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script-skill-parser.js 124 kB

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  1. let merge_skill = false;
  2. const Attributes = {
  3. /*0: "Fire",
  4. 1: "Water",
  5. 2: "Wood",
  6. 3: "Light",
  7. 4: "Dark",
  8. 5: "Heart",
  9. 6: "Jammer",
  10. 7: "Poison",
  11. 8: "MPoison",
  12. 9: "Bomb",*/
  13. Fire: 0,
  14. Water: 1,
  15. Wood: 2,
  16. Light: 3,
  17. Dark: 4,
  18. Heart: 5,
  19. Jammer: 6,
  20. Poison: 7,
  21. MPoison: 8,
  22. Bomb: 9,
  23. }
  24. Object.entries(Attributes).forEach(([name, oid])=>Attributes[oid] = name)
  25. Attributes.all = function () {
  26. return [
  27. this.Fire,
  28. this.Water,
  29. this.Wood,
  30. this.Light,
  31. this.Dark
  32. ];
  33. }
  34. Attributes._6color = function () {
  35. return [
  36. this.Fire,
  37. this.Water,
  38. this.Wood,
  39. this.Light,
  40. this.Dark,
  41. this.Heart
  42. ];
  43. }
  44. Attributes.orbs = function () {
  45. return [
  46. this.Fire,
  47. this.Water,
  48. this.Wood,
  49. this.Light,
  50. this.Dark,
  51. this.Heart,
  52. this.Jammer,
  53. this.Poison,
  54. this.MPoison,
  55. this.Bomb,
  56. ];
  57. }
  58. //代码来自于 https://www.jianshu.com/p/3644833bca33
  59. function isEqual(obj1,obj2) {
  60. //判断是否是对象或数组
  61. function isObject(obj) {
  62. return typeof obj === 'object' && obj !== null;
  63. }
  64. // 两个数据有任何一个不是对象或数组
  65. if (!isObject(obj1) || !isObject(obj2)) {
  66. // 值类型(注意:参与equal的一般不会是函数)
  67. return obj1 === obj2;
  68. }
  69. // 如果传的两个参数都是同一个对象或数组
  70. if (obj1 === obj2) {
  71. return true;
  72. }
  73. // 两个都是对象或数组,而且不相等
  74. // 1.先比较obj1和obj2的key的个数,是否一样
  75. const obj1Keys = Object.keys(obj1);
  76. const obj2Keys = Object.keys(obj2);
  77. if (obj1Keys.length !== obj2Keys.length) {
  78. return false;
  79. }
  80. // 如果key的个数相等,就是第二步
  81. // 2.以obj1为基准,和obj2依次递归比较
  82. for (let key in obj1) {
  83. // 比较当前key的value --- 递归
  84. const res = isEqual(obj1[key], obj2[key]);
  85. if (!res) {
  86. return false;
  87. }
  88. }
  89. // 3.全相等
  90. return true
  91. }
  92. class Orb
  93. {
  94. attr = null;
  95. //states = {
  96. // enhanced: false, //强化
  97. // locked: false, //锁定
  98. // unmatchable: false, //禁止消除
  99. //}
  100. states = new Set();
  101. constructor(attr = null)
  102. {
  103. this.attr = attr;
  104. }
  105. valueOf() {
  106. return this.attr;
  107. }
  108. }
  109. class Block
  110. {
  111. //states = {
  112. // cloud: false, //云
  113. // roulette: false, //轮盘变化
  114. //}
  115. states = new Set();
  116. }
  117. class BoardSet
  118. {
  119. boards = [];
  120. boardsLabel = [];
  121. node = (()=>{
  122. const div = document.createElement("div");
  123. div.className = "board-set";
  124. return div;
  125. })();
  126. constructor(...boards) {
  127. const boardSet = this;
  128. const switchFunction = function(event){ //在65、76、54之间循环切换
  129. if (event.ctrlKey) {
  130. boardSet.boards.forEach(board=>board.tableNode.classList.remove(className_displayNone));
  131. return;
  132. }
  133. let showIdx = boardSet.boards.findIndex(board=>!board.tableNode.classList.contains(className_displayNone));
  134. if (showIdx < 0 || showIdx >= (boardSet.boards.length - 1)) showIdx = 0;
  135. else showIdx++;
  136. for (let i=0;i<boardSet.boards.length;i++) {
  137. boardSet.boards[i].tableNode.classList.toggle(className_displayNone, i !== showIdx);
  138. }
  139. }
  140. this.boards.push(...(boards.filter(board=>board instanceof Board)));
  141. this.boards.forEach((board, idx)=>{
  142. this.node.appendChild(board.tableNode);
  143. const span = document.createElement("span");
  144. span.dataset.columnCount = board.columnCount;
  145. span.dataset.rowCount = board.rowCount;
  146. span.onclick = switchFunction;
  147. this.boardsLabel.push(span);
  148. this.node.appendChild(span);
  149. if (idx > 0) {
  150. board.tableNode.classList.add(className_displayNone);
  151. }
  152. });
  153. }
  154. valueOf() {
  155. return this.node;
  156. }
  157. }
  158. class Board
  159. {
  160. rowCount = 0;
  161. columnCount = 0;
  162. orbsData = [];
  163. blocksData = [];
  164. tableNode = document.createElement("table");
  165. constructor(def = null, columnCount = 6, rowCount = 5)
  166. {
  167. const intAttr = typeof(def) == "number" ? def : void(0);
  168. this.rowCount = Number(rowCount);
  169. this.columnCount = Number(columnCount);
  170. this.orbsData = new Array(this.rowCount);
  171. this.blocksData = new Array(this.rowCount);
  172. for (let ri=0; ri<this.rowCount; ri++)
  173. {
  174. const orbCol = new Array(this.columnCount), blockCol = new Array(this.columnCount);
  175. for (let ci=0; ci<this.columnCount; ci++)
  176. {
  177. orbCol[ci] = new Orb(intAttr);
  178. blockCol[ci] = new Block();
  179. }
  180. this.orbsData[ri] = orbCol;
  181. this.blocksData[ri] = blockCol;
  182. }
  183. //如果传入的是数组,直接随机分布
  184. if (Array.isArray(def))
  185. {
  186. this.randomFill(def);
  187. }
  188. const table = this.tableNode;
  189. table.boardData = this;
  190. table.className = "board";
  191. for (let ri=0; ri<this.rowCount; ri++)
  192. {
  193. const row = table.insertRow();
  194. for (let ci=0; ci<this.columnCount; ci++)
  195. {
  196. const cell = row.insertCell();
  197. cell.className = "block";
  198. const orbIcon = cell.appendChild(document.createElement('icon'));
  199. orbIcon.className = "orb";
  200. }
  201. }
  202. }
  203. //获取指定行号
  204. getTargetRowIndex(rowIndex)
  205. {
  206. switch (this.rowCount) {
  207. case 6: return rowIndex >= 2 ? rowIndex + 1 : rowIndex;
  208. case 4: return rowIndex >= 3 ? rowIndex - 1 : rowIndex;
  209. case 5: default: return rowIndex;
  210. }
  211. }
  212. //获取指定列号
  213. getTargetColumnIndex(columnIndex)
  214. {
  215. switch (this.columnCount) {
  216. case 7: return columnIndex >= 3 ? columnIndex + 1 : columnIndex;
  217. case 5: return columnIndex >= 4 ? columnIndex - 1 : columnIndex;
  218. case 6: default: return columnIndex;
  219. }
  220. }
  221. setOrbAndBlock(orb, block, attr, state, blockState)
  222. {
  223. if (orb instanceof Orb) {
  224. if (typeof(attr) == 'number' && !orb.states.has('locked'))
  225. orb.attr = attr;
  226. if (typeof(state) == 'string')
  227. orb.states.add(state);
  228. }
  229. if (block instanceof Block && typeof(blockState) == 'string')
  230. block.states.add(blockState);
  231. }
  232. //设定横行
  233. setRows(rows, attr, state, blockState)
  234. {
  235. for (let ri of rows)
  236. {
  237. ri = this.getTargetRowIndex(ri);
  238. const orbsRow = this.orbsData[ri], blocksRow = this.blocksData[ri];
  239. for (let ci=0; ci<this.columnCount; ci++)
  240. {
  241. this.setOrbAndBlock(orbsRow[ci], blocksRow[ci], attr, state, blockState);
  242. }
  243. }
  244. }
  245. //设定竖列
  246. setColumns(cols, attr, state, blockState)
  247. {
  248. for (let ci of cols)
  249. {
  250. ci = this.getTargetColumnIndex(ci);
  251. for (let ri=0; ri<this.rowCount; ri++)
  252. {
  253. const orbsRow = this.orbsData[ri], blocksRow = this.blocksData[ri];
  254. this.setOrbAndBlock(orbsRow[ci], blocksRow[ci], attr, state, blockState);
  255. if (blockState == 'immobility') { //如果是封条,额外添加需要旋转的信息
  256. this.setOrbAndBlock(orbsRow[ci], blocksRow[ci], attr, state, 'rotate');
  257. }
  258. }
  259. }
  260. }
  261. //设定形状
  262. setShape(matrix, attr, state, blockState)
  263. {
  264. const setOrb = typeof(state) == 'number';
  265. function fillRow(ri, inputRow)
  266. {
  267. const orbsRow = this.orbsData[ri], blocksRow = this.blocksData[ri];
  268. for (let ci of inputRow)
  269. {
  270. ci = this.getTargetColumnIndex(ci);
  271. if (this.columnCount >= 7 && ci == 4)
  272. {
  273. this.setOrbAndBlock(orbsRow[ci - 1], blocksRow[ci - 1], attr, state, blockState);
  274. }
  275. this.setOrbAndBlock(orbsRow[ci], blocksRow[ci], attr, state, blockState);
  276. }
  277. }
  278. for (let i=0; i<matrix.length; i++)
  279. {
  280. let ri = this.getTargetRowIndex(i);
  281. if (this.rowCount >= 6 && ri == 3)
  282. {
  283. fillRow.call(this, ri - 1, matrix[i]);
  284. }
  285. fillRow.call(this, ri, matrix[i]);
  286. }
  287. }
  288. //洗版的填充
  289. randomFill(attrs)
  290. {
  291. if (!Array.isArray(attrs) && typeof(attrs) == 'number')
  292. attrs = [attrs];
  293. //获得随机排列的数据
  294. let attrArray = new Array(this.rowCount * this.columnCount);
  295. //每种颜色至少3个
  296. for (let i=0; i<attrs.length; i++) {
  297. attrArray.fill(attrs[i], i * 3, (i + 1) * 3);
  298. }
  299. //随机填充剩下的
  300. for (let i=attrs.length*3; i<attrArray.length; i++) {
  301. attrArray[i] = attrs.length == 1 ?
  302. attrs[0] :
  303. attrs[Math.floor(Math.random() * attrs.length)];
  304. }
  305. attrArray.shuffle(); //整体随机分布一次
  306. const flatOrbsData = this.orbsData.flat();
  307. flatOrbsData.forEach((orb, idx)=>{
  308. if (!orb.states.has('locked'))
  309. orb.attr = attrArray[idx];
  310. });
  311. }
  312. //生成珠子的填充
  313. generateOrbs(attrs, count, exclude, state)
  314. {
  315. if (!Array.isArray(attrs) && typeof(attrs) == 'number')
  316. attrs = [attrs];
  317. if (!Array.isArray(exclude) && typeof(exclude) == 'number')
  318. exclude = [exclude];
  319. let flatOrbsData = this.orbsData.flat()
  320. if (exclude?.length) flatOrbsData = flatOrbsData.filter(orb=>!exclude.includes(orb.attr));
  321. flatOrbsData.shuffle(); //将所有排除的格子打乱
  322. if (!state) { //未输入状态时,为产生珠子
  323. const attrArray = attrs?.length ? attrs.map(attr=>new Array(count).fill(attr)).flat() : [];
  324. //有属性时,使用产生珠子的长度;如果没有属性时,就保留1个长度,用来添加状态;但是都不能大于排除的宝珠数。
  325. const maxLength = Math.min(attrArray.length, flatOrbsData.length);
  326. //直接填充
  327. for (let i=0; i<maxLength; i++) {
  328. this.setOrbAndBlock(flatOrbsData[i], null, attrArray[i]);
  329. }
  330. } else {
  331. //在板面上查询符合的颜色
  332. flatOrbsData = flatOrbsData.filter(orb=>attrs.includes(orb.attr));
  333. const maxLength = Math.min(count, flatOrbsData.length);
  334. for (let i=0; i<maxLength; i++) {
  335. this.setOrbAndBlock(flatOrbsData[i], null, null, state);
  336. }
  337. }
  338. }
  339. //生成板面状态
  340. generateBlockStates(blockState, count = 1, size = [1,1], position = [0, 0])
  341. {
  342. for (let i=0; i<count; i++) {
  343. let [width, height] = size, [x, y] = position;
  344. if (!x) x = Math.randomInteger(this.columnCount - width); else x--;
  345. if (!y) y = Math.randomInteger(this.rowCount - height); else y--;
  346. for (let hi=0; hi<height; hi++) {
  347. for (let wi=0; wi<width; wi++) {
  348. this.setOrbAndBlock(null, this.blocksData[y+hi][x+wi], null, null, blockState);
  349. }
  350. }
  351. }
  352. }
  353. //导出数组
  354. valueOf()
  355. {
  356. return this.orbsData;
  357. }
  358. //输出表格
  359. refreshTable()
  360. {
  361. const table = this.tableNode;
  362. table.dataset.rowCount = this.rowCount;
  363. table.dataset.columnCount = this.columnCount;
  364. for (let ri=0; ri<this.rowCount; ri++)
  365. {
  366. const orbsRow = this.orbsData[ri], blocksRow = this.blocksData[ri];
  367. const row = table.rows[ri];
  368. for (let ci=0; ci<this.columnCount; ci++)
  369. {
  370. const cell = row.cells[ci], orbIcon = cell.querySelector("icon");
  371. const orbObj = orbsRow[ci], blockObj = blocksRow[ci];
  372. if (orbObj.attr != null)
  373. orbIcon.setAttribute("data-orb-icon", orbObj.attr);
  374. else
  375. orbIcon.removeAttribute("data-orb-icon");
  376. orbIcon.classList.add(...orbObj.states);
  377. cell.classList.add(...blockObj.states);
  378. }
  379. }
  380. return table;
  381. }
  382. }
  383. const SkillValue = {
  384. isLess: function (value) {
  385. if (value.kind === SkillValueKind.Percent) return value.value < 1;
  386. if (value.kind === SkillValueKind.Constant) return value.value < 0;
  387. return false;
  388. }
  389. };
  390. const SkillValueKind = {
  391. Percent: 'mul',
  392. Constant: 'const',
  393. ConstantTo: 'const-to',
  394. xMaxHP: 'mul-maxhp',
  395. xHP: 'mul-hp',
  396. xCHP: 'mul-chp',
  397. xATK: 'mul-atk',
  398. xRCV: 'mul-rcv',
  399. RandomATK: 'random-atk',
  400. HPScale: 'hp-scale',
  401. xTeamHP: 'mul-team-hp',
  402. xTeamATK: 'mul-team-atk',
  403. xTeamRCV: 'mul-team-rcv',
  404. xAwakenings: 'mul-awakenings',
  405. };
  406. const SkillPowerUpKind = {
  407. Multiplier: 'mul',
  408. ScaleAttributes: 'scale-attrs',
  409. ScaleCombos: 'scale-combos',
  410. ScaleMatchLength: 'scale-match-len',
  411. ScaleMatchAttrs: 'scale-match-attrs',
  412. ScaleCross: 'scale-cross',
  413. ScaleRemainOrbs: 'scale-remain-orbs',
  414. ScaleStateKind: 'scale-state-kind',
  415. };
  416. const SkillKinds = {
  417. Error: "error",
  418. Unknown: "unknown",
  419. ActiveTurns: "active-turns",
  420. DelayActiveTurns: "delay-active-turns",
  421. DamageEnemy: "damage-enemy",
  422. Vampire: "vampire",
  423. ReduceDamage: "reduce-damage",
  424. SelfHarm: "self-harm",
  425. Heal: "heal",
  426. AutoHealBuff: "auto-heal-buff",
  427. ChangeOrbs: "change-orbs",
  428. GenerateOrbs: "generate-orbs",
  429. FixedOrbs: "fixed-orbs",
  430. PowerUp: "power-up",
  431. CounterAttack: "counter-attack",
  432. SetOrbState: "set-orb-state",
  433. RateMultiply: "rate-mul",
  434. OrbDropIncrease: "orb-drop-incr",
  435. Resolve: "resolve",
  436. Delay: "delay",
  437. DefenseBreak: "def-break",
  438. MassAttack: "mass-attack",
  439. BoardChange: "board-change",
  440. Unbind: "unbind",
  441. BindSkill: "bind-skill",
  442. RandomSkills: "random-skills",
  443. EvolvedSkills: "evolved-skills",
  444. SkillProviso: "skill-proviso",
  445. ChangeAttribute: "change-attr",
  446. SkillBoost: "skill-boost",
  447. AddCombo: "add-combo",
  448. VoidEnemyBuff: "void-enemy-buff",
  449. Poison: "poison",
  450. CTW: "ctw",
  451. Gravity: "gravity",
  452. FollowAttack: "follow-attack",
  453. FollowAttackFixed: "follow-attack-fixed",
  454. AutoHeal: "auto-heal",
  455. TimeExtend: "time-extend",
  456. DropRefresh: "drop-refresh",
  457. LeaderChange: "leader-change",
  458. MinMatchLength: "min-match-len",
  459. FixedTime: "fixed-time",
  460. Drum: "drum",
  461. AutoPath: "auto-path",
  462. BoardSizeChange: "board-size-change",
  463. NoSkyfall: "no-skyfall",
  464. Henshin: "henshin",
  465. VoidPoison: "void-poison",
  466. SkillProviso: "skill-proviso",
  467. ImpartAwakenings: "impart-awakenings",
  468. ObstructOpponent: "obstruct-opponent",
  469. IncreaseDamageCap: "increase-damage-cap",
  470. BoardJammingStates: "board-jamming-states",
  471. RemoveAssist: "remove-assist",
  472. PredictionFalling: "prediction-falling",
  473. }
  474. function skillParser(skillId)
  475. {
  476. function merge(skills)
  477. {
  478. //主动技部分的合并
  479. let activeTurns = skills.filter(skill=>skill.kind == SkillKinds.ActiveTurns);
  480. if (activeTurns.length>1)
  481. { //把后面的全都合并到第一个
  482. //按回合数拆分组
  483. let diffTurnsGroup = activeTurns.groupBy((a,b)=>a.turns === b.turns);
  484. let diffTurnsSkills = diffTurnsGroup.flatMap(group=>{
  485. if (group.length>1) { //大于一个技能的可以合并
  486. group[0].skills = group.flatMap(s=>s.skills);
  487. // group.reduce((pre,cur)=>{
  488. // pre.skills.push(...cur.skills);
  489. // return pre
  490. // });
  491. let firstSkill = group.shift(); //从筛选中去除第一个
  492. group.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  493. return [firstSkill];
  494. } else { //1个技能的跳过
  495. return group[0];
  496. }
  497. });
  498. //进行具体技能效果的合并
  499. diffTurnsSkills.forEach(turnsSkill=>{
  500. //破吸部分的合并
  501. let voidBuff = turnsSkill.skills.filter(skill=>skill.kind == SkillKinds.VoidEnemyBuff);
  502. if (voidBuff.length>1)
  503. { //把后面的全都合并到第一个
  504. voidBuff[0].buffs = voidBuff.flatMap(s=>s.buffs);
  505. voidBuff.shift(); //从筛选中去除第一个
  506. voidBuff.forEach(skill=>turnsSkill.skills.splice(turnsSkill.skills.indexOf(skill),1)); //去掉所有后面的
  507. }
  508. });
  509. }
  510. //解封部分的合并
  511. let unbinds = skills.filter(skill=>skill.kind == SkillKinds.Unbind);
  512. if (unbinds.length>1)
  513. { //把后面的全都合并到第一个
  514. unbinds.reduce((pre,cur)=>{
  515. pre.normal = pre.normal || cur.normal;
  516. pre.awakenings = pre.awakenings || cur.awakenings;
  517. pre.matches = pre.matches || cur.matches;
  518. return pre
  519. });
  520. unbinds.shift(); //从筛选中去除第一个
  521. unbinds.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  522. }
  523. let fixedDamages = skills.filter(skill=>skill.kind == SkillKinds.DamageEnemy && skill.attr === 'fixed').filter((skill,idx,arr)=>skill.id==arr[0].id);
  524. if (fixedDamages.length>1)
  525. { //把后面的全都合并到第一个
  526. fixedDamages[0].times = fixedDamages.length;
  527. fixedDamages.shift(); //从筛选中去除第一个
  528. fixedDamages.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  529. }
  530. let skillPowerUp = skills.filter(skill=>skill.kind == SkillKinds.PowerUp);
  531. if (skillPowerUp.length > 1 || (skillPowerUp[0] && skillPowerUp[0]?.value?.kind === SkillPowerUpKind.ScaleCross))
  532. {
  533. //合并技能效果
  534. function combinePowerUp(target, source) {
  535. if (source?.additional.length)
