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修复:烟绯的毕业度计算问题
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@ -214,6 +214,7 @@ async def get_char_percent(raw_data: dict) -> str:
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dmgBonus_value_cal = 0
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dmgBonus_cal = dmgBonus
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em_cal = em
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if '夜兰' in char_name:
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effect_prop = hp
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@ -225,6 +226,8 @@ async def get_char_percent(raw_data: dict) -> str:
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elif '诺艾尔' in char_name:
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effect_prop = attack
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effect_prop += 1.3 * defense
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elif '烟绯' in char_name:
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dmgBonus_value_cal += 0.6 + 0.2
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elif '优菈' in char_name:
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r = 1.065
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elif '钟离' in char_name:
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@ -236,6 +239,30 @@ async def get_char_percent(raw_data: dict) -> str:
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effect_prop += 1202
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effect_prop += fight_prop['baseAtk'] * 0.25
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if '雾切' in weaponName:
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dmgBonus_cal += 0.28
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elif '弓藏' in weaponName and ('首' in cal['action'] or '击' in cal['action'] or '两段' in cal['action']):
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dmgBonus_cal += 0.8
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elif '飞雷' in weaponName and ('首' in cal['action'] or '击' in cal['action'] or '两段' in cal['action']):
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dmgBonus_cal += 0.4
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elif '阿莫斯' in weaponName:
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dmgBonus_cal += 0.52
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elif '破魔' in weaponName:
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dmgBonus_cal += 0.18*2
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elif '赤角石溃杵' in weaponName and ('首' in cal['action'] or '击' in cal['action'] or '两段' in cal['action']):
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dmgBonus_value_cal += 0.4 * defense
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elif '螭骨剑' in weaponName:
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dmgBonus_cal += 0.4
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elif '松籁响起之时' in weaponName:
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effect_prop += fight_prop['baseAtk'] * 0.2
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elif '试作澹月' in weaponName:
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effect_prop += fight_prop['baseAtk'] * 0.72
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elif '流浪乐章' in weaponName and '烟绯' in char_name:
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em_cal += 480
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elif '冬极' in weaponName:
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effect_prop += fight_prop['baseAtk'] * 0.48
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dmgBonus_cal += 0.12
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if '蒸发' in cal['action'] or '融化' in cal['action']:
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if '蒸发' in cal['action']:
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if raw_data['avatarElement'] == 'Pyro':
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@ -255,7 +282,7 @@ async def get_char_percent(raw_data: dict) -> str:
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a = 0.15
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else:
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a = 0
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add_dmg = k*(1+(2.78*em)/(em+1400)+a)
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add_dmg = k*(1+(2.78*em_cal)/(em_cal+1400)+a)
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else:
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add_dmg = 1
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@ -287,28 +314,6 @@ async def get_char_percent(raw_data: dict) -> str:
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elif '九条' in char_name:
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effect_prop += 0.9129 * fight_prop['baseAtk']
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critdmg_cal += 0.6
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if '雾切' in weaponName:
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dmgBonus_cal += 0.28
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elif '弓藏' in weaponName and ('首' in cal['action'] or '击' in cal['action'] or '两段' in cal['action']):
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dmgBonus_cal += 0.8
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elif '飞雷' in weaponName and ('首' in cal['action'] or '击' in cal['action'] or '两段' in cal['action']):
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dmgBonus_cal += 0.4
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elif '阿莫斯' in weaponName:
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dmgBonus_cal += 0.52
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elif '破魔' in weaponName:
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dmgBonus_cal += 0.18*2
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elif '赤角石溃杵' in weaponName and ('首' in cal['action'] or '击' in cal['action'] or '两段' in cal['action']):
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dmgBonus_value_cal += 0.4 * defense
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elif '螭骨剑' in weaponName:
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dmgBonus_cal += 0.4
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elif '松籁响起之时' in weaponName:
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effect_prop += fight_prop['baseAtk'] * 0.2
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elif '试作澹月' in weaponName:
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effect_prop += fight_prop['baseAtk'] * 0.72
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elif '冬极' in weaponName:
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effect_prop += fight_prop['baseAtk'] * 0.48
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dmgBonus_cal += 0.12
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if '治疗' in cal['action']:
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if equipSets['type'] in ['2','']:
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@ -318,7 +323,7 @@ async def get_char_percent(raw_data: dict) -> str:
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healBouns_cal += 0.2
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if cal['action'] == '扩散':
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dmg = 868 * 1.15 * (1+0.6+(16*em)/(em+2000))
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dmg = 868 * 1.15 * (1+0.6+(16*em_cal)/(em_cal+2000))
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elif '霄宫' in char_name:
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dmg = effect_prop * cal['power'] * (1 + critdmg_cal) * (1 + dmgBonus_cal) * 0.5 * r * add_dmg * 1.5879
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elif '班尼特' in char_name and 'Q治疗' in cal['action']:
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