274, 19009, 19745, 20480, 21215, + 21950, 22685, 23421, 24156, 24891, 25626, 26361, 27097, 27832, 28567, 29302, 30037, 30772, 31508, 32243, 32978, 33713, 34448, 35184, 35919]] + 攻击次数2 = 1 + data3 = [int(i*1.19*1.074) for i in [0, 905, 997, 1089, 1181, 1273, 1365, 1457, 1549, 1641, 1732, 1824, 1916, 2008, 2100, 2192, 2284, 2376, 2468, 2560, + 2651, 2743, 2835, 2927, 3019, 3111, 3203, 3295, 3387, 3479, 3570, 3662, 3754, 3846, 3938, 4030, 4122, 4214, 4306, 4398, 4489]] + 攻击次数3 = 6 + CD = 20 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.攻击次数1 = 0 + self.攻击次数2 = 0 + self.攻击次数3 = 6 * (1 + 3.53) + self.CD *= 0.9 + + +class 技能26(被动技能): + 名称 = '亡魂之息' + 所在等级 = 75 + 等级上限 = 40 + 基础等级 = 11 + 关联技能 = ['降临:尼古拉斯', '降临:尼古拉斯(艾克洛索)', '驱使僵尸', '暗影蛛丝阵', '死亡之爪', '死灵之怨', '百鬼夜行', + '降临:暴君巴拉克', '暗击拳', '巴拉克强击', '杀戮乱舞', '吸魂暗劲波', '巴拉克的野心', '降临:僵尸莱迪娅', + '巴拉克的愤怒', '千魂祭', '死灵之缚', '怨噬之沼', '暗黑蛛丝引', '暴君极刑斩', '亡者君临:巴拉克之戮', '亡者之茧', '命运殇痕·摩罗斯之咒'] + 关联技能2 = ['暗魂波', '诅咒之箭'] + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.16 + 0.02 * self.等级, 5) + + def 加成倍率2(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.31 + 0.02 * self.等级, 5) + + +class 技能27(主动技能): + 名称 = '暴君极刑斩' + 所在等级 = 80 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data = [int(i*1.136*1.082) for i in [0, 43448, 47856, 52264, 56671, 61079, 65487, 69895, 74303, 78710, 83118, 87526, 91934, 96342, 100750, 105157, 109565, 113973, 118381, 122789, 127196, + 131604, 136012, 140420, 144828, 149236, 153643, 158051, 162459, 166867, 171275, 175682, 180090, 184498, 188906, 193314, 197722, 202129, 206537, 210945, 215353]] + 攻击次数 = 1 + CD = 45 + 是否有护石 = 1 + + def 等效百分比(self, 武器类型): + return self.data[self.等级] * self.攻击次数 * (1 + self.TP成长 * self.TP等级) * self.倍率 + + 护石选项 = ['圣痕'] + + def 装备护石(self, x): + if x == 0: + self.倍率 *= 1.31 + + +class 技能28(主动技能): + 名称 = '亡者君临:巴拉克之戮' + 所在等级 = 85 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + + data1 = [int(i*1.189*1.072) for i in [0, 18411, 22681, 26949, 31219, 35489, 39758, 44028, 48297, 52566, 56835, 61105, 65376, 69644, 73914, 78182, 82452, 86722, 90990, 95261, 99530, 103799, + 108069, 112338, 116607, 120876, 125147, 129416, 133685, 137955, 142223, 146493, 150763, 155032, 159302, 163571, 167840, 172110, 176379, 180648, 184917]] + 攻击次数1 = 1 + data2 = [int(i*1.189*1.072) for i in [0, 2509, 3091, 3673, 4255, 4837, 5419, 6002, 6584, 7166, 7748, 8329, 8911, 9493, 10075, 10657, 11239, 11821, 12403, 12985, 13567, + 14149, 14731, 15313, 15895, 16477, 17060, 17642, 18224, 18805, 19387, 19969, 20550, 21132, 21714, 22296, 22878, 23460, 24042, 24624, 25206]] + 攻击次数2 = 11 + data3 = [int(i*1.189*1.072) for i in [0, 46029, 56704, 67377, 78051, 88725, 99397, 110071, 120745, 131419, 142093, 152766, 163440, 174113, 184787, 195461, 206134, 216808, 227482, 238156, 248829, + 259503, 270176, 280850, 291524, 302198, 312872, 323544, 334218, 344892, 355565, 366240, 376914, 387587, 398261, 408933, 419607, 430282, 440955, 451629, 462303]] + 攻击次数3 = 1 + CD = 180 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数1 + self.data2[self.等级] * self.攻击次数2 + self.data3[self.等级] * self.攻击次数3) * (1 + self.TP成长 * self.TP等级) * self.倍率 + + +class 技能29(被动技能): + 名称 = '冥河之钥' + 所在等级 = 95 + 等级上限 = 40 + 基础等级 = 4 + + def 加成倍率(self, 武器类型): + if self.等级 == 0: + return 1.0 + else: + return round(1.18 + 0.02 * self.等级, 5) + + +class 技能30(主动技能): + 名称 = '亡者之茧' + 所在等级 = 95 + 等级上限 = 40 + 学习间隔 = 2 + 等级精通 = 30 + + data1 = [int(i*1.196*1.075) for i in [0, 4803, 5290, 5777, 6264, 6752, 7239, 7726, 8213, 8701, 9188, 9675, 10162, 10650, 11137, 11624, 12111, 12599, 13086, 13573, 14060, 14547, 15035, 15522, 16009, 16496, 16984, 17471, 17958, 18445, 18933, 19420, 19907, 20394, 20881, + 21369, 21856, 22343, 22830, 23318, 23805, 24292, 24779, 25267, 25754, 26241, 26728, 27216, 27703, 28190, 28677, 29164, 29652, 30139, 30626, 31113, 31601, 32088, 32575, 33062, 33550, 34037, 34524, 35011, 35499, 35986, 36473, 36960, 37447, 37935, 38422]] + 攻击次数 = 5 + data2 = [int(i*1.196*1.075) for i in [0, 56032, 61716, 67400, 73084, 78769, 84454, 90138, 95822, 101507, 107191, 112875, 118559, 124245, 129929, 135613, 141297, 146983, 152667, 158351, 164035, 169720, 175404, 181088, 186772, 192458, 198142, 203826, 209510, 215194, 220880, 226564, 232248, 237932, 243617, + 249302, 254986, 260670, 266355, 272039, 277723, 283407, 289093, 294777, 300461, 306145, 311831, 317515, 323199, 328883, 334568, 340252, 345936, 351621, 357306, 362990, 368674, 374358, 380042, 385728, 391412, 397096, 402780, 408465, 414150, 419834, 425518, 431203, 436887, 442571, 448255]] + 攻击次数2 = 1 + CD = 60.0 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数 + self.data2[self.等级] * self.攻击次数2) * self.倍率 + + +class 技能31(主动技能): + 名称 = '命运殇痕·摩罗斯之咒' + 所在等级 = 100 + 等级上限 = 40 + 学习间隔 = 5 + 等级精通 = 30 + + data1 = [int(i*1.197) for i in [0, 283901, 349736, 415568, 481400, 547233, 613065, 678899, 744732, 810564, 876396, 942228, 1008063, 1073895, 1139727, 1205560, 1271392, 1337226, 1403059, 1468891, 1534723, 1600555, 1666390, 1732222, 1798054, 1863887, 1929719, 1995553, 2061386, 2127218, 2193050, 2258882, 2324717, 2390549, 2456381, + 2522214, 2588046, 2653880, 2719713, 2785545, 2851377, 2917209, 2983044, 3048876, 3114708, 3180541, 3246373, 3312207, 3378040, 3443872, 3509704, 3575536, 3641371, 3707203, 3773035, 3838868, 3904700, 3970534, 4036367, 4102199, 4168031, 4233863, 4299698, 4365530, 4431362, 4497195, 4563027, 4628861, 4694694, 4760526, 4826358]] + 攻击次数 = 1 + CD = 290.0 + + 关联技能 = ['无'] + + def 加成倍率(self, 武器类型): + return 0.0 + + def 等效百分比(self, 武器类型): + return (self.data1[self.等级] * self.攻击次数) * self.倍率 + + +技能列表 = [] +i = 0 +while i >= 0: + try: + tem = eval('技能'+str(i)+'()') + tem.基础等级计算() + 技能列表.append(tem) + i += 1 + except: + i = -1 + +技能序号 = dict() +for i in range(len(技能列表)): + 技能序号[技能列表[i].名称] = i + +一觉序号 = 0 +二觉序号 = 0 +三觉序号 = 0 +for i in 技能列表: + if i.所在等级 == 50: + 一觉序号 = 技能序号[i.名称] + if i.所在等级 == 85: + 二觉序号 = 技能序号[i.名称] + if i.所在等级 == 100: + 三觉序号 = 技能序号[i.名称] + +护石选项 = ['无'] +for i in 技能列表: + if i.是否有伤害 == 1 and i.是否有护石 == 1: + 护石选项.append(i.名称) + +符文选项 = ['无'] +for i in 技能列表: + if i.所在等级 >= 20 and i.所在等级 <= 80 and i.所在等级 != 50 and i.是否有伤害 == 1: + if i.名称 not in ['降临:暴君巴拉克','暗击拳','巴拉克强击','杀戮乱舞']: + 符文选项.append(i.名称) + + +class 职业属性(角色属性): + 实际名称 = '隐夜·死灵术士' + 角色 = '暗夜使者' + 职业 = '死灵术士' + + 武器选项 = ['匕首', '手杖'] + + 类型选择 = ['魔法百分比'] + + 类型 = '魔法百分比' + 防具类型 = '轻甲' + 防具精通属性 = ['智力'] + + 主BUFF = 2.14 + + 远古记忆 = 0 + + 一觉Buff开关 = 0 + 王子显示开关 = 0 + 大巴显示开关 = 0 + + def __init__(self): + 基础属性输入(self) + self.技能栏 = deepcopy(技能列表) + self.技能序号 = deepcopy(技能序号) + + def 被动倍率计算(self): + if self.一觉Buff开关 == 1: + self.一觉提升技能1 = ['降临:尼古拉斯', '降临:尼古拉斯(艾克洛索)'] + self.一觉提升技能2 = ['降临:暴君巴拉克', + '暗击拳', '巴拉克强击', '杀戮乱舞'] + self.技能栏[self.技能序号['千魂祭']].自定义描述 = 1 + for i in self.一觉提升技能1: + x = self.技能栏[self.技能序号[i]] + x.等级 += 5 + for j in self.一觉提升技能2: + x = self.技能栏[self.技能序号[j]] + x.等级 += 4 + if self.大巴显示开关 == 0: + self.技能栏[self.技能序号['降临:暴君巴拉克']].备注 = '' + if self.王子显示开关 == 0: + self.技能栏[self.技能序号['降临:尼古拉斯']].备注 = '' + + if self.装备检查('守护的抉择'): + if self.护石第一栏 == '杀戮乱舞': + self.技能栏[self.技能序号['暗击拳']].CD *= 0.7 + self.技能栏[self.技能序号['暗击拳']].倍率 *= 1.55 + self.技能栏[self.技能序号['巴拉克强击']].CD *= 0.7 + self.技能栏[self.技能序号['巴拉克强击']].倍率 *= 1.55 + self.技能栏[self.技能序号['降临:暴君巴拉克']].倍率 *= 1.55 + if self.护石第二栏 == '杀戮乱舞': + self.技能栏[self.技能序号['暗击拳']].CD *= 0.75 + self.技能栏[self.技能序号['暗击拳']].倍率 *= 1.45 + self.技能栏[self.技能序号['巴拉克强击']].CD *= 0.75 + self.技能栏[self.技能序号['巴拉克强击']].倍率 *= 1.45 + self.技能栏[self.技能序号['降临:暴君巴拉克']].倍率 *= 1.45 + + super().被动倍率计算() + self.暗属性强化 += self.技能栏[self.技能序号['黑暗之环']].属强加成() + + self.技能栏[self.技能序号['降临:尼古拉斯(艾克洛索)'] + ].等级 = self.技能栏[self.技能序号['降临:尼古拉斯']].等级 + self.技能栏[self.技能序号['降临:尼古拉斯(艾克洛索)'] + ].TP等级 = self.技能栏[self.技能序号['降临:尼古拉斯']].TP等级 + + for i in [self.技能序号['暗击拳'], self.技能序号['巴拉克强击'], self.技能序号['杀戮乱舞']]: + self.技能栏[i].等级 = self.技能栏[self.技能序号['降临:暴君巴拉克']].等级 + self.技能栏[i].TP等级 = self.技能栏[self.技能序号['降临:暴君巴拉克']].TP等级 + + def 数据计算(self, x=0, y=-1): + self.预处理() + # 初步计算 + 技能释放次数 = self.技能释放次数计算() + 技能单次伤害 = self.技能单次伤害计算(y) + 技能总伤害 = self.技能总伤害计算(技能释放次数, 技能单次伤害) + + if self.技能栏[self.技能序号['降临:暴君巴拉克']].等级 != 0 and self.大巴显示开关 == 0: + 技能总伤害[self.技能序号['降临:暴君巴拉克']] += 技能总伤害[self.技能序号['暗击拳']] + \ + 技能总伤害[self.技能序号['巴拉克强击']] + 技能总伤害[self.技能序号['杀戮乱舞']] + 技能总伤害[self.技能序号['暗击拳']] = 0 + 技能总伤害[self.技能序号['巴拉克强击']] = 0 + 技能总伤害[self.技能序号['杀戮乱舞']] = 0 + + if self.技能栏[self.技能序号['降临:尼古拉斯']].等级 != 0 and self.王子显示开关 == 0: + 技能总伤害[self.技能序号['降临:尼古拉斯']] += 技能总伤害[self.技能序号['降临:尼古拉斯(艾克洛索)']] + 技能总伤害[self.技能序号['降临:尼古拉斯(艾克洛索)']] = 0 + + # 返回结果 + return self.数据返回(x, 技能释放次数, 技能总伤害) + + +class 隐夜·死灵术士(角色窗口): + def 窗口属性输入(self): + self.初始属性 = 职业属性() + self.角色属性A = 职业属性() + self.角色属性B = 职业属性() + self.一觉序号 = 一觉序号 + self.二觉序号 = 二觉序号 + self.三觉序号 = 三觉序号 + self.护石选项 = deepcopy(护石选项) + self.符文选项 = deepcopy(符文选项) + + def 界面(self): + super().界面() + self.一觉Buff开关 = QCheckBox('一觉Buff', self.main_frame2) + self.一觉Buff开关.resize(200, 20) + self.一觉Buff开关.move(335, 420) + self.一觉Buff开关.setStyleSheet(复选框样式) + self.一觉Buff开关.setChecked(True) + + self.王子显示开关 = QCheckBox('降临:尼古拉斯拆分显示', self.main_frame2) + self.王子显示开关.resize(200, 20) + self.王子显示开关.move(335, 450) + self.王子显示开关.setStyleSheet(复选框样式) + self.王子显示开关.setChecked(False) + + self.大巴显示开关 = QCheckBox('降临:暴君巴拉克拆分显示', self.main_frame2) + self.大巴显示开关.resize(200, 20) + self.大巴显示开关.move(335, 480) + self.大巴显示开关.setStyleSheet(复选框样式) + self.大巴显示开关.setChecked(False) + + self.职业存档.append(('一觉Buff开关', self.一觉Buff开关, 0)) + self.职业存档.append(('王子显示开关', self.王子显示开关, 0)) + self.职业存档.append(('大巴显示开关', self.大巴显示开关, 0)) + + def 输入属性(self, 属性, x=0): + super().输入属性(属性, x) + if self.一觉Buff开关.isChecked(): + 属性.一觉Buff开关 = 1 + if self.觉醒选择状态 == 1: + 属性.一觉Buff开关 = 0 + if self.王子显示开关.isChecked(): + 属性.王子显示开关 = 1 + if self.大巴显示开关.isChecked(): + 属性.大巴显示开关 = 1 + + def 强化觉醒选择(self, index): + self.觉醒选择状态 = index + if index == 1: + self.一觉遮罩透明度.setOpacity(0.0) + self.二觉遮罩透明度.setOpacity(0.5) + self.一觉Buff开关.setEnabled(False) + self.一觉Buff开关.setStyleSheet(复选框样式) + if index == 2: + self.一觉遮罩透明度.setOpacity(0.5) + self.二觉遮罩透明度.setOpacity(0.0) + self.一觉Buff开关.setEnabled(True) + self.一觉Buff开关.setStyleSheet(复选框样式) + + self.一觉遮罩.setGraphicsEffect(self.一觉遮罩透明度) + self.二觉遮罩.setGraphicsEffect(self.二觉遮罩透明度) diff --git a/LICENSE b/LICENSE new file mode 100644 index 00000000..f288702d --- /dev/null +++ b/LICENSE @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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But first, please read +. diff --git a/PublicReference/__init__.py b/PublicReference/__init__.py new file mode 100644 index 00000000..33ab2128 --- /dev/null +++ b/PublicReference/__init__.py @@ -0,0 +1,28 @@ +#!/usr/bin/env python +# -*- coding: utf-8 -*- +# ------------------------------- +# File : logging +# DateTime : 2020/6/10 0010 17:21 +# Author : Chen Ji +# Email : fzls.zju@gmail.com +# ------------------------------- + +from .utils.common import * +import multiprocessing +from datetime import datetime + +process_name = multiprocessing.current_process().name +time_str = datetime.now().strftime('%Y_%m_%d_%H_%M_%S') +only_need_main_process_log = True +if not only_need_main_process_log or "MainProcess" in process_name: + fileHandler = logging.FileHandler("{0}/{1}_{2}_{3}.log".format( + log_directory, logger.name, process_name, time_str), + encoding="utf-8") + fileHandler.setFormatter(logFormatter) + fileHandler.setLevel(logging.DEBUG) + logger.addHandler(fileHandler) + +consoleHandler = logging.StreamHandler() +consoleHandler.setFormatter(logFormatter) +consoleHandler.setLevel(logging.INFO) +logger.addHandler(consoleHandler) diff --git a/PublicReference/buffer/base.py b/PublicReference/buffer/base.py new file mode 100644 index 00000000..6581f72f --- /dev/null +++ b/PublicReference/buffer/base.py @@ -0,0 +1,3450 @@ +from ctypes import * + +from .panel import * +from .property import * +from PublicReference.choise.选项设置_buff import * +from PublicReference.common import * +from PublicReference.utils.common import * +from PublicReference.view.DialogRegister import DefaultDialogRegister +from PublicReference.equipment.冒险家名望 import * + + +class 角色窗口(窗口): + def __init__(self): + self.初始属性: 辅助角色属性 = None + self.护石选项 = [ + '无', 'BUFF力量、智力+2%', 'BUFF力量、智力+4%', 'BUFF力量、智力+6%', 'BUFF力量、智力+8%' + ] + self.登记启用 = False + super().__init__() + + store.bind(self, "登记启用", "/{type}/data/register_enable") + + def 称号描述(self): + temp = '' + temp += '' + trans( + self.称号.currentData()) + '
' + temp += 称号列表[self.称号.currentIndex()].装备描述_BUFF(self.角色属性B)[:-4] + temp += '
' + return temp + + def 宠物描述(self): + temp = '' + temp += '' + self.宠物.currentData( + ) + '
' + temp += 宠物列表[self.宠物.currentIndex()].装备描述_BUFF(self.角色属性B)[:-4] + temp += '
' + return temp + + def 界面(self): + self.setFixedSize(1120, 680) + self.窗口高度 = 680 + self.行高 = 30 + self.输出背景图片 = QPixmap(trans("./ResourceFiles/img/输出背景_BUFF.png")) + super().界面() + + def 界面1(self): + super().界面1() + # increase_counter(ga_category="buffer界面", name="装备/选择/打造") + + for i in 称号列表: + self.称号.addItem(trans(i.显示名称), i.名称) + + for i in 宠物列表: + self.宠物.addItem(trans(i.显示名称), i.名称) + + 标签 = QLabel(self.main_frame1) + 人物 = QPixmap('./ResourceFiles/' + self.角色属性A.实际名称 + "/职业.png") + 标签.setPixmap(人物) + 标签.resize(191, 523) + 标签.move(922 + int((191 - 人物.width()) / 2), 10) + + self.百变怪选项 = QCheckBox(trans('百变怪'), self.main_frame1) + self.百变怪选项.move(660, 613) + self.百变怪选项.resize(80, 24) + self.百变怪选项.setToolTip( + '{}'.format('仅在极速模式和套装模式下生效')) + self.百变怪选项.setStyleSheet(复选框样式) + + self.计算模式选择 = MyQComboBox(self.main_frame1) + self.计算模式选择.addItems(['计算模式:极速模式', '计算模式:套装模式', '计算模式:单件模式']) + self.计算模式选择.move(750, 613) + self.计算模式选择.resize(235, 24) + self.计算模式选择.setStyleSheet(下拉框样式) + self.计算模式选择.setToolTip('{}'.format( + trans( + '极速模式:533和3332(散搭) (不含智慧产物)

套装模式:533、3332(散搭)和3233(双防具) (不含智慧产物)

单件模式:所有组合 (不含百变怪)' + ))) + + self.切装模式选项 = QCheckBox(trans('一觉切1件装备'), self.main_frame1) + self.切装模式选项.move(875, 580) + self.切装模式选项.resize(105, 24) + self.切装模式选项.setToolTip('{}'.format( + trans('仅对极速/套装模式中的3332散搭组合生效

默认相同打造'))) + self.切装模式选项.setStyleSheet(复选框样式) + + self.神话排名选项 = QCheckBox(trans('神话排名模式'), self.main_frame1) + self.神话排名选项.move(990, 580) + self.神话排名选项.resize(100, 24) + self.神话排名选项.setToolTip('{}'.format( + trans('仅显示有神话的组合,且每件神话装备只会出现一次'))) + self.神话排名选项.setStyleSheet(复选框样式) + + self.最大使用线程数 = thread_num + self.线程数选择 = MyQComboBox(self.main_frame1) + self.线程数选择.move(660, 580) + self.线程数选择.resize(80, 24) + for i in range(thread_num, 0, -1): + self.线程数选择.addItem(trans('进程:') + str(i)) + if thread_num > 1: + self.线程数选择.setCurrentIndex(1) + + self.禁用存档 = QCheckBox(trans('禁用自动存档'), self.main_frame1) + self.禁用存档.move(990, 545) + self.禁用存档.resize(100, 24) + self.禁用存档.setStyleSheet(复选框样式) + + 重置按钮 = QPushButton(trans('全局重置'), self.main_frame1) + 重置按钮.clicked.connect(lambda state: self.全局重置()) + 重置按钮.move(880, 545) + 重置按钮.resize(100, 24) + 重置按钮.setStyleSheet(按钮样式) + + self.排行参数 = MyQComboBox(self.main_frame1) + self.排行参数.addItems(['提升率排行', '面板排行', '力智排行', '三攻排行']) + self.排行参数.move(770, 545) + self.排行参数.resize(100, 24) + + self.存档选择 = MyQComboBox(self.main_frame1) + self.存档选择.move(660, 545) + self.存档选择.resize(90, 24) + self.存档选择.currentIndexChanged.connect(lambda state: self.存档更换()) + + # 一键修正按钮添加 + self.一键站街设置输入.append(QLineEdit(self.main_frame1)) + self.一键站街设置输入[0].setAlignment(Qt.AlignCenter) + self.一键站街设置输入[0].setStyleSheet(输入框样式) + self.一键站街设置输入[0].resize(45, 24) + self.一键站街设置输入[0].move(750, 580) + + self.一键修正按钮 = QPushButton(trans('一键修正'), self.main_frame1) + self.一键修正按钮.clicked.connect(lambda state: self.一键修正()) + self.一键修正按钮.move(800, 580) + self.一键修正按钮.resize(70, 24) + self.一键修正按钮.setStyleSheet(按钮样式) + + 增幅选项 = [] + for i in range(12): + combo = self.装备打造选项[i + 12] + combo.currentIndexChanged.connect( + lambda: store.emit("/{type}/data/amplifies")) + 增幅选项.append(combo) + store.compute("/{type}/data/amplifies", + lambda: [i.currentIndex() for i in 增幅选项], None) + + def 界面2(self): + # increase_counter(ga_category="buffer界面", name="技能/符文/其它") + # 第二个布局界面 + self.main_frame2 = QWidget() + + # 技能等级、次数输入 + + self.护石第一栏 = MyQComboBox(self.main_frame2) + self.护石第二栏 = MyQComboBox(self.main_frame2) + self.护石第三栏 = MyQComboBox(self.main_frame2) + + self.等级调整 = [] + self.次数输入 = [] + + num = 0 + for skill in self.角色属性A.技能表.values(): + level_combo = MyQComboBox(self.main_frame2) + enable_combo = MyQComboBox(self.main_frame2) + + level_min = 0 if skill.所在等级 == 50 or skill.所在等级 == 85 else -skill.基础等级 + level_max = skill.等级上限 - skill.基础等级 + 1 + + for j in range(level_min, level_max): + level_combo.addItem(str(j)) + for j in range(2): + enable_combo.addItem(str(j)) + enable_combo.activated.connect( + lambda state, index=num: self.BUFF次数输入填写(index)) + self.等级调整.append(level_combo) + self.次数输入.append(enable_combo) + num += 1 + 横坐标 = 30 + 纵坐标 = 0 + 横坐标偏移量 = 60 + 纵坐标偏移量 = 30 + 词条框宽度 = 48 + 行高 = 20 + + counter = 0 + for i in trans(['契约满级', '等级调整', '是否适用']): + x = QLabel(i, self.main_frame2) + x.move(横坐标 + 横坐标偏移量 - 30 + 50 * counter, 纵坐标 + 5) + x.setStyleSheet(标签样式) + counter += 1 + + 纵坐标 += 20 + + num = 0 + for skill in self.角色属性A.技能表.values(): + x = QLabel(self.main_frame2) + x.setPixmap(self.技能图片[num]) + x.resize(28, 28) + tempstr = '' + \ + skill.名称 + skill.备注 + '
' + tempstr += '所在等级:' + str(skill.所在等级) + '
' + tempstr += '等级上限:' + str(skill.等级上限) + '
' + x.setToolTip(tempstr) + x.move(横坐标, 纵坐标 + 7) + 横坐标 += 40 + x = QLabel('Lv' + str(skill.基础等级), self.main_frame2) + x.resize(40, 28) + x.move(横坐标, 纵坐标 + 7) + x.setStyleSheet(标签样式) + 横坐标 += 40 + self.等级调整[num].resize(词条框宽度, 行高) + self.等级调整[num].move(横坐标, 纵坐标 + 10) + 横坐标 -= 80 + 纵坐标 += 纵坐标偏移量 + num += 1 + + 横坐标 = 横坐标 + 80 + 50 + 纵坐标 = 30 + + for i in range(len(self.角色属性A.技能表)): + self.次数输入[i].resize(词条框宽度, 行高) + self.次数输入[i].move(横坐标, 纵坐标) + 纵坐标 += 纵坐标偏移量 + + self.护石第一栏.addItems(self.护石选项) + self.护石第二栏.addItems(self.护石选项) + self.护石第三栏.addItems(self.护石选项) + self.护石栏 = [self.护石第一栏, self.护石第二栏, self.护石第三栏] + + 横坐标 = 395 + 纵坐标 = 20 + 行高 = 18 + x = QLabel(trans("护石") + "Ⅰ", self.main_frame2) + x.move(横坐标, 纵坐标) + x.setStyleSheet(标签样式) + 纵坐标 += 21 + self.护石第一栏.move(横坐标, 纵坐标) + self.护石第一栏.resize(130, 行高) + + 横坐标 = 565 + 纵坐标 = 20 + x = QLabel(trans("护石") + "Ⅱ", self.main_frame2) + x.move(横坐标, 纵坐标) + x.setStyleSheet(标签样式) + 纵坐标 += 21 + self.护石第二栏.move(横坐标, 纵坐标) + self.护石第二栏.resize(130, 行高) + + 横坐标 = 395 + 纵坐标 = 70 + 行高 = 18 + x = QLabel(trans("护石") + "Ⅲ", self.main_frame2) + x.move(横坐标, 纵坐标) + x.setStyleSheet(标签样式) + 纵坐标 += 21 + self.护石第三栏.move(横坐标, 纵坐标) + self.护石第三栏.resize(130, 行高) + + self.辟邪玉选择 = [] + self.辟邪玉数值 = [] + x = QLabel(trans("辟邪玉选择"), self.main_frame2) + x.move(395, 115 + 5) + x.setStyleSheet(标签样式) + for i in range(4): + x = MyQComboBox(self.main_frame2) + for j in 辟邪玉列表: + # '[' + str(j.编号) + ']' + + x.addItem(j.名称) + x.resize(200, 20) + x.move(395, 140 + i * 25) + x.currentIndexChanged.connect( + lambda state, index=i: self.辟邪玉数值选项更新(index)) + self.辟邪玉选择.append(x) + y = MyQComboBox(self.main_frame2) + y.resize(80, 20) + y.move(615, 140 + i * 25) + self.辟邪玉数值.append(y) + + self.复选框列表 = [] + for i in 选项设置列表: + self.复选框列表.append(QCheckBox(trans(i.名称), self.main_frame2)) + + 横坐标 = 395 + 纵坐标 = 240 + + x = QLabel(trans("武器融合:"), self.main_frame2) + x.move(横坐标, 纵坐标 + 5) + x.resize(300, 20) + x.setStyleSheet(标签样式) + + self.希洛克武器选择 = MyQComboBox(self.main_frame2) + self.希洛克武器选择.addItems(['武器词条:无', '自适应最高值', '自选词条数值']) + self.希洛克武器选择.resize(120, 20) + self.希洛克武器选择.move(横坐标 + 60, 纵坐标 + 5) + self.希洛克武器选择.currentIndexChanged.connect( + lambda state: self.希洛克武器选择更新()) + 纵坐标 += 10 + self.武器融合属性A = MyQComboBox(self.main_frame2) + for j in 武器属性A列表: + self.武器融合属性A.addItem(j.固定属性描述) + self.武器融合属性A.resize(60, 20) + self.武器融合属性A.move(横坐标, 纵坐标 + 25) + + self.武器融合属性A1 = MyQComboBox(self.main_frame2) + self.武器融合属性A1.resize(90 + 75, 20) + self.武器融合属性A1.move(横坐标 + 110 - 50 + 5, 纵坐标 + 25) + + self.武器融合属性A2 = MyQComboBox(self.main_frame2) + self.武器融合属性A2.resize(50, 20) + self.武器融合属性A2.move(横坐标 + 205 + 20 + 10, 纵坐标 + 25) + self.武器融合属性A.currentIndexChanged.connect( + lambda: self.希洛克武器随机词条更新(self.武器融合属性A.currentIndex())) + + x = QLabel(trans("择优方向"), self.main_frame2) + x.move(横坐标 + 335, 纵坐标 + 15) + x.resize(300, 20) + x.setStyleSheet(标签样式) + + self.觉醒择优方向 = MyQComboBox(self.main_frame2) + self.觉醒择优方向.addItem('自选觉醒择优系数') + self.觉醒择优方向.addItem('续航向:觉醒0.7系数') + self.觉醒择优方向.addItem('爆发向:觉醒1.0系数') + self.觉醒择优方向.resize(138, 20) + self.觉醒择优方向.move(横坐标 + 300, 纵坐标 + 40) + self.觉醒择优方向.currentIndexChanged.connect( + lambda index: self.调整觉醒择优方向(index)) + + self.觉醒择优系数 = MyQComboBox(self.main_frame2) + self.觉醒择优系数.resize(138, 20) + self.觉醒择优系数.move(横坐标 + 440, 纵坐标 + 40) + for i in range(21): + self.觉醒择优系数.addItem(str(round(i / 10, 1))) + self.觉醒择优系数.setCurrentIndex(10) + + 纵坐标 = 纵坐标 + 30 + self.武器融合属性B = MyQComboBox(self.main_frame2) + for j in 武器属性B列表: + self.武器融合属性B.addItem(j.固定属性描述) + self.武器融合属性B.resize(60, 20) + self.武器融合属性B.move(横坐标, 纵坐标 + 25) + + self.武器融合属性B1 = MyQComboBox(self.main_frame2) + self.武器融合属性B1.resize(90 + 75, 20) + self.武器融合属性B1.move(横坐标 + 110 - 50 + 5, 纵坐标 + 25) + + self.武器融合属性B2 = MyQComboBox(self.main_frame2) + self.武器融合属性B2.resize(50, 20) + self.武器融合属性B2.move(横坐标 + 205 + 20 + 10, 纵坐标 + 25) + self.武器融合属性B.currentIndexChanged.connect( + lambda: self.希洛克武器随机词条更新(self.武器融合属性B.currentIndex(), 1)) + + 纵坐标 = 纵坐标 + 60 + 标签 = QLabel(trans('黑鸦遴选词条'), self.main_frame2) + 标签.setStyleSheet(标签样式 + 'QLabel{font-size:13px;}') + 标签.resize(410, 20) + 标签.move(横坐标, 纵坐标) + 标签.setAlignment(Qt.AlignCenter) + + 名称 = trans(['武  器', '戒  指', '辅助装备', '下  装']) + 纵坐标 = 纵坐标 + 25 + self.黑鸦词条选项 = [] + for i in range(4): + this_index = i + x = QLabel(名称[i], self.main_frame2) + x.setStyleSheet(标签样式 + + 'QLabel{font-size:13px;};text-align: justify;') + # x.setStyleSheet('text-align: justify') + x.resize(55, 20) + x.move(横坐标, 纵坐标 + i * 25) + tem = [] + tem.append(MyQComboBox(self.main_frame2)) + if i == 0: + tem[0].addItems(['无', '计算最高', '自选数值', '自选数值-觉醒']) + tem[0].resize(91, 20) + tem[0].move(横坐标 + 60, 纵坐标 + 25 * i) + tem[0].currentIndexChanged.connect( + lambda state, index=i: self.黑鸦词条更新(index)) + else: + tem[0].addItems(['无', '计算最高', '自选数值']) + tem[0].resize(91, 20) + tem[0].move(横坐标 + 60, 纵坐标 + 25 * i) + tem[0].currentIndexChanged.connect( + lambda state, index=i: self.黑鸦词条更新(index)) + tem.append(MyQComboBox(self.main_frame2)) + tem[1].resize(60, 20) + tem[1].move(横坐标 + 156, 纵坐标 + 25 * i) + + tem.append(MyQComboBox(self.main_frame2)) + tem[2].resize(90 + 75, 20) + tem[2].move(横坐标 + 266 - 50 + 5, 纵坐标 + 25 * i) + + tem.append(MyQComboBox(self.main_frame2)) + tem[3].resize(50, 20) + tem[3].move(横坐标 + 361 + 20 + 10, 纵坐标 + 25 * i) + if i > 0: + for item in 装备变换属性列表: + tem[1].addItem(item.固定属性描述) + tem[1].currentIndexChanged.connect( + lambda state, index=i: self.黑鸦随机词条更新(index, 1)) + else: + for item in 武器变换属性列表: + tem[1].addItem(item.固定属性描述) + tem[1].currentIndexChanged.connect( + lambda state, index=i: self.黑鸦随机词条更新(index)) + self.黑鸦词条选项.append(tem) + self.黑鸦词条更新(i) + + 横坐标 = 740 + 纵坐标 = 30 + self.希洛克套装按钮 = [] + self.希洛克单件按钮 = [] + self.希洛克遮罩透明度 = [] + self.希洛克选择状态 = [0] * 15 + + count = 0 + for i in 希洛克套装: + self.希洛克套装按钮.append(QPushButton(trans(i), self.main_frame2)) + self.希洛克套装按钮[count].setStyleSheet(按钮样式) + self.希洛克套装按钮[count].resize(50, 22) + self.希洛克套装按钮[count].move(横坐标, 纵坐标 + 3 + count * 40) + self.希洛克套装按钮[count].clicked.connect( + lambda state, index=(count + 1) * 100: self.希洛克选择(index)) + + for j in range(3): + 序号 = count * 3 + j + 图片 = QLabel(self.main_frame2) + 图片.setPixmap( + QPixmap('./ResourceFiles/img/希洛克/' + str(序号) + '.png')) + 图片.resize(28, 28) + 图片.move(横坐标 + 60 + j * 30, 纵坐标 + count * 40) + self.希洛克遮罩透明度.append(QGraphicsOpacityEffect()) + self.希洛克遮罩透明度[序号].setOpacity(0.5) + + siroco_button = QPushButton(self.main_frame2) + siroco_button.setStyleSheet("background-color: rgb(0, 0, 0)") + siroco_button.resize(28, 28) + siroco_button.move(横坐标 + 60 + j * 30, 纵坐标 + count * 40) + siroco_button.setGraphicsEffect(self.希洛克遮罩透明度[序号]) + siroco_button.clicked.connect( + lambda state, index=序号: self.希洛克选择(index)) + self.希洛克单件按钮.append(siroco_button) + count += 1 + + 横坐标 = 395 + 纵坐标 = 480 + self.奥兹玛套装按钮 = [] + self.奥兹玛单件按钮 = [] + self.奥兹玛遮罩透明度 = [] + self.奥兹玛选择状态 = [0] * 25 + + T = deepcopy(self.初始属性) + + T.装备描述 = 1 + + count = 0 + for i in 奥兹玛套装: + self.奥兹玛套装按钮.append(QPushButton(trans(i), self.main_frame2)) + self.奥兹玛套装按钮[count].setStyleSheet(按钮样式) + self.奥兹玛套装按钮[count].resize(75, 22) + self.奥兹玛套装按钮[count].move(横坐标, 纵坐标 + 3 + count * 32) + self.奥兹玛套装按钮[count].clicked.connect( + lambda state, index=(count + 1) * 100: self.奥兹玛选择(index)) + + ozma = OzmaList[count] + + for j in range(5): + 序号 = count * 5 + j + 图片 = QLabel(self.main_frame2) + 图片.setPixmap( + QPixmap('./ResourceFiles/img/奥兹玛/' + str(序号) + '.png')) + 图片.resize(28, 28) + 图片.move(横坐标 + 60 + j * 30 + 20, 纵坐标 + count * 32) + self.奥兹玛遮罩透明度.append(QGraphicsOpacityEffect()) + self.奥兹玛遮罩透明度[序号].setOpacity(0.5) + + tooltip = trans('{奥兹玛融合属性}:
') + tooltip += ozma(T) + tooltip = tooltip_trim(tooltip) + + ozma_button = QPushButton(self.main_frame2) + ozma_button.setStyleSheet("background-color: rgb(0, 0, 0)") + ozma_button.setToolTip(tooltip) + ozma_button.resize(28, 28) + ozma_button.move(横坐标 + 60 + j * 30 + 20, 纵坐标 + count * 32) + ozma_button.setGraphicsEffect(self.奥兹玛遮罩透明度[序号]) + ozma_button.clicked.connect( + lambda state, index=序号: self.奥兹玛选择(index)) + self.奥兹玛单件按钮.append(ozma_button) + count += 1 + + counter = 0 + for i in self.复选框列表: + i.setStyleSheet(复选框样式) + i.resize(180, 20) + i.move(930, 25 + counter * 28) + if counter < 1: + i.setChecked(True) + counter += 1 + + self.排行选项 = [] + for i in range(4): + self.排行选项.append(MyQComboBox(self.main_frame2)) + self.排行选项[0].setEditable(True) + for i in [ + 3000, 3500, 4000, 4500, 5000, 5500, 6000, 7000, 8000, 10000, + 12000, 15000, 20000 + ]: + self.排行选项[0].addItem(trans('C力智:') + str(i)) + self.排行选项[0].setCurrentIndex(4) + + self.排行选项[1].setEditable(True) + for i in [ + 2000, 2100, 2200, 2300, 2400, 2500, 2600, 2700, 2800, 2900, + 3000, 3100, 3200, 3300, 3400, 3500, 3600, 3700, 3800, 3900, + 4000, 4200, 4400, 4600, 4800, 5000 + ]: + self.排行选项[1].addItem(trans('C三攻:') + str(i)) + self.排行选项[1].setCurrentIndex(10) + + for i in ['物理百分比', '魔法百分比', '物理固伤', '魔法固伤']: + self.排行选项[2].addItem(i) + + for i in ['无系统奶', '希洛克系统奶', '黑鸦系统奶']: + self.排行选项[3].addItem(i) + + counter = 0 + for i in self.排行选项: + i.resize(100, 20) + i.move(990, 490 + counter * 28) + counter += 1 + + self.计算按钮2 = QPushButton(trans('开始计算'), self.main_frame2) + self.计算按钮2.clicked.connect(lambda state: self.计算()) + self.计算按钮2.move(990, 610) + self.计算按钮2.resize(100, 30) + self.计算按钮2.setStyleSheet(按钮样式) + + self.觉醒选择状态 = 2 + self.一觉遮罩透明度 = QGraphicsOpacityEffect() + self.一觉遮罩透明度.setOpacity(0.5) + self.二觉遮罩透明度 = QGraphicsOpacityEffect() + self.二觉遮罩透明度.setOpacity(0.0) + x = 250 + y = 230 + self.觉醒选择 = QLabel(self.main_frame2) + self.觉醒选择.setPixmap(QPixmap('./ResourceFiles/img/觉醒选择.png')) + self.觉醒选择.resize(120, 100) + self.觉醒选择.move(x, y - 20) + self.一觉图片 = QLabel(self.main_frame2) + self.一觉图片.setPixmap(self.技能图片[self.初始属性.一觉序号]) + self.一觉图片.resize(28, 28) + self.一觉图片.move(x + 7, y + 8) + self.二觉图片 = QLabel(self.main_frame2) + self.二觉图片.setPixmap(self.技能图片[self.初始属性.二觉序号]) + self.二觉图片.resize(28, 28) + self.二觉图片.move(x + 52, y + 8) + self.一觉遮罩 = QPushButton(self.main_frame2) + self.一觉遮罩.resize(38, 50) + self.一觉遮罩.move(x + 2, y + 5) + self.一觉遮罩.setStyleSheet( + "QPushButton{background-color:rgb(0,0,0);border:1px;border-radius:3px;}" + ) + self.一觉遮罩.setGraphicsEffect(self.一觉遮罩透明度) + self.一觉遮罩.clicked.connect(lambda state, index=1: self.强化觉醒选择(index)) + self.二觉遮罩 = QPushButton(self.main_frame2) + self.二觉遮罩.resize(38, 50) + self.二觉遮罩.move(x + 47, y + 5) + self.二觉遮罩.setStyleSheet( + "QPushButton{background-color:rgb(0,0,0);border:1px;border-radius:3px;}" + ) + self.二觉遮罩.setGraphicsEffect(self.二觉遮罩透明度) + self.二觉遮罩.clicked.connect(lambda state, index=2: self.强化觉醒选择(index)) + self.武器融合属性A.setEnabled(False) + self.武器融合属性A1.setEnabled(False) + self.武器融合属性A2.setEnabled(False) + self.武器融合属性A.setStyleSheet(下拉框样式) + self.武器融合属性A1.setStyleSheet(下拉框样式) + self.武器融合属性A2.setStyleSheet(下拉框样式) + # 武器融合属性B禁用 + self.武器融合属性B.setEnabled(False) + self.武器融合属性B1.setEnabled(False) + self.武器融合属性B2.setEnabled(False) + self.武器融合属性B.setStyleSheet(下拉框样式) + self.武器融合属性B1.setStyleSheet(下拉框样式) + self.武器融合属性B2.setStyleSheet(下拉框样式) + + def 界面3(self): + # increase_counter(ga_category="buffer界面", name="基础/细节/修正") + # 第三个布局界面 + self.main_frame3 = QWidget() + + self.属性设置输入 = [] + self.技能设置输入 = [] + + 宽度 = 43 + + 列名称1 = trans(["智力", "体力", "精神"]) + 行名称1 = trans([ + "工会属性", "训练官BUFF", "戒指", "婚房", "冒险团", "晶体契约", "收集箱", "勋章", "名称装饰卡", + "快捷栏纹章", "宠物装备-红", " 宠物装备-蓝 ", " 宠物装备-绿 ", "宠物附魔", "皮肤", + "站街修正", "进图修正", "登记修正", '' + ]) + + column_count = len(列名称1) + row_count = len(行名称1) + + 名称 = QLabel(trans("基础细节"), self.main_frame3) + 名称.setAlignment(Qt.AlignCenter) + 名称.setStyleSheet(标签样式) + 名称.resize(80, 25) + 名称.move(10, 5) + + for i in range(column_count): + 名称 = QLabel(列名称1[i], self.main_frame3) + 名称.setAlignment(Qt.AlignCenter) + 名称.setStyleSheet(标签样式) + 名称.resize(宽度, 25) + 名称.move(95 + i * (宽度 + 5), 5) + + Linelist = [[], [], []] + + for j in range(row_count): + 名称 = QLabel(行名称1[j], self.main_frame3) + 名称.setAlignment(Qt.AlignCenter) + 名称.setStyleSheet(标签样式) + 名称.resize(80, 25) + 名称.move(10, 35 + j * 30) + + for i in range(column_count): + Linelist[i].append(QLineEdit(self.main_frame3)) + Linelist[i][j].setAlignment(Qt.AlignCenter) + Linelist[i][j].setStyleSheet(输入框样式) + if 行名称1[j] != '': + Linelist[i][j].resize(宽度, 22) + Linelist[i][j].move(95 + i * (宽度 + 5), 35 + j * 30) + else: + Linelist[i][j].resize(0, 0) + + self.属性设置输入.extend(Linelist) + + 列名称2 = trans(["智力", "体力", "精神", "徽章智", "徽章体", "徽章精", "技能等级及选项"]) + 行名称2 = trans([ + "上衣", "下装", "头肩", "腰带", "鞋", "手镯", "项链", "戒指", "左槽", "右槽", "耳环", + "武器", "BUFF等级补正", "穿戴称号", "穿戴光环", "武器装扮", "时装", "宠物登记补正", "光环登记补正" + ]) + + self.列名称 = 列名称1 + 列名称2 + self.行名称 = 行名称1 + 行名称2 + + 名称 = QLabel(trans("附魔&徽章"), self.main_frame3) + 名称.setAlignment(Qt.AlignCenter) + 名称.setStyleSheet(标签样式) + 名称.resize(80, 25) + 名称.move(7 * 宽度, 5) + for i in range(7): + 名称 = QLabel(列名称2[i], self.main_frame3) + 名称.setAlignment(Qt.AlignCenter) + 名称.setStyleSheet(标签样式) + if i == 6: + 名称.resize(150, 25) + else: + 名称.resize(宽度, 25) + 名称.move(90 + 7 * 宽度 + i * (宽度 + 5), 5) + + for j in range(19): + 名称 = QLabel(行名称2[j], self.main_frame3) + 名称.setAlignment(Qt.AlignCenter) + 名称.setStyleSheet(标签样式) + 名称.resize(80, 25) + 名称.move(7 * 宽度, 35 + j * 30) + + for i in range(6): + Linelist = [] + for j in range(19): + Linelist.append(QLineEdit(self.main_frame3)) + Linelist[j].setAlignment(Qt.AlignCenter) + Linelist[j].setStyleSheet(输入框样式) + Linelist[j].resize(宽度, 22) + Linelist[j].move(90 + 7 * 宽度 + i * (宽度 + 5), 35 + j * 30) + self.属性设置输入.append(Linelist) + + for j in range(19): + self.技能设置输入.append(MyQComboBox(self.main_frame3)) + self.技能设置输入[j].addItem('无') + self.技能设置输入[j].setStyleSheet(下拉框样式) + self.技能设置输入[j].resize(150, 22) + self.技能设置输入[j].move(90 + 7 * 宽度 + 6 * (宽度 + 5), 35 + j * 30) + + for j in [2, 3, 4]: + self.技能设置输入[j].addItems(['Lv1-30(主动)Lv+1', 'Lv1-50(主动)Lv+1']) + + self.技能设置输入[2].addItems(['Lv1-35(主动)Lv+1', 'Lv30-50(主动)Lv+1']) + self.技能设置输入[3].addItem('Lv30-50(主动)Lv+1') + + # 白金 + skills = [ + trans('{$name}Lv+1', name=i.名称) for i in self.角色属性A.技能表.values() + if i.所在等级 < 48 + ] + + for j in [8, 9]: + self.技能设置输入[j].addItems(skills) + + self.技能设置输入[12].addItems( + ['BUFFLv+1', 'BUFFLv+2', 'BUFFLv+3', 'BUFFLv+4']) + self.技能设置输入[13].addItems(['Lv1-50(主动)Lv+1', '一觉Lv+1', '一觉Lv+2']) + self.技能设置输入[14].addItems([ + 'Lv1-30(所有)Lv+1', 'Lv1-50(所有)Lv+1', 'Lv1-20(所有)Lv+1', + 'Lv20-30(所有)Lv+1', 'Lv1-80(所有)Lv+1' + ]) + + skills = [ + trans('{$name}Lv+1', name=i.名称) for i in self.角色属性A.技能表.values() + if i.所在等级 < 85 + ] + + skills_weapons = [ + trans('{$name}Lv+1', name=i.名称) for i in self.角色属性A.技能表.values() + if (i.所在等级 in [40, 45, 60, 70, 75, 80] and i.是否主动 == 1) + ] + + self.技能设置输入[15].addItems(skills_weapons) + self.技能设置输入[16].addItems(skills) + + self.技能设置输入[17].addItems(['BUFF力智+3%', 'BUFF三攻+3%', 'BUFF力智、三攻+3%']) + self.技能设置输入[18].addItem('BUFF力智+3%') + + if '智力' in self.角色属性A.类型: + self.修正列表名称 = trans([ + '转职被动智力', 'BUFF力智%', 'BUFF三攻%', '转职被动等级', '一觉被动力智', '一觉力智%', + '一觉力智' + ]) + else: + self.修正列表名称 = trans([ + '守护恩赐体精', 'BUFF力智%', 'BUFF三攻%', '守护恩赐等级', '信念光环体精', '一觉力智%', + '一觉力智' + ]) + + Linelist = [] + for i in range(len(self.修正列表名称)): + 名称 = QLabel(self.修正列表名称[i], self.main_frame3) + 名称.setAlignment(Qt.AlignCenter) + 名称.setStyleSheet(标签样式) + 名称.resize(90, 25) + 名称.move(170 + 7 * 宽度 + 9 * (宽度 + 5), 35 + i * 30) + Linelist.append(QLineEdit(self.main_frame3)) + Linelist[i].setAlignment(Qt.AlignCenter) + Linelist[i].setStyleSheet(输入框样式) + Linelist[i].resize(60, 25) + Linelist[i].move(270 + 7 * 宽度 + 9 * (宽度 + 5), 35 + i * 30) + self.属性设置输入.append(Linelist) + + count = 0 + self.时装选项 = [] + for i in trans(['头部', '帽子', '脸部', '胸部', '上衣', '腰带', '下装', '鞋']): + 名称 = QLabel(i, self.main_frame3) + 名称.setAlignment(Qt.AlignCenter) + 名称.setStyleSheet(标签样式) + 名称.resize(90, 25) + 名称.move(170 + 7 * 宽度 + 9 * (宽度 + 5), 255 + count * 30) + self.时装选项.append(MyQComboBox(self.main_frame3)) + self.时装选项[count].addItems(['高级', '节日', '稀有', '神器']) + self.时装选项[count].resize(60, 22) + self.时装选项[count].move(270 + 7 * 宽度 + 9 * (宽度 + 5), + 255 + count * 30) + self.时装选项[count].currentIndexChanged.connect( + lambda state, index=count: self.时装选项更新(index)) + count += 1 + + self.时装选项.append(MyQComboBox(self.main_frame3)) + self.时装选项[8].addItems( + format_range("{}[8]", trans(['高级套装', '节日套装', '稀有套装', '神器套装']))) + self.时装选项[8].resize(160, 22) + self.时装选项[8].move(170 + 7 * 宽度 + 9 * (宽度 + 5), 260 + count * 30) + self.时装选项[8].currentIndexChanged.connect( + lambda state, index=8: self.时装选项更新(index)) + + self.计算按钮3 = QPushButton(trans('开始计算'), self.main_frame3) + self.计算按钮3.clicked.connect(lambda state: self.计算()) + self.计算按钮3.move(990, 610) + self.计算按钮3.resize(100, 30) + self.计算按钮3.setStyleSheet(按钮样式) + + def 界面5(self): + # increase_counter(ga_category="buffer界面", name="自选装备计算") + # 第五个布局 + self.main_frame5 = QWidget() + 标签 = QLabel(trans('单件选择'), self.main_frame5) + 标签.setAlignment(Qt.AlignCenter) + 标签.setStyleSheet(标签样式) + 标签.resize(240, 25) + 标签.move(70, 20) + + 标签 = QLabel(trans('锁定'), self.main_frame5) + 标签.setAlignment(Qt.AlignCenter) + 标签.setStyleSheet(标签样式) + 标签.resize(70, 25) + 标签.move(10, 20) + + self.图片显示 = [] + + count = 0 + + self.装备锁定 = [] + self.自选装备 = [] + self.自选装备结果 = [] + self.self_selects = [] + + def equips_getter(): + return [i.currentData() for i in self.自选装备] + + def equips_setter(value): + self.self_selects = value + + store.compute("/{type}/memory/equips", equips_getter, equips_setter) + + for i in 部位列表: + 锁定选择 = QCheckBox(i, self.main_frame5) + 锁定选择.setStyleSheet(复选框样式) + 锁定选择.resize(70, 22) + 锁定选择.move(10, 50 + 30 * count) + self.装备锁定.append(锁定选择) + + combo = MyQComboBox(self.main_frame5) + combo.resize(220, 22) + combo.move(90, 50 + 30 * count) + + self.自选装备.append(combo) + + combo.currentIndexChanged.connect( + lambda _: store.emit("/{type}/memory/equips")) + combo.currentIndexChanged.connect( + lambda index, part=count: self.自选装备更改(part)) + for j in equ.get_equ_list(): + if j.部位 == i: + if i == '武器': + if j.类型 in self.角色属性A.武器选项: + combo.addItem(j.名称) + else: + combo.addItem(j.名称) + count += 1 + + self.计算标识 = 1 + 标签 = QLabel(trans('批量选择'), self.main_frame5) + 标签.setAlignment(Qt.AlignCenter) + 标签.setStyleSheet(标签样式) + 标签.resize(160, 25) + 标签.move(330, 20) + + 套装类型 = ['防具', '首饰', '特殊', '上链左', '镯下右', '环鞋指'] + count = 0 + self.自选套装 = [] + for i in 套装类型: + combo = MyQComboBox(self.main_frame5) + 套装名称 = [] + for j in equ.get_suit_list(): + if j.名称 not in 套装名称 and j.类型 == i: + 套装名称.append(j.名称) + combo.addItems(套装名称) + combo.resize(160, 22) + combo.move(330, 50 + 30 * count) + combo.activated.connect( + lambda state, index=count: self.自选套装更改(index)) + self.自选套装.append(combo) + count += 1 + + self.神话部位选项 = MyQComboBox(self.main_frame5) + self.神话部位选项.addItems(['神话部位:无', '神话部位:上衣', '神话部位:手镯', '神话部位:耳环']) + self.神话部位选项.resize(160, 22) + self.神话部位选项.move(330, 50 + 30 * count) + self.神话部位选项.activated.connect(lambda state: self.神话部位更改()) + + count += 1 + + self.自选装备栏选项 = MyQComboBox(self.main_frame5) + + # 自行设定自选装备栏数量,最大值为20,最小值为1,默认为6 + column_count = store.get("/{type}/data/self-select/column-count", 6) + column_count = min(max(column_count, 1), 20) + + self.last_select_column = 0 + + for i in range(column_count): + self.自选装备栏选项.addItem('{}:{}'.format(trans('自选装备栏'), i)) + self.自选装备栏选项.setCurrentIndex(-1) + self.自选装备栏选项.resize(160, 22) + self.自选装备栏选项.move(330, 50 + 30 * count) + self.自选装备栏选项.activated.connect(lambda state: self.自选装备栏更改(state)) + + count += 1 + # 一键修正按钮添加 + self.一键站街设置输入.append(QLineEdit(self.main_frame5)) + self.一键站街设置输入[1].setAlignment(Qt.AlignCenter) + self.一键站街设置输入[1].setStyleSheet(输入框样式) + self.一键站街设置输入[1].resize(45, 24) + self.一键站街设置输入[1].move(330, 50 + 30 * count) + + self.一键修正按钮 = QPushButton(trans('一键修正'), self.main_frame5) + self.一键修正按钮.clicked.connect(lambda state: self.一键修正(1)) + self.一键修正按钮.move(330 + 60, 50 + 30 * count) + self.一键修正按钮.resize(80, 24) + self.一键修正按钮.setStyleSheet(按钮样式) + + 标签 = QLabel(trans('辟邪玉提升率(理论值仅供参考)'), self.main_frame5) + 标签.setAlignment(Qt.AlignCenter) + 标签.setStyleSheet(标签样式) + 标签.resize(200, 25) + 标签.move(525, 20) + + self.辟邪玉提升率1 = [] + self.辟邪玉提升率2 = [] + count = 0 + for i in 辟邪玉列表: + if i.名称 != '无': + if i.间隔 < 1: + temp = trans(i.名称) + '+' + str(i.最大值) + '%' + else: + temp = trans(i.名称) + '+' + str(i.最大值) + self.辟邪玉提升率1.append(QLabel(temp, self.main_frame5)) + self.辟邪玉提升率1[count].setAlignment(Qt.AlignCenter) + self.辟邪玉提升率1[count].setStyleSheet(标签样式) + self.辟邪玉提升率1[count].resize(180, 25) + self.辟邪玉提升率1[count].move(500, 50 + 30 * count) + self.辟邪玉提升率2.append(QLabel('0.00%', self.main_frame5)) + self.辟邪玉提升率2[count].setAlignment(Qt.AlignCenter) + self.辟邪玉提升率2[count].setStyleSheet(标签样式) + self.辟邪玉提升率2[count].resize(60, 25) + self.辟邪玉提升率2[count].move(690, 50 + 30 * count) + count += 1 + + 初始x = 805 + 初始y = 20 + 图片显示 = QLabel(self.main_frame5) + 图片显示.setPixmap(self.输出背景图片) + 图片显示.setAlignment(Qt.AlignTop) + 图片显示.resize(268, 546) + 图片显示.move(初始x, 初始y + 11) + 人物 = QLabel(self.main_frame5) + 图片 = QPixmap('./ResourceFiles/' + self.角色属性A.实际名称 + "/人物.png") + 人物.setPixmap(图片) + 人物.move(初始x + 90 + int(45 - 图片.width() / 2), 初始y + 40) + 人物.resize(90, 90) + 人物.setAlignment(Qt.AlignTop) + + self.提升率显示 = QLabel(self.main_frame5) + self.提升率显示.setStyleSheet( + "QLabel{color:rgb(255,255,255);font-size:25px}") + self.提升率显示.resize(250, 36) + self.提升率显示.move(初始x + 10, 初始y + 517) + self.提升率显示.setAlignment(Qt.AlignCenter) + + 偏移量 = 187 + x坐标 = [ + 32, 0, 0, 32, 0, 偏移量, 偏移量 + 32, 偏移量 + 32, 偏移量, 偏移量, 偏移量 + 32, 32 + ] + y坐标 = [0, 0, 32, 32, 64, 0, 0, 32, 64, 32, 64, 64] + + for i in range(12): + self.图片显示.append(QLabel(self.main_frame5)) + self.图片显示[i].setMovie(equ.get_img_by_name(self.self_selects[i])) + self.图片显示[i].resize(26, 26) + self.图片显示[i].move(初始x + 10 + x坐标[i], 初始y + 31 + y坐标[i]) + self.图片显示[i].setAlignment(Qt.AlignCenter) + + self.面板显示 = [] + for i in range(11): + self.面板显示.append(QLabel(self.main_frame5)) + const = 139 + self.面板显示[0].move(初始x + 20, 初始y + const + 10) + + const += 36 + count = 0 + for i in [2, 3, 4, 5, 6, 7]: + self.面板显示[i].move(初始x + 20, 初始y + const + count * 18) + count += 1 + + count = 0 + for i in [8, 9, 10]: + self.面板显示[i].move(初始x + 155, 初始y + const + count * 18) + count += 1 + + for i in range(len(self.面板显示)): + self.面板显示[i].setStyleSheet( + "QLabel{font-size:12px;color:rgb(255,255,255)}") + self.面板显示[i].resize(100, 18) + self.面板显示[i].setAlignment(Qt.AlignLeft if i not in + [2, 8] else Qt.AlignCenter) + + self.词条显示 = [] + for i in range(12): + self.词条显示.append(QLabel(self.main_frame5)) + + j = 315 + 初始y + for i in self.词条显示: + i.setStyleSheet("QLabel{font-size:12px;color:rgb(104,213,237)}") + i.move(8 + 初始x, j) + i.resize(300, 18) + i.setAlignment(Qt.AlignLeft) + j += 18 + + # self.总伤害 = QLabel(self.main_frame5) + # self.总伤害.setStyleSheet("QLabel{color:rgb(255,255,255);font-size:25px}") + # self.总伤害.resize(600, 36) + # self.总伤害.move(200, 517 + 初始y) + # self.总伤害.setAlignment(Qt.AlignCenter) + + self.套装名称显示 = [] + for i in range(9): + self.套装名称显示.append(QLabel(self.main_frame5)) + self.套装名称显示[i].move(132 + 初始x, 138 + 180 + 20 * i + 初始y) + self.套装名称显示[i].resize(132, 18) + self.套装名称显示[i].setAlignment(Qt.AlignCenter) + + 自选计算按钮 = QPushButton(trans('查看详情'), self.main_frame5) + 自选计算按钮.clicked.connect(lambda state: self.自选计算()) + 自选计算按钮.move(995, 610) + 自选计算按钮.resize(80, 28) + 自选计算按钮.setStyleSheet(按钮样式) + + self.基准值 = [] + + 设置基准值 = QPushButton(trans('设为基准'), self.main_frame5) + 设置基准值.clicked.connect(lambda state: self.基准值设置()) + 设置基准值.move(900, 610) + 设置基准值.resize(80, 28) + 设置基准值.setStyleSheet(按钮样式) + + 清空基准值 = QPushButton(trans('清空基准'), self.main_frame5) + 清空基准值.clicked.connect(lambda state: self.基准值设置(1)) + 清空基准值.move(805, 610) + 清空基准值.resize(80, 28) + 清空基准值.setStyleSheet(按钮样式) + + 换装选项 = QCheckBox(trans('启用登记'), self.main_frame5) + + 换装选项.toggled.connect(lambda checked: self.启用换装登记(checked)) + 换装选项.move(320, 340) + 换装选项.resize(70, 28) + 换装选项.setStyleSheet(复选框样式) + + 换装设置 = QPushButton(trans('登记设置'), self.main_frame5) + 换装设置.clicked.connect(lambda _: self.换装设置()) + 换装设置.move(390, 340) + 换装设置.resize(80, 28) + 换装设置.setStyleSheet(按钮样式) + + 名望设置 = QPushButton('名望细节', self.main_frame5) + 名望设置.clicked.connect(lambda _: self.名望设置()) + 名望设置.move(710, 610) + 名望设置.resize(80, 28) + 名望设置.setStyleSheet(按钮样式) + + def 名望设置(self): + increase_counter(ga_category="buffer详细功能使用", name="名望") + + def createClient(): + store.set("/fame/temp/property", self) + # 设置图标和背景 临时做法 + store.const("/app/window/icon", self.icon) + store.const("/app/window/background_image", self.主背景图片) + store.watch("/fame/event/changed", lambda _, : self.自选计算(1)) + client = 名望窗口() + client.初始化() + return client + + DefaultDialogRegister.showDialog("base_fame({})".format(type(self)), + createClient, self) + + def 自选装备栏更改(self, index): + if self.计算标识 == 0: + return + + self.计算标识 = 0 + + data = store.get("/{type}/data/self_select/equips", []) + length = len(self.自选装备) + column_index = store.get("/{type}/data/self_select/column_index") + + defaultData = [0] * length + + while column_index >= len(data): + data.append(defaultData) + + if column_index != index: + data[column_index] = [i.currentIndex() for i in self.自选装备] + + column = data[index] if index < len(data) else defaultData + for i in range(length): + self.自选装备[i].setCurrentIndex(column[i]) + store.set("/{type}/data/self_select/column_index", index) + store.set("/{type}/data/self_select/equips", data) + + self.计算标识 = 1 + self.自选计算(1) + + def 启用换装登记(self, checked): + self.登记启用 = checked + self.自选计算(1) + + def 换装设置(self): + increase_counter(ga_category="buffer详细功能使用", name="切装") + + def createClient(): + store.compute("/{type}/temp/property_a", lambda: self.角色属性A) + # 换装更新事件 + store.watch("/{type}/event/register_changed", + lambda _, : self.自选计算(1)) + # 设置图标和背景 临时做法 + store.const("/app/window/icon", self.icon) + store.const("/app/window/background_image", self.主背景图片) + client = 登记窗口() + client.初始化() + return client + + DefaultDialogRegister.showDialog("panel({})".format(type(self)), + createClient, self) + + def 时装选项更新(self, index): + if index == 8: + count = 0 + for i in self.时装选项: + if count != 8: + i.setCurrentIndex(self.时装选项[8].currentIndex()) + count += 1 + return + else: + 智力, 体力, 精神 = 0, 0, 0 + 套装字典 = {'高级': 0, '节日': 0, '稀有': 0, '神器': 0} + for i in range(8): + 套装字典[self.时装选项[i].currentData()] = 套装字典.get( + self.时装选项[i].currentData(), 0) + 1 + # 套装属性 + 神器 = 套装字典['神器'] + 稀有 = 套装字典['稀有'] + 神器 + if 套装字典['高级'] >= 3: + 智力 += 10 + 体力 += 10 + 精神 += 10 + if 稀有 >= 3 and 神器 < 3: + 智力 += 40 + 体力 += 40 + 精神 += 40 + if 套装字典['神器'] >= 3: + 智力 += 50 + 体力 += 50 + 精神 += 50 + if 套装字典['高级'] >= 8: + 智力 += 10 + 体力 += 10 + 精神 += 10 + if 套装字典['节日'] >= 8: + 智力 += 25 + 体力 += 25 + 精神 += 25 + if 稀有 >= 8 and 神器 < 8: + 智力 += 40 + 体力 += 40 + 精神 += 40 + if 套装字典['神器'] >= 8: + 智力 += 50 + 体力 += 50 + 精神 += 50 + 数据 = [45, 45, 55, 65] + 智力 += 数据[self.时装选项[0].currentIndex()] # 头部 + 精神 += 数据[self.时装选项[0].currentIndex()] # 头部 + 智力 += 数据[self.时装选项[1].currentIndex()] # 帽子 + 精神 += 数据[self.时装选项[1].currentIndex()] # 帽子 + 数据 = [0, 0, 55, 65] + 体力 += 数据[self.时装选项[5].currentIndex()] # 腰带 + 数据 = [45, 45, 55, 65] + 体力 += 数据[self.时装选项[7].currentIndex()] # 鞋子 + + 数据 = [0, 20, 0, 0] + 智力 += 数据[self.时装选项[6].currentIndex()] # 下装 + 体力 += 数据[self.时装选项[6].currentIndex()] # 下装 + 精神 += 数据[self.时装选项[6].currentIndex()] # 下装 + + self.属性设置输入[3][16].setText(str(智力)) + self.属性设置输入[4][16].setText(str(体力)) + self.属性设置输入[5][16].setText(str(精神)) + + def 希洛克武器选择更新(self): + if self.希洛克武器选择.currentIndex() != 2: + # 武器融合属性A禁用 + self.武器融合属性A.setEnabled(False) + self.武器融合属性A1.setEnabled(False) + self.武器融合属性A2.setEnabled(False) + self.武器融合属性A.setStyleSheet(下拉框样式) + self.武器融合属性A1.setStyleSheet(下拉框样式) + self.武器融合属性A2.setStyleSheet(下拉框样式) + # 武器融合属性B禁用 + self.武器融合属性B.setEnabled(False) + self.武器融合属性B1.setEnabled(False) + self.武器融合属性B2.setEnabled(False) + self.武器融合属性B.setStyleSheet(下拉框样式) + self.武器融合属性B1.setStyleSheet(下拉框样式) + self.武器融合属性B2.setStyleSheet(下拉框样式) + else: + # 武器融合属性A启用 + self.武器融合属性A.setEnabled(True) + self.武器融合属性A1.setEnabled(True) + self.武器融合属性A2.setEnabled(True) + self.武器融合属性A.setStyleSheet(下拉框样式) + self.武器融合属性A1.setStyleSheet(下拉框样式) + self.武器融合属性A2.setStyleSheet(下拉框样式) + # 武器融合属性B启用 + self.武器融合属性B.setEnabled(True) + self.武器融合属性B1.setEnabled(True) + self.武器融合属性B2.setEnabled(True) + self.武器融合属性B.setStyleSheet(下拉框样式) + self.武器融合属性B1.setStyleSheet(下拉框样式) + self.武器融合属性B2.setStyleSheet(下拉框样式) + + def 调整觉醒择优方向(self, index): + if index < 1: + self.觉醒择优系数.setVisible(True) + else: + self.觉醒择优系数.setVisible(False) + self.觉醒择优系数.setCurrentText(str(1.0 if index > 1 else 0.7)) + + def 希洛克武器随机词条更新(self, index, x=0): + if x == 0: + self.武器融合属性A1.clear() + self.武器融合属性A2.clear() + + if index == 0: + return + + 属性A = 武器属性A列表[index] + + for item in 属性A.range(): + self.武器融合属性A2.addItem(item) + self.武器融合属性A1.addItem(属性A.随机属性描述) + + elif x == 1: + self.武器融合属性B1.clear() + self.武器融合属性B2.clear() + + if index == 0: + return + + 属性B = 武器属性B列表[index] + + for item in 属性B.range(): + self.武器融合属性B2.addItem(item) + self.武器融合属性B1.addItem(属性B.随机属性描述) + + def 黑鸦词条更新(self, index): + if self.黑鸦词条选项[index][0].currentIndex() < 2: + for i in range(1, 4): + self.黑鸦词条选项[index][i].setEnabled(False) + self.黑鸦词条选项[index][i].setStyleSheet(下拉框样式) + elif index == 0 and self.黑鸦词条选项[index][0].currentIndex() == 3: + for i in range(1, 4): + self.黑鸦词条选项[0][i].setEnabled(False) + self.黑鸦词条选项[0][i].setStyleSheet(下拉框样式) + else: + for i in range(1, 4): + self.黑鸦词条选项[index][i].setEnabled(True) + self.黑鸦词条选项[index][i].setStyleSheet(下拉框样式) + + def 黑鸦随机词条更新(self, i, x=0): + index = self.黑鸦词条选项[i][1].currentIndex() + self.黑鸦词条选项[i][2].clear() + self.黑鸦词条选项[i][3].clear() + if index == 0: + return + + 装备属性 = 武器变换属性列表[index] if x == 0 else 装备变换属性列表[index] + temp = 装备属性.最大值 + while temp >= 装备属性.最小值: + if 装备属性.间隔 / 10 >= 1: + self.黑鸦词条选项[i][3].addItem(str(int(temp))) + else: + self.黑鸦词条选项[i][3].addItem(str(temp) + '%') + temp -= 装备属性.间隔 + self.黑鸦词条选项[i][2].addItem(装备属性.随机属性描述) + + def BUFF次数输入填写(self, x, skill=None): + if self.次数输入[x].currentIndex() == 2: + self.次数输入[x].setEditable(True) + self.次数输入[x].clearEditText() + self.次数输入[x].setStyleSheet(下拉框样式) + else: + self.次数输入[x].setEditable(False) + + def 批量选择(self, index): + if index == 1: + if self.全选状态 == 1: + self.全选状态 = 0 + else: + self.全选状态 = 1 + if sum(self.装备选择状态[74:244]) == 170: + self.批量选择(0) + + for i in equ.get_equ_list(): + if i.部位 != '武器': + if i.品质 != '神话' or index == 0 or self.全选状态 == 0: + self.装备图标点击事件(equ.get_id_by_name(i.名称), index, x=0) + elif i.类型 in self.角色属性A.武器选项: + self.装备图标点击事件(equ.get_id_by_name(i.名称), index, x=0) + + self.装备图标点击事件(74, index) + + def 基准值设置(self, x=0): + self.基准值.clear() + if x == 0: + A = deepcopy(self.初始属性) + self.输入属性(A) + A.穿戴装备(self.self_selects) + + self.关闭排行窗口() + self.排行数据.clear() + self.排行数据.append(self.self_selects + [0] + A.套装栏 + ['无']) + self.输出界面(0, '基准值', 自选计算模式=True) + self.基准值 = deepcopy(self.自选计算数据) + self.自选计算(1) + + def 载入配置(self, path='set'): + filepath = './ResourceFiles/{}/{}/'.format(self.角色属性A.实际名称, path) + if os.path.exists(os.path.join( + filepath, "page_1.json")) or os.path.exists( + os.path.join(filepath, "store.json")): + self.载入json(path) + return + else: + # 如果不存在任何存档则载入重置存档 + self.载入json(path='reset') + + def 设置技能选项(self, num, info): + + try: + self.等级调整[num].setCurrentIndex(info['level']) + except Exception as e: + logger.error(e) + pass + + try: + self.次数输入[num].setCurrentIndex(info['count']) + except Exception as e: + logger.error(e) + + def 获取技能选项(self, num): + info = {} + try: + info['level'] = self.等级调整[num].currentIndex() + except Exception as e: + info['level'] = 0 + logger.error(e) + + try: + info['count'] = self.次数输入[num].currentIndex() + except Exception as e: + info['count'] = 0 + logger.error(e) + return info + + def 载入旧版json(self, path='set', page=[0, 1, 2, 3, 4]): + filepath = './ResourceFiles/{}/{}'.format(self.角色属性A.实际名称, path) + + if 0 in page: + # 第一页(装备/选择/打造) + try: + filename = 'page_1.json' + set_data = {} + with open(os.path.join(filepath, filename), + encoding='utf-8') as fp: + set_data = json.load(fp) + fp.close() + store.set("/{type}/data/title", set_data['称号']) + store.set("/{type}/data/pet", set_data['宠物']) + store.set('/{type}/data/compute_mode', set_data["计算模式"]) + store.set('/{type}/data/ditto_checked', set_data["百变怪"]) + store.set('/{type}/data/myth_top_checked', set_data['神话排名勾选']) + store.set('/{type}/data/awakening_switch_checked', + set_data['切装模式选项']) + store.set('/{type}/data/thread_count', set_data['线程数量']) + store.set("/{type}/data/equip_checked", set_data['装备勾选']) + store.set("/{type}/data/equip_forges", set_data['装备打造']) + except Exception as error: + logger.error(error) + + if 1 in page: + # 第二页(技能/符文/药剂) + try: + filename = 'page_2.json' + set_data = {} + with open(os.path.join(filepath, filename), + encoding='utf-8') as fp: + set_data = json.load(fp) + fp.close() + + store.set("/{type}/data/awakening_binding", set_data['觉醒选择']) + store.set("/{type}/data/talismans", set_data['护石栏']) + store.set("/{type}/data/consumables", set_data['药剂勾选']) + + skills = {} + 技能选项 = set_data['技能选项'] + for key in 技能选项.keys(): + skills[key] = { + 'level': 技能选项[key]['等级'], + 'count': 技能选项[key]['次数'] + } + store.set("/{type}/data/skill", skills) + + store.set("/{type}/data/weapon_fusion", [ + set_data['武器融合属性A'], set_data['武器融合属性A2'], + set_data['武器融合属性B'], set_data['武器融合属性B2'] + ]) + store.set("/{type}/data/siroco_weapon", set_data['希洛克武器选择']) + store.set("/{type}/data/jude_effects", set_data['辟邪玉效果']) + store.set('/{type}/data/jude_values', set_data['辟邪玉数值']) + store.set('/{type}/data/top_options', set_data['排行选项']) + store.set('/{type}/data/black_purgatory', set_data['黑鸦选择']) + if '希洛克选择' in set_data: + store.set('/{type}/data/siroco', set_data['希洛克选择']) + if '奥兹玛选择' in set_data: + store.set('/{type}/data/ozma', set_data['奥兹玛选择']) + except Exception as error: + logger.error(error) + + if 2 in page: + # 第三页(基础/细节/修正) + try: + filename = 'page_3.json' + set_data = {} + with open(os.path.join(filepath, filename), + encoding='utf-8') as fp: + set_data = json.load(fp) + fp.close() + + store.set("/{type}/data/avatar", set_data['时装选项']) + store.set("/{type}/data/detail_values", set_data['细节数值']) + store.set("/{type}/data/detail_options", set_data['细节选项']) + except Exception as error: + logger.error(error) + + if 3 in page: + # 第四页(神话属性修正) + try: + filename = 'page_4.json' + set_data = {} + with open(os.path.join(filepath, filename), + encoding='utf-8') as fp: + set_data = json.load(fp) + fp.close() + store.set("/{type}/data/myth_properties", set_data['神话属性修正']) + except Exception as error: + logger.error(error) + if 4 in page: + # 第五页(自选装备计算) + try: + filename = 'page_5.json' + set_data = {} + with open(os.path.join(filepath, filename), + encoding='utf-8') as fp: + set_data = json.load(fp) + fp.close() + store.set("/{type}/data/self_select/equips", + [set_data['自选装备']]) + store.set("/{type}/data/self_select/column_index", 0) + store.set("/{type}/data/self_select/locked", set_data['装备锁定']) + except Exception as error: + logger.error(error) + + def 载入json(self, path='set', page=[0, 1, 2, 3, 4]): + + filepath = './ResourceFiles/{}/{}'.format(self.角色属性A.实际名称, path) + + filename = os.path.join(filepath, "store.json") + + if os.path.exists(filename): + try: + set_data = {} + with open(filename, encoding='utf-8') as fp: + set_data = json.load(fp) + fp.close() + store.imports(set_data) + except Exception as error: + logger.error(error) + else: + self.载入旧版json(path, page) + + if 0 in page: + try: + self.称号.setCurrentIndex(store.get("/{type}/data/title", 0)) + except Exception as error: + logger.error(error) + try: + self.宠物.setCurrentIndex(store.get("/{type}/data/pet", 0)) + except Exception as error: + logger.error(error) + try: + self.计算模式选择.setCurrentIndex( + store.get("/{type}/data/compute_mode", 1)) + except Exception as error: + logger.error(error) + try: + self.百变怪选项.setChecked( + store.get("/{type}/data/ditto_checked", 1)) + except Exception as error: + logger.error(error) + try: + self.神话排名选项.setChecked( + store.get("/{type}/data/myth_top_checked", 0)) + except Exception as error: + logger.error(error) + try: + self.切装模式选项.setChecked( + store.get("/{type}/data/awakening_switch_checked", 1)) + except Exception as error: + logger.error(error) + try: + self.线程数选择.setCurrentIndex( + store.get("/{type}/data/thread_count", 12)) + except Exception as error: + logger.error(error) + + try: + self.批量选择(0) + num = 0 + data = store.get("/{type}/data/equip_checked", []) + for i in data: + if i == 1: + self.装备图标点击事件(num, 1) + num += 1 + except Exception as error: + logger.error(error) + try: + num = 0 + data = store.get("/{type}/data/equip_forges", []) + for i in data: + self.装备打造选项[num].setCurrentIndex(i) + num += 1 + except Exception as error: + logger.error(error) + + if 1 in page: + try: + try: + self.强化觉醒选择(store.get('/{type}/data/awakening_binding')) + except Exception as error: + logger.error(error) + try: + num = 0 + data = store.get('/{type}/data/talismans') + + for i in data: + self.护石栏[num].setCurrentIndex(i) + num += 1 + except Exception as error: + logger.error(error) + try: + num = 0 + data = store.get('/{type}/data/consumables') + for i in data: + self.复选框列表[num].setChecked(i) + num += 1 + except Exception as error: + logger.error(error) + + data = store.get('/{type}/data/skill', {}) + + num = 0 + for skill in self.角色属性A.技能表.values(): + try: + self.设置技能选项(num, data[skill.名称]) + except Exception as error: + logger.error(error) + num += 1 + try: + self.觉醒择优系数.setCurrentText( + str( + store.get("/{type}/data/awakening_coefficient", + 1.0))) + except Exception as error: + logger.error(error) + + try: + self.觉醒择优方向.setCurrentIndex( + store.get("/{type}/data/awakening_direction", 0)) + except Exception as error: + logger.error(error) + + data = store.get('/{type}/data/weapon_fusion', [0, 0, 0, 0]) + + try: + self.武器融合属性A.setCurrentIndex(data[0]) + except Exception as error: + logger.error(error) + try: + self.武器融合属性A2.setCurrentIndex(data[1]) + except Exception as error: + logger.error(error) + try: + self.武器融合属性B.setCurrentIndex(data[2]) + except Exception as error: + logger.error(error) + try: + self.武器融合属性B2.setCurrentIndex(data[3]) + except Exception as error: + logger.error(error) + + try: + self.希洛克武器选择.setCurrentIndex( + store.get('/{type}/data/siroco_weapon')) + except Exception as error: + logger.error(error) + try: + data = store.get('/{type}/data/jude_effects') + num = 0 + for i in data: + self.辟邪玉选择[num].setCurrentIndex(i) + num += 1 + except Exception as error: + logger.error(error) + try: + data = store.get('/{type}/data/jude_values') + num = 0 + for i in data: + self.辟邪玉数值[num].setCurrentIndex(i) + num += 1 + except Exception as error: + logger.error(error) + try: + data = store.get('/{type}/data/top_options') + num = 0 + for i in data: + self.排行选项[num].setCurrentIndex(i) + num += 1 + except Exception as error: + logger.error(error) + try: + data = store.get('/{type}/data/black_purgatory') + x = 0 + for i in data: + y = 0 + for j in i: + self.黑鸦词条选项[x][y].setCurrentIndex(j) + y += 1 + x += 1 + except Exception as error: + logger.error(error) + try: + data = store.get("/{type}/data/siroco", [0] * 15) + self.希洛克选择(0, 1) + num = 0 + for i in data: + if i == 1: + self.希洛克选择(num) + num += 1 + except Exception as error: + logger.error(error) + try: + data = store.get("/{type}/data/ozma", [0] * 25) + self.奥兹玛选择(0, 1) + num = 0 + for i in data: + if i == 1: + self.奥兹玛选择(num) + num += 1 + except Exception as error: + logger.error(error) + except Exception as error: + logger.error(error) + if 2 in page: + try: + try: + num = 0 + data = store.get("/{type}/data/avatar") + for i in data: + self.时装选项[num].setCurrentIndex(i) + num += 1 + except Exception as error: + logger.error(error) + try: + x = 0 + data = store.get("/{type}/data/detail_values") + for i in data: + y = 0 + for j in i: + try: + self.属性设置输入[x][y].setText(j) + except Exception as e: + logger.error(e) + y += 1 + x += 1 + except Exception as error: + logger.error(error) + try: + num = 0 + data = store.get("/{type}/data/detail_options") + for i in data: + self.技能设置输入[num].setCurrentIndex(i) + num += 1 + except Exception as error: + logger.error(error) + except Exception as error: + logger.error(error) + + if 3 in page: + try: + num = 0 + data = store.get("/{type}/data/myth_properties") + for i in data: + self.神话属性选项[num].setCurrentIndex(i) + num += 1 + except Exception as error: + logger.error(error) + if 4 in page: + try: + try: + num = 0 + index = store.get('/{type}/data/self_select/column_index', + 0) + self.自选装备栏选项.setCurrentIndex(index) + self.自选装备栏更改(index) + except Exception as error: + logger.error(error) + + try: + num = 0 + data = store.get('/{type}/data/self_select/locked') + for i in data: + self.装备锁定[num].setChecked(i) + num += 1 + except Exception as error: + logger.error(error) + except Exception as error: + logger.error(error) + + def 奥兹玛选择(self, index, x=0): + super().奥兹玛选择(index, x) + store.emit("/{type}/data/ozma") + + def 希洛克选择(self, index, x=0): + super().希洛克选择(index, x) + store.emit("/{type}/data/siroco") + + def exports_store(self, page=[0, 1, 2, 3, 4]): + if 0 in page: + # 第一页(装备/选择/打造) + try: + store.set('/{type}/data/title', self.称号.currentIndex()) + store.set("/{type}/memory/title", self.称号.currentData()) + store.set('/{type}/data/pet', self.宠物.currentIndex()) + store.set('/{type}/memory/pet', self.宠物.currentData()) + store.set('/{type}/data/compute_mode', + self.计算模式选择.currentIndex()) + store.set('/{type}/data/ditto_checked', self.百变怪选项.isChecked()) + + store.set('/{type}/data/myth_top_checked', + self.神话排名选项.isChecked()) + store.set('/{type}/data/awakening_switch_checked', + self.切装模式选项.isChecked()) + store.set('/{type}/data/thread_count', + self.线程数选择.currentIndex()) + store.set('/{type}/data/equip_checked', self.装备选择状态) + store.set('/{type}/data/equip_forges', + [i.currentIndex() for i in self.装备打造选项]) + except Exception as error: + logger.error(error) + + if 1 in page: + # 第二页(技能/符文/药剂) + try: + + store.set('/{type}/data/awakening_binding', self.觉醒选择状态) + store.set('/{type}/data/talismans', + [i.currentIndex() for i in self.护石栏]) + store.set('/{type}/data/consumables', + [i.isChecked() for i in self.复选框列表]) + + skills = {} + num = 0 + for skill in self.角色属性A.技能表.values(): + skills[skill.名称] = self.获取技能选项(num) + num += 1 + store.set('/{type}/data/skill', skills) + + data = [ + self.武器融合属性A.currentIndex(), + self.武器融合属性A2.currentIndex(), + self.武器融合属性B.currentIndex(), + self.武器融合属性B2.currentIndex(), + ] + + store.set("/{type}/data/weapon_fusion", data) + + store.set("/{type}/data/siroco_weapon", + self.希洛克武器选择.currentIndex()) + + store.set("/{type}/data/jude_effects", + [i.currentIndex() for i in self.辟邪玉选择]) + store.set("/{type}/data/jude_values", + [i.currentIndex() for i in self.辟邪玉数值]) + + store.set("/{type}/data/black_purgatory", + [[j.currentIndex() for j in i] for i in self.黑鸦词条选项]) + + store.set("/{type}/data/top_options", + [i.currentIndex() for i in self.排行选项]) + + store.set("/{type}/data/awakening_coefficient", + float(self.觉醒择优系数.currentText())) + store.set("/{type}/data/awakening_direction", + self.觉醒择优方向.currentIndex()) + store.set("/{type}/data/siroco", self.希洛克选择状态) + store.set("/{type}/data/ozma", self.奥兹玛选择状态) + except Exception as error: + logger.error(error) + + if 2 in page: + # 第三页(基础/细节/修正) + try: + # 时装选项 + store.set("/{type}/data/avatar", + [i.currentIndex() for i in self.时装选项]) + store.set("/{type}/memory/avatar", + [i.currentData() for i in self.时装选项]) + # 细节数值 + store.set("/{type}/data/detail_values", + [[j.text() for j in i] for i in self.属性设置输入]) + # 细节选项 + store.set("/{type}/data/detail_options", + [i.currentIndex() for i in self.技能设置输入]) + + except Exception as error: + logger.error(error) + + if 3 in page: + # 第四页(神话属性修正) + try: + # 神话属性修正 + store.set("/{type}/data/myth_properties", + [i.currentIndex() for i in self.神话属性选项]) + except Exception as error: + logger.error(error) + + if 4 in page: + # 第五页(自选装备计算) + try: + data = store.get("/{type}/data/self_select/equips", []) + column_index = self.自选装备栏选项.currentIndex() + length = len(self.自选装备) + while column_index >= len(data): + data.append([0] * length) + + data[column_index] = [i.currentIndex() for i in self.自选装备] + + store.set("/{type}/data/self_select/equips", data) + store.set('/{type}/data/self_select/column_index', + column_index) + store.set("/{type}/data/self_select/locked", + [i.isChecked() for i in self.装备锁定]) + except Exception as error: + logger.error(error) + + def 保存json(self, path='set', page=[0, 1, 2, 3, 4]): + self.exports_store(page) + try: + filepath = './ResourceFiles/{}/{}/store.json'.format( + self.角色属性A.实际名称, path) + set_data = store.exports( + lambda i: str.startswith(i, "/buffer/data")) + with open(filepath, "w", encoding='utf-8') as fp: + json.dump(set_data, fp, ensure_ascii=False, indent=4) + fp.close() + except Exception as error: + logger.error(error) + + def 保存配置(self, path='set'): + if self.禁用存档.isChecked(): + return + self.保存json(path) + + # 一键修正计算 + def 一键修正(self, x=0): + increase_counter(ga_category="buffer详细功能使用", name="一键修正") + sign = -1 + try: + if self.一键站街设置输入[0].text() != '' or self.一键站街设置输入[1].text() != '': + sign = 1 + except Exception as e: + logger.error(e) + pass + if sign == -1: + QMessageBox.information(self, "错误", "请在按钮左侧输入站街数值") + return + + if x == 0: + if self.组合计算(2) == 0: + QMessageBox.information(self, "错误", "请勾选齐全身上穿戴的装备") + return + if self.组合计算(2) > 1: + QMessageBox.information(self, "错误", "请勿勾选身上未穿戴的装备") + return + + self.修正套装计算(x) + self.角色属性B = deepcopy(self.初始属性) + self.输入属性(self.角色属性B) + self.角色属性B.穿戴装备(self.有效穿戴组合[0]) + self.角色属性B.排行系数 = 1 + self.角色属性B.装备属性计算() + + self.面板修正(self.角色属性B, x) + + def 面板修正(self, 属性, x): + 数据 = 0 + 数据 = to_int(self.一键站街设置输入[x].text()) + if 数据 is None: + QMessageBox.information(self, "错误", "站街面板输入格式错误,已重置为空") + self.一键站街设置输入[x].setText('') + 数据 = 0 + + if 数据 == 0: + QMessageBox.information(self, "错误", "请输入站街面板") + return + self.站街面板修正(属性, 数据) + self.click_window(2) + QMessageBox.information( + self, "自动修正计算完毕", "仅对站街修正进行了修改,使面板与输入一致
请自行核对其它页面 非智力/体力/精神条目") + + def click_window(self, index, info=''): + if info != '': + increase_counter(ga_category="界面使用情况", name=info) + self.保存json(self.存档位置, page=[self.当前页面]) + self.当前页面 = index + + if self.stacked_layout.currentIndex() != index: + self.stacked_layout.setCurrentIndex(index) + for i in self.window_btn: + i.setStyleSheet(页签样式) + self.window_btn[index].setStyleSheet(页签样式_选中) + + if index == 3: + count1 = 0 + count2 = 0 + num = 0 + width = 1100 + height = 680 + page4_height = 0 + for j in equ.get_equ_id_list(): + temp = equ.get_equ_by_id(j) + if temp.品质 == '神话': + if self.装备选择状态[j] == 1 or temp.名称 in self.self_selects: + self.神话属性图片[num].move( + int(width / 7 * (count1 % 7 + 0.42)), + int(height / 5.2 * (count2 + 0.05)) - 3) + for i in range(4): + self.神话属性选项[num * 4 + i].move( + int(width / 7 * (count1 % 7) + 6), + int(height / 5.2 * (count2 + 0.05)) - 3 + + i * 22 + 32) + count1 += 1 + if count1 % 7 == 0: + count2 += 1 + page4_height += 1 + else: + self.神话属性图片[num].move(-1000, -1000) + for i in range(4): + self.神话属性选项[num * 4 + i].move(-1000, -1000) + num += 1 + page4_height = max(ceil(page4_height / 7) * 130, height) + self.main_frame4.setMinimumSize(width, page4_height) + if index == 4: + self.自选计算(1) + + def 神话数量判断(self, x=0): + count = 0 + for j in equ.get_equ_id_list(): + if equ.get_equ_by_id(j).品质 == '神话': + if self.装备选择状态[j] == 1: + count += 1 + if x == 0: + return count == 0 + else: + return count + + def 站街面板修正(self, 属性, 输入面板, x=0, append=True): + i = ['智力', '体力', '精神'].index(属性.类型) + 修正前面板 = int(属性.站街系数) + 修正后面板 = 输入面板 - 修正前面板 + if append: + 修正面板 = to_int(self.属性设置输入[i][15 + x].text(), 0) + 修正后面板 += 修正面板 + self.属性设置输入[i][15 + x].setText(str(int(修正后面板))) + + def exports_property(self, property): + num = 0 + for skill in property.技能表.values(): + skill.等级 = skill.基础等级 + int(self.等级调整[num].currentData()) + skill.是否启用 = self.次数输入[num].currentIndex() + num += 1 + + property.排行系数 = self.排行参数.currentIndex() + # print(self.排行选项[0].currentText()) + # print(self.排行选项[0].currentData()) + property.C力智 = int(''.join( + filter(str.isdigit, self.排行选项[0].currentText()))) + property.C三攻 = int(''.join( + filter(str.isdigit, self.排行选项[1].currentText()))) + property.排行类型 = self.排行选项[2].currentData() + + if self.排行选项[3].currentIndex() == 0: + pass + elif self.排行选项[3].currentIndex() == 1: + property.系统奶系数 = 1.35 + property.系统奶基数 = 7664 + elif self.排行选项[3].currentIndex() == 2: + property.系统奶系数 = 2.31 + property.系统奶基数 = 4581 + + if self.初始属性.技能表['三次觉醒'].是否启用: + if self.觉醒选择状态 == 1: + property.技能表['三次觉醒'].关联技能 = [property.技能表['一次觉醒'].名称] + elif self.觉醒选择状态 == 2: + property.技能表['三次觉醒'].关联技能 = [property.技能表['二次觉醒'].名称] + + count = 0 + for i in equ.get_equ_list(): + if i.品质 == '神话': + i.属性1选择_BUFF = self.神话属性选项[count * 4 + 0].currentIndex() + i.属性2选择_BUFF = self.神话属性选项[count * 4 + 1].currentIndex() + i.属性3选择_BUFF = self.神话属性选项[count * 4 + 2].currentIndex() + i.属性4选择_BUFF = self.神话属性选项[count * 4 + 3].currentIndex() + count += 1 + + property.护石栏 = [i.currentIndex() for i in self.护石栏] + + if self.护石第一栏.currentData() != '无': + property.护石第一栏 = self.护石第一栏.currentData() + + if self.护石第二栏.currentData() != '无': + property.护石第二栏 = self.护石第二栏.currentData() + + if self.护石第三栏.currentData() != '无': + property.护石第三栏 = self.护石第三栏.currentData() + + def 换装计算(self, AWAKE: 辅助角色属性 = None) -> 辅助角色属性: + if not self.登记启用: + return None + if AWAKE is None: + AWAKE = self.角色属性A + + 装备 = store.clone("/{type}/data/register/equips", self.self_selects) + 装备打造 = store.clone("/{type}/data/register/amplifies", [-1] * 12) + 奥兹玛选择状态 = store.clone("/{type}/data/register/ozma", [0] * 25) + 希洛克选择状态 = store.clone("/{type}/data/register/siroco", [0] * 15) + 黑鸦词条 = store.clone("/{type}/data/register/black_purgatory", + [[0] * 4] * 4) + 武器融合选项 = store.clone("/{type}/data/register/weapon_fusion", [0] * 4) + 站街面板 = store.get("/{type}/data/register/display_power") + + BUFF = deepcopy(self.初始属性) + + for i in range(len(装备)): + if 装备[i] == '无': + 装备[i] = self.self_selects[i] + if 装备打造[i] == -1: + 装备打造[i] = self.装备打造选项[i + 12].currentIndex() + + for i in range(4): + if 黑鸦词条[i][0] == 0 or 黑鸦词条[i][1] == 0: + 黑鸦词条[i] = deepcopy(AWAKE.黑鸦词条[i]) + 黑鸦词条[i][0] == 2 + + BUFF.黑鸦词条 = 黑鸦词条 + if 希洛克选择状态 is None or len(希洛克选择状态) == 0 or sum(希洛克选择状态) == 0: + 希洛克选择状态 = self.希洛克选择状态 + BUFF.希洛克选择状态 = 希洛克选择状态 + + if 奥兹玛选择状态 is None or len(奥兹玛选择状态) == 0 or sum(奥兹玛选择状态) == 0: + 奥兹玛选择状态 = self.奥兹玛选择状态 + BUFF.奥兹玛选择状态 = 奥兹玛选择状态 + self.登记希洛克 = 希洛克选择状态 + self.登记奥兹玛 = 奥兹玛选择状态 + if 武器融合选项[0] == 0: + 武器融合选项[0] = AWAKE.残香词条[0] + 武器融合选项[1] = AWAKE.残香词条[1] + + if 武器融合选项[2] == 0: + 武器融合选项[2] = AWAKE.残香词条[2] + 武器融合选项[3] = AWAKE.残香词条[3] + BUFF.希洛克武器词条 = 2 + BUFF.残香词条 = 武器融合选项 + + self.exports_property(BUFF) + + self.辟邪玉属性计算(BUFF) + + if sum(希洛克选择状态) == 3: + BUFF.武器词条触发 = 1 + + for i in range(len(self.复选框列表)): + if self.复选框列表[i].isChecked(): + 选项设置列表[i].适用效果(BUFF) + + 称号列表[self.称号.currentIndex()].城镇属性_BUFF(BUFF) + if BUFF.称号触发: + 称号列表[self.称号.currentIndex()].触发属性(BUFF) + + 宠物列表[self.宠物.currentIndex()].城镇属性_BUFF(BUFF) + + for i in range(12): + BUFF.是否增幅[i] = 1 + BUFF.强化等级[i] = 装备打造[i] + BUFF.改造等级[i] = 装备打造[i] + BUFF.武器锻造等级 = self.装备打造选项[36].currentIndex() + BUFF.类型 = self.装备打造选项[37].currentData() + + self.是否计算 = 1 + + self.基础属性(BUFF) + + BUFF.穿戴装备(装备) + + if 站街面板 is not None: + 站街属性 = deepcopy(BUFF) + + 站街属性.排行系数 = 1 + 站街属性.装备属性计算() + + self.站街面板修正(站街属性, 站街面板, 2, False) + + BUFF.预计算() + AWAKE.替换技能(BUFF.技能表['BUFF'], 'BUFF') + return BUFF + + def 自选计算(self, 输出=0): + if 输出 == 0: + self.保存配置(self.存档位置) + self.关闭排行窗口() + self.排行数据.clear() + + self.角色属性A = deepcopy(self.初始属性) + + self.输入属性(self.角色属性A) + + if self.是否计算 != 1: + self.click_window(1) + return + + 装备 = self.self_selects + C = self.站街计算(装备) + + B = deepcopy(self.角色属性A) + B.穿戴装备(装备) + B.预计算() + + self.换装计算(B) + + if 输出 != 0: + D = deepcopy(self.初始属性) + self.输入属性(D) + D.双装备模式 = 0 + 伤害列表 = [] + for i in 辟邪玉列表: + i.当前值 = i.最大值 + temp = deepcopy(D) + i.穿戴属性(temp) + temp.穿戴装备(装备) + 伤害列表.append(temp.BUFF计算(0)) + + 辟邪玉提升率 = [] + for i in range(1, len(伤害列表)): + if 伤害列表[0] != 0: + 辟邪玉提升率.append(伤害列表[i] / 伤害列表[0] - 1) + else: + 辟邪玉提升率.append(0) + + 提升率排序 = copy(辟邪玉提升率) + 提升率排序.sort(reverse=True) + + for i in range(len(辟邪玉提升率)): + temp = str('%.2f' % (辟邪玉提升率[i] * 100)) + '%' + self.辟邪玉提升率2[i].setText(temp) + x = 提升率排序.index(辟邪玉提升率[i]) / len(辟邪玉提升率) * 10 - 2 + y = 1 / (1 + math.exp(-x)) + if SkinVersion == 'None': + 颜色 = (0, 0, 0) + else: + 颜色 = (int(255 - 80 * y), int(245 - 100 * y), + int(0 + 150 * y)) + self.辟邪玉提升率1[i].setStyleSheet( + 'QLabel{font-size:12px;color:rgb' + str(颜色) + '}') + self.辟邪玉提升率2[i].setStyleSheet( + 'QLabel{font-size:12px;color:rgb' + str(颜色) + '}') + + 合计力量 = 0 + 合计智力 = 0 + 合计物攻 = 0 + 合计魔攻 = 0 + 合计独立 = 0 + + 总数据 = B.compute() + + for data in 总数据: + if sum(data) > 0: + 合计力量 += data[3] + 合计智力 += data[4] + 合计物攻 += data[5] + 合计魔攻 += data[6] + 合计独立 += data[7] + 总奶量 = '' + # tempstr = '' + if 合计力量 == 合计智力: + 总奶量 += trans('力智') + '+' + str(round(合计力量)) + else: + 总奶量 += '力量+' + str(round(合计力量)) + 总奶量 += ',智力+' + str(round(合计智力)) + + if 合计物攻 == 合计魔攻 and 合计魔攻 == 合计独立: + 总奶量 += ',' + trans('三攻') + '+' + str(round(合计物攻)) + else: + 总奶量 += ',物攻+' + str(round(合计物攻)) + 总奶量 += ',魔攻+' + str(round(合计魔攻)) + 总奶量 += ',独立+' + str(round(合计独立)) + # self.总伤害.setText(str(tempstr)) + + 提升率 = B.提升率计算(总数据) + + x = B.BUFF面板() + y = B.一觉面板() + self.角色属性B = deepcopy(B) + tempstr = self.装备描述_BUFF计算(B) + 图片列表 = self.获取装备图片(装备) + for i in range(12): + self.图片显示[i].setToolTip(tempstr[i]) + self.图片显示[i].setMovie(图片列表[i]) + + self.面板显示[0].setText(trans('站街') + ':' + str(int(C.系数数值站街()))) + self.面板显示[1].setText('') + self.面板显示[3].setText(trans('力量') + ':' + str(x[1])) + self.面板显示[4].setText(trans('智力') + ':' + str(x[2])) + self.面板显示[5].setText(trans('物攻') + ':' + str(x[3])) + self.面板显示[6].setText(trans('魔攻') + ':' + str(x[4])) + self.面板显示[7].setText(trans('独立') + ':' + str(x[5])) + + self.面板显示[9].setText(trans('力量') + ':' + str(y[1])) + self.面板显示[10].setText(trans('智力') + ':' + str(y[2])) + + skill_buff = B.技能表['BUFF'] + skill_awake = B.技能表['一次觉醒'] + + tempstr = [] + tempstr.append( + trans('BUFF力量%') + ' :' + to_percent(skill_buff.BUFF力量per)) + tempstr.append( + trans('BUFF智力%') + ' :' + to_percent(skill_buff.BUFF智力per)) + tempstr.append( + trans('BUFF物攻%') + ' :' + to_percent(skill_buff.BUFF物攻per)) + tempstr.append( + trans('BUFF魔攻%') + ' :' + to_percent(skill_buff.BUFF魔攻per)) + tempstr.append( + trans('BUFF独立%') + ' :' + to_percent(skill_buff.BUFF独立per)) + tempstr.append( + trans('一觉力智') + ' :' + str(int(round(skill_awake.一觉力智, 0)))) + tempstr.append(trans('一觉力智%') + ' :' + to_percent(skill_awake.一觉力智per)) + tempstr.append(str(总奶量)) + + # if self.角色属性B.希洛克武器词条 == 1: + # 武器词条最高值 = self.角色属性B.自适应最高值 + # 武器属性A = 武器属性A列表[武器词条最高值[0]] + # 武器属性B = 武器属性B列表[武器词条最高值[1]] + # tempstr.append("属性1:" +""+武器属性A.固定属性描述 + '') + # if self.角色属性B.武器词条触发 == 1: + # tempstr.append("属性2:" +""+武器属性B.固定属性描述 + '') + + if self.角色属性B.希洛克武器词条 == 1: + 武器词条最高值 = self.角色属性B.自适应最高值 + 武器属性A = 武器属性A列表[武器词条最高值[0]] + 武器属性B = 武器属性B列表[武器词条最高值[1]] + # tempstr += '

' + "属性1:" +""+武器属性A.固定属性描述 + ',' + 武器属性A.随机属性描述 + str(武器属性A.最大值)+ ('%' if 武器属性A.间隔 / 10 < 1 else '') + temp = trans("残香") + " " + trans( + 武器属性A.固定属性描述) + '' + if self.角色属性B.武器词条触发 == 1: + # tempstr += "| 属性2:" +""+武器属性B.固定属性描述 + ',' + 武器属性B.随机属性描述 + str(武器属性B.最大值)+ ('%' if 武器属性B.间隔 / 10
" + trans( + 武器属性B.固定属性描述) + '
' + tempstr.append(temp) + + if self.角色属性B.黑鸦词条[0][0] == 1 or self.角色属性B.黑鸦词条[1][ + 0] == 1 or self.角色属性B.黑鸦词条[2][0] == 1 or self.角色属性B.黑鸦词条[3][ + 0] == 1: + temp = trans("黑鸦") + if self.角色属性B.黑鸦词条[0][0] == 1: + if self.角色属性B.武器变换属性自适应 > 0: + 黑鸦武器 = 武器变换属性列表[self.角色属性B.武器变换属性自适应] + temp += " {}:".format( + trans('武器')) + "" + trans( + 黑鸦武器.固定属性描述) + '' + else: + temp += " {}:".format( + trans('武器')) + "" + trans( + '觉醒') + '' + if self.角色属性B.黑鸦词条[1][0] == 1: + 黑鸦 = 装备变换属性列表[self.角色属性B.防具变换属性自适应[0]] + temp += " {}:".format( + trans('戒指')) + "" + trans( + 黑鸦.固定属性描述) + '' + + tempstr.append(temp) + + temp = trans("黑鸦") + if self.角色属性B.黑鸦词条[2][0] == 1: + 黑鸦 = 装备变换属性列表[self.角色属性B.防具变换属性自适应[1]] + temp += " {}:".format( + trans('辅助')) + "" + trans( + 黑鸦.固定属性描述) + '' + if self.角色属性B.黑鸦词条[3][0] == 1: + 黑鸦 = 装备变换属性列表[self.角色属性B.防具变换属性自适应[2]] + temp += " {}:".format( + trans('下装')) + "" + trans( + 黑鸦.固定属性描述) + '' + tempstr.append(temp) + + count = len(tempstr) + + for i in range(len(self.词条显示)): + value = tempstr[i] if i < count else '' + self.词条显示[i].setText(value) + + for i in self.套装名称显示: + i.setText('') + + self.套装名称显示[0].setText(trans(装备[11])) + self.套装名称显示[0].setStyleSheet( + "QLabel{font-size:12px;color:rgb(255,255,255)}") + + 套装名称 = copy(self.角色属性B.套装栏) + + 神话所在套装 = [] + for i in range(11): + if equ.get_equ_by_name(装备[i]).品质 == '神话': + 神话所在套装.append(equ.get_equ_by_name(装备[i]).所属套装) + + 套装 = [] + 套装件数 = [] + 套装属性 = [] + for i in range(len(套装名称)): + temp = 套装名称[i].split('[')[0] + if temp not in 套装: + 套装.append(trans(temp)) + 套装件数.append([]) + 套装属性.append('') + if len(套装名称[i].split('[')) > 1: + 件数 = 套装名称[i].split('[')[1].split(']')[0] + 套装件数[套装.index(trans(temp))].append(件数) + 套装属性[套装.index( + trans(temp) + )] += '' + 套装名称[ + i] + '
' + equ.get_suit_by_name( + 套装名称[i]).装备描述_BUFF(self.角色属性B)[:-4] + '

' + + self.角色属性B.装备描述 = 1 + + sirocos = [] + + temp = '' + + for i in range(15): + if self.希洛克选择状态[i] == 1: + siroco = SirocoList[i // 3] + if siroco not in sirocos: + siroco.set_character(self.角色属性B) + sirocos.append(siroco) + siroco.fuse(i % 3) + for siroco in sirocos: + temp += siroco.compute() + self.角色属性B.装备描述 = 0 + 套装属性.append(temp) + + for i in range(len(希洛克套装)): + count = self.希洛克选择状态[i * 3 + 0] + \ + self.希洛克选择状态[i * 3 + 1] + self.希洛克选择状态[i * 3 + 2] + if count > 1: + 套装.append("{}-{}".format(trans('希洛克'), trans(希洛克套装[i]))) + 套装件数.append([count]) + + for i in range(len(套装)): + if len(套装件数[i]) > 0: + self.套装名称显示[i + 1].setText( + trans(套装[i]) + '[' + str(max(套装件数[i])) + ']') + else: + self.套装名称显示[i + 1].setText(trans(套装[i])) + if 套装[i] in 神话所在套装: + self.套装名称显示[i + 1].setStyleSheet( + "QLabel{font-size:12px;color:rgb(226,150,146)}") + else: + self.套装名称显示[i + 1].setStyleSheet( + "QLabel{font-size:12px;color:rgb(255,255,255)}") + self.套装名称显示[i + 1].setToolTip(套装属性[i][:-4]) + + if len(self.基准值) != 0: + self.提升率显示.setText(self.对比输出(提升率, self.基准值[0], 1, 1)) + else: + self.提升率显示.setText(str(round(提升率, 2)) + '%') + self.自选计算数据 = [提升率, 总数据] + + if 输出 == 0: + self.排行数据.append(装备 + [0] + 套装 + ['无']) + self.输出界面(0, 自选计算模式=True) + + def 站街计算(self, 装备名称, 套装名称=None): + C = deepcopy(self.角色属性A) + C.穿戴装备(装备名称, 套装名称) + C.装备属性计算(x=1) + C.站街计算() + return C + + def 对比输出(self, A, B, x=0, y=0): + if B == 0: + return str(A) + if x == 0: + temp = int(A - B) + if temp == 0: + if y == 1: + return '不变' + return '-' + elif temp > 0: + return '+' + str( + temp) + '' + else: + return '' + str( + temp) + '' + else: + temp = round((A / B - 1) * 100, 2) + if temp == 0: + if y == 1: + return '不变' + return '-' + elif temp > 0: + return '+' + str( + '%.2f' % temp) + '%' + else: + return '' + str( + '%.2f' % temp) + '%' + + def 输出界面(self, index, name='', 自选计算模式=False): + 装备名称 = [] + 套装名称 = [] + 百变怪 = self.排行数据[index][-1] + for i in range(12): + 装备名称.append(self.排行数据[index][i]) + + if not 自选计算模式: + for i in range(13, len(self.排行数据[index]) - 1): + 套装名称.append(self.排行数据[index][i]) + + C = self.站街计算(装备名称) + + self.角色属性B = deepcopy(self.角色属性A) + self.角色属性B.穿戴装备(装备名称, 套装名称) + # 登记 Start + self.角色属性B.预计算(自动切装=not 自选计算模式) + + if self.登记启用 and 自选计算模式: + 登记属性 = self.换装计算(self.角色属性B) + 登记装备 = 登记属性.装备栏 + + # self.输入属性(self.角色属性B) + self.角色属性B.切换详情 = '换装详情:
' + '
'.join( + [' , '.join(登记装备[i:i + 4]) for i in range(0, len(登记装备), 4)]) + # 登记 end + + # 最大输出界面限制 + if len(self.输出窗口列表) >= 10: + del self.输出窗口列表[0] + + 输出窗口 = QWidget() + 输出窗口.setStyleSheet('''QToolTip { + background-color: black; + color: white; + border: 0px + }''') + 输出窗口.setFixedSize(788, 546) + pox_y = 18 + pox_y2 = 11 + temp = '' + if name == '': + temp += trans('详细数据') + ' 仅供参考 带节奏死个' + ' ' + get_mac_address() + else: + temp += name + # temp += '(最多显示前18个技能)'+"装备版本:"+self.角色属性A.版本 + " 增幅版本:" + self.角色属性A.增幅版本 + 输出窗口.setWindowTitle(temp) + 输出窗口.setWindowIcon(self.icon) + QLabel(输出窗口).setPixmap(self.输出背景图片) + 人物 = QLabel(输出窗口) + 图片 = QPixmap('./ResourceFiles/' + self.角色属性A.实际名称 + "/人物.png") + 人物.setPixmap(图片) + 人物.move(90 + int(45 - 图片.width() / 2), 40 - pox_y2) + 人物.resize(90, 90) + 人物.setAlignment(Qt.AlignTop) + + y = self.角色属性B.一觉面板() + x = self.角色属性B.BUFF面板() + + 面板显示 = [] + for i in range(11): + 面板显示.append(QLabel(输出窗口)) + 面板显示[0].setText(trans('站街') + ':' + str(int(C.系数数值站街()))) + + 面板显示[3].setText(trans('力量') + ':' + str(x[1])) + 面板显示[4].setText(trans('智力') + ':' + str(x[2])) + 面板显示[5].setText(trans('物攻') + ':' + str(x[3])) + 面板显示[6].setText(trans('魔攻') + ':' + str(x[4])) + 面板显示[7].setText(trans('独立') + ':' + str(x[5])) + + 面板显示[9].setText(trans('力量') + ':' + str(y[1])) + 面板显示[10].setText(trans('智力') + ':' + str(y[2])) + + const = 139 + 面板显示[0].move(35, const - pox_y2 + 10) + + const += 36 + count = 0 + for i in [2, 3, 4, 5, 6, 7]: + 面板显示[i].move(35, const + count * 18 - pox_y2) + count += 1 + + count = 0 + for i in [8, 9, 10]: + 面板显示[i].move(165, const + count * 18 - pox_y2) + count += 1 + + for i in range(len(面板显示)): + 面板显示[i].setStyleSheet("QLabel{font-size:12px;color:white;}") + 面板显示[i].resize(100, 18) + 面板显示[i].setAlignment(Qt.AlignLeft) + + skill_buff = self.角色属性B.技能表['BUFF'] + skill_awake = self.角色属性B.技能表['一次觉醒'] + + tempstr = [] + tempstr.append( + trans('BUFF力量%') + ' :' + to_percent(skill_buff.BUFF力量per)) + tempstr.append( + trans('BUFF智力%') + ' :' + to_percent(skill_buff.BUFF智力per)) + tempstr.append( + trans('BUFF物攻%') + ' :' + to_percent(skill_buff.BUFF物攻per)) + tempstr.append( + trans('BUFF魔攻%') + ' :' + to_percent(skill_buff.BUFF魔攻per)) + tempstr.append( + trans('BUFF独立%') + ' :' + to_percent(skill_buff.BUFF独立per)) + tempstr.append( + trans('一觉力智') + ' :' + str(int(round(skill_awake.一觉力智, 0)))) + tempstr.append(trans('一觉力智%') + ' :' + to_percent(skill_awake.一觉力智per)) + + j = 318 + for i in tempstr: + templab = QLabel(输出窗口) + templab.setText(i) + templab.setStyleSheet( + "QLabel{font-size:12px;color:rgb(104,213,237)}") + templab.move(20, j - pox_y2) + templab.resize(305, 18) + templab.setAlignment(Qt.AlignLeft) + j += 18 + + 位置 = 313 + 间隔 = 20 + 适用称号名称 = QLabel(self.称号.currentData(), 输出窗口) + 适用称号名称.setStyleSheet("QLabel{font-size:12px;color:rgb(255,255,255)}") + 适用称号名称.move(114, 位置 - pox_y2) + 适用称号名称.resize(150, 18) + 适用称号名称.setAlignment(Qt.AlignCenter) + 位置 += 间隔 + 适用称号名称.setToolTip(self.称号描述()) + + 适用宠物名称 = QLabel(self.宠物.currentData(), 输出窗口) + 适用宠物名称.setStyleSheet("QLabel{font-size:12px;color:rgb(255,255,255)}") + 适用宠物名称.move(114, 位置 - pox_y2) + 适用宠物名称.resize(150, 18) + 适用宠物名称.setAlignment(Qt.AlignCenter) + 位置 += 间隔 + 适用宠物名称.setToolTip(self.宠物描述()) + + 适用中的套装 = QLabel(trans(装备名称[11]), 输出窗口) + 适用中的套装.setStyleSheet("QLabel{font-size:12px;color:rgb(255,255,255)}") + 适用中的套装.move(132, 位置 - pox_y2) + 适用中的套装.resize(132, 18) + 适用中的套装.setAlignment(Qt.AlignCenter) + + 神话所在套装 = '无' + for i in range(11): + temp = equ.get_equ_by_name(装备名称[i]) + if temp.品质 == '神话': + 神话所在套装 = temp.所属套装 + + 套装 = [] + 套装件数 = [] + 套装属性 = [] + + 套装名称 = copy(self.角色属性B.套装栏) + + for i in range(len(套装名称)): + temp = 套装名称[i].split('[')[0] + if temp not in 套装: + 套装.append(temp) + 套装件数.append([]) + 套装属性.append('') + if len(套装名称[i].split('[')) > 1: + 件数 = 套装名称[i].split('[')[1].split(']')[0] + 套装件数[套装.index(temp)].append(件数) + 套装属性[套装.index( + temp + )] += '' + 套装名称[ + i] + '
' + equ.get_suit_by_name( + 套装名称[i]).装备描述_BUFF(self.角色属性B)[:-4] + '

' + + E = deepcopy(self.初始属性) + + sirocos = [] + + temp = '' + + for i in range(15): + if self.希洛克选择状态[i] == 1: + siroco = SirocoList[i // 3] + if siroco not in sirocos: + siroco.set_character(E) + sirocos.append(siroco) + siroco.fuse(i % 3) + for siroco in sirocos: + temp += siroco.compute() + + 套装属性.append(temp) + + for i in range(len(希洛克套装)): + count = self.希洛克选择状态[i * 3 + 0] + \ + self.希洛克选择状态[i * 3 + 1] + self.希洛克选择状态[i * 3 + 2] + if count > 1: + 套装.append("{}-{}".format(trans('希洛克'), trans(希洛克套装[i]))) + 套装件数.append([count]) + + for i in range(len(套装)): + 位置 += 间隔 + 适用套装名称 = QLabel(输出窗口) + if len(套装件数[i]) > 0: + 适用套装名称.setText(trans(套装[i]) + '[' + str(max(套装件数[i])) + ']') + else: + 适用套装名称.setText(trans(套装[i])) + 适用套装名称.move(132, 位置 - pox_y2) + 适用套装名称.resize(132, 18) + 适用套装名称.setAlignment(Qt.AlignCenter) + if 套装[i] in 神话所在套装: + 适用套装名称.setStyleSheet( + "QLabel{font-size:12px;color:rgb(226,150,146)}") + else: + 适用套装名称.setStyleSheet( + "QLabel{font-size:12px;color:rgb(255,255,255)}") + 适用套装名称.setToolTip(套装属性[i][:-4]) + + 实际技能等级 = [] + + 技能表 = self.角色属性B.技能表.values() + + for skill in 技能表: + 实际技能等级.append(skill.等级) + + if len(self.基准值) != 0: + 显示模式 = 1 + else: + 显示模式 = 0 + + count = 0 + + 统计详情 = self.角色属性B.compute() + + for 详情 in 统计详情: + if sum(详情) != 0: + count += 1 + + self.行高 = 30 + if count > 0: + self.行高 = min(int(440 / count), 30) + j = -1 + + num = 0 + for skill in 技能表: + if skill.是否启用 and sum(统计详情[num]) != 0: + j += 1 + 每行详情 = [] + for k in range(11): + 每行详情.append(QLabel(输出窗口)) + + # 图片 + 每行详情[0].setPixmap(self.技能图片[num]) + 每行详情[0].move(302, 50 + j * self.行高 - pox_y) + 每行详情[0].resize(28, min(28, self.行高 - 2)) + # 等级 + 每行详情[1].setText('Lv.' + str(实际技能等级[num])) + 每行详情[1].move(337, 50 + j * self.行高 - pox_y) + 每行详情[1].resize(30, min(28, self.行高)) + + for k in range(8): + 详情 = str(int(统计详情[num][k])) + if 显示模式 == 1: + 详情 = self.对比输出(统计详情[num][k], self.基准值[1][num][k]) + if 详情 == '0' or 详情 == 0: + 详情 = '' + 每行详情[k + 2].setText(详情) + 每行详情[k + 2].move(370 + k * 40, 50 + j * self.行高 - pox_y) + 每行详情[k + 2].resize(50, min(28, self.行高)) + if hasattr(skill, "适用数值") and skill.适用数值 != 0: + 每行详情[10].setText("(" + str(round(skill.适用数值)) + ")") + 每行详情[10].setStyleSheet( + "QLabel{font-size:12px;color:rgb(104,213,237)}") + 每行详情[10].move(710, 50 + j * self.行高 - pox_y) + 每行详情[10].resize(50, min(28, self.行高)) + + for l in range(1, 10): + if self.登记启用 and skill.名称 in BUFF影响技能 and 自选计算模式: + 每行详情[l].setStyleSheet( + "QLabel{font-size:12px;color:rgb(255,0,0)}") + else: + 每行详情[l].setStyleSheet( + "QLabel{font-size:12px;color:rgb(255,255,255)}") + 每行详情[l].setAlignment(Qt.AlignCenter) + + num += 1 + + 合计力量 = 0 + 合计智力 = 0 + 合计物攻 = 0 + 合计魔攻 = 0 + 合计独立 = 0 + + 基准值合计力量 = 0 + 基准值合计智力 = 0 + 基准值合计物攻 = 0 + 基准值合计魔攻 = 0 + 基准值合计独立 = 0 + + for i in range(len(统计详情)): + if 显示模式 == 1: + 基准值合计力量 += self.基准值[1][i][3] + 基准值合计智力 += self.基准值[1][i][4] + 基准值合计物攻 += self.基准值[1][i][5] + 基准值合计魔攻 += self.基准值[1][i][6] + 基准值合计独立 += self.基准值[1][i][7] + 合计力量 += 统计详情[i][3] + 合计智力 += 统计详情[i][4] + 合计物攻 += 统计详情[i][5] + 合计魔攻 += 统计详情[i][6] + 合计独立 += 统计详情[i][7] + tempstr = '' + if 显示模式 == 1: + 对比力量 = self.对比输出(合计力量, 基准值合计力量, 0, 1) + 对比智力 = self.对比输出(合计智力, 基准值合计智力, 0, 1) + 对比物攻 = self.对比输出(合计物攻, 基准值合计物攻, 0, 1) + 对比魔攻 = self.对比输出(合计魔攻, 基准值合计魔攻, 0, 1) + 对比独立 = self.对比输出(合计独立, 基准值合计独立, 0, 1) + if 对比力量 == 对比智力: + tempstr += trans('力智') + 对比力量 + else: + tempstr += '力量' + 对比力量 + tempstr += ',智力' + 对比智力 + + if 对比物攻 == 对比魔攻 and 对比魔攻 == 对比独立: + tempstr += ',' + trans('三攻') + 对比物攻 + else: + tempstr += ',物攻' + 对比物攻 + tempstr += ',魔攻' + 对比魔攻 + tempstr += ',独立' + 对比独立 + else: + if 合计力量 == 合计智力: + tempstr += trans('力智') + '+' + str(round(合计力量)) + else: + tempstr += '力量+' + str(round(合计力量)) + tempstr += ',智力+' + str(round(合计智力)) + + if 合计物攻 == 合计魔攻 and 合计魔攻 == 合计独立: + tempstr += ',' + trans('三攻') + '+' + str(round(合计物攻)) + else: + tempstr += ',物攻+' + str(round(合计物攻)) + tempstr += ',魔攻+' + str(round(合计魔攻)) + tempstr += ',独立+' + str(round(合计独立)) + if self.角色属性B.切换详情 != '无': + tempstr += '

' + self.角色属性B.切换详情 + + if self.角色属性B.希洛克武器词条 == 1: + 武器词条最高值 = self.角色属性B.自适应最高值 + 武器属性A = 武器属性A列表[武器词条最高值[0]] + 武器属性B = 武器属性B列表[武器词条最高值[1]] + # tempstr += '

' + "属性1:" +""+武器属性A.固定属性描述 + ',' + 武器属性A.随机属性描述 + str(武器属性A.最大值)+ ('%' if 武器属性A.间隔 / 10 < 1 else '') + tempstr += "

" + trans("残香") +""+ \ + "" + trans(武器属性A.固定属性描述) + '' + if self.角色属性B.武器词条触发 == 1: + # tempstr += "| 属性2:" +""+武器属性B.固定属性描述 + ',' + 武器属性B.随机属性描述 + str(武器属性B.最大值)+ ('%' if 武器属性B.间隔 / 10 < 1 else '') + tempstr += " | " + "" + trans( + 武器属性B.固定属性描述) + '' + + if self.角色属性B.黑鸦词条[0][0] == 1 or self.角色属性B.黑鸦词条[1][ + 0] == 1 or self.角色属性B.黑鸦词条[2][0] == 1 or self.角色属性B.黑鸦词条[3][ + 0] == 1: + tempstr += "

" + trans("黑鸦") + if self.角色属性B.黑鸦词条[0][0] == 1: + if self.角色属性B.武器变换属性自适应 > 0: + 黑鸦武器 = 武器变换属性列表[self.角色属性B.武器变换属性自适应] + tempstr += " {}:".format( + trans('武器')) + "" + trans( + 黑鸦武器.固定属性描述) + '' + else: + tempstr += " {}:".format( + trans('武器')) + "" + trans( + '觉醒') + '' + if self.角色属性B.黑鸦词条[1][0] == 1: + 黑鸦 = 装备变换属性列表[self.角色属性B.防具变换属性自适应[0]] + tempstr += " {}:".format( + trans('戒指')) + "" + trans( + 黑鸦.固定属性描述) + '' + if self.角色属性B.黑鸦词条[2][0] == 1: + 黑鸦 = 装备变换属性列表[self.角色属性B.防具变换属性自适应[1]] + tempstr += " {}:".format( + trans('辅助')) + "" + trans( + 黑鸦.固定属性描述) + '' + if self.角色属性B.黑鸦词条[3][0] == 1: + 黑鸦 = 装备变换属性列表[self.角色属性B.防具变换属性自适应[2]] + tempstr += " {}:".format( + trans('下装')) + "" + trans( + 黑鸦.固定属性描述) + '' + + 合计 = QLabel(输出窗口) + 合计.setStyleSheet("QLabel{color:rgb(104,213,237);font-size:15px}") + 合计.setText(tempstr) + if self.登记启用 and 自选计算模式: + 合计.setStyleSheet("QLabel{color:rgb(104,213,237);font-size:12px}") + 合计.resize(450, 300) + 合计.move(280, 30 + j * self.行高 - pox_y2) + 合计.setAlignment(Qt.AlignCenter) + + 初始x = 10 + 初始y = 31 + + 图片列表 = self.获取装备图片(self.排行数据[index]) + + 提升率 = self.角色属性B.提升率计算(统计详情) + + 提升率显示 = QLabel(输出窗口) + + 提升率显示.setStyleSheet("QLabel{color:rgb(255,255,255);font-size:25px}") + if 显示模式 == 1: + 提升率显示.setText(self.对比输出(提升率, self.基准值[0], 1, 1)) + else: + 提升率显示.setText(str(round(提升率, 2)) + '%') + 提升率显示.resize(250, 36) + 提升率显示.move(10, 517 - pox_y2) + 提升率显示.setAlignment(Qt.AlignCenter) + + 图片列表 = self.获取装备图片(self.排行数据[index]) + 偏移量 = 187 + x坐标 = [ + 32, 0, 0, 32, 0, 偏移量, 偏移量 + 32, 偏移量 + 32, 偏移量, 偏移量, 偏移量 + 32, 32 + ] + y坐标 = [0, 0, 32, 32, 64, 0, 0, 32, 64, 32, 64, 64] + + tempstr = self.装备描述_BUFF计算(self.角色属性B) + + for i in range(12): + x = 初始x + x坐标[i] + y = 初始y + y坐标[i] - pox_y2 + 装备图标 = QLabel(输出窗口) + 装备图标.setMovie(图片列表[i]) + 装备图标.resize(26, 26) + 装备图标.move(x, y) + 装备图标.setAlignment(Qt.AlignCenter) + 装备 = equ.get_equ_by_name(self.角色属性B.装备栏[i]) + if self.角色属性B.装备栏[i] == 百变怪: + 图标遮罩 = QLabel(输出窗口) + 图标遮罩.setStyleSheet("QLabel{background-color:rgba(0,0,0,0.5)}") + 图标遮罩.resize(26, 26) + 图标遮罩.move(x, y) + 图标遮罩.setToolTip(tempstr[i]) + else: + 装备图标.setToolTip(tempstr[i]) + + for i in range(12): + 装备 = equ.get_equ_by_name(self.角色属性B.装备栏[i]) + 打造状态 = QLabel(输出窗口) + if 装备.所属套装 != '智慧产物': + 打造状态.setText('+' + str(self.角色属性B.强化等级[i])) + if self.角色属性B.是否增幅[i] == 1: + 打造状态.setStyleSheet( + "QLabel{color:rgb(228,88,169);font-size:12px;font-weight:Bold}" + ) + else: + 打造状态.setStyleSheet( + "QLabel{color:rgb(25,199,234);font-size:12px;font-weight:Bold}" + ) + + else: + 打造状态.setText('+' + str(self.角色属性B.改造等级[i])) + 打造状态.setStyleSheet( + "QLabel{color:rgb(249,141,62);font-size:12px;font-weight:Bold;}" + ) + + 打造状态.move(初始x + x坐标[i] + 13, 初始y + y坐标[i] - 8 - pox_y2) + + 装备 = equ.get_equ_by_name(self.角色属性B.装备栏[11]) + if 装备.所属套装 != '智慧产物' and self.角色属性B.武器锻造等级 != 0: + 打造状态 = QLabel(输出窗口) + 打造状态.setText('+' + str(self.角色属性B.武器锻造等级)) + 打造状态.setStyleSheet( + "QLabel{color:rgb(232,104,24);font-size:12px;font-weight:Bold}" + ) + 打造状态.move(初始x + x坐标[11] + 13, 初始y + y坐标[11] + 20 - pox_y2) + + if self.登记启用 and 自选计算模式: + # 登记装备图表显示 + 偏移量 = 80 + x坐标 = [ + 32, 0, 0, 32, 0, 偏移量, 偏移量 + 32, 偏移量 + 32, 偏移量, 偏移量, 偏移量 + 32, + 32 + ] + y坐标 = [0, 0, 32, 32, 64, 0, 0, 32, 64, 32, 64, 64] + 图片列表2 = self.获取装备图片(登记装备, self.登记希洛克, self.登记奥兹玛) + + def compare(i): + if 登记装备[i] != self.排行数据[index][i]: + return False + if i == 2: + if self.角色属性A.黑鸦词条[3][0] != self.角色属性B.黑鸦词条[3][0]: + return False + elif i == 7: + if self.角色属性A.黑鸦词条[1][0] != self.角色属性B.黑鸦词条[1][0]: + return False + elif i == 9: + if self.角色属性A.黑鸦词条[2][0] != self.角色属性B.黑鸦词条[2][0]: + return False + elif i == 11: + if self.角色属性A.黑鸦词条[0][0] != self.角色属性B.黑鸦词条[0][0]: + return False + return True + + for i in range(len(登记装备)): + x = 初始x + x坐标[i] + 600 + y = 初始y + y坐标[i] - pox_y2 + 200 + 装备图标 = QLabel(输出窗口) + 装备图标.setMovie(图片列表2[i]) + 装备图标.resize(26, 26) + 装备图标.move(x, y) + 装备图标.setAlignment(Qt.AlignCenter) + + if compare(i): + 图标遮罩 = QLabel(输出窗口) + 图标遮罩.setStyleSheet( + "QLabel{background-color:rgba(0,0,0,0.8)}") + 图标遮罩.resize(26, 26) + 图标遮罩.move(x, y) + try: + self.exports_store() + 更新人物名望() + # TODO: 重新布局 + 总名望 = store.get("/fame/temp_result") + 名望详情 = store.get("/fame/temp_result/detail") + if 总名望 > 0: + bmi = pow(提升率, 2) / 1e5 / pow((总名望 / 1e4 - 0.5), 3) + templabel = QLabel(输出窗口) + templabel.setText("名望 {}({})".format(str(总名望), + str(round(bmi, 2)))) + templabel.setStyleSheet( + "QLabel{font-size:12px;color:rgb(255,255,255)}") + templabel.move(130, 110) + templabel.resize(100, 42) + templabel.setToolTip( + '系数计算公式:bmi = pow(提升率,2) / 1e5 / pow((总名望 / 1e4 - 0.5), 3)
' + + str(名望详情)) + + except Exception as e: + logger.error(e) + + 输出显示 = MainWindow(输出窗口) + self.输出窗口列表.append(输出显示) + 输出显示.show() + + def 辟邪玉显示(self, x=0): + temp = '' + num = 0 + for i in range(4): + k = self.辟邪玉选择[i].currentIndex() + if k > 0: + temp += trans('{$name}$value
', + name=辟邪玉列表[k].简称, + value=self.辟邪玉数值[i].currentData()) + num += 1 + 辟邪玉颜色 = 颜色[{4: '史诗', 3: '传说', 2: '神器', 1: '稀有'}.get(num, '稀有')] + if x == 0: + return 辟邪玉颜色 + else: + if num == 0: + return '' + else: + return trans('{辟邪玉}:
$effect
', + color=辟邪玉颜色, + effect=temp[:-4]) + + def 装备描述_BUFF计算(self, property): + tempstr = [] + 希洛克选择状态 = [0] * 3 + for i in range(len(self.希洛克选择状态)): + 希洛克选择状态[i % 3] += self.希洛克选择状态[i] + 奥兹玛选择状态 = [0] * 5 + for i in range(len(self.奥兹玛选择状态)): + 奥兹玛选择状态[i % 5] += self.奥兹玛选择状态[i] + for i in range(12): + 装备 = equ.get_equ_by_name(property.装备栏[i]) + tempstr.append( + trans( + ' {$name}
', + color=颜色[装备.品质], + name=装备.名称)) + if 装备.所属套装 != '无': + if 装备.所属套装 != '智慧产物': + y = ' ' + 装备.所属套装 + else: + try: + y = ' ' + 装备.所属套装2 + except Exception as e: + y = ' ' + else: + y = ' ' + if i == 11: + y += ' ' + 装备.类型 + + tempstr[i] += trans('{Lv}$level {$rarity} {$name}', + level=装备.等级, + rarity=装备.品质, + name=y) + if i < 5: + x = property.防具精通计算(i) + tempstr[i] += trans('
{防具精通}: ') + for n in property.防具精通属性: + if n != '体力': + tempstr[i] += n + ' +' + str(2 * x) + ' ' + else: + tempstr[i] += n + ' +' + str(x) + ' ' + + if 装备.所属套装 != '智慧产物': + if property.强化等级[i] != 0: + if i in [9, 10]: + tempstr[i] += trans( + '
+$value {强化}:', + value=property.强化等级[i]) + tempstr[i] += trans('{四维} +$value ', + value=左右计算(100, 装备.品质, + property.强化等级[i])) + + if property.武器锻造等级 != 0: + if i == 11: + tempstr[i] += trans( + '
+$value {锻造} ', + value=property.武器锻造等级) + tempstr[i] += trans("{四维} +$value ", + value=锻造四维(装备.等级, 装备.品质, + property.武器锻造等级)) + + if property.是否增幅[i] == 1: + value = 增幅计算(装备.等级, 装备.品质, property.强化等级[i], property.增幅版本) + if tempstr[i] != '': + tempstr[i] += '
' + tempstr[i] += trans('+$value {增幅}:', + value=property.强化等级[i]) + if '体力' in property.类型: + tempstr[i] += trans('{异次元体力} +$value', + value=value) + elif '精神' in property.类型: + tempstr[i] += trans('{异次元精神} +$value
', + value=value) + elif '智力' in property.类型: + tempstr[i] += trans('{异次元智力} +$value
', + value=value) + + if tempstr[i] != '': + tempstr[i] += '
' + if 装备.所属套装 != '智慧产物': + weapon_index = property.黑鸦词条[0][0] + ring_index = property.黑鸦词条[1][0] + left_index = property.黑鸦词条[2][0] + pants_index = property.黑鸦词条[3][0] + + # 下装 + if i == 2 and pants_index != 0: + tempstr[i] += 装备.装备描述_变换属性_BUFF(property) + if pants_index == 1: + tempstr[i] += self.黑鸦属性描述(property.防具变换属性自适应[2], 0, 1) + else: + tempstr[i] += self.黑鸦属性描述(property.黑鸦词条[3][1], + property.黑鸦词条[3][2], 1) + + # 戒指 + elif i == 7 and ring_index != 0: + tempstr[i] += 装备.装备描述_变换属性_BUFF(property) + if ring_index == 1: + tempstr[i] += self.黑鸦属性描述(property.防具变换属性自适应[0], 0, 1) + else: + tempstr[i] += self.黑鸦属性描述(property.黑鸦词条[1][1], 0, 1) + + # 辅助装备 + elif i == 9 and left_index != 0: + tempstr[i] += 装备.装备描述_变换属性_BUFF(property) + if left_index == 1: + tempstr[i] += self.黑鸦属性描述(property.防具变换属性自适应[1], 0, 1) + else: + tempstr[i] += self.黑鸦属性描述(property.黑鸦词条[2][1], + property.黑鸦词条[2][2], 1) + + # 武器 + elif i == 11 and weapon_index != 0: + + tempstr[i] += 装备.装备描述_变换属性_BUFF(property) + + # 当遴选为觉醒时 + add_awake = weapon_index == 3 or (weapon_index == 1 and + property.武器变换属性自适应 == 0) + + # 自选觉醒 + if add_awake: + tempstr[i] += 'Lv50 技能等级+2
' + tempstr[i] += 'Lv85 技能等级+2
' + tempstr[i] += 'Lv100 技能等级+2
' + + if weapon_index > 0: + if weapon_index == 1 and property.武器变换属性自适应 != 0: + tempstr[i] += self.黑鸦属性描述(property.武器变换属性自适应, 0) + elif weapon_index == 2: + tempstr[i] += self.黑鸦属性描述(property.黑鸦词条[0][0], + property.黑鸦词条[0][2]) + + if 装备.名称 == '世界树之精灵': + tempstr[i] += 'Lv50 技能等级+2
' + + else: + tempstr[i] += 装备.装备描述_BUFF(property) + + property.装备描述 = 1 + + 部位 = 部位列表[i] + + 希洛克title = trans('{希洛克融合属性}:
') + + if 希洛克选择状态[0] == 1 and 部位 == '下装': + # tempstr[i]+='
' + tempstr[i] += 希洛克title + tempstr[i] += BUFF增加(property, BUFF力智per=1.03) + elif 希洛克选择状态[1] == 1 and 部位 == '戒指': + # tempstr[i]+='
' + tempstr[i] += 希洛克title + tempstr[i] += 觉醒增加(property, 一觉力智per=1.03) + elif 希洛克选择状态[2] == 1 and 部位 == '辅助装备': + # tempstr[i]+='
' + tempstr[i] += 希洛克title + tempstr[i] += 被动增加(property, 被动进图加成=80) + if self.角色属性B.希洛克武器词条 > 0 and i == 11: + + # tempstr[i]+='
' + tempstr[i] += 希洛克title + + if self.角色属性B.希洛克武器词条 == 1: + 武器词条最高值 = self.角色属性B.自适应最高值 + 武器属性A = 武器属性A列表[武器词条最高值[0]] + 武器属性B = 武器属性B列表[武器词条最高值[1]] + elif self.角色属性B.希洛克武器词条 == 2: + 武器属性A = 武器属性A列表[self.武器融合属性A.currentIndex()] + 武器属性B = 武器属性B列表[self.武器融合属性B.currentIndex()] + + tempstr[i] += trans("{属性1}:$a,$b$c$d
",\ + a = 武器属性A.固定属性描述,\ + b = 武器属性A.随机属性描述,\ + c = 武器属性A.最大值,\ + d = '%' if 武器属性A.间隔 / 10 < 1 else '') + if self.角色属性B.武器词条触发 == 1: + tempstr[i] += trans("{属性2}:$a,$b$c$d
",\ + a = 武器属性B.固定属性描述,\ + b = 武器属性B.随机属性描述,\ + c = 武器属性B.最大值,\ + d = '%' if 武器属性B.间隔 / 10 < 1 else '') + + if 部位 in 奥兹玛部位列表: + index = 奥兹玛部位列表.index(部位) + cur = -1 + for j in range(0, 5): + if self.奥兹玛选择状态[j * 5 + index] == 1: + cur = j + break + if cur > 0: + tempstr[i] += trans( + '{奥兹玛融合属性}:
') + tempstr[i] += str(OzmaList[cur](property)) + property.装备描述 = 0 + + tempstr[i] = tooltip_trim(tempstr[i]) + tempstr[i] += '
' + + return tempstr + + def 黑鸦属性描述(self, index, value=0, x=0): + 变换属性 = 武器变换属性列表[index] if x == 0 else 装备变换属性列表[index] + value = 变换属性.最大值 - 变换属性.间隔 * value + if value // 10 < 1: + value = str(value) + "%" + return "{},,{}{}
".format( + 变换属性.固定属性描述, 变换属性.随机属性描述, value) + + def 黑鸦属性计算(self, 属性: 辅助角色属性): + for i in range(4): + if self.黑鸦词条选项[i][0].currentIndex() == 2: + if i == 0: + 武器属性 = 武器变换属性列表[self.黑鸦词条选项[i][1].currentIndex()] + 武器属性数值 = self.黑鸦词条选项[i][3].currentText().replace('%', '') + 武器属性.当前值 = int(武器属性数值 if 武器属性数值 != '' else 0) + 武器属性.变换属性(属性) + else: + 装备属性 = 装备变换属性列表[self.黑鸦词条选项[i][1].currentIndex()] + 装备属性数值 = self.黑鸦词条选项[i][3].currentText().replace('%', '') + 装备属性.当前值 = int(装备属性数值 if 装备属性数值 != '' else 0) + 装备属性.变换属性(属性) + + def 输入属性(self, 属性: 辅助角色属性, x=0): + + self.exports_property(属性) + + if x == 0: + self.辟邪玉属性计算(属性) + + if sum(self.希洛克选择状态) == 3: + 属性.武器词条触发 = 1 + + 属性.希洛克武器词条 = self.希洛克武器选择.currentIndex() + + if 属性.希洛克武器词条 == 2: + 属性.残香词条 = [ + self.武器融合属性A.currentIndex(), + self.武器融合属性A2.currentIndex(), + self.武器融合属性B.currentIndex(), + self.武器融合属性B2.currentIndex() + ] + + for i in range(len(self.复选框列表)): + if self.复选框列表[i].isChecked(): + 选项设置列表[i].适用效果(属性) + + 称号列表[self.称号.currentIndex()].城镇属性_BUFF(属性) + if 属性.称号触发: + 称号列表[self.称号.currentIndex()].触发属性(属性) + + 宠物列表[self.宠物.currentIndex()].城镇属性_BUFF(属性) + + for i in range(12): + 属性.是否增幅[i] = self.装备打造选项[i].currentIndex() + 属性.强化等级[i] = self.装备打造选项[i + 12].currentIndex() + 属性.改造等级[i] = self.装备打造选项[i + 24].currentIndex() + 属性.武器锻造等级 = self.装备打造选项[36].currentIndex() + 属性.类型 = self.装备打造选项[37].currentData() + self.是否计算 = 1 + + if self.切装模式选项.isChecked() and self.计算模式选择.currentIndex( + ) != 2 and 属性.技能表['BUFF'].是否启用 and 属性.技能表['一次觉醒'].是否启用: + 属性.双装备模式 = 1 + pass + + 黑鸦词条 = [] + for i in range(4): + temp = [ + self.黑鸦词条选项[i][0].currentIndex(), + self.黑鸦词条选项[i][1].currentIndex(), + self.黑鸦词条选项[i][3].currentIndex(), + ] + 黑鸦词条.append(temp) + 属性.黑鸦词条 = 黑鸦词条 + + 属性.希洛克选择状态 = self.希洛克选择状态 + + 属性.奥兹玛选择状态 = self.奥兹玛选择状态 + + 属性.觉醒择优系数 = float(self.觉醒择优系数.currentText()) + + self.基础属性(属性) + + def 技能加成判断(self, name, 属性): + if name == 'Lv1-30(主动)Lv+1': + 属性.技能等级加成('主动', 1, 30, 1) + return + if name == 'Lv1-50(主动)Lv+1': + 属性.技能等级加成('主动', 1, 50, 1) + return + if name == 'Lv1-35(主动)Lv+1': + 属性.技能等级加成('主动', 1, 35, 1) + return + if name == 'Lv30-50(主动)Lv+1': + 属性.技能等级加成('主动', 30, 50, 1) + return + if name == 'Lv1-30(所有)Lv+1': + 属性.技能等级加成('所有', 1, 30, 1) + return + if name == 'Lv1-50(所有)Lv+1': + 属性.技能等级加成('所有', 1, 50, 1) + return + if name == 'Lv1-20(所有)Lv+1': + 属性.技能等级加成('所有', 1, 20, 1) + return + if name == 'Lv20-30(所有)Lv+1': + 属性.技能等级加成('所有', 20, 30, 1) + return + if name == 'Lv1-80(所有)Lv+1': + 属性.技能等级加成('所有', 1, 80, 1) + return + + if name == '一觉Lv+1': + 属性.一觉Lv += 1 + return + if name == '一觉Lv+2': + 属性.一觉Lv += 2 + return + if name == 'BUFFLv+1': + 属性.BUFFLv += 1 + return + if name == 'BUFFLv+2': + 属性.BUFFLv += 2 + return + if name == 'BUFFLv+3': + 属性.BUFFLv += 3 + return + if name == 'BUFFLv+4': + 属性.BUFFLv += 4 + return + for skill in 属性.技能表.values(): + if name == skill.名称 + 'Lv+1': + skill.等级加成(1) + return + if name == 'BUFF力智+3%': + 属性.BUFF增加(BUFF力量per=1.03, BUFF智力per=1.03) + if name == 'BUFF三攻+3%': + 属性.BUFF增加(BUFF物攻per=1.03, BUFF魔攻per=1.03, BUFF独立per=1.03) + if name == 'BUFF力智、三攻+3%': + 属性.BUFF增加(BUFF力量per=1.03, + BUFF智力per=1.03, + BUFF物攻per=1.03, + BUFF魔攻per=1.03, + BUFF独立per=1.03) + + def 基础属性(self, 属性): + for i in range(3): + for j in range(16): + if self.属性设置输入[i][j].text() != '': + try: + float(self.属性设置输入[i][j].text()) + except Exception as e: + logger.error(e) + QMessageBox.information( + self, "错误", self.行名称[j + 17 if i > 2 else j] + + ":" + self.列名称[i] + " 输入格式错误,已重置为空") + self.属性设置输入[i][j].setText('') + for i in range(3, 9): + for j in range(17): + if self.属性设置输入[i][j].text() != '': + try: + float(self.属性设置输入[i][j].text()) + except Exception as e: + logger.error(e) + QMessageBox.information( + self, "错误", self.行名称[j + 17 if i > 2 else j] + + ":" + self.列名称[i] + " 输入格式错误,已重置为空") + self.属性设置输入[i][j].setText('') + + temp = [] + for j in range(len(self.属性设置输入[9])): + + if self.属性设置输入[9][j].text() != '' and j in [1, 2, 5]: + try: + temp.append(float(self.属性设置输入[9][j].text()) / 100) + + if temp[-1] > 1 or temp[-1] < -.2: + QMessageBox.information( + self, "错误", + self.修正列表名称[j] + " 输入数值超出[-20,100],已重置为空") + temp[-1] = 0.0 + self.属性设置输入[9][j].setText('') + except Exception as e: + temp.append(0.0) + QMessageBox.information(self, "错误", + self.修正列表名称[j] + " 输入格式错误,已重置为空") + self.属性设置输入[9][j].setText('') + elif self.属性设置输入[9][j].text() != '' and j in [0, 3, 4, 6]: + try: + temp.append(int(self.属性设置输入[9][j].text())) + except Exception as e: + temp.append(0.0) + QMessageBox.information(self, "错误", + self.修正列表名称[j] + " 输入格式错误,已重置为空") + self.属性设置输入[9][j].setText('') + else: + temp.append(0.0) + # 神话补正 + if 属性.类型 == '智力': + 属性.转职被动智力 += int(temp[0]) + 属性.一觉被动力智 += int(temp[4]) + else: + 属性.守护恩赐体精 += int(temp[0]) + 属性.信念光环体精 += int(temp[4]) + + 属性.BUFF力量per *= 1 + temp[1] + 属性.BUFF智力per *= 1 + temp[1] + 属性.BUFF物攻per *= 1 + temp[2] + 属性.BUFF魔攻per *= 1 + temp[2] + 属性.BUFF独立per *= 1 + temp[2] + 属性.转职被动Lv += int(temp[3]) + 属性.一觉力智per *= 1 + temp[5] + 属性.一觉力智 += int(temp[6]) + for i in [0, 3, 6]: + for j in range(17): + if self.属性设置输入[i][j].text() != '': + if i == 3 and j == 12: + 属性.BUFF适用面板 += int(self.属性设置输入[i][j].text()) + continue + if i == 0 and j in [1, 9, 16]: + 属性.进图智力 += int(self.属性设置输入[i][j].text()) + else: + 属性.智力 += int(self.属性设置输入[i][j].text()) + for j in range(17, 19): + if self.属性设置输入[i][j].text() != '': + 属性.BUFF补正力智 += int(self.属性设置输入[i][j].text()) + for i in [1, 4, 7]: + for j in range(17): + if self.属性设置输入[i][j].text() != '': + if i == 4 and j == 12: + 属性.BUFF适用面板 += int(self.属性设置输入[i][j].text()) + continue + if i == 1 and j in [1, 9, 16]: + 属性.进图体力 += int(self.属性设置输入[i][j].text()) + else: + 属性.体力 += int(self.属性设置输入[i][j].text()) + for j in range(17, 19): + if self.属性设置输入[i][j].text() != '': + 属性.BUFF补正体力 += int(self.属性设置输入[i][j].text()) + for i in [2, 5, 8]: + for j in range(17): + if self.属性设置输入[i][j].text() != '': + if i == 5 and j == 12: + 属性.BUFF适用面板 += int(self.属性设置输入[i][j].text()) + continue + if i == 2 and j in [1, 9, 16]: + 属性.进图精神 += int(self.属性设置输入[i][j].text()) + else: + 属性.精神 += int(self.属性设置输入[i][j].text()) + for j in range(17, 19): + if self.属性设置输入[i][j].text() != '': + 属性.BUFF补正精神 += int(self.属性设置输入[i][j].text()) + for i in self.技能设置输入: + self.技能加成判断(i.currentData(), 属性) + 属性.护石计算() diff --git a/PublicReference/buffer/panel.py b/PublicReference/buffer/panel.py new file mode 100644 index 00000000..1464cf84 --- /dev/null +++ b/PublicReference/buffer/panel.py @@ -0,0 +1,572 @@ +from PublicReference.utils.common import to_int +from PublicReference.view.Page import Page +from PyQt5.QtWidgets import QLabel, QGraphicsOpacityEffect + +from PublicReference.equipment.buff.武器融合_buff import * +from PublicReference.equipment.buff.黑鸦_buff import 装备变换属性列表, 武器变换属性列表 +from PublicReference.utils.constant import * +from PublicReference.equipment.equ_list import * + + +class 登记窗口(Page): + def __init__(self): + super().__init__() + + def 初始化(self): + self.初始化 = True + self.初始化UI() + self.初始化 = False + + def 初始化UI(self): + icon = store.get("/app/window/icon") + bgImg = store.get("/app/window/background_image") + self.setStyleSheet('''QToolTip { + background-color: black; + color: white; + border: 0px + }''') + self.setFixedSize(960, 560) + self.setWindowTitle("登记设置") + self.setWindowIcon(icon) + backgroundColorLabel = QLabel(self) + backgroundColorLabel.resize(self.width(), self.height()) + backgroundColorLabel.setStyleSheet( + "QLabel{background-color:rgba(50,50,50,1)}") + graphicsEffect = QGraphicsOpacityEffect() + graphicsEffect.setOpacity(0.1) + backgroundImageLabel = QLabel(self) + backgroundImageLabel.setPixmap(bgImg) + backgroundImageLabel.move(0, int((self.height() - 1230) / 6)) + backgroundImageLabel.setGraphicsEffect(graphicsEffect) + borderLabel = QLabel(self) + borderLabel.resize(self.width() - 4, self.height() - 2) + borderLabel.move(2, -1) + borderLabel.setStyleSheet("QLabel{border:1px solid black}") + + yesButton = QPushButton("应用", self) + yesButton.move(700, 500) + yesButton.resize(80, 24) + yesButton.setStyleSheet(按钮样式) + yesButton.clicked.connect(lambda _: self.设置换装()) + + cancelButton = QPushButton("取消", self) + cancelButton.move(790, 500) + cancelButton.resize(80, 24) + cancelButton.setStyleSheet(按钮样式) + cancelButton.clicked.connect(lambda _: self.closeWindow()) + + resetButton = QPushButton("全部重置", self) + resetButton.move(700, 460) + resetButton.resize(170, 24) + resetButton.setStyleSheet(按钮样式) + resetButton.clicked.connect(lambda _: self.reset()) + + self.初始化自选装备UI() + self.初始化奥兹玛UI() + self.初始化希洛克UI() + self.初始化遴选UI() + self.初始化残香UI() + + def showEvent(self, event): + self.初始化数据() + return super().showEvent(event) + + def 初始化数据(self): + self.初始化装备() + self.初始化希洛克() + self.初始化奥兹玛() + self.初始化遴选() + + def 初始化装备(self): + equips = store.first("/buffer/data/register/equips", + "/buffer/memory/equips") + amplifies = store.first("/buffer/data/register/amplifies", + "/buffer/data/amplifies") + for 部位 in range(len(equips)): + self.自选装备[部位].setCurrentText(equips[部位]) + self.自选增幅选项[部位].setCurrentIndex(amplifies[部位]) + + self.站街面板输入.setText( + str(store.get('/buffer/data/register/display_power', ''))) + + def 初始化希洛克(self): + sirocos = store.first("/buffer/data/register/siroco", + "/buffer/data/siroco") + for i in range(len(sirocos)): + self.希洛克选择(i, sirocos[i]) + weapon_fusion = store.first("/buffer/data/register/weapon_fusion", + "/buffer/data/weapon_fusion", [0] * 4) + self.武器融合属性A.setCurrentIndex(weapon_fusion[0]) + self.武器融合属性A2.setCurrentIndex(weapon_fusion[1]) + self.武器融合属性B.setCurrentIndex(weapon_fusion[2]) + self.武器融合属性B2.setCurrentIndex(weapon_fusion[3]) + + def 初始化奥兹玛(self): + ozmas = store.first("/buffer/data/register/ozma", "/buffer/data/ozma") + for i in range(len(ozmas)): + self.奥兹玛选择(i, ozmas[i]) + + def 初始化遴选(self): + black_purgatory = store.first("/buffer/data/register/black_purgatory", + "/buffer/data/black_purgatory") + for i in range(len(black_purgatory)): + self.黑鸦词条[i][1].setCurrentIndex(black_purgatory[i][1]) + if len(black_purgatory[i]) > 3: + self.黑鸦词条[i][3].setCurrentIndex(black_purgatory[i][3]) + + def reset(self): + store.delete("^/buffer/data/register/.*$") + self.初始化数据() + + def 设置换装(self): + if self.初始化: + return + 自选 = [] + 增幅 = [] + 黑鸦 = [] + + for i in range(len(self.自选装备)): + equip = self.自选装备[i].currentText() + 自选.append(equip) + 增幅.append(self.自选增幅选项[i].currentIndex() if equip != '无' else -1) + for i in range(len(self.黑鸦词条)): + 黑鸦.append([ + 2, + self.黑鸦词条[i][1].currentIndex(), + self.黑鸦词条[i][3].currentIndex(), + ]) + + store.set("/buffer/data/register/equips", 自选) + store.set("/buffer/data/register/siroco", self.希洛克选择状态) + store.set("/buffer/data/register/ozma", self.奥兹玛选择状态) + store.set("/buffer/data/register/black_purgatory", 黑鸦) + store.set("/buffer/data/register/amplifies", 增幅) + store.set("/buffer/data/register/amplifies", 增幅) + store.set("/buffer/data/register/weapon_fusion", [ + self.武器融合属性A.currentIndex(), + self.武器融合属性A2.currentIndex(), + self.武器融合属性B.currentIndex(), + self.武器融合属性B2.currentIndex(), + ]) + + store.set('/buffer/data/register/display_power', + to_int(self.站街面板输入.text())) + + store.emit("/buffer/event/register_changed") + self.closeWindow() + + def 初始化自选装备UI(self): + count = 0 + self.装备锁定 = [] + self.自选装备 = [] + self.自选增幅选项 = [] + + propertyA = store.get("/buffer/temp/property_a") + + 标签 = QLabel('锁定', self) + 标签.setAlignment(Qt.AlignCenter) + 标签.setStyleSheet(标签样式) + 标签.resize(70, 25) + 标签.move(20, 20) + + 标签 = QLabel('单件选择', self) + 标签.setAlignment(Qt.AlignCenter) + 标签.setStyleSheet(标签样式) + 标签.resize(240, 25) + 标签.move(70, 20) + + for i in 部位列表: + + lock = QCheckBox(i, self) + lock.setStyleSheet(复选框样式) + lock.resize(70, 22) + lock.move(20, 50 + 30 * count) + self.装备锁定.append(lock) + + x = MyQComboBox(self) + for j in range(32): + x.addItem(str(j)) + x.resize(55, 20) + x.move(90, 50 + 30 * count) + self.自选增幅选项.append(x) + + combo = MyQComboBox(self) + + self.自选装备.append(combo) + combo.resize(220, 22) + combo.move(150, 50 + 30 * count) + combo.addItem("无") + for j in equ.get_equ_list(): + if j.部位 == i: + if i == '武器': + if j.类型 in propertyA.武器选项: + combo.addItem(j.名称) + else: + combo.addItem(j.名称) + count += 1 + x = 400 + y = 20 + + 标签 = QLabel(trans('批量选择'), self) + 标签.setAlignment(Qt.AlignCenter) + 标签.setStyleSheet(标签样式) + 标签.resize(160, 25) + 标签.move(x, y) + + 套装类型 = ['防具', '首饰', '特殊', '上链左', '镯下右', '环鞋指'] + count = 0 + self.自选套装 = [] + for i in 套装类型: + self.自选套装.append(MyQComboBox(self)) + 套装名称 = [] + for j in equ.get_suit_list(): + if j.名称 not in 套装名称 and j.类型 == i: + 套装名称.append(j.名称) + y += 30 + self.自选套装[count].addItems(套装名称) + self.自选套装[count].resize(160, 22) + self.自选套装[count].move(400, y) + self.自选套装[count].activated.connect( + lambda state, index=count: self.自选套装更改(index)) + count += 1 + + y += 30 + + 神话部位选项 = MyQComboBox(self) + 神话部位选项.addItems(['神话部位:无', '神话部位:上衣', '神话部位:手镯', '神话部位:耳环']) + 神话部位选项.resize(160, 22) + 神话部位选项.move(400, y) + 神话部位选项.activated.connect(lambda index: self.神话部位更改(index)) + + y += 30 + + label = QLabel('站街面板', self) + label.setAlignment(Qt.AlignCenter) + label.setStyleSheet(标签样式) + label.resize(60, 25) + label.move(x, y) + + self.站街面板输入 = QLineEdit(self) + self.站街面板输入.move(x + 60, y) + self.站街面板输入.resize(70, 24) + self.站街面板输入.setStyleSheet(输入框样式) + + y += 30 + + add = QPushButton('打造↑', self) + add.clicked.connect(lambda state: self.批量打造(1)) + add.move(x, y) + add.resize(40, 24) + add.setStyleSheet(按钮样式) + + minus = QPushButton('打造↓', self) + minus.clicked.connect(lambda state: self.批量打造(-1)) + minus.move(x + 60, y) + minus.resize(40, 24) + minus.setStyleSheet(按钮样式) + + reset = QPushButton('重置', self) + reset.clicked.connect(lambda state: self.初始化装备()) + reset.move(x + 120, y) + reset.resize(40, 24) + reset.setStyleSheet(按钮样式) + + def 批量打造(self, offset): + for i in range(len(self.自选增幅选项)): + y = max(min(self.自选增幅选项[i].currentIndex() + offset, 31), 0) + self.自选增幅选项[i].setCurrentIndex(y) + pass + + def 自选套装更改(self, index): + name = self.自选套装[index].currentText() + for i in range(11): + if self.装备锁定[i].isChecked(): + continue + x = 0 + for j in equ.get_equ_list(): + if j.部位 == 部位列表[i]: + x += 1 + if j.所属套装2 == name: + self.自选装备[i].setCurrentIndex(x) + break + elif j.所属套装 == name and j.品质 != '神话': + self.自选装备[i].setCurrentIndex(x) + break + + def 神话部位更改(self, index): + 部位 = [-1, 0, 5, 8] + 序号 = 部位[index] + if 序号 != -1: + 当前 = equ.get_equ_by_name(self.自选装备[序号].currentText()) + x = 0 + for i in equ.get_equ_list(): + if 当前.部位 == i.部位: + x += 1 + if i.品质 == '神话' and i.所属套装 == 当前.所属套装: + self.自选装备[序号].setCurrentIndex(x) + for k in [0, 5, 8]: + if k != 序号: + 当前 = equ.get_equ_by_name(self.自选装备[k].currentText()) + if 当前.品质 == '神话': + x = 0 + for i in equ.get_equ_list(): + if 当前.部位 == i.部位: + x += 1 + if i.品质 == '史诗' and i.所属套装 == 当前.所属套装: + self.自选装备[k].setCurrentIndex(x) + pass + + def 初始化奥兹玛UI(self): + 横坐标 = 640 + 纵坐标 = 50 + 名称 = ['阿斯特罗斯', '贝利亚斯', '雷德梅恩', '罗什巴赫', '泰玛特'] + self.奥兹玛套装按钮 = [] + self.奥兹玛单件按钮 = [] + self.奥兹玛遮罩透明度 = [] + self.奥兹玛选择状态 = [0] * 25 + count = 0 + for i in 名称: + self.奥兹玛套装按钮.append(QPushButton(i, self)) + self.奥兹玛套装按钮[count].setStyleSheet(按钮样式) + self.奥兹玛套装按钮[count].resize(75, 22) + self.奥兹玛套装按钮[count].move(横坐标, 纵坐标 + 3 + count * 32) + self.奥兹玛套装按钮[count].clicked.connect( + lambda state, index=count: self.奥兹玛套装选择(index)) + for j in range(5): + 序号 = count * 5 + j + 图片 = QLabel(self) + 图片.setPixmap( + QPixmap('./ResourceFiles/img/奥兹玛/' + str(序号) + '.png')) + 图片.resize(28, 28) + 图片.move(横坐标 + 60 + j * 30 + 20, 纵坐标 + count * 32) + self.奥兹玛遮罩透明度.append(QGraphicsOpacityEffect()) + self.奥兹玛遮罩透明度[序号].setOpacity(0.5) + self.奥兹玛单件按钮.append(QPushButton(self)) + self.奥兹玛单件按钮[序号].setStyleSheet( + "background-color: rgb(0, 0, 0)") + self.奥兹玛单件按钮[序号].resize(28, 28) + self.奥兹玛单件按钮[序号].move(横坐标 + 60 + j * 30 + 20, 纵坐标 + count * 32) + self.奥兹玛单件按钮[序号].setGraphicsEffect(self.奥兹玛遮罩透明度[序号]) + self.奥兹玛单件按钮[序号].clicked.connect( + lambda state, index=序号: self.奥兹玛选择(index)) + count += 1 + + def 初始化希洛克UI(self): + 横坐标 = 700 + 纵坐标 = 250 + 名称 = trans(['奈克斯', '暗杀者', '卢克西', '守门人', '洛多斯']) + self.希洛克套装按钮 = [] + self.希洛克单件按钮 = [] + self.希洛克遮罩透明度 = [] + self.希洛克选择状态 = [0] * 15 + count = 0 + for i in 名称: + self.希洛克套装按钮.append(QPushButton(i, self)) + self.希洛克套装按钮[count].setStyleSheet(按钮样式) + self.希洛克套装按钮[count].resize(75, 22) + self.希洛克套装按钮[count].move(横坐标, 纵坐标 + 3 + count * 32) + self.希洛克套装按钮[count].clicked.connect( + lambda state, index=count: self.希洛克套装选择(index)) + for j in range(3): + 序号 = count * 3 + j + 图片 = QLabel(self) + 图片.setPixmap( + QPixmap('./ResourceFiles/img/希洛克/' + str(序号) + '.png')) + 图片.resize(28, 28) + 图片.move(横坐标 + 60 + j * 30 + 20, 纵坐标 + count * 32) + self.希洛克遮罩透明度.append(QGraphicsOpacityEffect()) + self.希洛克遮罩透明度[序号].setOpacity(0.5) + self.希洛克单件按钮.append(QPushButton(self)) + self.希洛克单件按钮[序号].setStyleSheet( + "background-color: rgb(0, 0, 0)") + self.希洛克单件按钮[序号].resize(28, 28) + self.希洛克单件按钮[序号].move(横坐标 + 60 + j * 30 + 20, 纵坐标 + count * 32) + self.希洛克单件按钮[序号].setGraphicsEffect(self.希洛克遮罩透明度[序号]) + self.希洛克单件按钮[序号].clicked.connect( + lambda state, index=序号: self.希洛克选择(index)) + count += 1 + + def 初始化残香UI(self): + x = 400 + y = 320 + + 标签 = QLabel('残香属性', self) + 标签.setAlignment(Qt.AlignCenter) + 标签.setStyleSheet(标签样式) + 标签.resize(240, 25) + 标签.move(x, y) + + y += 30 + + self.武器融合属性A = MyQComboBox(self) + for j in 武器属性A列表: + self.武器融合属性A.addItem(j.固定属性描述) + self.武器融合属性A.resize(60, 20) + self.武器融合属性A.move(x, y) + + self.武器融合属性A1 = MyQComboBox(self) + self.武器融合属性A1.resize(90 + 75, 20) + self.武器融合属性A1.move(x + 110 - 50 + 5, y) + + self.武器融合属性A2 = MyQComboBox(self) + self.武器融合属性A2.resize(50, 20) + self.武器融合属性A2.move(x + 205 + 20 + 10, y) + self.武器融合属性A.currentIndexChanged.connect( + lambda: self.希洛克武器融合词条更新(self.武器融合属性A.currentIndex())) + + y += 30 + self.武器融合属性B = MyQComboBox(self) + for j in 武器属性B列表: + self.武器融合属性B.addItem(j.固定属性描述) + self.武器融合属性B.resize(60, 20) + self.武器融合属性B.move(x, y) + + self.武器融合属性B1 = MyQComboBox(self) + self.武器融合属性B1.resize(90 + 75, 20) + self.武器融合属性B1.move(x + 110 - 50 + 5, y) + + self.武器融合属性B2 = MyQComboBox(self) + self.武器融合属性B2.resize(50, 20) + self.武器融合属性B2.move(x + 205 + 20 + 10, y) + self.武器融合属性B.currentIndexChanged.connect( + lambda: self.希洛克武器融合词条更新(self.武器融合属性B.currentIndex(), 1)) + + y += 30 + + tips = QLabel("提示:当选择无时,将按穿戴装备的设置", self) + tips.move(x, y) + tips.resize(240, 24) + tips.setStyleSheet("QLabel{font-size:12px;color:rgb(211,167,106)}") + + def 初始化遴选UI(self): + 横坐标 = 30 + 纵坐标 = 420 + + 名称 = ['武器', '戒指', '辅助装备', '下装'] + self.黑鸦词条 = [] + + title = QLabel("黑鸦遴选词条", self) + title.setAlignment(Qt.AlignCenter) + title.setStyleSheet(标签样式) + title.resize(400, 25) + title.move(横坐标, 纵坐标) + + 纵坐标 += 25 + + for i in range(4): + x = QLabel(名称[i], self) + x.setStyleSheet(标签样式 + + 'QLabel{font-size:13px;};text-align: justify;') + # x.setStyleSheet('text-align: justify') + x.resize(55, 20) + x.move(横坐标, 纵坐标 + i * 25) + tem = [] + tem.append(MyQComboBox(self)) + """ + 只允许自选,为了保持兼容不移除 + """ + tem[0].addItems(['自选数值']) + tem[0].resize(0, 0) + tem[0].move(横坐标 + 60, 纵坐标 + 25 * i) + tem[0].currentIndexChanged.connect( + lambda state, index=i: self.黑鸦词条更新(index)) + + tem.append(MyQComboBox(self)) + tem[1].resize(60, 20) + tem[1].move(横坐标 + 156 - 91, 纵坐标 + 25 * i) + + tem.append(MyQComboBox(self)) + tem[2].resize(90 + 75, 20) + tem[2].move(横坐标 + 266 - 50 + 5 - 91, 纵坐标 + 25 * i) + + tem.append(MyQComboBox(self)) + tem[3].resize(50, 20) + tem[3].move(横坐标 + 361 + 20 + 10 - 91, 纵坐标 + 25 * i) + for item in 装备变换属性列表: + tem[1].addItem(item.固定属性描述) + tem[1].currentIndexChanged.connect( + lambda state, index=i: self.黑鸦随机词条更新(index)) + + self.黑鸦词条.append(tem) + self.黑鸦词条更新(i) + + def 希洛克套装选择(self, index): + count = 1 + for i in range(index * 3, index * 3 + 3): + count &= self.希洛克选择状态[i] + count ^= 1 + for i in range(index * 3, index * 3 + 3): + self.希洛克选择(i, count) + + def 希洛克选择(self, index, value=-1): + if value == -1: + value = self.希洛克选择状态[index] ^ 1 + if value == 0: + self.希洛克遮罩透明度[index].setOpacity(0.5) + elif value == 1: + for i in range(5): + 序号 = i * 3 + index % 3 + if self.希洛克选择状态[序号] == 1: + self.希洛克遮罩透明度[序号].setOpacity(0.5) + self.希洛克选择状态[序号] = 0 + self.希洛克遮罩透明度[index].setOpacity(0) + + self.希洛克选择状态[index] = value + + def 奥兹玛套装选择(self, index): + count = 1 + for i in range(index * 5, index * 5 + 5): + count &= self.奥兹玛选择状态[i] + count ^= 1 + for i in range(index * 5, index * 5 + 5): + self.奥兹玛选择(i, count) + + def 奥兹玛选择(self, index, value=-1): + if value == -1: + value = self.奥兹玛选择状态[index] ^ 1 + if value == 0: + self.奥兹玛遮罩透明度[index].setOpacity(0.5) + elif value == 1: + for i in range(5): + 序号 = i * 5 + index % 5 + if self.奥兹玛选择状态[序号] == 1: + self.奥兹玛遮罩透明度[序号].setOpacity(0.5) + self.奥兹玛选择状态[序号] = 0 + self.奥兹玛遮罩透明度[index].setOpacity(0) + self.奥兹玛选择状态[index] = value + + def 希洛克武器融合词条更新(self, index, x=0): + if x == 0: + self.武器融合属性A1.clear() + self.武器融合属性A2.clear() + 属性A = 武器属性A列表[index] + self.武器融合属性A2.addItems(属性A.range()) + self.武器融合属性A1.addItem(属性A.随机属性描述) + elif x == 1: + self.武器融合属性B1.clear() + self.武器融合属性B2.clear() + 属性B = 武器属性B列表[index] + self.武器融合属性B2.addItems(属性B.range()) + self.武器融合属性B1.addItem(属性B.随机属性描述) + + def 黑鸦词条更新(self, index): + for i in range(1, 4): + self.黑鸦词条[index][i].setEnabled(True) + self.黑鸦词条[index][i].setStyleSheet(下拉框样式) + + def 黑鸦随机词条更新(self, i): + index = self.黑鸦词条[i][1].currentIndex() + self.黑鸦词条[i][2].clear() + self.黑鸦词条[i][3].clear() + if index == 0: + return + 变换属性 = 武器变换属性列表[index] if i == 0 else 装备变换属性列表[index] + + temp = 变换属性.最大值 + while temp >= 变换属性.最小值: + if 变换属性.间隔 / 10 >= 1: + self.黑鸦词条[i][3].addItem(str(int(temp))) + else: + self.黑鸦词条[i][3].addItem(str(temp) + '%') + temp -= 变换属性.间隔 + self.黑鸦词条[i][2].addItem(变换属性.随机属性描述) diff --git a/PublicReference/buffer/property.py b/PublicReference/buffer/property.py new file mode 100644 index 00000000..3bb308e6 --- /dev/null +++ b/PublicReference/buffer/property.py @@ -0,0 +1,938 @@ +from ctypes import * + +from PublicReference.common import * +from PublicReference.equipment.buff.宠物_buff import * +from PublicReference.equipment.buff.武器融合_buff import * +from PublicReference.equipment.buff.称号_buff import * +from PublicReference.equipment.buff.融合_奥兹玛_buff import OzmaList +from PublicReference.equipment.buff.融合_希洛克_buff import SirocoList +from PublicReference.equipment.buff.辟邪玉_buff import * +from PublicReference.equipment.buff.黑鸦_buff import * +from PublicReference.equipment.buff.护石_buff import * +from PublicReference.equipment.buff.描述_buff import * +from PublicReference.utils.common import to_int + + +class 技能: + 名称 = '' + 备注 = '' + 所在等级 = 0 + 等级上限 = 0 + 等级 = 0 + 基础等级 = 0 + 是否主动 = 0 + 站街生效 = 0 + 等级溢出 = 0 + + 是否启用 = 1 + 技能序号 = 0 + 技能表 = {} + + def 等级加成(self, x): + if self.等级 != 0: + if self.等级 + x > self.等级上限: + self.等级 = self.等级上限 + if self.基础等级 != self.等级上限: + self.等级溢出 = 1 + else: + self.等级 += x + + def 结算统计(self, context=None): + return [0, 0, 0, 0, 0, 0, 0, 0] + # 智力 体力 精神 力量 智力 物攻 魔攻 独立 + + +class 被动技能(技能): + 是否主动 = 0 + 进图加成 = 0 + + +class 主动技能(技能): + 是否主动 = 1 + 适用数值 = 0 + + +class 觉醒技能(主动技能): + 所在等级 = 50 + 等级上限 = 40 + 基础等级 = 12 + 一觉力智 = 0 + 一觉力智per = 0 + # 28 原力智 941 测试修改为 939 + 力智 = [ + 0, 43, 57, 74, 91, 111, 131, 153, 176, 201, 228, 255, 284, 315, 346, + 379, 414, 449, 487, 526, 567, 608, 651, 696, 741, 789, 838, 888, 939, + 993, 1047, 1103, 1160, 1219, 1278, 1340, 1403, 1467, 1533, 1600, 1668 + ] + + def 结算统计(self, context, compute_3rd_awake=False): + if not compute_3rd_awake and self.名称 in context.技能表['三次觉醒'].关联技能: + return [0] * 8 + 倍率 = self.适用数值 / 750 + 1 + x = (self.力智[self.等级] + self.一觉力智) * 倍率 + values = [ + 0, 0, 0, + int(round(x * self.一觉力智per)), + int(round(x * self.一觉力智per)), 0, 0, 0 + ] + return values + # 智力 体力 精神 力量 智力 物攻 魔攻 独立 + + def 技能面板(self): + temp = [] + temp.append(self.名称) + temp.append( + int(round((self.力智[self.等级] + self.一觉力智) * self.一觉力智per, 0))) + temp.append( + int(round((self.力智[self.等级] + self.一觉力智) * self.一觉力智per, 0))) + return temp + + +class 三觉技能(主动技能): + 所在等级 = 100 + 等级上限 = 40 + 基础等级 = 2 + 绑定一觉力智per = 1.08 + 绑定二觉力智per = 0.23 + 关联技能 = [] + + def 结算统计(self, context): + 技能表 = context.技能表 + awake = 技能表['一次觉醒'] + if awake.是否启用: + values = awake.结算统计(context, True) + 倍率 = self.加成倍率(awake.名称 in self.关联技能) + return [int(round(i * 倍率)) for i in values] + return [0] * 8 + + def 加成倍率(self, bind_awake): + if bind_awake: + return round(1.08 + self.等级 * 0.01, 2) + else: + return round(0.23 + self.等级 * 0.01, 2) + + +BUFF影响技能 = ['勇气祝福', '勇气圣歌', '荣誉祝福', '禁忌诅咒', '死命召唤'] + + +class 辅助角色属性(属性): + 职业分类 = 'BUFF' + C力智 = 5000 + C三攻 = 3000 + 系统奶系数 = 0 + 系统奶基数 = 0 + 排行类型 = '物理百分比' + + 类型 = '固伤' + + 称号触发 = False + + 排行系数 = 0 + 站街系数 = 0 + + 百分比体精 = 0.0 + + 被动进图加成 = 0 + 守护恩赐体精 = 0 + 转职被动智力 = 0 + + 转职被动Lv = 0 + 一觉被动Lv = 0 + + BUFFLv = 0 + BUFF力量per = 1 + BUFF智力per = 1 + BUFF物攻per = 1 + BUFF魔攻per = 1 + BUFF独立per = 1 + 一觉Lv = 0 + 一觉力智 = 0 + 一觉力智per = 1 + + BUFF力量 = 0 + BUFF智力 = 0 + BUFF物攻 = 0 + BUFF魔攻 = 0 + BUFF独立 = 0 + + 一觉被动力智 = 0 + 信念光环体精 = 0 + + BUFF适用面板 = 0 + BUFF补正力智 = 0 + BUFF补正体力 = 0 + BUFF补正精神 = 0 + + 一觉序号 = 0 + 二觉序号 = 0 + 三觉序号 = 0 + 双装备模式 = 0 + 切换详情 = '无' + + 次数输入 = [] + # 是否为输出装备描述 + 装备描述 = 0 + + 希洛克武器词条 = 0 + 自适应最高值 = [] + 武器词条触发 = 0 + 产物升级 = 0 + + def __init__(self): + super().__init__() + self.次数输入 = [] + self.残香词条 = [0] * 4 + self.黑鸦词条 = [[0] * 4] * 4 + self.希洛克选择状态 = [0] * 15 + self.奥兹玛选择状态 = [0] * 25 + self.自适应最高值 = [] + self.技能表 = {} + self.觉醒择优系数 = 1.0 + self.武器词条触发 = 0 + self.buff_type = 0 + self.buff_rate = 1 + self.护石栏 = [0] * 3 + + def get_data(self): + buff = self.技能表['BUFF'] + awake = self.技能表['一次觉醒'] + + other_power = 0 + other_attack = 0 + + ignores = ['BUFF', '一次觉醒', '三次觉醒', '死命召唤', '勇气圣歌'] + + for i in self.技能表.keys(): + if i not in ignores: + skill = self.技能表[i] + data = skill.结算统计(self) + other_power += data[3] + other_attack += data[5] + + in_int_data = (ctypes.c_int * 12)() + in_int_data[0] = self.buff_type + in_int_data[1] = int(buff.适用数值) + in_int_data[2] = buff.等级 + in_int_data[3] = int(buff.BUFF力量) + in_int_data[4] = int(buff.BUFF物攻) + in_int_data[5] = int(awake.适用数值) + in_int_data[6] = awake.等级 + in_int_data[7] = int(awake.一觉力智) + in_int_data[8] = int(other_power) + in_int_data[9] = int(other_attack) + in_int_data[10] = int(self.C力智) + in_int_data[11] = int(self.C三攻) + + third_awake = self.技能表['三次觉醒'] + + awake_rate = 1 + if third_awake.是否启用: + awake_rate = third_awake.加成倍率(awake.名称 in third_awake.关联技能) + awake_rate = awake_rate + 1 if awake_rate < 1 else awake_rate + + awake_rate = awake_rate if awake.是否启用 else 0 + + buff_rate = self.buff_rate if buff.是否启用 else 0 + + in_double_data = (ctypes.c_double * 8)() + in_double_data[0] = self.觉醒择优系数 + in_double_data[1] = buff_rate + in_double_data[2] = buff.BUFF力量per + in_double_data[3] = buff.BUFF物攻per + in_double_data[4] = awake_rate + in_double_data[5] = awake.一觉力智per + in_double_data[6] = self.系统奶系数 + in_double_data[7] = self.系统奶基数 + return in_int_data, in_double_data + + def 穿戴装备(self, 装备, 套装=None): + self.装备栏 = 装备 + self.套装栏 = 套装 + if 套装 is None or len(套装) == 0: + self.套装栏 = equ.get_suits_by_equips(装备) + self.武器类型 = equ.get_equ_by_name(self.装备栏[11]).类型 + + def 力智固定加成(self, x=0): + return 力智固定加成(self, x) + + def 体精固定加成(self, x=0): + return 体精固定加成(self, x) + + def BUFF增加(self, + BUFFLv=0, + BUFF力量=0, + BUFF智力=0, + BUFF力量per=1, + BUFF智力per=1, + BUFF物攻=0, + BUFF魔攻=0, + BUFF独立=0, + BUFF物攻per=1, + BUFF魔攻per=1, + BUFF独立per=1): + return BUFF增加(self, BUFFLv, BUFF力量, BUFF智力, BUFF力量per, BUFF智力per, + BUFF物攻, BUFF魔攻, BUFF独立, BUFF物攻per, BUFF魔攻per, BUFF独立per) + + def 被动增加(self, + 守护恩赐体精=0, + 转职被动Lv=0, + 转职被动智力=0, + 信念光环Lv=0, + 信念光环体精=0, + 一觉被动Lv=0, + 一觉被动力智=0): + if 信念光环Lv > 0 and 一觉被动Lv == 0: + 一觉被动Lv = 信念光环Lv + return 被动增加(self, 转职被动Lv, 转职被动智力, 守护恩赐体精, 信念光环体精, 一觉被动Lv, 一觉被动力智) + + def 觉醒增加(self, 一觉Lv=0, 一觉力智=0, 一觉力智per=1): + return 觉醒增加(self, 一觉Lv, 一觉力智, 一觉力智per) + + def 系数数值站街(self): + pass + + def 系数数值进图(self): + pass + + def 防具精通计算(self, i): + temp = equ.get_equ_by_name(self.装备栏[i]) + if temp.所属套装 != '智慧产物': + return 精通体力(temp.等级, temp.品质, self.强化等级[i], 部位列表[i]) + else: + return 精通体力(temp.等级, temp.品质, self.改造等级[i], 部位列表[i]) + + def 装备基础(self): + for i in range(5): + # 精通 + temp = equ.get_equ_by_name(self.装备栏[i]) + x = self.防具精通计算(i) + if '智力' in self.防具精通属性: + self.智力 += x * 2 + if '体力' in self.防具精通属性: + self.体力 += x + if '精神' in self.防具精通属性: + self.精神 += x * 2 + # 装备属性 + self.智力 += temp.智力['板甲'] + self.体力 += temp.体力['板甲'] + self.精神 += temp.精神['板甲'] + + for i in [9, 10]: + temp = equ.get_equ_by_name(self.装备栏[i]) + if temp.所属套装 != '智慧产物': + x = 左右计算(temp.等级, temp.品质, self.强化等级[i]) + self.智力 += x + self.体力 += x + self.精神 += x + for i in range(12): + temp = equ.get_equ_by_name(self.装备栏[i]) + if self.是否增幅[i] and temp.所属套装 != '智慧产物': + x = 增幅计算(temp.等级, temp.品质, self.强化等级[i], self.增幅版本) + if '智力' in self.类型: + self.智力 += x + if '体力' in self.类型: + self.体力 += x + if '精神' in self.类型: + self.精神 += x + for i in [5, 6, 7, 8, 9, 10]: + temp = equ.get_equ_by_name(self.装备栏[i]) + self.智力 += temp.智力 + self.体力 += temp.体力 + self.精神 += temp.精神 + + temp = equ.get_equ_by_name(self.装备栏[11]) + if temp.所属套装 != '智慧产物': + 四维 = 锻造四维(temp.等级, temp.品质, self.武器锻造等级) + self.智力 += temp.智力 + 四维 + self.体力 += temp.体力 + 四维 + self.精神 += temp.精神 + 四维 + + def 单技能等级加成(self, 名称, lv): + if self.装备描述 == 1: + return "{} Lv +{}
".format(名称, lv) + else: + for i in self.技能表.keys(): + if i == 名称: + self.技能表[i].等级加成(lv) + return '' + + def 等级溢出判断(self, 装备, 套装): + self.穿戴装备(装备, 套装) + self.装备属性计算() + temp = [] + for skill in self.技能表.values(): + if skill.等级溢出 == 1: + temp.append(skill.名称) + return temp + + def 技能等级加成(self, 加成类型, min, max, lv, 可变=0): + lv = int(lv) + if self.装备描述 == 1: + if 加成类型 == "所有": + if min == max: + return "Lv{} 技能等级+{}
".format(min, lv) + else: + return "Lv{}-{} 技能等级+{}
".format(min, max, lv) + else: + if min == max: + return "Lv{} 主动技能等级+{}
".format(min, lv) + else: + return "Lv{}-{} 主动技能等级+{}
".format(min, max, lv) + else: + for skill in self.技能表.values(): + if skill.所在等级 >= min and skill.所在等级 <= max: + if 加成类型 == '所有': + skill.等级加成(lv) + else: + if skill.是否主动 == 1: + skill.等级加成(lv) + # if 可变 > 0: + # self.变换词条[可变-1] = [6,2,14 + (2 if 可变 > 1 else 4), 14 + (9 if 可变 > 1 else 17)] + + return '' + + def 提升率计算(self, 总数据, x=0): + + 力量合计 = 0 + 智力合计 = 0 + 物攻合计 = 0 + 魔攻合计 = 0 + 独立合计 = 0 + + for i in 总数据: + 力量合计 += i[3] + 智力合计 += i[4] + 物攻合计 += i[5] + 魔攻合计 += i[6] + 独立合计 += i[7] + + x1 = ( + (self.C力智 + + (self.C力智 - 950) * self.系统奶系数 + self.系统奶基数) / 250 + 1) * self.C三攻 + + if self.排行类型 == '物理百分比': + a = 力量合计 + b = 物攻合计 + elif self.排行类型 == '魔法百分比': + a = 智力合计 + b = 魔攻合计 + elif self.排行类型 == '物理固伤': + a = 力量合计 + b = 独立合计 + elif self.排行类型 == '魔法固伤': + a = 智力合计 + b = 独立合计 + + x2 = ((self.C力智 + + (self.C力智 - 950) * self.系统奶系数 + self.系统奶基数 + a) / 250 + + 1) * (self.C三攻 + b) + return [x2 / x1 * 100, int(self.站街系数), a, b][x] + + def 适用数值计算(self): + self.专属词条计算() + for skill in self.技能表.values(): + if skill.是否启用: + 结算 = skill.结算统计(self) + self.智力 += 结算[0] + self.体力 += 结算[1] + self.精神 += 结算[2] + + self.进图智力 += self.智力 + self.进图体力 += self.体力 + self.进图精神 += self.精神 + + self.进图体力 *= 1 + self.百分比体精 + self.进图精神 *= 1 + self.百分比体精 + + 进图 = 0 + BUFF补正 = 0 + if self.类型 == '智力': + 进图 = self.进图智力 + BUFF补正 = self.BUFF补正力智 + elif self.类型 == '体力': + 进图 = self.进图体力 + BUFF补正 = self.BUFF补正体力 + elif self.类型 == '精神': + 进图 = self.进图精神 + BUFF补正 = self.BUFF补正精神 + self.技能表['一次觉醒'].适用数值 = 进图 + self.技能表['BUFF'].适用数值 = 进图 + BUFF补正 + return 进图 + + # 返回可能的组合列表 + def 装备替换(self, 属性: 属性) -> 属性: + 套装栏 = [] + for i in 属性.套装栏: + 套装栏.append(i.split('[')[0]) + if len(套装栏) < 7 or self.排行系数 == 1: + return [deepcopy(属性)] + + 匹配1 = [防具套装, 上链左套装, 上链左套装, 镯下右套装, 镯下右套装, 环鞋指套装, 环鞋指套装] + 匹配0 = [防具套装, 上链左套装, 防具套装, 镯下右套装, 防具套装, 环鞋指套装, 防具套装] + 匹配 = [防具套装, 防具套装, 防具套装, 首饰套装, 首饰套装, 特殊套装, 特殊套装] + + count = [] + count2 = 0 + + for i in range(7): + # 3332散搭 + if 套装栏[i] in 匹配1[i]: + count.append(1) + elif 套装栏[i] in 匹配0[i]: + count.append(0) + else: + count.append(-9) + # 3233双防具 + if 套装栏[i] in 匹配[i]: + count2 += 1 + + sumcount = sum(count) + + if sumcount == 7: + x1 = deepcopy(属性) + x2 = deepcopy(属性) + x3 = deepcopy(属性) + x4 = deepcopy(属性) + num = 0 + index = [6, 5, 7] + for i in [x2, x3, x4]: + i.装备栏[num * 2] = equ.get_equ_by_index( + equ.get_equ_by_name(i.装备栏[1]).所属套装, '史诗', + equ.get_equ_by_name(i.装备栏[num * 2]).部位).名称 + i.套装栏[2 * num + 2] = i.套装栏[2 * num + 2].replace( + equ.get_equ_by_name(i.装备栏[index[num]]).所属套装, + equ.get_equ_by_name(i.装备栏[1]).所属套装) + i.切换详情 = trans(equ.get_equ_by_name( + i.装备栏[num * 2]).部位) + ':' + trans( + x1.装备栏[num * 2]) + ' → ' + trans(i.装备栏[num * 2]) + num += 1 + return [x1, x2, x3, x4] + elif sumcount == 6: + index = count.index(0) + 部位 = {2: 6, 4: 5, 6: 7} + x1 = deepcopy(属性) + x2 = deepcopy(属性) + x2.装备栏[index - 2] = equ.get_equ_by_index( + equ.get_equ_by_name(x2.装备栏[部位[index]]).所属套装, '史诗', + equ.get_equ_by_name(x2.装备栏[index - 2]).部位).名称 + x2.套装栏[index] = x2.套装栏[index].replace( + equ.get_equ_by_name(x2.装备栏[1]).所属套装, + equ.get_equ_by_name(x2.装备栏[部位[index]]).所属套装) + x2.切换详情 = trans(equ.get_equ_by_name( + x2.装备栏[index - 2]).部位) + ':' + trans( + x1.装备栏[index - 2]) + ' → ' + trans(x2.装备栏[index - 2]) + return [x1, x2] + elif count2 == 7 and 套装栏[1] != 套装栏[2]: + x1 = deepcopy(属性) + x2 = deepcopy(属性) + x3 = deepcopy(属性) + x4 = deepcopy(属性) + x5 = deepcopy(属性) + 两件套名称 = 属性.套装栏[2].split('[')[0] + 三件套名称 = 属性.套装栏[1].split('[')[0] + x2.套装栏[1] = x2.套装栏[1].replace(三件套名称, 两件套名称) + x3.套装栏[1] = x3.套装栏[1].replace(三件套名称, 两件套名称) + x4.套装栏[1] = x4.套装栏[1].replace(三件套名称, 两件套名称) + x5.套装栏[2] = x5.套装栏[2].replace(两件套名称 + '[2]', 三件套名称 + '[5]') + 可更换部位 = [] + 不可更换部位 = [] + for i in range(5): + if equ.get_equ_by_name(属性.装备栏[i]).所属套装 == 三件套名称: + 可更换部位.append(i) + else: + 不可更换部位.append(i) + x2.装备栏[可更换部位[0]] = equ.get_equ_by_index(两件套名称, '史诗', + 部位列表[可更换部位[0]]).名称 + x3.装备栏[可更换部位[1]] = equ.get_equ_by_index(两件套名称, '史诗', + 部位列表[可更换部位[1]]).名称 + x4.装备栏[可更换部位[2]] = equ.get_equ_by_index(两件套名称, '史诗', + 部位列表[可更换部位[2]]).名称 + x5.装备栏[不可更换部位[0]] = equ.get_equ_by_index(三件套名称, '史诗', + 部位列表[不可更换部位[0]]).名称 + x5.装备栏[不可更换部位[1]] = equ.get_equ_by_index(三件套名称, '史诗', + 部位列表[不可更换部位[1]]).名称 + + x2.切换详情 = trans(部位列表[可更换部位[0]]) + ':' + trans( + 属性.装备栏[可更换部位[0]]) + ' → ' + trans(x2.装备栏[可更换部位[0]]) + x3.切换详情 = trans(部位列表[可更换部位[1]]) + ':' + trans( + 属性.装备栏[可更换部位[1]]) + ' → ' + trans(x3.装备栏[可更换部位[1]]) + x4.切换详情 = trans(部位列表[可更换部位[2]]) + ':' + trans( + 属性.装备栏[可更换部位[2]]) + ' → ' + trans(x4.装备栏[可更换部位[2]]) + x5.切换详情 = trans(属性.套装栏[2]) + ' → ' + trans(x5.套装栏[2]) + return [x1, x2, x3, x4, x5] + else: + return [deepcopy(属性)] + + def 希洛克计算(self, 希洛克选择状态=None): + + if 希洛克选择状态 is None: + 希洛克选择状态 = self.希洛克选择状态 + + sirocos = [] + + for i in range(15): + if 希洛克选择状态[i] == 1: + siroco = SirocoList[i // 3] + if siroco not in sirocos: + siroco.set_character(self) + sirocos.append(siroco) + siroco.fuse(i % 3) + + for siroco in sirocos: + siroco.compute() + + # 自选词条 + if self.希洛克武器词条 == 2: + 武器融合属性A = 武器属性A列表[self.残香词条[0]] + 武器融合属性A数值 = 武器融合属性A.最大值 - 武器融合属性A.间隔 * self.残香词条[1] + 武器融合属性A.当前值 = int(武器融合属性A数值) + 武器融合属性A.融合属性(self) + if sum(希洛克选择状态) == 3: + 武器融合属性B = 武器属性B列表[self.残香词条[2]] + + 武器融合属性B数值 = 武器融合属性B.最大值 - 武器融合属性B.间隔 * self.残香词条[3] + 武器融合属性B.当前值 = int(武器融合属性B数值) + 武器融合属性B.融合属性(self) + + def 奥兹玛计算(self, 奥兹玛选择状态=None): + if 奥兹玛选择状态 is None: + 奥兹玛选择状态 = self.奥兹玛选择状态 + + for i in range(25): + if 奥兹玛选择状态[i] == 1: + func = OzmaList[i // 5] + func(self) + return + + # 仅计算自选黑鸦遴选词条 + def 黑鸦计算(self, 黑鸦词条=None): + if 黑鸦词条 is None: + 黑鸦词条 = self.黑鸦词条 + + for i in range(0, 4): + # 自选词条 + if 黑鸦词条[i][0] == 2: + 属性列表 = 装备变换属性列表 if i > 0 else 武器变换属性列表 + 装备属性 = 属性列表[黑鸦词条[i][1]] + value = 黑鸦词条[i][2] + if isinstance(value, int): + value = 装备属性.最大值 - 黑鸦词条[i][2] * 装备属性.间隔 + else: + value = 装备属性.当前值 + 装备属性.当前值 = value + 装备属性.变换属性(self) + + def compute(self, match=None, handle=None): + if match is None: + + def match(skill): + return skill.是否启用 + + if handle is None: + + def handle(skill, values): + return values + + data = [] + for skill in self.技能表.values(): + values = skill.结算统计(self) if match(skill) else [0] * 8 + values = handle(skill, values) + data.append(values) + self.awake_computed = False + return data + + def 预计算(self, 自动切装=False): + if self.双装备模式 == 1 and 自动切装: + # 用于计算一觉 + temp = deepcopy(self) + # 拷贝数据,并修改装备,返回可能的组合 + 数据列表 = [] + 切换列表 = [] + 替换属性_temp = [] + 可能组合 = self.装备替换(temp) + for 一觉计算属性 in 可能组合: + 一觉计算属性.装备属性计算() + 一觉计算属性.适用数值计算() + 替换属性_temp.append(一觉计算属性) + 一觉计算属性.awake_computed = False + 一觉 = 一觉计算属性.技能表['一次觉醒'] + 三觉 = 一觉计算属性.技能表['三次觉醒'] + 数据 = 三觉.结算统计(一觉计算属性)[3] + if 一觉.名称 not in 三觉.关联技能: + 数据 += 一觉.结算统计(一觉计算属性)[3] + 一觉计算属性.awake_computed = False + 数据列表.append(数据) # 3是力量属性 一觉力智都是相等的 + 切换列表.append(一觉计算属性.切换详情) + # 取一觉最大值,并修改数据 + a = max(数据列表) + 序号 = 数据列表.index(a) + if 序号 != 0: + temp = '

