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script-skill-parser.js 126 kB

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  1. let merge_skill = false;
  2. const Attributes = {
  3. /*0: "Fire",
  4. 1: "Water",
  5. 2: "Wood",
  6. 3: "Light",
  7. 4: "Dark",
  8. 5: "Heart",
  9. 6: "Jammer",
  10. 7: "Poison",
  11. 8: "MPoison",
  12. 9: "Bomb",*/
  13. Fire: 0,
  14. Water: 1,
  15. Wood: 2,
  16. Light: 3,
  17. Dark: 4,
  18. Heart: 5,
  19. Jammer: 6,
  20. Poison: 7,
  21. MPoison: 8,
  22. Bomb: 9,
  23. }
  24. Object.entries(Attributes).forEach(([name, oid])=>Attributes[oid] = name)
  25. Attributes.all = function () {
  26. return [
  27. this.Fire,
  28. this.Water,
  29. this.Wood,
  30. this.Light,
  31. this.Dark
  32. ];
  33. }
  34. Attributes._6color = function () {
  35. return [
  36. this.Fire,
  37. this.Water,
  38. this.Wood,
  39. this.Light,
  40. this.Dark,
  41. this.Heart
  42. ];
  43. }
  44. Attributes.orbs = function () {
  45. return [
  46. this.Fire,
  47. this.Water,
  48. this.Wood,
  49. this.Light,
  50. this.Dark,
  51. this.Heart,
  52. this.Jammer,
  53. this.Poison,
  54. this.MPoison,
  55. this.Bomb,
  56. ];
  57. }
  58. //代码来自于 https://www.jianshu.com/p/3644833bca33
  59. function isEqual(obj1,obj2) {
  60. //判断是否是对象或数组
  61. function isObject(obj) {
  62. return typeof obj === 'object' && obj !== null;
  63. }
  64. // 两个数据有任何一个不是对象或数组
  65. if (!isObject(obj1) || !isObject(obj2)) {
  66. // 值类型(注意:参与equal的一般不会是函数)
  67. return obj1 === obj2;
  68. }
  69. // 如果传的两个参数都是同一个对象或数组
  70. if (obj1 === obj2) {
  71. return true;
  72. }
  73. // 两个都是对象或数组,而且不相等
  74. // 1.先比较obj1和obj2的key的个数,是否一样
  75. const obj1Keys = Object.keys(obj1);
  76. const obj2Keys = Object.keys(obj2);
  77. if (obj1Keys.length !== obj2Keys.length) {
  78. return false;
  79. }
  80. // 如果key的个数相等,就是第二步
  81. // 2.以obj1为基准,和obj2依次递归比较
  82. for (let key in obj1) {
  83. // 比较当前key的value --- 递归
  84. const res = isEqual(obj1[key], obj2[key]);
  85. if (!res) {
  86. return false;
  87. }
  88. }
  89. // 3.全相等
  90. return true
  91. }
  92. class Orb
  93. {
  94. attr = null;
  95. //states = {
  96. // enhanced: false, //强化
  97. // locked: false, //锁定
  98. // unmatchable: false, //禁止消除
  99. //}
  100. states = new Set();
  101. constructor(attr = null)
  102. {
  103. this.attr = attr;
  104. }
  105. valueOf() {
  106. return this.attr;
  107. }
  108. }
  109. class Block
  110. {
  111. //states = {
  112. // cloud: false, //云
  113. // roulette: false, //轮盘变化
  114. //}
  115. states = new Set();
  116. }
  117. class BoardSet
  118. {
  119. boards = [];
  120. boardsLabel = [];
  121. node = (()=>{
  122. const div = document.createElement("div");
  123. div.className = "board-set";
  124. return div;
  125. })();
  126. constructor(...boards) {
  127. const boardSet = this;
  128. boardSet.boards.push(...(boards.filter(board=>board instanceof Board)));
  129. boardSet.boards.forEach((board, idx)=>{
  130. boardSet.node.appendChild(board.tableNode);
  131. const span = document.createElement("span");
  132. span.dataset.columnCount = board.columnCount;
  133. span.dataset.rowCount = board.rowCount;
  134. boardSet.boardsLabel.push(span);
  135. boardSet.node.appendChild(span);
  136. if (idx > 0) {
  137. board.tableNode.classList.add(className_displayNone);
  138. }
  139. });
  140. const span = document.createElement("span");
  141. span.className = "show-all-board";
  142. span.onclick = function(){
  143. boardSet.boards.forEach(board=>board.tableNode.classList.remove(className_displayNone));
  144. this.classList.add(className_displayNone);
  145. };
  146. boardSet.node.appendChild(span);
  147. }
  148. valueOf() {
  149. return this.node;
  150. }
  151. }
  152. class Board
  153. {
  154. rowCount = 0;
  155. columnCount = 0;
  156. orbsData = [];
  157. blocksData = [];
  158. tableNode = document.createElement("table");
  159. constructor(def = null, columnCount = 6, rowCount = 5)
  160. {
  161. const intAttr = typeof(def) == "number" ? def : void 0;
  162. this.rowCount = Number(rowCount);
  163. this.columnCount = Number(columnCount);
  164. this.orbsData = new Array(this.rowCount);
  165. this.blocksData = new Array(this.rowCount);
  166. for (let ri=0; ri<this.rowCount; ri++)
  167. {
  168. const orbCol = new Array(this.columnCount), blockCol = new Array(this.columnCount);
  169. for (let ci=0; ci<this.columnCount; ci++)
  170. {
  171. orbCol[ci] = new Orb(intAttr);
  172. blockCol[ci] = new Block();
  173. }
  174. this.orbsData[ri] = orbCol;
  175. this.blocksData[ri] = blockCol;
  176. }
  177. //如果传入的是数组,直接随机分布
  178. if (Array.isArray(def))
  179. {
  180. this.randomFill(def);
  181. }
  182. const table = this.tableNode;
  183. table.boardData = this;
  184. table.className = "board";
  185. for (let ri=0; ri<this.rowCount; ri++)
  186. {
  187. const row = table.insertRow();
  188. for (let ci=0; ci<this.columnCount; ci++)
  189. {
  190. const cell = row.insertCell();
  191. cell.className = "block";
  192. const orbIcon = cell.appendChild(document.createElement('icon'));
  193. orbIcon.className = "orb";
  194. }
  195. }
  196. }
  197. //获取指定行号
  198. getTargetRowIndex(rowIndex)
  199. {
  200. switch (this.rowCount) {
  201. case 6: return rowIndex >= 2 ? rowIndex + 1 : rowIndex;
  202. case 4: return rowIndex >= 3 ? rowIndex - 1 : rowIndex;
  203. case 5: default: return rowIndex;
  204. }
  205. }
  206. //获取指定列号
  207. getTargetColumnIndex(columnIndex)
  208. {
  209. switch (this.columnCount) {
  210. case 7: return columnIndex >= 3 ? columnIndex + 1 : columnIndex;
  211. case 5: return columnIndex >= 3 ? columnIndex - 1 : columnIndex;
  212. case 6: default: return columnIndex;
  213. }
  214. }
  215. setOrbAndBlock(orb, block, attr, state, blockState)
  216. {
  217. if (orb instanceof Orb) {
  218. if (typeof(attr) == 'number' && !orb.states.has('locked'))
  219. orb.attr = attr;
  220. if (typeof(state) == 'string')
  221. orb.states.add(state);
  222. }
  223. if (block instanceof Block && typeof(blockState) == 'string')
  224. block.states.add(blockState);
  225. }
  226. //设定横行
  227. setRows(rows, attr, state, blockState)
  228. {
  229. for (let ri of rows)
  230. {
  231. ri = this.getTargetRowIndex(ri);
  232. const orbsRow = this.orbsData[ri], blocksRow = this.blocksData[ri];
  233. for (let ci=0; ci<this.columnCount; ci++)
  234. {
  235. this.setOrbAndBlock(orbsRow[ci], blocksRow[ci], attr, state, blockState);
  236. }
  237. }
  238. }
  239. //设定竖列
  240. setColumns(cols, attr, state, blockState)
  241. {
  242. for (let ci of cols)
  243. {
  244. ci = this.getTargetColumnIndex(ci);
  245. for (let ri=0; ri<this.rowCount; ri++)
  246. {
  247. const orbsRow = this.orbsData[ri], blocksRow = this.blocksData[ri];
  248. this.setOrbAndBlock(orbsRow[ci], blocksRow[ci], attr, state, blockState);
  249. if (blockState == 'immobility') { //如果是封条,额外添加需要旋转的信息
  250. this.setOrbAndBlock(orbsRow[ci], blocksRow[ci], attr, state, 'rotate');
  251. }
  252. }
  253. }
  254. }
  255. //设定形状
  256. setShape(matrix, attr, state, blockState)
  257. {
  258. //const setOrb = typeof(state) == 'number';
  259. function fillRow(ri, inputRow)
  260. {
  261. const orbsRow = this.orbsData[ri], blocksRow = this.blocksData[ri];
  262. for (let ci of inputRow)
  263. {
  264. ci = this.getTargetColumnIndex(ci);
  265. if (this.columnCount >= 7 && ci == 4)
  266. {
  267. this.setOrbAndBlock(orbsRow[ci - 1], blocksRow[ci - 1], attr, state, blockState);
  268. }
  269. this.setOrbAndBlock(orbsRow[ci], blocksRow[ci], attr, state, blockState);
  270. }
  271. }
  272. for (let i=0; i<matrix.length; i++)
  273. {
  274. let ri = this.getTargetRowIndex(i);
  275. if (this.rowCount >= 6 && ri == 3)
  276. {
  277. fillRow.call(this, ri - 1, matrix[i]);
  278. }
  279. fillRow.call(this, ri, matrix[i]);
  280. }
  281. }
  282. //洗版的填充
  283. randomFill(attrs)
  284. {
  285. if (!Array.isArray(attrs) && typeof(attrs) == 'number')
  286. attrs = [attrs];
  287. //获得随机排列的数据
  288. let attrArray = new Array(this.rowCount * this.columnCount);
  289. //每种颜色至少3个
  290. for (let i=0; i<attrs.length; i++) {
  291. attrArray.fill(attrs[i], i * 3, (i + 1) * 3);
  292. }
  293. //随机填充剩下的
  294. for (let i=attrs.length*3; i<attrArray.length; i++) {
  295. attrArray[i] = attrs.length == 1 ?
  296. attrs[0] :
  297. attrs[Math.floor(Math.random() * attrs.length)];
  298. }
  299. attrArray.shuffle(); //整体随机分布一次
  300. const flatOrbsData = this.orbsData.flat();
  301. flatOrbsData.forEach((orb, idx)=>{
  302. if (!orb.states.has('locked'))
  303. orb.attr = attrArray[idx];
  304. });
  305. }
  306. //生成珠子的填充
  307. generateOrbs(attrs, count, exclude, state)
  308. {
  309. if (!Array.isArray(attrs) && typeof(attrs) == 'number')
  310. attrs = [attrs];
  311. if (!Array.isArray(exclude) && typeof(exclude) == 'number')
  312. exclude = [exclude];
  313. let flatOrbsData = this.orbsData.flat()
  314. if (exclude?.length) flatOrbsData = flatOrbsData.filter(orb=>!exclude.includes(orb.attr));
  315. flatOrbsData.shuffle(); //将所有排除的格子打乱
  316. if (!state) { //未输入状态时,为产生珠子
  317. const attrArray = attrs?.length ? attrs.map(attr=>new Array(count).fill(attr)).flat() : [];
  318. //有属性时,使用产生珠子的长度;如果没有属性时,就保留1个长度,用来添加状态;但是都不能大于排除的宝珠数。
  319. const maxLength = Math.min(attrArray.length, flatOrbsData.length);
  320. //直接填充
  321. for (let i=0; i<maxLength; i++) {
  322. this.setOrbAndBlock(flatOrbsData[i], null, attrArray[i]);
  323. }
  324. } else {
  325. //在板面上查询符合的颜色
  326. flatOrbsData = flatOrbsData.filter(orb=>attrs.includes(orb.attr));
  327. const maxLength = Math.min(count, flatOrbsData.length);
  328. for (let i=0; i<maxLength; i++) {
  329. this.setOrbAndBlock(flatOrbsData[i], null, null, state);
  330. }
  331. }
  332. }
  333. //生成板面状态
  334. generateBlockStates(blockState, count = 1, size = [1,1], position = [0, 0])
  335. {
  336. for (let i=0; i<count; i++) {
  337. let [width, height] = size, [x, y] = position;
  338. if (!x) x = Math.randomInteger(this.columnCount - width); else x--;
  339. if (!y) y = Math.randomInteger(this.rowCount - height); else y--;
  340. for (let hi=0; hi<height; hi++) {
  341. for (let wi=0; wi<width; wi++) {
  342. this.setOrbAndBlock(null, this.blocksData[y+hi][x+wi], null, null, blockState);
  343. }
  344. }
  345. }
  346. }
  347. //导出数组
  348. valueOf()
  349. {
  350. return this.orbsData;
  351. }
  352. //输出表格
  353. refreshTable()
  354. {
  355. const table = this.tableNode;
  356. table.dataset.rowCount = this.rowCount;
  357. table.dataset.columnCount = this.columnCount;
  358. for (let ri=0; ri<this.rowCount; ri++)
  359. {
  360. const orbsRow = this.orbsData[ri], blocksRow = this.blocksData[ri];
  361. const row = table.rows[ri];
  362. for (let ci=0; ci<this.columnCount; ci++)
  363. {
  364. const cell = row.cells[ci], orbIcon = cell.querySelector("icon");
  365. const orbObj = orbsRow[ci], blockObj = blocksRow[ci];
  366. if (orbObj.attr != null)
  367. orbIcon.setAttribute("data-orb-icon", orbObj.attr);
  368. else
  369. orbIcon.removeAttribute("data-orb-icon");
  370. orbIcon.classList.add(...orbObj.states);
  371. cell.classList.add(...blockObj.states);
  372. }
  373. }
  374. return table;
  375. }
  376. }
  377. const SkillValue = {
  378. isLess: function (value) {
  379. if (value.kind === SkillValueKind.Percent) return value.value < 1;
  380. if (value.kind === SkillValueKind.Constant) return value.value < 0;
  381. return false;
  382. }
  383. };
  384. const SkillValueKind = {
  385. Percent: 'mul',
  386. Constant: 'const',
  387. ConstantTo: 'const-to',
  388. xMaxHP: 'mul-maxhp',
  389. xHP: 'mul-hp',
  390. xCHP: 'mul-chp',
  391. xATK: 'mul-atk',
  392. xRCV: 'mul-rcv',
  393. RandomATK: 'random-atk',
  394. HPScale: 'hp-scale',
  395. xTeamHP: 'mul-team-hp',
  396. xTeamATK: 'mul-team-atk',
  397. xTeamRCV: 'mul-team-rcv',
  398. xAwakenings: 'mul-awakenings',
  399. };
  400. const SkillPowerUpKind = {
  401. Multiplier: 'mul',
  402. ScaleAttributes: 'scale-attrs',
  403. ScaleCombos: 'scale-combos',
  404. ScaleMatchLength: 'scale-match-len',
  405. ScaleMatchAttrs: 'scale-match-attrs',
  406. ScaleCross: 'scale-cross',
  407. ScaleRemainOrbs: 'scale-remain-orbs',
  408. ScaleStateKind: 'scale-state-kind',
  409. };
  410. const SkillKinds = {
  411. Error: "error",
  412. Unknown: "unknown",
  413. ActiveTurns: "active-turns",
  414. DelayActiveTurns: "delay-active-turns",
  415. DamageEnemy: "damage-enemy",
  416. Vampire: "vampire",
  417. ReduceDamage: "reduce-damage",
  418. SelfHarm: "self-harm",
  419. Heal: "heal",
  420. AutoHealBuff: "auto-heal-buff",
  421. ChangeOrbs: "change-orbs",
  422. GenerateOrbs: "generate-orbs",
  423. FixedOrbs: "fixed-orbs",
  424. PowerUp: "power-up",
  425. CounterAttack: "counter-attack",
  426. SetOrbState: "set-orb-state",
  427. RateMultiply: "rate-mul",
  428. OrbDropIncrease: "orb-drop-incr",
  429. Resolve: "resolve",
  430. Delay: "delay",
  431. DefenseBreak: "def-break",
  432. MassAttack: "mass-attack",
  433. BoardChange: "board-change",
  434. Unbind: "unbind",
  435. BindSkill: "bind-skill",
  436. RandomSkills: "random-skills",
  437. EvolvedSkills: "evolved-skills",
  438. SkillProviso: "skill-proviso",
  439. ChangeAttribute: "change-attr",
  440. SkillBoost: "skill-boost",
  441. AddCombo: "add-combo",
  442. VoidEnemyBuff: "void-enemy-buff",
  443. Poison: "poison",
  444. CTW: "ctw",
  445. Gravity: "gravity",
  446. FollowAttack: "follow-attack",
  447. FollowAttackFixed: "follow-attack-fixed",
  448. AutoHeal: "auto-heal",
  449. TimeExtend: "time-extend",
  450. DropRefresh: "drop-refresh",
  451. LeaderChange: "leader-change",
  452. MinMatchLength: "min-match-len",
  453. FixedTime: "fixed-time",
  454. Drum: "drum",
  455. AutoPath: "auto-path",
  456. BoardSizeChange: "board-size-change",
  457. NoSkyfall: "no-skyfall",
  458. Henshin: "henshin",
  459. VoidPoison: "void-poison",
  460. SkillProviso: "skill-proviso",
  461. ImpartAwakenings: "impart-awakenings",
  462. ObstructOpponent: "obstruct-opponent",
  463. IncreaseDamageCap: "increase-damage-cap",
  464. BoardJammingStates: "board-jamming-states",
  465. RemoveAssist: "remove-assist",
  466. PredictionFalling: "prediction-falling",
  467. BreakingShield: "breaking-shield",
  468. }
  469. function skillParser(skillId)
  470. {
  471. function merge(skills)
  472. {
  473. //主动技部分的合并
  474. let activeTurns = skills.filter(skill=>skill.kind == SkillKinds.ActiveTurns);
  475. if (activeTurns.length>1)
  476. { //把后面的全都合并到第一个
  477. //按回合数拆分组
  478. let diffTurnsGroup = activeTurns.groupBy((a,b)=>a.turns === b.turns);
  479. let diffTurnsSkills = diffTurnsGroup.flatMap(group=>{
  480. if (group.length>1) { //大于一个技能的可以合并
  481. group[0].skills = group.flatMap(s=>s.skills);
  482. // group.reduce((pre,cur)=>{
  483. // pre.skills.push(...cur.skills);
  484. // return pre
  485. // });
  486. let firstSkill = group.shift(); //从筛选中去除第一个
  487. group.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  488. return [firstSkill];
  489. } else { //1个技能的跳过
  490. return group[0];
  491. }
  492. });
  493. //进行具体技能效果的合并
  494. diffTurnsSkills.forEach(turnsSkill=>{
  495. //破吸部分的合并
  496. let voidBuff = turnsSkill.skills.filter(skill=>skill.kind == SkillKinds.VoidEnemyBuff);
  497. if (voidBuff.length>1)
  498. { //把后面的全都合并到第一个
  499. voidBuff[0].buffs = voidBuff.flatMap(s=>s.buffs);
  500. voidBuff.shift(); //从筛选中去除第一个
  501. voidBuff.forEach(skill=>turnsSkill.skills.splice(turnsSkill.skills.indexOf(skill),1)); //去掉所有后面的
  502. }
  503. });
  504. }
  505. //解封部分的合并
  506. let unbinds = skills.filter(skill=>skill.kind == SkillKinds.Unbind);
  507. if (unbinds.length>1)
  508. { //把后面的全都合并到第一个
  509. unbinds.reduce((pre,cur)=>{
  510. pre.normal = pre.normal || cur.normal;
  511. pre.awakenings = pre.awakenings || cur.awakenings;
  512. pre.matches = pre.matches || cur.matches;
  513. return pre
  514. });
  515. unbinds.shift(); //从筛选中去除第一个
  516. unbinds.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  517. }
  518. let fixedDamages = skills.filter(skill=>skill.kind == SkillKinds.DamageEnemy && skill.attr === 'fixed').filter((skill,idx,arr)=>skill.id==arr[0].id);
  519. if (fixedDamages.length>1)
  520. { //把后面的全都合并到第一个
  521. fixedDamages[0].times = fixedDamages.length;
  522. fixedDamages.shift(); //从筛选中去除第一个
  523. fixedDamages.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  524. }
  525. let skillPowerUp = skills.filter(skill=>skill.kind == SkillKinds.PowerUp);
  526. if (skillPowerUp.length > 1 || (skillPowerUp[0] && skillPowerUp[0]?.value?.kind === SkillPowerUpKind.ScaleCross))
  527. {
  528. //合并技能效果
  529. function combinePowerUp(target, source) {
  530. if (source?.additional.length)
  531. {
  532. if (!Array.isArray(target.additional)) target.additional = [];
  533. target.additional.push(...source.additional);
  534. }
  535. if (source.reduceDamage != undefined)
  536. {
  537. if (!target.reduceDamage)
  538. target.reduceDamage = source.reduceDamage;
  539. else if (target.reduceDamage.kind === source.reduceDamage.kind)
