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script-skill-parser.js 98 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. for (let name in Attributes)
  25. {
  26. Attributes[Attributes[name]] = name;
  27. }
  28. Attributes.all = function () {
  29. return [
  30. this.Fire,
  31. this.Water,
  32. this.Wood,
  33. this.Light,
  34. this.Dark
  35. ];
  36. }
  37. Attributes._6color = function () {
  38. return [
  39. this.Fire,
  40. this.Water,
  41. this.Wood,
  42. this.Light,
  43. this.Dark,
  44. this.Heart
  45. ];
  46. }
  47. Attributes.orbs = function () {
  48. return [
  49. this.Fire,
  50. this.Water,
  51. this.Wood,
  52. this.Light,
  53. this.Dark,
  54. this.Heart,
  55. this.Jammer,
  56. this.Poison,
  57. this.MPoison,
  58. this.Bomb,
  59. ];
  60. }
  61. //代码来自于 https://www.jianshu.com/p/3644833bca33
  62. function isEqual(obj1,obj2) {
  63. //判断是否是对象或数组
  64. function isObject(obj) {
  65. return typeof obj === 'object' && obj !== null;
  66. }
  67. // 两个数据有任何一个不是对象或数组
  68. if (!isObject(obj1) || !isObject(obj2)) {
  69. // 值类型(注意:参与equal的一般不会是函数)
  70. return obj1 === obj2;
  71. }
  72. // 如果传的两个参数都是同一个对象或数组
  73. if (obj1 === obj2) {
  74. return true;
  75. }
  76. // 两个都是对象或数组,而且不相等
  77. // 1.先比较obj1和obj2的key的个数,是否一样
  78. const obj1Keys = Object.keys(obj1);
  79. const obj2Keys = Object.keys(obj2);
  80. if (obj1Keys.length !== obj2Keys.length) {
  81. return false;
  82. }
  83. // 如果key的个数相等,就是第二步
  84. // 2.以obj1为基准,和obj2依次递归比较
  85. for (let key in obj1) {
  86. // 比较当前key的value --- 递归
  87. const res = isEqual(obj1[key], obj2[key]);
  88. if (!res) {
  89. return false;
  90. }
  91. }
  92. // 3.全相等
  93. return true
  94. }
  95. class Board
  96. {
  97. #rowCount = 6;
  98. #columnCount = 7;
  99. #data = [];
  100. constructor(def = null)
  101. {
  102. for (let ri=0;ri<this.#rowCount;ri++)
  103. {
  104. this.#data.push(new Array(this.#columnCount).fill(Array.isArray(def) ? null : def));
  105. }
  106. if (Array.isArray(def))
  107. {
  108. this.randomFill(def);
  109. }
  110. }
  111. //填充序列
  112. sequenceFill(sequence, exclude)
  113. {
  114. if (!Array.isArray(exclude) && exclude != null)
  115. exclude = [exclude];
  116. const o = sequence.entries();
  117. //65版部分
  118. for (let ri=0;ri<this.#data.length;ri++)
  119. {
  120. if (ri == 2) ri++;
  121. const row = this.#data[ri];
  122. for (let ci=0;ci<row.length;ci++)
  123. {
  124. if (ci == 3) ci++;
  125. //从数组中随机取出一个
  126. if (exclude && exclude.includes(row[ci])) continue;
  127. row[ci] = o.next().value?.[1] ?? row[ci];
  128. }
  129. }
  130. //填充剩下的部分
  131. for (let ri=0;ri<this.#data.length;ri++)
  132. {
  133. if (ri == 2) ri++;
  134. const row = this.#data[ri];
  135. if (exclude && exclude.includes(row[3])) continue;
  136. row[3] = o.next().value?.[1] ?? row[3] ;
  137. }
  138. const row = this.#data[2];
  139. for (let ci=0;ci<row.length;ci++)
  140. {
  141. if (exclude && exclude.includes(row[ci])) continue;
  142. row[ci] = o.next().value?.[1] ?? row[ci] ;
  143. }
  144. }
  145. //将有序数组转为随机的数组
  146. sequenceToRandom(valueArray)
  147. {
  148. const randomData = [];
  149. //将65版之后的的提出来
  150. const maxCount = this.#rowCount * this.#columnCount
  151. let secondaryData = valueArray.splice((this.#rowCount - 1) * (this.#columnCount - 1) - (maxCount - valueArray.length));
  152. while(valueArray.length > 0)
  153. {
  154. randomData.push(valueArray.randomShift());
  155. }
  156. while(secondaryData.length > 0)
  157. {
  158. randomData.push(secondaryData.randomShift());
  159. }
  160. return randomData;
  161. }
  162. //洗版的填充
  163. randomFill(attrs)
  164. {
  165. let valueArray = new Uint8Array(this.#rowCount * this.#columnCount);
  166. crypto.getRandomValues(valueArray); //获取符合密码学要求的安全的随机值
  167. valueArray = Array.from(valueArray.map(x => attrs[x % attrs.length])); //用所有宝珠随机填充
  168. //之后用每种颜色填充前3个
  169. attrs.forEach((attr,idx)=>{
  170. valueArray.fill(attr, idx * 3, (idx + 1) * 3);
  171. });
  172. //将上方数据重新乱序排列
  173. const randomData = this.sequenceToRandom(valueArray);
  174. this.sequenceFill(randomData);
  175. }
  176. //生成珠子的填充
  177. generateOrbs(attrs, count, exclude)
  178. {
  179. let space = this.#rowCount * this.#columnCount;
  180. if (exclude?.length > 0)
  181. {
  182. space -= this.#data.flat().filter(o=>exclude.includes(o)).length;
  183. }
  184. let valueArray = new Array(space);
  185. attrs.forEach((attr,idx)=>{
  186. valueArray.fill(attr, idx * count, (idx + 1) * count);
  187. });
  188. //将上方数据重新乱序排列
  189. const randomData = this.sequenceToRandom(valueArray);
  190. this.sequenceFill(randomData, exclude);
  191. }
  192. //设定横行
  193. setRow(rows, attr = 0)
  194. {
  195. for (let row of rows)
  196. {
  197. if (row >= 2) row++;
  198. const rowData = this.#data[row];
  199. for (let ri=0;ri<rowData.length;ri++)
  200. {
  201. rowData[ri] = attr;
  202. }
  203. }
  204. }
  205. //设定竖列
  206. setColumn(cols, attr = 0)
  207. {
  208. for (let col of cols)
  209. {
  210. if (col >= 3) col++;
  211. for (let row of this.#data)
  212. {
  213. row[col] = attr;
  214. }
  215. }
  216. }
  217. //设定形状
  218. setShape(matrix, attr = 0)
  219. {
  220. function fillRow(rowData, inputRow, attr)
  221. {
  222. for (let col of inputRow)
  223. {
  224. if (col == 3) rowData[col] = attr;
  225. if (col >= 3) col++;
  226. rowData[col] = attr;
  227. }
  228. }
  229. for (let ri=0;ri<matrix.length;ri++)
  230. {
  231. if (ri == 2)
  232. {
  233. fillRow(this.#data[ri], matrix[ri], attr);
  234. }
  235. fillRow(this.#data[ri >= 2 ? ri+1 : ri], matrix[ri], attr);
  236. }
  237. }
  238. //面板叠加
  239. overlayBoard(board)
  240. {
  241. for (let ri=0;ri<board.length;ri++)
  242. {
  243. const rowNew = board[ri];
  244. const rowOld = this.#data[ri];
  245. for (let ci=0;ci<rowNew.length;ci++)
  246. {
  247. rowOld[ci] = rowNew[ci] ?? rowOld[ci];
  248. }
  249. }
  250. }
  251. //导出数组
  252. valueOf()
  253. {
  254. return this.#data;
  255. }
  256. //输出表格
  257. toTable()
  258. {
  259. const table = document.createElement("table");
  260. table.className = "board";
  261. this.#data.forEach((rowData, ri, rArr) => {
  262. const row = table.insertRow();
  263. if (ri == 2 && rArr.length > 5) row.classList.add("board-row4");
  264. rowData.forEach((orbType, ci, cArr) => {
  265. const cell = row.insertCell();
  266. const orb = cell.appendChild(document.createElement('icon'));
  267. orb.className = "orb";
  268. if (orbType != null) orb.setAttribute("data-orb-icon", orbType);
  269. if (ci == 3 && cArr.length > 6) cell.classList.add("board-cell5");
  270. });
  271. });
  272. if (this.#data.length > 5)
  273. {
  274. table.onclick = function() {
  275. this.classList.toggle("board-76");
  276. };
  277. }
  278. return table;
  279. }
  280. }
  281. const SkillValue = {
  282. isLess: function (value) {
  283. if (value.kind === SkillValueKind.Percent) return value.value < 1;
  284. if (value.kind === SkillValueKind.Constant) return value.value < 0;
  285. return false;
  286. }
  287. };
  288. const SkillValueKind = {
  289. Percent: 'mul',
  290. Constant: 'const',
  291. ConstantTo: 'const-to',
  292. xMaxHP: 'mul-maxhp',
  293. xHP: 'mul-hp',
  294. xCHP: 'mul-chp',
  295. xATK: 'mul-atk',
  296. xRCV: 'mul-rcv',
  297. RandomATK: 'random-atk',
  298. HPScale: 'hp-scale',
  299. xTeamHP: 'mul-team-hp',
  300. xTeamATK: 'mul-team-atk',
  301. xTeamRCV: 'mul-team-rcv',
  302. xAwakenings: 'mul-awakenings',
  303. };
  304. const SkillPowerUpKind = {
  305. Multiplier: 'mul',
  306. ScaleAttributes: 'scale-attrs',
  307. ScaleCombos: 'scale-combos',
  308. ScaleMatchLength: 'scale-match-len',
  309. ScaleMatchAttrs: 'scale-match-attrs',
  310. ScaleCross: 'scale-cross',
  311. ScaleStateKindCount: 'scale-state-kind-count',
  312. };
  313. const SkillKinds = {
  314. Unknown: "unknown",
  315. ActiveTurns: "active-turns",
  316. DamageEnemy: "damage-enemy",
  317. Vampire: "vampire",
  318. ReduceDamage: "reduce-damage",
  319. SelfHarm: "self-harm",
  320. Heal: "heal",
  321. AutoHealBuff: "auto-heal-buff",
  322. ChangeOrbs: "change-orbs",
  323. GenerateOrbs: "generate-orbs",
  324. FixedOrbs: "fixed-orbs",
  325. PowerUp: "power-up",
  326. CounterAttack: "counter-attack",
  327. SetOrbState: "set-orb-state",
  328. RateMultiply: "rate-mul",
  329. OrbDropIncrease: "orb-drop-incr",
  330. Resolve: "resolve",
  331. Delay: "delay",
  332. DefenseBreak: "def-break",
  333. MassAttack: "mass-attack",
  334. BoardChange: "board-change",
  335. Unbind: "unbind",
  336. BindSkill: "bind-skill",
  337. RandomSkills: "random-skills",
  338. SkillProviso: "skill-proviso",
  339. ChangeAttribute: "change-attr",
  340. SkillBoost: "skill-boost",
  341. AddCombo: "add-combo",
  342. VoidEnemyBuff: "void-enemy-buff",
  343. Poison: "poison",
  344. CTW: "ctw",
  345. Gravity: "gravity",
  346. FollowAttack: "follow-attack",
  347. FollowAttackFixed: "follow-attack-fixed",
  348. AutoHeal: "auto-heal",
  349. TimeExtend: "time-extend",
  350. DropRefresh: "drop-refresh",
  351. LeaderChange: "leader-change",
  352. MinMatchLength: "min-match-len",
  353. FixedTime: "fixed-time",
  354. Drum: "drum",
  355. AutoPath: "auto-path",
  356. Board7x6: "7x6-board",
  357. NoSkyfall: "no-skyfall",
  358. Henshin: "henshin",
  359. VoidPoison: "void-poison",
  360. SkillProviso: "skill-proviso",
  361. ObstructOpponent: "obstruct-opponent",
  362. }
  363. function skillParser(skillId)
  364. {
  365. function merge(skills)
  366. {
  367. //解封部分的合并
  368. let unbinds = skills.filter(skill=>skill.kind == SkillKinds.Unbind);
  369. if (unbinds.length>1)
  370. { //把后面的全都合并到第一个
  371. unbinds.reduce((pre,cur)=>{
  372. pre.normal = pre.normal || cur.normal;
  373. pre.awakenings = pre.awakenings || cur.awakenings;
  374. pre.matches = pre.matches || cur.matches;
  375. return pre
  376. });
  377. unbinds.shift(); //从筛选中去除第一个
  378. unbinds.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  379. }
  380. //破吸部分的合并
  381. let voidBuff = skills.filter(skill=>skill.kind == SkillKinds.ActiveTurns &&
  382. skill.skill.kind == SkillKinds.VoidEnemyBuff);
  383. if (voidBuff.length>1 && voidBuff.every((s,i,a)=>s.turns == a[0].turns))
  384. { //把后面的全都合并到第一个
  385. voidBuff[0].skill.buffs = voidBuff.flatMap(s=>s.skill.buffs);
  386. voidBuff.shift(); //从筛选中去除第一个
  387. voidBuff.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  388. }
  389. let fixedDamages = skills.filter(skill=>skill.kind == SkillKinds.DamageEnemy && skill.attr === 'fixed').filter((skill,idx,arr)=>skill.id==arr[0].id);
  390. if (fixedDamages.length>1)
  391. { //把后面的全都合并到第一个
  392. fixedDamages[0].times = fixedDamages.length;
  393. fixedDamages.shift(); //从筛选中去除第一个
  394. fixedDamages.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  395. }
  396. let skillPowerUp = skills.filter(skill=>skill.kind == SkillKinds.PowerUp);
  397. if (skillPowerUp.length>1)
  398. {
  399. //十字
  400. let scaleCross = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleCross);
  401. function mergeScaleCrossAttr(skill)
  402. {
  403. let crosses = skill.value.crosses;
  404. let atk = crosses[0].atk;
  405. let rcv = crosses[0].rcv;
  406. if (crosses.length >= 2 &&
  407. crosses.every(cross=>cross.atk === atk && cross.rcv === rcv)
  408. ) {
  409. //所有值一样
  410. crosses.reduce((pre,cur)=>{
  411. pre.attr = pre.attr.concat(cur.attr);
  412. return pre;
  413. });
  414. skill.value.crosses.splice(1);
  415. }
  416. }
  417. //每个十字技能,先把所有属性合并
  418. scaleCross.forEach(mergeScaleCrossAttr);
  419. //筛选出所有倍率一样的子技能
  420. scaleCross = scaleCross.filter((skill,idx,arr)=>{
  421. let atk = arr[0].value.crosses[0].atk;
  422. let rcv = arr[0].value.crosses[0].rcv;
  423. let crosses = skill.value.crosses;
  424. return crosses.every(cross=>cross.atk === atk && cross.rcv === rcv);
  425. });
  426. //先合并属性倍率
  427. if (scaleCross.length >= 1)
  428. { //把后面的全都合并到第一个
  429. scaleCross.reduce((pre,cur)=>{
  430. pre.value.crosses = pre.value.crosses.concat(cur.value.crosses);
  431. return pre
  432. });
  433. let _skill = scaleCross.shift(); //从筛选中去除第一个
  434. scaleCross.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  435. mergeScaleCrossAttr(_skill);
  436. }
  437. //重新找出来十字,合并附加内容
  438. scaleCross = skills.filter(skill=>skill.kind == SkillKinds.PowerUp && skill.value.kind === SkillPowerUpKind.ScaleCross);
  439. scaleCross = scaleCross.filter((skill,idx,arr)=>{
  440. let s0 = arr[0];
  441. let attr0 = s0.value.crosses[0].attr.concat().sort();
  442. let attr1 = skill.value.crosses[0].attr.concat().sort();
  443. return isEqual(skill.condition, s0.condition) &&
  444. isEqual(skill.attrs, s0.attrs) &&
  445. isEqual(skill.types, s0.types) &&
  446. isEqual(attr0, attr1)
  447. ;
  448. });
  449. if (scaleCross.length > 1)
  450. { //把后面的全都合并到第一个
  451. scaleCross.reduce((pre,cur)=>{
  452. if (cur.additional?.length) pre.additional = pre.additional.concat(cur.additional);
  453. if (cur.reduceDamage)
  454. {
  455. if (!pre.reduceDamage)
  456. pre.ReduceDamage = cur.reduceDamage;
  457. else if (pre.reduceDamage.kind == cur.reduceDamage.kind)
  458. pre.reduceDamage.value *= cur.reduceDamage.value;
  459. }
  460. return pre
  461. });
  462. scaleCross.shift(); //从筛选中去除第一个
  463. scaleCross.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  464. }
  465. //长串匹配
  466. let scaleMatchLength = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleMatchLength);
  467. scaleMatchLength = scaleMatchLength.filter((skill,idx,arr)=>{
  468. let s0 = arr[0];
  469. let v0 = s0.value;
  470. let v1 = skill.value;