  536. {
  537. if (!Array.isArray(target.additional)) target.additional = [];
  538. target.additional.push(...source.additional);
  539. }
  540. if (source.reduceDamage != undefined)
  541. {
  542. if (!target.reduceDamage)
  543. target.reduceDamage = source.reduceDamage;
  544. else if (target.reduceDamage.kind === source.reduceDamage.kind)
  545. target.reduceDamage.value *= source.reduceDamage.value;
  546. }
  547. if (target?.value.baseAtk != undefined && source?.value.baseAtk) target.value.baseAtk *= source.value.baseAtk;
  548. if (target?.value.baseRcv != undefined && source?.value.baseRcv != undefined) target.value.baseRcv *= source.value.baseRcv;
  549. if (target?.value.bonusAtk != undefined && source?.value.bonusAtk != undefined) target.value.bonusAtk += source.value.bonusAtk;
  550. if (target?.value.bonusRcv != undefined && source?.value.bonusRcv != undefined) target.value.bonusRcv += source.value.bonusRcv;
  551. if (target?.value.atk != undefined && source?.value.atk != undefined) target.value.atk *= source.value.atk;
  552. if (target?.value.hp != undefined && source?.value.hp != undefined) target.value.hp *= source.value.hp;
  553. if (target?.value.rcv != undefined && source?.value.rcv != undefined) target.value.rcv *= source.value.rcv;
  554. }
  555. //十字
  556. let scaleCross = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleCross);
  557. function mergeScaleCrossAttr(skill)
  558. {
  559. let crosses = skill.value.crosses;
  560. let atk = crosses[0].atk;
  561. let rcv = crosses[0].rcv;
  562. if (crosses.length >= 2 &&
  563. crosses.every(cross=>cross.atk === atk && cross.rcv === rcv)
  564. ) {
  565. crosses[0].attr = Array.from(new Set(crosses.reduce((pre,cur)=>{
  566. pre.push(...cur.attr);
  567. return pre;
  568. }, [])));
  569. skill.value.crosses.splice(1);
  570. }
  571. }
  572. //每个十字技能,先把所有属性合并到自身
  573. scaleCross.forEach(mergeScaleCrossAttr);
  574. //筛选出所有倍率一样的子技能
  575. scaleCross = scaleCross.filter((skill,idx,arr)=>{
  576. let atk = arr[0].value.crosses[0].atk;
  577. let rcv = arr[0].value.crosses[0].rcv;
  578. let crosses = skill.value.crosses;
  579. return crosses.every(cross=>cross.atk === atk && cross.rcv === rcv);
  580. });
  581. //先合并属性倍率
  582. if (scaleCross.length >= 1)
  583. { //把后面的全都合并到第一个
  584. scaleCross.reduce((pre,cur)=>{
  585. combinePowerUp(pre,cur);
  586. pre.value.crosses = pre.value.crosses.concat(cur.value.crosses);
  587. return pre
  588. });
  589. let _skill = scaleCross.shift(); //从筛选中去除第一个
  590. scaleCross.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  591. mergeScaleCrossAttr(_skill);
  592. }
  593. //重新找出来十字,合并附加内容
  594. scaleCross = skills.filter(skill=>skill.kind == SkillKinds.PowerUp && skill.value.kind === SkillPowerUpKind.ScaleCross);
  595. scaleCross = scaleCross.filter((skill,idx,arr)=>{
  596. let s0 = arr[0];
  597. let attr0 = s0.value.crosses[0].attr.concat().sort();
  598. let attr1 = skill.value.crosses[0].attr.concat().sort();
  599. return isEqual(skill.condition, s0.condition) &&
  600. isEqual(skill.attrs, s0.attrs) &&
  601. isEqual(skill.types, s0.types) &&
  602. isEqual(attr0, attr1)
  603. ;
  604. });
  605. if (scaleCross.length > 1)
  606. { //把后面的全都合并到第一个
  607. scaleCross.reduce((pre,cur)=>{
  608. combinePowerUp(pre, cur);
  609. return pre
  610. });
  611. scaleCross.shift(); //从筛选中去除第一个
  612. scaleCross.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  613. }
  614. //长串匹配
  615. let scaleMatchLength = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleMatchLength);
  616. scaleMatchLength = scaleMatchLength.groupBy((a,b)=>{
  617. let av = a.value;
  618. let bv = b.value;
  619. return isEqual(a.condition, b.condition) &&
  620. isEqual(a.attrs, b.attrs) &&
  621. isEqual(a.types, b.types) &&
  622. av.min === bv.min &&
  623. av.max === bv.max &&
  624. (av.matchAll === bv.matchAll || av.attrs.length <= 1) && isEqual(av.attrs, bv.attrs)
  625. ;
  626. });
  627. for (let group of scaleMatchLength)
  628. {
  629. if (group.length > 1)
  630. { //把后面的全都合并到第一个
  631. group.reduce((pre,cur)=>{
  632. combinePowerUp(pre, cur);
  633. return pre
  634. });
  635. group.shift(); //从筛选中去除第一个
  636. group.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  637. }
  638. }
  639. //多串匹配
  640. let scaleMatchAttrs = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleMatchAttrs);
  641. scaleMatchAttrs = scaleMatchAttrs.filter((skill,idx,arr)=>{
  642. let s0 = arr[0];
  643. let v0 = s0.value;
  644. let v1 = skill.value;
  645. return isEqual(skill.condition, s0.condition) &&
  646. isEqual(skill.attrs, s0.attrs) &&
  647. isEqual(skill.types, s0.types) &&
  648. v0.min === v1.min &&
  649. v0.max === v1.max &&
  650. isEqual(v0.matches, v1.matches)
  651. ;
  652. });
  653. if (scaleMatchAttrs.length > 1)
  654. { //把后面的全都合并到第一个
  655. scaleMatchAttrs.reduce((pre,cur)=>{
  656. combinePowerUp(pre, cur);
  657. return pre
  658. });
  659. scaleMatchAttrs.shift(); //从筛选中去除第一个
  660. scaleMatchAttrs.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  661. }
  662. //多色匹配
  663. let scaleAttributes = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleAttributes);
  664. scaleAttributes = scaleAttributes.filter((skill,idx,arr)=>{
  665. let s0 = arr[0];
  666. let v0 = s0.value;
  667. let v1 = skill.value;
  668. return isEqual(skill.condition, s0.condition) &&
  669. isEqual(skill.attrs, s0.attrs) &&
  670. isEqual(skill.types, s0.types) &&
  671. v0.min === v1.min &&
  672. v0.max === v1.max &&
  673. isEqual(v0.attrs, v1.attrs)
  674. ;
  675. });
  676. if (scaleAttributes.length > 1)
  677. { //把后面的全都合并到第一个
  678. scaleAttributes.reduce((pre,cur)=>{
  679. combinePowerUp(pre, cur);
  680. return pre
  681. });
  682. scaleAttributes.shift(); //从筛选中去除第一个
  683. scaleAttributes.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  684. }
  685. //连击数
  686. let scaleCombos = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleCombos);
  687. scaleCombos = scaleCombos.filter((skill,idx,arr)=>{
  688. let s0 = arr[0];
  689. let v0 = s0.value;
  690. let v1 = skill.value;
  691. return isEqual(skill.condition, s0.condition) &&
  692. isEqual(skill.attrs, s0.attrs) &&
  693. isEqual(skill.types, s0.types) &&
  694. v0.min === v1.min &&
  695. v0.max === v1.max
  696. ;
  697. });
  698. if (scaleCombos.length > 1)
  699. { //把后面的全都合并到第一个
  700. scaleCombos.reduce((pre,cur)=>{
  701. combinePowerUp(pre, cur);
  702. return pre
  703. });
  704. scaleCombos.shift(); //从筛选中去除第一个
  705. scaleCombos.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  706. }
  707. //普通倍率
  708. let multiplier = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.Multiplier
  709. && skill.condition?.LShape);
  710. multiplier = multiplier.filter((skill,idx,arr)=>{
  711. let s0 = arr[0];
  712. return !!skill.condition && isEqual(skill.condition, s0.condition) &&
  713. isEqual(skill.attrs, s0.attrs) &&
  714. isEqual(skill.types, s0.types)
  715. ;
  716. });
  717. if (multiplier.length)
  718. { //把后面的全都合并到第一个
  719. multiplier.reduce((pre,cur)=>{
  720. combinePowerUp(pre, cur);
  721. return pre
  722. });
  723. multiplier.shift(); //从筛选中去除第一个
  724. multiplier.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  725. }
  726. }
  727. return skills;
  728. }
  729. const skill = Skills[skillId];
  730. if (!skill) return [];
  731. //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
  732. const result = skillObjectParsers?.[skill.type]?.apply({ parser: skillParser }, skill.params)
  733. ?? { kind: SkillKinds.Unknown }; //没有时返回未知技能
  734. let skills = (Array.isArray(result) ? result : [result]) //确保技能是数组
  735. .filter(Boolean) //去除无效技能
  736. .map(s => ({ id: skillId, type: skill.type, params: skill.params, ...s })); //额外增加技能id、type、原始参数
  737. function splitProvisoSkill(skills)
  738. {
  739. let idx = skills.findIndex(skill=>skill.kind == SkillKinds.SkillProviso); //搜索HP、层数限制技能的位置
  740. if (idx>=0) //如果找到,就拆分成3份
  741. {
  742. return [
  743. skills.slice(0,idx),
  744. skills.slice(idx, idx+1),
  745. skills.slice(idx+1),
  746. ];
  747. }else
  748. {
  749. return [skills];
  750. }
  751. }
  752. //技能原始对象的合并,技能显示效果的合并在“function renderSkillEntry”里
  753. if (merge_skill)
  754. {
  755. //将技能拆分成3部分后分别合并技能
  756. let skillsSplit = splitProvisoSkill(skills).map(_skills=>merge(_skills));
  757. //再展平,重新回到一层技能
  758. skills = skillsSplit.flat(1);
  759. }
  760. return skills;
  761. }
  762. //返回flag里值为true的数组,如[1,4,7]
  763. function flags(num){
  764. /*
  765. return Array.from(new Array(32),(i,n)=>n).filter(n => num & (1 << n)); //性能太差
  766. 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
  767. */
  768. const arr = [];
  769. for (let i = 0; i<32;i++)
  770. {
  771. if (num & (1<<i))
  772. {
  773. arr.push(i);
  774. }
  775. }
  776. return arr;
  777. }
  778. const v = {
  779. percent: function(value) {
  780. return { kind: SkillValueKind.Percent, value: (value / 100) ?? 1 };
  781. },
  782. constant: function(value) {
  783. return { kind: SkillValueKind.Constant, value: value ?? 0 };
  784. },
  785. constantTo: function(value) {
  786. return { kind: SkillValueKind.ConstantTo, value: value ?? 1 };
  787. },
  788. xMaxHP: function(value) {
  789. return { kind: SkillValueKind.xMaxHP, value: (value / 100) ?? 1 };
  790. },
  791. xHP: function(value) {
  792. return { kind: SkillValueKind.xHP, value: (value / 100) ?? 1 };
  793. },
  794. xCHP: function(value) {
  795. return { kind: SkillValueKind.xCHP, value: (value / 100) ?? 1 };
  796. },
  797. xATK: function(value) {
  798. return { kind: SkillValueKind.xATK, value: (value / 100) ?? 1 };
  799. },
  800. xRCV: function(value) {
  801. return { kind: SkillValueKind.xRCV, value: (value / 100) ?? 1 };
  802. },
  803. randomATK: function(min, max) {
  804. return { kind: SkillValueKind.RandomATK, min: (min / 100) ?? 1, max: (max / 100) ?? 1, scale: 1 };
  805. },
  806. hpScale: function(min, max, scale) {
  807. return { kind: SkillValueKind.HPScale, min: (min / 100) ?? 1, max: (max / 100) ?? 1, scale: (scale / 100) ?? 1 };
  808. },
  809. xTeamHP: function(value) {
  810. return { kind: SkillValueKind.xTeamHP, value: (value / 100) ?? 1 };
  811. },
  812. xTeamATK: function(attrs, value) {
  813. return { kind: SkillValueKind.xTeamATK, attrs: attrs, value: (value / 100) ?? 1 };
  814. },
  815. xTeamRCV: function(value) {
  816. return { kind: SkillValueKind.xTeamRCV, value: (value / 100) ?? 1 };
  817. },
  818. percentAwakenings: function(awakenings, value) {
  819. return { kind: SkillValueKind.xAwakenings, awakenings: awakenings, value: value };
  820. },
  821. };
  822. const c = {
  823. hp: function (min, max) {
  824. return { hp: { min: min / 100, max: max / 100 } };
  825. },
  826. exact: function (type, value, attrs, multiple = false) {
  827. if (attrs === void 0) { attrs = Attributes.all(); }
  828. return { exact: { type: type, value: value, attrs: attrs, multiple: multiple} };
  829. },
  830. combos: function (min) {
  831. return { combos: { min } };
  832. },
  833. attrs: function (attrs, min) {
  834. return { attrs: { attrs, min} };
  835. },
  836. compo: function (type, ids) {
  837. return { compo: { type: type, ids: ids } };
  838. },
  839. remainOrbs: function (count) { return { remainOrbs: { count: count } }; },
  840. useSkill: function () { return { useSkill: true }; },
  841. multiplayer: function () { return { multiplayer: true }; },
  842. prob: function (percent) { return { prob: percent }; },
  843. LShape: function (attrs) { return { LShape: { attrs: attrs } }; },
  844. heal: function (min) { return { heal: { min: min } }; },
  845. stage: function (min, max) {
  846. return { stage: { min: min ?? 0, max: max ?? 0 } };
  847. },
  848. remainAttrOrbs: function (attrs, min, max) {
  849. return { remainAttrOrbs: { attrs, min, max} };
  850. },
  851. }
  852. const p = {
  853. mul: function (values) {
  854. if (Array.isArray(values)) {
  855. return {
  856. kind: SkillPowerUpKind.Multiplier,
  857. hp: 1,
  858. atk: values[0] / 100,
  859. rcv: values[1] / 100
  860. };
  861. }
  862. else {
  863. return {
  864. kind: SkillPowerUpKind.Multiplier,
  865. hp: (values.hp ?? 100) / 100,
  866. atk: (values.atk ?? 100) / 100,
  867. rcv: (values.rcv ?? 100) / 100
  868. };
  869. }
  870. },
  871. stats: function (value) {
  872. let statTypes = Array.from(arguments).slice(1);
  873. return [
  874. statTypes.indexOf(1) >= 0 ? value : 100,
  875. statTypes.indexOf(2) >= 0 ? value : 100
  876. ];
  877. },
  878. scale: function (min, max, baseMul, bonusMul) {
  879. return {
  880. min: min,
  881. max: max ?? min,
  882. baseAtk: (baseMul[0] / 100) ?? 1,
  883. baseRcv: (baseMul[1] / 100) ?? 1,
  884. bonusAtk: (bonusMul[0] / 100) ?? 0,
  885. bonusRcv: (bonusMul[1] / 100) ?? 0
  886. };
  887. },
  888. scaleAttrs: function (attrs, min, max, baseMul, bonusMul) {
  889. return { kind: SkillPowerUpKind.ScaleAttributes, attrs: attrs ,...this.scale(min, max, baseMul, bonusMul) };
  890. },
  891. scaleCombos: function (min, max, baseMul, bonusMul) {
  892. return { kind: SkillPowerUpKind.ScaleCombos ,...this.scale(min, max, baseMul, bonusMul) };
  893. },
  894. scaleMatchLength: function (attrs, min, max, baseMul, bonusMul, matchAll = false) {
  895. return { kind: SkillPowerUpKind.ScaleMatchLength, attrs, matchAll,...this.scale(min, max, baseMul, bonusMul) };
  896. },
  897. scaleMatchAttrs: function (matches, min, max, baseMul, bonusMul) {
  898. const flatMatches = matches.flat(); //当匹配的全是不同颜色时,切换成匹配颜色的技能
  899. if (new Set(flatMatches).size === flatMatches.length)
  900. return this.scaleAttrs(matches, min, max, baseMul, bonusMul);
  901. else
  902. return { kind: SkillPowerUpKind.ScaleMatchAttrs, matches: matches ,...this.scale(min, max, baseMul, bonusMul) };
  903. },
  904. scaleCross: function (crosses) {
  905. return { kind: SkillPowerUpKind.ScaleCross, crosses: crosses.map(cross => ({ ...cross, atk: ((cross.atk ?? 100) / 100), rcv: ((cross.rcv ?? 100) / 100)})) };
  906. },
  907. scaleRemainOrbs: function (max, baseMul, bonusMul) {
  908. return { kind: SkillPowerUpKind.ScaleRemainOrbs ,...this.scale(bonusMul ? 0 : max, max, baseMul, bonusMul) };
  909. },
  910. scaleStateKind: function (awakenings, attrs, types, value) {
  911. return { kind: SkillPowerUpKind.ScaleStateKind, awakenings: awakenings, attrs: attrs, types: types, value: value };
  912. },
  913. scaleMatchLengthTimes: function (attrs, min, exact, bonusMul) {
  914. return { kind: SkillPowerUpKind.ScaleMatchLengthTimes, attrs, min, exact, bonusMul };
  915. },
  916. }
  917. function activeTurns(turns, ...skills) {
  918. return skills.length ? { kind: SkillKinds.ActiveTurns, turns, skills } : null;
  919. }
  920. function delayActiveTurns(turns, ...skills) {
  921. return skills.length ? { kind: SkillKinds.DelayActiveTurns, turns, skills } : null;
  922. }
  923. function damageEnemy(target, attr, damage) {
  924. return { kind: SkillKinds.DamageEnemy, target: target, attr: attr, damage: damage };
  925. }
  926. function vampire(attr, damageValue, healValue) {
  927. return { kind: SkillKinds.Vampire, attr: attr, damage: damageValue, heal: healValue };
  928. }
  929. function reduceDamage(attrs, percent, condition, prob) {
  930. return { kind: SkillKinds.ReduceDamage, attrs: attrs, percent: percent, condition: condition, prob: prob || 1 };
  931. }
  932. function selfHarm(value) {
  933. return { kind: SkillKinds.SelfHarm, value: value };
  934. }
  935. function heal(value) {
  936. return { kind: SkillKinds.Heal, value: value };
  937. }
  938. function autoHealBuff(value) {
  939. return { kind: SkillKinds.AutoHealBuff, value: value };
  940. }
  941. function fromTo(from, to) {
  942. return { from: from, to: to };
  943. }
  944. function changeOrbs(...changes) {
  945. return { kind: SkillKinds.ChangeOrbs, changes: changes };
  946. }
  947. function generateOrbs(orbs, exclude, count, time) {
  948. return { kind: SkillKinds.GenerateOrbs, orbs: orbs, exclude: exclude, count: count, time: time};
  949. }
  950. function fixedOrbs(...generates) {
  951. return { kind: SkillKinds.FixedOrbs, generates: generates };
  952. }
  953. function powerUp(attrs, types, value, condition = null, reduceDamage = null, additional = [], eachTime = false) {
  954. let targets = attrs?.targets;
  955. if (targets) {attrs = null; types = null;}
  956. return { kind: SkillKinds.PowerUp, targets, attrs, types, condition, value, reduceDamage, additional, eachTime};
  957. }
  958. function counterAttack(attr, prob, value) {
  959. return { kind: SkillKinds.CounterAttack, attr: attr, prob: prob, value: value };
  960. }
  961. function setOrbState(orbs, state, arg) {
  962. return { kind: SkillKinds.SetOrbState, orbs: orbs, state: state, arg: arg};
  963. }
  964. function rateMultiply(value, rate) {
  965. return { kind: SkillKinds.RateMultiply, value: value, rate: rate };
  966. }
  967. function orbDropIncrease(prob, attrs, flag, value) {
