mirror of
https://github.com/Grasscutters/Grasscutter.git
synced 2025-12-16 08:56:04 +01:00
Remove GiveAll, GiveArt, GiveChar commands
This commit is contained in:
@@ -242,6 +242,23 @@ public class Avatar {
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this.promoteLevel = promoteLevel;
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}
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static public int getMinPromoteLevel(int level) {
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if (level > 80) {
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return 6;
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} else if (level > 70) {
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return 5;
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} else if (level > 60) {
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return 4;
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} else if (level > 50) {
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return 3;
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} else if (level > 40) {
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return 2;
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} else if (level > 20) {
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return 1;
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}
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return 0;
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}
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public Int2ObjectMap<GameItem> getEquips() {
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return equips;
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}
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@@ -33,34 +33,36 @@ import emu.grasscutter.net.proto.SceneReliquaryInfoOuterClass.SceneReliquaryInfo
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import emu.grasscutter.net.proto.SceneWeaponInfoOuterClass.SceneWeaponInfo;
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import emu.grasscutter.net.proto.WeaponOuterClass.Weapon;
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import emu.grasscutter.utils.WeightedList;
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import lombok.Getter;
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import lombok.Setter;
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@Entity(value = "items", useDiscriminator = false)
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public class GameItem {
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@Id private ObjectId id;
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@Indexed private int ownerId;
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private int itemId;
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private int count;
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@Getter @Setter private int itemId;
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@Getter @Setter private int count;
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@Transient private long guid; // Player unique id
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@Transient private ItemData itemData;
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@Transient @Getter private long guid; // Player unique id
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@Transient @Getter @Setter private ItemData itemData;
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// Equips
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private int level;
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private int exp;
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private int totalExp;
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private int promoteLevel;
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private boolean locked;
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@Getter @Setter private int level;
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@Getter @Setter private int exp;
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@Getter @Setter private int totalExp;
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@Getter @Setter private int promoteLevel;
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@Getter @Setter private boolean locked;
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// Weapon
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private List<Integer> affixes;
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private int refinement = 0;
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@Getter private List<Integer> affixes;
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@Getter @Setter private int refinement = 0;
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// Relic
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private int mainPropId;
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private List<Integer> appendPropIdList;
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@Getter @Setter private int mainPropId;
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@Getter private List<Integer> appendPropIdList;
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private int equipCharacter;
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@Transient private int weaponEntityId;
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@Getter @Setter private int equipCharacter;
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@Transient @Getter @Setter private int weaponEntityId;
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public GameItem() {
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// Morphia only
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@@ -82,42 +84,37 @@ public class GameItem {
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this.itemId = data.getId();
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this.itemData = data;
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if (data.getItemType() == ItemType.ITEM_VIRTUAL) {
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switch (data.getItemType()) {
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case ITEM_VIRTUAL:
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this.count = count;
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} else {
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this.count = Math.min(count, data.getStackLimit());
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break;
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case ITEM_WEAPON:
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this.count = 1;
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this.level = Math.max(this.count, 1); // ??????????????????
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this.affixes = new ArrayList<>(2);
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if (data.getSkillAffix() != null) {
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for (int skillAffix : data.getSkillAffix()) {
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if (skillAffix > 0) {
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this.affixes.add(skillAffix);
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}
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}
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}
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break;
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case ITEM_RELIQUARY:
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this.count = 1;
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this.level = 1;
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this.appendPropIdList = new ArrayList<>();
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// Create main property
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ReliquaryMainPropData mainPropData = GameDepot.getRandomRelicMainProp(data.getMainPropDepotId());
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if (mainPropData != null) {
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this.mainPropId = mainPropData.getId();
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}
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// Create extra stats
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this.addAppendProps(data.getAppendPropNum());
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break;
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default:
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this.count = Math.min(count, data.getStackLimit());
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}
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// Equip data
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if (getItemType() == ItemType.ITEM_WEAPON) {
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this.level = Math.max(this.count, 1);
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this.affixes = new ArrayList<>(2);
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if (getItemData().getSkillAffix() != null) {
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for (int skillAffix : getItemData().getSkillAffix()) {
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if (skillAffix > 0) {
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this.affixes.add(skillAffix);
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}
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}
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}
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} else if (getItemType() == ItemType.ITEM_RELIQUARY) {
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this.level = 1;
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this.appendPropIdList = new ArrayList<>();
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// Create main property
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ReliquaryMainPropData mainPropData = GameDepot.getRandomRelicMainProp(getItemData().getMainPropDepotId());
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if (mainPropData != null) {
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this.mainPropId = mainPropData.getId();
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}
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// Create extra stats
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if (getItemData().getAppendPropNum() > 0) {
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for (int i = 0; i < getItemData().getAppendPropNum(); i++) {
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this.addAppendProp();
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}
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}
