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script-skill-parser.js 97 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. for (let name in Attributes)
  25. {
  26. Attributes[Attributes[name]] = name;
  27. }
  28. Attributes.all = function () {
  29. return [
  30. this.Fire,
  31. this.Water,
  32. this.Wood,
  33. this.Light,
  34. this.Dark
  35. ];
  36. }
  37. Attributes._6color = function () {
  38. return [
  39. this.Fire,
  40. this.Water,
  41. this.Wood,
  42. this.Light,
  43. this.Dark,
  44. this.Heart
  45. ];
  46. }
  47. Attributes.orbs = function () {
  48. return [
  49. this.Fire,
  50. this.Water,
  51. this.Wood,
  52. this.Light,
  53. this.Dark,
  54. this.Heart,
  55. this.Jammer,
  56. this.Poison,
  57. this.MPoison,
  58. this.Bomb,
  59. ];
  60. }
  61. //代码来自于 https://www.jianshu.com/p/3644833bca33
  62. function isEqual(obj1,obj2) {
  63. //判断是否是对象或数组
  64. function isObject(obj) {
  65. return typeof obj === 'object' && obj !== null;
  66. }
  67. // 两个数据有任何一个不是对象或数组
  68. if (!isObject(obj1) || !isObject(obj2)) {
  69. // 值类型(注意:参与equal的一般不会是函数)
  70. return obj1 === obj2;
  71. }
  72. // 如果传的两个参数都是同一个对象或数组
  73. if (obj1 === obj2) {
  74. return true;
  75. }
  76. // 两个都是对象或数组,而且不相等
  77. // 1.先比较obj1和obj2的key的个数,是否一样
  78. const obj1Keys = Object.keys(obj1);
  79. const obj2Keys = Object.keys(obj2);
  80. if (obj1Keys.length !== obj2Keys.length) {
  81. return false;
  82. }
  83. // 如果key的个数相等,就是第二步
  84. // 2.以obj1为基准,和obj2依次递归比较
  85. for (let key in obj1) {
  86. // 比较当前key的value --- 递归
  87. const res = isEqual(obj1[key], obj2[key]);
  88. if (!res) {
  89. return false;
  90. }
  91. }
  92. // 3.全相等
  93. return true
  94. }
  95. class Board
  96. {
  97. rowCount = 6;
  98. columnCount = 7;
  99. data = [];
  100. constructor(def = null)
  101. {
  102. for (let ri=0;ri<this.rowCount;ri++)
  103. {
  104. this.data.push(new Array(this.columnCount).fill(Array.isArray(def) ? null : def));
  105. }
  106. if (Array.isArray(def))
  107. {
  108. this.randomFill(def);
  109. }
  110. }
  111. //填充序列
  112. sequenceFill(sequence, exclude)
  113. {
  114. if (!Array.isArray(exclude) && exclude != null)
  115. exclude = [exclude];
  116. const o = sequence.entries();
  117. //65版部分
  118. for (let ri=0;ri<this.data.length;ri++)
  119. {
  120. if (ri == 2) ri++;
  121. const row = this.data[ri];
  122. for (let ci=0;ci<row.length;ci++)
  123. {
  124. if (ci == 3) ci++;
  125. //从数组中随机取出一个
  126. if (exclude && exclude.includes(row[ci])) continue;
  127. row[ci] = o.next().value?.[1] ?? row[ci];
  128. }
  129. }
  130. //填充剩下的部分
  131. for (let ri=0;ri<this.data.length;ri++)
  132. {
  133. if (ri == 2) ri++;
  134. const row = this.data[ri];
  135. if (exclude && exclude.includes(row[3])) continue;
  136. row[3] = o.next().value?.[1] ?? row[3] ;
  137. }
  138. const row = this.data[2];
  139. for (let ci=0;ci<row.length;ci++)
  140. {
  141. if (exclude && exclude.includes(row[ci])) continue;
  142. row[ci] = o.next().value?.[1] ?? row[ci] ;
  143. }
  144. }
  145. //将有序数组转为随机的数组
  146. sequenceToRandom(valueArray)
  147. {
  148. const randomData = [];
  149. //将65版之后的的提出来
  150. const maxCount = this.rowCount * this.columnCount
  151. let secondaryData = valueArray.splice((this.rowCount - 1) * (this.columnCount - 1) - (maxCount - valueArray.length));
  152. while(valueArray.length > 0)
  153. {
  154. randomData.push(valueArray.randomShift());
  155. }
  156. while(secondaryData.length > 0)
  157. {
  158. randomData.push(secondaryData.randomShift());
  159. }
  160. return randomData;
  161. }
  162. //洗版的填充
  163. randomFill(attrs)
  164. {
  165. let valueArray = new Uint8Array(this.rowCount * this.columnCount);
  166. crypto.getRandomValues(valueArray); //获取符合密码学要求的安全的随机值
  167. valueArray = Array.from(valueArray.map(x => attrs[x % attrs.length])); //用所有宝珠随机填充
  168. //之后用每种颜色填充前3个
  169. attrs.forEach((attr,idx)=>{
  170. valueArray.fill(attr, idx * 3, (idx + 1) * 3);
  171. });
  172. //将上方数据重新乱序排列
  173. const randomData = this.sequenceToRandom(valueArray);
  174. this.sequenceFill(randomData);
  175. }
  176. //生成珠子的填充
  177. generateOrbs(attrs, count, exclude)
  178. {
  179. let space = this.rowCount * this.columnCount;
  180. if (exclude?.length > 0)
  181. {
  182. space -= this.data.flat().filter(o=>exclude.includes(o)).length;
  183. }
  184. let valueArray = new Array(space);
  185. attrs.forEach((attr,idx)=>{
  186. valueArray.fill(attr, idx * count, (idx + 1) * count);
  187. });
  188. //将上方数据重新乱序排列
  189. const randomData = this.sequenceToRandom(valueArray);
  190. this.sequenceFill(randomData, exclude);
  191. }
  192. //设定横行
  193. setRow(rows, attr = 0)
  194. {
  195. for (let row of rows)
  196. {
  197. if (row >= 2) row++;
  198. const rowData = this.data[row];
  199. for (let ri=0;ri<rowData.length;ri++)
  200. {
  201. rowData[ri] = attr;
  202. }
  203. }
  204. }
  205. //设定竖列
  206. setColumn(cols, attr = 0)
  207. {
  208. for (let col of cols)
  209. {
  210. if (col >= 3) col++;
  211. for (let row of this.data)
  212. {
  213. row[col] = attr;
  214. }
  215. }
  216. }
  217. //设定形状
  218. setShape(matrix, attr = 0)
  219. {
  220. function fillRow(rowData, inputRow, attr)
  221. {
  222. for (let col of inputRow)
  223. {
  224. if (col == 3) rowData[col] = attr;
  225. if (col >= 3) col++;
  226. rowData[col] = attr;
  227. }
  228. }
  229. for (let ri=0;ri<matrix.length;ri++)
  230. {
  231. if (ri == 2)
  232. {
  233. fillRow(this.data[ri], matrix[ri], attr);
  234. }
  235. fillRow(this.data[ri >= 2 ? ri+1 : ri], matrix[ri], attr);
  236. }
  237. }
  238. //面板叠加
  239. overlayBoard(board)
  240. {
  241. for (let ri=0;ri<board.length;ri++)
  242. {
  243. const rowNew = board[ri];
  244. const rowOld = this.data[ri];
  245. for (let ci=0;ci<rowNew.length;ci++)
  246. {
  247. rowOld[ci] = rowNew[ci] ?? rowOld[ci];
  248. }
  249. }
  250. }
  251. //导出数组
  252. valueOf()
  253. {
  254. return this.data;
  255. }
  256. //输出表格
  257. toTable()
  258. {
  259. const table = document.createElement("table");
  260. table.className = "board";
  261. this.data.forEach((rowData, ri, rArr) => {
  262. const row = table.insertRow();
  263. if (ri == 2 && rArr.length > 5) row.classList.add("board-row4");
  264. rowData.forEach((orbType, ci, cArr) => {
  265. const cell = row.insertCell();
  266. const orb = cell.appendChild(document.createElement('icon'));
  267. orb.className = "orb";
  268. if (orbType != null) orb.setAttribute("data-orb-icon", orbType);
  269. if (ci == 3 && cArr.length > 6) cell.classList.add("board-cell5");
  270. });
  271. });
  272. if (this.data.length > 5)
  273. {
  274. table.onclick = function() {
  275. this.classList.toggle("board-76");
  276. };
  277. }
  278. return table;
  279. }
  280. }
  281. const SkillValue = {
  282. isLess: function (value) {
  283. if (value.kind === SkillValueKind.Percent) return value.value < 1;
  284. if (value.kind === SkillValueKind.Constant) return value.value < 0;
  285. return false;
  286. }
  287. };
  288. const SkillValueKind = {
  289. Percent: 'mul',
  290. Constant: 'const',
  291. ConstantTo: 'const-to',
  292. xMaxHP: 'mul-maxhp',
  293. xHP: 'mul-hp',
  294. xCHP: 'mul-chp',
  295. xATK: 'mul-atk',
  296. xRCV: 'mul-rcv',
  297. RandomATK: 'random-atk',
  298. HPScale: 'hp-scale',
  299. xTeamHP: 'mul-team-hp',
  300. xTeamATK: 'mul-team-atk',
  301. xTeamRCV: 'mul-team-rcv',
  302. xAwakenings: 'mul-awakenings',
  303. };
  304. const SkillPowerUpKind = {
  305. Multiplier: 'mul',
  306. ScaleAttributes: 'scale-attrs',
  307. ScaleCombos: 'scale-combos',
  308. ScaleMatchLength: 'scale-match-len',
  309. ScaleMatchAttrs: 'scale-match-attrs',
  310. ScaleCross: 'scale-cross',
  311. ScaleStateKindCount: 'scale-state-kind-count',
  312. };
  313. const SkillKinds = {
  314. Unknown: "unknown",
  315. ActiveTurns: "active-turns",
  316. DamageEnemy: "damage-enemy",
  317. Vampire: "vampire",
  318. ReduceDamage: "reduce-damage",
  319. SelfHarm: "self-harm",
  320. Heal: "heal",
  321. AutoHealBuff: "auto-heal-buff",
  322. ChangeOrbs: "change-orbs",
  323. GenerateOrbs: "generate-orbs",
  324. FixedOrbs: "fixed-orbs",
  325. PowerUp: "power-up",
  326. CounterAttack: "counter-attack",
  327. SetOrbState: "set-orb-state",
  328. RateMultiply: "rate-mul",
  329. OrbDropIncrease: "orb-drop-incr",
  330. Resolve: "resolve",
  331. Delay: "delay",
  332. DefenseBreak: "def-break",
  333. MassAttack: "mass-attack",
  334. BoardChange: "board-change",
  335. Unbind: "unbind",
  336. BindSkill: "bind-skill",
  337. RandomSkills: "random-skills",
  338. SkillProviso: "skill-proviso",
  339. ChangeAttribute: "change-attr",
  340. SkillBoost: "skill-boost",
  341. AddCombo: "add-combo",
  342. VoidEnemyBuff: "void-enemy-buff",
  343. Poison: "poison",
  344. CTW: "ctw",
  345. Gravity: "gravity",
  346. FollowAttack: "follow-attack",
  347. FollowAttackFixed: "follow-attack-fixed",
  348. AutoHeal: "auto-heal",
  349. TimeExtend: "time-extend",
  350. DropRefresh: "drop-refresh",
  351. LeaderChange: "leader-change",
  352. MinMatchLength: "min-match-len",
  353. FixedTime: "fixed-time",
  354. Drum: "drum",
  355. AutoPath: "auto-path",
  356. Board7x6: "7x6-board",
  357. NoSkyfall: "no-skyfall",
  358. Henshin: "henshin",
  359. VoidPoison: "void-poison",
  360. SkillProviso: "skill-proviso",
  361. ObstructOpponent: "obstruct-opponent",
  362. }
  363. function skillParser(skillId)
  364. {
  365. function merge(skills)
  366. {
  367. //解封部分的合并
  368. let unbinds = skills.filter(skill=>skill.kind == SkillKinds.Unbind);
  369. if (unbinds.length>1)
  370. { //把后面的全都合并到第一个
  371. unbinds.reduce((pre,cur)=>{
  372. pre.normal = pre.normal || cur.normal;
  373. pre.awakenings = pre.awakenings || cur.awakenings;
  374. pre.matches = pre.matches || cur.matches;
  375. return pre
  376. });
  377. unbinds.shift(); //从筛选中去除第一个
  378. unbinds.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  379. }
  380. //破吸部分的合并
  381. let voidBuff = skills.filter(skill=>skill.kind == SkillKinds.ActiveTurns &&
  382. skill.skill.kind == SkillKinds.VoidEnemyBuff);
  383. if (voidBuff.length>1 && voidBuff.every((s,i,a)=>s.turns == a[0].turns))
  384. { //把后面的全都合并到第一个
  385. voidBuff[0].skill.buffs = voidBuff.flatMap(s=>s.skill.buffs);
  386. voidBuff.shift(); //从筛选中去除第一个
  387. voidBuff.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  388. }
  389. let fixedDamages = skills.filter(skill=>skill.kind == SkillKinds.DamageEnemy && skill.attr === 'fixed').filter((skill,idx,arr)=>skill.id==arr[0].id);
  390. if (fixedDamages.length>1)
  391. { //把后面的全都合并到第一个
  392. fixedDamages[0].times = fixedDamages.length;
  393. fixedDamages.shift(); //从筛选中去除第一个
  394. fixedDamages.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  395. }
  396. let skillPowerUp = skills.filter(skill=>skill.kind == SkillKinds.PowerUp);
  397. if (skillPowerUp.length>1)
  398. {
  399. //合并技能效果
  400. function combinePowerUp(target, source) {
  401. if (source?.additional.length)
  402. {
  403. if (!Array.isArray(target.additional)) target.additional = [];
  404. for (let additional of source.additional)
  405. {
  406. target.additional.push(additional);
  407. }
  408. }
  409. if (source.reduceDamage != undefined)
  410. {
  411. if (!target.reduceDamage)
  412. target.reduceDamage = source.reduceDamage;
  413. else if (target.reduceDamage.kind === source.reduceDamage.kind)
  414. target.reduceDamage.value *= source.reduceDamage.value;
  415. }
  416. if (target?.value.baseAtk != undefined && source?.value.baseAtk) target.value.baseAtk *= source.value.baseAtk;
  417. if (target?.value.baseRcv != undefined && source?.value.baseRcv != undefined) target.value.baseRcv *= source.value.baseRcv;
  418. if (target?.value.bonusAtk != undefined && source?.value.bonusAtk != undefined) target.value.bonusAtk += source.value.bonusAtk;
  419. if (target?.value.bonusRcv != undefined && source?.value.bonusRcv != undefined) target.value.bonusRcv += source.value.bonusRcv;
  420. if (target?.value.atk != undefined && source?.value.atk != undefined) target.value.atk += source.value.atk;
  421. if (target?.value.hp != undefined && source?.value.hp != undefined) target.value.hp += source.value.hp;
  422. if (target?.value.rcv != undefined && source?.value.rcv != undefined) target.value.rcv += source.value.rcv;
  423. }
  424. //十字
  425. let scaleCross = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleCross);
  426. function mergeScaleCrossAttr(skill)
  427. {
  428. let crosses = skill.value.crosses;
  429. let atk = crosses[0].atk;
  430. let rcv = crosses[0].rcv;
  431. if (crosses.length >= 2 &&
  432. crosses.every(cross=>cross.atk === atk && cross.rcv === rcv)
  433. ) {
  434. //所有值一样
  435. crosses.reduce((pre,cur)=>{
  436. pre.attr = pre.attr.concat(cur.attr);
  437. return pre;
  438. });
  439. skill.value.crosses.splice(1);
  440. }
  441. }
  442. //每个十字技能,先把所有属性合并
  443. scaleCross.forEach(mergeScaleCrossAttr);
  444. //筛选出所有倍率一样的子技能
  445. scaleCross = scaleCross.filter((skill,idx,arr)=>{
  446. let atk = arr[0].value.crosses[0].atk;
  447. let rcv = arr[0].value.crosses[0].rcv;
  448. let crosses = skill.value.crosses;
  449. return crosses.every(cross=>cross.atk === atk && cross.rcv === rcv);
  450. });
  451. //先合并属性倍率
  452. if (scaleCross.length >= 1)
  453. { //把后面的全都合并到第一个
  454. scaleCross.reduce((pre,cur)=>{
