from dataclasses import dataclass, field
import time
@dataclass
class Cooldown:
    length: float
    last_used: float = field(default=-1e9)
def ready(self) -> bool:
        return (time.time() - self.last_used) >= self.length
def trigger(self):
        self.last_used = time.time()
class DefenderBase:
    def __init__(self, name, level=1, max_hp=100, armor=10, dr_pct=0.05):
        self.name = name
        self.level = level
        self.max_hp = max_hp
        self.hp = max_hp
        self.armor = armor
        self.base_dr = dr_pct  # base damage reduction %
        self.stamina = 100
def effective_damage(self, raw_damage):
        # simple DR formula: flat armor reduces damage, then percent reduction
        dmg_after_armor = max(0, raw_damage - (self.armor * 0.5))
        dmg_after_dr = dmg_after_armor * (1.0 - self.base_dr)
        return dmg_after_dr
def on_damage(self, raw_damage, source=None):
        dmg = self.effective_damage(raw_damage)
        self.hp -= dmg
        print(f"self.name took dmg:.1f damage (raw raw_damage), hp self.hp:.1f/self.max_hp")
        return dmg
def block(self):
        # generic block reduces incoming by 30% and costs stamina
        cost = 10
        if self.stamina < cost:
            print("Not enough stamina to block.")
            return False
        self.stamina -= cost
        print(f"self.name blocks, stamina self.stamina")
        return True
class Defender3(DefenderBase):
    def __init__(self, name, level=3, max_hp=200, armor=25):
        # Defender3 stronger baseline DR
        super().__init__(name, level, max_hp, armor, dr_pct=0.12)
        self.shield_cd = Cooldown(20.0)
        self.shield_duration = 6.0
        self.shield_active_until = 0.0
        self.reactive_guard_cd = Cooldown(12.0)
        self.reactive_radius = 6.0  # in-game distance units
        self.reactive_absorb_pct = 0.25  # percent of ally damage absorbed
        self.reactive_max_per_trigger = 50.0
def fortified_shield(self):
        """Active ability: reduces incoming damage by 60% for a short duration."""
        now = time.time()
        if not self.shield_cd.ready():
            print("Fortified Shield on cooldown.")
            return False
        self.shield_cd.trigger()
        self.shield_active_until = now + self.shield_duration
        print(f"self.name activates Fortified Shield for self.shield_durations")
        return True
def is_shield_active(self):
        return time.time() < self.shield_active_until
def on_damage(self, raw_damage, source=None):
        # If shield active, reduce more
        if self.is_shield_active():
            # shield stacks multiplicatively
            raw_damage *= 0.4
        dmg = super().effective_damage(raw_damage)
        self.hp -= dmg
        print(f"self.name (Defender3) took dmg:.1f damage, hp self.hp:.1f/self.max_hp")
        return dmg
def reactive_guard(self, ally, ally_damage):
        """Redirect a portion of ally damage to this defender if within radius."""
        # For demo, assume ally is always in range. In-game: check distance.
        now = time.time()
        if not self.reactive_guard_cd.ready():
            return 0.0
        self.reactive_guard_cd.trigger()
        to_absorb = min(self.reactive_max_per_trigger, ally_damage * self.reactive_absorb_pct)
        # Apply effective damage after defender's reductions
        absorbed_after_def = self.effective_damage(to_absorb)
        self.hp -= absorbed_after_def
        print(f"self.name absorbed to_absorb:.1f (absorbed_after_def:.1f after DR) for ally ally. hp self.hp:.1f")
        return absorbed_after_def
# Simple demo usage
if __name__ == "__main__":
    d = Defender3("Aldric")
    d.on_damage(50)               # normal hit
    d.fortified_shield()          # activate shield
    d.on_damage(50)               # hit while shield active
    # Simulate ally damage event
    d.reactive_guard("companion", ally_damage=120)

Notes on adaptation:

Generating the code is not intuitive. Many players spam the "Save" button, but Defender 3 uses a specific logic. Follow these steps precisely:

Step 1: Navigate to the Pause Menu (usually the top-right corner icon during a match). Step 2: Look for the tab labeled "System" or "Data Transfer" (Version 3.1.2+ uses "Inheritance"). Step 3: Tap "Generate Inherit Code". Step 4: The game will ask for a confirmation. Warning: Generating a new code invalidates your previous code. Step 5: Write down the code exactly as it appears. Case sensitivity matters. A lowercase 'b' is different from an uppercase 'B'.

By the time you inherit Defender 3, the original libraries have likely been deprecated. The codebase relies on a proprietary ORM from 2018, a custom memory allocator, and a copy of OpenSSL 1.0.1. The previous team "inherited" it from the team before them, and nobody dares update it.

The result: Your first week with Defender 3 Inherit Code isn't about adding features—it's about containerizing the old OS just to get the build to compile.

Мы используем cookies для улучшения работы сайта. Оставаясь на нашем сайте, Вы соглашаетесь с Политикой конфиденциальности
Принять