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https://github.com/PaiGramTeam/StarRailDamageCal.git
synced 2024-11-30 18:59:26 +00:00
添加2.0角色计算
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2077e86f50
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@ -4821,11 +4821,86 @@ class BlackSwan(BaseAvatar):
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skill_info_list.append({"name": "50层奥迹伤害", "damagelist": damagelist5})
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return skill_info_list
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class Sparkle(BaseAvatar):
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Buff: BaseAvatarBuff
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def __init__(self, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]):
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super().__init__(char=char, skills=skills)
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self.eidolon_attribute: Dict[str, float] = {}
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self.extra_ability_attribute: Dict[str, float] = {}
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self.eidolons()
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self.extra_ability()
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def Technique(self):
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pass
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def eidolons(self):
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pass
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def extra_ability(self):
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self.extra_ability_attribute["AttackAddedRatio"] = 0.45
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async def getdamage(
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self,
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base_attr: Dict[str, float],
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attribute_bonus: Dict[str, float],
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):
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# 终结技天赋增加伤害
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All_Damage_Add = (self.Skill_num("Talent", "Talent") + self.Skill_num("Ultra", "Ultra")) * 3
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attribute_bonus["AllDamageAddedRatio"] = attribute_bonus.get(
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"AllDamageAddedRatio", 0
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) + All_Damage_Add
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#战技增加暴击伤害
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if self.avatar_rank >= 6:
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add_critical_damage_base = attribute_bonus.get("CriticalDamageBase", 0) * (self.Skill_num("BPSkill", "BPSkill") + 0.3) + self.Skill_num("BPSkill", "BPSkill_G")
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else:
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add_critical_damage_base = attribute_bonus.get("CriticalDamageBase", 0) * self.Skill_num("BPSkill", "BPSkill") + self.Skill_num("BPSkill", "BPSkill_G")
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attribute_bonus["CriticalDamageBase"] = (
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attribute_bonus.get("CriticalDamageBase", 0) + add_critical_damage_base
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)
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damage1, damage2, damage3 = await calculate_damage(
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base_attr,
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attribute_bonus,
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"fujia",
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"fujia",
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"Thunder",
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0.44,
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self.avatar_level,
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)
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skill_info_list = []
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# 计算普攻伤害
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skill_multiplier = self.Skill_num("Normal", "Normal")
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damagelist1 = await calculate_damage(
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base_attr,
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attribute_bonus,
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"Normal",
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"Normal",
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self.avatar_element,
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skill_multiplier,
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self.avatar_level,
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)
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damagelist1[2] += damage3
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skill_info_list.append({"name": "普攻", "damagelist": damagelist1})
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# 计算终结技
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critical_damage_base_str = add_critical_damage_base * 100
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damagelist2 = []
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damagelist2.append(critical_damage_base_str)
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skill_info_list.append({"name": "战技提升爆伤(%)", "damagelist": damagelist2})
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return skill_info_list
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class AvatarDamage:
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@classmethod
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def create(cls, char: DamageInstanceAvatar, skills: List[DamageInstanceSkill]):
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if char.id_ == 1214:
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return XueYi(char, skills)
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if char.id_ == 1306:
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return Sparkle(char, skills)
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if char.id_ == 1303:
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return RuanMei(char, skills)
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if char.id_ == 1307:
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@ -1256,5 +1256,42 @@
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],
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"Maze": [20],
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"Ultra_Use": [120]
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},
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"1306": {
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"Normal": [
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0.5000000004656613, 0.6000000005587935, 0.7000000006519258,
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0.8000000007450581, 0.9000000008381903, 1.0000000000931323,
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1.1000000000931323, 1.2000000001862645, 1.3000000002793968