  455. pre.value.crosses = pre.value.crosses.concat(cur.value.crosses);
  456. return pre
  457. });
  458. let _skill = scaleCross.shift(); //从筛选中去除第一个
  459. scaleCross.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  460. mergeScaleCrossAttr(_skill);
  461. }
  462. //重新找出来十字,合并附加内容
  463. scaleCross = skills.filter(skill=>skill.kind == SkillKinds.PowerUp && skill.value.kind === SkillPowerUpKind.ScaleCross);
  464. scaleCross = scaleCross.filter((skill,idx,arr)=>{
  465. let s0 = arr[0];
  466. let attr0 = s0.value.crosses[0].attr.concat().sort();
  467. let attr1 = skill.value.crosses[0].attr.concat().sort();
  468. return isEqual(skill.condition, s0.condition) &&
  469. isEqual(skill.attrs, s0.attrs) &&
  470. isEqual(skill.types, s0.types) &&
  471. isEqual(attr0, attr1)
  472. ;
  473. });
  474. if (scaleCross.length > 1)
  475. { //把后面的全都合并到第一个
  476. scaleCross.reduce((pre,cur)=>{
  477. combinePowerUp(pre, cur);
  478. return pre
  479. });
  480. scaleCross.shift(); //从筛选中去除第一个
  481. scaleCross.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  482. }
  483. //长串匹配
  484. let scaleMatchLength = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleMatchLength);
  485. scaleMatchLength = scaleMatchLength.groupBy((a,b)=>{
  486. let av = a.value;
  487. let bv = b.value;
  488. return isEqual(a.condition, b.condition) &&
  489. isEqual(a.attrs, b.attrs) &&
  490. isEqual(a.types, b.types) &&
  491. av.min === bv.min &&
  492. av.max === bv.max &&
  493. (av.matchAll === bv.matchAll || av.attrs.length <= 1) && isEqual(av.attrs, bv.attrs)
  494. ;
  495. });
  496. for (let group of scaleMatchLength)
  497. {
  498. if (group.length > 1)
  499. { //把后面的全都合并到第一个
  500. group.reduce((pre,cur)=>{
  501. combinePowerUp(pre, cur);
  502. return pre
  503. });
  504. group.shift(); //从筛选中去除第一个
  505. group.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  506. }
  507. }
  508. //多串匹配
  509. let scaleMatchAttrs = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleMatchAttrs);
  510. scaleMatchAttrs = scaleMatchAttrs.filter((skill,idx,arr)=>{
  511. let s0 = arr[0];
  512. let v0 = s0.value;
  513. let v1 = skill.value;
  514. return isEqual(skill.condition, s0.condition) &&
  515. isEqual(skill.attrs, s0.attrs) &&
  516. isEqual(skill.types, s0.types) &&
  517. v0.min === v1.min &&
  518. v0.max === v1.max &&
  519. isEqual(v0.matches, v1.matches)
  520. ;
  521. });
  522. if (scaleMatchAttrs.length > 1)
  523. { //把后面的全都合并到第一个
  524. scaleMatchAttrs.reduce((pre,cur)=>{
  525. combinePowerUp(pre, cur);
  526. return pre
  527. });
  528. scaleMatchAttrs.shift(); //从筛选中去除第一个
  529. scaleMatchAttrs.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  530. }
  531. //多色匹配
  532. let scaleAttributes = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleAttributes);
  533. scaleAttributes = scaleAttributes.filter((skill,idx,arr)=>{
  534. let s0 = arr[0];
  535. let v0 = s0.value;
  536. let v1 = skill.value;
  537. return isEqual(skill.condition, s0.condition) &&
  538. isEqual(skill.attrs, s0.attrs) &&
  539. isEqual(skill.types, s0.types) &&
  540. v0.min === v1.min &&
  541. v0.max === v1.max &&
  542. isEqual(v0.attrs, v1.attrs)
  543. ;
  544. });
  545. if (scaleAttributes.length > 1)
  546. { //把后面的全都合并到第一个
  547. scaleAttributes.reduce((pre,cur)=>{
  548. combinePowerUp(pre, cur);
  549. return pre
  550. });
  551. scaleAttributes.shift(); //从筛选中去除第一个
  552. scaleAttributes.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  553. }
  554. //连击数
  555. let scaleCombos = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleCombos);
  556. scaleCombos = scaleCombos.filter((skill,idx,arr)=>{
  557. let s0 = arr[0];
  558. let v0 = s0.value;
  559. let v1 = skill.value;
  560. return isEqual(skill.condition, s0.condition) &&
  561. isEqual(skill.attrs, s0.attrs) &&
  562. isEqual(skill.types, s0.types) &&
  563. v0.min === v1.min &&
  564. v0.max === v1.max
  565. ;
  566. });
  567. if (scaleCombos.length > 1)
  568. { //把后面的全都合并到第一个
  569. scaleCombos.reduce((pre,cur)=>{
  570. combinePowerUp(pre, cur);
  571. return pre
  572. });
  573. scaleCombos.shift(); //从筛选中去除第一个
  574. scaleCombos.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  575. }
  576. //普通倍率
  577. let multiplier = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.Multiplier
  578. && skill.condition?.LShape);
  579. multiplier = multiplier.filter((skill,idx,arr)=>{
  580. let s0 = arr[0];
  581. return !!skill.condition && isEqual(skill.condition, s0.condition) &&
  582. isEqual(skill.attrs, s0.attrs) &&
  583. isEqual(skill.types, s0.types)
  584. ;
  585. });
  586. if (multiplier.length)
  587. { //把后面的全都合并到第一个
  588. multiplier.reduce((pre,cur)=>{
  589. combinePowerUp(pre, cur);
  590. return pre
  591. });
  592. multiplier.shift(); //从筛选中去除第一个
  593. multiplier.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  594. }
  595. }
  596. return skills;
  597. }
  598. const skill = Skills[skillId];
  599. if (!skill) return [];
  600. if (!parsers[skill.type]) {
  601. return [{ kind: SkillKinds.Unknown }];
  602. }
  603. //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
  604. const result = parsers[skill.type].apply({ parser: skillParser }, skill.params);
  605. let skills = (Array.isArray(result) ? result : [result])
  606. .filter(s => Boolean(s))
  607. .map(s => ({ id: skillId, type: skill.type, params: skill.params, ...s }));
  608. function splitProvisoSkill(skills)
  609. {
  610. let idx = skills.findIndex(skill=>skill.kind == SkillKinds.SkillProviso);
  611. if (idx>=0)
  612. {
  613. return [
  614. skills.slice(0,idx),
  615. skills.slice(idx, idx+1),
  616. skills.slice(idx+1),
  617. ];
  618. }else
  619. {
  620. return [skills];
  621. }
  622. }
  623. if (merge_skill)
  624. {
  625. let skillsSplit = splitProvisoSkill(skills).map(_skills=>merge(_skills));
  626. skills = skillsSplit.flat(1);
  627. }
  628. return skills;
  629. }
  630. //返回flag里值为true的数组,如[1,4,7]
  631. function flags(num){
  632. /*
  633. return Array.from(new Array(32),(i,n)=>n).filter(n => num & (1 << n)); //性能太差
  634. 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
  635. */
  636. const arr = [];
  637. for (let i = 0; i<32;i++)
  638. {
  639. if (num & (1<<i))
  640. {
  641. arr.push(i);
  642. }
  643. }
  644. return arr;
  645. }
  646. const v = {
  647. percent: function(value) {
  648. return { kind: SkillValueKind.Percent, value: (value / 100) ?? 1 };
  649. },
  650. constant: function(value) {
  651. return { kind: SkillValueKind.Constant, value: value ?? 0 };
  652. },
  653. constantTo: function(value) {
  654. return { kind: SkillValueKind.ConstantTo, value: value ?? 1 };
  655. },
  656. xMaxHP: function(value) {
  657. return { kind: SkillValueKind.xMaxHP, value: (value / 100) ?? 1 };
  658. },
  659. xHP: function(value) {
  660. return { kind: SkillValueKind.xHP, value: (value / 100) ?? 1 };
  661. },
  662. xCHP: function(value) {
  663. return { kind: SkillValueKind.xCHP, value: (value / 100) ?? 1 };
  664. },
  665. xATK: function(value) {
  666. return { kind: SkillValueKind.xATK, value: (value / 100) ?? 1 };
  667. },
  668. xRCV: function(value) {
  669. return { kind: SkillValueKind.xRCV, value: (value / 100) ?? 1 };
  670. },
  671. randomATK: function(min, max) {
  672. return { kind: SkillValueKind.RandomATK, min: (min / 100) ?? 1, max: (max / 100) ?? 1, scale: 1 };
  673. },
  674. hpScale: function(min, max, scale) {
  675. return { kind: SkillValueKind.HPScale, min: (min / 100) ?? 1, max: (max / 100) ?? 1, scale: (scale / 100) ?? 1 };
  676. },
  677. xTeamHP: function(value) {
  678. return { kind: SkillValueKind.xTeamHP, value: (value / 100) ?? 1 };
  679. },
  680. xTeamATK: function(attrs, value) {
  681. return { kind: SkillValueKind.xTeamATK, attrs: attrs, value: (value / 100) ?? 1 };
  682. },
  683. xTeamRCV: function(value) {
  684. return { kind: SkillValueKind.xTeamRCV, value: (value / 100) ?? 1 };
  685. },
  686. percentAwakenings: function(awakenings, value) {
  687. return { kind: SkillValueKind.xAwakenings, awakenings: awakenings, value: value };
  688. },
  689. };
  690. const c = {
  691. hp: function (min, max) {
  692. return { hp: { min: min / 100, max: max / 100 } };
  693. },
  694. exact: function (type, value, attrs) {
  695. if (attrs === void 0) { attrs = Attributes.all(); }
  696. return { exact: { type: type, value: value, attrs: attrs } };
  697. },
  698. compo: function (type, ids) {
  699. return { compo: { type: type, ids: ids } };
  700. },
  701. remainOrbs: function (count) { return { remainOrbs: { count: count } }; },
  702. useSkill: function () { return { useSkill: true }; },
  703. multiplayer: function () { return { multiplayer: true }; },
  704. prob: function (percent) { return { prob: percent }; },
  705. LShape: function (attrs) { return { LShape: { attrs: attrs } }; },
  706. heal: function (min) { return { heal: { min: min } }; },
  707. }
  708. const p = {
  709. mul: function (values) {
  710. if (Array.isArray(values)) {
  711. return {
  712. kind: SkillPowerUpKind.Multiplier,
  713. hp: 1,
  714. atk: values[0] / 100,
  715. rcv: values[1] / 100
  716. };
  717. }
  718. else {
  719. return {
  720. kind: SkillPowerUpKind.Multiplier,
  721. hp: (values.hp ?? 100) / 100,
  722. atk: (values.atk ?? 100) / 100,
  723. rcv: (values.rcv ?? 100) / 100
  724. };
  725. }
  726. },
  727. stats: function (value) {
  728. let statTypes = Array.from(arguments).slice(1);
  729. return [
  730. statTypes.indexOf(1) >= 0 ? value : 100,
  731. statTypes.indexOf(2) >= 0 ? value : 100
  732. ];
  733. },
  734. scale: function (min, max, baseMul, bonusMul) {
  735. return {
  736. min: min,
  737. max: max ?? min,
  738. baseAtk: (baseMul[0] / 100) ?? 1,
  739. baseRcv: (baseMul[1] / 100) ?? 1,
  740. bonusAtk: (bonusMul[0] / 100) ?? 0,
  741. bonusRcv: (bonusMul[1] / 100) ?? 0
  742. };
  743. },
  744. scaleAttrs: function (attrs, min, max, baseMul, bonusMul) {
  745. return { kind: SkillPowerUpKind.ScaleAttributes, attrs: attrs ,...this.scale(min, max, baseMul, bonusMul) };
  746. },
  747. scaleCombos: function (min, max, baseMul, bonusMul) {
  748. return { kind: SkillPowerUpKind.ScaleCombos ,...this.scale(min, max, baseMul, bonusMul) };
  749. },
  750. scaleMatchLength: function (attrs, min, max, baseMul, bonusMul, matchAll = false) {
  751. /*if (min <= 3 && min === max)
  752. return this.scaleAttrs(attrs, matchAll ? attrs.length : 1, matchAll ? attrs.length : 1, baseMul, bonusMul);
  753. else*/
  754. return { kind: SkillPowerUpKind.ScaleMatchLength, attrs: attrs, matchAll: matchAll ,...this.scale(min, max, baseMul, bonusMul) };
  755. },
  756. scaleMatchAttrs: function (matches, min, max, baseMul, bonusMul) {
  757. 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
  758. if (new Set(flatMatches).size === flatMatches.length)
  759. return this.scaleAttrs(matches, min, max, baseMul, bonusMul);
  760. else
  761. return { kind: SkillPowerUpKind.ScaleMatchAttrs, matches: matches ,...this.scale(min, max, baseMul, bonusMul) };
  762. },
  763. scaleCross: function (crosses) {
  764. return { kind: SkillPowerUpKind.ScaleCross, crosses: crosses.map(cross => ({ ...cross, atk: ((cross.atk ?? 100) / 100), rcv: ((cross.rcv ?? 100) / 100)})) };
  765. },
  766. scaleStateKindCount: function (awakenings, attrs, types, value) {
  767. return { kind: SkillPowerUpKind.ScaleStateKindCount, awakenings: awakenings, attrs: attrs, types: types, value: value };
  768. },
  769. }
  770. function activeTurns(turns, skill) {
  771. return skill ? { kind: SkillKinds.ActiveTurns, turns: turns, skill: skill } : null;
  772. }
  773. function damageEnemy(target, attr, damage) {
  774. return { kind: SkillKinds.DamageEnemy, target: target, attr: attr, damage: damage };
  775. }
  776. function vampire(attr, damageValue, healValue) {
  777. return { kind: SkillKinds.Vampire, attr: attr, damage: damageValue, heal: healValue };
  778. }
  779. function reduceDamage(attrs, percent, condition) {
  780. return { kind: SkillKinds.ReduceDamage, attrs: attrs, percent: percent, condition: condition };
  781. }
  782. function selfHarm(value) {
  783. return { kind: SkillKinds.SelfHarm, value: value };
  784. }
  785. function heal(value) {
  786. return { kind: SkillKinds.Heal, value: value };
  787. }
  788. function autoHealBuff(value) {
  789. return { kind: SkillKinds.AutoHealBuff, value: value };
  790. }
  791. function fromTo(from, to) {
  792. return { from: from, to: to };
  793. }
  794. function changeOrbs() {
  795. return { kind: SkillKinds.ChangeOrbs, changes: Array.from(arguments) };
  796. }
  797. function generateOrbs(orbs, exclude, count, time) {
  798. return { kind: SkillKinds.GenerateOrbs, orbs: orbs, exclude: exclude, count: count, time: time};
  799. }
  800. function fixedOrbs() {
  801. return { kind: SkillKinds.FixedOrbs, generates: Array.from(arguments) };
  802. }
  803. function powerUp(attrs, types, value, condition = null, reduceDamageValue = null, additional = []) {
  804. if (value.kind === SkillPowerUpKind.Multiplier) {
  805. let hp = value.hp, atk = value.atk, rcv = value.rcv;
  806. if (hp === 1 && atk === 1 && rcv === 1 && !reduceDamage)
  807. return null;
  808. }
  809. if (attrs?.target != undefined) {
  810. return { kind: SkillKinds.PowerUp, target: attrs.target, attrs: null, types: null, condition: condition, value: value, reduceDamage: reduceDamageValue, additional: additional};