  968. return { kind: SkillKinds.OrbDropIncrease, prob, attrs, flag, value };
  969. }
  970. function resolve(min, max) {
  971. return { kind: SkillKinds.Resolve, min: min, max: max };
  972. }
  973. function unbind(normal, awakenings, matches) {
  974. return { kind: SkillKinds.Unbind, normal: normal, awakenings: awakenings , matches: matches};
  975. }
  976. function bindSkill() { return { kind: SkillKinds.BindSkill}; }
  977. function boardChange(attrs) {
  978. return { kind: SkillKinds.BoardChange, attrs: attrs };
  979. }
  980. function randomSkills(skills) {
  981. return { kind: SkillKinds.RandomSkills, skills: skills };
  982. }
  983. function evolvedSkills(loop, skills) {
  984. return { kind: SkillKinds.EvolvedSkills, loop: loop, skills: skills };
  985. }
  986. function changeAttr(target, attr) {
  987. return { kind: SkillKinds.ChangeAttribute, target: target, attr: attr ?? 0 };
  988. }
  989. function gravity(value) {
  990. return { kind: SkillKinds.Gravity, value: value };
  991. }
  992. function voidEnemyBuff(buffs) {
  993. return { kind: SkillKinds.VoidEnemyBuff, buffs: buffs };
  994. }
  995. function skillBoost(value1, value2) { return { kind: SkillKinds.SkillBoost, min: value1, max: value2 ?? value1 }; }
  996. function minMatch(value) { return { kind: SkillKinds.MinMatchLength, value: value }; }
  997. function fixedTime(value) { return { kind: SkillKinds.FixedTime, value: v.constant(value) }; }
  998. function addCombo(value) { return { kind: SkillKinds.AddCombo, value: value }; }
  999. function defBreak(value) { return { kind: SkillKinds.DefenseBreak, value: value }; }
  1000. function poison(value) { return { kind: SkillKinds.Poison, value: value }; }
  1001. function CTW(time, cond, skill) {
  1002. return { kind: SkillKinds.CTW, time, cond, skill };
  1003. }
  1004. function followAttack(value) { return { kind: SkillKinds.FollowAttack, value: value }; }
  1005. function followAttackFixed(value) { return { kind: SkillKinds.FollowAttackFixed, value: v.constant(value) }; }
  1006. function autoHeal(value) { return { kind: SkillKinds.AutoHeal, value: value }; }
  1007. function timeExtend(value) { return { kind: SkillKinds.TimeExtend, value: value }; }
  1008. function delay() { return { kind: SkillKinds.Delay }; }
  1009. function massAttack() { return { kind: SkillKinds.MassAttack }; }
  1010. function dropRefresh() { return { kind: SkillKinds.DropRefresh }; }
  1011. function drum() { return { kind: SkillKinds.Drum }; }
  1012. function autoPath() { return { kind: SkillKinds.AutoPath }; }
  1013. function leaderChange(type = 0) { return { kind: SkillKinds.LeaderChange, type: type }; }
  1014. function noSkyfall() { return { kind: SkillKinds.NoSkyfall }; }
  1015. function henshin(id, random = false) {
  1016. return {
  1017. kind: SkillKinds.Henshin,
  1018. id: Array.isArray(id) ? id[0] : id, //兼容旧程序
  1019. ids: Array.isArray(id) ? id : [id],
  1020. random: random
  1021. };
  1022. }
  1023. function voidPoison() { return { kind: SkillKinds.VoidPoison }; }
  1024. function skillProviso(cond) { return { kind: SkillKinds.SkillProviso, cond: cond }; }
  1025. function impartAwakenings(attrs, types, awakenings) {
  1026. return { kind: SkillKinds.ImpartAwakenings, attrs: attrs, types: types, awakenings: awakenings };
  1027. }
  1028. function obstructOpponent(typeName, pos, ids) {
  1029. return { kind: SkillKinds.ObstructOpponent, typeName: typeName, pos: pos, enemy_skills: ids };
  1030. }
  1031. function increaseDamageCap(cap, targets) {
  1032. return { kind: SkillKinds.IncreaseDamageCap, cap: cap, targets: targets};
  1033. }
  1034. function boardJammingStates(state, posType, options) {
  1035. return { kind: SkillKinds.BoardJammingStates, state: state, posType: posType, ...options};
  1036. }
  1037. function boardSizeChange(width=7, height=6) {
  1038. return { kind: SkillKinds.BoardSizeChange, width, height };
  1039. }
  1040. function removeAssist() {
  1041. return { kind: SkillKinds.RemoveAssist };
  1042. }
  1043. function predictionFalling() {
  1044. return { kind: SkillKinds.PredictionFalling };
  1045. }
  1046. const skillObjectParsers = {
  1047. //parser: (() => []), //这个用来解决代码提示的报错问题,不起实际作用
  1048. [0](attr, mul) { return damageEnemy('all', attr, v.xATK(mul)); },
  1049. [1](attr, value) { return damageEnemy('all', attr, v.constant(value)); },
  1050. [2](mul, _) { return damageEnemy('single', 'self', v.xATK(mul)); },
  1051. [3](turns, percent) { return activeTurns(turns, reduceDamage('all', v.percent(percent))); },
  1052. [4](mul) { return poison(v.xATK(mul)); },
  1053. [5](time) { return CTW(v.constant(time)); },
  1054. [6](percent) { return gravity(v.xCHP(percent)); },
  1055. [7](mul) { return heal(v.xRCV(mul)); },
  1056. [8](value) { return heal(v.constant(value)); },
  1057. [9](from, to) { return changeOrbs(fromTo([from ?? 0], [to ?? 0])); },
  1058. [10]() { return dropRefresh(); },
  1059. [11](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul })); },
  1060. [12](mul) { return followAttack(v.xATK(mul)); },
  1061. [13](mul) { return autoHeal(v.xRCV(mul)); },
  1062. [14](min, max) { return resolve(v.percent(min), v.percent(max ?? 100)); },
  1063. [15](time) { return timeExtend(v.constant(time / 100)); },
  1064. [16](percent) { return reduceDamage('all', v.percent(percent)); },
  1065. [17](attr, percent) { return reduceDamage([attr], v.percent(percent)); },
  1066. [18](turns) { return activeTurns(turns, delay()); },
  1067. [19](turns, percent) { return activeTurns(turns, defBreak(v.percent(percent))); },
  1068. [20](from1, to1, from2, to2) {
  1069. if ((to1 ?? 0) == (to2 ?? 0))
  1070. return changeOrbs(fromTo([from1 ?? 0, from2 ?? 0], [to1 ?? 0]));
  1071. else
  1072. return changeOrbs(
  1073. fromTo([from1 ?? 0], [to1 ?? 0]),
  1074. fromTo([from2 ?? 0], [to2 ?? 0])
  1075. );
  1076. },
  1077. [21](turns, attr, percent) { return activeTurns(turns, reduceDamage([attr], v.percent(percent))); },
  1078. [22](type, mul) { return powerUp(null, [type], p.mul({ atk: mul })); },
  1079. [23](type, mul) { return powerUp(null, [type], p.mul({ hp: mul })); },
  1080. [24](type, mul) { return powerUp(null, [type], p.mul({ rcv: mul })); },
  1081. [26](mul) { return powerUp(null, null, p.mul({ atk: mul })); },
  1082. [28](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul, rcv: mul })); },
  1083. [29](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
  1084. [30](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul })); },
  1085. [31](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul })); },
  1086. [33]() { return drum(); },
  1087. [35](mul, percent) { return vampire('self', v.xATK(mul), v.percent(percent)); },
  1088. [36](attr1, attr2, percent) { return reduceDamage([attr1, attr2], v.percent(percent)); },
  1089. [37](attr, mul) { return damageEnemy('single', attr, v.xATK(mul)); },
  1090. [38](max, prob, percent) { return reduceDamage('all', v.percent(percent), max === 100 ? c.hp(max, max) : c.hp(0, max), v.percent(prob)); },
  1091. [39](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  1092. [40](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ atk: mul })); },
  1093. [41](prob, mul, attr) { return counterAttack(attr ?? 0, v.percent(prob), v.percent(mul)); },
  1094. [42](targetAttr, dmgAttr, value) { return damageEnemy(targetAttr, dmgAttr, v.constant(value)); },
  1095. [43](min, prob, percent) { return reduceDamage('all', v.percent(percent), c.hp(min, 100), v.percent(prob)); },
  1096. [44](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  1097. [45](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul })); },
  1098. [46](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul })); },
  1099. [48](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul })); },
  1100. [49](attr, mul) { return powerUp([attr], null, p.mul({ rcv: mul })); },
  1101. [50](turns, attr, mul) { return activeTurns(turns, powerUp([attr], null, p.mul({ atk: mul ?? 0 }))); },
  1102. [51](turns) { return activeTurns(turns, massAttack()); },
  1103. [52](attr, mul) { return setOrbState([attr], 'enhanced', {enhance: v.percent(mul)}); },
  1104. [53](mul) { return rateMultiply(v.percent(mul), 'drop'); },
  1105. [54](mul) { return rateMultiply(v.percent(mul), 'coin'); },
  1106. [55](value) { return damageEnemy('single', 'fixed', v.constant(value)); },
  1107. [56](value) { return damageEnemy('all', 'fixed', v.constant(value)); },
  1108. [58](attr, min, max) { return damageEnemy('all', attr, v.randomATK(min, max)); },
  1109. [59](attr, min, max) { return damageEnemy('single', attr, v.randomATK(min, max)); },
  1110. [60](turns, mul, attr) { return activeTurns(turns, counterAttack(attr, v.percent(100), v.percent(mul))); },
  1111. [61](attrs, min, base, bonus, stage) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (stage ?? 0), [base, 100], [bonus, 0])); },
  1112. [62](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul })); },
  1113. [63](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, rcv: mul })); },
  1114. [64](type, mul) { return powerUp(null, [type], p.mul({ atk: mul, rcv: mul })); },
  1115. [65](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
  1116. [66](combo, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, [mul, 100], [0, 0])); },
  1117. [67](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, rcv: mul })); },
  1118. [69](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul })); },
  1119. [71](...attrs) { return boardChange(attrs.filter(attr => attr >= 0)); },
  1120. //据说是破除敌人的守护盾,但是因为重来没有实装过,所以不知道实际效果
  1121. [72](turns) { return activeTurns(turns, voidEnemyBuff(['guard'])); },
  1122. [73](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul })); },
  1123. [75](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul, rcv: mul })); },
  1124. [76](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
  1125. [77](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul, atk: mul })); },
  1126. [79](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul, rcv: mul })); },
  1127. [84](attr, min, max, percent) {
  1128. return [
  1129. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  1130. damageEnemy('single', attr, v.randomATK(min, max))
  1131. ];
  1132. },
  1133. [85](attr, min, max, percent) {
  1134. return [
  1135. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  1136. damageEnemy('all', attr, v.randomATK(min, max))
  1137. ];
  1138. },
  1139. [86](attr, value, _, percent) {
  1140. return [
  1141. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  1142. damageEnemy('single', attr, v.constant(value))
  1143. ];
  1144. },
  1145. [87](attr, value, _, percent) {
  1146. return [
  1147. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  1148. damageEnemy('all', attr, v.constant(value))
  1149. ];
  1150. },
  1151. [88](turns, type, mul) { return activeTurns(turns, powerUp(null, [type], p.mul({ atk: mul }))); },
  1152. [90](turns, attr1, attr2, mul) { return activeTurns(turns, powerUp([attr1, attr2], null, p.mul({ atk: mul }))); },
  1153. [91](attr1, attr2, mul) { return setOrbState([attr1, attr2], 'enhanced', {enhance: v.percent(mul)}); },
  1154. [92](turns, type1, type2, mul) { return activeTurns(turns, powerUp(null, [type1, type2], p.mul({ atk: mul }))); },
  1155. [93]() { return leaderChange(); },
  1156. [94](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  1157. [95](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  1158. [96](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  1159. [97](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  1160. [98](min, base, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max, [base, 100], [bonus, 0])); },
  1161. [100](stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.useSkill()); },
  1162. [101](combo, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('combo', combo)); },
  1163. [103](combo, stats1, stats2, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
  1164. [104](combo, attrs, stats1, stats2, mul) { return powerUp(flags(attrs), null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
  1165. [105](rcv, atk) { return powerUp(null, null, p.mul({ rcv, atk })); },
  1166. [106](hp, atk) { return powerUp(null, null, p.mul({ hp, atk })); },
  1167. [107](hp, attrs, atk) {
  1168. return [
  1169. powerUp(null, null, p.mul({ hp })),
  1170. attrs && powerUp(flags(attrs), null, p.mul({ atk: atk ?? 100 })) || null,
  1171. ].filter(Boolean);
  1172. },
  1173. [108](hp, type, atk) { return [powerUp(null, null, p.mul({ hp })), powerUp(null, [type], p.mul({ atk }))]; },
  1174. [109](attrs, len, mul) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul, 100], [0, 0])); },
  1175. [110](single, attr, min, max, scale) { return damageEnemy(single ? 'single' : 'all', attr, v.hpScale(min, max, scale)); },
  1176. [111](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul })); },
  1177. [114](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
  1178. [115](attr, mul, percent) { return vampire(attr, v.xATK(mul), v.percent(percent)); },
  1179. [116](...ids) { return ids.flatMap(id => this.parser(id)); },
  1180. [117](bind, rcv, constant, hp, awokenBind) {
  1181. return [
  1182. rcv ? heal(v.xRCV(rcv)) : hp ? heal(v.xMaxHP(hp)) : constant ? heal(v.constant(constant)) : null,
  1183. (bind || awokenBind) ? unbind(bind ?? 0, awokenBind ?? 0) : null,
  1184. ].filter(Boolean);
  1185. },
  1186. [118](...ids) { return randomSkills(ids.map(id => this.parser(id))); },
  1187. [119](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base || 100, 100], [bonus, 0])); },
  1188. [121](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })); },
  1189. [122](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(0, percent)); },
  1190. [123](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(percent, 100)); },
  1191. [124](attrs1, attrs2, attrs3, attrs4, attrs5, min, mul, bonus) {
  1192. const attrs = [attrs1, attrs2, attrs3, attrs4, attrs5].filter(Boolean);
  1193. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(flags), min, bonus ? attrs.length : min, [mul, 100], [bonus, 0]));
  1194. },
  1195. [125](mon1, mon2, mon3, mon4, mon5, hp, atk, rcv) { return powerUp(null, null, p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }), c.compo('card', [mon1, mon2, mon3, mon4, mon5].filter(Boolean))); },
  1196. [126](attrs, turns, turns2, percent) { return activeTurns(turns === turns2 ? turns : [turns, turns2], orbDropIncrease(v.percent(percent), flags(attrs))); },
  1197. [127](cols1, attrs1, cols2, attrs2) {
  1198. return fixedOrbs(
  1199. { orbs: flags(attrs1), type: 'col', positions: flags(cols1) },
  1200. { orbs: flags(attrs2), type: 'col', positions: flags(cols2) }
  1201. );
  1202. },
  1203. [128](rows1, attrs1, rows2, attrs2) {
  1204. return fixedOrbs(
  1205. { orbs: flags(attrs1), type: 'row', positions: flags(rows1) },
  1206. { orbs: flags(attrs2), type: 'row', positions: flags(rows2) }
  1207. );
  1208. },
  1209. [129](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
  1210. return [
  1211. (hp || atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1212. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null
  1213. ].filter(Boolean);
  1214. },
  1215. [130](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
  1216. return [
  1217. (atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(0, percent)) || null,
  1218. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(0, percent)) || null
  1219. ].filter(Boolean);
  1220. },
  1221. [131](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
  1222. return [
  1223. (atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(percent, 100)) || null,
  1224. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(percent, 100)) || null
  1225. ].filter(Boolean);
  1226. },
  1227. [132](turns, time, percent) { return activeTurns(turns, timeExtend(time ? v.constant(time / 10) : v.percent(percent))); },
  1228. [133](attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.useSkill()); },
  1229. [136](attrs1, hp1, atk1, rcv1, attrs2, hp2, atk2, rcv2) {
  1230. return [
  1231. powerUp(flags(attrs1), null, p.mul({ hp: hp1 || 100, atk: atk1 || 100, rcv: rcv1 || 100 })),
  1232. powerUp(flags(attrs2), null, p.mul({ hp: hp2 || 100, atk: atk2 || 100, rcv: rcv2 || 100 })),
  1233. ];
  1234. },
  1235. [137](types1, hp1, atk1, rcv1, types2, hp2, atk2, rcv2) {
  1236. return [
  1237. powerUp(null, flags(types1), p.mul({ hp: hp1 || 100, atk: atk1 || 100, rcv: rcv1 || 100 })),
  1238. powerUp(null, flags(types2), p.mul({ hp: hp2 || 100, atk: atk2 || 100, rcv: rcv2 || 100 })),
  1239. ];
  1240. },
  1241. [138](...ids) { return ids.flatMap(id => this.parser(id)); },
  1242. [139](attrs, types, percent1, less1, mul1, percent2, less2, mul2) {
  1243. return [
  1244. powerUp(flags(attrs), flags(types), p.mul({ atk: mul1 || 100 }), less1 ? c.hp(0, percent1) : c.hp(percent1, 100)),
  1245. powerUp(flags(attrs), flags(types), p.mul({ atk: mul2 || 100 }), less1 ?
