init
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@@ -110,6 +110,8 @@ class CharacterBase(CharacterProperty):
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# 工会四维
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self.STR = 0 + 120
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self.INT = 0 + 120
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self.PSTR = 1.0
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self.PINT = 1.0
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self.Spirit = 0 + 120
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self.Vitality = 0 + 120
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# 唤醒的情况下的基础数据
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@@ -27,23 +27,25 @@ class CalcCarryMixin(CharacterBase):
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"""计算属性系数"""
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attrs = []
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if self.输出类型 == '物理百分比':
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attrs.extend(['STR', 'AtkP', 'PAtkP'])
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attrs.extend(['STR', 'PSTR', 'AtkP', 'PAtkP'])
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if self.输出类型 == '魔法百分比':
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attrs.extend(['INT', 'AtkM', 'PAtkM'])
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attrs.extend(['INT', 'PINT', 'AtkM', 'PAtkM'])
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if self.输出类型 == '物理固伤':
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attrs.extend(['STR', 'AtkI', 'PAtkI'])
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attrs.extend(['STR', 'PSTR', 'AtkI', 'PAtkI'])
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if self.输出类型 == '魔法固伤':
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attrs.extend(['INT', 'AtkI', 'PAtkI'])
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attrs.extend(['INT', 'PINT', 'AtkI', 'PAtkI'])
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# 力智系数
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value0_1 = getattr(self, attrs[0])
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value0_2 = get_base_attributes(self.role, self.name)[0] if attrs[0] == 'STR' else get_base_attributes(self.role, self.name)[1]
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value0_2 = get_base_attributes(self.role, self.name)[0 if attrs[0] == 'STR' else 1]
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# 系统奶及奶系增幅
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value = value0_1 + ((value0_1 - value0_2) * 3.08 + 2886) * (1 if DSB else 0) + (170000 + 300000) * (1 if BUFF else 0)
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ratio_0: float = value / 250 + 1
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# 黑暗武士力智系数部分,特效不享受这部分
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ratio_10 = (value * (getattr(self, attrs[1]) + 1) / 250 + 1) / ratio_0
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# 物理/魔法/独立攻击力
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ratio_1: float = getattr(self, attrs[1]) + 30000 * (1 if BUFF else 0)
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ratio_1: float = getattr(self, attrs[2]) + 30000 * (1 if BUFF else 0)
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# 技能 物理/魔法/独立攻击力%
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ratio_2: float = getattr(self, attrs[2])
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ratio_2: float = getattr(self, attrs[3])
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# 属强系数
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ratio_3 = max(self.ElementDB.values()) * 0.0045 + 1.05
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# 暴击系数
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@@ -59,9 +61,9 @@ class CalcCarryMixin(CharacterBase):
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ratio_8 = 1 - monster_defense / (monster_defense + 200 * 100)
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# 杂项
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ratio_9 = 1.0 * self.ElementIncrease
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return (ratio_0, ratio_1, ratio_2, ratio_3, ratio_4, ratio_5, ratio_6, ratio_7, ratio_8, ratio_9)
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return (ratio_0, ratio_1, ratio_2, ratio_3, ratio_4, ratio_5, ratio_6, ratio_7, ratio_8, ratio_9, ratio_10)
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def calc_carry_skills(self, DSB: bool, BUFF: bool):
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def calc_character_skill(self):
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skillInfos = []
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for i in self.skills:
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if i.damage and i.lv > 0:
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@@ -84,13 +86,20 @@ class CalcCarryMixin(CharacterBase):
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'type': i.type,
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}
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)
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return skillInfos
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def calc_equipment_skill(self):
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...
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def calc_carry_skills(self, DSB: bool, BUFF: bool):
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skillInfos = self.calc_character_skill()
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ratios = self.calc_damage_ration(DSB, BUFF)
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ratio_char_skill = ratios[0] * ratios[1] * ratios[2] * ratios[3] * ratios[4] * ratios[5] * ratios[6] * ratios[7] * ratios[8] * ratios[9] / 1000
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ratuio_equ_skill = ratios[0] * ratios[1] * ratios[3] * ratios[4] * ratios[6] * ratios[7] * ratios[8] * ratios[9] / 1000
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ratio_char_skill = ratios[0] * ratios[1] * ratios[2] * ratios[3] * ratios[4] * ratios[5] * ratios[6] * ratios[7] * ratios[8] * ratios[9] * ratios[10] / 1000
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ratio_equ_skill = ratios[0] * ratios[1] * ratios[3] * ratios[4] * ratios[6] * ratios[7] * ratios[8] * ratios[9] / 1000
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for i in skillInfos:
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i['damage'] = ratio_char_skill * i['data'] * i['ratio'] / 100
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for i in self.equ_effect:
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skillInfos.append({'name': i.name, 'icon': i.icon, 'lv': 0, 'data': i.data, 'ratio': 10.0, 'cd': i.cd, 'damage': ratuio_equ_skill * i.data * 10 * self.EquEffectRatio / 100, 'mode': ''})
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skillInfos.append({'name': i.name, 'icon': i.icon, 'lv': 0, 'data': i.data, 'ratio': 10.0, 'cd': i.cd, 'damage': ratio_equ_skill * i.data * 10 * self.EquEffectRatio / 100, 'mode': ''})
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return skillInfos
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def get_carry_info(self):
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