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script-skill-parser.js 29 kB

5 years ago
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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 parser(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 }, 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. const v = {
  125. percent: function(value) {
  126. return { kind: SkillValueKind.Percent, value: (value / 100) || 1 };
  127. },
  128. constant: function(value) {
  129. return { kind: SkillValueKind.Constant, value: value || 0 };
  130. },
  131. xMaxHP: function(value) {
  132. return { kind: SkillValueKind.xMaxHP, value: (value / 100) || 1 };
  133. },
  134. xHP: function(value) {
  135. return { kind: SkillValueKind.xHP, value: (value / 100) || 1 };
  136. },
  137. xATK: function(value) {
  138. return { kind: SkillValueKind.xATK, value: (value / 100) || 1 };
  139. },
  140. xRCV: function(value) {
  141. return { kind: SkillValueKind.xRCV, value: (value / 100) || 1 };
  142. },
  143. randomATK: function(min, max) {
  144. return { kind: SkillValueKind.RandomATK, min: (min / 100) || 1, max: (max / 100) || 1, scale: 1 };
  145. },
  146. hpScale: function(min, max, scale) {
  147. return { kind: SkillValueKind.HPScale, min: (min / 100) || 1, max: (max / 100) || 1, scale: (scale / 100) || 1 };
  148. },
  149. xTeamATK: function(attrs, value) {
  150. return { kind: SkillValueKind.xTeamATK, attrs: attrs, value: (value / 100) || 1 };
  151. },
  152. xTeamRCV: function(value) {
  153. return { kind: SkillValueKind.xTeamRCV, value: (value / 100) || 1 };
  154. },
  155. percentAwakenings: function(awakenings, value) {
  156. return { kind: SkillValueKind.xAwakenings, awakenings: awakenings, value: value / 100 };
  157. },
  158. };
  159. const c = {
  160. hp: function (min, max) {
  161. return { hp: { min: min / 100, max: max / 100 } };
  162. },
  163. exact: function (type, value, attrs) {
  164. if (attrs === void 0) { attrs = models_1.Attributes.all(); }
  165. return { exact: { type: type, value: value, attrs: attrs } };
  166. },
  167. compo: function (type, ids) {
  168. return { compo: { type: type, ids: ids } };
  169. },
  170. remainOrbs: function (count) { return { remainOrbs: { count: count } }; },
  171. useSkill: function () { return { useSkill: true }; },
  172. multiplayer: function () { return { multiplayer: true }; },
  173. }
  174. const p = {
  175. mul: function (values) {
  176. if (Array.isArray(values)) {
  177. return {
  178. kind: SkillPowerUpKind.Multiplier,
  179. hp: 1,
  180. atk: values[0] / 100,
  181. rcv: values[1] / 100
  182. };
  183. }
  184. else {
  185. return {
  186. kind: SkillPowerUpKind.Multiplier,
  187. hp: (values.hp || 100) / 100,
  188. atk: (values.atk || 100) / 100,
  189. rcv: (values.rcv || 100) / 100
  190. };
  191. }
  192. },
  193. stats: function (value) {
  194. let statTypes = Array.from(arguments).slice(1);
  195. return [
  196. statTypes.indexOf(1) >= 0 ? value : 100,
  197. statTypes.indexOf(2) >= 0 ? value : 100
  198. ];
  199. },
  200. scale: function (min, max, baseMul, bonusMul) {
  201. return {
  202. min: min,
  203. max: max || min,
  204. baseAtk: (baseMul[0] / 100) || 1,
  205. baseRcv: (baseMul[1] / 100) || 1,
  206. bonusAtk: (bonusMul[0] / 100) || 0,
  207. bonusRcv: (bonusMul[1] / 100) || 0
  208. };
  209. },
  210. scaleAttrs: function (attrs, min, max, baseMul, bonusMul) {
  211. return __assign({ kind: SkillPowerUpKind.ScaleAttributes, attrs: attrs }, scale(min, max, baseMul, bonusMul));
  212. },
  213. scaleCombos: function (min, max, baseMul, bonusMul) {