  540. target.reduceDamage.value *= source.reduceDamage.value;
  541. }
  542. if (target?.value.baseAtk != undefined && source?.value.baseAtk) target.value.baseAtk *= source.value.baseAtk;
  543. if (target?.value.baseRcv != undefined && source?.value.baseRcv != undefined) target.value.baseRcv *= source.value.baseRcv;
  544. if (target?.value.bonusAtk != undefined && source?.value.bonusAtk != undefined) target.value.bonusAtk += source.value.bonusAtk;
  545. if (target?.value.bonusRcv != undefined && source?.value.bonusRcv != undefined) target.value.bonusRcv += source.value.bonusRcv;
  546. if (target?.value.atk != undefined && source?.value.atk != undefined) target.value.atk *= source.value.atk;
  547. if (target?.value.hp != undefined && source?.value.hp != undefined) target.value.hp *= source.value.hp;
  548. if (target?.value.rcv != undefined && source?.value.rcv != undefined) target.value.rcv *= source.value.rcv;
  549. }
  550. //十字
  551. let scaleCross = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleCross);
  552. function mergeScaleCrossAttr(skill)
  553. {
  554. let crosses = skill.value.crosses;
  555. let atk = crosses[0].atk;
  556. let rcv = crosses[0].rcv;
  557. if (crosses.length >= 2 &&
  558. crosses.every(cross=>cross.atk === atk && cross.rcv === rcv)
  559. ) {
  560. crosses[0].attr = Array.from(new Set(crosses.reduce((pre,cur)=>{
  561. pre.push(...cur.attr);
  562. return pre;
  563. }, [])));
  564. skill.value.crosses.splice(1);
  565. }
  566. }
  567. //每个十字技能,先把所有属性合并到自身
  568. scaleCross.forEach(mergeScaleCrossAttr);
  569. //筛选出所有倍率一样的子技能
  570. scaleCross = scaleCross.filter((skill,idx,arr)=>{
  571. let atk = arr[0].value.crosses[0].atk;
  572. let rcv = arr[0].value.crosses[0].rcv;
  573. let crosses = skill.value.crosses;
  574. return crosses.every(cross=>cross.atk === atk && cross.rcv === rcv);
  575. });
  576. //先合并属性倍率
  577. if (scaleCross.length >= 1)
  578. { //把后面的全都合并到第一个
  579. scaleCross.reduce((pre,cur)=>{
  580. combinePowerUp(pre,cur);
  581. pre.value.crosses = pre.value.crosses.concat(cur.value.crosses);
  582. return pre
  583. });
  584. let _skill = scaleCross.shift(); //从筛选中去除第一个
  585. scaleCross.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  586. mergeScaleCrossAttr(_skill);
  587. }
  588. //重新找出来十字,合并附加内容
  589. scaleCross = skills.filter(skill=>skill.kind == SkillKinds.PowerUp && skill.value.kind === SkillPowerUpKind.ScaleCross);
  590. scaleCross = scaleCross.filter((skill,idx,arr)=>{
  591. let s0 = arr[0];
  592. let attr0 = s0.value.crosses[0].attr.concat().sort();
  593. let attr1 = skill.value.crosses[0].attr.concat().sort();
  594. return isEqual(skill.condition, s0.condition) &&
  595. isEqual(skill.attrs, s0.attrs) &&
  596. isEqual(skill.types, s0.types) &&
  597. isEqual(attr0, attr1)
  598. ;
  599. });
  600. if (scaleCross.length > 1)
  601. { //把后面的全都合并到第一个
  602. scaleCross.reduce((pre,cur)=>{
  603. combinePowerUp(pre, cur);
  604. return pre
  605. });
  606. scaleCross.shift(); //从筛选中去除第一个
  607. scaleCross.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  608. }
  609. //长串匹配
  610. let scaleMatchLength = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleMatchLength);
  611. scaleMatchLength = scaleMatchLength.groupBy((a,b)=>{
  612. let av = a.value;
  613. let bv = b.value;
  614. return isEqual(a.condition, b.condition) &&
  615. isEqual(a.attrs, b.attrs) &&
  616. isEqual(a.types, b.types) &&
  617. av.min === bv.min &&
  618. av.max === bv.max &&
  619. (av.matchAll === bv.matchAll || av.attrs.length <= 1) && isEqual(av.attrs, bv.attrs)
  620. ;
  621. });
  622. for (let group of scaleMatchLength)
  623. {
  624. if (group.length > 1)
  625. { //把后面的全都合并到第一个
  626. group.reduce((pre,cur)=>{
  627. combinePowerUp(pre, cur);
  628. return pre
  629. });
  630. group.shift(); //从筛选中去除第一个
  631. group.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  632. }
  633. }
  634. //多串匹配
  635. let scaleMatchAttrs = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleMatchAttrs);
  636. scaleMatchAttrs = scaleMatchAttrs.filter((skill,idx,arr)=>{
  637. let s0 = arr[0];
  638. let v0 = s0.value;
  639. let v1 = skill.value;
  640. return isEqual(skill.condition, s0.condition) &&
  641. isEqual(skill.attrs, s0.attrs) &&
  642. isEqual(skill.types, s0.types) &&
  643. v0.min === v1.min &&
  644. v0.max === v1.max &&
  645. isEqual(v0.matches, v1.matches)
  646. ;
  647. });
  648. if (scaleMatchAttrs.length > 1)
  649. { //把后面的全都合并到第一个
  650. scaleMatchAttrs.reduce((pre,cur)=>{
  651. combinePowerUp(pre, cur);
  652. return pre
  653. });
  654. scaleMatchAttrs.shift(); //从筛选中去除第一个
  655. scaleMatchAttrs.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  656. }
  657. //多色匹配
  658. let scaleAttributes = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleAttributes);
  659. scaleAttributes = scaleAttributes.filter((skill,idx,arr)=>{
  660. let s0 = arr[0];
  661. let v0 = s0.value;
  662. let v1 = skill.value;
  663. return isEqual(skill.condition, s0.condition) &&
  664. isEqual(skill.attrs, s0.attrs) &&
  665. isEqual(skill.types, s0.types) &&
  666. v0.min === v1.min &&
  667. v0.max === v1.max &&
  668. isEqual(v0.attrs, v1.attrs)
  669. ;
  670. });
  671. if (scaleAttributes.length > 1)
  672. { //把后面的全都合并到第一个
  673. scaleAttributes.reduce((pre,cur)=>{
  674. combinePowerUp(pre, cur);
  675. return pre
  676. });
  677. scaleAttributes.shift(); //从筛选中去除第一个
  678. scaleAttributes.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  679. }
  680. //连击数
  681. let scaleCombos = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleCombos);
  682. scaleCombos = scaleCombos.filter((skill,idx,arr)=>{
  683. let s0 = arr[0];
  684. let v0 = s0.value;
  685. let v1 = skill.value;
  686. return isEqual(skill.condition, s0.condition) &&
  687. isEqual(skill.attrs, s0.attrs) &&
  688. isEqual(skill.types, s0.types) &&
  689. v0.min === v1.min &&
  690. v0.max === v1.max
  691. ;
  692. });
  693. if (scaleCombos.length > 1)
  694. { //把后面的全都合并到第一个
  695. scaleCombos.reduce((pre,cur)=>{
  696. combinePowerUp(pre, cur);
  697. return pre
  698. });
  699. scaleCombos.shift(); //从筛选中去除第一个
  700. scaleCombos.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  701. }
  702. //普通倍率
  703. let multiplier = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.Multiplier
  704. && skill.condition?.LShape);
  705. multiplier = multiplier.filter((skill,idx,arr)=>{
  706. let s0 = arr[0];
  707. return !!skill.condition && isEqual(skill.condition, s0.condition) &&
  708. isEqual(skill.attrs, s0.attrs) &&
  709. isEqual(skill.types, s0.types)
  710. ;
  711. });
  712. if (multiplier.length)
  713. { //把后面的全都合并到第一个
  714. multiplier.reduce((pre,cur)=>{
  715. combinePowerUp(pre, cur);
  716. return pre
  717. });
  718. multiplier.shift(); //从筛选中去除第一个
  719. multiplier.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  720. }
  721. }
  722. let changeOrbs = skills.filter(skill=>skill.kind == SkillKinds.ChangeOrbs);
  723. if (changeOrbs.length>1)
  724. { //把后面的全都合并到第一个
  725. changeOrbs.reduce((pre,cur)=>{
  726. pre.changes.push(...cur.changes);
  727. return pre
  728. });
  729. changeOrbs.shift(); //从筛选中去除第一个
  730. changeOrbs.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  731. }
  732. return skills;
  733. }
  734. const skill = Skills[skillId];
  735. if (!skill) return [];
  736. //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
  737. const result = skillObjectParsers?.[skill.type]?.apply({ parser: skillParser }, skill.params)
  738. ?? { kind: SkillKinds.Unknown }; //没有时返回未知技能
  739. let skills = (Array.isArray(result) ? result : [result]) //确保技能是数组
  740. .filter(Boolean) //去除无效技能
  741. .map(s => ({ id: skillId, type: skill.type, params: skill.params, ...s })); //额外增加技能id、type、原始参数
  742. function splitProvisoSkill(skills)
  743. {
  744. let idx = skills.findIndex(skill=>skill.kind == SkillKinds.SkillProviso); //搜索HP、层数限制技能的位置
  745. if (idx>=0) //如果找到,就拆分成3份
  746. {
  747. return [
  748. skills.slice(0,idx),
  749. skills.slice(idx, idx+1),
  750. skills.slice(idx+1),
  751. ];
  752. }else
  753. {
  754. return [skills];
  755. }
  756. }
  757. //技能原始对象的合并,技能显示效果的合并在“function renderSkillEntry”里
  758. if (merge_skill)
  759. {
  760. //将技能拆分成3部分后分别合并技能
  761. let skillsSplit = splitProvisoSkill(skills).map(_skills=>merge(_skills));
  762. //再展平,重新回到一层技能
  763. skills = skillsSplit.flat(1);
  764. }
  765. return skills;
  766. }
  767. const v = {
  768. percent: function(value) {
  769. return { kind: SkillValueKind.Percent, value: (value / 100) ?? 1 };
  770. },
  771. constant: function(value) {
  772. return { kind: SkillValueKind.Constant, value: value ?? 0 };
  773. },
  774. constantTo: function(value) {
  775. return { kind: SkillValueKind.ConstantTo, value: value ?? 1 };
  776. },
  777. xMaxHP: function(value) {
  778. return { kind: SkillValueKind.xMaxHP, value: (value / 100) ?? 1 };
  779. },
  780. xHP: function(value) {
  781. return { kind: SkillValueKind.xHP, value: (value / 100) ?? 1 };
  782. },
  783. xCHP: function(value) {
  784. return { kind: SkillValueKind.xCHP, value: (value / 100) ?? 1 };
  785. },
  786. xShield: function(value) {
  787. return { kind: SkillValueKind.xShield, value: (value / 100) ?? 1 };
  788. },
  789. xATK: function(value) {
  790. return { kind: SkillValueKind.xATK, value: (value / 100) ?? 1 };
  791. },
  792. xRCV: function(value) {
  793. return { kind: SkillValueKind.xRCV, value: (value / 100) ?? 1 };
  794. },
  795. randomATK: function(min, max) {
  796. return { kind: SkillValueKind.RandomATK, min: (min / 100) ?? 1, max: (max / 100) ?? 1, scale: 1 };
  797. },
  798. hpScale: function(min, max, scale) {
  799. return { kind: SkillValueKind.HPScale, min: (min / 100) ?? 1, max: (max / 100) ?? 1, scale: (scale / 100) ?? 1 };
  800. },
  801. xTeamHP: function(value) {
  802. return { kind: SkillValueKind.xTeamHP, value: (value / 100) ?? 1 };
  803. },
  804. xTeamATK: function(attrs, value) {
  805. return { kind: SkillValueKind.xTeamATK, attrs: attrs, value: (value / 100) ?? 1 };
  806. },
  807. xTeamRCV: function(value) {
  808. return { kind: SkillValueKind.xTeamRCV, value: (value / 100) ?? 1 };
  809. },
  810. percentAwakenings: function(awakenings, value) {
  811. return { kind: SkillValueKind.xAwakenings, awakenings: awakenings, value: value };
  812. },
  813. };
  814. const c = {
  815. hp: function (min, max) {
  816. return { hp: { min: min / 100, max: max / 100 } };
  817. },
  818. exact: function (type, value, attrs, multiple = false) {
  819. if (attrs === void 0) { attrs = Attributes.all(); }
  820. return { exact: { type: type, value: value, attrs: attrs, multiple: multiple} };
  821. },
  822. combos: function (min) {
  823. return { combos: { min } };
  824. },
  825. attrs: function (attrs, min) {
  826. return { attrs: { attrs, min} };
  827. },
  828. compo: function (type, ids) {
  829. return { compo: { type: type, ids: ids } };
  830. },
  831. remainOrbs: function (count) { return { remainOrbs: { count: count } }; },
  832. useSkill: function () { return { useSkill: true }; },
  833. multiplayer: function () { return { multiplayer: true }; },
  834. prob: function (percent) { return { prob: percent }; },
  835. LShape: function (attrs) { return { LShape: { attrs: attrs } }; },
  836. heal: function (min) { return { heal: { min: min } }; },
  837. stage: function (min, max) {
  838. return { stage: { min: min ?? 0, max: max ?? 0 } };
  839. },
  840. remainAttrOrbs: function (attrs, min, max) {
  841. return { remainAttrOrbs: { attrs, min, max} };
  842. },
  843. }
  844. const p = {
  845. mul: function (values) {
  846. if (Array.isArray(values)) {
  847. return {
  848. kind: SkillPowerUpKind.Multiplier,
  849. hp: 1,
  850. atk: values[0] / 100,
  851. rcv: values[1] / 100
  852. };
  853. }
  854. else {
  855. return {
  856. kind: SkillPowerUpKind.Multiplier,
  857. hp: (values.hp ?? 100) / 100,
  858. atk: (values.atk ?? 100) / 100,
  859. rcv: (values.rcv ?? 100) / 100
  860. };
  861. }
  862. },
  863. stats: function (value) {
  864. let statTypes = Array.from(arguments).slice(1);
  865. return [
  866. statTypes.indexOf(1) >= 0 ? value : 100,
  867. statTypes.indexOf(2) >= 0 ? value : 100
  868. ];
  869. },
  870. scale: function (min, max, baseMul, bonusMul) {
  871. return {
  872. min: min,
  873. max: max ?? min,
  874. baseAtk: (baseMul[0] / 100) ?? 1,
  875. baseRcv: (baseMul[1] / 100) ?? 1,
  876. bonusAtk: (bonusMul[0] / 100) ?? 0,
  877. bonusRcv: (bonusMul[1] / 100) ?? 0
  878. };
  879. },
  880. scaleAttrs: function (attrs, min, max, baseMul, bonusMul) {
  881. return { kind: SkillPowerUpKind.ScaleAttributes, attrs: attrs ,...this.scale(min, max, baseMul, bonusMul) };
  882. },
  883. scaleCombos: function (min, max, baseMul, bonusMul) {
  884. return { kind: SkillPowerUpKind.ScaleCombos ,...this.scale(min, max, baseMul, bonusMul) };
  885. },
  886. scaleMatchLength: function (attrs, min, max, baseMul, bonusMul, matchAll = false) {
  887. return { kind: SkillPowerUpKind.ScaleMatchLength, attrs, matchAll,...this.scale(min, max, baseMul, bonusMul) };
  888. },
  889. scaleMatchAttrs: function (matches, min, max, baseMul, bonusMul) {
  890. const flatMatches = matches.flat(); //当匹配的全是不同颜色时,切换成匹配颜色的技能
  891. if (new Set(flatMatches).size === flatMatches.length)
  892. return this.scaleAttrs(matches, min, max, baseMul, bonusMul);
  893. else
  894. return { kind: SkillPowerUpKind.ScaleMatchAttrs, matches: matches ,...this.scale(min, max, baseMul, bonusMul) };
  895. },
  896. scaleCross: function (crosses) {
  897. return { kind: SkillPowerUpKind.ScaleCross, crosses: crosses.map(cross => ({ ...cross, atk: ((cross.atk ?? 100) / 100), rcv: ((cross.rcv ?? 100) / 100)})) };
  898. },
  899. scaleRemainOrbs: function (max, baseMul, bonusMul) {
  900. return { kind: SkillPowerUpKind.ScaleRemainOrbs ,...this.scale(bonusMul ? 0 : max, max, baseMul, bonusMul) };
  901. },
  902. scaleStateKind: function (awakenings, attrs, types, value) {
  903. return { kind: SkillPowerUpKind.ScaleStateKind, awakenings: awakenings, attrs: attrs, types: types, value: value };
  904. },
  905. scaleMatchLengthTimes: function (attrs, min, exact, bonusMul) {
  906. return { kind: SkillPowerUpKind.ScaleMatchLengthTimes, attrs, min, exact, bonusMul };
  907. },
  908. }
  909. function activeTurns(turns, ...skills) {
  910. return skills.length ? { kind: SkillKinds.ActiveTurns, turns, skills } : null;
  911. }
  912. function delayActiveTurns(turns, ...skills) {
  913. return skills.length ? { kind: SkillKinds.DelayActiveTurns, turns, skills } : null;
  914. }
  915. function damageEnemy(target, attr, damage) {
  916. return { kind: SkillKinds.DamageEnemy, target: target, attr: attr, damage: damage };
  917. }
  918. function vampire(attr, damageValue, healValue) {
  919. return { kind: SkillKinds.Vampire, attr: attr, damage: damageValue, heal: healValue };
  920. }
  921. function reduceDamage(attrs, percent, condition, prob) {
  922. return { kind: SkillKinds.ReduceDamage, attrs: attrs, percent: percent, condition: condition, prob: prob || 1 };
  923. }
  924. function selfHarm(value) {
  925. return { kind: SkillKinds.SelfHarm, value: value };
  926. }
  927. function heal(value) {
  928. return { kind: SkillKinds.Heal, value: value };
  929. }
  930. function autoHealBuff(value) {
  931. return { kind: SkillKinds.AutoHealBuff, value: value };
  932. }
  933. function fromTo(from, to) {
  934. return { from: from, to: to };
  935. }
  936. function changeOrbs(...changes) {
  937. return { kind: SkillKinds.ChangeOrbs, changes: changes };
  938. }
  939. function generateOrbs(orbs, exclude, count, time) {
  940. return { kind: SkillKinds.GenerateOrbs, orbs: orbs, exclude: exclude, count: count, time: time};
  941. }
  942. function fixedOrbs(...generates) {
  943. return { kind: SkillKinds.FixedOrbs, generates: generates };
  944. }
  945. function powerUp(attrs, types, value, condition = null, reduceDamage = null, additional = [], eachTime = false) {
  946. let targets = attrs?.targets;
  947. if (targets) {attrs = null; types = null;}
  948. return { kind: SkillKinds.PowerUp, targets, attrs, types, condition, value, reduceDamage, additional, eachTime};
  949. }
  950. function counterAttack(attr, prob, value) {
  951. return { kind: SkillKinds.CounterAttack, attr: attr, prob: prob, value: value };
  952. }
  953. function setOrbState(orbs, state, arg) {
  954. return { kind: SkillKinds.SetOrbState, orbs: orbs, state: state, arg: arg};
  955. }
  956. function rateMultiply(value, rate) {
  957. return { kind: SkillKinds.RateMultiply, value: value, rate: rate };
  958. }
  959. function orbDropIncrease(prob, attrs, flag, value) {
  960. return { kind: SkillKinds.OrbDropIncrease, prob, attrs, flag, value };
  961. }
  962. function resolve(min, max) {
  963. return { kind: SkillKinds.Resolve, min: min, max: max };
  964. }
  965. function unbind(normal, awakenings, matches) {
  966. return { kind: SkillKinds.Unbind, normal: normal, awakenings: awakenings , matches: matches};
