from enum import Enum class Quality(str, Enum): """星级""" Five = "五星" Four = "四星" Three = "三星" Two = "二星" One = "一星" class Destiny(str, Enum): """命途""" 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): """属性""" Physical = "物理" Pyro = "火" Anemo = "风" Electro = "雷" Cryo = "冰" Nombre = "虚数" Quantum = "量子" Null = "NULL" """无""" class MonsterType(str, Enum): """怪物种类""" Normal = "普通" Elite = "精英" Leader = "首领" Boss = "历战余响" class Area(str, Enum): """地区""" Herta = "空间站「黑塔」" YaLiLuo = "雅利洛-VI" LuoFu = "仙舟「罗浮」" NULL = "未知" class MaterialType(str, Enum): """材料类型""" 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): """遗器套装效果""" 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" 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" """ 头 """ HAND: str = "HAND" """ 手 """ BODY: str = "BODY" """ 躯干 """ FOOT: str = "FOOT" """ 脚 """ 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)