  214. return __assign({ kind: SkillPowerUpKind.ScaleCombos }, scale(min, max, baseMul, bonusMul));
  215. },
  216. scaleMatchLength: function (attrs, min, max, baseMul, bonusMul) {
  217. return __assign({ kind: SkillPowerUpKind.ScaleMatchLength, attrs: attrs }, scale(min, max, baseMul, bonusMul));
  218. },
  219. scaleMatchAttrs: function (matches, min, max, baseMul, bonusMul) {
  220. return __assign({ kind: SkillPowerUpKind.ScaleMatchAttrs, matches: matches }, scale(min, max, baseMul, bonusMul));
  221. },
  222. scaleCross: function (crosses) {
  223. return { kind: SkillPowerUpKind.ScaleCross, crosses: crosses.map(function (cross) { return (__assign(__assign({}, cross), { mul: (cross.mul / 100) || 1 })); }) };
  224. },
  225. scaleAwakenings: function (awakenings, value) {
  226. return { kind: SkillPowerUpKind.ScaleAwakenings, awakenings: awakenings, value: value / 100 };
  227. },
  228. }
  229. function activeTurns(turns, skill) {
  230. return skill ? { kind: SkillKinds.ActiveTurns, turns: turns, skill: skill } : null;
  231. }
  232. function damageEnemy(target, attr, damage, selfHP) {
  233. return { kind: SkillKinds.DamageEnemy, target: target, attr: attr, damage: damage, selfHP: selfHP };
  234. }
  235. function vampire(attr, damageValue, healValue) {
  236. return { kind: SkillKinds.Vampire, attr: attr, damage: damageValue, heal: healValue };
  237. }
  238. function reduceDamage(attrs, percent, condition) {
  239. return { kind: SkillKinds.ReduceDamage, attrs: attrs, percent: percent, condition: condition };
  240. }
  241. function heal(value) {
  242. return { kind: SkillKinds.Heal, value: value };
  243. }
  244. function changeOrbs() {
  245. return { kind: SkillKinds.ChangeOrbs, changes: Array.from(arguments) };
  246. }
  247. function powerUp(attrs, types, value, condition, reduceDamageValue) {
  248. if (value.kind === SkillPowerUpKind.Multiplier) {
  249. var _a = value, hp = _a.hp, atk = _a.atk, rcv = _a.rcv;
  250. if (hp === 1 && atk === 1 && rcv === 1 && !reduceDamage)
  251. return null;
  252. }
  253. return { kind: SkillKinds.PowerUp, attrs: attrs, types: types, condition: condition, value: value, reduceDamage: reduceDamageValue };
  254. }
  255. function counterAttack(attr, prob, value) {
  256. return { kind: SkillKinds.CounterAttack, attr: attr, prob: prob, value: value };
  257. }
  258. function setOrbState(orbs, state) {
  259. return { kind: SkillKinds.SetOrbState, orbs: orbs, state: state };
  260. }
  261. function rateMultiply(value, rate) {
  262. return { kind: SkillKinds.RateMultiply, value: value, rate: rate };
  263. }
  264. function orbDropIncrease(value, attrs) {
  265. return { kind: SkillKinds.OrbDropIncrease, value: value, attrs: attrs };
  266. }
  267. function resolve(min, max) {
  268. return { kind: SkillKinds.Resolve, min: min, max: max };
  269. }
  270. function unbind(normal, awakenings) {
  271. return { kind: SkillKinds.Unbind, normal: normal, awakenings: awakenings };
  272. }
  273. function boardChange(attrs) {
  274. return { kind: SkillKinds.BoardChange, attrs: attrs };
  275. }
  276. function randomSkills(skills) {
  277. return { kind: SkillKinds.RandomSkills, skills: skills };
  278. }
  279. function changeAttr(target, attr) {
  280. return { kind: SkillKinds.ChangeAttribute, target: target, attr: attr || 0 };
  281. }
  282. function gravity(value) {
  283. return { kind: SkillKinds.Gravity, value: value };
  284. }
  285. function voidEnemyBuff(buffs) {
  286. return { kind: SkillKinds.VoidEnemyBuff, buffs: buffs };
  287. }
  288. function skillBoost(value) { return { kind: SkillKinds.SkillBoost, value: value }; }