  1246. (less2 ? c.hp(percent1, percent2) : c.hp(percent2, 100)) :
  1247. (less2 ? c.hp(0, percent2) : c.hp(percent2, percent1 - 1))
  1248. ),
  1249. ];
  1250. },
  1251. [140](attrs, mul) { return setOrbState(flags(attrs), 'enhanced', {enhance: v.percent(mul)}); },
  1252. [141](count, to, exclude) { return generateOrbs(flags(to), flags(exclude), count); },
  1253. [142](turns, attr) { return activeTurns(turns, changeAttr('self', attr)); },
  1254. [143](mul, dmgAttr) { return damageEnemy('all', dmgAttr ?? 0, v.xTeamHP(mul)); },
  1255. [144](teamAttrs, mul, single, dmgAttr) { return damageEnemy(single ? 'single' : 'all', dmgAttr ?? 0, v.xTeamATK(flags(teamAttrs), mul)); },
  1256. [145](mul) { return heal(v.xTeamRCV(mul)); },
  1257. [146](turns1, turns2) { return skillBoost(v.constant(turns1), turns2 ? v.constant(turns2) : undefined); },
  1258. [148](percent) { return rateMultiply(v.percent(percent), 'exp'); },
  1259. [149](mul) { return powerUp(null, null, p.mul({ rcv: mul }), c.exact('match-length', 4, [Attributes.Heart])); },
  1260. [150](_, mul) { return powerUp({targets: ['the-attr']}, null, p.mul({ atk: mul }), c.exact('match-length', 5, 'enhanced')); },
  1261. [151](mul1, mul2, percent) {
  1262. return powerUp(null, null, p.scaleCross([{ single: true, attr: [Attributes.Heart], atk: mul1 || 100, rcv: mul2 || 100 }]), null, v.percent(percent));
  1263. },
  1264. [152](attrs, count) { return setOrbState(flags(attrs), 'locked', {count: v.constant(count)}); },
  1265. [153](attr, _) { return changeAttr('opponent', attr); },
  1266. [154](from, to) { return changeOrbs(fromTo(flags(from), flags(to))); },
  1267. [155](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }), c.multiplayer()); },
  1268. [156](turns, awoken1, awoken2, awoken3, type, mul) {
  1269. if (type == 1)
  1270. {
  1271. return heal(v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), v.xRCV(mul)));
  1272. }else
  1273. {
  1274. return activeTurns(turns, type === 2 ?
  1275. powerUp(null, null, p.scaleStateKind([awoken1, awoken2, awoken3].filter(Boolean), null, null, p.mul({atk: mul - 100, hp:0, rcv:0}))) :
  1276. reduceDamage('all', v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), v.percent(mul)))
  1277. );
  1278. }
  1279. },
  1280. [157](attr1, mul1, attr2, mul2, attr3, mul3) {
  1281. let crosses = [
  1282. { single: false, attr: [attr1], atk: mul1 },
  1283. { single: false, attr: [attr2], atk: mul2 },
  1284. { single: false, attr: [attr3], atk: mul3 }
  1285. ].filter(cross => cross.atk);
  1286. return powerUp(null, null, p.scaleCross(crosses));
  1287. },
  1288. [158](len, attrs, types, atk, hp, rcv) {
  1289. return [
  1290. minMatch(len),
  1291. powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }))
  1292. ];
  1293. },
  1294. [159](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base, 100], [bonus, 0])); },
  1295. [160](turns, combo) { return activeTurns(turns, addCombo(combo)); },
  1296. [161](percent) { return gravity(v.xMaxHP(percent)); },
  1297. [162]() { return boardSizeChange(); },
  1298. [163](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
  1299. return [
  1300. noSkyfall(),
  1301. (hp || atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1302. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null,
  1303. ].filter(Boolean);
  1304. },
  1305. [164](attrs1, attrs2, attrs3, attrs4, min, atk, rcv, bonus) {
  1306. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  1307. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(flags), min, attrs.length, [atk, rcv], [bonus, bonus]));
  1308. },
  1309. [165](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, incr) {
  1310. const attrsArr = flags(attrs);
  1311. return powerUp(null, null, p.scaleAttrs(attrsArr, min, min + (min < attrsArr.length ? (incr ?? 0) : 0), [baseAtk || 100, baseRcv || 100], [bonusAtk, bonusRcv]));
  1312. },
  1313. [166](min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleCombos(min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  1314. [167](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  1315. [168](turns, awoken1, awoken2, awoken3, awoken4, awoken5, awoken6, mul) {
  1316. return activeTurns(turns,
  1317. powerUp(null, null, p.scaleStateKind([awoken1, awoken2, awoken3, awoken4, awoken5, awoken6].filter(Boolean), null, null, p.mul({atk: mul, hp:0, rcv:0})))
  1318. );
  1319. },
  1320. [169](min, base, percent, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max ?? min, [base || 100, 100], [bonus, 0]), null, v.percent(percent)); },
  1321. //stage的真实用法目前不知道,缺少样本来判断,不知道到底是直接算数(stage-1)还是算二进制个数(flags(stage).length)。 2022年5月23日
  1322. //按 瘦鹅 的说法,也可能是因为暗牛头限制了5色, 所以就算是3级到了6色,也只算5色。
  1323. [170](attrs, min, base, percent, bonus, stage) {
  1324. let attrsArr = flags(attrs);
  1325. return powerUp(null, null, p.scaleAttrs(attrsArr, min, Math.min(min + (stage || 0), attrsArr.length), [base, 100], [bonus ?? 0, 0]), null, v.percent(percent));
  1326. },
  1327. [171](attrs1, attrs2, attrs3, attrs4, min, mul, percent, bonus) {
  1328. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  1329. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(flags), min, bonus ? attrs.length : min, [mul, 100], [bonus ?? 0, 0]), null, v.percent(percent));
  1330. },
  1331. [172]() { return setOrbState(Attributes.orbs(), 'unlocked'); },
  1332. [173](turns, attrAbsorb, comboAbsorb, damageAbsorb) {
  1333. return activeTurns(turns, voidEnemyBuff(
  1334. [
  1335. attrAbsorb && 'attr-absorb',
  1336. comboAbsorb && 'combo-absorb',
  1337. damageAbsorb && 'damage-absorb'
  1338. ].filter((buff) => typeof buff === 'string')
  1339. ));
  1340. },
  1341. [175](series1, series2, series3, hp, atk, rcv) { return powerUp(null, null, p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }), c.compo('series', [series1, series2, series3].filter(Boolean))); },
  1342. [176](row1, row2, row3, row4, row5, attrs) {
  1343. return fixedOrbs(
  1344. { orbs: [attrs ?? 0], type: 'shape', positions: [row1, row2, row3, row4, row5].map(row=>flags(row)) }
  1345. );
  1346. },
  1347. [177](attrs, types, hp, atk, rcv, remains, baseAtk, bonusAtk) {
  1348. return [
  1349. noSkyfall(),
  1350. (hp || atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1351. baseAtk && powerUp(null, null, p.scaleRemainOrbs(remains, [baseAtk ?? 100, 100], [bonusAtk ?? 0, 0])) || null
  1352. ].filter(Boolean);
  1353. },
  1354. [178](time, attrs, types, hp, atk, rcv, attrs2, percent) {
  1355. return [
  1356. fixedTime(time),
  1357. (hp || atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })),
  1358. percent && reduceDamage(flags(attrs2), v.percent(percent)) || null,
  1359. ].filter(Boolean);
  1360. /*const reduceAttrs = flags(attrs2);
  1361. const isAllAttr = isEqual(reduceAttrs, Attributes.attr);
  1362. return [
  1363. fixedTime(time),
  1364. (hp || atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }), null, isAllAttr ? v.percent(percent) : null),
  1365. percent && !isAllAttr && reduceDamage(reduceAttrs, v.percent(percent)) || null,
  1366. ].filter(Boolean);*/
  1367. },
  1368. [179](turns, value, percent, bind, awokenBind) {
  1369. return [
  1370. (bind || awokenBind) ? unbind(bind ?? 0, awokenBind ?? 0) : null,
  1371. activeTurns(turns, autoHealBuff(value ? v.constant(value) : v.xMaxHP(percent)))
  1372. ].filter(Boolean);
  1373. },
  1374. [180](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), [], 'enhanced')); },
  1375. [182](attrs, len, mul, percent) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul || 100, 100], [0, 0]), null, v.percent(percent)); },
  1376. [183](attrs, types, percent1, atk1, reduce, percent2, atk2, rcv2) {
  1377. return [
  1378. (percent1 > 0) && powerUp(flags(attrs), flags(types), p.mul({ atk: atk1 || 100 }), c.hp(percent1, 100), v.percent(reduce)) || null,
  1379. (atk2 || rcv2) && powerUp(flags(attrs), flags(types), p.mul({ atk: atk2 || 100, rcv: rcv2 || 100 }), c.hp(0, percent2 || percent1)) || null
  1380. ].filter(Boolean);
  1381. },
  1382. [184](turns) { return activeTurns(turns, noSkyfall()); },
  1383. [185](time, attrs, types, hp, atk, rcv) {
  1384. return [
  1385. timeExtend(v.constant(time / 100)),
  1386. powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })),
  1387. ];
  1388. },
  1389. [186](attrs, types, hp, atk, rcv) {
  1390. return [
  1391. boardSizeChange(),
  1392. (hp || atk ||rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1393. ].filter(Boolean);
  1394. },
  1395. [188](value) {
  1396. return damageEnemy('single', 'fixed', v.constant(value));
  1397. },
  1398. [189]() {
  1399. return [
  1400. setOrbState(Attributes.orbs(), 'unlocked'),
  1401. boardChange([0,1,2,3]),
  1402. autoPath(),
  1403. ];
  1404. },
  1405. [191](turns) {
  1406. return activeTurns(turns, voidEnemyBuff(['damage-void']));
  1407. },
  1408. [192](attrs, len, mul, combo) {
  1409. return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul || 100, 100], [0, 0], true), null, null, combo ? [addCombo(combo)] : null);
  1410. },
  1411. [193](attrs, atk, rcv, percent) {
  1412. return powerUp(null, null, p.mul([atk || 100, rcv || 100]), c.LShape(flags(attrs)), v.percent(percent));
  1413. },
  1414. [194](attrs, min, mul, combo) {
  1415. return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min, [mul || 100, 100], [0, 0]), null, null, combo ? [addCombo(combo)] : null);
  1416. },
  1417. [195](percent) {
  1418. return selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1));
  1419. },
  1420. [196](matches) {
  1421. return unbind(0,0,matches);
  1422. },
  1423. [197]() {
  1424. return voidPoison();
  1425. },
  1426. [198](heal, atk, percent, awokenBind) {
  1427. return powerUp(null, null, p.mul([atk || 100, 100]), c.heal(heal), percent && v.percent(percent), awokenBind && [unbind(0, awokenBind ?? 0)]);
  1428. },
  1429. [199](attrs, min, damage) {
  1430. return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]);
  1431. },
  1432. [200](attrs, len, damage) {
  1433. return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]);
  1434. },
  1435. [201](attrs1, attrs2, attrs3, attrs4, min, damage) {
  1436. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  1437. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(flags), min, min, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]);
  1438. },
  1439. [202](id) {
  1440. return henshin(id);
  1441. },
  1442. [203](evotypeid, hp, atk, rcv) {
  1443. let evotype = (type=>{
  1444. switch (type) {
  1445. case 0: return "pixel-evo";
  1446. case 2: return "reincarnation-evo";
  1447. default: return type;
  1448. }
  1449. })(evotypeid);
  1450. return powerUp(null, null, p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }),
  1451. c.compo('evolution', [evotype]));
  1452. },
  1453. [205](attrs, turns) { return activeTurns(turns, orbDropIncrease(null, flags(attrs == -1 ? 0b1111111111: attrs), 'locked')); },
  1454. [206](attrs1, attrs2, attrs3, attrs4, attrs5, min, combo) {
  1455. const attrs = [attrs1, attrs2, attrs3, attrs4, attrs5].filter(Boolean);
  1456. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(flags), min, min, [100, 100], [0, 0]), null, null, combo ? [addCombo(combo)] : null);
  1457. },
  1458. [207](turns, time, row1, row2, row3, row4, row5, count) {
  1459. /*return activeTurns(turns, count ?
