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script-skill-parser.js 43 kB

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

智龙迷城队伍图制作工具