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],
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"BPSkill": [
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0.12000000011175871, 0.1319999999832362, 0.14399999985471368,
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0.15599999972619116, 0.16799999959766865, 0.18000000016763806,
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0.19499999983236194, 0.21000000019557774, 0.2249999998603016,
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0.24000000022351742, 0.2520000000949949, 0.2639999999664724,
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0.27599999983794987, 0.28799999970942736, 0.3000000002793968
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],
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"BPSkill_G": [
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0.2700000002514571, 0.28799999970942736, 0.30599999986588955,
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0.32400000002235174, 0.34200000017881393, 0.3600000003352761,
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0.38250000053085387, 0.4050000000279397, 0.4275000002235174,
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0.45000000041909516, 0.4679999998770654, 0.4860000000335276,
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0.5040000001899898, 0.522000000346452, 0.5400000005029142
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],
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"Ultra": [
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0.060000000055879354, 0.06399999978020787, 0.06799999950453639,
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0.07199999992735684, 0.07599999965168536, 0.0800000000745058,
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0.08499999972991645, 0.09000000008381903, 0.09499999973922968,
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0.10000000009313226, 0.10399999981746078, 0.1079999995417893,
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0.11199999996460974, 0.11599999968893826, 0.12000000011175871
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],
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"Talent": [
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0.030000000027939677, 0.032999999821186066, 0.035999999614432454,
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0.03899999940767884, 0.04199999989941716, 0.04499999969266355,
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0.04875000030733645, 0.05250000022351742, 0.056250000139698386,
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0.060000000055879354, 0.06299999984912574, 0.06599999964237213,
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0.06899999943561852, 0.07199999992735684, 0.07499999972060323
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],
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"Maze": [20],
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"Ultra_Use": [120]
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}
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}
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@ -591,6 +591,78 @@
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]
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}
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},
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"21036": {
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"Param": {
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"AllDamageAddedRatio": [
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0.12000000011175871, 0.14000000013038516, 0.1600000001490116,
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0.18000000016763806, 0.20000000018626451
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]
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}
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},
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"21038": {
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"Param": {
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"AllDamageAddedRatio": [
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0.25000000023283064, 0.3125000004656613, 0.375,
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0.43750000023283064, 0.5000000004656613
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]
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}
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},
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"21043": {
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"Param": {
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"AllDamageAddedRatio": [
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0.0400000000372529, 0.05000000004656613, 0.060000000055879354,
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0.07000000006519258, 0.0800000000745058
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]
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}
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},
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"21039": {
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"Param": {
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"AllDamageAddedRatio": [
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0.007999999448657036, 0.008999999379739165, 0.010000000009313226,
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0.010999999940395355, 0.011999999871477485
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],
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"AllDamageAddedRatio_max": [
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0.3200000002980232, 0.3600000003352761, 0.40000000037252903,
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0.44000000040978193, 0.48000000044703484
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]
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}
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},
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"21041": {
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"Param": {
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"AllDamageAddedRatio": [
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0.060000000055879354, 0.07000000006519258, 0.0800000000745058,
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0.09000000008381903, 0.10000000009313226
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],
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"AttackAddedRatio": [
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0.20000000018626451, 0.24000000022351742, 0.2800000002607703,
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0.3200000002980232, 0.3600000003352761
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]
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}
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},
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"21037": {
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"Param": {
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"CriticalDamageBase": [
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0.0800000000745058, 0.09000000008381903, 0.10000000009313226,
