855 lines
27 KiB
Python

import copy
import json
import math
from pathlib import Path
import textwrap
from typing import Dict, Union
from PIL import Image, ImageDraw
from gsuid_core.logger import logger
from gsuid_core.utils.image.convert import convert_img
from gsuid_core.utils.image.image_tools import draw_text_by_line
from starrail_damage_cal.cal_damage import cal_char_info, cal_info
from starrail_damage_cal.excel.model import AvatarRelicScore
from starrail_damage_cal.map.SR_MAP_PATH import (
RelicId2Rarity,
avatarId2Name,
)
from starrail_damage_cal.model import MihomoCharacter
from starrail_damage_cal.to_data import api_to_dict
from ..utils.error_reply import CHAR_HINT
from ..utils.excel.read_excel import light_cone_ranks
from ..utils.fonts.first_world import fw_font_28
from ..utils.fonts.starrail_fonts import (
sr_font_18,
sr_font_20,
sr_font_23,
sr_font_24,
sr_font_26,
sr_font_28,
sr_font_34,
sr_font_38,
)
from ..utils.name_covert import alias_to_char_name, name_to_avatar_id
from ..utils.resource.RESOURCE_PATH import (
CHAR_PORTRAIT_PATH,
PLAYER_PATH,
RELIC_PATH,
SKILL_PATH,
WEAPON_PATH,
)
Excel_path = Path(__file__).parent
with Path.open(Excel_path / "Excel" / "SkillData.json", encoding="utf-8") as f:
skill_dict = json.load(f)
TEXT_PATH = Path(__file__).parent / "texture2D"
bg_img = Image.open(TEXT_PATH / "bg.png")
white_color = (213, 213, 213)
NUM_MAP = {
0: "",
1: "",
2: "",
3: "",
4: "",
5: "",
6: "",
7: "",
}
RANK_MAP = {
1: "_rank1.png",
2: "_rank2.png",
3: "_ultimate.png",
4: "_rank4.png",
5: "_skill.png",
6: "_rank6.png",
}
skill_type_map = {
"Normal": ("普攻", "basic_atk"),
"BPSkill": ("战技", "skill"),
"Ultra": ("终结技", "ultimate"),
"": ("天赋", "talent"),
"MazeNormal": "dev_连携",
"Maze": ("秘技", "technique"),
}
RELIC_POS = {
"1": (26, 1162),
"2": (367, 1162),
"3": (700, 1162),
"4": (26, 1593),
"5": (367, 1593),
"6": (700, 1593),
}
RELIC_CNT = {
1: "",
2: "",
3: "●●",
4: "●●●",
5: "●●●●",
6: "●●●●●",
}
async def draw_char_img(
char_data: MihomoCharacter, sr_uid: str, msg: str
) -> Union[bytes, str]:
if isinstance(char_data, str):
return char_data
char = await cal_char_info(char_data)
damage_len = 0
damage_list = []
if str(char.char_id) in skill_dict:
damage_data = copy.deepcopy(char_data)
damage_list = await cal_info(damage_data)
damage_len = len(damage_list)
bg_height = 0
if damage_len > 0:
bg_height = 48 * (1 + damage_len) + 48
char_change = 0
msg_h = 0
para = []
if "" in msg or "" in msg or "" in msg:
char_change = 1
para = textwrap.wrap(msg, width=45)
msg_h = 40 * (len(para) + 1)
bg_height = bg_height + msg_h
# 放角色立绘
char_info = bg_img.copy()
char_info = char_info.resize((1050, 2050 + bg_height))
char_img = (
Image.open(CHAR_PORTRAIT_PATH / f"{char.char_id}.png")
.resize((1050, 1050))
.convert("RGBA")
)
char_info.paste(char_img, (-220, -130), char_img)
# 放属性图标
attr_img = Image.open(TEXT_PATH / f"IconAttribute{char.char_element}.png")
char_info.paste(attr_img, (540, 122), attr_img)
# 放角色名
char_img_draw = ImageDraw.Draw(char_info)
char_img_draw.text((620, 162), char.char_name, (255, 255, 255), sr_font_38, "lm")
if hasattr(sr_font_38, "getsize"):
char_name_len = sr_font_38.getsize(char.char_name)[0] # type: ignore
else:
bbox = sr_font_38.getbbox(char.char_name)
