- skillOC default lowered from 75 to 60 — with 300ms Q debounce, it took ~6 presses to go from 50 to 70 OC (too slow against IWBTH enemies) - Threat threshold lowered from 85% (102px) to 70% (84px) — triggers earlier when monsters have high SP bars - Added single-monster emergency: if ANY enemy >90% SP, fire skills even without 2+ monsters (catches the lone special attacker) - Step 0d high-threat check now fires for solitary imminent threats too
159 lines
6.3 KiB
Python
159 lines
6.3 KiB
Python
#!/usr/bin/env python3
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"""Analyze HV gear database for 2H physical build optimization."""
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import json, sys
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def get_num(val):
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if not val: return 0
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s = str(val).replace('+','').replace('%','').strip()
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try: return float(s)
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except: return 0
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def score_armor(item):
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stats = item.get('stats',{})
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s = get_num(stats.get('Physical Mitigation',0)) * 3
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s += get_num(stats.get('Evade',0)) * 2
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s += get_num(stats.get('Strength',0)) * 2
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s += get_num(stats.get('Dexterity',0)) * 2
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s += get_num(stats.get('Agility',0)) * 1.5
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s += get_num(stats.get('Endurance',0)) * 1
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s += get_num(stats.get('Crushing',0))
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s += get_num(stats.get('Slashing',0))
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s += get_num(stats.get('Piercing',0))
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s -= get_num(stats.get('burden',0)) * 0.5
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s += item.get('quality',0) * 5
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return s
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# Map item names to equipment slots by keyword
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SLOT_KEYWORDS = {
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'Head': ['helmet','cap','goggles','mask','hood','hat','circlet','crown','visor'],
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'Body': ['breastplate','cuirass','robe','tunic','chest','gi','jacket','vest','hauberk'],
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'Hands': ['gauntlets','gloves','mitts','bracers','handguards','fists'],
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'Legs': ['leggings','greaves','pants','trousers','loincloth','kilt','breeches','chaps'],
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'Feet': ['boots','sabatons','shoes','slippers','sandals'],
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}
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def detect_slot(item):
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"""Guess equipment slot from item name."""
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name = (item.get('name','') + ' ' + item.get('category','')).lower()
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for slot, keywords in SLOT_KEYWORDS.items():
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for kw in keywords:
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if kw in name:
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return slot
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stats = item.get('stats',{})
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# Fallback: use proportional scoring
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return None
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def is_twohand_weapon(item):
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"""Check if item is a 2H weapon (not shield, not armor, not 1H)."""
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stats = item.get('stats',{})
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itype = stats.get('type','')
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# Exclude armor types
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if 'Armor' in itype or 'Shield' in itype:
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return False
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# Check for 2H weapon keywords
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name_lower = (item.get('name','') + ' ' + item.get('category','')).lower()
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if any(k in name_lower for k in ['estoc','longsword','great mace','scythe','axe','club']):
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return True
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# Fallback: burden >= 14 AND has attack accuracy (not burden from armor)
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if get_num(stats.get('burden',0)) >= 14 and 'attack accuracy' in str(stats).lower():
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# Double check it's not armor with attack damage bonus
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if 'physical mitigation' not in str(stats).lower():
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return True
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return False
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def score_weapon(item):
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stats = item.get('stats',{})
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s = get_num(stats.get('Attack Accuracy',0)) * 3
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s += get_num(stats.get('Attack Crit Damage',0)) * 80
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s += get_num(stats.get('Strength',0)) * 2
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s += get_num(stats.get('Parry',0))
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s += get_num(stats.get('Block',0))
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s += get_num(stats.get('Agility',0))
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s += get_num(stats.get('Dexterity',0))
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s -= get_num(stats.get('burden',0)) * 0.5
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s += item.get('quality',0) * 5
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return s
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# Filter items by usable level (within 20 levels of player level 153)
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def usable(item):
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stats = item.get('stats',{})
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lv = stats.get('level','0')
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if lv == 'Unassigned': return True
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try: lv = int(lv)
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except: return True
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return lv <= 170 # allow up to L170 (within reach)
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with open('references/gear.json') as f:
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gear = json.load(f)
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equipped = [i for i in gear if i.get('source') == 'character' and i.get('id') and not i.get('disabled')]
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armory = [i for i in gear if i.get('source') == 'armory' and i.get('stats')]
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slot_map = {e.get('slotType',''): e for e in equipped}
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print("=" * 70)
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print("2H PHYSICAL BUILD — GEAR ANALYSIS (Lv153, Estoc, IWBTH)")
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print("=" * 70)
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for slot_type in ['Mainhand', 'Head', 'Body', 'Hands', 'Legs', 'Feet']:
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current = slot_map.get(slot_type)
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if not current:
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print(f"\n🛡️ {slot_type}: No equipped item")
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continue
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print(f"\n━━━ {slot_type} ━━━")
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cur_stats = current.get('stats',{})
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print(f" 🗡 {current['name']} (q{current.get('quality','?')})")
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candidates = []
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for item in armory:
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stats = item.get('stats',{})
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if not usable(item): continue
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if slot_type == 'Mainhand':
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if not is_twohand_weapon(item): continue
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sfunc = score_weapon
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else:
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if stats.get('type') != 'Light Armor': continue
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# Match by slot type
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detected = detect_slot(item)
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if detected != slot_type: continue
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sfunc = score_armor
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candidates.append((sfunc(item), item))
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candidates.sort(key=lambda x: -x[0])
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for score, item in candidates[:5]:
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stats = item.get('stats',{})
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marker = ' ⬅ EQUIPPED' if item['name'] == current['name'] else ''
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if slot_type == 'Mainhand':
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print(f" {score:7.1f} | {item['name']} ({item.get('quality','?')}){marker}")
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print(f" Acc:{stats.get('Attack Accuracy','?')} CritDam:{stats.get('Attack Crit Damage','?')} STR:{stats.get('Strength','?')} B:{stats.get('burden','?')}")
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else:
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print(f" {score:7.1f} | {item['name']} (q{item.get('quality','?')}) | Lv{stats.get('level','?')}{marker}")
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print(f" PMit:{stats.get('Physical Mitigation','?')} Evade:{stats.get('Evade','?')} STR:{stats.get('Strength','?')} B:{stats.get('burden','?')}")
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print("\n" + "=" * 70)
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print("🏆 UPGRADE RECOMMENDATIONS")
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print("=" * 70)
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for slot_type in ['Mainhand', 'Head', 'Body', 'Hands', 'Legs', 'Feet']:
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current = slot_map.get(slot_type)
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if not current: continue
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candidates = []
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for item in armory:
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stats = item.get('stats',{})
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if not stats.get('type'): continue
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if not usable(item): continue
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if slot_type == 'Mainhand':
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if not is_twohand_weapon(item): continue
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else:
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if stats['type'] != 'Light Armor': continue
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if detect_slot(item) != slot_type: continue
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sfunc = score_weapon if slot_type == 'Mainhand' else score_armor
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candidates.append((sfunc(item), item))
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candidates.sort(key=lambda x: -x[0])
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if not candidates: continue
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top = candidates[0]
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if top[1]['name'] != current['name']:
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print(f"\n❌ {slot_type}: {current['name']}")
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print(f"✅ → {top[1]['name']} (q{top[1].get('quality','?')}, score {top[0]:.1f})")
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else:
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print(f"\n✅ {slot_type}: {current['name']} — already best (score {top[0]:.1f})")
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