mhdamage: add output modes, matching, refactor
This commit is contained in:
@@ -2,6 +2,8 @@
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import sys
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import sys
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import argparse
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import argparse
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import shlex
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import copy
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import _pathfix
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import _pathfix
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@@ -49,19 +51,39 @@ def get_element_match(term):
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raise ValueError("Unknown element or status: %s" % term)
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raise ValueError("Unknown element or status: %s" % term)
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def parse_weapon_arg(arg, base_args):
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"""
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Return (name, skill_args), where skill_args is None if not specified.
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"""
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parts = arg.split(";")
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if len(parts) == 1:
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return parts[0], None
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elif len(parts) == 2:
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parser = argparse.ArgumentParser(description="Parse per-weapon skills")
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_add_skill_args(parser)
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skill_args = shlex.split(parts[1])
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base_copy = copy.copy(base_args)
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return parts[0], parser.parse_args(skill_args, namespace=base_copy)
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else:
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raise ValueError("invalid weapon-skills arg: " + arg)
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def get_skill_names(args):
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return ["Sharpness +1" if args.sharpness_plus_one else "",
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"Awaken" if args.awaken else "",
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skills.AttackUp.name(args.attack_up),
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skills.CriticalEye.name(args.critical_eye),
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skills.ElementAttackUp.name(args.element_up)]
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def percent_change(a, b):
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def percent_change(a, b):
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if a == 0:
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if a == 0:
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return b
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return b
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return (100.0 * (b-a) / a)
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return (100.0 * (b-a) / a)
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def parse_args(argv):
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def _add_skill_args(parser):
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parser = argparse.ArgumentParser(description=
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"Calculate damage to monster from different weapons of the"
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" same class. The average motion value for the weapon class"
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" is used for raw damage calculations, to get a rough idea of"
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" the relative damage from raw vs element when comparing."
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)
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parser.add_argument("-s", "--sharpness-plus-one", action="store_true",
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parser.add_argument("-s", "--sharpness-plus-one", action="store_true",
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default=False,
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default=False,
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help="add Sharpness +1 skill, default off")
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help="add Sharpness +1 skill, default off")
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@@ -85,6 +107,16 @@ def parse_args(argv):
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help="With virus affinity boost, must be either"
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help="With virus affinity boost, must be either"
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+" 15 (normal) or 30 (with Frenzy Res skill)",
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+" 15 (normal) or 30 (with Frenzy Res skill)",
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type=int, choices=[0, 15, 30], default=0)
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type=int, choices=[0, 15, 30], default=0)
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def parse_args(argv):
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parser = argparse.ArgumentParser(description=
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"Calculate damage to monster from different weapons of the"
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" same class. The average motion value for the weapon class"
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" is used for raw damage calculations, to get a rough idea of"
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" the relative damage from raw vs element when comparing."
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)
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_add_skill_args(parser)
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parser.add_argument("-p", "--parts",
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parser.add_argument("-p", "--parts",
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help="Limit analysis to specified parts"
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help="Limit analysis to specified parts"
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+" (comma separated list)")
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+" (comma separated list)")
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@@ -138,7 +170,8 @@ def print_sorted_phial_damage(names, damage_map_base, weapon_damage_map, parts,
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print "%0.2f" % avg_phial(damage_map, level=level),
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print "%0.2f" % avg_phial(damage_map, level=level),
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for part in parts:
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for part in parts:
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part_damage = damage_map[part]
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part_damage = damage_map[part]
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print "%0.2f" % sum(damage_map.cb_phial_damage[part][level]),
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#print "%0.2f" % sum(damage_map.cb_phial_damage[part][level]),
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print "%0.2f:%0.2f:%0.2f" % damage_map.cb_phial_damage[part][level],
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print
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print
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@@ -172,7 +205,7 @@ def print_sorted_damage(names, damage_map_base, weapon_damage_map, parts):
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print "%0.2f" % damage_map.averages["uniform"],
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print "%0.2f" % damage_map.averages["uniform"],
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for part in parts:
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for part in parts:
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part_damage = damage_map[part]
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part_damage = damage_map[part]
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print "%0.2f" % part_damage.total,
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print "% 2d" % part_damage.average(),
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print
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print
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@@ -246,12 +279,17 @@ if __name__ == '__main__':
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weapon_type = None
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weapon_type = None
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names_set = set()
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names_set = set()