' + 一觉 = self.技能表['一次觉醒'] + 三觉 = self.技能表['三次觉醒'] + b = int(数据列表[0]) + c = int(a) - int(b) + if 一觉.名称 not in 三觉.关联技能: + temp += trans(一觉.名称) + '+' + temp += "{}:{}->{}(+{})".format(trans(三觉.名称), b, a, c) + else: + temp = '' + # 计算现有装备BUFF + self.装备属性计算() + # 一觉属性替换 + 替换属性 = 替换属性_temp[序号] + self.一觉Lv = 替换属性.一觉Lv + self.一觉力智 = 替换属性.一觉力智 + self.一觉力智per = 替换属性.一觉力智per + + P = deepcopy(self) + 适用数值 = P.适用数值计算() + 适用数值补正 = 替换属性.技能表['一次觉醒'].适用数值 - 适用数值 + + self.自适应计算() + self.适用数值计算() + + self.技能表['一次觉醒'].等级 = 替换属性.技能表['一次觉醒'].等级 + self.技能表['二次觉醒'].等级 = 替换属性.技能表['二次觉醒'].等级 + self.技能表['三次觉醒'].等级 = 替换属性.技能表['三次觉醒'].等级 + self.技能表['一次觉醒'].适用数值 += 适用数值补正 + self.切换详情 = 切换列表[序号] + temp + + else: + self.装备属性计算() + self.自适应计算() + self.适用数值计算() + + def 自适应计算(self): + + try: + temp = deepcopy(self) + temp.适用数值计算() + + in_pre_range = (ctypes.c_int * 6)() + if self.希洛克武器词条 == 1: + in_pre_range[0] = 1 + in_pre_range[1] = 1 + + for i in range(4): + if self.黑鸦词条[i][0] == 1: + in_pre_range[i + 2] = 1 + in_int_data, in_double_data = temp.get_data() + preferred.cal_index_buff(in_pre_range, in_int_data, in_double_data) + + if self.希洛克武器词条 == 1: + a = in_pre_range[0] + b = in_pre_range[1] + self.自适应最高值 = [a, b] + self.武器属性输入(a, b) + + if self.黑鸦词条[0][0] == 1: + self.武器变换属性自适应 = in_pre_range[2] + self.黑鸦武器输入(in_pre_range[2]) + + self.防具变换属性自适应 = in_pre_range[3:] + self.黑鸦属性输入(in_pre_range[3:]) + pass + except Exception as e: + self.旧版自适应计算() + pass + + def 旧版自适应计算(self): + + # 黑鸦词条计算 + 黑鸦选择 = [0, 0, 0, 0] + for i in range(4): + if self.黑鸦词条[i][0] == 1: + 黑鸦选择[i] = 1 + # 武器词条自适应计算 + if self.希洛克武器词条 == 1: + 词条提升率 = [] + for i in range(len(武器属性组合)): + temp = deepcopy(self) + # 总数据 = [] + 武器属性A = 武器属性组合[i][0] + 武器属性B = 武器属性组合[i][1] + temp.武器属性输入(武器属性A, 武器属性B) + + 提升率 = temp.择优提升率计算() + 词条提升率.append(提升率) + a = max(词条提升率) + 序号 = 词条提升率.index(a) + self.自适应最高值 = 武器属性组合[序号] + self.武器属性输入(self.自适应最高值[0], self.自适应最高值[1]) + + # 先择优黑鸦防具部分 + if 黑鸦选择[1] + 黑鸦选择[2] + 黑鸦选择[3] > 0: + 词条提升率 = [] + for i in range(len(防具变换属性组合)): + temp = deepcopy(self) + # 总数据 = [] + temp.黑鸦属性输入(防具变换属性组合[i]) + 提升率 = temp.择优提升率计算() + 词条提升率.append(提升率) + a = max(词条提升率) + 序号 = 词条提升率.index(a) + self.防具变换属性自适应 = 防具变换属性组合[序号] + self.黑鸦属性输入(self.防具变换属性自适应) + + # 再择优武器部分 + if 黑鸦选择[0] > 0: + 词条提升率 = [] + for i in range(7): + temp = deepcopy(self) + # 总数据 = [] + temp.黑鸦武器输入(i) + if temp.实际名称 == 'BUFF·神启·圣骑士': + if i == 0: + temp.是否加觉醒 = 1 + else: + temp.是否加觉醒 = 0 + 提升率 = temp.择优提升率计算() + 词条提升率.append(提升率) + a = max(词条提升率) + 序号 = 词条提升率.index(a) + self.武器变换属性自适应 = 序号 + self.黑鸦武器输入(序号) + if 序号 == 0 and self.实际名称 == 'BUFF·神启·圣骑士': + self.是否加觉醒 = 1 + + def 替换技能(self, skill, name): + skill.技能表 = self.技能表 + self.技能表[name] = skill + + def 武器属性输入(self, index_a, index_b): + 武器属性A = 武器属性A列表[index_a] + 武器属性A.当前值 = int(武器属性A.最大值) + 武器属性A.融合属性(self) + if self.武器词条触发 == 1: + 武器属性B = 武器属性B列表[index_b] + 武器属性B.当前值 = int(武器属性B.最大值) + 武器属性B.融合属性(self) + else: + index_b = 0 + self.残香词条 = [index_a, 0, index_b, 0] + + def 黑鸦属性输入(self, indices): + for i in range(1, 4): + if self.黑鸦词条[i][0] == 1: + index = indices[i - 1] + 装备属性 = 装备变换属性列表[index] + 装备属性.当前值 = int(装备属性.最大值) + 装备属性.变换属性(self) + self.黑鸦词条[i] = [1, index, 装备属性.最大值] + + def 黑鸦武器输入(self, index): + if self.黑鸦词条[0][0] == 1: + if index > 0: + 黑鸦武器 = 武器变换属性列表[index] + 黑鸦武器.当前值 = int(黑鸦武器.最大值) + 黑鸦武器.变换属性(self) + self.黑鸦词条[0] = [1, index, 黑鸦武器.最大值] + else: + self.技能等级加成('所有', 50, 50, 2) + self.技能等级加成('所有', 85, 85, 2) + self.技能等级加成('所有', 100, 100, 2) + if self.装备检查('世界树之精灵'): + self.技能等级加成('所有', 50, 50, 2) + + def 择优提升率计算(self): + 总数据 = [] + self.适用数值计算() + if self.双装备模式 == 1 and self.技能表['一次觉醒'].是否启用: + if self.实际名称 == 'BUFF·神启·圣骑士': + if self.是否加觉醒 == 1: + self.技能表['一次觉醒'].适用数值 += self.一觉切装加二觉增加体精 + + def handle(skill, values): + if skill.所在等级 in [50, 100]: + values = [int(round(i * self.觉醒择优系数)) for i in values] + return values + + self.compute(None, handle) + + return self.提升率计算(总数据) + + def 结果返回(self, x, 总数据): + if x == 0: + return self.提升率计算(总数据) + elif x == 1: + return 总数据 + elif x == 2: + return self.提升率计算(总数据, self.排行系数) + + def BUFF计算(self, x=0): + self.预计算(自动切装=True) + 总数据 = self.compute() + return self.结果返回(x, 总数据) + + def 装备属性计算(self, x=0): + self.装备基础() + # self.专属词条计算() + + equips = [equ.get_equ_by_name(i) for i in self.装备栏] + suits = [equ.get_suit_by_name(i) for i in self.套装栏] + + for equip in equips: + equip.城镇属性_BUFF(self) + equip.BUFF属性(self) + + 觉醒词条 = self.黑鸦词条[0][0] + + # 黑鸦武器觉醒词条 + if 觉醒词条 == 3 and equip.部位 == '武器': + self.技能等级加成('所有', 50, 50, 2) + self.技能等级加成('所有', 85, 85, 2) + self.技能等级加成('所有', 100, 100, 2) + if equip.名称 == '世界树之精灵' and 觉醒词条 > 0: + self.技能等级加成('所有', 50, 50, -2) + self.技能等级加成('所有', 85, 85, -2) + self.技能等级加成('所有', 100, 100, -2) + if 觉醒词条 > 1: + self.技能等级加成('所有', 50, 50, 2) + + for suit in suits: + suit.城镇属性_BUFF(self) + suit.BUFF属性(self) + + self.黑鸦计算() + self.希洛克计算() + self.奥兹玛计算() + + if self.排行系数 == 1 or x: + P = deepcopy(self) + P.站街计算() + self.站街系数 = P.系数数值站街() + + if x: + return + + for equip in equips: + equip.进图属性_BUFF(self) + + for suit in suits: + suit.进图属性_BUFF(self) + + def 专属词条计算(self): + pass + + def 站街计算(self): + self.专属词条计算() + + for skill in self.技能表.values(): + if skill.站街生效 == 1: + skill.进图加成 = 0 + 结算 = skill.结算统计(self) + self.智力 += 结算[0] + self.体力 += 结算[1] + self.精神 += 结算[2] + + def 护石计算(self): + indices = self.护石栏 + for i in indices: + Talismans(self, i) + + def BUFF面板(self): + return self.技能表['BUFF'].技能面板() + + def 一觉面板(self): + return self.技能表['一次觉醒'].技能面板() diff --git a/PublicReference/carry/base.py b/PublicReference/carry/base.py new file mode 100644 index 00000000..5c814df1 --- /dev/null +++ b/PublicReference/carry/base.py @@ -0,0 +1,6186 @@ +from PublicReference.equipment.equ_list import * +from PublicReference.equipment.称号 import * +from PublicReference.equipment.宠物 import * +from PublicReference.equipment.辟邪玉 import * +from PublicReference.equipment.武器融合 import * +from PublicReference.equipment.冒险家名望 import * +from PublicReference.choise.选项设置 import * +from PublicReference.choise.细节选项 import * +from PublicReference.common import * +from PublicReference.utils.uniqueCode import get_mac_address +import operator + +from PublicReference.utils.common import format_range, to_percent + +等级 = 100 + + +class 技能: + 名称 = '' + 备注 = '' + 所在等级 = 0 + 等级上限 = 0 + 等级 = 0 + 基础等级 = 0 + 等级溢出 = 0 + 自定义描述 = 0 + 学习间隔 = 1 + 等级精通 = 60 + 基础等级 = 0 + + 关联技能 = ['无'] + 关联技能2 = ['无'] + 关联技能3 = ['无'] + 非关联技能 = ['无'] + 非关联技能2 = ['无'] + 非关联技能3 = ['无'] + 冷却关联技能 = ['无'] + 冷却关联技能2 = ['无'] + 冷却关联技能3 = ['无'] + 非冷却关联技能 = ['无'] + 非冷却关联技能2 = ['无'] + 非冷却关联技能3 = ['无'] + + 版本 = 装备版本 + + def 等级加成(self, x): + if self.等级 != 0: + if self.等级 + x > self.等级上限: + self.等级 = self.等级上限 + if self.基础等级 != self.等级上限 and self.关联技能 != ['无']: + self.等级溢出 = 1 + else: + self.等级 += x + + def 基础等级计算(self): + pass + + +class 主动技能(技能): + # 只扩展了技能的三条属性,第一条技能hit默认1,2、3条hit默认为0,需要手动赋值 + # 如果需要继续扩展,可以在各自职业类内继承后自行扩展,同时需要重写下等效百分比函数 + # 固伤在填写基础及成长的时候需要注意,技能面板/独立得到的成长及数值需要*100 + 基础 = 0.0 + 成长 = 0.0 + 攻击次数 = 1.0 + 基础2 = 0.0 + 成长2 = 0.0 + 攻击次数2 = 0.0 + 基础3 = 0.0 + 成长3 = 0.0 + 攻击次数3 = 0.0 + CD = 0.0 + TP成长 = 0.0 + TP上限 = 0 + TP等级 = 0 + 是否主动 = 1 + 是否有伤害 = 1 + 恢复 = 1.0 + 倍率 = 1.0 + 被动倍率 = 1.0 + 基础释放次数 = 0 + 演出时间 = 0 + 是否有护石 = 0 + 护石选项 = ['魔界'] + + def 等效百分比(self, 武器类型): + if self.等级 == 0: + return 0 + else: + return int( + (self.攻击次数 * (self.基础 + self.成长 * self.等级) + self.攻击次数2 * + (self.基础2 + self.成长2 * self.等级) + self.攻击次数3 * + (self.基础3 + self.成长3 * self.等级)) * + (1 + self.TP成长 * self.TP等级) * self.倍率) + + def 等效CD(self, 武器类型, 输出类型): + return round(self.CD / self.恢复 * 武器冷却惩罚(武器类型, 输出类型, self.版本), 1) + + def 基础等级计算(self): + if self.基础等级 == 0: + # 契约等级+5 + self.基础等级 = min(int((等级 + 5 - self.所在等级) / self.学习间隔 + 1), + self.等级精通) + + +class 被动技能(技能): + 是否主动 = 0 + 是否有伤害 = 0 + 关联技能 = ['所有'] + + def 基础等级计算(self): + if self.基础等级 == 0: + # 契约等级+5 + self.基础等级 = min(int((等级 + 5 - self.所在等级) / self.学习间隔 + 1), + self.等级精通) + + +符文效果选项 = [ + '无', + trans('{攻击}+5%,CD+3%'), 'CD-4%', + trans('{攻击}+3%'), + trans('{攻击}-3%,CD-6%'), + trans('{攻击}+3%,CD+2%'), 'CD-3%', + trans('{攻击}+2%'), + trans('{攻击}-2%,CD-4%'), + trans('{攻击}+2%,CD+1%'), 'CD-2%', + trans('{攻击}+1%'), + trans('{攻击}-1%,CD-3%'), + trans('{攻击}+6%,CD+4%'), 'CD-5%', + trans('{攻击}+4%'), + trans('{攻击}-4%,CD-7%') +] + +刀魂之卡赞数据 = [ + 0, 31, 40, 48, 58, 67, 79, 90, 103, 116, 131, 145, 161, 178, 194, 212, 230, + 250, 270, 292, 313 +] + + +class 角色属性(属性): + # region 属性变量 + 职业分类 = '输出' + 主BUFF = 1.0 + 系统奶系数 = 0 + 系统奶基数 = 0 + 年宠技能 = False + 白兔子技能 = False + 斗神之吼秘药 = False + 称号触发 = False + + 屏蔽三觉 = False + + 超卓之心等级 = 1 + 觉醒之抉择技能 = '' + + 物理攻击力 = 65 + 魔法攻击力 = 65 + 独立攻击力 = 1045 + 火属性强化 = 13 + 冰属性强化 = 13 + 光属性强化 = 13 + 暗属性强化 = 13 + + 进图物理攻击力 = 0 + 进图魔法攻击力 = 0 + 进图独立攻击力 = 0 + 进图属强 = 0 + + # 红阵,远古记忆 -1表示没有该技能 + 远古记忆 = -1 + 刀魂之卡赞 = -1 + + 百分比力智 = 0.0 + 百分比三攻 = 0.0 + 伤害增加 = 0.0 + 黄字 = 0.0 # 冲突属性 + 附加伤害 = 0.0 + 属性附加 = 0.0 + 暴击伤害 = 0.0 + 暴伤 = 0.0 # 冲突属性 + 最终伤害 = 0.0 + 技能攻击力 = 1.0 + 技能攻击力累加 = 0.0 + # 技能攻击力显示 = 1.0 + 持续伤害 = 0.0 + 加算冷却缩减 = 0.0 + 百分比减防 = 0.0 + 固定减防 = 0 + 词条提升率 = [0] * 6 + 词条选择 = [] + + # 队友增幅系数 + 队友增幅系数 = 1.0 + + 防御输入 = 0 + 火抗输入 = 0 + 冰抗输入 = 0 + 光抗输入 = 0 + 暗抗输入 = 0 + + 攻击速度 = 0.00 + 移动速度 = 0.00 + 施放速度 = 0.00 + 命中率 = 0.0 + 回避率 = 0.0 + 物理暴击率 = 0.00 + 魔法暴击率 = 0.00 + + 自适应选项 = [0] * 2 + 自适应描述 = ['无'] * 2 + + 时间输入 = 0 + 次数输入 = [] + 宠物次数 = [] + 技能切装 = [] + 装备切装 = [] + 开启切装 = 0 + 切装修正 = [] + + 转甲选项 = 0 + + 希洛克武器词条 = 0 + 武器词条触发 = 0 + + # 0英雄 1传说 + 角色熟练度 = 0 + # 0 1 2 3 4 5 6 + 技能栏空位 = 6 + # 0数学期望 1黄字+35% 2暴伤+35% 3白字+35% 4终伤+35% 5三攻+35% + 命运的抉择 = 0 + # 0数学期望 123456 + 天命无常 = 0 + # 0数学期望 1 HP高于70% 2 HP在70~30% 3 HP低于30% + 悲剧的残骸 = 0 + # 0数学期望 1 5%属性附加 2 10%技能攻击力 3 15%技能攻击力 + 先知者的预言 = 0 + # 0无霸体状态 1 霸体状态 2 无伤状态 + 贫瘠沙漠的遗产 = 1 + # 0数学期望 1 7效果 2 77效果 3 777效果 + 幸运三角 = 0 + # 0过充电状态 1过负荷状态 + 擎天战甲 = 0 + # 0.00~1.00 + 持续伤害计算比例 = 0 + # 0 120+ 1 120-100 2 100-80 3 80-60 4 60-40 5 40- + 军神的隐秘遗产 = 0 + # 0太极天帝剑:阳 1太极天帝剑:阴 + 太极天帝剑 = 0 + # 0绿色生命的面容:无 1绿色生命的面容:阴暗面 + 绿色生命的面容 = 1 + # 0噙毒手套:中毒 1噙毒手套:未中毒 + 噙毒手套 = 0 + + 攻击属性 = 0 + 产物升级 = 0 + + # 是否为图内状态 + 状态 = 0 + # 是否为输出装备描述 + 装备描述 = 0 + + # 辟邪玉属性 + 附加伤害增加增幅 = 1.0 + 属性附加伤害增加增幅 = 1.0 + 技能伤害增加增幅 = 1.0 + 暴击伤害增加增幅 = 1.0 + 伤害增加增幅 = 1.0 + 最终伤害增加增幅 = 1.0 + 力量智力增加增幅 = 1.0 + 物理魔法攻击力增加增幅 = 1.0 + 所有属性强化增加 = 1.0 + + # 0武器,1首饰,2特殊,3防具 + 变换词条 = [ + # 原词条类型,原词条数值,可洗最小值,可洗最大值,择优不考虑觉醒 + [0, 0, 0, 0], + [0, 0, 0, 0], + [0, 0, 0, 0], + [0, 0, 0, 0] + ] + 计算自适应 = 1 + # 计算自适应方式 = 0 + 输出提升率 = 0 + + def getskillinfo(self): + return self.技能栏 + + # endregion + + # region 词条属性 + def 附加伤害加成(self, x, 可变=0, 辟邪玉加成=1): + if self.装备描述 == 1: + return trans('{附加伤害} +$value
', value=to_percent(x)) + else: + self.附加伤害 += self.附加伤害增加增幅 * x if 辟邪玉加成 == 1 else x + if 可变 > 0: + self.变换词条[可变 - 1] = [ + 3, + round(x * 100), + round(x * 100) + (2 if 可变 > 1 else 4), + round(x * 100) + (8 if 可变 > 1 else 16) + ] + return '' + + def 三攻固定加成(self, x=0, y=0, z=0): + if self.装备描述 == 1: + return trans('{物攻/魔攻/独立} +$value
', value=x) + else: + if y == 0 or z == 0: + y = x + z = x + self.物理攻击力 += x + self.魔法攻击力 += y + self.独立攻击力 += z + return '' + + def 力智固定加成(self, x=0, y=0): + if self.装备描述 == 1: + return trans('{力量、智力} +$value
', value=x) + else: + if y == 0: + y = x + self.力量 += x + self.智力 += y + return '' + + def 持续伤害加成(self, x): + if self.装备描述 == 1: + return trans('{持续伤害} +$value
', value=to_percent(x)) + else: + self.持续伤害 += x + return '' + + def 属性附加加成(self, x): + if self.装备描述 == 1: + return trans('{属性附加伤害} +$value
', value=to_percent(x)) + else: + self.属性附加 += self.属性附加伤害增加增幅 * x + return '' + + def 技能攻击力加成(self, x, 辟邪玉加成=1,适用累加=1): + if self.装备描述 == 1: + return trans('{技能攻击力} +$value
', value=to_percent(x)) + if 适用累加 == 0: + self.技能攻击力 *= 1 + self.技能伤害增加增幅 * x if 辟邪玉加成 == 1 else x + else: + self.技能攻击力累加 += x + if self.技能攻击力累加 <= 2: + self.技能攻击力 *= 1 + self.技能伤害增加增幅 * x if 辟邪玉加成 == 1 else x + else: + self.技能攻击力 *= 1 + (self.技能伤害增加增幅*(2+x-self.技能攻击力累加)+self.技能攻击力累加-2) if self.技能攻击力累加 - x < 2 or 辟邪玉加成 == 1 else x + return '' + + def 暴击伤害加成(self, x, 可变=0, 辟邪玉加成=1): + if self.装备描述 == 1: + return trans('{暴击伤害} +$value
', value=to_percent(x)) + else: + self.暴击伤害 += self.暴击伤害增加增幅 * x if 辟邪玉加成 == 1 else x + if 可变 > 0: + self.变换词条[可变 - 1] = [ + 4, + round(x * 100), + round(x * 100) + (2 if 可变 > 1 else 4), + round(x * 100) + (8 if 可变 > 1 else 16) + ] + return '' + + def 伤害增加加成(self, x, 可变=0, 辟邪玉加成=1): + if self.装备描述 == 1: + return trans('{伤害增加} +$value
', value=to_percent(x)) + else: + self.伤害增加 += self.伤害增加增幅 * x if 辟邪玉加成 == 1 else x + if 可变 > 0: + self.变换词条[可变 - 1] = [ + 2, + round(x * 100), + round(x * 100) + (2 if 可变 > 1 else 4), + round(x * 100) + (8 if 可变 > 1 else 16) + ] + return '' + + def 最终伤害加成(self, x, 可变=0, 辟邪玉加成=1): + if self.装备描述 == 1: + return trans('{最终伤害} +$value
', value=to_percent(x)) + else: + self.最终伤害 += self.最终伤害增加增幅 * x if 辟邪玉加成 == 1 else x + if 可变 > 0: + self.变换词条[可变 - 1] = [ + 5, + round(x * 100), + round(x * 100) + (2 if 可变 > 1 else 4), + round(x * 100) + (8 if 可变 > 1 else 16) + ] + return '' + + def 百分比力智加成(self, x, 可变=0, 辟邪玉加成=1): + if self.装备描述 == 1: + return trans('{力量、智力} +$value
', value=to_percent(x)) + else: + self.百分比力智 += self.力量智力增加增幅 * x if 辟邪玉加成 == 1 else x + if 可变 > 0: + self.变换词条[可变 - 1] = [ + 0, + round(x * 100), + round(x * 100) + (2 if 可变 > 1 else 4), + round(x * 100) + (8 if 可变 > 1 else 16) + ] + return '' + + def 百分比三攻加成(self, x, 可变=0, 辟邪玉加成=1): + if self.装备描述 == 1: + return trans('{物攻、魔攻、独立} +$value
', value=to_percent(x)) + else: + self.百分比三攻 += self.物理魔法攻击力增加增幅 * x if 辟邪玉加成 == 1 else x + if 可变 > 0: + self.变换词条[可变 - 1] = [ + 1, + round(x * 100), + round(x * 100) + (2 if 可变 > 1 else 4), + round(x * 100) + (8 if 可变 > 1 else 16) + ] + return '' + + def 火属性强化加成(self, x, 辟邪玉加成=1): + if self.装备描述 == 1: + return trans("{火属性强化} +$value
", value=x) + else: + if self.状态 == 0: + self.火属性强化 += self.所有属性强化增加 * x if 辟邪玉加成 == 1 else x + else: + self.火属性强化 += int(self.所有属性强化增加 * x) + return '' + + def 冰属性强化加成(self, x, 辟邪玉加成=1): + if self.装备描述 == 1: + return trans("{冰属性强化} +$value
", value=x) + else: + if self.状态 == 0: + self.冰属性强化 += self.所有属性强化增加 * x if 辟邪玉加成 == 1 else x + else: + self.冰属性强化 += int(self.所有属性强化增加 * x) + return '' + + def 光属性强化加成(self, x, 辟邪玉加成=1): + if self.装备描述 == 1: + return trans("{光属性强化} +$value
", value=x) + else: + if self.状态 == 0: + self.光属性强化 += self.所有属性强化增加 * x if 辟邪玉加成 == 1 else x + else: + self.光属性强化 += int(self.所有属性强化增加 * x) + return '' + + def 暗属性强化加成(self, x, 辟邪玉加成=1): + if self.装备描述 == 1: + return trans("{暗属性强化} +$value
", value=x) + else: + if self.状态 == 0: + self.暗属性强化 += self.所有属性强化增加 * x if 辟邪玉加成 == 1 else x + else: + self.暗属性强化 += int(self.所有属性强化增加 * x) + return '' + + def 所有属性强化加成(self, x, 辟邪玉加成=1): + if self.装备描述 == 1: + return trans("{所有属性强化} +$value
", value=x) + else: + if self.状态 == 0: + temp = self.所有属性强化增加 * x if 辟邪玉加成 == 1 else x + else: + temp = int(self.所有属性强化增加 * x) + self.所有属性强化(temp) + return '' + + def 攻击速度增加(self, x): + if self.装备描述 == 1: + return trans("{攻击速度} +$value
", value=to_percent(x, 2)) + else: + self.攻击速度 += x + return '' + + def 移动速度增加(self, x): + if self.装备描述 == 1: + return trans("{移动速度} +$value
", value=to_percent(x, 2)) + else: + self.移动速度 += x + return '' + + def 施放速度增加(self, x): + if self.装备描述 == 1: + return trans("{释放速度} +$value
", value=to_percent(x, 2)) + else: + self.施放速度 += x + return '' + + def 命中率增加(self, x): + if self.装备描述 == 1: + return trans("{命中率} +$value
", value=to_percent(x, 1)) + else: + self.命中率 += x + return '' + + def 物理暴击率增加(self, x): + if self.装备描述 == 1: + return trans("{物理暴击率} +$value
", value=to_percent(x)) + else: + self.物理暴击率 += x + return '' + + def 魔法暴击率增加(self, x): + if self.装备描述 == 1: + return trans("{魔法暴击率} +$value
", value=to_percent(x)) + else: + self.魔法暴击率 += x + return '' + + def 技能等级加成(self, 加成类型, minLv, maxLv, lv, 可变=0): + lv = int(lv) + if self.装备描述 == 1: + label = trans('技能等级' if 加成类型 == '所有' else '主动技能等级') + if minLv == maxLv: + return ("Lv{} {}+{}
").format(minLv, label, lv) + return ("Lv{}-{} {}+{}
").format(minLv, maxLv, label, lv) + else: + if self.远古记忆 > 0: + if minLv <= 15 and maxLv >= 15: + self.远古记忆 = min(20, self.远古记忆 + lv) + + if self.刀魂之卡赞 > 0: + if minLv <= 5 and maxLv >= 5: + self.刀魂之卡赞 = min(20, self.刀魂之卡赞 + lv) + + for i in self.技能栏: + if i.所在等级 >= minLv and i.所在等级 <= maxLv: + if 加成类型 == '所有': + i.等级加成(lv) + else: + if i.是否主动 == 1: + i.等级加成(lv) + if 可变 > 0: + self.变换词条[可变 - 1] = [ + 6, 2, 14 + (2 if 可变 > 1 else 4), 14 + (8 if 可变 > 1 else 16) + ] + return '' + + def 武器装扮等级加成(self, Lv, lv): + lv = int(lv) + for i in self.技能栏: + if i.所在等级 == Lv and i.是否主动 == 1 and i.名称 not in [ + "念兽龙虎啸", "风雷啸", "圣灵符文", "神圣之光" + ]: + i.等级加成(lv) + + def 技能冷却缩减(self, min, max, x): + if self.装备描述 == 1: + label = trans('技能') + if min == max: + return ("Lv{} {}CD -{}
").format(min, label, to_percent(x)) + else: + return ("Lv{}-{} {}CD -{}
").format(min, max, label, + to_percent(x)) + else: + for i in self.技能栏: + if i.所在等级 >= min and i.所在等级 <= max: + if i.是否有伤害 == 1: + i.CD *= (1 - x) + return '' + + def 技能恢复加成(self, min, max, x): + if self.装备描述 == 1: + label = trans('技能恢复') + if min == max: + return "Lv{} {}+{}%
".format(min, label, round(x * 100)) + else: + return "Lv{}-{} {}+{}%
".format(min, max, label, + round(x * 100)) + else: + for i in self.技能栏: + if i.所在等级 >= min and i.所在等级 <= max: + if i.是否有伤害 == 1: + i.恢复 += x + return '' + + def 进图属强加成(self, x, 辟邪玉加成=1): + if self.装备描述 == 1: + return trans('{进图属性强化} +$value
', value=x) + else: + self.进图属强 += int(self.所有属性强化增加 * x if 辟邪玉加成 == 1 else x) + return '' + + def 技能倍率加成(self, lv, x): + if self.装备描述 == 1: + return trans("Lv$level {技能攻击力} +$value
", + level=lv, + value=to_percent(x)) + else: + for i in self.技能栏: + if i.所在等级 == lv: + if i.是否有伤害 == 1: + i.倍率 *= (1 + x * self.技能伤害增加增幅) + return '' + + def 单技能修改(self, 名称, 倍率, CD): + if self.装备描述 == 1: + tem = "" + if 倍率 != 1: + tem += trans("[{$name}]{攻击力} +$value
", + name=名称, + value=to_percent(倍率 - 1)) + if CD != 1: + tem += trans("[{$name}]{CD} +$value
", + name=名称, + value=to_percent(CD - 1)) + return tem + else: + for i in self.技能栏: + if i.是否有伤害 == 1: + if i.名称 == 名称: + i.倍率 *= 倍率 + i.CD *= CD + return '' + + def 所有属性强化(self, x): + self.火属性强化 += x + self.冰属性强化 += x + self.光属性强化 += x + self.暗属性强化 += x + + # endregion + + # region 面板计算 + def 防具精通计算(self, i): + temp = equ.get_equ_by_name(self.装备栏[i]) + if temp.等级 == 100: + if temp.所属套装 != '智慧产物': + return 精通计算(temp.等级, temp.品质, self.强化等级[i], 部位列表[i]) + else: + return 精通计算(temp.等级, temp.品质, self.改造等级[i], 部位列表[i]) + elif temp.等级 > 85: + 计算等级 = temp.等级 + if temp.所属套装 == '兵法之神': + if self.装备检查('过往时光的轮回'): + 计算等级 = 100 + return 精通计算(计算等级, temp.品质, self.强化等级[i], 部位列表[i]) + else: + 计算等级 = temp.等级 + if temp.所属套装 == '战术之王的御敌': + if self.装备检查('战术之王的战术指挥棒'): + 计算等级 = 100 + elif temp.所属套装 == '魔战无双': + if self.装备检查('聚魔漩涡'): + 计算等级 = 100 + x = 精通计算(计算等级, temp.品质, self.强化等级[i], 部位列表[i]) + if self.转甲选项 == 1: + return round(x, 2) + else: + return round(0.4 * x, 2) + + def 站街力量(self): + return int(self.力量) + + def 站街智力(self): + return int(self.智力) + + def 面板力量(self): + return (self.力量 + int((self.力量 - self.基础力量) * self.系统奶系数 + self.系统奶基数) + + self.进图力量) * (1 + self.百分比力智) + + def 面板智力(self): + return (self.智力 + int((self.智力 - self.基础智力) * self.系统奶系数 + self.系统奶基数) + + self.进图智力) * (1 + self.百分比力智) + + def 站街物理攻击力倍率(self): + 站街物理攻击倍率 = 1.0 + for i in self.技能栏: + try: + 站街物理攻击倍率 *= i.物理攻击力倍率(self.武器类型) + except: + pass + return 站街物理攻击倍率 + + def 站街魔法攻击力倍率(self): + 站街魔法攻击倍率 = 1.0 + for i in self.技能栏: + try: + 站街魔法攻击倍率 *= i.魔法攻击力倍率(self.武器类型) + except: + pass + return 站街魔法攻击倍率 + + def 站街独立攻击力倍率(self): + 站街独立攻击倍率 = 1.0 + for i in self.技能栏: + try: + 站街独立攻击倍率 *= i.独立攻击力倍率(self.武器类型) + except: + pass + return 站街独立攻击倍率 + + def 站街物理攻击力(self): + return self.物理攻击力 * self.站街物理攻击力倍率() + + def 站街魔法攻击力(self): + return self.魔法攻击力 * self.站街魔法攻击力倍率() + + def 站街独立攻击力(self): + return self.独立攻击力 * self.站街独立攻击力倍率() + + def 面板物理攻击力(self): + 面板物理攻击 = (self.物理攻击力 + self.进图物理攻击力) * (1 + self.百分比三攻) * ( + 1 + self.年宠技能 * 0.10 + self.斗神之吼秘药 * 0.12 + self.白兔子技能 * 0.20) + for i in self.技能栏: + try: + 面板物理攻击 *= i.物理攻击力倍率进图(self.武器类型) + except: + pass + return 面板物理攻击 * self.站街物理攻击力倍率() + + def 面板魔法攻击力(self): + 面板魔法攻击 = (self.魔法攻击力 + self.进图魔法攻击力) * (1 + self.百分比三攻) * ( + 1 + self.年宠技能 * 0.10 + self.斗神之吼秘药 * 0.12 + self.白兔子技能 * 0.20) + for i in self.技能栏: + try: + 面板魔法攻击 *= i.魔法攻击力倍率进图(self.武器类型) + except: + pass + return 面板魔法攻击 * self.站街魔法攻击力倍率() + + def 面板独立攻击力(self): + 面板独立攻击 = (self.独立攻击力 + self.进图独立攻击力) * (1 + self.百分比三攻) + for i in self.技能栏: + try: + 面板独立攻击 *= i.独立攻击力倍率进图(self.武器类型) + except: + pass + return 面板独立攻击 * self.站街独立攻击力倍率() + + def 面板系数计算(self): + if self.类型 == '物理百分比': + return int((self.面板力量() / 250 + 1) * (self.物理攻击力 + self.进图物理攻击力) * + (1 + self.百分比三攻)) + elif self.类型 == '魔法百分比': + return int((self.面板智力() / 250 + 1) * (self.魔法攻击力 + self.进图魔法攻击力) * + (1 + self.百分比三攻)) + elif self.类型 == '物理固伤': + return int((self.面板力量() / 250 + 1) * (self.独立攻击力 + self.进图独立攻击力) * + (1 + self.百分比三攻)) + elif self.类型 == '魔法固伤': + return int((self.面板智力() / 250 + 1) * (self.独立攻击力 + self.进图独立攻击力) * + (1 + self.百分比三攻)) + + def 力智计算(self): + return max(self.面板力量(), self.面板智力()) + + # endregion + + # region 输出计算 + def 加算冷却计算(self): + for i in self.技能栏: + if i.是否有伤害 == 1: + i.CD *= (1 - self.加算冷却缩减) + + def CD倍率计算(self): + for i in self.技能栏: + if i.冷却关联技能 != ['无']: + if i.冷却关联技能 == ['所有']: + for j in self.技能栏: + if j.是否有伤害 == 1: + j.CD *= i.CD缩减倍率(self.武器类型) + else: + for k in i.冷却关联技能: + self.技能栏[self.技能序号[k]].CD *= i.CD缩减倍率(self.武器类型) + if i.非冷却关联技能 != ['无']: + if i.非冷却关联技能 == ['所有']: + for j in self.技能栏: + if j.是否有伤害 == 1: + j.CD /= i.CD缩减倍率(self.武器类型) + else: + for k in i.非冷却关联技能: + self.技能栏[self.技能序号[k]].CD /= i.CD缩减倍率(self.武器类型) + if i.冷却关联技能2 != ['无']: + if i.冷却关联技能2 == ['所有']: + for j in self.技能栏: + if j.是否有伤害 == 1: + j.CD *= i.CD缩减倍率2(self.武器类型) + else: + for k in i.冷却关联技能2: + self.技能栏[self.技能序号[k]].CD *= i.CD缩减倍率2(self.武器类型) + if i.非冷却关联技能2 != ['无']: + if i.非冷却关联技能2 == ['所有']: + for j in self.技能栏: + if j.是否有伤害 == 1: + j.CD /= i.CD缩减倍率2(self.武器类型) + else: + for k in i.非冷却关联技能2: + self.技能栏[self.技能序号[k]].CD /= i.CD缩减倍率2(self.武器类型) + if i.冷却关联技能3 != ['无']: + if i.冷却关联技能3 == ['所有']: + for j in self.技能栏: + if j.是否有伤害 == 1: + j.CD *= i.CD缩减倍率3(self.武器类型) + else: + for k in i.冷却关联技能3: + self.技能栏[self.技能序号[k]].CD *= i.CD缩减倍率3(self.武器类型) + if i.非冷却关联技能3 != ['无']: + if i.非冷却关联技能3 == ['所有']: + for j in self.技能栏: + if j.是否有伤害 == 1: + j.CD /= i.CD缩减倍率3(self.武器类型) + else: + for k in i.非冷却关联技能3: + self.技能栏[self.技能序号[k]].CD /= i.CD缩减倍率3(self.武器类型) + + def 被动倍率计算(self): + if self.远古记忆 > 0: + self.进图智力 += self.远古记忆 * 15 + if self.刀魂之卡赞 > 0: + self.进图力量 += 刀魂之卡赞数据[self.刀魂之卡赞] + self.进图智力 += 刀魂之卡赞数据[self.刀魂之卡赞] + for i in self.技能栏: + i.被动倍率 = 1 + for i in self.技能栏: + if i.关联技能 != ['无']: + if i.关联技能 == ['所有']: + for j in self.技能栏: + if j.是否有伤害 == 1: + j.被动倍率 *= i.加成倍率(self.武器类型) + else: + for k in i.关联技能: + self.技能栏[self.技能序号[k]].被动倍率 *= i.加成倍率(self.武器类型) + if i.非关联技能 != ['无']: + if i.非关联技能 == ['所有']: + for j in self.技能栏: + if j.是否有伤害 == 1: + j.被动倍率 /= i.加成倍率(self.武器类型) + else: + for k in i.非关联技能: + self.技能栏[self.技能序号[k]].被动倍率 /= i.加成倍率(self.武器类型) + + if i.关联技能2 != ['无']: + if i.关联技能2 == ['所有']: + for j in self.技能栏: + if j.是否有伤害 == 1: + j.被动倍率 *= i.加成倍率2(self.武器类型) + else: + for k in i.关联技能2: + self.技能栏[self.技能序号[k]].被动倍率 *= i.加成倍率2(self.武器类型) + + if i.非关联技能2 != ['无']: + if i.非关联技能2 == ['所有']: + for j in self.技能栏: + if j.是否有伤害 == 1: + j.被动倍率 /= i.加成倍率2(self.武器类型) + else: + for k in i.非关联技能2: + self.技能栏[self.技能序号[k]].被动倍率 /= i.加成倍率2(self.武器类型) + + if i.关联技能3 != ['无']: + if i.关联技能3 == ['所有']: + for j in self.技能栏: + if j.是否有伤害 == 1: + j.被动倍率 *= i.加成倍率3(self.武器类型) + else: + for k in i.关联技能3: + self.技能栏[self.技能序号[k]].被动倍率 *= i.加成倍率3(self.武器类型) + + if i.非关联技能3 != ['无']: + if i.非关联技能3 == ['所有']: + for j in self.技能栏: + if j.是否有伤害 == 1: + j.被动倍率 /= i.加成倍率3(self.武器类型) + else: + for k in i.非关联技能3: + self.技能栏[self.技能序号[k]].被动倍率 /= i.加成倍率3(self.武器类型) + + def 属性倍率计算(self): + # 火、冰、光、暗 + self.属性倍率组 = [] + self.属性倍率组.append(1.05 + 0.0045 * int(self.火属性强化 - self.火抗输入)) + self.属性倍率组.append(1.05 + 0.0045 * int(self.冰属性强化 - self.冰抗输入)) + self.属性倍率组.append(1.05 + 0.0045 * int(self.光属性强化 - self.光抗输入)) + self.属性倍率组.append(1.05 + 0.0045 * int(self.暗属性强化 - self.暗抗输入)) + if self.攻击属性 == 0: + self.属性倍率 = max(self.属性倍率组) + elif self.攻击属性 == 1: + self.属性倍率 = self.属性倍率组[0] + elif self.攻击属性 == 2: + self.属性倍率 = self.属性倍率组[1] + elif self.攻击属性 == 3: + self.属性倍率 = self.属性倍率组[2] + elif self.攻击属性 == 4: + self.属性倍率 = self.属性倍率组[3] + + def 伤害指数计算(self): + + 防御 = max(self.防御输入 - self.固定减防, 0) * (1 - self.百分比减防) + 基准倍率 = 1.5 * self.主BUFF * (1 - 防御 / (防御 + 200 * 等级)) + + # 避免出现浮点数取整BUG + self.伤害增加 += 0.00000001 + + self.属性倍率计算() + + # if sum(self.自适应选项) != 0: + if self.计算自适应 == 1: + self.自适应计算() + + # self.希洛克武器提升() + + 面板 = self.面板系数计算() + + 增伤倍率 = 1 + int(self.伤害增加 * 100) / 100 + 增伤倍率 *= 1 + self.暴击伤害 + 增伤倍率 *= 1 + self.最终伤害 + 增伤倍率 *= self.技能攻击力 + 增伤倍率 *= 1 + self.持续伤害 * self.持续伤害计算比例 + 增伤倍率 *= 1 + self.附加伤害 + self.属性附加 * self.属性倍率 + + self.伤害指数 = 面板 * self.属性倍率 * 增伤倍率 * 基准倍率 / 100 * self.队友增幅系数 + + # 7.8日,伤害数据压缩 + self.伤害指数 /= 1000 + + def 伤害计算(self, x=0): + if 切装模式 == 1 and self.切装判断(): + temp = self.装备替换() + A = temp[0].数据计算(1, 1) # 身上装备计算 + B = temp[1].数据计算(1, 0) # 切装装备计算 + self.预处理() + for i in range(len(self.技能栏)): + self.技能栏[i] = deepcopy(temp[self.技能切装[i]].技能栏[i]) + C = [] + 总伤害 = 0 + for i in range(len(A)): + C.append(A[i] if (self.技能切装[int(i / 4)] == 0) else B[i]) + if i % 4 == 1: + 总伤害 += C[i] + if x == 0: + return 总伤害 + else: + for i in range(int(len(A) / 4)): + if 总伤害 != 0: + C[i * 4 + 3] = C[i * 4 + 1] / 总伤害 * 100 + else: + C[i * 4 + 3] = 0 + return C + else: + self.技能切装 = [0] * len(self.技能栏) + # if self.计算自适应 == 1: + # self.择优拷贝 = deepcopy(self) + # self.择优拷贝.计算自适应 = 0 + return self.数据计算(x) + + def 技能释放次数解析(self, 技能释放次数): + for i in range(len(self.技能栏)): + if '/CD' in self.次数输入[i]: + 技能释放次数[i] = eval(self.次数输入[i].replace('/CD', str(技能释放次数[i]))) + if type(self.宠物次数[i]) == type('str'): + self.宠物次数[i] = eval(self.宠物次数[i].replace( + 'num', str(技能释放次数[i]))) + return 技能释放次数 + + def 技能释放次数计算(self): + 技能释放次数 = [] + for i in self.技能栏: + if i.是否有伤害 == 1: + s = self.次数输入[self.技能序号[i.名称]] + if '/CD' in s: + 技能释放次数.append( + int((self.时间输入 - i.演出时间) / + i.等效CD(self.武器类型, self.类型)) + 1 + i.基础释放次数) + else: + 技能释放次数.append(round(float(s), 2)) + else: + 技能释放次数.append(0) + + return self.技能释放次数解析(技能释放次数) + + def 技能单次伤害计算(self, y): + # y切装标记 + 技能单次伤害 = [] + for i in self.技能栏: + if i.是否有伤害 == 1 and self.技能切装[self.技能序号[i.名称]] != y: + 技能单次伤害.append(i.等效百分比(self.武器类型) * self.伤害指数 * i.被动倍率) + else: + 技能单次伤害.append(0) + return 技能单次伤害 + + def 技能总伤害计算(self, a, b): + # a次数 b单次伤害 + 技能总伤害 = [] + for i in self.技能栏: + index = self.技能序号[i.名称] + if i.是否有伤害 == 1 and a[index] != 0: + 技能总伤害.append(a[index] * b[index] * ( + 1 + self.白兔子技能 * 0.20 + self.年宠技能 * 0.10 * + self.宠物次数[index] / a[index] # 宠物技能占比 = 宠物次数 / 释放次数 + + self.斗神之吼秘药 * 0.12)) + else: + 技能总伤害.append(0) + return 技能总伤害 + + def 数据返回(self, x, a, b): + # a次数 b伤害 + 总伤害 = sum(b) + if x == 0: + # 伤害数据,用于排序 + return 总伤害 + elif x == 1: + # 详细数据,用于展示 四个数据一组 + # 0次数 1总伤害 2平均伤害 3占比 + data = [] + for i in range(len(self.技能栏)): + data.append(a[i]) + data.append(b[i]) + if a[i] != 0: + data.append(b[i] / a[i]) + else: + data.append(b[i]) + if 总伤害 != 0: + data.append(b[i] / 总伤害 * 100) + else: + data.append(0) + return data + + def 数据计算(self, x=0, y=-1): + self.预处理() + # 初步计算 + 技能释放次数 = self.技能释放次数计算() + 技能单次伤害 = self.技能单次伤害计算(y) + 技能总伤害 = self.技能总伤害计算(技能释放次数, 技能单次伤害) + + # 返回结果 + return self.数据返回(x, 技能释放次数, 技能总伤害) + + def 装备词条计算(self): + # 初始化 以防和自选冲突 + self.变换词条 = [ + # 原词条类型,原词条数值,可洗最小值,可洗最大值,择优不考虑觉醒 + [0, 0, 0, 0], + [0, 0, 0, 0], + [0, 0, 0, 0], + [0, 0, 0, 0] + ] + if 调试开关 == 0: + for i in range(12): + temp = equ.get_equ_by_name(self.装备栏[i]) + temp.城镇属性(self) + temp.变换属性(self) + if temp.所属套装 == '智慧产物' and self.产物升级 == 1: + temp.产物升级(self) + # 添加可洗属性 + + for i in self.套装栏: + equ.get_suit_by_name(i).城镇属性(self) + # print(self.变换词条) + # 进图触发属强向下取整 + self.状态 = 1 + for i in range(12): + equ.get_equ_by_name(self.装备栏[i]).进图属性(self) + + for i in self.套装栏: + equ.get_suit_by_name(i).进图属性(self) + self.状态 = 0 + self.黑鸦词条扣除() + # print(self.黑鸦词条) + # 冲突属性计算 + self.伤害增加加成(self.黄字) + self.暴击伤害加成(self.暴伤) + + def 预处理(self): + self.装备属性计算() + self.三觉屏蔽1() + self.所有属性强化(self.进图属强) + self.CD倍率计算() + self.加算冷却计算() + self.被动倍率计算() + self.三觉屏蔽2() + self.伤害指数计算() + + def 装备属性计算(self): + self.装备基础() + self.装备词条计算() + + def 其它属性计算(self): + for i in range(12): + equ.get_equ_by_name(self.装备栏[i]).其它属性(self) + + for i in self.套装栏: + equ.get_suit_by_name(i).其它属性(self) + + # endregion + + # region 择优相关 + def 词条提示上下限计算(self, 词条范围, 词条数值): + 词条提升率 = [[0, 0]] * 6 + + if 0 in 词条范围: + # 百分比力智 + 最高提升 = 0 + x = self.面板系数计算() + self.百分比力智加成(词条数值[0]) + 最高提升 = round(self.面板系数计算() / x - 1, 8) + self.百分比力智加成(-词条数值[0]) + + 最低提升 = 0 + self.百分比力智加成(self.择优极限[0] - 词条数值[0]) + x = self.面板系数计算() + self.百分比力智加成(词条数值[0]) + 最低提升 = round(self.面板系数计算() / x - 1, 8) + self.百分比力智加成(-self.择优极限[0]) + + 词条提升率[0] = [最低提升, 最高提升] + + if 1 in 词条范围: + 最高提升 = 0 + x = 1 + self.百分比三攻 + self.百分比三攻加成(词条数值[1]) + 最高提升 = round((1 + self.百分比三攻) / x - 1, 8) + self.百分比三攻加成(-词条数值[1]) + + 最低提升 = 0 + self.百分比三攻加成(self.择优极限[1] - 词条数值[1]) + x = 1 + self.百分比三攻 + self.百分比三攻加成(词条数值[1]) + 最低提升 = round((1 + self.百分比三攻) / x - 1, 8) + self.百分比三攻加成(-self.择优极限[1]) + + 词条提升率[1] = [最低提升, 最高提升] + + if 2 in 词条范围: + 最高提升 = 0 + x = 1 + int(self.伤害增加 * 100) / 100 + self.伤害增加加成(词条数值[2]) + 最高提升 = round((1 + int(self.伤害增加 * 100) / 100) / x - 1, 8) + self.伤害增加加成(-词条数值[2]) + + 最低提升 = 0 + self.伤害增加加成(self.择优极限[2] - 词条数值[2]) + x = 1 + int(self.伤害增加 * 100) / 100 + self.伤害增加加成(词条数值[2]) + 最低提升 = round((1 + int(self.伤害增加 * 100) / 100) / x - 1, 8) + self.伤害增加加成(-self.择优极限[2]) + + 词条提升率[2] = [最低提升, 最高提升] + + if 3 in 词条范围: + 最高提升 = 0 + x = 1 + self.附加伤害 + self.属性附加 * self.属性倍率 + self.附加伤害加成(词条数值[3]) + 最高提升 = round((1 + self.附加伤害 + self.属性附加 * self.属性倍率) / x - 1, 8) + self.附加伤害加成(-词条数值[3]) + + 最低提升 = 0 + self.附加伤害加成(self.择优极限[3] - 词条数值[3]) + x = 1 + self.附加伤害 + self.属性附加 * self.属性倍率 + self.附加伤害加成(词条数值[3]) + 最低提升 = round((1 + self.附加伤害 + self.属性附加 * self.属性倍率) / x - 1, 8) + self.附加伤害加成(-self.择优极限[3]) + + 词条提升率[3] = [最低提升, 最高提升] + + if 4 in 词条范围: + 最高提升 = 0 + x = 1 + self.暴击伤害 + self.暴击伤害加成(词条数值[4]) + 最高提升 = round((1 + self.暴击伤害) / x - 1, 8) + self.暴击伤害加成(-词条数值[4]) + + 最低提升 = 0 + self.暴击伤害加成(self.择优极限[4] - 词条数值[4]) + x = 1 + self.暴击伤害 + self.暴击伤害加成(词条数值[4]) + 最低提升 = round((1 + self.暴击伤害) / x - 1, 8) + self.暴击伤害加成(-self.择优极限[4]) + + 词条提升率[4] = [最低提升, 最高提升] + + if 5 in 词条范围: + 最高提升 = 0 + x = 1 + self.最终伤害 + self.最终伤害加成(词条数值[5]) + 最高提升 = round((1 + self.最终伤害) / x - 1, 8) + self.最终伤害加成(-词条数值[5]) + + 最低提升 = 0 + self.最终伤害加成(self.择优极限[5] - 词条数值[5]) + x = 1 + self.最终伤害 + self.最终伤害加成(词条数值[5]) + 最低提升 = round((1 + self.最终伤害) / x - 1, 8) + self.最终伤害加成(-self.择优极限[5]) + + 词条提升率[5] = [最低提升, 最高提升] + + return 词条提升率 + + def 词条修改(self, x): + self.百分比力智加成(x) + self.百分比三攻加成(x) + self.伤害增加加成(x) + self.附加伤害加成(x) + self.暴击伤害加成(x) + self.最终伤害加成(x) + + def 基础提升率计算(self): + 词条基数 = [ + 250 + self.力智计算(), + 1 + self.百分比三攻, + 100 * (1 + self.伤害增加), + 1 + self.附加伤害 + self.属性附加 * self.属性倍率, + 1 + self.暴击伤害, + 1 + self.最终伤害, + ] + self.词条修改(0.01) + 词条提升后数值 = [ + 250 + self.力智计算(), + 1 + self.百分比三攻, + 100 * (1 + self.伤害增加), + 1 + self.附加伤害 + self.属性附加 * self.属性倍率, + 1 + self.暴击伤害, + 1 + self.最终伤害, + ] + self.词条修改(-0.01) + + return [词条基数, 词条提升后数值] + + def 词条提升率计算(self, 词条范围, 词条数值, y=0): + + 词条提升率 = [0] * 6 + + if 0 in 词条范围: + # 百分比力智 + x = self.面板系数计算() + self.百分比力智加成(词条数值[0]) + 词条提升率[0] = round(self.面板系数计算() / x - 1, 8) + self.百分比力智加成(-词条数值[0]) + + if 1 in 词条范围: + # 百分比三攻 + x = 1 + self.百分比三攻 + self.百分比三攻加成(词条数值[1]) + 词条提升率[1] = round((1 + self.百分比三攻) / x - 1, 8) + self.百分比三攻加成(-词条数值[1]) + + if 2 in 词条范围: + # 伤害增加 + x = 1 + int(self.伤害增加 * 100) / 100 + self.伤害增加加成(词条数值[2]) + 词条提升率[2] = round((1 + int(self.伤害增加 * 100) / 100) / x - 1, 8) + self.伤害增加加成(-词条数值[2]) + + if 3 in 词条范围: + # 附加伤害 + x = 1 + self.附加伤害 + self.属性附加 * self.属性倍率 + self.附加伤害加成(词条数值[3]) + 词条提升率[3] = round((1 + self.附加伤害 + self.属性附加 * self.属性倍率) / x - 1, + 8) + self.附加伤害加成(-词条数值[3]) + + if 4 in 词条范围: + # 暴击伤害 + x = 1 + self.暴击伤害 + self.暴击伤害加成(词条数值[4]) + 词条提升率[4] = round((1 + self.暴击伤害) / x - 1, 8) + self.暴击伤害加成(-词条数值[4]) + + if 5 in 词条范围: + # 最终伤害 + x = 1 + self.最终伤害 + self.最终伤害加成(词条数值[5]) + 词条提升率[5] = round((1 + self.最终伤害) / x - 1, 8) + self.最终伤害加成(-词条数值[5]) + + if y == 1: + self.词条提升率 = copy(词条提升率) + + # for k in range(6): + # if 词条提升率[k] == max(词条提升率): + # 词条属性列表[k].加成属性(self, 词条数值[k]) + # return k + tem = [] + 最小词条 = 0 + for k in range(6): + if 词条提升率[k] == max(词条提升率): + # 词条属性列表[k].加成属性(self, 词条数值[k]) + tem.append(k) + 待排序提升率 = [] + for i in tem: + 待排序提升率.append([i, self.择优极限[i]]) + 待排序提升率.sort(key=lambda x: round(x[1], 2), reverse=False) + self.择优极限 = [round(self.择优极限[i] - 词条数值[i], 3) for i in range(6)] + 最小词条 = 待排序提升率[0][0] + 词条属性列表[最小词条].加成属性(self, 词条数值[最小词条]) + return 最小词条 + + def 自适应计算(self, x=0): + # print(self.计算自适应方式) + if self.黑鸦武器择优模式 == 0: + self.择优词条 = [[round(self.变换词条[0][3] / 100, 2)] * 6, + [round(self.变换词条[1][3] / 100, 2)] * 6, + [round(self.变换词条[2][3] / 100, 2)] * 6, + [round(self.变换词条[3][3] / 100, 2)] * 6, [0.1] * 6, + [0.05] * 6, [0.08, 0.08, 0.07, 0.08, 0, 0.08], + [0, 0.05, 0.05, 0, 0.05, 0]] + else: + self.择优词条 = [[round(0.16, 2)] * 6, + [round(self.变换词条[1][3] / 100, 2)] * 6, + [round(self.变换词条[2][3] / 100, 2)] * 6, + [round(self.变换词条[3][3] / 100, 2)] * 6, [0.1] * 6, + [0.05] * 6, [0.08, 0.08, 0.07, 0.08, 0, 0.08], + [0, 0.05, 0.05, 0, 0.05, 0]] + self.是否择优 = self.词条是否择优() + self.择优结果 = [[0, 0]] * len(self.择优词条) + # print(self.择优词条) + # self.是否择优 = self.词条是否择优() + # print(self.是否择优) + # print(self.计算自适应方式) + # if self.计算自适应方式 == 0: + # self.贪心自适应() + # else: + # self.全局自适应() + if self.输出提升率 != 0: + self.择优提升率计算() + else: + try: + self.全局自适应() + except Exception as error: + logger.error(error) + self.贪心自适应() + for i in range(len(self.择优结果)): + # 词条属性列表[self.择优结果[i][0]].加成属性(self,self.择优结果[i][1]) + if i < 4: + self.黑鸦词条[i].append("") + if self.择优结果[i][1] != 0: + self.黑鸦词条[i][4] = ( + trans("觉醒Lv+2 ") + if i == 0 and self.择优结果[i][1] == 0.16 else '') + trans( + 黑鸦武器属性列表[self.择优结果[i][0]].描述) + '+' + str( + round(self.择优结果[i][1] * 100)) + '%' + if i == 4: + if self.是否择优[i] == 0: + self.词条提升率 = [0] * 6 + else: + self.词条选择.clear() + self.词条选择.append(self.择优结果[i][0]) + if i == 5: + if self.是否择优[i] != 0: + self.词条选择.append(self.择优结果[i][0]) + if i == 6: + self.自适应描述[0] = '{}%{}'.format( + int(self.择优结果[i][1] * 100), + trans(词条属性列表[self.择优结果[i][0]].描述)) + if i == 7: + self.自适应描述[1] = '{}%{}'.format( + int(self.择优结果[i][1] * 100), + trans(词条属性列表[self.择优结果[i][0]].描述)) + + def 计算择优范围(self, d): + index = [] + for i in range(6): + if d[i] != 0: + index.append(i) + if len(index) == 0: + index.append(0) + return index + + def 择优提升率计算(self): + + up = self.基础提升率计算() + + data_array = [[0 for i in range(6)] for i in range(8)] + + for i in range(8): + for j in range(6): + data_array[i][j] = self.择优词条[i][j] * ( + up[1][j] - up[0][j]) * self.是否择优[i] * 100 + try: + self.全局自适应() + except: + self.贪心自适应() + k = [up[0][0], up[0][1], up[0][2], up[0][3], up[0][4], up[0][5]] + k[self.择优结果[0][0]] += data_array[0][self.择优结果[0][0]] + k[self.择优结果[1][0]] += data_array[1][self.择优结果[1][0]] + k[self.择优结果[2][0]] += data_array[2][self.择优结果[2][0]] + k[self.择优结果[3][0]] += data_array[3][self.择优结果[3][0]] + k[self.择优结果[4][0]] += data_array[4][self.择优结果[4][0]] + k[self.择优结果[5][0]] += data_array[5][self.择优结果[5][0]] + k[self.择优结果[6][0]] += data_array[6][self.择优结果[6][0]] + k[self.择优结果[7][0]] += data_array[7][self.择优结果[7][0]] + max_data = k[0] * k[1] * int(k[2]) * k[3] * k[4] * k[5] + + rangelist = [self.计算择优范围(i) for i in data_array] + + path = './详细数据' + if not os.path.exists(path): + os.makedirs(path) + result_path = os.path.join( + path, '{}-{}.csv'.format(self.实际名称, + time.strftime('%m-%d-%H-%M-%S'))) + wf = open(result_path, 'w', encoding='gbk') + wf.write('黑鸦武器,黑鸦戒指,黑鸦左槽,黑鸦下装,残香10%,残香5%,宠物装备,光环,系数,伤害\n') + increase_counter(ga_category="carry详细功能使用", name="输出择优数据") + for a1 in rangelist[0]: + for a2 in rangelist[1]: + for a3 in rangelist[2]: + for a4 in rangelist[3]: + for a5 in rangelist[4]: + for a6 in rangelist[5]: + for a7 in rangelist[6]: + for a8 in rangelist[7]: + k = [ + up[0][0], up[0][1], up[0][2], + up[0][3], up[0][4], up[0][5] + ] + k[a1] += data_array[0][a1] + k[a2] += data_array[1][a2] + k[a3] += data_array[2][a3] + k[a4] += data_array[3][a4] + k[a5] += data_array[4][a5] + k[a6] += data_array[5][a6] + k[a7] += data_array[6][a7] + k[a8] += data_array[7][a8] + rate = k[0] * k[1] * int( + k[2] + ) * k[3] * k[4] * k[5] / max_data + damage = int(rate * self.输出提升率) + wf.write( + '{},{},{},{},{},{},{},{},{:.8},{}\n' + .format( + '无' if len(rangelist[0]) == 1 + else 词条属性列表[a1].描述, + '无' if len(rangelist[1]) == 1 + else 词条属性列表[a2].描述, + '无' if len(rangelist[2]) == 1 + else 词条属性列表[a3].描述, + '无' if len(rangelist[3]) == 1 + else 词条属性列表[a4].描述, + '无' if len(rangelist[4]) == 1 + else 词条属性列表[a5].描述, + '无' if len(rangelist[5]) == 1 + else 词条属性列表[a6].描述, + '无' if len(rangelist[6]) == 1 + else 词条属性列表[a7].描述, + '无' if len(rangelist[7]) == 1 + else 词条属性列表[a8].描述, rate, + damage)) + os.startfile(result_path) + + def 全局自适应(self): + x = 6 + y = 8 + data_array = ((ctypes.c_double * x) * (y + 1))() # 提升值数组 + index = (ctypes.c_int * y)() # 索引 + + up = self.基础提升率计算() + + # 第一行为词条基础 + for j in range(x): + data_array[0][j] = up[0][j] + + # 后续8行为可选词条 + for i in range(y): + for j in range(x): + data_array[i + 1][j] = self.择优词条[i][j] * ( + up[1][j] - up[0][j]) * self.是否择优[i] * 100 + + preferred.cal_index(data_array, byref(index)) + + for i in range(y): + if self.是否择优[i] != 0: + self.择优结果[i] = [index[i], self.择优词条[i][index[i]]] + 词条属性列表[self.择优结果[i][0]].加成属性(self, self.择优结果[i][1]) + + def 贪心自适应(self): + # self.全局自适应() + # return + # self.择优词条 = [ + # [round(self.变换词条[0][3]/100,2)]*6, + # [round(self.变换词条[1][3]/100,2)]*6, + # [round(self.变换词条[2][3]/100,2)]*6, + # [round(self.变换词条[3][3]/100,2)]*6, + # [0.1]*6, + # [0.05]*6, + # [0.07,0,0.07,0.08,0,0,0], + # [0,0.05,0.05,0,0.05,0,0] + # ] + self.择优范围 = [] + for item in self.择优词条: + 词条数值 = item + 计算范围 = [] + for i in range(6): + if 词条数值[i] != 0: + 计算范围.append(i) + self.择优范围.append(计算范围) + 贪心排序 = [] + 自由择优 = [] + 条件择优 = [] + 条件择优结果 = [] + count = 1 + self.择优极限 = [0] * 6 + for i in range(len(self.择优词条)): + if self.是否择优[i] == 1: + 词条数目 = len(list(filter(lambda x: x != 0, self.择优词条[i]))) + 贪心排序.append([count, max(self.择优词条[i]), 词条数目]) + self.择优极限 = [ + round(self.择优极限[j] + self.择优词条[i][j], 3) for j in range(6) + ] + if 词条数目 == 6: + 自由择优.append(count) + else: + 条件择优.append(count) + # 说明存在非全部择优的情况 + count += 1 + + # 贪心排序 = [ + # [1,round(self.变换词条[0][3]/100,2),6], + # [2,round(self.变换词条[1][3]/100,2),6], + # [3,round(self.变换词条[2][3]/100,2),6], + # [4,round(self.变换词条[3][3]/100,2),6], + # [5,0.1,6], + # [6,0.05,6], + # [7,0.08,3], + # [8,0.05,3] + # ] + 贪心排序.sort(key=lambda x: round(x[1], 2), reverse=True) + 贪心排序.sort(key=lambda x: int(x[2]), reverse=True) + + # print(self.择优词条) + # print(条件择优) + # self.自适应1 = 0 + # self.自适应2 = 0 + # if self.自适应选项[0] !=0: + # self.自适应1 = 1 + # if self.自适应选项[1] !=0: + # self.自适应2 = 1 + + # self.择优极限 = [0]*6 + # for item in 贪心排序: + # self.择优极限累计(item[0]) + # print(self.择优极限) + + for item in 贪心排序: + 条件择优结果 = [] + # 每次择优完计算非完全择优的每一个最高最低收益 + for temp in 条件择优: + if self.是否择优[temp - 1] == 1: + 词条数值 = self.择优词条[temp - 1] + 上下限 = self.词条提示上下限计算(self.择优范围[temp - 1], 词条数值) + 下限提升最高 = max([上下限[i][0] for i in range(len(上下限))]) + index = 0 + # tem = [] + 待排序提升率 = [] + for i in range(6): + if 上下限[i][0] == 下限提升最高: + # tem.append(i) + 待排序提升率.append([i, self.择优极限[i]]) + 待排序提升率.sort(key=lambda x: round(x[1], 2), reverse=False) + index = 待排序提升率[0][0] + del 上下限[index] + if 下限提升最高 >= max([上下限[i][1] for i in range(len(上下限))]): + self.是否择优[temp - 1] = 0 + 词条属性列表[index].加成属性(self, 词条数值[index]) + # 条件择优结果.append('{}%{}'.format(int(词条数值[index] * 100), 词条属性列表[index].描述)) + self.择优极限 = [ + round(self.择优极限[i] - 词条数值[i], 3) for i in range(6) + ] + self.择优结果[temp - 1] = [index, 词条数值[index]] + # else: + # 条件择优结果.append('') + # else: + # 条件择优结果.append('') + # for i in range(len(条件择优)): + # if 条件择优结果[i]!='': + # self.自适应描述[i]= 条件择优结果[i] + self.择优计算(item[0]) + + def 择优计算(self, index): + for i in range(1, 5): + if index == i and self.是否择优[index - 1] != 0: + 词条数值 = self.择优词条[index - 1] + res = self.词条提升率计算(self.择优范围[index - 1], 词条数值) + self.择优结果[index - 1] = [res, 词条数值[res]] + # self.黑鸦词条[i-1].append("") + # self.黑鸦词条[i-1][4] = 黑鸦武器属性列表[res].描述 +'+' +str(self.变换词条[i-1][3])+'%' + # print(self.黑鸦词条) + return + # 残香词条1-10% + if index == 5: + if self.是否择优[index - 1] != 0: + # self.词条选择.clear() + 词条数值 = self.择优词条[index - 1] + res = self.词条提升率计算(self.择优范围[index - 1], 词条数值, 1) + self.择优结果[index - 1] = [res, 词条数值[res]] + # self.词条选择.append(res) + # print(self.词条选择) + return + # 残香词条2 + if index == 6: + if self.是否择优[index - 1] != 0: + 词条数值 = self.择优词条[index - 1] + res = self.词条提升率计算(self.择优范围[index - 1], self.择优词条[index - 1]) + self.择优结果[index - 1] = [res, 词条数值[res]] + # self.词条选择.append(self.词条提升率计算(self.择优范围[index-1], self.择优词条[index-1])) + return + # 宠物红色装备词条 + if index == 7: + if self.是否择优[index - 1] != 0: # 宠物 + 词条数值 = self.择优词条[index - 1] + res = self.词条提升率计算(self.择优范围[index - 1], 词条数值) + self.择优结果[index - 1] = [res, 词条数值[res]] + # self.自适应描述[0] = '{}%{}'.format(int(词条数值[res] * 100), 词条属性列表[res].描述) + self.是否择优[index - 1] = 0 + return + # 光环词条 + if index == 8: + if self.是否择优[index - 1] != 0: # 光环 + 词条数值 = self.择优词条[index - 1] + res = self.词条提升率计算(self.择优范围[index - 1], 词条数值) + self.择优结果[index - 1] = [res, 词条数值[res]] + # self.自适应描述[1] = '{}%{}'.format(5, 词条属性列表[res].描述) + self.是否择优[index - 1] = 0 + return + + def 词条是否择优(self): + temp = [0] * 8 + for i in range(4): + if self.黑鸦词条[i][0] == 1 and self.变换词条[i][1] != 0: + temp[i] = 1 + # 残香词条1-10% + if self.希洛克武器词条 != 0: + temp[4] = 1 + if self.希洛克武器词条 == 1 and self.武器词条触发 == 1: + temp[5] = 1 + if self.自适应选项[0] != 0: + temp[6] = 1 + if self.自适应选项[1] != 0: + temp[7] = 1 + return temp + + def 自适应输出(self): + temp = '' + if self.自适应选项[0] != 0: # 宠物 + temp += trans('{宠物}:$value', value=self.自适应描述[0]) + if self.自适应选项[1] != 0: # 光环 + if temp != '': + temp += '|' + temp += trans('{光环}:$value', value=self.自适应描述[1]) + return temp + + def 黑鸦词条扣除(self): + for i in range(4): + self.黑鸦词条[i].append("") + if self.黑鸦词条[i][0] != 0 and self.变换词条[i][1] != 0: + self.黑鸦词条变更(self.变换词条[i], -1) + if self.黑鸦词条[i][0] == 2 and self.变换词条[i][1]: + temp = [ + self.黑鸦词条[i][1], + (14 if self.变换词条[i][0] == 6 else self.变换词条[i][1]) + + self.黑鸦词条[i][2], 0, 0 + ] + self.黑鸦词条变更(temp, 1) + self.黑鸦词条[i][4] = 黑鸦武器属性列表[temp[0]].描述 + '+' + str( + (14 if self.变换词条[i][0] == 6 else self.变换词条[i][1]) + + self.黑鸦词条[i][2]) + ('' if temp[0] == 6 else '%') + if self.黑鸦词条[i][0] == 3 and self.变换词条[i][1]: + self.黑鸦词条[i][4] = "" + temp = [6, 2, 0, 0] + self.黑鸦词条变更([6, 2, 0, 0]) + self.黑鸦词条[i][4] += 黑鸦武器属性列表[temp[0]].描述 + '+' + '2' + self.黑鸦词条[i][4] += '
' + temp = [self.黑鸦词条[i][1], self.黑鸦词条[i][2], 0, 0] + self.黑鸦词条变更(temp, 1) + self.黑鸦词条[i][4] += 黑鸦武器属性列表[temp[0]].描述 + '+' + str( + self.黑鸦词条[i][2]) + '%' + if self.黑鸦词条[0][0] == 1 and self.黑鸦武器择优模式 == 1 and self.变换词条[0][1] != 0: + self.技能等级加成('所有', 50, 50, 2) + self.技能等级加成('所有', 85, 85, 2) + self.技能等级加成('所有', 100, 100, 2) + + def 黑鸦词条变更(self, 变换词条, 增减=1): + # print(变换词条) + if 变换词条[0] == 6: + 黑鸦武器属性列表[变换词条[0]].加成属性(self, 增减 * 变换词条[1]) + else: + 黑鸦武器属性列表[变换词条[0]].加成属性(self, 增减 * 变换词条[1] / 100) + + # endregion + + # region 功能函数 + def 装备检查(self, 装备名称): + for i in self.装备栏: + if i == 装备名称: + return True + return False + + def 切装判断(self): + for i in self.装备切装: + if i != '无': + return True + return False + + def 装备替换(self): + Q = deepcopy(self) + P = deepcopy(self) + + temp = list(P.装备栏) + + for i in range(12): + if P.装备切装[i] != '无': + temp[i] = P.装备切装[i] + + P.装备栏 = tuple(temp) + + P.适用套装计算() + + P.武器类型 = equ.get_equ_by_name(P.装备栏[11]).类型 + P.力量 += P.切装修正[0] + P.智力 += P.切装修正[1] + P.物理攻击力 += P.切装修正[2] + P.魔法攻击力 += P.切装修正[3] + P.独立攻击力 += P.切装修正[4] + P.所有属性强化加成(P.切装修正[5]) + + return [Q, P] + + def 三觉屏蔽1(self): + if self.屏蔽三觉 == True: + for i in self.技能栏: + if i.所在等级 >= 95: + if i.所在等级 == 95 and i.是否主动 == 0: + self.超卓之心等级 = i.等级 - 3 + else: + i.倍率 = 0 + + def 三觉屏蔽2(self): + if self.屏蔽三觉 == True: + temp = None + for j in self.技能栏: + if j.是否有伤害 == 1: + j.被动倍率 *= 1.045 + 0.005 * self.超卓之心等级 + if j.所在等级 == 100: + temp = j + self.技能栏[self.技能序号[self.觉醒之抉择技能]].被动倍率 *= 1.1 + 0.05 * temp.等级 + + # endregion + + +class 角色窗口(窗口): + def __init__(self): + super().__init__() + + # region 界面分页 + def 界面(self): + count = 0 + for i in self.角色属性A.技能栏: + if i.是否有伤害 == 1: + count += 1 + self.窗口高度 = max(55 + 30 * count, 680) + self.setFixedSize(1120, 680) + self.输出背景图片 = QPixmap(trans('./ResourceFiles/img/输出背景.png')) + self.职业存档 = [] + super().界面() + + def 界面1(self): + super().界面1() + # increase_counter(ga_category="carry界面", name="界面/选择/打造") + + for i in 称号列表: + self.称号.addItem(trans(i.显示名称), i.名称) + + for i in 宠物列表: + self.宠物.addItem(trans(i.显示名称), i.名称) + + 标签 = QLabel(trans('装备条件设置'), self.main_frame1) + 标签.move(940, 5) + 标签.resize(170, 20) + 标签.setAlignment(Qt.AlignCenter) + 标签.setStyleSheet(标签样式) + self.装备条件选择.clear() + self.装备条件选择.append(MyQComboBox(self.main_frame1)) + self.装备条件选择[-1].addItems(['角色熟练度:英雄', '角色熟练度:传说']) + self.装备条件选择.append(MyQComboBox(self.main_frame1)) + for i in range(0, 7): + self.装备条件选择[-1].addItem(trans('{技能栏空位}:$value', value=i)) + self.装备条件选择.append(MyQComboBox(self.main_frame1)) + self.装备条件选择[-1].addItems( + trans([ + '命运的抉择:数学期望', '命运的抉择:黄字+10%', '命运的抉择:暴伤+10%', '命运的抉择:终伤+10%', + '命运的抉择:三攻+10%', '命运的抉择:技攻+10%' + ])) + self.装备条件选择.append(MyQComboBox(self.main_frame1)) + self.装备条件选择[-1].addItems( + trans([ + '骰子:数学期望', '骰子:1点', '骰子:2点', '骰子:3点', '骰子:4点', '骰子:5点', '骰子:6点' + ])) + self.装备条件选择.append(MyQComboBox(self.main_frame1)) + self.装备条件选择[-1].addItems( + trans([ + '悲剧的残骸:数学期望', '悲剧的残骸:HP高于70%', '悲剧的残骸:HP70-30%', + '悲剧的残骸:HP低于30%' + ])) + self.装备条件选择.append(MyQComboBox(self.main_frame1)) + self.装备条件选择[-1].addItems( + trans( + ['先知者预言:数学期望', '先知者预言:属白+5%', '先知者预言:技攻+10%', '先知者预言:技攻+15%'])) + self.装备条件选择.append(MyQComboBox(self.main_frame1)) + self.装备条件选择[-1].addItems( + trans(['贫瘠沙漠的遗产:无', '贫瘠沙漠的遗产:霸体', '贫瘠沙漠的遗产:无伤'])) + self.装备条件选择.append(MyQComboBox(self.main_frame1)) + self.装备条件选择[-1].addItems( + trans(['幸运三角:数学期望', '幸运三角:7效果', '幸运三角:77效果', '幸运三角:777效果'])) + self.装备条件选择.append(MyQComboBox(self.main_frame1)) + self.装备条件选择[-1].addItems(['擎天战甲:过充电状态', '擎天战甲:过负荷状态']) + self.装备条件选择.append(MyQComboBox(self.main_frame1)) + for i in range(101): + self.装备条件选择[-1].addItem(trans('{持续伤害适用}$value%', value=100 - i)) + self.装备条件选择.append(MyQComboBox(self.main_frame1)) + self.装备条件选择[-1].addItems( + trans([ + '军神的隐秘遗产:120%以上', '军神的隐秘遗产:120-100%', '军神的隐秘遗产:100-80%', + '军神的隐秘遗产:80-60%', '军神的隐秘遗产:60-40%', '军神的隐秘遗产:40%以下' + ])) + self.装备条件选择.append(MyQComboBox(self.main_frame1)) + self.装备条件选择[-1].addItems(['太极天帝剑:阳', '太极天帝剑:阴']) + self.装备条件选择.append(MyQComboBox(self.main_frame1)) + self.装备条件选择[-1].addItems(['{噙毒手套}:中毒', '{噙毒手套}:未中毒']) + # self.装备条件选择.append(MyQComboBox(self.main_frame1)) + # self.装备条件选择[-1].addItems(['绿色生命的面容:无', '绿色生命的面容:阴暗面']) + for i in range(len(self.装备条件选择)): + self.装备条件选择[i].resize(170, 20) + self.装备条件选择[i].move(940, 30 + 28 * i) + + self.百变怪选项 = QCheckBox(trans('百变怪'), self.main_frame1) + self.百变怪选项.move(660, 613) + self.百变怪选项.resize(80, 24) + self.百变怪选项.setToolTip('{}'.format( + trans("仅在极速模式和套装模式下生效"))) + self.百变怪选项.setStyleSheet(复选框样式) + + self.计算模式选择 = MyQComboBox(self.main_frame1) + self.计算模式选择.addItems(['计算模式:极速模式', '计算模式:套装模式', '计算模式:单件模式']) + self.计算模式选择.move(750, 613) + self.计算模式选择.resize(235, 24) + self.计算模式选择.setStyleSheet(下拉框样式) + self.计算模式选择.setToolTip('{}'.format( + trans( + '极速模式:533和3332(散搭) (不含智慧产物)

套装模式:533、3332(散搭)和3233(双防具) (不含智慧产物)

单件模式:所有组合 (不含百变怪)' + ))) + + self.最大使用线程数 = thread_num + + # 一键修正按钮添加 + 一键站街修正名称 = trans(['站街力智', '站街三攻', '站街属强']) + for i in range(len(一键站街修正名称)): + 名称 = QLabel(一键站街修正名称[i], self.main_frame1) + 名称.setAlignment(Qt.AlignCenter) + 名称.move(940 + i * 57, 394) + 名称.resize(52, 25) + 名称.setStyleSheet(标签样式) + self.一键站街设置输入.append(QLineEdit(self.main_frame1)) + self.一键站街设置输入[i].setAlignment(Qt.AlignCenter) + self.一键站街设置输入[i].setStyleSheet(输入框样式) + self.一键站街设置输入[i].resize(52, 22) + self.一键站街设置输入[i].move(940 + i * 57, 424) + + 一键修正按钮 = QPushButton(trans('一键修正面板细节'), self.main_frame1) + 一键修正按钮.clicked.connect(lambda state: self.一键修正(0)) + 一键修正按钮.move(940, 450) + 一键修正按钮.resize(166, 25) + 一键修正按钮.setStyleSheet(按钮样式) + + # self.单套择优方式选项 = MyQComboBox(self.main_frame1) + # self.单套择优方式选项.move(940, 30 + 28 * 12) + # self.单套择优方式选项.resize(170,20) + # self.单套择优方式选项.addItem('单套择优方式:局部择优') + # self.单套择优方式选项.addItem('单套择优方式:全局择优') + # self.单套择优方式选项.setToolTip('排行榜及自选采用局部择优方式\n该选项仅适用于查看详情\n局部择优与全局择优大多数情况下一致\n少数情况下会有0.1%不到的差距') + + x = 1006 + y = 485 + 宽度 = 100 + 高度 = 20 + 间隔 = 4 + self.红色宠物装备 = QCheckBox(trans('宠物装备择优'), self.main_frame1) + self.红色宠物装备.move(x, y) + self.红色宠物装备.resize(宽度, 高度) + self.红色宠物装备.setStyleSheet(复选框样式) + self.红色宠物装备.setToolTip('{}'.format( + trans('7%黄字,8%力智,8%白字,8%三攻取最高值'))) + self.红色宠物装备.stateChanged.connect(lambda state: self.下拉框禁用( + self.红色宠物装备, self.细节选项输入[0][11], 下拉框样式_detail)) + + self.光环自适应 = QCheckBox(trans('光环词条择优'), self.main_frame1) + self.光环自适应.move(x, y + (高度 + 间隔) * 1) + self.光环自适应.resize(宽度, 高度) + self.光环自适应.setStyleSheet(复选框样式) + self.光环自适应.setToolTip('{}'.format( + trans('5%黄字,5%暴伤,5%三攻取最高值'))) + self.光环自适应.stateChanged.connect(lambda state: self.下拉框禁用( + self.光环自适应, self.细节选项输入[1][13], 下拉框样式_detail)) + + self.禁用存档 = QCheckBox(trans('禁用自动存档'), self.main_frame1) + self.禁用存档.move(x, y + (高度 + 间隔) * 2) + self.禁用存档.resize(宽度, 高度) + self.禁用存档.setStyleSheet(复选框样式) + + self.神话排名选项 = QCheckBox(trans('神话排名模式'), self.main_frame1) + self.神话排名选项.move(x, y + (高度 + 间隔) * 3) + self.神话排名选项.resize(宽度, 高度) + self.神话排名选项.setToolTip('{}'.format( + trans('仅显示有神话的组合,且每件神话装备只会出现一次'))) + self.神话排名选项.setStyleSheet(复选框样式) + + self.显示选项 = QCheckBox(trans('亿为单位显示'), self.main_frame1) + self.显示选项.move(x, y + (高度 + 间隔) * 4) + self.显示选项.resize(宽度, 高度) + self.显示选项.setStyleSheet(复选框样式) + + x = 910 + y = 485 + 宽度 = 90 + 高度 = 20 + 间隔 = 4 + 重置按钮 = QPushButton(trans('全局重置'), self.main_frame1) + 重置按钮.clicked.connect(lambda state: self.全局重置()) + 重置按钮.move(x, y) + 重置按钮.resize(宽度, 高度) + 重置按钮.setStyleSheet(按钮样式) + + self.线程数选择 = MyQComboBox(self.main_frame1) + self.线程数选择.move(x, y + (高度 + 间隔) * 1) + self.线程数选择.resize(宽度, 高度) + for i in range(thread_num, 0, -1): + self.线程数选择.addItem(trans('{进程}:$value', value=i)) + if thread_num > 1: + self.线程数选择.setCurrentIndex(1) + + self.存档选择 = MyQComboBox(self.main_frame1) + self.存档选择.move(x, y + (高度 + 间隔) * 2) + self.存档选择.resize(宽度, 高度) + self.存档选择.currentIndexChanged.connect(lambda state: self.存档更换()) + + self.智慧产物限制 = MyQComboBox(self.main_frame1) + self.智慧产物限制.move(x, y + (高度 + 间隔) * 3) + self.智慧产物限制.resize(宽度, 高度) + for i in range(1, 12): + self.智慧产物限制.addItem(trans('改造≤$件').format(i)) + self.智慧产物限制.setCurrentIndex(2) + self.智慧产物限制.setToolTip('{}'.format( + trans('不计智慧产物武器以及轮回SS'))) + + self.攻击属性选项 = MyQComboBox(self.main_frame1) + self.攻击属性选项.move(x, y + (高度 + 间隔) * 4) + self.攻击属性选项.resize(宽度, 高度) + self.攻击属性选项.addItems(format_range('攻击属性:{}', + ['全', '火', '冰', '光', '暗'])) + + def 界面2(self): + # 第二个布局界面 + # increase_counter(ga_category="carry界面", name="技能/符文/药剂") + # 技能等级、TP、次数输入、宠物次数 + self.BUFF输入 = QLineEdit(self.main_frame2) + self.时间输入 = MyQComboBox(self.main_frame2) + + self.护石栏 = [] + for i in range(3): + self.护石栏.append(MyQComboBox(self.main_frame2)) + self.符文 = [] + self.符文效果 = [] + + self.觉醒选择状态 = 2 + + self.等级调整 = [] + self.TP输入 = [] + self.次数输入 = [] + self.宠物次数 = [] + self.奶量buff输入 = [] + + if 切装模式 == 1: + self.技能切装 = [] + + count = 0 + for i in self.角色属性A.技能栏: + i.等级 = i.基础等级 + self.等级调整.append(MyQComboBox(self.main_frame2)) + self.等级调整[count].currentIndexChanged.connect( + lambda state, index=count: self.等级调整标注(index)) + count += 1 + if i.是否有伤害 == 1 and i.TP上限 != 0: + self.TP输入.append(MyQComboBox(self.main_frame2)) + else: + self.TP输入.append('') + if i.是否有伤害 == 1: + self.次数输入.append(MyQComboBox(self.main_frame2)) + self.宠物次数.append(MyQComboBox(self.main_frame2)) + if 切装模式 == 1: + temp = QCheckBox(self.main_frame2) + temp.setStyleSheet(复选框样式) + # temp.setStyleSheet("QCheckBox:{background-color:transparent}") + self.技能切装.append(temp) + else: + self.次数输入.append('') + self.宠物次数.append('') + if 切装模式 == 1: + self.技能切装.append('') + + for i in self.角色属性A.技能栏: + 序号 = self.角色属性A.技能序号[i.名称] + if i.所在等级 == 50 or i.所在等级 == 85: + for j in range(i.等级上限 - i.基础等级 + 1): + self.等级调整[序号].addItem(str(j)) + else: + for j in range(-i.基础等级, i.等级上限 - i.基础等级 + 1): + self.等级调整[序号].addItem(str(j)) + + if i.是否有伤害 == 1 and i.TP上限 != 0: + for j in range(i.TP上限 + 1): + self.TP输入[序号].addItem(str(j)) + + if i.是否有伤害 == 1: + self.次数输入[序号].setMaxVisibleItems(15) + self.次数输入[序号].addItem('/CD') + self.宠物次数[序号].setMaxVisibleItems(15) + for j in range(11): + self.次数输入[序号].addItem(str(j)) + self.宠物次数[序号].addItem(str(j)) + self.次数输入[序号].addItem('填写') + self.次数输入[序号].activated.connect( + lambda state, index=序号: self.次数输入填写(index)) + self.宠物次数[序号].addItem('填写') + self.宠物次数[序号].activated.connect( + lambda state, index=序号: self.宠物次数填写(index)) + + # 三觉强化选择 + self.一觉遮罩透明度 = QGraphicsOpacityEffect() + self.一觉遮罩透明度.setOpacity(0.5) + self.二觉遮罩透明度 = QGraphicsOpacityEffect() + self.二觉遮罩透明度.setOpacity(0.0) + + 横坐标 = 10 + 纵坐标 = 0 + 横坐标偏移量 = 60 + 纵坐标偏移量 = 30 + 词条框宽度 = 48 + 行高 = 20 + + counter = 0 + for i in trans(["契约满级", "等级调整", "TP等级", "释放次数", "宠物次数"]): + x = QLabel(i, self.main_frame2) + x.move(横坐标 + 横坐标偏移量 - 30 + 50 * counter, 纵坐标 + 5) + x.setStyleSheet(标签样式) + counter += 1 + + 纵坐标 += 20 + + skill_sort = self.技能列表显示排序(self.角色属性A.技能栏) + + for i in skill_sort: + if i.是否有伤害 == 1: + x = QLabel(self.main_frame2) + x.setPixmap(self.技能图片[self.角色属性A.技能序号[i.名称]]) + x.resize(28, 28) + tempstr = trans( + '{$name}
', + name=i.名称) + if i.备注 is not None and i.备注 != '': + tempstr += trans('{$value}

', value=i.备注) + else: + tempstr += '
' + tempstr += trans('{所在等级}:$level
', level=i.所在等级) + tempstr += trans('{等级上限}:$limit', limit=i.等级上限) + if i.是否主动 == 1: + tempstr += trans('
{百分比}:$value%', + value=int(i.等效百分比(self.角色属性A.武器类型))) + if i.TP上限 != 0: + tempstr += trans('
{TP成长}:$value', + value=to_percent(i.TP成长)) + tempstr += trans('
{TP上限}:$value', value=i.TP上限) + tempstr += '
' + x.setToolTip(tempstr) + x.move(横坐标, 纵坐标 + 7) + 横坐标 += 40 + x = QLabel('Lv' + str(i.基础等级), self.main_frame2) + x.resize(40, 28) + x.move(横坐标, 纵坐标 + 7) + x.setStyleSheet(标签样式) + 横坐标 += 40 + self.等级调整[self.角色属性A.技能序号[i.名称]].resize(词条框宽度, 行高) + self.等级调整[self.角色属性A.技能序号[i.名称]].move(横坐标, 纵坐标 + 10) + 横坐标 -= 80 + 纵坐标 += 纵坐标偏移量 + + 横坐标 = 横坐标 + 80 + 50 + 纵坐标 = 30 + + for i in skill_sort: + if i.是否有伤害 == 1: + if i.TP上限 != 0: + self.TP输入[self.角色属性A.技能序号[i.名称]].resize(词条框宽度, 行高) + self.TP输入[self.角色属性A.技能序号[i.名称]].move(横坐标, 纵坐标) + 纵坐标 += 纵坐标偏移量 + + 横坐标 = 横坐标 + 50 + 纵坐标 = 30 + + for i in skill_sort: + if i.是否有伤害 == 1: + self.次数输入[self.角色属性A.技能序号[i.名称]].resize(词条框宽度, 行高) + self.次数输入[self.角色属性A.技能序号[i.名称]].move(横坐标, 纵坐标) + self.宠物次数[self.角色属性A.技能序号[i.名称]].resize(词条框宽度, 行高) + self.宠物次数[self.角色属性A.技能序号[i.名称]].move(横坐标 + 50, 纵坐标) + if 切装模式 == 1: + self.技能切装[self.角色属性A.技能序号[i.名称]].move( + 横坐标 + 55 + 词条框宽度, 纵坐标 + 5) + 纵坐标 += 纵坐标偏移量 + + 横坐标 = 横坐标 + 130 + 纵坐标 = 20 + + for i in skill_sort: + if i.是否有伤害 == 0: + x = QLabel(self.main_frame2) + x.setPixmap(self.技能图片[self.角色属性A.技能序号[i.名称]]) + x.resize(28, 28) + tempstr = trans( + '{$name}
', + name=i.名称) + if i.备注 is not None and i.备注 != '': + tempstr += trans('{$value}

', value=i.备注) + else: + tempstr += '
' + tempstr += trans('{所在等级}:$level
', level=i.所在等级) + tempstr += trans('{等级上限}:$limit', limit=i.等级上限) + tempstr += '
' + x.setToolTip(tempstr) + x.move(横坐标, 纵坐标 + 7) + 横坐标 += 40 + x = QLabel('Lv' + str(i.基础等级), self.main_frame2) + x.resize(40, 28) + x.move(横坐标, 纵坐标 + 7) + x.setStyleSheet(标签样式) + 横坐标 += 40 + self.等级调整[self.角色属性A.技能序号[i.名称]].resize(词条框宽度, 行高) + self.等级调整[self.角色属性A.技能序号[i.名称]].move(横坐标, 纵坐标 + 10) + 横坐标 -= 80 + 纵坐标 += 纵坐标偏移量 + + x = 横坐标 + 20 + y = 纵坐标 + 60 + self.觉醒选择 = QLabel(self.main_frame2) + self.觉醒选择.setPixmap(QPixmap('./ResourceFiles/img/觉醒选择.png')) + self.觉醒选择.resize(120, 100) + self.觉醒选择.move(x, y - 20) + + self.BUFF = QLabel(self.main_frame2) + self.BUFF.setPixmap( + QPixmap('./ResourceFiles/' + self.角色属性A.实际名称 + "/技能/BUFF.png")) + self.BUFF.resize(28, 28) + self.BUFF.move(x - 2, y - 40) + self.BUFF.setToolTip( + trans('{最高值参考}:$value', + value=to_percent(self.角色属性A.主BUFF - 1))) + + self.BUFF输入.setText(str('%.1f' % ((self.角色属性A.主BUFF - 1) * 100))) + self.BUFF输入.resize(50, 25) + self.BUFF输入.move(x + 38, y - 38) + self.BUFF输入.setStyleSheet(输入框样式) + self.BUFF输入.setAlignment(Qt.AlignCenter) + + self.一觉图片 = QLabel(self.main_frame2) + self.一觉图片.setPixmap(self.技能图片[self.一觉序号]) + self.一觉图片.resize(28, 28) + self.一觉图片.move(x + 7, y + 8) + self.二觉图片 = QLabel(self.main_frame2) + self.二觉图片.setPixmap(self.技能图片[self.二觉序号]) + self.二觉图片.resize(28, 28) + self.二觉图片.move(x + 52, y + 8) + self.一觉遮罩 = QPushButton(self.main_frame2) + self.一觉遮罩.resize(38, 50) + self.一觉遮罩.move(x + 2, y + 5) + self.一觉遮罩.setStyleSheet( + "QPushButton{background-color:rgb(0,0,0);border:1px;border-radius:3px;}" + ) + self.一觉遮罩.setGraphicsEffect(self.一觉遮罩透明度) + self.一觉遮罩.clicked.connect(lambda state, index=1: self.强化觉醒选择(index)) + self.二觉遮罩 = QPushButton(self.main_frame2) + self.二觉遮罩.resize(38, 50) + self.二觉遮罩.move(x + 47, y + 5) + self.二觉遮罩.setStyleSheet( + "QPushButton{background-color:rgb(0,0,0);border:1px;border-radius:3px;}" + ) + self.二觉遮罩.setGraphicsEffect(self.二觉遮罩透明度) + self.二觉遮罩.clicked.connect(lambda state, index=2: self.强化觉醒选择(index)) + + for i in range(3): + self.护石栏[i].addItems(self.护石选项) + self.护石类型选项 = [] + + for i in range(9): + self.符文.append(MyQComboBox(self.main_frame2)) + self.符文[i].addItems(self.符文选项) + self.符文效果.append(MyQComboBox(self.main_frame2)) + self.符文效果[i].addItems(符文效果选项) + + 横坐标 = 480 + 纵坐标 = 20 + 行高 = 18 + x = QLabel(trans("{护石}Ⅰ"), self.main_frame2) + x.move(横坐标, 纵坐标) + x.setStyleSheet(标签样式) + y = MyQComboBox(self.main_frame2) + y.move(横坐标 + 65, 纵坐标) + y.resize(65, 行高) + self.护石类型选项.append(y) + 纵坐标 += 21 + self.护石栏[0].move(横坐标, 纵坐标) + self.护石栏[0].resize(130, 行高) + self.护石栏[0].currentIndexChanged.connect( + lambda state, index=0: self.护石类型选项更新(index)) + 纵坐标 += 25 + for i in range(3): + tempstr = trans("{符文}$value{选择}:", value=i + 1) + x = QLabel(tempstr, self.main_frame2) + x.move(横坐标, 纵坐标) + x.setStyleSheet(标签样式) + 纵坐标 += 21 + self.符文[i].move(横坐标, 纵坐标) + self.符文[i].resize(130, 行高) + self.符文[i].activated.connect( + lambda state, index=i: self.符文技能更改(index)) + 纵坐标 += 21 + self.符文效果[i].move(横坐标, 纵坐标) + self.符文效果[i].resize(130, 行高) + self.符文效果[i].activated.connect( + lambda state, index=i: self.符文效果更改(index)) + 纵坐标 += 25 + + 横坐标 = 650 + 纵坐标 = 20 + x = QLabel(trans("{护石}Ⅱ"), self.main_frame2) + x.move(横坐标, 纵坐标) + x.setStyleSheet(标签样式) + y = MyQComboBox(self.main_frame2) + y.move(横坐标 + 65, 纵坐标) + y.resize(65, 行高) + self.护石类型选项.append(y) + 纵坐标 += 21 + self.护石栏[1].move(横坐标, 纵坐标) + self.护石栏[1].resize(130, 行高) + self.护石栏[1].currentIndexChanged.connect( + lambda state, index=1: self.护石类型选项更新(index)) + 纵坐标 += 25 + for i in range(3, 6): + tempstr = trans("{符文}$value{选择}:", value=i + 1) + x = QLabel(tempstr, self.main_frame2) + x.move(横坐标, 纵坐标) + x.setStyleSheet(标签样式) + 纵坐标 += 21 + self.符文[i].move(横坐标, 纵坐标) + self.符文[i].resize(130, 行高) + 纵坐标 += 21 + self.符文效果[i].move(横坐标, 纵坐标) + self.符文效果[i].resize(130, 行高) + 纵坐标 += 25 + + 横坐标 = 820 + 纵坐标 = 20 + x = QLabel(trans("{护石}Ⅲ"), self.main_frame2) + x.move(横坐标, 纵坐标) + x.setStyleSheet(标签样式) + y = MyQComboBox(self.main_frame2) + y.move(横坐标 + 65, 纵坐标) + y.resize(65, 行高) + self.护石类型选项.append(y) + 纵坐标 += 21 + self.护石栏[2].move(横坐标, 纵坐标) + self.护石栏[2].resize(130, 行高) + self.护石栏[2].currentIndexChanged.connect( + lambda state, index=2: self.护石类型选项更新(index)) + 纵坐标 += 25 + for i in range(6, 9): + tempstr = trans("{符文}$value{选择}:", value=i + 1) + x = QLabel(tempstr, self.main_frame2) + x.move(横坐标, 纵坐标) + x.setStyleSheet(标签样式) + 纵坐标 += 21 + self.符文[i].move(横坐标, 纵坐标) + self.符文[i].resize(130, 行高) + 纵坐标 += 21 + self.符文效果[i].move(横坐标, 纵坐标) + self.符文效果[i].resize(130, 行高) + 纵坐标 += 25 + + for i in range(3): + self.护石类型选项[i].addItem('魔界') + self.护石类型选项[i].addItem('圣痕') + self.护石类型选项[i].currentIndexChanged.connect( + lambda state, index=i: self.护石描述更新(index)) + + self.复选框列表 = [] + self.复选框列表list = [] + + for i in 选项设置列表: + if (觉醒开关 == 0 or "·" not in self.初始属性.实际名称) and i.名称 == '屏蔽三觉': + continue + self.复选框列表.append(QCheckBox(trans(i.名称), self.main_frame2)) + self.复选框列表list.append(i.名称) + + 奶量buff力智label = QLabel(trans("奶量buff力智"), self.main_frame2) + 奶量buff力智label.setStyleSheet(标签样式) + 奶量buff力智label.setAlignment(Qt.AlignCenter) + + 偏移 = (35 if self.初始属性.远古记忆 != -1 else 0) + (35 if self.初始属性.刀魂之卡赞 != -1 + else 0) + 35 + 奶量buff力智label.move(970, 24 + counter * 80 + 10 + 偏移) + 奶量buff力智输入框 = QLineEdit(self.main_frame2) + 奶量buff力智输入框.setStyleSheet(文本框样式黄) + 奶量buff力智输入框.move(1050, 21 + counter * 80 + 10 + 偏移) + 奶量buff力智输入框.resize(50, 20) + self.奶量buff输入.append(奶量buff力智输入框) + + 奶量buff三攻label = QLabel(trans("奶量buff三攻"), self.main_frame2) + 奶量buff三攻label.setStyleSheet(标签样式) + 奶量buff三攻label.setAlignment(Qt.AlignCenter) + 奶量buff三攻label.move(970, 24 + counter * 80 + 40 + 偏移) + 奶量buff三攻输入框 = QLineEdit(self.main_frame2) + 奶量buff三攻输入框.setStyleSheet(文本框样式黄) + 奶量buff三攻输入框.move(1050, 15 + counter * 80 + 45 + 偏移) + 奶量buff三攻输入框.resize(50, 20) + self.奶量buff输入.append(奶量buff三攻输入框) + + counter = 0 + + for i in self.复选框列表: + i.setStyleSheet(复选框样式) + i.resize(125, 20) + i.move(980, 10 + counter * 24) + if counter < 7 and 调试开关 == 0: + i.setChecked(True) + counter += 1 + + sign = 0 + if self.初始属性.远古记忆 != -1: + i = QLabel(self.main_frame2) + i.setPixmap(QPixmap('./ResourceFiles/img/远古记忆.png')) + i.resize(28, 28) + i.move(1000, 15 + counter * 24) + self.远古记忆 = MyQComboBox(self.main_frame2) + self.远古记忆.currentIndexChanged.connect( + lambda state, index=100: self.等级调整标注(index)) + for i in range(12): + self.远古记忆.addItem(str(i)) + self.远古记忆.resize(50, 20) + self.远古记忆.move(1035, 19 + counter * 24) + sign = 30 + + if self.初始属性.刀魂之卡赞 != -1: + i = QLabel(self.main_frame2) + i.setPixmap(QPixmap('./ResourceFiles/img/刀魂之卡赞.png')) + i.resize(28, 28) + i.move(1000, 15 + sign + counter * 24) + self.刀魂之卡赞 = MyQComboBox(self.main_frame2) + self.刀魂之卡赞.currentIndexChanged.connect( + lambda state, index=200: self.等级调整标注(index)) + for i in range(12): + self.刀魂之卡赞.addItem(str(i)) + self.刀魂之卡赞.resize(50, 20) + self.刀魂之卡赞.move(1035, 19 + sign + counter * 24) + + x = QLabel(trans("{攻击目标}:"), self.main_frame2) + x.move(660, self.height() - 62) + x.resize(70, 20) + x.setStyleSheet(标签样式) + self.攻击目标 = MyQComboBox(self.main_frame2) + for i in 攻击目标: + self.攻击目标.addItem(i[0]) + self.攻击目标.move(730, self.height() - 63) + self.攻击目标.resize(110, 20) + x = QLabel(trans("{时间输入}:"), self.main_frame2) + x.move(850, self.height() - 62) + x.resize(70, 20) + x.setStyleSheet(标签样式) + self.时间输入.addItems( + ['1', '10', '15', '20', '25', '30', '45', '50', '60']) + self.时间输入.setEditable(True) + self.时间输入.move(920, self.height() - 63) + self.时间输入.resize(50, 20) + + self.技能存档选择 = MyQComboBox(self.main_frame2) + self.技能存档选择.move(990, self.height() - 105) + self.技能存档选择.resize(110, 20) + self.技能存档选择.currentIndexChanged.connect(lambda state: self.技能存档更换()) + + self.计算按钮2 = QPushButton(trans('开始计算'), self.main_frame2) + self.计算按钮2.clicked.connect(lambda state: self.计算()) + self.计算按钮2.move(990, self.height() - 70) + self.计算按钮2.resize(110, 30) + self.计算按钮2.setStyleSheet(按钮样式) + + def 界面3(self): + # increase_counter(ga_category="carry界面", name="基础/细节/修正") + # 第三个布局界面 + self.属性设置输入 = [] + self.细节选项输入 = [] + + self.列名称 = [] + self.行名称 = [] + + 名称 = QLabel(trans(表头名称1), self.main_frame3) + 名称.setAlignment(Qt.AlignCenter) + 名称.setStyleSheet(标签样式) + 名称.resize(80, 25) + 名称.move(10, 文本框间隔) + + m = -1 + for i in 列名称1: + m += 1 + 名称 = QLabel(trans(i), self.main_frame3) + 名称.setAlignment(Qt.AlignCenter) + 名称.setStyleSheet(标签样式) + if i == "选项": + 名称.resize(文本框宽度 * 2 + 5, 25) + else: + 名称.resize(文本框宽度, 25) + 名称.move(95 + m * (文本框宽度 + 5), 文本框间隔) + self.列名称.append(i) + + n = -1 + for j in 行名称1.keys(): + n += 1 + 名称 = QLabel(trans(j), self.main_frame3) + 名称.setAlignment(Qt.AlignCenter) + if 行名称1[j] == 1: + 名称.setStyleSheet(标签样式_2) + else: + 名称.setStyleSheet(标签样式) + 名称.resize(80, 25) + 名称.move(10, 文本框间隔 + 30 + n * 30) + self.行名称.append(j) + + m = -1 + for i in 列名称1: + m += 1 + templist = [] + n = -1 + for j in 行名称1.keys(): + n += 1 + if i == "选项": + templist.append(MyQComboBox(self.main_frame3)) + templist[n].resize(文本框宽度 * 2 + 5, 22) + templist[n].setStyleSheet(下拉框样式_detail) + if 行1选项[j][0] != -1: + templist[n].addItem('无') + for s_id in 行1选项[j]: + templist[n].addItem(细节选项列表[s_id].描述) + else: + templist[n].setDisabled(True) + else: + templist.append(QLineEdit(self.main_frame3)) + if 行名称1[j] == 1: + templist[n].setStyleSheet(文本框样式黄) + else: + templist[n].setStyleSheet(文本框样式白) + templist[n].resize(文本框宽度, 22) + templist[n].setAlignment(Qt.AlignCenter) + templist[n].move(95 + m * (文本框宽度 + 5), 文本框间隔 + 30 + n * 30 + 2) + if i == "选项": + self.细节选项输入.append(templist) + else: + self.属性设置输入.append(templist) + + 名称 = QLabel(trans(表头名称2), self.main_frame3) + 名称.setAlignment(Qt.AlignCenter) + 名称.setStyleSheet(标签样式) + 名称.resize(80, 25) + 名称.move(160 + (len(列名称1) + 1) * 文本框宽度, 文本框间隔) + + m = -1 + for i in 列名称2: + m += 1 + 名称 = QLabel(trans(i), self.main_frame3) + 名称.setAlignment(Qt.AlignCenter) + 名称.setStyleSheet(标签样式) + if i == "技能": + 名称.resize(155, 25) + elif i == "选项": + 名称.resize(文本框宽度 * 2 + 5, 25) + else: + 名称.resize(文本框宽度, 25) + 名称.move(245 + (len(列名称1) + 1) * 文本框宽度 + m * (文本框宽度 + 5), 文本框间隔) + self.列名称.append(trans(i)) + if i == "选项": + m += 1 + + n = -1 + for j in 行名称2.keys(): + n += 1 + 名称 = QLabel(trans(j), self.main_frame3) + 名称.setAlignment(Qt.AlignCenter) + if 行名称2[j] == 1: + 名称.setStyleSheet(标签样式_2) + else: + 名称.setStyleSheet(标签样式) + 名称.resize(80, 25) + 名称.move(160 + (len(列名称1) + 1) * 文本框宽度, 文本框间隔 + 30 + n * 30) + self.行名称.append(trans(j)) + count = len(self.细节选项输入) + m = -1 + for i in 列名称2: + m += 1 + templist = [] + n = -1 + for j in 行名称2.keys(): + n += 1 + if i == "选项": + templist.append(MyQComboBox(self.main_frame3)) + templist[n].resize(文本框宽度 * 2 + 5, 22) + templist[n].setStyleSheet(下拉框样式_detail) + if 行2选项[j][0] != -1: + templist[n].addItem('无') + templist[n].setPlaceholderText("增伤词条选择") + templist[n].currentIndexChanged.connect( + lambda state, index=templist[n]: self.细节增伤选项颜色更新( + index)) + for s_id in 行2选项[j]: + templist[n].addItem(细节选项列表[s_id].描述) + else: + templist[n].setDisabled(True) + elif i == "技能": + templist.append(MyQComboBox(self.main_frame3)) + templist[n].resize(155, 22) + templist[n].setStyleSheet(下拉框样式_detail) + cur = 行2技能[j][0] + if cur == -1: + templist[n].setDisabled(True) + pass + elif cur in [100, 999]: + templist[n].addItem('无') + if cur == 999: + skills = [ + i.名称 for i in self.角色属性A.技能栏 if i.所在等级 <= 85 + ] + else: + skills = [ + i.名称 for i in self.角色属性A.技能栏 + if i.所在等级 <= 70 and i.所在等级 not in [48, 50] + ] + if self.角色属性A.实际名称 == '极诣·黑暗武士': + skills.append('幽魂剑') + if self.角色属性A.实际名称 == '知源·缔造者': + skills.append('末日虫洞') + + for skill_name in skills: + templist[n].addItem( + trans('{$name}Lv+1', name=skill_name), + skill_name + "Lv+1") + else: + templist[n].addItem('无') + for s_id in 行2技能[j]: + templist[n].addItem(细节选项列表[s_id].描述) + else: + templist.append(QLineEdit(self.main_frame3)) + if 行名称2[j] == 1: + templist[n].setStyleSheet(文本框样式黄) + else: + templist[n].setStyleSheet(文本框样式白) + templist[n].resize(文本框宽度, 22) + templist[n].setAlignment(Qt.AlignCenter) + templist[n].move( + 245 + (len(列名称1) + 1) * 文本框宽度 + m * (文本框宽度 + 5), + 文本框间隔 + 30 + n * 30 + 2) + if i in ["选项", "技能"]: + self.细节选项输入.append(templist) + m += 1 + else: + self.属性设置输入.append(templist) + + self.修正列表名称 = [ + trans('力智') + '%', + trans('三攻') + '%', + trans('黄字'), + trans('白字'), + trans('属白'), + trans('暴伤'), + trans('终伤'), + trans('技攻') + ] + + 距离 = 30 + templist = [] + + for i in range(len(self.修正列表名称)): + 名称 = QLabel(self.修正列表名称[i], self.main_frame3) + 名称.setAlignment(Qt.AlignCenter) + 名称.setStyleSheet(标签样式) + 名称.resize(50, 25) + 名称.move(距离 + i * 55, 570) + templist.append(QLineEdit(self.main_frame3)) + templist[i].setAlignment(Qt.AlignCenter) + templist[i].setStyleSheet(文本框样式白) + templist[i].resize(50, 22) + templist[i].move(距离 + i * 55, 610) + self.属性设置输入.append(templist) + + count = 0 + self.时装选项 = [] + for i in ['头部', '帽子', '脸部', '胸部', '上衣', '腰带', '下装', '鞋']: + 名称 = QLabel(trans(i), self.main_frame3) + 名称.setAlignment(Qt.AlignCenter) + 名称.setStyleSheet(标签样式) + 名称.resize(50, 25) + 名称.move(520 + count * 55, 570) + self.时装选项.append(MyQComboBox(self.main_frame3)) + self.时装选项[count].setStyleSheet(下拉框样式_detail) + self.时装选项[count].addItems(['高级', '节日', '稀有', '神器']) + self.时装选项[count].resize(50, 22) + self.时装选项[count].move(520 + count * 55, 610) + self.时装选项[count].currentIndexChanged.connect( + lambda state, index=count: self.时装选项更新(index)) + count += 1 + + self.时装选项.append(MyQComboBox(self.main_frame3)) + self.时装选项[8].setStyleSheet(下拉框样式_detail) + self.时装选项[8].addItems([ + trans('高级套装') + '[8]', + trans('节日套装') + '[8]', + trans('稀有套装') + '[8]', + trans('神器套装') + '[8]' + ]) + self.时装选项[8].resize(100, 22) + self.时装选项[8].move(990, 570) + self.时装选项[8].currentIndexChanged.connect( + lambda state, index=8: self.时装选项更新(index)) + + self.计算按钮3 = QPushButton(trans('开始计算'), self.main_frame3) + self.计算按钮3.clicked.connect(lambda state: self.计算()) + self.计算按钮3.move(990, 610) + self.计算按钮3.resize(110, 30) + self.计算按钮3.setStyleSheet(按钮样式) + + def 界面5(self): + # increase_counter(ga_category="carry界面", name="自选装备计算") + # 第五个布局 + 标签 = QLabel(trans('单件选择'), self.main_frame5) + 标签.setAlignment(Qt.AlignCenter) + 标签.setStyleSheet(标签样式) + 标签.resize(240, 25) + 标签.move(70, 20) + + 标签 = QLabel(trans('锁定'), self.main_frame5) + 标签.setAlignment(Qt.AlignCenter) + 标签.setStyleSheet(标签样式) + 标签.resize(70, 25) + 标签.move(10, 20) + + self.图片显示 = [] + + count = 0 + self.自选装备 = [] + self.自选装备结果 = [] + if 切装模式 == 1: + self.装备切装 = [] + self.切装修正属性 = [] + self.装备锁定 = [] + for i in 部位列表: + 锁定选择 = QCheckBox(trans(i), self.main_frame5) + 锁定选择.setStyleSheet(复选框样式) + 锁定选择.resize(70, 22) + 锁定选择.move(10, 50 + 30 * count) + self.装备锁定.append(锁定选择) + + combo = MyQComboBox(self.main_frame5) + + combo.resize(220, 22) + combo.move(90, 50 + 30 * count) + combo.currentIndexChanged.connect( + lambda state, index=count: self.自选装备更改(index)) + if 切装模式 == 1: + temp = QCheckBox(self.main_frame5) + temp.setStyleSheet(复选框样式) + self.装备切装.append(temp) + self.装备切装[count].move(320, 55 + 30 * count) + for j in equ.get_equ_list(): + if j.部位 == i: + if i == '武器': + if j.类型 in self.角色属性A.武器选项: + combo.addItem(j.名称) + else: + combo.addItem(j.名称) + self.自选装备.append(combo) + count += 1 + + if 切装模式 == 1: + num = 0 + for i in trans(['力量', '智力', '物攻', '魔攻', '独立', '属强']): + 标签 = QLabel(i, self.main_frame5) + 标签.setAlignment(Qt.AlignCenter) + 标签.setStyleSheet(标签样式) + 标签.resize(45, 25) + 标签.move(30 + 50 * num, 60 + 30 * count) + self.切装修正属性.append(QLineEdit(self.main_frame5)) + self.切装修正属性[num].setAlignment(Qt.AlignCenter) + self.切装修正属性[num].setStyleSheet(输入框样式) + self.切装修正属性[num].resize(45, 22) + self.切装修正属性[num].move(30 + 50 * num, 85 + 30 * count) + num += 1 + + self.计算标识 = 1 + + 横坐标 = 355 + 标签 = QLabel(trans('批量选择'), self.main_frame5) + 标签.setAlignment(Qt.AlignCenter) + 标签.setStyleSheet(标签样式) + 标签.resize(160, 25) + 标签.move(横坐标, 20) + + 套装类型 = ['防具', '首饰', '特殊', '上链左', '镯下右', '环鞋指'] + count = 0 + self.自选套装 = [] + for i in 套装类型: + 套装名称 = [] + combo = MyQComboBox(self.main_frame5) + for j in equ.get_suit_list(): + if j.名称 not in 套装名称 and j.类型 == i: + 套装名称.append(j.名称) + combo.addItem(j.名称) + combo.resize(160, 22) + combo.move(横坐标, 50 + 30 * count) + combo.activated.connect( + lambda state, index=count: self.自选套装更改(index)) + self.自选套装.append(combo) + count += 1 + + self.神话部位选项 = MyQComboBox(self.main_frame5) + self.神话部位选项.addItems(['神话部位:无', '神话部位:上衣', '神话部位:手镯', '神话部位:耳环']) + self.神话部位选项.resize(160, 22) + self.神话部位选项.move(横坐标, 50 + 30 * count) + self.神话部位选项.activated.connect(lambda state: self.神话部位更改()) + + count += 1 + self.改造套装 = MyQComboBox(self.main_frame5) + for n in equ.get_equ_list(): + try: + self.改造套装.addItem(n.关联套装) + except: + pass + self.改造套装.resize(160, 22) + self.改造套装.move(横坐标, 50 + 30 * count) + self.改造套装.activated.connect(lambda state: self.改造套装更改()) + + count += 1 + self.转甲选项 = QCheckBox(trans('85SS转甲'), self.main_frame5) + self.转甲选项.resize(80, 22) + self.转甲选项.move(横坐标 + 40, 50 + 30 * count) + self.转甲选项.setChecked(True) + self.转甲选项.setStyleSheet(复选框样式) + self.转甲选项.stateChanged.connect(lambda state: self.自选计算(1)) + + count += 1 + # 一键修正按钮添加 + 一键站街修正名称 = trans(['站街力智', '站街三攻', '站街属强']) + for i in range(len(一键站街修正名称)): + 名称 = QLabel(一键站街修正名称[i], self.main_frame5) + 名称.setAlignment(Qt.AlignCenter) + 名称.move(横坐标 - 5 + i * 57, 50 + 30 * count) + 名称.resize(52, 25) + 名称.setStyleSheet(标签样式) + self.一键站街设置输入.append(QLineEdit(self.main_frame5)) + self.一键站街设置输入[i + 3].setAlignment(Qt.AlignCenter) + self.一键站街设置输入[i + 3].setStyleSheet(输入框样式) + self.一键站街设置输入[i + 3].resize(52, 22) + self.一键站街设置输入[i + 3].move(横坐标 - 5 + i * 57, 80 + 30 * count) + + count += 2 + 一键修正按钮 = QPushButton(trans('一键修正面板细节'), self.main_frame5) + 一键修正按钮.clicked.connect(lambda state: self.一键修正(1)) + 一键修正按钮.move(横坐标 - 5, 50 + 30 * count) + 一键修正按钮.resize(165, 25) + 一键修正按钮.setStyleSheet(按钮样式) + + 标签 = QLabel(trans('辟邪玉提升率(理论值仅供参考)'), self.main_frame5) + 标签.setAlignment(Qt.AlignCenter) + 标签.setStyleSheet(标签样式) + 标签.resize(200, 25) + 标签.move(525, 20) + + self.辟邪玉提升率1 = [] + self.辟邪玉提升率2 = [] + count = 0 + for i in 辟邪玉列表: + if i.名称 != '无': + if i.最大值 != 1: + temp = trans(i.名称) + '+' + str(i.最大值) + '%' + else: + temp = trans(i.名称) + '+' + str(i.最大值) + self.辟邪玉提升率1.append(QLabel(temp, self.main_frame5)) + self.辟邪玉提升率1[count].setAlignment(Qt.AlignCenter) + self.辟邪玉提升率1[count].setStyleSheet(标签样式) + self.辟邪玉提升率1[count].resize(180, 25) + self.辟邪玉提升率1[count].move(520, 50 + 30 * count) + self.辟邪玉提升率2.append(QLabel('0.00%', self.main_frame5)) + self.辟邪玉提升率2[count].setAlignment(Qt.AlignCenter) + self.辟邪玉提升率2[count].setStyleSheet(标签样式) + self.辟邪玉提升率2[count].resize(60, 25) + self.辟邪玉提升率2[count].move(710, 50 + 30 * count) + count += 1 + + 初始x = 805 + 初始y = 20 + 图片显示 = QLabel(self.main_frame5) + 图片显示.setPixmap(self.输出背景图片) + 图片显示.setAlignment(Qt.AlignTop) + 图片显示.resize(268, 546) + 图片显示.move(初始x, 初始y + 11) + 人物 = QLabel(self.main_frame5) + 图片 = QPixmap('./ResourceFiles/' + self.角色属性A.实际名称 + "/人物.png") + 人物.setPixmap(图片) + 人物.move(初始x + 90 + int(45 - 图片.width() / 2), 初始y + 40) + 人物.resize(90, 90) + 人物.setAlignment(Qt.AlignTop) + + 偏移量 = 187 + x坐标 = [ + 32, 0, 0, 32, 0, 偏移量, 偏移量 + 32, 偏移量 + 32, 偏移量, 偏移量, 偏移量 + 32, 32 + ] + y坐标 = [0, 0, 32, 32, 64, 0, 0, 32, 64, 32, 64, 64] + + for i in range(12): + self.图片显示.append(QLabel(self.main_frame5)) + self.图片显示[i].setMovie( + equ.get_img_by_name(self.自选装备[i].currentData())) + self.图片显示[i].resize(26, 26) + self.图片显示[i].move(初始x + 10 + x坐标[i], 初始y + 31 + y坐标[i]) + self.图片显示[i].setAlignment(Qt.AlignCenter) + + self.面板显示 = [] + for i in range(18): + self.面板显示.append(QLabel(self.main_frame5)) + + self.面板布局设置(self.面板显示, 1) + + self.词条显示 = [] + for i in range(12): + self.词条显示.append(QLabel(self.main_frame5)) + + j = 312 + 初始y + for i in self.词条显示: + i.setStyleSheet("QLabel{font-size:12px;color:rgb(104,213,237)}") + i.move(5 + 初始x, j) + i.resize(180, 17) + i.setAlignment(Qt.AlignLeft) + j += 17 + + self.总伤害 = QLabel(self.main_frame5) + self.总伤害.setStyleSheet("QLabel{color:rgb(255,255,255);font-size:25px}") + self.总伤害.resize(250, 36) + self.总伤害.move(10 + 初始x, 520 + 初始y) + self.总伤害.setAlignment(Qt.AlignCenter) + + self.套装名称显示 = [] + for i in range(13): + self.套装名称显示.append(QLabel(self.main_frame5)) + self.套装名称显示[i].move(114 + 初始x, 128 + 180 + 17 * i + 初始y) + self.套装名称显示[i].resize(150, 18) + self.套装名称显示[i].setAlignment(Qt.AlignCenter) + + self.打造显示 = [] + for i in range(13): + self.打造显示.append(QLabel(self.main_frame5)) + self.打造显示[i].move(-100, -100) + + 自选计算按钮 = QPushButton(trans('查看详情'), self.main_frame5) + 自选计算按钮.clicked.connect(lambda state: self.自选计算()) + 自选计算按钮.move(995, 610) + 自选计算按钮.resize(80, 28) + 自选计算按钮.setStyleSheet(按钮样式) + + self.基准值 = [] + + 设置基准值 = QPushButton(trans('设为基准'), self.main_frame5) + 设置基准值.clicked.connect(lambda state: self.基准值设置()) + 设置基准值.move(900, 610) + 设置基准值.resize(80, 28) + 设置基准值.setStyleSheet(按钮样式) + + 清空基准值 = QPushButton(trans('清空基准'), self.main_frame5) + 清空基准值.clicked.connect(lambda state: self.基准值设置(1)) + 清空基准值.move(805, 610) + 清空基准值.resize(80, 28) + 清空基准值.setStyleSheet(按钮样式) + + self.对比格式 = QCheckBox(trans('数值对比'), self.main_frame5) + self.对比格式.stateChanged.connect(lambda state: self.自选计算(1)) + self.对比格式.move(615, 612) + self.对比格式.resize(70, 24) + self.对比格式.setStyleSheet(复选框样式) + if 多语言开关 == 0: + 名望设置 = QPushButton(trans('名望细节'), self.main_frame5) + 名望设置.clicked.connect(lambda _: self.名望设置()) + 名望设置.move(710, 610) + 名望设置.resize(80, 28) + 名望设置.setStyleSheet(按钮样式) + + def 名望设置(self): + increase_counter(ga_category="carry详细功能使用", name="名望") + + def createClient(): + store.set("/fame/temp/property", self) + # 设置图标和背景 临时做法 + store.const("/app/window/icon", self.icon) + store.const("/app/window/background_image", self.主背景图片) + store.watch("/fame/event/changed", lambda _, : self.自选计算(1)) + client = 名望窗口() + client.初始化() + return client + + DefaultDialogRegister.showDialog("base_fame({})".format(type(self)), + createClient, self) + + def 自选装备更改(self, index=0): + try: + self.图片显示[index].setMovie( + equ.get_img_by_name(self.自选装备[index].currentData())) + except: + pass + + if self.初始属性.职业分类 == '输出': + if self.当前页面 == 5 and self.计算标识 == 1: + self.自选计算(1) + else: + if self.当前页面 == 4 and self.计算标识 == 1: + self.自选计算(1) + + def 自选套装更改(self, index): + self.计算标识 = 0 + name = self.自选套装[index].currentData() + for i in range(11): + if self.装备锁定[i].isChecked(): + continue + x = -1 + for j in equ.get_equ_list(): + if j.部位 == 部位列表[i]: + x += 1 + if j.所属套装2 == name: + self.自选装备[i].setCurrentIndex(x) + break + elif j.所属套装 == name and j.品质 != '神话': + self.自选装备[i].setCurrentIndex(x) + break + self.计算标识 = 1 + self.自选计算(1) + + def 界面6(self): + # increase_counter(ga_category="carry界面", name="辟邪玉/希洛克/黑鸦/奥兹玛") + 横坐标 = 10 + 纵坐标 = 0 + + 标签 = QLabel(trans('辟邪玉计算 (鼠标悬停查看算法)'), self.main_frame6) + 标签.setStyleSheet(标签样式 + 'QLabel{font-size:13px;}') + 标签.resize(290, 20) + 标签.move(横坐标 + 10, 纵坐标) + 标签.setAlignment(Qt.AlignCenter) + + temp = '{}

'.format( + trans('假定基础伤害为100,词条1=50%,词条2=50%:')) + temp += trans('5%黄字增幅,佩戴前:200,佩戴后:205
') + temp += trans('暴伤终伤白字属白力智三攻同上,黄字向下取整
') + temp += trans('技攻辟邪玉加成等级技攻(歧路腰类)
不加成具体技能技攻(歧路鞋类)

') + temp += trans( + '3%技攻增幅,佩戴前:100*1.5*1.5=225
佩戴后:100*1.515*1.515=229.5225

' + ) + # temp += '附加、最终、百分力智增幅:宠物相关词条不享受加成
' + temp += trans('属强增幅:唤醒(13)婚房(8)药剂和技能属强不享受加成
') + temp += trans('进图触发属强单独计算向下取整

') + temp += '{}
'.format( + trans( + '属白增幅分对应属性,计算器未作区分
双属性附加(星之海)需手动计算并在第三页修正

计算方式仅供参考,请以实际游戏为准!' + )) + + 标签.setToolTip(temp) + + self.辟邪玉选择 = [] + self.辟邪玉数值 = [] + for i in range(4): + x = MyQComboBox(self.main_frame6) + for j in 辟邪玉列表: + x.addItem(j.名称) + x.resize(200, 20) + x.move(横坐标, 纵坐标 + (i + 1) * 25) + x.currentIndexChanged.connect( + lambda state, index=i: self.辟邪玉数值选项更新(index)) + self.辟邪玉选择.append(x) + y = MyQComboBox(self.main_frame6) + y.resize(80, 20) + y.move(横坐标 + 220, 纵坐标 + (i + 1) * 25) + self.辟邪玉数值.append(y) + + 标签 = QLabel(trans('黑鸦遴选词条'), self.main_frame6) + 标签.setStyleSheet(标签样式 + 'QLabel{font-size:13px;}') + 标签.resize(300, 20) + 标签.move(横坐标 + 10, 纵坐标 + 330 - 20) + 标签.setAlignment(Qt.AlignCenter) + + 名称 = trans(['武  器', '戒  指', '辅助装备', '下  装']) + + self.黑鸦词条 = [] + for i in range(4): + x = QLabel(名称[i], self.main_frame6) + x.setStyleSheet(标签样式 + + 'QLabel{font-size:13px;};text-align: justify;') + # x.setStyleSheet('text-align: justify') + x.resize(55, 20) + x.move(横坐标, 纵坐标 - 145 + (i + 20) * 25 - 20) + tem = [] + tem.append(MyQComboBox(self.main_frame6)) + tem[-1].setStyleSheet(下拉框样式) + if i == 0: + tem[0].addItems(['无', '计算最高', '自选数值', '自选数值-觉醒']) + tem[0].resize(91, 20) + tem[0].move(横坐标 + 60, 纵坐标 - 20 + 25 * (i + 15) - 20) + tem[0].currentIndexChanged.connect( + lambda state, index=i: self.黑鸦词条更新(index)) + else: + tem[0].addItems(['无', '计算最高', '自选数值']) + tem[0].resize(91, 20) + tem[0].move(横坐标 + 60, 纵坐标 - 20 + 25 * (i + 15) - 20) + tem[0].currentIndexChanged.connect( + lambda state, index=i: self.黑鸦词条更新(index)) + tem.append(MyQComboBox(self.main_frame6)) + tem[-1].setStyleSheet(下拉框样式) + tem[1].resize(70, 20) + tem[1].move(横坐标 + 161, 纵坐标 - 20 + 25 * (i + 15) - 20) + # if i > 0: + for item in 词条属性列表: + tem[1].addItem(item.描述) + # else: + # for item in 黑鸦武器属性列表: + # tem[1].addItem(item.描述) + # tem[1].currentIndexChanged.connect(lambda state:self.黑鸦武器词条更新()) + # tem[1].currentIndexChanged.connect(lambda state: self.希洛克武器词条更新()) + tem.append(MyQComboBox(self.main_frame6)) + tem[-1].setStyleSheet(下拉框样式) + tem[2].resize(60, 20) + tem[2].move(横坐标 + 241, 纵坐标 - 20 + 25 * (i + 15) - 20) + if i > 0: + for item in range(1, 5): + tem[2].addItem("+" + str(item * 2) + '%') + else: + for item in range(1, 5): + tem[2].addItem("+" + str(item * 4) + '%') + self.黑鸦词条.append(tem) + self.黑鸦词条更新(i) + # tem[1].currentIndexChanged.connect(lambda state: self.希洛克武器词条更新()) + + self.武器择优模式 = MyQComboBox(self.main_frame6) + self.武器择优模式.addItems(['武器默认择优词条', '武器默认择优觉醒']) + self.武器择优模式.resize(151, 20) + self.武器择优模式.move(横坐标, 纵坐标 - 20 + 25 * (4 + 15) - 20) + # self.武器择优模式.setStyleSheet(复选框样式) + # self.武器择优模式.setChecked(False) + + self.守门人全属强 = QCheckBox(trans(' 守门人全属强\n 自动补正'), self.main_frame6) + self.守门人全属强.resize(120, 30) + self.守门人全属强.move(横坐标 + 181, 纵坐标 + 291 - 15) + self.守门人全属强.setStyleSheet(复选框样式) + self.守门人全属强.setChecked(False) + self.守门人全属强.setEnabled(False) + self.守门人全属强.setStyleSheet(复选框样式) + self.守门人全属强.setToolTip( + trans("计算时自动替换细节页的附魔勋章为全属强方案
") + + trans('自带单属强职业不可使用
') + trans('守门人属强:全属强+30*3
') + trans( + '武器:全属强+13(若原附魔为龙珠时不替换)
首饰:全属强+28*3(25*3站街修正属强自行-9)
') + + trans('辅助装备:全属强+12
魔法石:全属强+30
勋章:全属强+7
宠物附魔:三攻+60
') + ) + + self.智慧产物升级 = QCheckBox(trans('智慧产物升级'), self.main_frame6) + self.智慧产物升级.resize(140, 20) + self.智慧产物升级.move(横坐标 + 161, 纵坐标 - 19 + 25 * (4 + 15) - 20) + self.智慧产物升级.setStyleSheet(复选框样式) + self.智慧产物升级.setChecked(False) + + 横坐标 = 横坐标 + 320 + 纵坐标 = 0 + + 标签 = QLabel(trans('希洛克相关'), self.main_frame6) + 标签.setStyleSheet(标签样式 + 'QLabel{font-size:13px;}') + 标签.resize(300, 20) + 标签.move(横坐标 - 310, 纵坐标 + 135 - 10) + 标签.setAlignment(Qt.AlignCenter) + + 名称 = trans(['奈克斯', '暗杀者', '卢克西', '守门人', '洛多斯']) + self.希洛克套装按钮 = [] + self.希洛克单件按钮 = [] + self.希洛克遮罩透明度 = [] + self.希洛克装备图标 = [] + self.希洛克选择状态 = [0] * 15 + count = 0 + for i in 名称: + self.希洛克套装按钮.append(QPushButton(i, self.main_frame6)) + self.希洛克套装按钮[count].setStyleSheet(按钮样式) + self.希洛克套装按钮[count].resize(50, 22) + self.希洛克套装按钮[count].move(横坐标 - 320, + 纵坐标 + 160 + 3 + count * 32 - 10) + self.希洛克套装按钮[count].clicked.connect( + lambda state, index=(count + 1) * 100: self.希洛克选择(index)) + for j in range(3): + 序号 = count * 3 + j + 图片 = QLabel(self.main_frame6) + 图片.setPixmap( + QPixmap('./ResourceFiles/img/希洛克/' + str(序号) + '.png')) + 图片.resize(28, 28) + 图片.move(横坐标 - 260 + j * 30, 纵坐标 + 160 + count * 32 - 10) + self.希洛克装备图标.append(图片) + self.希洛克遮罩透明度.append(QGraphicsOpacityEffect()) + self.希洛克遮罩透明度[序号].setOpacity(0.5) + self.希洛克单件按钮.append(QPushButton(self.main_frame6)) + self.希洛克单件按钮[序号].setStyleSheet( + "background-color: rgb(0, 0, 0)") + self.希洛克单件按钮[序号].resize(28, 28) + self.希洛克单件按钮[序号].move(横坐标 - 260 + j * 30, + 纵坐标 + 160 + count * 32 - 10) + self.希洛克单件按钮[序号].setGraphicsEffect(self.希洛克遮罩透明度[序号]) + self.希洛克单件按钮[序号].clicked.connect( + lambda state, index=序号: self.希洛克选择(index)) + count += 1 + + self.守门人属强 = MyQComboBox(self.main_frame6) + for i in range(7): + self.守门人属强.addItem(trans('{守门人属强}:$value', value=15 + i * 5)) + self.守门人属强.resize(120, 20) + self.守门人属强.setCurrentIndex(3) + self.守门人属强.move(横坐标 - 139, 纵坐标 + 93 + 3 + count * 32 - 10) + self.守门人属强.activated.connect( + lambda state, index=序号: self.守门人属强选项(index)) + + self.希洛克武器词条 = [] + count += 1 + self.希洛克武器词条.append(MyQComboBox(self.main_frame6)) + self.希洛克武器词条[0].addItems(['武器词条:无', '自适应最高值', '自选词条数值']) + self.希洛克武器词条[0].resize(120, 20) + self.希洛克武器词条[0].move(横坐标 - 139, 纵坐标 - 32 + count * 32 - 10) + self.希洛克武器词条[0].currentIndexChanged.connect( + lambda state: self.希洛克武器词条更新()) + + for i in range(1, 3): + count += 1 + self.希洛克武器词条.append(MyQComboBox(self.main_frame6)) + self.希洛克武器词条[-1].setStyleSheet(下拉框样式) + for k in 词条属性列表: + self.希洛克武器词条[i].addItem(k.描述) + self.希洛克武器词条[i].resize(72, 20) + self.希洛克武器词条[i].move(横坐标 - 139, 纵坐标 - 32 + count * 32 - 10) + + count -= 2 + for i in range(3, 5): + count += 1 + self.希洛克武器词条.append(MyQComboBox(self.main_frame6)) + self.希洛克武器词条[-1].setStyleSheet(下拉框样式) + for k in [3, 4, 5]: + self.希洛克武器词条[i].addItem(str(k * (5 - i)) + '%') + self.希洛克武器词条[i].resize(43, 20) + self.希洛克武器词条[i].move(横坐标 - 62, 纵坐标 - 32 + count * 32 - 10) + + for i in range(1, 5): + self.希洛克武器词条[-1].setStyleSheet(下拉框样式) + self.希洛克武器词条[i].setEnabled(False) + # self.希洛克武器词条[i].setStyleSheet(下拉框样式) + + 纵向偏移 = 335 + 标签 = QLabel(trans('奥兹玛相关'), self.main_frame6) + 标签.setStyleSheet(标签样式 + 'QLabel{font-size:13px;}') + 标签.resize(300, 20) + 标签.move(横坐标 - 310 - 5, 纵坐标 + 135 - 10 + 纵向偏移) + 标签.setAlignment(Qt.AlignCenter) + + 名称 = trans(['阿斯特罗斯', '贝利亚斯', '雷德梅恩', '罗什巴赫', '泰玛特']) + self.奥兹玛套装按钮 = [] + self.奥兹玛单件按钮 = [] + self.奥兹玛遮罩透明度 = [] + self.奥兹玛装备图标 = [] + self.奥兹玛选择状态 = [0] * 25 + count = 0 + for i in 名称: + self.奥兹玛套装按钮.append(QPushButton(i, self.main_frame6)) + self.奥兹玛套装按钮[count].setStyleSheet(按钮样式) + self.奥兹玛套装按钮[count].resize(75, 22) + self.奥兹玛套装按钮[count].move(横坐标 - 320 - 5, + 纵坐标 + 160 + 3 + count * 32 - 10 + 纵向偏移) + self.奥兹玛套装按钮[count].clicked.connect( + lambda state, index=(count + 1) * 100: self.奥兹玛选择(index)) + for j in range(5): + 序号 = count * 5 + j + 图片 = QLabel(self.main_frame6) + 图片.setPixmap( + QPixmap('./ResourceFiles/img/奥兹玛/' + str(序号) + '.png')) + 图片.resize(28, 28) + 图片.move(横坐标 - 260 + j * 30 + 20 - 5, + 纵坐标 + 160 + count * 32 - 10 + 纵向偏移) + self.奥兹玛装备图标.append(图片) + self.奥兹玛遮罩透明度.append(QGraphicsOpacityEffect()) + self.奥兹玛遮罩透明度[序号].setOpacity(0.5) + self.奥兹玛单件按钮.append(QPushButton(self.main_frame6)) + self.奥兹玛单件按钮[序号].setStyleSheet( + "background-color: rgb(0, 0, 0)") + self.奥兹玛单件按钮[序号].resize(28, 28) + self.奥兹玛单件按钮[序号].move(横坐标 - 260 + j * 30 + 20 - 5, + 纵坐标 + 160 + count * 32 - 10 + 纵向偏移) + self.奥兹玛单件按钮[序号].setGraphicsEffect(self.奥兹玛遮罩透明度[序号]) + self.奥兹玛单件按钮[序号].clicked.connect( + lambda state, index=序号: self.奥兹玛选择(index)) + count += 1 + + self.阿斯特罗斯选项 = [] + for i in range(5): + self.阿斯特罗斯选项.append(MyQComboBox(self.main_frame6)) + self.阿斯特罗斯选项[i].addItem('70.75.80') + self.阿斯特罗斯选项[i].addItem('40.45.60') + self.阿斯特罗斯选项[i].addItem('20.25.35') + self.阿斯特罗斯选项[i].resize(60 + 15, 20) + self.阿斯特罗斯选项[i].setCurrentIndex(0) + self.阿斯特罗斯选项[i].move(横坐标 - 139 + 60 - 15, + 纵坐标 + 160 + 3 - 10 + 纵向偏移 + i * 32) + self.阿斯特罗斯选项显示(0) + + self.计算按钮3 = QPushButton(trans('开始计算'), self.main_frame6) + self.计算按钮3.clicked.connect(lambda state: self.计算()) + self.计算按钮3.move(990, self.height() - 70) + self.计算按钮3.resize(110, 30) + self.计算按钮3.setStyleSheet(按钮样式) + + # endregion + + # region 界面函数 + # 第二页 + def 输出时间变化(self): + 输出时间变化提示 = QMessageBox(QMessageBox.Question, "提示", + "切换输出时间请检查技能次数是否为/CD,否则计算结果不发生变化") + 输出时间变化提示.setWindowIcon(self.icon) + 输出时间变化提示.exec_() + pass + + def 技能列表显示排序(self, skill): + temp = deepcopy(skill) + temp.sort(key=operator.attrgetter('所在等级')) + return temp + + def 次数输入填写(self, x): + if self.次数输入[x].currentIndex() == 12: + self.次数输入[x].setEditable(True) + self.次数输入[x].clearEditText() + self.次数输入[x].setStyleSheet(下拉框样式) + elif self.次数输入[x].currentIndex() == 13: + temp = self.次数输入[x].currentText() + self.次数输入[x].removeItem(13) + self.次数输入[x].setCurrentIndex(12) + self.次数输入[x].setEditable(True) + self.次数输入[x].clearEditText() + self.次数输入[x].setStyleSheet(下拉框样式) + self.次数输入[x].setCurrentText(temp) + else: + self.次数输入[x].setEditable(False) + + def 宠物次数填写(self, x): + if self.宠物次数[x].currentIndex() == 11: + self.宠物次数[x].setEditable(True) + self.宠物次数[x].clearEditText() + self.宠物次数[x].setStyleSheet(下拉框样式) + elif self.宠物次数[x].currentIndex() == 12: + temp = self.宠物次数[x].currentText() + self.宠物次数[x].removeItem(12) + self.宠物次数[x].setCurrentIndex(11) + self.宠物次数[x].setEditable(True) + self.宠物次数[x].clearEditText() + self.宠物次数[x].setStyleSheet(下拉框样式) + self.宠物次数[x].setCurrentText(temp) + else: + self.宠物次数[x].setEditable(False) + + def 护石描述更新(self, x): + try: + self.护石栏[x].setToolTip('' + self.初始属性.技能栏[ + self.初始属性.技能序号[self.护石选项[self.护石栏[x].currentIndex()]]].护石描述( + self.护石类型选项[x].currentIndex()) + '
') + except: + self.护石栏[x].setToolTip('暂缺') + + def 护石类型选项更新(self, x): + self.护石类型选项[x].clear() + if self.护石栏[x].currentData() != '无': + try: + self.护石类型选项[x].addItems( + trans(self.初始属性.技能栏[self.初始属性.技能序号[self.护石选项[ + self.护石栏[x].currentIndex()]]].护石选项)) + self.护石类型选项[x].setCurrentIndex( + len(self.初始属性.技能栏[self.初始属性.技能序号[self.护石选项[ + self.护石栏[x].currentIndex()]]].护石选项) - 1) + except: + self.护石类型选项[x].addItem('魔界') + self.护石类型选项[x].addItem('圣痕') + self.护石栏[x].setCurrentIndex(0) + else: + self.护石类型选项[x].addItem('魔界') + self.护石类型选项[x].addItem('圣痕') + + def 符文技能更改(self, i): + if i == 0: + for i in range(1, 9): + self.符文[i].setCurrentIndex(self.符文[0].currentIndex()) + else: + self.符文[i + 3].setCurrentIndex(self.符文[i].currentIndex()) + self.符文[i + 6].setCurrentIndex(self.符文[i].currentIndex()) + + def 符文效果更改(self, i): + self.符文效果[i + 3].setCurrentIndex(self.符文效果[i].currentIndex()) + self.符文效果[i + 6].setCurrentIndex(self.符文效果[i].currentIndex()) + + def 等级调整标注(self, index): + 警告 = "技能等级调整指调整学习等级(非实际等级)
一般用于修正天空下装技能,一二觉时装切装
其余等级加成会自动计算,请勿手动调整" + if index < 100: + try: + x = int(self.等级调整[index].currentText()) + except: + x = 1 + if x > 0: + self.等级调整[index].setStyleSheet(下拉框样式_warn) + if x > 1: + QMessageBox.information(self, "警告", 警告) + if x < 0: + self.等级调整[index].setStyleSheet(下拉框样式_down) + if x == 0: + self.等级调整[index].setStyleSheet(下拉框样式) + elif index == 100: + try: + x = int(self.远古记忆.currentText()) + except: + x = 11 + if x == 11: + self.远古记忆.setStyleSheet(下拉框样式_warn) + if x < 10: + self.远古记忆.setStyleSheet(下拉框样式_down) + if x == 10: + self.远古记忆.setStyleSheet(下拉框样式) + elif index == 200: + try: + x = int(self.刀魂之卡赞.currentText()) + except: + x = 11 + if x == 11: + self.刀魂之卡赞.setStyleSheet(下拉框样式_warn) + if x < 10: + self.刀魂之卡赞.setStyleSheet(下拉框样式_down) + if x == 10: + self.刀魂之卡赞.setStyleSheet(下拉框样式) + + def 加载护石(self, 属性): + for k in range(3): + if self.护石栏[k].currentData() != '无': + try: + 属性.技能栏[self.角色属性A.技能序号[self.护石选项[ + self.护石栏[k].currentIndex()]]].装备护石() + except: + 属性.技能栏[self.角色属性A.技能序号[self.护石选项[ + self.护石栏[k].currentIndex()]]].装备护石( + self.护石类型选项[k].currentIndex()) + + 属性.护石第一栏 = self.护石选项[self.护石栏[0].currentIndex()] + 属性.护石第二栏 = self.护石选项[self.护石栏[1].currentIndex()] + 属性.护石第三栏 = self.护石选项[self.护石栏[2].currentIndex()] + + for i in range(9): + if self.符文[i].currentData() != '无' and self.符文效果[i].currentData( + ) != '无': + for j in self.符文效果[i].currentData().split(','): + if trans('攻击') in j: + 属性.技能栏[self.角色属性A.技能序号[self.符文选项[ + self.符文[i].currentIndex()]]].倍率 *= 1 + int( + j.replace(trans('攻击'), '').replace('%', + '')) / 100 + if 'CD' in j: + 属性.技能栏[self.角色属性A.技能序号[self.符文选项[ + self.符文[i].currentIndex()]]].CD *= 1 + int( + j.replace('CD', '').replace('%', '')) / 100 + + # 第三页 + def 细节增伤选项颜色更新(self, index): + if index.currentIndex() <= 0: + index.setStyleSheet(下拉框样式_warn) + else: + index.setStyleSheet(下拉框样式_detail) + pass + + # 第五页 + def 阿斯特罗斯选项显示(self, n): + for i in range(5): + if i < n: + self.阿斯特罗斯选项[i].setEnabled(True) + else: + self.阿斯特罗斯选项[i].setEnabled(False) + + def 守门人属强选项(self, x): + if self.守门人属强.currentIndex() != 3: + self.守门人全属强.setEnabled(False) + self.守门人全属强.setChecked(False) + self.守门人全属强.setStyleSheet(复选框样式) + else: + number = sum(self.希洛克选择状态[9:11]) + if self.角色属性A.职业 not in ('冰结师', '鬼泣', '死灵术士', '气功师', '忍者', '暗枪士'): + if number == 3: + self.守门人全属强.setEnabled(True) + self.守门人全属强.setChecked(True) + self.守门人全属强.setStyleSheet(复选框样式) + + def 希洛克武器词条更新(self): + if self.希洛克武器词条[0].currentIndex() != 2: + for i in range(1, 5): + self.希洛克武器词条[i].setEnabled(False) + else: + for i in range(1, 5): + self.希洛克武器词条[i].setEnabled(True) + + def 黑鸦词条更新(self, index): + if self.黑鸦词条[index][0].currentIndex() < 2: + for i in range(1, 3): + self.黑鸦词条[index][i].setEnabled(False) + else: + for i in range(1, 3): + self.黑鸦词条[index][i].setEnabled(True) + + def 时装选项更新(self, index): + if index == 8: + count = 0 + for i in self.时装选项: + if count != 8: + i.setCurrentIndex(self.时装选项[8].currentIndex()) + count += 1 + return + else: + 力量, 智力, 属强 = 0, 0, 0 + 套装字典 = {'高级': 0, '节日': 0, '稀有': 0, '神器': 0} + for i in range(8): + 套装字典[self.时装选项[i].currentData()] = 套装字典.get( + self.时装选项[i].currentData(), 0) + 1 + # 套装属性 + 神器 = 套装字典['神器'] + 稀有 = 套装字典['稀有'] + 神器 + if 套装字典['高级'] >= 3: + 力量 += 10 + 智力 += 10 + if 稀有 >= 3 and 神器 < 3: + 力量 += 40 + 智力 += 40 + if 套装字典['神器'] >= 3: + 力量 += 50 + 智力 += 50 + if 套装字典['高级'] >= 8: + 力量 += 10 + 智力 += 10 + if 套装字典['节日'] >= 8: + 力量 += 25 + 智力 += 25 + if 稀有 >= 8 and 神器 < 8: + 力量 += 40 + 智力 += 40 + 属强 += 6 + if 套装字典['神器'] >= 8: + 力量 += 50 + 智力 += 50 + 属强 += 10 + 数据 = [45, 45, 55, 65] + 智力 += 数据[self.时装选项[0].currentIndex()] # 头部 + 智力 += 数据[self.时装选项[1].currentIndex()] # 帽子 + 力量 += 数据[self.时装选项[7].currentIndex()] # 鞋子 + 数据 = [45, 45, 55, 65] + 力量 += 数据[self.时装选项[5].currentIndex()] # 腰带 + 数据 = [0, 6, 0, 0] + 属强 += 数据[self.时装选项[4].currentIndex()] # 上衣 + + 数据 = [0, 20, 0, 0] + 智力 += 数据[self.时装选项[6].currentIndex()] # 下装 + 力量 += 数据[self.时装选项[6].currentIndex()] # 下装 + + self.属性设置输入[6][16].setText(str(max(力量, 智力))) + self.属性设置输入[8][16].setText(str(属强 if 属强 != 0 else '')) + + # 通用 + def 下拉框禁用(self, a, b, c=下拉框样式): + if a.isChecked(): + b.setStyleSheet(c) + b.setEnabled(False) + else: + b.setStyleSheet(c) + b.setEnabled(True) + + # endregion + + # region 计算相关 + + def 奥兹玛选择(self, index, x=0): + super().奥兹玛选择(index, x) + self.阿斯特罗斯选项显示(sum(self.奥兹玛选择状态[0:5])) + + def 希洛克属性计算(self, 属性, x=0): + # 0表示计算属性 1表示计算描述 + return 希洛克.希洛克属性_输出(属性, self.希洛克选择状态, self.守门人属强.currentIndex(), x) + + def 奥兹玛属性计算(self, 属性, x=0): + # 0表示计算属性 1表示计算描述 + 阿斯特罗斯选项 = [] + for i in range(sum(self.奥兹玛选择状态[:5])): + 阿斯特罗斯选项.append(self.阿斯特罗斯选项[i].currentIndex()) + return 奥兹玛.奥兹玛属性_输出(属性, self.奥兹玛选择状态, 阿斯特罗斯选项, x) + + def 自选计算(self, x=0): + if x == 0: + self.保存配置(self.存档位置) + self.关闭排行窗口() + self.排行数据.clear() + + self.角色属性A = deepcopy(self.初始属性) + if x == 0: + self.输入属性(self.角色属性A) + else: + self.输入属性(self.角色属性A, 1) + if self.是否计算 != 1: + self.click_window(1) + return + 装备 = [] + for index in range(len(self.自选装备)): + 装备.append(self.自选装备[index].currentData()) + + temp = deepcopy(self.初始属性) + temp.穿戴装备计算套装(装备) + 套装 = temp.套装栏 + + if x != 0: + 伤害列表 = [] + for i in range(len(辟邪玉列表)): + temp = deepcopy(self.初始属性) + self.输入属性(temp, 100 + i) + temp.穿戴装备(装备, 套装) + 伤害列表.append(temp.伤害计算(0)) + + 提升率 = [] + for i in range(1, len(伤害列表)): + if 伤害列表[0] != 0: + 提升率.append(伤害列表[i] / 伤害列表[0] - 1) + else: + 提升率.append(0) + + 提升率排序 = copy(提升率) + 提升率排序.sort(reverse=True) + + for i in range(len(提升率)): + temp = str('%.2f' % (提升率[i] * 100)) + '%' + self.辟邪玉提升率2[i].setText(temp) + x = 提升率排序.index(提升率[i]) / len(提升率) * 10 - 2 + y = 1 / (1 + math.exp(-x)) + if SkinVersion == 'None': + 颜色 = (0, 0, 0) + else: + 颜色 = (int(255 - 80 * y), int(245 - 100 * y), + int(0 + 150 * y)) + self.辟邪玉提升率1[i].setStyleSheet( + 'QLabel{font-size:12px;color:rgb' + str(颜色) + '}') + self.辟邪玉提升率2[i].setStyleSheet( + 'QLabel{font-size:12px;color:rgb' + str(颜色) + '}') + + self.角色属性A = deepcopy(self.初始属性) + self.输入属性(self.角色属性A) + C = self.站街计算(装备, 套装) + B = deepcopy(self.角色属性A) + B.穿戴装备(装备, 套装) + B.其它属性计算() + 总伤害数值 = B.伤害计算(0) + + if len(self.基准值) != 0: + self.总伤害.setText(self.百分比输出(总伤害数值, self.基准值[0])) + else: + self.总伤害.setText(self.格式化输出(str(int(总伤害数值)))) + + tempstr = self.装备描述计算(B) + 图片列表 = self.获取装备图片(装备) + for i in range(12): + self.图片显示[i].setToolTip(tempstr[i]) + self.图片显示[i].setMovie(图片列表[i]) + + self.面板显示设置(self.面板显示, B, C) + self.打造显示设置(self.打造显示, B, 1) + + 词条数值 = self.词条显示计算(B) + 词条解释 = self.词条显示计算(B, 1) + for i in range(0, len(词条数值)): + if i == 5 and B.技能攻击力累加 > 2: + self.词条显示[i].setStyleSheet( + "QLabel{font-size:12px;color:red}") + self.词条显示[i].setText(词条数值[i]) + self.词条显示[i].setToolTip('' + 词条解释[i] + + '') + + for i in self.套装名称显示: + i.setText('') + + self.套装显示设置(self.套装名称显示, B) + + # 更新人物名望(角色属性=B, 人物设置=self) + + if x == 0: + self.排行数据.append(装备 + [0] + 套装 + ['无']) + self.输出界面(0) + + def 站街计算(self, 装备名称, 套装名称): + C = deepcopy(self.角色属性A) + C.穿戴装备(装备名称, 套装名称) + if 调试开关 == 0: + for i in C.装备栏: + equ.get_equ_by_name(i).城镇属性(C) + for i in C.套装栏: + equ.get_suit_by_name(i).城镇属性(C) + C.装备基础() + C.被动倍率计算() + + return C + + # endregion + + # region 读档存档 + def 载入旧版json(self, path='set', page=[0, 1, 2, 3, 4, 5]): + filepath = './ResourceFiles/{}/{}'.format(self.角色属性A.实际名称, path) + + if 0 in page: + # 第一页(装备/选择/打造) + try: + filename = 'page_1.json' + set_data = {} + with open(os.path.join(filepath, filename), + encoding='utf-8') as fp: + set_data = json.load(fp) + fp.close() + try: + store.set("/{type}/data/title", set_data['称号']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/pet", set_data['称号']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/compute_mode", set_data['计算模式']) + except Exception as error: + logger.error(error) + try: + store.set('/{type}/data/ditto_checked', set_data["百变怪"]) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/pet_equip_adaptive", + set_data['宠物装备择优']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/aura_adaptive", set_data['光环词条择优']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/myth_top_checked", + set_data['神话排名勾选']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/damage_unit", set_data['亿为单位显示']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/thread_count", set_data['线程数量']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/attack_elemental", + set_data['攻击属性']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/remodel_limit", set_data['改造数量']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/equip_checked", set_data['装备勾选']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/equip_forges", set_data['装备打造']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/equip_conditions", + set_data['装备条件']) + except Exception as error: + logger.error(error) + except Exception as error: + logger.error(error) + + if 1 in page: + # 第二页(技能/符文/药剂) + try: + filename = 'page_2.json' + set_data = {} + with open(os.path.join(filepath, filename), + encoding='utf-8') as fp: + set_data = json.load(fp) + fp.close() + try: + store.set("/{type}/data/buff_input", set_data['BUFF输入']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/time_input", set_data['时间输入']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/awakening_binding", + set_data['觉醒选择']) + except Exception as error: + logger.error(error) + try: + if '远古记忆' in set_data: + store.set("/{type}/data/ancient_memory", + set_data['远古记忆']) + except Exception as error: + logger.error(error) + try: + if '刀魂之卡赞' in set_data: + store.set("/{type}/data/kazan", set_data['刀魂之卡赞']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/talismans", set_data['护石栏']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/talisman_types", set_data['护石类型']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/runes_skills", set_data['符文技能']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/runes_effects", set_data['符文效果']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/consumables", set_data['药剂勾选']) + except Exception as error: + logger.error(error) + try: + skills = {} + 技能选项 = set_data['技能选项'] + for key in 技能选项.keys(): + 技能 = 技能选项[key] + skill = {'level': 技能['等级'], 'count': 技能['次数']} + if 'TP' in 技能: + skill['tp'] = 技能['TP'] + if '宠物' in 技能: + skill['pet'] = 技能['宠物'] + if '切装' in 技能: + skill['switch'] = 技能['切装'] + skills[key] = skill + store.set("/{type}/data/skill", skills) + except Exception as error: + logger.error(error) + except Exception as error: + logger.error(error) + + if 2 in page: + # 第三页(基础/细节/修正) + try: + filename = 'page_3.json' + set_data = {} + with open(os.path.join(filepath, filename), + encoding='utf-8') as fp: + set_data = json.load(fp) + fp.close() + + try: + store.set("/{type}/data/avatar", set_data['时装选项']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/detail_values", set_data['细节数值']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/detail_options", set_data['细节选项']) + except Exception as error: + logger.error(error) + except Exception as error: + logger.error(error) + + if 3 in page: + # 第四页(神话属性修正) + try: + filename = 'page_4.json' + set_data = {} + with open(os.path.join(filepath, filename), + encoding='utf-8') as fp: + set_data = json.load(fp) + fp.close() + try: + store.set("/{type}/data/myth_properties", + set_data['神话属性修正']) + except Exception as error: + logger.error(error) + except Exception as error: + logger.error(error) + + if 4 in page: + # 第五页(辟邪玉/希洛克/黑鸦/奥兹玛) + try: + filename = 'page_5.json' + set_data = {} + with open(os.path.join(filepath, filename), + encoding='utf-8') as fp: + set_data = json.load(fp) + fp.close() + + try: + store.set("/{type}/data/remodel_upgrade", + set_data['智慧产物升级']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/weapon_adaptive_mode", + set_data['武器择优模式']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/nameless_elemental_value", + set_data['守门人属强']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/jude_effects", set_data['辟邪玉效果']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/jude_values", set_data['辟邪玉数值']) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/astaroth_options", + set_data['阿斯特罗斯选项']) + except Exception as error: + logger.error(error) + try: + store.set('/{type}/data/black_purgatory', set_data['黑鸦选择']) + except Exception as error: + logger.error(error) + try: + store.set('/{type}/data/siroco', set_data['希洛克选择']) + except Exception as error: + logger.error(error) + try: + store.set('/{type}/data/ozma', set_data['奥兹玛选择']) + except Exception as error: + logger.error(error) + except Exception as error: + logger.error(error) + + if 5 in page: + # 第六页(自选装备计算) + try: + filename = 'page_6.json' + set_data = {} + with open(os.path.join(filepath, filename), + encoding='utf-8') as fp: + set_data = json.load(fp) + fp.close() + + try: + store.set("/{type}/data/self_select/equips", + [set_data['自选装备']]) + store.set("/{type}/data/self_select/column_index", 0) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/self_select/locked", + set_data['装备锁定']) + except Exception as error: + logger.error(error) + except Exception as error: + logger.error(error) + + # 职业存档 + try: + filename = 'char.json' + set_data = {} + with open(os.path.join(filepath, filename), + encoding='utf-8') as fp: + set_data = json.load(fp) + fp.close() + store.set("/{type}/data/character_sets", set_data) + except Exception as error: + logger.error(error) + pass + + def 载入json(self, path='set', page=[0, 1, 2, 3, 4, 5]): + filepath = './ResourceFiles/{}/{}'.format(self.角色属性A.实际名称, path) + filename = os.path.join(filepath, "store.json") + + if os.path.exists(filename): + try: + set_data = {} + with open(filename, encoding='utf-8') as fp: + set_data = json.load(fp) + fp.close() + store.imports(set_data) + except Exception as error: + logger.error(error) + else: + self.载入旧版json(path, page) + + if 0 in page: + # 第一页(装备/选择/打造) + try: + try: + self.称号.setCurrentIndex(store.get("/{type}/data/title", 0)) + except Exception as error: + logger.error(error) + try: + self.宠物.setCurrentIndex(store.get("/{type}/data/pet", 0)) + except Exception as error: + logger.error(error) + try: + self.计算模式选择.setCurrentIndex( + store.get("/{type}/data/compute_mode", 0)) + except Exception as error: + logger.error(error) + try: + self.百变怪选项.setChecked( + store.get("/{type}/data/ditto_checked", False)) + except Exception as error: + logger.error(error) + try: + self.红色宠物装备.setChecked( + store.get("/{type}/data/pet_equip_adaptive", True)) + except Exception as error: + logger.error(error) + try: + self.光环自适应.setChecked( + store.get("/{type}/data/aura_adaptive", True)) + except Exception as error: + logger.error(error) + try: + self.神话排名选项.setChecked( + store.get("/{type}/data/myth_top_checked", True)) + except Exception as error: + logger.error(error) + try: + self.显示选项.setChecked( + store.get("/{type}/data/damage_unit", True)) + except Exception as error: + logger.error(error) + try: + self.线程数选择.setCurrentIndex( + store.get("/{type}/data/thread_count")) + except Exception as error: + logger.error(error) + try: + self.攻击属性选项.setCurrentIndex( + store.get("/{type}/data/attack_elemental")) + except Exception as error: + logger.error(error) + try: + self.智慧产物限制.setCurrentIndex( + store.get("/{type}/data/remodel_limit")) + except Exception as error: + logger.error(error) + try: + self.批量选择(0) + num = 0 + data = store.get("/{type}/data/equip_checked") + for i in data: + if i == 1: + self.装备图标点击事件(num, 1) + num += 1 + except Exception as error: + logger.error(error) + try: + num = 0 + data = store.get("/{type}/data/equip_forges") + for i in data: + self.装备打造选项[num].setCurrentIndex(i) + num += 1 + except Exception as error: + logger.error(error) + try: + num = 0 + data = store.get("/{type}/data/equip_conditions") + for i in data: + self.装备条件选择[num].setCurrentIndex(i) + num += 1 + except Exception as error: + logger.error(error) + except Exception as error: + logger.error(error) + + if 1 in page: + # 第二页(技能/符文/药剂) + try: + try: + self.BUFF输入.setText(store.get("/{type}/data/buff_input")) + except Exception as error: + logger.error(error) + try: + 时间 = store.get("/{type}/data/time_input", '25') + if int(时间) < 10: + self.时间输入.setCurrentIndex(int(时间)) + else: + self.时间输入.setCurrentText(str(时间)) + except Exception as error: + logger.error(error) + try: + self.强化觉醒选择(store.get("/{type}/data/awakening_binding")) + except Exception as error: + logger.error(error) + try: + if self.初始属性.远古记忆 != -1: + self.远古记忆.setCurrentIndex( + store.get("/{type}/data/ancient_memory")) + except Exception as error: + logger.error(error) + try: + if self.初始属性.刀魂之卡赞 != -1: + self.刀魂之卡赞.setCurrentIndex( + store.get("/{type}/data/kazan")) + except Exception as error: + logger.error(error) + try: + num = 0 + data = store.get("/{type}/data/talismans") + for i in data: + self.护石栏[num].setCurrentIndex(i) + num += 1 + except Exception as error: + logger.error(error) + try: + num = 0 + data = store.get("/{type}/data/talisman_types") + for i in data: + self.护石类型选项[num].setCurrentIndex(i) + num += 1 + except Exception as error: + logger.error(error) + try: + num = 0 + data = store.get("/{type}/data/runes_skills") + for i in data: + self.符文[num].setCurrentIndex(i) + num += 1 + except Exception as error: + logger.error(error) + try: + num = 0 + data = store.get("/{type}/data/runes_effects") + for i in data: + self.符文效果[num].setCurrentIndex(i) + num += 1 + except Exception as error: + logger.error(error) + try: + num = 0 + data = store.get("/{type}/data/consumables") + for i in data: + self.复选框列表[num].setChecked(i) + num += 1 + except Exception as error: + logger.error(error) + + try: + skills = store.get("/{type}/data/skill") + for i in skills: + try: + 序号 = self.角色属性A.技能序号[i] + self.设置技能选项(序号, skills[i]) + except Exception as error: + logger.error(error) + except Exception as error: + logger.error(error) + except Exception as error: + logger.error(error) + + if 2 in page: + # 第三页(基础/细节/修正) + try: + try: + num = 0 + data = store.get("/{type}/data/avatar") + for i in data: + self.时装选项[num].setCurrentIndex(i) + num += 1 + except Exception as error: + logger.error(error) + try: + data = store.get("/{type}/data/detail_values") + x = 0 + for i in data: + y = 0 + for j in i: + self.属性设置输入[x][y].setText(j) + y += 1 + x += 1 + except Exception as error: + logger.error(error) + try: + data = store.get("/{type}/data/detail_options") + x = 0 + for i in data: + y = 0 + for j in i: + self.细节选项输入[x][y].setCurrentIndex(j) + y += 1 + x += 1 + except Exception as error: + logger.error(error) + except Exception as error: + logger.error(error) + + if 3 in page: + # 第四页(神话属性修正) + try: + data = store.get("/{type}/data/myth_properties") + num = 0 + for i in data: + self.神话属性选项[num].setCurrentIndex(i) + num += 1 + except Exception as error: + logger.error(error) + + if 4 in page: + # 第五页(辟邪玉/希洛克/黑鸦/奥兹玛) + try: + try: + self.智慧产物升级.setChecked( + store.get("/{type}/data/remodel_upgrade")) + except Exception as error: + logger.error(error) + try: + self.武器择优模式.setCurrentIndex( + store.get("/{type}/data/weapon_adaptive_mode")) + except Exception as error: + logger.error(error) + try: + self.守门人属强.setCurrentIndex( + store.get("/{type}/data/nameless_elemental_value")) + except Exception as error: + logger.error(error) + try: + data = store.get("/{type}/data/weapon_fusion", [0] * 5) + num = 0 + for i in data: + self.希洛克武器词条[num].setCurrentIndex(i) + num += 1 + except Exception as error: + logger.error(error) + try: + data = store.get("/{type}/data/jude_effects") + num = 0 + for i in data: + self.辟邪玉选择[num].setCurrentIndex(i) + num += 1 + except Exception as error: + logger.error(error) + try: + data = store.get("/{type}/data/jude_values") + num = 0 + for i in data: + self.辟邪玉数值[num].setCurrentIndex(i) + num += 1 + except Exception as error: + logger.error(error) + try: + data = store.get("/{type}/data/astaroth_options", []) + num = 0 + for i in data: + self.阿斯特罗斯选项[num].setCurrentIndex(i) + num += 1 + except Exception as error: + logger.error(error) + try: + data = store.get("/{type}/data/black_purgatory") + x = 0 + for i in data: + y = 0 + for j in i: + self.黑鸦词条[x][y].setCurrentIndex(j) + y += 1 + x += 1 + except Exception as error: + logger.error(error) + try: + data = store.get("/{type}/data/siroco", []) + self.希洛克选择(0, 1) + num = 0 + for i in data: + if i == 1: + self.希洛克选择(num) + num += 1 + except Exception as error: + logger.error(error) + try: + data = store.get("/{type}/data/ozma", []) + self.奥兹玛选择(0, 1) + num = 0 + for i in data: + if i == 1: + self.奥兹玛选择(num) + num += 1 + except Exception as error: + logger.error(error) + except Exception as error: + logger.error(error) + + if 5 in page: + # 第六页(自选装备计算) + try: + try: + data = store.get("/{type}/data/self_select/equips", [[]]) + column_index = store.get( + "/{type}/data/self_select/column_index", 0) + data = data[column_index] + num = 0 + for i in data: + self.自选装备[num].setCurrentIndex(i) + num += 1 + except Exception as error: + logger.error(error) + try: + data = store.get("/{type}/data/self_select/locked") + num = 0 + for i in data: + self.装备锁定[num].setChecked(i) + num += 1 + except Exception as error: + logger.error(error) + except Exception as error: + logger.error(error) + + # 职业存档 + try: + data = store.get("/{type}/data/character_set", []) + for i in self.职业存档: + try: + key = i[0] + if key not in data: + continue + # 复选框 + if i[2] == 0: + i[1].setChecked(data[key]) + # 下拉框 + elif i[2] == 1: + i[1].setCurrentIndex(data[key]) + # 文本框 + elif i[2] == 2: + i[1].setText(data[key]) + except Exception as error: + logger.error(error) + except Exception as error: + logger.error(error) + + def 载入配置(self, path='set'): + filepath = './ResourceFiles/{}/{}/'.format(self.角色属性A.实际名称, path) + if os.path.exists(os.path.join( + filepath, "page_1.json")) or os.path.exists( + os.path.join(filepath, "store.json")): + self.载入json(path) + return + else: + # 如果不存在任何存档则载入重置存档 + self.载入json(path='reset') + + def isIntSeriously(self, number): + result = False + try: + n = float(number) + # 判断是否是整数并且是否小于10 + if n.is_integer() and str(number).count('.') == 0 and n <= 10: + result = True + except: + pass + return result + + def 设置技能选项(self, 序号, info): + try: + self.等级调整[序号].setCurrentIndex(info['level']) + except: + pass + try: + self.TP输入[序号].setCurrentIndex(info['tp']) + except: + pass + + try: + if info['count'] == '/CD': + self.次数输入[序号].setCurrentIndex(0) + elif self.isIntSeriously(info['count']): + self.次数输入[序号].setCurrentIndex(int(info['count']) + 1) + else: + self.次数输入[序号].setCurrentIndex(12) + self.次数输入[序号].setEditable(True) + self.次数输入[序号].clearEditText() + self.次数输入[序号].setCurrentText(info['count']) + self.次数输入[序号].setStyleSheet(下拉框样式) + except: + pass + + try: + if self.isIntSeriously(info['pet']): + self.宠物次数[序号].setCurrentIndex(int(info['pet'])) + else: + self.宠物次数[序号].setCurrentIndex(11) + self.宠物次数[序号].setEditable(True) + self.宠物次数[序号].clearEditText() + self.宠物次数[序号].setCurrentText(info['pet']) + self.宠物次数[序号].setStyleSheet(下拉框样式) + except: + pass + + if 切装模式 == 1: + try: + self.技能切装[序号].setChecked(info['switch']) + except: + pass + + def 获取技能选项(self, 序号): + info = {} + try: + info['level'] = self.等级调整[序号].currentIndex() + except: + info['level'] = 0 + try: + info['tp'] = self.TP输入[序号].currentIndex() + except: + info['tp'] = 0 + + try: + info['count'] = self.次数输入[序号].currentText() + except: + info['count'] = '0' + + try: + info['pet'] = self.宠物次数[序号].currentText() + except: + info['pet'] = '0' + + if 切装模式 == 1: + try: + info['switch'] = self.技能切装[序号].isChecked() + except: + info['switch'] = False + return info + + def exports_store(self, page=[0, 1, 2, 3, 4, 5]): + if 0 in page: + # 第一页(装备/选择/打造) + try: + store.set("/{type}/data/title", self.称号.currentIndex()) + store.set("/{type}/data/pet", self.宠物.currentIndex()) + store.set("/{type}/memory/title", self.称号.currentData()) + store.set('/{type}/memory/pet', self.宠物.currentData()) + store.set("/{type}/data/compute_mode", + self.计算模式选择.currentIndex()) + store.set("/{type}/data/ditto_checked", self.百变怪选项.isChecked()) + store.set("/{type}/data/pet_equip_adaptive", + self.红色宠物装备.isChecked()) + store.set("/{type}/data/aura_adaptive", self.光环自适应.isChecked()) + store.set("/{type}/data/myth_top_checked", + self.神话排名选项.isChecked()) + store.set("/{type}/data/damage_unit", self.显示选项.isChecked()) + store.set("/{type}/data/thread_count", + self.线程数选择.currentIndex()) + store.set("/{type}/data/attack_elemental", + self.攻击属性选项.currentIndex()) + store.set("/{type}/data/remodel_limit", + self.智慧产物限制.currentIndex()) + store.set("/{type}/data/equip_checked", self.装备选择状态) + store.set("/{type}/data/equip_forges", + [i.currentIndex() for i in self.装备打造选项]) + store.set("/{type}/data/equip_conditions", + [i.currentIndex() for i in self.装备条件选择]) + except Exception as error: + logger.error(error) + + if 1 in page: + # 第二页(技能/符文/药剂) + try: + store.set("/{type}/data/buff_input", self.BUFF输入.text()) + store.set("/{type}/data/time_input", self.时间输入.currentText()) + + store.set("/{type}/data/awakening_binding", self.觉醒选择状态) + + if self.初始属性.远古记忆 != -1: + store.set("/{type}/data/ancient_memory", + self.远古记忆.currentIndex()) + if self.初始属性.刀魂之卡赞 != -1: + store.set("/{type}/data/kazan", self.刀魂之卡赞.currentIndex()) + store.set("/{type}/data/talismans", + [i.currentIndex() for i in self.护石栏]) + store.set("/{type}/data/talisman_types", + [i.currentIndex() for i in self.护石类型选项]) + store.set("/{type}/memory/talisman_types", + [i.currentData() for i in self.护石类型选项]) + store.set("/{type}/data/runes_skills", + [i.currentIndex() for i in self.符文]) + store.set("/{type}/data/runes_effects", + [i.currentIndex() for i in self.符文效果]) + store.set("/{type}/data/consumables", + [i.isChecked() for i in self.复选框列表]) + + skills = {} + for i in self.角色属性A.技能栏: + 序号 = self.角色属性A.技能序号[i.名称] + skill = self.获取技能选项(序号) + skills[i.名称] = skill + store.set("/{type}/data/skill", skills) + except Exception as error: + logger.error(error) + + if 2 in page: + # 第三页(基础/细节/修正) + try: + store.set("/{type}/data/avatar", + [i.currentIndex() for i in self.时装选项]) + store.set("/{type}/data/detail_values", + [[j.text() for j in i] for i in self.属性设置输入]) + store.set("/{type}/data/detail_options", + [[j.currentIndex() for j in i] for i in self.细节选项输入]) + except Exception as error: + logger.error(error) + + if 3 in page: + # 第四页(神话属性修正) + try: + store.set("/{type}/data/myth_properties", + [i.currentIndex() for i in self.神话属性选项]) + except Exception as error: + logger.error(error) + try: + store.set("/{type}/data/remodel_properties", + [i.currentIndex() for i in self.改造产物选项]) + except Exception as error: + logger.error(error) + if 4 in page: + # 第五页(辟邪玉/希洛克/黑鸦) + try: + store.set("/{type}/data/remodel_upgrade", + self.智慧产物升级.isChecked()) + store.set("/{type}/data/weapon_adaptive_mode", + self.武器择优模式.currentIndex()) + store.set("/{type}/data/nameless_elemental_value", + self.守门人属强.currentIndex()) + store.set("/{type}/data/weapon_fusion", + [i.currentIndex() for i in self.希洛克武器词条]) + store.set("/{type}/data/jude_effects", + [i.currentIndex() for i in self.辟邪玉选择]) + store.set("/{type}/data/jude_values", + [i.currentIndex() for i in self.辟邪玉数值]) + store.set("/{type}/data/astaroth_options", + [i.currentIndex() for i in self.阿斯特罗斯选项]) + store.set('/{type}/data/black_purgatory', + [[j.currentIndex() for j in i] for i in self.黑鸦词条]) + store.set('/{type}/data/siroco', self.希洛克选择状态) + store.set('/{type}/data/ozma', self.奥兹玛选择状态) + except Exception as error: + logger.error(error) + + if 5 in page: + # 第六页(自选装备计算) + try: + data = store.get("/{type}/data/self_select/equips", []) + column_index = 0 + length = len(self.自选装备) + while column_index >= len(data): + data.append([0] * length) + + data[column_index] = [i.currentIndex() for i in self.自选装备] + store.set("/{type}/data/self_select/equips", data) + + store.set("/{type}/memory/equips", + [i.currentData() for i in self.自选装备]) + + store.set("/{type}/data/self_select/equips", data) + + store.set('/{type}/data/self_select/column_index', + column_index) + store.set("/{type}/data/self_select/locked", + [i.isChecked() for i in self.装备锁定]) + except Exception as error: + logger.error(error) + # 职业存档 + try: + set_data = {} + for i in self.职业存档: + # 复选框 + if i[2] == 0: + set_data[i[0]] = i[1].isChecked() + # 下拉框 + elif i[2] == 1: + set_data[i[0]] = i[1].currentIndex() + # 文本框 + elif i[2] == 2: + set_data[i[0]] = i[1].text() + store.set("/{type}/data/character_set", set_data) + except Exception as error: + logger.error(error) + + def 保存json(self, path='set', page=[0, 1, 2, 3, 4, 5], store=None): + if store is None: + from PublicReference.utils.storex import store + self.exports_store(page) + try: + filepath = './ResourceFiles/{}/{}/store.json'.format( + self.角色属性A.实际名称, path) + set_data = store.exports( + lambda i: str.startswith(i, "/carry/data")) + with open(filepath, "w", encoding='utf-8') as fp: + json.dump(set_data, fp, ensure_ascii=False, indent=4) + fp.close() + except Exception as error: + logger.error(error) + + def 保存配置(self, path='set'): + if self.禁用存档.isChecked(): + return + if self.技能存档位置 != '全局存档': + self.保存json(path=self.技能存档位置, store=Store()) + self.保存json(path) + + # endregion + + # region 一键修正 + def 一键修正(self, x=0): + increase_counter(ga_category="carry详细功能使用", name="一键修正") + if x == 0: + if self.组合计算(2) == 0: + QMessageBox.information(self, "错误", "请勾选齐全身上穿戴的装备") + return + if self.组合计算(2) > 1: + QMessageBox.information(self, "错误", "请勿勾选身上未穿戴的装备") + return + self.修正套装计算(x) + self.角色属性B = deepcopy(self.初始属性) + self.角色属性B.技能栏 = deepcopy(self.初始属性.技能栏) + self.输入属性(self.角色属性B) + self.角色属性B.穿戴装备计算套装(self.有效穿戴组合[0]) + for i in self.角色属性B.装备栏: + equ.get_equ_by_name(i).城镇属性(self.角色属性B) + for i in self.角色属性B.套装栏: + equ.get_suit_by_name(i).城镇属性(self.角色属性B) + self.角色属性B.装备基础() + self.角色属性B.被动倍率计算() + self.面板修正(self.角色属性B.类型, x * 3) + + def 面板修正(self, 类型, x): + 数据 = [] + 原始数据 = [] + 名称 = ['力智', '三攻', '属强'] + for i in range(3): + try: + if self.一键站街设置输入[i + x].text() != '': + 数据.append(int(self.一键站街设置输入[i + x].text())) + else: + 数据.append(0) + except: + QMessageBox.information(self, "错误", 名称[i] + "输入格式错误,已重置为空") + self.一键站街设置输入[i + x].setText('') + 数据.append(0) + + if sum(数据) == 0: + return + + if 数据[0] != 0 and 数据[1] == 0: + QMessageBox.information(self, "错误", "请输入三攻") + return + + for i in range(5): + if self.属性设置输入[i][15].text() != '': + 原始数据.append(int(self.属性设置输入[i][15].text())) + else: + 原始数据.append(0) + if 数据[1] != 0: + if 类型 == '物理百分比': + self.物理百分比修正(数据[0] if 数据[0] != 0 else int(self.角色属性B.站街力量()), + 数据[1], 原始数据[0], 原始数据[2]) + elif 类型 == '魔法百分比': + self.魔法百分比修正(数据[0] if 数据[0] != 0 else int(self.角色属性B.站街智力()), + 数据[1], 原始数据[1], 原始数据[3]) + elif 类型 == '物理固伤': + self.物理固伤修正(数据[0] if 数据[0] != 0 else int(self.角色属性B.站街力量()), + 数据[1], 原始数据[0], 原始数据[4]) + elif 类型 == '魔法固伤': + self.魔法固伤修正(数据[0] if 数据[0] != 0 else int(self.角色属性B.站街智力()), + 数据[1], 原始数据[1], 原始数据[4]) + + if 数据[2] != 0: + self.属强修正(数据[2]) + self.click_window(2) + QMessageBox.information( + self, "自动修正计算完毕", "仅对站街修正进行了修改,使面板与输入一致
请自行核对其它页面 非力智三攻属强 条目") + + def 力量一键修正(self, 输入力智, 修正力量2): + 修正前力量 = self.角色属性B.力量 + if self.初始属性.实际名称 == '黑暗武士': + self.角色属性B.力量 = 输入力智 / self.角色属性B.技能栏[ + self.角色属性B.技能序号['次元融合']].力智倍率() + 修正力量 = int(输入力智 / self.角色属性B.技能栏[self.角色属性B.技能序号['次元融合']].力智倍率() + + 1) - int(修正前力量) + else: + self.角色属性B.力量 = 输入力智 + 修正力量 = 输入力智 - int(修正前力量) + self.属性设置输入[0][15].setText(str(int(修正力量 + 修正力量2))) + + def 智力一键修正(self, 输入力智, 修正智力2): + 修正前智力 = self.角色属性B.智力 + if self.初始属性.实际名称 == '黑暗武士': + self.角色属性B.智力 = 输入力智 / self.角色属性B.技能栏[ + self.角色属性B.技能序号['次元融合']].力智倍率() + 修正智力 = int(输入力智 / self.角色属性B.技能栏[self.角色属性B.技能序号['次元融合']].力智倍率() + + 1) - int(修正前智力) + else: + self.角色属性B.智力 = 输入力智 + 修正智力 = 输入力智 - int(修正前智力) + self.属性设置输入[1][15].setText(str(int(修正智力 + 修正智力2))) + + def 物攻一键修正(self, 输入力智, 输入三攻, 修正物理攻击力2): + 修正前物理攻击力 = self.角色属性B.物理攻击力 + 站街物理攻击倍率 = self.角色属性B.站街物理攻击力倍率() + j = round(输入三攻 / 站街物理攻击倍率, 0) + 站街实际三攻 = int(j) + for k in range(int(j) - 2, int(j) + 3): + self.角色属性B.物理攻击力 = float(k) + 验证物理攻击力1 = int(self.角色属性B.站街物理攻击力()) + self.角色属性B.物理攻击力 = float(k + 1) + 验证物理攻击力2 = int(self.角色属性B.站街物理攻击力()) + if 验证物理攻击力1 <= 输入三攻 and 验证物理攻击力2 > 输入三攻: + 站街实际三攻 = float(k) + 修正物理攻击力 = 站街实际三攻 - 修正前物理攻击力 + self.属性设置输入[2][15].setText(str(int(修正物理攻击力 + 修正物理攻击力2))) + + def 魔攻一键修正(self, 输入力智, 输入三攻, 修正魔法攻击力2): + 修正前魔法攻击力 = self.角色属性B.魔法攻击力 + 站街魔法攻击倍率 = self.角色属性B.站街魔法攻击力倍率() + j = round(输入三攻 / 站街魔法攻击倍率, 0) + 站街实际三攻 = int(j) + for k in range(int(j) - 2, int(j) + 3): + self.角色属性B.魔法攻击力 = float(k) + 验证魔法攻击力1 = int(self.角色属性B.站街魔法攻击力()) + self.角色属性B.魔法攻击力 = float(k + 1) + 验证魔法攻击力2 = int(self.角色属性B.站街魔法攻击力()) + if 验证魔法攻击力1 <= 输入三攻 and 验证魔法攻击力2 > 输入三攻: + 站街实际三攻 = float(k) + 修正魔法攻击力 = 站街实际三攻 - 修正前魔法攻击力 + self.属性设置输入[3][15].setText(str(int(修正魔法攻击力 + 修正魔法攻击力2))) + + def 独立一键修正(self, 输入力智, 输入三攻, 修正独立攻击力2): + 修正前独立攻击力 = self.角色属性B.独立攻击力 + 站街独立攻击倍率 = self.角色属性B.站街独立攻击力倍率() + j = round(输入三攻 / 站街独立攻击倍率, 0) + 站街实际三攻 = int(j) + for k in range(int(j) - 2, int(j) + 3): + self.角色属性B.独立攻击力 = float(k) + 验证独立攻击力1 = int(self.角色属性B.站街独立攻击力()) + self.角色属性B.独立攻击力 = float(k + 1) + 验证独立攻击力2 = int(self.角色属性B.站街独立攻击力()) + if 验证独立攻击力1 <= 输入三攻 and 验证独立攻击力2 > 输入三攻: + 站街实际三攻 = float(k) + 修正独立攻击力 = 站街实际三攻 - 修正前独立攻击力 + self.属性设置输入[4][15].setText(str(int(修正独立攻击力 + 修正独立攻击力2))) + + def 物理百分比修正(self, 输入力智, 输入三攻, 修正力量2, 修正物理攻击力2): + self.力量一键修正(输入力智, 修正力量2) + self.物攻一键修正(输入力智, 输入三攻, 修正物理攻击力2) + + def 魔法百分比修正(self, 输入力智, 输入三攻, 修正智力2, 修正魔法攻击力2): + self.智力一键修正(输入力智, 修正智力2) + self.魔攻一键修正(输入力智, 输入三攻, 修正魔法攻击力2) + + def 物理固伤修正(self, 输入力智, 输入三攻, 修正力量2, 修正独立攻击力2): + self.力量一键修正(输入力智, 修正力量2) + self.独立一键修正(输入力智, 输入三攻, 修正独立攻击力2) + + def 魔法固伤修正(self, 输入力智, 输入三攻, 修正智力2, 修正独立攻击力2): + self.智力一键修正(输入力智, 修正智力2) + self.独立一键修正(输入力智, 输入三攻, 修正独立攻击力2) + + def 属强修正(self, 输入属强): + try: + 站街火强 = self.角色属性B.火属性强化加成() + self.角色属性B.火属性强化 + except: + 站街火强 = self.角色属性B.火属性强化 + try: + 站街冰强 = self.角色属性B.冰属性强化加成() + self.角色属性B.冰属性强化 + except: + 站街冰强 = self.角色属性B.冰属性强化 + try: + 站街光强 = self.角色属性B.光属性强化加成() + self.角色属性B.光属性强化 + except: + 站街光强 = self.角色属性B.光属性强化 + try: + 站街暗强 = self.角色属性B.暗属性强化加成() + self.角色属性B.暗属性强化 + except: + 站街暗强 = self.角色属性B.暗属性强化 + + if self.属性设置输入[5][15].text() != '': + 修改前 = float(self.属性设置输入[5][15].text()) + else: + 修改前 = 0 + + 修正前属强 = int(max(站街火强, 站街冰强, 站街光强, 站街暗强)) + + for k in range(-2, 3): + temp = int((输入属强 + k - 修正前属强) / self.角色属性B.所有属性强化增加) + y = 修正前属强 + temp * self.角色属性B.所有属性强化增加 + if int(y) == 输入属强: + break + + 修改后 = temp + 修改前 + self.属性设置输入[5][15].setText(str(int(修改后))) + + # endregion + + # region 输出界面 + def 词条显示计算(self, 属性, x=0): + + 属白换算 = 属性.属性倍率 * 属性.属性附加 + + tempstr = [] + # temp = ''.format(self.辟邪玉显示()) + if x == 0: + label = "{}:{}" + + tempstr.append(label.format(trans("黄字"), to_percent(属性.伤害增加, + 1))) # 0 + tempstr.append(label.format(trans("暴伤"), to_percent(属性.暴击伤害, + 1))) # 1 + tempstr.append(label.format(trans("白字"), to_percent(属性.附加伤害, + 1))) # 2 + tempstr.append(label.format(trans("属白"), to_percent(属性.属性附加, + 1))) # 3 + + tempstr.append(label.format(trans("终伤"), to_percent(属性.最终伤害, + 1))) # 4 + + tempstr.append( + label.format(trans("技攻"), to_percent(属性.技能攻击力 - 1, 1))) # 5 + + tempstr.append(label.format(trans("三攻"), to_percent(属性.百分比三攻, + 1))) # 6 + + tempstr.append(label.format(trans("力智"), to_percent(属性.百分比力智, + 1))) # 7 + + tempstr.append(label.format(trans('持续'), to_percent(属性.持续伤害, + 1))) # 8 + tempstr.append(label.format(trans("攻速"), to_percent(属性.攻击速度, + 1))) # 9 + tempstr.append(label.format(trans("施放"), to_percent(属性.施放速度, + 1))) # 10 + tempstr.append(label.format(trans('移速'), to_percent(属性.移动速度, + 1))) # 11 + if 属白换算 != 0: + tempstr[2] += '|{}'.format(to_percent(属白换算 + 属性.附加伤害, 1)) + tempstr[3] += '|{}'.format(to_percent(属白换算, 1)) + else: + label = "{} +{}" + tempstr.append( + trans('攻击时,额外增加$的伤害增加量').format(to_percent(属性.伤害增加, 1))) # 0 + tempstr.append( + trans('暴击时,额外增加$的伤害增加量').format(to_percent(属性.暴击伤害, 1))) # 1 + tempstr.append(trans('攻击时,附加$的伤害').format(to_percent(属性.附加伤害, + 1))) # 2 + tempstr.append( + trans('攻击时,附加$的属性伤害').format(to_percent(属性.属性附加, 1))) # 3 + + tempstr.append(label.format(trans("最终伤害"), to_percent(属性.最终伤害, + 1))) # 4 + + tempstr.append( + label.format(trans("技能攻击力"), to_percent(属性.技能攻击力 - 1, 1))) # 5 + + tempstr.append( + label.format(trans("物理、魔法、独立攻击力"), to_percent(属性.百分比三攻, + 1))) # 6 + + tempstr.append( + label.format(trans("力量、智力"), to_percent(属性.百分比力智, 1))) # 7 + + tempstr.append( + trans('发生持续伤害X秒,伤害量为对敌人增加造成伤害的$').format(to_percent( + 属性.持续伤害, 1))) # 8 + tempstr.append(label.format(trans("攻击速度"), to_percent(属性.攻击速度, + 1))) # 9 + tempstr.append(label.format(trans("施放速度"), to_percent(属性.施放速度, + 1))) # 10 + tempstr.append(label.format(trans("移动速度"), to_percent(属性.移动速度, + 1))) # 11 + + # 为防止部分**对显示造成误解,暂不在词条后显示加成 + # date = {2:属性.附加伤害增加增幅, + # 3:属性.属性附加伤害增加增幅, + # 5:属性.技能伤害增加增幅, + # 1:属性.暴击伤害增加增幅, + # 0:属性.伤害增加增幅, + # 4:属性.最终伤害增加增幅, + # 7:属性.力量智力增加增幅, + # 6:属性.物理魔法攻击力增加增幅} + + # for i in date.keys(): + # if date[i] != 1.0: + # x = date[i] - 1 + # y = ' +{}%' if x > 0 else ' {}%' + # if i in [2, 3] and '|' in tempstr[i]: + # y = y.replace(' ', '') + # tempstr[i] += temp + '{}'.format(y.format(round(x * 100, 1))) + return tempstr + + def 面板布局设置(self, 面板显示, x=0): + + 初始x = 0 + const = 128 + 19 + + # self.main_frame5 + if x == 1: + 初始x += 805 + const += 31 + + count = 0 + + # 站街力量 站街物攻 进图力量 进图物攻 + for i in [0, 1, 4, 5, 6]: + 面板显示[i].move(20 + 初始x, const + count * 18) + count += 1 + count = 0 + + # 站街力量 站街物攻 进图力量 进图物攻 + # for i in [9, 10, 0, 1]: + # 面板显示[i].move(20 + 初始x, const + count * 18) + # count += 1 + # count = 0 + + # 站街智力 站街魔攻 进图智力 进图魔攻 + for i in [2, 3]: + 面板显示[i].move(150 + 初始x, const + count * 18) + count += 1 + # 独立 + # 面板显示[4].move(150 + 初始x, const + count * 18) + count = 6 + + 面板显示[7].move(20 + 初始x, const + 6 * 18) + 面板显示[8].move(150 + 初始x, const + 6 * 18) + 面板显示[9].move(20 + 初始x, const + 7 * 18 - 5) + 面板显示[10].move(150 + 初始x, const + 7 * 18 - 5) + + # 进图属强 + for i in range(len(面板显示) - 1): + 面板显示[i].resize(100, 18) + 面板显示[i].setAlignment(Qt.AlignRight) + if i in [7, 8, 9, 10]: + 面板显示[i].setAlignment(Qt.AlignCenter) + if i == 4: + 面板显示[i].resize(155, 18) + 面板显示[5].resize(230, 18) + 面板显示[6].resize(230, 18) + 面板显示[11].resize(230, 18) + 面板显示[11].move(20 + 初始x, const + 5 * 18) + 面板显示[11].setAlignment(Qt.AlignLeft) + # 面板显示[7].resize(100, 72) + # 面板显示[7].move(175 + 初始x, const + count * 18 - 75) + # 面板显示[7].setAlignment(Qt.AlignCenter) + # 面板显示[7].setStyleSheet('QLabel{font-size:12px}') + + def 面板显示设置(self, 显示, 进图, 站街): + + 显示[0].setText( + '{} {}'. + format(str(int(站街.站街力量())), str(int(进图.面板力量())))) + 显示[0].setStyleSheet("QLabel{font-size:12px;}") + 显示[1].setText( + '{} {}'. + format(str(int(站街.站街物理攻击力())), str(int(进图.面板物理攻击力())))) + 显示[1].setStyleSheet("QLabel{font-size:12px;}") + 显示[2].setText( + '{} {}'. + format(str(int(站街.站街智力())), str(int(进图.面板智力())))) + 显示[2].setStyleSheet("QLabel{font-size:12px;}") + 显示[3].setText( + '{} {}'. + format(str(int(站街.站街魔法攻击力())), str(int(进图.面板魔法攻击力())))) + 显示[3].setStyleSheet("QLabel{font-size:12px;}") + 显示[4].setText( + '{} {} {}'.format(str(int(站街.站街独立攻击力())), + str(int(进图.面板独立攻击力())), + get_mac_address()[0:8])) + 显示[4].setStyleSheet("QLabel{font-size:12px;}") + 显示[5].setText( + ('' + trans('火') + '({})' + trans('冰') + + '({})' + trans('光') + '({})' + trans('暗') + '({})').format( + int(站街.火属性强化), int(站街.冰属性强化), int(站街.光属性强化), int(站街.暗属性强化))) + 显示[5].setStyleSheet("QLabel{font-size:12px;}") + 显示[6].setText( + ('' + trans('火') + '({})' + trans('冰') + + '({})' + trans('光') + '({})' + trans('暗') + '({})').format( + int(进图.火属性强化), int(进图.冰属性强化), int(进图.光属性强化), int(进图.暗属性强化))) + 显示[6].setStyleSheet("QLabel{font-size:12px;}") + 辟邪玉词条 = self.辟邪玉显示(1) + for i in range(len(辟邪玉词条)): + 显示[7 + i].setText(辟邪玉词条[i]) + 显示[7 + i].setStyleSheet("QLabel{font-size:12px;}") + + 显示[11].setText("{}".format( + get_mac_address()[0:8])) + 显示[11].setStyleSheet("QLabel{font-size:15px;}") + + # 显示[0].setText(str(int(进图.面板力量()))) + # 显示[1].setText(str(int(进图.面板物理攻击力()))) + # 显示[2].setText(str(int(进图.面板智力()))) + # 显示[3].setText(str(int(进图.面板魔法攻击力()))) + + # # 独立攻击力 + # tempstr = '{} '.format(int( + # 站街.站街独立攻击力())) + # tempstr += '{}'.format(int(进图.面板独立攻击力())) + # 显示[4].setText(tempstr) + + # # 属性强化 + # tempstr = '' + # # if 进图.所有属性强化增加 != 1.0: + # # x = 进图.所有属性强化增加 - 1 + # # y = ' +{}%' if x > 0 else ' {}%' + # # tempstr += '{}'.format(self.辟邪玉显示(), y.format(round(x * 100, 1))) + # 显示[5].setText('{}{}'.format(int(进图.火属性强化), tempstr)) + # 显示[6].setText('{}{}'.format(int(进图.冰属性强化), tempstr)) + # 显示[7].setText('{}{}'.format(int(进图.光属性强化), tempstr)) + # 显示[8].setText('{}{}'.format(int(进图.暗属性强化), tempstr)) + # 显示[9].setText(str(int(站街.站街力量()))) + # 显示[10].setText(str(int(站街.站街物理攻击力()))) + # 显示[11].setText(str(int(站街.站街智力()))) + # 显示[12].setText(str(int(站街.站街魔法攻击力()))) + # 显示[13].setText(str(int(站街.火属性强化))) + # 显示[14].setText(str(int(站街.冰属性强化))) + # 显示[15].setText(str(int(站街.光属性强化))) + # 显示[16].setText(str(int(站街.暗属性强化))) + # 显示[17].setText(self.辟邪玉显示(1)) + + def 辟邪玉显示(self, x=0): + temp = '' + num = 0 + list = [] + for i in range(4): + k = self.辟邪玉选择[i].currentIndex() + if k > 0: + list.append('{} {}'.format( + trans(辟邪玉列表[k].简称), '' if self.辟邪玉数值[i].currentText() + == '+0' else self.辟邪玉数值[i].currentText())) + num += 1 + 辟邪玉颜色 = 颜色[{4: '史诗', 3: '传说', 2: '神器', 1: '稀有'}.get(num, '稀有')] + if x == 0: + return 辟邪玉颜色 + else: + if num == 0: + return '' + else: + for i in range(num): + list[i] = '{}'.format( + 辟邪玉颜色, list[i]) + return list + + def 套装显示设置(self, 显示, 属性): + count = 0 + + 显示[count].setText(trans(self.称号.currentData())) + 显示[count].setStyleSheet( + "QLabel{font-size:12px;color:rgb(255,255,255)}") + 显示[count].setToolTip(self.称号描述()) + count += 1 + + 显示[count].setText(trans(self.宠物.currentData())) + 显示[count].setStyleSheet( + "QLabel{font-size:12px;color:rgb(255,255,255)}") + 显示[count].setToolTip(self.宠物描述()) + count += 1 + + 神话所在套装 = [] + for i in range(11): + temp = equ.get_equ_by_name(属性.装备栏[i]) + if temp.品质 == '神话': + 神话所在套装.append(temp.所属套装) + + # 套装属性合并 + 套装 = [] + 套装件数 = [] + 套装属性 = [] + 套装名称 = 属性.套装栏 + for i in range(len(套装名称)): + temp = 套装名称[i].split('[')[0] + if temp not in 套装: + 套装.append(temp) + 套装件数.append([]) + 套装属性.append('') + if len(套装名称[i].split('[')) > 1: + 件数 = 套装名称[i].split('[')[1].split(']')[0] + 套装件数[套装.index(temp)].append(件数) + 套装属性[套装.index( + temp + )] += '' + 套装名称[ + i] + '
' + equ.get_suit_by_name(套装名称[i]).装备描述( + self.角色属性B)[:-4] + '