  289. function minMatch(value) { return { kind: SkillKinds.MinMatchLength, value: value }; }
  290. function fixedTime(value) { return { kind: SkillKinds.FixedTime, value: value }; }
  291. function addCombo(value) { return { kind: SkillKinds.AddCombo, value: value }; }
  292. function defBreak(value) { return { kind: SkillKinds.DefenseBreak, value: value }; }
  293. function poison(value) { return { kind: SkillKinds.Poison, value: value }; }
  294. function CTW(value) { return { kind: SkillKinds.CTW, value: value }; }
  295. function followAttack(value) { return { kind: SkillKinds.FollowAttack, value: value }; }
  296. function autoHeal(value) { return { kind: SkillKinds.AutoHeal, value: value }; }
  297. function timeExtend(value) { return { kind: SkillKinds.TimeExtend, value: value }; }
  298. function delay() { return { kind: SkillKinds.Delay }; }
  299. function massAttack() { return { kind: SkillKinds.MassAttack }; }
  300. function dropRefresh() { return { kind: SkillKinds.DropRefresh }; }
  301. function drum() { return { kind: SkillKinds.Drum }; }
  302. function leaderChange() { return { kind: SkillKinds.LeaderChange }; }
  303. function board7x6() { return { kind: SkillKinds.Board7x6 }; }
  304. function noSkyfall() { return { kind: SkillKinds.NoSkyfall }; }
  305. const parsers = {
  306. parser: (() => []), //这个用来解决代码提示的报错问题,不起实际作用
  307. [0](attr, mul) { return damageEnemy('all', attr, v.xATK(mul)); },
  308. [1](attr, value) { return damageEnemy('all', attr, v.constant(value)); },
  309. [2](mul) { return damageEnemy('single', 'self', v.xATK(mul)); },
  310. [3](turns, percent) { return activeTurns(turns, reduceDamage('all', v.percent(percent))); },
  311. [4](mul) { return poison(v.xATK(mul)); },
  312. [5](time) { return CTW(v.constant(time)); },
  313. [6](percent) { return gravity(v.xHP(percent)); },
  314. [7](mul) { return heal(v.xRCV(mul)); },
  315. [8](value) { return heal(v.constant(value)); },
  316. [9](from, to) { return changeOrbs({ kind: 'from', from: [from || 0], to: [to || 0] }); },
  317. [10]() { return dropRefresh(); },
  318. [11](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul })); },
  319. [12](mul) { return followAttack(v.xATK(mul)); },
  320. [13](mul) { return autoHeal(v.xRCV(mul)); },
  321. [14](min, max) { return resolve(v.percent(min), v.percent(max)); },
  322. [15](time) { return timeExtend(v.constant(time / 100)); },
  323. [16](percent) { return reduceDamage('all', v.percent(percent)); },
  324. [17](attr, percent) { return reduceDamage([attr], v.percent(percent)); },
  325. [18](turns) { return activeTurns(turns, delay()); },
  326. [19](turns, percent) { return activeTurns(turns, defBreak(v.percent(percent))); },
  327. [20](from1, to1, from2, to2) { return changeOrbs({ kind: 'from', from: [from1 || 0], to: [to1 || 0] }, { kind: 'from', from: [from2 || 0], to: [to2 || 0] }); },
  328. [21](turns, attr, percent) { return activeTurns(turns, reduceDamage([attr], v.percent(percent))); },
  329. [22](type, mul) { return powerUp(null, [type], p.mul({ atk: mul })); },
  330. [23](type, mul) { return powerUp(null, [type], p.mul({ hp: mul })); },
  331. [24](type, mul) { return powerUp(null, [type], p.mul({ rcv: mul })); },
  332. [26](mul) { return powerUp(null, null, p.mul({ atk: mul })); },
  333. [28](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul, rcv: mul })); },
  334. [29](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
  335. [30](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul })); },
  336. [31](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul })); },
  337. [33]() { return drum(); },
