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script-skill-parser.js 133 kB

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  1. let merge_skill = false;
  2. class Attributes {
  3. static "0" = "Fire";
  4. static "1" = "Water";
  5. static "2" = "Wood";
  6. static "3" = "Light";
  7. static "4" = "Dark";
  8. static "5" = "Heart";
  9. static "6" = "Jammer";
  10. static "7" = "Poison";
  11. static "8" = "MPoison";
  12. static "9" = "Bomb";
  13. static Fire = 0;
  14. static Water = 1;
  15. static Wood = 2;
  16. static Light = 3;
  17. static Dark = 4;
  18. static Heart = 5;
  19. static Jammer = 6;
  20. static Poison = 7;
  21. static MPoison = 8;
  22. static Bomb = 9;
  23. static get all() {
  24. return [
  25. Attributes.Fire,
  26. Attributes.Water,
  27. Attributes.Wood,
  28. Attributes.Light,
  29. Attributes.Dark
  30. ];
  31. }
  32. static get _6color() {
  33. return [
  34. Attributes.Fire,
  35. Attributes.Water,
  36. Attributes.Wood,
  37. Attributes.Light,
  38. Attributes.Dark,
  39. Attributes.Heart
  40. ];
  41. }
  42. static get orbs() {
  43. return [
  44. Attributes.Fire,
  45. Attributes.Water,
  46. Attributes.Wood,
  47. Attributes.Light,
  48. Attributes.Dark,
  49. Attributes.Heart,
  50. Attributes.Jammer,
  51. Attributes.Poison,
  52. Attributes.MPoison,
  53. Attributes.Bomb
  54. ];
  55. }
  56. }
  57. //代码来自于 https://www.jianshu.com/p/3644833bca33
  58. function isEqual(obj1,obj2) {
  59. //判断是否是对象或数组
  60. function isObject(obj) {
  61. return typeof obj === 'object' && obj !== null;
  62. }
  63. // 两个数据有任何一个不是对象或数组
  64. if (!isObject(obj1) || !isObject(obj2)) {
  65. // 值类型(注意:参与equal的一般不会是函数)
  66. return obj1 === obj2;
  67. }
  68. // 如果传的两个参数都是同一个对象或数组
  69. if (obj1 === obj2) {
  70. return true;
  71. }
  72. // 两个都是对象或数组,而且不相等
  73. // 1.先比较obj1和obj2的key的个数,是否一样
  74. const obj1Keys = Object.keys(obj1);
  75. const obj2Keys = Object.keys(obj2);
  76. if (obj1Keys.length !== obj2Keys.length) {
  77. return false;
  78. }
  79. // 如果key的个数相等,就是第二步
  80. // 2.以obj1为基准,和obj2依次递归比较
  81. for (let key in obj1) {
  82. // 比较当前key的value --- 递归
  83. const res = isEqual(obj1[key], obj2[key]);
  84. if (!res) {
  85. return false;
  86. }
  87. }
  88. // 3.全相等
  89. return true
  90. }
  91. class Orb
  92. {
  93. attr = null;
  94. //states = {
  95. // enhanced: false, //强化
  96. // locked: false, //锁定
  97. // unmatchable: false, //禁止消除
  98. //}
  99. states = new Set();
  100. constructor(attr = null)
  101. {
  102. this.attr = attr;
  103. }
  104. valueOf() {
  105. return this.attr;
  106. }
  107. }
  108. class Block
  109. {
  110. //states = {
  111. // cloud: false, //云
  112. // roulette: false, //轮盘变化
  113. //}
  114. states = new Set();
  115. }
  116. class BoardSet
  117. {
  118. boards = [];
  119. boardsLabel = [];
  120. node = (()=>{
  121. const div = document.createElement("div");
  122. div.className = "board-set";
  123. return div;
  124. })();
  125. constructor(...boards) {
  126. const boardSet = this;
  127. boardSet.boards.push(...(boards.filter(board=>board instanceof Board)));
  128. boardSet.boards.forEach((board, idx)=>{
  129. boardSet.node.appendChild(board.tableNode);
  130. const span = document.createElement("span");
  131. span.dataset.columnCount = board.columnCount;
  132. span.dataset.rowCount = board.rowCount;
  133. boardSet.boardsLabel.push(span);
  134. boardSet.node.appendChild(span);
  135. if (idx > 0) {
  136. board.tableNode.classList.add(className_displayNone);
  137. }
  138. });
  139. const span = document.createElement("span");
  140. span.className = "show-all-board";
  141. span.onclick = function(){
  142. boardSet.boards.forEach(board=>board.tableNode.classList.remove(className_displayNone));
  143. this.classList.add(className_displayNone);
  144. };
  145. boardSet.node.appendChild(span);
  146. }
  147. valueOf() {
  148. return this.node;
  149. }
  150. }
  151. class Board
  152. {
  153. rowCount = 0;
  154. columnCount = 0;
  155. orbsData = [];
  156. blocksData = [];
  157. tableNode = document.createElement("table");
  158. constructor(def = null, columnCount = 6, rowCount = 5)
  159. {
  160. const intAttr = typeof(def) == "number" ? def : void 0;
  161. this.rowCount = Number(rowCount);
  162. this.columnCount = Number(columnCount);
  163. this.orbsData = new Array(this.rowCount);
  164. this.blocksData = new Array(this.rowCount);
  165. for (let ri=0; ri<this.rowCount; ri++)
  166. {
  167. const orbCol = new Array(this.columnCount), blockCol = new Array(this.columnCount);
  168. for (let ci=0; ci<this.columnCount; ci++)
  169. {
  170. orbCol[ci] = new Orb(intAttr);
  171. blockCol[ci] = new Block();
  172. }
  173. this.orbsData[ri] = orbCol;
  174. this.blocksData[ri] = blockCol;
  175. }
  176. //如果传入的是数组,直接随机分布
  177. if (Array.isArray(def))
  178. {
  179. this.randomFill(def);
  180. }
  181. const table = this.tableNode;
  182. table.boardData = this;
  183. table.className = "board";
  184. for (let ri=0; ri<this.rowCount; ri++)
  185. {
  186. const row = table.insertRow();
  187. for (let ci=0; ci<this.columnCount; ci++)
  188. {
  189. const cell = row.insertCell();
  190. cell.className = "block";
  191. const orbIcon = cell.appendChild(document.createElement('icon'));
  192. orbIcon.className = "orb";
  193. }
  194. }
  195. }
  196. //获取指定行号
  197. getTargetRowIndex(rowIndex)
  198. {
  199. switch (this.rowCount) {
  200. case 6: return rowIndex >= 2 ? rowIndex + 1 : rowIndex;
  201. case 4: return rowIndex >= 3 ? rowIndex - 1 : rowIndex;
  202. case 5: default: return rowIndex;
  203. }
  204. }
  205. //获取指定列号
  206. getTargetColumnIndex(columnIndex)
  207. {
  208. switch (this.columnCount) {
  209. case 7: return columnIndex >= 3 ? columnIndex + 1 : columnIndex;
  210. case 5: return columnIndex >= 3 ? columnIndex - 1 : columnIndex;
  211. case 6: default: return columnIndex;
  212. }
  213. }
  214. setOrbAndBlock(orb, block, attr, state, blockState)
  215. {
  216. if (orb instanceof Orb) {
  217. if (typeof(attr) == 'number' && !orb.states.has('locked'))
  218. orb.attr = attr;
  219. if (typeof(state) == 'string')
  220. orb.states.add(state);
  221. }
  222. if (block instanceof Block && typeof(blockState) == 'string')
  223. block.states.add(blockState);
  224. }
  225. //设定横行
  226. setRows(rows, attrs, state, blockState)
  227. {
  228. if (!Array.isArray(attrs)) attrs = [attrs];
  229. for (let ri of rows)
  230. {
  231. ri = this.getTargetRowIndex(ri);
  232. const orbsRow = this.orbsData[ri], blocksRow = this.blocksData[ri];
  233. for (let ci=0; ci<this.columnCount; ci++)
  234. {
  235. this.setOrbAndBlock(orbsRow[ci], blocksRow[ci], attrs.randomItem(), state, blockState);
  236. }
  237. }
  238. }
  239. //设定竖列
  240. setColumns(cols, attrs, state, blockState)
  241. {
  242. if (!Array.isArray(attrs)) attrs = [attrs];
  243. for (let ci of cols)
  244. {
  245. ci = this.getTargetColumnIndex(ci);
  246. for (let ri=0; ri<this.rowCount; ri++)
  247. {
  248. const orbsRow = this.orbsData[ri], blocksRow = this.blocksData[ri];
  249. this.setOrbAndBlock(orbsRow[ci], blocksRow[ci], attrs.randomItem(), state, blockState);
  250. if (blockState == 'immobility') { //如果是封条,额外添加需要旋转的信息
  251. this.setOrbAndBlock(orbsRow[ci], blocksRow[ci], attrs.randomItem(), state, 'rotate');
  252. }
  253. }
  254. }
  255. }
  256. //设定形状
  257. setShape(matrix, attrs, state, blockState)
  258. {
  259. if (!Array.isArray(attrs)) attrs = [attrs];
  260. //const setOrb = typeof(state) == 'number';
  261. function fillRow(ri, inputRow)
  262. {
  263. const orbsRow = this.orbsData[ri], blocksRow = this.blocksData[ri];
  264. for (let ci of inputRow)
  265. {
  266. ci = this.getTargetColumnIndex(ci);
  267. if (this.columnCount >= 7 && ci == 4)
  268. {
  269. this.setOrbAndBlock(orbsRow[ci - 1], blocksRow[ci - 1], attrs.randomItem(), state, blockState);
  270. }
  271. this.setOrbAndBlock(orbsRow[ci], blocksRow[ci], attrs.randomItem(), state, blockState);
  272. }
  273. }
  274. for (let i=0; i<matrix.length; i++)
  275. {
  276. let ri = this.getTargetRowIndex(i);
  277. if (this.rowCount >= 6 && ri == 3)
  278. {
  279. fillRow.call(this, ri - 1, matrix[i]);
  280. }
  281. fillRow.call(this, ri, matrix[i]);
  282. }
  283. }
  284. //洗版的填充
  285. randomFill(attrs)
  286. {
  287. if (!Array.isArray(attrs) && typeof(attrs) == 'number')
  288. attrs = [attrs];
  289. //获得随机排列的数据
  290. let attrArray = new Array(this.rowCount * this.columnCount);
  291. //每种颜色至少3个
  292. for (let i=0; i<attrs.length; i++) {
  293. attrArray.fill(attrs[i], i * 3, (i + 1) * 3);
  294. }
  295. //随机填充剩下的
  296. for (let i=attrs.length*3; i<attrArray.length; i++) {
  297. attrArray[i] = attrs.length == 1 ?
  298. attrs[0] :
  299. attrs[Math.floor(Math.random() * attrs.length)];
  300. }
  301. attrArray.shuffle(); //整体随机分布一次
  302. const flatOrbsData = this.orbsData.flat();
  303. flatOrbsData.forEach((orb, idx)=>{
  304. if (!orb.states.has('locked'))
  305. orb.attr = attrArray[idx];
  306. });
  307. }
  308. //生成珠子的填充
  309. generateOrbs(attrs, count, exclude, state)
  310. {
  311. if (!Array.isArray(attrs) && typeof(attrs) == 'number')
  312. attrs = [attrs];
  313. if (!Array.isArray(exclude) && typeof(exclude) == 'number')
  314. exclude = [exclude];
  315. let flatOrbsData = this.orbsData.flat()
  316. if (exclude?.length) flatOrbsData = flatOrbsData.filter(orb=>!exclude.includes(orb.attr));
  317. flatOrbsData.shuffle(); //将所有排除的格子打乱
  318. if (!state) { //未输入状态时,为产生珠子
  319. const attrArray = attrs?.length ? attrs.map(attr=>new Array(count).fill(attr)).flat() : [];
  320. //有属性时,使用产生珠子的长度;如果没有属性时,就保留1个长度,用来添加状态;但是都不能大于排除的宝珠数。
  321. const maxLength = Math.min(attrArray.length, flatOrbsData.length);
  322. //直接填充
  323. for (let i=0; i<maxLength; i++) {
  324. this.setOrbAndBlock(flatOrbsData[i], null, attrArray[i]);
  325. }
  326. } else {
  327. //在板面上查询符合的颜色
  328. flatOrbsData = flatOrbsData.filter(orb=>attrs.includes(orb.attr));
  329. const maxLength = Math.min(count, flatOrbsData.length);
  330. for (let i=0; i<maxLength; i++) {
  331. this.setOrbAndBlock(flatOrbsData[i], null, null, state);
  332. }
  333. }
  334. }
  335. //生成板面状态
  336. generateBlockStates(blockState, count = 1, size = [1,1], position = [0, 0])
  337. {
  338. for (let i=0; i<count; i++) {
  339. let [width, height] = size, [x, y] = position;
  340. if (!x) x = Math.randomInteger(this.columnCount - width); else x--;
  341. if (!y) y = Math.randomInteger(this.rowCount - height); else y--;
  342. for (let hi=0; hi<height; hi++) {
  343. for (let wi=0; wi<width; wi++) {
  344. this.setOrbAndBlock(null, this.blocksData[y+hi][x+wi], null, null, blockState);
  345. }
  346. }
  347. }
  348. }
  349. //导出数组
  350. valueOf()
  351. {
  352. return this.orbsData;
  353. }
  354. //输出表格
  355. refreshTable()
  356. {
  357. const table = this.tableNode;
  358. table.dataset.rowCount = this.rowCount;
  359. table.dataset.columnCount = this.columnCount;
  360. for (let ri=0; ri<this.rowCount; ri++)
  361. {
  362. const orbsRow = this.orbsData[ri], blocksRow = this.blocksData[ri];
  363. const row = table.rows[ri];
  364. for (let ci=0; ci<this.columnCount; ci++)
  365. {
  366. const cell = row.cells[ci], orbIcon = cell.querySelector("icon");
  367. const orbObj = orbsRow[ci], blockObj = blocksRow[ci];
  368. if (orbObj.attr != null)
  369. orbIcon.setAttribute("data-orb-icon", orbObj.attr);
  370. else
  371. orbIcon.removeAttribute("data-orb-icon");
  372. orbIcon.classList.add(...orbObj.states);
  373. cell.classList.add(...blockObj.states);
  374. }
  375. }
  376. return table;
  377. }
  378. }
  379. const SkillTarget = {
  380. type1: ["self","leader-self","leader-helper","sub-members"],
  381. type2: ["right-neighbor","left-neighbor","self"],
  382. };
  383. const SkillValue = {
  384. isLess: function (value) {
  385. if (value.kind === SkillValueKind.Percent) return value.value < 1;
  386. if (value.kind === SkillValueKind.Constant) return value.value < 0;
  387. return false;
  388. }
  389. };
  390. const SkillValueKind = {
  391. Percent: 'mul',
  392. Constant: 'const',
  393. ConstantTo: 'const-to',
  394. xMaxHP: 'mul-maxhp',
  395. xHP: 'mul-hp',
  396. xCHP: 'mul-chp',
  397. xATK: 'mul-atk',
  398. xRCV: 'mul-rcv',
  399. RandomATK: 'random-atk',
  400. HPScale: 'hp-scale',
  401. xTeamHP: 'mul-team-hp',
  402. xTeamATK: 'mul-team-atk',
  403. xTeamRCV: 'mul-team-rcv',
  404. xAwakenings: 'mul-awakenings',
  405. };
  406. const SkillPowerUpKind = {
  407. Multiplier: 'mul',
  408. ScaleAttributes: 'scale-attrs',
  409. ScaleCombos: 'scale-combos',
  410. ScaleMatchLength: 'scale-match-len',
  411. ScaleMatchAttrs: 'scale-match-attrs',
  412. ScaleCross: 'scale-cross',
  413. ScaleRemainOrbs: 'scale-remain-orbs',
  414. ScaleStateKind: 'scale-state-kind',
  415. };
  416. const SkillKinds = {
  417. Error: "error",
  418. Unknown: "unknown",
  419. ActiveTurns: "active-turns",
  420. DelayActiveTurns: "delay-active-turns",
  421. DamageEnemy: "damage-enemy",
  422. Vampire: "vampire",
  423. ReduceDamage: "reduce-damage",
  424. SelfHarm: "self-harm",
  425. Heal: "heal",
  426. AutoHealBuff: "auto-heal-buff",
  427. ChangeOrbs: "change-orbs",
  428. GenerateOrbs: "generate-orbs",
  429. FixedOrbs: "fixed-orbs",
  430. PowerUp: "power-up",
  431. SlotPowerUp: "slot-power-up",
  432. CounterAttack: "counter-attack",
  433. SetOrbState: "set-orb-state",
  434. RateMultiply: "rate-mul",
  435. OrbDropIncrease: "orb-drop-incr",
  436. Resolve: "resolve",
  437. Delay: "delay",
  438. DefenseBreak: "def-break",
  439. MassAttack: "mass-attack",
  440. BoardChange: "board-change",
  441. Unbind: "unbind",
  442. BindSkill: "bind-skill",
  443. BindCard: "bind-card",
  444. RandomSkills: "random-skills",
  445. EvolvedSkills: "evolved-skills",
  446. SkillProviso: "skill-proviso",
  447. ChangeAttribute: "change-attr",
  448. SkillBoost: "skill-boost",
  449. AddCombo: "add-combo",
  450. VoidEnemyBuff: "void-enemy-buff",
  451. Poison: "poison",
  452. CTW: "ctw",
  453. Gravity: "gravity",
  454. FollowAttack: "follow-attack",
  455. FollowAttackFixed: "follow-attack-fixed",
  456. AutoHeal: "auto-heal",
  457. TimeExtend: "time-extend",
  458. DropRefresh: "drop-refresh",
  459. LeaderChange: "leader-change",
  460. MinMatchLength: "min-match-len",
  461. FixedTime: "fixed-time",
  462. Drum: "drum",
  463. AutoPath: "auto-path",
  464. BoardSizeChange: "board-size-change",
  465. NoSkyfall: "no-skyfall",
  466. Henshin: "henshin",
  467. VoidPoison: "void-poison",
  468. SkillProviso: "skill-proviso",
  469. ImpartAwakenings: "impart-awakenings",
  470. ObstructOpponent: "obstruct-opponent",
  471. IncreaseDamageCapacity: "increase-damage-cap",
  472. BoardJammingStates: "board-jamming-states",
  473. RemoveAssist: "remove-assist",
  474. PredictionFalling: "prediction-falling",
  475. BreakingShield: "breaking-shield",
  476. PlayVoice: "play-voice",
  477. TimesLimit: "times-limit",
  478. FixedStartingPosition: "fixed-starting-position",
  479. }
  480. function skillParser(skillId)
  481. {
  482. function merge(skills)
  483. {
  484. //主动技部分的合并
  485. let activeTurns = skills.filter(skill=>skill.kind == SkillKinds.ActiveTurns);
  486. if (activeTurns.length>1)
  487. { //把后面的全都合并到第一个
  488. //按回合数拆分组
  489. let diffTurnsGroup = activeTurns.groupBy((a,b)=>a.turns === b.turns);
  490. let diffTurnsSkills = diffTurnsGroup.flatMap(group=>{
  491. if (group.length>1) { //大于一个技能的可以合并
  492. group[0].skills = group.flatMap(s=>s.skills);
  493. // group.reduce((pre,cur)=>{
  494. // pre.skills.push(...cur.skills);
  495. // return pre
  496. // });
  497. let firstSkill = group.shift(); //从筛选中去除第一个
  498. group.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  499. return [firstSkill];
  500. } else { //1个技能的跳过
  501. return group[0];
  502. }
  503. });
  504. //进行具体技能效果的合并
  505. diffTurnsSkills.forEach(turnsSkill=>{
  506. //破吸部分的合并
  507. let voidBuff = turnsSkill.skills.filter(skill=>skill.kind == SkillKinds.VoidEnemyBuff);
  508. if (voidBuff.length>1)
  509. { //把后面的全都合并到第一个
  510. voidBuff[0].buffs = voidBuff.flatMap(s=>s.buffs);
  511. voidBuff.shift(); //从筛选中去除第一个
  512. voidBuff.forEach(skill=>turnsSkill.skills.splice(turnsSkill.skills.indexOf(skill),1)); //去掉所有后面的
  513. }
  514. });
  515. }
  516. //解封部分的合并
  517. let unbinds = skills.filter(skill=>skill.kind == SkillKinds.Unbind);
  518. if (unbinds.length>1)
  519. { //把后面的全都合并到第一个
  520. unbinds.reduce((pre,cur)=>{
  521. pre.normal = pre.normal || cur.normal;
  522. pre.awakenings = pre.awakenings || cur.awakenings;
  523. pre.matches = pre.matches || cur.matches;
  524. return pre
  525. });
  526. unbinds.shift(); //从筛选中去除第一个
  527. unbinds.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  528. }
  529. let fixedDamages = skills.filter(skill=>skill.kind == SkillKinds.DamageEnemy && skill.attr === 'fixed').filter((skill,idx,arr)=>skill.id==arr[0].id);
  530. if (fixedDamages.length>1)
  531. { //把后面的全都合并到第一个
  532. fixedDamages[0].times = fixedDamages.length;
  533. fixedDamages.shift(); //从筛选中去除第一个
  534. fixedDamages.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  535. }
  536. let skillPowerUp = skills.filter(skill=>skill.kind == SkillKinds.PowerUp);
  537. if (skillPowerUp.length > 1 || (skillPowerUp[0] && skillPowerUp[0]?.value?.kind === SkillPowerUpKind.ScaleCross))
  538. {
  539. //合并技能效果
  540. function combinePowerUp(target, source) {
  541. if (source?.additional.length)
  542. {
  543. if (!Array.isArray(target.additional)) target.additional = [];