  967. }
  968. function bindSkill() { return { kind: SkillKinds.BindSkill}; }
  969. function boardChange(attrs) {
  970. return { kind: SkillKinds.BoardChange, attrs: attrs };
  971. }
  972. function randomSkills(skills) {
  973. return { kind: SkillKinds.RandomSkills, skills: skills };
  974. }
  975. function evolvedSkills(loop, skills) {
  976. return { kind: SkillKinds.EvolvedSkills, loop: loop, skills: skills };
  977. }
  978. function changeAttr(target, attr) {
  979. return { kind: SkillKinds.ChangeAttribute, target: target, attr: attr ?? 0 };
  980. }
  981. function gravity(value) {
  982. return { kind: SkillKinds.Gravity, value: value };
  983. }
  984. function voidEnemyBuff(buffs) {
  985. return { kind: SkillKinds.VoidEnemyBuff, buffs: buffs };
  986. }
  987. function skillBoost(value1, value2) { return { kind: SkillKinds.SkillBoost, min: value1, max: value2 ?? value1 }; }
  988. function minMatch(value) { return { kind: SkillKinds.MinMatchLength, value: value }; }
  989. function fixedTime(value) { return { kind: SkillKinds.FixedTime, value: v.constant(value) }; }
  990. function addCombo(value) { return { kind: SkillKinds.AddCombo, value: value }; }
  991. function defBreak(value) { return { kind: SkillKinds.DefenseBreak, value: value }; }
  992. function poison(value) { return { kind: SkillKinds.Poison, value: value }; }
  993. function CTW(time, cond, skill) {
  994. return { kind: SkillKinds.CTW, time, cond, skill };
  995. }
  996. function followAttack(value) { return { kind: SkillKinds.FollowAttack, value: value }; }
  997. function followAttackFixed(value) { return { kind: SkillKinds.FollowAttackFixed, value: v.constant(value) }; }
  998. function autoHeal(value) { return { kind: SkillKinds.AutoHeal, value: value }; }
  999. function timeExtend(value) { return { kind: SkillKinds.TimeExtend, value: value }; }
  1000. function delay() { return { kind: SkillKinds.Delay }; }
  1001. function massAttack() { return { kind: SkillKinds.MassAttack }; }
  1002. function dropRefresh() { return { kind: SkillKinds.DropRefresh }; }
  1003. function drum() { return { kind: SkillKinds.Drum }; }
  1004. function autoPath(number) { return { kind: SkillKinds.AutoPath, matchesNumber:v.constant(number) }; }
  1005. function leaderChange(type = 0) { return { kind: SkillKinds.LeaderChange, type: type }; }
  1006. function noSkyfall() { return { kind: SkillKinds.NoSkyfall }; }
  1007. function henshin(id, random = false) {
  1008. return {
  1009. kind: SkillKinds.Henshin,
  1010. id: Array.isArray(id) ? id[0] : id, //兼容旧程序
  1011. ids: Array.isArray(id) ? id : [id],
  1012. random: random
  1013. };
  1014. }
  1015. function voidPoison() { return { kind: SkillKinds.VoidPoison }; }
  1016. function skillProviso(cond) { return { kind: SkillKinds.SkillProviso, cond: cond }; }
  1017. function impartAwakenings(attrs, types, awakenings) {
  1018. return { kind: SkillKinds.ImpartAwakenings, attrs: attrs, types: types, awakenings: awakenings };
  1019. }
  1020. function obstructOpponent(typeName, pos, ids) {
  1021. return { kind: SkillKinds.ObstructOpponent, typeName: typeName, pos: pos, enemy_skills: ids };
  1022. }
  1023. function increaseDamageCap(cap, targets) {
  1024. return { kind: SkillKinds.IncreaseDamageCap, cap: cap, targets: targets};
  1025. }
  1026. function boardJammingStates(state, posType, options) {
  1027. return { kind: SkillKinds.BoardJammingStates, state: state, posType: posType, ...options};
  1028. }
  1029. function boardSizeChange(width=7, height=6) {
  1030. return { kind: SkillKinds.BoardSizeChange, width, height };
  1031. }
  1032. function removeAssist() {
  1033. return { kind: SkillKinds.RemoveAssist };
  1034. }
  1035. function predictionFalling() {
  1036. return { kind: SkillKinds.PredictionFalling };
  1037. }
  1038. function breakingShield(value) {
  1039. return { kind: SkillKinds.BreakingShield, value: value };
  1040. }
  1041. const skillObjectParsers = {
  1042. //parser: (() => []), //这个用来解决代码提示的报错问题,不起实际作用
  1043. [0](attr, mul) { return damageEnemy('all', attr, v.xATK(mul)); },
  1044. [1](attr, value) { return damageEnemy('all', attr, v.constant(value)); },
  1045. [2](mul, _) { return damageEnemy('single', 'self', v.xATK(mul)); },
  1046. [3](turns, percent) { return activeTurns(turns, reduceDamage('all', v.percent(percent))); },
  1047. [4](mul) { return poison(v.xATK(mul)); },
  1048. [5](time) { return CTW(v.constant(time)); },
  1049. [6](percent) { return gravity(v.xCHP(percent)); },
  1050. [7](mul) { return heal(v.xRCV(mul)); },
  1051. [8](value) { return heal(v.constant(value)); },
  1052. [9](from, to) { return changeOrbs(fromTo([from ?? 0], [to ?? 0])); },
  1053. [10]() { return dropRefresh(); },
  1054. [11](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul })); },
  1055. [12](mul) { return followAttack(v.xATK(mul)); },
  1056. [13](mul) { return autoHeal(v.xRCV(mul)); },
  1057. [14](min, max) { return resolve(v.percent(min), v.percent(max ?? 100)); },
  1058. [15](time) { return timeExtend(v.constant(time / 100)); },
  1059. [16](percent) { return reduceDamage('all', v.percent(percent)); },
  1060. [17](attr, percent) { return reduceDamage([attr], v.percent(percent)); },
  1061. [18](turns) { return activeTurns(turns, delay()); },
  1062. [19](turns, percent) { return activeTurns(turns, defBreak(v.percent(percent))); },
  1063. [20](from1, to1, from2, to2) {
  1064. if ((to1 ?? 0) == (to2 ?? 0))
  1065. return changeOrbs(fromTo([from1 ?? 0, from2 ?? 0], [to1 ?? 0]));
  1066. else
  1067. return changeOrbs(
  1068. fromTo([from1 ?? 0], [to1 ?? 0]),
  1069. fromTo([from2 ?? 0], [to2 ?? 0])
  1070. );
  1071. },
  1072. [21](turns, attr, percent) { return activeTurns(turns, reduceDamage([attr], v.percent(percent))); },
  1073. [22](type, mul) { return powerUp(null, [type], p.mul({ atk: mul })); },
  1074. [23](type, mul) { return powerUp(null, [type], p.mul({ hp: mul })); },
  1075. [24](type, mul) { return powerUp(null, [type], p.mul({ rcv: mul })); },
  1076. [26](mul) { return powerUp(null, null, p.mul({ atk: mul })); },
  1077. [28](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul, rcv: mul })); },
  1078. [29](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
  1079. [30](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul })); },
  1080. [31](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul })); },
  1081. [33]() { return drum(); },
  1082. [35](mul, percent) { return vampire('self', v.xATK(mul), v.percent(percent)); },
  1083. [36](attr1, attr2, percent) { return reduceDamage([attr1, attr2], v.percent(percent)); },
  1084. [37](attr, mul) { return damageEnemy('single', attr, v.xATK(mul)); },
  1085. [38](max, prob, percent) { return reduceDamage('all', v.percent(percent), max === 100 ? c.hp(max, max) : c.hp(0, max), v.percent(prob)); },
  1086. [39](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  1087. [40](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ atk: mul })); },
  1088. [41](prob, mul, attr) { return counterAttack(attr ?? 0, v.percent(prob), v.percent(mul)); },
  1089. [42](targetAttr, dmgAttr, value) { return damageEnemy(targetAttr, dmgAttr, v.constant(value)); },
  1090. [43](min, prob, percent) { return reduceDamage('all', v.percent(percent), c.hp(min, 100), v.percent(prob)); },
  1091. [44](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  1092. [45](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul })); },
  1093. [46](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul })); },
  1094. [48](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul })); },
  1095. [49](attr, mul) { return powerUp([attr], null, p.mul({ rcv: mul })); },
  1096. [50](turns, attr, mul) { return activeTurns(turns, powerUp([attr], null, p.mul({ atk: mul ?? 0 }))); },
  1097. [51](turns) { return activeTurns(turns, massAttack()); },
  1098. [52](attr, mul) { return setOrbState([attr], 'enhanced', {enhance: v.percent(mul)}); },
  1099. [53](mul) { return rateMultiply(v.percent(mul), 'drop'); },
  1100. [54](mul) { return rateMultiply(v.percent(mul), 'coin'); },
  1101. [55](value) { return damageEnemy('single', 'fixed', v.constant(value)); },
  1102. [56](value) { return damageEnemy('all', 'fixed', v.constant(value)); },
  1103. [58](attr, min, max) { return damageEnemy('all', attr, v.randomATK(min, max)); },
  1104. [59](attr, min, max) { return damageEnemy('single', attr, v.randomATK(min, max)); },
  1105. [60](turns, mul, attr) { return activeTurns(turns, counterAttack(attr, v.percent(100), v.percent(mul))); },
  1106. [61](attrs, min, base, bonus, stage) { return powerUp(null, null, p.scaleAttrs(Bin.unflags(attrs), min, min + (stage ?? 0), [base, 100], [bonus, 0])); },
  1107. [62](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul })); },
  1108. [63](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, rcv: mul })); },
  1109. [64](type, mul) { return powerUp(null, [type], p.mul({ atk: mul, rcv: mul })); },
  1110. [65](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
  1111. [66](combo, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, [mul, 100], [0, 0])); },
  1112. [67](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, rcv: mul })); },
  1113. [69](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul })); },
  1114. [71](...attrs) { return boardChange(attrs.filter(attr => attr >= 0)); },
  1115. //据说是破除敌人的守护盾,但是因为重来没有实装过,所以不知道实际效果
  1116. [72](turns) { return activeTurns(turns, voidEnemyBuff(['guard'])); },
  1117. [73](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul })); },
  1118. [75](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul, rcv: mul })); },
  1119. [76](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
  1120. [77](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul, atk: mul })); },
  1121. [79](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul, rcv: mul })); },
  1122. [84](attr, min, max, percent) {
  1123. return [
  1124. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  1125. damageEnemy('single', attr, v.randomATK(min, max))
  1126. ];
  1127. },
  1128. [85](attr, min, max, percent) {
  1129. return [
  1130. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  1131. damageEnemy('all', attr, v.randomATK(min, max))
  1132. ];
  1133. },
  1134. [86](attr, value, _, percent) {
  1135. return [
  1136. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  1137. damageEnemy('single', attr, v.constant(value))
  1138. ];
  1139. },
  1140. [87](attr, value, _, percent) {
  1141. return [
  1142. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  1143. damageEnemy('all', attr, v.constant(value))
  1144. ];
  1145. },
  1146. [88](turns, type, mul) { return activeTurns(turns, powerUp(null, [type], p.mul({ atk: mul }))); },
  1147. [90](turns, attr1, attr2, mul) { return activeTurns(turns, powerUp([attr1, attr2], null, p.mul({ atk: mul }))); },
  1148. [91](attr1, attr2, mul) { return setOrbState([attr1, attr2], 'enhanced', {enhance: v.percent(mul)}); },
  1149. [92](turns, type1, type2, mul) { return activeTurns(turns, powerUp(null, [type1, type2], p.mul({ atk: mul }))); },
  1150. [93]() { return leaderChange(); },
  1151. [94](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  1152. [95](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  1153. [96](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  1154. [97](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  1155. [98](min, base, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max, [base, 100], [bonus, 0])); },
  1156. [100](stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.useSkill()); },
  1157. [101](combo, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('combo', combo)); },
  1158. [103](combo, stats1, stats2, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
  1159. [104](combo, attrs, stats1, stats2, mul) { return powerUp(Bin.unflags(attrs), null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
  1160. [105](rcv, atk) { return powerUp(null, null, p.mul({ rcv, atk })); },
  1161. [106](hp, atk) { return powerUp(null, null, p.mul({ hp, atk })); },
  1162. [107](hp, attrs, atk) {
  1163. return [
  1164. powerUp(null, null, p.mul({ hp })),
  1165. attrs && powerUp(Bin.unflags(attrs), null, p.mul({ atk: atk ?? 100 })) || null,
  1166. ].filter(Boolean);
  1167. },
  1168. [108](hp, type, atk) { return [powerUp(null, null, p.mul({ hp })), powerUp(null, [type], p.mul({ atk }))]; },
  1169. [109](attrs, len, mul) { return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), len, len, [mul, 100], [0, 0])); },
  1170. [110](single, attr, min, max, scale) { return damageEnemy(single ? 'single' : 'all', attr, v.hpScale(min, max, scale)); },
  1171. [111](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul })); },
  1172. [114](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
  1173. [115](attr, mul, percent) { return vampire(attr, v.xATK(mul), v.percent(percent)); },
  1174. [116](...ids) { return ids.flatMap(id => this.parser(id)); },
  1175. [117](bind, rcv, constant, hp, awokenBind) {
  1176. return [
  1177. rcv ? heal(v.xRCV(rcv)) : hp ? heal(v.xMaxHP(hp)) : constant ? heal(v.constant(constant)) : null,
  1178. (bind || awokenBind) ? unbind(bind ?? 0, awokenBind ?? 0) : null,
  1179. ].filter(Boolean);
  1180. },
  1181. [118](...ids) { return randomSkills(ids.map(id => this.parser(id))); },
  1182. [119](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), min, max, [base || 100, 100], [bonus, 0])); },
  1183. [121](attrs, types, hp, atk, rcv) { return powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })); },
  1184. [122](percent, attrs, types, atk, rcv) { return powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(0, percent)); },
  1185. [123](percent, attrs, types, atk, rcv) { return powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(percent, 100)); },
  1186. [124](attrs1, attrs2, attrs3, attrs4, attrs5, min, mul, bonus) {
  1187. const attrs = [attrs1, attrs2, attrs3, attrs4, attrs5].filter(Boolean);
  1188. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(Bin.unflags), min, bonus ? attrs.length : min, [mul, 100], [bonus, 0]));
  1189. },
  1190. [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))); },
  1191. [126](attrs, turns, turns2, percent) { return activeTurns(turns === turns2 ? turns : [turns, turns2], orbDropIncrease(v.percent(percent), Bin.unflags(attrs))); },
  1192. [127](cols1, attrs1, cols2, attrs2) {
  1193. return fixedOrbs(
  1194. { orbs: Bin.unflags(attrs1), type: 'col', positions: Bin.unflags(cols1) },
  1195. { orbs: Bin.unflags(attrs2), type: 'col', positions: Bin.unflags(cols2) }
  1196. );
  1197. },
  1198. [128](rows1, attrs1, rows2, attrs2) {
  1199. return fixedOrbs(
  1200. { orbs: Bin.unflags(attrs1), type: 'row', positions: Bin.unflags(rows1) },
  1201. { orbs: Bin.unflags(attrs2), type: 'row', positions: Bin.unflags(rows2) }
  1202. );
  1203. },
  1204. [129](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
  1205. return [
  1206. (hp || atk || rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1207. rPercent && reduceDamage(Bin.unflags(rAttrs), v.percent(rPercent)) || null
  1208. ].filter(Boolean);
  1209. },
  1210. [130](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
  1211. return [
  1212. (atk || rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(0, percent)) || null,
  1213. rPercent && reduceDamage(Bin.unflags(rAttrs), v.percent(rPercent), c.hp(0, percent)) || null
  1214. ].filter(Boolean);
  1215. },
  1216. [131](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
  1217. return [
  1218. (atk || rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(percent, 100)) || null,
  1219. rPercent && reduceDamage(Bin.unflags(rAttrs), v.percent(rPercent), c.hp(percent, 100)) || null
  1220. ].filter(Boolean);
  1221. },
  1222. [132](turns, time, percent) { return activeTurns(turns, timeExtend(time ? v.constant(time / 10) : v.percent(percent))); },
  1223. [133](attrs, types, atk, rcv) { return powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.useSkill()); },
  1224. [136](attrs1, hp1, atk1, rcv1, attrs2, hp2, atk2, rcv2) {
  1225. return [
  1226. powerUp(Bin.unflags(attrs1), null, p.mul({ hp: hp1 || 100, atk: atk1 || 100, rcv: rcv1 || 100 })),
  1227. powerUp(Bin.unflags(attrs2), null, p.mul({ hp: hp2 || 100, atk: atk2 || 100, rcv: rcv2 || 100 })),
  1228. ];
  1229. },
  1230. [137](types1, hp1, atk1, rcv1, types2, hp2, atk2, rcv2) {
  1231. return [
  1232. powerUp(null, Bin.unflags(types1), p.mul({ hp: hp1 || 100, atk: atk1 || 100, rcv: rcv1 || 100 })),
  1233. powerUp(null, Bin.unflags(types2), p.mul({ hp: hp2 || 100, atk: atk2 || 100, rcv: rcv2 || 100 })),
  1234. ];
  1235. },
  1236. [138](...ids) { return ids.flatMap(id => this.parser(id)); },
  1237. [139](attrs, types, percent1, less1, mul1, percent2, less2, mul2) {
  1238. return [
  1239. powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: mul1 || 100 }), less1 ? c.hp(0, percent1) : c.hp(percent1, 100)),
  1240. powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: mul2 || 100 }), less1 ?