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for name in args.weapon:
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skill_args_map = {}
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for name_skills in args.weapon:
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name, skill_args = parse_weapon_arg(name_skills, args)
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weapon = db.get_weapon_by_name(name)
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weapon = db.get_weapon_by_name(name)
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if not weapon:
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if not weapon:
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raise ValueError("Weapon '%s' not found" % name)
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raise ValueError("Weapon '%s' not found" % name)
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names_set.add(name)
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names_set.add(name)
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weapons.append(weapon)
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weapons.append(weapon)
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if skill_args:
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skill_args_map[name] = skill_args
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for match_tuple in args.match:
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for match_tuple in args.match:
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# TODO: better validation
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# TODO: better validation
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@@ -264,6 +302,7 @@ if __name__ == '__main__':
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if w.name in names_set:
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if w.name in names_set:
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continue
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continue
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weapons.append(w)
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weapons.append(w)
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names_set.add(w.name)
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if not weapons:
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if not weapons:
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print "Err: no matching weapons"
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print "Err: no matching weapons"
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@@ -280,12 +319,8 @@ if __name__ == '__main__':
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print "Weapon Type: %s" % weapon_type
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print "Weapon Type: %s" % weapon_type
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print "Average Motion: %0.1f" % motion
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print "Average Motion: %0.1f" % motion
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print "Monster Breaks: %s" % ", ".join(monster_breaks)
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print "Monster Breaks: %s" % ", ".join(monster_breaks)
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skill_names = ["Sharpness +1" if args.sharpness_plus_one else "",
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skill_names = get_skill_names(args)
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"Awaken" if args.awaken else "",
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print "Common Skills:", ", ".join(skill for skill in skill_names if skill)
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skills.AttackUp.name(args.attack_up),
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skills.CriticalEye.name(args.critical_eye),
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skills.ElementAttackUp.name(args.element_up)]
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print "Skills:", ", ".join(skill for skill in skill_names if skill)
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if args.parts:
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if args.parts:
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limit_parts = args.parts.split(",")
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limit_parts = args.parts.split(",")
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@@ -299,17 +334,18 @@ if __name__ == '__main__':
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if row_type != weapon_type:
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if row_type != weapon_type:
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raise ValueError("Weapon '%s' is different type" % name)
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raise ValueError("Weapon '%s' is different type" % name)
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try:
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try:
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skill_args = skill_args_map.get(name, args)
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wd = WeaponMonsterDamage(row,
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wd = WeaponMonsterDamage(row,
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monster, monster_damage,
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monster, monster_damage,
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motion, args.sharpness_plus_one,
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motion, skill_args.sharpness_plus_one,
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monster_breaks,
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monster_breaks,
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attack_skill=args.attack_up,
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attack_skill=skill_args.attack_up,
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critical_eye_skill=args.critical_eye,
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critical_eye_skill=skill_args.critical_eye,
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element_skill=args.element_up,
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element_skill=skill_args.element_up,
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awaken=args.awaken,
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awaken=skill_args.awaken,
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artillery_level=args.artillery,
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artillery_level=skill_args.artillery,
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limit_parts=args.parts,
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limit_parts=args.parts,
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frenzy_bonus=args.frenzy)
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frenzy_bonus=skill_args.frenzy)
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print "%-20s: %4.0f %2.0f%%" % (name, wd.attack, wd.affinity),
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print "%-20s: %4.0f %2.0f%%" % (name, wd.attack, wd.affinity),
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if wd.etype:
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if wd.etype:
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if wd.etype2:
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if wd.etype2:
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@@ -317,7 +353,13 @@ if __name__ == '__main__':
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% (wd.eattack, wd.etype, wd.eattack2, wd.etype2),
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% (wd.eattack, wd.etype, wd.eattack2, wd.etype2),
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else:
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else:
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print "(%4.0f %s)" % (wd.eattack, wd.etype),
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print "(%4.0f %s)" % (wd.eattack, wd.etype),
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print SharpnessLevel.name(wd.sharpness)
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print SharpnessLevel.name(wd.sharpness),
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if skill_args != args:
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print "{%s}" % ",".join(sn
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for sn in get_skill_names(skill_args)
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if sn)
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else:
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print
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weapon_damage_map[name] = wd
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weapon_damage_map[name] = wd
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except ValueError as e:
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except ValueError as e:
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print str(e)
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print str(e)
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