  544. target.additional.push(...source.additional);
  545. }
  546. if (source.reduceDamage != undefined)
  547. {
  548. if (!target.reduceDamage)
  549. target.reduceDamage = source.reduceDamage;
  550. else if (target.reduceDamage.kind === source.reduceDamage.kind)
  551. target.reduceDamage.value *= source.reduceDamage.value;
  552. }
  553. if (target?.value.baseAtk != undefined && source?.value.baseAtk) target.value.baseAtk *= source.value.baseAtk;
  554. if (target?.value.baseRcv != undefined && source?.value.baseRcv != undefined) target.value.baseRcv *= source.value.baseRcv;
  555. if (target?.value.bonusAtk != undefined && source?.value.bonusAtk != undefined) target.value.bonusAtk += source.value.bonusAtk;
  556. if (target?.value.bonusRcv != undefined && source?.value.bonusRcv != undefined) target.value.bonusRcv += source.value.bonusRcv;
  557. if (target?.value.atk != undefined && source?.value.atk != undefined) target.value.atk *= source.value.atk;
  558. if (target?.value.hp != undefined && source?.value.hp != undefined) target.value.hp *= source.value.hp;
  559. if (target?.value.rcv != undefined && source?.value.rcv != undefined) target.value.rcv *= source.value.rcv;
  560. }
  561. //十字
  562. let scaleCross = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleCross);
  563. function mergeScaleCrossAttr(skill)
  564. {
  565. let crosses = skill.value.crosses;
  566. let atk = crosses[0].atk;
  567. let rcv = crosses[0].rcv;
  568. if (crosses.length >= 2 &&
  569. crosses.every(cross=>cross.atk === atk && cross.rcv === rcv)
  570. ) {
  571. crosses[0].attr = Array.from(new Set(crosses.reduce((pre,cur)=>{
  572. pre.push(...cur.attr);
  573. return pre;
  574. }, [])));
  575. skill.value.crosses.splice(1);
  576. }
  577. }
  578. //每个十字技能,先把所有属性合并到自身
  579. scaleCross.forEach(mergeScaleCrossAttr);
  580. //筛选出所有倍率一样的子技能
  581. scaleCross = scaleCross.filter((skill,idx,arr)=>{
  582. let atk = arr[0].value.crosses[0].atk;
  583. let rcv = arr[0].value.crosses[0].rcv;
  584. let crosses = skill.value.crosses;
  585. return crosses.every(cross=>cross.atk === atk && cross.rcv === rcv);
  586. });
  587. //先合并属性倍率
  588. if (scaleCross.length >= 1)
  589. { //把后面的全都合并到第一个
  590. scaleCross.reduce((pre,cur)=>{
  591. combinePowerUp(pre,cur);
  592. pre.value.crosses = pre.value.crosses.concat(cur.value.crosses);
  593. return pre
  594. });
  595. let _skill = scaleCross.shift(); //从筛选中去除第一个
  596. scaleCross.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  597. mergeScaleCrossAttr(_skill);
  598. }
  599. //重新找出来十字,合并附加内容
  600. scaleCross = skills.filter(skill=>skill.kind == SkillKinds.PowerUp && skill.value.kind === SkillPowerUpKind.ScaleCross);
  601. scaleCross = scaleCross.filter((skill,idx,arr)=>{
  602. let s0 = arr[0];
  603. let attr0 = s0.value.crosses[0].attr.concat().sort();
  604. let attr1 = skill.value.crosses[0].attr.concat().sort();
  605. return isEqual(skill.condition, s0.condition) &&
  606. isEqual(skill.attrs, s0.attrs) &&
  607. isEqual(skill.types, s0.types) &&
  608. isEqual(attr0, attr1)
  609. ;
  610. });
  611. if (scaleCross.length > 1)
  612. { //把后面的全都合并到第一个
  613. scaleCross.reduce((pre,cur)=>{
  614. combinePowerUp(pre, cur);
  615. return pre
  616. });
  617. scaleCross.shift(); //从筛选中去除第一个
  618. scaleCross.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  619. }
  620. //长串匹配
  621. let scaleMatchLength = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleMatchLength);
  622. scaleMatchLength = scaleMatchLength.groupBy((a,b)=>{
  623. let av = a.value;
  624. let bv = b.value;
  625. return isEqual(a.condition, b.condition) &&
  626. isEqual(a.attrs, b.attrs) &&
  627. isEqual(a.types, b.types) &&
  628. av.min === bv.min &&
  629. av.max === bv.max &&
  630. (av.matchAll === bv.matchAll || av.attrs.length <= 1) && isEqual(av.attrs, bv.attrs)
  631. ;
  632. });
  633. for (let group of scaleMatchLength)
  634. {
  635. if (group.length > 1)
  636. { //把后面的全都合并到第一个
  637. group.reduce((pre,cur)=>{
  638. combinePowerUp(pre, cur);
  639. return pre
  640. });
  641. group.shift(); //从筛选中去除第一个
  642. group.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  643. }
  644. }
  645. //多串匹配
  646. let scaleMatchAttrs = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleMatchAttrs);
  647. scaleMatchAttrs = scaleMatchAttrs.filter((skill,idx,arr)=>{
  648. let s0 = arr[0];
  649. let v0 = s0.value;
  650. let v1 = skill.value;
  651. return isEqual(skill.condition, s0.condition) &&
  652. isEqual(skill.attrs, s0.attrs) &&
  653. isEqual(skill.types, s0.types) &&
  654. v0.min === v1.min &&
  655. v0.max === v1.max &&
  656. isEqual(v0.matches, v1.matches)
  657. ;
  658. });
  659. if (scaleMatchAttrs.length > 1)
  660. { //把后面的全都合并到第一个
  661. scaleMatchAttrs.reduce((pre,cur)=>{
  662. combinePowerUp(pre, cur);
  663. return pre
  664. });
  665. scaleMatchAttrs.shift(); //从筛选中去除第一个
  666. scaleMatchAttrs.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  667. }
  668. //多色匹配
  669. let scaleAttributes = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleAttributes);
  670. scaleAttributes = scaleAttributes.filter((skill,idx,arr)=>{
  671. let s0 = arr[0];
  672. let v0 = s0.value;
  673. let v1 = skill.value;
  674. return isEqual(skill.condition, s0.condition) &&
  675. isEqual(skill.attrs, s0.attrs) &&
  676. isEqual(skill.types, s0.types) &&
  677. v0.min === v1.min &&
  678. v0.max === v1.max &&
  679. isEqual(v0.attrs, v1.attrs)
  680. ;
  681. });
  682. if (scaleAttributes.length > 1)
  683. { //把后面的全都合并到第一个
  684. scaleAttributes.reduce((pre,cur)=>{
  685. combinePowerUp(pre, cur);
  686. return pre
  687. });
  688. scaleAttributes.shift(); //从筛选中去除第一个
  689. scaleAttributes.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  690. }
  691. //连击数
  692. let scaleCombos = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleCombos);
  693. scaleCombos = scaleCombos.filter((skill,idx,arr)=>{
  694. let s0 = arr[0];
  695. let v0 = s0.value;
  696. let v1 = skill.value;
  697. return isEqual(skill.condition, s0.condition) &&
  698. isEqual(skill.attrs, s0.attrs) &&
  699. isEqual(skill.types, s0.types) &&
  700. v0.min === v1.min &&
  701. v0.max === v1.max
  702. ;
  703. });
  704. if (scaleCombos.length > 1)
  705. { //把后面的全都合并到第一个
  706. scaleCombos.reduce((pre,cur)=>{
  707. combinePowerUp(pre, cur);
  708. return pre
  709. });
  710. scaleCombos.shift(); //从筛选中去除第一个
  711. scaleCombos.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  712. }
  713. //普通倍率
  714. let multiplier = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.Multiplier
  715. && skill.condition?.LShape);
  716. multiplier = multiplier.filter((skill,idx,arr)=>{
  717. let s0 = arr[0];
  718. return !!skill.condition && isEqual(skill.condition, s0.condition) &&
  719. isEqual(skill.attrs, s0.attrs) &&
  720. isEqual(skill.types, s0.types)
  721. ;
  722. });
  723. if (multiplier.length)
  724. { //把后面的全都合并到第一个
  725. multiplier.reduce((pre,cur)=>{
  726. combinePowerUp(pre, cur);
  727. return pre
  728. });
  729. multiplier.shift(); //从筛选中去除第一个
  730. multiplier.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  731. }
  732. }
  733. let changeOrbs = skills.filter(skill=>skill.kind == SkillKinds.ChangeOrbs);
  734. if (changeOrbs.length>1)
  735. { //把后面的全都合并到第一个
  736. changeOrbs.reduce((pre,cur)=>{
  737. pre.changes.push(...cur.changes);
  738. return pre
  739. });
  740. changeOrbs.shift(); //从筛选中去除第一个
  741. changeOrbs.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的
  742. }
  743. return skills;
  744. }
  745. const skill = Skills[skillId];
  746. if (!skill) return [];
  747. //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
  748. const result = skillObjectParsers?.[skill.type]?.apply({ parser: skillParser }, skill.params)
  749. ?? { kind: SkillKinds.Unknown }; //没有时返回未知技能
  750. let skills = (Array.isArray(result) ? result : [result]) //确保技能是数组
  751. .filter(Boolean) //去除无效技能
  752. .map(s => ({ id: skillId, type: skill.type, params: skill.params, ...s })); //额外增加技能id、type、原始参数
  753. function splitProvisoSkill(skills)
  754. {
  755. let idx = skills.findIndex(skill=>skill.kind == SkillKinds.SkillProviso); //搜索HP、层数限制技能的位置
  756. if (idx>=0) //如果找到,就拆分成3份
  757. {
  758. return [
  759. skills.slice(0,idx),
  760. skills.slice(idx, idx+1),
  761. skills.slice(idx+1),
  762. ];
  763. }else
  764. {
  765. return [skills];
  766. }
  767. }
  768. //技能原始对象的合并,技能显示效果的合并在“function renderSkillEntry”里
  769. if (merge_skill)
  770. {
  771. //将技能拆分成3部分后分别合并技能
  772. let skillsSplit = splitProvisoSkill(skills).map(_skills=>merge(_skills));
  773. //再展平,重新回到一层技能
  774. skills = skillsSplit.flat(1);
  775. }
  776. return skills;
  777. }
  778. const v = {
  779. percent: function(value) {
  780. return { kind: SkillValueKind.Percent, value: (value / 100) ?? 1 };
  781. },
  782. constant: function(value) {
  783. return { kind: SkillValueKind.Constant, value: value ?? 0 };
  784. },
  785. constantTo: function(value) {
  786. return { kind: SkillValueKind.ConstantTo, value: value ?? 1 };
  787. },
  788. xMaxHP: function(value) {
  789. return { kind: SkillValueKind.xMaxHP, value: (value / 100) ?? 1 };
  790. },
  791. xHP: function(value) {
  792. return { kind: SkillValueKind.xHP, value: (value / 100) ?? 1 };
  793. },
  794. xCHP: function(value) {
  795. return { kind: SkillValueKind.xCHP, value: (value / 100) ?? 1 };
  796. },
  797. xShield: function(value) {
  798. return { kind: SkillValueKind.xShield, value: (value / 100) ?? 1 };
  799. },
  800. xATK: function(value) {
  801. return { kind: SkillValueKind.xATK, value: (value / 100) ?? 1 };
  802. },
  803. xRCV: function(value) {
  804. return { kind: SkillValueKind.xRCV, value: (value / 100) ?? 1 };
  805. },
  806. randomATK: function(min, max) {
  807. return { kind: SkillValueKind.RandomATK, min: (min / 100) ?? 1, max: (max / 100) ?? 1, scale: 1 };
  808. },
  809. hpScale: function(min, max, scale) {
  810. return { kind: SkillValueKind.HPScale, min: (min / 100) ?? 1, max: (max / 100) ?? 1, scale: (scale / 100) ?? 1 };
  811. },
  812. xTeamHP: function(value) {
  813. return { kind: SkillValueKind.xTeamHP, value: (value / 100) ?? 1 };
  814. },
  815. xTeamATK: function(attrs, value) {
  816. return { kind: SkillValueKind.xTeamATK, attrs: attrs, value: (value / 100) ?? 1 };
  817. },
  818. xTeamRCV: function(value) {
  819. return { kind: SkillValueKind.xTeamRCV, value: (value / 100) ?? 1 };
  820. },
  821. percentAwakenings: function(awakenings, value) {
  822. return { kind: SkillValueKind.xAwakenings, awakenings: awakenings, value: value };
  823. },
  824. };
  825. const c = {
  826. hp: function (min, max) {
  827. return { hp: { min: min / 100, max: max / 100 } };
  828. },
  829. exact: function (type, value, attrs, multiple = false) {
  830. if (attrs === void 0) { attrs = Attributes.all; }
  831. return { exact: { type: type, value: value, attrs: attrs, multiple: multiple} };
  832. },
  833. combos: function (min) {
  834. return { combos: { min } };
  835. },
  836. attrs: function (attrs, min) {
  837. return { attrs: { attrs, min} };
  838. },
  839. compo: function (type, ids) {
  840. return { compo: { type: type, ids: ids } };
  841. },
  842. remainOrbs: function (count) { return { remainOrbs: { count: count } }; },
  843. useSkill: function (times = 1) { return { useSkill: times }; },
  844. multiplayer: function () { return { multiplayer: true }; },
  845. prob: function (percent) { return { prob: percent }; },
  846. LShape: function (attrs) { return { LShape: { attrs } }; },
  847. heal: function (min) { return { heal: { min } }; },
  848. stage: function (min=0, max=0) {
  849. return { stage: { min, max } };
  850. },
  851. remainAttrOrbs: function (attrs, min, max) {
  852. return { remainAttrOrbs: { attrs, min, max} };
  853. },
  854. awakeningActivated: function (awakenings) { return { awakeningActivated: { awakenings } }; },
  855. }
  856. const p = {
  857. mul: function (values) {
  858. if (Array.isArray(values)) {
  859. return {
  860. kind: SkillPowerUpKind.Multiplier,
  861. hp: 1,
  862. atk: values[0] / 100,
  863. rcv: values[1] / 100
  864. };
  865. }
  866. else {
  867. return {
  868. kind: SkillPowerUpKind.Multiplier,
  869. hp: (values.hp ?? 100) / 100,
  870. atk: (values.atk ?? 100) / 100,
  871. rcv: (values.rcv ?? 100) / 100
  872. };
  873. }
  874. },
  875. stats: function (value) {
  876. let statTypes = Array.from(arguments).slice(1);
  877. return [
  878. statTypes.indexOf(1) >= 0 ? value : 100,
  879. statTypes.indexOf(2) >= 0 ? value : 100
  880. ];
  881. },
  882. scale: function (min, max, baseMul, bonusMul) {
  883. return {
  884. min: min,
  885. max: max ?? min,
  886. baseAtk: (baseMul[0] / 100) ?? 1,
  887. baseRcv: (baseMul[1] / 100) ?? 1,
  888. bonusAtk: (bonusMul[0] / 100) ?? 0,
  889. bonusRcv: (bonusMul[1] / 100) ?? 0
  890. };
  891. },
  892. scaleAttrs: function (attrs, min, max, baseMul, bonusMul) {
  893. return { kind: SkillPowerUpKind.ScaleAttributes, attrs: attrs ,...this.scale(min, max, baseMul, bonusMul) };
  894. },
  895. scaleCombos: function (min, max, baseMul, bonusMul) {
  896. return { kind: SkillPowerUpKind.ScaleCombos ,...this.scale(min, max, baseMul, bonusMul) };
  897. },
  898. scaleMatchLength: function (attrs, min, max, baseMul, bonusMul, matchAll = false) {
  899. return { kind: SkillPowerUpKind.ScaleMatchLength, attrs, matchAll,...this.scale(min, max, baseMul, bonusMul) };
  900. },
  901. scaleMatchAttrs: function (matches, min, max, baseMul, bonusMul) {
  902. const flatMatches = matches.flat(); //当匹配的全是不同颜色时,切换成匹配颜色的技能
  903. if (new Set(flatMatches).size === flatMatches.length)
  904. return this.scaleAttrs(matches, min, max, baseMul, bonusMul);
  905. else
  906. return { kind: SkillPowerUpKind.ScaleMatchAttrs, matches: matches ,...this.scale(min, max, baseMul, bonusMul) };
  907. },
  908. scaleCross: function (crosses) {
  909. return { kind: SkillPowerUpKind.ScaleCross, crosses: crosses.map(cross => ({ ...cross, atk: ((cross.atk ?? 100) / 100), rcv: ((cross.rcv ?? 100) / 100)})) };
  910. },
  911. scaleRemainOrbs: function (max, baseMul, bonusMul) {
  912. return { kind: SkillPowerUpKind.ScaleRemainOrbs ,...this.scale(bonusMul ? 0 : max, max, baseMul, bonusMul) };
  913. },
  914. scaleStateKind: function (awakenings, attrs, types, value) {
  915. return { kind: SkillPowerUpKind.ScaleStateKind, awakenings: awakenings, attrs: attrs, types: types, value: value };
  916. },
  917. scaleMatchLengthTimes: function (attrs, min, exact, bonusMul) {
  918. return { kind: SkillPowerUpKind.ScaleMatchLengthTimes, attrs, min, exact, bonusMul };
  919. },
  920. }
  921. function activeTurns(turns, ...skills) {
  922. return skills.length ? { kind: SkillKinds.ActiveTurns, turns, skills } : null;
  923. }
  924. function delayActiveTurns(turns, ...skills) {
  925. return skills.length ? { kind: SkillKinds.DelayActiveTurns, turns, skills } : null;
  926. }
  927. function damageEnemy(target, attr, damage) {
  928. return { kind: SkillKinds.DamageEnemy, target, attr, damage };
  929. }
  930. function vampire(attr, damageValue, healValue) {
  931. return { kind: SkillKinds.Vampire, attr: attr, damage: damageValue, heal: healValue };
  932. }
  933. function reduceDamage(attrs, percent, condition, prob) {
  934. return { kind: SkillKinds.ReduceDamage, attrs: attrs, percent: percent, condition: condition, prob: prob || 1 };
  935. }
  936. function selfHarm(value) {
  937. return { kind: SkillKinds.SelfHarm, value: value };
  938. }
  939. function heal(value) {
  940. return { kind: SkillKinds.Heal, value: value };
  941. }
  942. function autoHealBuff(value) {
  943. return { kind: SkillKinds.AutoHealBuff, value: value };
  944. }
  945. function fromTo(from, to) {
  946. return { from: from, to: to };
  947. }
  948. function changeOrbs(...changes) {
  949. return { kind: SkillKinds.ChangeOrbs, changes: changes };
  950. }
  951. function generateOrbs(orbs, exclude, count, time) {
  952. return { kind: SkillKinds.GenerateOrbs, orbs: orbs, exclude: exclude, count: count, time: time};
  953. }
  954. function fixedOrbs(...generates) {
  955. return { kind: SkillKinds.FixedOrbs, generates: generates };
  956. }
  957. function powerUp(attrs, types, value, condition = null, reduceDamage = null, additional = [], eachTime = false) {
  958. let targets = attrs?.targets;
  959. if (targets) {attrs = null; types = null;}
  960. return { kind: SkillKinds.PowerUp, targets, attrs, types, condition, value, reduceDamage, additional, eachTime};
  961. }
  962. function slotPowerUp(value, targets) {
  963. return { kind: SkillKinds.SlotPowerUp, value, targets};
  964. }
  965. function counterAttack(attr, prob, value) {
  966. return { kind: SkillKinds.CounterAttack, attr: attr, prob: prob, value: value };
  967. }
  968. function setOrbState(orbs, state, arg) {
  969. return { kind: SkillKinds.SetOrbState, orbs, state, arg};
  970. }
  971. function rateMultiply(value, rate) {
  972. return { kind: SkillKinds.RateMultiply, value: value, rate: rate };
  973. }
  974. function orbDropIncrease(prob, attrs, flag, value) {
  975. return { kind: SkillKinds.OrbDropIncrease, prob, attrs, flag, value };
  976. }
  977. function resolve(min, max) {
  978. return { kind: SkillKinds.Resolve, min: min, max: max };
  979. }
  980. function unbind(normal, awakenings, matches) {
  981. return { kind: SkillKinds.Unbind, normal: normal, awakenings: awakenings , matches: matches};
  982. }
  983. function bindSkill() { return { kind: SkillKinds.BindSkill}; }
  984. function bindCard() { return { kind: SkillKinds.BindCard}; }