  338. [35](mul, percent) { return vampire('self', v.xATK(mul), v.percent(percent)); },
  339. [36](attr1, attr2, percent) { return reduceDamage([attr1, attr2], v.percent(percent)); },
  340. [37](attr, mul) { return damageEnemy('single', attr, v.xATK(mul)); },
  341. [38](max, _, percent) { return reduceDamage('all', v.percent(percent), max === 100 ? c.hp(max, max) : c.hp(0, max)); },
  342. [39](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  343. [40](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ atk: mul })); },
  344. [41](prob, mul, attr) { return counterAttack(attr || 0, v.percent(prob), v.percent(mul)); },
  345. [42](targetAttr, dmgAttr, value) { return damageEnemy(targetAttr, dmgAttr, v.constant(value)); },
  346. [43](min, max, percent) { return reduceDamage('all', v.percent(percent), c.hp(min, max)); },
  347. [44](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  348. [45](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul })); },
  349. [46](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul })); },
  350. [48](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul })); },
  351. [49](attr, mul) { return powerUp([attr], null, p.mul({ rcv: mul })); },
  352. [50](turns, attr, mul) { return activeTurns(turns, powerUp([attr], null, p.mul({ atk: mul }))); },
  353. [51](turns) { return activeTurns(turns, massAttack()); },
  354. [52](attr) { return setOrbState([attr], 'enhanced'); },
  355. [53](mul) { return rateMultiply(v.percent(mul), 'drop'); },
  356. [54](mul) { return rateMultiply(v.percent(mul), 'coin'); },
  357. [55](value) { return damageEnemy('single', 'fixed', v.constant(value)); },
  358. [56](value) { return damageEnemy('all', 'fixed', v.constant(value)); },
  359. [58](attr, min, max) { return damageEnemy('all', attr, v.randomATK(min, max)); },
  360. [59](attr, min, max) { return damageEnemy('single', attr, v.randomATK(min, max)); },
  361. [60](turns, mul, attr) { return activeTurns(turns, counterAttack(attr, v.percent(100), v.percent(mul))); },
  362. [61](attrs, min, base, bonus, incr) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (incr || 0), [base, 100], [bonus, 0])); },
  363. [62](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul })); },
  364. [63](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, rcv: mul })); },
  365. [64](type, mul) { return powerUp(null, [type], p.mul({ atk: mul, rcv: mul })); },
  366. [65](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
  367. [66](combo, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, [mul, 100], [0, 0])); },
  368. [67](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, rcv: mul })); },
  369. [69](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul })); },
  370. [71](...attrs) { return boardChange(attrs.filter(attr => attr >= 0)); },
  371. [73](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul })); },
  372. [75](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul, rcv: mul })); },
  373. [76](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
  374. [77](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul, atk: mul })); },
  375. [79](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul, rcv: mul })); },
  376. [84](attr, min, max, percent) { return damageEnemy('single', attr, v.randomATK(min, max), percent ? v.xHP(percent) : v.constant(1)); },
  377. [85](attr, min, max, percent) { return damageEnemy('all', attr, v.randomATK(min, max), percent ? v.xHP(percent) : v.constant(1)); },
  378. [86](attr, value, _, percent) { return damageEnemy('single', attr, v.constant(value), percent ? v.xHP(percent) : v.constant(1)); },
