478 lines
16 KiB
Python
478 lines
16 KiB
Python
from copy import deepcopy
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from functools import cache
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import json
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import re
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from typing import Literal, TYPE_CHECKING
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from .formula import 武器冷却惩罚
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from database.connect import get_redis
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from api.core.Redis import get_redis_info
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if TYPE_CHECKING:
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from core.basic.character import Character
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characterLv = 115 + 5
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@cache
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def get_data(prefix: str, key: int | str, func = lambda x: x):
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redis = next(get_redis())
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def get_skill_info():
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# This function should retrieve the skill info based on job and jobGrow
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# For now, we return a placeholder dictionary
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with open(f'./openapi/data/{prefix}.json', encoding='utf-8') as f:
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skill_data = json.load(f)
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try:
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if isinstance(key, int):
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data = [0] + list(map(lambda x: x["optionValue"].get("value" + str(key+1), 0), skill_data["levelInfo"]["rows"]))
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data = [0 if x is None or x == "-" else x for x in data]
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elif key == "vps":
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data = [ {"name":x["name"],"desc":x["desc"]} for x in skill_data.get("evolution",[])]
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elif key == "custom":
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data = skill_data.get("custom",1.0)
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except Exception as e:
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print(f"get skill {prefix}/{key} data error",e)
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data = None
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return data
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data = get_redis_info(redis, f'dcalc:skill:{prefix}:{key}', get_skill_info, without_gzip=True)
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return func(data)
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class Skill:
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name: str = ''
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"""技能名称"""
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_lv: int = 0
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id: int = 0
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"""技能ID"""
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icon: str = '$char/$uuid'
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"""技能图标,默认当前职业下该技能名称对应的图标,支持以下模板字符串
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$common 通用图标路径
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$char 当前职业图标路径
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$name 技能名称
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$id 技能ID
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"""
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type: Literal['active', 'passive'] = 'active'
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"""技能类型 active主动 passive被动"""
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learnLv: int = 0
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"""学习等级"""
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masterLv: int = 0
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"""精通等级"""
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maxLv: int = 0
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"""最大等级"""
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line: int = None
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"""技能行"""
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position: int = 0
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"""技能树位置"""
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rangeLv: int = 1
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"""学习间隔"""
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cube: int = 0
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"""无色消耗"""
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skillRation: int = 1
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"""技能面板倍率 [改变技能面板]"""
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skillDamage: int = 1
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"""技能技攻 [不改变技能面板]"""
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char: 'Character' = None
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"""技能所属角色"""
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damage: bool = False
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"""是否是伤害技能"""
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cd: float = 0
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"""技能冷却时间"""
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cdCut: float = 0
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"""技能冷却时间直接减少"""
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cdReduce: float = 1
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"""技能冷却缩减"""
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cdRatio: float = 1
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"""技能冷却倍率,直接体现在面板上,不被上限影响"""
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cdRecover: float = 1
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"""技能冷却恢复"""
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associate: list = []
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"""关联技能
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type: 关联类型 *乘算 +加算 =直接赋值 $角色属性 默认'*skillRation'
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e.g.