char_name_len = bbox[2] - bbox[0]
# 放等级
char_img_draw.text(
(620 + char_name_len + 50, 168),
f"LV.{char.char_level!s}",
white_color,
sr_font_24,
"mm",
)
# 放星级
rarity_img = Image.open(
TEXT_PATH / f"LightCore_Rarity{char.char_rarity}.png"
).resize((306, 72))
char_info.paste(rarity_img, (490, 189), rarity_img)
# 放命座
rank_img = Image.open(TEXT_PATH / "ImgNewBg.png")
rank_img_draw = ImageDraw.Draw(rank_img)
rank_img_draw.text(
(70, 44), f"{NUM_MAP[char.char_rank]}", white_color, sr_font_28, "mm"
)
char_info.paste(rank_img, (722, 181), rank_img)
# 放uid
char_img_draw.text(
(995, 715),
f"uid {sr_uid}",
white_color,
sr_font_28,
"rm",
)
# 放属性列表
attr_bg = Image.open(TEXT_PATH / "attr_bg.png")
attr_bg_draw = ImageDraw.Draw(attr_bg)
# 生命值
hp = int(char.base_attributes.hp)
add_hp = int(
char.add_attr.get("HPDelta", 0)
+ hp
* char.add_attr.get(
"HPAddedRatio",
0,
)
)
attr_bg_draw.text((413, 31), f"{hp + add_hp}", white_color, sr_font_26, "rm")
attr_bg_draw.text(
(428, 31),
f"(+{round(add_hp)!s})",
(95, 251, 80),
sr_font_26,
anchor="lm",
)
# 攻击力
attack = int(char.base_attributes.attack)
add_attack = int(
char.add_attr.get("AttackDelta", 0)
+ attack * char.add_attr.get("AttackAddedRatio", 0)
)
attr_bg_draw.text(
(413, 31 + 48),
f"{attack + add_attack}",
white_color,
sr_font_26,
"rm",
)
attr_bg_draw.text(
(428, 31 + 48),
f"(+{round(add_attack)!s})",
(95, 251, 80),
sr_font_26,
anchor="lm",
)
# 防御力
defence = int(char.base_attributes.defence)
add_defence = int(
char.add_attr.get("DefenceDelta", 0)
+ defence * char.add_attr.get("DefenceAddedRatio", 0)
)
attr_bg_draw.text(
(413, 31 + 48 * 2),
f"{defence + add_defence}",
white_color,
sr_font_26,
"rm",
)
attr_bg_draw.text(
(428, 31 + 48 * 2),
f"(+{round(add_defence)!s})",
(95, 251, 80),
sr_font_26,
anchor="lm",
)
# 速度
speed = int(char.base_attributes.speed)
add_speed = int(
char.add_attr.get("SpeedDelta", 0)
+ speed * char.add_attr.get("SpeedAddedRatio", 0)
)
attr_bg_draw.text(
(413, 31 + 48 * 3),
f"{speed + add_speed}",
white_color,
sr_font_26,
"rm",
)
attr_bg_draw.text(
(428, 31 + 48 * 3),
f"(+{round(add_speed)!s})",
(95, 251, 80),
sr_font_26,
anchor="lm",
)
# 暴击率
critical_chance = char.base_attributes.CriticalChanceBase
critical_chance_base = char.add_attr.get("CriticalChanceBase", 0)
critical_chance = (critical_chance + critical_chance_base) * 100
attr_bg_draw.text(
(500, 31 + 48 * 4),
f"{critical_chance:.1f}%",
white_color,
sr_font_26,
"rm",
)
# 暴击伤害
critical_damage = char.base_attributes.CriticalDamageBase
critical_damage_base = char.add_attr.get("CriticalDamageBase", 0)
critical_damage = (critical_damage + critical_damage_base) * 100
attr_bg_draw.text(
(500, 31 + 48 * 5),
f"{critical_damage:.1f}%",
white_color,
sr_font_26,
"rm",
)
# 效果命中
status_probability_base = char.add_attr.get("StatusProbabilityBase", 0) * 100
attr_bg_draw.text(
(500, 31 + 48 * 6),
f"{status_probability_base:.1f}%",
white_color,
sr_font_26,
"rm",
)
# 效果抵抗
status_resistance_base = char.add_attr.get("StatusResistanceBase", 0) * 100
attr_bg_draw.text(
(500, 31 + 48 * 7),
f"{status_resistance_base:.1f}%",
white_color,
sr_font_26,
"rm",
)
# 击破特攻
status_resistance_base = char.add_attr.get("BreakDamageAddedRatioBase", 0) * 100
attr_bg_draw.text(
(500, 31 + 48 * 8),
