mirror of
https://github.com/baiqwerdvd/StarRailUID.git
synced 2025-05-06 19:53:44 +08:00
继续重构!
This commit is contained in:
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1823adf500
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@ -94,10 +94,10 @@ class AvatarInstance:
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self.merge_attribute_bonus(self.weapon.weapon_attribute)
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async def gat_damage(self):
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logger.info('base_attr')
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logger.info(self.base_attr)
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logger.info('attribute_bonus')
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logger.info(self.attribute_bonus)
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# logger.info('base_attr')
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# logger.info(self.base_attr)
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# logger.info('attribute_bonus')
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# logger.info(self.attribute_bonus)
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logger.info('检查武器战斗生效的buff')
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Ultra_Use = self.avatar.Ultra_Use()
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@ -48,6 +48,16 @@ class Seele(BaseAvatar):
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'Talent', 'Talent'
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) + attribute_bonus.get('AllDamageAddedRatio', 0)
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damage1, damage2, damage3 = await calculate_damage(
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base_attr,
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attribute_bonus,
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'fujia',
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'fujia',
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'Thunder',
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0.44,
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self.avatar_level,
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)
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skill_info_list = []
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# 计算普攻伤害
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skill_multiplier = self.Skill_num('Normal', 'Normal')
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@ -60,6 +70,7 @@ class Seele(BaseAvatar):
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skill_multiplier,
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self.avatar_level,
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)
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damagelist1[2] += damage3
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skill_info_list.append({'name': '普攻', 'damagelist': damagelist1})
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# 计算战技伤害
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@ -73,6 +84,7 @@ class Seele(BaseAvatar):
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skill_multiplier,
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self.avatar_level,
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)
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damagelist2[2] += damage3
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skill_info_list.append({'name': '战技', 'damagelist': damagelist2})
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# 计算大招伤害
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@ -86,6 +98,7 @@ class Seele(BaseAvatar):
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skill_multiplier,
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self.avatar_level,
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)
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damagelist3[2] += damage3
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skill_info_list.append({'name': '终结技', 'damagelist': damagelist3})
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# 银狼降防终结技伤害
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@ -103,6 +116,7 @@ class Seele(BaseAvatar):
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skill_multiplier,
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self.avatar_level,
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)
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damagelist4[2] += damage3
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skill_info_list.append({'name': '银狼降防终结技', 'damagelist': damagelist4})
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logger.info(skill_info_list)
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@ -144,6 +158,16 @@ class JingYuan(BaseAvatar):
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base_attr: Dict[str, float],
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attribute_bonus: Dict[str, float],
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):
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damage1, damage2, damage3 = await calculate_damage(
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base_attr,
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attribute_bonus,
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'fujia',
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'fujia',
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'Thunder',
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0.44,
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self.avatar_level,
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)
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skill_info_list = []
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# 计算普攻伤害
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skill_multiplier = self.Skill_num('Normal', 'Normal')
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@ -156,6 +180,7 @@ class JingYuan(BaseAvatar):
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skill_multiplier,
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self.avatar_level,
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)
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damagelist1[2] += damage3
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skill_info_list.append({'name': '普攻', 'damagelist': damagelist1})
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# 计算战技伤害
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@ -169,6 +194,7 @@ class JingYuan(BaseAvatar):
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skill_multiplier,
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self.avatar_level,
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)
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damagelist2[2] += damage3
