コード例 #1
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 def _from_affliction_extension(
         self, asset_manager: "AssetManager",
         payload: AbilityVariantEffectPayload
 ) -> set[AbilityVariantEffectUnit]:
     return self._direct_buff_unit(
         Status(self.variant.id_a).to_buff_param_extension(), asset_manager,
         payload)
コード例 #2
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    def _from_infliction_prob_up(
            self, asset_manager: "AssetManager",
            payload: AbilityVariantEffectPayload
    ) -> set[AbilityVariantEffectUnit]:
        inflict_param = Status(self.variant.id_a).to_buff_param_inflict()

        return self._direct_buff_unit(inflict_param, asset_manager, payload)
コード例 #3
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    def parse_raw(data: dict[str, Union[str, float, int]]) -> "HitAttrEntry":
        punisher_states = {
            data["_KillerState1"], data["_KillerState2"], data["_KillerState3"]
        } - {0}
        punisher_states = {Status(state)
                           for state in punisher_states} - {Status.UNKNOWN}

        # As of 2020/12/12, if `data["_HitConditionType"]` is a non-zero value, it can only be either `1` or `2`.
        # For hit condition = 1, it's only used by Laranoa S2 (`106502012`) to indicate the teammate count.
        # For hit condition = 2, it's only used by Summer Cleo S2 (`106504012`), Nadine S1 (`105501021`),
        # and Chelle S1 (`106505031`).

        return HitAttrEntry(
            id=data["_Id"],
            hit_exec_type=HitExecType(data["_HitExecType"]),
            target_group=HitTarget(data["_TargetGroup"]),
            damage_modifier=data["_DamageAdjustment"],
            damage_modifier_counter=data["_DamageCounterCoef"],
            rate_boost_normal=data["_ToOdDmgRate"],
            rate_boost_od=data["_ToBreakDmgRate"],
            is_damage_self=bool(data["_IsDamageMyself"]),
            hp_fix_rate=data["_SetCurrentHpRate"],
            hp_consumption_rate=data["_ConsumeHpRate"],
            punisher_states=punisher_states,
            punisher_rate=data["_KillerStateDamageRate"],
            punisher_rate_combo=ComboBoostValueExtension(
                data["_KillerStateDamageRateCurveDependsOnHitCount"]),
            rate_boost_on_crisis=data["_CrisisLimitRate"],
            rate_boost_by_buff=data["_DamageUpRateByBuffCount"],
            buff_boost_data_id=data["_DamageUpDataByBuffCount"],
            action_condition_id=data["_ActionCondition1"],
            sp_recov_ratio=data["_RecoverySpRatio"],
            sp_recov_skill_idx_1=data["_RecoverySpSkillIndex"],
            sp_recov_skill_idx_2=data["_RecoverySpSkillIndex2"],
            dummy_hit_count=bool(data["_IsAddCombo"]),
            has_hit_condition=data["_HitConditionType"] != 0,
            hit_condition_lower_bound=data["_HitConditionP1"],
            hit_condition_upper_bound=data["_HitConditionP2"],
            on_hit_sp_regen=data["_AdditionRecoverySp"],
            on_hit_utp_regen=data["_AdditionRecoveryUtp"],
        )
コード例 #4
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    def export(self):
        """Export the parsed assets."""
        # Enums
        self._export_enums(
            {
                "afflictions": cond_afflictions,
                "elements": cond_elements
            }, "conditions")
        self._export_enums_ex()
        self._export_enums({"weapon": Weapon.get_all_translatable_members()},
                           "weaponType")
        self._export_enums(
            {"elemental": Element.get_all_translatable_members()}, "elements")
        self._export_enums(
            {"unit": BuffValueUnit.get_all_translatable_members()},
            "buffParam")
        self._export_enums({"status": Status.get_all_translatable_members()},
                           "status")
        self._export_enums(
            {"cancel": SkillCancelAction.get_all_translatable_members()},
            "skill")
        self._export_enums_condition("allCondition")