  1241. (less2 ? c.hp(percent1, percent2) : c.hp(percent2, 100)) :
  1242. (less2 ? c.hp(0, percent2) : c.hp(percent2, percent1 - 1))
  1243. ),
  1244. ];
  1245. },
  1246. [140](attrs, mul) { return setOrbState(Bin.unflags(attrs), 'enhanced', {enhance: v.percent(mul)}); },
  1247. [141](count, to, exclude) { return generateOrbs(Bin.unflags(to), Bin.unflags(exclude), count); },
  1248. [142](turns, attr) { return activeTurns(turns, changeAttr('self', attr)); },
  1249. [143](mul, dmgAttr) { return damageEnemy('all', dmgAttr ?? 0, v.xTeamHP(mul)); },
  1250. [144](teamAttrs, mul, single, dmgAttr) { return damageEnemy(single ? 'single' : 'all', dmgAttr ?? 0, v.xTeamATK(Bin.unflags(teamAttrs), mul)); },
  1251. [145](mul) { return heal(v.xTeamRCV(mul)); },
  1252. [146](turns1, turns2) { return skillBoost(v.constant(turns1), turns2 ? v.constant(turns2) : undefined); },
  1253. [148](percent) { return rateMultiply(v.percent(percent), 'exp'); },
  1254. [149](mul) { return powerUp(null, null, p.mul({ rcv: mul }), c.exact('match-length', 4, [Attributes.Heart])); },
  1255. [150](_, mul) { return powerUp({targets: ['the-attr']}, null, p.mul({ atk: mul }), c.exact('match-length', 5, 'enhanced')); },
  1256. [151](mul1, mul2, percent) {
  1257. return powerUp(null, null, p.scaleCross([{ single: true, attr: [Attributes.Heart], atk: mul1 || 100, rcv: mul2 || 100 }]), null, v.percent(percent));
  1258. },
  1259. [152](attrs, count) { return setOrbState(Bin.unflags(attrs), 'locked', {count: v.constant(count)}); },
  1260. [153](attr, _) { return changeAttr('opponent', attr); },
  1261. [154](from, to) { return changeOrbs(fromTo(Bin.unflags(from), Bin.unflags(to))); },
  1262. [155](attrs, types, hp, atk, rcv) { return powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }), c.multiplayer()); },
  1263. [156](turns, awoken1, awoken2, awoken3, type, mul) {
  1264. if (type == 1)
  1265. {
  1266. return heal(v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), v.xRCV(mul)));
  1267. }else
  1268. {
  1269. return activeTurns(turns, type === 2 ?
  1270. powerUp(null, null, p.scaleStateKind([awoken1, awoken2, awoken3].filter(Boolean), null, null, p.mul({atk: mul - 100, hp:0, rcv:0}))) :
  1271. reduceDamage('all', v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), v.percent(mul)))
  1272. );
  1273. }
  1274. },
  1275. [157](attr1, mul1, attr2, mul2, attr3, mul3) {
  1276. let crosses = [
  1277. { single: false, attr: [attr1], atk: mul1 },
  1278. { single: false, attr: [attr2], atk: mul2 },
  1279. { single: false, attr: [attr3], atk: mul3 }
  1280. ].filter(cross => cross.atk);
  1281. return powerUp(null, null, p.scaleCross(crosses));
  1282. },
  1283. [158](len, attrs, types, atk, hp, rcv) {
  1284. return [
  1285. minMatch(len),
  1286. powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }))
  1287. ];
  1288. },
  1289. [159](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), min, max, [base, 100], [bonus, 0])); },
  1290. [160](turns, combo) { return activeTurns(turns, addCombo(combo)); },
  1291. [161](percent) { return gravity(v.xMaxHP(percent)); },
  1292. [162]() { return boardSizeChange(); },
  1293. [163](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
  1294. return [
  1295. noSkyfall(),
  1296. (hp || atk || rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1297. rPercent && reduceDamage(Bin.unflags(rAttrs), v.percent(rPercent)) || null,
  1298. ].filter(Boolean);
  1299. },
  1300. [164](attrs1, attrs2, attrs3, attrs4, min, atk, rcv, bonus) {
  1301. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  1302. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(Bin.unflags), min, attrs.length, [atk, rcv], [bonus, bonus]));
  1303. },
  1304. [165](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, incr) {
  1305. const attrsArr = Bin.unflags(attrs);
  1306. return powerUp(null, null, p.scaleAttrs(attrsArr, min, min + (min < attrsArr.length ? (incr ?? 0) : 0), [baseAtk || 100, baseRcv || 100], [bonusAtk, bonusRcv]));
  1307. },
  1308. [166](min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleCombos(min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  1309. [167](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  1310. [168](turns, awoken1, awoken2, awoken3, awoken4, awoken5, awoken6, mul) {
  1311. return activeTurns(turns,
  1312. powerUp(null, null, p.scaleStateKind([awoken1, awoken2, awoken3, awoken4, awoken5, awoken6].filter(Boolean), null, null, p.mul({atk: mul, hp:0, rcv:0})))
  1313. );
  1314. },
  1315. [169](min, base, percent, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max ?? min, [base || 100, 100], [bonus, 0]), null, v.percent(percent)); },
  1316. //stage的真实用法目前不知道,缺少样本来判断,不知道到底是直接算数(stage-1)还是算二进制个数(Bin.unflags(stage).length)。 2022年5月23日
  1317. //按 瘦鹅 的说法,也可能是因为暗牛头限制了5色, 所以就算是3级到了6色,也只算5色。
  1318. [170](attrs, min, base, percent, bonus, stage) {
  1319. let attrsArr = Bin.unflags(attrs);
  1320. return powerUp(null, null, p.scaleAttrs(attrsArr, min, Math.min(min + (stage || 0), attrsArr.length), [base, 100], [bonus ?? 0, 0]), null, v.percent(percent));
  1321. },
  1322. [171](attrs1, attrs2, attrs3, attrs4, min, mul, percent, bonus) {
  1323. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  1324. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(Bin.unflags), min, bonus ? attrs.length : min, [mul, 100], [bonus ?? 0, 0]), null, v.percent(percent));
  1325. },
  1326. [172]() { return setOrbState(Attributes.orbs(), 'unlocked'); },
  1327. [173](turns, attrAbsorb, comboAbsorb, damageAbsorb) {
  1328. return activeTurns(turns, voidEnemyBuff(
  1329. [
  1330. attrAbsorb && 'attr-absorb',
  1331. comboAbsorb && 'combo-absorb',
  1332. damageAbsorb && 'damage-absorb'
  1333. ].filter((buff) => typeof buff === 'string')
  1334. ));
  1335. },
  1336. [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))); },
  1337. [176](row1, row2, row3, row4, row5, attrs) {
  1338. return fixedOrbs(
  1339. { orbs: [attrs ?? 0], type: 'shape', positions: [row1, row2, row3, row4, row5].map(row=>Bin.unflags(row)) }
  1340. );
  1341. },
  1342. [177](attrs, types, hp, atk, rcv, remains, baseAtk, bonusAtk) {
  1343. return [
  1344. noSkyfall(),
  1345. (hp || atk || rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1346. baseAtk && powerUp(null, null, p.scaleRemainOrbs(remains, [baseAtk ?? 100, 100], [bonusAtk ?? 0, 0])) || null
  1347. ].filter(Boolean);
  1348. },
  1349. [178](time, attrs, types, hp, atk, rcv, attrs2, percent) {
  1350. return [
  1351. fixedTime(time),
  1352. (hp || atk || rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })),
  1353. percent && reduceDamage(Bin.unflags(attrs2), v.percent(percent)) || null,
  1354. ].filter(Boolean);
  1355. /*const reduceAttrs = Bin.unflags(attrs2);
  1356. const isAllAttr = isEqual(reduceAttrs, Attributes.attr);
  1357. return [
  1358. fixedTime(time),
  1359. (hp || atk || rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }), null, isAllAttr ? v.percent(percent) : null),
  1360. percent && !isAllAttr && reduceDamage(reduceAttrs, v.percent(percent)) || null,
  1361. ].filter(Boolean);*/
  1362. },
  1363. [179](turns, value, percent, bind, awokenBind) {
  1364. return [
  1365. (bind || awokenBind) ? unbind(bind ?? 0, awokenBind ?? 0) : null,
  1366. activeTurns(turns, autoHealBuff(value ? v.constant(value) : v.xMaxHP(percent)))
  1367. ].filter(Boolean);
  1368. },
  1369. [180](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), [], 'enhanced')); },
  1370. [182](attrs, len, mul, percent) { return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), len, len, [mul || 100, 100], [0, 0]), null, v.percent(percent)); },
  1371. [183](attrs, types, percent1, atk1, reduce, percent2, atk2, rcv2) {
  1372. return [
  1373. (percent1 > 0) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: atk1 || 100 }), c.hp(percent1, 100), v.percent(reduce)) || null,
  1374. (atk2 || rcv2) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: atk2 || 100, rcv: rcv2 || 100 }), c.hp(0, percent2 || percent1)) || null
  1375. ].filter(Boolean);
  1376. },
  1377. [184](turns) { return activeTurns(turns, noSkyfall()); },
  1378. [185](time, attrs, types, hp, atk, rcv) {
  1379. return [
  1380. timeExtend(v.constant(time / 100)),
  1381. powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })),
  1382. ];
  1383. },
  1384. [186](attrs, types, hp, atk, rcv) {
  1385. return [
  1386. boardSizeChange(),
  1387. (hp || atk ||rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1388. ].filter(Boolean);
  1389. },
  1390. [188](value) {
  1391. return damageEnemy('single', 'fixed', v.constant(value));
  1392. },
  1393. [189]() {
  1394. return [
  1395. setOrbState(Attributes.orbs(), 'unlocked'),
  1396. boardChange([0,1,2,3]),
  1397. autoPath(3),
  1398. ];
  1399. },
  1400. [191](turns) {
  1401. return activeTurns(turns, voidEnemyBuff(['damage-void']));
  1402. },
  1403. [192](attrs, len, mul, combo) {
  1404. return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), len, len, [mul || 100, 100], [0, 0], true), null, null, combo ? [addCombo(combo)] : null);
  1405. },
  1406. [193](attrs, atk, rcv, percent) {
  1407. return powerUp(null, null, p.mul([atk || 100, rcv || 100]), c.LShape(Bin.unflags(attrs)), v.percent(percent));
  1408. },
  1409. [194](attrs, min, mul, combo) {
  1410. return powerUp(null, null, p.scaleAttrs(Bin.unflags(attrs), min, min, [mul || 100, 100], [0, 0]), null, null, combo ? [addCombo(combo)] : null);
  1411. },
  1412. [195](percent) {
  1413. return selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1));
  1414. },
  1415. [196](matches) {
  1416. return unbind(0,0,matches);
  1417. },
  1418. [197]() {
  1419. return voidPoison();
  1420. },
  1421. [198](heal, atk, percent, awokenBind) {
  1422. return powerUp(null, null, p.mul([atk || 100, 100]), c.heal(heal), percent && v.percent(percent), awokenBind && [unbind(0, awokenBind ?? 0)]);
  1423. },
  1424. [199](attrs, min, damage) {
  1425. return powerUp(null, null, p.scaleAttrs(Bin.unflags(attrs), min, min, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]);
  1426. },
  1427. [200](attrs, len, damage) {
  1428. return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), len, len, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]);
  1429. },
  1430. [201](attrs1, attrs2, attrs3, attrs4, min, damage) {
  1431. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  1432. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(Bin.unflags), min, min, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]);
  1433. },
  1434. [202](id) {
  1435. return henshin(id);
  1436. },
  1437. [203](evotypeid, hp, atk, rcv) {
  1438. let evotype = (type=>{
  1439. switch (type) {
  1440. case 0: return "pixel-evo";
  1441. case 2: return "reincarnation-evo";
  1442. default: return type;
  1443. }
  1444. })(evotypeid);
  1445. return powerUp(null, null, p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }),
  1446. c.compo('evolution', [evotype]));
  1447. },
  1448. [205](attrs, turns) { return activeTurns(turns, orbDropIncrease(null, Bin.unflags(attrs == -1 ? 0b1111111111: attrs), 'locked')); },
  1449. [206](attrs1, attrs2, attrs3, attrs4, attrs5, min, combo) {
  1450. const attrs = [attrs1, attrs2, attrs3, attrs4, attrs5].filter(Boolean);
  1451. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(Bin.unflags), min, min, [100, 100], [0, 0]), null, null, combo ? [addCombo(combo)] : null);
  1452. },
  1453. [207](turns, time, row1, row2, row3, row4, row5, count) {
  1454. /*return activeTurns(turns, count ?