' + + # 自适应属性 + if sum(self.角色属性A.自适应选项) != 0: + 套装.append(self.角色属性A.自适应输出()) + 套装件数.append([]) + 套装属性.append('') + tempstr = '' + 武器词条属性 = trans(['力智', '三攻', '黄字', '白字', '暴伤', '终伤']) + if self.希洛克武器词条[0].currentIndex() == 1: + tempstr += trans("{残香}:$value+10%", + value=武器词条属性[self.角色属性A.词条选择[0]]) + if sum(self.希洛克选择状态) == 3: + tempstr += "|{}+5%".format(武器词条属性[self.角色属性A.词条选择[1]]) + 套装.append(tempstr) + 套装件数.append([]) + 套装属性.append('') + + # 显示套装 + for i in range(len(套装)): + if len(套装件数[i]) > 0: + 显示[count].setText(trans(套装[i]) + '[' + str(max(套装件数[i])) + ']') + else: + 显示[count].setText(trans(套装[i])) + if 套装[i] in 神话所在套装: + 显示[count].setStyleSheet( + "QLabel{font-size:12px;color:rgb(226,150,146)}") + else: + 显示[count].setStyleSheet( + "QLabel{font-size:12px;color:rgb(255,255,255)}") + 显示[count].setToolTip(套装属性[i][:-4]) + count += 1 + + try: + # 显示黑鸦词条 + 黑鸦部位 = trans(['武器', '戒指', '辅助装备', '下装']) + for i in range(4): + if 属性.黑鸦词条[i][4] != '': + 显示[count].setText(黑鸦部位[i] + ':' + + 属性.黑鸦词条[i][4].replace('
', ' ')) + 显示[count].setStyleSheet( + "QLabel{font-size:12px;color:rgb(255,255,255)}") + count += 1 + except Exception as error: + logger.error(error) + pass + + def 打造显示设置(self, 显示, 属性, x=0): + 初始x = 10 + 初始y = 31 + pox_y2 = 11 + + # self.main_frame5 + if x == 1: + 初始x += 805 + 初始y += 20 + pox_y2 + + 偏移量 = 187 + x坐标 = [ + 32, 0, 0, 32, 0, 偏移量, 偏移量 + 32, 偏移量 + 32, 偏移量, 偏移量, 偏移量 + 32, 32 + ] + y坐标 = [0, 0, 32, 32, 64, 0, 0, 32, 64, 32, 64, 64] + + temp = [] + for i in range(12): + 装备 = equ.get_equ_by_name(属性.装备栏[i]) + 打造状态 = 显示[i] + if 装备.所属套装 != '智慧产物': + 打造状态.setText('+' + str(属性.强化等级[i])) + if 属性.是否增幅[i] == 1: + 打造状态.setStyleSheet( + "QLabel{color:rgb(228,88,169);font-size:12px;font-weight:Bold}" + ) + temp.append('增幅+{} {}'.format(属性.强化等级[i], 装备.名称)) + else: + 打造状态.setStyleSheet( + "QLabel{color:rgb(25,199,234);font-size:12px;font-weight:Bold}" + ) + temp.append('强化+{} {}'.format(属性.强化等级[i], 装备.名称)) + + else: + 打造状态.setText('+' + str(属性.改造等级[i])) + 打造状态.setStyleSheet( + "QLabel{color:rgb(249,141,62);font-size:12px;font-weight:Bold;}" + ) + temp.append('改造+{} {}'.format(属性.改造等级[i], 装备.名称)) + + 打造状态.move(初始x + x坐标[i] + 13, 初始y + y坐标[i] - 8 - pox_y2) + 打造状态.resize(21, 10) + + 装备 = equ.get_equ_by_name(属性.装备栏[11]) + if 装备.所属套装 != '智慧产物' and 属性.武器锻造等级 != 0: + 打造状态 = 显示[12] + 打造状态.setText('+' + str(属性.武器锻造等级)) + 打造状态.setStyleSheet( + "QLabel{color:rgb(232,104,24);font-size:12px;font-weight:Bold}" + ) + 打造状态.move(初始x + x坐标[11] + 13, 初始y + y坐标[11] + 20 - pox_y2) + temp[11] += '(锻造+{})'.format(属性.武器锻造等级) + 打造状态.resize(21, 10) + return temp + + def 格式化输出(self, 数字文本, x=0): + if x == 1: + 返回值 = str('%.2f' % round(int(数字文本) / 100000000, 2)) + elif self.显示选项.isChecked(): + 返回值 = str('%.2f' % round(int(数字文本) / 100000000, 2)) + '亿' + else: + 返回值 = '' + for i in range(len(数字文本)): + if len(数字文本) % 3 == 2 and i % 3 == 2: + 返回值 += ',' + if len(数字文本) % 3 == 1 and i % 3 == 1: + 返回值 += ',' + if len(数字文本) % 3 == 0 and i % 3 == 0: + if i != 0: + 返回值 += ',' + 返回值 += str(数字文本[i]) + return 返回值 + + def 称号描述(self): + temp = '' + temp += '' + \ + trans(self.称号.currentData()) + '
' + temp += 称号列表[self.称号.currentIndex()].装备描述(self.角色属性B)[:-4] + temp += '
' + return temp + + def 宠物描述(self): + temp = '' + temp += '' + self.宠物.currentText( + ) + '
' + temp += 宠物列表[self.宠物.currentIndex()].装备描述(self.角色属性B)[:-4] + temp += '
' + return temp + + def 装备描述计算(self, 属性): + tempstr = [] + 数量 = sum(self.希洛克选择状态) + + 武器词条属性 = ['力智', '三攻', '黄字', '白字', '暴伤', '终伤'] + 希洛克 = self.希洛克属性计算(属性, 1) + 奥兹玛 = self.奥兹玛属性计算(属性, 1) + + for i in range(12): + 装备 = equ.get_equ_by_name(属性.装备栏[i]) + # 名称 + tempstr.append( + trans( + '{$name}', + color=颜色[装备.品质], + name=装备.名称)) + # 等级 品质 类型 部位 + tempstr[i] += trans('
Lv$level {$rarity} {$type}({$part})', + level=装备.等级, + rarity=装备.品质, + type=装备.类型, + part=装备.部位) + # 套装 + if 装备.所属套装 != '无': + if 装备.所属套装 != '智慧产物': + y = 装备.所属套装 + else: + y = 装备.所属套装2 + else: + y = '' + if y != '': + tempstr[i] += trans( + '
{$value} {套装}', value=y) + + # 精通描述 + if i < 5: + x = 属性.防具精通计算(i) + y = trans('
{精通}:') + for n in 属性.防具精通属性: + y += trans(n) + ' ' + tempstr[i] += y + '+' + str(x) + + # 打造描述 + if 装备.所属套装 != '智慧产物': + # 强化描述 + if 属性.强化等级[i] != 0: + if i == 8: + tempstr[i] += trans( + '
+$value {强化}:', + value=属性.强化等级[i]) + tempstr[i] += trans('{三攻} + $value', + value=耳环计算(装备.等级, 装备.品质, + 属性.强化等级[i])) + if i in [9, 10]: + tempstr[i] += trans( + '
+$value {强化}:', + value=属性.强化等级[i]) + tempstr[i] += trans('{四维} + $value', + value=左右计算(装备.等级, 装备.品质, + 属性.强化等级[i])) + if i == 11: + tempstr[i] += trans( + '
+$value {强化}:', + value=属性.强化等级[i]) + tempstr[i] += trans('{物理攻击力} + $value', + value=武器计算(装备.等级, 装备.品质, + 属性.强化等级[i], 装备.类型, + '物理')) + tempstr[i] += trans( + '
+$value {强化}:', + value=属性.强化等级[i]) + tempstr[i] += trans('{魔法攻击力} + $value', + value=武器计算(装备.等级, 装备.品质, + 属性.强化等级[i], 装备.类型, + '魔法')) + # 锻造描述 + if i == 11 and 属性.武器锻造等级 != 0: + tempstr[i] += trans( + '
+$value {锻造} ', + value=属性.武器锻造等级) + tempstr[i] += trans('{独立攻击力} + $value', + value=锻造计算(装备.等级, 装备.品质, 属性.武器锻造等级)) + + # 增幅描述 + if 属性.是否增幅[i] == 1: + if tempstr[i] != '': + tempstr[i] += '
' + + value = 增幅计算(装备.等级, 装备.品质, 属性.强化等级[i], 属性.增幅版本) + tempstr[i] += trans("+$value {增幅}:", + value=属性.强化等级[i]) + if '物理' in 属性.类型 or '力量' in 属性.类型: + tempstr[i] += trans('异次元力量') + else: + tempstr[i] += trans('异次元智力') + tempstr[i] += ' +{}'.format(value) + + # 遴选描述 + if tempstr[i] != '': + tempstr[i] += '
' + if i == 2 and 属性.黑鸦词条[3][0] != 0 and 属性.变换词条[3][1] != 0: + tempstr[i] += 装备.装备描述_变换属性(属性)[:-4] + "
" + tempstr[i] += 属性.黑鸦词条[3][4] + # 下装 + elif i == 7 and 属性.黑鸦词条[1][0] != 0 and 属性.变换词条[1][1] != 0: + tempstr[i] += 装备.装备描述_变换属性(属性)[:-4] + "
" + tempstr[i] += 属性.黑鸦词条[1][4] + # 戒指 + elif i == 9 and 属性.黑鸦词条[2][0] != 0 and 属性.变换词条[2][1] != 0: + tempstr[i] += 装备.装备描述_变换属性(属性)[:-4] + "
" + tempstr[i] += 属性.黑鸦词条[2][4] + # 辅助 + elif i == 11 and 属性.黑鸦词条[0][0] != 0 and 属性.变换词条[0][1] != 0: + tempstr[i] += 装备.装备描述_变换属性(属性)[:-4] + "
" + tempstr[i] += 属性.黑鸦词条[0][4] + # 武器 + else: + tempstr[i] += 装备.装备描述(属性)[:-4] + + # 希洛克描述 + if i in [2, 7, 9]: + if 希洛克[i] != '': + tempstr[i] += trans( + '
{希洛克融合属性}:
') + tempstr[i] += 希洛克[i] + + # 奥兹玛描述 + if i in [1, 3, 4, 6, 10]: + if 奥兹玛[i] != '': + tempstr[i] += trans( + '
{奥兹玛融合属性}:
') + tempstr[i] += 奥兹玛[i] + + # 希洛克武器描述 + if self.希洛克武器词条[0].currentIndex() > 0 and i == 11: + tempstr[i] += trans( + '
{希洛克融合属性}:
') + if self.希洛克武器词条[0].currentIndex() == 1: + tempstr[i] += trans("{属性1}:{$value} +10%
", + value=武器词条属性[属性.词条选择[0]]) + if 数量 == 3: + tempstr[i] += trans("{属性2}:{$value} +5%
", + value=武器词条属性[属性.词条选择[1]]) + else: + tempstr[i] += trans( + "{属性1}:{$a} +$b%
", + a=武器词条属性[self.希洛克武器词条[1].currentIndex()], + b=(self.希洛克武器词条[3].currentIndex() + 3) * 2) + if 数量 == 3: + tempstr[i] += trans( + "{属性2}:{$a} +$b%
", + a=武器词条属性[self.希洛克武器词条[2].currentIndex()], + b=(self.希洛克武器词条[4].currentIndex() + 3) * 1) + if tempstr[i].endswith('
'): + tempstr[i] = tempstr[i][:-4] + tempstr[i] += '
' + return tempstr + + def 百分比输出(self, A, B): + if B == 0: + return self.格式化输出(str(int(A))) + temp1 = A - B + temp2 = round((A / B - 1) * 100, 2) + if self.对比格式.isChecked(): + if temp1 == 0: + return '无变化' + elif temp1 > 0: + return '+' + self.格式化输出( + str(int(temp1)), 1) + ' (' + str( + '%.2f' % abs(temp2)) + '%)' + else: + return '' + self.格式化输出( + str(int(temp1)), 1) + ' (' + str( + '%.2f' % abs(temp2)) + '%)' + else: + if temp2 == 0: + return '无变化' + elif temp2 > 0: + return '+' + str( + '%.2f' % temp2) + '%' + else: + return '' + str( + '%.2f' % temp2) + '%' + + def 被动技能描述(self, i): + tempstr = '' + if self.角色属性B.技能栏[i].所在等级 != 100 or self.角色属性B.技能栏[i].是否主动 == 0: + if self.角色属性B.技能栏[i].等级 > 0: + if self.角色属性B.技能栏[i].自定义描述 == 1: + tempstr += '' + trans( + self.角色属性B.技能栏[i].名称) + '
' + tempstr += self.角色属性B.技能栏[i].技能描述(self.角色属性B.武器类型) + else: + 不适用于title = trans('({不适用于}:') + if self.角色属性B.技能栏[i].关联技能 != [ + '无' + ] and self.角色属性B.技能栏[i].加成倍率(self.角色属性B.武器类型) != 1: + 加成倍率key = '{加成倍率}:$value
' + 关联技能title = trans('{关联技能}:') + tempstr += trans( + '{$value}
', + value=self.角色属性B.技能栏[i].名称) + tempstr += trans( + 加成倍率key, + value=to_percent( + self.角色属性B.技能栏[i].加成倍率(self.角色属性B.武器类型) - 1, + 2)) + tempstr += 关联技能title + for j in self.角色属性B.技能栏[i].关联技能: + tempstr += trans(j) + if j != self.角色属性B.技能栏[i].关联技能[-1]: + tempstr += ',' + if self.角色属性B.技能栏[i].非关联技能 != ['无']: + tempstr += 不适用于title + for j in self.角色属性B.技能栏[i].非关联技能: + tempstr += trans(j) + if j != self.角色属性B.技能栏[i].非关联技能[-1]: + tempstr += ',' + tempstr += ')
' + if self.角色属性B.技能栏[i].关联技能2 != ['无']: + tempstr += "
" + trans( + 加成倍率key, + value=to_percent( + self.角色属性B.技能栏[i].加成倍率2(self.角色属性B.武器类型) - + 1, 2)) + tempstr += 关联技能title + for k in self.角色属性B.技能栏[i].关联技能2: + tempstr += trans(k) + if k != self.角色属性B.技能栏[i].关联技能2[-1]: + tempstr += ',' + if self.角色属性B.技能栏[i].非关联技能2 != ['无']: + tempstr += 不适用于title + for j in self.角色属性B.技能栏[i].非关联技能2: + tempstr += trans(j) + if j != self.角色属性B.技能栏[i].非关联技能2[-1]: + tempstr += ',' + tempstr += ')
' + if self.角色属性B.技能栏[i].关联技能3 != ['无']: + tempstr += "
" + trans( + 加成倍率key, + value=to_percent( + self.角色属性B.技能栏[i].加成倍率3(self.角色属性B.武器类型) - + 1, 2)) + tempstr += 关联技能title + for l in self.角色属性B.技能栏[i].关联技能3: + tempstr += trans(l) + if l != self.角色属性B.技能栏[i].关联技能3[-1]: + tempstr += ',' + if self.角色属性B.技能栏[i].非关联技能3 != ['无']: + tempstr += 不适用于title + for j in self.角色属性B.技能栏[i].非关联技能3: + tempstr += trans(j) + if j != self.角色属性B.技能栏[i].非关联技能3[-1]: + tempstr += ',' + tempstr += ')
' + if self.角色属性B.技能栏[i].冷却关联技能 != [ + '无' + ] and self.角色属性B.技能栏[i].CD缩减倍率(self.角色属性B.武器类型) != 1: + 冷却关联title = trans('{冷却关联技能}:') + 冷却缩减key = "{冷却缩减}:$value
" + if tempstr == '': + tempstr += trans( + '{$value}
', + value=self.角色属性B.技能栏[i].名称) + else: + tempstr += '
' + tempstr += trans( + 冷却缩减key, + value=to_percent( + 1 - self.角色属性B.技能栏[i].CD缩减倍率(self.角色属性B.武器类型), + 2)) + tempstr += 冷却关联title + for j in self.角色属性B.技能栏[i].冷却关联技能: + tempstr += trans(j) + if j != self.角色属性B.技能栏[i].冷却关联技能[-1]: + tempstr += ',' + if self.角色属性B.技能栏[i].非冷却关联技能 != ['无']: + tempstr += 不适用于title + for j in self.角色属性B.技能栏[i].非冷却关联技能: + tempstr += trans(j) + if j != self.角色属性B.技能栏[i].非冷却关联技能[-1]: + tempstr += ',' + tempstr += ')
' + if self.角色属性B.技能栏[i].冷却关联技能2 != ['无']: + tempstr += trans( + 冷却缩减key, + value=to_percent( + 1 - + self.角色属性B.技能栏[i].CD缩减倍率2(self.角色属性B.武器类型), + 2)) + tempstr += 冷却关联title + for j in self.角色属性B.技能栏[i].冷却关联技能2: + tempstr += trans(j) + if j != self.角色属性B.技能栏[i].冷却关联技能2[-1]: + tempstr += ',' + if self.角色属性B.技能栏[i].非冷却关联技能2 != ['无']: + tempstr += 不适用于title + for j in self.角色属性B.技能栏[i].非冷却关联技能2: + tempstr += trans(j) + if j != self.角色属性B.技能栏[i].非冷却关联技能2[-1]: + tempstr += ',' + tempstr += ')
' + if self.角色属性B.技能栏[i].冷却关联技能3 != ['无']: + tempstr += trans( + 冷却缩减key, + value=to_percent( + 1 - + self.角色属性B.技能栏[i].CD缩减倍率3(self.角色属性B.武器类型), + 2)) + tempstr += 冷却关联title + for j in self.角色属性B.技能栏[i].冷却关联技能3: + tempstr += trans(j) + if j != self.角色属性B.技能栏[i].冷却关联技能3[-1]: + tempstr += ',' + if self.角色属性B.技能栏[i].非冷却关联技能3 != ['无']: + tempstr += 不适用于title + for j in self.角色属性B.技能栏[i].非冷却关联技能3: + tempstr += trans(j) + if j != self.角色属性B.技能栏[i].非冷却关联技能3[-1]: + tempstr += ',' + tempstr += ')
' + return tempstr + + def 输出界面(self, index, name=''): + # 调试模式下 index为-1 + flag = 1 + if index < 0: + flag = 0 + index = 0 + 武器名称 = '' + for i in equ.get_equ_list(): + if i.类型 == self.角色属性A.武器选项[0]: + 武器名称 = i.名称 + break + #调试模式默认图标显示 + self.排行数据.append([ + '撒旦:沸腾之怒', '贝利亚尔:毁灭之种', '亚蒙:谎言之力', '亚巴顿:绝望地狱', '巴尔:堕落之魂', + '白象之庇护', '四叶草之初心', '红兔之祝福', '军神的心之所念', '军神的遗书', '军神的庇护宝石', + 武器名称, 0, '噩梦:地狱之路[2]', '噩梦:地狱之路[3]', '噩梦:地狱之路[5]', '幸运三角[2]', + '幸运三角[3]', '军神的隐秘遗产[2]', '军神的隐秘遗产[3]', '无' + ]) + + pdata = {} + 装备名称 = self.排行数据[index][0:12] + 套装名称 = self.排行数据[index][13:-1] + 百变怪 = self.排行数据[index][-1] + + self.角色属性B = deepcopy(self.角色属性A) + self.角色属性B.穿戴装备(装备名称, 套装名称) + + #C为站街属性 + C = self.站街计算(装备名称, 套装名称) + if flag == 1: + self.角色属性B.其它属性计算() + + 词条提升率计算 = deepcopy(self.角色属性B) + 统计详情 = self.角色属性B.伤害计算(1) + # self.角色属性B.计算自适应方式 = 0 + + # 最大输出界面限制 + if len(self.输出窗口列表) >= 10: + del self.输出窗口列表[0] + + 输出窗口 = QWidget() + 输出窗口.setStyleSheet('''QToolTip { + background-color: black; + color: white; + border: 0px + } + QLabel { + font-size:12px; + }''') + + 输出窗口.setFixedSize(788, 546) + pox_y = 18 + pox_y2 = 11 + temp = '' + if name == '': + temp += trans('详细数据') + ' 仅供参考 带节奏死个🐎' + ' ' + get_mac_address() + # if self.角色属性A.计算自适应方式 == 1: + # temp+= ' - 全局择优' + # else: + # temp+= ' - 局部择优' + else: + temp += name + # temp += "装备版本:"+self.角色属性A.版本 + " 增幅版本:" + self.角色属性A.增幅版本 + + 输出窗口.setWindowTitle(temp) + 输出窗口.setWindowIcon(self.icon) + QLabel(输出窗口).setPixmap(self.输出背景图片) + 人物 = QLabel(输出窗口) + 图片 = QPixmap('./ResourceFiles/' + self.角色属性A.实际名称 + "/人物.png") + 人物.setPixmap(图片) + 人物.move(90 + int(45 - 图片.width() / 2), 40 - pox_y2) + 人物.resize(90, 90) + 人物.setAlignment(Qt.AlignTop) + + excel = [] + for i in range(len(self.角色属性B.技能栏)): + excel.append(统计详情[i * 4 + 1]) + excel.sort() + + 面板显示 = [] + for i in range(18): + 面板显示.append(QLabel(输出窗口)) + + self.面板布局设置(面板显示) + + self.面板显示设置(面板显示, self.角色属性B, C) + + j = 312 + pdata['词条'] = self.词条显示计算(self.角色属性B) + 词条解释 = self.词条显示计算(self.角色属性B, 1) + for i in range(0, len(pdata['词条'])): + templab = QLabel(输出窗口) + templab.setText(pdata['词条'][i]) + if i == 5 and self.角色属性B.技能攻击力累加 > 2: + templab.setStyleSheet( + "QLabel{font-size:12px;color:red}") + else: + templab.setStyleSheet( + "QLabel{font-size:12px;color:rgb(104,213,237)}") + templab.move(7, j - pox_y2) + templab.resize(180, 17) + templab.setAlignment(Qt.AlignLeft) + templab.setToolTip('' + 词条解释[i] + '') + j += 17 + + 位置 = 308 + 间隔 = 17 + + 套装名称显示 = [] + for i in range(16): + 套装名称显示.append(QLabel(输出窗口)) + 套装名称显示[i].move(114, 位置 - pox_y2 + 间隔 * i) + 套装名称显示[i].resize(150, 18) + 套装名称显示[i].setAlignment(Qt.AlignCenter) + 套装名称显示[i].setText('') + + self.套装显示设置(套装名称显示, self.角色属性B) + + 实际技能等级 = [] + 技能等效CD = [] + for i in self.角色属性B.技能栏: + 实际技能等级.append(i.等级) + if i.是否有伤害 == 1: + 技能等效CD.append(i.等效CD(self.角色属性B.武器类型, self.角色属性B.类型)) + else: + 技能等效CD.append(0) + + 总伤害数值 = 0 + + count = 0 + for i in range(len(self.角色属性B.技能栏)): + if 统计详情[i * 4 + 1] != 0: + count += 1 + + self.行高 = 32 + + 伤害列表 = [] + for i in range(len(self.角色属性B.技能栏)): + 伤害列表.append(统计详情[i * 4 + 1]) + 总伤害数值 += 统计详情[i * 4 + 1] + 伤害列表.sort(reverse=True) + try: + self.exports_store() + 更新人物名望() + # TODO: 重新布局 + 总名望 = store.get("/fame/temp_result") + 名望详情 = store.get("/fame/temp_result/detail") + if 总名望 > 0: + dmi = ((总伤害数值 / 1e8) / pow((总名望 / (1e4) - 0.5), 3)) + templabel = QLabel(输出窗口) + templabel.setText("{} ({})".format(总名望, round(dmi, 2))) + templabel.setStyleSheet( + "QLabel{font-size:12px;color:rgb(255,255,255)}") + templabel.move(130, 110) + templabel.resize(100, 42) + templabel.setToolTip( + '系数计算公式:dmi = ((总伤害数值 / 1e8) / pow((总名望 / (1e4) - 0.5), 3))
' + + str(名望详情)) + + except Exception as e: + logger.error(e) + if len(self.基准值) != 0: + 显示模式 = 1 + else: + 显示模式 = 0 + + main = 技能详情(输出窗口, self, 统计详情, excel, 实际技能等级, 技能等效CD, 显示模式, count) + pdata['技能'] = main.data + main.setGeometry(277, 36 - pox_y, 498, 455) + + # region 被动详情 + num = 0 + for i in range(len(self.角色属性B.技能栏)): + # Will修改 + tempstr = self.被动技能描述(i) + if tempstr != '': + tempstr += '' + 被动数据 = QLabel(输出窗口) + 被动数据.setPixmap(self.技能图片[i]) + 被动数据.setToolTip(tempstr) + 被动数据.move(293 + num * 40, 500 - pox_y) + 被动等级 = QLabel(输出窗口) + 被动等级.setText('Lv.' + str(实际技能等级[i])) + 被动等级.move(293 - 6 + num * 40, 480 - pox_y) + 被动等级.resize(40, 28) + if 实际技能等级[i] != 0: + 被动等级.setStyleSheet( + "QLabel{font-size:12px;color:rgb(255,255,255)}") + else: + 被动等级.setStyleSheet( + "QLabel{font-size:12px;color:rgb(255,0,0)}") + 被动等级.setAlignment(Qt.AlignCenter) + num += 1 + + if self.角色属性B.远古记忆 > 0: + 被动数据 = QLabel(输出窗口) + 被动数据.setPixmap((QPixmap('./ResourceFiles/img/远古记忆.png'))) + tempstr = trans( + '{远古记忆}
{智力}+$value
', + value=self.角色属性B.远古记忆 * 15) + 被动数据.setToolTip(tempstr) + 被动数据.move(293 + num * 40, 500 - pox_y) + 被动等级 = QLabel(输出窗口) + 被动等级.setText('Lv.' + str(self.角色属性B.远古记忆)) + 被动等级.move(293 - 6 + num * 40, 480 - pox_y) + 被动等级.resize(40, 28) + 被动等级.setAlignment(Qt.AlignCenter) + 被动等级.setStyleSheet("QLabel{font-size:12px;color:rgb(255,255,255)}") + num += 1 + + if self.角色属性B.刀魂之卡赞 > 0: + 被动数据 = QLabel(输出窗口) + 被动数据.setPixmap((QPixmap('./ResourceFiles/img/刀魂之卡赞.png'))) + tempstr = trans( + '{刀魂之卡赞}
{力量、智力}+$value
', + value=刀魂之卡赞数据[self.角色属性B.刀魂之卡赞]) + 被动数据.setToolTip(tempstr) + 被动数据.move(293 + num * 40, 500 - pox_y) + 被动等级 = QLabel(输出窗口) + 被动等级.setText('Lv.' + str(self.角色属性B.刀魂之卡赞)) + 被动等级.move(293 - 6 + num * 40, 480 - pox_y) + 被动等级.resize(40, 28) + 被动等级.setAlignment(Qt.AlignCenter) + 被动等级.setStyleSheet("QLabel{font-size:12px;color:rgb(255,255,255)}") + num += 1 + # endregion + + 总伤害 = QLabel(输出窗口) + 总伤害.setStyleSheet("QLabel{color:rgb(255,255,255);font-size:25px}") + if 显示模式 == 1: + 总伤害.setText(self.百分比输出(总伤害数值, self.基准值[0])) + else: + 总伤害.setText(self.格式化输出(str(int(总伤害数值)))) + 总伤害.resize(250, 36) + 总伤害.move(10, 520 - pox_y2) + 总伤害.setAlignment(Qt.AlignCenter) + + 初始x = 10 + 初始y = 31 + + 图片列表 = self.获取装备图片(self.排行数据[index]) + + 偏移量 = 187 + x坐标 = [ + 32, 0, 0, 32, 0, 偏移量, 偏移量 + 32, 偏移量 + 32, 偏移量, 偏移量, 偏移量 + 32, 32 + ] + y坐标 = [0, 0, 32, 32, 64, 0, 0, 32, 64, 32, 64, 64] + + tempstr = self.装备描述计算(self.角色属性B) + + for i in range(12): + 装备图标 = QLabel(输出窗口) + 装备图标.setMovie(图片列表[i]) + 装备图标.resize(26, 26) + 装备图标.move(初始x + x坐标[i], 初始y + y坐标[i] - pox_y2) + 装备图标.setAlignment(Qt.AlignCenter) + if self.角色属性B.装备栏[i] == 百变怪: + 图标遮罩 = QLabel(输出窗口) + 图标遮罩.setStyleSheet("QLabel{background-color:rgba(0,0,0,0.5)}") + 图标遮罩.resize(26, 26) + 图标遮罩.move(初始x + x坐标[i], 初始y + y坐标[i] - pox_y2) + 图标遮罩.setToolTip(tempstr[i]) + else: + 装备图标.setToolTip(tempstr[i]) + + 打造显示 = [] + for i in range(13): + 打造显示.append(QLabel(输出窗口)) + 打造显示[i].move(-100, -100) + + temp = self.打造显示设置(打造显示, self.角色属性B) + + pdata['名称'] = self.角色属性A.实际名称 + pdata['装备'] = temp + + if 多语言开关 == 0: + label = QLabel(输出窗口) + label.setText(get_mac_address()) + label.setStyleSheet( + f'QLabel{{font-size:15px;{make_watermark_qt_color_string(watermark_surrounding_backgroud_color_detail)};font-weight:bolder}}' + ) + label.move(290, 540 - pox_y) + butten = QtWidgets.QPushButton(trans('输出技能数据'), 输出窗口) + butten.clicked.connect( + lambda state, d=deepcopy(pdata): self.输出数据(d)) + butten.move(676, 540 - pox_y) + butten.setStyleSheet(按钮样式) + butten.resize(90, 21) + 词条提升率计算.输出提升率 = 总伤害数值 + butten = QtWidgets.QPushButton(trans('输出择优数据'), 输出窗口) + butten.clicked.connect(lambda state: 词条提升率计算.伤害计算(0)) + butten.move(575, 540 - pox_y) + butten.setStyleSheet(按钮样式) + butten.resize(90, 21) + + 输出显示 = MainWindow(输出窗口) + self.输出窗口列表.append(输出显示) + 输出显示.show() + + def 输出数据(self, d): + try: + increase_counter(ga_category="carry详细功能使用", name="输出技能数据") + path = './详细数据' + if not os.path.exists(path): + os.makedirs(path) + + count = max(len(d['装备']), len(d['词条']), len(d['技能'])) + rows = [] + for i in range(count): + t = d['词条'][i].split(':') if i < len(d['词条']) else [] + rows.append([ + (str(d['装备'][i]) if i < len(d['装备']) else ''), + (str(t[0][-2] + t[0][-1]) if i < len(d['词条']) else ''), + (str(t[1]) if i < len(d['词条']) else ''), + '', + (str(d['技能'][i][0]) if i < len(d['技能']) else ''), + (str(d['技能'][i][1]) if i < len(d['技能']) else ''), + (str(d['技能'][i][2]) if i < len(d['技能']) else ''), + (str(d['技能'][i][3]) if i < len(d['技能']) else ''), + (str(d['技能'][i][4]) if i < len(d['技能']) else ''), + (str(d['技能'][i][5]) if i < len(d['技能']) else ''), + (str(d['技能'][i][6]) if i < len(d['技能']) else ''), + (str(d['技能'][i][7]) if i < len(d['技能']) else ''), + ]) + result_path = os.path.join( + path, '{}-{}.csv'.format(d['名称'], + time.strftime('%m-%d-%H-%M-%S'))) + result = open(result_path, 'w', encoding='gbk') + result.write( + "装备,词条类型,词条数值,,技能名称,技能等级,技能CD,技能次数,总伤害,平均伤害,伤害占比,技能倍率\n") + for row in rows: + result.write(','.join(row) + '\n') + result.close() + os.startfile(result_path) + except Exception as error: + pass + + # endregion + + # region 输入属性 + def 输入属性(self, 属性, x=0): + + i = self.攻击目标.currentIndex() + 属性.防御输入 = 攻击目标[i][1] + 属性.火抗输入 = 攻击目标[i][2] + 属性.冰抗输入 = 攻击目标[i][3] + 属性.光抗输入 = 攻击目标[i][4] + 属性.暗抗输入 = 攻击目标[i][5] + + if self.初始属性.远古记忆 != -1: + 属性.远古记忆 = self.远古记忆.currentIndex() + if self.初始属性.刀魂之卡赞 != -1: + 属性.刀魂之卡赞 = self.刀魂之卡赞.currentIndex() + + 属性.自适应选项 = copy([(1 if self.红色宠物装备.isChecked() else 0), + (1 if self.光环自适应.isChecked() else 0)]) + # 属性.计算自适应方式 = self.单套择优方式选项.currentIndex() + + if self.转甲选项.isChecked(): + 属性.转甲选项 = 1 + else: + 属性.转甲选项 = 0 + + for j in [self.等级调整, self.TP输入, self.次数输入, self.宠物次数]: + for i in j: + if i != '' and i.currentIndex() == -1: + i.setCurrentIndex(0) + + for i in 属性.技能栏: + i.等级 = i.基础等级 + int(self.等级调整[self.角色属性A.技能序号[i.名称]].currentData()) + if i.是否有伤害 == 1: + if i.TP上限 != 0: + i.TP等级 = int( + self.TP输入[self.角色属性A.技能序号[i.名称]].currentData()) + + if x == 0: + self.辟邪玉属性计算(属性) + elif x >= 100: + y = x - 100 + 辟邪玉列表[y].当前值 = 辟邪玉列表[y].最大值 + 辟邪玉列表[y].穿戴属性(属性) + + if sum(self.希洛克选择状态) == 3: + 属性.武器词条触发 = 1 + + if self.希洛克武器词条[0].currentIndex() == 1: + 属性.希洛克武器词条 = 1 + elif self.希洛克武器词条[0].currentIndex() == 2: + 词条属性列表[self.希洛克武器词条[1].currentIndex()].加成属性( + 属性, (self.希洛克武器词条[3].currentIndex() + 3) * 0.02) + if 属性.武器词条触发 == 1: + 词条属性列表[self.希洛克武器词条[2].currentIndex()].加成属性( + 属性, (self.希洛克武器词条[4].currentIndex() + 3) * 0.01) + try: + 属性.时间输入 = int(float(self.时间输入.currentText())) + except: + 属性.时间输入 = 25 + 属性.次数输入.clear() + 属性.宠物次数.clear() + 属性.装备切装.clear() + 属性.技能切装.clear() + self.是否计算 = 1 + for i in self.角色属性A.技能栏: + 序号 = self.角色属性A.技能序号[i.名称] + if i.是否有伤害 == 1: + s = self.次数输入[序号].currentText() + s = s.replace(',', ',').replace('(', '(').replace(')', ')') + try: + if eval(s.replace('/CD', '1')) >= 0: + 属性.次数输入.append(s) + except Exception as e: + logger.error(e) + QMessageBox.information(self, "错误", + "“{}”技能次数输入错误,请重新输入".format(i.名称)) + self.是否计算 = 0 + break + + s = self.宠物次数[序号].currentText().replace(',', ',').replace( + '(', '(').replace(')', ')') + try: + if eval(s.replace('num', '1')) >= 0: + 属性.宠物次数.append(s) + except: + QMessageBox.information(self, "错误", + "“{}”宠物次数输入错误,请重新输入".format(i.名称)) + self.是否计算 = 0 + break + + if 切装模式 == 1: + if self.技能切装[序号].isChecked(): + 属性.技能切装.append(1) + else: + 属性.技能切装.append(0) + else: + 属性.次数输入.append('0') + 属性.宠物次数.append('0') + 属性.技能切装.append(0) + if 切装模式 == 1: + for i in range(12): + if self.装备切装[i].isChecked(): + 属性.装备切装.append(self.自选装备[i].currentData()) + else: + 属性.装备切装.append('无') + + for i in range(len(self.复选框列表)): + if self.复选框列表[i].isChecked(): + 选项设置列表[选项设置序号[self.复选框列表list[i]]].适用效果(属性) + + count = 0 + count2 = 0 + for i in equ.get_equ_list(): + if i.品质 == '神话': + i.属性1选择 = self.神话属性选项[count * 4 + 0].currentIndex() + i.属性2选择 = self.神话属性选项[count * 4 + 1].currentIndex() + i.属性3选择 = self.神话属性选项[count * 4 + 2].currentIndex() + i.属性4选择 = self.神话属性选项[count * 4 + 3].currentIndex() + count += 1 + if i.所属套装 == '智慧产物': + i.属性1选择 = self.改造产物选项[count2 * 4 + 0].currentIndex() + i.属性2选择 = self.改造产物选项[count2 * 4 + 1].currentIndex() + i.属性3选择 = self.改造产物选项[count2 * 4 + 2].currentIndex() + i.属性4选择 = self.改造产物选项[count2 * 4 + 3].currentIndex() + count2 += 1 + + 属性.攻击属性 = self.攻击属性选项.currentIndex() + + 称号列表[self.称号.currentIndex()].城镇属性(属性) + if 属性.称号触发: + 称号列表[self.称号.currentIndex()].触发属性(属性) + + 宠物列表[self.宠物.currentIndex()].城镇属性(属性) + + self.加载护石(属性) + + for i in range(12): + 属性.是否增幅[i] = self.装备打造选项[i].currentIndex() + 属性.强化等级[i] = self.装备打造选项[i + 12].currentIndex() + 属性.改造等级[i] = self.装备打造选项[i + 24].currentIndex() + 属性.武器锻造等级 = self.装备打造选项[36].currentIndex() + 属性.类型 = self.装备打造选项[37].currentData() + + try: + 属性.主BUFF = float(self.BUFF输入.text()) / 100 + 1 + except: + QMessageBox.information(self, "错误", "BUFF数值输入错误,已设置为默认数值") + self.BUFF输入.setText(str('%.1f' % ((self.角色属性A.主BUFF - 1) * 100))) + + try: + if self.觉醒选择状态 == 1: + 属性.觉醒之抉择技能 = 属性.技能栏[self.一觉序号].名称 + elif self.觉醒选择状态 == 2: + 属性.觉醒之抉择技能 = 属性.技能栏[self.二觉序号].名称 + if self.角色属性A.屏蔽三觉 == True: + 属性.技能栏[self.三觉序号].关联技能 = ['无'] + else: + if self.角色属性A.技能栏[self.三觉序号].是否有伤害 == 1 and str( + 属性.次数输入[self.三觉序号]) == '0': + 属性.技能栏[self.三觉序号].关联技能 = ['无'] + else: + 属性.技能栏[self.三觉序号].关联技能 = [属性.觉醒之抉择技能] + except: + pass + + 属性.角色熟练度 = self.装备条件选择[0].currentIndex() + 属性.技能栏空位 = self.装备条件选择[1].currentIndex() + 属性.命运的抉择 = self.装备条件选择[2].currentIndex() + 属性.天命无常 = self.装备条件选择[3].currentIndex() + 属性.悲剧的残骸 = self.装备条件选择[4].currentIndex() + 属性.先知者的预言 = self.装备条件选择[5].currentIndex() + 属性.贫瘠沙漠的遗产 = self.装备条件选择[6].currentIndex() + 属性.幸运三角 = self.装备条件选择[7].currentIndex() + 属性.擎天战甲 = self.装备条件选择[8].currentIndex() + 属性.持续伤害计算比例 = 1 - 0.01 * self.装备条件选择[9].currentIndex() + 属性.军神的隐秘遗产 = self.装备条件选择[10].currentIndex() + 属性.太极天帝剑 = self.装备条件选择[11].currentIndex() + 属性.噙毒手套 = self.装备条件选择[12].currentIndex() + # 属性.绿色生命的面容 = self.装备条件选择[12].currentIndex() + 属性.产物升级 = 1 if self.智慧产物升级.isChecked() else 0 + 属性.黑鸦武器择优模式 = self.武器择优模式.currentIndex() + 属性.黑鸦词条 = [] + for i in range(4): + temp = [ + self.黑鸦词条[i][0].currentIndex(), self.黑鸦词条[i][1].currentIndex(), + ((2 if i > 0 else 4)) * (self.黑鸦词条[i][2].currentIndex() + 1), 0 + ] + 属性.黑鸦词条.append(temp) + self.希洛克属性计算(属性) + self.奥兹玛属性计算(属性) + self.基础属性(属性) + + def 基础属性(self, 属性): + if 切装模式 == 1: + 属性.切装修正.clear() + 名称 = ['力量', '智力', '物攻', '魔攻', '独立', '属强'] + num = 0 + for i in self.切装修正属性: + try: + if i.text() != '': + 属性.切装修正.append(int(i.text())) + else: + 属性.切装修正.append(0) + except: + QMessageBox.information(self, "错误", + 名称[num] + " 切装修正输入格式错误,已重置为空") + i.setText('') + 属性.切装修正.append(0) + num += 1 + + for i in range(len(self.列名称) - 3): + for j in range(len(行名称1)): + if self.属性设置输入[i][j].text() != '': + try: + float(self.属性设置输入[i][j].text()) + except: + QMessageBox.information( + self, "错误", + self.行名称[(j + len(行名称1)) if i >= len(列名称1) else j] + + ":" + self.列名称[i] + " 输入格式错误,已重置为空") + self.属性设置输入[i][j].setText('') + + temp = [] + num = len(self.列名称) - 3 + for j in range(len(self.属性设置输入[num])): + if self.属性设置输入[num][j].text() != '': + try: + temp.append(float(self.属性设置输入[num][j].text()) / 100) + if temp[-1] > 1 or temp[-1] < -0.2: + QMessageBox.information( + self, "错误", + self.修正列表名称[j] + " 输入数值超出[-20,100],已重置为空") + temp[-1] = 0.0 + self.属性设置输入[num][j].setText('') + except: + temp.append(0.0) + QMessageBox.information(self, "错误", + self.修正列表名称[j] + " 输入格式错误,已重置为空") + self.属性设置输入[num][j].setText('') + else: + temp.append(0.0) + + 属性.百分比力智加成(temp[0]) + 属性.百分比三攻加成(temp[1]) + 属性.伤害增加加成(temp[2]) + 属性.附加伤害加成(temp[3]) + 属性.属性附加加成(temp[4]) + 属性.暴击伤害加成(temp[5]) + 属性.最终伤害加成(temp[6]) + 属性.技能攻击力加成(temp[7]) + + for i in [0, 6, 9]: + for j in range(17): + if self.属性设置输入[i][j].text() != '': + if i == 0 and j in [1, 5, 10, 16]: + 属性.进图力量 += float(self.属性设置输入[i][j].text()) + else: + 属性.力量 += float(self.属性设置输入[i][j].text()) + for i in [1, 6, 9]: + for j in range(17): + if self.属性设置输入[i][j].text() != '': + if i == 1 and j in [1, 5, 10, 16]: + 属性.进图智力 += float(self.属性设置输入[i][j].text()) + else: + 属性.智力 += float(self.属性设置输入[i][j].text()) + + for i in [2, 7, 10]: + for j in range(17): + if self.属性设置输入[i][j].text() != '': + if i == 2 and j in [1, 5, 10, 16]: + 属性.进图物理攻击力 += float(self.属性设置输入[i][j].text()) + else: + 属性.物理攻击力 += float(self.属性设置输入[i][j].text()) + + for i in [3, 7, 10]: + for j in range(17): + if self.属性设置输入[i][j].text() != '': + if i == 3 and j in [1, 5, 10, 16]: + 属性.进图魔法攻击力 += float(self.属性设置输入[i][j].text()) + else: + 属性.魔法攻击力 += float(self.属性设置输入[i][j].text()) + + for i in [4, 7, 10]: + for j in range(17): + if self.属性设置输入[i][j].text() != '': + if i == 4 and j in [1, 5, 10, 16]: + 属性.进图独立攻击力 += float(self.属性设置输入[i][j].text()) + else: + 属性.独立攻击力 += float(self.属性设置输入[i][j].text()) + + for i in [5, 8]: + for j in range(17): + if self.属性设置输入[i][j].text() != '': + if i == 5 and j in [1, 5, 10, 16]: + 属性.进图属强 += float(self.属性设置输入[i][j].text()) + elif i == 5 and j == 3: # 3为婚房不吃辟邪玉 + 属性.所有属性强化(float(self.属性设置输入[i][j].text())) + else: + 属性.所有属性强化加成(float(self.属性设置输入[i][j].text())) + + for i in self.细节选项输入: + for j in i: + if j.isEnabled(): + if j.currentData() not in ['', '无']: + try: + 细节选项列表[细节选项序号[j.currentData()]].效果(属性) + except: + for k in 属性.技能栏: + if j.currentData() == k.名称 + 'Lv+1': + k.等级加成(1) + break + + if self.奶量buff输入[0].text() not in ['', '无']: + # print(属性.力量) + 属性.进图力量 += int(self.奶量buff输入[0].text()) + 属性.进图智力 += int(self.奶量buff输入[0].text()) + # print(属性.力量) + + if self.奶量buff输入[1].text() not in ['', '无']: + 属性.进图物理攻击力 += int(self.奶量buff输入[1].text()) + 属性.进图魔法攻击力 += int(self.奶量buff输入[1].text()) + 属性.进图独立攻击力 += int(self.奶量buff输入[1].text()) + + # 守门人全属强方案 + if self.守门人全属强.isChecked(): + if self.属性设置输入[0][14].text() != '': + 属性.力量 -= float(self.属性设置输入[0][14].text()) + if self.属性设置输入[1][14].text() != '': + 属性.智力 -= float(self.属性设置输入[1][14].text()) + if self.属性设置输入[2][14].text() != '': + 属性.物理攻击力 -= float(self.属性设置输入[2][14].text()) + if self.属性设置输入[3][14].text() != '': + 属性.魔法攻击力 -= float(self.属性设置输入[3][14].text()) + if self.属性设置输入[4][14].text() != '': + 属性.独立攻击力 -= float(self.属性设置输入[4][14].text()) + if self.属性设置输入[5][7].text() != '': + 属性.所有属性强化加成(-(float(self.属性设置输入[5][7].text()))) + if self.属性设置输入[5][14].text() != '': + 属性.所有属性强化加成(-(float(self.属性设置输入[5][14].text()))) + + for j in range(5, 10): + if self.属性设置输入[6][j].text() != '': + 属性.力量 -= float(self.属性设置输入[6][j].text()) + 属性.智力 -= float(self.属性设置输入[6][j].text()) + if self.属性设置输入[7][j].text() != '': + 属性.物理攻击力 -= float(self.属性设置输入[7][j].text()) + 属性.魔法攻击力 -= float(self.属性设置输入[7][j].text()) + 属性.独立攻击力 -= float(self.属性设置输入[7][j].text()) + if self.属性设置输入[8][j].text() != '': + 属性.所有属性强化加成(-(float(self.属性设置输入[8][j].text()))) + + 属性.物理攻击力 += 60 + 属性.魔法攻击力 += 60 + 属性.独立攻击力 += 60 + 属性.所有属性强化加成(int(28 * 3 + 12 + 30 + 7)) + + # 龙珠时附魔不替换 + if self.属性设置输入[7][11].text() == '' or self.属性设置输入[8][11].text( + ) == '': + if self.属性设置输入[6][11].text() != '': + 属性.力量 -= float(self.属性设置输入[6][11].text()) + 属性.智力 -= float(self.属性设置输入[6][11].text()) + if self.属性设置输入[7][11].text() != '': + 属性.物理攻击力 -= float(self.属性设置输入[7][11].text()) + 属性.魔法攻击力 -= float(self.属性设置输入[7][11].text()) + 属性.独立攻击力 -= float(self.属性设置输入[7][11].text()) + if self.属性设置输入[8][11].text() != '': + 属性.所有属性强化加成(-(float(self.属性设置输入[8][11].text()))) + # 武器全属强为13 + 属性.所有属性强化加成(int(13)) + + # endregion diff --git a/PublicReference/choise/细节选项.py b/PublicReference/choise/细节选项.py new file mode 100644 index 00000000..38e5b3c1 --- /dev/null +++ b/PublicReference/choise/细节选项.py @@ -0,0 +1,455 @@ +# 第三页选项文本 +# 行1行2条目必须相等 +# 列1(选项) 列2(选项,技能) 不能修改删除 +from PublicReference.equipment.基础函数 import * + +表头名称1 = "基础细节" + +列名称1 = ["力量", "智力", "物攻", "魔攻", "独立", "属强", "选项"] + +# 1显示黄色字体(进图属性) +行名称1 = { + "工会属性": 0, + "训练官BUFF": 1, + "戒指": 0, + "婚房": 0, + "冒险团": 0, + "晶体契约": 1, + "收集箱": 0, + "勋章": 0, + "名称装饰卡": 0, + "副武器/盾牌": 0, + "快捷栏纹章": 1, + "宠物装备-红": 0, + "宠物装备-蓝": 0, + "宠物装备-绿": 0, + "宠物附魔": 0, + "站街修正": 0, + "进图修正": 1, +} + +表头名称2 = "附魔&徽章" + +列名称2 = ["力智", "三攻", "属强", "徽力智", "徽三攻", "选项", "技能"] + +行名称2 = { + "上衣": 0, + "下装": 0, + "头肩": 0, + "腰带": 0, + "鞋": 0, + "手镯": 0, + "项链": 0, + "戒指": 0, + "左槽": 0, + "右槽": 0, + "耳环": 0, + "武器": 0, + "称号": 0, + "光环": 0, + "武器装扮": 0, + "皮肤": 0, + "时装": 0, +} + +# 对应细节选项列表, -1表示没有 +行1选项 = { + "工会属性": [-1], + "训练官BUFF": [-1], + "戒指": [-1], + "婚房": [-1], + "冒险团": [-1], + "晶体契约": [-1], + "收集箱": [-1], + "勋章": [x for x in range(17, 37)], + "名称装饰卡": [-1], + "副武器/盾牌": [-1], + "快捷栏纹章": [8], + "宠物装备-红": [8, 40, 42, 43, 9, 11, 12, 10, 38], + "宠物装备-蓝": [-1], + "宠物装备-绿": [-1], + "宠物附魔": [-1], + "站街修正": [-1], + "进图修正": [37], +} + +行2选项 = { + "上衣": [-1], + "下装": [-1], + "头肩": [39, 41], + "腰带": [39], + "鞋": [39], + "手镯": [-1], + "项链": [-1], + "戒指": [-1], + "左槽": [16], + "右槽": [-1], + "耳环": [-1], + "武器": [-1], + "称号": [39], + "光环": [13, 14, 15], + "武器装扮": [-1], + "皮肤": [-1], + "时装": [-1], +} + +# 对应细节选项列表, -1表示没有, 999表示读取技能栏 +行2技能 = { + "上衣": [-1], + "下装": [-1], + "头肩": [0, 2, 1], + "腰带": [0, 2], + "鞋": [0, 2], + "手镯": [-1], + "项链": [-1], + "戒指": [-1], + "左槽": [100], + "右槽": [100], + "耳环": [-1], + "武器": [-1], + "称号": [2, 1], + "光环": [4, 6, 3, 5, 7], + "武器装扮": [44, 45, 46, 47, 48, 49], + "皮肤": [-1], + "时装": [999], +} + +文本框宽度 = 45 +文本框间隔 = 10 + + +#选项条目################################################################ +class 细节选项条目0(): + 描述 = 'Lv1-30(主动)Lv+1' + + def 效果(self, 属性): + 属性.技能等级加成('主动', 1, 30, 1) + + +class 细节选项条目1(): + 描述 = 'Lv1-35(主动)Lv+1' + + def 效果(self, 属性): + 属性.技能等级加成('主动', 1, 35, 1) + + +class 细节选项条目2(): + 描述 = 'Lv1-50(主动)Lv+1' + + def 效果(self, 属性): + 属性.技能等级加成('主动', 1, 50, 1) + + +class 细节选项条目3(): + 描述 = 'Lv1-20(所有)Lv+1' + + def 效果(self, 属性): + 属性.技能等级加成('所有', 1, 20, 1) + + +class 细节选项条目4(): + 描述 = 'Lv1-30(所有)Lv+1' + + def 效果(self, 属性): + 属性.技能等级加成('所有', 1, 30, 1) + + +class 细节选项条目5(): + 描述 = 'Lv20-30(所有)Lv+1' + + def 效果(self, 属性): + 属性.技能等级加成('所有', 20, 30, 1) + + +class 细节选项条目6(): + 描述 = 'Lv1-50(所有)Lv+1' + + def 效果(self, 属性): + 属性.技能等级加成('所有', 1, 50, 1) + + +class 细节选项条目7(): + 描述 = 'Lv1-80(所有)Lv+1' + + def 效果(self, 属性): + 属性.技能等级加成('所有', 1, 80, 1) + + +class 细节选项条目8(): + 描述 = '白字 +8%' + + def 效果(self, 属性): + 属性.附加伤害加成(0.08) + + +class 细节选项条目9(): + 描述 = '白字 +7%' + + def 效果(self, 属性): + 属性.附加伤害加成(0.07) + + +class 细节选项条目10(): + 描述 = '白字 +6%' + + def 效果(self, 属性): + 属性.附加伤害加成(0.06) + + +class 细节选项条目11(): + 描述 = '黄字 +7%' + + def 效果(self, 属性): + 属性.伤害增加加成(0.07) + + +class 细节选项条目12(): + 描述 = '力智 +7%' + + def 效果(self, 属性): + 属性.百分比力智加成(0.07) + + +class 细节选项条目13(): + 描述 = '三攻 +5%' + + def 效果(self, 属性): + 属性.百分比三攻加成(0.05) + + +class 细节选项条目14(): + 描述 = '黄字 +5%' + + def 效果(self, 属性): + 属性.伤害增加加成(0.05) + + +class 细节选项条目15(): + 描述 = '暴伤 +5%' + + def 效果(self, 属性): + 属性.暴击伤害加成(0.05) + + +class 细节选项条目16(): + 描述 = '终伤 +3%' + + def 效果(self, 属性): + 属性.最终伤害加成(0.03) + + +class 勋章强化选项(): + def __init__(self, x=0): + self.y = 勋章计算(50, '传说', x) + self.描述 = '+{}(+{})'.format(x, self.y) + + def 效果(self, 属性): + 属性.力量 += self.y + 属性.智力 += self.y + 属性.体力 += self.y + 属性.精神 += self.y + + +class 细节选项条目17(勋章强化选项): + def __init__(self): + super().__init__(1) + + +class 细节选项条目18(勋章强化选项): + def __init__(self): + super().__init__(2) + + +class 细节选项条目19(勋章强化选项): + def __init__(self): + super().__init__(3) + + +class 细节选项条目20(勋章强化选项): + def __init__(self): + super().__init__(4) + + +class 细节选项条目21(勋章强化选项): + def __init__(self): + super().__init__(5) + + +class 细节选项条目22(勋章强化选项): + def __init__(self): + super().__init__(6) + + +class 细节选项条目23(勋章强化选项): + def __init__(self): + super().__init__(7) + + +class 细节选项条目24(勋章强化选项): + def __init__(self): + super().__init__(8) + + +class 细节选项条目25(勋章强化选项): + def __init__(self): + super().__init__(9) + + +class 细节选项条目26(勋章强化选项): + def __init__(self): + super().__init__(10) + + +class 细节选项条目27(勋章强化选项): + def __init__(self): + super().__init__(11) + + +class 细节选项条目28(勋章强化选项): + def __init__(self): + super().__init__(12) + + +class 细节选项条目29(勋章强化选项): + def __init__(self): + super().__init__(13) + + +class 细节选项条目30(勋章强化选项): + def __init__(self): + super().__init__(14) + + +class 细节选项条目31(勋章强化选项): + def __init__(self): + super().__init__(15) + + +class 细节选项条目32(勋章强化选项): + def __init__(self): + super().__init__(16) + + +class 细节选项条目33(勋章强化选项): + def __init__(self): + super().__init__(17) + + +class 细节选项条目34(勋章强化选项): + def __init__(self): + super().__init__(18) + + +class 细节选项条目35(勋章强化选项): + def __init__(self): + super().__init__(19) + + +class 细节选项条目36(勋章强化选项): + def __init__(self): + super().__init__(20) + + +class 细节选项条目37(): + 描述 = '队友 +34%' + + def 效果(self, 属性): + 属性.队友增幅系数 *= 1.34 + + +class 细节选项条目38(): + 描述 = '白字 +4%' + + def 效果(self, 属性): + 属性.附加伤害加成(0.04) + + +class 细节选项条目39(): + 描述 = '技攻 +3%' + + def 效果(self, 属性): + 属性.技能攻击力加成(0.03) + + +class 细节选项条目40(): + 描述 = '三攻 +8%' + + def 效果(self, 属性): + 属性.百分比三攻加成(0.08) + + +class 细节选项条目41(): + 描述 = '技攻 +2%' + + def 效果(self, 属性): + 属性.技能攻击力加成(0.02) + + +class 细节选项条目42(): + 描述 = '力智 +8%' + + def 效果(self, 属性): + 属性.百分比力智加成(0.08) + + +class 细节选项条目43(): + 描述 = '终伤 +8%' + + def 效果(self, 属性): + 属性.最终伤害加成(0.08) + + +class 细节选项条目44(): + 描述 = '40级技能 Lv+1' + + def 效果(self, 属性): + 属性.武器装扮等级加成(40, 1) + + +class 细节选项条目45(): + 描述 = '45级技能 Lv+1' + + def 效果(self, 属性): + 属性.武器装扮等级加成(45, 1) + + +class 细节选项条目46(): + 描述 = '60级技能 Lv+1' + + def 效果(self, 属性): + 属性.武器装扮等级加成(60, 1) + + +class 细节选项条目47(): + 描述 = '70级技能 Lv+1' + + def 效果(self, 属性): + 属性.武器装扮等级加成(70, 1) + + +class 细节选项条目48(): + 描述 = '75级技能 Lv+1' + + def 效果(self, 属性): + 属性.武器装扮等级加成(75, 1) + + +class 细节选项条目49(): + 描述 = '80级技能 Lv+1' + + def 效果(self, 属性): + 属性.武器装扮等级加成(80, 1) + + +细节选项列表 = () +i = 0 +while i >= 0: + try: + exec('细节选项列表 += (细节选项条目' + str(i) + '(),)') + i += 1 + except: + i = -1 + +细节选项序号 = dict() +for i in range(len(细节选项列表)): + 细节选项序号[细节选项列表[i].描述] = i diff --git a/PublicReference/choise/选项设置.py b/PublicReference/choise/选项设置.py new file mode 100644 index 00000000..eb0cbe25 --- /dev/null +++ b/PublicReference/choise/选项设置.py @@ -0,0 +1,156 @@ +# 选项设置属性部分 0-6默认勾选 + + +class 选项设置0(): + 名称 = '顶级力量灵药' + + def 适用效果(self, 属性): + 属性.进图力量 += 175 + + +class 选项设置1(): + 名称 = '顶级智力灵药' + + def 适用效果(self, 属性): + 属性.进图智力 += 175 + + +class 选项设置2(): + 名称 = '斗神之吼秘药' + + def 适用效果(self, 属性): + 属性.斗神之吼秘药 = True + + +class 选项设置3(): + 名称 = '赛丽亚的特调酷饮' + + def 适用效果(self, 属性): + 属性.进图属强 += 5 + + +class 选项设置4(): + 名称 = '魔界战力释放秘药' + + def 适用效果(self, 属性): + 属性.进图力量 += 150 + 属性.进图智力 += 150 + + +class 选项设置5(): + 名称 = '宠物次数适用(10%)' + + def 适用效果(self, 属性): + 属性.年宠技能 = True + + +class 选项设置6(): + 名称 = '称号效果触发' + + def 适用效果(self, 属性): + 属性.称号触发 = True + + +class 选项设置7(): + 名称 = '精神刺激灵药' + + def 适用效果(self, 属性): + 属性.技能冷却缩减(1, 100, 0.20) + + +class 选项设置8(): + 名称 = '虚祖皇家能量秘药' + + def 适用效果(self, 属性): + 属性.进图力量 += 100 + 属性.进图智力 += 100 + 属性.进图属强 += 5 + + +class 选项设置9(): + 名称 = '武者的精神秘药' + + def 适用效果(self, 属性): + 属性.加算冷却缩减 += 0.30 + + +class 选项设置10(): + 名称 = '黄金羊毛' + + def 适用效果(self, 属性): + 属性.进图力量 += 60 + 属性.进图智力 += 60 + + +class 选项设置11(): + 名称 = '白兔子(20%全程)' + + def 适用效果(self, 属性): + 属性.白兔子技能 = True + + +class 选项设置12(): + 名称 = '雷米迪亚蛋糕' + + def 适用效果(self, 属性): + 属性.百分比力智 += 0.20 + + +class 选项设置13(): + 名称 = '特权网吧BUFF' + + def 适用效果(self, 属性): + 属性.力量 += 100 + 属性.智力 += 100 + 属性.技能等级加成('所有', 1, 85, 1) + 属性.加算冷却缩减 += 0.10 + + +class 选项设置14(): + 名称 = '希洛克系统奶' + + def 适用效果(self, 属性): + 属性.系统奶系数 = 1.35 + 属性.系统奶基数 = 7664 + + +class 选项设置15(): + 名称 = '黑鸦系统奶' + + def 适用效果(self, 属性): + 属性.系统奶系数 = 2.31 + 属性.系统奶基数 = 4581 + + +class 选项设置16(): + 名称 = '奶系BUFF:10W/4.5K' + + def 适用效果(self, 属性): + 属性.进图力量 += 100000 + 属性.进图智力 += 100000 + 属性.进图物理攻击力 += 4500 + 属性.进图魔法攻击力 += 4500 + 属性.进图独立攻击力 += 4500 + + +class 选项设置17(): + 名称 = '屏蔽三觉' + + def 适用效果(self, 属性): + 属性.屏蔽三觉 = True + + +class 选项设置18(): + 名称 = '[冒险]属性强化药水' + + def 适用效果(self, 属性): + 属性.进图属强 += 10 + + +选项设置列表 = () +for i in range(19): + exec('选项设置列表 += (选项设置' + str(i) + '(),)') + +选项设置序号 = dict() +for i in range(len(选项设置列表)): + 选项设置序号[选项设置列表[i].名称] = i diff --git a/PublicReference/choise/选项设置_buff.py b/PublicReference/choise/选项设置_buff.py new file mode 100644 index 00000000..a8e94891 --- /dev/null +++ b/PublicReference/choise/选项设置_buff.py @@ -0,0 +1,41 @@ +# 选项设置属性部分 + + +class 选项设置0(): + 名称 = '称号效果触发' + + def 适用效果(self, 属性): + 属性.称号触发 = True + + +class 选项设置1(): + 名称 = '魔王契约BUFF' + + def 适用效果(self, 属性): + 属性.百分比体精 += 0.05 + + +class 选项设置2(): + 名称 = '雷米迪亚蛋糕' + + def 适用效果(self, 属性): + 属性.百分比体精 += 0.20 + + +class 选项设置3(): + 名称 = '特权网吧BUFF' + + def 适用效果(self, 属性): + 属性.智力 += 100 + 属性.体力 += 100 + 属性.精神 += 100 + 属性.技能等级加成('所有', 1, 85, 1) + + +选项设置列表 = () +for i in range(4): + exec('选项设置列表 += (选项设置' + str(i) + '(),)') + +选项设置序号 = dict() +for i in range(len(选项设置列表)): + 选项设置序号[选项设置列表[i].名称] = i diff --git a/PublicReference/common.py b/PublicReference/common.py new file mode 100644 index 00000000..45a589ea --- /dev/null +++ b/PublicReference/common.py @@ -0,0 +1,2386 @@ +from math import ceil +from PublicReference.equipment.equ_list import * +from PublicReference.view.MainWindow import * +from PublicReference.utils.common import to_percent +from PublicReference.utils.uniqueCode import get_mac_address +from PublicReference.utils.watermark_def import * +from PublicReference.view.DialogRegister import DefaultDialogRegister +from PublicReference.utils.usage_counter import increase_counter + +装备版本 = "GF" +装备增幅版本 = "GF" + +# with open("ResourceFiles/Config/release_version.json") as fp: +# versionInfo = json.load(fp) +# 装备版本 = versionInfo['EquipmentVersion'].upper() +# 装备增幅版本 = versionInfo['ZFVersion'].upper() +# fp.close() + + +class 属性(): + 实际名称 = '' + 角色 = '' + 职业 = '' + 版本 = 装备版本 + 增幅版本 = 装备增幅版本 + + 武器选项 = [] + 类型选择 = [] + + 类型 = '' + 防具类型 = '' + 防具精通属性 = [] + + 基础力量 = 0 + 基础智力 = 0 + 基础体力 = 0 + 基础精神 = 0 + + 力量 = 0 + 智力 = 0 + 体力 = 0 + 精神 = 0 + + 进图力量 = 0.0 + 进图智力 = 0.0 + 进图体力 = 0.0 + 进图精神 = 0.0 + + 技能栏 = [] + 技能表 = {} + + 技能序号 = {} + + 装备栏 = [] + 套装栏 = [] + 武器类型 = '' + + 是否增幅 = [0] * 12 + 强化等级 = [12] * 12 + 改造等级 = [5] * 12 + 武器锻造等级 = 0 + + 护石第一栏 = '无' + 护石第二栏 = '无' + 护石第三栏 = '无' + + def __init__(self): + + self.类型 = '' + self.武器选项 = [] + self.类型选择 = [] + + self.防具精通属性 = [] + + self.装备栏 = [] + self.套装栏 = [] + + self.技能栏 = [] + self.技能序号 = {} + + self.是否增幅 = [0] * 12 + self.强化等级 = [12] * 12 + self.改造等级 = [5] * 12 + pass + + def 穿戴装备(self, 装备, 套装): + self.装备栏 = 装备 + self.套装栏 = 套装 + self.武器类型 = equ.get_equ_by_name(self.装备栏[11]).类型 + + def 穿戴装备计算套装(self, 装备): + self.装备栏 = 装备 + self.适用套装计算() + self.武器类型 = equ.get_equ_by_name(self.装备栏[11]).类型 + + def 适用套装计算(self): + self.套装栏 = equ.get_suits_by_equips(self.装备栏) + + def 防具基础(self): + for i in [0, 1, 2, 3, 4]: + temp = equ.get_equ_by_name(self.装备栏[i]) + if temp.等级 > 85 or self.转甲选项 == 1: + self.力量 += temp.力量[self.防具类型] + self.智力 += temp.智力[self.防具类型] + else: + self.力量 += temp.力量[temp.类型] + self.智力 += temp.智力[temp.类型] + + 精通数值 = self.防具精通计算(i) + if '力量' in self.防具精通属性: + self.力量 += 精通数值 + if '智力' in self.防具精通属性: + self.智力 += 精通数值 + + def 增幅基础(self): + for i in range(12): + temp = equ.get_equ_by_name(self.装备栏[i]) + if self.是否增幅[i] and temp.所属套装 != '智慧产物': + x = 增幅计算(temp.等级, temp.品质, self.强化等级[i], self.增幅版本) + if '物理' in self.类型 or '力量' in self.类型: + self.力量 += x + else: + self.智力 += x + + def 首饰基础(self): + for i in [5, 6, 7]: + temp = equ.get_equ_by_name(self.装备栏[i]) + self.力量 += temp.力量 + self.智力 += temp.智力 + self.物理攻击力 += temp.物理攻击力 + self.魔法攻击力 += temp.魔法攻击力 + self.独立攻击力 += temp.独立攻击力 + + def 特殊基础(self): + for i in [8, 9, 10]: + temp = equ.get_equ_by_name(self.装备栏[i]) + self.力量 += temp.力量 + self.智力 += temp.智力 + self.物理攻击力 += temp.物理攻击力 + self.魔法攻击力 += temp.魔法攻击力 + self.独立攻击力 += temp.独立攻击力 + + # 耳环 + temp = equ.get_equ_by_name(self.装备栏[8]) + if temp.所属套装 != '智慧产物': + x = 耳环计算(temp.等级, temp.品质, self.强化等级[8]) + self.物理攻击力 += x + self.魔法攻击力 += x + self.独立攻击力 += x + + # 辅助装备、魔法石 + for i in [9, 10]: + temp = equ.get_equ_by_name(self.装备栏[i]) + if temp.所属套装 != '智慧产物': + x = 左右计算(temp.等级, temp.品质, self.强化等级[i]) + self.力量 += x + self.智力 += x + + def 武器基础(self): + temp = equ.get_equ_by_name(self.装备栏[11]) + + self.力量 += temp.力量 + self.智力 += temp.智力 + self.物理攻击力 += temp.物理攻击力 + self.魔法攻击力 += temp.魔法攻击力 + self.独立攻击力 += temp.独立攻击力 + + if temp.所属套装 != '智慧产物': + self.物理攻击力 += 武器计算(temp.等级, temp.品质, self.强化等级[11], self.武器类型, + '物理') + self.魔法攻击力 += 武器计算(temp.等级, temp.品质, self.强化等级[11], self.武器类型, + '魔法') + self.独立攻击力 += 锻造计算(temp.等级, temp.品质, self.武器锻造等级) + + def 装备基础(self): + if 调试开关 == 0: + self.防具基础() + self.首饰基础() + self.特殊基础() + self.武器基础() + self.增幅基础() + + def 获取增幅(self, 部位): + return self.是否增幅[部位列表.index(部位)] + + def 获取强化(self, 部位): + return self.强化等级[部位列表.index(部位)] + + def 获取改造(self, 部位): + return self.改造等级[部位列表.index(部位)] + + def 装备检查(self, 装备名称): + for i in self.装备栏: + if i == 装备名称: + return True + return False + + def 单技能等级加成(self, 名称, lv): + if self.装备描述 == 1: + return "{} Lv +{}
".format(名称, lv) + else: + for i in self.技能栏: + if i.名称 == 名称: + i.等级加成(lv) + return '' + + def 等级溢出判断(self, 装备, 套装): + self.穿戴装备(装备, 套装) + self.装备属性计算() + temp = [] + for i in self.技能栏: + if i.等级溢出 == 1: + temp.append(i.名称) + return temp + + +class 窗口(QWidget): + calc_done_signal = pyqtSignal() + update_remaining_signal = pyqtSignal(str) + + def __init__(self): + super().__init__() + + self.calc_done_signal.connect(self.calc_done) + self.update_remaining_signal.connect(self.update_remaining) + + self.窗口属性输入() + store.delete("^/(buffer|carry|fame)/.*$") + + is_carry = self.初始属性.职业分类 == "输出" + + store.set("type", 'carry' if is_carry else 'buffer') + store.set("/{type}/memory/original_property", self.初始属性) + + self.界面() + self.布局界面() + + # 创建配置文件夹 + path = './ResourceFiles/{}/set'.format(self.角色属性A.实际名称) + + # 判断从哪读取数据 + if os.path.exists(path): + self.载入配置('set') + else: + self.载入配置('reset') + os.makedirs(path) + + self.存档列表读取() + if is_carry: + self.技能存档列表读取() + + self.click_window(0) + + def 关闭窗口(self): + self.close() + + def closeEvent(self, event): + DefaultDialogRegister.dispose() + self.保存配置(self.存档位置) + self.关闭排行窗口() + super().closeEvent(event) + + def 窗口属性输入(self): + pass + + def 重置页面(self, i): + box = QMessageBox( + QMessageBox.Warning, "提示", + "是否重置{}页面?".format(self.页面名称[i])) + box.setWindowIcon(self.icon) + yes = box.addButton(self.tr("确定"), QMessageBox.YesRole) + no = box.addButton(self.tr("取消"), QMessageBox.NoRole) + box.exec_() + if box.clickedButton() == yes: + try: + self.载入json(path='reset', page=[i]) + except: + pass + + def 界面(self): + # self.setWindowTitle(self.角色属性A.实际名称 + "搭配计算器&17173DNF专区 (点击标签栏按钮切换界面)"+"装备版本:"+self.角色属性A.版本 + " 增幅版本:" + self.角色属性A.增幅版本) + 名称 = self.角色属性A.实际名称 + self.setWindowTitle( + trans(名称.replace('·男', '').replace('·女', '')) + + (('·' + trans('男')) if '男' in 名称 else ( + ('·' + trans('女')) if '女' in 名称 else '')) + ' & ' + + trans('17173DNF专区')) + self.icon = QIcon('./ResourceFiles/' + self.角色属性A.实际名称 + + '/技能/BUFF.png') + self.setWindowIcon(self.icon) + self.setStyleSheet('''QToolTip { + background-color: black; + color: white; + border: 0px + }''') + if not SkinVersion == 'None': + 背景颜色 = QLabel(self) + 背景颜色.resize(self.width(), self.height()) + 背景颜色.setStyleSheet("QLabel{background-color:rgba(50,50,50,1)}") + 主背景透明度 = QGraphicsOpacityEffect() + 主背景透明度.setOpacity(0.1) + self.主背景图片 = QPixmap('./ResourceFiles/' + self.角色属性A.实际名称 + + "/bg.jpg") + 主背景 = QLabel(self) + 主背景.setPixmap(self.主背景图片) + 主背景.move(0, int((self.height() - 1230) / 6)) + 主背景.setGraphicsEffect(主背景透明度) + 边框 = QLabel(self) + 边框.resize(self.width() - 4, self.height() - 2) + 边框.move(2, -1) + 边框.setStyleSheet("QLabel{border:1px solid black}") + # 边框.setStyleSheet("QLabel{border-image:url(ResourceFiles/img/UI/边框.png)}") + self.技能图片 = [] + for i in self.角色属性A.技能栏: + path = './ResourceFiles/' + self.角色属性A.实际名称 + "/技能/" + i.名称 + ".png" + self.技能图片.append(QPixmap(path)) + + self.输出窗口列表 = [] + self.排行窗口列表 = [] + + self.当前页面 = 0 + self.全选状态 = 0 + + self.遮罩透明度 = [] + self.装备图片按钮 = [] + for i in equ.get_equ_list(): + self.遮罩透明度.append(QGraphicsOpacityEffect()) + self.装备图片按钮.append('') + self.装备选择状态 = [] + self.装备条件选择 = [] + equ.load_img() + for i in equ.get_equ_list(): + self.装备选择状态.append(0) + + self.有效防具套装 = [] + self.有效首饰套装 = [] + self.有效特殊套装 = [] + self.有效上链左套装 = [] + self.有效镯下右套装 = [] + self.有效环鞋指套装 = [] + self.有效总套装列表 = [ + self.有效防具套装, self.有效首饰套装, self.有效特殊套装, self.有效上链左套装, self.有效镯下右套装, + self.有效环鞋指套装 + ] + self.有效武器列表 = [] + self.组合名称选择 = [] + self.有效穿戴组合 = [] + self.有效穿戴套装 = [] + self.百变怪列表 = [] + self.有效部位列表 = [] + self.排行数据 = [] + + # 工具栏 + self.frame_tool = QFrame(self) + self.frame_tool.setGeometry(0, 0, self.width() + 2, 27) + self.frame_tool.move(-1, -1) + self.frame_tool.setFrameShape(1) + if self.初始属性.职业分类 == '输出': + self.页面名称 = trans([ + "装备/选择/打造", "技能/符文/药剂", "基础/细节/修正", "神话/改造属性修正", + "辟邪玉/希洛克/黑鸦/奥兹玛", "自选装备计算" + ]) + else: + self.页面名称 = trans( + ["装备/选择/打造", "技能/符文/其它", "基础/细节/修正", "神话属性修正", "自选装备计算"]) + self.页面数量 = len(self.页面名称) + self.btn_group = QButtonGroup(self.frame_tool) + self.window_btn = [] + for i in range(self.页面数量): + self.window_btn.append(MyQToolButton(self.frame_tool)) + self.window_btn[-1].setText(self.页面名称[i]) + self.window_btn[-1].resize(int(self.width() / self.页面数量 - 8), 21) + self.window_btn[-1].move((self.window_btn[-1].width()) * i + 10, 6) + self.window_btn[-1].clicked.connect( + lambda state, index=i, name=self.页面名称[i]: self.click_window( + index, info=name)) + self.window_btn[-1].DoubleClickSig.connect( + lambda state, index=i: self.重置页面(index)) + + self.btn_group.addButton(self.window_btn[-1], i) + + # 2. 工作区域 + self.main_frame = QFrame(self) + self.main_frame.setGeometry(0, 28, self.width(), + self.height() - self.frame_tool.height()) + + # 创建堆叠布局 + self.stacked_layout = QStackedLayout(self.main_frame) + + self.main_frame1 = QWidget() + self.main_frame1.setStyleSheet(滚动条样式) + self.main_frame2 = QWidget() + self.main_frame2.setStyleSheet(滚动条样式) + self.main_frame3 = QWidget() + self.main_frame3.setStyleSheet(滚动条样式) + self.main_frame4 = QWidget() + self.main_frame4.setStyleSheet(滚动条样式) + self.main_frame5 = QWidget() + self.main_frame5.setStyleSheet(滚动条样式) + self.main_frame6 = QWidget() + self.main_frame6.setStyleSheet(滚动条样式) + + self.界面1() + self.界面2() + self.界面3() + self.界面4() + if self.初始属性.职业分类 == '输出': + self.界面6() + self.界面5() + + def 布局界面(self): + # 把布局界面放进去 + self.stacked_layout.addWidget(self.main_frame1) + self.main_frame2.setMinimumSize(1120, self.窗口高度) + if self.窗口高度 > 680: + self.scroll = QScrollArea() + self.scroll.setFrameShape(QFrame.NoFrame) + self.main_frame2.setMinimumSize(1100, self.窗口高度 - 20) + self.scroll.setWidget(self.main_frame2) + self.scroll.setStyleSheet( + "QScrollArea {background-color:transparent}") + self.scroll.setStyleSheet(滚动条样式) + self.scroll.viewport().setStyleSheet( + "background-color:transparent") + self.stacked_layout.addWidget(self.scroll) + else: + self.stacked_layout.addWidget(self.main_frame2) + self.stacked_layout.addWidget(self.main_frame3) + + self.scroll = QScrollArea() + self.scroll.setFrameShape(QFrame.NoFrame) + self.scroll.setWidget(self.main_frame4) + self.scroll.setStyleSheet("QScrollArea {background-color:transparent}") + self.scroll.setStyleSheet(滚动条样式) + self.scroll.viewport().setStyleSheet("background-color:transparent") + self.stacked_layout.addWidget(self.scroll) + + if self.初始属性.职业分类 == '输出': + self.stacked_layout.addWidget(self.main_frame6) + self.stacked_layout.addWidget(self.main_frame5) + + def 套装描述(self, i): + temp = '' + for n in [2, 3, 5]: + name = '{}[{}]'.format(i.名称, n) + if name in equ.get_suit_name(): + try: + 描述 = '' + if self.角色属性A.职业分类 == 'BUFF': + 描述 = equ.get_suit_by_name(name).装备描述_BUFF( + self.角色属性A)[:-4] + else: + 描述 = equ.get_suit_by_name(name).装备描述(self.角色属性A)[:-4] + if 描述 != '': + temp += '' + trans( + i.名称) + '[{}]
'.format(n) + temp += 描述 + temp += '
' + except Exception as e: + logger.error(e) + pass + return temp[:-4] + '
' + + def 单件描述(self, i): + temp = ''.format(颜色[i.品质]) + temp += trans(i.名称) + '
' + trans(i.类型) + \ + '-' + trans(i.部位) + '
' + if self.角色属性A.职业分类 == 'BUFF': + temp += i.装备描述_BUFF(self.角色属性A) + else: + temp += i.装备描述(self.角色属性A) + return temp[:-4] + '
' + + def 单件装备判断(self, i): + if i.所属套装 == '智慧产物' and i.部位 != '武器' and i.模式 == 0: + return True + elif i.名称 == '王座本源' and self.角色属性A.职业分类 == 'BUFF': + return True + else: + return False + + def 武器装备判断(self, i): + if i.部位 == '武器' and i.类型 in self.角色属性A.武器选项 and i.模式 == 0: + return True + else: + return False + + def 其他装备判断(self, i): + if i.所属套装 in 所有套装列表: + return True + else: + return False + + def 描述更新(self, index, i): + if index == '称号': + i.setToolTip(self.称号描述()) + else: + i.setToolTip(self.宠物描述()) + + def 界面1(self): + self.一键站街设置输入 = [] + 水平间距 = [0, 350, 640] + counter1 = 0 + for 布局列表 in [防具套装, 上链左套装 + 镯下右套装 + 环鞋指套装, 首饰套装 + 特殊套装]: + counter2 = 0 + for 名称 in 布局列表: + for i in equ.get_suit_list(): + if i.名称 == 名称 and i.件数 == 2: + self.按钮 = QPushButton(trans(i.名称), self.main_frame1) + self.按钮.move(水平间距[counter1] + 10, 10 + counter2 * 32) + self.按钮.setStyleSheet(套装按钮样式) + self.按钮.resize(120, 28) + self.按钮.clicked.connect( + lambda state, index=i.名称: self.套装按钮点击事件(index)) + self.按钮.setToolTip(self.套装描述(i)) + counter3 = 0 + for 品质 in ['神话', '史诗']: + for 部位 in [ + '上衣', '头肩', '下装', '鞋', '腰带', '项链', '手镯', + '戒指', '辅助装备', '魔法石', '耳环' + ]: + for j in equ.get_equ_id_list(): + temp = equ.get_equ_by_id(j) + if temp.所属套装 == i.名称 and temp.品质 == 品质 and temp.部位 == 部位: + self.图片 = QLabel(self.main_frame1) + self.图片.setMovie(equ.get_img_by_id(j)) + self.图片.resize(28, 28) + self.图片.move( + 水平间距[counter1] + 150 + + 32 * counter3, 10 + counter2 * 32) + self.按钮 = QPushButton(self.main_frame1) + self.按钮.setStyleSheet( + "background-color: rgb(0, 0, 0)") + self.按钮.resize(28, 28) + self.按钮.setToolTip(self.单件描述(temp)) + self.遮罩透明度[j].setOpacity(0.5) + self.按钮.setGraphicsEffect( + self.遮罩透明度[j]) + self.按钮.clicked.connect( + lambda state, index=j: self. + 装备图标点击事件(index, 10)) + self.装备图片按钮[j] = self.按钮 + self.装备图片按钮[j].move( + 水平间距[counter1] + 150 + + 32 * counter3, 10 + counter2 * 32) + counter3 += 1 + counter2 += 1 + counter1 += 1 + + counter5 = 8 + self.按钮 = QPushButton(trans('武器列表'), self.main_frame1) + self.按钮.move(650, 15 + counter5 * 32) + self.按钮.resize(265, 28) + self.按钮.setStyleSheet(套装按钮样式) + self.按钮.clicked.connect(lambda state, index='武器': self.套装按钮点击事件(index)) + + counter4 = 0 + counter5 += 1 + for i in equ.get_equ_list(): + if self.武器装备判断(i): + self.图片 = QLabel(self.main_frame1) + self.图片.setMovie(equ.get_img_by_name(i.名称)) + self.图片.resize(28, 28) + self.图片.move(657 + 55 * counter4, 15 + counter5 * 32) + self.按钮 = QPushButton(self.main_frame1) + self.按钮.setStyleSheet("background-color: rgb(0, 0, 0)") + self.按钮.resize(28, 28) + self.按钮.setToolTip(self.单件描述(i)) + self.遮罩透明度[equ.get_id_by_name(i.名称)].setOpacity(0.5) + self.按钮.setGraphicsEffect(self.遮罩透明度[equ.get_id_by_name(i.名称)]) + self.按钮.clicked.connect(lambda state, index=equ.get_id_by_name( + i.名称): self.装备图标点击事件(index, 10)) + self.装备图片按钮[equ.get_id_by_name(i.名称)] = self.按钮 + self.装备图片按钮[equ.get_id_by_name(i.名称)].move( + 657 + 55 * counter4, 15 + counter5 * 32) + counter4 += 1 + if counter4 % 5 == 0: + counter5 += 1 + counter4 = 0 + + if counter4 != 0: + counter5 += 1 + self.按钮 = QPushButton(trans('智慧产物'), self.main_frame1) + self.按钮.move(650, 20 + counter5 * 32) + self.按钮.resize(265, 28) + self.按钮.setStyleSheet(套装按钮样式) + self.按钮.clicked.connect( + lambda state, index='智慧产物': self.套装按钮点击事件(index)) + + counter4 = 0 + counter5 += 1 + for i in equ.get_equ_list(): + if self.单件装备判断(i): + self.图片 = QLabel(self.main_frame1) + self.图片.setMovie(equ.get_img_by_name(i.名称)) + self.图片.resize(28, 28) + self.图片.move(657 + 55 * counter4, 20 + counter5 * 32) + self.按钮 = QPushButton(self.main_frame1) + self.按钮.setStyleSheet("background-color: rgb(0, 0, 0)") + self.按钮.resize(28, 28) + self.按钮.setToolTip(self.单件描述(i)) + self.遮罩透明度[equ.get_id_by_name(i.名称)].setOpacity(0.5) + self.按钮.setGraphicsEffect(self.遮罩透明度[equ.get_id_by_name(i.名称)]) + self.按钮.clicked.connect(lambda state, index=equ.get_id_by_name( + i.名称): self.装备图标点击事件(index, 10)) + self.装备图片按钮[equ.get_id_by_name(i.名称)] = self.按钮 + self.装备图片按钮[equ.get_id_by_name(i.名称)].move( + 657 + 55 * counter4, 20 + counter5 * 32) + counter4 += 1 + if counter4 % 5 == 0: + counter5 += 1 + counter4 = 0 + + self.装备打造选项 = [] + counter = 0 + for i in 部位列表: + x = QLabel(trans(i), self.main_frame1) + x.resize(50, 20) + x.setAlignment(Qt.AlignCenter) + x.setStyleSheet(标签样式) + if counter < 5: + x.move(10, 504 + counter * 30) + else: + if counter < 11: + x.move(270, 500 + (counter - 5) * 25) + else: + x.resize(95, 20) + x.move(550, 500 + (counter - 11) * 30) + counter += 1 + + counter = 0 + for i in 部位列表: + x = MyQComboBox(self.main_frame1) + x.addItems(trans(['强化', '增幅'])) + x.resize(55, 20) + self.装备打造选项.append(x) + if counter < 5: + x.move(60, 504 + counter * 30) + else: + if counter < 11: + x.move(330, 500 + (counter - 5) * 25) + else: + x.move(540, 500 + (counter - 10) * 30) + counter += 1 + + counter = 0 + for i in 部位列表: + x = MyQComboBox(self.main_frame1) + for j in range(32): + x.addItem(str(j)) + x.resize(50, 20) + self.装备打造选项.append(x) + if counter < 5: + x.move(120, 504 + counter * 30) + else: + if counter < 11: + x.move(390, 500 + (counter - 5) * 25) + else: + x.move(600, 500 + (counter - 10) * 30) + counter += 1 + + counter = 0 + for i in 部位列表: + x = MyQComboBox(self.main_frame1) + for j in range(32): + x.addItem(trans('改造') + '+' + str(j)) + x.resize(75, 20) + self.装备打造选项.append(x) + if counter < 5: + x.move(180, 504 + counter * 30) + else: + if counter < 11: + x.move(450, 500 + (counter - 5) * 25) + else: + x.resize(110, 20) + x.move(540, 500 + (counter - 9) * 30) + counter += 1 + + x = MyQComboBox(self.main_frame1) + for j in range(11): + x.addItem(trans('锻造') + '+' + str(j)) + x.resize(110, 20) + x.move(540, 504 + (counter - 9) * 30) + self.装备打造选项.append(x) + + x = MyQComboBox(self.main_frame1) + x.addItems(self.角色属性A.类型选择) + x.resize(110, 20) + x.move(540, 504 + (counter - 8) * 30) + self.装备打造选项.append(x) + + x = QPushButton(trans('一键全选'), self.main_frame1) + x.clicked.connect(lambda state, index=1: self.批量选择(index)) + x.move(520, 400) + x.resize(105, 24) + x.setStyleSheet(按钮样式) + + x = QPushButton(trans('一键清空'), self.main_frame1) + x.clicked.connect(lambda state, index=0: self.批量选择(index)) + x.move(520, 430) + x.resize(105, 24) + x.setStyleSheet(按钮样式) + + x = QPushButton(trans('打造') + '↑', self.main_frame1) + x.clicked.connect(lambda state: self.批量打造(1)) + x.move(520, 460) + x.resize(50, 24) + x.setStyleSheet(按钮样式) + + x = QPushButton(trans('打造') + '↓', self.main_frame1) + x.clicked.connect(lambda state: self.批量打造(-1)) + x.move(575, 460) + x.resize(50, 24) + x.setStyleSheet(按钮样式) + + self.称号 = MyQComboBox(self.main_frame1) + self.宠物 = MyQComboBox(self.main_frame1) + + self.称号.currentIndexChanged.connect( + lambda state, index='称号': self.描述更新(index, self.称号)) + self.宠物.currentIndexChanged.connect( + lambda state, index='宠物': self.描述更新(index, self.宠物)) + + x = QLabel(trans(trans('称号&宠物选择')), self.main_frame1) + x.resize(130, 20) + x.move(360, 400) + x.setAlignment(Qt.AlignCenter) + x.setStyleSheet(标签样式) + + counter = 0 + for x in [self.称号, self.宠物]: + x.resize(160, 20) + x.move(350, 430 + counter * 30) + counter += 1 + + self.计算按钮1 = QPushButton(trans('开始计算'), self.main_frame1) + self.计算按钮1.clicked.connect(lambda state: self.计算()) + self.计算按钮1.move(990, 610) + self.计算按钮1.resize(110, 30) + self.计算按钮1.setStyleSheet(按钮样式) + + def 界面2(self): + pass + + def 界面3(self): + pass + + def 界面4(self): + + # 第四个布局 + self.main_frame4 = QWidget() + + self.神话属性选项 = [] + self.神话属性图片 = [] + num = 0 + for j in equ.get_equ_id_list(): + temp = equ.get_equ_by_id(j) + if temp.品质 == '神话': + + self.神话属性图片.append(QLabel(self.main_frame4)) + self.神话属性图片[-1].setMovie(equ.get_img_by_id(j)) + self.神话属性图片[-1].setToolTip('' + + temp.名称 + '
' + temp.类型 + '-' + + temp.部位 + '
') + self.神话属性图片[-1].resize(28, 28) + self.神话属性图片[-1].move(-1000, -1000) + for i in range(4): + self.神话属性选项.append(MyQComboBox(self.main_frame4)) + self.神话属性选项[-1].resize(150, 18) + self.神话属性选项[-1].move(-1000, -1000) + self.神话属性选项[-1].currentIndexChanged.connect( + lambda state, index=num * 4 + i: self.神话属性选项颜色更新(index + )) + num += 1 + + if self.初始属性.职业分类 == '输出': + self.改造产物选项 = [] + self.改造产物图片 = [] + num = 0 + for j in equ.get_equ_id_list(): + temp = equ.get_equ_by_id(j) + if temp.所属套装 == '智慧产物': + self.改造产物图片.append(QLabel(self.main_frame4)) + self.改造产物图片[-1].setMovie(equ.get_img_by_id(j)) + self.改造产物图片[-1].setToolTip('' + + temp.名称 + '
' + temp.类型 + + '-' + temp.部位 + '
') + self.改造产物图片[-1].resize(28, 28) + self.改造产物图片[-1].move(-1000, -1000) + for i in range(4): + self.改造产物选项.append(MyQComboBox(self.main_frame4)) + self.改造产物选项[-1].resize(150, 18) + self.改造产物选项[-1].move(-1000, -1000) + self.改造产物选项[-1].currentIndexChanged.connect( + lambda state, index=num * 4 + i: self.改造产物选项颜色更新( + index)) + num += 1 + + count = 0 + for i in equ.get_equ_list(): + if i.品质 == '神话': + 描述列表 = [i.属性1描述, i.属性2描述, i.属性3描述, i.属性4描述] + 范围列表 = [i.属性1范围, i.属性2范围, i.属性3范围, i.属性4范围] + for j in range(4): + if 描述列表[j] != '无': + self.神话属性选项[count * 4 + j].setEnabled(True) + for k in range(范围列表[j][0], 范围列表[j][1] - 1, -1): + if (k % 范围列表[j][2]) == 0 or k == 范围列表[j][0]: + temp = trans(描述列表[j], value=k) + self.神话属性选项[count * 4 + j].addItem(temp) + else: + self.神话属性选项[count * 4 + j].setEnabled(False) + self.神话属性选项[count * 4 + j].addItem(trans('无')) + count += 1 + + count = 0 + for i in equ.get_equ_list(): + if i.所属套装 == '智慧产物': + 描述列表 = [i.属性1描述, i.属性2描述, i.属性3描述, i.属性4描述] + 范围列表 = [i.属性1范围, i.属性2范围, i.属性3范围, i.属性4范围] + for j in range(4): + if 描述列表[j] != '无': + self.改造产物选项[count * 4 + j].setEnabled(True) + for k in range(范围列表[j][0], 范围列表[j][1] - 1, -1): + if (k % 范围列表[j][2]) == 0 or k == 范围列表[j][0]: + temp = trans(描述列表[j], value=k) + self.改造产物选项[count * 4 + j].addItem(temp) + else: + self.改造产物选项[count * 4 + j].setEnabled(False) + self.改造产物选项[count * 4 + j].addItem(trans('无')) + count += 1 + else: + count = 0 + for i in equ.get_equ_list(): + if i.品质 == '神话': + 描述列表 = [ + i.属性1描述_BUFF, i.属性2描述_BUFF, i.属性3描述_BUFF, i.属性4描述_BUFF + ] + 范围列表 = [ + i.属性1范围_BUFF, i.属性2范围_BUFF, i.属性3范围_BUFF, i.属性4范围_BUFF + ] + for j in range(4): + if 描述列表[j] != '无': + self.神话属性选项[count * 4 + j].setEnabled(True) + for k in range(范围列表[j][0], 范围列表[j][1] - 1, -1): + if (k % 范围列表[j][2]) == 0 or k == 范围列表[j][0]: + temp = trans(描述列表[j], value=k) + self.神话属性选项[count * 4 + j].addItem(temp) + else: + self.神话属性选项[count * 4 + j].setEnabled(False) + self.神话属性选项[count * 4 + j].addItem(trans('无')) + count += 1 + pass + + def 界面5(self): + pass + + def 界面6(self): + pass + + def 基准值设置(self, x=0): + self.基准值.clear() + if x == 0: + 装备 = [] + for i in self.自选装备: + 装备.append(i.currentData()) + A = deepcopy(self.初始属性) + self.输入属性(A) + A.穿戴装备计算套装(装备) + B = deepcopy(A) + self.关闭排行窗口() + self.排行数据.clear() + self.排行数据.append(装备 + [0] + A.套装栏 + ['无']) + self.输出界面(0, '基准值') + if A.职业分类 == '输出': + self.基准值 = [A.伤害计算(0), B.伤害计算(1)] + else: + self.基准值 = [A.BUFF计算(0), B.BUFF计算(1)] + self.自选计算(1) + + def 希洛克选择(self, index, x=0): + if x == 1: + for i in range(15): + self.希洛克遮罩透明度[i].setOpacity(0.5) + self.希洛克选择状态[i] = 0 + return + if index >= 100: + 序号 = int(index / 100 - 1) + if self.初始属性.职业分类 == '输出': + # 守门人全属强方案 + if 序号 == 3: + if self.角色属性A.职业 not in ('冰结师', '鬼泣', '死灵术士', '气功师', '忍者', + '暗枪士'): + number = self.希洛克选择状态[9] + self.希洛克选择状态[ + 10] + self.希洛克选择状态[11] + if number != 3: + self.守门人属强.setCurrentIndex(3) + self.守门人全属强.setEnabled(True) + self.守门人全属强.setChecked(True) + self.守门人全属强.setStyleSheet(复选框样式) + else: + self.守门人全属强.setEnabled(False) + self.守门人全属强.setChecked(False) + self.守门人全属强.setStyleSheet(复选框样式) + else: + self.守门人全属强.setEnabled(False) + self.守门人全属强.setChecked(False) + self.守门人全属强.setStyleSheet(复选框样式) + count = 0 + for i in range(序号 * 3, 序号 * 3 + 3): + count += self.希洛克选择状态[i] + if count != 3: + for i in range(15): + if i in range(序号 * 3, 序号 * 3 + 3): + self.希洛克遮罩透明度[i].setOpacity(0) + self.希洛克选择状态[i] = 1 + else: + self.希洛克遮罩透明度[i].setOpacity(0.5) + self.希洛克选择状态[i] = 0 + else: + for i in range(序号 * 3, 序号 * 3 + 3): + self.希洛克遮罩透明度[i].setOpacity(0.5) + self.希洛克选择状态[i] = 0 + else: + if self.初始属性.职业分类 == '输出': + if self.角色属性A.职业 not in ('冰结师', '鬼泣', '死灵术士', '气功师', '忍者', + '暗枪士'): + number = self.希洛克选择状态[9] + self.希洛克选择状态[10] + self.希洛克选择状态[ + 11] + if number == 2 and self.希洛克选择状态[index] == 0 and index in [ + 9, 10, 11 + ]: + self.守门人属强.setCurrentIndex(3) + self.守门人全属强.setEnabled(True) + self.守门人全属强.setChecked(True) + self.守门人全属强.setStyleSheet(复选框样式) + else: + self.守门人全属强.setEnabled(False) + self.守门人全属强.setChecked(False) + self.守门人全属强.setStyleSheet(复选框样式) + if self.希洛克选择状态[index] == 0: + for i in range(5): + 序号 = i * 3 + index % 3 + if self.希洛克选择状态[序号] == 1: + self.希洛克遮罩透明度[序号].setOpacity(0.5) + self.希洛克选择状态[序号] = 0 + self.希洛克遮罩透明度[index].setOpacity(0) + self.希洛克选择状态[index] = 1 + else: + self.希洛克遮罩透明度[index].setOpacity(0.5) + self.希洛克选择状态[index] = 0 + + def 奥兹玛选择(self, index, x=0): + if x == 1: + for i in range(25): + self.奥兹玛遮罩透明度[i].setOpacity(0.5) + self.奥兹玛选择状态[i] = 0 + return + if index >= 100: + 序号 = int(index / 100 - 1) + count = 0 + for i in range(序号 * 5, 序号 * 5 + 5): + count += self.奥兹玛选择状态[i] + if count != 5: + for i in range(25): + if i in range(序号 * 5, 序号 * 5 + 5): + self.奥兹玛遮罩透明度[i].setOpacity(0) + self.奥兹玛选择状态[i] = 1 + else: + self.奥兹玛遮罩透明度[i].setOpacity(0.5) + self.奥兹玛选择状态[i] = 0 + else: + for i in range(序号 * 5, 序号 * 5 + 5): + self.奥兹玛遮罩透明度[i].setOpacity(0.5) + self.奥兹玛选择状态[i] = 0 + else: + if self.奥兹玛选择状态[index] == 0: + for i in range(5): + 序号 = i * 5 + index % 5 + if self.奥兹玛选择状态[序号] == 1: + self.奥兹玛遮罩透明度[序号].setOpacity(0.5) + self.奥兹玛选择状态[序号] = 0 + self.奥兹玛遮罩透明度[index].setOpacity(0) + self.奥兹玛选择状态[index] = 1 + else: + self.奥兹玛遮罩透明度[index].setOpacity(0.5) + self.奥兹玛选择状态[index] = 0 + + def 技能存档更换(self): + if self.技能存档选择.currentText() == trans('新建存档'): + num = 1 + while True: + path = './ResourceFiles/{}/{}'.format(self.角色属性A.实际名称, + 'skill-{}'.format(num)) + if os.path.exists(path): + num += 1 + else: + os.makedirs(path) + break + self.技能存档位置 = 'skill-{}'.format(num) + self.保存json(path=self.技能存档位置, page=[1]) + self.技能存档选择.setItemText(self.技能存档选择.count() - 1, + 'skill-{}'.format(num)) + self.技能存档选择.addItem(trans('新建存档')) + return + + if self.技能存档位置 == self.技能存档选择.currentText(): + return + if self.技能存档位置 != '全局存档': + box = QMessageBox( + QMessageBox.Warning, "提示", + "即将载入{}技能存档,是否保存当前配置到{}技能存档?" + .format(self.技能存档选择.currentText(), self.技能存档位置)) + box.setWindowIcon(self.icon) + yes = box.addButton(self.tr("确定"), QMessageBox.YesRole) + no = box.addButton(self.tr("取消"), QMessageBox.NoRole) + box.exec_() + if box.clickedButton() == yes: + self.保存json(path=self.技能存档位置, page=[1]) + self.技能存档位置 = self.技能存档选择.currentText() + if self.技能存档位置 != '全局存档': + self.载入json(path=self.技能存档位置, page=[1]) + else: + self.载入json(path=self.存档位置, page=[1]) + + def 技能存档列表读取(self): + self.技能存档位置 = '全局存档' + path = './ResourceFiles/{}/'.format(self.角色属性A.实际名称) + setfile = ['全局存档'] + for root, dirs, files in os.walk(path): + for dir in dirs: + if dir.startswith('skill'): + setfile.append(dir) + self.技能存档选择.clear() + self.技能存档选择.addItems(setfile) + self.技能存档选择.addItem(trans('新建存档')) + self.技能存档位置 = self.技能存档选择.currentText() + + def 存档更换(self): + if self.存档选择.currentText() == trans('新建存档'): + num = 1 + while True: + path = './ResourceFiles/{}/{}'.format(self.角色属性A.实际名称, + 'set-{}'.format(num)) + if os.path.exists(path): + num += 1 + else: + os.makedirs(path) + break + self.存档位置 = 'set-{}'.format(num) + self.保存配置(self.存档位置) + self.存档选择.setItemText(self.存档选择.count() - 1, 'set-{}'.format(num)) + self.存档选择.addItem(trans('新建存档')) + return + + if self.存档位置 == self.存档选择.currentText(): + return + box = QMessageBox( + QMessageBox.Warning, "提示", + "即将载入{}存档,是否保存当前配置到{}存档?" + .format(self.存档选择.currentText(), self.存档位置)) + box.setWindowIcon(self.icon) + yes = box.addButton(self.tr("确定"), QMessageBox.YesRole) + no = box.addButton(self.tr("取消"), QMessageBox.NoRole) + box.exec_() + if box.clickedButton() == yes: + self.保存配置(self.存档位置) + self.存档位置 = self.存档选择.currentText() + self.载入配置(self.存档位置) + + def 存档列表读取(self): + self.存档位置 = 'set' + path = './ResourceFiles/' + self.角色属性A.实际名称 + '/' + setfile = [] + for root, dirs, files in os.walk(path): + for dir in dirs: + if dir.startswith('set'): + setfile.append(dir) + self.存档选择.clear() + for k in setfile: + self.存档选择.addItem(k) + self.存档选择.addItem(trans('新建存档')) + self.存档位置 = self.存档选择.currentText() + + def 全局重置(self): + box = QMessageBox(QMessageBox.Warning, "提示", "是否恢复默认设置?") + box.setWindowIcon(self.icon) + yes = box.addButton(self.tr("确定"), QMessageBox.YesRole) + no = box.addButton(self.tr("取消"), QMessageBox.NoRole) + box.exec_() + if box.clickedButton() == yes: + self.载入配置('reset') + + def 改造套装更改(self): + self.计算标识 = 0 + 名称列表 = [] + 部位序号 = [] + for n in equ.get_equ_list(): + try: + if n.关联套装 == self.改造套装.currentData(): + 名称列表.append(n.名称) + 部位序号.append(部位字典[n.部位]) + except: + pass + try: + if n.所属套装 == self.改造套装.currentData().split('[')[0]: + 名称列表.append(n.名称) + 部位序号.append(部位字典[n.部位]) + except: + pass + if self.改造套装.currentData() == '兵法之神[5]': + for n in equ.get_equ_list(): + try: + if n.所属套装 in ['无相轮回的希望', '流逝轮回的记忆'] and n.部位 != '辅助装备': + 名称列表.append(n.名称) + 部位序号.append(部位字典[n.部位]) + except: + pass + for n in 部位序号: + x = -1 + for i in equ.get_equ_list(): + if 部位列表[n] == i.部位: + x += 1 + if i.名称 in 名称列表: + self.自选装备[n].setCurrentIndex(x) + self.计算标识 = 1 + self.自选计算(1) + + def 神话部位更改(self): + self.计算标识 = 0 + 部位 = [-1, 0, 5, 8] + 序号 = 部位[self.神话部位选项.currentIndex()] + if 序号 != -1: + 当前 = equ.get_equ_by_name(self.自选装备[序号].currentData()) + x = -1 + for i in equ.get_equ_list(): + if 当前.部位 == i.部位: + x += 1 + if i.品质 == '神话' and i.所属套装 == 当前.所属套装: + self.自选装备[序号].setCurrentIndex(x) + for k in [0, 5, 8]: + if k != 序号: + 当前 = equ.get_equ_by_name(self.自选装备[k].currentData()) + if 当前.品质 == '神话': + x = -1 + for i in equ.get_equ_list(): + if 当前.部位 == i.部位: + x += 1 + if i.品质 == '史诗' and i.所属套装 == 当前.所属套装: + self.自选装备[k].setCurrentIndex(x) + self.计算标识 = 1 + self.自选计算(1) + + def 自选装备更改(self, index=0): + try: + self.图片显示[index].setMovie( + equ.get_img_by_name(self.自选装备[index].currentData())) + except: + pass + + if self.初始属性.职业分类 == '输出': + if self.当前页面 == 5 and self.计算标识 == 1: + self.自选计算(1) + else: + if self.当前页面 == 4 and self.计算标识 == 1: + self.自选计算(1) + + def 自选套装更改(self, index): + self.计算标识 = 0 + name = self.自选套装[index].currentData() + for i in range(11): + if self.装备锁定[i].isChecked(): + continue + x = -1 + for j in equ.get_equ_list(): + if j.部位 == 部位列表[i]: + x += 1 + if j.所属套装2 == name: + self.自选装备[i].setCurrentIndex(x) + break + elif j.所属套装 == name and j.品质 != '神话': + self.自选装备[i].setCurrentIndex(x) + break + self.计算标识 = 1 + self.自选计算(1) + + def 辟邪玉数值选项更新(self, index): + if self.初始属性.职业分类 == '输出': + from PublicReference.equipment.辟邪玉 import 辟邪玉列表 + else: + from PublicReference.equipment.buff.辟邪玉_buff import 辟邪玉列表 + self.辟邪玉数值[index].clear() + x = self.辟邪玉选择[index].currentIndex() + temp = 辟邪玉列表[x].最大值 * 10 + while temp >= 辟邪玉列表[x].最小值 * 10: + t = '+' if temp >= 0 else '' + if 辟邪玉列表[x].间隔 == 1: + self.辟邪玉数值[index].addItem(t + str(int(temp / 10))) + else: + self.辟邪玉数值[index].addItem(t + str('%.1f' % (temp / 10)) + '%') + temp -= 辟邪玉列表[x].间隔 * 10 + + def 辟邪玉属性计算(self, 属性): + if self.初始属性.职业分类 == '输出': + from PublicReference.equipment.辟邪玉 import 辟邪玉列表 + else: + from PublicReference.equipment.buff.辟邪玉_buff import 辟邪玉列表 + for i in range(4): + x = self.辟邪玉选择[i].currentIndex() + if self.辟邪玉数值[i].currentIndex() >= 0: + 辟邪玉列表[x].当前值 = float(self.辟邪玉数值[i].currentData().replace( + '%', '')) + 辟邪玉列表[x].穿戴属性(属性) + + def 装备图标点击事件(self, index, sign, x=1): + if equ.get_equ_by_id(index).模式 == 0: + try: + # 改变状态 + if sign == 10: + if self.装备选择状态[index] == 0: + self.遮罩透明度[index].setOpacity(0.0) + self.装备选择状态[index] = 1 + else: + self.遮罩透明度[index].setOpacity(0.5) + self.装备选择状态[index] = 0 + # 点亮 + if sign == 1: + self.遮罩透明度[index].setOpacity(0.0) + self.装备选择状态[index] = 1 + # 熄灭 + if sign == 0: + self.遮罩透明度[index].setOpacity(0.5) + self.装备选择状态[index] = 0 + self.装备图片按钮[index].setGraphicsEffect(self.遮罩透明度[index]) + + if x == 1: + self.计算模式选择.setItemText( + 0, + trans("{计算模式:极速模式} {组合}:$value", + value=self.组合数量计算(0))) + self.计算模式选择.setItemText( + 1, + trans("{计算模式:套装模式} {组合}:$value", + value=self.组合数量计算(1))) + self.计算模式选择.setItemText( + 2, + trans("{计算模式:单件模式} {组合}:$value", + value=self.组合数量计算(2))) + except Exception as error: + pass + + def 套装按钮点击事件(self, index): + count = 0 + if index == '武器': + for i in equ.get_equ_list(): + if i.类型 in self.角色属性A.武器选项: + count += self.装备选择状态[equ.get_id_by_name(i.名称)] + for i in equ.get_equ_list(): + if i.类型 in self.角色属性A.武器选项: + self.装备图标点击事件(equ.get_id_by_name(i.名称), + 0 if count > 0 else 1) + elif index == '智慧产物': + for i in equ.get_equ_list(): + if self.单件装备判断(i): + count += self.装备选择状态[equ.get_id_by_name(i.名称)] + for i in equ.get_equ_list(): + if self.单件装备判断(i): + self.装备图标点击事件(equ.get_id_by_name(i.名称), + 0 if count > 0 else 1) + else: + for i in equ.get_equ_list(): + if i.所属套装 == index: + count += self.装备选择状态[equ.get_id_by_name(i.名称)] + for i in equ.get_equ_list(): + if i.所属套装 == index: + self.装备图标点击事件(equ.get_id_by_name(i.名称), + 0 if count > 0 else 1) + + def 组合数量计算(self, sign, x=0): + if sign == 0 or sign == 1: + self.有效武器列表.clear() + for j in range(6): + self.有效总套装列表[j].clear() + for i in range(len(self.装备选择状态)): + if self.装备选择状态[i] == 1: + temp = equ.get_equ_by_id(i) + for j in range(6): + if (temp.所属套装 + in 总套装列表[j]) and (temp.所属套装 + not in self.有效总套装列表[j]): + self.有效总套装列表[j].append(temp.所属套装) + if temp.部位 == '武器': + self.有效武器列表.append(temp.名称) + if sign == 0: + counter = ( + len(self.有效防具套装) * len(self.有效首饰套装) * len(self.有效特殊套装) + + len(self.有效防具套装) * len(self.有效上链左套装) * len(self.有效镯下右套装) * + len(self.有效环鞋指套装) * 4) * 4 * len(self.有效武器列表) + if sign == 1: + counter = ( + len(self.有效防具套装) * len(self.有效首饰套装) * len(self.有效特殊套装) + + len(self.有效防具套装) * len(self.有效上链左套装) * len(self.有效镯下右套装) * + len(self.有效环鞋指套装) * 4 + + len(self.有效防具套装) * len(self.有效首饰套装) * len(self.有效特殊套装) * + (len(self.有效防具套装) - 1) * 10) * 4 * len(self.有效武器列表) + + if sign == 2: + self.有效部位列表.clear() + for i in range(12): + self.有效部位列表.append([]) + for i in range(len(self.装备选择状态)): + if self.装备选择状态[i] == 1: + temp = equ.get_equ_by_id(i) + self.有效部位列表[部位列表.index(temp.部位)].append(temp.名称) + + counter = 0 + for a1 in self.有效部位列表[0]: + for a2 in self.有效部位列表[5]: + for a3 in self.有效部位列表[8]: + 神话数量 = 0 + for i in [a1, a2, a3]: + if equ.get_equ_by_name(i).品质 == '神话': + 神话数量 += 1 + if 神话数量 <= 1: + counter += 1 + for i in [1, 3, 2, 4, 6, 9, 7, 10, 11]: + counter *= len(self.有效部位列表[i]) + + if x == 0: + if counter <= 9999: + return str(counter) + else: + num = -1 + while counter >= 10000: + counter /= 10000 + num += 1 + name = ['万', '亿', '万亿'] + return str(round(counter, 2)) + name[num] + if x == 1: + return counter + + def 强化觉醒选择(self, index): + self.觉醒选择状态 = index + if index == 1: + self.一觉遮罩透明度.setOpacity(0.0) + self.二觉遮罩透明度.setOpacity(0.5) + if index == 2: + self.一觉遮罩透明度.setOpacity(0.5) + self.二觉遮罩透明度.setOpacity(0.0) + + self.一觉遮罩.setGraphicsEffect(self.一觉遮罩透明度) + self.二觉遮罩.setGraphicsEffect(self.二觉遮罩透明度) + + def 批量选择(self, index): + if index == 1: + if self.全选状态 == 1: + self.全选状态 = 0 + else: + self.全选状态 = 1 + if sum(self.装备选择状态[74:244]) == 170: + self.批量选择(0) + + for i in equ.get_equ_list(): + if self.武器装备判断(i) or self.单件装备判断(i) or self.其他装备判断(i): + if i.品质 == '神话' and index == 1: + if self.全选状态 == 0: + self.装备图标点击事件(equ.get_id_by_name(i.名称), index, x=0) + else: + self.装备图标点击事件(equ.get_id_by_name(i.名称), index, x=0) + + self.装备图标点击事件(74, index) + + def 批量打造(self, x): + for i in range(12): + y = max(min(self.装备打造选项[i + 12].currentIndex() + x, 31), 0) + self.装备打造选项[i + 12].setCurrentIndex(y) + + def 神话属性选项颜色更新(self, index): + i = self.神话属性选项[index] + if i.currentIndex() != 0: + i.setStyleSheet(下拉框样式_warn) + else: + i.setStyleSheet(下拉框样式) + + def 改造产物选项颜色更新(self, index): + i = self.改造产物选项[index] + if i.currentIndex() != 0: + i.setStyleSheet(下拉框样式_warn) + else: + i.setStyleSheet(下拉框样式) + + def click_window(self, index, info=''): + if info != '': + increase_counter(ga_category="界面使用情况", name=info) + self.当前页面 = index + if self.stacked_layout.currentIndex() != index: + self.stacked_layout.setCurrentIndex(index) + for i in self.window_btn: + i.setStyleSheet(页签样式) + self.window_btn[index].setStyleSheet(页签样式_选中) + + if index == 3: + count1 = 0 + count2 = 0 + num = 0 + width = 1100 + height = 680 + page4_height = 0 + 自选装备名称 = [] + for i in self.自选装备: + 自选装备名称.append(i.currentData()) + for j in equ.get_equ_id_list(): + temp = equ.get_equ_by_id(j) + if temp.品质 == '神话': + if self.装备选择状态[j] == 1 or temp.名称 in 自选装备名称: + self.神话属性图片[num].move( + int(width / 7 * (count1 % 7 + 0.42)), + int(height / 5.2 * (count2 + 0.05)) - 3) + for i in range(4): + self.神话属性选项[num * 4 + i].move( + int(width / 7 * (count1 % 7) + 6), + int(height / 5.2 * (count2 + 0.05)) - 3 + + i * 22 + 32) + count1 += 1 + if count1 % 7 == 0: + count2 += 1 + page4_height += 1 + else: + self.神话属性图片[num].move(-1000, -1000) + for i in range(4): + self.神话属性选项[num * 4 + i].move(-1000, -1000) + num += 1 + if self.初始属性.职业分类 == '输出': + num = 0 + for j in equ.get_equ_id_list(): + temp = equ.get_equ_by_id(j) + if temp.所属套装 == '智慧产物': + if (self.装备选择状态[j] == 1 or temp.名称 + in 自选装备名称) and self.智慧产物升级.isChecked(): + self.改造产物图片[num].move( + int(width / 7 * (count1 % 7 + 0.42)), + int(height / 5.2 * (count2 + 0.05)) - 3) + for i in range(4): + self.改造产物选项[num * 4 + i].move( + int(width / 7 * (count1 % 7) + 6), + int(height / 5.2 * (count2 + 0.05)) - 3 + + i * 22 + 32) + count1 += 1 + if count1 % 7 == 0: + count2 += 1 + page4_height += 1 + else: + self.改造产物图片[num].move(-1000, -1000) + for i in range(4): + self.改造产物选项[num * 4 + i].move(-1000, -1000) + num += 1 + page4_height = max(ceil(page4_height / 7) * 130, height) + self.main_frame4.setMinimumSize(width, page4_height) + + if self.初始属性.职业分类 == '输出': + if index == 5: + self.自选计算(1) + else: + if index == 4: + self.自选计算(1) + + def 智慧产物升级洗词条(self, x=0): + count1 = 0 + count2 = 0 + num = 0 + for j in equ.get_equ_id_list(): + if equ.get_equ_by_id(j).所属套装 == '智慧产物': + if self.装备选择状态[j] == 1 and x == 1: + self.改造产物图片[num].move( + int(self.width() / 7 * (count1 % 5 + 0.42 + 2)) - 10, + int(self.height() / 5.2 * (count2 + 0.05))) + for i in range(4): + self.改造产物选项[num * 4 + i].move( + int(self.width() / 7 * (count1 % 5 + 2) + 2), + int(self.height() / 5.2 * (count2 + 0.05)) + + i * 22 + 32) + count1 += 1 + if count1 % 5 == 0: + count2 += 1 + else: + self.改造产物图片[num].move(-1000, -1000) + for i in range(4): + self.改造产物选项[num * 4 + i].move(-1000, -1000) + num += 1 + + def 修正套装计算(self, x): + self.有效穿戴组合.clear() + + 装备 = [] + if x == 0: + for i in self.有效部位列表: + 装备.append(i[0]) + elif x == 1: + for i in self.自选装备: + 装备.append(i.currentData()) + + self.有效穿戴组合.append(装备) + + def 神话数量判断(self, x=0): + count = 0 + for j in equ.get_equ_id_list(): + if equ.get_equ_by_id(j).品质 == '神话': + if self.装备选择状态[j] == 1: + count += 1 + if x == 0: + if count != 0: + return False + else: + return True + else: + return count + + def 单件模式前四层组合(self): + count = 0 + for a1 in self.有效部位列表[0]: + for a2 in self.有效部位列表[5]: + for a3 in self.有效部位列表[8]: + 神话数量 = 0 + for i in [a1, a2, a3]: + if equ.get_equ_by_name(i).品质 == '神话': + 神话数量 += 1 + if 神话数量 <= 1: + count += 1 + return count * len(self.有效部位列表[1]) + + # 计算 + def 计算(self): + self.角色属性A = deepcopy(self.初始属性) + self.输入属性(self.角色属性A) + self.角色属性A.开启切装 = 切装模式 + if self.是否计算 != 1: + return + self.保存配置(self.存档位置) + if 调试开关 == 1 and self.角色属性A.职业分类 == '输出': + self.输出界面(-1) + return + if self.神话数量判断() and self.神话排名选项.isChecked(): + QMessageBox.information(self, "错误", "请勾选神话装备或取消勾选神话排名模式选项") + return + self.有效部位列表备份 = [] + if self.组合计算(self.计算模式选择.currentIndex()) == 0: + if self.计算模式选择.currentIndex() == 0 and self.组合计算(1) != 0: + QMessageBox.information(self, "错误", "已更换为套装模式,请再次计算") + self.计算模式选择.setCurrentIndex(1) + return + elif self.计算模式选择.currentIndex() != 2 and self.组合计算(2) != 0: + QMessageBox.information(self, "错误", "请更换为单件模式,并再次计算") + return + else: + QMessageBox.information(self, "错误", "无有效组合,请重新选择装备") + return + self.计算按钮1.setEnabled(False) + self.计算按钮1.setStyleSheet(按钮样式) + self.计算按钮2.setEnabled(False) + self.计算按钮2.setStyleSheet(按钮样式) + self.计算按钮3.setEnabled(False) + self.计算按钮3.setStyleSheet(按钮样式) + threading.Thread(target=self.计算线程, daemon=True).start() + + def 计算线程(self): + logger.info("开始计算") + self.角色属性A = deepcopy(self.初始属性) + self.输入属性(self.角色属性A) + + self.最大使用线程数 = thread_num - self.线程数选择.currentIndex() + # -------------------------------------多线程计算流程开始------------------------------------- + + startTime = time.time() + finished = False + producer_data.calc_index += 1 + producer_data.produced_count = 0 + + def log_result_queue_info(log_func, msg, mq: MinHeapWithQueue): + log_func( + "calc#{}: {}: {} remaining_qize={} sync_batch_size={} processed_result={}, speed={:.2f}/s totalWork={}" + .format(producer_data.calc_index, mq.name, msg, + mq.minheap_queue.qsize(), mq.minheap.batch_size, + mq.minheap.processed_result_count, + mq.process_results_per_second(), + producer_data.produced_count)) + self.update_remaining_signal.emit( + str(mq.minheap.processed_result_count)) + + def try_fetch_result(mq: MinHeapWithQueue): + idx = 1 + while True: + try: + minheap_to_merge = mq.minheap_queue.get(block=False) + mq.minheap.merge(minheap_to_merge) + + if mq.minheap.processed_result_count >= 1000 * idx: + log_result_queue_info( + logger.info, "try_fetch_result periodly report", + mq) + idx = mq.minheap.processed_result_count // 1000 + 1 + except queue.Empty as error: + break + + def try_fetch_result_in_background(mq: MinHeapWithQueue): + while not finished: + log_result_queue_info(logger.info, + "try_fetch_result_in_background", mq) + try_fetch_result(mq) + time.sleep(0.5) + + save_top_n = 2 << 64 + + mq = MinHeapWithQueue("排行", MinHeap(save_top_n, batch_size), + multiprocessing.Manager().Queue()) + + # 异步排行线程 + fetch_result_thread = threading.Thread( + target=try_fetch_result_in_background, args=(mq, ), daemon=True) + fetch_result_thread.start() + + # 异步计算搭配 + mode_index = self.计算模式选择.currentIndex() + total_task_count = self.组合计算(self.计算模式选择.currentIndex()) # 极速模式和套装模式时 + if mode_index == 2: + # 散件模式时 + total_task_count = self.单件模式前四层组合() + + batch_task_count = min(thread_task * thread_num, total_task_count, + self.最大使用线程数) + + start_index, end_index = 0, 0 + task_batch_size = total_task_count // batch_task_count + reminder = total_task_count % batch_task_count + for i in range(batch_task_count): + end_index = start_index + task_batch_size - 1 + if i < reminder: + end_index += 1 + + calc_data = CalcData() + + if self.角色属性A.职业分类 == "BUFF": + calc_data.是输出职业 = False + calc_data.minheap_queue = mq.minheap_queue + calc_data.角色属性A = deepcopy(self.角色属性A) + calc_data.角色属性A.强化等级 = copy(self.角色属性A.强化等级) + calc_data.角色属性A.改造等级 = copy(self.角色属性A.改造等级) + calc_data.角色属性A.是否增幅 = copy(self.角色属性A.是否增幅) + else: + calc_data.是输出职业 = True + calc_data.智慧产物限制 = self.智慧产物限制.currentIndex() + 1 + calc_data.minheap_queue = mq.minheap_queue + calc_data.角色属性A = deepcopy(self.角色属性A) + calc_data.角色属性A.装备切装 = copy(self.角色属性A.装备切装) + calc_data.角色属性A.技能切装 = copy(self.角色属性A.技能切装) + calc_data.角色属性A.切装修正 = copy(self.角色属性A.切装修正) + calc_data.角色属性A.宠物次数 = copy(self.角色属性A.宠物次数) + calc_data.角色属性A.强化等级 = copy(self.角色属性A.强化等级) + calc_data.角色属性A.改造等级 = copy(self.角色属性A.改造等级) + calc_data.角色属性A.是否增幅 = copy(self.角色属性A.是否增幅) + calc_data.角色属性A.次数输入 = copy(self.角色属性A.次数输入) + + calc_data.mode_index = mode_index + calc_data.start_index = start_index + calc_data.end_index = end_index + + calc_data.装备选择状态 = copy(self.装备选择状态) + for i in self.有效部位列表: + for j in i: + calc_data.装备选择状态[equ.get_id_by_name(j)] = 1 + if len(self.有效部位列表备份) != 0: + self.有效部位列表 = deepcopy(self.有效部位列表备份) + calc_data.拥有百变怪 = self.百变怪选项.isChecked() + calc_data.神话属性选项 = [cb.currentIndex() for cb in self.神话属性选项] + if self.初始属性.职业分类 == '输出': + calc_data.改造产物选项 = [cb.currentIndex() for cb in self.改造产物选项] + + calc_data.minheap = MinHeap(save_top_n, batch_size) + + producer(calc_data) + + start_index = end_index + 1 + + # 等到所有工作处理完成 + producer_data.work_queue.join() + finished = True + + logger.warning("所有工作线程均已完成计算,总计用时={}".format( + format_time(time.time() - startTime))) + + # 等待异步排行线程退出 + fetch_result_thread.join() + + # 最终将剩余结果(若有)也加入排序 + log_result_queue_info(logger.info, "after join", mq) + try_fetch_result(mq) + log_result_queue_info(logger.info, "after final", mq) + + # -------------------------------------多线程计算流程结束------------------------------------- + + self.排行数据.clear() + self.伤害列表 = mq.minheap.getTop() + for i in range(len(self.伤害列表)): + self.排行数据.append(self.伤害列表[i][1:]) + + totoalCostTime = time.time() - startTime + # logger.info(( + # "计算完毕\n" + # "工作线程={} 总计耗时={}" + # ).format( + # thread_num, format_time(totoalCostTime), + # )) + + self.calc_done_signal.emit() + + def 数量显示(self, counter): + if counter <= 9999: + return str(counter) + else: + counter /= 10000 + return ('%.2f' % counter) + '万' + + def update_remaining(self, count): + temp = self.数量显示(int(count)) + self.计算按钮1.setText("完成:" + temp) + self.计算按钮2.setText("完成:" + temp) + self.计算按钮3.setText("完成:" + temp) + + def calc_done(self): + self.计算按钮1.setText(trans("开始计算")) + self.计算按钮1.setEnabled(True) + self.计算按钮1.setStyleSheet(按钮样式) + self.计算按钮2.setText(trans("开始计算")) + self.计算按钮2.setEnabled(True) + self.计算按钮2.setStyleSheet(按钮样式) + self.计算按钮3.setText(trans("开始计算")) + self.计算按钮3.setEnabled(True) + self.计算按钮3.setStyleSheet(按钮样式) + if len(self.排行数据) == 0: + QMessageBox.information(self, "计算错误", "无有效组合") + return + if len(self.排行数据) == 1: + self.输出界面(0) + else: + self.关闭排行窗口() + if self.装备限定判断(): + self.其他限定判断() + + def 关闭排行窗口(self): + for i in self.排行窗口列表: + i.close() + self.排行窗口列表.clear() + + def 单条排行数据判断(self, s, l): + for i in l: + if s[i] != self.自选装备[i].currentData(): + return 0 + return 1 + + def 其他限定判断(self): + if self.神话排名选项.isChecked(): + 神话列表 = [] + 对应序号 = [] + for i in range(len(self.排行数据)): + tempstr = self.排行数据[i] + for j in [0, 5, 8]: + if equ.get_equ_by_name( + tempstr[j]).品质 == '神话' and tempstr[j] not in 神话列表: + 神话列表.append(tempstr[j]) + 对应序号.append(i) + if len(神话列表) >= self.神话数量判断(1): + break + if len(对应序号) == 0: + QMessageBox.information(self, "计算错误", "请取消勾选神话排名模式或重新勾选装备") + return + self.排行界面({}, 对应序号) + elif 武器排名 == 1: + 武器列表 = [] + 对应序号 = [] + for i in range(len(self.排行数据)): + tempstr = self.排行数据[i] + if equ.get_equ_by_name( + tempstr[11]).部位 == '武器' and tempstr[11] not in 武器列表: + 武器列表.append(tempstr[11]) + 对应序号.append(i) + if len(武器列表) >= len(self.有效武器列表): + break + self.排行界面({}, 对应序号) + else: + self.排行界面() + + def 装备限定判断(self): + temp = [] + l = [] + for i in range(12): + if self.装备锁定[i].isChecked(): + l.append(i) + if len(l) == 0: + return 1 + for s in self.排行数据: + if self.单条排行数据判断(s, l): + temp.append(s) + if len(temp) == 0: + QMessageBox.information(self, "计算错误", "无符合条件组合,请解除自选装备页限定或重新勾选") + return 0 + self.排行数据 = copy(temp) + return 1 + + def 指定装备排序(self, dic, x, n): + dic[x] = n + temp = [] + num = -1 + for i in self.排行数据: + num += 1 + sign = 1 + for n in dic.keys(): + if dic[n] != i[n]: + sign = 0 + break + if sign == 1: + temp.append(num) + if len(temp) == 100: + break + self.排行界面(dic, temp) + + def 排行界面(self, 筛选={}, 显示序号=[x for x in range(100)]): + 显示序号 = 显示序号[:min(100, len(self.排行数据))] + 滚动排行 = QWidget() + 滚动排行.setStyleSheet('''QToolTip { + background-color: black; + color: white; + border: 0px + }''') + + 滚动排行.resize(652, 530) + 滚动排行.setMinimumSize(652, 530) + 滚动排行.setMaximumSize(652, 1230) + if len(筛选) == 0: + # 滚动排行.setWindowTitle('当前模板配装排行(点击数字查看详情)'+"装备版本:"+self.角色属性A.版本 + " 增幅版本:" + self.角色属性A.增幅版本) + 滚动排行.setWindowTitle( + trans('当前模板配装排行(点击数字查看详情)') + ' {}'.format(get_mac_address())) + else: + temp = '' + for name in 筛选.values(): + temp += name + ' | ' + 滚动排行.setWindowTitle(temp[:-3]) + 滚动排行.setWindowIcon(self.icon) + if not SkinVersion == 'None': + 背景颜色 = QLabel(滚动排行) + 背景颜色.resize(652, 1230) + 背景颜色.setStyleSheet("QLabel{background-color:rgba(50,50,50,1.0)}") + 排行背景透明度 = QGraphicsOpacityEffect() + 排行背景透明度.setOpacity(0.15) + 排行背景 = QLabel(滚动排行) + 排行背景.resize(652, 1230) + 排行背景.setPixmap(self.主背景图片) + 排行背景.setGraphicsEffect(排行背景透明度) + 排行背景.setAlignment(Qt.AlignCenter) + + #wrapper = QWidget() + # 滚动排行.setCentralWidget(wrapper) + 滚动排行.topFiller = QWidget() + 滚动排行.topFiller.setMinimumSize(592, 50 * len(显示序号) + 30) + + if len(显示序号) > 10: + 初始x = -10 + else: + 初始x = 0 + 初始y = 15 + x间隔 = 30 + y间隔 = 50 + + 最高伤害 = self.排行数据[显示序号[0]][12] + 尾部字符 = '%' + if 最高伤害 > 100000000: + 最高伤害 /= 100000000 + 尾部字符 = '' + + 技能选项 = [] + for i in (self.细节选项输入[2] if self.角色属性A.职业分类 == '输出' else self.技能设置输入): + 技能选项.append(i.currentText().replace('Lv+1', '')) + + if 输出数据 == 1 and len(筛选) == 0: + setfile = open('./数据记录/{}-{}.csv'.format( + self.角色属性A.实际名称, time.strftime('%m-%d-%H-%M-%S')), + 'w', + encoding='gbk') + for i in range(len(显示序号)): + temp = '' + for j in range(13): + temp += str(self.排行数据[显示序号[i]][j]) + ',' + temp += self.角色属性A.实际名称 + ',' + temp += equ.get_equ_by_name(self.排行数据[显示序号[i]][11]).类型 + setfile.write(temp + '\n') + + for i in range(len(显示序号)): + 图片列表 = [] + for j in range(12): + 图片列表.append(equ.get_img_by_name(self.排行数据[显示序号[i]][j])) + 水平间距 = [1, 2, 3, 4, 5, 6.5, 7.5, 8.5, 10, 11, 12, 13.5] + for j in range(12): + 装备 = equ.get_equ_by_name(self.排行数据[显示序号[i]][j]) + 图标 = QLabel(滚动排行.topFiller) + 图标.setMovie(图片列表[j]) + 图片列表[j].start() + 图标.move(int(初始x + x间隔 * 水平间距[j]), int(初始y + i * y间隔)) + if self.排行数据[显示序号[i]][j] == self.排行数据[显示序号[i]][-1]: + 图标 = QLabel(滚动排行.topFiller) + 图标.setStyleSheet( + "QLabel{background-color:rgba(0,0,0,0.5)}") + 图标.resize(28, 28) + 图标.move(int(初始x + x间隔 * 水平间距[j]), int(初始y + i * y间隔)) + + 按钮 = QPushButton(滚动排行.topFiller) + 按钮.move(int(初始x + x间隔 * 水平间距[j]), int(初始y + i * y间隔)) + 按钮.resize(28, 28) + 按钮.setToolTip(self.单件描述(装备)) + a = QGraphicsOpacityEffect() + a.setOpacity(0.0) + 按钮.setGraphicsEffect(a) + 按钮.clicked.connect(lambda state, dic=deepcopy(筛选), x=j, n=装备. + 名称: self.指定装备排序(dic, x, n)) + + 伤害数值 = self.排行数据[显示序号[i]][12] + + if 伤害数值 > 100000000: + 伤害数值 /= 100000000 + 伤害量 = ('{' + + ':.{}f'.format(max(0, 4 - int(math.log10(伤害数值)))) + + '}').format(伤害数值) + else: + 伤害量 = "{:.0f}".format(伤害数值) + + if 最高伤害 != 0: + 百分比 = str(round(伤害数值 / 最高伤害 * 100, 1)) + '%' + else: + 百分比 = ' 0.0%' + + if 百分比 == '100.0%': + 详情按钮 = QtWidgets.QPushButton(伤害量 + 尾部字符 + ' |' + 百分比, + 滚动排行.topFiller) + else: + 详情按钮 = QtWidgets.QPushButton(伤害量 + 尾部字符 + ' | ' + 百分比, + 滚动排行.topFiller) + + 详情按钮.clicked.connect(lambda state, index=显示序号[i]: self.输出界面(index)) + + 详情按钮.move(int(初始x + x间隔 * 15), int(初始y + i * y间隔)) + 详情按钮.resize(142, 30) + + code = MyQLabel(滚动排行.topFiller) + code.setText('' + get_mac_address() + '') + # code.setText('abdhfosnd39dkws2dfsddd') + code.setStyleSheet( + f'{make_watermark_qt_color_string(watermark_surrounding_backgroud_color_ranking)};font-size:9px' + ) + code.move(int(初始x + x间隔 * 15 + 1), int(初始y + i * y间隔) + 17) + code.resize(140, 15) + code.connect_customized_slot( + lambda index=显示序号[i]: self.输出界面(index)) + + temp = deepcopy(self.角色属性A) + 技能等级溢出 = temp.等级溢出判断( + self.排行数据[显示序号[i]][0:12], + self.排行数据[显示序号[i]][13:(len(self.排行数据[显示序号[i]]) - 1)]) + if len(技能等级溢出) != 0: + 可调整技能 = '' + 不可调整技能 = '' + for n in 技能等级溢出: + if n in 技能选项: + 可调整技能 += n + ' ' + else: + 不可调整技能 += n + ' ' + if 可调整技能 != '': + 详情按钮.setToolTip( + '' + + 可调整技能 + 不可调整技能 + '等级溢出,修改白金徽章或时装可以提高伤害。') + 详情按钮.setStyleSheet(按钮样式_warn) + else: + 详情按钮.setStyleSheet(按钮样式 + "QPushButton{font-size:14px}") + 详情按钮.setToolTip( + '' + + 不可调整技能 + '等级溢出') + else: + 详情按钮.setStyleSheet(按钮样式 + "QPushButton{font-size:14px}") + 详情按钮.setToolTip('点击查看详情') + 滚动排行.scroll = QScrollArea() + # 滚动排行.scroll.setStyleSheet("QScrollArea {background-color:transparent}") + 滚动排行.scroll.setStyleSheet(滚动条样式) + 滚动排行.scroll.viewport().setStyleSheet("background-color:transparent") + 滚动排行.scroll.setWidget(滚动排行.topFiller) + 滚动排行.vbox = QVBoxLayout() + 滚动排行.vbox.addWidget(滚动排行.scroll) + 滚动排行.setLayout(滚动排行.vbox) + + 排行显示 = MainWindow(滚动排行) + # for i in range(0, 6): + # label = QLabel(排行显示) + # label.setText(get_mac_address()) + # label.move(10 + 70 * i, 40 + 90 * i) + # label.resize(200, 21) + # label.setStyleSheet( + # 'QLabel{font-size:15px;color:rgba(255,255,255,0.6);font-weight:bolder}' + # ) + self.排行窗口列表.append(排行显示) + 排行显示.show() + + def 获取装备图片(self, 装备列表, 希洛克选择=None, 奥兹玛选择=None): + if 希洛克选择 is None: + 希洛克选择 = self.希洛克选择状态 + if 奥兹玛选择 is None: + 奥兹玛选择 = self.奥兹玛选择状态 + try: + 希洛克武器标记 = 2000 if self.希洛克武器词条[0].currentIndex() > 0 else 0 + except: + 希洛克武器标记 = 2000 if self.希洛克武器选择.currentIndex() > 0 else 0 + + 图片列表 = [] + 希洛克 = {} + for i in range(15): + if 希洛克选择[i] > 0: + 希洛克[i % 3] = i + + 奥兹玛 = {} + for i in range(25): + if 奥兹玛选择[i] > 0: + 奥兹玛[i % 5] = i + + # 0 上衣 + 图片列表.append(equ.get_img_by_name(装备列表[0])) + + # 1 护肩 + if 奥兹玛.get(0, -1) >= 0: + 图片列表.append(equ.get_img_by_id(1000 + 奥兹玛[0])) + else: + 图片列表.append(equ.get_img_by_name(装备列表[1])) + + # 2 护腿 + if 希洛克.get(0, -1) >= 0: + 图片列表.append(equ.get_img_by_id(1100 + 希洛克[0])) + else: + 图片列表.append(equ.get_img_by_name(装备列表[2])) + + # 3 腰带 + if 奥兹玛.get(1, -1) >= 0: + 图片列表.append(equ.get_img_by_id(1000 + 奥兹玛[1])) + else: + 图片列表.append(equ.get_img_by_name(装备列表[3])) + + # 4 鞋子 + if 奥兹玛.get(2, -1) >= 0: + 图片列表.append(equ.get_img_by_id(1000 + 奥兹玛[2])) + else: + 图片列表.append(equ.get_img_by_name(装备列表[4])) + + # 5 手镯 + 图片列表.append(equ.get_img_by_name(装备列表[5])) + + # 6 项链 + if 奥兹玛.get(3, -1) >= 0: + 图片列表.append(equ.get_img_by_id(1000 + 奥兹玛[3])) + else: + 图片列表.append(equ.get_img_by_name(装备列表[6])) + + # 7 戒指 + if 希洛克.get(1, -1) >= 0: + 图片列表.append(equ.get_img_by_id(1100 + 希洛克[1])) + else: + 图片列表.append(equ.get_img_by_name(装备列表[7])) + + # 8 耳环 + 图片列表.append(equ.get_img_by_name(装备列表[8])) + + # 9 辅助 + if 希洛克.get(2, -1) >= 0: + 图片列表.append(equ.get_img_by_id(1100 + 希洛克[2])) + else: + 图片列表.append(equ.get_img_by_name(装备列表[9])) + + # 10 魔法石 + if 奥兹玛.get(4, -1) >= 0: + 图片列表.append(equ.get_img_by_id(1000 + 奥兹玛[4])) + else: + 图片列表.append(equ.get_img_by_name(装备列表[10])) + + # 11 武器 + 图片列表.append(equ.get_img_by_name(装备列表[11], 希洛克武器标记)) + + return 图片列表 + + def 组合计算(self, index): + 套装组合 = [] + if index <= 1: + for a in self.有效防具套装: + for b in self.有效首饰套装: + for c in self.有效特殊套装: + # 533 + 套装组合.append([a, a, a, a, a, b, b, b, c, c, c]) + for a in self.有效防具套装: + for d in self.有效上链左套装: + for e in self.有效镯下右套装: + for f in self.有效环鞋指套装: + # 3332 + 套装组合.append([d, a, e, a, f, e, d, f, f, d, e]) + 套装组合.append([a, a, e, a, f, e, d, f, f, d, e]) + 套装组合.append([d, a, a, a, f, e, d, f, f, d, e]) + 套装组合.append([d, a, e, a, a, e, d, f, f, d, e]) + if index == 1: + for a in self.有效防具套装: + for b in self.有效首饰套装: + for c in self.有效特殊套装: + for d in self.有效防具套装: + if d != a: + # 2333 + 套装组合.append([a, a, a, d, d, b, b, b, c, c, c]) + 套装组合.append([a, a, d, a, d, b, b, b, c, c, c]) + 套装组合.append([a, d, a, a, d, b, b, b, c, c, c]) + 套装组合.append([d, a, a, a, d, b, b, b, c, c, c]) + 套装组合.append([a, a, d, d, a, b, b, b, c, c, c]) + 套装组合.append([a, d, a, d, a, b, b, b, c, c, c]) + 套装组合.append([d, a, a, d, a, b, b, b, c, c, c]) + 套装组合.append([a, d, d, a, a, b, b, b, c, c, c]) + 套装组合.append([d, a, d, a, a, b, b, b, c, c, c]) + 套装组合.append([d, d, a, a, a, b, b, b, c, c, c]) + count = 0 + if self.百变怪选项.isChecked(): + 初始sign2 = '空' + else: + 初始sign2 = '无' + if index != 2: + for temp in 套装组合: + for k in [-1, 0, 5, 8]: + temp1 = [] + sign = 0 + sign2 = 初始sign2 + for x in range(11): + 品质 = '史诗' + if k == x: + 品质 = '神话' + index = equ.get_id_by_index(temp[x], 品质, 部位列表[x]) + if self.装备选择状态[index] == 1: + sign += 1 + else: + if sign2 == '空' and equ.get_equ_by_id( + index).品质 != '神话' and equ.get_equ_by_id( + index).所属套装 not in [ + '精灵使的权能', '大自然的呼吸', '能量主宰' + ]: + sign += 1 + if sign == 11: + count += len(self.有效武器列表) + if index == 2: + count = 1 + for i in self.有效部位列表: + count *= len(i) + return count + + +class 技能详情(QFrame): + def __init__(self, father, data, 统计详情, excel, 实际技能等级, 技能等效CD, 显示模式, count): + super().__init__(father) + self.data = [[] for k in range(count)] + + self.topFiller = QWidget() + self.topFiller.setMinimumSize(490, data.行高 * count + 10) + + pox_x = 285 + pox_y = 5 + + for i in range(len(data.角色属性B.技能栏)): + j = len(data.角色属性B.技能栏) - 1 - excel.index(统计详情[i * 4 + 1]) + if 统计详情[i * 4 + 1] != 0: + 每行详情 = [] + # self.data.append([]) + for k in range(7): + 每行详情.append(QLabel(self.topFiller)) + # 图片 + 每行详情[0].setPixmap(data.技能图片[i]) + 每行详情[0].resize(28, min(28, data.行高 - 2)) + 百分比 = '' + 被动倍率 = '' + 其他倍率 = '' + CD显示 = '' + CD恢复 = '' + try: + tempstr = '' + trans( + data.角色属性B.技能栏[i].名称) + ( + "
" if data.角色属性B.技能栏[i].备注 != '' else + '') + data.角色属性B.技能栏[i].备注 + '

' + 百分比 = int(data.角色属性B.技能栏[i].等效百分比(data.角色属性B.武器类型) / + data.角色属性B.技能栏[i].倍率) + 被动倍率 = round(data.角色属性B.技能栏[i].被动倍率 * 100, 1) + 其他倍率 = round(data.角色属性B.技能栏[i].倍率 * 100, 1) + tempstr += trans('{百分比}:$value%
', value=百分比) + tempstr += trans('{被动倍率}:$value%
', value=被动倍率) + if data.角色属性B.技能栏[i].倍率 != 0: + tempstr += trans('{其它倍率}:$value%
', value=其他倍率) + CD显示 = str( + round( + data.角色属性B.技能栏[i].等效CD(data.角色属性B.武器类型, + data.角色属性B.类型) * + data.角色属性B.技能栏[i].恢复, 2)) + tempstr += trans('{CD显示}:$values
', value=CD显示) + tempstr += trans('{CD恢复}:$value
', + value=to_percent(data.角色属性B.技能栏[i].恢复)) + 每行详情[0].setToolTip(tempstr) + except: + pass + + 每行详情[0].move(302 - pox_x, pox_y + j * data.行高) + self.data[j].append(data.角色属性B.技能栏[i].名称) + # 等级 + 每行详情[1].setText('Lv.' + str(实际技能等级[i])) + 每行详情[1].move(337 - pox_x, pox_y + j * data.行高) + 每行详情[1].resize(30, min(28, data.行高)) + self.data[j].append(实际技能等级[i]) + # CD + 每行详情[2].setText('{:0.1f}s'.format(技能等效CD[i])) + 每行详情[2].move(380 - pox_x, pox_y + j * data.行高) + 每行详情[2].resize(36, min(28, data.行高)) + self.data[j].append(round(技能等效CD[i], 1)) + # 次数 + 每行详情[3].setText(str(round(统计详情[i * 4], 1)).replace('.0', '')) + 每行详情[3].move(418 - pox_x, pox_y + j * data.行高) + 每行详情[3].resize(30, min(28, data.行高)) + self.data[j].append(round(统计详情[i * 4], 1)) + # 总伤害 + if 显示模式 == 1: + 每行详情[4].setText( + data.百分比输出(统计详情[i * 4 + 1], data.基准值[1][i * 4 + 1])) + else: + 每行详情[4].setText(data.格式化输出(str(int(统计详情[i * 4 + 1])))) + 每行详情[4].move(448 - pox_x, pox_y + j * data.行高) + 每行详情[4].resize(108, min(28, data.行高)) + self.data[j].append(int(统计详情[i * 4 + 1])) + # 平均伤害 + if 显示模式 == 1: + 每行详情[5].setText( + data.百分比输出(统计详情[i * 4 + 2], data.基准值[1][i * 4 + 2])) + else: + 每行详情[5].setText(data.格式化输出(str(int(统计详情[i * 4 + 2])))) + 每行详情[5].move(555 - pox_x, pox_y + j * data.行高) + 每行详情[5].resize(108, min(28, data.行高)) + self.data[j].append(int(统计详情[i * 4 + 2])) + # 占比 + 每行详情[6].setText(str(round(统计详情[i * 4 + 3], 1)) + '%') + 每行详情[6].move(660 - pox_x, pox_y + j * data.行高) + 每行详情[6].resize(108, min(28, data.行高)) + self.data[j].append(str(round(统计详情[i * 4 + 3], 1)) + '%') + try: + self.data[j].append( + str(int(百分比 * 被动倍率 / 100 * 其他倍率 / 100)) + '%') + except: + self.data[j].append('-') + self.data[j].append(CD显示) + self.data[j].append(CD恢复) + + for l in range(1, 7): + 每行详情[l].setStyleSheet( + "QLabel{font-size:12px;color:rgb(255,255,255)}") + 每行详情[l].setAlignment(Qt.AlignCenter) + + self.scroll = QScrollArea() + self.scroll.setWidget(self.topFiller) + self.scroll.setStyleSheet("QScrollArea {background-color:transparent}") + self.scroll.setFrameShape(QFrame.NoFrame) + self.scroll.setStyleSheet(游戏滚动条样式模拟) + self.scroll.viewport().setStyleSheet("background-color:transparent") + self.vbox = QVBoxLayout() + self.vbox.addWidget(self.scroll) + self.setLayout(self.vbox) + + +from PublicReference.view.Page import Page +from PyQt5.QtWidgets import QLabel, QGraphicsOpacityEffect +from PublicReference.utils.constant import * +from PublicReference.equipment.冒险家名望 import * + + +class 名望窗口(Page): + def __init__(self): + super().__init__() + self.已初始化 = False + + def 初始化(self): + self.初始化 = True + self.名望部位列表 = list(附魔名望默认选项.keys()) + self.自选附魔名望选项 = [] + self.自选徽章名望选项 = [] + self.初始化UI() + self.初始化 = False + self.已初始化 = True + + def 初始化UI(self): + icon = store.get("/app/window/icon") + bgImg = store.get("/app/window/background_image") + self.setStyleSheet('''QToolTip { + background-color: black; + color: white; + border: 0px + }''') + self.setFixedSize(440, 560) + self.setWindowTitle("名望设置") + self.setWindowIcon(icon) + backgroundColorLabel = QLabel(self) + backgroundColorLabel.resize(self.width(), self.height()) + backgroundColorLabel.setStyleSheet( + "QLabel{background-color:rgba(50,50,50,1)}") + graphicsEffect = QGraphicsOpacityEffect() + graphicsEffect.setOpacity(0.1) + backgroundImageLabel = QLabel(self) + backgroundImageLabel.setPixmap(bgImg) + backgroundImageLabel.move(0, int((self.height() - 1230) / 6)) + backgroundImageLabel.setGraphicsEffect(graphicsEffect) + borderLabel = QLabel(self) + borderLabel.resize(self.width() - 4, self.height() - 2) + borderLabel.move(2, -1) + borderLabel.setStyleSheet("QLabel{border:1px solid black}") + + self.初始化装备UI() + + def 初始化装备UI(self): + count = 0 + 名望细节 = store.get("/fame/selection") + 徽章名望细节 = store.get("/fame/selection2") + label = QLabel( + '第一列为附魔名望选择
第二列为徽章名望选择
闪耀26名望,华丽30名望,灿烂36名望
玲珑46名望,白金232名望', + self) + label.setStyleSheet(标签样式_2) + label.resize(220, 100) + label.move(20 + 220, 10 + 30 * 5) + + if 名望细节 == None: + defaultValueTable = 附魔名望默认选项 + defaultValueTable2 = 徽章名望默认选项 + else: + defaultValueTable = 名望细节 + defaultValueTable2 = 徽章名望细节 + for idx in range(len(self.名望部位列表)): + 部位 = self.名望部位列表[idx] + label = QLabel(部位, self) + label.setStyleSheet(标签样式) + label.resize(70, 22) + label.move(20 + int(idx / 18) * 220, 10 + 30 * (idx % 18)) + + x = MyQComboBox(self) + x.placeholderText = 部位 + values = 附魔名望选项[部位] + defaultValue = defaultValueTable[部位] + for value in values: + x.addItem(str(value)) + x.currentIndexChanged.connect(lambda: self.更新名望细节()) + defaultIndex = values.index(defaultValue) + x.setCurrentIndex(defaultIndex) + x.resize(55, 20) + x.move(90 + int(idx / 18) * 220, 10 + 30 * (idx % 18)) + self.自选附魔名望选项.append(x) + + 徽章值 = 徽章名望选项.get(部位, None) + if 徽章值 != None: + 徽章选项 = MyQComboBox(self) + 徽章选项.placeholderText = 部位 + 徽章默认值 = defaultValueTable2[部位] + for value in 徽章值: + 徽章选项.addItem(str(value)) + 徽章选项.currentIndexChanged.connect(lambda: self.更新名望细节()) + defaultIndex = 徽章值.index(徽章默认值) + 徽章选项.setCurrentIndex(defaultIndex) + 徽章选项.resize(55, 20) + 徽章选项.move(90 + 70 + int(idx / 18) * 220, 10 + 30 * (idx % 18)) + self.自选徽章名望选项.append(徽章选项) + + self.更新名望细节() + + def 更新名望细节(self): + if not self.已初始化: return + 名望细节 = {} + 徽章细节 = {} + for i in self.自选附魔名望选项: + 名望细节[i.placeholderText] = i.currentText() + + for i in self.自选徽章名望选项: + 徽章细节[i.placeholderText] = i.currentText() + + store.set("/fame/selection", 名望细节) + store.set("/fame/selection2", 徽章细节) + store.emit("/fame/event/changed") diff --git a/PublicReference/equipment/base_item.py b/PublicReference/equipment/base_item.py new file mode 100644 index 00000000..384c9475 --- /dev/null +++ b/PublicReference/equipment/base_item.py @@ -0,0 +1,21 @@ +class Item(): + 名称 = '无' + 显示名称 = '无' + + def 城镇属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 触发属性_BUFF(self, 属性): + pass + + def 触发属性(self, 属性): + pass + + def 装备描述(self, 属性): + return '' + + def 装备描述_BUFF(self, 属性): + return '' diff --git a/PublicReference/equipment/basic_equ.py b/PublicReference/equipment/basic_equ.py new file mode 100644 index 00000000..ae7f82be --- /dev/null +++ b/PublicReference/equipment/basic_equ.py @@ -0,0 +1,329 @@ +from PublicReference.equipment.equ_list import * +from PublicReference.equipment.防具基础 import 设置防具基础 +from PublicReference.utils.config import trans, 千蛛减防, 天御套装, 战术白字, 天劫光环, 普雷武器显示 + +进图触发title = trans('{进图触发}:
') +其他属性title = trans('{其他属性}:
') +遴选属性title = trans('{遴选属性}:
') +辅助属性title = trans('{辅助职业专属属性}:
') +改造遴选title = trans('{遴选属性}:
') +神话属性title = trans('{神话属性}:
') +期望属性title = trans('{期望属性}:
') +改造属性title = trans('{改造属性}(+$):
') + + +class 装备: + 名称 = '' + 模式 = 0 + 图片ID = '' + 所属套装 = '' + 所属套装2 = '无' + 等级 = 0 + 品质 = '' + 部位 = '' + 类型 = '' + 力量 = 0 + 智力 = 0 + 体力 = 0 + 精神 = 0 + 属性描述 = "" + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + 属性1描述 = '无' + 属性1范围 = [] + 属性1选择 = 0 + 属性2描述 = '无' + 属性2范围 = [] + 属性2选择 = 0 + 属性3描述 = '无' + 属性3范围 = [] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def __init__(self) -> None: + if self.部位 in ['上衣', '下装', '腰带', '头肩', '鞋']: + 设置防具基础(self) + pass + + def 城镇属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性(self, 属性): + pass + + def 产物升级(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def 变换属性(self, 属性): + pass + + def 变换属性_BUFF(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 其它属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + pass + + def 装备描述(self, 属性): + + 属性.装备描述 = 1 + self.属性描述 = '' + + 力量 = 0 + 智力 = 0 + + if self.部位 in ['上衣', '下装', '腰带', '头肩', '鞋']: + 力量 = self.力量[属性.防具类型] + 智力 = self.智力[属性.防具类型] + else: + 力量 = self.力量 + 智力 = self.智力 + + self.属性描述 += ('{} +{}
'.format(trans('力量'), 力量)) if 力量 > 0 else '' + self.属性描述 += ('{} +{}
'.format(trans('智力'), 智力)) if 智力 > 0 else '' + + self.属性描述 += ('{} +{}
'.format( + trans('物理攻击力'), self.物理攻击力)) if self.物理攻击力 > 0 else '' + self.属性描述 += ('{} +{}
'.format( + trans('魔法攻击力'), self.魔法攻击力)) if self.魔法攻击力 > 0 else '' + self.属性描述 += ('{} +{}
'.format( + trans('独立攻击力'), self.独立攻击力)) if self.独立攻击力 > 0 else '' + + self.城镇属性(属性) + self.属性描述 += 进图触发title + self.进图属性(属性) + if self.属性描述.endswith(进图触发title): + self.属性描述 = self.属性描述.replace(进图触发title, '') + self.属性描述 += 其他属性title + self.其它属性(属性) + if self.属性描述.endswith(其他属性title): + self.属性描述 = self.属性描述.replace(其他属性title, '') + self.属性描述 += 遴选属性title + self.变换属性(属性) + if self.属性描述.endswith(遴选属性title): + self.属性描述 = self.属性描述.replace(遴选属性title, '') + 属性.装备描述 = 0 + return self.属性描述 + + def 装备描述_变换属性(self, 属性): + 属性.装备描述 = 1 + self.属性描述 = '' + 力量 = 0 + 智力 = 0 + if self.部位 in ['上衣', '下装', '腰带', '头肩', '鞋']: + 力量 = self.力量[属性.防具类型] + 智力 = self.智力[属性.防具类型] + else: + 力量 = self.力量 + 智力 = self.智力 + + self.属性描述 += ('{} +{}
'.format(trans('力量'), 力量)) if 力量 > 0 else '' + self.属性描述 += ('{} +{}
'.format(trans('智力'), 智力)) if 智力 > 0 else '' + self.属性描述 += ('{} +{}
'.format( + trans('物理攻击力'), self.物理攻击力)) if self.物理攻击力 > 0 else '' + self.属性描述 += ('{} +{}
'.format( + trans('魔法攻击力'), self.魔法攻击力)) if self.魔法攻击力 > 0 else '' + self.属性描述 += ('{} +{}
'.format( + trans('独立攻击力'), self.独立攻击力)) if self.独立攻击力 > 0 else '' + + self.城镇属性(属性) + self.属性描述 += 进图触发title + self.进图属性(属性) + if self.属性描述.endswith(进图触发title): + self.属性描述 = self.属性描述.replace(进图触发title, '') + self.属性描述 += 其他属性title + self.其它属性(属性) + if self.属性描述.endswith(其他属性title): + self.属性描述 = self.属性描述.replace(其他属性title, '') + self.属性描述 += 遴选属性title + 属性.装备描述 = 0 + return self.属性描述 + + def 装备描述_BUFF(self, 属性): + 属性.装备描述 = 1 + self.属性描述 = '' + 智力 = 0 + 力量 = 0 + 体力 = 0 + 精神 = 0 + if self.部位 in ['上衣', '下装', '腰带', '头肩', '鞋']: + 智力 = self.智力['板甲'] + 力量 = self.力量['板甲'] + 体力 = self.体力['板甲'] + 精神 = self.精神['板甲'] + else: + 智力 = self.智力 + 力量 = self.力量 + 体力 = self.体力 + 精神 = self.精神 + + self.属性描述 += ('{} +{}
'.format(trans("智力"), 智力)) if 智力 > 0 else '' + self.属性描述 += ('{} +{}
'.format(trans('力量'), 力量)) if 力量 > 0 else '' + self.属性描述 += ('{} +{}
'.format(trans('体力'), 体力)) if 体力 > 0 else '' + self.属性描述 += ('{} +{}
'.format(trans('精神'), 精神)) if 精神 > 0 else '' + + self.城镇属性_BUFF(属性) + self.属性描述 += 辅助属性title + self.BUFF属性(属性) + self.属性描述 += 进图触发title + self.进图属性_BUFF(属性) + if self.属性描述.endswith(进图触发title): + self.属性描述 = self.属性描述.replace(进图触发title, '') + self.属性描述 += 其他属性title + self.其它属性_BUFF(属性) + if self.属性描述.endswith(其他属性title): + self.属性描述 = self.属性描述.replace(其他属性title, '') + 属性.装备描述 = 0 + return self.属性描述 + + def 装备描述_变换属性_BUFF(self, 属性): + 属性.装备描述 = 1 + self.属性描述 = '' + + 智力 = 0 + 力量 = 0 + 体力 = 0 + 精神 = 0 + if self.部位 in ['上衣', '下装', '腰带', '头肩', '鞋']: + 智力 = self.智力['板甲'] + 力量 = self.力量['板甲'] + 体力 = self.体力['板甲'] + 精神 = self.精神['板甲'] + else: + 智力 = self.智力 + 力量 = self.力量 + 体力 = self.体力 + 精神 = self.精神 + + self.属性描述 += ('{} +{}
'.format(trans("智力"), 智力)) if 智力 > 0 else '' + self.属性描述 += ('{} +{}
'.format(trans('力量'), 力量)) if 力量 > 0 else '' + self.属性描述 += ('{} +{}
'.format(trans('体力'), 体力)) if 体力 > 0 else '' + self.属性描述 += ('{} +{}
'.format(trans('精神'), 精神)) if 精神 > 0 else '' + + self.城镇属性_BUFF(属性) + self.属性描述 += 辅助属性title + self.BUFF属性(属性) + self.属性描述 += 进图触发title + self.进图属性_BUFF(属性) + if self.属性描述.endswith(进图触发title): + self.属性描述 = self.属性描述.replace(进图触发title, '') + self.属性描述 += 其他属性title + self.其它属性_BUFF(属性) + if self.属性描述.endswith(其他属性title): + self.属性描述 = self.属性描述.replace(其他属性title, '') + self.属性描述 += 遴选属性title + 属性.装备描述 = 0 + return self.属性描述 + + def 图片ID(self): + if self.图片ID == '': + return self.__class__.__name__.replace('装备', '') + else: + return self.图片ID + + +class 改造产物(装备): + 模式 = 1 + 所属套装 = '智慧产物' + 等级 = 100 + 品质 = '史诗' + 力量 = 0 + 智力 = 0 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + 关联套装 = '' + + def 基础属性(self, 属性): + pass + + def 改造属性(self, 属性, x): + pass + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + if self.关联套装 in 属性.套装栏: + self.改造属性(属性, 属性.获取改造(self.部位)) + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + return temp + + +class 套装: + 属性描述 = '' + + def 城镇属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 其它属性_BUFF(self, 属性): + pass + + def 装备描述(self, 属性): + 属性.装备描述 = 1 + self.属性描述 = '' + + self.城镇属性(属性) + + self.属性描述 += 进图触发title + self.进图属性(属性) + if self.属性描述.endswith(进图触发title): + self.属性描述 = self.属性描述.replace(进图触发title, '') + self.属性描述 += 其他属性title + self.其它属性(属性) + if self.属性描述.endswith(其他属性title): + self.属性描述 = self.属性描述.replace(其他属性title, '') + 属性.装备描述 = 0 + return self.属性描述 + + def 装备描述_BUFF(self, 属性): + 属性.装备描述 = 1 + self.属性描述 = '' + self.城镇属性_BUFF(属性) + self.属性描述 += 辅助属性title + self.BUFF属性(属性) + self.属性描述 += 进图触发title + self.进图属性_BUFF(属性) + if self.属性描述.endswith(进图触发title): + self.属性描述 = self.属性描述.replace(进图触发title, '') + self.属性描述 += 其他属性title + self.其它属性_BUFF(属性) + if self.属性描述.endswith(其他属性title): + self.属性描述 = self.属性描述.replace(其他属性title, '') + 属性.装备描述 = 0 + return self.属性描述 + + def BUFF属性(self, 属性): + pass diff --git a/PublicReference/equipment/buff/宠物_buff.py b/PublicReference/equipment/buff/宠物_buff.py new file mode 100644 index 00000000..4b7c48ba --- /dev/null +++ b/PublicReference/equipment/buff/宠物_buff.py @@ -0,0 +1,195 @@ +# 宠物属性部分 +from PublicReference.equipment.base_item import Item + +宠物列表 = [None] * 10 + + +class 宠物9(Item): + 显示名称 = '(22)至尊·超越时空·厄俄斯/赫斯' + 名称 = "超越时空·厄俄斯/赫斯" + + def 城镇属性_BUFF(self, 属性): + 属性.智力 += 160 + 属性.体力 += 160 + 属性.精神 += 160 + 属性.技能等级加成('所有', 1, 95, 1) + + def 装备描述_BUFF(self, 属性): + temp = '' + temp += '智力 +160
' + temp += '体力 +160
' + temp += '精神 +160
' + temp += 'Lv1-95 技能等级+1
' + return temp + + +class 宠物8(Item): + 显示名称 = '(22)普通·次元探险家·厄俄斯/赫斯' + 名称 = "次元探险家·厄俄斯/赫斯" + + def 城镇属性_BUFF(self, 属性): + 属性.智力 += 150 + 属性.体力 += 150 + 属性.精神 += 150 + 属性.技能等级加成('所有', 1, 95, 1) + + def 装备描述_BUFF(self, 属性): + temp = '' + temp += '智力 +150
' + temp += '体力 +150
' + temp += '精神 +150
' + temp += 'Lv1-95 技能等级+1
' + return temp + + +class 宠物7(Item): + 显示名称 = '(21)至尊·火神的化身' + 名称 = "火神的化身" + + def 城镇属性_BUFF(self, 属性): + 属性.智力 += 160 + 属性.体力 += 160 + 属性.精神 += 160 + 属性.技能等级加成('所有', 1, 80, 1) + + def 装备描述_BUFF(self, 属性): + temp = '' + temp += '智力 +160
' + temp += '体力 +160
' + temp += '精神 +160
' + temp += 'Lv1-80 技能等级+1
' + return temp + + +class 宠物6(Item): + 显示名称 = '(21)普通·骑士/精灵使' + 名称 = "骑士/精灵使" + + def 城镇属性_BUFF(self, 属性): + 属性.智力 += 150 + 属性.体力 += 150 + 属性.精神 += 150 + 属性.技能等级加成('所有', 1, 80, 1) + + def 装备描述_BUFF(self, 属性): + temp = '' + temp += '智力 +150
' + temp += '体力 +150
' + temp += '精神 +150
' + temp += 'Lv1-80 技能等级+1
' + return temp + + +class 宠物5(Item): + 显示名称 = '(20)至尊·暴风圣女' + 名称 = "暴风圣女" + + def 城镇属性_BUFF(self, 属性): + 属性.智力 += 150 + 属性.体力 += 150 + 属性.精神 += 150 + 属性.技能等级加成('所有', 1, 50, 1) + + def 装备描述_BUFF(self, 属性): + temp = '' + temp += '智力 +150
' + temp += '体力 +150
' + temp += '精神 +150
' + temp += 'Lv1-50 技能等级+1
' + return temp + + +class 宠物4(Item): + 显示名称 = '(19)至尊·神迹·莱恩' + 名称 = '神迹·莱恩' + + def 城镇属性_BUFF(self, 属性): + 属性.智力 += 120 + 属性.体力 += 120 + 属性.精神 += 120 + 属性.技能等级加成('所有', 1, 50, 1) + + def 装备描述_BUFF(self, 属性): + temp = '' + temp += '智力 +120
' + temp += '体力 +120
' + temp += '精神 +120
' + temp += 'Lv1-50 技能等级+1
' + return temp + + +class 宠物3(Item): + 显示名称 = '(20)普通·神官' + 名称 = '神官格洛丽亚' + + def 城镇属性_BUFF(self, 属性): + 属性.智力 += 140 + 属性.体力 += 140 + 属性.精神 += 140 + 属性.技能等级加成('所有', 1, 50, 1) + + def 装备描述_BUFF(self, 属性): + temp = '' + temp += '智力 +140
' + temp += '体力 +140
' + temp += '精神 +140
' + temp += 'Lv1-50 技能等级+1
' + return temp + + +class 宠物2(Item): + 显示名称 = '(19)普通·莱恩' + 名称 = '骑士莱恩' + + def 城镇属性_BUFF(self, 属性): + 属性.智力 += 120 + 属性.体力 += 120 + 属性.精神 += 120 + 属性.技能等级加成('所有', 1, 50, 1) + + def 装备描述_BUFF(self, 属性): + temp = '' + temp += '智力 +120
' + temp += '体力 +120
' + temp += '精神 +120
' + temp += 'Lv1-50 技能等级+1
' + return temp + + +class 宠物1(Item): + 显示名称 = '(15)迷你战争领主-SSS型' + 名称 = '迷你战争领主-SSS型' + + def 城镇属性_BUFF(self, 属性): + 属性.智力 += 10 + 属性.体力 += 10 + 属性.精神 += 10 + 属性.技能等级加成('所有', 1, 50, 2) + + def 装备描述_BUFF(self, 属性): + temp = '' + temp += '智力 +10
' + temp += '体力 +10
' + temp += '精神 +10
' + temp += 'Lv1-50 技能等级+2
' + return temp + + +class 宠物0(Item): + 显示名称 = '无' + 名称 = '无' + + def 城镇属性_BUFF(self, 属性): + pass + + def 装备描述_BUFF(self, 属性): + temp = '' + return temp + + +for i in range(len(宠物列表)): + exec('宠物列表[{}] = 宠物{}()'.format(len(宠物列表) - i - 1, i)) + +宠物序号 = dict() +for i in range(len(宠物列表)): + 宠物序号[宠物列表[i].名称] = i diff --git a/PublicReference/equipment/buff/护石_buff.py b/PublicReference/equipment/buff/护石_buff.py new file mode 100644 index 00000000..0459644c --- /dev/null +++ b/PublicReference/equipment/buff/护石_buff.py @@ -0,0 +1,7 @@ +from .描述_buff import BUFF增加 + + +def Talismans(self, i): + values = [0, 0.02, 0.04, 0.06, 0.08] + value = round(1 + values[i], 2) + BUFF增加(self, BUFF力量per=value, BUFF智力per=value) diff --git a/PublicReference/equipment/buff/描述_buff.py b/PublicReference/equipment/buff/描述_buff.py new file mode 100644 index 00000000..05024eca --- /dev/null +++ b/PublicReference/equipment/buff/描述_buff.py @@ -0,0 +1,205 @@ +from PublicReference.utils.common import to_percent +from PublicReference.utils.config import trans + +label = '{}{} +{}
' +力智增加量 = trans('{力量、智力}{增加量}') +力量增加量 = trans('{力量}{增加量}') +智力增加量 = trans('{智力}{增加量}') +三攻增加量 = trans('{物理、魔法、独立攻击力}{增加量}') +物攻增加量 = trans('{物理攻击力}{增加量}') +魔攻增加量 = trans('{魔法攻击力}{增加量}') +独立增加量 = trans('{独立攻击力}{增加量}') + + +def BUFF增加( + self, + BUFFLv=0, + BUFF力量=0, + BUFF智力=0, + BUFF力量per=1, + BUFF智力per=1, + BUFF物攻=0, + BUFF魔攻=0, + BUFF独立=0, + BUFF物攻per=1, + BUFF魔攻per=1, + BUFF独立per=1, + BUFF力智=0, + BUFF三攻=0, + BUFF力智per=1, + BUFF三攻per=1, +): + + if BUFF力智 > 0: + BUFF力量 += BUFF力智 + BUFF智力 += BUFF力智 + if BUFF三攻 > 0: + BUFF物攻 += BUFF三攻 + BUFF魔攻 += BUFF三攻 + BUFF独立 += BUFF三攻 + if BUFF力智per > 0: + BUFF力量per *= BUFF力智per + BUFF智力per *= BUFF力智per + if BUFF三攻per > 0: + BUFF物攻per *= BUFF三攻per + BUFF魔攻per *= BUFF三攻per + BUFF独立per *= BUFF三攻per + + buff_name = trans('Lv30 Buff技能') + + if self is not None: + if self.装备描述 == 0: + self.BUFFLv += BUFFLv + self.BUFF力量 += BUFF力量 + self.BUFF智力 += BUFF智力 + self.BUFF物攻 += BUFF物攻 + self.BUFF魔攻 += BUFF魔攻 + self.BUFF独立 += BUFF独立 + self.BUFF力量per *= BUFF力量per + self.BUFF智力per *= BUFF智力per + self.BUFF物攻per *= BUFF物攻per + self.BUFF魔攻per *= BUFF魔攻per + self.BUFF独立per *= BUFF独立per + buff_name = '[{}]'.format(trans(self.技能表['BUFF'].名称)) + + tem = '' + + if BUFFLv > 0: + tem += label.format(buff_name, trans("Lv"), int(BUFFLv)) + + if BUFF力量 > 0 and BUFF智力 > 0: + tem += label.format(buff_name, 力智增加量, int(BUFF力量)) + elif BUFF力量 > 0: + tem += label.format(buff_name, 力量增加量, int(BUFF力量)) + elif BUFF智力 > 0: + tem += label.format(buff_name, 智力增加量, int(BUFF智力)) + + if BUFF力量per > 1 and BUFF智力per > 1: + tem += label.format(buff_name, 力智增加量, to_percent(BUFF力量per - 1)) + elif BUFF力量per > 1: + tem += label.format(buff_name, 力量增加量, to_percent(BUFF力量per - 1)) + elif BUFF智力per > 1: + tem += label.format(buff_name, 智力增加量, to_percent(BUFF智力per - 1)) + + if BUFF物攻 > 0 and BUFF魔攻 > 0 and BUFF独立 > 0: + tem += label.format(buff_name, 三攻增加量, int(BUFF物攻)) + elif BUFF物攻 > 0: + tem += label.format(buff_name, 物攻增加量, int(BUFF物攻)) + elif BUFF魔攻 > 0: + tem += label.format(buff_name, 魔攻增加量, int(BUFF魔攻)) + elif BUFF独立 > 0: + tem += label.format(buff_name, 独立增加量, int(BUFF独立)) + + if BUFF物攻per > 1 and BUFF魔攻per > 1 and BUFF独立per > 1: + tem += label.format(buff_name, 三攻增加量, to_percent(BUFF物攻per - 1)) + elif BUFF物攻per > 1: + tem += label.format(buff_name, 物攻增加量, to_percent(BUFF物攻per - 1)) + elif BUFF魔攻per > 1: + tem += label.format(buff_name, 魔攻增加量, to_percent(BUFF魔攻per - 1)) + elif BUFF独立per > 1: + tem += label.format(buff_name, 独立增加量, to_percent(BUFF独立per - 1)) + + return tem + + +def 觉醒增加(self, 一觉Lv=0, 一觉力智=0, 一觉力智per=1): + awake_name = 'Lv50主动技能' + if self is not None: + if self.装备描述 == 0: + self.一觉Lv += 一觉Lv + self.一觉力智 += 一觉力智 + self.一觉力智per *= 一觉力智per + awake_name = '[{}]'.format(self.技能表['一次觉醒'].名称) + tem = '' + + if 一觉Lv > 0: + tem += label.format(awake_name, trans('Lv'), int(一觉Lv)) + if 一觉力智 > 0: + tem += label.format(awake_name, 力智增加量, int(一觉力智)) + if 一觉力智per > 1: + tem += label.format(awake_name, 力智增加量, to_percent(一觉力智per - 1)) + return tem + + +def 力智固定加成(self, x=0): + if self is not None: + if self.装备描述 == 0: + self.力量 += x + self.智力 += x + if self.类型 not in ['力量', '智力']: + return '' + return '{} +{}
'.format(trans("力量、智力"), x) + + +def 体精固定加成(self, x=0): + if self is not None: + if self.装备描述 == 0: + self.体力 += x + self.精神 += x + if self.类型 not in ['体力', '精神']: + return '' + return '{} +{}
'.format(trans("体力、精神"), x) + + +def 被动增加(self, + 转职被动Lv=0, + 转职被动智力=0, + 守护恩赐体精=0, + 信念光环体精=0, + 一觉被动Lv=0, + 一觉被动力智=0, + 被动进图加成=0): + 角色 = None + if self is not None: + if self.装备描述 == 0: + self.转职被动Lv += 转职被动Lv + self.守护恩赐体精 += 守护恩赐体精 + self.转职被动智力 += 转职被动智力 + self.一觉被动Lv += 一觉被动Lv + self.信念光环体精 += 信念光环体精 + self.一觉被动力智 += 一觉被动力智 + self.被动进图加成 += 被动进图加成 + 角色 = self.角色 + tem = '' + + 转职被动 = { + '圣职者(男)': '[{守护恩赐}]', + '圣职者(女)': '[{启示圣歌}]', + '魔法师(女)': '[{人偶操纵者}]', + 'None': '[{守护恩赐}]、[{启示圣歌}]、[{人偶操纵者}]' + }[str(角色)] + + if 转职被动Lv > 0: + tem += label.format(trans(转职被动), trans("技能Lv"), int(转职被动Lv)) + + if 被动进图加成 > 0: + 转职被动智力 += 被动进图加成 + 信念光环体精 += 被动进图加成 + + if 角色 == '圣职者(男)' or 角色 is None: + if 守护恩赐体精 > 0: + tem += label.format(trans("[{守护恩赐}]"), trans('体力、精神'), int(守护恩赐体精)) + if 一觉被动Lv > 0: + tem += label.format(trans("[{信念光环}]"), trans('技能Lv'), int(一觉被动Lv)) + if 一觉被动力智 > 0: + tem += label.format(trans("[{信念光环}]"), trans('{体力、精神}{增加量}'), + int(一觉被动力智)) + if 角色 in ['圣职者(女)', '魔法师(女)'] or 角色 is None: + 觉醒被动 = { + '圣职者(女)': '[{虔诚信念}]', + '魔法师(女)': '[{少女的爱}]', + 'None': '[{虔诚信念}]、[{少女的爱}]' + }[str(角色)] + if 转职被动智力 > 0: + tem += label.format(trans(转职被动), trans("智力"), int(转职被动智力)) + if 一觉被动Lv > 0: + tem += label.format(trans(觉醒被动), trans("技能Lv"), int(一觉被动Lv)) + if 一觉被动力智 > 0: + tem += label.format(trans(觉醒被动), 力智增加量, int(一觉被动力智)) + return tem + + +def tooltip_trim(tempstr): + if tempstr.endswith('
'): + tempstr = tempstr[:-4] + return tempstr diff --git a/PublicReference/equipment/buff/武器融合_buff.py b/PublicReference/equipment/buff/武器融合_buff.py new file mode 100644 index 00000000..72afc080 --- /dev/null +++ b/PublicReference/equipment/buff/武器融合_buff.py @@ -0,0 +1,206 @@ +# 武器融合属性部分 + + +class 武器属性(): + 固定属性描述 = '' + 随机属性描述 = '' + 当前值 = 0 + 间隔 = 1 + 最小值 = 0 + 最大值 = 4 + + def range(self): + temp = self.最大值 + array = [] + while temp > self.最小值 - self.间隔: + value = str(int(temp)) + if self.间隔 // 10 < 1: + value += '%' + array.append(value) + temp -= self.间隔 + return array + + def 融合属性(self, 属性): + pass + + +class 武器属性A0(武器属性): + 固定属性描述 = '无' + 随机属性描述 = '无' + 最小值 = 0 + 最大值 = 0 + + +class 武器属性A1(武器属性): + 固定属性描述 = '黄字' + 随机属性描述 = 'BUFF力智+3%,一觉力智+' + 最小值 = 40 + 最大值 = 60 + 间隔 = 10 + + def 融合属性(self, 属性): + 属性.BUFF力量per *= 1.03 + 属性.BUFF智力per *= 1.03 + 属性.一觉力智 += self.当前值 + + +class 武器属性A2(武器属性): + 固定属性描述 = '暴伤' + 随机属性描述 = '一觉力智+3%,BUFF力智+' + 最小值 = 2 + 最大值 = 4 + + def 融合属性(self, 属性): + 属性.BUFF力量per *= 1 + self.当前值 / 100 + 属性.BUFF智力per *= 1 + self.当前值 / 100 + 属性.一觉力智per *= 1.03 + + +class 武器属性A3(武器属性): + 固定属性描述 = '白字' + 随机属性描述 = '一觉力智+25,BUFF三攻+' + 最小值 = 2 + 最大值 = 4 + + def 融合属性(self, 属性): + 属性.BUFF物攻per *= 1 + self.当前值 / 100 + 属性.BUFF魔攻per *= 1 + self.当前值 / 100 + 属性.BUFF独立per *= 1 + self.当前值 / 100 + 属性.一觉力智 += 25 + + +class 武器属性A4(武器属性): + 固定属性描述 = '终伤' + 随机属性描述 = 'BUFF三攻+3%,一觉力智+' + 最小值 = 1 + 最大值 = 3 + + def 融合属性(self, 属性): + 属性.BUFF物攻per *= 1.03 + 属性.BUFF魔攻per *= 1.03 + 属性.BUFF独立per *= 1.03 + 属性.一觉力智per *= 1 + self.当前值 / 100 + + +class 武器属性A5(武器属性): + 固定属性描述 = '力智' + 随机属性描述 = '面板+' + 最小值 = 125 + 最大值 = 185 + 间隔 = 30 + + def 融合属性(self, 属性): + 属性.守护恩赐体精 += self.当前值 + 属性.转职被动智力 += self.当前值 + + +class 武器属性A6(武器属性): + 固定属性描述 = '三攻' + 随机属性描述 = '一觉Lv+1,BUFF力智+' + 最小值 = 1 + 最大值 = 3 + + def 融合属性(self, 属性): + 属性.一觉Lv += 1 + 属性.BUFF力量per *= 1 + self.当前值 / 100 + 属性.BUFF智力per *= 1 + self.当前值 / 100 + + +class 武器属性B0(武器属性): + 固定属性描述 = '无' + 随机属性描述 = '无' + 最小值 = 0 + 最大值 = 0 + + +class 武器属性B1(武器属性): + 固定属性描述 = '黄字' + 随机属性描述 = 'BUFF力智+3%,一觉力智 +' + 最小值 = 20 + 最大值 = 40 + 间隔 = 10 + + def 融合属性(self, 属性): + 属性.BUFF力量per *= 1.03 + 属性.BUFF智力per *= 1.03 + 属性.一觉力智 += self.当前值 + + +class 武器属性B2(武器属性): + 固定属性描述 = '暴伤' + 随机属性描述 = '一觉力智+2%,BUFF力智 +' + 最小值 = 2 + 最大值 = 4 + + def 融合属性(self, 属性): + 属性.BUFF力量per *= 1 + self.当前值 / 100 + 属性.BUFF智力per *= 1 + self.当前值 / 100 + 属性.一觉力智per *= 1.02 + + +class 武器属性B3(武器属性): + 固定属性描述 = '白字' + 随机属性描述 = '一觉力智+25,BUFF三攻+' + 最小值 = 1 + 最大值 = 3 + + def 融合属性(self, 属性): + 属性.BUFF物攻per *= 1 + self.当前值 / 100 + 属性.BUFF魔攻per *= 1 + self.当前值 / 100 + 属性.BUFF独立per *= 1 + self.当前值 / 100 + 属性.一觉力智 += 25 + + +class 武器属性B4(武器属性): + 固定属性描述 = '终伤' + 随机属性描述 = 'BUFF三攻+2%,一觉力智+' + 最小值 = 1 + 最大值 = 3 + + def 融合属性(self, 属性): + 属性.BUFF物攻per *= 1.02 + 属性.BUFF魔攻per *= 1.02 + 属性.BUFF独立per *= 1.02 + 属性.一觉力智per *= 1 + self.当前值 / 100 + + +class 武器属性B5(武器属性): + 固定属性描述 = '力智' + 随机属性描述 = '面板+' + 最小值 = 85 + 最大值 = 145 + 间隔 = 30 + + def 融合属性(self, 属性): + 属性.被动进图加成 += self.当前值 + + +class 武器属性B6(武器属性): + 固定属性描述 = '三攻' + 随机属性描述 = 'BUFFLv+1,一觉力智+' + 最小值 = 10 + 最大值 = 30 + 间隔 = 10 + + def 融合属性(self, 属性): + 属性.BUFFLv += 1 + 属性.一觉力智 += self.当前值 + + +武器属性A列表 = () +武器属性B列表 = () +for i in range(7): + exec('武器属性A列表 += (武器属性A' + str(i) + '(),)') + exec('武器属性B列表 += (武器属性B' + str(i) + '(),)') + +武器属性A序号 = dict() +武器属性B序号 = dict() +for i in range(len(武器属性A列表)): + 武器属性A序号[武器属性A列表[i].固定属性描述] = i +for i in range(len(武器属性B列表)): + 武器属性B序号[武器属性B列表[i].固定属性描述] = i + +武器属性组合 = () +for i in range(1, 7): + for j in range(1, 7): + 武器属性组合 += ([武器属性A序号[武器属性A列表[i].固定属性描述], 武器属性B序号[武器属性B列表[j].固定属性描述]], ) diff --git a/PublicReference/equipment/buff/称号_buff.py b/PublicReference/equipment/buff/称号_buff.py new file mode 100644 index 00000000..b2738903 --- /dev/null +++ b/PublicReference/equipment/buff/称号_buff.py @@ -0,0 +1,101 @@ +from PublicReference.equipment.描述 import * +from PublicReference.equipment.base_item import Item +# 称号属性部分 + +称号列表 = [None] * 7 + + +class 称号6(Item): + 显示名称 = '(21)骑士之誓(Lv15-35 所有技能Lv+1)' + 名称 = '骑士之誓' + + def 城镇属性_BUFF(self, 属性): + 四维固定加成(属性, 80) + 属性.技能等级加成('所有', 15, 35, 1) + + def 装备描述_BUFF(self, 属性): + temp = 四维固定加成(属性, 80) + temp += 'Lv15-35 技能等级 +1
' + return temp + + +class 称号5(Item): + 显示名称 = '(20)权御九界(Lv15-35 主动技能Lv+1)' + 名称 = '权御九界' + + def 城镇属性_BUFF(self, 属性): + 四维固定加成(属性, 80) + 属性.技能等级加成('主动', 15, 35, 1) + + def 装备描述_BUFF(self, 属性): + temp = 四维固定加成(属性, 80) + temp += 'Lv15-35 主动技能等级 +1
' + return temp + + +class 称号4(Item): + 显示名称 = '(20)无畏战斗者(LV15-20 所有技能Lv+1)' + 名称 = '无畏战斗者' + + def 城镇属性_BUFF(self, 属性): + 四维固定加成(属性, 80) + 属性.技能等级加成('所有', 15, 20, 1) + + def 装备描述_BUFF(self, 属性): + temp = 四维固定加成(属性, 80) + temp += 'Lv15-20 技能等级 +1
' + return temp + + +class 称号3(Item): + 显示名称 = '(20)无畏战争者(Lv20-25 所有技能Lv+1)' + 名称 = '无畏战争者' + + def 城镇属性_BUFF(self, 属性): + 四维固定加成(属性, 80) + 属性.技能等级加成('所有', 20, 25, 1) + + def 装备描述_BUFF(self, 属性): + temp = 四维固定加成(属性, 80) + temp += 'Lv20-25 技能等级 +1
' + return temp + + +class 称号2(Item): + 显示名称 = '(20)无畏死亡者(LV25-30 所有技能Lv+1)' + 名称 = '无畏死亡者' + + def 城镇属性_BUFF(self, 属性): + 四维固定加成(属性, 80) + 属性.技能等级加成('所有', 25, 30, 1) + + def 装备描述_BUFF(self, 属性): + temp = 四维固定加成(属性, 80) + temp += 'Lv25-30 技能等级 +1
' + return temp + + +class 称号1(Item): + 显示名称 = '(20)无畏牺牲者(Lv30-35 所有技能Lv+1)' + 名称 = '无畏牺牲者' + + def 城镇属性_BUFF(self, 属性): + 四维固定加成(属性, 80) + 属性.技能等级加成('所有', 30, 35, 1) + + def 装备描述_BUFF(self, 属性): + temp = 四维固定加成(属性, 80) + temp += 'Lv30-35 技能等级 +1
' + return temp + + +class 称号0(Item): + pass + + +for i in range(len(称号列表)): + exec('称号列表[{}] = 称号{}()'.format(len(称号列表) - i - 1, i)) + +称号序号 = dict() +for i in range(len(称号列表)): + 称号序号[称号列表[i].名称] = i diff --git a/PublicReference/equipment/buff/融合_奥兹玛_buff.py b/PublicReference/equipment/buff/融合_奥兹玛_buff.py new file mode 100644 index 00000000..1bd23dd6 --- /dev/null +++ b/PublicReference/equipment/buff/融合_奥兹玛_buff.py @@ -0,0 +1,40 @@ +from .描述_buff import * + +# 阿斯特罗斯 + + +def Astaroth(self): + return BUFF增加(self, BUFF三攻per=1.01) + 觉醒增加(self, 一觉力智=22) + 被动增加( + self, 守护恩赐体精=55, 转职被动智力=55) + + +# 贝利亚斯 + + +def Berias(self): + return 被动增加(self, 守护恩赐体精=138, 转职被动智力=138) + + +# 雷德梅恩 + + +def Redmayne(self): + return BUFF增加(self, BUFF力智per=1.02) + 觉醒增加(self, 一觉力智=25) + 被动增加( + self, 守护恩赐体精=46, 转职被动智力=46) + + +# 罗什巴赫 + + +def Rosenbach(self): + return BUFF增加(self, BUFF力智per=1.01, BUFF三攻per=1.01) + 觉醒增加(self, 一觉力智=37) + + +# 泰玛特 + + +def Tiamat(self): + return BUFF增加(self, BUFF力智per=1.03) + 觉醒增加(self, 一觉力智=21, 一觉力智per=1.01) + + +OzmaList = (Astaroth, Berias, Redmayne, Rosenbach, Tiamat) diff --git a/PublicReference/equipment/buff/融合_希洛克_buff.py b/PublicReference/equipment/buff/融合_希洛克_buff.py new file mode 100644 index 00000000..2c877c3b --- /dev/null +++ b/PublicReference/equipment/buff/融合_希洛克_buff.py @@ -0,0 +1,149 @@ +from .描述_buff import * + + +class Siroco: + def __init__(self) -> None: + self.pants_fused = False + self.ring_fused = False + self.left_fused = False + self.character = None + self.text = '' + pass + + # 设置属性 + def set_character(self, character): + self.character = character + self.text = '' + pass + + # 融合 + def fuse(self, index): + if index == 0: + self.fuse_pants() + elif index == 1: + self.fuse_ring() + elif index == 2: + self.fuse_left() + pass + + # 融合下装 + def fuse_pants(self): + BUFF增加(self.character, BUFF力智per=1.03) + self.pants_fused = True + pass + + # + def fuse_ring(self): + 觉醒增加(self.character, 一觉力智per=1.03) + self.ring_fused = True + + def fuse_left(self): + 被动增加(self.character, 守护恩赐体精=80, 转职被动智力=80) + self.left_fused = True + + def compute(self): + if self.pants_fused and self.ring_fused: + self.text += '下装+戒指
' + self.force_pants() + if self.ring_fused and self.left_fused: + self.text += '戒指+辅助装备
' + self.force_ring() + if self.left_fused and self.pants_fused: + self.text += '辅助装备+下装
' + self.force_left() + text = self.text + self.pants_fused = False + self.ring_fused = False + self.left_fused = False + self.character = None + self.text = '' + return text + + def force_pants(self): + pass + + def force_ring(self): + pass + + def force_left(self): + pass + + pass + + +# 奈克斯 +class Nex(Siroco): + def force_pants(self): + self.text += 觉醒增加(self.character, 一觉力智=40) + + def force_ring(self): + self.text += 被动增加(self.character, 被动进图加成=80) + + def force_left(self): + self.text += BUFF增加(self.character, BUFF三攻per=1.02) + + pass + + +# 暗杀者 + + +class Assassin(Siroco): + def force_pants(self): + self.text += 觉醒增加(self.character, 一觉力智=28) + + def force_ring(self): + self.text += 被动增加(self.character, 被动进图加成=55) + + def force_left(self): + self.text += BUFF增加(self.character, BUFF力智per=1.01, BUFF三攻per=1.01) + + pass + + +# 卢克西 + + +class Roxy(Siroco): + def force_ring(self): + self.text += "释放Lv50、Lv100主动技能时,所有队员持续伤害+1%,效果持续5秒
" + + def force_left(self): + self.text += "释放Lv50、Lv100主动技能时,所有队员持续伤害+1%,效果持续5秒
" + + def force_pants(self): + self.text += "释放Lv50、Lv100主动技能时,所有队员持续伤害+1%,效果持续5秒
