2024-09-25 23:56:53 +08:00
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class_name CharacterTool
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static func get_character_attribute(character_data:Dictionary,attribute_name:String):
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var arr=has_attribute(character_data)
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if arr[0]:
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var attribute_data=arr[1]
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if attribute_data.has(attribute_name):
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return attribute_data[attribute_name]
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else:
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return null
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else:
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return null
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pass
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static func has_attribute(character_data:Dictionary):
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if character_data.has("basic_attribute"):
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return [true,character_data["basic_attribute"]]
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else:
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return [false,null]
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2024-09-27 17:51:20 +08:00
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static func get_head(character_data:Dictionary):
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return character_data["head"]
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2024-09-25 23:56:53 +08:00
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pass
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static func cacul_fight_attribute(character_data:Dictionary)->Dictionary:
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var res={}
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var arr=has_attribute(character_data)
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if arr[0]:
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var attribute_data=arr[1]
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#"CON":100,体质
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#"AGI":100,敏捷
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#"INT":100,智力
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#"WIS":100,感知
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#"STR":100,力量
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#"MND":100,意志
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#"LUC":100,幸运
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#"AM":100,魅力
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#体质
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var CON=attribute_data["CON"]
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var AGI=attribute_data["AGI"]
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var INT=attribute_data["INT"]
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var WIS=attribute_data["WIS"]
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var STR=attribute_data["STR"]
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var MND=attribute_data["MND"]
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var LUC=attribute_data["LUC"]
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var AM=attribute_data["AM"]
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res["HP"]=CON*5
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res["SP"]=INT+MND
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res["VIT"]=120
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return res
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pass
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static func get_skin_now_use_data(character_data:Dictionary)->Dictionary:
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2024-09-27 17:51:20 +08:00
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return character_data["skin"][character_data["skin_now_use"]]
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2024-09-25 23:56:53 +08:00
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static func get_character_name(character_data:Dictionary)->String:
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2024-09-27 17:51:20 +08:00
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return character_data["name"]
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2024-09-26 11:49:53 +08:00
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pass
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static func get_character_star_num(character_data:Dictionary)->int:
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2024-09-27 17:51:20 +08:00
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return int(character_data["star"])
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2024-09-26 17:54:02 +08:00
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#修饰默认的角色数据,例如选择的皮肤,装备的卡片,选择的开局等
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#(修饰数据存储在玩家数据里,用户通过Global获取的角色数据应是修饰后的数据,更改角色时通过Global添加修饰器)
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#"skin":int 改变使用的皮肤
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#
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static func character_embellish(character_data:Dictionary,embellish_data:Dictionary)->Dictionary:
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var res_data=character_data.duplicate(true)
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2024-09-27 11:47:19 +08:00
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#使用皮肤更改修饰
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2024-09-26 17:54:02 +08:00
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if embellish_data.has("skin"):
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2024-09-27 17:51:20 +08:00
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res_data["skin_now_use"]=int(embellish_data["skin"])
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2024-09-27 11:47:19 +08:00
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#"unclocked_start":[0],
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#"start_now_use":0,
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#开局更改修饰
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if embellish_data.has("start"):
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res_data["start_now_use"]=int(embellish_data["start"])
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2024-09-27 17:51:20 +08:00
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#解锁开局,data应该是个int类型的Array,因为json解析为float这里转换了
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2024-09-27 11:47:19 +08:00
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if embellish_data.has("unlock_start"):
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var unlock_data:Array=embellish_data["unlock_start"]
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for i in unlock_data:
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2024-09-27 17:51:20 +08:00
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#这里,下同
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if not float(i) in res_data["unlocked_start"]:
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res_data["unlocked_start"].append(float(i))
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#解锁皮肤,data应该是个int类型的Array
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if embellish_data.has("unlock_skin"):
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var unlock_data:Array=embellish_data["unlock_skin"]
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for i in unlock_data:
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if not float(i) in res_data["unlocked_skin"]:
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2024-09-27 11:47:19 +08:00
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res_data["unlocked_start"].append(float(i))
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2024-09-26 17:54:02 +08:00
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return res_data
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2024-09-25 23:56:53 +08:00
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static func get_initiative_value(character_data:Dictionary)->int:
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var AGI=get_character_attribute(character_data,"AGI")
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return AGI/2+randi_range(-10,10)
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2024-09-26 17:54:02 +08:00
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static func get_character_type(character_data:Dictionary)->int:
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return int(character_data["basic_mes"]["type"])
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static var attribute_key_to_name_dic:Dictionary={
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"CON":"体质",
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"AGI":"敏捷",
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"INT":"智力",
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"WIS":"感知",
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"STR":"力量",
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"MND":"意志",
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"LUC":"幸运",
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"AM":"魅力",
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"HP":"生命",
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"SP":"精神",
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"VIT":"体力"
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}
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##通过属性的键名获取显示名字
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static func get_name_by_attribute_key(key:String)->String:
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if attribute_key_to_name_dic.has(key):
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return attribute_key_to_name_dic[key]
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else:
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return key
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