示例#1
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class Combatant(ClassObject):
    key = String(desc='唯一key')
    base = String(desc='base key')
    name = String(desc='名字')
    res_id = String(desc='res_id,资源id')
    rarity = Integer(desc='rarity,品阶')
    str = Integer(desc='str,力量', default=0)
    dex = Integer(desc='dex,敏捷', default=0)
    int = Integer(desc='int,智力', default=0)
    con = Integer(desc='con,体质', default=0)
    move_speed = Number(desc='移动速度', default=0)
    atk_speed = Number(desc='攻击速度', default=0)
    p_atk = Integer(desc='物理攻击', default=0)
    m_atk = Integer(desc='魔法攻击', default=0)
    hp = Integer(desc='血量', default=0)
    p_def = Integer(desc='物理防御', default=0)
    res = Integer(desc='魔法抵抗', default=0)
    pen = Integer(desc='物理穿透', default=0)
    cond_dec = Integer(desc='被控制衰减', default=0)
    cri = Integer(desc='暴击', default=0)
    eva = Integer(desc='闪避', default=0)
    attr_res = Dict(Integer(), desc='属性抗性')
    cond_res = Dict(Integer(), desc='控制抗性')
    field_effect_immune = List(String(), desc='场景效果免疫')
    cri_damage = Float(desc='暴击伤害', default=0.0)
    base_gauge = Integer(desc='技能槽', default=0)
    level = Integer(desc='等级', default=0)
    aggro = Integer(desc='仇恨值', default=0)
    cri_rate = Float(desc='暴击率', default=0.0)
    p_immune = Float(desc='物攻伤害减免', default=0.0)
    m_immune = Float(desc='法攻伤害减免', default=0.0)
    cond_res_all = Float(desc='全部控制抗性', default=0.0)
示例#2
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class MasterStatModRow(ClassObject):
    key = String(desc='고유키. seq')

    group = String(desc='소속 그룹. CombatantsBase.group. MONSTER 도 일단 PET 으로')
    rarity = Integer(desc='등급. 별개수.')

    result_stat = String(desc='영향받는 스탯')

    stat_1 = String(desc='영향 주는 스탯')
    val_1 = Float(desc='스탯 1 계수')
    stat_2 = String(desc='영향 주는 스탯')
    val_2 = Float(desc='스탯 2 계수')
示例#3
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class SimpleCombatantData(ClassObject):
    key = String(desc='combatant key')
    base_key = String(desc='combatant base key')
    lv = Integer(desc='等级')
    training = Integer(desc='培养等级')
    id = Integer(desc='战斗单位id')
    add_gauge = Float(desc='技能槽')
    default_status = Class(CombatantStatus, desc='初始状态')
示例#4
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class MasterEquipmentSetOptionRow(ClassObject):
    key = String(desc='마스터 시트 Equipment Set Option 의 키')
    set_id = String(desc='세트 key')
    set_count = Integer(desc='세트 개수')
    set_option = String(desc='세트 옵션')
    option_value = Float(desc='옵션 값')
    skin_id = String(
        desc="皮肤key"
    )  #add by ZHM, JoyGames, ALPHA GROUP CO.,LTD, at 2017-07-11 for 英雄装备服装

    def get_index_meta(self):
        return {'get_set_options': (self.set_id, )}
示例#5
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class MasterEquipmentStrengthenSetRow(ClassObject):
    key = String(desc='key')
    type = String(desc="类型")
    strengthen = Integer(desc='强化等级')
    set_option = String(desc='属性类型')
    option_value = Float(desc='属性值')
    res_id = String(desc="特效id")
    owner_class = String(desc="所属英雄")

    def get_index_meta(self):
        return {
            'get_by_type': (
                self.type,
                self.owner_class,
            )
        }
示例#6
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class MasterMasteryStatRow(ClassObject):
    key = String(desc='고유키')
    group = String(desc='상위 분류.마스터리 그룹명')
    property = String(desc='하위 분류')
    star_group = String(desc='별 그룹')
    level = Integer(desc='레벨')
    req_point = Integer(desc='필요 포인트')
    factor = Dict(Float(), desc='증가 스탯')
    factor_local = String(desc='증가 스탯 로컬용')

    def get_index_meta(self):
        """
        인덱싱에 사용할 메타 정보 반환
        :return: dict: {인덱스 이름: 인덱스 컬럼 리스트, ...}
        """
        return {
            'get_stat': (self.group, self.star_group, self.level),
            'get_star_group': (self.group, self.star_group),
            'get_group': (self.group, )
        }
示例#7
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class PositionItem(ClassObject):
    x = Float(desc='x坐标', default=0.0)
    y = Float(desc='y坐标', default=0.0)
    z = Float(desc='z坐标', default=0.0)
    rotation = Float(desc='旋转朝向', default=0.0)
示例#8
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class CombatantStatus(ClassObject):
    # main stat
    str = Float(desc='力量', default=0.0)
    dex = Float(desc='敏捷', default=0.0)
    int = Float(desc='智力', default=0.0)

    # sub stat
    phy_atk = Float(desc='物攻', default=0.0)
    mag_atk = Float(desc='法攻', default=0.0)
    cri = Float(desc='暴击', default=0.0)
    cri_inc = Float(desc='暴击加成', default=0.0)
    phy_pen = Float(desc='物理穿透', default=0.0)
    phy_def = Float(desc='物防', default=0.0)
    mag_res = Float(desc='法抗', default=0.0)
    eva = Float(desc='闪避', default=0.0)
    cur_hp = Float(desc='当前血量', default=0.0)
    max_hp = Float(desc='最大血量', default=0.0)
    cond_dec = Float(desc='异常状态时间减少', default=0.0)
    move_speed = Float(desc='移速', default=0.0)
    atk_speed = Float(desc='攻速', default=0.0)
    aggro = Float(desc='仇恨值', default=0.0)
    high_power = Float(desc='', default=0.0)
    attr_res = Dict(Float(), desc='属性抗性')
    mesmerize_res = Dict(Float(), desc='控制抗性')
    field_immune = List(String(), desc='场景效果免疫')

    # develop stat
    class_immune = Dict(Float(), desc='类型攻击免疫')
    attr_immune = Dict(Float(), desc='属性攻击免疫')
    eva_rate = Float(desc='闪避率', default=0.0)
    mes_eva_rate = Float(desc='控制闪避率', default=0.0)
    taunt = Float(desc='嘲讽值', default=0.0)

    # caster
    mesmerize = List(String(), desc='异常状态列表')
    cri_rate = Float(desc='暴击率', default=0.0)

    # active skill charge rate
    charge_turn_rate = Float(desc='主动技能恢复比例', default=0.0)