" + + pass + + +# 守门人 +class Nameless(Siroco): + def force_pants(self): + self.text += 觉醒增加(self.character, 一觉力智=20, 一觉力智per=1.01) + + def force_ring(self): + self.text += 被动增加(self.character, 被动进图加成=55) + + def force_left(self): + self.text += BUFF增加(self.character, BUFF力智per=1.01) + self.text += 被动增加(self.character, 被动进图加成=30) + + +# 洛多斯 + + +class Lodos(Siroco): + def force_pants(self): + self.text += 觉醒增加(self.character, 一觉力智per=1.02) + + def force_ring(self): + self.text += BUFF增加(self.character, BUFF力智per=1.02) + + def force_left(self): + self.text += BUFF增加(self.character, BUFF三攻per=1.01) + self.text += 被动增加(self.character, 被动进图加成=30) + pass + + +SirocoList = (Nex(), Assassin(), Roxy(), Nameless(), Lodos()) diff --git a/PublicReference/equipment/buff/辟邪玉_buff.py b/PublicReference/equipment/buff/辟邪玉_buff.py new file mode 100644 index 00000000..46a27ef2 --- /dev/null +++ b/PublicReference/equipment/buff/辟邪玉_buff.py @@ -0,0 +1,184 @@ +# 辟邪玉属性部分 + + +class 辟邪玉(): + 名称 = '' + 最小值 = -5 + 最大值 = 5 + 间隔 = 0.1 + 当前值 = 0 + + def 穿戴属性(self, 属性): + pass + + +class 辟邪玉0(辟邪玉): + 名称 = '无' + 最小值 = 0 + 最大值 = 0 + + +class 辟邪玉1(辟邪玉): + 名称 = 'BUFF三攻增加' + 最小值 = -5 + 最大值 = 5 + 间隔 = 1 + + def 穿戴属性(self, 属性): + 属性.BUFF物攻 += self.当前值 + 属性.BUFF魔攻 += self.当前值 + 属性.BUFF独立 += self.当前值 + pass + + +class 辟邪玉2(辟邪玉): + 名称 = 'BUFF三攻增加量增加' + + def 穿戴属性(self, 属性): + 属性.BUFF物攻per += self.当前值 / 100 + 属性.BUFF魔攻per += self.当前值 / 100 + 属性.BUFF独立per += self.当前值 / 100 + + +class 辟邪玉3(辟邪玉): + 名称 = 'BUFF力智增加' + 最小值 = -25 + 最大值 = 25 + 间隔 = 1 + + def 穿戴属性(self, 属性): + 属性.BUFF力量 += self.当前值 + 属性.BUFF智力 += self.当前值 + + +class 辟邪玉4(辟邪玉): + 名称 = 'BUFF力智增加量增加' + + def 穿戴属性(self, 属性): + 属性.BUFF力量per += self.当前值 / 100 + 属性.BUFF智力per += self.当前值 / 100 + + +class 辟邪玉5(辟邪玉): + 名称 = '一觉力智增加' + 最小值 = -100 + 最大值 = 100 + 间隔 = 1 + + def 穿戴属性(self, 属性): + 属性.一觉力智 += self.当前值 + + +class 辟邪玉6(辟邪玉): + 名称 = '一觉力智增加量增加' + + def 穿戴属性(self, 属性): + 属性.一觉力智per += self.当前值 / 100 + + +class 辟邪玉7(辟邪玉): + 名称 = '10~15技能Lv增加' + 最小值 = 1 + 最大值 = 1 + 间隔 = 1 + + def 穿戴属性(self, 属性): + 属性.技能等级加成('所有', 10, 15, self.当前值) + pass + + +class 辟邪玉8(辟邪玉): + 名称 = '20~25技能Lv增加' + 最小值 = 1 + 最大值 = 1 + 间隔 = 1 + + def 穿戴属性(self, 属性): + 属性.技能等级加成('所有', 20, 25, self.当前值) + pass + + +class 辟邪玉9(辟邪玉): + 名称 = '30~35技能Lv增加' + 最小值 = 1 + 最大值 = 1 + 间隔 = 1 + + def 穿戴属性(self, 属性): + 属性.技能等级加成('所有', 30, 35, self.当前值) + pass + + +class 辟邪玉10(辟邪玉): + 名称 = '40~45技能Lv增加' + 最小值 = 1 + 最大值 = 1 + 间隔 = 1 + + def 穿戴属性(self, 属性): + 属性.技能等级加成('所有', 40, 45, self.当前值) + pass + + +class 辟邪玉11(辟邪玉): + 名称 = '55~60技能Lv增加' + 最小值 = 1 + 最大值 = 1 + 间隔 = 1 + + def 穿戴属性(self, 属性): + 属性.技能等级加成('所有', 55, 60, self.当前值) + pass + + +class 辟邪玉12(辟邪玉): + 名称 = '65~70技能Lv增加' + 最小值 = 1 + 最大值 = 1 + 间隔 = 1 + + def 穿戴属性(self, 属性): + 属性.技能等级加成('所有', 65, 70, self.当前值) + pass + + +class 辟邪玉13(辟邪玉): + 名称 = '75~80技能Lv增加' + 最小值 = 1 + 最大值 = 1 + 间隔 = 1 + + def 穿戴属性(self, 属性): + 属性.技能等级加成('所有', 75, 80, self.当前值) + pass + + +class 辟邪玉14(辟邪玉): + 名称 = '1次觉醒技能Lv增加' + 最小值 = 1 + 最大值 = 1 + 间隔 = 1 + + def 穿戴属性(self, 属性): + 属性.技能等级加成('所有', 50, 50, self.当前值) + pass + + +class 辟邪玉15(辟邪玉): + 名称 = '2次觉醒技能Lv增加' + 最小值 = 1 + 最大值 = 1 + 间隔 = 1 + + def 穿戴属性(self, 属性): + 属性.技能等级加成('所有', 85, 85, self.当前值) + pass + + +辟邪玉列表 = () +for i in range(16): + exec('辟邪玉列表 += (辟邪玉' + str(i) + '(),)') + +辟邪玉序号 = dict() +for i in range(len(辟邪玉列表)): + 辟邪玉序号[辟邪玉列表[i].名称] = i diff --git a/PublicReference/equipment/buff/黑鸦_buff.py b/PublicReference/equipment/buff/黑鸦_buff.py new file mode 100644 index 00000000..768a38bc --- /dev/null +++ b/PublicReference/equipment/buff/黑鸦_buff.py @@ -0,0 +1,199 @@ +# 黑鸦变换属性部分 + + +class 变换属性(): + 固定属性描述 = '' + 随机属性描述 = '' + 索引 = ["伤害词条", "黄字", "暴伤", "白字", "终伤", "力智", "三攻"] + 当前值 = 0 + 间隔 = 1 + + def 变换属性(self, 属性): + pass + + +class 武器变换属性0(变换属性): + 固定属性描述 = '无' + 随机属性描述 = '无' + 最小值 = 0 + 最大值 = 0 + + +class 武器变换属性1(变换属性): + 固定属性描述 = '黄字' + 随机属性描述 = 'BUFF力智+3%,一觉力智+' + 最小值 = 30 + 最大值 = 60 + 间隔 = 10 + + def 变换属性(self, 属性): + 属性.BUFF力量per *= 1.03 + 属性.BUFF智力per *= 1.03 + 属性.一觉力智 += self.当前值 + + +class 武器变换属性2(变换属性): + 固定属性描述 = '暴伤' + 随机属性描述 = '一觉力智+3%,BUFF力智+' + 最小值 = 2 + 最大值 = 5 + + def 变换属性(self, 属性): + 属性.BUFF力量per *= 1 + self.当前值 / 100 + 属性.BUFF智力per *= 1 + self.当前值 / 100 + 属性.一觉力智per *= 1.03 + + +class 武器变换属性3(变换属性): + 固定属性描述 = '白字' + 随机属性描述 = '一觉力智+30,BUFF三攻+' + 最小值 = 1 + 最大值 = 4 + + def 变换属性(self, 属性): + 属性.BUFF物攻per *= 1 + self.当前值 / 100 + 属性.BUFF魔攻per *= 1 + self.当前值 / 100 + 属性.BUFF独立per *= 1 + self.当前值 / 100 + 属性.一觉力智 += 30 + + +class 武器变换属性4(变换属性): + 固定属性描述 = '终伤' + 随机属性描述 = 'BUFF三攻+2%,一觉力智+' + 最小值 = 2 + 最大值 = 5 + + def 变换属性(self, 属性): + 属性.BUFF物攻per *= 1.02 + 属性.BUFF魔攻per *= 1.02 + 属性.BUFF独立per *= 1.02 + 属性.一觉力智per *= 1 + self.当前值 / 100 + + +class 武器变换属性5(变换属性): + 固定属性描述 = '力智' + 随机属性描述 = '面板+' + 最小值 = 120 + 最大值 = 180 + 间隔 = 20 + + def 变换属性(self, 属性): + # 属性.被动进图加成 += self.当前值 + 属性.守护恩赐体精 += self.当前值 + 属性.转职被动智力 += self.当前值 + + +class 武器变换属性6(变换属性): + 固定属性描述 = '三攻' + 随机属性描述 = '一觉Lv+1,BUFF力智+' + 最小值 = 1 + 最大值 = 4 + + def 变换属性(self, 属性): + 属性.一觉Lv += 1 + 属性.BUFF力量per *= 1 + self.当前值 / 100 + 属性.BUFF智力per *= 1 + self.当前值 / 100 + + +class 装备变换属性0(变换属性): + 固定属性描述 = '无' + 随机属性描述 = '无' + 最小值 = 0 + 最大值 = 0 + + +class 装备变换属性1(变换属性): + 固定属性描述 = '黄字' + 随机属性描述 = 'BUFF力智+4%,一觉力智+' + 最小值 = 10 + 最大值 = 40 + 间隔 = 10 + + def 变换属性(self, 属性): + 属性.BUFF力量per *= 1.04 + 属性.BUFF智力per *= 1.04 + 属性.一觉力智 += self.当前值 + + +class 装备变换属性2(变换属性): + 固定属性描述 = '暴伤' + 随机属性描述 = '一觉力智+2%,BUFF力智+' + 最小值 = 2 + 最大值 = 5 + + def 变换属性(self, 属性): + 属性.BUFF力量per *= 1 + self.当前值 / 100 + 属性.BUFF智力per *= 1 + self.当前值 / 100 + 属性.一觉力智per *= 1.02 + + +class 装备变换属性3(变换属性): + 固定属性描述 = '白字' + 随机属性描述 = '一觉力智+25,BUFF三攻+' + 最小值 = 1 + 最大值 = 4 + + def 变换属性(self, 属性): + 属性.BUFF物攻per *= 1 + self.当前值 / 100 + 属性.BUFF魔攻per *= 1 + self.当前值 / 100 + 属性.BUFF独立per *= 1 + self.当前值 / 100 + 属性.一觉力智 += 25 + + +class 装备变换属性4(变换属性): + 固定属性描述 = '终伤' + 随机属性描述 = 'BUFF三攻 +2%,一觉力智+' + 最小值 = 1 + 最大值 = 4 + + def 变换属性(self, 属性): + 属性.BUFF物攻per *= 1.02 + 属性.BUFF魔攻per *= 1.02 + 属性.BUFF独立per *= 1.02 + 属性.一觉力智per *= 1 + self.当前值 / 100 + + +class 装备变换属性5(变换属性): + 固定属性描述 = '力智' + 随机属性描述 = '面板+' + 最小值 = 100 + 最大值 = 160 + 间隔 = 20 + + def 变换属性(self, 属性): + # 属性.被动进图加成 += self.当前值 + 属性.守护恩赐体精 += self.当前值 + 属性.转职被动智力 += self.当前值 + + +class 装备变换属性6(变换属性): + 固定属性描述 = '三攻' + 随机属性描述 = 'BUFFLv+1,一觉力智+' + 最小值 = 10 + 最大值 = 40 + 间隔 = 10 + + def 变换属性(self, 属性): + 属性.BUFFLv += 1 + 属性.一觉力智 += self.当前值 + + +武器变换属性列表 = () +装备变换属性列表 = () +for i in range(7): + exec('武器变换属性列表 += (武器变换属性' + str(i) + '(),)') + exec('装备变换属性列表 += (装备变换属性' + str(i) + '(),)') + +武器变换属性序号 = dict() +装备变换属性序号 = dict() +for i in range(len(武器变换属性列表)): + 武器变换属性序号[武器变换属性列表[i].固定属性描述] = i +for i in range(len(装备变换属性列表)): + 装备变换属性序号[装备变换属性列表[i].固定属性描述] = i + +防具变换属性组合 = () +# for i in range(7): +for j in range(1, 7): + for k in range(1, 7): + for l in range(1, 7): + 防具变换属性组合 += ([j, k, l], ) diff --git a/PublicReference/equipment/equ_list.py b/PublicReference/equipment/equ_list.py new file mode 100644 index 00000000..d8fb30f1 --- /dev/null +++ b/PublicReference/equipment/equ_list.py @@ -0,0 +1,174 @@ +# 装备属性部分 +# import json +# import os + +from PublicReference.utils.constant import * +from .装备_套装 import * +from .装备_特殊 import * +from .装备_首饰 import * +from .装备_防具 import * +from .装备_武器 import * +from .基础函数 import * +from .融合_希洛克 import 希洛克 +from .融合_奥兹玛 import 奥兹玛 + +装备版本 = "GF" + +# with open("ResourceFiles/Config/release_version.json") as fp: +# versionInfo = json.load(fp) +# 装备版本 = versionInfo['EquipmentVersion'] +# fp.close() + +# if 装备版本.upper() == "GF": + +# else: +# from .装备_武器_HF import * +# from .装备_防具_HF import * +# from .装备_首饰_HF import * +# from .装备_特殊_HF import * +# from .装备_套装_HF import * + + +class equipment(): + def __init__(self): + self.load_equ() + self.load_suit() + + def load_equ(self): + self.equ_list = {} + self.equ_id = {} + self.equ_tuple = () + self.equ_id_tuple = () + self.index = {} + for i in range(535): #534件装备 + temp = eval('装备{}()'.format(i)) + self.equ_list[i] = temp + self.equ_id[temp.名称] = i + self.equ_tuple += (temp, ) + self.equ_id_tuple += (i, ) + key = '{}\t{}\t{}'.format(temp.所属套装, temp.品质, temp.部位) + self.index[key] = i + + def load_suit(self): + self.suit_list = {} + self.suit_id = {} + self.suit_name = () + self.suit_tuple = () + for i in range(127): #126个套装效果 + temp = eval('套装效果{}()'.format(i)) + self.suit_list[i] = temp + self.suit_tuple += (temp, ) + key = '{}[{}]'.format(temp.名称, temp.件数) + self.suit_id[key] = i + self.suit_name += (key, ) + + def load_img(self): + self.equ_img = {} + #基础装备图标 0~999 + for i in self.get_equ_id_list(): + path = './ResourceFiles/img/装备/{}.gif'.format(i) + img = QMovie(path) + img.start() + self.equ_img[i] = img + #奥兹玛图标 1000~1024 + for i in range(25): + path = './ResourceFiles/img/奥兹玛/{}.gif'.format(i) + img = QMovie(path) + img.start() + self.equ_img[1000 + i] = img + #希洛克图标 1100~1114 + for i in range(15): + path = './ResourceFiles/img/希洛克/{}.gif'.format(i) + img = QMovie(path) + img.start() + self.equ_img[1100 + i] = img + #希洛克武器图标 2000~2999 + path = './ResourceFiles/img/希洛克/武器/' + for i in os.listdir(path): + img = QMovie(os.path.join(path, i)) + img.start() + self.equ_img[2000 + int(i.split('.')[0])] = img + + def get_suits_by_equips(self, equips): + suits = [] + dictionary = {} + for i in equips: + item = self.get_equ_by_name(i) + if item.所属套装2 != '无': + j = item.所属套装2 + k = item.所属套装 + if k != '智慧产物': + dictionary[k] = dictionary.get(k, 0) + 1 + else: + j = item.所属套装 + if j != '无': + dictionary[j] = dictionary.get(j, 0) + 1 + + for i in dictionary.keys(): + if dictionary[i] >= 2: + temp = '{}[{}]'.format(i, 2) + if temp in self.suit_name: + suits.append(temp) + if dictionary[i] >= 3: + temp = '{}[{}]'.format(i, 3) + if temp in self.suit_name: + suits.append(temp) + if dictionary[i] >= 5: + temp = '{}[{}]'.format(i, 5) + if temp in self.suit_name: + suits.append(temp) + for i in suits: + try: + temp = i.replace(i.split('[')[0], self.get_suit_by_name(i).子套装) + if temp in suits: + suits.remove(temp) + except: + pass + return suits + + def get_suit_by_id(self, id): + return self.suit_list.get(id, 套装()) + + def get_suit_by_name(self, name): + return self.get_suit_by_id(self.suit_id.get(name, 0)) + + def get_equ_by_id(self, id): + return self.equ_list.get(id, 装备()) + + def get_img_by_id(self, id): + return self.equ_img.get(id, QMovie('')) + + def get_equ_by_name(self, name): + return self.get_equ_by_id(self.equ_id.get(name, 0)) + + def get_img_by_name(self, name, num=0): + id = self.equ_id.get(name, 0) + # if id+num in self.equ_id_tuple: + id += num + return self.get_img_by_id(id) + + def get_id_by_name(self, name): + return self.equ_id.get(name, 0) + + def get_equ_list(self): + return self.equ_tuple + + def get_suit_list(self): + return self.suit_tuple + + def get_equ_id_list(self): + return self.equ_id_tuple + + def get_suit_name(self): + return self.suit_name + + def get_id_by_index(self, suit, quality, part): + key = '{}\t{}\t{}'.format(suit, quality, part) + return self.index.get(key, 0) + + def get_equ_by_index(self, suit, quality, part): + id = self.get_id_by_index(suit, quality, part) + return self.get_equ_by_id(id) + + +equ = equipment() diff --git a/PublicReference/equipment/冒险家名望.py b/PublicReference/equipment/冒险家名望.py new file mode 100644 index 00000000..7c0fe939 --- /dev/null +++ b/PublicReference/equipment/冒险家名望.py @@ -0,0 +1,737 @@ +import itertools +from operator import eq + +from PublicReference.equipment.equ_list import equ +from PublicReference.utils.constant import * + +称号名望 = { + 1: 315, + 2: 397, + 3: 491, + 4: 601, + 5: 731, + 100: 783, + 101: 849, + 102: 934, + 103: 1044, + 104: 1076, + 250: 10000 +} +宠物名望表 = { + 1: 315, + 2: 397, + 3: 491, + 4: 601, + 5: 731, + 100: 752, + 101: 778, + 102: 805, + 103: 832, + 104: 860, + 105: 889, + 106: 919, + 107: 949, + 108: 980, + 109: 1012, + 110: 1044, + 111: 1055, + 112: 1087, +} +附魔名望 = { + 0: 0, + 1: 56, + 2: 69, + 3: 86, + 4: 106, + 5: 130, + 6: 138, + 7: 147, + 8: 158, + 100: 139, + 101: 153, + 102: 168, + 103: 185 +} +宠物附魔名望 = {100: 139, 101: 148, 102: 159, 103: 170, 104: 185, 200: 116} +称号附魔名望 = { + 1: 93, + 2: 107, + 3: 130, + 100: 139, + 101: 153, + 102: 168, + 103: 185, + 200: 370 +} +武器装扮名望 = {1: 72, 100: 94, 101: 166} +光环名望 = {1: 140, 2: 170, 3: 209, 4: 260, 5: 325, 100: 464} +宠物装备名望 = {1: 21, 100: 30, 101: 41, 102: 54, 103: 69} +巨龙名望 = {1: 795, 2: 530, 3: 265} +快捷栏装备名望 = {1: 20, 2: 40} +锻造名望 = {1: 2, 2: 4, 3: 7, 4: 8, 5: 10, 6: 11, 7: 12, 8: 13} +改造名望 = { + 1: 4, + 2: 6, + 3: 8, + 4: 10, + 5: 12, + 6: 14, + 7: 16, + 8: 18, + 9: 20, + 10: 21, + 11: 22, + 12: 23, + 13: 24, + 14: 25, + 15: 26, + 16: 27, + 17: 28, + 18: 29, + 19: 30, + 20: 31 +} +融合名望 = { + 1: [46, 23, 46, 23], + 2: [61, 31, 46, 23], + 3: [77, 39, 46, 23], + 4: [46, 23, 46, 23], + 5: [61, 31, 46, 23], + 6: [77, 39, 46, 23], + 7: [46, 23, 61, 31], + 8: [61, 31, 61, 31], + 9: [77, 39, 61, 31], + 10: [46, 23, 61, 31], + 11: [61, 31, 61, 31], + 12: [77, 39, 61, 31], + 13: [46, 23, 77, 39], + 14: [61, 31, 77, 39], + 15: [77, 39, 77, 39], + 16: [46, 23, 77, 39], + 17: [61, 31, 77, 39], + 18: [77, 39, 77, 39] +} +辟邪玉名望 = {0: 0, 1: 30, 2: 45, 3: 67, 4: 93} +装扮名望 = {"神器": 116, "稀有": 88, "高级": 69} + + +def 排列组合(target): + comb = itertools.combinations_with_replacement(target, 2) + result = [] + for i in comb: + value = i[0] + i[1] + result.append(value) + + result = list(set(result)) + list.sort(result) + return result + + +守护珠名望 = 排列组合([46, 36, 29]) + +附魔名望选项 = { + "上衣": list(附魔名望.values()), + "下装": list(附魔名望.values()), + "头肩": list(附魔名望.values()), + "腰带": list(附魔名望.values()), + "鞋": list(附魔名望.values()), + "手镯": list(附魔名望.values()), + "项链": list(附魔名望.values()), + "戒指": list(附魔名望.values()), + "辅助装备": list(附魔名望.values()), + "魔法石": list(附魔名望.values()), + "耳环": list(附魔名望.values()), + "武器": list(附魔名望.values()), + "称号附魔": [0] + list(称号附魔名望.values()), + "光环": [0] + list(光环名望.values()), + "武器装扮": [0] + list(武器装扮名望.values()), + "宠物装备红": [0] + list(宠物装备名望.values()), + "宠物装备蓝": [0] + list(宠物装备名望.values()), + "宠物装备绿": [0] + list(宠物装备名望.values()), + # "宠物": list(宠物名望.values()), + "宠物附魔": [0] + list(宠物附魔名望.values()), + "皮肤": [0] + list(附魔名望.values()), + "守护珠": [0] + list(守护珠名望), + "收集箱": [0, 80, 175], +} +徽章排列组合名望选项 = 排列组合([26, 30, 36, 46]) +徽章名望选项 = { + "上衣": [0] + list(徽章排列组合名望选项), + "下装": [0] + list(徽章排列组合名望选项), + "头肩": [0] + list(徽章排列组合名望选项), + "腰带": [0] + list(徽章排列组合名望选项), + "鞋": [0] + list(徽章排列组合名望选项), + "手镯": [0] + list(徽章排列组合名望选项), + "项链": [0] + list(徽章排列组合名望选项), + "戒指": [0] + list(徽章排列组合名望选项), + "辅助装备": [0, 109, 232], + "魔法石": [0, 109, 232], + "光环": [0] + list(徽章排列组合名望选项), + "武器装扮": [0] + list(徽章排列组合名望选项), + "皮肤": [0] + list(徽章排列组合名望选项), +} + +徽章名望默认选项 = { + "上衣": 92, + "下装": 92, + "头肩": 72, + "腰带": 92, + "鞋": 92, + "手镯": 92, + "项链": 72, + "戒指": 92, + "辅助装备": 232, + "魔法石": 232, + "光环": 92, + "武器装扮": 92, + "皮肤": 92, +} + +附魔名望默认选项 = { + "上衣": 130, + "下装": 130, + "头肩": 168, + "腰带": 168, + "鞋": 168, + "手镯": 130, + "项链": 130, + "戒指": 130, + "辅助装备": 168, + "魔法石": 158, + "耳环": 130, + "武器": 130, + # "称号": 185, + "称号附魔": 185, + "光环": 464, + "武器装扮": 94, + "宠物装备红": 69, + "宠物装备蓝": 69, + "宠物装备绿": 69, + "宠物附魔": 185, + # "宠物": 1055, + "皮肤": 69, + "收集箱": 175 +} + +称号名望表 = { + '无': 1, + '明日-春华': 3, + '圣殿之巅': 5, + '桃园结义[义]': 100, + '三英雄[义]': 5, + '荣耀贵族': 4, + '骑士王的荣耀': 4, + '海洋霸主': 4, + '龙之挑战': 5, + '龙之威仪': 5, + '兽人守护神': 5, + '天选之人': 100, + '秘境迷踪': 5, + '神选之英杰': 102, + '超越极限者': 100, + '使徒降临': 101, + '伟大的意志': 103, + 'DPL专属称号·输出': 5, + '安徒恩的烈焰': 100, + '卢克的创造': 100, + '伊希斯的天空': 100, + '希洛克的悲鸣': 100, + '信念之启示': 100, + '隐忍之启示': 100, + '勇气之启示': 100, + '希望之启示': 100, + '神之试炼': 100, + '永恒追猎': 101, + '永恒判罪': 101, + '永恒战吼': 101, + '穿越星空的祈愿': 103, + '骑士之誓': 3, + '权御九界': 3, + '无畏战斗者': 3, + '无畏战争者': 3, + '无畏死亡者': 3, + '无畏牺牲者': 3, + '时空超越者': 104, + '时空旅人': 102 +} + +内置宠物名望表 = { + "火神的化身": 111, + "骑士/精灵使": 107, + "比拉谢尔号": 106, + "夏日之恋莱森德": 5, + "夏日之恋赫米雅": 5, + "暴风圣女": 110, + "神迹·莱恩": 108, + "神官格洛丽亚": 106, + "古国英豪莱恩": 102, + "骑士莱恩": 102, + "雪兔蒂娅": 100, + "克里斯": 5, + "关羽": 1, + "墨仙雪莲": 1, + "超越时空·厄俄斯": 112, + "超越时空·赫斯": 112, + "次元探险家·厄俄斯": 108, + "次元探险家·赫斯": 108 +} + +# 100级,史诗 +装备强化名望 = [ + 0, 3, 5, 8, 10, 12, 15, 17, 29, 32, 45, 89, 142, 154, 166, 178, 190, 202, + 213, 225, 237, 249, 261, 273, 284, 296, 308, 320, 332, 344, 355, 367 +] +装备增幅名望 = [ + 0, 3, 6, 8, 11, 14, 16, 19, 32, 36, 50, 99, 158, 171, 185, 198, 211, 224, + 237, 250, 263, 276, 289, 302, 315, 328, 341, 354, 369, 382, 395, 408 +] + +装备改造名望 = [ + 0, 11, 16, 32, 50, 158, 185, 211, 237, 263, 277, 290, 303, 316, 329, 342, + 355, 369, 382, 395, 408, 408, 408, 408, 408, 408, 408, 408, 408, 408, 408, + 408 +] +武器改造名望 = [ + 0, 33, 50, 99, 156, 492, 574, 656, 738, 820, 861, 902, 943, 984, 1025, + 1066, 1107, 1148, 1189, 1230, 1271, 1271, 1271, 1271, 1271, 1271, 1271, + 1271, 1271, 1271, 1271, 1271 +] +神话装备强化名望 = [ + 0, 3, 6, 9, 12, 15, 18, 21, 36, 40, 57, 111, 178, 193, 208, 222, 237, 252, + 267, 282, 296, 311, 326, 341, 355, 370, 385, 400, 415, 429, 444, 459 +] +神话装备增幅名望 = [ + 0, 4, 7, 10, 14, 17, 20, 24, 40, 45, 63, 123, 198, 214, 231, 247, 263, 280, + 296, 313, 329, 346, 362, 378, 395, 411, 428, 444, 461, 477, 493, 510 +] +武器强化名望 = [ + 0, 8, 15, 23, 30, 37, 45, 52, 89, 100, 141, 276, 443, 480, 517, 554, 591, + 628, 664, 701, 738, 775, 812, 849, 886, 923, 960, 996, 1033, 1070, 1107, + 1144 +] +武器增幅名望 = [ + 0, 9, 17, 25, 33, 41, 50, 58, 99, 111, 156, 307, 492, 533, 574, 615, 656, + 697, 738, 779, 820, 861, 902, 943, 984, 1025, 1066, 1107, 1148, 1189, 1230, + 1271 +] + +装备列 = { + "上衣": 0, + "下装": 1, + "头肩": 2, + "腰带": 3, + "鞋": 4, + "手镯": 5, + "项链": 6, + "戒指": 7, + "左槽": 8, + "右槽": 9, + "耳环": 10, + "武器": 11, + "称号": 12, + "光环": 13, + "武器装扮": 14, + "皮肤": 15, + "时装": 16, +} + +细节列 = {"收集箱": 6, "勋章": 7, "宠物装备红": 11, "宠物装备蓝": 12, "宠物装备绿": 13, "宠物附魔": 14} + +# 强化等级 +# 是否增幅 +# 改造等级 + + +def 细节收集(部位名称, 属性设置输入): + 目标列 = 细节列[部位名称] + result = [] + for i in range(6): + s = 属性设置输入[i][目标列].text() + if len(s) != 0: + s = int(s) + else: + s = 0 + result.append(s) + return result + + +def 勋章名望计算(): + 细节选项 = store.get("/{type}/data/detail_options", []) + 勋章强化等级 = 8 + if len(细节选项) > 0: + if isinstance(细节选项[0], list): + 勋章强化等级 = 细节选项[0][7] + 基础名望 = 232 + 46 * 4 + if 勋章强化等级 == 0: + return 基础名望 + 0 + else: + return 基础名望 + round(((勋章强化等级 - 8) / 2), 0) + + +def 徽章名望计算(): + 徽章名望 = store.get("/fame/selection2") + if 徽章名望 == None: + 徽章名望 = deepcopy(徽章名望默认选项) + else: + for 名望 in 徽章名望: + 徽章名望[名望] = int(徽章名望[名望]) + return 徽章名望 + + +def 称号名望计算(): + try: + 称号名称 = store.get("/{type}/memory/title", "无") + 称号基础名望 = 称号名望[称号名望表[称号名称]] + return 称号基础名望 + except: + return 称号名望[102] + + +def 时装名望计算(): + 所有时装 = store.get("/{type}/memory/avatar", ['神器'] * 8) + 所有时装 = 所有时装[:8] # [8]是 所有选项 + 最终时装名望 = sum(装扮名望[时装] for 时装 in 所有时装) + return 最终时装名望 + + +def 辟邪玉名望计算(): + 辟邪玉选项 = store.get("/{type}/data/jude_effects", [0] * 4) + 辟邪玉等级 = sum(1 for 辟邪玉词条 in 辟邪玉选项 if 辟邪玉词条 != 0) + return 辟邪玉名望[辟邪玉等级] + + +def 护石名望计算(): + 护石名望 = {"圣痕": 185, "魔界": 120, '无': 0} + + 护石等级 = store.get("/{type}/memory/talismans_types", ['圣痕'] * 3) + + 护石最终名望 = sum(护石名望[护石等级_] for 护石等级_ in 护石等级) + return 护石最终名望 + + +def 符文名望计算(): + 符文名望 = {0: 0, 4: 46, 1: 21, 2: 18, 3: 15} + 符文效果 = store.get("/{type}/data/runes_effects", [1] * 9) + + 最终符文名望 = sum(符文名望[int(符文 // 4) + 1] for 符文 in 符文效果 if 符文 != 0) + return 最终符文名望 + + +def 宠物名望计算(): + try: + 宠物名称 = store.get("/{type}/memory/pet", '无') + 最终宠物名望 = 宠物名望表.get(内置宠物名望表[宠物名称], 0) + return 最终宠物名望 + except: + return 宠物名望表[108] + + +def 装备基础名望计算(): + + 装备栏 = store.get("/{type}/memory/equips", ['无'] * 12) + 装备栏 = 装备栏[:-1] + 装备基础名望 = {} + for 装备 in 装备栏: + 装备 = equ.get_equ_by_name(装备) + if 装备.所属套装 == "智慧产物": + 装备基础名望[装备.部位] = 632 + elif 装备.品质 == "神话": + 装备基础名望[装备.部位] = 580 + else: + 装备基础名望[装备.部位] = 464 + # TODO:传说? + 套装栏 = equ.get_suits_by_equips(装备栏) + 装备基础名望["套装基础名望"] = len(套装栏) * 265 + return 装备基础名望 + + +def 装备打造名望计算(): + 装备栏 = store.get("/{type}/memory/equips", ['无'] * 12) + 打造选项 = store.get("/{type}/data/equip_forges", [0] * 36) + 装备栏 = 装备栏[:-1] # 去掉武器 + 打造名望 = {} + for i in range(len(装备栏)): + 装备 = equ.get_equ_by_name(装备栏[i]) + 单件装备打造名望 = 0 + if 装备.品质 not in ["史诗", "神话"]: + 单件装备打造名望 = -99999 + else: + if 装备.所属套装 == "智慧产物": + 改造等级 = 打造选项[i + 24] + 单件装备打造名望 = 装备改造名望[改造等级] + else: + 打造等级 = 打造选项[i + 12] + if 打造选项[i]: + if 装备.品质 == "史诗": + 单件装备打造名望 = 装备增幅名望[打造等级] + else: + 单件装备打造名望 = 神话装备增幅名望[打造等级] + else: + if 装备.品质 == "史诗": + 单件装备打造名望 = 装备强化名望[打造等级] + else: + 单件装备打造名望 = 神话装备强化名望[打造等级] + 打造名望[装备.部位] = 单件装备打造名望 + return 打造名望 + + +def 武器名望计算(): + 装备栏 = store.get("/{type}/memory/equips", ['无'] * 12) + 打造选项 = store.get("/{type}/data/equip_forges", [0] * 40) + 属性 = store.get("/{type}/memory/original_property") + + 武器 = equ.get_equ_by_name(装备栏[-1]) + if 武器.品质 != "史诗": + return -99999 + 武器最终计算名望 = 0 + 武器基础名望 = 464 + 武器打造名望 = 0 + + 武器基础打造 = 打造选项[-1 if 武器.所属套装 == "智慧产物" else 23] + + if 打造选项[11]: # 是否增幅 + 武器打造名望 = 武器增幅名望[武器基础打造] + else: + 武器打造名望 = 武器强化名望[武器基础打造] + + if 属性 is not None and "固伤" in 属性.类型: + if 打造选项[36] != 8: + 武器打造名望 = -99999 + else: + 武器打造名望 = max(480, 武器打造名望) + + return 武器基础名望 + 武器打造名望 + + +def 附魔名望计算(): + 附魔名望 = store.get("/fame/selection") + if 附魔名望 == None: + 附魔名望 = 附魔名望默认选项 + else: + for 名望 in 附魔名望: + 附魔名望[名望] = int(附魔名望[名望]) + return 附魔名望 + + +# 黑鸦 +# https://dnf.qq.com/cp/a20210325version/page3.html + + +def 黑鸦名望计算(改造部位=[]): + + 黑鸦词条 = store.get("/{type}/data/black_purgatory") + 黑鸦名望表 = {0: 69, 1: 83, 2: 98, 3: 116} + 黑鸦总名望 = {} + 黑鸦选项表 = {0: "武器", 1: "戒指", 2: "辅助装备", 3: "下装"} + for i in range(len(黑鸦词条)): + 黑鸦选项 = 黑鸦词条[i] + 部位 = 黑鸦选项表[i] + if 部位 in 改造部位: + continue + 选项 = 黑鸦选项[0] + 品级 = 黑鸦选项[2] + if 选项 == 0: + 黑鸦总名望[部位] = 0 + elif 选项 == 1: + 黑鸦总名望[部位] = 黑鸦名望表[3] # 计算最高 + else: + 黑鸦总名望[部位] = 黑鸦名望表[品级] + + return 黑鸦总名望 + + +def 改造升级黑鸦名望计算(): + 改造升级名望 = {} + 属性1名望 = {0: 91, 1: 71, 2: 54} + 属性2名望 = {0: 15, 1: 12, 2: 9} + 属性3名望 = {0: 10, 1: 8, 2: 6} + + if not store.get("/{type}/data/remodel_upgrade", False): + return {} + + 所有装备 = store.get("/{type}/memory/equips") # + 打造选项 = store.get("/{type}/data/equip_forges", [0] * 40) + 改造产物选项 = store.get("/{type}/data/remodel_properties", []) + 改造产物 = [] + 改造名称 = [] + for i in range(len(所有装备)): + 装备 = equ.get_equ_by_name(所有装备[i]) + if 装备.所属套装 == "智慧产物": + 装备.改造等级 = 打造选项[i + 24] + 改造产物.append(装备) + 改造名称.append(装备.名称) + + if len(改造产物选项) > 0: + count2 = 0 + for i in equ.get_equ_list(): + if i.所属套装 == '智慧产物': + if i.名称 in 改造名称: + i.属性1选择 = 改造产物选项[count2 * 4 + 0] + i.属性2选择 = 改造产物选项[count2 * 4 + 1] + i.属性3选择 = 改造产物选项[count2 * 4 + 2] + i.属性4选择 = 改造产物选项[count2 * 4 + 3] + count2 += 1 + + for 装备 in 改造产物: + 名望 = 属性1名望[装备.属性1选择] + if 装备.改造等级 >= 6: + 名望 += 属性2名望[装备.属性2选择] + if 装备.改造等级 >= 7: + 名望 += 属性3名望[装备.属性3选择] + 改造升级名望[装备.部位] = 名望 + + return 改造升级名望 + + +def 希洛克融合名望计算(): + 希洛克选择状态 = store.get("/{type}/data/siroco", [0] * 15) + 希洛克武器选择 = store.get("/{type}/data/siroco_weapon", 0) + 希洛克武器词条 = store.get("/{type}/data/weapon_fusion", [0] * 4) + + # 奶C不一致 + if len(希洛克武器词条) > 4: + 希洛克武器选择 = 希洛克武器词条[0] + 希洛克武器词条[1] = 希洛克武器词条[3] + 希洛克武器词条[3] = 希洛克武器词条[4] + + 希洛克选择状态 = [希洛克选择状态[i:i + 3] for i in range(0, len(希洛克选择状态), 3)] + 希洛克成套 = sum(list(map(lambda x: sum(x), 希洛克选择状态))) + + 下装希洛克 = sum(list(map(lambda x: x[0], 希洛克选择状态))) + 戒指希洛克 = sum(list(map(lambda x: x[1], 希洛克选择状态))) + 左槽希洛克 = sum(list(map(lambda x: x[2], 希洛克选择状态))) + + 词条1名望 = {0: 46, 1: 61, 2: 77} + 词条2名望 = {0: 23, 1: 31, 2: 39} + 希洛克融合名望 = {} + if 希洛克武器选择 == 0: + 残香名望 = 0 + else: + if 希洛克武器选择 == 2: + 词条1 = 希洛克武器词条[1] + 词条2 = 希洛克武器词条[3] + elif 希洛克武器选择 == 1: + 词条1 = 2 + 词条2 = 2 + 词条1适用名望 = 词条1名望[词条1] + 词条2适用名望 = 词条2名望[词条2] + + if 希洛克成套 == 3: + 残香名望 = 词条1适用名望 + 词条2适用名望 + else: + 残香名望 = 词条1适用名望 + + 希洛克融合名望 = { + "残香名望": 残香名望, + "下装": 116 * 下装希洛克, + "辅助装备": 116 * 左槽希洛克, + "戒指": 116 * 戒指希洛克 + } + return 希洛克融合名望 + + +def 奥兹玛融合名望计算(): + 奥兹玛选择状态 = store.get("/{type}/data/ozma", [0] * 25) + + 奥兹玛部位 = [奥兹玛选择状态[i:i + 5] for i in range(0, len(奥兹玛选择状态), 5)] + 头肩 = sum(list(map(lambda x: x[0], 奥兹玛部位))) + 腰带 = sum(list(map(lambda x: x[1], 奥兹玛部位))) + 鞋 = sum(list(map(lambda x: x[2], 奥兹玛部位))) + 项链 = sum(list(map(lambda x: x[3], 奥兹玛部位))) + 魔法石 = sum(list(map(lambda x: x[4], 奥兹玛部位))) + + return { + "头肩": 头肩 * 116, + "腰带": 腰带 * 116, + "鞋": 鞋 * 116, + "项链": 项链 * 116, + "魔法石": 魔法石 * 116 + } + + +def 更新人物名望(): + # 名望 = 装备 + 增幅/强化/锻造 + 附魔 + 称号 + 宠物 + + # 宠物装备 + 徽章 + 时装 + 护石 + 符文 + 勋 章 + 辟邪玉 + 收集箱 + + # 装备 开始 + + 装备名望 = 装备基础名望计算() + 打造名望 = 装备打造名望计算() + 附魔名望 = 附魔名望计算() + 称号名望 = 称号名望计算() + 宠物名望 = 宠物名望计算() + 武器名望 = 武器名望计算() + # 宠物装备名望 = 宠物装备名望计算(附魔名望默认选项) (并入附魔名望) + 徽章名望 = 徽章名望计算() + 时装名望 = 时装名望计算() + 护石名望 = 护石名望计算() + 符文名望 = 符文名望计算() + 勋章名望 = 勋章名望计算() + 辟邪玉名望 = 辟邪玉名望计算() + #收集箱名望 = 收集箱名望计算(人物设置) (并入附魔名望) + 改造升级名望 = 改造升级黑鸦名望计算() + 黑鸦名望 = 黑鸦名望计算(改造部位=list(改造升级名望.keys())) + 希洛克融合名望 = 希洛克融合名望计算() + 奥兹玛融合名望 = 奥兹玛融合名望计算() + + 名望详情 = { + "基础装备名望": 装备名望, + "增幅/强化/锻造/改造名望": 打造名望, + "武器名望": 武器名望, + "附魔名望": 附魔名望, + "称号名望": 称号名望, + "宠物名望": 宠物名望, + "徽章名望": 徽章名望, + "时装名望": 时装名望, + "护石名望": 护石名望, + "符文名望": 符文名望, + "勋章名望": 勋章名望, + "辟邪玉名望": 辟邪玉名望, + "黑鸦名望": 黑鸦名望, + "改造升级名望": 改造升级名望, + "希洛克融合名望": 希洛克融合名望, + "奥兹玛融合名望": 奥兹玛融合名望 + } + + 总名望 = 0 + for 部位 in 名望详情: + # print(部位, 名望详情[部位], 总名望) + + if isinstance(名望详情[部位], dict): + 总名望 += sum(list(名望详情[部位].values())) + elif isinstance(名望详情[部位], list): + 总名望 += sum(名望详情[部位].values()) + else: + 总名望 += 名望详情[部位] + + # 时装页 + 时装页名望 = { + "武器装扮": 附魔名望["武器装扮"] + 徽章名望["武器装扮"], + "光环": 附魔名望["光环"] + 徽章名望["光环"], + "时装": 时装名望, + "皮肤": 附魔名望["皮肤"] + 徽章名望["皮肤"], + "宠物": 宠物名望 + 附魔名望["宠物附魔"], + "宠物装备": 附魔名望["宠物装备红"] + 附魔名望["宠物装备蓝"] + 附魔名望["宠物装备绿"] + } + 护石页名望 = { + "护石": 护石名望, + "符文": 符文名望, + } + + 装备页名望 = 装备名望 + for 部位 in 装备页名望: + 徽章部位名望 = 徽章名望.get(部位, 0) + 装备页名望[部位] += 徽章部位名望 + 希洛克部位名望 = 希洛克融合名望.get(部位, 0) + 装备页名望[部位] += 希洛克部位名望 + 奥兹玛部位名望 = 奥兹玛融合名望.get(部位, 0) + 装备页名望[部位] += 奥兹玛部位名望 + + 装备页名望["武器"] = 武器名望 + 希洛克融合名望["残香名望"] + + # print(时装页名望) + # print(护石页名望) + # print(装备页名望) + # print(总名望) + store.set("/fame/temp_result", 总名望) + store.set("/fame/temp_result/detail", 名望详情) diff --git a/PublicReference/equipment/基础函数.py b/PublicReference/equipment/基础函数.py new file mode 100644 index 00000000..153647cd --- /dev/null +++ b/PublicReference/equipment/基础函数.py @@ -0,0 +1,358 @@ +#看看就行, 计算细节通用的数据 + +##############增幅################ + +# 增幅系数 = [0, 1, 2, 3, 4, 6, 8, 10, 12, 13, 17, 33, 50, 67, 108, 150, 192, 267, 342, 417, 500, 583, 667, 750, 833, 917, 1000, 1083, 1167, 1250, 1333, 1417] +# 增幅系数_HF = [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': + # 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] + # else: + 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) + + +###########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, 2813, 3600, 4950, 6300, 7650, 9113, 10688, 12263, 13838, 15413, + 16988, 18563, 20138, 21713, 23288, 24863, 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): + 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): + 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]) + + +###############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) +} + + +def 武器计算(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, 1.05, 1), +# '太刀': (0.95, 1, 1), +# '钝器': (1.05, 1, 1), +# '巨剑': (1.1, 1, 1), +# '光剑': (0.9, 1, 1), +# '手套': (0.9, 1.05, 1), +# '臂铠': (1.1, 1, 1), +# '爪': (1, 1, 1), +# '拳套': (0.9, 1, 1), +# '东方棍': (1, 1, 1), +# '左轮枪': (1, 1, 1), +# '自动手枪': (0.9, 1, 1), +# '步枪': (1.05, 1, 1), +# '手炮': (1.1, 1, 1), +# '手弩': (0.9, 1, 1), +# '矛': (1.05, 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': (0.95, 1, 1), +# '念珠': (0.95, 1.05, 1), +# '图腾': (1, 0.95, 1), +# '镰刀': (0.95, 1, 1), +# '战斧': (1.1, 0.9, 1), +# '匕首': (0.9, 0.95, 1), +# '双剑': (1.1, 0.9, 1), +# '手杖': (1, 1.1, 1), +# '苦无': (1, 1.05, 1), +# '长枪': (1.05, 1, 1), +# '战戟': (1.1, 0.9, 1), +# '光枪': (1, 1.05, 1), +# '暗矛': (0.95, 1, 1), +# '长刀': (1.05, 1, 1), +# '小太刀': (1, 1, 1), +# '重剑': (1.1, 1, 1), +# '源力剑': (1, 1.05, 1]} + +武器冷却惩罚系数 = { + '短剑': (1, 1.05, 1), + '太刀': (0.95, 1, 1), + '钝器': (1.05, 1, 1), + '巨剑': (1.1, 1, 1), + '光剑': (0.9, 1, 1), + '手套': (0.9, 1.05, 1), + '臂铠': (1.1, 1, 1), + '爪': (1, 1, 1), + '拳套': (0.9, 1, 1), + '东方棍': (1, 1, 1), + '左轮枪': (1, 1, 1), + '自动手枪': (0.9, 1, 1), + '步枪': (1.05, 1, 1), + '手炮': (1.1, 1, 1), + '手弩': (0.9, 1, 1), + '矛': (1.05, 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': (0.95, 1, 1), + '念珠': (0.95, 1.05, 1), + '图腾': (1, 0.95, 1), + '镰刀': (0.95, 1, 1), + '战斧': (1.1, 0.9, 1), + '匕首': (0.9, 0.95, 1), + '双剑': (1.1, 0.9, 1), + '手杖': (1, 1.1, 1), + '苦无': (1, 1.05, 1), + '长枪': (1, 1, 1), + '战戟': (1.1, 0.9, 1), + '光枪': (1, 1.05, 1), + '暗矛': (0.95, 1, 1), + '长刀': (1.05, 1, 1), + '小太刀': (1, 1, 1), + '重剑': (1.1, 1, 1), + '源力剑': (1, 1.05, 1) +} + + +def 武器冷却惩罚(武器类型, 输出类型, 版本='GF'): + 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 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] + + +#################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, '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 精通体力(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) + + +def 精通精神(装备等级, 品质, 强化等级, 部位): + return 精通体力(装备等级, 品质, 强化等级, 部位) * 2 + + +def 精通智力(装备等级, 品质, 强化等级, 部位): + return 精通体力(装备等级, 品质, 强化等级, 部位) * 2 + + +#############角色基础属性############## + +当前等级 = 100 + +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) +} + +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-缔造者': (4, 4, 5, 5), + '黑暗武士-黑暗武士': (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) +} + + +def 基础属性输入(属性): + + 角色数据 = 角色基础系数[属性.角色] + 职业数据 = 职业基础数据[属性.职业 + '-' + 属性.角色] + + 唤醒 = (275 if 当前等级 >= 75 else (145 if 当前等级 >= 15 else 0)) + + 属性.基础力量 = 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 + 2.1 * min(71, 当前等级)) + 属性.基础体力 = 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 + 2.0 * min(71, 当前等级)) + 属性.基础智力 = 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 + 2.1 * min(71, 当前等级)) + 属性.基础精神 = 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 + 2.0 * min(71, 当前等级)) + + 属性.力量 = 属性.基础力量 + 属性.智力 = 属性.基础智力 + 属性.体力 = 属性.基础体力 + 属性.精神 = 属性.基础精神 diff --git a/PublicReference/equipment/宠物.py b/PublicReference/equipment/宠物.py new file mode 100644 index 00000000..4e07c4ae --- /dev/null +++ b/PublicReference/equipment/宠物.py @@ -0,0 +1,519 @@ +# 宠物属性部分 +from PublicReference.equipment.base_item import Item + +宠物列表 = [None] * 21 + + +class 宠物20(Item): + 显示名称 = '(22)至尊·超越时空·厄俄斯' + 名称 = '超越时空·厄俄斯' + + def 城镇属性(self, 属性): + 属性.力量 += 160 + 属性.智力 += 160 + 属性.所有属性强化加成(25) + 属性.技能等级加成('所有', 1, 95, 1) + 属性.加算冷却缩减 += 0.05 + 属性.百分比三攻加成(0.20) + 属性.附加伤害加成(0.15) + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +160
' + temp += '智力 +160
' + temp += '所有属性强化 +25
' + temp += 'Lv1-95 技能等级+1
' + temp += '技能冷却 -5%(加算)
' + temp += '百分比三攻 +20%
' + temp += '附加伤害 +15%
' + return temp + + +class 宠物19(Item): + 显示名称 = '(22)至尊·超越时空·赫斯' + 名称 = '超越时空·赫斯' + + def 城镇属性(self, 属性): + 属性.力量 += 160 + 属性.智力 += 160 + 属性.所有属性强化加成(25) + 属性.技能等级加成('所有', 1, 95, 1) + 属性.加算冷却缩减 += 0.05 + 属性.百分比三攻加成(0.15) + 属性.附加伤害加成(0.20) + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +160
' + temp += '智力 +160
' + temp += '所有属性强化 +25
' + temp += 'Lv1-95 技能等级+1
' + temp += '技能冷却 -5%(加算)
' + temp += '百分比三攻 +15%
' + temp += '附加伤害 +20%
' + return temp + + +class 宠物18(Item): + 显示名称 = '(22)普通·次元探险家·厄俄斯' + 名称 = '次元探险家·厄俄斯' + + def 城镇属性(self, 属性): + 属性.力量 += 150 + 属性.智力 += 150 + 属性.所有属性强化加成(25) + 属性.技能等级加成('所有', 1, 95, 1) + 属性.加算冷却缩减 += 0.05 + 属性.百分比三攻加成(0.12) + 属性.附加伤害加成(0.10) + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +160
' + temp += '智力 +160
' + temp += '所有属性强化 +25
' + temp += 'Lv1-95 技能等级+1
' + temp += '技能冷却 -5%(加算)
' + temp += '百分比三攻 +12%
' + temp += '附加伤害 +10%
' + return temp + + +class 宠物17(Item): + 显示名称 = '(22)普通·次元探险家·赫斯' + 名称 = '次元探险家·赫斯' + + def 城镇属性(self, 属性): + 属性.力量 += 150 + 属性.智力 += 150 + 属性.所有属性强化加成(25) + 属性.技能等级加成('所有', 1, 95, 1) + 属性.加算冷却缩减 += 0.05 + 属性.百分比三攻加成(0.10) + 属性.附加伤害加成(0.12) + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +160
' + temp += '智力 +160
' + temp += '所有属性强化 +25
' + temp += 'Lv1-95 技能等级+1
' + temp += '技能冷却 -5%(加算)
' + temp += '百分比三攻 +10%
' + temp += '附加伤害 +12%
' + return temp + + +class 宠物16(Item): + 显示名称 = '(21)至尊·火神的化身' + 名称 = '火神的化身' + + def 城镇属性(self, 属性): + 属性.力量 += 160 + 属性.智力 += 160 + 属性.所有属性强化加成(25) + 属性.技能等级加成('所有', 1, 80, 1) + 属性.加算冷却缩减 += 0.05 + 属性.暴击伤害加成(0.20) + 属性.百分比力智加成(0.12) + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +160
' + temp += '智力 +160
' + temp += '所有属性强化 +25
' + temp += 'Lv1-80 技能等级+1
' + temp += '技能冷却 -5%(加算)
' + temp += '暴击伤害 +20%
' + temp += '百分比力智 +12%
' + return temp + + +class 宠物15(Item): + 显示名称 = '(21)普通·骑士/精灵使' + 名称 = '骑士/精灵使' + + def 城镇属性(self, 属性): + 属性.力量 += 150 + 属性.智力 += 150 + 属性.所有属性强化加成(25) + 属性.技能等级加成('所有', 1, 80, 1) + 属性.加算冷却缩减 += 0.05 + 属性.百分比三攻加成(0.12) + 属性.附加伤害加成(0.10) + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +150
' + temp += '智力 +150
' + temp += '所有属性强化 +25
' + temp += 'Lv1-80 技能等级+1
' + temp += '技能冷却 -5%(加算)
' + temp += '百分比三攻 +12%
' + temp += '附加伤害 +10%
' + return temp + + +class 宠物14(Item): + 显示名称 = '(21)夏日之恋莱森德' + 名称 = '夏日之恋莱森德' + + def 城镇属性(self, 属性): + 属性.力量 += 150 + 属性.智力 += 150 + 属性.所有属性强化加成(25) + 属性.技能等级加成('所有', 1, 80, 1) + 属性.加算冷却缩减 += 0.05 + 属性.百分比力智加成(0.10) + 属性.附加伤害加成(0.12) + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +150
' + temp += '智力 +150
' + temp += '所有属性强化 +25
' + temp += 'Lv1-80 技能等级+1
' + temp += '技能冷却 -5%(加算)
' + temp += '百分比力智 +10%
' + temp += '附加伤害 +12%
' + return temp + + +class 宠物13(Item): + 显示名称 = '(21)夏日之恋赫米雅' + 名称 = '夏日之恋赫米雅' + + def 城镇属性(self, 属性): + 属性.力量 += 150 + 属性.智力 += 150 + 属性.所有属性强化加成(25) + 属性.技能等级加成('所有', 1, 80, 1) + 属性.加算冷却缩减 += 0.05 + 属性.百分比力智加成(0.12) + 属性.附加伤害加成(0.10) + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +150
' + temp += '智力 +150
' + temp += '所有属性强化 +25
' + temp += 'Lv1-80 技能等级+1
' + temp += '技能冷却 -5%(加算)
' + temp += '百分比力智 +12%
' + temp += '附加伤害 +10%
' + return temp + + +class 宠物12(Item): + 显示名称 = '(21)比拉谢尔号' + 名称 = '比拉谢尔号' + + def 城镇属性(self, 属性): + 属性.力量 += 140 + 属性.智力 += 140 + 属性.所有属性强化加成(24) + 属性.技能等级加成('所有', 1, 50, 1) + 属性.加算冷却缩减 += 0.05 + 属性.附加伤害加成(0.12) + 属性.百分比力智加成(0.10) + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +140
' + temp += '智力 +140
' + temp += '所有属性强化 +24
' + temp += 'Lv1-50 技能等级+1
' + temp += '技能冷却 -5%(加算)
' + temp += '附加伤害 +12%
' + temp += '百分比力智 +10%
' + return temp + + +class 宠物11(Item): + 显示名称 = '(20)至尊·暴风圣女' + 名称 = '暴风圣女' + + def 城镇属性(self, 属性): + 属性.力量 += 150 + 属性.智力 += 150 + 属性.所有属性强化加成(24) + 属性.附加伤害加成(0.15) + 属性.技能等级加成('所有', 1, 50, 1) + 属性.加算冷却缩减 += 0.05 + 属性.最终伤害加成(0.05) + 属性.百分比力智加成(0.12) + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +150
' + temp += '智力 +150
' + temp += '所有属性强化 +24
' + temp += '附加伤害 +15%
' + temp += 'Lv1-50 技能等级+1
' + temp += '技能冷却 -5%(加算)
' + temp += '最终伤害 +5%
' + temp += '百分比力智 +12%
' + return temp + + +class 宠物10(Item): + 显示名称 = '(19)至尊·神迹·莱恩' + 名称 = '神迹·莱恩' + + def 城镇属性(self, 属性): + 属性.力量 += 120 + 属性.智力 += 120 + 属性.所有属性强化加成(24) + 属性.附加伤害加成(0.15) + 属性.技能等级加成('所有', 1, 50, 1) + 属性.加算冷却缩减 += 0.05 + 属性.最终伤害加成(0.05) + 属性.百分比力智加成(0.08) + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +120
' + temp += '智力 +120
' + temp += '所有属性强化 +24
' + temp += '附加伤害 +15%
' + temp += 'Lv1-50 技能等级+1
' + temp += '技能冷却 -5%(加算)
' + temp += '最终伤害 +5%
' + temp += '百分比力智 +8%
' + return temp + + +class 宠物9(Item): + 显示名称 = '(20)普通·神官' + 名称 = '神官格洛丽亚' + + def 城镇属性(self, 属性): + 属性.力量 += 140 + 属性.智力 += 140 + 属性.所有属性强化加成(24) + 属性.附加伤害加成(0.12) + 属性.技能等级加成('所有', 1, 50, 1) + 属性.加算冷却缩减 += 0.05 + 属性.百分比力智加成(0.10) + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +140
' + temp += '智力 +140
' + temp += '所有属性强化 +24
' + temp += '附加伤害 +12%
' + temp += 'Lv1-50 技能等级+1
' + temp += '技能冷却 -5%(加算)
' + temp += '百分比力智 +10%
' + return temp + + +class 宠物8(Item): + 显示名称 = '(19)至尊·莱恩' + 名称 = '古国英豪莱恩' + + def 城镇属性(self, 属性): + 属性.力量 += 120 + 属性.智力 += 120 + 属性.所有属性强化加成(24) + 属性.附加伤害加成(0.15) + 属性.技能等级加成('所有', 1, 50, 1) + 属性.加算冷却缩减 += 0.05 + 属性.最终伤害加成(0.05) + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +120
' + temp += '智力 +120
' + temp += '所有属性强化 +24
' + temp += '附加伤害 +15%
' + temp += 'Lv1-50 技能等级+1
' + temp += '技能冷却 -5%(加算)
' + temp += '最终伤害 +5%
' + return temp + + +class 宠物7(Item): + 显示名称 = '(19)普通·莱恩' + 名称 = '骑士莱恩' + + def 城镇属性(self, 属性): + 属性.力量 += 120 + 属性.智力 += 120 + 属性.所有属性强化加成(24) + 属性.附加伤害加成(0.12) + 属性.技能等级加成('所有', 1, 50, 1) + 属性.加算冷却缩减 += 0.05 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +120
' + temp += '智力 +120
' + temp += '所有属性强化 +24
' + temp += '附加伤害 +12%
' + temp += 'Lv1-50 技能等级+1
' + temp += '技能冷却 -5%(加算)
' + return temp + + +class 宠物6(Item): + 显示名称 = '(18)至尊·蒂娅' + 名称 = '冰雪魔法师蒂娅' + + def 城镇属性(self, 属性): + 属性.力量 += 110 + 属性.智力 += 110 + 属性.所有属性强化加成(22) + 属性.附加伤害加成(0.12) + 属性.技能等级加成('所有', 1, 50, 1) + 属性.加算冷却缩减 += 0.05 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +110
' + temp += '智力 +110
' + temp += '所有属性强化 +22
' + temp += '附加伤害 +12%
' + temp += 'Lv1-50 技能等级+1
' + temp += '技能冷却 -5%(加算)
' + return temp + + +class 宠物5(Item): + 显示名称 = '(18)普通·蒂娅' + 名称 = '雪兔蒂娅' + + def 城镇属性(self, 属性): + 属性.力量 += 100 + 属性.智力 += 100 + 属性.所有属性强化加成(20) + 属性.附加伤害加成(0.10) + 属性.技能等级加成('所有', 1, 50, 1) + 属性.加算冷却缩减 += 0.05 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +100
' + temp += '智力 +100
' + temp += '所有属性强化 +20
' + temp += '附加伤害 +10%
' + temp += 'Lv1-50 技能等级+1
' + temp += '技能冷却 -5%(加算)
' + return temp + + +class 宠物4(Item): + 显示名称 = '(17)克里斯' + 名称 = '克里斯' + + def 城镇属性(self, 属性): + 属性.物理攻击力 += 35 + 属性.魔法攻击力 += 35 + 属性.独立攻击力 += 55 + 属性.所有属性强化加成(15) + 属性.附加伤害加成(0.08) + 属性.技能等级加成('所有', 1, 50, 1) + 属性.加算冷却缩减 += 0.05 + + def 装备描述(self, 属性): + temp = '' + temp += '物理攻击力 +35
' + temp += '魔法攻击力 +35
' + temp += '独立攻击力 +55
' + temp += '所有属性强化 +15
' + temp += '附加伤害 +8%
' + temp += 'Lv1-50 技能等级+1
' + temp += '技能冷却 -5%(加算)
' + return temp + + +class 宠物3(Item): + 显示名称 = '(16)关羽' + 名称 = '关羽' + + def 城镇属性(self, 属性): + 属性.力量 += 50 + 属性.智力 += 50 + 属性.所有属性强化加成(15) + 属性.附加伤害加成(0.05) + 属性.技能等级加成('所有', 1, 50, 1) + 属性.加算冷却缩减 += 0.05 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +50
' + temp += '智力 +50
' + temp += '所有属性强化 +15
' + temp += '附加伤害 +5%
' + temp += 'Lv1-50 技能等级+1
' + temp += '技能冷却 -5%(加算)
' + return temp + + +class 宠物2(Item): + 显示名称 = '(15)墨仙雪莲' + 名称 = '墨仙雪莲' + + def 城镇属性(self, 属性): + 属性.力量 += 45 + 属性.智力 += 45 + 属性.物理攻击力 += 25 + 属性.魔法攻击力 += 25 + 属性.独立攻击力 += 45 + 属性.附加伤害加成(0.08) + 属性.技能等级加成('所有', 1, 50, 1) + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +45
' + temp += '智力 +45
' + temp += '物理攻击力 +25
' + temp += '魔法攻击力 +25
' + temp += '独立攻击力 +45
' + temp += '附加伤害 +8%
' + temp += 'Lv1-50 技能等级+1
' + return temp + + +class 宠物1(Item): + 显示名称 = '心悦宠物' + 名称 = '心悦宠物' + + def 城镇属性(self, 属性): + 属性.力量 += 100 + 属性.智力 += 100 + 属性.所有属性强化加成(20) + 属性.附加伤害加成(0.05) + 属性.技能等级加成('所有', 1, 50, 1) + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +100
' + temp += '智力 +100
' + temp += '所有属性强化 +20
' + temp += '附加伤害 +5%
' + temp += 'Lv1-50 技能等级+1
' + return temp + + +class 宠物0(Item): + 显示名称 = '无' + 名称 = '无' + + def 城镇属性(self, 属性): + pass + + def 触发属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + return temp + + +for i in range(len(宠物列表)): + exec('宠物列表[{}] = 宠物{}()'.format(len(宠物列表) - i - 1, i)) + +宠物序号 = dict() +for i in range(len(宠物列表)): + 宠物序号[宠物列表[i].名称] = i diff --git a/PublicReference/equipment/描述.py b/PublicReference/equipment/描述.py new file mode 100644 index 00000000..4dfcc979 --- /dev/null +++ b/PublicReference/equipment/描述.py @@ -0,0 +1,15 @@ +from PublicReference.utils.common import format_range + + +def 四维固定加成(self, x, types: list = ['力量', '智力', '体力', '精神']): + if self is not None: + if self.装备描述 == 0: + if '力量' in types: + self.力量 += x + if '智力' in types: + self.智力 += x + if '体力' in types: + self.体力 += x + if '精神' in types: + self.精神 += x + return "".join(format_range("{} +{}
", types, x)) diff --git a/PublicReference/equipment/武器融合.py b/PublicReference/equipment/武器融合.py new file mode 100644 index 00000000..dc9857db --- /dev/null +++ b/PublicReference/equipment/武器融合.py @@ -0,0 +1,76 @@ +# 希洛克词条融合属性部分 + + +class 词条属性(): + 描述 = '' + + def 加成属性(self, 属性, x): + pass + + +class 词条属性0(词条属性): + 描述 = '力智' + + def 加成属性(self, 属性, x): + 属性.百分比力智加成(x) + pass + + +class 词条属性1(词条属性): + 描述 = '三攻' + + def 加成属性(self, 属性, x): + 属性.百分比三攻加成(x) + pass + + +class 词条属性2(词条属性): + 描述 = '黄字' + + def 加成属性(self, 属性, x): + 属性.伤害增加加成(x) + pass + + +class 词条属性3(词条属性): + 描述 = '白字' + + def 加成属性(self, 属性, x): + 属性.附加伤害加成(x) + pass + + +class 词条属性4(词条属性): + 描述 = '暴伤' + + def 加成属性(self, 属性, x): + 属性.暴击伤害加成(x) + pass + + +class 词条属性5(词条属性): + 描述 = '终伤' + + def 加成属性(self, 属性, x): + 属性.最终伤害加成(x) + pass + + +class 词条属性6(词条属性): + 描述 = '觉醒Lv' + + def 加成属性(self, 属性, x): + 属性.技能等级加成("所有", 50, 50, x) + 属性.技能等级加成("所有", 85, 85, x) + 属性.技能等级加成("所有", 100, 100, x) + pass + + +词条属性列表 = () + +for i in range(6): + exec('词条属性列表 += (词条属性{}(),)'.format(i)) + +黑鸦武器属性列表 = () +for i in range(7): + exec('黑鸦武器属性列表 += (词条属性{}(),)'.format(i)) diff --git a/PublicReference/equipment/称号.py b/PublicReference/equipment/称号.py new file mode 100644 index 00000000..4684630b --- /dev/null +++ b/PublicReference/equipment/称号.py @@ -0,0 +1,944 @@ +import re +from PublicReference.equipment.base_item import Item + +# 称号属性部分 + +称号列表 = [None] * 33 + + +class 称号32(Item): + 显示名称 = '(22)至尊·时空超越者' + 名称 = '时空超越者' + + def 城镇属性(self, 属性): + 属性.力量 += 120 + 属性.智力 += 120 + 属性.物理攻击力 += 70 + 属性.魔法攻击力 += 70 + 属性.独立攻击力 += 70 + 属性.所有属性强化加成(25) + 属性.百分比三攻加成(0.05) + 属性.暴击伤害加成(0.05) + 属性.最终伤害加成(0.05) + 属性.百分比力智加成(0.05) + 属性.附加伤害加成(0.05) + + def 触发属性(self, 属性): + 属性.进图力量 += 35 + 属性.进图智力 += 35 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +120
' + temp += '智力 +120
' + temp += '物理攻击力 +70
' + temp += '魔法攻击力 +70
' + temp += '独立攻击力 +70
' + temp += '所有属性强化 +25
' + temp += '百分比三攻 +5%
' + temp += '暴追 +5%
' + temp += '最终伤害 +5%
' + temp += '力智 +5%
' + temp += '附加伤害 +5%
' + temp += '进图触发属性:
' + temp += '力量 +35
' + temp += '智力 +35
' + return temp + + +class 称号31(Item): + 显示名称 = '(22)普通·时空旅人' + 名称 = '时空旅人' + + def 城镇属性(self, 属性): + 属性.力量 += 100 + 属性.智力 += 100 + 属性.物理攻击力 += 65 + 属性.魔法攻击力 += 65 + 属性.独立攻击力 += 65 + 属性.所有属性强化加成(20) + 属性.伤害增加加成(0.06) + 属性.暴击伤害加成(0.06) + 属性.百分比力智加成(0.06) + + def 触发属性(self, 属性): + 属性.进图力量 += 35 + 属性.进图智力 += 35 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +100
' + temp += '智力 +100
' + temp += '物理攻击力 +65
' + temp += '魔法攻击力 +65
' + temp += '独立攻击力 +65
' + temp += '所有属性强化 +20
' + temp += '黄追 +6%
' + temp += '暴追 +6%
' + temp += '力智 +6%
' + temp += '进图触发属性:
' + temp += '力量 +35
' + temp += '智力 +35
' + return temp + + +class 称号30(Item): + 显示名称 = '(21)至尊·穿越星空的祈愿' + 名称 = '穿越星空的祈愿' + + def 城镇属性(self, 属性): + 属性.力量 += 100 + 属性.智力 += 100 + 属性.物理攻击力 += 65 + 属性.魔法攻击力 += 65 + 属性.独立攻击力 += 65 + 属性.所有属性强化加成(22) + 属性.百分比三攻加成(0.12) + 属性.附加伤害加成(0.10) + + def 触发属性(self, 属性): + 属性.进图力量 += 35 + 属性.进图智力 += 35 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +100
' + temp += '智力 +100
' + temp += '物理攻击力 +65
' + temp += '魔法攻击力 +65
' + temp += '独立攻击力 +65
' + temp += '所有属性强化 +22
' + temp += '百分比三攻 +12%
' + temp += '附加伤害 +10%
' + temp += '进图触发属性:
' + temp += '力量 +35
' + temp += '智力 +35
' + return temp + + +class 称号29(Item): + 显示名称 = '(21)普通·永恒追猎' + 名称 = '永恒追猎' + + def 城镇属性(self, 属性): + 属性.力量 += 80 + 属性.智力 += 80 + 属性.物理攻击力 += 60 + 属性.魔法攻击力 += 60 + 属性.独立攻击力 += 60 + 属性.所有属性强化加成(15) + 属性.伤害增加加成(0.15) + + def 触发属性(self, 属性): + 属性.进图力量 += 35 + 属性.进图智力 += 35 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +80
' + temp += '智力 +80
' + temp += '物理攻击力 +60
' + temp += '魔法攻击力 +60
' + temp += '独立攻击力 +60
' + temp += '所有属性强化 +15
' + temp += '伤害增加 +15%
' + temp += '进图触发属性:
' + temp += '力量 +35
' + temp += '智力 +35
' + return temp + + +class 称号28(Item): + 显示名称 = '(21)普通·永恒判罪' + 名称 = '永恒判罪' + + def 城镇属性(self, 属性): + 属性.力量 += 80 + 属性.智力 += 80 + 属性.物理攻击力 += 60 + 属性.魔法攻击力 += 60 + 属性.独立攻击力 += 60 + 属性.所有属性强化加成(15) + 属性.暴击伤害加成(0.15) + + def 触发属性(self, 属性): + 属性.进图力量 += 35 + 属性.进图智力 += 35 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +80
' + temp += '智力 +80
' + temp += '物理攻击力 +60
' + temp += '魔法攻击力 +60
' + temp += '独立攻击力 +60
' + temp += '所有属性强化 +15
' + temp += '暴击伤害 +15%
' + temp += '进图触发属性:
' + temp += '力量 +35
' + temp += '智力 +35
' + return temp + + +class 称号27(Item): + 显示名称 = '(21)普通·永恒战吼' + 名称 = '永恒战吼' + + def 城镇属性(self, 属性): + 属性.力量 += 80 + 属性.智力 += 80 + 属性.物理攻击力 += 60 + 属性.魔法攻击力 += 60 + 属性.独立攻击力 += 60 + 属性.所有属性强化加成(15) + 属性.百分比力智加成(0.15) + + def 触发属性(self, 属性): + 属性.进图力量 += 35 + 属性.进图智力 += 35 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +80
' + temp += '智力 +80
' + temp += '物理攻击力 +60
' + temp += '魔法攻击力 +60
' + temp += '独立攻击力 +60
' + temp += '所有属性强化 +15
' + temp += '百分比力智 +15%
' + temp += '进图触发属性:
' + temp += '力量 +35
' + temp += '智力 +35
' + return temp + + +class 称号26(Item): + 显示名称 = '(21)国庆·信念之启示' + 名称 = '信念之启示' + + def 城镇属性(self, 属性): + 属性.力量 += 60 + 属性.智力 += 60 + 属性.所有属性强化加成(15) + 属性.伤害增加加成(0.15) + + def 触发属性(self, 属性): + 属性.进图属强 += 10 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +60
' + temp += '智力 +60
' + temp += '所有属性强化 +15
' + temp += '黄字 +15%
' + temp += '进图触发属性:
' + temp += '所有属强 +10
' + return temp + + +class 称号25(Item): + 显示名称 = '(21)国庆·隐忍之启示' + 名称 = '隐忍之启示' + + def 城镇属性(self, 属性): + 属性.力量 += 60 + 属性.智力 += 60 + 属性.所有属性强化加成(15) + 属性.暴击伤害加成(0.15) + + def 触发属性(self, 属性): + 属性.进图属强 += 10 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +60
' + temp += '智力 +60
' + temp += '所有属性强化 +15
' + temp += '暴伤 +15%
' + temp += '进图触发属性:
' + temp += '所有属强 +10
' + return temp + + +class 称号24(Item): + 显示名称 = '(21)国庆·勇气之启示' + 名称 = '勇气之启示' + + def 城镇属性(self, 属性): + 属性.力量 += 60 + 属性.智力 += 60 + 属性.所有属性强化加成(15) + 属性.百分比三攻加成(0.15) + + def 触发属性(self, 属性): + 属性.进图属强 += 10 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +60
' + temp += '智力 +60
' + temp += '所有属性强化 +15
' + temp += '百分比三攻 +15%
' + temp += '进图触发属性:
' + temp += '所有属强 +10
' + return temp + + +class 称号23(Item): + 显示名称 = '(21)国庆·希望之启示' + 名称 = '希望之启示' + + def 城镇属性(self, 属性): + 属性.力量 += 60 + 属性.智力 += 60 + 属性.所有属性强化加成(15) + 属性.最终伤害加成(0.15) + + def 触发属性(self, 属性): + 属性.进图属强 += 10 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +60
' + temp += '智力 +60
' + temp += '所有属性强化 +15
' + temp += '最终伤害 +15%
' + temp += '进图触发属性:
' + temp += '所有属强 +10
' + return temp + + +class 称号22(Item): + 显示名称 = '(20)至尊·伟大的意志' + 名称 = '伟大的意志' + + def 城镇属性(self, 属性): + 属性.力量 += 90 + 属性.智力 += 90 + 属性.物理攻击力 += 65 + 属性.魔法攻击力 += 65 + 属性.独立攻击力 += 65 + 属性.所有属性强化加成(20) + 属性.暴击伤害加成(0.18) + 属性.百分比力智加成(0.04) + + def 触发属性(self, 属性): + 属性.进图力量 += 35 + 属性.进图智力 += 35 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +90
' + temp += '智力 +90
' + temp += '物理攻击力 +65
' + temp += '魔法攻击力 +65
' + temp += '独立攻击力 +65
' + temp += '所有属性强化 +20
' + temp += '暴击伤害 +18%
' + temp += '百分比力智 +4%
' + temp += '进图触发属性:
' + temp += '力量 +35
' + temp += '智力 +35
' + return temp + + +class 称号21(Item): + 显示名称 = '(20)普通·使徒降临' + 名称 = '使徒降临' + + def 城镇属性(self, 属性): + 属性.力量 += 80 + 属性.智力 += 80 + 属性.物理攻击力 += 60 + 属性.魔法攻击力 += 60 + 属性.独立攻击力 += 60 + 属性.所有属性强化加成(15) + 属性.附加伤害加成(0.12) + 属性.百分比力智加成(0.03) + + def 触发属性(self, 属性): + 属性.进图力量 += 35 + 属性.进图智力 += 35 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +80
' + temp += '智力 +80
' + temp += '物理攻击力 +60
' + temp += '魔法攻击力 +60
' + temp += '独立攻击力 +60
' + temp += '所有属性强化 +15
' + temp += '附加伤害 +12%
' + temp += '百分比力智 +3%
' + temp += '进图触发属性:
' + temp += '力量 +35
' + temp += '智力 +35
' + return temp + + +class 称号20(Item): + 显示名称 = '(20)国庆·安徒恩的烈焰' + 名称 = '安徒恩的烈焰' + + def 城镇属性(self, 属性): + 属性.力量 += 60 + 属性.智力 += 60 + 属性.所有属性强化加成(15) + 属性.黄字 = max(属性.黄字, 0.15) + + def 触发属性(self, 属性): + 属性.进图属强 += 10 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +60
' + temp += '智力 +60
' + temp += '所有属性强化 +15
' + temp += '黄字 +15%(取最高值)
' + temp += '进图触发属性:
' + temp += '所有属强 +10
' + return temp + + +class 称号19(Item): + 显示名称 = '(20)国庆·卢克的创造' + 名称 = '卢克的创造' + + def 城镇属性(self, 属性): + 属性.力量 += 60 + 属性.智力 += 60 + 属性.所有属性强化加成(15) + 属性.暴伤 = max(属性.暴伤, 0.15) + + def 触发属性(self, 属性): + 属性.进图属强 += 10 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +60
' + temp += '智力 +60
' + temp += '所有属性强化 +15
' + temp += '暴伤 +15%(取最高值)
' + temp += '进图触发属性:
' + temp += '所有属强 +10
' + return temp + + +class 称号18(Item): + 显示名称 = '(20)国庆·伊希斯的天空' + 名称 = '伊希斯的天空' + + def 城镇属性(self, 属性): + 属性.力量 += 60 + 属性.智力 += 60 + 属性.所有属性强化加成(15) + 属性.百分比三攻加成(0.15) + + def 触发属性(self, 属性): + 属性.进图属强 += 10 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +60
' + temp += '智力 +60
' + temp += '所有属性强化 +15
' + temp += '百分比三攻 +15%
' + temp += '进图触发属性:
' + temp += '所有属强 +10
' + return temp + + +class 称号17(Item): + 显示名称 = '(20)国庆·希洛克的悲鸣' + 名称 = '希洛克的悲鸣' + + def 城镇属性(self, 属性): + 属性.力量 += 60 + 属性.智力 += 60 + 属性.所有属性强化加成(15) + 属性.最终伤害加成(0.15) + + def 触发属性(self, 属性): + 属性.进图属强 += 10 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +60
' + temp += '智力 +60
' + temp += '所有属性强化 +15
' + temp += '最终伤害 +15%
' + temp += '进图触发属性:
' + temp += '所有属强 +10
' + return temp + + +class 称号16(Item): + 显示名称 = '(19)至尊·神选之英杰' + 名称 = '神选之英杰' + + def 城镇属性(self, 属性): + 属性.力量 += 75 + 属性.智力 += 75 + 属性.物理攻击力 += 45 + 属性.魔法攻击力 += 45 + 属性.独立攻击力 += 65 + 属性.所有属性强化加成(20) + 属性.暴击伤害加成(0.18) + + def 触发属性(self, 属性): + 属性.进图力量 += 35 + 属性.进图智力 += 35 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +75
' + temp += '智力 +75
' + temp += '物理攻击力 +45
' + temp += '魔法攻击力 +45
' + temp += '独立攻击力 +65
' + temp += '所有属性强化 +20
' + temp += '暴击伤害 +18%
' + temp += '进图触发属性:
' + temp += '力量 +35
' + temp += '智力 +35
' + return temp + + +class 称号15(Item): + 显示名称 = '(19)普通·秘境迷踪' + 名称 = '秘境迷踪' + + def 城镇属性(self, 属性): + 属性.力量 += 70 + 属性.智力 += 70 + 属性.物理攻击力 += 40 + 属性.魔法攻击力 += 40 + 属性.独立攻击力 += 60 + 属性.所有属性强化加成(15) + 属性.附加伤害加成(0.10) + + def 触发属性(self, 属性): + 属性.进图力量 += 35 + 属性.进图智力 += 35 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +70
' + temp += '智力 +70
' + temp += '物理攻击力 +40
' + temp += '魔法攻击力 +40
' + temp += '独立攻击力 +60
' + temp += '所有属性强化 +15
' + temp += '附加伤害 +10%
' + temp += '进图触发属性:
' + temp += '力量 +35
' + temp += '智力 +35
' + return temp + + +class 称号14(Item): + 显示名称 = '(19)国庆·超越极限者' + 名称 = '超越极限者' + + def 城镇属性(self, 属性): + 属性.力量 += 60 + 属性.智力 += 60 + 属性.所有属性强化加成(15) + 属性.暴伤 = max(属性.暴伤, 0.15) + + def 触发属性(self, 属性): + 属性.进图属强 += 10 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +60
' + temp += '智力 +60
' + temp += '所有属性强化 +15
' + temp += '暴伤 +15%(取最高值)
' + temp += '进图触发属性:
' + temp += '所有属强 +10
' + return temp + + +class 称号13(Item): + 显示名称 = '(18)至尊·天选之人' + 名称 = '天选之人' + + def 城镇属性(self, 属性): + 属性.力量 += 75 + 属性.智力 += 75 + 属性.物理攻击力 += 35 + 属性.魔法攻击力 += 35 + 属性.独立攻击力 += 55 + 属性.所有属性强化加成(20) + 属性.最终伤害加成(0.12) + + def 触发属性(self, 属性): + 属性.进图力量 += 35 + 属性.进图智力 += 35 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +75
' + temp += '智力 +75
' + temp += '物理攻击力 +35
' + temp += '魔法攻击力 +35
' + temp += '独立攻击力 +55
' + temp += '所有属性强化 +20
' + temp += '最终伤害 +12%
' + temp += '进图触发属性:
' + temp += '力量 +35
' + temp += '智力 +35
' + return temp + + +class 称号12(Item): + 显示名称 = '(18)普通·兽人守护神' + 名称 = '兽人守护神' + + def 城镇属性(self, 属性): + 属性.力量 += 70 + 属性.智力 += 70 + 属性.物理攻击力 += 30 + 属性.魔法攻击力 += 30 + 属性.独立攻击力 += 50 + 属性.所有属性强化加成(15) + 属性.附加伤害加成(0.10) + + def 触发属性(self, 属性): + 属性.进图力量 += 35 + 属性.进图智力 += 35 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +70
' + temp += '智力 +70
' + temp += '物理攻击力 +30
' + temp += '魔法攻击力 +30
' + temp += '独立攻击力 +50
' + temp += '所有属性强化 +15
' + temp += '附加伤害 +10%
' + temp += '进图触发属性:
' + temp += '力量 +35
' + temp += '智力 +35
' + return temp + + +class 称号11(Item): + 显示名称 = '(18)国庆·神之试炼' + 名称 = '神之试炼' + + def 城镇属性(self, 属性): + 属性.力量 += 55 + 属性.智力 += 55 + 属性.所有属性强化加成(15) + 属性.暴伤 = max(属性.暴伤, 0.15) + + def 触发属性(self, 属性): + 属性.进图属强 += 10 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +55
' + temp += '智力 +55
' + temp += '所有属性强化 +15
' + temp += '暴伤 +15%(取最高值)
' + temp += '进图触发属性:
' + temp += '所有属强 +10
' + return temp + + +class 称号10(Item): + 显示名称 = '(17)至尊·龙之威仪' + 名称 = '龙之威仪' + + def 城镇属性(self, 属性): + 属性.力量 += 65 + 属性.智力 += 65 + 属性.物理攻击力 += 35 + 属性.魔法攻击力 += 35 + 属性.独立攻击力 += 55 + 属性.所有属性强化加成(15) + 属性.附加伤害加成(0.12) + + def 触发属性(self, 属性): + 属性.进图力量 += 35 + 属性.进图智力 += 35 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +65
' + temp += '智力 +65
' + temp += '物理攻击力 +35
' + temp += '魔法攻击力 +35
' + temp += '独立攻击力 +55
' + temp += '所有属性强化 +15
' + temp += '附加伤害 +12%
' + temp += '进图触发属性:
' + temp += '力量 +35
' + temp += '智力 +35
' + return temp + + +class 称号9(Item): + 显示名称 = '(17)普通·龙之挑战' + 名称 = '龙之挑战' + + def 城镇属性(self, 属性): + 属性.力量 += 60 + 属性.智力 += 60 + 属性.物理攻击力 += 30 + 属性.魔法攻击力 += 30 + 属性.独立攻击力 += 50 + 属性.所有属性强化加成(15) + 属性.附加伤害加成(0.10) + + def 触发属性(self, 属性): + 属性.进图力量 += 35 + 属性.进图智力 += 35 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +60
' + temp += '智力 +60
' + temp += '物理攻击力 +30
' + temp += '魔法攻击力 +30
' + temp += '独立攻击力 +50
' + temp += '所有属性强化 +15
' + temp += '附加伤害 +10%
' + temp += '进图触发属性:
' + temp += '力量 +35
' + temp += '智力 +35
' + return temp + + +class 称号8(Item): + 显示名称 = '(17)国庆·海洋霸主' + 名称 = '海洋霸主' + + def 城镇属性(self, 属性): + 属性.力量 += 55 + 属性.智力 += 55 + 属性.所有属性强化加成(15) + 属性.黄字 = max(属性.黄字, 0.10) + + def 触发属性(self, 属性): + 属性.进图属强 += 10 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +55
' + temp += '智力 +55
' + temp += '所有属性强化 +15
' + temp += '黄字 +10%(取最高值)
' + temp += '进图触发属性:
' + temp += '所有属强 +10
' + return temp + + +class 称号7(Item): + 显示名称 = '(16)至尊·桃园结义[义]' + 名称 = '桃园结义[义]' + + def 城镇属性(self, 属性): + 属性.力量 += 60 + 属性.智力 += 60 + 属性.物理攻击力 += 30 + 属性.魔法攻击力 += 30 + 属性.独立攻击力 += 50 + 属性.所有属性强化加成(15) + 属性.黄字 = max(属性.黄字, 0.15) + + def 触发属性(self, 属性): + 属性.进图力量 += 35 + 属性.进图智力 += 35 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +60
' + temp += '智力 +60
' + temp += '物理攻击力 +30
' + temp += '魔法攻击力 +30
' + temp += '独立攻击力 +50
' + temp += '所有属性强化 +15
' + temp += '黄字 +15%(取最高值)
' + temp += '进图触发属性:
' + temp += '力量 +35
' + temp += '智力 +35
' + return temp + + +class 称号6(Item): + 显示名称 = '(16)普通·三英雄[义]' + 名称 = '三英雄[义]' + + def 城镇属性(self, 属性): + 属性.力量 += 55 + 属性.智力 += 55 + 属性.物理攻击力 += 30 + 属性.魔法攻击力 += 30 + 属性.独立攻击力 += 50 + 属性.所有属性强化加成(15) + 属性.黄字 = max(属性.黄字, 0.12) + + def 触发属性(self, 属性): + 属性.进图力量 += 35 + 属性.进图智力 += 35 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +55
' + temp += '智力 +55
' + temp += '物理攻击力 +30
' + temp += '魔法攻击力 +30
' + temp += '独立攻击力 +50
' + temp += '所有属性强化 +15
' + temp += '黄字 +12%(取最高值)
' + temp += '进图触发属性:
' + temp += '力量 +35
' + temp += '智力 +35
' + return temp + + +class 称号5(Item): + 显示名称 = '(16)国庆·骑士王的荣耀' + 名称 = '骑士王的荣耀' + + def 城镇属性(self, 属性): + 属性.力量 += 55 + 属性.智力 += 55 + 属性.所有属性强化加成(15) + 属性.黄字 = max(属性.黄字, 0.10) + + def 触发属性(self, 属性): + 属性.进图属强 += 10 + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +55
' + temp += '智力 +55
' + temp += '所有属性强化 +15
' + temp += '黄字 +10%(取最高值)
' + temp += '进图触发属性:
' + temp += '所有属强 +10
' + return temp + + +class 称号4(Item): + 显示名称 = '(16)五一·荣耀贵族' + 名称 = '荣耀贵族' + + def 城镇属性(self, 属性): + 属性.力量 += 30 + 属性.智力 += 30 + 属性.物理攻击力 += 70 + 属性.魔法攻击力 += 70 + 属性.独立攻击力 += 90 + 属性.加算冷却缩减 += 0.10 + + def 触发属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +30
' + temp += '智力 +30
' + temp += '物理攻击力 +70
' + temp += '魔法攻击力 +70
' + temp += '独立攻击力 +90
' + temp += '技能冷却 -10%(加算)
' + return temp + + +class 称号3(Item): + 显示名称 = '(15)国庆·圣殿之巅' + 名称 = '圣殿之巅' + + def 城镇属性(self, 属性): + 属性.物理攻击力 += 30 + 属性.魔法攻击力 += 30 + 属性.独立攻击力 += 50 + 属性.所有属性强化加成(15) + 属性.暴伤 = max(属性.暴伤, 0.10) + + def 触发属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '物理攻击力 +30
' + temp += '魔法攻击力 +30
' + temp += '独立攻击力 +50
' + temp += '所有属性强化 +15
' + temp += '暴伤 +10%(取最高值)
' + return temp + + +class 称号2(Item): + 显示名称 = '(14)五一·明日-春华' + 名称 = '明日-春华' + + def 城镇属性(self, 属性): + 属性.力量 += 35 + 属性.智力 += 35 + 属性.物理攻击力 += 10 + 属性.魔法攻击力 += 10 + 属性.独立攻击力 += 18 + 属性.所有属性强化加成(12) + + def 触发属性(self, 属性): + 属性.加算冷却缩减 += 0.30 + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +35
' + temp += '智力 +35
' + temp += '物理攻击力 +10
' + temp += '魔法攻击力 +10
' + temp += '独立攻击力 +18
' + temp += '所有属性强化 +12
' + temp += '进图触发属性:
' + temp += '技能冷却 -30%(加算)
' + return temp + + +class 称号1(Item): + 显示名称 = '(20)DPL专属称号·输出' + 名称 = 'DPL专属称号·输出' + + def 城镇属性(self, 属性): + 属性.力量 += 1251 + 属性.智力 += 1251 + 属性.物理攻击力 += 377 + 属性.魔法攻击力 += 377 + 属性.独立攻击力 += 380 + 属性.所有属性强化加成(166) + 属性.技能等级加成('主动', 1, 30, 2) + 属性.技能等级加成('主动', 1, 50, 2) + 属性.技能等级加成('所有', 1, 50, 2) + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +1251
' + temp += '智力 +1251
' + temp += '物理攻击力 +377
' + temp += '魔法攻击力 +377
' + temp += '独立攻击力 +380
' + temp += '所有属性强化 +166
' + temp += 'Lv1-30 (主动)技能等级+2
' + temp += 'Lv1-50 (主动)技能等级+2
' + temp += 'Lv1-50 (所有)技能等级+2
' + return temp + + +class 称号0(Item): + pass + + +for i in range(len(称号列表)): + exec('称号列表[{}] = 称号{}()'.format(len(称号列表) - i - 1, i)) + +称号序号 = dict() +for i in range(len(称号列表)): + 称号序号[称号列表[i].名称] = i diff --git a/PublicReference/equipment/融合_奥兹玛.py b/PublicReference/equipment/融合_奥兹玛.py new file mode 100644 index 00000000..37c3b809 --- /dev/null +++ b/PublicReference/equipment/融合_奥兹玛.py @@ -0,0 +1,175 @@ +#"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" + + +class 奥兹玛属性(): + def 阿斯特罗斯等级加成(self, 属性, k): + 描述 = '' + if 属性.职业 == '缔造者': + if k == 0: + 描述 += 属性.技能等级加成('所有', 70, 70, 1) + 描述 += 属性.技能等级加成('所有', 80, 80, 1) + if k == 1: + 描述 += 属性.技能等级加成('所有', 40, 40, 1) + 描述 += 属性.技能等级加成('所有', 50, 50, 1) + 描述 += 属性.技能等级加成('所有', 60, 60, 1) + if k == 2: + 描述 += 属性.技能等级加成('所有', 10, 10, 1) + 描述 += 属性.技能等级加成('所有', 30, 30, 1) + else: + if k == 0: + 描述 += 属性.技能等级加成('主动', 70, 70, 1) + 描述 += 属性.技能等级加成('主动', 75, 75, 1) + 描述 += 属性.技能等级加成('主动', 80, 80, 1) + if k == 1: + 描述 += 属性.技能等级加成('主动', 40, 40, 1) + 描述 += 属性.技能等级加成('主动', 45, 45, 1) + 描述 += 属性.技能等级加成('主动', 60, 60, 1) + if k == 2: + 描述 += 属性.技能等级加成('主动', 20, 20, 1) + 描述 += 属性.技能等级加成('主动', 25, 25, 1) + 描述 += 属性.技能等级加成('主动', 35, 35, 1) + return 描述 + + def 奥兹玛属性_输出(self, 属性, 奥兹玛选择状态, 阿斯特罗斯选项, x=0): + 选择 = 奥兹玛选择状态 + 技能 = 阿斯特罗斯选项 + + 属性.装备描述 = x + 头肩 = '' + 腰带 = '' + 鞋 = '' + 项链 = '' + 魔法石 = '' + + # region 阿斯特罗斯 + i = 0 + if 选择[0] == 1: + 头肩 += 属性.伤害增加加成(0.03) + 头肩 += 属性.暴击伤害加成(0.03) + 头肩 += 属性.附加伤害加成(0.02) + 头肩 += self.阿斯特罗斯等级加成(属性, 技能[i]) + i += 1 + if 选择[1] == 1: + 腰带 += 属性.百分比三攻加成(0.02) + 腰带 += 属性.百分比力智加成(0.03) + 腰带 += 属性.最终伤害加成(0.02) + 腰带 += self.阿斯特罗斯等级加成(属性, 技能[i]) + i += 1 + if 选择[2] == 1: + 鞋 += 属性.伤害增加加成(0.03) + 鞋 += 属性.暴击伤害加成(0.03) + 鞋 += 属性.附加伤害加成(0.01) + 鞋 += self.阿斯特罗斯等级加成(属性, 技能[i]) + i += 1 + if 选择[3] == 1: + 项链 += 属性.百分比三攻加成(0.02) + 项链 += 属性.百分比力智加成(0.03) + 项链 += 属性.最终伤害加成(0.02) + 项链 += self.阿斯特罗斯等级加成(属性, 技能[i]) + i += 1 + if 选择[4] == 1: + 魔法石 += 属性.附加伤害加成(0.03) + 魔法石 += 属性.百分比三攻加成(0.02) + 魔法石 += 属性.最终伤害加成(0.02) + 魔法石 += self.阿斯特罗斯等级加成(属性, 技能[i]) + i += 1 + # endregion + # region 贝利亚斯 + if 选择[5] == 1: + 头肩 += 属性.伤害增加加成(0.03) + 头肩 += 属性.暴击伤害加成(0.03) + 头肩 += 属性.附加伤害加成(0.02) + if 选择[6] == 1: + 腰带 += 属性.百分比三攻加成(0.02) + 腰带 += 属性.百分比力智加成(0.03) + 腰带 += 属性.最终伤害加成(0.02) + if 选择[7] == 1: + 鞋 += 属性.伤害增加加成(0.03) + 鞋 += 属性.暴击伤害加成(0.03) + 鞋 += 属性.附加伤害加成(0.01) + if 选择[8] == 1: + 项链 += 属性.百分比三攻加成(0.02) + 项链 += 属性.百分比力智加成(0.03) + 项链 += 属性.最终伤害加成(0.02) + if 选择[9] == 1: + 魔法石 += 属性.附加伤害加成(0.03) + 魔法石 += 属性.百分比三攻加成(0.02) + 魔法石 += 属性.最终伤害加成(0.02) + # endregion + # region 雷德梅恩 + if 选择[10] == 1: + 头肩 += 属性.伤害增加加成(0.03) + 头肩 += 属性.暴击伤害加成(0.03) + 头肩 += 属性.附加伤害加成(0.02) + 头肩 += 属性.技能冷却缩减(45, 45, 0.1) + if 选择[11] == 1: + 腰带 += 属性.百分比三攻加成(0.02) + 腰带 += 属性.百分比力智加成(0.03) + 腰带 += 属性.最终伤害加成(0.02) + 腰带 += 属性.技能冷却缩减(75, 75, 0.1) + if 选择[12] == 1: + 鞋 += 属性.伤害增加加成(0.03) + 鞋 += 属性.暴击伤害加成(0.03) + 鞋 += 属性.附加伤害加成(0.01) + 鞋 += 属性.技能冷却缩减(70, 70, 0.1) + if 选择[13] == 1: + 项链 += 属性.百分比三攻加成(0.02) + 项链 += 属性.百分比力智加成(0.03) + 项链 += 属性.最终伤害加成(0.02) + 项链 += 属性.技能冷却缩减(80, 80, 0.1) + if 选择[14] == 1: + 魔法石 += 属性.附加伤害加成(0.03) + 魔法石 += 属性.百分比三攻加成(0.02) + 魔法石 += 属性.最终伤害加成(0.02) + 魔法石 += 属性.技能冷却缩减(60, 60, 0.1) + # endregion + # region 罗什巴赫 + if 选择[15] == 1: + 头肩 += 属性.伤害增加加成(0.03) + 头肩 += 属性.暴击伤害加成(0.03) + 头肩 += 属性.附加伤害加成(0.02) + if 选择[16] == 1: + 腰带 += 属性.百分比三攻加成(0.02) + 腰带 += 属性.百分比力智加成(0.03) + 腰带 += 属性.最终伤害加成(0.02) + if 选择[17] == 1: + 鞋 += 属性.伤害增加加成(0.03) + 鞋 += 属性.暴击伤害加成(0.03) + 鞋 += 属性.附加伤害加成(0.01) + if 选择[18] == 1: + 项链 += 属性.百分比三攻加成(0.02) + 项链 += 属性.百分比力智加成(0.03) + 项链 += 属性.最终伤害加成(0.02) + if 选择[19] == 1: + 魔法石 += 属性.附加伤害加成(0.03) + 魔法石 += 属性.百分比三攻加成(0.02) + 魔法石 += 属性.最终伤害加成(0.02) + # endregion + # region 泰玛特 + if 选择[20] == 1: + 头肩 += 属性.伤害增加加成(0.03) + 头肩 += 属性.暴击伤害加成(0.04) + 头肩 += 属性.附加伤害加成(0.02) + if 选择[21] == 1: + 腰带 += 属性.百分比三攻加成(0.02) + 腰带 += 属性.百分比力智加成(0.04) + 腰带 += 属性.最终伤害加成(0.02) + if 选择[22] == 1: + 鞋 += 属性.伤害增加加成(0.04) + 鞋 += 属性.暴击伤害加成(0.03) + 鞋 += 属性.附加伤害加成(0.02) + if 选择[23] == 1: + 项链 += 属性.百分比三攻加成(0.03) + 项链 += 属性.百分比力智加成(0.03) + 项链 += 属性.最终伤害加成(0.02) + if 选择[24] == 1: + 魔法石 += 属性.附加伤害加成(0.03) + 魔法石 += 属性.百分比三攻加成(0.02) + 魔法石 += 属性.最终伤害加成(0.03) + # endregion + 属性.装备描述 = 0 + if x == 1: + return {1: 头肩, 3: 腰带, 4: 鞋, 6: 项链, 10: 魔法石} + + +奥兹玛 = 奥兹玛属性() diff --git a/PublicReference/equipment/融合_希洛克.py b/PublicReference/equipment/融合_希洛克.py new file mode 100644 index 00000000..ce8d8315 --- /dev/null +++ b/PublicReference/equipment/融合_希洛克.py @@ -0,0 +1,80 @@ +class 希洛克属性(): + def 希洛克属性_输出(self, 属性, 希洛克选择状态, 守门人属强选择, x=0): + 数量 = [0] * 3 + 选择 = 希洛克选择状态 + 属强 = 守门人属强选择 * 5 + 15 + for i in range(15): + 数量[i % 3] += 选择[i] + + 属性.装备描述 = x + 下装 = '' + 戒指 = '' + 辅助装备 = '' + + # 下装属性1 + if 数量[0] == 1: + 下装 += 属性.最终伤害加成(0.05) + + # 戒指属性1 + if 数量[1] == 1: + 戒指 += 属性.百分比三攻加成(0.05) + + # 辅助装备属性1 + if 数量[2] == 1: + 辅助装备 += 属性.技能攻击力加成(0.05) + + i = 0 # 奈克斯属性2 + if (选择[i * 3 + 0] + 选择[i * 3 + 1]) == 2: + 下装 += 属性.伤害增加加成(0.05) # 下装 + if (选择[i * 3 + 1] + 选择[i * 3 + 2]) == 2: + 戒指 += 属性.暴击伤害加成(0.05) # 戒指 + if (选择[i * 3 + 2] + 选择[i * 3 + 0]) == 2: + 辅助装备 += 属性.百分比力智加成(0.05) # 辅助装备 + + i = 1 # 暗杀者属性2 + if (选择[i * 3 + 0] + 选择[i * 3 + 1]) == 2: + 下装 += 属性.伤害增加加成(0.02) + 下装 += 属性.技能冷却缩减(1, 45, 0.2) # 下装 + if (选择[i * 3 + 1] + 选择[i * 3 + 2]) == 2: + 戒指 += 属性.暴击伤害加成(0.03) + 戒指 += 属性.技能冷却缩减(60, 70, 0.2) # 戒指 + if (选择[i * 3 + 2] + 选择[i * 3 + 0]) == 2: + 辅助装备 += 属性.百分比力智加成(0.03) + 辅助装备 += 属性.技能冷却缩减(75, 80, 0.17) # 辅助装备 + + i = 2 # 卢克西属性2 + if (选择[i * 3 + 0] + 选择[i * 3 + 1]) == 2: + 下装 += 属性.技能倍率加成(50, 0.17) + 下装 += 属性.技能倍率加成(85, 0.17) + 下装 += 属性.技能倍率加成(100, 0.10) # 下装 + if (选择[i * 3 + 1] + 选择[i * 3 + 2]) == 2: + 戒指 += 属性.技能倍率加成(50, 0.17) + 戒指 += 属性.技能倍率加成(85, 0.17) + 戒指 += 属性.技能倍率加成(100, 0.10) # 戒指 + if (选择[i * 3 + 2] + 选择[i * 3 + 0]) == 2: + 辅助装备 += 属性.技能倍率加成(50, 0.17) + 辅助装备 += 属性.技能倍率加成(85, 0.17) + 辅助装备 += 属性.技能倍率加成(100, 0.10) # 辅助装备 + + i = 3 # 守门人属性2 + if (选择[i * 3 + 0] + 选择[i * 3 + 1]) == 2: + 下装 += 属性.进图属强加成(属强) # 下装 + if (选择[i * 3 + 1] + 选择[i * 3 + 2]) == 2: + 戒指 += 属性.进图属强加成(属强) # 戒指 + if (选择[i * 3 + 2] + 选择[i * 3 + 0]) == 2: + 辅助装备 += 属性.进图属强加成(属强) # 辅助装备 + + i = 4 # 洛多斯属性2 + if (选择[i * 3 + 0] + 选择[i * 3 + 1]) == 2: + 下装 += 属性.伤害增加加成(0.04) # 下装 + if (选择[i * 3 + 1] + 选择[i * 3 + 2]) == 2: + 戒指 += 属性.暴击伤害加成(0.04) # 戒指 + if (选择[i * 3 + 2] + 选择[i * 3 + 0]) == 2: + 辅助装备 += 属性.百分比力智加成(0.04) # 辅助装备 + 属性.装备描述 = 0 + + if x == 1: + return {2: 下装, 7: 戒指, 9: 辅助装备} + + +希洛克 = 希洛克属性() diff --git a/PublicReference/equipment/装备_套装.py b/PublicReference/equipment/装备_套装.py new file mode 100644 index 00000000..998f9949 --- /dev/null +++ b/PublicReference/equipment/装备_套装.py @@ -0,0 +1,4820 @@ +from .basic_equ import * + + +# region 防具套装 +class 套装效果0(套装): + 名称 = '遗忘魔法师的馈赠' + 件数 = 2 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.14) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=100) + self.属性描述 += 属性.被动增加(转职被动智力=100) + self.属性描述 += 属性.BUFF增加(BUFFLv=2) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=135) + + +class 套装效果1(套装): + 名称 = '死亡阴影' + 件数 = 2 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.16) + self.属性描述 += 属性.所有属性强化加成(55) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.10) + self.属性描述 += 属性.施放速度增加(0.15) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=190) + self.属性描述 += 属性.被动增加(转职被动智力=190) + self.属性描述 += 属性.觉醒增加(一觉力智=220) + + +class 套装效果2(套装): + 名称 = '贫瘠沙漠的遗产' + 件数 = 2 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.22) + if 属性.贫瘠沙漠的遗产 != 0: + self.属性描述 += 属性.技能攻击力加成(0 + 属性.技能栏空位 / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 30, 1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08, BUFF智力per=1.08) + self.属性描述 += 属性.觉醒增加(一觉力智=175) + + +class 套装效果3(套装): + 名称 = '噩梦:地狱之路' + 件数 = 2 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.16) + self.属性描述 += 属性.最终伤害加成(0.06) + self.属性描述 += 属性.技能攻击力加成(0.06) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08, BUFF智力per=1.08) + self.属性描述 += 属性.觉醒增加(一觉力智=100) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.04) + + +class 套装效果4(套装): + 名称 = '永恒不息之路' + 件数 = 2 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.31) + # self.属性描述 += 属性.技能倍率加成(60, 0.20) + # self.属性描述 += 属性.技能冷却缩减(60, 60, -0.30) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.12, BUFF智力per=1.12) + self.属性描述 += 属性.觉醒增加(一觉力智=175) + + +class 套装效果5(套装): + 名称 = '天堂舞姬' + 件数 = 2 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.17) + self.属性描述 += 属性.最终伤害加成(0.10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=105) + self.属性描述 += 属性.被动增加(转职被动智力=105) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.12, BUFF智力per=1.12) + self.属性描述 += 属性.觉醒增加(一觉力智=135) + + +class 套装效果6(套装): + 名称 = '皇家裁决者宣言' + 件数 = 2 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.16) + self.属性描述 += 属性.所有属性强化加成(52) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.命中率增加(0.05) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.12, BUFF智力per=1.12) + self.属性描述 += 属性.觉醒增加(一觉力智=220) + + +class 套装效果7(套装): + 名称 = '炙炎之盛宴' + 件数 = 2 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.18) + self.属性描述 += 属性.所有属性强化加成(40) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=100) + self.属性描述 += 属性.被动增加(转职被动智力=100) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=175) + + +class 套装效果8(套装): + 名称 = '传奇铁匠-封神' + 件数 = 2 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.14) + self.属性描述 += 属性.最终伤害加成(0.14) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=80) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08, BUFF智力per=1.08) + self.属性描述 += 属性.觉醒增加(一觉力智=120) + + +class 套装效果9(套装): + 名称 = '命运歧路' + 件数 = 2 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.15) + self.属性描述 += 属性.附加伤害加成(0.13) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08, BUFF智力per=1.08) + self.属性描述 += 属性.觉醒增加(一觉力智=135) + + +class 套装效果10(套装): + 名称 = '古代祭祀的神圣仪式' + 件数 = 2 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.08) + self.属性描述 += 属性.伤害增加加成(0.21) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + 属性.回避率 += 0.06 + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=3) + self.属性描述 += 属性.觉醒增加(一觉力智=230) + + +class 套装效果11(套装): + 名称 = '龙血玄黄' + 件数 = 2 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.23) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.1) + self.属性描述 += 属性.魔法暴击率增加(0.1) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08, BUFF智力per=1.08) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=100) + + +class 套装效果12(套装): + 名称 = '擎天战甲' + 件数 = 2 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.15) + self.属性描述 += 属性.暴击伤害加成(0.15) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.06, BUFF智力per=1.06) + self.属性描述 += 属性.觉醒增加(一觉力智=150) + + +class 套装效果13(套装): + 名称 = '荆棘漫天' + 件数 = 2 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.12) + self.属性描述 += 属性.暴击伤害加成(0.11) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.10) + self.属性描述 += 属性.魔法暴击率增加(0.10) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.12, BUFF智力per=1.12) + self.属性描述 += 属性.觉醒增加(一觉力智=175) + + +class 套装效果14(套装): + 名称 = '大自然的呼吸' + 件数 = 2 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.16) + self.属性描述 += 属性.暴击伤害加成(0.15) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=145) + self.属性描述 += 属性.被动增加(转职被动智力=145) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.15) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.15) + self.属性描述 += 属性.觉醒增加(一觉力智=60) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.05) + + +class 套装效果15(套装): + 名称 = '遗忘魔法师的馈赠' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.22) + self.属性描述 += 属性.暴击伤害加成(0.10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=50) + self.属性描述 += 属性.被动增加(转职被动智力=50) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.24, BUFF智力per=1.24) + self.属性描述 += 属性.觉醒增加(一觉力智=153) + + +class 套装效果16(套装): + 名称 = '死亡阴影' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.16) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=165) + self.属性描述 += 属性.被动增加(转职被动智力=165) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.25) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.25) + self.属性描述 += 属性.觉醒增加(一觉力智=130) + + +class 套装效果17(套装): + 名称 = '贫瘠沙漠的遗产' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.15) + self.属性描述 += 属性.所有属性强化加成(60) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 30, 48, 2) + self.属性描述 += 属性.被动增加(守护恩赐体精=113) + self.属性描述 += 属性.被动增加(转职被动智力=113) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.1, BUFF智力per=1.1) + self.属性描述 += 属性.觉醒增加(一觉力智=150) + + +class 套装效果18(套装): + 名称 = '噩梦:地狱之路' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(66) + self.属性描述 += 属性.技能等级加成('所有', 1, 85, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 85, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=110) + self.属性描述 += 属性.被动增加(转职被动智力=110) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08, BUFF智力per=1.08) + self.属性描述 += 属性.觉醒增加(一觉力智=99) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.04) + + +class 套装效果19(套装): + 名称 = '永恒不息之路' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.32) + # self.属性描述 += 属性.技能倍率加成(70, 0.20) + # self.属性描述 += 属性.技能冷却缩减(70, 70, -0.30) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=3) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.15) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.15) + self.属性描述 += 属性.觉醒增加(一觉力智=130) + + +class 套装效果20(套装): + 名称 = '天堂舞姬' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.11) + self.属性描述 += 属性.技能攻击力加成(0.15) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.10) + self.属性描述 += 属性.移动速度增加(0.10) + self.属性描述 += 属性.施放速度增加(0.15) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=145) + self.属性描述 += 属性.被动增加(转职被动智力=145) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08, BUFF智力per=1.08) + self.属性描述 += 属性.觉醒增加(一觉力智=192) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.05) + + +class 套装效果21(套装): + 名称 = '皇家裁决者宣言' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.15) + self.属性描述 += 属性.所有属性强化加成(62) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.05) + self.属性描述 += 属性.移动速度增加(0.05) + self.属性描述 += 属性.施放速度增加(0.08) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=280) + self.属性描述 += 属性.被动增加(转职被动智力=280) + self.属性描述 += 属性.BUFF增加(BUFFLv=3) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.2, BUFF智力per=1.2) + + +class 套装效果22(套装): + 名称 = '炙炎之盛宴' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.10) + self.属性描述 += 属性.技能攻击力加成(0.20) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.05) + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 48, 2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.25) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.25) + self.属性描述 += 属性.觉醒增加(一觉力智=100) + + +class 套装效果23(套装): + 名称 = '传奇铁匠-封神' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.21) + if 属性.装备检查('天堂之翼'): + self.属性描述 += 属性.技能冷却缩减(1, 45, 0.30) + self.属性描述 += 属性.技能冷却缩减(60, 80, 0.30) + else: + self.属性描述 += 属性.技能冷却缩减(1, 45, 0.20) + self.属性描述 += 属性.技能冷却缩减(60, 80, 0.20) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 30, 50, 2) + # 暗改 + # self.属性描述 += 属性.被动增加(守护恩赐体精=170) + # self.属性描述 += 属性.被动增加(转职被动智力=170) + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=250) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.15, BUFF智力per=1.15) + + +class 套装效果24(套装): + 名称 = '命运歧路' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.12) + self.属性描述 += 属性.暴击伤害加成(0.17) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.21) + self.属性描述 += 属性.移动速度增加(0.21) + self.属性描述 += 属性.施放速度增加(0.315) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08, BUFF智力per=1.08) + self.属性描述 += 属性.觉醒增加(一觉力智=260) + + +class 套装效果25(套装): + 名称 = '古代祭祀的神圣仪式' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.08) + self.属性描述 += 属性.附加伤害加成(0.21) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=125) + self.属性描述 += 属性.被动增加(转职被动智力=125) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.32, BUFF智力per=1.32) + + +class 套装效果26(套装): + 名称 = '龙血玄黄' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.24) + self.属性描述 += 属性.所有属性强化加成(24) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + # 暗改 + # self.属性描述 += 属性.被动增加(守护恩赐体精=70) + # self.属性描述 += 属性.被动增加(转职被动智力=70) + self.属性描述 += 属性.被动增加(守护恩赐体精=150) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFFLv=2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.09, BUFF智力per=1.09) + self.属性描述 += 属性.觉醒增加(一觉力智=155) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.02) + + +class 套装效果27(套装): + 名称 = '擎天战甲' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.32) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=285) + self.属性描述 += 属性.被动增加(转职被动智力=285) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.2, BUFF智力per=1.2) + self.属性描述 += 属性.觉醒增加(一觉Lv=2) + + +class 套装效果28(套装): + 名称 = '荆棘漫天' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.25) + self.属性描述 += 属性.技能冷却缩减(1, 45, 0.15) + self.属性描述 += 属性.技能冷却缩减(60, 80, 0.15) + self.属性描述 += 属性.技能冷却缩减(90, 95, 0.15) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=200) + self.属性描述 += 属性.被动增加(转职被动智力=200) + self.属性描述 += 属性.BUFF增加(BUFFLv=2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.11, BUFF智力per=1.11) + self.属性描述 += 属性.觉醒增加(一觉力智=130) + + +class 套装效果29(套装): + 名称 = '大自然的呼吸' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.15) + self.属性描述 += 属性.技能攻击力加成(0.13) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.05) + self.属性描述 += 属性.移动速度增加(0.05) + self.属性描述 += 属性.施放速度增加(0.1) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.05, BUFF智力per=1.05) + self.属性描述 += 属性.觉醒增加(一觉力智=248) + + +class 套装效果30(套装): + 名称 = '遗忘魔法师的馈赠' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.19) + self.属性描述 += 属性.技能等级加成('所有', 1, 85, 2) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 2) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.05) + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 85, 2) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 2) + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.20, BUFF智力per=1.20) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.08) + self.属性描述 += 属性.被动增加(守护恩赐体精=85, 转职被动智力=85) + + +class 套装效果31(套装): + 名称 = '死亡阴影' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.458) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.26, BUFF智力per=1.26) + self.属性描述 += 属性.觉醒增加(一觉力智=120) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.08) + self.属性描述 += 属性.技能等级加成('所有', 1, 30, 1) + self.属性描述 += 属性.被动增加(守护恩赐体精=20, 转职被动智力=20) + + +class 套装效果32(套装): + 名称 = '贫瘠沙漠的遗产' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.44) + if 属性.贫瘠沙漠的遗产 == 2: + self.属性描述 += 属性.技能攻击力加成(0.04) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 30, 50, 2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.31, BUFF智力per=1.31) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.1) + self.属性描述 += 属性.觉醒增加(一觉力智=15) + + +class 套装效果33(套装): + 名称 = '噩梦:地狱之路' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.46) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=80, 转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFFLv=3) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.29, BUFF智力per=1.29) + self.属性描述 += 属性.觉醒增加(一觉力智=190) + + +class 套装效果34(套装): + 名称 = '永恒不息之路' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.22) + self.属性描述 += 属性.百分比三攻加成(0.23) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + self.属性描述 += 属性.施放速度增加(0.225) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.25, BUFF智力per=1.25) + self.属性描述 += 属性.觉醒增加(一觉力智=150) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.1) + self.属性描述 += 属性.被动增加(守护恩赐体精=50, 转职被动智力=50) + + +class 套装效果35(套装): + 名称 = '天堂舞姬' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.4) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.10) + self.属性描述 += 属性.魔法暴击率增加(0.10) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.技能等级加成('所有', 30, 50, 2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.35, BUFF智力per=1.35) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.05) + self.属性描述 += 属性.被动增加(守护恩赐体精=100, 转职被动智力=100) + + +class 套装效果36(套装): + 名称 = '皇家裁决者宣言' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.属性附加加成(0.20) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.11, BUFF智力per=1.11) + self.属性描述 += 属性.觉醒增加(一觉力智=200) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.1) + self.属性描述 += 属性.被动增加(守护恩赐体精=110, 转职被动智力=110) + + +class 套装效果37(套装): + 名称 = '炙炎之盛宴' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.26) + self.属性描述 += 属性.技能冷却缩减(1, 100, 0.15) + self.属性描述 += 属性.技能攻击力加成(0.08) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.05) + self.属性描述 += 属性.攻击速度增加(0.05) + self.属性描述 += 属性.移动速度增加(0.05) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.13, BUFF智力per=1.13) + self.属性描述 += 属性.觉醒增加(一觉力智=170) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.08) + self.属性描述 += 属性.被动增加(守护恩赐体精=300, 转职被动智力=300) + + +class 套装效果38(套装): + 名称 = '传奇铁匠-封神' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.17) + self.属性描述 += 属性.技能攻击力加成(0.20) + self.属性描述 += 属性.技能冷却缩减(50, 50, 0.30) + self.属性描述 += 属性.技能冷却缩减(85, 85, 0.30) + self.属性描述 += 属性.技能冷却缩减(100, 100, 0.17) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + self.属性描述 += 属性.移动速度增加(0.15) + self.属性描述 += 属性.施放速度增加(0.20) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 30, 48, 2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.18, BUFF智力per=1.18) + self.属性描述 += 属性.觉醒增加(一觉力智=130) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.08) + + +class 套装效果39(套装): + 名称 = '命运歧路' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.12) + self.属性描述 += 属性.技能攻击力加成(0.27) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=3) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.3, BUFF智力per=1.3) + self.属性描述 += 属性.觉醒增加(一觉力智=90) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.07) + self.属性描述 += 属性.被动增加(守护恩赐体精=50, 转职被动智力=50) + + +class 套装效果40(套装): + 名称 = '古代祭祀的神圣仪式' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + # self.属性描述 += 属性.暴击伤害加成(0.21) + self.属性描述 += 属性.技能攻击力加成(0.45) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.15, BUFF智力per=1.15) + self.属性描述 += 属性.被动增加(守护恩赐体精=75, 转职被动智力=75) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.02) + self.属性描述 += 属性.BUFF增加(BUFFLv=2) + self.属性描述 += 属性.觉醒增加(一觉力智=305) + + +class 套装效果41(套装): + 名称 = '龙血玄黄' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.12) + if 属性.角色熟练度 == 0 or 属性.装备检查('战无不胜上衣'): + self.属性描述 += 属性.附加伤害加成(0.29) + else: + self.属性描述 += 属性.附加伤害加成(0.28) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + self.属性描述 += 属性.移动速度增加(0.15) + self.属性描述 += 属性.施放速度增加(0.225) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.27, BUFF智力per=1.27) + self.属性描述 += 属性.觉醒增加(一觉力智=120) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.06) + + +class 套装效果42(套装): + 名称 = '擎天战甲' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.属性附加加成(0.12) + self.属性描述 += 属性.技能攻击力加成(0.1) + # if 属性.擎天战甲 == 0: + # self.属性描述 += 属性.技能攻击力加成(0.05) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.擎天战甲 == 0: + self.属性描述 += 属性.攻击速度增加(0.2) + self.属性描述 += 属性.移动速度增加(0.2) + self.属性描述 += 属性.施放速度增加(0.3) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.21, BUFF智力per=1.21) + self.属性描述 += 属性.觉醒增加(一觉力智=50) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.1) + self.属性描述 += 属性.技能等级加成('所有', 1, 50, 2) + + +class 套装效果43(套装): + 名称 = '荆棘漫天' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.10) + self.属性描述 += 属性.技能攻击力加成(0.32) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + self.属性描述 += 属性.移动速度增加(-0.02 + 0.05) + self.属性描述 += 属性.施放速度增加(0.1 + 0.12) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.29, BUFF智力per=1.29) + self.属性描述 += 属性.觉醒增加(一觉力智=170) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.08) + + +class 套装效果44(套装): + 名称 = '大自然的呼吸' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.11) + self.属性描述 += 属性.技能攻击力加成(0.10) + self.属性描述 += 属性.所有属性强化加成(64) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.10) + self.属性描述 += 属性.魔法暴击率增加(0.10) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.33) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.33) + self.属性描述 += 属性.觉醒增加(一觉力智=150) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.04) + + +# endregion + + +# region 散搭套装 +class 套装效果45(套装): + 名称 = '深渊窥视者' + 件数 = 2 + 类型 = '上链左' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.09) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 48, 2) + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 48, 2) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.觉醒增加(一觉力智per=1.02) + + +class 套装效果46(套装): + 名称 = '圣者的黄昏' + 件数 = 2 + 类型 = '上链左' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.11) + self.属性描述 += 属性.附加伤害加成(0.10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.05) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + + +class 套装效果47(套装): + 名称 = '坎坷命运' + 件数 = 2 + 类型 = '上链左' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.09) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.03) + self.属性描述 += 属性.移动速度增加(0.03) + self.属性描述 += 属性.施放速度增加(0.045) + if 属性.装备检查('地狱边缘'): + self.属性描述 += 属性.攻击速度增加(-0.01) + self.属性描述 += 属性.移动速度增加(-0.01) + self.属性描述 += 属性.施放速度增加(-0.015) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.02, BUFF智力per=1.02) + self.属性描述 += 属性.觉醒增加(一觉力智=45) + + +class 套装效果48(套装): + 名称 = '吞噬愤怒' + 件数 = 2 + 类型 = '上链左' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.10) + self.属性描述 += 属性.暴击伤害加成(0.11) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.装备检查('灭世之怒'): + self.属性描述 += 属性.攻击速度增加(0.15) + self.属性描述 += 属性.移动速度增加(0.15) + self.属性描述 += 属性.施放速度增加(0.225) + else: + self.属性描述 += 属性.攻击速度增加(0.10) + self.属性描述 += 属性.移动速度增加(0.10) + self.属性描述 += 属性.施放速度增加(0.15) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=25) + + +class 套装效果49(套装): + 名称 = '黑魔法探求者' + 件数 = 2 + 类型 = '镯下右' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.12) + self.属性描述 += 属性.技能攻击力加成(0.10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=48) + + +class 套装效果50(套装): + 名称 = '时空旅行者' + 件数 = 2 + 类型 = '镯下右' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.10) + self.属性描述 += 属性.最终伤害加成(0.10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=4) + self.属性描述 += 属性.被动增加(转职被动智力=14) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + + +class 套装效果51(套装): + 名称 = '穿透命运的呐喊' + 件数 = 2 + 类型 = '镯下右' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.23) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=25) + + +class 套装效果52(套装): + 名称 = '狂乱追随者' + 件数 = 2 + 类型 = '镯下右' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.18) + self.属性描述 += 属性.所有属性强化加成(25) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + self.属性描述 += 属性.施放速度增加(0.225) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=25) + + +class 套装效果53(套装): + 名称 = '地狱求道者' + 件数 = 2 + 类型 = '环鞋指' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.10) + self.属性描述 += 属性.最终伤害加成(0.10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=32) + + +class 套装效果54(套装): + 名称 = '次元旅行者' + 件数 = 2 + 类型 = '环鞋指' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.22) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.10) + self.属性描述 += 属性.魔法暴击率增加(0.10) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=40) + self.属性描述 += 属性.被动增加(转职被动智力=60) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=42) + + +class 套装效果55(套装): + 名称 = '天命无常' + 件数 = 2 + 类型 = '环鞋指' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.07) + self.属性描述 += 属性.附加伤害加成(0.08) + self.属性描述 += 属性.技能攻击力加成(0.05) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.天命无常 == 0: + if 属性.装备检查('命运反抗者'): + self.属性描述 += 属性.移动速度增加(0.08) + self.属性描述 += 属性.攻击速度增加(0.08) + self.属性描述 += 属性.施放速度增加(0.12) + else: + self.属性描述 += 属性.移动速度增加(0.07) + self.属性描述 += 属性.攻击速度增加(0.07) + self.属性描述 += 属性.施放速度增加(0.105) + else: + self.属性描述 += 属性.移动速度增加(0.02 * 属性.天命无常) + self.属性描述 += 属性.攻击速度增加(0.02 * 属性.天命无常) + self.属性描述 += 属性.施放速度增加(0.03 * 属性.天命无常) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 30, 48, 1) + self.属性描述 += 属性.觉醒增加(一觉力智=45) + + +class 套装效果56(套装): + 名称 = '悲剧的残骸' + 件数 = 2 + 类型 = '环鞋指' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.23) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=25) + + +class 套装效果57(套装): + 名称 = '深渊窥视者' + 件数 = 3 + 类型 = '上链左' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.13) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 60, 80, 2) + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 1) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 60, 80, 2) + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 1) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=163) + self.属性描述 += 属性.被动增加(转职被动智力=198) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.06, BUFF智力per=1.06) + self.属性描述 += 属性.觉醒增加(一觉力智=140) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.03) + + +class 套装效果58(套装): + 名称 = '圣者的黄昏' + 件数 = 3 + 类型 = '上链左' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.05) + self.属性描述 += 属性.技能攻击力加成(0.12) + self.属性描述 += 属性.所有属性强化加成(32) + self.属性描述 += 属性.技能冷却缩减(1, 45, 0.10) + self.属性描述 += 属性.技能冷却缩减(60, 80, 0.10) + self.属性描述 += 属性.技能冷却缩减(90, 95, 0.10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.05) + self.属性描述 += 属性.物理暴击率增加(0.15) + self.属性描述 += 属性.魔法暴击率增加(0.15) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=225) + self.属性描述 += 属性.被动增加(转职被动智力=258) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.12, BUFF智力per=1.12) + self.属性描述 += 属性.觉醒增加(一觉力智=165) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.03) + + +class 套装效果59(套装): + 名称 = '坎坷命运' + 件数 = 3 + 类型 = '上链左' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.21) + self.属性描述 += 属性.技能攻击力加成(0.1) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.03) + self.属性描述 += 属性.移动速度增加(0.03) + self.属性描述 += 属性.施放速度增加(0.045) + if 属性.装备检查('地狱边缘'): + self.属性描述 += 属性.攻击速度增加(-0.01) + self.属性描述 += 属性.移动速度增加(-0.01) + self.属性描述 += 属性.施放速度增加(-0.015) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=236) + self.属性描述 += 属性.被动增加(转职被动智力=255) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.06, BUFF智力per=1.06) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=135) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.05) + + +class 套装效果60(套装): + 名称 = '吞噬愤怒' + 件数 = 3 + 类型 = '上链左' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.30) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=236) + self.属性描述 += 属性.被动增加(转职被动智力=255) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.1, BUFF智力per=1.1) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=124) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.04) + + +class 套装效果61(套装): + 名称 = '黑魔法探求者' + 件数 = 3 + 类型 = '镯下右' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.属性附加加成(0.13) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.10) + self.属性描述 += 属性.魔法暴击率增加(0.1) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08, BUFF智力per=1.08) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=38) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.06) + + +class 套装效果62(套装): + 名称 = '时空旅行者' + 件数 = 3 + 类型 = '镯下右' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.17) + self.属性描述 += 属性.技能攻击力加成(0.14) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.1, BUFF智力per=1.1) + self.属性描述 += 属性.觉醒增加(一觉力智=45) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.05) + + +class 套装效果63(套装): + 名称 = '穿透命运的呐喊' + 件数 = 3 + 类型 = '镯下右' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.17) + self.属性描述 += 属性.技能攻击力加成(0.19) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 30, 50, 2) + self.属性描述 += 属性.被动增加(守护恩赐体精=44) + self.属性描述 += 属性.被动增加(转职被动智力=36) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.06, BUFF智力per=1.06) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.04) + + +class 套装效果64(套装): + 名称 = '狂乱追随者' + 件数 = 3 + 类型 = '镯下右' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.16) + self.属性描述 += 属性.技能攻击力加成(0.15) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=29) + self.属性描述 += 属性.被动增加(转职被动智力=31) + self.属性描述 += 属性.BUFF增加(BUFFLv=2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.1, BUFF智力per=1.1) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=85) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.04) + + +class 套装效果65(套装): + 名称 = '地狱求道者' + 件数 = 3 + 类型 = '环鞋指' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.16) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(40) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + self.属性描述 += 属性.移动速度增加(0.15) + self.属性描述 += 属性.施放速度增加(0.20) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=195) + self.属性描述 += 属性.被动增加(转职被动智力=188) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.06, BUFF智力per=1.06) + self.属性描述 += 属性.觉醒增加(一觉力智=50) + self.属性描述 += 属性.觉醒增加(一觉Lv=2) + + +class 套装效果66(套装): + 名称 = '次元旅行者' + 件数 = 3 + 类型 = '环鞋指' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.10) + self.属性描述 += 属性.技能攻击力加成(0.18) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=80) + self.属性描述 += 属性.被动增加(转职被动智力=120) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.12, BUFF智力per=1.12) + self.属性描述 += 属性.觉醒增加(一觉力智=105) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + + +class 套装效果67(套装): + 名称 = '天命无常' + 件数 = 3 + 类型 = '环鞋指' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.10) + self.属性描述 += 属性.技能攻击力加成(0.08) + self.属性描述 += 属性.百分比力智加成(0.07) + if 属性.天命无常 == 0: + if 属性.装备检查('命运反抗者'): + self.属性描述 += 属性.百分比力智加成(0.052) + else: + self.属性描述 += 属性.百分比力智加成(0.046666667) + if 属性.天命无常 == 1 or 属性.天命无常 == 2 or 属性.天命无常 == 3: + self.属性描述 += 属性.百分比力智加成(0.02) + if 属性.天命无常 == 4 or 属性.天命无常 == 5: + self.属性描述 += 属性.百分比力智加成(0.05) + if 属性.天命无常 == 6: + self.属性描述 += 属性.百分比力智加成(0.12) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.天命无常 == 0: + if 属性.装备检查('命运反抗者'): + self.属性描述 += 属性.移动速度增加(0.066) + self.属性描述 += 属性.攻击速度增加(0.066) + else: + self.属性描述 += 属性.移动速度增加(0.055) + self.属性描述 += 属性.攻击速度增加(0.055) + if 属性.天命无常 >= 4: + self.属性描述 += 属性.移动速度增加(0.03 * 属性.天命无常) + self.属性描述 += 属性.攻击速度增加(0.03 * 属性.天命无常) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 30, 50, 2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.11, BUFF智力per=1.11) + self.属性描述 += 属性.觉醒增加(一觉力智=116) + + +class 套装效果68(套装): + 名称 = '悲剧的残骸' + 件数 = 3 + 类型 = '环鞋指' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.29) + self.属性描述 += 属性.技能攻击力加成(0.1) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=153) + self.属性描述 += 属性.被动增加(转职被动智力=140) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.12, BUFF智力per=1.12) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=110) + + +# endregion + + +# region 首饰套装 +class 套装效果69(套装): + 名称 = '上古尘封术式' + 件数 = 2 + 类型 = '首饰' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.10) + self.属性描述 += 属性.百分比三攻加成(0.14) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=60) + self.属性描述 += 属性.被动增加(转职被动智力=60) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.02, BUFF智力per=1.02) + self.属性描述 += 属性.觉醒增加(一觉力智=45) + + +class 套装效果70(套装): + 名称 = '破晓曦光' + 件数 = 2 + 类型 = '首饰' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.10) + self.属性描述 += 属性.最终伤害加成(0.10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.05) + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.03, BUFF智力per=1.03) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + + +class 套装效果71(套装): + 名称 = '幸运三角' + 件数 = 2 + 类型 = '首饰' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(77) + self.属性描述 += 属性.三攻固定加成(77) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.07) + self.属性描述 += 属性.魔法暴击率增加(0.07) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=140) + self.属性描述 += 属性.被动增加(转职被动智力=140) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + self.属性描述 += 属性.觉醒增加(一觉力智=45) + + +class 套装效果72(套装): + 名称 = '精灵使的权能' + 件数 = 2 + 类型 = '首饰' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.10) + self.属性描述 += 属性.技能攻击力加成(0.12) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=100) + self.属性描述 += 属性.被动增加(转职被动智力=110) + self.属性描述 += 属性.觉醒增加(一觉力智=20) + + +class 套装效果73(套装): + 名称 = '上古尘封术式' + 件数 = 3 + 类型 = '首饰' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.20) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉Lv=2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.02, BUFF智力per=1.02) + self.属性描述 += 属性.觉醒增加(一觉力智=8) + + +class 套装效果74(套装): + 名称 = '破晓曦光' + 件数 = 3 + 类型 = '首饰' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.属性附加加成(0.10) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.10) + self.属性描述 += 属性.移动速度增加(0.10) + self.属性描述 += 属性.施放速度增加(0.15) + pass + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=20) + self.属性描述 += 属性.被动增加(转职被动智力=20) + self.属性描述 += 属性.BUFF增加(BUFFLv=2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.03) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.03) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=45) + + +class 套装效果75(套装): + 名称 = '幸运三角' + 件数 = 3 + 类型 = '首饰' + + def 城镇属性(self, 属性): + if 属性.幸运三角 == 0: + self.属性描述 += 属性.技能攻击力加成(0.2915) + elif 属性.幸运三角 == 1: + self.属性描述 += 属性.技能攻击力加成(0.27) + elif 属性.幸运三角 == 2: + self.属性描述 += 属性.技能攻击力加成(0.31) + elif 属性.幸运三角 == 3: + self.属性描述 += 属性.技能攻击力加成(0.34) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.幸运三角 == 0: + self.属性描述 += 属性.攻击速度增加(0.005) + self.属性描述 += 属性.移动速度增加(0.005) + self.属性描述 += 属性.施放速度增加(0.0075) + if 属性.幸运三角 == 3: + self.属性描述 += 属性.攻击速度增加(0.10) + self.属性描述 += 属性.移动速度增加(0.10) + self.属性描述 += 属性.施放速度增加(0.15) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉Lv=2) + self.属性描述 += 属性.觉醒增加(一觉力智=8) + + +class 套装效果76(套装): + 名称 = '精灵使的权能' + 件数 = 3 + 类型 = '首饰' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.15) + self.属性描述 += 属性.技能冷却缩减(1, 100, 0.10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.05) + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04, BUFF智力per=1.04) + self.属性描述 += 属性.觉醒增加(一觉Lv=2) + self.属性描述 += 属性.觉醒增加(一觉力智=26) + + +# endregion + + +# region 特殊套装 +class 套装效果77(套装): + 名称 = '军神的隐秘遗产' + 件数 = 2 + 类型 = '特殊' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.10) + self.属性描述 += 属性.最终伤害加成(0.08) + if 属性.装备检查('军神的遗书'): + if 属性.装备检查('军神的心之所念'): + self.属性描述 += 属性.暴击伤害加成(0.05) + if 属性.装备检查('军神的古怪耳环'): + self.属性描述 += 属性.暴击伤害加成(0.05) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.装备检查('军神的遗书'): + if 属性.装备检查('军神的心之所念'): + self.属性描述 += 属性.攻击速度增加(0.05) + self.属性描述 += 属性.移动速度增加(0.10) + self.属性描述 += 属性.施放速度增加(0.075) + if 属性.装备检查('军神的古怪耳环'): + self.属性描述 += 属性.移动速度增加(0.05) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=205) + self.属性描述 += 属性.被动增加(转职被动智力=205) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=35) + + +class 套装效果78(套装): + 名称 = '时间战争的残骸' + 件数 = 2 + 类型 = '特殊' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.11) + self.属性描述 += 属性.暴击伤害加成(0.11) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 30, 2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.02, BUFF智力per=1.02) + self.属性描述 += 属性.觉醒增加(一觉力智=35) + + +class 套装效果79(套装): + 名称 = '灵宝:世间真理' + 件数 = 2 + 类型 = '特殊' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.15) + self.属性描述 += 属性.技能攻击力加成(0.07) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 30, 50, 1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.02, BUFF智力per=1.02) + + +class 套装效果80(套装): + 名称 = '能量主宰' + 件数 = 2 + 类型 = '特殊' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.12) + self.属性描述 += 属性.伤害增加加成(0.12) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=95) + self.属性描述 += 属性.被动增加(转职被动智力=95) + self.属性描述 += 属性.BUFF增加(BUFFLv=2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.02, BUFF智力per=1.02) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=35) + + +class 套装效果81(套装): + 名称 = '军神的隐秘遗产' + 件数 = 3 + 类型 = '特殊' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.10) + if 属性.军神的隐秘遗产 == 0: + self.属性描述 += 属性.百分比力智加成(0.10) + if 属性.军神的隐秘遗产 == 1: + self.属性描述 += 属性.百分比力智加成(0.10) + if 属性.军神的隐秘遗产 == 2: + self.属性描述 += 属性.百分比力智加成(0.08) + if 属性.军神的隐秘遗产 == 3: + self.属性描述 += 属性.百分比力智加成(0.06) + if 属性.军神的隐秘遗产 == 4: + self.属性描述 += 属性.百分比力智加成(0.04) + if 属性.军神的隐秘遗产 == 5: + self.属性描述 += 属性.百分比力智加成(0.02) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.军神的隐秘遗产 == 0: + self.属性描述 += 属性.攻击速度增加(0.10) + self.属性描述 += 属性.施放速度增加(0.15) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉Lv=2) + + +class 套装效果82(套装): + 名称 = '时间战争的残骸' + 件数 = 3 + 类型 = '特殊' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.10) + self.属性描述 += 属性.技能攻击力加成(0.15) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.05) + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=12) + self.属性描述 += 属性.被动增加(转职被动智力=22) + self.属性描述 += 属性.被动增加(一觉被动Lv=1) + self.属性描述 += 属性.觉醒增加(一觉Lv=3) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.02, BUFF智力per=1.02) + + +class 套装效果83(套装): + 名称 = '灵宝:世间真理' + 件数 = 3 + 类型 = '特殊' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.12) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 85, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.10) + self.属性描述 += 属性.移动速度增加(0.10) + self.属性描述 += 属性.施放速度增加(0.15) + self.属性描述 += 属性.物理暴击率增加(0.05) + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 85, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=47) + self.属性描述 += 属性.被动增加(转职被动智力=69) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=39) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.02, BUFF智力per=1.02) + + +class 套装效果84(套装): + 名称 = '能量主宰' + 件数 = 3 + 类型 = '特殊' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.10) + self.属性描述 += 属性.技能攻击力加成(0.08) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.10) + self.属性描述 += 属性.魔法暴击率增加(0.10) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=48) + self.属性描述 += 属性.被动增加(转职被动智力=48) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.03, BUFF智力per=1.03) + self.属性描述 += 属性.觉醒增加(一觉Lv=2) + + +# endregion + + +# region 其它套装 +class 套装效果85(套装): + 名称 = '超界·苍穹之云' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.10) + self.属性描述 += 属性.伤害增加加成(0.13) + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 2) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 2) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.05) + self.属性描述 += 属性.施放速度增加(0.075) + self.属性描述 += 属性.移动速度增加(0.05) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '百分比力智 +10%
' + temp += '伤害增加 +13%
' + temp += 'Lv50 技能等级+2
' + temp += 'Lv85 技能等级+2
' + temp += '攻击速度 +5%
' + temp += '施放速度 +7.5%
' + temp += '移动速度 +5%
' + return temp + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 2) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 2) + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=6) + self.属性描述 += 属性.觉醒增加(一觉力智=41) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(男)': + temp += '[荣誉祝福]技能等级 +6
' + temp += '[天启之珠]力量、智力 +41
' + elif 属性.角色 == '圣职者(女)': + temp += '[勇气祝福]技能等级 +6
' + temp += '[圣光天启]力量、智力 +41
' + elif 属性.角色 == '魔法师(女)': + temp += '[禁忌诅咒]技能等级 +6
' + temp += '[开幕!人偶剧场]力量、智力 +41
' + temp += 'Lv50 技能等级 +2
' + temp += 'Lv85 技能等级 +2
' + return temp + + +class 套装效果86(套装): + 名称 = '超界·苍穹之云' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.36) + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 2) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 2) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.17) + self.属性描述 += 属性.施放速度增加(0.255) + self.属性描述 += 属性.移动速度增加(0.17) + self.属性描述 += 属性.物理暴击率增加(0.05) + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '暴击伤害 +36%
' + temp += 'Lv50 技能等级+2
' + temp += 'Lv85 技能等级+2
' + temp += '攻击速度 +17%
' + temp += '施放速度 +25.5%
' + temp += '移动速度 +17%
' + temp += '物理暴击率 +5%
' + temp += '魔法暴击率 +5%
' + return temp + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 2) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 2) + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.23, BUFF智力per=1.23) + + self.属性描述 += 属性.觉醒增加(一觉力智=142) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.05) + self.属性描述 += 属性.被动增加(守护恩赐体精=40) + self.属性描述 += 属性.被动增加(转职被动智力=220) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(男)': + temp += '[荣誉祝福]力量、智力 +23%
' + + temp += '[天启之珠]力量、智力 +142
' + temp += '[天启之珠]力量、智力 +5%
' + temp += '[守护恩赐]体力、精神 +40
' + elif 属性.角色 == '圣职者(女)': + temp += '[勇气祝福]力量、智力 +23%
' + + temp += '[圣光天启]力量、智力 +142
' + temp += '[圣光天启]力量、智力 +5%
' + temp += '[启示:圣歌]智力 +220
' + elif 属性.角色 == '魔法师(女)': + temp += '[禁忌诅咒]力量、智力 +23%
' + + temp += '[开幕!人偶剧场]力量、智力 +142
' + temp += '[开幕!人偶剧场]力量、智力 +5%
' + temp += '[人偶操控者]智力 +220
' + temp += 'Lv50 技能等级 +2
' + temp += 'Lv85 技能等级 +2
' + return temp + + +class 套装效果87(套装): + 名称 = '超界·永恒的季节' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.12) + self.属性描述 += 属性.最终伤害加成(0.25) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.10) + self.属性描述 += 属性.魔法暴击率增加(0.10) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '技能攻击力 +12%
' + temp += '最终伤害 +25%
' + temp += '物理暴击率 +10%
' + temp += '魔法暴击率 +10%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=3) + self.属性描述 += 属性.觉醒增加(一觉力智=98) + self.属性描述 += 属性.被动增加(守护恩赐体精=120) + self.属性描述 += 属性.被动增加(转职被动智力=120) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(男)': + temp += '[荣誉祝福]技能等级 +3
' + temp += '[天启之珠]力量、智力 +98
' + temp += '[守护恩赐]体力、精神 +120
' + elif 属性.角色 == '圣职者(女)': + temp += '[勇气祝福]技能等级 +3
' + temp += '[圣光天启]力量、智力 +98
' + temp += '[启示:圣歌]智力 +120
' + elif 属性.角色 == '魔法师(女)': + temp += '[禁忌诅咒]技能等级 +3
' + temp += '[开幕!人偶剧场]力量、智力 +98
' + temp += '[人偶操控者]智力 +120
' + return temp + + +class 套装效果88(套装): + 名称 = '超界·永恒的季节' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.48) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.17) + self.属性描述 += 属性.施放速度增加(0.255) + self.属性描述 += 属性.移动速度增加(0.17) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '附加伤害 +48%
' + temp += '攻击速度 +17%
' + temp += '施放速度 +25.5%
' + temp += '移动速度 +17%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.23, BUFF智力per=1.23) + + self.属性描述 += 属性.觉醒增加(一觉力智=232) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.05) + self.属性描述 += 属性.被动增加(守护恩赐体精=220) + self.属性描述 += 属性.被动增加(转职被动智力=220) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(男)': + temp += '[荣誉祝福]力量、智力 +23%
' + + temp += '[天启之珠]力量、智力 +232
' + temp += '[天启之珠]力量、智力 +5%
' + temp += '[守护恩赐]体力、精神 +220
' + elif 属性.角色 == '圣职者(女)': + temp += '[勇气祝福]力量、智力 +23%
' + + temp += '[圣光天启]力量、智力 +232
' + temp += '[圣光天启]力量、智力 +5%
' + temp += '[启示:圣歌]智力 +220
' + elif 属性.角色 == '魔法师(女)': + temp += '[禁忌诅咒]力量、智力 +23%
' + + temp += '[开幕!人偶剧场]力量、智力 +232
' + temp += '[开幕!人偶剧场]力量、智力 +5%
' + temp += '[人偶操控者]智力 +220
' + return temp + + +class 套装效果89(套装): + 名称 = '超界·亿万年的星光' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 2) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 1) + self.属性描述 += 属性.最终伤害加成(0.25) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += 'Lv50 技能等级+2
' + temp += 'Lv85 技能等级+1
' + temp += '最终伤害 +25%
' + return temp + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 2) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 1) + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=6) + self.属性描述 += 属性.觉醒增加(一觉力智=20) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(男)': + temp += '[荣誉祝福]技能等级 +6
' + temp += '[天启之珠]力量、智力 +20
' + elif 属性.角色 == '圣职者(女)': + temp += '[勇气祝福]技能等级 +6
' + temp += '[圣光天启]力量、智力 +20
' + elif 属性.角色 == '魔法师(女)': + temp += '[禁忌诅咒]技能等级 +6
' + temp += '[开幕!人偶剧场]力量、智力 +20
' + temp += 'Lv50 技能等级 +2
' + temp += 'Lv85 技能等级 +1
' + return temp + + +class 套装效果90(套装): + 名称 = '超界·亿万年的星光' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.属性附加加成(0.35) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 1) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.10) + self.属性描述 += 属性.施放速度增加(0.15) + self.属性描述 += 属性.移动速度增加(0.10) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '属性附加 +35%
' + temp += 'Lv85 技能等级+1
' + temp += '攻击速度 +10%
' + temp += '施放速度 +15%
' + temp += '移动速度 +10%
' + return temp + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 1) + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.23, BUFF智力per=1.23) + + self.属性描述 += 属性.觉醒增加(一觉力智=163) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.05) + self.属性描述 += 属性.被动增加(守护恩赐体精=340) + self.属性描述 += 属性.被动增加(转职被动智力=520) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(男)': + temp += '[荣誉祝福]力量、智力 +23%
' + + temp += '[天启之珠]力量、智力 +163
' + temp += '[天启之珠]力量、智力 +5%
' + temp += '[守护恩赐]体力、精神 +340
' + elif 属性.角色 == '圣职者(女)': + temp += '[勇气祝福]力量、智力 +23%
' + + temp += '[圣光天启]力量、智力 +163
' + temp += '[圣光天启]力量、智力 +5%
' + temp += '[启示:圣歌]智力 +520
' + elif 属性.角色 == '魔法师(女)': + temp += '[禁忌诅咒]力量、智力 +23%
' + + temp += '[开幕!人偶剧场]力量、智力 +163
' + temp += '[开幕!人偶剧场]力量、智力 +5%
' + temp += '[人偶操控者]智力 +520
' + temp += 'Lv85 技能等级 +1
' + return temp + + +class 套装效果91(套装): + 名称 = '超界·精灵的荣耀' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.35) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.06) + self.属性描述 += 属性.施放速度增加(0.09) + self.属性描述 += 属性.移动速度增加(0.06) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '百分比力智 +35%
' + temp += '攻击速度 +6%
' + temp += '施放速度 +9%
' + temp += '移动速度 +6%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=6) + self.属性描述 += 属性.觉醒增加(一觉力智=150) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(男)': + temp += '[荣誉祝福]技能等级 +6
' + temp += '[天启之珠]力量、智力 +150
' + elif 属性.角色 == '圣职者(女)': + temp += '[勇气祝福]技能等级 +6
' + temp += '[圣光天启]力量、智力 +150
' + elif 属性.角色 == '魔法师(女)': + temp += '[禁忌诅咒]技能等级 +6
' + temp += '[开幕!人偶剧场]力量、智力 +150
' + return temp + + +class 套装效果92(套装): + 名称 = '超界·精灵的荣耀' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.45) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.06) + self.属性描述 += 属性.施放速度增加(0.09) + self.属性描述 += 属性.移动速度增加(0.06) + self.属性描述 += 属性.物理暴击率增加(0.10) + self.属性描述 += 属性.魔法暴击率增加(0.10) + self.属性描述 += 属性.移动速度增加(0.10) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '百分比三攻 +45%
' + temp += '攻击速度 +6%
' + temp += '施放速度 +9%
' + temp += '移动速度 +6%
' + temp += '物理暴击率 +10%
' + temp += '魔法暴击率 +10%
' + temp += '移动速度 +10%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.23, BUFF智力per=1.23) + + self.属性描述 += 属性.觉醒增加(一觉力智=225) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.05) + self.属性描述 += 属性.被动增加(守护恩赐体精=220) + self.属性描述 += 属性.被动增加(转职被动智力=220) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(男)': + temp += '[荣誉祝福]力量、智力 +23%
' + + temp += '[天启之珠]力量、智力 +225
' + temp += '[天启之珠]力量、智力 +5%
' + temp += '[守护恩赐]体力、精神 +220
' + elif 属性.角色 == '圣职者(女)': + temp += '[勇气祝福]力量、智力 +23%
' + + temp += '[圣光天启]力量、智力 +225
' + temp += '[圣光天启]力量、智力 +5%
' + temp += '[启示:圣歌]智力 +220
' + elif 属性.角色 == '魔法师(女)': + temp += '[禁忌诅咒]力量、智力 +23%
' + + temp += '[开幕!人偶剧场]力量、智力 +225
' + temp += '[开幕!人偶剧场]力量、智力 +5%
' + temp += '[人偶操控者]智力 +220
' + return temp + + +class 套装效果93(套装): + 名称 = '超界·幸运的五彩石' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(25) + self.属性描述 += 属性.最终伤害加成(0.25) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.10) + self.属性描述 += 属性.魔法暴击率增加(0.10) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '所有属性强化 +25
' + temp += '最终伤害 +25%
' + temp += '物理暴击率 +10%
' + temp += '魔法暴击率 +10%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=6) + self.属性描述 += 属性.觉醒增加(一觉力智=150) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(男)': + temp += '[荣誉祝福]技能等级 +6
' + temp += '[天启之珠]力量、智力 +150
' + elif 属性.角色 == '圣职者(女)': + temp += '[勇气祝福]技能等级 +6
' + temp += '[圣光天启]力量、智力 +150
' + elif 属性.角色 == '魔法师(女)': + temp += '[禁忌诅咒]技能等级 +6
' + temp += '[开幕!人偶剧场]力量、智力 +150
' + return temp + + +class 套装效果94(套装): + 名称 = '超界·幸运的五彩石' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.属性附加加成(0.35) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.10) + self.属性描述 += 属性.施放速度增加(0.15) + self.属性描述 += 属性.移动速度增加(0.10) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '属性附加 +35%
' + temp += '攻击速度 +10%
' + temp += '施放速度 +15%
' + temp += '移动速度 +10%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.23, BUFF智力per=1.23) + + self.属性描述 += 属性.觉醒增加(一觉力智=225) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.05) + self.属性描述 += 属性.被动增加(守护恩赐体精=220) + self.属性描述 += 属性.被动增加(转职被动智力=220) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(男)': + temp += '[荣誉祝福]力量、智力 +23%
' + + temp += '[天启之珠]力量、智力 +225
' + temp += '[天启之珠]力量、智力 +5%
' + temp += '[守护恩赐]体力、精神 +220
' + elif 属性.角色 == '圣职者(女)': + temp += '[勇气祝福]力量、智力 +23%
' + + temp += '[圣光天启]力量、智力 +225
' + temp += '[圣光天启]力量、智力 +5%
' + temp += '[启示:圣歌]智力 +220
' + elif 属性.角色 == '魔法师(女)': + temp += '[禁忌诅咒]力量、智力 +23%
' + + temp += '[开幕!人偶剧场]力量、智力 +225
' + temp += '[开幕!人偶剧场]力量、智力 +5%
' + temp += '[人偶操控者]智力 +220
' + return temp + + +class 套装效果95(套装): + 名称 = '黑暗的第一权能' + 子套装 = '江山如画' + 件数 = 3 + 类型 = '首饰' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.12) + self.属性描述 += 属性.百分比力智加成(0.12) + self.属性描述 += 属性.技能攻击力加成(0.08) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.05) + self.属性描述 += 属性.施放速度增加(0.075) + self.属性描述 += 属性.移动速度增加(0.05) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '附加伤害 +12%
' + temp += '百分比力智 +12%
' + temp += '技能攻击力 +8%
' + temp += '攻击速度 +5%
' + temp += '施放速度 +7.5%
' + temp += '移动速度 +5%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=26) + self.属性描述 += 属性.被动增加(守护恩赐体精=160) + self.属性描述 += 属性.被动增加(转职被动智力=160) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(男)': + temp += '[荣誉祝福]技能等级 +1
' + temp += '[天启之珠]技能等级 +1
' + temp += '[守护恩赐]体力、精神 +160
' + temp += '[天启之珠]力量、智力 +26
' + elif 属性.角色 == '圣职者(女)': + temp += '[勇气祝福]技能等级 +1
' + temp += '[圣光天启]技能等级 +1
' + temp += '[启示:圣歌]智力 +160
' + temp += '[圣光天启]力量、智力 +26
' + elif 属性.角色 == '魔法师(女)': + temp += '[禁忌诅咒]技能等级 +1
' + temp += '[开幕!人偶剧场]技能等级 +1
' + temp += '[人偶操控者]智力 +160
' + temp += '[开幕!人偶剧场]力量、智力 +26
' + return temp + + +class 套装效果96(套装): + 名称 = '黑暗的第二权能' + 子套装 = '万物的生灭' + 件数 = 3 + 类型 = '特殊' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.10) + self.属性描述 += 属性.百分比力智加成(0.08) + self.属性描述 += 属性.技能攻击力加成(0.15) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.05) + self.属性描述 += 属性.施放速度增加(0.075) + self.属性描述 += 属性.移动速度增加(0.05) + self.属性描述 += 属性.物理暴击率增加(0.05) + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '暴击伤害 +10%
' + temp += '百分比力智 +8%
' + temp += '技能攻击力 +15%
' + temp += '攻击速度 +5%
' + temp += '施放速度 +7.5%
' + temp += '移动速度 +5%
' + temp += '物理暴击率 +5%
' + temp += '魔法暴击率 +5%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉Lv=2) + self.属性描述 += 属性.觉醒增加(一觉力智=26) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.03, BUFF智力per=1.03) + self.属性描述 += 属性.被动增加(守护恩赐体精=247) + self.属性描述 += 属性.被动增加(转职被动智力=209) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(男)': + temp += '[荣誉祝福]技能等级 +1
' + temp += '[天启之珠]技能等级 +2
' + temp += '[守护恩赐]体力、精神 +247
' + temp += '[荣誉祝福]力量、智力 +3%
' + temp += '[天启之珠]力量、智力 +26
' + elif 属性.角色 == '圣职者(女)': + temp += '[勇气祝福]技能等级 +1
' + temp += '[圣光天启]技能等级 +2
' + temp += '[启示:圣歌]智力 +209
' + temp += '[勇气祝福]力量、智力 +3%
' + temp += '[圣光天启]力量、智力 +26
' + elif 属性.角色 == '魔法师(女)': + temp += '[禁忌诅咒]技能等级 +1
' + temp += '[开幕!人偶剧场]技能等级 +2
' + temp += '[人偶操控者]智力 +209
' + temp += '[禁忌诅咒]力量、智力 +3%
' + temp += '[开幕!人偶剧场]力量、智力 +26
' + return temp + + +class 套装效果97(套装): + 名称 = '维度崩坏' + 件数 = 3 + 类型 = '首饰' + + def 城镇属性(self, 属性): + if 属性.装备检查('轮回·维度冲击臂环'): + 属性.力量 += 200 + 属性.智力 += 200 + self.属性描述 += 属性.百分比力智加成(0.15) + self.属性描述 += 属性.附加伤害加成(0.10) + self.属性描述 += 属性.暴击伤害加成(0.10) + self.属性描述 += 属性.百分比三攻加成(0.13) + elif 属性.装备检查('时空:维度冲击臂环'): + self.属性描述 += 属性.附加伤害加成(0.05) + self.属性描述 += 属性.暴击伤害加成(0.15) + else: + self.属性描述 += 属性.百分比力智加成(0.04) + self.属性描述 += 属性.附加伤害加成(0.04) + self.属性描述 += 属性.技能攻击力加成(0.08) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.装备检查('轮回·维度冲击臂环'): + self.属性描述 += 属性.物理暴击率增加(0.03) + self.属性描述 += 属性.魔法暴击率增加(0.03) + else: + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.装备检查('轮回·维度冲击臂环'): + temp += '力量 +200
' + temp += '智力 +200
' + temp += '百分比力智 +15%
' + temp += '附加伤害 +10%
' + temp += '暴击伤害 +10%
' + temp += '百分比三攻 +13%
' + temp += '物理暴击率 +3%
' + temp += '魔法暴击率 +3%
' + elif 属性.装备检查('时空:维度冲击臂环'): + temp += '附加伤害 +5%
' + temp += '暴击伤害 +15%
' + else: + temp += '百分比力智 +4%
' + temp += '附加伤害 +4%
' + temp += '技能攻击力 +8%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + if 属性.装备检查('维度冲击臂环'): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.被动增加(守护恩赐体精=76) + self.属性描述 += 属性.被动增加(转职被动智力=76) + elif 属性.装备检查('时空·维度冲击臂环'): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.被动增加(一觉被动Lv=2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.02, BUFF智力per=1.02) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.02) + else: + 属性.智力 += 200 + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.被动增加(一觉被动Lv=2) + self.属性描述 += 属性.觉醒增加(一觉力智=46) + self.属性描述 += 属性.被动增加(守护恩赐体精=271) + self.属性描述 += 属性.被动增加(转职被动智力=71) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.03) + + +class 套装效果98(套装): + 名称 = '暗之腐蚀' + 件数 = 3 + 类型 = '特殊' + + def 城镇属性(self, 属性): + if 属性.装备检查('轮回·腐蚀之黑色十字耳环'): + 属性.力量 += 200 + 属性.智力 += 200 + self.属性描述 += 属性.百分比力智加成(0.05) + self.属性描述 += 属性.附加伤害加成(0.16) + self.属性描述 += 属性.暴击伤害加成(0.23) + self.属性描述 += 属性.技能攻击力加成(0.05) + elif 属性.装备检查('时空:腐蚀之黑色十字耳环'): + self.属性描述 += 属性.附加伤害加成(0.13) + self.属性描述 += 属性.暴击伤害加成(0.05) + self.属性描述 += 属性.技能攻击力加成(0.05) + else: + self.属性描述 += 属性.百分比力智加成(0.05) + self.属性描述 += 属性.技能攻击力加成(0.15) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.装备检查('轮回·腐蚀之黑色十字耳环'): + self.属性描述 += 属性.物理暴击率增加(0.04) + self.属性描述 += 属性.魔法暴击率增加(0.04) + else: + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.装备检查('轮回·腐蚀之黑色十字耳环'): + temp += '力量 +200
' + temp += '智力 +200
' + temp += '百分比力智 +5%
' + temp += '附加伤害 +16%
' + temp += '暴击伤害 +23%
' + temp += '技能攻击力 +5%
' + temp += '物理暴击率 +4%
' + temp += '魔法暴击率 +4%
' + elif 属性.装备检查('时空:腐蚀之黑色十字耳环'): + temp += '附加伤害 +13%
' + temp += '暴击伤害 +5%
' + temp += '技能攻击力 +5%
' + else: + temp += '百分比力智 +5%
' + temp += '技能攻击力 +15%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + if 属性.装备检查('腐蚀之黑色十字耳环'): + self.属性描述 += 属性.觉醒增加(一觉Lv=2) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.03) + self.属性描述 += 属性.被动增加(守护恩赐体精=127) + self.属性描述 += 属性.被动增加(转职被动智力=109) + elif 属性.装备检查('时空·腐蚀之黑色十字耳环'): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉Lv=2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.03, BUFF智力per=1.03) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.02) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.02) + self.属性描述 += 属性.觉醒增加(一觉力智=30) + self.属性描述 += 属性.被动增加(守护恩赐体精=127) + self.属性描述 += 属性.被动增加(转职被动智力=109) + else: + self.属性描述 += 属性.力智固定加成(200) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉Lv=2) + self.属性描述 += 属性.技能等级加成('所有', 1, 48, 1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.03, BUFF智力per=1.03) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.03) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.03) + self.属性描述 += 属性.觉醒增加(一觉力智=50) + self.属性描述 += 属性.被动增加(守护恩赐体精=252) + self.属性描述 += 属性.被动增加(转职被动智力=14) + + +class 套装效果99(套装): + 名称 = '堕落的暗黑之力' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + if 属性.装备检查('轮回·黑暗幽灵紫杉胸甲'): + 属性.力量 += 200 + 属性.智力 += 200 + self.属性描述 += 属性.百分比三攻加成(0.12) + self.属性描述 += 属性.伤害增加加成(0.10) + self.属性描述 += 属性.暴击伤害加成(0.10) + self.属性描述 += 属性.最终伤害加成(0.05) + elif 属性.装备检查('时空:黑暗幽灵紫杉胸甲'): + self.属性描述 += 属性.百分比三攻加成(0.06) + self.属性描述 += 属性.伤害增加加成(0.10) + self.属性描述 += 属性.暴击伤害加成(0.10) + else: + self.属性描述 += 属性.伤害增加加成(0.10) + self.属性描述 += 属性.暴击伤害加成(0.10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.装备检查('轮回·黑暗幽灵紫杉胸甲'): + pass + else: + self.属性描述 += 属性.物理暴击率增加(0.04) + self.属性描述 += 属性.魔法暴击率增加(0.04) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.装备检查('轮回·黑暗幽灵紫杉胸甲'): + temp += '力量 +200
' + temp += '智力 +200
' + temp += '百分比三攻 +12%
' + temp += '伤害增加 +10%
' + temp += '暴击伤害 +10%
' + temp += '最终伤害 +5%
' + elif 属性.装备检查('时空:黑暗幽灵紫杉胸甲'): + temp += '百分比三攻 +6%
' + temp += '伤害增加 +10%
' + temp += '暴击伤害 +10%
' + temp += '物理暴击率 +4%
' + temp += '魔法暴击率 +4%
' + else: + temp += '伤害增加 +10%
' + temp += '暴击伤害 +10%
' + temp += '物理暴击率 +4%
' + temp += '魔法暴击率 +4%
' + return temp + + def 城镇属性_BUFF(self, 属性): + + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + if 属性.装备检查('轮回·黑暗幽灵紫杉胸甲'): + self.属性描述 += 属性.力智固定加成(200) + self.属性描述 += 属性.BUFF增加(BUFFLv=6) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=80) + self.属性描述 += 属性.被动增加(守护恩赐体精=200) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08, BUFF智力per=1.08) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.04, + BUFF魔攻per=1.04, + BUFF独立per=1.04) + elif 属性.装备检查('时空·黑暗幽灵紫杉胸甲'): + self.属性描述 += 属性.BUFF增加(BUFFLv=4) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=15) + self.属性描述 += 属性.被动增加(守护恩赐体精=80) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04, BUFF智力per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.03, + BUFF魔攻per=1.03, + BUFF独立per=1.03) + else: + self.属性描述 += 属性.BUFF增加(BUFFLv=3) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=15) + + +class 套装效果100(套装): + 名称 = '堕落的暗黑之力' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + if 属性.装备检查('轮回·黑暗幽灵紫杉胸甲'): + 属性.力量 += 200 + 属性.智力 += 200 + self.属性描述 += 属性.附加伤害加成(0.20) + self.属性描述 += 属性.最终伤害加成(0.20) + self.属性描述 += 属性.技能攻击力加成(0.16) + elif 属性.装备检查('时空:黑暗幽灵紫杉胸甲'): + self.属性描述 += 属性.附加伤害加成(0.07) + self.属性描述 += 属性.最终伤害加成(0.20) + self.属性描述 += 属性.技能攻击力加成(0.10) + else: + self.属性描述 += 属性.附加伤害加成(0.13) + self.属性描述 += 属性.最终伤害加成(0.12) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.装备检查('轮回·黑暗幽灵紫杉胸甲'): + self.属性描述 += 属性.物理暴击率增加(0.08) + self.属性描述 += 属性.魔法暴击率增加(0.08) + else: + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.装备检查('轮回·黑暗幽灵紫杉胸甲'): + temp += '力量 +200
' + temp += '智力 +200
' + temp += '附加伤害 +20%
' + temp += '最终伤害 +20%
' + temp += '技能攻击力 +16%
' + temp += '物理暴击率 +8%
' + temp += '魔法暴击率 +8%
' + elif 属性.装备检查('时空:黑暗幽灵紫杉胸甲'): + temp += '附加伤害 +7%
' + temp += '最终伤害 +20%
' + temp += '技能攻击力 +10%
' + else: + temp += '附加伤害 +13%
' + temp += '最终伤害 +12%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + if 属性.装备检查('轮回·黑暗幽灵紫杉胸甲'): + self.属性描述 += 属性.力智固定加成(x=200) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.33, BUFF智力per=1.33) + self.属性描述 += 属性.觉醒增加(一觉力智=205) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.07) + self.属性描述 += 属性.被动增加(守护恩赐体精=265) + self.属性描述 += 属性.被动增加(转职被动智力=65) + elif 属性.装备检查('时空·黑暗幽灵紫杉胸甲'): + self.属性描述 += 属性.被动增加(一觉被动Lv=2) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.29, BUFF智力per=1.29) + self.属性描述 += 属性.觉醒增加(一觉力智=205) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.06) + self.属性描述 += 属性.被动增加(守护恩赐体精=255) + self.属性描述 += 属性.被动增加(转职被动智力=255) + else: + self.属性描述 += 属性.被动增加(一觉被动Lv=2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.22, BUFF智力per=1.22) + self.属性描述 += 属性.觉醒增加(一觉力智=205) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.05) + self.属性描述 += 属性.被动增加(守护恩赐体精=120) + self.属性描述 += 属性.被动增加(转职被动智力=120) + + +class 套装效果101(套装): + 名称 = '江山如画' + 件数 = 3 + 类型 = '首饰' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.20) + self.属性描述 += 属性.技能攻击力加成(0.10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '附加伤害 +20%
' + temp += '技能攻击力 +10%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + if 属性.装备检查('轮回·维度冲击臂环'): + pass + elif 属性.装备检查('时空·维度冲击臂环'): + self.属性描述 += 属性.觉醒增加(一觉力智=34) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04, BUFF智力per=1.04) + self.属性描述 += 属性.被动增加(守护恩赐体精=16) + self.属性描述 += 属性.被动增加(转职被动智力=16) + else: + self.属性描述 += 属性.被动增加(一觉被动Lv=2) + self.属性描述 += 属性.觉醒增加(一觉力智=26) + self.属性描述 += 属性.被动增加(守护恩赐体精=76) + self.属性描述 += 属性.被动增加(转职被动智力=76) + + +class 套装效果102(套装): + 名称 = '万物的生灭' + 件数 = 3 + 类型 = '特殊' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.12) + self.属性描述 += 属性.技能攻击力加成(0.20) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.05) + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '最终伤害 +12%
' + temp += '技能攻击力 +20%
' + temp += '物理暴击率 +5%
' + temp += '魔法暴击率 +5%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + if 属性.装备检查('轮回·腐蚀之黑色十字耳环'): + pass + elif 属性.装备检查('时空·腐蚀之黑色十字耳环'): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=20) + self.属性描述 += 属性.被动增加(守护恩赐体精=120) + self.属性描述 += 属性.被动增加(转职被动智力=100) + else: + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=50) + self.属性描述 += 属性.被动增加(守护恩赐体精=120) + self.属性描述 += 属性.被动增加(转职被动智力=100) + + +class 套装效果103(套装): + 名称 = '兵法之神' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.12) + 属性.物理攻击力 += 200 + 属性.魔法攻击力 += 200 + 属性.独立攻击力 += 200 + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.10) + self.属性描述 += 属性.移动速度增加(0.10) + self.属性描述 += 属性.施放速度增加(0.15) + self.属性描述 += 属性.物理暴击率增加(0.05) + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '附加伤害 +12%
' + temp += '物理攻击力 +200
' + temp += '魔法攻击力 +200
' + temp += '独立攻击力 +200
' + temp += '攻击速度 +10%
' + temp += '移动速度 +10%
' + temp += '施放速度 +15%
' + temp += '物理暴击率 +5%
' + temp += '魔法暴击率 +5%
' + return temp + + +class 套装效果104(套装): + 名称 = '兵法之神' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(25) + self.属性描述 += 属性.百分比三攻加成(0.22) + self.属性描述 += 属性.技能攻击力加成(0.10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '所有属性强化 +25
' + temp += '百分比三攻 +22%
' + temp += '技能攻击力 +10%
' + return temp + + +class 套装效果105(套装): + 名称 = '流逝轮回的记忆' + 件数 = 3 + 类型 = '首饰' + + def 城镇属性(self, 属性): + 属性.百分比减防 += 0.02 + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '百分比减防 +5%
' + temp += '(BOSS:实际2%)
' + return temp + + +class 套装效果106(套装): + 名称 = '无相轮回的希望' + 件数 = 2 + 类型 = '特殊' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(10) + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '所有属性强化 +10
' + return temp + + +class 套装效果107(套装): + 名称 = '魔战无双' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.35) + self.属性描述 += 属性.技能等级加成('所有', 50, 75, 2) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 1) + try: + 属性.技能栏[属性.技能序号['基础精通']].倍率 *= 1.2 + except: + pass + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.10 * 3) + self.属性描述 += 属性.移动速度增加(0.10 * 3) + self.属性描述 += 属性.施放速度增加(0.15 * 3) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '附加伤害 +35%
' + temp += 'Lv50-75 技能等级+2
' + temp += 'Lv85 技能等级+1
' + temp += '基础精通效果 +20%
' + temp += '攻击速度 +10% x3
' + temp += '移动速度 +10% x3
' + temp += '施放速度 +15% x3
' + return temp + + +class 套装效果108(套装): + 名称 = '霸域英豪' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + 属性.物理攻击力 += 300 + 属性.魔法攻击力 += 300 + 属性.独立攻击力 += 300 + 属性.力量 += 220 + 属性.智力 += 220 + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.40) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.05) + self.属性描述 += 属性.移动速度增加(0.05) + self.属性描述 += 属性.施放速度增加(0.20) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '物理攻击力 +300
' + temp += '魔法攻击力 +300
' + temp += '独立攻击力 +300
' + temp += '力量 +200
' + temp += '智力 +200
' + temp += '附加伤害 +40%
' + temp += '攻击速度 +5%
' + temp += '移动速度 +5%
' + temp += '施放速度 +20%
' + return temp + + +class 套装效果109(套装): + 名称 = '千蛛碎影' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.12) + 属性.黄字 = max(属性.黄字, 0.45) + if 属性.职业 == '街霸': + for i in 属性.技能栏: + if i.是否有伤害 == 1: + i.中毒倍率 += 0.3 + if 属性.角色 == '格斗家(男)': + i.感电倍率 += 0.3 + else: + i.涂毒倍率 += 0.3 + i.出血倍率 += 0.3 + i.灼伤倍率 += 0.3 + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.10) + self.属性描述 += 属性.魔法暴击率增加(0.10) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '中毒、涂毒伤害 +30%
' + temp += '感电伤害 +30%
' + temp += '出血伤害 +30%
' + temp += '灼伤伤害 +30%
' + temp += '百分比三攻 +12%
' + temp += '黄字 +45%(取最高值)
' + temp += '物理暴击率 +10%
' + temp += '魔法暴击率 +10%
' + return temp + + +class 套装效果110(套装): + 名称 = '誓血之盟' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.30) + 属性.暴伤 = max(属性.暴伤, 0.20) + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '百分比三攻 +30%
' + temp += '暴伤 +20%(取最高值)
' + return temp + + +class 套装效果111(套装): + 名称 = '天御之灾' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + if 天御套装 == 0: + self.属性描述 += 属性.所有属性强化加成(10) + self.属性描述 += 属性.属性附加加成(0.20) + self.属性描述 += 属性.附加伤害加成(0.09) + elif 天御套装 == 1: + self.属性描述 += 属性.所有属性强化加成(50) + self.属性描述 += 属性.属性附加加成(0.25) + elif 天御套装 == 2: + self.属性描述 += 属性.附加伤害加成(0.45) + pass + + def 其它属性(self, 属性): + if 天御套装 == 0: + self.属性描述 += 属性.攻击速度增加(0.04) + self.属性描述 += 属性.移动速度增加(0.04) + self.属性描述 += 属性.施放速度增加(0.05) + elif 天御套装 == 2: + self.属性描述 += 属性.攻击速度增加(0.20) + self.属性描述 += 属性.移动速度增加(0.20) + self.属性描述 += 属性.施放速度增加(0.25) + pass + + def 装备描述(self, 属性): + temp = '' + if 天御套装 == 0: + temp += '所有属性强化 +10
' + temp += '属性附加 +20%
' + temp += '附加伤害 +9%
' + temp += '攻击速度 +4%
' + temp += '移动速度 +4%
' + temp += '施放速度 +5%
' + elif 天御套装 == 1: + temp += '所有属性强化 +50
' + temp += '属性附加 +25%
' + elif 天御套装 == 2: + temp += '附加伤害 +45%
' + temp += '攻击速度 +20%
' + temp += '移动速度 +20%
' + temp += '施放速度 +25%
' + return temp + + +class 套装效果112(套装): + 名称 = '最佳球手的绝杀' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.05) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.40) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.30) + self.属性描述 += 属性.移动速度增加(0.30) + self.属性描述 += 属性.施放速度增加(0.445) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '百分比力智 +5%
' + temp += '百分比三攻 +40%
' + temp += '攻击速度 +30%
' + temp += '移动速度 +30%
' + temp += '施放速度 +44.5%
' + return temp + + +class 套装效果113(套装): + 名称 = '战术之王的御敌' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(战术白字) + pass + + def 进图属性(self, 属性): + 属性.力量 += 620 + 属性.智力 += 620 + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.20) + self.属性描述 += 属性.移动速度增加(0.20) + self.属性描述 += 属性.施放速度增加(0.20) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '附加伤害 +' + str(int(战术白字 * 100)) + '%
' + temp += '攻击速度 +20%
' + temp += '移动速度 +20%
' + temp += '施放速度 +20%
' + return temp + + +class 套装效果114(套装): + 名称 = '杀意决' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.12) + 属性.力量 += 150 + 属性.智力 += 150 + self.属性描述 += 属性.附加伤害加成(0.35) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '百分比力智 +12%
' + temp += '力量 +150
' + temp += '智力 +150
' + temp += '附加伤害 +35%
' + return temp + + +class 套装效果115(套装): + 名称 = '逝魔之力' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.18) + 属性.魔法攻击力 += 550 + 属性.独立攻击力 += 550 + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '百分比力智 +18%
' + temp += '魔法攻击力 +550
' + temp += '独立攻击力 +550
' + return temp + + +class 套装效果116(套装): + 名称 = '天劫' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(50) + 属性.智力 += 400 + self.属性描述 += 属性.技能攻击力加成(0.18) + 属性.百分比减防 += 0.10 * 天劫光环 + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '所有属性强化 +50
' + temp += '智力 +400
' + temp += '技能攻击力 +18%
' + if 天劫光环 == 1: + temp += '百分比减防 +20%
' + temp += '(BOSS:实际10%)
' + return temp + + +class 套装效果117(套装): + 名称 = '冰雪公主的霜语首饰' + 件数 = 3 + 类型 = '首饰' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.18) + self.属性描述 += 属性.冰属性强化加成(50) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '附加伤害 +18%
' + temp += '冰属性强化 +50
' + return temp + + +class 套装效果118(套装): + 名称 = '精炼的异界魔石首饰' + 件数 = 3 + 类型 = '首饰' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.20) + self.属性描述 += 属性.所有属性强化加成(18) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.12) + self.属性描述 += 属性.魔法暴击率增加(0.12) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '附加伤害 +20%
' + temp += '所有属性强化 +18
' + temp += '物理暴击率 +12%
' + temp += '魔法暴击率 +12%
' + return temp + + +# endregion + + +# region 新增传说两件套 &光环套 +class 套装效果119(套装): + 名称 = '维度崩坏' + 件数 = 2 + 类型 = '首饰' + + def 城镇属性(self, 属性): + if 属性.装备检查('轮回·维度冲击臂环'): + pass + elif 属性.装备检查('时空:维度冲击臂环'): + self.属性描述 += 属性.百分比力智加成(0.10) + self.属性描述 += 属性.附加伤害加成(0.05) + else: + self.属性描述 += 属性.百分比力智加成(0.04) + self.属性描述 += 属性.附加伤害加成(0.04) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.装备检查('轮回·维度冲击臂环'): + pass + else: + self.属性描述 += 属性.物理暴击率增加(0.03) + self.属性描述 += 属性.魔法暴击率增加(0.03) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.装备检查('轮回·维度冲击臂环'): + temp += '无
' + elif 属性.装备检查('时空:维度冲击臂环'): + temp += '百分比力智 +10%
' + temp += '附加伤害 +5%
' + temp += '物理暴击率 +3%
' + temp += '魔法暴击率 +3%
' + else: + temp += '百分比力智 +4%
' + temp += '附加伤害 +4%
' + temp += '物理暴击率 +3%
' + temp += '魔法暴击率 +3%
' + return temp + + +class 套装效果120(套装): + 名称 = '暗之腐蚀' + 件数 = 2 + 类型 = '特殊' + + def 城镇属性(self, 属性): + if 属性.装备检查('轮回·腐蚀之黑色十字耳环'): + pass + elif 属性.装备检查('时空:腐蚀之黑色十字耳环'): + self.属性描述 += 属性.百分比力智加成(0.10) + self.属性描述 += 属性.暴击伤害加成(0.05) + else: + self.属性描述 += 属性.暴击伤害加成(0.10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.装备检查('轮回·腐蚀之黑色十字耳环'): + pass + else: + self.属性描述 += 属性.物理暴击率增加(0.04) + self.属性描述 += 属性.魔法暴击率增加(0.04) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.装备检查('轮回·腐蚀之黑色十字耳环'): + temp += '无
' + elif 属性.装备检查('时空:腐蚀之黑色十字耳环'): + temp += '百分比力智 +10%
' + temp += '暴击伤害 +5%
' + temp += '物理暴击率 +4%
' + temp += '魔法暴击率 +4%
' + else: + temp += '暴击伤害 +10%
' + temp += '物理暴击率 +4%
' + temp += '魔法暴击率 +4%
' + return temp + + +class 套装效果121(套装): + 名称 = '先贤的馈赠' + 件数 = 2 + 类型 = '首饰' + + def 城镇属性(self, 属性): + if 属性.装备检查('轮回·先贤的馈赠手镯'): + pass + elif 属性.装备检查('时空:先贤的馈赠手镯'): + self.属性描述 += 属性.百分比力智加成(0.10) + self.属性描述 += 属性.附加伤害加成(0.05) + else: + self.属性描述 += 属性.百分比力智加成(0.04) + self.属性描述 += 属性.附加伤害加成(0.04) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.装备检查('轮回·先贤的馈赠手镯'): + pass + else: + self.属性描述 += 属性.物理暴击率增加(0.03) + self.属性描述 += 属性.魔法暴击率增加(0.03) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.装备检查('轮回·先贤的馈赠手镯'): + temp += '无
' + elif 属性.装备检查('时空:先贤的馈赠手镯'): + temp += '百分比力智 +10%
' + temp += '附加伤害 +5%
' + temp += '物理暴击率 +3%
' + temp += '魔法暴击率 +3%
' + else: + temp += '百分比力智 +4%
' + temp += '附加伤害 +4%
' + temp += '物理暴击率 +3%
' + temp += '魔法暴击率 +3%
' + return temp + + +class 套装效果122(套装): + 名称 = '先贤的馈赠' + 件数 = 3 + 类型 = '首饰' + + def 城镇属性(self, 属性): + if 属性.装备检查('轮回·先贤的馈赠手镯'): + 属性.力量 += 200 + 属性.智力 += 200 + self.属性描述 += 属性.百分比力智加成(0.15) + self.属性描述 += 属性.附加伤害加成(0.10) + self.属性描述 += 属性.技能攻击力加成(0.05) + self.属性描述 += 属性.百分比三攻加成(0.13) + elif 属性.装备检查('时空:先贤的馈赠手镯'): + self.属性描述 += 属性.附加伤害加成(0.05) + self.属性描述 += 属性.技能攻击力加成(0.05) + else: + self.属性描述 += 属性.百分比力智加成(0.04) + self.属性描述 += 属性.附加伤害加成(0.04) + self.属性描述 += 属性.技能攻击力加成(0.05) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.装备检查('轮回·先贤的馈赠手镯'): + self.属性描述 += 属性.物理暴击率增加(0.03) + self.属性描述 += 属性.魔法暴击率增加(0.03) + else: + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.装备检查('轮回·先贤的馈赠手镯'): + temp += '力量 +200
' + temp += '智力 +200
' + temp += '百分比力智 +15%
' + temp += '附加伤害 +10%
' + temp += '技能攻击力 +5%
' + temp += '百分比三攻 +13%
' + temp += '物理暴击率 +3%
' + temp += '魔法暴击率 +3%
' + elif 属性.装备检查('时空:先贤的馈赠手镯'): + temp += '附加伤害 +5%
' + temp += '技能攻击力 +5%
' + else: + temp += '百分比力智 +4%
' + temp += '附加伤害 +4%
' + temp += '技能攻击力 +5%
' + return temp + + +class 套装效果123(套装): + 名称 = '堕落的暗黑之力' + 件数 = 2 + 类型 = '防具' + + def 城镇属性(self, 属性): + if 属性.装备检查('轮回·黑暗幽灵紫杉胸甲'): + pass + elif 属性.装备检查('时空:黑暗幽灵紫杉胸甲'): + self.属性描述 += 属性.最终伤害加成(0.05) + self.属性描述 += 属性.附加伤害加成(0.07) + else: + self.属性描述 += 属性.百分比三攻加成(0.05) + self.属性描述 += 属性.附加伤害加成(0.07) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.装备检查('轮回·黑暗幽灵紫杉胸甲'): + pass + else: + self.属性描述 += 属性.物理暴击率增加(0.04) + self.属性描述 += 属性.魔法暴击率增加(0.04) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.装备检查('轮回·黑暗幽灵紫杉胸甲'): + temp += '无
' + elif 属性.装备检查('时空:黑暗幽灵紫杉胸甲'): + temp += '最终伤害 +5%
' + temp += '附加伤害 +7%
' + temp += '物理暴击率 +4%
' + temp += '魔法暴击率 +4%
' + else: + temp += '百分比三攻 +5%
' + temp += '附加伤害 +7%
' + temp += '物理暴击率 +4%
' + temp += '魔法暴击率 +4%
' + return temp + + def BUFF属性(self, 属性): + if 属性.装备检查('轮回·黑暗幽灵紫杉胸甲'): + pass + elif 属性.装备检查('时空·黑暗幽灵紫杉胸甲'): + self.属性描述 += 属性.BUFF增加(BUFFLv=2) + self.属性描述 += 属性.觉醒增加(一觉力智=65) + self.属性描述 += 属性.被动增加(守护恩赐体精=80) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04, BUFF智力per=1.04) + else: + self.属性描述 += 属性.BUFF增加(BUFFLv=3) + self.属性描述 += 属性.觉醒增加(一觉力智=65) + + +class 套装效果124(套装): + 名称 = '鲜红血纹' + 件数 = 2 + 类型 = '防具' + + def 城镇属性(self, 属性): + if 属性.装备检查('轮回·鲜红血纹皮甲胸铠'): + pass + elif 属性.装备检查('时空:鲜红血纹皮甲胸铠'): + self.属性描述 += 属性.百分比力智加成(0.10) + self.属性描述 += 属性.所有属性强化加成(25) + else: + self.属性描述 += 属性.百分比力智加成(0.05) + self.属性描述 += 属性.所有属性强化加成(25) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.装备检查('轮回·鲜红血纹皮甲胸铠'): + pass + else: + self.属性描述 += 属性.物理暴击率增加(0.04) + self.属性描述 += 属性.魔法暴击率增加(0.04) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.装备检查('轮回·鲜红血纹皮甲胸铠'): + temp += '无
' + elif 属性.装备检查('时空:鲜红血纹皮甲胸铠'): + temp += '百分比力智 +10%
' + temp += '所有属性强化 +25
' + temp += '物理暴击率 +4%
' + temp += '魔法暴击率 +4%
' + else: + temp += '百分比力智 +5%
' + temp += '所有属性强化 +25
' + temp += '物理暴击率 +4%
' + temp += '魔法暴击率 +4%
' + return temp + + def BUFF属性(self, 属性): + if 属性.装备检查('轮回·鲜红血纹皮甲胸铠'): + pass + elif 属性.装备检查('时空:鲜红血纹皮甲胸铠'): + self.属性描述 += 属性.BUFF增加(BUFFLv=2) + self.属性描述 += 属性.觉醒增加(一觉力智=65) + self.属性描述 += 属性.被动增加(守护恩赐体精=80) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04, BUFF智力per=1.04) + else: + self.属性描述 += 属性.BUFF增加(BUFFLv=3) + self.属性描述 += 属性.觉醒增加(一觉力智=65) + + +class 套装效果125(套装): + 名称 = '鲜红血纹' + 件数 = 3 + 类型 = '防具' + + def 城镇属性(self, 属性): + if 属性.装备检查('轮回·鲜红血纹皮甲胸铠'): + 属性.力量 += 200 + 属性.智力 += 200 + self.属性描述 += 属性.附加伤害加成(0.10) + self.属性描述 += 属性.最终伤害加成(0.10) + self.属性描述 += 属性.所有属性强化加成(20) + self.属性描述 += 属性.百分比三攻加成(0.05) + elif 属性.装备检查('时空:鲜红血纹皮甲胸铠'): + self.属性描述 += 属性.附加伤害加成(0.10) + self.属性描述 += 属性.最终伤害加成(0.08) + self.属性描述 += 属性.所有属性强化加成(15) + self.属性描述 += 属性.百分比三攻加成(0.05) + else: + self.属性描述 += 属性.附加伤害加成(0.10) + self.属性描述 += 属性.所有属性强化加成(10) + self.属性描述 += 属性.百分比三攻加成(0.05) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.装备检查('轮回·鲜红血纹皮甲胸铠'): + pass + else: + self.属性描述 += 属性.物理暴击率增加(0.04) + self.属性描述 += 属性.魔法暴击率增加(0.04) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.装备检查('轮回·鲜红血纹皮甲胸铠'): + temp += '力量 +200
' + temp += '智力 +200
' + temp += '附加伤害 +10%
' + temp += '最终伤害 +10%
' + temp += '所有属性强化 +20
' + temp += '百分比三攻 +5%
' + elif 属性.装备检查('时空:鲜红血纹皮甲胸铠'): + temp += '附加伤害 +10%
' + temp += '最终伤害 +8%
' + temp += '所有属性强化 +15
' + temp += '百分比三攻 +5%
' + temp += '物理暴击率 +4%
' + temp += '魔法暴击率 +4%
' + else: + temp += '附加伤害 +10%
' + temp += '所有属性强化 +10
' + temp += '百分比三攻 +5%
' + temp += '物理暴击率 +4%
' + temp += '魔法暴击率 +4%
' + return temp + + def BUFF属性(self, 属性): + if 属性.装备检查('轮回·鲜红血纹皮甲胸铠'): + self.属性描述 += 属性.力智固定加成(200) + self.属性描述 += 属性.BUFF增加(BUFFLv=6) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=80) + self.属性描述 += 属性.被动增加(守护恩赐体精=200) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08, BUFF智力per=1.08) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.04, + BUFF魔攻per=1.04, + BUFF独立per=1.04) + elif 属性.装备检查('时空:鲜红血纹皮甲胸铠'): + self.属性描述 += 属性.BUFF增加(BUFFLv=4) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=15) + self.属性描述 += 属性.被动增加(守护恩赐体精=80) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04, BUFF智力per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.03, + BUFF魔攻per=1.03, + BUFF独立per=1.03) + else: + self.属性描述 += 属性.BUFF增加(BUFFLv=3) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=15) + + +class 套装效果126(套装): + 名称 = '鲜红血纹' + 件数 = 5 + 类型 = '防具' + + def 城镇属性(self, 属性): + if 属性.装备检查('轮回·鲜红血纹皮甲胸铠'): + 属性.力量 += 200 + 属性.智力 += 200 + self.属性描述 += 属性.所有属性强化加成(30) + self.属性描述 += 属性.最终伤害加成(0.06) + self.属性描述 += 属性.百分比力智加成(0.10) + self.属性描述 += 属性.技能攻击力加成(0.16) + self.属性描述 += 属性.百分比三攻加成(0.15) + elif 属性.装备检查('时空:鲜红血纹皮甲胸铠'): + self.属性描述 += 属性.所有属性强化加成(10) + self.属性描述 += 属性.最终伤害加成(0.05) + self.属性描述 += 属性.技能攻击力加成(0.10) + self.属性描述 += 属性.百分比三攻加成(0.15) + else: + self.属性描述 += 属性.所有属性强化加成(15) + self.属性描述 += 属性.百分比力智加成(0.05) + self.属性描述 += 属性.百分比三攻加成(0.15) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.装备检查('轮回·鲜红血纹皮甲胸铠'): + self.属性描述 += 属性.物理暴击率增加(0.08) + self.属性描述 += 属性.魔法暴击率增加(0.08) + else: + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.装备检查('轮回·鲜红血纹皮甲胸铠'): + temp += '力量 +200
' + temp += '智力 +200
' + temp += '所有属性强化 +30
' + temp += '最终伤害 +6%
' + temp += '百分比力智 +10%
' + temp += '技能攻击力 +16%
' + temp += '百分比三攻 +15%
' + temp += '物理暴击率 +8%
' + temp += '魔法暴击率 +8%
' + elif 属性.装备检查('时空:鲜红血纹皮甲胸铠'): + temp += '所有属性强化 +10
' + temp += '最终伤害 +5%
' + temp += '技能攻击力 +10%
' + temp += '百分比三攻 +15%
' + else: + temp += '所有属性强化 +15
' + temp += '百分比力智 +5%
' + temp += '百分比三攻 +15%
' + return temp + + def BUFF属性(self, 属性): + if 属性.装备检查('轮回·鲜红血纹皮甲胸铠'): + self.属性描述 += 属性.力智固定加成(x=200) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.33, BUFF智力per=1.33) + self.属性描述 += 属性.觉醒增加(一觉力智=205) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.07) + self.属性描述 += 属性.被动增加(守护恩赐体精=265) + self.属性描述 += 属性.被动增加(转职被动智力=65) + elif 属性.装备检查('时空:鲜红血纹皮甲胸铠'): + self.属性描述 += 属性.被动增加(一觉被动Lv=2) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.29, BUFF智力per=1.29) + self.属性描述 += 属性.觉醒增加(一觉力智=205) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.06) + self.属性描述 += 属性.被动增加(守护恩赐体精=255) + self.属性描述 += 属性.被动增加(转职被动智力=255) + else: + self.属性描述 += 属性.被动增加(一觉被动Lv=2) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.22, BUFF智力per=1.22) + self.属性描述 += 属性.觉醒增加(一觉力智=205) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.05) + self.属性描述 += 属性.被动增加(守护恩赐体精=120) + self.属性描述 += 属性.被动增加(转职被动智力=120) + + +# endregion diff --git a/PublicReference/equipment/装备_武器.py b/PublicReference/equipment/装备_武器.py new file mode 100644 index 00000000..87c835f1 --- /dev/null +++ b/PublicReference/equipment/装备_武器.py @@ -0,0 +1,4127 @@ +from .basic_equ import * +# region 100SS武器 + + +class 飘零之花武器(装备): + 模式 = 0 + 所属套装 = '智慧产物' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 物攻成长 = 0 + 魔攻成长 = 0 + 独立成长 = 115 + 力智成长 = 20 + 属性1描述 = '{最终伤害} +$value%' + 属性1范围 = [15, 5, 5] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{最终伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + 改造等级 = 属性.获取改造(self.部位) + 属性.技能攻击力加成(0.37) + 属性.附加伤害加成(0.50) + 属性.百分比力智加成(0.20) + 属性.三攻固定加成(self.物攻成长 * 改造等级, self.魔攻成长 * 改造等级, self.独立成长 * 改造等级) + 属性.力智固定加成(self.力智成长 * 改造等级) + # 属性.物理攻击力 += self.物攻成长 * 改造等级 + # 属性.魔法攻击力 += self.魔攻成长 * 改造等级 + # 属性.独立攻击力 += self.独立成长 * 改造等级 + # 属性.力量 += self.力智成长 * 改造等级 + # 属性.智力 += self.力智成长 * 改造等级 + pass + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.最终伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.最终伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if self.力量 != 0: + temp += '力量 +' + str(self.力量) + '
' + if self.智力 != 0: + temp += '智力 +' + str(self.智力) + '
' + temp += '物理攻击力 +' + str(self.物理攻击力) + '
' + temp += '魔法攻击力 +' + str(self.魔法攻击力) + '
' + temp += '独立攻击力 +' + str(self.独立攻击力) + '
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 5: + temp += '技能攻击力 +37%
' + temp += '附加伤害 +50%
' + temp += '百分比力智 +20%
' + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '力量 +' + str(self.力智成长 * 改造等级) + '
' + temp += '智力 +' + str(self.力智成长 * 改造等级) + '
' + temp += '物理攻击力 +' + str(self.物攻成长 * 改造等级) + '
' + temp += '魔法攻击力 +' + str(self.魔攻成长 * 改造等级) + '
' + temp += '独立攻击力 +' + str(self.独立成长 * 改造等级) + '
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + +class 装备0(装备): + 名称 = '信念徽章:自由' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '短剑' + 力量 = 0 + 智力 = 81 + 物理攻击力 = 1167 + 魔法攻击力 = 1414 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + # self.属性描述 += 属性.百分比三攻加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.4) + self.属性描述 += 属性.百分比力智加成(0.18) + self.属性描述 += 属性.伤害增加加成(0.10) + self.属性描述 += 属性.附加伤害加成(0.23) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + self.属性描述 += 属性.移动速度增加(0.1) + self.属性描述 += 属性.施放速度增加(0.15) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.14, 1) + pass + + +class 装备1(装备): + 名称 = '太极天帝剑' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '太刀' + 力量 = 81 + 智力 = 122 + 物理攻击力 = 1167 + 魔法攻击力 = 1290 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.百分比力智加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.3) + self.属性描述 += 属性.百分比三攻加成(0.38) + if 属性.太极天帝剑 == 0: + self.属性描述 += '阳之气息:
' + self.属性描述 += 属性.技能攻击力加成(0.23) + if 属性.太极天帝剑 == 1: + self.属性描述 += '阴之气息:
' + self.属性描述 += 属性.最终伤害加成(0.21) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.太极天帝剑 == 0: + self.属性描述 += 属性.攻击速度增加(-0.5) + self.属性描述 += 属性.移动速度增加(-0.5) + self.属性描述 += 属性.施放速度增加(-0.5) + if 属性.太极天帝剑 == 1: + self.属性描述 += 属性.攻击速度增加(0.2) + self.属性描述 += 属性.移动速度增加(0.2) + self.属性描述 += 属性.施放速度增加(0.35) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.14, 1) + pass + + +class 装备2(装备): + 名称 = '哈蒂-赎月者' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '钝器' + 力量 = 122 + 智力 = 0 + 物理攻击力 = 1352 + 魔法攻击力 = 1167 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.伤害增加加成(0.14) + self.属性描述 += 属性.暴击伤害加成(0.30) + self.属性描述 += 属性.技能攻击力加成(0.40) + self.属性描述 += 属性.附加伤害加成(0.19) + + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.14, 1) + pass + + +class 装备3(装备): + 名称 = '卡西姆的大剑' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '巨剑' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1475 + 魔法攻击力 = 1106 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.百分比力智加成(0.14) + self.属性描述 += 属性.附加伤害加成(0.22) + self.属性描述 += 属性.最终伤害加成(0.28) + self.属性描述 += 属性.技能攻击力加成(0.3) + self.属性描述 += 属性.技能冷却缩减(1, 45, 0.20) + self.属性描述 += 属性.技能冷却缩减(60, 80, 0.20) + self.属性描述 += 属性.技能冷却缩减(90, 95, 0.20) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + self.属性描述 += 属性.移动速度增加(0.15) + self.属性描述 += 属性.施放速度增加(0.225) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.14, 1) + pass + + +class 装备4(装备): + 名称 = '星之海:巴德纳尔' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '光剑' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1143 + 魔法攻击力 = 1106 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(25) + #self.属性描述 += 属性.伤害增加加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.22) + self.属性描述 += 属性.最终伤害加成(0.17) + self.属性描述 += 属性.属性附加加成(0.2) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + self.属性描述 += 属性.移动速度增加(0.15) + self.属性描述 += 属性.施放速度增加(0.225) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.14, 1) + pass + + +class 装备5(装备): + 名称 = '白虎啸魂手套' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '手套' + 力量 = 0 + 智力 = 81 + 物理攻击力 = 1167 + 魔法攻击力 = 1414 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.附加伤害加成(0.14) + self.属性描述 += 属性.百分比力智加成(0.33) + if 属性.职业 == '气功师': + self.属性描述 += 属性.单技能修改('狮子吼', 1.20, 0.70) + pass + + def 进图属性(self, 属性): + if 属性.职业 == '气功师': + self.属性描述 += 属性.所有属性强化加成(56) + self.属性描述 += 属性.技能攻击力加成(0.4) + pass + + def 其它属性(self, 属性): + if 属性.职业 == '气功师': + self.属性描述 += 属性.攻击速度增加(0.1) + self.属性描述 += 属性.移动速度增加(0.1) + self.属性描述 += 属性.施放速度增加(0.15) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.14, 1) + pass + + +class 装备6(装备): + 名称 = '太阴神:灵龟' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '臂铠' + 力量 = 122 + 智力 = 0 + 物理攻击力 = 1475 + 魔法攻击力 = 1106 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + # self.属性描述+=属性.附加伤害加成(0.14) + self.属性描述 += 属性.最终伤害加成(0.10) + self.属性描述 += 属性.技能攻击力加成(0.35) + self.属性描述 += 属性.伤害增加加成(0.22) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.25) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + self.属性描述 += 属性.移动速度增加(0.15) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.14, 1) + pass + + +class 装备7(装备): + 名称 = '疯狂飓风' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '爪' + 力量 = 81 + 智力 = 41 + 物理攻击力 = 1229 + 魔法攻击力 = 1229 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.单技能等级加成('爪精通', 3) + self.属性描述 += 属性.单技能等级加成('万毒噬心诀', 1) + self.属性描述 += 属性.单技能等级加成('燃火轰天炮', 1) + self.属性描述 += 属性.伤害增加加成(0.40) + self.属性描述 += 属性.百分比三攻加成(0.15) + #self.属性描述 += 属性.百分比力智加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.22) + self.属性描述 += 属性.持续伤害加成(0.1) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.15) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.14, 1) + pass + + +class 装备8(装备): + 名称 = '猎焰追魂拳套' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '拳套' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1290 + 魔法攻击力 = 1167 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.最终伤害加成(0.14) + self.属性描述 += 属性.百分比三攻加成(0.23) + self.属性描述 += 属性.技能攻击力加成(0.40) + self.属性描述 += 属性.百分比力智加成(0.10) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.25) + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.14, 1) + pass + + +class 装备9(装备): + 名称 = '青沙棍' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '东方棍' + 力量 = 81 + 智力 = 122 + 物理攻击力 = 1167 + 魔法攻击力 = 1229 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.伤害增加加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.33) + self.属性描述 += 属性.暴击伤害加成(0.26) + self.属性描述 += 属性.附加伤害加成(0.34) + + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.06) + self.属性描述 += 属性.魔法暴击率增加(0.06) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.14, 1) + pass + + +class 装备10(装备): + 名称 = '午夜生死轮盘' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '左轮枪' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1238 + 魔法攻击力 = 1042 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.百分比三攻加成(0.14) + self.属性描述 += 属性.暴击伤害加成(0.33) + self.属性描述 += 属性.技能攻击力加成(0.40) + self.属性描述 += 属性.伤害增加加成(0.08) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.16) + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.14, 1) + pass + + +class 装备11(装备): + 名称 = '雷霆怒啸手枪' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '自动手枪' + 力量 = 0 + 智力 = 81 + 物理攻击力 = 868 + 魔法攻击力 = 1273 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(40) + self.属性描述 += 属性.单技能等级加成('TN80终结者', 3) + self.属性描述 += 属性.单技能等级加成('AT-SO步行者', 3) + self.属性描述 += 属性.单技能等级加成('GSP猎鹰捕食者形态', 3) + self.属性描述 += 属性.单技能等级加成('GSP猎鹰科罗纳形态', 3) + self.属性描述 += 属性.单技能等级加成('GSP猎鹰旋雷者形态', 3) + #self.属性描述 += 属性.最终伤害加成(0.14) + self.属性描述 += 属性.附加伤害加成(0.37) + self.属性描述 += 属性.技能攻击力加成(0.38) + self.属性描述 += 属性.单技能修改('光反应能量模块', 1.2, 1) + self.属性描述 += 属性.单技能修改('雷达扫射', 1.2, 1) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.14, 1) + pass + + +class 装备12(装备): + 名称 = '强力打击-X' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '步枪' + 力量 = 81 + 智力 = 122 + 物理攻击力 = 1331 + 魔法攻击力 = 1157 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.单技能等级加成('战地勋章', 2) + self.属性描述 += 属性.单技能等级加成('重火力支援', 2) + self.属性描述 += 属性.单技能等级加成('制空掌握', 2) + self.属性描述 += 属性.单技能等级加成('开火', 2) + #self.属性描述 += 属性.暴击伤害加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.36) + self.属性描述 += 属性.伤害增加加成(0.22) + self.属性描述 += 属性.百分比力智加成(0.34) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.14, 1) + pass + + +class 装备13(装备): + 名称 = '绝杀:无人生还' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '手炮' + 力量 = 122 + 智力 = 0 + 物理攻击力 = 1447 + 魔法攻击力 = 868 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(40) + #self.属性描述 += 属性.技能等级加成('所有',50,50,2,1) + #self.属性描述 += 属性.技能等级加成('所有',85,85,2,1) + #self.属性描述 += 属性.技能等级加成('所有',100,100,2,1) + self.属性描述 += 属性.百分比力智加成(0.12) + self.属性描述 += 属性.技能攻击力加成(0.31) + self.属性描述 += 属性.百分比三攻加成(0.16) + self.属性描述 += 属性.伤害增加加成(0.23) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 2, 1) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 2, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 2, 1) + pass + + +class 装备14(装备): + 名称 = '激光流星弓' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '手弩' + 力量 = 81 + 智力 = 81 + 物理攻击力 = 1042 + 魔法攻击力 = 1157 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.单技能等级加成('弹夹改装', 1) + self.属性描述 += 属性.单技能等级加成('单兵推进器', 1) + #self.属性描述 += 属性.伤害增加加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.40) + self.属性描述 += 属性.百分比三攻加成(0.18) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.28) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + self.属性描述 += 属性.命中率增加(0.03) + self.属性描述 += 属性.物理暴击率增加(0.05) + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.14, 1) + pass + + +class 装备15(装备): + 名称 = '歼灵灭魂矛' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '矛' + 力量 = 122 + 智力 = 0 + 物理攻击力 = 1475 + 魔法攻击力 = 1045 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.35) + #self.属性描述 += 属性.最终伤害加成(0.14) + self.属性描述 += 属性.属性附加加成(0.15) + self.属性描述 += 属性.百分比三攻加成(0.17) + if 属性.职业 == '战斗法师': + 属性.技能栏[属性.技能序号['碎霸']].额外倍率 = 5 + elif 属性.职业 == '血法师': + 属性.技能栏[属性.技能序号['狱血之牙']].额外倍率 = 5 + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.14, 1) + pass + + +class 装备16(装备): + 名称 = '混沌之种' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '棍棒' + 力量 = 110 + 智力 = 110 + 物理攻击力 = 1328 + 魔法攻击力 = 1106 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.伤害增加加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.35) + self.属性描述 += 属性.附加伤害加成(0.30) + self.属性描述 += 属性.百分比力智加成(0.30) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.14, 1) + pass + + +class 装备17(装备): + 名称 = '火焰地狱' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '魔杖' + 力量 = 0 + 智力 = 122 + 物理攻击力 = 1106 + 魔法攻击力 = 1352 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.百分比三攻加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.35) + self.属性描述 += 属性.最终伤害加成(0.17) + self.属性描述 += 属性.属性附加加成(0.15) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.14, 1) + pass + + +class 装备18(装备): + 名称 = '世界树的根须' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '法杖' + 力量 = 0 + 智力 = 81 + 物理攻击力 = 1167 + 魔法攻击力 = 1475 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + # self.属性描述 += 属性.百分比力智加成(0.24) + self.属性描述 += 属性.技能攻击力加成(0.40) + self.属性描述 += 属性.附加伤害加成(0.24) + self.属性描述 += 属性.百分比三攻加成(0.20) + #self.属性描述 += 属性.暴击伤害加成(0.14) + self.属性描述 += 属性.技能冷却缩减(1, 100, 0.1) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.施放速度增加(0.2) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.14, 1) + pass + + +class 装备19(装备): + 名称 = '纯白的祈祷' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '扫把' + 力量 = 0 + 智力 = 81 + 物理攻击力 = 1229 + 魔法攻击力 = 1352 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.暴击伤害加成(0.14) + self.属性描述 += 属性.百分比力智加成(0.31) + self.属性描述 += 属性.百分比三攻加成(0.15) + self.属性描述 += 属性.技能攻击力加成(0.40) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(26) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + self.属性描述 += 属性.移动速度增加(0.15) + self.属性描述 += 属性.施放速度增加(0.225) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.14, 1) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(转职被动智力=127) + self.属性描述 += 属性.BUFF增加(BUFFLv=5) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.12, BUFF智力per=1.12) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.2, BUFF魔攻per=1.2, BUFF独立per=1.2) + self.属性描述 += 属性.觉醒增加(一觉Lv=2) + self.属性描述 += 属性.觉醒增加(一觉力智=68) + pass + + +class 装备20(装备): + 名称 = '圣者的慈悲' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '十字架' + 力量 = 0 + 智力 = 81 + 体力 = 97 + 精神 = 97 + 物理攻击力 = 1229 + 魔法攻击力 = 1167 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.伤害增加加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.36) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.24) + self.属性描述 += 属性.百分比三攻加成(0.36) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.16) + self.属性描述 += 属性.移动速度增加(0.16) + self.属性描述 += 属性.施放速度增加(0.24) + self.属性描述 += 属性.物理暴击率增加(0.08) + self.属性描述 += 属性.魔法暴击率增加(0.08) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.14, 1) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=152) + self.属性描述 += 属性.被动增加(转职被动智力=152) + self.属性描述 += 属性.BUFF增加(BUFFLv=5) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.12, BUFF智力per=1.12) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.2, BUFF魔攻per=1.2, BUFF独立per=1.2) + self.属性描述 += 属性.觉醒增加(一觉Lv=3) + self.属性描述 += 属性.觉醒增加(一觉力智=26) + pass + + +class 装备21(装备): + 名称 = '轮回之环:桓龙' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '念珠' + 力量 = 0 + 智力 = 122 + 物理攻击力 = 1106 + 魔法攻击力 = 1414 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.百分比三攻加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.40) + self.属性描述 += 属性.百分比力智加成(0.25) + self.属性描述 += 属性.伤害增加加成(0.15) + self.属性描述 += 属性.技能冷却缩减(1, 100, 0.1) + pass + + def 进图属性(self, 属性): + if 属性.职业 in ['驱魔师', '巫女']: + self.属性描述 += '驱魔师、巫女装备时:

