mirror of
https://github.com/ZZZure/ZZZ-Plugin.git
synced 2025-12-16 13:17:32 +00:00
218 lines
5.6 KiB
JavaScript
218 lines
5.6 KiB
JavaScript
import _ from 'lodash';
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import { getMapData } from '../../utils/file.js';
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import { calculate_damage } from './role.js';
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import { ZZZAvatarInfo } from '../avatar.js';
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const skilldict = getMapData('SkillData');
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/**
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* 角色加成
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* @param {ZZZAvatarInfo} data 角色信息
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* @param {ZZZAvatarInfo['damage_basic_properties']['base_detail']} base_detail 基础属性
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* @param {ZZZAvatarInfo['damage_basic_properties']['bonus_detail']} bonus_detail 套装加成
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* @returns {{
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* title: string,
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* value: {name: string, value: number}[]
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* }[]} 伤害列表
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*/
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export const avatar_ability = (data, base_detail, bonus_detail) => {
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const damagelist = [];
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switch (data.id) {
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case 1191:
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/** 处理命座加成 */
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if (data.rank >= 1) {
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const CriticalChanceBase = _.get(bonus_detail, 'CriticalChanceBase', 0);
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bonus_detail['CriticalChanceBase'] = CriticalChanceBase + 0.12;
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}
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if (data.rank >= 2) {
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const ES_CriticalDamageBase = _.get(
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bonus_detail,
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'ES_CriticalDamageBase',
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0
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);
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bonus_detail['ES_CriticalDamageBase'] = ES_CriticalDamageBase + 0.6;
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const EH_CriticalDamageBase = _.get(
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bonus_detail,
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'EH_CriticalDamageBase',
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0
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);
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bonus_detail['EH_CriticalDamageBase'] = EH_CriticalDamageBase + 0.6;
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}
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if (data.rank >= 6) {
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const PenRatio = _.get(bonus_detail, 'PenRatioBase', 0);
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bonus_detail['PenRatioBase'] = PenRatio + 0.2;
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const C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0);
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bonus_detail['C_DmgAdd'] = C_DmgAdd + 2.5;
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}
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/** 处理天赋加成 */
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/** 获取天赋等级与加成倍率 */
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const CDB = getskilllevelnum(data.id, data.skills, 'T', 'T');
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const C_CriticalDamageBase = _.get(
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bonus_detail,
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'C_CriticalDamageBase',
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0
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);
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bonus_detail['C_CriticalDamageBase'] = C_CriticalDamageBase + CDB;
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const A_CriticalDamageBase = _.get(
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bonus_detail,
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'A_CriticalDamageBase',
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0
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);
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bonus_detail['A_CriticalDamageBase'] = A_CriticalDamageBase + CDB;
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const IceDmgAdd = _.get(bonus_detail, 'Ice_DmgAdd', 0);
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bonus_detail['Ice_DmgAdd'] = IceDmgAdd + 0.3;
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/** 计算伤害 */
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/** 计算普攻伤害 */
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const skill_multiplier1 = getskilllevelnum(
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data.id,
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data.skills,
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'A',
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'A'
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);
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const damagelist1 = calculate_damage(
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base_detail,
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bonus_detail,
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'A',
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'A',
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'Ice',
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skill_multiplier1,
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data.level
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);
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const damage1 = {
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title: '普通攻击:急冻修剪法',
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value: damagelist1,
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};
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damagelist.push(damage1);
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/** 计算冲刺伤害 */
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const skill_multiplier2 = getskilllevelnum(
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data.id,
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data.skills,
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'C',
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'C'
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);
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const damagelist2 = calculate_damage(
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base_detail,
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bonus_detail,
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'C',
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'C',
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'Ice',
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skill_multiplier2,
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data.level
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);
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const damage2 = {
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title: '冲刺攻击:冰渊潜袭',
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value: damagelist2,
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};
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damagelist.push(damage2);
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/** 计算特殊技伤害 */
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const skill_multiplier3 = getskilllevelnum(
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data.id,
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data.skills,
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'E',
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'EH'
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);
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const damagelist3 = calculate_damage(
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base_detail,
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bonus_detail,
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'E',
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'EH',
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'Ice',
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skill_multiplier3,
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data.level
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);
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const damage3 = {
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title: '强化特殊技:横扫',
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value: damagelist3,
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};
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damagelist.push(damage3);
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const skill_multiplier4 = getskilllevelnum(
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data.id,
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data.skills,
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'E',
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'ES'
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);
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const damagelist4 = calculate_damage(
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base_detail,
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bonus_detail,
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'E',
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'ES',
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'Ice',
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skill_multiplier4,
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data.level
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);
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const damage4 = {
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title: '强化特殊技:鲨卷风',
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value: damagelist4,
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};
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damagelist.push(damage4);
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/** 计算连携技伤害 */
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const skill_multiplier5 = getskilllevelnum(
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data.id,
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data.skills,
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'R',
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'RL'
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);
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const damagelist5 = calculate_damage(
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base_detail,
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bonus_detail,
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'RL',
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'RL',
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'Ice',
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skill_multiplier5,
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data.level
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);
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const damage5 = {
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title: '连携技:雪崩',
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value: damagelist5,
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};
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damagelist.push(damage5);
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/** 计算终结技伤害 */
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const skill_multiplier6 = getskilllevelnum(
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data.id,
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data.skills,
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'R',
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'R'
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);
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const damagelist6 = calculate_damage(
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base_detail,
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bonus_detail,
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'R',
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'R',
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'Ice',
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skill_multiplier6,
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data.level
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);
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const damage6 = {
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title: '终结技:永冬狂宴',
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value: damagelist6,
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};
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damagelist.push(damage6);
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logger.debug('伤害', damagelist);
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break;
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}
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return damagelist;
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};
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export const getskilllevelnum = (avatarId, skills, skilltype, skillname) => {
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let skill_typeid = 0;
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if (skilltype == 'A') skill_typeid = 0;
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else if (skilltype == 'C') skill_typeid = 2;
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else if (skilltype == 'E') skill_typeid = 1;
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else if (skilltype == 'R') skill_typeid = 3;
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else if (skilltype == 'L') skill_typeid = 6;
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else if (skilltype == 'T') skill_typeid = 5;
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let skilllevel =
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Number(
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skills.find(property => property.skill_type === skill_typeid)?.level || 1
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) - 1;
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return skilldict[avatarId][skillname][skilllevel];
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};
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