f"{status_resistance_base:.1f}%",
white_color,
sr_font_26,
"rm",
)
char_info.paste(attr_bg, (475, 256), attr_bg)
# 命座
for rank in range(6):
rank_bg = Image.open(TEXT_PATH / "mz_bg.png")
rank_no_bg = Image.open(TEXT_PATH / "mz_no_bg.png")
if rank < char.char_rank:
rank_img = (
Image.open(SKILL_PATH / f"{char.char_id}{RANK_MAP[rank + 1]}")
.convert("RGBA")
.resize((50, 50))
)
rank_bg.paste(rank_img, (19, 19), rank_img)
char_info.paste(rank_bg, (20 + rank * 80, 630), rank_bg)
else:
rank_img = (
Image.open(SKILL_PATH / f"{char.char_id}{RANK_MAP[rank + 1]}")
.resize((50, 50))
.convert("RGBA")
)
rank_img.putalpha(
rank_img.getchannel("A").point(
lambda x: round(x * 0.45) if x > 0 else 0
)
)
rank_no_bg.paste(rank_img, (19, 19), rank_img)
char_info.paste(rank_no_bg, (20 + rank * 80, 630), rank_no_bg)
# 技能
skill_bg = Image.open(TEXT_PATH / "skill_bg.png")
i = 0
for skill in char.char_skill:
skill_attr_img = Image.open(TEXT_PATH / f"skill_attr{i + 1}.png")
skill_panel_img = Image.open(TEXT_PATH / "skill_panel.png")
skill_img = (
Image.open(
SKILL_PATH / f"{char.char_id}_"
f"{skill_type_map[skill.skillAttackType][1]}.png"
)
.convert("RGBA")
.resize((55, 55))
)
skill_panel_img.paste(skill_img, (18, 15), skill_img)
skill_panel_img.paste(skill_attr_img, (80, 10), skill_attr_img)
skill_panel_img_draw = ImageDraw.Draw(skill_panel_img)
skill_panel_img_draw.text(
(108, 25),
f"{skill_type_map[skill.skillAttackType][0]}",
white_color,
sr_font_26,
"lm",
)
skill_panel_img_draw.text(
(89, 55),
f"Lv.{skill.skillLevel}",
white_color,
sr_font_26,
"lm",
)
skill_panel_img_draw.text(
(75, 90),
f"{skill.skillName}",
(105, 105, 105),
sr_font_20,
"mm",
)
skill_bg.paste(skill_panel_img, (50 + 187 * i, 35), skill_panel_img)
i += 1
char_info.paste(skill_bg, (0, 710), skill_bg)
# 武器
if char.equipment != {}:
weapon_bg = Image.open(TEXT_PATH / "weapon_bg.png")
weapon_id = char.equipment.equipmentID
weapon_img = (
Image.open(WEAPON_PATH / f"{weapon_id}.png")
.convert("RGBA")
.resize((170, 180))
)
weapon_bg.paste(weapon_img, (20, 90), weapon_img)
weapon_bg_draw = ImageDraw.Draw(weapon_bg)
weapon_bg_draw.text(
(345, 47),
f"{char.equipment.equipmentName}",
white_color,
sr_font_34,
"lm",
)
if hasattr(sr_font_34, "getsize"):
weapon_name_len = sr_font_34.getsize( # type: ignore
char.equipment.equipmentName
)[0]
else:
bbox = sr_font_34.getbbox(char.equipment.equipmentName)
weapon_name_len = bbox[2] - bbox[0]
# 放阶
rank_img = Image.open(TEXT_PATH / "ImgNewBg.png")
rank_img_draw = ImageDraw.Draw(rank_img)
rank_img_draw.text(
(70, 44),
f"{NUM_MAP[char.equipment.equipmentRank]}",
white_color,
sr_font_28,
"mm",
)
weapon_bg.paste(rank_img, (weapon_name_len + 330, 2), rank_img)
rarity_img = Image.open(
TEXT_PATH / f"LightCore_Rarity{char.equipment.equipmentRarity}.png"
).resize((306, 72))
weapon_bg.paste(rarity_img, (223, 55), rarity_img)
weapon_bg_draw.text(
(498, 90),
f"Lv.{char.equipment.equipmentLevel}",
white_color,
sr_font_28,
"mm",
)
# 武器技能
desc = light_cone_ranks[str(char.equipment.equipmentID)]["desc"]
desc_params = light_cone_ranks[str(char.equipment.equipmentID)]["params"][
char.equipment.equipmentRank - 1
]
for i in range(len(desc_params)):
temp = math.floor(desc_params[i] * 1000) / 10