' + self.属性描述 += 属性.技能等级加成('所有', 48, 80, 1) + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.14, 1) + pass + + +class 装备22(装备): + 名称 = '暗战终结者' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '图腾' + 力量 = 122 + 智力 = 0 + 物理攻击力 = 1290 + 魔法攻击力 = 1106 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.伤害增加加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.38) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.40) + self.属性描述 += 属性.暴击伤害加成(0.12) + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.14, 1) + pass + + +class 装备23(装备): + 名称 = '泯灭之灵' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '镰刀' + 力量 = 81 + 智力 = 81 + 物理攻击力 = 1167 + 魔法攻击力 = 1229 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.最终伤害加成(0.14) + self.属性描述 += 属性.百分比三攻加成(0.23) + self.属性描述 += 属性.附加伤害加成(0.17) + self.属性描述 += 属性.技能攻击力加成(0.38) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.08) + self.属性描述 += 属性.附加伤害加成(0.08) + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.14, 1) + pass + + +class 装备24(装备): + 名称 = '弗卡奴斯的第二个痕迹' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '战斧' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1475 + 魔法攻击力 = 1045 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.单技能等级加成('苍龙逐日', 3) + self.属性描述 += 属性.单技能等级加成('火刑', 3) + self.属性描述 += 属性.单技能修改('无双击', 1.40, 1) + self.属性描述 += 属性.单技能修改('行刑', 1.40, 1) + self.属性描述 += 属性.附加伤害加成(0.45) + #self.属性描述 += 属性.最终伤害加成(0.14) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.持续伤害加成(0.1) + self.属性描述 += 属性.技能攻击力加成(0.28) + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.14, 1) + pass + + +class 装备25(装备): + 名称 = '匿影' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '匕首' + 力量 = 122 + 智力 = 0 + 物理攻击力 = 1167 + 魔法攻击力 = 1106 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.附加伤害加成(0.14) + self.属性描述 += 属性.最终伤害加成(0.12) + self.属性描述 += 属性.技能攻击力加成(0.34) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.属性附加加成(0.18) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + self.属性描述 += 属性.移动速度增加(0.15) + self.属性描述 += 属性.施放速度增加(0.225) + self.属性描述 += 属性.命中率增加(0.15) + 属性.回避率 += 0.15 + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.14, 1) + pass + + +class 装备26(装备): + 名称 = '一叶障目' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '双剑' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1343 + 魔法攻击力 = 983 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.附加伤害加成(0.14) + self.属性描述 += 属性.百分比三攻加成(0.28) + self.属性描述 += 属性.最终伤害加成(0.28) + self.属性描述 += 属性.技能攻击力加成(0.32) + self.属性描述 += 属性.技能倍率加成(40, 0.32) + self.属性描述 += 属性.技能倍率加成(45, 0.32) + self.属性描述 += 属性.技能倍率加成(70, 0.32) + self.属性描述 += 属性.单技能修改('忍法:影分身', 0.68, 0.68) + self.属性描述 += 属性.单技能修改('弧光闪', 0.68, 0.68) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.14, 1) + pass + + +class 装备27(装备): + 名称 = '绿色生命的面容' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '手杖' + 力量 = 0 + 智力 = 81 + 物理攻击力 = 1086 + 魔法攻击力 = 1414 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.百分比力智加成(0.14) + self.属性描述 += 属性.附加伤害加成(0.25) + self.属性描述 += 属性.最终伤害加成(0.20) + self.属性描述 += 属性.技能攻击力加成(0.40) + pass + + def 进图属性(self, 属性): + if 属性.绿色生命的面容 == 1: + self.属性描述 += '绿色生命的阴暗面:
' + self.属性描述 += 属性.最终伤害加成(0.1) + pass + + def 其它属性(self, 属性): + if 属性.绿色生命的面容 == 1: + self.属性描述 += 属性.施放速度增加(0.21) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.14, 1) + pass + + +class 装备28(装备): + 名称 = '血腥红宝石之眼' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '苦无' + 力量 = 0 + 智力 = 122 + 物理攻击力 = 1029 + 魔法攻击力 = 1352 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.火属性强化加成(40) + self.属性描述 += 属性.单技能等级加成('火遁·蟾蜍油炎弹', 5) + self.属性描述 += 属性.单技能等级加成('八岐大蛇', 5) + self.属性描述 += 属性.单技能等级加成('天照', 5) + self.属性描述 += 属性.技能攻击力加成(0.40) + #self.属性描述 += 属性.暴击伤害加成(0.14) + self.属性描述 += 属性.伤害增加加成(0.37) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.14, 1) + pass + + +class 装备29(装备): + 名称 = '幻影狂欢长枪' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '长枪' + 力量 = 122 + 智力 = 0 + 物理攻击力 = 1290 + 魔法攻击力 = 1106 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.单技能等级加成('行云:沐', 2) + self.属性描述 += 属性.单技能等级加成('行云:启', 2) + self.属性描述 += 属性.单技能等级加成('行云:冥', 2) + self.属性描述 += 属性.技能攻击力加成(0.28) + self.属性描述 += 属性.最终伤害加成(0.12) + #self.属性描述 += 属性.附加伤害加成(0.14) + self.属性描述 += 属性.伤害增加加成(0.20) + # self.属性描述 += 属性.单机能修改("行云诀",1,0.5) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.22) + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.14, 1) + pass + + +class 装备30(装备): + 名称 = '万夫之勇' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '战戟' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1475 + 魔法攻击力 = 1045 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.单技能等级加成('战戟之魂', 3) + self.属性描述 += 属性.单技能等级加成('战神之力', 3) + self.属性描述 += 属性.最终伤害加成(0.29) + self.属性描述 += 属性.技能攻击力加成(0.16) + + def 进图属性(self, 属性): + self.属性描述 += 属性.属性附加加成(0.14) + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 2, 1) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 2, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 2, 1) + pass + + +class 装备31(装备): + 名称 = '千芒闪爆枪' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '光枪' + 力量 = 81 + 智力 = 81 + 物理攻击力 = 1167 + 魔法攻击力 = 1414 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.34) + self.属性描述 += 属性.技能攻击力加成(0.38) + #self.属性描述 += 属性.百分比力智加成(0.14) + self.属性描述 += 属性.百分比三攻加成(0.20) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.14, 1) + pass + + +class 装备32(装备): + 名称 = '寂灭剧毒矛' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '暗矛' + 力量 = 81 + 智力 = 122 + 物理攻击力 = 1167 + 魔法攻击力 = 1290 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.单技能等级加成('黑暗本源', 3) + self.属性描述 += 属性.单技能等级加成('坠蚀之雨', 2) + self.属性描述 += 属性.单技能等级加成('冥夜裂空', 2) + self.属性描述 += 属性.单技能等级加成('冥蚀脉冲', 2) + self.属性描述 += 属性.技能攻击力加成(0.34) + self.属性描述 += 属性.最终伤害加成(0.20) + #self.属性描述 += 属性.百分比三攻加成(0.14) + self.属性描述 += 属性.暴击伤害加成(0.25) + self.属性描述 += 属性.附加伤害加成(0.10) + self.属性描述 += 属性.单技能修改('幽影暗蚀:寂灭', 1.114000616, 1) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.14, 1) + pass + + +class 装备33(装备): + 名称 = '金刚密藏刀' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '长刀' + 力量 = 81 + 智力 = 81 + 物理攻击力 = 1328 + 魔法攻击力 = 1106 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(50) + self.属性描述 += 属性.技能等级加成('所有', 1, 48, 1) + self.属性描述 += 属性.技能等级加成('所有', 60, 80, 1) + self.属性描述 += 属性.伤害增加加成(0.12) + #self.属性描述 += 属性.暴击伤害加成(0.14) + self.属性描述 += 属性.百分比力智加成(0.12) + self.属性描述 += 属性.百分比三攻加成(0.12) + self.属性描述 += 属性.技能攻击力加成(0.32) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + self.属性描述 += 属性.移动速度增加(0.15) + self.属性描述 += 属性.施放速度增加(0.225) + self.属性描述 += 属性.物理暴击率增加(0.05) + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.14, 1) + pass + + +class 装备34(装备): + 名称 = '冰洁的红焰' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '小太刀' + 力量 = 81 + 智力 = 41 + 物理攻击力 = 1229 + 魔法攻击力 = 1229 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.40) + #self.属性描述 += 属性.百分比力智加成(0.14) + self.属性描述 += 属性.伤害增加加成(0.35) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.23) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + self.属性描述 += 属性.移动速度增加(0.15) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.14, 1) + pass + + +class 装备35(装备): + 名称 = '聚能擎天剑' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '重剑' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1475 + 魔法攻击力 = 1106 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(22) + self.属性描述 += 属性.百分比力智加成(0.18) + self.属性描述 += 属性.暴击伤害加成(0.31) + #self.属性描述 += 属性.百分比三攻加成(0.14) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.40) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.40) + self.属性描述 += 属性.移动速度增加(0.3) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.14, 1) + pass + + +class 装备36(装备): + 名称 = '远古御神战剑' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '源力剑' + 力量 = 0 + 智力 = 81 + 物理攻击力 = 1167 + 魔法攻击力 = 1414 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.2) + #self.属性描述 += 属性.百分比力智加成(0.14) + self.属性描述 += 属性.附加伤害加成(0.33) + self.属性描述 += 属性.技能攻击力加成(0.40) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + self.属性描述 += 属性.移动速度增加(0.15) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.14, 1) + pass + + +class 装备37(装备): + 名称 = '战场的热血:安格巴迪' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '短剑' + 力量 = 0 + 智力 = 81 + 物理攻击力 = 1167 + 魔法攻击力 = 1414 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.伤害增加加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.4) + self.属性描述 += 属性.附加伤害加成(0.5) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.05) + self.属性描述 += 属性.移动速度增加(0.05) + self.属性描述 += 属性.施放速度增加(0.1) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.14, 1) + pass + + +class 装备38(装备): + 名称 = '前瞻守卫者' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '太刀' + 力量 = 81 + 智力 = 122 + 物理攻击力 = 1167 + 魔法攻击力 = 1290 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.百分比力智加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.40) + self.属性描述 += 属性.附加伤害加成(0.21) + self.属性描述 += 属性.暴击伤害加成(0.20) + self.属性描述 += 属性.百分比三攻加成(0.1) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + self.属性描述 += 属性.移动速度增加(0.3) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.14, 1) + pass + + +class 装备39(装备): + 名称 = '骚动的冥焰' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '钝器' + 力量 = 122 + 智力 = 0 + 物理攻击力 = 1352 + 魔法攻击力 = 1167 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(55) + #self.属性描述 += 属性.百分比三攻加成(0.14) + self.属性描述 += 属性.附加伤害加成(0.30) + self.属性描述 += 属性.伤害增加加成(0.08) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.36) + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.14, 1) + pass + + +class 装备40(装备): + 名称 = '神之意象' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '巨剑' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1475 + 魔法攻击力 = 1106 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(50) + self.属性描述 += 属性.技能等级加成('所有', 1, 48, 2) + self.属性描述 += 属性.技能等级加成('所有', 60, 80, 2) + self.属性描述 += 属性.伤害增加加成(0.35) + self.属性描述 += 属性.技能攻击力加成(0.24) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 2, 1) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 2, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 2, 1) + pass + + +class 装备41(装备): + 名称 = '赤光剑路易纳斯' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '光剑' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1143 + 魔法攻击力 = 1106 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.附加伤害加成(0.14) + self.属性描述 += 属性.百分比力智加成(0.10) + self.属性描述 += 属性.百分比三攻加成(0.20) + self.属性描述 += 属性.伤害增加加成(0.13) + self.属性描述 += 属性.技能攻击力加成(0.40) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(31) + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.14, 1) + pass + + +class 装备42(装备): + 名称 = '无瑕之意志手套' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '手套' + 力量 = 0 + 智力 = 81 + 物理攻击力 = 1167 + 魔法攻击力 = 1414 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 48, 2) + self.属性描述 += 属性.技能等级加成('所有', 60, 80, 2) + #self.属性描述 += 属性.暴击伤害加成(0.14) + self.属性描述 += 属性.百分比三攻加成(0.12) + self.属性描述 += 属性.最终伤害加成(0.08) + self.属性描述 += 属性.技能攻击力加成(0.15) + self.属性描述 += 属性.属性附加加成(0.15) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.14, 1) + pass + + +class 装备43(装备): + 名称 = '毁灭之碾压' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '臂铠' + 力量 = 122 + 智力 = 0 + 物理攻击力 = 1475 + 魔法攻击力 = 1106 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.伤害增加加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.33) + self.属性描述 += 属性.暴击伤害加成(0.26) + self.属性描述 += 属性.附加伤害加成(0.34) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + self.属性描述 += 属性.命中率增加(0.05) + self.属性描述 += 属性.物理暴击率增加(0.1) + self.属性描述 += 属性.魔法暴击率增加(0.1) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.14, 1) + pass + + +class 装备44(装备): + 名称 = '痛苦之源' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '爪' + 力量 = 81 + 智力 = 41 + 物理攻击力 = 1229 + 魔法攻击力 = 1229 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.暴击伤害加成(0.14) + self.属性描述 += 属性.附加伤害加成(0.53) + self.属性描述 += 属性.技能攻击力加成(0.4) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.14, 1) + pass + + +class 装备45(装备): + 名称 = '幻光绽放拳套' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '拳套' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1290 + 魔法攻击力 = 1167 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(35) + #self.属性描述 += 属性.百分比力智加成(0.14) + self.属性描述 += 属性.附加伤害加成(0.38) + self.属性描述 += 属性.技能攻击力加成(0.30) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.持续伤害加成(0.1) + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.14, 1) + pass + + +class 装备46(装备): + 名称 = '鸣鸿破影棍' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '东方棍' + 力量 = 81 + 智力 = 122 + 物理攻击力 = 1167 + 魔法攻击力 = 1229 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.伤害增加加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.40) + self.属性描述 += 属性.百分比三攻加成(0.40) + self.属性描述 += 属性.百分比力智加成(0.16) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + self.属性描述 += 属性.施放速度增加(0.15) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.14, 1) + pass + + +class 装备47(装备): + 名称 = '血枪之脉' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '左轮枪' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1238 + 魔法攻击力 = 1042 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.最终伤害加成(0.14) + self.属性描述 += 属性.伤害增加加成(0.28) + self.属性描述 += 属性.技能攻击力加成(0.32) + self.属性描述 += 属性.附加伤害加成(0.32) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.2) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.14, 1) + pass + + +class 装备48(装备): + 名称 = '寻觅海石竹' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '自动手枪' + 力量 = 0 + 智力 = 81 + 物理攻击力 = 868 + 魔法攻击力 = 1273 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.伤害增加加成(0.14) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.38) + self.属性描述 += 属性.百分比力智加成(0.23) + self.属性描述 += 属性.百分比三攻加成(0.35) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.1) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.14, 1) + pass + + +class 装备49(装备): + 名称 = '湍流' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '步枪' + 力量 = 81 + 智力 = 122 + 物理攻击力 = 1331 + 魔法攻击力 = 1157 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.附加伤害加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.37) + self.属性描述 += 属性.暴击伤害加成(0.23) + self.属性描述 += 属性.百分比三攻加成(0.23) + self.属性描述 += 属性.百分比力智加成(0.12) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.14, 1) + pass + + +class 装备50(装备): + 名称 = '乾坤极电炮' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '手炮' + 力量 = 122 + 智力 = 0 + 物理攻击力 = 1447 + 魔法攻击力 = 868 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.暴击伤害加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.35) + self.属性描述 += 属性.单技能修改('激光炮', 1.2, 0.7) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.2) + self.属性描述 += 属性.伤害增加加成(0.32) + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.14, 1) + pass + + +class 装备51(装备): + 名称 = '吟游诗人的轻吟' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '手弩' + 力量 = 81 + 智力 = 81 + 物理攻击力 = 1042 + 魔法攻击力 = 1157 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.暴击伤害加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.40) + self.属性描述 += 属性.附加伤害加成(0.17) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.4) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + self.属性描述 += 属性.移动速度增加(0.1) + self.属性描述 += 属性.物理暴击率增加(0.05) + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.14, 1) + pass + + +class 装备52(装备): + 名称 = '吟唱:不灭之魂' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '矛' + 力量 = 122 + 智力 = 0 + 物理攻击力 = 1475 + 魔法攻击力 = 1045 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.百分比三攻加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.40) + self.属性描述 += 属性.伤害增加加成(0.17) + self.属性描述 += 属性.暴击伤害加成(0.15) + self.属性描述 += 属性.百分比力智加成(0.23) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.14, 1) + pass + + +class 装备53(装备): + 名称 = '精灵浮风棍' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '棍棒' + 力量 = 110 + 智力 = 110 + 物理攻击力 = 1328 + 魔法攻击力 = 1106 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.单技能等级加成('斗神意志', 4) + self.属性描述 += 属性.单技能等级加成('御风之力', 4) + #self.属性描述 += 属性.附加伤害加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.33) + self.属性描述 += 属性.最终伤害加成(0.11) + self.属性描述 += 属性.百分比三攻加成(0.27) + self.属性描述 += 属性.伤害增加加成(0.15) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.14, 1) + pass + + +class 装备54(装备): + 名称 = '魔力之泉:加斯达利亚' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '魔杖' + 力量 = 0 + 智力 = 122 + 物理攻击力 = 1106 + 魔法攻击力 = 1352 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.伤害增加加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.40) + self.属性描述 += 属性.最终伤害加成(0.12) + self.属性描述 += 属性.百分比三攻加成(0.12) + self.属性描述 += 属性.百分比力智加成(0.32) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + self.属性描述 += 属性.移动速度增加(0.1) + self.属性描述 += 属性.施放速度增加(0.15) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.14, 1) + pass + + +class 装备55(装备): + 名称 = '银月的祝福' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '法杖' + 力量 = 0 + 智力 = 81 + 物理攻击力 = 1167 + 魔法攻击力 = 1475 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.技能等级加成('所有',50,50,2,1) + #self.属性描述 += 属性.技能等级加成('所有',85,85,2,1) + #self.属性描述 += 属性.技能等级加成('所有',100,100,2,1) + self.属性描述 += 属性.技能攻击力加成(0.36) + self.属性描述 += 属性.最终伤害加成(0.40) + self.属性描述 += 属性.百分比三攻加成(0.20) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.施放速度增加(0.1) + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 2, 1) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 2, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 2, 1) + pass + + +class 装备56(装备): + 名称 = '世界树之精灵' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '扫把' + 力量 = 0 + 智力 = 81 + 物理攻击力 = 1229 + 魔法攻击力 = 1352 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.技能等级加成('所有',50,50,2,1) + #self.属性描述 += 属性.技能等级加成('所有',85,85,2,1) + #self.属性描述 += 属性.技能等级加成('所有',100,100,2,1) + self.属性描述 += 属性.最终伤害加成(0.26) + self.属性描述 += 属性.技能攻击力加成(0.26) + self.属性描述 += 属性.属性附加加成(0.15) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.05) + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 2, 1) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 2, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 2, 1) + pass + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 2, 1) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 2, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 2, 1) + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(转职被动智力=152) + self.属性描述 += 属性.BUFF增加(BUFFLv=5) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.12, BUFF智力per=1.12) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.2, BUFF魔攻per=1.2, BUFF独立per=1.2) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=26) + pass + + def 变换属性_BUFF(self, 属性): + # self.属性描述 += 属性.技能等级加成('所有',50,50,2,1) + # self.属性描述 += 属性.技能等级加成('所有',85,85,2,1) + # self.属性描述 += 属性.技能等级加成('所有',100,100,2,1) + pass + + +class 装备57(装备): + 名称 = '闪耀的神威' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '十字架' + 力量 = 0 + 智力 = 81 + 体力 = 97 + 精神 = 97 + 物理攻击力 = 1229 + 魔法攻击力 = 1167 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(40) + #self.属性描述 += 属性.附加伤害加成(0.14) + self.属性描述 += 属性.伤害增加加成(0.17) + self.属性描述 += 属性.暴击伤害加成(0.3) + self.属性描述 += 属性.技能攻击力加成(0.35) + + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.1) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.14, 1) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=127) + self.属性描述 += 属性.被动增加(转职被动智力=127) + self.属性描述 += 属性.BUFF增加(BUFFLv=5) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.12, BUFF智力per=1.12) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.2, BUFF魔攻per=1.2, BUFF独立per=1.2) + self.属性描述 += 属性.觉醒增加(一觉Lv=2) + self.属性描述 += 属性.觉醒增加(一觉力智=68) + pass + + +class 装备58(装备): + 名称 = '古代神兽的记忆' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '念珠' + 力量 = 0 + 智力 = 122 + 物理攻击力 = 1106 + 魔法攻击力 = 1414 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.附加伤害加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.38) + self.属性描述 += 属性.暴击伤害加成(0.35) + self.属性描述 += 属性.百分比力智加成(0.23) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.14, 1) + pass + + +class 装备59(装备): + 名称 = '拓荒者之路' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '图腾' + 力量 = 122 + 智力 = 0 + 物理攻击力 = 1290 + 魔法攻击力 = 1106 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.24) + self.属性描述 += 属性.技能攻击力加成(0.40) + #self.属性描述 += 属性.暴击伤害加成(0.14) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.32) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.2) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.14, 1) + pass + + +class 装备60(装备): + 名称 = '异教主的审判' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '镰刀' + 力量 = 81 + 智力 = 81 + 物理攻击力 = 1167 + 魔法攻击力 = 1229 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.暴击伤害加成(0.14) + self.属性描述 += 属性.附加伤害加成(0.28) + self.属性描述 += 属性.技能攻击力加成(0.40) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.22) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.14) + self.属性描述 += 属性.移动速度增加(0.14) + self.属性描述 += 属性.施放速度增加(0.21) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.14, 1) + pass + + +class 装备61(装备): + 名称 = '信念之重量' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '战斧' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1475 + 魔法攻击力 = 1045 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.43) + #self.属性描述 += 属性.暴击伤害加成(0.14) + self.属性描述 += 属性.附加伤害加成(0.15) + self.属性描述 += 属性.技能攻击力加成(0.4) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + self.属性描述 += 属性.移动速度增加(0.1) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.14, 1) + pass + + +class 装备62(装备): + 名称 = '暗杀团长的玉妆刀' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '匕首' + 力量 = 122 + 智力 = 0 + 物理攻击力 = 1167 + 魔法攻击力 = 1106 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.最终伤害加成(0.14) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.38) + self.属性描述 += 属性.百分比三攻加成(0.28) + self.属性描述 += 属性.百分比力智加成(0.29) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + self.属性描述 += 属性.移动速度增加(0.1) + self.属性描述 += 属性.施放速度增加(0.15) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.14, 1) + pass + + +class 装备63(装备): + 名称 = '血色舞会' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '双剑' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1343 + 魔法攻击力 = 983 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.暴击伤害加成(0.14) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.26) + self.属性描述 += 属性.最终伤害加成(0.20) + self.属性描述 += 属性.技能攻击力加成(0.20) + self.属性描述 += '[终结追击]技能每个连击点数攻击力增加比率 +40%
' + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + self.属性描述 += 属性.移动速度增加(0.15) + self.属性描述 += 属性.命中率增加(0.05) + 属性.回避率 += 0.05 + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.14, 1) + pass + + +class 装备64(装备): + 名称 = '圣洁的精灵遗物' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '手杖' + 力量 = 0 + 智力 = 81 + 物理攻击力 = 1086 + 魔法攻击力 = 1414 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.伤害增加加成(0.14) + self.属性描述 += 属性.暴击伤害加成(0.20) + self.属性描述 += 属性.百分比三攻加成(0.30) + self.属性描述 += 属性.技能攻击力加成(0.38) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.10) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.施放速度增加(0.12) + self.属性描述 += 属性.命中率增加(0.05) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.14, 1) + pass + + +class 装备65(装备): + 名称 = '天幕道火扇' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '苦无' + 力量 = 0 + 智力 = 122 + 物理攻击力 = 1029 + 魔法攻击力 = 1352 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.单技能等级加成('烈焰印记', 3) + self.属性描述 += 属性.技能等级加成('所有', 1, 45, 3) + #self.属性描述 += 属性.附加伤害加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.28) + self.属性描述 += 属性.百分比三攻加成(0.44) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.单技能等级加成('火遁·冥炎业火阵', 2) + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.14, 1) + pass + + +class 装备66(装备): + 名称 = '彪悍冲锋者' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '长枪' + 力量 = 122 + 智力 = 0 + 物理攻击力 = 1290 + 魔法攻击力 = 1106 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.30) + self.属性描述 += 属性.百分比力智加成(0.30) + #self.属性描述 += 属性.百分比三攻加成(0.14) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.38) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.14, 1) + pass + + +class 装备67(装备): + 名称 = '沙岩幻戟' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '战戟' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1475 + 魔法攻击力 = 1045 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + #self.属性描述 += 属性.伤害增加加成(0.14) + self.属性描述 += 属性.最终伤害加成(0.24) + self.属性描述 += 属性.技能攻击力加成(0.20) + self.属性描述 += 属性.百分比三攻加成(0.18) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 48, 2) + self.属性描述 += 属性.技能等级加成('所有', 60, 80, 2) + self.属性描述 += 属性.技能冷却缩减(1, 48, 0.20) + self.属性描述 += 属性.技能冷却缩减(60, 80, 0.20) + self.属性描述 += 属性.技能冷却缩减(90, 95, 0.20) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.2) + self.属性描述 += 属性.移动速度增加(0.2) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.14, 1) + pass + + +class 装备68(装备): + 名称 = '天将军:传承之光' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '光枪' + 力量 = 81 + 智力 = 81 + 物理攻击力 = 1167 + 魔法攻击力 = 1414 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.40) + self.属性描述 += 属性.百分比力智加成(0.10) + #self.属性描述 += 属性.暴击伤害加成(0.14) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.30) + self.属性描述 += 属性.最终伤害加成(0.18) + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.14, 1) + pass + + +class 装备69(装备): + 名称 = '魅影飞龙' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '暗矛' + 力量 = 81 + 智力 = 122 + 物理攻击力 = 1167 + 魔法攻击力 = 1290 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.单技能修改('暗蚀螺旋枪', 1.315316871, 1) + self.属性描述 += 属性.单技能修改('暗蚀爆雷杀', 1.144086022, 1) + self.属性描述 += 属性.单技能修改('无尽侵蚀:缚魂', 1.134989433, 1) + self.属性描述 += 属性.技能攻击力加成(0.40) + #self.属性描述 += 属性.最终伤害加成(0.14) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.26) + self.属性描述 += 属性.暴击伤害加成(0.25) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + self.属性描述 += 属性.移动速度增加(0.1) + self.属性描述 += 属性.施放速度增加(0.1) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.14, 1) + pass + + +class 装备70(装备): + 名称 = '夜天刀' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '长刀' + 力量 = 81 + 智力 = 81 + 物理攻击力 = 1328 + 魔法攻击力 = 1106 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.单技能等级加成('BG枪刃改造', 3) + self.属性描述 += 属性.单技能等级加成('BC精锐特训', 3) + #self.属性描述 += 属性.技能等级加成('所有',50,50,2,1) + #self.属性描述 += 属性.技能等级加成('所有',85,85,2,1) + #self.属性描述 += 属性.技能等级加成('所有',100,100,2,1) + self.属性描述 += 属性.最终伤害加成(0.29) + self.属性描述 += 属性.技能攻击力加成(0.16) + self.属性描述 += 属性.属性附加加成(0.14) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 2, 1) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 2, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 2, 1) + pass + + +class 装备71(装备): + 名称 = '冥焰黑暗之触' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '小太刀' + 力量 = 81 + 智力 = 41 + 物理攻击力 = 1229 + 魔法攻击力 = 1229 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.40) + self.属性描述 += 属性.百分比三攻加成(0.23) + #self.属性描述 += 属性.暴击伤害加成(0.14) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.30) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.06) + self.属性描述 += 属性.魔法暴击率增加(0.06) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.14, 1) + pass + + +class 装备72(装备): + 名称 = '爆烈红焰' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '重剑' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1475 + 魔法攻击力 = 1106 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.18) + self.属性描述 += 属性.技能攻击力加成(0.28) + #self.属性描述 += 属性.附加伤害加成(0.14) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.属性附加加成(0.20) + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.14, 1) + pass + + +class 装备73(装备): + 名称 = '谍影:超级核心' + 模式 = 0 + 所属套装 = '无' + 等级 = 100 + 品质 = '史诗' + 部位 = '武器' + 类型 = '源力剑' + 力量 = 0 + 智力 = 81 + 物理攻击力 = 1167 + 魔法攻击力 = 1414 + 独立攻击力 = 770 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.单技能等级加成('源力剑精通', 3) + #self.属性描述 += 属性.伤害增加加成(0.14) + self.属性描述 += 属性.百分比力智加成(0.32) + self.属性描述 += 属性.百分比三攻加成(0.22) + self.属性描述 += 属性.技能攻击力加成(0.08) + # try: + # 属性.技能栏[属性.技能序号['源力剑精通']].谍影专用倍率 = 2 + # except: + # pass + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.14, 1) + pass + + +# endregion + +# region 智慧产物武器 + + +class 装备251(飘零之花武器): + 名称 = '飘零之花手炮' + 类型 = '手炮' + 力量 = 122 + 智力 = 0 + 物理攻击力 = 1346 + 魔法攻击力 = 768 + 独立攻击力 = 711 + 物攻成长 = 188 + 魔攻成长 = 181 + + +class 装备257(飘零之花武器): + 名称 = '飘零之花巨剑' + 类型 = '巨剑' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1375 + 魔法攻击力 = 1005 + 独立攻击力 = 711 + 物攻成长 = 190 + 魔攻成长 = 185 + + +class 装备258(飘零之花武器): + 名称 = '飘零之花手弩' + 类型 = '手弩' + 力量 = 81 + 智力 = 81 + 物理攻击力 = 942 + 魔法攻击力 = 1057 + 独立攻击力 = 711 + 物攻成长 = 183 + 魔攻成长 = 184 + + +class 装备259(飘零之花武器): + 名称 = '飘零之花步枪' + 类型 = '步枪' + 力量 = 81 + 智力 = 122 + 物理攻击力 = 1231 + 魔法攻击力 = 1057 + 独立攻击力 = 711 + 物攻成长 = 187 + 魔攻成长 = 184 + + +class 装备260(飘零之花武器): + 名称 = '飘零之花十字架' + 类型 = '十字架' + 力量 = 0 + 智力 = 81 + 体力 = 97 + 精神 = 97 + 物理攻击力 = 1129 + 魔法攻击力 = 1067 + 独立攻击力 = 711 + 物攻成长 = 187 + 魔攻成长 = 186 + + def 城镇属性_BUFF(self, 属性): + 属性.体精固定加成(30 * 属性.获取改造(self.部位)) + 属性.力智固定加成(30 * 属性.获取改造(self.部位)) + # 属性.智力 += 30 * 属性.获取改造(self.部位) + # 属性.体力 += 30 * 属性.获取改造(self.部位) + # 属性.精神 += 30 * 属性.获取改造(self.部位) + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=127) + self.属性描述 += 属性.被动增加(转职被动智力=127) + self.属性描述 += 属性.BUFF增加(BUFFLv=5) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.12, BUFF智力per=1.12) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.2, BUFF魔攻per=1.2, BUFF独立per=1.2) + self.属性描述 += 属性.觉醒增加(一觉Lv=2) + self.属性描述 += 属性.觉醒增加(一觉力智=68) + + +class 装备261(飘零之花武器): + 名称 = '飘零之花短剑' + 类型 = '短剑' + 力量 = 0 + 智力 = 81 + 物理攻击力 = 1067 + 魔法攻击力 = 1313 + 独立攻击力 = 711 + 物攻成长 = 186 + 魔攻成长 = 189 + + +class 装备262(飘零之花武器): + 名称 = '飘零之花钝器' + 类型 = '钝器' + 力量 = 122 + 智力 = 0 + 物理攻击力 = 1252 + 魔法攻击力 = 1067 + 独立攻击力 = 711 + 物攻成长 = 188 + 魔攻成长 = 186 + + +class 装备263(飘零之花武器): + 名称 = '飘零之花法杖' + 类型 = '法杖' + 力量 = 0 + 智力 = 81 + 物理攻击力 = 1067 + 魔法攻击力 = 1375 + 独立攻击力 = 711 + 物攻成长 = 186 + 魔攻成长 = 190 + + +class 装备264(飘零之花武器): + 名称 = '飘零之花光剑' + 类型 = '光剑' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1043 + 魔法攻击力 = 1005 + 独立攻击力 = 711 + 物攻成长 = 186 + 魔攻成长 = 185 + + +class 装备265(飘零之花武器): + 名称 = '飘零之花棍棒' + 类型 = '棍棒' + 力量 = 110 + 智力 = 110 + 物理攻击力 = 1228 + 魔法攻击力 = 1005 + 独立攻击力 = 711 + 物攻成长 = 188 + 魔攻成长 = 185 + + def 城镇属性(self, 属性): + super().城镇属性(属性) + if 属性.职业 == '战斗法师': + 属性.魔法攻击力 += (self.物攻成长 - self.魔攻成长) * 属性.获取改造(self.部位) + pass + + +class 装备266(飘零之花武器): + 名称 = '飘零之花矛' + 类型 = '矛' + 力量 = 122 + 智力 = 0 + 物理攻击力 = 1375 + 魔法攻击力 = 945 + 独立攻击力 = 711 + 物攻成长 = 190 + 魔攻成长 = 184 + + def 城镇属性(self, 属性): + super().城镇属性(属性) + if 属性.职业 == '战斗法师': + 属性.魔法攻击力 += (self.物攻成长 - self.魔攻成长) * 属性.获取改造(self.部位) + pass + + +class 装备267(飘零之花武器): + 名称 = '飘零之花魔杖' + 类型 = '魔杖' + 力量 = 0 + 智力 = 122 + 物理攻击力 = 1005 + 魔法攻击力 = 1252 + 独立攻击力 = 711 + 物攻成长 = 185 + 魔攻成长 = 188 + + +class 装备268(飘零之花武器): + 名称 = '飘零之花拳套' + 类型 = '拳套' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1190 + 魔法攻击力 = 1067 + 独立攻击力 = 711 + 物攻成长 = 187 + 魔攻成长 = 186 + + +class 装备269(飘零之花武器): + 名称 = '飘零之花扫把' + 类型 = '扫把' + 力量 = 0 + 智力 = 81 + 物理攻击力 = 1129 + 魔法攻击力 = 1252 + 独立攻击力 = 711 + 物攻成长 = 187 + 魔攻成长 = 188 + + def 城镇属性_BUFF(self, 属性): + # 属性.智力 += 30 * 属性.获取改造(self.部位) + # 属性.体力 += 30 * 属性.获取改造(self.部位) + # 属性.精神 += 30 * 属性.获取改造(self.部位) + 属性.体精固定加成(30 * 属性.获取改造(self.部位)) + 属性.力智固定加成(30 * 属性.获取改造(self.部位)) + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=127) + self.属性描述 += 属性.被动增加(转职被动智力=127) + self.属性描述 += 属性.BUFF增加(BUFFLv=5) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.12, BUFF智力per=1.12) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.2, BUFF魔攻per=1.2, BUFF独立per=1.2) + self.属性描述 += 属性.觉醒增加(一觉Lv=2) + self.属性描述 += 属性.觉醒增加(一觉力智=68) + + +class 装备270(飘零之花武器): + 名称 = '飘零之花手套' + 类型 = '手套' + 力量 = 0 + 智力 = 81 + 物理攻击力 = 1067 + 魔法攻击力 = 1313 + 独立攻击力 = 711 + 物攻成长 = 186 + 魔攻成长 = 189 + + +class 装备271(飘零之花武器): + 名称 = '飘零之花太刀' + 类型 = '太刀' + 力量 = 81 + 智力 = 122 + 物理攻击力 = 1067 + 魔法攻击力 = 1190 + 独立攻击力 = 711 + 物攻成长 = 186 + 魔攻成长 = 187 + + def 城镇属性(self, 属性): + super().城镇属性(属性) + if 属性.职业 == '剑影': + 属性.物理攻击力 += (self.魔攻成长 - self.物攻成长) * 属性.获取改造(self.部位) + pass + + +class 装备272(飘零之花武器): + 名称 = '飘零之花爪' + 类型 = '爪' + 力量 = 81 + 智力 = 41 + 物理攻击力 = 1129 + 魔法攻击力 = 1129 + 独立攻击力 = 711 + 物攻成长 = 187 + 魔攻成长 = 187 + + +class 装备273(飘零之花武器): + 名称 = '飘零之花左轮枪' + 类型 = '左轮枪' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1137 + 魔法攻击力 = 942 + 独立攻击力 = 711 + 物攻成长 = 185 + 魔攻成长 = 183 + + +class 装备371(飘零之花武器): + 名称 = '飘零之花念珠' + 类型 = '念珠' + 力量 = 0 + 智力 = 122 + 物理攻击力 = 1005 + 魔法攻击力 = 1313 + 独立攻击力 = 711 + 物攻成长 = 185 + 魔攻成长 = 189 + + +class 装备372(飘零之花武器): + 名称 = '飘零之花图腾' + 类型 = '图腾' + 力量 = 122 + 智力 = 0 + 物理攻击力 = 1190 + 魔法攻击力 = 1005 + 独立攻击力 = 711 + 物攻成长 = 187 + 魔攻成长 = 185 + + +class 装备373(飘零之花武器): + 名称 = '飘零之花镰刀' + 类型 = '镰刀' + 力量 = 81 + 智力 = 81 + 物理攻击力 = 1067 + 魔法攻击力 = 1129 + 独立攻击力 = 711 + 物攻成长 = 187 + 魔攻成长 = 187 + + +class 装备374(飘零之花武器): + 名称 = '飘零之花战斧' + 类型 = '战斧' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1375 + 魔法攻击力 = 945 + 独立攻击力 = 711 + 物攻成长 = 190 + 魔攻成长 = 184 + + +class 装备375(飘零之花武器): + 名称 = '飘零之花暗矛' + 类型 = '暗矛' + 力量 = 81 + 智力 = 122 + 物理攻击力 = 1067 + 魔法攻击力 = 1190 + 独立攻击力 = 711 + 物攻成长 = 186 + 魔攻成长 = 187 + + +class 装备376(飘零之花武器): + 名称 = '飘零之花匕首' + 类型 = '匕首' + 力量 = 122 + 智力 = 0 + 物理攻击力 = 1067 + 魔法攻击力 = 1005 + 独立攻击力 = 711 + 物攻成长 = 185 + 魔攻成长 = 185 + + +class 装备377(飘零之花武器): + 名称 = '飘零之花臂铠' + 类型 = '臂铠' + 力量 = 122 + 智力 = 0 + 物理攻击力 = 1375 + 魔法攻击力 = 1005 + 独立攻击力 = 711 + 物攻成长 = 190 + 魔攻成长 = 185 + + +class 装备378(飘零之花武器): + 名称 = '飘零之花东方棍' + 类型 = '东方棍' + 力量 = 81 + 智力 = 122 + 物理攻击力 = 1067 + 魔法攻击力 = 1129 + 独立攻击力 = 711 + 物攻成长 = 186 + 魔攻成长 = 187 + + +class 装备379(飘零之花武器): + 名称 = '飘零之花光枪' + 类型 = '光枪' + 力量 = 81 + 智力 = 81 + 物理攻击力 = 1067 + 魔法攻击力 = 1313 + 独立攻击力 = 711 + 物攻成长 = 186 + 魔攻成长 = 189 + + +class 装备380(飘零之花武器): + 名称 = '飘零之花苦无' + 类型 = '苦无' + 力量 = 0 + 智力 = 122 + 物理攻击力 = 928 + 魔法攻击力 = 1252 + 独立攻击力 = 711 + 物攻成长 = 185 + 魔攻成长 = 188 + + +class 装备381(飘零之花武器): + 名称 = '飘零之花手杖' + 类型 = '手杖' + 力量 = 0 + 智力 = 81 + 物理攻击力 = 986 + 魔法攻击力 = 1313 + 独立攻击力 = 711 + 物攻成长 = 184 + 魔攻成长 = 189 + + +class 装备382(飘零之花武器): + 名称 = '飘零之花双剑' + 类型 = '双剑' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1243 + 魔法攻击力 = 883 + 独立攻击力 = 711 + 物攻成长 = 187 + 魔攻成长 = 184 + + +class 装备383(飘零之花武器): + 名称 = '飘零之花小太刀' + 类型 = '小太刀' + 力量 = 81 + 智力 = 41 + 物理攻击力 = 1129 + 魔法攻击力 = 1129 + 独立攻击力 = 711 + 物攻成长 = 187 + 魔攻成长 = 187 + + +class 装备384(飘零之花武器): + 名称 = '飘零之花源力剑' + 类型 = '源力剑' + 力量 = 0 + 智力 = 81 + 物理攻击力 = 1067 + 魔法攻击力 = 1313 + 独立攻击力 = 711 + 物攻成长 = 186 + 魔攻成长 = 189 + + +class 装备385(飘零之花武器): + 名称 = '飘零之花战戟' + 类型 = '战戟' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1375 + 魔法攻击力 = 945 + 独立攻击力 = 711 + 物攻成长 = 190 + 魔攻成长 = 184 + + +class 装备386(飘零之花武器): + 名称 = '飘零之花长刀' + 类型 = '长刀' + 力量 = 81 + 智力 = 81 + 物理攻击力 = 1228 + 魔法攻击力 = 1005 + 独立攻击力 = 711 + 物攻成长 = 188 + 魔攻成长 = 185 + + +class 装备387(飘零之花武器): + 名称 = '飘零之花长枪' + 类型 = '长枪' + 力量 = 122 + 智力 = 0 + 物理攻击力 = 1190 + 魔法攻击力 = 1005 + 独立攻击力 = 711 + 物攻成长 = 187 + 魔攻成长 = 185 + + +class 装备388(飘零之花武器): + 名称 = '飘零之花重剑' + 类型 = '重剑' + 力量 = 81 + 智力 = 0 + 物理攻击力 = 1375 + 魔法攻击力 = 1005 + 独立攻击力 = 711 + 物攻成长 = 190 + 魔攻成长 = 185 + + +class 装备389(飘零之花武器): + 名称 = '飘零之花自动手枪' + 类型 = '自动手枪' + 力量 = 0 + 智力 = 81 + 物理攻击力 = 768 + 魔法攻击力 = 1173 + 独立攻击力 = 711 + 物攻成长 = 181 + 魔攻成长 = 186 + + +# endregion + +# region 夜语黑瞳武器 + + +class 夜语黑瞳武器(装备): + 模式 = 普雷武器显示 + 所属套装 = '无' + 等级 = 95 + 品质 = '史诗' + 部位 = '武器' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.32) + self.属性描述 += 属性.技能攻击力加成(0.55) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + +class 装备274(夜语黑瞳武器): + 名称 = '界·夜语黑瞳短剑' + 类型 = '短剑' + 力量 = 0 + 智力 = 78 + 物理攻击力 = 1112 + 魔法攻击力 = 1346 + 独立攻击力 = 723 + + +class 装备275(夜语黑瞳武器): + 名称 = '界·夜语黑瞳太刀' + 类型 = '太刀' + 力量 = 78 + 智力 = 117 + 物理攻击力 = 1112 + 魔法攻击力 = 1230 + 独立攻击力 = 723 + + +class 装备276(夜语黑瞳武器): + 名称 = '界·夜语黑瞳钝器' + 类型 = '钝器' + 力量 = 117 + 智力 = 0 + 物理攻击力 = 1288 + 魔法攻击力 = 1112 + 独立攻击力 = 723 + + +class 装备277(夜语黑瞳武器): + 名称 = '界·夜语黑瞳巨剑' + 类型 = '巨剑' + 力量 = 78 + 智力 = 0 + 物理攻击力 = 1406 + 魔法攻击力 = 1054 + 独立攻击力 = 723 + + +class 装备278(夜语黑瞳武器): + 名称 = '界·夜语黑瞳光剑' + 类型 = '光剑' + 力量 = 78 + 智力 = 0 + 物理攻击力 = 1089 + 魔法攻击力 = 1054 + 独立攻击力 = 723 + + +class 装备279(夜语黑瞳武器): + 名称 = '界·夜语黑瞳手套' + 类型 = '手套' + 力量 = 0 + 智力 = 78 + 物理攻击力 = 1112 + 魔法攻击力 = 1346 + 独立攻击力 = 723 + + +class 装备280(夜语黑瞳武器): + 名称 = '界·夜语黑瞳臂铠' + 类型 = '臂铠' + 力量 = 117 + 智力 = 0 + 物理攻击力 = 1406 + 魔法攻击力 = 1054 + 独立攻击力 = 723 + + +class 装备281(夜语黑瞳武器): + 名称 = '界·夜语黑瞳利爪' + 类型 = '爪' + 力量 = 78 + 智力 = 39 + 物理攻击力 = 1172 + 魔法攻击力 = 1172 + 独立攻击力 = 723 + + +class 装备282(夜语黑瞳武器): + 名称 = '界·夜语黑瞳拳套' + 类型 = '拳套' + 力量 = 78 + 智力 = 0 + 物理攻击力 = 1230 + 魔法攻击力 = 1112 + 独立攻击力 = 723 + + +class 装备283(夜语黑瞳武器): + 名称 = '界·夜语黑瞳东方棍' + 类型 = '东方棍' + 力量 = 78 + 智力 = 117 + 物理攻击力 = 1112 + 魔法攻击力 = 1172 + 独立攻击力 = 723 + + +class 装备284(夜语黑瞳武器): + 名称 = '界·夜语黑瞳左轮枪' + 类型 = '左轮枪' + 力量 = 78 + 智力 = 0 + 物理攻击力 = 1176 + 魔法攻击力 = 989 + 独立攻击力 = 723 + + +class 装备285(夜语黑瞳武器): + 名称 = '界·夜语黑瞳自动手枪' + 类型 = '自动手枪' + 力量 = 0 + 智力 = 78 + 物理攻击力 = 825 + 魔法攻击力 = 1209 + 独立攻击力 = 723 + + +class 装备286(夜语黑瞳武器): + 名称 = '界·夜语黑瞳步枪' + 类型 = '步枪' + 力量 = 78 + 智力 = 117 + 物理攻击力 = 1264 + 魔法攻击力 = 1099 + 独立攻击力 = 723 + + +class 装备287(夜语黑瞳武器): + 名称 = '界·夜语黑瞳手炮' + 类型 = '手炮' + 力量 = 117 + 智力 = 0 + 物理攻击力 = 1374 + 魔法攻击力 = 825 + 独立攻击力 = 723 + + +class 装备288(夜语黑瞳武器): + 名称 = '界·夜语黑瞳手弩' + 类型 = '手弩' + 力量 = 78 + 智力 = 39 + 物理攻击力 = 989 + 魔法攻击力 = 1099 + 独立攻击力 = 723 + + +class 装备289(夜语黑瞳武器): + 名称 = '界·夜语黑瞳矛' + 类型 = '矛' + 力量 = 117 + 智力 = 0 + 物理攻击力 = 1406 + 魔法攻击力 = 996 + 独立攻击力 = 723 + + +class 装备290(夜语黑瞳武器): + 名称 = '界·夜语黑瞳棍棒' + 类型 = '棍棒' + 力量 = 78 + 智力 = 78 + 物理攻击力 = 1265 + 魔法攻击力 = 1054 + 独立攻击力 = 723 + + +class 装备291(夜语黑瞳武器): + 名称 = '界·夜语黑瞳魔杖' + 类型 = '魔杖' + 力量 = 0 + 智力 = 117 + 物理攻击力 = 1054 + 魔法攻击力 = 1288 + 独立攻击力 = 723 + + +class 装备292(夜语黑瞳武器): + 名称 = '界·夜语黑瞳法杖' + 类型 = '法杖' + 力量 = 0 + 智力 = 78 + 物理攻击力 = 1112 + 魔法攻击力 = 1406 + 独立攻击力 = 723 + + +class 装备293(夜语黑瞳武器): + 名称 = '界·夜语黑瞳扫把' + 类型 = '扫把' + 力量 = 0 + 智力 = 78 + 物理攻击力 = 1172 + 魔法攻击力 = 1288 + 独立攻击力 = 723 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + 属性.智力 += 30 * 属性.获取改造(self.部位) + 属性.体力 += 30 * 属性.获取改造(self.部位) + 属性.精神 += 30 * 属性.获取改造(self.部位) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=127) + self.属性描述 += 属性.被动增加(转职被动智力=127) + self.属性描述 += 属性.BUFF增加(BUFFLv=5) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.12) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.12) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.2) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.2) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.2) + self.属性描述 += 属性.觉醒增加(一觉Lv=2) + self.属性描述 += 属性.觉醒增加(一觉力智=68) + + +class 装备294(夜语黑瞳武器): + 名称 = '界·夜语黑瞳十字架' + 类型 = '十字架' + 力量 = 0 + 智力 = 78 + 体力 = 94 + 精神 = 94 + 物理攻击力 = 1172 + 魔法攻击力 = 1112 + 独立攻击力 = 723 + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=127) + self.属性描述 += 属性.被动增加(转职被动智力=127) + self.属性描述 += 属性.BUFF增加(BUFFLv=5) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.1, BUFF智力per=1.1) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.2, BUFF魔攻per=1.2, BUFF独立per=1.2) + self.属性描述 += 属性.觉醒增加(一觉Lv=2) + self.属性描述 += 属性.觉醒增加(一觉力智=44) + + +class 装备295(夜语黑瞳武器): + 名称 = '界·夜语黑瞳念珠' + 类型 = '念珠' + 力量 = 0 + 智力 = 117 + 物理攻击力 = 1054 + 魔法攻击力 = 1346 + 独立攻击力 = 723 + + +class 装备296(夜语黑瞳武器): + 名称 = '界·夜语黑瞳图腾' + 类型 = '图腾' + 力量 = 117 + 智力 = 0 + 物理攻击力 = 1230 + 魔法攻击力 = 1054 + 独立攻击力 = 723 + + +class 装备297(夜语黑瞳武器): + 名称 = '界·夜语黑瞳镰刀' + 类型 = '镰刀' + 力量 = 78 + 智力 = 78 + 物理攻击力 = 1112 + 魔法攻击力 = 1172 + 独立攻击力 = 723 + + +class 装备298(夜语黑瞳武器): + 名称 = '界·夜语黑瞳战斧' + 类型 = '战斧' + 力量 = 78 + 智力 = 0 + 物理攻击力 = 1406 + 魔法攻击力 = 996 + 独立攻击力 = 723 + + +class 装备299(夜语黑瞳武器): + 名称 = '界·夜语黑瞳匕首' + 类型 = '匕首' + 力量 = 78 + 智力 = 0 + 物理攻击力 = 1109 + 魔法攻击力 = 1054 + 独立攻击力 = 723 + + +class 装备300(夜语黑瞳武器): + 名称 = '界·夜语黑瞳双剑' + 类型 = '双剑' + 力量 = 78 + 智力 = 0 + 物理攻击力 = 1278 + 魔法攻击力 = 937 + 独立攻击力 = 723 + + +class 装备301(夜语黑瞳武器): + 名称 = '界·夜语黑瞳手杖' + 类型 = '手杖' + 力量 = 0 + 智力 = 78 + 物理攻击力 = 1032 + 魔法攻击力 = 1346 + 独立攻击力 = 723 + + +class 装备302(夜语黑瞳武器): + 名称 = '界·夜语黑瞳苦无' + 类型 = '苦无' + 力量 = 0 + 智力 = 117 + 物理攻击力 = 977 + 魔法攻击力 = 1288 + 独立攻击力 = 723 + + +class 装备303(夜语黑瞳武器): + 名称 = '界·夜语黑瞳长枪' + 类型 = '长枪' + 力量 = 117 + 智力 = 0 + 物理攻击力 = 1230 + 魔法攻击力 = 1054 + 独立攻击力 = 723 + + +class 装备304(夜语黑瞳武器): + 名称 = '界·夜语黑瞳战戟' + 类型 = '战戟' + 力量 = 78 + 智力 = 0 + 物理攻击力 = 1406 + 魔法攻击力 = 996 + 独立攻击力 = 723 + + +class 装备305(夜语黑瞳武器): + 名称 = '界·夜语黑瞳光枪' + 类型 = '光枪' + 力量 = 78 + 智力 = 78 + 物理攻击力 = 1112 + 魔法攻击力 = 1346 + 独立攻击力 = 723 + + +class 装备306(夜语黑瞳武器): + 名称 = '界·夜语黑瞳暗矛' + 类型 = '暗矛' + 力量 = 78 + 智力 = 117 + 物理攻击力 = 1112 + 魔法攻击力 = 1230 + 独立攻击力 = 723 + + +class 装备307(夜语黑瞳武器): + 名称 = '界·夜语黑瞳长刀' + 类型 = '长刀' + 力量 = 78 + 智力 = 78 + 物理攻击力 = 1265 + 魔法攻击力 = 1054 + 独立攻击力 = 723 + + +class 装备308(夜语黑瞳武器): + 名称 = '界·夜语黑瞳小太刀' + 类型 = '小太刀' + 力量 = 78 + 智力 = 39 + 物理攻击力 = 1172 + 魔法攻击力 = 1172 + 独立攻击力 = 723 + + +class 装备309(夜语黑瞳武器): + 名称 = '界·夜语黑瞳重剑' + 类型 = '重剑' + 力量 = 78 + 智力 = 0 + 物理攻击力 = 1406 + 魔法攻击力 = 1054 + 独立攻击力 = 723 + + +class 装备310(夜语黑瞳武器): + 名称 = '界·夜语黑瞳源力剑' + 类型 = '源力剑' + 力量 = 0 + 智力 = 78 + 物理攻击力 = 1112 + 魔法攻击力 = 1346 + 独立攻击力 = 723 + + +# endregion + + +# region 暗黑圣战之溯回武器 +class 暗黑圣战之溯回武器(装备): + 模式 = 1 + 所属套装 = '无' + 等级 = 100 + 品质 = '传说' + 部位 = '武器' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.30) + self.属性描述 += 属性.技能攻击力加成(0.52) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + +class 装备491(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:短剑' + 类型 = '短剑' + 力量 = 0 + 智力 = 78 + 物理攻击力 = 1113 + 魔法攻击力 = 1348 + 独立攻击力 = 719 + + +class 装备492(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:太刀' + 类型 = '太刀' + 力量 = 78 + 智力 = 117 + 物理攻击力 = 1113 + 魔法攻击力 = 1230 + 独立攻击力 = 719 + + +class 装备493(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:钝器' + 类型 = '钝器' + 力量 = 117 + 智力 = 0 + 物理攻击力 = 1289 + 魔法攻击力 = 1113 + 独立攻击力 = 719 + + +class 装备494(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:巨剑' + 类型 = '巨剑' + 力量 = 78 + 智力 = 0 + 物理攻击力 = 1406 + 魔法攻击力 = 1055 + 独立攻击力 = 719 + + +class 装备495(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:光剑' + 类型 = '光剑' + 力量 = 78 + 智力 = 0 + 物理攻击力 = 1089 + 魔法攻击力 = 1055 + 独立攻击力 = 719 + + +class 装备496(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:手套' + 类型 = '手套' + 力量 = 0 + 智力 = 78 + 物理攻击力 = 1113 + 魔法攻击力 = 1348 + 独立攻击力 = 719 + + +class 装备497(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:臂铠' + 类型 = '臂铠' + 力量 = 117 + 智力 = 0 + 物理攻击力 = 1406 + 魔法攻击力 = 1055 + 独立攻击力 = 719 + + +class 装备498(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:爪' + 类型 = '爪' + 力量 = 78 + 智力 = 39 + 物理攻击力 = 1172 + 魔法攻击力 = 1172 + 独立攻击力 = 719 + + +class 装备499(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:拳套' + 类型 = '拳套' + 力量 = 78 + 智力 = 0 + 物理攻击力 = 1230 + 魔法攻击力 = 1113 + 独立攻击力 = 719 + + +class 装备500(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:东方棍' + 类型 = '东方棍' + 力量 = 78 + 智力 = 117 + 物理攻击力 = 1113 + 魔法攻击力 = 1172 + 独立攻击力 = 719 + + +class 装备501(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:左轮枪' + 类型 = '左轮枪' + 力量 = 78 + 智力 = 0 + 物理攻击力 = 1178 + 魔法攻击力 = 991 + 独立攻击力 = 719 + + +class 装备502(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:自动手枪' + 类型 = '自动手枪' + 力量 = 0 + 智力 = 78 + 物理攻击力 = 826 + 魔法攻击力 = 1211 + 独立攻击力 = 719 + + +class 装备503(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:步枪' + 类型 = '步枪' + 力量 = 78 + 智力 = 117 + 物理攻击力 = 1266 + 魔法攻击力 = 1101 + 独立攻击力 = 719 + + +class 装备504(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:手炮' + 类型 = '手炮' + 力量 = 117 + 智力 = 0 + 物理攻击力 = 1376 + 魔法攻击力 = 826 + 独立攻击力 = 719 + + +class 装备505(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:手弩' + 类型 = '手弩' + 力量 = 78 + 智力 = 39 + 物理攻击力 = 991 + 魔法攻击力 = 1101 + 独立攻击力 = 719 + + +class 装备506(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:矛' + 类型 = '矛' + 力量 = 117 + 智力 = 0 + 物理攻击力 = 1406 + 魔法攻击力 = 996 + 独立攻击力 = 719 + + +class 装备507(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:棍棒' + 类型 = '棍棒' + 力量 = 78 + 智力 = 78 + 物理攻击力 = 1265 + 魔法攻击力 = 1055 + 独立攻击力 = 719 + + +class 装备508(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:魔杖' + 类型 = '魔杖' + 力量 = 0 + 智力 = 117 + 物理攻击力 = 1055 + 魔法攻击力 = 1289 + 独立攻击力 = 719 + + +class 装备509(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:法杖' + 类型 = '法杖' + 力量 = 0 + 智力 = 78 + 物理攻击力 = 1113 + 魔法攻击力 = 1406 + 独立攻击力 = 719 + + +class 装备510(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:扫把' + 类型 = '扫把' + 力量 = 0 + 智力 = 78 + 物理攻击力 = 1172 + 魔法攻击力 = 1289 + 独立攻击力 = 719 + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=127) + self.属性描述 += 属性.被动增加(转职被动智力=127) + self.属性描述 += 属性.BUFF增加(BUFFLv=5) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.09, BUFF智力per=1.09) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.18, BUFF魔攻per=1.18, BUFF独立per=1.18) + self.属性描述 += 属性.觉醒增加(一觉Lv=2) + self.属性描述 += 属性.觉醒增加(一觉力智=40) + pass + + +class 装备511(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:十字架' + 类型 = '十字架' + 力量 = 0 + 智力 = 78 + 体力 = 95 + 精神 = 95 + 物理攻击力 = 1172 + 魔法攻击力 = 1113 + 独立攻击力 = 719 + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=127) + self.属性描述 += 属性.被动增加(转职被动智力=127) + self.属性描述 += 属性.BUFF增加(BUFFLv=5) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.09, BUFF智力per=1.09) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.18, BUFF魔攻per=1.18, BUFF独立per=1.18) + self.属性描述 += 属性.觉醒增加(一觉Lv=2) + self.属性描述 += 属性.觉醒增加(一觉力智=40) + pass + + +class 装备512(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:念珠' + 类型 = '念珠' + 力量 = 0 + 智力 = 117 + 物理攻击力 = 1055 + 魔法攻击力 = 1348 + 独立攻击力 = 719 + + +class 装备513(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:图腾' + 类型 = '图腾' + 力量 = 117 + 智力 = 0 + 物理攻击力 = 1230 + 魔法攻击力 = 1055 + 独立攻击力 = 719 + + +class 装备514(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:镰刀' + 类型 = '镰刀' + 力量 = 78 + 智力 = 78 + 物理攻击力 = 1113 + 魔法攻击力 = 1172 + 独立攻击力 = 719 + + +class 装备515(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:战斧' + 类型 = '战斧' + 力量 = 78 + 智力 = 0 + 物理攻击力 = 1406 + 魔法攻击力 = 996 + 独立攻击力 = 719 + + +class 装备516(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:匕首' + 类型 = '匕首' + 力量 = 78 + 智力 = 0 + 物理攻击力 = 1110 + 魔法攻击力 = 1055 + 独立攻击力 = 719 + + +class 装备517(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:双剑' + 类型 = '双剑' + 力量 = 78 + 智力 = 0 + 物理攻击力 = 1279 + 魔法攻击力 = 937 + 独立攻击力 = 719 + + +class 装备518(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:手杖' + 类型 = '手杖' + 力量 = 0 + 智力 = 78 + 物理攻击力 = 1033 + 魔法攻击力 = 1348 + 独立攻击力 = 719 + + +class 装备519(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:苦无' + 类型 = '苦无' + 力量 = 0 + 智力 = 117 + 物理攻击力 = 979 + 魔法攻击力 = 1289 + 独立攻击力 = 719 + + +class 装备520(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:长枪' + 类型 = '长枪' + 力量 = 117 + 智力 = 0 + 物理攻击力 = 1230 + 魔法攻击力 = 1055 + 独立攻击力 = 719 + + +class 装备521(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:战戟' + 类型 = '战戟' + 力量 = 78 + 智力 = 0 + 物理攻击力 = 1406 + 魔法攻击力 = 996 + 独立攻击力 = 719 + + +class 装备522(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:光枪' + 类型 = '光枪' + 力量 = 78 + 智力 = 78 + 物理攻击力 = 1113 + 魔法攻击力 = 1348 + 独立攻击力 = 719 + + +class 装备523(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:暗矛' + 类型 = '暗矛' + 力量 = 78 + 智力 = 117 + 物理攻击力 = 1113 + 魔法攻击力 = 1230 + 独立攻击力 = 719 + + +class 装备524(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:长刀' + 类型 = '长刀' + 力量 = 78 + 智力 = 78 + 物理攻击力 = 1265 + 魔法攻击力 = 1055 + 独立攻击力 = 719 + + +class 装备525(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:小太刀' + 类型 = '小太刀' + 力量 = 78 + 智力 = 39 + 物理攻击力 = 1172 + 魔法攻击力 = 1172 + 独立攻击力 = 719 + + +class 装备526(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:重剑' + 类型 = '重剑' + 力量 = 78 + 智力 = 0 + 物理攻击力 = 1406 + 魔法攻击力 = 1055 + 独立攻击力 = 719 + + +class 装备527(暗黑圣战之溯回武器): + 名称 = '暗黑圣战之溯回:源力剑' + 类型 = '源力剑' + 力量 = 0 + 智力 = 78 + 物理攻击力 = 1113 + 魔法攻击力 = 1348 + 独立攻击力 = 719 + + +# endregion diff --git a/PublicReference/equipment/装备_特殊.py b/PublicReference/equipment/装备_特殊.py new file mode 100644 index 00000000..724dcb6f --- /dev/null +++ b/PublicReference/equipment/装备_特殊.py @@ -0,0 +1,4316 @@ +from .basic_equ import * + +# region 100SS特殊 + + +class 装备212(装备): + 名称 = '军神的遗书' + 模式 = 0 + 所属套装 = '军神的隐秘遗产' + 等级 = 100 + 品质 = '史诗' + 部位 = '辅助装备' + 类型 = '特殊' + 力量 = 146 + 智力 = 146 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.14) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.05) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.25, 3) + pass + + 体力 = 46 + 精神 = 46 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=208) + self.属性描述 += 属性.被动增加(转职被动智力=124) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.06) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + + +class 装备213(装备): + 名称 = '末日之刻' + 模式 = 0 + 所属套装 = '时间战争的残骸' + 等级 = 100 + 品质 = '史诗' + 部位 = '辅助装备' + 类型 = '特殊' + 力量 = 146 + 智力 = 146 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.12) + self.属性描述 += "Lv1-100 技能CD -2% *6
" + for i in range(6): + 属性.技能冷却缩减(1, 100, 0.02) + pass + + def 进图属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.15, 3) + pass + + def 其它属性(self, 属性): + pass + + 体力 = 46 + 精神 = 46 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 48, 50, 1) + self.属性描述 += 属性.被动增加(守护恩赐体精=195) + self.属性描述 += 属性.被动增加(转职被动智力=98) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.06) + + +class 装备214(装备): + 名称 = '高贵之天' + 模式 = 0 + 所属套装 = '灵宝:世间真理' + 等级 = 100 + 品质 = '史诗' + 部位 = '辅助装备' + 类型 = '特殊' + 力量 = 146 + 智力 = 146 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.12) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(40) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.1) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.12, 3) + pass + + 体力 = 46 + 精神 = 46 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=195) + self.属性描述 += 属性.被动增加(转职被动智力=130) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.06) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + + +class 装备215(装备): + 名称 = '能量回流控制者' + 模式 = 0 + 所属套装 = '能量主宰' + 等级 = 100 + 品质 = '史诗' + 部位 = '辅助装备' + 类型 = '特殊' + 力量 = 146 + 智力 = 146 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.2) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.16, 3) + pass + + 体力 = 46 + 精神 = 46 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=208) + self.属性描述 += 属性.被动增加(转职被动智力=124) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.06) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + + +class 装备216(装备): + 名称 = '暗黑术士亲笔古书' + 模式 = 0 + 所属套装 = '深渊窥视者' + 等级 = 100 + 品质 = '史诗' + 部位 = '辅助装备' + 类型 = '特殊' + 力量 = 146 + 智力 = 146 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.24) + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.18, 3) + pass + + 体力 = 46 + 精神 = 46 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=208) + self.属性描述 += 属性.被动增加(转职被动智力=156) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.06) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + + +class 装备217(装备): + 名称 = '引路者的旅行书' + 模式 = 0 + 所属套装 = '圣者的黄昏' + 等级 = 100 + 品质 = '史诗' + 部位 = '辅助装备' + 类型 = '特殊' + 力量 = 146 + 智力 = 146 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + + self.属性描述 += 属性.所有属性强化加成(64) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + self.属性描述 += 属性.施放速度增加(0.15) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.22, 3) + pass + + 体力 = 46 + 精神 = 46 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=195) + self.属性描述 += 属性.被动增加(转职被动智力=108) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.06) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + + +class 装备218(装备): + 名称 = '悲情者遗物' + 模式 = 0 + 所属套装 = '坎坷命运' + 等级 = 100 + 品质 = '史诗' + 部位 = '辅助装备' + 类型 = '特殊' + 力量 = 146 + 智力 = 146 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.16) + self.属性描述 += 属性.百分比三攻加成(0.1) + pass + + def 进图属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.11, 3) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.04) + self.属性描述 += 属性.移动速度增加(0.04) + self.属性描述 += 属性.施放速度增加(0.06) + if 属性.装备检查('地狱边缘'): + self.属性描述 += '装备地狱边缘时
' + self.属性描述 += 属性.攻击速度增加(-0.01) + self.属性描述 += 属性.移动速度增加(-0.01) + self.属性描述 += 属性.施放速度增加(-0.015) + if 属性.装备检查('悲痛者项链'): + self.属性描述 += '装备悲痛者项链时
' + self.属性描述 += 属性.攻击速度增加(-0.01) + self.属性描述 += 属性.移动速度增加(-0.01) + self.属性描述 += 属性.施放速度增加(-0.015) + pass + + 体力 = 46 + 精神 = 46 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=208) + self.属性描述 += 属性.被动增加(转职被动智力=124) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.06) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + + +class 装备219(装备): + 名称 = '失控之怒' + 模式 = 0 + 所属套装 = '吞噬愤怒' + 等级 = 100 + 品质 = '史诗' + 部位 = '辅助装备' + 类型 = '特殊' + 力量 = 146 + 智力 = 146 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.持续伤害加成(0.1) + # self.属性描述 += 属性.最终伤害加成(0.3) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.3, 3) + pass + + 体力 = 46 + 精神 = 46 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=208) + self.属性描述 += 属性.被动增加(转职被动智力=124) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.06) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + + +class 装备220(装备): + 名称 = '军神的庇护宝石' + 模式 = 0 + 所属套装 = '军神的隐秘遗产' + 等级 = 100 + 品质 = '史诗' + 部位 = '魔法石' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.21) + self.属性描述 += 属性.技能攻击力加成(0.17) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + 体力 = 69 + 精神 = 69 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=177) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.08) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + + +class 装备221(装备): + 名称 = '时之漩涡' + 模式 = 0 + 所属套装 = '时间战争的残骸' + 等级 = 100 + 品质 = '史诗' + 部位 = '魔法石' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.24) + self.属性描述 += 属性.最终伤害加成(0.15) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + 体力 = 69 + 精神 = 69 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=170) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.技能等级加成('所有', 1, 50, 1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.08) + + +class 装备222(装备): + 名称 = '智慧之地' + 模式 = 0 + 所属套装 = '灵宝:世间真理' + 等级 = 100 + 品质 = '史诗' + 部位 = '魔法石' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.12) + self.属性描述 += 属性.最终伤害加成(0.12) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(40) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + pass + + 体力 = 69 + 精神 = 69 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=185) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.技能等级加成('所有', 30, 50, 1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.08) + + +class 装备223(装备): + 名称 = '电光能量支配者' + 模式 = 0 + 所属套装 = '能量主宰' + 等级 = 100 + 品质 = '史诗' + 部位 = '魔法石' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.13) + self.属性描述 += 属性.技能攻击力加成(0.24) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.施放速度增加(0.15) + pass + + 体力 = 69 + 精神 = 69 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=174) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.06) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.06) + self.属性描述 += 属性.技能等级加成('所有', 1, 50, 1) + + +class 装备224(装备): + 名称 = '暗黑术士的精髓' + 模式 = 0 + 所属套装 = '黑魔法探求者' + 等级 = 100 + 品质 = '史诗' + 部位 = '魔法石' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.35) + self.属性描述 += 属性.技能攻击力加成(0.07) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + 体力 = 69 + 精神 = 69 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=195) + self.属性描述 += 属性.被动增加(转职被动智力=95) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.08) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + + +class 装备225(装备): + 名称 = '被困的时之沙' + 模式 = 0 + 所属套装 = '时空旅行者' + 等级 = 100 + 品质 = '史诗' + 部位 = '魔法石' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.17) + self.属性描述 += 属性.所有属性强化加成(80) + self.属性描述 += 属性.技能冷却缩减(1, 45, 0.10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + 体力 = 69 + 精神 = 69 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=164) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.技能等级加成('所有', 1, 50, 1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.06) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.06) + + +class 装备226(装备): + 名称 = '寂寞的呼喊' + 模式 = 0 + 所属套装 = '穿透命运的呐喊' + 等级 = 100 + 品质 = '史诗' + 部位 = '魔法石' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.23) + self.属性描述 += 属性.技能攻击力加成(0.13) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + 体力 = 69 + 精神 = 69 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 30, 50, 1) + self.属性描述 += 属性.被动增加(守护恩赐体精=187) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.08) + + +class 装备227(装备): + 名称 = '狂乱之天灾降临' + 模式 = 0 + 所属套装 = '狂乱追随者' + 等级 = 100 + 品质 = '史诗' + 部位 = '魔法石' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.2) + self.属性描述 += 属性.伤害增加加成(0.2) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + 体力 = 69 + 精神 = 69 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=177) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.08) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + + +class 装备228(装备): + 名称 = '军神的古怪耳环' + 模式 = 0 + 所属套装 = '军神的隐秘遗产' + 等级 = 100 + 品质 = '史诗' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + if 属性.装备检查('军神的遗书'): + self.属性描述 += 属性.百分比力智加成(0.10) + self.属性描述 += 属性.百分比三攻加成(0.15) + self.属性描述 += 属性.最终伤害加成(0.17) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.装备检查('军神的遗书'): + self.属性描述 += '装备军神的遗书时
' + self.属性描述 += 属性.移动速度增加(0.10) + pass + + 体力 = 69 + 精神 = 69 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=176) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.06) + + +class 装备229(装备): + 名称 = '时之矛盾' + 模式 = 0 + 所属套装 = '时间战争的残骸' + 等级 = 100 + 品质 = '史诗' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.15) + self.属性描述 += 属性.暴击伤害加成(0.24) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + 体力 = 69 + 精神 = 69 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=174) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.06) + + +class 装备230(装备): + 名称 = '宽容之海' + 模式 = 0 + 所属套装 = '灵宝:世间真理' + 等级 = 100 + 品质 = '史诗' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.16) + self.属性描述 += 属性.附加伤害加成(0.1) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(40) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.05) + self.属性描述 += 属性.移动速度增加(0.05) + self.属性描述 += 属性.施放速度增加(0.225) + pass + + 体力 = 69 + 精神 = 69 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=161) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.06) + + +class 装备231(装备): + 名称 = '电磁能量传送者' + 模式 = 0 + 所属套装 = '能量主宰' + 等级 = 100 + 品质 = '史诗' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.1) + self.属性描述 += 属性.百分比三攻加成(0.12) + if 属性.装备检查('能量回流控制者'): + self.属性描述 += '装备能量回流控制者时
' + self.属性描述 += 属性.附加伤害加成(0.1) + pass + + def 进图属性(self, 属性): + if 属性.装备检查('电光能量支配者'): + self.属性描述 += '装备电光能量支配者时
' + self.属性描述 += 属性.所有属性强化加成(40) + pass + + def 其它属性(self, 属性): + pass + + 体力 = 69 + 精神 = 69 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=176) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.06) + + +class 装备232(装备): + 名称 = '无尽地狱黑暗之印' + 模式 = 0 + 所属套装 = '地狱求道者' + 等级 = 100 + 品质 = '史诗' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.42) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + 体力 = 69 + 精神 = 69 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=192) + self.属性描述 += 属性.被动增加(转职被动智力=95) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.06) + + +class 装备233(装备): + 名称 = '次元流星坠' + 模式 = 0 + 所属套装 = '次元旅行者' + 等级 = 100 + 品质 = '史诗' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.1) + self.属性描述 += 属性.最终伤害加成(0.19) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 1) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + pass + + 体力 = 69 + 精神 = 69 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 1) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=178) + self.属性描述 += 属性.被动增加(转职被动智力=82) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.06) + + +class 装备234(装备): + 名称 = '命运挑战者' + 模式 = 0 + 所属套装 = '天命无常' + 等级 = 100 + 品质 = '史诗' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.1) + self.属性描述 += 属性.暴击伤害加成(0.22) + if '天命无常[2]' in 属性.套装栏: + if 属性.天命无常 == 0: + self.属性描述 += 属性.最终伤害加成(0.091666667) + elif 属性.天命无常 <= 5: + self.属性描述 += 属性.最终伤害加成(0.05) + elif 属性.天命无常 == 6: + self.属性描述 += 属性.最终伤害加成(0.30) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + 体力 = 69 + 精神 = 69 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=181) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.06) + + +class 装备235(装备): + 名称 = '悲剧人生的归寂' + 模式 = 0 + 所属套装 = '悲剧的残骸' + 等级 = 100 + 品质 = '史诗' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.15) + self.属性描述 += 属性.暴击伤害加成(0.1) + if 属性.悲剧的残骸 == 0: + self.属性描述 += 属性.附加伤害加成(0.10) + if 属性.悲剧的残骸 == 1: + self.属性描述 += 属性.附加伤害加成(0.08) + if 属性.悲剧的残骸 == 2: + self.属性描述 += 属性.附加伤害加成(0.10) + if 属性.悲剧的残骸 == 3: + self.属性描述 += 属性.附加伤害加成(0.12) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.悲剧的残骸 == 0: + self.属性描述 += 属性.攻击速度增加(0.021) + if 属性.悲剧的残骸 >= 2: + self.属性描述 += 属性.攻击速度增加(0.03) + pass + + 体力 = 69 + 精神 = 69 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=184) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.06) + + +class 装备236(装备): + 名称 = '军神的心之所念' + 模式 = 0 + 所属套装 = '军神的隐秘遗产' + 等级 = 100 + 品质 = '神话' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 171 + 智力 = 171 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + 属性1描述 = '{附加伤害} +$value%' + 属性1范围 = [4, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{物攻/魔攻/独立} +$value%' + 属性2范围 = [9, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{技能攻击力} +$value%' + 属性3范围 = [4, 1, 1] + 属性3选择 = 0 + 属性4描述 = '{最终伤害} +$value%' + 属性4范围 = [7, 1, 1] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.10) + self.属性描述 += 属性.百分比三攻加成(0.15) + self.属性描述 += 属性.最终伤害加成(0.17) + self.属性描述 += 神话属性title + self.属性描述 += 属性.附加伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.百分比三攻加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.技能攻击力加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + self.属性描述 += 属性.最终伤害加成( + (self.属性4范围[0] - self.属性4选择 * self.属性4范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.15) + pass + + 体力 = 70 + 精神 = 70 + + # 专属属性 + 属性1描述_BUFF = '{一觉被动}(160/140) +$value' + 属性1范围_BUFF = [60, 0, 20] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{一觉力智} +$value' + 属性2范围_BUFF = [90, 10, 10] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{转职被动} +$value' + 属性3范围_BUFF = [160, 100, 20] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '{一觉力智} +$value%' + 属性4范围_BUFF = [7, 1, 1] # 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=176) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.06) + self.属性描述 += 神话属性title + self.属性描述 += 属性.被动增加(信念光环体精=220 - self.属性1选择_BUFF * 20) + self.属性描述 += 属性.被动增加(一觉被动力智=200 - self.属性1选择_BUFF * 20) + self.属性描述 += 属性.觉醒增加(一觉力智=90 - self.属性2选择_BUFF * 10) + self.属性描述 += 属性.被动增加(守护恩赐体精=160 - self.属性3选择_BUFF * 20) + self.属性描述 += 属性.被动增加(转职被动智力=160 - self.属性3选择_BUFF * 20) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.07 - self.属性4选择_BUFF / 100) + + +class 装备237(装备): + 名称 = '时之魅影' + 模式 = 0 + 所属套装 = '时间战争的残骸' + 等级 = 100 + 品质 = '神话' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 171 + 智力 = 171 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + 属性1描述 = '{物攻/魔攻/独立} +$value%' + 属性1范围 = [6, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [4, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{附加伤害} +$value%' + 属性3范围 = [8, 1, 1] + 属性3选择 = 0 + 属性4描述 = '{力量、智力} +$value%' + 属性4范围 = [5, 1, 1] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.15) + self.属性描述 += 属性.暴击伤害加成(0.14) + self.属性描述 += 属性.技能攻击力加成(0.10) + self.属性描述 += 神话属性title + self.属性描述 += 属性.百分比三攻加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.附加伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + self.属性描述 += 属性.百分比力智加成( + (self.属性4范围[0] - self.属性4选择 * self.属性4范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + 体力 = 70 + 精神 = 70 + + # 专属属性 + 属性1描述_BUFF = '{一觉力智} +$value' + 属性1范围_BUFF = [70, 20, 10] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{转职被动} +$value' + 属性2范围_BUFF = [200, 140, 20] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{BUFF力智} +$value%' + 属性3范围_BUFF = [11, 4, 1] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '{一觉力智} +$value%' + 属性4范围_BUFF = [6, 2, 1] # 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=174) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.06) + self.属性描述 += 神话属性title + self.属性描述 += 属性.觉醒增加(一觉力智=70 - self.属性1选择_BUFF * 10) + self.属性描述 += 属性.被动增加(守护恩赐体精=200 - self.属性2选择_BUFF * 20) + self.属性描述 += 属性.被动增加(转职被动智力=200 - self.属性2选择_BUFF * 20) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.11 - self.属性3选择_BUFF / 100, + BUFF智力per=1.11 - self.属性3选择_BUFF / 100) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.06 - self.属性4选择_BUFF / 100) + + +class 装备238(装备): + 名称 = '永恒之海' + 模式 = 0 + 所属套装 = '灵宝:世间真理' + 等级 = 100 + 品质 = '神话' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 171 + 智力 = 171 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + 属性1描述 = '{所有属性强化} +$value' + 属性1范围 = [40, 20, 4] + 属性1选择 = 0 + 属性2描述 = '{最终伤害} +$value%' + 属性2范围 = [8, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{力量、智力} +$value%' + 属性3范围 = [5, 1, 1] + 属性3选择 = 0 + 属性4描述 = '{伤害增加} +$value%' + 属性4范围 = [4, 1, 1] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.1) + self.属性描述 += 属性.伤害增加加成(0.16) + self.属性描述 += 神话属性title + self.属性描述 += 属性.所有属性强化加成((self.属性1范围[0] - self.属性1选择 * self.属性1范围[2])) + self.属性描述 += 属性.最终伤害加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.百分比力智加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + self.属性描述 += 属性.伤害增加加成( + (self.属性4范围[0] - self.属性4选择 * self.属性4范围[2]) / 100) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(40) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + self.属性描述 += 属性.移动速度增加(0.15) + self.属性描述 += 属性.施放速度增加(0.375) + pass + + 体力 = 70 + 精神 = 70 + + # 专属属性 + 属性1描述_BUFF = '{一觉力智} +$value%' + 属性1范围_BUFF = [6, 1, 1] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{一觉力智} +$value' + 属性2范围_BUFF = [80, 10, 10] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{转职被动} +$value' + 属性3范围_BUFF = [300, 220, 20] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '{一觉被动}(100/80) +$value' + 属性4范围_BUFF = [60, 0, 20] # 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=161) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.06) + self.属性描述 += 神话属性title + self.属性描述 += 属性.觉醒增加(一觉力智per=1.06 - self.属性1选择_BUFF / 100) + self.属性描述 += 属性.觉醒增加(一觉力智=80 - self.属性2选择_BUFF * 10) + self.属性描述 += 属性.被动增加(守护恩赐体精=300 - self.属性3选择_BUFF * 20) + self.属性描述 += 属性.被动增加(转职被动智力=300 - self.属性3选择_BUFF * 20) + self.属性描述 += 属性.被动增加(信念光环体精=160 - self.属性4选择_BUFF * 20) + self.属性描述 += 属性.被动增加(一觉被动力智=140 - self.属性4选择_BUFF * 20) + + +class 装备239(装备): + 名称 = '等离子操控者' + 模式 = 0 + 所属套装 = '能量主宰' + 等级 = 100 + 品质 = '神话' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 171 + 智力 = 171 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + 属性1描述 = '{伤害增加} +$value%' + 属性1范围 = [12, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{力量、智力} +$value' + 属性2范围 = [220, 100, 20] + 属性2选择 = 0 + 属性3描述 = '{附加伤害} +$value%' + 属性3范围 = [12, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.1) + self.属性描述 += 属性.百分比三攻加成(0.12) + if 属性.装备检查('能量回流控制者'): + self.属性描述 += '装备能量回流控制者时
' + self.属性描述 += 属性.附加伤害加成(0.1) + self.属性描述 += 神话属性title + self.属性描述 += 属性.伤害增加加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.力智固定加成(x=(self.属性2范围[0] - self.属性2选择 * self.属性2范围[2])) + self.属性描述 += 属性.附加伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + pass + + def 进图属性(self, 属性): + if 属性.装备检查('电光能量支配者'): + self.属性描述 += '装备电光能量支配者时
' + self.属性描述 += 属性.所有属性强化加成(40) + pass + + def 其它属性(self, 属性): + if 属性.装备检查('能量回流控制者'): + self.属性描述 += '装备能量回流控制者时
' + self.属性描述 += 属性.移动速度增加(0.1) + pass + + 体力 = 70 + 精神 = 70 + + # 专属属性 + 属性1描述_BUFF = '{BUFF三攻} +$value%' + 属性1范围_BUFF = [12, 1, 1] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{守护恩赐/力智} +$value' + 属性2范围_BUFF = [220, 100, 20] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{一觉力智} +$value' + 属性3范围_BUFF = [120, 10, 10] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '无' + 属性4范围_BUFF = [0, 0, 0] # 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.06) + self.属性描述 += 属性.被动增加(守护恩赐体精=176) + self.属性描述 += 神话属性title + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.12 - self.属性1选择_BUFF / 100, + BUFF魔攻per=1.12 - self.属性1选择_BUFF / 100, + BUFF独立per=1.12 - self.属性1选择_BUFF / 100) + self.属性描述 += 属性.力智固定加成(x=220 - self.属性2选择_BUFF * 20) + self.属性描述 += 属性.被动增加(守护恩赐体精=220 - self.属性2选择_BUFF * 20) + self.属性描述 += 属性.觉醒增加(一觉力智=120 - self.属性3选择_BUFF * 10) + + +class 装备240(装备): + 名称 = '永恒地狱黑暗之印' + 模式 = 0 + 所属套装 = '地狱求道者' + 等级 = 100 + 品质 = '神话' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 171 + 智力 = 171 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + 属性1描述 = '{最终伤害} +$value%' + 属性1范围 = [12, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{所有属性强化} +$value' + 属性2范围 = [40, 8, 4] + 属性2选择 = 0 + 属性3描述 = '{附加伤害} +$value%' + 属性3范围 = [9, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.42) + self.属性描述 += 神话属性title + self.属性描述 += 属性.最终伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.所有属性强化加成(self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) + self.属性描述 += 属性.附加伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + 体力 = 70 + 精神 = 70 + + # 专属属性 + 属性1描述_BUFF = '{BUFF力智} +$value%' + 属性1范围_BUFF = [12, 1, 1] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{转职被动} +$value' + 属性2范围_BUFF = [240, 80, 20] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{一觉力智} +$value' + 属性3范围_BUFF = [90, 10, 10] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '无' + 属性4范围_BUFF = [0, 0, 0] # 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=192) + self.属性描述 += 属性.被动增加(转职被动智力=95) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.06) + self.属性描述 += 神话属性title + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.12 - self.属性1选择_BUFF / 100, + BUFF智力per=1.12 - self.属性1选择_BUFF / 100) + self.属性描述 += 属性.被动增加(守护恩赐体精=240 - self.属性2选择_BUFF * 20) + self.属性描述 += 属性.被动增加(转职被动智力=240 - self.属性2选择_BUFF * 20) + self.属性描述 += 属性.觉醒增加(一觉力智=90 - self.属性3选择_BUFF * 10) + + +class 装备241(装备): + 名称 = '次元穿越者之星' + 模式 = 0 + 所属套装 = '次元旅行者' + 等级 = 100 + 品质 = '神话' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 171 + 智力 = 171 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + 属性1描述 = '{力量、智力} +$value' + 属性1范围 = [300, 20, 20] + 属性1选择 = 0 + 属性2描述 = '{暴击伤害} +$value%' + 属性2范围 = [11, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{技能等级}{Lv}60~$value +1' + 属性3范围 = [100, 70, 5] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.19) + self.属性描述 += 属性.暴击伤害加成(0.10) + self.属性描述 += 神话属性title + self.属性描述 += 属性.力智固定加成(x=(self.属性1范围[0] - self.属性1选择 * self.属性1范围[2])) + self.属性描述 += 属性.暴击伤害加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.技能等级加成('所有', 60, + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]), 1) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 1) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + pass + + 体力 = 70 + 精神 = 70 + + # 专属属性 + 属性1描述_BUFF = '{守护恩赐/力智} +$value' + 属性1范围_BUFF = [300, 20, 20] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{一觉力智} +$value' + 属性2范围_BUFF = [110, 10, 10] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{一觉被动}(60/40) +($value)' + 属性3范围_BUFF = [100, 0, 20] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '无' + 属性4范围_BUFF = [0, 0, 0] # 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 1) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=178) + self.属性描述 += 属性.被动增加(转职被动智力=82) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.06) + self.属性描述 += 神话属性title + self.属性描述 += 属性.被动增加(守护恩赐体精=300 - self.属性1选择_BUFF * 20) + self.属性描述 += 属性.力智固定加成(x=300 - self.属性1选择_BUFF * 20) + self.属性描述 += 属性.觉醒增加(一觉力智=110 - self.属性2选择_BUFF * 10) + self.属性描述 += 属性.被动增加(信念光环体精=160 - self.属性3选择_BUFF * 20) + self.属性描述 += 属性.被动增加(一觉被动力智=140 - self.属性3选择_BUFF * 20) + self.属性描述 += 属性.技能等级加成('所有', 60, 100 - self.属性3选择_BUFF * 5, 1) + + +class 装备242(装备): + 名称 = '命运反抗者' + 模式 = 0 + 所属套装 = '天命无常' + 等级 = 100 + 品质 = '神话' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 171 + 智力 = 171 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + 属性1描述 = '{物攻/魔攻/独立} +$value%' + 属性1范围 = [120, 40, 10] + 属性1选择 = 0 + 属性2描述 = '{技能等级}{Lv}1~$value +1' + 属性2范围 = [45, 30, 5] + 属性2选择 = 0 + 属性3描述 = '{力量、智力} +$value%' + 属性3范围 = [4, 1, 1] + 属性3选择 = 0 + 属性4描述 = '{附加伤害} +$value%' + 属性4范围 = [7, 1, 1] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.22) + self.属性描述 += 属性.百分比力智加成(0.1) + if '天命无常[2]' in 属性.套装栏: + if 属性.天命无常 == 0: + self.属性描述 += 属性.最终伤害加成(0.10) + elif 属性.天命无常 <= 5: + self.属性描述 += 属性.最终伤害加成(0.05) + elif 属性.天命无常 == 6: + self.属性描述 += 属性.最终伤害加成(0.30) + self.属性描述 += 神话属性title + self.属性描述 += 属性.三攻固定加成(x=(self.属性1范围[0] - self.属性1选择 * self.属性1范围[2])) + self.属性描述 += 属性.技能等级加成('所有', 1, + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]), 1) + self.属性描述 += 属性.百分比力智加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + self.属性描述 += 属性.附加伤害加成( + (self.属性4范围[0] - self.属性4选择 * self.属性4范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + 体力 = 70 + 精神 = 70 + + # 专属属性 + 属性1描述_BUFF = '{一觉力智} +$value' + 属性1范围_BUFF = [90, 10, 10] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{一觉力智} +$value%' + 属性2范围_BUFF = [4, 1, 1] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{BUFF力智} +$value%' + 属性3范围_BUFF = [4, 1, 1] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '{BUFF三攻} +$value%' + 属性4范围_BUFF = [7, 1, 1] # 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=181) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.06) + self.属性描述 += 神话属性title + self.属性描述 += 属性.觉醒增加(一觉力智=90 - self.属性1选择_BUFF * 10) + self.属性描述 += 属性.技能等级加成('所有', 1, 45 - self.属性2选择_BUFF * 5, 1) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.04 - self.属性2选择_BUFF / 100) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04 - self.属性3选择_BUFF / 100, + BUFF智力per=1.04 - self.属性3选择_BUFF / 100) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.07 - self.属性4选择_BUFF / 100, + BUFF魔攻per=1.07 - self.属性4选择_BUFF / 100, + BUFF独立per=1.07 - self.属性4选择_BUFF / 100) + + +class 装备243(装备): + 名称 = '心痛如绞的诀别' + 模式 = 0 + 所属套装 = '悲剧的残骸' + 等级 = 100 + 品质 = '神话' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 171 + 智力 = 171 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + 属性1描述 = '{所有属性强化} +$value' + 属性1范围 = [16, 8, 4] + 属性1选择 = 0 + 属性2描述 = '{持续伤害} +$value%' + 属性2范围 = [10, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{暴击伤害} +$value%' + 属性3范围 = [8, 1, 1] + 属性3选择 = 0 + 属性4描述 = '{力量、智力} +$value' + 属性4范围 = [140, 80, 20] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + + if 属性.悲剧的残骸 == 0: + self.属性描述 += trans('{期望属性}:
') + self.属性描述 += 属性.附加伤害加成(0.106) + if 属性.悲剧的残骸 == 1: + self.属性描述 += 属性.附加伤害加成(0.10) + if 属性.悲剧的残骸 == 2: + self.属性描述 += 属性.附加伤害加成(0.10) + if 属性.悲剧的残骸 == 3: + self.属性描述 += 属性.附加伤害加成(0.12) + self.属性描述 += 属性.伤害增加加成(0.15) + self.属性描述 += 属性.暴击伤害加成(0.1) + self.属性描述 += 神话属性title + self.属性描述 += 属性.所有属性强化加成(self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) + self.属性描述 += 属性.持续伤害加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.暴击伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + self.属性描述 += 属性.力智固定加成(x=(self.属性4范围[0] - self.属性4选择 * self.属性4范围[2])) + + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.悲剧的残骸 == 0: + self.属性描述 += 期望属性title + self.属性描述 += 属性.移动速度增加(0.0315) + if 属性.悲剧的残骸 >= 2: + self.属性描述 += 属性.移动速度增加(0.045) + pass + + 体力 = 70 + 精神 = 70 + + # 专属属性 + 属性1描述_BUFF = '{BUFF三攻} +$value%' + 属性1范围_BUFF = [5, 3, 1] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{BUFF力智} +$value%' + 属性2范围_BUFF = [10, 1, 1] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{一觉力智} +$value%' + 属性3范围_BUFF = [8, 1, 1] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '{守护恩赐/力智} +$value' + 属性4范围_BUFF = [140, 40, 20] # 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=184) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.06) + self.属性描述 += 神话属性title + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.05 - self.属性1选择_BUFF / 100, + BUFF魔攻per=1.05 - self.属性1选择_BUFF / 100, + BUFF独立per=1.05 - self.属性1选择_BUFF / 100) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.10 - self.属性2选择_BUFF / 100, + BUFF智力per=1.10 - self.属性2选择_BUFF / 100) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.08 - self.属性3选择_BUFF / 100) + self.属性描述 += 属性.被动增加(守护恩赐体精=140 - self.属性4选择_BUFF * 20) + self.属性描述 += 属性.力智固定加成(x=140 - self.属性4选择_BUFF * 20) + + +# endregion + +# region 智慧产物 + + +class 装备248(装备): + 名称 = '窥视未来耳环' + 模式 = 0 + 所属套装 = '智慧产物' + 等级 = 100 + 品质 = '史诗' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + 属性1描述 = '{伤害增加} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{伤害增加} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.伤害增加加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.伤害增加加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 城镇属性(self, 属性): + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 属性.伤害增加加成(0.35) + + def 进图属性(self, 属性): + 属性.力量 += 40 + 属性.物理攻击力 += 40 * 属性.获取改造(self.部位) + 属性.魔法攻击力 += 40 * 属性.获取改造(self.部位) + 属性.独立攻击力 += 40 * 属性.获取改造(self.部位) + self.属性描述 += 属性.伤害增加加成(0.02 * 属性.获取改造(self.部位)) + if 属性.获取改造(self.部位) >= 5: + self.属性描述 += 属性.所有属性强化加成(40) + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +169
' + temp += '智力 +169
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + if 改造等级 >= 1: + temp += '伤害增加 +35%
' + if 改造等级 >= 5: + temp += '所有属性强化 +40
' + temp += '物理攻击力 +{}
'.format(40 * 改造等级) + temp += '魔法攻击力 +{}
'.format(40 * 改造等级) + temp += '独立攻击力 +{}
'.format(40 * 改造等级) + temp += '伤害增加 +{}%
'.format(2 * 改造等级) + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + +class 装备249(装备): + 名称 = '青面修罗的面具' + 模式 = 0 + 所属套装 = '智慧产物' + 等级 = 100 + 品质 = '史诗' + 部位 = '辅助装备' + 类型 = '特殊' + 力量 = 146 + 智力 = 146 + 体力 = 46 + 精神 = 46 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + 属性1描述 = '{所有属性强化} +$value' + 属性1范围 = [12, 4, 4] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{所有属性强化} +$value' + 属性3范围 = [12, 4, 4] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.所有属性强化加成((self.属性1范围[0] - self.属性1选择 * self.属性1范围[2])) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.所有属性强化加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2])) + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 属性.技能等级加成('所有', 1, 85, 2) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 2) + if 属性.获取改造(self.部位) >= 4: + self.属性描述 += 属性.百分比力智加成(0.08) + self.属性描述 += 属性.所有属性强化加成(16 * 属性.获取改造(self.部位)) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.08) + self.属性描述 += 属性.移动速度增加(0.08) + self.属性描述 += 属性.施放速度增加(0.12) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +146
' + temp += '智力 +146
' + temp += '攻击速度 +8%
' + temp += '移动速度 +8%
' + temp += '施放速度 +12%
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '所有属性强化 +{}
'.format(16 * 改造等级) + if 改造等级 >= 1: + temp += 'Lv1-85 技能等级+2
' + temp += 'Lv100 技能等级+2
' + if 改造等级 >= 4: + temp += '百分比力智 +8%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + def 进图属性_BUFF(self, 属性): + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 属性.技能等级加成('所有', 1, 85, 2) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 2) + + +class 装备250(装备): + 名称 = '赤鬼的次元石' + 模式 = 0 + 所属套装 = '智慧产物' + 等级 = 100 + 品质 = '史诗' + 部位 = '魔法石' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + 属性1描述 = '{暴击伤害} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{暴击伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.暴击伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.暴击伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.04 * 属性.获取改造(self.部位)) + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 属性.百分比三攻加成(0.18) + if 属性.获取改造(self.部位) >= 4: + self.属性描述 += 属性.伤害增加加成(0.14) + if 属性.装备检查('青面修罗的面具') or 属性.装备检查('噙毒手套'): + self.属性描述 += 属性.附加伤害加成(0.07) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +169
' + temp += '智力 +169
' + if 属性.装备检查('青面修罗的面具') or 属性.装备检查('噙毒手套'): + temp += '附加伤害 +7%
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '暴击伤害 +{}%
'.format(4 * 改造等级) + if 改造等级 >= 1: + temp += '百分比三攻 +18%
' + if 改造等级 >= 4: + temp += '伤害增加 +14%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + +class 装备531(装备): + 名称 = '支配者王冠' + 模式 = 0 + 所属套装 = '智慧产物' + 等级 = 100 + 品质 = '史诗' + 部位 = '辅助装备' + 类型 = '特殊' + 力量 = 146 + 智力 = 146 + 体力 = 46 + 精神 = 46 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + 属性1描述 = '{物攻/魔攻/独立} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{物攻/魔攻/独立} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.百分比三攻加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.百分比三攻加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.1) + self.属性描述 += 属性.百分比三攻加成(0.04 * 属性.获取改造(self.部位)) + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 属性.百分比三攻加成(0.14) + self.属性描述 += 属性.最终伤害加成(0.08) + if 属性.获取改造(self.部位) >= 4: + self.属性描述 += 属性.技能攻击力加成(0.1,适用累加=0) + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +146
' + temp += '智力 +146
' + temp += '移动速度 +10%
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '百分比三攻 +{}%
'.format(4 * 改造等级) + if 改造等级 >= 1: + temp += '百分比三攻 +14%
' + temp += '最终伤害 +8%
' + if 改造等级 >= 4: + temp += '技能攻击力 +10%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + def 城镇属性_BUFF(self, 属性): + 属性.体精固定加成(20 * 属性.获取改造(self.部位)) + 属性.力智固定加成(20 * 属性.获取改造(self.部位)) + + def BUFF属性(self, 属性): + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 改造属性title.format(属性.获取改造(self.部位)) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.06) + self.属性描述 += 属性.觉醒增加(一觉力智=65) + self.属性描述 += 属性.被动增加(守护恩赐体精=100) + if 属性.获取改造(self.部位) >= 4: + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + + +class 装备532(装备): + 名称 = '灵魂掠夺者' + 模式 = 0 + 所属套装 = '智慧产物' + 等级 = 100 + 品质 = '史诗' + 部位 = '魔法石' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 体力 = 69 + 精神 = 69 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + 属性1描述 = '{附加伤害} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{附加伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.附加伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.附加伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.04 * 属性.获取改造(self.部位),适用累加=0) + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 属性.暴击伤害加成(0.18) + if 属性.获取改造(self.部位) >= 4: + self.属性描述 += 属性.附加伤害加成(0.14) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + self.属性描述 += 属性.施放速度增加(0.225) + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +169
' + temp += '智力 +169
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '技能攻击力 +{}%
'.format(4 * 改造等级) + if 改造等级 >= 1: + temp += '暴击伤害 +18%
' + if 改造等级 >= 4: + temp += '附加伤害 +14%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + def 城镇属性_BUFF(self, 属性): + 属性.体精固定加成(20 * 属性.获取改造(self.部位)) + 属性.力智固定加成(20 * 属性.获取改造(self.部位)) + + def BUFF属性(self, 属性): + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 改造属性title.format(属性.获取改造(self.部位)) + self.属性描述 += 属性.技能等级加成('所有', 30, 50, 1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.06, BUFF智力per=1.06) + self.属性描述 += 属性.觉醒增加(一觉力智=35) + self.属性描述 += 属性.被动增加(守护恩赐体精=100) + self.属性描述 += 属性.被动增加(转职被动智力=40) + if 属性.获取改造(self.部位) >= 4: + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04, BUFF智力per=1.04) + self.属性描述 += 属性.被动增加(守护恩赐体精=80) + self.属性描述 += 属性.被动增加(转职被动智力=80) + + +class 装备533(装备): + 名称 = '无我灵晶' + 模式 = 0 + 所属套装 = '智慧产物' + 等级 = 100 + 品质 = '史诗' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + 属性1描述 = '{暴击伤害} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{暴击伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.暴击伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.暴击伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.04 * 属性.获取改造(self.部位)) + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 属性.百分比力智加成(0.18) + if 属性.获取改造(self.部位) >= 4: + self.属性描述 += 属性.技能攻击力加成(0.13,适用累加=0) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +169
' + temp += '智力 +169
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + if 改造等级 >= 1: + temp += '力量、智力 +18%
' + if 改造等级 >= 4: + temp += '技能攻击力 +13%
' + temp += '暴击伤害 +{}%
'.format(4 * 改造等级) + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + def 城镇属性_BUFF(self, 属性): + 属性.体精固定加成(20 * 属性.获取改造(self.部位)) + 属性.力智固定加成(20 * 属性.获取改造(self.部位)) + + def BUFF属性(self, 属性): + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 改造属性title.format(属性.获取改造(self.部位)) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.06) + self.属性描述 += 属性.觉醒增加(一觉力智=20) + self.属性描述 += 属性.被动增加(守护恩赐体精=140) + if 属性.获取改造(self.部位) >= 4: + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + + +# endregion + +# region 普雷 + + +class 装备345(装备): + 名称 = '暗黑之魂:被吞噬的太阳' + 所属套装 = '黑暗的第二权能' + 所属套装2 = '万物的生灭' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 66 + 智力 = 66 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.16) + self.属性描述 += 属性.附加伤害加成(0.16) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +66
' + temp += '智力 +66
' + temp += '伤害增加 +16%
' + temp += '附加伤害 +16%
' + return temp + + 体力 = 66 + 精神 = 66 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=116) + self.属性描述 += 属性.被动增加(转职被动智力=116) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.04) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(女)': + temp += '智力 +66
' + temp += '[勇气祝福]独立攻击力增加量 +4%
' + temp += '[启示:圣歌]智力 +116
' + elif 属性.角色 == '圣职者(男)': + temp += '体力 +66
' + temp += '精神 +66
' + temp += '[荣誉祝福]独立攻击力增加量 +4%<
' + temp += '[守护恩赐]体力、精神 +116
' + elif 属性.角色 == '魔法师(女)': + temp += '智力 +66
' + temp += '[禁忌诅咒]独立攻击力增加量 +4%<
' + temp += '[人偶操纵者]智力 +116
' + return temp + + +class 装备346(装备): + 名称 = '暗黑之翼:被蚕食的太阳' + 所属套装 = '黑暗的第二权能' + 所属套装2 = '万物的生灭' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '辅助装备' + 类型 = '特殊' + 力量 = 44 + 智力 = 44 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.15) + self.属性描述 += 属性.技能攻击力加成(0.08) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +44
' + temp += '智力 +44
' + temp += '伤害增加 +15%
' + temp += '技能攻击力 +8%
' + return temp + + 体力 = 44 + 精神 = 44 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=108) + self.属性描述 += 属性.被动增加(转职被动智力=128) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.04) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(女)': + temp += '智力 +44
' + temp += '[圣光天启]技能等级 +1
' + temp += '[勇气祝福]魔法攻击力增加量 +4%
' + temp += '[启示:圣歌]智力 +128
' + elif 属性.角色 == '圣职者(男)': + temp += '体力 +44
' + temp += '精神 +44
' + temp += '[天启之珠]技能等级 +1
' + temp += '[荣誉祝福]魔法攻击力增加量 +4%
' + temp += '[守护恩赐]体力、精神 +108
' + elif 属性.角色 == '魔法师(女)': + temp += '智力 +44
' + temp += '[开幕!人偶剧场]技能等级 +1
' + temp += '[禁忌诅咒]魔法攻击力增加量 +4%
' + temp += '[人偶操纵者]智力 +128
' + return temp + + +class 装备347(装备): + 名称 = '暗黑之风:分裂的太阳' + 所属套装 = '黑暗的第二权能' + 所属套装2 = '万物的生灭' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '魔法石' + 类型 = '特殊' + 力量 = 66 + 智力 = 66 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.15) + self.属性描述 += 属性.技能攻击力加成(0.15) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +66
' + temp += '智力 +66
' + temp += '暴击伤害 +15%
' + temp += '技能攻击力 +15%
' + return temp + + 体力 = 66 + 精神 = 66 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=120) + self.属性描述 += 属性.被动增加(转职被动智力=126) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(女)': + temp += '智力 +66
' + temp += '[圣光天启]技能等级 +1
' + temp += '[勇气祝福]力量、智力 +4%
' + temp += '[启示:圣歌]智力 +126
' + elif 属性.角色 == '圣职者(男)': + temp += '体力 +66
' + temp += '精神 +66
' + temp += '[天启之珠]技能等级 +1
' + temp += '[荣誉祝福]力量、智力 +4%
' + temp += '[守护恩赐]体力、精神 +120
' + elif 属性.角色 == '魔法师(女)': + temp += '智力 +66
' + temp += '[开幕!人偶剧场]技能等级 +1
' + temp += '[禁忌诅咒]力量、智力 +4%
' + temp += '[人偶操纵者]智力 +126
' + return temp + + +class 装备348(装备): + 名称 = '暗黑之魂:被吞噬的大地' + 所属套装 = '黑暗的第二权能' + 所属套装2 = '万物的生灭' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 66 + 智力 = 66 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.14) + self.属性描述 += 属性.附加伤害加成(0.14) + self.属性描述 += 属性.技能等级加成('所有', 60, 80, 1) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +66
' + temp += '智力 +66
' + temp += '伤害增加 +14%
' + temp += '附加伤害 +14%
' + temp += 'Lv60-80 技能等级+1
' + return temp + + 体力 = 66 + 精神 = 66 + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 60, 80, 1) + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=106) + self.属性描述 += 属性.被动增加(转职被动智力=96) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.04) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(女)': + temp += '智力 +66
' + temp += '[勇气祝福]独立攻击力增加量 +4%
' + temp += '[启示:圣歌]智力 +96
' + elif 属性.角色 == '圣职者(男)': + temp += '体力 +66
' + temp += '精神 +66
' + temp += '[荣誉祝福]独立攻击力增加量 +4%
' + temp += '[守护恩赐]体力、精神 +106
' + elif 属性.角色 == '魔法师(女)': + temp += '智力 +66
' + temp += '[禁忌诅咒]独立攻击力增加量 +4%
' + temp += '[人偶操纵者]智力 +96
' + temp += 'Lv60-80 技能等级 +1
' + return temp + + +class 装备349(装备): + 名称 = '暗黑之翼:被蚕食的大地' + 所属套装 = '黑暗的第二权能' + 所属套装2 = '万物的生灭' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '辅助装备' + 类型 = '特殊' + 力量 = 44 + 智力 = 44 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.10) + self.属性描述 += 属性.技能攻击力加成(0.08) + self.属性描述 += 属性.技能等级加成('所有', 48, 70, 1) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +44
' + temp += '智力 +44
' + temp += '伤害增加 +10%
' + temp += '技能攻击力 +8%
' + temp += 'Lv48-70 技能等级+1
' + return temp + + 体力 = 44 + 精神 = 44 + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 48, 70, 1) + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=84) + self.属性描述 += 属性.被动增加(转职被动智力=94) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.04) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(女)': + temp += '智力 +44
' + temp += '[勇气祝福]魔法攻击力增加量 +4%
' + temp += '[启示:圣歌]智力 +94
' + elif 属性.角色 == '圣职者(男)': + temp += '体力 +44
' + temp += '精神 +44
' + temp += '[荣誉祝福]魔法攻击力增加量 +4%
' + temp += '[守护恩赐]体力、精神 +84
' + elif 属性.角色 == '魔法师(女)': + temp += '智力 +44
' + temp += '[禁忌诅咒]魔法攻击力增加量 +4%
' + temp += '[人偶操纵者]智力 +94
' + temp += 'Lv48-70 技能等级 +1
' + return temp + + +class 装备350(装备): + 名称 = '暗黑之风:分裂的大地' + 所属套装 = '黑暗的第二权能' + 所属套装2 = '万物的生灭' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '魔法石' + 类型 = '特殊' + 力量 = 66 + 智力 = 66 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.10) + self.属性描述 += 属性.技能攻击力加成(0.15) + self.属性描述 += 属性.技能等级加成('所有', 35, 50, 1) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +66
' + temp += '智力 +66
' + temp += '暴击伤害 +10%
' + temp += '技能攻击力 +15%
' + temp += 'Lv35-50 技能等级+1
' + return temp + + 体力 = 66 + 精神 = 66 + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 35, 50, 1) + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=111) + self.属性描述 += 属性.被动增加(转职被动智力=106) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.06) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.06) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(女)': + temp += '智力 +66
' + temp += '[勇气祝福]力量、智力 +6%
' + temp += '[启示:圣歌]智力 +106
' + elif 属性.角色 == '圣职者(男)': + temp += '体力 +66
' + temp += '精神 +66
' + temp += '[荣誉祝福]力量、智力 +6%
' + temp += '[守护恩赐]体力、精神 +111
' + elif 属性.角色 == '魔法师(女)': + temp += '智力 +66
' + temp += '[禁忌诅咒]力量、智力 +6%
' + temp += '[人偶操纵者]智力 +106
' + temp += 'Lv35-50 技能等级 +1
' + return temp + + +class 装备351(装备): + 名称 = '暗黑之魂:被吞噬的天空' + 所属套装 = '黑暗的第二权能' + 所属套装2 = '万物的生灭' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 66 + 智力 = 66 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.14) + self.属性描述 += 属性.附加伤害加成(0.14) + self.属性描述 += 属性.技能冷却缩减(1, 45, 0.12) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.03) + self.属性描述 += 属性.施放速度增加(0.045) + self.属性描述 += 属性.移动速度增加(0.03) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +66
' + temp += '智力 +66
' + temp += '伤害增加 +14%
' + temp += '附加伤害 +14%
' + temp += 'Lv1-45 技能CD-12%
' + temp += '攻击速度 +3%
' + temp += '施放速度 +4.5%
' + temp += '移动速度 +3%
' + return temp + + 体力 = 66 + 精神 = 66 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=101) + self.属性描述 += 属性.被动增加(转职被动智力=86) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.04) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(女)': + temp += '智力 +66
' + temp += '[勇气祝福]独立攻击力增加量 +4%
' + temp += '[启示:圣歌]智力 +86
' + elif 属性.角色 == '圣职者(男)': + temp += '体力 +66
' + temp += '精神 +66
' + temp += '[荣誉祝福]独立攻击力增加量 +4%
' + temp += '[守护恩赐]体力、精神 +101
' + elif 属性.角色 == '魔法师(女)': + temp += '智力 +66
' + temp += '[禁忌诅咒]独立攻击力增加量 +4%
' + temp += '[人偶操纵者]智力 +86
' + return temp + + +class 装备352(装备): + 名称 = '暗黑之翼:被蚕食的天空' + 所属套装 = '黑暗的第二权能' + 所属套装2 = '万物的生灭' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '辅助装备' + 类型 = '特殊' + 力量 = 44 + 智力 = 44 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.11) + self.属性描述 += 属性.技能攻击力加成(0.08) + self.属性描述 += 属性.技能冷却缩减(75, 80, 0.15) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.03) + self.属性描述 += 属性.施放速度增加(0.045) + self.属性描述 += 属性.移动速度增加(0.03) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +44
' + temp += '智力 +44
' + temp += '伤害增加 +11%
' + temp += '技能攻击力 +8%
' + temp += 'Lv75-80 技能CD-15%
' + temp += '攻击速度 +3%
' + temp += '施放速度 +4.5%
' + temp += '移动速度 +3%
' + return temp + + 体力 = 44 + 精神 = 44 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=72) + self.属性描述 += 属性.被动增加(转职被动智力=108) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.04) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(女)': + temp += '智力 +44
' + temp += '[圣光天启]技能等级 +1
' + temp += '[勇气祝福]魔法攻击力增加量 +4%
' + temp += '[启示:圣歌]智力 +108
' + elif 属性.角色 == '圣职者(男)': + temp += '体力 +44
' + temp += '精神 +44
' + temp += '[天启之珠]技能等级 +1
' + temp += '[荣誉祝福]魔法攻击力增加量 +4%
' + temp += '[守护恩赐]体力、精神 +72
' + elif 属性.角色 == '魔法师(女)': + temp += '智力 +44
' + temp += '[开幕!人偶剧场]技能等级 +1
' + temp += '[禁忌诅咒]魔法攻击力增加量 +4%
' + temp += '[人偶操纵者]智力 +108
' + return temp + + +class 装备353(装备): + 名称 = '暗黑之风:分裂的天空' + 所属套装 = '黑暗的第二权能' + 所属套装2 = '万物的生灭' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '魔法石' + 类型 = '特殊' + 力量 = 66 + 智力 = 66 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.11) + self.属性描述 += 属性.技能攻击力加成(0.15) + self.属性描述 += 属性.技能冷却缩减(60, 70, 0.15) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.03) + self.属性描述 += 属性.施放速度增加(0.045) + self.属性描述 += 属性.移动速度增加(0.03) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +66
' + temp += '智力 +66
' + temp += '暴击伤害 +11%
' + temp += '技能攻击力 +15%
' + temp += 'Lv60-70 技能CD-15%
' + temp += '攻击速度 +3%
' + temp += '施放速度 +4.5%
' + temp += '移动速度 +3%
' + return temp + + 体力 = 66 + 精神 = 66 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=100) + self.属性描述 += 属性.被动增加(转职被动智力=106) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(女)': + temp += '智力 +66
' + temp += '[圣光天启]技能等级 +1
' + temp += '[勇气祝福]力量、智力 +4%
' + temp += '[启示:圣歌]智力 +106
' + elif 属性.角色 == '圣职者(男)': + temp += '体力 +44
' + temp += '精神 +44
' + temp += '[天启之珠]技能等级 +1
' + temp += '[荣誉祝福]力量、智力 +4%
' + temp += '[守护恩赐]体力、精神 +100
' + elif 属性.角色 == '魔法师(女)': + temp += '智力 +66
' + temp += '[开幕!人偶剧场]技能等级 +1
' + temp += '[禁忌诅咒]力量、智力 +4%
' + temp += '[人偶操纵者]智力 +106
' + return temp + + +# endregion + +# region 100改造&传说 + + +class 装备358(装备): + 名称 = '轮回·腐蚀之黑色十字耳环' + 模式 = 1 + 所属套装 = '智慧产物' + 所属套装2 = '暗之腐蚀' + 等级 = 100 + 品质 = '史诗' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + 属性1描述 = '{力量、智力} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{力量、智力} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.百分比力智加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.百分比力智加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.20) + self.属性描述 += 属性.附加伤害加成(0.20) + pass + + def 进图属性(self, 属性): + 属性.力量 += 25 * 属性.获取改造(self.部位) + 属性.智力 += 25 * 属性.获取改造(self.部位) + self.属性描述 += 属性.百分比力智加成(0.02 * 属性.获取改造(self.部位)) + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +169
' + temp += '智力 +169
' + temp += '伤害增加 +20%
' + temp += '附加伤害 +20%
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '力量 +' + str(25 * 改造等级) + '
' + temp += '智力 +' + str(25 * 改造等级) + '
' + temp += '百分比力智+' + str(2 * 改造等级) + '%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + 体力 = 69 + 精神 = 69 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + 属性.智力 += 25 * 属性.获取改造(self.部位) + 属性.体力 += 25 * 属性.获取改造(self.部位) + 属性.精神 += 25 * 属性.获取改造(self.部位) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=120) + self.属性描述 += 属性.被动增加(转职被动智力=20) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.03) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.03) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.03) + + def 装备描述_BUFF(self, 属性): + temp = '' + 改造等级 = 属性.获取改造(self.部位) + if 属性.角色 == '圣职者(女)': + temp += '智力 +169
' + temp += '[勇气祝福]独立攻击力增加量 +3%
' + temp += '[勇气祝福]力量、智力 +3%
' + temp += '[启示:圣歌]智力 +20
' + temp += 改造属性title.format(改造等级) + temp += '智力 +{}
'.format(25 * 改造等级) + elif 属性.角色 == '圣职者(男)': + temp += '体力 +69
' + temp += '精神 +69
' + temp += '[荣誉祝福]独立攻击力增加量 +3%
' + temp += '[荣誉祝福]力量、智力 +3%
' + temp += '[守护恩赐]体力、精神 +120
' + temp += 改造属性title.format(改造等级) + temp += '体力 +{}
'.format(25 * 改造等级) + temp += '精神 +{}
'.format(25 * 改造等级) + elif 属性.角色 == '魔法师(女)': + temp += '智力 +169
' + temp += '[禁忌诅咒]独立攻击力增加量 +3%
' + temp += '[禁忌诅咒]力量、智力 +3%
' + temp += '[人偶操纵者]智力 +20
' + temp += 改造属性title.format(改造等级) + temp += '智力 +{}
'.format(25 * 改造等级) + return temp + + +class 装备359(装备): + 名称 = '时空:腐蚀之黑色十字耳环' + 模式 = 1 + 所属套装 = '暗之腐蚀' + 等级 = 100 + 品质 = '传说' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 67 + 智力 = 67 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.17) + self.属性描述 += 属性.附加伤害加成(0.17) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +67
' + temp += '智力 +67
' + temp += '伤害增加 +17%
' + temp += '附加伤害 +17%
' + return temp + + 体力 = 67 + 精神 = 67 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=100) + self.属性描述 += 属性.被动增加(转职被动智力=100) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.03) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.03) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.03) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(女)': + temp += '智力 +67
' + temp += '[勇气祝福]独立攻击力增加量 +3%
' + temp += '[勇气祝福]力量、智力 +3%
' + temp += '[启示:圣歌]智力 +100
' + elif 属性.角色 == '圣职者(男)': + temp += '体力 +67
' + temp += '精神 +67
' + temp += '[荣誉祝福]独立攻击力增加量 +3%
' + temp += '[荣誉祝福]力量、智力 +3%
' + temp += '[守护恩赐]体力、精神 +100
' + elif 属性.角色 == '魔法师(女)': + temp += '智力 +67
' + temp += '[禁忌诅咒]独立攻击力增加量 +3%
' + temp += '[禁忌诅咒]力量、智力 +3%
' + temp += '[人偶操纵者]智力 +100
' + return temp + + +class 装备360(装备): + 名称 = '腐蚀之黑色面具' + 模式 = 1 + 所属套装 = '暗之腐蚀' + 等级 = 100 + 品质 = '传说' + 部位 = '辅助装备' + 类型 = '特殊' + 力量 = 45 + 智力 = 45 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.15) + self.属性描述 += 属性.技能攻击力加成(0.13) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +45
' + temp += '智力 +45
' + temp += '伤害增加 +15%
' + temp += '技能攻击力 +13%
' + return temp + + 体力 = 45 + 精神 = 45 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.03) + self.属性描述 += 属性.被动增加(守护恩赐体精=108) + self.属性描述 += 属性.被动增加(转职被动智力=128) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(女)': + temp += '智力 +45
' + temp += '[圣光天启]技能等级 +1
' + temp += '[勇气祝福]魔法攻击力增加量 +3%
' + temp += '[启示:圣歌]智力 +128
' + elif 属性.角色 == '圣职者(男)': + temp += '体力 +45
' + temp += '精神 +45
' + temp += '[天启之珠]技能等级 +1
' + temp += '[荣誉祝福]魔法攻击力增加量 +3%
' + temp += '[守护恩赐]体力、精神 +108
' + elif 属性.角色 == '魔法师(女)': + temp += '智力 +45
' + temp += '[开幕!人偶剧场]技能等级 +1
' + temp += '[禁忌诅咒]魔法攻击力增加量 +3%
' + temp += '[人偶操纵者]智力 +128
' + return temp + + +class 装备361(装备): + 名称 = '腐蚀之黑色尖角' + 模式 = 1 + 所属套装 = '暗之腐蚀' + 等级 = 100 + 品质 = '传说' + 部位 = '魔法石' + 类型 = '特殊' + 力量 = 67 + 智力 = 67 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.13) + self.属性描述 += 属性.技能攻击力加成(0.15) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +67
' + temp += '智力 +67
' + temp += '暴击伤害 +13%
' + temp += '技能攻击力 +15%
' + return temp + + 体力 = 67 + 精神 = 67 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.03) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.03) + self.属性描述 += 属性.觉醒增加(一觉力智=20) + self.属性描述 += 属性.被动增加(守护恩赐体精=120) + self.属性描述 += 属性.被动增加(转职被动智力=126) + + def 装备描述_BUFF(self, 属性): + temp = '' + 改造等级 = 属性.获取改造(self.部位) + if 属性.角色 == '圣职者(女)': + temp += '智力 +67
' + temp += '[圣光天启]技能等级 +1
' + temp += '[勇气祝福]力量、智力 +3%
' + temp += '[启示:圣歌]智力 +126
' + elif 属性.角色 == '圣职者(男)': + temp += '体力 +67
' + temp += '精神 +67
' + temp += '[天启之珠]技能等级 +1
' + temp += '[荣誉祝福]力量、智力 +3%
' + temp += '[守护恩赐]体力、精神 +120
' + elif 属性.角色 == '魔法师(女)': + temp += '智力 +67
' + temp += '[开幕!人偶剧场]技能等级 +1
' + temp += '[禁忌诅咒]力量、智力 +3%
' + temp += '[人偶操纵者]智力 +126
' + return temp + + +class 装备369(装备): + 名称 = '腐蚀之黑色十字耳环' + 模式 = 1 + 所属套装 = '暗之腐蚀' + 等级 = 100 + 品质 = '传说' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 67 + 智力 = 67 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.14) + self.属性描述 += 属性.附加伤害加成(0.14) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +67
' + temp += '智力 +67
' + temp += '伤害增加 +14%
' + temp += '附加伤害 +14%
' + return temp + + 体力 = 67 + 精神 = 67 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.03) + self.属性描述 += 属性.被动增加(守护恩赐体精=116) + self.属性描述 += 属性.被动增加(转职被动智力=116) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(女)': + temp += '智力 +67
' + temp += '[勇气祝福]独立攻击力增加量 +3%
' + temp += '[启示:圣歌]智力 +116
' + elif 属性.角色 == '圣职者(男)': + temp += '体力 +67
' + temp += '精神 +67
' + temp += '[荣誉祝福]独立攻击力增加量 +3%
' + temp += '[守护恩赐]体力、精神 +116
' + elif 属性.角色 == '魔法师(女)': + temp += '智力 +67
' + temp += '[禁忌诅咒]独立攻击力增加量 +3%
' + temp += '[人偶操纵者]智力 +116
' + return temp + + +# endregion + +# region 改造低级SS + + +class 装备393(装备): + 名称 = '转世:回溯的生命' + 所属套装 = '万物的生灭' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 66 + 智力 = 66 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.12) + self.属性描述 += 属性.暴击伤害加成(0.12) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +66
' + temp += '智力 +66
' + temp += '伤害增加 +12%
' + temp += '暴击伤害 +12%
' + return temp + + +class 装备394(装备): + 名称 = '循环:无尽的诞生' + 所属套装 = '万物的生灭' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '辅助装备' + 类型 = '特殊' + 力量 = 44 + 智力 = 44 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.10) + self.属性描述 += 属性.技能等级加成('所有', 1, 85, 1) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +44
' + temp += '智力 +44
' + temp += '最终伤害 +10%
' + temp += 'Lv1-85 技能等级+1
' + return temp + + +class 装备395(装备): + 名称 = '轮回:周而复始的时间' + 所属套装 = '万物的生灭' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '魔法石' + 类型 = '特殊' + 力量 = 66 + 智力 = 66 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(50) + self.属性描述 += 属性.技能攻击力加成(0.10) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +66
' + temp += '智力 +66
' + temp += '所有属性强化 ++50
' + temp += '技能攻击力 +10%
' + return temp + + +class 装备396(改造产物): + 名称 = '江山如故' + 部位 = '魔法石' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 关联套装 = '江山如画[3]' + 属性1描述 = '{最终伤害} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{最终伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.最终伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.最终伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 改造属性(self, 属性, x): + self.属性描述 += 属性.最终伤害加成(0.02 * x) + if x >= 3: + self.属性描述 += 属性.伤害增加加成(0.14) + self.属性描述 += 属性.暴击伤害加成(0.28) + if x >= 4: + self.属性描述 += 属性.最终伤害加成(0.21) + self.属性描述 += 属性.百分比三攻加成(0.38) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.08) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +169
' + temp += '智力 +169
' + temp += '移动速度 +8%
' + if self.关联套装 not in 属性.套装栏: + temp += '改造属性未生效
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '最终伤害 +' + str(2 * 改造等级) + '%
' + if 改造等级 >= 3: + temp += '伤害增加 +14%
' + temp += '暴击伤害 +28%
' + if 改造等级 >= 4: + temp += '最终伤害 +21%
' + temp += '百分比三攻 +38%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + +class 装备403(改造产物): + 名称 = '过往时光的轮回' + 部位 = '辅助装备' + 类型 = '特殊' + 力量 = 146 + 智力 = 146 + 关联套装 = '兵法之神[5]' + 关联套装2 = '无相轮回的希望[2]' + 关联套装3 = '流逝轮回的记忆[3]' + + def 基础属性(self, 属性): + 属性.暴伤 = max(属性.暴伤, 0.45) + + def 改造属性(self, 属性, x): + self.属性描述 += 属性.技能攻击力加成(0.01 * x) + if x >= 1: + self.属性描述 += 属性.最终伤害加成(0.40) + if x >= 3: + self.属性描述 += 属性.暴击伤害加成(0.15) + self.属性描述 += 属性.百分比力智加成(0.35) + self.属性描述 += 属性.伤害增加加成(0.15) + if x >= 4: + self.属性描述 += 属性.技能攻击力加成(0.15) + pass + + def 进图属性(self, 属性): + if (self.关联套装 in 属性.套装栏) and (self.关联套装2 in 属性.套装栏) and (self.关联套装3 + in 属性.套装栏): + self.改造属性(属性, 属性.获取改造(self.部位)) + pass + + def 城镇属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +146
' + temp += '智力 +146
' + temp += '暴伤 +45%(取最高值)
' + if not ((self.关联套装 in 属性.套装栏) and (self.关联套装2 in 属性.套装栏) and + (self.关联套装3 in 属性.套装栏)): + temp += '改造属性未生效
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '技能攻击力 +' + str(改造等级) + '%
' + if 改造等级 >= 1: + temp += '最终伤害 +40%
' + if 改造等级 >= 3: + temp += '暴击伤害 +15%
' + temp += '百分比力智 +35%
' + temp += '伤害增加 +15%
' + if 改造等级 >= 4: + temp += '技能攻击力 +15%
' + return temp + + +class 装备407(装备): + 名称 = '无相轮回的追忆' + 所属套装 = '无相轮回的希望' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '耳环' + 类型 = '特殊' + 力量 = 66 + 智力 = 66 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.06) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + 名称 = '无相轮回的追忆' + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +66
' + temp += '智力 +66
' + temp += '伤害增加 +6%
' + return temp + + +class 装备408(装备): + 名称 = '无相轮回的信念' + 所属套装 = '无相轮回的希望' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '辅助装备' + 类型 = '特殊' + 力量 = 105 + 智力 = 105 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + 属性.物理攻击力 += 50 + 属性.魔法攻击力 += 50 + 属性.独立攻击力 += 50 + 属性.黄字 = max(属性.黄字, 0.10) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +105
' + temp += '智力 +105
' + temp += '物理攻击力 +50
' + temp += '魔法攻击力 +50
' + temp += '独立攻击力 +50
' + temp += '伤害增加 +10%
' + return temp + + +class 装备409(装备): + 名称 = '无相轮回的眼泪' + 所属套装 = '无相轮回的希望' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '魔法石' + 类型 = '特殊' + 力量 = 146 + 智力 = 146 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(16) + self.属性描述 += 属性.暴击伤害加成(0.06) + + def 进图属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(10) + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +146
' + temp += '智力 +146
' + temp += '所有属性强化 +16
' + temp += '暴击伤害 +6%
' + temp += '所有属性强化 +10
' + return temp + + +class 装备415(改造产物): + 名称 = '聚魔漩涡' + 部位 = '辅助装备' + 类型 = '特殊' + 力量 = 146 + 智力 = 146 + 关联套装 = '魔战无双[5]' + 属性1描述 = '{最终伤害} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{最终伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.最终伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.最终伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 改造属性(self, 属性, x): + self.属性描述 += 属性.最终伤害加成(0.02 * x) + if x >= 1: + self.属性描述 += 属性.暴击伤害加成(0.40) + if x >= 3: + self.属性描述 += 属性.百分比三攻加成(0.10) + self.属性描述 += 属性.百分比力智加成(0.33) + self.属性描述 += 属性.技能攻击力加成(0.20) + if x >= 5: + self.属性描述 += 属性.最终伤害加成(0.08) + self.属性描述 += 属性.技能攻击力加成(0.40) + pass + + def 基础属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.35) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +146
' + temp += '智力 +146
' + temp += '附加伤害 +35%
' + if self.关联套装 not in 属性.套装栏: + temp += '改造属性未生效
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '最终伤害 +' + str(2 * 改造等级) + '%
' + if 改造等级 >= 1: + temp += '暴击伤害 +40%
' + if 改造等级 >= 3: + temp += '百分比三攻 +10%
' + temp += '百分比力智 +33%
' + temp += '技能攻击力 +20%
' + if 改造等级 >= 5: + temp += '最终伤害 +8%
' + temp += '技能攻击力 +40%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + +class 装备433(改造产物): + 名称 = '禁断契约书' + 部位 = '辅助装备' + 类型 = '特殊装备' + 力量 = 146 + 智力 = 146 + 关联套装 = '誓血之盟[5]' + 属性1描述 = '{最终伤害} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{最终伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.最终伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.最终伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 改造属性(self, 属性, x): + self.属性描述 += 属性.最终伤害加成(0.02 * x) + if x >= 1: + self.属性描述 += 属性.伤害增加加成(0.10) + self.属性描述 += 属性.百分比力智加成(0.35) + if x >= 3: + self.属性描述 += 属性.最终伤害加成(0.05) + self.属性描述 += 属性.百分比力智加成(0.15) + self.属性描述 += 属性.技能攻击力加成(0.20) + self.属性描述 += 属性.附加伤害加成(0.25) + if x >= 5: + self.属性描述 += 属性.最终伤害加成(0.27) + self.属性描述 += 属性.暴击伤害加成(0.50) + pass + + def 基础属性(self, 属性): + 属性.暴伤 = max(属性.暴伤, 0.45) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +146
' + temp += '智力 +146
' + temp += '暴伤 +45%(取最高值)
' + if self.关联套装 not in 属性.套装栏: + temp += '改造属性未生效
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '最终伤害 +' + str(2 * 改造等级) + '%
' + if 改造等级 >= 1: + temp += '伤害增加 +10%
' + temp += '百分比力智 +35%
' + if 改造等级 >= 3: + temp += '最终伤害 +5%
' + temp += '百分比力智 +15%
' + temp += '技能攻击力 +20%
' + temp += '附加伤害 +25%
' + if 改造等级 >= 3: + temp += '最终伤害 +27%
' + temp += '暴击伤害 +50%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + +class 装备445(改造产物): + 名称 = '最佳球手之球' + 部位 = '辅助装备' + 类型 = '特殊' + 力量 = 146 + 智力 = 146 + 关联套装 = '最佳球手的绝杀[5]' + 属性1描述 = '{力量、智力} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{力量、智力} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.百分比力智加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.百分比力智加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 改造属性(self, 属性, x): + self.属性描述 += 属性.百分比力智加成(0.02 * x) + if x >= 1: + self.属性描述 += 属性.暴击伤害加成(0.35) + self.属性描述 += 属性.伤害增加加成(0.20) + if x >= 3: + self.属性描述 += 属性.百分比力智加成(0.20) + self.属性描述 += 属性.技能攻击力加成(0.20) + self.属性描述 += 属性.伤害增加加成(0.10) + if x >= 5: + self.属性描述 += 属性.附加伤害加成(0.65) + pass + + def 基础属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.45) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +146
' + temp += '智力 +146
' + temp += '最终伤害 +45%
' + if self.关联套装 not in 属性.套装栏: + temp += '改造属性未生效
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '百分比力智 +' + str(2 * 改造等级) + '%
' + if 改造等级 >= 1: + temp += '暴击伤害 +35%
' + temp += '伤害增加 +20%
' + if 改造等级 >= 3: + temp += '百分比力智 +20%
' + temp += '技能攻击力 +20%
' + temp += '伤害增加 +10%
' + if 改造等级 >= 5: + temp += '附加伤害 +65%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + +class 装备451(改造产物): + 名称 = '战术之王的战术指挥棒' + 部位 = '辅助装备' + 类型 = '特殊' + 力量 = 146 + 智力 = 146 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + 关联套装 = '战术之王的御敌[5]' + 属性1描述 = '{物攻/魔攻/独立} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{物攻/魔攻/独立} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.百分比三攻加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.百分比三攻加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 改造属性(self, 属性, x): + self.属性描述 += 属性.百分比三攻加成(0.02 * x) + if x >= 1: + self.属性描述 += 属性.最终伤害加成(0.32) + self.属性描述 += 属性.技能等级加成('所有', 60, 80, 3) + if x >= 3: + self.属性描述 += 属性.百分比三攻加成(0.30) + self.属性描述 += 属性.技能攻击力加成(0.20) + if x >= 5: + self.属性描述 += 属性.技能攻击力加成(0.10) + pass + + def 基础属性(self, 属性): + 属性.暴伤 = max(属性.暴伤, 0.42) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +146
' + temp += '智力 +146
' + temp += '暴伤 +42%(取最高值)
' + if self.关联套装 not in 属性.套装栏: + temp += '改造属性未生效
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '百分比三攻 +' + str(2 * 改造等级) + '%
' + if 改造等级 >= 1: + temp += '最终伤害 +32%
' + temp += 'Lv60-80 技能等级+3
' + if 改造等级 >= 3: + temp += '百分比三攻 +30%
' + temp += '技能攻击力 +20%
' + if 改造等级 >= 5: + temp += '技能攻击力 +10%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + +class 装备469(改造产物): + 名称 = '全元素水晶' + 部位 = '辅助装备' + 类型 = '特殊' + 力量 = 146 + 智力 = 146 + 关联套装 = '天劫[5]' + 属性1描述 = '{最终伤害} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{最终伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.最终伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.最终伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 改造属性(self, 属性, x): + self.属性描述 += 属性.最终伤害加成(0.02 * x) + if x >= 1: + self.属性描述 += 属性.百分比力智加成(0.15) + self.属性描述 += 属性.属性附加加成(0.35) + if x >= 3: + self.属性描述 += 属性.暴击伤害加成(0.20) + self.属性描述 += 属性.最终伤害加成(0.26) + if x >= 5: + self.属性描述 += 属性.技能攻击力加成(0.10) + pass + + def 基础属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.25) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +146
' + temp += '智力 +146
' + temp += '百分比力智 +25%
' + if self.关联套装 not in 属性.套装栏: + temp += '改造属性未生效
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '最终伤害 +' + str(2 * 改造等级) + '%
' + if 改造等级 >= 1: + temp += '百分比力智 +15%
' + temp += '属性附加 +35%
' + if 改造等级 >= 3: + temp += '暴击伤害 +20%
' + temp += '最终伤害 +26%
' + if 改造等级 >= 5: + temp += '技能攻击力 +10%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + +class 装备473(改造产物): + 名称 = '冰雪公主的结晶' + 部位 = '魔法石' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 关联套装 = '冰雪公主的霜语首饰[3]' + 属性1描述 = '{暴击伤害} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{暴击伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.暴击伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.暴击伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 改造属性(self, 属性, x): + self.属性描述 += 属性.暴击伤害加成(0.02 * x) + if x >= 1: + self.属性描述 += 属性.伤害增加加成(0.25) + if x >= 3: + self.属性描述 += 属性.最终伤害加成(0.28) + self.属性描述 += 属性.百分比力智加成(0.22) + self.属性描述 += 属性.技能攻击力加成(0.15) + if x >= 4: + self.属性描述 += 属性.最终伤害加成(0.58) + pass + + def 基础属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +169
' + temp += '智力 +169
' + if self.关联套装 not in 属性.套装栏: + temp += '改造属性未生效
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '暴击伤害 +' + str(2 * 改造等级) + '%
' + if 改造等级 >= 1: + temp += '伤害增加 +25%
' + if 改造等级 >= 3: + temp += '最终伤害 +28%
' + temp += '百分比力智 +22%
' + temp += '技能攻击力 +15%
' + if 改造等级 >= 5: + temp += '最终伤害 +58%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + +class 装备477(改造产物): + 名称 = '扭曲的异界魔石' + 部位 = '魔法石' + 类型 = '特殊' + 力量 = 169 + 智力 = 169 + 关联套装 = '精炼的异界魔石首饰[3]' + 属性1描述 = '{伤害增加} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{伤害增加} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.伤害增加加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.伤害增加加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 改造属性(self, 属性, x): + self.属性描述 += 属性.伤害增加加成(0.02 * x) + if x >= 1: + self.属性描述 += 属性.暴击伤害加成(0.22) + if x >= 3: + self.属性描述 += 属性.百分比三攻加成(0.40) + self.属性描述 += 属性.伤害增加加成(0.13) + self.属性描述 += 属性.最终伤害加成(0.20) + if x >= 4: + self.属性描述 += 属性.所有属性强化加成(57) + self.属性描述 += 属性.技能等级加成('所有', 1, 85, 2) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 2) + pass + + def 基础属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +169
' + temp += '智力 +169
' + if self.关联套装 not in 属性.套装栏: + temp += '改造属性未生效
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '伤害增加 +' + str(2 * 改造等级) + '%
' + if 改造等级 >= 1: + temp += '暴击伤害 +22%
' + if 改造等级 >= 3: + temp += '百分比三攻 +40%
' + temp += '伤害增加 +13%
' + temp += '最终伤害 +20%
' + if 改造等级 >= 5: + temp += '所有属性强化 +57
' + temp += 'Lv1-85 技能等级+2
' + temp += 'Lv100 技能等级+2
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + +class 装备478(装备): + 名称 = '感染者臂章' + 所属套装 = '无' + 模式 = 1 + 等级 = 90 + 品质 = '传说' + 部位 = '辅助装备' + 类型 = '特殊' + 力量 = 41 + 智力 = 41 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + if 属性.职业 == '街霸': + for i in 属性.技能栏: + if i.是否有伤害 == 1: + i.中毒倍率 += 0.5 + if 属性.角色 == '格斗家(男)': + i.感电倍率 += 0.5 + else: + i.涂毒倍率 += 0.5 + i.出血倍率 += 0.5 + i.灼伤倍率 += 0.5 + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +41
' + temp += '智力 +41
' + temp += '中毒、涂毒伤害 +50%
' + temp += '感电伤害 +50%
' + temp += '出血伤害 +50%
' + temp += '灼伤伤害 +50%
' + return temp + + +# endregion + +# region 100光环传说 + +# endregion + + +class 装备534(装备): + 名称 = '王座本源' + 模式 = 0 + 所属套装 = '无' + 等级 = 90 + 品质 = '史诗' + 部位 = '魔法石' + 类型 = '特殊' + 力量 = 63 + 智力 = 63 + 体力 = 63 + 精神 = 63 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性_BUFF(self, 属性): + 属性.技能等级加成('所有', 1, 85, 1) + + def BUFF属性(self, 属性): + 属性.体力 += 200 + 属性.精神 += 200 + + def 装备描述_BUFF(self, 属性): + self.属性描述 = '' + if 属性.角色 == '圣职者(女)' or 属性.角色 == '魔法师(女)': + self.属性描述 += '智力 +63
' + else: + self.属性描述 += '体力 +63
' + self.属性描述 += '精神 +63
' + self.属性描述 += 'lv1-85 技能等级+1
' + self.属性描述 += '体力 +200
' + self.属性描述 += '精神 +200
' + return self.属性描述 diff --git a/PublicReference/equipment/装备_防具.py b/PublicReference/equipment/装备_防具.py new file mode 100644 index 00000000..49311ef0 --- /dev/null +++ b/PublicReference/equipment/装备_防具.py @@ -0,0 +1,8111 @@ +from .basic_equ import * + + +# region 100SS防具 +class 装备74(装备): + 名称 = '魔法师[???]的长袍' + 模式 = 0 + 所属套装 = '遗忘魔法师的馈赠' + 等级 = 100 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.05) + self.属性描述 += 属性.百分比三攻加成(0.1) + self.属性描述 += 属性.最终伤害加成(0.12) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 45, 1) + pass + + def 其它属性(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 45, 1) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=180) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + pass + + +class 装备75(装备): + 名称 = '死亡阴影夹克' + 模式 = 0 + 所属套装 = '死亡阴影' + 等级 = 100 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.04) + self.属性描述 += 属性.伤害增加加成(0.18) + self.属性描述 += 属性.暴击伤害加成(0.1) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=180) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + pass + + +class 装备76(装备): + 名称 = '燃烧烈焰之勇气' + 模式 = 0 + 所属套装 = '贫瘠沙漠的遗产' + 等级 = 100 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(属性.技能栏空位 / 100) + self.属性描述 += 属性.暴击伤害加成(0.28) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + pass + + +class 装备77(装备): + 名称 = '撒旦:沸腾之怒' + 模式 = 0 + 所属套装 = '噩梦:地狱之路' + 等级 = 100 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.16) + self.属性描述 += 属性.暴击伤害加成(0.16) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + + +class 装备78(装备): + 名称 = '奔流不息之岁月' + 模式 = 0 + 所属套装 = '永恒不息之路' + 等级 = 100 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '板甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.32) + if 属性.职业 == '缔造者': + self.属性描述 += 属性.技能倍率加成(50, -0.3) + self.属性描述 += 属性.技能恢复加成(50, 50, 1.00) + else: + self.属性描述 += 属性.技能倍率加成(45, -0.3) + self.属性描述 += 属性.技能恢复加成(45, 45, 1.00) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + + +class 装备79(装备): + 名称 = '优雅旋律华尔兹' + 模式 = 0 + 所属套装 = '天堂舞姬' + 等级 = 100 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.14) + # self.属性描述 += 属性.伤害增加加成(0.09) + # self.属性描述 += 属性.技能攻击力加成(0.1) + self.属性描述 += 属性.伤害增加加成(0.17) + # self.属性描述 += 属性.暴击伤害加成(0.14) + self.属性描述 += 属性.技能冷却缩减(1, 45, 0.10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=200) + self.属性描述 += 属性.被动增加(转职被动智力=100) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + + +class 装备80(装备): + 名称 = '首席执行官裁决夹克' + 模式 = 0 + 所属套装 = '皇家裁决者宣言' + 等级 = 100 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.19) + self.属性描述 += 属性.暴击伤害加成(0.14) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + + +class 装备81(装备): + 名称 = '炙炎:火龙果' + 模式 = 0 + 所属套装 = '炙炎之盛宴' + 等级 = 100 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.16) + self.属性描述 += 属性.暴击伤害加成(0.15) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=200) + self.属性描述 += 属性.被动增加(转职被动智力=100) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.02, BUFF智力per=1.02) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + + +class 装备82(装备): + 名称 = '妖精之姿' + 模式 = 0 + 所属套装 = '传奇铁匠-封神' + 等级 = 100 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.34) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.1) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=241) + self.属性描述 += 属性.被动增加(转职被动智力=141) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + + +class 装备83(装备): + 名称 = '人性的抉择' + 模式 = 0 + 所属套装 = '命运歧路' + 等级 = 100 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '板甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.11) + self.属性描述 += 属性.伤害增加加成(0.21) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=280) + self.属性描述 += 属性.被动增加(转职被动智力=180) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + pass + + +class 装备84(装备): + 名称 = '大祭司的星祈礼袍' + 模式 = 0 + 所属套装 = '古代祭祀的神圣仪式' + 等级 = 100 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.1) + self.属性描述 += 属性.百分比三攻加成(0.1) + self.属性描述 += 属性.最终伤害加成(0.12) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + + +class 装备85(装备): + 名称 = '冲锋陷阵胸甲' + 模式 = 0 + 所属套装 = '龙血玄黄' + 等级 = 100 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + if 属性.角色熟练度 == 0 or 属性.装备检查('战无不胜上衣'): + self.属性描述 += 属性.百分比三攻加成(0.35) + else: + self.属性描述 += 属性.百分比三攻加成(0.34) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=263) + self.属性描述 += 属性.被动增加(转职被动智力=163) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + + +class 装备86(装备): + 名称 = '气吞山河战甲' + 模式 = 0 + 所属套装 = '擎天战甲' + 等级 = 100 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.34) + if 属性.职业 == '缔造者': + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 2) + else: + self.属性描述 += 属性.技能等级加成('所有', 45, 45, 2) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 45, 45, 2) + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=263) + self.属性描述 += 属性.被动增加(转职被动智力=163) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + + +class 装备87(装备): + 名称 = '千链锁灵战甲' + 模式 = 0 + 所属套装 = '荆棘漫天' + 等级 = 100 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.35) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + + +class 装备88(装备): + 名称 = '宽恕坚韧之地' + 模式 = 0 + 所属套装 = '大自然的呼吸' + 等级 = 100 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '板甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.28) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(24) + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=242) + self.属性描述 += 属性.被动增加(转职被动智力=142) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + + +class 装备89(装备): + 名称 = '堕落深渊黑魔法衬衫' + 模式 = 0 + 所属套装 = '深渊窥视者' + 等级 = 100 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.35) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=173) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + + +class 装备90(装备): + 名称 = '引路者的黄昏披风' + 模式 = 0 + 所属套装 = '圣者的黄昏' + 等级 = 100 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.2) + self.属性描述 += 属性.百分比三攻加成(0.12) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=236) + self.属性描述 += 属性.被动增加(转职被动智力=136) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + + +class 装备91(装备): + 名称 = '地狱边缘' + 模式 = 0 + 所属套装 = '坎坷命运' + 等级 = 100 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.35) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.04) + self.属性描述 += 属性.移动速度增加(0.04) + self.属性描述 += 属性.施放速度增加(0.06) + if 属性.装备检查('悲痛者项链'): + self.属性描述 += '装备悲痛者项链时
' + self.属性描述 += 属性.攻击速度增加(-0.01) + self.属性描述 += 属性.移动速度增加(-0.01) + self.属性描述 += 属性.施放速度增加(-0.015) + if 属性.装备检查('悲情者遗物'): + self.属性描述 += '装备悲情者遗物时
' + self.属性描述 += 属性.攻击速度增加(-0.01) + self.属性描述 += 属性.移动速度增加(-0.01) + self.属性描述 += 属性.施放速度增加(-0.015) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + + +class 装备92(装备): + 名称 = '泣血之恨' + 模式 = 0 + 所属套装 = '吞噬愤怒' + 等级 = 100 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.23) + self.属性描述 += 属性.持续伤害加成(0.1) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + + +class 装备93(装备): + 名称 = '大魔法师[???]的长袍' + 模式 = 0 + 所属套装 = '遗忘魔法师的馈赠' + 等级 = 100 + 品质 = '神话' + 部位 = '上衣' + 类型 = '布甲' + + 属性1描述 = '{伤害增加} +$value%' + 属性1范围 = [11, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能等级}{Lv}1~$value +1' + 属性2范围 = [45, 5, 5, 1] + 属性2选择 = 0 + 属性3描述 = '{力量、智力} +$value%' + 属性3范围 = [12, 3, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + # 专属属性 + 属性1描述_BUFF = '{BUFF力智} +$value%' + 属性1范围_BUFF = [11, 1, 1] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{一觉力智} +$value' + 属性2范围_BUFF = [90, 10, 10] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{转职被动} +$value' + 属性3范围_BUFF = [200, 20, 20] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '无' + 属性4范围_BUFF = [0, 0, 0] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.14) + self.属性描述 += 神话属性title + self.属性描述 += 属性.伤害增加加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.技能等级加成('所有', 1, + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]), 1) + self.属性描述 += 属性.百分比力智加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.1) + self.属性描述 += 属性.百分比力智加成(0.05) + self.属性描述 += 属性.技能等级加成('所有', 1, 45, 1) + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 45, 1) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=180) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + self.属性描述 += 神话属性title + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.11 - self.属性1选择_BUFF / 100, + BUFF智力per=1.11 - self.属性1选择_BUFF / 100) + self.属性描述 += 属性.技能等级加成('所有', 1, (45 - self.属性2选择_BUFF * 5), 1) + self.属性描述 += 属性.觉醒增加(一觉力智=90 - self.属性2选择_BUFF * 10) + self.属性描述 += 属性.被动增加(守护恩赐体精=200 - self.属性3选择_BUFF * 20) + self.属性描述 += 属性.被动增加(转职被动智力=100 - self.属性3选择_BUFF * 20) + + +class 装备94(装备): + 名称 = '掌管生死之影夹克' + 模式 = 0 + 所属套装 = '死亡阴影' + 等级 = 100 + 品质 = '神话' + 部位 = '上衣' + 类型 = '皮甲' + + 属性1描述 = '{力量、智力} +$value%' + 属性1范围 = [10, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{暴击伤害} +$value%' + 属性2范围 = [10, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{物攻/魔攻/独立} +$value' + 属性3范围 = [170, 80, 10] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + # 专属属性 + 属性1描述_BUFF = '{一觉力智} +$value' + 属性1范围_BUFF = [100, 10, 10] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{BUFF力智} +$value%' + 属性2范围_BUFF = [10, 1, 1] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{一觉被动}(120/100) +$value' + 属性3范围_BUFF = [180, 0, 20] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '无' + 属性4范围_BUFF = [0, 0, 0] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.1) + self.属性描述 += 属性.百分比三攻加成(0.04) + self.属性描述 += 属性.伤害增加加成(0.18) + self.属性描述 += 神话属性title + self.属性描述 += 属性.百分比力智加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.暴击伤害加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.三攻固定加成(x=(self.属性3范围[0] - self.属性3选择 * self.属性3范围[2])) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=180) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + self.属性描述 += 神话属性title + self.属性描述 += 属性.觉醒增加(一觉力智=100 - self.属性1选择_BUFF * 10) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.1 - self.属性2选择_BUFF / 100, + BUFF智力per=1.1 - self.属性2选择_BUFF / 100) + self.属性描述 += 属性.被动增加(信念光环体精=300 - self.属性3选择_BUFF * 20) + self.属性描述 += 属性.被动增加(一觉被动力智=280 - self.属性3选择_BUFF * 20) + + +class 装备95(装备): + 名称 = '爆裂大地之勇猛' + 模式 = 0 + 所属套装 = '贫瘠沙漠的遗产' + 等级 = 100 + 品质 = '神话' + 部位 = '上衣' + 类型 = '轻甲' + + 属性1描述 = '{物攻/魔攻/独立} +$value%' + 属性1范围 = [8, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{力量、智力} +$value%' + 属性2范围 = [8, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{暴击伤害} +$value%' + 属性3范围 = [15, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + 属性1描述_BUFF = '{转职被动} +$value' + 属性1范围_BUFF = [240, 100, 20] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{BUFF三攻} +$value%' + 属性2范围_BUFF = [8, 1, 1] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{一觉力智} +$value' + 属性3范围_BUFF = [150, 10, 10] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '无' + 属性4范围_BUFF = [0, 0, 0] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(属性.技能栏空位 / 100) + self.属性描述 += 属性.暴击伤害加成(0.28 - self.属性3选择 / 100) + self.属性描述 += 神话属性title + self.属性描述 += 属性.百分比三攻加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.百分比力智加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.暴击伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250 - self.属性1选择_BUFF * 20) + self.属性描述 += 属性.被动增加(转职被动智力=150 - self.属性1选择_BUFF * 20) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + self.属性描述 += 神话属性title + self.属性描述 += 属性.被动增加(守护恩赐体精=240 - self.属性1选择_BUFF * 20) + self.属性描述 += 属性.被动增加(转职被动智力=240 - self.属性1选择_BUFF * 20) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.08 - self.属性2选择_BUFF / 100, + BUFF魔攻per=1.08 - self.属性2选择_BUFF / 100, + BUFF独立per=1.08 - self.属性2选择_BUFF / 100) + self.属性描述 += 属性.觉醒增加(一觉力智=150 - self.属性3选择_BUFF * 10) + + +class 装备96(装备): + 名称 = '撒旦:愤怒之王' + 模式 = 0 + 所属套装 = '噩梦:地狱之路' + 等级 = 100 + 品质 = '神话' + 部位 = '上衣' + 类型 = '重甲' + + 属性1描述 = '{持续伤害} +$value%' + 属性1范围 = [5, 2, 1] + 属性1选择 = 0 + 属性2描述 = '{暴击伤害} +$value%' + 属性2范围 = [7, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{附加伤害} +$value%' + 属性3范围 = [4, 1, 1] + 属性3选择 = 0 + 属性4描述 = '{伤害增加} +$value%' + 属性4范围 = [9, 1, 1] + 属性4选择 = 0 + + 属性1描述_BUFF = '{一觉被动}(160/140) +$value' + 属性1范围_BUFF = [60, 0, 20] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{BUFF三攻} +$value%' + 属性2范围_BUFF = [7, 1, 1] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{一觉力智} +$value' + 属性3范围_BUFF = [50, 20, 10] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '{BUFF力智} +$value%' + 属性4范围_BUFF = [9, 1, 1] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.16) + self.属性描述 += 属性.暴击伤害加成(0.16) + self.属性描述 += 神话属性title + self.属性描述 += 属性.持续伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.暴击伤害加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.附加伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + self.属性描述 += 属性.伤害增加加成( + (self.属性4范围[0] - self.属性4选择 * self.属性4范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + self.属性描述 += 神话属性title + self.属性描述 += 属性.被动增加(信念光环体精=220 - self.属性1选择_BUFF * 20) + self.属性描述 += 属性.被动增加(一觉被动力智=200 - self.属性1选择_BUFF * 20) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.07 - self.属性2选择_BUFF / 100, + BUFF魔攻per=1.07 - self.属性2选择_BUFF / 100, + BUFF独立per=1.07 - self.属性2选择_BUFF / 100) + self.属性描述 += 属性.觉醒增加(一觉力智=50 - self.属性3选择_BUFF * 10) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.09 - self.属性4选择_BUFF / 100, + BUFF智力per=1.09 - self.属性4选择_BUFF / 100) + + +class 装备97(装备): + 名称 = '英明循环之生命' + 模式 = 0 + 所属套装 = '永恒不息之路' + 等级 = 100 + 品质 = '神话' + 部位 = '上衣' + 类型 = '板甲' + + 属性1描述 = '{技能等级}{Lv}1~$value +1' + 属性1范围 = [45, 30, 5, 1] + 属性1选择 = 0 + 属性2描述 = '{附加伤害} +$value%' + 属性2范围 = [5, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{力量、智力} +$value%' + 属性3范围 = [8, 1, 1] + 属性3选择 = 0 + 属性4描述 = '{最终伤害} +$value%' + 属性4范围 = [6, 1, 1] + 属性4选择 = 0 + + 属性1描述_BUFF = '{BUFF力智} +$value%' + 属性1范围_BUFF = [6, 3, 1] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{一觉力智} +$value' + 属性2范围_BUFF = [60, 20, 10] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{BUFF三攻} +$value%' + 属性3范围_BUFF = [9, 2, 1] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '{转职被动} {Lv}+$value' + 属性4范围_BUFF = [6, 1, 1] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.3) + if 属性.职业 == '缔造者': + self.属性描述 += 属性.技能倍率加成(50, -0.3) + self.属性描述 += 属性.技能恢复加成(50, 50, 1.00) + else: + self.属性描述 += 属性.技能倍率加成(45, -0.3) + self.属性描述 += 属性.技能恢复加成(45, 45, 1.00) + self.属性描述 += 神话属性title + self.属性描述 += 属性.技能等级加成('所有', 1, + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]), 1) + self.属性描述 += 属性.附加伤害加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.百分比力智加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + self.属性描述 += 属性.最终伤害加成( + (self.属性4范围[0] - self.属性4选择 * self.属性4范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + self.属性描述 += 神话属性title + self.属性描述 += 属性.技能等级加成('所有', 1, 45 - self.属性1选择_BUFF * 5, 1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.06 - self.属性1选择_BUFF / 100, + BUFF智力per=1.06 - self.属性1选择_BUFF / 100) + self.属性描述 += 属性.觉醒增加(一觉力智=60 - self.属性2选择_BUFF * 10) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.09 - self.属性3选择_BUFF / 100, + BUFF魔攻per=1.09 - self.属性3选择_BUFF / 100, + BUFF独立per=1.09 - self.属性3选择_BUFF / 100) + self.属性描述 += 属性.被动增加(转职被动Lv=6 - self.属性4选择_BUFF) + + +class 装备98(装备): + 名称 = '浪漫旋律华尔兹' + 模式 = 0 + 所属套装 = '天堂舞姬' + 等级 = 100 + 品质 = '神话' + 部位 = '上衣' + 类型 = '布甲' + + 属性1描述 = '{物攻/魔攻/独立} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{最终伤害} +$value%' + 属性2范围 = [10, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{伤害增加} +$value%' + 属性3范围 = [8, 1, 1] + 属性3选择 = 0 + 属性4描述 = '{所有属性强化} +$value' + 属性4范围 = [24, 12, 4] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.14) + self.属性描述 += 属性.伤害增加加成(0.09) + self.属性描述 += 属性.技能攻击力加成(0.1) + self.属性描述 += 属性.技能冷却缩减(1, 45, 0.10) + self.属性描述 += 神话属性title + self.属性描述 += 属性.百分比三攻加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.最终伤害加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.伤害增加加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + self.属性描述 += 属性.所有属性强化加成(self.属性4范围[0] - self.属性4选择 * self.属性4范围[2]) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + 属性1描述_BUFF = '{一觉被动}(120/100) +$value' + 属性1范围_BUFF = [40, 0, 20] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{一觉力智} +$value' + 属性2范围_BUFF = [100, 10, 10] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{BUFF三攻} +$value%' + 属性3范围_BUFF = [8, 1, 1] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '{转职被动} +$value' + 属性4范围_BUFF = [140, 80, 20] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=200) + self.属性描述 += 属性.被动增加(转职被动智力=100) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + self.属性描述 += 神话属性title + self.属性描述 += 属性.被动增加(一觉被动力智=140 - self.属性1选择_BUFF * 20) + self.属性描述 += 属性.被动增加(信念光环体精=160 - self.属性1选择_BUFF * 20) + self.属性描述 += 属性.觉醒增加(一觉力智=100 - self.属性2选择_BUFF * 10) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.08 - self.属性3选择_BUFF / 100, + BUFF魔攻per=1.08 - self.属性3选择_BUFF / 100, + BUFF独立per=1.08 - self.属性3选择_BUFF / 100) + self.属性描述 += 属性.被动增加(守护恩赐体精=140 - self.属性4选择_BUFF * 20) + self.属性描述 += 属性.被动增加(转职被动智力=140 - self.属性4选择_BUFF * 20) + + +class 装备99(装备): + 名称 = '皇家裁决者审判外套' + 模式 = 0 + 所属套装 = '皇家裁决者宣言' + 等级 = 100 + 品质 = '神话' + 部位 = '上衣' + 类型 = '皮甲' + + 属性1描述 = '{暴击伤害} +$value%' + 属性1范围 = [7, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{伤害增加} +$value%' + 属性2范围 = [5, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{附加伤害} +$value%' + 属性3范围 = [6, 1, 1] + 属性3选择 = 0 + 属性4描述 = '{最终伤害} +$value%' + 属性4范围 = [5, 1, 1] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.19) + self.属性描述 += 属性.技能攻击力加成(0.14) + self.属性描述 += 神话属性title + self.属性描述 += 属性.暴击伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.伤害增加加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.附加伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + self.属性描述 += 属性.最终伤害加成( + (self.属性4范围[0] - self.属性4选择 * self.属性4范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + # 专属属性 + 属性1描述_BUFF = '{BUFF力智} +$value%' + 属性1范围_BUFF = [8, 2, 1] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{BUFF三攻} +$value%' + 属性2范围_BUFF = [5, 1, 1] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{一觉力智} +$value' + 属性3范围_BUFF = [60, 10, 10] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '{一觉被动}(220/200) +$value' + 属性4范围_BUFF = [80, 0, 20] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + self.属性描述 += 神话属性title + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08 - self.属性1选择_BUFF / 100, + BUFF智力per=1.08 - self.属性1选择_BUFF / 100) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.05 - self.属性2选择_BUFF / 100, + BUFF魔攻per=1.05 - self.属性2选择_BUFF / 100, + BUFF独立per=1.05 - self.属性2选择_BUFF / 100) + self.属性描述 += 属性.被动增加(信念光环体精=300 - self.属性4选择_BUFF * 20) + self.属性描述 += 属性.觉醒增加(一觉力智=60 - self.属性3选择_BUFF * 10) + self.属性描述 += 属性.被动增加(一觉被动力智=280 - self.属性4选择_BUFF * 20) + + +class 装备100(装备): + 名称 = '炙炎:霸王树' + 模式 = 0 + 所属套装 = '炙炎之盛宴' + 等级 = 100 + 品质 = '神话' + 部位 = '上衣' + 类型 = '轻甲' + + 属性1描述 = '{最终伤害} +$value%' + 属性1范围 = [10, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{暴击伤害} +$value%' + 属性2范围 = [8, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{伤害增加} +$value%' + 属性3范围 = [4, 1, 1] + 属性3选择 = 0 + 属性4描述 = '{力量、智力} +$value%' + 属性4范围 = [3, 1, 1] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.16) + self.属性描述 += 属性.暴击伤害加成(0.08) + self.属性描述 += 属性.技能攻击力加成(0.09) + self.属性描述 += 神话属性title + self.属性描述 += 属性.最终伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.暴击伤害加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.伤害增加加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + self.属性描述 += 属性.百分比力智加成( + (self.属性4范围[0] - self.属性4选择 * self.属性4范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + pass + + # 专属属性 + 属性1描述_BUFF = '{BUFF力智} +$value%' + 属性1范围_BUFF = [10, 1, 1] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{一觉力智} +$value' + 属性2范围_BUFF = [80, 10, 10] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{BUFF三攻} +$value%' + 属性3范围_BUFF = [4, 1, 1] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '{一觉被动}(180/160) +$value' + 属性4范围_BUFF = [40, 0, 20] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=200) + self.属性描述 += 属性.被动增加(转职被动智力=100) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.02, BUFF智力per=1.02) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + self.属性描述 += 神话属性title + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.10 - self.属性1选择_BUFF / 100, + BUFF智力per=1.10 - self.属性1选择_BUFF / 100) + self.属性描述 += 属性.觉醒增加(一觉力智=80 - self.属性2选择_BUFF * 10) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.04 - self.属性3选择_BUFF / 100, + BUFF魔攻per=1.04 - self.属性3选择_BUFF / 100, + BUFF独立per=1.04 - self.属性3选择_BUFF / 100) + self.属性描述 += 属性.被动增加(一觉被动力智=200 - self.属性4选择_BUFF * 20) + self.属性描述 += 属性.被动增加(信念光环体精=220 - self.属性4选择_BUFF * 20) + + +class 装备101(装备): + 名称 = '天堂之翼' + 模式 = 0 + 所属套装 = '传奇铁匠-封神' + 等级 = 100 + 品质 = '神话' + 部位 = '上衣' + 类型 = '重甲' + + 属性1描述 = '{附加伤害} +$value%' + 属性1范围 = [9, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{力量、智力} +$value%' + 属性2范围 = [4, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{最终伤害} +$value%' + 属性3范围 = [4, 1, 1] + 属性3选择 = 0 + 属性4描述 = '{物攻/魔攻/独立} +$value%' + 属性4范围 = [7, 1, 1] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.34) + self.属性描述 += 神话属性title + self.属性描述 += 属性.附加伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.百分比力智加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.最终伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + self.属性描述 += 属性.百分比三攻加成( + (self.属性4范围[0] - self.属性4选择 * self.属性4范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.5) + pass + + # 专属属性 + 属性1描述_BUFF = '{一觉力智} +$value' + 属性1范围_BUFF = [90, 10, 20] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{转职被动} +$value' + 属性2范围_BUFF = [200, 140, 20] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{一觉被动}(140/120) +$value' + 属性3范围_BUFF = [60, 0, 20] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '{BUFF力智} +$value%' + 属性4范围_BUFF = [7, 1, 1] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=241) + self.属性描述 += 属性.被动增加(转职被动智力=141) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + self.属性描述 += 神话属性title + self.属性描述 += 属性.觉醒增加(一觉力智=90 - self.属性1选择_BUFF * 20) + self.属性描述 += 属性.被动增加(转职被动智力=200 - self.属性2选择_BUFF * 20) + self.属性描述 += 属性.被动增加(守护恩赐体精=200 - self.属性2选择_BUFF * 20) + self.属性描述 += 属性.被动增加(信念光环体精=200 - self.属性3选择_BUFF * 20) + self.属性描述 += 属性.被动增加(一觉被动力智=180 - self.属性3选择_BUFF * 20) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.07 - self.属性4选择_BUFF / 100, + BUFF智力per=1.07 - self.属性4选择_BUFF / 100) + + +class 装备102(装备): + 名称 = '神赐的抉择' + 模式 = 0 + 所属套装 = '命运歧路' + 等级 = 100 + 品质 = '神话' + 部位 = '上衣' + 类型 = '板甲' + + 属性1描述 = '{伤害增加} +$value%' + 属性1范围 = [5, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{暴击伤害} +$value%' + 属性2范围 = [7, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{最终伤害} +$value%' + 属性3范围 = [6, 1, 1] + 属性3选择 = 0 + 属性4描述 = '{附加伤害} +$value%' + 属性4范围 = [5, 1, 1] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.21) + self.属性描述 += 属性.百分比三攻加成(0.06) + self.属性描述 += 属性.技能攻击力加成(0.05) + self.属性描述 += 神话属性title + self.属性描述 += 属性.伤害增加加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.暴击伤害加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.最终伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + self.属性描述 += 属性.附加伤害加成( + (self.属性4范围[0] - self.属性4选择 * self.属性4范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + # 专属属性 + 属性1描述_BUFF = '{BUFF力智} +$value%' + 属性1范围_BUFF = [5, 1, 1] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{BUFF三攻} +$value%' + 属性2范围_BUFF = [7, 1, 1] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{转职被动} +$value' + 属性3范围_BUFF = [200, 100, 20] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '{一觉被动}(140/120) +$value' + 属性4范围_BUFF = [80, 0, 20] # 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=280) + self.属性描述 += 属性.被动增加(转职被动智力=180) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + self.属性描述 += 神话属性title + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.05 - self.属性1选择_BUFF / 100, + BUFF智力per=1.05 - self.属性1选择_BUFF / 100) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.07 - self.属性2选择_BUFF / 100, + BUFF魔攻per=1.07 - self.属性2选择_BUFF / 100, + BUFF独立per=1.07 - self.属性2选择_BUFF / 100) + self.属性描述 += 属性.被动增加(守护恩赐体精=200 - self.属性3选择_BUFF * 20) + self.属性描述 += 属性.被动增加(转职被动智力=200 - self.属性3选择_BUFF * 20) + self.属性描述 += 属性.被动增加(一觉被动力智=200 - self.属性4选择_BUFF * 20) + self.属性描述 += 属性.被动增加(信念光环体精=220 - self.属性4选择_BUFF * 20) + + +class 装备103(装备): + 名称 = '大祭司的神启礼服' + 模式 = 0 + 所属套装 = '古代祭祀的神圣仪式' + 等级 = 100 + 品质 = '神话' + 部位 = '上衣' + + 类型 = '布甲' + + 属性1描述 = '{附加伤害} +$value%' + 属性1范围 = [10, 2, 1] + 属性1选择 = 0 + 属性2描述 = '{力量、智力} +$value%' + 属性2范围 = [10, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{物攻/魔攻/独立} +$value%' + 属性3范围 = [11, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.1) + self.属性描述 += 属性.百分比三攻加成(0.1) + self.属性描述 += 属性.最终伤害加成(0.06) + self.属性描述 += 属性.技能攻击力加成(0.06) + self.属性描述 += 神话属性title + self.属性描述 += 属性.附加伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.百分比力智加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.百分比三攻加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + # 专属属性 + 属性1描述_BUFF = '{BUFF三攻} +$value%' + 属性1范围_BUFF = [10, 2, 1] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{转职被动}{Lv} +$value' + 属性2范围_BUFF = [12, 3, 1] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{一觉力智} +$value' + 属性3范围_BUFF = [150, 50, 10] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '无' + 属性4范围_BUFF = [0, 0, 0] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + self.属性描述 += 神话属性title + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.10 - self.属性1选择_BUFF / 100, + BUFF魔攻per=1.10 - self.属性1选择_BUFF / 100, + BUFF独立per=1.10 - self.属性1选择_BUFF / 100) + self.属性描述 += 属性.被动增加(转职被动Lv=12 - self.属性2选择_BUFF) + self.属性描述 += 属性.觉醒增加(一觉力智=150 - self.属性3选择_BUFF * 10) + + +class 装备104(装备): + 名称 = '战无不胜上衣' + 模式 = 0 + 所属套装 = '龙血玄黄' + 等级 = 100 + 品质 = '神话' + 部位 = '上衣' + + 类型 = '皮甲' + + 属性1描述 = '{伤害增加} +$value%' + 属性1范围 = [4, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{物攻/魔攻/独立} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{暴击伤害} +$value%' + 属性3范围 = [10, 1, 1] + 属性3选择 = 0 + 属性4描述 = '{力量、智力} +$value%' + 属性4范围 = [8, 1, 1] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.28) + self.属性描述 += 属性.技能攻击力加成(0.06) + self.属性描述 += 神话属性title + self.属性描述 += 属性.伤害增加加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.百分比三攻加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.暴击伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + self.属性描述 += 属性.百分比力智加成( + (self.属性4范围[0] - self.属性4选择 * self.属性4范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + # 专属属性 + 属性1描述_BUFF = '{一觉力智} +$value%' + 属性1范围_BUFF = [4, 1, 1] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{一觉被动}(120/100) +$value' + 属性2范围_BUFF = [40, 0, 20] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{BUFF三攻} +$value%' + 属性3范围_BUFF = [10, 1, 1] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '{转职被动} +$value' + 属性4范围_BUFF = [200, 60, 20] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=263) + self.属性描述 += 属性.被动增加(转职被动智力=163) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + self.属性描述 += 神话属性title + self.属性描述 += 属性.觉醒增加(一觉力智per=1.04 - self.属性1选择_BUFF / 100) + self.属性描述 += 属性.被动增加(信念光环体精=160 - self.属性2选择_BUFF * 20) + self.属性描述 += 属性.被动增加(一觉被动力智=140 - self.属性2选择_BUFF * 20) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.10 - self.属性3选择_BUFF / 100, + BUFF魔攻per=1.10 - self.属性3选择_BUFF / 100, + BUFF独立per=1.10 - self.属性3选择_BUFF / 100) + self.属性描述 += 属性.被动增加(守护恩赐体精=200 - self.属性4选择_BUFF * 20) + self.属性描述 += 属性.被动增加(转职被动智力=200 - self.属性4选择_BUFF * 20) + + +class 装备105(装备): + 名称 = '摧枯拉朽胸甲' + 模式 = 0 + 所属套装 = '擎天战甲' + 等级 = 100 + 品质 = '神话' + 部位 = '上衣' + 类型 = '轻甲' + + 属性1描述 = '{技能攻击力} +$value%' + 属性1范围 = [4, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{最终伤害} +$value%' + 属性2范围 = [4, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{伤害增加} +$value%' + 属性3范围 = [9, 1, 1] + 属性3选择 = 0 + 属性4描述 = '{暴击伤害} +$value%' + 属性4范围 = [7, 1, 1] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + # self.属性描述 += 属性.伤害增加加成(0.34) + self.属性描述 += 属性.伤害增加加成(0.28) + self.属性描述 += 属性.技能攻击力加成(0.06) + if 属性.职业 == '缔造者': + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 2) + else: + self.属性描述 += 属性.技能等级加成('所有', 45, 45, 2) + self.属性描述 += 神话属性title + self.属性描述 += 属性.技能攻击力加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.最终伤害加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.伤害增加加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + self.属性描述 += 属性.暴击伤害加成( + (self.属性4范围[0] - self.属性4选择 * self.属性4范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + # 专属属性 + 属性1描述_BUFF = '{一觉力智} +$value%' + 属性1范围_BUFF = [4, 1, 1] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{BUFF三攻} +$value%' + 属性2范围_BUFF = [4, 1, 1] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{一觉被动}(100/80) +$value' + 属性3范围_BUFF = [160, 0, 20] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '{BUFF力智} +$value%' + 属性4范围_BUFF = [7, 1, 1] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 45, 45, 2) + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=263) + self.属性描述 += 属性.被动增加(转职被动智力=163) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + self.属性描述 += 神话属性title + self.属性描述 += 属性.觉醒增加(一觉力智per=1.04 - self.属性1选择_BUFF / 100) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.04 - self.属性2选择_BUFF / 100, + BUFF魔攻per=1.04 - self.属性2选择_BUFF / 100, + BUFF独立per=1.04 - self.属性2选择_BUFF / 100) + self.属性描述 += 属性.被动增加(信念光环体精=260 - self.属性3选择_BUFF * 20) + self.属性描述 += 属性.被动增加(一觉被动力智=240 - self.属性3选择_BUFF * 20) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.07 - self.属性4选择_BUFF / 100, + BUFF智力per=1.07 - self.属性4选择_BUFF / 100) + + +class 装备106(装备): + 名称 = '千链万化战甲' + 模式 = 0 + 所属套装 = '荆棘漫天' + 等级 = 100 + 品质 = '神话' + 部位 = '上衣' + + 类型 = '重甲' + + 属性1描述 = '{暴击伤害} +$value%' + 属性1范围 = [10, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{物攻/魔攻/独立} +$value%' + 属性2范围 = [10, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{附加伤害} +$value%' + 属性3范围 = [10, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.35) + self.属性描述 += 神话属性title + self.属性描述 += 属性.暴击伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.百分比三攻加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.附加伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + # 专属属性 + 属性1描述_BUFF = '{BUFF力智} +$value%' + 属性1范围_BUFF = [11, 2, 1] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{转职被动}{Lv} +$value' + 属性2范围_BUFF = [10, 1, 1] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{一觉力智} +$value%' + 属性3范围_BUFF = [12, 3, 1] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '无' + 属性4范围_BUFF = [0, 0, 0] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + self.属性描述 += 神话属性title + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.11 - self.属性1选择_BUFF / 100, + BUFF智力per=1.11 - self.属性1选择_BUFF / 100) + self.属性描述 += 属性.被动增加(转职被动Lv=10 - self.属性2选择_BUFF) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.12 - self.属性3选择_BUFF / 100) + + +class 装备107(装备): + 名称 = '生命脉动之地' + 模式 = 0 + 所属套装 = '大自然的呼吸' + 等级 = 100 + 品质 = '神话' + 部位 = '上衣' + 类型 = '板甲' + + 属性1描述 = '{力量、智力} +$value%' + 属性1范围 = [12, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{伤害增加} +$value%' + 属性2范围 = [9, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{最终伤害} +$value%' + 属性3范围 = [9, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.32) + self.属性描述 += 神话属性title + self.属性描述 += 属性.百分比力智加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.伤害增加加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.最终伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(24) + pass + + def 其它属性(self, 属性): + pass + + # 专属属性 + 属性1描述_BUFF = '{BUFF力智} +$value%' + 属性1范围_BUFF = [13, 2, 1] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{BUFF三攻} +$value%' + 属性2范围_BUFF = [10, 2, 1] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{转职被动}{Lv} +$value' + 属性3范围_BUFF = [10, 2, 1] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '无' + 属性4范围_BUFF = [0, 0, 0] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=242) + self.属性描述 += 属性.被动增加(转职被动智力=142) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + self.属性描述 += 神话属性title + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.13 - self.属性1选择_BUFF / 100, + BUFF智力per=1.13 - self.属性1选择_BUFF / 100) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.1 - self.属性2选择_BUFF / 100, + BUFF魔攻per=1.1 - self.属性2选择_BUFF / 100, + BUFF独立per=1.1 - self.属性2选择_BUFF / 100) + self.属性描述 += 属性.被动增加(转职被动Lv=10 - self.属性3选择_BUFF) + + +class 装备108(装备): + 名称 = '深渊囚禁者长袍' + 模式 = 0 + 所属套装 = '深渊窥视者' + 等级 = 100 + 品质 = '神话' + 部位 = '上衣' + 类型 = '布甲' + + 属性1描述 = '{技能等级}{Lv}5~$value +1' + 属性1范围 = [100, 10, 5, 5] + 属性1选择 = 0 + 属性2描述 = '{物攻/魔攻/独立} +$value%' + 属性2范围 = [7, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{物攻/魔攻/独立} +$value' + 属性3范围 = [80, 10, 10] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.35) + self.属性描述 += 神话属性title + self.属性描述 += 属性.技能等级加成('所有', 5, + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]), 1) + self.属性描述 += 属性.百分比三攻加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.三攻固定加成(x=(self.属性3范围[0] - self.属性3选择 * self.属性3范围[2])) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + # 专属属性 + 属性1描述_BUFF = '{转职被动}{Lv} +$value' + 属性1范围_BUFF = [17, 1, 1] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{一觉被动}(40/20) +$value' + 属性2范围_BUFF = [120, 0, 20] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{转职被动} +$value' + 属性3范围_BUFF = [200, 60, 20] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '无' + 属性4范围_BUFF = [0, 0, 0] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=173) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + self.属性描述 += 神话属性title + self.属性描述 += 属性.技能等级加成('所有', 5, 100 - self.属性1选择_BUFF * 5, 1) + self.属性描述 += 属性.被动增加(转职被动Lv=17 - self.属性1选择_BUFF) + self.属性描述 += 属性.被动增加(信念光环体精=160 - self.属性2选择_BUFF * 20) + self.属性描述 += 属性.被动增加(一觉被动力智=140 - self.属性2选择_BUFF * 20) + self.属性描述 += 属性.被动增加(守护恩赐体精=200 - self.属性3选择_BUFF * 20) + self.属性描述 += 属性.被动增加(转职被动智力=200 - self.属性3选择_BUFF * 20) + + +class 装备109(装备): + 名称 = '圣者的黄昏披风' + 模式 = 0 + 所属套装 = '圣者的黄昏' + 等级 = 100 + 品质 = '神话' + 部位 = '上衣' + 类型 = '皮甲' + + 属性1描述 = '{所有属性强化} +$value' + 属性1范围 = [40, 4, 4] + 属性1选择 = 0 + 属性2描述 = '{伤害增加} +$value%' + 属性2范围 = [10, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{附加伤害} +$value%' + 属性3范围 = [10, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.2) + self.属性描述 += 属性.百分比三攻加成(0.12) + self.属性描述 += 神话属性title + self.属性描述 += 属性.所有属性强化加成(self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) + self.属性描述 += 属性.伤害增加加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.附加伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + # 专属属性 + 属性1描述_BUFF = '{一觉被动}(40/20) +$value' + 属性1范围_BUFF = [180, 0, 20] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{BUFF三攻} +$value%' + 属性2范围_BUFF = [10, 1, 1] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{转职被动} +$value' + 属性3范围_BUFF = [240, 60, 20] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '无' + 属性4范围_BUFF = [0, 0, 0] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=236) + self.属性描述 += 属性.被动增加(转职被动智力=136) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + self.属性描述 += 神话属性title + self.属性描述 += 属性.被动增加(信念光环体精=220 - self.属性1选择_BUFF) + self.属性描述 += 属性.被动增加(一觉被动力智=200 - self.属性1选择_BUFF * 20) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.1 - self.属性2选择_BUFF / 100, + BUFF魔攻per=1.1 - self.属性2选择_BUFF / 100, + BUFF独立per=1.1 - self.属性2选择_BUFF / 100) + self.属性描述 += 属性.被动增加(守护恩赐体精=240 - self.属性3选择_BUFF * 20) + self.属性描述 += 属性.被动增加(转职被动智力=240 - self.属性3选择_BUFF * 20) + + +class 装备110(装备): + 名称 = '逆转结局' + 模式 = 0 + 所属套装 = '坎坷命运' + 等级 = 100 + 品质 = '神话' + 部位 = '上衣' + 类型 = '轻甲' + + 属性1描述 = '{技能等级}{Lv}1~$value +1' + 属性1范围 = [48, 35, 5, 1] + 属性1选择 = 0 + 属性2描述 = '{物攻/魔攻/独立} +$value' + 属性2范围 = [70, 10, 10] + 属性2选择 = 0 + 属性3描述 = '{最终伤害} +$value%' + 属性3范围 = [5, 1, 1] + 属性3选择 = 0 + 属性4描述 = '{力量、智力} +$value' + 属性4范围 = [160, 40, 20] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.35) + if 属性.装备检查('悲痛者项链'): + self.属性描述 += '装备悲痛者项链时
' + self.属性描述 += 属性.百分比三攻加成(-0.10) + self.属性描述 += 属性.附加伤害加成(0.10) + if 属性.装备检查('悲情者遗物'): + self.属性描述 += '装备悲情者遗物时
' + self.属性描述 += 属性.百分比三攻加成(-0.10) + self.属性描述 += 属性.附加伤害加成(0.10) + self.属性描述 += 神话属性title + self.属性描述 += 属性.技能等级加成( + '所有', 1, min(self.属性1范围[0], (50 - self.属性1选择 * self.属性1范围[2])), 1) + self.属性描述 += 属性.三攻固定加成(x=(self.属性2范围[0] - self.属性2选择 * self.属性2范围[2])) + self.属性描述 += 属性.最终伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + self.属性描述 += 属性.力智固定加成(x=(self.属性4范围[0] - self.属性4选择 * self.属性4范围[2])) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.06) + self.属性描述 += 属性.移动速度增加(0.06) + self.属性描述 += 属性.施放速度增加(0.09) + pass + + # 专属属性 + 属性1描述_BUFF = '{一觉力智} +$value%' + 属性1范围_BUFF = [4, 1, 1] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{转职被动}{Lv} +$value' + 属性2范围_BUFF = [7, 1, 1] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{BUFF三攻} +$value%' + 属性3范围_BUFF = [5, 1, 1] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '{转职被动} +$value' + 属性4范围_BUFF = [160, 40, 20] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + self.属性描述 += 神话属性title + self.属性描述 += 属性.技能等级加成('所有', 1, min(48, 50 - self.属性1选择_BUFF * 5), 1) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.04 - self.属性1选择_BUFF / 100) + self.属性描述 += 属性.被动增加(转职被动Lv=7 - self.属性2选择_BUFF) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.05 - self.属性3选择_BUFF / 100, + BUFF魔攻per=1.05 - self.属性3选择_BUFF / 100, + BUFF独立per=1.05 - self.属性3选择_BUFF / 100) + self.属性描述 += 属性.被动增加(守护恩赐体精=160 - self.属性4选择_BUFF * 20) + self.属性描述 += 属性.被动增加(转职被动智力=160 - self.属性4选择_BUFF * 20) + + +class 装备111(装备): + 名称 = '灭世之怒' + 模式 = 0 + 所属套装 = '吞噬愤怒' + 等级 = 100 + 品质 = '神话' + 部位 = '上衣' + 类型 = '重甲' + + 属性1描述 = '{最终伤害} +$value%' + 属性1范围 = [4, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{物攻/魔攻/独立} +$value%' + 属性2范围 = [13, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{力量、智力} +$value%' + 属性3范围 = [4, 1, 1] + 属性3选择 = 0 + 属性4描述 = '{技能攻击力} +$value%' + 属性4范围 = [5, 1, 1] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.23) + self.属性描述 += 属性.持续伤害加成(0.1) + self.属性描述 += 神话属性title + self.属性描述 += 属性.最终伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.百分比三攻加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.百分比力智加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + self.属性描述 += 属性.技能攻击力加成( + (self.属性4范围[0] - self.属性4选择 * self.属性4范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + # 专属属性 + 属性1描述_BUFF = '{一觉被动} +$value' + 属性1范围_BUFF = [60, 0, 20] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{BUFF力智} +$value%' + 属性2范围_BUFF = [13, 1, 1] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{转职被动} +$value' + 属性3范围_BUFF = [200, 140, 20] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '{一觉力智} +$value' + 属性4范围_BUFF = [50, 10, 10] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.25) + self.属性描述 += 神话属性title + self.属性描述 += 属性.被动增加(信念光环体精=160 - self.属性1选择_BUFF * 20) + self.属性描述 += 属性.被动增加(一觉被动力智=140 - self.属性1选择_BUFF * 20) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.13 - self.属性2选择_BUFF / 100, + BUFF智力per=1.13 - self.属性2选择_BUFF / 100) + self.属性描述 += 属性.被动增加(守护恩赐体精=200 - self.属性3选择_BUFF * 20) + self.属性描述 += 属性.被动增加(转职被动智力=200 - self.属性3选择_BUFF * 20) + self.属性描述 += 属性.觉醒增加(一觉力智=50 - self.属性4选择_BUFF * 10) + + +class 装备112(装备): + 名称 = '魔法师[???]的护腿' + 模式 = 0 + 所属套装 = '遗忘魔法师的馈赠' + 等级 = 100 + 品质 = '史诗' + 部位 = '下装' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.05) + self.属性描述 += 属性.百分比三攻加成(0.1) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(18) + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.25) + + def 变换属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.12, 4) + pass + + +class 装备113(装备): + 名称 = '死亡阴影短裤' + 模式 = 0 + 所属套装 = '死亡阴影' + 等级 = 100 + 品质 = '史诗' + 部位 = '下装' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.04) + + self.属性描述 += 属性.暴击伤害加成(0.1) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=180) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.25) + + def 变换属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.18, 4) + pass + + +class 装备114(装备): + 名称 = '肆虐狂风之意志' + 模式 = 0 + 所属套装 = '贫瘠沙漠的遗产' + 等级 = 100 + 品质 = '史诗' + 部位 = '下装' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(属性.技能栏空位 / 100) + self.属性描述 += 属性.附加伤害加成(0.1) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.25) + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.16, 4) + pass + + +class 装备115(装备): + 名称 = '亚蒙:谎言之力' + 模式 = 0 + 所属套装 = '噩梦:地狱之路' + 等级 = 100 + 品质 = '史诗' + 部位 = '下装' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.16) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.25) + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.16, 4) + pass + + +class 装备116(装备): + 名称 = '奔流不息之伽蓝' + 模式 = 0 + 所属套装 = '永恒不息之路' + 等级 = 100 + 品质 = '史诗' + 部位 = '下装' + 类型 = '板甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能倍率加成(40, -0.3) + self.属性描述 += 属性.技能恢复加成(40, 40, 1.0) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.25) + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.32, 4) + pass + + +class 装备117(装备): + 名称 = '魅惑律动伦巴' + 模式 = 0 + 所属套装 = '天堂舞姬' + 等级 = 100 + 品质 = '史诗' + 部位 = '下装' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.17) + self.属性描述 += 属性.技能冷却缩减(35, 45, 0.15) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=200) + self.属性描述 += 属性.被动增加(转职被动智力=100) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.25) + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.14, 4) + pass + + +class 装备118(装备): + 名称 = '首席执行官裁决短裤' + 模式 = 0 + 所属套装 = '皇家裁决者宣言' + 等级 = 100 + 品质 = '史诗' + 部位 = '下装' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.16) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.25) + + def 变换属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.17, 4) + pass + + +class 装备119(装备): + 名称 = '炙炎:荔枝' + 模式 = 0 + 所属套装 = '炙炎之盛宴' + 等级 = 100 + 品质 = '史诗' + 部位 = '下装' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=200) + self.属性描述 += 属性.被动增加(转职被动智力=100) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.02) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.02) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.25) + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.33, 4) + pass + + +class 装备120(装备): + 名称 = '邪恶之角' + 模式 = 0 + 所属套装 = '传奇铁匠-封神' + 等级 = 100 + 品质 = '史诗' + 部位 = '下装' + 类型 = '重甲' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=241) + self.属性描述 += 属性.被动增加(转职被动智力=141) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.25) + + def 变换属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.34, 4) + pass + + +class 装备121(装备): + 名称 = '命运的抉择' + 模式 = 0 + 所属套装 = '命运歧路' + 等级 = 100 + 品质 = '史诗' + 部位 = '下装' + 类型 = '板甲' + + def 城镇属性(self, 属性): + + if 属性.命运的抉择 == 0: + self.属性描述 += 期望属性title + self.属性描述 += 属性.伤害增加加成(0.02) + self.属性描述 += 属性.暴击伤害加成(0.02) + self.属性描述 += 属性.最终伤害加成(0.02) + self.属性描述 += 属性.百分比三攻加成(0.02) + self.属性描述 += 属性.技能攻击力加成(0.02) + if 属性.命运的抉择 == 1: + self.属性描述 += 属性.伤害增加加成(0.1) + if 属性.命运的抉择 == 2: + self.属性描述 += 属性.暴击伤害加成(0.1) + if 属性.命运的抉择 == 3: + self.属性描述 += 属性.最终伤害加成(0.1) + if 属性.命运的抉择 == 4: + self.属性描述 += 属性.百分比三攻加成(0.1) + if 属性.命运的抉择 == 5: + self.属性描述 += 属性.技能攻击力加成(0.1) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=280) + self.属性描述 += 属性.被动增加(转职被动智力=180) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.25) + + def 变换属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.25, 4) + pass + + +class 装备122(装备): + 名称 = '大祭司的星祈长裙' + 模式 = 0 + 所属套装 = '古代祭祀的神圣仪式' + 等级 = 100 + 品质 = '史诗' + 部位 = '下装' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.1) + self.属性描述 += 属性.百分比三攻加成(0.1) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.25) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.12, 4) + pass + + +class 装备123(装备): + 名称 = '破釜沉舟护腿' + 模式 = 0 + 所属套装 = '龙血玄黄' + 等级 = 100 + 品质 = '史诗' + 部位 = '下装' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=263) + self.属性描述 += 属性.被动增加(转职被动智力=163) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.25) + + def 变换属性(self, 属性): + if 属性.角色熟练度 == 0 or 属性.装备检查('战无不胜上衣'): + self.属性描述 += 属性.暴击伤害加成(0.35, 4) + else: + self.属性描述 += 属性.暴击伤害加成(0.34, 4) + pass + + +class 装备124(装备): + 名称 = '雷霆万钧护腿' + 模式 = 0 + 所属套装 = '擎天战甲' + 等级 = 100 + 品质 = '史诗' + 部位 = '下装' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + + self.属性描述 += 属性.技能等级加成('所有', 35, 35, 2) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 35, 35, 2) + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=263) + self.属性描述 += 属性.被动增加(转职被动智力=163) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.25) + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.34, 4) + pass + + +class 装备125(装备): + 名称 = '千链锁灵护腿' + 模式 = 0 + 所属套装 = '荆棘漫天' + 等级 = 100 + 品质 = '史诗' + 部位 = '下装' + 类型 = '重甲' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.25) + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.35, 4) + pass + + +class 装备126(装备): + 名称 = '蚕食新绿之息' + 模式 = 0 + 所属套装 = '大自然的呼吸' + 等级 = 100 + 品质 = '史诗' + 部位 = '下装' + 类型 = '板甲' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.暗属性强化加成(24) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.1) + self.属性描述 += 属性.魔法暴击率增加(0.1) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=242) + self.属性描述 += 属性.被动增加(转职被动智力=142) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.25) + + def 变换属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.32, 4) + pass + + +class 装备127(装备): + 名称 = '驱散黑暗短裤' + 模式 = 0 + 所属套装 = '黑魔法探求者' + 等级 = 100 + 品质 = '史诗' + 部位 = '下装' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.14) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=275) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.25) + + def 变换属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.21, 4) + pass + + +class 装备128(装备): + 名称 = '时空漩涡护腿' + 模式 = 0 + 所属套装 = '时空旅行者' + 等级 = 100 + 品质 = '史诗' + 部位 = '下装' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + + self.属性描述 += 属性.技能冷却缩减(60, 80, 0.10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.1) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=242) + self.属性描述 += 属性.被动增加(转职被动智力=142) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.25) + + def 变换属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.32, 4) + pass + + +class 装备129(装备): + 名称 = '灵魂的呐喊' + 模式 = 0 + 所属套装 = '穿透命运的呐喊' + 等级 = 100 + 品质 = '史诗' + 部位 = '下装' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.17) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.25) + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.14, 4) + pass + + +class 装备130(装备): + 名称 = '疯狂之如影随形' + 模式 = 0 + 所属套装 = '狂乱追随者' + 等级 = 100 + 品质 = '史诗' + 部位 = '下装' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.1) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.25) + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.22, 4) + pass + + +class 装备131(装备): + 名称 = '魔法师[???]的披风' + 模式 = 0 + 所属套装 = '遗忘魔法师的馈赠' + 等级 = 100 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.05) + self.属性描述 += 属性.百分比三攻加成(0.1) + self.属性描述 += 属性.技能攻击力加成(0.13) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.05) + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=300) + self.属性描述 += 属性.被动增加(转职被动智力=200) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + +class 装备132(装备): + 名称 = '死亡阴影护肩' + 模式 = 0 + 所属套装 = '死亡阴影' + 等级 = 100 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.04) + self.属性描述 += 属性.暴击伤害加成(0.10) + self.属性描述 += 属性.技能攻击力加成(0.18) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=300) + self.属性描述 += 属性.被动增加(转职被动智力=200) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + +class 装备133(装备): + 名称 = '艰难求生之斗志' + 模式 = 0 + 所属套装 = '贫瘠沙漠的遗产' + 等级 = 100 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(属性.技能栏空位 / 100) + self.属性描述 += 属性.附加伤害加成(0.16) + self.属性描述 += 属性.技能攻击力加成(0.1) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.05) + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=300) + self.属性描述 += 属性.被动增加(转职被动智力=200) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + +class 装备134(装备): + 名称 = '贝利亚尔:毁灭之种' + 模式 = 0 + 所属套装 = '噩梦:地狱之路' + 等级 = 100 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.16) + self.属性描述 += 属性.技能攻击力加成(0.16) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=300) + self.属性描述 += 属性.被动增加(转职被动智力=200) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + +class 装备135(装备): + 名称 = '奔流不息之山川' + 模式 = 0 + 所属套装 = '永恒不息之路' + 等级 = 100 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '板甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.29) + self.属性描述 += 属性.技能倍率加成(35, -0.3) + self.属性描述 += 属性.技能恢复加成(35, 35, 1.0) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=300) + self.属性描述 += 属性.被动增加(转职被动智力=200) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + +class 装备136(装备): + 名称 = '性感洒脱探戈' + 模式 = 0 + 所属套装 = '天堂舞姬' + 等级 = 100 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.17) + self.属性描述 += 属性.技能攻击力加成(0.14) + self.属性描述 += 属性.技能冷却缩减(75, 80, 0.15) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=260) + self.属性描述 += 属性.被动增加(转职被动智力=160) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + +class 装备137(装备): + 名称 = '首席执行官裁决肩甲' + 模式 = 0 + 所属套装 = '皇家裁决者宣言' + 等级 = 100 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.12) + self.属性描述 += 属性.技能攻击力加成(0.2) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=300) + self.属性描述 += 属性.被动增加(转职被动智力=200) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + +class 装备138(装备): + 名称 = '炙炎:榴莲' + 模式 = 0 + 所属套装 = '炙炎之盛宴' + 等级 = 100 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.33) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=300) + self.属性描述 += 属性.被动增加(转职被动智力=200) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.05) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.05) + + +class 装备139(装备): + 名称 = '魔龙之心' + 模式 = 0 + 所属套装 = '传奇铁匠-封神' + 等级 = 100 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.12) + self.属性描述 += 属性.技能攻击力加成(0.2) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.施放速度增加(0.16) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=312) + self.属性描述 += 属性.被动增加(转职被动智力=212) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.03) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.03) + + +class 装备140(装备): + 名称 = '矛盾的抉择' + 模式 = 0 + 所属套装 = '命运歧路' + 等级 = 100 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '板甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.34) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=320) + self.属性描述 += 属性.被动增加(转职被动智力=220) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + +class 装备141(装备): + 名称 = '大祭司的星祈披肩' + 模式 = 0 + 所属套装 = '古代祭祀的神圣仪式' + 等级 = 100 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.1) + self.属性描述 += 属性.百分比三攻加成(0.1) + self.属性描述 += 属性.技能攻击力加成(0.12) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.装备检查('大祭司的神启礼服'): + self.属性描述 += 属性.施放速度增加(0.24) + else: + self.属性描述 += 属性.施放速度增加(0.18) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=300) + self.属性描述 += 属性.被动增加(转职被动智力=200) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + +class 装备142(装备): + 名称 = '枪林弹雨护肩' + 模式 = 0 + 所属套装 = '龙血玄黄' + 等级 = 100 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + if 属性.角色熟练度 == 0 or 属性.装备检查('战无不胜上衣'): + self.属性描述 += 属性.技能攻击力加成(0.35) + else: + self.属性描述 += 属性.技能攻击力加成(0.34) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=300) + self.属性描述 += 属性.被动增加(转职被动智力=200) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.05) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.05) + + +class 装备143(装备): + 名称 = '排山倒海护肩' + 模式 = 0 + 所属套装 = '擎天战甲' + 等级 = 100 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.34) + self.属性描述 += 属性.技能等级加成('所有', 60, 60, 2) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 60, 60, 2) + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=300) + self.属性描述 += 属性.被动增加(转职被动智力=200) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + +class 装备144(装备): + 名称 = '千链锁灵肩甲' + 模式 = 0 + 所属套装 = '荆棘漫天' + 等级 = 100 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.34) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(-0.1) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=300) + self.属性描述 += 属性.被动增加(转职被动智力=200) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + +class 装备145(装备): + 名称 = '猛烈燃烧之炎' + 模式 = 0 + 所属套装 = '大自然的呼吸' + 等级 = 100 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '板甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.32) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.火属性强化加成(24) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=270) + self.属性描述 += 属性.被动增加(转职被动智力=170) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.02) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.02) + + +class 装备146(装备): + 名称 = '魔法师[???]的长靴' + 模式 = 0 + 所属套装 = '遗忘魔法师的馈赠' + 等级 = 100 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.05) + self.属性描述 += 属性.百分比三攻加成(0.1) + self.属性描述 += 属性.暴击伤害加成(0.16) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + self.属性描述 += 属性.移动速度增加(0.14) + self.属性描述 += 属性.施放速度增加(0.15) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=300) + self.属性描述 += 属性.被动增加(转职被动智力=200) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + +class 装备147(装备): + 名称 = '死亡阴影长靴' + 模式 = 0 + 所属套装 = '死亡阴影' + 等级 = 100 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.04) + self.属性描述 += 属性.最终伤害加成(0.1) + self.属性描述 += 属性.附加伤害加成(0.18) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.04) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=230) + self.属性描述 += 属性.被动增加(转职被动智力=130) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + self.属性描述 += 属性.被动增加(一觉被动Lv=2) + + +class 装备148(装备): + 名称 = '寂静寒夜之忍耐' + 模式 = 0 + 所属套装 = '贫瘠沙漠的遗产' + 等级 = 100 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.28) + self.属性描述 += 属性.伤害增加加成(属性.技能栏空位 / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.04) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=268) + self.属性描述 += 属性.被动增加(转职被动智力=168) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + +class 装备149(装备): + 名称 = '巴尔:堕落之魂' + 模式 = 0 + 所属套装 = '噩梦:地狱之路' + 等级 = 100 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.16) + self.属性描述 += 属性.伤害增加加成(0.16) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.04) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=230) + self.属性描述 += 属性.被动增加(转职被动智力=130) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + +class 装备150(装备): + 名称 = '奔流不息之银河' + 模式 = 0 + 所属套装 = '永恒不息之路' + 等级 = 100 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '板甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.32) + self.属性描述 += 属性.技能倍率加成(25, -0.3) + self.属性描述 += 属性.技能恢复加成(25, 25, 1.0) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.04) + self.属性描述 += 属性.物理暴击率增加(0.05) + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=230) + self.属性描述 += 属性.被动增加(转职被动智力=130) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.06) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.06) + + +class 装备151(装备): + 名称 = '激烈欢动踢踏' + 模式 = 0 + 所属套装 = '天堂舞姬' + 等级 = 100 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.17) + self.属性描述 += 属性.附加伤害加成(0.14) + self.属性描述 += 属性.技能冷却缩减(1, 30, 0.15) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.04) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=180) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + self.属性描述 += 属性.被动增加(一觉被动Lv=2) + + +class 装备152(装备): + 名称 = '首席执行官裁决长靴' + 模式 = 0 + 所属套装 = '皇家裁决者宣言' + 等级 = 100 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.11) + self.属性描述 += 属性.最终伤害加成(0.21) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.04) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=230) + self.属性描述 += 属性.被动增加(转职被动智力=130) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + +class 装备153(装备): + 名称 = '炙炎:木瓜' + 模式 = 0 + 所属套装 = '炙炎之盛宴' + 等级 = 100 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.3) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.19) + self.属性描述 += 属性.物理暴击率增加(0.05) + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=230) + self.属性描述 += 属性.被动增加(转职被动智力=130) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.05) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.05) + + +class 装备154(装备): + 名称 = '自然之核' + 模式 = 0 + 所属套装 = '传奇铁匠-封神' + 等级 = 100 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(70) + self.属性描述 += 属性.技能等级加成('所有', 1, 85, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.04) + pass + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 85, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + # 暗改 + # self.属性描述 += 属性.被动增加(守护恩赐体精=180) + # self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.被动增加(守护恩赐体精=100) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.05) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.05) + + +class 装备155(装备): + 名称 = '守护的抉择' + 模式 = 0 + 所属套装 = '命运歧路' + 等级 = 100 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '板甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.17) + if 属性.护石第一栏 != '无': + self.属性描述 += 属性.单技能修改(属性.护石第一栏, 1.55, 0.7) + if 属性.护石第二栏 != '无': + self.属性描述 += 属性.单技能修改(属性.护石第二栏, 1.45, 0.75) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.04) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=280) + self.属性描述 += 属性.被动增加(转职被动智力=180) + if 属性.护石第一栏 != '无': + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + if 属性.护石第二栏 != '无': + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.02) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.02) + + +class 装备156(装备): + 名称 = '大祭司的星祈凉鞋' + 模式 = 0 + 所属套装 = '古代祭祀的神圣仪式' + 等级 = 100 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.1) + self.属性描述 += 属性.百分比三攻加成(0.1) + self.属性描述 += 属性.附加伤害加成(0.12) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.装备检查('大祭司的神启礼服'): + self.属性描述 += 属性.移动速度增加(0.18) + else: + self.属性描述 += 属性.移动速度增加(0.12) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=230) + self.属性描述 += 属性.被动增加(转职被动智力=130) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + +class 装备157(装备): + 名称 = '赤地千里战靴' + 模式 = 0 + 所属套装 = '龙血玄黄' + 等级 = 100 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + if 属性.角色熟练度 == 0 or 属性.装备检查('战无不胜上衣'): + self.属性描述 += 属性.百分比力智加成(0.35) + else: + self.属性描述 += 属性.百分比力智加成(0.34) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.04) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=230) + self.属性描述 += 属性.被动增加(转职被动智力=130) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.05) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.05) + + +class 装备158(装备): + 名称 = '遮天蔽日长靴' + 模式 = 0 + 所属套装 = '擎天战甲' + 等级 = 100 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.34) + self.属性描述 += 属性.技能等级加成('所有', 70, 70, 2) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.04) + pass + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 70, 70, 2) + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=230) + self.属性描述 += 属性.被动增加(转职被动智力=130) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.05) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.05) + + +class 装备159(装备): + 名称 = '千链锁灵战靴' + 模式 = 0 + 所属套装 = '荆棘漫天' + 等级 = 100 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.35) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(-0.06) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=230) + self.属性描述 += 属性.被动增加(转职被动智力=130) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + +class 装备160(装备): + 名称 = '交织烈日之风' + 模式 = 0 + 所属套装 = '大自然的呼吸' + 等级 = 100 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '板甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.32) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.光属性强化加成(24) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.14) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 30, 48, 1) + self.属性描述 += 属性.被动增加(守护恩赐体精=200) + self.属性描述 += 属性.被动增加(转职被动智力=100) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + +class 装备161(装备): + 名称 = '堕入地狱之脚' + 模式 = 0 + 所属套装 = '地狱求道者' + 等级 = 100 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '布甲' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(70) + self.属性描述 += 属性.技能等级加成('所有', 1, 90, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.04) + pass + + def 进图属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 90, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=263) + self.属性描述 += 属性.被动增加(转职被动智力=163) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + self.属性描述 += 属性.被动增加(一觉被动Lv=2) + + +class 装备162(装备): + 名称 = '次元漫步者长靴' + 模式 = 0 + 所属套装 = '次元旅行者' + 等级 = 100 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.1) + self.属性描述 += 属性.伤害增加加成(0.19) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 45, 1) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.14) + pass + + def 进图属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 45, 1) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=200) + self.属性描述 += 属性.被动增加(转职被动智力=100) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.02) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.02) + + +class 装备163(装备): + 名称 = '悲喜交加' + 模式 = 0 + 所属套装 = '天命无常' + 等级 = 100 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.29) + pass + + def 进图属性(self, 属性): + if '天命无常[2]' in 属性.套装栏: + if 属性.天命无常 == 0: + if 属性.装备检查('命运反抗者'): + self.属性描述 += 属性.所有属性强化加成(22) + else: + self.属性描述 += 属性.所有属性强化加成(20) + else: + if 属性.天命无常 % 2 == 0: + self.属性描述 += 属性.所有属性强化加成(30) + else: + self.属性描述 += 属性.所有属性强化加成(10) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.04) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=270) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + +class 装备164(装备): + 名称 = '崩溃世界的忧伤' + 模式 = 0 + 所属套装 = '悲剧的残骸' + 等级 = 100 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.17) + if 属性.悲剧的残骸 == 0: + self.属性描述 += 期望属性title + if 属性.装备检查('心痛如绞的诀别'): + self.属性描述 += 属性.附加伤害加成(0.106) + else: + self.属性描述 += 属性.附加伤害加成(0.10) + elif 属性.悲剧的残骸 == 1: + if 属性.装备检查('心痛如绞的诀别'): + self.属性描述 += 属性.附加伤害加成(0.10) + else: + self.属性描述 += 属性.附加伤害加成(0.08) + elif 属性.悲剧的残骸 == 2: + self.属性描述 += 属性.附加伤害加成(0.10) + elif 属性.悲剧的残骸 == 3: + self.属性描述 += 属性.附加伤害加成(0.12) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.悲剧的残骸 == 0: + self.属性描述 += 属性.攻击速度增加(0.021) + elif 属性.悲剧的残骸 >= 2: + self.属性描述 += 属性.攻击速度增加(0.03) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=230) + self.属性描述 += 属性.被动增加(转职被动智力=130) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + self.属性描述 += 属性.被动增加(一觉被动Lv=2) + + +class 装备165(装备): + 名称 = '魔法师[???]的腰带' + 模式 = 0 + 所属套装 = '遗忘魔法师的馈赠' + 等级 = 100 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.05) + self.属性描述 += 属性.百分比三攻加成(0.1) + self.属性描述 += 属性.附加伤害加成(0.14) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.25) + + +class 装备166(装备): + 名称 = '死亡阴影腰带' + 模式 = 0 + 所属套装 = '死亡阴影' + 等级 = 100 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.04) + self.属性描述 += 属性.最终伤害加成(0.10) + self.属性描述 += 属性.附加伤害加成(0.18) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=180) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.25) + + +class 装备167(装备): + 名称 = '守护战士之苦难' + 模式 = 0 + 所属套装 = '贫瘠沙漠的遗产' + 等级 = 100 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.16) + self.属性描述 += 属性.伤害增加加成(属性.技能栏空位 / 100) + self.属性描述 += 属性.附加伤害加成(0.1) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.25) + + +class 装备168(装备): + 名称 = '亚巴顿:绝望地狱' + 模式 = 0 + 所属套装 = '噩梦:地狱之路' + 等级 = 100 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.16) + self.属性描述 += 属性.暴击伤害加成(0.16) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.25) + + +class 装备169(装备): + 名称 = '奔流不息之狂风' + 模式 = 0 + 所属套装 = '永恒不息之路' + 等级 = 100 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '板甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.32) + self.属性描述 += 属性.技能倍率加成(30, -0.3) + self.属性描述 += 属性.技能恢复加成(30, 30, 1.0) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.25) + + +class 装备170(装备): + 名称 = '热情舞动桑巴' + 模式 = 0 + 所属套装 = '天堂舞姬' + 等级 = 100 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.17) + self.属性描述 += 属性.最终伤害加成(0.14) + self.属性描述 += 属性.技能冷却缩减(60, 70, 0.15) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=200) + self.属性描述 += 属性.被动增加(转职被动智力=100) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.25) + + +class 装备171(装备): + 名称 = '首席执行官裁决腰带' + 模式 = 0 + 所属套装 = '皇家裁决者宣言' + 等级 = 100 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.18) + self.属性描述 += 属性.暴击伤害加成(0.15) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.25) + + +class 装备172(装备): + 名称 = '炙炎:山竹' + 模式 = 0 + 所属套装 = '炙炎之盛宴' + 等级 = 100 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(60) + self.属性描述 += 属性.百分比三攻加成(0.16) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.施放速度增加(0.15) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=200) + self.属性描述 += 属性.被动增加(转职被动智力=100) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.02) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.02) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.25) + + +class 装备173(装备): + 名称 = '碎钢之牙' + 模式 = 0 + 所属套装 = '传奇铁匠-封神' + 等级 = 100 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.34) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=241) + self.属性描述 += 属性.被动增加(转职被动智力=141) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.25) + + +class 装备174(装备): + 名称 = '正义的抉择' + 模式 = 0 + 所属套装 = '命运歧路' + 等级 = 100 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '板甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.2) + self.属性描述 += 属性.技能倍率加成(50, 0.25) + 属性.单技能修改('烈焰焚步', 1 / 1.25, 1) + self.属性描述 += 属性.技能倍率加成(85, 0.45) + self.属性描述 += 属性.技能冷却缩减(85, 85, 0.20) + self.属性描述 += 属性.技能倍率加成(100, 0.13) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=280) + self.属性描述 += 属性.被动增加(转职被动智力=180) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.25) + + +class 装备175(装备): + 名称 = '大祭司的星祈腰带' + 模式 = 0 + 所属套装 = '古代祭祀的神圣仪式' + 等级 = 100 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.1) + self.属性描述 += 属性.百分比三攻加成(0.1) + self.属性描述 += 属性.暴击伤害加成(0.12) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.装备检查('大祭司的神启礼服'): + self.属性描述 += 属性.攻击速度增加(0.18) + else: + self.属性描述 += 属性.攻击速度增加(0.12) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.25) + + +class 装备176(装备): + 名称 = '浴血奋战腰带' + 模式 = 0 + 所属套装 = '龙血玄黄' + 等级 = 100 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 85, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + pass + + def 进图属性(self, 属性): + if 属性.角色熟练度 == 0 or 属性.装备检查('战无不胜上衣'): + self.属性描述 += 属性.所有属性强化加成(72) + else: + self.属性描述 += 属性.所有属性强化加成(68) + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 85, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + # 暗改 + # self.属性描述 += 属性.被动增加(守护恩赐体精=180) + # self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.被动增加(守护恩赐体精=100) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.25) + + +class 装备177(装备): + 名称 = '风起云涌腰带' + 模式 = 0 + 所属套装 = '擎天战甲' + 等级 = 100 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.34) + self.属性描述 += 属性.技能等级加成('所有', 40, 40, 2) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 40, 40, 2) + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=263) + self.属性描述 += 属性.被动增加(转职被动智力=163) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.25) + + +class 装备178(装备): + 名称 = '千链锁灵腰带' + 模式 = 0 + 所属套装 = '荆棘漫天' + 等级 = 100 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.35) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.施放速度增加(-0.15) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=250) + self.属性描述 += 属性.被动增加(转职被动智力=150) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.25) + + +class 装备179(装备): + 名称 = '宁静苍翠之水' + 模式 = 0 + 所属套装 = '大自然的呼吸' + 等级 = 100 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '板甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.32) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.冰属性强化加成(24) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.施放速度增加(0.15) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=242) + self.属性描述 += 属性.被动增加(转职被动智力=142) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.25) + + +# endregion + + +# region 智慧产物 +class 装备244(装备): + 名称 = '完美掌控' + 模式 = 0 + 所属套装 = '智慧产物' + 等级 = 100 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '轻甲' + 属性1描述 = '{所有属性强化} +$value' + 属性1范围 = [12, 4, 4] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{所有属性强化} +$value' + 属性3范围 = [12, 4, 4] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.所有属性强化加成((self.属性1范围[0] - self.属性1选择 * self.属性1范围[2])) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.所有属性强化加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2])) + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 85, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + if 属性.获取改造(self.部位) >= 5: + for i in range(20): + self.属性描述 += 属性.技能攻击力加成(0.01,适用累加=0) + pass + + def 进图属性(self, 属性): + for i in range(10): + self.属性描述 += 属性.所有属性强化加成(2 * 属性.获取改造(self.部位)) + pass + + def 其它属性(self, 属性): + if 属性.获取改造(self.部位) >= 5: + self.属性描述 += 属性.攻击速度增加(0.15) + self.属性描述 += 属性.移动速度增加(0.15) + self.属性描述 += 属性.施放速度增加(0.225) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += 'Lv1-85 技能等级+1
' + temp += 'Lv100 技能等级+1
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += '改造属性(+' + str( + 改造等级) + '):
' + temp += '所有属性强化 +%d x 10
' % (2 * 改造等级) + if 改造等级 >= 5: + temp += '技能攻击力 +1% x 20
' + temp += '攻击速度 +15%
' + temp += '移动速度 +15%
' + temp += '施放速度 +22.5%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + def 进图属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 85, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + pass + + +class 装备252(装备): + 名称 = '无念之仪服' + 模式 = 0 + 所属套装 = '智慧产物' + 等级 = 100 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '皮甲' + 属性1描述 = '{伤害增加} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{伤害增加} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.伤害增加加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.伤害增加加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.04 * 属性.获取改造(self.部位)) + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 2) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 2) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 2) + self.属性描述 += 属性.属性附加加成(0.04) + if 属性.获取改造(self.部位) >= 5: + self.属性描述 += 属性.伤害增加加成(0.10) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.12) + self.属性描述 += 属性.移动速度增加(0.12) + self.属性描述 += 属性.施放速度增加(0.18) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '攻击速度 +12%
' + temp += '移动速度 +12%
' + temp += '施放速度 +18%
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += '改造属性(+' + str( + 改造等级) + '):
' + temp += '伤害增加 +{}%
'.format(4 * 改造等级) + if 改造等级 >= 1: + temp += 'Lv50 技能等级+2
' + temp += 'Lv85 技能等级+2
' + temp += 'Lv100 技能等级+2
' + temp += '属性附加 +4%
' + if 改造等级 >= 5: + temp += '伤害增加 +10%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 2) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 2) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 2) + pass + + def BUFF属性(self, 属性): + pass + + +class 装备253(装备): + 名称 = '无欲之花' + 模式 = 0 + 所属套装 = '智慧产物' + 等级 = 100 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '布甲' + 属性1描述 = '{附加伤害} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{附加伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.附加伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.附加伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.0 + 0.04 * 属性.获取改造(self.部位),适用累加=0) + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 属性.技能倍率加成(50, 0.30) + 属性.单技能修改('烈焰焚步', 1 / 1.3, 1) + self.属性描述 += 属性.技能倍率加成(85, 0.25) + self.属性描述 += 属性.技能倍率加成(100, 0.16) + self.属性描述 += 属性.伤害增加加成(0.07) + if 属性.获取改造(self.部位) >= 5: + self.属性描述 += 属性.技能攻击力加成(0.12,适用累加=0) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + 属性.物理暴击率 += 0.05 + 属性.魔法暴击率 += 0.05 + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '物理暴击率 +5%
' + temp += '魔法暴击率 +5%
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += '改造属性(+' + str( + 改造等级) + '):
' + temp += '技能攻击力 +{}%
'.format(4 * 改造等级) + if 改造等级 >= 1: + temp += 'Lv50 技能攻击力+30%
' + temp += 'Lv85 技能攻击力+25%
' + temp += 'Lv100 (主动)技能攻击力+16%
' + temp += '伤害增加 +7%
' + if 改造等级 >= 5: + temp += '技能攻击力 +12%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + +class 装备254(装备): + 名称 = '无形之气韵' + 模式 = 0 + 所属套装 = '智慧产物' + 等级 = 100 + 品质 = '史诗' + 部位 = '下装' + 类型 = '轻甲' + 属性1描述 = '{暴击伤害} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{暴击伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.暴击伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.暴击伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.04 * 属性.获取改造(self.部位)) + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 属性.暴击伤害加成(0.05) + self.属性描述 += 属性.所有属性强化加成(30) + self.属性描述 += 属性.技能等级加成('所有', 50, 85, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + if 属性.获取改造(self.部位) >= 5: + self.属性描述 += 属性.暴击伤害加成(0.10) + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += '改造属性(+' + str( + 改造等级) + '):
' + temp += '暴击伤害 +{}%
'.format(4 * 改造等级) + if 改造等级 >= 1: + temp += '暴击伤害 +5%
' + temp += '所有属性强化 +30
' + temp += 'Lv50-85 技能等级+1
' + temp += 'Lv100 技能等级+1
' + if 改造等级 >= 5: + temp += '暴击伤害 +10%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + def 城镇属性_BUFF(self, 属性): + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 属性.技能等级加成('所有', 50, 85, 1) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + pass + + +class 装备255(装备): + 名称 = '无言之罪恶' + 模式 = 0 + 所属套装 = '智慧产物' + 等级 = 100 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '板甲' + 属性1描述 = '{最终伤害} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{最终伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.最终伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.最终伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.04 * 属性.获取改造(self.部位)) + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 属性.百分比力智加成(0.22) + if 属性.获取改造(self.部位) >= 5: + self.属性描述 += 属性.最终伤害加成(0.10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.2) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '移动速度 +20%
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += '改造属性(+' + str( + 改造等级) + '):
' + temp += '最终伤害 +{}%
'.format(4 * 改造等级) + if 改造等级 >= 1: + temp += '百分比力智 +22%
' + if 改造等级 >= 5: + temp += '最终伤害 +10%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + +class 装备256(装备): + 名称 = '无我之轮回' + 模式 = 0 + 所属套装 = '智慧产物' + 等级 = 100 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '重甲' + 属性1描述 = '{物攻/魔攻/独立} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{物攻/魔攻/独立} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.百分比三攻加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.百分比三攻加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.04 * 属性.获取改造(self.部位)) + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 属性.最终伤害加成(0.10) + self.属性描述 += 属性.百分比三攻加成(0.11) + if 属性.获取改造(self.部位) >= 5: + self.属性描述 += 属性.附加伤害加成(0.10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.05) + self.属性描述 += 属性.移动速度增加(0.05) + self.属性描述 += 属性.施放速度增加(0.075) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '攻击速度 +5%
' + temp += '移动速度 +5%
' + temp += '施放速度 +7.5%
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += '改造属性(+' + str( + 改造等级) + '):
' + temp += '百分比三攻 +{}%
'.format(4 * 改造等级) + if 改造等级 >= 1: + temp += '最终伤害 +10%
' + temp += '百分比三攻 +11%
' + if 改造等级 >= 5: + temp += '附加伤害 +10%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + +# endregion + + +# region 超界 +class 装备311(装备): + 名称 = '超界·苍天之幕:卷层云' + 所属套装 = '超界·苍穹之云' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.21) + self.属性描述 += 属性.最终伤害加成(0.05) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '伤害增加 +21%
' + temp += '最终伤害 +5%
' + return temp + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=80) + self.属性描述 += 属性.被动增加(转职被动智力=100) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.22) + + +class 装备312(装备): + 名称 = '超界·苍天之碧:卷云' + 所属套装 = '超界·苍穹之云' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.20) + self.属性描述 += 属性.最终伤害加成(0.05) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '技能攻击力 +20%
' + temp += '最终伤害 +5%
' + return temp + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=270) + self.属性描述 += 属性.被动增加(转职被动智力=270) + + +class 装备313(装备): + 名称 = '超界·苍天之流:层云' + 所属套装 = '超界·苍穹之云' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '下装' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.21) + self.属性描述 += 属性.最终伤害加成(0.05) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '暴击伤害 +21%
' + temp += '最终伤害 +5%
' + return temp + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=80) + self.属性描述 += 属性.被动增加(转职被动智力=100) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.22) + + +class 装备314(装备): + 名称 = '超界·苍天之岭:积云' + 所属套装 = '超界·苍穹之云' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.20) + self.属性描述 += 属性.最终伤害加成(0.05) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '百分比力智 +20%
' + temp += '最终伤害 +5%
' + return temp + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=80) + self.属性描述 += 属性.被动增加(转职被动智力=100) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.22) + + +class 装备315(装备): + 名称 = '超界·苍天之隙:高积云' + 所属套装 = '超界·苍穹之云' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.20) + self.属性描述 += 属性.最终伤害加成(0.05) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.04) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '附加伤害 +20%
' + temp += '最终伤害 +5%
' + temp += '移动速度 +4%
' + return temp + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=200) + self.属性描述 += 属性.被动增加(转职被动智力=200) + + +class 装备316(装备): + 名称 = '超界·芒种:绵延的生命' + 所属套装 = '超界·永恒的季节' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.20) + self.属性描述 += 属性.技能等级加成('所有', 1, 45, 1) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '百分比力智 +20%
' + temp += 'Lv1-45 技能等级+1
' + return temp + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 45, 1) + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=30) + self.属性描述 += 属性.被动增加(转职被动智力=30) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.22) + + +class 装备317(装备): + 名称 = '超界·雨水:长青的群山' + 所属套装 = '超界·永恒的季节' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.20) + self.属性描述 += 属性.技能等级加成('所有', 1, 45, 1) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '附加伤害 +20%
' + temp += 'Lv1-45 技能等级+1
' + return temp + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 45, 1) + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=200) + self.属性描述 += 属性.被动增加(转职被动智力=200) + + +class 装备318(装备): + 名称 = '超界·白露:不熄的光明' + 所属套装 = '超界·永恒的季节' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '下装' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.21) + self.属性描述 += 属性.技能等级加成('所有', 35, 48, 1) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '百分比三攻 +21%
' + temp += 'Lv35-48 技能等级+1
' + return temp + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 35, 48, 1) + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=90) + self.属性描述 += 属性.被动增加(转职被动智力=90) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.22) + + +class 装备319(装备): + 名称 = '超界·霜降:凝结的冰霜' + 所属套装 = '超界·永恒的季节' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.21) + self.属性描述 += 属性.技能等级加成('所有', 35, 48, 1) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '伤害增加 +21%
' + temp += 'Lv35-48 技能等级+1
' + return temp + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 35, 48, 1) + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=90) + self.属性描述 += 属性.被动增加(转职被动智力=90) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.22) + + +class 装备320(装备): + 名称 = '超界·小寒:澄净的心灵' + 所属套装 = '超界·永恒的季节' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.10) + self.属性描述 += 属性.暴击伤害加成(0.11) + self.属性描述 += 属性.技能等级加成('所有', 1, 85, 1) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '移动速度 +10%
' + temp += '暴击伤害 +11%
' + temp += 'Lv1-85 技能等级+1
' + return temp + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 85, 1) + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=40) + self.属性描述 += 属性.被动增加(转职被动智力=40) + + +class 装备321(装备): + 名称 = '超界·海豚座的羞涩' + 所属套装 = '超界·亿万年的星光' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.20) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 1) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '伤害增加 +20%
' + temp += 'Lv85 技能等级+1
' + return temp + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 1) + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.22) + + +class 装备322(装备): + 名称 = '超界·北极星的魅力' + 所属套装 = '超界·亿万年的星光' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.18) + self.属性描述 += 属性.物理暴击率增加(0.12) + self.属性描述 += 属性.魔法暴击率增加(0.12) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '技能攻击力 +18%
' + temp += '物理暴击率 +12%
' + temp += '魔法暴击率 +12%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=270) + self.属性描述 += 属性.被动增加(转职被动智力=270) + + +class 装备323(装备): + 名称 = '超界·织女星的凝望' + 所属套装 = '超界·亿万年的星光' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '下装' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.20) + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 1) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '暴击伤害 +20%
' + temp += 'Lv50 技能等级+1
' + return temp + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 1) + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.22) + + +class 装备324(装备): + 名称 = '超界·天琴座的高洁' + 所属套装 = '超界·亿万年的星光' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.21) + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 1) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '百分比三攻 +21%
' + temp += 'Lv50 技能等级+1
' + return temp + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 1) + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.22) + + +class 装备325(装备): + 名称 = '超界·天鹅座的朦胧' + 所属套装 = '超界·亿万年的星光' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(40) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 1) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.02) + self.属性描述 += 属性.魔法暴击率增加(0.02) + self.属性描述 += 属性.移动速度增加(0.04) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '所有属性强化 +40
' + temp += 'Lv85 技能等级+1
' + temp += '物理暴击率 +2%
' + temp += '魔法暴击率 +2%
' + temp += '移动速度 +4%
' + return temp + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 1) + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=140) + self.属性描述 += 属性.被动增加(转职被动智力=200) + + +class 装备326(装备): + 名称 = '超界·费诺的愤怒之勇' + 所属套装 = '超界·精灵的荣耀' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.25) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '百分比力智 +25%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=100) + self.属性描述 += 属性.被动增加(转职被动智力=100) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.22) + + +class 装备327(装备): + 名称 = '超界·维拉的光明净化' + 所属套装 = '超界·精灵的荣耀' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.23) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.06) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '技能攻击力 +23%
' + temp += '攻击速度 +6%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=270) + self.属性描述 += 属性.被动增加(转职被动智力=270) + + +class 装备328(装备): + 名称 = '超界·凯兰崔尔的决断' + 所属套装 = '超界·精灵的荣耀' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '下装' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.25) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '最终伤害 +25%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=100) + self.属性描述 += 属性.被动增加(转职被动智力=100) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.22) + + +class 装备329(装备): + 名称 = '超界·梵雅的绝世容颜' + 所属套装 = '超界·精灵的荣耀' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.24) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '伤害增加 +24%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=100) + self.属性描述 += 属性.被动增加(转职被动智力=100) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.22) + + +class 装备330(装备): + 名称 = '超界·伊露维塔的创生' + 所属套装 = '超界·精灵的荣耀' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.24) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.10) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '暴击伤害 +24%
' + temp += '移动速度 +10%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=200) + self.属性描述 += 属性.被动增加(转职被动智力=200) + + +class 装备331(装备): + 名称 = '超界·梦纤石的牵绊' + 所属套装 = '超界·幸运的五彩石' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '板甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.18) + self.属性描述 += 属性.冰属性强化加成(20) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '暴击伤害 +18%
' + temp += '冰属性强化 +20
' + return temp + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=100) + self.属性描述 += 属性.被动增加(转职被动智力=100) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.22) + + +class 装备332(装备): + 名称 = '超界·君清石的思念' + 所属套装 = '超界·幸运的五彩石' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '板甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.17) + self.属性描述 += 属性.火属性强化加成(20) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '技能攻击力 +17%
' + temp += '火属性强化 +20
' + return temp + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=270) + self.属性描述 += 属性.被动增加(转职被动智力=270) + + +class 装备333(装备): + 名称 = '超界·凤瞳石的轻鸣' + 所属套装 = '超界·幸运的五彩石' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '下装' + 类型 = '板甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.17) + self.属性描述 += 属性.光属性强化加成(20) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '百分比三攻 +17%
' + temp += '光属性强化 +20
' + return temp + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=100) + self.属性描述 += 属性.被动增加(转职被动智力=100) + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.22) + + +class 装备334(装备): + 名称 = '超界·琥冥石的乖戾' + 所属套装 = '超界·幸运的五彩石' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '板甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.18) + self.属性描述 += 属性.所有属性强化加成(20) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '百分比力智 +18%
' + temp += '所有属性强化 +20
' + return temp + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=100) + self.属性描述 += 属性.被动增加(转职被动智力=100) + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.22) + + +class 装备335(装备): + 名称 = '超界·诛璃石的断杀' + 所属套装 = '超界·幸运的五彩石' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '板甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.18) + self.属性描述 += 属性.暗属性强化加成(20) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.04) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '附加伤害 +18%
' + temp += '暗属性强化 +20
' + temp += '移动速度 +4%
' + return temp + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=200) + self.属性描述 += 属性.被动增加(转职被动智力=200) + + +# endregion + + +# region 100改造&传说 +class 装备362(装备): + 名称 = '轮回·黑暗幽灵紫杉胸甲' + 模式 = 1 + 所属套装 = '智慧产物' + 所属套装2 = '堕落的暗黑之力' + 等级 = 100 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '轻甲' + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + 属性1描述 = '{附加伤害} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{附加伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.附加伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.附加伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.15) + self.属性描述 += 属性.百分比力智加成(0.08) + self.属性描述 += 属性.伤害增加加成(0.11) + pass + + def 进图属性(self, 属性): + 属性.力量 += 25 * 属性.获取改造(self.部位) + 属性.智力 += 25 * 属性.获取改造(self.部位) + self.属性描述 += 属性.技能攻击力加成(0.02 * 属性.获取改造(self.部位),适用累加=0) + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '百分比三攻 +15%
' + temp += '百分比力智 +8%
' + temp += '伤害增加 +11%
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += '改造属性(+' + str( + 改造等级) + '):
' + temp += '力量 +' + str(25 * 改造等级) + '
' + temp += '智力 +' + str(25 * 改造等级) + '
' + temp += '技能攻击力 +' + str(2 * 改造等级) + '%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + 属性.体精固定加成(25 * 属性.获取改造(self.部位)) + 属性.力智固定加成(25 * 属性.获取改造(self.部位)) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.03) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.03) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.2) + self.属性描述 += 属性.被动增加(守护恩赐体精=145) + self.属性描述 += 属性.被动增加(转职被动智力=45) + + +class 装备363(装备): + 名称 = '时空:黑暗幽灵紫杉胸甲' + 模式 = 1 + 所属套装 = '堕落的暗黑之力' + 等级 = 100 + 品质 = '传说' + 部位 = '上衣' + 类型 = '轻甲' + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.15) + self.属性描述 += 属性.百分比力智加成(0.08) + self.属性描述 += 属性.伤害增加加成(0.06) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '百分比三攻 +15%
' + temp += '百分比力智 +8%
' + temp += '伤害增加 +6%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.03) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.03) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.2) + self.属性描述 += 属性.被动增加(守护恩赐体精=105) + self.属性描述 += 属性.被动增加(转职被动智力=105) + + +class 装备364(装备): + 名称 = '黑暗幽灵紫杉护肩' + 模式 = 1 + 所属套装 = '堕落的暗黑之力' + 等级 = 100 + 品质 = '传说' + 部位 = '头肩' + 类型 = '轻甲' + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.12) + self.属性描述 += 属性.百分比力智加成(0.10) + self.属性描述 += 属性.所有属性强化加成(24) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '暴击伤害 +12%
' + temp += '百分比力智 +10%
' + temp += '所有属性强化 +24
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=216) + self.属性描述 += 属性.被动增加(转职被动智力=216) + + +class 装备365(装备): + 名称 = '黑暗幽灵紫杉护腿' + 模式 = 1 + 所属套装 = '堕落的暗黑之力' + 等级 = 100 + 品质 = '传说' + 部位 = '下装' + 类型 = '轻甲' + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.15) + self.属性描述 += 属性.百分比力智加成(0.08) + self.属性描述 += 属性.所有属性强化加成(22) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '百分比三攻 +15%
' + temp += '百分比力智 +8%
' + temp += '所有属性强化 +22
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF魔攻per=1.2) + self.属性描述 += 属性.被动增加(守护恩赐体精=80) + self.属性描述 += 属性.被动增加(转职被动智力=80) + + +class 装备366(装备): + 名称 = '黑暗幽灵紫杉腰带' + 模式 = 1 + 所属套装 = '堕落的暗黑之力' + 等级 = 100 + 品质 = '传说' + 部位 = '腰带' + 类型 = '轻甲' + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.12) + self.属性描述 += 属性.百分比力智加成(0.10) + self.属性描述 += 属性.所有属性强化加成(24) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '暴击伤害 +12%
' + temp += '百分比力智 +10%
' + temp += '所有属性强化 +24
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF独立per=1.2) + self.属性描述 += 属性.被动增加(守护恩赐体精=80) + self.属性描述 += 属性.被动增加(转职被动智力=80) + + +class 装备367(装备): + 名称 = '黑暗幽灵紫杉长靴' + 模式 = 1 + 所属套装 = '堕落的暗黑之力' + 等级 = 100 + 品质 = '传说' + 部位 = '鞋' + 类型 = '轻甲' + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.05) + self.属性描述 += 属性.伤害增加加成(0.08) + self.属性描述 += 属性.百分比力智加成(0.10) + self.属性描述 += 属性.所有属性强化加成(24) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.04) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '附加伤害 +5%
' + temp += '暴击伤害 +8%
' + temp += '百分比力智 +10%
' + temp += '所有属性强化 +24
' + temp += '移动速度 +4%
' + return temp + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=160) + self.属性描述 += 属性.被动增加(转职被动智力=160) + + +class 装备370(装备): + 名称 = '黑暗幽灵紫杉胸甲' + 模式 = 1 + 所属套装 = '堕落的暗黑之力' + 等级 = 100 + 品质 = '传说' + 部位 = '上衣' + 类型 = '轻甲' + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.15) + self.属性描述 += 属性.百分比力智加成(0.08) + self.属性描述 += 属性.所有属性强化加成(22) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '百分比三攻 +15%
' + temp += '百分比力智 +8%
' + temp += '所有属性强化 +22
' + return temp + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.03) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.03) + self.属性描述 += 属性.被动增加(守护恩赐体精=162) + self.属性描述 += 属性.被动增加(转职被动智力=285) + + +# endregion + + +# region 改造低级SS +class 装备398(装备): + 名称 = '刻印:文韬妙策上衣' + 所属套装 = '兵法之神' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.08) + 属性.物理攻击力 += 100 + 属性.魔法攻击力 += 100 + 属性.独立攻击力 += 100 + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '百分比力智 +8%
' + return temp + + +class 装备399(装备): + 名称 = '刻印:龙韬秘法护肩' + 所属套装 = '兵法之神' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.08) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '伤害增加 +8%
' + return temp + + +class 装备400(装备): + 名称 = '刻印:虎韬妙计下装' + 所属套装 = '兵法之神' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '下装' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.08) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.05) + self.属性描述 += 属性.施放速度增加(0.075) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '百分比三攻 +8%
' + temp += '攻击速度 +5%
' + temp += '施放速度 +7.5%
' + return temp + + +class 装备401(装备): + 名称 = '刻印:豹韬飞跃战靴' + 所属套装 = '兵法之神' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.08) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.14) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '最终伤害 +8%
' + temp += '移动速度 +14%
' + return temp + + +class 装备402(装备): + 名称 = '刻印:武韬秘典腰带' + 所属套装 = '兵法之神' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.08) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.05) + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '暴击伤害 +8%
' + temp += '物理暴击率 +5%
' + temp += '魔法暴击率 +5%
' + return temp + + +class 装备410(装备): + 名称 = '魔战无双胸甲' + 所属套装 = '魔战无双' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '板甲' + + def 城镇属性(self, 属性): + 属性.黄字 = max(属性.黄字, 0.10) + 属性.加算冷却缩减 += 0.12 + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.施放速度增加(0.05) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '黄字 +10%(取最高值)
' + temp += '技能冷却 -12%(加算)
' + temp += '施放速度 +5%
' + return temp + + +class 装备411(装备): + 名称 = '魔战无双肩甲' + 所属套装 = '魔战无双' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '板甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 30, 48, 2) + try: + 属性.技能栏[属性.技能序号['基础精通']].倍率 *= 2.5 + except: + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.12) + self.属性描述 += 属性.施放速度增加(0.12) + self.属性描述 += 属性.移动速度增加(0.15) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += 'Lv30-48 技能等级+2
' + temp += '基础精通效果 +150%
' + temp += '攻击速度 +12%
' + temp += '施放速度 +12%
' + temp += '移动速度 +15%
' + return temp + + +class 装备412(装备): + 名称 = '魔战无双腿甲' + 所属套装 = '魔战无双' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '下装' + 类型 = '板甲' + + def 城镇属性(self, 属性): + 属性.加算冷却缩减 += 0.10 + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 1) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.05) + self.属性描述 += 属性.施放速度增加(0.05) + self.属性描述 += 属性.移动速度增加(0.05) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '技能冷却 -10%(加算)
' + temp += 'Lv85 技能等级+1
' + temp += '攻击速度 +5%
' + temp += '施放速度 +5%
' + temp += '移动速度 +5%
' + return temp + + +class 装备413(装备): + 名称 = '魔战无双腰带' + 所属套装 = '魔战无双' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '板甲' + + def 城镇属性(self, 属性): + 属性.加算冷却缩减 += 0.10 + self.属性描述 += 属性.技能等级加成('所有', 80, 80, 2) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '技能冷却 -10%(加算)
' + temp += 'Lv80 技能等级+2
' + return temp + + +class 装备414(装备): + 名称 = '魔战无双短靴' + 所属套装 = '魔战无双' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '板甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.08) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.06) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '百分比三攻 +8%
' + temp += '移动速度 +6%
' + return temp + + +class 装备416(装备): + 名称 = '霸域英豪胸甲' + 所属套装 = '霸域英豪' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '板甲' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + 属性.物理攻击力 += 100 + 属性.魔法攻击力 += 100 + 属性.独立攻击力 += 100 + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '物理攻击力 +100
' + temp += '魔法攻击力 +100
' + temp += '独立攻击力 +100
' + return temp + + +class 装备417(装备): + 名称 = '霸域英豪护肩' + 所属套装 = '霸域英豪' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '板甲' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + 属性.暴伤 = max(属性.暴伤, 0.15) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.07) + self.属性描述 += 属性.魔法暴击率增加(0.07) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '暴伤 +15%(取最高值)
' + temp += '物理暴击率 +7%
' + temp += '魔法暴击率 +7%
' + return temp + + +class 装备418(装备): + 名称 = '霸域英豪护腿' + 所属套装 = '霸域英豪' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '下装' + 类型 = '板甲' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + 属性.物理攻击力 += 100 + 属性.魔法攻击力 += 100 + 属性.独立攻击力 += 100 + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '物理攻击力 +100
' + temp += '魔法攻击力 +100
' + temp += '独立攻击力 +100
' + return temp + + +class 装备419(装备): + 名称 = '霸域英豪腰带' + 所属套装 = '霸域英豪' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '板甲' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + return temp + + +class 装备420(装备): + 名称 = '霸域英豪战靴' + 所属套装 = '霸域英豪' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '板甲' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.3) + self.属性描述 += 属性.移动速度增加(0.3) + self.属性描述 += 属性.施放速度增加(0.3) + self.属性描述 += 属性.攻击速度增加(0.02) + self.属性描述 += 属性.移动速度增加(0.06) + self.属性描述 += 属性.施放速度增加(0.03) + self.属性描述 += 属性.物理暴击率增加(0.1) + self.属性描述 += 属性.魔法暴击率增加(0.1) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '攻击速度 +30%
' + temp += '移动速度 +30%
' + temp += '施放速度 +30%
' + temp += '攻击速度 +2%
' + temp += '移动速度 +6%
' + temp += '施放速度 +3%
' + temp += '物理暴击率 +10%
' + temp += '魔法暴击率 +10%
' + return temp + + +class 装备422(装备): + 名称 = '千蛛碎影之毒牙胸甲' + 所属套装 = '千蛛碎影' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '重甲' + + def 城镇属性(self, 属性): + 属性.固定减防 = 36000 * 千蛛减防 + pass + + def 进图属性(self, 属性): + if 属性.职业 == '街霸': + for i in 属性.技能栏: + if i.是否有伤害 == 1: + i.中毒倍率 += 0.2 + if 属性.角色 == '格斗家(女)': + i.涂毒倍率 += 0.2 + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '中毒、涂毒伤害 +20%
' + if 千蛛减防 == 1: + temp += '固定减防 +36000(最多叠加1次)
' + return temp + + +class 装备423(装备): + 名称 = '千蛛碎影之蛛丝肩甲' + 所属套装 = '千蛛碎影' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '重甲' + + def 城镇属性(self, 属性): + 属性.固定减防 = 36000 * 千蛛减防 + self.属性描述 += 属性.技能等级加成('所有', 48, 48, 1) + if 属性.职业 == '街霸' and 属性.角色 == '格斗家(男)': + for i in 属性.技能栏: + if i.是否有伤害 == 1: + i.感电倍率 += 0.2 + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += 'Lv48 技能等级+1
' + temp += '感电伤害 +20%
' + if 千蛛减防 == 1: + temp += '固定减防 +36000(最多叠加1次)
' + return temp + + +class 装备424(装备): + 名称 = '千蛛碎影之蛛网护腿' + 所属套装 = '千蛛碎影' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '下装' + 类型 = '重甲' + + def 城镇属性(self, 属性): + 属性.固定减防 = 36000 * 千蛛减防 + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + if 千蛛减防 == 1: + temp += '固定减防 +36000(最多叠加1次)
' + return temp + + +class 装备425(装备): + 名称 = '千蛛碎影之蛛刺腰带' + 所属套装 = '千蛛碎影' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 48, 48, 1) + 属性.固定减防 = 36000 * 千蛛减防 + pass + + def 进图属性(self, 属性): + if 属性.职业 == '街霸': + for i in 属性.技能栏: + if i.是否有伤害 == 1: + i.灼伤倍率 += 0.2 + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += 'Lv48 技能等级+1
' + temp += '灼伤伤害 +20%
' + if 千蛛减防 == 1: + temp += '固定减防 +36000(最多叠加1次)
' + return temp + + +class 装备426(装备): + 名称 = '千蛛碎影之利齿战靴' + 所属套装 = '千蛛碎影' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 48, 48, 1) + 属性.固定减防 = 36000 * 千蛛减防 + pass + + def 进图属性(self, 属性): + if 属性.职业 == '街霸': + for i in 属性.技能栏: + if i.是否有伤害 == 1: + i.出血倍率 += 1.2 + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += 'Lv48 技能等级+1
' + temp += '出血伤害 +20%
' + if 千蛛减防 == 1: + temp += '固定减防 +36000(最多叠加1次)
' + return temp + + +class 装备428(装备): + 名称 = '誓血之盟铠甲' + 所属套装 = '誓血之盟' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '重甲' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + 属性.力量 += 200 + 属性.智力 += 200 + self.属性描述 += 属性.攻击速度增加(0.14) + self.属性描述 += 属性.施放速度增加(0.22) + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '攻击速度 +14%
' + temp += '施放速度 +22%
' + temp += '力量 +200
' + temp += '智力 +200
' + return temp + + +class 装备429(装备): + 名称 = '誓血之盟肩甲' + 所属套装 = '誓血之盟' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '重甲' + + def 城镇属性(self, 属性): + 属性.物理攻击力 += 116 + 属性.魔法攻击力 += 116 + 属性.独立攻击力 += 116 + self.属性描述 += 属性.伤害增加加成(0.04) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '伤害增加 +4%
' + temp += '物理攻击 +116
' + temp += '魔法攻击 +116
' + temp += '独立攻击 +116
' + return temp + + +class 装备430(装备): + 名称 = '誓血之盟腿甲' + 所属套装 = '誓血之盟' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '下装' + 类型 = '重甲' + + def 城镇属性(self, 属性): + 属性.物理攻击力 += 138 + 属性.魔法攻击力 += 138 + 属性.独立攻击力 += 138 + pass + + def 进图属性(self, 属性): # mp<85% + self.属性描述 += 属性.物理暴击率增加(0.15) + self.属性描述 += 属性.魔法暴击率增加(0.15) + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '物理暴击率 +15%
' + temp += '魔法暴击率 +15%
' + temp += '物理攻击 +138
' + temp += '魔法攻击 +138
' + temp += '独立攻击 +138
' + return temp + + +class 装备431(装备): + 名称 = '誓血之盟腰带' + 所属套装 = '誓血之盟' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '重甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.05) + pass + + def 进图属性(self, 属性): + 属性.物理攻击力 += 100 + 属性.魔法攻击力 += 100 + 属性.独立攻击力 += 100 + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '百分比三攻 +5%
' + temp += '物理攻击 +100
' + temp += '魔法攻击 +100
' + temp += '独立攻击 +100
' + return temp + + +class 装备432(装备): + 名称 = '誓血之盟战靴' + 所属套装 = '誓血之盟' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '板甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(14) + 属性.物理攻击力 += 100 + 属性.魔法攻击力 += 100 + 属性.独立攻击力 += 100 + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.05) + self.属性描述 += 属性.移动速度增加(0.09) + self.属性描述 += 属性.施放速度增加(0.07) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '所有属性强化 +14
' + temp += '物理攻击 +100
' + temp += '魔法攻击 +100
' + temp += '独立攻击 +100
' + temp += '攻击速度 +5%
' + temp += '移动速度 +9%
' + temp += '施放速度 +7%
' + return temp + + +class 装备434(装备): + 名称 = '天御雷罚战甲' + 所属套装 = '天御之灾' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.光属性强化加成(24) + 属性.物理攻击力 += 74 + 属性.魔法攻击力 += 74 + 属性.独立攻击力 += 74 + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.03) + self.属性描述 += 属性.魔法暴击率增加(0.03) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '光属性强化 +24
' + temp += '物理暴击率 +3%
' + temp += '魔法暴击率 +3%
' + return temp + + +class 装备435(装备): + 名称 = '天御虫噬护肩' + 所属套装 = '天御之灾' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暗属性强化加成(24) + 属性.物理攻击力 += 74 + 属性.魔法攻击力 += 74 + 属性.独立攻击力 += 74 + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.03) + self.属性描述 += 属性.魔法暴击率增加(0.03) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '暗属性强化 +24
' + temp += '物理攻击力 +74
' + temp += '魔法攻击力 +74
' + temp += '独立攻击力 +74
' + temp += '物理暴击率 +3%
' + temp += '魔法暴击率 +3%
' + return temp + + +class 装备436(装备): + 名称 = '天御炎袭护腿' + 所属套装 = '天御之灾' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '下装' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.火属性强化加成(24) + 属性.物理攻击力 += 74 + 属性.魔法攻击力 += 74 + 属性.独立攻击力 += 74 + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.03) + self.属性描述 += 属性.魔法暴击率增加(0.03) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '火属性强化 +24
' + temp += '物理攻击力 +74
' + temp += '魔法攻击力 +74
' + temp += '独立攻击力 +74
' + temp += '物理暴击率 +3%
' + temp += '魔法暴击率 +3%
' + return temp + + +class 装备437(装备): + 名称 = '天御雷罚战甲' + 所属套装 = '天御之灾' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.冰属性强化加成(24) + 属性.物理攻击力 += 74 + 属性.魔法攻击力 += 74 + 属性.独立攻击力 += 74 + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.03) + self.属性描述 += 属性.魔法暴击率增加(0.03) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '冰属性强化 +24
' + temp += '物理攻击力 +74
' + temp += '魔法攻击力 +74
' + temp += '独立攻击力 +74
' + temp += '物理暴击率 +3%
' + temp += '魔法暴击率 +3%
' + return temp + + +class 装备438(装备): + 名称 = '天御风行战靴' + 所属套装 = '天御之灾' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(14) + 属性.物理攻击力 += 74 + 属性.魔法攻击力 += 74 + 属性.独立攻击力 += 74 + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.03) + self.属性描述 += 属性.魔法暴击率增加(0.03) + self.属性描述 += 属性.攻击速度增加(0.08) + self.属性描述 += 属性.移动速度增加(0.12) + self.属性描述 += 属性.施放速度增加(0.12) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '所有属性强化 +14
' + temp += '物理攻击力 +74
' + temp += '魔法攻击力 +74
' + temp += '独立攻击力 +74
' + temp += '物理暴击率 +3%
' + temp += '魔法暴击率 +3%
' + temp += '攻击速度 +8%
' + temp += '移动速度 +12%
' + temp += '施放速度 +12%
' + return temp + + +class 装备440(装备): + 名称 = '最佳球手的暴走战衣' + 所属套装 = '最佳球手的绝杀' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + 属性.物理攻击力 += 149 + 属性.魔法攻击力 += 149 + 属性.独立攻击力 += 149 + self.属性描述 += 属性.伤害增加加成(0.04) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '伤害增加 +4%
' + temp += '物理攻击力 +149
' + temp += '魔法攻击力 +149
' + temp += '独立攻击力 +149
' + return temp + + +class 装备441(装备): + 名称 = '最佳球手的反击护具' + 所属套装 = '最佳球手的绝杀' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + return temp + + +class 装备442(装备): + 名称 = '最佳球手的奇袭长裤' + 所属套装 = '最佳球手的绝杀' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '下装' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + 属性.暴伤 = max(属性.暴伤, 0.18) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '暴伤 +18%(取最大值)
' + return temp + + +class 装备443(装备): + 名称 = '最佳球手的冲锋腰带' + 所属套装 = '最佳球手的绝杀' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + 属性.物理攻击力 += 138 + 属性.魔法攻击力 += 138 + 属性.独立攻击力 += 138 + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + 属性.回避率 += 0.05 + self.属性描述 += 属性.物理暴击率增加(0.15) + self.属性描述 += 属性.魔法暴击率增加(0.15) + self.属性描述 += 属性.命中率增加(0.05) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '物理攻击力 +138
' + temp += '魔法攻击力 +138
' + temp += '独立攻击力 +138
' + temp += '物理暴击率 +15%
' + temp += '魔法暴击率 +15%
' + temp += '命中率 +5%
' + temp += '回避率 +5%
' + return temp + + +class 装备444(装备): + 名称 = '最佳球手的逆袭跑鞋' + 所属套装 = '最佳球手的绝杀' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '轻甲' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.06) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '移动速度 +6%
' + return temp + + +class 装备446(装备): + 名称 = '战术之王的御敌胸甲' + 所属套装 = '战术之王的御敌' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + 属性.物理攻击力 += 80 + 属性.魔法攻击力 += 80 + 属性.独立攻击力 += 80 + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.命中率增加(0.02) + 属性.回避率 += 0.02 + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '物理攻击力 +80
' + temp += '魔法攻击力 +80
' + temp += '独立攻击力 +80
' + temp += '命中率 +2%
' + temp += '回避率 +2%
' + return temp + + +class 装备447(装备): + 名称 = '战术之王的御敌肩甲' + 所属套装 = '战术之王的御敌' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.10) + self.属性描述 += 属性.移动速度增加(0.10) + self.属性描述 += 属性.施放速度增加(0.15) + self.属性描述 += 属性.命中率增加(0.10) + 属性.回避率 += 0.01 + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '攻击速度 +10%
' + temp += '移动速度 +10%
' + temp += '施放速度 +15%
' + temp += '命中率 +10%
' + temp += '回避率 +1%
' + return temp + + +class 装备448(装备): + 名称 = '战术之王的御敌腿甲' + 所属套装 = '战术之王的御敌' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '下装' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.12) + self.属性描述 += 属性.魔法暴击率增加(0.12) + self.属性描述 += 属性.命中率增加(0.02) + 属性.回避率 += 0.02 + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '物理暴击率 +12%
' + temp += '魔法暴击率 +12%
' + temp += '命中率 +2%
' + temp += '回避率 +2%
' + return temp + + +class 装备449(装备): + 名称 = '战术之王的御敌腰带' + 所属套装 = '战术之王的御敌' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(20) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.命中率增加(0.01) + 属性.回避率 += 0.01 + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '所有属性强化 +20
' + temp += '命中率 +1%
' + temp += '回避率 +1%
' + return temp + + +class 装备450(装备): + 名称 = '战术之王的御敌长靴' + 所属套装 = '战术之王的御敌' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + 属性.力量 += 120 + 属性.智力 += 120 + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.04) + self.属性描述 += 属性.命中率增加(0.01) + 属性.回避率 += 0.01 + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '力量 +120
' + temp += '智力 +120
' + temp += '移动速度 +4%
' + temp += '命中率 +1%
' + temp += '回避率 +1%
' + return temp + + +class 装备452(装备): + 名称 = '暗魅之影上衣' + 所属套装 = '杀意决' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + 属性.黄字 = max(属性.黄字, 0.18) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '黄字 +18%(取最高值)
' + return temp + + +class 装备453(装备): + 名称 = '冥殇之刃肩甲' + 所属套装 = '杀意决' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + 属性.物理攻击力 += 66 + 属性.魔法攻击力 += 66 + 属性.独立攻击力 += 66 + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + self.属性描述 += 属性.物理暴击率增加(0.10) + self.属性描述 += 属性.魔法暴击率增加(0.10) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '物理攻击力 +66
' + temp += '魔法攻击力 +66
' + temp += '独立攻击力 +66
' + temp += '攻击速度 +15%
' + temp += '物理暴击率 +10%
' + temp += '魔法暴击率 +10%
' + return temp + + +class 装备454(装备): + 名称 = '血舞之牙护腿' + 所属套装 = '杀意决' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '下装' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.04) + 属性.物理攻击力 += 121 + 属性.魔法攻击力 += 121 + 属性.独立攻击力 += 121 + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '暴击伤害 +4%
' + temp += '物理攻击力 +121
' + temp += '魔法攻击力 +121
' + temp += '独立攻击力 +121
' + return temp + + +class 装备455(装备): + 名称 = '亡灵之帐腰带' + 所属套装 = '杀意决' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + 属性.物理攻击力 += 116 + 属性.魔法攻击力 += 116 + 属性.独立攻击力 += 116 + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '物理攻击力 +116
' + temp += '魔法攻击力 +116
' + temp += '独立攻击力 +116
' + return temp + + +class 装备456(装备): + 名称 = '黄泉之风战靴' + 所属套装 = '杀意决' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '皮甲' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(20) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.15) + self.属性描述 += 属性.移动速度增加(0.22) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '所有属性强化 +20
' + temp += '攻击速度 +15%
' + temp += '移动速度 +22%
' + return temp + + +class 装备458(装备): + 名称 = '逝魔之疾咒长袍' + 所属套装 = '逝魔之力' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.15) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '百分比三攻 +15%
' + return temp + + +class 装备459(装备): + 名称 = '逝魔之灵悟肩甲' + 所属套装 = '逝魔之力' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.12) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '百分比三攻 +12%
' + return temp + + +class 装备460(装备): + 名称 = '逝魔之暴烈长裤' + 所属套装 = '逝魔之力' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '下装' + 类型 = '布甲' + + def 城镇属性(self, 属性): + 属性.暴伤 = max(属性.暴伤, 0.15) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '暴伤 +15%(取最大值)
' + return temp + + +class 装备461(装备): + 名称 = '逝魔之灵心腰带' + 所属套装 = '逝魔之力' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '布甲' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.魔法暴击率增加(0.20) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '魔法暴击率 +20%
' + return temp + + +class 装备462(装备): + 名称 = '逝魔之风速短靴' + 所属套装 = '逝魔之力' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '布甲' + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(20) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.16) + self.属性描述 += 属性.施放速度增加(0.25) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '所有属性强化 +20
' + temp += '移动速度 +16%
' + temp += '施放速度 +25%
' + return temp + + +class 装备464(装备): + 名称 = '封霜雪影长袍' + 所属套装 = '天劫' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.冰属性强化加成(12) + + def 进图属性(self, 属性): + self.属性描述 += 属性.冰属性强化加成(44 * 天劫光环) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '冰属性强化 +12
' + if 天劫光环 == 1: + temp += '冰属性强化 +44
' + temp += '魔法暴击率 +5%
' + return temp + + +class 装备465(装备): + 名称 = '蚀日无辉肩甲' + 所属套装 = '天劫' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '头肩' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.光属性强化加成(12) + + def 进图属性(self, 属性): + self.属性描述 += 属性.光属性强化加成(44 * 天劫光环) + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '光属性强化 +12
' + if 天劫光环 == 1: + temp += '光属性强化 +44
' + return temp + + +class 装备466(装备): + 名称 = '火殒灭炎长裤' + 所属套装 = '天劫' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '下装' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.火属性强化加成(12) + + def 进图属性(self, 属性): + self.属性描述 += 属性.火属性强化加成(44 * 天劫光环) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '火属性强化 +12
' + if 天劫光环 == 1: + temp += '火属性强化 +44
' + temp += '魔法暴击率 +5%
' + return temp + + +class 装备467(装备): + 名称 = '暗殇绝影腰带' + 所属套装 = '天劫' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '腰带' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.暗属性强化加成(12) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.暗属性强化加成(44 * 天劫光环) + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '暗属性强化 +12
' + if 天劫光环 == 1: + temp += '暗属性强化 +44
' + return temp + + +class 装备468(装备): + 名称 = '闲云碎步短靴' + 所属套装 = '天劫' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '鞋' + 类型 = '布甲' + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(30) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.06) + pass + + def 装备描述(self, 属性): + temp = '' + if 属性.转甲选项 == 1: + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + else: + temp += '力量 +' + str(self.力量[self.类型]) + '
' + temp += '智力 +' + str(self.智力[self.类型]) + '
' + temp += '所有属性强化 +30
' + temp += '移动速度 +6%
' + return temp + + +# endregion + + +# region 100光环传说 +class 装备483(装备): + 名称 = '轮回·鲜红血纹皮甲胸铠' + 模式 = 1 + 所属套装 = '智慧产物' + 所属套装2 = '鲜红血纹' + 等级 = 100 + 品质 = '史诗' + 部位 = '上衣' + 类型 = '皮甲' + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + 属性1描述 = '{附加伤害} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{附加伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.附加伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.附加伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.20) + self.属性描述 += 属性.暴击伤害加成(0.15) + pass + + def 进图属性(self, 属性): + 属性.力量 += 25 * 属性.获取改造(self.部位) + 属性.智力 += 25 * 属性.获取改造(self.部位) + self.属性描述 += 属性.技能攻击力加成(0.02 * 属性.获取改造(self.部位),适用累加=0) + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '伤害增加 +20%
' + temp += '暴击伤害 +15%
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += '改造属性(+' + str( + 改造等级) + '):
' + temp += '力量 +' + str(25 * 改造等级) + '
' + temp += '智力 +' + str(25 * 改造等级) + '
' + temp += '技能攻击力 +' + str(2 * 改造等级) + '%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + 属性.体精固定加成(25 * 属性.获取改造(self.部位)) + 属性.力智固定加成(25 * 属性.获取改造(self.部位)) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.03) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.03) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.2) + self.属性描述 += 属性.被动增加(守护恩赐体精=145) + self.属性描述 += 属性.被动增加(转职被动智力=45) + + +class 装备484(装备): + 名称 = '时空:鲜红血纹皮甲胸铠' + 模式 = 1 + 所属套装 = '鲜红血纹' + 等级 = 100 + 品质 = '传说' + 部位 = '上衣' + 类型 = '皮甲' + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.14) + self.属性描述 += 属性.暴击伤害加成(0.15) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '伤害增加 +14%
' + temp += '暴击伤害 +15%
' + return temp + + +class 装备485(装备): + 名称 = '鲜红血纹皮甲护肩' + 模式 = 1 + 所属套装 = '鲜红血纹' + 等级 = 100 + 品质 = '传说' + 部位 = '头肩' + 类型 = '皮甲' + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.05) + self.属性描述 += 属性.百分比三攻加成(0.04) + self.属性描述 += 属性.百分比力智加成(0.12) + self.属性描述 += 属性.所有属性强化加成(10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '附加伤害 +5%
' + temp += '百分比三攻 +4%
' + temp += '百分比力智 +12%
' + temp += '所有属性强化 +10
' + return temp + + +class 装备486(装备): + 名称 = '鲜红血纹皮甲护腿' + 模式 = 1 + 所属套装 = '鲜红血纹' + 等级 = 100 + 品质 = '传说' + 部位 = '下装' + 类型 = '皮甲' + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.09) + self.属性描述 += 属性.暴击伤害加成(0.15) + self.属性描述 += 属性.所有属性强化加成(14) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '伤害增加 +9%
' + temp += '暴击伤害 +15%
' + temp += '所有属性强化 +14
' + return temp + + +class 装备487(装备): + 名称 = '鲜红血纹皮甲腰带' + 模式 = 1 + 所属套装 = '鲜红血纹' + 等级 = 100 + 品质 = '传说' + 部位 = '腰带' + 类型 = '皮甲' + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.05) + self.属性描述 += 属性.百分比三攻加成(0.04) + self.属性描述 += 属性.百分比力智加成(0.12) + self.属性描述 += 属性.所有属性强化加成(10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '附加伤害 +5%
' + temp += '百分比三攻 +4%
' + temp += '百分比力智 +12%
' + temp += '所有属性强化 +10
' + return temp + + +class 装备488(装备): + 名称 = '鲜红血纹皮甲战靴' + 模式 = 1 + 所属套装 = '鲜红血纹' + 等级 = 100 + 品质 = '传说' + 部位 = '鞋' + + 类型 = '皮甲' + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.05) + self.属性描述 += 属性.百分比三攻加成(0.04) + self.属性描述 += 属性.百分比力智加成(0.12) + self.属性描述 += 属性.所有属性强化加成(10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.04) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '附加伤害 +5%
' + temp += '百分比三攻 +4%
' + temp += '百分比力智 +12%
' + temp += '所有属性强化 +10
' + temp += '移动速度 +4%
' + return temp + + +class 装备490(装备): + 名称 = '鲜红血纹皮甲胸铠' + 模式 = 1 + 所属套装 = '鲜红血纹' + 等级 = 100 + 品质 = '传说' + 部位 = '上衣' + 类型 = '皮甲' + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.09) + self.属性描述 += 属性.暴击伤害加成(0.15) + self.属性描述 += 属性.所有属性强化加成(14) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +' + str(self.力量[属性.防具类型]) + '
' + temp += '智力 +' + str(self.智力[属性.防具类型]) + '
' + temp += '伤害增加 +9%
' + temp += '暴击伤害 +15%
' + temp += '所有属性强化 +14