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0.11000000010244548, 0.12000000011175871
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]
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}
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},
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"21042": {
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"Param": {
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"CriticalChanceBase": [
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0.1500000001396984, 0.1875, 0.2249999998603016,
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0.26250000041909516, 0.3000000002793968
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]
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}
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},
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"21040": {
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"Param": {
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"CriticalDamageBase": [
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0.20000000018626451, 0.25000000023283064, 0.3000000002793968,
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0.3500000003259629, 0.40000000037252903
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]
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}
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},
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"23012": {
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"Param": {
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"CriticalChance": [
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@ -428,6 +428,57 @@ class Relic116(BaseRelicSetSkill):
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attribute_bonus["ignore_defence"] = ignore_defence + 0.06000000009313226 * 3
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return attribute_bonus
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class Relic117(BaseRelicSetSkill):
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def __init__(self, set_id: int, count: int):
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super().__init__(set_id, count)
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self._count = count
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async def check(
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self,
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base_attr: Dict[str, float],
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attribute_bonus: Dict[str, float],
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):
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"""2件: 对受负面状态影响的敌人造成的伤害提高12%。"""
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# 暴击率提高4%,装备者对陷入不少于2/3个负面效果的敌方目标造成的暴击伤害提高8%/12%。装备者对敌方目标施加负面效果后,上述效果提高100%,持续1回合
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logger.info("Relic114 check success")
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return True
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async def set_skill_ability(
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self,
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base_attr: Dict[str, float],
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attribute_bonus: Dict[str, float],
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):
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if self.pieces2 and await self.check(base_attr, attribute_bonus):
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All_Damage_Added_Ratio = attribute_bonus.get("AllDamageAddedRatio", 0)
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attribute_bonus["AllDamageAddedRatio"] = All_Damage_Added_Ratio + 0.12000000011175871
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if self.pieces4 and await self.check(base_attr, attribute_bonus):
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Critical_Damage_Base = attribute_bonus.get("CriticalDamageBase", 0)
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attribute_bonus["CriticalDamageBase"] = Critical_Damage_Base + 0.12000000011175871 * 2
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return attribute_bonus
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class Relic118(BaseRelicSetSkill):
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def __init__(self, set_id: int, count: int):
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super().__init__(set_id, count)
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self._count = count
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async def check(
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self,
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base_attr: Dict[str, float],
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attribute_bonus: Dict[str, float],
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):
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"""当装备者对我方目标施放终结技时,我方全体击破特攻提高30%,持续2回合,该效果无法叠加。"""
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logger.info("Relic114 check success")
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return True
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async def set_skill_ability(
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self,
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base_attr: Dict[str, float],
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attribute_bonus: Dict[str, float],
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):
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if self.pieces4 and await self.check(base_attr, attribute_bonus):
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Break_Damage_Added_Ratio_Base = attribute_bonus.get("BreakDamageAddedRatioBase", 0)
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attribute_bonus["BreakDamageAddedRatioBase"] = Break_Damage_Added_Ratio_Base + 0.3000000002793968
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return attribute_bonus
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class Relic301(BaseRelicSetSkill):
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def __init__(self, set_id: int, count: int):
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@ -806,6 +857,8 @@ class RelicSet:
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Relic114,
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Relic115,
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Relic116,
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Relic117,
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Relic118,
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Relic301,
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Relic302,
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Relic303,
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@ -890,6 +943,10 @@ class RelicSet:
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self.SetSkill.append(Relic115(set_id, count))
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elif set_id == 116:
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self.SetSkill.append(Relic116(set_id, count))
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elif set_id == 117:
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self.SetSkill.append(Relic117(set_id, count))
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elif set_id == 118:
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self.SetSkill.append(Relic118(set_id, count))
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elif set_id == 301:
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self.SetSkill.append(Relic301(set_id, count))
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elif set_id == 302:
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@ -2414,6 +2414,267 @@ class ReforgedRemembrance(BaseWeapon):
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)
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return attribute_bonus
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# 何物为真
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class WhatIsReal(BaseWeapon):
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weapon_base_attributes: Dict
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def __init__(self, weapon: DamageInstanceWeapon):
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super().__init__(weapon)
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async def check(self):
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# 施放普攻后,装备者回复等同于2%生命上限+800点的生命值。
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pass
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async def weapon_ability(
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self,
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Ultra_Use: float,
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base_attr: Dict[str, float],
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attribute_bonus: Dict[str, float],
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):
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return attribute_bonus
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# 美梦小镇大冒险
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class DreamvilleAdventure(BaseWeapon):
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weapon_base_attributes: Dict
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def __init__(self, weapon: DamageInstanceWeapon):
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super().__init__(weapon)
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async def check(self):
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# 装备者施放普攻、战技、终结技中某一类型的技能后,为我方全体附加【童心】,【童心】可以使我方目标对应类型的技能所造成的伤害提高12%
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return True
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async def weapon_ability(
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self,
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Ultra_Use: float,
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base_attr: Dict[str, float],
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attribute_bonus: Dict[str, float],
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):
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if await self.check():
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all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0)
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attribute_bonus["AllDamageAddedRatio"] = (
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all_damage_added_ratio
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+ (
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weapon_effect["21036"]["Param"]["AllDamageAddedRatio"][
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self.weapon_rank - 1
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]
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)
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)
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return attribute_bonus
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# 最后的赢家
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class FinalVictor(BaseWeapon):
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weapon_base_attributes: Dict
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def __init__(self, weapon: DamageInstanceWeapon):
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super().__init__(weapon)
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async def check(self):
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# 当装备者对敌方目标造成暴击后获得一层【好运】,最多叠加4层。每层【好运】使装备者的暴击伤害提高8%
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return True
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async def weapon_ability(
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self,
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Ultra_Use: float,
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base_attr: Dict[str, float],
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attribute_bonus: Dict[str, float],
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):
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if await self.check():
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Critical_Damage_Base = attribute_bonus.get("CriticalDamageBase", 0)
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attribute_bonus["CriticalDamageBase"] = (
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Critical_Damage_Base
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+ (
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weapon_effect["21037"]["Param"]["CriticalDamageBase"][
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self.weapon_rank - 1
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]
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* 4
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)
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)
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return attribute_bonus
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# 在火的远处
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class FlamesAfar(BaseWeapon):
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weapon_base_attributes: Dict
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def __init__(self, weapon: DamageInstanceWeapon):
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super().__init__(weapon)
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async def check(self):
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# 使装备者造成的伤害提高25%
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return True
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async def weapon_ability(
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self,
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Ultra_Use: float,
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base_attr: Dict[str, float],
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attribute_bonus: Dict[str, float],
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):
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if await self.check():
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all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0)
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attribute_bonus["AllDamageAddedRatio"] = (
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all_damage_added_ratio