  985. function boardChange(attrs) {
  986. return { kind: SkillKinds.BoardChange, attrs: attrs };
  987. }
  988. function randomSkills(skills) {
  989. return { kind: SkillKinds.RandomSkills, skills: skills };
  990. }
  991. function evolvedSkills(loop, skills) {
  992. return { kind: SkillKinds.EvolvedSkills, loop: loop, skills: skills };
  993. }
  994. function changeAttr(target, attr) {
  995. return { kind: SkillKinds.ChangeAttribute, target: target, attr: attr ?? 0 };
  996. }
  997. function gravity(value, target = "all") {
  998. return { kind: SkillKinds.Gravity, value, target };
  999. }
  1000. function voidEnemyBuff(buffs) {
  1001. return { kind: SkillKinds.VoidEnemyBuff, buffs: buffs };
  1002. }
  1003. function skillBoost(value1, value2) { return { kind: SkillKinds.SkillBoost, min: value1, max: value2 ?? value1 }; }
  1004. function minMatch(value) { return { kind: SkillKinds.MinMatchLength, value: value }; }
  1005. function fixedTime(value) { return { kind: SkillKinds.FixedTime, value: v.constant(value) }; }
  1006. function addCombo(value) { return { kind: SkillKinds.AddCombo, value: value }; }
  1007. function defBreak(value) { return { kind: SkillKinds.DefenseBreak, value: value }; }
  1008. function poison(value) { return { kind: SkillKinds.Poison, value: value }; }
  1009. function CTW(time, cond, skill) {
  1010. return { kind: SkillKinds.CTW, time, cond, skill };
  1011. }
  1012. function followAttack(value) { return { kind: SkillKinds.FollowAttack, value: value }; }
  1013. function followAttackFixed(value) { return { kind: SkillKinds.FollowAttackFixed, value: v.constant(value) }; }
  1014. function autoHeal(value) { return { kind: SkillKinds.AutoHeal, value: value }; }
  1015. function timeExtend(value) { return { kind: SkillKinds.TimeExtend, value: value }; }
  1016. function delay() { return { kind: SkillKinds.Delay }; }
  1017. function massAttack() { return { kind: SkillKinds.MassAttack }; }
  1018. function dropRefresh() { return { kind: SkillKinds.DropRefresh }; }
  1019. function drum() { return { kind: SkillKinds.Drum }; }
  1020. function autoPath(number) { return { kind: SkillKinds.AutoPath, matchesNumber:v.constant(number) }; }
  1021. function leaderChange(type = 0) { return { kind: SkillKinds.LeaderChange, type: type }; }
  1022. function noSkyfall() { return { kind: SkillKinds.NoSkyfall }; }
  1023. function henshin(id, random = false) {
  1024. return {
  1025. kind: SkillKinds.Henshin,
  1026. id: Array.isArray(id) ? id[0] : id, //兼容旧程序
  1027. ids: Array.isArray(id) ? id : [id],
  1028. random: random
  1029. };
  1030. }
  1031. function skillPlayVoice(skillStage, VoiceId) {
  1032. return { kind: SkillKinds.PlayVoice, stage: skillStage, id: VoiceId };
  1033. }
  1034. function voidPoison() { return { kind: SkillKinds.VoidPoison }; }
  1035. function skillProviso(cond) { return { kind: SkillKinds.SkillProviso, cond: cond }; }
  1036. function impartAwakenings(attrs, types, target, awakenings) {
  1037. return { kind: SkillKinds.ImpartAwakenings, attrs, types, target, awakenings };
  1038. }
  1039. function obstructOpponent(typeName, pos, ids) {
  1040. return { kind: SkillKinds.ObstructOpponent, typeName: typeName, pos: pos, enemy_skills: ids };
  1041. }
  1042. function increaseDamageCapacity(cap, targets, attrs, types) {
  1043. return { kind: SkillKinds.IncreaseDamageCapacity, cap, targets, attrs, types};
  1044. }
  1045. function boardJammingStates(state, posType, options) {
  1046. return { kind: SkillKinds.BoardJammingStates, state: state, posType: posType, ...options};
  1047. }
  1048. function boardSizeChange(width=7, height=6) {
  1049. return { kind: SkillKinds.BoardSizeChange, width, height };
  1050. }
  1051. function removeAssist() {
  1052. return { kind: SkillKinds.RemoveAssist };
  1053. }
  1054. function predictionFalling() {
  1055. return { kind: SkillKinds.PredictionFalling };
  1056. }
  1057. function breakingShield(value) {
  1058. return { kind: SkillKinds.BreakingShield, value };
  1059. }
  1060. function timesLimit(turns) {
  1061. return { kind: SkillKinds.TimesLimit, turns };
  1062. }
  1063. function fixedStartingPosition() {
  1064. return { kind: SkillKinds.FixedStartingPosition };
  1065. }
  1066. const skillObjectParsers = {
  1067. //parser: (() => []), //这个用来解决代码提示的报错问题,不起实际作用
  1068. [0](attr, mul) { return damageEnemy('all', attr, v.xATK(mul)); },
  1069. [1](attr, value) { return damageEnemy('all', attr, v.constant(value)); },
  1070. [2](mul, _) { return damageEnemy('single', 'self', v.xATK(mul)); },
  1071. [3](turns, percent) { return activeTurns(turns, reduceDamage('all', v.percent(percent))); },
  1072. [4](mul) { return poison(v.xATK(mul)); },
  1073. [5](time) { return CTW(v.constant(time)); },
  1074. [6](percent) { return gravity(v.xCHP(percent)); },
  1075. [7](mul) { return heal(v.xRCV(mul)); },
  1076. [8](value) { return heal(v.constant(value)); },
  1077. [9](from, to) { return changeOrbs(fromTo([from ?? 0], [to ?? 0])); },
  1078. [10]() { return dropRefresh(); },
  1079. [11](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul })); },
  1080. [12](mul) { return followAttack(v.xATK(mul)); },
  1081. [13](mul) { return autoHeal(v.xRCV(mul)); },
  1082. [14](min, max) { return resolve(v.percent(min), v.percent(max ?? 100)); },
  1083. [15](time) { return timeExtend(v.constant(time / 100)); },
  1084. [16](percent) { return reduceDamage('all', v.percent(percent)); },
  1085. [17](attr, percent) { return reduceDamage([attr], v.percent(percent)); },
  1086. [18](turns) { return activeTurns(turns, delay()); },
  1087. [19](turns, percent) { return activeTurns(turns, defBreak(v.percent(percent))); },
  1088. [20](from1, to1, from2, to2) {
  1089. if ((to1 ?? 0) == (to2 ?? 0))
  1090. return changeOrbs(fromTo([from1 ?? 0, from2 ?? 0], [to1 ?? 0]));
  1091. else
  1092. return changeOrbs(
  1093. fromTo([from1 ?? 0], [to1 ?? 0]),
  1094. fromTo([from2 ?? 0], [to2 ?? 0])
  1095. );
  1096. },
  1097. [21](turns, attr, percent) { return activeTurns(turns, reduceDamage([attr], v.percent(percent))); },
  1098. [22](type, mul) { return powerUp(null, [type], p.mul({ atk: mul })); },
  1099. [23](type, mul) { return powerUp(null, [type], p.mul({ hp: mul })); },
  1100. [24](type, mul) { return powerUp(null, [type], p.mul({ rcv: mul })); },
  1101. [26](mul) { return powerUp(null, null, p.mul({ atk: mul })); },
  1102. [28](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul, rcv: mul })); },
  1103. [29](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
  1104. [30](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul })); },
  1105. [31](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul })); },
  1106. [33]() { return drum(); },
  1107. [35](mul, percent) { return vampire('self', v.xATK(mul), v.percent(percent)); },
  1108. [36](attr1, attr2, percent) { return reduceDamage([attr1, attr2], v.percent(percent)); },
  1109. [37](attr, mul) { return damageEnemy('single', attr, v.xATK(mul)); },
  1110. [38](max, prob, percent) { return reduceDamage('all', v.percent(percent), max === 100 ? c.hp(max, max) : c.hp(0, max), v.percent(prob)); },
  1111. [39](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  1112. [40](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ atk: mul })); },
  1113. [41](prob, mul, attr) { return counterAttack(attr ?? 0, v.percent(prob), v.percent(mul)); },
  1114. [42](targetAttr, dmgAttr, value) { return damageEnemy(targetAttr, dmgAttr, v.constant(value)); },
  1115. [43](min, prob, percent) { return reduceDamage('all', v.percent(percent), c.hp(min, 100), v.percent(prob)); },
  1116. [44](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  1117. [45](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul })); },
  1118. [46](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul })); },
  1119. [48](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul })); },
  1120. [49](attr, mul) { return powerUp([attr], null, p.mul({ rcv: mul })); },
  1121. [50](turns, attr, mul) { return activeTurns(turns, powerUp([attr], null, p.mul({ atk: mul ?? 0 }))); },
  1122. [51](turns) { return activeTurns(turns, massAttack()); },
  1123. [52](attr, mul) { return setOrbState([attr], 'enhanced', {enhance: v.percent(mul)}); },
  1124. [53](mul) { return rateMultiply(v.percent(mul), 'drop'); },
  1125. [54](mul) { return rateMultiply(v.percent(mul), 'coin'); },
  1126. [55](value) { return damageEnemy('single', 'fixed', v.constant(value)); },
  1127. [56](value) { return damageEnemy('all', 'fixed', v.constant(value)); },
  1128. [58](attr, min, max) { return damageEnemy('all', attr, v.randomATK(min, max)); },
  1129. [59](attr, min, max) { return damageEnemy('single', attr, v.randomATK(min, max)); },
  1130. [60](turns, mul, attr) { return activeTurns(turns, counterAttack(attr, v.percent(100), v.percent(mul))); },
  1131. [61](attrs, min, base, bonus, stage) { return powerUp(null, null, p.scaleAttrs(Bin.unflags(attrs), min, min + (stage ?? 0), [base, 100], [bonus, 0])); },
  1132. [62](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul })); },
  1133. [63](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, rcv: mul })); },
  1134. [64](type, mul) { return powerUp(null, [type], p.mul({ atk: mul, rcv: mul })); },
  1135. [65](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
  1136. [66](combo, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, [mul, 100], [0, 0])); },
  1137. [67](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, rcv: mul })); },
  1138. [69](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul })); },
  1139. [71](...attrs) { return boardChange(attrs.filter(attr => attr >= 0)); },
  1140. //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
  1141. [72](turns) { return activeTurns(turns, voidEnemyBuff(['guard'])); },
  1142. [73](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul })); },
  1143. [75](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul, rcv: mul })); },
  1144. [76](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
  1145. [77](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul, atk: mul })); },
  1146. [79](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul, rcv: mul })); },
  1147. [84](attr, min, max, percent) {
  1148. return [
  1149. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  1150. damageEnemy('single', attr, v.randomATK(min, max))
  1151. ];
  1152. },
  1153. [85](attr, min, max, percent) {
  1154. return [
  1155. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  1156. damageEnemy('all', attr, v.randomATK(min, max))
  1157. ];
  1158. },
  1159. [86](attr, value, _, percent) {
  1160. return [
  1161. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  1162. damageEnemy('single', attr, v.constant(value))
  1163. ];
  1164. },
  1165. [87](attr, value, _, percent) {
  1166. return [
  1167. selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)),
  1168. damageEnemy('all', attr, v.constant(value))
  1169. ];
  1170. },
  1171. [88](turns, type, mul) { return activeTurns(turns, powerUp(null, [type], p.mul({ atk: mul }))); },
  1172. [90](turns, attr1, attr2, mul) { return activeTurns(turns, powerUp([attr1, attr2], null, p.mul({ atk: mul }))); },
  1173. [91](attr1, attr2, mul) { return setOrbState([attr1, attr2], 'enhanced', {enhance: v.percent(mul)}); },
  1174. [92](turns, type1, type2, mul) { return activeTurns(turns, powerUp(null, [type1, type2], p.mul({ atk: mul }))); },
  1175. [93]() { return leaderChange(); },
  1176. [94](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  1177. [95](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  1178. [96](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  1179. [97](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  1180. [98](min, base, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max, [base, 100], [bonus, 0])); },
  1181. [100](stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.useSkill()); },
  1182. [101](combo, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('combo', combo)); },
  1183. [103](combo, stats1, stats2, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
  1184. [104](combo, attrs, stats1, stats2, mul) { return powerUp(Bin.unflags(attrs), null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
  1185. [105](rcv, atk) { return powerUp(null, null, p.mul({ rcv, atk })); },
  1186. [106](hp, atk) { return powerUp(null, null, p.mul({ hp, atk })); },
  1187. [107](hp, attrs, atk) {
  1188. return [
  1189. powerUp(null, null, p.mul({ hp })),
  1190. attrs && powerUp(Bin.unflags(attrs), null, p.mul({ atk: atk ?? 100 })) || null,
  1191. ].filter(Boolean);
  1192. },
  1193. [108](hp, type, atk) { return [powerUp(null, null, p.mul({ hp })), powerUp(null, [type], p.mul({ atk }))]; },
  1194. [109](attrs, len, mul) { return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), len, len, [mul, 100], [0, 0])); },
  1195. [110](single, attr, min, max, scale) { return damageEnemy(single ? 'single' : 'all', attr, v.hpScale(min, max, scale)); },
  1196. [111](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul })); },
  1197. [114](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
  1198. [115](attr, mul, percent) { return vampire(attr, v.xATK(mul), v.percent(percent)); },
  1199. [116](...ids) { return ids.flatMap(id => this.parser(id)); },
  1200. [117](bind, rcv, constant, hp, awokenBind) {
  1201. return [
  1202. rcv ? heal(v.xRCV(rcv)) : hp ? heal(v.xMaxHP(hp)) : constant ? heal(v.constant(constant)) : null,
  1203. (bind || awokenBind) ? unbind(bind ?? 0, awokenBind ?? 0) : null,
  1204. ].filter(Boolean);
  1205. },
  1206. [118](...ids) { return randomSkills(ids.map(id => this.parser(id))); },
  1207. [119](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), min, max, [base || 100, 100], [bonus, 0])); },
  1208. [121](attrs, types, hp, atk, rcv) { return powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })); },
  1209. [122](percent, attrs, types, atk, rcv) { return powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(0, percent)); },
  1210. [123](percent, attrs, types, atk, rcv) { return powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(percent, 100)); },
  1211. [124](attrs1, attrs2, attrs3, attrs4, attrs5, min, mul, bonus) {
  1212. const attrs = [attrs1, attrs2, attrs3, attrs4, attrs5].filter(Boolean);
  1213. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(Bin.unflags), min, bonus ? attrs.length : min, [mul, 100], [bonus, 0]));
  1214. },
  1215. [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))); },
  1216. [126](attrs, turns, turns2, percent) { return activeTurns(turns === turns2 ? turns : [turns, turns2], orbDropIncrease(v.percent(percent), Bin.unflags(attrs))); },
  1217. [127](...params) { //cols1, attrs1, cols2, attrs2 ...
  1218. const generates = [];
  1219. for (let i = 0; i < params.length; i+=2) {
  1220. generates.push({
  1221. orbs: Bin.unflags(params[i+1]),
  1222. type: 'col',
  1223. positions: Bin.unflags(params[i])
  1224. });
  1225. }
  1226. return fixedOrbs.apply(null, generates);
  1227. },
  1228. [128](...params) { //rows1, attrs1, rows2, attrs2 ...
  1229. const generates = [];
  1230. for (let i = 0; i < params.length; i+=2) {
  1231. generates.push({
  1232. orbs: Bin.unflags(params[i+1]),
  1233. type: 'row',
  1234. positions: Bin.unflags(params[i])
  1235. });
  1236. }
  1237. return fixedOrbs.apply(null, generates);
  1238. },
  1239. [129](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
  1240. return [
  1241. (hp || atk || rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1242. rPercent && reduceDamage(Bin.unflags(rAttrs), v.percent(rPercent)) || null
  1243. ].filter(Boolean);
  1244. },
  1245. [130](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
  1246. return [
  1247. (atk || rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(0, percent)) || null,
  1248. rPercent && reduceDamage(Bin.unflags(rAttrs), v.percent(rPercent), c.hp(0, percent)) || null
  1249. ].filter(Boolean);
  1250. },
  1251. [131](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
  1252. return [
  1253. (atk || rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(percent, 100)) || null,
  1254. rPercent && reduceDamage(Bin.unflags(rAttrs), v.percent(rPercent), c.hp(percent, 100)) || null
  1255. ].filter(Boolean);
  1256. },
  1257. [132](turns, time, percent) { return activeTurns(turns, timeExtend(time ? v.constant(time / 10) : v.percent(percent))); },
  1258. [133](attrs, types, atk, rcv) { return powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.useSkill()); },
  1259. [136](attrs1, hp1, atk1, rcv1, attrs2, hp2, atk2, rcv2) {
  1260. return [
  1261. powerUp(Bin.unflags(attrs1), null, p.mul({ hp: hp1 || 100, atk: atk1 || 100, rcv: rcv1 || 100 })),
  1262. powerUp(Bin.unflags(attrs2), null, p.mul({ hp: hp2 || 100, atk: atk2 || 100, rcv: rcv2 || 100 })),
  1263. ];
  1264. },
  1265. [137](types1, hp1, atk1, rcv1, types2, hp2, atk2, rcv2) {
  1266. return [
  1267. powerUp(null, Bin.unflags(types1), p.mul({ hp: hp1 || 100, atk: atk1 || 100, rcv: rcv1 || 100 })),
  1268. powerUp(null, Bin.unflags(types2), p.mul({ hp: hp2 || 100, atk: atk2 || 100, rcv: rcv2 || 100 })),
  1269. ];
  1270. },
  1271. [138](...ids) { return ids.flatMap(id => this.parser(id)); },
  1272. [139](attrs, types, percent1, less1, mul1, percent2, less2, mul2) {
  1273. return [
  1274. powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: mul1 || 100 }), less1 ? c.hp(0, percent1) : c.hp(percent1, 100)),
  1275. powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: mul2 || 100 }), less1 ?