        # Skill
        self._export_atk_skill()
        self._export_skill_identifiers("identifiers")

        # Abilties
        self._export_ex_abilities()

        # Info
        self._export_unit_info()
        self._export_normal_attack()

        # Story
        self._export_story()

        # Misc
        self._export_elem_bonus()
コード例 #5
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    def parse_raw(data: dict[str, Union[str, int]]) -> "ActionConditionEntry":
        duration_count_max = (data["_MaxDurationNum"]
                              if data["_IsAddDurationNum"] else
                              1 if data["_DurationNum"] else 0)
        regen_sp_pct = (-data["_SlipDamageRatio"] * 100 /
                        data["_SlipDamageIntervalSec"]
                        if data["_UniqueRegeneSp01"] or data["_AutoRegeneS1"]
                        else 0)

        return ActionConditionEntry(
            id=data["_Id"],
            afflict_status=Status(data["_Type"]),
            overwrite_group_id=data["_OverwriteGroupId"],
            overwrite_identical_owner=data["_OverwriteIdenticalOwner"],
            max_instance_count=data["_MaxDuplicatedCount"],
            duration_sec=data["_DurationSec"],
            duration_count=data["_DurationNum"],
            duration_count_max=duration_count_max,
            probability_pct=data["_Rate"],
            efficacy_type=EfficacyType(data["_EfficacyType"]),
            slip_interval_sec=data["_SlipDamageIntervalSec"],
            slip_damage_mod=data["_SlipDamagePower"],
            slip_damage_hp_rate=data["_SlipDamageRatio"],
            regen_rp=data["_RegenePower"],
            regen_sp_pct=regen_sp_pct,
            buff_atk=data["_RateAttack"],
            buff_def=data["_RateDefense"],
            buff_def_b=data["_RateDefenseB"],
            buff_crt_rate=data["_RateCritical"],
            buff_crt_damage=data["_EnhancedCritical"],
            buff_skill_damage=data["_RateSkill"],
            buff_fs_damage=data["_RateBurst"],
            buff_atk_spd=data["_RateAttackSpeed"],
            buff_sp_rate=data["_RateRecoverySp"],
            buff_fs_spd=data["_RateChargeSpeed"],
            shield_dmg=data["_RateDamageShield"],
            shield_hp=data["_RateSacrificeShield"],
            damage_reduction=data["_RateDamageCut"],
            resistance_flame=data["_RateFire"],
            resistance_water=data["_RateWater"],
            resistance_wind=data["_RateWind"],
            resistance_light=data["_RateLight"],
            resistance_shadow=data["_RateDark"],
            resistance_poison=data["_RatePoison"],
            resistance_burn=data["_RateBurn"],
            resistance_freeze=data["_RateFreeze"],
            resistance_paralyze=data["_RateParalysis"],
            resistance_blind=data["_RateDarkness"],
            resistance_stun=data["_RateSwoon"],
            resistance_curse=data["_RateCurse"],
            resistance_bog=data["_RateSlowMove"],
            resistance_sleep=data["_RateSleep"],
            resistance_frostbite=data["_RateFrostbite"],
            resistance_flashburn=data["_RateFlashheat"],
            resistance_stormlash=data["_RateCrashWind"],
            resistance_shadowblight=data["_RateDarkAbs"],
            resistance_scorchrend=data["_RateDestroyFire"],
            enhance_fs_action_id=data["_EnhancedBurstAttack"],
            enhance_skill_1_id=data["_EnhancedSkill1"],
            enhance_skill_2_id=data["_EnhancedSkill2"],
            energize_lv=data["_Tension"],
            inspire_lv=data["_Inspiration"],
            hp_drain_rate=data["_RateHpDrain"],
            elemental_target=ElementFlag(data["_TargetElemental"]),
            level_up_id=data["_LevelUpId"],
            level_down_id=data["_LevelDownId"])
コード例 #6
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def test_export_status_enums(asset_manager: AssetManager):
    export_enum(asset_manager, "status", Status.get_all_translatable_members())
コード例 #7
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 def _cond_hit_by_affliction(self) -> Condition:
     try:
         return ConditionCategories.trigger_hit_by_affliction.convert_reversed(
             Status(self.val_1))
     except EnumConversionError as ex:
         raise self._condition_unconvertible(ex)
コード例 #8
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 def _cond_inflicted_target(self) -> Condition:
     return ConditionCategories.target_status_infliction.convert_reversed(
         Status(self.val_1))