  811. }
  812. return { kind: SkillKinds.PowerUp, attrs: attrs, types: types, condition: condition, value: value, reduceDamage: reduceDamageValue, additional: additional};
  813. }
  814. function counterAttack(attr, prob, value) {
  815. return { kind: SkillKinds.CounterAttack, attr: attr, prob: prob, value: value };
  816. }
  817. function setOrbState(orbs, state, arg) {
  818. return { kind: SkillKinds.SetOrbState, orbs: orbs, state: state, arg: arg};
  819. }
  820. function rateMultiply(value, rate) {
  821. return { kind: SkillKinds.RateMultiply, value: value, rate: rate };
  822. }
  823. function orbDropIncrease(value, attrs, flag) {
  824. return { kind: SkillKinds.OrbDropIncrease, value: value, attrs: attrs, flag: flag };
  825. }
  826. function resolve(min, max) {
  827. return { kind: SkillKinds.Resolve, min: min, max: max };
  828. }
  829. function unbind(normal, awakenings, matches) {
  830. return { kind: SkillKinds.Unbind, normal: normal, awakenings: awakenings , matches: matches};
  831. }
  832. function bindSkill() { return { kind: SkillKinds.BindSkill}; }
  833. function boardChange(attrs) {
  834. return { kind: SkillKinds.BoardChange, attrs: attrs };
  835. }
  836. function randomSkills(skills) {
  837. return { kind: SkillKinds.RandomSkills, skills: skills };
  838. }
  839. function changeAttr(target, attr) {
  840. return { kind: SkillKinds.ChangeAttribute, target: target, attr: attr ?? 0 };
  841. }
  842. function gravity(value) {
  843. return { kind: SkillKinds.Gravity, value: value };
  844. }
  845. function voidEnemyBuff(buffs) {
  846. return { kind: SkillKinds.VoidEnemyBuff, buffs: buffs };
  847. }
  848. function skillBoost(value1, value2) { return { kind: SkillKinds.SkillBoost, min: value1, max: value2 ?? value1 }; }
  849. function minMatch(value) { return { kind: SkillKinds.MinMatchLength, value: value }; }
  850. function fixedTime(value) { return { kind: SkillKinds.FixedTime, value: v.constant(value) }; }
  851. function addCombo(value) { return { kind: SkillKinds.AddCombo, value: value }; }
  852. function defBreak(value) { return { kind: SkillKinds.DefenseBreak, value: value }; }
  853. function poison(value) { return { kind: SkillKinds.Poison, value: value }; }
  854. function CTW(value) { return { kind: SkillKinds.CTW, value: value }; }
  855. function followAttack(value) { return { kind: SkillKinds.FollowAttack, value: value }; }
  856. function followAttackFixed(value) { return { kind: SkillKinds.FollowAttackFixed, value: v.constant(value) }; }
  857. function autoHeal(value) { return { kind: SkillKinds.AutoHeal, value: value }; }
  858. function timeExtend(value) { return { kind: SkillKinds.TimeExtend, value: value }; }
  859. function delay() { return { kind: SkillKinds.Delay }; }
  860. function massAttack() { return { kind: SkillKinds.MassAttack }; }
  861. function dropRefresh() { return { kind: SkillKinds.DropRefresh }; }
  862. function drum() { return { kind: SkillKinds.Drum }; }
  863. function autoPath() { return { kind: SkillKinds.AutoPath }; }
  864. function leaderChange(type = 0) { return { kind: SkillKinds.LeaderChange, type: type }; }
  865. function board7x6() { return { kind: SkillKinds.Board7x6 }; }
  866. function noSkyfall() { return { kind: SkillKinds.NoSkyfall }; }
  867. function henshin(id) { return { kind: SkillKinds.Henshin, id: id }; }
  868. function voidPoison() { return { kind: SkillKinds.VoidPoison }; }
  869. function skillProviso(cond) { return { kind: SkillKinds.SkillProviso, cond: cond }; }
  870. function obstructOpponent(type, pos, ids) {
  871. return { kind: SkillKinds.ObstructOpponent, type: type, pos: pos, enemy_skills: ids };
  872. }
  873. const parsers = {
  874. parser: (() => []), //这个用来解决代码提示的报错问题,不起实际作用
  875. [0](attr, mul) { return damageEnemy('all', attr, v.xATK(mul)); },
  876. [1](attr, value) { return damageEnemy('all', attr, v.constant(value)); },
  877. [2](mul, _) { return damageEnemy('single', 'self', v.xATK(mul)); },
  878. [3](turns, percent) { return activeTurns(turns, reduceDamage('all', v.percent(percent))); },
  879. [4](mul) { return poison(v.xATK(mul)); },
  880. [5](time) { return CTW(v.constant(time)); },
  881. [6](percent) { return gravity(v.xCHP(percent)); },
  882. [7](mul) { return heal(v.xRCV(mul)); },
  883. [8](value) { return heal(v.constant(value)); },
  884. [9](from, to) { return changeOrbs(fromTo([from ?? 0], [to ?? 0])); },
  885. [10]() { return dropRefresh(); },
  886. [11](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul })); },
  887. [12](mul) { return followAttack(v.xATK(mul)); },
  888. [13](mul) { return autoHeal(v.xRCV(mul)); },
  889. [14](min, max) { return resolve(v.percent(min), v.percent(max ?? 100)); },
  890. [15](time) { return timeExtend(v.constant(time / 100)); },
  891. [16](percent) { return reduceDamage('all', v.percent(percent)); },
  892. [17](attr, percent) { return reduceDamage([attr], v.percent(percent)); },
  893. [18](turns) { return activeTurns(turns, delay()); },
  894. [19](turns, percent) { return activeTurns(turns, defBreak(v.percent(percent))); },
  895. [20](from1, to1, from2, to2) {
  896. if ((to1 ?? 0) == (to2 ?? 0))
  897. return changeOrbs(fromTo([from1 ?? 0, from2 ?? 0], [to1 ?? 0]));
  898. else
  899. return changeOrbs(
  900. fromTo([from1 ?? 0], [to1 ?? 0]),
  901. fromTo([from2 ?? 0], [to2 ?? 0])
  902. );
  903. },
  904. [21](turns, attr, percent) { return activeTurns(turns, reduceDamage([attr], v.percent(percent))); },
  905. [22](type, mul) { return powerUp(null, [type], p.mul({ atk: mul })); },
  906. [23](type, mul) { return powerUp(null, [type], p.mul({ hp: mul })); },
  907. [24](type, mul) { return powerUp(null, [type], p.mul({ rcv: mul })); },
  908. [26](mul) { return powerUp(null, null, p.mul({ atk: mul })); },
  909. [28](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul, rcv: mul })); },
  910. [29](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
  911. [30](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul })); },
  912. [31](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul })); },
  913. [33]() { return drum(); },
  914. [35](mul, percent) { return vampire('self', v.xATK(mul), v.percent(percent)); },
  915. [36](attr1, attr2, percent) { return reduceDamage([attr1, attr2], v.percent(percent)); },
  916. [37](attr, mul) { return damageEnemy('single', attr, v.xATK(mul)); },
  917. [38](max, _, percent) { return reduceDamage('all', v.percent(percent), max === 100 ? c.hp(max, max) : c.hp(0, max)); },
  918. [39](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  919. [40](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ atk: mul })); },
  920. [41](prob, mul, attr) { return counterAttack(attr ?? 0, v.percent(prob), v.percent(mul)); },
  921. [42](targetAttr, dmgAttr, value) { return damageEnemy(targetAttr, dmgAttr, v.constant(value)); },
  922. [43](min, max, percent) { return reduceDamage('all', v.percent(percent), c.hp(min, max)); },
  923. [44](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  924. [45](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul })); },
  925. [46](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul })); },
  926. [48](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul })); },
  927. [49](attr, mul) { return powerUp([attr], null, p.mul({ rcv: mul })); },
  928. [50](turns, attr, mul) { return activeTurns(turns, powerUp([attr], null, p.mul({ atk: mul ?? 0 }))); },
  929. [51](turns) { return activeTurns(turns, massAttack()); },
  930. [52](attr, mul) { return setOrbState([attr], 'enhanced', {enhance: v.percent(mul)}); },
  931. [53](mul) { return rateMultiply(v.percent(mul), 'drop'); },
  932. [54](mul) { return rateMultiply(v.percent(mul), 'coin'); },
  933. [55](value) { return damageEnemy('single', 'fixed', v.constant(value)); },
  934. [56](value) { return damageEnemy('all', 'fixed', v.constant(value)); },
  935. [58](attr, min, max) { return damageEnemy('all', attr, v.randomATK(min, max)); },
  936. [59](attr, min, max) { return damageEnemy('single', attr, v.randomATK(min, max)); },
  937. [60](turns, mul, attr) { return activeTurns(turns, counterAttack(attr, v.percent(100), v.percent(mul))); },
  938. [61](attrs, min, base, bonus, incr) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (incr ?? 0), [base, 100], [bonus, 0])); },
  939. [62](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul })); },
  940. [63](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, rcv: mul })); },
  941. [64](type, mul) { return powerUp(null, [type], p.mul({ atk: mul, rcv: mul })); },
  942. [65](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
  943. [66](combo, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, [mul, 100], [0, 0])); },
  944. [67](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, rcv: mul })); },
  945. [69](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul })); },
  946. [71](...attrs) { return boardChange(attrs.filter(attr => attr >= 0)); },
  947. [73](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul })); },
  948. [75](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul, rcv: mul })); },
  949. [76](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
  950. [77](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul, atk: mul })); },
  951. [79](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul, rcv: mul })); },
  952. [84](attr, min, max, percent) {
  953. return [
  954. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  955. damageEnemy('single', attr, v.randomATK(min, max))
  956. ];
  957. },
  958. [85](attr, min, max, percent) {
  959. return [
  960. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  961. damageEnemy('all', attr, v.randomATK(min, max))
  962. ];
  963. },
  964. [86](attr, value, _, percent) {
  965. return [
  966. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  967. damageEnemy('single', attr, v.constant(value))
  968. ];
  969. },
  970. [87](attr, value, _, percent) {
  971. return [
  972. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  973. damageEnemy('all', attr, v.constant(value))
  974. ];
  975. },
  976. [88](turns, type, mul) { return activeTurns(turns, powerUp(null, [type], p.mul({ atk: mul }))); },
  977. [90](turns, attr1, attr2, mul) { return activeTurns(turns, powerUp([attr1, attr2], null, p.mul({ atk: mul }))); },
  978. [91](attr1, attr2, mul) { return setOrbState([attr1, attr2], 'enhanced', {enhance: v.percent(mul)}); },
  979. [92](turns, type1, type2, mul) { return activeTurns(turns, powerUp(null, [type1, type2], p.mul({ atk: mul }))); },
  980. [93]() { return leaderChange(); },
  981. [94](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  982. [95](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  983. [96](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  984. [97](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  985. [98](min, base, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max, [base, 100], [bonus, 0])); },
  986. [100](stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.useSkill()); },
  987. [101](combo, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('combo', combo)); },
  988. [103](combo, stats1, stats2, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
  989. [104](combo, attrs, stats1, stats2, mul) { return powerUp(flags(attrs), null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
  990. [105](rcv, atk) { return powerUp(null, null, p.mul({ rcv, atk })); },
  991. [106](hp, atk) { return powerUp(null, null, p.mul({ hp, atk })); },
  992. [107](hp, attrs, atk) {
  993. return [
  994. powerUp(null, null, p.mul({ hp })),
  995. attrs && powerUp(flags(attrs), null, p.mul({ atk: atk ?? 100 })) || null,
  996. ].filter(Boolean);
  997. },
  998. [108](hp, type, atk) { return [powerUp(null, null, p.mul({ hp })), powerUp(null, [type], p.mul({ atk }))]; },
  999. [109](attrs, len, mul) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul, 100], [0, 0])); },
  1000. [110](single, attr, min, max, scale) { return damageEnemy(single ? 'single' : 'all', attr, v.hpScale(min, max, scale)); },
  1001. [111](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul })); },
  1002. [114](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
  1003. [115](attr, mul, percent) { return vampire(attr, v.xATK(mul), v.percent(percent)); },
  1004. [116](...ids) { return ids.flatMap(id => this.parser(id)); },
  1005. [117](bind, rcv, constant, hp, awokenBind) {
  1006. return [
  1007. rcv ? heal(v.xRCV(rcv)) : hp ? heal(v.xMaxHP(hp)) : constant ? heal(v.constant(constant)) : null,
  1008. (bind || awokenBind) ? unbind(bind ?? 0, awokenBind ?? 0) : null,
  1009. ].filter(Boolean);
  1010. },
  1011. [118](...ids) { return randomSkills(ids.map(id => this.parser(id))); },
  1012. [119](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base || 100, 100], [bonus, 0])); },
  1013. [121](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })); },
  1014. [122](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(0, percent)); },
  1015. [123](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(percent, 100)); },
  1016. [124](attrs1, attrs2, attrs3, attrs4, attrs5, min, mul, bonus) {
  1017. const attrs = [attrs1, attrs2, attrs3, attrs4, attrs5].filter(Boolean);
  1018. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(flags), min, bonus ? attrs.length : min, [mul, 100], [bonus, 0]));
  1019. },