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*skillRation 乘算技能面板倍率
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*cdReduce 乘算技能冷却缩减
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$*PATK 乘算角色物理攻击
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~直接走type对应的函数名称 传参为old,new,data,skills,exceptSkills
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skills: 关联技能 默认 '*'
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exceptSkills: 例外技能 默认[]
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"""
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mode: list[str] = ['']
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currentMode: str = ''
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"""技能模式"""
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buffer: bool = False
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"""是否是增益技能"""
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bind: bool = None
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uuid: str = None
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hasVP: bool = None
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"""是否有VP形态"""
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hasUP: bool = None
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"""是否有技能强化"""
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upType: Literal['damage', 'buff', 'heal'] = 'damage'
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vps: list = []
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custom: float = 1.0
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"""国服特色加强"""
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def __init__(self, char):
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self.char = char
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self.id = self._extract_id()
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self.icon = self._generate_icon()
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if self.line is None:
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self.line = self.learnLv
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if self.bind is None:
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self.bind = False
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if self.learnLv in [50, 85, 100]:
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self.bind = True
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if self.hasVP is None:
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if self.learnLv not in [50, 85, 100] and self.learnLv >= 35 and self.learnLv <= 80 and self.damage:
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self.hasVP = True
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else:
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self.hasVP = False
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if self.hasUP is None:
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if self.learnLv not in [50, 85, 100] and self.learnLv >= 15 and self.learnLv <= 80 and self.damage:
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self.hasUP = True
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else:
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self.hasUP = False
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# self.lv = self._calculate_lv()
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pass
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def _extract_id(self):
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className = self.__class__.__name__
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return int(re.search(r'\d+', className).group()) if re.search(r'\d+', className) else 0
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def _generate_icon(self):
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icon = self.icon or '$char/$uuid'
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icon = icon.replace('$char', f'/characters/{self.char.role}/{self.char.name}/skill')
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icon = icon.replace('$common', '/characters/common')
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icon = icon.replace('$name', f'{self.name}')
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icon = icon.replace('$uuid', f'{self.uuid}')
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icon = icon.replace('$id', f'{self.id}')
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return f'{icon}.png'
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def calculate_lv(self):
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return min(int((characterLv - self.learnLv) / self.rangeLv + 1), self.masterLv) if self._lv == 0 else self._lv
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@property
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def lv(self):
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"""技能等级"""
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return self._lv
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@lv.setter
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def lv(self, value):
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value = int(min(self.maxLv, value))
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if self._lv != value:
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self.effect(self._lv, value)
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self._lv = value
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def effect(self, old: int, new: int):
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for assoc in self.associate:
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type = assoc.get('type', '*skillRation')
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skills = assoc.get('skills', '*')
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data = assoc.get('data', [0] * self.maxLv)
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ratio = assoc.get('ratio', 100)
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weapon = assoc.get('weapon', self.char.武器选项)
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exceptSkills = assoc.get('exceptSkills', [])
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if type[0] not in ['*', '+', '=', '$']:
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if self.precondition() and (self.char.GetWeaponType()[0] in weapon or len(weapon) == len(self.char.武器选项)):
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getattr(self, type)(old, new, data, skills, exceptSkills, ratio, weapon)
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continue
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if self.precondition():
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self.apply_association(type, old, new, data, skills, exceptSkills, ratio, weapon)
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def precondition(self):
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"""effect的前置条件"""
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return True
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def apply_association(self, type, old, new, data, skills, exceptSkills, ratio=100, weapon=[]):
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try:
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if (self.char.GetWeaponType()[0] not in weapon) and not (self.char.GetWeaponType()[0] is None and len(weapon) == len(self.char.武器选项)):
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return
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if type.startswith('$*'):
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if 'cdReduce' in type:
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value = (1 - data[new] / ratio) / (1 - data[old] / ratio)
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else:
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value = (1 + data[new] / ratio) / (1 + data[old] / ratio)
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eval(f'self.char.SetStatus({type[2:]}={value})')
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elif type.startswith('$+'):
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value = data[new] / ratio - data[old] / ratio
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eval(f'self.char.SetStatus({type[2:]}={value})')
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else:
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if skills == '*':
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skills = self.char.GetSkillNames('all', True)
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for name in skills:
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if name in exceptSkills:
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continue
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skill = self.char.GetSkillByName(name)
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if skill is not None:
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self.update_skill_attribute(skill, type, old, new, data, ratio, weapon)
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except Exception as e:
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print(f"Error applying association {type} for skill {self.name}: {e}")
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raise e