  1276. (less2 ? c.hp(percent1, percent2) : c.hp(percent2, 100)) :
  1277. (less2 ? c.hp(0, percent2) : c.hp(percent2, percent1 - 1))
  1278. ),
  1279. ];
  1280. },
  1281. [140](attrs, mul) { return setOrbState(Bin.unflags(attrs), 'enhanced', {enhance: v.percent(mul)}); },
  1282. [141](count, to, exclude) { return generateOrbs(Bin.unflags(to), Bin.unflags(exclude), count); },
  1283. [142](turns, attr) { return activeTurns(turns, changeAttr('self', attr)); },
  1284. [143](mul, dmgAttr) { return damageEnemy('all', dmgAttr ?? 0, v.xTeamHP(mul)); },
  1285. [144](teamAttrs, mul, single, dmgAttr) { return damageEnemy(single ? 'single' : 'all', dmgAttr ?? 0, v.xTeamATK(Bin.unflags(teamAttrs), mul)); },
  1286. [145](mul) { return heal(v.xTeamRCV(mul)); },
  1287. [146](turns1, turns2) { return skillBoost(v.constant(turns1), turns2 ? v.constant(turns2) : undefined); },
  1288. [148](percent) { return rateMultiply(v.percent(percent), 'exp'); },
  1289. [149](mul) { return powerUp(null, null, p.mul({ rcv: mul }), c.exact('match-length', 4, [Attributes.Heart])); },
  1290. [150](_, mul) { return powerUp({targets: ['the-attr']}, null, p.mul({ atk: mul }), c.exact('match-length', 5, 'enhanced')); },
  1291. [151](mul1, mul2, percent) {
  1292. return powerUp(null, null, p.scaleCross([{ single: true, attr: [Attributes.Heart], atk: mul1 || 100, rcv: mul2 || 100 }]), null, v.percent(percent));
  1293. },
  1294. [152](attrs, count) { return setOrbState(Bin.unflags(attrs), 'locked', {count: v.constant(count)}); },
  1295. [153](attr, _) { return changeAttr('opponent', attr); },
  1296. [154](from, to) { return changeOrbs(fromTo(Bin.unflags(from), Bin.unflags(to))); },
  1297. [155](attrs, types, hp, atk, rcv) { return powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }), c.multiplayer()); },
  1298. [156](turns, awoken1, awoken2, awoken3, type, mul) {
  1299. if (type == 1)
  1300. {
  1301. return heal(v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), v.xRCV(mul)));
  1302. }else
  1303. {
  1304. return activeTurns(turns, type === 2 ?
  1305. powerUp(null, null, p.scaleStateKind([awoken1, awoken2, awoken3].filter(Boolean), null, null, p.mul({atk: mul - 100, hp:0, rcv:0}))) :
  1306. reduceDamage('all', v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), v.percent(mul)))
  1307. );
  1308. }
  1309. },
  1310. [157](attr1, mul1, attr2, mul2, attr3, mul3) {
  1311. let crosses = [
  1312. { single: false, attr: [attr1], atk: mul1 },
  1313. { single: false, attr: [attr2], atk: mul2 },
  1314. { single: false, attr: [attr3], atk: mul3 }
  1315. ].filter(cross => cross.atk);
  1316. return powerUp(null, null, p.scaleCross(crosses));
  1317. },
  1318. [158](len, attrs, types, atk, hp, rcv) {
  1319. return [
  1320. minMatch(len),
  1321. powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }))
  1322. ];
  1323. },
  1324. [159](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), min, max, [base, 100], [bonus, 0])); },
  1325. [160](turns, combo) { return activeTurns(turns, addCombo(combo)); },
  1326. [161](percent) { return gravity(v.xMaxHP(percent)); },
  1327. [162]() { return boardSizeChange(); },
  1328. [163](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
  1329. return [
  1330. noSkyfall(),
  1331. (hp || atk || rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1332. rPercent && reduceDamage(Bin.unflags(rAttrs), v.percent(rPercent)) || null,
  1333. ].filter(Boolean);
  1334. },
  1335. [164](attrs1, attrs2, attrs3, attrs4, min, atk, rcv, bonus) {
  1336. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  1337. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(Bin.unflags), min, attrs.length, [atk, rcv], [bonus, bonus]));
  1338. },
  1339. [165](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, incr) {
  1340. const attrsArr = Bin.unflags(attrs);
  1341. return powerUp(null, null, p.scaleAttrs(attrsArr, min, min + (min < attrsArr.length ? (incr ?? 0) : 0), [baseAtk || 100, baseRcv || 100], [bonusAtk, bonusRcv]));
  1342. },
  1343. [166](min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleCombos(min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  1344. [167](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  1345. [168](turns, awoken1, awoken2, awoken3, awoken4, awoken5, awoken6, mul) {
  1346. return activeTurns(turns,
  1347. powerUp(null, null, p.scaleStateKind([awoken1, awoken2, awoken3, awoken4, awoken5, awoken6].filter(Boolean), null, null, p.mul({atk: mul, hp:0, rcv:0})))
  1348. );
  1349. },
  1350. [169](min, base, percent, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max ?? min, [base || 100, 100], [bonus, 0]), null, v.percent(percent)); },
  1351. //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(Bin.unflags(stage).length)。 2022年5月23日
  1352. //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。
  1353. [170](attrs, min, base, percent, bonus, stage) {
  1354. let attrsArr = Bin.unflags(attrs);
  1355. return powerUp(null, null, p.scaleAttrs(attrsArr, min, Math.min(min + (stage || 0), attrsArr.length), [base, 100], [bonus ?? 0, 0]), null, v.percent(percent));
  1356. },
  1357. [171](attrs1, attrs2, attrs3, attrs4, min, mul, percent, bonus) {
  1358. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  1359. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(Bin.unflags), min, bonus ? attrs.length : min, [mul, 100], [bonus ?? 0, 0]), null, v.percent(percent));
  1360. },
  1361. [172]() { return setOrbState(Attributes.orbs, 'unlocked'); },
  1362. [173](turns, attrAbsorb, comboAbsorb, damageAbsorb) {
  1363. return activeTurns(turns, voidEnemyBuff(
  1364. [
  1365. attrAbsorb && 'attr-absorb',
  1366. comboAbsorb && 'combo-absorb',
  1367. damageAbsorb && 'damage-absorb'
  1368. ].filter((buff) => typeof buff === 'string')
  1369. ));
  1370. },
  1371. [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))); },
  1372. [176](row1, row2, row3, row4, row5, attrs) {
  1373. return fixedOrbs(
  1374. { orbs: [attrs ?? 0], type: 'shape', positions: [row1, row2, row3, row4, row5].map(Bin.unflags) }
  1375. );
  1376. },
  1377. [177](attrs, types, hp, atk, rcv, remains, baseAtk, bonusAtk) {
  1378. return [
  1379. noSkyfall(),
  1380. (hp || atk || rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1381. baseAtk && powerUp(null, null, p.scaleRemainOrbs(remains, [baseAtk ?? 100, 100], [bonusAtk ?? 0, 0])) || null
  1382. ].filter(Boolean);
  1383. },
  1384. [178](time, attrs, types, hp, atk, rcv, attrs2, percent) {
  1385. return [
  1386. fixedTime(time),
  1387. (hp || atk || rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })),
  1388. percent && reduceDamage(Bin.unflags(attrs2), v.percent(percent)) || null,
  1389. ].filter(Boolean);
  1390. /*const reduceAttrs = Bin.unflags(attrs2);
  1391. const isAllAttr = isEqual(reduceAttrs, Attributes.attr);
  1392. return [
  1393. fixedTime(time),
  1394. (hp || atk || rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }), null, isAllAttr ? v.percent(percent) : null),
  1395. percent && !isAllAttr && reduceDamage(reduceAttrs, v.percent(percent)) || null,
  1396. ].filter(Boolean);*/
  1397. },
  1398. [179](turns, value, percent, bind, awokenBind) {
  1399. return [
  1400. (bind || awokenBind) ? unbind(bind ?? 0, awokenBind ?? 0) : null,
  1401. activeTurns(turns, autoHealBuff(value ? v.constant(value) : v.xMaxHP(percent)))
  1402. ].filter(Boolean);
  1403. },
  1404. [180](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), [], 'enhanced')); },
  1405. [182](attrs, len, mul, percent) { return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), len, len, [mul || 100, 100], [0, 0]), null, v.percent(percent)); },
  1406. [183](attrs, types, percent1, atk1, reduce, percent2, atk2, rcv2) {
  1407. return [
  1408. (percent1 > 0) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: atk1 || 100 }), c.hp(percent1, 100), v.percent(reduce)) || null,
  1409. (atk2 || rcv2) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: atk2 || 100, rcv: rcv2 || 100 }), c.hp(0, percent2 || percent1)) || null
  1410. ].filter(Boolean);
  1411. },
  1412. [184](turns) { return activeTurns(turns, noSkyfall()); },
  1413. [185](time, attrs, types, hp, atk, rcv) {
  1414. return [
  1415. timeExtend(v.constant(time / 100)),
  1416. powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })),
  1417. ];
  1418. },
  1419. [186](attrs, types, hp, atk, rcv) {
  1420. return [
  1421. boardSizeChange(),
  1422. (hp || atk ||rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null,
  1423. ].filter(Boolean);
  1424. },
  1425. [188](value) {
  1426. return damageEnemy('single', 'fixed', v.constant(value));
  1427. },
  1428. [189]() {
  1429. return [
  1430. setOrbState(Attributes.orbs, 'unlocked'),
  1431. boardChange([0,1,2,3]),
  1432. autoPath(3),
  1433. ];
  1434. },
  1435. [190](attrs, count) { return setOrbState(Bin.unflags(attrs), 'combo-drop', {count: v.constant(count)}); },
  1436. [191](turns) {
  1437. return activeTurns(turns, voidEnemyBuff(['damage-void']));
  1438. },
  1439. [192](attrs, len, mul, combo) {
  1440. return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), len, len, [mul || 100, 100], [0, 0], true), null, null, combo ? [addCombo(combo)] : null);
  1441. },
  1442. [193](attrs, atk, rcv, percent) {
  1443. return powerUp(null, null, p.mul([atk || 100, rcv || 100]), c.LShape(Bin.unflags(attrs)), v.percent(percent));
  1444. },
  1445. [194](attrs, min, mul, combo) {
  1446. return powerUp(null, null, p.scaleAttrs(Bin.unflags(attrs), min, min, [mul || 100, 100], [0, 0]), null, null, combo ? [addCombo(combo)] : null);
  1447. },
  1448. [195](percent) {
  1449. return selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1));
  1450. },
  1451. [196](matches) {
  1452. return unbind(0,0,matches);
  1453. },
  1454. [197]() {
  1455. return voidPoison();
  1456. },
  1457. [198](heal, atk, percent, awokenBind) {
  1458. return powerUp(null, null, p.mul([atk || 100, 100]), c.heal(heal), percent && v.percent(percent), awokenBind && [unbind(0, awokenBind ?? 0)]);
  1459. },
  1460. [199](attrs, min, damage) {
  1461. return powerUp(null, null, p.scaleAttrs(Bin.unflags(attrs), min, min, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]);
  1462. },
  1463. [200](attrs, len, damage) {
  1464. return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), len, len, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]);
  1465. },
  1466. [201](attrs1, attrs2, attrs3, attrs4, min, damage) {
  1467. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  1468. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(Bin.unflags), min, min, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]);
  1469. },
  1470. [202](id) {
  1471. return henshin(id);
  1472. },
  1473. [203](evotypeid, hp, atk, rcv) {
  1474. let evotype = (type=>{
  1475. switch (type) {
  1476. case 0: return "pixel-evo";
  1477. case 2: return "reincarnation-evo";
  1478. default: return type;
  1479. }
  1480. })(evotypeid);
  1481. return powerUp(null, null, p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }),
  1482. c.compo('evolution', [evotype]));
  1483. },
  1484. [205](attrs, turns) { return activeTurns(turns, orbDropIncrease(null, Bin.unflags(attrs == -1 ? 0b1111111111: attrs), 'locked')); },
  1485. [206](attrs1, attrs2, attrs3, attrs4, attrs5, min, combo) {
  1486. const attrs = [attrs1, attrs2, attrs3, attrs4, attrs5].filter(Boolean);
  1487. return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(Bin.unflags), min, min, [100, 100], [0, 0]), null, null, combo ? [addCombo(combo)] : null);
  1488. },
  1489. [207](turns, time, row1, row2, row3, row4, row5, count) {
  1490. /*return activeTurns(turns, count ?
  1491. generateOrbs( ['variation'], null, count, time/100):
  1492. fixedOrbs( { orbs: ['variation'], time: time/100, type: 'shape', positions: [row1, row2, row3, row4, row5].map(row=>Bin.unflags(row)) })
  1493. );*/
  1494. const options = { time: time/100};
  1495. if (count) {
  1496. options.count = count;
  1497. } else {
  1498. options.positions = [row1, row2, row3, row4, row5].map(Bin.unflags);
  1499. }
  1500. return activeTurns(turns,
  1501. boardJammingStates('roulette', count ? 'random' : 'shape', options)
  1502. );
  1503. },
  1504. [208](count1, to1, exclude1, count2, to2, exclude2) {
  1505. return [
  1506. generateOrbs(Bin.unflags(to1), Bin.unflags(exclude1), count1),
  1507. generateOrbs(Bin.unflags(to2), Bin.unflags(exclude2), count2),
  1508. ];
  1509. },
  1510. [209](combo) {
  1511. return powerUp(null, null, p.scaleCross([{ single: true, attr: [Attributes.Heart], atk: 100, rcv: 100}]), null, null, combo ? [addCombo(combo)] : null);
  1512. },
  1513. [210](attrs, reduce, combo) {
  1514. return powerUp(null, null, p.scaleCross([{ single: false, attr: Bin.unflags(attrs), atk: 100, rcv: 100}]), null, v.percent(reduce), combo ? [addCombo(combo)] : null);
  1515. },
  1516. [213](attrs, types, ...awakenings) { //赋予觉醒的队长技
  1517. return impartAwakenings(Bin.unflags(attrs), Bin.unflags(types), null, awakenings);
  1518. },
  1519. [214](turns) { return activeTurns(turns, bindSkill()); },
  1520. [215](turns, attrs) { return activeTurns(turns, setOrbState(Bin.unflags(attrs), 'bound')); },
  1521. [217](rarity, hp, atk, rcv) {
  1522. return powerUp(null, null, p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }),
  1523. c.compo('team-total-rarity', rarity));
  1524. },
  1525. [218](turns) { return skillBoost(v.constant(-turns)); },
  1526. [219](attrs, len, combo) {
  1527. return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), len, len, [100, 100], [0, 0]), null, null, combo ? [addCombo(combo)] : null);
  1528. },
  1529. [220](attrs, combo) {
  1530. var skill = powerUp(null, null, p.mul([100,100]), c.LShape(Bin.unflags(attrs)), null, combo ? [addCombo(combo)] : null);
  1531. return skill;
  1532. },
  1533. [221](attrs, damage) {
  1534. return powerUp(null, null, p.mul([100,100]), c.LShape(Bin.unflags(attrs)), null, damage ? [followAttackFixed(damage)] : null);
  1535. },
  1536. [223](combo, damage) {
  1537. return powerUp(null, null, p.scaleCombos(combo, combo, [100, 100], [0, 0]), null, null, damage ? [followAttackFixed(damage)] : null);
  1538. },
  1539. [224](turns, attr) { return activeTurns(turns, changeAttr('opponent', attr)); },
  1540. [225](min, max) { return skillProviso(c.hp(min ?? 0, max ?? 100)); },
  1541. [226](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), [], 'nail')); },
  1542. [227]() { return leaderChange(1); },
  1543. [228](turns, attrs, types, atk, rcv) {
  1544. return activeTurns(turns,
  1545. powerUp(null, null, p.scaleStateKind(null, Bin.unflags(attrs), Bin.unflags(types), p.mul({atk: atk, rcv: rcv ?? 0, hp:0})))
  1546. );
  1547. },
  1548. [229](attrs, types, hp, atk, rcv) {
  1549. return powerUp(null, null, p.scaleStateKind(null, Bin.unflags(attrs), Bin.unflags(types), p.mul({hp: hp || 0, atk: atk || 0, rcv: rcv || 0})));
  1550. },
  1551. //按位置增伤主动技1
  1552. [230](turns, target, mul) {
  1553. const targetTypes = SkillTarget.type1;
  1554. const typeArr = Bin.unflags(target).map(n => targetTypes[n]);
  1555. return activeTurns(turns,
  1556. slotPowerUp(p.mul({ atk: mul }), typeArr)
  1557. );
  1558. },
  1559. [231](turns, awoken1, awoken2, awoken3, awoken4, awoken5, atk, rcv) {
  1560. return activeTurns(turns, powerUp(null, null, p.scaleStateKind([awoken1, awoken2, awoken3, awoken4, awoken5].filter(Boolean), null, null, p.mul({atk: atk, hp:0, rcv: rcv ?? 0}))));
  1561. },
  1562. [232](...ids) { return evolvedSkills(false, ids.map(id => this.parser(id))); },
  1563. [233](...ids) { return evolvedSkills(true, ids.map(id => this.parser(id))); },
  1564. [234](min, max) { return skillProviso(c.stage(min ?? 0, max ?? 0)); },
  1565. [235](attrs, lenMin, lenExact, atk, reducePercent, combo, damage, rcv) {
  1566. // const len = lenMin || lenExact; //宝珠长度
  1567. // const ee = Boolean(lenExact); //是否为刚好等于
  1568. //第二个参数为多少以上就算,第三个参数为多少以上才算
  1569. //return powerUp(null, null, p.mul({ atk: atk || 100}), c.exact('match-length', lenExact, Bin.unflags(attr)), v.percent(percent), [combo ? addCombo(combo) : null, damage ? followAttackFixed(damage) : null].filter(Boolean), true);
  1570. //let powerup, condition;
  1571. let powerup = Boolean(lenMin)
  1572. ? p.scaleMatchLength(Bin.unflags(attrs), lenMin, lenMin, [atk || 100, rcv || 100], [0, 0])
  1573. : p.mul({ atk: atk || 100});
  1574. let condition = Boolean(lenExact)
  1575. ? c.exact('match-length', lenExact, Bin.unflags(attrs))
  1576. : null;
  1577. let additional = [combo ? addCombo(combo) : null, damage ? followAttackFixed(damage) : null].filter(Boolean);
  1578. const eachTime = true;
  1579. return powerUp(null, null, powerup, condition, v.percent(reducePercent), additional, eachTime);
  1580. },
  1581. [236](...ids) { //随机变身
  1582. return henshin(ids.distinct(), true);
  1583. },
  1584. [237](turns, hp) { //改变HP上限
  1585. return activeTurns(turns,
  1586. powerUp(null, null, p.mul({ hp: hp }))
  1587. );
  1588. },
  1589. [238](turns, width, height, pos1, pos2) { //产云
  1590. return activeTurns(turns,
  1591. boardJammingStates('clouds', (pos1 && pos2) ? 'fixed' : 'random', { size: [width, height], positions: [pos1, pos2] })
  1592. );
  1593. },
  1594. [239](colum, turns, row) { //产封条
  1595. //const colums = Bin.unflags(colum), rows = Bin.unflags(row);
  1596. return activeTurns(turns,
  1597. boardJammingStates('immobility', 'fixed', { positions: {colums: Bin.unflags(colum), rows: Bin.unflags(row)} })
  1598. );
  1599. },
  1600. [241](turns, cap) { //改变伤害上限主动技
  1601. // const targetTypes = SkillTarget.type1;
  1602. // const typeArr = Bin.unflags(target).map(n => targetTypes[n]);
  1603. return activeTurns(turns,
  1604. increaseDamageCapacity(cap * 1e8, ["self"])
  1605. );
  1606. },
  1607. [243](turns, attrs, hpPercent, probPercent) { //掉落荆棘珠
  1608. return activeTurns(turns, orbDropIncrease(v.percent(probPercent), Bin.unflags(attrs), 'thorn', v.xMaxHP(hpPercent)));
  1609. },
  1610. [244](turns, type) { //改变板面大小主动技
  1611. let width, height;
  1612. switch (type) {
  1613. case 1: {
  1614. width = 7;