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}
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}
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public ObjectId getObjectId() {
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return id;
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}
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public int getOwnerId() {
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@@ -128,162 +125,88 @@ public class GameItem {
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this.ownerId = player.getUid();
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this.guid = player.getNextGameGuid();
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}
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public int getItemId() {
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return itemId;
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}
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public void setItemId(int itemId) {
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this.itemId = itemId;
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}
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public long getGuid() {
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return guid;
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public ObjectId getObjectId() {
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return id;
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}
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public ItemType getItemType() {
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return this.itemData.getItemType();
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}
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public ItemData getItemData() {
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return itemData;
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}
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public void setItemData(ItemData materialData) {
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this.itemData = materialData;
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}
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public int getCount() {
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return count;
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}
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public void setCount(int count) {
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this.count = count;
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}
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public int getLevel() {
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return level;
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}
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public void setLevel(int level) {
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this.level = level;
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}
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public int getExp() {
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return exp;
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}
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public void setExp(int exp) {
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this.exp = exp;
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}
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public int getTotalExp() {
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return totalExp;
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}
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public void setTotalExp(int totalExp) {
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this.totalExp = totalExp;
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}
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public int getPromoteLevel() {
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return promoteLevel;
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}
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public void setPromoteLevel(int promoteLevel) {
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this.promoteLevel = promoteLevel;
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public static int getMinPromoteLevel(int level) {
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if (level > 80) {
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return 6;
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} else if (level > 70) {
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return 5;
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} else if (level > 60) {
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return 4;
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} else if (level > 50) {
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return 3;
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} else if (level > 40) {
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return 2;
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} else if (level > 20) {
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return 1;
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}
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return 0;
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}
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public int getEquipSlot() {
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return this.getItemData().getEquipType().getValue();
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}
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public int getEquipCharacter() {
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return equipCharacter;
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}
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public void setEquipCharacter(int equipCharacter) {
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this.equipCharacter = equipCharacter;
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}
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public boolean isEquipped() {
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return this.getEquipCharacter() > 0;
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}
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public boolean isLocked() {
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return locked;
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}
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public void setLocked(boolean locked) {
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this.locked = locked;
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}
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public boolean isDestroyable() {
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return !this.isLocked() && !this.isEquipped();
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}
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public int getWeaponEntityId() {
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return weaponEntityId;
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}
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public void setWeaponEntityId(int weaponEntityId) {
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this.weaponEntityId = weaponEntityId;
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}
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public List<Integer> getAffixes() {
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return affixes;
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}
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public int getRefinement() {
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return refinement;
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}
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public void setRefinement(int refinement) {
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this.refinement = refinement;
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}
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public int getMainPropId() {
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return mainPropId;
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}
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public void setMainPropId(int mainPropId) {
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this.mainPropId = mainPropId;
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}
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public List<Integer> getAppendPropIdList() {
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return appendPropIdList;
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}
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public void addAppendProp() {
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if (this.getAppendPropIdList() == null) {
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if (this.appendPropIdList == null) {
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this.appendPropIdList = new ArrayList<>();
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}
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if (this.getAppendPropIdList().size() < 4) {
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addNewAppendProp();
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if (this.appendPropIdList.size() < 4) {
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this.addNewAppendProp();
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} else {
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upgradeRandomAppendProp();
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this.upgradeRandomAppendProp();
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}
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}
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public void addAppendProps(int quantity) {
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int num = Math.max(quantity, 0);
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for (int i = 0; i < num; i++) {
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this.addAppendProp();
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}
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}
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private Set<FightProperty> getAppendFightProperties() {
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Set<FightProperty> props = new HashSet<>();
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// Previously this would check no more than the first four affixes, however custom artifacts may not respect this order.
