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script-skill-parser.js 106 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 Orb
  96. {
  97. color = null;
  98. states = [];
  99. enhanced = false; //锁定
  100. locked = false; //锁定
  101. bound = false;
  102. variation = false; //随机变换
  103. constructor(color)
  104. {
  105. this.color = color;
  106. }
  107. valueOf() {
  108. return this.color;
  109. }
  110. }
  111. class Board
  112. {
  113. rowCount = 6;
  114. columnCount = 7;
  115. data = [];
  116. constructor(def = null)
  117. {
  118. for (let ri=0;ri<this.rowCount;ri++)
  119. {
  120. const col = [];
  121. for (let ci=0;ci<this.columnCount;ci++)
  122. {
  123. col.push(new Orb(Array.isArray(def) ? null : def));
  124. }
  125. this.data.push(col);
  126. }
  127. //如果传入的是数组,直接随机分布
  128. if (Array.isArray(def))
  129. {
  130. this.randomFill(def);
  131. }
  132. }
  133. //填充序列
  134. sequenceFill(sequence, exclude)
  135. {
  136. if (!Array.isArray(exclude) && exclude != null)
  137. exclude = [exclude];
  138. const o = sequence.entries();
  139. //65版部分
  140. for (let ri=0;ri<this.data.length;ri++)
  141. {
  142. if (ri == 2) ri++;
  143. const row = this.data[ri];
  144. for (let ci=0;ci<row.length;ci++)
  145. {
  146. if (ci == 3) ci++;
  147. //从数组中随机取出一个
  148. if (exclude && exclude.includes(row[ci].color)) continue;
  149. const c = o.next().value?.[1] ?? row[ci].color;
  150. if (c == "variation")
  151. row[ci].states.push(c);
  152. else
  153. row[ci].color = c;
  154. }
  155. }
  156. //填充剩下的部分
  157. for (let ri=0;ri<this.data.length;ri++)
  158. {
  159. if (ri == 2) ri++;
  160. const row = this.data[ri];
  161. if (exclude && exclude.includes(row[3].color)) continue;
  162. const c = o.next().value?.[1] ?? row[3].color;
  163. if (c == "variation")
  164. row[3].states.push(c);
  165. else
  166. row[3].color = c;
  167. }
  168. const row = this.data[2];
  169. for (let ci=0;ci<row.length;ci++)
  170. {
  171. if (exclude && exclude.includes(row[ci].color)) continue;
  172. const c = o.next().value?.[1] ?? row[3].color;
  173. if (c == "variation")
  174. row[ci].states.push(c);
  175. else
  176. row[ci].color = c;
  177. }
  178. }
  179. //将有序数组转为随机的数组
  180. sequenceToRandom(valueArray)
  181. {
  182. const randomData = [];
  183. //将65版之后的的提出来
  184. const maxCount = this.rowCount * this.columnCount
  185. let secondaryData = valueArray.splice((this.rowCount - 1) * (this.columnCount - 1) - (maxCount - valueArray.length));
  186. while(valueArray.length > 0)
  187. {
  188. randomData.push(valueArray.randomShift());
  189. }
  190. while(secondaryData.length > 0)
  191. {
  192. randomData.push(secondaryData.randomShift());
  193. }
  194. return randomData;
  195. }
  196. //洗版的填充
  197. randomFill(attrs)
  198. {
  199. let valueArray = new Uint8Array(this.rowCount * this.columnCount);
  200. crypto.getRandomValues(valueArray); //获取符合密码学要求的安全的随机值
  201. valueArray = Array.from(valueArray.map(x => attrs[x % attrs.length])); //用所有宝珠随机填充
  202. //之后用每种颜色填充前3个
  203. attrs.forEach((attr,idx)=>{
  204. valueArray.fill(attr, idx * 3, (idx + 1) * 3);
  205. });
  206. //将上方数据重新乱序排列
  207. const randomData = this.sequenceToRandom(valueArray);
  208. this.sequenceFill(randomData);
  209. }
  210. //生成珠子的填充
  211. generateOrbs(attrs, count, exclude)
  212. {
  213. let space = this.rowCount * this.columnCount;
  214. if (exclude?.length > 0)
  215. {
  216. space -= this.data.flat().filter(o=>exclude.includes(o)).length;
  217. }
  218. let valueArray = new Array(space);
  219. attrs.forEach((attr,idx)=>{
  220. valueArray.fill(attr, idx * count, (idx + 1) * count);
  221. });
  222. //将上方数据重新乱序排列
  223. const randomData = this.sequenceToRandom(valueArray);
  224. this.sequenceFill(randomData, exclude);
  225. }
  226. //设定横行
  227. setRow(rowsNumber, attr = 0)
  228. {
  229. for (const row of rowsNumber)
  230. {
  231. if (row >= 2) row++;
  232. const rowData = this.data[row];
  233. for (let ri=0;ri<rowData.length;ri++)
  234. {
  235. rowData[ri].color = attr;
  236. }
  237. }
  238. }
  239. //设定竖列
  240. setColumn(colsNumber, attr = 0)
  241. {
  242. for (let col of colsNumber)
  243. {
  244. if (col >= 3) col++;
  245. for (const row of this.data)
  246. {
  247. row[col].color = attr;
  248. }
  249. }
  250. }
  251. //设定形状
  252. setShape(matrix, attr = 0)
  253. {
  254. function fillRow(rowData, inputRow, attr)
  255. {
  256. for (let col of inputRow)
  257. {
  258. if (col == 3) {
  259. if (attr == "variation")
  260. rowData[col].states.push(attr);
  261. else
  262. rowData[col].color = attr;
  263. }
  264. if (col >= 3) col++;
  265. if (attr == "variation")
  266. rowData[col].states.push(attr);
  267. else
  268. rowData[col].color = attr;
  269. }
  270. }
  271. for (let ri=0; ri<matrix.length; ri++)
  272. {
  273. if (ri == 2)
  274. {
  275. fillRow(this.data[ri], matrix[ri], attr);
  276. }
  277. fillRow(this.data[ri >= 2 ? ri+1 : ri], matrix[ri], attr);
  278. }
  279. }
  280. //面板叠加
  281. overlayBoard(board)
  282. {
  283. for (let ri=0; ri<board.length; ri++)
  284. {
  285. const rowNew = board[ri];
  286. const rowOld = this.data[ri];
  287. for (let ci=0; ci < rowNew.length; ci++)
  288. {
  289. rowOld[ci] = Object.assign(rowOld[ci], rowNew[ci]);
  290. }
  291. }
  292. }
  293. //导出数组
  294. valueOf()
  295. {
  296. return this.data;
  297. }
  298. //输出表格
  299. toTable()
  300. {
  301. const table = document.createElement("table");
  302. table.boardData = this.data;
  303. table.className = "board";
  304. this.data.forEach((rowData, ri, rArr) => {
  305. const row = table.insertRow();
  306. if (ri == 2 && rArr.length > 5) row.classList.add("board-row4");
  307. rowData.forEach((orbType, ci, cArr) => {
  308. const cell = row.insertCell();
  309. const orb = cell.appendChild(document.createElement('icon'));
  310. orb.className = "orb";
  311. if (orbType.color != null) orb.setAttribute("data-orb-icon", orbType.color);
  312. orbType.states.forEach(state=>orb.classList.add(state));
  313. if (ci == 3 && cArr.length > 6) cell.classList.add("board-cell5");
  314. });
  315. });
  316. if (this.data.length > 5) {
  317. table.onclick = toggle76;
  318. }
  319. function toggle76() {
  320. this.classList.toggle("board-76");
  321. }
  322. return table;
  323. }
  324. }
  325. const SkillValue = {
  326. isLess: function (value) {
  327. if (value.kind === SkillValueKind.Percent) return value.value < 1;
  328. if (value.kind === SkillValueKind.Constant) return value.value < 0;
  329. return false;
  330. }
  331. };
  332. const SkillValueKind = {
  333. Percent: 'mul',
  334. Constant: 'const',
  335. ConstantTo: 'const-to',
  336. xMaxHP: 'mul-maxhp',
  337. xHP: 'mul-hp',
  338. xCHP: 'mul-chp',
  339. xATK: 'mul-atk',
  340. xRCV: 'mul-rcv',
  341. RandomATK: 'random-atk',
  342. HPScale: 'hp-scale',
  343. xTeamHP: 'mul-team-hp',
  344. xTeamATK: 'mul-team-atk',
  345. xTeamRCV: 'mul-team-rcv',
  346. xAwakenings: 'mul-awakenings',
  347. };
  348. const SkillPowerUpKind = {
  349. Multiplier: 'mul',
  350. ScaleAttributes: 'scale-attrs',
  351. ScaleCombos: 'scale-combos',
  352. ScaleMatchLength: 'scale-match-len',
  353. ScaleMatchAttrs: 'scale-match-attrs',
  354. ScaleCross: 'scale-cross',
  355. ScaleRemainOrbs: 'scale-remain-orbs',
  356. ScaleStateKindCount: 'scale-state-kind-count',
  357. };
  358. const SkillKinds = {
  359. Unknown: "unknown",
  360. ActiveTurns: "active-turns",
  361. DamageEnemy: "damage-enemy",
  362. Vampire: "vampire",
  363. ReduceDamage: "reduce-damage",
  364. SelfHarm: "self-harm",
  365. Heal: "heal",
  366. AutoHealBuff: "auto-heal-buff",
  367. ChangeOrbs: "change-orbs",
  368. GenerateOrbs: "generate-orbs",
  369. FixedOrbs: "fixed-orbs",
  370. PowerUp: "power-up",
  371. CounterAttack: "counter-attack",
  372. SetOrbState: "set-orb-state",
  373. RateMultiply: "rate-mul",
  374. OrbDropIncrease: "orb-drop-incr",
  375. Resolve: "resolve",
  376. Delay: "delay",
  377. DefenseBreak: "def-break",
  378. MassAttack: "mass-attack",
  379. BoardChange: "board-change",
  380. Unbind: "unbind",
  381. BindSkill: "bind-skill",
  382. RandomSkills: "random-skills",
  383. EvolvedSkills: "evolved-skills",
  384. SkillProviso: "skill-proviso",
  385. ChangeAttribute: "change-attr",
  386. SkillBoost: "skill-boost",
  387. AddCombo: "add-combo",
  388. VoidEnemyBuff: "void-enemy-buff",
  389. Poison: "poison",
  390. CTW: "ctw",
  391. Gravity: "gravity",
  392. FollowAttack: "follow-attack",
  393. FollowAttackFixed: "follow-attack-fixed",
  394. AutoHeal: "auto-heal",
  395. TimeExtend: "time-extend",
  396. DropRefresh: "drop-refresh",
  397. LeaderChange: "leader-change",
  398. MinMatchLength: "min-match-len",
  399. FixedTime: "fixed-time",
  400. Drum: "drum",
  401. AutoPath: "auto-path",
  402. Board7x6: "7x6-board",
  403. NoSkyfall: "no-skyfall",
  404. Henshin: "henshin",
  405. VoidPoison: "void-poison",
  406. SkillProviso: "skill-proviso",
  407. ImpartAwakenings: "impart-awakenings",
  408. ObstructOpponent: "obstruct-opponent",
  409. }
  410. function skillParser(skillId)
  411. {
  412. function merge(skills)
  413. {
  414. //解封部分的合并
  415. let unbinds = skills.filter(skill=>skill.kind == SkillKinds.Unbind);
  416. if (unbinds.length>1)
  417. { //把后面的全都合并到第一个
  418. unbinds.reduce((pre,cur)=>{
  419. pre.normal = pre.normal || cur.normal;
  420. pre.awakenings = pre.awakenings || cur.awakenings;
  421. pre.matches = pre.matches || cur.matches;
  422. return pre
  423. });
  424. unbinds.shift(); //从筛选中去除第一个
  425. unbinds.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  426. }
  427. //破吸部分的合并
  428. let voidBuff = skills.filter(skill=>skill.kind == SkillKinds.ActiveTurns &&
  429. skill.skill.kind == SkillKinds.VoidEnemyBuff);
  430. if (voidBuff.length>1 && voidBuff.every((s,i,a)=>s.turns == a[0].turns))
  431. { //把后面的全都合并到第一个
  432. voidBuff[0].skill.buffs = voidBuff.flatMap(s=>s.skill.buffs);
  433. voidBuff.shift(); //从筛选中去除第一个
  434. voidBuff.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  435. }
  436. let fixedDamages = skills.filter(skill=>skill.kind == SkillKinds.DamageEnemy && skill.attr === 'fixed').filter((skill,idx,arr)=>skill.id==arr[0].id);
  437. if (fixedDamages.length>1)
  438. { //把后面的全都合并到第一个
  439. fixedDamages[0].times = fixedDamages.length;
  440. fixedDamages.shift(); //从筛选中去除第一个
  441. fixedDamages.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  442. }
  443. let skillPowerUp = skills.filter(skill=>skill.kind == SkillKinds.PowerUp);
  444. if (skillPowerUp.length>1)
  445. {
  446. //合并技能效果
  447. function combinePowerUp(target, source) {
  448. if (source?.additional.length)
  449. {
  450. if (!Array.isArray(target.additional)) target.additional = [];
  451. target.additional.push(...source.additional);
  452. }
  453. if (source.reduceDamage != undefined)
  454. {
  455. if (!target.reduceDamage)
  456. target.reduceDamage = source.reduceDamage;
  457. else if (target.reduceDamage.kind === source.reduceDamage.kind)
  458. target.reduceDamage.value *= source.reduceDamage.value;
  459. }
  460. if (target?.value.baseAtk != undefined && source?.value.baseAtk) target.value.baseAtk *= source.value.baseAtk;
  461. if (target?.value.baseRcv != undefined && source?.value.baseRcv != undefined) target.value.baseRcv *= source.value.baseRcv;
  462. if (target?.value.bonusAtk != undefined && source?.value.bonusAtk != undefined) target.value.bonusAtk += source.value.bonusAtk;
  463. if (target?.value.bonusRcv != undefined && source?.value.bonusRcv != undefined) target.value.bonusRcv += source.value.bonusRcv;
  464. if (target?.value.atk != undefined && source?.value.atk != undefined) target.value.atk *= source.value.atk;
  465. if (target?.value.hp != undefined && source?.value.hp != undefined) target.value.hp *= source.value.hp;
  466. if (target?.value.rcv != undefined && source?.value.rcv != undefined) target.value.rcv *= source.value.rcv;
  467. }
  468. //十字
  469. let scaleCross = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleCross);
  470. function mergeScaleCrossAttr(skill)
  471. {
  472. let crosses = skill.value.crosses;
  473. let atk = crosses[0].atk;
  474. let rcv = crosses[0].rcv;
  475. if (crosses.length >= 2 &&
  476. crosses.every(cross=>cross.atk === atk && cross.rcv === rcv)
  477. ) {
  478. crosses[0].attr = Array.from(new Set(crosses.reduce((pre,cur)=>{
  479. pre.push(...cur.attr);
  480. return pre;
  481. }, [])));
  482. skill.value.crosses.splice(1);
  483. }
  484. }
  485. //每个十字技能,先把所有属性合并
  486. scaleCross.forEach(mergeScaleCrossAttr);
  487. //筛选出所有倍率一样的子技能
  488. scaleCross = scaleCross.filter((skill,idx,arr)=>{
  489. let atk = arr[0].value.crosses[0].atk;
  490. let rcv = arr[0].value.crosses[0].rcv;
  491. let crosses = skill.value.crosses;
  492. return crosses.every(cross=>cross.atk === atk && cross.rcv === rcv);
  493. });
  494. //先合并属性倍率
  495. if (scaleCross.length >= 1)
  496. { //把后面的全都合并到第一个
  497. scaleCross.reduce((pre,cur)=>{
  498. combinePowerUp(pre,cur);
  499. pre.value.crosses = pre.value.crosses.concat(cur.value.crosses);
  500. return pre
  501. });
  502. let _skill = scaleCross.shift(); //从筛选中去除第一个
  503. scaleCross.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  504. mergeScaleCrossAttr(_skill);
  505. }
  506. //重新找出来十字,合并附加内容
  507. scaleCross = skills.filter(skill=>skill.kind == SkillKinds.PowerUp && skill.value.kind === SkillPowerUpKind.ScaleCross);
  508. scaleCross = scaleCross.filter((skill,idx,arr)=>{
  509. let s0 = arr[0];
  510. let attr0 = s0.value.crosses[0].attr.concat().sort();
  511. let attr1 = skill.value.crosses[0].attr.concat().sort();
  512. return isEqual(skill.condition, s0.condition) &&
  513. isEqual(skill.attrs, s0.attrs) &&
  514. isEqual(skill.types, s0.types) &&
  515. isEqual(attr0, attr1)
  516. ;
  517. });
  518. if (scaleCross.length > 1)
  519. { //把后面的全都合并到第一个
  520. scaleCross.reduce((pre,cur)=>{
  521. combinePowerUp(pre, cur);
  522. return pre
  523. });
  524. scaleCross.shift(); //从筛选中去除第一个
  525. scaleCross.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  526. }
  527. //长串匹配
  528. let scaleMatchLength = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleMatchLength);
  529. scaleMatchLength = scaleMatchLength.groupBy((a,b)=>{
  530. let av = a.value;
  531. let bv = b.value;
  532. return isEqual(a.condition, b.condition) &&
  533. isEqual(a.attrs, b.attrs) &&
  534. isEqual(a.types, b.types) &&
  535. av.min === bv.min &&
