def InnerQuietLv(status: Status): return 0 if not status.has_buff(_('内静')) else status.get_buff( _('内静')).data["lv"]
def is_finished(self, status: Status, prev_skill=None): return not (status.has_buff('内静') and status.get_buff('内静').data["lv"] < 8)
status.target.maxProgress)) print("quality:\t{}/{}".format(status.currentQuality, status.target.maxQuality)) if status.buffs: print("buffs:", " ".join([str(buff) for buff in status.buffs.values()])) print("CP:\t{}/{}".format(status.currentCp, status.player.maxCp)) #创建角色,对象实体 player = Crafter(80, 2758, 2917, 657) target = Target(511, 50, 11126, 82400) #创建status开局 status = Status(player, target, BallManager.defaultBall) #一些直接修改局面属性的api #注意:为了避免循环加载,或缺漏注入等情况,请不要直接import skills.py ball.py 等文件 #请使用manager相关 status.ball = BallManager.PurpleBall status.get_buff(BuffManager.InnerQuiet) status.execute_buff_change() if status.has_buff('內静'): status.get_buff('內静').data['lv'] = 11 #使用use skill 创建下一回合的局面 next_status = status.use_skill(SkillManager['俭约']) #格式化输出 print_status(next_status)