  1020. [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))); },
  1021. [126](attrs, turns, turns2, percent) { return activeTurns(turns === turns2 ? turns : [turns, turns2], orbDropIncrease(v.percent(percent), flags(attrs))); },
  1022. [127](cols1, attrs1, cols2, attrs2) {
  1023. return fixedOrbs(
  1024. { orbs: flags(attrs1), type: 'col', positions: flags(cols1) },
  1025. { orbs: flags(attrs2), type: 'col', positions: flags(cols2) }
  1026. );
  1027. },
  1028. [128](rows1, attrs1, rows2, attrs2) {
  1029. return fixedOrbs(
  1030. { orbs: flags(attrs1), type: 'row', positions: flags(rows1) },
  1031. { orbs: flags(attrs2), type: 'row', positions: flags(rows2) }
  1032. );
  1033. },
  1034. [129](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
  1035. return [
  1036. (hp || atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1037. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null
  1038. ].filter(Boolean);
  1039. },
  1040. [130](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
  1041. return [
  1042. (atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(0, percent)) || null,
  1043. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(0, percent)) || null
  1044. ].filter(Boolean);
  1045. },
  1046. [131](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
  1047. return [
  1048. (atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(percent, 100)) || null,
  1049. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(percent, 100)) || null
  1050. ].filter(Boolean);
  1051. },
  1052. [132](turns, time, percent) { return activeTurns(turns, timeExtend(time ? v.constant(time / 10) : v.percent(percent))); },
  1053. [133](attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.useSkill()); },
  1054. [136](attrs1, hp1, atk1, rcv1, attrs2, hp2, atk2, rcv2) {
  1055. return [
  1056. powerUp(flags(attrs1), null, p.mul({ hp: hp1 || 100, atk: atk1 || 100, rcv: rcv1 || 100 })),
  1057. powerUp(flags(attrs2), null, p.mul({ hp: hp2 || 100, atk: atk2 || 100, rcv: rcv2 || 100 })),
  1058. ];
  1059. },
  1060. [137](types1, hp1, atk1, rcv1, types2, hp2, atk2, rcv2) {
  1061. return [
  1062. powerUp(null, flags(types1), p.mul({ hp: hp1 || 100, atk: atk1 || 100, rcv: rcv1 || 100 })),
  1063. powerUp(null, flags(types2), p.mul({ hp: hp2 || 100, atk: atk2 || 100, rcv: rcv2 || 100 })),
  1064. ];
  1065. },
  1066. [138](...ids) { return ids.flatMap(id => this.parser(id)); },
  1067. [139](attrs, types, percent1, less1, mul1, percent2, less2, mul2) {
  1068. return [
  1069. powerUp(flags(attrs), flags(types), p.mul({ atk: mul1 || 100 }), less1 ? c.hp(0, percent1) : c.hp(percent1, 100)),
  1070. powerUp(flags(attrs), flags(types), p.mul({ atk: mul2 || 100 }), less1 ?
  1071. (less2 ? c.hp(percent1, percent2) : c.hp(percent2, 100)) :
  1072. (less2 ? c.hp(0, percent2) : c.hp(percent2, percent1))
  1073. ),
  1074. ];
  1075. },
  1076. [140](attrs, mul) { return setOrbState(flags(attrs), 'enhanced', {enhance: v.percent(mul)}); },
  1077. [141](count, to, exclude) { return generateOrbs(flags(to), flags(exclude), count); },
  1078. [142](turns, attr) { return activeTurns(turns, changeAttr('self', attr)); },
  1079. [143](mul, dmgAttr) { return damageEnemy('all', dmgAttr ?? 0, v.xTeamHP(mul)); },
  1080. [144](teamAttrs, mul, single, dmgAttr) { return damageEnemy(single ? 'single' : 'all', dmgAttr, v.xTeamATK(flags(teamAttrs), mul)); },
  1081. [145](mul) { return heal(v.xTeamRCV(mul)); },
  1082. [146](turns1, turns2) { return skillBoost(v.constant(turns1), turns2 ? v.constant(turns2) : undefined); },
  1083. [148](percent) { return rateMultiply(v.percent(percent), 'exp'); },
  1084. [149](mul) { return powerUp(null, null, p.mul({ rcv: mul }), c.exact('match-length', 4, [Attributes.Heart])); },
  1085. [150](_, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('match-length', 5, 'enhanced')); },
  1086. [151](mul1, mul2, percent) {
  1087. return powerUp(null, null, p.scaleCross([{ single: true, attr: [Attributes.Heart], atk: mul1 || 100, rcv: mul2 || 100 }]), null, v.percent(percent));
  1088. },
  1089. [152](attrs, count) { return setOrbState(flags(attrs), 'locked', {count: v.constant(count)}); },
  1090. [153](attr, _) { return changeAttr('opponent', attr); },
  1091. [154](from, to) { return changeOrbs(fromTo(flags(from), flags(to))); },
  1092. [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()); },
  1093. [156](turns, awoken1, awoken2, awoken3, type, mul) {
  1094. if (type == 1)
  1095. {
  1096. return heal(v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), v.xRCV(mul)));
  1097. }else
  1098. {
  1099. return activeTurns(turns, type === 2 ?
  1100. powerUp(null, null, p.scaleStateKindCount([awoken1, awoken2, awoken3].filter(Boolean), null, null, p.mul({atk: mul - 100, hp:0, rcv:0}))) :
  1101. reduceDamage('all', v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), v.percent(mul)))
  1102. );
  1103. }
  1104. },
  1105. [157](attr1, mul1, attr2, mul2, attr3, mul3) {
  1106. let crosses = [
  1107. { single: false, attr: [attr1], atk: mul1 },
  1108. { single: false, attr: [attr2], atk: mul2 },
  1109. { single: false, attr: [attr3], atk: mul3 }
  1110. ].filter(cross => cross.atk);
  1111. return powerUp(null, null, p.scaleCross(crosses));
  1112. },
  1113. [158](len, attrs, types, atk, hp, rcv) {
  1114. return [
  1115. minMatch(len),
  1116. powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }))
  1117. ];
  1118. },
  1119. [159](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base, 100], [bonus, 0])); },
  1120. [160](turns, combo) { return activeTurns(turns, addCombo(combo)); },
  1121. [161](percent) { return gravity(v.xMaxHP(percent)); },
  1122. [162]() { return board7x6(); },
  1123. [163](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
  1124. return [
  1125. noSkyfall(),
  1126. (hp || atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1127. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null,
  1128. ].filter(Boolean);
  1129. },
  1130. [164](attrs1, attrs2, attrs3, attrs4, min, atk, rcv, bonus) {
  1131. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  1132. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(flags), min, attrs.length, [atk, rcv], [bonus, bonus]));
  1133. },
  1134. [165](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, incr) {
  1135. const attrsArr = flags(attrs);
  1136. return powerUp(null, null, p.scaleAttrs(attrsArr, min, min + (min < attrsArr.length ? (incr ?? 0) : 0), [baseAtk || 100, baseRcv || 100], [bonusAtk, bonusRcv]));
  1137. },
  1138. [166](min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleCombos(min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  1139. [167](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  1140. [168](turns, awoken1, awoken2, awoken3, awoken4, awoken5, awoken6, mul) {
  1141. return activeTurns(turns,
  1142. powerUp(null, null, p.scaleStateKindCount([awoken1, awoken2, awoken3, awoken4, awoken5, awoken6].filter(Boolean), null, null, p.mul({atk: mul, hp:0, rcv:0})))
  1143. );
  1144. },
  1145. [169](min, base, percent, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max ?? min, [base || 100, 100], [bonus, 0]), null, v.percent(percent)); },
  1146. [170](attrs, min, base, percent, bonus, stage) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (stage ? stage - 1 : 0), [base, 100], [bonus ?? 0, 0]), null, v.percent(percent)); },
  1147. [171](attrs1, attrs2, attrs3, attrs4, min, mul, percent, bonus) {
  1148. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  1149. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(flags), min, bonus ? attrs.length : min, [mul, 100], [bonus ?? 0, 0]), null, v.percent(percent));
  1150. },
  1151. [172]() { return setOrbState(null, 'unlocked'); },
  1152. [173](turns, attrAbsorb, comboAbsorb, damageAbsorb) {
  1153. return activeTurns(turns, voidEnemyBuff(
  1154. [
  1155. attrAbsorb && 'attr-absorb',
  1156. comboAbsorb && 'combo-absorb',
  1157. damageAbsorb && 'damage-absorb'
  1158. ].filter((buff) => typeof buff === 'string')
  1159. ));
  1160. },
  1161. [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))); },
  1162. [176](row1, row2, row3, row4, row5, attrs) {
  1163. return fixedOrbs(
  1164. { orbs: [attrs ?? 0], type: 'shape', positions: [row1, row2, row3, row4, row5].map(row=>flags(row)) }
  1165. );
  1166. },
  1167. [177](attrs, types, hp, atk, rcv, remains, mul) {
  1168. return [
  1169. noSkyfall(),
  1170. (hp || atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1171. mul && powerUp(null, null, p.mul({ atk: mul }), c.remainOrbs(remains)) || null
  1172. ].filter(Boolean);
  1173. },
  1174. [178](time, attrs, types, hp, atk, rcv, attrs2, percent) {
  1175. return [
  1176. fixedTime(time),
  1177. (hp || atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })),
  1178. percent && reduceDamage(flags(attrs2), v.percent(percent)) || null,
  1179. ].filter(Boolean);
  1180. /*const reduceAttrs = flags(attrs2);
  1181. const isAllAttr = isEqual(reduceAttrs, Attributes.attr);
  1182. return [
  1183. fixedTime(time),
  1184. (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),
  1185. percent && !isAllAttr && reduceDamage(reduceAttrs, v.percent(percent)) || null,
  1186. ].filter(Boolean);*/
  1187. },
  1188. [179](turns, value, percent, bind, awokenBind) {
  1189. return [
  1190. (bind || awokenBind) ? unbind(bind ?? 0, awokenBind ?? 0) : null,
  1191. activeTurns(turns, autoHealBuff(value ? v.constant(value) : v.xMaxHP(percent)))
  1192. ].filter(Boolean);
  1193. },
  1194. [180](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), [], 'enhanced')); },
  1195. [182](attrs, len, mul, percent) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul || 100, 100], [0, 0]), null, v.percent(percent)); },
  1196. [183](attrs, types, percent1, atk1, reduce, percent2, atk2, rcv2) {
  1197. return [
  1198. (percent1 > 0) && powerUp(flags(attrs), flags(types), p.mul({ atk: atk1 || 100 }), c.hp(percent1, 100), v.percent(reduce)) || null,
  1199. (atk2 || rcv2) && powerUp(flags(attrs), flags(types), p.mul({ atk: atk2 || 100, rcv: rcv2 || 100 }), c.hp(0, percent2 || percent1)) || null
  1200. ].filter(Boolean);
  1201. },
  1202. [184](turns) { return activeTurns(turns, noSkyfall()); },
  1203. [185](time, attrs, types, hp, atk, rcv) {
  1204. return [
  1205. timeExtend(v.constant(time / 100)),
  1206. powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })),
  1207. ];
  1208. },
  1209. [186](attrs, types, hp, atk, rcv) {
  1210. return [
  1211. board7x6(),
  1212. (hp || atk ||rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1213. ].filter(Boolean);
  1214. },
  1215. [188](value) {
  1216. return damageEnemy('single', 'fixed', v.constant(value));
  1217. },
  1218. [189]() {
  1219. return [
  1220. setOrbState(null, 'unlocked'),
  1221. boardChange([0,1,2,3]),
  1222. autoPath(),
  1223. ];
  1224. },
  1225. [191](turns) {
  1226. return activeTurns(turns, voidEnemyBuff(['damage-void']));
  1227. },
  1228. [192](attrs, len, mul, combo) {
  1229. return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul || 100, 100], [0, 0], true), null, null, [addCombo(combo)]);
  1230. },
  1231. [193](attrs, atk, rcv, percent) {
  1232. return powerUp(null, null, p.mul([atk || 100, rcv || 100]), c.LShape(flags(attrs)), v.percent(percent));
  1233. },
  1234. [194](attrs, min, mul, combo) {
  1235. return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min, [mul || 100, 100], [0, 0]), null, null, [addCombo(combo)]);
  1236. },
  1237. [195](percent) {
  1238. return selfHarm(percent ? v.xCHP(percent) : v.constantTo(1));
  1239. },
  1240. [196](matches) {
  1241. return unbind(0,0,matches);
  1242. },
  1243. [197]() {
  1244. return voidPoison();
  1245. },
  1246. [198](heal, atk, percent, awokenBind) {
  1247. return powerUp(null, null, p.mul([atk || 100, 100]), c.heal(heal), percent && v.percent(percent), awokenBind && [unbind(0, awokenBind ?? 0)]);
  1248. },
  1249. [199](attrs, min, damage) {
  1250. return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]);
  1251. },
  1252. [200](attrs, len, damage) {
  1253. return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]);
  1254. },
  1255. [201](attrs1, attrs2, attrs3, attrs4, min, damage) {
  1256. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  1257. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(flags), min, attrs.length, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]);
  1258. },
  1259. [202](id) {
  1260. return henshin(id);
  1261. },
  1262. [203](evotypeid, hp, atk, rcv) {
  1263. let evotype = (type=>{
  1264. switch (type) {
  1265. case 0: return "pixel-evo";
  1266. case 2: return "reincarnation-evo";
  1267. default: return type;
  1268. }
  1269. })(evotypeid);
  1270. return powerUp(null, null, p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }),
  1271. c.compo('evolution', [evotype]));
  1272. },
  1273. [205](attrs, turns) { return activeTurns(turns, orbDropIncrease(null, flags(attrs == -1 ? 1023: attrs), 'locked')); },
  1274. [206](attrs1, attrs2, attrs3, attrs4, attrs5, min, combo) {
  1275. const attrs = [attrs1, attrs2, attrs3, attrs4, attrs5].filter(Boolean);
  1276. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(flags), min, attrs.length, [100, 100], [0, 0]), null, null, [addCombo(combo)]);
  1277. },
  1278. [207](turns, time, row1, row2, row3, row4, row5, count) {
  1279. return activeTurns(turns, count ?
