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script-skill-parser.js 44 kB

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

智龙迷城队伍图制作工具