  1615. height = 6;
  1616. break;
  1617. }
  1618. case 2: {
  1619. width = 5;
  1620. height = 4;
  1621. break;
  1622. }
  1623. case 3: {
  1624. width = 6;
  1625. height = 5;
  1626. break;
  1627. }
  1628. default: {
  1629. width = 6;
  1630. height = 5;
  1631. }
  1632. }
  1633. return activeTurns(turns, boardSizeChange(width, height));
  1634. },
  1635. [245](rarity, _2, _3, hp, atk, rcv) { //全员满足某种情况,现在是全部星级不一样
  1636. return powerUp(Bin.unflags(_2), Bin.unflags(_3), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }), c.compo('team-same-rarity', rarity));
  1637. },
  1638. [246](time, combo, cap) { //限定时间内转出多少C提高伤害上限
  1639. return CTW(v.constant(time), c.combos(combo) , increaseDamageCapacity(cap * 1e8, ["self"]));
  1640. },
  1641. [247](time, attr, min, cap) { //限定时间内转出多少色提高伤害上限
  1642. return CTW(v.constant(time), c.attrs(Bin.unflags(attr), min) , increaseDamageCapacity(cap * 1e8, ["self"]));
  1643. },
  1644. [248](turns, ...ids) { //几回合后才生效的技能
  1645. return delayActiveTurns(turns,
  1646. ...ids.flatMap(id => this.parser(id))
  1647. );
  1648. },
  1649. [249](turns, attr, row1, row2, row3, row4, row5, count) {
  1650. const options = {
  1651. attrs: Bin.unflags(attr),
  1652. };
  1653. if (count) {
  1654. options.count = count;
  1655. } else {
  1656. options.positions = [row1, row2, row3, row4, row5].map(Bin.unflags);
  1657. }
  1658. return activeTurns(turns,
  1659. boardJammingStates('roulette', count ? 'random' : 'shape', options)
  1660. );
  1661. },
  1662. [250](...awakenings) { //去除自身辅助,如果有参数则是赋予觉醒
  1663. const skillEffects = [removeAssist()];
  1664. if (awakenings.length) {
  1665. skillEffects.unshift(impartAwakenings(null, null, SkillTarget.type1[0], awakenings));
  1666. }
  1667. return skillEffects;
  1668. },
  1669. [251](turns, min, max) { //产超暗暗珠
  1670. return activeTurns(turns,
  1671. boardJammingStates('deep-dark', 'random', { min, max })
  1672. );
  1673. },
  1674. [253](turns) { //预测掉落主动技
  1675. return activeTurns(turns, predictionFalling());
  1676. },
  1677. [254](turns) { //预测掉落队长技
  1678. return predictionFalling();
  1679. },
  1680. //剩余多少个属性珠才能使用技能
  1681. [255](attr, min, max) { return skillProviso(c.remainAttrOrbs(Bin.unflags(attr), min ?? 0, max ?? 0)); },
  1682. [257]() {
  1683. return [
  1684. setOrbState(Attributes.orbs, 'unlocked'),
  1685. boardChange([0,1,2,3,4,5]),
  1686. autoPath(5),
  1687. ];
  1688. },
  1689. //按位置改变伤害上限主动技1
  1690. [258](turns, cap, target) { //改变伤害上限主动技
  1691. const targetTypes = SkillTarget.type1;
  1692. const typeArr = Bin.unflags(target).map(n => targetTypes[n]);
  1693. return activeTurns(turns,
  1694. increaseDamageCapacity(cap * 1e8, typeArr)
  1695. );
  1696. },
  1697. [259](percent) { return breakingShield(v.xShield(percent)); },
  1698. [260](skillStage, voiceId) { return skillPlayVoice(skillStage, voiceId); },
  1699. [261](percent) { return gravity(v.xCHP(percent), 'single'); },
  1700. [262](count) { return setOrbState(Attributes.orbs, 'nail', {count: v.constant(count)}); },
  1701. [263](turns, cap, attr, type) { //按属性改变伤害上限主动技
  1702. return activeTurns(turns,
  1703. increaseDamageCapacity(cap * 1e8, void 0, Bin.unflags(attr), Bin.unflags(type))
  1704. );
  1705. },
  1706. [264](mul) { return rateMultiply(v.percent(mul), 'plus_point'); },
  1707. [265](mul) { return rateMultiply(v.percent(mul), 'part_break'); },
  1708. //按位置改变伤害上限主动技2
  1709. [266](turns, cap, target) {
  1710. const targetTypes = SkillTarget.type2;
  1711. const typeArr = Bin.unflags(target).map(n => targetTypes[n]);
  1712. return activeTurns(turns,
  1713. increaseDamageCapacity(cap * 1e8, typeArr)
  1714. );
  1715. },
  1716. //卡片自绑定
  1717. [267](turns) {return activeTurns(turns, bindCard()); },
  1718. //限制技能使用次数
  1719. [268](turns) { return timesLimit(turns); },
  1720. //按位置增伤主动技2
  1721. [269](turns, target, mul) {
  1722. const targetTypes = SkillTarget.type2;
  1723. const typeArr = Bin.unflags(target).map(n => targetTypes[n]);
  1724. return activeTurns(turns,
  1725. slotPowerUp(p.mul({ atk: mul }), typeArr)
  1726. );
  1727. },
  1728. //一回合内使用几次技能才有倍率的队长技。
  1729. [270](times, atk, rcv) { { return powerUp(Bin.unflags(31), null, p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.useSkill(times)); } },
  1730. //同时发动觉醒时强化
  1731. [271](awakeningsFlag, atk, reducePercent, combo, damage, rcv) {
  1732. const awakeningsType = [
  1733. 27, //U
  1734. 48, //九宫
  1735. 60, //L字
  1736. 78, //十字
  1737. 126,//T字
  1738. 22, //横排-火
  1739. 23, //横排-水
  1740. 24, //横排-木
  1741. 25, //横排-光
  1742. 26, //横排-暗
  1743. 79, //三色
  1744. 80, //四色
  1745. 81, //五色
  1746. 0,
  1747. 0,
  1748. 73, //串串-火
  1749. 74, //串串-水
  1750. 75, //串串-木
  1751. 76, //串串-光
  1752. 77, //串串-暗
  1753. 0,
  1754. 82, //饼干
  1755. ];
  1756. const awakeningsArr = Bin.unflags(awakeningsFlag).map(n => awakeningsType[n] || 0);
  1757. let additional = [combo ? addCombo(combo) : null, damage ? followAttackFixed(damage) : null].filter(Boolean);
  1758. return powerUp(null, null, p.mul({ atk: atk || 100, rcv: rcv || 100}), c.awakeningActivated(awakeningsArr), v.percent(reducePercent), additional);
  1759. },
  1760. //固定起手位置
  1761. [273](turns) {return activeTurns(turns, fixedStartingPosition()); },
  1762. [1000](type, pos, ...ids) {
  1763. const posType = (type=>{
  1764. switch (type) {
  1765. case 1: return "after-me";
  1766. case 2: return "designated-position";
  1767. case 3: return "before-me";
  1768. default: return type;
  1769. }
  1770. })(type);
  1771. return obstructOpponent(posType, Bin.unflags(pos), ids);
  1772. },
  1773. };
  1774. function renderSkillEntry(skills)
  1775. {
  1776. //按住Ctrl点击技能在控制台输出技能的对象
  1777. function showParsedSkill(event) {
  1778. if (event.ctrlKey) {
  1779. //const skillId = parseInt(this.getAttribute("data-skill-id"));
  1780. console.log(this.skill);
  1781. }
  1782. }
  1783. const ul = document.createElement("ul");
  1784. ul.className = "card-skill-list";
  1785. skills.forEach(skill=>{
  1786. const li = ul.appendChild(document.createElement("li"));
  1787. li.className = skill.kind;
  1788. li.appendChild(renderSkill(skill));
  1789. //li.setAttribute("data-skill-id", skill.id);
  1790. li.skill = skill;
  1791. li.addEventListener("click", showParsedSkill);
  1792. });
  1793. //技能显示效果的合并,技能原始对象的合并在“function skillParser”里
  1794. if (merge_skill)
  1795. {
  1796. const searchKind = [ //需要配合并的技能类型
  1797. SkillKinds.SetOrbState,
  1798. SkillKinds.BoardChange,
  1799. SkillKinds.GenerateOrbs,
  1800. SkillKinds.FixedOrbs,
  1801. SkillKinds.BoardJammingStates,
  1802. ];
  1803. let boardChange = skills.filter(skill=>{
  1804. if (skill.kind == SkillKinds.ActiveTurns) {
  1805. //如果是主动技,任一子技能属于这个范围就可以了
  1806. return skill.skills.some(subSkill=>searchKind.includes(subSkill.kind))
  1807. } else {
  1808. return searchKind.includes(skill.kind);
  1809. }
  1810. }).flatMap(skill=>skill.kind == SkillKinds.ActiveTurns ?
  1811. //主动技还需要再筛选一遍子技能
  1812. skill.skills.filter(subSkill=>searchKind.includes(subSkill.kind)) :
  1813. skill);
  1814. if (boardChange.filter(skill=>skill.kind != SkillKinds.SetOrbState).length > 0)
  1815. {
  1816. const boardsBar = new BoardSet(new Board(), new Board(null,7,6), new Board(null,5,4));
  1817. for (const skill of boardChange)
  1818. {
  1819. switch (skill.kind)
  1820. {
  1821. case SkillKinds.BoardChange: { //洗版
  1822. const attrs = skill.attrs;
  1823. boardsBar.boards.forEach(board=>board.randomFill(attrs));
  1824. break;
  1825. }
  1826. case SkillKinds.GenerateOrbs: { //产生珠子
  1827. const { orbs, exclude, count } = skill;
  1828. boardsBar.boards.forEach(board=>board.generateOrbs(orbs, count, exclude));
  1829. break;
  1830. }
  1831. case SkillKinds.FixedOrbs: { //固定位置产生珠子
  1832. for (const generate of skill.generates)
  1833. {
  1834. const orbs = generate.orbs;
  1835. if (generate.type == 'shape') {
  1836. boardsBar.boards.forEach(board=>board.setShape(generate.positions, orbs));
  1837. } else {
  1838. if (generate.type == 'row')
  1839. boardsBar.boards.forEach(board=>board.setRows(generate.positions, orbs));
  1840. else
  1841. boardsBar.boards.forEach(board=>board.setColumns(generate.positions, orbs));
  1842. }
  1843. }
  1844. break;
  1845. }
  1846. case SkillKinds.BoardJammingStates: { //产生板面干扰
  1847. const { state, posType, size, positions, count, time } = skill;
  1848. if (state == 'roulette') { //轮盘位
  1849. boardsBar.boards.forEach(board=>{
  1850. if (posType == 'random')
  1851. board.generateBlockStates('roulette', count);
  1852. else
  1853. board.setShape(positions, null, null, 'roulette');
  1854. });
  1855. }
  1856. if (state == 'clouds') { //云
  1857. boardsBar.boards.forEach(board=>{
  1858. board.generateBlockStates('clouds', count, size, positions);
  1859. });
  1860. }
  1861. if (state == 'immobility') { //封条
  1862. const {colums, rows} = skill.positions;
  1863. boardsBar.boards.forEach(board=>{
  1864. board.setColumns(colums, null, null, 'immobility');
  1865. board.setRows(rows, null, null, 'immobility');
  1866. });
  1867. }
  1868. if (state == 'deep-dark') { //超暗暗
  1869. const { min, max } = skill;
  1870. boardsBar?.boards?.forEach(board=>{
  1871. if (posType == 'random')
  1872. board.generateBlockStates('deep-dark', min == max ? min : Math.randomInteger(max, min));
  1873. else
  1874. board.setShape(positions, null, null, 'deep-dark');
  1875. });
  1876. }
  1877. break;
  1878. }
  1879. case SkillKinds.SetOrbState: { //修改珠子状态
  1880. const { orbs, state } = skill;
  1881. const count = skill?.arg?.count?.value ?? 99;
  1882. boardsBar.boards.forEach(board=>{
  1883. board.generateOrbs(orbs, count, null, state);
  1884. });
  1885. break;
  1886. }
  1887. }
  1888. }
  1889. const li = ul.appendChild(document.createElement("li"));
  1890. boardsBar.boards.forEach(board=>board.refreshTable());
  1891. li.appendChild(boardsBar.node);
  1892. li.className = "merge-board";
  1893. }
  1894. }
  1895. return ul;
  1896. }
  1897. //行列拆分成顺序和逆序的正常数字
  1898. function posSplit(pos, axis = 'row')
  1899. {
  1900. const max = axis == 'row' ? 5 : 6;
  1901. return [
  1902. pos.filter(n=>n<=2).map(n=>n+1),
  1903. pos.filter(n=>n>=3).reverse().map(n=>max-n),
  1904. ];
  1905. //return {sequence: pos.filter(n=>n<=2).map(n=>n+1), reverse: pos.filter(n=>n>=3).reverse().map(n=>max-n)};
  1906. }
  1907. function createSkillIcon(iconType, className){
  1908. const idoc = document.createElement("icon");
  1909. idoc.className = `icon-skill${className ? ` ${className}` : ''}`;
  1910. idoc.setAttribute("data-icon-type", iconType);
  1911. return idoc;
  1912. }
  1913. function renderSkill(skill, option = {})
  1914. {
  1915. function renderSkillTitle(skillId, { showTurns } = {}) {
  1916. const skill = Skills[skillId];
  1917. const div = document.createElement("summary");
  1918. div.className = "evolved-skill-title";
  1919. const name = div.appendChild(document.createElement("span"));
  1920. name.className = "skill-name";
  1921. name.textContent = skill.name;
  1922. name.setAttribute("data-skillid", skillId);
  1923. //name.onclick = fastShowSkill;
  1924. if (showTurns) {
  1925. const cd = div.appendChild(document.createElement("span"));
  1926. cd.className = "skill-cd";
  1927. cd.textContent = skill.initialCooldown - skill.maxLevel + 1;
  1928. if (skill.maxLevel > 1) {
  1929. const level = div.appendChild(document.createElement("span"));
  1930. level.className = "skill-level-label";
  1931. level.textContent = skill.maxLevel;
  1932. }
  1933. }
  1934. const originalSkill = document.createElement("div");
  1935. originalSkill.className = "skill-datail-original";
  1936. originalSkill.append(parseSkillDescription(skill));
  1937. return [div, originalSkill].nodeJoin();
  1938. }
  1939. const frg = document.createDocumentFragment();
  1940. if (typeof localTranslating == "undefined") return frg;
  1941. const tsp = localTranslating.skill_parse;
  1942. const createIcon = createSkillIcon;
  1943. if (Array.isArray(skill))
  1944. {
  1945. frg.ap(skill.map(_skill=>renderSkill(_skill)));
  1946. return frg;
  1947. }
  1948. switch (skill.kind) {
  1949. case SkillKinds.Error: {
  1950. let dict = { type: skill.kind };
  1951. frg.ap(tsp.skill.error(dict));
  1952. break;
  1953. }
  1954. case SkillKinds.Unknown: {
  1955. console.log(skill);
  1956. let dict = {
  1957. type: skill.kind
  1958. };
  1959. frg.ap(tsp.skill.unknown(dict));
  1960. break;
  1961. }
  1962. case SkillKinds.ActiveTurns: { //有回合的行动
  1963. let { turns, skills } = skill;
  1964. let dict = {
  1965. turns: Array.isArray(turns) ? turns.join(tsp.word.range_hyphen().textContent) : turns,
  1966. skills: skills?.map(renderSkill)?.nodeJoin(tsp.word.semicolon()),
  1967. };
  1968. frg.ap(tsp.skill.active_turns(dict));
  1969. break;
  1970. }
  1971. case SkillKinds.DelayActiveTurns: { //有推迟回合的行动
  1972. let { turns, skills } = skill;
  1973. let dict = {
  1974. turns: Array.isArray(turns) ? turns.join(tsp.word.range_hyphen().textContent) : turns,
  1975. icon: createIcon(SkillKinds.Delay),
  1976. skills: renderSkillEntry(skills),
  1977. };
  1978. frg.ap(tsp.skill.delay_active_turns(dict));
  1979. //独立出来
  1980. //frg.ap();
  1981. break;
  1982. }
  1983. case SkillKinds.RandomSkills: { //随机技能
  1984. let skills = skill.skills;
  1985. const ul = document.createElement("ul");
  1986. ul.className = "random-active-skill";
  1987. skills.forEach((subSkill, idx)=>{
  1988. const li = ul.appendChild(document.createElement("li"));
  1989. const details = li.appendChild(document.createElement("details"));
  1990. details.open = false; //随机类技能默认关闭
  1991. details.className = "skill-details";
  1992. details.appendChild(renderSkillTitle(skill.params[idx]));
  1993. details.appendChild(renderSkillEntry(subSkill));
  1994. });
  1995. let dict = {
  1996. skills: ul,
  1997. };
  1998. frg.ap(tsp.skill.random_skills(dict));
  1999. break;
  2000. }
  2001. case SkillKinds.EvolvedSkills: { //技能进化
  2002. let {skills, loop} = skill;
  2003. const ul = document.createElement("ul");
  2004. ul.className = "evolved-active-skill";
  2005. skills.forEach((subSkill, idx)=>{
  2006. const li = ul.appendChild(document.createElement("li"));
  2007. const details = li.appendChild(document.createElement("details"));
  2008. details.open = true; //进化类技能默认打开
  2009. details.className = "skill-details";
  2010. details.appendChild(renderSkillTitle(skill.params[idx], { showTurns:true }));
  2011. details.appendChild(renderSkillEntry(subSkill));
  2012. });
  2013. let dict = {
  2014. skills: ul,
  2015. };
  2016. frg.ap(tsp.skill.evolved_skills(dict));
  2017. if (loop) frg.ap(tsp.skill.evolved_skills_loop({icon: createIcon("evolved-skill-loop")}));
  2018. break;
  2019. }
  2020. case SkillKinds.Delay: { //威吓
  2021. let dict = {
  2022. icon: createIcon(skill.kind),
  2023. };
  2024. frg.ap(tsp.skill.delay(dict));
  2025. break;
  2026. }
  2027. case SkillKinds.MassAttack: { //全体攻击
  2028. let dict = {
  2029. icon: createIcon(skill.kind),
  2030. };
  2031. frg.ap(tsp.skill.mass_attack(dict));
  2032. break;
  2033. }
  2034. case SkillKinds.LeaderChange: { //切换队长
  2035. let type = skill.type;
  2036. let dict = {
  2037. icon: createIcon(skill.kind),
  2038. target: type ? tsp.target.team_last() : tsp.target.self(),
  2039. };
  2040. frg.ap(tsp.skill.leader_change(dict));
  2041. break;
  2042. }
  2043. case SkillKinds.NoSkyfall: { //无天降
  2044. let dict = {
  2045. icon: createIcon(skill.kind),
  2046. };
  2047. frg.ap(tsp.skill.no_skyfall(dict));
  2048. break;
  2049. }
  2050. case SkillKinds.SelfHarm: { //主动自残
  2051. let value = skill.value;
  2052. let dict = {
  2053. icon: createIcon("heal", "hp-decr"),
  2054. value: renderValue(value, {percent: true}),
  2055. stats: tsp.stats.hp(),
  2056. };
  2057. frg.ap(tsp.skill.self_harm(dict));
  2058. break;
  2059. }
  2060. case SkillKinds.Heal: { //主动回血buff
  2061. let value = skill.value;
  2062. let dict = {
  2063. icon: createIcon("heal", "hp-incr"),
  2064. //icon: createIcon("auto-heal"),
  2065. value: renderValue(value, {unit: tsp.unit.point, percent: value.kind == SkillValueKind.xRCV ? false : true}),
  2066. stats: tsp.stats.hp(),
  2067. };
  2068. frg.ap(tsp.skill.heal(dict));
  2069. break;
  2070. }
  2071. case SkillKinds.AutoHealBuff: { //自动回血buff
  2072. let dict = {
  2073. icon: createIcon("auto-heal"),
  2074. value: renderValue(skill.value, {unit: tsp.unit.point, percent: true}),
  2075. stats: tsp.stats.hp(),
  2076. };
  2077. frg.ap(tsp.skill.auto_heal_buff(dict));
  2078. break;
  2079. }
  2080. case SkillKinds.DefenseBreak: { //破防
  2081. let dict = {
  2082. icon: createIcon(skill.kind),
  2083. value: renderValue(skill.value, {percent: true}),
  2084. };
  2085. frg.ap(tsp.skill.defense_break(dict));
  2086. break;
  2087. }
  2088. case SkillKinds.Poison: { //毒
  2089. let dict = {
  2090. icon: createIcon(skill.kind),
  2091. belong_to: tsp.target.self(),
  2092. target: tsp.target.enemy_all(),
  2093. stats: tsp.stats.hp(),
  2094. value: renderValue(skill.value),
  2095. };
  2096. frg.ap(tsp.skill.poison(dict));
  2097. break;
  2098. }
  2099. case SkillKinds.TimeExtend: { //时间变化buff
  2100. let value = skill.value;
  2101. let dict = {
  2102. icon: createIcon("status-time", SkillValue.isLess(value) ? "time-decr" : "time-incr"),
  2103. value: renderValue(value, { unit:tsp.unit.seconds, plusSign: value.kind != SkillValueKind.Percent, percent: SkillValue.isLess(value) }),
  2104. };
  2105. frg.ap(tsp.skill.time_extend(dict));
  2106. break;
  2107. }
  2108. case SkillKinds.FollowAttack: { //队长技倍率追打
  2109. let dict = {
  2110. //icon: createIcon("follow_attack"),
  2111. belong_to: tsp.target.self(),
  2112. target: tsp.target.enemy(),
  2113. value: renderValue(skill.value),
  2114. };
  2115. frg.ap(tsp.skill.follow_attack(dict));
  2116. break;
  2117. }
  2118. case SkillKinds.FollowAttackFixed: { //队长技固伤追打
  2119. let damage = skill.value;
  2120. let dict = {
  2121. damage: renderValue(damage, {unit: tsp.unit.point}),
  2122. attr: renderAttrs('fixed'),
  2123. };
  2124. frg.ap(tsp.skill.follow_attack_fixed(dict));