  471. return isEqual(skill.condition, s0.condition) &&
  472. isEqual(skill.attrs, s0.attrs) &&
  473. isEqual(skill.types, s0.types) &&
  474. v0.min === v1.min &&
  475. v0.max === v1.max &&
  476. (v0.matchAll === v1.matchAll || v0.attrs.length <= 1) && isEqual(v0.attrs, v1.attrs)
  477. ;
  478. });
  479. if (scaleMatchLength.length > 1)
  480. { //把后面的全都合并到第一个
  481. scaleMatchLength.reduce((pre,cur)=>{
  482. if (cur.additional?.length) pre.additional = pre.additional.concat(cur.additional);
  483. if (cur.reduceDamage)
  484. {
  485. if (!pre.reduceDamage)
  486. pre.ReduceDamage = cur.reduceDamage;
  487. else if (pre.reduceDamage.kind == cur.reduceDamage.kind)
  488. pre.reduceDamage.value *= cur.reduceDamage.value;
  489. }
  490. if (cur.value.baseAtk !== 1) pre.value.baseAtk *= cur.value.baseAtk;
  491. if (cur.value.baseRcv !== 1) pre.value.baseRcv *= cur.value.baseRcv;
  492. pre.value.bonusAtk += cur.value.bonusAtk;
  493. pre.value.bonusRcv += cur.value.bonusRcv;
  494. return pre
  495. });
  496. scaleMatchLength.shift(); //从筛选中去除第一个
  497. scaleMatchLength.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  498. }
  499. //多串匹配
  500. let scaleMatchAttrs = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleMatchAttrs);
  501. scaleMatchAttrs = scaleMatchAttrs.filter((skill,idx,arr)=>{
  502. let s0 = arr[0];
  503. let v0 = s0.value;
  504. let v1 = skill.value;
  505. return isEqual(skill.condition, s0.condition) &&
  506. isEqual(skill.attrs, s0.attrs) &&
  507. isEqual(skill.types, s0.types) &&
  508. v0.min === v1.min &&
  509. v0.max === v1.max &&
  510. isEqual(v0.matches, v1.matches)
  511. ;
  512. });
  513. if (scaleMatchAttrs.length > 1)
  514. { //把后面的全都合并到第一个
  515. scaleMatchAttrs.reduce((pre,cur)=>{
  516. if (cur.additional?.length) pre.additional = pre.additional.concat(cur.additional);
  517. if (cur.reduceDamage)
  518. {
  519. if (!pre.reduceDamage)
  520. pre.ReduceDamage = cur.reduceDamage;
  521. else if (pre.reduceDamage.kind == cur.reduceDamage.kind)
  522. pre.reduceDamage.value *= cur.reduceDamage.value;
  523. }
  524. if (cur.value.baseAtk !== 1) pre.value.baseAtk *= cur.value.baseAtk;
  525. if (cur.value.baseRcv !== 1) pre.value.baseRcv *= cur.value.baseRcv;
  526. pre.value.bonusAtk += cur.value.bonusAtk;
  527. pre.value.bonusRcv += cur.value.bonusRcv;
  528. return pre
  529. });
  530. scaleMatchAttrs.shift(); //从筛选中去除第一个
  531. scaleMatchAttrs.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  532. }
  533. //多色匹配
  534. let scaleAttributes = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleAttributes);
  535. scaleAttributes = scaleAttributes.filter((skill,idx,arr)=>{
  536. let s0 = arr[0];
  537. let v0 = s0.value;
  538. let v1 = skill.value;
  539. return isEqual(skill.condition, s0.condition) &&
  540. isEqual(skill.attrs, s0.attrs) &&
  541. isEqual(skill.types, s0.types) &&
  542. v0.min === v1.min &&
  543. v0.max === v1.max &&
  544. isEqual(v0.attrs, v1.attrs)
  545. ;
  546. });
  547. if (scaleAttributes.length > 1)
  548. { //把后面的全都合并到第一个
  549. scaleAttributes.reduce((pre,cur)=>{
  550. if (cur.additional?.length) pre.additional = pre.additional.concat(cur.additional);
  551. if (cur.reduceDamage)
  552. {
  553. if (!pre.reduceDamage)
  554. pre.ReduceDamage = cur.reduceDamage;
  555. else if (pre.reduceDamage.kind == cur.reduceDamage.kind)
  556. pre.reduceDamage.value *= cur.reduceDamage.value;
  557. }
  558. if (cur.value.baseAtk !== 1) pre.value.baseAtk *= cur.value.baseAtk;
  559. if (cur.value.baseRcv !== 1) pre.value.baseRcv *= cur.value.baseRcv;
  560. pre.value.bonusAtk += cur.value.bonusAtk;
  561. pre.value.bonusRcv += cur.value.bonusRcv;
  562. return pre
  563. });
  564. scaleAttributes.shift(); //从筛选中去除第一个
  565. scaleAttributes.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  566. }
  567. //连击数
  568. let scaleCombos = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleCombos);
  569. scaleCombos = scaleCombos.filter((skill,idx,arr)=>{
  570. let s0 = arr[0];
  571. let v0 = s0.value;
  572. let v1 = skill.value;
  573. return isEqual(skill.condition, s0.condition) &&
  574. isEqual(skill.attrs, s0.attrs) &&
  575. isEqual(skill.types, s0.types) &&
  576. v0.min === v1.min &&
  577. v0.max === v1.max
  578. ;
  579. });
  580. if (scaleCombos.length > 1)
  581. { //把后面的全都合并到第一个
  582. scaleCombos.reduce((pre,cur)=>{
  583. if (cur.additional?.length) pre.additional = pre.additional.concat(cur.additional);
  584. if (cur.reduceDamage)
  585. {
  586. if (!pre.reduceDamage)
  587. pre.ReduceDamage = cur.reduceDamage;
  588. else if (pre.reduceDamage.kind == cur.reduceDamage.kind)
  589. pre.reduceDamage.value *= cur.reduceDamage.value;
  590. }
  591. if (cur.value.baseAtk !== 1) pre.value.baseAtk *= cur.value.baseAtk;
  592. if (cur.value.baseRcv !== 1) pre.value.baseRcv *= cur.value.baseRcv;
  593. pre.value.bonusAtk += cur.value.bonusAtk;
  594. pre.value.bonusRcv += cur.value.bonusRcv;
  595. return pre
  596. });
  597. scaleCombos.shift(); //从筛选中去除第一个
  598. scaleCombos.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  599. }
  600. //普通倍率
  601. let multiplier = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.Multiplier
  602. && skill.condition?.LShape);
  603. multiplier = multiplier.filter((skill,idx,arr)=>{
  604. let s0 = arr[0];
  605. return !!skill.condition && isEqual(skill.condition, s0.condition) &&
  606. isEqual(skill.attrs, s0.attrs) &&
  607. isEqual(skill.types, s0.types)
  608. ;
  609. });
  610. if (multiplier.length)
  611. { //把后面的全都合并到第一个
  612. multiplier.reduce((pre,cur)=>{
  613. if (cur.additional?.length) pre.additional = pre.additional.concat(cur.additional);
  614. if (cur.reduceDamage)
  615. {
  616. if (!pre.reduceDamage)
  617. pre.ReduceDamage = cur.reduceDamage;
  618. else if (pre.reduceDamage.kind == cur.reduceDamage.kind)
  619. pre.reduceDamage.value *= cur.reduceDamage.value;
  620. }
  621. pre.value.atk *= cur.value.atk;
  622. pre.value.hp *= cur.value.hp;
  623. pre.value.rcv *= cur.value.rcv;
  624. return pre
  625. });
  626. multiplier.shift(); //从筛选中去除第一个
  627. multiplier.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  628. }
  629. }
  630. return skills;
  631. }
  632. const skill = Skills[skillId];
  633. if (!skill) return [];
  634. if (!parsers[skill.type]) {
  635. return [{ kind: SkillKinds.Unknown }];
  636. }
  637. //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
  638. const result = parsers[skill.type].apply({ parser: skillParser }, skill.params);
  639. let skills = (Array.isArray(result) ? result : [result])
  640. .filter(s => Boolean(s))
  641. .map(s => ({ id: skillId, type: skill.type, params: skill.params, ...s }));
  642. function splitProvisoSkill(skills)
  643. {
  644. let idx = skills.findIndex(skill=>skill.kind == SkillKinds.SkillProviso);
  645. if (idx>=0)
  646. {
  647. return [
  648. skills.slice(0,idx),
  649. skills.slice(idx, idx+1),
  650. skills.slice(idx+1),
  651. ];
  652. }else
  653. {
  654. return [skills];
  655. }
  656. }
  657. if (merge_skill)
  658. {
  659. let skillsSplit = splitProvisoSkill(skills).map(_skills=>merge(_skills));
  660. skills = skillsSplit.flat(1);
  661. }
  662. return skills;
  663. }
  664. //返回flag里值为true的数组,如[1,4,7]
  665. function flags(num){
  666. /*
  667. return Array.from(new Array(32),(i,n)=>n).filter(n => num & (1 << n)); //性能太差
  668. 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
  669. */
  670. const arr = [];
  671. for (let i = 0; i<32;i++)
  672. {
  673. if (num & (1<<i))
  674. {
  675. arr.push(i);
  676. }
  677. }
  678. return arr;
  679. }
  680. const v = {
  681. percent: function(value) {
  682. return { kind: SkillValueKind.Percent, value: (value / 100) ?? 1 };
  683. },
  684. constant: function(value) {
  685. return { kind: SkillValueKind.Constant, value: value ?? 0 };
  686. },
  687. constantTo: function(value) {
  688. return { kind: SkillValueKind.ConstantTo, value: value ?? 1 };
  689. },
  690. xMaxHP: function(value) {
  691. return { kind: SkillValueKind.xMaxHP, value: (value / 100) ?? 1 };
  692. },
  693. xHP: function(value) {
  694. return { kind: SkillValueKind.xHP, value: (value / 100) ?? 1 };
  695. },
  696. xCHP: function(value) {
  697. return { kind: SkillValueKind.xCHP, value: (value / 100) ?? 1 };
  698. },
  699. xATK: function(value) {
  700. return { kind: SkillValueKind.xATK, value: (value / 100) ?? 1 };
  701. },
  702. xRCV: function(value) {
  703. return { kind: SkillValueKind.xRCV, value: (value / 100) ?? 1 };
  704. },
  705. randomATK: function(min, max) {
  706. return { kind: SkillValueKind.RandomATK, min: (min / 100) ?? 1, max: (max / 100) ?? 1, scale: 1 };
  707. },
  708. hpScale: function(min, max, scale) {
  709. return { kind: SkillValueKind.HPScale, min: (min / 100) ?? 1, max: (max / 100) ?? 1, scale: (scale / 100) ?? 1 };
  710. },
  711. xTeamHP: function(value) {
  712. return { kind: SkillValueKind.xTeamHP, value: (value / 100) ?? 1 };
  713. },
  714. xTeamATK: function(attrs, value) {
  715. return { kind: SkillValueKind.xTeamATK, attrs: attrs, value: (value / 100) ?? 1 };
  716. },
  717. xTeamRCV: function(value) {
  718. return { kind: SkillValueKind.xTeamRCV, value: (value / 100) ?? 1 };
  719. },
  720. percentAwakenings: function(awakenings, value) {
  721. return { kind: SkillValueKind.xAwakenings, awakenings: awakenings, value: value };
  722. },
  723. };
  724. const c = {
  725. hp: function (min, max) {
  726. return { hp: { min: min / 100, max: max / 100 } };
  727. },
  728. exact: function (type, value, attrs) {
  729. if (attrs === void 0) { attrs = Attributes.all(); }
  730. return { exact: { type: type, value: value, attrs: attrs } };
  731. },
  732. compo: function (type, ids) {
  733. return { compo: { type: type, ids: ids } };
  734. },
  735. remainOrbs: function (count) { return { remainOrbs: { count: count } }; },
  736. useSkill: function () { return { useSkill: true }; },
  737. multiplayer: function () { return { multiplayer: true }; },
  738. prob: function (percent) { return { prob: percent }; },
  739. LShape: function (attrs) { return { LShape: { attrs: attrs } }; },
  740. heal: function (min) { return { heal: { min: min } }; },
  741. }
  742. const p = {
  743. mul: function (values) {
  744. if (Array.isArray(values)) {
  745. return {
  746. kind: SkillPowerUpKind.Multiplier,
  747. hp: 1,
  748. atk: values[0] / 100,
  749. rcv: values[1] / 100
  750. };
  751. }
  752. else {
  753. return {
  754. kind: SkillPowerUpKind.Multiplier,
  755. hp: (values.hp ?? 100) / 100,
  756. atk: (values.atk ?? 100) / 100,
  757. rcv: (values.rcv ?? 100) / 100
  758. };
  759. }
  760. },
  761. stats: function (value) {
  762. let statTypes = Array.from(arguments).slice(1);
  763. return [
  764. statTypes.indexOf(1) >= 0 ? value : 100,
  765. statTypes.indexOf(2) >= 0 ? value : 100
  766. ];
  767. },
  768. scale: function (min, max, baseMul, bonusMul) {
  769. return {
  770. min: min,
  771. max: max ?? min,
  772. baseAtk: (baseMul[0] / 100) ?? 1,
  773. baseRcv: (baseMul[1] / 100) ?? 1,
  774. bonusAtk: (bonusMul[0] / 100) ?? 0,
  775. bonusRcv: (bonusMul[1] / 100) ?? 0
  776. };
  777. },
  778. scaleAttrs: function (attrs, min, max, baseMul, bonusMul) {
  779. return { kind: SkillPowerUpKind.ScaleAttributes, attrs: attrs ,...this.scale(min, max, baseMul, bonusMul) };
  780. },
  781. scaleCombos: function (min, max, baseMul, bonusMul) {
  782. return { kind: SkillPowerUpKind.ScaleCombos ,...this.scale(min, max, baseMul, bonusMul) };
  783. },
  784. scaleMatchLength: function (attrs, min, max, baseMul, bonusMul, matchAll = false) {
  785. return { kind: SkillPowerUpKind.ScaleMatchLength, attrs: attrs, matchAll: matchAll ,...this.scale(min, max, baseMul, bonusMul) };
  786. },
  787. scaleMatchAttrs: function (matches, min, max, baseMul, bonusMul) {
  788. return { kind: SkillPowerUpKind.ScaleMatchAttrs, matches: matches ,...this.scale(min, max, baseMul, bonusMul) };
  789. },
  790. scaleCross: function (crosses) {
  791. return { kind: SkillPowerUpKind.ScaleCross, crosses: crosses.map(cross => ({ ...cross, atk: ((cross.atk ?? 100) / 100), rcv: ((cross.rcv ?? 100) / 100)})) };
  792. },
  793. scaleStateKindCount: function (awakenings, attrs, types, value) {
  794. return { kind: SkillPowerUpKind.ScaleStateKindCount, awakenings: awakenings, attrs: attrs, types: types, value: value };
  795. },
  796. }
  797. function activeTurns(turns, skill) {
  798. return skill ? { kind: SkillKinds.ActiveTurns, turns: turns, skill: skill } : null;
  799. }
  800. function damageEnemy(target, attr, damage) {
  801. return { kind: SkillKinds.DamageEnemy, target: target, attr: attr, damage: damage };
  802. }
  803. function vampire(attr, damageValue, healValue) {
  804. return { kind: SkillKinds.Vampire, attr: attr, damage: damageValue, heal: healValue };
  805. }
  806. function reduceDamage(attrs, percent, condition) {
  807. return { kind: SkillKinds.ReduceDamage, attrs: attrs, percent: percent, condition: condition };
  808. }
  809. function selfHarm(value) {
  810. return { kind: SkillKinds.SelfHarm, value: value };
  811. }
  812. function heal(value) {
  813. return { kind: SkillKinds.Heal, value: value };
  814. }
  815. function autoHealBuff(value) {
  816. return { kind: SkillKinds.AutoHealBuff, value: value };
  817. }
  818. function fromTo(from, to) {
  819. return { from: from, to: to };
  820. }
  821. function changeOrbs() {
  822. return { kind: SkillKinds.ChangeOrbs, changes: Array.from(arguments) };
  823. }
  824. function generateOrbs(orbs, exclude, count, time) {