  379. [87](attr, value, _, percent) { return damageEnemy('all', attr, v.constant(value), percent ? v.xHP(percent) : v.constant(1)); },
  380. [88](turns, type, mul) { return activeTurns(turns, powerUp(null, [type], p.mul({ atk: mul }))); },
  381. [90](turns, attr1, attr2, mul) { return activeTurns(turns, powerUp([attr1, attr2], null, p.mul({ atk: mul }))); },
  382. [91](attr1, attr2) { return setOrbState([attr1, attr2], 'enhanced'); },
  383. [92](turns, type1, type2, mul) { return activeTurns(turns, powerUp(null, [type1, type2], p.mul({ atk: mul }))); },
  384. [93]() { return leaderChange(); },
  385. [94](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  386. [95](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  387. [96](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  388. [97](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  389. [98](min, base, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max, [base, 100], [bonus, 0])); },
  390. [100](stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.useSkill()); },
  391. [101](combo, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('combo', combo)); },
  392. [103](combo, stats1, stats2, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
  393. [104](combo, attrs, stats1, stats2, mul) { return powerUp(flags(attrs), null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
  394. [105](rcv, atk) { return powerUp(null, null, p.mul({ rcv, atk })); },
  395. [106](hp, atk) { return powerUp(null, null, p.mul({ hp, atk })); },
  396. [107](hp) { return powerUp(null, null, p.mul({ hp })); },
  397. [108](hp, type, atk) { return [powerUp(null, null, p.mul({ hp })), powerUp(null, [type], p.mul({ atk }))]; },
  398. [109](attrs, len, mul) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul, 100], [0, 0])); },
  399. [110](single, attr, min, max, scale) { return damageEnemy(single ? 'single' : 'all', attr, v.hpScale(min, max, scale)); },
  400. [111](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul })); },
  401. [114](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
  402. [115](attr, mul, percent) { return vampire(attr, v.xATK(mul), v.percent(percent)); },
  403. [116](...ids) { return ids.flatMap(id => this.parser(id)); },
  404. [117](bind, rcv, constant, hp, awokenBind) {
  405. return [
  406. rcv ? heal(v.xRCV(rcv)) : hp ? heal(v.xMaxHP(hp)) : constant ? heal(v.constant(constant)) : null,
  407. (bind || awokenBind) ? unbind(bind || 0, awokenBind || 0) : null,
  408. ].filter(Boolean);
  409. },
  410. [118](...ids) { return randomSkills(ids.map(id => this.parser(id))); },
  411. [119](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base, 100], [bonus, 0])); },
  412. [121](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })); },
  413. [122](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(0, percent)); },
  414. [123](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(percent, 100)); },
  415. [124](attrs1, attrs2, attrs3, attrs4, attrs5, min, mul, bonus) {
  416. const attrs = [attrs1, attrs2, attrs3, attrs4, attrs5].filter(Boolean);
  417. return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, bonus ? attrs.length : min, [mul, 100], [bonus, 0]));
  418. },
  419. [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))); },
  420. [126](attrs, turns, _, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), flags(attrs))); },
  421. [127](cols1, attrs1, cols2, attrs2) {
  422. return changeOrbs(
  423. { kind: 'fixed', to: flags(attrs1), type: 'col', positions: flags(cols1) },
  424. { kind: 'fixed', to: flags(attrs2), type: 'col', positions: flags(cols2) }
  425. );
  426. },
  427. [128](rows1, attrs1, rows2, attrs2) {