  1280. generateOrbs( ['variation'], null, count, time/100):
  1281. fixedOrbs( { orbs: ['variation'], time: time/100, type: 'shape', positions: [row1, row2, row3, row4, row5].map(row=>flags(row)) })
  1282. );
  1283. },
  1284. [208](count1, to1, exclude1, count2, to2, exclude2) {
  1285. return [
  1286. generateOrbs(flags(to1), flags(exclude1), count1),
  1287. generateOrbs(flags(to2), flags(exclude2), count2),
  1288. ];
  1289. },
  1290. [209](combo) {
  1291. return powerUp(null, null, p.scaleCross([{ single: true, attr: [Attributes.Heart], atk: 100, rcv: 100}]), null, null, [addCombo(combo)]);
  1292. },
  1293. [210](attrs, _, combo) {
  1294. return powerUp(null, null, p.scaleCross([{ single: false, attr: flags(attrs), atk: 100, rcv: 100}]), null, null, [addCombo(combo)]);
  1295. },
  1296. [214](turns) { return activeTurns(turns, bindSkill()); },
  1297. [215](turns, attrs) { return activeTurns(turns, setOrbState(flags(attrs), 'bound')); },
  1298. [218](turns) { return skillBoost(v.constant(-turns)); },
  1299. [219](attrs, len, combo) {
  1300. return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [100, 100], [0, 0]), null, null, [addCombo(combo)]);
  1301. },
  1302. [220](attrs, combo) {
  1303. return powerUp(null, null, p.mul([100,100]), c.LShape(flags(attrs)), null, [addCombo(combo)]);
  1304. },
  1305. [223](combo, damage) {
  1306. return powerUp(null, null, p.scaleCombos(combo, combo, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]);
  1307. },
  1308. [224](turns, attr) { return activeTurns(turns, changeAttr('opponent', attr)); },
  1309. [225](min, max) { return skillProviso(c.hp(min ?? 0, max ?? 100)); },
  1310. [226](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), [], 'nail')); },
  1311. [227]() { return leaderChange(1); },
  1312. [228](turns, attrs, types, atk, rcv) {
  1313. return activeTurns(turns,
  1314. powerUp(null, null, p.scaleStateKindCount(null, flags(attrs), flags(types), p.mul({atk: atk, rcv: rcv, hp:0})))
  1315. );
  1316. },
  1317. [229](attrs, types, hp, atk, rcv) {
  1318. return powerUp(null, null, p.scaleStateKindCount(null, flags(attrs), flags(types), p.mul({hp: hp, atk: atk, rcv: rcv})));
  1319. },
  1320. [230](turns, target, mul) { return activeTurns(turns, powerUp({target: target}, null, p.mul({ atk: mul }))); },
  1321. [1000](type, pos, ...ids) {
  1322. let posType = (type=>{
  1323. switch (type) {
  1324. case 1: return "after-me";
  1325. case 2: return "designated-position";
  1326. case 3: return "before-me";
  1327. default: return type;
  1328. }
  1329. })(type);
  1330. return obstructOpponent(posType, flags(pos), ids);
  1331. },
  1332. };
  1333. //将内容添加到代码片段
  1334. DocumentFragment.prototype.ap = function(arg)
  1335. {
  1336. if (Array.isArray(arg)) //数组,递归自身
  1337. {
  1338. arg.forEach(element=>this.ap(element));
  1339. }
  1340. else if (arg instanceof Node) //属于Node的直接添加
  1341. {
  1342. this.appendChild(arg);
  1343. }
  1344. else //其他内容的转换为文字添加
  1345. {
  1346. this.appendChild(document.createTextNode(arg));
  1347. }
  1348. return this;
  1349. }
  1350. //将数组和分隔符添加到一个代码片段,类似join
  1351. Array.prototype.nodeJoin = function(separator)
  1352. {
  1353. const frg = document.createDocumentFragment();
  1354. this.forEach((item, idx, arr)=>{
  1355. frg.ap(item);
  1356. if (idx < (arr.length - 1) && separator != null)
  1357. frg.ap(separator instanceof Node ? separator.cloneNode(true) : separator);
  1358. });
  1359. return frg;
  1360. }
  1361. //按住Ctrl点击技能在控制台输出技能的对象
  1362. function showParsedSkill(event) {
  1363. if (event.ctrlKey) {
  1364. console.log(this.skill);
  1365. }
  1366. }
  1367. function renderSkillEntry(skills)
  1368. {
  1369. const ul = document.createElement("ul");
  1370. ul.className = "card-skill-list";
  1371. skills.forEach(skill=>{
  1372. const li = ul.appendChild(document.createElement("li"));
  1373. li.className = skill.kind;
  1374. li.appendChild(renderSkill(skill));
  1375. li.skill = skill;
  1376. li.addEventListener("click", showParsedSkill);
  1377. });
  1378. if (merge_skill)
  1379. {
  1380. let boardChange = skills.filter(skill=>
  1381. skill.kind == SkillKinds.BoardChange ||
  1382. skill.kind == SkillKinds.GenerateOrbs ||
  1383. skill.kind == SkillKinds.FixedOrbs
  1384. );
  1385. if (boardChange.length > 0)
  1386. {
  1387. const board = new Board();
  1388. for (let skill of boardChange)
  1389. {
  1390. switch (skill.kind)
  1391. {
  1392. case SkillKinds.BoardChange: { //洗版
  1393. const attrs = skill.attrs;
  1394. board.randomFill(attrs);
  1395. break;
  1396. }
  1397. case SkillKinds.GenerateOrbs: { //产生珠子
  1398. let orbs = skill.orbs, exclude = skill.exclude, count = skill.count;
  1399. board.generateOrbs(orbs, count, exclude);
  1400. break;
  1401. }
  1402. case SkillKinds.FixedOrbs: { //固定位置产生珠子
  1403. let generates = skill.generates;
  1404. for (const generate of generates)
  1405. {
  1406. let orb = generate.orbs?.[0];
  1407. if (generate.type == 'shape') {
  1408. board.setShape(generate.positions, orb);
  1409. } else {
  1410. if (generate.type == 'row')
  1411. board.setRow(generate.positions, orb);
  1412. else
  1413. board.setColumn(generate.positions, orb);
  1414. }
  1415. }
  1416. break;
  1417. }
  1418. }
  1419. }
  1420. const li = ul.appendChild(document.createElement("li"));
  1421. li.appendChild(board.toTable());
  1422. li.className = "merge-board";
  1423. }
  1424. }
  1425. return ul;
  1426. }
  1427. function renderSkill(skill, option = {})
  1428. {
  1429. const frg = document.createDocumentFragment();
  1430. if (typeof localTranslating == "undefined") return frg;
  1431. const tsp = localTranslating.skill_parse;
  1432. function createIcon(iconType, className){
  1433. const idoc = document.createElement("icon");
  1434. idoc.className = `icon-skill${className ? ` ${className}` : ''}`;
  1435. idoc.setAttribute("data-icon-type", iconType);
  1436. return idoc;
  1437. }
  1438. if (Array.isArray(skill))
  1439. {
  1440. frg.ap(skill.map(_skill=>renderSkill(_skill)));
  1441. return frg;
  1442. }
  1443. switch (skill.kind) {
  1444. case SkillKinds.Unknown: {
  1445. let dict = {
  1446. type: skill.kind
  1447. };
  1448. frg.ap(tsp.skill.unknown(dict));
  1449. break;
  1450. }
  1451. case SkillKinds.ActiveTurns: { //有回合的行动
  1452. let turns = skill.turns, actionSkill = skill.skill;
  1453. let dict = {
  1454. turns: Array.isArray(turns) ? turns.join(tsp.word.range_hyphen().textContent) : turns,
  1455. actionSkill: renderSkill(actionSkill),
  1456. };
  1457. frg.ap(tsp.skill.active_turns(dict));
  1458. break;
  1459. }
  1460. case SkillKinds.RandomSkills: { //随机技能
  1461. let skills = skill.skills;
  1462. const ul = document.createElement("ul");
  1463. ul.className = "random-active-skill";
  1464. skills.forEach(subSkills=>{
  1465. const li = ul.appendChild(document.createElement("li"));
  1466. li.appendChild(renderSkillEntry(subSkills));
  1467. });
  1468. let dict = {
  1469. skills: ul,
  1470. };
  1471. frg.ap(tsp.skill.random_skills(dict));
  1472. break;
  1473. }
  1474. case SkillKinds.Delay: { //威吓
  1475. let dict = {
  1476. icon: createIcon(skill.kind),
  1477. };
  1478. frg.ap(tsp.skill.delay(dict));
  1479. break;
  1480. }
  1481. case SkillKinds.MassAttack: { //全体攻击
  1482. let dict = {
  1483. icon: createIcon(skill.kind),
  1484. };
  1485. frg.ap(tsp.skill.mass_attack(dict));
  1486. break;
  1487. }
  1488. case SkillKinds.LeaderChange: { //切换队长
  1489. let type = skill.type;
  1490. let dict = {
  1491. icon: createIcon(skill.kind),
  1492. target: type ? tsp.target.team_last() : tsp.target.self(),
  1493. };
  1494. frg.ap(tsp.skill.leader_change(dict));
  1495. break;
  1496. }
  1497. case SkillKinds.NoSkyfall: { //无天降
  1498. let dict = {
  1499. icon: createIcon(skill.kind),
  1500. };
  1501. frg.ap(tsp.skill.no_skyfall(dict));
  1502. break;
  1503. }
  1504. case SkillKinds.SelfHarm: { //主动自残
  1505. let value = skill.value;
  1506. let dict = {
  1507. icon: createIcon("heal", "hp-decr"),
  1508. value: renderValue(value, {percent: true}),
  1509. stats: tsp.stats.hp(),
  1510. };
  1511. frg.ap(tsp.skill.self_harm(dict));
  1512. break;
  1513. }
  1514. case SkillKinds.Heal: { //主动回血buff
  1515. let value = skill.value;
  1516. let dict = {
  1517. icon: createIcon("heal", "hp-incr"),
  1518. //icon: createIcon("auto-heal"),
  1519. value: renderValue(value, {unit: tsp.unit.point, percent: value.kind == SkillValueKind.xRCV ? false : true}),
  1520. stats: tsp.stats.hp(),
  1521. };
  1522. frg.ap(tsp.skill.heal(dict));
  1523. break;
  1524. }
  1525. case SkillKinds.AutoHealBuff: { //自动回血buff
  1526. let dict = {
  1527. icon: createIcon("auto-heal"),
  1528. value: renderValue(skill.value, {unit: tsp.unit.point, percent: true}),
  1529. stats: tsp.stats.hp(),
  1530. };
  1531. frg.ap(tsp.skill.auto_heal_buff(dict));
  1532. break;
  1533. }
  1534. case SkillKinds.DefenseBreak: { //破防
  1535. let dict = {
  1536. icon: createIcon(skill.kind),
  1537. value: renderValue(skill.value, {percent: true}),
  1538. };
  1539. frg.ap(tsp.skill.defense_break(dict));
  1540. break;
  1541. }
  1542. case SkillKinds.Poison: { //毒
  1543. let dict = {
  1544. icon: createIcon(skill.kind),
  1545. belong_to: tsp.target.self(),
  1546. target: tsp.target.enemy_all(),
  1547. stats: tsp.stats.hp(),
  1548. value: renderValue(skill.value),
  1549. };
  1550. frg.ap(tsp.skill.poison(dict));
  1551. break;
  1552. }
  1553. case SkillKinds.TimeExtend: { //时间变化buff
  1554. let value = skill.value;
  1555. let dict = {
  1556. icon: createIcon("status-time", SkillValue.isLess(value) ? "time-decr" : "time-incr"),
  1557. value: renderValue(value, { unit:tsp.unit.seconds, plusSign: value.kind != SkillValueKind.Percent, percent: SkillValue.isLess(value) }),
  1558. };
  1559. frg.ap(tsp.skill.time_extend(dict));
  1560. break;
  1561. }
  1562. case SkillKinds.FollowAttack: { //队长技追打
  1563. let dict = {
  1564. //icon: createIcon("follow_attack"),
  1565. belong_to: tsp.target.self(),
  1566. target: tsp.target.enemy(),
  1567. value: renderValue(skill.value),
  1568. };
  1569. frg.ap(tsp.skill.follow_attack(dict));
  1570. break;
  1571. }
  1572. case SkillKinds.FollowAttackFixed: { //队长技固伤追打
  1573. let damage = skill.value;
  1574. let dict = {
  1575. damage: renderValue(damage, {unit: tsp.unit.point}),
  1576. attr: renderAttrs('fixed'),
  1577. };
  1578. frg.ap(tsp.skill.follow_attack_fixed(dict));
  1579. break;
  1580. }
  1581. case SkillKinds.AutoHeal: { //队长技自动回血
  1582. let dict = {
  1583. icon: createIcon(skill.kind),
  1584. belong_to: tsp.target.self(),
  1585. value: renderValue(skill.value),
  1586. stats: tsp.stats.hp(),
  1587. };
  1588. frg.ap(tsp.skill.auto_heal(dict));
  1589. break;
  1590. }
  1591. case SkillKinds.CTW: { //时间暂停
  1592. let dict = {
  1593. icon: createIcon(skill.kind),
  1594. value: renderValue(skill.value, { unit: tsp.unit.seconds }),
  1595. };
  1596. frg.ap(tsp.skill.ctw(dict));
  1597. break;
  1598. }
  1599. case SkillKinds.Gravity: { //重力
  1600. let dict = {
  1601. icon: createIcon(skill.kind),
  1602. target: tsp.target.enemy(),
  1603. value: renderValue(skill.value, { percent:true }),
  1604. };
  1605. frg.ap(tsp.skill.gravity(dict));
  1606. break;
  1607. }
  1608. case SkillKinds.Resolve: { //根性
  1609. let prob = skill.prob;
  1610. let dict = {
  1611. icon: createIcon(skill.kind),
  1612. stats: renderStat('chp'),
  1613. min: renderValue(skill.min, { percent:true }),
  1614. max: renderValue(skill.max, { percent:true }),
  1615. };
