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< User:Cerenkov | 记忆结晶的实用性指南
# coding=utf-8 # get json from: https://gitlab.com/EnkanRec/magireco-data-json/-/tree/master/ # version beta import json MEMORIA_JSON = "memoria.json" OUTPUT = "wikitext.txt" WD = "" def read_json(fname): f = open(WD + fname, 'r', encoding='utf-8') data = f.read() f.close() return json.loads(data) def write_wiki(fname, text): f = open(WD + fname, 'w', encoding='utf-8') f.write(text) f.close() def table_header(columns, column_certain=False, percentage=True, icon_width='30px', table_style='width: 98%;'): text = '{| class="wikitable"' if table_style: text += ' style="%s"' % table_style text += '\n' text += table_caption(columns, column_certain=column_certain, percentage=percentage, firstRow=True, icon_width=icon_width) return text def table_caption(columns, column_certain=False, percentage=True, firstRow=False, icon_width='30px'): text = '' if firstRow else '|-\n' text += '! style="width: %s" | !! 技能' % icon_width if column_certain: text += ' !! 必定' for i in columns: if percentage: text += ' !! %g%%' % (i/10) else: text += ' !! %g' % (i/10) text += ' !! 其他\n' return text def memoriaSort(m): if type(m) == type(()): m = m[1] art = m['art'] a = ['ABILITY', 'SKILL'].index(m['pieceType']) b = ['ALL', 'TARGET', 'SELF', 'CONNECT', 'ONE', 'DYING'].index(art['targetId']) c = 0 if 'enableTurn' not in art.keys() else -art['enableTurn'] d = ['RANK_4', 'RANK_3', 'RANK_2', 'RANK_1'].index(m['rank']) return d + 4*(c + 10*(b + 6*a)) def table_row(icon, name, data, column_certain=False, bad_target=None, mark_chara=False): text = '|-\n| ' if len(icon) > 0: if type(icon) != type([]): text += '[[文件:%s|30px]]' % icon else: for i in icon: text += '[[文件:%s|30px]]' % i text += ' || ' if len(name) > 0: text += name for cell in data: text += ' || ' # if len(cell) > 0: # text += 'style="padding: 0;" | ' cell.sort(key=memoriaSort) for memo in cell: rubyValue = None if type(memo) == type(()): rubyValue = memo[0] memo = memo[1] uText = '{{记忆数据表/%s|icon|35px}}' % get_name(memo) style = '' boxShadow = [] if 'enableTurn' in memo['art'].keys() and memo['art']['enableTurn'] > 1: boxShadow.append('2px 2px 6px #00f') if memo['art']['targetId'] == bad_target: boxShadow.append('2px 0 15px #000, 0 2px 15px #000') if memo['art']['targetId'] == 'ALL': # boxShadow.append('0 0 25px #da0') boxShadow.append('0 2px 15px #f80, 0 -2px 15px #f80, -2px 0 15px #f80, 2px 0 15px #f80') if len(boxShadow) > 0: style += 'margin: 2px; box-shadow: %s; ' % ', '.join(boxShadow) if 'charaList' in memo.keys(): style += 'border: 2px solid #0f0;' if style != '': uText = '<div style="display: inline-block; width: 35px; height: 35px; %s">%s</div>' % (style, uText) if not rubyValue and mark_chara and 'charaList' in memo.keys(): rubyValue = '、'.join([c['name'] for c in memo['charaList']]) if rubyValue: text += '{{Ruby|1=%s|2=%s}}' % (uText, rubyValue) else: text += uText text += '\n' return text def get_name(memo): if memo['pieceId'] == 1001: return memo['pieceName'] + ' (1)' elif memo['pieceId'] == 1002: return memo['pieceName'] + ' (2)' else: return memo['pieceName'] def table_footer(): return '|}\n' def check(memo, condition): if 'pieceSkill2' not in memo.keys(): return False for key, art in memo['pieceSkill2'].items(): if key[:3] == 'art' and key[:5] != 'artId': checked = True for cKey, cValue