  428. return changeOrbs(
  429. { kind: 'fixed', to: flags(attrs1), type: 'row', positions: flags(rows1) },
  430. { kind: 'fixed', to: flags(attrs2), type: 'row', positions: flags(rows2) }
  431. );
  432. },
  433. [129](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
  434. return [
  435. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
  436. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null
  437. ];
  438. },
  439. [130](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
  440. return [
  441. powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(0, percent)),
  442. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(0, percent)) || null
  443. ];
  444. },
  445. [131](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
  446. return [
  447. powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(percent, 100)),
  448. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(percent, 100)) || null
  449. ];
  450. },
  451. [132](turns, time, percent) { return activeTurns(turns, timeExtend(time ? v.constant(time / 10) : v.percent(percent))); },
  452. [133](attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.useSkill()); },
  453. [136](attrs1, hp1, atk1, rcv1, attrs2, hp2, atk2, rcv2) {
  454. return [
  455. powerUp(flags(attrs1), null, p.mul({ hp: hp1, atk: atk1, rcv: rcv1 })),
  456. powerUp(flags(attrs2), null, p.mul({ hp: hp2, atk: atk2, rcv: rcv2 })),
  457. ];
  458. },
  459. [137](types1, hp1, atk1, rcv1, types2, hp2, atk2, rcv2) {
  460. return [
  461. powerUp(null, flags(types1), p.mul({ hp: hp1, atk: atk1, rcv: rcv1 })),
  462. powerUp(null, flags(types2), p.mul({ hp: hp2, atk: atk2, rcv: rcv2 })),
  463. ];
  464. },
  465. [138](...ids) { return ids.flatMap(id => this.parser(id)); },
  466. [139](attrs, types, percent1, less1, mul1, percent2, less2, mul2) {
  467. return [
  468. powerUp(flags(attrs), flags(types), p.mul({ atk: mul1 }), less1 ? c.hp(0, percent1) : c.hp(percent1, 100)),
  469. powerUp(flags(attrs), flags(types), p.mul({ atk: mul2 }), less1 ?
  470. (less2 ? c.hp(percent1, percent2) : c.hp(percent2, 100)) :
  471. (less2 ? c.hp(0, percent2) : c.hp(percent2, percent1))
  472. ),
  473. ];
  474. },
  475. [140](attrs) { return setOrbState(flags(attrs), 'enhanced'); },
  476. [141](count, to, exclude) { return changeOrbs({ kind: 'gen', to: flags(to), exclude: flags(exclude), count }); },
  477. [142](turns, attr) { return activeTurns(turns, changeAttr('self', attr)); },
  478. [144](teamAttrs, mul, single, dmgAttr) { return damageEnemy(single ? 'single' : 'all', dmgAttr, v.xTeamATK(flags(teamAttrs), mul)); },
  479. [145](mul) { return heal(v.xTeamRCV(mul)); },
  480. [146](turns) { return skillBoost(turns); },
  481. [148](percent) { return rateMultiply(v.percent(percent), 'exp'); },
  482. [149](mul) { return powerUp(null, null, p.mul({ rcv: mul }), c.exact('match-length', 4, [Attributes.Heart])); },
  483. [150](_, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('match-length', 5, 'enhanced')); },
  484. [151](mul, _, percent) {
  485. return [
  486. powerUp(null, null, p.scaleCross([{ single: true, attr: Attributes.Heart, mul }]), undefined, v.percent(percent)),
  487. ];
  488. },
  489. [152](attrs) { return setOrbState(flags(attrs), 'locked'); },
  490. [153](attr) { return changeAttr('opponent', attr); },
  491. [154](from, to) { return changeOrbs({ kind: 'from', to: flags(to), from: flags(from) }); },
  492. [155](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }), c.multiplayer()); },
  493. [156](turns, awoken1, awoken2, awoken3, type, mul) {
  494. return activeTurns(turns, type === 2 ?
