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script-skill-parser.js 124 kB

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

智龙迷城队伍图制作工具