' + return temp + + +# endregion diff --git a/PublicReference/equipment/装备_首饰.py b/PublicReference/equipment/装备_首饰.py new file mode 100644 index 00000000..78eed134 --- /dev/null +++ b/PublicReference/equipment/装备_首饰.py @@ -0,0 +1,4192 @@ +from .basic_equ import * + + +# region 100SS首饰 +class 装备180(装备): + 名称 = '莱多:变幻的规律' + 模式 = 0 + 所属套装 = '上古尘封术式' + 等级 = 100 + 品质 = '史诗' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 147 + 智力 = 100 + 体力 = 117 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.12) + self.属性描述 += 属性.技能攻击力加成(0.20) + self.属性描述 += 属性.所有属性强化加成(25) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.1) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=230) + self.属性描述 += 属性.被动增加(转职被动智力=250) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.08) + + +class 装备181(装备): + 名称 = '拥抱晨曦之温暖' + 模式 = 0 + 所属套装 = '破晓曦光' + 等级 = 100 + 品质 = '史诗' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 147 + 体力 = 117 + 智力 = 100 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.06) + self.属性描述 += 属性.技能攻击力加成(0.05 + 0.01 * min(13, 属性.获取强化(self.部位))) + self.属性描述 += 属性.所有属性强化加成(28) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 48, 1) + self.属性描述 += 属性.技能恢复加成(15, 30, 0.30) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 48, 1) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=180) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.05) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.05) + + +class 装备182(装备): + 名称 = '白象之庇护' + 模式 = 0 + 所属套装 = '幸运三角' + 等级 = 100 + 品质 = '史诗' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 147 + 智力 = 100 + 体力 = 117 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.07) + self.属性描述 += 属性.伤害增加加成(0.07) + self.属性描述 += 属性.暴击伤害加成(0.07) + self.属性描述 += 属性.附加伤害加成(0.07) + self.属性描述 += 属性.技能攻击力加成(0.07) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=220) + self.属性描述 += 属性.被动增加(转职被动智力=250) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.08) + + +class 装备183(装备): + 名称 = '火魔之焰-沙罗曼达' + 模式 = 0 + 所属套装 = '精灵使的权能' + 等级 = 100 + 品质 = '史诗' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 147 + 智力 = 100 + 体力 = 117 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(38) + self.属性描述 += 属性.附加伤害加成(0.3) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=220) + self.属性描述 += 属性.被动增加(转职被动智力=250) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.08) + + +class 装备184(装备): + 名称 = '执着的探求' + 模式 = 0 + 所属套装 = '黑魔法探求者' + 等级 = 100 + 品质 = '史诗' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 147 + 智力 = 100 + 体力 = 117 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.28) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(40) + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=245) + self.属性描述 += 属性.被动增加(转职被动智力=270) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.08) + + +class 装备185(装备): + 名称 = '时间指引之针' + 模式 = 0 + 所属套装 = '时空旅行者' + 等级 = 100 + 品质 = '史诗' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 147 + 智力 = 100 + 体力 = 117 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.2) + self.属性描述 += 属性.技能攻击力加成(0.14) + self.属性描述 += 属性.技能冷却缩减(50, 50, 0.10) + self.属性描述 += 属性.技能冷却缩减(85, 85, 0.10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + self.属性描述 += 属性.施放速度增加(0.15) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=230) + self.属性描述 += 属性.被动增加(转职被动智力=242) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.07) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.07) + + +class 装备186(装备): + 名称 = '支配战场的呐喊' + 模式 = 0 + 所属套装 = '穿透命运的呐喊' + 等级 = 100 + 品质 = '史诗' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 147 + 智力 = 100 + 体力 = 117 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.12) + self.属性描述 += 属性.最终伤害加成(0.23) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=220) + self.属性描述 += 属性.被动增加(转职被动智力=250) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.08) + + +class 装备187(装备): + 名称 = '狂乱之坚如磐石' + 模式 = 0 + 所属套装 = '狂乱追随者' + 等级 = 100 + 品质 = '史诗' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 147 + 智力 = 100 + 体力 = 117 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.3) + self.属性描述 += 属性.技能攻击力加成(0.11) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=220) + self.属性描述 += 属性.被动增加(转职被动智力=250) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.08) + + +class 装备188(装备): + 名称 = '莱多:秩序创造者' + 模式 = 0 + 所属套装 = '上古尘封术式' + 等级 = 100 + 品质 = '神话' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 149 + 智力 = 100 + 体力 = 120 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + 属性1描述 = '{物攻/魔攻/独立} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [6, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{暴击伤害} +$value%' + 属性3范围 = [9, 1, 1] + 属性3选择 = 0 + 属性4描述 = '{力量、智力} +$value%' + 属性4范围 = [6, 1, 1] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.06) + self.属性描述 += 属性.技能攻击力加成(0.25) + self.属性描述 += 属性.所有属性强化加成(25) + self.属性描述 += 神话属性title + self.属性描述 += 属性.百分比三攻加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.暴击伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + self.属性描述 += 属性.百分比力智加成( + (self.属性4范围[0] - self.属性4选择 * self.属性4范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + self.属性描述 += 属性.移动速度增加(0.1) + self.属性描述 += 属性.施放速度增加(0.15) + pass + + # 专属属性 + 属性1描述_BUFF = '{一觉力智} +$value' + 属性1范围_BUFF = [60, 40, 10] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{转职被动} +$value' + 属性2范围_BUFF = [200, 100, 20] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{一觉力智} +$value%' + 属性3范围_BUFF = [9, 1, 1] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '{BUFF三攻} +$value%' + 属性4范围_BUFF = [7, 2, 1] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=230) + self.属性描述 += 属性.被动增加(转职被动智力=250) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08, BUFF智力per=1.08) + self.属性描述 += 神话属性title + self.属性描述 += 属性.觉醒增加(一觉力智=60 - self.属性1选择_BUFF * 10) + self.属性描述 += 属性.被动增加(守护恩赐体精=200 - self.属性2选择_BUFF * 20) + self.属性描述 += 属性.被动增加(转职被动智力=200 - self.属性2选择_BUFF * 20) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.09 - self.属性3选择_BUFF / 100) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.07 - self.属性4选择_BUFF / 100, + BUFF魔攻per=1.07 - self.属性4选择_BUFF / 100, + BUFF独立per=1.07 - self.属性4选择_BUFF / 100) + + +class 装备189(装备): + 名称 = '融化黑暗之温暖' + 模式 = 0 + 所属套装 = '破晓曦光' + 等级 = 100 + 品质 = '神话' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 149 + 智力 = 100 + 体力 = 120 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + 属性1描述 = '{物攻/魔攻/独立} +$value' + 属性1范围 = [110, 30, 10] + 属性1选择 = 0 + 属性2描述 = '{暴击伤害} +$value%' + 属性2范围 = [10, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{伤害增加} +$value%' + 属性3范围 = [11, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.06) + self.属性描述 += 属性.所有属性强化加成(28) + self.属性描述 += 属性.技能攻击力加成(0.05 + 0.01 * min(13, 属性.获取强化(self.部位))) + self.属性描述 += 神话属性title + self.属性描述 += 属性.三攻固定加成(x=(self.属性1范围[0] - self.属性1选择 * self.属性1范围[2])) + self.属性描述 += 属性.暴击伤害加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.伤害增加加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 48, 1) + self.属性描述 += 属性.技能恢复加成(15, 30, 0.30) + pass + + def 其它属性(self, 属性): + x = int(min(sum(属性.强化等级), 150) / 6) + self.属性描述 += 属性.物理暴击率增加(0.005 * x) + self.属性描述 += 属性.魔法暴击率增加(0.005 * x) + self.属性描述 += 属性.攻击速度增加(0.008 * x) + self.属性描述 += 属性.移动速度增加(0.008 * x) + self.属性描述 += 属性.施放速度增加(0.012 * x) + pass + + # 专属属性 + 属性1描述_BUFF = '{BUFF三攻} +$value%' + 属性1范围_BUFF = [9, 1, 1] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{一觉力智} +$value%' + 属性2范围_BUFF = [10, 1, 1] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{BUFF力智} +$value%' + 属性3范围_BUFF = [11, 1, 1] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '无' + 属性4范围_BUFF = [0, 0, 0] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 48, 1) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=180) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.05, BUFF智力per=1.05) + self.属性描述 += 神话属性title + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.09 - self.属性1选择_BUFF / 100, + BUFF魔攻per=1.09 - self.属性1选择_BUFF / 100, + BUFF独立per=1.09 - self.属性1选择_BUFF / 100) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.10 - self.属性2选择_BUFF / 100) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.11 - self.属性3选择_BUFF / 100, + BUFF智力per=1.11 - self.属性3选择_BUFF / 100) + + +class 装备190(装备): + 名称 = '伽内什的永恒庇护' + 模式 = 0 + 所属套装 = '幸运三角' + 等级 = 100 + 品质 = '神话' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 149 + 智力 = 100 + 体力 = 120 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + 属性1描述 = '{暴击伤害} +$value%' + 属性1范围 = [4, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{力量、智力} +$value%' + 属性2范围 = [10, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{伤害增加} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '{物攻/魔攻/独立} +$value%' + 属性4范围 = [8, 1, 1] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.07) + self.属性描述 += 属性.技能攻击力加成(0.07) + self.属性描述 += 属性.暴击伤害加成(0.07) + self.属性描述 += 属性.伤害增加加成(0.07) + self.属性描述 += 属性.百分比力智加成(0.07) + self.属性描述 += 神话属性title + self.属性描述 += 属性.暴击伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.百分比力智加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.伤害增加加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + self.属性描述 += 属性.百分比三攻加成( + (self.属性4范围[0] - self.属性4选择 * self.属性4范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.07) + self.属性描述 += 属性.移动速度增加(0.07) + self.属性描述 += 属性.施放速度增加(0.07) + pass + + # 专属属性 + 属性1描述_BUFF = '{一觉力智} +$value' + 属性1范围_BUFF = [50, 20, 10] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{一觉力智} +$value%' + 属性2范围_BUFF = [10, 1, 1] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{一觉被动} +$value' + 属性3范围_BUFF = [40, 0, 20] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '{BUFF力智} +$value%' + 属性4范围_BUFF = [9, 2, 1] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=220) + self.属性描述 += 属性.被动增加(转职被动智力=250) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08, BUFF智力per=1.08) + self.属性描述 += 神话属性title + self.属性描述 += 属性.觉醒增加(一觉力智=50 - self.属性1选择_BUFF * 10) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.1 - self.属性2选择_BUFF / 100) + self.属性描述 += 属性.被动增加(信念光环体精=160 - self.属性3选择_BUFF * 20) + self.属性描述 += 属性.被动增加(一觉被动力智=140 - self.属性3选择_BUFF * 20) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.09 - self.属性4选择_BUFF / 100, + BUFF智力per=1.09 - self.属性4选择_BUFF / 100) + + +class 装备191(装备): + 名称 = '至高之炎-伊弗利特' + 模式 = 0 + 所属套装 = '精灵使的权能' + 等级 = 100 + 品质 = '神话' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 149 + 智力 = 100 + 体力 = 120 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + 属性1描述 = '{力量、智力} +$value' + 属性1范围 = [160, 40, 20] + 属性1选择 = 0 + 属性2描述 = '{最终伤害} +$value%' + 属性2范围 = [12, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{物攻/魔攻/独立} +$value%' + 属性3范围 = [12, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.2) + self.属性描述 += 属性.所有属性强化加成(38) + self.属性描述 += 属性.技能攻击力加成(0.13) + self.属性描述 += 神话属性title + self.属性描述 += 属性.力智固定加成(x=(self.属性1范围[0] - self.属性1选择 * self.属性1范围[2])) + self.属性描述 += 属性.最终伤害加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.百分比三攻加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + # 专属属性 + 属性1描述_BUFF = '{守护恩赐/力智} +$value' + 属性1范围_BUFF = [160, 40, 20] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{一觉力智} +$value' + 属性2范围_BUFF = [120, 10, 10] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{BUFF三攻} +$value%' + 属性3范围_BUFF = [12, 1, 1] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '无' + 属性4范围_BUFF = [0, 0, 0] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=220) + self.属性描述 += 属性.被动增加(转职被动智力=250) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08, BUFF智力per=1.08) + self.属性描述 += 神话属性title + self.属性描述 += 属性.被动增加(守护恩赐体精=160 - self.属性1选择_BUFF * 20) + self.属性描述 += 属性.力智固定加成(x=160 - self.属性1选择_BUFF * 20) + self.属性描述 += 属性.觉醒增加(一觉力智=120 - self.属性2选择_BUFF * 10) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.12 - self.属性3选择_BUFF / 100, + BUFF魔攻per=1.12 - self.属性3选择_BUFF / 100, + BUFF独立per=1.12 - self.属性3选择_BUFF / 100) + + +class 装备192(装备): + 名称 = '无尽的探求' + 模式 = 0 + 所属套装 = '黑魔法探求者' + 等级 = 100 + 品质 = '神话' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 149 + 智力 = 100 + 体力 = 120 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + 属性1描述 = '{力量、智力} +$value' + 属性1范围 = [240, 20, 20] + 属性1选择 = 0 + 属性2描述 = '{附加伤害} +$value%' + 属性2范围 = [7, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{物攻/魔攻/独立} +$value%' + 属性3范围 = [12, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.2) + self.属性描述 += 属性.技能攻击力加成(0.1) + self.属性描述 += 神话属性title + self.属性描述 += 属性.力智固定加成(x=(self.属性1范围[0] - self.属性1选择 * self.属性1范围[2])) + self.属性描述 += 属性.附加伤害加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.百分比三攻加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(40) + pass + + def 其它属性(self, 属性): + pass + + # 专属属性 + 属性1描述_BUFF = '{守护恩赐/力智} +$value' + 属性1范围_BUFF = [240, 20, 20] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{BUFF三攻} +$value%' + 属性2范围_BUFF = [10, 4, 1] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{一觉力智} +$value' + 属性3范围_BUFF = [120, 10, 10] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '无' + 属性4范围_BUFF = [0, 0, 0] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=245) + self.属性描述 += 属性.被动增加(转职被动智力=270) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08, BUFF智力per=1.08) + self.属性描述 += 神话属性title + self.属性描述 += 属性.被动增加(守护恩赐体精=240 - self.属性1选择_BUFF * 20) + self.属性描述 += 属性.力智固定加成(x=240 - self.属性1选择_BUFF * 20) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.1 - self.属性2选择_BUFF / 100, + BUFF魔攻per=1.1 - self.属性2选择_BUFF / 100, + BUFF独立per=1.1 - self.属性2选择_BUFF / 100) + self.属性描述 += 属性.觉醒增加(一觉力智=120 - self.属性3选择_BUFF * 10) + + +class 装备193(装备): + 名称 = '时间回溯之针' + 模式 = 0 + 所属套装 = '时空旅行者' + 等级 = 100 + 品质 = '神话' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 149 + 智力 = 100 + 体力 = 120 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + 属性1描述 = '{力量、智力} +$value%' + 属性1范围 = [4, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{所有属性强化} +$value' + 属性2范围 = [20, 12, 4] + 属性2选择 = 0 + 属性3描述 = '{物攻/魔攻/独立} +$value' + 属性3范围 = [100, 10, 10] + 属性3选择 = 0 + 属性4描述 = '{最终伤害} +$value%' + 属性4范围 = [8, 1, 1] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.28) + self.属性描述 += 属性.百分比力智加成(0.12) + self.属性描述 += 属性.技能冷却缩减(50, 50, 0.15) + self.属性描述 += 属性.技能冷却缩减(85, 85, 0.15) + self.属性描述 += 神话属性title + self.属性描述 += 属性.百分比力智加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.所有属性强化加成(self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) + self.属性描述 += 属性.三攻固定加成(self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) + self.属性描述 += 属性.最终伤害加成( + (self.属性4范围[0] - self.属性4选择 * self.属性4范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + self.属性描述 += 属性.施放速度增加(0.15) + pass + + # 专属属性 + 属性1描述_BUFF = '{一觉力智} +$value%' + 属性1范围_BUFF = [4, 1, 1] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{转职被动}{Lv} +$value' + 属性2范围_BUFF = [5, 3, 1] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{一觉力智} +$value' + 属性3范围_BUFF = [110, 20, 10] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '{BUFF三攻} +$value%' + 属性4范围_BUFF = [10, 3, 1] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=230) + self.属性描述 += 属性.被动增加(转职被动智力=242) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.07, BUFF智力per=1.07) + self.属性描述 += 神话属性title + self.属性描述 += 属性.觉醒增加(一觉力智per=1.04 - self.属性1选择_BUFF / 100) + self.属性描述 += 属性.被动增加(转职被动Lv=5 - self.属性2选择_BUFF) + self.属性描述 += 属性.觉醒增加(一觉力智=110 - self.属性3选择_BUFF * 10) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.1 - self.属性4选择_BUFF / 100, + BUFF魔攻per=1.1 - self.属性4选择_BUFF / 100, + BUFF独立per=1.1 - self.属性4选择_BUFF / 100) + + +class 装备194(装备): + 名称 = '响彻天地的咆哮' + 模式 = 0 + 所属套装 = '穿透命运的呐喊' + 等级 = 100 + 品质 = '神话' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 149 + 智力 = 100 + 体力 = 120 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + 属性1描述 = '{技能攻击力} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{附加伤害} +$value%' + 属性2范围 = [4, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{力量、智力} +$value%' + 属性3范围 = [7, 1, 1] + 属性3选择 = 0 + 属性4描述 = '{物攻/魔攻/独立} +$value%' + 属性4范围 = [12, 1, 1] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.12) + self.属性描述 += 属性.最终伤害加成(0.18) + self.属性描述 += 属性.技能攻击力加成(0.06) + self.属性描述 += 神话属性title + self.属性描述 += 属性.技能攻击力加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.附加伤害加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + self.属性描述 += 属性.百分比力智加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + self.属性描述 += 属性.百分比三攻加成( + (self.属性4范围[0] - self.属性4选择 * self.属性4范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.08) + self.属性描述 += 属性.移动速度增加(0.08) + self.属性描述 += 属性.施放速度增加(0.12) + pass + + # 专属属性 + 属性1描述_BUFF = '{转职被动} +$value' + 属性1范围_BUFF = [160, 120, 20] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{一觉力智} +$value%' + 属性2范围_BUFF = [4, 1, 1] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{BUFF三攻} +$value%' + 属性3范围_BUFF = [7, 1, 1] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '{BUFF力智} +$value%' + 属性4范围_BUFF = [12, 1, 1] # 最大值 最小值 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=220) + self.属性描述 += 属性.被动增加(转职被动智力=250) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08, BUFF智力per=1.08) + self.属性描述 += 神话属性title + self.属性描述 += 属性.被动增加(守护恩赐体精=160 - self.属性1选择_BUFF * 20) + self.属性描述 += 属性.被动增加(转职被动智力=160 - self.属性1选择_BUFF * 20) + self.属性描述 += 属性.觉醒增加(一觉力智per=1.04 - self.属性2选择_BUFF / 100) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.07 - self.属性3选择_BUFF / 100, + BUFF魔攻per=1.07 - self.属性3选择_BUFF / 100, + BUFF独立per=1.07 - self.属性3选择_BUFF / 100) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.12 - self.属性4选择_BUFF / 100, + BUFF智力per=1.12 - self.属性4选择_BUFF / 100) + + +class 装备195(装备): + 名称 = '狂乱之逆转宿命' + 模式 = 0 + 所属套装 = '狂乱追随者' + 等级 = 100 + 品质 = '神话' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 149 + 智力 = 100 + 体力 = 120 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + 属性1描述 = '{伤害增加} +$value%' + 属性1范围 = [10, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{所有属性强化} +$value' + 属性2范围 = [32, 4, 4] + 属性2选择 = 0 + 属性3描述 = '{暴击伤害} +$value%' + 属性3范围 = [12, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.3) + self.属性描述 += 属性.技能攻击力加成(0.11) + self.属性描述 += 神话属性title + self.属性描述 += 属性.伤害增加加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + self.属性描述 += 属性.所有属性强化加成(self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) + self.属性描述 += 属性.暴击伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + # 专属属性 + 属性1描述_BUFF = '{一觉力智} +$value' + 属性1范围_BUFF = [110, 20, 10] # 最大值 最小值 间隔 + 属性1选择_BUFF = 0 + 属性2描述_BUFF = '{BUFF三攻} +$value%' + 属性2范围_BUFF = [8, 1, 1] # 最大值 最小值 间隔 + 属性2选择_BUFF = 0 + 属性3描述_BUFF = '{BUFF力智} +$value%' + 属性3范围_BUFF = [12, 1, 1] # 最大值 最小值 间隔 + 属性3选择_BUFF = 0 + 属性4描述_BUFF = '无' + 属性4范围_BUFF = [0, 0, 0] # 间隔 + 属性4选择_BUFF = 0 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=220) + self.属性描述 += 属性.被动增加(转职被动智力=250) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08, BUFF智力per=1.08) + self.属性描述 += 神话属性title + self.属性描述 += 属性.觉醒增加(一觉力智=110 - self.属性1选择_BUFF * 10) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.08 - self.属性2选择_BUFF / 100, + BUFF魔攻per=1.08 - self.属性2选择_BUFF / 100, + BUFF独立per=1.08 - self.属性2选择_BUFF / 100) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.12 - self.属性3选择_BUFF / 100, + BUFF智力per=1.12 - self.属性3选择_BUFF / 100) + + +class 装备196(装备): + 名称 = '肯那兹:精神燎原之火' + 模式 = 0 + 所属套装 = '上古尘封术式' + 等级 = 100 + 品质 = '史诗' + 部位 = '项链' + 类型 = '首饰' + 力量 = 100 + 智力 = 147 + 精神 = 117 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.2) + self.属性描述 += 属性.附加伤害加成(0.12) + self.属性描述 += 属性.所有属性强化加成(25) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=277) + self.属性描述 += 属性.被动增加(转职被动智力=151) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.06) + + +class 装备197(装备): + 名称 = '驱散月光之黎明' + 模式 = 0 + 所属套装 = '破晓曦光' + 等级 = 100 + 品质 = '史诗' + 部位 = '项链' + 类型 = '首饰' + 力量 = 100 + 智力 = 147 + 精神 = 117 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.05 + 0.01 * min(13, 属性.获取强化(self.部位))) + self.属性描述 += 属性.百分比三攻加成(0.06) + self.属性描述 += 属性.所有属性强化加成(28) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 50, 70, 1) + self.属性描述 += 属性.技能恢复加成(35, 45, 0.30) + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 50, 70, 1) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=154) + self.属性描述 += 属性.被动增加(转职被动智力=151) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.06) + + +class 装备198(装备): + 名称 = '四叶草之初心' + 模式 = 0 + 所属套装 = '幸运三角' + 等级 = 100 + 品质 = '史诗' + 部位 = '项链' + 类型 = '首饰' + 力量 = 100 + 智力 = 147 + 精神 = 117 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.07) + self.属性描述 += 属性.百分比三攻加成(0.07) + self.属性描述 += 属性.伤害增加加成(0.07) + self.属性描述 += 属性.暴击伤害加成(0.07) + self.属性描述 += 属性.最终伤害加成(0.07) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=264) + self.属性描述 += 属性.被动增加(转职被动智力=151) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.06) + + +class 装备199(装备): + 名称 = '冷焰之冰-温蒂妮' + 模式 = 0 + 所属套装 = '精灵使的权能' + 等级 = 100 + 品质 = '史诗' + 部位 = '项链' + 类型 = '首饰' + 力量 = 100 + 智力 = 147 + 精神 = 117 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(38) + self.属性描述 += 属性.百分比三攻加成(0.27) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=264) + self.属性描述 += 属性.被动增加(转职被动智力=151) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.06) + + +class 装备200(装备): + 名称 = '堕落世界树之生命' + 模式 = 0 + 所属套装 = '深渊窥视者' + 等级 = 100 + 品质 = '史诗' + 部位 = '项链' + 类型 = '首饰' + 力量 = 100 + 智力 = 147 + 精神 = 117 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.4) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=166) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.06) + + +class 装备201(装备): + 名称 = '引路者的四季项链' + 模式 = 0 + 所属套装 = '圣者的黄昏' + 等级 = 100 + 品质 = '史诗' + 部位 = '项链' + 类型 = '首饰' + 力量 = 100 + 智力 = 147 + 精神 = 117 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.35) + self.属性描述 += 属性.技能冷却缩减(1, 45, 0.10) + self.属性描述 += 属性.技能冷却缩减(60, 80, 0.10) + self.属性描述 += 属性.技能冷却缩减(90, 95, 0.10) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.移动速度增加(0.1) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=248) + self.属性描述 += 属性.被动增加(转职被动智力=128) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.06) + + +class 装备202(装备): + 名称 = '悲痛者项链' + 模式 = 0 + 所属套装 = '坎坷命运' + 等级 = 100 + 品质 = '史诗' + 部位 = '项链' + 类型 = '首饰' + 力量 = 100 + 智力 = 147 + 精神 = 117 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.1) + self.属性描述 += 属性.最终伤害加成(0.28) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.04) + self.属性描述 += 属性.移动速度增加(0.04) + self.属性描述 += 属性.施放速度增加(0.06) + if 属性.装备检查('地狱边缘'): + self.属性描述 += '装备地狱边缘时
' + self.属性描述 += 属性.攻击速度增加(-0.01) + self.属性描述 += 属性.移动速度增加(-0.01) + self.属性描述 += 属性.施放速度增加(-0.015) + if 属性.装备检查('悲情者遗物'): + self.属性描述 += '装备悲情者遗物时
' + self.属性描述 += 属性.攻击速度增加(-0.01) + self.属性描述 += 属性.移动速度增加(-0.01) + self.属性描述 += 属性.施放速度增加(-0.015) + pass + + 精神 = 117 + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=264) + self.属性描述 += 属性.被动增加(转职被动智力=151) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.06) + + +class 装备203(装备): + 名称 = '激狂之怒' + 模式 = 0 + 所属套装 = '吞噬愤怒' + 等级 = 100 + 品质 = '史诗' + 部位 = '项链' + 类型 = '首饰' + 力量 = 100 + 智力 = 147 + 精神 = 117 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.3) + self.属性描述 += 属性.持续伤害加成(0.1) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=264) + self.属性描述 += 属性.被动增加(转职被动智力=151) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.06) + + +class 装备204(装备): + 名称 = '盖柏:完美的均衡' + 模式 = 0 + 所属套装 = '上古尘封术式' + 等级 = 100 + 品质 = '史诗' + 部位 = '戒指' + 类型 = '首饰' + 力量 = 171 + 智力 = 171 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + + self.属性描述 += 属性.附加伤害加成(0.12) + self.属性描述 += 属性.所有属性强化加成(25) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + self.属性描述 += 属性.施放速度增加(0.15) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.2, 2) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=266) + self.属性描述 += 属性.被动增加(转职被动智力=86) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.08) + + +class 装备205(装备): + 名称 = '寂静无言之露珠' + 模式 = 0 + 所属套装 = '破晓曦光' + 等级 = 100 + 品质 = '史诗' + 部位 = '戒指' + 类型 = '首饰' + 力量 = 171 + 智力 = 171 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.01 * min(13, 属性.获取强化(self.部位))) + self.属性描述 += 属性.所有属性强化加成(30) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 75, 85, 1) + self.属性描述 += 属性.技能恢复加成(60, 80, 0.30) + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.05, 2) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 75, 85, 1) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=181) + self.属性描述 += 属性.被动增加(转职被动智力=86) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.06) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.06) + + +class 装备206(装备): + 名称 = '红兔之祝福' + 模式 = 0 + 所属套装 = '幸运三角' + 等级 = 100 + 品质 = '史诗' + 部位 = '戒指' + 类型 = '首饰' + 力量 = 171 + 智力 = 171 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.07) + self.属性描述 += 属性.百分比三攻加成(0.07) + self.属性描述 += 属性.伤害增加加成(0.07) + self.属性描述 += 属性.最终伤害加成(0.07) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.07, 2) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=266) + self.属性描述 += 属性.被动增加(转职被动智力=86) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.08) + + +class 装备207(装备): + 名称 = '祝福之风-西尔芙' + 模式 = 0 + 所属套装 = '精灵使的权能' + 等级 = 100 + 品质 = '史诗' + 部位 = '戒指' + 类型 = '首饰' + 力量 = 171 + 智力 = 171 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(38) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.04) + self.属性描述 += 属性.移动速度增加(0.04) + self.属性描述 += 属性.施放速度增加(0.06) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.27, 2) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=266) + self.属性描述 += 属性.被动增加(转职被动智力=86) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.08) + + +class 装备208(装备): + 名称 = '支配黑暗之环' + 模式 = 0 + 所属套装 = '地狱求道者' + 等级 = 100 + 品质 = '史诗' + 部位 = '戒指' + 类型 = '首饰' + 力量 = 171 + 智力 = 171 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.20) + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.20, 2) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=299) + self.属性描述 += 属性.被动增加(转职被动智力=115) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.08) + + +class 装备209(装备): + 名称 = '次元穿越者之印' + 模式 = 0 + 所属套装 = '次元旅行者' + 等级 = 100 + 品质 = '史诗' + 部位 = '戒指' + 类型 = '首饰' + 力量 = 171 + 智力 = 171 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.18) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 60, 80, 1) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.施放速度增加(0.15) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.14, 2) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 60, 80, 1) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=246) + self.属性描述 += 属性.被动增加(转职被动智力=92) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.08) + + +class 装备210(装备): + 名称 = '命运的捉弄' + 模式 = 0 + 所属套装 = '天命无常' + 等级 = 100 + 品质 = '史诗' + 部位 = '戒指' + 类型 = '首饰' + 力量 = 171 + 智力 = 171 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + if '天命无常[2]' in 属性.套装栏: + if 属性.天命无常 == 0: + if 属性.装备检查('命运反抗者'): + self.属性描述 += 属性.伤害增加加成(0.11) + else: + self.属性描述 += 属性.伤害增加加成(0.10) + if 属性.天命无常 == 1: + self.属性描述 += 属性.伤害增加加成(0.05) + elif 属性.天命无常 >= 2: + self.属性描述 += 属性.伤害增加加成(0.11) + # self.属性描述 += 属性.最终伤害加成(0.06) + self.属性描述 += 属性.技能攻击力加成(0.19) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.06, 2) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=263) + self.属性描述 += 属性.被动增加(转职被动智力=80) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.08) + + +class 装备211(装备): + 名称 = '蓬勃生命的落幕' + 模式 = 0 + 所属套装 = '悲剧的残骸' + 等级 = 100 + 品质 = '史诗' + 部位 = '戒指' + 类型 = '首饰' + 力量 = 171 + 智力 = 171 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + + if 属性.悲剧的残骸 == 0: + if 属性.装备检查('心痛如绞的诀别'): + self.属性描述 += 属性.附加伤害加成(0.106) + else: + self.属性描述 += 属性.附加伤害加成(0.10) + if 属性.悲剧的残骸 == 1: + if 属性.装备检查('心痛如绞的诀别'): + self.属性描述 += 属性.附加伤害加成(0.10) + else: + self.属性描述 += 属性.附加伤害加成(0.08) + if 属性.悲剧的残骸 == 2: + self.属性描述 += 属性.附加伤害加成(0.10) + if 属性.悲剧的残骸 == 3: + self.属性描述 += 属性.附加伤害加成(0.12) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + if 属性.悲剧的残骸 == 0: + self.属性描述 += 属性.攻击速度增加(0.021) + if 属性.悲剧的残骸 >= 2: + self.属性描述 += 属性.攻击速度增加(0.03) + pass + + def 变换属性(self, 属性): + self.属性描述 += 属性.暴击伤害加成(0.27, 2) + pass + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=266) + self.属性描述 += 属性.被动增加(转职被动智力=86) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.08) + + +# endregion + + +# region 智慧产物 +class 装备245(装备): + 名称 = '噙毒手套' + 模式 = 0 + 所属套装 = '智慧产物' + 等级 = 100 + 品质 = '史诗' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 147 + 智力 = 100 + 体力 = 117 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + 属性1描述 = '{暴击伤害} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{暴击伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.暴击伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.暴击伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 城镇属性(self, 属性): + if 属性.获取改造(self.部位) >= 1 and 属性.噙毒手套 == 0: + self.属性描述 += 属性.暴击伤害加成(0.28) + if 属性.获取改造(self.部位) >= 4: + self.属性描述 += 属性.技能攻击力加成(0.10,适用累加=0) + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(8 * 属性.获取改造(self.部位)) + self.属性描述 += 属性.暴击伤害加成(0.02 * 属性.获取改造(self.部位)) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.08) + self.属性描述 += 属性.魔法暴击率增加(0.08) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +147
' + temp += '智力 +100
' + temp += '物理暴击率 +8%
' + temp += '魔法暴击率 +8%
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '所有属性强化 +%d
' % (8 * 改造等级) + temp += '暴击伤害 +%d
' % (2 * 改造等级) + if 改造等级 >= 1: + if 属性.噙毒手套 == 0: + temp += '暴击伤害 +28%
' + if 属性.噙毒手套 == 1: + temp += '暴击伤害 +0% (未触发)
' + if 改造等级 >= 4: + temp += '技能攻击力 +10%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + +class 装备246(装备): + 名称 = '先知者的预言' + 模式 = 0 + 所属套装 = '智慧产物' + 等级 = 100 + 品质 = '史诗' + 部位 = '项链' + 类型 = '首饰' + 力量 = 100 + 智力 = 147 + 精神 = 117 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + 属性1描述 = '{伤害增加} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{伤害增加} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.伤害增加加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.伤害增加加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.04 * 属性.获取改造(self.部位)) + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 属性.百分比力智加成(0.18) + if 属性.获取改造(self.部位) >= 4: + if 属性.先知者的预言 == 0: + self.属性描述 += 属性.属性附加加成(0.05 * 0.35) + self.属性描述 += 属性.技能攻击力加成(0 + (0.10 * 0.35 + 0.15 * 0.3),适用累加=0) + if 属性.先知者的预言 == 1: + self.属性描述 += 属性.属性附加加成(0.05) + if 属性.先知者的预言 == 2: + self.属性描述 += 属性.技能攻击力加成(0.10,适用累加=0) + if 属性.先知者的预言 == 3: + self.属性描述 += 属性.技能攻击力加成(0.15,适用累加=0) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.1) + self.属性描述 += 属性.移动速度增加(0.1) + self.属性描述 += 属性.施放速度增加(0.15) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +100
' + temp += '智力 +147
' + temp += '攻击速度 +10%
' + temp += '移动速度 +10%
' + temp += '施放速度 +15%
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '伤害增加 +%d%%
' % (4 * 改造等级) + if 改造等级 >= 1: + temp += '百分比力智 +18%
' + if 改造等级 >= 4: + if 属性.先知者的预言 == 0: + temp += '属性附加 +{:.2f}%
'.format(0.05 * 0.35 * 100, 3) + temp += '技能攻击力 +{:.2f}%
'.format( + (0.10 * 0.35 + 0.15 * 0.3) * 100) + if 属性.先知者的预言 == 1: + temp += '属性附加 +5%
' + if 属性.先知者的预言 == 2: + temp += '技能攻击力 +10%
' + if 属性.先知者的预言 == 3: + temp += '技能攻击力 +15%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + +class 装备247(装备): + 名称 = '骸麒之戒' + 模式 = 0 + 所属套装 = '智慧产物' + 等级 = 100 + 品质 = '史诗' + 部位 = '戒指' + 类型 = '首饰' + 力量 = 171 + 智力 = 171 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + 属性1描述 = '{附加伤害} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{附加伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.附加伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.附加伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 城镇属性(self, 属性): + if 属性.获取改造(self.部位) >= 5: + self.属性描述 += 属性.附加伤害加成(0.53) + if 属性.获取改造(self.部位) >= 1 and 属性.获取改造(self.部位) < 5: + self.属性描述 += 属性.附加伤害加成(0.35) + pass + + def 进图属性(self, 属性): + 属性.力量 += 30 * 属性.获取改造(self.部位) + 属性.智力 += 30 * 属性.获取改造(self.部位) + self.属性描述 += 属性.附加伤害加成(0.02 * 属性.获取改造(self.部位)) + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +171
' + temp += '智力 +171
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '力量 +{}
'.format(30 * 改造等级) + temp += '智力 +{}
'.format(30 * 改造等级) + temp += '附加伤害 +{}%
'.format(2 * 改造等级) + if 改造等级 >= 5: + temp += '附加伤害 +53%
' + if 改造等级 >= 1 and 改造等级 < 5: + temp += '附加伤害 +35%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + +class 装备528(装备): + 名称 = '无言怒火' + 模式 = 0 + 所属套装 = '智慧产物' + 等级 = 100 + 品质 = '史诗' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 147 + 智力 = 100 + 体力 = 117 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + 属性1描述 = '{所有属性强化} +$value' + 属性1范围 = [12, 4, 4] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{所有属性强化} +$value' + 属性3范围 = [12, 4, 4] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.所有属性强化加成((self.属性1范围[0] - self.属性1选择 * self.属性1范围[2])) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.所有属性强化加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2])) + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(16 * 属性.获取改造(self.部位)) + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 属性.百分比力智加成(0.05) + self.属性描述 += 属性.技能攻击力加成(0.13,适用累加=0) + if 属性.获取改造(self.部位) >= 4: + self.属性描述 += 属性.属性附加加成(0.05) + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +147
' + temp += '智力 +100
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '所有属性强化 +%d
' % (16 * 改造等级) + if 改造等级 >= 1: + temp += '力量、智力 +5%
' + temp += '技能攻击力 +13%
' + if 改造等级 >= 4: + temp += '属性附加伤害 +5%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + def 城镇属性_BUFF(self, 属性): + 属性.体精固定加成(20 * 属性.获取改造(self.部位)) + 属性.力智固定加成(20 * 属性.获取改造(self.部位)) + + def BUFF属性(self, 属性): + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 改造属性title.format(属性.获取改造(self.部位)) + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.03, BUFF智力per=1.03) + self.属性描述 += 属性.觉醒增加(一觉力智=20) + self.属性描述 += 属性.被动增加(守护恩赐体精=100) + self.属性描述 += 属性.被动增加(转职被动智力=40) + if 属性.获取改造(self.部位) >= 4: + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04, BUFF智力per=1.04) + self.属性描述 += 属性.觉醒增加(一觉力智=30) + self.属性描述 += 属性.被动增加(守护恩赐体精=20) + self.属性描述 += 属性.被动增加(转职被动智力=60) + + +class 装备529(装备): + 名称 = '无形青岩' + 模式 = 0 + 所属套装 = '智慧产物' + 等级 = 100 + 品质 = '史诗' + 部位 = '项链' + 类型 = '首饰' + 力量 = 100 + 智力 = 147 + 精神 = 117 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + 属性1描述 = '{伤害增加} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{伤害增加} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.伤害增加加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.伤害增加加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 城镇属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.04 * 属性.获取改造(self.部位)) + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 属性.伤害增加加成(0.12) + self.属性描述 += 属性.附加伤害加成(0.1) + if 属性.获取改造(self.部位) >= 4: + self.属性描述 += 属性.持续伤害加成(0.1) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +100
' + temp += '智力 +147
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '伤害增加 +%d%%
' % (4 * 改造等级) + if 改造等级 >= 1: + temp += '伤害增加 +12%
' + temp += '附加伤害 +10%
' + if 改造等级 >= 4: + temp += '持续伤害 +10%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + def 城镇属性_BUFF(self, 属性): + 属性.体精固定加成(20 * 属性.获取改造(self.部位)) + 属性.力智固定加成(20 * 属性.获取改造(self.部位)) + + def BUFF属性(self, 属性): + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 改造属性title.format(属性.获取改造(self.部位)) + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.06) + self.属性描述 += 属性.被动增加(守护恩赐体精=100) + if 属性.获取改造(self.部位) >= 4: + self.属性描述 += 属性.BUFF增加(BUFFLv=1) + self.属性描述 += 属性.觉醒增加(一觉力智=35) + + +class 装备530(装备): + 名称 = '无念剑环' + 模式 = 0 + 所属套装 = '智慧产物' + 等级 = 100 + 品质 = '史诗' + 部位 = '戒指' + 类型 = '首饰' + 力量 = 171 + 智力 = 171 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + 属性1描述 = '{附加伤害} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{附加伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.附加伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.附加伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.04 * 属性.获取改造(self.部位),适用累加=0) + if 属性.获取改造(self.部位) >= 4: + self.属性描述 += 属性.附加伤害加成(0.1) + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 属性.伤害增加加成(0.1) + pass + + def 进图属性(self, 属性): + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 属性.所有属性强化加成(40) + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +171
' + temp += '智力 +171
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '技能攻击力 +{}%
'.format(4 * 改造等级) + if 改造等级 >= 1: + temp += '所有属性强化 +40
' + temp += '伤害增加 +10%
' + if 改造等级 >= 4: + temp += '附加伤害 +10%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + def 城镇属性_BUFF(self, 属性): + 属性.体精固定加成(20 * 属性.获取改造(self.部位)) + 属性.力智固定加成(20 * 属性.获取改造(self.部位)) + + def BUFF属性(self, 属性): + if 属性.获取改造(self.部位) >= 1: + self.属性描述 += 改造属性title.format(属性.获取改造(self.部位)) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.08, BUFF智力per=1.08) + self.属性描述 += 属性.觉醒增加(一觉力智=15) + self.属性描述 += 属性.被动增加(守护恩赐体精=100) + if 属性.获取改造(self.部位) >= 4: + self.属性描述 += 属性.觉醒增加(一觉Lv=1) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.05, BUFF智力per=1.05) + self.属性描述 += 属性.被动增加(守护恩赐体精=30) + + +# endregion + + +# region 普雷 +class 装备336(装备): + 名称 = '暗黑之云:被吞噬的太阳' + 所属套装 = '黑暗的第一权能' + 所属套装2 = '江山如画' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 45 + 体力 = 112 + 智力 = 0 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(28) + self.属性描述 += 属性.技能攻击力加成(0.18) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +45
' + temp += '所有属性强化 +28
' + temp += '技能攻击力 +18%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=170) + self.属性描述 += 属性.被动增加(转职被动智力=300) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(女)': + temp += '[勇气祝福]力量、智力 +4%
' + temp += '[启示:圣歌]智力 +300
' + elif 属性.角色 == '圣职者(男)': + temp += '体力 +112
' + temp += '[荣誉祝福]力量、智力 +4%<
' + temp += '[守护恩赐]体力、精神 +170
' + elif 属性.角色 == '魔法师(女)': + temp += '[禁忌诅咒]力量、智力 +4%<
' + temp += '[人偶操纵者]智力 +300
' + return temp + + +class 装备337(装备): + 名称 = '暗黑之潮:分裂的太阳' + 所属套装 = '黑暗的第一权能' + 所属套装2 = '江山如画' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '项链' + 类型 = '首饰' + 力量 = 0 + 智力 = 45 + 精神 = 112 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(24) + self.属性描述 += 属性.百分比三攻加成(0.22) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '智力 +45
' + temp += '所有属性强化 +24
' + temp += '百分比三攻 +22%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=164) + self.属性描述 += 属性.被动增加(转职被动智力=151) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.04) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(女)': + temp += '智力 +45
' + temp += '[勇气祝福]物理攻击力增加量 +4%
' + temp += '[启示:圣歌]智力 +151
' + elif 属性.角色 == '圣职者(男)': + temp += '精神 +112
' + temp += '[荣誉祝福]物理攻击力增加量 +4%<
' + temp += '[守护恩赐]体力、精神 +164
' + elif 属性.角色 == '魔法师(女)': + temp += '智力 +45
' + temp += '[禁忌诅咒]物理攻击力增加量 +4%<
' + temp += '[人偶操纵者]智力 +151
' + return temp + + +class 装备338(装备): + 名称 = '暗黑之炎:被蚕食的太阳' + 所属套装 = '黑暗的第一权能' + 所属套装2 = '江山如画' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '戒指' + 类型 = '首饰' + 力量 = 67 + 智力 = 67 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(34) + self.属性描述 += 属性.技能攻击力加成(0.16) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +67
' + temp += '智力 +67
' + temp += '所有属性强化 +34
' + temp += '技能攻击力 +16%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=216) + self.属性描述 += 属性.被动增加(转职被动智力=136) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(女)': + temp += '智力 +67
' + temp += '[勇气祝福]力量、智力 +4%
' + temp += '[启示:圣歌]智力 +136
' + elif 属性.角色 == '圣职者(男)': + temp += '[荣誉祝福]力量、智力 +4%<
' + temp += '[守护恩赐]体力、精神 +216
' + elif 属性.角色 == '魔法师(女)': + temp += '智力 +67
' + temp += '[禁忌诅咒]力量、智力 +4%<
' + temp += '[人偶操纵者]智力 +136
' + return temp + + +class 装备339(装备): + 名称 = '暗黑之云:被吞噬的大地' + 所属套装 = '黑暗的第一权能' + 所属套装2 = '江山如画' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 45 + 智力 = 0 + 体力 = 112 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(28) + self.属性描述 += 属性.技能攻击力加成(0.14) + self.属性描述 += 属性.技能等级加成('所有', 1, 48, 1) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +45
' + temp += '所有属性强化 +28
' + temp += '技能攻击力 +14%
' + temp += 'Lv1-48 技能等级+1
' + return temp + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 1, 48, 1) + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(转职被动智力=102) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(女)': + temp += '[勇气祝福]力量、智力 +4%
' + temp += '[启示:圣歌]智力 +102
' + elif 属性.角色 == '圣职者(男)': + temp += '体力 +112
' + temp += '[荣誉祝福]力量、智力 +4%<
' + elif 属性.角色 == '魔法师(女)': + temp += '[禁忌诅咒]力量、智力 +4%<
' + temp += '[人偶操纵者]智力 +102
' + temp += 'Lv1-48 技能等级 +1
' + return temp + + +class 装备340(装备): + 名称 = '暗黑之潮:分裂的大地' + 所属套装 = '黑暗的第一权能' + 所属套装2 = '江山如画' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '项链' + 类型 = '首饰' + 力量 = 0 + 智力 = 45 + 精神 = 112 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(24) + self.属性描述 += 属性.百分比三攻加成(0.18) + self.属性描述 += 属性.技能等级加成('所有', 60, 80, 1) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '智力 +45
' + temp += '所有属性强化 +24
' + temp += '百分比三攻 +18%
' + temp += 'Lv60-80 技能等级+1
' + return temp + + def 城镇属性_BUFF(self, 属性): + self.属性描述 += 属性.技能等级加成('所有', 60, 80, 1) + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=154) + self.属性描述 += 属性.被动增加(转职被动智力=131) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.04) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(女)': + temp += '智力 +45
' + temp += '[勇气祝福]物理攻击力增加量 +4%
' + temp += '[启示:圣歌]智力 +131
' + elif 属性.角色 == '圣职者(男)': + temp += '精神 +112
' + temp += '[荣誉祝福]物理攻击力增加量 +4%<
' + temp += '[守护恩赐]体力、精神 +154
' + elif 属性.角色 == '魔法师(女)': + temp += '智力 +45
' + temp += '[禁忌诅咒]物理攻击力增加量 +4%<
' + temp += '[人偶操纵者]智力 +131
' + temp += 'Lv60-80 技能等级 +1
' + return temp + + +class 装备341(装备): + 名称 = '暗黑之炎:被蚕食的大地' + 所属套装 = '黑暗的第一权能' + 所属套装2 = '江山如画' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '戒指' + 类型 = '首饰' + 力量 = 67 + 智力 = 67 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(34) + self.属性描述 += 属性.技能攻击力加成(0.10) + self.属性描述 += 属性.技能等级加成('所有', 80, 85, 1) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +67
' + temp += '智力 +67
' + temp += '所有属性强化 +34
' + temp += '技能攻击力 +10%
' + temp += 'Lv80-85 技能等级+1
' + return temp + + +class 装备342(装备): + 名称 = '暗黑之云:被吞噬的天空' + 所属套装 = '黑暗的第一权能' + 所属套装2 = '江山如画' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 45 + 智力 = 0 + 体力 = 112 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(28) + self.属性描述 += 属性.技能攻击力加成(0.14) + self.属性描述 += 属性.技能冷却缩减(60, 80, 0.12) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.03) + self.属性描述 += 属性.施放速度增加(0.045) + self.属性描述 += 属性.移动速度增加(0.03) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +45
' + temp += '所有属性强化 +28
' + temp += '技能攻击力 +14%
' + temp += 'Lv60-80 技能CD-12%
' + temp += '攻击速度 +3%
' + temp += '施放速度 +4.5%
' + temp += '移动速度 +3%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=140) + self.属性描述 += 属性.被动增加(转职被动智力=280) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(女)': + temp += '[勇气祝福]力量、智力 +4%
' + temp += '[启示:圣歌]智力 +280
' + elif 属性.角色 == '圣职者(男)': + temp += '体力 +112
' + temp += '[荣誉祝福]力量、智力 +4%<
' + temp += '[守护恩赐]体力、精神 +140
' + elif 属性.角色 == '魔法师(女)': + temp += '[禁忌诅咒]力量、智力 +4%<
' + temp += '[人偶操纵者]智力 +280
' + return temp + + +class 装备343(装备): + 名称 = '暗黑之潮:分裂的天空' + 所属套装 = '黑暗的第一权能' + 所属套装2 = '江山如画' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '项链' + 类型 = '首饰' + 力量 = 0 + 智力 = 45 + 精神 = 112 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(24) + self.属性描述 += 属性.百分比三攻加成(0.19) + self.属性描述 += 属性.技能冷却缩减(1, 30, 0.15) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.03) + self.属性描述 += 属性.施放速度增加(0.045) + self.属性描述 += 属性.移动速度增加(0.03) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '智力 +45
' + temp += '所有属性强化 +24
' + temp += '百分比三攻 +19%
' + temp += 'Lv1-30 技能CD-15%
' + temp += '攻击速度 +3%
' + temp += '施放速度 +4.5%
' + temp += '移动速度 +3%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=144) + self.属性描述 += 属性.被动增加(转职被动智力=131) + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.04) + try: + 属性.技能栏[属性.技能序号['人偶操控者']].额外智力 -= 15 + except: + pass + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(女)': + temp += '智力 +45
' + temp += '[勇气祝福]力量、智力 +4%
' + temp += '[启示:圣歌]智力 +131
' + elif 属性.角色 == '圣职者(男)': + temp += '精神 +112
' + temp += '[荣誉祝福]力量、智力 +4%<
' + temp += '[守护恩赐]体力、精神 +144
' + elif 属性.角色 == '魔法师(女)': + temp += '智力 +45
' + temp += '[禁忌诅咒]力量、智力 +4%<
' + temp += '[人偶操纵者]智力 +116
' + return temp + + +class 装备344(装备): + 名称 = '暗黑之炎:被蚕食的天空' + 所属套装 = '黑暗的第一权能' + 所属套装2 = '江山如画' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '戒指' + 类型 = '首饰' + 力量 = 67 + 智力 = 67 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(34) + self.属性描述 += 属性.技能攻击力加成(0.11) + self.属性描述 += 属性.技能冷却缩减(35, 45, 0.15) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.03) + self.属性描述 += 属性.施放速度增加(0.045) + self.属性描述 += 属性.移动速度增加(0.03) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +67
' + temp += '智力 +67
' + temp += '所有属性强化 +34
' + temp += '技能攻击力 +11%
' + temp += 'Lv35-45 技能CD-15%
' + temp += '攻击速度 +3%
' + temp += '施放速度 +4.5%
' + temp += '移动速度 +3%
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=196) + self.属性描述 += 属性.被动增加(转职被动智力=116) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.04) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.04) + try: + 属性.技能栏[属性.技能序号['人偶操控者']].额外智力 -= 15 + except: + pass + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(女)': + temp += '智力 +67
' + temp += '[勇气祝福]力量、智力 +4%
' + temp += '[启示:圣歌]智力 +116
' + elif 属性.角色 == '圣职者(男)': + temp += '[荣誉祝福]力量、智力 +4%<
' + temp += '[守护恩赐]体力、精神 +196
' + elif 属性.角色 == '魔法师(女)': + temp += '智力 +67
' + temp += '[禁忌诅咒]力量、智力 +4%<
' + temp += '[人偶操纵者]智力 +101
' + return temp + + +# endregion + + +# region 100改造&传说 +class 装备354(装备): + 名称 = '轮回·维度冲击臂环' + 模式 = 1 + 所属套装 = '智慧产物' + 所属套装2 = '维度崩坏' + 等级 = 100 + 品质 = '史诗' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 147 + 智力 = 100 + 体力 = 117 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + 属性1描述 = '{暴击伤害} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{暴击伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.暴击伤害加成( + (self.属性1范围[0] - self.属性1选择 * self.属性1范围[2]) / 100) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成( + (self.属性2范围[0] - self.属性2选择 * self.属性2范围[2]) / 100) + if 改造等级 >= 7: + self.属性描述 += 属性.暴击伤害加成( + (self.属性3范围[0] - self.属性3选择 * self.属性3范围[2]) / 100) + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.12) + self.属性描述 += 属性.技能攻击力加成(0.16,适用累加=0) + self.属性描述 += 属性.所有属性强化加成(28) + pass + + def 进图属性(self, 属性): + 属性.力量 += 25 * 属性.获取改造(self.部位) + 属性.智力 += 25 * 属性.获取改造(self.部位) + self.属性描述 += 属性.暴击伤害加成(0.02 * 属性.获取改造(self.部位)) + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +147
' + temp += '智力 +100
' + temp += '百分比力智 +12%
' + temp += '技能攻击力 +16%
' + temp += '所有属性强化 +28
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '力量 +' + str(25 * 改造等级) + '
' + temp += '智力 +' + str(25 * 改造等级) + '
' + temp += '暴击伤害+' + str(2 * 改造等级) + '%
' + if 属性.产物升级 == 1: + 属性.装备描述 = 1 + self.产物升级(属性) + temp += self.属性描述 + 属性.装备描述 = 0 + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + 属性.智力 += 25 * 属性.获取改造(self.部位) + 属性.体力 += 25 * 属性.获取改造(self.部位) + 属性.精神 += 25 * 属性.获取改造(self.部位) + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=262) + self.属性描述 += 属性.被动增加(转职被动智力=285) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.05) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.05) + + def 装备描述_BUFF(self, 属性): + temp = '' + 改造等级 = 属性.获取改造(self.部位) + if 属性.角色 == '圣职者(女)': + temp += '智力 +100
' + temp += '[勇气祝福]力量、智力 +5%
' + temp += '[启示:圣歌]智力 +285
' + temp += 改造属性title.format(改造等级) + temp += '智力 +{}
'.format(25 * 改造等级) + elif 属性.角色 == '圣职者(男)': + temp += '体力 +117
' + temp += '[荣誉祝福]力量、智力 +5%
' + temp += '[守护恩赐]体力、精神 +262
' + temp += 改造属性title.format(改造等级) + temp += '体力 +{}
'.format(25 * 改造等级) + temp += '精神 +{}
'.format(25 * 改造等级) + elif 属性.角色 == '魔法师(女)': + temp += '智力 +100
' + temp += '[禁忌诅咒]力量、智力 +5%
' + temp += '[人偶操纵者]智力 +285
' + temp += 改造属性title.format(改造等级) + temp += '智力 +{}
'.format(25 * 改造等级) + return temp + + +class 装备355(装备): + 名称 = '时空:维度冲击臂环' + 模式 = 1 + 所属套装 = '维度崩坏' + 等级 = 100 + 品质 = '传说' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 46 + 智力 = 0 + 体力 = 114 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.10) + self.属性描述 += 属性.技能攻击力加成(0.16) + self.属性描述 += 属性.所有属性强化加成(28) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +46
' + temp += '百分比力智 +10%
' + temp += '技能攻击力 +16%
' + temp += '所有属性强化 +28
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=222) + self.属性描述 += 属性.被动增加(转职被动智力=345) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.05) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.05) + + def 装备描述_BUFF(self, 属性): + temp = '' + 改造等级 = 属性.获取改造(self.部位) + if 属性.角色 == '圣职者(女)': + temp += '[勇气祝福]力量、智力 +5%
' + temp += '[启示:圣歌]智力 +345
' + elif 属性.角色 == '圣职者(男)': + temp += '体力 +114
' + temp += '[荣誉祝福]力量、智力 +5%
' + temp += '[守护恩赐]体力、精神 +222
' + elif 属性.角色 == '魔法师(女)': + temp += '[禁忌诅咒]力量、智力 +5%
' + temp += '[人偶操纵者]智力 +345
' + return temp + + +class 装备356(装备): + 名称 = '维度定位项链' + 模式 = 1 + 所属套装 = '维度崩坏' + 等级 = 100 + 品质 = '传说' + 部位 = '项链' + 类型 = '首饰' + 力量 = 0 + 智力 = 46 + 精神 = 114 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.22) + self.属性描述 += 属性.所有属性强化加成(28) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '智力 +46
' + temp += '百分比三攻 +22%
' + temp += '所有属性强化 +28
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF物攻per=1.03) + self.属性描述 += 属性.被动增加(守护恩赐体精=156) + self.属性描述 += 属性.被动增加(转职被动智力=143) + + def 装备描述_BUFF(self, 属性): + temp = '' + 改造等级 = 属性.获取改造(self.部位) + if 属性.角色 == '圣职者(女)': + temp += '智力 +46
' + temp += '[勇气祝福]物理攻击力增加量 +3%
' + temp += '[启示:圣歌]智力 +143
' + elif 属性.角色 == '圣职者(男)': + temp += '精神 +114
' + temp += '[荣誉祝福]物理攻击力增加量 +3%
' + temp += '[守护恩赐]体力、精神 +156
' + elif 属性.角色 == '魔法师(女)': + temp += '智力 +46
' + temp += '[禁忌诅咒]物理攻击力增加量 +3%
' + temp += '[人偶操纵者]智力 +143
' + return temp + + +class 装备357(装备): + 名称 = '维度粉碎戒指' + 模式 = 1 + 所属套装 = '维度崩坏' + 等级 = 100 + 品质 = '传说' + 部位 = '戒指' + 类型 = '首饰' + 力量 = 68 + 智力 = 68 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.05) + self.属性描述 += 属性.技能攻击力加成(0.16) + self.属性描述 += 属性.所有属性强化加成(28) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +68
' + temp += '智力 +68
' + temp += '附加伤害 +5%
' + temp += '技能攻击力 +16%
' + temp += '所有属性强化 +28
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.被动增加(守护恩赐体精=205) + self.属性描述 += 属性.被动增加(转职被动智力=129) + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.03) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.03) + + def 装备描述_BUFF(self, 属性): + temp = '' + 改造等级 = 属性.获取改造(self.部位) + if 属性.角色 == '圣职者(女)': + temp += '智力 +68
' + temp += '[勇气祝福]力量、智力 +3%
' + temp += '[启示:圣歌]智力 +129
' + elif 属性.角色 == '圣职者(男)': + temp += '[荣誉祝福]力量、智力 +3%
' + temp += '[守护恩赐]体力、精神 +205
' + elif 属性.角色 == '魔法师(女)': + temp += '智力 +68
' + temp += '[禁忌诅咒]力量、智力 +3%
' + temp += '[人偶操纵者]智力 +129
' + return temp + + +class 装备368(装备): + 名称 = '维度冲击臂环' + 模式 = 1 + 所属套装 = '维度崩坏' + 等级 = 100 + 品质 = '传说' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 46 + 智力 = 0 + 体力 = 114 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比力智加成(0.05) + self.属性描述 += 属性.技能攻击力加成(0.16) + self.属性描述 += 属性.所有属性强化加成(28) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +46
' + temp += '百分比力智 +5%
' + temp += '技能攻击力 +16%
' + temp += '所有属性强化 +28
' + return temp + + def 城镇属性_BUFF(self, 属性): + pass + + def 进图属性_BUFF(self, 属性): + pass + + def BUFF属性(self, 属性): + self.属性描述 += 属性.BUFF增加(BUFF力量per=1.03) + self.属性描述 += 属性.BUFF增加(BUFF智力per=1.03) + self.属性描述 += 属性.被动增加(守护恩赐体精=162) + self.属性描述 += 属性.被动增加(转职被动智力=285) + + def 装备描述_BUFF(self, 属性): + temp = '' + if 属性.角色 == '圣职者(女)': + temp += '[勇气祝福]力量、智力 +3%
' + temp += '[启示:圣歌]智力 +285
' + elif 属性.角色 == '圣职者(男)': + temp += '体力 +114
' + temp += '[荣誉祝福]力量、智力 +3%
' + temp += '[守护恩赐]体力、精神 +162
' + elif 属性.角色 == '魔法师(女)': + temp += '[禁忌诅咒]力量、智力 +3%
' + temp += '[人偶操纵者]智力 +285
' + return temp + + +# endregion + + +# region 改造低级SS +class 装备390(装备): + 名称 = '碧水红潮' + 所属套装 = '江山如画' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '戒指' + 类型 = '首饰' + 力量 = 67 + 智力 = 67 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(16) + self.属性描述 += 属性.百分比三攻加成(0.18) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.05) + self.属性描述 += 属性.移动速度增加(0.08) + self.属性描述 += 属性.施放速度增加(0.12) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +67
' + temp += '智力 +67
' + temp += '所有属性强化 +16
' + temp += '百分比三攻 +18%
' + temp += '攻击速度 +5%
' + temp += '移动速度 +8%
' + temp += '施放速度 +12%
' + return temp + + +class 装备391(装备): + 名称 = '雪浪风尘' + 所属套装 = '江山如画' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 45 + 智力 = 0 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(16) + self.属性描述 += 属性.技能攻击力加成(0.18) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.05) + self.属性描述 += 属性.移动速度增加(0.08) + self.属性描述 += 属性.施放速度增加(0.12) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +45
' + temp += '所有属性强化 +16
' + temp += '技能攻击力 +18%
' + temp += '攻击速度 +5%
' + temp += '移动速度 +8%
' + temp += '施放速度 +12%
' + return temp + + +class 装备392(装备): + 名称 = '千寻一醉' + 所属套装 = '江山如画' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '项链' + 类型 = '首饰' + 力量 = 0 + 智力 = 45 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(16) + self.属性描述 += 属性.百分比力智加成(0.18) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.05) + self.属性描述 += 属性.移动速度增加(0.08) + self.属性描述 += 属性.施放速度增加(0.12) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '智力 +45
' + temp += '所有属性强化 +16
' + temp += '百分比力智 +18%
' + temp += '攻击速度 +5%
' + temp += '移动速度 +8%
' + temp += '施放速度 +12%
' + return temp + + +class 装备397(改造产物): + 名称 = '天衍万物' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 147 + 智力 = 100 + 关联套装 = '万物的生灭[3]' + 属性1描述 = '{暴击伤害} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{暴击伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.暴击伤害加成(0.3) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成(0.03) + if 改造等级 >= 7: + self.属性描述 += 属性.暴击伤害加成(0.03) + + def 改造属性(self, 属性, x): + self.属性描述 += 属性.暴击伤害加成(0.02 * x) + if x >= 3: + self.属性描述 += 属性.附加伤害加成(0.13) + self.属性描述 += 属性.百分比三攻加成(0.25) + if x >= 4: + self.属性描述 += 属性.所有属性强化加成(60) + self.属性描述 += 属性.百分比力智加成(0.37) + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.10) + self.属性描述 += 属性.施放速度增加(0.15) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +147
' + temp += '智力 +100
' + temp += '攻击速度 +10%
' + temp += '施放速度 +15%
' + if self.关联套装 not in 属性.套装栏: + temp += '改造属性未生效
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '暴击伤害 +' + str(2 * 改造等级) + '%
' + if 改造等级 >= 3: + temp += '附加伤害 +13%
' + temp += '百分比三攻 +25%
' + if 改造等级 >= 4: + temp += '所有属性强化 +60
' + temp += '百分比力智 +37%
' + return temp + + +class 装备404(装备): + 名称 = '流逝轮回的时间' + 所属套装 = '流逝轮回的记忆' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 45 + 智力 = 0 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.附加伤害加成(0.10) + + def 进图属性(self, 属性): + 属性.力量 += 100 + 属性.智力 += 100 + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.05) + self.属性描述 += 属性.魔法暴击率增加(0.05) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +145
' + temp += '智力 +100
' + temp += '附加伤害 +10%
' + temp += '物理暴击率 +5%
' + temp += '魔法暴击率 +5%
' + return temp + + +class 装备405(装备): + 名称 = '流逝轮回的思念' + 所属套装 = '流逝轮回的记忆' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '项链' + 类型 = '首饰' + 力量 = 0 + 智力 = 45 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(42) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.物理暴击率增加(0.05) + self.属性描述 += 属性.魔法暴击率增加(0.05) + self.属性描述 += 属性.攻击速度增加(0.05) + self.属性描述 += 属性.施放速度增加(0.05) + self.属性描述 += 属性.移动速度增加(0.05) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '智力 +45
' + temp += '所有属性强化 +42
' + temp += '物理暴击率 +5%
' + temp += '魔法暴击率 +5%
' + temp += '攻击速度 +5%
' + temp += '施放速度 +5%
' + temp += '移动速度 +5%
' + return temp + + +class 装备406(装备): + 名称 = '流逝轮回的启迪' + 所属套装 = '流逝轮回的记忆' + 模式 = 1 + 等级 = 95 + 品质 = '史诗' + 部位 = '戒指' + 类型 = '首饰' + 力量 = 67 + 智力 = 67 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.08) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + self.属性描述 += 属性.攻击速度增加(0.05) + pass + + 名称 = '流逝轮回的启迪' + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +67
' + temp += '智力 +67
' + temp += '技能攻击力 +8%
' + temp += '攻击速度 +5%
' + return temp + + +class 装备421(改造产物): + 名称 = '全能霸域' + 部位 = '项链' + 类型 = '首饰' + 力量 = 100 + 智力 = 147 + 关联套装 = '霸域英豪[5]' + 属性1描述 = '{最终伤害} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{最终伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.最终伤害加成(0.3) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成(0.03) + if 改造等级 >= 7: + self.属性描述 += 属性.最终伤害加成(0.03) + + def 改造属性(self, 属性, x): + self.属性描述 += 属性.最终伤害加成(0.02 * x) + if x >= 1: + self.属性描述 += 属性.所有属性强化加成(50) + self.属性描述 += 属性.技能等级加成('所有', 50, 85, 2) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 2) + if x >= 3: + self.属性描述 += 属性.百分比力智加成(0.19) + self.属性描述 += 属性.伤害增加加成(0.22) + self.属性描述 += 属性.技能攻击力加成(0.28) + if x >= 5: + self.属性描述 += 属性.百分比力智加成(0.63) + pass + + def 基础属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.40) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +100
' + temp += '智力 +147
' + temp += '百分比三攻 +40%
' + if self.关联套装 not in 属性.套装栏: + temp += '改造属性未生效
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '最终伤害 +' + str(2 * 改造等级) + '%
' + if 改造等级 >= 1: + temp += '所有属性强化 +50
' + temp += 'Lv50-85 技能等级+2
' + temp += 'Lv100 技能等级+2
' + if 改造等级 >= 3: + temp += '百分比力智 +19%
' + temp += '伤害增加 +22%
' + temp += '技能攻击力 +28%
' + if 改造等级 >= 5: + temp += '百分比力智 +63%
' + return temp + + +class 装备427(改造产物): + 名称 = '百变千蛛' + 部位 = '项链' + 类型 = '首饰' + 力量 = 100 + 智力 = 147 + 关联套装 = '千蛛碎影[5]' + 属性1描述 = '{伤害增加} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{伤害增加} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.伤害增加加成(0.3) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成(0.03) + if 改造等级 >= 7: + self.属性描述 += 属性.伤害增加加成(0.03) + + def 改造属性(self, 属性, x): + self.属性描述 += 属性.伤害增加加成(0.02 * x) + if x >= 1: + self.属性描述 += 属性.附加伤害加成(0.18) + self.属性描述 += 属性.最终伤害加成(0.40) + if x >= 3: + self.属性描述 += 属性.暴击伤害加成(0.38) + self.属性描述 += 属性.技能攻击力加成(0.30) + if x >= 5: + self.属性描述 += 属性.百分比力智加成(0.45) + self.属性描述 += 属性.百分比三攻加成(0.10) + pass + + def 基础属性(self, 属性): + self.属性描述 += 属性.所有属性强化加成(119) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +100
' + temp += '智力 +147
' + temp += '所有属性强化 +119
' + if self.关联套装 not in 属性.套装栏: + temp += '改造属性未生效
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '伤害增加 +' + str(2 * 改造等级) + '%
' + if 改造等级 >= 1: + temp += '附加伤害 +18%
' + temp += '最终伤害 +40%
' + if 改造等级 >= 3: + temp += '暴击伤害 +38%
' + temp += '技能攻击力 +30%
' + if 改造等级 >= 5: + temp += '百分比力智 +45%
' + temp += '百分比三攻 +10%
' + return temp + + +class 装备439(改造产物): + 名称 = '天御万物' + 部位 = '项链' + 类型 = '首饰' + 力量 = 100 + 智力 = 147 + 关联套装 = '天御之灾[5]' + 属性1描述 = '{最终伤害} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{最终伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.最终伤害加成(0.3) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成(0.03) + if 改造等级 >= 7: + self.属性描述 += 属性.最终伤害加成(0.03) + + def 改造属性(self, 属性, x): + self.属性描述 += 属性.最终伤害加成(0.02 * x) + if x >= 1: + self.属性描述 += 属性.百分比力智加成(0.28) + if x >= 3: + self.属性描述 += 属性.所有属性强化加成(50) + self.属性描述 += 属性.百分比三攻加成(0.32) + self.属性描述 += 属性.技能攻击力加成(0.20) + if x >= 5: + self.属性描述 += 属性.最终伤害加成(0.17) + self.属性描述 += 属性.属性附加加成(0.25) + self.属性描述 += 属性.伤害增加加成(0.18) + pass + + def 基础属性(self, 属性): + self.属性描述 += 属性.伤害增加加成(0.18) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +100
' + temp += '智力 +147
' + temp += '伤害增加 +18%
' + if self.关联套装 not in 属性.套装栏: + temp += '改造属性未生效
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '最终伤害 +' + str(2 * 改造等级) + '%
' + if 改造等级 >= 1: + temp += '百分比力智 +28%
' + if 改造等级 >= 3: + temp += '所有属性强化 +50
' + temp += '百分比三攻 +32%
' + temp += '技能攻击力 +20%
' + if 改造等级 >= 5: + temp += '最终伤害 +17%
' + temp += '属性附加 +25%
' + temp += '伤害增加 +18%
' + return temp + + +class 装备457(改造产物): + 名称 = '杀戮之决' + 部位 = '项链' + 类型 = '首饰' + 力量 = 100 + 智力 = 147 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + 关联套装 = '杀意决[5]' + 属性1描述 = '{最终伤害} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{最终伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.最终伤害加成(0.3) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成(0.03) + if 改造等级 >= 7: + self.属性描述 += 属性.最终伤害加成(0.03) + + def 改造属性(self, 属性, x): + self.属性描述 += 属性.最终伤害加成(0.02 * x) + if x >= 1: + self.属性描述 += 属性.技能等级加成('所有', 50, 50, 3) + self.属性描述 += 属性.技能等级加成('所有', 85, 85, 3) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 1) + self.属性描述 += 属性.所有属性强化加成(50) + if x >= 3: + self.属性描述 += 属性.百分比力智加成(0.13) + self.属性描述 += 属性.伤害增加加成(0.30) + self.属性描述 += 属性.暴击伤害加成(0.30) + if x >= 5: + self.属性描述 += 属性.最终伤害加成(0.10) + self.属性描述 += 属性.技能攻击力加成(0.42) + pass + + def 基础属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.38) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +100
' + temp += '智力 +147
' + temp += '百分比三攻 +38%
' + if self.关联套装 not in 属性.套装栏: + temp += '改造属性未生效
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '最终伤害 +' + str(2 * 改造等级) + '%
' + if 改造等级 >= 1: + temp += 'Lv50 技能等级+3
' + temp += 'Lv85 技能等级+3
' + temp += 'Lv100 技能等级+1
' + temp += '所有属性强化 +50
' + if 改造等级 >= 3: + temp += '百分比力智 +13%
' + temp += '伤害增加 +30%
' + temp += '暴击伤害 +30%
' + if 改造等级 >= 5: + temp += '最终伤害 +10%
' + temp += '技能攻击力 +42%
' + return temp + + +class 装备463(改造产物): + 名称 = '逝魔之痕' + 部位 = '项链' + 类型 = '首饰' + 力量 = 100 + 智力 = 147 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + 关联套装 = '逝魔之力[5]' + 属性1描述 = '{暴击伤害} +$value%' + 属性1范围 = [3, 1, 1] + 属性1选择 = 0 + 属性2描述 = '{技能攻击力} +$value%' + 属性2范围 = [3, 1, 1] + 属性2选择 = 0 + 属性3描述 = '{暴击伤害} +$value%' + 属性3范围 = [3, 1, 1] + 属性3选择 = 0 + 属性4描述 = '无' + 属性4范围 = [] + 属性4选择 = 0 + + def 产物升级(self, 属性): + self.属性描述 = "" + self.属性描述 += 改造遴选title + self.属性描述 += 属性.暴击伤害加成(0.3) + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 >= 6: + self.属性描述 += 属性.技能攻击力加成(0.03) + if 改造等级 >= 7: + self.属性描述 += 属性.暴击伤害加成(0.03) + + def 改造属性(self, 属性, x): + self.属性描述 += 属性.暴击伤害加成(0.02 * x) + if x >= 1: + self.属性描述 += 属性.百分比力智加成(0.40) + if x >= 3: + self.属性描述 += 属性.所有属性强化加成(42) + self.属性描述 += 属性.伤害增加加成(0.30) + self.属性描述 += 属性.技能攻击力加成(0.28) + if x >= 5: + self.属性描述 += 属性.技能等级加成('所有', 1, 85, 2) + self.属性描述 += 属性.技能等级加成('所有', 100, 100, 2) + self.属性描述 += 属性.技能攻击力加成(0.18) + pass + + def 基础属性(self, 属性): + self.属性描述 += 属性.最终伤害加成(0.35) + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +100
' + temp += '智力 +147
' + temp += '最终伤害 +35%
' + if self.关联套装 not in 属性.套装栏: + temp += '改造属性未生效
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '暴击伤害 +' + str(2 * 改造等级) + '%
' + if 改造等级 >= 1: + temp += '百分比力智 +40%
' + if 改造等级 >= 3: + temp += '所有属性强化 +42
' + temp += '伤害增加 +30%
' + temp += '技能攻击力 +28%
' + if 改造等级 >= 5: + temp += 'Lv1-85 技能等级+2
' + temp += 'Lv100 技能等级+2
' + temp += '技能攻击力 +18%
' + return temp + + +class 装备470(装备): + 名称 = '冰雪公主的霜语手镯' + 所属套装 = '冰雪公主的霜语首饰' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 41 + 智力 = 0 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.冰属性强化加成(22) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +41
' + temp += '冰属性强化 +22
' + return temp + + +class 装备471(装备): + 名称 = '冰雪公主的霜语项链' + 所属套装 = '冰雪公主的霜语首饰' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '项链' + 类型 = '首饰' + 力量 = 0 + 智力 = 41 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.冰属性强化加成(30) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '智力 +41
' + temp += '冰属性强化 +30
' + return temp + + +class 装备472(装备): + 名称 = '冰雪公主的霜语戒指' + 所属套装 = '冰雪公主的霜语首饰' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '戒指' + 类型 = '首饰' + 力量 = 62 + 智力 = 62 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.冰属性强化加成(30) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +62
' + temp += '智力 +62
' + temp += '冰属性强化 +30
' + return temp + + +class 装备474(装备): + 名称 = '精炼的毁伤魔石手环' + 所属套装 = '精炼的异界魔石首饰' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 96 + 智力 = 55 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.07) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +96
' + temp += '智力 +55
' + temp += '技能攻击力 +7%
' + return temp + + +class 装备475(装备): + 名称 = '精炼的混沌魔石项链' + 所属套装 = '精炼的异界魔石首饰' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '项链' + 类型 = '首饰' + 力量 = 0 + 智力 = 41 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + 属性.黄字 = max(属性.黄字, 0.20) + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '智力 +41
' + temp += '黄字 +20%(取最高值)
' + return temp + + +class 装备476(装备): + 名称 = '精炼的遗忘魔石戒指' + 所属套装 = '精炼的异界魔石首饰' + 模式 = 1 + 等级 = 85 + 品质 = '史诗' + 部位 = '戒指' + 类型 = '首饰' + 力量 = 62 + 智力 = 62 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +62
' + temp += '智力 +62
' + return temp + + +# endregion + + +# region 100光环传说 +class 装备479(装备): + 名称 = '轮回·先贤的馈赠手镯' + 模式 = 1 + 所属套装 = '智慧产物' + 所属套装2 = '先贤的馈赠' + 等级 = 100 + 品质 = '史诗' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 147 + 智力 = 100 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.16,适用累加=0) + self.属性描述 += 属性.所有属性强化加成(28) + pass + + def 进图属性(self, 属性): + 属性.力量 += 25 * 属性.获取改造(self.部位) + 属性.智力 += 25 * 属性.获取改造(self.部位) + self.属性描述 += 属性.技能攻击力加成(0.02 * 属性.获取改造(self.部位),适用累加=0) + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +147
' + temp += '智力 +100
' + temp += '技能攻击力 +16%
' + temp += '所有属性强化 +28
' + 改造等级 = 属性.获取改造(self.部位) + if 改造等级 > 0: + temp += 改造属性title.format(改造等级) + temp += '力量 +' + str(25 * 改造等级) + '
' + temp += '智力 +' + str(25 * 改造等级) + '
' + temp += '技能攻击力 +' + str(2 * 改造等级) + '%
' + return temp + + +class 装备480(装备): + 名称 = '时空:先贤的馈赠手镯' + 模式 = 1 + 所属套装 = '先贤的馈赠' + 等级 = 100 + 品质 = '传说' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 46 + 智力 = 0 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.16) + self.属性描述 += 属性.所有属性强化加成(28) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +46
' + temp += '技能攻击力 +16%
' + temp += '所有属性强化 +28
' + return temp + + +class 装备481(装备): + 名称 = '先贤的馈赠项链' + 模式 = 1 + 所属套装 = '先贤的馈赠' + 等级 = 100 + 品质 = '传说' + 部位 = '项链' + 类型 = '首饰' + 力量 = 0 + 智力 = 46 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.百分比三攻加成(0.20) + self.属性描述 += 属性.所有属性强化加成(28) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '智力 +46
' + temp += '百分比三攻 +20%
' + temp += '所有属性强化 +28
' + return temp + + +class 装备482(装备): + 名称 = '先贤的馈赠戒指' + 模式 = 1 + 所属套装 = '先贤的馈赠' + 等级 = 100 + 品质 = '传说' + 部位 = '戒指' + 类型 = '首饰' + 力量 = 68 + 智力 = 68 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.16) + self.属性描述 += 属性.所有属性强化加成(28) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +68
' + temp += '智力 +68
' + temp += '技能攻击力 +16%
' + temp += '所有属性强化 +28
' + return temp + + +class 装备489(装备): + 名称 = '先贤的馈赠手镯' + 模式 = 1 + 所属套装 = '先贤的馈赠' + 等级 = 100 + 品质 = '传说' + 部位 = '手镯' + 类型 = '首饰' + 力量 = 46 + 智力 = 0 + 物理攻击力 = 0 + 魔法攻击力 = 0 + 独立攻击力 = 0 + + def 城镇属性(self, 属性): + self.属性描述 += 属性.技能攻击力加成(0.16) + self.属性描述 += 属性.所有属性强化加成(28) + pass + + def 进图属性(self, 属性): + pass + + def 其它属性(self, 属性): + pass + + def 装备描述(self, 属性): + temp = '' + temp += '力量 +46
' + temp += '技能攻击力 +16%
' + temp += '所有属性强化 +28
' + return temp + + +# endregion diff --git a/PublicReference/equipment/辟邪玉.py b/PublicReference/equipment/辟邪玉.py new file mode 100644 index 00000000..8e709e78 --- /dev/null +++ b/PublicReference/equipment/辟邪玉.py @@ -0,0 +1,220 @@ +# 辟邪玉属性部分 + + +class 辟邪玉(): + 名称 = '' + 最小值 = -5 + 最大值 = 5 + 间隔 = 0.1 + 当前值 = 0 + + def 穿戴属性(self, 属性): + pass + + +class 辟邪玉0(辟邪玉): + 名称 = '无' + 最小值 = 0 + 最大值 = 0 + + +class 辟邪玉1(辟邪玉): + 名称 = '附加伤害增加增幅' + 简称 = '白字' + + def 穿戴属性(self, 属性): + 属性.附加伤害增加增幅 += round(self.当前值 / 100, 4) + + +class 辟邪玉2(辟邪玉): + 名称 = '属性附加伤害增加增幅' + 简称 = '属白' + + def 穿戴属性(self, 属性): + 属性.属性附加伤害增加增幅 += round(self.当前值 / 100, 4) + + +class 辟邪玉3(辟邪玉): + 名称 = '技能伤害增加增幅' + 简称 = '技攻' + 最小值 = -3 + 最大值 = 3 + + def 穿戴属性(self, 属性): + 属性.技能伤害增加增幅 += round(self.当前值 / 100, 4) + + +class 辟邪玉4(辟邪玉): + 名称 = '暴击伤害增加增幅' + 简称 = '暴伤' + + def 穿戴属性(self, 属性): + 属性.暴击伤害增加增幅 += round(self.当前值 / 100, 4) + + +class 辟邪玉5(辟邪玉): + 名称 = '伤害增加增幅' + 简称 = '黄字' + + def 穿戴属性(self, 属性): + 属性.伤害增加增幅 += round(self.当前值 / 100, 4) + + +class 辟邪玉6(辟邪玉): + 名称 = '最终伤害增加增幅' + 简称 = '终伤' + + def 穿戴属性(self, 属性): + 属性.最终伤害增加增幅 += round(self.当前值 / 100, 4) + + +class 辟邪玉7(辟邪玉): + 名称 = '力量智力增加增幅' + 简称 = '力智' + + def 穿戴属性(self, 属性): + 属性.力量智力增加增幅 += round(self.当前值 / 100, 4) + + +class 辟邪玉8(辟邪玉): + 名称 = '物理魔法攻击力增加增幅' + 简称 = '三攻' + + def 穿戴属性(self, 属性): + 属性.物理魔法攻击力增加增幅 += round(self.当前值 / 100, 4) + + +class 辟邪玉9(辟邪玉): + 名称 = '装备属性强化增加' + 简称 = '属强' + + def 穿戴属性(self, 属性): + 属性.所有属性强化增加 += round(self.当前值 / 100, 4) + + +class 辟邪玉10(辟邪玉): + 名称 = '10~15技能Lv增加' + 简称 = 'Lv10~15' + 最小值 = 1 + 最大值 = 1 + 间隔 = 1 + + def 穿戴属性(self, 属性): + 属性.技能等级加成('所有', 10, 15, self.当前值) + pass + + +class 辟邪玉11(辟邪玉): + 名称 = '20~25技能Lv增加' + 简称 = 'Lv20~25' + 最小值 = 1 + 最大值 = 1 + 间隔 = 1 + + def 穿戴属性(self, 属性): + 属性.技能等级加成('所有', 20, 25, self.当前值) + pass + + +class 辟邪玉12(辟邪玉): + 名称 = '30~35技能Lv增加' + 简称 = 'Lv30~35' + 最小值 = 1 + 最大值 = 1 + 间隔 = 1 + + def 穿戴属性(self, 属性): + 属性.技能等级加成('所有', 30, 35, self.当前值) + pass + + +class 辟邪玉13(辟邪玉): + 名称 = '40~45技能Lv增加' + 简称 = 'Lv40~45' + 最小值 = 1 + 最大值 = 1 + 间隔 = 1 + + def 穿戴属性(self, 属性): + 属性.技能等级加成('所有', 40, 45, self.当前值) + pass + + +class 辟邪玉14(辟邪玉): + 名称 = '55~60技能Lv增加' + 简称 = 'Lv55~60' + 最小值 = 1 + 最大值 = 1 + 间隔 = 1 + + def 穿戴属性(self, 属性): + 属性.技能等级加成('所有', 55, 60, self.当前值) + pass + + +class 辟邪玉15(辟邪玉): + 名称 = '65~70技能Lv增加' + 简称 = 'Lv65~70' + 最小值 = 1 + 最大值 = 1 + 间隔 = 1 + + def 穿戴属性(self, 属性): + 属性.技能等级加成('所有', 65, 70, self.当前值) + pass + + +class 辟邪玉16(辟邪玉): + 名称 = '75~80技能Lv增加' + 简称 = 'Lv75~80' + 最小值 = 1 + 最大值 = 1 + 间隔 = 1 + + def 穿戴属性(self, 属性): + 属性.技能等级加成('所有', 75, 80, self.当前值) + pass + + +class 辟邪玉17(辟邪玉): + 名称 = '1次觉醒技能Lv增加' + 简称 = 'Lv50' + 最小值 = 1 + 最大值 = 1 + 间隔 = 1 + + def 穿戴属性(self, 属性): + 属性.技能等级加成('所有', 50, 50, self.当前值) + pass + + +class 辟邪玉18(辟邪玉): + 名称 = '2次觉醒技能Lv增加' + 简称 = 'Lv85' + 最小值 = 1 + 最大值 = 1 + 间隔 = 1 + + def 穿戴属性(self, 属性): + 属性.技能等级加成('所有', 85, 85, self.当前值) + pass + + +class 辟邪玉19(辟邪玉): + 名称 = '非伤害词条' + 简称 = '其它' + 最小值 = 0 + 最大值 = 0 + 间隔 = 1 + + def 穿戴属性(self, 属性): + pass + + +辟邪玉列表 = () +for i in range(20): + exec('辟邪玉列表 += (辟邪玉' + str(i) + '(),)') + +辟邪玉序号 = dict() +for i in range(len(辟邪玉列表)): + 辟邪玉序号[辟邪玉列表[i].名称] = i diff --git a/PublicReference/equipment/防具基础.py b/PublicReference/equipment/防具基础.py new file mode 100644 index 00000000..d27d01f7 --- /dev/null +++ b/PublicReference/equipment/防具基础.py @@ -0,0 +1,404 @@ +from decimal import Decimal + +防具基础 = { + "100-传说-板甲-上衣": (43, 43, 47, 0), + "100-传说-板甲-头肩": (35, 35, 38, 0), + "100-传说-板甲-下装": (43, 43, 47, 0), + "100-传说-板甲-鞋": (26, 26, 28, 0), + "100-传说-板甲-腰带": (26, 26, 28, 0), + "100-传说-布甲-上衣": (0, 52, 0, 52), + "100-传说-布甲-头肩": (0, 41, 0, 41), + "100-传说-布甲-下装": (0, 52, 0, 52), + "100-传说-布甲-鞋": (0, 31, 0, 31), + "100-传说-布甲-腰带": (0, 31, 0, 31), + "100-传说-皮甲-上衣": (43, 43, 0, 47), + "100-传说-皮甲-头肩": (35, 35, 0, 38), + "100-传说-皮甲-下装": (43, 43, 0, 47), + "100-传说-皮甲-鞋": (26, 26, 0, 28), + "100-传说-皮甲-腰带": (26, 26, 0, 28), + "100-传说-轻甲-上衣": (52, 34, 0, 0), + "100-传说-轻甲-头肩": (41, 28, 0, 0), + "100-传说-轻甲-下装": (52, 34, 0, 0), + "100-传说-轻甲-鞋": (31, 21, 0, 0), + "100-传说-轻甲-腰带": (31, 21, 0, 0), + "100-传说-重甲-上衣": (47, 34, 43, 0), + "100-传说-重甲-头肩": (38, 28, 35, 0), + "100-传说-重甲-下装": (47, 34, 43, 0), + "100-传说-重甲-鞋": (28, 21, 26, 0), + "100-传说-重甲-腰带": (28, 21, 26, 0), + "100-神话-板甲-上衣": (45, 45, 50, 0), + "100-神话-布甲-上衣": (0, 54, 0, 54), + "100-神话-皮甲-上衣": (45, 45, 0, 50), + "100-神话-轻甲-上衣": (54, 36, 0, 0), + "100-神话-重甲-上衣": (50, 36, 45, 0), + "100-神器-板甲-上衣": (42, 42, 46, 0), + "100-神器-板甲-头肩": (34, 34, 37, 0), + "100-神器-板甲-下装": (42, 42, 46, 0), + "100-神器-板甲-鞋": (25, 25, 28, 0), + "100-神器-板甲-腰带": (25, 25, 28, 0), + "100-神器-布甲-上衣": (0, 50, 0, 50), + "100-神器-布甲-头肩": (0, 40, 0, 40), + "100-神器-布甲-下装": (0, 50, 0, 50), + "100-神器-布甲-鞋": (0, 30, 0, 30), + "100-神器-布甲-腰带": (0, 30, 0, 30), + "100-神器-皮甲-上衣": (42, 42, 0, 46), + "100-神器-皮甲-上衣": (0, 0, 0, 0), + "100-神器-皮甲-头肩": (34, 34, 0, 37), + "100-神器-皮甲-头肩": (0, 0, 0, 0), + "100-神器-皮甲-下装": (42, 42, 0, 46), + "100-神器-皮甲-下装": (0, 0, 0, 0), + "100-神器-皮甲-鞋": (25, 25, 0, 28), + "100-神器-皮甲-鞋": (0, 0, 0, 0), + "100-神器-皮甲-腰带": (25, 25, 0, 28), + "100-神器-皮甲-腰带": (0, 0, 0, 0), + "100-神器-轻甲-上衣": (50, 34, 0, 0), + "100-神器-轻甲-头肩": (40, 27, 0, 0), + "100-神器-轻甲-下装": (50, 34, 0, 0), + "100-神器-轻甲-鞋": (30, 20, 0, 0), + "100-神器-轻甲-腰带": (30, 20, 0, 0), + "100-神器-重甲-上衣": (46, 34, 42, 0), + "100-神器-重甲-头肩": (37, 27, 34, 0), + "100-神器-重甲-下装": (46, 34, 42, 0), + "100-神器-重甲-鞋": (28, 20, 25, 0), + "100-神器-重甲-腰带": (28, 20, 25, 0), + "100-史诗-板甲-上衣": (44, 44, 49, 0), + "100-史诗-板甲-头肩": (35, 35, 39, 0), + "100-史诗-板甲-下装": (44, 44, 49, 0), + "100-史诗-板甲-鞋": (27, 27, 29, 0), + "100-史诗-板甲-腰带": (27, 27, 29, 0), + "100-史诗-布甲-上衣": (0, 53, 0, 53), + "100-史诗-布甲-头肩": (0, 42, 0, 42), + "100-史诗-布甲-下装": (0, 53, 0, 53), + "100-史诗-布甲-鞋": (0, 32, 0, 32), + "100-史诗-布甲-腰带": (0, 32, 0, 32), + "100-史诗-皮甲-上衣": (44, 44, 0, 49), + "100-史诗-皮甲-头肩": (35, 35, 0, 39), + "100-史诗-皮甲-下装": (44, 44, 0, 49), + "100-史诗-皮甲-鞋": (27, 27, 0, 29), + "100-史诗-皮甲-腰带": (27, 27, 0, 29), + "100-史诗-轻甲-上衣": (53, 35, 0, 0), + "100-史诗-轻甲-头肩": (42, 28, 0, 0), + "100-史诗-轻甲-下装": (53, 35, 0, 0), + "100-史诗-轻甲-鞋": (32, 21, 0, 0), + "100-史诗-轻甲-腰带": (32, 21, 0, 0), + "100-史诗-重甲-上衣": (49, 35, 44, 0), + "100-史诗-重甲-头肩": (39, 28, 35, 0), + "100-史诗-重甲-下装": (49, 35, 44, 0), + "100-史诗-重甲-鞋": (29, 21, 27, 0), + "100-史诗-重甲-腰带": (29, 21, 27, 0), + "95-传说-板甲-上衣": (41, 41, 45, 0), + "95-传说-板甲-头肩": (33, 33, 36, 0), + "95-传说-板甲-下装": (41, 41, 45, 0), + "95-传说-板甲-鞋": (25, 25, 27, 0), + "95-传说-板甲-腰带": (25, 25, 27, 0), + "95-传说-布甲-上衣": (0, 49, 0, 49), + "95-传说-布甲-头肩": (0, 39, 0, 39), + "95-传说-布甲-下装": (0, 49, 0, 49), + "95-传说-布甲-鞋": (0, 30, 0, 30), + "95-传说-布甲-腰带": (0, 30, 0, 30), + "95-传说-皮甲-上衣": (41, 41, 0, 45), + "95-传说-皮甲-头肩": (33, 33, 0, 36), + "95-传说-皮甲-下装": (41, 41, 0, 45), + "95-传说-皮甲-鞋": (25, 25, 0, 27), + "95-传说-皮甲-腰带": (25, 25, 0, 27), + "95-传说-轻甲-上衣": (49, 33, 0, 0), + "95-传说-轻甲-头肩": (39, 26, 0, 0), + "95-传说-轻甲-下装": (49, 33, 0, 0), + "95-传说-轻甲-鞋": (30, 20, 0, 0), + "95-传说-轻甲-腰带": (30, 20, 0, 0), + "95-传说-重甲-上衣": (45, 33, 41, 0), + "95-传说-重甲-头肩": (36, 26, 33, 0), + "95-传说-重甲-下装": (45, 33, 41, 0), + "95-传说-重甲-鞋": (27, 20, 25, 0), + "95-传说-重甲-腰带": (27, 20, 25, 0), + "95-史诗-板甲-上衣": (42, 42, 47, 0), + "95-史诗-板甲-头肩": (34, 34, 37, 0), + "95-史诗-板甲-下装": (42, 42, 47, 0), + "95-史诗-板甲-鞋": (25, 25, 28, 0), + "95-史诗-板甲-腰带": (25, 25, 28, 0), + "95-史诗-布甲-上衣": (0, 51, 0, 51), + "95-史诗-布甲-头肩": (0, 41, 0, 41), + "95-史诗-布甲-下装": (0, 51, 0, 51), + "95-史诗-布甲-鞋": (0, 30, 0, 30), + "95-史诗-布甲-腰带": (0, 30, 0, 30), + "95-史诗-皮甲-上衣": (42, 42, 0, 47), + "95-史诗-皮甲-头肩": (34, 34, 0, 37), + "95-史诗-皮甲-下装": (42, 42, 0, 47), + "95-史诗-皮甲-鞋": (25, 25, 0, 28), + "95-史诗-皮甲-腰带": (25, 25, 0, 28), + "95-史诗-轻甲-上衣": (51, 34, 0, 0), + "95-史诗-轻甲-头肩": (41, 27, 0, 0), + "95-史诗-轻甲-下装": (51, 34, 0, 0), + "95-史诗-轻甲-鞋": (30, 20, 0, 0), + "95-史诗-轻甲-腰带": (30, 20, 0, 0), + "95-史诗-重甲-上衣": (47, 34, 42, 0), + "95-史诗-重甲-头肩": (37, 27, 34, 0), + "95-史诗-重甲-下装": (47, 34, 42, 0), + "95-史诗-重甲-鞋": (28, 20, 25, 0), + "95-史诗-重甲-腰带": (28, 20, 25, 0), + "90-传说-板甲-上衣": (39, 39, 43, 0), + "90-传说-板甲-头肩": (32, 32, 35, 0), + "90-传说-板甲-下装": (39, 39, 43, 0), + "90-传说-板甲-鞋": (24, 24, 26, 0), + "90-传说-板甲-腰带": (24, 24, 26, 0), + "90-传说-布甲-上衣": (0, 47, 0, 47), + "90-传说-布甲-头肩": (0, 38, 0, 38), + "90-传说-布甲-下装": (0, 47, 0, 47), + "90-传说-布甲-鞋": (0, 28, 0, 28), + "90-传说-布甲-腰带": (0, 28, 0, 28), + "90-传说-皮甲-上衣": (39, 39, 0, 43), + "90-传说-皮甲-头肩": (32, 32, 0, 35), + "90-传说-皮甲-下装": (39, 39, 0, 43), + "90-传说-皮甲-鞋": (24, 24, 0, 26), + "90-传说-皮甲-腰带": (24, 24, 0, 26), + "90-传说-轻甲-上衣": (47, 31, 0, 0), + "90-传说-轻甲-头肩": (38, 25, 0, 0), + "90-传说-轻甲-下装": (47, 31, 0, 0), + "90-传说-轻甲-鞋": (28, 19, 0, 0), + "90-传说-轻甲-腰带": (28, 19, 0, 0), + "90-传说-重甲-上衣": (43, 31, 39, 0), + "90-传说-重甲-头肩": (35, 25, 32, 0), + "90-传说-重甲-下装": (43, 31, 39, 0), + "90-传说-重甲-鞋": (26, 19, 24, 0), + "90-传说-重甲-腰带": (26, 19, 24, 0), + "90-史诗-板甲-上衣": (41, 41, 44, 0), + "90-史诗-板甲-头肩": (32, 32, 36, 0), + "90-史诗-板甲-下装": (41, 41, 44, 0), + "90-史诗-板甲-鞋": (24, 24, 27, 0), + "90-史诗-板甲-腰带": (24, 24, 27, 0), + "90-史诗-布甲-上衣": (0, 48, 0, 48), + "90-史诗-布甲-头肩": (0, 39, 0, 39), + "90-史诗-布甲-下装": (0, 48, 0, 48), + "90-史诗-布甲-鞋": (0, 29, 0, 29), + "90-史诗-布甲-腰带": (0, 29, 0, 29), + "90-史诗-皮甲-上衣": (41, 41, 0, 44), + "90-史诗-皮甲-头肩": (32, 32, 0, 36), + "90-史诗-皮甲-下装": (41, 41, 0, 44), + "90-史诗-皮甲-鞋": (24, 24, 0, 27), + "90-史诗-皮甲-腰带": (24, 24, 0, 27), + "90-史诗-轻甲-上衣": (48, 32, 0, 0), + "90-史诗-轻甲-头肩": (39, 26, 0, 0), + "90-史诗-轻甲-下装": (48, 32, 0, 0), + "90-史诗-轻甲-鞋": (29, 19, 0, 0), + "90-史诗-轻甲-腰带": (29, 19, 0, 0), + "90-史诗-重甲-上衣": (44, 32, 41, 0), + "90-史诗-重甲-头肩": (36, 26, 32, 0), + "90-史诗-重甲-下装": (44, 32, 41, 0), + "90-史诗-重甲-鞋": (27, 19, 24, 0), + "90-史诗-重甲-腰带": (27, 19, 24, 0), + "85-传说-板甲-上衣": (38, 38, 41, 0), + "85-传说-板甲-头肩": (30, 30, 33, 0), + "85-传说-板甲-下装": (38, 38, 41, 0), + "85-传说-板甲-鞋": (22, 22, 25, 0), + "85-传说-板甲-腰带": (22, 22, 25, 0), + "85-传说-布甲-上衣": (0, 45, 0, 45), + "85-传说-布甲-头肩": (0, 36, 0, 36), + "85-传说-布甲-下装": (0, 45, 0, 45), + "85-传说-布甲-鞋": (0, 27, 0, 27), + "85-传说-布甲-腰带": (0, 27, 0, 27), + "85-传说-皮甲-上衣": (38, 38, 0, 41), + "85-传说-皮甲-头肩": (30, 30, 0, 33), + "85-传说-皮甲-下装": (38, 38, 0, 41), + "85-传说-皮甲-鞋": (22, 22, 0, 25), + "85-传说-皮甲-腰带": (22, 22, 0, 25), + "85-传说-轻甲-上衣": (45, 30, 0, 0), + "85-传说-轻甲-头肩": (36, 24, 0, 0), + "85-传说-轻甲-下装": (45, 30, 0, 0), + "85-传说-轻甲-鞋": (27, 18, 0, 0), + "85-传说-轻甲-腰带": (27, 18, 0, 0), + "85-传说-重甲-上衣": (41, 30, 38, 0), + "85-传说-重甲-头肩": (33, 24, 30, 0), + "85-传说-重甲-下装": (41, 30, 38, 0), + "85-传说-重甲-鞋": (25, 18, 22, 0), + "85-传说-重甲-腰带": (25, 18, 22, 0), + "85-史诗-板甲-上衣": (39, 39, 42, 0), + "85-史诗-板甲-头肩": (31, 31, 34, 0), + "85-史诗-板甲-下装": (39, 39, 42, 0), + "85-史诗-板甲-鞋": (23, 23, 25, 0), + "85-史诗-板甲-腰带": (23, 23, 25, 0), + "85-史诗-布甲-上衣": (0, 46, 0, 46), + "85-史诗-布甲-头肩": (0, 37, 0, 37), + "85-史诗-布甲-下装": (0, 46, 0, 46), + "85-史诗-布甲-鞋": (0, 28, 0, 28), + "85-史诗-布甲-腰带": (0, 28, 0, 28), + "85-史诗-皮甲-上衣": (39, 39, 0, 42), + "85-史诗-皮甲-头肩": (31, 31, 0, 34), + "85-史诗-皮甲-下装": (39, 39, 0, 42), + "85-史诗-皮甲-鞋": (23, 23, 0, 25), + "85-史诗-皮甲-腰带": (23, 23, 0, 25), + "85-史诗-轻甲-上衣": (46, 31, 0, 0), + "85-史诗-轻甲-头肩": (37, 25, 0, 0), + "85-史诗-轻甲-下装": (46, 31, 0, 0), + "85-史诗-轻甲-鞋": (28, 18, 0, 0), + "85-史诗-轻甲-腰带": (28, 18, 0, 0), + "85-史诗-重甲-上衣": (42, 31, 39, 0), + "85-史诗-重甲-头肩": (34, 25, 31, 0), + "85-史诗-重甲-下装": (42, 31, 39, 0), + "85-史诗-重甲-鞋": (25, 18, 23, 0), + "85-史诗-重甲-腰带": (25, 18, 23, 0), +} + +防具额外 = { + "魔法师[???]的长袍": (91, 91, 0, 0), + "死亡阴影夹克": (91, 91, 0, 0), + "燃烧烈焰之勇气": (91, 91, 0, 0), + "撒旦:沸腾之怒": (91, 91, 0, 0), + "奔流不息之岁月": (91, 91, 0, 0), + "优雅旋律华尔兹": (91, 91, 0, 0), + "首席执行官裁决夹克": (91, 91, 0, 0), + "炙炎:火龙果": (91, 91, 0, 0), + "妖精之姿": (91, 91, 0, 0), + "人性的抉择": (91, 91, 0, 0), + "大祭司的星祈礼袍": (91, 91, 0, 0), + "冲锋陷阵胸甲": (91, 91, 0, 0), + "气吞山河战甲": (91, 91, 0, 0), + "千链锁灵战甲": (91, 91, 0, 0), + "宽恕坚韧之地": (91, 91, 0, 0), + "堕落深渊黑魔法衬衫": (91, 91, 0, 0), + "引路者的黄昏披风": (91, 91, 0, 0), + "地狱边缘": (91, 91, 0, 0), + "泣血之恨": (91, 91, 0, 0), + "大魔法师[???]的长袍": (91, 91, 0, 0), + "掌管生死之影夹克": (91, 91, 0, 0), + "爆裂大地之勇猛": (91, 91, 0, 0), + "撒旦:愤怒之王": (91, 91, 0, 0), + "英明循环之生命": (91, 91, 0, 0), + "浪漫旋律华尔兹": (91, 91, 0, 0), + "皇家裁决者审判外套": (91, 91, 0, 0), + "炙炎:霸王树": (91, 91, 0, 0), + "天堂之翼": (91, 91, 0, 0), + "神赐的抉择": (91, 91, 0, 0), + "大祭司的神启礼服": (91, 91, 0, 0), + "战无不胜上衣": (91, 91, 0, 0), + "摧枯拉朽胸甲": (91, 91, 0, 0), + "千链万化战甲": (91, 91, 0, 0), + "生命脉动之地": (91, 91, 0, 0), + "深渊囚禁者长袍": (91, 91, 0, 0), + "圣者的黄昏披风": (91, 91, 0, 0), + "逆转结局": (91, 91, 0, 0), + "灭世之怒": (91, 91, 0, 0), + "魔法师[???]的护腿": (91, 91, 0, 0), + "死亡阴影短裤": (91, 91, 0, 0), + "肆虐狂风之意志": (91, 91, 0, 0), + "亚蒙:谎言之力": (91, 91, 0, 0), + "奔流不息之伽蓝": (91, 91, 0, 0), + "魅惑律动伦巴": (91, 91, 0, 0), + "首席执行官裁决短裤": (91, 91, 0, 0), + "炙炎:荔枝": (91, 91, 0, 0), + "邪恶之角": (91, 91, 0, 0), + "命运的抉择": (91, 91, 0, 0), + "大祭司的星祈长裙": (91, 91, 0, 0), + "破釜沉舟护腿": (91, 91, 0, 0), + "雷霆万钧护腿": (91, 91, 0, 0), + "千链锁灵护腿": (91, 91, 0, 0), + "蚕食新绿之息": (91, 91, 0, 0), + "驱散黑暗短裤": (91, 91, 0, 0), + "时空漩涡护腿": (91, 91, 0, 0), + "灵魂的呐喊": (91, 91, 0, 0), + "疯狂之如影随形": (91, 91, 0, 0), + "魔法师[???]的披风": (91, 91, 0, 0), + "死亡阴影护肩": (91, 91, 0, 0), + "艰难求生之斗志": (91, 91, 0, 0), + "贝利亚尔:毁灭之种": (91, 91, 0, 0), + "奔流不息之山川": (91, 91, 0, 0), + "性感洒脱探戈": (91, 91, 0, 0), + "首席执行官裁决肩甲": (91, 91, 0, 0), + "炙炎:榴莲": (91, 91, 0, 0), + "魔龙之心": (91, 91, 0, 0), + "矛盾的抉择": (91, 91, 0, 0), + "大祭司的星祈披肩": (91, 91, 0, 0), + "枪林弹雨护肩": (91, 91, 0, 0), + "排山倒海护肩": (91, 91, 0, 0), + "千链锁灵肩甲": (91, 91, 0, 0), + "猛烈燃烧之炎": (91, 91, 0, 0), + "魔法师[???]的长靴": (91, 91, 0, 0), + "死亡阴影长靴": (91, 91, 0, 0), + "寂静寒夜之忍耐": (91, 91, 0, 0), + "巴尔:堕落之魂": (91, 91, 0, 0), + "奔流不息之银河": (91, 91, 0, 0), + "激烈欢动踢踏": (91, 91, 0, 0), + "首席执行官裁决长靴": (91, 91, 0, 0), + "炙炎:木瓜": (91, 91, 0, 0), + "自然之核": (91, 91, 0, 0), + "守护的抉择": (91, 91, 0, 0), + "大祭司的星祈凉鞋": (91, 91, 0, 0), + "赤地千里战靴": (91, 91, 0, 0), + "遮天蔽日长靴": (91, 91, 0, 0), + "千链锁灵战靴": (91, 91, 0, 0), + "交织烈日之风": (91, 91, 0, 0), + "堕入地狱之脚": (91, 91, 0, 0), + "次元漫步者长靴": (91, 91, 0, 0), + "悲喜交加": (91, 91, 0, 0), + "崩溃世界的忧伤": (91, 91, 0, 0), + "魔法师[???]的腰带": (91, 91, 0, 0), + "死亡阴影腰带": (91, 91, 0, 0), + "守护战士之苦难": (91, 91, 0, 0), + "亚巴顿:绝望地狱": (91, 91, 0, 0), + "奔流不息之狂风": (91, 91, 0, 0), + "热情舞动桑巴": (91, 91, 0, 0), + "首席执行官裁决腰带": (91, 91, 0, 0), + "炙炎:山竹": (91, 91, 0, 0), + "碎钢之牙": (91, 91, 0, 0), + "正义的抉择": (91, 91, 0, 0), + "大祭司的星祈腰带": (91, 91, 0, 0), + "浴血奋战腰带": (91, 91, 0, 0), + "风起云涌腰带": (91, 91, 0, 0), + "千链锁灵腰带": (91, 91, 0, 0), + "宁静苍翠之水": (91, 91, 0, 0), + "完美掌控": (91, 91, 0, 0), + "无念之仪服": (91, 91, 0, 0), + "无欲之花": (91, 91, 0, 0), + "无形之气韵": (91, 91, 0, 0), + "无言之罪恶": (91, 91, 0, 0), + "无我之轮回": (91, 91, 0, 0), + "轮回·黑暗幽灵紫杉胸甲": (91, 91, 0, 0), + "魔战无双短靴": (80, 80, 0, 0), + "霸域英豪胸甲": (50, 50, 0, 0), + "霸域英豪护腿": (50, 50, 0, 0), + "霸域英豪腰带": (150, 150, 150, 150), + "千蛛碎影之毒牙胸甲": (140, 140, 0, 0), + "千蛛碎影之蛛丝肩甲": (100, 100, 0, 0), + "千蛛碎影之蛛网护腿": (140, 140, 0, 0), + "千蛛碎影之蛛刺腰带": (100, 100, 0, 0), + "千蛛碎影之利齿战靴": (100, 100, 0, 0), + "誓血之盟铠甲": (200, 200, 0, 0), + "誓血之盟肩甲": (75, 75, 0, 0), + "誓血之盟腿甲": (0, 0, 0, 0), + "天御雷罚战甲": (0, 0, 0, 0), + "天御虫噬护肩": (0, 0, 0, 0), + "天御炎袭护腿": (0, 0, 0, 0), + "天御雷罚战甲": (0, 0, 0, 0), + "天御风行战靴": (0, 0, 0, 0), + "最佳球手的暴走战衣": (85, 85, 0, 0), + "最佳球手的反击护具": (300, 300, 0, 0), + "最佳球手的冲锋腰带": (0, 0, 0, 0), + "战术之王的御敌胸甲": (30, 30, 0, 0), + "战术之王的御敌肩甲": (30, 30, 0, 0), + "战术之王的御敌腿甲": (30, 30, 0, 0), + "战术之王的御敌腰带": (30, 30, 0, 0), + "战术之王的御敌长靴": (30, 30, 0, 0), + "暗魅之影上衣": (45, 45, 0, 0), + "冥殇之刃肩甲": (30, 30, 0, 0), + "血舞之牙护腿": (45, 45, 0, 0), + "亡灵之帐腰带": (30, 30, 0, 0), + "黄泉之风战靴": (30, 30, 0, 0), + "蚀日无辉肩甲": (0, 40, 0, 0), + "暗殇绝影腰带": (0, 40, 0, 0), + "闲云碎步短靴": (0, 40, 0, 0), + "轮回·鲜红血纹皮甲胸铠": (91, 91, 0, 0), +} + + +def 设置防具基础(装备): + 装备.力量 = {} + 装备.智力 = {} + 装备.体力 = {} + 装备.精神 = {} + a = 防具额外.get(装备.名称, (0, 0, 0, 0)) + for i in ['布甲', '皮甲', '轻甲', '重甲', '板甲']: + b = 防具基础.get('{}-{}-{}-{}'.format(装备.等级, 装备.品质, i, 装备.部位), + (0, 0, 0, 0)) + 装备.力量.update({i: round((a[0] + b[0]) * Decimal(1.1))}) + 装备.智力.update({i: round((a[1] + b[1]) * Decimal(1.1))}) + 装备.体力.update({i: round((a[2] + b[2]) * Decimal(1.1))}) + 装备.精神.update({i: round((a[3] + b[3]) * Decimal(1.1))}) diff --git a/PublicReference/preferred/Preferred.cpp b/PublicReference/preferred/Preferred.cpp new file mode 100644 index 00000000..3cefce2b --- /dev/null +++ b/PublicReference/preferred/Preferred.cpp @@ -0,0 +1,389 @@ +#include "Preferred.h" + +//返回最大值索引 输出系 +DLLEXPORT void cal_index(double data[9][6], int* index) { + double max = 0; + vector list[8]; + for (int i = 0; i < 8; i++) { + list[i] = range(data[i + 1]); + } + for (auto a1 = list[0].cbegin(); a1 != list[0].cend(); a1++) + { + for (auto a2 = list[1].cbegin(); a2 != list[1].cend(); a2++) + { + for (auto a3 = list[2].cbegin(); a3 != list[2].cend(); a3++) + { + for (auto a4 = list[3].cbegin(); a4 != list[3].cend(); a4++) + { + for (auto a5 = list[4].cbegin(); a5 != list[4].cend(); a5++) + { + for (auto a6 = list[5].cbegin(); a6 != list[5].cend(); a6++) + { + for (auto a7 = list[6].cbegin(); a7 != list[6].cend(); a7++) + { + for (auto a8 = list[7].cbegin(); a8 != list[7].cend(); a8++) + { + double k[6] = { data[0][0],data[0][1], data[0][2], data[0][3], data[0][4], data[0][5] }; + k[*a1] += data[1][*a1]; + k[*a2] += data[2][*a2]; + k[*a3] += data[3][*a3]; + k[*a4] += data[4][*a4]; + k[*a5] += data[5][*a5]; + k[*a6] += data[6][*a6]; + k[*a7] += data[7][*a7]; + k[*a8] += data[8][*a8]; + double sum = k[0] * k[1] * int(k[2]) * k[3] * k[4] * k[5]; + if (sum > max) + { + max = sum; + index[0] = *a1; + index[1] = *a2; + index[2] = *a3; + index[3] = *a4; + index[4] = *a5; + index[5] = *a6; + index[6] = *a7; + index[7] = *a8; + } + } + } + } + } + } + } + } + } +} + +//辅助系 +//0 奶妈 系数665 +int buff_attack_0[41] = { 0, 38, 40, 42, 43, 44, 46, 48, 49, 51, 52, 53, 55, 57, 58, 60, 61, 62, 64, 66, 68, 69, 70, 72, 74, 75, 77, 78, 79, 81, 83, 84, 86, 87, 88, 90, 92, 93, 95, 96, 98 }; +int buff_power_0[41] = {0, 148, 158, 169, 179, 189, 198, 208, 218, 228, 239, 249, 259, 269, 279, 290, 299, 309, 319, 329, 339, 349, 360, 370, 380, 390, 399, 409, 420, 430, 440, 450, 460, 470, 481, 491, 500, 510, 520, 530, 541}; + +//1 奶萝 系数665 +int buff_attack_1[41] = { 0, 34, 35, 37, 38, 39, 41, 42, 43, 45, 46, 47, 49, 50, 51, 53, 54, 55, 57, 58, 60, 61, 62, 64, 65, 66, 68, 69, 70, 72, 73, 74, 76, 77, 78, 80, 81, 82, 84, 85, 87 }; +int buff_power_1[41] = { 0, 131, 140, 149, 158, 167, 175, 184, 193, 202, 211, 220, 229, 238, 247, 256, 264, 273, 282, 291, 300, 309, 318, 327, 336, 345, 353, 362, 371, 380, 389, 398, 407, 416, 425, 434, 442, 451, 460, 469, 478 }; + +//2 奶爸 系数620 +int buff_attack_2[41] = { 0, 43, 44, 46, 48, 49, 51, 53, 54, 56, 58, 59, 61, 63, 64, 66, 68, 69, 71, 73, 75, 76, 78, 80, 81, 83, 85, 86, 88, 90, 91, 93, 95, 96, 98, 100, 101, 103, 105, 106, 109 }; +int buff_power_2[41] = { 0, 164, 175, 186, 198, 209, 219, 230, 241, 253, 264, 275, 286, 298, 309, 320, 330, 341, 353, 364, 375, 386, 398, 409, 420, 431, 441, 453, 464, 475, 486, 498, 509, 520, 531, 543, 553, 564, 575, 586, 598 }; + +//系数750 +int awake_power_0[41] = { 0, 43, 57, 74, 91, 111, 131, 153, 176, 201, 228, 255, 284, 315, 346, 379, 414, 449, 487, 526, 567, 608, 651, 696, 741, 789, 838, 888, 939, 993, 1047, 1103, 1160, 1219, 1278, 1340, 1403, 1467, 1533, 1600, 1668 }; + + +class Char +{ +public: + Char() {}; + ~Char() {}; + int type = 0; + int preferred[6] = {}; + double burst_rate = 1.0; + + int buff_apply; + int buff_lv; + int buff_power_add; + int buff_attack_add; + double buff_rate; + double buff_power_per; + double buff_attack_per; + + int awake_apply; + int awake_lv; + int awake_power_add; + double awake_rate; + double awake_power_per; + + int other_power; + int other_attack; + int std_power; + int std_attack; + double sys_rate; + double sys_base; + double cal(); + +private: + long buff_power = 0; + long buff_attack = 0; + long awake_power = 0; + long resident_power = 0; + long resident_attack = 0; + long burst_power = 0; + + void cal_buff(); + void cal_awake(); + void cal_sum(); + double increase(long, long); +}; + +void Char::cal_buff(){ + double rate = 0.0; + switch (type) + { + case 0: + rate = buff_apply / 665.0 + 1; + buff_power = (long)((buff_power_0[min(40, buff_lv)] + buff_power_add) * buff_power_per * buff_rate * rate); + buff_attack = (long)((buff_attack_0[min(40, buff_lv)] + buff_attack_add) * buff_attack_per * buff_rate * rate); + break; + case 1: + rate = buff_apply / 665.0 + 1; + buff_power = (long)((buff_power_1[min(40, buff_lv)] + buff_power_add) * buff_power_per * buff_rate * rate); + buff_attack = (long)((buff_attack_1[min(40, buff_lv)] + buff_attack_add) * buff_attack_per * buff_rate * rate); + break; + case 2: + rate = buff_apply / 620.0 + 1; + buff_power = (long)((buff_power_2[min(40, buff_lv)] + buff_power_add) * buff_power_per * buff_rate * rate); + buff_attack = (long)((buff_attack_2[min(40, buff_lv)] + buff_attack_add) * buff_attack_per * buff_rate * rate); + break; + default: + break; + } + +} + +void Char::cal_awake() { + awake_power = (long)((awake_power_0[min(40, awake_lv)] + awake_power_add) * awake_power_per * awake_rate * (awake_apply / 750.0 + 1)); +} + +void Char::cal_sum() { + cal_buff(); + cal_awake(); + resident_power = buff_power + other_power; + resident_attack = buff_attack + other_attack; + burst_power = resident_power + awake_power; +} + +double Char::increase(long power, long attack) { + double x, y = 0; + x = ((std_power + (std_power - 950.0) * sys_rate + sys_base) / 250.0 + 1) * std_attack; + y = ((power + std_power + (std_power - 950.0) * sys_rate + sys_base) / 250.0 + 1) * (std_attack + attack); + return y / x; +} + +double Char::cal() { + cal_sum(); + double resident = increase(resident_power, resident_attack); + double burst = increase(burst_power, resident_attack); + return resident * (1.0 - burst_rate) + burst * burst_rate; +} + + +//空属性 +void attr_0(Char &c) { +} + +//残香1 +void attr_1(Char &c) { + c.buff_power_per *= 1.03; + c.awake_power_add += 60; +} +void attr_2(Char &c) { + c.buff_power_per *= 1.04; + c.awake_power_per *= 1.03; +} +void attr_3(Char &c) { + c.buff_attack_per *= 1.04; + c.awake_power_add += 25; +} +void attr_4(Char &c) { + c.buff_attack_per *= 1.03; + c.awake_power_per *= 1.03; +} +void attr_5(Char &c) { + c.buff_apply += 185; + c.awake_apply += 185; +} +void attr_6(Char &c) { + c.awake_lv += 1; + c.buff_power_per *= 1.03; +} +//残香2 +void attr_7(Char &c) { + c.buff_power_per *= 1.03; + c.awake_power_add += 40; +} +void attr_8(Char &c) { + c.buff_power_per *= 1.04; + c.awake_power_per *= 1.02; +} +void attr_9(Char &c) { + c.buff_attack_per *= 1.03; + c.awake_power_add += 25; +} +void attr_10(Char &c) { + c.buff_attack_per *= 1.02; + c.awake_power_per *= 1.03; + +} +void attr_11(Char &c) { + c.buff_apply += 145; + c.awake_apply += 145; +} +void attr_12(Char &c) { + c.buff_lv += 1; + c.awake_power_add += 30; +} +//武器 +void attr_13(Char &c) { + c.buff_power_per *= 1.03; + c.awake_power_add += 60; +} +void attr_14(Char &c) { + c.buff_power_per *= 1.05; + c.awake_power_per *= 1.03; +} +void attr_15(Char &c) { + c.buff_attack_per *= 1.04; + c.awake_power_add += 40; +} +void attr_16(Char &c) { + c.buff_attack_per *= 1.02; + c.awake_power_per *= 1.05; +} +void attr_17(Char &c) { + c.buff_apply += 180; + c.awake_apply += 180; +} +void attr_18(Char &c) { + c.buff_power_per *= 1.04; + c.awake_lv += 1; +} +//戒指、辅助装备、下装 +void attr_19(Char &c) { + c.buff_power_per *= 1.04; + c.awake_power_add += 40; +} +void attr_20(Char &c) { + c.buff_power_per *= 1.05; + c.awake_power_per *= 1.02; +} +void attr_21(Char &c) { + c.buff_attack_per *= 1.04; + c.awake_power_add += 25; +} +void attr_22(Char &c) { + c.buff_attack_per *= 1.02; + c.awake_power_per *= 1.04; +} +void attr_23(Char &c) { + c.buff_apply += 160; + c.awake_apply += 160; +} +void attr_24(Char &c) { + c.buff_lv += 1; + c.awake_power_add += 40; +} + + +void (*attr_list[4][7])(Char&) = { {attr_0,attr_1,attr_2,attr_3,attr_4,attr_5,attr_6}, + {attr_0,attr_7,attr_8,attr_9,attr_10,attr_11,attr_12}, + {attr_0,attr_13,attr_14,attr_15,attr_16,attr_17,attr_18}, + {attr_0,attr_19,attr_20,attr_21,attr_22,attr_23,attr_24}}; + +DLLEXPORT void cal_index_buff(int* range, int* i_data, double* d_data) { + Char c; + c.type = i_data[0]; + c.buff_apply = i_data[1]; + c.buff_lv = i_data[2]; + c.buff_power_add = i_data[3]; + c.buff_attack_add = i_data[4]; + c.awake_apply = i_data[5]; + c.awake_lv = i_data[6]; + c.awake_power_add = i_data[7]; + c.other_power = i_data[8]; + c.other_attack = i_data[9]; + c.std_power = i_data[10]; + c.std_attack = i_data[11]; + c.burst_rate = d_data[0]; + c.buff_rate = d_data[1]; + c.buff_power_per = d_data[2]; + c.buff_attack_per = d_data[3]; + c.awake_rate = d_data[4]; + c.awake_power_per = d_data[5]; + c.sys_rate = d_data[6]; + c.sys_base = d_data[7]; + + vector list[6]; + for (int i = 0; i < 6; i++) { + list[i] = range_buff(range[i]); + } + double max = 0; + if (list[3][0] * list[4][0] * list[5][0] != 0) + { + for (auto a1 = list[0].cbegin(); a1 != list[0].cend(); a1++) + { + for (auto a2 = list[1].cbegin(); a2 != list[1].cend(); a2++) + { + for (auto a3 = list[2].cbegin(); a3 != list[2].cend(); a3++) + { + for (auto a4 = list[3].cbegin(); a4 != list[3].cend(); a4++) + { + for (auto a5 = list[4].cbegin(); a5 != list[4].cend(); a5++) + { + for (auto a6 = list[5].cbegin(); a6 != list[5].cend(); a6++) + { + if ((*a4 >= *a5) & (*a5 >= *a6)) { + Char p = c; + attr_list[0][*a1](p); + attr_list[1][*a2](p); + attr_list[2][*a3](p); + attr_list[3][*a4](p); + attr_list[3][*a5](p); + attr_list[3][*a6](p); + double result = p.cal(); + if (result > max) { + max = result; + range[0] = *a1; + range[1] = *a2; + range[2] = *a3; + range[3] = *a4; + range[4] = *a5; + range[5] = *a6; + } + } + } + } + } + } + } + } + } + else { + for (auto a1 = list[0].cbegin(); a1 != list[0].cend(); a1++) + { + for (auto a2 = list[1].cbegin(); a2 != list[1].cend(); a2++) + { + for (auto a3 = list[2].cbegin(); a3 != list[2].cend(); a3++) + { + for (auto a4 = list[3].cbegin(); a4 != list[3].cend(); a4++) + { + for (auto a5 = list[4].cbegin(); a5 != list[4].cend(); a5++) + { + for (auto a6 = list[5].cbegin(); a6 != list[5].cend(); a6++) + { + Char p = c; + attr_list[0][*a1](p); + attr_list[1][*a2](p); + attr_list[2][*a3](p); + attr_list[3][*a4](p); + attr_list[3][*a5](p); + attr_list[3][*a6](p); + double result = p.cal(); + if (result > max) { + max = result; + range[0] = *a1; + range[1] = *a2; + range[2] = *a3; + range[3] = *a4; + range[4] = *a5; + range[5] = *a6; + } + } + } + } + } + } + } + } +} \ No newline at end of file diff --git a/PublicReference/preferred/Preferred.h b/PublicReference/preferred/Preferred.h new file mode 100644 index 00000000..c296c852 --- /dev/null +++ b/PublicReference/preferred/Preferred.h @@ -0,0 +1,42 @@ +#pragma once + +#include +using namespace std; +#define DLLEXPORT extern "C" __declspec(dllexport) + +//计算择优范围 +vector range(double* array) { + vector range; + for (int i = 0; i < 6; i++) { + if (array[i] != 0) { + range.push_back(i); + } + } + if (range.size() == 0) { + range.push_back(0); + } + return range; +} + +//取最小值 +int min(int num1, int num2) +{ + if (num1 < num2) + return num1; + else + return num2; +} + +//计算择优范围 buff +vector range_buff(int sign) { + vector range; + if (sign != 0) { + for (int i = 1; i < 7; i++) { + range.push_back(i); + } + } + if (range.size() == 0) { + range.push_back(0); + } + return range; +} diff --git a/PublicReference/utils/LZextends.py b/PublicReference/utils/LZextends.py new file mode 100644 index 00000000..437e2615 --- /dev/null +++ b/PublicReference/utils/LZextends.py @@ -0,0 +1,15 @@ +from lanzou.api import LanZouCloud +from lanzou.api.types import * +from typing import List + + +class LZextends(LanZouCloud): + def __init__(self): + self.lzy = LanZouCloud() + self.lzy._host_url = 'https://pan.lanzouo.com' + self.lzy.available_domains = [ + 'lanzouo.com', # 2021-09-15 鲁ICP备15001327号-8 + 'lanzouw.com', # 2021-09-02 鲁ICP备15001327号-7 + 'lanzoui.com', # 2020-06-09 鲁ICP备15001327号-6 + 'lanzoux.com', # 2020-06-09 鲁ICP备15001327号-5 + ] diff --git a/PublicReference/utils/calc_core.py b/PublicReference/utils/calc_core.py new file mode 100644 index 00000000..3ec2718e --- /dev/null +++ b/PublicReference/utils/calc_core.py @@ -0,0 +1,378 @@ +#!/usr/bin/env python +# -*- coding: utf-8 -*- +# ------------------------------- +# File : calc_core +# DateTime : 2020/6/10 0010 21:30 +# Author : Chen Ji +# Email : fzls.zju@gmail.com +# ------------------------------- +from copy import * +from multiprocessing import Queue +from typing import List +from PublicReference.utils.minheap import MinHeap, expected_qsize + + +class CalcData(): + def __init__(self): + self.是输出职业 = True + self.智慧产物限制 = 3 + + self.minheap_queue = None # type: Queue + self.角色属性A = None + + # 被分配的计算范围 + self.mode_index = 0 # 0-极速模式,1-套装模式,2-散件模式 + # 在并发搜索任务组中分配到的开始序号:极速模式和套装模式时,任务组定义为按照原搜索组合算法得到的有效穿戴组合等;散件模式时,定义为0-level层串行搜索形成的所有子树 + self.start_index = 0 + self.end_index = 0 # 在并发搜索任务组中分配到的结束序号,描述同上 + + # 原始数据 + self.装备选择状态: list[int] = [] # 各个装备的选择状况,第i个位置为0表示装备i未选择,否则表示已选择 + self.拥有百变怪 = False # 是否勾选了百变怪 + self.神话属性选项: list[int] = [ + ] # 每个神话四个选项,第4*k~4*k+3下标表示第k个神话的词条选择(k从0开始计数) + self.改造产物选项: list[int] = [] + + # 根据原始数据在计算线程计算出的一些数据 + self.有效武器列表 = [] + self.有效防具套装 = [] + self.有效首饰套装 = [] + self.有效特殊套装 = [] + self.有效上链左套装 = [] + self.有效镯下右套装 = [] + self.有效环鞋指套装 = [] + self.有效总套装列表 = [ + self.有效防具套装, self.有效首饰套装, self.有效特殊套装, self.有效上链左套装, self.有效镯下右套装, + self.有效环鞋指套装 + ] + + self.有效部位列表 = [] + + # 最终结果 + self.minheap = None # type: MinHeap + + def pre_calc_needed_data(self): + from PublicReference.equipment.equ_list import 总套装列表, 部位列表, equ + + self.有效武器列表.clear() + for j in range(6): + self.有效总套装列表[j].clear() + + self.有效部位列表.clear() + for i in range(12): + self.有效部位列表.append([]) + + for i in range(len(self.装备选择状态)): + if self.装备选择状态[i] == 1: + temp = equ.get_equ_by_id(i) + if temp.部位 == '武器': + self.有效武器列表.append(temp.名称) + for j in range(6): + if (temp.所属套装 in 总套装列表[j]) and (temp.所属套装 + not in self.有效总套装列表[j]): + self.有效总套装列表[j].append(temp.所属套装) + self.有效部位列表[部位列表.index(temp.部位)].append(temp.名称) + + count = 0 + count2 = 0 + for i in equ.get_equ_list(): + if i.品质 == '神话': + if self.是输出职业 == True: + i.属性1选择 = self.神话属性选项[count * 4 + 0] + i.属性2选择 = self.神话属性选项[count * 4 + 1] + i.属性3选择 = self.神话属性选项[count * 4 + 2] + i.属性4选择 = self.神话属性选项[count * 4 + 3] + else: + i.属性1选择_BUFF = self.神话属性选项[count * 4 + 0] + i.属性2选择_BUFF = self.神话属性选项[count * 4 + 1] + i.属性3选择_BUFF = self.神话属性选项[count * 4 + 2] + i.属性4选择_BUFF = self.神话属性选项[count * 4 + 3] + count += 1 + if self.是输出职业 == True and i.所属套装 == '智慧产物': + i.属性1选择 = self.改造产物选项[count2 * 4 + 0] + i.属性2选择 = self.改造产物选项[count2 * 4 + 1] + i.属性3选择 = self.改造产物选项[count2 * 4 + 2] + i.属性4选择 = self.改造产物选项[count2 * 4 + 3] + count2 += 1 + pass + + +def calc_core(data: CalcData): + """ + + :type minheap_queue: Queue + :type 角色属性A: 角色属性 + :type 有效穿戴组合: List[str] + :type 有效穿戴套装: List[str] + :type 百变怪列表: str + """ + # 计算伤害具体算法 + + # 根据装备选择情况,预计算一些数据 + data.pre_calc_needed_data() + + # 寻找本任务对应的各个组合并调用计算函数 + if data.mode_index in [0, 1]: + calc_speed_and_set_mode(data) + else: + calc_single_mode(data) + + # 全部计算完后,将剩余结果传入结果队列 + data.minheap_queue.put(deepcopy(data.minheap)) + + +def calc_speed_and_set_mode(data): + from PublicReference.equipment.equ_list import 部位列表, equ + 套装组合 = [] + 套装适用 = [] + + for a in data.有效防具套装: + for b in data.有效首饰套装: + for c in data.有效特殊套装: + # 533 + 套装组合.append([a, a, a, a, a, b, b, b, c, c, c]) + 套装适用.append([ + a + '[2]', a + '[3]', a + '[5]', b + '[2]', b + '[3]', + c + '[2]', c + '[3]' + ]) + + for a in data.有效防具套装: + for d in data.有效上链左套装: + for e in data.有效镯下右套装: + for f in data.有效环鞋指套装: + # 3332 + 套装组合.append([d, a, e, a, f, e, d, f, f, d, e]) + 套装适用.append([ + a + '[2]', d + '[2]', d + '[3]', e + '[2]', e + '[3]', + f + '[2]', f + '[3]' + ]) + 套装组合.append([a, a, e, a, f, e, d, f, f, d, e]) + 套装适用.append([ + a + '[2]', d + '[2]', a + '[3]', e + '[2]', e + '[3]', + f + '[2]', f + '[3]' + ]) + 套装组合.append([d, a, a, a, f, e, d, f, f, d, e]) + 套装适用.append([ + a + '[2]', d + '[2]', d + '[3]', e + '[2]', a + '[3]', + f + '[2]', f + '[3]' + ]) + 套装组合.append([d, a, e, a, a, e, d, f, f, d, e]) + 套装适用.append([ + a + '[2]', d + '[2]', d + '[3]', e + '[2]', e + '[3]', + f + '[2]', a + '[3]' + ]) + + if data.mode_index == 1: + for a in data.有效防具套装: + for b in data.有效首饰套装: + for c in data.有效特殊套装: + for d in data.有效防具套装: + if d != a: + # 2333 占套装模式90%计算量 + 套装组合.append([a, a, a, d, d, b, b, b, c, c, c]) + 套装组合.append([a, a, d, a, d, b, b, b, c, c, c]) + 套装组合.append([a, d, a, a, d, b, b, b, c, c, c]) + 套装组合.append([d, a, a, a, d, b, b, b, c, c, c]) + 套装组合.append([a, a, d, d, a, b, b, b, c, c, c]) + 套装组合.append([a, d, a, d, a, b, b, b, c, c, c]) + 套装组合.append([d, a, a, d, a, b, b, b, c, c, c]) + 套装组合.append([a, d, d, a, a, b, b, b, c, c, c]) + 套装组合.append([d, a, d, a, a, b, b, b, c, c, c]) + 套装组合.append([d, d, a, a, a, b, b, b, c, c, c]) + for x in range(10): + 套装适用.append([ + a + '[2]', a + '[3]', d + '[2]', b + '[2]', + b + '[3]', c + '[2]', c + '[3]' + ]) + + # 极速模式与套装模式 + count = -1 + current_index = -1 + for temp in 套装组合: + count += 1 + for k in [-1, 0, 5, 8]: + temp1 = [] + sign = 0 + if data.拥有百变怪: + sign2 = '空' + else: + sign2 = '无' + for x in range(11): + 品质 = '史诗' + if k == x: + 品质 = '神话' + index = equ.get_id_by_index(temp[x], 品质, 部位列表[x]) + if data.装备选择状态[index] == 1: + sign += 1 + else: + if sign2 == '空' and equ.get_equ_by_id( + index).品质 != '神话' and equ.get_equ_by_id( + index).所属套装 not in [ + '精灵使的权能', '大自然的呼吸', '能量主宰' + ]: + sign += 1 + sign2 = equ.get_equ_by_id(index).名称 + temp1.append(equ.get_equ_by_id(index).名称) + if sign == 11: + for i in data.有效武器列表: + current_index += 1 + if current_index < data.start_index: + # 尚未到本工作线程需要计算的范围 + continue + if current_index > data.end_index: + # 本工作线程需要计算的范围已全部完成,直接退出 + return + calc_damage(temp1 + [i], 套装适用[count], sign2, data) + # logger.warning("consumer {} {} {} - {}".format( + # data.mode_index, data.start_index, data.end_index, current_index + # )) + pass + + +# 11层循环顺序 +顺序 = [5, 8, 1, 3, 2, 4, 6, 9, 7, 10] +顺序字典 = {0: 0, 5: 1, 8: 2, 1: 3, 3: 4, 2: 5, 4: 6, 6: 7, 9: 8, 7: 9, 10: 10} + + +def 筛选(名称, x, 装备, 套装, 神话, 种类, data): + from PublicReference.equipment.equ_list import equ + + i = equ.get_id_by_name(名称) + 装备[x] = 名称 + + for k in 顺序[顺序字典[x]:]: + 套装[k] = '无' + + 当前装备 = equ.get_equ_by_id(i) + + if 当前装备.所属套装2 != '无': + 套装[x] = 当前装备.所属套装2 + else: + 套装[x] = 当前装备.所属套装 + + count = [] + num = 0 + for j in 套装: + if j == '智慧产物': + num += 1 + if num > 种类[1]: + return 1 + elif (j != '无') and (j not in count): + count.append(j) + + if len(count) > 种类[0]: + return 1 + elif x == 10 and 种类[0] > 4: + 种类[0] = max(min(种类[0], len(count)), 4) + + if x == 0: + 神话[5] = 0 + 神话[8] = 0 + elif x == 5: + 神话[8] = 0 + + if 当前装备.品质 == '神话': + 神话[x] = 1 + if sum(神话) > 1: + return 1 + else: + 神话[x] = 0 + + return 0 + + +def calc_single_mode(data): + from PublicReference.equipment.equ_list import equ + current_index = -1 + 装备 = ['无'] * 12 + 套装 = ['无'] * 11 + 神话 = [0] * 11 + 种类 = [11, data.智慧产物限制] + + for a1 in data.有效部位列表[0]: + if 筛选(a1, 0, 装备, 套装, 神话, 种类, data): + continue + for a2 in data.有效部位列表[5]: + if 筛选(a2, 5, 装备, 套装, 神话, 种类, data): + continue + for a3 in data.有效部位列表[8]: + if 筛选(a3, 8, 装备, 套装, 神话, 种类, data): + continue + for a4 in data.有效部位列表[1]: + if 筛选(a4, 1, 装备, 套装, 神话, 种类, data): + continue + current_index += 1 + if current_index < data.start_index: + continue # 尚未到本工作线程需要计算的范围 + if current_index > data.end_index: + return # 本工作线程需要计算的范围已全部完成,直接退出 + for a5 in data.有效部位列表[3]: + if 筛选(a5, 3, 装备, 套装, 神话, 种类, data): + continue + for a6 in data.有效部位列表[2]: + if 筛选(a6, 2, 装备, 套装, 神话, 种类, data): + continue + for a7 in data.有效部位列表[4]: + if 筛选(a7, 4, 装备, 套装, 神话, 种类, data): + continue + for a8 in data.有效部位列表[6]: + if 筛选(a8, 6, 装备, 套装, 神话, 种类, data): + continue + for a9 in data.有效部位列表[9]: + if 筛选(a9, 9, 装备, 套装, 神话, 种类, data): + continue + for a10 in data.有效部位列表[7]: + if 筛选(a10, 7, 装备, 套装, 神话, 种类, + data): + continue + for a11 in data.有效部位列表[10]: + if 筛选(a11, 10, 装备, 套装, 神话, 种类, + data): + continue + 套装字典 = {} + for i in 套装: + if i != '智慧产物' and i != '无': + 套装字典[i] = 套装字典.get( + i, 0) + 1 + 套装名称 = [] + for i in 套装字典.keys(): + if 套装字典[i] >= 2 and ( + i + '[2]' + ) in equ.get_suit_name(): + 套装名称.append(i + '[2]') + if 套装字典[i] >= 3 and ( + i + '[3]' + ) in equ.get_suit_name(): + 套装名称.append(i + '[3]') + if 套装字典[i] >= 5 and ( + i + '[5]' + ) in equ.get_suit_name(): + 套装名称.append(i + '[5]') + for a12 in data.有效部位列表[11]: + 装备[11] = a12 + calc_damage( + 装备, 套装名称, '空', data) + pass + + +def calc_damage(有效穿戴组合, 有效穿戴套装, 百变怪, data: CalcData): + 角色属性A = deepcopy(data.角色属性A) + + 角色属性A.穿戴装备(有效穿戴组合, 有效穿戴套装) + if data.是输出职业: + damage = 角色属性A.伤害计算() + else: + damage = 角色属性A.BUFF计算(2) + + data.minheap.add((damage, ) + tuple(角色属性A.装备栏) + (damage, ) + + tuple(角色属性A.套装栏) + (百变怪, )) + data.minheap.processed_result_count += 1 + + if data.minheap.processed_result_count >= data.minheap.batch_size: + # 动态调整批量大小 + if data.minheap_queue.qsize() > expected_qsize: + data.minheap.update_batch_size() + # 同步 + data.minheap_queue.put(deepcopy(data.minheap)) + # 重置 + data.minheap.reset() diff --git a/PublicReference/utils/common.py b/PublicReference/utils/common.py new file mode 100644 index 00000000..40c5d4a7 --- /dev/null +++ b/PublicReference/utils/common.py @@ -0,0 +1,44 @@ +#!/usr/bin/env python +# -*- coding: utf-8 -*- +# ------------------------------- +# File : common +# DateTime : 2020/6/11 0011 16:43 +# Author : Chen Ji +# Email : fzls.zju@gmail.com +# ------------------------------- +import re +from typing import Iterable +from .log import * + + +# 格式化时间为比较美观的格式 +def format_time(ftime): + days, remainder = divmod(ftime, 86400) + hours, remainder = divmod(remainder, 3600) + minutes, seconds = divmod(remainder, 60) + remaining_time_str = "" + if days > 0: + remaining_time_str += "{}d".format(int(days)) + if days > 0 or hours > 0: + remaining_time_str += "{:02}h".format(int(hours)) + if hours > 0 or minutes > 0: + remaining_time_str += "{:02}m".format(int(minutes)) + remaining_time_str += "{:02.2f}s".format(seconds) + + return remaining_time_str + + +def to_int(content, default=None): + if re.match("^-?\d+$", content): + return int(content) + return default + + +# 将小数转换为百分比字符串的表示方式 +def to_percent(num, digits=0): + return str(int(round(num * 100, digits))) + "%" + + +# 将字符串数组批量格式化 +def format_range(content: str, items: Iterable, *args, **kwargs): + return list(map(lambda i: content.format(i, *args, **kwargs), items)) diff --git a/PublicReference/utils/config.py b/PublicReference/utils/config.py new file mode 100644 index 00000000..b03d1a6f --- /dev/null +++ b/PublicReference/utils/config.py @@ -0,0 +1,146 @@ +import configparser +import os +import json + +from PublicReference.utils.lan import Language + +global 配置格式有误 +global 窗口显示模式 +global 切装模式 +global 调试开关 +global 输出数据 +global 普雷武器显示 +global 武器排名 +global SkinVersion +global 觉醒开关 +global 攻击目标 + +global 天劫光环 +global 战术白字 +global 天御套装 +global 千蛛减防 +global currentVersion + +配置格式有误 = False + +conf = configparser.ConfigParser() + +# def get_real_resolution(): +# """获取真实的分辨率""" +# try: +# from win32 import win32api, win32gui, win32print +# from win32.lib import win32con +# except: +# return 0,0 +# else: +# hDC = win32gui.GetDC(0) +# # 横向分辨率 +# w = win32print.GetDeviceCaps(hDC, win32con.DESKTOPHORZRES) +# # 纵向分辨率 +# h = win32print.GetDeviceCaps(hDC, win32con.DESKTOPVERTRES) +# return w, h + + +def readConfig(filePath): + #基础设置################################################################## + try: + conf.read(filePath, encoding='utf-8') + except: + try: + conf.read(filePath, encoding='utf-8-sig') + except: + 配置格式有误 = True + pass + + +def readDefault(): + data = {} + with open("ResourceFiles/Config/config.json", encoding='utf-8') as fp: + setJson = json.load(fp) + num = 0 + for i in setJson: + data[str(num)] = i['default'] + num += 1 + fp.close() + return data + + +def readSet(filePath): + data = readDefault() + if os.path.exists(filePath): + with open(filePath, encoding='utf-8') as fp: + setJson = json.load(fp) + data.update(setJson) + fp.close() + return data + + +setJson = readSet("ResourceFiles/Config/set.json") +窗口显示模式 = setJson['0'] +普雷武器显示 = setJson['1'] +切装模式 = setJson['2'] +输出数据 = setJson['3'] +调试开关 = setJson['4'] +SkinVersion = ["DNFStyle", "LightStyle", "None"][setJson['5']] +觉醒开关 = setJson['6'] +武器排名 = setJson['7'] +自动检查更新 = setJson['8'] +天劫光环 = setJson['9'] +战术白字 = 0.40 + 0.05 * setJson['10'] +天御套装 = setJson['11'] +千蛛减防 = setJson['12'] +多语言开关 = setJson['13'] + +if 输出数据 == 1: + if not os.path.exists('./数据记录'): + os.makedirs('./数据记录') + +#多语言################################################################## + +lan = Language() + +defaultLanPaths = ['language_chn', 'language_kor'] +languageJson = [] + +languagePath = "ResourceFiles/Config/language/{}.json".format( + defaultLanPaths[多语言开关]) +lan.load_json(languagePath) + + +def trans(text, **kwargs): + return lan.trans(text, **kwargs) + + +#攻击目标################################################################## + +readConfig(trans('ResourceFiles/Config/攻击目标.ini')) + +# w, h = get_real_resolution() + +# # 4K及以上才自动开启 +# if w > 2048 and h > 1080: +# 窗口显示模式 = 1 + +# 怪物属性 +攻击目标 = [] +for i in range(100): + try: + temp = [] + item = 'item' + str(i) + temp.append(conf.get(item, '名称')) + temp.append(conf.getint(item, '防御')) + temp.append(conf.getint(item, '火抗')) + temp.append(conf.getint(item, '冰抗')) + temp.append(conf.getint(item, '光抗')) + temp.append(conf.getint(item, '暗抗')) + 攻击目标.append(temp) + except Exception as error: + break + +if len(攻击目标) == 0: + 攻击目标 = [['120沙袋(绿)', 443243, 0, 0, 0, 0]] + +with open("ResourceFiles/Config/release_version.json") as fp: + versionInfo = json.load(fp) + currentVersion = versionInfo['version'].replace('-', '.') + # self.自动检查版本 = versionInfo['AutoCheckUpdate'] diff --git a/PublicReference/utils/constant.py b/PublicReference/utils/constant.py new file mode 100644 index 00000000..fe533a8a --- /dev/null +++ b/PublicReference/utils/constant.py @@ -0,0 +1,398 @@ +import multiprocessing +import queue +import threading +import time +import os +import math +from typing import Iterable + +from PyQt5 import QtWidgets +from PyQt5 import QtGui +from PyQt5.QtCore import Qt, pyqtSignal +from PyQt5.QtGui import * +from PyQt5.QtWidgets import * +from PyQt5.QtCore import QUrl + +from .log import logger +from .calc_core import CalcData +from .common import format_time +from .minheap import MinHeap, MinHeapWithQueue, batch_size +from .producer_consumer import producer, producer_data, thread_num, thread_task +from .storex import * +from copy import * +# from .MainWindow import * +import chardet +import sys +import platform +import ctypes +from ctypes import * + +from PublicReference.utils.config import * + + +def resource_path(relative_path): + if getattr(sys, 'frozen', False): # 是否Bundle Resource + base_path = sys._MEIPASS + else: + base_path = os.path.abspath(".") + return os.path.join(base_path, relative_path) + + +preferred = None +try: + if platform.system() != "Windows": + dllPath = resource_path( + os.path.join("InternalFile", "DLL", "Preferred.dylib")) + preferred = ctypes.CDLL(dllPath) + # logger.info("Preferred included.") + else: + dllPath = resource_path( + os.path.join("InternalFile", "DLL", "Preferred.dll")) + preferred = ctypes.WinDLL(dllPath) +except Exception as e: + logger.error(e) + +skillDataPath = resource_path("SkillData") + +# 100级史诗套数据 +防具套装 = ("古代祭祀的神圣仪式", "遗忘魔法师的馈赠", "天堂舞姬", "死亡阴影", "皇家裁决者宣言", "龙血玄黄", "贫瘠沙漠的遗产", + "炙炎之盛宴", "擎天战甲", "噩梦:地狱之路", "传奇铁匠-封神", "荆棘漫天", "永恒不息之路", "命运歧路", + "大自然的呼吸") +首饰套装 = ("上古尘封术式", "破晓曦光", "幸运三角", "精灵使的权能") +特殊套装 = ("军神的隐秘遗产", "灵宝:世间真理", "时间战争的残骸", "能量主宰") +上链左套装 = ("深渊窥视者", "圣者的黄昏", "坎坷命运", "吞噬愤怒") +镯下右套装 = ("黑魔法探求者", "时空旅行者", "穿透命运的呐喊", "狂乱追随者") +环鞋指套装 = ("地狱求道者", "次元旅行者", "天命无常", "悲剧的残骸") + +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") + +奥兹玛部位列表 = ("头肩", "腰带", "鞋", "项链", "魔法石") + +奥兹玛套装 = ('阿斯特罗斯', '贝利亚斯', '雷德梅恩', '罗什巴赫', '泰玛特') + +希洛克部位列表 = ("下装", "戒指", "辅助装备") + +希洛克套装 = ('奈克斯', '暗杀者', '卢克西', '守门人', '洛多斯') + +部位字典 = { + "上衣": 0, + "头肩": 1, + "下装": 2, + "腰带": 3, + "鞋": 4, + "手镯": 5, + "项链": 6, + "戒指": 7, + "耳环": 8, + "辅助装备": 9, + "魔法石": 10, + "武器": 11 +} + +颜色 = { + '神话': '#E0502F', + '史诗': '#FFB400', + '传说': '#FF7800', + '神器': '#FF00FF', + '稀有': '#B36BFF' +} + +总套装列表 = [防具套装, 首饰套装, 特殊套装, 上链左套装, 镯下右套装, 环鞋指套装] +所有套装列表 = 防具套装 + 首饰套装 + 特殊套装 + 上链左套装 + 镯下右套装 + 环鞋指套装 + + +def getQCSS(FileName): + try: + content = store.get("./ResourceFiles/Skins/" + SkinVersion + "/" + + FileName) + if content == None: + with open( + "./ResourceFiles/Skins/" + SkinVersion + "/" + FileName + + ".qcss", "rb") as fp: + content = fp.read() + encoding = chardet.detect(content) or {} + content = content.decode(encoding.get("encoding") or "utf-8") + store.set( + "./ResourceFiles/Skins/" + SkinVersion + "/" + FileName, + content) + return content + except Exception as error: + return '' + + +# 部分控件样式 +按钮样式 = getQCSS('按钮样式') +# if 按钮样式 == '' : 按钮样式 = 'QPushButton{font-size:12px;color:white;background-color:rgba(70,134,197,0.8);border:1px;border-radius:10px} QPushButton:hover{background-color:rgba(65,105,225,0.8)}' + +按钮样式_warn = getQCSS('按钮样式_warn') +# if 按钮样式_warn == '' : 按钮样式_warn ='''QPushButton{font-size:14px;color:white;background-color:rgba(197,34,70,0.8);border:1px;border-radius:10px} QPushButton:hover{background-color:rgba(225,5,65,0.8)}''' + +套装按钮样式 = getQCSS('套装按钮样式') +# if 套装按钮样式 == '' :套装按钮样式 = '''QPushButton{font-size:12px;color:white;background-color:rgba(70,134,197,0.8);border:1px;border-radius:5px;} QPushButton:hover{background-color:rgba(65,105,225,0.8)}''' +按钮样式2 = 'QPushButton{background-color:rgba(0,0,0,0);border:1px;border-radius:5px} QPushButton:hover{background-color:rgba(252,224,0,0.2)}' +按钮样式3 = '''QPushButton{font-size:13px;color:white;background-color:rgba(255,255,255,0.1);border:1px;border-radius:5px} QPushButton:hover{background-color:rgba(65,105,225,0.5)} +QPushButton::menu-indicator {image:none}''' + +按钮样式 = getQCSS('按钮样式') +# if 按钮样式 == '' :按钮样式 = 'QPushButton{font-size:12px;color:white;background-color:grey;border:1px;border-radius:10px}' + +复选框样式 = getQCSS('复选框样式') +# if 复选框样式 == '' :复选框样式 = "QCheckBox{font-size:12px;color:white;background-color:rgba(70,134,197,0.8);border:1px;border-radius:3px} QCheckBox:hover{background-color:rgba(65,105,225,0.8)}" +# 复选框样式 = getQCSS('复选框样式') +# if 复选框样式 == '' :复选框样式 = "QCheckBox{font-size:12px;color:white;background-color:grey;border:1px;border-radius:3px} QCheckBox:hover{background-color:rgba(65,105,225,0.8)}" + +标签样式 = getQCSS('标签样式') +# if 标签样式 == '' :标签样式 = "QLabel{font-size:12px;color:white}" + +页签样式 = getQCSS('页签样式') +# if 页签样式 == '' :页签样式 = '''QToolButton{font-size:13px;color:white;background-color:rgba(70,130,200,0.8)} QToolButton:hover{background-color:rgba(40,100,235,0.8)}''' + +页签样式_选中 = getQCSS('页签样式_选中') +# if 页签样式_选中 == '' :页签样式_选中 = '''QToolButton{font-size:13px;color:white;background-color:rgba(200,30,30,0.8)} QToolButton:hover{background-color:rgba(235,0,0,0.8)}''' + +下拉框样式 = getQCSS('下拉框样式') +# if 下拉框样式 == '' :下拉框样式 = '''QComboBox{font-size:12px;color:white;background-color:rgba(70,134,197,0.8);border:1px;border-radius:5px;} +# QComboBox:disabled{font-size:12px;color:white;background-color:grey;border:1px;border-radius:5px;} QComboBox QAbstractItemView::item {height: 18px;} +# QComboBox:hover{background-color:rgba(65,105,225,0.8)} +# QComboBox QAbstractItemView::item {height: 18px;background-color:white} +# QComboBox QAbstractItemView::item:hover,QComboBox QAbstractItemView::item:focus {background-color:rgba(179,206,255,1);color:black} +# QComboBox QScrollBar{ +# background: white !important +# } +# QComboBox QScrollBar::handle{ +# background: rgb(220,220,220) !important +# } +# ''' +# 下拉框样式 = getQCSS('下拉框样式') +# if 下拉框样式 == '' :下拉框样式 = "QComboBox{font-size:12px;color:white;background-color:grey;border:1px;border-radius:5px;} QComboBox QAbstractItemView::item {height: 18px;}" +下拉框样式_down = getQCSS('下拉框样式_down') +# if 下拉框样式_down == '' :下拉框样式_down = '''QComboBox{font-size:12px;color:white;background-color:rgba(34,157,70,0.8);border:1px;border-radius:5px;} QComboBox:hover{background-color:rgba(5,185,65,0.8)} +# QComboBox QAbstractItemView::item {height: 18px;background-color:white} +# QComboBox QAbstractItemView::item:hover,QComboBox QAbstractItemView::item:focus {background-color:rgba(179,206,255,1) !important;color:black} +# QComboBox QScrollBar{ +# background: white !important +# } +# QComboBox QScrollBar::handle{ +# background: rgb(220,220,220) !important +# } +# ''' +下拉框样式_warn = getQCSS('下拉框样式_warn') +# if 下拉框样式_warn == '' :下拉框样式_warn = '''QComboBox{font-size:12px;color:white;background-color:rgba(197,34,70,0.8);border:1px;border-radius:5px;} QComboBox:hover{background-color:rgba(225,5,65,0.8)} +# QComboBox QAbstractItemView::item {height: 18px;background-color:white} +# QComboBox QAbstractItemView::item:hover,QComboBox QAbstractItemView::item:focus {background-color:rgba(179,206,255,1)!important; color:black} +# QComboBox QScrollBar{ +# background: white !important +# } +# QComboBox QScrollBar::handle{ +# background: rgb(220,220,220) !important +# } +# ''' +下拉框样式_detail = getQCSS('下拉框样式_detail') + +输入框样式 = getQCSS('输入框样式') +# if 输入框样式 == '' :输入框样式 ='''QLineEdit{font-size:12px;color:white;background-color:rgba(70,134,197,0.8);border:1px;border-radius:3px} QLineEdit:hover{background-color:rgba(65,105,225,0.8)}''' + +标签样式_2 = getQCSS('标签样式_2') +# if 标签样式_2 == '' :标签样式_2 = "QLabel{font-size:12px;color:yellow}" + +文本框样式黄 = getQCSS('文本框样式黄') +# if 文本框样式黄 == '' :文本框样式黄 = "QLineEdit{font-size:12px;color:yellow;background-color:rgba(70,134,197,0.8);border:1px;border-radius:3px}" +文本框样式白 = getQCSS('文本框样式白') +# if 文本框样式白 == '' :文本框样式白 = "QLineEdit{font-size:12px;color:white;background-color:rgba(70,134,197,0.8);border:1px;border-radius:3px}" + +滚动条样式 = getQCSS('滚动条样式') + +标题背景 = getQCSS('标题背景') + +标题字体 = getQCSS('标题字体') + +# 滚动条样式 = '''/*QScrollBar Style*/ +# /*纵向滚动条*/ +# QScrollBar { +# background: transparent; /*背景透明*/ +# width: 10px; /*宽度*/ +# margin: 0px 0px 0px 0px; /**/ +# padding-top: 5px; /*距离上面12px*/ +# padding-bottom: 5px; /*距离底部12px*/ +# } +# /*纵向滚动条上面的滑块*/ +# QScrollBar::handle { +# background: rgba(245,245,245,50); +# width: 10px; +# border: none; +# } +# /*纵向滚动条下部分块*/ +# QScrollBar::add-page:vertical { +# width: 10px; +# background: transparent; +# } +# /*横向滚动条后面部分块*/ +# QScrollBar::add-page:horizontal { +# height: 10px; +# background: transparent; +# } +# /*纵向滚动条上面部分块*/ +# QScrollBar::sub-page:vertical { +# width: 10px; +# background: transparent; +# } +# /*横向滚动条左部分块*/ +# QScrollBar::sub-page:horizontal { +# height: 10px; +# background: transparent; +# } +# /*纵向滚动条顶部三角形位置*/ +# QScrollBar::sub-line:vertical { +# height: 12px; +# width: 10px; +# background: transparent; +# subcontrol-position: top; +# } +# /*横向滚动条左侧三角形位置*/ +# QScrollBar::sub-line:horizontal { +# height: 10px; +# width: 12px; +# background: transparent; +# subcontrol-position: left; +# } +# /*纵向滚动条下面三角形部分*/ +# QScrollBar::add-line:vertical { +# height: 12px; +# width: 10px; +# background: transparent; +# subcontrol-position: bottom; +# } +# /*横向滚动条右边的三角形部分*/ +# QScrollBar::add-line:horizontal { +# height: 10px; +# width: 12px; +# background: transparent; +# subcontrol-position: right; +# } +# ''' + +游戏滚动条样式模拟 = '''/*纵向滚动条*/ +QScrollBar { + background: transparent; /*背景透明*/ + width: 12px; /*宽度*/ + margin: 0px 0px 0px 0px; /**/ + padding-top: 16px; /*距离上面12px*/ + padding-bottom: 16px; /*距离底部12px*/ + padding-right:1px; +} +/*纵向滚动条上面的滑块*/ +QScrollBar::handle { + background: rgb(36,36,36); + width: 12px; + border: 1px inset rgb(76,61,39); +} +/*纵向滚动条下部分块*/ +QScrollBar::add-page:vertical { + width: 11px; + background: transparent; +} +/*横向滚动条后面部分块*/ +QScrollBar::add-page:horizontal { + height: 11px; + background: transparent; +} +/*纵向滚动条上面部分块*/ +QScrollBar::sub-page:vertical { + width: 11px; + background: transparent; +} +/*横向滚动条左部分块*/ +QScrollBar::sub-page:horizontal { + height: 11px; + background: transparent; +} +/*纵向滚动条顶部三角形位置*/ +QScrollBar::sub-line:vertical { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: top; +} +/*横向滚动条左侧三角形位置*/ +QScrollBar::sub-line:horizontal { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: left; +} +/*纵向滚动条下面三角形部分*/ +QScrollBar::add-line:vertical { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: bottom; +} +/*横向滚动条右边的三角形部分*/ +QScrollBar::add-line:horizontal { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: right; +} +/*纵向滚动条向上的三角形小图标*/ +QScrollBar::up-arrow:vertical { + image: url(ResourceFiles/img/UI/up.png); + padding-top:3px; + padding-right:2px; +} +QScrollBar::down-arrow:vertical { + image: url(ResourceFiles/img/UI/down.png); + padding-bottom:4px; + padding-right:2px; +} +''' + + +class MyQComboBox(QComboBox): + def __init__(self, win, useWheel=True): + super().__init__(win) + self.useWheel = useWheel + self.setView(QListView()) + self.setStyleSheet(下拉框样式) + + def addItems(self, texts: Iterable[str]): + for text in texts: + self.addItem(text) + pass + + def addItem(self, text, userData=None): + if userData is None: + userData = text + text = trans(text) + super().addItem(text, userData) + pass + + def wheelEvent(self, e: QtGui.QWheelEvent) -> None: + if self.useWheel: + return super().wheelEvent(e) + else: + pass + + +class MyQToolButton(QToolButton): + DoubleClickSig = pyqtSignal(str) + + def mouseDoubleClickEvent(self, e): # 双击 + sigContent = self.objectName() + self.DoubleClickSig.emit(sigContent) + + +class MyQLabel(QtWidgets.QLabel): + # 自定义信号, 注意信号必须为类属性 + button_clicked_signal = pyqtSignal() + + def __init__(self, parent=None): + super(MyQLabel, self).__init__(parent) + + def mouseReleaseEvent(self, QMouseEvent): + self.button_clicked_signal.emit() + + # 可在外部与槽函数连接 + def connect_customized_slot(self, func): + self.button_clicked_signal.connect(func) diff --git a/PublicReference/utils/copy.py b/PublicReference/utils/copy.py new file mode 100644 index 00000000..e5785b89 --- /dev/null +++ b/PublicReference/utils/copy.py @@ -0,0 +1,161 @@ +import types +import weakref +from copyreg import dispatch_table + + +def copy(x): + cls = type(x) + copier = _copy_dispatch.get(cls) + if copier: + return copier(x) + if issubclass(cls, type): + return _copy_immutable(x) + copier = getattr(cls, "__copy__", None) + if copier is not None: + return copier(x) + reductor = dispatch_table.get(cls) + if reductor is not None: + rv = reductor(x) + else: + reductor = getattr(x, "__reduce_ex__", None) + if reductor is not None: + rv = reductor(4) + else: + reductor = getattr(x, "__reduce__", None) + if reductor: + rv = reductor() + if isinstance(rv, str): + return x + return _reconstruct(x, None, *rv) + + +_copy_dispatch = d = {} + + +def _copy_immutable(x): + return x + + +for t in (type(None), int, float, bool, complex, str, tuple, bytes, frozenset, + type, range, slice, property, types.BuiltinFunctionType, + type(Ellipsis), type(NotImplemented), types.FunctionType, + weakref.ref): + d[t] = _copy_immutable +t = getattr(types, "CodeType", None) +if t is not None: + d[t] = _copy_immutable + +d[list] = list.copy +d[dict] = dict.copy +d[set] = set.copy +d[bytearray] = bytearray.copy + + +def deepcopy(x): + cls = type(x) + copier = _deepcopy_dispatch.get(cls) + if copier is not None: + y = copier(x) + else: + if issubclass(cls, type): + y = _deepcopy_atomic(x) + else: + copier = getattr(x, "__deepcopy__", None) + reductor = dispatch_table.get(cls) + if reductor: + rv = reductor(x) + else: + reductor = getattr(x, "__reduce_ex__", None) + if reductor is not None: + rv = reductor(4) + else: + reductor = getattr(x, "__reduce__", None) + if reductor: + rv = reductor() + if isinstance(rv, str): + y = x + else: + y = _reconstruct(x, *rv) + return y + + +_deepcopy_dispatch = d = {} + + +def _deepcopy_atomic(x): + return x + + +d[type(None)] = _deepcopy_atomic +d[type(Ellipsis)] = _deepcopy_atomic +d[type(NotImplemented)] = _deepcopy_atomic +d[int] = _deepcopy_atomic +d[float] = _deepcopy_atomic +d[bool] = _deepcopy_atomic +d[complex] = _deepcopy_atomic +d[bytes] = _deepcopy_atomic +d[str] = _deepcopy_atomic +d[types.CodeType] = _deepcopy_atomic +d[type] = _deepcopy_atomic +d[range] = _deepcopy_atomic +d[types.BuiltinFunctionType] = _deepcopy_atomic +d[types.FunctionType] = _deepcopy_atomic +d[weakref.ref] = _deepcopy_atomic +d[property] = _deepcopy_atomic + + +def _deepcopy_list(x, deepcopy=deepcopy): + y = [] + append = y.append + for a in x: + append(deepcopy(a)) + return y + + +d[list] = _deepcopy_list + + +def _deepcopy_dict(x, deepcopy=deepcopy): + y = {} + for key, value in x.items(): + y[deepcopy(key)] = deepcopy(value) + return y + + +d[dict] = _deepcopy_dict + + +def _reconstruct(x, + func, + args, + state=None, + listiter=None, + dictiter=None, + deepcopy=deepcopy): + y = func(*args) + if state is not None: + state = deepcopy(state) + if hasattr(y, '__setstate__'): + y.__setstate__(state) + else: + if isinstance(state, tuple) and len(state) == 2: + state, slotstate = state + else: + slotstate = None + if state is not None: + y.__dict__.update(state) + if slotstate is not None: + for key, value in slotstate.items(): + setattr(y, key, value) + + if listiter is not None: + for item in listiter: + item = deepcopy(item) + y.append(item) + + if dictiter is not None: + for key, value in dictiter: + key = deepcopy(key) + value = deepcopy(value) + y[key] = value + return y diff --git a/PublicReference/utils/img.py b/PublicReference/utils/img.py new file mode 100644 index 00000000..a5a039fe --- /dev/null +++ b/PublicReference/utils/img.py @@ -0,0 +1,5 @@ +# 赞赏码的base64文件 +# f=open(r'./ResourceFiles/img/二维码.png','rb') +# print(base64.b64encode(f.read())) + +二维码 = b'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' diff --git a/PublicReference/utils/lan.py b/PublicReference/utils/lan.py new file mode 100644 index 00000000..9a44c930 --- /dev/null +++ b/PublicReference/utils/lan.py @@ -0,0 +1,44 @@ +from ctypes import sizeof +from operator import le +import os +import json + + +class Language(): + def __init__(self): + self.dicts = {} + self.dicts[""] = "" + pass + + def load_json(self, path): + if os.path.exists(path): + with open(path, encoding='utf-8') as fp: + self.dicts.update(json.load(fp)) + fp.close() + + def __getitem__(self, key): + return self.dicts.get(key, key) + + ## key: 原始文本 使用{word}的格式 可以格式化为对应的值 + ## **kwargs: 键值对可变参数 在{word} 之前 将#key转换为对应的value + def trans(self, text, **kwargs): + if isinstance(text, list): + return list(map(lambda i: self.trans(i, **kwargs), text)) + text = str(text) + value = text + if self.dicts.__contains__(text): + value = self.dicts.get(text) + if value == '': + value = text + else: + for kw in kwargs.keys(): + _old = "${}".format(kw) + _new = str(kwargs.get(kw)) + text = text.replace(_old, _new) + try: + value = text.format_map(self) + except Exception: + # 后续待完善 + return value + value = value.replace("$", "{}") + return value diff --git a/PublicReference/utils/log.py b/PublicReference/utils/log.py new file mode 100644 index 00000000..7fae3445 --- /dev/null +++ b/PublicReference/utils/log.py @@ -0,0 +1,51 @@ +import logging + +import pathlib +import sys + +from typing import Callable +from functools import wraps + +########################################################### +# logging # +########################################################### +logFormatter = logging.Formatter( + "%(asctime)s %(levelname)-5.5s [%(name)s] %(funcName)s:%(lineno)d: %(message)s" +) +logger = logging.getLogger() +logger.setLevel(logging.DEBUG) +logger.name = "DNFCalculating" + +log_directory = "logs" +try: + pathlib.Path(log_directory).mkdir(parents=True, exist_ok=True) +except PermissionError as err: + print("创建日志目录logs失败,请确认是否限制了基础的运行权限") + sys.exit(-1) + + +def try_except(show_exception_info=True, + show_last_process_result=True, + extra_msg="", + return_val_on_except=None) -> Callable: + def decorator(fun): + @wraps(fun) + def wrapper(*args, **kwargs): + try: + return fun(*args, **kwargs) + except Exception as e: + msg = f"执行{fun.__name__}({args}, {kwargs})出错了" + if extra_msg != "": + msg += ", " + extra_msg + # msg += check_some_exception(e, show_last_process_result) + + logFunc = logger.error + if not show_exception_info: + logFunc = logger.debug + logFunc(msg, exc_info=e) + + return return_val_on_except + + return wrapper + + return decorator diff --git a/PublicReference/utils/minheap.py b/PublicReference/utils/minheap.py new file mode 100644 index 00000000..a9377a20 --- /dev/null +++ b/PublicReference/utils/minheap.py @@ -0,0 +1,76 @@ +#!/usr/bin/env python +# -*- coding: utf-8 -*- +# ------------------------------- +# File : minheap +# DateTime : 2020/6/10 0010 20:58 +# Author : Chen Ji +# Email : fzls.zju@gmail.com +# ------------------------------- +import time +# 用于实现排行的最小堆 +from heapq import heapify, heappush, heappushpop +from multiprocessing import Queue + +# 工作进程与主进程的数据传输配置 +# 批量向主进程传输计算结果(已本地预处理过)的大小 +batch_size = 100 +# 倍增阶段的临界批量大小 +batch_stage_double_upper_bound = 6400 +# 累加阶段每次增加的批量大小 +batch_linear_increase_size = 100 +# 预期数据传输队列的最大大小 +expected_qsize = 100 + + +class MinHeap: + def __init__(self, top_n, batch_size): + self.h = [] + self.length = top_n + heapify(self.h) + + self.processed_result_count = 0 + self.batch_size = batch_size + + def add(self, element): + if len(self.h) < self.length: + heappush(self.h, element) + else: + heappushpop(self.h, element) + + def getTop(self): + return sorted(self.h, reverse=True) + + def merge(self, other): + """ + 合并另一个堆 + @type other MinHeap + """ + for elem in other.h: + self.add(elem) + self.processed_result_count += other.processed_result_count + self.batch_size = other.batch_size + + def reset(self): + self.h = [] + heapify(self.h) + + self.processed_result_count = 0 + + def update_batch_size(self): + if self.batch_size < batch_stage_double_upper_bound: + self.batch_size *= 2 + else: + self.batch_size += batch_linear_increase_size + + +class MinHeapWithQueue: + def __init__(self, name: str, minheap: MinHeap, minheap_queue: Queue): + self.name = name + self.minheap = minheap + self.minheap_queue = minheap_queue + + self.start_time = time.time() + + def process_results_per_second(self) -> float: + return float(self.minheap.processed_result_count) / ( + time.time() - self.start_time + 1e-6) diff --git a/PublicReference/utils/producer_consumer.py b/PublicReference/utils/producer_consumer.py new file mode 100644 index 00000000..e8b96bdd --- /dev/null +++ b/PublicReference/utils/producer_consumer.py @@ -0,0 +1,69 @@ +#!/usr/bin/env python +# -*- coding: utf-8 -*- +# ------------------------------- +# File : producer_consumer +# DateTime : 2020/6/7 0007 12:04 +# Author : Chen Ji +# Email : fzls.zju@gmail.com +# ------------------------------- +import multiprocessing +import traceback + +from .log import logger + +thread_num = multiprocessing.cpu_count() +thread_task = 4 + + +class ProducerData: + def __init__(self): + self.work_queue = None # type: multiprocessing.JoinableQueue + self.calc_index = 0 + self.produced_count = 0 + + +producer_data = ProducerData() + + +def producer(*args): + producer_data.work_queue.put((producer_data.calc_index, args)) + + producer_data.produced_count += 1 + # logger.info("producer put %3dth work into work queue", producer_data.produced_count) + + +def consumer(work_queue, work_func): + """ + @type work_queue: multiprocessing.JoinableQueue + """ + current_process = multiprocessing.current_process() + + # logger.info("work thread={} started, ready to work".format(current_process)) + current_calc_index = 0 + processed_count = 0 + continue_wrok = True + while continue_wrok: + try: + calc_index, args = work_queue.get() + if calc_index != current_calc_index: + current_calc_index = calc_index + processed_count = 0 + processed_count += 1 + # logger.info("work thread {} processing {}th work".format(current_process, processed_count)) + + work_func(*args) + except BrokenPipeError as error: + # 这个一般是程序退出的时候发生的,这种情况直接退出 + logger.warning("work thread={} BrokenPipeError quit job".format( + current_process)) + continue_wrok = False + except Exception as error: + logger.error( + "work thread {} error={} processed count={}\n detail {}". + format(current_process, error, processed_count, + traceback.print_exc())) + # logger.error("work thread {} error={} processed count={}\n".format(current_process, error, processed_count)) + finally: + work_queue.task_done() + + # logger.info("work thread ={} stopped, processed_count={}".format(current_process, processed_count)) diff --git a/PublicReference/utils/storex.py b/PublicReference/utils/storex.py new file mode 100644 index 00000000..a0e77c04 --- /dev/null +++ b/PublicReference/utils/storex.py @@ -0,0 +1,176 @@ +## +## +## 用于存储数据,及组件间通信 +# Author: Apateat +## +## +from copy import copy +import re + + +class Store: + def __init__(self): + self.__states = {} + self.last_state = None + pass + + # 设置值 + def set(self, key: str, value: any): + field = self.__get_field__(key) + field.setValue(value) + return self + + # 获取值 + def get(self, key: str, defaultValue: any = None): + field = self.__get_field__(key) + _value = field.getValue() + if _value is None: + _value = defaultValue + return _value + + def __getitem__(self, __key: str): + return self.get(__key) + + # 获取一个克隆值 + def clone(self, key: str, defaultValue: any = None): + value = self.get(key, defaultValue) + return copy(value) + + # 主动通知变化 + def emit(self, key: str, value: any = None): + field = self.__get_field__(key) + field.emit(value) + return self + + # 找到首个不为空的值 + def first(self, *names): + value = None + for name in names: + value = self.get(name) + if value is not None: + break + return value + + # 计算属性 + def compute(self, key: str, getter, setter=None): + field = self.__get_field__(key) + field.apply(setter) + field.getter = getter + return self + + # 获取值并设置值 + def use(self, key: str, handle): + if callable(handle): + value = handle(self.get(key)) + self.set(key, value) + return self + + # 批量修改整个集合 + def convert(self, key: str, handle): + return self.use(key, lambda value: list(map(handle, value))) + + # 绑定对象的属性 + def bind(self, obj: object, name: str, key=None, defaultValue: any = None): + def getter(): + return getattr(obj, name) + + def setter(value): + setattr(obj, name, value) + + # 如果属性不存在 则初始化 + if hasattr(obj, name) is False or defaultValue is not None: + setattr(obj, name, defaultValue) + + return self.compute(key, getter, setter) + + # 根据指定的条件删除 + def delete(self, pattern=None): + match = lambda _: True + if pattern is not None: + if callable(pattern): + match = pattern + elif isinstance(pattern, str): + match = lambda s: re.match(pattern, s) + keys = list(filter(match, self.__states.keys())) + for key in keys: + self.__states.pop(key) + return self + + # 根据指定的条件导出 + def exports(self, match=lambda _: True): + result = {} + for key in self.__states.keys(): + if match(key): + result[key] = self.get(key) + return result + + # 导入 + def imports(self, pairs: dict = {}, prefix=''): + for key in pairs.keys(): + self.set(prefix + str(key), pairs[key]) + return self + + # 只读属性 + def const(self, key: str, value: any): + return self.compute(key, lambda: value) + + # 监听值的变化 + def watch(self, key: str, valueChanged): + return self.compute(key, None, valueChanged) + + def linstener(self, key: str): + def change(value): + self.set(key, value) + pass + + return change + + def __get_field__(self, key: str): + field = None + if re.search("\{\w+\}", key): + key = key.format_map(self) + if self.__states.__contains__(key): + field = self.__states[key] + else: + field = Store.Field() + self.__states[key] = field + self.last_state = (key, field) + return field + + class Field: + def __init__(self, value=None): + self.__value = None + self.getter = None + self.valueChangeds = [] + self.locked = False + self.setValue(value) + pass + + def setValue(self, value): + if self.locked: + return + self.locked = True + self.__value = value + self.emit(value) + self.locked = False + return self + + def getValue(self): + if callable(self.getter): + self.__value = self.getter() + return self.__value + + def emit(self, value=None): + if value is None: + value = self.getValue() + for valueChanged in self.valueChangeds: + if (callable(valueChanged)): + valueChanged(value) + return + + def apply(self, valueChanged): + if callable(valueChanged): + self.valueChangeds.append(valueChanged) + + +store = Store() diff --git a/PublicReference/utils/uniqueCode.py b/PublicReference/utils/uniqueCode.py new file mode 100644 index 00000000..7ddc5ca5 --- /dev/null +++ b/PublicReference/utils/uniqueCode.py @@ -0,0 +1,18 @@ +import hashlib +import sys +from .storex import store + + +def get_mac_address(): + try: + import wmi + uniqueCode = store.get("uniqueCode") + if uniqueCode == None: + w = wmi.WMI() + uniqueCode = hashlib.md5( + w.Win32_DiskDrive()[0].SerialNumber.encode( + encoding='UTF-8')).hexdigest() + store.set("uniqueCode", uniqueCode) + return uniqueCode + except: + return '' diff --git a/PublicReference/utils/usage_counter.py b/PublicReference/utils/usage_counter.py new file mode 100644 index 00000000..e8973fe5 --- /dev/null +++ b/PublicReference/utils/usage_counter.py @@ -0,0 +1,185 @@ +# 使用次数统计脚本 +import os +import platform +import threading +import uuid +from functools import wraps +from typing import Any, Callable, Tuple +from urllib.parse import quote_plus +from .config import currentVersion +import sys + +import requests + +from .log import logger, try_except + +# ---------------- 需要自行调整的配置 -------------------------------- +# Google Analytics 统计代码的UA,在 https://analytics.google.com/ 申请新的ua,具体流程可百度 +GA_TRACKING_ID = "UA-212229431-1" +# ua名称,自定义 +USER_AGENT = "DNFCalculating" +# 应用名称,自定义 +APP_NAME = "DNFCalculating" +# 网址域名,自定义 +DOCUMENT_HOSTNAME = "dnf-calculating.com" +# 版本号,可以使用现在的版本变量 +APP_VERSION = currentVersion + +# ---------------- 枚举定义 -------------------------------- +GA_API_URL = "https://www.google-analytics.com/collect" + +GA_REPORT_TYPE_EVENT = "event" +GA_REPORT_TYPE_PAGE_VIEW = "page_view" + +# ---------------- utils -------------------------------- + + +def async_call(cb, *args, **params): + threading.Thread(target=cb, args=args, kwargs=params, daemon=True).start() + + +def get_cid(): + return "{}-{}".format(platform.node(), uuid.getnode()) + + +def get_resolution() -> str: + width, height = get_screen_size() + return f"{width}x{height}" + + +def get_screen_size() -> Tuple[int, int]: + """ + :return: 屏幕宽度和高度 + """ + if not is_windows(): + return 1920, 1080 + + import win32api + width, height = win32api.GetSystemMetrics(0), win32api.GetSystemMetrics(1) + return width, height + + +def is_windows() -> bool: + return platform.system() == "Windows" + + +# ---------------- 接口封装 -------------------------------- + + +def increase_counter(name: Any = "", + ga_type=GA_REPORT_TYPE_EVENT, + ga_category="", + ga_misc_params: dict = None): + if "main.py" in sys.argv[0]: + return + name = str(name) + + if name == "": + raise AssertionError("increase_counter name not set") + + async_call(increase_counter_sync_google_analytics, name, ga_type, + ga_category, ga_misc_params) + + +@try_except(show_exception_info=False) +def increase_counter_sync_google_analytics(name: str, ga_type: str, + ga_category: str, + ga_misc_params: dict): + # 上报谷歌分析 v3 + logger.debug(f"report to google analytics v3, name = {name}") + + if ga_type == GA_REPORT_TYPE_EVENT: + if ga_category == "": + # 如果ga_category为空,则尝试从name中解析,假设name中以/分隔的第一个部分作为ga_category + parts = name.split('/', 1) + if len(parts) == 2: + ga_category, name = parts + else: + ga_category = "counter" + track_event(ga_category, name, ga_misc_params) + elif ga_type == GA_REPORT_TYPE_PAGE_VIEW: + track_page(name, ga_misc_params) + else: + logger.error(f"unknow ga_type={ga_type}") + + +# ---------------- Google Analytics 上报脚本 -------------------------------- + +# note: 查看数据地址 https://analytics.google.com/analytics/web/#/ +# note: 当发现上报失败时,可以将打印的post body复制到 https://ga-dev-tools.web.app/hit-builder/ 进行校验,看是否缺了参数,或者有参数不符合格式 +# note: 参数文档 https://developers.google.com/analytics/devguides/collection/protocol/v1/parameters + +headers = { + "user-agent": USER_AGENT, +} + +common_data = { + 'v': '1', # API Version. + 'tid': GA_TRACKING_ID, # Tracking ID / Property ID. + 'cid': get_cid( + ), # Anonymous Client Identifier. Ideally, this should be a UUID that is associated with particular user, device, or browser instance. + 'ua': USER_AGENT, + 'an': APP_NAME, + 'av': APP_VERSION, + 'ds': 'app', + 'sr': get_resolution(), +} + + +@try_except(show_exception_info=False) +def track_event(category: str, + action: str, + label=None, + value=0, + ga_misc_params: dict = None): + if ga_misc_params is None: + ga_misc_params = {} + + data = { + **common_data, + 't': 'event', # Event hit type. + 'ec': category, # Event category. + 'ea': action, # Event action. + 'el': label, # Event label. + 'ev': value, # Event value, must be an integer + **ga_misc_params, # 透传的一些额外参数 + } + + res = requests.post(GA_API_URL, data=data, headers=headers, timeout=10) + logger.debug(f"request body = {res.request.body}") + + +@try_except(show_exception_info=False) +def track_page(page: str, ga_misc_params: dict = None): + if ga_misc_params is None: + ga_misc_params = {} + + page = quote_plus(page) + data = { + **common_data, + 't': 'pageview', # Event hit type. + 'dh': DOCUMENT_HOSTNAME, # Document hostname. + 'dp': page, # Page. + 'dt': "", # Title. + **ga_misc_params, # 透传的一些额外参数 + } + + res = requests.post(GA_API_URL, data=data, timeout=10) + logger.debug(f"request body = {res.request.body}") + + +# ---------------- test -------------------------------- + + +def test(): + increase_counter("test_event", GA_REPORT_TYPE_EVENT) + increase_counter("test_page_view", GA_REPORT_TYPE_PAGE_VIEW) + + # track_event("example", "test") + track_page("/example/test_quote") + + os.system("PAUSE") + + +if __name__ == '__main__': + test() diff --git a/PublicReference/utils/watermark_def.py b/PublicReference/utils/watermark_def.py new file mode 100644 index 00000000..072456a0 --- /dev/null +++ b/PublicReference/utils/watermark_def.py @@ -0,0 +1,17 @@ +# 水印附近背景色-排行榜界面 +watermark_surrounding_backgroud_color_ranking = (21, 39, 65) +# 水印附近背景色-详情界面 +watermark_surrounding_backgroud_color_detail = (27, 14, 6) +# 水印与背景色的偏差值 +watermark_delta = -5 +# 考虑到图片压缩,水印色彩允许的上下偏移值 +watermark_tolerance_value = 1 +# 替换为显著颜色 +reverse_color = (255, 255, 255) + + +def make_watermark_qt_color_string( + watermark_surrounding_backgroud_color: tuple): + color_str = ', '.join((str(rgb + watermark_delta) + for rgb in watermark_surrounding_backgroud_color)) + return f"color:rgb({color_str})" diff --git a/PublicReference/utils/zipfile.py b/PublicReference/utils/zipfile.py new file mode 100644 index 00000000..806c63de --- /dev/null +++ b/PublicReference/utils/zipfile.py @@ -0,0 +1,2500 @@ +""" +Read and write ZIP files. + +XXX references to utf-8 need further investigation. +""" +import binascii +import functools +import importlib.util +import io +import itertools +import os +import posixpath +import shutil +import stat +import struct +import sys +import threading +import time +import contextlib + +try: + import zlib # We may need its compression method + crc32 = zlib.crc32 +except ImportError: + zlib = None + crc32 = binascii.crc32 + +try: + import bz2 # We may need its compression method +except ImportError: + bz2 = None + +try: + import lzma # We may need its compression method +except ImportError: + lzma = None + +__all__ = [ + "BadZipFile", "BadZipfile", "error", "ZIP_STORED", "ZIP_DEFLATED", + "ZIP_BZIP2", "ZIP_LZMA", "is_zipfile", "ZipInfo", "ZipFile", "PyZipFile", + "LargeZipFile" +] + + +class BadZipFile(Exception): + pass + + +class LargeZipFile(Exception): + """ + Raised when writing a zipfile, the zipfile requires ZIP64 extensions + and those extensions are disabled. + """ + + +error = BadZipfile = BadZipFile # Pre-3.2 compatibility names + +ZIP64_LIMIT = (1 << 31) - 1 +ZIP_FILECOUNT_LIMIT = (1 << 16) - 1 +ZIP_MAX_COMMENT = (1 << 16) - 1 + +# constants for Zip file compression methods +ZIP_STORED = 0 +ZIP_DEFLATED = 8 +ZIP_BZIP2 = 12 +ZIP_LZMA = 14 +# Other ZIP compression methods not supported + +DEFAULT_VERSION = 20 +ZIP64_VERSION = 45 +BZIP2_VERSION = 46 +LZMA_VERSION = 63 +# we recognize (but not necessarily support) all features up to that version +MAX_EXTRACT_VERSION = 63 + +# Below are some formats and associated data for reading/writing headers using +# the struct module. The names and structures of headers/records are those used +# in the PKWARE description of the ZIP file format: +# http://www.pkware.com/documents/casestudies/APPNOTE.TXT +# (URL valid as of January 2008) + +# The "end of central directory" structure, magic number, size, and indices +# (section V.I in the format document) +structEndArchive = b"<4s4H2LH" +stringEndArchive = b"PK\005\006" +sizeEndCentDir = struct.calcsize(structEndArchive) + +_ECD_SIGNATURE = 0 +_ECD_DISK_NUMBER = 1 +_ECD_DISK_START = 2 +_ECD_ENTRIES_THIS_DISK = 3 +_ECD_ENTRIES_TOTAL = 4 +_ECD_SIZE = 5 +_ECD_OFFSET = 6 +_ECD_COMMENT_SIZE = 7 +# These last two indices are not part of the structure as defined in the +# spec, but they are used internally by this module as a convenience +_ECD_COMMENT = 8 +_ECD_LOCATION = 9 + +# The "central directory" structure, magic number, size, and indices +# of entries in the structure (section V.F in the format document) +structCentralDir = "<4s4B4HL2L5H2L" +stringCentralDir = b"PK\001\002" +sizeCentralDir = struct.calcsize(structCentralDir) + +# indexes of entries in the central directory structure +_CD_SIGNATURE = 0 +_CD_CREATE_VERSION = 1 +_CD_CREATE_SYSTEM = 2 +_CD_EXTRACT_VERSION = 3 +_CD_EXTRACT_SYSTEM = 4 +_CD_FLAG_BITS = 5 +_CD_COMPRESS_TYPE = 6 +_CD_TIME = 7 +_CD_DATE = 8 +_CD_CRC = 9 +_CD_COMPRESSED_SIZE = 10 +_CD_UNCOMPRESSED_SIZE = 11 +_CD_FILENAME_LENGTH = 12 +_CD_EXTRA_FIELD_LENGTH = 13 +_CD_COMMENT_LENGTH = 14 +_CD_DISK_NUMBER_START = 15 +_CD_INTERNAL_FILE_ATTRIBUTES = 16 +_CD_EXTERNAL_FILE_ATTRIBUTES = 17 +_CD_LOCAL_HEADER_OFFSET = 18 + +# The "local file header" structure, magic number, size, and indices +# (section V.A in the format document) +structFileHeader = "<4s2B4HL2L2H" +stringFileHeader = b"PK\003\004" +sizeFileHeader = struct.calcsize(structFileHeader) + +_FH_SIGNATURE = 0 +_FH_EXTRACT_VERSION = 1 +_FH_EXTRACT_SYSTEM = 2 +_FH_GENERAL_PURPOSE_FLAG_BITS = 3 +_FH_COMPRESSION_METHOD = 4 +_FH_LAST_MOD_TIME = 5 +_FH_LAST_MOD_DATE = 6 +_FH_CRC = 7 +_FH_COMPRESSED_SIZE = 8 +_FH_UNCOMPRESSED_SIZE = 9 +_FH_FILENAME_LENGTH = 10 +_FH_EXTRA_FIELD_LENGTH = 11 + +# The "Zip64 end of central directory locator" structure, magic number, and size +structEndArchive64Locator = "<4sLQL" +stringEndArchive64Locator = b"PK\x06\x07" +sizeEndCentDir64Locator = struct.calcsize(structEndArchive64Locator) + +# The "Zip64 end of central directory" record, magic number, size, and indices +# (section V.G in the format document) +structEndArchive64 = "<4sQ2H2L4Q" +stringEndArchive64 = b"PK\x06\x06" +sizeEndCentDir64 = struct.calcsize(structEndArchive64) + +_CD64_SIGNATURE = 0 +_CD64_DIRECTORY_RECSIZE = 1 +_CD64_CREATE_VERSION = 2 +_CD64_EXTRACT_VERSION = 3 +_CD64_DISK_NUMBER = 4 +_CD64_DISK_NUMBER_START = 5 +_CD64_NUMBER_ENTRIES_THIS_DISK = 6 +_CD64_NUMBER_ENTRIES_TOTAL = 7 +_CD64_DIRECTORY_SIZE = 8 +_CD64_OFFSET_START_CENTDIR = 9 + +_DD_SIGNATURE = 0x08074b50 + +_EXTRA_FIELD_STRUCT = struct.Struct(' 1: + raise BadZipFile("zipfiles that span multiple disks are not supported") + + # Assume no 'zip64 extensible data' + fpin.seek(offset - sizeEndCentDir64Locator - sizeEndCentDir64, 2) + data = fpin.read(sizeEndCentDir64) + if len(data) != sizeEndCentDir64: + return endrec + sig, sz, create_version, read_version, disk_num, disk_dir, \ + dircount, dircount2, dirsize, diroffset = \ + struct.unpack(structEndArchive64, data) + if sig != stringEndArchive64: + return endrec + + # Update the original endrec using data from the ZIP64 record + endrec[_ECD_SIGNATURE] = sig + endrec[_ECD_DISK_NUMBER] = disk_num + endrec[_ECD_DISK_START] = disk_dir + endrec[_ECD_ENTRIES_THIS_DISK] = dircount + endrec[_ECD_ENTRIES_TOTAL] = dircount2 + endrec[_ECD_SIZE] = dirsize + endrec[_ECD_OFFSET] = diroffset + return endrec + + +def _EndRecData(fpin): + """Return data from the "End of Central Directory" record, or None. + + The data is a list of the nine items in the ZIP "End of central dir" + record followed by a tenth item, the file seek offset of this record.""" + + # Determine file size + fpin.seek(0, 2) + filesize = fpin.tell() + + # Check to see if this is ZIP file with no archive comment (the + # "end of central directory" structure should be the last item in the + # file if this is the case). + try: + fpin.seek(-sizeEndCentDir, 2) + except OSError: + return None + data = fpin.read() + if (len(data) == sizeEndCentDir and data[0:4] == stringEndArchive + and data[-2:] == b"\000\000"): + # the signature is correct and there's no comment, unpack structure + endrec = struct.unpack(structEndArchive, data) + endrec = list(endrec) + + # Append a blank comment and record start offset + endrec.append(b"") + endrec.append(filesize - sizeEndCentDir) + + # Try to read the "Zip64 end of central directory" structure + return _EndRecData64(fpin, -sizeEndCentDir, endrec) + + # Either this is not a ZIP file, or it is a ZIP file with an archive + # comment. Search the end of the file for the "end of central directory" + # record signature. The comment is the last item in the ZIP file and may be + # up to 64K long. It is assumed that the "end of central directory" magic + # number does not appear in the comment. + maxCommentStart = max(filesize - (1 << 16) - sizeEndCentDir, 0) + fpin.seek(maxCommentStart, 0) + data = fpin.read() + start = data.rfind(stringEndArchive) + if start >= 0: + # found the magic number; attempt to unpack and interpret + recData = data[start:start + sizeEndCentDir] + if len(recData) != sizeEndCentDir: + # Zip file is corrupted. + return None + endrec = list(struct.unpack(structEndArchive, recData)) + commentSize = endrec[_ECD_COMMENT_SIZE] # as claimed by the zip file + comment = data[start + sizeEndCentDir:start + sizeEndCentDir + + commentSize] + endrec.append(comment) + endrec.append(maxCommentStart + start) + + # Try to read the "Zip64 end of central directory" structure + return _EndRecData64(fpin, maxCommentStart + start - filesize, endrec) + + # Unable to find a valid end of central directory structure + return None + + +class ZipInfo(object): + """Class with attributes describing each file in the ZIP archive.""" + + __slots__ = ( + 'orig_filename', + 'filename', + 'date_time', + 'compress_type', + '_compresslevel', + 'comment', + 'extra', + 'create_system', + 'create_version', + 'extract_version', + 'reserved', + 'flag_bits', + 'volume', + 'internal_attr', + 'external_attr', + 'header_offset', + 'CRC', + 'compress_size', + 'file_size', + '_raw_time', + ) + + def __init__(self, filename="NoName", date_time=(1980, 1, 1, 0, 0, 0)): + self.orig_filename = filename # Original file name in archive + + # Terminate the file name at the first null byte. Null bytes in file + # names are used as tricks by viruses in archives. + null_byte = filename.find(chr(0)) + if null_byte >= 0: + filename = filename[0:null_byte] + # This is used to ensure paths in generated ZIP files always use + # forward slashes as the directory separator, as required by the + # ZIP format specification. + if os.sep != "/" and os.sep in filename: + filename = filename.replace(os.sep, "/") + + self.filename = filename # Normalized file name + self.date_time = date_time # year, month, day, hour, min, sec + + if date_time[0] < 1980: + raise ValueError('ZIP does not support timestamps before 1980') + + # Standard values: + self.compress_type = ZIP_STORED # Type of compression for the file + self._compresslevel = None # Level for the compressor + self.comment = b"" # Comment for each file + self.extra = b"" # ZIP extra data + if sys.platform == 'win32': + self.create_system = 0 # System which created ZIP archive + else: + # Assume everything else is unix-y + self.create_system = 3 # System which created ZIP archive + self.create_version = DEFAULT_VERSION # Version which created ZIP archive + self.extract_version = DEFAULT_VERSION # Version needed to extract archive + self.reserved = 0 # Must be zero + self.flag_bits = 0 # ZIP flag bits + self.volume = 0 # Volume number of file header + self.internal_attr = 0 # Internal attributes + self.external_attr = 0 # External file attributes + # Other attributes are set by class ZipFile: + # header_offset Byte offset to the file header + # CRC CRC-32 of the uncompressed file + # compress_size Size of the compressed file + # file_size Size of the uncompressed file + + def __repr__(self): + result = ['<%s filename=%r' % (self.__class__.__name__, self.filename)] + if self.compress_type != ZIP_STORED: + result.append( + ' compress_type=%s' % + compressor_names.get(self.compress_type, self.compress_type)) + hi = self.external_attr >> 16 + lo = self.external_attr & 0xFFFF + if hi: + result.append(' filemode=%r' % stat.filemode(hi)) + if lo: + result.append(' external_attr=%#x' % lo) + isdir = self.is_dir() + if not isdir or self.file_size: + result.append(' file_size=%r' % self.file_size) + if ((not isdir or self.compress_size) + and (self.compress_type != ZIP_STORED + or self.file_size != self.compress_size)): + result.append(' compress_size=%r' % self.compress_size) + result.append('>') + return ''.join(result) + + def FileHeader(self, zip64=None): + """Return the per-file header as a bytes object.""" + dt = self.date_time + dosdate = (dt[0] - 1980) << 9 | dt[1] << 5 | dt[2] + dostime = dt[3] << 11 | dt[4] << 5 | (dt[5] // 2) + if self.flag_bits & 0x08: + # Set these to zero because we write them after the file data + CRC = compress_size = file_size = 0 + else: + CRC = self.CRC + compress_size = self.compress_size + file_size = self.file_size + + extra = self.extra + + min_version = 0 + if zip64 is None: + zip64 = file_size > ZIP64_LIMIT or compress_size > ZIP64_LIMIT + if zip64: + fmt = ' ZIP64_LIMIT or compress_size > ZIP64_LIMIT: + if not zip64: + raise LargeZipFile("Filesize would require ZIP64 extensions") + # File is larger than what fits into a 4 byte integer, + # fall back to the ZIP64 extension + file_size = 0xffffffff + compress_size = 0xffffffff + min_version = ZIP64_VERSION + + if self.compress_type == ZIP_BZIP2: + min_version = max(BZIP2_VERSION, min_version) + elif self.compress_type == ZIP_LZMA: + min_version = max(LZMA_VERSION, min_version) + + self.extract_version = max(min_version, self.extract_version) + self.create_version = max(min_version, self.create_version) + filename, flag_bits = self._encodeFilenameFlags() + header = struct.pack(structFileHeader, stringFileHeader, + self.extract_version, self.reserved, flag_bits, + self.compress_type, dostime, dosdate, + CRC, compress_size, file_size, len(filename), + len(extra)) + return header + filename + extra + + def _encodeFilenameFlags(self): + try: + return self.filename.encode('ascii'), self.flag_bits + except UnicodeEncodeError: + return self.filename.encode('utf-8'), self.flag_bits | 0x800 + + def _decodeExtra(self): + # Try to decode the extra field. + extra = self.extra + unpack = struct.unpack + while len(extra) >= 4: + tp, ln = unpack(' len(extra): + raise BadZipFile("Corrupt extra field %04x (size=%d)" % + (tp, ln)) + if tp == 0x0001: + if ln >= 24: + counts = unpack(' 2107: + date_time = (2107, 12, 31, 23, 59, 59) + # Create ZipInfo instance to store file information + if arcname is None: + arcname = filename + arcname = os.path.normpath(os.path.splitdrive(arcname)[1]) + while arcname[0] in (os.sep, os.altsep): + arcname = arcname[1:] + if isdir: + arcname += '/' + zinfo = cls(arcname, date_time) + zinfo.external_attr = (st.st_mode & 0xFFFF) << 16 # Unix attributes + if isdir: + zinfo.file_size = 0 + zinfo.external_attr |= 0x10 # MS-DOS directory flag + else: + zinfo.file_size = st.st_size + + return zinfo + + def is_dir(self): + """Return True if this archive member is a directory.""" + return self.filename[-1] == '/' + + +# ZIP encryption uses the CRC32 one-byte primitive for scrambling some +# internal keys. We noticed that a direct implementation is faster than +# relying on binascii.crc32(). + +_crctable = None + + +def _gen_crc(crc): + for j in range(8): + if crc & 1: + crc = (crc >> 1) ^ 0xEDB88320 + else: + crc >>= 1 + return crc + + +# ZIP supports a password-based form of encryption. Even though known +# plaintext attacks have been found against it, it is still useful +# to be able to get data out of such a file. +# +# Usage: +# zd = _ZipDecrypter(mypwd) +# plain_bytes = zd(cypher_bytes) + + +def _ZipDecrypter(pwd): + key0 = 305419896 + key1 = 591751049 + key2 = 878082192 + + global _crctable + if _crctable is None: + _crctable = list(map(_gen_crc, range(256))) + crctable = _crctable + + def crc32(ch, crc): + """Compute the CRC32 primitive on one byte.""" + return (crc >> 8) ^ crctable[(crc ^ ch) & 0xFF] + + def update_keys(c): + nonlocal key0, key1, key2 + key0 = crc32(c, key0) + key1 = (key1 + (key0 & 0xFF)) & 0xFFFFFFFF + key1 = (key1 * 134775813 + 1) & 0xFFFFFFFF + key2 = crc32(key1 >> 24, key2) + + for p in pwd: + update_keys(p) + + def decrypter(data): + """Decrypt a bytes object.""" + result = bytearray() + append = result.append + for c in data: + k = key2 | 2 + c ^= ((k * (k ^ 1)) >> 8) & 0xFF + update_keys(c) + append(c) + return bytes(result) + + return decrypter + + +class LZMACompressor: + def __init__(self): + self._comp = None + + def _init(self): + props = lzma._encode_filter_properties({'id': lzma.FILTER_LZMA1}) + self._comp = lzma.LZMACompressor( + lzma.FORMAT_RAW, + filters=[lzma._decode_filter_properties(lzma.FILTER_LZMA1, props)]) + return struct.pack('> 8) & 0xff + else: + # compare against the CRC otherwise + check_byte = (zipinfo.CRC >> 24) & 0xff + h = self._init_decrypter() + if h != check_byte: + raise RuntimeError("Bad password for file %r" % + zipinfo.orig_filename) + + def _init_decrypter(self): + self._decrypter = _ZipDecrypter(self._pwd) + # The first 12 bytes in the cypher stream is an encryption header + # used to strengthen the algorithm. The first 11 bytes are + # completely random, while the 12th contains the MSB of the CRC, + # or the MSB of the file time depending on the header type + # and is used to check the correctness of the password. + header = self._fileobj.read(12) + self._compress_left -= 12 + return self._decrypter(header)[11] + + def __repr__(self): + result = [ + '<%s.%s' % (self.__class__.__module__, self.__class__.__qualname__) + ] + if not self.closed: + result.append(' name=%r mode=%r' % (self.name, self.mode)) + if self._compress_type != ZIP_STORED: + result.append(' compress_type=%s' % compressor_names.get( + self._compress_type, self._compress_type)) + else: + result.append(' [closed]') + result.append('>') + return ''.join(result) + + def readline(self, limit=-1): + """Read and return a line from the stream. + + If limit is specified, at most limit bytes will be read. + """ + + if limit < 0: + # Shortcut common case - newline found in buffer. + i = self._readbuffer.find(b'\n', self._offset) + 1 + if i > 0: + line = self._readbuffer[self._offset:i] + self._offset = i + return line + + return io.BufferedIOBase.readline(self, limit) + + def peek(self, n=1): + """Returns buffered bytes without advancing the position.""" + if n > len(self._readbuffer) - self._offset: + chunk = self.read(n) + if len(chunk) > self._offset: + self._readbuffer = chunk + self._readbuffer[self._offset:] + self._offset = 0 + else: + self._offset -= len(chunk) + + # Return up to 512 bytes to reduce allocation overhead for tight loops. + return self._readbuffer[self._offset:self._offset + 512] + + def readable(self): + return True + + def read(self, n=-1): + """Read and return up to n bytes. + If the argument is omitted, None, or negative, data is read and returned until EOF is reached. + """ + if n is None or n < 0: + buf = self._readbuffer[self._offset:] + self._readbuffer = b'' + self._offset = 0 + while not self._eof: + buf += self._read1(self.MAX_N) + return buf + + end = n + self._offset + if end < len(self._readbuffer): + buf = self._readbuffer[self._offset:end] + self._offset = end + return buf + + n = end - len(self._readbuffer) + buf = self._readbuffer[self._offset:] + self._readbuffer = b'' + self._offset = 0 + while n > 0 and not self._eof: + data = self._read1(n) + if n < len(data): + self._readbuffer = data + self._offset = n + buf += data[:n] + break + buf += data + n -= len(data) + return buf + + def _update_crc(self, newdata): + # Update the CRC using the given data. + if self._expected_crc is None: + # No need to compute the CRC if we don't have a reference value + return + self._running_crc = crc32(newdata, self._running_crc) + # Check the CRC if we're at the end of the file + if self._eof and self._running_crc != self._expected_crc: + raise BadZipFile("Bad CRC-32 for file %r" % self.name) + + def read1(self, n): + """Read up to n bytes with at most one read() system call.""" + + if n is None or n < 0: + buf = self._readbuffer[self._offset:] + self._readbuffer = b'' + self._offset = 0 + while not self._eof: + data = self._read1(self.MAX_N) + if data: + buf += data + break + return buf + + end = n + self._offset + if end < len(self._readbuffer): + buf = self._readbuffer[self._offset:end] + self._offset = end + return buf + + n = end - len(self._readbuffer) + buf = self._readbuffer[self._offset:] + self._readbuffer = b'' + self._offset = 0 + if n > 0: + while not self._eof: + data = self._read1(n) + if n < len(data): + self._readbuffer = data + self._offset = n + buf += data[:n] + break + if data: + buf += data + break + return buf + + def _read1(self, n): + # Read up to n compressed bytes with at most one read() system call, + # decrypt and decompress them. + if self._eof or n <= 0: + return b'' + + # Read from file. + if self._compress_type == ZIP_DEFLATED: + # Handle unconsumed data. + data = self._decompressor.unconsumed_tail + if n > len(data): + data += self._read2(n - len(data)) + else: + data = self._read2(n) + + if self._compress_type == ZIP_STORED: + self._eof = self._compress_left <= 0 + elif self._compress_type == ZIP_DEFLATED: + n = max(n, self.MIN_READ_SIZE) + data = self._decompressor.decompress(data, n) + self._eof = (self._decompressor.eof or self._compress_left <= 0 + and not self._decompressor.unconsumed_tail) + if self._eof: + data += self._decompressor.flush() + else: + data = self._decompressor.decompress(data) + self._eof = self._decompressor.eof or self._compress_left <= 0 + + data = data[:self._left] + self._left -= len(data) + if self._left <= 0: + self._eof = True + self._update_crc(data) + return data + + def _read2(self, n): + if self._compress_left <= 0: + return b'' + + n = max(n, self.MIN_READ_SIZE) + n = min(n, self._compress_left) + + data = self._fileobj.read(n) + self._compress_left -= len(data) + if not data: + raise EOFError + + if self._decrypter is not None: + data = self._decrypter(data) + return data + + def close(self): + try: + if self._close_fileobj: + self._fileobj.close() + finally: + super().close() + + def seekable(self): + return self._seekable + + def seek(self, offset, whence=0): + if not self._seekable: + raise io.UnsupportedOperation("underlying stream is not seekable") + curr_pos = self.tell() + if whence == 0: # Seek from start of file + new_pos = offset + elif whence == 1: # Seek from current position + new_pos = curr_pos + offset + elif whence == 2: # Seek from EOF + new_pos = self._orig_file_size + offset + else: + raise ValueError("whence must be os.SEEK_SET (0), " + "os.SEEK_CUR (1), or os.SEEK_END (2)") + + if new_pos > self._orig_file_size: + new_pos = self._orig_file_size + + if new_pos < 0: + new_pos = 0 + + read_offset = new_pos - curr_pos + buff_offset = read_offset + self._offset + + if buff_offset >= 0 and buff_offset < len(self._readbuffer): + # Just move the _offset index if the new position is in the _readbuffer + self._offset = buff_offset + read_offset = 0 + elif read_offset < 0: + # Position is before the current position. Reset the ZipExtFile + self._fileobj.seek(self._orig_compress_start) + self._running_crc = self._orig_start_crc + self._compress_left = self._orig_compress_size + self._left = self._orig_file_size + self._readbuffer = b'' + self._offset = 0 + self._decompressor = _get_decompressor(self._compress_type) + self._eof = False + read_offset = new_pos + if self._decrypter is not None: + self._init_decrypter() + + while read_offset > 0: + read_len = min(self.MAX_SEEK_READ, read_offset) + self.read(read_len) + read_offset -= read_len + + return self.tell() + + def tell(self): + if not self._seekable: + raise io.UnsupportedOperation("underlying stream is not seekable") + filepos = self._orig_file_size - self._left - \ + len(self._readbuffer) + self._offset + return filepos + + +class _ZipWriteFile(io.BufferedIOBase): + def __init__(self, zf, zinfo, zip64): + self._zinfo = zinfo + self._zip64 = zip64 + self._zipfile = zf + self._compressor = _get_compressor(zinfo.compress_type, + zinfo._compresslevel) + self._file_size = 0 + self._compress_size = 0 + self._crc = 0 + + @property + def _fileobj(self): + return self._zipfile.fp + + def writable(self): + return True + + def write(self, data): + if self.closed: + raise ValueError('I/O operation on closed file.') + nbytes = len(data) + self._file_size += nbytes + self._crc = crc32(data, self._crc) + if self._compressor: + data = self._compressor.compress(data) + self._compress_size += len(data) + self._fileobj.write(data) + return nbytes + + def close(self): + if self.closed: + return + try: + super().close() + # Flush any data from the compressor, and update header info + if self._compressor: + buf = self._compressor.flush() + self._compress_size += len(buf) + self._fileobj.write(buf) + self._zinfo.compress_size = self._compress_size + else: + self._zinfo.compress_size = self._file_size + self._zinfo.CRC = self._crc + self._zinfo.file_size = self._file_size + + # Write updated header info + if self._zinfo.flag_bits & 0x08: + # Write CRC and file sizes after the file data + fmt = ' ZIP64_LIMIT: + raise RuntimeError( + 'File size unexpectedly exceeded ZIP64 limit') + if self._compress_size > ZIP64_LIMIT: + raise RuntimeError( + 'Compressed size unexpectedly exceeded ZIP64 limit' + ) + # Seek backwards and write file header (which will now include + # correct CRC and file sizes) + + # Preserve current position in file + self._zipfile.start_dir = self._fileobj.tell() + self._fileobj.seek(self._zinfo.header_offset) + self._fileobj.write(self._zinfo.FileHeader(self._zip64)) + self._fileobj.seek(self._zipfile.start_dir) + + # Successfully written: Add file to our caches + self._zipfile.filelist.append(self._zinfo) + self._zipfile.NameToInfo[self._zinfo.filename] = self._zinfo + finally: + self._zipfile._writing = False + + +class ZipFile: + """ Class with methods to open, read, write, close, list zip files. + + z = ZipFile(file, mode="r", compression=ZIP_STORED, allowZip64=True, + compresslevel=None) + + file: Either the path to the file, or a file-like object. + If it is a path, the file will be opened and closed by ZipFile. + mode: The mode can be either read 'r', write 'w', exclusive create 'x', + or append 'a'. + compression: ZIP_STORED (no compression), ZIP_DEFLATED (requires zlib), + ZIP_BZIP2 (requires bz2) or ZIP_LZMA (requires lzma). + allowZip64: if True ZipFile will create files with ZIP64 extensions when + needed, otherwise it will raise an exception when this would + be necessary. + compresslevel: None (default for the given compression type) or an integer + specifying the level to pass to the compressor. + When using ZIP_STORED or ZIP_LZMA this keyword has no effect. + When using ZIP_DEFLATED integers 0 through 9 are accepted. + When using ZIP_BZIP2 integers 1 through 9 are accepted. + + """ + + fp = None # Set here since __del__ checks it + _windows_illegal_name_trans_table = None + + def __init__(self, + file, + mode="r", + compression=ZIP_STORED, + allowZip64=True, + compresslevel=None, + *, + strict_timestamps=True): + """Open the ZIP file with mode read 'r', write 'w', exclusive create 'x', + or append 'a'.""" + if mode not in ('r', 'w', 'x', 'a'): + raise ValueError("ZipFile requires mode 'r', 'w', 'x', or 'a'") + + _check_compression(compression) + + self._allowZip64 = allowZip64 + self._didModify = False + self.debug = 0 # Level of printing: 0 through 3 + self.NameToInfo = {} # Find file info given name + self.filelist = [] # List of ZipInfo instances for archive + self.compression = compression # Method of compression + self.compresslevel = compresslevel + self.mode = mode + self.pwd = None + self._comment = b'' + self._strict_timestamps = strict_timestamps + + # Check if we were passed a file-like object + if isinstance(file, os.PathLike): + file = os.fspath(file) + if isinstance(file, str): + # No, it's a filename + self._filePassed = 0 + self.filename = file + modeDict = { + 'r': 'rb', + 'w': 'w+b', + 'x': 'x+b', + 'a': 'r+b', + 'r+b': 'w+b', + 'w+b': 'wb', + 'x+b': 'xb' + } + filemode = modeDict[mode] + while True: + try: + self.fp = io.open(file, filemode) + except OSError: + if filemode in modeDict: + filemode = modeDict[filemode] + continue + raise + break + else: + self._filePassed = 1 + self.fp = file + self.filename = getattr(file, 'name', None) + self._fileRefCnt = 1 + self._lock = threading.RLock() + self._seekable = True + self._writing = False + + try: + if mode == 'r': + self._RealGetContents() + elif mode in ('w', 'x'): + # set the modified flag so central directory gets written + # even if no files are added to the archive + self._didModify = True + try: + self.start_dir = self.fp.tell() + except (AttributeError, OSError): + self.fp = _Tellable(self.fp) + self.start_dir = 0 + self._seekable = False + else: + # Some file-like objects can provide tell() but not seek() + try: + self.fp.seek(self.start_dir) + except (AttributeError, OSError): + self._seekable = False + elif mode == 'a': + try: + # See if file is a zip file + self._RealGetContents() + # seek to start of directory and overwrite + self.fp.seek(self.start_dir) + except BadZipFile: + # file is not a zip file, just append + self.fp.seek(0, 2) + + # set the modified flag so central directory gets written + # even if no files are added to the archive + self._didModify = True + self.start_dir = self.fp.tell() + else: + raise ValueError("Mode must be 'r', 'w', 'x', or 'a'") + except: + fp = self.fp + self.fp = None + self._fpclose(fp) + raise + + def __enter__(self): + return self + + def __exit__(self, type, value, traceback): + self.close() + + def __repr__(self): + result = [ + '<%s.%s' % (self.__class__.__module__, self.__class__.__qualname__) + ] + if self.fp is not None: + if self._filePassed: + result.append(' file=%r' % self.fp) + elif self.filename is not None: + result.append(' filename=%r' % self.filename) + result.append(' mode=%r' % self.mode) + else: + result.append(' [closed]') + result.append('>') + return ''.join(result) + + def _RealGetContents(self): + """Read in the table of contents for the ZIP file.""" + fp = self.fp + try: + endrec = _EndRecData(fp) + except OSError: + raise BadZipFile("File is not a zip file") + if not endrec: + raise BadZipFile("File is not a zip file") + if self.debug > 1: + print(endrec) + size_cd = endrec[_ECD_SIZE] # bytes in central directory + offset_cd = endrec[_ECD_OFFSET] # offset of central directory + self._comment = endrec[_ECD_COMMENT] # archive comment + + # "concat" is zero, unless zip was concatenated to another file + concat = endrec[_ECD_LOCATION] - size_cd - offset_cd + if endrec[_ECD_SIGNATURE] == stringEndArchive64: + # If Zip64 extension structures are present, account for them + concat -= (sizeEndCentDir64 + sizeEndCentDir64Locator) + + if self.debug > 2: + inferred = concat + offset_cd + print("given, inferred, offset", offset_cd, inferred, concat) + # self.start_dir: Position of start of central directory + self.start_dir = offset_cd + concat + fp.seek(self.start_dir, 0) + data = fp.read(size_cd) + fp = io.BytesIO(data) + total = 0 + while total < size_cd: + centdir = fp.read(sizeCentralDir) + if len(centdir) != sizeCentralDir: + raise BadZipFile("Truncated central directory") + centdir = struct.unpack(structCentralDir, centdir) + if centdir[_CD_SIGNATURE] != stringCentralDir: + raise BadZipFile("Bad magic number for central directory") + if self.debug > 2: + print(centdir) + filename = fp.read(centdir[_CD_FILENAME_LENGTH]) + flags = centdir[5] + if flags & 0x800: + # UTF-8 file names extension + filename = filename.decode('utf-8') + else: + # Historical ZIP filename encoding + filename = filename.decode('cp437') + filename = filename.encode("cp437").decode('gbk') + # Create ZipInfo instance to store file information + x = ZipInfo(filename) + x.extra = fp.read(centdir[_CD_EXTRA_FIELD_LENGTH]) + x.comment = fp.read(centdir[_CD_COMMENT_LENGTH]) + x.header_offset = centdir[_CD_LOCAL_HEADER_OFFSET] + (x.create_version, x.create_system, x.extract_version, x.reserved, + x.flag_bits, x.compress_type, t, d, x.CRC, x.compress_size, + x.file_size) = centdir[1:12] + if x.extract_version > MAX_EXTRACT_VERSION: + raise NotImplementedError("zip file version %.1f" % + (x.extract_version / 10)) + x.volume, x.internal_attr, x.external_attr = centdir[15:18] + # Convert date/time code to (year, month, day, hour, min, sec) + x._raw_time = t + x.date_time = ((d >> 9) + 1980, (d >> 5) & 0xF, d & 0x1F, t >> 11, + (t >> 5) & 0x3F, (t & 0x1F) * 2) + + x._decodeExtra() + x.header_offset = x.header_offset + concat + self.filelist.append(x) + self.NameToInfo[x.filename] = x + + # update total bytes read from central directory + total = (total + sizeCentralDir + centdir[_CD_FILENAME_LENGTH] + + centdir[_CD_EXTRA_FIELD_LENGTH] + + centdir[_CD_COMMENT_LENGTH]) + + if self.debug > 2: + print("total", total) + + def namelist(self): + """Return a list of file names in the archive.""" + return [data.filename for data in self.filelist] + + def infolist(self): + """Return a list of class ZipInfo instances for files in the + archive.""" + return self.filelist + + def printdir(self, file=None): + """Print a table of contents for the zip file.""" + print("%-46s %19s %12s" % ("File Name", "Modified ", "Size"), + file=file) + for zinfo in self.filelist: + date = "%d-%02d-%02d %02d:%02d:%02d" % zinfo.date_time[:6] + print("%-46s %s %12d" % (zinfo.filename, date, zinfo.file_size), + file=file) + + def testzip(self): + """Read all the files and check the CRC.""" + chunk_size = 2**20 + for zinfo in self.filelist: + try: + # Read by chunks, to avoid an OverflowError or a + # MemoryError with very large embedded files. + with self.open(zinfo.filename, "r") as f: + while f.read(chunk_size): # Check CRC-32 + pass + except BadZipFile: + return zinfo.filename + + def getinfo(self, name): + """Return the instance of ZipInfo given 'name'.""" + info = self.NameToInfo.get(name) + if info is None: + raise KeyError('There is no item named %r in the archive' % name) + + return info + + def setpassword(self, pwd): + """Set default password for encrypted files.""" + if pwd and not isinstance(pwd, bytes): + raise TypeError("pwd: expected bytes, got %s" % type(pwd).__name__) + if pwd: + self.pwd = pwd + else: + self.pwd = None + + @property + def comment(self): + """The comment text associated with the ZIP file.""" + return self._comment + + @comment.setter + def comment(self, comment): + if not isinstance(comment, bytes): + raise TypeError("comment: expected bytes, got %s" % + type(comment).__name__) + # check for valid comment length + if len(comment) > ZIP_MAX_COMMENT: + import warnings + warnings.warn( + 'Archive comment is too long; truncating to %d bytes' % + ZIP_MAX_COMMENT, + stacklevel=2) + comment = comment[:ZIP_MAX_COMMENT] + self._comment = comment + self._didModify = True + + def read(self, name, pwd=None): + """Return file bytes for name.""" + with self.open(name, "r", pwd) as fp: + return fp.read() + + def open(self, name, mode="r", pwd=None, *, force_zip64=False): + """Return file-like object for 'name'. + + name is a string for the file name within the ZIP file, or a ZipInfo + object. + + mode should be 'r' to read a file already in the ZIP file, or 'w' to + write to a file newly added to the archive. + + pwd is the password to decrypt files (only used for reading). + + When writing, if the file size is not known in advance but may exceed + 2 GiB, pass force_zip64 to use the ZIP64 format, which can handle large + files. If the size is known in advance, it is best to pass a ZipInfo + instance for name, with zinfo.file_size set. + """ + if mode not in {"r", "w"}: + raise ValueError('open() requires mode "r" or "w"') + if pwd and not isinstance(pwd, bytes): + raise TypeError("pwd: expected bytes, got %s" % type(pwd).__name__) + if pwd and (mode == "w"): + raise ValueError("pwd is only supported for reading files") + if not self.fp: + raise ValueError( + "Attempt to use ZIP archive that was already closed") + + # Make sure we have an info object + if isinstance(name, ZipInfo): + # 'name' is already an info object + zinfo = name + elif mode == 'w': + zinfo = ZipInfo(name) + zinfo.compress_type = self.compression + zinfo._compresslevel = self.compresslevel + else: + # Get info object for name + zinfo = self.getinfo(name) + + if mode == 'w': + return self._open_to_write(zinfo, force_zip64=force_zip64) + + if self._writing: + raise ValueError("Can't read from the ZIP file while there " + "is an open writing handle on it. " + "Close the writing handle before trying to read.") + + # Open for reading: + self._fileRefCnt += 1 + zef_file = _SharedFile(self.fp, zinfo.header_offset, self._fpclose, + self._lock, lambda: self._writing) + try: + # Skip the file header: + fheader = zef_file.read(sizeFileHeader) + if len(fheader) != sizeFileHeader: + raise BadZipFile("Truncated file header") + fheader = struct.unpack(structFileHeader, fheader) + if fheader[_FH_SIGNATURE] != stringFileHeader: + raise BadZipFile("Bad magic number for file header") + + fname = zef_file.read(fheader[_FH_FILENAME_LENGTH]) + if fheader[_FH_EXTRA_FIELD_LENGTH]: + zef_file.read(fheader[_FH_EXTRA_FIELD_LENGTH]) + + if zinfo.flag_bits & 0x20: + # Zip 2.7: compressed patched data + raise NotImplementedError( + "compressed patched data (flag bit 5)") + + if zinfo.flag_bits & 0x40: + # strong encryption + raise NotImplementedError("strong encryption (flag bit 6)") + + if zinfo.flag_bits & 0x800: + # UTF-8 filename + fname_str = fname.decode("utf-8") + else: + fname_str = fname.decode("cp437") + fname_str = fname_str.encode("cp437").decode('gbk') + + if fname_str != zinfo.orig_filename: + raise BadZipFile( + 'File name in directory %r and header %r differ.' % + (zinfo.orig_filename, fname)) + + # check for encrypted flag & handle password + is_encrypted = zinfo.flag_bits & 0x1 + if is_encrypted: + if not pwd: + pwd = self.pwd + if not pwd: + raise RuntimeError("File %r is encrypted, password " + "required for extraction" % name) + else: + pwd = None + + return ZipExtFile(zef_file, mode, zinfo, pwd, True) + except: + zef_file.close() + raise + + def _open_to_write(self, zinfo, force_zip64=False): + if force_zip64 and not self._allowZip64: + raise ValueError( + "force_zip64 is True, but allowZip64 was False when opening " + "the ZIP file.") + if self._writing: + raise ValueError("Can't write to the ZIP file while there is " + "another write handle open on it. " + "Close the first handle before opening another.") + + # Sizes and CRC are overwritten with correct data after processing the file + if not hasattr(zinfo, 'file_size'): + zinfo.file_size = 0 + zinfo.compress_size = 0 + zinfo.CRC = 0 + + zinfo.flag_bits = 0x00 + if zinfo.compress_type == ZIP_LZMA: + # Compressed data includes an end-of-stream (EOS) marker + zinfo.flag_bits |= 0x02 + if not self._seekable: + zinfo.flag_bits |= 0x08 + + if not zinfo.external_attr: + zinfo.external_attr = 0o600 << 16 # permissions: ?rw------- + + # Compressed size can be larger than uncompressed size + zip64 = self._allowZip64 and \ + (force_zip64 or zinfo.file_size * 1.05 > ZIP64_LIMIT) + + if self._seekable: + self.fp.seek(self.start_dir) + zinfo.header_offset = self.fp.tell() + + self._writecheck(zinfo) + self._didModify = True + + self.fp.write(zinfo.FileHeader(zip64)) + + self._writing = True + return _ZipWriteFile(self, zinfo, zip64) + + def extract(self, member, path=None, pwd=None): + """Extract a member from the archive to the current working directory, + using its full name. Its file information is extracted as accurately + as possible. `member' may be a filename or a ZipInfo object. You can + specify a different directory using `path'. + """ + if path is None: + path = os.getcwd() + else: + path = os.fspath(path) + + return self._extract_member(member, path, pwd) + + def extractall(self, path=None, members=None, pwd=None): + """Extract all members from the archive to the current working + directory. `path' specifies a different directory to extract to. + `members' is optional and must be a subset of the list returned + by namelist(). + """ + if members is None: + members = self.namelist() + + if path is None: + path = os.getcwd() + else: + path = os.fspath(path) + + for zipinfo in members: + self._extract_member(zipinfo, path, pwd) + + @classmethod + def _sanitize_windows_name(cls, arcname, pathsep): + """Replace bad characters and remove trailing dots from parts.""" + table = cls._windows_illegal_name_trans_table + if not table: + illegal = ':<>|"?*' + table = str.maketrans(illegal, '_' * len(illegal)) + cls._windows_illegal_name_trans_table = table + arcname = arcname.translate(table) + # remove trailing dots + arcname = (x.rstrip('.') for x in arcname.split(pathsep)) + # rejoin, removing empty parts. + arcname = pathsep.join(x for x in arcname if x) + return arcname + + def _extract_member(self, member, targetpath, pwd): + """Extract the ZipInfo object 'member' to a physical + file on the path targetpath. + """ + if not isinstance(member, ZipInfo): + member = self.getinfo(member) + + # build the destination pathname, replacing + # forward slashes to platform specific separators. + arcname = member.filename.replace('/', os.path.sep) + + if os.path.altsep: + arcname = arcname.replace(os.path.altsep, os.path.sep) + # interpret absolute pathname as relative, remove drive letter or + # UNC path, redundant separators, "." and ".." components. + arcname = os.path.splitdrive(arcname)[1] + invalid_path_parts = ('', os.path.curdir, os.path.pardir) + arcname = os.path.sep.join(x for x in arcname.split(os.path.sep) + if x not in invalid_path_parts) + if os.path.sep == '\\': + # filter illegal characters on Windows + arcname = self._sanitize_windows_name(arcname, os.path.sep) + + targetpath = os.path.join(targetpath, arcname) + targetpath = os.path.normpath(targetpath) + + # Create all upper directories if necessary. + upperdirs = os.path.dirname(targetpath) + if upperdirs and not os.path.exists(upperdirs): + os.makedirs(upperdirs) + + if member.is_dir(): + if not os.path.isdir(targetpath): + os.mkdir(targetpath) + return targetpath + + with self.open(member, pwd=pwd) as source, \ + open(targetpath, "wb") as target: + shutil.copyfileobj(source, target) + + return targetpath + + def _writecheck(self, zinfo): + """Check for errors before writing a file to the archive.""" + if zinfo.filename in self.NameToInfo: + import warnings + warnings.warn('Duplicate name: %r' % zinfo.filename, stacklevel=3) + if self.mode not in ('w', 'x', 'a'): + raise ValueError("write() requires mode 'w', 'x', or 'a'") + if not self.fp: + raise ValueError( + "Attempt to write ZIP archive that was already closed") + _check_compression(zinfo.compress_type) + if not self._allowZip64: + requires_zip64 = None + if len(self.filelist) >= ZIP_FILECOUNT_LIMIT: + requires_zip64 = "Files count" + elif zinfo.file_size > ZIP64_LIMIT: + requires_zip64 = "Filesize" + elif zinfo.header_offset > ZIP64_LIMIT: + requires_zip64 = "Zipfile size" + if requires_zip64: + raise LargeZipFile(requires_zip64 + + " would require ZIP64 extensions") + + def write(self, + filename, + arcname=None, + compress_type=None, + compresslevel=None): + """Put the bytes from filename into the archive under the name + arcname.""" + if not self.fp: + raise ValueError( + "Attempt to write to ZIP archive that was already closed") + if self._writing: + raise ValueError( + "Can't write to ZIP archive while an open writing handle exists" + ) + + zinfo = ZipInfo.from_file(filename, + arcname, + strict_timestamps=self._strict_timestamps) + + if zinfo.is_dir(): + zinfo.compress_size = 0 + zinfo.CRC = 0 + else: + if compress_type is not None: + zinfo.compress_type = compress_type + else: + zinfo.compress_type = self.compression + + if compresslevel is not None: + zinfo._compresslevel = compresslevel + else: + zinfo._compresslevel = self.compresslevel + + if zinfo.is_dir(): + with self._lock: + if self._seekable: + self.fp.seek(self.start_dir) + zinfo.header_offset = self.fp.tell() # Start of header bytes + if zinfo.compress_type == ZIP_LZMA: + # Compressed data includes an end-of-stream (EOS) marker + zinfo.flag_bits |= 0x02 + + self._writecheck(zinfo) + self._didModify = True + + self.filelist.append(zinfo) + self.NameToInfo[zinfo.filename] = zinfo + self.fp.write(zinfo.FileHeader(False)) + self.start_dir = self.fp.tell() + else: + with open(filename, "rb") as src, self.open(zinfo, 'w') as dest: + shutil.copyfileobj(src, dest, 1024 * 8) + + def writestr(self, + zinfo_or_arcname, + data, + compress_type=None, + compresslevel=None): + """Write a file into the archive. The contents is 'data', which + may be either a 'str' or a 'bytes' instance; if it is a 'str', + it is encoded as UTF-8 first. + 'zinfo_or_arcname' is either a ZipInfo instance or + the name of the file in the archive.""" + if isinstance(data, str): + data = data.encode("utf-8") + if not isinstance(zinfo_or_arcname, ZipInfo): + zinfo = ZipInfo(filename=zinfo_or_arcname, + date_time=time.localtime(time.time())[:6]) + zinfo.compress_type = self.compression + zinfo._compresslevel = self.compresslevel + if zinfo.filename[-1] == '/': + zinfo.external_attr = 0o40775 << 16 # drwxrwxr-x + zinfo.external_attr |= 0x10 # MS-DOS directory flag + else: + zinfo.external_attr = 0o600 << 16 # ?rw------- + else: + zinfo = zinfo_or_arcname + + if not self.fp: + raise ValueError( + "Attempt to write to ZIP archive that was already closed") + if self._writing: + raise ValueError( + "Can't write to ZIP archive while an open writing handle exists." + ) + + if compress_type is not None: + zinfo.compress_type = compress_type + + if compresslevel is not None: + zinfo._compresslevel = compresslevel + + zinfo.file_size = len(data) # Uncompressed size + with self._lock: + with self.open(zinfo, mode='w') as dest: + dest.write(data) + + def __del__(self): + """Call the "close()" method in case the user forgot.""" + self.close() + + def close(self): + """Close the file, and for mode 'w', 'x' and 'a' write the ending + records.""" + if self.fp is None: + return + + if self._writing: + raise ValueError( + "Can't close the ZIP file while there is " + "an open writing handle on it. " + "Close the writing handle before closing the zip.") + + try: + if self.mode in ('w', 'x', + 'a') and self._didModify: # write ending records + with self._lock: + if self._seekable: + self.fp.seek(self.start_dir) + self._write_end_record() + finally: + fp = self.fp + self.fp = None + self._fpclose(fp) + + def _write_end_record(self): + for zinfo in self.filelist: # write central directory + dt = zinfo.date_time + dosdate = (dt[0] - 1980) << 9 | dt[1] << 5 | dt[2] + dostime = dt[3] << 11 | dt[4] << 5 | (dt[5] // 2) + extra = [] + if zinfo.file_size > ZIP64_LIMIT \ + or zinfo.compress_size > ZIP64_LIMIT: + extra.append(zinfo.file_size) + extra.append(zinfo.compress_size) + file_size = 0xffffffff + compress_size = 0xffffffff + else: + file_size = zinfo.file_size + compress_size = zinfo.compress_size + + if zinfo.header_offset > ZIP64_LIMIT: + extra.append(zinfo.header_offset) + header_offset = 0xffffffff + else: + header_offset = zinfo.header_offset + + extra_data = zinfo.extra + min_version = 0 + if extra: + # Append a ZIP64 field to the extra's + extra_data = _strip_extra(extra_data, (1, )) + extra_data = struct.pack(' ZIP_FILECOUNT_LIMIT: + requires_zip64 = "Files count" + elif centDirOffset > ZIP64_LIMIT: + requires_zip64 = "Central directory offset" + elif centDirSize > ZIP64_LIMIT: + requires_zip64 = "Central directory size" + if requires_zip64: + # Need to write the ZIP64 end-of-archive records + if not self._allowZip64: + raise LargeZipFile(requires_zip64 + + " would require ZIP64 extensions") + zip64endrec = struct.pack(structEndArchive64, stringEndArchive64, + 44, 45, 45, 0, 0, centDirCount, + centDirCount, centDirSize, centDirOffset) + self.fp.write(zip64endrec) + + zip64locrec = struct.pack(structEndArchive64Locator, + stringEndArchive64Locator, 0, pos2, 1) + self.fp.write(zip64locrec) + centDirCount = min(centDirCount, 0xFFFF) + centDirSize = min(centDirSize, 0xFFFFFFFF) + centDirOffset = min(centDirOffset, 0xFFFFFFFF) + + endrec = struct.pack(structEndArchive, stringEndArchive, 0, 0, + centDirCount, centDirCount, centDirSize, + centDirOffset, len(self._comment)) + self.fp.write(endrec) + self.fp.write(self._comment) + self.fp.flush() + + def _fpclose(self, fp): + assert self._fileRefCnt > 0 + self._fileRefCnt -= 1 + if not self._fileRefCnt and not self._filePassed: + fp.close() + + +class PyZipFile(ZipFile): + """Class to create ZIP archives with Python library files and packages.""" + def __init__(self, + file, + mode="r", + compression=ZIP_STORED, + allowZip64=True, + optimize=-1): + ZipFile.__init__(self, + file, + mode=mode, + compression=compression, + allowZip64=allowZip64) + self._optimize = optimize + + def writepy(self, pathname, basename="", filterfunc=None): + """Add all files from "pathname" to the ZIP archive. + + If pathname is a package directory, search the directory and + all package subdirectories recursively for all *.py and enter + the modules into the archive. If pathname is a plain + directory, listdir *.py and enter all modules. Else, pathname + must be a Python *.py file and the module will be put into the + archive. Added modules are always module.pyc. + This method will compile the module.py into module.pyc if + necessary. + If filterfunc(pathname) is given, it is called with every argument. + When it is False, the file or directory is skipped. + """ + pathname = os.fspath(pathname) + if filterfunc and not filterfunc(pathname): + if self.debug: + label = 'path' if os.path.isdir(pathname) else 'file' + print('%s %r skipped by filterfunc' % (label, pathname)) + return + dir, name = os.path.split(pathname) + if os.path.isdir(pathname): + initname = os.path.join(pathname, "__init__.py") + if os.path.isfile(initname): + # This is a package directory, add it + if basename: + basename = "%s/%s" % (basename, name) + else: + basename = name + if self.debug: + print("Adding package in", pathname, "as", basename) + fname, arcname = self._get_codename(initname[0:-3], basename) + if self.debug: + print("Adding", arcname) + self.write(fname, arcname) + dirlist = sorted(os.listdir(pathname)) + dirlist.remove("__init__.py") + # Add all *.py files and package subdirectories + for filename in dirlist: + path = os.path.join(pathname, filename) + root, ext = os.path.splitext(filename) + if os.path.isdir(path): + if os.path.isfile(os.path.join(path, "__init__.py")): + # This is a package directory, add it + self.writepy( + path, basename, + filterfunc=filterfunc) # Recursive call + elif ext == ".py": + if filterfunc and not filterfunc(path): + if self.debug: + print('file %r skipped by filterfunc' % path) + continue + fname, arcname = self._get_codename( + path[0:-3], basename) + if self.debug: + print("Adding", arcname) + self.write(fname, arcname) + else: + # This is NOT a package directory, add its files at top level + if self.debug: + print("Adding files from directory", pathname) + for filename in sorted(os.listdir(pathname)): + path = os.path.join(pathname, filename) + root, ext = os.path.splitext(filename) + if ext == ".py": + if filterfunc and not filterfunc(path): + if self.debug: + print('file %r skipped by filterfunc' % path) + continue + fname, arcname = self._get_codename( + path[0:-3], basename) + if self.debug: + print("Adding", arcname) + self.write(fname, arcname) + else: + if pathname[-3:] != ".py": + raise RuntimeError( + 'Files added with writepy() must end with ".py"') + fname, arcname = self._get_codename(pathname[0:-3], basename) + if self.debug: + print("Adding file", arcname) + self.write(fname, arcname) + + def _get_codename(self, pathname, basename): + """Return (filename, archivename) for the path. + + Given a module name path, return the correct file path and + archive name, compiling if necessary. For example, given + /python/lib/string, return (/python/lib/string.pyc, string). + """ + def _compile(file, optimize=-1): + import py_compile + if self.debug: + print("Compiling", file) + try: + py_compile.compile(file, doraise=True, optimize=optimize) + except py_compile.PyCompileError as err: + print(err.msg) + return False + return True + + file_py = pathname + ".py" + file_pyc = pathname + ".pyc" + pycache_opt0 = importlib.util.cache_from_source(file_py, + optimization='') + pycache_opt1 = importlib.util.cache_from_source(file_py, + optimization=1) + pycache_opt2 = importlib.util.cache_from_source(file_py, + optimization=2) + if self._optimize == -1: + # legacy mode: use whatever file is present + if (os.path.isfile(file_pyc) and + os.stat(file_pyc).st_mtime >= os.stat(file_py).st_mtime): + # Use .pyc file. + arcname = fname = file_pyc + elif (os.path.isfile(pycache_opt0) and + os.stat(pycache_opt0).st_mtime >= os.stat(file_py).st_mtime): + # Use the __pycache__/*.pyc file, but write it to the legacy pyc + # file name in the archive. + fname = pycache_opt0 + arcname = file_pyc + elif (os.path.isfile(pycache_opt1) and + os.stat(pycache_opt1).st_mtime >= os.stat(file_py).st_mtime): + # Use the __pycache__/*.pyc file, but write it to the legacy pyc + # file name in the archive. + fname = pycache_opt1 + arcname = file_pyc + elif (os.path.isfile(pycache_opt2) and + os.stat(pycache_opt2).st_mtime >= os.stat(file_py).st_mtime): + # Use the __pycache__/*.pyc file, but write it to the legacy pyc + # file name in the archive. + fname = pycache_opt2 + arcname = file_pyc + else: + # Compile py into PEP 3147 pyc file. + if _compile(file_py): + if sys.flags.optimize == 0: + fname = pycache_opt0 + elif sys.flags.optimize == 1: + fname = pycache_opt1 + else: + fname = pycache_opt2 + arcname = file_pyc + else: + fname = arcname = file_py + else: + # new mode: use given optimization level + if self._optimize == 0: + fname = pycache_opt0 + arcname = file_pyc + else: + arcname = file_pyc + if self._optimize == 1: + fname = pycache_opt1 + elif self._optimize == 2: + fname = pycache_opt2 + else: + msg = "invalid value for 'optimize': {!r}".format( + self._optimize) + raise ValueError(msg) + if not (os.path.isfile(fname) + and os.stat(fname).st_mtime >= os.stat(file_py).st_mtime): + if not _compile(file_py, optimize=self._optimize): + fname = arcname = file_py + archivename = os.path.split(arcname)[1] + if basename: + archivename = "%s/%s" % (basename, archivename) + return (fname, archivename) + + +def _parents(path): + """ + Given a path with elements separated by + posixpath.sep, generate all parents of that path. + + >>> list(_parents('b/d')) + ['b'] + >>> list(_parents('/b/d/')) + ['/b'] + >>> list(_parents('b/d/f/')) + ['b/d', 'b'] + >>> list(_parents('b')) + [] + >>> list(_parents('')) + [] + """ + return itertools.islice(_ancestry(path), 1, None) + + +def _ancestry(path): + """ + Given a path with elements separated by + posixpath.sep, generate all elements of that path + + >>> list(_ancestry('b/d')) + ['b/d', 'b'] + >>> list(_ancestry('/b/d/')) + ['/b/d', '/b'] + >>> list(_ancestry('b/d/f/')) + ['b/d/f', 'b/d', 'b'] + >>> list(_ancestry('b')) + ['b'] + >>> list(_ancestry('')) + [] + """ + path = path.rstrip(posixpath.sep) + while path and path != posixpath.sep: + yield path + path, tail = posixpath.split(path) + + +_dedupe = dict.fromkeys +"""Deduplicate an iterable in original order""" + + +def _difference(minuend, subtrahend): + """ + Return items in minuend not in subtrahend, retaining order + with O(1) lookup. + """ + return itertools.filterfalse(set(subtrahend).__contains__, minuend) + + +class CompleteDirs(ZipFile): + """ + A ZipFile subclass that ensures that implied directories + are always included in the namelist. + """ + @staticmethod + def _implied_dirs(names): + parents = itertools.chain.from_iterable(map(_parents, names)) + as_dirs = (p + posixpath.sep for p in parents) + return _dedupe(_difference(as_dirs, names)) + + def namelist(self): + names = super(CompleteDirs, self).namelist() + return names + list(self._implied_dirs(names)) + + def _name_set(self): + return set(self.namelist()) + + def resolve_dir(self, name): + """ + If the name represents a directory, return that name + as a directory (with the trailing slash). + """ + names = self._name_set() + dirname = name + '/' + dir_match = name not in names and dirname in names + return dirname if dir_match else name + + @classmethod + def make(cls, source): + """ + Given a source (filename or zipfile), return an + appropriate CompleteDirs subclass. + """ + if isinstance(source, CompleteDirs): + return source + + if not isinstance(source, ZipFile): + return cls(source) + + # Only allow for FastPath when supplied zipfile is read-only + if 'r' not in source.mode: + cls = CompleteDirs + + res = cls.__new__(cls) + vars(res).update(vars(source)) + return res + + +class FastLookup(CompleteDirs): + """ + ZipFile subclass to ensure implicit + dirs exist and are resolved rapidly. + """ + def namelist(self): + with contextlib.suppress(AttributeError): + return self.__names + self.__names = super(FastLookup, self).namelist() + return self.__names + + def _name_set(self): + with contextlib.suppress(AttributeError): + return self.__lookup + self.__lookup = super(FastLookup, self)._name_set() + return self.__lookup + + +class Path: + """ + A pathlib-compatible interface for zip files. + + Consider a zip file with this structure:: + + . + ├── a.txt + └── b + ├── c.txt + └── d + └── e.txt + + >>> data = io.BytesIO() + >>> zf = ZipFile(data, 'w') + >>> zf.writestr('a.txt', 'content of a') + >>> zf.writestr('b/c.txt', 'content of c') + >>> zf.writestr('b/d/e.txt', 'content of e') + >>> zf.filename = 'abcde.zip' + + Path accepts the zipfile object itself or a filename + + >>> root = Path(zf) + + From there, several path operations are available. + + Directory iteration (including the zip file itself): + + >>> a, b = root.iterdir() + >>> a + Path('abcde.zip', 'a.txt') + >>> b + Path('abcde.zip', 'b/') + + name property: + + >>> b.name + 'b' + + join with divide operator: + + >>> c = b / 'c.txt' + >>> c + Path('abcde.zip', 'b/c.txt') + >>> c.name + 'c.txt' + + Read text: + + >>> c.read_text() + 'content of c' + + existence: + + >>> c.exists() + True + >>> (b / 'missing.txt').exists() + False + + Coercion to string: + + >>> str(c) + 'abcde.zip/b/c.txt' + """ + + __repr = "{self.__class__.__name__}({self.root.filename!r}, {self.at!r})" + + def __init__(self, root, at=""): + self.root = FastLookup.make(root) + self.at = at + + @property + def open(self): + return functools.partial(self.root.open, self.at) + + @property + def name(self): + return posixpath.basename(self.at.rstrip("/")) + + def read_text(self, *args, **kwargs): + with self.open() as strm: + return io.TextIOWrapper(strm, *args, **kwargs).read() + + def read_bytes(self): + with self.open() as strm: + return strm.read() + + def _is_child(self, path): + return posixpath.dirname(path.at.rstrip("/")) == self.at.rstrip("/") + + def _next(self, at): + return Path(self.root, at) + + def is_dir(self): + return not self.at or self.at.endswith("/") + + def is_file(self): + return not self.is_dir() + + def exists(self): + return self.at in self.root._name_set() + + def iterdir(self): + if not self.is_dir(): + raise ValueError("Can't listdir a file") + subs = map(self._next, self.root.namelist()) + return filter(self._is_child, subs) + + def __str__(self): + return posixpath.join(self.root.filename, self.at) + + def __repr__(self): + return self.__repr.format(self=self) + + def joinpath(self, add): + next = posixpath.join(self.at, add) + return self._next(self.root.resolve_dir(next)) + + __truediv__ = joinpath + + @property + def parent(self): + parent_at = posixpath.dirname(self.at.rstrip('/')) + if parent_at: + parent_at += '/' + return self._next(parent_at) + + +def main(args=None): + import argparse + + description = 'A simple command-line interface for zipfile module.' + parser = argparse.ArgumentParser(description=description) + group = parser.add_mutually_exclusive_group(required=True) + group.add_argument('-l', + '--list', + metavar='', + help='Show listing of a zipfile') + group.add_argument('-e', + '--extract', + nargs=2, + metavar=('', ''), + help='Extract zipfile into target dir') + group.add_argument('-c', + '--create', + nargs='+', + metavar=('', ''), + help='Create zipfile from sources') + group.add_argument('-t', + '--test', + metavar='', + help='Test if a zipfile is valid') + args = parser.parse_args(args) + + if args.test is not None: + src = args.test + with ZipFile(src, 'r') as zf: + badfile = zf.testzip() + if badfile: + print("The following enclosed file is corrupted: {!r}".format( + badfile)) + print("Done testing") + + elif args.list is not None: + src = args.list + with ZipFile(src, 'r') as zf: + zf.printdir() + + elif args.extract is not None: + src, curdir = args.extract + with ZipFile(src, 'r') as zf: + zf.extractall(curdir) + + elif args.create is not None: + zip_name = args.create.pop(0) + files = args.create + + def addToZip(zf, path, zippath): + if os.path.isfile(path): + zf.write(path, zippath, ZIP_DEFLATED) + elif os.path.isdir(path): + if zippath: + zf.write(path, zippath) + for nm in sorted(os.listdir(path)): + addToZip(zf, os.path.join(path, nm), + os.path.join(zippath, nm)) + # else: ignore + + with ZipFile(zip_name, 'w') as zf: + for path in files: + zippath = os.path.basename(path) + if not zippath: + zippath = os.path.basename(os.path.dirname(path)) + if zippath in ('', os.curdir, os.pardir): + zippath = '' + addToZip(zf, path, zippath) + + +if __name__ == "__main__": + main() diff --git a/PublicReference/view/Dialog.py b/PublicReference/view/Dialog.py new file mode 100644 index 00000000..896a0e46 --- /dev/null +++ b/PublicReference/view/Dialog.py @@ -0,0 +1,139 @@ +from PublicReference.view.Page import Page + +from PyQt5.QtCore import * +from PyQt5.QtWidgets import * +from PyQt5.QtGui import * +from ..utils.constant import 标题背景, 标题字体 + +# title bar +TITLE_BAR_HEIGHT = 25 +TITLE_BUTTON_SIZE = 25 +TITLE_LABEL_SIZE = 25 +TITLE_BUTTON_WIDTH = 25 +TITLE_BUTTON_HEIGHT = 25 +TITLE_ICON_MAG = 10 + +RES_PATH = './ResourceFiles/img/UI/' + +TITLE_MIN_ICON = RES_PATH + "min.png" +TITLE_CLS_ICON = RES_PATH + "exit.png" + +WINDOW_DEFAULT_WIDTH = 800 +WINDOW_DEFAULT_HEIGHT = 480 + + +class Dialog(QMainWindow): + def __init__(self, client: Page): + super().__init__() + + self.hideOnClose = False + + icon = client.windowIcon() + + titleBar = self.createTitleBar() + + titleBar.setTitle(client.windowTitle()) + titleBar.setWidth(client.width()) + + titleBar.setIcon(icon.pixmap(icon.actualSize(QSize(32, 32)))) + + lay = QVBoxLayout() + lay.addWidget(titleBar) + lay.addWidget(client) + lay.setStretch(1, 100) + lay.setSpacing(0) + lay.setContentsMargins(0, 0, 0, 0) + + center = QWidget(self) + center.setLayout(lay) + + self.setCentralWidget(center) + self.setWindowTitle(client.windowTitle()) + self.setWindowIcon(icon) + self.setWindowFlags(Qt.FramelessWindowHint) + + def createTitleBar(self): + titleBar = QWidget() + titleBar.setStyleSheet('''QWidget{background:transparent}''') + label = QLabel(titleBar) + label.setStyleSheet(标题背景) + iconLabel = QLabel(titleBar) + titleLabel = QLabel(titleBar) + iconLabel.setText('纸飞机计算器') + # self.titleLabel.setStyleSheet('''QLabel{color:#9f8d5c}''') + + minButton = QPushButton(titleBar) + # restoreButton = QPushButton(self) + closeButton = QPushButton(titleBar) + + minButton.setFixedSize(TITLE_BUTTON_SIZE, TITLE_BUTTON_SIZE) + # self.restoreButton.setFixedSize(TITLE_BUTTON_SIZE, TITLE_BUTTON_SIZE); + closeButton.setFixedSize(TITLE_BUTTON_SIZE, TITLE_BUTTON_SIZE) + + iconLabel.setFixedSize(TITLE_LABEL_SIZE, TITLE_LABEL_SIZE) + iconLabel.setStyleSheet(标题字体) + + titleLabel.setFixedHeight(TITLE_LABEL_SIZE) + titleLabel.setStyleSheet(标题字体) + + iconLabel.setAlignment(Qt.AlignCenter) + titleLabel.setAlignment(Qt.AlignCenter) + + minButton.setIcon(QIcon(TITLE_MIN_ICON)) + closeButton.setIcon(QIcon(TITLE_CLS_ICON)) + + minButton.clicked.connect(self.showMinimized) + # self.restoreButton.clicked.connect(self.ShowRestoreWindow) + closeButton.clicked.connect(self.close) + + lay = QHBoxLayout(titleBar) + + lay.setSpacing(0) + lay.setContentsMargins(0, 0, 0, 0) + + lay.addWidget(iconLabel) + lay.addWidget(titleLabel) + lay.addWidget(minButton) + # self.lay.addWidget(self.restoreButton) + lay.addWidget(closeButton) + + titleBar.setLayout(lay) + + def setTitle(text): + titleLabel.setText(text) + + def setTitleStyle(style): + titleLabel.setStyleSheet(style) + + def setIcon(icon): + iconLabel.setPixmap( + icon.scaled(iconLabel.size() - + QSize(TITLE_ICON_MAG, TITLE_ICON_MAG))) + + def setWidth(width): + label.resize(width, TITLE_BAR_HEIGHT) + + titleBar.setTitle = setTitle + titleBar.setTitleStyle = setTitleStyle + titleBar.setIcon = setIcon + titleBar.setWidth = setWidth + + return titleBar + + def setHideOnClose(self, hideOnClose): + self.hideOnClose = hideOnClose + + def showEvent(self, event): + parent = self.parent() + if parent is not None: + rect = parent.geometry() + x = rect.x() + rect.width() / 2 - self.width() / 2 + y = rect.y() + rect.height() / 2 - self.height() / 2 + self.move(int(x), int(y)) + return super().showEvent(event) + + def closeEvent(self, event): + if (self.hideOnClose): + self.hide() + return + return super().closeEvent(event) diff --git a/PublicReference/view/DialogRegister.py b/PublicReference/view/DialogRegister.py new file mode 100644 index 00000000..d1cb186d --- /dev/null +++ b/PublicReference/view/DialogRegister.py @@ -0,0 +1,36 @@ +from .Page import Page +from .Dialog import * +from PyQt5.QtCore import * + + +class DialogRegister: + def __init__(self): + self.dialogs = {} + + def showDialog(self, name: str, client: Page, parent=None): + if self.dialogs.__contains__(name) == False: + if callable(client): # 如果传入函数 可以懒加载 + client = client() + dialog = Dialog(client) + client.setWindow(dialog) + dialog.setHideOnClose(True) + dialog.setWindowModality(Qt.WindowModality.WindowModal) + if (parent is not None): + dialog.setParent(parent) + self.dialogs[name] = dialog + self.dialogs[name].show() + + def dispose(self): + for name in self.dialogs.keys(): + dialog: Dialog = self.dialogs[name] + dialog.setHideOnClose(False) + dialog.close() + self.dialogs.clear() + + def close(self, name: str): + if self.dialogs.__contains__(name): + dialog = self.dialogs[name] + dialog.close() + + +DefaultDialogRegister = DialogRegister() diff --git a/PublicReference/view/MainWindow.py b/PublicReference/view/MainWindow.py new file mode 100644 index 00000000..8e1ce174 --- /dev/null +++ b/PublicReference/view/MainWindow.py @@ -0,0 +1,50 @@ +import sys +from .TitleBar import * + + +class MainWindow(QMainWindow): + def __init__(self, client): + super().__init__() + self.InitializeWindow(client) + + def InitializeWindow(self, client): + self.setWindowTitle(client.windowTitle()) + self.icon = client.windowIcon() + self.setWindowIcon(self.icon) + self.setWindowFlags(Qt.FramelessWindowHint) + self.InitializeViews(client) + + def InitializeViews(self, client): + self.client = client + self.titleBar = TitleBar(self) + self.center = QWidget(self) + self.setCentralWidget(self.center) + + self.lay = QVBoxLayout() + self.center.setLayout(self.lay) + + self.lay.addWidget(self.titleBar) + self.lay.addWidget(self.client) + self.lay.setStretch(1, 100) + self.lay.setSpacing(0) + self.lay.setContentsMargins(0, 0, 0, 0) + + self.titleBar.SetTitle(client.windowTitle()) + self.titleBar.SetWidth(client.width()) + + self.titleBar.SetIcon( + self.icon.pixmap(self.icon.actualSize(QSize(32, 32)))) + + def closeEvent(self, event): + self.client.close() + super().close() + + # def LoadStyleFromQss(self, f): + # file = open(f) + # lines = file.readlines() + # file.close() + # res = '' + # for line in lines: + # res += line + + # return res diff --git a/PublicReference/view/NotificationButton.py b/PublicReference/view/NotificationButton.py new file mode 100644 index 00000000..d2f8f7fc --- /dev/null +++ b/PublicReference/view/NotificationButton.py @@ -0,0 +1,24 @@ +from PyQt5.QtGui import * +from PublicReference.common import * + + +class ConfirmButton(QPushButton): + def __init__(self, *args, **kwargs): + super().__init__(*args, **kwargs) + self.setEnabled(False) + # self.setText("test") + self.time = QTimer(self) + self.count = 10 + self.time.setInterval(1000) + self.time.timeout.connect(self.Refresh) + self.time.start() + + def Refresh(self): + # print(self.count) + if self.count > 0: + self.setText("(" + str(self.count) + "s) 确认") + self.count -= 1 + else: + self.time.stop() + self.setEnabled(True) + self.setText("确认") diff --git a/PublicReference/view/Page.py b/PublicReference/view/Page.py new file mode 100644 index 00000000..a3bd9ba8 --- /dev/null +++ b/PublicReference/view/Page.py @@ -0,0 +1,21 @@ +from PyQt5.QtCore import * +from PyQt5.QtWidgets import * +from PyQt5.QtGui import * + + +class Page(QWidget): + def setName(self, name): + self.__name = name + + def name(self): + return self.__name + + def setWindow(self, window: QWindow): + self.__window = window + + def window(self): + return self.__window + + def closeWindow(self): + if self.__window is not None: + self.__window.close() diff --git a/PublicReference/view/TitleBar.py b/PublicReference/view/TitleBar.py new file mode 100644 index 00000000..e40a3e3e --- /dev/null +++ b/PublicReference/view/TitleBar.py @@ -0,0 +1,132 @@ +import sys +from PyQt5.QtCore import * +from PyQt5.QtWidgets import * +from PyQt5.QtGui import * +from PublicReference.utils.constant import 标题背景, 标题字体 + +RES_PATH = './ResourceFiles/img/UI/' + +# title bar +TITLE_BAR_HEIGHT = 25 +TITLE_BUTTON_SIZE = 25 +TITLE_LABEL_SIZE = 25 +TITLE_BUTTON_WIDTH = 25 +TITLE_BUTTON_HEIGHT = 25 +TITLE_ICON_MAG = 10 + +TITLE_MIN_ICON = RES_PATH + "min.png" +TITLE_CLS_ICON = RES_PATH + "exit.png" + +WINDOW_DEFAULT_WIDTH = 800 +WINDOW_DEFAULT_HEIGHT = 480 + + +class TitleBar(QWidget): + def __init__(self, parent): + super(TitleBar, self).__init__() + self.win = parent + self.InitializeWindow() + + def InitializeWindow(self): + self.isPressed = False + self.setFixedHeight(TITLE_BAR_HEIGHT) + self.InitializeViews() + pass + + def InitializeViews(self): + + self.setStyleSheet('''QWidget{background:transparent}''') + self.label = QLabel(self) + self.label.setStyleSheet(标题背景) + self.iconLabel = QLabel(self) + self.titleLabel = QLabel(self) + self.iconLabel.setText('纸飞机计算器') + # self.titleLabel.setStyleSheet('''QLabel{color:#9f8d5c}''') + + self.minButton = QPushButton(self) + self.restoreButton = QPushButton(self) + self.closeButton = QPushButton(self) + + self.minButton.setFixedSize(TITLE_BUTTON_SIZE, TITLE_BUTTON_SIZE) + # self.restoreButton.setFixedSize(TITLE_BUTTON_SIZE, TITLE_BUTTON_SIZE); + self.closeButton.setFixedSize(TITLE_BUTTON_SIZE, TITLE_BUTTON_SIZE) + + self.iconLabel.setFixedSize(TITLE_LABEL_SIZE, TITLE_LABEL_SIZE) + self.titleLabel.setFixedHeight(TITLE_LABEL_SIZE) + + self.iconLabel.setAlignment(Qt.AlignCenter) + self.titleLabel.setAlignment(Qt.AlignCenter) + + self.minButton.setIcon(QIcon(TITLE_MIN_ICON)) + self.closeButton.setIcon(QIcon(TITLE_CLS_ICON)) + + self.minButton.clicked.connect(self.ShowMininizedWindow) + # self.restoreButton.clicked.connect(self.ShowRestoreWindow) + self.closeButton.clicked.connect(self.CloseWindow) + + self.lay = QHBoxLayout(self) + self.setLayout(self.lay) + + self.lay.setSpacing(0) + self.lay.setContentsMargins(0, 0, 0, 0) + + self.lay.addWidget(self.iconLabel) + self.iconLabel.setStyleSheet(标题字体) + self.lay.addWidget(self.titleLabel) + self.titleLabel.setStyleSheet(标题字体) + self.lay.addWidget(self.minButton) + # self.lay.addWidget(self.restoreButton) + self.lay.addWidget(self.closeButton) + + def ShowMininizedWindow(self): + self.win.showMinimized() + + def SetWidth(self, width): + self.label.resize(width, TITLE_BAR_HEIGHT) + + def ShowMaximizedWindow(self): + self.win.showMaximized() + + def ShowRestoreWindow(self): + if self.win.isMaximized(): + self.win.showNormal() + else: + self.win.showMaximized() + + def CloseWindow(self): + self.win.close() + + def SetTitle(self, str): + self.titleLabel.setText(str) + + def SetTitleStyle(self, str): + self.titleLabel.setStyleSheet(str) + + def SetIcon(self, pix): + self.iconLabel.setPixmap( + pix.scaled(self.iconLabel.size() - + QSize(TITLE_ICON_MAG, TITLE_ICON_MAG))) + + # def mouseDoubleClickEvent(self, event): + # self.ShowRestoreWindow() + # return QWidget().mouseDoubleClickEvent(event) + + def mousePressEvent(self, event): + self.isPressed = True + self.startPos = event.globalPos() + return QWidget().mousePressEvent(event) + + def mouseReleaseEvent(self, event): + self.isPressed = False + return QWidget().mouseReleaseEvent(event) + + def mouseMoveEvent(self, event): + if self.isPressed: + if self.win.isMaximized: + self.win.showNormal() + + movePos = event.globalPos() - self.startPos + self.startPos = event.globalPos() + self.win.move(self.win.pos() + movePos) + + return QWidget().mouseMoveEvent(event) diff --git a/README.en.md b/README.en.md deleted file mode 100644 index e1973044..00000000 --- a/README.en.md +++ /dev/null @@ -1,36 +0,0 @@ -# DNFCalculator - -#### Description -{**When you're done, you can delete the content in this README and update the file with details for others getting started with your repository**} - -#### Software Architecture -Software architecture description - -#### Installation - -1. xxxx -2. xxxx -3. xxxx - -#### Instructions - -1. xxxx -2. xxxx -3. xxxx - -#### Contribution - -1. Fork the repository -2. Create Feat_xxx branch -3. Commit your code -4. Create Pull Request - - -#### Gitee Feature - -1. You can use Readme\_XXX.md to support different languages, such as Readme\_en.md, Readme\_zh.md -2. Gitee blog [blog.gitee.com](https://blog.gitee.com) -3. Explore open source project [https://gitee.com/explore](https://gitee.com/explore) -4. The most valuable open source project [GVP](https://gitee.com/gvp) -5. The manual of Gitee [https://gitee.com/help](https://gitee.com/help) -6. The most popular members [https://gitee.com/gitee-stars/](https://gitee.com/gitee-stars/) diff --git a/README.md b/README.md index ee1b8e61..1b63736a 100644 --- a/README.md +++ b/README.md @@ -1,39 +1,127 @@ -# DNFCalculator - -#### 介绍 -{**以下是 Gitee 平台说明,您可以替换此简介** -Gitee 是 OSCHINA 推出的基于 Git 的代码托管平台(同时支持 SVN)。专为开发者提供稳定、高效、安全的云端软件开发协作平台 -无论是个人、团队、或是企业,都能够用 Gitee 实现代码托管、项目管理、协作开发。企业项目请看 [https://gitee.com/enterprises](https://gitee.com/enterprises)} - -#### 软件架构 -软件架构说明 - - -#### 安装教程 - -1. xxxx -2. xxxx -3. xxxx - -#### 使用说明 - -1. xxxx -2. xxxx -3. xxxx - -#### 参与贡献 - -1. Fork 本仓库 -2. 新建 Feat_xxx 分支 -3. 提交代码 -4. 新建 Pull Request - - -#### 特技 - -1. 使用 Readme\_XXX.md 来支持不同的语言,例如 Readme\_en.md, Readme\_zh.md -2. Gitee 官方博客 [blog.gitee.com](https://blog.gitee.com) -3. 你可以 [https://gitee.com/explore](https://gitee.com/explore) 这个地址来了解 Gitee 上的优秀开源项目 -4. [GVP](https://gitee.com/gvp) 全称是 Gitee 最有价值开源项目,是综合评定出的优秀开源项目 -5. Gitee 官方提供的使用手册 [https://gitee.com/help](https://gitee.com/help) -6. Gitee 封面人物是一档用来展示 Gitee 会员风采的栏目 [https://gitee.com/gitee-stars/](https://gitee.com/gitee-stars/) +## 简介 + +此项目为 DNF 装备搭配及伤害计算提供便利的工具 +执行程序下载:https://wwx.lanzoux.com/b01bfj76f 或 https://www.lanzoux.com/b01bfj76f +python(3.8)编写,使用 pyqt5 图形 GUI 库 +主框架由纸飞机实现,西瓜协助修改,SCUDRT 对算法进行优化修改,风之凌殇添加多进程优化 + +## 依赖安装 + +安装[Python](https://www.python.org/),计算器开发使用的是 3.8 版本 +安装项目依赖 + +## 其余注意 + +择优相关加速,需自行将 PublicReference/preferred 的 C++ 的程序需要自己编译为 DLL 然后放到 InternalFile/DLL 目录 + +> pip install -i https://pypi.mirrors.ustc.edu.cn/simple/ -r requirements.txt + + + +## macOS 下运行方式 + +        直接在`Finder`中双击`run_mac.command`即可运行。 + +        或者在`终端(Terminal)`中,执行命令`python3.8 main.py`即可运行。 + +## 程序结构 + +|--  DNFCalculating +    |--  .gitignore +    |--  .gitmodules +    |--  .editorconfig +    |--  run_mac.command:macOS 下运行脚本 +    |--  CHANGELOG.md:程序更新记录 +    |--  LICENSE:开源许可 +    |--  main.py:程序主入口 +    |--  README.md:程序说明 +    |--  requirements.txt:项目依赖包 +    |--  Characters:职业实现目录 +    |--  PublicReference:公有引用方法 +    |   |--  base.py:输出职业公有实现方法 +    |   |--  base.py:奶系职业公有实现方法 +    |   |--  panel.py:奶系切装功能实现 +    |   |--  common.py:界面公有实现方法 +    |   |--  \_\_init\_\_.py:初始化文件,启用多线程及日志记录 +    |   |--  choise:选项设置 +    |   |   |-- 细节选项.py +    |   |   |-- 选项设置.py +    |   |   |-- 选项设置\_buff.py +    |   |--  equipment:装备设置 +    |   |   |--  basic_equ.py:装备公有类 +    |   |   |--  equ_list.py:装备列表 +    |   |   |-- 基础函数.py:各类隐藏基础公式 +    |   |   |-- 宠物.py +    |   |   |-- 宠物\_buff.py +    |   |   |-- 武器融合.py +    |   |   |-- 武器融合\_buff.py +    |   |   |-- 称号.py +    |   |   |-- 称号\_buff.py +    |   |   |-- 装备\_套装.py +    |   |   |-- 装备\_武器.py +    |   |   |-- 装备\_特殊.py +    |   |   |-- 装备\_防具.py +    |   |   |-- 装备\_首饰.py +    |   |   |-- 辟邪玉.py +    |   |   |-- 辟邪玉\_buff.py +    |   |   |-- 融合\_奥兹玛.py +    |   |   |-- 融合\_希洛克.py +    |   |--  preferred:择优 DLL 源码,需自行编译 +    |   |--  views:界面扩展类 +    |   |--  utils:工具类 +    |       |--  calc_core.py:装备寻优 +    |       |--  common.py:格式化时间 +    |       |--  config.py:配置读取 +    |       |--  constant.py:常量 +    |       |--  copy.py:深度拷贝 +    |       |--  img.py:常量图片 +    |       |--  MainWindow.py:自定义窗口 +    |       |--  minheap.py:最小堆排序 +    |       |--  producer_consumer.py:多进程 +    |       |--  TitleBar.py:自定义标题栏 +    |       |--  zipfile.py:压缩文件 +    |       |--  storex.py:存储数据,组件间通信 +    |       |--  LZextends.py:蓝奏云扩展 +    |--  ResourceFiles:资源文件夹 +    |   |-- 职业文件夹 +    |   |   |--  bg.jpg:背景图 +    |   |   |-- 人物.png:详情界面人物图 +    |   |   |--  reset:默认配置文件夹 +    |   |   |   |--  char.json:职业特有选项存档 +    |   |   |   |--  page_1.json:第一页选项存档 +    |   |   |   |--  page_2.json:第二页选项存档 +    |   |   |   |--  page_3.json:第三页选项存档 +    |   |   |   |--  page_4.json:第四页选项存档 +    |   |   |   |--  page_5.json:第五页选项存档 +    |   |   |   |--  page_6.json:第六页选项存档 +    |   |   |-- 技能:技能图标文件夹 +    |   |--  Config:配置文件夹 +    |   |   |-- 基础设置.ini +    |   |   |-- 攻击目标.ini +    |   |   |--  adventure_info.json:加载职业配置 +    |   |   |--  config.json:配置选项文件 +    |   |   |--  release_version.json:计算器版本 +    |   |--  img:公有图片 +    |   |   |--  logo.ico +    |   |   |-- 刀魂之卡赞.png +    |   |   |-- 觉醒选择.png +    |   |   |-- 输出背景.png +    |   |   |-- 输出背景\_BUFF.png +    |   |   |-- 远古记忆.png +    |   |   |-- 分类 +    |   |   |-- 头像 +    |   |   |-- 希洛克 +    |   |   |-- 装备 +    |   |--  Skins:计算器皮肤包 +    |--  Tools +        |-- 图标去白点.py +        |-- 神话融合图标拼接.py diff --git a/ResourceFiles/BUFF·神启·圣骑士/bg.jpg b/ResourceFiles/BUFF·神启·圣骑士/bg.jpg new file mode 100644 index 00000000..a0974529 Binary files /dev/null and b/ResourceFiles/BUFF·神启·圣骑士/bg.jpg differ diff --git a/ResourceFiles/BUFF·神启·圣骑士/reset/store.json b/ResourceFiles/BUFF·神启·圣骑士/reset/store.json new file mode 100644 index 00000000..ce4dacfe --- /dev/null +++ b/ResourceFiles/BUFF·神启·圣骑士/reset/store.json @@ -0,0 +1,325 @@ +{ + "/buffer/data/amplifies": [10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10], + "/buffer/data/self-select/column-count": null, + 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"一次觉醒": "机械战神", + "二次觉醒": "机械元首", + "三次觉醒": "重霄·机械师", + "显示名称": "重霄·机械师", + "类名": "重霄·机械师·男", + "类名2": "无", + "序号": "23", + "作者": "韩械", + "时间": "2020/6/13", + "备注": "" + }, + { + "职业系": "神枪手(男)", + "转职名称": "弹药专家(男)", + "一次觉醒": "大将军", + "二次觉醒": "战场统治者", + "三次觉醒": "重霄·弹药专家", + "显示名称": "重霄·弹药专家", + "类名": "重霄·弹药专家·男", + "类名2": "无", + "序号": "24", + "作者": "小一", + "时间": "2020/6/8", + "备注": "" + }, + { + "职业系": "神枪手(男)", + "转职名称": "", + "一次觉醒": "", + "二次觉醒": "", + "三次觉醒": "", + "显示名称": "重霄·合金战士", + "类名": "重霄·合金战士", + "类名2": "无", + "序号": "25", + "作者": "", + "时间": "", + "备注": "" + }, + { + "职业系": "神枪手(女)", + "转职名称": "漫游枪手(女)", + "一次觉醒": "沾血蔷薇", + "二次觉醒": "绯红玫瑰", + "三次觉醒": "重霄·漫游枪手", + "显示名称": "重霄·漫游枪手", + "类名": "重霄·漫游枪手·女", + "类名2": "无", + "序号": "26", + "作者": "纸飞机、一ye遮天", + "时间": "2020/6/8", + "备注": "" + }, + { + "职业系": "神枪手(女)", + "转职名称": "枪炮师(女)", + "一次觉醒": "重炮掌控者", + "二次觉醒": "风暴骑兵", + "三次觉醒": "重霄·枪炮师", + "显示名称": "重霄·枪炮师", + "类名": "重霄·枪炮师·女", + "类名2": "无", + "序号": "27", + "作者": "纸飞机", + "时间": 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"知源·冰结师", + "类名2": "无", + "序号": "32", + "作者": "平静", + "时间": "2020/6/27", + "备注": "" + }, + { + "职业系": "魔法师(男)", + "转职名称": "血法师", + "一次觉醒": "血狱伯爵", + "二次觉醒": "血狱君主", + "三次觉醒": "知源·血法师", + "显示名称": "知源·血法师", + "类名": "知源·血法师", + "类名2": "无", + "序号": "33", + "作者": "莫方、阿武", + "时间": "2020/7/11", + "备注": "" + }, + { + "职业系": "魔法师(男)", + "转职名称": "逐风者", + "一次觉醒": "御风者", + "二次觉醒": "风神", + "三次觉醒": "知源·逐风者", + "显示名称": "知源·逐风者", + "类名": "知源·逐风者", + "类名2": "无", + "序号": "34", + "作者": "龙卷风", + "时间": "2020/6/8", + "备注": "" + }, + { + "职业系": "魔法师(男)", + "转职名称": "次元行者", + "一次觉醒": "虚空行者 ", + "二次觉醒": "混沌行者", + "三次觉醒": "知源·次元行者", + "显示名称": "知源·次元行者", + "类名": "知源·次元行者", + "类名2": "无", + "序号": "35", + "作者": "洗具,感谢decosta", + "时间": "2020/7/3", + "备注": "" + }, + { + "职业系": "魔法师(女)", + "转职名称": "元素师", + "一次觉醒": "大魔导师", + "二次觉醒": "元素圣灵", + "三次觉醒": "知源·元素师", + "显示名称": "知源·元素师", + "类名": "知源·元素师", + "类名2": "无", + "序号": "36", + "作者": "碳末&平静", + "时间": "2020/6/8", + "备注": "" + }, + { + "职业系": "魔法师(女)", + "转职名称": "召唤师", + "一次觉醒": "月之女皇", + "二次觉醒": "月蚀", + "三次觉醒": "知源·召唤师", + "显示名称": "知源·召唤师", + "类名": "知源·召唤师", + "类名2": "无", + "序号": "37", + "作者": "Lizzy荔枝贝壳喵", + "时间": "2020/7/4", + "备注": "" + }, + { + "职业系": "魔法师(女)", + "转职名称": "战斗法师", + "一次觉醒": "贝亚娜斗神", + "二次觉醒": "伊斯塔战灵", + "三次觉醒": "知源·战斗法师", + "显示名称": "知源·战斗法师", + "类名": "知源·战斗法师", + "类名2": "无", + "序号": "38", + "作者": "Lizzy荔枝贝壳喵", + "时间": "2020/7/1", + "备注": "" + }, + { + "职业系": "魔法师(女)", + "转职名称": "魔道学者", + "一次觉醒": "魔术师", + "二次觉醒": "古灵精怪", + "三次觉醒": "知源·魔道学者", + "显示名称": "知源·魔道学者", + "类名": "知源·魔道学者", + "类名2": "无", + "序号": "39", + "作者": "极脂の魔道", + "时间": "2020/6/29", + "备注": "" + }, + { + "职业系": "魔法师(女)", + "转职名称": "小魔女", + "一次觉醒": "暗黑少女", + "二次觉醒": "冥月女神", + "三次觉醒": "知源·小魔女", + "显示名称": "知源·小魔女", + "类名": "知源·小魔女", + "类名2": "战斗·知源·小魔女", + "类名3": "无", + "类名4": "无", + "序号": "40", + "作者": "纸飞机、天府星、时光", + "时间": "2020/6/29", + "备注": "" + }, + { + "职业系": "圣职者(男)", + "转职名称": "圣骑士(男)", + "一次觉醒": "天启者", + "二次觉醒": "神思者", + "三次觉醒": "神启·圣骑士", + "显示名称": "神启·圣骑士", + "类名": "BUFF·神启·圣骑士", + "类名2": "战斗·神启·圣骑士", + "类名3": "无", + "类名4": "无", + "序号": "41", + "作者": "纸飞机、天府星、时光/Paxis", + "时间": "2020/6/14", + "备注": "" + }, + { + "职业系": "圣职者(男)", + "转职名称": "蓝拳圣使", + "一次觉醒": "神之手", + "二次觉醒": "正义仲裁者", + "三次觉醒": "神启·蓝拳圣使", + "显示名称": "神启·蓝拳圣使", + "类名": "神启·蓝拳圣使", + "类名2": "无", + "序号": "42", + "作者": "亚索", + "时间": "2020/7/1", + "备注": "" + }, + { + "职业系": "圣职者(男)", + "转职名称": "驱魔师", + "一次觉醒": "龙斗士", + "二次觉醒": "真龙星君", + "三次觉醒": "神启·驱魔师", + "显示名称": "神启·驱魔师", + "类名": "神启·驱魔师", + "类名2": "无", + "序号": "43", + "作者": "Paxis", + "时间": "2020/6/17", + "备注": "" + }, + { + "职业系": "圣职者(男)", + "转职名称": "复仇者", + "一次觉醒": "末日审判者", + "二次觉醒": "永生者", + "三次觉醒": "神启·复仇者", + "显示名称": "神启·复仇者", + "类名": "神启·复仇者", + "类名2": "无", + "序号": "44", + "作者": "亚索", + "时间": "2020/7/1", + "备注": "" + }, + { + "职业系": "圣职者(男)", + "转职名称": "", + "一次觉醒": "", + "二次觉醒": "", + "三次觉醒": "", + "显示名称": "", + "类名": "空", + "类名2": "无", + "序号": "45", + "作者": "", + "时间": "", + "备注": "" + }, + { + "职业系": "圣职者(女)", + "转职名称": "圣骑士(女)", + "一次觉醒": "福音传道者", + "二次觉醒": "炽天使", + "三次觉醒": "神启·圣骑士", + "显示名称": "神启·圣骑士", + "类名": "神启·圣骑士", + "类名2": "无", + "序号": "46", + "作者": "纸飞机、天府星、时光", + "时间": "2020/6/13", + "备注": "" + }, + { + "职业系": "圣职者(女)", + "转职名称": "异端审判者", + "一次觉醒": "神焰处刑官", + "二次觉醒": "炎狱裁决者", + "三次觉醒": "神启·异端审判者", + "显示名称": "神启·异端审判者", + "类名": "神启·异端审判者", + "类名2": "无", + "序号": "47", + "作者": "熬夜砍树、乐于驴", + "时间": "2020/7/6", + "备注": "" + }, + { + "职业系": "圣职者(女)", + "转职名称": "巫女", + "一次觉醒": "神女", + "二次觉醒": "神龙天女", + "三次觉醒": "神启·巫女", + "显示名称": "神启·巫女", + "类名": "神启·巫女", + "类名2": "无", + "序号": "48", + "作者": "贰肆/浅笑", + "时间": "2020/6/21", + "备注": "" + }, + { + "职业系": "圣职者(女)", + "转职名称": "诱魔者", + "一次觉醒": "断罪者", + "二次觉醒": "救世主", + "三次觉醒": "神启·诱魔者", + "显示名称": "神启·诱魔者", + "类名": "神启·诱魔者", + "类名2": "无", + "序号": "49", + "作者": "千景", + "时间": "2020/6/21", + "备注": "" + }, + { + "职业系": "圣职者(女)", + "转职名称": "", + "一次觉醒": "", + "二次觉醒": "", + "三次觉醒": "", + "显示名称": "", + "类名": "空", + "类名2": "无", + "序号": "50", + "作者": "", + "时间": "", + "备注": "" + }, + { + "职业系": "暗夜使者", + "转职名称": "刺客", + "一次觉醒": "银月", + "二次觉醒": "月影星劫", + "三次觉醒": "隐夜·刺客", + "显示名称": "隐夜·刺客", + "类名": "隐夜·刺客", + "类名2": "无", + "序号": "51", + "作者": "卡通、轩轩、纸飞机", + "时间": "2020/7/11", + "备注": "" + }, + { + "职业系": "暗夜使者", + "转职名称": "死灵术士", + "一次觉醒": "灵魂收割者", + "二次觉醒": "亡魂主宰", + "三次觉醒": "隐夜·死灵术士", + "显示名称": "隐夜·死灵术士", + "类名": "隐夜·死灵术士", + "类名2": "无", + "序号": "52", + "作者": "一定要玩混沌魔灵", + "时间": "2020/7/4", + "备注": "" + }, + { + "职业系": "暗夜使者", + "转职名称": "忍者", + "一次觉醒": "毕方之炎", + "二次觉醒": "不知火", + "三次觉醒": "隐夜·忍者", + "显示名称": "隐夜·忍者", + "类名": "隐夜·忍者", + "类名2": "无", + "序号": "53", + "作者": "平静、一定要玩混沌魔灵", + "时间": "2020/6/17", + "备注": "" + }, + { + "职业系": "暗夜使者", + "转职名称": "影舞者", + "一次觉醒": "梦魇", + "二次觉醒": "幽冥", + "三次觉醒": "隐夜·影舞者", + "显示名称": "隐夜·影舞者", + "类名": "隐夜·影舞者", + "类名2": "无", + "序号": "54", + "作者": "一定要玩混沌魔灵", + "时间": "2020/6/21", + "备注": "" + }, + { + "职业系": "暗夜使者", + "转职名称": "", + "一次觉醒": "", + "二次觉醒": "", + "三次觉醒": "", + "显示名称": "", + "类名": "空", + "类名2": "无", + "序号": "55", + "作者": "", + "时间": "", + "备注": "" + }, + { + "职业系": "守护者", + "转职名称": "精灵骑士", + "一次觉醒": "星辰之光", + "二次觉醒": "大地女神", + "三次觉醒": "", + "显示名称": "皓曦·精灵骑士", + "类名": "皓曦·精灵骑士", + "类名2": "无", + "序号": "56", + "作者": "疯", + "时间": "2020/6/13", + "备注": "" + }, + { + "职业系": "守护者", + "转职名称": "混沌魔灵", + "一次觉醒": "黑魔后", + "二次觉醒": "黑曜神", + "三次觉醒": "皓曦·混沌魔灵", + "显示名称": "皓曦·混沌魔灵", + "类名": "皓曦·混沌魔灵", + "类名2": "无", + "序号": "57", + "作者": "一定要玩混沌魔灵", + "时间": "2020/6/12", + "备注": "" + }, + { + "职业系": "守护者", + "转职名称": "帕拉丁", + "一次觉醒": "曙光", + "二次觉醒": "破晓女神", + "三次觉醒": "皓曦·帕拉丁", + "显示名称": "皓曦·帕拉丁", + "类名": "皓曦·帕拉丁", + "类名2": "无", + "序号": "58", + "作者": "疯", + "时间": "2020/6/13", + "备注": "" + }, + { + "职业系": "守护者", + "转职名称": "龙骑士", + "一次觉醒": "龙皇", + "二次觉醒": "龙神", + "三次觉醒": "皓曦·龙骑士", + "显示名称": "皓曦·龙骑士", + "类名": "皓曦·龙骑士", + "类名2": "无", + "序号": "59", + "作者": "浅笑", + "时间": "2020/6/13", + "备注": "" + }, + { + "职业系": "守护者", + "转职名称": "", + "一次觉醒": "", + "二次觉醒": "", + "三次觉醒": "", + "显示名称": "", + "类名": "空", + "类名2": "无", + "序号": "60", + "作者": "", + "时间": "", + "备注": "" + }, + { + "职业系": "魔枪士", + "转职名称": "征战者", + "一次觉醒": "战魂", + "二次觉醒": "不灭战神", + "三次觉醒": "千魂·征战者", + "显示名称": "千魂·征战者", + "类名": "千魂·征战者", + "类名2": "无", + "序号": "61", + "作者": "球", + "时间": "2020/7/4", + "备注": "" + }, + { + "职业系": "魔枪士", + "转职名称": "决战者", + "一次觉醒": "无双之魂 ", + "二次觉醒": "圣武枪魂", + "三次觉醒": "千魂·决战者", + "显示名称": "千魂·决战者", + "类名": "千魂·决战者", + "类名2": "无", + "序号": "62", + "作者": "纸飞机、爱敏", + "时间": "2020/7/4", + "备注": "" + }, + { + "职业系": "魔枪士", + "转职名称": "狩猎者", + "一次觉醒": "征服之魂", + "二次觉醒": "屠戮之魂", + "三次觉醒": "千魂·狩猎者", + "显示名称": "千魂·狩猎者", + "类名": "千魂·狩猎者", + "类名2": "无", + "序号": "63", + "作者": "纸飞机、爱敏", + "时间": "2020/6/8", + "备注": "" + }, + { + "职业系": "魔枪士", + "转职名称": "暗枪士", + "一次觉醒": "狂怒恶鬼", + "二次觉醒": "幽影夜神", + "三次觉醒": "千魂·暗枪士", + "显示名称": "千魂·暗枪士", + "类名": "千魂·暗枪士", + "类名2": "无", + "序号": "64", + "作者": "纸飞机、爱敏", + "时间": "2020/7/4", + "备注": "" + }, + { + "职业系": "魔枪士", + "转职名称": "", + "一次觉醒": "", + "二次觉醒": "", + "三次觉醒": "", + "显示名称": "", + "类名": "空", + "类名2": "无", + "序号": "65", + "作者": "", + "时间": "", + "备注": "" + }, + { + "职业系": "枪剑士", + "转职名称": "暗刃 ", + "一次觉醒": "统御者", + "二次觉醒": "铁血统帅", + "三次觉醒": "苍暮·暗刃", + "显示名称": "苍暮·暗刃", + "类名": "苍暮·暗刃", + "类名2": "无", + "序号": "66", + "作者": "熬夜砍树", + "时间": "2020/6/22", + "备注": "" + }, + { + "职业系": "枪剑士", + "转职名称": "特工", + "一次觉醒": "绝命谍影", + "二次觉醒": "弑心镇魂者", + "三次觉醒": "苍暮·特工", + "显示名称": "苍暮·特工", + "类名": "苍暮·特工", + "类名2": "无", + "序号": "67", + "作者": "碳末", + "时间": "2020/6/12", + "备注": "" + }, + { + "职业系": "枪剑士", + "转职名称": "战线佣兵 ", + "一次觉醒": "战场王牌", + "二次觉醒": "巅峰狂徒", + "三次觉醒": "苍暮·战线佣兵", + "显示名称": "苍暮·战线佣兵", + "类名": "苍暮·战线佣兵", + "类名2": "无", + "序号": "68", + "作者": "熬夜砍树", + "时间": "2020/6/25", + "备注": "" + }, + { + "职业系": "枪剑士", + "转职名称": "源能专家", + "一次觉醒": "源力掌控者", + "二次觉醒": "未来开拓者", + "三次觉醒": "苍暮·源能专家", + "显示名称": "苍暮·源能专家", + "类名": "苍暮·源能专家", + "类名2": "无", + "序号": "69", + "作者": "熬夜砍树", + "时间": "2020/7/1", + "备注": "" + }, + { + "职业系": "枪剑士", + "转职名称": "", + "一次觉醒": "", + "二次觉醒": "", + "三次觉醒": "", + "显示名称": "", + "类名": "空", + "类名2": "无", + "序号": "70", + "作者": "", + "时间": "", + "备注": "" + }, + { + "职业系": "外传", + "转职名称": "缔造者", + "一次觉醒": "", + "二次觉醒": "", + "三次觉醒": "", + "显示名称": "知源·缔造者", + "类名": "知源·缔造者", + "类名2": "无", + "序号": "71", + "作者": "时雨、🐎、纸飞机", + "时间": "2020/7/4", + "备注": "" + }, + { + "职业系": "外传", + "转职名称": "黑暗武士", + "一次觉醒": "", + "二次觉醒": "", + "三次觉醒": "", + "显示名称": "极诣·黑暗武士", + "类名": "极诣·黑暗武士", + "类名2": "无", + "序号": "72", + "作者": "亚索", + "时间": "2020/7/4", + "备注": "" + }, + { + "职业系": "外传", + "转职名称": "", + "一次觉醒": "", + "二次觉醒": "", + "三次觉醒": "", + "显示名称": "", + "类名": "空", + "类名2": "无", + "序号": "73", + "作者": "", + "时间": "", + "备注": "" + }, + { + "职业系": "外传", + "转职名称": "", + "一次觉醒": "", + "二次觉醒": "", + "三次觉醒": "", + "显示名称": "", + "类名": "空", + "类名2": "无", + "序号": "74", + "作者": "", + "时间": "", + "备注": "" + }, + { + "职业系": "外传", + "转职名称": "", + "一次觉醒": "", + "二次觉醒": "", + "三次觉醒": "", + "显示名称": "", + "类名": "空", + "类名2": "无", + "序号": "75", + "作者": "", + "时间": "", + "备注": "" + } +] diff --git a/ResourceFiles/Config/config.json b/ResourceFiles/Config/config.json new file mode 100644 index 00000000..efa7e28e --- /dev/null +++ b/ResourceFiles/Config/config.json @@ -0,0 +1,86 @@ +[ + { + "名称": "窗口显示", + "选项": ["基础", "两倍"], + "说明": "控制是否两倍缩放(需要系统缩放设置为150%显示或以上)", + "default": 0 + }, + { + "名称": "夜雨黑瞳", + "选项": ["显示", "隐藏"], + "说明": "是否显示夜雨黑瞳武器", + "default": 1 + }, + { + "名称": "切装模式", + "选项": ["关闭", "开启"], + "说明": "是否开启输出系切装模式", + "default": 0 + }, + { + "名称": "输出数据", + "选项": ["不输出", "输出"], + "说明": "计算时是否同步输出排行界面的搭配和伤害数据到csv", + "default": 0 + }, + { + "名称": "调试开关", + "选项": ["关闭", "开启"], + "说明": "不计算装备属性,武器类型为角色武器选项第一个", + "default": 0 + }, + { + "名称": "皮肤版本", + "选项": ["DNFStyle", "LightStyle", "None"], + "说明": "切换皮肤版本,DNFStyle:深色DNF样式,LightStyle:浅色样式,None:无任何样式", + "default": 0 + }, + { + "名称": "屏蔽三觉", + "选项": ["隐藏", "显示"], + "说明": "是否显示三觉屏蔽选项", + "default": 0 + }, + { + "名称": "武器排名", + "选项": ["关闭", "开启"], + "说明": "排行里每把武器只会出现一次", + "default": 0 + }, + { + "名称": "检查更新", + "选项": ["开启", "关闭"], + "说明": "软件启动时是否自动检查更新(关闭后请手动检查更新)", + "default": 0 + }, + { + "名称": "天劫光环", + "选项": ["关闭", "开启"], + "说明": "天劫套装是否计算减防减抗", + "default": 0 + }, + { + "名称": "战术之王", + "选项": ["40%", "45%", "50%", "55%"], + "说明": "战术之王套装白字选择", + "default": 0 + }, + { + "名称": "天御之灾", + "选项": ["平均值", "属性白字", "普通白字"], + "说明": "天御之灾套装效果选择", + "default": 0 + }, + { + "名称": "千蛛碎影", + "选项": ["关闭", "开启"], + "说明": "千蛛碎影固定减防是否计算", + "default": 0 + }, + { + "名称": "多语言", + "选项": ["中文", "韩文(한국어)"], + "说明": "多语言开关,开启后会启用ResourceFiles/Config/language/language.json的对照文本", + "default": 0 + } +] diff --git a/ResourceFiles/Config/language/config.json b/ResourceFiles/Config/language/config.json new file mode 100644 index 00000000..541092a0 --- /dev/null +++ b/ResourceFiles/Config/language/config.json @@ -0,0 +1,86 @@ +[ + { + "名称": "창구표시", + "选项": ["기본", "기본"], + "说明": "두 배의 크기 조정 여 부 를 제어 합 니 다. (시스템 크기 조정 이 150% 이상 이 어야 합 니 다.)", + "default": 0 + }, + { + "名称": "흑천의 주인 무기", + "选项": ["표시", "숨기"], + "说明": "흑천의 주인 무기을 표시 여부", + "default": 1 + }, + { + "名称": "장비 전환 모드", + "选项": ["끄기", "켜기"], + "说明": "장비 전환 모드 오픈 여부", + "default": 0 + }, + { + "名称": "데이터 출력", + "选项": ["데이터 출력", "출력"], + "说明": "계산 시 출력 순위 인터페이스의 조합 과 데 미 지 데 이 터 를 csv 로 동기 화 할 지 여부", + "default": 0 + }, + { + "名称": "디버그 스위치", + "选项": ["끄기", "끄기"], + "说明": "장비 속성 을 계산 하지 않 습 니 다. 무기 유형 은 캐릭터 무기 옵션 첫 번 째 입 니 다", + "default": 0 + }, + { + "名称": "스킨 스타일", + "选项": ["DNFStyle", "LightStyle", "None"], + "说明": "스킨 스타일 스위치,DNFStyle:짙은 색 DNF 스타일,LightStyle:연한 색 스타일,None:스타일 없이", + "default": 0 + }, + { + "名称": "미진각", + "选项": ["숨기", "표시"], + "说明": "삼 각 차단 옵션 표시 여부", + "default": 0 + }, + { + "名称": "무기 랭킹", + "选项": ["끄기", "켜기"], + "说明": "랭킹의 각 무기는 한 번만 나타납니다", + "default": 0 + }, + { + "名称": "업데이트 확인", + "选项": ["켜기", "끄기"], + "说明": "소프트웨어 시작 시 업데이트 자동 확인 여부(종료 후 수동 업데이트 확인)", + "default": 0 + }, + { + "名称": "엘리멘탈 드롭퍼 오라", + "选项": ["끄기", "켜기"], + "说明": "방어력、속성 저항 감소 을 계산할지 여부?", + "default": 0 + }, + { + "名称": "웨슬리의 전술", + "选项": ["40%", "45%", "50%", "55%"], + "说明": "웨슬리의 전술 세트 추가 데미지 스위치", + "default": 0 + }, + { + "名称": "자연의 수호자 ", + "选项": ["평균치", "속성 추가 데미지", "추가 데미지"], + "说明": "자연의 수호자 세트 효과 스위치", + "default": 0 + }, + { + "名称": "거미 여왕의 숨결", + "选项": ["끄기", "켜기"], + "说明": "고정 방어력 감소을 계산할지 여부?", + "default": 0 + }, + { + "名称": "한국어", + "选项": ["중국어(中文)", "한국어"], + "说明": "다언어 스위치,오픈 후,사용 하 다ResourceFiles/Config/language_*.json", + "default": 0 + } +] diff --git a/ResourceFiles/Config/language/language_chn.json b/ResourceFiles/Config/language/language_chn.json new file mode 100644 index 00000000..0967ef42 --- /dev/null +++ b/ResourceFiles/Config/language/language_chn.json @@ -0,0 +1 @@ +{} diff --git a/ResourceFiles/Config/language/language_kor.json b/ResourceFiles/Config/language/language_kor.json new file mode 100644 index 00000000..5dbc66eb --- /dev/null +++ b/ResourceFiles/Config/language/language_kor.json @@ -0,0 +1,2634 @@ +{ + "角色熟练度:英雄": "캐릭터 숙련도:에픽", + "角色熟练度:传说": "캐릭터 숙련도:전설", + "命运的抉择:数学期望": "임의선택:기대치", + "命运的抉择:黄字+10%": "임의선택:증뎀 +10%", + "命运的抉择:暴伤+10%": "임의선택:크증 +10%", + "命运的抉择:终伤+10%": "임의선택:모공 +10%", + "命运的抉择:三攻+10%": "임의선택:물마독 +10%", + "命运的抉择:技攻+10%": "임의선택:스증 +10%", + "骰子:数学期望": "주사위:기대치", + "骰子:1点": "주사위:1점", + "骰子:2点": "주사위:2점", + "骰子:3点": "주사위:3점", + "骰子:4点": "주사위:4점", + "骰子:5点": "주사위:5점", + "骰子:6点": "주사위:6점", + "悲剧的残骸:数学期望": "아린 비극의 잔해:기대치", + "悲剧的残骸:HP高于70%": "아린 비극의 잔해:HP 70% 이상", + "悲剧的残骸:HP70-30%": "아린 비극의 잔해:HP 70%~30%", + "悲剧的残骸:HP低于30%": "아린 비극의 잔해:HP 30% 이하", + "先知者预言:数学期望": "선지자의 목걸이:기대치", + "先知者预言:属白+5%": "선지자의 목걸이:속추뎀 +5%", + "先知者预言:技攻+10%": "선지자의 목걸이:스증 +10%", + "先知者预言:技攻+15%": "선지자의 목걸이:스증 +15%", + "贫瘠沙漠的遗产:无": "메마른 사막의 유산:없음", + "贫瘠沙漠的遗产:霸体": "메마른 사막의 유산:슈퍼아머", + "贫瘠沙漠的遗产:无伤": "메마른 사막의 유산:무적", + "幸运三角:数学期望": "행운의 트라이앵글:기대치", + "幸运三角:7效果": "행운의 트라이앵글:7효과", + "幸运三角:77效果": "행운의 트라이앵글:77효과", + "幸运三角:777效果": "행운의 트라이앵글:777효과", + "擎天战甲:过充电状态": "A.D.P슈트:과충전 상태", + "擎天战甲:过负荷状态": "A.D.P슈트:과부하 상태", + "持续伤害适用": "지속 데미지 적용: ", + "军神的隐秘遗产:120%以上": "군신의 숨겨진 유산:120%이상", + "军神的隐秘遗产:120-100%": "군신의 숨겨진 유산:120%~100%", + "军神的隐秘遗产:100-80%": "군신의 숨겨진 유산:100%~80%", + "军神的隐秘遗产:80-60%": "군신의 숨겨진 유산:80%~60%", + "军神的隐秘遗产:60-40%": "군신의 숨겨진 유산:60%~40%", + "军神的隐秘遗产:40%以下": "군신의 숨겨진 유산:40%이하", + "太极天帝剑:阳": "태극천제검:음", + "太极天帝剑:阴": "태극천제검:양", + "百变怪": "메타몽", + "仅在极速模式和套装模式下生效": "빠른 모드와 세트 모드에만 적용", + "计算模式": "계산 모드", + "套装": "세트", + "计算模式:极速模式": "계산 모드:빠른 모드", + "计算模式:套装模式": "계산 모드:세트 모드", + "计算模式:单件模式": "계산 모드:단품 모드", + "极速模式:533和3332(散搭) (不含智慧产物)": "빠른 모드:533, 3332(파괴자) (지혜 산물 미포함)", + "套装模式:533、3332(散搭)和3233(双防具) (不含智慧产物)": "세트 모드:533, 3332(파괴자), 3233(이중 방어구)(지혜 산물 미포함)", + "单件模式:所有组合 (不含百变怪)": "단품 모드:모든 조합 (메타몽 미포함)", + "站街力智": "마을 힘지", + "站街三攻": "마을 물마독", + "站街属强": "마을 속강", + "一键修正面板细节": "정보창 일괄 수정", + "宠物装备择优": "아티팩트 최적 선택", + "7%黄字,8%力智,8%白字,8%三攻取最高值": "증뎀7%, 힘지8%, 추뎀8%, 물마독8% 최대 수치 적용", + "5%黄字,5%暴伤,5%三攻取最高值": "증뎀5%, 크증5%, 물마독5% 최대 수치 적용", + "禁用自动存档": "자동 적정 비활성화", + "神话排名模式": "신화 랭킹 모드", + "仅显示有神话的组合,且每件神话装备只会出现一次": "신화 보함 조합만 보여줌. 신화 장비 개당 1회만 출력", + "亿为单位显示": "억 단위 표시", + "全局重置": "전체 초기화", + "进程:": "프로세스: ", + "改造≤$件": "개조 ≤$개", + "不计智慧产物武器以及轮回SS": "지혜의 산물 무기와 진:지혜의 산물 미반영", + "攻击属性:全": "공격 속성:모두", + "攻击属性:火": "공격 속성:화", + "攻击属性:冰": "공격 속성:수", + "攻击属性:光": "공격 속성:명", + "攻击属性:暗": "공격 속성:암", + "火": "화", + "冰": "수", + "光": "명", + "暗": "암", + "填写": "작성", + "契约满级": "계약 만렙", + "等级调整": "레벨 조정", + "TP等级": "TP 레벨", + "释放次数": "캐스트 횟수", + "宠物次数": "크리쳐 횟수", + "所在等级": "해당 레벨: ", + "等级上限": "최대 레벨:", + "TP成长": "TP 성장: ", + "TP上限": "TP 최대 레벨:", + "百分比": "퍼센트: ", + "最高值参考": "최대치 레퍼런스", + "符文": "룬", + "选择": "선택", + "护石": "탈리스만", + "魔界": "마계", + "圣痕": "성흔", + "屏蔽三觉": "미진각", + "奶量buff力智": "버프력 버프 힘지", + "奶量buff三攻": "버프력 버프 물마독", + "攻击目标": "공격 터겟", + "时间输入": "시간 입력", + "开始计算": "계산 시작", + "选项": "선택지", + "无": "없음", + "技能": "스킬", + "增伤词条选择": "증뎀 옵션 선택", + "力智": "힘지", + "三攻": "물마독", + "黄字": "증뎀", + "白字": "추뎀", + "属白": "속추뎀", + "暴伤": "크증", + "终伤": "모공", + "持续": "지속", + "技攻": "스증", + "头部": "머리", + "帽子": "모자", + "脸部": "얼굴", + "胸部": "목가슴", + "上衣": "상의", + "腰带": "벨트", + "下装": "하의", + "鞋": "신발", + "高级": "상급", + "节日": "이벤트", + "稀有": "레어", + "神器": "유니크", + "高级套装": "상급 세트", + "节日套装": "이벤트 세트", + "稀有套装": "레어 세트", + "神器套装": "유니크 세트", + "单件选择": "단품 선택", + "锁定": "고정", + "武器": "무기", + "力量": "힘", + "智力": "지능", + "力量/智力 +": "힘/지능 +", + "物攻": "물공", + "魔攻": "마공", + "独立": "독립", + "属强": "속강", + "头肩": "머리어깨", + "项链": "목걸이", + "手镯": "팔찌", + "戒指": "반지", + "辅助装备": "보조장비", + "辅助": "보조장비", + "魔法石": "마법석", + "耳环": "귀걸이", + "神话部位:无": "신화 부위:없음", + "神话部位:上衣": "신화 부위:상의", + "神话部位:手镯": "신화 부위:팔찌", + "神话部位:耳环": "신화 부위:귀걸이", + "辟邪玉提升率(理论值仅供参考)": "벽사옥 상승률 (이론치로 참고)", + "查看详情": "자세히보기", + "装备/选择/打造": "장비/선택/인첸트 ", + "技能/符文/药剂": "스킬/룬/포션", + "基础/细节/修正": "기본/세부점/수정", + "神话/改造属性修正": "신화/개조 스탯 수정", + "辟邪玉/希洛克/黑鸦/奥兹玛": "벽사옥/시로코/검은연옥/오즈마", + "自选装备计算": "선택 장비 계산", + "神话属性修正": "신화 스탯 수정", + "神话属性": "신화 스탯", + "设为基准": "기준으로 설정", + "清空基准": "기준 삭제", + "数值对比": "수치 대비", + "武器列表": "무기 리스트", + "智慧产物": "지혜의 산물", + "强化": "강화", + "增幅": "증폭", + "改造": "개조", + "锻造": "제련", + "一键全选": "일괄 선택", + "一键清空": "일괄 삭제", + "打造": "인첸트", + "称号&宠物选择": "칭호 & 크리쳐 선택", + "攻击": "공격", + "顶级力量灵药": "고농축 힘의 비약", + "顶级智力灵药": "고농축 지능의 비약", + "斗神之吼秘药": "투신의 함성 포션", + "赛丽亚的特调酷饮": "세리아가 만든 수제 드링크", + "魔界战力释放秘药": "마계 전투력 강화 포션", + "宠物次数适用(10%)": "크리쳐 적용 횟수(10%)", + "称号效果触发": "칭호 효과 발생", + "精神刺激灵药": "정신 자극의 비약", + "虚祖皇家能量秘药": "수쥬 황가의 비약", + "武者的精神秘药": "무투대회 우승자의 기운", + "黄金羊毛": "황금양의 우유", + "白兔子(20%全程)": "마르바스 (20%상시)", + "雷米迪亚蛋糕": "레미디아 케익", + "特权网吧BUFF": "특권 PC방 BUFF", + "希洛克系统奶": "시로코 인플레 버프", + "黑鸦系统奶": "검은 연옥 인플레 버프", + "奶系BUFF:10W/4.5K": "버퍼 BUFF:10W/4.5K", + "辟邪玉计算 (鼠标悬停查看算法)": "벽사옥 계산 (마우스오버 시 계산법 보기)", + "假定基础伤害为100,词条1=50%,词条2=50%:": "기초 피해량이 100일 경우, 옵션1=50%, 옵션2=50% :", + "5%黄字增幅,佩戴前:200,佩戴后:205
": "증뎀증폭 5%, 착용 전:200, 착용 후:205
", + "暴伤终伤白字属白力智三攻同上,黄字向下取整
": "크증모공추뎀속추뎀 힘지물마독상동 , 증뎀 내림하여 최대 정수 반환
", + "技攻辟邪玉加成等级技攻(歧路腰类)
不加成具体技能技攻(歧路鞋类)