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skill_info_list.append({'name': '战技', 'damagelist': damagelist2})
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# 计算大招伤害
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@ -182,6 +208,7 @@ class JingYuan(BaseAvatar):
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skill_multiplier,
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self.avatar_level,
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)
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damagelist3[2] += damage3
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skill_info_list.append({'name': '终结技', 'damagelist': damagelist3})
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# 神君
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@ -195,6 +222,7 @@ class JingYuan(BaseAvatar):
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skill_multiplier,
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self.avatar_level,
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)
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damagelist4[2] += damage3
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skill_info_list.append({'name': '10层神君伤害', 'damagelist': damagelist4})
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logger.info(skill_info_list)
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@ -231,6 +259,16 @@ class Welt(BaseAvatar):
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base_attr: Dict[str, float],
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attribute_bonus: Dict[str, float],
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):
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damage1, damage2, damage3 = await calculate_damage(
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base_attr,
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attribute_bonus,
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'fujia',
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'fujia',
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'Thunder',
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0.44,
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self.avatar_level,
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)
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skill_info_list = []
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# 计算普攻伤害
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skill_multiplier = self.Skill_num('Normal', 'Normal')
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@ -243,6 +281,7 @@ class Welt(BaseAvatar):
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skill_multiplier,
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self.avatar_level,
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)
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damagelist1[2] += damage3
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skill_info_list.append({'name': '普攻', 'damagelist': damagelist1})
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# 计算战技伤害
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@ -262,6 +301,7 @@ class Welt(BaseAvatar):
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damagelist2[0] = damagelist2[0] * attnum
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damagelist2[1] = damagelist2[1] * attnum
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damagelist2[2] = damagelist2[2] * attnum
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damagelist2[2] += damage3
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skill_info_list.append({'name': '战技', 'damagelist': damagelist2})
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# 计算大招伤害
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@ -275,6 +315,7 @@ class Welt(BaseAvatar):
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skill_multiplier,
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self.avatar_level,
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)
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damagelist3[2] += damage3
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skill_info_list.append({'name': '终结技', 'damagelist': damagelist3})
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if self.avatar_rank >= 1:
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@ -291,6 +332,7 @@ class Welt(BaseAvatar):
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damagelist4[0] = damagelist1[0] + damagelist4[0]
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damagelist4[1] = damagelist1[1] + damagelist4[1]
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damagelist4[2] = damagelist1[2] + damagelist4[2]
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damagelist4[2] += damage3
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skill_info_list.append({'name': '强化普攻', 'damagelist': damagelist4})
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skill_multiplier = (self.Skill_num('BPSkill', 'BPSkill') / 3) * 0.8
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@ -306,11 +348,266 @@ class Welt(BaseAvatar):
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damagelist5[0] = damagelist2[0] + damagelist5[0]
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damagelist5[1] = damagelist2[1] + damagelist5[1]
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damagelist5[2] = damagelist2[2] + damagelist5[2]
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damagelist5[2] += damage3
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skill_info_list.append({'name': '强化战技', 'damagelist': damagelist5})
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logger.info(skill_info_list)
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return skill_info_list
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class Danhengil(BaseAvatar):
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Buff: BaseAvatarBuff
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def __init__(
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self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]
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):
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super().__init__(char=char, skills=skills)
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self.eidolon_attribute: Dict[str, float] = {}
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self.extra_ability_attribute: Dict[str, float] = {}
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self.eidolons()
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self.extra_ability()
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def Technique(self):
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pass
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def eidolons(self):