  536. av.max === bv.max &&
  537. (av.matchAll === bv.matchAll || av.attrs.length <= 1) && isEqual(av.attrs, bv.attrs)
  538. ;
  539. });
  540. for (let group of scaleMatchLength)
  541. {
  542. if (group.length > 1)
  543. { //把后面的全都合并到第一个
  544. group.reduce((pre,cur)=>{
  545. combinePowerUp(pre, cur);
  546. return pre
  547. });
  548. group.shift(); //从筛选中去除第一个
  549. group.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  550. }
  551. }
  552. //多串匹配
  553. let scaleMatchAttrs = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleMatchAttrs);
  554. scaleMatchAttrs = scaleMatchAttrs.filter((skill,idx,arr)=>{
  555. let s0 = arr[0];
  556. let v0 = s0.value;
  557. let v1 = skill.value;
  558. return isEqual(skill.condition, s0.condition) &&
  559. isEqual(skill.attrs, s0.attrs) &&
  560. isEqual(skill.types, s0.types) &&
  561. v0.min === v1.min &&
  562. v0.max === v1.max &&
  563. isEqual(v0.matches, v1.matches)
  564. ;
  565. });
  566. if (scaleMatchAttrs.length > 1)
  567. { //把后面的全都合并到第一个
  568. scaleMatchAttrs.reduce((pre,cur)=>{
  569. combinePowerUp(pre, cur);
  570. return pre
  571. });
  572. scaleMatchAttrs.shift(); //从筛选中去除第一个
  573. scaleMatchAttrs.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  574. }
  575. //多色匹配
  576. let scaleAttributes = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleAttributes);
  577. scaleAttributes = scaleAttributes.filter((skill,idx,arr)=>{
  578. let s0 = arr[0];
  579. let v0 = s0.value;
  580. let v1 = skill.value;
  581. return isEqual(skill.condition, s0.condition) &&
  582. isEqual(skill.attrs, s0.attrs) &&
  583. isEqual(skill.types, s0.types) &&
  584. v0.min === v1.min &&
  585. v0.max === v1.max &&
  586. isEqual(v0.attrs, v1.attrs)
  587. ;
  588. });
  589. if (scaleAttributes.length > 1)
  590. { //把后面的全都合并到第一个
  591. scaleAttributes.reduce((pre,cur)=>{
  592. combinePowerUp(pre, cur);
  593. return pre
  594. });
  595. scaleAttributes.shift(); //从筛选中去除第一个
  596. scaleAttributes.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  597. }
  598. //连击数
  599. let scaleCombos = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleCombos);
  600. scaleCombos = scaleCombos.filter((skill,idx,arr)=>{
  601. let s0 = arr[0];
  602. let v0 = s0.value;
  603. let v1 = skill.value;
  604. return isEqual(skill.condition, s0.condition) &&
  605. isEqual(skill.attrs, s0.attrs) &&
  606. isEqual(skill.types, s0.types) &&
  607. v0.min === v1.min &&
  608. v0.max === v1.max
  609. ;
  610. });
  611. if (scaleCombos.length > 1)
  612. { //把后面的全都合并到第一个
  613. scaleCombos.reduce((pre,cur)=>{
  614. combinePowerUp(pre, cur);
  615. return pre
  616. });
  617. scaleCombos.shift(); //从筛选中去除第一个
  618. scaleCombos.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  619. }
  620. //普通倍率
  621. let multiplier = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.Multiplier
  622. && skill.condition?.LShape);
  623. multiplier = multiplier.filter((skill,idx,arr)=>{
  624. let s0 = arr[0];
  625. return !!skill.condition && isEqual(skill.condition, s0.condition) &&
  626. isEqual(skill.attrs, s0.attrs) &&
  627. isEqual(skill.types, s0.types)
  628. ;
  629. });
  630. if (multiplier.length)
  631. { //把后面的全都合并到第一个
  632. multiplier.reduce((pre,cur)=>{
  633. combinePowerUp(pre, cur);
  634. return pre
  635. });
  636. multiplier.shift(); //从筛选中去除第一个
  637. multiplier.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  638. }
  639. }
  640. return skills;
  641. }
  642. const skill = Skills[skillId];
  643. if (!skill) return [];
  644. //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
  645. const result = parsers?.[skill.type]?.apply({ parser: skillParser }, skill.params)
  646. ?? { kind: SkillKinds.Unknown };
  647. let skills = (Array.isArray(result) ? result : [result])
  648. .filter(Boolean)
  649. .map(s => ({ id: skillId, type: skill.type, params: skill.params, ...s }));
  650. function splitProvisoSkill(skills)
  651. {
  652. let idx = skills.findIndex(skill=>skill.kind == SkillKinds.SkillProviso);
  653. if (idx>=0)
  654. {
  655. return [
  656. skills.slice(0,idx),
  657. skills.slice(idx, idx+1),
  658. skills.slice(idx+1),
  659. ];
  660. }else
  661. {
  662. return [skills];
  663. }
  664. }
  665. if (merge_skill)
  666. {
  667. let skillsSplit = splitProvisoSkill(skills).map(_skills=>merge(_skills));
  668. skills = skillsSplit.flat(1);
  669. }
  670. return skills;
  671. }
  672. //返回flag里值为true的数组,如[1,4,7]
  673. function flags(num){
  674. /*
  675. return Array.from(new Array(32),(i,n)=>n).filter(n => num & (1 << n)); //性能太差
  676. 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
  677. */
  678. const arr = [];
  679. for (let i = 0; i<32;i++)
  680. {
  681. if (num & (1<<i))
  682. {
  683. arr.push(i);
  684. }
  685. }
  686. return arr;
  687. }
  688. const v = {
  689. percent: function(value) {
  690. return { kind: SkillValueKind.Percent, value: (value / 100) ?? 1 };
  691. },
  692. constant: function(value) {
  693. return { kind: SkillValueKind.Constant, value: value ?? 0 };
  694. },
  695. constantTo: function(value) {
  696. return { kind: SkillValueKind.ConstantTo, value: value ?? 1 };
  697. },
  698. xMaxHP: function(value) {
  699. return { kind: SkillValueKind.xMaxHP, value: (value / 100) ?? 1 };
  700. },
  701. xHP: function(value) {
  702. return { kind: SkillValueKind.xHP, value: (value / 100) ?? 1 };
  703. },
  704. xCHP: function(value) {
  705. return { kind: SkillValueKind.xCHP, value: (value / 100) ?? 1 };
  706. },
  707. xATK: function(value) {
  708. return { kind: SkillValueKind.xATK, value: (value / 100) ?? 1 };
  709. },
  710. xRCV: function(value) {
  711. return { kind: SkillValueKind.xRCV, value: (value / 100) ?? 1 };
  712. },
  713. randomATK: function(min, max) {
  714. return { kind: SkillValueKind.RandomATK, min: (min / 100) ?? 1, max: (max / 100) ?? 1, scale: 1 };
  715. },
  716. hpScale: function(min, max, scale) {
  717. return { kind: SkillValueKind.HPScale, min: (min / 100) ?? 1, max: (max / 100) ?? 1, scale: (scale / 100) ?? 1 };
  718. },
  719. xTeamHP: function(value) {
  720. return { kind: SkillValueKind.xTeamHP, value: (value / 100) ?? 1 };
  721. },
  722. xTeamATK: function(attrs, value) {
  723. return { kind: SkillValueKind.xTeamATK, attrs: attrs, value: (value / 100) ?? 1 };
  724. },
  725. xTeamRCV: function(value) {
  726. return { kind: SkillValueKind.xTeamRCV, value: (value / 100) ?? 1 };
  727. },
  728. percentAwakenings: function(awakenings, value) {
  729. return { kind: SkillValueKind.xAwakenings, awakenings: awakenings, value: value };
  730. },
  731. };
  732. const c = {
  733. hp: function (min, max) {
  734. return { hp: { min: min / 100, max: max / 100 } };
  735. },
  736. exact: function (type, value, attrs, multiple = false) {
  737. if (attrs === void 0) { attrs = Attributes.all(); }
  738. return { exact: { type: type, value: value, attrs: attrs, multiple: multiple} };
  739. },
  740. compo: function (type, ids) {
  741. return { compo: { type: type, ids: ids } };
  742. },
  743. remainOrbs: function (count) { return { remainOrbs: { count: count } }; },
  744. useSkill: function () { return { useSkill: true }; },
  745. multiplayer: function () { return { multiplayer: true }; },
  746. prob: function (percent) { return { prob: percent }; },
  747. LShape: function (attrs) { return { LShape: { attrs: attrs } }; },
  748. heal: function (min) { return { heal: { min: min } }; },
  749. stage: function (min, max) {
  750. return { stage: { min: min ?? 0, max: max ?? 0 } };
  751. },
  752. }
  753. const p = {
  754. mul: function (values) {
  755. if (Array.isArray(values)) {
  756. return {
  757. kind: SkillPowerUpKind.Multiplier,
  758. hp: 1,
  759. atk: values[0] / 100,
  760. rcv: values[1] / 100
  761. };
  762. }
  763. else {
  764. return {
  765. kind: SkillPowerUpKind.Multiplier,
  766. hp: (values.hp ?? 100) / 100,
  767. atk: (values.atk ?? 100) / 100,
  768. rcv: (values.rcv ?? 100) / 100
  769. };
  770. }
  771. },
  772. stats: function (value) {
  773. let statTypes = Array.from(arguments).slice(1);
  774. return [
  775. statTypes.indexOf(1) >= 0 ? value : 100,
  776. statTypes.indexOf(2) >= 0 ? value : 100
  777. ];
  778. },
  779. scale: function (min, max, baseMul, bonusMul) {
  780. return {
  781. min: min,
  782. max: max ?? min,
  783. baseAtk: (baseMul[0] / 100) ?? 1,
  784. baseRcv: (baseMul[1] / 100) ?? 1,
  785. bonusAtk: (bonusMul[0] / 100) ?? 0,
  786. bonusRcv: (bonusMul[1] / 100) ?? 0
  787. };
  788. },
  789. scaleAttrs: function (attrs, min, max, baseMul, bonusMul) {
  790. return { kind: SkillPowerUpKind.ScaleAttributes, attrs: attrs ,...this.scale(min, max, baseMul, bonusMul) };
  791. },
  792. scaleCombos: function (min, max, baseMul, bonusMul) {
  793. return { kind: SkillPowerUpKind.ScaleCombos ,...this.scale(min, max, baseMul, bonusMul) };
  794. },
  795. scaleMatchLength: function (attrs, min, max, baseMul, bonusMul, matchAll = false) {
  796. /*if (min <= 3 && min === max)
  797. return this.scaleAttrs(attrs, matchAll ? attrs.length : 1, matchAll ? attrs.length : 1, baseMul, bonusMul);
  798. else*/
  799. return { kind: SkillPowerUpKind.ScaleMatchLength, attrs: attrs, matchAll: matchAll ,...this.scale(min, max, baseMul, bonusMul) };
  800. },
  801. scaleMatchAttrs: function (matches, min, max, baseMul, bonusMul) {
  802. 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
  803. if (new Set(flatMatches).size === flatMatches.length)
  804. return this.scaleAttrs(matches, min, max, baseMul, bonusMul);
  805. else
  806. return { kind: SkillPowerUpKind.ScaleMatchAttrs, matches: matches ,...this.scale(min, max, baseMul, bonusMul) };
  807. },
  808. scaleCross: function (crosses) {
  809. return { kind: SkillPowerUpKind.ScaleCross, crosses: crosses.map(cross => ({ ...cross, atk: ((cross.atk ?? 100) / 100), rcv: ((cross.rcv ?? 100) / 100)})) };
  810. },
  811. scaleRemainOrbs: function (max, baseMul, bonusMul) {
  812. return { kind: SkillPowerUpKind.ScaleRemainOrbs ,...this.scale(bonusMul ? 0 : max, max, baseMul, bonusMul) };
  813. },
  814. scaleStateKindCount: function (awakenings, attrs, types, value) {
  815. return { kind: SkillPowerUpKind.ScaleStateKindCount, awakenings: awakenings, attrs: attrs, types: types, value: value };
  816. },
  817. }
  818. function activeTurns(turns, skill) {
  819. return skill ? { kind: SkillKinds.ActiveTurns, turns: turns, skill: skill } : null;
  820. }
  821. function damageEnemy(target, attr, damage) {
  822. return { kind: SkillKinds.DamageEnemy, target: target, attr: attr, damage: damage };
  823. }
  824. function vampire(attr, damageValue, healValue) {
  825. return { kind: SkillKinds.Vampire, attr: attr, damage: damageValue, heal: healValue };
  826. }
  827. function reduceDamage(attrs, percent, condition, prob) {
  828. return { kind: SkillKinds.ReduceDamage, attrs: attrs, percent: percent, condition: condition, prob: prob || 1 };
  829. }
  830. function selfHarm(value) {
  831. return { kind: SkillKinds.SelfHarm, value: value };
  832. }
  833. function heal(value) {
  834. return { kind: SkillKinds.Heal, value: value };
  835. }
  836. function autoHealBuff(value) {
  837. return { kind: SkillKinds.AutoHealBuff, value: value };
  838. }
  839. function fromTo(from, to) {
  840. return { from: from, to: to };
  841. }
  842. function changeOrbs() {
  843. return { kind: SkillKinds.ChangeOrbs, changes: Array.from(arguments) };
  844. }
  845. function generateOrbs(orbs, exclude, count, time) {
  846. return { kind: SkillKinds.GenerateOrbs, orbs: orbs, exclude: exclude, count: count, time: time};
  847. }
  848. function fixedOrbs() {
  849. return { kind: SkillKinds.FixedOrbs, generates: Array.from(arguments) };
  850. }
  851. function powerUp(attrs, types, value, condition = null, reduceDamageValue = null, additional = []) {
  852. if (value.kind === SkillPowerUpKind.Multiplier) {
  853. let hp = value.hp, atk = value.atk, rcv = value.rcv;
  854. if (hp === 1 && atk === 1 && rcv === 1 && !reduceDamage)
  855. return null;
  856. }
  857. if (attrs?.targets != undefined) {
  858. return { kind: SkillKinds.PowerUp, targets: attrs.targets, attrs: null, types: null, condition: condition, value: value, reduceDamage: reduceDamageValue, additional: additional};
  859. }
  860. return { kind: SkillKinds.PowerUp, attrs: attrs, types: types, condition: condition, value: value, reduceDamage: reduceDamageValue, additional: additional};
  861. }
  862. function counterAttack(attr, prob, value) {
  863. return { kind: SkillKinds.CounterAttack, attr: attr, prob: prob, value: value };
  864. }
  865. function setOrbState(orbs, state, arg) {
  866. return { kind: SkillKinds.SetOrbState, orbs: orbs, state: state, arg: arg};
  867. }
  868. function rateMultiply(value, rate) {
  869. return { kind: SkillKinds.RateMultiply, value: value, rate: rate };
  870. }
  871. function orbDropIncrease(value, attrs, flag) {
  872. return { kind: SkillKinds.OrbDropIncrease, value: value, attrs: attrs, flag: flag };
  873. }
  874. function resolve(min, max) {
  875. return { kind: SkillKinds.Resolve, min: min, max: max };
  876. }
  877. function unbind(normal, awakenings, matches) {
  878. return { kind: SkillKinds.Unbind, normal: normal, awakenings: awakenings , matches: matches};
  879. }
  880. function bindSkill() { return { kind: SkillKinds.BindSkill}; }
  881. function boardChange(attrs) {
  882. return { kind: SkillKinds.BoardChange, attrs: attrs };
  883. }
  884. function randomSkills(skills) {
  885. return { kind: SkillKinds.RandomSkills, skills: skills };
  886. }
  887. function evolvedSkills(loop, skills) {
  888. return { kind: SkillKinds.EvolvedSkills, loop: loop, skills: skills };
  889. }
  890. function changeAttr(target, attr) {
  891. return { kind: SkillKinds.ChangeAttribute, target: target, attr: attr ?? 0 };
  892. }
  893. function gravity(value) {
  894. return { kind: SkillKinds.Gravity, value: value };
  895. }
  896. function voidEnemyBuff(buffs) {
  897. return { kind: SkillKinds.VoidEnemyBuff, buffs: buffs };
  898. }
  899. function skillBoost(value1, value2) { return { kind: SkillKinds.SkillBoost, min: value1, max: value2 ?? value1 }; }
  900. function minMatch(value) { return { kind: SkillKinds.MinMatchLength, value: value }; }
  901. function fixedTime(value) { return { kind: SkillKinds.FixedTime, value: v.constant(value) }; }
  902. function addCombo(value) { return { kind: SkillKinds.AddCombo, value: value }; }
