mirror of
https://github.com/ZZZure/ZZZ-Plugin.git
synced 2025-12-17 21:57:44 +00:00
247 lines
6.8 KiB
JavaScript
247 lines
6.8 KiB
JavaScript
import _ from 'lodash';
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export const calculate_damage = (
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base_detail,
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bonus_detail,
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skill_type,
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add_skill_type,
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avatar_element,
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skill_multiplier,
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level
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) => {
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const merged_attr = merge_attribute(base_detail, bonus_detail);
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logger.debug('merged_attr', merged_attr);
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const attack = merged_attr.attack;
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logger.debug('攻击区', attack);
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const defence_multiplier = get_defence_multiplier(merged_attr, level);
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logger.debug('防御区', defence_multiplier);
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const injury_area = get_injury_area(
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merged_attr,
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skill_type,
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add_skill_type,
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avatar_element
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);
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logger.debug('增伤区', injury_area);
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const damage_ratio = get_damage_ratio(
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merged_attr,
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skill_type,
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add_skill_type,
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avatar_element
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);
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logger.debug('易伤区', damage_ratio);
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const critical_damage_base = get_critical_damage_base(
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merged_attr,
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skill_type,
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add_skill_type,
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avatar_element
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);
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logger.debug('爆伤区', critical_damage_base);
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const critical_chance_base = get_critical_chance_base(
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merged_attr,
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skill_type,
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add_skill_type,
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avatar_element
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);
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logger.debug('暴击区', critical_chance_base);
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const qiwang_damage = critical_chance_base * critical_damage_base;
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logger.debug('暴击期望', qiwang_damage);
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const damage_cd =
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attack *
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skill_multiplier *
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defence_multiplier *
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injury_area *
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damage_ratio *
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critical_damage_base *
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1.2 *
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1.5;
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const damage_qw =
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attack *
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skill_multiplier *
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defence_multiplier *
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injury_area *
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damage_ratio *
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qiwang_damage *
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1.2 *
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1.5;
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const damagelist = {
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cd: damage_cd,
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qw: damage_qw,
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};
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return damagelist;
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};
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export const get_critical_chance_base = (
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merged_attr,
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skill_type,
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add_skill_type,
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avatar_element
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) => {
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let critical_chance_base = _.get(merged_attr, 'CriticalChanceBase', 0);
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const merged_attrkey = Object.keys(merged_attr);
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for (const attr of merged_attrkey) {
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if (attr.search('_CriticalChanceBase') != -1) {
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const attr_name = attr.split('_CriticalChanceBase')[0];
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if (
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[skill_type, add_skill_type, 'All', avatar_element].includes(attr_name)
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) {
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logger.debug(
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attr + '对' + attr_name + '有' + merged_attr[attr] + '暴击加成'
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);
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critical_chance_base = critical_chance_base + merged_attr[attr];
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}
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}
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}
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critical_chance_base = Math.min(1, critical_chance_base);
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return critical_chance_base;
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};
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export const get_critical_damage_base = (
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merged_attr,
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skill_type,
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add_skill_type,
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avatar_element
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) => {
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let critical_damage_base = _.get(merged_attr, 'CriticalDamageBase', 0);
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const merged_attrkey = Object.keys(merged_attr);
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for (const attr of merged_attrkey) {
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if (attr.search('_CriticalDamageBase') != -1) {
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const attr_name = attr.split('_CriticalDamageBase')[0];
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if (
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[skill_type, add_skill_type, 'All', avatar_element].includes(attr_name)
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) {
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logger.debug(
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attr + '对' + attr_name + '有' + merged_attr[attr] + '爆伤加成'
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);
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critical_damage_base = critical_damage_base + merged_attr[attr];
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}
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}
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}
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return critical_damage_base + 1;
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};
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export const get_damage_ratio = (
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merged_attr,