  1616. frg.ap(tsp.skill.resolve(dict));
  1617. break;
  1618. }
  1619. case SkillKinds.DamageEnemy: { //大炮和固伤
  1620. let attr = skill.attr, target = skill.target, damage = skill.damage, times = skill.times;
  1621. if (attr == null) break; //没有属性时,编号为0的空技能
  1622. dict = {
  1623. target: target === 'all' ? tsp.target.enemy_all() : target === 'single' ? tsp.target.enemy_one() : tsp.target.enemy_attr({attr: renderAttrs(target, {affix: true})}),
  1624. damage: renderValue(damage, {unit: tsp.unit.point}),
  1625. attr: renderAttrs(attr, {affix: (attr === 'self' || attr === 'fixed') ? false : true}),
  1626. };
  1627. if (times)
  1628. {
  1629. dict.times = tsp.skill.damage_enemy_times({
  1630. times: renderValue(v.constant(times), {unit: tsp.unit.times})
  1631. });
  1632. dict.totalDamage = tsp.skill.damage_enemy_count({
  1633. damage: renderValue(v.constant(damage.value * times), {unit: tsp.unit.point})
  1634. });
  1635. }
  1636. frg.ap(tsp.skill.damage_enemy(dict));
  1637. break;
  1638. }
  1639. case SkillKinds.Unbind: { //解封
  1640. let normal = skill.normal, awakenings = skill.awakenings, matches = skill.matches;
  1641. let effects = [];
  1642. let enabledStats = [normal, awakenings, matches].filter(Boolean);
  1643. if (merge_skill && enabledStats.length >= 2 && enabledStats.every((s,i,arr)=>s==arr[0]))
  1644. {
  1645. if (normal)
  1646. {
  1647. effects.push(tsp.skill.unbind_normal({icon: createIcon("unbind-normal")}));
  1648. }
  1649. if (awakenings)
  1650. {
  1651. effects.push(tsp.skill.unbind_awakenings({icon: createIcon("unbind-awakenings")}));
  1652. }
  1653. if (matches)
  1654. {
  1655. effects.push(tsp.skill.unbind_matches({icon: createIcon("unbind-matches")}));
  1656. }
  1657. let dict = {
  1658. turns: enabledStats[0],
  1659. stats: effects.nodeJoin(tsp.word.slight_pause()),
  1660. }
  1661. frg.ap(tsp.skill.unbind(dict));
  1662. }
  1663. else
  1664. {
  1665. if (normal)
  1666. {
  1667. let dict = {
  1668. turns: normal,
  1669. stats: tsp.skill.unbind_normal({icon: createIcon("unbind-normal")}),
  1670. }
  1671. effects.push(tsp.skill.unbind(dict));
  1672. }
  1673. if (awakenings)
  1674. {
  1675. let dict = {
  1676. turns: awakenings,
  1677. stats: tsp.skill.unbind_awakenings({icon: createIcon("unbind-awakenings")}),
  1678. }
  1679. effects.push(tsp.skill.unbind(dict));
  1680. }
  1681. if (matches)
  1682. {
  1683. let dict = {
  1684. turns: matches,
  1685. stats: tsp.skill.unbind_matches({icon: createIcon("unbind-matches")}),
  1686. }
  1687. effects.push(tsp.skill.unbind(dict));
  1688. }
  1689. frg.ap(effects.nodeJoin(tsp.word.comma()));
  1690. }
  1691. break;
  1692. }
  1693. case SkillKinds.BindSkill: {
  1694. dict = {
  1695. icon: createIcon(skill.kind)
  1696. };
  1697. frg.ap(tsp.skill.bind_skill(dict));
  1698. break;
  1699. }
  1700. case SkillKinds.BoardChange: { //洗版
  1701. const attrs = skill.attrs;
  1702. dict = {
  1703. orbs: renderOrbs(attrs),
  1704. };
  1705. frg.ap(tsp.skill.board_change(dict));
  1706. if (!merge_skill)
  1707. {
  1708. let board = new Board(attrs);
  1709. frg.ap(board.toTable());
  1710. }
  1711. break;
  1712. }
  1713. case SkillKinds.SkillBoost: { //溜
  1714. const min = skill.min, max = skill.max;
  1715. let dict = {
  1716. icon: createIcon(skill.kind, SkillValue.isLess(min) ? "boost-decr" : "boost-incr"),
  1717. turns_min: renderValue(min, { unit:tsp.unit.turns, plusSign:true }),
  1718. };
  1719. if (max.value !== min.value) {
  1720. dict.turns_max = tsp.skill.skill_boost_range(
  1721. {turns: renderValue(max, { unit:tsp.unit.turns, plusSign:true })}
  1722. );
  1723. }
  1724. frg.ap(tsp.skill.skill_boost(dict));
  1725. break;
  1726. }
  1727. case SkillKinds.AddCombo: { //+C
  1728. const value = skill.value;
  1729. let icon = createIcon(skill.kind);
  1730. icon.setAttribute("data-add-combo", value);
  1731. let dict = {
  1732. icon: icon,
  1733. value: value,
  1734. };
  1735. frg.ap(tsp.skill.add_combo(dict));
  1736. break;
  1737. }
  1738. case SkillKinds.FixedTime: { //固定手指
  1739. const value = skill.value;
  1740. let dict = {
  1741. icon: createIcon(skill.kind),
  1742. value: renderValue(value, { unit: tsp.unit.seconds }),
  1743. };
  1744. frg.ap(tsp.skill.fixed_time(dict));
  1745. break;
  1746. }
  1747. case SkillKinds.MinMatchLength: { //最低匹配长度
  1748. const value = skill.value;
  1749. let dict = {
  1750. icon: createIcon(skill.kind),
  1751. unmatchable: value - 1,
  1752. matchable: value,
  1753. };
  1754. frg.ap(tsp.skill.min_match_length(dict));
  1755. break;
  1756. }
  1757. case SkillKinds.DropRefresh: { //刷版
  1758. let dict = {
  1759. icon: createIcon(skill.kind),
  1760. };
  1761. frg.ap(tsp.skill.drop_refresh(dict));
  1762. break;
  1763. }
  1764. case SkillKinds.Drum: { //太鼓达人音效
  1765. frg.ap(tsp.skill.drum());
  1766. break;
  1767. }
  1768. case SkillKinds.AutoPath: { //小龙的萌新技能
  1769. frg.ap(tsp.skill.auto_path());
  1770. break;
  1771. }
  1772. case SkillKinds.Board7x6: { //76版
  1773. let dict = {
  1774. icon: createIcon(skill.kind),
  1775. };
  1776. frg.ap(tsp.skill.board7x6(dict));
  1777. break;
  1778. }
  1779. case SkillKinds.Vampire: { //吸血
  1780. let attr = skill.attr, damage = skill.damage, heal = skill.heal;
  1781. let _dict = {
  1782. target: tsp.target.enemy_one(),
  1783. damage: renderValue(damage),
  1784. attr: renderAttrs(attr, {affix: (attr === 'self' || attr === 'fixed') ? false : true}),
  1785. };
  1786. dict = {
  1787. icon: createIcon("heal", "hp-incr"),
  1788. damage_enemy: tsp.skill.damage_enemy(_dict),
  1789. heal: renderValue(heal, {percent: true}),
  1790. };
  1791. frg.ap(tsp.skill.vampire(dict));
  1792. break;
  1793. }
  1794. case SkillKinds.CounterAttack: { //反击
  1795. let attr = skill.attr, prob = skill.prob, value = skill.value;
  1796. dict = {
  1797. icon: createIcon(skill.kind),
  1798. target: tsp.target.enemy(),
  1799. chance: prob.value < 1 ? tsp.value.prob({value: renderValue(prob, { percent:true })}) : null,
  1800. value: renderValue(value),
  1801. attr: renderAttrs(attr, {affix: true}),
  1802. };
  1803. frg.ap(tsp.skill.counter_attack(dict));
  1804. break;
  1805. }
  1806. case SkillKinds.ChangeOrbs: { //珠子变换
  1807. let changes = skill.changes;
  1808. let subDocument = [];
  1809. for (const change of changes)
  1810. {
  1811. dict = {
  1812. from: renderOrbs(change.from),
  1813. to: renderOrbs(change.to),
  1814. };
  1815. subDocument.push(tsp.skill.change_orbs(dict));
  1816. }
  1817. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  1818. break;
  1819. }
  1820. case SkillKinds.GenerateOrbs: { //产生珠子
  1821. let orbs = skill.orbs, exclude = skill.exclude, count = skill.count, time = skill.time;
  1822. dict = {
  1823. exclude: exclude?.length ? tsp.word.affix_exclude({cotent: renderOrbs(exclude)}) : void 0,
  1824. orbs: renderOrbs(orbs, {time}),
  1825. value: count,
  1826. };
  1827. frg.ap(tsp.skill.generate_orbs(dict));
  1828. if (!merge_skill)
  1829. {
  1830. let board = new Board();
  1831. board.generateOrbs(orbs, count, exclude);
  1832. frg.ap(board.toTable());
  1833. }
  1834. break;
  1835. }
  1836. case SkillKinds.FixedOrbs: { //固定位置产生珠子
  1837. let generates = skill.generates;
  1838. let slight_pause = tsp.word.slight_pause().textContent;
  1839. let subDocument = [];
  1840. let board = merge_skill ? null : new Board();
  1841. function posSplit(pos, max)
  1842. {
  1843. return {sequence: pos.filter(n=>n<=2).map(n=>n+1), reverse: pos.filter(n=>n>=3).reverse().map(n=>max-n)};
  1844. }
  1845. for (const generate of generates)
  1846. {
  1847. let orb = generate.orbs?.[0], time = generate.time;
  1848. dict = {
  1849. orbs: renderOrbs(orb, {time}),
  1850. };
  1851. if (generate.type == 'shape')
  1852. {
  1853. dict.position = tsp.position.shape();
  1854. if (!merge_skill) board.setShape(generate.positions, orb);
  1855. }else
  1856. {
  1857. let posFrgs = [];
  1858. if (generate.positions.length == 0) continue;
  1859. if (generate.type == 'row')
  1860. {
  1861. const pos = posSplit(generate.positions, 5);
  1862. if (pos.sequence.length) posFrgs.push(tsp.position.top({pos: pos.sequence.join(slight_pause)}));
  1863. if (pos.reverse.length) posFrgs.push(tsp.position.bottom({pos: pos.reverse.join(slight_pause)}));
  1864. if (!merge_skill) board.setRow(generate.positions, orb);
  1865. }else
  1866. {
  1867. const pos = posSplit(generate.positions, 6);
  1868. if (pos.sequence.length) posFrgs.push(tsp.position.left({pos: pos.sequence.join(slight_pause)}));
  1869. if (pos.reverse.length) posFrgs.push(tsp.position.right({pos: pos.reverse.join(slight_pause)}));
  1870. if (!merge_skill) board.setColumn(generate.positions, orb);
  1871. }
  1872. dict.position = posFrgs.nodeJoin(tsp.word.slight_pause());
  1873. }
  1874. subDocument.push(tsp.skill.fixed_orbs(dict));
  1875. }
  1876. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  1877. if (!merge_skill) frg.ap(board.toTable());
  1878. break;
  1879. }
  1880. case SkillKinds.OrbDropIncrease: { //增加天降
  1881. let attrs = skill.attrs, value = skill.value, flag = skill.flag;
  1882. dict = {
  1883. value: value && renderValue(value, {percent: true}) || null,
  1884. chance: value && tsp.value.prob({
  1885. value: renderValue(value, {percent: true})
  1886. }) || null,
  1887. orbs: renderOrbs(attrs, {className: "drop", affix: true}),
  1888. flag: flag && tsp.orbs[flag]({icon: createIcon("orb-" + flag)}) || null,
  1889. };
  1890. frg.ap(flag ? tsp.skill.orb_drop_increase_flag(dict) : tsp.skill.orb_drop_increase(dict));
  1891. break;
  1892. }
  1893. case SkillKinds.VoidEnemyBuff: {
  1894. let buffs = skill.buffs;
  1895. let subDocument = [];
  1896. for (let buff of buffs)
  1897. {
  1898. let dict = {
  1899. icon: createIcon(buff),
  1900. };
  1901. subDocument.push(tsp.skill[buff.replace(/\-/g,'_')](dict));
  1902. }
  1903. let dict = {
  1904. buff: subDocument.nodeJoin(tsp.word.slight_pause()),
  1905. };
  1906. frg.ap(tsp.skill.void_enemy_buff(dict));
  1907. break;
  1908. }
  1909. case SkillKinds.ChangeAttribute: {
  1910. let attr = skill.attr, target = skill.target;
  1911. dict = {
  1912. attrs: renderAttrs(attr, {affix: true}),
  1913. target: target === 'opponent' ? tsp.target.enemy_all() : tsp.target.self(),
  1914. };
  1915. frg.ap(tsp.skill.change_attribute(dict));
  1916. break;
  1917. }
  1918. case SkillKinds.SetOrbState: {
  1919. let orbs = skill.orbs, state = skill.state, arg = skill.arg;
  1920. dict = {
  1921. orbs: renderOrbs(orbs, {className: state, affix: true}),
  1922. icon: createIcon('orb-' + state),
  1923. };
  1924. switch (state)
  1925. {
  1926. case "enhanced":{
  1927. dict.value = renderValue(arg.enhance, {percent: true});
  1928. frg.ap(tsp.skill.set_orb_state_enhanced(dict));
  1929. break;
  1930. }
  1931. case "locked":{
  1932. if (arg.count.value < 42)
  1933. dict.value = renderValue(arg.count, {unit: tsp.unit.orbs});
  1934. frg.ap(tsp.skill.set_orb_state_locked(dict));
  1935. break;
  1936. }
  1937. case "unlocked":{
  1938. frg.ap(tsp.skill.set_orb_state_unlocked(dict));
  1939. break;
  1940. }
  1941. case "bound":{
  1942. frg.ap(tsp.skill.set_orb_state_bound(dict));
  1943. break;
  1944. }
  1945. }
  1946. break;
  1947. }
  1948. case SkillKinds.RateMultiply: {
  1949. let rate = skill.rate, value = skill.value;
  1950. dict = {
  1951. rate: tsp.skill["rate_multiply_" + rate]({icon: createIcon(skill.kind + "-" + rate)}),
  1952. value: renderValue(value),
  1953. };
  1954. frg.ap(tsp.skill.rate_multiply(dict));
  1955. break;