  903. function defBreak(value) { return { kind: SkillKinds.DefenseBreak, value: value }; }
  904. function poison(value) { return { kind: SkillKinds.Poison, value: value }; }
  905. function CTW(value) { return { kind: SkillKinds.CTW, value: value }; }
  906. function followAttack(value) { return { kind: SkillKinds.FollowAttack, value: value }; }
  907. function followAttackFixed(value) { return { kind: SkillKinds.FollowAttackFixed, value: v.constant(value) }; }
  908. function autoHeal(value) { return { kind: SkillKinds.AutoHeal, value: value }; }
  909. function timeExtend(value) { return { kind: SkillKinds.TimeExtend, value: value }; }
  910. function delay() { return { kind: SkillKinds.Delay }; }
  911. function massAttack() { return { kind: SkillKinds.MassAttack }; }
  912. function dropRefresh() { return { kind: SkillKinds.DropRefresh }; }
  913. function drum() { return { kind: SkillKinds.Drum }; }
  914. function autoPath() { return { kind: SkillKinds.AutoPath }; }
  915. function leaderChange(type = 0) { return { kind: SkillKinds.LeaderChange, type: type }; }
  916. function board7x6() { return { kind: SkillKinds.Board7x6 }; }
  917. function noSkyfall() { return { kind: SkillKinds.NoSkyfall }; }
  918. function henshin(id, random = false) {
  919. return {
  920. kind: SkillKinds.Henshin,
  921. id: Array.isArray(id) ? id[0] : id, //兼容旧程序
  922. ids: Array.isArray(id) ? id : [id],
  923. random: random
  924. };
  925. }
  926. function voidPoison() { return { kind: SkillKinds.VoidPoison }; }
  927. function skillProviso(cond) { return { kind: SkillKinds.SkillProviso, cond: cond }; }
  928. function impartAwakenings(attrs, types, awakenings) {
  929. return { kind: SkillKinds.ImpartAwakenings, attrs: attrs, types: types, awakenings: awakenings };
  930. }
  931. function obstructOpponent(type, pos, ids) {
  932. return { kind: SkillKinds.ObstructOpponent, type: type, pos: pos, enemy_skills: ids };
  933. }
  934. const parsers = {
  935. parser: (() => []), //这个用来解决代码提示的报错问题,不起实际作用
  936. [0](attr, mul) { return damageEnemy('all', attr, v.xATK(mul)); },
  937. [1](attr, value) { return damageEnemy('all', attr, v.constant(value)); },
  938. [2](mul, _) { return damageEnemy('single', 'self', v.xATK(mul)); },
  939. [3](turns, percent) { return activeTurns(turns, reduceDamage('all', v.percent(percent))); },
  940. [4](mul) { return poison(v.xATK(mul)); },
  941. [5](time) { return CTW(v.constant(time)); },
  942. [6](percent) { return gravity(v.xCHP(percent)); },
  943. [7](mul) { return heal(v.xRCV(mul)); },
  944. [8](value) { return heal(v.constant(value)); },
  945. [9](from, to) { return changeOrbs(fromTo([from ?? 0], [to ?? 0])); },
  946. [10]() { return dropRefresh(); },
  947. [11](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul })); },
  948. [12](mul) { return followAttack(v.xATK(mul)); },
  949. [13](mul) { return autoHeal(v.xRCV(mul)); },
  950. [14](min, max) { return resolve(v.percent(min), v.percent(max ?? 100)); },
  951. [15](time) { return timeExtend(v.constant(time / 100)); },
  952. [16](percent) { return reduceDamage('all', v.percent(percent)); },
  953. [17](attr, percent) { return reduceDamage([attr], v.percent(percent)); },
  954. [18](turns) { return activeTurns(turns, delay()); },
  955. [19](turns, percent) { return activeTurns(turns, defBreak(v.percent(percent))); },
  956. [20](from1, to1, from2, to2) {
  957. if ((to1 ?? 0) == (to2 ?? 0))
  958. return changeOrbs(fromTo([from1 ?? 0, from2 ?? 0], [to1 ?? 0]));
  959. else
  960. return changeOrbs(
  961. fromTo([from1 ?? 0], [to1 ?? 0]),
  962. fromTo([from2 ?? 0], [to2 ?? 0])
  963. );
  964. },
  965. [21](turns, attr, percent) { return activeTurns(turns, reduceDamage([attr], v.percent(percent))); },
  966. [22](type, mul) { return powerUp(null, [type], p.mul({ atk: mul })); },
  967. [23](type, mul) { return powerUp(null, [type], p.mul({ hp: mul })); },
  968. [24](type, mul) { return powerUp(null, [type], p.mul({ rcv: mul })); },
  969. [26](mul) { return powerUp(null, null, p.mul({ atk: mul })); },
  970. [28](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul, rcv: mul })); },
  971. [29](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
  972. [30](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul })); },
  973. [31](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul })); },
  974. [33]() { return drum(); },
  975. [35](mul, percent) { return vampire('self', v.xATK(mul), v.percent(percent)); },
  976. [36](attr1, attr2, percent) { return reduceDamage([attr1, attr2], v.percent(percent)); },
  977. [37](attr, mul) { return damageEnemy('single', attr, v.xATK(mul)); },
  978. [38](max, prob, percent) { return reduceDamage('all', v.percent(percent), max === 100 ? c.hp(max, max) : c.hp(0, max), v.percent(prob)); },
  979. [39](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  980. [40](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ atk: mul })); },
  981. [41](prob, mul, attr) { return counterAttack(attr ?? 0, v.percent(prob), v.percent(mul)); },
  982. [42](targetAttr, dmgAttr, value) { return damageEnemy(targetAttr, dmgAttr, v.constant(value)); },
  983. [43](min, prob, percent) { return reduceDamage('all', v.percent(percent), c.hp(min, 100), v.percent(prob)); },
  984. [44](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  985. [45](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul })); },
  986. [46](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul })); },
  987. [48](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul })); },
  988. [49](attr, mul) { return powerUp([attr], null, p.mul({ rcv: mul })); },
  989. [50](turns, attr, mul) { return activeTurns(turns, powerUp([attr], null, p.mul({ atk: mul ?? 0 }))); },
  990. [51](turns) { return activeTurns(turns, massAttack()); },
  991. [52](attr, mul) { return setOrbState([attr], 'enhanced', {enhance: v.percent(mul)}); },
  992. [53](mul) { return rateMultiply(v.percent(mul), 'drop'); },
  993. [54](mul) { return rateMultiply(v.percent(mul), 'coin'); },
  994. [55](value) { return damageEnemy('single', 'fixed', v.constant(value)); },
  995. [56](value) { return damageEnemy('all', 'fixed', v.constant(value)); },
  996. [58](attr, min, max) { return damageEnemy('all', attr, v.randomATK(min, max)); },
  997. [59](attr, min, max) { return damageEnemy('single', attr, v.randomATK(min, max)); },
  998. [60](turns, mul, attr) { return activeTurns(turns, counterAttack(attr, v.percent(100), v.percent(mul))); },
  999. [61](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, max ?? min, [base, 100], [bonus, 0])); },
  1000. [62](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul })); },
  1001. [63](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, rcv: mul })); },
  1002. [64](type, mul) { return powerUp(null, [type], p.mul({ atk: mul, rcv: mul })); },
  1003. [65](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
  1004. [66](combo, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, [mul, 100], [0, 0])); },
  1005. [67](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, rcv: mul })); },
  1006. [69](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul })); },
  1007. [71](...attrs) { return boardChange(attrs.filter(attr => attr >= 0)); },
  1008. //据说是破除敌人的守护盾,但是因为重来没有实装过,所以不知道实际效果
  1009. [72](turns) { return activeTurns(turns, voidEnemyBuff(['guard'])); },
  1010. [73](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul })); },
  1011. [75](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul, rcv: mul })); },
  1012. [76](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
  1013. [77](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul, atk: mul })); },
  1014. [79](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul, rcv: mul })); },
  1015. [84](attr, min, max, percent) {
  1016. return [
  1017. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  1018. damageEnemy('single', attr, v.randomATK(min, max))
  1019. ];
  1020. },
  1021. [85](attr, min, max, percent) {
  1022. return [
  1023. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  1024. damageEnemy('all', attr, v.randomATK(min, max))
  1025. ];
  1026. },
  1027. [86](attr, value, _, percent) {
  1028. return [
  1029. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  1030. damageEnemy('single', attr, v.constant(value))
  1031. ];
  1032. },
  1033. [87](attr, value, _, percent) {
  1034. return [
  1035. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  1036. damageEnemy('all', attr, v.constant(value))
  1037. ];
  1038. },
  1039. [88](turns, type, mul) { return activeTurns(turns, powerUp(null, [type], p.mul({ atk: mul }))); },
  1040. [90](turns, attr1, attr2, mul) { return activeTurns(turns, powerUp([attr1, attr2], null, p.mul({ atk: mul }))); },
  1041. [91](attr1, attr2, mul) { return setOrbState([attr1, attr2], 'enhanced', {enhance: v.percent(mul)}); },
  1042. [92](turns, type1, type2, mul) { return activeTurns(turns, powerUp(null, [type1, type2], p.mul({ atk: mul }))); },
  1043. [93]() { return leaderChange(); },
  1044. [94](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  1045. [95](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  1046. [96](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  1047. [97](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  1048. [98](min, base, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max, [base, 100], [bonus, 0])); },
  1049. [100](stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.useSkill()); },
  1050. [101](combo, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('combo', combo)); },
  1051. [103](combo, stats1, stats2, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
  1052. [104](combo, attrs, stats1, stats2, mul) { return powerUp(flags(attrs), null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
  1053. [105](rcv, atk) { return powerUp(null, null, p.mul({ rcv, atk })); },
  1054. [106](hp, atk) { return powerUp(null, null, p.mul({ hp, atk })); },
  1055. [107](hp, attrs, atk) {
  1056. return [
  1057. powerUp(null, null, p.mul({ hp })),
  1058. attrs && powerUp(flags(attrs), null, p.mul({ atk: atk ?? 100 })) || null,
  1059. ].filter(Boolean);
  1060. },
  1061. [108](hp, type, atk) { return [powerUp(null, null, p.mul({ hp })), powerUp(null, [type], p.mul({ atk }))]; },
  1062. [109](attrs, len, mul) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul, 100], [0, 0])); },
  1063. [110](single, attr, min, max, scale) { return damageEnemy(single ? 'single' : 'all', attr, v.hpScale(min, max, scale)); },
  1064. [111](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul })); },
  1065. [114](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
  1066. [115](attr, mul, percent) { return vampire(attr, v.xATK(mul), v.percent(percent)); },
  1067. [116](...ids) { return ids.flatMap(id => this.parser(id)); },
  1068. [117](bind, rcv, constant, hp, awokenBind) {
  1069. return [
  1070. rcv ? heal(v.xRCV(rcv)) : hp ? heal(v.xMaxHP(hp)) : constant ? heal(v.constant(constant)) : null,
  1071. (bind || awokenBind) ? unbind(bind ?? 0, awokenBind ?? 0) : null,
  1072. ].filter(Boolean);
  1073. },
  1074. [118](...ids) { return randomSkills(ids.map(id => this.parser(id))); },
  1075. [119](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base || 100, 100], [bonus, 0])); },
  1076. [121](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })); },
  1077. [122](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(0, percent)); },
  1078. [123](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(percent, 100)); },
  1079. [124](attrs1, attrs2, attrs3, attrs4, attrs5, min, mul, bonus) {
  1080. const attrs = [attrs1, attrs2, attrs3, attrs4, attrs5].filter(Boolean);
  1081. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(flags), min, bonus ? attrs.length : min, [mul, 100], [bonus, 0]));
  1082. },
  1083. [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))); },
  1084. [126](attrs, turns, turns2, percent) { return activeTurns(turns === turns2 ? turns : [turns, turns2], orbDropIncrease(v.percent(percent), flags(attrs))); },
  1085. [127](cols1, attrs1, cols2, attrs2) {
  1086. return fixedOrbs(
  1087. { orbs: flags(attrs1), type: 'col', positions: flags(cols1) },
  1088. { orbs: flags(attrs2), type: 'col', positions: flags(cols2) }
  1089. );
  1090. },
  1091. [128](rows1, attrs1, rows2, attrs2) {
  1092. return fixedOrbs(
  1093. { orbs: flags(attrs1), type: 'row', positions: flags(rows1) },
  1094. { orbs: flags(attrs2), type: 'row', positions: flags(rows2) }
  1095. );
  1096. },
  1097. [129](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
  1098. return [
  1099. (hp || atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1100. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null
  1101. ].filter(Boolean);
  1102. },
  1103. [130](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
  1104. return [
  1105. (atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(0, percent)) || null,
  1106. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(0, percent)) || null
  1107. ].filter(Boolean);
  1108. },
  1109. [131](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
  1110. return [
  1111. (atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(percent, 100)) || null,
  1112. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(percent, 100)) || null
  1113. ].filter(Boolean);
  1114. },
  1115. [132](turns, time, percent) { return activeTurns(turns, timeExtend(time ? v.constant(time / 10) : v.percent(percent))); },
  1116. [133](attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.useSkill()); },
  1117. [136](attrs1, hp1, atk1, rcv1, attrs2, hp2, atk2, rcv2) {
  1118. return [
  1119. powerUp(flags(attrs1), null, p.mul({ hp: hp1 || 100, atk: atk1 || 100, rcv: rcv1 || 100 })),
  1120. powerUp(flags(attrs2), null, p.mul({ hp: hp2 || 100, atk: atk2 || 100, rcv: rcv2 || 100 })),
  1121. ];
  1122. },
  1123. [137](types1, hp1, atk1, rcv1, types2, hp2, atk2, rcv2) {
  1124. return [
  1125. powerUp(null, flags(types1), p.mul({ hp: hp1 || 100, atk: atk1 || 100, rcv: rcv1 || 100 })),
  1126. powerUp(null, flags(types2), p.mul({ hp: hp2 || 100, atk: atk2 || 100, rcv: rcv2 || 100 })),
  1127. ];
  1128. },
  1129. [138](...ids) { return ids.flatMap(id => this.parser(id)); },
  1130. [139](attrs, types, percent1, less1, mul1, percent2, less2, mul2) {
  1131. return [
  1132. powerUp(flags(attrs), flags(types), p.mul({ atk: mul1 || 100 }), less1 ? c.hp(0, percent1) : c.hp(percent1, 100)),
  1133. powerUp(flags(attrs), flags(types), p.mul({ atk: mul2 || 100 }), less1 ?