  2125. break;
  2126. }
  2127. case SkillKinds.AutoHeal: { //队长技自动回血
  2128. let dict = {
  2129. icon: createIcon(skill.kind),
  2130. belong_to: tsp.target.self(),
  2131. value: renderValue(skill.value),
  2132. stats: tsp.stats.hp(),
  2133. };
  2134. frg.ap(tsp.skill.auto_heal(dict));
  2135. break;
  2136. }
  2137. case SkillKinds.CTW: { //时间暂停
  2138. let {time, cond, skill: subSkill} = skill;
  2139. let dict = {
  2140. icon: createIcon(skill.kind),
  2141. time: renderValue(time, { unit: tsp.unit.seconds }),
  2142. };
  2143. if (cond) {
  2144. let dict2 = {
  2145. cond: renderCondition(cond),
  2146. skill: renderSkill(subSkill)
  2147. }
  2148. dict.addition = tsp.skill.ctw_addition(dict2);
  2149. }
  2150. frg.ap(tsp.skill.ctw(dict));
  2151. break;
  2152. }
  2153. case SkillKinds.Gravity: { //重力
  2154. let {value, target} = skill;
  2155. let dict = {
  2156. icon: createIcon(skill.kind),
  2157. target: target === 'all' ? tsp.target.enemy_all() : tsp.target.enemy_one(),
  2158. value: renderValue(value, { percent:true }),
  2159. };
  2160. frg.ap(tsp.skill.gravity(dict));
  2161. break;
  2162. }
  2163. case SkillKinds.Resolve: { //根性
  2164. let prob = skill.prob;
  2165. let dict = {
  2166. icon: createIcon(skill.kind),
  2167. stats: renderStat('chp'),
  2168. min: renderValue(skill.min, { percent:true }),
  2169. max: renderValue(skill.max, { percent:true }),
  2170. };
  2171. frg.ap(tsp.skill.resolve(dict));
  2172. break;
  2173. }
  2174. case SkillKinds.DamageEnemy: { //大炮和固伤
  2175. let attr = skill.attr, target = skill.target, damage = skill.damage, times = skill.times;
  2176. if (attr == null) break; //没有属性时,编号为0的空技能
  2177. let dict = {
  2178. target: target === 'all' ? tsp.target.enemy_all() : target === 'single' ? tsp.target.enemy_one() : tsp.target.enemy_attr({attr: renderAttrs(target, {affix: true})}),
  2179. damage: renderValue(damage, {unit: tsp.unit.point}),
  2180. attr: renderAttrs(attr, {affix: (attr === 'self' || attr === 'fixed') ? false : true}),
  2181. };
  2182. if (times)
  2183. {
  2184. dict.times = tsp.skill.damage_enemy_times({
  2185. times: renderValue(v.constant(times), {unit: tsp.unit.times})
  2186. });
  2187. dict.totalDamage = tsp.skill.damage_enemy_count({
  2188. damage: renderValue(v.constant(damage.value * times), {unit: tsp.unit.point})
  2189. });
  2190. }
  2191. frg.ap(tsp.skill.damage_enemy(dict));
  2192. break;
  2193. }
  2194. case SkillKinds.Unbind: { //解封
  2195. let normal = skill.normal, awakenings = skill.awakenings, matches = skill.matches;
  2196. let effects = [];
  2197. let enabledStats = [normal, awakenings, matches].filter(Boolean);
  2198. if (merge_skill && enabledStats.length >= 2 && enabledStats.every((s,i,arr)=>s==arr[0]))
  2199. {
  2200. if (normal)
  2201. {
  2202. effects.push(tsp.skill.unbind_normal({icon: createIcon("unbind-normal")}));
  2203. }
  2204. if (awakenings)
  2205. {
  2206. effects.push(tsp.skill.unbind_awakenings({icon: createIcon("unbind-awakenings")}));
  2207. }
  2208. if (matches)
  2209. {
  2210. effects.push(tsp.skill.unbind_matches({icon: createIcon("unbind-matches")}));
  2211. }
  2212. let dict = {
  2213. turns: enabledStats[0],
  2214. stats: effects.nodeJoin(tsp.word.slight_pause()),
  2215. }
  2216. frg.ap(tsp.skill.unbind(dict));
  2217. }
  2218. else
  2219. {
  2220. if (normal)
  2221. {
  2222. let dict = {
  2223. turns: normal,
  2224. stats: tsp.skill.unbind_normal({icon: createIcon("unbind-normal")}),
  2225. }
  2226. effects.push(tsp.skill.unbind(dict));
  2227. }
  2228. if (awakenings)
  2229. {
  2230. let dict = {
  2231. turns: awakenings,
  2232. stats: tsp.skill.unbind_awakenings({icon: createIcon("unbind-awakenings")}),
  2233. }
  2234. effects.push(tsp.skill.unbind(dict));
  2235. }
  2236. if (matches)
  2237. {
  2238. let dict = {
  2239. turns: matches,
  2240. stats: tsp.skill.unbind_matches({icon: createIcon("unbind-matches")}),
  2241. }
  2242. effects.push(tsp.skill.unbind(dict));
  2243. }
  2244. frg.ap(effects.nodeJoin(tsp.word.comma()));
  2245. }
  2246. break;
  2247. }
  2248. case SkillKinds.BindSkill: {
  2249. let dict = {
  2250. icon: createIcon(skill.kind)
  2251. };
  2252. frg.ap(tsp.skill.bind_skill(dict));
  2253. break;
  2254. }
  2255. case SkillKinds.BindCard: {
  2256. let dict = {
  2257. icon: createIcon(skill.kind)
  2258. };
  2259. frg.ap(tsp.skill.bind_card(dict));
  2260. break;
  2261. }
  2262. case SkillKinds.BoardChange: { //洗版
  2263. const attrs = skill.attrs;
  2264. let dict = {
  2265. orbs: renderOrbs(attrs),
  2266. };
  2267. frg.ap(tsp.skill.board_change(dict));
  2268. if (!merge_skill)
  2269. {
  2270. const boardsBar = new BoardSet(new Board(attrs), new Board(attrs,7,6), new Board(attrs,5,4));
  2271. boardsBar.boards.forEach(board=>{
  2272. board.refreshTable();
  2273. });
  2274. frg.ap(boardsBar.node);
  2275. }
  2276. break;
  2277. }
  2278. case SkillKinds.SkillBoost: { //溜
  2279. const min = skill.min, max = skill.max;
  2280. let dict = {
  2281. icon: createIcon(skill.kind, SkillValue.isLess(min) ? "boost-decr" : "boost-incr"),
  2282. turns_min: renderValue(min, { unit:tsp.unit.turns, plusSign:true }),
  2283. };
  2284. if (max.value !== min.value) {
  2285. dict.turns_max = tsp.skill.skill_boost_range(
  2286. {turns: renderValue(max, { unit:tsp.unit.turns, plusSign:true })}
  2287. );
  2288. }
  2289. frg.ap(tsp.skill.skill_boost(dict));
  2290. break;
  2291. }
  2292. case SkillKinds.AddCombo: { //+C
  2293. const value = skill.value;
  2294. let icon = createIcon(skill.kind);
  2295. icon.setAttribute("data-add-combo", value);
  2296. let dict = {
  2297. icon: icon,
  2298. value: value,
  2299. };
  2300. frg.ap(tsp.skill.add_combo(dict));
  2301. break;
  2302. }
  2303. case SkillKinds.FixedTime: { //固定手指
  2304. const value = skill.value;
  2305. let dict = {
  2306. icon: createIcon(skill.kind),
  2307. value: renderValue(value, { unit: tsp.unit.seconds }),
  2308. };
  2309. frg.ap(tsp.skill.fixed_time(dict));
  2310. break;
  2311. }
  2312. case SkillKinds.MinMatchLength: { //最低匹配长度
  2313. const value = skill.value;
  2314. let dict = {
  2315. icon: createIcon(skill.kind),
  2316. unmatchable: value - 1,
  2317. matchable: value,
  2318. };
  2319. frg.ap(tsp.skill.min_match_length(dict));
  2320. break;
  2321. }
  2322. case SkillKinds.DropRefresh: { //刷版
  2323. let dict = {
  2324. icon: createIcon(skill.kind),
  2325. };
  2326. frg.ap(tsp.skill.drop_refresh(dict));
  2327. break;
  2328. }
  2329. case SkillKinds.Drum: { //太鼓达人音效
  2330. frg.ap(tsp.skill.drum());
  2331. break;
  2332. }
  2333. case SkillKinds.AutoPath: { //自动路径,小龙的萌新技能
  2334. const {matchesNumber} = skill;
  2335. frg.ap(tsp.skill.auto_path({
  2336. icon: createIcon(skill.kind),
  2337. matchesNumber: renderValue(matchesNumber),
  2338. }));
  2339. break;
  2340. }
  2341. case SkillKinds.Vampire: { //吸血
  2342. let attr = skill.attr, damage = skill.damage, heal = skill.heal;
  2343. let _dict = {
  2344. target: tsp.target.enemy_one(),
  2345. damage: renderValue(damage),
  2346. attr: renderAttrs(attr, {affix: (attr === 'self' || attr === 'fixed') ? false : true}),
  2347. };
  2348. let dict = {
  2349. icon: createIcon("heal", "hp-incr"),
  2350. damage_enemy: tsp.skill.damage_enemy(_dict),
  2351. heal: renderValue(heal, {percent: true}),
  2352. };
  2353. frg.ap(tsp.skill.vampire(dict));
  2354. break;
  2355. }
  2356. case SkillKinds.CounterAttack: { //反击
  2357. let attr = skill.attr, prob = skill.prob, value = skill.value;
  2358. let dict = {
  2359. icon: createIcon(skill.kind),
  2360. target: tsp.target.enemy(),
  2361. chance: prob.value < 1 ? tsp.value.prob({value: renderValue(prob, { percent:true })}) : null,
  2362. value: renderValue(value),
  2363. attr: renderAttrs(attr, {affix: true}),
  2364. };
  2365. frg.ap(tsp.skill.counter_attack(dict));
  2366. break;
  2367. }
  2368. case SkillKinds.ChangeOrbs: { //珠子变换
  2369. let changes = skill.changes;
  2370. let subDocument = [];
  2371. for (const change of changes)
  2372. {
  2373. let dict = {
  2374. from: renderOrbs(change.from),
  2375. to: renderOrbs(change.to),
  2376. };
  2377. subDocument.push(tsp.skill.change_orbs(dict));
  2378. }
  2379. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  2380. break;
  2381. }
  2382. case SkillKinds.GenerateOrbs: { //产生珠子
  2383. let orbs = skill.orbs, exclude = skill.exclude, count = skill.count;
  2384. let dict = {
  2385. exclude: exclude?.length ? tsp.word.affix_exclude({cotent: renderOrbs(exclude)}) : void 0,
  2386. orbs: renderOrbs(orbs),
  2387. value: count,
  2388. };
  2389. frg.ap(tsp.skill.generate_orbs(dict));
  2390. if (!merge_skill)
  2391. {
  2392. const boardsBar = new BoardSet(new Board(), new Board(null,7,6), new Board(null,5,4));
  2393. boardsBar.boards.forEach(board=>{
  2394. board.generateOrbs(orbs, count, exclude);
  2395. board.refreshTable();
  2396. });
  2397. frg.ap(boardsBar.node);
  2398. }
  2399. break;
  2400. }
  2401. case SkillKinds.FixedOrbs: { //固定位置产生珠子
  2402. let generates = skill.generates;
  2403. let slight_pause = tsp.word.slight_pause().textContent;
  2404. let subDocument = [];
  2405. const boardsBar = merge_skill ? null : new BoardSet(new Board(), new Board(null,7,6), new Board(null,5,4));
  2406. for (const generate of generates)
  2407. {
  2408. const orbs = generate.orbs;
  2409. const dict = {
  2410. orbs: renderOrbs(orbs),
  2411. };
  2412. if (generate.type == 'shape')
  2413. {
  2414. dict.position = tsp.position.shape();
  2415. boardsBar?.boards?.forEach(board=>board.setShape(generate.positions, orbs));
  2416. }else
  2417. {
  2418. let posFrgs = [];
  2419. if (generate.positions.length == 0) continue;
  2420. if (generate.type == 'row')
  2421. {
  2422. const [sequence, reverse] = posSplit(generate.positions, 'row');
  2423. if (sequence.length) posFrgs.push(tsp.position.top({pos: sequence.join(slight_pause)}));
  2424. if (reverse.length) posFrgs.push(tsp.position.bottom({pos: reverse.join(slight_pause)}));
  2425. boardsBar?.boards?.forEach(board=>board.setRows(generate.positions, orbs));
  2426. }else
  2427. {
  2428. const [sequence, reverse] = posSplit(generate.positions, 'colum');
  2429. if (sequence.length) posFrgs.push(tsp.position.left({pos: sequence.join(slight_pause)}));
  2430. if (reverse.length) posFrgs.push(tsp.position.right({pos: reverse.join(slight_pause)}));
  2431. boardsBar?.boards?.forEach(board=>board.setColumns(generate.positions, orbs));
  2432. }
  2433. dict.position = posFrgs.nodeJoin(tsp.word.slight_pause());
  2434. }
  2435. subDocument.push(tsp.skill.fixed_orbs(dict));
  2436. }
  2437. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  2438. if (boardsBar) {
  2439. boardsBar.boards.forEach(board=>board.refreshTable());
  2440. frg.ap(boardsBar.node);
  2441. }
  2442. break;
  2443. }
  2444. case SkillKinds.OrbDropIncrease: { //增加天降
  2445. let {prob, attrs, flag, value} = skill;
  2446. prob = prob || v.percent(100);
  2447. let dict = {
  2448. prob: renderValue(prob, {percent: true}),
  2449. orbs: renderOrbs(attrs, {className: "drop", affix: true}),
  2450. flag: flag && tsp.orbs[flag]({icon: createIcon("orb-" + flag)}) || null,
  2451. };
  2452. if (value?.kind == SkillValueKind.xMaxHP) {
  2453. dict.value = tsp.skill.orb_thorn({value: renderValue(value, {percent: true})})
  2454. }
  2455. frg.ap(flag ? tsp.skill.orb_drop_increase_flag(dict) : tsp.skill.orb_drop_increase(dict));
  2456. break;
  2457. }
  2458. case SkillKinds.VoidEnemyBuff: {
  2459. let buffs = skill.buffs;
  2460. let subDocument = [];
  2461. for (const buff of buffs)
  2462. {
  2463. let dict = {
  2464. icon: createIcon(buff),
  2465. };
  2466. subDocument.push(tsp.skill[buff.replace(/\-/g,'_')](dict));
  2467. }
  2468. let dict = {
  2469. buff: subDocument.nodeJoin(tsp.word.slight_pause()),
  2470. };
  2471. frg.ap(tsp.skill.void_enemy_buff(dict));
  2472. break;
  2473. }
  2474. case SkillKinds.ChangeAttribute: {
  2475. let attr = skill.attr, target = skill.target;
  2476. let dict = {
  2477. attrs: renderAttrs(attr, {affix: true}),
  2478. target: target === 'opponent' ? tsp.target.enemy_all() : tsp.target.self(),
  2479. };
  2480. frg.ap(tsp.skill.change_attribute(dict));
  2481. break;
  2482. }
  2483. case SkillKinds.SetOrbState: {
  2484. const {orbs, state, arg} = skill;
  2485. let dict = {
  2486. orbs: renderOrbs(orbs, {
  2487. //有的时候附加效果限制个数,这个附加图标加到文字里面的图标上面的去不好看也不准确,应该只加到面板里。
  2488. //className: state,
  2489. affix: true
  2490. }),
  2491. icon: createIcon('orb-' + state),
  2492. };
  2493. switch (state)
  2494. {
  2495. case "enhanced":{
  2496. dict.value = renderValue(arg.enhance, {percent: true});
  2497. frg.ap(tsp.skill.set_orb_state_enhanced(dict));
  2498. break;
  2499. }
  2500. case "locked":{
  2501. if (arg.count.value < 42)
  2502. dict.value = renderValue(arg.count, {unit: tsp.unit.orbs});
  2503. frg.ap(tsp.skill.set_orb_state_locked(dict));
  2504. break;
  2505. }
  2506. case "unlocked":{
  2507. frg.ap(tsp.skill.set_orb_state_unlocked(dict));
  2508. break;
  2509. }
  2510. case "bound":{
  2511. frg.ap(tsp.skill.set_orb_state_bound(dict));
  2512. break;
  2513. }
  2514. case "combo-drop":{
  2515. if (arg.count.value < 42)
  2516. dict.value = renderValue(arg.count, {unit: tsp.unit.orbs});
  2517. frg.ap(tsp.skill.set_orb_state_combo_drop(dict));
  2518. break;
  2519. }
  2520. case "nail":{
  2521. if (arg.count.value < 42)
  2522. dict.value = renderValue(arg.count, {unit: tsp.unit.orbs});
  2523. frg.ap(tsp.skill.set_orb_state_nail(dict));
  2524. break;
  2525. }
  2526. }
  2527. break;
  2528. }
  2529. case SkillKinds.RateMultiply: {
  2530. let rate = skill.rate, value = skill.value;
  2531. let dict = {
  2532. rate: tsp.skill["rate_multiply_" + rate]({icon: createIcon(skill.kind + "-" + rate)}),
  2533. value: renderValue(value),
  2534. };
  2535. frg.ap(tsp.skill.rate_multiply(dict));
  2536. break;
  2537. }
  2538. case SkillKinds.ReduceDamage: {
  2539. let attrs = skill.attrs, percent = skill.percent, condition = skill.condition, prob = skill.prob;
  2540. let dict = {
  2541. icon: createIcon(skill.kind),
  2542. attrs: renderAttrs(attrs, {affix: true}),
  2543. value: renderValue(percent, {percent: true}),
  2544. condition: condition ? renderCondition(condition) : null,
  2545. chance: prob.value < 1 ? tsp.value.prob({value: renderValue(prob, { percent:true })}) : null,
  2546. };
  2547. frg.ap(tsp.skill.reduce_damage(dict));
  2548. break;
  2549. }
  2550. case SkillKinds.PowerUp: {
  2551. let { attrs, types, targets, condition, value, reduceDamage, additional, eachTime } = skill;
  2552. let dict = {
  2553. icon: createIcon(skill.kind),
  2554. };
  2555. let comma = tsp.word.comma;
  2556. if (condition) dict.condition = renderCondition(condition);
  2557. let targetDict = {}, attrs_types = [];
  2558. if (attrs?.length && !isEqual(attrs, Attributes.all))
  2559. {
  2560. targetDict.attrs = renderAttrs(attrs || [], {affix: attrs?.filter(attr=> attr !== 5)?.length});
  2561. attrs_types.push(targetDict.attrs);
  2562. }
  2563. if (types?.length)
  2564. {
  2565. targetDict.types = renderTypes(types || [], {affix: true});
  2566. attrs_types.push(targetDict.types);
  2567. }
  2568. if (targets != undefined)
  2569. {
  2570. targetDict.target = document.createDocumentFragment();
  2571. //增加队员伤害的技能的目标,删选出来,其他的目标则不显示
  2572. const targetTypes = SkillTarget.type1.concat(SkillTarget.type2);
  2573. let atkUpTarget = targets.filter(n=>targetTypes.includes(n));
  2574. if (atkUpTarget.length) {
  2575. targetDict.target.appendChild(createTeamFlags(atkUpTarget));
  2576. }
  2577. targetDict.target.appendChild(targets.map(target=>
  2578. tsp?.target[target.replaceAll("-","_")]?.())
  2579. .nodeJoin(tsp.word.slight_pause()));
  2580. attrs_types.push(targetDict.target);
  2581. }
  2582. if (attrs_types.length)
  2583. {
  2584. targetDict.attrs_types = attrs_types.nodeJoin(tsp.word.slight_pause());
  2585. dict.targets = tsp.skill.power_up_targets(targetDict);
  2586. }
  2587. if (value){
  2588. /*if (attrs?.includes(5) && value.kind == SkillPowerUpKind.Multiplier)
  2589. { //如果属性有5,则是回复力
  2590. let _value = Object.assign({}, value);
  2591. _value.rcv = value.atk;
  2592. _value.atk = value.rcv;
  2593. value = _value;
  2594. }*/
  2595. if (value.kind == SkillPowerUpKind.Multiplier && Boolean(value.hp || value.atk || value.rcv) == false)
  2596. {
  2597. //不显示 value
  2598. }else
  2599. {
  2600. dict.value = renderPowerUp(value);
  2601. }
  2602. }
  2603. if (reduceDamage && reduceDamage.value > 0) {
  2604. let reduceDamageNode = tsp.skill.reduce_damage({
  2605. value: renderValue(reduceDamage, {percent: true}),
  2606. icon: createIcon("reduce-damage"),
  2607. });
  2608. dict.reduceDamage = [comma(), reduceDamageNode].nodeJoin();
  2609. }
  2610. if (additional?.length) {
  2611. let additionalNode = additional.filter(Boolean).map(subSkill=>renderSkill(subSkill, option));
  2612. dict.additional = [comma(), additionalNode.nodeJoin(comma())].nodeJoin();
  2613. }
  2614. if (eachTime) {
  2615. dict.each_time = tsp.word.each_time();
  2616. }
  2617. frg.ap(tsp.skill.power_up(dict));
  2618. break;
  2619. }
  2620. case SkillKinds.SlotPowerUp: { //增加卡槽伤害倍率
  2621. const {value, targets} = skill;
  2622. let dict = {
  2623. icon: createIcon(skill.kind, value.atk > 1 ? "atk-incr" : "atk-decr"),
  2624. targets: document.createDocumentFragment(),
  2625. value: renderPowerUp(value),
  2626. };
  2627. dict.targets.append(createTeamFlags(targets));
  2628. dict.targets.append(targets.map(target=>
  2629. tsp?.target[target.replaceAll("-","_")]?.())
  2630. .nodeJoin(tsp.word.slight_pause()));
  2631. frg.ap(tsp.skill.slot_power_up(dict));
  2632. break;
  2633. }
  2634. case SkillKinds.Henshin: { //变身
  2635. let ids = skill.ids, random = skill.random;
  2636. let doms = ids.map(id=>{
  2637. let dom = cardN(id);
  2638. //dom.monDom.onclick = changeToIdInSkillDetail;
  2639. return dom; })
  2640. let dict = {
  2641. cards: doms.nodeJoin(),
  2642. }
  2643. frg.ap(random ?
