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authoredApr 16, 2024
More consistent static typing
1 parent 0ebfa25 commit ec762a0

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‎DnDUtil.pyw

+15-14
Original file line numberDiff line numberDiff line change
@@ -7,8 +7,8 @@ import math
77
import array
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# Global variables
10-
hit_positions = ["Head", "Body", "Arms", "Legs", "Hands/Feet"]
11-
gear_rarity = ["Junk (Dark Gray)", "Poor (Gray)", "Common (White)", "Uncommon (Green)", "Rare (Blue)", "Epic (Purple)", "Legendary (Orange)", "Unique (Yellow)"]
10+
hit_positions: array = ["Head", "Body", "Arms", "Legs", "Hands/Feet"]
11+
gear_rarity: array = ["Junk (Dark Gray)", "Poor (Gray)", "Common (White)", "Uncommon (Green)", "Rare (Blue)", "Epic (Purple)", "Legendary (Orange)", "Unique (Yellow)"]
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phys_damage_weapon_damage: int = 0
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phys_damage_phys_power: float = 0
@@ -77,7 +77,7 @@ def main():
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# Tell imgui to start a new frame
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imgui.new_frame()
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# Get variables for creating the buttons
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window_size = glfw.get_window_size(window)
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window_size: tuple = glfw.get_window_size(window)
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button_width: float = window_size[0] / 5 - 10
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# Render stuff for application
@@ -210,10 +210,10 @@ def phys_damage_window():
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phys_damage_hit_part_selection = hit_part_combo(phys_damage_hit_part_selection)
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imgui.pop_item_width()
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213-
phys_damage_hit_part_multi = get_hit_part_multiplier(phys_damage_hit_part_selection)
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phys_damage_phys_power_perc = phys_damage_phys_power / 100.0
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phys_damage_target_pdr_perc = phys_damage_target_pdr / 100.0
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phys_damage_armor_pen_perc = phys_damage_armor_pen / 100.0
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phys_damage_hit_part_multi: float = get_hit_part_multiplier(phys_damage_hit_part_selection)
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phys_damage_phys_power_perc: float = phys_damage_phys_power / 100.0
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phys_damage_target_pdr_perc: float = phys_damage_target_pdr / 100.0
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phys_damage_armor_pen_perc: float = phys_damage_armor_pen / 100.0
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# https://darkanddarker.wiki.spellsandguns.com/Damage_Calculation#Damage_Formula
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phys_damage: float = ( (
@@ -266,10 +266,10 @@ def magic_damage_window():
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magic_damage_hit_part_selection = hit_part_combo(magic_damage_hit_part_selection)
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imgui.pop_item_width()
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magic_damage_hit_part_multi = get_hit_part_multiplier(magic_damage_hit_part_selection)
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magic_damage_magic_power_perc = magic_damage_magic_power / 100.0
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magic_damage_target_mdr_perc = magic_damage_target_mdr / 100.0
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magic_damage_magic_pen_perc = magic_damage_magic_pen / 100.0
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magic_damage_hit_part_multi: float = get_hit_part_multiplier(magic_damage_hit_part_selection)
270+
magic_damage_magic_power_perc: float = magic_damage_magic_power / 100.0
271+
magic_damage_target_mdr_perc: float = magic_damage_target_mdr / 100.0
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magic_damage_magic_pen_perc: float = magic_damage_magic_pen / 100.0
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# https://darkanddarker.wiki.spellsandguns.com/Damage_Calculation#Damage_Formula
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magic_damage: float = ( (
@@ -442,7 +442,7 @@ def get_total_health(strength: int, vigor: int, max_health_bonus: float, added_h
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# https://darkanddarker.wiki.spellsandguns.com/Stats#Health_Recovery
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def get_total_health_recovery_bonus(vigor: int):
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health_recovery_bonus = -55
445+
health_recovery_bonus: int = -55
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while vigor > 86:
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health_recovery_bonus += 2
@@ -474,7 +474,7 @@ def get_total_health_recovery_bonus(vigor: int):
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# https://darkanddarker.wiki.spellsandguns.com/Stats#Action_Speed
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def get_total_action_speed(agility: int, dexterity: int, action_speed_bonus):
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action_speed_sum: float = agility * 0.25 + dexterity * 0.75
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base_action_speed = -38.0
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base_action_speed: float = -38.0
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while action_speed_sum > 50:
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base_action_speed += 0.5
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action_speed_sum -= 1
@@ -636,7 +636,8 @@ def get_utility_gearscore(rarity: int):
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def impl_glfw_init():
639-
width, height = 520, 385
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width: int = 520
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height: int = 385
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window_name = "Dark and Darker Util"
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642643
if not glfw.init():

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