  1134. (less2 ? c.hp(percent1, percent2) : c.hp(percent2, 100)) :
  1135. (less2 ? c.hp(0, percent2) : c.hp(percent2, percent1 - 1))
  1136. ),
  1137. ];
  1138. },
  1139. [140](attrs, mul) { return setOrbState(flags(attrs), 'enhanced', {enhance: v.percent(mul)}); },
  1140. [141](count, to, exclude) { return generateOrbs(flags(to), flags(exclude), count); },
  1141. [142](turns, attr) { return activeTurns(turns, changeAttr('self', attr)); },
  1142. [143](mul, dmgAttr) { return damageEnemy('all', dmgAttr ?? 0, v.xTeamHP(mul)); },
  1143. [144](teamAttrs, mul, single, dmgAttr) { return damageEnemy(single ? 'single' : 'all', dmgAttr ?? 0, v.xTeamATK(flags(teamAttrs), mul)); },
  1144. [145](mul) { return heal(v.xTeamRCV(mul)); },
  1145. [146](turns1, turns2) { return skillBoost(v.constant(turns1), turns2 ? v.constant(turns2) : undefined); },
  1146. [148](percent) { return rateMultiply(v.percent(percent), 'exp'); },
  1147. [149](mul) { return powerUp(null, null, p.mul({ rcv: mul }), c.exact('match-length', 4, [Attributes.Heart])); },
  1148. [150](_, mul) { return powerUp({targets: ['the-attr']}, null, p.mul({ atk: mul }), c.exact('match-length', 5, 'enhanced')); },
  1149. [151](mul1, mul2, percent) {
  1150. return powerUp(null, null, p.scaleCross([{ single: true, attr: [Attributes.Heart], atk: mul1 || 100, rcv: mul2 || 100 }]), null, v.percent(percent));
  1151. },
  1152. [152](attrs, count) { return setOrbState(flags(attrs), 'locked', {count: v.constant(count)}); },
  1153. [153](attr, _) { return changeAttr('opponent', attr); },
  1154. [154](from, to) { return changeOrbs(fromTo(flags(from), flags(to))); },
  1155. [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()); },
  1156. [156](turns, awoken1, awoken2, awoken3, type, mul) {
  1157. if (type == 1)
  1158. {
  1159. return heal(v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), v.xRCV(mul)));
  1160. }else
  1161. {
  1162. return activeTurns(turns, type === 2 ?
  1163. powerUp(null, null, p.scaleStateKindCount([awoken1, awoken2, awoken3].filter(Boolean), null, null, p.mul({atk: mul - 100, hp:0, rcv:0}))) :
  1164. reduceDamage('all', v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), v.percent(mul)))
  1165. );
  1166. }
  1167. },
  1168. [157](attr1, mul1, attr2, mul2, attr3, mul3) {
  1169. let crosses = [
  1170. { single: false, attr: [attr1], atk: mul1 },
  1171. { single: false, attr: [attr2], atk: mul2 },
  1172. { single: false, attr: [attr3], atk: mul3 }
  1173. ].filter(cross => cross.atk);
  1174. return powerUp(null, null, p.scaleCross(crosses));
  1175. },
  1176. [158](len, attrs, types, atk, hp, rcv) {
  1177. return [
  1178. minMatch(len),
  1179. powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }))
  1180. ];
  1181. },
  1182. [159](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base, 100], [bonus, 0])); },
  1183. [160](turns, combo) { return activeTurns(turns, addCombo(combo)); },
  1184. [161](percent) { return gravity(v.xMaxHP(percent)); },
  1185. [162]() { return board7x6(); },
  1186. [163](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
  1187. return [
  1188. noSkyfall(),
  1189. (hp || atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1190. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null,
  1191. ].filter(Boolean);
  1192. },
  1193. [164](attrs1, attrs2, attrs3, attrs4, min, atk, rcv, bonus) {
  1194. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  1195. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(flags), min, attrs.length, [atk, rcv], [bonus, bonus]));
  1196. },
  1197. [165](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, incr) {
  1198. const attrsArr = flags(attrs);
  1199. return powerUp(null, null, p.scaleAttrs(attrsArr, min, min + (min < attrsArr.length ? (incr ?? 0) : 0), [baseAtk || 100, baseRcv || 100], [bonusAtk, bonusRcv]));
  1200. },
  1201. [166](min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleCombos(min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  1202. [167](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  1203. [168](turns, awoken1, awoken2, awoken3, awoken4, awoken5, awoken6, mul) {
  1204. return activeTurns(turns,
  1205. powerUp(null, null, p.scaleStateKindCount([awoken1, awoken2, awoken3, awoken4, awoken5, awoken6].filter(Boolean), null, null, p.mul({atk: mul, hp:0, rcv:0})))
  1206. );
  1207. },
  1208. [169](min, base, percent, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max ?? min, [base || 100, 100], [bonus, 0]), null, v.percent(percent)); },
  1209. //stage的真实用法目前不知道,缺少样本来判断,不知道到底是直接算数(stage-1)还是算二进制个数(flags(stage).length)。 2022年5月23日
  1210. //按 瘦鹅 的说法,也可能是因为暗牛头限制了5色, 所以就算是3级到了6色,也只算5色。
  1211. [170](attrs, min, base, percent, bonus, stage) {
  1212. let attrsArr = flags(attrs);
  1213. return powerUp(null, null, p.scaleAttrs(attrsArr, min, Math.min(min + (stage || 0), attrsArr.length), [base, 100], [bonus ?? 0, 0]), null, v.percent(percent));
  1214. },
  1215. [171](attrs1, attrs2, attrs3, attrs4, min, mul, percent, bonus) {
  1216. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  1217. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(flags), min, bonus ? attrs.length : min, [mul, 100], [bonus ?? 0, 0]), null, v.percent(percent));
  1218. },
  1219. [172]() { return setOrbState(Attributes.orbs(), 'unlocked'); },
  1220. [173](turns, attrAbsorb, comboAbsorb, damageAbsorb) {
  1221. return activeTurns(turns, voidEnemyBuff(
  1222. [
  1223. attrAbsorb && 'attr-absorb',
  1224. comboAbsorb && 'combo-absorb',
  1225. damageAbsorb && 'damage-absorb'
  1226. ].filter((buff) => typeof buff === 'string')
  1227. ));
  1228. },
  1229. [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))); },
  1230. [176](row1, row2, row3, row4, row5, attrs) {
  1231. return fixedOrbs(
  1232. { orbs: [attrs ?? 0], type: 'shape', positions: [row1, row2, row3, row4, row5].map(row=>flags(row)) }
  1233. );
  1234. },
  1235. [177](attrs, types, hp, atk, rcv, remains, baseAtk, bonusAtk) {
  1236. return [
  1237. noSkyfall(),
  1238. (hp || atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1239. baseAtk && powerUp(null, null, p.scaleRemainOrbs(remains, [baseAtk ?? 100, 100], [bonusAtk ?? 0, 0])) || null
  1240. ].filter(Boolean);
  1241. },
  1242. [178](time, attrs, types, hp, atk, rcv, attrs2, percent) {
  1243. return [
  1244. fixedTime(time),
  1245. (hp || atk || rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })),
  1246. percent && reduceDamage(flags(attrs2), v.percent(percent)) || null,
  1247. ].filter(Boolean);
  1248. /*const reduceAttrs = flags(attrs2);
  1249. const isAllAttr = isEqual(reduceAttrs, Attributes.attr);
  1250. return [
  1251. fixedTime(time),
  1252. (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),
  1253. percent && !isAllAttr && reduceDamage(reduceAttrs, v.percent(percent)) || null,
  1254. ].filter(Boolean);*/
  1255. },
  1256. [179](turns, value, percent, bind, awokenBind) {
  1257. return [
  1258. (bind || awokenBind) ? unbind(bind ?? 0, awokenBind ?? 0) : null,
  1259. activeTurns(turns, autoHealBuff(value ? v.constant(value) : v.xMaxHP(percent)))
  1260. ].filter(Boolean);
  1261. },
  1262. [180](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), [], 'enhanced')); },
  1263. [182](attrs, len, mul, percent) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul || 100, 100], [0, 0]), null, v.percent(percent)); },
  1264. [183](attrs, types, percent1, atk1, reduce, percent2, atk2, rcv2) {
  1265. return [
  1266. (percent1 > 0) && powerUp(flags(attrs), flags(types), p.mul({ atk: atk1 || 100 }), c.hp(percent1, 100), v.percent(reduce)) || null,
  1267. (atk2 || rcv2) && powerUp(flags(attrs), flags(types), p.mul({ atk: atk2 || 100, rcv: rcv2 || 100 }), c.hp(0, percent2 || percent1)) || null
  1268. ].filter(Boolean);
  1269. },
  1270. [184](turns) { return activeTurns(turns, noSkyfall()); },
  1271. [185](time, attrs, types, hp, atk, rcv) {
  1272. return [
  1273. timeExtend(v.constant(time / 100)),
  1274. powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })),
  1275. ];
  1276. },
  1277. [186](attrs, types, hp, atk, rcv) {
  1278. return [
  1279. board7x6(),
  1280. (hp || atk ||rcv) && powerUp(flags(attrs), flags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1281. ].filter(Boolean);
  1282. },
  1283. [188](value) {
  1284. return damageEnemy('single', 'fixed', v.constant(value));
  1285. },
  1286. [189]() {
  1287. return [
  1288. setOrbState(Attributes.orbs(), 'unlocked'),
  1289. boardChange([0,1,2,3]),
  1290. autoPath(),
  1291. ];
  1292. },
  1293. [191](turns) {
  1294. return activeTurns(turns, voidEnemyBuff(['damage-void']));
  1295. },
  1296. [192](attrs, len, mul, combo) {
  1297. return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul || 100, 100], [0, 0], true), null, null, combo ? [addCombo(combo)] : null);
  1298. },
  1299. [193](attrs, atk, rcv, percent) {
  1300. return powerUp(null, null, p.mul([atk || 100, rcv || 100]), c.LShape(flags(attrs)), v.percent(percent));
  1301. },
  1302. [194](attrs, min, mul, combo) {
  1303. return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min, [mul || 100, 100], [0, 0]), null, null, combo ? [addCombo(combo)] : null);
  1304. },
  1305. [195](percent) {
  1306. return selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1));
  1307. },
  1308. [196](matches) {
  1309. return unbind(0,0,matches);
  1310. },
  1311. [197]() {
  1312. return voidPoison();
  1313. },
  1314. [198](heal, atk, percent, awokenBind) {
  1315. return powerUp(null, null, p.mul([atk || 100, 100]), c.heal(heal), percent && v.percent(percent), awokenBind && [unbind(0, awokenBind ?? 0)]);
  1316. },
  1317. [199](attrs, min, damage) {
  1318. return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]);
  1319. },
  1320. [200](attrs, len, damage) {
  1321. return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]);
  1322. },
  1323. [201](attrs1, attrs2, attrs3, attrs4, min, damage) {
  1324. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  1325. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(flags), min, min, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]);
  1326. },
  1327. [202](id) {
  1328. return henshin(id);
  1329. },
  1330. [203](evotypeid, hp, atk, rcv) {
  1331. let evotype = (type=>{
  1332. switch (type) {
  1333. case 0: return "pixel-evo";
  1334. case 2: return "reincarnation-evo";
  1335. default: return type;
  1336. }
  1337. })(evotypeid);
  1338. return powerUp(null, null, p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }),
  1339. c.compo('evolution', [evotype]));
  1340. },
  1341. [205](attrs, turns) { return activeTurns(turns, orbDropIncrease(null, flags(attrs == -1 ? 0b1111111111: attrs), 'locked')); },
  1342. [206](attrs1, attrs2, attrs3, attrs4, attrs5, min, combo) {
  1343. const attrs = [attrs1, attrs2, attrs3, attrs4, attrs5].filter(Boolean);
  1344. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(flags), min, min, [100, 100], [0, 0]), null, null, combo ? [addCombo(combo)] : null);
  1345. },
  1346. [207](turns, time, row1, row2, row3, row4, row5, count) {
  1347. return activeTurns(turns, count ?