  1956. }
  1957. case SkillKinds.ReduceDamage: {
  1958. let attrs = skill.attrs, percent = skill.percent, condition = skill.condition;
  1959. dict = {
  1960. icon: createIcon(skill.kind),
  1961. attrs: renderAttrs(attrs, {affix: true}),
  1962. value: renderValue(percent, {percent: true}),
  1963. };
  1964. if (condition) dict.condition = renderCondition(condition);
  1965. frg.ap(tsp.skill.reduce_damage(dict));
  1966. break;
  1967. }
  1968. case SkillKinds.PowerUp: {
  1969. let attrs = skill.attrs, types = skill.types, target = skill.target, condition = skill.condition, value = skill.value, reduceDamage = skill.reduceDamage, additional = skill.additional;
  1970. dict = {
  1971. icon: createIcon(skill.kind),
  1972. };
  1973. if (condition) dict.condition = renderCondition(condition);
  1974. let targetDict = {}, attrs_types = [];
  1975. if (attrs?.length && !isEqual(attrs, Attributes.all()))
  1976. {
  1977. targetDict.attrs = renderAttrs(attrs || [], {affix: attrs?.filter(attr=> attr !== 5)?.length});
  1978. attrs_types.push(targetDict.attrs);
  1979. }
  1980. if (types?.length)
  1981. {
  1982. targetDict.types = renderTypes(types || [], {affix: true});
  1983. attrs_types.push(targetDict.types);
  1984. }
  1985. if (target == 1)
  1986. {
  1987. targetDict.target = tsp.target.self();
  1988. attrs_types.push(targetDict.target);
  1989. }
  1990. if (attrs_types.length)
  1991. {
  1992. targetDict.attrs_types = attrs_types.nodeJoin(tsp.word.slight_pause());
  1993. }
  1994. if (attrs_types.length) dict.targets = tsp.skill.power_up_targets(targetDict);
  1995. let subDocument = [];
  1996. if (value){
  1997. /*if (attrs?.includes(5) && value.kind == SkillPowerUpKind.Multiplier)
  1998. { //如果属性有5,则是回复力
  1999. let _value = Object.assign({}, value);
  2000. _value.rcv = value.atk;
  2001. _value.atk = value.rcv;
  2002. value = _value;
  2003. }*/
  2004. if (value.kind == SkillPowerUpKind.Multiplier && Boolean(value.hp || value.atk || value.rcv) == false)
  2005. {
  2006. //不显示 value
  2007. }else
  2008. {
  2009. subDocument.push(renderPowerUp(value));
  2010. }
  2011. }
  2012. if (reduceDamage && reduceDamage.value > 0) {
  2013. subDocument.push(tsp.skill.reduce_damage({
  2014. value: renderValue(reduceDamage, {percent: true}),
  2015. icon: createIcon("reduce-damage"),
  2016. }));
  2017. }
  2018. if (additional?.length) {
  2019. for (let subSkill of additional.filter(Boolean))
  2020. {
  2021. subDocument.push(renderSkill(subSkill, option));
  2022. }
  2023. }
  2024. dict.value = subDocument.filter(Boolean).nodeJoin(tsp.word.comma());
  2025. frg.ap(tsp.skill.power_up(dict));
  2026. break;
  2027. }
  2028. case SkillKinds.Henshin: { //变身
  2029. let id = skill.id;
  2030. const dom = cardN(id);
  2031. dom.monDom.onclick = changeToIdInSkillDetail;
  2032. dict = {
  2033. card: dom,
  2034. }
  2035. frg.ap(tsp.skill.henshin(dict));
  2036. break;
  2037. }
  2038. case SkillKinds.VoidPoison: { //毒无效
  2039. dict = {
  2040. poison: renderOrbs([7,8], {affix: true})
  2041. }
  2042. frg.ap(tsp.skill.void_poison(dict));
  2043. break;
  2044. }
  2045. case SkillKinds.SkillProviso: { //条件限制才能用技能
  2046. let cond = skill.cond;
  2047. dict = {
  2048. condition: renderCondition(cond)
  2049. }
  2050. frg.ap(tsp.skill.skill_proviso(dict));
  2051. break;
  2052. }
  2053. case SkillKinds.ObstructOpponent: { //条件限制才能用技能
  2054. let type = skill.type, pos = skill.pos, enemy_skills = skill.enemy_skills;
  2055. let slight_pause = tsp.word.slight_pause().textContent;
  2056. dict = {
  2057. skills: enemy_skills.join(slight_pause)
  2058. }
  2059. let targetDict = { positions: pos?.map(p=>p+1).join(slight_pause)}
  2060. switch (type)
  2061. {
  2062. case "after-me": {
  2063. dict.target = tsp.skill.obstruct_opponent_after_me(targetDict);
  2064. break;
  2065. }
  2066. case "designated-position": {
  2067. dict.target = tsp.skill.obstruct_opponent_designated_position(targetDict);
  2068. break;
  2069. }
  2070. case "before-me": {
  2071. dict.target = tsp.skill.obstruct_opponent_before_me(targetDict);
  2072. break;
  2073. }
  2074. default: {
  2075. dict.target = tsp.cond.unknown();
  2076. break;
  2077. }
  2078. }
  2079. frg.ap(tsp.skill.obstruct_opponent(dict));
  2080. break;
  2081. }
  2082. default: {
  2083. console.log("未处理的技能类型",skill.kind, skill);
  2084. frg.ap(skill.kind);
  2085. }
  2086. }
  2087. return frg;
  2088. };
  2089. function renderStat(stat, option) {
  2090. const frg = document.createDocumentFragment();
  2091. if (typeof localTranslating == "undefined") return frg;
  2092. const tspt = localTranslating.skill_parse.stats;
  2093. if (tspt[stat])
  2094. frg.ap(tspt[stat](option));
  2095. else
  2096. {
  2097. console.log("未知状态类型",stat);
  2098. frg.ap(tspt.unknown({ type: stat }));
  2099. }
  2100. return frg;
  2101. }
  2102. function renderAttrs(attrs, option = {}) {
  2103. if (!Array.isArray(attrs))
  2104. attrs = [attrs ?? 0];
  2105. const frg = document.createDocumentFragment();
  2106. if (typeof localTranslating == "undefined") return frg;
  2107. const tsp = localTranslating.skill_parse;
  2108. let contentFrg;
  2109. if (isEqual(attrs, Attributes.all()))
  2110. {
  2111. contentFrg = tsp.attrs.all();
  2112. }
  2113. else
  2114. {
  2115. contentFrg = attrs.map(attr => {
  2116. const icon = document.createElement("icon");
  2117. icon.className = "attr";
  2118. icon.setAttribute("data-attr-icon",attr);
  2119. return tsp.attrs?.[attr]({icon: icon});
  2120. })
  2121. .nodeJoin(tsp.word.slight_pause());
  2122. }
  2123. if (option.affix)
  2124. contentFrg = tsp.word.affix_attr({cotent: contentFrg});
  2125. frg.ap(contentFrg);
  2126. return frg;
  2127. }
  2128. function renderOrbs(attrs, option = {}) {
  2129. if (!Array.isArray(attrs))
  2130. attrs = [attrs ?? 0];
  2131. const frg = document.createDocumentFragment();
  2132. if (typeof localTranslating == "undefined") return frg;
  2133. const tsp = localTranslating.skill_parse;
  2134. let contentFrg;
  2135. if (isEqual(attrs, Attributes.orbs()))
  2136. {
  2137. contentFrg = tsp.orbs.all();
  2138. }
  2139. else if (isEqual(attrs, Attributes.all()))
  2140. {
  2141. contentFrg = renderOrbs('_5color');
  2142. }
  2143. else if (isEqual(attrs, Attributes._6color()))
  2144. {
  2145. contentFrg = tsp.orbs._6color({
  2146. _5color: renderOrbs('_5color'),
  2147. orb_rcv: renderOrbs(5),
  2148. });
  2149. }
  2150. else
  2151. {
  2152. contentFrg = attrs.map(attr => {
  2153. const icon = document.createElement("icon");
  2154. icon.className = "orb";
  2155. if (option.className) icon.className += " " + option.className;
  2156. icon.setAttribute("data-orb-icon",attr);
  2157. let dict = {
  2158. icon: icon,
  2159. }
  2160. if (attr == 'variation') dict.time = renderValue(v.constant(option.time), {unit: tsp.unit.seconds}) ;
  2161. return tsp.orbs?.[attr](dict);
  2162. })
  2163. .nodeJoin(tsp.word.slight_pause());
  2164. }
  2165. if (option.affix)
  2166. contentFrg = tsp.word.affix_orb({cotent: contentFrg});
  2167. if (option.any && attrs.length >= 2)
  2168. contentFrg = tsp.orbs.any({cotent: contentFrg});
  2169. frg.ap(contentFrg);
  2170. return frg;
  2171. }
  2172. function renderTypes(types, option = {}) {
  2173. if (!Array.isArray(types))
  2174. types = [types ?? 0];
  2175. const frg = document.createDocumentFragment();
  2176. if (typeof localTranslating == "undefined") return frg;
  2177. const tsp = localTranslating.skill_parse;
  2178. let contentFrg = types.map(type => {
  2179. const icon = document.createElement("icon");
  2180. icon.className = "type";
  2181. icon.setAttribute("data-type-icon",type);
  2182. return tsp.types?.[type]({icon: icon});
  2183. })
  2184. .nodeJoin(tsp.word.slight_pause());
  2185. if (option.affix)
  2186. contentFrg = tsp.word.affix_type({cotent: contentFrg});
  2187. frg.ap(contentFrg);
  2188. return frg;
  2189. }
  2190. function renderAwakenings(awakenings, option = {}) {
  2191. if (!Array.isArray(awakenings))
  2192. awakenings = [awakenings ?? 0];
  2193. const frg = document.createDocumentFragment();
  2194. if (typeof localTranslating == "undefined") return frg;
  2195. const tsp = localTranslating.skill_parse;
  2196. let contentFrg = awakenings.map(awoken => {
  2197. const icon = document.createElement("icon");
  2198. icon.className = "awoken-icon";
  2199. icon.setAttribute("data-awoken-icon",awoken);
  2200. return tsp.awokens?.[awoken]({icon: icon});
  2201. })
  2202. .nodeJoin(tsp.word.slight_pause());
  2203. if (option.affix)
  2204. contentFrg = tsp.word.affix_awakening({cotent: contentFrg});
  2205. frg.ap(contentFrg);
  2206. return frg;
  2207. }
  2208. function renderCondition(cond) {
  2209. const frg = document.createDocumentFragment();
  2210. const tsp = localTranslating.skill_parse;
  2211. if (cond.hp) {
  2212. let dict = {
  2213. hp: renderStat('chp'),
  2214. min: renderValue(v.percent(cond.hp.min * 100), {percent: true}),
  2215. max: renderValue(v.percent(cond.hp.max * 100), {percent: true}),
  2216. };
  2217. if (cond.hp.min === cond.hp.max)
  2218. frg.ap(tsp.cond.hp_equal(dict));
  2219. else if (cond.hp.min === 0)
  2220. frg.ap(tsp.cond.hp_less_or_equal(dict));
  2221. else if (cond.hp.max === 1)
  2222. frg.ap(tsp.cond.hp_greater_or_equal(dict));
  2223. else
  2224. frg.ap(tsp.cond.hp_belong_to_range(dict));
  2225. } else if (cond.useSkill) {
  2226. frg.ap(tsp.cond.use_skill());
  2227. } else if (cond.multiplayer) {
  2228. frg.ap(tsp.cond.multi_player());
  2229. } else if (cond.remainOrbs) {
  2230. let dict = {
  2231. value: renderValue(v.constant(cond.remainOrbs.count), {unit: tsp.unit.orbs}),
  2232. };
  2233. frg.ap(tsp.cond.remain_orbs(dict));
  2234. } else if (cond.exact) {
  2235. if (cond.exact.type === 'combo') {
  2236. let dict = {value: cond.exact.value};
  2237. frg.ap(tsp.cond.exact_combo(dict));
  2238. } else if (cond.exact.type === 'match-length') {
  2239. let dict = {
  2240. value: renderValue(v.constant(cond.exact.value), {unit: tsp.unit.orbs}),
  2241. orbs: cond.exact.attrs === 'enhanced' ? tsp.cond.exact_match_enhanced() : renderOrbs(cond.exact.attrs, {affix: true})
  2242. };
  2243. frg.ap(tsp.cond.exact_match_length(dict));
  2244. }
  2245. } else if (cond.compo) {
  2246. let dict = {};
  2247. switch (cond.compo.type)
  2248. {
  2249. case 'card':{
  2250. dict.ids = cond.compo.ids.map(mid=>{
  2251. const dom = cardN(mid);
  2252. dom.monDom.onclick = changeToIdInSkillDetail;
  2253. return dom;
  2254. }).nodeJoin();
  2255. frg.ap(tsp.cond.compo_type_card(dict));
  2256. break;
  2257. }
  2258. case 'series':{
  2259. dict.ids = cond.compo.ids.map(cid=>{
  2260. const lnk = document.createElement("a");
  2261. lnk.className ="detail-search monster-collabId";
  2262. lnk.setAttribute("data-collabId",cid);
  2263. lnk.onclick = searchCollab;
  2264. lnk.textContent = (cid == 10001 ? Cards[5435] : Cards.find(card=>card.collabId == cid))?.altName?.[0] ?? `No.${cid}`;
  2265. return lnk;
  2266. }).nodeJoin(tsp.word.slight_pause());
  2267. frg.ap(tsp.cond.compo_type_series(dict));
  2268. break;
  2269. }
  2270. case 'evolution':{
  2271. dict.ids = cond.compo.ids.map(type=>{
  2272. const lnk = document.createElement("a");
  2273. lnk.className ="detail-search";
  2274. switch (type)
  2275. {
  2276. case "pixel-evo":{ //像素进化
  2277. lnk.appendChild(tsp.word.evo_type_pixel());
  2278. lnk.onclick = function(){
  2279. showSearch(Cards.filter(card=>card.evoMaterials.includes(3826)));
  2280. };
  2281. break;
  2282. }
  2283. case "reincarnation-evo":{ //转生或超转生