  825. return { kind: SkillKinds.GenerateOrbs, orbs: orbs, exclude: exclude, count: count, time: time};
  826. }
  827. function fixedOrbs() {
  828. return { kind: SkillKinds.FixedOrbs, generates: Array.from(arguments) };
  829. }
  830. function powerUp(attrs, types, value, condition = null, reduceDamageValue = null, additional = []) {
  831. if (value.kind === SkillPowerUpKind.Multiplier) {
  832. let hp = value.hp, atk = value.atk, rcv = value.rcv;
  833. if (hp === 1 && atk === 1 && rcv === 1 && !reduceDamage)
  834. return null;
  835. }
  836. return { kind: SkillKinds.PowerUp, attrs: attrs, types: types, condition: condition, value: value, reduceDamage: reduceDamageValue, additional: additional};
  837. }
  838. function counterAttack(attr, prob, value) {
  839. return { kind: SkillKinds.CounterAttack, attr: attr, prob: prob, value: value };
  840. }
  841. function setOrbState(orbs, state, arg) {
  842. return { kind: SkillKinds.SetOrbState, orbs: orbs, state: state, arg: arg};
  843. }
  844. function rateMultiply(value, rate) {
  845. return { kind: SkillKinds.RateMultiply, value: value, rate: rate };
  846. }
  847. function orbDropIncrease(value, attrs, flag) {
  848. return { kind: SkillKinds.OrbDropIncrease, value: value, attrs: attrs, flag: flag };
  849. }
  850. function resolve(min, max) {
  851. return { kind: SkillKinds.Resolve, min: min, max: max };
  852. }
  853. function unbind(normal, awakenings, matches) {
  854. return { kind: SkillKinds.Unbind, normal: normal, awakenings: awakenings , matches: matches};
  855. }
  856. function bindSkill() { return { kind: SkillKinds.BindSkill}; }
  857. function boardChange(attrs) {
  858. return { kind: SkillKinds.BoardChange, attrs: attrs };
  859. }
  860. function randomSkills(skills) {
  861. return { kind: SkillKinds.RandomSkills, skills: skills };
  862. }
  863. function changeAttr(target, attr) {
  864. return { kind: SkillKinds.ChangeAttribute, target: target, attr: attr ?? 0 };
  865. }
  866. function gravity(value) {
  867. return { kind: SkillKinds.Gravity, value: value };
  868. }
  869. function voidEnemyBuff(buffs) {
  870. return { kind: SkillKinds.VoidEnemyBuff, buffs: buffs };
  871. }
  872. function skillBoost(value) { return { kind: SkillKinds.SkillBoost, value: value }; }
  873. function minMatch(value) { return { kind: SkillKinds.MinMatchLength, value: value }; }
  874. function fixedTime(value) { return { kind: SkillKinds.FixedTime, value: v.constant(value) }; }
  875. function addCombo(value) { return { kind: SkillKinds.AddCombo, value: value }; }
  876. function defBreak(value) { return { kind: SkillKinds.DefenseBreak, value: value }; }
  877. function poison(value) { return { kind: SkillKinds.Poison, value: value }; }
  878. function CTW(value) { return { kind: SkillKinds.CTW, value: value }; }
  879. function followAttack(value) { return { kind: SkillKinds.FollowAttack, value: value }; }
  880. function followAttackFixed(value) { return { kind: SkillKinds.FollowAttackFixed, value: v.constant(value) }; }
  881. function autoHeal(value) { return { kind: SkillKinds.AutoHeal, value: value }; }
  882. function timeExtend(value) { return { kind: SkillKinds.TimeExtend, value: value }; }
  883. function delay() { return { kind: SkillKinds.Delay }; }
  884. function massAttack() { return { kind: SkillKinds.MassAttack }; }
  885. function dropRefresh() { return { kind: SkillKinds.DropRefresh }; }
  886. function drum() { return { kind: SkillKinds.Drum }; }
  887. function autoPath() { return { kind: SkillKinds.AutoPath }; }
  888. function leaderChange(type = 0) { return { kind: SkillKinds.LeaderChange, type: type }; }
  889. function board7x6() { return { kind: SkillKinds.Board7x6 }; }
  890. function noSkyfall() { return { kind: SkillKinds.NoSkyfall }; }
  891. function henshin(id) { return { kind: SkillKinds.Henshin, id: id }; }
  892. function voidPoison() { return { kind: SkillKinds.VoidPoison }; }
  893. function skillProviso(cond) { return { kind: SkillKinds.SkillProviso, cond: cond }; }
  894. function obstructOpponent(type, pos, ids) {
  895. return { kind: SkillKinds.ObstructOpponent, type: type, pos: pos, enemy_skills: ids };
  896. }
  897. const parsers = {
  898. parser: (() => []), //这个用来解决代码提示的报错问题,不起实际作用
  899. [0](attr, mul) { return damageEnemy('all', attr, v.xATK(mul)); },
  900. [1](attr, value) { return damageEnemy('all', attr, v.constant(value)); },
  901. [2](mul, _) { return damageEnemy('single', 'self', v.xATK(mul)); },
  902. [3](turns, percent) { return activeTurns(turns, reduceDamage('all', v.percent(percent))); },
  903. [4](mul) { return poison(v.xATK(mul)); },
  904. [5](time) { return CTW(v.constant(time)); },
  905. [6](percent) { return gravity(v.xCHP(percent)); },
  906. [7](mul) { return heal(v.xRCV(mul)); },
  907. [8](value) { return heal(v.constant(value)); },
  908. [9](from, to) { return changeOrbs(fromTo([from ?? 0], [to ?? 0])); },
  909. [10]() { return dropRefresh(); },
  910. [11](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul })); },
  911. [12](mul) { return followAttack(v.xATK(mul)); },
  912. [13](mul) { return autoHeal(v.xRCV(mul)); },
  913. [14](min, max) { return resolve(v.percent(min), v.percent(max ?? 100)); },
  914. [15](time) { return timeExtend(v.constant(time / 100)); },
  915. [16](percent) { return reduceDamage('all', v.percent(percent)); },
  916. [17](attr, percent) { return reduceDamage([attr], v.percent(percent)); },
  917. [18](turns) { return activeTurns(turns, delay()); },
  918. [19](turns, percent) { return activeTurns(turns, defBreak(v.percent(percent))); },
  919. [20](from1, to1, from2, to2) {
  920. if ((to1 ?? 0) == (to2 ?? 0))
  921. return changeOrbs(fromTo([from1 ?? 0, from2 ?? 0], [to1 ?? 0]));
  922. else
  923. return changeOrbs(
  924. fromTo([from1 ?? 0], [to1 ?? 0]),
  925. fromTo([from2 ?? 0], [to2 ?? 0])
  926. );
  927. },
  928. [21](turns, attr, percent) { return activeTurns(turns, reduceDamage([attr], v.percent(percent))); },
  929. [22](type, mul) { return powerUp(null, [type], p.mul({ atk: mul })); },
  930. [23](type, mul) { return powerUp(null, [type], p.mul({ hp: mul })); },
  931. [24](type, mul) { return powerUp(null, [type], p.mul({ rcv: mul })); },
  932. [26](mul) { return powerUp(null, null, p.mul({ atk: mul })); },
  933. [28](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul, rcv: mul })); },
  934. [29](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
  935. [30](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul })); },
  936. [31](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul })); },
  937. [33]() { return drum(); },
  938. [35](mul, percent) { return vampire('self', v.xATK(mul), v.percent(percent)); },
  939. [36](attr1, attr2, percent) { return reduceDamage([attr1, attr2], v.percent(percent)); },
  940. [37](attr, mul) { return damageEnemy('single', attr, v.xATK(mul)); },
  941. [38](max, _, percent) { return reduceDamage('all', v.percent(percent), max === 100 ? c.hp(max, max) : c.hp(0, max)); },
  942. [39](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  943. [40](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ atk: mul })); },
  944. [41](prob, mul, attr) { return counterAttack(attr ?? 0, v.percent(prob), v.percent(mul)); },
  945. [42](targetAttr, dmgAttr, value) { return damageEnemy(targetAttr, dmgAttr, v.constant(value)); },
  946. [43](min, max, percent) { return reduceDamage('all', v.percent(percent), c.hp(min, max)); },
  947. [44](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  948. [45](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul })); },
  949. [46](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul })); },
  950. [48](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul })); },
  951. [49](attr, mul) { return powerUp([attr], null, p.mul({ rcv: mul })); },
  952. [50](turns, attr, mul) { return activeTurns(turns, powerUp([attr], null, p.mul({ atk: mul ?? 0 }))); },
  953. [51](turns) { return activeTurns(turns, massAttack()); },
  954. [52](attr, mul) { return setOrbState([attr], 'enhanced', {enhance: v.percent(mul)}); },
  955. [53](mul) { return rateMultiply(v.percent(mul), 'drop'); },
  956. [54](mul) { return rateMultiply(v.percent(mul), 'coin'); },
  957. [55](value) { return damageEnemy('single', 'fixed', v.constant(value)); },
  958. [56](value) { return damageEnemy('all', 'fixed', v.constant(value)); },
  959. [58](attr, min, max) { return damageEnemy('all', attr, v.randomATK(min, max)); },
  960. [59](attr, min, max) { return damageEnemy('single', attr, v.randomATK(min, max)); },
  961. [60](turns, mul, attr) { return activeTurns(turns, counterAttack(attr, v.percent(100), v.percent(mul))); },
  962. [61](attrs, min, base, bonus, incr) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (incr ?? 0), [base, 100], [bonus, 0])); },
  963. [62](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul })); },
  964. [63](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, rcv: mul })); },
  965. [64](type, mul) { return powerUp(null, [type], p.mul({ atk: mul, rcv: mul })); },
  966. [65](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
  967. [66](combo, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, [mul, 100], [0, 0])); },
  968. [67](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, rcv: mul })); },
  969. [69](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul })); },
  970. [71](...attrs) { return boardChange(attrs.filter(attr => attr >= 0)); },
  971. [73](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul })); },
  972. [75](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul, rcv: mul })); },
  973. [76](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
  974. [77](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul, atk: mul })); },
  975. [79](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul, rcv: mul })); },
  976. [84](attr, min, max, percent) {
  977. return [
  978. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  979. damageEnemy('single', attr, v.randomATK(min, max))
  980. ];
  981. },
  982. [85](attr, min, max, percent) {
  983. return [
  984. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  985. damageEnemy('all', attr, v.randomATK(min, max))
  986. ];
  987. },
  988. [86](attr, value, _, percent) {
  989. return [
  990. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  991. damageEnemy('single', attr, v.constant(value))
  992. ];
  993. },
  994. [87](attr, value, _, percent) {
  995. return [
  996. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  997. damageEnemy('all', attr, v.constant(value))
  998. ];
  999. },
  1000. [88](turns, type, mul) { return activeTurns(turns, powerUp(null, [type], p.mul({ atk: mul }))); },
  1001. [90](turns, attr1, attr2, mul) { return activeTurns(turns, powerUp([attr1, attr2], null, p.mul({ atk: mul }))); },
  1002. [91](attr1, attr2, mul) { return setOrbState([attr1, attr2], 'enhanced', {enhance: v.percent(mul)}); },
  1003. [92](turns, type1, type2, mul) { return activeTurns(turns, powerUp(null, [type1, type2], p.mul({ atk: mul }))); },
  1004. [93]() { return leaderChange(); },
  1005. [94](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  1006. [95](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  1007. [96](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  1008. [97](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  1009. [98](min, base, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max, [base, 100], [bonus, 0])); },
  1010. [100](stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.useSkill()); },
  1011. [101](combo, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('combo', combo)); },
  1012. [103](combo, stats1, stats2, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
  1013. [104](combo, attrs, stats1, stats2, mul) { return powerUp(flags(attrs), null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
  1014. [105](rcv, atk) { return powerUp(null, null, p.mul({ rcv, atk })); },
  1015. [106](hp, atk) { return powerUp(null, null, p.mul({ hp, atk })); },
  1016. [107](hp, attrs, atk) {
  1017. return [
  1018. powerUp(null, null, p.mul({ hp })),
  1019. attrs && powerUp(flags(attrs), null, p.mul({ atk: atk ?? 100 })) || null,
  1020. ].filter(Boolean);
  1021. },
  1022. [108](hp, type, atk) { return [powerUp(null, null, p.mul({ hp })), powerUp(null, [type], p.mul({ atk }))]; },
  1023. [109](attrs, len, mul) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul, 100], [0, 0])); },
  1024. [110](single, attr, min, max, scale) { return damageEnemy(single ? 'single' : 'all', attr, v.hpScale(min, max, scale)); },
  1025. [111](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul })); },
  1026. [114](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
  1027. [115](attr, mul, percent) { return vampire(attr, v.xATK(mul), v.percent(percent)); },
  1028. [116](...ids) { return ids.flatMap(id => this.parser(id)); },
  1029. [117](bind, rcv, constant, hp, awokenBind) {
  1030. return [
  1031. rcv ? heal(v.xRCV(rcv)) : hp ? heal(v.xMaxHP(hp)) : constant ? heal(v.constant(constant)) : null,
  1032. (bind || awokenBind) ? unbind(bind ?? 0, awokenBind ?? 0) : null,
  1033. ].filter(Boolean);
  1034. },
  1035. [118](...ids) { return randomSkills(ids.map(id => this.parser(id))); },
  1036. [119](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base || 100, 100], [bonus, 0])); },
  1037. [121](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })); },
  1038. [122](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(0, percent)); },
  1039. [123](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(percent, 100)); },