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if self.avatar_rank >= 6:
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self.extra_ability_attribute[
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'Normal3_ImaginaryResistancePenetration'
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] = 0.6
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def extra_ability(self):
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logger.info('额外能力')
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logger.info('对拥有虚数属性弱点的敌方目标造成伤害时, 暴击伤害提高24%。')
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self.extra_ability_attribute['CriticalDamageBase'] = 0.24
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async def getdamage(
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self,
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base_attr: Dict[str, float],
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attribute_bonus: Dict[str, float],
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):
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start_buff = 3
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add_buff = 1
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max_buff = 6
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if self.avatar_rank >= 1:
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start_buff = 6
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add_buff = 2
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max_buff = 10
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injury_add = self.Skill_num('Talent', 'Talent')
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critical_damage_add = self.Skill_num('BPSkill', 'BPSkill')
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critical_buff = 0
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if self.avatar_rank >= 4:
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critical_buff = critical_damage_add * 4
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skill_info_list = []
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# 计算普攻1伤害
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skill_multiplier = self.Skill_num('Normal', 'Normal') / 2
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damage_c = 0
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damage_e = 0
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damage_a = 0
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for i in range(1, 3):
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add_attr_bonus = copy.deepcopy(attribute_bonus)
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damage_buff = min(max_buff, start_buff + (i - 1) * add_buff)
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add_attr_bonus['AllDamageAddedRatio'] = damage_buff * injury_add + add_attr_bonus.get(
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'AllDamageAddedRatio', 0
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)
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if self.avatar_rank >= 4:
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add_attr_bonus['CriticalDamageBase'] = critical_buff + add_attr_bonus.get(
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'CriticalDamageBase', 0
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)
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damage1, damage2, damage3 = await calculate_damage(
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base_attr,
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add_attr_bonus,
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'Normal',
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'Normal',
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self.avatar_element,
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skill_multiplier,
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self.avatar_level,
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)
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damage_c += damage1
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damage_e += damage2
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damage_a += damage3
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damage1, damage2, damage3 = await calculate_damage(
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base_attr,
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add_attr_bonus,
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'Normal',
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'Normal',
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'Thunder',
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0.44,
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self.avatar_level,
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)
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damage_a += damage3
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skill_info_list.append({'name': '普攻', 'damagelist': [damage_c, damage_e, damage_a]})
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# 计算瞬华伤害
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skill_multiplier = self.Skill_num('Normal', 'Normal1') / 3
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damage_c = 0
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damage_e = 0
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damage_a = 0
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for i in range(1, 4):
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add_attr_bonus = copy.deepcopy(attribute_bonus)
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damage_buff = min(max_buff, start_buff + (i - 1) * add_buff)
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add_attr_bonus['AllDamageAddedRatio'] = damage_buff * injury_add + add_attr_bonus.get(
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'AllDamageAddedRatio', 0
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)
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if self.avatar_rank >= 4:
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add_attr_bonus['CriticalDamageBase'] = critical_buff + add_attr_bonus.get(
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'CriticalDamageBase', 0
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)
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damage1, damage2, damage3 = await calculate_damage(
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base_attr,
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add_attr_bonus,
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'Normal',
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'Normal1',
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self.avatar_element,
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skill_multiplier,
