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script-skill-parser.js 53 kB

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  1. const Attributes = {
  2. /*0: "Fire",
  3. 1: "Water",
  4. 2: "Wood",
  5. 3: "Light",
  6. 4: "Dark",
  7. 5: "Heart",
  8. 6: "Jammer",
  9. 7: "Poison",
  10. 8: "MPoison",
  11. 9: "Bomb",*/
  12. Fire: 0,
  13. Water: 1,
  14. Wood: 2,
  15. Light: 3,
  16. Dark: 4,
  17. Heart: 5,
  18. Jammer: 6,
  19. Poison: 7,
  20. MPoison: 8,
  21. Bomb: 9,
  22. }
  23. for (let name in Attributes)
  24. {
  25. Attributes[Attributes[name]] = name;
  26. }
  27. Attributes.all = function () {
  28. return [
  29. this.Fire,
  30. this.Water,
  31. this.Wood,
  32. this.Light,
  33. this.Dark
  34. ];
  35. }
  36. Attributes.orbs = function () {
  37. return [
  38. this.Fire,
  39. this.Water,
  40. this.Wood,
  41. this.Light,
  42. this.Dark,
  43. this.Heart,
  44. this.Jammer,
  45. this.Poison,
  46. this.MPoison,
  47. this.Bomb,
  48. ];
  49. }
  50. const SkillValue = {
  51. isLess: function (value) {
  52. if (value.kind === SkillValueKind.Percent) return value.value < 1;
  53. if (value.kind === SkillValueKind.Constant) return value.value < 0;
  54. return false;
  55. }
  56. };
  57. const SkillValueKind = {
  58. Percent: 'mul',
  59. Constant: 'const',
  60. xMaxHP: 'mul-maxhp',
  61. xHP: 'mul-hp',
  62. xATK: 'mul-atk',
  63. xRCV: 'mul-rcv',
  64. RandomATK: 'random-atk',
  65. HPScale: 'hp-scale',
  66. xTeamATK: 'mul-team-atk',
  67. xTeamRCV: 'mul-team-rcv',
  68. xAwakenings: 'mul-awakenings',
  69. };
  70. const SkillPowerUpKind = {
  71. Multiplier: 'mul',
  72. ScaleAttributes: 'scale-attrs',
  73. ScaleCombos: 'scale-combos',
  74. ScaleMatchLength: 'scale-match-len',
  75. ScaleMatchAttrs: 'scale-match-attrs',
  76. ScaleCross: 'scale-cross',
  77. ScaleAwakenings: 'scale-awakenings',
  78. };
  79. const SkillKinds = {
  80. Unknown: "unknown",
  81. ActiveTurns: "active-turns",
  82. DamageEnemy: "damage-enemy",
  83. Vampire: "vampire",
  84. ReduceDamage: "reduce-damage",
  85. Heal: "heal",
  86. ChangeOrbs: "change-orbs",
  87. PowerUp: "power-up",
  88. CounterAttack: "counter-attack",
  89. SetOrbState: "set-orb-state",
  90. RateMultiply: "rate-mul",
  91. OrbDropIncrease: "orb-drop-incr",
  92. Resolve: "resolve",
  93. Delay: "delay",
  94. DefenseBreak: "def-break",
  95. MassAttack: "mass-attack",
  96. BoardChange: "board-change",
  97. Unbind: "unbind",
  98. RandomSkills: "random-skills",
  99. ChangeAttribute: "change-attr",
  100. SkillBoost: "skill-boost",
  101. AddCombo: "add-combo",
  102. VoidEnemyBuff: "void-enemy-buff",
  103. Poison: "poison",
  104. CTW: "ctw",
  105. Gravity: "gravity",
  106. FollowAttack: "follow-attack",
  107. AutoHeal: "auto-heal",
  108. TimeExtend: "time-extend",
  109. DropRefresh: "drop-refresh",
  110. LeaderChange: "leader-change",
  111. MinMatchLength: "min-match-len",
  112. FixedTime: "fixed-time",
  113. Drum: "drum",
  114. Board7x6: "7x6-board",
  115. NoSkyfall: "no-skyfall",
  116. }
  117. function skillParser(skillId)
  118. {
  119. const skill = Skills[skillId];
  120. if (!skill) return [];
  121. if (!parsers[skill.type]) {
  122. return [{ kind: SkillKinds.Unknown }];
  123. }
  124. //此处用apply将这个parser传递到后面解析函数的this里,用于递归解析
  125. const result = parsers[skill.type].apply({ parser: skillParser }, skill.params);
  126. const skills = (Array.isArray(result) ? result : [result])
  127. .filter(s => Boolean(s))
  128. .map(s => ({ id: skillId, type: skill.type, params: skill.params, ...s }));
  129. return skills;
  130. }
  131. //返回flag里值为true的数组,如[1,4,7]
  132. function flags(num){
  133. /*
  134. return Array.from(new Array(32),(i,n)=>n).filter(n => num & (1 << n)); //性能太差
  135. return new Array(32).fill(null).map((i,n)=>n).filter(n => num & (1 << n)); //性能比上者好,但还是不够快
  136. */
  137. const arr = [];
  138. for (let i = 0; i<32;i++)
  139. {
  140. if (num & (1<<i))
  141. {
  142. arr.push(i);
  143. }
  144. }
  145. return arr;
  146. }
  147. const v = {
  148. percent: function(value) {
  149. return { kind: SkillValueKind.Percent, value: (value / 100) || 1 };
  150. },
  151. constant: function(value) {
  152. return { kind: SkillValueKind.Constant, value: value || 0 };
  153. },
  154. xMaxHP: function(value) {
  155. return { kind: SkillValueKind.xMaxHP, value: (value / 100) || 1 };
  156. },
  157. xHP: function(value) {
  158. return { kind: SkillValueKind.xHP, value: (value / 100) || 1 };
  159. },
  160. xATK: function(value) {
  161. return { kind: SkillValueKind.xATK, value: (value / 100) || 1 };
  162. },
  163. xRCV: function(value) {
  164. return { kind: SkillValueKind.xRCV, value: (value / 100) || 1 };
  165. },
  166. randomATK: function(min, max) {
  167. return { kind: SkillValueKind.RandomATK, min: (min / 100) || 1, max: (max / 100) || 1, scale: 1 };
  168. },
  169. hpScale: function(min, max, scale) {
  170. return { kind: SkillValueKind.HPScale, min: (min / 100) || 1, max: (max / 100) || 1, scale: (scale / 100) || 1 };
  171. },
  172. xTeamATK: function(attrs, value) {
  173. return { kind: SkillValueKind.xTeamATK, attrs: attrs, value: (value / 100) || 1 };
  174. },
  175. xTeamRCV: function(value) {
  176. return { kind: SkillValueKind.xTeamRCV, value: (value / 100) || 1 };
  177. },
  178. percentAwakenings: function(awakenings, value) {
  179. return { kind: SkillValueKind.xAwakenings, awakenings: awakenings, value: value / 100 };
  180. },
  181. };
  182. const c = {
  183. hp: function (min, max) {
  184. return { hp: { min: min / 100, max: max / 100 } };
  185. },
  186. exact: function (type, value, attrs) {
  187. if (attrs === void 0) { attrs = Attributes.all(); }
  188. return { exact: { type: type, value: value, attrs: attrs } };
  189. },
  190. compo: function (type, ids) {
  191. return { compo: { type: type, ids: ids } };
  192. },
  193. remainOrbs: function (count) { return { remainOrbs: { count: count } }; },
  194. useSkill: function () { return { useSkill: true }; },
  195. multiplayer: function () { return { multiplayer: true }; },
  196. probability: function (percent) { return { probability: percent }; },
  197. }
  198. const p = {
  199. mul: function (values) {
  200. if (Array.isArray(values)) {
  201. return {
  202. kind: SkillPowerUpKind.Multiplier,
  203. hp: 1,
  204. atk: values[0] / 100,
  205. rcv: values[1] / 100
  206. };
  207. }
  208. else {
  209. return {
  210. kind: SkillPowerUpKind.Multiplier,
  211. hp: (values.hp || 100) / 100,
  212. atk: (values.atk || 100) / 100,
  213. rcv: (values.rcv || 100) / 100
  214. };
  215. }
  216. },
  217. stats: function (value) {
  218. let statTypes = Array.from(arguments).slice(1);
  219. return [
  220. statTypes.indexOf(1) >= 0 ? value : 100,
  221. statTypes.indexOf(2) >= 0 ? value : 100
  222. ];
  223. },
  224. scale: function (min, max, baseMul, bonusMul) {
  225. return {