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def update_skill_attribute(self, skill, type, old, new, data, ratio=100, weapon=[]):
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if (self.char.GetWeaponType()[0] not in weapon) and not (self.char.GetWeaponType()[0] is None and len(weapon) == len(self.char.武器选项)):
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return
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if type.startswith('*'):
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if 'cdReduce' in type or type == 'cd' or 'cdRatio' in type:
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setattr(skill, type[1:], getattr(skill, type[1:]) * (1 - data[new] / ratio) / (1 - data[old] / ratio))
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else:
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setattr(skill, type[1:], getattr(skill, type[1:]) * (1 + data[new] / ratio) / (1 + data[old] / ratio))
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elif type.startswith('+'):
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if type[1:] == 'lv' and self.char.setInfo.get('skills', {}).get(str(skill.id),{}).get('lv',0) == 0:
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return
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else:
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setattr(skill, type[1:], getattr(skill, type[1:]) + data[new] / ratio - data[old] / ratio)
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elif type.startswith('='):
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setattr(skill, type[1:], data[new])
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def skillInfo(self, mode: str | None = None):
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pass
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class ActiveSkill(Skill):
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type: str = 'active'
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"""技能类型 active主动 passive被动"""
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damage: bool = True
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"""是否是伤害技能"""
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buffer: bool = False
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"""是否是buff技能"""
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vp: int = 0
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"""技能VP形态"""
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up: int = 0
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"""技能强化"""
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def __init__(self, char):
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super().__init__(char)
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keys = [key.replace('data', '') for key in dir(self) if key.startswith('data') and not key.startswith('plus')]
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for i in keys:
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power = getattr(self, f'power{i}', None)
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if power is None:
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setattr(self, f'power{i}', 1)
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hit = getattr(self, f'hit{i}', None)
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if hit is None:
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setattr(self, f'hit{i}', 0)
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def skillInfo(self, mode: str | None = None):
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basic = deepcopy(self)
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basic.setUP()
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if mode is not None:
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basic.currentMode = mode
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basic.setMode(mode)
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basic.setVP()
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date = basic.getSkillData(self.lv)
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cd = basic.getSkillCD(mode)
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return date * basic.skillRation * basic.custom, basic.skillDamage, cd
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def setMode(self, mode: str):
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pass
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def setVP(self):
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if self.vp == 1:
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self.vp_1()
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elif self.vp == 2:
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self.vp_2()
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def setUP(self):
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if not self.hasUP:
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return
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if self.up == 1:
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if self.learnLv < 35:
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self.skillRation *= 1.6
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else:
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self.skillRation *= 1.55
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elif self.up == 2:
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self.cdReduce *= 1 - 0.15
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if self.learnLv < 35:
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self.skillRation *= 1.43
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else:
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self.skillRation *= 1.38
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def getSkillData(self, lv: int = 0):
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res = 0
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keys = [key.replace('data', '') for key in dir(self) if key.startswith('data') and not key.startswith('dataplus')]
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for i in keys:
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data = getattr(self, f'data{i}', [])
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plus = getattr(self, f'plus{i}', 0)
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hit = getattr(self, f'hit{i}', 0)
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if len(data) == 0 or hit == 0:
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continue
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if lv < len(data):
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hit = getattr(self, f'hit{i}', 0)
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power = getattr(self, f'power{i}', 1)
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res += hit * power * (data[lv] + plus)
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keys = [key.replace('dataplus', '') for key in dir(self) if key.startswith('dataplus')]
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for i in keys:
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data = getattr(self, f'dataplus{i}', 0)
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hit = getattr(self, f'hitplus{i}', 1)
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power = getattr(self, f'powerplus{i}', 1)
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res += hit * power * data
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return res
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def getWeaponCDRatio(self):
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weapon = self.char.charEquipInfo['武器'].equInfo
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if weapon is None or '传世武器' in weapon.categorize:
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return 1
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else:
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return 武器冷却惩罚(weapon.itemDetailType, self.char.输出类型)
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def getQuickCDRatio(self):
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return 1.0
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cdr = 0
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if 15 <= self.learnLv <= 30:
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cdr = 0.01
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elif 35 <= self.learnLv <= 70:
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cdr = 0.02
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elif 75 <= self.learnLv <= 100:
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cdr = 0.05
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if self.learnLv in [50, 85, 100]:
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cdr = 0.05
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return 1 - cdr
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def getSkillCD(self, mode=None):
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return max(0, round(max(self.cd * 0.3, self.cd * self.cdReduce / self.cdRecover * self.getWeaponCDRatio() * self.getQuickCDRatio()) * self.cdRatio - self.cdCut, 2))
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def vp_1(self):
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pass
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def vp_2(self):