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self.avatar_level,
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)
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damage_c += damage1
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damage_e += damage2
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damage_a += damage3
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damage1, damage2, damage3 = await calculate_damage(
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base_attr,
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add_attr_bonus,
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'Normal',
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'Normal',
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'Thunder',
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0.44,
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self.avatar_level,
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)
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damage_a += damage3
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skill_info_list.append({'name': '瞬华', 'damagelist': [damage_c, damage_e, damage_a]})
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# 计算天矢阴伤害
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skill_multiplier = self.Skill_num('Normal', 'Normal2') / 5
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damage_c = 0
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damage_e = 0
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damage_a = 0
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for i in range(1, 6):
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add_attr_bonus = copy.deepcopy(attribute_bonus)
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damage_buff = min(max_buff, start_buff + (i - 1) * add_buff)
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add_attr_bonus['AllDamageAddedRatio'] = damage_buff * injury_add + add_attr_bonus.get(
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'AllDamageAddedRatio', 0
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)
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if self.avatar_rank >= 4:
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add_attr_bonus['CriticalDamageBase'] = critical_buff + add_attr_bonus.get(
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'CriticalDamageBase', 0
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)
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else:
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if i >= 4:
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critical_buff = (i - 3) * critical_damage_add
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add_attr_bonus['CriticalDamageBase'] = critical_buff + add_attr_bonus.get(
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'CriticalDamageBase', 0
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)
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damage1, damage2, damage3 = await calculate_damage(
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base_attr,
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add_attr_bonus,
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'Normal',
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'Normal2',
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self.avatar_element,
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skill_multiplier,
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self.avatar_level,
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)
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damage_c += damage1
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damage_e += damage2
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damage_a += damage3
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damage1, damage2, damage3 = await calculate_damage(
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base_attr,
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add_attr_bonus,
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'Normal',
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'Normal',
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'Thunder',
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0.44,
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self.avatar_level,
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)
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damage_a += damage3
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skill_info_list.append({'name': '天矢阴', 'damagelist': [damage_c, damage_e, damage_a]})
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# 计算盘拏耀跃伤害
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skill_multiplier = self.Skill_num('Normal', 'Normal3') / 7
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damage_c = 0
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damage_e = 0
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damage_a = 0
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for i in range(1, 8):
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add_attr_bonus = copy.deepcopy(attribute_bonus)
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damage_buff = min(max_buff, start_buff + (i - 1) * add_buff)
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add_attr_bonus['AllDamageAddedRatio'] = damage_buff * injury_add + add_attr_bonus.get(
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'AllDamageAddedRatio', 0
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)
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if self.avatar_rank >= 4:
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add_attr_bonus['CriticalDamageBase'] = critical_buff + add_attr_bonus.get(
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'CriticalDamageBase', 0
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)
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else:
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if i >= 4:
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critical_buff = (i - 3) * critical_damage_add
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add_attr_bonus['CriticalDamageBase'] = critical_buff + add_attr_bonus.get(
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'CriticalDamageBase', 0
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)
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damage1, damage2, damage3 = await calculate_damage(
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base_attr,
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add_attr_bonus,
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'Normal',
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'Normal3',
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self.avatar_element,