  1040. [124](attrs1, attrs2, attrs3, attrs4, attrs5, min, mul, bonus) {
  1041. const attrs = [attrs1, attrs2, attrs3, attrs4, attrs5].filter(Boolean);
  1042. return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, bonus ? attrs.length : min, [mul, 100], [bonus, 0]));
  1043. },
  1044. [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))); },
  1045. [126](attrs, turns, turns2, percent) { return activeTurns(turns === turns2 ? turns : [turns, turns2], orbDropIncrease(v.percent(percent), flags(attrs))); },
  1046. [127](cols1, attrs1, cols2, attrs2) {
  1047. return fixedOrbs(
  1048. { orbs: flags(attrs1), type: 'col', positions: flags(cols1) },
  1049. { orbs: flags(attrs2), type: 'col', positions: flags(cols2) }
  1050. );
  1051. },
  1052. [128](rows1, attrs1, rows2, attrs2) {
  1053. return fixedOrbs(
  1054. { orbs: flags(attrs1), type: 'row', positions: flags(rows1) },
  1055. { orbs: flags(attrs2), type: 'row', positions: flags(rows2) }
  1056. );
  1057. },
  1058. [129](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
  1059. return [
  1060. (hp || atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1061. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null
  1062. ].filter(Boolean);
  1063. },
  1064. [130](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
  1065. return [
  1066. (atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(0, percent)) || null,
  1067. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(0, percent)) || null
  1068. ].filter(Boolean);
  1069. },
  1070. [131](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
  1071. return [
  1072. (atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(percent, 100)) || null,
  1073. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(percent, 100)) || null
  1074. ].filter(Boolean);
  1075. },
  1076. [132](turns, time, percent) { return activeTurns(turns, timeExtend(time ? v.constant(time / 10) : v.percent(percent))); },
  1077. [133](attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.useSkill()); },
  1078. [136](attrs1, hp1, atk1, rcv1, attrs2, hp2, atk2, rcv2) {
  1079. return [
  1080. powerUp(flags(attrs1), null, p.mul({ hp: hp1 || 100, atk: atk1 || 100, rcv: rcv1 || 100 })),
  1081. powerUp(flags(attrs2), null, p.mul({ hp: hp2 || 100, atk: atk2 || 100, rcv: rcv2 || 100 })),
  1082. ];
  1083. },
  1084. [137](types1, hp1, atk1, rcv1, types2, hp2, atk2, rcv2) {
  1085. return [
  1086. powerUp(null, flags(types1), p.mul({ hp: hp1 || 100, atk: atk1 || 100, rcv: rcv1 || 100 })),
  1087. powerUp(null, flags(types2), p.mul({ hp: hp2 || 100, atk: atk2 || 100, rcv: rcv2 || 100 })),
  1088. ];
  1089. },
  1090. [138](...ids) { return ids.flatMap(id => this.parser(id)); },
  1091. [139](attrs, types, percent1, less1, mul1, percent2, less2, mul2) {
  1092. return [
  1093. powerUp(flags(attrs), flags(types), p.mul({ atk: mul1 || 100 }), less1 ? c.hp(0, percent1) : c.hp(percent1, 100)),
  1094. powerUp(flags(attrs), flags(types), p.mul({ atk: mul2 || 100 }), less1 ?
  1095. (less2 ? c.hp(percent1, percent2) : c.hp(percent2, 100)) :
  1096. (less2 ? c.hp(0, percent2) : c.hp(percent2, percent1))
  1097. ),
  1098. ];
  1099. },
  1100. [140](attrs, mul) { return setOrbState(flags(attrs), 'enhanced', {enhance: v.percent(mul)}); },
  1101. [141](count, to, exclude) { return generateOrbs(flags(to), flags(exclude), count); },
  1102. [142](turns, attr) { return activeTurns(turns, changeAttr('self', attr)); },
  1103. [143](mul, dmgAttr) { return damageEnemy('all', dmgAttr ?? 0, v.xTeamHP(mul)); },
  1104. [144](teamAttrs, mul, single, dmgAttr) { return damageEnemy(single ? 'single' : 'all', dmgAttr, v.xTeamATK(flags(teamAttrs), mul)); },
  1105. [145](mul) { return heal(v.xTeamRCV(mul)); },
  1106. [146](turns) { return skillBoost(v.constant(turns)); },
  1107. [148](percent) { return rateMultiply(v.percent(percent), 'exp'); },
  1108. [149](mul) { return powerUp(null, null, p.mul({ rcv: mul }), c.exact('match-length', 4, [Attributes.Heart])); },
  1109. [150](_, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('match-length', 5, 'enhanced')); },
  1110. [151](mul1, mul2, percent) {
  1111. return powerUp(null, null, p.scaleCross([{ single: true, attr: [Attributes.Heart], atk: mul1 || 100, rcv: mul2 || 100 }]), null, v.percent(percent));
  1112. },
  1113. [152](attrs, count) { return setOrbState(flags(attrs), 'locked', {count: v.constant(count)}); },
  1114. [153](attr, _) { return changeAttr('opponent', attr); },
  1115. [154](from, to) { return changeOrbs(fromTo(flags(from), flags(to))); },
  1116. [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()); },
  1117. [156](turns, awoken1, awoken2, awoken3, type, mul) {
  1118. if (type == 1)
  1119. {
  1120. return heal(v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), v.xRCV(mul)));
  1121. }else
  1122. {
  1123. return activeTurns(turns, type === 2 ?
  1124. powerUp(null, null, p.scaleStateKindCount([awoken1, awoken2, awoken3].filter(Boolean), null, null, p.mul({atk: mul - 100, hp:0, rcv:0}))) :
  1125. reduceDamage('all', v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), v.percent(mul)))
  1126. );
  1127. }
  1128. },
  1129. [157](attr1, mul1, attr2, mul2, attr3, mul3) {
  1130. let crosses = [
  1131. { single: false, attr: [attr1], atk: mul1 },
  1132. { single: false, attr: [attr2], atk: mul2 },
  1133. { single: false, attr: [attr3], atk: mul3 }
  1134. ].filter(cross => cross.atk);
  1135. return powerUp(null, null, p.scaleCross(crosses));
  1136. },
  1137. [158](len, attrs, types, atk, hp, rcv) {
  1138. return [
  1139. minMatch(len),
  1140. powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }))
  1141. ];
  1142. },
  1143. [159](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base, 100], [bonus, 0])); },
  1144. [160](turns, combo) { return activeTurns(turns, addCombo(combo)); },
  1145. [161](percent) { return gravity(v.xMaxHP(percent)); },
  1146. [162]() { return board7x6(); },
  1147. [163](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
  1148. return [
  1149. noSkyfall(),
  1150. (hp || atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1151. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null,
  1152. ].filter(Boolean);
  1153. },
  1154. [164](attrs1, attrs2, attrs3, attrs4, min, atk, rcv, bonus) {
  1155. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  1156. return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, attrs.length, [atk, rcv], [bonus, bonus]));
  1157. },
  1158. [165](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, incr) {
  1159. const attrsArr = flags(attrs);
  1160. return powerUp(null, null, p.scaleAttrs(attrsArr, min, min + (min < attrsArr.length ? (incr ?? 0) : 0), [baseAtk || 100, baseRcv || 100], [bonusAtk, bonusRcv]));
  1161. },
  1162. [166](min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleCombos(min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  1163. [167](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  1164. [168](turns, awoken1, awoken2, awoken3, awoken4, awoken5, awoken6, mul) {
  1165. return activeTurns(turns,
  1166. powerUp(null, null, p.scaleStateKindCount([awoken1, awoken2, awoken3, awoken4, awoken5, awoken6].filter(Boolean), null, null, p.mul({atk: mul, hp:0, rcv:0})))
  1167. );
  1168. },
  1169. [169](min, base, percent, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max ?? min, [base || 100, 100], [bonus, 0]), null, v.percent(percent)); },
  1170. [170](attrs, min, base, percent, bonus, stage) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (stage ? stage - 1 : 0), [base, 100], [bonus ?? 0, 0]), null, v.percent(percent)); },
  1171. [171](attrs1, attrs2, attrs3, attrs4, min, mul, percent) {
  1172. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  1173. return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, min, [mul, 100], [0, 0]), null, v.percent(percent));
  1174. },
  1175. [172]() { return setOrbState(null, 'unlocked'); },
  1176. [173](turns, attrAbsorb, comboAbsorb, damageAbsorb) {
  1177. return activeTurns(turns, voidEnemyBuff(
  1178. [
  1179. attrAbsorb && 'attr-absorb',
  1180. comboAbsorb && 'combo-absorb',
  1181. damageAbsorb && 'damage-absorb'
  1182. ].filter((buff) => typeof buff === 'string')
  1183. ));
  1184. },
  1185. [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))); },
  1186. [176](row1, row2, row3, row4, row5, attrs) {
  1187. return fixedOrbs(
  1188. { orbs: [attrs ?? 0], type: 'shape', positions: [row1, row2, row3, row4, row5].map(row=>flags(row)) }
  1189. );
  1190. },
  1191. [177](attrs, types, hp, atk, rcv, remains, mul) {
  1192. return [
  1193. noSkyfall(),
  1194. (hp || atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1195. mul && powerUp(null, null, p.mul({ atk: mul }), c.remainOrbs(remains)) || null
  1196. ].filter(Boolean);
  1197. },
  1198. [178](time, attrs, types, hp, atk, rcv, attrs2, percent) {
  1199. return [
  1200. fixedTime(time),
  1201. (hp || atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })),
  1202. percent && reduceDamage(flags(attrs2), v.percent(percent)) || null,
  1203. ].filter(Boolean);
  1204. /*const reduceAttrs = flags(attrs2);
  1205. const isAllAttr = isEqual(reduceAttrs, Attributes.attr);
  1206. return [
  1207. fixedTime(time),
  1208. (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),
  1209. percent && !isAllAttr && reduceDamage(reduceAttrs, v.percent(percent)) || null,
  1210. ].filter(Boolean);*/
  1211. },
  1212. [179](turns, value, percent, bind, awokenBind) {
  1213. return [
  1214. (bind || awokenBind) ? unbind(bind ?? 0, awokenBind ?? 0) : null,
  1215. activeTurns(turns, autoHealBuff(value ? v.constant(value) : v.xMaxHP(percent)))
  1216. ].filter(Boolean);
  1217. },
  1218. [180](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), [], 'enhanced')); },
  1219. [182](attrs, len, mul, percent) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul || 100, 100], [0, 0]), null, v.percent(percent)); },
  1220. [183](attrs, types, percent1, atk1, reduce, percent2, atk2, rcv2) {
  1221. return [
  1222. (percent1 > 0) && powerUp(flags(attrs), flags(types), p.mul({ atk: atk1 || 100 }), c.hp(percent1, 100), v.percent(reduce)) || null,
  1223. (atk2 || rcv2) && powerUp(flags(attrs), flags(types), p.mul({ atk: atk2 || 100, rcv: rcv2 || 100 }), c.hp(0, percent2 || percent1)) || null
  1224. ].filter(Boolean);
  1225. },
  1226. [184](turns) { return activeTurns(turns, noSkyfall()); },
  1227. [185](time, attrs, types, hp, atk, rcv) {
  1228. return [
  1229. timeExtend(v.constant(time / 100)),
  1230. powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })),
  1231. ];
  1232. },
  1233. [186](attrs, types, hp, atk, rcv) {
  1234. return [
  1235. board7x6(),
  1236. (hp || atk ||rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1237. ].filter(Boolean);
  1238. },
  1239. [188](value) {
  1240. return damageEnemy('single', 'fixed', v.constant(value));
  1241. },
  1242. [189]() {
  1243. return [
  1244. setOrbState(null, 'unlocked'),
  1245. boardChange([0,1,2,3]),
  1246. autoPath(),
  1247. ];
  1248. },
  1249. [191](turns) {
  1250. return activeTurns(turns, voidEnemyBuff(['damage-void']));
  1251. },
  1252. [192](attrs, len, mul, combo) {
  1253. return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul || 100, 100], [0, 0], true), null, null, [addCombo(combo)]);
  1254. },
  1255. [193](attrs, atk, rcv, percent) {
  1256. return powerUp(null, null, p.mul([atk || 100, rcv || 100]), c.LShape(flags(attrs)), v.percent(percent));
  1257. },
  1258. [194](attrs, min, mul, combo) {
  1259. return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min, [mul || 100, 100], [0, 0]), null, null, [addCombo(combo)]);
  1260. },
  1261. [195](percent) {
  1262. return selfHarm(percent ? v.xCHP(percent) : v.constantTo(1));
  1263. },
  1264. [196](matches) {
  1265. return unbind(0,0,matches);
  1266. },
  1267. [197]() {
  1268. return voidPoison();
  1269. },
  1270. [198](heal, atk, percent, awokenBind) {
  1271. return powerUp(null, null, p.mul([atk || 100, 100]), c.heal(heal), percent && v.percent(percent), awokenBind && [unbind(0, awokenBind ?? 0)]);
  1272. },
  1273. [199](attrs, min, damage) {
  1274. return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]);
  1275. },
  1276. [200](attrs, len, damage) {
  1277. return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]);
  1278. },
  1279. [201](attrs1, attrs2, attrs3, attrs4, min, damage) {
  1280. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  1281. return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, attrs.length, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]);
  1282. },
  1283. [202](id) {
  1284. return henshin(id);
  1285. },
  1286. [203](evotypeid, hp, atk, rcv) {
  1287. let evotype = (type=>{
  1288. switch (type) {
  1289. case 0: return "pixel-evo";
  1290. case 2: return "reincarnation-evo";
  1291. default: return type;
  1292. }
  1293. })(evotypeid);
  1294. return powerUp(null, null, p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }),
  1295. c.compo('evolution', [evotype]));
  1296. },
  1297. [205](attrs, turns) { return activeTurns(turns, orbDropIncrease(null, flags(attrs == -1 ? 1023: attrs), 'locked')); },
  1298. [206](attrs1, attrs2, attrs3, attrs4, attrs5, min, combo) {
  1299. const attrs = [attrs1, attrs2, attrs3, attrs4, attrs5].filter(Boolean);
  1300. return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, attrs.length, [100, 100], [0, 0]), null, null, [addCombo(combo)]);
  1301. },
  1302. [207](turns, time, row1, row2, row3, row4, row5, count) {
  1303. return activeTurns(turns, count ?