  226. min: min,
  227. max: max || min,
  228. baseAtk: (baseMul[0] / 100) || 1,
  229. baseRcv: (baseMul[1] / 100) || 1,
  230. bonusAtk: (bonusMul[0] / 100) || 0,
  231. bonusRcv: (bonusMul[1] / 100) || 0
  232. };
  233. },
  234. scaleAttrs: function (attrs, min, max, baseMul, bonusMul) {
  235. return { kind: SkillPowerUpKind.ScaleAttributes, attrs: attrs ,...this.scale(min, max, baseMul, bonusMul) };
  236. },
  237. scaleCombos: function (min, max, baseMul, bonusMul) {
  238. return { kind: SkillPowerUpKind.ScaleCombos ,...this.scale(min, max, baseMul, bonusMul) };
  239. },
  240. scaleMatchLength: function (attrs, min, max, baseMul, bonusMul) {
  241. return { kind: SkillPowerUpKind.ScaleMatchLength, attrs: attrs ,...this.scale(min, max, baseMul, bonusMul) };
  242. },
  243. scaleMatchAttrs: function (matches, min, max, baseMul, bonusMul) {
  244. return { kind: SkillPowerUpKind.ScaleMatchAttrs, matches: matches ,...this.scale(min, max, baseMul, bonusMul) };
  245. },
  246. scaleCross: function (crosses) {
  247. return { kind: SkillPowerUpKind.ScaleCross, crosses: crosses.map(cross => ({ ...cross, mul: (cross.mul / 100) || 1 })) };
  248. },
  249. scaleAwakenings: function (awakenings, value) {
  250. return { kind: SkillPowerUpKind.ScaleAwakenings, awakenings: awakenings, value: value / 100 };
  251. },
  252. }
  253. function activeTurns(turns, skill) {
  254. return skill ? { kind: SkillKinds.ActiveTurns, turns: turns, skill: skill } : null;
  255. }
  256. function damageEnemy(target, attr, damage, selfHP) {
  257. return { kind: SkillKinds.DamageEnemy, target: target, attr: attr, damage: damage, selfHP: selfHP };
  258. }
  259. function vampire(attr, damageValue, healValue) {
  260. return { kind: SkillKinds.Vampire, attr: attr, damage: damageValue, heal: healValue };
  261. }
  262. function reduceDamage(attrs, percent, condition) {
  263. return { kind: SkillKinds.ReduceDamage, attrs: attrs, percent: percent, condition: condition };
  264. }
  265. function heal(value) {
  266. return { kind: SkillKinds.Heal, value: value };
  267. }
  268. function changeOrbs() {
  269. return { kind: SkillKinds.ChangeOrbs, changes: Array.from(arguments) };
  270. }
  271. function powerUp(attrs, types, value, condition, reduceDamageValue) {
  272. if (value.kind === SkillPowerUpKind.Multiplier) {
  273. let hp = value.hp, atk = value.atk, rcv = value.rcv;
  274. if (hp === 1 && atk === 1 && rcv === 1 && !reduceDamage)
  275. return null;
  276. }
  277. return { kind: SkillKinds.PowerUp, attrs: attrs, types: types, condition: condition, value: value, reduceDamage: reduceDamageValue };
  278. }
  279. function counterAttack(attr, prob, value) {
  280. return { kind: SkillKinds.CounterAttack, attr: attr, prob: prob, value: value };
  281. }
  282. function setOrbState(orbs, state) {
  283. return { kind: SkillKinds.SetOrbState, orbs: orbs, state: state };
  284. }
  285. function rateMultiply(value, rate) {
  286. return { kind: SkillKinds.RateMultiply, value: value, rate: rate };
  287. }
  288. function orbDropIncrease(value, attrs) {
  289. return { kind: SkillKinds.OrbDropIncrease, value: value, attrs: attrs };
  290. }
  291. function resolve(min, condition) {
  292. return { kind: SkillKinds.Resolve, min: min, max: 1, condition: condition };
  293. }
  294. function unbind(normal, awakenings) {
  295. return { kind: SkillKinds.Unbind, normal: normal, awakenings: awakenings };
  296. }
  297. function boardChange(attrs) {
  298. return { kind: SkillKinds.BoardChange, attrs: attrs };
  299. }
  300. function randomSkills(skills) {
  301. return { kind: SkillKinds.RandomSkills, skills: skills };
  302. }
  303. function changeAttr(target, attr) {
  304. return { kind: SkillKinds.ChangeAttribute, target: target, attr: attr || 0 };
  305. }
  306. function gravity(value) {
  307. return { kind: SkillKinds.Gravity, value: value };
  308. }
  309. function voidEnemyBuff(buffs) {
  310. return { kind: SkillKinds.VoidEnemyBuff, buffs: buffs };
  311. }
  312. function skillBoost(value) { return { kind: SkillKinds.SkillBoost, value: value }; }
  313. function minMatch(value) { return { kind: SkillKinds.MinMatchLength, value: value }; }
  314. function fixedTime(value) { return { kind: SkillKinds.FixedTime, value: value }; }
  315. function addCombo(value) { return { kind: SkillKinds.AddCombo, value: value }; }
  316. function defBreak(value) { return { kind: SkillKinds.DefenseBreak, value: value }; }
  317. function poison(value) { return { kind: SkillKinds.Poison, value: value }; }
  318. function CTW(value) { return { kind: SkillKinds.CTW, value: value }; }
  319. function followAttack(value) { return { kind: SkillKinds.FollowAttack, value: value }; }
  320. function autoHeal(value) { return { kind: SkillKinds.AutoHeal, value: value }; }
  321. function timeExtend(value) { return { kind: SkillKinds.TimeExtend, value: value }; }
  322. function delay() { return { kind: SkillKinds.Delay }; }
  323. function massAttack() { return { kind: SkillKinds.MassAttack }; }
  324. function dropRefresh() { return { kind: SkillKinds.DropRefresh }; }
  325. function drum() { return { kind: SkillKinds.Drum }; }
  326. function leaderChange() { return { kind: SkillKinds.LeaderChange }; }
  327. function board7x6() { return { kind: SkillKinds.Board7x6 }; }
  328. function noSkyfall() { return { kind: SkillKinds.NoSkyfall }; }
  329. const parsers = {
  330. parser: (() => []), //这个用来解决代码提示的报错问题,不起实际作用
  331. [0](attr, mul) { return damageEnemy('all', attr, v.xATK(mul)); },
  332. [1](attr, value) { return damageEnemy('all', attr, v.constant(value)); },
  333. [2](mul) { return damageEnemy('single', 'self', v.xATK(mul)); },
  334. [3](turns, percent) { return activeTurns(turns, reduceDamage('all', v.percent(percent))); },
  335. [4](mul) { return poison(v.xATK(mul)); },
  336. [5](time) { return CTW(v.constant(time)); },
  337. [6](percent) { return gravity(v.xHP(percent)); },
  338. [7](mul) { return heal(v.xRCV(mul)); },
  339. [8](value) { return heal(v.constant(value)); },
  340. [9](from, to) { return changeOrbs({ kind: 'from', from: [from || 0], to: [to || 0] }); },
  341. [10]() { return dropRefresh(); },
  342. [11](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul })); },
  343. [12](mul) { return followAttack(v.xATK(mul)); },
  344. [13](mul) { return autoHeal(v.xRCV(mul)); },
  345. [14](min, percent) { return resolve(v.percent(min), c.probability(percent)); },
  346. [15](time) { return timeExtend(v.constant(time / 100)); },
  347. [16](percent) { return reduceDamage('all', v.percent(percent)); },
  348. [17](attr, percent) { return reduceDamage([attr], v.percent(percent)); },
  349. [18](turns) { return activeTurns(turns, delay()); },
  350. [19](turns, percent) { return activeTurns(turns, defBreak(v.percent(percent))); },
  351. [20](from1, to1, from2, to2) { return changeOrbs({ kind: 'from', from: [from1 || 0], to: [to1 || 0] }, { kind: 'from', from: [from2 || 0], to: [to2 || 0] }); },