  2284. lnk.appendChild(tsp.word.evo_type_reincarnation());
  2285. lnk.onclick = function(){
  2286. showSearch(Cards.filter(card=>isReincarnated(card)));
  2287. };
  2288. break;
  2289. }
  2290. default:{ //转生或超转生
  2291. return tsp.word.evo_type_unknow({ type });
  2292. }
  2293. }
  2294. return lnk;
  2295. }).nodeJoin(tsp.word.slight_pause());
  2296. frg.ap(tsp.cond.compo_type_evolution(dict));
  2297. break;
  2298. }
  2299. }
  2300. } else if (cond.LShape) {
  2301. let dict = {
  2302. orbs: renderOrbs(cond.LShape.attrs, {affix: true, any: true}),
  2303. };
  2304. frg.ap(tsp.cond.L_shape(dict));
  2305. } else if (cond.heal) {
  2306. let dict = {
  2307. orbs: renderOrbs(5, {affix: true}),
  2308. heal: renderValue(v.constant(cond.heal.min), {unit: tsp.unit.point}),
  2309. stats: renderStat('hp'),
  2310. };
  2311. frg.ap(tsp.cond.heal(dict));
  2312. } else {
  2313. frg.ap(tsp.cond.unknown());
  2314. }
  2315. return frg;
  2316. }
  2317. function renderPowerUp(powerUp) {
  2318. const frg = document.createDocumentFragment();
  2319. const tsp = localTranslating.skill_parse;
  2320. function renderStats(hp, atk, rcv, option = {}) {
  2321. const mul = option.mul ?? true;
  2322. option.percent = !mul;
  2323. const frg = document.createDocumentFragment();
  2324. const operator = mul ? ' ' : '+';
  2325. let list = [['hp', hp], ['atk', atk], ['rcv', rcv]];
  2326. //去除不改变的值
  2327. list = list.filter(([, value]) => value !== (mul ? 1 : 0));
  2328. //&&!(name === 'hp' && value === 0));
  2329. if (list.length === 0) return frg;
  2330. if (list.every(([, value]) => value === list[0][1])) {
  2331. let value = list[0][1];
  2332. //三个值一样
  2333. frg.ap(list.map(([name]) => renderStat(name)).nodeJoin(tsp.word.slight_pause()));
  2334. frg.ap(operator);
  2335. frg.ap(renderValue(v.percent(value * 100), option));
  2336. } else {
  2337. //三个值不一样
  2338. let subDocument = list.map(([name, value]) => {
  2339. let _frg = document.createDocumentFragment();
  2340. _frg.ap(renderStat(name));
  2341. _frg.ap(operator);
  2342. _frg.ap(renderValue(v.percent(value * 100), option));
  2343. return _frg;
  2344. });
  2345. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  2346. }
  2347. return frg;
  2348. }
  2349. switch (powerUp.kind) {
  2350. case SkillPowerUpKind.Multiplier: {
  2351. let hp = powerUp.hp, atk = powerUp.atk, rcv = powerUp.rcv;
  2352. frg.ap(renderStats(hp, atk, rcv));
  2353. break;
  2354. }
  2355. case SkillPowerUpKind.ScaleAttributes: {
  2356. let attrs = powerUp.attrs, min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv;
  2357. let dict = {
  2358. orbs: renderOrbs(attrs, {affix: true}),
  2359. min: min,
  2360. stats: renderStats(1, baseAtk, baseRcv),
  2361. }
  2362. if (max !== min)
  2363. {
  2364. let _dict = {
  2365. max: max,
  2366. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  2367. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  2368. }
  2369. dict.bonus = frg.ap(tsp.power.scale_attributes_bonus(_dict));
  2370. }
  2371. frg.ap(tsp.power.scale_attributes(dict));
  2372. break;
  2373. }
  2374. case SkillPowerUpKind.ScaleCombos: {
  2375. let min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv;
  2376. let dict = {
  2377. min: min,
  2378. stats: renderStats(1, baseAtk, baseRcv),
  2379. }
  2380. if (max !== min)
  2381. {
  2382. let _dict = {
  2383. max: max,
  2384. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  2385. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  2386. }
  2387. dict.bonus = frg.ap(tsp.power.scale_combos_bonus(_dict));
  2388. }
  2389. frg.ap(tsp.power.scale_combos(dict));
  2390. break;
  2391. }
  2392. case SkillPowerUpKind.ScaleMatchAttrs: {
  2393. let matches = powerUp.matches, min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv;
  2394. let dict = {
  2395. matches: matches.map(orbs=>renderOrbs(orbs)).nodeJoin(tsp.word.slight_pause()),
  2396. min: min,
  2397. stats: renderStats(1, baseAtk, baseRcv),
  2398. }
  2399. if (max !== min)
  2400. {
  2401. let _dict = {
  2402. max: max,
  2403. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  2404. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  2405. }
  2406. dict.bonus = frg.ap(tsp.power.scale_match_attrs_bonus(_dict));
  2407. }
  2408. frg.ap(tsp.power.scale_match_attrs(dict));
  2409. break;
  2410. }
  2411. case SkillPowerUpKind.ScaleMatchLength: {
  2412. 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;
  2413. let dict = {
  2414. orbs: renderOrbs(attrs, {affix: true}),
  2415. min: min,
  2416. stats: renderStats(1, baseAtk, baseRcv),
  2417. in_once: matchAll && attrs.length>1 && tsp.word.in_once() || null,
  2418. }
  2419. if (max !== min)
  2420. {
  2421. let _dict = {
  2422. max: max,
  2423. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  2424. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  2425. }
  2426. dict.bonus = frg.ap(tsp.power.scale_match_length_bonus(_dict));
  2427. }
  2428. frg.ap(tsp.power.scale_match_length(dict));
  2429. break;
  2430. }
  2431. case SkillPowerUpKind.ScaleCross: {
  2432. let crosses = powerUp.crosses;
  2433. /*if (crosses.length >= 2 && crosses.every(cross => cross.atk === crosses[0].atk)) {
  2434. //所有值一样
  2435. let cross = crosses[0];
  2436. let dict = {
  2437. orbs: renderOrbs(crosses.map(cross => cross.attr), {affix: true, any: true}),
  2438. stats: renderStats(1, cross.atk, cross.rcv),
  2439. }
  2440. frg.ap(cross.single ? tsp.power.scale_cross_single(dict) : tsp.power.scale_cross(dict));
  2441. } else {*/
  2442. let subDocument = crosses.map(cross=>{
  2443. let dict = {
  2444. orbs: renderOrbs(cross.attr, {affix: true, any: true}),
  2445. stats: renderStats(1, cross.atk, cross.rcv),
  2446. }
  2447. return cross.single ? tsp.power.scale_cross_single(dict) : tsp.power.scale_cross(dict);
  2448. });
  2449. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  2450. //}
  2451. break;
  2452. }
  2453. case SkillPowerUpKind.ScaleStateKindCount: {
  2454. let awakenings = powerUp.awakenings, attrs = powerUp.attrs, types = powerUp.types, value = powerUp.value;
  2455. let dict = {
  2456. stats: renderStats(value.hp, value.atk, value.rcv, {mul: false, percent: true}),
  2457. awakenings: awakenings?.length && renderAwakenings(awakenings, {affix: true}) || null,
  2458. attrs: attrs?.length && renderAttrs(attrs, {affix: true}) || null,
  2459. types: types?.length && renderTypes(types, {affix: true}) || null,
  2460. }
  2461. frg.ap(tsp.power.scale_state_kind_count(dict));
  2462. break;
  2463. }
  2464. default:
  2465. frg.ap(tsp.power.unknown({type: powerUp.kind}));
  2466. }
  2467. return frg;
  2468. }
  2469. function renderValue(_value, option = {}) {
  2470. const frg = document.createDocumentFragment();
  2471. if (typeof localTranslating == "undefined") return frg;
  2472. const tsp = localTranslating.skill_parse
  2473. const tspv = tsp.value;
  2474. const od = option.decimalDigits, os = option.plusSign;
  2475. let dict;
  2476. switch (_value.kind) {
  2477. case SkillValueKind.Percent: {
  2478. dict = {
  2479. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  2480. };
  2481. frg.ap(
  2482. option.percent ?
  2483. tspv.mul_percent(dict) :
  2484. tspv.mul_times(dict)
  2485. );
  2486. break;
  2487. }
  2488. case SkillValueKind.Constant: {
  2489. dict = {
  2490. value: _value.value.keepCounts(od,os),
  2491. unit: option.unit ? option.unit() : null,
  2492. };
  2493. frg.ap(tspv.const(dict));
  2494. break;
  2495. }
  2496. case SkillValueKind.ConstantTo: {
  2497. dict = {
  2498. value: _value.value.keepCounts(od,os)
  2499. };
  2500. frg.ap(tspv.const_to(dict));
  2501. break;
  2502. }
  2503. case SkillValueKind.xMaxHP: {
  2504. dict = {
  2505. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  2506. stats: renderStat('maxhp'),
  2507. };
  2508. frg.ap(
  2509. option.percent ?
  2510. tspv.mul_of_percent(dict) :
  2511. tspv.mul_of_times(dict)
  2512. );
  2513. break;
  2514. }
  2515. case SkillValueKind.xHP: {
  2516. dict = {
  2517. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  2518. stats: renderStat('hp'),
  2519. };
  2520. frg.ap(
  2521. option.percent ?
  2522. tspv.mul_of_percent(dict) :
  2523. tspv.mul_of_times(dict)
  2524. );
  2525. break;
  2526. }
  2527. case SkillValueKind.xCHP: {
  2528. dict = {
  2529. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  2530. stats: renderStat('chp'),
  2531. };
  2532. frg.ap(
  2533. option.percent ?
  2534. tspv.mul_of_percent(dict) :
  2535. tspv.mul_of_times(dict)
  2536. );
  2537. break;
  2538. }
  2539. case SkillValueKind.xATK: {
  2540. dict = {
  2541. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  2542. stats: renderStat('atk'),
  2543. };
  2544. frg.ap(
  2545. option.percent ?
  2546. tspv.mul_of_percent(dict) :
  2547. tspv.mul_of_times(dict)
  2548. );
  2549. break;
  2550. }
  2551. case SkillValueKind.xRCV: {
  2552. dict = {
  2553. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  2554. stats: renderStat('rcv'),
  2555. };
  2556. frg.ap(
  2557. option.percent ?
  2558. tspv.mul_of_percent(dict) :
  2559. tspv.mul_of_times(dict)
  2560. );
  2561. break;
  2562. }
  2563. case SkillValueKind.xTeamHP: {
  2564. let value = _value.value;
  2565. dict = {
  2566. value: option.percent ? (value * 100).keepCounts(od,os) : value.keepCounts(od,os),
  2567. stats: renderStat('teamhp'),
  2568. };
  2569. frg.ap(
  2570. option.percent ?
  2571. tspv.mul_of_percent(dict) :
  2572. tspv.mul_of_times(dict)
  2573. );
  2574. break;
  2575. }
  2576. case SkillValueKind.xTeamRCV: {
  2577. dict = {
  2578. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  2579. stats: renderStat('teamrcv'),
  2580. };
  2581. frg.ap(
  2582. option.percent ?
  2583. tspv.mul_of_percent(dict) :
  2584. tspv.mul_of_times(dict)
  2585. );
  2586. break;
  2587. }
  2588. case SkillValueKind.xTeamATK: {
  2589. let attrs = _value.attrs, value = _value.value;
  2590. dict = {
  2591. value: option.percent ? (value * 100).keepCounts(od,os) : value.keepCounts(od,os),
  2592. stats: renderStat('teamatk', {attrs: renderAttrs(attrs, {affix: true})}),
  2593. };
  2594. frg.ap(
  2595. option.percent ?
  2596. tspv.mul_of_percent(dict) :
  2597. tspv.mul_of_times(dict)
  2598. );
  2599. break;
  2600. }
  2601. case SkillValueKind.HPScale: {
  2602. let min = _value.min, max = _value.max;
  2603. dict = {
  2604. min: tspv.mul_of_times({value: min.keepCounts(od,os), stats:renderStat('atk')}),
  2605. max: tspv.mul_of_times({value: max.keepCounts(od,os), stats:renderStat('atk')}),
  2606. hp: renderStat('hp'),
  2607. };
  2608. frg.ap(tspv.hp_scale(dict));
  2609. break;
  2610. }
  2611. case SkillValueKind.RandomATK: {
  2612. let min = _value.min, max = _value.max;
  2613. dict = {
  2614. min: min.keepCounts(od,os),
  2615. atk: renderStat('atk'),
  2616. };
  2617. if (max != min)
  2618. {
  2619. dict.max = tsp.word.range_hyphen().ap(max.keepCounts(od,os));
  2620. }
  2621. frg.ap(tspv.random_atk(dict));
  2622. break;
  2623. }
  2624. case SkillValueKind.xAwakenings: {
  2625. let value = _value.value, awakenings = _value.awakenings;
  2626. let dict = {
  2627. value: renderValue(value,{percent : true}),
  2628. awakenings: renderAwakenings(awakenings, {affix: true}),
  2629. }
  2630. frg.ap(tsp.value.x_awakenings(dict));
  2631. break;
  2632. }
  2633. default: {
  2634. console.log("未知数值类型",_value.kind, _value);
  2635. frg.ap(tspv.unknown({ type: _value.kind }));
  2636. }
  2637. }
  2638. return frg;
  2639. }

智龙迷城队伍图制作工具