  1455. generateOrbs( ['variation'], null, count, time/100):
  1456. fixedOrbs( { orbs: ['variation'], time: time/100, type: 'shape', positions: [row1, row2, row3, row4, row5].map(row=>Bin.unflags(row)) })
  1457. );*/
  1458. const options = { time: time/100};
  1459. if (count) {
  1460. options.count = count;
  1461. } else {
  1462. options.positions = [row1, row2, row3, row4, row5].map(Bin.unflags);
  1463. }
  1464. return activeTurns(turns,
  1465. boardJammingStates('roulette', count ? 'random' : 'shape', options)
  1466. );
  1467. },
  1468. [208](count1, to1, exclude1, count2, to2, exclude2) {
  1469. return [
  1470. generateOrbs(Bin.unflags(to1), Bin.unflags(exclude1), count1),
  1471. generateOrbs(Bin.unflags(to2), Bin.unflags(exclude2), count2),
  1472. ];
  1473. },
  1474. [209](combo) {
  1475. return powerUp(null, null, p.scaleCross([{ single: true, attr: [Attributes.Heart], atk: 100, rcv: 100}]), null, null, combo ? [addCombo(combo)] : null);
  1476. },
  1477. [210](attrs, reduce, combo) {
  1478. return powerUp(null, null, p.scaleCross([{ single: false, attr: Bin.unflags(attrs), atk: 100, rcv: 100}]), null, v.percent(reduce), combo ? [addCombo(combo)] : null);
  1479. },
  1480. [213](attrs, types, ...awakenings) { //赋予觉醒的队长技
  1481. return impartAwakenings(Bin.unflags(attrs), Bin.unflags(types), awakenings);
  1482. },
  1483. [214](turns) { return activeTurns(turns, bindSkill()); },
  1484. [215](turns, attrs) { return activeTurns(turns, setOrbState(Bin.unflags(attrs), 'bound')); },
  1485. [217](rarity, hp, atk, rcv) {
  1486. return powerUp(null, null, p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }),
  1487. c.compo('team-total-rarity', rarity));
  1488. },
  1489. [218](turns) { return skillBoost(v.constant(-turns)); },
  1490. [219](attrs, len, combo) {
  1491. return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), len, len, [100, 100], [0, 0]), null, null, combo ? [addCombo(combo)] : null);
  1492. },
  1493. [220](attrs, combo) {
  1494. var skill = powerUp(null, null, p.mul([100,100]), c.LShape(Bin.unflags(attrs)), null, combo ? [addCombo(combo)] : null);
  1495. return skill;
  1496. },
  1497. [221](attrs, damage) {
  1498. return powerUp(null, null, p.mul([100,100]), c.LShape(Bin.unflags(attrs)), null, damage ? [followAttackFixed(damage)] : null);
  1499. },
  1500. [223](combo, damage) {
  1501. return powerUp(null, null, p.scaleCombos(combo, combo, [100, 100], [0, 0]), null, null, damage ? [followAttackFixed(damage)] : null);
  1502. },
  1503. [224](turns, attr) { return activeTurns(turns, changeAttr('opponent', attr)); },
  1504. [225](min, max) { return skillProviso(c.hp(min ?? 0, max ?? 100)); },
  1505. [226](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), [], 'nail')); },
  1506. [227]() { return leaderChange(1); },
  1507. [228](turns, attrs, types, atk, rcv) {
  1508. return activeTurns(turns,
  1509. powerUp(null, null, p.scaleStateKind(null, Bin.unflags(attrs), Bin.unflags(types), p.mul({atk: atk, rcv: rcv ?? 0, hp:0})))
  1510. );
  1511. },
  1512. [229](attrs, types, hp, atk, rcv) {
  1513. return powerUp(null, null, p.scaleStateKind(null, Bin.unflags(attrs), Bin.unflags(types), p.mul({hp: hp || 0, atk: atk || 0, rcv: rcv || 0})));
  1514. },
  1515. [230](turns, target, mul) {
  1516. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1517. const typeArr = Bin.unflags(target).map(n => targetTypes[n]);
  1518. return activeTurns(turns, powerUp({targets: typeArr}, null, p.mul({ atk: mul })));
  1519. },
  1520. [231](turns, awoken1, awoken2, awoken3, awoken4, awoken5, atk, rcv) {
  1521. return activeTurns(turns, powerUp(null, null, p.scaleStateKind([awoken1, awoken2, awoken3, awoken4, awoken5].filter(Boolean), null, null, p.mul({atk: atk, hp:0, rcv: rcv ?? 0}))));
  1522. },
  1523. [232](...ids) { return evolvedSkills(false, ids.map(id => this.parser(id))); },
  1524. [233](...ids) { return evolvedSkills(true, ids.map(id => this.parser(id))); },
  1525. [234](min, max) { return skillProviso(c.stage(min ?? 0, max ?? 0)); },
  1526. [235](attrs, lenMin, lenExact, atk, reducePercent, combo, damage) {
  1527. // const len = lenMin || lenExact; //宝珠长度
  1528. // const ee = Boolean(lenExact); //是否为刚好等于
  1529. //第二个参数为多少以上就算,第三个参数为多少以上才算
  1530. //return powerUp(null, null, p.mul({ atk: atk || 100}), c.exact('match-length', lenExact, Bin.unflags(attr)), v.percent(percent), [combo ? addCombo(combo) : null, damage ? followAttackFixed(damage) : null].filter(Boolean), true);
  1531. //let powerup, condition;
  1532. let powerup = Boolean(lenMin)
  1533. ? p.scaleMatchLength(Bin.unflags(attrs), lenMin, lenMin, [atk || 100, 100], [0, 0])
  1534. : p.mul({ atk: atk || 100});
  1535. let condition = Boolean(lenExact)
  1536. ? c.exact('match-length', lenExact, Bin.unflags(attrs))
  1537. : null;
  1538. let additional = [combo ? addCombo(combo) : null, damage ? followAttackFixed(damage) : null].filter(Boolean);
  1539. const eachTime = true;
  1540. return powerUp(null, null, powerup, condition, v.percent(reducePercent), additional, eachTime);
  1541. },
  1542. [236](...ids) { //随机变身
  1543. return henshin(ids.distinct(), true);
  1544. },
  1545. [237](turns, hp) { //改变HP上限
  1546. return activeTurns(turns,
  1547. powerUp(null, null, p.mul({ hp: hp }))
  1548. );
  1549. },
  1550. [238](turns, width, height, pos1, pos2) { //产云
  1551. return activeTurns(turns,
  1552. boardJammingStates('clouds', (pos1 && pos2) ? 'fixed' : 'random', { size: [width, height], positions: [pos1, pos2] })
  1553. );
  1554. },
  1555. [239](colum, turns, row) { //产封条
  1556. //const colums = Bin.unflags(colum), rows = Bin.unflags(row);
  1557. return activeTurns(turns,
  1558. boardJammingStates('immobility', 'fixed', { positions: {colums: Bin.unflags(colum), rows: Bin.unflags(row)} })
  1559. );
  1560. },
  1561. [241](turns, cap) { //改变伤害上限主动技
  1562. // const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1563. // const typeArr = Bin.unflags(target).map(n => targetTypes[n]);
  1564. return activeTurns(turns,
  1565. increaseDamageCap(cap * 1e8, ["self"])
  1566. );
  1567. },
  1568. [243](turns, attrs, hpPercent, probPercent) { //掉落荆棘珠
  1569. return activeTurns(turns, orbDropIncrease(v.percent(probPercent), Bin.unflags(attrs), 'thorn', v.xMaxHP(hpPercent)));
  1570. },
  1571. [244](turns, type) { //改变板面大小主动技
  1572. let width, height;
  1573. switch (type) {
  1574. case 1: {
  1575. width = 7;
  1576. height = 6;
  1577. break;
  1578. }
  1579. case 2: {
  1580. width = 5;
  1581. height = 3;
  1582. break;
  1583. }
  1584. case 3: {
  1585. width = 6;
  1586. height = 5;
  1587. break;
  1588. }
  1589. default: {
  1590. width = 6;
  1591. height = 5;
  1592. }
  1593. }
  1594. return activeTurns(turns, boardSizeChange(width, height));
  1595. },
  1596. [245](rarity, _2, _3, hp, atk, rcv) { //全员满足某种情况,现在是全部星级不一样
  1597. return powerUp(Bin.unflags(_2), Bin.unflags(_3), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }), c.compo('team-same-rarity', rarity));
  1598. },
  1599. [246](time, combo, cap) { //限定时间内转出多少C提高伤害上限
  1600. return CTW(v.constant(time), c.combos(combo) , increaseDamageCap(cap * 1e8, ["self"]));
  1601. },
  1602. [247](time, attr, min, cap) { //限定时间内转出多少色提高伤害上限
  1603. return CTW(v.constant(time), c.attrs(Bin.unflags(attr), min) , increaseDamageCap(cap * 1e8, ["self"]));
  1604. },
  1605. [248](turns, ...ids) { //几回合后才生效的技能
  1606. return delayActiveTurns(turns,
  1607. ...ids.flatMap(id => this.parser(id))
  1608. );
  1609. },
  1610. [249](turns, attr, row1, row2, row3, row4, row5, count) {
  1611. const options = {
  1612. attrs: Bin.unflags(attr),
  1613. };
  1614. if (count) {
  1615. options.count = count;
  1616. } else {
  1617. options.positions = [row1, row2, row3, row4, row5].map(Bin.unflags);
  1618. }
  1619. return activeTurns(turns,
  1620. boardJammingStates('roulette', count ? 'random' : 'shape', options)
  1621. );
  1622. },
  1623. [250]() { //去除自身辅助
  1624. return removeAssist();
  1625. },
  1626. [251](turns, min, max) { //产超暗暗珠
  1627. return activeTurns(turns,
  1628. boardJammingStates('deep-dark', 'random', { min, max })
  1629. );
  1630. },
  1631. [253](turns) { //预测掉落主动技
  1632. return activeTurns(turns, predictionFalling());
  1633. },
  1634. [254](turns) { //预测掉落队长技
  1635. return predictionFalling();
  1636. },
  1637. //剩余多少个属性珠才能使用技能
  1638. [255](attr, min, max) { return skillProviso(c.remainAttrOrbs(Bin.unflags(attr), min ?? 0, max ?? 0)); },
  1639. [257]() {
  1640. return [
  1641. setOrbState(Attributes.orbs(), 'unlocked'),
  1642. boardChange([0,1,2,3,4,5]),
  1643. autoPath(5),
  1644. ];
  1645. },
  1646. [258](turns, cap, target) { //改变伤害上限主动技
  1647. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1648. const typeArr = Bin.unflags(target).map(n => targetTypes[n]);
  1649. return activeTurns(turns,
  1650. increaseDamageCap(cap * 1e8, typeArr)
  1651. );
  1652. },
  1653. [259](percent) { return breakingShield(v.xShield(percent)); },
  1654. [1000](type, pos, ...ids) {
  1655. const posType = (type=>{
  1656. switch (type) {
  1657. case 1: return "after-me";
  1658. case 2: return "designated-position";
  1659. case 3: return "before-me";
  1660. default: return type;
  1661. }
  1662. })(type);
  1663. return obstructOpponent(posType, Bin.unflags(pos), ids);
  1664. },
  1665. };
  1666. function renderSkillEntry(skills)
  1667. {
  1668. //按住Ctrl点击技能在控制台输出技能的对象
  1669. function showParsedSkill(event) {
  1670. if (event.ctrlKey) {
  1671. //const skillId = parseInt(this.getAttribute("data-skill-id"));
  1672. console.log(this.skill);
  1673. }
  1674. }
  1675. const ul = document.createElement("ul");
  1676. ul.className = "card-skill-list";
  1677. skills.forEach(skill=>{
  1678. const li = ul.appendChild(document.createElement("li"));
  1679. li.className = skill.kind;
  1680. li.appendChild(renderSkill(skill));
  1681. //li.setAttribute("data-skill-id", skill.id);
  1682. li.skill = skill;
  1683. li.addEventListener("click", showParsedSkill);
  1684. });
  1685. //技能显示效果的合并,技能原始对象的合并在“function skillParser”里
  1686. if (merge_skill)
  1687. {
  1688. const searchKind = [ //需要配合并的技能类型
  1689. SkillKinds.SetOrbState,
  1690. SkillKinds.BoardChange,
  1691. SkillKinds.GenerateOrbs,
  1692. SkillKinds.FixedOrbs,
  1693. SkillKinds.BoardJammingStates,
  1694. ];
  1695. let boardChange = skills.filter(skill=>{
  1696. if (skill.kind == SkillKinds.ActiveTurns) {
  1697. //如果是主动技,任一子技能属于这个范围就可以了
  1698. return skill.skills.some(subSkill=>searchKind.includes(subSkill.kind))
  1699. } else {
  1700. return searchKind.includes(skill.kind);
  1701. }
  1702. }).flatMap(skill=>skill.kind == SkillKinds.ActiveTurns ?
  1703. //主动技还需要再筛选一遍子技能
  1704. skill.skills.filter(subSkill=>searchKind.includes(subSkill.kind)) :
  1705. skill);
  1706. if (boardChange.filter(skill=>skill.kind != SkillKinds.SetOrbState).length > 0)
  1707. {
  1708. const boardsBar = new BoardSet(new Board(), new Board(null,7,6), new Board(null,5,4));
  1709. for (const skill of boardChange)
  1710. {
  1711. switch (skill.kind)
  1712. {
  1713. case SkillKinds.BoardChange: { //洗版
  1714. const attrs = skill.attrs;
  1715. boardsBar.boards.forEach(board=>board.randomFill(attrs));
  1716. break;
  1717. }
  1718. case SkillKinds.GenerateOrbs: { //产生珠子
  1719. let orbs = skill.orbs, exclude = skill.exclude, count = skill.count;
  1720. boardsBar.boards.forEach(board=>board.generateOrbs(orbs, count, exclude));
  1721. break;
  1722. }
  1723. case SkillKinds.FixedOrbs: { //固定位置产生珠子
  1724. for (const generate of skill.generates)
  1725. {
  1726. let orb = generate.orbs?.[0];
  1727. if (generate.type == 'shape') {
  1728. boardsBar.boards.forEach(board=>board.setShape(generate.positions, orb));
  1729. } else {
  1730. if (generate.type == 'row')
  1731. boardsBar.boards.forEach(board=>board.setRows(generate.positions, orb));
  1732. else
  1733. boardsBar.boards.forEach(board=>board.setColumns(generate.positions, orb));
  1734. }
  1735. }
  1736. break;
  1737. }
  1738. case SkillKinds.BoardJammingStates: { //产生板面干扰
  1739. const { state, posType, size, positions, count, time } = skill;
  1740. if (state == 'roulette') { //轮盘位
  1741. boardsBar.boards.forEach(board=>{
  1742. if (posType == 'random')
  1743. board.generateBlockStates('roulette', count);
  1744. else
  1745. board.setShape(positions, null, null, 'roulette');
  1746. });
  1747. }
  1748. if (state == 'clouds') { //云
  1749. boardsBar.boards.forEach(board=>{
  1750. board.generateBlockStates('clouds', count, size, positions);
  1751. });
  1752. }
  1753. if (state == 'immobility') { //封条
  1754. const {colums, rows} = skill.positions;
  1755. boardsBar.boards.forEach(board=>{
  1756. board.setColumns(colums, null, null, 'immobility');
  1757. board.setRows(rows, null, null, 'immobility');
  1758. });
  1759. }
  1760. if (state == 'deep-dark') { //超暗暗
  1761. const { min, max } = skill;
  1762. boardsBar?.boards?.forEach(board=>{
  1763. if (posType == 'random')
  1764. board.generateBlockStates('deep-dark', min == max ? min : Math.randomInteger(max, min));
  1765. else
  1766. board.setShape(positions, null, null, 'deep-dark');
  1767. });
  1768. }
  1769. break;
  1770. }
  1771. case SkillKinds.SetOrbState: { //修改珠子状态
  1772. const { orbs, state } = skill;
  1773. const count = skill?.arg?.count?.value ?? 99;
  1774. boardsBar.boards.forEach(board=>{
  1775. board.generateOrbs(orbs, count, null, state);
  1776. });
  1777. break;
  1778. }
  1779. }
  1780. }
  1781. const li = ul.appendChild(document.createElement("li"));
  1782. boardsBar.boards.forEach(board=>board.refreshTable());
  1783. li.appendChild(boardsBar.node);
  1784. li.className = "merge-board";
  1785. }
  1786. }
  1787. return ul;
  1788. }
  1789. //行列拆分成顺序和逆序的正常数字
  1790. function posSplit(pos, axis = 'row')
  1791. {
  1792. const max = axis == 'row' ? 5 : 6;
  1793. return [
  1794. pos.filter(n=>n<=2).map(n=>n+1),
  1795. pos.filter(n=>n>=3).reverse().map(n=>max-n),
  1796. ];
  1797. //return {sequence: pos.filter(n=>n<=2).map(n=>n+1), reverse: pos.filter(n=>n>=3).reverse().map(n=>max-n)};
  1798. }
  1799. function createSkillIcon(iconType, className){
  1800. const idoc = document.createElement("icon");
  1801. idoc.className = `icon-skill${className ? ` ${className}` : ''}`;
  1802. idoc.setAttribute("data-icon-type", iconType);
  1803. return idoc;
  1804. }
  1805. function renderSkill(skill, option = {})
  1806. {
  1807. function renderSkillTitle(skillId, { showTurns } = {}) {
  1808. const skill = Skills[skillId];
  1809. const div = document.createElement("summary");
  1810. div.className = "evolved-skill-title";
  1811. const name = div.appendChild(document.createElement("span"));
  1812. name.className = "skill-name";
  1813. name.textContent = skill.name;
  1814. name.setAttribute("data-skillid", skillId);
  1815. //name.onclick = fastShowSkill;
  1816. if (showTurns) {
  1817. const cd = div.appendChild(document.createElement("span"));
  1818. cd.className = "skill-cd";
  1819. cd.textContent = skill.initialCooldown - skill.maxLevel + 1;
  1820. if (skill.maxLevel > 1) {
  1821. const level = div.appendChild(document.createElement("span"));
  1822. level.className = "skill-level-label";
  1823. level.textContent = skill.maxLevel;
  1824. }
  1825. }
  1826. const originalSkill = document.createElement("div");
  1827. originalSkill.className = "skill-datail-original";
  1828. originalSkill.append(parseSkillDescription(skill));
  1829. return [div, originalSkill].nodeJoin();
  1830. }
  1831. const frg = document.createDocumentFragment();
  1832. if (typeof localTranslating == "undefined") return frg;
  1833. const tsp = localTranslating.skill_parse;
  1834. const createIcon = createSkillIcon;
  1835. if (Array.isArray(skill))
  1836. {
  1837. frg.ap(skill.map(_skill=>renderSkill(_skill)));
  1838. return frg;
  1839. }
  1840. switch (skill.kind) {
  1841. case SkillKinds.Error: {
  1842. let dict = { type: skill.kind };
  1843. frg.ap(tsp.skill.error(dict));
  1844. break;
  1845. }
  1846. case SkillKinds.Unknown: {
  1847. console.log(skill);
  1848. let dict = {
  1849. type: skill.kind
  1850. };
  1851. frg.ap(tsp.skill.unknown(dict));
  1852. break;
  1853. }
  1854. case SkillKinds.ActiveTurns: { //有回合的行动
  1855. let { turns, skills } = skill;
  1856. let dict = {
  1857. turns: Array.isArray(turns) ? turns.join(tsp.word.range_hyphen().textContent) : turns,
  1858. skills: skills?.map(renderSkill)?.nodeJoin(tsp.word.semicolon()),
  1859. };
  1860. frg.ap(tsp.skill.active_turns(dict));
  1861. break;
  1862. }
  1863. case SkillKinds.DelayActiveTurns: { //有推迟回合的行动
  1864. let { turns, skills } = skill;
  1865. let dict = {
  1866. turns: Array.isArray(turns) ? turns.join(tsp.word.range_hyphen().textContent) : turns,
  1867. icon: createIcon(SkillKinds.Delay),
  1868. skills: renderSkillEntry(skills),
  1869. };
  1870. frg.ap(tsp.skill.delay_active_turns(dict));
  1871. //独立出来
  1872. //frg.ap();
  1873. break;
  1874. }
  1875. case SkillKinds.RandomSkills: { //随机技能
  1876. let skills = skill.skills;
  1877. const ul = document.createElement("ul");
  1878. ul.className = "random-active-skill";
  1879. skills.forEach((subSkill, idx)=>{
  1880. const li = ul.appendChild(document.createElement("li"));
  1881. const details = li.appendChild(document.createElement("details"));
  1882. details.open = false; //随机类技能默认关闭
  1883. details.className = "skill-details";
  1884. details.appendChild(renderSkillTitle(skill.params[idx]));
  1885. details.appendChild(renderSkillEntry(subSkill));
  1886. });
  1887. let dict = {
  1888. skills: ul,
  1889. };
  1890. frg.ap(tsp.skill.random_skills(dict));
  1891. break;
  1892. }
  1893. case SkillKinds.EvolvedSkills: { //技能进化
  1894. let skills = skill.skills, loop = skill.loop;
  1895. const ul = document.createElement("ul");
  1896. ul.className = "evolved-active-skill";
  1897. skills.forEach((subSkill, idx)=>{
  1898. const li = ul.appendChild(document.createElement("li"));
  1899. const details = li.appendChild(document.createElement("details"));
  1900. details.open = true; //进化类技能默认打开
  1901. details.className = "skill-details";
  1902. details.appendChild(renderSkillTitle(skill.params[idx], { showTurns:true }));
  1903. details.appendChild(renderSkillEntry(subSkill));
  1904. });
  1905. let dict = {
  1906. skills: ul,
  1907. };
  1908. frg.ap(tsp.skill.evolved_skills(dict));
  1909. if (loop) frg.ap(tsp.skill.evolved_skills_loop({icon: createIcon("evolved-skill-loop")}));
  1910. break;
  1911. }
  1912. case SkillKinds.Delay: { //威吓
  1913. let dict = {
  1914. icon: createIcon(skill.kind),
  1915. };
  1916. frg.ap(tsp.skill.delay(dict));
  1917. break;
  1918. }
  1919. case SkillKinds.MassAttack: { //全体攻击
  1920. let dict = {
  1921. icon: createIcon(skill.kind),
  1922. };
  1923. frg.ap(tsp.skill.mass_attack(dict));
  1924. break;
  1925. }
  1926. case SkillKinds.LeaderChange: { //切换队长
  1927. let type = skill.type;
  1928. let dict = {
  1929. icon: createIcon(skill.kind),
  1930. target: type ? tsp.target.team_last() : tsp.target.self(),
  1931. };
  1932. frg.ap(tsp.skill.leader_change(dict));
  1933. break;
  1934. }
  1935. case SkillKinds.NoSkyfall: { //无天降
  1936. let dict = {
  1937. icon: createIcon(skill.kind),
  1938. };
  1939. frg.ap(tsp.skill.no_skyfall(dict));
  1940. break;
  1941. }
  1942. case SkillKinds.SelfHarm: { //主动自残