  352. [21](turns, attr, percent) { return activeTurns(turns, reduceDamage([attr], v.percent(percent))); },
  353. [22](type, mul) { return powerUp(null, [type], p.mul({ atk: mul })); },
  354. [23](type, mul) { return powerUp(null, [type], p.mul({ hp: mul })); },
  355. [24](type, mul) { return powerUp(null, [type], p.mul({ rcv: mul })); },
  356. [26](mul) { return powerUp(null, null, p.mul({ atk: mul })); },
  357. [28](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul, rcv: mul })); },
  358. [29](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
  359. [30](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul })); },
  360. [31](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul })); },
  361. [33]() { return drum(); },
  362. [35](mul, percent) { return vampire('self', v.xATK(mul), v.percent(percent)); },
  363. [36](attr1, attr2, percent) { return reduceDamage([attr1, attr2], v.percent(percent)); },
  364. [37](attr, mul) { return damageEnemy('single', attr, v.xATK(mul)); },
  365. [38](max, _, percent) { return reduceDamage('all', v.percent(percent), max === 100 ? c.hp(max, max) : c.hp(0, max)); },
  366. [39](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  367. [40](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ atk: mul })); },
  368. [41](prob, mul, attr) { return counterAttack(attr || 0, v.percent(prob), v.percent(mul)); },
  369. [42](targetAttr, dmgAttr, value) { return damageEnemy(targetAttr, dmgAttr, v.constant(value)); },
  370. [43](min, max, percent) { return reduceDamage('all', v.percent(percent), c.hp(min, max)); },
  371. [44](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  372. [45](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul })); },
  373. [46](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul })); },
  374. [48](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul })); },
  375. [49](attr, mul) { return powerUp([attr], null, p.mul({ rcv: mul })); },
  376. [50](turns, attr, mul) { return activeTurns(turns, powerUp([attr], null, p.mul({ atk: mul }))); },
  377. [51](turns) { return activeTurns(turns, massAttack()); },
  378. [52](attr) { return setOrbState([attr], 'enhanced'); },
  379. [53](mul) { return rateMultiply(v.percent(mul), 'drop'); },
  380. [54](mul) { return rateMultiply(v.percent(mul), 'coin'); },
  381. [55](value) { return damageEnemy('single', 'fixed', v.constant(value)); },
  382. [56](value) { return damageEnemy('all', 'fixed', v.constant(value)); },
  383. [58](attr, min, max) { return damageEnemy('all', attr, v.randomATK(min, max)); },
  384. [59](attr, min, max) { return damageEnemy('single', attr, v.randomATK(min, max)); },
  385. [60](turns, mul, attr) { return activeTurns(turns, counterAttack(attr, v.percent(100), v.percent(mul))); },
  386. [61](attrs, min, base, bonus, incr) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (incr || 0), [base, 100], [bonus, 0])); },
  387. [62](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul })); },
  388. [63](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, rcv: mul })); },
  389. [64](type, mul) { return powerUp(null, [type], p.mul({ atk: mul, rcv: mul })); },
  390. [65](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
  391. [66](combo, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, [mul, 100], [0, 0])); },
  392. [67](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, rcv: mul })); },
  393. [69](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul })); },
  394. [71](...attrs) { return boardChange(attrs.filter(attr => attr >= 0)); },
  395. [73](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul })); },
  396. [75](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul, rcv: mul })); },
  397. [76](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
  398. [77](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul, atk: mul })); },
  399. [79](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul, rcv: mul })); },
  400. [84](attr, min, max, percent) { return damageEnemy('single', attr, v.randomATK(min, max), percent ? v.xHP(percent) : v.constant(1)); },
  401. [85](attr, min, max, percent) { return damageEnemy('all', attr, v.randomATK(min, max), percent ? v.xHP(percent) : v.constant(1)); },
  402. [86](attr, value, _, percent) { return damageEnemy('single', attr, v.constant(value), percent ? v.xHP(percent) : v.constant(1)); },
  403. [87](attr, value, _, percent) { return damageEnemy('all', attr, v.constant(value), percent ? v.xHP(percent) : v.constant(1)); },
  404. [88](turns, type, mul) { return activeTurns(turns, powerUp(null, [type], p.mul({ atk: mul }))); },
  405. [90](turns, attr1, attr2, mul) { return activeTurns(turns, powerUp([attr1, attr2], null, p.mul({ atk: mul }))); },
  406. [91](attr1, attr2) { return setOrbState([attr1, attr2], 'enhanced'); },
  407. [92](turns, type1, type2, mul) { return activeTurns(turns, powerUp(null, [type1, type2], p.mul({ atk: mul }))); },
  408. [93]() { return leaderChange(); },
  409. [94](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  410. [95](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  411. [96](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  412. [97](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  413. [98](min, base, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max, [base, 100], [bonus, 0])); },
  414. [100](stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.useSkill()); },
  415. [101](combo, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('combo', combo)); },
  416. [103](combo, stats1, stats2, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
  417. [104](combo, attrs, stats1, stats2, mul) { return powerUp(flags(attrs), null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
  418. [105](rcv, atk) { return powerUp(null, null, p.mul({ rcv, atk })); },
  419. [106](hp, atk) { return powerUp(null, null, p.mul({ hp, atk })); },
  420. [107](hp) { return powerUp(null, null, p.mul({ hp })); },
  421. [108](hp, type, atk) { return [powerUp(null, null, p.mul({ hp })), powerUp(null, [type], p.mul({ atk }))]; },
  422. [109](attrs, len, mul) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul, 100], [0, 0])); },
  423. [110](single, attr, min, max, scale) { return damageEnemy(single ? 'single' : 'all', attr, v.hpScale(min, max, scale)); },
  424. [111](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul })); },
  425. [114](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
  426. [115](attr, mul, percent) { return vampire(attr, v.xATK(mul), v.percent(percent)); },
  427. [116](...ids) { return ids.flatMap(id => this.parser(id)); },
  428. [117](bind, rcv, constant, hp, awokenBind) {
  429. return [
  430. rcv ? heal(v.xRCV(rcv)) : hp ? heal(v.xMaxHP(hp)) : constant ? heal(v.constant(constant)) : null,
  431. (bind || awokenBind) ? unbind(bind || 0, awokenBind || 0) : null,
