mirror of
https://github.com/baiqwerdvd/StarRailUID.git
synced 2025-05-06 11:43:44 +08:00
487 lines
15 KiB
Python
487 lines
15 KiB
Python
import re
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import json
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from pathlib import Path
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from typing import Dict, Tuple, Union, Optional
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from gsuid_core.logger import logger
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from .to_data import api_to_dict
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from .draw_char_img import draw_char_img
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from ..utils.error_reply import CHAR_HINT
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from ..utils.resource.RESOURCE_PATH import PLAYER_PATH
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from ..utils.excel.model import AvatarPromotionConfig, EquipmentPromotionConfig
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from ..utils.map.name_covert import (
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name_to_avatar_id,
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name_to_weapon_id,
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alias_to_char_name,
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alias_to_weapon_name,
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)
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from ..utils.map.SR_MAP_PATH import (
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Property2Name,
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EquipmentID2Name,
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AvatarRankSkillUp,
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EquipmentID2Rarity,
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rankId2Name,
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skillId2Name,
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avatarId2Name,
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skillId2Effect,
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avatarId2EnName,
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avatarId2Rarity,
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characterSkillTree,
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skillId2AttackType,
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avatarId2DamageType,
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)
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WEAPON_TO_INT = {
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'一': 1,
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'二': 2,
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'三': 3,
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'四': 4,
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'五': 5,
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'满': 5,
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}
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CHAR_TO_INT = {
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'零': 0,
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'一': 1,
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'二': 2,
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'三': 3,
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'四': 4,
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'五': 5,
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'六': 6,
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'满': 6,
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}
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PieceName_ilst = {
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0: ['头', '帽'],
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1: ['手'],
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2: ['衣', '服', '躯'],
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3: ['鞋', '腿'],
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4: ['球'],
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5: ['绳', '链'],
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}
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async def draw_char_info_img(raw_mes: str, sr_uid: str):
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# 获取角色名
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# msg = ' '.join(re.findall('[\u4e00-\u9fa5]+', raw_mes))
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_args = await get_char_args(raw_mes, sr_uid)
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if isinstance(_args, str):
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return _args
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if isinstance(_args[0], str):
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return _args[0]
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char = await get_char(*_args)
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if isinstance(char, str):
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logger.info('[sr查询角色] 绘图失败, 替换的武器不正确!')
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return char
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im = await draw_char_img(char, sr_uid, raw_mes)
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logger.info('[查询角色] 绘图完成,等待发送...')
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return im
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async def get_char_args(
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msg: str, uid: str
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) -> Union[Tuple[Dict, Optional[str], Optional[int], Optional[int]], str]:
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# 可能进来的值
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# 六命希儿带于夜色中换1000xxxx4青雀遗器换1000xxxx6希儿头换银狼手
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# 六命希儿带于夜色中换1000xxxx6希儿头
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# 希儿换银狼手
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fake_name = ''
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talent_num = None
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char_data = {}
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weapon, weapon_affix = None, None
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msg = (
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msg.replace('带', '换')
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.replace('拿', '换')
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.replace('圣遗物', '遗器')
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.replace('命', '魂')
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)
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# 希儿带于夜色中换1000xxxx6希儿头
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msg_list = msg.split('换')
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for index, part in enumerate(msg_list):
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changeuid = await get_part_uid(part, uid)
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if changeuid is None:
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return 'UID不正确噢~'
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# 判断主体
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if index == 0:
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fake_name, talent_num = await get_fake_char_str(part)
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# 判断是否开启fake_char
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if '遗器' in msg:
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char_data = await get_char_data(uid, fake_name)
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if isinstance(char_data, str):
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char_data = await make_new_charinfo(uid, fake_name)
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else:
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char_data = await get_char_data(uid, fake_name)
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if isinstance(char_data, str):
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return char_data
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continue
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if '遗器' in part:
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char_data = await get_fake_char_data(
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char_data,
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part.replace('遗器', '').replace(changeuid, ''),
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changeuid,
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)
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if isinstance(char_data, str):
