From 1af2565237e24619be4eb3c92e7b2f56a16019ea Mon Sep 17 00:00:00 2001 From: KimgiaiiWuyi <444835641@qq.com> Date: Sat, 18 Jun 2022 20:32:23 +0800 Subject: [PATCH] =?UTF-8?q?=E4=BF=AE=E5=A4=8D=EF=BC=9A=E5=AE=8C=E5=96=84?= =?UTF-8?q?=E5=85=A8=E8=A7=92=E8=89=B2`=E6=9F=A5=E8=AF=A2=E5=B1=95?= =?UTF-8?q?=E6=9F=9C=E8=A7=92=E8=89=B2`=E6=AF=95=E4=B8=9A=E5=BA=A6?= =?UTF-8?q?=E7=9A=84=E8=AE=A1=E7=AE=97?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- enkaToData/drawCharCard.py | 481 ++++++++++++++++++++----------------- enkaToData/etc/dmgMap.json | 2 +- 2 files changed, 263 insertions(+), 220 deletions(-) diff --git a/enkaToData/drawCharCard.py b/enkaToData/drawCharCard.py index e376424f..1938d3dd 100644 --- a/enkaToData/drawCharCard.py +++ b/enkaToData/drawCharCard.py @@ -20,6 +20,16 @@ ETC_PATH = R_PATH / 'etc' COLOR_MAP = {'Anemo' : (3, 90, 77), 'Cryo': (5, 85, 151), 'Dendro': (4, 87, 3), 'Electro': (47, 1, 85), 'Geo': (85, 34, 1), 'Hydro': (4, 6, 114), 'Pyro': (88, 4, 4)} +SCORE_VALUE_MAP = {'暴击率': 2, '暴击伤害': 1, '元素精通': 0.25, '元素充能效率': 0.65, '百分比血量': 0.86, + '百分比攻击力': 1, '百分比防御力': 0.7, '血量': 0.014, '攻击力': 0.12, '防御力': 0.18} + +# 引入dmgMap +with open(ETC_PATH / 'dmgMap.json', 'r', encoding='UTF-8') as f: + dmgMap = json.load(f) + +# 引入offset +with open(ETC_PATH / 'avatarOffsetMap.json', 'r', encoding='UTF-8') as f: + avatarOffsetMap = json.load(f) def genshin_font_origin(size: int) -> ImageFont: return ImageFont.truetype(str(TEXT_PATH / 'yuanshen_origin.ttf'), size=size) @@ -53,6 +63,256 @@ def strLenth(r: str, size: int, limit: int = 540) -> str: return result +async def get_artifacts_score(subName: str, subValue: int) -> int: + score = subValue * SCORE_VALUE_MAP[subName] + return score + + +async def get_first_main(mainName: str) -> str: + if '伤害加成' in mainName: + equipMain = mainName[0] + elif '元素' in mainName: + equipMain = mainName[2] + elif '百分比' in mainName: + if '血量' in mainName: + equipMain = '生' + else: + equipMain = mainName[3] + else: + equipMain = mainName[0] + return equipMain + + +async def get_char_percent(raw_data: dict) -> str: + char_name = raw_data['avatarName'] + weaponName = raw_data['weaponInfo']['weaponName'] + weaponType = raw_data['weaponInfo']['weaponType'] + + fight_prop = raw_data['avatarFightProp'] + hp = fight_prop['hp'] + attack = fight_prop['atk'] + defense = fight_prop['def'] + em = fight_prop['elementalMastery'] + critrate = fight_prop['critRate'] + critdmg = fight_prop['critDmg'] + ce = fight_prop['energyRecharge'] + dmgBonus = fight_prop['dmgBonus'] if fight_prop['physicalDmgBonus'] <= fight_prop['dmgBonus'] else fight_prop['physicalDmgBonus'] + healBouns = fight_prop['healBonus'] + + hp_green = fight_prop['addHp'] + attack_green = fight_prop['addAtk'] + defense_green = fight_prop['addDef'] + + equipMain = '' + for aritifact in raw_data['equipList']: + mainName = aritifact['reliquaryMainstat']['statName'] + artifactsPos = aritifact['aritifactPieceName'] + if artifactsPos == '时之沙': + equipMain += await get_first_main(mainName) + elif artifactsPos == '空之杯': + equipMain += await get_first_main(mainName) + elif artifactsPos == '理之冠': + equipMain += await get_first_main(mainName) + + if 'equipSets' in raw_data: + equipSets = raw_data['equipSets'] + else: + artifact_set_list = [] + for i in raw_data['equipList']: + artifact_set_list.append(i['aritifactSetsName']) + equipSetList = set(artifact_set_list) + equipSets = {'type':'','set':''} + for equip in equipSetList: + if artifact_set_list.count(equip) >= 4: + equipSets['type'] = '4' + equipSets['set'] = equip + break + elif artifact_set_list.count(equip) == 1: + pass + elif artifact_set_list.count(equip) >= 2: + equipSets['type'] += '2' + equipSets['set'] += equip + + if equipSets['type'] in ['2','']: + seq = '' + else: + seq = '{}|{}|{}'.format(weaponName.replace('「','').replace('」',''),equipSets['set'],equipMain) + + if char_name in dmgMap: + for action in dmgMap[char_name]: + if action['seq'] == seq: + cal = action + break + else: + if '钟离' in char_name: + cal = dmgMap[char_name][-1] + else: + cal = dmgMap[char_name][0] + + print(seq) + print(cal) + if cal['action'] == 'E刹那之花': + effect_prop = defense + elif cal['key'] == '攻击力': + effect_prop = attack + elif cal['key'] == '防御力': + effect_prop = defense + elif cal['key'] == '血量': + effect_prop = hp + else: + effect_prop = attack + + dmgBonus_value_cal = 0 + if '夜兰' in char_name: + effect_prop = hp + elif '胡桃' in char_name: + effect_prop += 0.4 * hp if 0.4 * hp <= fight_prop['baseAtk'] * 4 else fight_prop['baseAtk'] * 4 + elif '一斗' in char_name: + effect_prop += 0.9792 * defense + dmgBonus_value_cal += 0.35 * defense + elif '诺艾尔' in char_name: + effect_prop = attack + effect_prop += 1.3 * defense + + if '踩班' in cal['action']: + effect_prop += 1202 + effect_prop += fight_prop['baseAtk'] * 0.25 + + if '蒸发' in cal['action'] or '融化' in cal['action']: + if '蒸发' in cal['action']: + if raw_data['avatarElement'] == 'Pyro': + k = 1.5 + else: + k = 2 + elif '融化' in cal['action']: + if raw_data['avatarElement'] == 'Pyro': + k = 2 + else: + k = 1.5 + + if equipSets['type'] in ['2','']: + a = 0 + else: + if '魔女' in equipSets['set']: + a = 0.15 + else: + a = 0 + add_dmg = k*(1+(2.78*em)/(em+1400)+a) + else: + add_dmg = 1 + + if equipSets['type'] in ['2','','22']: + dmgBonus_cal = dmgBonus + else: + if '追忆' in equipSets['set']: + dmgBonus_cal = dmgBonus + 0.5 + elif '绝缘' in equipSets['set']: + Bouns = ce * 0.25 if ce * 0.25 <= 0.75 else 0.75 + dmgBonus_cal = dmgBonus + Bouns + elif '乐团' in equipSets['set']: + if weaponType in ['法器', '弓']: + dmgBonus_cal = dmgBonus + 0.35 + elif '华馆' in equipSets['set']: + if raw_data['avatarElement'] == 'Geo': + effect_prop += 0.24 * defense + dmgBonus_cal += 0.24 + else: + dmgBonus_cal = dmgBonus + + critdmg_cal = critdmg + healBouns_cal = healBouns + + if '魈' in char_name: + dmgBonus_cal += 0.906 + elif '绫华' in char_name: + dmgBonus_cal += 0.18 + elif '宵宫' in char_name: + dmgBonus_cal += 0.5 + elif '九条' in char_name: + effect_prop += 0.9129 * fight_prop['baseAtk'] + critdmg_cal += 0.6 + + if '雾切' in weaponName: + dmgBonus_cal += 0.28 + elif '弓藏' in weaponName and ('首' in cal['action'] or '击' in cal['action'] or '两段' in cal['action']): + dmgBonus_cal += 0.8 + elif '飞雷' in weaponName and ('首' in cal['action'] or '击' in cal['action'] or '两段' in cal['action']): + dmgBonus_cal += 0.4 + elif '阿莫斯' in weaponName: + dmgBonus_cal += 0.52 + elif '破魔' in weaponName: + dmgBonus_cal += 0.18*2 + elif '赤角石溃杵' in weaponName and ('首' in cal['action'] or '击' in cal['action'] or '两段' in cal['action']): + dmgBonus_value_cal += 0.4 * defense + elif '螭骨剑' in weaponName: + dmgBonus_cal += 0.4 + elif '试作澹月' in weaponName: + effect_prop += fight_prop['baseAtk'] * 0.72 + elif '冬极' in weaponName: + effect_prop += fight_prop['baseAtk'] * 0.48 + dmgBonus_cal += 0.12 + + if '治疗' in cal['action']: + if equipSets['type'] in ['2','']: + healBouns_cal += 0 + else: + if '少女' in equipSets['set']: + healBouns_cal += 0.2 + + if cal['action'] == '扩散': + dmg = 868 * 1.15 * (1+0.6+(16*em)/(em+2000)) + elif '霄宫' in char_name: + dmg = effect_prop * cal['power'] * (1 + critdmg_cal) * (1 + dmgBonus_cal) * 0.5 * 0.9 * add_dmg * 1.5879 + elif '班尼特' in char_name and 'Q治疗' in cal['action']: + power = cal['power'].split('+') + dmg = (effect_prop * float(power[0]) / 100 + float(power[1])) * (1 + healBouns_cal) + elif '心海' in char_name and cal['action'] == '开Q普攻': + dmg = (attack * cal['power'] + hp*(0.0971 + 0.15 * healBouns_cal)) * (1 + critdmg_cal) * (1 + dmgBonus_cal) * 0.5 * 0.9 * add_dmg + elif '心海' in char_name and cal['action'] == '水母回血': + dmg = (862 + 0.0748 * hp) * (1 + healBouns_cal) + elif char_name in ['芭芭拉', '早柚', '琴', '七七']: + power = cal['power'].split('+') + dmg = (effect_prop * float(power[0]) / 100 + float(power[1])) * (1 + healBouns_cal) + elif '绫人' in char_name: + dmg = (effect_prop * cal['power'] + 0.0222 * hp) * (1 + critdmg_cal) * (1 + dmgBonus_cal) * 0.5 * 0.9 * add_dmg * 1.5879 + elif char_name in ['荒泷一斗', '诺艾尔']: + dmg = (effect_prop * cal['power'] + dmgBonus_value_cal) * (1 + critdmg_cal) * (1 + dmgBonus_cal) * 0.5 * 0.9 + elif '迪奥娜' in char_name: + dmg = (effect_prop * cal['power'] + 1905) * 1.9 + elif '钟离' in char_name and 'E实际盾值' in cal['action']: + dmg = (2506 + hp * cal['power']) * 1.5 * 1.3 + elif cal['action'] == 'Q开盾天星': + effect_prop = attack + dmg = (effect_prop * cal['power'] + 0.33 * hp) * (1 + critdmg_cal) * (1 + dmgBonus_cal) * 0.5 * 0.9 * add_dmg + elif '凝光' in char_name: + dmg = effect_prop * cal['power'] * (1 + critdmg_cal * critrate) * (1 + dmgBonus_cal) * 0.5 * 0.9 * add_dmg + elif isinstance(cal['power'], str): + if cal['power'] == '攻击力': + dmg = attack + elif cal['power'] == '防御力': + dmg = defense + else: + power = cal['power'].split('+') + dmg = effect_prop * float(power[0]) / 100 + float(power[1]) + elif cal['val'] != 'any': + dmg = effect_prop * cal['power'] * (1 + critdmg_cal) * (1 + dmgBonus_cal) * 0.5 * 0.9 * add_dmg + else: + dmg = attack + print(dmg) + + if cal['val'] != 'any': + percent = '{:.2f}'.format(dmg / cal['val'] * 100) + elif cal['power'] == '攻击力': + percent = '{:.2f}'.format(dmg / cal['atk'] * 100) + elif '云堇' in char_name: + percent = '{:.2f}'.format(dmg / cal['other2'] * 100) + elif cal['power'] == '防御力': + percent = '{:.2f}'.format(dmg / cal['other'] * 100) + else: + percent = 0.00 + return percent + + async def draw_char_card(raw_data: dict, charUrl: str = None) -> bytes: img = Image.open(TEXT_PATH / '{}.png'.format(raw_data['avatarElement'])) char_info_1 = Image.open(TEXT_PATH / 'char_info_1.png') @@ -62,10 +322,6 @@ async def draw_char_card(raw_data: dict, charUrl: str = None) -> bytes: char_level = raw_data['avatarLevel'] char_fetter = raw_data['avatarFetter'] - # 引入offset - with open(ETC_PATH / 'avatarOffsetMap.json', 'r', encoding='UTF-8') as f: - avatarOffsetMap = json.load(f) - #based_w, based_h = 320, 1024 based_w, based_h = 600, 1200 if charUrl: @@ -106,15 +362,8 @@ async def draw_char_card(raw_data: dict, charUrl: str = None) -> bytes: img.paste(img_temp, (0, 0), img_temp) img.paste(char_info_1, (0, 0), char_info_1) - # holo_img = Image.open(TEXT_PATH / 'icon_holo.png') - # skill_holo_img = Image.open(TEXT_PATH / 'skillHolo.png') lock_img = Image.open(TEXT_PATH / 'icon_lock.png') - # color_soild = Image.new('RGBA', (950, 1850), COLOR_MAP[raw_data['avatarElement']]) - # img.paste(color_soild, (0, 0), skill_holo_img) - - # color_holo_img = Image.new('RGBA', (100, 100), COLOR_MAP[raw_data['avatarElement']]) - # 命座处理 for talent_num in range(0, 6): if talent_num + 1 <= len(raw_data['talentList']): @@ -211,30 +460,9 @@ async def draw_char_card(raw_data: dict, charUrl: str = None) -> bytes: subValue = i['statValue'] if subName in ['攻击力', '血量', '防御力', '元素精通']: subValueStr = str(subValue) - if subName == '血量': - artifactsScore += subValue * 0.014 - elif subName == '攻击力': - artifactsScore += subValue * 0.12 - elif subName == '防御力': - artifactsScore += subValue * 0.18 - elif subName == '元素精通': - artifactsScore += subValue * 0.25 else: subValueStr = str(subValue) + '%' - if subName == '暴击率': - artifactsScore += subValue * 2 - elif subName == '暴击伤害': - artifactsScore += subValue * 1 - elif subName == '元素精通': - artifactsScore += subValue * 0.25 - elif subName == '元素充能效率': - artifactsScore += subValue * 0.65 - elif subName == '百分比血量': - artifactsScore += subValue * 0.86 - elif subName == '百分比攻击力': - artifactsScore += subValue * 1 - elif subName == '百分比防御力': - artifactsScore += subValue * 0.7 + artifactsScore += await get_artifacts_score(subName, subValue) artifacts_text.text((20, 263 + index * 30), '·{}+{}'.format(subName, subValueStr), (255, 255, 255), genshin_font_origin(25), anchor='lm') artifactsAllScore += artifactsScore @@ -247,74 +475,10 @@ async def draw_char_card(raw_data: dict, charUrl: str = None) -> bytes: img.paste(artifacts_img, (318, 1075), artifacts_img) elif artifactsPos == '时之沙': img.paste(artifacts_img, (618, 1075), artifacts_img) - if '伤害加成' in mainName: - equipMain += mainName[0] - elif '元素' in mainName: - equipMain += mainName[2] - elif '百分比' in mainName: - if '血量' in mainName: - equipMain += '生' - else: - equipMain += mainName[3] - else: - equipMain += mainName[0] elif artifactsPos == '空之杯': img.paste(artifacts_img, (18, 1447), artifacts_img) - if '伤害加成' in mainName: - equipMain += mainName[0] - elif '元素' in mainName: - equipMain += mainName[2] - elif '百分比' in mainName: - if '血量' in mainName: - equipMain += '生' - else: - equipMain += mainName[3] - else: - equipMain += mainName[0] elif artifactsPos == '理之冠': img.paste(artifacts_img, (318, 1447), artifacts_img) - if '伤害加成' in mainName: - equipMain += mainName[0] - elif '元素' in mainName: - equipMain += mainName[2] - elif '百分比' in mainName: - if '血量' in mainName: - equipMain += '生' - else: - equipMain += mainName[3] - else: - equipMain += mainName[0] - - # 评分算法 - # 圣遗物总分 + 角色等级 + (a+e+q)*4 + 武器等级 * ( 1+(武器精炼数 -1) * 0.25) - ''' - charAllScore = artifactsAllScore + int(char_level) + \ - (a_skill_level + e_skill_level + q_skill_level) * 4 + \ - int(weaponLevel) * (1 + ((int(weaponAffix) - 1) * 0.25)) - ''' - if 'equipSets' in raw_data: - equipSets = raw_data['equipSets'] - else: - artifact_set_list = [] - for i in raw_data['equipList']: - artifact_set_list.append(i['aritifactSetsName']) - equipSetList = set(artifact_set_list) - equipSets = {'type':'','set':''} - for equip in equipSetList: - if artifact_set_list.count(equip) >= 4: - equipSets['type'] = '4' - equipSets['set'] = equip - break - elif artifact_set_list.count(equip) == 1: - pass - elif artifact_set_list.count(equip) >= 2: - equipSets['type'] += '2' - equipSets['set'] += equip - - if equipSets['type'] in ['2','']: - seq = '' - else: - seq = '{}|{}|{}'.format(weaponName.replace('「','').replace('」',''),equipSets['set'],equipMain) # 角色基本信息 img_text = ImageDraw.Draw(img) @@ -346,128 +510,6 @@ async def draw_char_card(raw_data: dict, charUrl: str = None) -> bytes: attack_green = fight_prop['addAtk'] defense_green = fight_prop['addDef'] - with open(ETC_PATH / 'dmgMap.json', 'r', encoding='UTF-8') as f: - dmgMap = json.load(f) - - if char_name in dmgMap: - for action in dmgMap[char_name]: - if action['seq'] == seq: - cal = action - break - else: - if '钟离' in char_name: - cal = dmgMap[char_name][-1] - else: - cal = dmgMap[char_name][0] - - print(seq) - print(cal) - if cal['action'] == 'E刹那之花': - effect_prop = defense - elif cal['key'] == '攻击力': - effect_prop = attack - elif cal['key'] == '防御力': - effect_prop = defense - elif cal['key'] == '血量': - effect_prop = hp - - if '踩班' in cal['action']: - effect_prop += 1202 - effect_prop += fight_prop['baseAtk'] * 0.25 - - if '蒸发' in cal['action'] or '融化' in cal['action']: - if '蒸发' in cal['action']: - if raw_data['avatarElement'] == 'Pyro': - k = 1.5 - else: - k = 2 - elif '融化' in cal['action']: - if raw_data['avatarElement'] == 'Pyro': - k = 2 - else: - k = 1.5 - - if '魔女' in equipSets['set']: - a = 0.15 - else: - a = 0 - add_dmg = k*(1+(2.78*em)/(em+1400)+a) - else: - add_dmg = 1 - - if equipSets['type'] in ['2','']: - dmgBonus_cal = dmgBonus - else: - if '追忆' in equipSets['set']: - dmgBonus_cal = dmgBonus + 0.5 - elif '绝缘' in equipSets['set']: - Bouns = ce * 0.25 if ce * 0.25 <= 0.75 else 0.75 - dmgBonus_cal = dmgBonus + Bouns - else: - dmgBonus_cal = dmgBonus - - critdmg_cal = critdmg - - if '胡桃' in char_name: - effect_prop += 0.4 * hp if 0.4 * hp <= fight_prop['baseAtk'] * 4 else fight_prop['baseAtk'] * 4 - elif '魈' in char_name: - dmgBonus_cal += 0.906 - elif '绫华' in char_name: - dmgBonus_cal += 0.18 - elif '宵宫' in char_name: - dmgBonus_cal += 0.5 - elif '九条' in char_name: - effect_prop += 0.9129 * fight_prop['baseAtk'] - critdmg_cal += 0.6 - - if '雾切' in weaponName: - dmgBonus_cal += 0.28 - elif '弓藏' in weaponName and '首' in cal['action']: - dmgBonus_cal += 0.8 - elif '飞雷' in weaponName and '首' in cal['action']: - dmgBonus_cal += 0.4 - elif '试作澹月' in weaponName: - effect_prop += fight_prop['baseAtk'] * 0.72 - elif '冬极' in weaponName: - effect_prop += fight_prop['baseAtk'] * 0.48 - dmgBonus_cal += 0.12 - - if cal['action'] == '扩散': - dmg = 868 * 1.15 * (1+0.6+(16*em)/(em+2000)) - elif '霄宫' in char_name: - dmg = effect_prop * cal['power'] * (1 + critdmg_cal) * (1 + dmgBonus_cal) * 0.5 * 0.9 * add_dmg * 1.5879 - elif cal['action'] == '开Q普攻' and '心海' in char_name: - dmg = (effect_prop * cal['power'] + hp*(0.871+0.15*dmgBonus_cal)) * (1 + critdmg_cal) * (1 + dmgBonus_cal) * 0.5 * 0.9 * add_dmg - elif '绫人' in char_name: - dmg = (effect_prop * cal['power'] + 0.0222 * hp) * (1 + critdmg_cal) * (1 + dmgBonus_cal) * 0.5 * 0.9 * add_dmg * 1.5879 - elif '迪奥娜' in char_name: - dmg = (effect_prop * cal['power'] + 1905) * 1.9 - elif cal['action'] == 'Q开盾天星': - effect_prop = attack - dmg = (effect_prop * cal['power'] + 0.33 * hp) * (1 + critdmg_cal) * (1 + dmgBonus_cal) * 0.5 * 0.9 * add_dmg - elif isinstance(cal['power'], str): - if cal['power'] == '攻击力': - dmg = attack - elif cal['power'] == '防御力': - dmg = defense - else: - power = cal['power'].split('+') - dmg = effect_prop * float(power[0]) / 100 + float(power[1]) - elif cal['val'] != 'any': - dmg = effect_prop * cal['power'] * (1 + critdmg_cal) * (1 + dmgBonus_cal) * 0.5 * 0.9 * add_dmg - else: - dmg = attack - print(dmg) - - if cal['val'] != 'any': - percent = '{:.2f}'.format(dmg / cal['val'] * 100) - elif cal['power'] == '攻击力': - percent = '{:.2f}'.format(dmg / cal['atk'] * 100) - else: - percent = '{:.2f}'.format(dmg / cal['other'] * 100) - else: - percent = 0.00 - # 属性 img_text.text((785, 174), str(round(hp)), (255, 255, 255), genshin_font_origin(28), anchor='rm') img_text.text((785, 227), str(round(attack)), (255, 255, 255), genshin_font_origin(28), anchor='rm') @@ -494,6 +536,7 @@ async def draw_char_card(raw_data: dict, charUrl: str = None) -> bytes: # 角色评分 img_text.text((768, 1557), f'{round(artifactsAllScore, 1)}', (255, 255, 255), genshin_font_origin(50), anchor='mm') + percent = await get_char_percent(raw_data) img_text.text((768, 1690), f'{str(percent)+"%"}', (255, 255, 255), genshin_font_origin(50), anchor='mm') img = img.convert('RGB') diff --git a/enkaToData/etc/dmgMap.json b/enkaToData/etc/dmgMap.json index 11a09693..b11f0c7c 100644 --- a/enkaToData/etc/dmgMap.json +++ b/enkaToData/etc/dmgMap.json @@ -1 +1 @@ -{"胡桃": [{"seq": "护摩之杖|追忆之注连|生火暴", "action": "重击蒸发", "crit_rate": 0.7000000000000001, "atk": 4039.8860032000002, "dmgBouns": 1.296, "defArea": 0.5, "resArea": 0.9, "other": 35355.232, "other2": 80, "key": "攻击力", "power": 2.4257, "val": 53386.95}, {"seq": "护摩之杖|追忆之注连|精火暴", "action": "重击蒸发", "crit_rate": 0.7000000000000001, "atk": 3477.5008, "dmgBouns": 1.296, "defArea": 0.5, "resArea": 0.9, "other": 28108, "other2": 267, "key": "攻击力", "power": 2.4257, "val": 57740.61}, {"seq": "匣里灭辰|追忆之注连|生火暴", "action": "重击蒸发", "crit_rate": 0.6985, "atk": 3005.5919872, "dmgBouns": 