in condition.items(): if cKey != 'EXCEPT': if cKey not in art.keys() or art[cKey] != cValue: checked = False else: for cKey2, cValue2 in cValue.items(): if cKey2 in art.keys() and art[cKey2] == cValue2: cheched = False if checked: memo['art'] = art return True return False def select(baseMemoria, pieceType, mFilters): if pieceType: memoria = [v for k, v in baseMemoria.items() if 'pieceType' in v.keys() and v['pieceType']==pieceType and check(v, mFilters)] else: memoria = [v for k, v in baseMemoria.items() if check(v, mFilters)] return memoria def seperate(baseMemoria, columnKey, columnValues, percentage=True): columns = [] if columnKey == 'probability': cell = [memo for memo in baseMemoria if memo['art']['probability'] == 1000] baseMemoria[:] = [memo for memo in baseMemoria if memo not in cell] columns.append(cell) for v in columnValues: cell = [memo for memo in baseMemoria if memo['art'][columnKey] == v] baseMemoria[:] = [memo for memo in baseMemoria if memo not in cell] columns.append(cell) if percentage: cell = [('%g%%' % (memo['art'][columnKey]/10), memo) for memo in baseMemoria] else: cell = [('%g' % (memo['art'][columnKey]/10), memo) for memo in baseMemoria] columns.append(cell) return columns def png(num): return "Icon skill %g.png" % num def active_ailments(memoria, effectCode, name, icon, columns): data = seperate(select(memoria, 'SKILL', {"verbCode": "CONDITION_BAD", "effectCode": effectCode}), 'probability', columns) problematic = select(memoria, 'ABILITY', {"verbCode": "CONDITION_BAD", "effectCode": effectCode}) if len(problematic) > 0: print("Unexpected type: passive CONDITION_BAD " + effectCode) for memo in problematic: print(str(memo['pieceId'])+' '+memo['pieceName']) return table_row(icon, name, data, column_certain=True, bad_target='SELF') def passive_ailments(memoria, effectCode, name, icon, columns): data = seperate(select(memoria, 'ABILITY', {"verbCode": "ENCHANT", "effectCode": effectCode}), 'probability', columns) problematic = select(memoria, 'SKILL', {"verbCode": "ENCHANT", "effectCode": effectCode}) if len(problematic) > 0: print("Unexpected type: active ENCHANT " + effectCode) for memo in problematic: print(str(memo['pieceId'])+' '+memo['pieceName']) return table_row(icon, name, data, column_certain=True) def ignore(memoria, effectCode, name, icon, columns): data = seperate(select(memoria, '', {"verbCode": "IGNORE", "effectCode": effectCode}), 'probability', columns) return table_row(icon, name, data, column_certain=True, bad_target='TARGET') def condition_good_p(memoria, effectCode, name, icon, columns, percentage=True): data = seperate(select(memoria, '', {"verbCode": "CONDITION_GOOD", "effectCode": effectCode}), 'probability', columns, percentage=percentage) return table_row(icon, name, data, column_certain=True, bad_target='TARGET') def condition_good_v(memoria, effectCode, name, icon, columns, percentage=True): data = seperate(select(memoria, '', {"verbCode": "CONDITION_GOOD", "effectCode": effectCode}), 'effectValue', columns, percentage=percentage) return table_row(icon, name, data, bad_target='TARGET') def buff(memoria, effectCode, name, icon, columns, pieceType=''): data = seperate(select(memoria, pieceType, {"verbCode": "BUFF", "effectCode": effectCode}), 'effectValue', columns) return table_row(icon, name, data, bad_target='TARGET') def debuff(memoria, effectCode, name, icon, columns, pieceType=''): data = seperate(select(memoria, pieceType, {"verbCode": "DEBUFF", "effectCode": effectCode}), 'effectValue', columns) return table_row(icon, name, data, bad_target='SELF') def draw(memoria, effectCode, name, icon): data = seperate(select(memoria, 'SKILL', {"verbCode": "DRAW", "effectCode": effectCode}), 'probability', []) return table_row(icon, name, data, column_certain=True, mark_chara=True) def sanityCheck(memo): try: if 'pieceId' not in memo.keys(): raise Exception('Unexpected: pieceId key not found in:', memo) if 'pieceName' not in memo.keys(): raise Exception('Unexpected: pieceName key not found in:', memo) pieceId = memo['pieceId'] pieceName = memo['pieceName'] if 'pieceType' not in memo.keys(): raise Exception('Unexpected: pieceType key not found in %g %s' % (pieceId, pieceName)) pieceType = memo['pieceType'] if pieceType != 'SKILL' and pieceType != 'ABILITY': raise Exception('Unexpected: pieceType value %s in %g %s' % (pieceType, pieceId, pieceName)) if 'pieceSkill2' not in memo.keys(): raise Exception('Unexpected: pieceSkill2 key not found in %g %s' % (pieceId, pieceName)) hasArt = False for key, art in memo['pieceSkill2'].items(): if key[:3] == 'art' and key[:5] != 'artId': hasArt = True if 'verbCode' not in art.keys(): raise Exception('Unexpected: missing verbCode for %s in %g %s' % (key, pieceId, pieceName)) if 'effectCode' not in art.keys(): raise Exception('Unexpected: missing effectCode for %s in %g %s' % (key, pieceId, pieceName)) verbCode = art['verbCode'] effectCode = art['effectCode'] if verbCode == 'BUFF' or verbCode == 'DEBUFF' or verbCode == 'BUFF_HPMAX' or verbCode == 'BUFF_DYING' or verbCode == 'BUFF_DIE': if effectCode not in ['ATTACK', 'DEFENSE', 'DAMAGE', 'ACCEL', 'BLAST', 'CHARGE', 'MAGIA', 'MP_GAIN', 'RESIST']: raise Exception('Unexpected: %s %s for %s in %g %s' % (verbCode, effectCode, key, pieceId, pieceName)) if verbCode == 'DEBUFF' and effectCode == 'CHARGE': raise Exception('Report: %s %s realized for %s in %g %s' % (verbCode, effectCode, key, pieceId, pieceName)) if verbCode in ['BUFF_HPMAX', 'BUFF_DYING', 'BUFF_DIE'] and effectCode not in ['ATTACK', 'DEFENSE']: raise Exception('Report: %s %s realized for %s in %g %s' % (verbCode, effectCode, key, pieceId, pieceName)) elif verbCode == 'CONDITION_BAD' or verbCode == 'ENCHANT': if effectCode not in ["CHARM", "STUN", "RESTRAINT", "POISON", "BURN", "CURSE", "FOG", "DARKNESS", "BLINDNESS", "BAN_SKILL", "BAN_MAGIA"]: raise Exception('Unexpected: %s %s for %s in %g %s' % (verbCode, effectCode, key, pieceId, pieceName)) if verbCode == 'CONDITION_BAD' and pieceType == 'ABILITY': raise Exception('Unexpected: ABILITY (passive) CONDITION_BAD %s for %s in %g %s' % (effectCode, key, pieceId, pieceName)) if verbCode == 'ENCHANT' and pieceType == 'SKILL': raise Exception('Unexpected: SKILL (active) ENCHANT %s for %s in %g %s' % (effectCode, key, pieceId, pieceName)) elif verbCode == 'CONDITION_GOOD': if effectCode not in ["DAMAGE_UP", "DAMAGE_UP_BAD", "DAMAGE_DOWN", "DAMAGE_DOWN_BLAST", "DAMAGE_DOWN_NODISK", "CRITICAL", "DEFENSE_IGNORED", "AVOID", "COUNTER", "PROVOKE", "PROTECT", "PURSUE", "GUTS", "SKILL_QUICK", "C_COMBO_PLUS", "AUTO_HEAL", "MP_PLUS_WEAKED", "MP_PLUS_BLAST"]: raise Exception('Unexpected: CONDITION_GOOD %s for %s in %g %s' % (effectCode, key, pieceId, pieceName)) elif verbCode == 'IGNORE': if