  1460. generateOrbs( ['variation'], null, count, time/100):
  1461. fixedOrbs( { orbs: ['variation'], time: time/100, type: 'shape', positions: [row1, row2, row3, row4, row5].map(row=>flags(row)) })
  1462. );*/
  1463. const options = { time: time/100};
  1464. if (count) {
  1465. options.count = count;
  1466. } else {
  1467. options.positions = [row1, row2, row3, row4, row5].map(flags);
  1468. }
  1469. return activeTurns(turns,
  1470. boardJammingStates('roulette', count ? 'random' : 'shape', options)
  1471. );
  1472. },
  1473. [208](count1, to1, exclude1, count2, to2, exclude2) {
  1474. return [
  1475. generateOrbs(flags(to1), flags(exclude1), count1),
  1476. generateOrbs(flags(to2), flags(exclude2), count2),
  1477. ];
  1478. },
  1479. [209](combo) {
  1480. return powerUp(null, null, p.scaleCross([{ single: true, attr: [Attributes.Heart], atk: 100, rcv: 100}]), null, null, combo ? [addCombo(combo)] : null);
  1481. },
  1482. [210](attrs, reduce, combo) {
  1483. return powerUp(null, null, p.scaleCross([{ single: false, attr: flags(attrs), atk: 100, rcv: 100}]), null, v.percent(reduce), combo ? [addCombo(combo)] : null);
  1484. },
  1485. [213](attrs, types, ...awakenings) { //赋予觉醒的队长技
  1486. return impartAwakenings(flags(attrs), flags(types), awakenings);
  1487. },
  1488. [214](turns) { return activeTurns(turns, bindSkill()); },
  1489. [215](turns, attrs) { return activeTurns(turns, setOrbState(flags(attrs), 'bound')); },
  1490. [217](rarity, hp, atk, rcv) {
  1491. return powerUp(null, null, p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }),
  1492. c.compo('team-total-rarity', rarity));
  1493. },
  1494. [218](turns) { return skillBoost(v.constant(-turns)); },
  1495. [219](attrs, len, combo) {
  1496. return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [100, 100], [0, 0]), null, null, combo ? [addCombo(combo)] : null);
  1497. },
  1498. [220](attrs, combo) {
  1499. var skill = powerUp(null, null, p.mul([100,100]), c.LShape(flags(attrs)), null, combo ? [addCombo(combo)] : null);
  1500. return skill;
  1501. },
  1502. [221](attrs, damage) {
  1503. return powerUp(null, null, p.mul([100,100]), c.LShape(flags(attrs)), null, damage ? [followAttackFixed(damage)] : null);
  1504. },
  1505. [223](combo, damage) {
  1506. return powerUp(null, null, p.scaleCombos(combo, combo, [100, 100], [0, 0]), null, null, damage ? [followAttackFixed(damage)] : null);
  1507. },
  1508. [224](turns, attr) { return activeTurns(turns, changeAttr('opponent', attr)); },
  1509. [225](min, max) { return skillProviso(c.hp(min ?? 0, max ?? 100)); },
  1510. [226](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), [], 'nail')); },
  1511. [227]() { return leaderChange(1); },
  1512. [228](turns, attrs, types, atk, rcv) {
  1513. return activeTurns(turns,
  1514. powerUp(null, null, p.scaleStateKind(null, flags(attrs), flags(types), p.mul({atk: atk, rcv: rcv ?? 0, hp:0})))
  1515. );
  1516. },
  1517. [229](attrs, types, hp, atk, rcv) {
  1518. return powerUp(null, null, p.scaleStateKind(null, flags(attrs), flags(types), p.mul({hp: hp || 0, atk: atk || 0, rcv: rcv || 0})));
  1519. },
  1520. [230](turns, target, mul) {
  1521. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1522. const typeArr = flags(target).map(n => targetTypes[n]);
  1523. return activeTurns(turns, powerUp({targets: typeArr}, null, p.mul({ atk: mul })));
  1524. },
  1525. [231](turns, awoken1, awoken2, awoken3, awoken4, awoken5, atk, rcv) {
  1526. return activeTurns(turns, powerUp(null, null, p.scaleStateKind([awoken1, awoken2, awoken3, awoken4, awoken5].filter(Boolean), null, null, p.mul({atk: atk, hp:0, rcv: rcv ?? 0}))));
  1527. },
  1528. [232](...ids) { return evolvedSkills(false, ids.map(id => this.parser(id))); },
  1529. [233](...ids) { return evolvedSkills(true, ids.map(id => this.parser(id))); },
  1530. [234](min, max) { return skillProviso(c.stage(min ?? 0, max ?? 0)); },
  1531. [235](attrs, lenMin, lenExact, atk, reducePercent, combo, damage) {
  1532. // const len = lenMin || lenExact; //宝珠长度
  1533. // const ee = Boolean(lenExact); //是否为刚好等于
  1534. //第二个参数为多少以上就算,第三个参数为多少以上才算
  1535. //return powerUp(null, null, p.mul({ atk: atk || 100}), c.exact('match-length', lenExact, flags(attr)), v.percent(percent), [combo ? addCombo(combo) : null, damage ? followAttackFixed(damage) : null].filter(Boolean), true);
  1536. //let powerup, condition;
  1537. let powerup = Boolean(lenMin)
  1538. ? p.scaleMatchLength(flags(attrs), lenMin, lenMin, [atk, 100], [0, 0])
  1539. : p.mul({ atk: atk || 100});
  1540. let condition = Boolean(lenExact)
  1541. ? c.exact('match-length', lenExact, flags(attrs))
  1542. : null;
  1543. let additional = [combo ? addCombo(combo) : null, damage ? followAttackFixed(damage) : null].filter(Boolean);
  1544. const eachTime = true;
  1545. return powerUp(null, null, powerup, condition, v.percent(reducePercent), additional, eachTime);
  1546. },
  1547. [236](...ids) { //随机变身
  1548. return henshin(ids.distinct(), true);
  1549. },
  1550. [237](turns, hp) { //改变HP上限
  1551. return activeTurns(turns,
  1552. powerUp(null, null, p.mul({ hp: hp }))
  1553. );
  1554. },
  1555. [238](turns, width, height, pos1, pos2) { //产云
  1556. return activeTurns(turns,
  1557. boardJammingStates('clouds', (pos1 && pos2) ? 'fixed' : 'random', { size: [width, height], positions: [pos1, pos2] })
  1558. );
  1559. },
  1560. [239](colum, turns, row) { //产封条
  1561. //const colums = flags(colum), rows = flags(row);
  1562. return activeTurns(turns,
  1563. boardJammingStates('immobility', 'fixed', { positions: {colums: flags(colum), rows: flags(row)} })
  1564. );
  1565. },
  1566. [241](turns, cap) { //改变伤害上限主动技
  1567. // const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1568. // const typeArr = flags(target).map(n => targetTypes[n]);
  1569. return activeTurns(turns,
  1570. increaseDamageCap(cap * 1e8, ["self"])
  1571. );
  1572. },
  1573. [243](turns, attrs, hpPercent, probPercent) { //掉落荆棘珠
  1574. return activeTurns(turns, orbDropIncrease(v.percent(probPercent), flags(attrs), 'thorn', v.xMaxHP(hpPercent)));
  1575. },
  1576. [244](turns, type) { //改变板面大小主动技
  1577. let width, height;
  1578. switch (type) {
  1579. case 1: {
  1580. width = 7;
  1581. height = 6;
  1582. break;
  1583. }
  1584. case 2: {
  1585. width = 5;
  1586. height = 3;
  1587. break;
  1588. }
  1589. case 3: {
  1590. width = 6;
  1591. height = 5;
  1592. break;
  1593. }
  1594. default: {
  1595. width = 6;
  1596. height = 5;
  1597. }
  1598. }
  1599. return activeTurns(turns, boardSizeChange(width, height));
  1600. },
  1601. [245](rarity, _2, _3, hp, atk, rcv) { //全员满足某种情况,现在是全部星级不一样
  1602. return powerUp(flags(_2), flags(_3), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }), c.compo('team-same-rarity', rarity));
  1603. },
  1604. [246](time, combo, cap) { //限定时间内转出多少C提高伤害上限
  1605. return CTW(v.constant(time), c.combos(combo) , increaseDamageCap(cap * 1e8, ["self"]));
  1606. },
  1607. [247](time, attr, min, cap) { //限定时间内转出多少色提高伤害上限
  1608. return CTW(v.constant(time), c.attrs(flags(attr), min) , increaseDamageCap(cap * 1e8, ["self"]));
  1609. },
  1610. [248](turns, ...ids) { //几回合后才生效的技能
  1611. return delayActiveTurns(turns,
  1612. ...ids.flatMap(id => this.parser(id))
  1613. );
  1614. },
  1615. [249](turns, attr, row1, row2, row3, row4, row5, count) {
  1616. const options = {
  1617. attrs: flags(attr),
  1618. };
  1619. if (count) {
  1620. options.count = count;
  1621. } else {
  1622. options.positions = [row1, row2, row3, row4, row5].map(flags);
  1623. }
  1624. return activeTurns(turns,
  1625. boardJammingStates('roulette', count ? 'random' : 'shape', options)
  1626. );
  1627. },
  1628. [250]() { //去除自身辅助
  1629. return removeAssist();
  1630. },
  1631. [251](turns, min, max) { //产超暗暗珠
  1632. return activeTurns(turns,
  1633. boardJammingStates('deep-dark', 'random', { min, max })
  1634. );
  1635. },
  1636. [253](turns) { //预测掉落主动技
  1637. return activeTurns(turns, predictionFalling());
  1638. },
  1639. [254](turns) { //预测掉落队长技
  1640. return predictionFalling();
  1641. },
  1642. //剩余多少个属性珠才能使用技能
  1643. [255](attr, min, max) { return skillProviso(c.remainAttrOrbs(flags(attr), min ?? 0, max ?? 0)); },
  1644. [1000](type, pos, ...ids) {
  1645. const posType = (type=>{
  1646. switch (type) {
  1647. case 1: return "after-me";
  1648. case 2: return "designated-position";
  1649. case 3: return "before-me";
  1650. default: return type;
  1651. }
  1652. })(type);
  1653. return obstructOpponent(posType, flags(pos), ids);
  1654. },
  1655. };
  1656. function renderSkillEntry(skills)
  1657. {
  1658. //按住Ctrl点击技能在控制台输出技能的对象
  1659. function showParsedSkill(event) {
  1660. if (event.ctrlKey) {
  1661. //const skillId = parseInt(this.getAttribute("data-skill-id"));
  1662. console.log(this.skill);
  1663. }
  1664. }
  1665. const ul = document.createElement("ul");
  1666. ul.className = "card-skill-list";
  1667. skills.forEach(skill=>{
  1668. const li = ul.appendChild(document.createElement("li"));
  1669. li.className = skill.kind;
  1670. li.appendChild(renderSkill(skill));
  1671. //li.setAttribute("data-skill-id", skill.id);
  1672. li.skill = skill;
  1673. li.addEventListener("click", showParsedSkill);
  1674. });
  1675. //技能显示效果的合并,技能原始对象的合并在“function skillParser”里
  1676. if (merge_skill)
  1677. {
  1678. const searchKind = [ //需要配合并的技能类型
  1679. SkillKinds.SetOrbState,
  1680. SkillKinds.BoardChange,
  1681. SkillKinds.GenerateOrbs,
  1682. SkillKinds.FixedOrbs,
  1683. SkillKinds.BoardJammingStates,
  1684. ];
  1685. let boardChange = skills.filter(skill=>{
  1686. if (skill.kind == SkillKinds.ActiveTurns) {
  1687. //如果是主动技,任一子技能属于这个范围就可以了
  1688. return skill.skills.some(subSkill=>searchKind.includes(subSkill.kind))
  1689. } else {
  1690. return searchKind.includes(skill.kind);
  1691. }
  1692. }).flatMap(skill=>skill.kind == SkillKinds.ActiveTurns ?
  1693. //主动技还需要再筛选一遍子技能
  1694. skill.skills.filter(subSkill=>searchKind.includes(subSkill.kind)) :
  1695. skill);
  1696. if (boardChange.filter(skill=>skill.kind != SkillKinds.SetOrbState).length > 0)
  1697. {
  1698. const boardsBar = new BoardSet(new Board(), new Board(null,7,6), new Board(null,5,4));
  1699. for (const skill of boardChange)
  1700. {
  1701. switch (skill.kind)
  1702. {
  1703. case SkillKinds.BoardChange: { //洗版
  1704. const attrs = skill.attrs;
  1705. boardsBar.boards.forEach(board=>board.randomFill(attrs));
  1706. break;
  1707. }
  1708. case SkillKinds.GenerateOrbs: { //产生珠子
  1709. let orbs = skill.orbs, exclude = skill.exclude, count = skill.count;
  1710. boardsBar.boards.forEach(board=>board.generateOrbs(orbs, count, exclude));
  1711. break;
  1712. }
  1713. case SkillKinds.FixedOrbs: { //固定位置产生珠子
  1714. for (const generate of skill.generates)
  1715. {
  1716. let orb = generate.orbs?.[0];
  1717. if (generate.type == 'shape') {
  1718. boardsBar.boards.forEach(board=>board.setShape(generate.positions, orb));
  1719. } else {
  1720. if (generate.type == 'row')
  1721. boardsBar.boards.forEach(board=>board.setRows(generate.positions, orb));
  1722. else
  1723. boardsBar.boards.forEach(board=>board.setColumns(generate.positions, orb));
  1724. }
  1725. }
  1726. break;
  1727. }
  1728. case SkillKinds.BoardJammingStates: { //产生板面干扰
  1729. const { state, posType, size, positions, count, time } = skill;
  1730. if (state == 'roulette') { //轮盘位
  1731. boardsBar.boards.forEach(board=>{
  1732. if (posType == 'random')
  1733. board.generateBlockStates('roulette', count);
  1734. else
  1735. board.setShape(positions, null, null, 'roulette');
  1736. });
  1737. }
  1738. if (state == 'clouds') { //云
  1739. boardsBar.boards.forEach(board=>{
  1740. board.generateBlockStates('clouds', count, size, positions);
  1741. });
  1742. }
  1743. if (state == 'immobility') { //封条
  1744. const {colums, rows} = skill.positions;
  1745. boardsBar.boards.forEach(board=>{
  1746. board.setColumns(colums, null, null, 'immobility');
  1747. board.setRows(rows, null, null, 'immobility');
  1748. });
  1749. }
  1750. if (state == 'deep-dark') { //超暗暗
  1751. const { min, max } = skill;
  1752. boardsBar?.boards?.forEach(board=>{
  1753. if (posType == 'random')
  1754. board.generateBlockStates('deep-dark', min == max ? min : Math.randomInteger(max, min));
  1755. else
  1756. board.setShape(positions, null, null, 'deep-dark');
  1757. });
  1758. }
  1759. break;
  1760. }
  1761. case SkillKinds.SetOrbState: { //修改珠子状态
  1762. const { orbs, state } = skill;
  1763. const count = skill?.arg?.count?.value ?? 99;
  1764. boardsBar.boards.forEach(board=>{
  1765. board.generateOrbs(orbs, count, null, state);
  1766. });
  1767. break;
  1768. }
  1769. }
  1770. }
  1771. const li = ul.appendChild(document.createElement("li"));
  1772. boardsBar.boards.forEach(board=>board.refreshTable());
  1773. li.appendChild(boardsBar.node);
  1774. li.className = "merge-board";
  1775. }
  1776. }
  1777. return ul;
  1778. }
  1779. //行列拆分成顺序和逆序的正常数字
  1780. function posSplit(pos, axis = 'row')
  1781. {
  1782. const max = axis == 'row' ? 5 : 6;
  1783. return [
  1784. pos.filter(n=>n<=2).map(n=>n+1),
  1785. pos.filter(n=>n>=3).reverse().map(n=>max-n),
  1786. ];
  1787. //return {sequence: pos.filter(n=>n<=2).map(n=>n+1), reverse: pos.filter(n=>n>=3).reverse().map(n=>max-n)};
  1788. }
  1789. function createSkillIcon(iconType, className){
  1790. const idoc = document.createElement("icon");
  1791. idoc.className = `icon-skill${className ? ` ${className}` : ''}`;
  1792. idoc.setAttribute("data-icon-type", iconType);
  1793. return idoc;
  1794. }
  1795. function renderSkill(skill, option = {})
  1796. {
  1797. function renderSkillTitle(skillId, { showTurns } = {}) {
  1798. const skill = Skills[skillId];
  1799. const div = document.createElement("summary");
  1800. div.className = "evolved-skill-title";
  1801. const name = div.appendChild(document.createElement("span"));
  1802. name.className = "skill-name";
  1803. name.textContent = skill.name;
  1804. name.setAttribute("data-skillid", skillId);
  1805. //name.onclick = fastShowSkill;
  1806. if (showTurns) {
  1807. const cd = div.appendChild(document.createElement("span"));
  1808. cd.className = "skill-cd";
  1809. cd.textContent = skill.initialCooldown - skill.maxLevel + 1;
  1810. if (skill.maxLevel > 1) {
  1811. const level = div.appendChild(document.createElement("span"));
  1812. level.className = "skill-level-label";
  1813. level.textContent = skill.maxLevel;
  1814. }
  1815. }
  1816. const originalSkill = document.createElement("div");
  1817. originalSkill.className = "skill-datail-original";
  1818. originalSkill.append(parseSkillDescription(skill));
  1819. return [div, originalSkill].nodeJoin();
  1820. }
  1821. const frg = document.createDocumentFragment();
  1822. if (typeof localTranslating == "undefined") return frg;
  1823. const tsp = localTranslating.skill_parse;
  1824. const createIcon = createSkillIcon;
  1825. if (Array.isArray(skill))
  1826. {
  1827. frg.ap(skill.map(_skill=>renderSkill(_skill)));
  1828. return frg;
  1829. }
  1830. switch (skill.kind) {
  1831. case SkillKinds.Error: {
  1832. let dict = { type: skill.kind };
  1833. frg.ap(tsp.skill.error(dict));
  1834. break;
  1835. }
  1836. case SkillKinds.Unknown: {
  1837. console.log(skill);
  1838. let dict = {
  1839. type: skill.kind
  1840. };
  1841. frg.ap(tsp.skill.unknown(dict));
  1842. break;
  1843. }
  1844. case SkillKinds.ActiveTurns: { //有回合的行动
  1845. let { turns, skills } = skill;
  1846. let dict = {
  1847. turns: Array.isArray(turns) ? turns.join(tsp.word.range_hyphen().textContent) : turns,
  1848. skills: skills?.map(renderSkill)?.nodeJoin(tsp.word.semicolon()),
  1849. };
  1850. frg.ap(tsp.skill.active_turns(dict));
  1851. break;
  1852. }
  1853. case SkillKinds.DelayActiveTurns: { //有推迟回合的行动
  1854. let { turns, skills } = skill;
  1855. let dict = {
  1856. turns: Array.isArray(turns) ? turns.join(tsp.word.range_hyphen().textContent) : turns,
  1857. icon: createIcon(SkillKinds.Delay),
  1858. skills: renderSkillEntry(skills),
  1859. };
  1860. frg.ap(tsp.skill.delay_active_turns(dict));
  1861. //独立出来
  1862. //frg.ap();
  1863. break;
  1864. }
  1865. case SkillKinds.RandomSkills: { //随机技能
  1866. let skills = skill.skills;
  1867. const ul = document.createElement("ul");
  1868. ul.className = "random-active-skill";
  1869. skills.forEach((subSkill, idx)=>{
  1870. const li = ul.appendChild(document.createElement("li"));
  1871. const details = li.appendChild(document.createElement("details"));
  1872. details.open = false; //随机类技能默认关闭
  1873. details.className = "skill-details";
  1874. details.appendChild(renderSkillTitle(skill.params[idx]));
  1875. details.appendChild(renderSkillEntry(subSkill));
  1876. });
  1877. let dict = {
  1878. skills: ul,
  1879. };
  1880. frg.ap(tsp.skill.random_skills(dict));
  1881. break;
  1882. }
  1883. case SkillKinds.EvolvedSkills: { //技能进化
  1884. let skills = skill.skills, loop = skill.loop;
  1885. const ul = document.createElement("ul");
  1886. ul.className = "evolved-active-skill";
  1887. skills.forEach((subSkill, idx)=>{
  1888. const li = ul.appendChild(document.createElement("li"));
  1889. const details = li.appendChild(document.createElement("details"));
  1890. details.open = true; //进化类技能默认打开
  1891. details.className = "skill-details";
  1892. details.appendChild(renderSkillTitle(skill.params[idx], { showTurns:true }));
  1893. details.appendChild(renderSkillEntry(subSkill));
  1894. });
  1895. let dict = {
  1896. skills: ul,
  1897. };
  1898. frg.ap(tsp.skill.evolved_skills(dict));
  1899. if (loop) frg.ap(tsp.skill.evolved_skills_loop({icon: createIcon("evolved-skill-loop")}));
  1900. break;
  1901. }
  1902. case SkillKinds.Delay: { //威吓
  1903. let dict = {
  1904. icon: createIcon(skill.kind),
  1905. };
  1906. frg.ap(tsp.skill.delay(dict));
  1907. break;
  1908. }
  1909. case SkillKinds.MassAttack: { //全体攻击
  1910. let dict = {
  1911. icon: createIcon(skill.kind),
  1912. };
  1913. frg.ap(tsp.skill.mass_attack(dict));
  1914. break;
  1915. }
  1916. case SkillKinds.LeaderChange: { //切换队长
  1917. let type = skill.type;
  1918. let dict = {
  1919. icon: createIcon(skill.kind),
  1920. target: type ? tsp.target.team_last() : tsp.target.self(),
  1921. };
  1922. frg.ap(tsp.skill.leader_change(dict));
  1923. break;
  1924. }
  1925. case SkillKinds.NoSkyfall: { //无天降
  1926. let dict = {
  1927. icon: createIcon(skill.kind),
  1928. };
  1929. frg.ap(tsp.skill.no_skyfall(dict));
  1930. break;
  1931. }
  1932. case SkillKinds.SelfHarm: { //主动自残
  1933. let value = skill.value;
  1934. let dict = {
  1935. icon: createIcon("heal", "hp-decr"),
  1936. value: renderValue(value, {percent: true}),
  1937. stats: tsp.stats.hp(),
  1938. };
  1939. frg.ap(tsp.skill.self_harm(dict));
  1940. break;
  1941. }
  1942. case SkillKinds.Heal: { //主动回血buff
  1943. let value = skill.value;
  1944. let dict = {
  1945. icon: createIcon("heal", "hp-incr"),