  1348. generateOrbs( ['variation'], null, count, time/100):
  1349. fixedOrbs( { orbs: ['variation'], time: time/100, type: 'shape', positions: [row1, row2, row3, row4, row5].map(row=>flags(row)) })
  1350. );
  1351. },
  1352. [208](count1, to1, exclude1, count2, to2, exclude2) {
  1353. return [
  1354. generateOrbs(flags(to1), flags(exclude1), count1),
  1355. generateOrbs(flags(to2), flags(exclude2), count2),
  1356. ];
  1357. },
  1358. [209](combo) {
  1359. return powerUp(null, null, p.scaleCross([{ single: true, attr: [Attributes.Heart], atk: 100, rcv: 100}]), null, null, combo ? [addCombo(combo)] : null);
  1360. },
  1361. [210](attrs, reduce, combo) {
  1362. return powerUp(null, null, p.scaleCross([{ single: false, attr: flags(attrs), atk: 100, rcv: 100}]), null, v.percent(reduce), combo ? [addCombo(combo)] : null);
  1363. },
  1364. [213](attrs, types, ...awakenings) { //赋予觉醒的队长技
  1365. return impartAwakenings(flags(attrs), flags(types), awakenings);
  1366. },
  1367. [214](turns) { return activeTurns(turns, bindSkill()); },
  1368. [215](turns, attrs) { return activeTurns(turns, setOrbState(flags(attrs), 'bound')); },
  1369. [217](rarity, hp, atk, rcv) {
  1370. return powerUp(null, null, p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }),
  1371. c.compo('rarity', rarity));
  1372. },
  1373. [218](turns) { return skillBoost(v.constant(-turns)); },
  1374. [219](attrs, len, combo) {
  1375. return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [100, 100], [0, 0]), null, null, combo ? [addCombo(combo)] : null);
  1376. },
  1377. [220](attrs, combo) {
  1378. return powerUp(null, null, p.mul([100,100]), c.LShape(flags(attrs)), null, combo ? [addCombo(combo)] : null);
  1379. },
  1380. [221](attrs, damage) {
  1381. return powerUp(null, null, p.mul([100,100]), c.LShape(flags(attrs)), null, damage ? [followAttackFixed(damage)] : null);
  1382. },
  1383. [223](combo, damage) {
  1384. return powerUp(null, null, p.scaleCombos(combo, combo, [100, 100], [0, 0]), null, null, damage ? [followAttackFixed(damage)] : null);
  1385. },
  1386. [224](turns, attr) { return activeTurns(turns, changeAttr('opponent', attr)); },
  1387. [225](min, max) { return skillProviso(c.hp(min ?? 0, max ?? 100)); },
  1388. [226](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), [], 'nail')); },
  1389. [227]() { return leaderChange(1); },
  1390. [228](turns, attrs, types, atk, rcv) {
  1391. return activeTurns(turns,
  1392. powerUp(null, null, p.scaleStateKindCount(null, flags(attrs), flags(types), p.mul({atk: atk, rcv: rcv ?? 0, hp:0})))
  1393. );
  1394. },
  1395. [229](attrs, types, hp, atk, rcv) {
  1396. return powerUp(null, null, p.scaleStateKindCount(null, flags(attrs), flags(types), p.mul({hp: hp || 0, atk: atk || 0, rcv: rcv || 0})));
  1397. },
  1398. [230](turns, target, mul) {
  1399. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1400. const typeArr = flags(target).map(n => targetTypes[n]);
  1401. return activeTurns(turns, powerUp({targets: typeArr}, null, p.mul({ atk: mul })));
  1402. },
  1403. [231](turns, awoken1, awoken2, awoken3, awoken4, awoken5, atk, rcv) {
  1404. return activeTurns(turns, powerUp(null, null, p.scaleStateKindCount([awoken1, awoken2, awoken3, awoken4, awoken5].filter(Boolean), null, null, p.mul({atk: atk, hp:0, rcv: rcv}))));
  1405. },
  1406. [232](...ids) { return evolvedSkills(false, ids.map(id => this.parser(id))); },
  1407. [233](...ids) { return evolvedSkills(true, ids.map(id => this.parser(id))); },
  1408. [234](min, max) { return skillProviso(c.stage(min ?? 0, max ?? 0)); },
  1409. [235](attr, _, len, atk, percent, combo, damage) {
  1410. return powerUp(null, null, p.mul({ atk: atk || 100}), c.exact('match-length', len, flags(attr), true), v.percent(percent), [combo ? addCombo(combo) : null, damage ? followAttackFixed(damage) : null].filter(Boolean));
  1411. },
  1412. [236](...ids) { //随机变身
  1413. return henshin(ids.distinct(), true);
  1414. },
  1415. [237](turns, hp) { //改变HP上限
  1416. return activeTurns(turns,
  1417. powerUp(null, null, p.mul({ hp: hp }))
  1418. );
  1419. },
  1420. [1000](type, pos, ...ids) {
  1421. const posType = (type=>{
  1422. switch (type) {
  1423. case 1: return "after-me";
  1424. case 2: return "designated-position";
  1425. case 3: return "before-me";
  1426. default: return type;
  1427. }
  1428. })(type);
  1429. return obstructOpponent(posType, flags(pos), ids);
  1430. },
  1431. };
  1432. //将内容添加到代码片段
  1433. DocumentFragment.prototype.ap = function(arg)
  1434. {
  1435. if (Array.isArray(arg)) //数组,递归自身
  1436. {
  1437. arg.forEach(element=>this.ap(element));
  1438. }
  1439. else if (arg instanceof Node) //属于Node的直接添加
  1440. {
  1441. this.appendChild(arg);
  1442. }
  1443. else //其他内容的转换为文字添加
  1444. {
  1445. this.appendChild(document.createTextNode(arg));
  1446. }
  1447. return this;
  1448. }
  1449. //将数组和分隔符添加到一个代码片段,类似join
  1450. Array.prototype.nodeJoin = function(separator)
  1451. {
  1452. const frg = document.createDocumentFragment();
  1453. this.forEach((item, idx, arr)=>{
  1454. frg.ap(item);
  1455. if (idx < (arr.length - 1) && separator !== undefined)
  1456. frg.ap(separator instanceof Node ? separator.cloneNode(true) : separator);
  1457. });
  1458. return frg;
  1459. }
  1460. //按住Ctrl点击技能在控制台输出技能的对象
  1461. function showParsedSkill(event) {
  1462. if (event.ctrlKey) {
  1463. //const skillId = parseInt(this.getAttribute("data-skill-id"));
  1464. console.log(this.skill);
  1465. }
  1466. }
  1467. function renderSkillTitle(skillId) {
  1468. const skill = Skills[skillId];
  1469. const div = document.createElement("div");
  1470. div.className = "evolved-skill-title";
  1471. const name = div.appendChild(document.createElement("span"));
  1472. name.className = "skill-name";
  1473. name.textContent = skill.name;
  1474. name.setAttribute("data-skillid", skillId);
  1475. name.onclick = fastShowSkill;
  1476. const cd = div.appendChild(document.createElement("span"));
  1477. cd.className = "skill-cd";
  1478. cd.textContent = skill.initialCooldown - skill.maxLevel + 1;
  1479. if (skill.maxLevel > 1) {
  1480. const level = div.appendChild(document.createElement("span"));
  1481. level.className = "skill-level-label";
  1482. level.textContent = skill.maxLevel;
  1483. }
  1484. return div;
  1485. }
  1486. function renderSkillEntry(skills)
  1487. {
  1488. const ul = document.createElement("ul");
  1489. ul.className = "card-skill-list";
  1490. skills.forEach(skill=>{
  1491. const li = ul.appendChild(document.createElement("li"));
  1492. li.className = skill.kind;
  1493. li.appendChild(renderSkill(skill));
  1494. //li.setAttribute("data-skill-id", skill.id);
  1495. li.skill = skill;
  1496. li.addEventListener("click", showParsedSkill);
  1497. });
  1498. if (merge_skill)
  1499. {
  1500. let boardChange = skills.filter(skill=>{
  1501. const { kind } = skill;
  1502. kind == SkillKinds.BoardChange ||
  1503. kind == SkillKinds.GenerateOrbs ||
  1504. kind == SkillKinds.FixedOrbs ||
  1505. kind == SkillKinds.ActiveTurns && (skill.skill.kind == SkillKinds.FixedOrbs || skill.skill.kind == SkillKinds.GenerateOrbs)
  1506. }).map(skill=>skill.kind == SkillKinds.ActiveTurns ? skill.skill : skill);
  1507. if (boardChange.length > 0)
  1508. {
  1509. const board = new Board();
  1510. for (const skill of boardChange)
  1511. {
  1512. switch (skill.kind)
  1513. {
  1514. case SkillKinds.BoardChange: { //洗版
  1515. const attrs = skill.attrs;
  1516. board.randomFill(attrs);
  1517. break;
  1518. }
  1519. case SkillKinds.GenerateOrbs: { //产生珠子
  1520. let orbs = skill.orbs, exclude = skill.exclude, count = skill.count;
  1521. board.generateOrbs(orbs, count, exclude);
  1522. break;
  1523. }
  1524. case SkillKinds.FixedOrbs: { //固定位置产生珠子
  1525. for (const generate of skill.generates)
  1526. {
  1527. let orb = generate.orbs?.[0];
  1528. if (generate.type == 'shape') {
  1529. board.setShape(generate.positions, orb);
  1530. } else {
  1531. if (generate.type == 'row')
  1532. board.setRow(generate.positions, orb);
  1533. else
  1534. board.setColumn(generate.positions, orb);
  1535. }
  1536. }
  1537. break;
  1538. }
  1539. }
  1540. }
  1541. const setOrbState = skills.filter(skill=>skill.kind == SkillKinds.SetOrbState ||
  1542. skill.kind == SkillKinds.ActiveTurns && (skill.skill.kind == SkillKinds.SetOrbState)
  1543. ).map(skill=>skill.kind == SkillKinds.ActiveTurns ? skill.skill : skill);
  1544. const boardData = board.data.flat();
  1545. for (const skill of setOrbState) {
  1546. if (["enhanced", "locked", "bound"].includes(skill.state)) {
  1547. //技能内的数量,可能会大于版面内有的数据数量
  1548. const orbCount = Math.min(skill.arg?.count?.value ?? boardData.length, boardData.length);
  1549. for (let oi = 0; oi < orbCount; oi++) {
  1550. const orb = boardData[oi];
  1551. if (orb && skill.orbs.includes(orb.color)) {
  1552. orb.states.push(skill.state);
  1553. }
  1554. }
  1555. }
  1556. }
  1557. const li = ul.appendChild(document.createElement("li"));
  1558. li.appendChild(board.toTable());
  1559. li.className = "merge-board";
  1560. }
  1561. }
  1562. return ul;
  1563. }
  1564. function renderSkill(skill, option = {})
  1565. {
  1566. const frg = document.createDocumentFragment();
  1567. if (typeof localTranslating == "undefined") return frg;
  1568. const tsp = localTranslating.skill_parse;
  1569. function createIcon(iconType, className){
  1570. const idoc = document.createElement("icon");
  1571. idoc.className = `icon-skill${className ? ` ${className}` : ''}`;
  1572. idoc.setAttribute("data-icon-type", iconType);
  1573. return idoc;
  1574. }
  1575. if (Array.isArray(skill))
  1576. {
  1577. frg.ap(skill.map(_skill=>renderSkill(_skill)));
  1578. return frg;
  1579. }
  1580. switch (skill.kind) {
  1581. case SkillKinds.Unknown: {
  1582. let dict = {
  1583. type: skill.kind
  1584. };
  1585. frg.ap(tsp.skill.unknown(dict));
  1586. break;
  1587. }
  1588. case SkillKinds.ActiveTurns: { //有回合的行动
  1589. let turns = skill.turns, actionSkill = skill.skill;
  1590. let dict = {
  1591. turns: Array.isArray(turns) ? turns.join(tsp.word.range_hyphen().textContent) : turns,
  1592. actionSkill: renderSkill(actionSkill),
  1593. };
  1594. frg.ap(tsp.skill.active_turns(dict));
  1595. break;
  1596. }
  1597. case SkillKinds.RandomSkills: { //随机技能
  1598. let skills = skill.skills;
  1599. const ul = document.createElement("ul");
  1600. ul.className = "random-active-skill";
  1601. skills.forEach(subSkill=>{
  1602. const li = ul.appendChild(document.createElement("li"));
  1603. li.appendChild(renderSkillEntry(subSkill));
  1604. });
  1605. let dict = {
  1606. skills: ul,
  1607. };
  1608. frg.ap(tsp.skill.random_skills(dict));
  1609. break;
  1610. }
  1611. case SkillKinds.EvolvedSkills: { //技能进化
  1612. let skills = skill.skills, loop = skill.loop;
  1613. const ul = document.createElement("ul");
  1614. ul.className = "evolved-active-skill";
  1615. skills.forEach((subSkill, idx)=>{
  1616. const li = ul.appendChild(document.createElement("li"));
  1617. li.appendChild(renderSkillTitle(skill.params[idx]));
  1618. li.appendChild(renderSkillEntry(subSkill));
  1619. });
  1620. let dict = {
  1621. skills: ul,
  1622. };
  1623. frg.ap(tsp.skill.evolved_skills(dict));
  1624. if (loop) {
  1625. let dict2 = {
  1626. icon: createIcon("evolved-skill-loop"),
  1627. }
  1628. frg.ap(tsp.skill.evolved_skills_loop(dict2));
  1629. }
  1630. break;
  1631. }
  1632. case SkillKinds.Delay: { //威吓
  1633. let dict = {
  1634. icon: createIcon(skill.kind),
  1635. };
  1636. frg.ap(tsp.skill.delay(dict));
  1637. break;
  1638. }
  1639. case SkillKinds.MassAttack: { //全体攻击
  1640. let dict = {
  1641. icon: createIcon(skill.kind),
  1642. };
  1643. frg.ap(tsp.skill.mass_attack(dict));
  1644. break;
  1645. }
  1646. case SkillKinds.LeaderChange: { //切换队长
  1647. let type = skill.type;
  1648. let dict = {
  1649. icon: createIcon(skill.kind),
  1650. target: type ? tsp.target.team_last() : tsp.target.self(),
  1651. };
  1652. frg.ap(tsp.skill.leader_change(dict));
  1653. break;
  1654. }
  1655. case SkillKinds.NoSkyfall: { //无天降
  1656. let dict = {
  1657. icon: createIcon(skill.kind),
  1658. };
  1659. frg.ap(tsp.skill.no_skyfall(dict));
  1660. break;
  1661. }
  1662. case SkillKinds.SelfHarm: { //主动自残
  1663. let value = skill.value;
  1664. let dict = {
  1665. icon: createIcon("heal", "hp-decr"),
  1666. value: renderValue(value, {percent: true}),
  1667. stats: tsp.stats.hp(),
  1668. };
  1669. frg.ap(tsp.skill.self_harm(dict));
  1670. break;
  1671. }
  1672. case SkillKinds.Heal: { //主动回血buff
  1673. let value = skill.value;
  1674. let dict = {
  1675. icon: createIcon("heal", "hp-incr"),
  1676. //icon: createIcon("auto-heal"),
  1677. value: renderValue(value, {unit: tsp.unit.point, percent: value.kind == SkillValueKind.xRCV ? false : true}),
  1678. stats: tsp.stats.hp(),
  1679. };
  1680. frg.ap(tsp.skill.heal(dict));
  1681. break;
  1682. }
  1683. case SkillKinds.AutoHealBuff: { //自动回血buff
  1684. let dict = {
  1685. icon: createIcon("auto-heal"),
  1686. value: renderValue(skill.value, {unit: tsp.unit.point, percent: true}),
  1687. stats: tsp.stats.hp(),
  1688. };
  1689. frg.ap(tsp.skill.auto_heal_buff(dict));
  1690. break;
  1691. }
  1692. case SkillKinds.DefenseBreak: { //破防
  1693. let dict = {
  1694. icon: createIcon(skill.kind),
  1695. value: renderValue(skill.value, {percent: true}),
  1696. };
  1697. frg.ap(tsp.skill.defense_break(dict));
  1698. break;
  1699. }
  1700. case SkillKinds.Poison: { //毒
  1701. let dict = {
  1702. icon: createIcon(skill.kind),
  1703. belong_to: tsp.target.self(),
  1704. target: tsp.target.enemy_all(),
  1705. stats: tsp.stats.hp(),
  1706. value: renderValue(skill.value),
  1707. };
  1708. frg.ap(tsp.skill.poison(dict));
  1709. break;
  1710. }
  1711. case SkillKinds.TimeExtend: { //时间变化buff
  1712. let value = skill.value;
  1713. let dict = {
  1714. icon: createIcon("status-time", SkillValue.isLess(value) ? "time-decr" : "time-incr"),
  1715. value: renderValue(value, { unit:tsp.unit.seconds, plusSign: value.kind != SkillValueKind.Percent, percent: SkillValue.isLess(value) }),
  1716. };
  1717. frg.ap(tsp.skill.time_extend(dict));
  1718. break;
  1719. }
  1720. case SkillKinds.FollowAttack: { //队长技倍率追打
  1721. let dict = {
  1722. //icon: createIcon("follow_attack"),
  1723. belong_to: tsp.target.self(),
  1724. target: tsp.target.enemy(),
  1725. value: renderValue(skill.value),
  1726. };
  1727. frg.ap(tsp.skill.follow_attack(dict));
  1728. break;
  1729. }
  1730. case SkillKinds.FollowAttackFixed: { //队长技固伤追打
  1731. let damage = skill.value;
  1732. let dict = {
  1733. damage: renderValue(damage, {unit: tsp.unit.point}),
  1734. attr: renderAttrs('fixed'),
  1735. };
  1736. frg.ap(tsp.skill.follow_attack_fixed(dict));
  1737. break;
  1738. }
  1739. case SkillKinds.AutoHeal: { //队长技自动回血
  1740. let dict = {
  1741. icon: createIcon(skill.kind),
  1742. belong_to: tsp.target.self(),
  1743. value: renderValue(skill.value),
  1744. stats: tsp.stats.hp(),
  1745. };
  1746. frg.ap(tsp.skill.auto_heal(dict));
  1747. break;
  1748. }
  1749. case SkillKinds.CTW: { //时间暂停
  1750. let dict = {
  1751. icon: createIcon(skill.kind),
  1752. value: renderValue(skill.value, { unit: tsp.unit.seconds }),
  1753. };
  1754. frg.ap(tsp.skill.ctw(dict));