effectCode not in ["DAMAGE_DOWN", "AVOID", "COUNTER", "PROVOKE", "CHARM", "STUN", "RESTRAINT", "POISON", "BURN", "CURSE", "FOG", "DARKNESS", "BLINDNESS", "BAN_SKILL", "BAN_MAGIA", "DEBUFF"]: raise Exception('Unexpected: IGNORE %s for %s in %g %s' % (effectCode, key, pieceId, pieceName)) elif verbCode == 'HEAL': if effectCode not in ['HP', 'MP', 'MP_DAMAGE']: raise Exception('Unexpected: HEAL %s for %s in %g %s' % (effectCode, key, pieceId, pieceName)) if pieceType == 'ABILITY': raise Exception('Unexpected: ABILITY (passive) HEAL %s for %s in %g %s' % (effectCode, key, pieceId, pieceName)) elif verbCode == 'DRAW': if effectCode not in ["AGAIN", "CHARACTER", "ACCEL", "BLAST", "CHARGE", "ALIGNMENT"]: raise Exception('Unexpected: DRAW %s for %s in %g %s' % (effectCode, key, pieceId, pieceName)) if pieceType == 'ABILITY': raise Exception('Unexpected: ABILITY (passive) DRAW %s for %s in %g %s' % (effectCode, key, pieceId, pieceName)) elif verbCode == 'REVOKE': if effectCode not in ["BAD", "DEBUFF", "BUFF", "CONDITION_GOOD"]: raise Exception('Unexpected: REVOKE %s for %s in %g %s' % (effectCode, key, pieceId, pieceName)) if pieceType == 'ABILITY': raise Exception('Unexpected: ABILITY (passive) REVOKE %s for %s in %g %s' % (effectCode, key, pieceId, pieceName)) elif verbCode == 'INITIAL': if effectCode != "MP": raise Exception('Unexpected: INITIAL %s for %s in %g %s' % (effectCode, key, pieceId, pieceName)) elif verbCode == 'OTHER': if effectCode not in ['EPISODE_UP', 'GOLD_UP']: raise Exception('Unexpected: OTHER %s for %s in %g %s' % (effectCode, key, pieceId, pieceName)) else: raise Exception('Unexpected: %s %s for %s in %g %s' % (verbCode, effectCode, key, pieceId, pieceName)) except Exception as e: if len(e.args) == 2: print(e.args[0]) print(e.args[1]) else: print(e) def main(): memoria = read_json(MEMORIA_JSON) wikitext = "" wikitext += "\n===攻击系===\n" columns = range(550, 100-50, -50) wikitext += table_header(columns, column_certain=True) wikitext += condition_good_p(memoria, "CRITICAL", "暴击", png(1121), columns) wikitext += condition_good_p(memoria, "DEFENSE_IGNORED", "无视防御", png(1123), columns) columns = range(750, 300-50, -50) wikitext += table_caption(columns, column_certain=True) wikitext += ignore(memoria, "DAMAGE_DOWN", "无视伤害削减", png(1177), columns) wikitext += table_footer() columns = range(500, 50-50, -50) wikitext += table_header(columns) wikitext += buff(memoria, "ATTACK", "攻击力UP", png(1085), columns) wikitext += debuff(memoria, "DEFENSE", "防御力DOWN", png(1095), columns) wikitext += buff(memoria, "DAMAGE", "造成伤害UP", png(1087), columns) wikitext += condition_good_v(memoria, "DAMAGE_UP", "伤害上升状态", png(1119), columns) wikitext += condition_good_v(memoria, "DAMAGE_UP_BAD", "敌方状态异常时伤害上升", png(1172), columns) wikitext += table_caption(columns) wikitext += table_footer() columns = range(600, 150-50, -50) wikitext += table_header(columns) wikitext += buff(memoria, "BLAST", "Blast伤害UP", png(1092), columns) columns = range(275, 50-25, -25) wikitext += table_caption(columns) wikitext += buff(memoria, "CHARGE", "Charge后伤害UP", png(1091), columns) wikitext += buff(memoria, "MAGIA", "Magia伤害UP", png(1088), columns) columns = range(500, 50-50, -50) wikitext += table_caption(columns) wikitext += table_row(png(1085), "HP最大时攻击力UP", seperate(select(memoria, '', {"verbCode": "BUFF_HPMAX", "effectCode": "ATTACK"}), 