": "스증벽사옥 레벨 증가 스증(기로 허리)
구체적인 스킬 스증(기로 신발류)는 추가하지 않음

", + "3%技攻增幅,佩戴前:100*1.5*1.5=225
佩戴后:100*1.515*1.515=229.5225

": "스증증폭 3%, 착용 전:100*1.5*1.5=225
착용 후:100*1.515*1.515=229.5225

", + "属强增幅:唤醒(13)婚房(8)药剂和技能属强不享受加成
": "속강 증폭:잠재능력 (13) 신혼집(8) 포션과 스킬 속강 추가 안됨
", + "进图触发属强单独计算向下取整

": "맵 입장 시 속강 발동, 별도 통계, 내림하여 최대 정수 반환

", + "属白增幅分对应属性,计算器未作区分
双属性附加(星之海)需手动计算并在第三页修正

计算方式仅供参考,请以实际游戏为准!": "속추뎀 증폭은 대응 옵션별로 적용되며 계산기는 구분하지 않습니다.
더블 옵션 부가(별의 바다:바드나후)시 수작업으로 통계하여 3쪽에서 수정해야 합니다.

계산 방식은 참고용으로, 실제 게임 설정 기준을 확인하십시오!", + "武  器": "무 기", + "戒  指": "반 지", + "下  装": "하 의", + "计算最高": "최대치 계산", + "自选数值": "선택 수치", + "自选数值-觉醒": "선택 수치-각성", + "武器默认择优词条": "무기 기본 최적화 옵션", + "武器默认择优觉醒": "무기 기본 최적화 각성", + " 守门人全属强\n 自动补正": "수문장 전체 속성 강화\n 자동 보정", + "计算时自动替换细节页的附魔勋章为全属强方案
": "계산 시 자동으로 상세보기 페이지의 마법부여 휘장을 모속강 솔루션으로 대체합니다.
", + "自带单属强职业不可使用
": "스스로 싱글 속강이 적용된 직업은 이용 불가합니다
", + "守门人属强:全属强+30*3
": "수문장 속강:모속강 +30*3
", + "守门人属强": "수문장 속강", + "武器:全属强+13(若原附魔为龙珠时不替换)
首饰:全属强+28*3(25*3站街修正属强自行-9)
": "무기:모속강 +13 (오리지널 마법부여가 용구슬일 경우 그대로 유지)
악세사리:모속강 +28*3(25*3 마을대기 속강 수정 시 스스로-9)
", + "辅助装备:全属强+12
魔法石:全属强+30
勋章:全属强+7
宠物附魔:三攻+60
": "보조장비:모속강 +12
마법석:모속강 +30
휘장:모속강 +7
크리쳐 마법부여:물마독+60
", + "奈克斯": "넥스", + "暗杀者": "암살자", + "卢克西": "록시", + "守门人": "수문장", + "洛多斯": "로도스", + "武器词条:无": "무기 옵션:없음", + "自适应最高值": "최대치 자동 적용", + "自选词条数值": "옵션 수치 선택 ", + "奥兹玛相关": "오즈마 관련", + "奥兹玛融合属性": "오즈마", + "阿斯特罗斯": "아스타로스", + "贝利亚斯": "베리아스", + "雷德梅恩": "레드메인", + "罗什巴赫": "로젠바흐", + "泰玛特": "티아매트", + "基础精通": "기본기 숙련", + "里鬼剑术": "리 귀검술", + "武器奥义": "무기의 극의", + "光剑掌握": "광검 사용 가능", + "流心狂": "류심 강", + "无我剑气": "검기상인", + "流心刺": "류심 충", + "流心跃": "류심 쾌", + "流心升": "류심 승", + "破军升龙击": "차지 크래시", + "拔刀斩": "발도", + "破军斩龙击": "차지 버스트", + "猛龙断空斩": "맹룡단공참", + "幻影剑舞": "환영검무", + "极鬼剑术暴风式": "극 귀검술:폭풍식", + "极鬼剑术斩铁式": "극 귀검술:참철식", + "极鬼剑术斩钢式": "극 귀검술:참강식", + "极神剑术流星落": "극 귀검술:유성락", + "破空拔刀斩": "극초발도", + "极神剑术破空斩": "극 귀섬술:심검", + "极神剑术瞬斩": "극 귀섬술:섬단", + "万剑归宗(终结)": "이기어검술(피니쉬)", + "万剑归宗(穿云刺)": "이기어검술(꿰뚫는검)", + "极神剑术无形斩": "극 귀섬술:무형참", + "万剑极诣开天斩": "천제극섬", + "极神剑术": "극한의 경지", + "无形剑意": "무형지경", + "短剑精通": "소검 마스터리", + "太刀精通": "도 마스터리", + "巨剑精通": "대검 마스터리", + "钝器精通": "둔기 마스터리", + "光剑精通": "광검 마스터리", + "空中连斩": "공중 연속 베기", + "神影手": "신기의 손놀림", + "鬼斩": "귀참", + "刀魂之卡赞": "카잔", + "侵蚀之普戾蒙": "몽롱한 눈의 브레멘", + "暗月降临": "달의 커튼", + "月光斩": "달빛 베기", + "鬼影步": "귀영보", + "噬灵鬼斩": "귀참 드라이브", + "鬼影鞭": "귀검편", + "冰霜之萨亚": "냉기의 사야", + "死亡墓碑": "툼스톤", + "瘟疫之罗刹": "역병의 라사", + "鬼斩:狂怒": "귀참:광폭", + "鬼影闪": "귀영섬", + "冥炎之卡洛": "흑염의 칼라", + "冥炎之卡洛(灼烧)": "흑염의 칼라(화상)", + "冥炎剑": "흑염검", + "恐惧光环": "칠흑의 공포", + "第七鬼神:邪神怖之拉修": "제7의 귀신:광폭의 블라슈", + "鬼斩:炼狱": "귀참:나락", + "冥祭之沼": "툼스톤 스웜프", + "御鬼之极": "팬텀 마스터리", + "幽魂之布雷德": "블레이드 팬텀", + "幽魂降临:式": "검귀강령:식", + "王者号令:吉格降临": "지그 강림", + "鬼神冠冕": "데모닉 크라운", + "鬼神剑·黄泉摆渡": "탐식의 크레바스", + "黄泉之门:万鬼度灵": "구천강림:귀문", + "崩山击": "붕산격", + "十字斩": "고어 크로스", + "血之狂暴": "프렌지", + "血气唤醒": "혈십자", + "嗜魂之手": "블러드러스트", + "怒气爆发": "레이징 퓨리", + "嗜魂封魔斩": "블러디 레이브", + "暴怒狂斩": "격노", + "嗜血": "갈증", + "血气之刃": "블러드 소드", + "崩山裂地斩": "아웃레이지 브레이크", + "鲜血之忆": "선혈의 추억", + "魔狱血刹": "익스트림 오버킬", + "鲜血暴掠": "블러드 스내치", + "血气爆发": "버스트 퓨리", + "汲血之力": "블러드 인카넷", + "浴血之怒": "블러드 붐", + "致命血陨": "페이탈 블러드", + "血魔弑天": "블러드 리븐", + "血气界限": "무자비", + "疯魔血魂斩": "램펀트 매드니스", + "血魔极道灭世": "혈귀극도:파멸", + "波动刻印": "파동각인", + "地裂·波动剑": "파동검 지열", + "鬼印珠": "귀문반", + "邪光斩": "진공참", + "修罗邪光斩": "수라 진공참", + "波动爆发": "파동 해제", + "挫折意志": "정신이 번쩍!", + "冰刃·波动剑": "파동검 빙인", + "杀意波动": "살의의 파동", + "爆炎·波动剑": "파동검 폭염", + "无双波": "무쌍파", + "邪光波动阵": "작열 파동진", + "不动明王阵": "부동명왕진", + "心眼": "심안", + "暗天波动眼": "파동의 눈", + "波动剑·光翼": "광익", + "波动眼·天照": "천조", + "波动剑·闪枪": "섬창", + "波动剑·刺轮": "차륜", + "极冰·裂波剑": "극파동검 빙인", + "极炎·裂波剑": "극파동검 폭염", + "天雷·波动剑": "파동검:인다라망", + "雷神之息": "뇌신의 기운", + "天雷·降魔杵": "천뇌 바주라", + "天雷·降魔杵(雷针)": "천뇌 바주라(금강저)", + "雷神降世:裁决": "뇌신", + "波动视界:慧眼": "파동비전:혜안 ", + "波动慧眼:无为法": "파동교류:수폭 ", + "波动神诀:万空": "파동신결:천뢰 ", + "鬼步": "귀신보", + "鬼连斩": "귀연참", + "剑影太刀精通": "검귀의 도 마스터리", + "幻鬼:一闪": "원귀:일섬 ", + "幻鬼之力": "청혈투귀", + "鬼连牙": "연아", + "幻鬼:连斩": "원귀:연참 ", + "共鸣:离魂一闪": "합격:이혼일섬 ", + "魂破斩": "혼백참", + "共鸣:鬼灵斩": "합격:월령참 ", + "幻鬼:回天": "원귀:회천 ", + "冥灵断魂斩": "악귀참수", + "冥夜鬼天杀": "귀천살(鬼天殺)", + "鬼夜": "야차라 불리는 자", + "幻鬼:奈落": "원귀:격살 ", + "共鸣:聚渊": "합격:나락참 ", + "幻鬼:大回天": "원귀:신풍 ", + "鬼咲": "악귀현신", + "裂魂乱舞": "악귀연무", + "鬼隐·夜奈落": "참살(慘殺)", + "睥睨万物": "악귀무쌍", + "无式·极影剑": "무식:신귀극참", + "灭魂极影剑·止煞": "투귀혼연살(鬪鬼魂連殺)", + "鬼连斩:极": "귀연참:극 ", + "帝国剑术": "제국검술", + "毁灭之巨剑精通": "견고의 대검 마스터리", + "波动之钝器精通": "파쇄의 둔기 마스터리", + "血影之太刀精通": "쾌속의 도 마스터리", + "魔性之短剑精通": "속성의 소검 마스터리", + "魔剑降临": "속성변환", + "疾影斩": "쾌속검", + "幻剑术": "환검", + "升龙剑": "승천", + "魔剑觉醒": "마검일체", + "穿云破空剑": "비연참", + "魔剑奥义": "마검발현", + "破军旋舞斩": "반월", + "瞬影三绝斩": "섬광", + "雷鸣千军破": "폭명기검", + "恶即斩": "악즉참", + "极·驭剑术(时空斩)": "극 귀검술:시공섬", + "斩魂术": "참격혼", + "裂刃天冲": "용성락", + "幻剑阵": "참마검", + "破剑阵": "극 귀검술:파검무", + "帝皇盟约": "고대의 맹약", + "飓风魔剑": "마검방출", + "誓约之剑:雷沃汀": "궁극의 검:레바테인", + "剑心:魔剑觉醒": "엑시던스 ", + "极诣·驭剑术:聚魔剑": "극 마검술:창륜검", + "誓约之引:万剑之巅": "리전 오브 슈프림", + "暗影之矛": "쉐도우 랜서", + "乌希尔的诅咒": "우시르의 저주", + "暗影缠袭": "쉐도우 바인딩", + "暗影漩涡": "쉐도우 하베스트", + "汲魂之力": "이보브 ", + "暗影禁锢": "스카폴드", + "灵魂摄取": "소울드레인 ", + "释魂飞弹": "리버레이트-벅샷", + "魅影暗魂斩": "쉐도우 퍼펫", + "魔镜幻影阵": "블랙 미러 ", + "释魂狂怒": "리버레이트-매드니스", + "暗影囚杀": "데들리 케이프", + "暗影盛宴": "디스트로이어", + "灵魂傀儡": "충실한 종", + "末日杀戮": "둠스데이", + "魔影轰杀": "스타폴", + "死亡献祭": "이몰레이션", + "天罚死光": "데우스 엑스 레이", + "薄暮": "베스퍼스", + "天罚之剑": "지하드", + "神罚·灭世裁决": "퍼니쉬먼트", + "以身载灵": "인카네이션", + "暗影绽放:死亡荆棘": "라케르쏜즈", + "冥王降临:净土救赎": "콰이터스 리뎀션", + "唤魔蛇腹剑": "파천세", + "蛇腹剑破": "사복검-발", + "蛇腹剑舞": "사복검-무", + "蛇腹剑刺": "사형조수", + "蛇腹剑缠": "사복검-조", + "蛇腹剑灭": "폭류나선", + "魔剑控制": "마검 제어", + "血饮狂舞": "혈화난무", + "碎魔剑": "분마검", + "群魔乱舞": "혈지군무", + "唤魔塔莫斯之袭": "검마격살", + "贪欲之燔祭": "탐욕의 번제", + "空绝斩千刃": "암연검:기가 블레이드", + "唤魔逆天之普诺": "역천의 프놈", + "汲血魔剑": "혈마검", + "唤魔弑神剑": "마인의 검세", + "空绝斩地裂": "암연격:기가슬래쉬", + "弑神剑极": "비인외도:극", + "弑神剑诸神献祭": "파계검:라그나로크", + "魔源觉醒": "마인의 여왕", + "蛇舞血轮剑": "혈문지괴검", + "弑神剑恶魔孤岛": "비인검:알카트라즈", + "返本归元": "삼화취정", + "三花聚顶": "삼매진화", + "七星耀华": "등봉조극", + "剑仙之境": "검선지경", + "四象引": "흡기", + "一花渡江": "일화도강", + "樱落斩": "비상", + "圆舞斩": "극검", + "碎岩裂地掌": "거압", + "游龙掌": "비연장", + "乱花葬": "난화검", + "回天璇鸣剑": "폭검", + "湮烈掌": "폭멸장", + "花舞千魂杀": "혜성만리", + "花开寒影": "경전지화", + "啸空十字斩": "십자검", + "如来神掌": "백보신장", + "莲花剑舞": "연화검무", + "樱花劫": "연화섬", + "飞花逐月": "월광비무", + "落英惊鸿掌": "엽해소옥", + "轻云出月风静夜": "월하무즉정야", + "双重斩": "더블 샷", + "鬼缚钉": "러스티 네일 ", + "孤勇之志": "올드 패션드 ", + "冲击斩": "슬라이스 임팩트 ", + "回旋勾斩": "데인저러스 훅 ", + "封喉丝": "블랙아웃 ", + "利刃旋风": "블렌딩 페인 ", + "白牙落斩": "행오버 ", + "疾刃之影": "섀터드 글래스 ", + "薄暮利刃": "딥 더스크 ", + "黑夜之花": "와일드 플라워 ", + "回旋十字斩": "셰이커 블래스트 ", + "刃之决意": "빈티지 ", + "夜之风": "나이트폴 ", + "秘术·心斩": "라스트 오더 ", + "收刀秘术": "라이선스 ", + "沉寂之狱": "쇼다운 ", + "瞬影碎魂击": "오버페이스 ", + "追命索魂丝": "불스아이 ", + "无情夜行": "인퍼머스 ", + "秘术·曜夜斩": "스트레이트 샷 ", + "悬丝风暴": "카타르시스 ", + "黑曜真刃·破晓": "데이브레이크 ", + "夜色杀意": "데어데블 ", + "绚烂之舞": "풀바디 ", + "秘术·雨夜终曲": "테스타먼트 ", + "蓄念炮": "축염포", + "分身": "분신", + "念之奥义": "넨의 극의", + "风雷啸": "광풍나선력", + "禅意:万象": "넨탄:축염포", + "幻影爆碎": "환영폭쇄", + "念气波": "넨탄", + "念气波:蓄念炮": "나선의 넨:출 ", + "念气罩": "넨 가드", + "念气环绕": "나선의 넨", + "念气环绕:袭": "나선의 넨:출", + "念气环绕:御": "나선의 넨:주", + "念兽:龙虎啸": "뇌명:사나운 빛의 넨수", + "狮子吼": "사자후", + "螺旋念气场": "기공장", + "念兽:猛虎震地": "기호지세", + "念兽:审判之金雷虎": "금뇌호:심판의 넨수", + "念之战矛": "넨 스피어", + "冲云念气场": "기공환", + "奔雷螺旋击": "제황나선격", + "月辉念气破": "월광대지", + "月华万象": "휘광의 성체", + "禅语:形灭": "광호천지파", + "禅念:归一": "삼라만상", + "雷霆踏": "뇌전각", + "下段踢": "로킥", + "碎骨": "본 크러셔", + "铁山靠": "철산고", + "柔化肌肉": "머슬 시프트", + "闪击快打": "섬격", + "冲膝": "클로즈 킥", + "炽焰旋风腿": "홍염 질풍각", + "闪电之舞": "라이트닝 댄스", + "瞬影连环踢": "헥토파스칼 킥", + "烈焰燃烧": "효율적인 연소", + "烈焰焚步": "화염의 각", + "飞燕旋风": "비연선풍", + "旋风碎心踢": "스핀 킥", + "烈火支配": "화력개방", + "烈火强踢": "낙화", + "烈火强拳": "아토믹 캐넌", + "极武霸皇踢": "패황연격", + "千锤百炼": "한계 개방", + "炼狱坠星腿": "필멸의 습격 ", + "焚火逐日拳": "멸화파천격 ", + "拳套掌握": "권투글러브 사용 가능", + "双重释放": "이중개방 ", + "肘击": "뇌격", + "抛沙": "헬터 스켈터", + "毒瓶投掷": "독병 투척", + "擒月炎": "일발화약성", + "爪精通": "클로 마스터리", + "毒针投掷": "바늘 투척", + "砖块投掷": "블럭 투척", + "伏虎霸王拳": "마운트", + "挑衅": "도발", + "螺旋滑铲": "그라운드 태클", + "罗网投掷": "그물 투척", + "毒雷引爆": "베놈 마인", + "狂·霸王拳": "크레이지 발칸", + "血色风暴": "니들 스핀", + "千手奥义": "천수천안", + "天崩地裂": "천붕지괴", + "爆破污桶": "더티 배럴", + "千锁乱舞": "광폭혈쇄", + "诡诈之道": "룰 브레이크", + "暗街夺命锁": "체인 드라이브", + "飞沙走石": "만천화우", + "燃火轰天炮": "개조형 파진포:연화", + "逆道·皆允": "피카레스크 ", + "逆道·爆狱": "로드 투 헬 ", + "逆道·幽链之界": "배드 엔딩 ", + "膝击": "무릎 찍기", + "摔技强化": "강렬한 테이크 다운", + "臂铠精通": "건틀릿 마스터리", + "抛投": "로플링", + "连环抓取": "임팩트 콤비네이션", + "野蛮冲撞": "숄더 태클", + "无情摔击": "브레이크 다운", + "空绞锤": "에어슈타이너", + "霹雳旋踢": "스냅 샷", + "浮空凌云踢": "블로우 스트라이크", + "疾波猛坠": "매그넘설트", + "地狱风火轮": "롤링 스파이크", + "裂石破天": "와일드 캐넌 스파이크", + "力之奥义": "반격", + "死亡旋律": "나의 공격리듬은!!", + "彗星冲击": "피어스", + "武莲华": "한놈만 팬다!!", + "傲天之怒": "가장 강한 녀석은 누구냐?", + "黑震旋风": "흑진광풍", + "疾风闪电": "오의:질풍노도", + "一字传承:极义震天破": "일자전승:극의 진천노호", + "神怡气静": "부동심 ", + "黑震流·陨灭": "천지역전:무뢰 ", + "黑震流·山岳崩颓": "흑패성진:사문격쇄 ", + "乱舞千叶花": "흩날리는 천염화", + "心之念意": "축기", + "念气归元": "의지를 담은 넨 ", + "念气波蓄念炮": "넨탄축염포", + "念兽龙虎啸": "뇌명:사나운 빛의 넨수", + "气玉弹": "기옥탄", + "念兽雷龙出海": "광충노도", + "千莲怒放": "넨화", + "奔雷掌": "광룡십삼장", + "狂狮怒吼": "태사자후", + "奇袭幻影": "세인트 일루전", + "聚能念气炮": "흡기공탄", + "念帝旋天破": "광휘의 넨", + "天雷分身步": "천뢰분신보 ", + "念印幻流破": "염인환류파-천지개벽 ", + "崩拳": "붕권", + "弱点感知": "급소 지정", + "寸拳": "원인치 펀치", + "升龙拳": "라이징 너클", + "纷影连环踢": "비트 드라이브", + "武神强踢": "사상최강의 로킥", + "武神步": "스탬피드", + "破碎拳": "파쇄권", + "回天连环击": "일주연환격", + "神武之力": "리미트 브레이크", + "虎啸神拳": "호격권", + "无影脚": "무영각", + "极尽霸皇断空拳": "극진:패황단공권", + "疾风劲": "질풍경초 ", + "雷霆之舞": "라이트닝 시프트 ", + "真烈空星鸣拳": "진(眞):각성연환격", + "拳套精通": "권투글러브 마스터", + "武神强踢buff": "사상최강의 로킥 버프", + "毒影针": "히든 스팅", + "双重投掷": "이중 투척", + "砖袭": "블록 버스터", + "天罗地网": "천라지망", + "裂地飞沙": "그라운드 킥", + "街头风暴": "정크 스핀", + "猛毒之血": "혈관을 흐르는 맹독", + "死亡毒雾": "독무", + "猛毒擒月炎": "맹독 일발화약성", + "爆碎砖袭": "블록 봄", + "猛毒之伤": "용독술", + "连环毒爆弹": "비기:폭독", + "毒龙轰天雷": "만병지왕-파진포", + "万毒噬心诀": "독문무공", + "禁技:万毒蛇窟": "금기:독사굴 ", + "万毒噬心诀x5": "독문무공 x5", + "万毒噬心诀x4": "독문무공 x4", + "万毒噬心诀x3": "독문무공 x3", + "身化万毒": "독문마경 ", + "钻心毒爆": "페인킬러 ", + "万毒噬心诀:毒龙吞天": "독문무공", + "背摔": "수플렉스", + "折颈": "넥 스냅", + "强力抱摔": "파워 슬램", + "霹雳肘击": "브레이킹 엘보", + "霹雳冲击": "조인트 스매쉬", + "螺旋彗星落": "스파이어", + "地狱摇篮(抓轰炮)": "수플렉스 싸이클론 (그랩 캐넌)", + "抓取奥义": "옷깃 잡기", + "末日风暴": "기간틱 타이푼", + "空绞连锤(抓轰炮)": "에어클러치 (그랩 캐넌)", + "极手奥义": "체인 그랩", + "死亡摇篮": "싸이클론 어택", + "末日摇篮": "자이언트 스윙", + "风暴之舞": "토르베지노", + "苍宇彗星落": "허리케인 슈퍼 플렉스", + "光芒之翼": "스테이블:디 얼티밋 ", + "送葬舞步": "샤이닝 윙즈 플랩 ", + "女皇时代辉煌舞台": "피날레 오브 더 퀸", + "致命射击": "헤드샷", + "左轮奥义": "리볼버 강화", + "花式枪术": "스타일리쉬", + "三连发": "트리플 탭", + "致命回射": "웨스턴 파이어", + "乱射": "난사", + "移动射击": "이동사격", + "多重射击": "멀티 헤드샷", + "双鹰回旋": "더블 건호크", + "死亡印记": "죽음의 표식", + "疯狂屠戮": "스커드 제노사이드", + "死亡突袭": "데들리 어프로치", + "压制射击": "제압 사격", + "射击掌握": "사격술", + "疾风骤雨": "패스트 드로우", + "抹杀": "와이프 아웃", + "第七翼动": "세븐스 플로우", + "卓尔不群": "아웃 스탠딩 ", + "爆燃突击": "엑셀레이션 트리거 ", + "鹰眸·致命危机": "데스 크라이시스 ", + "烟尘弹": "더스트 샷 ", + "M137格林机枪": "M-137 개틀링건", + "重火器精通": "중화기 마스터리", + "加农炮": "캐넌볼", + "反坦克炮": "슈타이어 대전차포", + "超动力补给包": "오버부스트 팩", + "激光炮": "레이저 라이플", + "蓄电激光炮": "충전 레이저 라이플", + "聚焦喷火器": "화염 강타", + "FM31榴弹发射器": "FM-31 그레네이드 런처", + "FM92刺弹炮": "FM-92 스팅어", + "量子爆弹": "양자 폭탄", + "X1压缩量子炮": "X-1 익스트루더", + "卫星定位": "스펙트럴 서치 아이", + "卫星射线": "새틀라이트 빔", + "等离子放射器": "플라즈마 부스터", + "FM92SW刺弹炮": "FM-92 스팅어 SW", + "重火器改良": "중화기 개조", + "地脉震荡器": "사이즈믹 웨이브", + "MSC7": "MSC7", + "毁灭射线": "버스터 빔", + "连锁卫星": "인터록 새틀라이트 ", + "MLDRS95发射器": "MLDRS-95", + "裂核轨道炮": "오비탈 디재스터 ", + "方舟反应堆": "아크리액터", + "G1科罗纳": "G-1 코로나", + "G2旋雷者": "G-2 롤링썬더", + "毒蛇炮": "바이퍼 ", + "机械概论": "로봇 엔지니어링", + "RX78追击者": "RX-78 랜드러너", + "Ez8自爆者": "Ez-8 카운트다운", + "G3捕食者": "G-3 랩터 ", + "RX60陷阱追击者": "RX-60 트랩러너", + "空战机械:风暴": "공중 전투 메카:템페스터", + "空投支援": "메카 드롭", + "拦截机工厂": "스패로우 팩토리", + "光反应能量模块": "솔라 모듈 시스템", + "斗志之歌": "최후의 투지", + "盖波加之拳": "게이볼그 펀치", + "EZ10反击者": "Ez-10 카운터 어택", + "EXSZero毒蛇炮": "Ex-S 바이퍼 Zero", + "HS1机械助手": "HS-1 친구들", + "TN80终结者": "TX-80 디멘션 러너", + "TX-45特攻队": "TX-45 A-Team", + "超时空行军": "헬 마치", + "SOPHIA": "소피아", + "HS1全息机械猎手": "버추얼 러쉬", + "GW16-瓦尔德斯坦": "GW-16 발트슈타인", + "机械引爆": "로봇 전폭", + "弹夹改装": "매거진 드럼", + "兵器研究": "병기 숙련", + "手雷精通": "유탄 마스터리", + "M18阔剑地雷": "M18 클레이모어", + "G35感电手雷": "G-35 감전류탄 ", + "交叉射击": "교차 사격", + "爆裂弹": "폭발탄", + "G18冰冻手雷": "G-18 빙결류탄 ", + "聚合弹": "버스터 샷", + "C4飞弹": "C4", + "凝固汽油弹": "네이팜 탄", + "镭射狙击": "록 온 서포트", + "弹药主宰": "듀얼 플리커", + "黑玫瑰特种战队": "특수기동전대 '블랙 로즈'", + "G61重力手雷": "G-61 중력류탄", + "轻火力速射": "피스톨 카빈", + "战地功勋": "전장의 영웅", + "重火力支援": "데인저 클로즈", + "G38ARG智能手雷": "G-38ARG 반응류탄", + "超新星核爆": "슈퍼 노바", + "赤诚之心": "얼리전트", + "皇鹰特战队": "이터널 버스터", + "赤魂风暴狙击": "황야의 폭풍", + "弹药改良": "강화탄", + "刺踢": "니들 소배트", + "锁链截击": "체인 스내치", + "音速劫击": "소닉 스파이크", + "枪舞": "권총의 춤", + "隐匿切割": "베일드 컷", + "血腥狂欢": "블러디 카니발", + "鲜血劫击": "블러디 스파이크", + "枪刃改良": "쏘우 블레이드", + "死亡锁链": "킬 포인트", + "锁链切割": "체인 디바이더", + "血舞祭": "블러드 앤 체인", + "锁链意志": "체인 인라이튼", + "毁灭风暴": "루이네이션 에어리어", + "盛放·绯红花园": "크림슨 가든", + "M3喷火器": "M-3 화염방사기", + "APG63": "APG63", + "FM92mk2榴弹": "FM-92 mk2 랜서", + "超温重火器": "오버 히트", + "远古粒子炮": "에인션트 트리거", + "FM92mk2SW榴弹": "FM-92 mk2 랜서 SW", + "重武装改造": "알파 서포트", + "FSC7": "FSC7", + "PT15原始型压缩炮": "PT-15 프로토타입", + "火力全开": "오퍼레이션 레이즈", + "Pandora_01": "Pandora_01", + "UHT-03爆炎喷火器": "UHT-03 플레게톤", + "制胜·最终兵器": "디사이시브 배틀", + "机械原理": "하이테크놀로지", + "电能转换": "트랜스포메이션", + "G1磁力弹": "G 마그네틱", + "空战机械:狂风": "공중 전폭 메카:게일 포스", + "G系扩张": "G 익스텐션", + "G0战争领主": "G-0 배틀로이드", + "HS12等离子体发生器": "HS-12 플라즈마", + "G4雷行者": "프리스비", + "GX主宰者": "G-오퍼레이터", + "GSP猎鹰科罗纳形态": "G-S.P.팔콘 코로나", + "GSP猎鹰旋雷者形态": "G-S.P.팔콘 롤링썬더", + "GSP猎鹰捕食者形态": "G-S.P.팔콘 랩터", + "高压电磁场": "마그네틱 필드", + "终结者:博尔特MX": "고기동 메카:볼트 MX", + "微型制导": "마이크로 컨트롤", + "超时空光耀加农炮": "하이퍼 플레어", + "G-X 星尘天穹": "G-X 스타더스트", + "空中射击": "공중사격", + "RX-78追击者": "RX-78 랜드러너", + "Ez-8自爆者": "Ez-8 카운트다운", + "单兵推进器": "니트로 모터", + "弹药强化": "병기강화", + "EMP磁暴": "EMP 스톰", + "制空掌握": "증명의 열쇠", + "开火": "오픈 파이어", + "G96热压手雷": "G-96 열압력유탄", + "决战之日": "디-데이", + "单兵推进器-02X": "니트로 모터-02X", + "空袭战略": "스탠바이-레디", + "终解·制空霸权": "데피니트 솔루션", + "元素循环": "원소의 이해", + "元素之力": "엘레멘탈 포스", + "元素环绕": "엘레멘탈 실드", + "元素融合": "원소 융합", + "元素爆发": "페이탈 엘레멘트", + "黑瞳": "검은 눈", + "异瞳": "위키드 오드 아이", + "元素炮": "엘레멘탈 캐넌", + "属性变换": "속성 발동", + "魔球连射": "연속발사", + "地炎": "파이어로드", + "冰晶坠": "크리스탈 어택", + "雷光链": "체인라이트닝", + "暗域扩张": "암전", + "冰晶之浴": "아이스 크리스탈 샤워", + "旋炎破": "플레임 서클", + "雷光屏障": "라이트닝 월", + "黑暗禁域": "다크니스 멘틀", + "元素轰炸": "엘레멘탈 레인", + "幻魔四重奏": "엘레멘탈 버스터", + "元素浓缩球": "컨센트레이트", + "元素幻灭": "엘레멘탈 스트라이크", + "元素禁域": "엘레멘탈 필드", + "聚能魔炮": "컨버전스 캐넌", + "末日湮灭": "아마겟돈 스트라이크", + "聚魔轰击": "컨버전스 리액트", + "启源·微观宇宙": "마이크로 유니버스", + "元素禁断": "원소 폭격", + "冰魄剑": "빙백검", + "冰武精通": "프로즌웨폰 마스터리", + "寒冰连枪": "설화연창", + "冰魄旋枪": "회전투창", + "冰霜之径": "아이스 로드", + "冰之领悟": "발현", + "冰魄之弓": "브로큰 애로우", + "破冰飞刃": "피어스 오브 아이스", + "水晶剑": "크리스탈 블레이드", + "旋冰穿刺": "아이스 크래쉬", + "冰魄锤击": "아이스 빅 해머", + "极冰绽放": "아이스맨", + "冰雪风暴": "블리자드 스톰", + "冰封奥义": "툰드라의 가호", + "千旋冰轮破": "빙류환", + "冰凌破": "아이스 오브", + "千里冰封": "아이스 필드", + "冰之技艺": "아이스크래프트", + "碎冰破": "샤드 매그넘", + "极冰领域": "오버프리즈 익스텐션", + "永罪冰狱": "쥬데카 디 이터널", + "冰霜之手": "", + "极冰猎魔斩": "글라키에스", + "永劫:纳斯特隆德": "영겁:나스트론드", + "鲜血融合": "블러드", + "血之共鸣": "블러드 혼", + "血狱之力": "어밴던", + "鲜血之殇": "트루 블러드", + "血源之眼": "블러드비스", + "血蝠之袭": "릴리악", + "血翼突击": "블러드 윙", + "鲜血长枪": "오퍼링", + "血蝠之舞": "릴로이", + "血腥狩猎": "쉬카리", + "狱血之犬": "헬베루즈", + "狱血之牙": "팽", + "血腥炼狱": "토먼트", + "噬魂囚笼": "소울 스틸", + "狱血之噬": "커럽션", + "伯爵之歌": "체페슈", + "魔仆召唤:狱犬": "럼블독", + "血翼绽放": "머로더", + "地狱冥犬": "팬텀 베일", + "死亡之握": "페이탈리티", + "血界彼岸": "블러드 스트림", + "血翼蔽空": "블러드 스틴저", + "血域帷幕·陨灭": "익스터미티 페리쉬", + "疾风之棍棒精通": "휘몰아치는 질풍의 봉 마스터리", + "御风之力": "풍신의 힘", + "风神诀": "세컨드 윈드", + "初始之风": "제네시스 벤투스", + "风之意志": "태풍의 전조", + "狂风冲刺": "소닉 무브", + "回风斩": "삭풍", + "朔风牵引": "대진공", + "风鸣冲击": "윈드 블래스터", + "游离之风": "회오리 바람", + "双翼风刃": "싹쓸바람", + "风暴之眼": "폭풍의 눈", + "刃风": "칼날 바람", + "真空旋风破": "휘몰아치는 바람", + "风暴之拳": "스톰 스트라이크", + "万象风龙阵": "볼텍스 허리케인", + "疾风瞬影闪": "질풍가도", + "风卷残云": "스톰 퀘이커", + "游龙惊风破": "스파이럴 프레스", + "九霄风雷": "바이올런트 스톰", + "无限风域": "스톰 엘리미네이트", + "怒风狂涌": "터뷸런트 럼블", + "风之极·永坠": "로드 오브 템페스트:아라칸", + "次元扭曲装置": "도그마 디바이스", + "乖离虚无": "괴리:디멘션 할로우", + "虚空之力": "운명왜곡", + "混沌源能石": "SSTH", + "次元坠落": "차원:액시던트", + "次元跃迁": "차원:디멘션 리프", + "次元虚影": "차원:실루엣", + "乖离禁忌之奈雅丽": "괴리 금단의 니알리", + "次元离子束": "차원:차원광", + "次元万花镜": "차원:칼레이도스코프", + "乖离魅魔之舞": "괴리:할리퀸", + "次元粒子风暴": "차원:시공폭뢰", + "次元时空磁场": "차원:차원회랑", + "乖离异界蜂群": "괴리:패러사이트 스웜", + "次元粒子波": "차원:포지트론 블래스트", + "乖离扭曲之恐惧": "괴리:형용할 수 없는 공포", + "次元思维聚爆": "차원:패러다임 디토네이션", + "次元奇点": "차원:싱귤래리티 매니플레이션", + "乖离禁锢": "괴리:칙 잇", + "乖离沉沦": "괴리:저편의 자장가", + "禁断之盛宴": "차원괴리:금단의 연회", + "乖离:边缘之兽": "괴리:모서리의 짐승", + "古史记忆": "연대기의 단편", + "未明·次元崩坏": "차원괴리:이성붕괴", + "烈焰冲击": "플레임 스트라이크", + "属性精通": "속성 마스터리", + "虚无之球": "보이드", + "冰墙": "칠링 팬스", + "雷旋": "썬버스트", + "天雷冲击": "썬더 스트라이크", + "极冰盛宴": "아크틱 피스트", + "湮灭黑洞": "나이트 할로우", + "杰克降临": "핼로윈 버스터", + "元素之幕": "엘레멘탈 커튼", + "魔力增幅": "마력 증폭", + "陨星幻灭": "애스트럴 스톰", + "元素震荡": "엘레멘탈 퀘이크", + "圣灵水晶": "초월의 크리스탈", + "元素奥义": "엘레멘탈 포텐셜", + "元素之门": "더 게이트", + "圣灵符文": "초월의 룬", + "第六元素": "제6원소", + "魔法秀": "쇼타임", + "元素之源": "어시밀레이트", + "光与暗的交响": "썬더 레이지", + "宇宙寂灭-冰火之歌": "코스믹 캘러미티", + "召唤兽强化": "환수 강화 오라", + "心灵感应": "교감", + "精灵献祭": "정령 희생", + "契约召唤:桑德尔": "계약소환:검은기사 산도르", + "契约召唤:袄索": "계약소환:마계화 아우쿠소", + "精灵召唤:亡魂默克尔": "정령소환:데드 멀커", + "精灵召唤:极光格雷林": "정령소환:글레어린", + "精灵召唤:火焰赫瑞克": "정령소환:플레임 헐크", + "精灵召唤:冰影阿奎利斯": "정령소환:아퀘리스", + "契约召唤:路易斯": "계약소환:루이즈 언니!", + "精灵召唤:伊伽贝拉": "정령소환:정령왕 에체베리아", + "束缚印记": "끈끈이 투척", + "契约召唤:牛头王库鲁塔": "계약소환:타우킹 쿠루타", + "强击光环": "강격 오라", + "灵魂支配": "스피릿 본드", + "契约召唤:征服者卡西利亚斯": "계약소환:정복자 카시야스", + "必杀剑千鬼杀": "필살검 천귀살", + "精灵召唤:融合精灵海伊轮": "정령소환:융합정령 헤일롬", + "咒令:愤怒咆哮": "분노의 난타", + "蚀月附灵": "이클립스 하이브", + "黑月之噬": "다크문", + "传说召唤:月蚀之影": "전설소환:월영", + "传说召唤:逆月者拉莫斯": "전설소환:갈애의 라모스", + "咒令:逆月之蚀": "식락", + "鞭挞": "채찍질", + "魔力印记": "저놈 잡아라!", + "驱散魔法": "디스인챈트", + "至高精灵王": "지고의 정령왕", + "逆月": "포스티쿠스 루나", + "魔月·德拉里昂": "포식의 델라리온", + "绝对支配": "지배력 강화", + "尼巫的战斗术": "니우의 전투술", + "炫纹": "체이서", + "矛精通": "창 마스터리", + "棍棒精通": "봉 마스터리", + "炫纹发射": "체이서 사출", + "双重锤击": "더블 스윙", + "炫纹爆弹": "타이머 밤", + "碎霸": "쇄패", + "炫纹融合(旋转)": "퓨전 체이서", + "流星闪影击": "뇌연격", + "炫纹强压": "체이서 프레스", + "强袭流星打": "강습유성타", + "煌龙偃月": "황룡천공", + "煌龙乱舞": "황룡난무", + "斗神意志": "배틀 그루브", + "星纹陨爆": "퀘이사 익스플로젼", + "变身贝亚娜": "테아나 변신~!!", + "变身贝亚娜苍天击": "테아나 변신~!! 천격", + "变身贝亚娜天地碎霸": "테아나 변신~!! 천지쇄패", + "闪击碎霸": "트윙클 스매쉬", + "流星雷连击": "진 뇌연격", + "战灵潜能": "문무겸비", + "炫纹簇": "체이서 클러스터", + "使徒之舞": "사도의 춤", + "一骑当千碎霸": "일기당천 쇄패", + "炫纹之源:太古神光": "레이 오브 프리미티브", + "太古之力": "아르모니아", + "太古星河·殒灭": "엑스티시온", + "基本攻击": "기본 공격", + "变异苍蝇拍": "변이 파리채", + "亲和法米利尔": "퍼밀리어와 친하게 지내기", + "改良舒露露": "개조 슈르르", + "熔岩药瓶失败": "용암 지대 생성 물약 실패", + "魔道酸雨云": "애시드 클라우드", + "电鳗碰撞机": "플로레 컬라이더", + "反重力装置": "반중력 기동장치", + "暴炎加热炉失败": "성난 불길 가열로 실패", + "冰霜钻孔车失败": "메가 드릴 실패", + "超级苍蝇拍": "대왕 파리채", + "成功预感": "성공 예감", + "技艺融合": "퓨전 크래프트", + "光电兔": "플로레 전기토끼", + "雪人刨冰": "잭프로스트 빙수", + "贤者之石": "현자의 돌", + "魔道学助手": "호문쿨루스", + "魔道学助手+苦涩棒棒糖": "호문쿨루스 + 비터스 캔디바", + "超级棒棒糖": "롤리팝 크러쉬", + "乌洛波洛斯之环": "우로보로스", + "粉红糖果": "붉은 사탕", + "糖果大作战捣蛋杰克": "잭 오 할로윈", + "糖果大作战精怪乐园": "아르스마그나", + "幸运棒棒糖": "스위트 캔디바", + "熔岩药瓶成功": "용암 지대 생성 물약 성공", + "直拳冲击": "럭키 스트레이트", + "意念驱动": "윌 드라이버", + "技巧精通": "테크니컬 마스터리", + "圣拳锤击": "디바인 크러시", + "俯冲翔拳": "더킹 어퍼", + "俯冲直拳": "더킹 스트레이트", + "俯冲腹拳": "더킹 바디블로", + "瞬拳": "사이드 와인드", + "圣拳连击": "고저스 컴비네이션", + "神圣反击": "홀리 카운터", + "破碎之锤": "초핑 해머", + "旋涡重拳": "코크 스크류 블로우", + "刺拳猛击": "머신건 잽", + "神圣组合拳": "헤븐리 컴비네이션", + "极速飓风拳": "허리케인 롤", + "干涸之泉": "드라이아웃", + "泯灭神击": "빅뱅 펀치", + "破碎之拳": "개틀링 펀치", + "破坏之拳": "데몰리션 펀치", + "仲裁怒击": "핵 펀치", + "正义惩戒": "데스블로우", + "超重拳": "아토믹 쵸퍼", + "制裁:怒火疾风": "신의 분노", + "绝对正义": "하나의 정의", + "正义铁拳": "어그레시브 저지먼트", + "正义执行:雷米迪奥斯的圣座": "정의 집행:레미디오스의 성좌", + "普通攻击": "평타", + "空斩打": "공참타", + "落凤锤": "낙봉추", + "疾风打": "질풍타", + "破魔符": "성불", + "潜龙": "잠룡", + "巨兵精通": "거병 마스터리", + "断空捶击": "단층지격", + "升天阵": "승천진", + "黑暗切割": "어둠 가르기", + "朱雀符": "주작부", + "星落打": "저 하늘의 별", + "巨旋风": "거선풍", + "驱魔之书": "퇴마의 서", + "狂乱锤击": "난격", + "落雷符": "낙뢰부", + "疾空旋风破": "대회전격", + "式神:殇": "식신의 군", + "无双击": "무쌍격", + "斗志散发": "투기 발산", + "苍龙逐日": "창룡격", + "灭魂符": "멸혼부", + "逆鳞震": "역린격", + "脉轮:式神": "신의 챠크라", + "式神之力": "신선의 경지 ", + "逆龙七杀": "역전의 칠조격", + "式神封灵阵": "오망성진", + "真龙焚天": "진격(陣擊)의 황룡", + "式神之悟": "항마신장", + "式神灭却·合": "식신멸진:합", + "雷鸣怒海·火啸山崩": "오행(五行):벽천지격", + "恶魔之手": "분노의 움켜쥠", + "死亡切割": "데스 사이드", + "镰刀精通": "낫 마스터리", + "裂地锤": "지뢰진", + "恶魔诅咒": "환청", + "回旋飞镰": "스핀커터", + "复仇之刺": "복수의 가시", + "厄运之轮": "스피닝 디포메이션", + "恶魔之拳": "데빌 피스트", + "恶魔之握": "데빌 클러치", + "黑暗权能": "어둠의 권능", + "魔化:末日审判者": "악마화", + "审判": "처형", + "恶魔唤醒": "악몽", + "地狱之门": "복마전", + "末日浩劫": "재앙", + "不朽战吼": "다크 하울링", + "原罪之力": "이블 스트라이커", + "毁灭强击": "파멸의 강타", + "永堕:混沌弑神": "언홀리 퓨리", + "光之影": "레쳐스 데빌라이즈", + "极恶洪流": "다이어 스트림", + "末日福音:毁灭之翼": "괴멸의 복음", + "战斧精通": "배틀액스 마스터리", + "异端烙印": "이단의 낙인", + "定罪法则": "세큐리스 말레피카룸", + "狂炎告解": "광염의 고해성사", + "惩戒十字": "단죄의 십자가", + "净化火焰瓶": "플레게의 화염병", + "裁决之击": "징벌의 일격", + "火焰精华": "플레게의 정수", + "神焰": "성화", + "审判重击": "심판의 일격", + "神焰斩": "즉결심판", + "神焰洗礼": "세례의 불길", + "神焰怒火": "고결한 격노", + "行刑": "참수", + "火刑": "화형", + "神焰漩涡": "업화의 소용돌이", + "净化之焰": "정화의 불꽃", + "裁决轮回斩": "신벌", + "车轮刑": "차륜형", + "炎狱祭坛:炮烙": "불지옥", + "补赎逆十字": "척결의 역십자", + "无间狱·焚罪": "무간연옥:속죄의 제단", + "罪业加身": "무거운 죄업", + "唤雷符": "날벼락부", + "念珠连射": "염주 사출", + "木槵子经": "목환자경", + "束灵符": "구속제압부", + "驱邪咒": "마혼제령술", + "祈雨祭": "천녀기우제", + "神术强化": "법력 강화", + "和合之玉": "공력의 구", + "聚魂吸星符": "심혼흡성부", + "龙魂之怒": "용의 격노", + "百八念珠": "백팔염주", + "不动珠箔阵": "부동주박진", + "神龙如意珠": "신룡의 여의주", + "神谕:神龙雷雨祭": "신탁:신룡뇌우제", + "因果业火符": "시폭염화부", + "夺命大念阵": "탈명대염진", + "龙神之力": "용신의 힘", + "退魔阴阳符": "마혼부:퇴마음양옥", + "天坠阴阳玉": "염폭모대주", + "龙威如狱·龙恩如海": "현신:신룡진노", + "乾坤之境": "대행자의 권능", + "天泽神龙阵": "탄천신룡진", + "神龙之舞·天一": "천녀동화", + "双重切割": "듀얼 슬래쉬", + "负罪者镰刀精通": "짊어진 자의 낫 마스터리", + "罪业诱惑": "죄업에 짓눌린 육신", + "断头台": "길로틴", + "欲望之手": "러스트 핸드", + "傲慢之堕": "프라이드 악셀", + "屠戮回旋斩": "롤링 러쉬", + "怠惰之息": "슬로스 바디", + "诱魔之手": "죄를 깨우는 손길", + "贪婪之刺": "그리드 더 러커", + "杀戮战镰": "사이드 매서커", + "愤怒之袭": "스커드 더 라스", + "净化之花": "정화의 꽃", + "罪业宣告": "죄를 고하는자", + "嫉妒之吻": "엔비어스 키스", + "暴食之噬": "글러트니 바밋", + "灵魂烙印:原罪冲击": "세컨드 소울", + "(光辉)智慧起源:原罪结晶": "퍼스트 프라나:금단의 결정체", + "智慧起源:原罪结晶": "퍼스트 프라나:금단의 결정체", + "肋骨重塑:原罪战矛": "서드 립", + "失乐园": "라스트 제네시스", + "原罪之初": "죄의 근원", + "至高之刑": "카디널 익스큐션", + "原罪之翼·永息": "안식의 날개", + "终结追击": "히트엔드", + "武器精通": "무기 마스터리", + "月弧": "문아크", + "极限追击": "히트 블리드", + "双刃穿刺": "더블 피어스", + "绝杀斩": "밴디트컷", + "旋舞斩": "소드 댄스", + "旋刃": "체인소", + "剑刃风暴": "허리케인", + "螺旋穿刺": "버티컬 스파이럴", + "雷光刃影": "라이트닝 애로우", + "疾风乱舞": "소닉 어설트", + "绝命瞬狱杀": "엑셀 스트라이크", + "月轮舞": "실버스트림", + "旋刃冲击": "체인소 러시", + "陨落螺旋刺": "어슬랜트 스파이럴", + "乱空杀": "엑조틱 램펀트", + "月影突袭": "디스트리뷰션", + "天渊星狱": "노바 램넌트", + "死亡风暴": "데스 허리케인", + "绝命时刻": "모멘트 패닉", + "幻灭瞬杀": "베니싱 일루젼", + "影·万古星辰": "아데스 팬텀", + "暗魂波": "다크 소울", + "诅咒之箭": "커스 스피어", + "降临:尼古拉斯": "니콜라스 강령", + "降临:尼古拉斯(艾克洛索)": "니콜라스 강령 (아라클로소)", + "驱使僵尸": "좀비 강령", + "服从": "복종하는 사령", + "黑暗之环": "어둠의 고리", + "暗影蛛丝阵": "흑사진", + "死亡之爪": "어둠의 손톱", + "死灵之怨": "망자의 원한", + "百鬼夜行": "야행혼", + "黑魔法书:亡者之魂": "흑마법서:망자의 혼", + "降临:暴君巴拉克": "학살의 발라크르 강령", + "暗击拳": "암격권", + "巴拉克强击": "강격", + "杀戮乱舞": "살육난무", + "吸魂暗劲波": "흡기암경파", + "巴拉克的野心": "발라크르의 야망", + "巴拉克的盟约": "발라크르의 맹약", + "降临:僵尸莱迪娅": "리빙데드", + "巴拉克的愤怒": "기요틴", + "屠戮之惧": "학살자의 공포", + "千魂祭": "팬텀스트롬", + "死灵之缚": "망자의 집념", + "释魂暗劲波": "분기암경파", + "暗黑蛛丝引": "블랙 아라크니아", + "亡魂之息": "언홀리 마스터리", + "暴君极刑斩": "익스큐서너 슬래쉬", + "亡者君临:巴拉克之戮": "발라크르 현신", + "冥河之钥": "아케론의 열쇠", + "亡者之茧": "코쿤 오브 언데드", + "命运殇痕·摩罗斯之咒": "태초의 공포:모로스", + "火遁·豪火球之术": "화염구", + "忍法:幻影手里剑": "환영 다중 수리검", + "火遁·飓风煞": "화염선풍", + "苦无精通": "차크라 웨펀 숙련", + "烈焰印记": "화염의 인", + "火遁·螺旋手里剑": "나선 대차륜 쿠나이", + "忍法:替身术": "인법:바꿔치기", + "火遁·炎天道": "열화천도", + "忍法:残影术": "인법:잔영 남기기", + "火遁·蟾蜍油炎弹": "두꺼비유염탄", + "忍法:六道轮回": "인법:육도윤회", + "火遁·炎舞天璇": "비기:염무개화", + "暗炎残星": "암영술", + "毕方之印": "초열혼폭술", + "火遁·冥炎业火阵": "흉멸인법진", + "忍法:飞燕手里剑": "암기:비연수리검", + "火遁·风魔手里剑": "마환 풍마수리검", + "八尺琼勾玉": "광휘의 팔척곡옥", + "八咫镜": "야타의 거울", + "八岐大蛇": "야마타오로치", + "天照": "아마테라스", + "开二觉平x": "2각 평타", + "火炎灼空:草雉剑": "쿠사나기의 검", + "三元刹": "일기화삼청", + "勾玉之火·镰鼬": "구옥지화:카마이타치", + "火源限界·八咫乌": "야타가라스", + "忍术精通": "인술", + "天诛": "이레이저", + "割喉": "넥 디바이더", + "暗杀教义": "암살기술", + "夺魂": "홀드업!", + "暗杀之匕首精通": "날카로운 단검", + "穿心": "심장 찌르기", + "追命": "나락 떨구기", + "潜影刺击": "코버트 액션", + "刃舞": "칼날돌풍", + "影戮": "파이널 디스트럭션", + "瞬杀": "암살", + "暗杀之心": "배후습격", + "影斩·乱舞": "절명의 그림자", + "绝命飞刃": "단검투척", + "八荒影杀": "섀도우 스팅", + "死亡连舞": "죽음의 연무", + "潜行暗杀": "베일드 어택", + "剜心": "페이탈 블리츠", + "锁链": "체인", + "幽冥链狱:索命": "체인 리액션", + "暗影禁忌": "룰 오브 섀도우", + "影缚追魂锁": "메나싱 시즈", + "无间影狱·噬灭": "무영:참극", + "骑士信念": "강인한 신념", + "自然恩泽": "대자연의 가호", + "信仰鼓舞": "용기의 방패", + "剑盾猛攻": "체인러쉬", + "强踢": "라이온 킥", + "盾击": "실드 스타크", + "致命突刺": "리탈 펀토", + "愤怒冲撞": "에이션트 보어", + "破武之轮": "무장 해제", + "守护神鹿": "에이션트 디어", + "审判之盾": "선고", + "破甲冲击": "압도", + "精灵之跃": "엘비쉬 점프", + "神木刺击": "신록의 검", + "铁壁推进": "철벽방어", + "自然束缚": "자연의 속박", + "一刀两断": "뱅가드 스트랏슈", + "飓风旋枪": "런지 에볼루션", + "天陨断空斩": "분쇄", + "天马流星落": "천마 섬광", + "生命审判": "생명의 전조", + "壁垒突袭": "신뢰의 돌파", + "剑盾强袭": "체인 스트라이크", + "自然之怒": "자연의 분노", + "暮光之灵黄昏独角兽": "트와일라잇 유니콘", + "生命的恩宠": "그레이스 오브 라이프", + "荆棘之城": "에우디아의 성채", + "生命之律·神木擎天": "판타지 오브 네이쳐", + "魔灵召唤:波拉斯": "약식소환:보라스", + "魔灵召唤:瓦尔琪": "약식소환:럭키왁키", + "魔灵血统": "혼혈", + "力量法则": "힘의 논리", + "魔灵召唤:狂暴布洛克": "약식소환:히스테릭 워리어", + "绝对魅力": "카리스마", + "魔灵召唤:假面杰森": "약식소환:젤라틴 마스크", + "魔灵召唤:大画家芭芘": "약식소환:트윙클 아티스트", + "魔灵召唤:旋转小冯": "약식소환:크레이지 스핀", + "魔灵召唤:小吸血鬼夏伊": "약식소환:뱀파이어 칠드런", + "魔灵召唤:大富翁鲁邦": "약식소환:레이지 햇", + "魔灵召唤:迪克老爹": "약식소환:빅대디", + "魔灵召唤:红心女王艾丽莎": "약식소환:하트퀸", + "军团列阵": "군단 정렬", + "连锁共振": "공진", + "魔灵炸弹": "희생폭탄", + "魔幻旋风": "팬시 트위스트", + "毁灭突进": "파성추", + "翔空剑": "천공검", + "碎灵屠戮": "제노사이드 크러쉬", + "聚灵升空剑": "파이널 어택", + "魔能榨取": "착취", + "魔神百裂拳": "악신난무", + "黑暗冲击": "검은 충격", + "午夜嘉年华": "미드나잇 카니발", + "亚丁之力": "아텐의 화신", + "绚丽耀光": "매시브 파이어", + "魔灵乱舞": "대난투", + "黑曜之眸:亚丁降临": "아텐 현신", + "黑色曜日": "검은 태양", + "绽放·终章": "그랜드 피날레", + "盛宴·恶之祭典": "악의 제전", + "天使光翼": "세라픽 페더", + "天使降临": "세라픽 폴", + "荣耀之光": "글로리 오브 더 라이트", + "戒律": "커맨드먼트", + "神光冲击": "위핑 웨이브", + "神光连斩": "퓨리파잉", + "圣盾突击": "실드 브레이크", + "神光喷涌": "레쓰", + "神光盾击": "레트리뷰션", + "烈光": "디스럽션", + "神光闪耀": "컨페션", + "神光闪影击": "포기브니스", + "神罚之锤": "썬더 해머:유피테르", + "神光之跃": "컨실리에이션", + "信仰聚合神光惩戒": "프라이스 오브 미스트러스트", + "圣盾裁决": "인테그레이션", + "破晓之光": "멘데이트 오브 헤븐", + "神光回旋斩": "옵스트럭션", + "神圣信约": "인게이지먼트", + "神圣意志大天使降临": "저지먼트 콜", + "超越之翼": "윙 오브 메타트론", + "神光耀世": "트랜센던스 라이트", + "启示录:末日救赎": "더 라스트 리벨레이션", + "龙人剑术": "드래곤투스", + "火焰吐息": "파이어 브레스", + "龙翼突袭": "블릿츠 스트라이크", + "龙语召唤:阿斯特拉": "아스트라 소환", + "爆破龙角": "버스트 혼", + "龙拳(地面释放)": "너클 블래스터(지면 캐스트)", + "龙拳(空中释放)": "너클 블래스터(공중 캐스트)", + "龙之撕咬": "드래곤 팽", + "龙翼穿刺(2hit+踢击)": "스피닝 레이드(2hit + 발차기)", + "龙翼穿刺(撕咬附着)": "스피닝 레이드(물어 붙기)", + "飞龙斩": "드래곤 스매쉬", + "大胃王": "대식가", + "龙刃无双": "태도 용제무쌍", + "魔龙之息(脱手)": "폭풍의 숨결(설치형)", + "魔龙之息(骑乘)": "폭풍의 숨결(탑승)", + "魔龙之力": "드래곤포스", + "魔龙之力(火球)": "드래곤포스(불덩어리)", + "雷光嘶吼": "울부짖는 뇌광", + "龙皇制裁": "용왕파천", + "魔龙天翔(脱手)": "비룡천상(설치형)", + "魔龙天翔(骑乘)": "비룡천상(탑승)", + "龙神血脉": "계승자", + "魔龙星落": "미티어 버스트", + "征战无双": "용제출진", + "龙神裁决:终末之光": "종언을 고하는 빛", + "龙血誓约": "용혈의 서약", + "龙咆雷鸣": "뇌룡격멸:포효", + "龙神君临·虚空烬灭": "참성연격:인피니티 노바", + "普通攻击(一轮)": "평타 (1사이클)", + "战戟精通": "마창 제어", + "战戟猛攻": "임팩트 스매쉬", + "战戟之魂": "마창 지배", + "战神之力": "마창 각성", + "霸王戟": "스매쉬", + "破军突击": "헤드온 챠지", + "追魂斩": "브랜디쉬", + "落月斩": "크레센트 슬래쉬", + "冷血突刺": "드레드보어", + "破灭斩": "비헤드", + "夺命乱舞": "블레이드 스톰", + "横扫八荒": "디베스테이트", + "长虹贯日": "런지 스트라이크", + "穿云裂地斩-下劈": "둠 글레이브-내려찍기", + "破灭轮回刺": "데들리 매서커", + "断魂裂岩斩": "버스트 슬래쉬", + "千魂弑": "유 다이드", + "血战天狱": "데모닉 인페르노", + "灭天之魂": "마창:천멸", + "镇狱裂地枪": "브루탈 디몰리셔", + "天劫·斗灭乾坤": "네버모어", + "长枪精通": "장창 숙련", + "双重刺击": "트윈 펀토", + "行云:风": "스윌링 스피어", + "行云:疾": "그라운드 씨커", + "行云:落": "라이징 랜서", + "行云:沐": "미라지 부스트", + "旋风枪": "슈트롬", + "无畏波动枪": "파동연환창", + "螺旋波动枪": "스파이럴 웨이브", + "升龙破空枪": "공아", + "狂龙怒啸": "메조싸이클론", + "夺命雷霆枪": "뇌격점혈섬", + "行云:启": "미라지 스트림", + "流云幻灭": "오러 포스 재블린", + "风火燎原": "롤링 벌컨", + "三一斩月": "삼일참월", + "无双突刺": "쿼드러플 드라이브", + "行云:冥": "무형의 창술사", + "流光无影闪": "미스트 플레어", + "极影无形杀": "살극쌍연무", + "一身是胆": "일신시담", + "双龙流云灭": "레조넌스 임페일", + "问鼎·千军破云": "천하포무:투극", + "光枪精通": "광창 마스터리", + "狩猎本能": "헌터즈 샤프니스", + "枪魂感知": "잔류 감각", + "狩猎之心": "힘의 근원", + "猎杀枪": "서번트 랜스", + "隐鼠袭杀": "두더지 사냥", + "光焰飞枪": "니들러", + "蛮横冲撞": "버팔로 폴", + "猎杀枪掠食": "서번트 랜스:어썰트", + "光焰枪": "날개 꿰기", + "猎杀枪穿心": "서번트 랜스", + "光焰囚杀": "램 펜스", + "利刃收割": "번 로커스트", + "鹰坠": "페니트레잇 헤드", + "龙鳞碎割": "스케일 그라인더", + "逐云灭龙杀": "드래곤 슬레이어", + "天龙破": "팔티잔 스큐어", + "地龙狩": "어스웜 헌트", + "地龙封魔杀": "광룡분쇄창", + "无尽杀戮": "데보닝 슬래셔", + "绝命猎杀死亡穿刺": "데스 차지", + "狩魔之魂": "케라브노스", + "瞬光猎杀枪": "인시디우스 파이크", + "红月·狩猎盛宴": "붉은 달의 사냥제", + "暗蚀": "잠식", + "侵蚀之矛": "다크 엠비션", + "双重投射": "더블 쓰로우", + "暗矛精通": "어둠의 투창 마스터리", + "暗矛投射": "암흑나선창", + "黑暗枪雨": "디스페어", + "暗矛贯穿": "피어싱 드라이브", + "暗枪突破": "마창 폭주", + "黑蚀葬礼": "다크 베리얼", + "绝望枪": "절명창", + "暗蚀螺旋枪": "스파이럴 러쉬", + "连锁侵蚀": "디퓨젼", + "坠蚀之雨": "다크 스타", + "暗蚀爆雷杀": "흑광폭살", + "黑暗支配者": "어둠의 지배자", + "无尽侵蚀:缚魂": "광폭:흑화연창", + "暗影蚀魂": "다크 디비젼", + "黑蚀酷刑": "바이올런트 피어스", + "黑暗本源": "심연에 드리운 어둠", + "冥夜裂空": "폴링 데스", + "冥蚀脉冲": "다크 임펄스", + "幽影暗蚀:寂灭": "멸광천투", + "暗源之蚀": "엄습하는 어둠", + "虚空碎灭": "어비셜 인베이더 ", + "暗·渊灭禁绝": "멸극:흑현금절", + "长刀精通": "장도 마스터리", + "暗刃战略": "숙련된 전문가", + "BG枪刃改造": "BG 파이어툴", + "BC精锐特训": "BC 트레이닝", + "暮光战略": "더스크 택틱스", + "掩护射击": "원호 사격", + "捷影步": "신속 기동", + "轮盘连射": "데드 식스", + "剑刃突刺": "서프라이즈 컷", + "潜行射击": "기습타격", + "利刃旋斩": "빌 드릴", + "游弹枪袭": "집중 사격", + "全方位射击": "알파 스트라이크", + "回旋飞剑": "카라콜", + "枪刃乱舞": "휩쓸기", + "血光斩": "최후의 일격", + "电光飞掠": "블리츠 크리그", + "近敌灭杀": "포인트 블랭크", + "大回旋坠斩": "헬릭스 다이브", + "致命焰火": "택티컬 오펜시브", + "碧波瞬斩": "벽파일섬", + "集结·暮光之翼": "황혼의 날개", + "燃情协战": "콜 시그널:커버링", + "暮光密令:黎明决战": "여명의 비상", + "连续射击": "연속 사격", + "特工秘技": "요원의 전투술", + "双弦斩": "쌍현참", + "月光挥斩": "달빛 가르기", + "小太刀精通": "소태도 마스터리", + "满月斩": "만월 달빛 베기", + "迅步突袭": "로망 대시", + "月影秘步": "암월비보", + "锁定射击": "목표 사격", + "枪刃旋杀": "블레이드 팰컨", + "终极锁定": "목표 포착", + "使命觉悟": "결의", + "噬血绝杀": "요인 암살", + "月相轮舞": "문페이즈", + "月光镇魂曲": "월광진혼곡", + "冷酷杀意": "냉혈", + "毁灭狂欢": "섬멸", + "精准射击": "조준 사격", + "月相天陨": "월식", + "无暇": "무결", + "夜影迷踪": "지고 뜨는 달", + "月夜:终极行动": "마지막 임무", + "重剑精通": "중검 마스터리", + "火药改良": "화약 다루기", + "终极火力": "리인포스 파이어", + "无法者之歌": "황야의 무법자", + "铁血豪情": "하드보일드", + "双重散射": "더블 배럴", + "爆烈斩击": "브레이크 샷", + "剑刃爆弹": "소드 밤", + "广域散射": "디퓨전 버스트", + "G型火焰爆弹": "G-CTF", + "爆裂斩": "번 투 슬래쉬", + "爆弹罗网": "오프레션", + "裂地爆刃": "디스트러블 퀘이크", + "惊喜大礼": "서프라이즈 프레전트", + "G型烬灭榴弹": "G-Widow", + "完美击球": "퍼펙트 배팅", + "夺命焰火": "겟 온 파이어", + "爆弹华尔兹": "바이올런트 스매쉬", + "覆灭之枪": "더 나인 배럴", + "终焉:硝烟狂欢": "인크레더블", + "铁腕爆弹": "터미네이트 슬러거", + "烽火硝烟·终末之征": "클라이막스", + "源力剑精通": "코어 블레이드 마스터리", + "细胞弱化": "인젝션", + "源能增幅": "앰플리파이", + "源力汇聚": "코어 패러다임", + "奇点源核": "싱귤래리티 코어", + "源光斩": "빔 슬래쉬", + "旋转源能波": "로테이션 웨이브", + "源能护盾": "코어 실드", + "镭射源能枪": "테이저", + "源能波刃": "스퀘어리", + "能量飞鱼弹": "엑소셋", + "脉冲斩": "일렉트릭 필러", + "电磁领域": "이미션", + "引力源光弹": "어트랙트 에뮤니션", + "光裂斩": "라이트닝 슬래쉬", + "光导裂地斩": "디바이드 어쓰", + "超能场域": "버스트 필드", + "能量禁锢": "에너지 바운스", + "离散能量波": "디스펄션", + "绝望圆舞": "라이트 브랜디쉬", + "CEAB-2超能爆发": "CEAB-2", + "终焉:超世界崩坏": "익시드", + "临界源能弹": "블랙 시드", + "源能场域:黑暗边缘": "블랙 호라이즌", + "烈火燎原": "파이어월", + "炽炎星陨": "운석 낙하", + "冰霜之球": "아이스 스톤", + "冰天震地": "아이스 플레이트", + "幻想之境": "상상력", + "具象强化": "계열 강화", + "烈焰飓风": "플레임 허리케인", + "极冰护盾": "아이스 실드", + "超能旋风波": "윈드 프레스", + "风暴漩涡": "윈드 스톰", + "洞悉": "이해", + "末日虫洞": "웜홀", + "冰雪降临": "빙하시대", + "时空链接": "링크", + "创世之力": "천지창조", + "时空禁制": "타임 포워드", + "创世": "창조의 공간", + "天工开物": "창조의 아티팩트", + "创世之光": "창세의 빛", + "时之终末:归烬": "종말", + "自我觉醒": "자각", + "挑击": "어퍼", + "暗影斩": "다크 슬래쉬", + "黑暗十字斩": "다크 크로스", + "暗影·波动剑": "웨이브", + "旋涡斩": "베인 슬래쉬", + "滑斩": "브리프 컷", + "跃斩": "바운스 블로우", + "跃地斩": "홉 스매쉬", + "冥光斩": "그랜드 웨이브", + "瞬影斩": "래피드 무브", + "暗月斩": "스핀 어택", + "暗影三击剑": "트리플 스탭", + "暗劲爆发": "다크 익스플로젼", + "邪影·波动剑": "다크 웨이브", + "暗魂之手": "다크 러스트", + "突刺": "피어스 스트라이크", + "暗影鞭": "윕 어택", + "灭魂封魔斩": "다크 레이브", + "冥魂珠": "다크 볼", + "暗影升龙击": "다크 크래셔", + "冥魂之陨": "다크 폴", + "破魂之刃": "다크 소드", + "凝魂波动阵": "쇼크 웨이브", + "破魂斩": "드로우 소드", + "冥炎破空斩": "다크 플레임 소드", + "禁魂斩": "모멘터리 슬래쉬", + "魔狱裂魂斩": "다크 브레이크", + "黑暗明王阵": "웨이브 스핀", + "魔影剑舞": "일루젼 슬래쉬", + "幽魂剑": "팬텀 소드", + "暗炎冥魂波": "다크 웨이브 폴", + "斩龙破": "차지 익스플로전", + "邪影升龙斩": "다크 버스트", + "超时空碎裂": "타임 브레이크", + "暗·短剑精通": "어둠의 소검 마스터리", + "暗·太刀精通": "어둠의 도 마스터리", + "暗·巨剑精通": "어둠의 대검 마스터리", + "暗·钝器精通": "어둠의 둔기 마스터리", + "暗·光剑精通": "어둠의 광검 마스터리", + "时间停滞": "타임 스톱", + "次元融合": "차원일치", + "暗黑溯回斩": "디아볼릭 슬래쉬", + "时空主宰": "타임로드", + "时之止境:幻灭": "디 엔드 오브 타임", + "遗忘魔法师的馈赠": "잊혀진 마법사의 유산", + "死亡阴影": "죽음을 자아내는 그림자", + "贫瘠沙漠的遗产": "메마른 사막의 유산", + "噩梦:地狱之路": "개악:지옥의 길", + "永恒不息之路": "영원한 흐름의 길", + "天堂舞姬": "천상의 무희", + "皇家裁决者宣言": "황실 직속 집행자의 선고", + "炙炎之盛宴": "열대의 트로피카", + "传奇铁匠-封神": "전설의 대장장이-역작", + "命运歧路": "선택의 기로", + "古代祭祀的神圣仪式": "고대 제사장의 신성한 의식", + "龙血玄黄": "베테랑 군인의 정복", + "擎天战甲": "A.D. P 슈트", + "荆棘漫天": "구속의 가시덩굴", + "大自然的呼吸": "대자연의 숨결", + "深渊窥视者": "심연을 엿보는 자", + "圣者的黄昏": "황혼의 여행자", + "坎坷命运": "기구한 운명", + "吞噬愤怒": "삼켜진 분노", + "黑魔法探求者": "흑마술의 탐구자", + "时空旅行者": "시간의 여행자", + "穿透命运的呐喊": "운명을 가르는 함성", + "狂乱追随者": "광란의 추종자", + "地狱求道者": "나락의 구도자", + "次元旅行者": "차원의 여행자", + "天命无常": "운명의 주사위", + "悲剧的残骸": "아린 비극의 잔해", + "上古尘封术式": "고대의 술식", + "破晓曦光": "먼동 틀 무렵", + "幸运三角": "행운의 트라이앵글", + "精灵使的权能": "정령사의 장신구", + "军神的隐秘遗产": "군신의 숨겨진 유산", + "时间战争的残骸": "시간전쟁의 잔해", + "灵宝:世间真理": "영보:세상의 진리", + "能量主宰": "노멀라이즈 싱크로", + "超界·苍穹之云": "超 창천을 메운 구름", + "超界·永恒的季节": "超 흐르지 않는 계절", + "超界·亿万年的星光": "超 억년의 찬란한 별", + "超界·精灵的荣耀": "超 온슬롯:최후의 반격", + "超界·幸运的五彩石": "超 오광-뜻을 품은 빛", + "黑暗的第一权能": "어둠의 첫번째 권능", + "黑暗的第二权能": "어둠의 두 번째 권능", + "维度崩坏": "디멘션 크래쉬", + "暗之腐蚀": "어둠의 침식", + "堕落的暗黑之力": "타락한 어둠의 힘", + "江山如画": "찬란한 자:영광", + "江山如画[3]": "찬란한 자:영광[3]", + "万物的生灭": "만유의 생멸", + "万物的生灭[3]": "만유의 생멸[3]", + "兵法之神": "병법의 정수가 각인된 신물", + "兵法之神[5]": "병법의 정수가 각인된 신물[5]", + "流逝轮回的记忆": "소멸의 기억", + "无相轮回的希望": "잊혀진 자의 소망", + "魔战无双": "마력의 소용돌이", + "魔战无双[5]": "마력의 소용돌이[5]", + "霸域英豪": "풀 플레이트 아머", + "霸域英豪[5]": "풀 플레이트 아머[5]", + "千蛛碎影": "거미 여왕의 숨결", + "千蛛碎影[5]": "거미 여왕의 숨결[5]", + "誓血之盟": "금지된 계약", + "誓血之盟[5]": "금지된 계약[5]", + "天御之灾": "자연의 수호자", + "天御之灾[5]": "자연의 수호자[5]", + "最佳球手的绝杀": "아이실드 러데이니언", + "最佳球手的绝杀[5]": "아이실드 러데이니언[5]", + "战术之王的御敌": "웨슬리의 전술", + "战术之王的御敌[5]": "웨슬리의 전술[5]", + "杀意决": "암살자의 마음가짐", + "杀意决[5]": "암살자의 마음가짐[5]", + "逝魔之力": "불타오르는 마력", + "逝魔之力[5]": "불타오르는 마력[5]", + "天劫": "엘리멘탈 드롭퍼", + "天劫[5]": "엘리멘탈 드롭퍼[5]", + "冰雪公主的霜语首饰[3]": "얼음 공주의 숨결[3]", + "冰雪公主的霜语首饰": "얼음 공주의 숨결", + "精炼的异界魔石首饰": "정제된 이계의 마석", + "精炼的异界魔石首饰[3]": "정제된 이계의 마석[3]", + "先贤的馈赠": "붉게 일렁이는 혈광석 ", + "鲜红血纹": "혈광갑주", + "信念徽章:自由": "신념의 징표:칼리번", + "太极天帝剑": "태극천제검", + "哈蒂-赎月者": "하티-달을 탐하는 자", + "卡西姆的大剑": "카심의 대검", + "星之海:巴德纳尔": "별의 바다:바드나후", + "白虎啸魂手套": "백호의 울음소리", + "太阴神:灵龟": "태음신:영귀", + "疯狂飓风": "매드 싸이클론", + "猎焰追魂拳套": "블레이즈 헌터", + "青沙棍": "청사곤", + "午夜生死轮盘": "미드나잇 러시안 룰렛", + "雷霆怒啸手枪": "메가쇼크 런처", + "强力打击-X": "스트라이커-X", + "绝杀:无人生还": "오버스펙 라이즈", + "激光流星弓": "커스텀 라이져 보우", + "歼灵灭魂矛": "어나이얼레이터", + "混沌之种": "카오스 시드", + "火焰地狱": "플레임 헬", + "世界树的根须": "세계수의 뿌리", + "纯白的祈祷": "순백의 기도", + "圣者的慈悲": "포 더 세크리드", + "轮回之环:桓龙": "윤회의 고리:환룡", + "暗战终结者": "라스트 인파이팅", + "泯灭之灵": "루즈 리즌", + "弗卡奴斯的第二个痕迹": "불카누스의 두번째 흔적", + "匿影": "샤프 쉐도어", + "一叶障目": "화려한 눈속임", + "绿色生命的面容": "푸른 생명의 이면", + "血腥红宝石之眼": "블러드 루비아이", + "幻影狂欢长枪": "끊임없는 환영", + "万夫之勇": "통곡의 수문장", + "千芒闪爆枪": "일렉트로전", + "寂灭剧毒矛": "사일런트 베놈", + "金刚密藏刀": "금강비장도", + "冰洁的红焰": "차갑게 굳어버린 홍염", + "聚能擎天剑": "아토믹 파일", + "远古御神战剑": "베투스 코르", + "战场的热血:安格巴迪": "전장의 열정:앵거바딜", + "前瞻守卫者": "아방가르드", + "骚动的冥焰": "판데모니엄 플레임", + "神之意象": "데우스 이미저리", + "赤光剑路易纳斯": "적광검 루이너스", + "无瑕之意志手套": "청명한 의지", + "毁灭之碾压": "디스트로이 프레셔", + "痛苦之源": "로드 오브 더 페인", + "幻光绽放拳套": "일렉트로 부스터", + "鸣鸿破影棍": "어그레시브 카이트", + "血枪之脉": "블러드 샷 부스터", + "寻觅海石竹": "팔로우 더 스타티스", + "湍流": "터뷸런스", + "乾坤极电炮": "레볼루션 차지", + "吟游诗人的轻吟": "음유시인의 만돌린", + "吟唱:不灭之魂": "영창:불멸의 혼", + "精灵浮风棍": "우디 부기", + "魔力之泉:加斯达利亚": "마력의 샘:카스탈리아", + "银月的祝福": "루나 베네딕티오", + "世界树之精灵": "세계수의 요정", + "闪耀的神威": "눈부신 영광", + "古代神兽的记忆": "고대 신수의 기억", + "拓荒者之路": "개척자의 길", + "异教主的审判": "이교도 교주의 심판", + "信念之重量": "신념의 무게", + "暗杀团长的玉妆刀": "암살단장의 옥장도", + "血色舞会": "핏빛 무도회", + "圣洁的精灵遗物": "고결한 정령의 유물", + "天幕道火扇": "도화선", + "彪悍冲锋者": "전장의 선봉장", + "沙岩幻戟": "사암주극", + "天将军:传承之光": "천장군:전승의 빛", + "魅影飞龙": "기가 드릴러", + "夜天刀": "야천도", + "冥焰黑暗之触": "다크 플레임 리퍼", + "爆烈红焰": "홍염폭검", + "谍影:超级核心": "프로젝트:오버코어", + "魔法师[???]的长袍": "마법사 [???]의 로브", + "死亡阴影夹克": "죽음을 덮치는 그림자 재킷", + "燃烧烈焰之勇气": "타오르는 열기의 용기", + "撒旦:沸腾之怒": "사탄:들끓는 분노", + "奔流不息之岁月": "지체없는 흐름의 한뉘", + "优雅旋律华尔兹": "우아한 선율의 왈츠", + "首席执行官裁决夹克": "고귀한 집행자의 제복 자켓", + "炙炎:火龙果": "트로피카:용과", + "妖精之姿": "페어리의 몸짓", + "人性的抉择": "무의식적 선택", + "大祭司的星祈礼袍": "고대 제사장의 로브", + "冲锋陷阵胸甲": "전장의 매", + "气吞山河战甲": "웨어러블 파워 슈트", + "千链锁灵战甲": "구속의 체인 메일", + "宽恕坚韧之地": "포용의 굳건한 대지", + "堕落深渊黑魔法衬衫": "심연에 빠진 검은 셔츠", + "引路者的黄昏披风": "길 안내자의 물소 코트", + "地狱边缘": "나락의 끝자락", + "泣血之恨": "피를 머금은 한", + "大魔法师[???]的长袍": "대 마법사 [???]의 로브", + "掌管生死之影夹克": "생사를 다스리는 그림자의 재킷", + "爆裂大地之勇猛": "작열하는 대지의 용맹", + "撒旦:愤怒之王": "사탄:분노의 군주", + "英明循环之生命": "영명한 세상의 순환", + "浪漫旋律华尔兹": "낭만적인 선율의 왈츠", + "皇家裁决者审判外套": "수석 집행관의 코트", + "炙炎:霸王树": "트로피카:드레이크", + "天堂之翼": "천상의 날개", + "神赐的抉择": "선택이익", + "大祭司的神启礼服": "대제사장의 예복", + "战无不胜上衣": "최후의 전술", + "摧枯拉朽胸甲": "웨어러블 아크 팩", + "千链万化战甲": "결속의 체인 플레이트", + "生命脉动之地": "원시 태동의 대지", + "深渊囚禁者长袍": "고대 심연의 로브", + "圣者的黄昏披风": "길 방랑자의 물소 코트", + "逆转结局": "종말의 역전", + "灭世之怒": "세상을 삼키는 분노", + "魔法师[???]的护腿": "마법사 [???]의 하의", + "死亡阴影短裤": "죽음을 덮치는 그림자 바지", + "肆虐狂风之意志": "몰아치는 바람의 의지", + "亚蒙:谎言之力": "아몬:거짓된 힘", + "奔流不息之伽蓝": "지체없는 흐름의 가람", + "魅惑律动伦巴": "매혹적인 리듬의 룸바", + "首席执行官裁决短裤": "고귀한 집행자의 제복 바지", + "炙炎:荔枝": "트로피카:리치", + "邪恶之角": "사악한 형상의 뿔", + "命运的抉择": "임의 선택", + "大祭司的星祈长裙": "고대 제사장의 치마", + "破釜沉舟护腿": "데파르망", + "雷霆万钧护腿": "인듀어런스 파워 레그", + "千链锁灵护腿": "구속의 퀴스", + "蚕食新绿之息": "잠식된 신록의 숨결", + "驱散黑暗短裤": "어둠을 파헤치는 바지", + "时空漩涡护腿": "시간에 휩쓸린 물소 각반", + "灵魂的呐喊": "본능적인 외침", + "疯狂之如影随形": "따르는 광기의 기운", + "魔法师[???]的披风": "마법사 [???]의 망토", + "死亡阴影护肩": "죽음을 덮치는 그림자 견갑", + "艰难求生之斗志": "바라는 삶의 투지", + "贝利亚尔:毁灭之种": "벨리알:멸망의 씨앗", + "奔流不息之山川": "지체없는 흐름의 마루", + "性感洒脱探戈": "즉흥적인 감각의 탱고", + "首席执行官裁决肩甲": "고귀한 집행자의 제복 견장", + "炙炎:榴莲": "트로피카:두리안", + "魔龙之心": "무한한 마나의 심장", + "矛盾的抉择": "선택의 역설", + "大祭司的星祈披肩": "고대 제사장의 견대", + "枪林弹雨护肩": "퀘이크 프론", + "排山倒海护肩": "에큐레이트 파워 숄더", + "千链锁灵肩甲": "구속의 폴드런", + "猛烈燃烧之炎": "맹렬히 타오르는 화염", + "魔法师[???]的长靴": "마법사 [???]의 부츠", + "死亡阴影长靴": "죽음을 덮치는 그림자 부츠", + "寂静寒夜之忍耐": "얼어붙는 밤의 인내", + "巴尔:堕落之魂": "바알:영혼의 타락", + "奔流不息之银河": "지체없는 흐름의 미리내", + "激烈欢动踢踏": "격렬한 스텝의 자이브", + "首席执行官裁决长靴": "고귀한 집행자의 구두", + "炙炎:木瓜": "트로피카:파파야", + "自然之核": "융합된 자연의 핵", + "守护的抉择": "탈리스만 선택", + "大祭司的星祈凉鞋": "고대 제사장의 샌들", + "赤地千里战靴": "전쟁의 시작", + "遮天蔽日长靴": "벨로시티 파워 부츠", + "千链锁灵战靴": "구속의 체인 그리브", + "交织烈日之风": "휘감는 햇살의 바람", + "堕入地狱之脚": "나락으로 빠진 발", + "次元漫步者长靴": "차원을 걷는 물소 부츠", + "悲喜交加": "희비교차", + "崩溃世界的忧伤": "무너진 세상의 슬픔", + "魔法师[???]的腰带": "마법사 [???]의 허리띠", + "死亡阴影腰带": "죽음을 덮치는 그림자 벨트", + "守护战士之苦难": "수호하는 전사의 고난", + "亚巴顿:绝望地狱": "아바돈:절망의 나락", + "奔流不息之狂风": "지체없는 흐름의 바람", + "热情舞动桑巴": "정열적인 흐름의 삼바", + "首席执行官裁决腰带": "고귀한 집행자의 가죽 벨트", + "炙炎:山竹": "트로피카:망고스틴", + "碎钢之牙": "강철을 뜯는 이빨", + "正义的抉择": "합리적 선택", + "大祭司的星祈腰带": "고대 제사장의 띠", + "浴血奋战腰带": "오퍼레이션 델타", + "风起云涌腰带": "모빌리티 파워 벨트", + "千链锁灵腰带": "구속의 체인 벨트", + "宁静苍翠之水": "잔잔한 청록의 물결", + "莱多:变幻的规律": "라이도:이동의 규율", + "拥抱晨曦之温暖": "새벽을 감싸는 따스함", + "白象之庇护": "하얀 코끼리의 가호", + "火魔之焰-沙罗曼达": "화마의 불꽃-샐러맨더", + "执着的探求": "지독한 집념의 탐구", + "时间指引之针": "시간을 가리키는 지침", + "支配战场的呐喊": "전장을 지배하는 함성", + "狂乱之坚如磐石": "광란을 품은 자", + "莱多:秩序创造者": "라이도:질서의 창조자", + "融化黑暗之温暖": "새벽을 녹이는 따스함", + "伽内什的永恒庇护": "가네샤의 영원한 가호", + "至高之炎-伊弗利特": "지고의 화염-이프리트", + "无尽的探求": "영원히 끝나지 않는 탐구", + "时间回溯之针": "시간을 거스르는 자침", + "响彻天地的咆哮": "천지에 울려퍼지는 포효", + "狂乱之逆转宿命": "숙명을 뒤엎는 광란", + "肯那兹:精神燎原之火": "케나즈:정신을 밝히는 불", + "驱散月光之黎明": "달빛을 가두는 여명", + "四叶草之初心": "네잎 클로버의 초심", + "冷焰之冰-温蒂妮": "냉염의 빙설-운디네", + "堕落世界树之生命": "타락한 세계수의 생명", + "引路者的四季项链": "길 안내자의 계절", + "悲痛者项链": "비통한 자의 목걸이", + "激狂之怒": "과격한 분노의 격앙", + "盖柏:完美的均衡": "게보:완벽한 균형", + "寂静无言之露珠": "고요를 머금은 이슬", + "红兔之祝福": "붉은 토끼의 축복", + "祝福之风-西尔芙": "축복의 바람-실프", + "支配黑暗之环": "어둠을 지배하는 고리", + "次元穿越者之印": "차원을 지나는 자의 인장", + "命运的捉弄": "운명의 장난", + "蓬勃生命的落幕": "광란을 품은 자의 종막", + "军神的遗书": "군신의 유언장", + "末日之刻": "종말의 시간", + "高贵之天": "뜻을 품은 하늘", + "能量回流控制者": "제어 회로 모듈", + "暗黑术士亲笔古书": "암흑술사가 직접 저술한 고서", + "引路者的旅行书": "길 안내자의 여행서", + "悲情者遗物": "비운의 유물", + "失控之怒": "통제할 수 없는 화", + "军神的庇护宝石": "군신의 가호가 담긴 보석", + "时之漩涡": "시간의 소용돌이", + "智慧之地": "지혜를 담은 대지", + "电光能量支配者": "에너지 분배 제어기", + "暗黑术士的精髓": "암흑술사의 정수", + "被困的时之沙": "시간에 갇혀버린 모래", + "寂寞的呼喊": "적막이 흐르는 아우성", + "狂乱之天灾降临": "폭주하는 광란의 힘", + "军神的古怪耳环": "군신의 수상한 귀걸이", + "时之矛盾": "시간의 모순", + "宽容之海": "마음을 새긴 바다", + "电磁能量传送者": "전자기 진공관", + "无尽地狱黑暗之印": "끝없는 나락의 다크버스", + "次元流星坠": "차원을 맴도는 혜성", + "命运挑战者": "운명을 마주하는 자", + "悲剧人生的归寂": "슬픔을 담은 운명", + "军神的心之所念": "군신의 마지막 갈망", + "时之魅影": "또다른 시간의 흐름", + "永恒之海": "영원을 새긴 바다", + "等离子操控者": "플라즈마 초 진공관", + "永恒地狱黑暗之印": "영원한 나락의 다크버스", + "次元穿越者之星": "차원을 관통하는 초신성", + "命运反抗者": "운명을 거스르는 자", + "心痛如绞的诀别": "아린 고통의 비극", + "完美掌控": "퍼펙트 컨트롤", + "噙毒手套": "독을 머금은 가시장갑", + "先知者的预言": "선지자의 목걸이", + "骸麒之戒": "할기의 링", + "窥视未来耳环": "패스트퓨처 이어링", + "青面修罗的面具": "청면수라의 가면", + "赤鬼的次元石": "적귀의 차원석", + "飘零之花手炮": "원초의 꿈:핸드캐넌", + "无念之仪服": "무념의 의복", + "无欲之花": "무의식의 꽃", + "无形之气韵": "무형의 절개", + "无言之罪恶": "무언의 죄악", + "无我之轮回": "무아의 고리", + "飘零之花巨剑": "원초의 꿈:대검", + "飘零之花手弩": "원초의 꿈:보우건", + "飘零之花步枪": "원초의 꿈:머스켓", + "飘零之花十字架": "원초의 꿈:십자가", + "飘零之花短剑": "원초의 꿈:소검", + "飘零之花钝器": "원초의 꿈:둔기", + "飘零之花法杖": "원초의 꿈:스태프", + "飘零之花光剑": "원초의 꿈:광검", + "飘零之花棍棒": "원초의 꿈:봉", + "飘零之花矛": "원초의 꿈:창", + "飘零之花魔杖": "원초의 꿈:로드", + "飘零之花拳套": "원초의 꿈:권투글러브", + "飘零之花扫把": "원초의 꿈:빗자루", + "飘零之花手套": "원초의 꿈:너클", + "飘零之花太刀": "원초의 꿈:도", + "飘零之花爪": "원초의 꿈:클로", + "飘零之花左轮枪": "원초의 꿈:리볼버", + "界·夜语黑瞳短剑": "現:흑천의 주인-소검", + "界·夜语黑瞳太刀": "現:흑천의 주인-도", + "界·夜语黑瞳钝器": "現:흑천의 주인-둔기", + "界·夜语黑瞳巨剑": "現:흑천의 주인-대검", + "界·夜语黑瞳光剑": "現:흑천의 주인-광검", + "界·夜语黑瞳手套": "現:흑천의 주인-너클", + "界·夜语黑瞳臂铠": "現:흑천의 주인-건틀릿", + "界·夜语黑瞳利爪": "現:흑천의 주인-클로", + "界·夜语黑瞳拳套": "現:흑천의 주인-권투글러브", + "界·夜语黑瞳东方棍": "現:흑천의 주인-통파", + "界·夜语黑瞳左轮枪": "現:흑천의 주인-리볼버", + "界·夜语黑瞳自动手枪": "現:흑천의 주인-자동권총", + "界·夜语黑瞳步枪": "現:흑천의 주인-머스켓", + "界·夜语黑瞳手炮": "現:흑천의 주인-핸드캐넌", + "界·夜语黑瞳手弩": "現:흑천의 주인-보우건", + "界·夜语黑瞳矛": "現:흑천의 주인-창", + "界·夜语黑瞳棍棒": "現:흑천의 주인-봉", + "界·夜语黑瞳魔杖": "現:흑천의 주인-로드", + "界·夜语黑瞳法杖": "現:흑천의 주인-스태프", + "界·夜语黑瞳扫把": "現:흑천의 주인-빗자루", + "界·夜语黑瞳十字架": "現:흑천의 주인-십자가", + "界·夜语黑瞳念珠": "現:흑천의 주인-염주", + "界·夜语黑瞳图腾": "現:흑천의 주인-토템", + "界·夜语黑瞳镰刀": "現:흑천의 주인-낫", + "界·夜语黑瞳战斧": "現:흑천의 주인-배틀액스", + "界·夜语黑瞳匕首": "現:흑천의 주인-단검", + "界·夜语黑瞳双剑": "現:흑천의 주인-쌍검", + "界·夜语黑瞳手杖": "現:흑천의 주인-완드", + "界·夜语黑瞳苦无": "現:흑천의 주인-차크라 웨펀", + "界·夜语黑瞳长枪": "現:흑천의 주인-장창", + "界·夜语黑瞳战戟": "現:흑천의 주인-미늘창", + "界·夜语黑瞳光枪": "現:흑천의 주인-광창", + "界·夜语黑瞳暗矛": "現:흑천의 주인-투창", + "界·夜语黑瞳长刀": "現:흑천의 주인-장도", + "界·夜语黑瞳小太刀": "現:흑천의 주인-소태도", + "界·夜语黑瞳重剑": "現:흑천의 주인-중검", + "界·夜语黑瞳源力剑": "現:흑천의 주인-코어블레이드", + "超界·苍天之幕:卷层云": "超 창천의 가림막:무리구름", + "超界·苍天之碧:卷云": "超 창천의 푸르름:새털구름", + "超界·苍天之流:层云": "超 창천의 강줄기:안개구름", + "超界·苍天之岭:积云": "超 창천의 들고개:뭉게구름", + "超界·苍天之隙:高积云": "超 창천의 이음새:양떼구름", + "超界·芒种:绵延的生命": "超 누리-끊이지 않는 생명", + "超界·雨水:长青的群山": "超 물오름-늘푸르게 익는 산들", + "超界·白露:不熄的光明": "超 하늘연-꺼지지 않는 밝음", + "超界·霜降:凝结的冰霜": "超 미틈-치닫지 못한 서리", + "超界·小寒:澄净的心灵": "超 매듭-얽히지 않은 마음", + "超界·海豚座的羞涩": "超 청명한 선율의 델피니", + "超界·北极星的魅力": "超 검소한 매력의 폴라리스", + "超界·织女星的凝望": "超 숭고한 바람의 베가", + "超界·天琴座的高洁": "超 고귀한 자태의 리라", + "超界·天鹅座的朦胧": "超 아련한 매혹의 시그너스", + "超界·费诺的愤怒之勇": "超 역습의 엑소르", + "超界·维拉的光明净化": "超 정화의 카타르시스", + "超界·凯兰崔尔的决断": "超 격전의 데푸그나", + "超界·梵雅的绝世容颜": "超 잠식의 말리니타스", + "超界·伊露维塔的创生": "超 급습의 엑스쿠르", + "超界·梦纤石的牵绊": "超 행복을 품은 옥빛", + "超界·君清石的思念": "超 진실을 품은 적빛", + "超界·凤瞳石的轻鸣": "超 희망을 품은 금빛", + "超界·琥冥石的乖戾": "超 순결을 품은 교빛", + "超界·诛璃石的断杀": "超 평화를 품은 감빛", + "暗黑之云:被吞噬的太阳": "흑운:삼켜지는 태양", + "暗黑之潮:分裂的太阳": "흑조:갈라지는 태양", + "暗黑之炎:被蚕食的太阳": "흑염:잠식되는 태양", + "暗黑之云:被吞噬的大地": "흑운:삼켜지는 대지", + "暗黑之潮:分裂的大地": "흑조:갈라지는 대지", + "暗黑之炎:被蚕食的大地": "흑염:잠식되는 대지", + "暗黑之云:被吞噬的天空": "흑운:삼켜지는 천공", + "暗黑之潮:分裂的天空": "흑조:갈라지는 천공", + "暗黑之炎:被蚕食的天空": "흑염:잠식되는 천공", + "暗黑之魂:被吞噬的太阳": "흑얼:삼켜지는 태양", + "暗黑之翼:被蚕食的太阳": "흑익:잠식되는 태양", + "暗黑之风:分裂的太阳": "흑풍:갈라지는 태양", + "暗黑之魂:被吞噬的大地": "흑얼:삼켜지는 대지", + "暗黑之翼:被蚕食的大地": "흑익:잠식되는 대지", + "暗黑之风:分裂的大地": "흑풍:갈라지는 대지", + "暗黑之魂:被吞噬的天空": "흑얼:삼켜지는 천공", + "暗黑之翼:被蚕食的天空": "흑익:잠식되는 천공", + "暗黑之风:分裂的天空": "흑풍:갈라지는 천공", + "轮回·维度冲击臂环": "진:디멘션 쇼크 암릿", + "时空:维度冲击臂环": "차원:디멘션 쇼크 암릿", + "维度定位项链": "디멘션 사이트 네클리스", + "维度粉碎戒指": "디멘션 크랙 링", + "轮回·腐蚀之黑色十字耳环": "진:침식된 검은 십자 귀걸이", + "时空:腐蚀之黑色十字耳环": "차원:침식된 검은 십자 귀걸이", + "腐蚀之黑色面具": "침식된 검은 가면", + "腐蚀之黑色尖角": "침식된 검은 뿔", + "轮回·黑暗幽灵紫杉胸甲": "진:검게 타락하는 경갑 상의", + "时空:黑暗幽灵紫杉胸甲": "차원:검게 타락하는 경갑 상의", + "黑暗幽灵紫杉护肩": "검게 타락하는 경갑 어깨", + "黑暗幽灵紫杉护腿": "검게 타락하는 경갑 하의", + "黑暗幽灵紫杉腰带": "검게 타락하는 경갑 벨트", + "黑暗幽灵紫杉长靴": "검게 타락하는 경갑 부츠", + "维度冲击臂环": "디멘션 쇼크 암릿", + "腐蚀之黑色十字耳环": "침식된 검은 십자 귀걸이", + "黑暗幽灵紫杉胸甲": "검게 타락하는 경갑 상의", + "飘零之花念珠": "원초의 꿈:염주", + "飘零之花图腾": "원초의 꿈:토템", + "飘零之花镰刀": "원초의 꿈:낫", + "飘零之花战斧": "원초의 꿈:배틀액스", + "飘零之花暗矛": "원초의 꿈:투창", + "飘零之花匕首": "원초의 꿈:단검", + "飘零之花臂铠": "원초의 꿈:건틀릿", + "飘零之花东方棍": "원초의 꿈:통파", + "飘零之花光枪": "원초의 꿈:광창", + "飘零之花苦无": "원초의 꿈:차크라 웨펀", + "飘零之花手杖": "원초의 꿈:완드", + "飘零之花双剑": "원초의 꿈:쌍검", + "飘零之花小太刀": "원초의 꿈:소태도", + "飘零之花源力剑": "원초의 꿈:코어 블레이드", + "飘零之花战戟": "원초의 꿈:미늘창", + "飘零之花长刀": "원초의 꿈:장도", + "飘零之花长枪": "원초의 꿈:장창", + "飘零之花重剑": "원초의 꿈:중검", + "飘零之花自动手枪": "원초의 꿈:자동권총", + "碧水红潮": "천상에 오르는 용기", + "雪浪风尘": "미래를 보는 지혜", + "千寻一醉": "빛샘을 머금은 순수", + "转世:回溯的生命": "리인카네이션:회귀의 생명", + "循环:无尽的诞生": "마트료시카:무한한 탄생", + "轮回:周而复始的时间": "삼사라:윤회하는 시간", + "江山如故": "영광의 보석", + "天衍万物": "생멸 관장자의 팔찌", + "刻印:文韬妙策上衣": "각인:무도 비전의 상의", + "刻印:龙韬秘法护肩": "각인:호도 비법의 어깨", + "刻印:虎韬妙计下装": "각인:용도 묘책의 하의", + "刻印:豹韬飞跃战靴": "각인:견도 비약의 신발", + "刻印:武韬秘典腰带": "각인:표도 묘계의 허리", + "过往时光的轮回": "황제의 증표", + "流逝轮回的时间": "소멸의 시간", + "流逝轮回的思念": "소멸의 그리움", + "流逝轮回的启迪": "소멸의 탄생", + "无相轮回的追忆": "잊혀진 자의 추억", + "无相轮回的信念": "잊혀진 자의 믿음", + "无相轮回的眼泪": "잊혀진 자의 눈물", + "魔战无双胸甲": "마력의 폭풍우", + "魔战无双肩甲": "마법의 대격변", + "魔战无双腿甲": "영력의 회오리", + "魔战无双腰带": "마나의 소용돌이", + "魔战无双短靴": "정수의 태풍", + "聚魔漩涡": "응축된 마력의 소용돌이", + "霸域英豪胸甲": "플레이트 파워아머 상의", + "霸域英豪护肩": "플레이트 레인지아머 보호대", + "霸域英豪护腿": "플레이트 매직아머 하의", + "霸域英豪腰带": "플레이트 앱솔루트아머 벨트", + "霸域英豪战靴": "플레이트 윙아머 부츠", + "全能霸域": "풀 가드 네클레스", + "千蛛碎影之毒牙胸甲": "타란튤라 상의", + "千蛛碎影之蛛丝肩甲": "골리앗 버드이터 어깨", + "千蛛碎影之蛛网护腿": "킹바분 하의", + "千蛛碎影之蛛刺腰带": "로즈헤어 벨트", + "千蛛碎影之利齿战靴": "인디언 오너멘탈 신발", + "百变千蛛": "거미 여왕의 목소리", + "誓血之盟铠甲": "피의 맹약 상의", + "誓血之盟肩甲": "마력의 계약 숄더", + "誓血之盟腿甲": "마나의 서약 하의", + "誓血之盟腰带": "체력의 협약 벨트", + "誓血之盟战靴": "피의 조약 부츠", + "禁断契约书": "금지된 계약의 서", + "天御雷罚战甲": "라이트니스 오토 상의", + "天御虫噬护肩": "블랙니스 오토 어깨", + "天御炎袭护腿": "파이어니스 오토 하의", + "天御风行战靴": "윈드니스 오토 신발", + "天御万物": "마더 오브 네이쳐", + "最佳球手的暴走战衣": "사일런스 테이커 상의", + "最佳球手的反击护具": "디펜스 리시버 보호구", + "最佳球手的奇袭长裤": "뉴타입 어태커 하의", + "最佳球手的冲锋腰带": "타이트엔드 블로커 벨트", + "最佳球手的逆袭跑鞋": "테일백 러너 부츠", + "最佳球手之球": "볼 오브 러데이니언", + "战术之王的御敌胸甲": "택틱컬 커맨더 상의", + "战术之王的御敌肩甲": "택틱컬 오피서 어깨", + "战术之王的御敌腿甲": "택틱컬 리더 하의", + "战术之王的御敌腰带": "택틱컬 로드 벨트", + "战术之王的御敌长靴": "택틱컬 치프 신발", + "战术之王的战术指挥棒": "웨슬리의 전술지휘봉", + "暗魅之影上衣": "밤의 그림자 상의", + "冥殇之刃肩甲": "어둠의 칼날 어깨", + "血舞之牙护腿": "붉은 송곳니 하의", + "亡灵之帐腰带": "죽음의 장막 벨트", + "黄泉之风战靴": "황천의 바람 신발", + "杀戮之决": "암살자의 비수", + "逝魔之疾咒长袍": "마나 번 로브", + "逝魔之灵悟肩甲": "스펠 번 숄더 패드", + "逝魔之暴烈长裤": "매직 번 트라우저", + "逝魔之灵心腰带": "엘리멘탈 번 새쉬", + "逝魔之风速短靴": "소울 번 슈즈", + "逝魔之痕": "불타오르는 푸른 마력", + "封霜雪影长袍": "프리징 컷 로브", + "蚀日无辉肩甲": "레이 디크리즈 숄더", + "火殒灭炎长裤": "플레임 드랍 트라우저", + "暗殇绝影腰带": "다크니스 로우 새쉬", + "闲云碎步短靴": "페이스 다운 슈즈", + "全元素水晶": "올 엘리멘탈 크리스탈", + "冰雪公主的霜语手镯": "냉정한 공주의 팔찌", + "冰雪公主的霜语项链": "차가운 공주의 목걸이", + "冰雪公主的霜语戒指": "싸늘한 공주의 반지", + "冰雪公主的结晶": "얼어붙은 숨결의 결정", + "精炼的毁伤魔石手环": "정제된 파괴의 마석 팔찌", + "精炼的混沌魔石项链": "정제된 혼돈의 마석 목걸이", + "精炼的遗忘魔石戒指": "정제된 망각의 마석 반지", + "扭曲的异界魔石": "뒤틀린 이계의 마석", + "感染者臂章": "인펙터 마니카이", + "轮回·先贤的馈赠手镯": "진:혈광석 팔찌", + "时空:先贤的馈赠手镯": "차원:혈광석 팔찌", + "先贤的馈赠项链": "혈광석 목걸이", + "先贤的馈赠戒指": "혈광석 반지", + "轮回·鲜红血纹皮甲胸铠": "진:혈광갑주 가죽 상의", + "时空:鲜红血纹皮甲胸铠": "차원:혈광갑주 가죽 상의", + "鲜红血纹皮甲护肩": "혈광갑주 가죽 어깨", + "鲜红血纹皮甲护腿": "혈광갑주 가죽 하의", + "鲜红血纹皮甲腰带": "혈광갑주 가죽 벨트", + "鲜红血纹皮甲战靴": "혈광갑주 가죽 부츠", + "先贤的馈赠手镯": "혈광석 팔찌", + "鲜红血纹皮甲胸铠": "혈광갑주 가죽 상의", + "暗黑圣战之溯回:短剑": "검은 성전의 기억:소검", + "暗黑圣战之溯回:太刀": "검은 성전의 기억:도", + "暗黑圣战之溯回:钝器": "검은 성전의 기억:둔기", + "暗黑圣战之溯回:巨剑": "검은 성전의 기억:대검", + "暗黑圣战之溯回:光剑": "검은 성전의 기억:광검", + "暗黑圣战之溯回:手套": "검은 성전의 기억:너클", + "暗黑圣战之溯回:臂铠": "검은 성전의 기억:건틀릿", + "暗黑圣战之溯回:爪": "검은 성전의 기억:클로", + "暗黑圣战之溯回:拳套": "검은 성전의 기억:권투글러브", + "暗黑圣战之溯回:东方棍": "검은 성전의 기억:통파", + "暗黑圣战之溯回:左轮枪": "검은 성전의 기억:리볼버", + "暗黑圣战之溯回:自动手枪": "검은 성전의 기억:자동권총", + "暗黑圣战之溯回:步枪": "검은 성전의 기억:머스켓", + "暗黑圣战之溯回:手炮": "검은 성전의 기억:핸드캐넌", + "暗黑圣战之溯回:手弩": "검은 성전의 기억:보우건", + "暗黑圣战之溯回:矛": "검은 성전의 기억:창", + "暗黑圣战之溯回:棍棒": "검은 성전의 기억:봉", + "暗黑圣战之溯回:魔杖": "검은 성전의 기억:로드", + "暗黑圣战之溯回:法杖": "검은 성전의 기억:스태프", + "暗黑圣战之溯回:扫把": "검은 성전의 기억:빗자루", + "暗黑圣战之溯回:十字架": "검은 성전의 기억:십자가", + "暗黑圣战之溯回:念珠": "검은 성전의 기억:염주", + "暗黑圣战之溯回:图腾": "검은 성전의 기억:토템", + "暗黑圣战之溯回:镰刀": "검은 성전의 기억:낫", + "暗黑圣战之溯回:战斧": "검은 성전의 기억:배틀액스", + "暗黑圣战之溯回:匕首": "검은 성전의 기억:단검", + "暗黑圣战之溯回:双剑": "검은 성전의 기억:쌍검", + "暗黑圣战之溯回:手杖": "검은 성전의 기억:완드", + "暗黑圣战之溯回:苦无": "검은 성전의 기억:차크라 웨펀", + "暗黑圣战之溯回:长枪": "검은 성전의 기억:장창", + "暗黑圣战之溯回:战戟": "검은 성전의 기억:미늘창", + "暗黑圣战之溯回:光枪": "검은 성전의 기억:광창", + "暗黑圣战之溯回:暗矛": "검은 성전의 기억:투창", + "暗黑圣战之溯回:长刀": "검은 성전의 기억:장도", + "暗黑圣战之溯回:小太刀": "검은 성전의 기억:소태도", + "暗黑圣战之溯回:重剑": "검은 성전의 기억:중검", + "暗黑圣战之溯回:源力剑": "검은 성전의 기억:코어 블레이드", + "无言怒火": "무언의 분노", + "无形青岩": "무형의 상징", + "无念剑环": "무념의 반지", + "支配者王冠": "지배자의 왕관", + "灵魂掠夺者": "영혼의 탈취자", + "无我灵晶": "무아의 보배", + "王座本源": "솔리움 폰스", + "Lv1-30(主动)Lv+1": "Lv1-30(액티브)Lv+1", + "Lv1-35(主动)Lv+1": "Lv1-35(액티브)Lv+1", + "Lv1-50(主动)Lv+1": "Lv1-50(액티브)Lv+1", + "Lv1-20(所有)Lv+1": "Lv1-20(전체)Lv+1", + "Lv1-30(所有)Lv+1": "Lv1-30(전체)Lv+1", + "Lv20-30(所有)Lv+1": "Lv20-30(전체)Lv+1", + "Lv1-50(所有)Lv+1": "Lv1-50(전체)Lv+1", + "Lv1-80(所有)Lv+1": "Lv1-80(전체)Lv+1", + "白字 +8%": "추뎀 +8%", + "白字 +7%": "추뎀 +7%", + "白字 +6%": "추뎀 +6%", + "黄字 +7%": "증뎀 +7%", + "力智 +7%": "힘지 +7%", + "三攻 +5%": "물마독 +5%", + "黄字 +5%": "증뎀 +5%", + "技能栏空位": "내 스킬창 빈칸", + "暴伤 +5%": "크증 +5%", + "终伤 +3%": "모공 +3%", + "队友 +34%": "아군 +34%", + "白字 +4%": "추뎀 +4%", + "技攻 +3%": "스증 +3%", + "三攻 +8%": "물마독 +8%", + "技攻 +2%": "스증 +2%", + "力智 +8%": "힘지 +8%", + "终伤 +8%": "모공 +8%", + "基础细节": "기본 사항", + "工会属性": "길드 옵션", + "训练官BUFF": "훈련관 버프", + "婚房": "웨딩룸", + "冒险团": "모험단", + "晶体契约": "큐브 계약", + "收集箱": "콜렉트박스", + "勋章": "휘장", + "名称装饰卡": "이름표", + "副武器/盾牌": "서브 무기/방패", + "快捷栏纹章": "퀵슬롯 문장", + "宠物装备-红": "아티팩트 레드", + "宠物装备-蓝": "아티팩트 블루", + "宠物装备-绿": "아티팩트 그린", + "宠物附魔": "크리쳐 마부", + "站街修正": "마을 수정", + "进图修正": "던전 수정", + "附魔&徽章": "마부&엠블렘", + "徽力智": "엠블렘 힘지", + "徽三攻": "엠블렘 물마독", + "左槽": "부조 장비", + "右槽": "마법석", + "称号": "칭호", + "光环": "오라", + "武器装扮": "무기 아바타", + "皮肤": "피부", + "时装": "아바타", + "最终伤害": "모든 공격력", + "技能等级Lv1 -": "스킬 레벨 Lv1 -", + "技能等级": "스킬 레벨", + "主动技能等级": "액티브 스킬 레벨", + "技能等级Lv5 -": "스킬 레벨 Lv5 -", + "技能等级Lv60 -": "스킬 레벨 Lv60 -", + "转职被动Lv+": "전직 패시브 lv +", + "一觉力智": "1각 힘지", + "转职被动": "전직 패시브 ", + "所有属性强化 +": "모든속성강화 +", + "所有属性强化": "모든속성강화", + "物攻/魔攻/独立 +": "물공/마공/독립 +", + "物攻、魔攻、独立": "물공/마공/독립", + "一觉被动": "1각패", + "物理、魔法、独立攻击力": "물리/마법/독립", + "物理/魔法/独立攻击力": "물리/마법/독립", + "物攻/魔攻/独立": "물리/마법/독립", + "持续伤害": "지속 데미지", + "暴击伤害": "크리티컬데미지", + "附加伤害": "추가 데미지", + "伤害增加": "데미지 증가", + "BUFF三攻": "버프 물마독", + "BUFF力智": "버프 힘지", + "当前模板配装排行(点击数字查看详情)": "현재 패턴 세팅 순위(숫자 클릭 시 자세히 보기)", + "详细数据": "자세한 데이터", + "攻击时,额外增加$的伤害增加量": "공격시 데미지 증가량 $ 추가 증가", + "暴击时,额外增加$的伤害增加量": "크리티컬 공격시 데미지 증가량 $ 추가 증가", + "攻击时,附加$的伤害": "공격시 $ 추가 데미지", + "攻击时,附加$的属性伤害": "공격시 $ 추가 속성 데미지", + "技能攻击力": "스킬 공격력", + "物理攻击力": "물리공격력", + "魔法攻击力": "마법공격력", + "独立攻击力": "독립공격력", + "力量、智力": "힘/지능", + "力量、智力增加量": "힘/지능 증가량", + "力量增加量": "힘 증가량", + "智力增加量": "지능 증가량", + "物理、魔法、独立攻击力增加量": "물리/마법/독립 증가량", + "物理攻击力增加量": "물리공격력 증가량", + "魔法攻击力增加量": "마법공격력 증가량", + "独立攻击力增加量": "독립공격력 증가량", + "体力、精神增加量": "체력/정신력 증가량", + "增加量": "증가량", + "发生持续伤害X秒,伤害量为对敌人增加造成伤害的$": "공격시 적에게 입힌 데미지의 $만큼 X초 동안 지속 데미지 발생", + "攻击速度": "공격속도", + "施放速度": "캐스팅속도", + "移动速度": "이동속도", + "攻速": "공속", + "施放": "캐속", + "移速": "이속", + "(21)至尊·穿越星空的祈愿": "(21)지존·별을 가로지르는 기원", + "(21)普通·永恒追猎": "(21)일반·영원한 사냥", + "(21)普通·永恒判罪": "(21)일반·영원한 죄벌", + "(21)普通·永恒战吼": "(21)일반·영원한 하울링", + "(21)国庆·信念之启示": "(21)국경절·신념의 계시", + "(21)国庆·隐忍之启示": "(21)국경절·은인의 계시", + "(21)国庆·勇气之启示": "(21)국경절·용기의 계시", + "(21)国庆·希望之启示": "(21)국경절·희망의 계시", + "(20)至尊·伟大的意志": "(20)지존·위대한 의지", + "(20)普通·使徒降临": "(20)일반·사도 강림", + "(20)国庆·安徒恩的烈焰": "(20)국경절·안톤의 화염", + "(20)国庆·卢克的创造": "(20)국경절·루크의 창조", + "(20)国庆·伊希斯的天空": "(20)국경절·이시스의 하늘", + "(20)国庆·希洛克的悲鸣": "(20)국경절·시로코의 비명", + "(19)至尊·神选之英杰": "(19)지존·신선의 영걸", + "(19)普通·秘境迷踪": "(19)일반·비경 미적", + "(19)国庆·超越极限者": "(19)국경절·극한을 넘는 자", + "(18)至尊·天选之人": "(18)지존·전설의 수인족 용사", + "(18)普通·兽人守护神": "(18)일반·수인족의 영웅들", + "(18)国庆·神之试炼": "(18)국경절·신의 시련", + "(17)至尊·龙之威仪": "(17)지존·드래곤을 봉인한 영웅", + "(17)普通·龙之挑战": "(17)일반·드래곤에 도전하는 자", + "(17)国庆·海洋霸主": "(17)국경절·해상의 지배자", + "(16)至尊·桃园结义[义]": "(16)지존·도원결의[의]", + "(16)普通·三英雄[义]": "(16)일반·삼영웅[의]", + "(16)国庆·骑士王荣耀": "(16)국경절·기사왕의 영광", + "(16)五一·荣耀贵族": "(16)노동절·영광의 귀족", + "(15)国庆·圣殿之巅": "(15)국경절·성전 정상", + "(14)五一·明日-春华": "(14)노동절·명일-춘화", + "(20)DPL专属称号·输出": "(20)DPL 전용 칭호·딜러", + "(21)至尊·火神的化身": "(21)지존·불신의 화신", + "(21)普通·骑士/精灵使": "(21)일반·기사/요정사", + "(21)夏日之恋莱森德": "(21)여름의 사랑 레젠더", + "(21)夏日之恋赫米雅": "(21)여름의 사랑 헤미야", + "(21)比拉谢尔号": "(21)필라시아호", + "(20)至尊·暴风圣女": "(20)지존·폭풍의 성녀", + "(19)至尊·神迹·莱恩": "(19)지존·신의 유적·라이언", + "(20)普通·神官": "(20)일반·신관", + "(19)至尊·莱恩": "(19)지존·라이언", + "(19)普通·莱恩": "(19)일반·라이언", + "(18)至尊·蒂娅": "(18)지존·티아", + "(18)普通·蒂娅": "(18)일반·티아", + "(17)克里斯": "(17)크리스", + "(16)关羽": "(16)관우", + "(15)墨仙雪莲": "(15)춘련", + "残香": "잔향", + "宠物": "크리쳐", + "觉醒Lv+2": "각성Lv+2", + "附加伤害增加增幅": "추가 데미지 증가 증폭", + "属性附加伤害增加增幅": "속성 데미지 증가 증폭", + "属性附加伤害": "속성 데미지", + "技能伤害增加增幅": "스킬 데미지 증가 증폭", + "暴击伤害增加增幅": "크리티컬 데미지 증가 증폭", + "伤害增加增幅": "데미지 증가 증폭", + "最终伤害增加增幅": "모든 공격력 증가 증폭", + "力量智力增加增幅": "힘지능 증가 증폭", + "物理魔法攻击力增加增幅": "물리/마법/독립 공격력 증가 증폭", + "装备属性强化增加": "장비 옵션 강화 증가", + "10~15技能Lv增加": "10~15 스킬 Lv증가", + "20~25技能Lv增加": "20~25 스킬 Lv증가", + "30~35技能Lv增加": "30~35 스킬 Lv증가", + "40~45技能Lv增加": "40~45 스킬 Lv증가", + "55~60技能Lv增加": "55~60 스킬 Lv증가", + "65~70技能Lv增加": "65~70 스킬 Lv증가", + "75~80技能Lv增加": "75~80 스킬 Lv증가", + "1次觉醒技能Lv增加": "1각 스킬 Lv증가", + "2次觉醒技能Lv增加": "2각 스킬 Lv증가", + "极诣·剑魂": "진(眞)웨펀마스터", + "极诣·鬼泣": "진(眞)소울브링어", + "极诣·狂战士": "진(眞)버서커", + "极诣·阿修罗": "진(眞)아수라", + "极诣·剑影": "진(眞)검귀", + "极诣·驭剑士": "진(眞)소드마스터", + "极诣·暗殿骑士": "진(眞)다크템플러", + "极诣·契魔者": "진(眞)데몬슬레이어", + "极诣·流浪武士": "진(眞)베가본드", + "极诣·刃影": "진(眞)블레이드", + "知源·元素爆破师": "진(眞)엘레멘탈마스터", + "知源·冰结师": "진(眞)빙결사", + "知源·血法师": "진(眞)블러드 메이지", + "知源·逐风者": "진(眞)스위프트 마스터", + "知源·次元行者": "진(眞)디멘션 워커", + "知源·元素师": "진(眞)엘레멘탈마스터", + "知源·召唤师": "진(眞)소환사", + "知源·战斗法师": "진(眞)배틀메이지", + "知源·魔道学者": "진(眞)마도학자", + "知源·小魔女": "진(眞)인챈트리스", + "神启·圣骑士": "진(眞)크루세이더", + "神启·蓝拳圣使": "진(眞)인파이터", + "神启·驱魔师": "진(眞)퇴마사", + "神启·复仇者": "진(眞)어벤저", + "神启·异端审判者": "진(眞)이단심판관", + "神启·巫女": "진(眞)무녀", + "神启·诱魔者": "진(眞)미스트리스", + "隐夜·刺客": "진(眞)로그", + "隐夜·死灵术士": "진(眞)사령술사", + "隐夜·忍者": "진(眞)쿠노이치", + "隐夜·影舞者": "진(眞)진새도우 댄서", + "皓曦·精灵骑士": "진(眞)엘븐나이트", + "皓曦·混沌魔灵": "진(眞)카오스", + "皓曦·帕拉丁": "진(眞)팔라딘", + "皓曦·龙骑士": "진(眞)드래곤나이트", + "千魂·征战者": "진(眞)뱅가드", + "千魂·决战者": "진(眞)듀얼리스트", + "千魂·狩猎者": "진(眞)드래고니안 랜서", + "千魂·暗枪士": "진(眞)다크 랜서", + "苍暮·暗刃": "진(眞)히트맨", + "苍暮·特工": "진(眞)요원", + "苍暮·战线佣兵": "진(眞)트러블슈터", + "苍暮·源能专家": "진(眞)스페셜리스트", + "知源·缔造者": "진(眞)크리에이터", + "极诣·黑暗武士": "진(眞)다크나이트", + "归元·气功师": "진(眞)넨마스터", + "归元·散打": "진(眞)스트라이커", + "归元·街霸": "진(眞)스트리트파이터", + "归元·柔道家": "진(眞)그래플러", + "重霄·漫游枪手": "진(眞)레인저", + "重霄·枪炮师": "진(眞)런처", + "重霄·机械师": "진(眞)메카닉", + "重霄·弹药专家": "진(眞)스핏파이어", + "首页\n手册|日志|源码": "메인\n수첩|로그|소스 코드", + "首页": "메인", + "检查更新": "업데이트 체크", + "此工具为开源免费软件\n如遇二次售卖获利,请协助反馈举报~": "해당 툴은 코드 공개된 무료 소프트웨어입니다 \n2차 익매물의 경우, 피드백 신고 협조 부탁드립니다~", + "无法自动检查更新,请在每周三/四自行前往检查版本": "자동 업데이트 불가능. 매주 수/목요일에 버전을 체크해주세요.", + "设置|打赏|反馈": "설정|팁|피드백", + "设置": "설정", + "打赏": "팁", + "BUG反馈-Gitee": "피드백-Gitee", + "DNF搭配计算器&17173DNF专区": "DNF 세팅 계산기", + "17173DNF专区": "", + "全局设置选项(需重启计算器生效)": "전체 설정 (계산기 재시작 필요)", + "保存完毕,重启计算器才能生效,是否重启": "저장되었습니다. 컴퓨터를 재부팅해야 적용됩니다. 재부팅하시겠습니까", + "确定": "확인", + "首页查看更新": "홈페이지 업데이트 보기", + "自动更新": "자동 업데이트", + "升级完毕,确定后打开最新版本,删除当前旧版本!": "업그레이드가 설치되었습니다. 확인 후 최신 버전을 오픈하며 기존 버전을 삭제합니다!", + "ResourceFiles/img/分类": "ResourceFiles/img/language/分类", + "./ResourceFiles/img/输出背景.png": "./ResourceFiles/img/language/输出背景.png", + "./ResourceFiles/img/输出背景_BUFF.png": "./ResourceFiles/img/language/输出背景_BUFF.png", + "ResourceFiles/Config/攻击目标.ini": "ResourceFiles/Config/language/攻击目标.ini", + "ResourceFiles/Config/Config.json": "ResourceFiles/Config/language/config.json", + "ResourceFiles/img/头像/": "ResourceFiles/img/language/头像/", + "男": "남", + "女": "여", + "希洛克融合属性": "시로코", + "遴选属性": "검은연옥", + "技能/符文/其它": "스킬/룬/기타", + "光环词条择优": "오라 최적 선택", + "85SS转甲": "85에픽 재질변환", + "批量选择": "일괄선택", + "希洛克相关": "시로코", + "黑鸦遴选词条": "연옥옵션", + "智慧产物升级": "산물 업그레이드", + "提升率排行": "상승률순", + "面板排行": "스탯순", + "力智排行": "힘지순", + "三攻排行": "물마독순", + "仅对极速/套装模式中的3332散搭组合生效

默认相同打造": "빠른/세트 모드의 3332 보합에만 적용", + "极速模式:533和3332(散搭) (不含智慧产物)

套装模式:533、3332(散搭)和3233(双防具) (不含智慧产物)

单件模式:所有组合 (不含百变怪)": "빠른 모드:533, 3332(보합) (지혜 산물 미보함)

세트 모드:533, 3332(조합), 3233(이중 방어구) (지혜 산물 미보함)