  495. powerUp(null, null, p.scaleAwakenings([awoken1, awoken2, awoken3].filter(Boolean), mul)) :
  496. reduceDamage('all', v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), mul))
  497. );
  498. },
  499. [157](attr1, mul1, attr2, mul2, attr3, mul3) {
  500. return powerUp(null, null, p.scaleCross([
  501. { single: false, attr: attr1, mul: mul1 },
  502. { single: false, attr: attr2, mul: mul2 },
  503. { single: false, attr: attr3, mul: mul3 }
  504. ].filter(cross => cross.mul)));
  505. },
  506. [158](len, attrs, types, atk, hp, rcv) {
  507. return [
  508. minMatch(len),
  509. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }))
  510. ];
  511. },
  512. [159](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base, 100], [bonus, 0])); },
  513. [160](turns, combo) { return activeTurns(turns, addCombo(combo)); },
  514. [161](percent) { return gravity(v.xMaxHP(percent)); },
  515. [162]() { return board7x6(); },
  516. [163](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
  517. return [
  518. noSkyfall(),
  519. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
  520. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null,
  521. ];
  522. },
  523. [164](attrs1, attrs2, attrs3, attrs4, min, atk, rcv, bonus) {
  524. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  525. return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, attrs.length, [atk, rcv], [bonus, bonus]));
  526. },
  527. [165](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, incr) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (incr || 0), [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  528. [166](min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleCombos(min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  529. [167](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  530. [169](combo, mul, percent) { return powerUp(null, null, p.scaleCombos(combo, combo, [mul, 100], [0, 0]), undefined, v.percent(percent)); },
  531. [170](attrs, min, mul, percent) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min, [mul, 100], [0, 0]), undefined, v.percent(percent)); },
  532. [171](attrs1, attrs2, attrs3, attrs4, min, mul, percent) {
  533. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  534. return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, min, [mul, 0], [0, 0]), undefined, v.percent(percent));
  535. },
  536. [172]() { return setOrbState(null, 'unlocked'); },
  537. [173](turns, attrAbsorb, _, damageAbsorb) {
  538. return activeTurns(turns, voidEnemyBuff(
  539. [
  540. attrAbsorb && 'attr-absorb',
  541. damageAbsorb && 'damage-absorb'
  542. ].filter((buff) => typeof buff === 'string')
  543. ));
  544. },
  545. [175](series1, series2, series3, hp, atk, rcv) { return powerUp(null, null, p.mul({ hp, atk, rcv }), c.compo('series', [series1, series2, series3].filter(Boolean))); },
  546. [177](_0, _1, _2, _3, _4, remains, mul) {
  547. return [
  548. noSkyfall(),
  549. powerUp(null, null, p.mul({ atk: mul }), c.remainOrbs(remains))
  550. ];
  551. },
  552. [178](time, attrs, types, hp, atk, rcv) {
  553. return [
  554. fixedTime(time),
  555. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }))
  556. ];
  557. },
  558. [179](turns, value, percent) { return activeTurns(turns, heal(value ? v.constant(value) : v.xMaxHP(percent))); },
  559. [180](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), 'enhanced')); },
  560. [182](attrs, len, mul, percent) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul, 100], [0, 0]), undefined, v.percent(percent)); },
  561. [183](attrs, types, percent1, atk1, rcv1, percent2, atk2, rcv2) {
  562. return [
  563. powerUp(flags(attrs), flags(types), p.mul({ atk: atk1, rcv: rcv1 }), c.hp(percent1, 100)),
  564. powerUp(flags(attrs), flags(types), p.mul({ atk: atk2, rcv: rcv2 }), c.hp(0, percent2 || percent1)),
  565. ];
  566. },
  567. [184](turns) { return activeTurns(turns, noSkyfall()); },
  568. [185](time, attrs, types, hp, atk, rcv) {
  569. return [
  570. timeExtend(v.constant(time / 100)),
  571. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
  572. ];
  573. },
  574. [186](attrs, types, hp, atk, rcv) {
  575. return [
  576. board7x6(),
  577. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
  578. ];
  579. },
  580. [188](value) {
  581. return damageEnemy('single', 'fixed', v.constant(value));
  582. },
  583. };

智龙迷城队伍图制作工具