  1304. generateOrbs( ['variation'], null, count, time/100):
  1305. fixedOrbs( { orbs: ['variation'], time: time/100, type: 'shape', positions: [row1, row2, row3, row4, row5].map(row=>flags(row)) })
  1306. );
  1307. },
  1308. [208](count1, to1, exclude1, count2, to2, exclude2) {
  1309. return [
  1310. generateOrbs(flags(to1), flags(exclude1), count1),
  1311. generateOrbs(flags(to2), flags(exclude2), count2),
  1312. ];
  1313. },
  1314. [209](combo) {
  1315. return powerUp(null, null, p.scaleCross([{ single: true, attr: [Attributes.Heart], atk: 100, rcv: 100}]), null, null, [addCombo(combo)]);
  1316. },
  1317. [210](attrs, _, combo) {
  1318. return powerUp(null, null, p.scaleCross([{ single: false, attr: flags(attrs), atk: 100, rcv: 100}]), null, null, [addCombo(combo)]);
  1319. },
  1320. [214](turns) { return activeTurns(turns, bindSkill()); },
  1321. [215](turns, attrs) { return activeTurns(turns, setOrbState(flags(attrs), 'bound')); },
  1322. [218](turns) { return skillBoost(v.constant(-turns)); },
  1323. [219](attrs, len, combo) {
  1324. return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [100, 100], [0, 0]), null, null, [addCombo(combo)]);
  1325. },
  1326. [220](attrs, combo) {
  1327. return powerUp(null, null, p.mul([100,100]), c.LShape(flags(attrs)), null, [addCombo(combo)]);
  1328. },
  1329. [223](combo, damage) {
  1330. return powerUp(null, null, p.scaleCombos(combo, combo, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]);
  1331. },
  1332. [224](turns, attr) { return activeTurns(turns, changeAttr('opponent', attr)); },
  1333. [225](min, max) { return skillProviso(c.hp(min ?? 0, max ?? 100)); },
  1334. [226](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), [], 'nail')); },
  1335. [227]() { return leaderChange(1); },
  1336. [228](turns, attrs, types, atk, rcv) {
  1337. return activeTurns(turns,
  1338. powerUp(null, null, p.scaleStateKindCount(null, flags(attrs), flags(types), p.mul({atk: atk, rcv: rcv, hp:0})))
  1339. );
  1340. },
  1341. [229](attrs, types, hp, atk, rcv) {
  1342. return powerUp(null, null, p.scaleStateKindCount(null, flags(attrs), flags(types), p.mul({hp: hp, atk: atk, rcv: rcv})));
  1343. },
  1344. [1000](type, pos, ...ids) {
  1345. let posType = (type=>{
  1346. switch (type) {
  1347. case 1: return "after-me";
  1348. case 2: return "designated-position";
  1349. case 3: return "before-me";
  1350. default: return type;
  1351. }
  1352. })(type);
  1353. return obstructOpponent(posType, flags(pos), ids);
  1354. },
  1355. };
  1356. //将内容添加到代码片段
  1357. DocumentFragment.prototype.ap = function(arg)
  1358. {
  1359. if (Array.isArray(arg)) //数组,递归自身
  1360. {
  1361. arg.forEach(element=>this.ap(element));
  1362. }
  1363. else if (arg instanceof Node) //属于Node的直接添加
  1364. {
  1365. this.appendChild(arg);
  1366. }
  1367. else //其他内容的转换为文字添加
  1368. {
  1369. this.appendChild(document.createTextNode(arg));
  1370. }
  1371. return this;
  1372. }
  1373. //将数组和分隔符添加到一个代码片段,类似join
  1374. Array.prototype.nodeJoin = function(separator)
  1375. {
  1376. const frg = document.createDocumentFragment();
  1377. this.forEach((item, idx, arr)=>{
  1378. frg.ap(item);
  1379. if (idx < (arr.length - 1) && separator != null)
  1380. frg.ap(separator instanceof Node ? separator.cloneNode(true) : separator);
  1381. });
  1382. return frg;
  1383. }
  1384. //按住Ctrl点击技能在控制台输出技能的对象
  1385. function showParsedSkill(event) {
  1386. if (event.ctrlKey) {
  1387. console.log(this.skill);
  1388. }
  1389. }
  1390. function renderSkillEntry(skills)
  1391. {
  1392. const ul = document.createElement("ul");
  1393. ul.className = "card-skill-list";
  1394. skills.forEach(skill=>{
  1395. const li = ul.appendChild(document.createElement("li"));
  1396. li.className = skill.kind;
  1397. li.appendChild(renderSkill(skill));
  1398. li.skill = skill;
  1399. li.addEventListener("click", showParsedSkill);
  1400. });
  1401. if (merge_skill)
  1402. {
  1403. let boardChange = skills.filter(skill=>
  1404. skill.kind == SkillKinds.BoardChange ||
  1405. skill.kind == SkillKinds.GenerateOrbs ||
  1406. skill.kind == SkillKinds.FixedOrbs
  1407. );
  1408. if (boardChange.length > 0)
  1409. {
  1410. const board = new Board();
  1411. for (let skill of boardChange)
  1412. {
  1413. switch (skill.kind)
  1414. {
  1415. case SkillKinds.BoardChange: { //洗版
  1416. const attrs = skill.attrs;
  1417. board.randomFill(attrs);
  1418. break;
  1419. }
  1420. case SkillKinds.GenerateOrbs: { //产生珠子
  1421. let orbs = skill.orbs, exclude = skill.exclude, count = skill.count;
  1422. console.log(orbs)
  1423. board.generateOrbs(orbs, count, exclude);
  1424. break;
  1425. }
  1426. case SkillKinds.FixedOrbs: { //固定位置产生珠子
  1427. let generates = skill.generates;
  1428. for (const generate of generates)
  1429. {
  1430. let orb = generate.orbs?.[0];
  1431. if (generate.type == 'shape') {
  1432. board.setShape(generate.positions, orb);
  1433. } else {
  1434. if (generate.type == 'row')
  1435. board.setRow(generate.positions, orb);
  1436. else
  1437. board.setColumn(generate.positions, orb);
  1438. }
  1439. }
  1440. break;
  1441. }
  1442. }
  1443. }
  1444. const li = ul.appendChild(document.createElement("li"));
  1445. li.appendChild(board.toTable());
  1446. li.className = "merge-board";
  1447. }
  1448. }
  1449. return ul;
  1450. }
  1451. function renderSkill(skill, option = {})
  1452. {
  1453. const frg = document.createDocumentFragment();
  1454. if (typeof localTranslating == "undefined") return frg;
  1455. const tsp = localTranslating.skill_parse;
  1456. function createIcon(iconType, className){
  1457. const idoc = document.createElement("icon");
  1458. idoc.className = `icon-skill${className ? ` ${className}` : ''}`;
  1459. idoc.setAttribute("data-icon-type", iconType);
  1460. return idoc;
  1461. }
  1462. if (Array.isArray(skill))
  1463. {
  1464. frg.ap(skill.map(_skill=>renderSkill(_skill)));
  1465. return frg;
  1466. }
  1467. switch (skill.kind) {
  1468. case SkillKinds.Unknown: {
  1469. let dict = {
  1470. type: skill.kind
  1471. };
  1472. frg.ap(tsp.skill.unknown(dict));
  1473. break;
  1474. }
  1475. case SkillKinds.ActiveTurns: { //有回合的行动
  1476. let turns = skill.turns, actionSkill = skill.skill;
  1477. let dict = {
  1478. turns: Array.isArray(turns) ? turns.join(tsp.word.range_hyphen().textContent) : turns,
  1479. actionSkill: renderSkill(actionSkill),
  1480. };
  1481. frg.ap(tsp.skill.active_turns(dict));
  1482. break;
  1483. }
  1484. case SkillKinds.RandomSkills: { //随机技能
  1485. let skills = skill.skills;
  1486. const ul = document.createElement("ul");
  1487. ul.className = "random-active-skill";
  1488. skills.forEach(subSkills=>{
  1489. const li = ul.appendChild(document.createElement("li"));
  1490. li.appendChild(renderSkillEntry(subSkills));
  1491. });
  1492. let dict = {
  1493. skills: ul,
  1494. };
  1495. frg.ap(tsp.skill.random_skills(dict));
  1496. break;
  1497. }
  1498. case SkillKinds.Delay: { //威吓
  1499. let dict = {
  1500. icon: createIcon(skill.kind),
  1501. };
  1502. frg.ap(tsp.skill.delay(dict));
  1503. break;
  1504. }
  1505. case SkillKinds.MassAttack: { //全体攻击
  1506. let dict = {
  1507. icon: createIcon(skill.kind),
  1508. };
  1509. frg.ap(tsp.skill.mass_attack(dict));
  1510. break;
  1511. }
  1512. case SkillKinds.LeaderChange: { //切换队长
  1513. let type = skill.type;
  1514. let dict = {
  1515. icon: createIcon(skill.kind),
  1516. target: type ? tsp.target.team_last() : tsp.target.self(),
  1517. };
  1518. frg.ap(tsp.skill.leader_change(dict));
  1519. break;
  1520. }
  1521. case SkillKinds.NoSkyfall: { //无天降
  1522. let dict = {
  1523. icon: createIcon(skill.kind),
  1524. };
  1525. frg.ap(tsp.skill.no_skyfall(dict));
  1526. break;
  1527. }
  1528. case SkillKinds.SelfHarm: { //主动自残
  1529. let value = skill.value;
  1530. let dict = {
  1531. icon: createIcon("heal", "hp-decr"),
  1532. value: renderValue(value, {percent: true}),
  1533. stats: tsp.stats.hp(),
  1534. };
  1535. frg.ap(tsp.skill.self_harm(dict));
  1536. break;
  1537. }
  1538. case SkillKinds.Heal: { //主动回血buff
  1539. let value = skill.value;
  1540. let dict = {
  1541. icon: createIcon("heal", "hp-incr"),
  1542. //icon: createIcon("auto-heal"),
  1543. value: renderValue(value, {unit: tsp.unit.point, percent: value.kind == SkillValueKind.xRCV ? false : true}),
  1544. stats: tsp.stats.hp(),
  1545. };
  1546. frg.ap(tsp.skill.heal(dict));
  1547. break;
  1548. }
  1549. case SkillKinds.AutoHealBuff: { //自动回血buff
  1550. let dict = {
  1551. icon: createIcon("auto-heal"),
  1552. value: renderValue(skill.value, {unit: tsp.unit.point, percent: true}),
  1553. stats: tsp.stats.hp(),
  1554. };
  1555. frg.ap(tsp.skill.auto_heal_buff(dict));
  1556. break;
  1557. }
  1558. case SkillKinds.DefenseBreak: { //破防
  1559. let dict = {
  1560. icon: createIcon(skill.kind),
  1561. value: renderValue(skill.value, {percent: true}),
  1562. };
  1563. frg.ap(tsp.skill.defense_break(dict));
  1564. break;
  1565. }
  1566. case SkillKinds.Poison: { //毒
  1567. let dict = {
  1568. icon: createIcon(skill.kind),
  1569. belong_to: tsp.target.self(),
  1570. target: tsp.target.enemy_all(),
  1571. stats: tsp.stats.hp(),
  1572. value: renderValue(skill.value),
  1573. };
  1574. frg.ap(tsp.skill.poison(dict));
  1575. break;
  1576. }
  1577. case SkillKinds.TimeExtend: { //时间变化buff
  1578. let value = skill.value;
  1579. let dict = {
  1580. icon: createIcon("status-time", SkillValue.isLess(value) ? "time-decr" : "time-incr"),
  1581. value: renderValue(value, { unit:tsp.unit.seconds, plusSign: value.kind != SkillValueKind.Percent, percent: SkillValue.isLess(value) }),
  1582. };
  1583. frg.ap(tsp.skill.time_extend(dict));
  1584. break;
  1585. }
  1586. case SkillKinds.FollowAttack: { //队长技追打
  1587. let dict = {
  1588. //icon: createIcon("follow_attack"),
  1589. belong_to: tsp.target.self(),
  1590. target: tsp.target.enemy(),
  1591. value: renderValue(skill.value),
  1592. };
  1593. frg.ap(tsp.skill.follow_attack(dict));
  1594. break;
  1595. }
  1596. case SkillKinds.FollowAttackFixed: { //队长技固伤追打
  1597. let damage = skill.value;
  1598. let dict = {
  1599. damage: renderValue(damage, {unit: tsp.unit.point}),
  1600. attr: renderAttrs('fixed'),
  1601. };
  1602. frg.ap(tsp.skill.follow_attack_fixed(dict));
  1603. break;
  1604. }
  1605. case SkillKinds.AutoHeal: { //队长技自动回血
  1606. let dict = {
  1607. icon: createIcon(skill.kind),
  1608. belong_to: tsp.target.self(),
  1609. value: renderValue(skill.value),
  1610. stats: tsp.stats.hp(),
  1611. };
  1612. frg.ap(tsp.skill.auto_heal(dict));
  1613. break;
  1614. }
  1615. case SkillKinds.CTW: { //时间暂停
  1616. let dict = {
  1617. icon: createIcon(skill.kind),
  1618. value: renderValue(skill.value, { unit: tsp.unit.seconds }),
  1619. };
  1620. frg.ap(tsp.skill.ctw(dict));
  1621. break;
  1622. }
  1623. case SkillKinds.Gravity: { //重力
  1624. let dict = {
  1625. icon: createIcon(skill.kind),
  1626. target: tsp.target.enemy(),
  1627. value: renderValue(skill.value, { percent:true }),
  1628. };
  1629. frg.ap(tsp.skill.gravity(dict));
  1630. break;
  1631. }
  1632. case SkillKinds.Resolve: { //根性
  1633. let prob = skill.prob;
  1634. let dict = {
  1635. icon: createIcon(skill.kind),
  1636. stats: renderStat('chp'),
  1637. min: renderValue(skill.min, { percent:true }),
  1638. max: renderValue(skill.max, { percent:true }),
  1639. };