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skill_type,
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add_skill_type,
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avatar_element
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) => {
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let damage_ratio = _.get(merged_attr, 'DmgRatio', 0);
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const merged_attrkey = Object.keys(merged_attr);
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for (const attr of merged_attrkey) {
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if (attr.search('_DmgRatio') != -1) {
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const attr_name = attr.split('_DmgRatio')[0];
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if (
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[skill_type, add_skill_type, 'All', avatar_element].includes(attr_name)
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) {
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logger.debug(
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attr + '对' + attr_name + '有' + merged_attr[attr] + '易伤加成'
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);
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damage_ratio = damage_ratio + merged_attr[attr];
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}
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}
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}
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return damage_ratio + 1;
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};
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export const get_injury_area = (
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merged_attr,
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skill_type,
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add_skill_type,
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avatar_element
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) => {
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let injury_area = 1.0;
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const merged_attrkey = Object.keys(merged_attr);
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for (const attr of merged_attrkey) {
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if (attr.search('_DmgAdd') != -1) {
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const attr_name = attr.split('_DmgAdd')[0];
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if (
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[skill_type, add_skill_type, 'All', avatar_element].includes(attr_name)
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) {
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logger.debug(
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attr + '对' + attr_name + '有' + merged_attr[attr] + '增伤'
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);
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injury_area = injury_area + merged_attr[attr];
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}
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}
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if (attr.search('AddedRatio') != -1) {
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const attr_name = attr.split('AddedRatio')[0];
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if ([avatar_element, 'AllDamage'].includes(attr_name)) {
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logger.debug(
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attr + '对' + attr_name + '有' + merged_attr[attr] + '增伤'
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);
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injury_area = injury_area + merged_attr[attr];
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}
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}
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}
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return injury_area;
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};
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export const get_defence_multiplier = (merged_attr, level) => {
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/** 计算防御基础值 */
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const defadd = 0.155 * (level * level) + 3.12 * level + 46.95;
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/** 计算降防 */
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let ignore_defence = 1.0;
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if (merged_attr.ignore_defence) {
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ignore_defence = 1 - merged_attr.ignore_defence;
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}
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/** 计算穿透率 */
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let penratio = 1.0;
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if (merged_attr.PenRatioBase) {
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penratio = 1 - merged_attr.PenRatioBase;
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}
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/** 计算穿透值 */
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const pendelta = _.get(merged_attr, 'PenDelta', 0);
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/** 计算防御乘区 */
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const defence_multiplier =
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defadd / (defadd + (defadd * ignore_defence * penratio - pendelta));
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return defence_multiplier;
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};
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export const merge_attribute = (base_detail, bonus_detail) => {
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const merged_attr = {};
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const bonus_detailkey = Object.keys(bonus_detail);
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for (const merged of bonus_detailkey) {
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if (
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merged.search('Attack') != -1 ||
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merged.search('Defence') != -1 ||
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merged.search('HP') != -1
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) {
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continue;
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} else if (merged.search('Base') != -1) {
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merged_attr[merged] =
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_.get(base_detail, merged, 0) + _.get(bonus_detail, merged, 0);
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} else {
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merged_attr[merged] = _.get(bonus_detail, merged, 0);
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}
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}
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merged_attr['hp'] =
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_.get(bonus_detail, 'HPDelta', 0) +
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_.get(base_detail, 'hp', 0) * (_.get(bonus_detail, 'HPAddedRatio', 0) + 1);
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merged_attr['attack'] =
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_.get(bonus_detail, 'AttackDelta', 0) +
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_.get(base_detail, 'attack', 0) *
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(_.get(bonus_detail, 'AttackAddedRatio', 0) + 1);
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merged_attr['defence'] =
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_.get(bonus_detail, 'DefenceDelta', 0) +
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_.get(base_detail, 'defence', 0) *
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(_.get(bonus_detail, 'DefenceAddedRatio', 0) + 1);
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merged_attr['CriticalChanceBase'] =
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_.get(bonus_detail, 'CriticalChanceBase', 0) +
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_.get(base_detail, 'CriticalChanceBase', 0);
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merged_attr['CriticalDamageBase'] =
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_.get(bonus_detail, 'CriticalDamageBase', 0) +
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_.get(base_detail, 'CriticalDamageBase', 0);
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merged_attr['PenRatioBase'] =
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_.get(bonus_detail, 'PenRatioBase', 0) +
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_.get(base_detail, 'PenRatioBase', 0);
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return merged_attr;
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};
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