  1943. let value = skill.value;
  1944. let dict = {
  1945. icon: createIcon("heal", "hp-decr"),
  1946. value: renderValue(value, {percent: true}),
  1947. stats: tsp.stats.hp(),
  1948. };
  1949. frg.ap(tsp.skill.self_harm(dict));
  1950. break;
  1951. }
  1952. case SkillKinds.Heal: { //主动回血buff
  1953. let value = skill.value;
  1954. let dict = {
  1955. icon: createIcon("heal", "hp-incr"),
  1956. //icon: createIcon("auto-heal"),
  1957. value: renderValue(value, {unit: tsp.unit.point, percent: value.kind == SkillValueKind.xRCV ? false : true}),
  1958. stats: tsp.stats.hp(),
  1959. };
  1960. frg.ap(tsp.skill.heal(dict));
  1961. break;
  1962. }
  1963. case SkillKinds.AutoHealBuff: { //自动回血buff
  1964. let dict = {
  1965. icon: createIcon("auto-heal"),
  1966. value: renderValue(skill.value, {unit: tsp.unit.point, percent: true}),
  1967. stats: tsp.stats.hp(),
  1968. };
  1969. frg.ap(tsp.skill.auto_heal_buff(dict));
  1970. break;
  1971. }
  1972. case SkillKinds.DefenseBreak: { //破防
  1973. let dict = {
  1974. icon: createIcon(skill.kind),
  1975. value: renderValue(skill.value, {percent: true}),
  1976. };
  1977. frg.ap(tsp.skill.defense_break(dict));
  1978. break;
  1979. }
  1980. case SkillKinds.Poison: { //毒
  1981. let dict = {
  1982. icon: createIcon(skill.kind),
  1983. belong_to: tsp.target.self(),
  1984. target: tsp.target.enemy_all(),
  1985. stats: tsp.stats.hp(),
  1986. value: renderValue(skill.value),
  1987. };
  1988. frg.ap(tsp.skill.poison(dict));
  1989. break;
  1990. }
  1991. case SkillKinds.TimeExtend: { //时间变化buff
  1992. let value = skill.value;
  1993. let dict = {
  1994. icon: createIcon("status-time", SkillValue.isLess(value) ? "time-decr" : "time-incr"),
  1995. value: renderValue(value, { unit:tsp.unit.seconds, plusSign: value.kind != SkillValueKind.Percent, percent: SkillValue.isLess(value) }),
  1996. };
  1997. frg.ap(tsp.skill.time_extend(dict));
  1998. break;
  1999. }
  2000. case SkillKinds.FollowAttack: { //队长技倍率追打
  2001. let dict = {
  2002. //icon: createIcon("follow_attack"),
  2003. belong_to: tsp.target.self(),
  2004. target: tsp.target.enemy(),
  2005. value: renderValue(skill.value),
  2006. };
  2007. frg.ap(tsp.skill.follow_attack(dict));
  2008. break;
  2009. }
  2010. case SkillKinds.FollowAttackFixed: { //队长技固伤追打
  2011. let damage = skill.value;
  2012. let dict = {
  2013. damage: renderValue(damage, {unit: tsp.unit.point}),
  2014. attr: renderAttrs('fixed'),
  2015. };
  2016. frg.ap(tsp.skill.follow_attack_fixed(dict));
  2017. break;
  2018. }
  2019. case SkillKinds.AutoHeal: { //队长技自动回血
  2020. let dict = {
  2021. icon: createIcon(skill.kind),
  2022. belong_to: tsp.target.self(),
  2023. value: renderValue(skill.value),
  2024. stats: tsp.stats.hp(),
  2025. };
  2026. frg.ap(tsp.skill.auto_heal(dict));
  2027. break;
  2028. }
  2029. case SkillKinds.CTW: { //时间暂停
  2030. let {time, cond, skill: subSkill} = skill;
  2031. let dict = {
  2032. icon: createIcon(skill.kind),
  2033. time: renderValue(time, { unit: tsp.unit.seconds }),
  2034. };
  2035. if (cond) {
  2036. let dict2 = {
  2037. cond: renderCondition(cond),
  2038. skill: renderSkill(subSkill)
  2039. }
  2040. dict.addition = tsp.skill.ctw_addition(dict2);
  2041. }
  2042. frg.ap(tsp.skill.ctw(dict));
  2043. break;
  2044. }
  2045. case SkillKinds.Gravity: { //重力
  2046. let dict = {
  2047. icon: createIcon(skill.kind),
  2048. target: tsp.target.enemy(),
  2049. value: renderValue(skill.value, { percent:true }),
  2050. };
  2051. frg.ap(tsp.skill.gravity(dict));
  2052. break;
  2053. }
  2054. case SkillKinds.Resolve: { //根性
  2055. let prob = skill.prob;
  2056. let dict = {
  2057. icon: createIcon(skill.kind),
  2058. stats: renderStat('chp'),
  2059. min: renderValue(skill.min, { percent:true }),
  2060. max: renderValue(skill.max, { percent:true }),
  2061. };
  2062. frg.ap(tsp.skill.resolve(dict));
  2063. break;
  2064. }
  2065. case SkillKinds.DamageEnemy: { //大炮和固伤
  2066. let attr = skill.attr, target = skill.target, damage = skill.damage, times = skill.times;
  2067. if (attr == null) break; //没有属性时,编号为0的空技能
  2068. let dict = {
  2069. target: target === 'all' ? tsp.target.enemy_all() : target === 'single' ? tsp.target.enemy_one() : tsp.target.enemy_attr({attr: renderAttrs(target, {affix: true})}),
  2070. damage: renderValue(damage, {unit: tsp.unit.point}),
  2071. attr: renderAttrs(attr, {affix: (attr === 'self' || attr === 'fixed') ? false : true}),
  2072. };
  2073. if (times)
  2074. {
  2075. dict.times = tsp.skill.damage_enemy_times({
  2076. times: renderValue(v.constant(times), {unit: tsp.unit.times})
  2077. });
  2078. dict.totalDamage = tsp.skill.damage_enemy_count({
  2079. damage: renderValue(v.constant(damage.value * times), {unit: tsp.unit.point})
  2080. });
  2081. }
  2082. frg.ap(tsp.skill.damage_enemy(dict));
  2083. break;
  2084. }
  2085. case SkillKinds.Unbind: { //解封
  2086. let normal = skill.normal, awakenings = skill.awakenings, matches = skill.matches;
  2087. let effects = [];
  2088. let enabledStats = [normal, awakenings, matches].filter(Boolean);
  2089. if (merge_skill && enabledStats.length >= 2 && enabledStats.every((s,i,arr)=>s==arr[0]))
  2090. {
  2091. if (normal)
  2092. {
  2093. effects.push(tsp.skill.unbind_normal({icon: createIcon("unbind-normal")}));
  2094. }
  2095. if (awakenings)
  2096. {
  2097. effects.push(tsp.skill.unbind_awakenings({icon: createIcon("unbind-awakenings")}));
  2098. }
  2099. if (matches)
  2100. {
  2101. effects.push(tsp.skill.unbind_matches({icon: createIcon("unbind-matches")}));
  2102. }
  2103. let dict = {
  2104. turns: enabledStats[0],
  2105. stats: effects.nodeJoin(tsp.word.slight_pause()),
  2106. }
  2107. frg.ap(tsp.skill.unbind(dict));
  2108. }
  2109. else
  2110. {
  2111. if (normal)
  2112. {
  2113. let dict = {
  2114. turns: normal,
  2115. stats: tsp.skill.unbind_normal({icon: createIcon("unbind-normal")}),
  2116. }
  2117. effects.push(tsp.skill.unbind(dict));
  2118. }
  2119. if (awakenings)
  2120. {
  2121. let dict = {
  2122. turns: awakenings,
  2123. stats: tsp.skill.unbind_awakenings({icon: createIcon("unbind-awakenings")}),
  2124. }
  2125. effects.push(tsp.skill.unbind(dict));
  2126. }
  2127. if (matches)
  2128. {
  2129. let dict = {
  2130. turns: matches,
  2131. stats: tsp.skill.unbind_matches({icon: createIcon("unbind-matches")}),
  2132. }
  2133. effects.push(tsp.skill.unbind(dict));
  2134. }
  2135. frg.ap(effects.nodeJoin(tsp.word.comma()));
  2136. }
  2137. break;
  2138. }
  2139. case SkillKinds.BindSkill: {
  2140. let dict = {
  2141. icon: createIcon(skill.kind)
  2142. };
  2143. frg.ap(tsp.skill.bind_skill(dict));
  2144. break;
  2145. }
  2146. case SkillKinds.BoardChange: { //洗版
  2147. const attrs = skill.attrs;
  2148. let dict = {
  2149. orbs: renderOrbs(attrs),
  2150. };
  2151. frg.ap(tsp.skill.board_change(dict));
  2152. if (!merge_skill)
  2153. {
  2154. const boardsBar = new BoardSet(new Board(attrs), new Board(attrs,7,6), new Board(attrs,5,4));
  2155. boardsBar.boards.forEach(board=>{
  2156. board.refreshTable();
  2157. });
  2158. frg.ap(boardsBar.node);
  2159. }
  2160. break;
  2161. }
  2162. case SkillKinds.SkillBoost: { //溜
  2163. const min = skill.min, max = skill.max;
  2164. let dict = {
  2165. icon: createIcon(skill.kind, SkillValue.isLess(min) ? "boost-decr" : "boost-incr"),
  2166. turns_min: renderValue(min, { unit:tsp.unit.turns, plusSign:true }),
  2167. };
  2168. if (max.value !== min.value) {
  2169. dict.turns_max = tsp.skill.skill_boost_range(
  2170. {turns: renderValue(max, { unit:tsp.unit.turns, plusSign:true })}
  2171. );
  2172. }
  2173. frg.ap(tsp.skill.skill_boost(dict));
  2174. break;
  2175. }
  2176. case SkillKinds.AddCombo: { //+C
  2177. const value = skill.value;
  2178. let icon = createIcon(skill.kind);
  2179. icon.setAttribute("data-add-combo", value);
  2180. let dict = {
  2181. icon: icon,
  2182. value: value,
  2183. };
  2184. frg.ap(tsp.skill.add_combo(dict));
  2185. break;
  2186. }
  2187. case SkillKinds.FixedTime: { //固定手指
  2188. const value = skill.value;
  2189. let dict = {
  2190. icon: createIcon(skill.kind),
  2191. value: renderValue(value, { unit: tsp.unit.seconds }),
  2192. };
  2193. frg.ap(tsp.skill.fixed_time(dict));
  2194. break;
  2195. }
  2196. case SkillKinds.MinMatchLength: { //最低匹配长度
  2197. const value = skill.value;
  2198. let dict = {
  2199. icon: createIcon(skill.kind),
  2200. unmatchable: value - 1,
  2201. matchable: value,
  2202. };
  2203. frg.ap(tsp.skill.min_match_length(dict));
  2204. break;
  2205. }
  2206. case SkillKinds.DropRefresh: { //刷版
  2207. let dict = {
  2208. icon: createIcon(skill.kind),
  2209. };
  2210. frg.ap(tsp.skill.drop_refresh(dict));
  2211. break;
  2212. }
  2213. case SkillKinds.Drum: { //太鼓达人音效
  2214. frg.ap(tsp.skill.drum());
  2215. break;
  2216. }
  2217. case SkillKinds.AutoPath: { //自动路径,小龙的萌新技能
  2218. const {matchesNumber} = skill;
  2219. frg.ap(tsp.skill.auto_path({
  2220. icon: createIcon(skill.kind),
  2221. matchesNumber: renderValue(matchesNumber),
  2222. }));
  2223. break;
  2224. }
  2225. case SkillKinds.Vampire: { //吸血
  2226. let attr = skill.attr, damage = skill.damage, heal = skill.heal;
  2227. let _dict = {
  2228. target: tsp.target.enemy_one(),
  2229. damage: renderValue(damage),
  2230. attr: renderAttrs(attr, {affix: (attr === 'self' || attr === 'fixed') ? false : true}),
  2231. };
  2232. let dict = {
  2233. icon: createIcon("heal", "hp-incr"),
  2234. damage_enemy: tsp.skill.damage_enemy(_dict),
  2235. heal: renderValue(heal, {percent: true}),
  2236. };
  2237. frg.ap(tsp.skill.vampire(dict));
  2238. break;
  2239. }
  2240. case SkillKinds.CounterAttack: { //反击
  2241. let attr = skill.attr, prob = skill.prob, value = skill.value;
  2242. let dict = {
  2243. icon: createIcon(skill.kind),
  2244. target: tsp.target.enemy(),
  2245. chance: prob.value < 1 ? tsp.value.prob({value: renderValue(prob, { percent:true })}) : null,
  2246. value: renderValue(value),
  2247. attr: renderAttrs(attr, {affix: true}),
  2248. };
  2249. frg.ap(tsp.skill.counter_attack(dict));
  2250. break;
  2251. }
  2252. case SkillKinds.ChangeOrbs: { //珠子变换
  2253. let changes = skill.changes;
  2254. let subDocument = [];
  2255. for (const change of changes)
  2256. {
  2257. let dict = {
  2258. from: renderOrbs(change.from),
  2259. to: renderOrbs(change.to),
  2260. };
  2261. subDocument.push(tsp.skill.change_orbs(dict));
  2262. }
  2263. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  2264. break;
  2265. }
  2266. case SkillKinds.GenerateOrbs: { //产生珠子
  2267. let orbs = skill.orbs, exclude = skill.exclude, count = skill.count;
  2268. let dict = {
  2269. exclude: exclude?.length ? tsp.word.affix_exclude({cotent: renderOrbs(exclude)}) : void 0,
  2270. orbs: renderOrbs(orbs),
  2271. value: count,
  2272. };
  2273. frg.ap(tsp.skill.generate_orbs(dict));
  2274. if (!merge_skill)
  2275. {
  2276. const boardsBar = new BoardSet(new Board(), new Board(null,7,6), new Board(null,5,4));
  2277. boardsBar.boards.forEach(board=>{
  2278. board.generateOrbs(orbs, count, exclude);
  2279. board.refreshTable();
  2280. });
  2281. frg.ap(boardsBar.node);
  2282. }
  2283. break;
  2284. }
  2285. case SkillKinds.FixedOrbs: { //固定位置产生珠子
  2286. let generates = skill.generates;
  2287. let slight_pause = tsp.word.slight_pause().textContent;
  2288. let subDocument = [];
  2289. const boardsBar = merge_skill ? null : new BoardSet(new Board(), new Board(null,7,6), new Board(null,5,4));
  2290. for (const generate of generates)
  2291. {
  2292. let orb = generate.orbs?.[0];
  2293. let dict = {
  2294. orbs: renderOrbs(orb),
  2295. };
  2296. if (generate.type == 'shape')
  2297. {
  2298. dict.position = tsp.position.shape();
  2299. boardsBar?.boards?.forEach(board=>board.setShape(generate.positions, orb));
  2300. }else
  2301. {
  2302. let posFrgs = [];
  2303. if (generate.positions.length == 0) continue;
  2304. if (generate.type == 'row')
  2305. {
  2306. const [sequence, reverse] = posSplit(generate.positions, 'row');
  2307. if (sequence.length) posFrgs.push(tsp.position.top({pos: sequence.join(slight_pause)}));
  2308. if (reverse.length) posFrgs.push(tsp.position.bottom({pos: reverse.join(slight_pause)}));
  2309. boardsBar?.boards?.forEach(board=>board.setRows(generate.positions, orb));
  2310. }else
  2311. {
  2312. const [sequence, reverse] = posSplit(generate.positions, 'colum');
  2313. if (sequence.length) posFrgs.push(tsp.position.left({pos: sequence.join(slight_pause)}));
  2314. if (reverse.length) posFrgs.push(tsp.position.right({pos: reverse.join(slight_pause)}));
  2315. boardsBar?.boards?.forEach(board=>board.setColumns(generate.positions, orb));
  2316. }
  2317. dict.position = posFrgs.nodeJoin(tsp.word.slight_pause());
  2318. }
  2319. subDocument.push(tsp.skill.fixed_orbs(dict));
  2320. }
  2321. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  2322. if (boardsBar) {
  2323. boardsBar.boards.forEach(board=>board.refreshTable());
  2324. frg.ap(boardsBar.node);
  2325. }
  2326. break;
  2327. }
  2328. case SkillKinds.OrbDropIncrease: { //增加天降
  2329. let {prob, attrs, flag, value} = skill;
  2330. prob = prob || v.percent(100);
  2331. let dict = {
  2332. prob: renderValue(prob, {percent: true}),
  2333. orbs: renderOrbs(attrs, {className: "drop", affix: true}),
  2334. flag: flag && tsp.orbs[flag]({icon: createIcon("orb-" + flag)}) || null,
  2335. };
  2336. if (value?.kind == SkillValueKind.xMaxHP) {
  2337. dict.value = tsp.skill.orb_thorn({value: renderValue(value, {percent: true})})
  2338. }
  2339. frg.ap(flag ? tsp.skill.orb_drop_increase_flag(dict) : tsp.skill.orb_drop_increase(dict));
  2340. break;
  2341. }
  2342. case SkillKinds.VoidEnemyBuff: {
  2343. let buffs = skill.buffs;
  2344. let subDocument = [];
  2345. for (const buff of buffs)
  2346. {
  2347. let dict = {
  2348. icon: createIcon(buff),
  2349. };
  2350. subDocument.push(tsp.skill[buff.replace(/\-/g,'_')](dict));
  2351. }
  2352. let dict = {
  2353. buff: subDocument.nodeJoin(tsp.word.slight_pause()),
  2354. };
  2355. frg.ap(tsp.skill.void_enemy_buff(dict));
  2356. break;
  2357. }
  2358. case SkillKinds.ChangeAttribute: {
  2359. let attr = skill.attr, target = skill.target;
  2360. let dict = {
  2361. attrs: renderAttrs(attr, {affix: true}),
  2362. target: target === 'opponent' ? tsp.target.enemy_all() : tsp.target.self(),
  2363. };
  2364. frg.ap(tsp.skill.change_attribute(dict));
  2365. break;
  2366. }
  2367. case SkillKinds.SetOrbState: {
  2368. let orbs = skill.orbs, state = skill.state, arg = skill.arg;
  2369. let dict = {
  2370. orbs: renderOrbs(orbs, {className: state, affix: true}),
  2371. icon: createIcon('orb-' + state),
  2372. };
  2373. switch (state)
  2374. {
  2375. case "enhanced":{
  2376. dict.value = renderValue(arg.enhance, {percent: true});
  2377. frg.ap(tsp.skill.set_orb_state_enhanced(dict));
  2378. break;
  2379. }
  2380. case "locked":{
  2381. if (arg.count.value < 42)
  2382. dict.value = renderValue(arg.count, {unit: tsp.unit.orbs});
  2383. frg.ap(tsp.skill.set_orb_state_locked(dict));
  2384. break;
  2385. }
  2386. case "unlocked":{
  2387. frg.ap(tsp.skill.set_orb_state_unlocked(dict));
  2388. break;
  2389. }
  2390. case "bound":{
  2391. frg.ap(tsp.skill.set_orb_state_bound(dict));
  2392. break;
  2393. }
  2394. }
  2395. break;
  2396. }
  2397. case SkillKinds.RateMultiply: {
  2398. let rate = skill.rate, value = skill.value;
  2399. let dict = {
  2400. rate: tsp.skill["rate_multiply_" + rate]({icon: createIcon(skill.kind + "-" + rate)}),
  2401. value: renderValue(value),
  2402. };
  2403. frg.ap(tsp.skill.rate_multiply(dict));
  2404. break;
  2405. }
  2406. case SkillKinds.ReduceDamage: {
  2407. let attrs = skill.attrs, percent = skill.percent, condition = skill.condition, prob = skill.prob;
  2408. let dict = {
  2409. icon: createIcon(skill.kind),
  2410. attrs: renderAttrs(attrs, {affix: true}),
  2411. value: renderValue(percent, {percent: true}),
  2412. condition: condition ? renderCondition(condition) : null,
  2413. chance: prob.value < 1 ? tsp.value.prob({value: renderValue(prob, { percent:true })}) : null,
  2414. };
  2415. frg.ap(tsp.skill.reduce_damage(dict));
  2416. break;
  2417. }
  2418. case SkillKinds.PowerUp: {
  2419. let { attrs, types, targets, condition, value, reduceDamage, additional, eachTime } = skill;
  2420. let dict = {
  2421. icon: createIcon(skill.kind),
  2422. };
  2423. let comma = tsp.word.comma;
  2424. if (condition) dict.condition = renderCondition(condition);
  2425. let targetDict = {}, attrs_types = [];
  2426. if (attrs?.length && !isEqual(attrs, Attributes.all()))
  2427. {
  2428. targetDict.attrs = renderAttrs(attrs || [], {affix: attrs?.filter(attr=> attr !== 5)?.length});
  2429. attrs_types.push(targetDict.attrs);
  2430. }
  2431. if (types?.length)
  2432. {
  2433. targetDict.types = renderTypes(types || [], {affix: true});
  2434. attrs_types.push(targetDict.types);
  2435. }
  2436. if (targets != undefined)
  2437. {
  2438. targetDict.target = document.createDocumentFragment();
  2439. //增加队员伤害的技能的目标,删选出来,其他的目标则不显示
  2440. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  2441. let atkUpTarget = targets.filter(n=>targetTypes.includes(n));
  2442. if (atkUpTarget.length) {
  2443. targetDict.target.appendChild(createTeamFlags(atkUpTarget));
  2444. }
  2445. targetDict.target.appendChild(targets.map(target=>
  2446. tsp?.target[target.replaceAll("-","_")]?.())
  2447. .nodeJoin(tsp.word.slight_pause()));
  2448. attrs_types.push(targetDict.target);
  2449. }
  2450. if (attrs_types.length)
  2451. {
  2452. targetDict.attrs_types = attrs_types.nodeJoin(tsp.word.slight_pause());
  2453. }
  2454. if (attrs_types.length) dict.targets = tsp.skill.power_up_targets(targetDict);
  2455. if (value){
  2456. /*if (attrs?.includes(5) && value.kind == SkillPowerUpKind.Multiplier)
  2457. { //如果属性有5,则是回复力
  2458. let _value = Object.assign({}, value);
  2459. _value.rcv = value.atk;
  2460. _value.atk = value.rcv;
  2461. value = _value;
  2462. }*/
  2463. if (value.kind == SkillPowerUpKind.Multiplier && Boolean(value.hp || value.atk || value.rcv) == false)
  2464. {
  2465. //不显示 value
  2466. }else
  2467. {
  2468. dict.value = renderPowerUp(value);
  2469. }
  2470. }
  2471. if (reduceDamage && reduceDamage.value > 0) {
  2472. let reduceDamageNode = tsp.skill.reduce_damage({
  2473. value: renderValue(reduceDamage, {percent: true}),
  2474. icon: createIcon("reduce-damage"),
  2475. });
  2476. dict.reduceDamage = [comma(), reduceDamageNode].nodeJoin();
  2477. }
  2478. if (additional?.length) {
  2479. let additionalNode = additional.filter(Boolean).map(subSkill=>renderSkill(subSkill, option));
  2480. dict.additional = [comma(), additionalNode.nodeJoin(comma())].nodeJoin();
  2481. }
  2482. if (eachTime) {
  2483. dict.each_time = tsp.word.each_time();
  2484. }
  2485. frg.ap(tsp.skill.power_up(dict));
  2486. break;
  2487. }
  2488. case SkillKinds.Henshin: { //变身
  2489. let ids = skill.ids, random = skill.random;
  2490. let doms = ids.map(id=>{
  2491. let dom = cardN(id);
  2492. //dom.monDom.onclick = changeToIdInSkillDetail;
  2493. return dom; })
  2494. let dict = {
  2495. cards: doms.nodeJoin(),
  2496. }
  2497. frg.ap(random ?