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return char_data
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else:
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for i, s in enumerate(['头部', '手部', '躯干', '腿部', '位面球', '连结绳']):
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if '赤沙' in part:
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continue
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if part[-1] in PieceName_ilst[i]:
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if isinstance(char_data, str):
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return char_data
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char_data = await change_equip(
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changeuid, char_data, part, s, i
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)
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if not char_data:
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change_name = part.replace(part[-1], '')
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return f'要替换的{change_name}的{s}遗器不存在噢~'
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break
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else:
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weapon, weapon_affix = await get_fake_weapon_str(part)
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return char_data, weapon, weapon_affix, talent_num
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async def change_equip(
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uid: str, char_data: Dict, part: str, s: str, i: int
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) -> Dict:
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char_name = part.replace(part[-1], '').replace(uid, '')
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fake_data = await get_char_data(uid, char_name)
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if isinstance(fake_data, str):
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return {}
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relicmap = i + 1
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for equip in fake_data['RelicInfo']:
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if str(str(equip['relicId'])[-1]) == str(relicmap):
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char_data['RelicInfo'][i] = equip
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break
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return char_data
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async def get_part_uid(part: str, uid: str):
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sr_uid = uid
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uid_data = re.findall(r'\d{9}', part)
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if uid_data:
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sr_uid: Optional[str] = uid_data[0]
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return sr_uid
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async def get_fake_char_str(char_name: str) -> Tuple[str, Optional[int]]:
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"""
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获取一个角色信息
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"""
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talent_num = None
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if '魂' in char_name and char_name[0] in CHAR_TO_INT:
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talent_num = CHAR_TO_INT[char_name[0]]
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char_name = char_name[2:]
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return char_name, talent_num
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async def get_fake_weapon_str(msg: str) -> Tuple[str, Optional[int]]:
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weapon_affix = 1
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if '精' in msg and msg[1] in WEAPON_TO_INT:
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weapon_affix = WEAPON_TO_INT[msg[1]]
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weapon = msg[2:]
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else:
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weapon = msg
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return weapon, weapon_affix
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async def get_fake_char_data(
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char_data: Dict, change_name: str, changeuid: str
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) -> Union[Dict, str]:
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original_data = await get_char_data(changeuid, change_name)
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if isinstance(original_data, str):
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return original_data
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if isinstance(original_data, Dict):
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char_data['RelicInfo'] = original_data['RelicInfo']
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return char_data
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async def get_char_data(
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sr_uid: str, char_name: str, enable_self: bool = True
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) -> Union[Dict, str]:
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player_path = PLAYER_PATH / str(sr_uid)
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SELF_PATH = player_path / 'SELF'
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if '开拓者' in str(char_name):
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char_name = '开拓者'
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char_id = await name_to_avatar_id(char_name)
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if char_id == '':
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char_name = await alias_to_char_name(char_name)
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if char_name is False:
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return '请输入正确的角色名'
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char_path = player_path / f'{char_name}.json'
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char_self_path = SELF_PATH / f'{char_name}.json'
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path = Path()
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if char_path.exists():
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path = char_path
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elif enable_self and char_self_path.exists():
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path = char_self_path
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else:
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char_data_list = await api_to_dict(sr_uid)
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charname_list = []
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if isinstance(char_data_list, str):
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return char_data_list
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for char in char_data_list:
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charname = avatarId2Name[str(char)]
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charname_list.append(charname)
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if str(char_name) in charname_list:
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if char_path.exists():
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path = char_path
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elif enable_self and char_self_path.exists():
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path = char_self_path
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else:
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return CHAR_HINT.format(char_name, char_name)
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with Path.open(path, encoding='utf8') as fp:
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return json.load(fp)
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async def make_new_charinfo(
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uid: str,
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fake_name: str,
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):
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char_data = {}
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char_data['uid'] = uid
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char_data['nickName'] = 'test'