'effectValue', columns), bad_target='TARGET') wikitext += table_row(png(1085), "濒死时攻击力UP", seperate(select(memoria, '', {"verbCode": "BUFF_DYING", "effectCode": "ATTACK"}), 'effectValue', columns), bad_target='TARGET') wikitext += table_row(png(1085), "战斗不能时获得攻击力UP(己全)", seperate(select(memoria, '', {"verbCode": "BUFF_DIE", "effectCode": "ATTACK"}), 'effectValue', columns)) wikitext += table_footer() wikitext += "\n===防守系===\n" columns = range(750, 75-75, -75) wikitext += table_header(columns) wikitext += buff(memoria, "DEFENSE", "防御力UP", png(1086), columns) columns = range(500, 50-50, -50) wikitext += table_caption(columns) wikitext += debuff(memoria, "ATTACK", "攻击力DOWN", png(1094), columns) # 按数值合并了主动3T而非按等级 wikitext += debuff(memoria, "DAMAGE", "造成伤害DOWN", png(1096), columns) # 按数值合并了主动3T而非按等级 wikitext += debuff(memoria, "MAGIA", "Magia伤害DOWN", png(1097), columns) wikitext += condition_good_v(memoria, "DAMAGE_DOWN", "伤害削减", png(1120), columns) wikitext += condition_good_v(memoria, "DAMAGE_DOWN_BLAST", "Blast伤害削减", png(1202), columns) wikitext += condition_good_v(memoria, "DAMAGE_DOWN_NODISK", "Magia伤害削减状态", png(1205), columns) columns = range(275, 200-25*7, -25) wikitext += table_caption(columns) wikitext += debuff(memoria, "BLAST", "Blast伤害DOWN", png(1101), columns) columns = range(1000, 100-100, -100) wikitext += table_caption(columns) wikitext += table_row(png(1086), "HP最大时防御力UP", seperate(select(memoria, '', {"verbCode": "BUFF_HPMAX", "effectCode": "DEFENSE"}), 'effectValue', columns), bad_target='TARGET') columns = range(1100, 200-100, -100) wikitext += table_caption(columns) wikitext += table_row(png(1086), "濒死时防御力UP", seperate(select(memoria, '', {"verbCode": "BUFF_DYING", "effectCode": "DEFENSE"}), 'effectValue', columns), bad_target='TARGET') wikitext += table_row(png(1086), "战斗不能时获得防御力UP(己全)", seperate(select(memoria, '', {"verbCode": "BUFF_DIE", "effectCode": "DEFENSE"}), 'effectValue', columns)) wikitext += table_footer() wikitext += "\n===MP获取与阻碍===\n" columns = range(325, 100-25, -25) wikitext += table_header(columns) wikitext += buff(memoria, "ACCEL", "Accele MPUP", png(1090), columns) columns = range(275, 50-25, -25) wikitext += table_caption(columns) wikitext += buff(memoria, "MP_GAIN", "MP获得量UP", png(1093), columns) wikitext += table_footer() columns = [150, 100] wikitext += table_header(columns, table_style=None) wikitext += table_row(png(1130), "战斗开始时拥有一定MP", seperate(select(memoria, '', {"verbCode": "INITIAL", "effectCode": "MP"}), 'effectValue', columns)) columns = [180, 100] wikitext += table_caption(columns, percentage=False) wikitext += table_row(png(1079), "回复MP", seperate(select(memoria, '', {"verbCode": "HEAL", "effectCode": "MP"}), 'effectValue', columns, percentage=False)) columns = [30] wikitext += table_caption(columns, percentage=False) wikitext += table_row(png(1180), "自动回复MP", seperate(select(memoria, '', {"verbCode": "CONDITION_GOOD", "effectCode": "AUTO_HEAL", "genericValue": "MP"}), 'effectValue', columns, percentage=False)) columns = range(110, 20-10, -10) wikitext += table_caption(columns, percentage=False) wikitext += condition_good_v(memoria, "MP_PLUS_WEAKED", "被弱点属性攻击时MPUP", png(1132), columns, percentage=False) columns = range(100, 10-10, -10) wikitext += table_caption(columns, percentage=False) wikitext += condition_good_v(memoria, "MP_PLUS_BLAST", "Blast攻击时MP获得", png(1225), columns, percentage=False) columns = range(550, 100-50, -50) wikitext += table_caption(columns) wikitext += debuff(memoria, "MP_GAIN", "MP获得量DOWN", png(1102), columns) columns = [275] wikitext += table_caption(columns) wikitext += debuff(memoria, "ACCEL", "Accele MP DOWN", png(1099), columns) columns = [300] wikitext += table_caption(columns, percentage=False) wikitext += table_row('', "MP伤害", seperate(select(memoria, '', {"verbCode": "HEAL", "effectCode": "MP_DAMAGE"}), 'effectValue', columns, percentage=False), bad_target='SELF') wikitext += table_footer() wikitext += "\n===异常、抗异常===\n" ailmentEffectCodes = ["CHARM", "STUN", "RESTRAINT", "POISON", "BURN", "CURSE", "FOG", "DARKNESS", "BLINDNESS", "BAN_SKILL", "BAN_MAGIA"] ailmentNames = ["魅惑", "眩晕", "拘束", "毒", "烧伤", "诅咒", "雾", "黑暗", "幻惑", "技能封印", "Magia封印"] icons = [png(i) for i in range(1103, 1114)] columns = range(525, 300-25, -25) wikitext += table_header(columns, column_certain=True) wikitext += ''.join([active_ailments(memoria, *i, columns) for i in zip(ailmentEffectCodes, ["主动"+x for x in ailmentNames], icons)]) wikitext += table_caption(columns, column_certain=True) wikitext += table_footer() icons = [png(i) for i in range(1145, 1155)] + [""] columns = range(550, 100-50, -50) # columns = range(450, 150-50, -50) # 减少无用纵栏时使用 wikitext += table_header(columns, column_certain=True) wikitext += ''.join([passive_ailments(memoria, *i, columns) for i in zip(ailmentEffectCodes, ["攻击时概率给予"+x for x in ailmentNames], icons)]) wikitext += table_caption(columns, column_certain=True) wikitext += table_footer() icons = [png(i) for i in list(range(1136, 1145))+[1183, 1155]] columns = range(700, 250-50, -50) # columns = range(700, 650-50, -50) # 减少无用纵栏时使用 wikitext += table_header(columns, column_certain=True) wikitext += ''.join([ignore(memoria, *i, columns) for i in zip(ailmentEffectCodes, ["概率"+x+"无效" for x in ailmentNames], icons)]) wikitext += table_caption(columns, column_certain=True) wikitext += table_footer() columns = range(650, 200-50, -50) wikitext += table_header(columns) wikitext += buff(memoria, "RESIST", "状态异常耐性UP", png(1089), columns) columns = range(275, 50-25, -25) wikitext += table_caption(columns) wikitext += debuff(memoria, "RESIST", "状态异常耐性DOWN", png(1098), columns) wikitext += table_footer() wikitext += "\n===特殊行动、特殊对策===\n" columns = range(550, 100-50, -50) # columns = range(550, 150-50, -50) # 减少无用纵栏时使用 wikitext += table_header(columns, column_certain=True) wikitext += condition_good_p(memoria, "AVOID", "回避", png(1124), columns) wikitext += condition_good_p(memoria, "COUNTER", "反击", png(1125), columns) wikitext += condition_good_p(memoria, "PROVOKE", "挑衅", png(1128), columns) wikitext += condition_good_p(memoria, "PROTECT", "保护", png(1170), columns) data = seperate(select(memoria, 'SKILL', {"verbCode": "CONDITION_GOOD", "effectCode": "PURSUE"}), 'probability', columns) wikitext += table_row(png(1126), "追击(主动)", data, column_certain=True) columns = range(120, 30-10, -10) # columns = range(120, 40-10, -10) # 减少无用纵栏时使用 wikitext += table_caption(columns, column_certain=True) data = seperate(select(memoria, 'ABILITY', {"verbCode": "CONDITION_GOOD", "effectCode": "PURSUE"}), 'probability', columns) wikitext += table_row(png(1126), "追击(被动)", data, column_certain=True) wikitext += table_footer() columns = range(850, 500-50, -50) wikitext += table_header(columns, column_certain=True) wikitext += ignore(memoria, "AVOID", "回避无效", png(1134), columns) # 这里使用了非I级至X级横坐标,并且按数值合并而非按等级合并 wikitext += ignore(memoria, "COUNTER", "反击无效", png(1135), columns) # 这里使用了非I级至X级横坐标,并且按数值合并而非按等级合并 wikitext += ignore(memoria, "PROVOKE", "无视挑衅", png(1219), columns) # 这里使用了非I级至X级横坐标,并且按数值合并而非按等级合并 wikitext += table_footer() wikitext += "\n===重抽盘===\n" wikitext += table_header([], column_certain=True, icon_width='150px', table_style=None) wikitext += draw(memoria, "AGAIN", "重抽盘", png(1169)) wikitext += draw(memoria, "CHARACTER", "重抽自己盘", [png(1161), png(1162), png(1163), png(1164), png(1165)]) wikitext += draw(memoria, "ACCEL", "重抽Accele盘", png(1166)) wikitext += draw(memoria, "BLAST", "重抽Blast盘", png(1168)) wikitext += draw(memoria, "CHARGE", "重抽Charge盘", png(1167)) wikitext += draw(memoria, "ALIGNMENT", "重抽同属性盘", [png(1156), png(1157), png(1158), png(1159), png(1160)]) wikitext += table_footer() wikitext += "\n===回复、状态恢复===\n" columns = range(525, 300-25, -25) wikitext += table_header(columns, percentage=False) wikitext += table_row(png(1078), "回复HP", seperate(select(memoria, '', {"verbCode": "HEAL", "effectCode": "HP"}), 'effectValue', columns, percentage=False), bad_target='TARGET') columns = range(110, 20-10, -10) wikitext += table_caption(columns, percentage=False) wikitext += table_row(png(1129), "自动回复HP", seperate(select(memoria, '', {"verbCode": "CONDITION_GOOD", "effectCode": "AUTO_HEAL", "EXCEPT": {"genericValue": "MP"}}), 'effectValue', columns, percentage=False), bad_target='TARGET') wikitext += table_footer() wikitext += table_header([], table_style=None) wikitext += table_row(png(1084), "状态异常解除", [select(memoria, 'SKILL', {"verbCode": "REVOKE", "effectCode": "BAD"})], bad_target='TARGET') wikitext += table_row(png(1082), "Debuff解除", [select(memoria, 'SKILL', {"verbCode": "REVOKE", "effectCode": "DEBUFF"})], bad_target='TARGET') wikitext += table_row(png(1081), "Buff解除", [select(memoria, 'SKILL', {"verbCode": "REVOKE", "effectCode": "BUFF"})], bad_target='SELF') wikitext += table_row(png(1083), "状态强化解除", [select(memoria, 'SKILL', {"verbCode": "REVOKE", "effectCode": "CONDITION_GOOD"})], bad_target='SELF') wikitext += table_footer() wikitext += "\n===其他===\n" wikitext += table_header([], column_certain=True, table_style=None) wikitext += condition_good_p(memoria, "GUTS", "忍耐", png(1127), []) wikitext += condition_good_p(memoria, "SKILL_QUICK", "技能冷却加速", png(1131), []) wikitext += ignore(memoria, "DEBUFF", "Debuff无效", png(1218), []) wikitext += table_footer() wikitext += table_header([20], percentage=False, table_style=None) # 数值本身是2000,不同于MP数值2000代表2000/10=200pt,此处应代表2层combo=20/10 wikitext += condition_good_v(memoria, "C_COMBO_PLUS", "Charge combo时Charge数增加", png(1217), [2000]) wikitext += table_footer() columns = range(200, 50-50, -50) wikitext += table_header(columns, table_style=None) wikitext += table_row(png(1173), "获得篇章点UP", seperate(select(memoria, '', {"verbCode": "OTHER", "effectCode": "EPISODE_UP"}), 'effectValue', columns)) wikitext += table_row(png(1175), "CC获得量UP", seperate(select(memoria, '', {"verbCode": "OTHER", "effectCode": "GOLD_UP"}), 'effectValue', columns)) wikitext += table_footer() write_wiki(OUTPUT, wikitext) print("wikitext written") print("proceed to sanity check") for k, v in memoria.items(): sanityCheck(v) if __name__ == '__main__': main()