  2498. tsp.skill.random_henshin(dict) :
  2499. tsp.skill.henshin(dict)
  2500. );
  2501. break;
  2502. }
  2503. case SkillKinds.VoidPoison: { //毒无效
  2504. let dict = {
  2505. poison: renderOrbs([7,8], {affix: true})
  2506. }
  2507. frg.ap(tsp.skill.void_poison(dict));
  2508. break;
  2509. }
  2510. case SkillKinds.SkillProviso: { //条件限制才能用技能
  2511. let cond = skill.cond;
  2512. let dict = {
  2513. condition: renderCondition(cond)
  2514. }
  2515. frg.ap(tsp.skill.skill_proviso(dict));
  2516. break;
  2517. }
  2518. case SkillKinds.ImpartAwakenings: { //赋予队员觉醒
  2519. let attrs = skill.attrs, types = skill.types, awakenings = skill.awakenings;
  2520. let dict = {
  2521. awakenings: renderAwakenings(awakenings, {affix: true}),
  2522. }
  2523. let attrs_types = [];
  2524. if (attrs?.length && !isEqual(attrs, Attributes.all()))
  2525. {
  2526. dict.attrs = renderAttrs(attrs || [], {affix: attrs?.filter(attr=> attr !== 5)?.length});
  2527. attrs_types.push(dict.attrs);
  2528. }
  2529. if (types?.length)
  2530. {
  2531. dict.types = renderTypes(types || [], {affix: true});
  2532. attrs_types.push(dict.types);
  2533. }
  2534. if (attrs_types.length)
  2535. {
  2536. dict.attrs_types = attrs_types.nodeJoin(tsp.word.slight_pause());
  2537. }
  2538. frg.ap(tsp.skill.impart_awoken(dict));
  2539. break;
  2540. }
  2541. case SkillKinds.ObstructOpponent: { //条件限制才能用技能
  2542. let type = skill.type, pos = skill.pos, enemy_skills = skill.enemy_skills;
  2543. let slight_pause = tsp.word.slight_pause().textContent;
  2544. let dict = {
  2545. skills: enemy_skills.join(slight_pause)
  2546. }
  2547. let targetDict = { positions: pos?.map(p=>p+1).join(slight_pause)}
  2548. switch (type)
  2549. {
  2550. case "after-me": {
  2551. dict.target = tsp.skill.obstruct_opponent_after_me(targetDict);
  2552. break;
  2553. }
  2554. case "designated-position": {
  2555. dict.target = tsp.skill.obstruct_opponent_designated_position(targetDict);
  2556. break;
  2557. }
  2558. case "before-me": {
  2559. dict.target = tsp.skill.obstruct_opponent_before_me(targetDict);
  2560. break;
  2561. }
  2562. default: {
  2563. dict.target = tsp.cond.unknown();
  2564. break;
  2565. }
  2566. }
  2567. frg.ap(tsp.skill.obstruct_opponent(dict));
  2568. break;
  2569. }
  2570. case SkillKinds.IncreaseDamageCap: { //增加伤害上限
  2571. const {cap, targets} = skill;
  2572. let dict = {
  2573. icon: createIcon(skill.kind),
  2574. targets: document.createDocumentFragment(),
  2575. cap: cap.bigNumberToString(),
  2576. };
  2577. // if (targets[0] !== 'self' || targets.length > 1) {
  2578. dict.targets.append(createTeamFlags(targets));
  2579. // }
  2580. dict.targets.append(targets.map(target=>
  2581. tsp?.target[target.replaceAll("-","_")]?.())
  2582. .nodeJoin(tsp.word.slight_pause()));
  2583. frg.ap(tsp.skill.increase_damage_cap(dict));
  2584. break;
  2585. }
  2586. case SkillKinds.BoardJammingStates: { //板面产生干扰状态
  2587. const { state, posType, positions, count, time, attrs } = skill;
  2588. const boardsBar = merge_skill ? null : new BoardSet(new Board(), new Board(null,7,6), new Board(null,5,4));
  2589. const slight_pause = tsp.word.slight_pause().textContent;
  2590. let dict = {
  2591. icon: createIcon('board-' + state),
  2592. state: tsp.board[state.replaceAll("-","_")](),
  2593. position: posType == 'random' ? tsp.position.random() : tsp.position.shape(),
  2594. };
  2595. if (state == 'roulette') { //轮盘位
  2596. const commentContent = [];
  2597. time && commentContent.push(tsp.board.roulette_time({duration: renderValue(v.constant(time), {unit: tsp.unit.seconds})}));
  2598. Array.isArray(attrs) && attrs.length && commentContent.push(tsp.board.roulette_attrs({orbs: renderOrbs(attrs)}));
  2599. dict.comment = tsp.word.comment({content: commentContent.nodeJoin(tsp.word.slight_pause())});
  2600. dict.count = renderValue(v.constant(count || positions.flat().length), {unit: tsp.unit.orbs});
  2601. boardsBar?.boards?.forEach(board=>{
  2602. if (posType == 'random')
  2603. board.generateBlockStates('roulette', count);
  2604. else
  2605. board.setShape(positions, null, null, 'roulette');
  2606. });
  2607. }
  2608. if (state == 'clouds') { //云
  2609. const [width, height] = skill.size;
  2610. dict.size = tsp.value.size({ width, height});
  2611. boardsBar?.boards?.forEach(board=>{
  2612. board.generateBlockStates('clouds', count, [width, height], positions);
  2613. });
  2614. }
  2615. if (state == 'immobility') { //封条
  2616. const {colums, rows} = skill.positions;
  2617. let posFrgs = [];
  2618. const [sequenceCols, reverseCols] = posSplit(colums, 'colum');
  2619. if (sequenceCols.length) posFrgs.push(tsp.position.left({pos: sequenceCols.join(slight_pause)}));
  2620. if (reverseCols.length) posFrgs.push(tsp.position.right({pos: reverseCols.join(slight_pause)}));
  2621. const [sequenceRows, reverseRows] = posSplit(rows, 'row');
  2622. if (sequenceRows.length) posFrgs.push(tsp.position.top({pos: sequenceRows.join(slight_pause)}));
  2623. if (reverseRows.length) posFrgs.push(tsp.position.bottom({pos: reverseRows.join(slight_pause)}));
  2624. boardsBar?.boards?.forEach(board=>{
  2625. board.setColumns(colums, null, null, 'immobility');
  2626. board.setRows(rows, null, null, 'immobility');
  2627. });
  2628. dict.position = posFrgs.nodeJoin(tsp.word.slight_pause());
  2629. }
  2630. if (state == 'deep-dark') { //超暗暗
  2631. const { min, max } = skill;
  2632. dict.count = renderValue(v.constant(min), {unit: tsp.unit.orbs});
  2633. if (min !== max) {
  2634. dict.count.append(tsp.word.range_hyphen(),renderValue(v.constant(max), {unit: tsp.unit.orbs}));
  2635. }
  2636. boardsBar?.boards?.forEach(board=>{
  2637. if (posType == 'random')
  2638. board.generateBlockStates('deep-dark', min == max ? min : Math.randomInteger(max, min));
  2639. else
  2640. board.setShape(positions, null, null, 'deep-dark');
  2641. });
  2642. }
  2643. frg.ap(tsp.skill.board_jamming_state(dict));
  2644. if (boardsBar) {
  2645. boardsBar.boards.forEach(board=>board.refreshTable());
  2646. frg.ap(boardsBar.node);
  2647. }
  2648. break;
  2649. }
  2650. case SkillKinds.BoardSizeChange: { //改变板面大小
  2651. const { width, height } = skill;
  2652. let dict = {
  2653. icon: createIcon(skill.kind),
  2654. size: tsp.value.size({ width, height}),
  2655. };
  2656. frg.ap(tsp.skill.board_size_change(dict));
  2657. break;
  2658. }
  2659. case SkillKinds.RemoveAssist: { //去除武器
  2660. let dict = {
  2661. icon: createIcon(skill.kind)
  2662. };
  2663. frg.ap(tsp.skill.remove_assist(dict));
  2664. break;
  2665. }
  2666. case SkillKinds.PredictionFalling: { //预知掉落
  2667. let dict = {
  2668. icon: createIcon(skill.kind)
  2669. };
  2670. frg.ap(tsp.skill.prediction_falling(dict));
  2671. break;
  2672. }
  2673. case SkillKinds.BreakingShield: { //破白盾
  2674. let dict = {
  2675. icon: createIcon(skill.kind),
  2676. target: tsp.target.enemy(),
  2677. value: renderValue(skill.value, { percent:true }),
  2678. };
  2679. frg.ap(tsp.skill.gravity(dict));
  2680. break;
  2681. }
  2682. default: {
  2683. console.log("未处理的技能类型",skill.kind, skill);
  2684. frg.ap(skill.kind);
  2685. }
  2686. }
  2687. return frg;
  2688. };
  2689. function renderStat(stat, option) {
  2690. const frg = document.createDocumentFragment();
  2691. if (typeof localTranslating == "undefined") return frg;
  2692. const tspt = localTranslating.skill_parse.stats;
  2693. if (tspt[stat])
  2694. frg.ap(tspt[stat](option));
  2695. else
  2696. {
  2697. console.log("未知状态类型",stat);
  2698. frg.ap(tspt.unknown({ type: stat }));
  2699. }
  2700. return frg;
  2701. }
  2702. function renderAttrs(attrs, option = {}) {
  2703. if (!Array.isArray(attrs))
  2704. attrs = [attrs ?? 0];
  2705. const frg = document.createDocumentFragment();
  2706. if (typeof localTranslating == "undefined") return frg;
  2707. const tsp = localTranslating.skill_parse;
  2708. let contentFrg;
  2709. if (isEqual(attrs, Attributes.all()))
  2710. {
  2711. contentFrg = tsp.attrs.all();
  2712. }
  2713. else
  2714. {
  2715. contentFrg = attrs.map(attr => {
  2716. const icon = document.createElement("icon");
  2717. icon.className = "attr";
  2718. icon.setAttribute("data-attr-icon",attr);
  2719. return tsp.attrs?.[attr]({icon: icon});
  2720. })
  2721. .nodeJoin(tsp.word.slight_pause());
  2722. }
  2723. if (option.affix)
  2724. contentFrg = tsp.word.affix_attr({cotent: contentFrg});
  2725. frg.ap(contentFrg);
  2726. return frg;
  2727. }
  2728. function renderOrbs(attrs, option = {}) {
  2729. if (!Array.isArray(attrs))
  2730. attrs = [attrs ?? 0];
  2731. const frg = document.createDocumentFragment();
  2732. if (typeof localTranslating == "undefined") return frg;
  2733. const tsp = localTranslating.skill_parse;
  2734. let contentFrg;
  2735. if (isEqual(attrs, Attributes.orbs()))
  2736. {
  2737. contentFrg = tsp.orbs.all();
  2738. }
  2739. else if (isEqual(attrs, Attributes.all()))
  2740. {
  2741. contentFrg = renderOrbs('_5color');
  2742. }
  2743. else if (isEqual(attrs, Attributes._6color()))
  2744. {
  2745. contentFrg = tsp.orbs._6color({
  2746. _5color: renderOrbs('_5color'),
  2747. orb_rcv: renderOrbs(5),
  2748. });
  2749. }
  2750. else
  2751. {
  2752. contentFrg = attrs.map(attr => {
  2753. const icon = document.createElement("icon");
  2754. icon.className = "orb";
  2755. if (option.className) icon.className += " " + option.className;
  2756. icon.setAttribute("data-orb-icon",attr);
  2757. let dict = {
  2758. icon: icon,
  2759. }
  2760. return tsp.orbs?.[attr](dict);
  2761. })
  2762. .nodeJoin(tsp.word.slight_pause());
  2763. }
  2764. if (option.affix)
  2765. contentFrg = tsp.word.affix_orb({cotent: contentFrg});
  2766. if (option.any && attrs.length >= 2)
  2767. contentFrg = tsp.orbs.any({cotent: contentFrg});
  2768. frg.ap(contentFrg);
  2769. return frg;
  2770. }
  2771. function renderTypes(types, option = {}) {
  2772. if (!Array.isArray(types))
  2773. types = [types ?? 0];
  2774. const frg = document.createDocumentFragment();
  2775. if (typeof localTranslating == "undefined") return frg;
  2776. const tsp = localTranslating.skill_parse;
  2777. let contentFrg = types.map(type => {
  2778. const icon = document.createElement("icon");
  2779. icon.className = "type-icon";
  2780. icon.setAttribute("data-type-icon",type);
  2781. return tsp.types?.[type]({icon: icon});
  2782. })
  2783. .nodeJoin(tsp.word.slight_pause());
  2784. if (option.affix)
  2785. contentFrg = tsp.word.affix_type({cotent: contentFrg});
  2786. frg.ap(contentFrg);
  2787. return frg;
  2788. }
  2789. function renderAwakenings(awakenings, option = {}) {
  2790. if (!Array.isArray(awakenings))
  2791. awakenings = [awakenings ?? 0];
  2792. const frg = document.createDocumentFragment();
  2793. if (typeof localTranslating == "undefined") return frg;
  2794. const tsp = localTranslating.skill_parse;
  2795. let contentFrg = awakenings.map(awoken => {
  2796. const icon = document.createElement("icon");
  2797. icon.className = "awoken-icon";
  2798. icon.setAttribute("data-awoken-icon",awoken);
  2799. return tsp.awokens?.[awoken]({icon: icon});
  2800. })
  2801. .nodeJoin(tsp.word.slight_pause());
  2802. if (option.affix)
  2803. contentFrg = tsp.word.affix_awakening({cotent: contentFrg});
  2804. frg.ap(contentFrg);
  2805. return frg;
  2806. }
  2807. function renderCondition(cond) {
  2808. const frg = document.createDocumentFragment();
  2809. const tsp = localTranslating.skill_parse;
  2810. if (cond.hp) {
  2811. let dict = {
  2812. hp: renderStat('chp'),
  2813. min: renderValue(v.percent(cond.hp.min * 100), {percent: true}),
  2814. max: renderValue(v.percent(cond.hp.max * 100), {percent: true}),
  2815. };
  2816. if (cond.hp.min === cond.hp.max)
  2817. frg.ap(tsp.cond.hp_equal(dict));
  2818. else if (cond.hp.min === 0)
  2819. frg.ap(tsp.cond.hp_less_or_equal(dict));
  2820. else if (cond.hp.max === 1)
  2821. frg.ap(tsp.cond.hp_greater_or_equal(dict));
  2822. else
  2823. frg.ap(tsp.cond.hp_belong_to_range(dict));
  2824. } else if (cond.useSkill) {
  2825. frg.ap(tsp.cond.use_skill());
  2826. } else if (cond.multiplayer) {
  2827. frg.ap(tsp.cond.multi_player());
  2828. } else if (cond.remainOrbs) {
  2829. let dict = {
  2830. value: renderValue(v.constant(cond.remainOrbs.count), {unit: tsp.unit.orbs}),
  2831. };
  2832. frg.ap(tsp.cond.remain_orbs(dict));
  2833. } else if (cond.combos) {
  2834. const { min } = cond.combos;
  2835. let dict = { min };
  2836. frg.ap(tsp.power.scale_combos(dict));
  2837. } else if (cond.attrs) {
  2838. const { attrs, min} = cond.attrs;
  2839. let dict = {
  2840. min,
  2841. orbs: renderOrbs(attrs, {affix: true})
  2842. };
  2843. frg.ap(tsp.power.scale_attributes(dict));
  2844. } else if (cond.exact) {
  2845. const { type, attrs , value} = cond.exact;
  2846. if (type === 'combo') {
  2847. let dict = { value };
  2848. frg.ap(tsp.cond.exact_combo(dict));
  2849. } else if (type === 'match-length') {
  2850. let dict = {
  2851. orbs: attrs === 'enhanced' ? tsp.cond.exact_match_enhanced() : renderOrbs(attrs, {affix: true})
  2852. };
  2853. if (value) {
  2854. dict.length = tsp.cond.exact_length({value:renderValue(v.constant(value), {unit: tsp.unit.orbs})});
  2855. }
  2856. frg.ap(tsp.cond.exact_match_length(dict));
  2857. }
  2858. } else if (cond.compo) {
  2859. let dict = {};
  2860. switch (cond.compo.type)
  2861. {
  2862. case 'card':{
  2863. dict.ids = cond.compo.ids.map(mid=>{
  2864. const dom = cardN(mid);
  2865. //dom.monDom.onclick = changeToIdInSkillDetail;
  2866. return dom;
  2867. }).nodeJoin();
  2868. frg.ap(tsp.cond.compo_type_card(dict));
  2869. break;
  2870. }
  2871. case 'series':{
  2872. //搜索并显示合作
  2873. function searchCollab(event) {
  2874. const collabId = parseInt(this.getAttribute('data-collabId'), 10);
  2875. showSearchBySeriesId(collabId, "collab");
  2876. return false;
  2877. }
  2878. dict.ids = cond.compo.ids.map(cid=>{
  2879. const lnk = document.createElement("a");
  2880. lnk.className ="series-search card-collabId";
  2881. lnk.setAttribute("data-collabId",cid);
  2882. lnk.onclick = searchCollab;
  2883. lnk.textContent = cid;
  2884. return lnk;
  2885. }).nodeJoin(tsp.word.slight_pause());
  2886. frg.ap(tsp.cond.compo_type_series(dict));
  2887. break;