  1755. break;
  1756. }
  1757. case SkillKinds.Gravity: { //重力
  1758. let dict = {
  1759. icon: createIcon(skill.kind),
  1760. target: tsp.target.enemy(),
  1761. value: renderValue(skill.value, { percent:true }),
  1762. };
  1763. frg.ap(tsp.skill.gravity(dict));
  1764. break;
  1765. }
  1766. case SkillKinds.Resolve: { //根性
  1767. let prob = skill.prob;
  1768. let dict = {
  1769. icon: createIcon(skill.kind),
  1770. stats: renderStat('chp'),
  1771. min: renderValue(skill.min, { percent:true }),
  1772. max: renderValue(skill.max, { percent:true }),
  1773. };
  1774. frg.ap(tsp.skill.resolve(dict));
  1775. break;
  1776. }
  1777. case SkillKinds.DamageEnemy: { //大炮和固伤
  1778. let attr = skill.attr, target = skill.target, damage = skill.damage, times = skill.times;
  1779. if (attr == null) break; //没有属性时,编号为0的空技能
  1780. dict = {
  1781. target: target === 'all' ? tsp.target.enemy_all() : target === 'single' ? tsp.target.enemy_one() : tsp.target.enemy_attr({attr: renderAttrs(target, {affix: true})}),
  1782. damage: renderValue(damage, {unit: tsp.unit.point}),
  1783. attr: renderAttrs(attr, {affix: (attr === 'self' || attr === 'fixed') ? false : true}),
  1784. };
  1785. if (times)
  1786. {
  1787. dict.times = tsp.skill.damage_enemy_times({
  1788. times: renderValue(v.constant(times), {unit: tsp.unit.times})
  1789. });
  1790. dict.totalDamage = tsp.skill.damage_enemy_count({
  1791. damage: renderValue(v.constant(damage.value * times), {unit: tsp.unit.point})
  1792. });
  1793. }
  1794. frg.ap(tsp.skill.damage_enemy(dict));
  1795. break;
  1796. }
  1797. case SkillKinds.Unbind: { //解封
  1798. let normal = skill.normal, awakenings = skill.awakenings, matches = skill.matches;
  1799. let effects = [];
  1800. let enabledStats = [normal, awakenings, matches].filter(Boolean);
  1801. if (merge_skill && enabledStats.length >= 2 && enabledStats.every((s,i,arr)=>s==arr[0]))
  1802. {
  1803. if (normal)
  1804. {
  1805. effects.push(tsp.skill.unbind_normal({icon: createIcon("unbind-normal")}));
  1806. }
  1807. if (awakenings)
  1808. {
  1809. effects.push(tsp.skill.unbind_awakenings({icon: createIcon("unbind-awakenings")}));
  1810. }
  1811. if (matches)
  1812. {
  1813. effects.push(tsp.skill.unbind_matches({icon: createIcon("unbind-matches")}));
  1814. }
  1815. let dict = {
  1816. turns: enabledStats[0],
  1817. stats: effects.nodeJoin(tsp.word.slight_pause()),
  1818. }
  1819. frg.ap(tsp.skill.unbind(dict));
  1820. }
  1821. else
  1822. {
  1823. if (normal)
  1824. {
  1825. let dict = {
  1826. turns: normal,
  1827. stats: tsp.skill.unbind_normal({icon: createIcon("unbind-normal")}),
  1828. }
  1829. effects.push(tsp.skill.unbind(dict));
  1830. }
  1831. if (awakenings)
  1832. {
  1833. let dict = {
  1834. turns: awakenings,
  1835. stats: tsp.skill.unbind_awakenings({icon: createIcon("unbind-awakenings")}),
  1836. }
  1837. effects.push(tsp.skill.unbind(dict));
  1838. }
  1839. if (matches)
  1840. {
  1841. let dict = {
  1842. turns: matches,
  1843. stats: tsp.skill.unbind_matches({icon: createIcon("unbind-matches")}),
  1844. }
  1845. effects.push(tsp.skill.unbind(dict));
  1846. }
  1847. frg.ap(effects.nodeJoin(tsp.word.comma()));
  1848. }
  1849. break;
  1850. }
  1851. case SkillKinds.BindSkill: {
  1852. dict = {
  1853. icon: createIcon(skill.kind)
  1854. };
  1855. frg.ap(tsp.skill.bind_skill(dict));
  1856. break;
  1857. }
  1858. case SkillKinds.BoardChange: { //洗版
  1859. const attrs = skill.attrs;
  1860. dict = {
  1861. orbs: renderOrbs(attrs),
  1862. };
  1863. frg.ap(tsp.skill.board_change(dict));
  1864. if (!merge_skill)
  1865. {
  1866. let board = new Board(attrs);
  1867. frg.ap(board.toTable());
  1868. }
  1869. break;
  1870. }
  1871. case SkillKinds.SkillBoost: { //溜
  1872. const min = skill.min, max = skill.max;
  1873. let dict = {
  1874. icon: createIcon(skill.kind, SkillValue.isLess(min) ? "boost-decr" : "boost-incr"),
  1875. turns_min: renderValue(min, { unit:tsp.unit.turns, plusSign:true }),
  1876. };
  1877. if (max.value !== min.value) {
  1878. dict.turns_max = tsp.skill.skill_boost_range(
  1879. {turns: renderValue(max, { unit:tsp.unit.turns, plusSign:true })}
  1880. );
  1881. }
  1882. frg.ap(tsp.skill.skill_boost(dict));
  1883. break;
  1884. }
  1885. case SkillKinds.AddCombo: { //+C
  1886. const value = skill.value;
  1887. let icon = createIcon(skill.kind);
  1888. icon.setAttribute("data-add-combo", value);
  1889. let dict = {
  1890. icon: icon,
  1891. value: value,
  1892. };
  1893. frg.ap(tsp.skill.add_combo(dict));
  1894. break;
  1895. }
  1896. case SkillKinds.FixedTime: { //固定手指
  1897. const value = skill.value;
  1898. let dict = {
  1899. icon: createIcon(skill.kind),
  1900. value: renderValue(value, { unit: tsp.unit.seconds }),
  1901. };
  1902. frg.ap(tsp.skill.fixed_time(dict));
  1903. break;
  1904. }
  1905. case SkillKinds.MinMatchLength: { //最低匹配长度
  1906. const value = skill.value;
  1907. let dict = {
  1908. icon: createIcon(skill.kind),
  1909. unmatchable: value - 1,
  1910. matchable: value,
  1911. };
  1912. frg.ap(tsp.skill.min_match_length(dict));
  1913. break;
  1914. }
  1915. case SkillKinds.DropRefresh: { //刷版
  1916. let dict = {
  1917. icon: createIcon(skill.kind),
  1918. };
  1919. frg.ap(tsp.skill.drop_refresh(dict));
  1920. break;
  1921. }
  1922. case SkillKinds.Drum: { //太鼓达人音效
  1923. frg.ap(tsp.skill.drum());
  1924. break;
  1925. }
  1926. case SkillKinds.AutoPath: { //小龙的萌新技能
  1927. frg.ap(tsp.skill.auto_path());
  1928. break;
  1929. }
  1930. case SkillKinds.Board7x6: { //76版
  1931. let dict = {
  1932. icon: createIcon(skill.kind),
  1933. };
  1934. frg.ap(tsp.skill.board7x6(dict));
  1935. break;
  1936. }
  1937. case SkillKinds.Vampire: { //吸血
  1938. let attr = skill.attr, damage = skill.damage, heal = skill.heal;
  1939. let _dict = {
  1940. target: tsp.target.enemy_one(),
  1941. damage: renderValue(damage),
  1942. attr: renderAttrs(attr, {affix: (attr === 'self' || attr === 'fixed') ? false : true}),
  1943. };
  1944. dict = {
  1945. icon: createIcon("heal", "hp-incr"),
  1946. damage_enemy: tsp.skill.damage_enemy(_dict),
  1947. heal: renderValue(heal, {percent: true}),
  1948. };
  1949. frg.ap(tsp.skill.vampire(dict));
  1950. break;
  1951. }
  1952. case SkillKinds.CounterAttack: { //反击
  1953. let attr = skill.attr, prob = skill.prob, value = skill.value;
  1954. dict = {
  1955. icon: createIcon(skill.kind),
  1956. target: tsp.target.enemy(),
  1957. chance: prob.value < 1 ? tsp.value.prob({value: renderValue(prob, { percent:true })}) : null,
  1958. value: renderValue(value),
  1959. attr: renderAttrs(attr, {affix: true}),
  1960. };
  1961. frg.ap(tsp.skill.counter_attack(dict));
  1962. break;
  1963. }
  1964. case SkillKinds.ChangeOrbs: { //珠子变换
  1965. let changes = skill.changes;
  1966. let subDocument = [];
  1967. for (const change of changes)
  1968. {
  1969. dict = {
  1970. from: renderOrbs(change.from),
  1971. to: renderOrbs(change.to),
  1972. };
  1973. subDocument.push(tsp.skill.change_orbs(dict));
  1974. }
  1975. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  1976. break;
  1977. }
  1978. case SkillKinds.GenerateOrbs: { //产生珠子
  1979. let orbs = skill.orbs, exclude = skill.exclude, count = skill.count, time = skill.time;
  1980. dict = {
  1981. exclude: exclude?.length ? tsp.word.affix_exclude({cotent: renderOrbs(exclude)}) : void 0,
  1982. orbs: renderOrbs(orbs, {time}),
  1983. value: count,
  1984. };
  1985. frg.ap(tsp.skill.generate_orbs(dict));
  1986. if (!merge_skill)
  1987. {
  1988. let board = new Board();
  1989. board.generateOrbs(orbs, count, exclude);
  1990. frg.ap(board.toTable());
  1991. }
  1992. break;
  1993. }
  1994. case SkillKinds.FixedOrbs: { //固定位置产生珠子
  1995. let generates = skill.generates;
  1996. let slight_pause = tsp.word.slight_pause().textContent;
  1997. let subDocument = [];
  1998. let board = merge_skill ? null : new Board();
  1999. function posSplit(pos, max)
  2000. {
  2001. return {sequence: pos.filter(n=>n<=2).map(n=>n+1), reverse: pos.filter(n=>n>=3).reverse().map(n=>max-n)};
  2002. }
  2003. for (const generate of generates)
  2004. {
  2005. let orb = generate.orbs?.[0], time = generate.time;
  2006. dict = {
  2007. orbs: renderOrbs(orb, {time}),
  2008. };
  2009. if (generate.type == 'shape')
  2010. {
  2011. dict.position = tsp.position.shape();
  2012. if (!merge_skill) board.setShape(generate.positions, orb);
  2013. }else
  2014. {
  2015. let posFrgs = [];
  2016. if (generate.positions.length == 0) continue;
  2017. if (generate.type == 'row')
  2018. {
  2019. const pos = posSplit(generate.positions, 5);
  2020. if (pos.sequence.length) posFrgs.push(tsp.position.top({pos: pos.sequence.join(slight_pause)}));
  2021. if (pos.reverse.length) posFrgs.push(tsp.position.bottom({pos: pos.reverse.join(slight_pause)}));
  2022. if (!merge_skill) board.setRow(generate.positions, orb);
  2023. }else
  2024. {
  2025. const pos = posSplit(generate.positions, 6);
  2026. if (pos.sequence.length) posFrgs.push(tsp.position.left({pos: pos.sequence.join(slight_pause)}));
  2027. if (pos.reverse.length) posFrgs.push(tsp.position.right({pos: pos.reverse.join(slight_pause)}));
  2028. if (!merge_skill) board.setColumn(generate.positions, orb);
  2029. }
  2030. dict.position = posFrgs.nodeJoin(tsp.word.slight_pause());
  2031. }
  2032. subDocument.push(tsp.skill.fixed_orbs(dict));
  2033. }
  2034. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  2035. if (!merge_skill) frg.ap(board.toTable());
  2036. break;
  2037. }
  2038. case SkillKinds.OrbDropIncrease: { //增加天降
  2039. let attrs = skill.attrs, value = skill.value, flag = skill.flag;
  2040. dict = {
  2041. value: value && renderValue(value, {percent: true}) || null,
  2042. chance: value && tsp.value.prob({
  2043. value: renderValue(value, {percent: true})
  2044. }) || null,
  2045. orbs: renderOrbs(attrs, {className: "drop", affix: true}),
  2046. flag: flag && tsp.orbs[flag]({icon: createIcon("orb-" + flag)}) || null,
  2047. };
  2048. frg.ap(flag ? tsp.skill.orb_drop_increase_flag(dict) : tsp.skill.orb_drop_increase(dict));
  2049. break;
  2050. }
  2051. case SkillKinds.VoidEnemyBuff: {
  2052. let buffs = skill.buffs;
  2053. let subDocument = [];
  2054. for (const buff of buffs)
  2055. {
  2056. let dict = {
  2057. icon: createIcon(buff),
  2058. };
  2059. subDocument.push(tsp.skill[buff.replace(/\-/g,'_')](dict));
  2060. }
  2061. let dict = {
  2062. buff: subDocument.nodeJoin(tsp.word.slight_pause()),
  2063. };
  2064. frg.ap(tsp.skill.void_enemy_buff(dict));
  2065. break;
  2066. }
  2067. case SkillKinds.ChangeAttribute: {
  2068. let attr = skill.attr, target = skill.target;
  2069. dict = {
  2070. attrs: renderAttrs(attr, {affix: true}),
  2071. target: target === 'opponent' ? tsp.target.enemy_all() : tsp.target.self(),
  2072. };
  2073. frg.ap(tsp.skill.change_attribute(dict));
  2074. break;
  2075. }
  2076. case SkillKinds.SetOrbState: {
  2077. let orbs = skill.orbs, state = skill.state, arg = skill.arg;
  2078. dict = {
  2079. orbs: renderOrbs(orbs, {className: state, affix: true}),
  2080. icon: createIcon('orb-' + state),
  2081. };
  2082. switch (state)
  2083. {
  2084. case "enhanced":{
  2085. dict.value = renderValue(arg.enhance, {percent: true});
  2086. frg.ap(tsp.skill.set_orb_state_enhanced(dict));
  2087. break;
  2088. }
  2089. case "locked":{
  2090. if (arg.count.value < 42)
  2091. dict.value = renderValue(arg.count, {unit: tsp.unit.orbs});
  2092. frg.ap(tsp.skill.set_orb_state_locked(dict));
  2093. break;
  2094. }
  2095. case "unlocked":{
  2096. frg.ap(tsp.skill.set_orb_state_unlocked(dict));
  2097. break;
  2098. }
  2099. case "bound":{
  2100. frg.ap(tsp.skill.set_orb_state_bound(dict));
  2101. break;
  2102. }
  2103. }
  2104. break;
  2105. }
  2106. case SkillKinds.RateMultiply: {
  2107. let rate = skill.rate, value = skill.value;
  2108. dict = {
  2109. rate: tsp.skill["rate_multiply_" + rate]({icon: createIcon(skill.kind + "-" + rate)}),
  2110. value: renderValue(value),
  2111. };
  2112. frg.ap(tsp.skill.rate_multiply(dict));
  2113. break;
  2114. }
  2115. case SkillKinds.ReduceDamage: {
  2116. let attrs = skill.attrs, percent = skill.percent, condition = skill.condition, prob = skill.prob;
  2117. dict = {
  2118. icon: createIcon(skill.kind),
  2119. attrs: renderAttrs(attrs, {affix: true}),
  2120. value: renderValue(percent, {percent: true}),
  2121. condition: condition ? renderCondition(condition) : null,
  2122. chance: prob.value < 1 ? tsp.value.prob({value: renderValue(prob, { percent:true })}) : null,
  2123. };
  2124. frg.ap(tsp.skill.reduce_damage(dict));
  2125. break;
  2126. }
  2127. case SkillKinds.PowerUp: {
  2128. let attrs = skill.attrs, types = skill.types, targets = skill.targets, condition = skill.condition, value = skill.value, reduceDamage = skill.reduceDamage, additional = skill.additional;
  2129. dict = {
  2130. icon: createIcon(skill.kind),
  2131. };
  2132. if (condition) dict.condition = renderCondition(condition);
  2133. let targetDict = {}, attrs_types = [];
  2134. if (attrs?.length && !isEqual(attrs, Attributes.all()))
  2135. {
  2136. targetDict.attrs = renderAttrs(attrs || [], {affix: attrs?.filter(attr=> attr !== 5)?.length});
  2137. attrs_types.push(targetDict.attrs);
  2138. }
  2139. if (types?.length)
  2140. {
  2141. targetDict.types = renderTypes(types || [], {affix: true});
  2142. attrs_types.push(targetDict.types);
  2143. }
  2144. if (targets != undefined)
  2145. {
  2146. targetDict.target = targets.map(target=>
  2147. tsp?.target[target.replaceAll("-","_")]?.())
  2148. .nodeJoin(tsp.word.slight_pause());
  2149. attrs_types.push(targetDict.target);
  2150. }
  2151. if (attrs_types.length)
  2152. {
  2153. targetDict.attrs_types = attrs_types.nodeJoin(tsp.word.slight_pause());
  2154. }
  2155. if (attrs_types.length) dict.targets = tsp.skill.power_up_targets(targetDict);
  2156. let subDocument = [];
  2157. if (value){
  2158. /*if (attrs?.includes(5) && value.kind == SkillPowerUpKind.Multiplier)
  2159. { //如果属性有5,则是回复力
  2160. let _value = Object.assign({}, value);
  2161. _value.rcv = value.atk;
  2162. _value.atk = value.rcv;
  2163. value = _value;
  2164. }*/
  2165. if (value.kind == SkillPowerUpKind.Multiplier && Boolean(value.hp || value.atk || value.rcv) == false)
  2166. {
  2167. //不显示 value
  2168. }else
  2169. {
  2170. subDocument.push(renderPowerUp(value));
  2171. }
  2172. }
  2173. if (reduceDamage && reduceDamage.value > 0) {
  2174. subDocument.push(tsp.skill.reduce_damage({
  2175. value: renderValue(reduceDamage, {percent: true}),
  2176. icon: createIcon("reduce-damage"),
  2177. }));
  2178. }
  2179. if (additional?.length) {
  2180. for (const subSkill of additional.filter(Boolean))
  2181. {
  2182. subDocument.push(renderSkill(subSkill, option));
  2183. }
  2184. }
  2185. dict.value = subDocument.filter(Boolean).nodeJoin(tsp.word.comma());
  2186. frg.ap(tsp.skill.power_up(dict));
  2187. break;
  2188. }
  2189. case SkillKinds.Henshin: { //变身
  2190. let ids = skill.ids, random = skill.random;
  2191. let doms = ids.map(id=>{
  2192. let dom = cardN(id);
  2193. dom.monDom.onclick = changeToIdInSkillDetail;
  2194. return dom; })
  2195. dict = {
  2196. cards: doms.nodeJoin(),
  2197. }
  2198. frg.ap(random ?