  1946. //icon: createIcon("auto-heal"),
  1947. value: renderValue(value, {unit: tsp.unit.point, percent: value.kind == SkillValueKind.xRCV ? false : true}),
  1948. stats: tsp.stats.hp(),
  1949. };
  1950. frg.ap(tsp.skill.heal(dict));
  1951. break;
  1952. }
  1953. case SkillKinds.AutoHealBuff: { //自动回血buff
  1954. let dict = {
  1955. icon: createIcon("auto-heal"),
  1956. value: renderValue(skill.value, {unit: tsp.unit.point, percent: true}),
  1957. stats: tsp.stats.hp(),
  1958. };
  1959. frg.ap(tsp.skill.auto_heal_buff(dict));
  1960. break;
  1961. }
  1962. case SkillKinds.DefenseBreak: { //破防
  1963. let dict = {
  1964. icon: createIcon(skill.kind),
  1965. value: renderValue(skill.value, {percent: true}),
  1966. };
  1967. frg.ap(tsp.skill.defense_break(dict));
  1968. break;
  1969. }
  1970. case SkillKinds.Poison: { //毒
  1971. let dict = {
  1972. icon: createIcon(skill.kind),
  1973. belong_to: tsp.target.self(),
  1974. target: tsp.target.enemy_all(),
  1975. stats: tsp.stats.hp(),
  1976. value: renderValue(skill.value),
  1977. };
  1978. frg.ap(tsp.skill.poison(dict));
  1979. break;
  1980. }
  1981. case SkillKinds.TimeExtend: { //时间变化buff
  1982. let value = skill.value;
  1983. let dict = {
  1984. icon: createIcon("status-time", SkillValue.isLess(value) ? "time-decr" : "time-incr"),
  1985. value: renderValue(value, { unit:tsp.unit.seconds, plusSign: value.kind != SkillValueKind.Percent, percent: SkillValue.isLess(value) }),
  1986. };
  1987. frg.ap(tsp.skill.time_extend(dict));
  1988. break;
  1989. }
  1990. case SkillKinds.FollowAttack: { //队长技倍率追打
  1991. let dict = {
  1992. //icon: createIcon("follow_attack"),
  1993. belong_to: tsp.target.self(),
  1994. target: tsp.target.enemy(),
  1995. value: renderValue(skill.value),
  1996. };
  1997. frg.ap(tsp.skill.follow_attack(dict));
  1998. break;
  1999. }
  2000. case SkillKinds.FollowAttackFixed: { //队长技固伤追打
  2001. let damage = skill.value;
  2002. let dict = {
  2003. damage: renderValue(damage, {unit: tsp.unit.point}),
  2004. attr: renderAttrs('fixed'),
  2005. };
  2006. frg.ap(tsp.skill.follow_attack_fixed(dict));
  2007. break;
  2008. }
  2009. case SkillKinds.AutoHeal: { //队长技自动回血
  2010. let dict = {
  2011. icon: createIcon(skill.kind),
  2012. belong_to: tsp.target.self(),
  2013. value: renderValue(skill.value),
  2014. stats: tsp.stats.hp(),
  2015. };
  2016. frg.ap(tsp.skill.auto_heal(dict));
  2017. break;
  2018. }
  2019. case SkillKinds.CTW: { //时间暂停
  2020. let {time, cond, skill: subSkill} = skill;
  2021. let dict = {
  2022. icon: createIcon(skill.kind),
  2023. time: renderValue(time, { unit: tsp.unit.seconds }),
  2024. };
  2025. if (cond) {
  2026. let dict2 = {
  2027. cond: renderCondition(cond),
  2028. skill: renderSkill(subSkill)
  2029. }
  2030. dict.addition = tsp.skill.ctw_addition(dict2);
  2031. }
  2032. frg.ap(tsp.skill.ctw(dict));
  2033. break;
  2034. }
  2035. case SkillKinds.Gravity: { //重力
  2036. let dict = {
  2037. icon: createIcon(skill.kind),
  2038. target: tsp.target.enemy(),
  2039. value: renderValue(skill.value, { percent:true }),
  2040. };
  2041. frg.ap(tsp.skill.gravity(dict));
  2042. break;
  2043. }
  2044. case SkillKinds.Resolve: { //根性
  2045. let prob = skill.prob;
  2046. let dict = {
  2047. icon: createIcon(skill.kind),
  2048. stats: renderStat('chp'),
  2049. min: renderValue(skill.min, { percent:true }),
  2050. max: renderValue(skill.max, { percent:true }),
  2051. };
  2052. frg.ap(tsp.skill.resolve(dict));
  2053. break;
  2054. }
  2055. case SkillKinds.DamageEnemy: { //大炮和固伤
  2056. let attr = skill.attr, target = skill.target, damage = skill.damage, times = skill.times;
  2057. if (attr == null) break; //没有属性时,编号为0的空技能
  2058. let dict = {
  2059. target: target === 'all' ? tsp.target.enemy_all() : target === 'single' ? tsp.target.enemy_one() : tsp.target.enemy_attr({attr: renderAttrs(target, {affix: true})}),
  2060. damage: renderValue(damage, {unit: tsp.unit.point}),
  2061. attr: renderAttrs(attr, {affix: (attr === 'self' || attr === 'fixed') ? false : true}),
  2062. };
  2063. if (times)
  2064. {
  2065. dict.times = tsp.skill.damage_enemy_times({
  2066. times: renderValue(v.constant(times), {unit: tsp.unit.times})
  2067. });
  2068. dict.totalDamage = tsp.skill.damage_enemy_count({
  2069. damage: renderValue(v.constant(damage.value * times), {unit: tsp.unit.point})
  2070. });
  2071. }
  2072. frg.ap(tsp.skill.damage_enemy(dict));
  2073. break;
  2074. }
  2075. case SkillKinds.Unbind: { //解封
  2076. let normal = skill.normal, awakenings = skill.awakenings, matches = skill.matches;
  2077. let effects = [];
  2078. let enabledStats = [normal, awakenings, matches].filter(Boolean);
  2079. if (merge_skill && enabledStats.length >= 2 && enabledStats.every((s,i,arr)=>s==arr[0]))
  2080. {
  2081. if (normal)
  2082. {
  2083. effects.push(tsp.skill.unbind_normal({icon: createIcon("unbind-normal")}));
  2084. }
  2085. if (awakenings)
  2086. {
  2087. effects.push(tsp.skill.unbind_awakenings({icon: createIcon("unbind-awakenings")}));
  2088. }
  2089. if (matches)
  2090. {
  2091. effects.push(tsp.skill.unbind_matches({icon: createIcon("unbind-matches")}));
  2092. }
  2093. let dict = {
  2094. turns: enabledStats[0],
  2095. stats: effects.nodeJoin(tsp.word.slight_pause()),
  2096. }
  2097. frg.ap(tsp.skill.unbind(dict));
  2098. }
  2099. else
  2100. {
  2101. if (normal)
  2102. {
  2103. let dict = {
  2104. turns: normal,
  2105. stats: tsp.skill.unbind_normal({icon: createIcon("unbind-normal")}),
  2106. }
  2107. effects.push(tsp.skill.unbind(dict));
  2108. }
  2109. if (awakenings)
  2110. {
  2111. let dict = {
  2112. turns: awakenings,
  2113. stats: tsp.skill.unbind_awakenings({icon: createIcon("unbind-awakenings")}),
  2114. }
  2115. effects.push(tsp.skill.unbind(dict));
  2116. }
  2117. if (matches)
  2118. {
  2119. let dict = {
  2120. turns: matches,
  2121. stats: tsp.skill.unbind_matches({icon: createIcon("unbind-matches")}),
  2122. }
  2123. effects.push(tsp.skill.unbind(dict));
  2124. }
  2125. frg.ap(effects.nodeJoin(tsp.word.comma()));
  2126. }
  2127. break;
  2128. }
  2129. case SkillKinds.BindSkill: {
  2130. let dict = {
  2131. icon: createIcon(skill.kind)
  2132. };
  2133. frg.ap(tsp.skill.bind_skill(dict));
  2134. break;
  2135. }
  2136. case SkillKinds.BoardChange: { //洗版
  2137. const attrs = skill.attrs;
  2138. let dict = {
  2139. orbs: renderOrbs(attrs),
  2140. };
  2141. frg.ap(tsp.skill.board_change(dict));
  2142. if (!merge_skill)
  2143. {
  2144. const boardsBar = new BoardSet(new Board(attrs), new Board(attrs,7,6), new Board(attrs,5,4));
  2145. boardsBar.boards.forEach(board=>{
  2146. board.refreshTable();
  2147. });
  2148. frg.ap(boardsBar.node);
  2149. }
  2150. break;
  2151. }
  2152. case SkillKinds.SkillBoost: { //溜
  2153. const min = skill.min, max = skill.max;
  2154. let dict = {
  2155. icon: createIcon(skill.kind, SkillValue.isLess(min) ? "boost-decr" : "boost-incr"),
  2156. turns_min: renderValue(min, { unit:tsp.unit.turns, plusSign:true }),
  2157. };
  2158. if (max.value !== min.value) {
  2159. dict.turns_max = tsp.skill.skill_boost_range(
  2160. {turns: renderValue(max, { unit:tsp.unit.turns, plusSign:true })}
  2161. );
  2162. }
  2163. frg.ap(tsp.skill.skill_boost(dict));
  2164. break;
  2165. }
  2166. case SkillKinds.AddCombo: { //+C
  2167. const value = skill.value;
  2168. let icon = createIcon(skill.kind);
  2169. icon.setAttribute("data-add-combo", value);
  2170. let dict = {
  2171. icon: icon,
  2172. value: value,
  2173. };
  2174. frg.ap(tsp.skill.add_combo(dict));
  2175. break;
  2176. }
  2177. case SkillKinds.FixedTime: { //固定手指
  2178. const value = skill.value;
  2179. let dict = {
  2180. icon: createIcon(skill.kind),
  2181. value: renderValue(value, { unit: tsp.unit.seconds }),
  2182. };
  2183. frg.ap(tsp.skill.fixed_time(dict));
  2184. break;
  2185. }
  2186. case SkillKinds.MinMatchLength: { //最低匹配长度
  2187. const value = skill.value;
  2188. let dict = {
  2189. icon: createIcon(skill.kind),
  2190. unmatchable: value - 1,
  2191. matchable: value,
  2192. };
  2193. frg.ap(tsp.skill.min_match_length(dict));
  2194. break;
  2195. }
  2196. case SkillKinds.DropRefresh: { //刷版
  2197. let dict = {
  2198. icon: createIcon(skill.kind),
  2199. };
  2200. frg.ap(tsp.skill.drop_refresh(dict));
  2201. break;
  2202. }
  2203. case SkillKinds.Drum: { //太鼓达人音效
  2204. frg.ap(tsp.skill.drum());
  2205. break;
  2206. }
  2207. case SkillKinds.AutoPath: { //小龙的萌新技能
  2208. frg.ap(tsp.skill.auto_path());
  2209. break;
  2210. }
  2211. case SkillKinds.Vampire: { //吸血
  2212. let attr = skill.attr, damage = skill.damage, heal = skill.heal;
  2213. let _dict = {
  2214. target: tsp.target.enemy_one(),
  2215. damage: renderValue(damage),
  2216. attr: renderAttrs(attr, {affix: (attr === 'self' || attr === 'fixed') ? false : true}),
  2217. };
  2218. let dict = {
  2219. icon: createIcon("heal", "hp-incr"),
  2220. damage_enemy: tsp.skill.damage_enemy(_dict),
  2221. heal: renderValue(heal, {percent: true}),
  2222. };
  2223. frg.ap(tsp.skill.vampire(dict));
  2224. break;
  2225. }
  2226. case SkillKinds.CounterAttack: { //反击
  2227. let attr = skill.attr, prob = skill.prob, value = skill.value;
  2228. let dict = {
  2229. icon: createIcon(skill.kind),
  2230. target: tsp.target.enemy(),
  2231. chance: prob.value < 1 ? tsp.value.prob({value: renderValue(prob, { percent:true })}) : null,
  2232. value: renderValue(value),
  2233. attr: renderAttrs(attr, {affix: true}),
  2234. };
  2235. frg.ap(tsp.skill.counter_attack(dict));
  2236. break;
  2237. }
  2238. case SkillKinds.ChangeOrbs: { //珠子变换
  2239. let changes = skill.changes;
  2240. let subDocument = [];
  2241. for (const change of changes)
  2242. {
  2243. let dict = {
  2244. from: renderOrbs(change.from),
  2245. to: renderOrbs(change.to),
  2246. };
  2247. subDocument.push(tsp.skill.change_orbs(dict));
  2248. }
  2249. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  2250. break;
  2251. }
  2252. case SkillKinds.GenerateOrbs: { //产生珠子
  2253. let orbs = skill.orbs, exclude = skill.exclude, count = skill.count;
  2254. let dict = {
  2255. exclude: exclude?.length ? tsp.word.affix_exclude({cotent: renderOrbs(exclude)}) : void 0,
  2256. orbs: renderOrbs(orbs),
  2257. value: count,
  2258. };
  2259. frg.ap(tsp.skill.generate_orbs(dict));
  2260. if (!merge_skill)
  2261. {
  2262. const boardsBar = new BoardSet(new Board(), new Board(null,7,6), new Board(null,5,4));
  2263. boardsBar.boards.forEach(board=>{
  2264. board.generateOrbs(orbs, count, exclude);
  2265. board.refreshTable();
  2266. });
  2267. frg.ap(boardsBar.node);
  2268. }
  2269. break;
  2270. }
  2271. case SkillKinds.FixedOrbs: { //固定位置产生珠子
  2272. let generates = skill.generates;
  2273. let slight_pause = tsp.word.slight_pause().textContent;
  2274. let subDocument = [];
  2275. const boardsBar = merge_skill ? null : new BoardSet(new Board(), new Board(null,7,6), new Board(null,5,4));
  2276. for (const generate of generates)
  2277. {
  2278. let orb = generate.orbs?.[0];
  2279. let dict = {
  2280. orbs: renderOrbs(orb),
  2281. };
  2282. if (generate.type == 'shape')
  2283. {
  2284. dict.position = tsp.position.shape();
  2285. boardsBar?.boards?.forEach(board=>board.setShape(generate.positions, orb));
  2286. }else
  2287. {
  2288. let posFrgs = [];
  2289. if (generate.positions.length == 0) continue;
  2290. if (generate.type == 'row')
  2291. {
  2292. const [sequence, reverse] = posSplit(generate.positions, 'row');
  2293. if (sequence.length) posFrgs.push(tsp.position.top({pos: sequence.join(slight_pause)}));
  2294. if (reverse.length) posFrgs.push(tsp.position.bottom({pos: reverse.join(slight_pause)}));
  2295. boardsBar?.boards?.forEach(board=>board.setRows(generate.positions, orb));
  2296. }else
  2297. {
  2298. const [sequence, reverse] = posSplit(generate.positions, 'colum');
  2299. if (sequence.length) posFrgs.push(tsp.position.left({pos: sequence.join(slight_pause)}));
  2300. if (reverse.length) posFrgs.push(tsp.position.right({pos: reverse.join(slight_pause)}));
  2301. boardsBar?.boards?.forEach(board=>board.setColumns(generate.positions, orb));
  2302. }
  2303. dict.position = posFrgs.nodeJoin(tsp.word.slight_pause());
  2304. }
  2305. subDocument.push(tsp.skill.fixed_orbs(dict));
  2306. }
  2307. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  2308. if (boardsBar) {
  2309. boardsBar.boards.forEach(board=>board.refreshTable());
  2310. frg.ap(boardsBar.node);
  2311. }
  2312. break;
  2313. }
  2314. case SkillKinds.OrbDropIncrease: { //增加天降
  2315. let {prob, attrs, flag, value} = skill;
  2316. prob = prob || v.percent(100);
  2317. let dict = {
  2318. prob: renderValue(prob, {percent: true}),
  2319. orbs: renderOrbs(attrs, {className: "drop", affix: true}),
  2320. flag: flag && tsp.orbs[flag]({icon: createIcon("orb-" + flag)}) || null,
  2321. };
  2322. if (value?.kind == SkillValueKind.xMaxHP) {
  2323. dict.value = tsp.skill.orb_thorn({value: renderValue(value, {percent: true})})
  2324. }
  2325. frg.ap(flag ? tsp.skill.orb_drop_increase_flag(dict) : tsp.skill.orb_drop_increase(dict));
  2326. break;
  2327. }
  2328. case SkillKinds.VoidEnemyBuff: {
  2329. let buffs = skill.buffs;
  2330. let subDocument = [];
  2331. for (const buff of buffs)
  2332. {
  2333. let dict = {
  2334. icon: createIcon(buff),
  2335. };
  2336. subDocument.push(tsp.skill[buff.replace(/\-/g,'_')](dict));
  2337. }
  2338. let dict = {
  2339. buff: subDocument.nodeJoin(tsp.word.slight_pause()),
  2340. };
  2341. frg.ap(tsp.skill.void_enemy_buff(dict));
  2342. break;
  2343. }
  2344. case SkillKinds.ChangeAttribute: {
  2345. let attr = skill.attr, target = skill.target;
  2346. let dict = {
  2347. attrs: renderAttrs(attr, {affix: true}),
  2348. target: target === 'opponent' ? tsp.target.enemy_all() : tsp.target.self(),
  2349. };
  2350. frg.ap(tsp.skill.change_attribute(dict));
  2351. break;
  2352. }
  2353. case SkillKinds.SetOrbState: {
  2354. let orbs = skill.orbs, state = skill.state, arg = skill.arg;
  2355. let dict = {
  2356. orbs: renderOrbs(orbs, {className: state, affix: true}),
  2357. icon: createIcon('orb-' + state),
  2358. };
  2359. switch (state)
  2360. {
  2361. case "enhanced":{
  2362. dict.value = renderValue(arg.enhance, {percent: true});
  2363. frg.ap(tsp.skill.set_orb_state_enhanced(dict));
  2364. break;
  2365. }
  2366. case "locked":{
  2367. if (arg.count.value < 42)
  2368. dict.value = renderValue(arg.count, {unit: tsp.unit.orbs});
  2369. frg.ap(tsp.skill.set_orb_state_locked(dict));
  2370. break;
  2371. }
  2372. case "unlocked":{
  2373. frg.ap(tsp.skill.set_orb_state_unlocked(dict));
  2374. break;
  2375. }
  2376. case "bound":{
  2377. frg.ap(tsp.skill.set_orb_state_bound(dict));
  2378. break;
  2379. }
  2380. }
  2381. break;
  2382. }
  2383. case SkillKinds.RateMultiply: {
  2384. let rate = skill.rate, value = skill.value;
  2385. let dict = {
  2386. rate: tsp.skill["rate_multiply_" + rate]({icon: createIcon(skill.kind + "-" + rate)}),
  2387. value: renderValue(value),
  2388. };
  2389. frg.ap(tsp.skill.rate_multiply(dict));
  2390. break;
  2391. }
  2392. case SkillKinds.ReduceDamage: {
  2393. let attrs = skill.attrs, percent = skill.percent, condition = skill.condition, prob = skill.prob;
  2394. let dict = {
  2395. icon: createIcon(skill.kind),
  2396. attrs: renderAttrs(attrs, {affix: true}),
  2397. value: renderValue(percent, {percent: true}),
  2398. condition: condition ? renderCondition(condition) : null,
  2399. chance: prob.value < 1 ? tsp.value.prob({value: renderValue(prob, { percent:true })}) : null,
  2400. };
  2401. frg.ap(tsp.skill.reduce_damage(dict));
  2402. break;
  2403. }
  2404. case SkillKinds.PowerUp: {
  2405. let { attrs, types, targets, condition, value, reduceDamage, additional, eachTime } = skill;
  2406. let dict = {
  2407. icon: createIcon(skill.kind),
  2408. };
  2409. let comma = tsp.word.comma;
  2410. if (condition) dict.condition = renderCondition(condition);
  2411. let targetDict = {}, attrs_types = [];
  2412. if (attrs?.length && !isEqual(attrs, Attributes.all()))
  2413. {
  2414. targetDict.attrs = renderAttrs(attrs || [], {affix: attrs?.filter(attr=> attr !== 5)?.length});
  2415. attrs_types.push(targetDict.attrs);
  2416. }
  2417. if (types?.length)
  2418. {
  2419. targetDict.types = renderTypes(types || [], {affix: true});
  2420. attrs_types.push(targetDict.types);
  2421. }
  2422. if (targets != undefined)
  2423. {
  2424. targetDict.target = document.createDocumentFragment();
  2425. //增加队员伤害的技能的目标,删选出来,其他的目标则不显示
  2426. let atkUpTarget = targets.filter(n=>["self","leader-self","leader-helper","sub-members"].includes(n));
  2427. if (atkUpTarget.length) {
  2428. const ul = targetDict.target.appendChild(document.createElement("ul"));
  2429. ul.className = "team-flags";
  2430. for (let i = 0; i<6; i++) {
  2431. const li = ul.appendChild(document.createElement("li"));
  2432. li.className = "team-member-icon";
  2433. }
  2434. atkUpTarget.forEach(n=>ul.classList.add(n));
  2435. }
  2436. targetDict.target.appendChild(targets.map(target=>
  2437. tsp?.target[target.replaceAll("-","_")]?.())
  2438. .nodeJoin(tsp.word.slight_pause()));
  2439. attrs_types.push(targetDict.target);
  2440. }
  2441. if (attrs_types.length)
  2442. {
  2443. targetDict.attrs_types = attrs_types.nodeJoin(tsp.word.slight_pause());
  2444. }
  2445. if (attrs_types.length) dict.targets = tsp.skill.power_up_targets(targetDict);
  2446. if (value){
  2447. /*if (attrs?.includes(5) && value.kind == SkillPowerUpKind.Multiplier)
  2448. { //如果属性有5,则是回复力
  2449. let _value = Object.assign({}, value);
  2450. _value.rcv = value.atk;
  2451. _value.atk = value.rcv;
  2452. value = _value;
  2453. }*/
  2454. if (value.kind == SkillPowerUpKind.Multiplier && Boolean(value.hp || value.atk || value.rcv) == false)
  2455. {
  2456. //不显示 value
  2457. }else
  2458. {
  2459. dict.value = renderPowerUp(value);
  2460. }
  2461. }
  2462. if (reduceDamage && reduceDamage.value > 0) {
  2463. let reduceDamageNode = tsp.skill.reduce_damage({
  2464. value: renderValue(reduceDamage, {percent: true}),
  2465. icon: createIcon("reduce-damage"),
  2466. });
  2467. dict.reduceDamage = [comma(), reduceDamageNode].nodeJoin();
  2468. }
  2469. if (additional?.length) {
  2470. let additionalNode = additional.filter(Boolean).map(subSkill=>renderSkill(subSkill, option));
  2471. dict.additional = [comma(), additionalNode.nodeJoin(comma())].nodeJoin();
  2472. }
  2473. if (eachTime) {
  2474. dict.each_time = tsp.word.each_time();
  2475. }
  2476. frg.ap(tsp.skill.power_up(dict));
  2477. break;
  2478. }
  2479. case SkillKinds.Henshin: { //变身
  2480. let ids = skill.ids, random = skill.random;
  2481. let doms = ids.map(id=>{
  2482. let dom = cardN(id);
  2483. dom.monDom.onclick = changeToIdInSkillDetail;
  2484. return dom; })
  2485. let dict = {
  2486. cards: doms.nodeJoin(),
  2487. }
  2488. frg.ap(random ?