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skill_multiplier,
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self.avatar_level,
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)
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damage_c += damage1
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damage_e += damage2
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damage_a += damage3
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damage1, damage2, damage3 = await calculate_damage(
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base_attr,
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add_attr_bonus,
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'Normal',
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'Normal',
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'Thunder',
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0.44,
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self.avatar_level,
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)
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damage_a += damage3
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skill_info_list.append({'name': '盘拏耀跃', 'damagelist': [damage_c, damage_e, damage_a]})
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# 计算大招伤害
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skill_multiplier = self.Skill_num('Ultra', 'Ultra') / 3
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damage_c = 0
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damage_e = 0
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damage_a = 0
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for i in range(1, 4):
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add_attr_bonus = copy.deepcopy(attribute_bonus)
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damage_buff = min(max_buff, 10)
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add_attr_bonus['AllDamageAddedRatio'] = damage_buff * injury_add + add_attr_bonus.get(
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'AllDamageAddedRatio', 0
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)
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critical_buff = 4 * critical_damage_add
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add_attr_bonus['CriticalDamageBase'] = critical_buff + add_attr_bonus.get(
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'CriticalDamageBase', 0
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)
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damage1, damage2, damage3 = await calculate_damage(
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base_attr,
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add_attr_bonus,
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'Ultra',
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'Ultra',
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self.avatar_element,
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skill_multiplier,
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self.avatar_level,
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)
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damage_c += damage1
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damage_e += damage2
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damage_a += damage3
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damage1, damage2, damage3 = await calculate_damage(
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base_attr,
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add_attr_bonus,
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'Normal',
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'Normal',
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'Thunder',
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0.44,
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self.avatar_level,
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)
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damage_a += damage3
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skill_info_list.append({'name': '终结技', 'damagelist': [damage_c, damage_e, damage_a]})
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logger.info(skill_info_list)
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return skill_info_list
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class AvatarDamage:
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@classmethod
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@ -323,4 +620,6 @@ class AvatarDamage:
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return JingYuan(char, skills)
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if char.id_ == 1004:
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return Welt(char, skills)
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if char.id_ == 1213:
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return Danhengil(char, skills)
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raise Exception('不支持的角色')
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||||
|
@ -17,37 +17,53 @@ async def calculate_damage(
|
||||
logger.info(f'Skill Multiplier: {skill_multiplier}')
|
||||
logger.info(f'Skill Type: {skill_type}')
|
||||
logger.info(f'Level: {level}')
|
||||
# logger.info(f'attribute_bonus: {attribute_bonus}')
|
||||
|
||||
attribute_bonus = apply_attribute_bonus(
|
||||
attribute_bonus, skill_type, add_skill_type
|
||||
)
|
||||
|
||||
merged_attr = await merge_attribute(base_attr, attribute_bonus)
|
||||
# logger.info(f'merged_attr: {merged_attr}')
|
||||
|
||||
attack = merged_attr.get('attack', 0)
|
||||
logger.info(f'Attack: {attack}')
|
||||
|
||||
damage_reduction = calculate_damage_reduction(level)
|
||||
logger.info(f'韧性区: {damage_reduction}')
|
||||
|
||||
resistance_area = calculate_resistance_area(
|
||||
merged_attr, skill_type, add_skill_type, element
|
||||
)
|
||||
logger.info(f'抗性区: {resistance_area}')
|
||||
|
||||
defence_multiplier = calculate_defence_multiplier(level, merged_attr)
|
||||
logger.info(f'防御区: {defence_multiplier}')
|
||||
|
||||
injury_area, element_area = calculate_injury_area(
|
||||
merged_attr, skill_type, add_skill_type, element
|
||||
)
|
||||
logger.info(f'增伤区: {injury_area}')
|
||||
|
||||
damage_ratio = calculate_damage_ratio(
|
||||
merged_attr, skill_type, add_skill_type
|
||||
)
|
||||
logger.info(f'易伤区: {damage_ratio}')
|
||||
|
||||
critical_damage = calculate_critical_damage(
|
||||
merged_attr, skill_type, add_skill_type
|
||||
)
|
||||
logger.info(f'爆伤区: {critical_damage}')
|
||||
|
||||
critical_chance = calculate_critical_chance(
|
||||
merged_attr, skill_type, add_skill_type
|
||||
)
|
||||
logger.info(f'暴击区: {critical_chance}')
|
||||
|
||||
expected_damage = calculate_expected_damage(