  2199. tsp.skill.random_henshin(dict) :
  2200. tsp.skill.henshin(dict)
  2201. );
  2202. break;
  2203. }
  2204. case SkillKinds.VoidPoison: { //毒无效
  2205. dict = {
  2206. poison: renderOrbs([7,8], {affix: true})
  2207. }
  2208. frg.ap(tsp.skill.void_poison(dict));
  2209. break;
  2210. }
  2211. case SkillKinds.SkillProviso: { //条件限制才能用技能
  2212. let cond = skill.cond;
  2213. dict = {
  2214. condition: renderCondition(cond)
  2215. }
  2216. frg.ap(tsp.skill.skill_proviso(dict));
  2217. break;
  2218. }
  2219. case SkillKinds.ImpartAwakenings: { //赋予队员觉醒
  2220. let attrs = skill.attrs, types = skill.types, awakenings = skill.awakenings;
  2221. dict = {
  2222. awakenings: renderAwakenings(awakenings, {affix: true}),
  2223. }
  2224. let attrs_types = [];
  2225. if (attrs?.length && !isEqual(attrs, Attributes.all()))
  2226. {
  2227. dict.attrs = renderAttrs(attrs || [], {affix: attrs?.filter(attr=> attr !== 5)?.length});
  2228. attrs_types.push(dict.attrs);
  2229. }
  2230. if (types?.length)
  2231. {
  2232. dict.types = renderTypes(types || [], {affix: true});
  2233. attrs_types.push(dict.types);
  2234. }
  2235. if (attrs_types.length)
  2236. {
  2237. dict.attrs_types = attrs_types.nodeJoin(tsp.word.slight_pause());
  2238. }
  2239. frg.ap(tsp.skill.impart_awoken(dict));
  2240. break;
  2241. }
  2242. case SkillKinds.ObstructOpponent: { //条件限制才能用技能
  2243. let type = skill.type, pos = skill.pos, enemy_skills = skill.enemy_skills;
  2244. let slight_pause = tsp.word.slight_pause().textContent;
  2245. dict = {
  2246. skills: enemy_skills.join(slight_pause)
  2247. }
  2248. let targetDict = { positions: pos?.map(p=>p+1).join(slight_pause)}
  2249. switch (type)
  2250. {
  2251. case "after-me": {
  2252. dict.target = tsp.skill.obstruct_opponent_after_me(targetDict);
  2253. break;
  2254. }
  2255. case "designated-position": {
  2256. dict.target = tsp.skill.obstruct_opponent_designated_position(targetDict);
  2257. break;
  2258. }
  2259. case "before-me": {
  2260. dict.target = tsp.skill.obstruct_opponent_before_me(targetDict);
  2261. break;
  2262. }
  2263. default: {
  2264. dict.target = tsp.cond.unknown();
  2265. break;
  2266. }
  2267. }
  2268. frg.ap(tsp.skill.obstruct_opponent(dict));
  2269. break;
  2270. }
  2271. default: {
  2272. console.log("未处理的技能类型",skill.kind, skill);
  2273. frg.ap(skill.kind);
  2274. }
  2275. }
  2276. return frg;
  2277. };
  2278. function renderStat(stat, option) {
  2279. const frg = document.createDocumentFragment();
  2280. if (typeof localTranslating == "undefined") return frg;
  2281. const tspt = localTranslating.skill_parse.stats;
  2282. if (tspt[stat])
  2283. frg.ap(tspt[stat](option));
  2284. else
  2285. {
  2286. console.log("未知状态类型",stat);
  2287. frg.ap(tspt.unknown({ type: stat }));
  2288. }
  2289. return frg;
  2290. }
  2291. function renderAttrs(attrs, option = {}) {
  2292. if (!Array.isArray(attrs))
  2293. attrs = [attrs ?? 0];
  2294. const frg = document.createDocumentFragment();
  2295. if (typeof localTranslating == "undefined") return frg;
  2296. const tsp = localTranslating.skill_parse;
  2297. let contentFrg;
  2298. if (isEqual(attrs, Attributes.all()))
  2299. {
  2300. contentFrg = tsp.attrs.all();
  2301. }
  2302. else
  2303. {
  2304. contentFrg = attrs.map(attr => {
  2305. const icon = document.createElement("icon");
  2306. icon.className = "attr";
  2307. icon.setAttribute("data-attr-icon",attr);
  2308. return tsp.attrs?.[attr]({icon: icon});
  2309. })
  2310. .nodeJoin(tsp.word.slight_pause());
  2311. }
  2312. if (option.affix)
  2313. contentFrg = tsp.word.affix_attr({cotent: contentFrg});
  2314. frg.ap(contentFrg);
  2315. return frg;
  2316. }
  2317. function renderOrbs(attrs, option = {}) {
  2318. if (!Array.isArray(attrs))
  2319. attrs = [attrs ?? 0];
  2320. const frg = document.createDocumentFragment();
  2321. if (typeof localTranslating == "undefined") return frg;
  2322. const tsp = localTranslating.skill_parse;
  2323. let contentFrg;
  2324. if (isEqual(attrs, Attributes.orbs()))
  2325. {
  2326. contentFrg = tsp.orbs.all();
  2327. }
  2328. else if (isEqual(attrs, Attributes.all()))
  2329. {
  2330. contentFrg = renderOrbs('_5color');
  2331. }
  2332. else if (isEqual(attrs, Attributes._6color()))
  2333. {
  2334. contentFrg = tsp.orbs._6color({
  2335. _5color: renderOrbs('_5color'),
  2336. orb_rcv: renderOrbs(5),
  2337. });
  2338. }
  2339. else
  2340. {
  2341. contentFrg = attrs.map(attr => {
  2342. const icon = document.createElement("icon");
  2343. icon.className = "orb";
  2344. if (option.className) icon.className += " " + option.className;
  2345. if (attr == 'variation')
  2346. icon.classList.add('variation');
  2347. else
  2348. icon.setAttribute("data-orb-icon",attr);
  2349. let dict = {
  2350. icon: icon,
  2351. }
  2352. if (attr == 'variation') dict.time = renderValue(v.constant(option.time), {unit: tsp.unit.seconds}) ;
  2353. return tsp.orbs?.[attr](dict);
  2354. })
  2355. .nodeJoin(tsp.word.slight_pause());
  2356. }
  2357. if (option.affix)
  2358. contentFrg = tsp.word.affix_orb({cotent: contentFrg});
  2359. if (option.any && attrs.length >= 2)
  2360. contentFrg = tsp.orbs.any({cotent: contentFrg});
  2361. frg.ap(contentFrg);
  2362. return frg;
  2363. }
  2364. function renderTypes(types, option = {}) {
  2365. if (!Array.isArray(types))
  2366. types = [types ?? 0];
  2367. const frg = document.createDocumentFragment();
  2368. if (typeof localTranslating == "undefined") return frg;
  2369. const tsp = localTranslating.skill_parse;
  2370. let contentFrg = types.map(type => {
  2371. const icon = document.createElement("icon");
  2372. icon.className = "type";
  2373. icon.setAttribute("data-type-icon",type);
  2374. return tsp.types?.[type]({icon: icon});
  2375. })
  2376. .nodeJoin(tsp.word.slight_pause());
  2377. if (option.affix)
  2378. contentFrg = tsp.word.affix_type({cotent: contentFrg});
  2379. frg.ap(contentFrg);
  2380. return frg;
  2381. }
  2382. function renderAwakenings(awakenings, option = {}) {
  2383. if (!Array.isArray(awakenings))
  2384. awakenings = [awakenings ?? 0];
  2385. const frg = document.createDocumentFragment();
  2386. if (typeof localTranslating == "undefined") return frg;
  2387. const tsp = localTranslating.skill_parse;
  2388. let contentFrg = awakenings.map(awoken => {
  2389. const icon = document.createElement("icon");
  2390. icon.className = "awoken-icon";
  2391. icon.setAttribute("data-awoken-icon",awoken);
  2392. return tsp.awokens?.[awoken]({icon: icon});
  2393. })
  2394. .nodeJoin(tsp.word.slight_pause());
  2395. if (option.affix)
  2396. contentFrg = tsp.word.affix_awakening({cotent: contentFrg});
  2397. frg.ap(contentFrg);
  2398. return frg;
  2399. }
  2400. function renderCondition(cond) {
  2401. const frg = document.createDocumentFragment();
  2402. const tsp = localTranslating.skill_parse;
  2403. if (cond.hp) {
  2404. let dict = {
  2405. hp: renderStat('chp'),
  2406. min: renderValue(v.percent(cond.hp.min * 100), {percent: true}),
  2407. max: renderValue(v.percent(cond.hp.max * 100), {percent: true}),
  2408. };
  2409. if (cond.hp.min === cond.hp.max)
  2410. frg.ap(tsp.cond.hp_equal(dict));
  2411. else if (cond.hp.min === 0)
  2412. frg.ap(tsp.cond.hp_less_or_equal(dict));
  2413. else if (cond.hp.max === 1)
  2414. frg.ap(tsp.cond.hp_greater_or_equal(dict));
  2415. else
  2416. frg.ap(tsp.cond.hp_belong_to_range(dict));
  2417. } else if (cond.useSkill) {
  2418. frg.ap(tsp.cond.use_skill());
  2419. } else if (cond.multiplayer) {
  2420. frg.ap(tsp.cond.multi_player());
  2421. } else if (cond.remainOrbs) {
  2422. let dict = {
  2423. value: renderValue(v.constant(cond.remainOrbs.count), {unit: tsp.unit.orbs}),
  2424. };
  2425. frg.ap(tsp.cond.remain_orbs(dict));
  2426. } else if (cond.exact) {
  2427. if (cond.exact.type === 'combo') {
  2428. let dict = {value: cond.exact.value};
  2429. frg.ap(tsp.cond.exact_combo(dict));
  2430. } else if (cond.exact.type === 'match-length') {
  2431. let dict = {
  2432. value: renderValue(v.constant(cond.exact.value), {unit: tsp.unit.orbs}),
  2433. orbs: cond.exact.attrs === 'enhanced' ? tsp.cond.exact_match_enhanced() : renderOrbs(cond.exact.attrs, {affix: true})
  2434. };
  2435. frg.ap(cond.exact.multiple ?