desc = desc.replace(f"#{i + 1}[i]%", f"{temp!s}%")
desc = desc.replace(f"#{i + 1}[f1]%", f"{temp!s}%")
for i in range(len(desc_params)):
desc = desc.replace(f"#{i + 1}[i]", str(desc_params[i]))
desclist = desc.split()
desctexty = 115
for desctext in desclist:
desctexty = draw_text_by_line(
weapon_bg,
(210, desctexty), # type: ignore
desctext,
sr_font_24,
"#F9F9F9",
370,
)
desctexty += 28
char_info.paste(weapon_bg, (0, 855), weapon_bg)
else:
char_img_draw.text(
(525, 1005),
"No light cone!",
white_color,
fw_font_28,
"mm",
)
# 遗器
if char.char_relic:
weapon_rank_bg = Image.open(TEXT_PATH / "rank_bg.png")
char_info.paste(weapon_rank_bg, (735, 880), weapon_rank_bg)
relic_score = 0
for relic in char.char_relic:
rarity = RelicId2Rarity[str(relic.relicId)]
relic_img = Image.open(TEXT_PATH / f"yq_bg{rarity}.png")
if str(relic.SetId)[0] == "3":
relic_piece_img = Image.open(
RELIC_PATH / f"{relic.SetId}_{relic.Type - 5}.png"
)
else:
relic_piece_img = Image.open(
RELIC_PATH / f"{relic.SetId}_{relic.Type - 1}.png"
)
relic_piece_new_img = relic_piece_img.resize(
(105, 105), Image.Resampling.LANCZOS
).convert("RGBA")
relic_img.paste(
relic_piece_new_img,
(200, 90),
relic_piece_new_img,
)
rarity_img = Image.open(
TEXT_PATH / f"LightCore_Rarity{RelicId2Rarity[str(relic.relicId)]}.png"
).resize((200, 48))
relic_img.paste(rarity_img, (-10, 80), rarity_img)
relic_img_draw = ImageDraw.Draw(relic_img)
if len(relic.relicName) <= 5:
main_name = relic.relicName
else:
main_name = relic.relicName[:2] + relic.relicName[4:]
relic_img_draw.text(
(30, 70),
main_name,
(255, 255, 255),
sr_font_34,
anchor="lm",
)
# 主属性
main_value = relic.MainAffix.Value
main_name = relic.MainAffix.Name
main_level = relic.Level
if main_name in ["攻击力", "生命值", "防御力", "速度"]:
mainValueStr = f"{main_value:.1f}"
else:
mainValueStr = str(math.floor(main_value * 1000) / 10) + "%"
mainNameNew = (
main_name.replace("百分比", "")
.replace("伤害加成", "伤加成")
.replace("属性伤害", "伤害")
)
relic_img_draw.text(
(35, 150),
mainNameNew,
(255, 255, 255),
sr_font_28,
anchor="lm",
)
relic_img_draw.text(
(35, 195),
f"+{mainValueStr}",
(255, 255, 255),
sr_font_28,
anchor="lm",
)
relic_img_draw.text(
(180, 105),
f"+{main_level!s}",
(255, 255, 255),
sr_font_23,
anchor="mm",
)
single_relic_score = 0
main_value_score = await get_relic_score(
relic.MainAffix.Property,
main_value,
char.char_name,
True,
relic.Type,
)
single_relic_score += main_value_score
for index, i in enumerate(relic.SubAffixList):
subName = i.Name
subCnt = i.Cnt
subValue = i.Value
subProperty = i.Property
tmp_score = await get_relic_score(
subProperty, subValue, char.char_name, False, relic.Type
)
single_relic_score += tmp_score
if subName in ["攻击力", "生命值", "防御力", "速度"]:
subValueStr = f"{subValue:.1f}"
else:
subValueStr = f"{subValue * 100:.1f}" + "%"
subNameStr = subName.replace("百分比", "").replace("元素", "")
# 副词条文字颜色
if tmp_score == 0:
relic_color = (150, 150, 150)
else:
relic_color = (255, 255, 255)
relic_img_draw.text(
(47, 237 + index * 47),
f"{subNameStr}",
relic_color,
sr_font_26,
anchor="lm",
)
relic_img_draw.text(
(155, 237 + index * 47),
f"{RELIC_CNT[subCnt]}",
relic_color,
sr_font_18,
anchor="lm",
)
relic_img_draw.text(
(290, 237 + index * 47),
f"{subValueStr}",
relic_color,
sr_font_26,