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pass
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class PassiveSkill(Skill):
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type: str = 'passive'
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"""技能类型 active主动 passive被动"""
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damage: bool = False
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"""是否是伤害技能"""
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buffer: bool = False
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"""是否是buff技能"""
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class BuffSkill(Skill):
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buffer: bool = True
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"""是否是增益技能"""
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damage: bool = False
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"""是否是伤害技能"""
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buffType = 'normal'
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"""增益类型 normal普通 buff 主BUFF awake 觉醒技能"""
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INT: list[float] = []
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"""智力"""
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STR: list[float] = []
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"""力量"""
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Spirit: list[float] = []
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"""精神"""
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Vitality: list[float] = []
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"""体力"""
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"""主要属性"""
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ATK: list[float] = []
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"""三攻加成"""
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ATKRatio: float = 1
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"""三攻*算倍率"""
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ATKPLUS: float = 0
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"""三攻加算加成"""
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STRINT: list[float] = []
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"""力量智力加成"""
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STRINTRatio: float = 1
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"""力量智力*算倍率"""
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STRINTPLUS: float = 0
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"""力量智力加算加成"""
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CarryRatio: list[float] = []
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"""对C的额外增伤倍率"""
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vp: int = 0
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"""技能VP形态"""
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up: int = 0
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"""技能强化"""
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def __init__(self, char):
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super().__init__(char)
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keys = [key.replace('data', '') for key in dir(self) if key.startswith('data') and not key.startswith('plus')]
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for i in keys:
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power = getattr(self, f'power{i}', None)
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if power is None:
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setattr(self, f'power{i}', 1)
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hit = getattr(self, f'hit{i}', None)
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if hit is None:
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setattr(self, f'hit{i}', 0)
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def getSkillCD(self, mode=None):
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return '-'
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def skillInfo(self, mode: str | None = None):
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"""
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Returns:
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tuple: (奶自己的面板加成,[三攻,三攻倍率,三攻额外加成],[力智,力智倍率,力智额外加成],对C增伤倍率,cd)
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"""
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lv = self.lv
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value = 0
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value1 = 0 if lv > len(self.ATK) else self.ATK[lv]
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value2 = 0 if lv > len(self.STRINT) else self.STRINT[lv]
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value3 = 0 if lv > len(self.CarryRatio) else self.CarryRatio[lv]
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self.setUP()
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self.setVP()
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if self.char.适用属性 == '智力':
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value = 0 if lv > len(self.INT) else self.INT[lv]
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elif self.char.适用属性 == '力量':
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value = 0 if lv > len(self.STR) else self.STR[lv]
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elif self.char.适用属性 == '体力':
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value = 0 if lv > len(self.Vitality) else self.Vitality[lv]
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elif self.char.适用属性 == '精神':
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value = 0 if lv > len(self.Spirit) else self.Spirit[lv]
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return value, [value1, self.ATKRatio, self.ATKPLUS], [value2, self.STRINTRatio, self.STRINTPLUS], value3, self.getSkillCD(mode)
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def setVP(self):
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if self.vp == 1:
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self.vp_1()
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elif self.vp == 2:
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self.vp_2()
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def setUP(self):
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if not self.hasUP:
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return
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self.char.SetStatus(四维=40)
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if self.up == 1:
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...
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elif self.up == 2:
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if self.upType == 'damage':
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self.cdReduce *= 1 - 0.15
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elif self.upType == 'heal':
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self.cdReduce *= 1 - 0.1
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def vp_1(self):
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pass
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def vp_2(self):
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pass
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class PassiveBufferSkill(BuffSkill):
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type: str = 'passive'
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class ActiveBufferSkill(BuffSkill):
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type: str = 'active'
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def getWeaponCDRatio(self):
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weapon = self.char.charEquipInfo['武器'].equInfo
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if weapon is None or '传世武器' in weapon.categorize:
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return 1
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else:
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return 武器冷却惩罚(weapon.itemDetailType, self.char.输出类型)
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def getQuickCDRatio(self):
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return 1.0
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cdr = 0
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if 15 <= self.learnLv <= 30:
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cdr = 0.01
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elif 35 <= self.learnLv <= 70:
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cdr = 0.02
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elif 75 <= self.learnLv <= 100:
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cdr = 0.05
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if self.learnLv in [50, 85, 100]:
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cdr = 0.05
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return 1 - cdr
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def getSkillCD(self, mode=None):
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return max(0, round(max(self.cd * 0.3, self.cd * self.cdReduce / self.cdRecover * self.getWeaponCDRatio() * self.getQuickCDRatio(), 1) - self.cdCut, 2))
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