PamGram/modules/wiki/models/enums.py

164 lines
4.1 KiB
Python
Raw Normal View History

2023-04-26 08:48:05 +00:00
from enum import Enum
class Quality(str, Enum):
2023-05-11 15:09:39 +00:00
"""星级"""
2023-04-26 08:48:05 +00:00
Five = "五星"
Four = "四星"
Three = "三星"
Two = "二星"
One = "一星"
class Destiny(str, Enum):
2023-05-11 15:09:39 +00:00
"""命途"""
2023-04-26 08:48:05 +00:00
HuiMie = "毁灭"
ZhiShi = "智识"
XunLie = "巡猎"
CunHu = "存护"
FengRao = "丰饶"
TongXie = "同谐"
XuWu = "虚无"
class Element(str, Enum):
2023-05-11 15:09:39 +00:00
"""属性"""
2023-04-26 08:48:05 +00:00
Physical = "物理"
Pyro = ""
Anemo = ""
Electro = ""
Cryo = ""
Nombre = "虚数"
Quantum = "量子"
Null = "NULL"
""""""
class MonsterType(str, Enum):
2023-05-11 15:09:39 +00:00
"""怪物种类"""
2023-04-26 08:48:05 +00:00
Normal = "普通"
Elite = "精英"
Leader = "首领"
Boss = "历战余响"
class Area(str, Enum):
2023-05-11 15:09:39 +00:00
"""地区"""
2023-04-26 08:48:05 +00:00
Herta = "空间站「黑塔」"
YaLiLuo = "雅利洛-VI"
LuoFu = "仙舟「罗浮」"
NULL = "未知"
class MaterialType(str, Enum):
2023-05-11 15:09:39 +00:00
"""材料类型"""
2023-04-26 08:48:05 +00:00
AvatarUpdate = "角色晋阶材料"
XingJi = "行迹材料"
LightConeUpdate = "光锥晋阶材料"
Exp = "经验材料"
Grow = "养成材料"
Synthetic = "合成材料"
Task = "任务道具"
Important = "贵重物"
Consumable = "消耗品"
TaskMaterial = "任务材料"
Other = "其他材料"
class PropType(str, Enum):
2023-05-11 15:09:39 +00:00
"""遗器套装效果"""
2023-04-26 08:48:05 +00:00
HP = "基础-生命值"
Defense = "基础-防御力"
Attack = "基础-攻击力"
Critical = "基础-效果命中"
Physical = "伤害类-物理"
Pyro = "伤害类-火"
Anemo = "伤害类-风"
Electro = "伤害类-雷"
Cryo = "伤害类-冰"
Nombre = "伤害类-虚数"
Quantum = "伤害类-量子"
Add = "伤害类-追加伤害"
Heal = "其他-治疗加成"
OtherCritical = "其他-效果命中"
Charge = "其他-能量充能效率"
2023-05-11 15:09:39 +00:00
class RelicAffix(str, Enum):
AttackAddedRatio: str = "AttackAddedRatio"
""" 攻击力 百分比 """
AttackDelta: str = "AttackDelta"
""" 攻击力 """
BreakDamageAddedRatioBase: str = "BreakDamageAddedRatioBase"
""" 击破特攻 """
CriticalChanceBase: str = "CriticalChanceBase"
""" 暴击率 百分比 """
CriticalDamageBase: str = "CriticalDamageBase"
""" 暴击伤害 百分比 """
DefenceAddedRatio: str = "DefenceAddedRatio"
""" 防御力 百分比 """
DefenceDelta: str = "DefenceDelta"
""" 防御力 """
FireAddedRatio: str = "FireAddedRatio"
""" 火属性伤害提高 百分比 """
HPAddedRatio: str = "HPAddedRatio"
""" 生命值 百分比 """
HPDelta: str = "HPDelta"
""" 生命值 """
HealRatioBase: str = "HealRatioBase"
""" 治疗量加成 百分比"""
IceAddedRatio: str = "IceAddedRatio"
""" 冰属性伤害提高 百分比 """
ImaginaryAddedRatio: str = "ImaginaryAddedRatio"
""" 虚数属性伤害提高 百分比 """
PhysicalAddedRatio: str = "PhysicalAddedRatio"
""" 物理属性伤害提高 百分比 """
QuantumAddedRatio: str = "QuantumAddedRatio"
""" 量子属性伤害提高 百分比 """
SpeedDelta: str = "SpeedDelta"
""" 速度 """
SPRatioBase: str = "SPRatioBase"
""" 能量恢复效率 百分比 """
StatusProbabilityBase: str = "StatusProbabilityBase"
""" 效果命中 百分比 """
StatusResistanceBase: str = "StatusResistanceBase"
""" 效果抵抗 百分比 """
ThunderAddedRatio: str = "ThunderAddedRatio"
""" 雷属性伤害提高 百分比 """
WindAddedRatio: str = "WindAddedRatio"
""" 风属性伤害提高 百分比 """
class RelicPosition(str, Enum):
HEAD: str = "HEAD"
""""""
HAND: str = "HAND"
""""""
BODY: str = "BODY"
""" 躯干 """
FOOT: str = "FOOT"
""""""
NECK: str = "NECK"
""" 位面球 """
OBJECT: str = "OBJECT"
""" 连结绳 """
@property
def num(self):
index_map = {
RelicPosition.HEAD: 0,
RelicPosition.HAND: 1,
RelicPosition.BODY: 2,
RelicPosition.FOOT: 3,
RelicPosition.NECK: 0,
RelicPosition.OBJECT: 1,
}
return index_map.get(self)