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+ (
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weapon_effect["21038"]["Param"]["AllDamageAddedRatio"][
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self.weapon_rank - 1
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]
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)
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)
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return attribute_bonus
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# 织造命运之线
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class DestinysThreadsForewoven(BaseWeapon):
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weapon_base_attributes: Dict
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def __init__(self, weapon: DamageInstanceWeapon):
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super().__init__(weapon)
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async def check(self):
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# 装备者每有100点防御力,使装备者造成的伤害提高0.8%,最多使造成的伤害提高32%。
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return True
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async def weapon_ability(
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self,
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Ultra_Use: float,
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base_attr: Dict[str, float],
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attribute_bonus: Dict[str, float],
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):
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if await self.check():
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defence = base_attr["defence"] * (1 + attribute_bonus["DefenceAddedRatio"]) + attribute_bonus["DefenceDelta"]
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damage_added = (defence/100) * weapon_effect["21039"]["Param"]["AllDamageAddedRatio"][self.weapon_rank - 1]
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damage_added = min(damage_added, weapon_effect["21039"]["Param"]["AllDamageAddedRatio_max"][self.weapon_rank - 1])
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all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0)
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attribute_bonus["AllDamageAddedRatio"] = all_damage_added_ratio + damage_added
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return attribute_bonus
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# 银河沦陷日
|
||||
class TheDayTheCosmosFell(BaseWeapon):
|
||||
weapon_base_attributes: Dict
|
||||
|
||||
def __init__(self, weapon: DamageInstanceWeapon):
|
||||
super().__init__(weapon)
|
||||
|
||||
async def check(self):
|
||||
# 装备者施放攻击后,若有不少于2个被攻击的敌方目标具有对应属性弱点,装备者的暴击伤害提高20%,持续2回合。
|
||||
return True
|
||||
|
||||
async def weapon_ability(
|
||||
self,
|
||||
Ultra_Use: float,
|
||||
base_attr: Dict[str, float],
|
||||
attribute_bonus: Dict[str, float],
|
||||
):
|
||||
if await self.check():
|
||||
Critical_Damage_Base = attribute_bonus.get("CriticalDamageBase", 0)
|
||||
attribute_bonus["CriticalDamageBase"] = (
|
||||
Critical_Damage_Base
|
||||
+ (
|
||||
weapon_effect["21040"]["Param"]["CriticalDamageBase"][
|
||||
self.weapon_rank - 1
|
||||
]
|
||||
)
|
||||
)
|
||||
return attribute_bonus
|
||||
|
||||
# 好戏开演
|
||||
class ItsShowtime(BaseWeapon):
|
||||
weapon_base_attributes: Dict
|
||||
|
||||
def __init__(self, weapon: DamageInstanceWeapon):
|
||||
super().__init__(weapon)
|
||||
|
||||
async def check(self):
|
||||
# 装备者对敌方目标施加负面状态后,获得一层【戏法】,每层【戏法】使装备者造成的伤害提高6%,最多叠加3层,持续1回合。当装备者的效果命中大于等于80%时,攻击力提高20%。
|
||||
return True
|
||||
|
||||
async def weapon_ability(
|
||||
self,
|
||||
Ultra_Use: float,
|
||||
base_attr: Dict[str, float],
|
||||
attribute_bonus: Dict[str, float],
|
||||
):
|
||||
if await self.check():
|
||||
all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0)
|
||||
attribute_bonus["AllDamageAddedRatio"] = (
|
||||
all_damage_added_ratio
|
||||
+ (
|
||||
weapon_effect["21041"]["Param"]["AllDamageAddedRatio"][
|
||||
self.weapon_rank - 1
|
||||
]
|
||||
* 3
|
||||
)
|
||||
)
|
||||
Status_Probability_Base = attribute_bonus.get("StatusProbabilityBase", 0)
|
||||
if Status_Probability_Base >= 0.8:
|
||||
Attack_Added_Ratio = attribute_bonus.get("AttackAddedRatio", 0)
|
||||
attribute_bonus["AttackAddedRatio"] = (
|
||||
Attack_Added_Ratio
|
||||
+ (
|
||||
weapon_effect["21041"]["Param"]["AttackAddedRatio"][
|
||||
self.weapon_rank - 1
|
||||
]
|
||||
)
|
||||
)
|
||||
return attribute_bonus
|
||||
|
||||
# 铭记于心的约定
|
||||
class IndeliblePromise(BaseWeapon):
|
||||
weapon_base_attributes: Dict
|
||||
|
||||
def __init__(self, weapon: DamageInstanceWeapon):
|
||||
super().__init__(weapon)
|
||||
|
||||
async def check(self):
|
||||
# 当装备者释放终结技时,暴击率提高15%,持续2回合。
|
||||
return True
|
||||
|
||||
async def weapon_ability(
|
||||
self,
|
||||
Ultra_Use: float,
|
||||
base_attr: Dict[str, float],
|
||||
attribute_bonus: Dict[str, float],
|
||||
):
|
||||
if await self.check():
|
||||
Critical_Chance_Base = attribute_bonus.get("CriticalChanceBase", 0)
|
||||
attribute_bonus["CriticalChanceBase"] = (
|
||||
Critical_Chance_Base
|
||||
+ (
|
||||
weapon_effect["21042"]["Param"]["CriticalChanceBase"][
|
||||
self.weapon_rank - 1
|
||||
]
|
||||
)
|
||||
)
|
||||
return attribute_bonus
|
||||
|
||||
# 两个人的演唱会
|
||||
class ConcertforTwo(BaseWeapon):
|
||||
weapon_base_attributes: Dict
|
||||
|
||||
def __init__(self, weapon: DamageInstanceWeapon):
|
||||
super().__init__(weapon)
|
||||
|
||||
async def check(self):
|
||||
# 场上每有一名持有护盾的角色,装备者造成的伤害提高4%。
|
||||
return True
|
||||
|
||||
async def weapon_ability(
|
||||
self,
|
||||
Ultra_Use: float,
|
||||
base_attr: Dict[str, float],
|
||||
attribute_bonus: Dict[str, float],
|
||||
):
|
||||
if await self.check():
|
||||
all_damage_added_ratio = attribute_bonus.get("AllDamageAddedRatio", 0)
|
||||
attribute_bonus["AllDamageAddedRatio"] = (
|
||||
all_damage_added_ratio
|
||||
+ (
|
||||
weapon_effect["21043"]["Param"]["AllDamageAddedRatio"][
|
||||
self.weapon_rank - 1
|
||||
]
|
||||
* 2
|
||||
)
|
||||
)
|
||||
return attribute_bonus
|
||||
|
||||
class Weapon:
|
||||
@classmethod
|
||||
def create(cls, weapon: DamageInstanceWeapon):
|
||||
@ -2421,6 +2682,24 @@ class Weapon:
|
||||
return PastSelfinMirror(weapon)
|
||||
if weapon.id_ == 23021:
|
||||
return EarthlyEscapade(weapon)
|
||||
if weapon.id_ == 21035:
|
||||
return WhatIsReal(weapon)
|
||||
if weapon.id_ == 21036:
|
||||
return DreamvilleAdventure(weapon)
|
||||
if weapon.id_ == 21037:
|
||||
return FinalVictor(weapon)
|
||||
if weapon.id_ == 21038:
|
||||
return FlamesAfar(weapon)
|
||||
if weapon.id_ == 21039:
|
||||
return DestinysThreadsForewoven(weapon)
|
||||
if weapon.id_ == 21040:
|
||||
return TheDayTheCosmosFell(weapon)
|
||||
if weapon.id_ == 21041:
|
||||
return ItsShowtime(weapon)
|
||||
if weapon.id_ == 21042:
|
||||
return IndeliblePromise(weapon)
|
||||
if weapon.id_ == 21043:
|
||||
return ConcertforTwo(weapon)
|
||||
if weapon.id_ == 23022:
|
||||
return ReforgedRemembrance(weapon)
|
||||
if weapon.id_ == 23020:
|
||||
|
Loading…
Reference in New Issue
Block a user