  1640. frg.ap(tsp.skill.resolve(dict));
  1641. break;
  1642. }
  1643. case SkillKinds.DamageEnemy: { //大炮和固伤
  1644. let attr = skill.attr, target = skill.target, damage = skill.damage, times = skill.times;
  1645. if (attr == null) break; //没有属性时,编号为0的空技能
  1646. dict = {
  1647. target: target === 'all' ? tsp.target.enemy_all() : target === 'single' ? tsp.target.enemy_one() : tsp.target.enemy_attr({attr: renderAttrs(target, {affix: true})}),
  1648. damage: renderValue(damage, {unit: tsp.unit.point}),
  1649. attr: renderAttrs(attr, {affix: (attr === 'self' || attr === 'fixed') ? false : true}),
  1650. };
  1651. if (times)
  1652. {
  1653. dict.times = tsp.skill.damage_enemy_times({
  1654. times: renderValue(v.constant(times), {unit: tsp.unit.times})
  1655. });
  1656. dict.totalDamage = tsp.skill.damage_enemy_count({
  1657. damage: renderValue(v.constant(damage.value * times), {unit: tsp.unit.point})
  1658. });
  1659. }
  1660. frg.ap(tsp.skill.damage_enemy(dict));
  1661. break;
  1662. }
  1663. case SkillKinds.Unbind: { //解封
  1664. let normal = skill.normal, awakenings = skill.awakenings, matches = skill.matches;
  1665. let effects = [];
  1666. let enabledStats = [normal, awakenings, matches].filter(Boolean);
  1667. if (merge_skill && enabledStats.length >= 2 && enabledStats.every((s,i,arr)=>s==arr[0]))
  1668. {
  1669. if (normal)
  1670. {
  1671. effects.push(tsp.skill.unbind_normal({icon: createIcon("unbind-normal")}));
  1672. }
  1673. if (awakenings)
  1674. {
  1675. effects.push(tsp.skill.unbind_awakenings({icon: createIcon("unbind-awakenings")}));
  1676. }
  1677. if (matches)
  1678. {
  1679. effects.push(tsp.skill.unbind_matches({icon: createIcon("unbind-matches")}));
  1680. }
  1681. let dict = {
  1682. turns: enabledStats[0],
  1683. stats: effects.nodeJoin(tsp.word.slight_pause()),
  1684. }
  1685. frg.ap(tsp.skill.unbind(dict));
  1686. }
  1687. else
  1688. {
  1689. if (normal)
  1690. {
  1691. let dict = {
  1692. turns: normal,
  1693. stats: tsp.skill.unbind_normal({icon: createIcon("unbind-normal")}),
  1694. }
  1695. effects.push(tsp.skill.unbind(dict));
  1696. }
  1697. if (awakenings)
  1698. {
  1699. let dict = {
  1700. turns: awakenings,
  1701. stats: tsp.skill.unbind_awakenings({icon: createIcon("unbind-awakenings")}),
  1702. }
  1703. effects.push(tsp.skill.unbind(dict));
  1704. }
  1705. if (matches)
  1706. {
  1707. let dict = {
  1708. turns: matches,
  1709. stats: tsp.skill.unbind_matches({icon: createIcon("unbind-matches")}),
  1710. }
  1711. effects.push(tsp.skill.unbind(dict));
  1712. }
  1713. frg.ap(effects.nodeJoin(tsp.word.comma()));
  1714. }
  1715. break;
  1716. }
  1717. case SkillKinds.BindSkill: {
  1718. dict = {
  1719. icon: createIcon(skill.kind)
  1720. };
  1721. frg.ap(tsp.skill.bind_skill(dict));
  1722. break;
  1723. }
  1724. case SkillKinds.BoardChange: { //洗版
  1725. const attrs = skill.attrs;
  1726. dict = {
  1727. orbs: renderOrbs(attrs),
  1728. };
  1729. frg.ap(tsp.skill.board_change(dict));
  1730. if (!merge_skill)
  1731. {
  1732. let board = new Board(attrs);
  1733. frg.ap(board.toTable());
  1734. }
  1735. break;
  1736. }
  1737. case SkillKinds.SkillBoost: { //溜
  1738. const value = skill.value;
  1739. let dict = {
  1740. icon: createIcon(skill.kind, SkillValue.isLess(skill.value) ? "boost-decr" : "boost-incr"),
  1741. turns: renderValue(value, { unit:tsp.unit.turns, plusSign:true }),
  1742. };
  1743. frg.ap(tsp.skill.skill_boost(dict));
  1744. break;
  1745. }
  1746. case SkillKinds.AddCombo: { //+C
  1747. const value = skill.value;
  1748. let icon = createIcon(skill.kind);
  1749. icon.setAttribute("data-add-combo", value);
  1750. let dict = {
  1751. icon: icon,
  1752. value: value,
  1753. };
  1754. frg.ap(tsp.skill.add_combo(dict));
  1755. break;
  1756. }
  1757. case SkillKinds.FixedTime: { //固定手指
  1758. const value = skill.value;
  1759. let dict = {
  1760. icon: createIcon(skill.kind),
  1761. value: renderValue(value, { unit: tsp.unit.seconds }),
  1762. };
  1763. frg.ap(tsp.skill.fixed_time(dict));
  1764. break;
  1765. }
  1766. case SkillKinds.MinMatchLength: { //最低匹配长度
  1767. const value = skill.value;
  1768. let dict = {
  1769. icon: createIcon(skill.kind),
  1770. unmatchable: value - 1,
  1771. matchable: value,
  1772. };
  1773. frg.ap(tsp.skill.min_match_length(dict));
  1774. break;
  1775. }
  1776. case SkillKinds.DropRefresh: { //刷版
  1777. let dict = {
  1778. icon: createIcon(skill.kind),
  1779. };
  1780. frg.ap(tsp.skill.drop_refresh(dict));
  1781. break;
  1782. }
  1783. case SkillKinds.Drum: { //太鼓达人音效
  1784. frg.ap(tsp.skill.drum());
  1785. break;
  1786. }
  1787. case SkillKinds.AutoPath: { //小龙的萌新技能
  1788. frg.ap(tsp.skill.auto_path());
  1789. break;
  1790. }
  1791. case SkillKinds.Board7x6: { //76版
  1792. let dict = {
  1793. icon: createIcon(skill.kind),
  1794. };
  1795. frg.ap(tsp.skill.board7x6(dict));
  1796. break;
  1797. }
  1798. case SkillKinds.Vampire: { //吸血
  1799. let attr = skill.attr, damage = skill.damage, heal = skill.heal;
  1800. let _dict = {
  1801. target: tsp.target.enemy_one(),
  1802. damage: renderValue(damage),
  1803. attr: renderAttrs(attr, {affix: (attr === 'self' || attr === 'fixed') ? false : true}),
  1804. };
  1805. dict = {
  1806. icon: createIcon("heal", "hp-incr"),
  1807. damage_enemy: tsp.skill.damage_enemy(_dict),
  1808. heal: renderValue(heal, {percent: true}),
  1809. };
  1810. frg.ap(tsp.skill.vampire(dict));
  1811. break;
  1812. }
  1813. case SkillKinds.CounterAttack: { //反击
  1814. let attr = skill.attr, prob = skill.prob, value = skill.value;
  1815. dict = {
  1816. icon: createIcon(skill.kind),
  1817. target: tsp.target.enemy(),
  1818. chance: prob.value < 1 ? tsp.value.prob({value: renderValue(prob, { percent:true })}) : null,
  1819. value: renderValue(value),
  1820. attr: renderAttrs(attr, {affix: true}),
  1821. };
  1822. frg.ap(tsp.skill.counter_attack(dict));
  1823. break;
  1824. }
  1825. case SkillKinds.ChangeOrbs: { //珠子变换
  1826. let changes = skill.changes;
  1827. let subDocument = [];
  1828. for (const change of changes)
  1829. {
  1830. dict = {
  1831. from: renderOrbs(change.from),
  1832. to: renderOrbs(change.to),
  1833. };
  1834. subDocument.push(tsp.skill.change_orbs(dict));
  1835. }
  1836. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  1837. break;
  1838. }
  1839. case SkillKinds.GenerateOrbs: { //产生珠子
  1840. let orbs = skill.orbs, exclude = skill.exclude, count = skill.count, time = skill.time;
  1841. dict = {
  1842. exclude: exclude?.length ? tsp.word.affix_exclude({cotent: renderOrbs(exclude)}) : void 0,
  1843. orbs: renderOrbs(orbs, {time}),
  1844. value: count,
  1845. };
  1846. frg.ap(tsp.skill.generate_orbs(dict));
  1847. if (!merge_skill)
  1848. {
  1849. let board = new Board();
  1850. board.generateOrbs(orbs, count, exclude);
  1851. frg.ap(board.toTable());
  1852. }
  1853. break;
  1854. }
  1855. case SkillKinds.FixedOrbs: { //固定位置产生珠子
  1856. let generates = skill.generates;
  1857. let slight_pause = tsp.word.slight_pause().textContent;
  1858. let subDocument = [];
  1859. let board = merge_skill ? null : new Board();
  1860. function posSplit(pos, max)
  1861. {
  1862. return {sequence: pos.filter(n=>n<=2).map(n=>n+1), reverse: pos.filter(n=>n>=3).reverse().map(n=>max-n)};
  1863. }
  1864. for (const generate of generates)
  1865. {
  1866. let orb = generate.orbs?.[0], time = generate.time;
  1867. dict = {
  1868. orbs: renderOrbs(orb, {time}),
  1869. };
  1870. if (generate.type == 'shape')
  1871. {
  1872. dict.position = tsp.position.shape();
  1873. if (!merge_skill) board.setShape(generate.positions, orb);
  1874. }else
  1875. {
  1876. let posFrgs = [];
  1877. if (generate.positions.length == 0) continue;
  1878. if (generate.type == 'row')
  1879. {
  1880. const pos = posSplit(generate.positions, 5);
  1881. if (pos.sequence.length) posFrgs.push(tsp.position.top({pos: pos.sequence.join(slight_pause)}));
  1882. if (pos.reverse.length) posFrgs.push(tsp.position.bottom({pos: pos.reverse.join(slight_pause)}));
  1883. if (!merge_skill) board.setRow(generate.positions, orb);
  1884. }else
  1885. {
  1886. const pos = posSplit(generate.positions, 6);
  1887. if (pos.sequence.length) posFrgs.push(tsp.position.left({pos: pos.sequence.join(slight_pause)}));
  1888. if (pos.reverse.length) posFrgs.push(tsp.position.right({pos: pos.reverse.join(slight_pause)}));
  1889. if (!merge_skill) board.setColumn(generate.positions, orb);
  1890. }
  1891. dict.position = posFrgs.nodeJoin(tsp.word.slight_pause());
  1892. }
  1893. subDocument.push(tsp.skill.fixed_orbs(dict));
  1894. }
  1895. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  1896. if (!merge_skill) frg.ap(board.toTable());
  1897. break;
  1898. }
  1899. case SkillKinds.OrbDropIncrease: { //增加天降
  1900. let attrs = skill.attrs, value = skill.value, flag = skill.flag;
  1901. dict = {
  1902. value: value && renderValue(value, {percent: true}) || null,
  1903. chance: value && tsp.value.prob({
  1904. value: renderValue(value, {percent: true})
  1905. }) || null,
  1906. orbs: renderOrbs(attrs, {className: "drop", affix: true}),
  1907. flag: flag && tsp.orbs[flag]({icon: createIcon("orb-" + flag)}) || null,
  1908. };
  1909. frg.ap(flag ? tsp.skill.orb_drop_increase_flag(dict) : tsp.skill.orb_drop_increase(dict));
  1910. break;
  1911. }
  1912. case SkillKinds.VoidEnemyBuff: {
  1913. let buffs = skill.buffs;
  1914. let subDocument = [];
  1915. for (let buff of buffs)
  1916. {
  1917. let dict = {
  1918. icon: createIcon(buff),
  1919. };
  1920. subDocument.push(tsp.skill[buff.replace(/\-/g,'_')](dict));
  1921. }
  1922. let dict = {
  1923. buff: subDocument.nodeJoin(tsp.word.slight_pause()),
  1924. };
  1925. frg.ap(tsp.skill.void_enemy_buff(dict));
  1926. break;
  1927. }
  1928. case SkillKinds.ChangeAttribute: {
  1929. let attr = skill.attr, target = skill.target;
  1930. dict = {
  1931. attrs: renderAttrs(attr, {affix: true}),
  1932. target: target === 'opponent' ? tsp.target.enemy_all() : tsp.target.self(),
  1933. };
  1934. frg.ap(tsp.skill.change_attribute(dict));
  1935. break;
  1936. }
  1937. case SkillKinds.SetOrbState: {
  1938. let orbs = skill.orbs, state = skill.state, arg = skill.arg;
  1939. dict = {
  1940. orbs: renderOrbs(orbs, {className: state, affix: true}),
  1941. icon: createIcon('orb-' + state),
  1942. };
  1943. switch (state)
  1944. {
  1945. case "enhanced":{
  1946. dict.value = renderValue(arg.enhance, {percent: true});
  1947. frg.ap(tsp.skill.set_orb_state_enhanced(dict));
  1948. break;
  1949. }
  1950. case "locked":{
  1951. if (arg.count.value < 42)
  1952. dict.value = renderValue(arg.count, {unit: tsp.unit.orbs});
  1953. frg.ap(tsp.skill.set_orb_state_locked(dict));
  1954. break;
  1955. }
  1956. case "unlocked":{
  1957. frg.ap(tsp.skill.set_orb_state_unlocked(dict));
  1958. break;
  1959. }
  1960. case "bound":{
  1961. frg.ap(tsp.skill.set_orb_state_bound(dict));
  1962. break;
  1963. }
  1964. }
  1965. break;
  1966. }
  1967. case SkillKinds.RateMultiply: {
  1968. let rate = skill.rate, value = skill.value;
  1969. dict = {
  1970. rate: tsp.skill["rate_multiply_" + rate]({icon: createIcon(skill.kind + "-" + rate)}),
  1971. value: renderValue(value),
  1972. };
  1973. frg.ap(tsp.skill.rate_multiply(dict));
  1974. break;
  1975. }
  1976. case SkillKinds.ReduceDamage: {