단품 모드:모든 조합 (메타몽 미포함)", + "一觉切1件装备": "1각 1개 스위칭", + "新建存档": "신규 작성", + "组合": "조합", + "是否适用": "적용 여부", + "BUFF力量、智力+2%": "버프 힘지 +2%", + "BUFF力量、智力+4%": "버프 힘지 +4%", + "BUFF力量、智力+6%": "버프 힘지 +6%", + "BUFF力量、智力+8%": "버프 힘지 +8%", + "一键修正": "일괄 수정", + "辟邪玉选择": "벽사옥 선택", + "BUFF三攻增加": "버프 물마독 증가", + "BUFF三攻增加量增加": "버프 물마독 증가량 추가 증가", + "BUFF力智增加": "버프 힘지 증가", + "BUFF力智增加量增加": "버프 힘지 증가량 추가 증가", + "一觉力智增加": "1각 힘지 증가", + "一觉力智增加量增加": "1각 힘지 증가량 추가 증가", + "魔王契约BUFF": "마왕의 계약 버프", + "武器融合:": "무기 융합:", + "武器词条:无": "무기 옵션:없음", + "择优方向": "최적 선택 방향", + "自选觉醒择优系数": "선택 각성 최적 선택 계수", + "续航向:觉醒0.7系数": "지속:각성 0.7계수", + "爆发向:觉醒1.0系数": "폭발:각성 1.0계수", + "BUFF力智+3%,一觉力智+": "버프 힘지 +3%, 1각 힘지 +", + "一觉力智+3%,BUFF力智+": "1각 힘지 +3%, 버프 힘지 +", + "一觉力智+25,BUFF三攻+": "1각 힘지 +25, 버프 물마독 +", + "BUFF三攻+3%,一觉力智+": "버프 물마독 +3%, 1각 힘지 +", + "面板+": "스탯 +", + "一觉Lv+1,BUFF力智+": "1각 Lv+1, 버프 힘지 +", + "BUFF力智+3%,一觉力智 +": "버프 힘지 +3%, 1각 힘지 +", + "一觉力智+2%,BUFF力智 +": "1각 힘지 +2%, 버프 힘지 +", + "BUFF三攻+2%,一觉力智+": "버프 물마독 +2%, 1각 힘지 +", + "BUFFLv+1,一觉力智+": "버프 Lv+1, 1각 힘지 +", + "一觉力智+30,BUFF三攻+": "1각 힘지 +30, 버프 물마독 +", + "BUFF力智+4%,一觉力智+": "버프 힘지 +4%, 1각 힘지 +", + "一觉力智+2%,BUFF力智+": "1각 힘지 +2%, 버프 힘지 +", + "BUFF三攻 +2%,一觉力智+": "버프 물마독 +2%, 1각 힘지 +", + "C力智:": "딜러 힘지:", + "C三攻:": "딜러 물마독:", + "物理百分比": "물퍼", + "魔法百分比": "마퍼", + "物理固伤": "물고", + "魔法固伤": "마고", + "无系统奶": "인플레 버프 없음", + "体力": "체력", + "精神": "정신력", + "徽章智": "엠블렘 지능", + "徽章体": "엠블렘 체력", + "徽章精": "엠블렘 정신력", + "技能等级及选项": "스킬 레벨 및 선택지", + "BUFF等级补正": "버프 레벨 보정", + "穿戴称号": "칭호 착용", + "穿戴光环": "오라 착용", + "宠物登记补正": "크리쳐 등록 보정", + "光环登记补正": "오라 등록 보정", + "Lv30-50(主动)Lv+1": "Lv30-50(액티브)Lv+1", + "一觉Lv+1": "1각 레벨 +1", + "一觉Lv+2": "1각 레벨 +2", + "转职被动智力": "전직 패시브 지능", + "BUFF力智+3%": "버프 힘지 +3%", + "BUFF三攻+3%": "버프 물마독 +3%", + "BUFF力智、三攻+3%": "버프 힘지, 물마독 +3%", + "BUFF力智%": "버프 힘지%", + "BUFF三攻%": "버프 물마독%", + "转职被动等级": "전직 패시브 레벨", + "一觉被动力智": "1각패 힘지", + "一觉力智%": "1각 힘지%", + "守护恩赐体精": "수호의 은총 체정", + "守护恩赐等级": "수호의 은총 레벨", + "守护恩赐/力智": "수호의 은총/ 힘지", + "启用登记": "등록 적용", + "登记设置": "등록 설정", + "站街": "마을", + "BUFF力量%": "버프 힘%", + "BUFF智力%": "버프 지능%", + "BUFF物攻%": "버프 물공%", + "BUFF魔攻%": "버프 마공%", + "BUFF独立%": "버프 독립%", + "黑鸦": "검은연옥", + "圣光天启": "크럭스 오브 빅토리아", + "祈愿·天使赞歌": "라우스디안젤루스", + "开幕!人偶剧场": "마리오네트", + "终幕!人偶剧场": "종막극", + "天启之珠": "아포칼립스", + "生命礼赞:神威": "최후의 심판", + "希洛克": "시로코", + "(21)五一·LV15-35(所有)": "(21)노동절·LV15-35(전체)", + "(20)五一·LV15-35(主动)": "(20)노동절·LV15-35(액티브)", + "(20)五一·LV15-20": "(20)노동절·LV15-20", + "(20)五一·LV20-25": "(20)노동절·LV20-25", + "(20)五一·LV25-30": "(20)노동절·LV25-30", + "(20)五一·LV30-35": "(20)노동절·LV30-35", + "(15)迷你战争领主-SSS型": "(15)SD 배틀로이드-SSS", + "被动倍率": "패시브 증가량", + "其它倍率": "다른 증가량", + "CD显示": "쿨타임 표시", + "CD恢复": "쿨타임 초기화", + "加成倍率": "데미지 증가량", + "关联技能": "관련 스킬계", + "所有": "토털", + "冷却缩减": "쿨타임 감소", + "冷却关联技能": "쿨타임 관련 스킬계", + "不适用于": "해당 없음", + "其他属性": "다른 속성", + "进图触发": "던전안 발동", + "非伤害词条": "", + "其它": "기타", + "装备条件设置": "장비조건설정" +} diff --git a/ResourceFiles/Config/language/攻击目标.ini b/ResourceFiles/Config/language/攻击目标.ini new file mode 100644 index 00000000..d2f0c2dc --- /dev/null +++ b/ResourceFiles/Config/language/攻击目标.ini @@ -0,0 +1,34 @@ +#修改后请保存,保存后关闭并重新启动程序生效 + +#默认为120沙袋/绿沙袋,设置整数 (仅输出系生效) +[item0] +名称 = 샌드백(LV120챌린지) +防御 = 443243 +火抗 = 0 +冰抗 = 0 +光抗 = 0 +暗抗 = 0 + +[item1] +名称 = 샌드백(LV130) +防御 = 506109 +火抗 = 0 +冰抗 = 0 +光抗 = 0 +暗抗 = 0 + +[item2] +名称 = 강화기(0방어) +防御 = 0 +火抗 = 0 +冰抗 = 0 +光抗 = 0 +暗抗 = 0 + +[item3] +名称 = 맞춤 +防御 = 0 +火抗 = 0 +冰抗 = 0 +光抗 = 0 +暗抗 = 0 \ No newline at end of file diff --git a/ResourceFiles/Config/release_version.json b/ResourceFiles/Config/release_version.json new file mode 100644 index 00000000..eb654867 --- /dev/null +++ b/ResourceFiles/Config/release_version.json @@ -0,0 +1,5 @@ +{ + "version": "Lv100-LastVersion", + "ShowChangeLog": true, + "agreement": false +} diff --git a/ResourceFiles/Config/攻击目标.ini b/ResourceFiles/Config/攻击目标.ini new file mode 100644 index 00000000..78b1fc8c --- /dev/null +++ b/ResourceFiles/Config/攻击目标.ini @@ -0,0 +1,34 @@ +#修改后请保存,保存后关闭并重新启动程序生效 + +#默认为120沙袋/绿沙袋,设置整数 (仅输出系生效) +[item0] +名称 = 120沙袋(绿) +防御 = 443243 +火抗 = 0 +冰抗 = 0 +光抗 = 0 +暗抗 = 0 + +[item1] +名称 = 130沙袋 +防御 = 506109 +火抗 = 0 +冰抗 = 0 +光抗 = 0 +暗抗 = 0 + +[item2] +名称 = 强化机(0防) +防御 = 0 +火抗 = 0 +冰抗 = 0 +光抗 = 0 +暗抗 = 0 + +[item3] +名称 = 自定义 +防御 = 0 +火抗 = 0 +冰抗 = 0 +光抗 = 0 +暗抗 = 0 \ No newline at end of file diff --git a/ResourceFiles/Skins/DNFStyle/img/checkbox_checked.png b/ResourceFiles/Skins/DNFStyle/img/checkbox_checked.png new file mode 100644 index 00000000..58290a55 Binary files /dev/null and b/ResourceFiles/Skins/DNFStyle/img/checkbox_checked.png differ diff --git a/ResourceFiles/Skins/DNFStyle/img/checkbox_disable.png b/ResourceFiles/Skins/DNFStyle/img/checkbox_disable.png new file mode 100644 index 00000000..9ccba4e5 Binary files /dev/null and b/ResourceFiles/Skins/DNFStyle/img/checkbox_disable.png differ diff --git a/ResourceFiles/Skins/DNFStyle/img/checkbox_hover.png b/ResourceFiles/Skins/DNFStyle/img/checkbox_hover.png new file mode 100644 index 00000000..a1f33efa Binary files /dev/null and b/ResourceFiles/Skins/DNFStyle/img/checkbox_hover.png differ diff --git a/ResourceFiles/Skins/DNFStyle/img/checkbox_uncheck.png b/ResourceFiles/Skins/DNFStyle/img/checkbox_uncheck.png new file mode 100644 index 00000000..0764381a Binary files /dev/null and b/ResourceFiles/Skins/DNFStyle/img/checkbox_uncheck.png differ diff --git a/ResourceFiles/Skins/DNFStyle/img/down.png b/ResourceFiles/Skins/DNFStyle/img/down.png new file mode 100644 index 00000000..4861b24f Binary files /dev/null and b/ResourceFiles/Skins/DNFStyle/img/down.png differ diff --git a/ResourceFiles/Skins/DNFStyle/img/select_down.png b/ResourceFiles/Skins/DNFStyle/img/select_down.png new file mode 100644 index 00000000..450ba106 Binary files /dev/null and b/ResourceFiles/Skins/DNFStyle/img/select_down.png differ diff --git a/ResourceFiles/Skins/DNFStyle/img/select_down_disabled.png b/ResourceFiles/Skins/DNFStyle/img/select_down_disabled.png new file mode 100644 index 00000000..c8d948ea Binary files /dev/null and b/ResourceFiles/Skins/DNFStyle/img/select_down_disabled.png differ diff --git a/ResourceFiles/Skins/DNFStyle/img/select_down_disabled_light.png b/ResourceFiles/Skins/DNFStyle/img/select_down_disabled_light.png new file mode 100644 index 00000000..e0aa04c6 Binary files /dev/null and b/ResourceFiles/Skins/DNFStyle/img/select_down_disabled_light.png differ diff --git a/ResourceFiles/Skins/DNFStyle/img/title_back.png b/ResourceFiles/Skins/DNFStyle/img/title_back.png new file mode 100644 index 00000000..5e5cc15b Binary files /dev/null and b/ResourceFiles/Skins/DNFStyle/img/title_back.png differ diff --git a/ResourceFiles/Skins/DNFStyle/img/top_select.png b/ResourceFiles/Skins/DNFStyle/img/top_select.png new file mode 100644 index 00000000..9ed65400 Binary files /dev/null and b/ResourceFiles/Skins/DNFStyle/img/top_select.png differ diff --git a/ResourceFiles/Skins/DNFStyle/img/up.png b/ResourceFiles/Skins/DNFStyle/img/up.png new file mode 100644 index 00000000..b017add4 Binary files /dev/null and b/ResourceFiles/Skins/DNFStyle/img/up.png differ diff --git a/ResourceFiles/Skins/DNFStyle/下拉框样式.qcss b/ResourceFiles/Skins/DNFStyle/下拉框样式.qcss new file mode 100644 index 00000000..1c4c437b --- /dev/null +++ b/ResourceFiles/Skins/DNFStyle/下拉框样式.qcss @@ -0,0 +1,97 @@ +QComboBox{min-height:20px;font-size:12px;color:#937639;background-color:black;border:1px solid #5b472a;border-radius:2px} +QComboBox:disabled{min-height:20px;font-size:12px;color:#696969;background-color:black;border:1px solid #414141;border-radius:2px;} +QComboBox QAbstractItemView{outline:0px;border:0px} +QComboBox QAbstractItemView::item {font-size:12px;height: 18px;background-color:black;color:#937639;border:0px} +QComboBox QAbstractItemView::item:hover,QComboBox QAbstractItemView::item:focus {font-size:12px;background-color:#002947;color:#ebd771;border:0px} +QScrollBar { + background: transparent; /*背景透明*/ + width: 12px; /*宽度*/ + margin: 0px 0px 0px 0px; /**/ + padding-top: 16px; /*距离上面12px*/ + padding-bottom: 16px; /*距离底部12px*/ + padding-right:1px; +} +/*纵向滚动条上面的滑块*/ +QScrollBar::handle { + background: rgb(36,36,36); + width: 12px; + border: 1px inset rgb(76,61,39); +} +/*纵向滚动条下部分块*/ +QScrollBar::add-page:vertical { + width: 11px; + background: transparent; +} +/*横向滚动条后面部分块*/ +QScrollBar::add-page:horizontal { + height: 11px; + background: transparent; +} +/*纵向滚动条上面部分块*/ +QScrollBar::sub-page:vertical { + width: 11px; + background: transparent; +} +/*横向滚动条左部分块*/ +QScrollBar::sub-page:horizontal { + height: 11px; + background: transparent; +} +/*纵向滚动条顶部三角形位置*/ +QScrollBar::sub-line:vertical { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: top; +} +/*横向滚动条左侧三角形位置*/ +QScrollBar::sub-line:horizontal { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: left; +} +/*纵向滚动条下面三角形部分*/ +QScrollBar::add-line:vertical { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: bottom; +} +/*横向滚动条右边的三角形部分*/ +QScrollBar::add-line:horizontal { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: right; +} +/*纵向滚动条向上的三角形小图标*/ +QScrollBar::up-arrow:vertical { + image: url(ResourceFiles/Skins/DNFStyle/img/up.png); + padding-top:3px; + padding-right:2px; +} +QScrollBar::down-arrow:vertical { + image: url(ResourceFiles/Skins/DNFStyle/img/down.png); + padding-bottom:4px; + padding-right:2px; +} +QComboBox::drop-down{ + image: url(ResourceFiles/Skins/DNFStyle/img/select_down.png); + padding-top:3px; + padding-right:3px; + width:15px; + height:14px; +} +QComboBox::drop-down:disabled{ +subcontrol-origin: padding; +subcontrol-position: top right; +width: 20px; +} +QComboBox::drop-down:disabled{ + image: url(ResourceFiles/Skins/DNFStyle/img/select_down_disabled.png); + padding-top:3px; + padding-right:3px; + width:15px; + height:14px; +} diff --git a/ResourceFiles/Skins/DNFStyle/下拉框样式_detail.qcss b/ResourceFiles/Skins/DNFStyle/下拉框样式_detail.qcss new file mode 100644 index 00000000..ef3c4d79 --- /dev/null +++ b/ResourceFiles/Skins/DNFStyle/下拉框样式_detail.qcss @@ -0,0 +1,97 @@ +QComboBox{min-height:20px;font-size:12px;color:rgb(233,197,86);background-color:rgba(0,0,0,0.5);border:1px solid #5b472a;border-radius:2px} +QComboBox:disabled{min-height:20px;font-size:12px;color:#696969;background-color:rgba(0,0,0,0.6);border:1px solid #414141;border-radius:2px;} +QComboBox QAbstractItemView{outline:0px;border:0px} +QComboBox QAbstractItemView::item {font-size:12px;height: 18px;background-color:rgba(0,0,0,1);color:rgb(233,197,86);border:0px} +QComboBox QAbstractItemView::item:hover,QComboBox QAbstractItemView::item:focus {font-size:12px;background-color:#002947;color:#ebd771;border:0px} +QScrollBar { + background: transparent; /*背景透明*/ + width: 12px; /*宽度*/ + margin: 0px 0px 0px 0px; /**/ + padding-top: 16px; /*距离上面12px*/ + padding-bottom: 16px; /*距离底部12px*/ + padding-right:1px; +} +/*纵向滚动条上面的滑块*/ +QScrollBar::handle { + background: rgb(36,36,36); + width: 12px; + border: 1px inset rgb(76,61,39); +} +/*纵向滚动条下部分块*/ +QScrollBar::add-page:vertical { + width: 11px; + background: transparent; +} +/*横向滚动条后面部分块*/ +QScrollBar::add-page:horizontal { + height: 11px; + background: transparent; +} +/*纵向滚动条上面部分块*/ +QScrollBar::sub-page:vertical { + width: 11px; + background: transparent; +} +/*横向滚动条左部分块*/ +QScrollBar::sub-page:horizontal { + height: 11px; + background: transparent; +} +/*纵向滚动条顶部三角形位置*/ +QScrollBar::sub-line:vertical { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: top; +} +/*横向滚动条左侧三角形位置*/ +QScrollBar::sub-line:horizontal { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: left; +} +/*纵向滚动条下面三角形部分*/ +QScrollBar::add-line:vertical { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: bottom; +} +/*横向滚动条右边的三角形部分*/ +QScrollBar::add-line:horizontal { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: right; +} +/*纵向滚动条向上的三角形小图标*/ +QScrollBar::up-arrow:vertical { + image: url(ResourceFiles/Skins/DNFStyle/img/up.png); + padding-top:3px; + padding-right:2px; +} +QScrollBar::down-arrow:vertical { + image: url(ResourceFiles/Skins/DNFStyle/img/down.png); + padding-bottom:4px; + padding-right:2px; +} +QComboBox::drop-down{ + image: url(ResourceFiles/Skins/DNFStyle/img/select_down.png); + padding-top:3px; + padding-right:3px; + width:15px; + height:14px; +} +QComboBox::drop-down:disabled{ +subcontrol-origin: padding; +subcontrol-position: top right; +width: 20px; +} +QComboBox::drop-down:disabled{ + image: url(ResourceFiles/Skins/DNFStyle/img/select_down_disabled_light.png); + padding-top:3px; + padding-right:3px; + width:15px; + height:14px; +} diff --git a/ResourceFiles/Skins/DNFStyle/下拉框样式_down.qcss b/ResourceFiles/Skins/DNFStyle/下拉框样式_down.qcss new file mode 100644 index 00000000..b8b2ef69 --- /dev/null +++ b/ResourceFiles/Skins/DNFStyle/下拉框样式_down.qcss @@ -0,0 +1,93 @@ +QComboBox{min-height:20px;font-size:12px;font-weight:bolder;color:rgb(34,157,70);background-color:rgba(0,0,0,0.8);border:1px solid #a98156;border-radius:2px;} +QComboBox:hover{color:#d4bd5b} +QComboBox QAbstractItemView{outline:0px;border:0px} +QComboBox QAbstractItemView::item {font-size:12px;height: 18px;background-color:black;color:#937639;border:0px} +QComboBox QAbstractItemView::item:hover,QComboBox QAbstractItemView::item:focus {font-size:12px;background-color:#002947;color:#d4bd5b;outline: none;border:0px} +QComboBox::drop-down { +subcontrol-origin: padding; +subcontrol-position: top right; +width: 20px; +} +QComboBox::down-arrow { +image: url(ResourceFiles/Skins/DNFStyle/img/select_down.png) +} +QScrollBar { + background: transparent; /*背景透明*/ + width: 12px; /*宽度*/ + margin: 0px 0px 0px 0px; /**/ + padding-top: 16px; /*距离上面12px*/ + padding-bottom: 16px; /*距离底部12px*/ + padding-right:1px; +} +/*纵向滚动条上面的滑块*/ +QScrollBar::handle { + background: rgb(36,36,36); + width: 12px; + border: 1px inset rgb(76,61,39); +} +/*纵向滚动条下部分块*/ +QScrollBar::add-page:vertical { + width: 11px; + background: transparent; +} +/*横向滚动条后面部分块*/ +QScrollBar::add-page:horizontal { + height: 11px; + background: transparent; +} +/*纵向滚动条上面部分块*/ +QScrollBar::sub-page:vertical { + width: 11px; + background: transparent; +} +/*横向滚动条左部分块*/ +QScrollBar::sub-page:horizontal { + height: 11px; + background: transparent; +} +/*纵向滚动条顶部三角形位置*/ +QScrollBar::sub-line:vertical { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: top; +} +/*横向滚动条左侧三角形位置*/ +QScrollBar::sub-line:horizontal { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: left; +} +/*纵向滚动条下面三角形部分*/ +QScrollBar::add-line:vertical { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: bottom; +} +/*横向滚动条右边的三角形部分*/ +QScrollBar::add-line:horizontal { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: right; +} +/*纵向滚动条向上的三角形小图标*/ +QScrollBar::up-arrow:vertical { + image: url(ResourceFiles/Skins/DNFStyle/img/up.png); + padding-top:3px; + padding-right:2px; +} +QScrollBar::down-arrow:vertical { + image: url(ResourceFiles/Skins/DNFStyle/img/down.png); + padding-bottom:4px; + padding-right:2px; +} +QComboBox::down-arrow { +image: url(ResourceFiles/Skins/DNFStyle/img/select_down.png) + padding-top:3px; + padding-right:3px; + width:15px; + height:14px; +} \ No newline at end of file diff --git a/ResourceFiles/Skins/DNFStyle/下拉框样式_warn.qcss b/ResourceFiles/Skins/DNFStyle/下拉框样式_warn.qcss new file mode 100644 index 00000000..4c3a63c3 --- /dev/null +++ b/ResourceFiles/Skins/DNFStyle/下拉框样式_warn.qcss @@ -0,0 +1,93 @@ +QComboBox{min-height:20px;font-size:12px;font-weight:bolder;color:rgb(197,34,70);background-color:rgba(0,0,0,0.8);border:1px solid #a98156;border-radius:2px;} +QComboBox:hover{color:#d4bd5b} +QComboBox QAbstractItemView{outline:0px;border:0px} +QComboBox QAbstractItemView::item {font-size:12px;height: 18px;background-color:black;color:#937639;border:0px} +QComboBox QAbstractItemView::item:hover,QComboBox QAbstractItemView::item:focus {font-size:12px;background-color:#002947;color:#d4bd5b;outline: none;border:0px} +QComboBox::drop-down { +subcontrol-origin: padding; +subcontrol-position: top right; +width: 20px; +} +QComboBox::down-arrow { +image: url(ResourceFiles/Skins/DNFStyle/img/select_down.png) +} +QScrollBar { + background: transparent; /*背景透明*/ + width: 12px; /*宽度*/ + margin: 0px 0px 0px 0px; /**/ + padding-top: 16px; /*距离上面12px*/ + padding-bottom: 16px; /*距离底部12px*/ + padding-right:1px; +} +/*纵向滚动条上面的滑块*/ +QScrollBar::handle { + background: rgb(36,36,36); + width: 12px; + border: 1px inset rgb(76,61,39); +} +/*纵向滚动条下部分块*/ +QScrollBar::add-page:vertical { + width: 11px; + background: transparent; +} +/*横向滚动条后面部分块*/ +QScrollBar::add-page:horizontal { + height: 11px; + background: transparent; +} +/*纵向滚动条上面部分块*/ +QScrollBar::sub-page:vertical { + width: 11px; + background: transparent; +} +/*横向滚动条左部分块*/ +QScrollBar::sub-page:horizontal { + height: 11px; + background: transparent; +} +/*纵向滚动条顶部三角形位置*/ +QScrollBar::sub-line:vertical { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: top; +} +/*横向滚动条左侧三角形位置*/ +QScrollBar::sub-line:horizontal { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: left; +} +/*纵向滚动条下面三角形部分*/ +QScrollBar::add-line:vertical { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: bottom; +} +/*横向滚动条右边的三角形部分*/ +QScrollBar::add-line:horizontal { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: right; +} +/*纵向滚动条向上的三角形小图标*/ +QScrollBar::up-arrow:vertical { + image: url(ResourceFiles/Skins/DNFStyle/img/up.png); + padding-top:3px; + padding-right:2px; +} +QScrollBar::down-arrow:vertical { + image: url(ResourceFiles/Skins/DNFStyle/img/down.png); + padding-bottom:4px; + padding-right:2px; +} +QComboBox::down-arrow { +image: url(ResourceFiles/Skins/DNFStyle/img/select_down.png) + padding-top:3px; + padding-right:3px; + width:15px; + height:14px; +} \ No newline at end of file diff --git a/ResourceFiles/Skins/DNFStyle/复选框样式.qcss b/ResourceFiles/Skins/DNFStyle/复选框样式.qcss new file mode 100644 index 00000000..33142653 --- /dev/null +++ b/ResourceFiles/Skins/DNFStyle/复选框样式.qcss @@ -0,0 +1,19 @@ +QCheckBox{font-size:12px;color:#af8f4c;background-color:transparent} +QCheckBox:hover{color:#ebd771} +QCheckBox::indicator:unchecked{ + image:url(ResourceFiles/Skins/DNFStyle/img/checkbox_uncheck.png); +} +QCheckBox::indicator:unchecked:hover,QCheckBox::indicator:unchecked:pressed{ + image:url(ResourceFiles/Skins/DNFStyle/img/checkbox_hover.png); +} +QCheckBox::indicator:checked{ + image:url(ResourceFiles/Skins/DNFStyle/img/checkbox_checked.png); +} + +QCheckBox:disabled{font-size:12px;color:#696969;background-color:transparent} +QCheckBox::indicator:unchecked:disabled{ + image:url(ResourceFiles/Skins/DNFStyle/img/checkbox_disable.png); +} +QCheckBox::indicator:checked:disabled{ + image:url(ResourceFiles/Skins/DNFStyle/img/checkbox_checked.png); +} diff --git a/ResourceFiles/Skins/DNFStyle/套装按钮样式.qcss b/ResourceFiles/Skins/DNFStyle/套装按钮样式.qcss new file mode 100644 index 00000000..87f3dc7e --- /dev/null +++ b/ResourceFiles/Skins/DNFStyle/套装按钮样式.qcss @@ -0,0 +1,13 @@ +QPushButton +{ + font-size:12px; + color:#e9c556; + background-color:qlineargradient(x1:0, x2:0, y1:0, y2:1,stop: 0 #223768,stop: 1 #122438); + border:1px solid #755f44; + border-radius:2px +} +QPushButton:hover{ + color:#fee97d; + background-color:qlineargradient(x1:0, x2:0, y1:0, y2:1,stop: 0 #2d4e9f,stop: 1 #153051); + border:1px solid #e3c18a; +} \ No newline at end of file diff --git a/ResourceFiles/Skins/DNFStyle/按钮样式.qcss b/ResourceFiles/Skins/DNFStyle/按钮样式.qcss new file mode 100644 index 00000000..ff7fbe23 --- /dev/null +++ b/ResourceFiles/Skins/DNFStyle/按钮样式.qcss @@ -0,0 +1,22 @@ +QPushButton +{ + font-size:12px; + color:#e9c556; + background-color:qlineargradient(x1:0, x2:0, y1:0, y2:1,stop: 0 #223768,stop: 1 #122438); + border:1px solid #755f44; + border-radius:2px +} +QPushButton:hover{ + color:#fee97d; + background-color:qlineargradient(x1:0, x2:0, y1:0, y2:1,stop: 0 #2d4e9f,stop: 1 #153051); + border:1px solid #e3c18a; +} + +QPushButton:disabled +{ + font-size:12px; + color:#696969; + background-color:qlineargradient(x1:0, x2:0, y1:0, y2:1,stop: 0 #353535,stop: 1 #1c1c1c); + border:1px solid #414141; + border-radius:2px +} \ No newline at end of file diff --git a/ResourceFiles/Skins/DNFStyle/按钮样式_warn.qcss b/ResourceFiles/Skins/DNFStyle/按钮样式_warn.qcss new file mode 100644 index 00000000..9a2ac4ab --- /dev/null +++ b/ResourceFiles/Skins/DNFStyle/按钮样式_warn.qcss @@ -0,0 +1,13 @@ +QPushButton +{ + font-size:14px; + color:rgb(184,148,96); + background-color:qlineargradient(x1:0, x2:0, y1:0, y2:1,stop: 0 #784315,stop: 1 #412612); + border:1px solid #5a4b35; + border-radius:2px +} +QPushButton:hover{ + color:rgb(227,212,154); + background-color:qlineargradient(x1:0, x2:0, y1:0, y2:1,stop: 0 #824008,stop: 1 #3c1b05); + border:1px solid #af935f; +} \ No newline at end of file diff --git a/ResourceFiles/Skins/DNFStyle/文本框样式白.qcss b/ResourceFiles/Skins/DNFStyle/文本框样式白.qcss new file mode 100644 index 00000000..7b9faf35 --- /dev/null +++ b/ResourceFiles/Skins/DNFStyle/文本框样式白.qcss @@ -0,0 +1 @@ +QLineEdit{font-size:12px;color:rgb(233,197,86);background-color:rgba(0,0,0,0.5);border:1px solid #5b472a;border-radius:2px;} \ No newline at end of file diff --git a/ResourceFiles/Skins/DNFStyle/文本框样式黄.qcss b/ResourceFiles/Skins/DNFStyle/文本框样式黄.qcss new file mode 100644 index 00000000..a93c01d4 --- /dev/null +++ b/ResourceFiles/Skins/DNFStyle/文本框样式黄.qcss @@ -0,0 +1 @@ +QLineEdit{font-size:12px;color:white;background-color:rgba(0,0,0,0.5);border:1px solid #5b472a;border-radius:2px;} \ No newline at end of file diff --git a/ResourceFiles/Skins/DNFStyle/标签样式.qcss b/ResourceFiles/Skins/DNFStyle/标签样式.qcss new file mode 100644 index 00000000..766ccf49 --- /dev/null +++ b/ResourceFiles/Skins/DNFStyle/标签样式.qcss @@ -0,0 +1 @@ +QLabel{font-size:12px;color:#e9c556} \ No newline at end of file diff --git a/ResourceFiles/Skins/DNFStyle/标签样式_2.qcss b/ResourceFiles/Skins/DNFStyle/标签样式_2.qcss new file mode 100644 index 00000000..cb923ea1 --- /dev/null +++ b/ResourceFiles/Skins/DNFStyle/标签样式_2.qcss @@ -0,0 +1 @@ +QLabel{font-size:12px;color:white;background-color:transparent;border:0px solid #674e25} \ No newline at end of file diff --git a/ResourceFiles/Skins/DNFStyle/标题字体.qcss b/ResourceFiles/Skins/DNFStyle/标题字体.qcss new file mode 100644 index 00000000..8536a14a --- /dev/null +++ b/ResourceFiles/Skins/DNFStyle/标题字体.qcss @@ -0,0 +1 @@ +QLabel{font-size:12px;color:white} \ No newline at end of file diff --git a/ResourceFiles/Skins/DNFStyle/标题背景.qcss b/ResourceFiles/Skins/DNFStyle/标题背景.qcss new file mode 100644 index 00000000..6cc546e1 --- /dev/null +++ b/ResourceFiles/Skins/DNFStyle/标题背景.qcss @@ -0,0 +1 @@ +QLabel{border-image:url(ResourceFiles/Skins/DNFStyle/img/title_back.png)} \ No newline at end of file diff --git a/ResourceFiles/Skins/DNFStyle/滚动条样式.qcss b/ResourceFiles/Skins/DNFStyle/滚动条样式.qcss new file mode 100644 index 00000000..4a13aad5 --- /dev/null +++ b/ResourceFiles/Skins/DNFStyle/滚动条样式.qcss @@ -0,0 +1,74 @@ +/*纵向滚动条*/ +QScrollBar { + background: transparent; /*背景透明*/ + width: 12px; /*宽度*/ + margin: 0px 0px 0px 0px; /**/ + padding-top: 16px; /*距离上面12px*/ + padding-bottom: 16px; /*距离底部12px*/ + padding-right:1px; +} +/*纵向滚动条上面的滑块*/ +QScrollBar::handle { + background: rgb(36,36,36); + width: 12px; + border: 1px inset rgb(76,61,39); +} +/*纵向滚动条下部分块*/ +QScrollBar::add-page:vertical { + width: 11px; + background: transparent; +} +/*横向滚动条后面部分块*/ +QScrollBar::add-page:horizontal { + height: 11px; + background: transparent; +} +/*纵向滚动条上面部分块*/ +QScrollBar::sub-page:vertical { + width: 11px; + background: transparent; +} +/*横向滚动条左部分块*/ +QScrollBar::sub-page:horizontal { + height: 11px; + background: transparent; +} +/*纵向滚动条顶部三角形位置*/ +QScrollBar::sub-line:vertical { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: top; +} +/*横向滚动条左侧三角形位置*/ +QScrollBar::sub-line:horizontal { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: left; +} +/*纵向滚动条下面三角形部分*/ +QScrollBar::add-line:vertical { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: bottom; +} +/*横向滚动条右边的三角形部分*/ +QScrollBar::add-line:horizontal { + height: 12px; + width: 11px; + background: transparent; + subcontrol-position: right; +} +/*纵向滚动条向上的三角形小图标*/ +QScrollBar::up-arrow:vertical { + image: url(ResourceFiles/img/UI/up.png); + padding-top:3px; + padding-right:2px; +} +QScrollBar::down-arrow:vertical { + image: url(ResourceFiles/img/UI/down.png); + padding-bottom:4px; + padding-right:2px; +} \ No newline at end of file diff --git a/ResourceFiles/Skins/DNFStyle/输入框样式.qcss b/ResourceFiles/Skins/DNFStyle/输入框样式.qcss new file mode 100644 index 00000000..a4ea3a49 --- /dev/null +++ b/ResourceFiles/Skins/DNFStyle/输入框样式.qcss @@ -0,0 +1,7 @@ +QLineEdit{ + font-size:12px; + color:#937639; + background-color:black; + border:1px solid #5b472a; + border-radius:2px; + } \ No newline at end of file diff --git a/ResourceFiles/Skins/DNFStyle/页签样式.qcss b/ResourceFiles/Skins/DNFStyle/页签样式.qcss new file mode 100644 index 00000000..fd8b7800 --- /dev/null +++ b/ResourceFiles/Skins/DNFStyle/页签样式.qcss @@ -0,0 +1,11 @@ +QToolButton{font-size:13px;color:#7c6e52;background-color:qlineargradient(x1:0, x2:0, y1:0, y2:1, +stop: 0 #2e2f31, +stop: 1 #121315); + border-top-right-radius: 5px; /*右上角圆角*/ + border-top-left-radius: 5px; /*左下角圆角*/ + border:1px solid black; +} + +QToolButton:hover{color:#c6b083;background-color:qlineargradient(x1:0, x2:0, y1:0, y2:1, +stop: 0 #4a4b4e, +stop: 1 #1d1e22);} \ No newline at end of file diff --git a/ResourceFiles/Skins/DNFStyle/页签样式_选中.qcss b/ResourceFiles/Skins/DNFStyle/页签样式_选中.qcss new file mode 100644 index 00000000..341d96cd --- /dev/null +++ b/ResourceFiles/Skins/DNFStyle/页签样式_选中.qcss @@ -0,0 +1,7 @@ +QToolButton{font-size:13px;color:#d4c8ac;background-color:qlineargradient(x1:0, x2:0, y1:0, y2:1, +stop: 0 #574d38, +stop: 1 #25221d); + border-top-right-radius: 5px; /*右上角圆角*/ + border-top-left-radius: 5px; /*左下角圆角*/ + border-image:url(ResourceFiles/Skins/DNFStyle/img/top_select.png) +} \ No newline at end of file diff --git a/ResourceFiles/Skins/LightStyle/下拉框样式.qcss b/ResourceFiles/Skins/LightStyle/下拉框样式.qcss new file mode 100644 index 00000000..c2043809 --- /dev/null +++ b/ResourceFiles/Skins/LightStyle/下拉框样式.qcss @@ -0,0 +1,11 @@ +QComboBox{font-size:12px;color:white;background-color:rgba(70,134,197,0.8);border:1px;border-radius:5px;} +QComboBox:disabled{font-size:12px;color:white;background-color:grey;border:1px;border-radius:5px;} QComboBox QAbstractItemView::item {height: 18px;} +QComboBox:hover{background-color:rgba(65,105,225,0.8)} +QComboBox QAbstractItemView::item {height: 18px;background-color:white} +QComboBox QAbstractItemView::item:hover,QComboBox QAbstractItemView::item:focus {background-color:rgba(179,206,255,1);color:black} +QComboBox QScrollBar{ + background: white !important +} +QComboBox QScrollBar::handle{ + background: rgb(220,220,220) !important +} \ No newline at end of file diff --git a/ResourceFiles/Skins/LightStyle/下拉框样式_detail.qcss b/ResourceFiles/Skins/LightStyle/下拉框样式_detail.qcss new file mode 100644 index 00000000..c2043809 --- /dev/null +++ b/ResourceFiles/Skins/LightStyle/下拉框样式_detail.qcss @@ -0,0 +1,11 @@ +QComboBox{font-size:12px;color:white;background-color:rgba(70,134,197,0.8);border:1px;border-radius:5px;} +QComboBox:disabled{font-size:12px;color:white;background-color:grey;border:1px;border-radius:5px;} QComboBox QAbstractItemView::item {height: 18px;} +QComboBox:hover{background-color:rgba(65,105,225,0.8)} +QComboBox QAbstractItemView::item {height: 18px;background-color:white} +QComboBox QAbstractItemView::item:hover,QComboBox QAbstractItemView::item:focus {background-color:rgba(179,206,255,1);color:black} +QComboBox QScrollBar{ + background: white !important +} +QComboBox QScrollBar::handle{ + background: rgb(220,220,220) !important +} \ No newline at end of file diff --git a/ResourceFiles/Skins/LightStyle/下拉框样式_down.qcss b/ResourceFiles/Skins/LightStyle/下拉框样式_down.qcss new file mode 100644 index 00000000..b673c3a8 --- /dev/null +++ b/ResourceFiles/Skins/LightStyle/下拉框样式_down.qcss @@ -0,0 +1,9 @@ +QComboBox{font-size:12px;color:white;background-color:rgba(34,157,70,0.8);border:1px;border-radius:5px;} QComboBox:hover{background-color:rgba(5,185,65,0.8)} +QComboBox QAbstractItemView::item {height: 18px;background-color:white} +QComboBox QAbstractItemView::item:hover,QComboBox QAbstractItemView::item:focus {background-color:rgba(179,206,255,1) !important;color:black} +QComboBox QScrollBar{ + background: white !important +} +QComboBox QScrollBar::handle{ + background: rgb(220,220,220) !important +} \ No newline at end of file diff --git a/ResourceFiles/Skins/LightStyle/下拉框样式_warn.qcss b/ResourceFiles/Skins/LightStyle/下拉框样式_warn.qcss new file mode 100644 index 00000000..b0e77492 --- /dev/null +++ b/ResourceFiles/Skins/LightStyle/下拉框样式_warn.qcss @@ -0,0 +1,9 @@ +QComboBox{font-size:12px;color:white;background-color:rgba(197,34,70,0.8);border:1px;border-radius:5px;} QComboBox:hover{background-color:rgba(225,5,65,0.8)} +QComboBox QAbstractItemView::item {height: 18px;background-color:white} +QComboBox QAbstractItemView::item:hover,QComboBox QAbstractItemView::item:focus {background-color:rgba(179,206,255,1)!important; color:black} +QComboBox QScrollBar{ + background: white !important +} +QComboBox QScrollBar::handle{ + background: rgb(220,220,220) !important +} \ No newline at end of file diff --git a/ResourceFiles/Skins/LightStyle/复选框样式.qcss b/ResourceFiles/Skins/LightStyle/复选框样式.qcss new file mode 100644 index 00000000..f5b7ef80 --- /dev/null +++ b/ResourceFiles/Skins/LightStyle/复选框样式.qcss @@ -0,0 +1,2 @@ +QCheckBox{font-size:12px;color:white;background-color:rgba(70,134,197,0.8);border:1px;border-radius:3px} QCheckBox:hover{background-color:rgba(65,105,225,0.8)} +QCheckBox:disabled{font-size:12px;color:white;background-color:grey;border:1px;border-radius:3px} QCheckBox:hover{background-color:rgba(65,105,225,0.8)} \ No newline at end of file diff --git a/ResourceFiles/Skins/LightStyle/套装按钮样式.qcss b/ResourceFiles/Skins/LightStyle/套装按钮样式.qcss new file mode 100644 index 00000000..db90b13f --- /dev/null +++ b/ResourceFiles/Skins/LightStyle/套装按钮样式.qcss @@ -0,0 +1 @@ +QPushButton{font-size:12px;color:white;background-color:rgba(70,134,197,0.8);border:1px;border-radius:5px} QPushButton:hover{background-color:rgba(65,105,225,0.8)} \ No newline at end of file diff --git a/ResourceFiles/Skins/LightStyle/按钮样式.qcss b/ResourceFiles/Skins/LightStyle/按钮样式.qcss new file mode 100644 index 00000000..7687c1b7 --- /dev/null +++ b/ResourceFiles/Skins/LightStyle/按钮样式.qcss @@ -0,0 +1,2 @@ +QPushButton{font-size:12px;color:white;background-color:rgba(70,134,197,0.8);border:1px;border-radius:10px} QPushButton:hover{background-color:rgba(65,105,225,0.8)} +QPushButton:disabled{font-size:12px;color:white;background-color:grey;border:1px;border-radius:10px} \ No newline at end of file diff --git a/ResourceFiles/Skins/LightStyle/按钮样式_warn.qcss b/ResourceFiles/Skins/LightStyle/按钮样式_warn.qcss new file mode 100644 index 00000000..625366a2 --- /dev/null +++ b/ResourceFiles/Skins/LightStyle/按钮样式_warn.qcss @@ -0,0 +1 @@ +QPushButton{font-size:12px;color:white;background-color:rgba(70,134,197,0.8);border:1px;border-radius:10px} QPushButton:hover{background-color:rgba(65,105,225,0.8)} \ No newline at end of file diff --git a/ResourceFiles/Skins/LightStyle/文本框样式白.qcss b/ResourceFiles/Skins/LightStyle/文本框样式白.qcss new file mode 100644 index 00000000..529d7219 --- /dev/null +++ b/ResourceFiles/Skins/LightStyle/文本框样式白.qcss @@ -0,0 +1 @@ +QLineEdit{font-size:12px;color:white;background-color:rgba(70,134,197,0.8);border:1px;border-radius:3px} \ No newline at end of file diff --git a/ResourceFiles/Skins/LightStyle/文本框样式黄.qcss b/ResourceFiles/Skins/LightStyle/文本框样式黄.qcss new file mode 100644 index 00000000..342c0f46 --- /dev/null +++ b/ResourceFiles/Skins/LightStyle/文本框样式黄.qcss @@ -0,0 +1 @@ +QLineEdit{font-size:12px;color:yellow;background-color:rgba(70,134,197,0.8);border:1px;border-radius:3px} \ No newline at end of file diff --git a/ResourceFiles/Skins/LightStyle/标签样式.qcss b/ResourceFiles/Skins/LightStyle/标签样式.qcss new file mode 100644 index 00000000..8536a14a --- /dev/null +++ b/ResourceFiles/Skins/LightStyle/标签样式.qcss @@ -0,0 +1 @@ +QLabel{font-size:12px;color:white} \ No newline at end of file diff --git a/ResourceFiles/Skins/LightStyle/标签样式_2.qcss b/ResourceFiles/Skins/LightStyle/标签样式_2.qcss new file mode 100644 index 00000000..303dcc6e --- /dev/null +++ b/ResourceFiles/Skins/LightStyle/标签样式_2.qcss @@ -0,0 +1 @@ +QLabel{font-size:12px;color:yellow} \ No newline at end of file diff --git a/ResourceFiles/Skins/LightStyle/标题字体.qcss b/ResourceFiles/Skins/LightStyle/标题字体.qcss new file mode 100644 index 00000000..e69de29b diff --git a/ResourceFiles/Skins/LightStyle/标题背景.qcss b/ResourceFiles/Skins/LightStyle/标题背景.qcss new file mode 100644 index 00000000..e69de29b diff --git a/ResourceFiles/Skins/LightStyle/滚动条样式.qcss b/ResourceFiles/Skins/LightStyle/滚动条样式.qcss new file mode 100644 index 00000000..4ea0fb2f --- /dev/null +++ b/ResourceFiles/Skins/LightStyle/滚动条样式.qcss @@ -0,0 +1,63 @@ +/*QScrollBar Style*/ +/*纵向滚动条*/ +QScrollBar { + background: transparent; /*背景透明*/ + width: 10px; /*宽度*/ + margin: 0px 0px 0px 0px; /**/ + padding-top: 5px; /*距离上面12px*/ + padding-bottom: 5px; /*距离底部12px*/ +} +/*纵向滚动条上面的滑块*/ +QScrollBar::handle { + background: rgba(245,245,245,50); + width: 10px; + border: none; +} +/*纵向滚动条下部分块*/ +QScrollBar::add-page:vertical { + width: 10px; + background: transparent; +} +/*横向滚动条后面部分块*/ +QScrollBar::add-page:horizontal { + height: 10px; + background: transparent; +} +/*纵向滚动条上面部分块*/ +QScrollBar::sub-page:vertical { + width: 10px; + background: transparent; +} +/*横向滚动条左部分块*/ +QScrollBar::sub-page:horizontal { + height: 10px; + background: transparent; +} +/*纵向滚动条顶部三角形位置*/ +QScrollBar::sub-line:vertical { + height: 12px; + width: 10px; + background: transparent; + subcontrol-position: top; +} +/*横向滚动条左侧三角形位置*/ +QScrollBar::sub-line:horizontal { + height: 10px; + width: 12px; + background: transparent; + subcontrol-position: left; +} +/*纵向滚动条下面三角形部分*/ +QScrollBar::add-line:vertical { + height: 12px; + width: 10px; + background: transparent; + subcontrol-position: bottom; +} +/*横向滚动条右边的三角形部分*/ +QScrollBar::add-line:horizontal { + height: 10px; + width: 12px; + background: transparent; + subcontrol-position: right; +} \ No newline at end of file diff --git a/ResourceFiles/Skins/LightStyle/输入框样式.qcss b/ResourceFiles/Skins/LightStyle/输入框样式.qcss new file mode 100644 index 00000000..32e60bbc --- /dev/null +++ b/ResourceFiles/Skins/LightStyle/输入框样式.qcss @@ -0,0 +1 @@ +QLineEdit{font-size:12px;color:white;background-color:rgba(70,134,197,0.8);border:1px;border-radius:3px} QLineEdit:hover{background-color:rgba(65,105,225,0.8)} \ No newline at end of file diff --git a/ResourceFiles/Skins/LightStyle/页签样式.qcss b/ResourceFiles/Skins/LightStyle/页签样式.qcss new file mode 100644 index 00000000..40ed05ee --- /dev/null +++ b/ResourceFiles/Skins/LightStyle/页签样式.qcss @@ -0,0 +1 @@ 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a/Tools/图标去白点.py b/Tools/图标去白点.py new file mode 100644 index 00000000..eda466bc --- /dev/null +++ b/Tools/图标去白点.py @@ -0,0 +1,19 @@ +from PIL import Image +import os + +path = [] + +for files in os.listdir('./'): + path.append(files) + +for i in path: + if '.png' in i or '.jpg' in i: + img = Image.open(i) + if img.size == (28, 28): + temp = img.convert("RGBA") + pim = temp.load() + pim[0, 0] = (255, 255, 255, 0) + pim[27, 0] = (255, 255, 255, 0) + pim[0, 27] = (255, 255, 255, 0) + pim[27, 27] = (255, 255, 255, 0) + temp.save(i.replace('.jpg', '.png')) diff --git a/Tools/神话图标.psd b/Tools/神话图标.psd new file mode 100644 index 00000000..f11eb7ab Binary files /dev/null and b/Tools/神话图标.psd differ diff --git a/Tools/神话融合图标拼接.py b/Tools/神话融合图标拼接.py new file mode 100644 index 00000000..926c671b --- /dev/null +++ b/Tools/神话融合图标拼接.py @@ -0,0 +1,52 @@ +# Gif:导出图标所在 +# Icon:需要合成的图标 +# Top:特效所在文件夹,从1开始,后缀png +# Temp:临时文件夹 +# 注意:ICON需要和TOP中的宽度、高度、位深度相同 + +from skimage import io +import shutil +import imageio +import os +import math +import numpy as np + +# 线性减淡 + + +def Linear_dodge(img_1, img_2): + img = img_1 + img_2 + mask_2 = img > 1 + img = img * (1 - mask_2) + mask_2 + return img + + +def compose_gif(img_paths, fileName): + gif_images = [] + for path in img_paths: + gif_images.append(imageio.imread(path)) + # 间隔100毫秒 + imageio.mimsave("Gif/" + fileName[:-4] + ".gif", gif_images, duration=0.1) + + +if not os.path.exists("Temp"): + os.mkdir("Temp") + +Top_List = os.listdir("Top/") + +for file in os.listdir("Icon"): + file_path = os.path.join("Icon/", file) + if not os.path.isdir(file_path): + img_2 = io.imread(file_path) + img_2 = img_2 / 255.0 + img_paths = [] + for i in range(1, len(Top_List)): + file_name = os.path.join("Top/", str(i) + '.png') + img_1 = io.imread(file_name) + img_1 = img_1 / 255.0 + img = Linear_dodge(img_1, img_2) + io.imsave('Temp\\' + str(i) + '.png', img) + img_paths.append('Temp\\' + str(i) + '.png') + compose_gif(img_paths, file) + shutil.rmtree('Temp') + os.mkdir("Temp") diff --git a/Tools/融合效果.psd b/Tools/融合效果.psd new file mode 100644 index 00000000..6ce3f039 Binary files /dev/null and b/Tools/融合效果.psd differ diff --git a/docs/CHANGELOG.md b/docs/CHANGELOG.md new file mode 100644 index 00000000..b3e2d6e7 --- /dev/null +++ b/docs/CHANGELOG.md @@ -0,0 +1,1863 @@ +## Newest + +### 2022-02-14 + +#### NewFeatures +* 归元·气功师·男:同步韩服正式服修改 ([25ccb7](https://gitee.com/i_melon/DNFCalculating/commit/25ccb729a289abb2fa5f93bac0c3e5ed5783b9bf)) +* 重霄·弹药专家·男:调整尼尔狙击护石算法 ([4e3744](https://gitee.com/i_melon/DNFCalculating/commit/4e37447d6bbff27f86d8d2e838f88374e13d397c)) + +#### BugFixes +* 修正勋章名望 fix #I4SKOV ([4f1391](https://gitee.com/i_melon/DNFCalculating/commit/4f1391d8f8eab7b2054ce68bc788053a76a64582)) +* 归元·气功师·男:修正月辉念气破护石CD异常 fix #I4SLC0 ([f00c33](https://gitee.com/i_melon/DNFCalculating/commit/f00c338f8876cd2b0793545ae4912c8aa8086926)) +* 极诣·剑魂:修正屏蔽三觉下二觉伤害计算问题 fix #I4SAMU ([56b5b7](https://gitee.com/i_melon/DNFCalculating/commit/56b5b7f02e73388d3aa0f6dc04da8a9af538552f)) +* 极诣·流浪武士:修正飞花逐月数据问题 ([445274](https://gitee.com/i_melon/DNFCalculating/commit/445274499096faaf46897554e773b614100a55a6)) + +### 2022-02-03 + +#### NewFeatures +* 同步部分改造的不纳入上限统计 ([0202b2](https://gitee.com/i_melon/DNFCalculating/commit/0202b253429c9c19bb8da627c253fc479f0820a1)) + +### 2022-02-02 + +#### NewFeatures +* 同步游戏内辟邪玉技攻上限的设定,由于不确定游戏内结算顺序,会有部分出入
+技攻累加超过200的部分不享受玉的加成,计算器详情会红色标注 ([e1aab7](https://gitee.com/i_melon/DNFCalculating/commit/e1aab77f6dd28403c7b482284020d79439396193)) + +#### BugFixes +* 重霄·合金战士:修正面板显示 ([4c4ec5](https://gitee.com/i_melon/DNFCalculating/commit/4c4ec5003d51a5c1d1337ecdea1a9304e39a27fc)) + + + + +## History + +### 2022-01-27 + +#### BugFixes +* 重霄·弹药专家·男:修正男弹药子弹数据 ([426ff2](https://gitee.com/i_melon/DNFCalculating/commit/426ff2068a2875f7f26f1962d68a0d589e3c9d9c)) + +### 2022-01-26 + +#### NewFeatures +* 同步韩服职业平衡及重做 ([f1f2b4](https://gitee.com/i_melon/DNFCalculating/commit/f1f2b4a6208fac413abd71efb710131060f52244)) + +#### BugFixes +* 神启·巫女:修正神龙如意珠伤害 ([d19d41](https://gitee.com/i_melon/DNFCalculating/commit/d19d41ae606d82753b6958b7cbbb4bb3f5dea666)) +* 重霄·合金战士:同步国服正式服护石实际效果 ([91d7b8](https://gitee.com/i_melon/DNFCalculating/commit/91d7b8c98e97483674b9bc5b62a6de99df6427d2)) + +### 2022-01-18 + +#### NewFeatures +* 优化武器装扮技能选择 ([c73341](https://gitee.com/i_melon/DNFCalculating/commit/c73341dfbf8e579b359738814bcb9861c66a4519)) +* 同步国服职业平衡 ([76acf1](https://gitee.com/i_melon/DNFCalculating/commit/76acf13e10dcd8b702edc2f5395a1cb868db1339)) +* 新增武器装扮名望 ([2baa1c](https://gitee.com/i_melon/DNFCalculating/commit/2baa1cc91c698bf6a7573b8bfb8bb80fc0704346)) +* 添加奶系宠物 ([ac7b3e](https://gitee.com/i_melon/DNFCalculating/commit/ac7b3e957b6643c0f8dd4350e74157aabeaf5973)) +* 添加奶萝输出(半成品,装备对被动智力的加成等未完成) 就是不加奶妈输出 ([8a18a1](https://gitee.com/i_melon/DNFCalculating/commit/8a18a1d8c939fd24f5a9f735829cbd102ef4080d)) +* 添加春节礼包相关名望 ([32c559](https://gitee.com/i_melon/DNFCalculating/commit/32c5593f7ea6d001272083f53978c7071638d075)) +* 重霄·合金战士:同步最新调整 ([2f810b](https://gitee.com/i_melon/DNFCalculating/commit/2f810b2b9e6ec853434f6fc023192c2e93f38924)) + +#### BugFixes +* 神启·复仇者:修正黑暗权能所在等级错误 ([ca6074](https://gitee.com/i_melon/DNFCalculating/commit/ca60741bed26b809a8aed70c4829f66ec713a154)) + +### 2022-01-10 + +#### NewFeatures +* 添加2022春节礼包相关 ([c3515a](https://gitee.com/i_melon/DNFCalculating/commit/c3515ab6450adfe643dfa0f1db9b1d1e8d6679cc)) + +#### BugFixes +* 修正自动更新未能下载的情况 ([a39f2a](https://gitee.com/i_melon/DNFCalculating/commit/a39f2a18b3267043cd61cb0fcbd2d698650ad501)) +* 隐夜·死灵术士:移除无关符文 ([e1eafa](https://gitee.com/i_melon/DNFCalculating/commit/e1eafa8e676a85ef21f0a01d1f410b9b13f6b7a8)) + + + + + +### 2021-12-30 + +#### NewFeatures +* 重霄·合金战士:优化电弧能量释放充能算法 ([d239b9](https://gitee.com/i_melon/DNFCalculating/commit/d239b9df542f203e6989b6bb36a8927c9acf9077)) +* 重霄·合金战士:修改部分护石效果 ([271f88](https://gitee.com/i_melon/DNFCalculating/commit/271f8815016d2dda0f54cf0a0333228e6b984234)) +* 重霄·合金战士:调整默认存档 ([528771](https://gitee.com/i_melon/DNFCalculating/commit/52877154e2b252651ea3c71aaf3876e95a042134)) + +#### BugFixes +* 修正武器基础同步问题 ([190794](https://gitee.com/i_melon/DNFCalculating/commit/1907943ef3cb34114e8fc8d5c6afb1dc0ef1850d)) +* 重霄·合金战士:修正武器的力量同步 ([fbdbe0](https://gitee.com/i_melon/DNFCalculating/commit/fbdbe0d362312f0ff8798aa5b444262615704eed)) + +### 2021-12-22 + +#### BugFixes +* 重霄·合金战士:修正战略轰炸护石问题 ([bb68cb](https://gitee.com/i_melon/DNFCalculating/commit/bb68cb5c95579b4f916130020e6ba5a0f280b08b)) + +### 2021-12-21 + +#### NewFeatures +* 修改lanzou下载域名 ([73c55a](https://gitee.com/i_melon/DNFCalculating/commit/73c55a4e1dc5bf849e8ce007aa49528cdcafead2)) +* 同步国服体验服职业平衡 ([c7dc82](https://gitee.com/i_melon/DNFCalculating/commit/c7dc821f2c4a7dc0e041584ca4f8ac2fcff0c98f)) +* 添加重霄·合金战士 ([568aa6](https://gitee.com/i_melon/DNFCalculating/commit/568aa6ebfa29e13aeeac7082e86924fe53e6ca9c)) +* 通过国服体验服34删除后的加强 ([cff1a5](https://gitee.com/i_melon/DNFCalculating/commit/cff1a595ce61f9dd3eacbfed8b0d941446d84b9d)) + +#### BugFixes +* 修复使徒降临名望 fix #I4K1TF ([c3ae2d](https://gitee.com/i_melon/DNFCalculating/commit/c3ae2db794d77761c41039a730e2c840486badd8)) +* 修复部分情况名望界面无法打开bug ([8d8b38](https://gitee.com/i_melon/DNFCalculating/commit/8d8b3860168e9c57540ae8c461cf5ae32376c420)) +* 修正存档后技能次数及宠物次数默认到了填写的情况 fix #I4KYDT ([59aa55](https://gitee.com/i_melon/DNFCalculating/commit/59aa5507fb378d2c6983a9a81a1b3e460e2acb7c)) +* 修正输出切装计算闪退的情况 fix #I4N3TI ([32bfee](https://gitee.com/i_melon/DNFCalculating/commit/32bfeedda95f6bcbe096f2ca09720b028cb49696)) +* 知源·冰结师:修正永罪冰狱数据误差 ([a72948](https://gitee.com/i_melon/DNFCalculating/commit/a72948fc305dedf5c84d5ea536e3994a1c4c9b91)) +* 知源·缔造者:添加符文时空禁制 ([b4ef23](https://gitee.com/i_melon/DNFCalculating/commit/b4ef23143f8468dac9ef6b151a47e9e784afe9ea)) + + + + +### 2021-11-24 + +#### NewFeatures +* 同步韩服正式服特工、阿修罗调整 ([e46d6c](https://gitee.com/i_melon/DNFCalculating/commit/e46d6c3e20140a8a6c5f91d54d9e6b690e6e48d9)) +* 禁用设置页面、黑暗武士排列页面下拉菜单鼠标滚轮选择功能,防止误操作 ([5f1057](https://gitee.com/i_melon/DNFCalculating/commit/5f10572a35161bab5d6a416020b07764d55dd2f4)) + +#### BugFixes +* 修复心悦宠物属性错误 ([bd927a](https://gitee.com/i_melon/DNFCalculating/commit/bd927aeffd9a2b068408d88b68119f337072c2ae)) +* 修正属强辟邪玉对完美掌控加成错误 ([4c6059](https://gitee.com/i_melon/DNFCalculating/commit/4c6059f147bd715af6124b04ed43814b5f372b24)) +* 修正标题栏字号在部分情况下异常的情况 ([fbc6ab](https://gitee.com/i_melon/DNFCalculating/commit/fbc6ab53b6ec41f8087783096477a3811eac83fb)) +* 归元·气功师·男:修正月辉念气破护石CD错误 ([a6948a](https://gitee.com/i_melon/DNFCalculating/commit/a6948a1fc8019c66820db629d221e2668782d859)) + +### 2021-11-18 + +#### BugFixes +* 极诣·阿修罗:修正韩服体验服雷神之息数据错误 ([d1a538](https://gitee.com/i_melon/DNFCalculating/commit/d1a53893c0d5b4d6e7b3a752b3b84ab90dd61f87)) + +### 2021-11-17 + +#### NewFeatures +* 同步韩服体验服修罗、龙骑、特工、死灵数据 ([2700a6](https://gitee.com/i_melon/DNFCalculating/commit/2700a67a59a9a25a95df193e67b9506de3d9fce6)) +* 添加心悦宠物 ([b96b7d](https://gitee.com/i_melon/DNFCalculating/commit/b96b7d31dafc833e0692dc2b062a8bcd7182b708)) + +#### BugFixes +* 修正外传职业白金技能区间错误 ([fd0deb](https://gitee.com/i_melon/DNFCalculating/commit/fd0debfa2f3d6e394a2db12f28c8dd4fdf5d270b)) +* 修正属强辟邪玉对完美掌控加成错误 ([4e574a](https://gitee.com/i_melon/DNFCalculating/commit/4e574a3cda414ba06eae8ba1bc3620e45cfaf955)) +* 奶系计算时C属性输入未能生效修复 ([c9a1b2](https://gitee.com/i_melon/DNFCalculating/commit/c9a1b274f2266db6827ff0f162c0edae7a7d6c60)) +* 战斗·神启·圣骑士:修正圣光突袭护石闪退的情况 ([6378c3](https://gitee.com/i_melon/DNFCalculating/commit/6378c3b8fdee8cf2666819bfd2a0ec1f3ea63e21)) +* 皓曦·帕拉丁:修正圣盾裁决护石数据错误 fix #I4IADL ([31fa9a](https://gitee.com/i_melon/DNFCalculating/commit/31fa9a4885147c0195597c859c7fbea32a364035)) + +### 2021-11-01 + +#### NewFeatures +* 计算器新增用户识别码,为本机Mac地址MD5加密(无法反解)
+主要用于预防部分用户打碟,可供后续ban选用户 ([2c7bbd](https://gitee.com/i_melon/DNFCalculating/commit/2c7bbdae9d5b72f73995fe8f891927d4ddebd31e)) + +#### BugFixes +* 修复在目录存在空格的情况下可能误删文件的情况 ([1eafb8](https://gitee.com/i_melon/DNFCalculating/commit/1eafb8fba8dcd939c936d23b9dfad7124c83c323)) +* 修正输出技能数据无法使用的情况 ([a2183a](https://gitee.com/i_melon/DNFCalculating/commit/a2183ae1fd610ff251a66571a6bf058b92b64fb3)) + + + + + +### 2021-10-27 + +#### NewFeatures +* 知源·缔造者:添加符文选项 ([6757fe](https://gitee.com/i_melon/DNFCalculating/commit/6757fe36b6d42b7ee170603920e1045f8f049760)) + +#### BugFixes +* 修复输出职业存档问题 ([e9aeb3](https://gitee.com/i_melon/DNFCalculating/commit/e9aeb39352145573c60c29eee08a46baabf07eee)) +* 残香图标与名望计算错误修复 ([56e773](https://gitee.com/i_melon/DNFCalculating/commit/56e77328cac5155f03650dc582d2c32e901c5fb3)) + +### 2021-10-22 + +#### BugFixes +* 修正输出宠物缺失的情况 ([3de08b](https://gitee.com/i_melon/DNFCalculating/commit/3de08be9f6242bf53b907e514341c4b2368f4df1)) +* 苍暮·暗刃:修正无法打开的情况 ([a583d6](https://gitee.com/i_melon/DNFCalculating/commit/a583d6fa0a6188d559ebca018f110790734bef72)) + +### 2021-10-21 + +#### NewFeatures +* 护石变更时默认为圣痕类型 ([f98466](https://gitee.com/i_melon/DNFCalculating/commit/f98466dcb5765a49ebf6602c12f4038e3fffef1d)) + +### 2021-10-20 + +#### NewFeatures +* 噙毒手套支持设置是否触发 ([78a5ef](https://gitee.com/i_melon/DNFCalculating/commit/78a5ef090fa3609b03173da272d622be6d4d6a27)) +* 优化详情界面显示 ([47d5e3](https://gitee.com/i_melon/DNFCalculating/commit/47d5e3ad3fa898ccc26d8739f5a5c572eb3397fd)) +* 同步韩服体验服职业平衡 ([8e1ba1](https://gitee.com/i_melon/DNFCalculating/commit/8e1ba1c12bf120546f36914328ebb3d6537db0fc)) +* 极诣·流浪武士:前瞻版本新增光剑掌握技能
+使用时,请自行调整对应技能等级,过去版本存档该技能默认为0级 ([9c634d](https://gitee.com/i_melon/DNFCalculating/commit/9c634df17ed870cb7af0cf5c694922a080b38150)) +* 添加奶系名望 ([8b4630](https://gitee.com/i_melon/DNFCalculating/commit/8b463048ccaca4d1294aaaac647b08fc6a211aea)) + +#### BugFixes +* 修复部分武器缺失图标的问题 ([0d7776](https://gitee.com/i_melon/DNFCalculating/commit/0d77765af86bef7269df600f0f86f812b63a8137)) +* 修正部分智慧产物升级属性问题 ([8daba2](https://gitee.com/i_melon/DNFCalculating/commit/8daba2fb9dc72af218c5d6d2fbf1d04c42e48839)) +* 极诣·剑影:修正特定选择下无法计算的情况 ([5a9507](https://gitee.com/i_melon/DNFCalculating/commit/5a95078da469dfaab4498433387f5aa5dce5057f)) + +### 2021-10-15 + +#### BugFixes +* 修复智慧产物升级无法打开详情页bug ([6bf99b](https://gitee.com/i_melon/DNFCalculating/commit/6bf99b5ae789737806f6335bfa1c4ae327b3f998)) + +### 2021-10-14 + +#### BugFixes +* 修正选择残香闪退的情况 ([184e35](https://gitee.com/i_melon/DNFCalculating/commit/184e3584ac75f6161603ba03f333d08cc755e7ea)) + +### 2021-10-13 + +#### NewFeatures +* 同步国服10.14职业平衡 ([5d5ac5](https://gitee.com/i_melon/DNFCalculating/commit/5d5ac5cbae4bf04b2f2d3b7337ea7d8e64d32a09)) +* 归元·散打·男:同步无欲之花、正义的抉择不加成烈焰焚步的问题 ([58f1b3](https://gitee.com/i_melon/DNFCalculating/commit/58f1b3ac78da344e6ebd5898af4c5d5a65a663e5)) +* 新增名望参考计算By Umi,该功能处于试运行状态 ([ecc743](https://gitee.com/i_melon/DNFCalculating/commit/ecc7437aab247540278fbd1e83d6ae9ef8e6c6a1)) + +#### BugFixes +* 修复奶系希洛克属性2不正确的问题 ([5d13aa](https://gitee.com/i_melon/DNFCalculating/commit/5d13aac54d3ffc3274f0c2b44f3c9bc14e748fbb)) +* 修复奶系武器遴选描述不正确的bug ([1960de](https://gitee.com/i_melon/DNFCalculating/commit/1960de6f65ed84d05768a9a6f49849bf80b8d2c0)) +* 修复黑月之噬不吃CD恢复的BUG ([562687](https://gitee.com/i_melon/DNFCalculating/commit/562687371a390a3a1767661781595885b84c6d20)) +* 修正时装、白金技能选择范围 ([55876e](https://gitee.com/i_melon/DNFCalculating/commit/55876e542d8d22f211c479e2e73ec5aec3a285ed)) +* 千魂·决战者:修正流云幻灭数据错误 ([0eaf71](https://gitee.com/i_melon/DNFCalculating/commit/0eaf71a15404330a7d809dcaa326354060190c90)) +* 极诣·黑暗武士:修正斩龙破护石数据错误 ([5e874c](https://gitee.com/i_melon/DNFCalculating/commit/5e874cfc057177b83210f9813298bf6d7775fc4f)) +* 知源·元素师:修正前瞻版本圣灵符文数据错误 ([61f42a](https://gitee.com/i_melon/DNFCalculating/commit/61f42a4e6b68526e7ed34859aec641afef6ac97e)) +* 隐夜·刺客:修正螺旋穿刺护石数据错误 ([5782b4](https://gitee.com/i_melon/DNFCalculating/commit/5782b42f8b28b9fe0786775d1504a90113cb8864)) + + + + + + + + +### 2021-09-30 + +#### NewFeatures +* 同步国服体验服职业平衡数据 ([85f0cc](https://gitee.com/i_melon/DNFCalculating/commit/85f0cce02b6dff77bda47e2569e3435ded157005)) + +#### BugFixes +* 修复奶系切一件觉醒等级及适用不对的bug ([8779eb](https://gitee.com/i_melon/DNFCalculating/commit/8779eb622cfe4d71839615b78498e5d294dacde3)) +* 修复奶系登记设置遴选词条显示不对的bug ([cefca9](https://gitee.com/i_melon/DNFCalculating/commit/cefca9e95e46bd018ede7dd8cd0441acd7bd0eb6)) + +### 2021-09-26 + +#### BugFixes +* 奶系bug修复 ([6f92db](https://gitee.com/i_melon/DNFCalculating/commit/6f92dbd8f8b7c01f2d2c0f43916189a8dc2dd034)) + +### 2021-09-25 + +#### BugFixes +* 修复奶系登记设置站街面板会默认为0的问题 ([3f8601](https://gitee.com/i_melon/DNFCalculating/commit/3f86013acafb063def6189dfbf8176d47a7ab67e)) + +### 2021-09-24 + +#### NewFeatures +* 增加奶系登记面板修正 ([6772fa](https://gitee.com/i_melon/DNFCalculating/commit/6772fac26d1a435bc6cf311a439fa369306abff5)) +* 奶系择优算法优化 ([889746](https://gitee.com/i_melon/DNFCalculating/commit/8897463527cb66a8f8ea843c284342e96663f365)) +* 奶系换装新增重置装备和默认选项 ([397115](https://gitee.com/i_melon/DNFCalculating/commit/397115c6dd7fab112e9445cbb258e411dc3f553f)) +* 奶系登记设置支持默认选项 ([87ce6b](https://gitee.com/i_melon/DNFCalculating/commit/87ce6b1ac97f95ab07b87a008800206d3ca8bc80)) +* 归元·气功师·男:添加冲云念气场护石 ([11e7ff](https://gitee.com/i_melon/DNFCalculating/commit/11e7ffbf4633b15a81c9b69eea51565d2942b6d9)) +* 苍暮·源能专家:添加[终焉:超世界崩坏]多段次数选择 ([9abbe2](https://gitee.com/i_melon/DNFCalculating/commit/9abbe22f33644bb250c36418de4565c7bb7523db)) +* 详情界面词条名称新增提示,鼠标移动到对应词条显示游戏内词条名称 ([fa31a6](https://gitee.com/i_melon/DNFCalculating/commit/fa31a6d0048ea7d29072c32c5fd62c5ef53df891)) + +#### BugFixes +* 修复奶系自选页面重置无效的bug ([88bcb0](https://gitee.com/i_melon/DNFCalculating/commit/88bcb054278937001d5d5e34d444335a9f10287c)) +* 修复改造限制不生效的问题 ([54cca7](https://gitee.com/i_melon/DNFCalculating/commit/54cca7befac113104f01b04fa30bd70091c9b6bd)) +* 修复输出系自选面板显示问题 ([3ec71d](https://gitee.com/i_melon/DNFCalculating/commit/3ec71da38113fd359de162e1c08aaa148e28132c)) +* 修复输出系自选面板显示问题 ([d1a898](https://gitee.com/i_melon/DNFCalculating/commit/d1a8981a514efc418468dce6e4766af5a65f794a)) +* 修正自选在锁定部位情况切换下可能会闪退的情况 ([599564](https://gitee.com/i_melon/DNFCalculating/commit/59956444615c073ddacfe977f8652c28e5f275a5)) +* 同步游戏内详情界面技能攻击力词条算法 ([9735f6](https://gitee.com/i_melon/DNFCalculating/commit/9735f68989cf944a544e156d8810b8eecc5d32cc)) +* 归元·柔道家·女:修正末日摇篮数据错误 ([842e5f](https://gitee.com/i_melon/DNFCalculating/commit/842e5f882db66c388e8ac299f3f3a2c85b470765)) +* 隐夜·刺客:修正一叶障目对死亡风暴加成未能享受技能攻击力辟邪玉加成的情况 ([ac270e](https://gitee.com/i_melon/DNFCalculating/commit/ac270efda806eeee0256942b5e5b29b26583c17a)) + +### 2021-09-17 + +#### BugFixes +* 修正辟邪玉对守门人属强的加成 ([1d6a96](https://gitee.com/i_melon/DNFCalculating/commit/1d6a96713899c8c5685b8aa7ba4561a62f4c660a)) +* 极诣·刃影:修正[沉寂之狱]数据偏高的情况 ([ebe040](https://gitee.com/i_melon/DNFCalculating/commit/ebe040ff7eadaefe22a0e93ce32ea8f1478b73e6)) + +### 2021-09-16 + +#### NewFeatures + +- 前瞻数据:同步韩服正式服(剑魂、男街霸、男气功、混沌魔灵)调整 ([1e111e](https://gitee.com/i_melon/DNFCalculating/commit/1e111e67aae1b60ccadcbd4b097e2a3d2166272f)) +- 新增双击页签重置当前页面功能 ([ca575b](https://gitee.com/i_melon/DNFCalculating/commit/ca575bfb93c3b8820fe1beb22769099ffed65fb4)) +- 详情界面新增辟邪玉属性显示 ([22d5d8](https://gitee.com/i_melon/DNFCalculating/commit/22d5d89b1c8f74da92de3eed107336f8f79e5b62)) +- 调整时装选择区间 ([31f5fe](https://gitee.com/i_melon/DNFCalculating/commit/31f5feb1bc4b3c688fa3190a48c8ce4ad7dcabe4)) +- 输出系新增单独技能存档 ([a9f628](https://gitee.com/i_melon/DNFCalculating/commit/a9f628948455e1eb8642ffc0ca22b0128dad9a72)) + +#### BugFixes + +- 修复奶系各种 bug ([ddf792](https://gitee.com/i_melon/DNFCalculating/commit/ddf792203ecc21c853c205079560f7e0e529c490)) +- 修复奶系奥兹玛右槽不生效的 bug ([5aa41f](https://gitee.com/i_melon/DNFCalculating/commit/5aa41fc06b9786617835039249d06b667d8b7407)) +- 修复奶系奥兹玛希洛克存档 bug ([bf00f2](https://gitee.com/i_melon/DNFCalculating/commit/bf00f26b61fa13f37b18c4196039514f16d76112)) +- 修复奶系登记设置残香效果异常的 bug ([19da4e](https://gitee.com/i_melon/DNFCalculating/commit/19da4eb2afe16b0c1d45e56a80d4ba62ec12a4f3)) +- 修复奶系输出页面技能图片不对的 bug ([7df107](https://gitee.com/i_melon/DNFCalculating/commit/7df107689fa235a9053cbdb81ddb5d8cfdbfc6ff)) +- 修正奶量 buff 自定义加成错误 ([baa2eb](https://gitee.com/i_melon/DNFCalculating/commit/baa2eb58ff1178f6e793a3d94cd36a63002309a4)) +- 存档功能 bug 修复 ([591924](https://gitee.com/i_melon/DNFCalculating/commit/5919240af243687afa88726b8c6d6238f6c21258)) +- 极诣·驭剑士(前瞻版本):修正太刀精通数据错误 ([a8d7b3](https://gitee.com/i_melon/DNFCalculating/commit/a8d7b30446fa184d356fc90ec998ed626627ee9e)) +- 极诣·驭剑士:修正飓风魔剑护石加成错误 ([b764b1](https://gitee.com/i_melon/DNFCalculating/commit/b764b1760b042502dd555423da863804e42edc34)) +- 重霄·机械师·男:修正[拦截机工厂]在[光反应能量模块]下数据问题 ([1c33ba](https://gitee.com/i_melon/DNFCalculating/commit/1c33baf4bdbce78beff619098e3774bfdc4e8a67)) + +### 2021-09-11 + +#### BugFixes + +- 修复奶系自选装备栏不生效的 bug ([2963a1](https://gitee.com/i_melon/DNFCalculating/commit/2963a158773b699f5a5f1b3ed6db2b07eeeab2b6)) +- 修正奶量 buff 自定义加成错误 ([d26302](https://gitee.com/i_melon/DNFCalculating/commit/d263020948d9a3289853e1e3f887769d28791421)) +- 奶系 bug 修复 ([3dbb70](https://gitee.com/i_melon/DNFCalculating/commit/3dbb7030eabef8d8de4a1bcf161b04ef0c4d7168)) +- 极诣·驭剑士(前瞻版本):修正太刀精通数据错误 ([a05db6](https://gitee.com/i_melon/DNFCalculating/commit/a05db604d6b9dedcfa8872a7445dd81c657e3066)) +- 修正奶系 buff 输入框在部分情况下错位的问题 ([05813e](https://gitee.com/i_melon/DNFCalculating/commit/05813e48deed6d18e53b9e60df434db5df516c73)) +- 知源·魔道学者(前瞻版本):修正部分数值错误 ([c9f0de](https://gitee.com/i_melon/DNFCalculating/commit/c9f0de4e93df250b2b785ac215613dfb902a30f0)) + +### 2021-09-08 + +#### NewFeatures + +- 同步韩服职业平衡,特工、魔道、战法部分技能采用韩服体验服数据,等国服上线或韩服正式服上线进行二次核对
+ 男女气功由于念兽龙虎啸精通等级发生变化,前瞻版本与国服版本公用 set,暂时需手动在第二页调整等级 ([beb1bc](https://gitee.com/i_melon/DNFCalculating/commit/beb1bca75ee41ef250b11da4cb139726b52f775a)) +- 奶系:修改王座本源属性 ([77f98c](https://gitee.com/i_melon/DNFCalculating/commit/77f98c3b5ac9c4c0a38f50909725b8abbc970f40)) +- 奶系:换装设置只针对于自选计算,不影响排行计算等
+ 启用换装设置后,建议自行调整太阳套残香、遴选等,自适应不是最优值 ([d89240](https://gitee.com/i_melon/DNFCalculating/commit/d892401d05ec2fd901c9fa59450aaab53c900b76)) +- 完善使用手册 ([883054](https://gitee.com/i_melon/DNFCalculating/commit/883054f3f7a73f8a9a887cfa0ecc95737791ea2a)) +- 新增奶系自选多装备栏功能 ([b2ea7b](https://gitee.com/i_melon/DNFCalculating/commit/b2ea7b1732f4a0747877ce716ace96a98c0a46a9)) +- 新增消息通知功能 ([bf2bb6](https://gitee.com/i_melon/DNFCalculating/commit/bf2bb64a159aede513d569ca6ea21f6458cd1e42)) +- 添加 2021 金秋礼包相关道具,并调整默认配置 ([46f111](https://gitee.com/i_melon/DNFCalculating/commit/46f111b32bd72544d3e06de88da7bf3275a08a08)) +- 输出系:宠物添加比拉谢尔号 close #I42ZF1 ([6585be](https://gitee.com/i_melon/DNFCalculating/commit/6585be21637e7a3eba6f671b20ba476c84c8177e)) +- 输出系:添加奶量 buff 自选输入功能 By Nicron ([3c32cc](https://gitee.com/i_melon/DNFCalculating/commit/3c32cc05d4c743240c3cb3245c4c0856718d373e)) +- 重构奶系切装登记功能 By 知月 ([685581](https://gitee.com/i_melon/DNFCalculating/commit/685581b8f97ea4dc80a80774064ace82e1e8c592)) + +#### BugFixes + +- 修复女机械狂风护石装备好不吃精神刺激灵药的问题 ([bf6356](https://gitee.com/i_melon/DNFCalculating/commit/bf635675bd3a866f7a1e3cf9ea70c129d6935513)) +- 修正完美掌控等级加成为站街加成 ([bc50e6](https://gitee.com/i_melon/DNFCalculating/commit/bc50e6adac04304c1f04b84b96639c0985bab304)) +- 极诣·流浪武士:修正樱花劫护石数据错误 ([e049cd](https://gitee.com/i_melon/DNFCalculating/commit/e049cd4b815255d9fd45e9e848b7aacd2f1db92a)) +- 皓曦·帕拉丁:修正破晓之光护石错误 ([7c52be](https://gitee.com/i_melon/DNFCalculating/commit/7c52be27ff9e708b43683059196b296cb1ada1a0)) +- 皓曦·精灵骑士:修复壁垒突袭护石问题 ([3d0072](https://gitee.com/i_melon/DNFCalculating/commit/3d0072153e03dca89d24502bf684894fbc6559bf)) +- 神启·蓝拳圣使:修复极速飓风拳护石 CD 问题 fix:#I44H6M ([e905f0](https://gitee.com/i_melon/DNFCalculating/commit/e905f03320cd710538f8708964d70d7723bff2a2)) +- 重霄·漫游枪手·男:修复致命回射 CD 问题 ([dd1fa5](https://gitee.com/i_melon/DNFCalculating/commit/dd1fa5b0420dbf3114d2b439c780b1808e4f7a59)) +- 隐夜·死灵术士:修正杀戮乱舞数据错误 ([1c68f7](https://gitee.com/i_melon/DNFCalculating/commit/1c68f7ce17fa7641b2ac855646c7ec0e506d70d2)) + + + + + + +### 2021-08-05 + +#### NewFeatures + +- 同步修复技能冷却时间恢复对部分技能无加成的情况 ([fa4a04](https://gitee.com/i_melon/DNFCalculating/commit/fa4a043db344c63aaacabcfaa523d3539e746826)) +- 同步职业平衡二次改动 ([811d09](https://gitee.com/i_melon/DNFCalculating/commit/811d09432f2a557d65e37771dd1cbffdeeaeac0f)) +- 部分职业作者挂着计算器作者名声发表不当言论或进行不当行为,在此再次强调一下,除西瓜和纸飞机对计算器的言论外,其余都可当做个人行为和言论
+ 同时由于较多职业作者不再维护数据,绝大部分职业目前都是由西瓜和纸飞机维护,暂时统一取消作者显示,可在 contributors 中查看贡献人员名单 ([fb3c81](https://gitee.com/i_melon/DNFCalculating/commit/fb3c812145886e9f9e872c5f1f81961dc993846d)) + +### 2021-07-31 + +#### BugFixes + +- 知源·召唤师:修正闪退的情况 ([64ea9d](https://gitee.com/i_melon/DNFCalculating/commit/64ea9dcf7b40b7ef755eb2622cc774f17f2d437d)) + +### 2021-07-30 + +#### NewFeatures + +- 同步国服体验服数据 ([8b694e](https://gitee.com/i_melon/DNFCalculating/commit/8b694e5660523ad36d3e762dbfc7f3dc59982980)) +- 归元·柔道家·男:同步国服体验服臂铠精通实际 CD 效果 ([a46410](https://gitee.com/i_melon/DNFCalculating/commit/a4641029c467b753c27dca917aafdb62894037b0)) + +#### BugFixes + +- 修复奶系换装功能 bug ([b5d8c4](https://gitee.com/i_melon/DNFCalculating/commit/b5d8c4162c5be8ce89fd29448a51326303c2da85)) +- 知源·冰结师:修正旋冰穿刺倍率错误 ([e8a681](https://gitee.com/i_melon/DNFCalculating/commit/e8a68190e3e6da9bee048cc295b448136f308ad6)) +- 知源·召唤师:修正部分技能 CD 错误 ([9cfaee](https://gitee.com/i_melon/DNFCalculating/commit/9cfaee6d94a11cbea9356ad74f4ad88db42387e8)) +- 神启·异端审判者:修正炎狱祭坛:炮烙计算错误 ([908b04](https://gitee.com/i_melon/DNFCalculating/commit/908b04e6cb27225d3f0d4b173d00df3e0d89b6ac)) +- 重霄·弹药专家·男:修正交叉射击加强数值错误 ([643fbe](https://gitee.com/i_melon/DNFCalculating/commit/643fbea735787d33c7716597387df3073813ed2d)) +- 重霄·弹药专家·男:修正子弹选择次数后无法计算的情况 fix #I42MLF ([310c0b](https://gitee.com/i_melon/DNFCalculating/commit/310c0b4e8a572c3a55aa2b6085ca2da570ba657a)) +- 重霄·弹药专家·男:修正轻火力速射护石问题 ([02a0ab](https://gitee.com/i_melon/DNFCalculating/commit/02a0aba9112f8f5675c820c480b67e45056757a7)) + +### 2021-07-26 + +#### NewFeatures + +- 新增奶职业的自选装备双切计算 By Umi(测试中功能) ([c68098](https://gitee.com/i_melon/DNFCalculating/commit/c680988432e221e69c6d5fbfa8fcf64be08ea574)) +- 同步国服体验服职业平衡数据 ([a7a230](https://gitee.com/i_melon/DNFCalculating/commit/a7a230fb5d8d3bcb9420d9973b4b8d1ae5c23296)) +- 隐夜·死灵术士:同步体验服相关护石效果修正 ([77810d](https://gitee.com/i_melon/DNFCalculating/commit/77810d839eaf2695f6c2389c0ccd60e042e662e3)) +- 技能次数及宠物次数支持表达式,技能次数如/CD/1.2,/CD-1,min(/CD,3)等,宠物次数如 num/1.5,num-1、min(num,2)等,num 表示技能释放次数 ([326fdbb](https://gitee.com/i_melon/DNFCalculating/commit/326fdbb7849f9c6240aef0b3db115f1bd80714d2)) + +#### BugFixes + +- 知源·召唤师:修复牛头王库鲁塔和愤怒咆哮护石减 CD 效果未生效的问题 ([11a3a2](https://gitee.com/i_melon/DNFCalculating/commit/11a3a2240f608c5bee3021e35cc85ae904f7dbbb)) +- 知源·战斗法师:修正炫纹簇护石无法计算的情况 ([20a3dd](https://gitee.com/i_melon/DNFCalculating/commit/20a3dde96770d7961844e5b24f815904030565c9)) +- 隐夜·死灵术士:修正图标错误 ([cde819](https://gitee.com/i_melon/DNFCalculating/commit/cde8194aa095637f0067999a4906e81a2335085e)) + +### 2021-07-15 + +#### NewFeatures + +- 排行伤害数值显示精确到小数点后三位 ([8194f3](https://gitee.com/i_melon/DNFCalculating/commit/8194f3b97987162d2c0000128820fbd37149e070)) +- 调整奶系 buff 为 10W/4.5K ([2762b4](https://gitee.com/i_melon/DNFCalculating/commit/2762b469cd86c4f1e801e528d4b57547aea3284f)) +- 重霄·弹药专家·男:添加弹药改良属性选择 ([e3072f](https://gitee.com/i_melon/DNFCalculating/commit/e3072fbfbfe5f1b78e955409c420d28effc324bd)) +- 隐夜·影舞者:添加刃舞攻击次数选择 ([b39d9f](https://gitee.com/i_melon/DNFCalculating/commit/b39d9f5b3f0dae36a50ecf32ddedcd1011620f20)) +- 隐夜·死灵术士:添加王子、大巴合并显示功能 ([ead858](https://gitee.com/i_melon/DNFCalculating/commit/ead85880a0862f0ee70f45ee91eb58bab7127dd2)) + +#### BugFixes + +- 重霄·弹药专家·女:修正图标异常情况 ([30b3ca](https://gitee.com/i_melon/DNFCalculating/commit/30b3ca5883613e9db03ac7ebd079012a40743a55)) +- 修正[雷霆怒啸手枪]对[光反应能量模块]加成错误 ([1eb8d8](https://gitee.com/i_melon/DNFCalculating/commit/1eb8d8682a3cd6e258597f48559136c416572b31)) +- 极诣·刃影:修正[孤勇之志]站街独立显示错误 ([af495c](https://gitee.com/i_melon/DNFCalculating/commit/af495c67662f7388be4ed32b79a2934b2d4305e9)) + +### 2021-07-07 + +#### NewFeatures + +- 极诣·刃影:同步技能名称修改及护石实际效果 ([cf0097](https://gitee.com/i_melon/DNFCalculating/commit/cf009738f1168253f390da6df44df7049026b4e7)) +- 极诣·刃影:调整默认配置 ([adca0f](https://gitee.com/i_melon/DNFCalculating/commit/adca0fb6a55c3c4c080b28a47654a2f3d2a64a6b)) +- 详情界面显示奥兹玛融合图标 ([555f18](https://gitee.com/i_melon/DNFCalculating/commit/555f18a7e8f3063312dbe10999fb3f4ba415281d)) +- 重霄·机械师·女:同步国服超时空光耀加农炮数据,同时优化部分技能的选择 ([eab3f3](https://gitee.com/i_melon/DNFCalculating/commit/eab3f3221a3d73f573cc7d8f831c3313aadcbe17)) + +#### BugFixes + +- 知源·缔造者:修正阿斯特罗斯技能等级范围不生效的情况 ([80b717](https://gitee.com/i_melon/DNFCalculating/commit/80b7178fd887c961a941eab3332416ae978d797b)) + +### 2021-07-01 + +#### NewFeatures + +- 护肩添加 2%技攻选项 ([f11ecf](https://gitee.com/i_melon/DNFCalculating/commit/f11ecf643d72d156c7b5abe7ee1021a65e42db51)) +- 极诣·刃影:同步国服体验服二次调整数据 ([b6c2ee](https://gitee.com/i_melon/DNFCalculating/commit/b6c2eeedc1beab74f752c5c823445f6adfab7096)) +- 添加夏日升级宠物 ([7ae3b8](https://gitee.com/i_melon/DNFCalculating/commit/7ae3b830ab1d8f8b289ed98a0a899e04c4e6f727)) +- 添加夏日相关宠物装备及择优 ([9780f6](https://gitee.com/i_melon/DNFCalculating/commit/9780f652005e84c1f4344ba6c6bf57335b4d42c9)) +- 知源·缔造者:适配阿斯特罗斯技能等级范围修改 ([d95183](https://gitee.com/i_melon/DNFCalculating/commit/d95183a1c94348bb9c13a5cdc999be1e794129b2)) +- 预更新伤害压缩,程序将于 2021.7.8 日自动生效 ([b3db49](https://gitee.com/i_melon/DNFCalculating/commit/b3db498e9016fb451bdeadb00f2ddfe4cbf1abdd)) + +#### BugFixes + +- 修复泰玛特鞋子属性错误 ([3ab6f5](https://gitee.com/i_melon/DNFCalculating/commit/3ab6f52652daf872df1df41a3993ed87f3874f0c)) +- 归元·街霸·男:修复毒雷引爆护石加成错误 ([8dfe71](https://gitee.com/i_melon/DNFCalculating/commit/8dfe71b3e73018b520f8ebccd0dc312f45378f8d)) +- 极诣·刃影:修正夜之风相关错误 ([9034e7](https://gitee.com/i_melon/DNFCalculating/commit/9034e7df3d687511560cd9d977554f99bf735fe7)) + +### 2021-06-25 + +#### BugFixes + +- 极诣·刃影:修正若干数据错误 ([14a741](https://gitee.com/i_melon/DNFCalculating/commit/14a741715ba900733f82af55bbfb3a172793e668)) + +### 2021-06-24 + +#### NewFeatures + +- 归元·散打·男:同步游戏 BUG,无欲之花对双重释放暂无加成 ([23068a](https://gitee.com/i_melon/DNFCalculating/commit/23068a5e9200029d8d4d4a2f83670f0af982dfd1)) +- 新增极诣·刃影 ([34a95e](https://gitee.com/i_melon/DNFCalculating/commit/34a95ed5b22cf5590661f633fd2e788acc8ee7d0)) + +#### BugFixes + +- 修正奥兹玛图标错误 ([af36e5](https://gitee.com/i_melon/DNFCalculating/commit/af36e5a8c903a1139303add3bdf80519d46b1354)) +- 归元·散打·男:修正极武霸皇踢数据错误 ([2b1557](https://gitee.com/i_melon/DNFCalculating/commit/2b15575265c5d666e9fec6a3a8b250c40810fa6e)) +- 重霄·机械师·男:修复沙雕韩械的若干 BUG ([9895d2](https://gitee.com/i_melon/DNFCalculating/commit/9895d2fc866cf089b76f0b29e89a2fdefecacd66)) + +### 2021-06-16 + +#### NewFeatures + +- 同步国服版本 ([c8af8c](https://gitee.com/i_melon/DNFCalculating/commit/c8af8c6acd67c36bb703361b4c0ad0100a0734d3)) +- 重霄·弹药专家·男:下调黑玫瑰特种战队 hit 数 ([f9e89a](https://gitee.com/i_melon/DNFCalculating/commit/f9e89a5855f3d175996dca7b30adbc728540cb85)) + +#### BugFixes + +- 归元·散打·男:修正烈火强踢护石 CD 错误 ([0fb5bc](https://gitee.com/i_melon/DNFCalculating/commit/0fb5bc56d60a88107b2d4e1593f614c1c97bdfb5)) + +### 2021-06-09 + +#### NewFeatures + +- 同步国服体验服数据 ([35f1ea](https://gitee.com/i_melon/DNFCalculating/commit/35f1ea8ff8b236a956b82237a1d376e8f2575724)) + +#### BugFixes + +- 知源·召唤师:修复蚀落段数问题 ([6b3183](https://gitee.com/i_melon/DNFCalculating/commit/6b31838fb55d6bed0a754549f12760d427e584ef)) +- 知源·召唤师:修复蚀落段数问题 ([a4e0fd](https://gitee.com/i_melon/DNFCalculating/commit/a4e0fde7e53df8c5c89eb17378dd6171ee00670e)) + +### 2021-06-03 + +#### NewFeatures + +- 同步国服体验服职业平衡数据 ([1ea86f](https://gitee.com/i_melon/DNFCalculating/commit/1ea86f67a66c0e88a6db444513cefc2d1ec7ac52)) + +#### BugFixes + +- 苍暮·战线佣兵:修正二觉数据错误 ([21c01a](https://gitee.com/i_melon/DNFCalculating/commit/21c01a899ff03531cd842da48e2ea49dfc76c3a7)) + +### 2021-06-02 + +#### NewFeatures + +- 归元·散打·男、隐夜·刺客:调整一觉绑定图标为终结技能图标 ([2d2cda](https://gitee.com/i_melon/DNFCalculating/commit/2d2cdac6a7f09956d938c387344d780deeceefc0)) +- 新增韩服职业平衡数据:鬼泣、枪炮师(男)、散打(男)、逐风者、狩猎者、暗枪、暗刃、战线佣兵、源能专家
+ 召唤由于存在国服特色数据,等后续国服体验服上线后同步 ([8bf9e6](https://gitee.com/i_melon/DNFCalculating/commit/8bf9e6320852a59706a1dbb3e7f0b6bb06b6c96c)) + +#### BugFixes + +- 归元·散打·女:修正无影脚、回天连环击护石加成错误 ([0ed834](https://gitee.com/i_melon/DNFCalculating/commit/0ed834c9b3b88584e7249d88b1c50eb9fa31e718)) + +### 2021-05-19 + +#### NewFeatures + +- 归元·气功师·男:添加雷霆踏 ([b30ad9](https://gitee.com/i_melon/DNFCalculating/commit/b30ad97cae86b331fdf977c352c9d51b3fbacefb)) +- 枪剑士:同步国服登陆三觉 ([345db6](https://gitee.com/i_melon/DNFCalculating/commit/345db68d8f4692c012af14485a8a5cac2b2b06a1)) +- 添加自动更新备用链接 ([f8c3bb](https://gitee.com/i_melon/DNFCalculating/commit/f8c3bb592c890ac1bd80373755b13a420d558fa6)) +- 输出:添加韩服体验服奥兹玛选项 ([65f766](https://gitee.com/i_melon/DNFCalculating/commit/65f766f5bbbfc5447008db1ac5307f3cbdb9e8bc)) +- 输出:优化阿斯特罗斯选项 ([488545](https://gitee.com/i_melon/DNFCalculating/commit/488545d22c1bcf295f790da6f24d6b0d1338a704)) +- 奶系:添加韩服体验服奥兹玛选项 ([18f88e](https://gitee.com/i_melon/DNFCalculating/commit/18f88e6e3c6e7c77d166c39045aeb4f9ef517603)) + +#### BugFixes + +- 极诣·暗殿骑士:修正魔镜幻影阵圣痕加成错误 ([b38622](https://gitee.com/i_melon/DNFCalculating/commit/b38622c698fabb36f700e2b5cf30d7692c76d0d6)) + +### 2021-05-09 + +#### NewFeatures + +- 添加韩服体验服外传三觉数据 ([10cf3a](https://gitee.com/i_melon/DNFCalculating/commit/10cf3abd0e8c71cefcbc37b01f60d3e39e7cee52)) + +#### BugFixes + +- 奶系:修正 BUFF 三攻+3%遗漏独立加成的情况 ([94f6f1](https://gitee.com/i_melon/DNFCalculating/commit/94f6f1d34494df4e3801a0e7c21e47dc18603160)) +- 皓曦·帕拉丁:修正圣盾裁决圣痕护石 CD 计算错误 ([80355f](https://gitee.com/i_melon/DNFCalculating/commit/80355ff3ee8e7aa06af37726ba87985435aa8f4d)) + +### 2021-04-30 + +#### NewFeatures + +- 枪剑士:同步国服体验服三觉数据 ([2df702](https://gitee.com/i_melon/DNFCalculating/commit/2df702b573d58f4c3889576a900068504b0c3570)) +- 设置中添加自动检查更新开关 ([7ef4a7](https://gitee.com/i_melon/DNFCalculating/commit/7ef4a79bd383f879740fcb4c7e58522d016f6bda)) + +#### BugFixes + +- 千魂·征战者:修正长虹贯日护石 CD 错误 ([fe3ccf](https://gitee.com/i_melon/DNFCalculating/commit/fe3ccf82464b554c2175ff3d868ac1908d2e011e)) +- 归元·柔道家·女:修正风暴之舞护石加成错误 ([564ee3](https://gitee.com/i_melon/DNFCalculating/commit/564ee3d0d634baa8bf8f2c19595386e85273ed21)) +- 神启·蓝拳圣使:修正超重拳 CD 错误 ([fa45e2](https://gitee.com/i_melon/DNFCalculating/commit/fa45e24297e271e7598315b7ec73a0fd0554919c)) +- 重霄·弹药专家·男:修正轻火力速射/CD 无法计算的情况 ([4fe9f9](https://gitee.com/i_melon/DNFCalculating/commit/4fe9f958e564344a49f703704be16b5257e01231)) +- 重霄·漫游枪手·男:修正双鹰回旋、疯狂屠戮数据 ([7a4334](https://gitee.com/i_melon/DNFCalculating/commit/7a4334d9d0d2942aee4051f91a38017f173ec6f8)) + +### 2021-04-21 + +#### NewFeatures + +- 皓曦·混沌魔灵:修正魔灵召唤相关数据 ([99cf2f](https://gitee.com/i_melon/DNFCalculating/commit/99cf2fc7ffb25c5e244945d771549fd46bd2e896)) +- 神启·驱魔师:区分[式神灭却·合]双脉轮形态数据差异 ([42a9b0](https://gitee.com/i_melon/DNFCalculating/commit/42a9b04baa95b4eb5e86b0d20150d69332f27295)) +- 重霄·弹药专家·男:修正爆裂弹数据及/CD 算法 ([02e25a](https://gitee.com/i_melon/DNFCalculating/commit/02e25ae5e9e44aef4ab2fd4a05f329ec534ad04b)) +- 魔枪士:同步国服登陆三觉 ([de22bc](https://gitee.com/i_melon/DNFCalculating/commit/de22bcad101f4cc28c06bf8979507b7e81af7946)) + +#### BugFixes + +- 修复未能正常关闭 ([a9c6a7](https://gitee.com/i_melon/DNFCalculating/commit/a9c6a73fd06737da65ad78822cb58f452a1e7087)) +- 修正改造武器升级词条的间隔 ([dd59dc](https://gitee.com/i_melon/DNFCalculating/commit/dd59dce21f322337fec4bc4a351de41f8d2c5883)) +- 修正黑暗幽灵紫杉长靴属性错误 ([6f889e](https://gitee.com/i_melon/DNFCalculating/commit/6f889ea5720a4694fd5716106afdfdfe9f58e227)) +- 归元·散打·女:修正部分技能数据错误 ([ac8699](https://gitee.com/i_melon/DNFCalculating/commit/ac8699c3c3db9ab76e0e8ec719837c46bcd25db1)) +- 苍暮·特工:修正[月夜:终极行动]6 级后数据错误 ([81dad6](https://gitee.com/i_melon/DNFCalculating/commit/81dad6bb64f727a81255f6be9a14a341c91b7b62)) + +### 2021-04-14 + +#### NewFeatures + +- 固定计算器名称,方便创建快捷方式用户 ([b623bc](https://gitee.com/i_melon/DNFCalculating/commit/b623bcd485e5920d589c3a981a43daeba2a71039)) +- 奶系:添加择优方向选择:爆发(太阳系数 1)、续航(太阳系数 0.7) ([ff0497](https://gitee.com/i_melon/DNFCalculating/commit/ff0497748d0f7f06dadf6fad3d54c07c807287c7)) +- 奶系:细节页面添加宠物登记补正、光环登记补正及五一礼包等相关选项
+ 由于结构发生变化,细节页面需要重置调整 ([ef9235](https://gitee.com/i_melon/DNFCalculating/commit/ef9235cbff38973408377a020a4f3d479797d877)) +- 输出系:优化全局择优速度及打开速度,排行采用全局择优 ([07b82a](https://gitee.com/i_melon/DNFCalculating/commit/07b82a063377993fdb75c1c1d3cf16596391b7f9)) +- 魔枪士:同步国服体验服相关数据 ([da663e](https://gitee.com/i_melon/DNFCalculating/commit/da663ef6c11241cde921548a6434b071d8ba9b55)) + +#### BugFixes + +- 修复奶爸选择一觉切装且黑鸦计算最高选觉醒时,一觉数值对不上的问题 ([bf1d5f](https://gitee.com/i_melon/DNFCalculating/commit/bf1d5ff5b92196134d7853995555dc6f04a318a0)) +- 同步游戏,宠物伤害词条能享受辟邪玉加成 ([4f6dd4](https://gitee.com/i_melon/DNFCalculating/commit/4f6dd45de6439c6fd0bf30f6c8119f39fc2389f9)) +- 极诣·剑魂:修复极神剑术瞬斩、幻影剑舞数据错误 ([a436c4](https://gitee.com/i_melon/DNFCalculating/commit/a436c4c01e557e764a6d25b5c940604245cfc910)) +- 苍暮·暗刃:修复轮盘连射数据错误 ([0e0146](https://gitee.com/i_melon/DNFCalculating/commit/0e01466feaabea0d72e4379333267d92f64ac1c1)) + +### 2021-04-08 + +#### NewFeatures + +- 千魂·决战者:同步韩服正式服螺旋波动枪调整 ([e2b7bb](https://gitee.com/i_melon/DNFCalculating/commit/e2b7bb6b1fbd2fe317b9a0fabd7fe80fe482a20c)) +- 奶系一觉及三觉添加填写输入技能次数功能 + 奶系:新增黑鸦遴选择优,择优步骤:残香->黑鸦下装、戒指、辅助->黑鸦武器
+ 当计算量较大的时候,较为影响效率,后续再考虑优化,暂时计算效率较差
+ 使用时,如和 V 神表差异较大,可将一觉的适用修改为 0.75 后进行对比 ([0c544b](https://gitee.com/i_melon/DNFCalculating/commit/0c544b59e991fafeae67ce5a57d5053a593998b6)) +- 奶系:残香及黑鸦属性选择易用性改善 ([4b0e0c](https://gitee.com/i_melon/DNFCalculating/commit/4b0e0c79d327b63b7fc807887459cebd0b78c93a)) +- 奶系:调整择优顺序为黑鸦下装、戒指、辅助->残香->黑鸦武器 ([03a1ad](https://gitee.com/i_melon/DNFCalculating/commit/03a1adad0e4ed17278b5b229c146c032113e0ff6)) +- 添加韩服体验服枪剑士三觉数据(特工小技能暂时采用双服择优数据) ([7f5b59](https://gitee.com/i_melon/DNFCalculating/commit/7f5b59600b38994ee4cd80c974ce0a5b25769385)) +- 调整详情页面词条显示顺序及小数点 ([30f87f](https://gitee.com/i_melon/DNFCalculating/commit/30f87fdefc757276eed93e31787495b3b8efaeee)) + +#### BugFixes + +- 修复奶系改造受黑鸦选项影响的 bug +- 修复奶系武器黑鸦自选觉醒后,次级框依然可以选择的问题 +- 极诣·契魔者:修正唤魔逆天之普诺造成排行与详情数据存在差异的情况 ([4a36f1](https://gitee.com/i_melon/DNFCalculating/commit/4a36f1e08929188d632c698f700e44e181fd4d7b)) +- 极诣·驭剑士:修正飓风魔剑护石额外享受蓄力加成的问题 ([f595b9](https://gitee.com/i_melon/DNFCalculating/commit/f595b92349952f5c9a7c6bf95490d53f03ff87fb)) + +### 2021-03-26 + +#### BugFixes + +- 修正部分用户出现的计算排行无进度的情况 ([a8775a](https://gitee.com/i_melon/DNFCalculating/commit/a8775a031d0688681bb01d70e157e91a12aca833)) + +### 2021-03-25 + +#### NewFeatures + +- 归元·散打·男:同步国服修复卢克西对二档加成 ([8b5940](https://gitee.com/i_melon/DNFCalculating/commit/8b5940d25fc6e3cce58fec28409af97fe3055bb8)) + +#### BugFixes + +- 修复部分操作未能关闭排行界面导致报错 ([797a72](https://gitee.com/i_melon/DNFCalculating/commit/797a72477d4f2e34edc8f880ebea582edd3d6912)) +- 修正切换为无皮肤时详情界面闪退的情况 ([3d6533](https://gitee.com/i_melon/DNFCalculating/commit/3d65334196c313cf05a49e4cf05290fb51ab3735)) +- 极诣·剑影:修正无法计算的情况 ([d5edf3](https://gitee.com/i_melon/DNFCalculating/commit/d5edf392538f8393407ea101cd26c1dd1d138782)) +- 极诣·驭剑士:修复血影之太刀精通对帝国剑术、魔剑降临加成错误的情况 ([dab2a3](https://gitee.com/i_melon/DNFCalculating/commit/dab2a3321084f1584540fa633e8a8094277f12e0)) + +### 2021-03-24 + +#### NewFeatures + +- 优化全局择优速度 ([c21266](https://gitee.com/i_melon/DNFCalculating/commit/c2126686ad3cb98c59b796f0b20686afb062e88a)) +- 修改残香择优结果显示方式,添加对应文字显示 ([462efc](https://gitee.com/i_melon/DNFCalculating/commit/462efcd7f4613c5d7ba4e27cab1b1a864af55406)) +- 守护者:同步国服登陆三觉 ([70782b](https://gitee.com/i_melon/DNFCalculating/commit/70782b894589a9e99ab70aa29f7d18f26e2b9211)) +- 守门人全属强首饰附魔同步黑鸦新 28 附魔,25 附魔可站街修正属强自行-9 ([694b06](https://gitee.com/i_melon/DNFCalculating/commit/694b066b3380b2ee86c84b4a7dac8a57b4257eca)) +- 感谢 🐎 提供的算法,查看详情新增全局择优选项
+ 排行榜仍然采用贪心算法计算,查看详情在全局择优下打开需几秒时间,后续可能会进行优化 🕊🕊🕊
+ 绝大多数择优情况与贪心算法无差异,少数差异在千分之一内 ([219af1](https://gitee.com/i_melon/DNFCalculating/commit/219af1a506c3eb10f1b46da4957fccb04f0c130d)) +- 极诣·剑影:鬼连斩、鬼连斩·极伤害计算及显示拆分 ([3997fd](https://gitee.com/i_melon/DNFCalculating/commit/3997fdc84de91ff123156ecf479c3b6d624ddb24)) +- 添加配置设置可视化界面 ([dd588f](https://gitee.com/i_melon/DNFCalculating/commit/dd588fc19fc27cd9890cb4624d172ea871d3f428)) +- 重霄·机械师·女:新增 RX78、EZ8 自爆者、机械引爆 ([74eccd](https://gitee.com/i_melon/DNFCalculating/commit/74eccd541ab958338422660fce878238fe4b9c10)) +- 隐夜·刺客:合并双剑精通与匕首精通,重新调整 set ([42464a](https://gitee.com/i_melon/DNFCalculating/commit/42464a0aa15d08a47065801b937818d9153c7211)) + +#### BugFixes + +- 修正装备名称错误 ([bea973](https://gitee.com/i_melon/DNFCalculating/commit/bea9733d047abea2b880c5ad49e72f3259172ac1)) +- 修正觉醒系武器自选遴选数值时错误的情况 ([f641f7](https://gitee.com/i_melon/DNFCalculating/commit/f641f7bd6526490361bbc2c96742374200fa16b6)) +- 修正辟邪玉因浮点类型计算导致的部分情况下计算伤害不一致的情况 ([6682ad](https://gitee.com/i_melon/DNFCalculating/commit/6682ad5d7dd25dd01dacdfe9dd0cb18091a996ed)) +- 奶系:修正狂乱之逆转宿命神话属性调整的错误 ([9da4ba](https://gitee.com/i_melon/DNFCalculating/commit/9da4ba834d56641bb49695140956a74b53f1426d)) +- 奶系:修正相对提升公式 ([cbbfe5](https://gitee.com/i_melon/DNFCalculating/commit/cbbfe5198a46eeae47f214514e64dda08dc62db1)) +- 归元·柔道家·女:修正末日摇篮护石未减少 CD 的情况 ([0ca1af](https://gitee.com/i_melon/DNFCalculating/commit/0ca1af0fb0c306509439350e82ce49d9f137031e)) +- 知源·召唤师:调整传说召唤:月蚀之影护石穿戴后演出时间 ([7d6a9a](https://gitee.com/i_melon/DNFCalculating/commit/7d6a9a3780ee41de9dffbe9a227d62fed07f0b7e)) +- 重霄·机械师·女:修正高达护石 CD ([a5ebef](https://gitee.com/i_melon/DNFCalculating/commit/a5ebef3b01a47d6f9118f1349cc7b1291a789848)) +- 黑暗武士:修复一键修正闪退的情况 ([2cf0c2](https://gitee.com/i_melon/DNFCalculating/commit/2cf0c2d3d2ea2aec34eff298ef7d674ee053c60a)) + +### 2021-03-10 + +#### NewFeatures + +- 修改标题栏样式 ([7e01fd](https://github.com/wxh0402/DNFCalculating/commit/7e01fdeef3f41243ff3db4889d6d01ec81943105)) +- 奶系:同步国服部分装备修改 ([3d5a11](https://github.com/wxh0402/DNFCalculating/commit/3d5a11af1363b202867b55f2dabc1cdfb3b07282)) +- 添加韩服体验服魔枪士三觉数据 ([5f7e45](https://github.com/wxh0402/DNFCalculating/commit/5f7e4560251a128bde370ad1c9376c2722a52a2f)) +- 知源·元素师:增加不脱手觉醒造成的短 CD 技能空转时间计算 ([0c6f67](https://github.com/wxh0402/DNFCalculating/commit/0c6f674d5787441f187dd1f4aa2ac469d660fef6)) +- 知源·元素爆破师:设置元素禁域最小 CD 为 1 秒 ([dd75cf](https://github.com/wxh0402/DNFCalculating/commit/dd75cff53dda4b37e1d4d3077c6314571ae84995)) +- 黑暗武士:新增部分技能及 TP ([162e9e](https://github.com/wxh0402/DNFCalculating/commit/162e9e34ee3b24b15c58fdefd4ec23835a7cf738)) + +#### BugFixes + +- 修正歼灭灵魂矛名字错误导致下拉无加成的情况 ([28ca3a](https://github.com/wxh0402/DNFCalculating/commit/28ca3a0ee8e0c8f1cc36596ecc5cd3d3e97c0fb6)) +- 修正部分装备速度显示问题 ([8b756f](https://github.com/wxh0402/DNFCalculating/commit/8b756ff66d1962c77128f9130a7a86439c1caf08)) +- 归元·柔道家·女:修正 CD 错误 ([9ae819](https://github.com/wxh0402/DNFCalculating/commit/9ae8197a058dcfeb1b92067ddf8f10afb1235f33)) +- 未来开拓者:修正详情页面与排行数据不匹配的情况 ([96535a](https://github.com/wxh0402/DNFCalculating/commit/96535a48848aab534b3afc00f60e9398e96583c6)) +- 皓曦·混沌魔灵:修正缺少午夜嘉年华护石选项的情况 ([834360](https://github.com/wxh0402/DNFCalculating/commit/834360dca67ca841294ea1ffe755400996e28ebc)) +- 黑暗武士:修正排列技能 CD 未能享受宠物 CDR 的情况 ([e11b4a](https://github.com/wxh0402/DNFCalculating/commit/e11b4a70927749422558b0869249335155264462)) +- 黑暗武士:修正斩龙破护石加成与游戏实际不符的情况 ([8edd83](https://github.com/wxh0402/DNFCalculating/commit/8edd83610ad240c91698165187cb5a08a3c25f99)) +- 黑暗武士:修正武器 CD 惩罚错误 ([cd19c7](https://github.com/wxh0402/DNFCalculating/commit/cd19c7bb9e02c659543ce6f1ff820719974437e1)) +- 黑暗武士:修正魔影剑舞护石加成错误 ([346e90](https://github.com/wxh0402/DNFCalculating/commit/346e90084e4e04f8b77038193627e3432196bea1)) + +### 2021-03-03 + +#### NewFeatures + +- 同步游戏辟邪玉描述 ([233009](https://github.com/wxh0402/DNFCalculating/commit/233009c7ed6b8e9a9f48e2917f4aed58f8fa2c15)) +- 同步游戏黑鸦 ([9358ea](https://github.com/wxh0402/DNFCalculating/commit/9358ea7672bde164b7039783eee73615c1b71293)) +- 奶系添加黑鸦相关(暂未实现择优) ([a30737](https://github.com/wxh0402/DNFCalculating/commit/a30737add50fd42201fb25d612a315aec892ab60)) +- 守护者:同步体验服三觉数据 ([f13a78](https://github.com/wxh0402/DNFCalculating/commit/f13a787ee1c2722367873fb43765db5a8a6be2b6)) +- 归元·街霸·女:更改默认配置 ([91f506](https://github.com/wxh0402/DNFCalculating/commit/91f506fcb4581cda20cf0ee7746a42e8d4c57548)) +- 新增切换输出时间提示 ([24d57e](https://github.com/wxh0402/DNFCalculating/commit/24d57e4c3f9ca5b629b749693acc15112f14c7a5)) +- 添加皮肤切换配置文件,修改 ResourceFiles\Skins\Skin.ini 下参数,重启计算器即可
+ LightStyle:浅色样式,DNFStyle:深色样式,None:无任何样式
+ 默认为 DNFStyle,深色样式,可自行采用 qcss 语法个性化皮肤样式 ([36724c](https://github.com/wxh0402/DNFCalculating/commit/36724c35046bf8cb32671a5f42be4633607525e0)) +- 皓曦·帕拉丁:添加普通攻击计算 ([377a21](https://github.com/wxh0402/DNFCalculating/commit/377a21e01434be4f3695c07f566191d98bbf80d0)) +- 皓曦·混沌魔灵:新增演出时间 ([5ab9ce](https://github.com/wxh0402/DNFCalculating/commit/5ab9ce3b04aeb2948ecd52784f144f94bec2a9b1)) +- 知源·元素爆破师:添加元素禁域护石 CD 减少下拉选择 ([55634d](https://github.com/wxh0402/DNFCalculating/commit/55634d9d749c3fb4f37ac62766ddcf851f0d6a8c)) + +#### BugFixes + +- 修复在修改 ini 配置后由于编码格式不对导致计算器无法读取的情况
+ 无法读取情况下,采用默认配置打开 ([fc641d](https://github.com/wxh0402/DNFCalculating/commit/fc641de45c744e991669f54717992aeb72e41e6d)) +- 修复歼灭灵魂矛造成其他武器排行界面数据与详情数据不符的情况 ([e6df54](https://github.com/wxh0402/DNFCalculating/commit/e6df5426ea5f79ead01c22146e296afbb8056e7e)) +- 归元·街霸·女:修复歧路鞋涂毒倍率 BUG ([c7e423](https://github.com/wxh0402/DNFCalculating/commit/c7e423a9a30e991a8589f906367c23fdff2763b4)) +- 归元·街霸·男:修正飞沙走石攻击次数 ([461d6e](https://github.com/wxh0402/DNFCalculating/commit/461d6e8caee130fe3aa37b0b309cad4bcedf08d4)) +- 皓曦·混沌魔灵:修正黑暗冲击护石加成错误 ([e19e27](https://github.com/wxh0402/DNFCalculating/commit/e19e27ebbcc2a14ff5d18eb8c6d050c8b2e75dbe)) +- 皓曦·龙骑士:修正魔龙之息护石在歧路下 CD 错误 ([83cd24](https://github.com/wxh0402/DNFCalculating/commit/83cd24a4759d78c7a6c4c132c25fca33dc65aef1)) +- 知源·元素爆破师:修正冰晶之浴 CD ([f702c7](https://github.com/wxh0402/DNFCalculating/commit/f702c72d0d98e7875822d76b09cf01d226e7e821)) +- 重霄·弹药专家·女:修复部分情况下无法打开详情的情况 ([95cea1](https://github.com/wxh0402/DNFCalculating/commit/95cea1918735a7e40afd32a3c7c9c72724914806)) +- 重霄·漫游枪手·女:修正鲜血劫击护石加成错误 ([972afe](https://github.com/wxh0402/DNFCalculating/commit/972afe4f31a7f885afe810c505bd58ef29133964)) + +### 2021-02-25 + +#### NewFeatures + +- 新增黑鸦词条选择存档 ([2e145f](https://github.com/wxh0402/DNFCalculating/commit/2e145f09b6fbaef9b2279b1f16d7e38338915ede)) +- 职业技能细节选项新增存档功能 ([9377f2](https://github.com/wxh0402/DNFCalculating/commit/9377f23cf9590254e0aacd5e2beefe8d780e01dd)) +- 重霄·弹药专家·女:修改默认配置 ([ec1155](https://github.com/wxh0402/DNFCalculating/commit/ec1155a2b124c2aa40ceef9b346a0fe717a0a34b)) + +#### BugFixes + +- 修正部分职业无法打开详情的情况 ([ac603d](https://github.com/wxh0402/DNFCalculating/commit/ac603d66ff09bd540b7ca7d2bbdf802707530e97)) + +### 2021-02-24 + +#### NewFeatures + +- 新增皮肤功能,可自行前往蓝奏云下载,解压 Skins 文件夹到 ResourceFiles 下即可 ([cf1009](https://github.com/wxh0402/DNFCalculating/commit/cf1009ba1916ee5f2ad8881e5a7e8c805140c8d2)) +- 新增自动更新进度提示 ([53270f](https://github.com/wxh0402/DNFCalculating/commit/53270f91df165488b6171a4614f148f411177fa0)) +- 极诣·剑影:新增鬼步、鬼连斩符文 ([721bbc](https://github.com/wxh0402/DNFCalculating/commit/721bbcbb5df1c8d8ad9038e974fd8b8fd745267b)) +- 极诣·阿修罗:固定部分技能 CD ([c5de38](https://github.com/wxh0402/DNFCalculating/commit/c5de38a03c78031e8c03787c1f62b48dd71d6807)) +- 神枪手·女:同步国服登陆三觉 ([2cf3a5](https://github.com/wxh0402/DNFCalculating/commit/2cf3a59108b6b54e6339a03bda4f44d93a906d69)) +- 统一职业窗口大小,技能较多职业新增滚动条,方便分辨率较低用户使用 ([f4f13a](https://github.com/wxh0402/DNFCalculating/commit/f4f13af9be9dbb9e9e7670cd95ae1ad0070024be)) +- 调整滚动条样式 ([bba11b](https://github.com/wxh0402/DNFCalculating/commit/bba11b33bf6a2e62367c8f28b257be78d48a299d)) +- 输出系:详情界面新增输出 excel 功能 ([12945f](https://github.com/wxh0402/DNFCalculating/commit/12945f5d073d0c5e44a8ff68105977a7e03ea9ab)) + +#### BugFixes + +- 修复奶残香融合初始为无时未能禁用的情况 ([b89f8e](https://github.com/wxh0402/DNFCalculating/commit/b89f8e9893938aa92819d8e2c70e02445301141d)) +- 修正三觉设置为 0 时,绑定觉醒技能未计算的情况 ([f1630c](https://github.com/wxh0402/DNFCalculating/commit/f1630c0c9dffe5b64d9a1053b89ef5ab225f6338)) +- 知源·元素师:修正部分技能等级调整为 0 时无法计算的情况 ([f04f49](https://github.com/wxh0402/DNFCalculating/commit/f04f4991b2bc56b4b5ec848a64bf4fd3c6e40a49)) + +### 2021-02-17 + +#### NewFeatures + +- 神枪手·女:同步修正到国服三觉数据 ([8aefbb](https://github.com/wxh0402/DNFCalculating/commit/8aefbbba78b150f835dd5b906b4c8bfa0e2eb569)) + +#### BugFixes + +- 风暴骑兵、重霄·枪炮师·女:修正 FSC7 护石问题 ([c0d52e](https://github.com/wxh0402/DNFCalculating/commit/c0d52ee3110d20be1f6520578373a6b01dc32ed4)) +- 修正部分职业自选页面打开闪退的情况 ([1f419a](https://github.com/wxh0402/DNFCalculating/commit/1f419a424d41885c25f6c930e72b8b3b8808e8fe)) +- 归元·气功师·男:修正念兽:猛虎震地、奔雷螺旋击 CD 错误 ([9d026f](https://github.com/wxh0402/DNFCalculating/commit/9d026fe40c8542799d6c71f02e4617fffedbd640)) +- 归元·气功师:修正幻影爆碎技能恢复加成错误的情况 ([ccea46](https://github.com/wxh0402/DNFCalculating/commit/ccea46fa06f56387dc4addce08d7b21ab5274fff)) +- 知源·元素爆破师:元素禁域护石 CD 默认减少 4 秒 ([8104c6](https://github.com/wxh0402/DNFCalculating/commit/8104c6567e1114a50e001a2b82c7971e20d23dc4)) +- 黑暗武士:武器 CD 调整 ([cc7714](https://github.com/wxh0402/DNFCalculating/commit/cc77145ba97c1df880edbb9fc70989317a500cd2)) + +### 2021-02-05 + +#### NewFeatures + +- 同步韩服正式服守护者三觉调整 ([fdad8e](https://github.com/wxh0402/DNFCalculating/commit/fdad8e903bef46df2623271a508c53185c7f1b3d)) +- 奶系:输出角色模板力智三攻可手动填写 ([b48418](https://github.com/wxh0402/DNFCalculating/commit/b484187e0a97193b9d7930b0ac26fbc21bfeb4f8)) +- 添加免费提示 ([9f13bb](https://github.com/wxh0402/DNFCalculating/commit/9f13bb91cbb65aa461387c80fbe900aaa7f83f7f)) +- 皓曦·龙骑士:添加骑乘龙息 ([2713f4](https://github.com/wxh0402/DNFCalculating/commit/2713f41b4d3a1a1b6093668cf1356ccbbb9e4f23)) +- 移除绿色生命的面容触发选择 ([4732eb](https://github.com/wxh0402/DNFCalculating/commit/4732ebc16858984c30371038e4ed0903bd8afda3)) +- 输出系:技能释放次数、宠物技能次数新增填写选项,支持小数点输入 ([dfce38](https://github.com/wxh0402/DNFCalculating/commit/dfce3824f9a970762e114bffeb4b82009dd69921)) +- 输出系:输出时间可手动填写 ([db7fb3](https://github.com/wxh0402/DNFCalculating/commit/db7fb3263ca4973755da220aca3ca45c7ac2655b)) + +#### BugFixes + +- 修复智慧产物升级属性微调在排行界面未能生效得情况 ([a04fa9](https://github.com/wxh0402/DNFCalculating/commit/a04fa947b579f7c57f7521370b108fd3c0150d4c)) +- 圣武枪魂:修正无双突刺护石错误 ([a94970](https://github.com/wxh0402/DNFCalculating/commit/a949704186572c94177da84150543688b222f015)) +- 极诣·狂战士:修正嗜魂之手数据 ([9277f2](https://github.com/wxh0402/DNFCalculating/commit/9277f22751fea255a2e3ed3742ee3d2c5f9f14c8)) +- 皓曦·帕拉丁:95 主动添加 CD ([daabf1](https://github.com/wxh0402/DNFCalculating/commit/daabf122cbbbad0ece47831ea619a7f6c58b3532)) + +### 2021-01-28 + +#### NewFeatures + +- 修改加群链接 ([12ce3e](https://github.com/wxh0402/DNFCalculating/commit/12ce3ebc23736034eb2b44df285c5d144d36b32f)) +- 执行程序添加数字签名,预防第三方修改盗用 ([975df1](https://github.com/wxh0402/DNFCalculating/commit/975df1720338717fdb8c404f9406b5c48a023d98)) +- 添加韩服体验服守护者三觉数据 ([71c5db](https://github.com/wxh0402/DNFCalculating/commit/71c5db6c8aff3bd4501273e80fc1b5b9229d0edd)) +- 缔造者:新增硬直时长百分比 ([175bcc](https://github.com/wxh0402/DNFCalculating/commit/175bcc2e2865ce323a1a5b443d73ef1abd1ac243)) +- 适配国服护石位置描述 ([a9d552](https://github.com/wxh0402/DNFCalculating/commit/a9d552380067fda734549fe1330e83dc4992c672)) +- 重霄·机械师·女:新增一觉减 CD 开关 ([6ccbb6](https://github.com/wxh0402/DNFCalculating/commit/6ccbb63bc591793b93465c176f69696e2130f782)) +- 隐夜·刺客:同步游戏更新,修复符文对收招的二次加成问题 ([d830ea](https://github.com/wxh0402/DNFCalculating/commit/d830eabfb84757cf14cd11b07487fd723dff81d1)) +- 隐夜·忍者:修正技能数据 ([f9f01b](https://github.com/wxh0402/DNFCalculating/commit/f9f01b9102e3fbc0afd8d7773e406e4fdd9fc48a)) + +#### BugFixes + +- 修正飘零之花臂铠基础错误 ([49f29e](https://github.com/wxh0402/DNFCalculating/commit/49f29ecceb40d447b6dabf28e2d3ad8046a28f4b)) +- 同步国服正式服军神的隐秘遗产奶系套装属性 ([8eeb8e](https://github.com/wxh0402/DNFCalculating/commit/8eeb8e719887ee225cd0d7761eb709bf77ce18d8)) +- 同步国服正式服天堂舞姬鞋子属性 ([4b6688](https://github.com/wxh0402/DNFCalculating/commit/4b668865d391bcb8aa6d5734450e687342b7a851)) +- 同步国服正式服沙岩幻戟属性 ([2fec14](https://github.com/wxh0402/DNFCalculating/commit/2fec14d89839e2d950157a7005b0dfca389c45c9)) +- 同步灵魂掠夺者正式服奶系属性 ([52ea3a](https://github.com/wxh0402/DNFCalculating/commit/52ea3af76e16cb24010149f727992b2b5733d208)) +- 极诣·驭剑士:修正裂刃天冲 hit 问题 ([23ab68](https://github.com/wxh0402/DNFCalculating/commit/23ab682eeed7389d3191c4f4648119236bb3304e)) +- 知源·元素爆破师:修正聚魔轰击 CD 错误 ([1d4174](https://github.com/wxh0402/DNFCalculating/commit/1d4174fec0a483cf6c8cecd0edce634cc554ec1f)) +- 知源·战斗法师:修正武器 CD 惩罚问题 ([fea8d5](https://github.com/wxh0402/DNFCalculating/commit/fea8d5524d8f5cdf382761c8c2d90c2a7f61a15c)) +- 重霄·机械师·女:修复歧路鞋子对 GSP 猎鹰的加成错误问题 ([67fc18](https://github.com/wxh0402/DNFCalculating/commit/67fc1871404b714ba29acfe22961b4c9789391bb)) + +### 2021-01-20 + +#### NewFeatures + +- 同步国服正式服希洛克智慧产物名称 ([bd66db](https://github.com/wxh0402/DNFCalculating/commit/bd66dbc02b54826933c1626649a4a125b24240bb)) +- 同步国服装备改版、增幅改版,移除旧版本配置及属性 ([2203f4](https://github.com/wxh0402/DNFCalculating/commit/2203f4af81abca2618000f8f29aede9c91a5d2df)) +- 奶系:添加 2021 年普通宠物 ([12f3ae](https://github.com/wxh0402/DNFCalculating/commit/12f3ae0ecc590cb9687302002344b2bbdefe6366)) +- 奶系:魔法石添加王座本源 ([24b7b8](https://github.com/wxh0402/DNFCalculating/commit/24b7b848d3fff2628c4353cbec0cb1d5c6146908)) +- 重霄·机械师·女:整合 GSP 猎鹰护石选项
+ 部分技能添加说明备注 ([032322](https://github.com/wxh0402/DNFCalculating/commit/032322060661bc7181ec5fde51a9bccfceb976b1)) +- 重霄·机械师·男:调整演出时间及默认配置 ([e68892](https://github.com/wxh0402/DNFCalculating/commit/e68892f9c6867f27c7254e3ddd0b872f783fb4af)) +- 随增幅改版调整默认奶系 buff 数值 ([59906e](https://github.com/wxh0402/DNFCalculating/commit/59906eb089c7d3a1ac14d801a8def26bbae97e47)) +- 隐夜·死灵术士:同步部分护石实际提升与描述不符的情况,后续根据游戏情况修复 ([71a529](https://github.com/wxh0402/DNFCalculating/commit/71a5296e9d3c4ec6921358e8c34e7a9d7b1fc732)) +- 魔法师·男:修正三觉相关技能数据 ([802640](https://github.com/wxh0402/DNFCalculating/commit/802640000aa5e2703fad010abc69fbae01d6b86c)) +- 魔法师·男:同步国服登陆三觉 ([897d04](https://github.com/wxh0402/DNFCalculating/commit/897d0401d0abbda58d0efdf0233042909e239e78)) + +#### BugFixes + +- 极诣·狂战士:修正致命血陨 CD 错误 ([5157c0](https://github.com/wxh0402/DNFCalculating/commit/5157c0c1a10c6d6940a49dfe787a886d69d0afad)) +- 隐夜·刺客:修正月轮舞双剑下 CD 错误 ([77987c](https://github.com/wxh0402/DNFCalculating/commit/77987cb03f9cb7bc96976e120928a5c038ad91e4)) +- 修正自选界面希洛克套装名称显示错误 ([10805c](https://github.com/wxh0402/DNFCalculating/commit/10805c7560816e9434d9ad7328976a8aa1656016)) +- 奶系:修正单个技能适用计算时的判断错误问题 ([171a44](https://github.com/wxh0402/DNFCalculating/commit/171a441069606ed017dc4ea205575cad247bf895)) +- 归元·街霸:修复奔流不息对伏虎霸王拳的加成错误 ([3597ab](https://github.com/wxh0402/DNFCalculating/commit/3597ab4a77b4195f67f6b9bd4658412baaa9610e)) +- 极诣·狂战士:修正崩山击及魔狱血刹数据错误 ([1ec097](https://github.com/wxh0402/DNFCalculating/commit/1ec097d4e0774e7812083946612ec2b82f90f4e8)) +- 神启·复仇者:修正部分技能 CD 错误 ([c1a1ec](https://github.com/wxh0402/DNFCalculating/commit/c1a1ecd643547db83af5ee3f004da4973f98c83f)) +- 神启·复仇者:修正极恶洪流及极恶洪流 CD 错误 ([ed080f](https://github.com/wxh0402/DNFCalculating/commit/ed080febd9e04e40a6dfaa7ee1abc5a0837ace87)) +- 调整黑鸦武器词条自选跨度 ([db4c4f](https://github.com/wxh0402/DNFCalculating/commit/db4c4f88b2ec40ca95ebaf838af7d77f65c03043)) +- 重霄·弹药专家·女:调整/CD 算法错误 ([561578](https://github.com/wxh0402/DNFCalculating/commit/5615784bc88a706301649d8da5859f43ea4d07f4)) +- 重霄·机械师·男:修正 HS1 全息机械猎手技能数据错误 ([e30a36](https://github.com/wxh0402/DNFCalculating/commit/e30a36f58b6999deb85372618d1ffdc200b460fc)) +- 风暴骑兵、重霄·枪炮师·女:修正等离子放射器护石加成错误 ([427ddb](https://github.com/wxh0402/DNFCalculating/commit/427ddb984d6e09af8eb364ddc9ad399245f588b2)) +- 黑曜神:修正连锁共振对魔灵召唤:瓦尔琪的错误加成 ([951d7a](https://github.com/wxh0402/DNFCalculating/commit/951d7a74ce882306048258bb96dfe53c0cc4f951)) + +### 2021-01-13 + +#### NewFeatures + +- 修正增幅改版公式 ([24950b](https://github.com/wxh0402/DNFCalculating/commit/24950b1e140f491676e801f51698f6d425afd02f)) +- 添加守门人全属强自动补正选项 ([a6b771](https://github.com/wxh0402/DNFCalculating/commit/a6b7715af1200aa8ce6c8cd2fc32a6fb61691e97)) +- 添加网盘无法解析时的弹窗提示 ([37f11e](https://github.com/wxh0402/DNFCalculating/commit/37f11e5196f89bdabf338555c3660f92b8723bd4)) +- 细节页面添加选项特殊提醒 ([7a1b2c](https://github.com/wxh0402/DNFCalculating/commit/7a1b2c030017631c921a568ba58d3c3c7fc72ed7)) +- 调整全职业默认春节宝珠附魔 ([e419f5](https://github.com/wxh0402/DNFCalculating/commit/e419f5ec6404addcacf4561c238e0bb883d2c34f)) +- 重霄·弹药专家·女:微调/CD 算法 ([56cc51](https://github.com/wxh0402/DNFCalculating/commit/56cc51f857741497a59019c3c56b178543cdcca4)) + +#### BugFixes + +- 修复奶系无法计算的情况 ([df38a1](https://github.com/wxh0402/DNFCalculating/commit/df38a1103c4a0ad9e0798eff823a31df02e48198)) +- 修正自选界面单件选择不计算的情况 ([29db0d](https://github.com/wxh0402/DNFCalculating/commit/29db0de57d52d024b01f3a7eed7e81fcfed7265e)) +- 宠物装备-红添加 4%白字 ([24a263](https://github.com/wxh0402/DNFCalculating/commit/24a263ba3d22cc8e16b046fb9f065f904c10c0e1)) +- 巅峰狂徒:修改残香融合后武器图标显示错误 ([24fcc5](https://github.com/wxh0402/DNFCalculating/commit/24fcc5771166b37e1f6cb506da62da449b46c47d)) +- 归元·街霸·女:修正毒龙轰天雷护石 CD 错误 ([a8e8ba](https://github.com/wxh0402/DNFCalculating/commit/a8e8ba344a39cd88835556b3048304f54712f939)) +- 极诣·阿修罗:修正天雷·降魔杵护石加成错误 ([1482ba](https://github.com/wxh0402/DNFCalculating/commit/1482ba53709e590095887abfe306aecd745ca9ae)) +- 知源·战斗法师:修正双重锤击、炫纹爆弹数据错误 ([d0a7cf](https://github.com/wxh0402/DNFCalculating/commit/d0a7cf327314a5f3373ad123035bc44b2c163de1)) +- 绯红玫瑰、重霄·漫游枪手:修正双鹰护石攻击次数错误 ([e04bfc](https://github.com/wxh0402/DNFCalculating/commit/e04bfcfe2d1e2cead862a5019bde22b191c260d1)) +- 绯红玫瑰、重霄·漫游枪手:修正锁链截击 hit 数错误 ([66be43](https://github.com/wxh0402/DNFCalculating/commit/66be43c9a1e31beea50d48d1f3fc817a5efed141)) +- 黑暗武士:修正在特定情况下自选界面无法打开的情况 ([0264db](https://github.com/wxh0402/DNFCalculating/commit/0264db56ac99985a19bb07e0c748c1fa018288da)) + +### 2021-01-07 + +#### NewFeatures + +- 新增 macOS 下程序启动脚本 ([4c182d](https://github.com/wxh0402/DNFCalculating/commit/4c182d87572c6dcc7e5f2464c80fb18a39fdf422)) +- 下版本开始支持杀老进程及自动删除旧版本 exe ([7701ef](https://github.com/wxh0402/DNFCalculating/commit/7701ef5e0258ee7a4d9ee895275c023d8e2e2d62)) +- 修复部分用户无法打开进程残留的情况,添加检查更新报错提示 ([8e685c](https://github.com/wxh0402/DNFCalculating/commit/8e685cd4b637230a3dd18a9901de7fb69b3009c7)) +- 同步女枪三觉背景 ([a559ae](https://github.com/wxh0402/DNFCalculating/commit/a559ae97d66f34588998e8340077ca75ba3a8a5d)) +- 同步游戏辟邪玉对宠物伤害词条的加成算法:辟邪玉目前不加成宠物的增伤词条(涉及百分比力智、附加伤害、最终伤害),后续试游戏修复情况修改 ([548bee](https://github.com/wxh0402/DNFCalculating/commit/548bee9365d389cdc5c5e723124b2c0c4670151e)) +- 同步韩服正式服增幅系数调整 ([c88636](https://github.com/wxh0402/DNFCalculating/commit/c88636c735e38d60653ad101653b419d8a7c3cc3)) +- 同步韩服正式服武器黑鸦洗属性的调整 ([1027f4](https://github.com/wxh0402/DNFCalculating/commit/1027f4eae70674c413eae1a654d2cc67e2dedaa9)) +- 同步韩服正式服装备属性改版 ([8301a6](https://github.com/wxh0402/DNFCalculating/commit/8301a65f13e23230c6c40ac270d1a560a5808591)) +- 新增 2021 春节礼包相关内容 ([1de062](https://github.com/wxh0402/DNFCalculating/commit/1de062b7a551b3004f54862d2ac6b931c311dc4b)) +- 窗口添加装备版本、增幅版本显示 ([ca1d13](https://github.com/wxh0402/DNFCalculating/commit/ca1d13ea29769d531d8ce59e17d357c5cad0c89a)) +- 缔造者:添加觉醒及精算模式 ([2ac228](https://github.com/wxh0402/DNFCalculating/commit/2ac22844306cae44dff5372e4f4a0cfffeb41883)) +- 输出系:择优贪心算法调整,对宠物装备词条进行相关算法调整 ([b16e36](https://github.com/wxh0402/DNFCalculating/commit/b16e362fade45950ea0eefb136f1c21660ba5e5f)) +- 输出系:新增黑鸦智慧产物升级相关功能 ([5697e1](https://github.com/wxh0402/DNFCalculating/commit/5697e103b828c48d9dc34858fb656354241a8c07)) +- 输出系:新增黑鸦相关功能,光环、宠物装备、残香、黑鸦择优目前没有其他好的算法,采用由大到小的贪心算法,词条数值高的优先择优,词条数值相同优先可选范围少的择优 ([7d692c](https://github.com/wxh0402/DNFCalculating/commit/7d692cf75921177d165586d220253d857674c979)) +- 输出系:黑鸦武器添加择优选项 ([673c18](https://github.com/wxh0402/DNFCalculating/commit/673c1808e3c5133c27d3084b43388edffc56f03b)) + +#### BugFixes + +- 修复奶系无法打开的问题 ([6c7682](https://github.com/wxh0402/DNFCalculating/commit/6c7682024b4ed9e2cf7313a0d3aeae5a726be97a)) +- 修正飘零之花武器武器系列当前国服版本属性错误 ([952d70](https://github.com/wxh0402/DNFCalculating/commit/952d703d7d802deca9aa8c84af1b94a8e99fd7d2)) +- 奶系:修复排行与详情不符的情况 ([c58242](https://github.com/wxh0402/DNFCalculating/commit/c58242f8baf624c9bc62451929c6179115ec66cc)) +- 知源·召唤师:修正鞭挞 CD ([04c41c](https://github.com/wxh0402/DNFCalculating/commit/04c41c5b8445770f6cc91da3cc0bc2a5c4b7f83e)) +- 知源·战斗法师:修正炫纹强压护石加成 ([1fc144](https://github.com/wxh0402/DNFCalculating/commit/1fc144b0e3be43512d966f1be1feb3ae2a514fe3)) +- 知源·战斗法:修正炫纹强压 CD 错误 ([c3b367](https://github.com/wxh0402/DNFCalculating/commit/c3b367dbcd7622a7088a453bb0d1f8db5ebe391a)) +- 神启·蓝拳圣使:修正意念驱动对装备图腾时的冷却缩减 ([a64ffa](https://github.com/wxh0402/DNFCalculating/commit/a64ffa984b873ae2cd9da6e155c9fe3b1b05a616)) +- 绯红玫瑰、重霄·漫游枪手:修正双鹰回旋圣痕加成倍率 ([95fcff](https://github.com/wxh0402/DNFCalculating/commit/95fcff5ccab2e2d056804f54306e5e59d9419b99)) +- 隐夜·刺客:修正一叶障目不加成死亡风暴的问题 ([2a4fa6](https://github.com/wxh0402/DNFCalculating/commit/2a4fa643605d76ce47b3af5b090e80d5c6898c5b)) +- 隐夜·刺客:修正旋刃伤害偏低的问题 ([4b5861](https://github.com/wxh0402/DNFCalculating/commit/4b5861ef03928d8a2ae43e883e8684630f416257)) +- 风神、知源·逐风者:修正棍棒精通冷却缩减遗漏的问题 ([eece44](https://github.com/wxh0402/DNFCalculating/commit/eece44cd581b7d2ff9dc3c93dd5a8bb6a0fef56a)) +- 黑暗武士:修正无法计算的问题 ([81e999](https://github.com/wxh0402/DNFCalculating/commit/81e9991b33b9e4d39362bc182ec1554411ed06aa)) + +### 2020-12-31 + +#### NewFeatures + +- 修改输出系默认配置上下装附魔 ([137d9c](https://github.com/wxh0402/DNFCalculating/commit/137d9c4cc92d3fb320d4c298581a14f917af104d)) +- 修正部分武器力智调整 ([f4057d](https://github.com/wxh0402/DNFCalculating/commit/f4057de6f95a152c9fde2b42ab371ee8a821b388)) +- 归元·散打·女:添加演出时间 ([b06621](https://github.com/wxh0402/DNFCalculating/commit/b06621616395fbe6160f7cdcb1961f618cb4fe8b)) +- 归元·气功师·男:添加念之战矛护石数据 ([582166](https://github.com/wxh0402/DNFCalculating/commit/5821665cd03c69e73d5f3e80b69f3c0b3c644799)) +- 添加打赏纸飞机渠道 ([dee90a](https://github.com/wxh0402/DNFCalculating/commit/dee90a9f51946a93ec8ba8f39df6139433abf1db)) +- 添加韩服增幅改版系数,ResourceFiles\Config\release_version.json 右键记事本打开修改 ZFVersion,"GF"为国服属性,"HF"为改版属性 修改后需要重启计算器 ([de3274](https://github.com/wxh0402/DNFCalculating/commit/de32743978a50d9ffd4eef024177eea0dcd9e638)) +- 添加韩服女枪三觉数据 ([8e9a53](https://github.com/wxh0402/DNFCalculating/commit/8e9a53f5d9070862a1813982b51702cd7d1ec7f4)) +- 知源·战斗法师:添加技能双锤重击、炫纹爆弹、炫纹融合 ([f68f53](https://github.com/wxh0402/DNFCalculating/commit/f68f53a3d9ada09b7c75930410981e0a785108e4)) +- 知源·次元行者:增加三觉主动录入等级 ([ee9f5a](https://github.com/wxh0402/DNFCalculating/commit/ee9f5a3a84931f44d1de4cfff79120ede1421338)) +- 神启·圣骑士·女:校准勇气祝福小数点 ([654db7](https://github.com/wxh0402/DNFCalculating/commit/654db73d4ed0555b30315919c5f322be33e45d1d)) +- 调整自适应贪心算法,采用词条由大到小逐个贪心取局部最优 ([ac5739](https://github.com/wxh0402/DNFCalculating/commit/ac5739e1c3346f3f80912eb1e6303e210f6ad31b)) +- 隐夜·死灵术士:添加歧路鞋对暴君巴拉克其余技能加成 ([378eae](https://github.com/wxh0402/DNFCalculating/commit/378eae49ac15275dbd784c9ef7c0c1d4422a727f)) + +#### BugFixes + +- 重霄·弹药专家·男:修正弹药主宰图标错误的情况 ([2f48b1](https://github.com/wxh0402/DNFCalculating/commit/2f48b17459bee68772753925bba25e4f0e479b52)) +- 修正[优雅旋律华尔兹]属性错误 ([53f672](https://github.com/wxh0402/DNFCalculating/commit/53f672c6db938b389a4f85c3e54014abcece874e)) +- 修正[圣者的慈悲]输出系属性错误 ([d3010c](https://github.com/wxh0402/DNFCalculating/commit/d3010c2c5e7cf52674e92a7ab05a3a5473473c6f)) +- 修正[沙岩幻戟]属性错误 ([66fbae](https://github.com/wxh0402/DNFCalculating/commit/66fbaeca70c9cec1ce9518bd523afd4412889bea)) +- 修正一觉切装时残香适用取值错误 ([5b968e](https://github.com/wxh0402/DNFCalculating/commit/5b968ecb29d8e4438f0f92ee9b012424dc8a1c03)) +- 修正命运的捉弄属性错误 ([8a7035](https://github.com/wxh0402/DNFCalculating/commit/8a70359a6ec56a6fdc14629343c2eb773910c670)) +- 修正噙毒手套描述错误 ([881c29](https://github.com/wxh0402/DNFCalculating/commit/881c29e35e4e9f26020db9014ac63a165d3c822c)) +- 修正奶系属性录入错误 ([e70860](https://github.com/wxh0402/DNFCalculating/commit/e708600898c13fac2d19700efee4cc6e9cbd6e1c)) +- 修正奶系部分改造属性 ([ec5b82](https://github.com/wxh0402/DNFCalculating/commit/ec5b82dff9c2f30226777ac703969d16b3d7569b)) +- 修正部分用户打开计算器未能正确显示但是进程残留的情况 ([74f531](https://github.com/wxh0402/DNFCalculating/commit/74f53117aedbb1c48d2542026bbbb8f3a298ac17)) +- 巅峰狂徒:修正无法查看详情的情况 ([4eb0fa](https://github.com/wxh0402/DNFCalculating/commit/4eb0fa27df0bd010947d7be8bbb593e62dc041dc)) +- 极诣·剑魂:修正极神剑术瞬斩护石加成 ([5e4332](https://github.com/wxh0402/DNFCalculating/commit/5e4332f949d18506d08fa65ebf1ad4c64e466799)) +- 知源·元素师:修正元素之门一定情况下次数异常的情况 ([929f28](https://github.com/wxh0402/DNFCalculating/commit/929f2807cd79e807e8e60f3a65b3f0fe20ae10ba)) +- 隐夜·死灵术士:修正手杖精通 CD 算法 ([a8ae68](https://github.com/wxh0402/DNFCalculating/commit/a8ae682e9902c8a4a707aebf65111bda6e0f1dce)) + +### 2020-12-26 + +#### NewFeatures + +- 归元·散打·女:补充新护石 ([559009](https://github.com/wxh0402/DNFCalculating/commit/559009ead7732d23be1e7a1317f048869abe8657)) +- 添加奶系国服体验服改版属性 ([8eb5e8](https://github.com/wxh0402/DNFCalculating/commit/8eb5e8553da9c6e3fe753d398537610eb65aed6f)) + +#### BugFixes + +- 修正午夜生死轮盘属性错误 ([3a68a1](https://github.com/wxh0402/DNFCalculating/commit/3a68a158c1705f2c8bdf533812ddf2522c00d84b)) +- 修正命运的捉弄属性错误 ([8a7035](https://github.com/wxh0402/DNFCalculating/commit/8a70359a6ec56a6fdc14629343c2eb773910c670)) +- 修正极诣·流浪武士/CD 无法计算的问题 ([d8cab0](https://github.com/wxh0402/DNFCalculating/commit/d8cab079596b7780017f255dbcfdbd85aa8a9d13)) +- 修正死亡阴影神话上衣描述问题 ([0e8278](https://github.com/wxh0402/DNFCalculating/commit/0e827818118c45af571f70c818a9f1d66700e1a0)) +- 修正法杖 CD 错误 ([e53009](https://github.com/wxh0402/DNFCalculating/commit/e53009492fd16056da56e8cb7a986c5fa0fd4cee)) +- 修正窥视未来耳环无法参与计算的情况 ([26567a](https://github.com/wxh0402/DNFCalculating/commit/26567ad9af1a4c43df413a3ef59356f7844d3f6f)) +- 修正部分职业 CD 显示问题 ([f2598a](https://github.com/wxh0402/DNFCalculating/commit/f2598affb231570dd052c18c0014d8bbbc1edfee)) +- 机械之灵:修正拦截机工厂新护石加成问题 ([454d48](https://github.com/wxh0402/DNFCalculating/commit/454d485e4687079af54cdd55651e34b3175c699a)) + +### 2020-12-25 + +#### NewFeatures + +- 极诣·流浪武士:调整默认细节打造宝珠、光环等级 ([e2d9cd](https://github.com/wxh0402/DNFCalculating/commit/e2d9cd48231f2ec425d1b5e7faf72a7c23712c07)) +- 武器冷却数据可跟随版本配置切换 ([41220c](https://github.com/wxh0402/DNFCalculating/commit/41220c1591d68fb01b185b95838158d2db985f88)) +- 添加国服体验服改版属性
+ 在 ResourceFiles\Config\release_version.json 右键记事本打开修改 EquipmentVersion,"GF"为国服属性,"HF"为改版属性
+ 修改后需要重启计算器 ([bcb701](https://github.com/wxh0402/DNFCalculating/commit/bcb701c8976d440405710a4e24e89cc4202bee07)) +- 默认计算进程为最大核心-1 ([ad0427](https://github.com/wxh0402/DNFCalculating/commit/ad0427db33b346cb738be839bf50f1b6884fc911)) + +#### BugFixes + +- 修复死亡阴影 5 套装属性错误 ([85bc7b](https://github.com/wxh0402/DNFCalculating/commit/85bc7b41752b36fd15a96c1e443ce12fe548d3a7)) +- 修复自选计算界面等级辟邪玉提升显示为 0 的情况 ([d709c1](https://github.com/wxh0402/DNFCalculating/commit/d709c1abbabb29b0ddc1bcfe6e7382c3aa20d712)) +- 修复驱魔计算无效组合的情况 ([b0c27b](https://github.com/wxh0402/DNFCalculating/commit/b0c27bf97067c6e35cf107b95fda699256c7553c)) +- 修改部分武器词条录入错误 ([bcd063](https://github.com/wxh0402/DNFCalculating/commit/bcd06375d8e648fcc1d11fe4ccde949eda4f3789)) +- 修改部分职业打开报错或无效组合的情况 ([70d188](https://github.com/wxh0402/DNFCalculating/commit/70d188d6d44843f87c718bf3b39a8cf6f41c2159)) +- 修正命运的抉择选项描述错误 ([672d6c](https://github.com/wxh0402/DNFCalculating/commit/672d6c872d1c39d2c24ce69938968d5f8bbe0c95)) +- 修正死亡阴影 2 件套属性错误 ([cec927](https://github.com/wxh0402/DNFCalculating/commit/cec927832e0ae5c9a8a8675c52245219f7781cd6)) +- 修正自动更新错误 ([725c42](https://github.com/wxh0402/DNFCalculating/commit/725c42ad8e46cca37b33060955534ac53c50ef02)) +- 极诣·流浪武士:修正光剑 CD 错误 ([c113e8](https://github.com/wxh0402/DNFCalculating/commit/c113e8699d1ae0941f426c3a93921c4cc1445a46)) +- 极诣·驭剑士:修正[穿云破空剑]TP 加成计算错误 ([ee5378](https://github.com/wxh0402/DNFCalculating/commit/ee5378957a1035e74857aa55f1a89f875aedc066)) +- 知源·小魔女:修复详情界面闪退的情况 ([db0edf](https://github.com/wxh0402/DNFCalculating/commit/db0edf0789913d237eb6e1ebf98dd24b6180db75)) + +### 2020-12-23 + +#### NewFeatures + +- 优化自选装备计算页面显示 ([c27a55](https://github.com/wxh0402/DNFCalculating/commit/c27a5566c2f019caa16294659f4fca0113bef876)) +- 同步韩服幻影狂欢长枪改版属性 ([9cb943](https://github.com/wxh0402/DNFCalculating/commit/9cb943d91ea1b8052612bfdfc36a956fca056540)) +- 在检查更新旁提示用户存在新版本,可通过修改 release_version.json 关闭 ([97a1b3](https://github.com/wxh0402/DNFCalculating/commit/97a1b31ca5dd6d0cc4437303fa35fd9b89a86c12)) +- 奶系:无形残香面板加成调整为进图生效 ([507915](https://github.com/wxh0402/DNFCalculating/commit/50791529171b728c3e27fd65b088ac8fd1b914a4)) +- 归元·散打·女:当绑定武神强踢时,强制不计算武神强踢冷却缩减 BUFF ([c81b76](https://github.com/wxh0402/DNFCalculating/commit/c81b7683898c5f7945be9728f5b5c688b59736f1)) +- 新增第一次打开版本弹窗显示更新日志功能 ([83d24a](https://github.com/wxh0402/DNFCalculating/commit/83d24af445f5f8e21208d660ca7a058d85366d41)) +- 暗夜使者:同步国服登陆三觉 ([98c93a](https://github.com/wxh0402/DNFCalculating/commit/98c93a0dc0cc179ccc6e845372ec8cb9ebfc12ee)) +- 添加切韩服装备属性配置,在 ResourceFiles\Config\release_version 中修改 EquipmentVersion,"GF"为国服属性,"HF 为韩服属性" ([febd7a](https://github.com/wxh0402/DNFCalculating/commit/febd7aee8332bb35adea912fcd28d5ed9c2af117)) +- 缔造者:调整冰雪降临护符算法 ([46519f](https://github.com/wxh0402/DNFCalculating/commit/46519fafd3d8a4cf1b1e7cdfc27ab3352aac1968)) +- 调整辟邪玉理论提升数值宽度,适应部分用户显示不全的情况 ([dbab26](https://github.com/wxh0402/DNFCalculating/commit/dbab2620f0b6178a1232815834ec7b45e9c2de4f)) +- 隐夜·刺客:同步三觉相关数据 ([ecd84e](https://github.com/wxh0402/DNFCalculating/commit/ecd84ec2170939461f4f70f13039933a2f1ca7bb)) +- 隐夜·影舞者:同步三觉相关数据 ([2ad320](https://github.com/wxh0402/DNFCalculating/commit/2ad3209843b85f929f37840e8d43b89e03dbbd17)) +- 隐夜·忍者:同步三觉相关数据 ([c94059](https://github.com/wxh0402/DNFCalculating/commit/c940591b050c2d294048a20822e38f8105e2db54)) +- 隐夜·死灵术士:同步三觉相关数据 ([2aabad](https://github.com/wxh0402/DNFCalculating/commit/2aabadcaa60acb512a43bef44fd72be77d7087b8)) +- 韩服防具神话基础词条修改同步到非神话属性上 ([1875f7](https://github.com/wxh0402/DNFCalculating/commit/1875f7e735f2a84787115bf639f28abc6d16fea2)) + +#### BugFixes + +- 修正改造防具的精通加成数值 ([9bb40f](https://github.com/wxh0402/DNFCalculating/commit/9bb40fd24fc382db54f5f9c46d01a4553257be49)) +- 修正残香属性自选时,辟邪玉不计算其加成的情况 ([ce239b](https://github.com/wxh0402/DNFCalculating/commit/ce239b6334804537e541f1805008e885bf40a56a)) +- 奶系:修正 100 传说防具和套装属性 ([f80127](https://github.com/wxh0402/DNFCalculating/commit/f80127f7cc6db386a545a2684685ee200bc7c0d3)) +- 奶系:修正工作服鞋等级加成 ([39bcaf](https://github.com/wxh0402/DNFCalculating/commit/39bcaf4201ac59499ee2826f00627d63a254ab1f)) + +### 2020-12-14 + +#### NewFeatures + +- 完成计算器首页:添加更新日志、使用手册、17173 合作信息 ([16a182](https://github.com/wxh0402/DNFCalculating/commit/16a182a6f98817a971dbe454e4cf7ea62a3ce128)) + +#### BugFixes + +- 修正暗杀者属性描述错误 ([349a2a](https://github.com/wxh0402/DNFCalculating/commit/349a2abce6cb36d0f8d29c0dd0a8b6754be090c8)) +- 修正联通用户无法使用自动更新的问题 ([c766b4](https://github.com/wxh0402/DNFCalculating/commit/c766b46ea68de2830f6ae88ad76504ef85829f71)) +- 奶系:BUFF 力智+3%词条随机属性修正为一觉力智+(40~60) 间隔 10 ([84f4d6](https://github.com/wxh0402/DNFCalculating/commit/84f4d6a265eb4e59f5a32b39835cb33fd0edb4df)) + +### 2020-12-10 + +#### NewFeatures + +- 奶系:替换职业图片 ([f9a072](https://github.com/wxh0402/DNFCalculating/commit/f9a0729f1305a5e1e19e0f7c138abf718652b7c2)) +- 奶系:添加 100 传说属性 ([09fb90](https://github.com/wxh0402/DNFCalculating/commit/09fb9096a11367e8b0013f47f557f28b8f2d898f)) +- 奶系:添加改造装备属性 ([557e93](https://github.com/wxh0402/DNFCalculating/commit/557e937733c532c6c7fd1b0c33e96ddc900162c6)) +- 湮灭之瞳、知源·元素爆破师:调整技能位置 ([974552](https://github.com/wxh0402/DNFCalculating/commit/974552aec84397ed75e0ef62fb607c746d4c41a8)) +- 神启·诱魔者:添加技能手搓冷却适用选项 ([15b029](https://github.com/wxh0402/DNFCalculating/commit/15b029413b41a0e7b61b75374333ec284e783aaa)) + +#### BugFixes + +- 修正暗杀者套装属性描述错误 ([48f003](https://github.com/wxh0402/DNFCalculating/commit/48f003665124036ea38a320b422bc4c638477cbb)) +- 圣武枪魂:修复选择无双突刺护石闪退的情况 ([526eb4](https://github.com/wxh0402/DNFCalculating/commit/526eb4a27112eab92636b48fd61939ad5ac86149)) +- 圣武枪魂:修正流光无影闪护石 CD 计算错误 ([3836ae](https://github.com/wxh0402/DNFCalculating/commit/3836aec69dbe50dfd51f6ad2935b3ea3e63e8d01)) +- 奶系:希洛克装备系列加成调整为进图生效 ([f5a86a](https://github.com/wxh0402/DNFCalculating/commit/f5a86acf8d19f2ba7ad978179069208b7a50e20c)) +- 奶系:辟邪玉 BUFF 三攻、力智、一觉力智百分比词条修正为加算 ([f5f131](https://github.com/wxh0402/DNFCalculating/commit/f5f1313449b245142a549e99f05f3fb7c5a77806)) +- 知源·血法师:校准技能 CD ([3e64a2](https://github.com/wxh0402/DNFCalculating/commit/3e64a2e6946212d9fffeb07f2aca2ba02405491c)) + +### 2020-12-03 + +#### NewFeatures + +- 奶系职业详情界面优化:合并套装属性,新增希洛克套装显示,武器详情新增融合词条 ([7f17aa](https://github.com/wxh0402/DNFCalculating/commit/7f17aaa5acc4c4bf66dd2e8b3018524f274300e3)) +- 神启·异端审判者:[行刑]护石对[神焰]初始化效果计入[神焰]‘/CD’算法 ([e19a32](https://github.com/wxh0402/DNFCalculating/commit/e19a3274fd372e5dcfb2105e010f2bc5fdf704b0)) +- 输出职业详情界面优化:合并套装属性,新增希洛克套装显示,武器详情新增融合词条 ([227dd3](https://github.com/wxh0402/DNFCalculating/commit/227dd3cfb9850c071dbec296f4f1bc7c36758228)) + +#### BugFixes + +- 奶系:修复生命脉动之地神话词条选择范围问题 ([ec4344](https://github.com/wxh0402/DNFCalculating/commit/ec43445f3f5cbe669aedc9a73d214d7bf204146e)) +- 亡魂主宰:修复点击自选装备计算闪退的情况 ([d55f15](https://github.com/wxh0402/DNFCalculating/commit/d55f152453f3fa48c915a189110616cca94df403)) + +### 2020-12-01 + +#### NewFeatures + +- 奶系:添加希洛克武器词条寻优功能(勾选切装会依照切装后的计算太阳属性最优词条) ([d41e08](https://github.com/wxh0402/DNFCalculating/commit/d41e08dcfee94c98e43ba05be40521540ad7cc43)) + +#### BugFixes + +- 知源·魔道学者:修复无法正常计算的问题 ([ac077d](https://github.com/wxh0402/DNFCalculating/commit/ac077dad9aaa0270bd5dae570fb461114823606a)) +- 奶系:修正部分神话等级加成词条默认满属性的情况 ([cb731c](https://github.com/wxh0402/DNFCalculating/commit/cb731c279e027526656413a108016fa5e5d4e9ce)) +- 归元·街霸·女:修复无法正常计算的问题 ([3abe91](https://github.com/wxh0402/DNFCalculating/commit/3abe914b5083c83c27e3b08b5e6632a23)) + +### 2020-11-30 + +#### NewFeatures + +- 调整部分提示说明 ([91a267](https://github.com/wxh0402/DNFCalculating/commit/91a267e4d0fe956f117eba4e5a169bdcbbdc50f8)) +- 神启·异端审判者:修正三觉相关技能数据 ([c4d7be](https://github.com/wxh0402/DNFCalculating/commit/c4d7becce243992f5d89282a3431c5cce951333f)) +- 添加男法三觉立绘背景图 ([2d70d6](https://github.com/wxh0402/DNFCalculating/commit/2d70d64d6a852b6f4ad4d638a2a76bc3500403b9)) +- 神启·诱魔者:修改默认技能设置 ([a7608b](https://github.com/wxh0402/DNFCalculating/commit/a7608bfaefcfe38d89b1c7bc3febbce1968e1b40)) +- 神启·诱魔者:修正三觉相关技能数据;下拉选项[净化之花]多段攻击次数上限提高 ([db448b](https://github.com/wxh0402/DNFCalculating/commit/db448b4f8d8997b732d8724f47e264f3d024c255)) +- 知源·逐风者:适配韩服正式服狂岚律动加强 5% ([ebc4a3](https://github.com/wxh0402/DNFCalculating/commit/ebc4a3043089c652395e678466fbafa8d3486839)) +- 亡魂主宰、皓曦·死灵术士:新增千魂祭增加部分技能等级 BUFF 选项 ([f6f6bf](https://github.com/wxh0402/DNFCalculating/commit/f6f6bfad26c39fb8b94b4d84c264658523c7f18b)) + +#### BugFixes + +- 修正神话·心痛如绞的诀别神话专属属性描述问题 ([f21ae7](https://github.com/wxh0402/DNFCalculating/commit/f21ae7664427f1442481fe192c1e8ded6314ae95)) +- 修正部分装备描述中小数点进位问题 ([110a63](https://github.com/wxh0402/DNFCalculating/commit/110a63b6d8aef2dbf5f42ecc81019b5f6b5fce09)) +- 修正奶系辟邪玉一觉力智增加选项间隔错误 ([11c191](https://github.com/wxh0402/DNFCalculating/commit/11c191f86ae1f5a94171e191e2259a01b194f172)) +- 绯红玫瑰:修正鲜血劫击 CD 错误 ([cbeb6e](https://github.com/wxh0402/DNFCalculating/commit/cbeb6eabf35748def975cf53706b79a7b684065b)) +- 修正选择改造武器后导致详情界面与排行界面存在出入的问题 ([733d07](https://github.com/wxh0402/DNFCalculating/commit/733d0713c86b94f96a4ea079b2144ff167df624b)) +- 知源·魔道学者:修正电鳗碰撞机 CD 错误 ([ca0fd4](https://github.com/wxh0402/DNFCalculating/commit/ca0fd4d346898604809a9e1137a8f85c345302f9)) + +### 2020-11-25 + +#### NewFeatures + +- 添加自动更新后自动切换版本 ([e56a55](https://github.com/wxh0402/DNFCalculating/commit/e56a55b994d30b32420a0fdcb9e3730517821405)) +- 女圣职:同步冒险团头像及三觉名称 ([281382](https://github.com/wxh0402/DNFCalculating/commit/2813826ae1de3ae5e0c1bad9131e8473ba491ccf)) + +### 2020-11-24 + +#### NewFeatures + +- 神启·诱魔者:同步国服技能名称 ([7b420e](https://github.com/wxh0402/DNFCalculating/commit/7b420eee00e3a46e7db4314c9a55970d83abe2e5)) +- 神启·异端审判者:同步国服技能名称 ([ca2729](https://github.com/wxh0402/DNFCalculating/commit/ca272945657af23dd854e94f366b1abcc52dd553)) +- 神启·巫女:同步国服技能名称 ([737ef6](https://github.com/wxh0402/DNFCalculating/commit/737ef6803b3b5488752c07399bc24aafab91cea4)) +- 圣职者(女):移除二觉相关文件 ([033ad0](https://github.com/wxh0402/DNFCalculating/commit/033ad0318000da8bc6346f9d6333d5f808b8dcd2)) +- 神启·圣骑士(女):同步国服技能名称 ([7566c7](https://github.com/wxh0402/DNFCalculating/commit/7566c764bd6a88e28dc4ee95140548e5abe49ea4)) + +### 2020-11-23 + +#### NewFeatures + +- 破晓女神:数据采用数组精确化 ([78b5f2](https://github.com/wxh0402/DNFCalculating/commit/78b5f25f1c1b3e8089b6de8ecbfed12e6b3a445c)) +- 大地女神:数据采用数组精确化 ([94ef4d](https://github.com/wxh0402/DNFCalculating/commit/94ef4da7ca13406edd7f9533acb74638d5f180d8)) +- 幽影夜神:数据采用数组精确化 ([d1ebb8](https://github.com/wxh0402/DNFCalculating/commit/d1ebb846e9c2c7489f2c0bb43ee80a711430a567)) +- 屠戮之魂:数据采用数组精确化 ([1d744c](https://github.com/wxh0402/DNFCalculating/commit/1d744c5c6e6f9925bc35fd33a5d133ef13d0d9d6)) +- 圣武枪魂:数据采用数组精确化 ([f2ec65](https://github.com/wxh0402/DNFCalculating/commit/f2ec65bf74dd8390f04d3ea82e8e60f9add24f6c)) +- 不灭战神:修改武器惩罚 cd 算法 ([7a5d88](https://github.com/wxh0402/DNFCalculating/commit/7a5d88d052a572e936d508183f45b0cf63df0d89)) +- 归元·街霸·女:调整默认连招,新增连招演示链接 ([76c199](https://github.com/wxh0402/DNFCalculating/commit/76c1999f1f473973a2748154fe81ffc711307273)) +- 不灭战神:数据采用数组精确化 ([6b00f7](https://github.com/wxh0402/DNFCalculating/commit/6b00f7ea27bfe3cd94ae6e9a5f6cc72ba97e6283)) +- 绯红玫瑰数据采用数组精确化 ([2821fe](https://github.com/wxh0402/DNFCalculating/commit/2821fe7e93387759ccfc9e0e90f064ac906e840f)) + +#### BugFixes + +- 芙蕾雅:修正冰雷电雷不享受技能冷却恢复加成 ([f9d176](https://github.com/wxh0402/DNFCalculating/commit/f9d176488f716b8577de36c27868d32ef20b034e)) +- 混沌行者、知源·次元行者:修复次元跃迁基础等级 ([7cd41c](https://github.com/wxh0402/DNFCalculating/commit/7cd41cb88e552fcc26d878b7e170f4e7a23ed5ad)) +- 混沌行者、知源·次元行者:修正未强化状态下禁断之盛宴伤害;修正次元跃迁冷却时间 ([5da9fe](https://github.com/wxh0402/DNFCalculating/commit/5da9fef25d04f06f54c3550aeaa8536bc568bd26)) +- 绯红玫瑰:修正血腥狂欢向前斩击攻击次数 ([cea913](https://github.com/wxh0402/DNFCalculating/commit/cea9130ddffbec05d23f58ec2ab1df2e57fb61d7)) +- 知源·次元行者:修正时空碎片默认等级错误问题 ([2694ec](https://github.com/wxh0402/DNFCalculating/commit/2694ec3ba23db9176d722486ccdd0885c6fd5989)) +- 修正知源·次元行者三觉数据错误问题 ([dc2590](https://github.com/wxh0402/DNFCalculating/commit/dc2590c71ea34d76c170545a16478249d310e92f)) + +### 2020-11-19 + +#### NewFeatures + +- 调整混沌行者、知源·次元行者默认加点 ([2b5c3c](https://github.com/wxh0402/DNFCalculating/commit/2b5c3c3328a102fb2722b069eb786092d2a79beb)) +- 追加解压提示 ([a951d8](https://github.com/wxh0402/DNFCalculating/commit/a951d8d67dc2bea56e9a40e0e73da7fb39281eda)) +- 添加知源·血法师韩服体验服数据 ([b251a6](https://github.com/wxh0402/DNFCalculating/commit/b251a6012936c7be9d1474a82a886a9e89ecb4b7)) +- 调整知源·元素爆破师默认加点 ([80e434](https://github.com/wxh0402/DNFCalculating/commit/80e434b29faec96207834318a3ff86fa3cfac5a1)) +- 添加反馈通道选择 ([6de30e](https://github.com/wxh0402/DNFCalculating/commit/6de30ed231d703218d4dbf74d0816b6ef3092dd6)) +- 添加知源·元素爆破师韩服体验服数据 ([f5b8aa](https://github.com/wxh0402/DNFCalculating/commit/f5b8aa31822d0c4695d3b336525474f77a9bb8d0)) +- 调整知源·逐风者默认加点 ([3b2076](https://github.com/wxh0402/DNFCalculating/commit/3b20766bcff4fdebd4661337dbacab577e2d5e26)) +- 修改炽天使、神启·圣骑士默认配置 ([536508](https://github.com/wxh0402/DNFCalculating/commit/53650850795667580bda48378a86a5e396b9db76)) +- 机械之灵数据采用数据采用数组精确化 ([36871d](https://github.com/wxh0402/DNFCalculating/commit/36871d5dbe72190287237f0036219a32f1c9028f)) +- 添加知源·次元行者韩服体验服数据 ([83248d](https://github.com/wxh0402/DNFCalculating/commit/83248da7c1d50eb6c569c7bce10f965893c6b3ee)) +- 添加知源·冰洁师韩服体验服数据 ([767a5a](https://github.com/wxh0402/DNFCalculating/commit/767a5a098c9e0f6daa3f2c7d015a2bd60097f20f)) +- 添加知源·逐风者韩服体验服数据 ([b0d3f4](https://github.com/wxh0402/DNFCalculating/commit/b0d3f4ab16ace11633c96d89e9637c39ccf7f5d3)) +- 红色宠物装备添加 4%白字选项 ([88b3d2](https://github.com/wxh0402/DNFCalculating/commit/88b3d260f7583d8166a0336c602c1dd2ae728aa1)) + +#### BugFixes + +- 修正神启·圣骑士勇气祝福面板显示问题 ([83551a](https://github.com/wxh0402/DNFCalculating/commit/83551a48c06b025c5408d2caf7789c06afcfc876)) +- 修复自选 85 相关改造装备闪退问题 ([390c88](https://github.com/wxh0402/DNFCalculating/commit/390c88a00eb46ec1bf93ee8804fc974ee27a60ea)) +- 修复自动更新关闭后进程残留问题 ([2f1ee0](https://github.com/wxh0402/DNFCalculating/commit/2f1ee01eded41a258bfccd91f923fea0b4bf3b62)) + +### 2020-11-16 + +#### NewFeatures + +- 添加检查版本及自动更新功能 ([70e42e](https://github.com/wxh0402/DNFCalculating/commit/70e42eb56ff31a758ed2380f800cdb865e558726)) +- 适配游戏中武极二档不享受卢克西加成(可能为 BUG,后根据游戏内情况调整) ([560525](https://github.com/wxh0402/DNFCalculating/commit/560525b2657662249bbf805ec9272d35b9a62142)) +- 增加奶系希洛克装备存档 ([82ecb4](https://github.com/wxh0402/DNFCalculating/commit/82ecb43108ae00b8c0991c4b7417dbfe85edc5e0)) + +#### BugFixes + +- 修复幻光绽放拳套导致详情界面数据异常的问题 ([5b4c70](https://github.com/wxh0402/DNFCalculating/commit/5b4c70d4bac8c0df05ccb15ddfb7fcbbc18d4820)) +- 修复自选装备计算中部分套装选中会闪退的问题 ([a873f3](https://github.com/wxh0402/DNFCalculating/commit/a873f3cd7ebad881adc732dba7729894d41e4abf)) +- 修复奶系三觉是否使用修改为 0 时计算结果仍然显示问题 ([dbba9a](https://github.com/wxh0402/DNFCalculating/commit/dbba9aea0c058acd8954173edf46fcaaac437266)) + +### 2020-11-13 + +#### BugFixes + +- 修复奶系站街属性及等级加成的问题 ([cb7aae](https://github.com/wxh0402/DNFCalculating/commit/cb7aaeee3c4762fb3365d7b5ba36a57977d526fe)) +- 修复奶系一键修正闪退问题 ([9bf1d3](https://github.com/wxh0402/DNFCalculating/commit/9bf1d3067f91c3f472f0b0b276f978f6c90c58f3)) +- 修正[拥抱晨曦之温暖]属性错误 ([358ad8](https://github.com/wxh0402/DNFCalculating/commit/358ad83a3f3b0a53ceaa0bb0175416a1bec57292)) +- 修正切装无效的 bug ([1b4615](https://github.com/wxh0402/DNFCalculating/commit/1b461594391e75dd3b969be364909246f057c19a)) +- 修复缔造、剑魂无法打开的情况 ([0b9774](https://github.com/wxh0402/DNFCalculating/commit/0b977402ab1ac9e763488e68692934c9a4551670)) + +### 2020-11-12 + +#### NewFeatures + +- 优化计算器打开速度,采用 json 配置信息 ([d17608](https://github.com/wxh0402/DNFCalculating/commit/d176080c17fd55532d632885c3b4135860bd9cea)) + +#### BugFixes + +- 修正世界树之精灵属性错误 ([b62c69](https://github.com/wxh0402/DNFCalculating/commit/b62c697d320668f7769562e74f062ccc3b37a44f)) +- 修复缔造、剑魂无法打开的情况 ([0b9774](https://github.com/wxh0402/DNFCalculating/commit/0b977402ab1ac9e763488e68692934c9a4551670)) + +### 2020-11-08 + +#### NewFeatures + +- 皓曦·死灵术士:巴拉克降临平打的第三下变为第四下 ([281437](https://github.com/wxh0402/DNFCalculating/commit/28143763d7029570226c305be176a32db79d86ae)) + +#### BugFixes + +- 修正奶系天堂舞姬套装属性描述错误 ([92a2e6](https://github.com/wxh0402/DNFCalculating/commit/92a2e6635821c3c64cee363003902f6873056dfe)) +- 修正奶系飘零之花武器改造属性为站街加成 ([23fa04](https://github.com/wxh0402/DNFCalculating/commit/23fa044eaf4786e9e02cef85fd9239709ef1118e)) + +### 2020-11-04 + +#### NewFeatures + +- 添加希洛克挑战模式智慧产物 ([0fb9c5](https://github.com/wxh0402/DNFCalculating/commit/0fb9c557386c72625b65afdce18dc82aad34b746)) +- 知源·元素师:修改默认 25 秒技能模板 ([01f8b8](https://github.com/wxh0402/DNFCalculating/commit/01f8b82302ba965f62d6461d6bfa51f1ea08ea19)) + +#### BugFixes + +- 知源·元素师:修正天雷冲击护石倍率计算 ([a1d4fb](https://github.com/wxh0402/DNFCalculating/commit/a1d4fbe3c49628ed11b8a26833a00f8713aa05e3)) +- 皓曦·忍者:修正勾玉之火·镰鼬数据 ([80c69c](https://github.com/wxh0402/DNFCalculating/commit/80c69c21293c8732b3532f9be91e6c62cd416b8b)) + +### 2020-11-01 + +#### NewFeatures + +- 知源·魔道学者:调整三觉后默认输出模板 ([225e42](https://github.com/wxh0402/DNFCalculating/commit/225e4201eb7c1af364f49d9d12593a5ca8ca3a59)) + +#### BugFixes + +- 皓曦·忍者:修正二觉平 x 苦无爆炸部分的增伤 ([534b5c](https://github.com/wxh0402/DNFCalculating/commit/534b5c6b9b11b9c696b226f2b2a422ce15e7ab3c)) +- 知源·魔道学者:修正魔道酸雨云、糖果大作战-捣蛋杰克 HIT 攻击次数 ([e25de8](https://github.com/wxh0402/DNFCalculating/commit/e25de867335a99a0141f56f6c04f8f224aa0077b)) +- 知源·战斗法师:修正炫纹之源:太古神光漏算的炫纹攻击力 ([5cb50c](https://github.com/wxh0402/DNFCalculating/commit/5cb50c897724b35dc0af681114d0dc6380b604f9)) + +### 2020-10-30 + +#### NewFeatures + +- 知源·元素师:调整元素/CD 算法 ([7af090](https://github.com/wxh0402/DNFCalculating/commit/7af090d55a8a424df8e9b3c3a93cd18bb4758413)) +- 更新女法师、男圣职三觉头像 ([e69793](https://github.com/wxh0402/DNFCalculating/commit/e6979310d614a6a63d0fe28a43e6b48fa80393ee)) +- 知源·元素师修改默认加点 ([fad622](https://github.com/wxh0402/DNFCalculating/commit/fad622b84c1e1122ae693a4e033108a71c4f4c82)) + +#### BugFixes + +- 知源·元素师:修正元素之幕演出时间 ([98b9a5](https://github.com/wxh0402/DNFCalculating/commit/98b9a53e6cbd90b279a4148441d3efc8248b6773)) + +### 2020-10-28 + +#### NewFeatures + +- 皓曦·忍者:同步韩服正式服勾玉之火·镰鼬无法被六道轮回记录,攻击力+57.1% ([a8efc2](https://github.com/wxh0402/DNFCalculating/commit/a8efc29b37ddad6c1adeaa032cd42473ecf6d692)) +- 暗夜三觉系列背景图替换为三觉立绘 ([b35e0d](https://github.com/wxh0402/DNFCalculating/commit/b35e0de50003a57ad8920cb66a7f7b5b14693745)) +- 弑心镇魂者:修改锁定射击演出时间 ([80de2a](https://github.com/wxh0402/DNFCalculating/commit/80de2a90cee7914bb2fa984a3c0efd694ee003fb)) +- 知源·元素师:修改技能演出时间 ([a0aa0b](https://github.com/wxh0402/DNFCalculating/commit/a0aa0bca29a8bf2e52a04bf4f18a83c7c3cdd777)) +- 幽冥、皓曦·影舞者:修改默认配置 ([80e8fa](https://github.com/wxh0402/DNFCalculating/commit/80e8fa88e8994be6a1870a2331e8388beced01d3)) +- 归元·街霸·女:修改默认设置配置 ([a9924d](https://github.com/wxh0402/DNFCalculating/commit/a9924d795e53efacc033c6f080ea69beca7e9a83)) +- 归元·街霸·女:添加钻心毒爆、万毒噬心诀:毒龙吞天技能形态说明 ([28d595](https://github.com/wxh0402/DNFCalculating/commit/28d59574be814f7bb7b5e5837888cedeb8fee87b)) +- 同步国服女法师三觉版本,移除二觉版本 ([f260bc](https://github.com/wxh0402/DNFCalculating/commit/f260bcd0718e738ef36b6bd6611f2515e1bf7d51)) +- 神启·圣骑士 buff 系数下调(630->620) ([cc80fa](https://github.com/wxh0402/DNFCalculating/commit/cc80fa9e2c66e0d85c46b4bf47a100a0d5955c56)) +- 炽天使 buff 系数下调(675->665) ([4427fd](https://github.com/wxh0402/DNFCalculating/commit/4427fd60c767e81ecea46a92826d200576c66c3e)) +- 奶系删除装备的守护徽章、勇气圣歌、死命召唤加成及相关描述 ([c10bf0](https://github.com/wxh0402/DNFCalculating/commit/c10bf077c42015a29c88fe4ad7477dfd9883184d)) + +#### BugFixes + +- 修正血色舞会、神话-深渊囚禁者长袍描述问题
+ 修正末日之刻 CD 算法 ([c354f5](https://github.com/wxh0402/DNFCalculating/commit/c354f5ae9ed07813dae7dd86a19836e62d715f35)) + +### 2020-10-27 + +#### NewFeatures + +- 添加更新日志 ([c05738](https://github.com/wxh0402/DNFCalculating/commit/c057386df4186680be2e4473e924c7c268f6d00e)) +- 女弹药添加弹药改良选择
+ 修改默认为 25 秒打桩 ([42faf8](https://github.com/wxh0402/DNFCalculating/commit/42faf8934702eb4960cc6bdd9ed39bf243555a74)) +- 鹦鹉添加三觉版本提示 ([2565c2](https://github.com/wxh0402/DNFCalculating/commit/2565c268e6a5a2b4f2f26a315f1562a089e399a0)) +- 添加未三觉希洛 BUFF ([6c774f](https://github.com/wxh0402/DNFCalculating/commit/6c774fa9815cfb8056e40920e359919287e8b379)) +- 同步国服女法三觉数据 ([a467f8](https://github.com/wxh0402/DNFCalculating/commit/a467f89dc1e7887a9eec30c07dc849e710a14f5d)) + +#### BugFixes + +- 修正无影·惨剧数据 ([64ee08](https://github.com/wxh0402/DNFCalculating/commit/64ee0806abef5ab2f6b0f6708911e47ca6630a43)) +- 修改了绑定千鬼杀时四叔平砍时间减少的问题
+ 重新调整了四叔的平砍倍率
+ 修复了至高精灵王可以吃到强击光环的 bug ([b09793](https://github.com/wxh0402/DNFCalculating/commit/b09793ab2f1fde3f93bd10b4a68586c881802842)) +- 元素:修正三觉技能倍率显示问题 ([2b4e46](https://github.com/wxh0402/DNFCalculating/commit/2b4e4696ca88ab9c5bf759ff07d01d4ff2932c88)) +- 元素:修正元素之门外门的最大增幅率 ([6ac4d2](https://github.com/wxh0402/DNFCalculating/commit/6ac4d23b5b134d6465cb190b31ae822d56909689)) +- 暗枪:修复暗蚀螺旋枪未享受暗蚀情况 ([059268](https://github.com/wxh0402/DNFCalculating/commit/059268bf814d82ee87d193c42659b5c4d153e9ff)) + +### 2020-10-23 + +- 知源·元素:修正元素之门数据 +- 皓曦·忍者:六道勾选修改为次数选择 +- 忍者:六道勾选修改为次数选择 +- 修正国服战法、元素三觉数据 +- 皓曦·死灵术士:修正大巴系 TP 和技能数据,调整默认加点 +- 皓曦·影舞者:修正潜影刺击、刃舞、影戮、八荒影杀和剜心的增伤倍率,由 10%→11% +- 皓曦·忍者:八岐大蛇更改为者皆阵结印,修正二觉平 x 火焰苦无爆炸伤害 + +### 2020-10-22 + +- 添加韩服暗夜三觉数据 +- 修改女魔法师三觉名称 +- 修正国服召唤三觉数据 +- 修复改造武器改 5 前无伤害词条 +- 修复改造武器享受锻造对奶系四维加成 +- 修复天幕道火扇进图技能加成站街显示问题 +- 修复血色舞会未加成终结追击问题 + +### 2020-10-17 + +- 湮灭之瞳(元素炮 BUG 计算方式修复) +- 奶系默认配置(更新宠物装备、希洛克附魔、部分附魔修正) + +### 2020-10-14 + +- 详情界面新增希洛克融合装备图标区分 +- 亡魂主宰:修正百鬼夜行 TP 为\*4 和 5 点时加成异常 + +### 2020-10-4 + +- 幽冥:修正 CP 影戮和刃舞加成错误 +- 圣武枪魂:修正升龙破空枪 CD +- 第五页锁定按钮勾选后,批量选择不会更改对应部位 +- 优化排行榜数据输出,BUFF 系也支持输出了(需要修改配置文件开启) + +### 2020-9-30 + +- 修正战法炫纹受技能宝珠加成的 BUG +- 幽冥修正二觉终结数据 + +### 2020-9-28 + +- 修正排行列表按钮对应错误的 BUG +- 排行列表支持多重筛选,在对应排行里(看窗口名称)点击要筛选的装备即可 + +### 2020-9-27 + +- 增加排行列表装备限定选项
+ 勾选第五页限定选项,并选择对应装备
+ 排行列表只会出现符合限定条件的组合
+ (主要用来分段计算限定条件下切装数据,如限定 7 件指定装备,计算一次荣誉排行,计算一次太阳排行,即可得出当前限定下切装最优解) +- 排行列表点击任意装备图标,对该含有该装备的组合重新生成排行(筛选指定装备进行排序) + +### 2020-9-26 + +- 增加勋章强化选项 +- 修改所有默认配置(鞋子 1-50,国庆光环) +- 修复逆转结局缺少基础转职被动智力 bug +- 多存档支持 + 找到对应职业文件夹(如\ResourceFiles\风暴骑兵)
+ 当前目录复制粘贴 set 文件夹(没有 set 就复制粘贴 reset,需要重命名)
+ 可以对此文件夹名进行修改(如“set 小号”,必须以“set”开头)
+ 第一页右下角下拉框选择需要使用的存档
+ 需要多少存档就复制粘贴多少文件夹,不需要时手动删除对应文件夹
+ (创建或删除文件夹后需要重新打开职业窗口才能生效) + +### 2020-9-25 + +- 修改第三页布局及选项(继承旧版设置时细节配置需重新调整) +- 宠物装备、光环 词条自适应时会禁用对应输入选项 + +### 2020-9-24 + +- 修正希洛克智慧产物名称 +- BUFF 系改造武器增加改造四维 + +### 2020-9-23 + +- 修正奶爸荣誉系数以及徽章百分比(韩服版本 → 国服当前) +- 增加武器第二词条生效判断(三件套才触发第二词条) + +### 2020-9-22 + +- 调整默认面板显示,奶系锻造四维 +- 删除男圣职者非三觉数据 +- 修正物攻魔攻一键修正闪退 BUG + +### 2020-9-20 + +- 增加攻击目标选择,默认有 120-130 沙袋,0 防御强化机 + (需要自定义目标的修改 ResourceFiles\攻击目标、ini) + +### 2020-9-19 + +- 巫女修正天坠阴阳玉护石 bug + +### 2020-9-18 + +- 修正混沌行者存档 BUG +- 更新女圣职者背景图及动态头像 + +### 2020-9-14 + +- 芙蕾雅新增打桩模式选择 + +### 2020-9-12 + +- 补全女圣职者三觉 +- 龙神(修正大胃王等级上限) +- 部分职业补上新护石 +- 更新背景图片资源 + +### 2020-9-11 + +- 奶妈三觉增加神光十字 buff +- 奶妈三觉 95 被动、100 主动技能图标修改 +- 奶妈三觉默认配置修改 +- 部分职业补上新护石 +- 新增四姨三觉数据 + +### 2020-9-10 + +- 新增国庆光环按钮择优选项 + +### 2020-9-9 + +- 忍者修正毕方之印伤害 +- 男散打增加武器臂铠选项 +- 光环增加 1-80 级技能选项 +- 新增国庆称号 + +### 2020-9-7 + +- BUFF 系修复逆转结局(神话词条选项)智力加成错误 +- 龙神修正征战无双护石和一觉被动火球,添加普通攻击 +- 混沌行者默认模板调整为 25s 打桩模板,可以保存强化设置 + +### 2020-9-6 + +- 修正四姨(救世主)技能等级 +- 一键修正支持新版面板(体验服无力智系数面板) +- 部分职业(毒王、刺客、龙神)默认模板改为 25S + +### 2020-9-3 + +- 修正魔道当前版本魔法秀数据 +- 校正毒王数据 + +### 2020-9-1 + +- 单件模式增加智慧产物数量限制 +- 修复吞愤神话词条修正时太阳力智的加成 + +### 2020-8-31 + +- 修正鬼泣瘟疫之罗刹护石数据 +- 输出系增加希洛克武器融合选项 +- 修正希洛克武器融合词条自适应选项,重复计算 BUG +- 修正时间左槽减 CD +- 修正影舞者一觉 BUFF 精通不能超上限 BUG + +### 2020-8-30 + +- BUFF 系修改武器属性 B6 融合属性 + +### 2020-8-29 + +- BUFF 系希洛克武器融合更新 +- 修正蓝拳技巧精通所在等级 + +### 2020-8-28 + +- BUFF 系希洛克武器融合更新 +- 修正召唤月亮护石 + +### 2020-8-26 + +- 修正剑影太刀精通等级 + +### 2020-8-25 + +- 修正召唤 CD 问题 +- 修正剑宗雷鸣数据,修复雷鸣护石无法使用,修复穿云数据重复叠加 +- 删除女格斗未三觉数据,少部分国服特色三觉技能数据可能会有出入,等待后续修正 +- 修正女格斗三觉相关技能名称 +- 修正武神数据,增加臂铠选项 + +### 2020-8-23 + +- 修正黑暗武士希洛克装备选项位置 +- 修正魔道变异苍蝇拍数据错误 +- BUFF 系增加希洛克武器词条选项 + +### 2020-8-22 + +- 修正 BUFF 系希洛克除板甲外下装属性 +- BUFF 系增加武器锻造加四维选项 +- BUFF 系一觉切装增加数值显示 + +### 2020-8-20 + +- 修正混沌行者奇点护石数据 +- 修正三觉召唤黑雾数据(同步韩正),修正图标 +- 更新部分背景图,更新动图头像资源(压缩包内动态头像文件夹放在 ResourceFiles、main 同目录) +- 详情界面增加此词条(力智三攻黄白爆所有攻)提升率显示,以 10%为基准计算 +- 修正复仇二觉数据 +- 部分职业添加新护石 +- 修正闪击碎霸护石对碎霸次数的加成 +- 修正男圣职者三觉名称,改动职业本地存档(set 文件夹)需要手动复制继承 + +### 2020-8-19 + +- 修正选择闪击碎霸护石时,碎霸次数加 1 +- 删除三觉奶妈奶萝一觉被动三攻加成 + +### 2020-8-18 + +- 修正骰子戒指期望(等于 2 时也会触发 12 黄字) + +### 2020-8-17 + +- 修正男柔道、剑宗护石数据 +- 修正狂乱之逆转宿命修改神话词条时,力智三攻错位的 BUG +- 部分职业添加护石描述 +- 持续伤害选项细分到 1% +- 修正男女气功幻爆 CD(改为不吃冷却恢复) +- 修复三觉奶系一觉切装无提升仍切装问题 + +### 2020-8-16 + +- 修正黑暗武士符文选择,小(刮痧)技能等级 +- 部分职业新增护石数据 + +### 2020-8-15 + +- 修正驱魔巨旋风潜龙加成 +- 部分职业新增护石数据 + +### 2020-8-14 + +- 修正剑魂流星落 +- 修正战法三觉数据(国服韩服取最高值),碎霸数据 + +### 2020-8-13 + +- 部分职业新增护石数据 +- 增加女魔法师三觉数据 + +### 2020-8-12 + +- 增加批量调整符文技能及效果:
+ 修改 1 号符文技能时,2-9 号符文技能会随之更改
+ 修改 2 或 3 号符文技能时,对应的+3+6 号符文技能会随之更改
+ 修改 123 号符文效果时,对应的+3+6 号符文效果会随之更改 +- 驱魔修正大风车潜龙加成,修正图标 +- 部分职业新增护石数据 +- 增加召唤三觉数据(实验性) +- BUFF 系:
+ 详情页新增称号宠物描述
+ 新增护石栏
+ 奶萝三觉死命召唤增幅倍率更改,一觉被动增加三攻 +- 三觉奶爸 buff 系数、守护徽章加成更改
+ 奶妈三觉&buff 系数更改&圣歌加成更改 + +### 2020-8-11 + +- 修复无宠物无称号时闪退 +- 增加第三护石栏,神器符文选项 +- 调整希洛克融合装备布局 + +### 2020-8-10 + +- 修改计算模式提醒 +- 添加宠物称号描述 + +### 2020-8-9 + +- 优化男弹药-CD 子弹次数计算逻辑 + +### 2020-8-8 + +- 修正毒王三觉版本一觉 hit 次数 +- 修正呐喊套速度效果及描述 +- 黑曜神:微调碎灵屠戮数据、连锁共振增加 TP 选项 + +### 2020-8-7 + +- 修正刺客陨落盘子护石 + +### 2020-8-6 + +- 修正 BUFF 圣骑士三觉觉醒绑定贴图覆盖 BUG +- 修正补全装备设置的逻辑 + +### 2020-8-4 + +- 修正输出系轮回·黑暗幽灵紫杉胸甲套装属性 +- 统一人物基础数据 +- 修正蓝拳破碎之拳护石 CD 问题 +- 校准强化、增幅、锻造等基础函数 + +### 2020-8-3 + +- 修正剑魔面板问题 +- 修正剑宗魔剑降临属性切换 BUG + +### 2020-8-2 + +- 复仇恶魔之拳护石修正 +- 湮灭之瞳修正浓缩球护石加成 +- Buff 系装备修正灵宝右槽描述等级问题 + +### 2020-8-1 + +- 男漫游增加烟尘弹 +- 幽冥八荒护石倍率修正 + +### 2020-7-31 + +- 增加单件模式空缺部位补位(补位装备来自第五页选项),配置文件修改补位模式 +- 修正一键全选按钮逻辑(重复点击会在是否包含神话间切换) +- 修正暗帝释魂飞弹 CD +- 校准忍者,死灵,幽冥护石数据 + +### 2020-7-30 + +- 修正自适应红色宠物装备算法 +- 校准剑宗,暗帝技能数据 +- 删除辟邪玉 BUG 算法 +- 修正男弹药交叉射击数据 +- 修正不灭战神面板显示 BUG,缔造者无法计算 BUG + +### 2020-7-29 + +- 校准牡丹凝固汽油弹、重力雷攻击次数 +- 修正技攻辟邪玉对等级技能攻击力的加成 +- 救世主技能增加段数选项,增加一觉 CD 选项 +- 新增(输出系)切装补正 +- BUFF 系增加排行系数选项(提升率-站街面板-力智-三攻) +- 删除男枪二觉,修正男枪三觉技能名称 +- 校准剑魔技能数据 + +### 2020-7-28 + +- 修正剑豪详情界面无法打开的 BUG +- 输出系列增加切装功能,第五页打勾的装备将适用于第二页打勾技能
+ (如女大枪勾选绝杀炮,勾选二觉,即使穿戴激光,二觉也将按照绝杀属性计算) +- 修正刺客 70 护石无法计算的 BUG +- 由于增加切装技能勾选,调整各职业第二页选项位置(右移 10px) +- 修正 BUFF 系千链万化战甲神话属性范围选择和描述 +- 驱魔一觉被动修正及潜龙说明 +- 修正奶妈奶萝 28 级太阳数值 +- 修正太刀剑魂切装计算排行显示 BUG +- 修正切装武器时,武器类型未改变的 BUG +- (输出系)默认未开启切装功能,有需求的修改配置文件 +- 修正黑暗武士远古记忆加成异常 BUG,攻击类型选择 BUG + +### 2020-7-27 + +- 修正影舞一觉 BUFF 使匕首精通等级超上限的 BUG +- 修正部分技能描述 +- 魔皇添加了地火 hit 选项 修改改默认连招,加了几个刮痧小招 +- 修正元素远古记忆未生效 BUG,CD 计算 BUG +- 校准部分职业(剑魂狂战剑豪刺客牡丹)技能数据,补全部分描述 + +### 2020-7-26 + +- 修正狂战鲜血暴掠技能百分比 +- 鬼泣暗月降临显示等级 +- 增加详情界面部分技能描述 +- 修正详情界面增幅数值异常 +- BUFF 系增加对比显示,第五页增加一键修正,增加装备属性显示 +- BUFF 系增加等级溢出提醒,修正部分装备描述 +- 统一职业名称(混沌魔灵 → 黑曜神) + +### 2020-7-25 + +- 第五页增加批量选择改造套装(85SS+改造)选项 +- 优化第五页计算逻辑,第五页显示装备属性 +- 增加装备对比显示,需要在第五页设置-清空基准值 +- 修正龙神飞龙斩护石加成 + +### 2020-7-24 + +- 修正 100 传说套装在未佩戴上衣耳环手镯时的装备属性和描述 +- 修正手搓上衣描述 +- 修正混沌魔灵 60 技能 CP 数据 +- 增加第二页选项自动保存 +- 修正部分装备描述,修正 85SS 转甲后的基础属性 +- 修正排行界面等级溢出显示(白金时装未选择溢出技能时按钮不会变红) +- 统一了各职业名称,改动职业本地存档(set 文件夹)需要手动复制继承 +- 修正完美掌控装备属性和描述 + +### 2020-7-23 + +- 修正次元数据: + 技能数据全部更换为数组
+ 修正了二觉攻击次数
+ 添加了是否取消次元:思维聚爆持续伤害的选项
+ 添加了护石的 CD 缩减数据
+ 现在是否强化次元:粒子风暴的选项会受到护石选择的影响了
+ 调整了技能顺序,现在按照等级从低到高排列
+ 使用了更极限的技能模板 +- 修正部分职业技能数据 +- 修正暗之腐蚀套装属性描述 +- 修正剑宗 CD(取消一觉 CD 默认生效) +- 修正驱魔落雷符 CD +- 修正元素,魔灵,暗枪人物基础 + +### 2020-7-22 + +- 修正奶爸圣光十字等级上限 +- 校准部分职业技能数据,忍者二觉、八岐大蛇修正数据,螺旋手里剑等级修复,删除碎踝技能,默认加点调整。 + +### 2020-7-21 + +- 修正复仇镰刀武器 CD 以及恶魔诅咒所在技能等级 +- 修复 set、ini 编码格式被记事本篡改后无法读取导致程序无法打开的 BUG + (默认为 utf-8,部分系统记事本保存时会修改为 ANSI-gbk) +- 修正阿修罗符文技能选项 + +### 2020-7-20 + +- 复现游戏内辟邪玉计算方式(含 BUG),可在配置文件中修改 +- 修复佩戴属强辟邪玉时一键属强修正算法 +- 修正自选界面超界装备无法计算的 BUG +- 称号附魔增加 Lv1-35 选项 +- 修正黄字取整时由于浮点数问题有概率丢失 1%黄字的 BUG + +### 2020-7-19 + +- 修正二觉召唤兽数据(修改为受歧路腰带加成) +- 修正武神及三觉武神技能数据 +- 校准男机械二觉数据,增加技能演出时间(用于计算-cd 次数) +- 修正刺客陨落螺旋刺、旋刃冲击护石加成 +- 修正女漫游默认配置,修正锁链切割被动倍率 +- 修正 BUFF 系时空传说属性 + +### 2020-7-18 + +- 新增 BUFF 系装备描述 +- 修正 BUFF 系传说的装备属性和套装效果 + +### 2020-7-17 + +- 修正男街霸 95 主动的百分比 毒针和二觉被动的基础等级 +- 增加解压不完整提醒,打开设置文件按钮 +- 去除魔灵连锁共振等级溢出提醒 +- 新增女柔道 武神 三觉数据 +- 修正毒王毒伤丢失补正算法 + +### 2020-7-16 + +- 增加光环 BUFF 选项 +- 修正轮回首饰特殊的改造属性 +- 修正过往时光的轮回改造属性生效条件 +- 修正魔战战术兵法等级提升时的精通数值 +- 优化详情页显示 + +### 2020-7-15 + +- 修正男弹药子弹次数为 0 时无法计算的 BUG +- 修正召唤(花)技能数据 +- 增加韩服面板选项 +- 修正 100 传说无法计算的 BUG,优化显示 +- 添加排行界面等级溢出组合提醒 + +### 2020-7-14 + +- 添加装备属性显示(鼠标悬停在装备或套装名称上会有悬浮窗显示),显示会受到装备条件选项影响,以详情界面显示的为准 +- 修正女柔道死亡摇篮技能数据 +- 修正元素技能演出时间 +- 修正男街霸霸王拳毒针毒瓶数据 +- 修正驱魔落雷符 CD + +### 2020-7-13 + +- 修正元素技能-cd 算法 +- 修正召唤秒伤计算方式 +- 优化输出界面 CD 缩减显示 +- 添加剑宗太刀和一觉 CD 缩减 +- 修正鲜红血纹皮甲胸铠装备属性 +- 校准鬼泣部分技能数据 + +### 2020-7-12 + +- 新增血法 +- 补齐带智慧产物的 85SS,以及感染者臂章(仅毒王生效) +- 优化计算效率(减少多进程间排行队列数据传输) +- 配置文件(、-ResourceFiles-set、ini)可修改 85SS 属性,控制普雷武器是否在第一页显示 +- 增加 85SS 转甲选项按钮(默认勾选) +- 修正女柔道数据,增加一觉选项 +- 修正缔造数据 +- 新增 100 传说防具首饰特殊和武器 +- 新增男街霸 +- 修复鬼泣刀阵选项 BUG,鬼斩伤害 + +### 2020-7-11 + +- 新增刺客 +- 修复黑暗武士一键修正面板 BUG +- 修正审判忏悔之锤 CD +- 修正刺客符文收招加成,死亡风暴数据 +- 新增 95-85SS(部分,等待后续完善)和智慧产物 +- 修正短剑剑宗奥义伤害、显示和冰刀三绝斩选择范围 +- 第五页增加一键修正选项 +- BUFF 系增加魔王契约选项 +- 三觉职业三觉次数输入为 0 时能同时显示一二觉伤害 + +### 2020-7-10 + +- 修正屠戮之魂(光枪)人物基础 +- 修正剑魔唤魔蛇腹剑被动数据(原本多算了\*5%) +- 新增江山,万物及其智慧产物 +- 增加一键调整强化增幅按钮 +- 新增禁用自动存档选项 + +### 2020-7-9 + +- 新增女柔道(待测试) +- 修正 BUFF 系神话上衣面板 BUG(7.7-7.8 中存在) +- 黑骑护甲选项会保存 +- 修正自选攻击属性计算时属性白字实际白字显示错误问题 +- 增加配置文件,自选设置[调试开关][输出数据][武器排名][怪物属性] +- 修正蓝拳三觉 95、100 技能百分比(除 1.1) +- 修正黑武自我觉醒图标 +- 新增红色宠物装备自适应选项(8 白字,7 黄字,7 力智取最高值) + +### 2020-7-8 + +- 修正奶爸三觉被动图标 +- BUFF 系新增一键修正,希洛克融合(卢克西和非板甲下装属性不明未计算) +- 冰结更新冰针显示,人物图以及默认连招 +- BUFF 系修正装备属性计算神话体精差值,希洛克板甲腿 2 词条修改为一觉力智+2% +- BUFF 系修正歧路鞋对护石 buff 力智加成 + +### 2020-7-7 + +- BUFF 系增加第五页,优化显示 +- BUFF 系增加新改造传说套装和超界普雷 +- BUFF 系模特默认修改为(5000 力 3000(基础)三攻),可以在第二页自行调整 +- 取消高 DPI(windows 缩放与布局 150%或以上)时的默认缩放,需要缩放的自行找到、-ResourceFiles-set、ini 记事本打开设置窗口显示为 1 +- 修正完美掌控(智慧产物头肩)的属性 +- 优化女弹药子弹-CD 次数算法 +- 剑宗添加钝器太刀短剑算法 + +### 2020-7-6 + +- 新增团长 +- 补充完全所有智慧产物武器 +- 希洛克融合选择移动到第二页 +- 优化远古记忆和红阵显示 +- 统一输出界面显示 +- 修正男柔道修正武莲华,地狱风火轮,裂石破天数据 +- 剑影优化一觉数据,更新默认连招 + +### 2020-7-5 + +- 新增关羽 +- 修正召唤部分召唤兽期望 +- 修正念珠(轮回之环:桓龙)未加成驱魔三觉技能 +- 修正剑魂红阵技能等级随装备变化 +- 新增禁用国服特色等级(防具 3 宝珠+称号宝珠+光环&宠物的技能等级) +- 修正男气功默认连招 +- 优化单件模式计算效率 +- 修正战法碎霸技能数据 + +### 2020-7-4 + +- 将红阵远古记忆独立出来等级随装备变化(无需填写进图修正) +- 新增死灵 +- 修正杀戮乱舞护石倍率 +- 新增赵云,暗枪,黑武(待完善),缔造(待完善) +- 战法炫纹改为个数,修正使徒之舞数据 +- 新增召唤 +- 修正三觉审判技能数据(45,95) + +### 2020-7-3 + +- 修正部分职业无法计算智慧产物武器 BUG +- 修正狂战修罗剑魂剑魔蓝拳男气功默认连招 +- 修正战法普通攻击 +- 修正无组合时计算界面卡死的问题 +- 恢复 BUFF 神思者三觉切装,优化切装显示 +- 修正剑影默认技能等级(60、70 技能) +- 添加奶系职业切装(散搭 3332 切 1 件,双防具 3233 切 1-2 件) +- 增加勾选神话排名选项时点计算判定(未勾选神话装备时不让计算) +- 剑魂增加太刀刺伤浮动倍率 +- 新增混沌行者 + +### 2020-7-2 + +- 解决计算时主界面卡死的问题,并显示计算完成数 +- 头肩技能选项添加 Lv1-35(主动) +- 战法新增普通攻击 +- BUFF 神思者三觉数据修正(不是固定 10%-25%) +- 新增圣职者智慧产物武器 +- 修正男女弹药属强选择计算 BUG + +### 2020-7-1 + +- 优化选择界面 +- 修正剑宗面板算法 +- 修正蓝拳武器 CD +- 调整各职业背景图尺寸 +- 新增战法 +- 新增蓝拳复仇三觉数据 +- 修正剑影暗帝武器 CD +- 新增驱魔审判三觉数据 +- 新增源能专家,修正暗刃二觉 CD +- 新增 BUFF 神思者三觉数据 + +### 2020-6-30 + +- 修正血腥红宝石之眼(苦无)对八歧大蛇的等级加成 +- 修正部分职业(如剑魂)一键修正算法 + +### 2020-6-29 + +- 魔道数据微调校准 +- 武神数据微调校准 +- 奶萝基础和转职被动(人偶操纵者)校准,死命召唤分开显示 +- 增加 100 级传说防具首饰特殊 diff --git a/docs/COMMENT.md b/docs/COMMENT.md new file mode 100644 index 00000000..7b996dff --- /dev/null +++ b/docs/COMMENT.md @@ -0,0 +1,7 @@ +## 留言板 + +和计算器相关的 BUG、意见可在此处反馈 + +## 其余途径 + +- [码云](https://gitee.com/i_melon/DNFCalculating/issues) diff --git a/docs/CONTRIBUTERS.md b/docs/CONTRIBUTERS.md new file mode 100644 index 00000000..154f3c41 --- /dev/null +++ b/docs/CONTRIBUTERS.md @@ -0,0 +1,9 @@ +## 主体维护人员 + +纸飞机、西瓜 °、fzls、SCUDRT、知月、Umi
+ +## 参与制作人员 + +`以下排名以首字母排序,不分先后`
+ +🐎,777,Garson,Kaito,Leisa,Lizzy 荔枝贝壳喵,Paxis,阿武,爱敏,熬夜砍树,贰肆,疯,共产主义战士,海豹,韩械,机枪哥,极脂の魔道,绝唱唱,卡通,乐于驴,龙卷风,莫方,墨羽狼,幕城,平静,千景,一定要玩混沌魔灵,浅笑,球,时光,时雨,碳末,天府星,洗具,小一,轩轩,雪露,雅男,亚索,一 ye 遮天,真奥 diff --git a/docs/HTMLSet/coverpage.md b/docs/HTMLSet/coverpage.md new file mode 100644 index 00000000..2ed9dcd8 --- /dev/null +++ b/docs/HTMLSet/coverpage.md @@ -0,0 +1,15 @@ +![avatar](img\logo.ico) + +# DNF 计算器 + +> 为 DNF 装备搭配及伤害计算提供便利的工具 + +- python(3.8)编写,使用 pyqt5(5.14.2) 图形 GUI 库 +- 主框架由纸飞机实现 +- 仅支持 PC 端使用 + +[软件介绍](USERMANUAL) +[相关源码](https://github.com/wxh0402/DNFCalculating) +[下载链接](https://wwx.lanzoui.com/b01bfj76f) + + diff --git a/docs/HTMLSet/sidebar.md b/docs/HTMLSet/sidebar.md new file mode 100644 index 00000000..8f18ace3 --- /dev/null +++ b/docs/HTMLSet/sidebar.md @@ -0,0 +1,12 @@ +- **指南** +- [使用说明](USERMANUAL.md) +- [更新日志](CHANGELOG.md) +- **维护** +- [Git Code](README.md) +- [Contributors](CONTRIBUTERS.md) +- **其他** +- [反馈](COMMENT.md) +- **友情链接** +- [下载链接](https://wwx.lanzoui.com/b01bfj76f) +- [源码](https://gitee.com/i_melon/DNFCalculating) + diff --git a/docs/README.md b/docs/README.md new file mode 100644 index 00000000..df8ad1b5 --- /dev/null +++ b/docs/README.md @@ -0,0 +1,127 @@ +## 简介 + +此项目为 DNF 装备搭配及伤害计算提供便利的工具 +执行程序下载:https://wwx.lanzoui.com/b01bfj76f 或 https://www.lanzoui.com/b01bfj76f +python(3.8)编写,使用 pyqt5 图形 GUI 库 +主框架由纸飞机实现,西瓜协助修改,SCUDRT 对算法进行优化修改,风之凌殇添加多进程优化 + +## 依赖安装 + +安装[Python](https://www.python.org/),计算器开发使用的是 3.8 版本 +安装项目依赖 + +## 其余注意 + +择优相关加速,需自行将 PublicReference/preferred 的 C++ 的程序需要自己编译为 DLL 然后放到 InternalFile/DLL 目录 + +> pip install -i https://pypi.mirrors.ustc.edu.cn/simple/ -r requirements.txt + + + +## macOS 下运行方式 + +        直接在`Finder`中双击`run_mac.command`即可运行。 + +        或者在`终端(Terminal)`中,执行命令`python3.8 main.py`即可运行。 + +## 程序结构 + +|--  DNFCalculating +    |--  .gitignore +    |--  .gitmodules +    |--  .editorconfig +    |--  run_mac.command:macOS 下运行脚本 +    |--  CHANGELOG.md:程序更新记录 +    |--  LICENSE:开源许可 +    |--  main.py:程序主入口 +    |--  README.md:程序说明 +    |--  requirements.txt:项目依赖包 +    |--  Characters:职业实现目录 +    |--  PublicReference:公有引用方法 +    |   |--  base.py:输出职业公有实现方法 +    |   |--  base_buff.py:奶系职业公有实现方法 +    |   |--  buff_panel.py:奶系切装功能实现 +    |   |--  common.py:界面公有实现方法 +    |   |--  \_\_init\_\_.py:初始化文件,启用多线程及日志记录 +    |   |--  choise:选项设置 +    |   |   |-- 细节选项.py +    |   |   |-- 选项设置.py +    |   |   |-- 选项设置\_buff.py +    |   |--  equipment:装备设置 +    |   |   |--  basic_equ.py:装备公有类 +    |   |   |--  equ_list.py:装备列表 +    |   |   |-- 基础函数.py:各类隐藏基础公式 +    |   |   |-- 宠物.py +    |   |   |-- 宠物\_buff.py +    |   |   |-- 武器融合.py +    |   |   |-- 武器融合\_buff.py +    |   |   |-- 称号.py +    |   |   |-- 称号\_buff.py +    |   |   |-- 装备\_套装.py +    |   |   |-- 装备\_武器.py +    |   |   |-- 装备\_特殊.py +    |   |   |-- 装备\_防具.py +    |   |   |-- 装备\_首饰.py +    |   |   |-- 辟邪玉.py +    |   |   |-- 辟邪玉\_buff.py +    |   |   |-- 融合\_奥兹玛.py +    |   |   |-- 融合\_希洛克.py +    |   |--  preferred:择优 DLL 源码,需自行编译 +    |   |--  views:界面扩展类 +    |   |--  utils:工具类 +    |       |--  calc_core.py:装备寻优 +    |       |--  common.py:格式化时间 +    |       |--  config.py:配置读取 +    |       |--  constant.py:常量 +    |       |--  copy.py:深度拷贝 +    |       |--  img.py:常量图片 +    |       |--  MainWindow.py:自定义窗口 +    |       |--  minheap.py:最小堆排序 +    |       |--  producer_consumer.py:多进程 +    |       |--  TitleBar.py:自定义标题栏 +    |       |--  zipfile.py:压缩文件 +    |       |--  storex.py:存储数据,组件间通信 +    |       |--  LZextends.py:蓝奏云扩展 +    |--  ResourceFiles:资源文件夹 +    |   |-- 职业文件夹 +    |   |   |--  bg.jpg:背景图 +    |   |   |-- 人物.png:详情界面人物图 +    |   |   |--  reset:默认配置文件夹 +    |   |   |   |--  char.json:职业特有选项存档 +    |   |   |   |--  page_1.json:第一页选项存档 +    |   |   |   |--  page_2.json:第二页选项存档 +    |   |   |   |--  page_3.json:第三页选项存档 +    |   |   |   |--  page_4.json:第四页选项存档 +    |   |   |   |--  page_5.json:第五页选项存档 +    |   |   |   |--  page_6.json:第六页选项存档 +    |   |   |-- 技能:技能图标文件夹 +    |   |--  Config:配置文件夹 +    |   |   |-- 基础设置.ini +    |   |   |-- 攻击目标.ini +    |   |   |--  adventure_info.json:加载职业配置 +    |   |   |--  config.json:配置选项文件 +    |   |   |--  release_version.json:计算器版本 +    |   |--  img:公有图片 +    |   |   |--  logo.ico +    |   |   |-- 刀魂之卡赞.png +    |   |   |-- 觉醒选择.png +    |   |   |-- 输出背景.png +    |   |   |-- 输出背景\_BUFF.png +    |   |   |-- 远古记忆.png +    |   |   |-- 分类 +    |   |   |-- 头像 +    |   |   |-- 希洛克 +    |   |   |-- 装备 +    |   |--  Skins:计算器皮肤包 +    |--  Tools +        |-- 图标去白点.py +        |-- 神话融合图标拼接.py diff --git a/docs/USERMANUAL.md b/docs/USERMANUAL.md new file mode 100644 index 00000000..f55d237a --- /dev/null +++ b/docs/USERMANUAL.md @@ -0,0 +1,241 @@ +## 软件简介 + +![打开界面](img/使用-2.png "打开界面") + +![详情界面](img/简介-1.png "详情界面") + +本软件为 DNF 相关的计算器,供玩家进行搭配装备及伤害计算等各方面使用
+主体功能包含:装备择优、打桩伤害计算、光环|宠物装备|希洛克词条择优、辟邪玉计算、切装计算等
+目前计算器已涵盖所有的职业,同时对韩服特有的部分职业平衡进行了前瞻性更新
+ +## 开始使用 + +下载路径: https://wwx.lanzous.com/b01bfj76f 或 https://pan.lanzou.com/b01bfj76f
+![压缩包](img/使用-1.png "压缩包") + +下载网盘中最新程序`DNF计算器XX.XX.zip`并完整解压,ResourceFiles 为资源文件,包含贴图及配置文件
+更新时仅需将压缩包完整解压出来并且覆盖(提示时点击替换)旧版文件即可,旧版设置的配置文件会被保留
+ +## 合规性校验 + +![程序是否合规](img/证书校验.png "程序是否合规") + +正规途径下载的计算器,右键 exe 程序的属性,可在数字签名中查看到第三方机构认证颁发的代码签名
+ +!> 使用前请确保数字签名存在且与说明书中一致
如无数字签名,则程序可能为第三方修改后的打包版本,请谨慎使用
+ +### 常见问题 + +- 蓝奏云无法打开
+ 修改 DNS 服务器地址,首选 114.114.114.114,备用 8.8.8.8
+ ![修改DNS](img/使用-3.png "修改DNS") + +- 提示解压问题
+ ![解压问题](img/使用-4.png "解压问题") + +!> 请勿直接在 zip 内打开 exe 执行程序或只解压 exe 程序,exe 程序需要与 ResourceFiles 在同级目录下
+ +- 软件打开报错,可在 https://wwx.lanzoui.com/b01bwta9i 下载系统补丁解决
+ + - failed to execute script + - 计算机中丢失 api-ms-win-crt-runtime-l1-1-0.dll + +- Failed to execute script pyi_rth_certifi 可按照以下方式解决
+ + - 百度 openssl.light 安装 + - 安装https://chocolatey.org/install,然后执行命令choco install openssl.light + +## 设置 + +![设置入口](img/设置-1.png "设置入口") + +![设置](img/设置-2.png "设置详情") + +该窗口下,用户可以对计算器的部分功能进行个性化设置,常见的有:开关输出系切装、控制窗口缩放、切换计算器皮肤、停启用自动更新、控制三觉屏蔽选项等
+ +设置选项修改后,需要重启计算器才能生效
+ +## 装备/选择/打造 + +![装备设置](img/装备-1.png "装备设置") +该页面下可选择自身以有的装备、称号、宠物,同时选择装备触发、选择特色装备的择优等
+ +### 一键修正 + +在玩家选择完所穿戴装备,初步调整打造情况(增幅、时装、宠物)后,可使用一件修正面板细节功能,输入角色站街力智、三攻、属强修正角色面板数据
+ +!> 该功能仅在选择单套装备的情况下生效
+如玩家穿戴了部分影响站街属性的辟邪玉(属强、加成影响站街数据技能的等级等)
+或影响站街属性的白金、时装上衣等级等,需在[辟邪玉/希洛克/黑鸦/奥兹玛]、[基础/细节/修正]进行修正
+ +### 装备触发 + +部分装备及伤害词条存在不同的触发情况,需要玩家在计算前选择对应的属性
+如手搓、777、军神等各种会触发不同属性的装备,不同的选择下会对应不同的计算结果
+较为特殊的是,`持续伤害词条`也需要调整对应的计算比例,默认为 100%,计算器目前无法做到技能队列排列,需自行预估适用比例(影响范围较小)
+ +### 计算模式 + +出于计算时间考虑,计算器设置了三种后台计算模式
+ +- 急速模式:计算 533 搭配、3332(散搭)搭配,智慧产物相关防具、首饰、特殊不纳入计算 +- 套装模式:计算 533 搭配、3332(散搭)搭配、3332(防具 3+2)搭配,智慧产物相关防具、首饰、特殊不纳入计算 +- 单件模式:计算所有组合,不包含百变怪 + +注:选项中的组合数为预估值,不代表实际计算组合
+计算占用进程数默认为电脑 CPU 的逻辑核心数,选择最大值时速度最快,但是 CPU 占用会达到 100%(计算时会造成游戏卡顿),为了避免影响电脑性能,可适当降低计算器占用核心数
+ +计算速度参考值(CPU 为 AMD Ryzen 7 3700X ,16 进程,芙蕾雅):
+ +- 急速模式(预估 9.79 万组合):总计耗时 5.79s +- 套装模式(预估 90.43 万组合):总计耗时 1min2.46s +- 单件模式(预估 46.35 万亿组合):太烧 CPU,不建议这么玩 + +### 多配置模式 + +![复制配置](img/装备-2.png "复制配置") + +如果存在同职业多个配置(账号)的情况,可在 ResourceFiles 对应的职业文件夹下,复制 reset 文件夹后,粘贴后重命名为 set 开头的文件夹,重新选择计算器职业后即可切换配置
+ +!> 如出现计算结果较为离谱或出现无法使用的情况,可尝全局重置,重置所有的配置
+ +## 技能/符文/其他 + +![技能相关](img/技能-1.png "技能相关") + +该页面下可设置计算技能相关、药剂、护符等
+ +### 技能相关设置 + +各职业已预设模板,如与自身有所出入,可以自行调整参数,具体可设置以下参数
+ +- 技能等级调整:技能等级默认契约满级,等级调整视个人加点情况而定,调整数值基于契约满级进行+/-调整
+ +!> 装备、时装上衣、白金、附魔等对技能等级的加成无需在此调整,时装下装的等级调整可在此调整
+ +- TP 等级:TP 基础等级为 0 级,调整数值基于契约 0 级进行+/-调整
+- 技能释放次数:技能释放次数分为/CD 与固定次数,/CD 较多职业并未考虑技能演出时间(少部分职业入芙蕾雅等做过特殊修正),如需贴合自身修炼场技能次数,可自行调整技能次数
+ +!> 固定次数后会影响部分 CDR 装备的最终结果 + +- 宠物次数:宠物技能对技能能够加成多少次 +- 技能形态选择:部分技能存在不同形态,对这些技能计算器采用下拉/勾选的形式提供选择 +- BUFF 换装数值:BUFF 图标旁的输入框内可设置 BUFF 数值,默认完美换装数值 +- 远古记忆/红阵:右下角可设置计算是否适用于远古或红阵,默认适用,可自行调整 + +### 护符设置 + +各职业已预设护符及符文的选择,护符版本进行切换,如与自身有所出入,可以自行调整。
+ +### 药剂等设置 + +药剂设置包含修炼场常见的药剂,同时还设置了称号触发、白兔子选项、队友光环、系统奶等一系列选项供模拟不同情况下的装备计算
+ +### 其余设置 + +计算器预设了 120、130 沙袋、0 防强化机供模拟,如需模拟其他怪物,可在`ResourceFiles\Config\攻击目标.ini`中自行修改
+ +## 基础/细节/修正 + +![细节调整](img/细节-1.png "细节调整")
+ +该页面下可设置附魔、白金、时装、徽章、勋章、宠物装备等细节方面的数据
+ +!> 如在装备/选择/打造页面勾选了光环词条择优、宠物装备择优,则对应的部位的词条选择将被禁用无法选择
+ +## 神话/改造属性修正 + +![神话改造调整](img/神话改造调整-1.png "神话改造调整")
+ +由于游戏内神话词条数值、改造装备升级数值存在随机性,计算器提供了调整神话词条数值及改造升级属性的界面以保证计算的准确性
+ +!> 改造升级属性调整需在[辟邪玉/希洛克/黑鸦]中勾选智慧产物升级才会显示
+ +## 辟邪玉/希洛克/黑鸦/奥兹玛 + +![黑鸦](img/黑鸦-1.png "黑鸦")
+ +该页面下可设置计算相关的辟邪玉、希洛克装备、黑鸦、奥兹玛装备等
+ +### 辟邪玉 + +可根据自身情况选择对应的辟邪玉属性,鼠标悬停至文字上方可查看辟邪玉的算法
+ +!> 属白增幅分对应属性,计算器未作区分,双属性附加(星之海)需手动计算并在第三页修正
+ +### 希洛克 + +可根据自身情况选择对应的残香融合及装备融合,残香选择自适应最高值会自动计算最优解,结果显示在详情界面
+ +守门人全属强自动补正:自带单属强职业不可使用,在计算时自动替换细节页的附魔勋章为毕业的全属强方案,细节页面对应的附魔设置会失效,如需调整,可在进图/站街修正做对应的属强加减
+ +### 黑鸦 + +可根据自身情况选择对应的黑鸦遴选词条,选择计算最高会自动计算最优解,结果显示在详情界面
+ +!> 计算最优解时,百分比力智词条较为特殊,与力智数值有关,在无奶/系统奶时,受到力智影响,没有实际数值显示的提升
+ +由于除武器外,不同装备的遴选最终显示数值存在差异,自选范围计算器提供的选项为相对值:2%、4%、6%、8%(武器为:4%、8%、12%、16%),计算器选择数值 = 装备最终遴选数值 - 装备遴选最小值 + 2%
+ +此外,为了减少计算量,黑鸦武器词条择优提供了词条择优及觉醒词条择优的选项,用户可针对自身情况选择
+ +### 奥兹玛 + +可根据自身情况选择对应的奥兹玛装备,阿斯特罗斯暂不支持分时间段加成技能,需自行选择对应的技能加成区间,几件装备选择几个区间
+ +## 自选装备计算 + +![自选计算](img/自选-1.png "自选计算") + +自选装备计算界面,可供用户快捷的进行单套装备的选择和预估
+在选择完单套装备后,可将其设置为基准值,之后的排行/计算等将以基准值为参考进行各技能及总伤害等的对比以供参考
+同时提供了辟邪玉的单个词条的理论提升
+ +!> 部分等级加成的词条可能会造成技能 CD 的缩减,导致提升偏高 + +## 装备排行界面 + +![装备排行](img/排行-1.png "装备排行") + +点击开始计算后会对选择装备进行排行计算,按钮 | 左边为预估的伤害数字,| 右边为相较于第一套装备的强度,点击按钮可查看详细的数据情况
+如当前搭配存在技能等级溢出的情况,按钮颜色会显示为红色以作提示,鼠标移动到按钮上会告知溢出技能详情
+ +## 详细数据界面 + +![详情界面](img/详情-1.png "详情界面") + +详情界面详细展示某个搭配下人物属性、技能伤害等,如选择了宠物装备|光环择优,会在套装情况下展示择优选择供参考
+ +右下角提供了输出所有的择优项搭配及相对最优解的差值方便用户自行选择,以及输出技能倍率数据功能方便对比技能秒伤等
+ +## 奶系 + +### 择优方向选择 + +![择优方向](img/奶系-1.png "择优方向")由于奶在不同的副本存在择优偏差,计算器对于单套的择优,提供了续航向、爆发向、及自定义太阳系数的方式作为最优解的计算方向,用户在使用时,可针对自身情况选择合适的选项
+ +### 光环、宠物、称号等补正 + +![称号光环宠物补正](img/奶系-2.png "补正") + +针对奶的时装、光环、宠物、称号登记和穿戴不同,计算器在[基础/细节/修正]页面提供了对应的修正等级、词条及适用的选项,宠物、光环等级加成被动差异造成的适用不同暂时需要在此进行手动修正
+ +### 双切计算 + +![双切计算](img/奶系-3.png "双切计算") + +![双切界面](img/奶系-4.png "双切界面") + +部分用户存在双切需求,在[自选装备计算]中勾选启用登记,并在登记设置中设置对应的双切,登记设置中为 BUFF 套,自选装备为太阳套,双切只适用于自选装备计算
+ +## 补充 + +### 输出系切装 + +如存在需要切换武器/装备的情况,可在选择职业页面点击打开设置,开启对应功能
+重启后,在自选装备计算的装备后及技能/符文/其他的技能后面会出现勾选选项,对需要切换的装备及技能进行勾选即可
+ +### BUG 反馈等 + +提供了 QQ 群及 Gitee 反馈途径,推荐在 Gitee 上按照要求建立 issue 进行反馈,Gitee 会优先处理,群不常看
+Gitee 反馈地址:https://gitee.com/i_melon/DNFCalculating/issues?state=all
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+ + + + + + + + + + + + + + + diff --git a/docs/notice.json b/docs/notice.json new file mode 100644 index 00000000..cc8f86dc --- /dev/null +++ b/docs/notice.json @@ -0,0 +1,6 @@ +[ + { + "time": "2022.2.2", + "info": "同步游戏内辟邪玉技攻上限的设定,由于不确定游戏内结算顺序,会有部分出入
技攻累加超过200的部分不享受玉的加成,计算器详情会红色标注" + } +] diff --git a/lanzou/__init__.py b/lanzou/__init__.py new file mode 100644 index 00000000..339573ef --- /dev/null +++ b/lanzou/__init__.py @@ -0,0 +1 @@ +__all__ = ['api'] diff --git a/lanzou/api/__init__.py b/lanzou/api/__init__.py new file mode 100644 index 00000000..a52701f6 --- /dev/null +++ b/lanzou/api/__init__.py @@ -0,0 +1,5 @@ +from lanzou.api.core import LanZouCloud + +version = '2.6.5' + +__all__ = ['utils', 'types', 'models', 'LanZouCloud', 'version'] diff --git a/lanzou/api/core.py b/lanzou/api/core.py new file mode 100644 index 00000000..6a8e42e7 --- /dev/null +++ b/lanzou/api/core.py @@ -0,0 +1,1414 @@ +""" +蓝奏网盘 API,封装了对蓝奏云的各种操作,解除了上传格式、大小限制 +""" + +import os +import pickle +import re +import shutil +from concurrent.futures import ThreadPoolExecutor, as_completed +from datetime import datetime +from random import shuffle, uniform +from time import sleep +from typing import List + +import requests +from requests_toolbelt import MultipartEncoder, MultipartEncoderMonitor +from urllib3 import disable_warnings +from urllib3.exceptions import InsecureRequestWarning + +from lanzou.api.models import FileList, FolderList +from lanzou.api.types import * +from lanzou.api.utils import * + +__all__ = ['LanZouCloud'] + + +class LanZouCloud(object): + FAILED = -1 + SUCCESS = 0 + ID_ERROR = 1 + PASSWORD_ERROR = 2 + LACK_PASSWORD = 3 + ZIP_ERROR = 4 + MKDIR_ERROR = 5 + URL_INVALID = 6 + FILE_CANCELLED = 7 + PATH_ERROR = 8 + NETWORK_ERROR = 9 + CAPTCHA_ERROR = 10 + OFFICIAL_LIMITED = 11 + + def __init__(self): + self._session = requests.Session() + self._limit_mode = True # 是否保持官方限制,若为False,则会尝试在不支持的格式或大小时写入额外信息,并在下载时进行解析 + self._timeout = 15 # 每个请求的超时(不包含下载响应体的用时) + self._max_size = 100 # 单个文件大小上限 MB + self._upload_delay = (0, 0) # 文件上传延时 + self._doupload_url = 'https://pc.woozooo.com/doupload.php' + self._account_url = 'https://pc.woozooo.com/account.php' + self._mydisk_url = 'https://pc.woozooo.com/mydisk.php' + self._cookies = None + self._headers = { + 'User-Agent': 'Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/75.0.3770.100 Safari/537.36', + 'Referer': 'https://pc.woozooo.com/mydisk.php', + 'Accept-Language': 'zh-CN,zh;q=0.9', # 提取直连必需设置这个,否则拿不到数据 + } + disable_warnings(InsecureRequestWarning) # 全局禁用 SSL 警告 + + # 蓝奏云的域名有时候备案会出问题,这时候一般会出一个新的备案的域名 + # 可在 https://www.ping.cn/ 查看域名在全国的访问情况 + # + # 当出现这种情况的时候,可以通过下列方式查到新的域名 + # 1. 去下面这个查备案的网址查 鲁ICP备15001327号 ,看看是否有新的域名备案了 + # https://beian.miit.gov.cn/#/Integrated/recordQuery + # 2. 去 https://pc.woozooo.com/mydisk.php 登录,然后点击查看 外链分享地址 ,看里面显示的默认域名 + # + # 如果有新的,这时候只需要 + # 1. 将 _host_url 的域名改为新的 + # 2. 把 最新的域名,比如 lanzouo 加到可能的域名列表的最前面 + # 3. 如果下面的域名有部分不再出现在备案信息中了,可以直接注释或者移除 + self._host_url = 'https://pan.lanzoup.com' + self.available_domains = [ + 'lanzoup.com', # 2021-12-10 鲁ICP备15001327号-16 + 'lanzout.com', # 2021-12-10 鲁ICP备15001327号-15 + 'lanzouy.com', # 2021-12-10 鲁ICP备15001327号-14 + 'lanzoul.com', # 2021-12-10 鲁ICP备15001327号-13 + 'lanzoug.com', # 2021-12-10 鲁ICP备15001327号-12 + 'lanzouv.com', # 2021-12-10 鲁ICP备15001327号-11 + 'lanzouj.com', # 2021-12-10 鲁ICP备15001327号-10 + 'lanzouq.com', # 2021-12-10 鲁ICP备15001327号-9 + 'lanzouo.com', # 2021-09-15 鲁ICP备15001327号-8 + 'lanzouw.com', # 2021-09-02 鲁ICP备15001327号-7 + 'lanzoui.com', # 2020-06-09 鲁ICP备15001327号-6 + 'lanzoux.com', # 2020-06-09 鲁ICP备15001327号-5 + ] + + def _get(self, url, **kwargs): + for possible_url in self._all_possible_urls(url): + try: + kwargs.setdefault('timeout', self._timeout) + kwargs.setdefault('headers', self._headers) + return self._session.get(possible_url, verify=False, **kwargs) + except (ConnectionError, requests.RequestException): + logger.debug(f"Get {possible_url} failed, try another domain") + + return None + + def _post(self, url, data, **kwargs): + for possible_url in self._all_possible_urls(url): + try: + kwargs.setdefault('timeout', self._timeout) + kwargs.setdefault('headers', self._headers) + return self._session.post(possible_url, data, verify=False, **kwargs) + except (ConnectionError, requests.RequestException): + logger.debug(f"Post to {possible_url} ({data}) failed, try another domain") + + return None + + def _all_possible_urls(self, url: str) -> List[str]: + # 先把原始链接放到第一个,因为部分链接只能特定域名访问,比如 https://developer.lanzoug.com/file/?xxxx 这个系列,目前只有最初页面下发的那个域名可以访问,改成其他域名访问就会提示 文件取消分享 + urls = [url] + + # 然后再尝试其他的 + for d in self.available_domains: + new_url = re.sub(r'lanzou\w\.com', d, url) + if new_url not in urls: + urls.append(new_url) + + return urls + + def ignore_limits(self): + """解除官方限制""" + logger.warning("*** You have enabled the big file upload and filename disguise features ***") + logger.warning("*** This means that you fully understand what may happen and still agree to take the risk ***") + self._limit_mode = False + + def set_max_size(self, max_size=100) -> int: + """设置单文件大小限制(会员用户可超过 100M)""" + if max_size < 100: + return LanZouCloud.FAILED + self._max_size = max_size + return LanZouCloud.SUCCESS + + def set_upload_delay(self, t_range: tuple) -> int: + """设置上传大文件数据块时,相邻两次上传之间的延时,减小被封号的可能""" + if 0 <= t_range[0] <= t_range[1]: + self._upload_delay = t_range + return LanZouCloud.SUCCESS + return LanZouCloud.FAILED + + def login(self, username, passwd) -> int: + """ + 登录蓝奏云控制台[已弃用] + 对某些用户可能有用 + """ + login_data = {"task": "3", "setSessionId": "", "setToken": "", "setSig": "", + "setScene": "", "uid": username, "pwd": passwd} + phone_header = { + "User-Agent": "Mozilla/5.0 (Linux; Android 5.0; SM-G900P Build/LRX21T) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/82.0.4051.0 Mobile Safari/537.36"} + html = self._get(self._account_url) + if not html: + return LanZouCloud.NETWORK_ERROR + formhash = re.findall(r'name="formhash" value="(.+?)"', html.text) + if not formhash: + return LanZouCloud.FAILED + login_data['formhash'] = formhash[0] + html = self._post(self._mydisk_url, login_data, headers=phone_header) + if not html: + return LanZouCloud.NETWORK_ERROR + try: + if '成功' in html.json()['info']: + self._cookies = html.cookies.get_dict() + return LanZouCloud.SUCCESS + else: + return LanZouCloud.FAILED + except ValueError: + return LanZouCloud.FAILED + + def get_cookie(self) -> dict: + """获取用户 Cookie""" + return self._cookies + + def login_by_cookie(self, cookie: dict) -> int: + """通过cookie登录""" + self._session.cookies.update(cookie) + html = self._get(self._account_url) + if not html: + return LanZouCloud.NETWORK_ERROR + return LanZouCloud.FAILED if '网盘用户登录' in html.text else LanZouCloud.SUCCESS + + def logout(self) -> int: + """注销""" + html = self._get(self._account_url, params={'action': 'logout'}) + if not html: + return LanZouCloud.NETWORK_ERROR + return LanZouCloud.SUCCESS if '退出系统成功' in html.text else LanZouCloud.FAILED + + def delete(self, fid, is_file=True) -> int: + """把网盘的文件、无子文件夹的文件夹放到回收站""" + post_data = {'task': 6, 'file_id': fid} if is_file else {'task': 3, 'folder_id': fid} + result = self._post(self._doupload_url, post_data) + if not result: + return LanZouCloud.NETWORK_ERROR + return LanZouCloud.SUCCESS if result.json()['zt'] == 1 else LanZouCloud.FAILED + + def clean_rec(self) -> int: + """清空回收站""" + post_data = {'action': 'delete_all', 'task': 'delete_all'} + html = self._get(self._mydisk_url, params={'item': 'recycle', 'action': 'files'}) + if not html: + return LanZouCloud.NETWORK_ERROR + post_data['formhash'] = re.findall(r'name="formhash" value="(.+?)"', html.text)[0] # 设置表单 hash + html = self._post(self._mydisk_url + '?item=recycle', post_data) + if not html: + return LanZouCloud.NETWORK_ERROR + return LanZouCloud.SUCCESS if '清空回收站成功' in html.text else LanZouCloud.FAILED + + def get_rec_dir_list(self) -> FolderList: + """获取回收站文件夹列表""" + # 回收站中文件(夹)名只能显示前 17 个中文字符或者 34 个英文字符,如果这些字符相同,则在文件(夹)名后添加 (序号) ,以便区分 + html = self._get(self._mydisk_url, params={'item': 'recycle', 'action': 'files'}) + if not html: + return FolderList() + dirs = re.findall(r'folder_id=(\d+).+?> (.+?)\.{0,3}.*\n+.*(.+?).*\n.*(.+?)', + html.text) + all_dir_list = FolderList() # 文件夹信息列表 + dir_name_list = [] # 文件夹名列表d + counter = 1 # 重复计数器 + for fid, name, size, time in dirs: + if name in dir_name_list: # 文件夹名前 17 个中文或 34 个英文重复 + counter += 1 + name = f'{name}({counter})' + else: + counter = 1 + dir_name_list.append(name) + all_dir_list.append(RecFolder(name, int(fid), size, time, None)) + return all_dir_list + + def get_rec_file_list(self, folder_id=-1) -> FileList: + """获取回收站文件列表""" + if folder_id == -1: # 列出回收站根目录文件 + # 回收站文件夹中的文件也会显示在根目录 + html = self._get(self._mydisk_url, params={'item': 'recycle', 'action': 'files'}) + if not html: + return FileList() + html = remove_notes(html.text) + files = re.findall( + r'fl_sel_ids[^\n]+value="(\d+)".+?filetype/(\w+)\.gif.+?/>\s?(.+?)(?:\.{3})?.+?([\d\-]+?)', + html, re.DOTALL) + file_list = FileList() + file_name_list = [] + counter = 1 + for fid, ftype, name, time in sorted(files, key=lambda x: x[2]): + if not name.endswith(ftype): # 防止文件名太长导致丢失了文件后缀 + name = name + '.' + ftype + + if name in file_name_list: # 防止长文件名前 17:34 个字符相同重名 + counter += 1 + name = f'{name}({counter})' + else: + counter = 1 + file_name_list.append(name) + file_list.append(RecFile(name, int(fid), ftype, size='', time=time)) + return file_list + else: # 列出回收站中文件夹内的文件,信息只有部分文件名和文件大小 + para = {'item': 'recycle', 'action': 'folder_restore', 'folder_id': folder_id} + html = self._get(self._mydisk_url, params=para) + if not html or '此文件夹没有包含文件' in html.text: + return FileList() + html = remove_notes(html.text) + files = re.findall( + r'com/(\d+?)".+?filetype/(\w+)\.gif.+?/> (.+?)(?:\.{3})? \((.+?)\)', + html) + file_list = FileList() + file_name_list = [] + counter = 1 + for fid, ftype, name, size in sorted(files, key=lambda x: x[2]): + if not name.endswith(ftype): # 防止文件名太长丢失后缀 + name = name + '.' + ftype + if name in file_name_list: + counter += 1 + name = f'{name}({counter})' # 防止文件名太长且前17个字符重复 + else: + counter = 1 + file_name_list.append(name) + file_list.append(RecFile(name, int(fid), ftype, size=size, time='')) + return file_list + + def get_rec_all(self): + """获取整理后回收站的所有信息""" + root_files = self.get_rec_file_list() # 回收站根目录文件列表 + folder_list = FolderList() # 保存整理后的文件夹列表 + for folder in self.get_rec_dir_list(): # 遍历所有子文件夹 + this_folder = RecFolder(folder.name, folder.id, folder.size, folder.time, FileList()) + for file in self.get_rec_file_list(folder.id): # 文件夹内的文件属性: name,id,type,size + if root_files.find_by_id(file.id): # 根目录存在同名文件 + file_time = root_files.pop_by_id(file.id).time # 从根目录删除, time 信息用来补充文件夹中的文件 + file = file._replace(time=file_time) # 不能直接更新 namedtuple, 需要 _replace + this_folder.files.append(file) + else: # 根目录没有同名文件(用户手动删了),文件还在文件夹中,只是根目录不显示,time 信息无法补全了 + file = file._replace(time=folder.time) # 那就设置时间为文件夹的创建时间 + this_folder.files.append(file) + folder_list.append(this_folder) + return root_files, folder_list + + def delete_rec(self, fid, is_file=True) -> int: + """彻底删除回收站文件(夹)""" + # 彻底删除后需要 1.5s 才能调用 get_rec_file() ,否则信息没有刷新,被删掉的文件似乎仍然 "存在" + if is_file: + para = {'item': 'recycle', 'action': 'file_delete_complete', 'file_id': fid} + post_data = {'action': 'file_delete_complete', 'task': 'file_delete_complete', 'file_id': fid} + else: + para = {'item': 'recycle', 'action': 'folder_delete_complete', 'folder_id': fid} + post_data = {'action': 'folder_delete_complete', 'task': 'folder_delete_complete', 'folder_id': fid} + + html = self._get(self._mydisk_url, params=para) + if not html: + return LanZouCloud.NETWORK_ERROR + # 此处的 formhash 与 login 时不同,不要尝试精简这一步 + post_data['formhash'] = re.findall(r'name="formhash" value="(\w+?)"', html.text)[0] # 设置表单 hash + html = self._post(self._mydisk_url + '?item=recycle', post_data) + if not html: + return LanZouCloud.NETWORK_ERROR + return LanZouCloud.SUCCESS if '删除成功' in html.text else LanZouCloud.FAILED + + def delete_rec_multi(self, *, files=None, folders=None) -> int: + """彻底删除回收站多个文件(夹) + :param files 文件 id 列表 List[int] + :param folders 文件夹 id 列表 List[int] + """ + if not files and not folders: + return LanZouCloud.FAILED + para = {'item': 'recycle', 'action': 'files'} + post_data = {'action': 'files', 'task': 'delete_complete_recycle'} + if folders: + post_data['fd_sel_ids[]'] = folders + if files: + post_data['fl_sel_ids[]'] = files + html = self._get(self._mydisk_url, params=para) + if not html: + return LanZouCloud.NETWORK_ERROR + post_data['formhash'] = re.findall(r'name="formhash" value="(\w+?)"', html.text)[0] # 设置表单 hash + html = self._post(self._mydisk_url + '?item=recycle', post_data) + if not html: + return LanZouCloud.NETWORK_ERROR + return LanZouCloud.SUCCESS if '删除成功' in html.text else LanZouCloud.FAILED + + def recovery(self, fid, is_file=True) -> int: + """从回收站恢复文件""" + if is_file: + para = {'item': 'recycle', 'action': 'file_restore', 'file_id': fid} + post_data = {'action': 'file_restore', 'task': 'file_restore', 'file_id': fid} + else: + para = {'item': 'recycle', 'action': 'folder_restore', 'folder_id': fid} + post_data = {'action': 'folder_restore', 'task': 'folder_restore', 'folder_id': fid} + html = self._get(self._mydisk_url, params=para) + if not html: + return LanZouCloud.NETWORK_ERROR + post_data['formhash'] = re.findall(r'name="formhash" value="(\w+?)"', html.text)[0] # 设置表单 hash + html = self._post(self._mydisk_url + '?item=recycle', post_data) + if not html: + return LanZouCloud.NETWORK_ERROR + return LanZouCloud.SUCCESS if '恢复成功' in html.text else LanZouCloud.FAILED + + def recovery_multi(self, *, files=None, folders=None) -> int: + """从回收站恢复多个文件(夹)""" + if not files and not folders: + return LanZouCloud.FAILED + para = {'item': 'recycle', 'action': 'files'} + post_data = {'action': 'files', 'task': 'restore_recycle'} + if folders: + post_data['fd_sel_ids[]'] = folders + if files: + post_data['fl_sel_ids[]'] = files + html = self._get(self._mydisk_url, params=para) + if not html: + return LanZouCloud.NETWORK_ERROR + post_data['formhash'] = re.findall(r'name="formhash" value="(.+?)"', html.text)[0] # 设置表单 hash + html = self._post(self._mydisk_url + '?item=recycle', post_data) + if not html: + return LanZouCloud.NETWORK_ERROR + return LanZouCloud.SUCCESS if '恢复成功' in html.text else LanZouCloud.FAILED + + def recovery_all(self) -> int: + """从回收站恢复所有文件(夹)""" + para = {'item': 'recycle', 'action': 'restore_all'} + post_data = {'action': 'restore_all', 'task': 'restore_all'} + first_page = self._get(self._mydisk_url, params=para) + if not first_page: + return LanZouCloud.NETWORK_ERROR + post_data['formhash'] = re.findall(r'name="formhash" value="(.+?)"', first_page.text)[0] # 设置表单 hash + second_page = self._post(self._mydisk_url + '?item=recycle', post_data) + if not second_page: + return LanZouCloud.NETWORK_ERROR + return LanZouCloud.SUCCESS if '还原成功' in second_page.text else LanZouCloud.FAILED + + def get_file_list(self, folder_id=-1) -> FileList: + """获取文件列表""" + page = 1 + file_list = FileList() + while True: + post_data = {'task': 5, 'folder_id': folder_id, 'pg': page} + resp = self._post(self._doupload_url, post_data) + if not resp: # 网络异常,重试 + continue + else: + resp = resp.json() + if resp["info"] == 0: + break # 已经拿到了全部的文件信息 + else: + page += 1 # 下一页 + # 文件信息处理 + for file in resp["text"]: + file_list.append(File( + id=int(file['id']), + name=file['name_all'].replace("&", "&"), + time=time_format(file['time']), # 上传时间 + size=file['size'].replace(",", ""), # 文件大小 + type=file['name_all'].split('.')[-1], # 文件类型 + downs=int(file['downs']), # 下载次数 + has_pwd=True if int(file['onof']) == 1 else False, # 是否存在提取码 + has_des=True if int(file['is_des']) == 1 else False # 是否存在描述 + )) + return file_list + + def get_dir_list(self, folder_id=-1) -> FolderList: + """获取子文件夹列表""" + folder_list = FolderList() + post_data = {'task': 47, 'folder_id': folder_id} + resp = self._post(self._doupload_url, post_data) + if not resp: + return folder_list + for folder in resp.json()['text']: + folder_list.append( + Folder( + id=int(folder['fol_id']), + name=folder['name'], + has_pwd=True if int(folder['onof']) == 1 else False, + desc=folder['folder_des'].strip('[]') + )) + return folder_list + + def clean_ghost_folders(self): + """清除网盘中的幽灵文件夹""" + + # 可能有一些文件夹,网盘和回收站都看不见它,但是它确实存在,移动文件夹时才会显示 + # 如果不清理掉,不小心将文件移动进去就完蛋了 + def _clean(fid): + for folder in self.get_dir_list(fid): + real_folders.append(folder) + _clean(folder.id) + + folder_with_ghost = self.get_move_folders() + folder_with_ghost.pop_by_id(-1) # 忽视根目录 + real_folders = FolderList() + _clean(-1) + for folder in folder_with_ghost: + if not real_folders.find_by_id(folder.id): + logger.debug(f"Delete ghost folder: {folder.name} #{folder.id}") + if self.delete(folder.id, False) != LanZouCloud.SUCCESS: + return LanZouCloud.FAILED + if self.delete_rec(folder.id, False) != LanZouCloud.SUCCESS: + return LanZouCloud.FAILED + return LanZouCloud.SUCCESS + + def get_full_path(self, folder_id=-1) -> FolderList: + """获取文件夹完整路径""" + path_list = FolderList() + path_list.append(FolderId('LanZouCloud', -1)) + post_data = {'task': 47, 'folder_id': folder_id} + resp = self._post(self._doupload_url, post_data) + if not resp: + return path_list + for folder in resp.json()['info']: + if folder['folderid'] and folder['name']: # 有时会返回无效数据, 这两个字段中某个为 None + path_list.append(FolderId(id=int(folder['folderid']), name=folder['name'])) + return path_list + + def get_file_info_by_url(self, share_url, pwd='') -> FileDetail: + """获取文件各种信息(包括下载直链) + :param share_url: 文件分享链接 + :param pwd: 文件提取码(如果有的话) + """ + if not is_file_url(share_url): # 非文件链接返回错误 + return FileDetail(LanZouCloud.URL_INVALID, pwd=pwd, url=share_url) + + first_page = self._get(share_url) # 文件分享页面(第一页) + if not first_page: + return FileDetail(LanZouCloud.NETWORK_ERROR, pwd=pwd, url=share_url) + + if "acw_sc__v2" in first_page.text: + # 在页面被过多访问或其他情况下,有时候会先返回一个加密的页面,其执行计算出一个acw_sc__v2后放入页面后再重新访问页面才能获得正常页面 + # 若该页面进行了js加密,则进行解密,计算acw_sc__v2,并加入cookie + acw_sc__v2 = calc_acw_sc__v2(first_page.text) + self._session.cookies.set("acw_sc__v2", acw_sc__v2) + logger.debug(f"Set Cookie: acw_sc__v2={acw_sc__v2}") + first_page = self._get(share_url) # 文件分享页面(第一页) + if not first_page: + return FileDetail(LanZouCloud.NETWORK_ERROR, pwd=pwd, url=share_url) + + first_page = remove_notes(first_page.text) # 去除网页里的注释 + if '文件取消' in first_page or '文件不存在' in first_page: + return FileDetail(LanZouCloud.FILE_CANCELLED, pwd=pwd, url=share_url) + + # 这里获取下载直链 304 重定向前的链接 + if 'id="pwdload"' in first_page or 'id="passwddiv"' in first_page: # 文件设置了提取码时 + if len(pwd) == 0: + return FileDetail(LanZouCloud.LACK_PASSWORD, pwd=pwd, url=share_url) # 没给提取码直接退出 + # data : 'action=downprocess&sign=AGZRbwEwU2IEDQU6BDRUaFc8DzxfMlRjCjTPlVkWzFSYFY7ATpWYw_c_c&p='+pwd, + sign = re.search(r"sign=(\w+?)&", first_page).group(1) + post_data = {'action': 'downprocess', 'sign': sign, 'p': pwd} + link_info = self._post(self._host_url + '/ajaxm.php', post_data) # 保存了重定向前的链接信息和文件名 + second_page = self._get(share_url) # 再次请求文件分享页面,可以看见文件名,时间,大小等信息(第二页) + if not link_info or not second_page.text: + return FileDetail(LanZouCloud.NETWORK_ERROR, pwd=pwd, url=share_url) + link_info = link_info.json() + second_page = remove_notes(second_page.text) + # 提取文件信息 + f_name = link_info['inf'].replace("*", "_") + f_size = re.search(r'大小.+?(\d[\d.,]+\s?[BKM]?)<', second_page) + f_size = f_size.group(1).replace(",", "") if f_size else '0 M' + f_time = re.search(r'class="n_file_infos">(.+?)', second_page) + f_time = time_format(f_time.group(1)) if f_time else time_format('0 小时前') + f_desc = re.search(r'class="n_box_des">(.*?)', second_page) + f_desc = f_desc.group(1) if f_desc else '' + else: # 文件没有设置提取码时,文件信息都暴露在分享页面上 + para = re.search(r'(.+?) - 蓝奏云", first_page) or \ + re.search(r'
([^<>]+?)
', first_page) or \ + re.search(r'
(.+?)
', first_page) or \ + re.search(r'
([^<>]+?)
', first_page) + f_name = f_name.group(1).replace("*", "_") if f_name else "未匹配到文件名" + # 匹配文件时间,文件没有时间信息就视为今天,统一表示为 2020-01-01 格式 + f_time = re.search(r'>(\d+\s?[秒天分小][钟时]?前|[昨前]天\s?[\d:]+?|\d+\s?天前|\d{4}-\d\d-\d\d)<', first_page) + f_time = time_format(f_time.group(1)) if f_time else time_format('0 小时前') + # 匹配文件大小 + f_size = re.search(r'大小.+?(\d[\d.,]+\s?[BKM]?)<', first_page) + f_size = f_size.group(1).replace(",", "") if f_size else '0 M' + f_desc = re.search(r'文件描述.+?
\n?\s*(.*?)\s*', first_page) + f_desc = f_desc.group(1) if f_desc else '' + first_page = self._get(self._host_url + para) + if not first_page: + return FileDetail(LanZouCloud.NETWORK_ERROR, name=f_name, time=f_time, size=f_size, desc=f_desc, + pwd=pwd, url=share_url) + first_page = remove_notes(first_page.text) + # 一般情况 sign 的值就在 data 里,有时放在变量后面 + sign = re.search(r"'sign':(.+?),", first_page).group(1) + if len(sign) < 20: # 此时 sign 保存在变量里面, 变量名是 sign 匹配的字符 + sign = re.search(rf"var {sign}\s*=\s*'(.+?)';", first_page).group(1) + post_data = {'action': 'downprocess', 'sign': sign, 'ves': 1} + link_info = self._post(self._host_url + '/ajaxm.php', post_data) + if not link_info: + return FileDetail(LanZouCloud.NETWORK_ERROR, name=f_name, time=f_time, size=f_size, desc=f_desc, + pwd=pwd, url=share_url) + link_info = link_info.json() + + # 这里开始获取文件直链 + if link_info['zt'] != 1: # 返回信息异常,无法获取直链 + return FileDetail(LanZouCloud.FAILED, name=f_name, time=f_time, size=f_size, desc=f_desc, pwd=pwd, + url=share_url) + + fake_url = link_info['dom'] + '/file/' + link_info['url'] # 假直连,存在流量异常检测 + download_page = self._get(fake_url, allow_redirects=False) + if not download_page: + return FileDetail(LanZouCloud.NETWORK_ERROR, name=f_name, time=f_time, size=f_size, desc=f_desc, + pwd=pwd, url=share_url) + download_page.encoding = 'utf-8' + download_page_html = remove_notes(download_page.text) + if '网络异常' not in download_page_html: # 没有遇到验证码 + direct_url = download_page.headers['Location'] # 重定向后的真直链 + else: # 遇到验证码,验证后才能获取下载直链 + file_token = re.findall("'file':'(.+?)'", download_page_html)[0] + file_sign = re.findall("'sign':'(.+?)'", download_page_html)[0] + check_api = 'https://vip.d0.baidupan.com/file/ajax.php' + post_data = {'file': file_token, 'el': 2, 'sign': file_sign} + sleep(2) # 这里必需等待2s, 否则直链返回 ?SignError + resp = self._post(check_api, post_data) + direct_url = resp.json()['url'] + if not direct_url: + return FileDetail(LanZouCloud.CAPTCHA_ERROR, name=f_name, time=f_time, size=f_size, desc=f_desc, + pwd=pwd, url=share_url) + + f_type = f_name.split('.')[-1] + return FileDetail(LanZouCloud.SUCCESS, + name=f_name, size=f_size, type=f_type, time=f_time, + desc=f_desc, pwd=pwd, url=share_url, durl=direct_url) + + def get_file_info_by_id(self, file_id) -> FileDetail: + """通过 id 获取文件信息""" + info = self.get_share_info(file_id) + if info.code != LanZouCloud.SUCCESS: + return FileDetail(info.code) + return self.get_file_info_by_url(info.url, info.pwd) + + def get_durl_by_url(self, share_url, pwd='') -> DirectUrlInfo: + """通过分享链接获取下载直链""" + file_info = self.get_file_info_by_url(share_url, pwd) + if file_info.code != LanZouCloud.SUCCESS: + return DirectUrlInfo(file_info.code, '', '') + return DirectUrlInfo(LanZouCloud.SUCCESS, file_info.name, file_info.durl) + + def get_durl_by_id(self, file_id) -> DirectUrlInfo: + """登录用户通过id获取直链""" + info = self.get_share_info(file_id, is_file=True) # 能获取直链,一定是文件 + return self.get_durl_by_url(info.url, info.pwd) + + def get_share_info(self, fid, is_file=True) -> ShareInfo: + """获取文件(夹)提取码、分享链接""" + post_data = {'task': 22, 'file_id': fid} if is_file else {'task': 18, 'folder_id': fid} # 获取分享链接和密码用 + f_info = self._post(self._doupload_url, post_data) + if not f_info: + return ShareInfo(LanZouCloud.NETWORK_ERROR) + else: + f_info = f_info.json()['info'] + + # id 有效性校验 + if ('f_id' in f_info.keys() and f_info['f_id'] == 'i') or ('name' in f_info.keys() and not f_info['name']): + return ShareInfo(LanZouCloud.ID_ERROR) + + # onof=1 时,存在有效的提取码; onof=0 时不存在提取码,但是 pwd 字段还是有一个无效的随机密码 + pwd = f_info['pwd'] if f_info['onof'] == '1' else '' + if 'f_id' in f_info.keys(): # 说明返回的是文件的信息 + url = f_info['is_newd'] + '/' + f_info['f_id'] # 文件的分享链接需要拼凑 + file_info = self._post(self._doupload_url, {'task': 12, 'file_id': fid}) # 文件信息 + if not file_info: + return ShareInfo(LanZouCloud.NETWORK_ERROR) + name = file_info.json()['text'] # 无后缀的文件名(获得后缀又要发送请求,没有就没有吧,尽可能减少请求数量) + desc = file_info.json()['info'] + else: + url = f_info['new_url'] # 文件夹的分享链接可以直接拿到 + name = f_info['name'] # 文件夹名 + desc = f_info['des'] # 文件夹描述 + return ShareInfo(LanZouCloud.SUCCESS, name=name, url=url, desc=desc, pwd=pwd) + + def set_passwd(self, fid, passwd='', is_file=True) -> int: + """ + 设置网盘文件(夹)的提取码, 现在非会员用户不允许关闭提取码 + id 无效或者 id 类型不对应仍然返回成功 :( + 文件夹提取码长度 0-12 位 文件提取码 2-6 位 + """ + + passwd_status = 0 if passwd == '' else 1 # 是否开启密码 + if is_file: + post_data = {"task": 23, "file_id": fid, "shows": passwd_status, "shownames": passwd} + else: + post_data = {"task": 16, "folder_id": fid, "shows": passwd_status, "shownames": passwd} + result = self._post(self._doupload_url, post_data) + if not result: + return LanZouCloud.NETWORK_ERROR + return LanZouCloud.SUCCESS if result.json()['zt'] == 1 else LanZouCloud.FAILED + + def mkdir(self, parent_id, folder_name, desc='') -> int: + """创建文件夹(同时设置描述)""" + folder_name = folder_name.replace(' ', '_') # 文件夹名称不能包含空格 + folder_name = name_format(folder_name) # 去除非法字符 + folder_list = self.get_dir_list(parent_id) + if folder_list.find_by_name(folder_name): # 如果文件夹已经存在,直接返回 id + return folder_list.find_by_name(folder_name).id + raw_folders = self.get_move_folders() + post_data = {"task": 2, "parent_id": parent_id or -1, "folder_name": folder_name, + "folder_description": desc} + result = self._post(self._doupload_url, post_data) # 创建文件夹 + if not result or result.json()['zt'] != 1: + logger.debug(f"Mkdir {folder_name} error, parent_id={parent_id}") + return LanZouCloud.MKDIR_ERROR # 正常时返回 id 也是 int,为了方便判断是否成功,网络异常或者创建失败都返回相同错误码 + # 允许再不同路径创建同名文件夹, 移动时可通过 get_move_paths() 区分 + for folder in self.get_move_folders(): + if not raw_folders.find_by_id(folder.id): + logger.debug(f"Mkdir {folder_name} #{folder.id} in parent_id:{parent_id}") + return folder.id + logger.debug(f"Mkdir {folder_name} error, parent_id:{parent_id}") + return LanZouCloud.MKDIR_ERROR + + def _set_dir_info(self, folder_id, folder_name, desc='') -> int: + """重命名文件夹及其描述""" + # 不能用于重命名文件,id 无效仍然返回成功 + folder_name = name_format(folder_name) + post_data = {'task': 4, 'folder_id': folder_id, 'folder_name': folder_name, 'folder_description': desc} + result = self._post(self._doupload_url, post_data) + if not result: + return LanZouCloud.NETWORK_ERROR + return LanZouCloud.SUCCESS if result.json()['zt'] == 1 else LanZouCloud.FAILED + + def rename_dir(self, folder_id, folder_name) -> int: + """重命名文件夹""" + # 重命名文件要开会员额 + info = self.get_share_info(folder_id, is_file=False) + if info.code != LanZouCloud.SUCCESS: + return info.code + return self._set_dir_info(folder_id, folder_name, info.desc) + + def set_desc(self, fid, desc, is_file=True) -> int: + """设置文件(夹)描述""" + if is_file: + # 文件描述一旦设置了值,就不能再设置为空 + post_data = {'task': 11, 'file_id': fid, 'desc': desc} + result = self._post(self._doupload_url, post_data) + if not result: + return LanZouCloud.NETWORK_ERROR + elif result.json()['zt'] != 1: + return LanZouCloud.FAILED + return LanZouCloud.SUCCESS + else: + # 文件夹描述可以置空 + info = self.get_share_info(fid, is_file=False) + if info.code != LanZouCloud.SUCCESS: + return info.code + return self._set_dir_info(fid, info.name, desc) + + def rename_file(self, file_id, filename): + """允许会员重命名文件(无法修后缀名)""" + post_data = {'task': 46, 'file_id': file_id, 'file_name': name_format(filename), 'type': 2} + result = self._post(self._doupload_url, post_data) + if not result: + return LanZouCloud.NETWORK_ERROR + return LanZouCloud.SUCCESS if result.json()['zt'] == 1 else LanZouCloud.FAILED + + def get_move_folders(self) -> FolderList: + """获取全部文件夹 id-name 列表,用于移动文件至新的文件夹""" + # 这里 file_id 可以为任意值,不会对结果产生影响 + result = FolderList() + result.append(FolderId(name='LanZouCloud', id=-1)) + resp = self._post(self._doupload_url, data={"task": 19, "file_id": -1}) + if not resp or resp.json()['zt'] != 1: # 获取失败或者网络异常 + return result + info = resp.json()['info'] or [] # 新注册用户无数据, info=None + for folder in info: + folder_id, folder_name = int(folder['folder_id']), folder['folder_name'] + result.append(FolderId(folder_name, folder_id)) + return result + + def get_move_paths(self) -> List[FolderList]: + """获取所有文件夹的绝对路径(耗时长)""" + # 官方 bug, 可能会返回一些已经被删除的"幽灵文件夹" + result = [] + root = FolderList() + root.append(FolderId('LanZouCloud', -1)) + result.append(root) + resp = self._post(self._doupload_url, data={"task": 19, "file_id": -1}) + if not resp or resp.json()['zt'] != 1: # 获取失败或者网络异常 + return result + + ex = ThreadPoolExecutor() # 线程数 min(32, os.cpu_count() + 4) + id_list = [int(folder['folder_id']) for folder in resp.json()['info']] + task_list = [ex.submit(self.get_full_path, fid) for fid in id_list] + for task in as_completed(task_list): + result.append(task.result()) + return sorted(result) + + def move_file(self, file_id, folder_id=-1) -> int: + """移动文件到指定文件夹""" + # 移动回收站文件也返回成功(实际上行不通) (+_+)? + post_data = {'task': 20, 'file_id': file_id, 'folder_id': folder_id} + result = self._post(self._doupload_url, post_data) + logger.debug(f"Move file file_id:{file_id} to folder_id:{folder_id}") + if not result: + return LanZouCloud.NETWORK_ERROR + return LanZouCloud.SUCCESS if result.json()['zt'] == 1 else LanZouCloud.FAILED + + def move_folder(self, folder_id, parent_folder_id=-1) -> int: + """移动文件夹(官方并没有直接支持此功能)""" + if folder_id == parent_folder_id or parent_folder_id < -1: + return LanZouCloud.FAILED # 禁止移动文件夹到自身,禁止移动到 -2 这样的文件夹(文件还在,但是从此不可见) + + folder = self.get_move_folders().find_by_id(folder_id) + if not folder: + logger.debug(f"Not found folder id:{folder_id}") + return LanZouCloud.FAILED + + if self.get_dir_list(folder_id): + logger.debug(f"Found subdirectory in folder={folder}") + return LanZouCloud.FAILED # 递归操作可能会产生大量请求,这里只移动单层文件夹 + + info = self.get_share_info(folder_id, False) + new_folder_id = self.mkdir(parent_folder_id, folder.name, info.desc) # 在目标文件夹下创建同名文件夹 + + if new_folder_id == LanZouCloud.MKDIR_ERROR: + return LanZouCloud.FAILED + elif new_folder_id == folder_id: # 移动文件夹到同一目录 + return LanZouCloud.FAILED + + self.set_passwd(new_folder_id, info.pwd, False) # 保持密码相同 + ex = ThreadPoolExecutor() + task_list = [ex.submit(self.move_file, file.id, new_folder_id) for file in self.get_file_list(folder_id)] + for task in as_completed(task_list): + if task.result() != LanZouCloud.SUCCESS: + return LanZouCloud.FAILED + self.delete(folder_id, False) # 全部移动完成后删除原文件夹 + self.delete_rec(folder_id, False) + return LanZouCloud.SUCCESS + + def _upload_small_file(self, file_path, folder_id=-1, *, callback=None, uploaded_handler=None) -> int: + """绕过格式限制上传不超过 max_size 的文件""" + if not os.path.isfile(file_path): + return LanZouCloud.PATH_ERROR + + need_delete = False # 上传完成是否删除 + if not is_name_valid(os.path.basename(file_path)): # 不允许上传的格式 + if self._limit_mode: # 不允许绕过官方限制 + return LanZouCloud.OFFICIAL_LIMITED + file_path = let_me_upload(file_path) # 添加了报尾的新文件 + need_delete = True + + # 文件已经存在同名文件就删除 + filename = name_format(os.path.basename(file_path)) + file_list = self.get_file_list(folder_id) + if file_list.find_by_name(filename): + self.delete(file_list.find_by_name(filename).id) + logger.debug(f'Upload file_path:{file_path} to folder_id:{folder_id}') + + file = open(file_path, 'rb') + post_data = { + "task": "1", + "folder_id": str(folder_id), + "id": "WU_FILE_0", + "name": filename, + "upload_file": (filename, file, 'application/octet-stream') + } + + post_data = MultipartEncoder(post_data) + tmp_header = self._headers.copy() + tmp_header['Content-Type'] = post_data.content_type + + # MultipartEncoderMonitor 每上传 8129 bytes数据调用一次回调函数,问题根源是 httplib 库 + # issue : https://github.com/requests/toolbelt/issues/75 + # 上传完成后,回调函数会被错误的多调用一次(强迫症受不了)。因此,下面重新封装了回调函数,修改了接受的参数,并阻断了多余的一次调用 + self._upload_finished_flag = False # 上传完成的标志 + + def _call_back(read_monitor): + if callback is not None: + if not self._upload_finished_flag: + callback(filename, read_monitor.len, read_monitor.bytes_read) + if read_monitor.len == read_monitor.bytes_read: + self._upload_finished_flag = True + + monitor = MultipartEncoderMonitor(post_data, _call_back) + result = self._post('https://pc.woozooo.com/fileup.php', data=monitor, headers=tmp_header, timeout=3600) + if not result: # 网络异常 + return LanZouCloud.NETWORK_ERROR + else: + result = result.json() + if result["zt"] != 1: + logger.debug(f'Upload failed: result={result}') + return LanZouCloud.FAILED # 上传失败 + + if uploaded_handler is not None: + file_id = int(result["text"][0]["id"]) + uploaded_handler(file_id, is_file=True) # 对已经上传的文件再进一步处理 + + if need_delete: + file.close() + os.remove(file_path) + return LanZouCloud.SUCCESS + + def _upload_big_file(self, file_path, dir_id, *, callback=None, uploaded_handler=None): + """上传大文件, 且使得回调函数只显示一个文件""" + if self._limit_mode: # 不允许绕过官方限制 + return LanZouCloud.OFFICIAL_LIMITED + + file_size = os.path.getsize(file_path) # 原始文件的字节大小 + file_name = os.path.basename(file_path) + tmp_dir = os.path.dirname(file_path) + os.sep + '__' + '.'.join(file_name.split('.')[:-1]) # 临时文件保存路径 + record_file = tmp_dir + os.sep + file_name + '.record' # 记录文件,大文件没有完全上传前保留,用于支持续传 + uploaded_size = 0 # 记录已上传字节数,用于回调函数 + + if not os.path.exists(tmp_dir): + os.makedirs(tmp_dir) + if not os.path.exists(record_file): # 初始化记录文件 + info = {'name': file_name, 'size': file_size, 'uploaded': 0, 'parts': []} + with open(record_file, 'wb') as f: + pickle.dump(info, f) + else: + with open(record_file, 'rb') as f: + info = pickle.load(f) + uploaded_size = info['uploaded'] # 读取已经上传的大小 + logger.debug(f"Find upload record: {uploaded_size}/{file_size}") + + def _callback(name, t_size, now_size): # 重新封装回调函数,隐藏数据块上传细节 + nonlocal uploaded_size + if callback is not None: + # MultipartEncoder 以后,文件数据流比原文件略大几百字节, now_size 略大于 file_size + now_size = uploaded_size + now_size + now_size = now_size if now_size < file_size else file_size # 99.99% -> 100.00% + callback(file_name, file_size, now_size) + + def _close_pwd(fid, is_file): # 数据块上传后默认关闭提取码 + self.set_passwd(fid) + + while uploaded_size < file_size: + data_size, data_path = big_file_split(file_path, self._max_size, start_byte=uploaded_size) + code = self._upload_small_file(data_path, dir_id, callback=_callback, uploaded_handler=_close_pwd) + if code == LanZouCloud.SUCCESS: + uploaded_size += data_size # 更新已上传的总字节大小 + info['uploaded'] = uploaded_size + info['parts'].append(os.path.basename(data_path)) # 记录已上传的文件名 + with open(record_file, 'wb') as f: + logger.debug(f"Update record file: {uploaded_size}/{file_size}") + pickle.dump(info, f) + else: + logger.debug(f"Upload data file failed: data_path={data_path}") + return LanZouCloud.FAILED + os.remove(data_path) # 删除临时数据块 + min_s, max_s = self._upload_delay # 设置两次上传间的延时,减小封号可能性 + sleep_time = uniform(min_s, max_s) + logger.debug(f"Sleeping, Upload task will resume after {sleep_time:.2f}s...") + sleep(sleep_time) + + # 全部数据块上传完成 + record_name = list(file_name.replace('.', '')) # 记录文件名也打乱 + shuffle(record_name) + record_name = name_format(''.join(record_name)) + '.txt' + record_file_new = tmp_dir + os.sep + record_name + os.rename(record_file, record_file_new) + code = self._upload_small_file(record_file_new, dir_id, uploaded_handler=_close_pwd) # 上传记录文件 + if code != LanZouCloud.SUCCESS: + logger.debug(f"Upload record file failed: {record_file_new}") + return LanZouCloud.FAILED + # 记录文件上传成功,删除临时文件 + shutil.rmtree(tmp_dir) + logger.debug(f"Upload finished, Delete tmp folder:{tmp_dir}") + return LanZouCloud.SUCCESS + + def upload_file(self, file_path, folder_id=-1, *, callback=None, uploaded_handler=None) -> int: + """解除限制上传文件 + :param callback 用于显示上传进度的回调函数 + def callback(file_name, total_size, now_size): + print(f"\r文件名:{file_name}, 进度: {now_size}/{total_size}") + ... + + :param uploaded_handler 用于进一步处理上传完成后的文件, 对大文件而已是处理文件夹(数据块默认关闭密码) + def uploaded_handler(fid, is_file): + if is_file: + self.set_desc(fid, '...', is_file=True) + ... + """ + if not os.path.isfile(file_path): + return LanZouCloud.PATH_ERROR + + # 单个文件不超过 max_size 直接上传 + if os.path.getsize(file_path) <= self._max_size * 1048576: + return self._upload_small_file(file_path, folder_id, callback=callback, uploaded_handler=uploaded_handler) + + # 上传超过 max_size 的文件 + if self._limit_mode: + return LanZouCloud.OFFICIAL_LIMITED + + folder_name = os.path.basename(file_path) # 保存分段文件的文件夹名 + dir_id = self.mkdir(folder_id, folder_name, 'Big File') + if dir_id == LanZouCloud.MKDIR_ERROR: + return LanZouCloud.MKDIR_ERROR # 创建文件夹失败就退出 + + if uploaded_handler is not None: + uploaded_handler(dir_id, is_file=False) + return self._upload_big_file(file_path, dir_id, callback=callback, uploaded_handler=uploaded_handler) + + def upload_dir(self, dir_path, folder_id=-1, *, callback=None, failed_callback=None, uploaded_handler=None): + """批量上传文件夹中的文件(不会递归上传子文件夹) + :param folder_id: 网盘文件夹 id + :param dir_path: 文件夹路径 + :param callback 用于显示进度 + def callback(file_name, total_size, now_size): + print(f"\r文件名:{file_name}, 进度: {now_size}/{total_size}") + ... + :param failed_callback 用于处理上传失败文件的回调函数 + def failed_callback(code, file_name): + print(f"上传失败, 文件名: {file_name}, 错误码: {code}") + ... + :param uploaded_handler 用于进一步处理上传完成后的文件, 对大文件而已是处理文件夹(数据块默认关闭密码) + def uploaded_handler(fid, is_file): + if is_file: + self.set_desc(fid, '...', is_file=True) + ... + """ + if not os.path.isdir(dir_path): + return LanZouCloud.PATH_ERROR + + dir_name = dir_path.split(os.sep)[-1] + dir_id = self.mkdir(folder_id, dir_name, '批量上传') + if dir_id == LanZouCloud.MKDIR_ERROR: + return LanZouCloud.MKDIR_ERROR + + for filename in os.listdir(dir_path): + file_path = dir_path + os.sep + filename + if not os.path.isfile(file_path): + continue # 跳过子文件夹 + code = self.upload_file(file_path, dir_id, callback=callback, uploaded_handler=uploaded_handler) + if code != LanZouCloud.SUCCESS: + if failed_callback is not None: + failed_callback(code, filename) + return LanZouCloud.SUCCESS + + def down_file_by_url(self, share_url, pwd='', save_path='./Download', *, callback=None, overwrite=False, + downloaded_handler=None) -> int: + """通过分享链接下载文件(需提取码) + :param callback 用于显示下载进度 callback(file_name, total_size, now_size) + :param overwrite 文件已存在时是否强制覆盖 + :param downloaded_handler 下载完成后进一步处理文件的回调函数 downloaded_handle(file_path) + """ + if not is_file_url(share_url): + return LanZouCloud.URL_INVALID + if not os.path.exists(save_path): + os.makedirs(save_path) + + info = self.get_durl_by_url(share_url, pwd) + logger.debug(f'File direct url info: {info}') + if info.code != LanZouCloud.SUCCESS: + return info.code + + resp = self._get(info.durl, stream=True) + if not resp: + return LanZouCloud.FAILED + + # 如果本地存在同名文件且设置了 overwrite, 则覆盖原文件 + # 否则修改下载文件路径, 自动在文件名后加序号 + file_path = save_path + os.sep + info.name + if os.path.exists(file_path): + if overwrite: + logger.debug(f"Overwrite file {file_path}, will remove after download finish") + else: # 自动重命名文件 + file_path = auto_rename(file_path) + logger.debug(f"File has already exists, auto rename to {file_path}") + + tmp_file_path = file_path + '.download' # 正在下载中的文件名 + logger.debug(f'Save file to {tmp_file_path}') + + # 对于 txt 文件, 可能出现没有 Content-Length 的情况 + # 此时文件需要下载一次才会出现 Content-Length + # 这时候我们先读取一点数据, 再尝试获取一次, 通常只需读取 1 字节数据 + content_length = resp.headers.get('Content-Length', None) + if not content_length: + data_iter = resp.iter_content(chunk_size=1) + max_retries = 5 # 5 次拿不到就算了 + while not content_length and max_retries > 0: + max_retries -= 1 + logger.warning("Not found Content-Length in response headers") + logger.debug("Read 1 byte from stream...") + try: + next(data_iter) # 读取一个字节 + except StopIteration: + logger.debug("Please wait for a moment before downloading") + return LanZouCloud.FAILED + resp_ = self._get(info.durl, stream=True) # 再请求一次试试 + if not resp_: + return LanZouCloud.FAILED + content_length = resp_.headers.get('Content-Length', None) + logger.debug(f"Content-Length: {content_length}") + + if not content_length: + return LanZouCloud.FAILED # 应该不会出现这种情况 + + # 支持断点续传下载 + now_size = 0 + if os.path.exists(tmp_file_path): + now_size = os.path.getsize(tmp_file_path) # 本地已经下载的文件大小 + headers = {**self._headers, 'Range': 'bytes=%d-' % now_size} + resp = self._get(info.durl, stream=True, headers=headers) + + if resp is None: # 网络异常 + return LanZouCloud.FAILED + if resp.status_code == 416: # 已经下载完成 + return LanZouCloud.SUCCESS + + with open(tmp_file_path, "ab") as f: + file_name = os.path.basename(file_path) + for chunk in resp.iter_content(4096): + if chunk: + f.write(chunk) + f.flush() + now_size += len(chunk) + if callback is not None: + callback(file_name, int(content_length), now_size) + + # 下载完成 + if os.path.exists(file_path): + # 若存在旧文件,且配置为覆盖,则先移除该文件 + if overwrite: + logger.debug(f"Overwrite file {file_path}, will remove after download finish") + os.remove(file_path) # 删除旧文件 + # 改回正常文件名 + os.rename(tmp_file_path, file_path) + + # 文件下载完成后, 检查文件尾部 512 字节数据 + # 绕过官方限制上传时, API 会隐藏文件真实信息到文件尾部 + # 这里尝试提取隐藏信息, 并截断文件尾部数据 + if os.path.getsize(file_path) > 512: # 文件大于 512 bytes 就检查一下 + file_info = None + with open(file_path, 'rb') as f: + f.seek(-512, os.SEEK_END) + last_512_bytes = f.read() + file_info = un_serialize(last_512_bytes, self._limit_mode) + + # 大文件的记录文件也可以反序列化出 name,但是没有 padding 字段 + if file_info is not None and 'padding' in file_info: + real_name = file_info['name'] # 解除伪装的真实文件名 + logger.debug(f"Find meta info: real_name={real_name}") + real_path = save_path + os.sep + real_name + # 如果存在同名文件且设置了 overwrite, 删掉原文件 + if overwrite and os.path.exists(real_path): + os.remove(real_path) + # 自动重命名, 文件存在就会加个序号 + new_file_path = auto_rename(real_path) + os.rename(file_path, new_file_path) + # 截断最后 512 字节隐藏信息, 还原文件 + with open(new_file_path, 'rb+') as f: + f.seek(-512, os.SEEK_END) + f.truncate() + file_path = new_file_path # 保存文件重命名后真实路径 + + # 如果设置了下载完成的回调函数, 调用之 + if downloaded_handler is not None: + downloaded_handler(os.path.abspath(file_path)) + return LanZouCloud.SUCCESS + + def down_file_by_id(self, fid, save_path='./Download', *, callback=None, overwrite=False, + downloaded_handler=None) -> int: + """登录用户通过id下载文件(无需提取码)""" + info = self.get_share_info(fid, is_file=True) + if info.code != LanZouCloud.SUCCESS: + return info.code + return self.down_file_by_url(info.url, info.pwd, save_path, callback=callback, overwrite=overwrite, + downloaded_handler=downloaded_handler) + + def get_folder_info_by_url(self, share_url, dir_pwd='', get_this_page=0) -> FolderDetail: + """获取文件夹里所有文件的信息""" + if is_file_url(share_url): + return FolderDetail(LanZouCloud.URL_INVALID) + try: + html = self._get(share_url, headers=self._headers).text + except requests.RequestException: + return FolderDetail(LanZouCloud.NETWORK_ERROR) + if '文件不存在' in html or '文件取消' in html: + return FolderDetail(LanZouCloud.FILE_CANCELLED) + # 要求输入密码, 用户描述中可能带有"输入密码",所以不用这个字符串判断 + if ('id="pwdload"' in html or 'id="passwddiv"' in html) and len(dir_pwd) == 0: + return FolderDetail(LanZouCloud.LACK_PASSWORD) + + if "acw_sc__v2" in html: + # 在页面被过多访问或其他情况下,有时候会先返回一个加密的页面,其执行计算出一个acw_sc__v2后放入页面后再重新访问页面才能获得正常页面 + # 若该页面进行了js加密,则进行解密,计算acw_sc__v2,并加入cookie + acw_sc__v2 = calc_acw_sc__v2(html) + self._session.cookies.set("acw_sc__v2", acw_sc__v2) + logger.debug(f"Set Cookie: acw_sc__v2={acw_sc__v2}") + html = self._get(share_url).text # 文件分享页面(第一页) + + try: + # 获取文件需要的参数 + html = remove_notes(html) + lx = re.findall(r"'lx':'?(\d)'?,", html)[0] + t = re.findall(r"var [0-9a-z]{6} = '(\d{10})';", html)[0] + k = re.findall(r"var [0-9a-z]{6} = '([0-9a-z]{15,})';", html)[0] + # 文件夹的信息 + folder_id = re.findall(r"'fid':'?(\d+)'?,", html)[0] + folder_name = re.findall(r"var.+?='(.+?)';\n.+document.title", html) or \ + re.findall(r'
(.+?)
', html) + folder_name = folder_name[0] + + folder_time = re.findall(r'class="rets">([\d\-]+?)(.+?)', html) or \ + re.findall(r'
(.+?)', html) + folder_desc = folder_desc[0] if folder_desc else "" + except IndexError: + return FolderDetail(LanZouCloud.FAILED) + + # 提取子文件夹信息(vip用户分享的文件夹可以递归包含子文件夹) + sub_folders = FolderList() + # 文件夹描述放在 filesize 一栏, 迷惑行为 + all_sub_folders = re.findall( + r'mbxfolder">(.+?)
(.*?)
', html) + for url, name, desc in all_sub_folders: + url = self._host_url + url + time_str = datetime.today().strftime('%Y-%m-%d') # 网页没有时间信息, 设置为今天 + sub_folders.append(FolderInfo(name=name, desc=desc, url=url, time=time_str, pwd=dir_pwd)) + + # 提取改文件夹下全部文件 + page = 1 + if get_this_page > 0: + # 若外部设定仅获取某页,则初始参数为该页 + page = get_this_page + files = FileList() + while True: + if page >= 2 and get_this_page == 0: # 连续的请求需要稍等一下 + sleep(0.6) + try: + logger.debug(f"Parse page {page}...") + post_data = {'lx': lx, 'pg': page, 'k': k, 't': t, 'fid': folder_id, 'pwd': dir_pwd} + resp = self._post(self._host_url + '/filemoreajax.php', data=post_data, headers=self._headers).json() + except (requests.RequestException, AttributeError): + return FolderDetail(LanZouCloud.NETWORK_ERROR) + if resp['zt'] == 1: # 成功获取一页文件信息 + for f in resp["text"]: + files.append(FileInFolder( + name=f["name_all"], # 文件名 + time=time_format(f["time"]), # 上传时间 + size=f["size"], # 文件大小 + type=f["name_all"].split('.')[-1], # 文件格式 + url=self._host_url + "/" + f["id"] # 文件分享链接 + )) + page += 1 # 下一页 + + if get_this_page > 0: + # 若外部设定仅获取某页,则请求完该页就结束 + break + + continue + elif resp['zt'] == 2: # 已经拿到全部的文件信息 + break + elif resp['zt'] == 3: # 提取码错误 + return FolderDetail(LanZouCloud.PASSWORD_ERROR) + elif resp["zt"] == 4: + continue + else: + return FolderDetail(LanZouCloud.FAILED) # 其它未知错误 + + # 通过文件的时间信息补全文件夹的年份(如果有文件的话) + if files: # 最后一个文件上传时间最早,文件夹的创建年份与其相同 + folder_time = files[-1].time.split('-')[0] + '-' + folder_time + else: # 可恶,没有文件,日期就设置为今年吧 + folder_time = datetime.today().strftime('%Y-%m-%d') + + this_folder = FolderInfo(folder_name, folder_id, dir_pwd, folder_time, folder_desc, share_url) + return FolderDetail(LanZouCloud.SUCCESS, this_folder, files, sub_folders) + + def get_folder_info_by_id(self, folder_id): + """通过 id 获取文件夹及内部文件信息""" + info = self.get_share_info(folder_id, is_file=False) + if info.code != LanZouCloud.SUCCESS: + return FolderDetail(info.code) + return self.get_folder_info_by_url(info.url, info.pwd) + + def _check_big_file(self, file_list): + """检查文件列表,判断是否为大文件分段数据""" + txt_files = file_list.filter(lambda f: f.name.endswith('.txt') and 'M' not in f.size) + if txt_files and len(txt_files) == 1: # 文件夹里有且仅有一个 txt, 很有可能是保存大文件的文件夹 + try: + info = self.get_durl_by_url(txt_files[0].url) + except AttributeError: + info = self.get_durl_by_id(txt_files[0].id) + if info.code != LanZouCloud.SUCCESS: + logger.debug(f"Big file checking: Failed") + return None + resp = self._get(info.durl) + # 这里无需知道 txt 文件的 Content-Length, 全部读取即可 + info = un_serialize(resp.content, self._limit_mode) if resp else None + if info is not None: # 确认是大文件 + name, size, *_, parts = info.values() # 真实文件名, 文件字节大小, (其它数据),分段数据文件名(有序) + file_list = [file_list.find_by_name(p) for p in parts] + if all(file_list): # 分段数据完整 + logger.debug(f"Big file checking: PASS , name={name}, size={size}") + return name, size, file_list + logger.debug(f"Big file checking: Failed, Missing some data") + logger.debug(f"Big file checking: Failed") + return None + + def _down_big_file(self, name, total_size, file_list, save_path, *, callback=None, overwrite=False, + downloaded_handler=None): + """下载分段数据到一个文件,回调函数只显示一个文件 + 支持大文件下载续传,下载完成后重复下载不会执行覆盖操作,直接返回状态码 SUCCESS + """ + if not os.path.exists(save_path): + os.makedirs(save_path) + + big_file = save_path + os.sep + name + record_file = big_file + '.record' + + if os.path.exists(big_file) and not os.path.exists(record_file): + if overwrite: + os.remove(big_file) # 删除原文件 + else: + big_file = auto_rename(big_file) + record_file = big_file + '.record' + + if not os.path.exists(record_file): # 初始化记录文件 + info = {'last_ending': 0, 'finished': []} # 记录上一个数据块结尾地址和已经下载的数据块 + with open(record_file, 'wb') as rf: + pickle.dump(info, rf) + else: # 读取记录文件,下载续传 + with open(record_file, 'rb') as rf: + info = pickle.load(rf) + file_list = [f for f in file_list if f.name not in info['finished']] # 排除已下载的数据块 + logger.debug(f"Find download record file: {info}") + + file_name = os.path.basename(big_file) + with open(big_file, 'ab') as bf: + for file in file_list: + try: + durl_info = self.get_durl_by_url(file.url) # 分段文件无密码 + except AttributeError: + durl_info = self.get_durl_by_id(file.id) + if durl_info.code != LanZouCloud.SUCCESS: + logger.debug(f"Can't get direct url: {file}") + return durl_info.code + # 准备向大文件写入数据 + file_size_now = os.path.getsize(big_file) + down_start_byte = file_size_now - info['last_ending'] # 当前数据块上次下载中断的位置 + headers = {**self._headers, 'Range': 'bytes=%d-' % down_start_byte} + logger.debug(f"Download {file.name}, Range: {down_start_byte}-") + resp = self._get(durl_info.durl, stream=True, headers=headers) + + if resp is None: # 网络错误, 没有响应数据 + return LanZouCloud.FAILED + if resp.status_code == 416: # 下载完成后重复下载导致 Range 越界, 服务器返回 416 + logger.debug(f"File {file_name} has already downloaded.") + os.remove(record_file) # 删除记录文件 + return LanZouCloud.SUCCESS + + try: + for chunk in resp.iter_content(4096): + if chunk: + file_size_now += len(chunk) + bf.write(chunk) + bf.flush() # 确保缓冲区立即写入文件,否则下一次写入时获取的文件大小会有偏差 + if callback: + callback(file_name, total_size, file_size_now) + # 一块数据写入完成,更新记录文件 + info['finished'].append(file.name) + finally: + info['last_ending'] = file_size_now + with open(record_file, 'wb') as rf: + pickle.dump(info, rf) + logger.debug(f"Update download record info: {info}") + # 全部数据块下载完成, 记录文件可以删除 + logger.debug(f"Delete download record file: {record_file}") + os.remove(record_file) + + if downloaded_handler is not None: + downloaded_handler(os.path.abspath(big_file)) + return LanZouCloud.SUCCESS + + def down_dir_by_url(self, share_url, dir_pwd='', save_path='./Download', *, callback=None, mkdir=True, + overwrite=False, recursive=False, + failed_callback=None, downloaded_handler=None) -> int: + """通过分享链接下载文件夹 + :param overwrite: 下载时是否覆盖原文件, 对大文件也生效 + :param save_path 文件夹保存路径 + :param mkdir 是否在 save_path 下创建与远程文件夹同名的文件夹 + :param callback 用于显示单个文件下载进度的回调函数 + :param recursive 是否递归下载子文件夹(vip用户) + :param failed_callback 用于处理下载失败文件的回调函数, + def failed_callback(code, file): + print(f"文件名: {file.name}, 时间: {file.time}, 大小: {file.size}, 类型: {file.type}") # 共有属性 + if hasattr(file, 'url'): # 使用 URL 下载时 + print(f"文件下载失败, 链接: {file.url}, 错误码: {code}") + else: # 登录后使用 ID 下载时 + print(f"文件下载失败, ID: {file.id}, 错误码: {code}") + :param downloaded_handler: 单个文件下载完成后进一步处理的回调函数 downloaded_handle(file_path) + """ + folder_detail = self.get_folder_info_by_url(share_url, dir_pwd) + if folder_detail.code != LanZouCloud.SUCCESS: # 获取文件信息失败 + return folder_detail.code + + # 检查是否大文件分段数据 + info = self._check_big_file(folder_detail.files) + if info is not None: + return self._down_big_file(*info, save_path, callback=callback, overwrite=overwrite, + downloaded_handler=downloaded_handler) + + if mkdir: # 自动创建子文件夹 + save_path = save_path + os.sep + folder_detail.folder.name + if not os.path.exists(save_path): + save_path = save_path.replace('*', '_') # 替换特殊字符以符合路径规则 + os.makedirs(save_path) + + # 不是大文件分段数据,直接下载 + for file in folder_detail.files: + code = self.down_file_by_url(file.url, dir_pwd, save_path, callback=callback, overwrite=overwrite, + downloaded_handler=downloaded_handler) + logger.debug(f'Download file result: Code:{code}, File: {file}') + if code != LanZouCloud.SUCCESS: + if failed_callback is not None: + failed_callback(code, file) + + # 如果有子文件夹则递归下载子文件夹 + if recursive and folder_detail.sub_folders: + for sub_folder in folder_detail.sub_folders: + self.down_dir_by_url(sub_folder.url, dir_pwd, save_path, callback=callback, + overwrite=overwrite, + recursive=True, failed_callback=failed_callback, + downloaded_handler=downloaded_handler) + + return LanZouCloud.SUCCESS + + def down_dir_by_id(self, folder_id, save_path='./Download', *, callback=None, mkdir=True, overwrite=False, + failed_callback=None, downloaded_handler=None, recursive=False) -> int: + """登录用户通过id下载文件夹""" + file_list = self.get_file_list(folder_id) + if len(file_list) == 0: + return LanZouCloud.FAILED + + # 检查是否大文件分段数据 + info = self._check_big_file(file_list) + if info is not None: + return self._down_big_file(*info, save_path, callback=callback, overwrite=overwrite, + downloaded_handler=downloaded_handler) + + if mkdir: # 自动创建子目录 + share_info = self.get_share_info(folder_id, False) + if share_info.code != LanZouCloud.SUCCESS: + return share_info.code + save_path = save_path + os.sep + share_info.name + if not os.path.exists(save_path): + logger.debug(f"Mkdir {save_path}") + os.makedirs(save_path) + + for file in file_list: + code = self.down_file_by_id(file.id, save_path, callback=callback, overwrite=overwrite, + downloaded_handler=downloaded_handler) + logger.debug(f'Download file result: Code:{code}, File: {file}') + if code != LanZouCloud.SUCCESS: + if failed_callback is not None: + failed_callback(code, file) + + if recursive: + sub_folders = self.get_dir_list(folder_id) + if len(sub_folders) != 0: + for sub_folder in sub_folders: + self.down_dir_by_id(sub_folder.id, save_path, callback=callback, overwrite=overwrite, + failed_callback=failed_callback, downloaded_handler=downloaded_handler, + recursive=True) + + return LanZouCloud.SUCCESS diff --git a/lanzou/api/models.py b/lanzou/api/models.py new file mode 100644 index 00000000..c9e61cb6 --- /dev/null +++ b/lanzou/api/models.py @@ -0,0 +1,100 @@ +""" +容器类,用于储存文件、文件夹,支持 list 的操作,同时支持许多方法方便操作元素 +元素类型为 namedtuple,至少拥有 name id 两个属性才能放入容器 +""" + +__all__ = ['FileList', 'FolderList'] + + +class ItemList: + """具有 name, id 属性对象的列表""" + + def __init__(self): + self._items = [] + + def __len__(self): + return len(self._items) + + def __getitem__(self, index): + return self._items[index] + + def __iter__(self): + return iter(self._items) + + def __repr__(self): + return f"" + + def __lt__(self, other): + """用于路径 List 之间排序""" + return '/'.join(i.name for i in self) < '/'.join(i.name for i in other) + + @property + def name_id(self): + """所有 item 的 name-id 列表,兼容旧版""" + return {it.name: it.id for it in self} + + @property + def all_name(self): + """所有 item 的 name 列表""" + return [it.name for it in self] + + def append(self, item): + """在末尾插入元素""" + self._items.append(item) + + def index(self, item): + """获取索引""" + return self._items.index(item) + + def insert(self, pos, item): + """指定位置插入元素""" + self._items.insert(pos, item) + + def clear(self): + """清空元素""" + self._items.clear() + + def filter(self, condition) -> list: + """筛选出满足条件的 item + condition(item) -> True + """ + return [it for it in self if condition(it)] + + def find_by_name(self, name: str): + """使用文件名搜索(仅返回首个匹配项)""" + for item in self: + if name == item.name: + return item + return None + + def find_by_id(self, fid: int): + """使用 id 搜索(精确)""" + for item in self: + if fid == item.id: + return item + return None + + def pop_by_id(self, fid): + for item in self: + if item.id == fid: + self._items.remove(item) + return item + return None + + def update_by_id(self, fid, **kwargs): + """通过 id 搜索元素并更新""" + item = self.find_by_id(fid) + pos = self.index(item) + data = item._asdict() + data.update(kwargs) + self._items[pos] = item.__class__(**data) + + +class FileList(ItemList): + """文件列表类""" + pass + + +class FolderList(ItemList): + """文件夹列表类""" + pass diff --git a/lanzou/api/types.py b/lanzou/api/types.py new file mode 100644 index 00000000..2f4156fb --- /dev/null +++ b/lanzou/api/types.py @@ -0,0 +1,18 @@ +""" +API 处理后返回的数据类型 +""" + +from collections import namedtuple + +File = namedtuple('File', ['name', 'id', 'time', 'size', 'type', 'downs', 'has_pwd', 'has_des']) +Folder = namedtuple('Folder', ['name', 'id', 'has_pwd', 'desc']) +FolderId = namedtuple('FolderId', ['name', 'id']) +RecFile = namedtuple('RecFile', ['name', 'id', 'type', 'size', 'time']) +RecFolder = namedtuple('RecFolder', ['name', 'id', 'size', 'time', 'files']) +FileDetail = namedtuple('FileDetail', ['code', 'name', 'size', 'type', 'time', 'desc', 'pwd', 'url', 'durl'], + defaults=(0, *[''] * 8)) +ShareInfo = namedtuple('ShareInfo', ['code', 'name', 'url', 'pwd', 'desc'], defaults=(0, *[''] * 4)) +DirectUrlInfo = namedtuple('DirectUrlInfo', ['code', 'name', 'durl']) +FolderInfo = namedtuple('Folder', ['name', 'id', 'pwd', 'time', 'desc', 'url'], defaults=('',) * 6) +FileInFolder = namedtuple('FileInFolder', ['name', 'time', 'size', 'type', 'url'], defaults=('',) * 5) +FolderDetail = namedtuple('FolderDetail', ['code', 'folder', 'files', 'sub_folders'], defaults=(0, None, None, None)) diff --git a/lanzou/api/utils.py b/lanzou/api/utils.py new file mode 100644 index 00000000..7d1ce4b1 --- /dev/null +++ b/lanzou/api/utils.py @@ -0,0 +1,258 @@ +""" +API 处理网页数据、数据切片时使用的工具 +""" + +import logging +import os +import pickle +import re +from datetime import datetime, timedelta +from random import choice, choices, sample, shuffle, uniform + +import requests + +__all__ = ['logger', 'remove_notes', 'name_format', 'time_format', 'is_name_valid', 'is_file_url', + 'is_folder_url', 'big_file_split', 'un_serialize', 'let_me_upload', 'auto_rename', 'calc_acw_sc__v2'] + +# 调试日志设置 +logger = logging.getLogger('lanzou') +logger.setLevel(logging.ERROR) +formatter = logging.Formatter( + fmt="%(asctime)s [line:%(lineno)d] %(funcName)s %(levelname)s - %(message)s", + datefmt="%Y-%m-%d %H:%M:%S") +console = logging.StreamHandler() +console.setFormatter(formatter) +logger.addHandler(console) + +headers = { + 'User-Agent': 'Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/75.0.3770.100 Safari/537.36', + # 'Referer': 'https://pan.lanzous.com', # 可以没有 + 'Accept-Language': 'zh-CN,zh;q=0.9', +} + + +def remove_notes(html: str) -> str: + """删除网页的注释""" + # 去掉 html 里面的 // 和 注释,防止干扰正则匹配提取数据 + # 蓝奏云的前端程序员喜欢改完代码就把原来的代码注释掉,就直接推到生产环境了 =_= + html = re.sub(r'|\s+//\s*.+', '', html) # html 注释 + html = re.sub(r'(.+?[,;])\s*//.+', r'\1', html) # js 注释 + return html + + +def name_format(name: str) -> str: + """去除非法字符""" + name = name.replace(u'\xa0', ' ').replace(u'\u3000', ' ').replace(' ', ' ') # 去除其它字符集的空白符,去除重复空白字符 + return re.sub(r'[$%^!*<>)(+=`\'\"/:;,?]', '', name) + + +def time_format(time_str: str) -> str: + """输出格式化时间 %Y-%m-%d %H:%M:%S""" + now = datetime.now() + if '秒前' in time_str: + seconds = time_str.replace(' 秒前', '') + delta = timedelta(seconds=int(seconds)) + elif '分钟前' in time_str: + minutes = time_str.replace(' 分钟前', '') + delta = timedelta(minutes=int(minutes)) + elif '小时前' in time_str: + hours = time_str.replace(' 小时前', '') + delta = timedelta(hours=int(hours)) + elif '昨天' in time_str: + delta = timedelta(days=1) + elif '前天' in time_str: + delta = timedelta(days=2) + elif '天前' in time_str: + days = time_str.replace(' 天前', '') + delta = timedelta(days=int(days)) + else: + return time_str + + return (now - delta).strftime("%Y-%m-%d %H:%M:%S") + + +def is_name_valid(filename: str) -> bool: + """检查文件名是否允许上传""" + + valid_suffix_list = ( + 'ppt', 'xapk', 'ke', 'azw', 'cpk', 'gho', 'dwg', 'db', 'docx', 'deb', 'e', 'ttf', 'xls', 'bat', + 'crx', 'rpm', 'txf', 'pdf', 'apk', 'ipa', 'txt', 'mobi', 'osk', 'dmg', 'rp', 'osz', 'jar', + 'ttc', 'z', 'w3x', 'xlsx', 'cetrainer', 'ct', 'rar', 'mp3', 'pptx', 'mobileconfig', 'epub', + 'imazingapp', 'doc', 'iso', 'img', 'appimage', '7z', 'rplib', 'lolgezi', 'exe', 'azw3', 'zip', + 'conf', 'tar', 'dll', 'flac', 'xpa', 'lua', 'cad', 'hwt', 'accdb', 'ce', + 'xmind', 'enc', 'bds', 'bdi', 'ssf', 'it', 'gz' + ) + + return filename.split('.')[-1].lower() in valid_suffix_list + + +def is_file_url(share_url: str) -> bool: + """判断是否为文件的分享链接""" + base_pat = r'https?://[a-zA-Z0-9-]*?\.?lanzou\w.com/.+' # 子域名可个性化设置或者不存在 + user_pat = r'https?://[a-zA-Z0-9-]*?\.?lanzou\w.com/i[a-zA-Z0-9]{5,}/?' # 普通用户 URL 规则 + if not re.fullmatch(base_pat, share_url): + return False + elif re.fullmatch(user_pat, share_url): + return True + else: # VIP 用户的 URL 很随意 + try: + html = requests.get(share_url, headers=headers, timeout=15).text + html = remove_notes(html) + return True if re.search(r'class="fileinfo"|id="file"|文件描述', html) else False + except (requests.RequestException, Exception): + return False + + +def is_folder_url(share_url: str) -> bool: + """判断是否为文件夹的分享链接""" + base_pat = r'https?://[a-zA-Z0-9-]*?\.?lanzou\w.com/.+' + user_pat = r'https?://[a-zA-Z0-9-]*?\.?lanzou\w.com/(/s/)?b[a-zA-Z0-9]{7,}/?' + if not re.fullmatch(base_pat, share_url): + return False + elif re.fullmatch(user_pat, share_url): + return True + else: # VIP 用户的 URL 很随意 + try: + html = requests.get(share_url, headers=headers, timeout=15).text + html = remove_notes(html) + return True if re.search(r'id="infos"', html) else False + except (requests.RequestException, Exception): + return False + + +def un_serialize(data: bytes, _limit_mode: bool): + """反序列化文件信息数据""" + try: + if _limit_mode: + # 不尝试从文件末尾解析额外编码进去的信息 + return None + + ret = pickle.loads(data) + if not isinstance(ret, dict): + return None + return ret + except Exception: # 这里可能会丢奇怪的异常 + return None + + +def big_file_split(file_path: str, max_size: int = 100, start_byte: int = 0): + """将大文件拆分为大小、格式随机的数据块, 可指定文件起始字节位置(用于续传) + :return 数据块文件的大小和绝对路径 + """ + file_name = os.path.basename(file_path) + file_size = os.path.getsize(file_path) + tmp_dir = os.path.dirname(file_path) + os.sep + '__' + '.'.join(file_name.split('.')[:-1]) + + if not os.path.exists(tmp_dir): + os.makedirs(tmp_dir) + + def get_random_size() -> int: + """按权重生成一个不超过 max_size 的文件大小""" + reduce_size = choices([uniform(0, 20), uniform(20, 30), uniform(30, 60), uniform(60, 80)], weights=[2, 5, 2, 1]) + return round((max_size - reduce_size[0]) * 1048576) + + def get_random_name() -> str: + """生成一个随机文件名""" + # 这些格式的文件一般都比较大且不容易触发下载检测 + suffix_list = ('zip', 'rar', 'apk', 'ipa', 'exe', 'pdf', '7z', 'tar', 'deb', 'dmg', 'rpm', 'flac') + name = list(file_name.replace('.', '').replace(' ', '')) + name = name + sample('abcdefghijklmnopqrstuvwxyz', 3) + sample('1234567890', 2) + shuffle(name) # 打乱顺序 + name = ''.join(name) + '.' + choice(suffix_list) + return name_format(name) # 确保随机名合法 + + with open(file_path, 'rb') as big_file: + big_file.seek(start_byte) + left_size = file_size - start_byte # 大文件剩余大小 + random_size = get_random_size() + tmp_file_size = random_size if left_size > random_size else left_size + tmp_file_path = tmp_dir + os.sep + get_random_name() + + chunk_size = 524288 # 512KB + left_read_size = tmp_file_size + with open(tmp_file_path, 'wb') as small_file: + while left_read_size > 0: + if left_read_size < chunk_size: # 不足读取一次 + small_file.write(big_file.read(left_read_size)) + break + # 一次读取一块,防止一次性读取占用内存 + small_file.write(big_file.read(chunk_size)) + left_read_size -= chunk_size + + return tmp_file_size, tmp_file_path + + +def let_me_upload(file_path): + """允许文件上传""" + file_size = os.path.getsize(file_path) / 1024 / 1024 # MB + file_name = os.path.basename(file_path) + + big_file_suffix = ['zip', 'rar', 'apk', 'ipa', 'exe', 'pdf', '7z', 'tar', 'deb', 'dmg', 'rpm', 'flac'] + small_file_suffix = big_file_suffix + ['doc', 'epub', 'mobi', 'mp3', 'ppt', 'pptx'] + big_file_suffix = choice(big_file_suffix) + small_file_suffix = choice(small_file_suffix) + suffix = small_file_suffix if file_size < 30 else big_file_suffix + new_file_path = '.'.join(file_path.split('.')[:-1]) + '.' + suffix + + with open(new_file_path, 'wb') as out_f: + # 写入原始文件数据 + with open(file_path, 'rb') as in_f: + chunk = in_f.read(4096) + while chunk: + out_f.write(chunk) + chunk = in_f.read(4096) + # 构建文件 "报尾" 保存真实文件名,大小 512 字节 + # 追加数据到文件尾部,并不会影响文件的使用,无需修改即可分享给其他人使用,自己下载时则会去除,确保数据无误 + padding = 512 - len(file_name.encode('utf-8')) - 42 # 序列化后空字典占 42 字节 + data = {'name': file_name, 'padding': b'\x00' * padding} + data = pickle.dumps(data) + out_f.write(data) + return new_file_path + + +def auto_rename(file_path) -> str: + """如果文件存在,则给文件名添加序号""" + if not os.path.exists(file_path): + return file_path + fpath, fname = os.path.split(file_path) + fname_no_ext, ext = os.path.splitext(fname) + flist = [f for f in os.listdir(fpath) if re.fullmatch(rf"{fname_no_ext}\(?\d*\)?{ext}", f)] + count = 1 + while f"{fname_no_ext}({count}){ext}" in flist: + count += 1 + return fpath + os.sep + fname_no_ext + '(' + str(count) + ')' + ext + + +def calc_acw_sc__v2(html_text: str) -> str: + arg1 = re.search(r"arg1='([0-9A-Z]+)'", html_text) + arg1 = arg1.group(1) if arg1 else "" + acw_sc__v2 = hex_xor(unsbox(arg1), "3000176000856006061501533003690027800375") + return acw_sc__v2 + + +# 参考自 https://zhuanlan.zhihu.com/p/228507547 +def unsbox(str_arg): + v1 = [15, 35, 29, 24, 33, 16, 1, 38, 10, 9, 19, 31, 40, 27, 22, 23, 25, 13, 6, 11, 39, 18, 20, 8, 14, 21, 32, 26, 2, + 30, 7, 4, 17, 5, 3, 28, 34, 37, 12, 36] + v2 = ["" for _ in v1] + for idx in range(0, len(str_arg)): + v3 = str_arg[idx] + for idx2 in range(len(v1)): + if v1[idx2] == idx + 1: + v2[idx2] = v3 + + res = ''.join(v2) + return res + + +def hex_xor(str_arg, args): + res = '' + for idx in range(0, min(len(str_arg), len(args)), 2): + v1 = int(str_arg[idx:idx + 2], 16) + v2 = int(args[idx:idx + 2], 16) + v3 = format(v1 ^ v2, 'x') + if len(v3) == 1: + v3 = '0' + v3 + res += v3 + + return res diff --git a/main.py b/main.py new file mode 100644 index 00000000..5408bb78 --- /dev/null +++ b/main.py @@ -0,0 +1,881 @@ +import PyQt5.QtCore as qtc +import multiprocessing +from PyQt5.QtCore import QUrl, QThread +from PyQt5.QtWidgets import QApplication +from PyQt5 import QtCore +import importlib +from PublicReference.common import * +from PublicReference.utils.usage_counter import increase_counter +from PublicReference.view.MainWindow import * +from PublicReference.utils.calc_core import calc_core +from PublicReference.utils.producer_consumer import producer_data, consumer, thread_num +import traceback +from PublicReference.utils import zipfile, uniqueCode, img +from PublicReference.utils import img +from PublicReference.utils.LZextends import * +from PublicReference.view import NotificationButton +import sys +import time +import subprocess +import base64 +import requests +import random +import datetime + +# 配置PyQt5环境变量 +import PyQt5 + +dirname = os.path.dirname(PyQt5.__file__) +plugin_path = os.path.join(dirname, 'Qt5', 'plugins') +os.environ['QT_QPA_PLATFORM_PLUGIN_PATH'] = plugin_path + +主进程PID = '' +偏移量 = 25 +目录 = '' + +if __name__ == '__main__': + multiprocessing.freeze_support() + + +class Worker(QThread): + sinOut = pyqtSignal(int) + + def __init__(self, parent=None, fileURL=''): + super(Worker, self).__init__(parent) + self.working = True + self.fileURL = fileURL + + def __del__(self): + # 线程状态改变与线程终止 + self.working = False + self.wait() + + def run(self): + path = os.getcwd() + "/__ZFJtemp" + try: + # os.rename(sys.argv[0],sys.argv[0]+'.del') + lzy = LZextends().lzy + lzy.down_file_by_url(self.fileURL, + '', + path, + callback=self.show_progress, + downloaded_handler=self.after_downloaded) + except Exception as error: + self.sinOut.emit(100) + + def show_progress(self, file_name, total_size, now_size): + self.sinOut.emit(int(now_size / total_size * 100)) + + def after_downloaded(self, file_path): + try: + if ("main.py" not in sys.argv[0]) and ("exe" in sys.argv[0]): + os.rename(sys.argv[0], sys.argv[0] + '.del') + # sys.argv[0] = sys.argv[0] + '.del' + except Exception as error: + logger.error("error={} \n detail {}".format( + error, traceback.print_exc())) + pass + path = os.getcwd() + zip_file = zipfile.ZipFile(file_path) + zip_list = zip_file.namelist() # 得到压缩包里所有文件 + for f in zip_list: + # if not f.endswith('desktop.ini'): + zip_file.extract(f, path) + # extracted_path.rename(newName) + # 循环解压文件到指定目录 + zip_file.close() + # print(path+'\download') + try: + os.system('RMDIR /Q /S "{}"'.format( + os.path.join(os.getcwd(), '__ZFJtemp'))) + except Exception as error: + logger.error("error={} \n detail {}".format( + error, traceback.print_exc())) + pass + self.working = False + + +class 选择窗口(QWidget): + 计算器版本 = '' + 云端版本 = '' + # 自动检查版本 = False + 网盘链接 = '' + 网盘报错 = 0 + 通知时间 = '' + + _signal = QtCore.pyqtSignal(int) + + def __init__(self): + super().__init__() + # self.thread_init() + self.ui() + self.char_window = None + + def thread_init(self): + try: + # 工作队列 + work_queue = multiprocessing.JoinableQueue() + work_queue.cancel_join_thread( + ) # or else thread that puts data will not term + producer_data.work_queue = work_queue + # 工作进程 + workers = [] + for i in range(thread_num): + p = multiprocessing.Process(target=consumer, + args=(work_queue, calc_core), + daemon=True, + name="worker#{}".format(i + 1)) + p.start() + workers.append(p) + + # logger.info("已启动{}个工作进程".format(thread_num)) + + self.worker = workers + pass + except Exception as error: + return error + + def 网盘检查(self): + return + if 目录.endswith('py'): + return + try: + lzy = LZextends().lzy + fileURL = '' + folder_info = lzy.get_folder_info_by_url( + 'https://wwx.lanzoux.com/b01bfj76f') + if folder_info.code != LanZouCloud.SUCCESS: + self.网盘链接 = '' + self.网盘报错 = 1 + return + # resp = urllib.request.urlopen('http://dnf.17173.com/jsq/instructions.html?j') + for file in folder_info.files: + if file.name.startswith("DNF计算器"): + self.云端版本 = file.name.replace(".zip", " 17173DNF.exe") + fileURL = file.url + if file.name.replace("DNF计算器", + "").replace(".zip", "").replace( + "-", ".") == self.计算器版本[5:]: + self.网盘链接 = '' + return + self.网盘链接 = fileURL + except Exception as error: + self.网盘链接 = '' + self.网盘报错 = 1 + return + + def ui(self): + 角色列表 = [] + self.setStyleSheet('''QToolTip { + background-color: black; + color: white; + border: 0px + }''') + self.setMinimumSize(805, 625) + self.setMaximumSize(805, 1520) + if not os.path.exists('./ResourceFiles'): + QMessageBox.information(self, "解压错误", + "未找到资源文件,请将压缩包中ResourceFiles解压到同目录后打开计算器") + return + with open("ResourceFiles/Config/adventure_info.json", + encoding='utf-8') as fp: + 角色列表 = json.load(fp) + fp.close() + self.计算器版本 = currentVersion + # self.自动检查版本 = versionInfo['AutoCheckUpdate'] + fp.close() + self.setWindowTitle(trans('DNF搭配计算器&17173DNF专区')) + self.icon = QIcon('ResourceFiles/img/logo.ico') + self.setWindowIcon(self.icon) + + bgcolor = QLabel(self) + bgcolor.resize(805, 1520) + # bgcolor.setStyleSheet("QLabel{background-color:rgba(0,0,0,1)}") + bgcolor.setStyleSheet("QLabel{background:url('" + + trans('ResourceFiles/img/分类') + "/bg.png')}") + self.char_img = [] + self.family_img = [] + is_gif = os.path.exists('动态头像') + for i in range(1, 76): + if is_gif: + self.char_img.append(QMovie("动态头像/" + str(i) + ".gif")) + else: + if i == 30 and not 多语言开关 == 0: + self.char_img.append( + QPixmap( + trans("ResourceFiles/img/头像/") + str(i) + ".png")) + else: + self.char_img.append( + QPixmap("ResourceFiles/img/头像/" + str(i) + ".png")) + for i in range(17): + self.family_img.append( + QPixmap("" + trans('ResourceFiles/img/分类') + "/" + str(i) + + ".png")) + + #wrapper = QWidget() + # self.setCentralWidget(wrapper) + self.topFiller = QWidget() + self.topFiller.setMinimumSize(750, 1520) + + count = 0 + reason = '' + canUse = -1 + try: + code = get_mac_address() + repJson = requests.get( + "https://i_melon.gitee.io/dnfcalculating/ban.json", + timeout=2).json() + if not code == '': + if code in [ + '2190155ee92d17e8cc3b0c9892fd5ac7', + '1ba5ea8fa16964666f0c0a85e89c3e96', + '2e3d28298db82f8b23dc9fa6aac14b6d', + 'f8b3cf5c269c97a8d6d2d97ecf769a06' + ]: + canUse = random.randint(0, 75) + reason = '呵呵' + reason = repJson[code]['reason'] + if reason != '': canUse = random.randint(0, 75) + # except: + # reason = '获取异常列表错误' + # canUse = random.randint(0, 75) + # pass + # try: + except: + pass + for i in range(75): + img_box = QLabel(self.topFiller) + if is_gif: + img_box.setMovie(self.char_img[i]) + self.char_img[i].start() + else: + img_box.setPixmap(self.char_img[i]) + img_box.resize(121, 90) + img_box.move(100 + 偏移量 + (count % 5) * 125, + 10 + int(count / 5) * 100) + if i < 75: + if 角色列表[i]["类名"] != '空': + img_box_2 = QLabel(self.topFiller) + img_box_2.setPixmap(self.family_img[16]) + img_box_2.resize(121, 90) + img_box_2.move(100 + 偏移量 + (count % 5) * 125, + 10 + int(count / 5) * 100) + txt_box = QLabel(self.topFiller) + txt_box.setStyleSheet( + 'QLabel{font-size:13px;color:rgb(175,148,89)}') + txt_box.setText(trans(角色列表[i]["显示名称"])) + txt_box.resize(121, 24) + txt_box.setAlignment(Qt.AlignCenter) + txt_box.move(100 + 偏移量 + (count % 5) * 125, + 76 + int(count / 5) * 100) + butten = QPushButton(self.topFiller) + butten.setStyleSheet(按钮样式2) + butten.resize(121, 90) + butten.move(100 + 偏移量 + (count % 5) * 125, + 10 + int(count / 5) * 100) + if canUse > 0 and i != canUse: + butten.clicked.connect( + lambda state, reason=reason: self.弹窗警告(reason)) + else: + butten.clicked.connect( + lambda state, index=角色列表[i]: self.职业版本判断(index)) + # temp = '作者:' + 角色列表[i][ + # "作者"] + '' + # butten.setToolTip(temp) + else: + img_box_2 = QLabel(self.topFiller) + img_box_2.setStyleSheet( + "QLabel{background-color:rgba(0,0,0,0.8)}") + img_box_2.resize(121, 90) + img_box_2.move(100 + 偏移量 + (count % 5) * 125, + 10 + int(count / 5) * 100) + count += 1 + + count = 0 + for i in range(15): + sign = 1 + for j in range(i * 5 + 1, i * 5 + 6): + if j > 75: + sign = 0 + break + if sign == 1: + img_box_2 = QLabel(self.topFiller) + img_box_2.setPixmap(self.family_img[15]) + img_box_2.resize(94, 90) + img_box_2.setAlignment(Qt.AlignCenter) + img_box_2.move(偏移量, 10 + count * 100) + img_box = QLabel(self.topFiller) + img_box.setPixmap(self.family_img[i]) + img_box.resize(94, 90) + img_box.setAlignment(Qt.AlignCenter) + img_box.move(偏移量, 10 + count * 100) + count += 1 + + # 为了女鬼调整位置 + count = 1 + + butten = QtWidgets.QPushButton( + ' ' + trans('首页') + '\n ' + trans('设置|打赏|反馈'), self.topFiller) + + # butten = QtWidgets.QPushButton(" " + trans(''), self.topFiller) + menu = QMenu() + action_0 = QAction(trans('设置'), parent=menu) + action_0.triggered.connect(lambda state: self.openSet()) + action_1 = QAction(trans('BUG反馈-Gitee'), parent=menu) + action_1.triggered.connect(lambda state: self.打开链接([ + 'https://gitee.com/i_melon/DNFCalculating/issues?state=all' + ], "Gitee")) + action_2 = QAction('联系我们-QQ-1群', parent=menu) + action_2.triggered.connect(lambda state: self.打开链接( + ['https://jq.qq.com/?_wv=1027&k=VSNtZ1xv'], "QQ群")) + action_3 = QAction('联系我们-QQ-2群', parent=menu) + action_3.triggered.connect(lambda state: self.打开链接( + ['https://jq.qq.com/?_wv=1027&k=QMgadVkA'], "QQ群")) + action_4 = QAction('联系我们-QQ-3群', parent=menu) + action_4.triggered.connect(lambda state: self.打开链接( + ['https://jq.qq.com/?_wv=1027&k=ekQXpyq0'], "QQ群")) + action_5 = QAction(trans('打赏'), parent=menu) + action_5.triggered.connect(lambda state, index=count: self.打赏()) + action_6 = QAction('联系我们-解除限制', parent=menu) + action_6.triggered.connect(lambda state: self.打开链接([ + 'https://gitee.com/i_melon/DNFCalculating/issues/I4IOO7' + ], "解除限制")) + action_7 = QAction(QIcon('ResourceFiles/img/logo.ico'), + trans('手册 源码 日志'), + parent=menu) + action_7.triggered.connect( + lambda state: self.打开链接(['http://dnf.17173.com/jsq/?khd'], "首页")) + menu.addAction(action_7) + menu.addSeparator() + menu.addAction(action_0) + menu.addSeparator() + menu.addAction(action_5) + menu.addSeparator() + menu.addAction(action_1) + menu.addSeparator() + menu.addAction(action_2) + menu.addAction(action_3) + menu.addAction(action_4) + menu.addAction(action_6) + butten.setMenu(menu) + # butten.clicked.connect(lambda state, index = count: self.问题反馈()) + # menu=QMenu() + # action_0 = QAction('手册',parent=menu) + # action_1 = QAction('日志',parent=menu) + # action_2 = QAction('源码',parent=menu) + # menu.addAction(action_0) + # menu.addAction(action_1) + # menu.addAction(action_2) + # butten.setMenu(menu) + butten.move(100 + 偏移量 + 4 * 125, 10 + (count + 1) * 100) + butten.setStyleSheet(按钮样式3) + butten.resize(121, 90) + + count += 1 + + butten = QtWidgets.QPushButton(trans('检查更新'), self.topFiller) + butten.clicked.connect(lambda state, index=count: self.检查更新()) + butten.move(100 + 偏移量 + 4 * 125, 10 + (count + 1) * 100) + butten.setStyleSheet(按钮样式3) + butten.resize(121, 90) + self.配置错误 = QMessageBox( + QMessageBox.Question, "提示", + "配置文件有误,程序将以默认设置开启!\n请检查以下文件\nResourceFiles\\Config\\基础设置.ini\nResourceFiles\\Config\\攻击目标.ini\nResourceFiles\\Skins\\Skin.ini\n是否以UTF-8编码存储且文件内格式正确" + ) + self.版本提示 = QMessageBox( + QMessageBox.Question, "用户须知", + trans("此工具为开源免费软件\n如遇二次售卖获利,请协助反馈举报~") + + '\n同时,计算器预设了埋点,收集使用情况供功能分析优化并限制滥用工具的情况,如:职业打开情况、页签打开情况、按钮使用情况等') + self.版本提示.setStandardButtons(QMessageBox.Yes | QMessageBox.No) + self.版本提示A = self.版本提示.button(QMessageBox.Yes) + self.版本提示B = self.版本提示.button(QMessageBox.No) + self.版本提示A.setText('已知悉') + self.版本提示B.setText('退出') + + try: + if 自动检查更新 == 0: + repJson = requests.get( + "https://i_melon.gitee.io/dnfcalculating/notice.json", + timeout=2).json() + self.通知时间 = repJson[0]['time'] + self.消息通知 = QMessageBox(QMessageBox.Question, "通知", + repJson[0]['info']) + self.消息通知.setWindowIcon(self.icon) + confirm = NotificationButton.ConfirmButton(self.消息通知) + self.消息通知.setWindowFlags(Qt.Window | Qt.WindowTitleHint + | Qt.CustomizeWindowHint) + self.消息通知.addButton(confirm, QMessageBox.YesRole) + except Exception as error: + pass + self.版本提示.setWindowIcon(self.icon) + self.配置错误.setWindowIcon(self.icon) + + if 自动检查更新 == 0: + try: + self.网盘检查() + if self.网盘报错 == 1: + self.报错提示 = QMessageBox(QMessageBox.Question, "提示", + trans("无法自动检查更新,请在每周三/四自行前往检查版本")) + self.报错提示.setWindowIcon(self.icon) + # box.exec_() + if self.网盘链接 != '': + m_red_SheetStyle = "padding-left:3px;min-width: 25px; min-height: 16px;border-radius: 5px; background:red;color:white" + label = QLabel("New", self.topFiller) + label.move(115 + 4 * 125 + 90, 30 + (count + 1) * 100) + label.setStyleSheet(m_red_SheetStyle) + except Exception as error: + pass + count += 1 + count += 1 + + # butten = QtWidgets.QPushButton('打 赏', self.topFiller) + # butten.clicked.connect(lambda state, index=count: self.打赏()) + # butten.move(100 + 偏移量 + 4 * 125, 10 + (count + 1) * 100) + # butten.setStyleSheet(按钮样式3) + # butten.resize(121, 90) + # count += 1 + + butten = QtWidgets.QPushButton('', self.topFiller) + butten.clicked.connect(lambda state, index=count: self.打开链接( + ['http://dnf.17173.com/?jsq'], "首页")) + butten.move(100 + 偏移量 + 4 * 125, 10 + (count + 1) * 100) + butten.setStyleSheet(按钮样式3) + butten.resize(121, 90) + count += 1 + + self.scroll = QScrollArea() + self.scroll.setFrameShape(QFrame.NoFrame) + self.scroll.setStyleSheet("QScrollArea {background-color:transparent}") + self.scroll.setStyleSheet(游戏滚动条样式模拟) + self.scroll.viewport().setStyleSheet("background-color:transparent") + self.scroll.setWidget(self.topFiller) + self.vbox = QVBoxLayout() + self.vbox.addWidget(self.scroll) + self.setLayout(self.vbox) + + def openSet(self): + increase_counter(ga_category="其余功能使用", name="设置") + self.processpid = [] + self.setWindow = SetWindows(self.worker, self) + # self.setWindow._signal.connect(self.closeSet) + self.win = MainWindow(self.setWindow) + self.win.show() + + def closeSet(self, parameter): + if parameter == 1: + win.close() + + def 打开窗口(self, name): + if self.char_window != None: + self.char_window.close() + if "." in name: + className = name.split(".")[1] + else: + className = name + module_name = "Characters." + name + 职业 = importlib.import_module(module_name) + char = eval("职业." + className + '()') + increase_counter(ga_category="职业使用", name=className) + if get_mac_address() != '': + increase_counter(ga_category="用户职业使用", name=get_mac_address()) + try: + self.char_window = MainWindow(char) + self.char_window.show() + except Exception as e: + print(e) + + def 打赏(self): + self.w = QWidget() + self.w.resize(300, 300) + self.w.setWindowTitle('打赏-微信') + self.w.setWindowIcon(self.icon) + 主背景 = QLabel(self.w) + 赞赏码 = QPixmap() + 赞赏码.loadFromData(base64.b64decode(img.二维码)) + 主背景.setPixmap(赞赏码) + increase_counter(ga_category="其余功能使用", name="打赏") + self.w.show() + + def 弹窗警告(self, reason): + box = QMessageBox( + QMessageBox.Question, "提示", + "{}由于{},您已被限制使用计算器,每次开启仅能随机使用一个职业
如需解除,请于设置=>解除限制内申请".format( + get_mac_address(), reason)) + box.setWindowIcon(self.icon) + box.setStandardButtons(QMessageBox.Yes) + box.exec_() + + def 职业版本判断(self, index): + try: + if index["类名2"] == '无': + self.打开窗口(index["类名"]) + return + else: + box = QMessageBox(QMessageBox.Question, "提示", "请选择要打开的版本") + box.setWindowIcon(self.icon) + box.setStandardButtons(QMessageBox.Yes | QMessageBox.No + | QMessageBox.Cancel) + if index["序号"] in ["40", "41"]: + if index["类名3"] != '无': + box.setStandardButtons(QMessageBox.Yes | QMessageBox.No + | QMessageBox.YesToAll + | QMessageBox.Cancel) + A = box.button(QMessageBox.Yes) + B = box.button(QMessageBox.No) + A.setText('BUFF') + B.setText('战斗') + if index["类名3"] != '无': + C = box.button(QMessageBox.YesToAll) + C.setText('前瞻版本-战斗') + else: + A = box.button(QMessageBox.Yes) + B = box.button(QMessageBox.No) + A.setText('国服版本') + B.setText('前瞻版本') + + E = box.button(QMessageBox.Cancel) + E.setText('取消') + box.exec_() + try: + if box.clickedButton() == A: + self.打开窗口(index["类名"]) + elif box.clickedButton() == B: + self.打开窗口(index["类名2"]) + elif box.clickedButton() == C: + self.打开窗口(index["类名3"]) + # elif box.clickedButton() == D: + # self.打开窗口(index["类名4"]) + else: + return + except Exception as error: + pass + except Exception as error: + logger.error("error={} \n detail {}".format( + error, traceback.print_exc())) + return + + def 打开链接(self, url, name=''): + if name != '': + increase_counter(ga_category="其余功能使用", name=name) + for i in url: + QDesktopServices.openUrl(QUrl(i)) + + def 检查更新(self): + increase_counter(ga_category="其余功能使用", name="检查更新") + self.网盘检查() + if self.网盘报错 == 1: + box = QMessageBox(QMessageBox.Question, "提示", "无法自动检查更新,请手动前往官网下载") + box.setWindowIcon(self.icon) + box.exec_() + elif self.网盘链接 == '': + box = QMessageBox(QMessageBox.Question, "提示", "已经是最新版本计算器!") + box.setWindowIcon(self.icon) + box.exec_() + else: + box = QMessageBox(QMessageBox.Question, "提示", "检测到新的计算器版本,是否更新?") + box.setWindowIcon(self.icon) + box.setStandardButtons(QMessageBox.Yes | QMessageBox.No + | QMessageBox.Cancel) + A = box.button(QMessageBox.Yes) + B = box.button(QMessageBox.No) + C = box.button(QMessageBox.Cancel) + A.setText("首页查看更新") + B.setText("自动更新") + C.setText(trans("取消")) + box.exec_() + if box.clickedButton() == B: + self.update() + if box.clickedButton() == A: + QDesktopServices.openUrl(QUrl('http://dnf.17173.com/jsq/?khd')) + + def processBar(self, process): + if process < 100: + self.pbar.setFormat("Downloading..." + str(process) + '%') + self.pbar.setValue(process) + else: + self.遮罩.hide() + self.pbar.hide() + path = os.getcwd() + box = QMessageBox(QMessageBox.Question, "提示", + "升级完毕,确定后打开最新版本,删除当前旧版本!") + box.setWindowIcon(self.icon) + box.setStandardButtons(QMessageBox.Yes) + A = box.button(QMessageBox.Yes) + A.setText(trans("确定")) + box.exec_() + if box.clickedButton() == A: + for p in self.worker: + if p.is_alive: + p.terminate() + p.join() + newpath = os.path.join(os.getcwd(), "DNF计算器 17173DNF.exe") + oldpath = sys.argv[0] + '.del' + p = subprocess.Popen( + [ + newpath, + str(主进程PID), + str(oldpath) + # "--cwd", dirpath, + # "--exe_name", filename, + ], + shell=True, + creationflags=subprocess.CREATE_NEW_PROCESS_GROUP + | subprocess.DETACHED_PROCESS, + stdin=subprocess.PIPE, + stdout=subprocess.PIPE, + stderr=subprocess.PIPE) + p.wait() + self._signal.emit(1) + + def update(self): + self.遮罩 = QLabel(self) + self.遮罩.setStyleSheet("QLabel{background-color:rgba(0,0,0,0.8)}") + self.遮罩.resize(805, 625) + self.遮罩.move(0, 0) + self.遮罩.show() + self.pbar = QProgressBar(self) + self.pbar.setGeometry(30, 40, 200, 25) + self.pbar.move(325, 300) + self.pbar.setStyleSheet(''' + QProgressBar{ + border: 2px solid grey; + border-radius:5px; + text-align:center; + } + QProgressBar::chunk { + background-color: #05B8CC; + width: 10px; + } + ''') + self.pbar.setFormat("Downloading...") + self.pbar.show() + self.thread = Worker(fileURL=self.网盘链接) + self.thread.sinOut.connect(self.processBar) + self.thread.start() + + +class SetWindows(QWidget): + # _signal = QtCore.pyqtSignal(int) + + def __init__(self, worker, parWin): + super().__init__() + self.worker = worker + self.parWin = parWin + self.ui() + self.read() + + def closeEvent(self, event): + self.保存设置() + super().closeEvent(event) + + def read(self): + if not os.path.exists("ResourceFiles/Config/set.json"): + return + with open("ResourceFiles/Config/set.json", encoding='utf-8') as fp: + set_info = json.load(fp) + fp.close() + for i in set_info.keys(): + try: + self.ComboBoxList[int(i)].setCurrentIndex(set_info[i]) + except: + pass + + def ui(self): + self.setStyleSheet('''QToolTip { + background-color: black; + color: white; + border: 0px + }''') + self.height = 625 + with open(trans("ResourceFiles/Config/config.json"), + encoding='utf-8') as fp: + self.height = len(json.load(fp)) * 50 + 20 + fp.close() + + self.setMinimumSize(805, 625) + self.setWindowTitle(trans('全局设置选项(需重启计算器生效)')) + self.icon = QIcon('ResourceFiles/img/logo.ico') + self.setWindowIcon(self.icon) + + self.topFiller = QWidget() + self.topFiller.setMinimumSize(750, self.height) + bgcolor = QLabel(self) + bgcolor.resize(805, 625) + bgcolor.setStyleSheet("QLabel{background:url('" + + trans('ResourceFiles/img/分类') + "/bg.png')}") + + with open(trans("ResourceFiles/Config/Config.json"), + encoding='utf-8') as fp: + set_info = json.load(fp) + fp.close() + + self.ComboBoxList = {} + num = 0 + for i in set_info: + txt_box = QLabel(self.topFiller) + txt_box.setText('{}. {}'.format(num + 1, i['说明'])) + txt_box.resize(700, 20) + txt_box.move(50, 10 + 50 * num) + txt_box.setStyleSheet( + 'QLabel{font-size:13px;color:rgb(175,148,89)}') + txt2_box = QLabel(self.topFiller) + txt2_box.setText(i['名称']) + txt2_box.resize(70, 20) + txt2_box.move(60, 30 + 50 * num + 5) + txt2_box.setStyleSheet( + 'QLabel{font-size:13px;color:rgb(175,148,89)}') + self.ComboBoxList[num] = MyQComboBox(self.topFiller, + useWheel=False) + self.ComboBoxList[num].addItems(i['选项']) + self.ComboBoxList[num].resize(100, 20) + self.ComboBoxList[num].move(50 + 80, 30 + 50 * num + 5) + self.ComboBoxList[num].setCurrentIndex(i['default']) + num += 1 + + self.scroll = QScrollArea() + self.scroll.setFrameShape(QFrame.NoFrame) + self.scroll.setStyleSheet("QScrollArea {background-color:transparent}") + self.scroll.setStyleSheet(游戏滚动条样式模拟) + self.scroll.viewport().setStyleSheet("background-color:transparent") + self.scroll.setWidget(self.topFiller) + self.vbox = QVBoxLayout() + self.vbox.addWidget(self.scroll) + self.setLayout(self.vbox) + + def 保存设置(self): + set_data = {} + for i in self.ComboBoxList.keys(): + set_data[i] = self.ComboBoxList[i].currentIndex() + with open("ResourceFiles/Config/set.json", "w", + encoding='utf-8') as fp: + json.dump(set_data, fp) + fp.close() + box = QMessageBox(QMessageBox.Warning, "提示", "保存完毕,重启计算器才能生效,是否重启") + box.setWindowIcon(self.icon) + yes = box.addButton(self.tr(trans("确定")), QMessageBox.YesRole) + no = box.addButton(self.tr(trans("取消")), QMessageBox.NoRole) + box.exec_() + if box.clickedButton() == yes: + self.立即重启() + + # def 返回原页(self): + # #用self.close()无法关闭,所以用发射信号的方法在父窗口关闭页面 + # self.是否保存 = 0 + # data_int = 1 + # # 发送信号 + # self._signal.emit(data_int) + + def 立即重启(self): + for p in self.worker: + if p.is_alive: + p.terminate() + p.join() + # self.close() + self.parWin.close() + if 目录.endswith('py'): + python = sys.executable + os.execl(python, python, *sys.argv) + else: + os.startfile(目录) + # 用的是杀死进程的方法,有机会改改 + os.system("taskkill /pid {} -f".format(主进程PID)) + # self.close() + + +if __name__ == '__main__': + 主进程PID = os.getpid() + 目录 = sys.argv[0] + if len(sys.argv) > 1: + try: + # 杀老进程 + os.system("taskkill /pid {} -f".format(sys.argv[1])) + time.sleep(2) + if ("main.py" not in sys.argv[2]) and ("del" in sys.argv[2]): + # 删除老版本 + os.remove(sys.argv[2]) + # shutil.rmtree('download') + except Exception as error: + logger.error("error={} \n detail {}".format( + error, traceback.print_exc())) + if 窗口显示模式 == 1: + if hasattr(qtc.Qt, 'AA_EnableHighDpiScaling'): + QtWidgets.QApplication.setAttribute(qtc.Qt.AA_EnableHighDpiScaling, + True) + if hasattr(qtc.Qt, 'AA_UseHighDpiPixmaps'): + QtWidgets.QApplication.setAttribute(qtc.Qt.AA_UseHighDpiPixmaps, + True) + app = QApplication([]) + + try: + instance = 选择窗口() + instance._signal.connect(instance.closeSet) + win = MainWindow(instance) + win.show() + except Exception as error: + logger.error("error={} \n detail {}".format(error, + traceback.print_exc())) + + 用户须知 = False + + try: + instance.报错提示.exec() + except Exception as error: + pass + if "main.py" not in sys.argv[0]: + try: + with open("ResourceFiles/Config/release_version.json", "r+") as fp: + versionInfo = json.load(fp) + 展示信息 = versionInfo['ShowChangeLog'] + 用户须知 = versionInfo['agreement'] + versionInfo['ShowChangeLog'] = False + fp.seek(0) + json.dump(versionInfo, fp, ensure_ascii=False) + fp.truncate() + fp.close() + if not os.path.exists("ResourceFiles/Config/notice_version.json"): + with open("ResourceFiles/Config/notice_version.json", + "w", + encoding='utf-8') as fp: + json.dump({"time": ""}, fp) + pass + with open("ResourceFiles/Config/notice_version.json", "r+") as fp: + versionInfo = json.load(fp) + 通知时间 = versionInfo['time'] + versionInfo['time'] = instance.通知时间 + fp.seek(0) + json.dump(versionInfo, fp, ensure_ascii=False) + fp.truncate() + fp.close() + if ("main.py" not in sys.argv[0]) and 配置格式有误: + instance.配置错误.exec() + if not 用户须知: + instance.版本提示.exec() + if instance.版本提示.clickedButton() == instance.版本提示A: + with open("ResourceFiles/Config/release_version.json", + "r+") as fp: + versionInfo = json.load(fp) + versionInfo['agreement'] = True + 用户须知 = True + fp.seek(0) + json.dump(versionInfo, fp, ensure_ascii=False) + fp.truncate() + fp.close() + else: + os.system("taskkill /pid {} -f".format(主进程PID)) + + if ("main.py" not in sys.argv[0] + ) and instance.通知时间 != 通知时间 and 多语言开关 == 0 and 自动检查更新 == 0: + instance.消息通知.exec() + if ("main.py" not in sys.argv[0]) and 展示信息 and 多语言开关 == 0: + QDesktopServices.openUrl( + QUrl('http://dnf.17173.com/jsq/changlog.html#/')) + + except Exception as error: + logger.error("error={} \n detail {}".format( + error, traceback.print_exc())) + pass + else: + 用户须知 = True + if 用户须知: + instance.thread_init() + app.exec_() diff --git a/requirements.txt b/requirements.txt new file mode 100644 index 00000000..00a9f734 --- /dev/null +++ b/requirements.txt @@ -0,0 +1,7 @@ +# pip install wheel==0.35.1 +# pip install -i https://pypi.mirrors.ustc.edu.cn/simple/ -r requirements.txt +lanzou-api +# pyinstaller +pypiwin32 +PyQt5==5.15.2 +chardet diff --git a/run_mac.command b/run_mac.command new file mode 100644 index 00000000..03236beb --- /dev/null +++ b/run_mac.command @@ -0,0 +1,11 @@ +#!/bin/bash + +proj_path=$(cd $(dirname $BASH_SOURCE) && pwd) || { + echo "Get program path failed" >&2 + exit 1 +} + +ulimit -n 10240 + +cd $proj_path && python3.8 main.py +