  2888. }
  2889. case 'evolution':{
  2890. dict.ids = cond.compo.ids.map(type=>{
  2891. const lnk = document.createElement("a");
  2892. lnk.className ="series-search";
  2893. switch (type)
  2894. {
  2895. case "pixel-evo":{ //像素进化
  2896. lnk.appendChild(tsp.word.evo_type_pixel());
  2897. lnk.onclick = function(){
  2898. showSearch(Cards.filter(card=>card.evoMaterials.includes(3826)));
  2899. };
  2900. break;
  2901. }
  2902. case "reincarnation-evo":{ //转生或超转生
  2903. lnk.appendChild(tsp.word.evo_type_reincarnation());
  2904. lnk.onclick = function(){
  2905. showSearch(Cards.filter(card=>isReincarnated(card)));
  2906. };
  2907. break;
  2908. }
  2909. default:{ //转生或超转生
  2910. return tsp.word.evo_type_unknow({ type });
  2911. }
  2912. }
  2913. return lnk;
  2914. }).nodeJoin(tsp.word.slight_pause());
  2915. frg.ap(tsp.cond.compo_type_evolution(dict));
  2916. break;
  2917. }
  2918. case 'team-total-rarity':{
  2919. dict.rarity = cond.compo.ids;
  2920. frg.ap(tsp.cond.compo_type_team_total_rarity(dict));
  2921. break;
  2922. }
  2923. case 'team-same-rarity':{
  2924. let rarity = cond.compo.ids;
  2925. switch (rarity) {
  2926. case -1:
  2927. dict.rarity = tsp.word.different();
  2928. break;
  2929. case -2:
  2930. dict.rarity = tsp.word.same();
  2931. break;
  2932. default:
  2933. dict.rarity = rarity;
  2934. }
  2935. frg.ap(tsp.cond.compo_type_team_same_rarity(dict));
  2936. break;
  2937. }
  2938. }
  2939. } else if (cond.LShape) {
  2940. let dict = {
  2941. orbs: renderOrbs(cond.LShape.attrs, {affix: true, any: true}),
  2942. };
  2943. frg.ap(tsp.cond.L_shape(dict));
  2944. } else if (cond.heal) {
  2945. let dict = {
  2946. orbs: renderOrbs(5, {affix: true}),
  2947. heal: renderValue(v.constant(cond.heal.min), {unit: tsp.unit.point}),
  2948. stats: renderStat('hp'),
  2949. };
  2950. frg.ap(tsp.cond.heal(dict));
  2951. } else if (cond.stage) {
  2952. let dict = {
  2953. stage: renderStat('cstage'),
  2954. min: renderValue(v.constant(cond.stage.min)),
  2955. max: renderValue(v.constant(cond.stage.max)),
  2956. };
  2957. if (cond.stage.min > 0)
  2958. frg.ap(tsp.cond.stage_greater_or_equal(dict));
  2959. else if (cond.stage.max > 0)
  2960. frg.ap(tsp.cond.stage_less_or_equal(dict));
  2961. } else if (cond.remainAttrOrbs) {
  2962. let dict = {
  2963. orbs: renderOrbs(cond.remainAttrOrbs.attrs, {affix: true}),
  2964. min: renderValue(v.constant(cond.remainAttrOrbs.min)),
  2965. max: renderValue(v.constant(cond.remainAttrOrbs.max)),
  2966. };
  2967. if (cond.remainAttrOrbs.min > 0)
  2968. frg.ap(tsp.cond.orbs_greater_or_equal(dict));
  2969. else if (cond.remainAttrOrbs.max > 0)
  2970. frg.ap(tsp.cond.orbs_less_or_equal(dict));
  2971. } else {
  2972. frg.ap(tsp.cond.unknown());
  2973. }
  2974. return frg;
  2975. }
  2976. function renderPowerUp(powerUp) {
  2977. const frg = document.createDocumentFragment();
  2978. const tsp = localTranslating.skill_parse;
  2979. function renderStats(hp, atk, rcv, option = {}) {
  2980. const mul = option.mul ?? true;
  2981. option.percent = !mul;
  2982. const frg = document.createDocumentFragment();
  2983. const operator = mul ? ' ' : '+';
  2984. let list = [['maxhp', hp], ['atk', atk], ['rcv', rcv]];
  2985. //去除不改变的值
  2986. list = list.filter(([, value]) => value !== (mul ? 1 : 0));
  2987. //&&!(name === 'hp' && value === 0));
  2988. if (list.length === 0) return frg;
  2989. if (list.every(([, value]) => value === list[0][1])) {
  2990. let value = list[0][1];
  2991. //三个值一样
  2992. frg.ap(list.map(([name]) => renderStat(name,name=='maxhp'?{icon:createSkillIcon("maxhp-locked")}:null)).nodeJoin(tsp.word.slight_pause()));
  2993. frg.ap(operator);
  2994. frg.ap(renderValue(v.percent(value * 100), option));
  2995. } else {
  2996. //三个值不一样
  2997. let subDocument = list.map(([name, value]) => {
  2998. let _frg = document.createDocumentFragment();
  2999. _frg.ap(renderStat(name));
  3000. _frg.ap(operator);
  3001. _frg.ap(renderValue(v.percent(value * 100), option));
  3002. return _frg;
  3003. });
  3004. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  3005. }
  3006. return frg;
  3007. }
  3008. switch (powerUp.kind) {
  3009. case SkillPowerUpKind.Multiplier: {
  3010. let hp = powerUp.hp, atk = powerUp.atk, rcv = powerUp.rcv;
  3011. frg.ap(renderStats(hp, atk, rcv));
  3012. break;
  3013. }
  3014. case SkillPowerUpKind.ScaleAttributes: {
  3015. let attrs = powerUp.attrs, min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv;
  3016. let dict = {
  3017. orbs: renderOrbs(attrs, {affix: true}),
  3018. min: min,
  3019. stats: renderStats(1, baseAtk, baseRcv),
  3020. }
  3021. if (max !== min)
  3022. {
  3023. let _dict = {
  3024. max: max,
  3025. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  3026. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  3027. }
  3028. dict.bonus = frg.ap(tsp.power.scale_attributes_bonus(_dict));
  3029. }
  3030. frg.ap(tsp.power.scale_attributes(dict));
  3031. break;
  3032. }
  3033. case SkillPowerUpKind.ScaleCombos: {
  3034. let min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv;
  3035. let dict = {
  3036. min: min,
  3037. stats: renderStats(1, baseAtk, baseRcv),
  3038. }
  3039. if (max !== min)
  3040. {
  3041. let _dict = {
  3042. max: max,
  3043. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  3044. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  3045. }
  3046. dict.bonus = frg.ap(tsp.power.scale_combos_bonus(_dict));
  3047. }
  3048. frg.ap(tsp.power.scale_combos(dict));
  3049. break;
  3050. }
  3051. case SkillPowerUpKind.ScaleMatchAttrs: {
  3052. let matches = powerUp.matches, min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv;
  3053. let dict = {
  3054. matches: matches.map(orbs=>renderOrbs(orbs)).nodeJoin(tsp.word.slight_pause()),
  3055. min: min,
  3056. stats: renderStats(1, baseAtk, baseRcv),
  3057. }
  3058. if (max !== min)
  3059. {
  3060. let _dict = {
  3061. max: max,
  3062. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  3063. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  3064. }
  3065. dict.bonus = frg.ap(tsp.power.scale_match_attrs_bonus(_dict));
  3066. }
  3067. frg.ap(tsp.power.scale_match_attrs(dict));
  3068. break;
  3069. }
  3070. case SkillPowerUpKind.ScaleMatchLength: {
  3071. 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;
  3072. let dict = {
  3073. orbs: renderOrbs(attrs, {affix: true}),
  3074. min: min,
  3075. stats: renderStats(1, baseAtk, baseRcv),
  3076. in_once: matchAll && attrs.length>1 && tsp.word.in_once() || null,
  3077. }
  3078. if (max !== min)
  3079. {
  3080. let _dict = {
  3081. max: max,
  3082. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  3083. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  3084. }
  3085. dict.bonus = frg.ap(tsp.power.scale_match_length_bonus(_dict));
  3086. }
  3087. frg.ap(tsp.power.scale_match_length(dict));
  3088. break;
  3089. }
  3090. case SkillPowerUpKind.ScaleCross: {
  3091. let crosses = powerUp.crosses;
  3092. /*if (crosses.length >= 2 && crosses.every(cross => cross.atk === crosses[0].atk)) {
  3093. //所有值一样
  3094. let cross = crosses[0];
  3095. let dict = {
  3096. orbs: renderOrbs(crosses.map(cross => cross.attr), {affix: true, any: true}),
  3097. stats: renderStats(1, cross.atk, cross.rcv),
  3098. }
  3099. frg.ap(cross.single ? tsp.power.scale_cross_single(dict) : tsp.power.scale_cross(dict));
  3100. } else {*/
  3101. let subDocument = crosses.map(cross=>{
  3102. let dict = {
  3103. orbs: renderOrbs(cross.attr, {affix: true, any: true}),
  3104. stats: renderStats(1, cross.atk, cross.rcv),
  3105. each_time: cross.single ? null : tsp.word.each_time(),
  3106. }
  3107. return tsp.power.scale_cross(dict);
  3108. });
  3109. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  3110. //}
  3111. break;
  3112. }
  3113. case SkillPowerUpKind.ScaleRemainOrbs: {
  3114. let min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv;
  3115. let dict = {
  3116. max: max,
  3117. stats: renderStats(1, baseAtk, baseRcv),
  3118. }
  3119. if (max !== min)
  3120. {
  3121. let _dict = {
  3122. min: min,
  3123. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  3124. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  3125. }
  3126. dict.bonus = frg.ap(tsp.power.scale_remain_orbs_bonus(_dict));
  3127. }
  3128. frg.ap(tsp.power.scale_remain_orbs(dict));
  3129. break;
  3130. }
  3131. case SkillPowerUpKind.ScaleStateKind: {
  3132. let awakenings = powerUp.awakenings, attrs = powerUp.attrs, types = powerUp.types, value = powerUp.value;
  3133. let dict = {
  3134. stats: renderStats(value.hp, value.atk, value.rcv, {mul: false, percent: true}),
  3135. awakenings: awakenings?.length && renderAwakenings(awakenings, {affix: true}) || null,
  3136. attrs: attrs?.length && renderAttrs(attrs, {affix: true}) || null,
  3137. types: types?.length && renderTypes(types, {affix: true}) || null,
  3138. }
  3139. frg.ap(tsp.power.scale_state_kind(dict));
  3140. break;
  3141. }
  3142. default:
  3143. frg.ap(tsp.power.unknown({type: powerUp.kind}));
  3144. }
  3145. return frg;
  3146. }
  3147. function renderValue(_value, option = {}) {
  3148. const frg = document.createDocumentFragment();
  3149. if (typeof localTranslating == "undefined") return frg;
  3150. const tsp = localTranslating.skill_parse
  3151. const tspv = tsp.value;
  3152. const od = option.decimalDigits, os = option.plusSign;
  3153. let dict;
  3154. switch (_value.kind) {
  3155. case SkillValueKind.Percent: {
  3156. dict = {
  3157. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3158. };
  3159. frg.ap(
  3160. option.percent ?
  3161. tspv.mul_percent(dict) :
  3162. tspv.mul_times(dict)
  3163. );
  3164. break;
  3165. }
  3166. case SkillValueKind.Constant: {
  3167. dict = {
  3168. value: _value.value.keepCounts(od,os),
  3169. unit: option.unit ? option.unit() : void 0,
  3170. };
  3171. frg.ap(tspv.const(dict));
  3172. break;
  3173. }
  3174. case SkillValueKind.ConstantTo: {
  3175. dict = {
  3176. value: _value.value.keepCounts(od,os)
  3177. };
  3178. frg.ap(tspv.const_to(dict));
  3179. break;
  3180. }
  3181. case SkillValueKind.xMaxHP: {
  3182. dict = {
  3183. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3184. stats: renderStat('maxhp'),
  3185. };
  3186. frg.ap(
  3187. option.percent ?
  3188. tspv.mul_of_percent(dict) :
  3189. tspv.mul_of_times(dict)
  3190. );
  3191. break;
  3192. }
  3193. case SkillValueKind.xHP: {
  3194. dict = {
  3195. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3196. stats: renderStat('hp'),
  3197. };
  3198. frg.ap(
  3199. option.percent ?
  3200. tspv.mul_of_percent(dict) :
  3201. tspv.mul_of_times(dict)
  3202. );
  3203. break;
  3204. }
  3205. case SkillValueKind.xCHP: {
  3206. dict = {
  3207. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3208. stats: renderStat('chp'),
  3209. };
  3210. frg.ap(
  3211. option.percent ?
  3212. tspv.mul_of_percent(dict) :
  3213. tspv.mul_of_times(dict)
  3214. );
  3215. break;
  3216. }
  3217. case SkillValueKind.xShield: {
  3218. dict = {
  3219. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3220. stats: renderStat('shield'),
  3221. };
  3222. frg.ap(
  3223. option.percent ?
  3224. tspv.mul_of_percent(dict) :
  3225. tspv.mul_of_times(dict)
  3226. );
  3227. break;
  3228. }
  3229. case SkillValueKind.xATK: {
  3230. dict = {
  3231. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3232. stats: renderStat('atk'),
  3233. };
  3234. frg.ap(
  3235. option.percent ?
  3236. tspv.mul_of_percent(dict) :
  3237. tspv.mul_of_times(dict)
  3238. );
  3239. break;
  3240. }
  3241. case SkillValueKind.xRCV: {
  3242. dict = {
  3243. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3244. stats: renderStat('rcv'),
  3245. };
  3246. frg.ap(
  3247. option.percent ?
  3248. tspv.mul_of_percent(dict) :
  3249. tspv.mul_of_times(dict)
  3250. );
  3251. break;
  3252. }
  3253. case SkillValueKind.xTeamHP: {
  3254. let value = _value.value;
  3255. dict = {
  3256. value: option.percent ? (value * 100).keepCounts(od,os) : value.keepCounts(od,os),
  3257. stats: renderStat('teamhp'),
  3258. };
  3259. frg.ap(
  3260. option.percent ?
  3261. tspv.mul_of_percent(dict) :
  3262. tspv.mul_of_times(dict)
  3263. );
  3264. break;
  3265. }
  3266. case SkillValueKind.xTeamRCV: {
  3267. dict = {
  3268. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3269. stats: renderStat('teamrcv'),
  3270. };
  3271. frg.ap(
  3272. option.percent ?
  3273. tspv.mul_of_percent(dict) :
  3274. tspv.mul_of_times(dict)
  3275. );
  3276. break;
  3277. }
  3278. case SkillValueKind.xTeamATK: {
  3279. let attrs = _value.attrs, value = _value.value;
  3280. dict = {
  3281. value: option.percent ? (value * 100).keepCounts(od,os) : value.keepCounts(od,os),
  3282. stats: renderStat('teamatk', {attrs: renderAttrs(attrs, {affix: true})}),
  3283. };
  3284. frg.ap(
  3285. option.percent ?
  3286. tspv.mul_of_percent(dict) :
  3287. tspv.mul_of_times(dict)
  3288. );
  3289. break;
  3290. }
  3291. case SkillValueKind.HPScale: {
  3292. let min = _value.min, max = _value.max;
  3293. dict = {
  3294. min: tspv.mul_of_times({value: min.keepCounts(od,os), stats:renderStat('atk')}),
  3295. max: tspv.mul_of_times({value: max.keepCounts(od,os), stats:renderStat('atk')}),
  3296. hp: renderStat('hp'),
  3297. };
  3298. frg.ap(tspv.hp_scale(dict));
  3299. break;
  3300. }
  3301. case SkillValueKind.RandomATK: {
  3302. let min = _value.min, max = _value.max;
  3303. dict = {
  3304. min: min.keepCounts(od,os),
  3305. atk: renderStat('atk'),
  3306. };
  3307. if (max != min)
  3308. {
  3309. dict.max = tsp.word.range_hyphen().ap(max.keepCounts(od,os));
  3310. }
  3311. frg.ap(tspv.random_atk(dict));
  3312. break;
  3313. }
  3314. case SkillValueKind.xAwakenings: {
  3315. let value = _value.value, awakenings = _value.awakenings;
  3316. let dict = {
  3317. value: renderValue(value,{percent : true}),
  3318. awakenings: renderAwakenings(awakenings, {affix: true}),
  3319. }
  3320. frg.ap(tsp.value.x_awakenings(dict));
  3321. break;
  3322. }
  3323. default: {
  3324. console.log("未知数值类型",_value.kind, _value);
  3325. frg.ap(tspv.unknown({ type: _value.kind }));
  3326. }
  3327. }
  3328. return frg;
  3329. }

智龙迷城队伍图制作工具