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for (int appendPropId : this.appendPropIdList) {
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ReliquaryAffixData affixData = GameData.getReliquaryAffixDataMap().get(appendPropId);
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if (affixData != null) {
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props.add(affixData.getFightProp());
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}
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}
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return props;
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}
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private void addNewAppendProp() {
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List<ReliquaryAffixData> affixList = GameDepot.getRandomRelicAffixList(getItemData().getAppendPropDepotId());
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List<ReliquaryAffixData> affixList = GameDepot.getRelicAffixList(this.itemData.getAppendPropDepotId());
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if (affixList == null) {
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return;
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}
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// Build blacklist - Dont add same stat as main/sub stat
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Set<FightProperty> blacklist = new HashSet<>();
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ReliquaryMainPropData mainPropData = GameData.getReliquaryMainPropDataMap().get(this.getMainPropId());
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Set<FightProperty> blacklist = this.getAppendFightProperties();
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ReliquaryMainPropData mainPropData = GameData.getReliquaryMainPropDataMap().get(this.mainPropId);
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if (mainPropData != null) {
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blacklist.add(mainPropData.getFightProp());
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}
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int len = Math.min(4, this.getAppendPropIdList().size());
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for (int i = 0; i < len; i++) {
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ReliquaryAffixData affixData = GameData.getReliquaryAffixDataMap().get((int) this.getAppendPropIdList().get(i));
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if (affixData != null) {
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blacklist.add(affixData.getFightProp());
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}
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}
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// Build random list
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WeightedList<ReliquaryAffixData> randomList = new WeightedList<>();
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@@ -299,25 +222,18 @@ public class GameItem {
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// Add random stat
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ReliquaryAffixData affixData = randomList.next();
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this.getAppendPropIdList().add(affixData.getId());
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this.appendPropIdList.add(affixData.getId());
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}
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private void upgradeRandomAppendProp() {
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List<ReliquaryAffixData> affixList = GameDepot.getRandomRelicAffixList(getItemData().getAppendPropDepotId());
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List<ReliquaryAffixData> affixList = GameDepot.getRelicAffixList(this.itemData.getAppendPropDepotId());
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if (affixList == null) {
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return;
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}
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// Build whitelist
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Set<FightProperty> whitelist = new HashSet<>();
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int len = Math.min(4, this.getAppendPropIdList().size());
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for (int i = 0; i < len; i++) {
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ReliquaryAffixData affixData = GameData.getReliquaryAffixDataMap().get((int) this.getAppendPropIdList().get(i));
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if (affixData != null) {
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whitelist.add(affixData.getFightProp());
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}
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}
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Set<FightProperty> whitelist = this.getAppendFightProperties();
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// Build random list
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WeightedList<ReliquaryAffixData> randomList = new WeightedList<>();
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@@ -329,7 +245,7 @@ public class GameItem {
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// Add random stat
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ReliquaryAffixData affixData = randomList.next();
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this.getAppendPropIdList().add(affixData.getId());
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this.appendPropIdList.add(affixData.getId());
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}
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@PostLoad
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@@ -147,7 +147,7 @@ public class InventoryManager {
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int totalExp = relic.getTotalExp();
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int reqExp = GameData.getRelicExpRequired(relic.getItemData().getRankLevel(), level);
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int upgrades = 0;
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List<Integer> oldAppendPropIdList = relic.getAppendPropIdList();
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List<Integer> oldAppendPropIdList = new ArrayList<>(relic.getAppendPropIdList());
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while (expGain > 0 && reqExp > 0 && level < relic.getItemData().getMaxLevel()) {
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// Do calculations
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@@ -169,13 +169,7 @@ public class InventoryManager {
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}
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}