  2644. tsp.skill.random_henshin(dict) :
  2645. tsp.skill.henshin(dict)
  2646. );
  2647. break;
  2648. }
  2649. case SkillKinds.VoidPoison: { //毒无效
  2650. let dict = {
  2651. poison: renderOrbs([7,8], {affix: true})
  2652. }
  2653. frg.ap(tsp.skill.void_poison(dict));
  2654. break;
  2655. }
  2656. case SkillKinds.SkillProviso: { //条件限制才能用技能
  2657. let cond = skill.cond;
  2658. let dict = {
  2659. condition: renderCondition(cond)
  2660. }
  2661. frg.ap(tsp.skill.skill_proviso(dict));
  2662. break;
  2663. }
  2664. case SkillKinds.ImpartAwakenings: { //赋予队员觉醒
  2665. let {attrs, types, target, awakenings} = skill;
  2666. let dict = {
  2667. awakenings: renderAwakenings(awakenings, {affix: true}),
  2668. }
  2669. let attrs_types = [];
  2670. if (attrs?.length && !isEqual(attrs, Attributes.all))
  2671. {
  2672. dict.attrs = renderAttrs(attrs || [], {affix: attrs?.filter(attr=> attr !== 5)?.length});
  2673. attrs_types.push(dict.attrs);
  2674. }
  2675. if (types?.length)
  2676. {
  2677. dict.types = renderTypes(types || [], {affix: true});
  2678. attrs_types.push(dict.types);
  2679. }
  2680. if (target)
  2681. {
  2682. dict.target = tsp?.target[target.replaceAll("-","_")]?.();
  2683. attrs_types.push(dict.target);
  2684. }
  2685. if (attrs_types.length)
  2686. {
  2687. dict.attrs_types = attrs_types.nodeJoin(tsp.word.slight_pause());
  2688. }
  2689. frg.ap(tsp.skill.impart_awoken(dict));
  2690. break;
  2691. }
  2692. case SkillKinds.ObstructOpponent: { //条件限制才能用技能
  2693. let type = skill.type, pos = skill.pos, enemy_skills = skill.enemy_skills;
  2694. let slight_pause = tsp.word.slight_pause().textContent;
  2695. let dict = {
  2696. skills: enemy_skills.join(slight_pause)
  2697. }
  2698. let targetDict = { positions: pos?.map(p=>p+1).join(slight_pause)}
  2699. switch (type)
  2700. {
  2701. case "after-me": {
  2702. dict.target = tsp.skill.obstruct_opponent_after_me(targetDict);
  2703. break;
  2704. }
  2705. case "designated-position": {
  2706. dict.target = tsp.skill.obstruct_opponent_designated_position(targetDict);
  2707. break;
  2708. }
  2709. case "before-me": {
  2710. dict.target = tsp.skill.obstruct_opponent_before_me(targetDict);
  2711. break;
  2712. }
  2713. default: {
  2714. dict.target = tsp.cond.unknown();
  2715. break;
  2716. }
  2717. }
  2718. frg.ap(tsp.skill.obstruct_opponent(dict));
  2719. break;
  2720. }
  2721. case SkillKinds.IncreaseDamageCapacity: { //增加伤害上限
  2722. const {cap, targets, attrs, types} = skill;
  2723. let dict = {
  2724. icon: createIcon(skill.kind, cap > 0x7FFFFFFF ? "cap-incr" : "cap-decr"),
  2725. targets: document.createDocumentFragment(),
  2726. cap: cap.bigNumberToString(),
  2727. };
  2728. let targetDict = {}, attrs_types = [];
  2729. if (attrs?.length && !isEqual(attrs, Attributes.all))
  2730. {
  2731. targetDict.attrs = renderAttrs(attrs || [], {affix: attrs?.filter(attr=> attr !== 5)?.length});
  2732. attrs_types.push(targetDict.attrs);
  2733. }
  2734. if (types?.length)
  2735. {
  2736. targetDict.types = renderTypes(types || [], {affix: true});
  2737. attrs_types.push(targetDict.types);
  2738. }
  2739. if (targets != undefined)
  2740. {
  2741. targetDict.target = document.createDocumentFragment();
  2742. //增加队员伤害的技能的目标,删选出来,其他的目标则不显示
  2743. // const targetTypes = SkillTarget.type1;
  2744. // let atkUpTarget = targets.filter(n=>targetTypes.includes(n));
  2745. // if (atkUpTarget.length) {
  2746. targetDict.target.appendChild(createTeamFlags(targets));
  2747. // }
  2748. targetDict.target.appendChild(targets.map(target=>
  2749. tsp?.target[target.replaceAll("-","_")]?.())
  2750. .nodeJoin(tsp.word.slight_pause()));
  2751. attrs_types.push(targetDict.target);
  2752. }
  2753. if (attrs_types.length)
  2754. {
  2755. targetDict.attrs_types = attrs_types.nodeJoin(tsp.word.slight_pause());
  2756. dict.targets = tsp.skill.power_up_targets(targetDict);
  2757. }
  2758. frg.ap(tsp.skill.increase_damage_cap(dict));
  2759. break;
  2760. }
  2761. case SkillKinds.BoardJammingStates: { //板面产生干扰状态
  2762. const { state, posType, positions, count, time, attrs } = skill;
  2763. const boardsBar = merge_skill ? null : new BoardSet(new Board(), new Board(null,7,6), new Board(null,5,4));
  2764. const slight_pause = tsp.word.slight_pause().textContent;
  2765. let dict = {
  2766. icon: createIcon('board-' + state),
  2767. state: tsp.board[state.replaceAll("-","_")](),
  2768. position: posType == 'random' ? tsp.position.random() : tsp.position.shape(),
  2769. };
  2770. if (state == 'roulette') { //轮盘位
  2771. const commentContent = [];
  2772. time && commentContent.push(tsp.board.roulette_time({duration: renderValue(v.constant(time), {unit: tsp.unit.seconds})}));
  2773. Array.isArray(attrs) && attrs.length && commentContent.push(tsp.board.roulette_attrs({orbs: renderOrbs(attrs)}));
  2774. dict.comment = tsp.word.comment({content: commentContent.nodeJoin(tsp.word.slight_pause())});
  2775. dict.count = renderValue(v.constant(count || positions.flat().length), {unit: tsp.unit.orbs});
  2776. boardsBar?.boards?.forEach(board=>{
  2777. if (posType == 'random')
  2778. board.generateBlockStates('roulette', count);
  2779. else
  2780. board.setShape(positions, null, null, 'roulette');
  2781. });
  2782. }
  2783. if (state == 'clouds') { //云
  2784. const [width, height] = skill.size;
  2785. dict.size = tsp.value.size({ width, height});
  2786. boardsBar?.boards?.forEach(board=>{
  2787. board.generateBlockStates('clouds', count, [width, height], positions);
  2788. });
  2789. }
  2790. if (state == 'immobility') { //封条
  2791. const {colums, rows} = skill.positions;
  2792. let posFrgs = [];
  2793. const [sequenceCols, reverseCols] = posSplit(colums, 'colum');
  2794. if (sequenceCols.length) posFrgs.push(tsp.position.left({pos: sequenceCols.join(slight_pause)}));
  2795. if (reverseCols.length) posFrgs.push(tsp.position.right({pos: reverseCols.join(slight_pause)}));
  2796. const [sequenceRows, reverseRows] = posSplit(rows, 'row');
  2797. if (sequenceRows.length) posFrgs.push(tsp.position.top({pos: sequenceRows.join(slight_pause)}));
  2798. if (reverseRows.length) posFrgs.push(tsp.position.bottom({pos: reverseRows.join(slight_pause)}));
  2799. boardsBar?.boards?.forEach(board=>{
  2800. board.setColumns(colums, null, null, 'immobility');
  2801. board.setRows(rows, null, null, 'immobility');
  2802. });
  2803. dict.position = posFrgs.nodeJoin(tsp.word.slight_pause());
  2804. }
  2805. if (state == 'deep-dark') { //超暗暗
  2806. const { min, max } = skill;
  2807. dict.count = renderValue(v.constant(min), {unit: tsp.unit.orbs});
  2808. if (min !== max) {
  2809. dict.count.append(tsp.word.range_hyphen(),renderValue(v.constant(max), {unit: tsp.unit.orbs}));
  2810. }
  2811. boardsBar?.boards?.forEach(board=>{
  2812. if (posType == 'random')
  2813. board.generateBlockStates('deep-dark', min == max ? min : Math.randomInteger(max, min));
  2814. else
  2815. board.setShape(positions, null, null, 'deep-dark');
  2816. });
  2817. }
  2818. frg.ap(tsp.skill.board_jamming_state(dict));
  2819. if (boardsBar) {
  2820. boardsBar.boards.forEach(board=>board.refreshTable());
  2821. frg.ap(boardsBar.node);
  2822. }
  2823. break;
  2824. }
  2825. case SkillKinds.BoardSizeChange: { //改变板面大小
  2826. const { width, height } = skill;
  2827. let dict = {
  2828. icon: createIcon(skill.kind),
  2829. size: tsp.value.size({ width, height}),
  2830. };
  2831. frg.ap(tsp.skill.board_size_change(dict));
  2832. break;
  2833. }
  2834. case SkillKinds.RemoveAssist: { //去除武器
  2835. let dict = {
  2836. icon: createIcon(skill.kind)
  2837. };
  2838. frg.ap(tsp.skill.remove_assist(dict));
  2839. break;
  2840. }
  2841. case SkillKinds.PredictionFalling: { //预知掉落
  2842. let dict = {
  2843. icon: createIcon(skill.kind)
  2844. };
  2845. frg.ap(tsp.skill.prediction_falling(dict));
  2846. break;
  2847. }
  2848. case SkillKinds.BreakingShield: { //破白盾
  2849. let dict = {
  2850. icon: createIcon(skill.kind),
  2851. target: tsp.target.enemy(),
  2852. value: renderValue(skill.value, { percent:true }),
  2853. };
  2854. frg.ap(tsp.skill.gravity(dict));
  2855. break;
  2856. }
  2857. case SkillKinds.PlayVoice: { //播放技能语音
  2858. const { stage, id } = skill;
  2859. const icon = document.createElement("icon");
  2860. icon.className = "awoken-icon";
  2861. icon.setAttribute("data-awoken-icon", 63);
  2862. icon.dataset.voiceId = id || Cards[editBox.mid].voiceId;
  2863. icon.onclick = playOwnVoiceId;
  2864. let dict = {
  2865. stage,
  2866. id,
  2867. icon,
  2868. };
  2869. frg.ap(tsp.skill.play_voice(dict));
  2870. break;
  2871. }
  2872. case SkillKinds.TimesLimit: { //使用次数限制
  2873. const { turns } = skill;
  2874. let dict = {
  2875. turns
  2876. };
  2877. frg.ap(tsp.skill.times_limit(dict));
  2878. break;
  2879. }
  2880. case SkillKinds.FixedStartingPosition: { //固定起手位置
  2881. let dict = {
  2882. icon: createIcon(skill.kind)
  2883. };
  2884. frg.ap(tsp.skill.fixed_starting_position(dict));
  2885. break;
  2886. }
  2887. default: {
  2888. console.log("未处理的技能类型",skill.kind, skill);
  2889. frg.ap(skill.kind);
  2890. }
  2891. }
  2892. return frg;
  2893. };
  2894. function playOwnVoiceId(){
  2895. playVoiceById(parseInt(this.dataset.voiceId,10));
  2896. }
  2897. function renderStat(stat, option) {
  2898. const frg = document.createDocumentFragment();
  2899. if (typeof localTranslating == "undefined") return frg;
  2900. const tspt = localTranslating.skill_parse.stats;
  2901. if (tspt[stat])
  2902. frg.ap(tspt[stat](option));
  2903. else
  2904. {
  2905. console.log("未知状态类型",stat);
  2906. frg.ap(tspt.unknown({ type: stat }));
  2907. }
  2908. return frg;
  2909. }
  2910. function renderAttrs(attrs, option = {}) {
  2911. if (!Array.isArray(attrs))
  2912. attrs = [attrs ?? 0];
  2913. const frg = document.createDocumentFragment();
  2914. if (typeof localTranslating == "undefined") return frg;
  2915. const tsp = localTranslating.skill_parse;
  2916. let contentFrg;
  2917. if (isEqual(attrs, Attributes.all))
  2918. {
  2919. contentFrg = tsp.attrs.all();
  2920. }
  2921. else
  2922. {
  2923. contentFrg = attrs.map(attr => {
  2924. const icon = document.createElement("icon");
  2925. icon.className = "attr-icon";
  2926. icon.setAttribute("data-attr-icon",attr);
  2927. return tsp.attrs?.[attr]({icon: icon});
  2928. })
  2929. .nodeJoin(tsp.word.slight_pause());
  2930. }
  2931. if (option.affix)
  2932. contentFrg = tsp.word.affix_attr({cotent: contentFrg});
  2933. frg.ap(contentFrg);
  2934. return frg;
  2935. }
  2936. function renderOrbs(attrs, option = {}) {
  2937. if (!Array.isArray(attrs))
  2938. attrs = [attrs ?? 0];
  2939. else
  2940. attrs = [...attrs];
  2941. const frg = document.createDocumentFragment();
  2942. if (typeof localTranslating == "undefined") return frg;
  2943. const tsp = localTranslating.skill_parse;
  2944. let contentFrg;
  2945. if (attrs.every(a=>Number.isInteger(a))) {
  2946. let attrBin = new Bin(attrs);
  2947. if ((attrBin.int & 0b1111111111) == 0b1111111111) { //十种珠子
  2948. frg.ap(tsp.orbs.all());
  2949. attrs.length = 0; //之前是引用,这里会导致数组被清空的错误
  2950. } else if ((attrBin.int & 0b11111) == 0b11111) { //基础5色
  2951. frg.ap(renderOrbs('_5color'));
  2952. attrBin = new Bin(attrBin.int & 0b1111100000);
  2953. attrs = [...attrBin];
  2954. if (attrs.length > 0) { //如果5色以上还有剩的,就增加一个加号
  2955. frg.ap(' + ');
  2956. }
  2957. }
  2958. }
  2959. contentFrg = attrs.map(attr => {
  2960. const icon = document.createElement("icon");
  2961. icon.className = "orb";
  2962. if (option.className) icon.className += " " + option.className;
  2963. icon.setAttribute("data-orb-icon",attr);
  2964. let dict = {
  2965. icon: icon,
  2966. }
  2967. return tsp.orbs?.[attr](dict);
  2968. })
  2969. .nodeJoin(tsp.word.slight_pause());
  2970. frg.ap(contentFrg);
  2971. if (option.affix)
  2972. contentFrg = tsp.word.affix_orb({cotent: contentFrg});
  2973. if (option.any && attrs.length >= 2)
  2974. contentFrg = tsp.orbs.any({cotent: contentFrg});
  2975. frg.ap(contentFrg);
  2976. return frg;
  2977. }
  2978. function renderTypes(types, option = {}) {
  2979. if (!Array.isArray(types))
  2980. types = [types ?? 0];
  2981. const frg = document.createDocumentFragment();
  2982. if (typeof localTranslating == "undefined") return frg;
  2983. const tsp = localTranslating.skill_parse;
  2984. let contentFrg = types.map(type => {
  2985. const icon = document.createElement("icon");
  2986. icon.className = "type-icon";
  2987. icon.setAttribute("data-type-icon",type);
  2988. return tsp.types?.[type]({icon: icon});
  2989. })
  2990. .nodeJoin(tsp.word.slight_pause());
  2991. if (option.affix)
  2992. contentFrg = tsp.word.affix_type({cotent: contentFrg});
  2993. frg.ap(contentFrg);
  2994. return frg;
  2995. }
  2996. function renderAwakenings(awakenings, option = {}) {
  2997. if (!Array.isArray(awakenings))
  2998. awakenings = [awakenings ?? 0];
  2999. const frg = document.createDocumentFragment();
  3000. if (typeof localTranslating == "undefined") return frg;
  3001. const tsp = localTranslating.skill_parse;
  3002. let contentFrg = awakenings.map(awoken => {
  3003. const icon = document.createElement("icon");
  3004. icon.className = "awoken-icon";
  3005. icon.setAttribute("data-awoken-icon",awoken);
  3006. return tsp.awokens?.[awoken]({icon: icon});
  3007. })
  3008. .nodeJoin(tsp.word.slight_pause());
  3009. if (option.affix)
  3010. contentFrg = tsp.word.affix_awakening({cotent: contentFrg});
  3011. frg.ap(contentFrg);
  3012. return frg;
  3013. }
  3014. function renderCondition(cond) {
  3015. const frg = document.createDocumentFragment();
  3016. const tsp = localTranslating.skill_parse;
  3017. if (cond.hp) {
  3018. let dict = {
  3019. hp: renderStat('chp'),
  3020. min: renderValue(v.percent(cond.hp.min * 100), {percent: true}),
  3021. max: renderValue(v.percent(cond.hp.max * 100), {percent: true}),
  3022. };
  3023. if (cond.hp.min === cond.hp.max)
  3024. frg.ap(tsp.cond.hp_equal(dict));
  3025. else if (cond.hp.min === 0)
  3026. frg.ap(tsp.cond.hp_less_or_equal(dict));
  3027. else if (cond.hp.max === 1)
  3028. frg.ap(tsp.cond.hp_greater_or_equal(dict));
  3029. else
  3030. frg.ap(tsp.cond.hp_belong_to_range(dict));
  3031. } else if (cond.useSkill) {
  3032. frg.ap(tsp.cond.use_skill(
  3033. cond.useSkill > 1
  3034. ? {times: tsp.cond.use_skill_times({times: cond.useSkill})}
  3035. : null
  3036. ));
  3037. } else if (cond.multiplayer) {
  3038. frg.ap(tsp.cond.multi_player());
  3039. } else if (cond.remainOrbs) {
  3040. let dict = {
  3041. value: renderValue(v.constant(cond.remainOrbs.count), {unit: tsp.unit.orbs}),
  3042. };
  3043. frg.ap(tsp.cond.remain_orbs(dict));
  3044. } else if (cond.combos) {
  3045. const { min } = cond.combos;
  3046. let dict = { min };
  3047. frg.ap(tsp.power.scale_combos(dict));
  3048. } else if (cond.attrs) {
  3049. const { attrs, min} = cond.attrs;
  3050. let dict = {
  3051. min,
  3052. orbs: renderOrbs(attrs, {affix: true})
  3053. };
  3054. frg.ap(tsp.power.scale_attributes(dict));
  3055. } else if (cond.exact) {
  3056. const { type, attrs , value} = cond.exact;
  3057. if (type === 'combo') {
  3058. let dict = { value };
  3059. frg.ap(tsp.cond.exact_combo(dict));
  3060. } else if (type === 'match-length') {
  3061. let dict = {
  3062. orbs: attrs === 'enhanced' ? tsp.cond.exact_match_enhanced() : renderOrbs(attrs, {affix: true})
  3063. };
  3064. if (value) {
  3065. dict.length = tsp.cond.exact_length({value:renderValue(v.constant(value), {unit: tsp.unit.orbs})});