|
||||
critical_chance, critical_damage
|
||||
)
|
||||
logger.info(f'暴击期望: {expected_damage}')
|
||||
|
||||
damage_cd = calculate_damage_cd(
|
||||
attack,
|
||||
@ -57,6 +73,7 @@ async def calculate_damage(
|
||||
defence_multiplier,
|
||||
resistance_area,
|
||||
damage_reduction,
|
||||
critical_damage,
|
||||
)
|
||||
damage_qw = calculate_damage_qw(
|
||||
attack,
|
||||
@ -77,9 +94,10 @@ async def calculate_damage(
|
||||
defence_multiplier,
|
||||
resistance_area,
|
||||
damage_reduction,
|
||||
expected_damage,
|
||||
critical_damage,
|
||||
element,
|
||||
element_area
|
||||
element_area,
|
||||
base_attr,
|
||||
)
|
||||
|
||||
skill_info_list = [damage_cd, damage_qw, damage_tz]
|
||||
@ -126,20 +144,17 @@ def calculate_resistance_area(
|
||||
# 检查是否有某一属性的抗性穿透
|
||||
attr_name = attr.split('ResistancePenetration')[0]
|
||||
if attr_name in (element, 'AllDamage'):
|
||||
logger.info(f'{attr_name}属性有{merged_attr[attr]}穿透加成')
|
||||
# logger.info(f'{attr_name}属性有{merged_attr[attr]}穿透加成')
|
||||
enemy_status_resistance += merged_attr[attr]
|
||||
# 检查是否有某一技能属性的抗性穿透
|
||||
skill_name, skillattr_name = (
|
||||
attr_name.split('_', 1) if '_' in attr_name else (None, None)
|
||||
)
|
||||
if skill_name in (
|
||||
skill_type,
|
||||
add_skill_type,
|
||||
) and skillattr_name in (element, 'AllDamage'):
|
||||
if '_' in attr_name:
|
||||
skill_name = attr_name.split('_')[0]
|
||||
skillattr_name = attr_name.split('_')[1]
|
||||
if skill_name == add_skill_type and skillattr_name in (element, 'AllDamage'):
|
||||
enemy_status_resistance += merged_attr[attr]
|
||||
logger.info(
|
||||
f'{skill_name}对{skillattr_name}属性有{merged_attr[attr]}穿透加成'
|
||||
)
|
||||
# logger.info(
|
||||
# f'{skill_name}对{skillattr_name}属性有{merged_attr[attr]}穿透加成'
|
||||
# )
|
||||
return 1.0 - (0 - enemy_status_resistance)
|
||||
|
||||
|
||||
@ -147,8 +162,8 @@ def calculate_defence_multiplier(
|
||||
level: int,
|
||||
merged_attr: Dict[str, float],
|
||||
):
|
||||
ignore_defence = merged_attr.get('ignore_defence', 1.0)
|
||||
enemy_defence = (level * 10 + 200) * ignore_defence
|
||||
ignore_defence = merged_attr.get('ignore_defence', 0.0)
|
||||
enemy_defence = (level * 10 + 200) * (1 - ignore_defence)
|
||||
return (level * 10 + 200) / (level * 10 + 200 + enemy_defence)
|
||||
|
||||
|
||||
@ -161,17 +176,24 @@ def calculate_injury_area(
|
||||
injury_area = 0.0
|
||||
element_area = 0.0
|
||||
for attr in merged_attr:
|
||||
if 'DmgAdd' in attr and attr.split('DmgAdd')[0] in (
|
||||
attr_name = attr.split('AddedRatio')[0]
|
||||
skill_name = attr.split('DmgAdd')[0]
|
||||
if 'DmgAdd' in attr and skill_name in (
|
||||
skill_type,
|
||||
add_skill_type,
|
||||
):
|
||||
# logger.info(
|
||||
# f'{attr} 对 {skill_type} 有 {merged_attr[attr]} 伤害加成'
|
||||
# )
|
||||
injury_area += merged_attr[attr]
|
||||
for attr in merged_attr:
|
||||
attr_name = attr.split('DmgAdd')[0]
|
||||
|
||||
if 'AddedRatio' in attr and attr_name in (
|
||||
element,
|
||||
'AllDamage',
|
||||
):
|
||||
# logger.info(
|
||||
# f'{attr} 对 {element} 属性有 {merged_attr[attr]} 伤害加成'
|
||||
# )
|
||||
if attr_name == element:
|
||||
element_area += merged_attr[attr]
|
||||
injury_area += merged_attr[attr]
|
||||
@ -199,7 +221,7 @@ def calculate_critical_damage(
|
||||
add_skill_type: str,
|
||||
):
|
||||
if skill_type == 'DOT':
|
||||
return 0.0
|
||||
return 1.0
|
||||
critical_damage_base = merged_attr.get('CriticalDamageBase', 0)
|
||||
for attr in merged_attr:
|
||||
if '_CriticalDamageBase' in attr and attr.split('_')[0] in (
|
||||
@ -229,7 +251,7 @@ def calculate_expected_damage(
|
||||
critical_chance_base: float,
|
||||
critical_damage_base: float,
|
||||
):
|
||||
return critical_chance_base * critical_damage_base + 1
|
||||
return critical_chance_base * (critical_damage_base - 1) + 1
|
||||
|
||||
|
||||
def calculate_damage_cd(
|
||||
@ -240,6 +262,7 @@ def calculate_damage_cd(
|
||||
defence_multiplier: float,
|
||||
resistance_area: float,
|
||||
damage_reduction: float,
|
||||
critical_damage: float,
|
||||
):
|
||||
return (
|
||||
attack
|
||||
@ -249,6 +272,7 @@ def calculate_damage_cd(
|
||||
* defence_multiplier
|
||||
* resistance_area
|
||||
* damage_reduction
|
||||
* critical_damage
|
||||
)
|
||||
|
||||
|
||||
@ -282,36 +306,27 @@ def calculate_damage_tz(
|
||||
defence_multiplier: float,
|
||||
resistance_area: float,
|
||||
damage_reduction: float,
|
||||
expected_damage: float,
|
||||
critical_damage: float,
|
||||
element: str,
|
||||
element_area: float
|
||||
element_area: float,
|
||||
base_attr: Dict[str, float],
|
||||
):
|
||||
injury_add_tz = 0.0
|
||||
attack_tz = attack + attack * (1 + 2.144) + 0
|
||||
|
||||
attack_tz = attack + 355 + base_attr['attack'] * 2.334
|
||||
# logger.info(f'attack_tz: {attack_tz}')
|
||||
if element == 'Imaginary':
|
||||
injury_add_tz = 0.12
|
||||
damage_tz = (
|
||||
attack_tz
|
||||
* skill_multiplier
|
||||
* damage_ratio
|
||||
* (injury_area + injury_add_tz + 2.326)
|
||||
* (injury_area + injury_add_tz + 2.626)
|
||||
* defence_multiplier
|
||||
* resistance_area
|
||||
* damage_reduction
|
||||
* (expected_damage + 1.594)
|
||||
* (critical_damage + 1.794)
|
||||
* 10
|
||||
)
|
||||
element_area = 0 if element == 'Thunder' else 0
|
||||
damage_tz_fj = (
|
||||
attack_tz
|
||||
* 0.44
|
||||
* damage_ratio
|
||||
* (injury_area + 2.326 + element_area)
|
||||
* defence_multiplier
|
||||
* resistance_area
|
||||
* damage_reduction
|
||||
* (expected_damage + 1.594)
|
||||
* 10
|
||||
)
|
||||
damage_tz += damage_tz_fj
|
||||
damage_tz
|
||||
return damage_tz
|
||||
|
@ -12,10 +12,14 @@ async def merge_attribute(
|
||||
attr = attribute.split('Delta')[0].lower()
|
||||
if attr in merged_attr:
|
||||
merged_attr[attr] += value
|
||||
else:
|
||||
merged_attr[attribute] = attribute_bonus[attribute]
|
||||
elif attribute.endswith('AddedRatio'):
|
||||
attr = attribute.split('AddedRatio')[0].lower()
|
||||
if attr in merged_attr:
|
||||
merged_attr[attr] += base_attr[attr] * (1 + value)
|
||||
merged_attr[attr] += base_attr[attr] * value
|
||||
else:
|
||||
merged_attr[attribute] = attribute_bonus[attribute]
|
||||
elif attribute in ['ignore_defence', 'Atk_buff', 'Normal_buff', 'shield_added_ratio']:
|
||||
merged_attr[attribute] = base_attr.get(attribute, 0) + value
|
||||
elif attribute.endswith(('ResistancePenetration', 'DmgAdd', 'DmgRatio')):
|
||||
@ -25,8 +29,4 @@ async def merge_attribute(
|
||||
else:
|
||||
logger.info(f'未知的属性加成: {attribute}, 采用覆盖模式')
|
||||
merged_attr[attribute] = attribute_bonus[attribute]
|
||||
for attr in base_attr:
|
||||
merged_value = merged_attr.get(attr, 0)
|
||||
if merged_value == 0:
|
||||
merged_attr[attr] = base_attr[attr]
|
||||
return merged_attr
|
||||
|
Loading…
x
Reference in New Issue
Block a user