  432. ].filter(Boolean);
  433. },
  434. [118](...ids) { return randomSkills(ids.map(id => this.parser(id))); },
  435. [119](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base, 100], [bonus, 0])); },
  436. [121](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })); },
  437. [122](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(0, percent)); },
  438. [123](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(percent, 100)); },
  439. [124](attrs1, attrs2, attrs3, attrs4, attrs5, min, mul, bonus) {
  440. const attrs = [attrs1, attrs2, attrs3, attrs4, attrs5].filter(Boolean);
  441. return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, bonus ? attrs.length : min, [mul, 100], [bonus, 0]));
  442. },
  443. [125](mon1, mon2, mon3, mon4, mon5, hp, atk, rcv) { return powerUp(null, null, p.mul({ hp, atk, rcv }), c.compo('card', [mon1, mon2, mon3, mon4, mon5].filter(Boolean))); },
  444. [126](attrs, turns, _, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), flags(attrs))); },
  445. [127](cols1, attrs1, cols2, attrs2) {
  446. return changeOrbs(
  447. { kind: 'fixed', to: flags(attrs1), type: 'col', positions: flags(cols1) },
  448. { kind: 'fixed', to: flags(attrs2), type: 'col', positions: flags(cols2) }
  449. );
  450. },
  451. [128](rows1, attrs1, rows2, attrs2) {
  452. return changeOrbs(
  453. { kind: 'fixed', to: flags(attrs1), type: 'row', positions: flags(rows1) },
  454. { kind: 'fixed', to: flags(attrs2), type: 'row', positions: flags(rows2) }
  455. );
  456. },
  457. [129](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
  458. return [
  459. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
  460. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null
  461. ];
  462. },
  463. [130](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
  464. return [
  465. powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(0, percent)),
  466. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(0, percent)) || null
  467. ];
  468. },
  469. [131](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
  470. return [
  471. powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(percent, 100)),
  472. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(percent, 100)) || null
  473. ];
  474. },
  475. [132](turns, time, percent) { return activeTurns(turns, timeExtend(time ? v.constant(time / 10) : v.percent(percent))); },
  476. [133](attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.useSkill()); },
  477. [136](attrs1, hp1, atk1, rcv1, attrs2, hp2, atk2, rcv2) {
  478. return [
  479. powerUp(flags(attrs1), null, p.mul({ hp: hp1, atk: atk1, rcv: rcv1 })),
  480. powerUp(flags(attrs2), null, p.mul({ hp: hp2, atk: atk2, rcv: rcv2 })),
  481. ];
  482. },
  483. [137](types1, hp1, atk1, rcv1, types2, hp2, atk2, rcv2) {
  484. return [
  485. powerUp(null, flags(types1), p.mul({ hp: hp1, atk: atk1, rcv: rcv1 })),
  486. powerUp(null, flags(types2), p.mul({ hp: hp2, atk: atk2, rcv: rcv2 })),
  487. ];
  488. },
  489. [138](...ids) { return ids.flatMap(id => this.parser(id)); },
  490. [139](attrs, types, percent1, less1, mul1, percent2, less2, mul2) {
  491. return [
  492. powerUp(flags(attrs), flags(types), p.mul({ atk: mul1 }), less1 ? c.hp(0, percent1) : c.hp(percent1, 100)),
  493. powerUp(flags(attrs), flags(types), p.mul({ atk: mul2 }), less1 ?
  494. (less2 ? c.hp(percent1, percent2) : c.hp(percent2, 100)) :
  495. (less2 ? c.hp(0, percent2) : c.hp(percent2, percent1))
  496. ),
  497. ];
  498. },
  499. [140](attrs) { return setOrbState(flags(attrs), 'enhanced'); },
  500. [141](count, to, exclude) { return changeOrbs({ kind: 'gen', to: flags(to), exclude: flags(exclude), count }); },
  501. [142](turns, attr) { return activeTurns(turns, changeAttr('self', attr)); },
  502. [144](teamAttrs, mul, single, dmgAttr) { return damageEnemy(single ? 'single' : 'all', dmgAttr, v.xTeamATK(flags(teamAttrs), mul)); },
  503. [145](mul) { return heal(v.xTeamRCV(mul)); },
  504. [146](turns) { return skillBoost(turns); },
  505. [148](percent) { return rateMultiply(v.percent(percent), 'exp'); },
  506. [149](mul) { return powerUp(null, null, p.mul({ rcv: mul }), c.exact('match-length', 4, [Attributes.Heart])); },
  507. [150](_, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('match-length', 5, 'enhanced')); },
  508. [151](mul, _, percent) {
  509. return [
  510. powerUp(null, null, p.scaleCross([{ single: true, attr: Attributes.Heart, mul }]), undefined, v.percent(percent)),
  511. ];
  512. },
  513. [152](attrs) { return setOrbState(flags(attrs), 'locked'); },
  514. [153](attr) { return changeAttr('opponent', attr); },
  515. [154](from, to) { return changeOrbs({ kind: 'from', to: flags(to), from: flags(from) }); },
  516. [155](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }), c.multiplayer()); },
  517. [156](turns, awoken1, awoken2, awoken3, type, mul) {
  518. return activeTurns(turns, type === 2 ?
  519. powerUp(null, null, p.scaleAwakenings([awoken1, awoken2, awoken3].filter(Boolean), mul)) :
  520. reduceDamage('all', v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), mul))
  521. );
  522. },
  523. [157](attr1, mul1, attr2, mul2, attr3, mul3) {
  524. return powerUp(null, null, p.scaleCross([
  525. { single: false, attr: attr1, mul: mul1 },
  526. { single: false, attr: attr2, mul: mul2 },
  527. { single: false, attr: attr3, mul: mul3 }
  528. ].filter(cross => cross.mul)));
  529. },
  530. [158](len, attrs, types, atk, hp, rcv) {
  531. return [
  532. minMatch(len),
  533. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }))
  534. ];
  535. },
  536. [159](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base, 100], [bonus, 0])); },
  537. [160](turns, combo) { return activeTurns(turns, addCombo(combo)); },
  538. [161](percent) { return gravity(v.xMaxHP(percent)); },
  539. [162]() { return board7x6(); },
  540. [163](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
  541. return [
  542. noSkyfall(),
  543. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
  544. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null,
  545. ];
  546. },
  547. [164](attrs1, attrs2, attrs3, attrs4, min, atk, rcv, bonus) {
  548. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  549. return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, attrs.length, [atk, rcv], [bonus, bonus]));
  550. },
  551. [165](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, incr) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (incr || 0), [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  552. [166](min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleCombos(min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  553. [167](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  554. [169](combo, mul, percent) { return powerUp(null, null, p.scaleCombos(combo, combo, [mul, 100], [0, 0]), undefined, v.percent(percent)); },