anchor="rm",
)
relic_img_draw.text(
(210, 195),
f"{int(single_relic_score)}",
(255, 255, 255),
sr_font_28,
anchor="rm",
)
char_info.paste(relic_img, RELIC_POS[str(relic.Type)], relic_img)
relic_score += single_relic_score
if relic_score > 210:
relic_value_level = Image.open(TEXT_PATH / "CommonIconSSS.png")
char_info.paste(relic_value_level, (825, 963), relic_value_level)
elif relic_score > 190:
relic_value_level = Image.open(TEXT_PATH / "CommonIconSS.png")
char_info.paste(relic_value_level, (825, 963), relic_value_level)
elif relic_score > 160:
relic_value_level = Image.open(TEXT_PATH / "CommonIconS.png")
char_info.paste(relic_value_level, (825, 963), relic_value_level)
elif relic_score > 130:
relic_value_level = Image.open(TEXT_PATH / "CommonIconA.png")
char_info.paste(relic_value_level, (825, 963), relic_value_level)
elif relic_score > 80:
relic_value_level = Image.open(TEXT_PATH / "CommonIconB.png")
char_info.paste(relic_value_level, (825, 963), relic_value_level)
elif relic_score > 0:
relic_value_level = Image.open(TEXT_PATH / "CommonIconC.png")
char_info.paste(relic_value_level, (825, 963), relic_value_level)
else:
char_img_draw.text(
(525, 1565),
"No relic!",
white_color,
fw_font_28,
"mm",
)
if damage_len > 0:
damage_title_img = Image.open(TEXT_PATH / "base_info_pure.png")
char_info.paste(damage_title_img, (0, 2028), damage_title_img)
# 写伤害
char_img_draw.text(
(55, 2048),
"角色动作",
white_color,
sr_font_26,
"lm",
)
char_img_draw.text(
(370, 2048),
"暴击值",
white_color,
sr_font_26,
"lm",
)
char_img_draw.text(
(560, 2048),
"期望值",
white_color,
sr_font_26,
"lm",
)
char_img_draw.text(
(750, 2048),
"满配辅助末日兽",
white_color,
sr_font_26,
"lm",
)
damage_num = 0
for damage_info in damage_list:
damage_num = damage_num + 1
if damage_num % 2 == 0:
damage_img = Image.open(TEXT_PATH / "attack_1.png")
else:
damage_img = Image.open(TEXT_PATH / "attack_2.png")
char_info.paste(damage_img, (0, 2028 + damage_num * 48), damage_img)
char_img_draw.text(
(55, 2048 + damage_num * 48),
f"{damage_info['name']}",
white_color,
sr_font_26,
"lm",
)
dmg_list = damage_info["damagelist"]
if len(dmg_list) == 3:
damage1 = math.floor(dmg_list[0]) # type: ignore
char_img_draw.text(
(370, 2048 + damage_num * 48),
f"{damage1}",
white_color,
sr_font_26,
"lm",
)
damage2 = math.floor(dmg_list[1]) # type: ignore
char_img_draw.text(
(560, 2048 + damage_num * 48),
f"{damage2}",
white_color,
sr_font_26,
"lm",
)
damage3 = math.floor(dmg_list[2]) # type: ignore
char_img_draw.text(
(750, 2048 + damage_num * 48),
f"{damage3}",
white_color,
sr_font_26,
"lm",
)
else:
damage = math.floor(dmg_list[0]) # type: ignore
char_img_draw.text(
(560, 2048 + damage_num * 48),
f"{damage}",
white_color,
sr_font_26,
"lm",
)
if char_change == 1:
char_img_draw.text(
(525, 2022 + bg_height - msg_h),
"面板数据来源于: 【面板替换】",
(180, 180, 180),
sr_font_26,
"mm",
)
current_h = 2022 + bg_height - msg_h + 40
for line in para:
char_img_draw.text(
(525, current_h),
line,
(180, 180, 180),
sr_font_26,
"mm",
)
current_h += 35
# 写底层文字
char_img_draw.text(
(525, 2022 + bg_height),
"--Created by qwerdvd-Designed By Wuyi-Thank for mihomo.me--",
(255, 255, 255),
fw_font_28,
"mm",
)
# 发送图片
res = await convert_img(char_info)
logger.info("[sr面板]绘图已完成,等待发送!")