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if (upgrades > 0) {
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oldAppendPropIdList = new ArrayList<>(relic.getAppendPropIdList());
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while (upgrades > 0) {
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relic.addAppendProp();
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upgrades -= 1;
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}
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}
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relic.addAppendProps(upgrades);
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// Save
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relic.setLevel(level);
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@@ -1,7 +1,13 @@
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package emu.grasscutter.game.props;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import java.util.Set;
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import static java.util.Map.entry;
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import java.util.Arrays;
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import java.util.stream.Stream;
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import it.unimi.dsi.fastutil.ints.Int2ObjectMap;
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@@ -133,4 +139,65 @@ public enum FightProperty {
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public static FightProperty getPropByName(String name) {
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return stringMap.getOrDefault(name, FIGHT_PROP_NONE);
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}
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public static FightProperty getPropByShortName(String name) {
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return shortNameMap.getOrDefault(name, FIGHT_PROP_NONE);
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}
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public static Set<String> getShortNames() {
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return shortNameMap.keySet();
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}
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// This was originally for relic properties so some names might not be applicable for e.g. setstats
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private static final Map<String, FightProperty> shortNameMap = Map.ofEntries(
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// Normal relic stats
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entry("hp", FIGHT_PROP_HP),
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entry("atk", FIGHT_PROP_ATTACK),
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entry("def", FIGHT_PROP_DEFENSE),
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entry("hp%", FIGHT_PROP_HP_PERCENT),
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entry("atk%", FIGHT_PROP_ATTACK_PERCENT),
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entry("def%", FIGHT_PROP_DEFENSE_PERCENT),
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entry("em", FIGHT_PROP_ELEMENT_MASTERY),
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entry("er", FIGHT_PROP_CHARGE_EFFICIENCY),
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entry("hb", FIGHT_PROP_HEAL_ADD),
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entry("heal", FIGHT_PROP_HEAL_ADD),
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entry("cd", FIGHT_PROP_CRITICAL_HURT),
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entry("cdmg", FIGHT_PROP_CRITICAL_HURT),
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entry("cr", FIGHT_PROP_CRITICAL),
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entry("crate", FIGHT_PROP_CRITICAL),
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entry("phys%", FIGHT_PROP_PHYSICAL_ADD_HURT),
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entry("dendro%", FIGHT_PROP_GRASS_ADD_HURT),
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entry("geo%", FIGHT_PROP_ROCK_ADD_HURT),
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entry("anemo%", FIGHT_PROP_WIND_ADD_HURT),
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entry("hydro%", FIGHT_PROP_WATER_ADD_HURT),
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entry("cryo%", FIGHT_PROP_ICE_ADD_HURT),
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entry("electro%", FIGHT_PROP_ELEC_ADD_HURT),
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entry("pyro%", FIGHT_PROP_FIRE_ADD_HURT),
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// Other stats
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entry("maxhp", FIGHT_PROP_MAX_HP),
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entry("dmg", FIGHT_PROP_ADD_HURT), // This seems to get reset after attacks
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entry("cdr", FIGHT_PROP_SKILL_CD_MINUS_RATIO),
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entry("heali", FIGHT_PROP_HEALED_ADD),
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entry("shield", FIGHT_PROP_SHIELD_COST_MINUS_RATIO),
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entry("defi", FIGHT_PROP_DEFENCE_IGNORE_RATIO),
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entry("resall", FIGHT_PROP_SUB_HURT), // This seems to get reset after attacks
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entry("resanemo", FIGHT_PROP_WIND_SUB_HURT),
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entry("rescryo", FIGHT_PROP_ICE_SUB_HURT),
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entry("resdendro", FIGHT_PROP_GRASS_SUB_HURT),
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entry("reselectro", FIGHT_PROP_ELEC_SUB_HURT),
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entry("resgeo", FIGHT_PROP_ROCK_SUB_HURT),
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entry("reshydro", FIGHT_PROP_WATER_SUB_HURT),
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||||
entry("respyro", FIGHT_PROP_FIRE_SUB_HURT),
|
||||
entry("resphys", FIGHT_PROP_PHYSICAL_SUB_HURT)
|
||||
);
|
||||
|
||||
private static final List<FightProperty> flatProps = Arrays.asList(
|
||||
FIGHT_PROP_BASE_HP, FIGHT_PROP_HP, FIGHT_PROP_BASE_ATTACK, FIGHT_PROP_ATTACK, FIGHT_PROP_BASE_DEFENSE,
|
||||
FIGHT_PROP_DEFENSE, FIGHT_PROP_HEALED_ADD, FIGHT_PROP_CUR_FIRE_ENERGY, FIGHT_PROP_CUR_ELEC_ENERGY,
|
||||
FIGHT_PROP_CUR_WATER_ENERGY, FIGHT_PROP_CUR_GRASS_ENERGY, FIGHT_PROP_CUR_WIND_ENERGY, FIGHT_PROP_CUR_ICE_ENERGY,
|
||||
FIGHT_PROP_CUR_ROCK_ENERGY, FIGHT_PROP_CUR_HP, FIGHT_PROP_MAX_HP, FIGHT_PROP_CUR_ATTACK, FIGHT_PROP_CUR_DEFENSE);
|
||||
|
||||
public static boolean isPercentage(FightProperty prop) {
|
||||
return !flatProps.contains(prop);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user