  2489. tsp.skill.random_henshin(dict) :
  2490. tsp.skill.henshin(dict)
  2491. );
  2492. break;
  2493. }
  2494. case SkillKinds.VoidPoison: { //毒无效
  2495. let dict = {
  2496. poison: renderOrbs([7,8], {affix: true})
  2497. }
  2498. frg.ap(tsp.skill.void_poison(dict));
  2499. break;
  2500. }
  2501. case SkillKinds.SkillProviso: { //条件限制才能用技能
  2502. let cond = skill.cond;
  2503. let dict = {
  2504. condition: renderCondition(cond)
  2505. }
  2506. frg.ap(tsp.skill.skill_proviso(dict));
  2507. break;
  2508. }
  2509. case SkillKinds.ImpartAwakenings: { //赋予队员觉醒
  2510. let attrs = skill.attrs, types = skill.types, awakenings = skill.awakenings;
  2511. let dict = {
  2512. awakenings: renderAwakenings(awakenings, {affix: true}),
  2513. }
  2514. let attrs_types = [];
  2515. if (attrs?.length && !isEqual(attrs, Attributes.all()))
  2516. {
  2517. dict.attrs = renderAttrs(attrs || [], {affix: attrs?.filter(attr=> attr !== 5)?.length});
  2518. attrs_types.push(dict.attrs);
  2519. }
  2520. if (types?.length)
  2521. {
  2522. dict.types = renderTypes(types || [], {affix: true});
  2523. attrs_types.push(dict.types);
  2524. }
  2525. if (attrs_types.length)
  2526. {
  2527. dict.attrs_types = attrs_types.nodeJoin(tsp.word.slight_pause());
  2528. }
  2529. frg.ap(tsp.skill.impart_awoken(dict));
  2530. break;
  2531. }
  2532. case SkillKinds.ObstructOpponent: { //条件限制才能用技能
  2533. let type = skill.type, pos = skill.pos, enemy_skills = skill.enemy_skills;
  2534. let slight_pause = tsp.word.slight_pause().textContent;
  2535. let dict = {
  2536. skills: enemy_skills.join(slight_pause)
  2537. }
  2538. let targetDict = { positions: pos?.map(p=>p+1).join(slight_pause)}
  2539. switch (type)
  2540. {
  2541. case "after-me": {
  2542. dict.target = tsp.skill.obstruct_opponent_after_me(targetDict);
  2543. break;
  2544. }
  2545. case "designated-position": {
  2546. dict.target = tsp.skill.obstruct_opponent_designated_position(targetDict);
  2547. break;
  2548. }
  2549. case "before-me": {
  2550. dict.target = tsp.skill.obstruct_opponent_before_me(targetDict);
  2551. break;
  2552. }
  2553. default: {
  2554. dict.target = tsp.cond.unknown();
  2555. break;
  2556. }
  2557. }
  2558. frg.ap(tsp.skill.obstruct_opponent(dict));
  2559. break;
  2560. }
  2561. case SkillKinds.IncreaseDamageCap: { //增加伤害上限
  2562. const {cap, targets} = skill;
  2563. let dict = {
  2564. icon: createIcon(skill.kind),
  2565. targets: targets.map(target=>
  2566. tsp?.target[target.replaceAll("-","_")]?.())
  2567. .nodeJoin(tsp.word.slight_pause()),
  2568. cap: cap.bigNumberToString(),
  2569. };
  2570. frg.ap(tsp.skill.increase_damage_cap(dict));
  2571. break;
  2572. }
  2573. case SkillKinds.BoardJammingStates: { //板面产生干扰状态
  2574. const { state, posType, positions, count, time, attrs } = skill;
  2575. const boardsBar = merge_skill ? null : new BoardSet(new Board(), new Board(null,7,6), new Board(null,5,4));
  2576. const slight_pause = tsp.word.slight_pause().textContent;
  2577. let dict = {
  2578. icon: createIcon('board-' + state),
  2579. state: tsp.board[state.replaceAll("-","_")](),
  2580. position: posType == 'random' ? tsp.position.random() : tsp.position.shape(),
  2581. };
  2582. if (state == 'roulette') { //轮盘位
  2583. const commentContent = [];
  2584. time && commentContent.push(tsp.board.roulette_time({duration: renderValue(v.constant(time), {unit: tsp.unit.seconds})}));
  2585. Array.isArray(attrs) && attrs.length && commentContent.push(tsp.board.roulette_attrs({orbs: renderOrbs(attrs)}));
  2586. dict.comment = tsp.word.comment({content: commentContent.nodeJoin(tsp.word.slight_pause())});
  2587. dict.count = renderValue(v.constant(count || positions.flat().length), {unit: tsp.unit.orbs});
  2588. boardsBar?.boards?.forEach(board=>{
  2589. if (posType == 'random')
  2590. board.generateBlockStates('roulette', count);
  2591. else
  2592. board.setShape(positions, null, null, 'roulette');
  2593. });
  2594. }
  2595. if (state == 'clouds') { //云
  2596. const [width, height] = skill.size;
  2597. dict.size = tsp.value.size({ width, height});
  2598. boardsBar?.boards?.forEach(board=>{
  2599. board.generateBlockStates('clouds', count, [width, height], positions);
  2600. });
  2601. }
  2602. if (state == 'immobility') { //封条
  2603. const {colums, rows} = skill.positions;
  2604. let posFrgs = [];
  2605. const [sequenceCols, reverseCols] = posSplit(colums, 'colum');
  2606. if (sequenceCols.length) posFrgs.push(tsp.position.left({pos: sequenceCols.join(slight_pause)}));
  2607. if (reverseCols.length) posFrgs.push(tsp.position.right({pos: reverseCols.join(slight_pause)}));
  2608. const [sequenceRows, reverseRows] = posSplit(rows, 'row');
  2609. if (sequenceRows.length) posFrgs.push(tsp.position.top({pos: sequenceRows.join(slight_pause)}));
  2610. if (reverseRows.length) posFrgs.push(tsp.position.bottom({pos: reverseRows.join(slight_pause)}));
  2611. boardsBar?.boards?.forEach(board=>{
  2612. board.setColumns(colums, null, null, 'immobility');
  2613. board.setRows(rows, null, null, 'immobility');
  2614. });
  2615. dict.position = posFrgs.nodeJoin(tsp.word.slight_pause());
  2616. }
  2617. if (state == 'deep-dark') { //超暗暗
  2618. const { min, max } = skill;
  2619. dict.count = renderValue(v.constant(min), {unit: tsp.unit.orbs});
  2620. if (min !== max) {
  2621. dict.count.append(tsp.word.range_hyphen(),renderValue(v.constant(max), {unit: tsp.unit.orbs}));
  2622. }
  2623. boardsBar?.boards?.forEach(board=>{
  2624. if (posType == 'random')
  2625. board.generateBlockStates('deep-dark', min == max ? min : Math.randomInteger(max, min));
  2626. else
  2627. board.setShape(positions, null, null, 'deep-dark');
  2628. });
  2629. }
  2630. frg.ap(tsp.skill.board_jamming_state(dict));
  2631. if (boardsBar) {
  2632. boardsBar.boards.forEach(board=>board.refreshTable());
  2633. frg.ap(boardsBar.node);
  2634. }
  2635. break;
  2636. }
  2637. case SkillKinds.BoardSizeChange: { //改变板面大小
  2638. const { width, height } = skill;
  2639. let dict = {
  2640. icon: createIcon(skill.kind),
  2641. size: tsp.value.size({ width, height}),
  2642. };
  2643. frg.ap(tsp.skill.board_size_change(dict));
  2644. break;
  2645. }
  2646. case SkillKinds.RemoveAssist: { //去除武器
  2647. let dict = {
  2648. icon: createIcon(skill.kind)
  2649. };
  2650. frg.ap(tsp.skill.remove_assist(dict));
  2651. break;
  2652. }
  2653. case SkillKinds.PredictionFalling: { //预知掉落
  2654. let dict = {
  2655. icon: createIcon(skill.kind)
  2656. };
  2657. frg.ap(tsp.skill.prediction_falling(dict));
  2658. break;
  2659. }
  2660. default: {
  2661. console.log("未处理的技能类型",skill.kind, skill);
  2662. frg.ap(skill.kind);
  2663. }
  2664. }
  2665. return frg;
  2666. };
  2667. function renderStat(stat, option) {
  2668. const frg = document.createDocumentFragment();
  2669. if (typeof localTranslating == "undefined") return frg;
  2670. const tspt = localTranslating.skill_parse.stats;
  2671. if (tspt[stat])
  2672. frg.ap(tspt[stat](option));
  2673. else
  2674. {
  2675. console.log("未知状态类型",stat);
  2676. frg.ap(tspt.unknown({ type: stat }));
  2677. }
  2678. return frg;
  2679. }
  2680. function renderAttrs(attrs, option = {}) {
  2681. if (!Array.isArray(attrs))
  2682. attrs = [attrs ?? 0];
  2683. const frg = document.createDocumentFragment();
  2684. if (typeof localTranslating == "undefined") return frg;
  2685. const tsp = localTranslating.skill_parse;
  2686. let contentFrg;
  2687. if (isEqual(attrs, Attributes.all()))
  2688. {
  2689. contentFrg = tsp.attrs.all();
  2690. }
  2691. else
  2692. {
  2693. contentFrg = attrs.map(attr => {
  2694. const icon = document.createElement("icon");
  2695. icon.className = "attr";
  2696. icon.setAttribute("data-attr-icon",attr);
  2697. return tsp.attrs?.[attr]({icon: icon});
  2698. })
  2699. .nodeJoin(tsp.word.slight_pause());
  2700. }
  2701. if (option.affix)
  2702. contentFrg = tsp.word.affix_attr({cotent: contentFrg});
  2703. frg.ap(contentFrg);
  2704. return frg;
  2705. }
  2706. function renderOrbs(attrs, option = {}) {
  2707. if (!Array.isArray(attrs))
  2708. attrs = [attrs ?? 0];
  2709. const frg = document.createDocumentFragment();
  2710. if (typeof localTranslating == "undefined") return frg;
  2711. const tsp = localTranslating.skill_parse;
  2712. let contentFrg;
  2713. if (isEqual(attrs, Attributes.orbs()))
  2714. {
  2715. contentFrg = tsp.orbs.all();
  2716. }
  2717. else if (isEqual(attrs, Attributes.all()))
  2718. {
  2719. contentFrg = renderOrbs('_5color');
  2720. }
  2721. else if (isEqual(attrs, Attributes._6color()))
  2722. {
  2723. contentFrg = tsp.orbs._6color({
  2724. _5color: renderOrbs('_5color'),
  2725. orb_rcv: renderOrbs(5),
  2726. });
  2727. }
  2728. else
  2729. {
  2730. contentFrg = attrs.map(attr => {
  2731. const icon = document.createElement("icon");
  2732. icon.className = "orb";
  2733. if (option.className) icon.className += " " + option.className;
  2734. icon.setAttribute("data-orb-icon",attr);
  2735. let dict = {
  2736. icon: icon,
  2737. }
  2738. return tsp.orbs?.[attr](dict);
  2739. })
  2740. .nodeJoin(tsp.word.slight_pause());
  2741. }
  2742. if (option.affix)
  2743. contentFrg = tsp.word.affix_orb({cotent: contentFrg});
  2744. if (option.any && attrs.length >= 2)
  2745. contentFrg = tsp.orbs.any({cotent: contentFrg});
  2746. frg.ap(contentFrg);
  2747. return frg;
  2748. }
  2749. function renderTypes(types, option = {}) {
  2750. if (!Array.isArray(types))
  2751. types = [types ?? 0];
  2752. const frg = document.createDocumentFragment();
  2753. if (typeof localTranslating == "undefined") return frg;
  2754. const tsp = localTranslating.skill_parse;
  2755. let contentFrg = types.map(type => {
  2756. const icon = document.createElement("icon");
  2757. icon.className = "type-icon";
  2758. icon.setAttribute("data-type-icon",type);
  2759. return tsp.types?.[type]({icon: icon});
  2760. })
  2761. .nodeJoin(tsp.word.slight_pause());
  2762. if (option.affix)
  2763. contentFrg = tsp.word.affix_type({cotent: contentFrg});
  2764. frg.ap(contentFrg);
  2765. return frg;
  2766. }
  2767. function renderAwakenings(awakenings, option = {}) {
  2768. if (!Array.isArray(awakenings))
  2769. awakenings = [awakenings ?? 0];
  2770. const frg = document.createDocumentFragment();
  2771. if (typeof localTranslating == "undefined") return frg;
  2772. const tsp = localTranslating.skill_parse;
  2773. let contentFrg = awakenings.map(awoken => {
  2774. const icon = document.createElement("icon");
  2775. icon.className = "awoken-icon";
  2776. icon.setAttribute("data-awoken-icon",awoken);
  2777. return tsp.awokens?.[awoken]({icon: icon});
  2778. })
  2779. .nodeJoin(tsp.word.slight_pause());
  2780. if (option.affix)
  2781. contentFrg = tsp.word.affix_awakening({cotent: contentFrg});
  2782. frg.ap(contentFrg);
  2783. return frg;
  2784. }
  2785. function renderCondition(cond) {
  2786. const frg = document.createDocumentFragment();
  2787. const tsp = localTranslating.skill_parse;
  2788. if (cond.hp) {
  2789. let dict = {
  2790. hp: renderStat('chp'),
  2791. min: renderValue(v.percent(cond.hp.min * 100), {percent: true}),
  2792. max: renderValue(v.percent(cond.hp.max * 100), {percent: true}),
  2793. };
  2794. if (cond.hp.min === cond.hp.max)
  2795. frg.ap(tsp.cond.hp_equal(dict));
  2796. else if (cond.hp.min === 0)
  2797. frg.ap(tsp.cond.hp_less_or_equal(dict));
  2798. else if (cond.hp.max === 1)
  2799. frg.ap(tsp.cond.hp_greater_or_equal(dict));
  2800. else
  2801. frg.ap(tsp.cond.hp_belong_to_range(dict));
  2802. } else if (cond.useSkill) {
  2803. frg.ap(tsp.cond.use_skill());
  2804. } else if (cond.multiplayer) {
  2805. frg.ap(tsp.cond.multi_player());
  2806. } else if (cond.remainOrbs) {
  2807. let dict = {
  2808. value: renderValue(v.constant(cond.remainOrbs.count), {unit: tsp.unit.orbs}),
  2809. };
  2810. frg.ap(tsp.cond.remain_orbs(dict));
  2811. } else if (cond.combos) {
  2812. const { min } = cond.combos;
  2813. let dict = { min };
  2814. frg.ap(tsp.power.scale_combos(dict));
  2815. } else if (cond.attrs) {
  2816. const { attrs, min} = cond.attrs;
  2817. let dict = {
  2818. min,
  2819. orbs: renderOrbs(attrs, {affix: true})
  2820. };
  2821. frg.ap(tsp.power.scale_attributes(dict));
  2822. } else if (cond.exact) {
  2823. const { type, attrs , value} = cond.exact;
  2824. if (type === 'combo') {
  2825. let dict = { value };
  2826. frg.ap(tsp.cond.exact_combo(dict));
  2827. } else if (type === 'match-length') {
  2828. let dict = {
  2829. orbs: attrs === 'enhanced' ? tsp.cond.exact_match_enhanced() : renderOrbs(attrs, {affix: true})
  2830. };
  2831. if (value) {
  2832. dict.length = tsp.cond.exact_length({value:renderValue(v.constant(value), {unit: tsp.unit.orbs})});
  2833. }
  2834. frg.ap(tsp.cond.exact_match_length(dict));
  2835. }
  2836. } else if (cond.compo) {
  2837. let dict = {};
  2838. switch (cond.compo.type)
  2839. {
  2840. case 'card':{
  2841. dict.ids = cond.compo.ids.map(mid=>{
  2842. const dom = cardN(mid);
  2843. dom.monDom.onclick = changeToIdInSkillDetail;
  2844. return dom;
  2845. }).nodeJoin();
  2846. frg.ap(tsp.cond.compo_type_card(dict));
  2847. break;
  2848. }
  2849. case 'series':{
  2850. dict.ids = cond.compo.ids.map(cid=>{
  2851. const lnk = document.createElement("a");
  2852. lnk.className ="detail-search monster-collabId";
  2853. lnk.setAttribute("data-collabId",cid);
  2854. lnk.onclick = searchCollab;
  2855. lnk.textContent = (cid == 10001 ? Cards[5435] : Cards.find(card=>card.collabId == cid))?.altName?.[0] ?? `No.${cid}`;
  2856. return lnk;
  2857. }).nodeJoin(tsp.word.slight_pause());
  2858. frg.ap(tsp.cond.compo_type_series(dict));
  2859. break;
  2860. }
  2861. case 'evolution':{
  2862. dict.ids = cond.compo.ids.map(type=>{
  2863. const lnk = document.createElement("a");
  2864. lnk.className ="detail-search";