  1977. let attrs = skill.attrs, percent = skill.percent, condition = skill.condition;
  1978. dict = {
  1979. icon: createIcon(skill.kind),
  1980. attrs: renderAttrs(attrs, {affix: true}),
  1981. value: renderValue(percent, {percent: true}),
  1982. };
  1983. if (condition) dict.condition = renderCondition(condition);
  1984. frg.ap(tsp.skill.reduce_damage(dict));
  1985. break;
  1986. }
  1987. case SkillKinds.PowerUp: {
  1988. let attrs = skill.attrs, types = skill.types, condition = skill.condition, value = skill.value, reduceDamage = skill.reduceDamage, additional = skill.additional;
  1989. dict = {
  1990. icon: createIcon(skill.kind),
  1991. };
  1992. if (condition) dict.condition = renderCondition(condition);
  1993. let targetDict = {}, attrs_types = [];
  1994. if (attrs?.length && !isEqual(attrs, Attributes.all()))
  1995. {
  1996. targetDict.attrs = renderAttrs(attrs || [], {affix: attrs?.filter(attr=> attr !== 5)?.length});
  1997. attrs_types.push(targetDict.attrs);
  1998. }
  1999. if (types?.length)
  2000. {
  2001. targetDict.types = renderTypes(types || [], {affix: true});
  2002. attrs_types.push(targetDict.types);
  2003. }
  2004. if (attrs_types.length)
  2005. {
  2006. targetDict.attrs_types = attrs_types.nodeJoin(tsp.word.slight_pause());
  2007. }
  2008. if (targetDict.attrs || targetDict.types) dict.targets = tsp.skill.power_up_targets(targetDict);
  2009. let subDocument = [];
  2010. if (value){
  2011. /*if (attrs?.includes(5) && value.kind == SkillPowerUpKind.Multiplier)
  2012. { //如果属性有5,则是回复力
  2013. let _value = Object.assign({}, value);
  2014. _value.rcv = value.atk;
  2015. _value.atk = value.rcv;
  2016. value = _value;
  2017. }*/
  2018. if (value.kind == SkillPowerUpKind.Multiplier && Boolean(value.hp || value.atk || value.rcv) == false)
  2019. {
  2020. //不显示 value
  2021. }else
  2022. {
  2023. subDocument.push(renderPowerUp(value));
  2024. }
  2025. }
  2026. if (reduceDamage && reduceDamage.value > 0) {
  2027. subDocument.push(tsp.skill.reduce_damage({
  2028. value: renderValue(reduceDamage, {percent: true}),
  2029. icon: createIcon("reduce-damage"),
  2030. }));
  2031. }
  2032. if (additional?.length) {
  2033. for (let subSkill of additional.filter(Boolean))
  2034. {
  2035. subDocument.push(renderSkill(subSkill, option));
  2036. }
  2037. }
  2038. dict.value = subDocument.filter(Boolean).nodeJoin(tsp.word.comma());
  2039. frg.ap(tsp.skill.power_up(dict));
  2040. break;
  2041. }
  2042. case SkillKinds.Henshin: { //变身
  2043. let id = skill.id;
  2044. const dom = cardN(id);
  2045. dom.monDom.onclick = changeToIdInSkillDetail;
  2046. dict = {
  2047. card: dom,
  2048. }
  2049. frg.ap(tsp.skill.henshin(dict));
  2050. break;
  2051. }
  2052. case SkillKinds.VoidPoison: { //毒无效
  2053. dict = {
  2054. poison: renderOrbs([7,8], {affix: true})
  2055. }
  2056. frg.ap(tsp.skill.void_poison(dict));
  2057. break;
  2058. }
  2059. case SkillKinds.SkillProviso: { //条件限制才能用技能
  2060. let cond = skill.cond;
  2061. dict = {
  2062. condition: renderCondition(cond)
  2063. }
  2064. frg.ap(tsp.skill.skill_proviso(dict));
  2065. break;
  2066. }
  2067. case SkillKinds.ObstructOpponent: { //条件限制才能用技能
  2068. let type = skill.type, pos = skill.pos, enemy_skills = skill.enemy_skills;
  2069. let slight_pause = tsp.word.slight_pause().textContent;
  2070. dict = {
  2071. skills: enemy_skills.join(slight_pause)
  2072. }
  2073. let targetDict = { positions: pos?.map(p=>p+1).join(slight_pause)}
  2074. switch (type)
  2075. {
  2076. case "after-me": {
  2077. dict.target = tsp.skill.obstruct_opponent_after_me(targetDict);
  2078. break;
  2079. }
  2080. case "designated-position": {
  2081. dict.target = tsp.skill.obstruct_opponent_designated_position(targetDict);
  2082. break;
  2083. }
  2084. case "before-me": {
  2085. dict.target = tsp.skill.obstruct_opponent_before_me(targetDict);
  2086. break;
  2087. }
  2088. default: {
  2089. dict.target = tsp.cond.unknown();
  2090. break;
  2091. }
  2092. }
  2093. frg.ap(tsp.skill.obstruct_opponent(dict));
  2094. break;
  2095. }
  2096. default: {
  2097. console.log("未处理的技能类型",skill.kind, skill);
  2098. frg.ap(skill.kind);
  2099. }
  2100. }
  2101. return frg;
  2102. };
  2103. function renderStat(stat, option) {
  2104. const frg = document.createDocumentFragment();
  2105. if (typeof localTranslating == "undefined") return frg;
  2106. const tspt = localTranslating.skill_parse.stats;
  2107. if (tspt[stat])
  2108. frg.ap(tspt[stat](option));
  2109. else
  2110. {
  2111. console.log("未知状态类型",stat);
  2112. frg.ap(tspt.unknown({ type: stat }));
  2113. }
  2114. return frg;
  2115. }
  2116. function renderAttrs(attrs, option = {}) {
  2117. if (!Array.isArray(attrs))
  2118. attrs = [attrs ?? 0];
  2119. const frg = document.createDocumentFragment();
  2120. if (typeof localTranslating == "undefined") return frg;
  2121. const tsp = localTranslating.skill_parse;
  2122. let contentFrg;
  2123. if (isEqual(attrs, Attributes.all()))
  2124. {
  2125. contentFrg = tsp.attrs.all();
  2126. }
  2127. else
  2128. {
  2129. contentFrg = attrs.map(attr => {
  2130. const icon = document.createElement("icon");
  2131. icon.className = "attr";
  2132. icon.setAttribute("data-attr-icon",attr);
  2133. return tsp.attrs?.[attr]({icon: icon});
  2134. })
  2135. .nodeJoin(tsp.word.slight_pause());
  2136. }
  2137. if (option.affix)
  2138. contentFrg = tsp.word.affix_attr({cotent: contentFrg});
  2139. frg.ap(contentFrg);
  2140. return frg;
  2141. }
  2142. function renderOrbs(attrs, option = {}) {
  2143. if (!Array.isArray(attrs))
  2144. attrs = [attrs ?? 0];
  2145. const frg = document.createDocumentFragment();
  2146. if (typeof localTranslating == "undefined") return frg;
  2147. const tsp = localTranslating.skill_parse;
  2148. let contentFrg;
  2149. if (isEqual(attrs, Attributes.orbs()))
  2150. {
  2151. contentFrg = tsp.orbs.all();
  2152. }
  2153. else if (isEqual(attrs, Attributes.all()))
  2154. {
  2155. contentFrg = renderOrbs('_5color');
  2156. }
  2157. else if (isEqual(attrs, Attributes._6color()))
  2158. {
  2159. contentFrg = tsp.orbs._6color({
  2160. _5color: renderOrbs('_5color'),
  2161. orb_rcv: renderOrbs(5),
  2162. });
  2163. }
  2164. else
  2165. {
  2166. contentFrg = attrs.map(attr => {
  2167. const icon = document.createElement("icon");
  2168. icon.className = "orb";
  2169. if (option.className) icon.className += " " + option.className;
  2170. icon.setAttribute("data-orb-icon",attr);
  2171. let dict = {
  2172. icon: icon,
  2173. }
  2174. if (attr == 'variation') dict.time = renderValue(v.constant(option.time), {unit: tsp.unit.seconds}) ;
  2175. return tsp.orbs?.[attr](dict);
  2176. })
  2177. .nodeJoin(tsp.word.slight_pause());
  2178. }
  2179. if (option.affix)
  2180. contentFrg = tsp.word.affix_orb({cotent: contentFrg});
  2181. if (option.any && attrs.length >= 2)
  2182. contentFrg = tsp.orbs.any({cotent: contentFrg});
  2183. frg.ap(contentFrg);
  2184. return frg;
  2185. }
  2186. function renderTypes(types, option = {}) {
  2187. if (!Array.isArray(types))
  2188. types = [types ?? 0];
  2189. const frg = document.createDocumentFragment();
  2190. if (typeof localTranslating == "undefined") return frg;
  2191. const tsp = localTranslating.skill_parse;
  2192. let contentFrg = types.map(type => {
  2193. const icon = document.createElement("icon");
  2194. icon.className = "type";
  2195. icon.setAttribute("data-type-icon",type);
  2196. return tsp.types?.[type]({icon: icon});
  2197. })
  2198. .nodeJoin(tsp.word.slight_pause());
  2199. if (option.affix)
  2200. contentFrg = tsp.word.affix_type({cotent: contentFrg});
  2201. frg.ap(contentFrg);
  2202. return frg;
  2203. }
  2204. function renderAwakenings(awakenings, option = {}) {
  2205. if (!Array.isArray(awakenings))
  2206. awakenings = [awakenings ?? 0];
  2207. const frg = document.createDocumentFragment();
  2208. if (typeof localTranslating == "undefined") return frg;
  2209. const tsp = localTranslating.skill_parse;
  2210. let contentFrg = awakenings.map(awoken => {
  2211. const icon = document.createElement("icon");
  2212. icon.className = "awoken-icon";
  2213. icon.setAttribute("data-awoken-icon",awoken);
  2214. return tsp.awokens?.[awoken]({icon: icon});
  2215. })
  2216. .nodeJoin(tsp.word.slight_pause());
  2217. if (option.affix)
  2218. contentFrg = tsp.word.affix_awakening({cotent: contentFrg});
  2219. frg.ap(contentFrg);
  2220. return frg;
  2221. }
  2222. function renderCondition(cond) {
  2223. const frg = document.createDocumentFragment();
  2224. const tsp = localTranslating.skill_parse;
  2225. if (cond.hp) {
  2226. let dict = {
  2227. hp: renderStat('chp'),
  2228. min: renderValue(v.percent(cond.hp.min * 100), {percent: true}),
  2229. max: renderValue(v.percent(cond.hp.max * 100), {percent: true}),
  2230. };
  2231. if (cond.hp.min === cond.hp.max)
  2232. frg.ap(tsp.cond.hp_equal(dict));
  2233. else if (cond.hp.min === 0)
  2234. frg.ap(tsp.cond.hp_less_or_equal(dict));
  2235. else if (cond.hp.max === 1)
  2236. frg.ap(tsp.cond.hp_greater_or_equal(dict));
  2237. else
  2238. frg.ap(tsp.cond.hp_belong_to_range(dict));
  2239. } else if (cond.useSkill) {
  2240. frg.ap(tsp.cond.use_skill());
  2241. } else if (cond.multiplayer) {
  2242. frg.ap(tsp.cond.multi_player());
  2243. } else if (cond.remainOrbs) {
  2244. let dict = {
  2245. value: renderValue(v.constant(cond.remainOrbs.count), {unit: tsp.unit.orbs}),
  2246. };
  2247. frg.ap(tsp.cond.remain_orbs(dict));
  2248. } else if (cond.exact) {
  2249. if (cond.exact.type === 'combo') {
  2250. let dict = {value: cond.exact.value};
  2251. frg.ap(tsp.cond.exact_combo(dict));
  2252. } else if (cond.exact.type === 'match-length') {
  2253. let dict = {
  2254. value: renderValue(v.constant(cond.exact.value), {unit: tsp.unit.orbs}),
  2255. orbs: cond.exact.attrs === 'enhanced' ? tsp.cond.exact_match_enhanced() : renderOrbs(cond.exact.attrs, {affix: true})
  2256. };
  2257. frg.ap(tsp.cond.exact_match_length(dict));
  2258. }
  2259. } else if (cond.compo) {
  2260. let dict = {};
  2261. switch (cond.compo.type)
  2262. {
  2263. case 'card':{
  2264. dict.ids = cond.compo.ids.map(mid=>{
  2265. const dom = cardN(mid);
  2266. dom.monDom.onclick = changeToIdInSkillDetail;
  2267. return dom;
  2268. }).nodeJoin();
  2269. frg.ap(tsp.cond.compo_type_card(dict));
  2270. break;
  2271. }
  2272. case 'series':{
  2273. dict.ids = cond.compo.ids.map(cid=>{
  2274. const lnk = document.createElement("a");
  2275. lnk.className ="detail-search monster-collabId";
  2276. lnk.setAttribute("data-collabId",cid);
  2277. lnk.onclick = searchCollab;
  2278. lnk.textContent = (cid == 10001 ? Cards[5435] : Cards.find(card=>card.collabId == cid))?.altName?.[0] ?? `No.${cid}`;
  2279. return lnk;
  2280. }).nodeJoin(tsp.word.slight_pause());
  2281. frg.ap(tsp.cond.compo_type_series(dict));
  2282. break;
  2283. }
  2284. case 'evolution':{
  2285. dict.ids = cond.compo.ids.map(type=>{
  2286. const lnk = document.createElement("a");
  2287. lnk.className ="detail-search";
  2288. switch (type)
  2289. {
  2290. case "pixel-evo":{ //像素进化
  2291. lnk.appendChild(tsp.word.evo_type_pixel());
  2292. lnk.onclick = function(){
  2293. showSearch(Cards.filter(card=>card.evoMaterials.includes(3826)));
  2294. };
  2295. break;
  2296. }
  2297. case "reincarnation-evo":{ //转生或超转生
  2298. lnk.appendChild(tsp.word.evo_type_reincarnation());
  2299. lnk.onclick = function(){