  555. [170](attrs, min, mul, percent) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min, [mul, 100], [0, 0]), undefined, v.percent(percent)); },
  556. [171](attrs1, attrs2, attrs3, attrs4, min, mul, percent) {
  557. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  558. return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, min, [mul, 0], [0, 0]), undefined, v.percent(percent));
  559. },
  560. [172]() { return setOrbState(null, 'unlocked'); },
  561. [173](turns, attrAbsorb, _, damageAbsorb) {
  562. return activeTurns(turns, voidEnemyBuff(
  563. [
  564. attrAbsorb && 'attr-absorb',
  565. damageAbsorb && 'damage-absorb'
  566. ].filter((buff) => typeof buff === 'string')
  567. ));
  568. },
  569. [175](series1, series2, series3, hp, atk, rcv) { return powerUp(null, null, p.mul({ hp, atk, rcv }), c.compo('series', [series1, series2, series3].filter(Boolean))); },
  570. [177](_0, _1, _2, _3, _4, remains, mul) {
  571. return [
  572. noSkyfall(),
  573. powerUp(null, null, p.mul({ atk: mul }), c.remainOrbs(remains))
  574. ];
  575. },
  576. [178](time, attrs, types, hp, atk, rcv) {
  577. return [
  578. fixedTime(time),
  579. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }))
  580. ];
  581. },
  582. [179](turns, value, percent) { return activeTurns(turns, heal(value ? v.constant(value) : v.xMaxHP(percent))); },
  583. [180](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), 'enhanced')); },
  584. [182](attrs, len, mul, percent) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul, 100], [0, 0]), undefined, v.percent(percent)); },
  585. [183](attrs, types, percent1, atk1, rcv1, percent2, atk2, rcv2) {
  586. return [
  587. powerUp(flags(attrs), flags(types), p.mul({ atk: atk1, rcv: rcv1 }), c.hp(percent1, 100)),
  588. powerUp(flags(attrs), flags(types), p.mul({ atk: atk2, rcv: rcv2 }), c.hp(0, percent2 || percent1)),
  589. ];
  590. },
  591. [184](turns) { return activeTurns(turns, noSkyfall()); },
  592. [185](time, attrs, types, hp, atk, rcv) {
  593. return [
  594. timeExtend(v.constant(time / 100)),
  595. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
  596. ];
  597. },
  598. [186](attrs, types, hp, atk, rcv) {
  599. return [
  600. board7x6(),
  601. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
  602. ];
  603. },
  604. [188](value) {
  605. return damageEnemy('single', 'fixed', v.constant(value));
  606. },
  607. };
  608. function _appendToFragment(fragment, arg){
  609. if (Array.isArray(arg))
  610. {
  611. arg.forEach(element=>_appendToFragment(fragment, element));
  612. }
  613. else if (typeof arg == "string" || typeof arg == "number")
  614. {
  615. return fragment.appendChild(document.createTextNode(arg));
  616. }
  617. else
  618. {
  619. return fragment.appendChild(arg);
  620. }
  621. }
  622. function renderSkills(skills)
  623. {
  624. const ul = document.createElement("ul");
  625. ul.className = "card-skill-list";
  626. skills.forEach(skill=>{
  627. const li = ul.appendChild(document.createElement("li"));
  628. li.className = skill.kind;
  629. li.appendChild(renderSkill(skill));
  630. });
  631. return ul;
  632. }
  633. function renderSkill(skill, option = {})
  634. {
  635. function appendToFragment(arg){
  636. return _appendToFragment(fragment, arg);
  637. }
  638. function createIcon(iconType, className){
  639. const idoc = document.createElement("icon");
  640. idoc.className = `icon-skill${className ? ` ${className}` : ''}`;
  641. idoc.setAttribute("data-icon-type", iconType);
  642. return idoc;
  643. }
  644. const fragment = document.createDocumentFragment();
  645. if (typeof localTranslating == "undefined") return fragment;
  646. const tsps = localTranslating.skill_parse.skill;
  647. const tspu = localTranslating.skill_parse.unit;
  648. switch (skill.kind) {
  649. case SkillKinds.Unknown: {
  650. appendToFragment(tsps.unknown());
  651. break;
  652. }
  653. case SkillKinds.ActiveTurns: { //有回合的行动
  654. appendToFragment(tsps.active_turns(skill.turns, renderSkill(skill.skill, { forTurns: true })));
  655. break;
  656. }
  657. case SkillKinds.RandomSkills: { //随机技能
  658. const ul = document.createElement("ul");
  659. ul.className = "random-active-skill";
  660. skill.skills.forEach(subSkills=>{
  661. const li = ul.appendChild(document.createElement("li"));
  662. li.appendChild(renderSkills(subSkills));
  663. });
  664. appendToFragment(tsps.random_skills(ul));
  665. break;
  666. }
  667. case SkillKinds.Delay: { //威吓
  668. appendToFragment(createIcon("delay"));
  669. appendToFragment(tsps.delay());
  670. break;
  671. }
  672. case SkillKinds.MassAttack: { //全体攻击
  673. appendToFragment(createIcon("mass-attack"));
  674. appendToFragment(tsps.mass_attack());
  675. break;
  676. }
  677. case SkillKinds.LeaderChange: { //切换队长
  678. appendToFragment(createIcon("leader-change"));
  679. appendToFragment(tsps.leader_change());
  680. break;
  681. }
  682. case SkillKinds.NoSkyfall: { //无天降
  683. appendToFragment(createIcon("no-skyfall"));
  684. appendToFragment(tsps.no_skyfall());
  685. break;
  686. }
  687. case SkillKinds.Heal: { //回血主动
  688. option.forTurns ?
  689. appendToFragment(createIcon("auto-heal")) :
  690. appendToFragment(createIcon("heal", "hp-incr"))
  691. ;
  692. appendToFragment(tsps.heal(renderValue(skill.value)));
  693. break;
  694. }
  695. case SkillKinds.DefenseBreak: { //破防
  696. appendToFragment(createIcon("defense-break"));
  697. appendToFragment(tsps.defense_break(renderValue(skill.value)));
  698. break;
  699. }
  700. case SkillKinds.Poison: { //毒
  701. appendToFragment(createIcon("poison"));
  702. appendToFragment(tsps.poison(renderValue(skill.value)));
  703. break;
  704. }
  705. case SkillKinds.TimeExtend: { //时间变化buff
  706. appendToFragment(createIcon("status-time", SkillValue.isLess(skill.value) ? "time-decr" : "time-incr"));
  707. appendToFragment(tsps.time_extend(renderValue(skill.value, tspu.seconds, { showsPlusSign:true, showPercent:true })));
  708. break;
  709. }
  710. case SkillKinds.FollowAttack: { //队长技追打
  711. appendToFragment(tsps.follow_attack(renderValue(skill.value)));
  712. break;
  713. }
  714. case SkillKinds.AutoHeal: { //队长技自动回血
  715. appendToFragment(createIcon("auto-heal"));
  716. appendToFragment(tsps.auto_heal(renderValue(skill.value)));
  717. break;
  718. }
  719. case SkillKinds.CTW: { //时间暂停
  720. appendToFragment(createIcon("ctw"));
  721. appendToFragment(tsps.ctw(renderValue(skill.value, tspu.seconds)));
  722. break;
  723. }
  724. case SkillKinds.Gravity: { //重力
  725. appendToFragment(tsps.gravity(renderValue(skill.value, null, { showPercent:true, enemy: true })));
  726. break;
  727. }
  728. case SkillKinds.Resolve: { //根性
  729. appendToFragment(createIcon("resolve"));
  730. appendToFragment(tsps.resolve(renderStat('hp', true), renderValue(skill.min, null, { showPercent:true }), skill.condition.probability));