  2436. tsp.cond.exact_match_length_multiple(dict) :
  2437. tsp.cond.exact_match_length(dict));
  2438. }
  2439. } else if (cond.compo) {
  2440. let dict = {};
  2441. switch (cond.compo.type)
  2442. {
  2443. case 'card':{
  2444. dict.ids = cond.compo.ids.map(mid=>{
  2445. const dom = cardN(mid);
  2446. dom.monDom.onclick = changeToIdInSkillDetail;
  2447. return dom;
  2448. }).nodeJoin();
  2449. frg.ap(tsp.cond.compo_type_card(dict));
  2450. break;
  2451. }
  2452. case 'series':{
  2453. dict.ids = cond.compo.ids.map(cid=>{
  2454. const lnk = document.createElement("a");
  2455. lnk.className ="detail-search monster-collabId";
  2456. lnk.setAttribute("data-collabId",cid);
  2457. lnk.onclick = searchCollab;
  2458. lnk.textContent = (cid == 10001 ? Cards[5435] : Cards.find(card=>card.collabId == cid))?.altName?.[0] ?? `No.${cid}`;
  2459. return lnk;
  2460. }).nodeJoin(tsp.word.slight_pause());
  2461. frg.ap(tsp.cond.compo_type_series(dict));
  2462. break;
  2463. }
  2464. case 'evolution':{
  2465. dict.ids = cond.compo.ids.map(type=>{
  2466. const lnk = document.createElement("a");
  2467. lnk.className ="detail-search";
  2468. switch (type)
  2469. {
  2470. case "pixel-evo":{ //像素进化
  2471. lnk.appendChild(tsp.word.evo_type_pixel());
  2472. lnk.onclick = function(){
  2473. showSearch(Cards.filter(card=>card.evoMaterials.includes(3826)));
  2474. };
  2475. break;
  2476. }
  2477. case "reincarnation-evo":{ //转生或超转生
  2478. lnk.appendChild(tsp.word.evo_type_reincarnation());
  2479. lnk.onclick = function(){
  2480. showSearch(Cards.filter(card=>isReincarnated(card)));
  2481. };
  2482. break;
  2483. }
  2484. default:{ //转生或超转生
  2485. return tsp.word.evo_type_unknow({ type });
  2486. }
  2487. }
  2488. return lnk;
  2489. }).nodeJoin(tsp.word.slight_pause());
  2490. frg.ap(tsp.cond.compo_type_evolution(dict));
  2491. break;
  2492. }
  2493. case 'rarity':{
  2494. dict.rarity = cond.compo.ids;
  2495. frg.ap(tsp.cond.compo_type_rarity(dict));
  2496. break;
  2497. }
  2498. }
  2499. } else if (cond.LShape) {
  2500. let dict = {
  2501. orbs: renderOrbs(cond.LShape.attrs, {affix: true, any: true}),
  2502. };
  2503. frg.ap(tsp.cond.L_shape(dict));
  2504. } else if (cond.heal) {
  2505. let dict = {
  2506. orbs: renderOrbs(5, {affix: true}),
  2507. heal: renderValue(v.constant(cond.heal.min), {unit: tsp.unit.point}),
  2508. stats: renderStat('hp'),
  2509. };
  2510. frg.ap(tsp.cond.heal(dict));
  2511. } else if (cond.stage) {
  2512. let dict = {
  2513. stage: renderStat('cstage'),
  2514. min: renderValue(v.constant(cond.stage.min)),
  2515. max: renderValue(v.constant(cond.stage.max)),
  2516. };
  2517. if (cond.stage.min > 0)
  2518. frg.ap(tsp.cond.stage_greater_or_equal(dict));
  2519. else if (cond.stage.max > 0)
  2520. frg.ap(tsp.cond.stage_less_or_equal(dict));
  2521. } else {
  2522. frg.ap(tsp.cond.unknown());
  2523. }
  2524. return frg;
  2525. }
  2526. function renderPowerUp(powerUp) {
  2527. const frg = document.createDocumentFragment();
  2528. const tsp = localTranslating.skill_parse;
  2529. function renderStats(hp, atk, rcv, option = {}) {
  2530. const mul = option.mul ?? true;
  2531. option.percent = !mul;
  2532. const frg = document.createDocumentFragment();
  2533. const operator = mul ? ' ' : '+';
  2534. let list = [['hp', hp], ['atk', atk], ['rcv', rcv]];
  2535. //去除不改变的值
  2536. list = list.filter(([, value]) => value !== (mul ? 1 : 0));
  2537. //&&!(name === 'hp' && value === 0));
  2538. if (list.length === 0) return frg;
  2539. if (list.every(([, value]) => value === list[0][1])) {
  2540. let value = list[0][1];
  2541. //三个值一样
  2542. frg.ap(list.map(([name]) => renderStat(name)).nodeJoin(tsp.word.slight_pause()));
  2543. frg.ap(operator);
  2544. frg.ap(renderValue(v.percent(value * 100), option));
  2545. } else {
  2546. //三个值不一样
  2547. let subDocument = list.map(([name, value]) => {
  2548. let _frg = document.createDocumentFragment();
  2549. _frg.ap(renderStat(name));
  2550. _frg.ap(operator);
  2551. _frg.ap(renderValue(v.percent(value * 100), option));
  2552. return _frg;
  2553. });
  2554. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  2555. }
  2556. return frg;
  2557. }
  2558. switch (powerUp.kind) {
  2559. case SkillPowerUpKind.Multiplier: {
  2560. let hp = powerUp.hp, atk = powerUp.atk, rcv = powerUp.rcv;
  2561. frg.ap(renderStats(hp, atk, rcv));
  2562. break;
  2563. }
  2564. case SkillPowerUpKind.ScaleAttributes: {
  2565. let attrs = powerUp.attrs, min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv;
  2566. let dict = {
  2567. orbs: renderOrbs(attrs, {affix: true}),
  2568. min: min,
  2569. stats: renderStats(1, baseAtk, baseRcv),
  2570. }
  2571. if (max !== min)
  2572. {
  2573. let _dict = {
  2574. max: max,
  2575. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  2576. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  2577. }
  2578. dict.bonus = frg.ap(tsp.power.scale_attributes_bonus(_dict));
  2579. }
  2580. frg.ap(tsp.power.scale_attributes(dict));
  2581. break;
  2582. }
  2583. case SkillPowerUpKind.ScaleCombos: {
  2584. let min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv;
  2585. let dict = {
  2586. min: min,
  2587. stats: renderStats(1, baseAtk, baseRcv),
  2588. }
  2589. if (max !== min)
  2590. {
  2591. let _dict = {
  2592. max: max,
  2593. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  2594. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  2595. }
  2596. dict.bonus = frg.ap(tsp.power.scale_combos_bonus(_dict));
  2597. }
  2598. frg.ap(tsp.power.scale_combos(dict));
  2599. break;
  2600. }
  2601. case SkillPowerUpKind.ScaleMatchAttrs: {
  2602. let matches = powerUp.matches, min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv;
  2603. let dict = {
  2604. matches: matches.map(orbs=>renderOrbs(orbs)).nodeJoin(tsp.word.slight_pause()),
  2605. min: min,
  2606. stats: renderStats(1, baseAtk, baseRcv),
  2607. }
  2608. if (max !== min)
  2609. {
  2610. let _dict = {
  2611. max: max,
  2612. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  2613. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  2614. }
  2615. dict.bonus = frg.ap(tsp.power.scale_match_attrs_bonus(_dict));
  2616. }
  2617. frg.ap(tsp.power.scale_match_attrs(dict));
  2618. break;
  2619. }
  2620. case SkillPowerUpKind.ScaleMatchLength: {
  2621. 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;
  2622. let dict = {
  2623. orbs: renderOrbs(attrs, {affix: true}),
  2624. min: min,
  2625. stats: renderStats(1, baseAtk, baseRcv),
  2626. in_once: matchAll && attrs.length>1 && tsp.word.in_once() || null,
  2627. }
  2628. if (max !== min)
  2629. {
  2630. let _dict = {
  2631. max: max,
  2632. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  2633. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  2634. }
  2635. dict.bonus = frg.ap(tsp.power.scale_match_length_bonus(_dict));
  2636. }
  2637. frg.ap(tsp.power.scale_match_length(dict));
  2638. break;
  2639. }
  2640. case SkillPowerUpKind.ScaleCross: {
  2641. let crosses = powerUp.crosses;
  2642. /*if (crosses.length >= 2 && crosses.every(cross => cross.atk === crosses[0].atk)) {
  2643. //所有值一样
  2644. let cross = crosses[0];
  2645. let dict = {
  2646. orbs: renderOrbs(crosses.map(cross => cross.attr), {affix: true, any: true}),
  2647. stats: renderStats(1, cross.atk, cross.rcv),
  2648. }
  2649. frg.ap(cross.single ? tsp.power.scale_cross_single(dict) : tsp.power.scale_cross(dict));
  2650. } else {*/
  2651. let subDocument = crosses.map(cross=>{
  2652. let dict = {
  2653. orbs: renderOrbs(cross.attr, {affix: true, any: true}),
  2654. stats: renderStats(1, cross.atk, cross.rcv),
  2655. }
  2656. return cross.single ? tsp.power.scale_cross_single(dict) : tsp.power.scale_cross(dict);
  2657. });
  2658. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  2659. //}
  2660. break;
  2661. }
  2662. case SkillPowerUpKind.ScaleRemainOrbs: {
  2663. let min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv;
  2664. let dict = {
  2665. max: max,
  2666. stats: renderStats(1, baseAtk, baseRcv),
  2667. }
  2668. if (max !== min)
  2669. {
  2670. let _dict = {
  2671. min: min,
  2672. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  2673. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  2674. }
  2675. dict.bonus = frg.ap(tsp.power.scale_remain_orbs_bonus(_dict));
  2676. }
  2677. frg.ap(tsp.power.scale_remain_orbs(dict));
  2678. break;
  2679. }
  2680. case SkillPowerUpKind.ScaleStateKindCount: {
  2681. let awakenings = powerUp.awakenings, attrs = powerUp.attrs, types = powerUp.types, value = powerUp.value;
  2682. let dict = {
  2683. stats: renderStats(value.hp, value.atk, value.rcv, {mul: false, percent: true}),
  2684. awakenings: awakenings?.length && renderAwakenings(awakenings, {affix: true}) || null,
  2685. attrs: attrs?.length && renderAttrs(attrs, {affix: true}) || null,
  2686. types: types?.length && renderTypes(types, {affix: true}) || null,
  2687. }
  2688. frg.ap(tsp.power.scale_state_kind_count(dict));
  2689. break;
  2690. }
  2691. default:
  2692. frg.ap(tsp.power.unknown({type: powerUp.kind}));
  2693. }
  2694. return frg;
  2695. }
  2696. function renderValue(_value, option = {}) {
  2697. const frg = document.createDocumentFragment();
  2698. if (typeof localTranslating == "undefined") return frg;
  2699. const tsp = localTranslating.skill_parse
  2700. const tspv = tsp.value;
  2701. const od = option.decimalDigits, os = option.plusSign;
  2702. let dict;
  2703. switch (_value.kind) {
  2704. case SkillValueKind.Percent: {
  2705. dict = {
  2706. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  2707. };
  2708. frg.ap(
  2709. option.percent ?
  2710. tspv.mul_percent(dict) :
  2711. tspv.mul_times(dict)
  2712. );
  2713. break;
  2714. }
  2715. case SkillValueKind.Constant: {
  2716. dict = {
  2717. value: _value.value.keepCounts(od,os),
  2718. unit: option.unit ? option.unit() : null,
  2719. };
  2720. frg.ap(tspv.const(dict));
  2721. break;
  2722. }
  2723. case SkillValueKind.ConstantTo: {
  2724. dict = {
  2725. value: _value.value.keepCounts(od,os)
  2726. };
  2727. frg.ap(tspv.const_to(dict));
  2728. break;
  2729. }
  2730. case SkillValueKind.xMaxHP: {
  2731. dict = {
  2732. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  2733. stats: renderStat('maxhp'),
  2734. };
  2735. frg.ap(
  2736. option.percent ?
  2737. tspv.mul_of_percent(dict) :
  2738. tspv.mul_of_times(dict)
  2739. );
  2740. break;
  2741. }
  2742. case SkillValueKind.xHP: {
  2743. dict = {
  2744. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  2745. stats: renderStat('hp'),
  2746. };
  2747. frg.ap(
  2748. option.percent ?
  2749. tspv.mul_of_percent(dict) :
  2750. tspv.mul_of_times(dict)
  2751. );
  2752. break;
  2753. }
  2754. case SkillValueKind.xCHP: {
  2755. dict = {
  2756. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  2757. stats: renderStat('chp'),
  2758. };
  2759. frg.ap(
  2760. option.percent ?
  2761. tspv.mul_of_percent(dict) :
  2762. tspv.mul_of_times(dict)
  2763. );
  2764. break;
  2765. }
  2766. case SkillValueKind.xATK: {
  2767. dict = {
  2768. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  2769. stats: renderStat('atk'),
  2770. };
  2771. frg.ap(
  2772. option.percent ?
  2773. tspv.mul_of_percent(dict) :
  2774. tspv.mul_of_times(dict)
  2775. );
  2776. break;
  2777. }
  2778. case SkillValueKind.xRCV: {
  2779. dict = {
  2780. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  2781. stats: renderStat('rcv'),
  2782. };
  2783. frg.ap(
  2784. option.percent ?
  2785. tspv.mul_of_percent(dict) :
  2786. tspv.mul_of_times(dict)
  2787. );
  2788. break;
  2789. }
  2790. case SkillValueKind.xTeamHP: {
  2791. let value = _value.value;
  2792. dict = {
  2793. value: option.percent ? (value * 100).keepCounts(od,os) : value.keepCounts(od,os),
  2794. stats: renderStat('teamhp'),
  2795. };
  2796. frg.ap(
  2797. option.percent ?
  2798. tspv.mul_of_percent(dict) :
  2799. tspv.mul_of_times(dict)
  2800. );
  2801. break;
  2802. }
  2803. case SkillValueKind.xTeamRCV: {
  2804. dict = {
  2805. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  2806. stats: renderStat('teamrcv'),
  2807. };
  2808. frg.ap(
  2809. option.percent ?
  2810. tspv.mul_of_percent(dict) :
  2811. tspv.mul_of_times(dict)
  2812. );
  2813. break;
  2814. }
  2815. case SkillValueKind.xTeamATK: {
  2816. let attrs = _value.attrs, value = _value.value;
  2817. dict = {
  2818. value: option.percent ? (value * 100).keepCounts(od,os) : value.keepCounts(od,os),
  2819. stats: renderStat('teamatk', {attrs: renderAttrs(attrs, {affix: true})}),
  2820. };
  2821. frg.ap(
  2822. option.percent ?
  2823. tspv.mul_of_percent(dict) :
  2824. tspv.mul_of_times(dict)
  2825. );
  2826. break;
  2827. }
  2828. case SkillValueKind.HPScale: {
  2829. let min = _value.min, max = _value.max;
  2830. dict = {
  2831. min: tspv.mul_of_times({value: min.keepCounts(od,os), stats:renderStat('atk')}),
  2832. max: tspv.mul_of_times({value: max.keepCounts(od,os), stats:renderStat('atk')}),
  2833. hp: renderStat('hp'),
  2834. };
  2835. frg.ap(tspv.hp_scale(dict));
  2836. break;
  2837. }
  2838. case SkillValueKind.RandomATK: {
  2839. let min = _value.min, max = _value.max;
  2840. dict = {
  2841. min: min.keepCounts(od,os),
  2842. atk: renderStat('atk'),
  2843. };
  2844. if (max != min)
  2845. {
  2846. dict.max = tsp.word.range_hyphen().ap(max.keepCounts(od,os));
  2847. }
  2848. frg.ap(tspv.random_atk(dict));
  2849. break;
  2850. }
  2851. case SkillValueKind.xAwakenings: {
  2852. let value = _value.value, awakenings = _value.awakenings;
  2853. let dict = {
  2854. value: renderValue(value,{percent : true}),
  2855. awakenings: renderAwakenings(awakenings, {affix: true}),
  2856. }
  2857. frg.ap(tsp.value.x_awakenings(dict));
  2858. break;
  2859. }
  2860. default: {
  2861. console.log("未知数值类型",_value.kind, _value);
  2862. frg.ap(tspv.unknown({ type: _value.kind }));
  2863. }
  2864. }
  2865. return frg;
  2866. }

智龙迷城队伍图制作工具