damage: handle mixed affinity
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@@ -191,7 +191,14 @@ class WeaponMonsterDamage(object):
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else:
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else:
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self.sharpness = self.weapon.sharpness.max
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self.sharpness = self.weapon.sharpness.max
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#print "sharpness=", self.sharpness
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#print "sharpness=", self.sharpness
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self.affinity = int(self.weapon["affinity"] or 0)
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if self.weapon["affinity"]:
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# handle chaotic gore affinity - use average, which is
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# probably not quite right but at least allows an initial
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# comparison point
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parts = [int(x) for x in self.weapon["affinity"].split("/")]
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self.affinity = sum(parts)/len(parts)
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else:
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self.affinity = 0
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self.damage_type = WeaponType.damage_type(self.weapon_type)
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self.damage_type = WeaponType.damage_type(self.weapon_type)
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self.etype = self.weapon["element"]
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self.etype = self.weapon["element"]
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self.eattack = self.weapon["element_attack"]
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self.eattack = self.weapon["element_attack"]
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