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char_id = await name_to_avatar_id(fake_name)
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if char_id == '':
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fake_name = await alias_to_char_name(fake_name)
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if fake_name is False:
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return '请输入正确的角色名'
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char_id = await name_to_avatar_id(fake_name)
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char_data['avatarId'] = int(char_id)
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char_data['avatarName'] = fake_name
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char_data['avatarElement'] = avatarId2DamageType[
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str(char_data['avatarId'])
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]
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char_data['avatarRarity'] = str(
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avatarId2Rarity[str(char_data['avatarId'])]
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)
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char_data['avatarPromotion'] = 6
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char_data['avatarLevel'] = 80
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char_data['avatarSkill'] = await get_skill_list(char_data['avatarId'])
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char_data['avatarExtraAbility'] = await get_extra_list(
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char_data['avatarId']
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)
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char_data['avatarAttributeBonus'] = await get_attribute_list(
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char_data['avatarId']
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)
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char_data['RelicInfo'] = []
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char_data['avatarEnName'] = avatarId2EnName[str(char_data['avatarId'])]
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char_data['rank'] = 0
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char_data['rankList'] = []
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char_data['baseAttributes'] = await get_baseAttributes(
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char_data['avatarId']
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)
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char_data['equipmentInfo'] = {}
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return char_data
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async def get_baseAttributes(
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char_id: int,
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):
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# 处理基础属性
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base_attributes = {}
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avatar_promotion_base = AvatarPromotionConfig.Avatar[str(char_id)]['6']
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# 攻击力
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base_attributes['attack'] = (
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avatar_promotion_base.AttackBase.Value
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+ avatar_promotion_base.AttackAdd.Value * (80 - 1)
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)
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# 防御力
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base_attributes['defence'] = (
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avatar_promotion_base.DefenceBase.Value
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+ avatar_promotion_base.DefenceAdd.Value * (80 - 1)
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)
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# 血量
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base_attributes['hp'] = (
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avatar_promotion_base.HPBase.Value
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+ avatar_promotion_base.HPAdd.Value * (80 - 1)
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)
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# 速度
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base_attributes['speed'] = avatar_promotion_base.SpeedBase.Value
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# 暴击率
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base_attributes[
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'CriticalChanceBase'
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] = avatar_promotion_base.CriticalChance.Value
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# 暴击伤害
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base_attributes[
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'CriticalDamageBase'
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] = avatar_promotion_base.CriticalDamage.Value
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# 嘲讽
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base_attributes['BaseAggro'] = avatar_promotion_base.BaseAggro.Value
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return base_attributes
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async def get_attribute_list(
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char_id: int,
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):
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attribute_list = []
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for attributeid in [201, 202, 203, 204, 205, 206, 207, 208, 209, 210]:
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attribute_bonus_temp = {}
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attribute_bonus_temp['attributeBonusId'] = char_id * 1000 + attributeid
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attribute_bonus_temp['attributeBonusLevel'] = 1
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status_add = characterSkillTree[str(char_id)][
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str(attribute_bonus_temp['attributeBonusId'])
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]['levels'][0]['properties']
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attribute_bonus_temp['statusAdd'] = {}
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if status_add:
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for property_ in status_add:
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attribute_bonus_temp['statusAdd']['property'] = property_[
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'type'
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]
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attribute_bonus_temp['statusAdd']['name'] = Property2Name[
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property_['type']
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]
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attribute_bonus_temp['statusAdd']['value'] = property_['value']
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attribute_list.append(attribute_bonus_temp)
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return attribute_list
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async def get_extra_list(
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char_id: int,
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):
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extra_list = []
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for extraid in [101, 102, 103]:
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extra_temp = {}
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extra_temp['extraAbilityId'] = char_id * 1000 + extraid
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extra_temp['extraAbilityLevel'] = 1
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extra_list.append(extra_temp)
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return extra_list
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async def get_skill_list(
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char_id: int,
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):
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Skilllist = []
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for skillid in [1, 2, 3, 4, 7]:
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skill_temp = {}
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skill_temp['skillId'] = char_id * 100 + skillid
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skill_temp['skillName'] = skillId2Name[str(skill_temp['skillId'])]