  731. break;
  732. }
  733. /*
  734. case SkillKinds.BoardChange: {
  735. const { attrs } = skill as Skill.BoardChange;
  736. return (
  737. <span className="CardSkill-skill">
  738. <AssetBox className="CardSkill-icon-box" title="Board change">
  739. <Asset assetId="status-combo" className="CardSkill-icon" />
  740. <Asset assetId="overlay-drop" className="CardSkill-icon" />
  741. </AssetBox>
  742. {renderOrbs(attrs)}
  743. </span>
  744. );
  745. }
  746. case SkillKinds.SkillBoost: {
  747. const { value } = skill as Skill.WithValue<number>;
  748. return (
  749. <span className="CardSkill-skill">
  750. <Asset assetId="skill-boost" className="CardSkill-icon" title="Skill boost" />
  751. {value} turns
  752. </span>
  753. );
  754. }
  755. case SkillKinds.AddCombo: {
  756. const { value } = skill as Skill.WithValue<number>;
  757. return (
  758. <span className="CardSkill-skill">
  759. <Asset assetId={`status-combo-p${value}`} className="CardSkill-icon" title={`Add ${value} combo`} />
  760. </span>
  761. );
  762. }
  763. case SkillKinds.FixedTime: {
  764. const { value } = skill as Skill.WithValue<number>;
  765. return (
  766. <span className="CardSkill-skill">
  767. <AssetBox className="CardSkill-icon-box" title="Fixed movement time">
  768. <Asset assetId="status-time-incr" className="CardSkill-icon" />
  769. <Asset assetId="orb-locked" className="CardSkill-icon" />
  770. </AssetBox>
  771. {value} seconds
  772. </span>
  773. );
  774. }
  775. case SkillKinds.MinMatchLength: {
  776. const { value } = skill as Skill.WithValue<number>;
  777. return <span className="CardSkill-skill">minimum match length {value}</span>;
  778. }
  779. case SkillKinds.DropRefresh: {
  780. return <span className="CardSkill-skill">drop refresh</span>;
  781. }
  782. case SkillKinds.Drum: {
  783. return <span className="CardSkill-skill">drum sound</span>;
  784. }
  785. case SkillKinds.Board7x6: {
  786. return <span className="CardSkill-skill">7x6 board</span>;
  787. }
  788. case SkillKinds.DamageEnemy: {
  789. const { attr, target, selfHP, damage } = skill as Skill.DamageEnemy;
  790. return (
  791. <span className="CardSkill-skill">
  792. {!!selfHP && <>HP = {renderValue(selfHP)} &rArr;</>}
  793. <Asset assetId="skill-attack" className="CardSkill-icon" />
  794. {target === 'all' && <Asset assetId="status-mass-attack" className="CardSkill-icon" title="All enemies" />}
  795. {target === 'single' && <>single enemy </>}
  796. {typeof target === 'number' && <>{renderAttrs(target)} enemies </>}
  797. &rArr; {renderValue(damage)}
  798. {attr === 'fixed' && <Asset assetId="status-def-break" className="CardSkill-icon" title="Fixed damage" />}
  799. {typeof attr === 'number' && renderAttrs(attr)}
  800. </span>
  801. );
  802. }
  803. case SkillKinds.Vampire: {
  804. const { attr, damage, heal } = skill as Skill.Vampire;
  805. return (
  806. <span className="CardSkill-skill">
  807. <Asset assetId="skill-attack" className="CardSkill-icon" />
  808. single enemy &rArr; {renderValue(damage)}
  809. {typeof attr === 'number' && renderAttrs(attr)}
  810. &nbsp;&rArr;
  811. <Asset assetId="status-heal" className="CardSkill-icon" />
  812. {renderValue(heal)} damage
  813. </span>
  814. );
  815. }
  816. case SkillKinds.CounterAttack: {
  817. const { attr, prob, value } = skill as Skill.CounterAttack;
  818. return (
  819. <span className="CardSkill-skill">
  820. <Asset assetId="status-counter" className="CardSkill-icon" />
  821. {renderValue(prob)} &rArr; {renderValue(value)} damage
  822. {typeof attr === 'number' && renderAttrs(attr)}
  823. </span>
  824. );
  825. }
  826. case SkillKinds.ChangeOrbs: {
  827. const { changes } = skill as Skill.ChangeOrbs;
  828. return (
  829. <span className="CardSkill-skill">
  830. <AssetBox className="CardSkill-icon-box" title="Change orbs">
  831. <Asset assetId="status-all-attrs" className="CardSkill-icon" />
  832. <Asset assetId="overlay-heal" className="CardSkill-icon" />
  833. </AssetBox>
  834. <span className="CardSkill-item-list">
  835. {changes.map((change, i) => {
  836. switch (change.kind) {
  837. case 'from':
  838. return (
  839. <span key={i}>
  840. {renderOrbs(change.from)} &rArr; {renderOrbs(change.to)}
  841. </span>
  842. );
  843. case 'gen':
  844. return (
  845. <span key={i}>
  846. {renderOrbs(change.exclude).map((orb, j) => (
  847. <AssetBox className="CardSkill-icon-box" key={j}>
  848. {orb}
  849. <Asset assetId="overlay-cross" className="CardSkill-icon" />
  850. </AssetBox>
  851. ))} &rArr; {renderOrbs(change.to)} &times; {change.count}
  852. </span>
  853. );
  854. case 'fixed':
  855. return (change.positions.length > 0 &&
  856. <span key={i}>
  857. {change.type === 'col' ? 'column' : 'row'}&nbsp;
  858. {change.positions.map(p => p + 1).join(', ')}
  859. &nbsp;&rArr; {renderOrbs(change.to)}
  860. </span>
  861. );
  862. }
  863. })}
  864. </span>
  865. </span>
  866. );
  867. }
  868. case SkillKinds.Unbind: {
  869. const { normal, awakenings } = skill as Skill.Unbind;
  870. return (
  871. <span className="CardSkill-skill CardSkill-item-list">
  872. {!!normal && <span>
  873. <Asset assetId="skill-unbind" className="CardSkill-icon" />
  874. {normal} turns
  875. </span>}
  876. {!!awakenings && <span>
  877. <AssetBox className="CardSkill-icon-box">
  878. <Asset assetId="status-bind-awakenings" className="CardSkill-icon" />
  879. <Asset assetId="overlay-heal" className="CardSkill-icon" />
  880. </AssetBox>
  881. {awakenings} turns
  882. </span>}
  883. </span>
  884. );
  885. }
  886. case SkillKinds.OrbDropIncrease: {
  887. const { attrs, value } = skill as Skill.OrbDropIncrease;
  888. let attrElems: React.ReactNode[];
  889. if (attrs === 'enhanced')
  890. attrElems = [<Asset assetId="status-orb-enhanced" className="CardSkill-icon" key="enhanced" />];
  891. else
  892. attrElems = renderOrbs(attrs);
  893. attrElems = attrElems.map((elem, i) => (
  894. <AssetBox className="CardSkill-icon-box" key={i}>
  895. {elem}
  896. <Asset assetId="overlay-drop" className="CardSkill-icon" />
  897. </AssetBox>
  898. ));
  899. return (
  900. <span className="CardSkill-skill">
  901. {attrElems}
  902. {renderValue(value)}
  903. </span>
  904. );
  905. }
  906. case SkillKinds.VoidEnemyBuff: {
  907. const { buffs } = skill as Skill.VoidEnemyBuff;
  908. return (
  909. <span className="CardSkill-skill">{
  910. buffs.map(buff => {
  911. switch (buff) {
  912. case 'attr-absorb': return (
  913. <AssetBox className="CardSkill-icon-box" key={buff}>
  914. <Asset assetId="status-all-attrs" className="CardSkill-icon" />
  915. <Asset assetId="overlay-heal" className="CardSkill-icon" />
  916. <Asset assetId="overlay-cross" className="CardSkill-icon" style={{ opacity: 0.75 }} />
  917. </AssetBox>
  918. );
  919. case 'damage-absorb': return (
  920. <AssetBox className="CardSkill-icon-box" key={buff}>