return res
async def get_char_data(
uid: str, char_name: str, enable_self: bool = True
) -> Union[Dict, str]:
player_path = PLAYER_PATH / str(uid)
SELF_PATH = player_path / "SELF"
if "开拓者" in str(char_name):
char_name = "开拓者"
char_id = await name_to_avatar_id(char_name)
if char_id == "":
char_name = await alias_to_char_name(char_name)
if char_name is False:
return "请输入正确的角色名"
char_path = player_path / f"{char_name}.json"
char_self_path = SELF_PATH / f"{char_name}.json"
path = Path()
if char_path.exists():
path = char_path
elif enable_self and char_self_path.exists():
path = char_self_path
else:
char_id_list, _ = await api_to_dict(uid, save_path=PLAYER_PATH)
charname_list = []
if isinstance(char_id_list, str):
return char_id_list
for char in char_id_list:
charname = avatarId2Name[str(char)]
charname_list.append(charname)
if str(char_name) in charname_list:
if char_path.exists():
path = char_path
elif enable_self and char_self_path.exists():
path = char_self_path
else:
return CHAR_HINT.format(char_name, char_name)
with Path.open(path, encoding="utf8") as fp:
return json.load(fp)
async def get_relic_score(
subProperty: str, subValue, char_name: str, is_main: bool, relicType: int
) -> float:
relic_score = 0
weight_dict = {}
for item in AvatarRelicScore:
if item.role == char_name:
weight_dict = item
if isinstance(weight_dict, dict):
return 0
if is_main:
elementlist = [
"Quantum",
"Thunder",
"Wind",
"Physical",
"Imaginary",
"Ice",
"Fire",
]
if relicType in [3, 4, 5, 6]:
if subProperty.__contains__("AddedRatio") and relicType == 5:
if subProperty.split("AddedRatio")[0] in elementlist:
subProperty = "AttributeAddedRatio"
# if weight_dict.get(subProperty, 0) > 0:
# relic_score += 5.83
# if weight_dict.__contains__(subProperty):
# relic_score += 5.83
else:
if subProperty == "CriticalDamageBase":
add_value = subValue * 1 * weight_dict.CriticalDamageBase * 100
relic_score += add_value
if subProperty == "CriticalChanceBase":
add_value = subValue * 2 * weight_dict.CriticalChanceBase * 100
relic_score += add_value
if subProperty == "AttackDelta":
add_value = subValue * 0.3 * 0.5 * weight_dict.AttackDelta * 1.0
relic_score += add_value
if subProperty == "DefenceDelta":
add_value = subValue * 0.3 * 0.5 * weight_dict.DefenceDelta * 1.0
relic_score += add_value
if subProperty == "HPDelta":
add_value = subValue * 0.158 * 0.5 * weight_dict.HPDelta * 1.0
relic_score += add_value
if subProperty == "AttackAddedRatio":
add_value = subValue * 1.5 * weight_dict.AttackAddedRatio * 100
relic_score += add_value
if subProperty == "DefenceAddedRatio":
add_value = subValue * 1.19 * weight_dict.DefenceAddedRatio * 100
relic_score += add_value
if subProperty == "HPAddedRatio":
add_value = subValue * 1.5 * weight_dict.HPAddedRatio * 100
relic_score += add_value
if subProperty == "SpeedDelta":
add_value = subValue * 2.53 * weight_dict.SpeedDelta
relic_score += add_value
if subProperty == "BreakDamageAddedRatioBase":
add_value = subValue * 1.0 * weight_dict.BreakDamageAddedRatioBase * 100
relic_score += add_value
if subProperty == "StatusProbabilityBase":
add_value = subValue * 1.49 * weight_dict.StatusProbabilityBase * 100
relic_score += add_value
if subProperty == "StatusResistanceBase":
add_value = subValue * 1.49 * weight_dict.StatusResistanceBase * 100
relic_score += add_value
return relic_score