  3066. }
  3067. frg.ap(tsp.cond.exact_match_length(dict));
  3068. }
  3069. } else if (cond.compo) {
  3070. let dict = {};
  3071. switch (cond.compo.type)
  3072. {
  3073. case 'card':{
  3074. dict.ids = cond.compo.ids.map(mid=>{
  3075. const dom = cardN(mid);
  3076. //dom.monDom.onclick = changeToIdInSkillDetail;
  3077. return dom;
  3078. }).nodeJoin();
  3079. frg.ap(tsp.cond.compo_type_card(dict));
  3080. break;
  3081. }
  3082. case 'series':{
  3083. //搜索并显示合作
  3084. function searchCollab(event) {
  3085. const collabId = parseInt(this.getAttribute('data-collabId'), 10);
  3086. showSearchBySeriesId(collabId, "collab");
  3087. return false;
  3088. }
  3089. dict.ids = cond.compo.ids.map(cid=>{
  3090. const lnk = document.createElement("a");
  3091. lnk.className ="series-search card-collabId";
  3092. lnk.setAttribute("data-collabId",cid);
  3093. lnk.onclick = searchCollab;
  3094. lnk.textContent = cid;
  3095. return lnk;
  3096. }).nodeJoin(tsp.word.slight_pause());
  3097. frg.ap(tsp.cond.compo_type_series(dict));
  3098. break;
  3099. }
  3100. case 'evolution':{
  3101. dict.ids = cond.compo.ids.map(type=>{
  3102. const lnk = document.createElement("a");
  3103. lnk.className ="series-search";
  3104. switch (type)
  3105. {
  3106. case "pixel-evo":{ //像素进化
  3107. lnk.appendChild(tsp.word.evo_type_pixel());
  3108. lnk.onclick = function(){
  3109. showSearch(Cards.filter(card=>card.evoMaterials.includes(3826)));
  3110. };
  3111. break;
  3112. }
  3113. case "reincarnation-evo":{ //转生或超转生
  3114. lnk.appendChild(tsp.word.evo_type_reincarnation());
  3115. lnk.onclick = function(){
  3116. showSearch(Cards.filter(card=>isReincarnated(card)));
  3117. };
  3118. break;
  3119. }
  3120. default:{ //转生或超转生
  3121. return tsp.word.evo_type_unknow({ type });
  3122. }
  3123. }
  3124. return lnk;
  3125. }).nodeJoin(tsp.word.slight_pause());
  3126. frg.ap(tsp.cond.compo_type_evolution(dict));
  3127. break;
  3128. }
  3129. case 'team-total-rarity':{
  3130. dict.rarity = cond.compo.ids;
  3131. frg.ap(tsp.cond.compo_type_team_total_rarity(dict));
  3132. break;
  3133. }
  3134. case 'team-same-rarity':{
  3135. let rarity = cond.compo.ids;
  3136. switch (rarity) {
  3137. case -1:
  3138. dict.rarity = tsp.word.different();
  3139. break;
  3140. case -2:
  3141. dict.rarity = tsp.word.same();
  3142. break;
  3143. default:
  3144. dict.rarity = rarity;
  3145. }
  3146. frg.ap(tsp.cond.compo_type_team_same_rarity(dict));
  3147. break;
  3148. }
  3149. }
  3150. } else if (cond.LShape) {
  3151. let dict = {
  3152. orbs: renderOrbs(cond.LShape.attrs, {affix: true, any: true}),
  3153. };
  3154. frg.ap(tsp.cond.L_shape(dict));
  3155. } else if (cond.heal) {
  3156. let dict = {
  3157. orbs: renderOrbs(5, {affix: true}),
  3158. heal: renderValue(v.constant(cond.heal.min), {unit: tsp.unit.point}),
  3159. stats: renderStat('hp'),
  3160. };
  3161. frg.ap(tsp.cond.heal(dict));
  3162. } else if (cond.stage) {
  3163. let dict = {
  3164. stage: renderStat('cstage'),
  3165. min: renderValue(v.constant(cond.stage.min)),
  3166. max: renderValue(v.constant(cond.stage.max)),
  3167. };
  3168. if (cond.stage.min > 0)
  3169. frg.ap(tsp.cond.stage_greater_or_equal(dict));
  3170. else if (cond.stage.max > 0)
  3171. frg.ap(tsp.cond.stage_less_or_equal(dict));
  3172. } else if (cond.remainAttrOrbs) {
  3173. let dict = {
  3174. orbs: renderOrbs(cond.remainAttrOrbs.attrs, {affix: true}),
  3175. min: renderValue(v.constant(cond.remainAttrOrbs.min)),
  3176. max: renderValue(v.constant(cond.remainAttrOrbs.max)),
  3177. };
  3178. if (cond.remainAttrOrbs.min > 0)
  3179. frg.ap(tsp.cond.orbs_greater_or_equal(dict));
  3180. else if (cond.remainAttrOrbs.max > 0)
  3181. frg.ap(tsp.cond.orbs_less_or_equal(dict));
  3182. } else if (cond.awakeningActivated) {
  3183. let dict = {
  3184. awakenings: renderAwakenings(cond.awakeningActivated.awakenings, {affix: true}),
  3185. };
  3186. frg.ap(tsp.cond.awakening_activated(dict));
  3187. } else {
  3188. frg.ap(tsp.cond.unknown());
  3189. }
  3190. return frg;
  3191. }
  3192. function renderPowerUp(powerUp) {
  3193. const frg = document.createDocumentFragment();
  3194. const tsp = localTranslating.skill_parse;
  3195. function renderStats(hp, atk, rcv, option = {}) {
  3196. const mul = option.mul ?? true;
  3197. option.percent = !mul;
  3198. const frg = document.createDocumentFragment();
  3199. const operator = mul ? ' ' : '+';
  3200. let list = [['maxhp', hp], ['atk', atk], ['rcv', rcv]];
  3201. //去除不改变的值
  3202. list = list.filter(([, value]) => value !== (mul ? 1 : 0));
  3203. //&&!(name === 'hp' && value === 0));
  3204. if (list.length === 0) return frg;
  3205. if (list.every(([, value]) => value === list[0][1])) {
  3206. let value = list[0][1];
  3207. //三个值一样
  3208. frg.ap(list.map(([name]) => renderStat(name,name=='maxhp'?{icon:createSkillIcon("maxhp-locked")}:null)).nodeJoin(tsp.word.slight_pause()));
  3209. frg.ap(operator);
  3210. frg.ap(renderValue(v.percent(value * 100), option));
  3211. } else {
  3212. //三个值不一样
  3213. let subDocument = list.map(([name, value]) => {
  3214. let _frg = document.createDocumentFragment();
  3215. _frg.ap(renderStat(name));
  3216. _frg.ap(operator);
  3217. _frg.ap(renderValue(v.percent(value * 100), option));
  3218. return _frg;
  3219. });
  3220. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  3221. }
  3222. return frg;
  3223. }
  3224. switch (powerUp.kind) {
  3225. case SkillPowerUpKind.Multiplier: {
  3226. let hp = powerUp.hp, atk = powerUp.atk, rcv = powerUp.rcv;
  3227. frg.ap(renderStats(hp, atk, rcv));
  3228. break;
  3229. }
  3230. case SkillPowerUpKind.ScaleAttributes: {
  3231. let attrs = powerUp.attrs, min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv;
  3232. let dict = {
  3233. orbs: renderOrbs(attrs, {affix: true}),
  3234. min: min,
  3235. stats: renderStats(1, baseAtk, baseRcv),
  3236. }
  3237. if (max !== min)
  3238. {
  3239. let _dict = {
  3240. max: max,
  3241. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  3242. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  3243. }
  3244. dict.bonus = frg.ap(tsp.power.scale_attributes_bonus(_dict));
  3245. }
  3246. frg.ap(tsp.power.scale_attributes(dict));
  3247. break;
  3248. }
  3249. case SkillPowerUpKind.ScaleCombos: {
  3250. let min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv;
  3251. let dict = {
  3252. min: min,
  3253. stats: renderStats(1, baseAtk, baseRcv),
  3254. }
  3255. if (max !== min)
  3256. {
  3257. let _dict = {
  3258. max: max,
  3259. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  3260. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  3261. }
  3262. dict.bonus = frg.ap(tsp.power.scale_combos_bonus(_dict));
  3263. }
  3264. frg.ap(tsp.power.scale_combos(dict));
  3265. break;
  3266. }
  3267. case SkillPowerUpKind.ScaleMatchAttrs: {
  3268. let { matches, min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp;
  3269. let dict = {
  3270. matches: matches.map(orbs=>renderOrbs(orbs)).nodeJoin(tsp.word.slight_pause()),
  3271. min: min,
  3272. stats: renderStats(1, baseAtk, baseRcv),
  3273. }
  3274. if (max !== min)
  3275. {
  3276. let _dict = {
  3277. max: max,
  3278. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  3279. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  3280. }
  3281. dict.bonus = frg.ap(tsp.power.scale_match_attrs_bonus(_dict));
  3282. }
  3283. frg.ap(tsp.power.scale_match_attrs(dict));
  3284. break;
  3285. }
  3286. case SkillPowerUpKind.ScaleMatchLength: {
  3287. 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;
  3288. let dict = {
  3289. orbs: renderOrbs(attrs, {affix: true}),
  3290. min: min,
  3291. stats: renderStats(1, baseAtk, baseRcv),
  3292. in_once: matchAll && attrs.length>1 && tsp.word.in_once() || null,
  3293. }
  3294. if (max !== min)
  3295. {
  3296. let _dict = {
  3297. max: max,
  3298. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  3299. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  3300. }
  3301. dict.bonus = frg.ap(tsp.power.scale_match_length_bonus(_dict));
  3302. }
  3303. frg.ap(tsp.power.scale_match_length(dict));
  3304. break;
  3305. }
  3306. case SkillPowerUpKind.ScaleCross: {
  3307. let crosses = powerUp.crosses;
  3308. /*if (crosses.length >= 2 && crosses.every(cross => cross.atk === crosses[0].atk)) {
  3309. //所有值一样
  3310. let cross = crosses[0];
  3311. let dict = {
  3312. orbs: renderOrbs(crosses.map(cross => cross.attr), {affix: true, any: true}),
  3313. stats: renderStats(1, cross.atk, cross.rcv),
  3314. }
  3315. frg.ap(cross.single ? tsp.power.scale_cross_single(dict) : tsp.power.scale_cross(dict));
  3316. } else {*/
  3317. let subDocument = crosses.map(cross=>{
  3318. let dict = {
  3319. orbs: renderOrbs(cross.attr, {affix: true, any: true}),
  3320. stats: renderStats(1, cross.atk, cross.rcv),
  3321. each_time: cross.single ? null : tsp.word.each_time(),
  3322. }
  3323. return tsp.power.scale_cross(dict);
  3324. });
  3325. frg.ap(subDocument.nodeJoin(tsp.word.comma()));
  3326. //}
  3327. break;
  3328. }
  3329. case SkillPowerUpKind.ScaleRemainOrbs: {
  3330. let min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv;
  3331. let dict = {
  3332. max: max,
  3333. stats: renderStats(1, baseAtk, baseRcv),
  3334. }
  3335. if (max !== min)
  3336. {
  3337. let _dict = {
  3338. min: min,
  3339. bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}),
  3340. stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)),
  3341. }
  3342. dict.bonus = frg.ap(tsp.power.scale_remain_orbs_bonus(_dict));
  3343. }
  3344. frg.ap(tsp.power.scale_remain_orbs(dict));
  3345. break;
  3346. }
  3347. case SkillPowerUpKind.ScaleStateKind: {
  3348. let awakenings = powerUp.awakenings, attrs = powerUp.attrs, types = powerUp.types, value = powerUp.value;
  3349. let dict = {
  3350. stats: renderStats(value.hp, value.atk, value.rcv, {mul: false, percent: true}),
  3351. awakenings: awakenings?.length && renderAwakenings(awakenings, {affix: true}) || null,
  3352. attrs: attrs?.length && renderAttrs(attrs, {affix: true}) || null,
  3353. types: types?.length && renderTypes(types, {affix: true}) || null,
  3354. }
  3355. frg.ap(tsp.power.scale_state_kind(dict));
  3356. break;
  3357. }
  3358. default:
  3359. frg.ap(tsp.power.unknown({type: powerUp.kind}));
  3360. }
  3361. return frg;
  3362. }
  3363. function renderValue(_value, option = {}) {
  3364. const frg = document.createDocumentFragment();
  3365. if (typeof localTranslating == "undefined") return frg;
  3366. const tsp = localTranslating.skill_parse
  3367. const tspv = tsp.value;
  3368. const od = option.decimalDigits, os = option.plusSign;
  3369. let dict;
  3370. switch (_value.kind) {
  3371. case SkillValueKind.Percent: {
  3372. dict = {
  3373. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3374. };
  3375. frg.ap(
  3376. option.percent ?
  3377. tspv.mul_percent(dict) :
  3378. tspv.mul_times(dict)
  3379. );
  3380. break;
  3381. }
  3382. case SkillValueKind.Constant: {
  3383. dict = {
  3384. value: _value.value.keepCounts(od,os),
  3385. unit: option.unit ? option.unit() : void 0,
  3386. };
  3387. frg.ap(tspv.const(dict));
  3388. break;
  3389. }
  3390. case SkillValueKind.ConstantTo: {
  3391. dict = {
  3392. value: _value.value.keepCounts(od,os)
  3393. };
  3394. frg.ap(tspv.const_to(dict));
  3395. break;
  3396. }
  3397. case SkillValueKind.xMaxHP: {
  3398. dict = {
  3399. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3400. stats: renderStat('maxhp'),
  3401. };
  3402. frg.ap(
  3403. option.percent ?
  3404. tspv.mul_of_percent(dict) :
  3405. tspv.mul_of_times(dict)
  3406. );
  3407. break;
  3408. }
  3409. case SkillValueKind.xHP: {
  3410. dict = {
  3411. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3412. stats: renderStat('hp'),
  3413. };
  3414. frg.ap(
  3415. option.percent ?
  3416. tspv.mul_of_percent(dict) :
  3417. tspv.mul_of_times(dict)
  3418. );
  3419. break;
  3420. }
  3421. case SkillValueKind.xCHP: {
  3422. dict = {
  3423. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3424. stats: renderStat('chp'),
  3425. };
  3426. frg.ap(
  3427. option.percent ?
  3428. tspv.mul_of_percent(dict) :
  3429. tspv.mul_of_times(dict)
  3430. );
  3431. break;
  3432. }
  3433. case SkillValueKind.xShield: {
  3434. dict = {
  3435. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3436. stats: renderStat('shield'),
  3437. };
  3438. frg.ap(
  3439. option.percent ?
  3440. tspv.mul_of_percent(dict) :
  3441. tspv.mul_of_times(dict)
  3442. );
  3443. break;
  3444. }
  3445. case SkillValueKind.xATK: {
  3446. dict = {
  3447. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3448. stats: renderStat('atk'),
  3449. };
  3450. frg.ap(
  3451. option.percent ?
  3452. tspv.mul_of_percent(dict) :
  3453. tspv.mul_of_times(dict)
  3454. );
  3455. break;
  3456. }
  3457. case SkillValueKind.xRCV: {
  3458. dict = {
  3459. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3460. stats: renderStat('rcv'),
  3461. };
  3462. frg.ap(
  3463. option.percent ?
  3464. tspv.mul_of_percent(dict) :
  3465. tspv.mul_of_times(dict)
  3466. );
  3467. break;
  3468. }
  3469. case SkillValueKind.xTeamHP: {
  3470. let value = _value.value;
  3471. dict = {
  3472. value: option.percent ? (value * 100).keepCounts(od,os) : value.keepCounts(od,os),
  3473. stats: renderStat('teamhp'),
  3474. };
  3475. frg.ap(
  3476. option.percent ?
  3477. tspv.mul_of_percent(dict) :
  3478. tspv.mul_of_times(dict)
  3479. );
  3480. break;
  3481. }
  3482. case SkillValueKind.xTeamRCV: {
  3483. dict = {
  3484. value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os),
  3485. stats: renderStat('teamrcv'),
  3486. };
  3487. frg.ap(
  3488. option.percent ?
  3489. tspv.mul_of_percent(dict) :
  3490. tspv.mul_of_times(dict)
  3491. );
  3492. break;
  3493. }
  3494. case SkillValueKind.xTeamATK: {
  3495. let attrs = _value.attrs, value = _value.value;
  3496. dict = {
  3497. value: option.percent ? (value * 100).keepCounts(od,os) : value.keepCounts(od,os),
  3498. stats: renderStat('teamatk', {attrs: renderAttrs(attrs, {affix: true})}),
  3499. };
  3500. frg.ap(
  3501. option.percent ?
  3502. tspv.mul_of_percent(dict) :
  3503. tspv.mul_of_times(dict)
  3504. );
  3505. break;
  3506. }
  3507. case SkillValueKind.HPScale: {
  3508. let min = _value.min, max = _value.max;
  3509. dict = {
  3510. min: tspv.mul_of_times({value: min.keepCounts(od,os), stats:renderStat('atk')}),
  3511. max: tspv.mul_of_times({value: max.keepCounts(od,os), stats:renderStat('atk')}),
  3512. hp: renderStat('hp'),
  3513. };
  3514. frg.ap(tspv.hp_scale(dict));
  3515. break;
  3516. }
  3517. case SkillValueKind.RandomATK: {
  3518. let min = _value.min, max = _value.max;
  3519. dict = {
  3520. min: min.keepCounts(od,os),
  3521. atk: renderStat('atk'),
  3522. };
  3523. if (max != min)
  3524. {
  3525. dict.max = tsp.word.range_hyphen().ap(max.keepCounts(od,os));
  3526. }
  3527. frg.ap(tspv.random_atk(dict));
  3528. break;
  3529. }
  3530. case SkillValueKind.xAwakenings: {
  3531. let value = _value.value, awakenings = _value.awakenings;
  3532. let dict = {
  3533. value: renderValue(value,{percent : true}),
  3534. awakenings: renderAwakenings(awakenings, {affix: true}),
  3535. }
  3536. frg.ap(tsp.value.x_awakenings(dict));
  3537. break;
  3538. }
  3539. default: {
  3540. console.log("未知数值类型",_value.kind, _value);
  3541. frg.ap(tspv.unknown({ type: _value.kind }));
  3542. }
  3543. }
  3544. return frg;
  3545. }