  921. <Asset assetId="status-damage-absorb" className="CardSkill-icon" />
  922. <Asset assetId="overlay-cross" className="CardSkill-icon" style={{ opacity: 0.75 }} />
  923. </AssetBox>
  924. );
  925. }
  926. })
  927. } </span>
  928. );
  929. }
  930. case SkillKinds.ChangeAttribute: {
  931. const { attr, target } = skill as Skill.ChangeAttribute;
  932. return (
  933. <span className="CardSkill-skill">
  934. {target === 'self' && 'Self'}
  935. {target === 'opponent' && 'enemy'}
  936. &nbsp;&rArr; {renderAttrs(attr)}
  937. </span>
  938. );
  939. }
  940. case SkillKinds.SetOrbState: {
  941. const { orbs, state } = skill as Skill.SetOrbState;
  942. let orbElems: React.ReactNode[];
  943. if (!orbs) {
  944. orbElems = [<Asset assetId="orb-blind" className="CardSkill-icon" key="all" />];
  945. } else {
  946. orbElems = renderOrbs(orbs);
  947. }
  948. return (
  949. <span className="CardSkill-skill">
  950. {(state === 'enhanced' || state === 'locked') && orbElems}
  951. {state === 'unlocked' && orbElems.map((elem, i) => (
  952. <AssetBox className="CardSkill-icon-box" key={i}>
  953. {elem}
  954. <Asset assetId="orb-locked" className="CardSkill-icon" />
  955. </AssetBox>
  956. ))}
  957. &rArr;
  958. {state === 'enhanced' && orbElems.map((elem, i) => (
  959. <AssetBox className="CardSkill-icon-box" key={i}>
  960. {elem}
  961. <Asset assetId="orb-enhanced" className="CardSkill-icon" />
  962. </AssetBox>
  963. ))}
  964. {state === 'locked' && orbElems.map((elem, i) => (
  965. <AssetBox className="CardSkill-icon-box" key={i}>
  966. {elem}
  967. <Asset assetId="orb-locked" className="CardSkill-icon" />
  968. </AssetBox>
  969. ))}
  970. {state === 'unlocked' && orbElems}
  971. </span>
  972. );
  973. }
  974. case SkillKinds.RateMultiply: {
  975. const { rate, value } = skill as Skill.RateMultiply;
  976. return (
  977. <span className="CardSkill-skill">
  978. {rate === 'drop' && 'drop rate'}
  979. {rate === 'coin' && 'coins'}
  980. {rate === 'exp' && 'EXP'}
  981. &nbsp;&times;&nbsp;
  982. {renderValue(value)}
  983. </span>
  984. );
  985. }
  986. case SkillKinds.ReduceDamage: {
  987. const { attrs, percent, condition } = skill as Skill.ReduceDamage;
  988. return (
  989. <span className="CardSkill-skill">
  990. {!!condition && <>{renderCondition(condition)} &rArr; </>}
  991. <Asset assetId="status-def" className="CardSkill-icon" />
  992. {(Array.isArray(attrs) && !isEqual(attrs, Attributes.all())) && renderAttrs(attrs)}
  993. {renderValue(percent)}
  994. </span>
  995. );
  996. }
  997. case SkillKinds.PowerUp: {
  998. const { attrs, types, condition, value, reduceDamage } = skill as Skill.PowerUp;
  999. const targets: React.ReactNode[] = [];
  1000. if (attrs && !isEqual(attrs, Attributes.all())) targets.push(...renderAttrs(attrs || []));
  1001. if (types) targets.push(...renderTypes(types || []));
  1002. return (
  1003. <span className="CardSkill-skill">
  1004. {condition && <>{renderCondition(condition)} &rArr; </>}
  1005. {targets.length > 0 && <>{targets}</>}
  1006. {!!value && renderPowerUp(value)}
  1007. {!!reduceDamage && <>
  1008. <Asset assetId="status-def" className="CardSkill-icon" />
  1009. {renderValue(reduceDamage)}
  1010. </>}
  1011. </span>
  1012. );
  1013. }
  1014. */
  1015. default: {
  1016. console.log(skill.kind, skill);
  1017. appendToFragment(skill.kind);
  1018. }
  1019. }
  1020. return fragment;
  1021. };
  1022. function renderStat(stat, enemy) {
  1023. function appendToFragment(arg){
  1024. return _appendToFragment(fragment, arg);
  1025. }
  1026. function newSpan(str , type)
  1027. {
  1028. const span = document.createElement("span");
  1029. span.className = "cardskill-stats";
  1030. span.setAttribute("data-cardskill-stats", type);
  1031. span.textContent = str;
  1032. return span;
  1033. }
  1034. const fragment = document.createDocumentFragment();
  1035. if (typeof localTranslating == "undefined") return fragment;
  1036. const tsps = localTranslating.skill_parse.stats;
  1037. if (tsps[stat])
  1038. appendToFragment(newSpan(tsps[stat](enemy), stat));
  1039. else
  1040. appendToFragment(tsps.unknown(stat));
  1041. return fragment;
  1042. }
  1043. /*
  1044. function renderAttrs(attrs: Attributes | Attributes[]) {
  1045. if (!Array.isArray(attrs))
  1046. attrs = [attrs];
  1047. return attrs.map(attr => {
  1048. if (attr >= Attributes.Heart)
  1049. return <Asset assetId={`orb-${attr}`} key={attr} className="CardSkill-icon" />;
  1050. return <Asset assetId={`attr-${attr}`} key={attr} className="CardSkill-icon" />;
  1051. });
  1052. }
  1053. function renderOrbs(attrs: Attributes | Attributes[]) {
  1054. if (!Array.isArray(attrs))
  1055. attrs = [attrs];
  1056. return attrs.map(attr => <Asset assetId={`orb-${attr}`} key={attr} className="CardSkill-icon" />);
  1057. }
  1058. function renderTypes(types: Types | Types[]) {
  1059. if (!Array.isArray(types))
  1060. types = [types];
  1061. return types.map(type => <Asset assetId={`type-${type}`} key={type} className="CardSkill-icon" />);
  1062. }
  1063. function renderCondition(cond: SkillCondition) {
  1064. if (cond.hp) {
  1065. if (cond.hp.min === cond.hp.max)
  1066. return <>{renderStat('hp')} = {formatNumber(cond.hp.min * 100)}%</>;
  1067. else if (cond.hp.min === 0)
  1068. return <>{renderStat('hp')} &le; {formatNumber(cond.hp.max * 100)}%</>;
  1069. else if (cond.hp.max === 1)
  1070. return <>{renderStat('hp')} &ge; {formatNumber(cond.hp.min * 100)}%</>;
  1071. else
  1072. return <>{renderStat('hp')} &in; [{formatNumber(cond.hp.min * 100)}%, {formatNumber(cond.hp.max * 100)}%]</>;
  1073. } else if (cond.useSkill) {
  1074. return <>use skill</>;
  1075. } else if (cond.multiplayer) {
  1076. return <>in multiplayer</>;
  1077. } else if (cond.remainOrbs) {
  1078. return <>&le; {cond.remainOrbs.count} orbs remain</>;
  1079. } else if (cond.exact) {
  1080. if (cond.exact.type === 'combo') {
  1081. return <>= {cond.exact.value} combos</>;
  1082. } else if (cond.exact.type === 'match-length') {
  1083. return <>= {cond.exact.value} {cond.exact.attrs === 'enhanced' ? 'Enhanced' : renderAttrs(cond.exact.attrs)} orbs</>;
  1084. }
  1085. } else if (cond.compo) {
  1086. return <>{cond.compo.type} [{cond.compo.ids.join()}] in team</>;
  1087. }
  1088. return <>[ unknown condition ]</>;
  1089. }
  1090. function renderPowerUp(powerUp: SkillPowerUp) {
  1091. function renderStats(hp: number, atk: number, rcv: number, mul = true) {
  1092. const operator = mul ? <>&times;</> : <>+</>;
  1093. let list: Array<['hp' | 'atk' | 'rcv', number]> = [['hp', hp], ['atk', atk], ['rcv', rcv]];
  1094. list = list.filter(([, value]) => value !== (mul ? 1 : 0));
  1095. if (list.length === 0) return null;
  1096. if (list.every(([, value]) => value === list[0][1])) {
  1097. return <>
  1098. {list.map(([name], i) => <React.Fragment key={name}>{i !== 0 && ', '}{renderStat(name)}</React.Fragment>)}