1.6560000000000001, "defArea": 0.5, "resArea": 0.9, "other": 32244.832, "other2": 301, "key": "攻击力", "power": 2.4257, "val": 46743.01}, {"seq": "匣里灭辰|追忆之注连|精火暴", "action": "重击蒸发", "crit_rate": 0.6985, "atk": 2573.6569600000003, "dmgBouns": 1.6560000000000001, "defArea": 0.5, "resArea": 0.9, "other": 24997.600000000002, "other2": 488, "key": "攻击力", "power": 2.4257, "val": 46105.44}, {"seq": "护摩之杖|炽烈的炎之魔女|生火暴", "action": "重击蒸发", "crit_rate": 0.7000000000000001, "atk": 3911.3660032000007, "dmgBouns": 1.0210000000000001, "defArea": 0.5, "resArea": 0.9, "other": 35355.232, "other2": 80, "key": "攻击力", "power": 2.4257, "val": 51430.72}, {"seq": "护摩之杖|炽烈的炎之魔女|精火暴", "action": "重击蒸发", "crit_rate": 0.7000000000000001, "atk": 3348.9808000000003, "dmgBouns": 1.0210000000000001, "defArea": 0.5, "resArea": 0.9, "other": 28108, "other2": 267, "key": "攻击力", "power": 2.4257, "val": 54026.46}, {"seq": "匣里灭辰|炽烈的炎之魔女|生火暴", "action": "重击蒸发", "crit_rate": 0.6985, "atk": 2904.7919872, "dmgBouns": 1.3810000000000002, "defArea": 0.5, "resArea": 0.9, "other": 32244.832, "other2": 301, "key": "攻击力", "power": 2.4257, "val": 44569.63}, {"seq": "匣里灭辰|炽烈的炎之魔女|精火暴", "action": "重击蒸发", "crit_rate": 0.6985, "atk": 2472.85696, "dmgBouns": 1.3810000000000002, "defArea": 0.5, "resArea": 0.9, "other": 24997.600000000002, "other2": 488, "key": "攻击力", "power": 2.4257, "val": 43179.16}], "托马": [{"seq": "西风长枪|绝缘之旗印千岩牢固|充生暴", "action": "满层护盾", "crit_rate": 0.7, "atk": 1492.18, "dmgBouns": 0, "defArea": 0.5, "resArea": 0.9, "other": 23024.546, "other2": 2.224, "key": "血量", "power": "14.40+1773.93", "val": 13854.62}, {"seq": "黑缨枪|绝缘之旗印千岩牢固|充生生", "action": "满层护盾", "crit_rate": "any", "atk": 1167.24, "dmgBouns": 0, "defArea": 0.5, "resArea": 0.9, "other": 33717.130999999994, "other2": 1.918, "key": "血量", "power": "14.40+1773.93", "val": 18046.12}], "宵宫": [{"seq": "飞雷之弦振|追忆之注连|攻火暴", "action": "开E首箭", "crit_rate": 0.8, "atk": 2308.926, "dmgBouns": 1.366, "defArea": 0.5, "resArea": 0.9, "other": null, "other2": null, "key": "攻击力", "power": 0.6359, "val": 7089.37}, {"seq": "弓藏|追忆之注连|攻火暴", "action": "开E首箭", "crit_rate": 0.6985, "atk": 2276.047, "dmgBouns": 1.766, "defArea": 0.5, "resArea": 0.9, "other": null, "other2": null, "key": "攻击力", "power": 0.6359, "val": 6856.87}], "烟绯": [{"seq": "四风原典|流浪大地的乐团|攻火暴", "action": "开Q重击蒸发", "crit_rate": 0.768, "atk": 1808.568, "dmgBouns": 2.2560000000000002, "defArea": 0.5, "resArea": 0.9, "other": 160, "other2": null, "key": "攻击力", "power": 2.7292, "val": 35355.26}, {"seq": "流浪乐章|流浪大地的乐团|攻火暴", "action": "开Q重击蒸发", "crit_rate": 0.7402500000000001, "atk": 1635.5, "dmgBouns": 1.8559999999999999, "defArea": 0.5, "resArea": 0.9, "other": 640, "other2": null, "key": "攻击力", "power": 2.7292, "val": 39960.36}], "可莉": [{"seq": "四风原典|炽烈的炎之魔女|攻火暴", "action": "金花重击蒸发", "crit_rate": 0.768, "atk": 1933.954, "dmgBouns": 1.9540000000000002, "defArea": 0.5, "resArea": 0.9, "other": 80, "other2": null, "key": "攻击力", "power": 2.8325, "val": 36017.47}, {"seq": "流浪乐章|炽烈的炎之魔女|攻火暴", "action": "金花重击蒸发", "crit_rate": 0.7402500000000001, "atk": 1760.886, "dmgBouns": 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