  2300. showSearch(Cards.filter(card=>isReincarnated(card)));
  2301. };
  2302. break;
  2303. }
  2304. default:{ //转生或超转生
  2305. return tsp.word.evo_type_unknow({ type });
  2306. }
  2307. }
  2308. return lnk;
  2309. }).nodeJoin(tsp.word.slight_pause());
  2310. frg.ap(tsp.cond.compo_type_evolution(dict));
  2311. break;
  2312. }
  2313. }
  2314. } else if (cond.LShape) {
  2315. let dict = {
  2316. orbs: renderOrbs(cond.LShape.attrs, {affix: true, any: true}),
  2317. };
  2318. frg.ap(tsp.cond.L_shape(dict));
  2319. } else if (cond.heal) {
  2320. let dict = {
  2321. orbs: renderOrbs(5, {affix: true}),
  2322. heal: renderValue(v.constant(cond.heal.min), {unit: tsp.unit.point}),
  2323. stats: renderStat('hp'),
  2324. };
  2325. frg.ap(tsp.cond.heal(dict));
  2326. } else {
  2327. frg.ap(tsp.cond.unknown());
  2328. }
  2329. return frg;
  2330. }
  2331. function renderPowerUp(powerUp) {
  2332. const frg = document.createDocumentFragment();
  2333. const tsp = localTranslating.skill_parse;
  2334. function renderStats(hp, atk, rcv, option = {}) {
  2335. const mul = option.mul ?? true;
  2336. option.percent = !mul;
  2337. const frg = document.createDocumentFragment();
  2338. const operator = mul ? ' ' : '+';
  2339. let list = [['hp', hp], ['atk', atk], ['rcv', rcv]];
  2340. //去除不改变的值
  2341. list = list.filter(([, value]) => value !== (mul ? 1 : 0));
  2342. //&&!(name === 'hp' && value === 0));
  2343. if (list.length === 0) return frg;
  2344. if (list.every(([, value]) => value === list[0][1])) {
  2345. let value = list[0][1];
  2346. //三个值一样
  2347. frg.ap(list.map(([name]) => renderStat(name)).nodeJoin(tsp.word.slight_pause()));
  2348. frg.ap(operator);
  2349. frg.ap(renderValue(v.percent(value * 100), option));
  2350. } else {
  2351. //三个值不一样
  2352. let subDocument = list.map(([name, value]) => {
  2353. let _frg = document.createDocumentFragment();
  2354. _frg.ap(renderStat(name));
  2355. _frg.ap(operator);
  2356. _frg.ap(renderValue(v.percent(value * 100), option));
  2357. return _frg;
  2358. });
  2359. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  2360. }
  2361. return frg;
  2362. }
  2363. switch (powerUp.kind) {
  2364. case SkillPowerUpKind.Multiplier: {
  2365. let hp = powerUp.hp, atk = powerUp.atk, rcv = powerUp.rcv;
  2366. frg.ap(renderStats(hp, atk, rcv));
  2367. break;
  2368. }
  2369. case SkillPowerUpKind.ScaleAttributes: {
  2370. let attrs = powerUp.attrs, min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv;
  2371. let dict = {
  2372. orbs: renderOrbs(attrs, {affix: true}),
  2373. min: min,
  2374. stats: renderStats(1, baseAtk, baseRcv),
  2375. }
  2376. if (max !== min)
  2377. {
  2378. let _dict = {
  2379. max: max,
  2380. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  2381. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  2382. }
  2383. dict.bonus = frg.ap(tsp.power.scale_attributes_bonus(_dict));
  2384. }
  2385. frg.ap(tsp.power.scale_attributes(dict));
  2386. break;
  2387. }
  2388. case SkillPowerUpKind.ScaleCombos: {
  2389. let min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv;
  2390. let dict = {
  2391. min: min,
  2392. stats: renderStats(1, baseAtk, baseRcv),
  2393. }
  2394. if (max !== min)
  2395. {
  2396. let _dict = {
  2397. max: max,
  2398. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  2399. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  2400. }
  2401. dict.bonus = frg.ap(tsp.power.scale_combos_bonus(_dict));
  2402. }
  2403. frg.ap(tsp.power.scale_combos(dict));
  2404. break;
  2405. }
  2406. case SkillPowerUpKind.ScaleMatchAttrs: {
  2407. let matches = powerUp.matches, min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv;
  2408. let dict = {
  2409. matches: matches.map(orbs=>renderOrbs(orbs)).nodeJoin(tsp.word.slight_pause()),
  2410. min: min,
  2411. stats: renderStats(1, baseAtk, baseRcv),
  2412. }
  2413. if (max !== min)
  2414. {
  2415. let _dict = {
  2416. max: max,
  2417. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  2418. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  2419. }
  2420. dict.bonus = frg.ap(tsp.power.scale_match_attrs_bonus(_dict));
  2421. }
  2422. frg.ap(tsp.power.scale_match_attrs(dict));
  2423. break;
  2424. }
  2425. case SkillPowerUpKind.ScaleMatchLength: {
  2426. 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;
  2427. let dict = {
  2428. orbs: renderOrbs(attrs, {affix: true}),
  2429. min: min,
  2430. stats: renderStats(1, baseAtk, baseRcv),
  2431. in_once: matchAll && attrs.length>1 && tsp.word.in_once() || null,
  2432. }
  2433. if (max !== min)
  2434. {
  2435. let _dict = {
  2436. max: max,
  2437. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  2438. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  2439. }
  2440. dict.bonus = frg.ap(tsp.power.scale_match_length_bonus(_dict));
  2441. }
  2442. frg.ap(tsp.power.scale_match_length(dict));
  2443. break;
  2444. }
  2445. case SkillPowerUpKind.ScaleCross: {
  2446. let crosses = powerUp.crosses;
  2447. /*if (crosses.length >= 2 && crosses.every(cross => cross.atk === crosses[0].atk)) {
  2448. //所有值一样
  2449. let cross = crosses[0];
  2450. let dict = {
  2451. orbs: renderOrbs(crosses.map(cross => cross.attr), {affix: true, any: true}),
  2452. stats: renderStats(1, cross.atk, cross.rcv),
  2453. }
  2454. frg.ap(cross.single ? tsp.power.scale_cross_single(dict) : tsp.power.scale_cross(dict));
  2455. } else {*/
  2456. let subDocument = crosses.map(cross=>{
  2457. let dict = {
  2458. orbs: renderOrbs(cross.attr, {affix: true, any: true}),
  2459. stats: renderStats(1, cross.atk, cross.rcv),
  2460. }
  2461. return cross.single ? tsp.power.scale_cross_single(dict) : tsp.power.scale_cross(dict);
  2462. });
  2463. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  2464. //}
  2465. break;
  2466. }
  2467. case SkillPowerUpKind.ScaleStateKindCount: {
  2468. let awakenings = powerUp.awakenings, attrs = powerUp.attrs, types = powerUp.types, value = powerUp.value;
  2469. let dict = {
  2470. stats: renderStats(value.hp, value.atk, value.rcv, {mul: false, percent: true}),
  2471. awakenings: awakenings?.length && renderAwakenings(awakenings, {affix: true}) || null,
  2472. attrs: attrs?.length && renderAttrs(attrs, {affix: true}) || null,
  2473. types: types?.length && renderTypes(types, {affix: true}) || null,
  2474. }
  2475. frg.ap(tsp.power.scale_state_kind_count(dict));
  2476. break;
  2477. }
  2478. default:
  2479. frg.ap(tsp.power.unknown({type: powerUp.kind}));
  2480. }
  2481. return frg;
  2482. }
  2483. function renderValue(_value, option = {}) {
  2484. const frg = document.createDocumentFragment();
  2485. if (typeof localTranslating == "undefined") return frg;
  2486. const tsp = localTranslating.skill_parse
  2487. const tspv = tsp.value;
  2488. const od = option.decimalDigits, os = option.plusSign;
  2489. let dict;
  2490. switch (_value.kind) {
  2491. case SkillValueKind.Percent: {
  2492. dict = {
  2493. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  2494. };
  2495. frg.ap(
  2496. option.percent ?
  2497. tspv.mul_percent(dict) :
  2498. tspv.mul_times(dict)
  2499. );
  2500. break;
  2501. }
  2502. case SkillValueKind.Constant: {
  2503. dict = {
  2504. value: _value.value.keepCounts(od,os),
  2505. unit: option.unit ? option.unit() : null,
  2506. };
  2507. frg.ap(tspv.const(dict));
  2508. break;
  2509. }
  2510. case SkillValueKind.ConstantTo: {
  2511. dict = {
  2512. value: _value.value.keepCounts(od,os)
  2513. };
  2514. frg.ap(tspv.const_to(dict));
  2515. break;
  2516. }
  2517. case SkillValueKind.xMaxHP: {
  2518. dict = {
  2519. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  2520. stats: renderStat('maxhp'),
  2521. };
  2522. frg.ap(
  2523. option.percent ?
  2524. tspv.mul_of_percent(dict) :
  2525. tspv.mul_of_times(dict)
  2526. );
  2527. break;
  2528. }
  2529. case SkillValueKind.xHP: {
  2530. dict = {
  2531. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  2532. stats: renderStat('hp'),
  2533. };
  2534. frg.ap(
  2535. option.percent ?
  2536. tspv.mul_of_percent(dict) :
  2537. tspv.mul_of_times(dict)
  2538. );
  2539. break;
  2540. }
  2541. case SkillValueKind.xCHP: {
  2542. dict = {
  2543. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  2544. stats: renderStat('chp'),
  2545. };
  2546. frg.ap(
  2547. option.percent ?
  2548. tspv.mul_of_percent(dict) :
  2549. tspv.mul_of_times(dict)
  2550. );
  2551. break;
  2552. }
  2553. case SkillValueKind.xATK: {
  2554. dict = {
  2555. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  2556. stats: renderStat('atk'),
  2557. };
  2558. frg.ap(
  2559. option.percent ?
  2560. tspv.mul_of_percent(dict) :
  2561. tspv.mul_of_times(dict)
  2562. );
  2563. break;
  2564. }
  2565. case SkillValueKind.xRCV: {
  2566. dict = {
  2567. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  2568. stats: renderStat('rcv'),
  2569. };
  2570. frg.ap(
  2571. option.percent ?
  2572. tspv.mul_of_percent(dict) :
  2573. tspv.mul_of_times(dict)
  2574. );
  2575. break;
  2576. }
  2577. case SkillValueKind.xTeamHP: {
  2578. let value = _value.value;
  2579. dict = {
  2580. value: option.percent ? (value * 100).keepCounts(od,os) : value.keepCounts(od,os),
  2581. stats: renderStat('teamhp'),
  2582. };
  2583. frg.ap(
  2584. option.percent ?
  2585. tspv.mul_of_percent(dict) :
  2586. tspv.mul_of_times(dict)
  2587. );
  2588. break;
  2589. }
  2590. case SkillValueKind.xTeamRCV: {
  2591. dict = {
  2592. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  2593. stats: renderStat('teamrcv'),
  2594. };
  2595. frg.ap(
  2596. option.percent ?
  2597. tspv.mul_of_percent(dict) :
  2598. tspv.mul_of_times(dict)
  2599. );
  2600. break;
  2601. }
  2602. case SkillValueKind.xTeamATK: {
  2603. let attrs = _value.attrs, value = _value.value;
  2604. dict = {
  2605. value: option.percent ? (value * 100).keepCounts(od,os) : value.keepCounts(od,os),
  2606. stats: renderStat('teamatk', {attrs: renderAttrs(attrs, {affix: true})}),
  2607. };
  2608. frg.ap(
  2609. option.percent ?
  2610. tspv.mul_of_percent(dict) :
  2611. tspv.mul_of_times(dict)
  2612. );
  2613. break;
  2614. }
  2615. case SkillValueKind.HPScale: {
  2616. let min = _value.min, max = _value.max;
  2617. dict = {
  2618. min: tspv.mul_of_times({value: min.keepCounts(od,os), stats:renderStat('atk')}),
  2619. max: tspv.mul_of_times({value: max.keepCounts(od,os), stats:renderStat('atk')}),
  2620. hp: renderStat('hp'),
  2621. };
  2622. frg.ap(tspv.hp_scale(dict));
  2623. break;
  2624. }
  2625. case SkillValueKind.RandomATK: {
  2626. let min = _value.min, max = _value.max;
  2627. dict = {
  2628. min: min.keepCounts(od,os),
  2629. atk: renderStat('atk'),
  2630. };
  2631. if (max != min)
  2632. {
  2633. dict.max = tsp.word.range_hyphen().ap(max.keepCounts(od,os));
  2634. }
  2635. frg.ap(tspv.random_atk(dict));
  2636. break;
  2637. }
  2638. case SkillValueKind.xAwakenings: {
  2639. let value = _value.value, awakenings = _value.awakenings;
  2640. let dict = {
  2641. value: renderValue(value,{percent : true}),
  2642. awakenings: renderAwakenings(awakenings, {affix: true}),
  2643. }
  2644. frg.ap(tsp.value.x_awakenings(dict));
  2645. break;
  2646. }
  2647. default: {
  2648. console.log("未知数值类型",_value.kind, _value);
  2649. frg.ap(tspv.unknown({ type: _value.kind }));
  2650. }
  2651. }
  2652. return frg;
  2653. }

智龙迷城队伍图制作工具