  2865. switch (type)
  2866. {
  2867. case "pixel-evo":{ //像素进化
  2868. lnk.appendChild(tsp.word.evo_type_pixel());
  2869. lnk.onclick = function(){
  2870. showSearch(Cards.filter(card=>card.evoMaterials.includes(3826)));
  2871. };
  2872. break;
  2873. }
  2874. case "reincarnation-evo":{ //转生或超转生
  2875. lnk.appendChild(tsp.word.evo_type_reincarnation());
  2876. lnk.onclick = function(){
  2877. showSearch(Cards.filter(card=>isReincarnated(card)));
  2878. };
  2879. break;
  2880. }
  2881. default:{ //转生或超转生
  2882. return tsp.word.evo_type_unknow({ type });
  2883. }
  2884. }
  2885. return lnk;
  2886. }).nodeJoin(tsp.word.slight_pause());
  2887. frg.ap(tsp.cond.compo_type_evolution(dict));
  2888. break;
  2889. }
  2890. case 'team-total-rarity':{
  2891. dict.rarity = cond.compo.ids;
  2892. frg.ap(tsp.cond.compo_type_team_total_rarity(dict));
  2893. break;
  2894. }
  2895. case 'team-same-rarity':{
  2896. let rarity = cond.compo.ids;
  2897. switch (rarity) {
  2898. case -1:
  2899. dict.rarity = tsp.word.different();
  2900. break;
  2901. case -2:
  2902. dict.rarity = tsp.word.same();
  2903. break;
  2904. default:
  2905. dict.rarity = rarity;
  2906. }
  2907. frg.ap(tsp.cond.compo_type_team_same_rarity(dict));
  2908. break;
  2909. }
  2910. }
  2911. } else if (cond.LShape) {
  2912. let dict = {
  2913. orbs: renderOrbs(cond.LShape.attrs, {affix: true, any: true}),
  2914. };
  2915. frg.ap(tsp.cond.L_shape(dict));
  2916. } else if (cond.heal) {
  2917. let dict = {
  2918. orbs: renderOrbs(5, {affix: true}),
  2919. heal: renderValue(v.constant(cond.heal.min), {unit: tsp.unit.point}),
  2920. stats: renderStat('hp'),
  2921. };
  2922. frg.ap(tsp.cond.heal(dict));
  2923. } else if (cond.stage) {
  2924. let dict = {
  2925. stage: renderStat('cstage'),
  2926. min: renderValue(v.constant(cond.stage.min)),
  2927. max: renderValue(v.constant(cond.stage.max)),
  2928. };
  2929. if (cond.stage.min > 0)
  2930. frg.ap(tsp.cond.stage_greater_or_equal(dict));
  2931. else if (cond.stage.max > 0)
  2932. frg.ap(tsp.cond.stage_less_or_equal(dict));
  2933. } else if (cond.remainAttrOrbs) {
  2934. let dict = {
  2935. orbs: renderOrbs(cond.remainAttrOrbs.attrs, {affix: true}),
  2936. min: renderValue(v.constant(cond.remainAttrOrbs.min)),
  2937. max: renderValue(v.constant(cond.remainAttrOrbs.max)),
  2938. };
  2939. if (cond.remainAttrOrbs.min > 0)
  2940. frg.ap(tsp.cond.orbs_greater_or_equal(dict));
  2941. else if (cond.remainAttrOrbs.max > 0)
  2942. frg.ap(tsp.cond.orbs_less_or_equal(dict));
  2943. } else {
  2944. frg.ap(tsp.cond.unknown());
  2945. }
  2946. return frg;
  2947. }
  2948. function renderPowerUp(powerUp) {
  2949. const frg = document.createDocumentFragment();
  2950. const tsp = localTranslating.skill_parse;
  2951. function renderStats(hp, atk, rcv, option = {}) {
  2952. const mul = option.mul ?? true;
  2953. option.percent = !mul;
  2954. const frg = document.createDocumentFragment();
  2955. const operator = mul ? ' ' : '+';
  2956. let list = [['maxhp', hp], ['atk', atk], ['rcv', rcv]];
  2957. //去除不改变的值
  2958. list = list.filter(([, value]) => value !== (mul ? 1 : 0));
  2959. //&&!(name === 'hp' && value === 0));
  2960. if (list.length === 0) return frg;
  2961. if (list.every(([, value]) => value === list[0][1])) {
  2962. let value = list[0][1];
  2963. //三个值一样
  2964. frg.ap(list.map(([name]) => renderStat(name,name=='maxhp'?{icon:createSkillIcon("maxhp-locked")}:null)).nodeJoin(tsp.word.slight_pause()));
  2965. frg.ap(operator);
  2966. frg.ap(renderValue(v.percent(value * 100), option));
  2967. } else {
  2968. //三个值不一样
  2969. let subDocument = list.map(([name, value]) => {
  2970. let _frg = document.createDocumentFragment();
  2971. _frg.ap(renderStat(name));
  2972. _frg.ap(operator);
  2973. _frg.ap(renderValue(v.percent(value * 100), option));
  2974. return _frg;
  2975. });
  2976. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  2977. }
  2978. return frg;
  2979. }
  2980. switch (powerUp.kind) {
  2981. case SkillPowerUpKind.Multiplier: {
  2982. let hp = powerUp.hp, atk = powerUp.atk, rcv = powerUp.rcv;
  2983. frg.ap(renderStats(hp, atk, rcv));
  2984. break;
  2985. }
  2986. case SkillPowerUpKind.ScaleAttributes: {
  2987. let attrs = powerUp.attrs, min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv;
  2988. let dict = {
  2989. orbs: renderOrbs(attrs, {affix: true}),
  2990. min: min,
  2991. stats: renderStats(1, baseAtk, baseRcv),
  2992. }
  2993. if (max !== min)
  2994. {
  2995. let _dict = {
  2996. max: max,
  2997. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  2998. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  2999. }
  3000. dict.bonus = frg.ap(tsp.power.scale_attributes_bonus(_dict));
  3001. }
  3002. frg.ap(tsp.power.scale_attributes(dict));
  3003. break;
  3004. }
  3005. case SkillPowerUpKind.ScaleCombos: {
  3006. let min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv;
  3007. let dict = {
  3008. min: min,
  3009. stats: renderStats(1, baseAtk, baseRcv),
  3010. }
  3011. if (max !== min)
  3012. {
  3013. let _dict = {
  3014. max: max,
  3015. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  3016. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  3017. }
  3018. dict.bonus = frg.ap(tsp.power.scale_combos_bonus(_dict));
  3019. }
  3020. frg.ap(tsp.power.scale_combos(dict));
  3021. break;
  3022. }
  3023. case SkillPowerUpKind.ScaleMatchAttrs: {
  3024. let matches = powerUp.matches, min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv;
  3025. let dict = {
  3026. matches: matches.map(orbs=>renderOrbs(orbs)).nodeJoin(tsp.word.slight_pause()),
  3027. min: min,
  3028. stats: renderStats(1, baseAtk, baseRcv),
  3029. }
  3030. if (max !== min)
  3031. {
  3032. let _dict = {
  3033. max: max,
  3034. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  3035. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  3036. }
  3037. dict.bonus = frg.ap(tsp.power.scale_match_attrs_bonus(_dict));
  3038. }
  3039. frg.ap(tsp.power.scale_match_attrs(dict));
  3040. break;
  3041. }
  3042. case SkillPowerUpKind.ScaleMatchLength: {
  3043. let attrs = powerUp.attrs, min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv, matchAll = powerUp.matchAll;
  3044. let dict = {
  3045. orbs: renderOrbs(attrs, {affix: true}),
  3046. min: min,
  3047. stats: renderStats(1, baseAtk, baseRcv),
  3048. in_once: matchAll && attrs.length>1 && tsp.word.in_once() || null,
  3049. }
  3050. if (max !== min)
  3051. {
  3052. let _dict = {
  3053. max: max,
  3054. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  3055. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  3056. }
  3057. dict.bonus = frg.ap(tsp.power.scale_match_length_bonus(_dict));
  3058. }
  3059. frg.ap(tsp.power.scale_match_length(dict));
  3060. break;
  3061. }
  3062. case SkillPowerUpKind.ScaleCross: {
  3063. let crosses = powerUp.crosses;
  3064. /*if (crosses.length >= 2 && crosses.every(cross => cross.atk === crosses[0].atk)) {
  3065. //所有值一样
  3066. let cross = crosses[0];
  3067. let dict = {
  3068. orbs: renderOrbs(crosses.map(cross => cross.attr), {affix: true, any: true}),
  3069. stats: renderStats(1, cross.atk, cross.rcv),
  3070. }
  3071. frg.ap(cross.single ? tsp.power.scale_cross_single(dict) : tsp.power.scale_cross(dict));
  3072. } else {*/
  3073. let subDocument = crosses.map(cross=>{
  3074. let dict = {
  3075. orbs: renderOrbs(cross.attr, {affix: true, any: true}),
  3076. stats: renderStats(1, cross.atk, cross.rcv),
  3077. each_time: cross.single ? null : tsp.word.each_time(),
  3078. }
  3079. return tsp.power.scale_cross(dict);
  3080. });
  3081. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  3082. //}
  3083. break;
  3084. }
  3085. case SkillPowerUpKind.ScaleRemainOrbs: {
  3086. let min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv;
  3087. let dict = {
  3088. max: max,
  3089. stats: renderStats(1, baseAtk, baseRcv),
  3090. }
  3091. if (max !== min)
  3092. {
  3093. let _dict = {
  3094. min: min,
  3095. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  3096. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  3097. }
  3098. dict.bonus = frg.ap(tsp.power.scale_remain_orbs_bonus(_dict));
  3099. }
  3100. frg.ap(tsp.power.scale_remain_orbs(dict));
  3101. break;
  3102. }
  3103. case SkillPowerUpKind.ScaleStateKind: {
  3104. let awakenings = powerUp.awakenings, attrs = powerUp.attrs, types = powerUp.types, value = powerUp.value;
  3105. let dict = {
  3106. stats: renderStats(value.hp, value.atk, value.rcv, {mul: false, percent: true}),
  3107. awakenings: awakenings?.length && renderAwakenings(awakenings, {affix: true}) || null,
  3108. attrs: attrs?.length && renderAttrs(attrs, {affix: true}) || null,
  3109. types: types?.length && renderTypes(types, {affix: true}) || null,
  3110. }
  3111. frg.ap(tsp.power.scale_state_kind(dict));
  3112. break;
  3113. }
  3114. default:
  3115. frg.ap(tsp.power.unknown({type: powerUp.kind}));
  3116. }
  3117. return frg;
  3118. }
  3119. function renderValue(_value, option = {}) {
  3120. const frg = document.createDocumentFragment();
  3121. if (typeof localTranslating == "undefined") return frg;
  3122. const tsp = localTranslating.skill_parse
  3123. const tspv = tsp.value;
  3124. const od = option.decimalDigits, os = option.plusSign;
  3125. let dict;
  3126. switch (_value.kind) {
  3127. case SkillValueKind.Percent: {
  3128. dict = {
  3129. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3130. };
  3131. frg.ap(
  3132. option.percent ?
  3133. tspv.mul_percent(dict) :
  3134. tspv.mul_times(dict)
  3135. );
  3136. break;
  3137. }
  3138. case SkillValueKind.Constant: {
  3139. dict = {
  3140. value: _value.value.keepCounts(od,os),
  3141. unit: option.unit ? option.unit() : null,
  3142. };
  3143. frg.ap(tspv.const(dict));
  3144. break;
  3145. }
  3146. case SkillValueKind.ConstantTo: {
  3147. dict = {
  3148. value: _value.value.keepCounts(od,os)
  3149. };
  3150. frg.ap(tspv.const_to(dict));
  3151. break;
  3152. }
  3153. case SkillValueKind.xMaxHP: {
  3154. dict = {
  3155. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3156. stats: renderStat('maxhp'),
  3157. };
  3158. frg.ap(
  3159. option.percent ?
  3160. tspv.mul_of_percent(dict) :
  3161. tspv.mul_of_times(dict)
  3162. );
  3163. break;
  3164. }
  3165. case SkillValueKind.xHP: {
  3166. dict = {
  3167. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3168. stats: renderStat('hp'),
  3169. };
  3170. frg.ap(
  3171. option.percent ?
  3172. tspv.mul_of_percent(dict) :
  3173. tspv.mul_of_times(dict)
  3174. );
  3175. break;
  3176. }
  3177. case SkillValueKind.xCHP: {
  3178. dict = {
  3179. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3180. stats: renderStat('chp'),
  3181. };
  3182. frg.ap(
  3183. option.percent ?
  3184. tspv.mul_of_percent(dict) :
  3185. tspv.mul_of_times(dict)
  3186. );
  3187. break;
  3188. }
  3189. case SkillValueKind.xATK: {
  3190. dict = {
  3191. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3192. stats: renderStat('atk'),
  3193. };
  3194. frg.ap(
  3195. option.percent ?
  3196. tspv.mul_of_percent(dict) :
  3197. tspv.mul_of_times(dict)
  3198. );
  3199. break;
  3200. }
  3201. case SkillValueKind.xRCV: {
  3202. dict = {
  3203. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3204. stats: renderStat('rcv'),
  3205. };
  3206. frg.ap(
  3207. option.percent ?
  3208. tspv.mul_of_percent(dict) :
  3209. tspv.mul_of_times(dict)
  3210. );
  3211. break;
  3212. }
  3213. case SkillValueKind.xTeamHP: {
  3214. let value = _value.value;
  3215. dict = {
  3216. value: option.percent ? (value * 100).keepCounts(od,os) : value.keepCounts(od,os),
  3217. stats: renderStat('teamhp'),
  3218. };
  3219. frg.ap(
  3220. option.percent ?
  3221. tspv.mul_of_percent(dict) :
  3222. tspv.mul_of_times(dict)
  3223. );
  3224. break;
  3225. }
  3226. case SkillValueKind.xTeamRCV: {
  3227. dict = {
  3228. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3229. stats: renderStat('teamrcv'),
  3230. };
  3231. frg.ap(
  3232. option.percent ?
  3233. tspv.mul_of_percent(dict) :
  3234. tspv.mul_of_times(dict)
  3235. );
  3236. break;
  3237. }
  3238. case SkillValueKind.xTeamATK: {
  3239. let attrs = _value.attrs, value = _value.value;
  3240. dict = {
  3241. value: option.percent ? (value * 100).keepCounts(od,os) : value.keepCounts(od,os),
  3242. stats: renderStat('teamatk', {attrs: renderAttrs(attrs, {affix: true})}),
  3243. };
  3244. frg.ap(
  3245. option.percent ?
  3246. tspv.mul_of_percent(dict) :
  3247. tspv.mul_of_times(dict)
  3248. );
  3249. break;
  3250. }
  3251. case SkillValueKind.HPScale: {
  3252. let min = _value.min, max = _value.max;
  3253. dict = {
  3254. min: tspv.mul_of_times({value: min.keepCounts(od,os), stats:renderStat('atk')}),
  3255. max: tspv.mul_of_times({value: max.keepCounts(od,os), stats:renderStat('atk')}),
  3256. hp: renderStat('hp'),
  3257. };
  3258. frg.ap(tspv.hp_scale(dict));
  3259. break;
  3260. }
  3261. case SkillValueKind.RandomATK: {
  3262. let min = _value.min, max = _value.max;
  3263. dict = {
  3264. min: min.keepCounts(od,os),
  3265. atk: renderStat('atk'),
  3266. };
  3267. if (max != min)
  3268. {
  3269. dict.max = tsp.word.range_hyphen().ap(max.keepCounts(od,os));
  3270. }
  3271. frg.ap(tspv.random_atk(dict));
  3272. break;
  3273. }
  3274. case SkillValueKind.xAwakenings: {
  3275. let value = _value.value, awakenings = _value.awakenings;
  3276. let dict = {
  3277. value: renderValue(value,{percent : true}),
  3278. awakenings: renderAwakenings(awakenings, {affix: true}),
  3279. }
  3280. frg.ap(tsp.value.x_awakenings(dict));
  3281. break;
  3282. }
  3283. default: {
  3284. console.log("未知数值类型",_value.kind, _value);
  3285. frg.ap(tspv.unknown({ type: _value.kind }));
  3286. }
  3287. }
  3288. return frg;
  3289. }

智龙迷城队伍图制作工具