  1099. &nbsp;{operator} {formatNumber(list[0][1])}
  1100. </>;
  1101. } else {
  1102. return <>
  1103. {list.map(([name, value], i) => (
  1104. <React.Fragment key={name}>
  1105. {i !== 0 ? '; ' : ''}
  1106. {renderStat(name)}
  1107. &nbsp;{operator} {formatNumber(value)}
  1108. </React.Fragment>
  1109. ))}
  1110. </>;
  1111. }
  1112. }
  1113. switch (powerUp.kind) {
  1114. case SkillPowerUpKind.Multiplier: {
  1115. const { hp, atk, rcv } = powerUp as SkillPowerUp.Mul;
  1116. return renderStats(hp, atk, rcv);
  1117. }
  1118. case SkillPowerUpKind.ScaleAttributes: {
  1119. const { attrs, min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.ScaleAttrs;
  1120. return <>
  1121. &ge; {min} of [{renderAttrs(attrs)}] &rArr; {renderStats(1, baseAtk, baseRcv)}
  1122. {max !== min && <> for each &le; {max} attributes: {renderStats(0, bonusAtk, bonusRcv, false)}</>}
  1123. </>;
  1124. }
  1125. case SkillPowerUpKind.ScaleCombos: {
  1126. const { min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.Scale;
  1127. return <>
  1128. &ge; {min} combos &rArr; {renderStats(1, baseAtk, baseRcv)}
  1129. {max !== min && <> for each &le; {max} combos: {renderStats(0, bonusAtk, bonusRcv, false)}</>}
  1130. </>;
  1131. }
  1132. case SkillPowerUpKind.ScaleMatchAttrs: {
  1133. const { matches, min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.ScaleMultiAttrs;
  1134. return <>
  1135. &ge; {min} matches of [{matches.map((attrs, i) =>
  1136. <React.Fragment key={i}>{i !== 0 && ', '}{renderAttrs(attrs)}</React.Fragment>
  1137. )}] &rArr; {renderStats(1, baseAtk, baseRcv)}
  1138. {max !== min && <> for each &le; {max} matches: {renderStats(0, bonusAtk, bonusRcv, false)}</>}
  1139. </>;
  1140. }
  1141. case SkillPowerUpKind.ScaleMatchLength: {
  1142. const { attrs, min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.ScaleAttrs;
  1143. return <>
  1144. &ge; {min} &times; {renderAttrs(attrs)} &rArr; {renderStats(1, baseAtk, baseRcv)}
  1145. {max !== min && <> for each &le; {max} orbs: {renderStats(0, bonusAtk, bonusRcv, false)}</>}
  1146. </>;
  1147. }
  1148. case SkillPowerUpKind.ScaleCross: {
  1149. const { crosses } = powerUp as SkillPowerUp.ScaleCross;
  1150. return crosses.map(({ single, attr, mul }, i) => <React.Fragment key={i}>
  1151. {i !== 0 && ', '}
  1152. {mul !== 1 && <>{renderStat('atk')} &times; {formatNumber(mul)} </>}
  1153. {single ? 'when' : 'for each'} cross of {renderAttrs(attr)}
  1154. </React.Fragment>);
  1155. }
  1156. case SkillPowerUpKind.ScaleAwakenings: {
  1157. const { awakenings, value } = powerUp as SkillPowerUp.ScaleAwakenings;
  1158. return <>
  1159. {renderStat('atk')} &times; {formatNumber(value - 1)} for each {awakenings.map(id =>
  1160. <Asset assetId={`awakening-${id}`} className="CardSkill-icon" key={id} />
  1161. )}
  1162. </>;
  1163. }
  1164. default:
  1165. return <>[ unknown power up ]</>;
  1166. }
  1167. }
  1168. */
  1169. function renderValue(_value, unit, option = {}) {
  1170. function appendToFragment(arg){
  1171. return _appendToFragment(fragment, arg);
  1172. }
  1173. const fragment = document.createDocumentFragment();
  1174. if (typeof localTranslating == "undefined") return fragment;
  1175. const tspv = localTranslating.skill_parse.value;
  1176. switch (_value.kind) {
  1177. case SkillValueKind.Percent: {
  1178. appendToFragment(tspv.mul(_value.value, option.showPercent));
  1179. break;
  1180. }
  1181. case SkillValueKind.Constant: {
  1182. appendToFragment(tspv.const((option.showsPlusSign && _value.value >= 0 ? "+" : "") + _value.value.keepCounts(), unit));
  1183. break;
  1184. }
  1185. case SkillValueKind.xMaxHP: {
  1186. appendToFragment(tspv.mul_maxhp(_value.value, renderStat('maxhp'), option.showPercent));
  1187. break;
  1188. }
  1189. case SkillValueKind.xHP: {
  1190. appendToFragment(tspv.mul_hp(_value.value, renderStat('hp', option.enemy), option.showPercent));
  1191. break;
  1192. }
  1193. case SkillValueKind.xATK: {
  1194. appendToFragment(tspv.mul_atk(_value.value, renderStat('atk', option.enemy), option.showPercent));
  1195. break;
  1196. }
  1197. case SkillValueKind.xRCV: {
  1198. appendToFragment(tspv.mul_rcv(_value.value, renderStat('rcv', option.enemy), option.showPercent));
  1199. break;
  1200. }
  1201. /*
  1202. case SkillValueKind.Percent: {
  1203. const { value } = _value as SkillValue.Simple;
  1204. return <span>{formatNumber(value * 100)}%</span>;
  1205. }
  1206. case SkillValueKind.Constant: {
  1207. const { value } = _value as SkillValue.Simple;
  1208. return <span>{formatNumber(value)}{unit ? ` ${unit}` : ''}</span>;
  1209. }
  1210. case SkillValueKind.xMaxHP: {
  1211. const { value } = _value as SkillValue.Simple;
  1212. return <span>{formatNumber(value * 100)}% of {renderStat('maxhp')}</span>;
  1213. }
  1214. case SkillValueKind.xHP: {
  1215. const { value } = _value as SkillValue.Simple;
  1216. return <span>{formatNumber(value * 100)}% of {renderStat('hp')}</span>;
  1217. }
  1218. case SkillValueKind.xATK: {
  1219. const { value } = _value as SkillValue.Simple;
  1220. return <span>{formatNumber(value)} &times; {renderStat('atk')}</span>;
  1221. }
  1222. case SkillValueKind.xRCV: {
  1223. const { value } = _value as SkillValue.Simple;
  1224. return <span>{formatNumber(value)} &times; {renderStat('rcv')}</span>;
  1225. }
  1226. case SkillValueKind.xTeamRCV: {
  1227. const { value } = _value as SkillValue.Simple;
  1228. return <span>{formatNumber(value)} &times; {renderStat('teamrcv')}</span>;
  1229. }
  1230. case SkillValueKind.xTeamATK: {
  1231. const { value, attrs } = _value as SkillValue.WithAttributes;
  1232. return <span>{formatNumber(value)} &times; {renderAttrs(attrs)} {renderStat('teamatk')}</span>;
  1233. }
  1234. case SkillValueKind.HPScale: {
  1235. const { min, max } = _value as SkillValue.Scale;
  1236. return <span>({formatNumber(min)} &hArr; {formatNumber(max)} &prop; {renderStat('hp')}) &times; {renderStat('atk')}</span>;
  1237. }
  1238. case SkillValueKind.RandomATK: {
  1239. const { min, max } = _value as SkillValue.Scale;
  1240. if (min === max) {
  1241. return <span>{formatNumber(min)} &times; {renderStat('atk')}</span>;
  1242. } else {
  1243. return <span>(random &times; {formatNumber(min)} &hArr; {formatNumber(max)}) &times; {renderStat('atk')}</span>;
  1244. }
  1245. }
  1246. case SkillValueKind.xAwakenings: {
  1247. const { value, awakenings } = _value as SkillValue.WithAwakenings;
  1248. return <span>{formatNumber(value * 100)}% &times; each of {awakenings.map(id =>
  1249. <Asset assetId={`awakening-${id}`} className="CardSkill-icon" key={id} />
  1250. )}</span>;
  1251. }
  1252. */
  1253. default: {
  1254. console.log(_value.kind, _value);
  1255. appendToFragment(tspv.unknown(_value.kind));
  1256. }
  1257. }
  1258. return fragment;
  1259. }

智龙迷城队伍图制作工具