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skill_temp['skillEffect'] = skillId2Effect[str(skill_temp['skillId'])]
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skill_temp['skillAttackType'] = skillId2AttackType[
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str(skill_temp['skillId'])
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]
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skilllevel = 10
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if skillid == 1:
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skilllevel = 6
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if skillid == 7:
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skilllevel = 1
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skill_temp['skillLevel'] = skilllevel
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Skilllist.append(skill_temp)
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return Skilllist
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async def get_rank_list(
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char_id: str,
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talent_num: int,
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):
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rank_temp = []
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for index in range(talent_num):
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rankTemp = {}
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rank_id = int(str(char_id) + '0' + str(index + 1))
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rankTemp['rankId'] = rank_id
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rankTemp['rankName'] = rankId2Name[str(rank_id)]
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rank_temp.append(rankTemp)
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return rank_temp
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async def get_char(
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char_data: dict,
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weapon: Optional[str] = None,
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weapon_affix: Optional[int] = None,
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talent_num: Optional[int] = None,
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):
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if isinstance(talent_num, int):
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# 处理命座
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rank_temp = []
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char_data['rank'] = talent_num
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for index in range(talent_num):
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rankTemp = {}
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rank_id = int(str(char_data['avatarId']) + '0' + str(index + 1))
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rankTemp['rankId'] = rank_id
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rankTemp['rankName'] = rankId2Name[str(rank_id)]
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rank_temp.append(rankTemp)
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char_data['rankList'] = rank_temp
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# 处理命座中的 level_up_skills
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if char_data.get('rankList'):
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for rank_item in char_data['rankList']:
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rank_id = rank_item['rankId']
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level_up_skill = AvatarRankSkillUp[str(rank_id)]
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if level_up_skill:
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for item in level_up_skill:
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skill_id = item['id']
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skill_up_num = item['num']
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# 查找skill_id在不在avatarSkill中
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for index, skill_item in enumerate(
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char_data['avatarSkill']
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):
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if str(skill_id) == str(skill_item['skillId']):
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if skill_id[-1] == 1:
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skilllevel_max = 7
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else:
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skilllevel_max = 12
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skilllevel = min(
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skilllevel_max,
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char_data['avatarSkill'][index][
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'skillLevel'
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]
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+ skill_up_num,
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)
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char_data['avatarSkill'][index][
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'skillLevel'
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] = skilllevel
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break
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if isinstance(weapon, str):
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# 处理武器
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equipmentid = await name_to_weapon_id(weapon)
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if equipmentid == '':
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weapon = await alias_to_weapon_name(weapon)
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equipmentid = await name_to_weapon_id(weapon)
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equipment_info = {}
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equipment_info['equipmentID'] = int(equipmentid)
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equipment_info['equipmentName'] = EquipmentID2Name[str(equipmentid)]
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equipment_info['equipmentLevel'] = 80
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equipment_info['equipmentPromotion'] = 6
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equipment_info['equipmentRank'] = weapon_affix
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equipment_info['equipmentRarity'] = EquipmentID2Rarity[
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str(equipmentid)
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]
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equipment_base_attributes = {}
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equipment_promotion_base = EquipmentPromotionConfig.Equipment[
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str(equipmentid)
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]['6']
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# 生命值
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equipment_base_attributes['hp'] = (
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equipment_promotion_base.BaseHP.Value
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+ equipment_promotion_base.BaseHPAdd.Value * (80 - 1)
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)
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# 攻击力
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equipment_base_attributes['attack'] = (
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equipment_promotion_base.BaseAttack.Value
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+ equipment_promotion_base.BaseAttackAdd.Value * (80 - 1)
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)
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# 防御力
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equipment_base_attributes['defence'] = (
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equipment_promotion_base.BaseDefence.Value
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+ equipment_promotion_base.BaseDefenceAdd.Value * (80 - 1)
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)
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equipment_info['baseAttributes'] = equipment_base_attributes
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char_data['equipmentInfo'] = equipment_info
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return char_data
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