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script-skill-parser.js 53 kB

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  1. const Attributes = {
  2. /*0: "Fire",
  3. 1: "Water",
  4. 2: "Wood",
  5. 3: "Light",
  6. 4: "Dark",
  7. 5: "Heart",
  8. 6: "Jammer",
  9. 7: "Poison",
  10. 8: "MPoison",
  11. 9: "Bomb",*/
  12. Fire: 0,
  13. Water: 1,
  14. Wood: 2,
  15. Light: 3,
  16. Dark: 4,
  17. Heart: 5,
  18. Jammer: 6,
  19. Poison: 7,
  20. MPoison: 8,
  21. Bomb: 9,
  22. }
  23. for (let name in Attributes)
  24. {
  25. Attributes[Attributes[name]] = name;
  26. }
  27. Attributes.all = function () {
  28. return [
  29. this.Fire,
  30. this.Water,
  31. this.Wood,
  32. this.Light,
  33. this.Dark
  34. ];
  35. }
  36. Attributes.orbs = function () {
  37. return [
  38. this.Fire,
  39. this.Water,
  40. this.Wood,
  41. this.Light,
  42. this.Dark,
  43. this.Heart,
  44. this.Jammer,
  45. this.Poison,
  46. this.MPoison,
  47. this.Bomb,
  48. ];
  49. }
  50. const SkillValue = {
  51. isLess: function (value) {
  52. if (value.kind === SkillValueKind.Percent) return value.value < 1;
  53. if (value.kind === SkillValueKind.Constant) return value.value < 0;
  54. return false;
  55. }
  56. };
  57. const SkillValueKind = {
  58. Percent: 'mul',
  59. Constant: 'const',
  60. xMaxHP: 'mul-maxhp',
  61. xHP: 'mul-hp',
  62. xATK: 'mul-atk',
  63. xRCV: 'mul-rcv',
  64. RandomATK: 'random-atk',
  65. HPScale: 'hp-scale',
  66. xTeamATK: 'mul-team-atk',
  67. xTeamRCV: 'mul-team-rcv',
  68. xAwakenings: 'mul-awakenings',
  69. };
  70. const SkillPowerUpKind = {
  71. Multiplier: 'mul',
  72. ScaleAttributes: 'scale-attrs',
  73. ScaleCombos: 'scale-combos',
  74. ScaleMatchLength: 'scale-match-len',
  75. ScaleMatchAttrs: 'scale-match-attrs',
  76. ScaleCross: 'scale-cross',
  77. ScaleAwakenings: 'scale-awakenings',
  78. };
  79. const SkillKinds = {
  80. Unknown: "unknown",
  81. ActiveTurns: "active-turns",
  82. DamageEnemy: "damage-enemy",
  83. Vampire: "vampire",
  84. ReduceDamage: "reduce-damage",
  85. Heal: "heal",
  86. ChangeOrbs: "change-orbs",
  87. PowerUp: "power-up",
  88. CounterAttack: "counter-attack",
  89. SetOrbState: "set-orb-state",
  90. RateMultiply: "rate-mul",
  91. OrbDropIncrease: "orb-drop-incr",
  92. Resolve: "resolve",
  93. Delay: "delay",
  94. DefenseBreak: "def-break",
  95. MassAttack: "mass-attack",
  96. BoardChange: "board-change",
  97. Unbind: "unbind",
  98. RandomSkills: "random-skills",
  99. ChangeAttribute: "change-attr",
  100. SkillBoost: "skill-boost",
  101. AddCombo: "add-combo",
  102. VoidEnemyBuff: "void-enemy-buff",
  103. Poison: "poison",
  104. CTW: "ctw",
  105. Gravity: "gravity",
  106. FollowAttack: "follow-attack",
  107. AutoHeal: "auto-heal",
  108. TimeExtend: "time-extend",
  109. DropRefresh: "drop-refresh",
  110. LeaderChange: "leader-change",
  111. MinMatchLength: "min-match-len",
  112. FixedTime: "fixed-time",
  113. Drum: "drum",
  114. Board7x6: "7x6-board",
  115. NoSkyfall: "no-skyfall",
  116. }
  117. function skillParser(skillId)
  118. {
  119. const skill = Skills[skillId];
  120. if (!skill) return [];
  121. if (!parsers[skill.type]) {
  122. return [{ kind: SkillKinds.Unknown }];
  123. }
  124. //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
  125. const result = parsers[skill.type].apply({ parser: skillParser }, skill.params);
  126. const skills = (Array.isArray(result) ? result : [result])
  127. .filter(s => Boolean(s))
  128. .map(s => ({ id: skillId, type: skill.type, params: skill.params, ...s }));
  129. return skills;
  130. }
  131. //返回flag里值为true的数组,如[1,4,7]
  132. function flags(num){
  133. /*
  134. return Array.from(new Array(32),(i,n)=>n).filter(n => num & (1 << n)); //性能太差
  135. return new Array(32).fill(null).map((i,n)=>n).filter(n => num & (1 << n)); //性能比上者好,但还是不够快
  136. */
  137. const arr = [];
  138. for (let i = 0; i<32;i++)
  139. {
  140. if (num & (1<<i))
  141. {
  142. arr.push(i);
  143. }
  144. }
  145. return arr;
  146. }
  147. const v = {
  148. percent: function(value) {
  149. return { kind: SkillValueKind.Percent, value: (value / 100) || 1 };
  150. },
  151. constant: function(value) {
  152. return { kind: SkillValueKind.Constant, value: value || 0 };
  153. },
  154. xMaxHP: function(value) {
  155. return { kind: SkillValueKind.xMaxHP, value: (value / 100) || 1 };
  156. },
  157. xHP: function(value) {
  158. return { kind: SkillValueKind.xHP, value: (value / 100) || 1 };
  159. },
  160. xATK: function(value) {
  161. return { kind: SkillValueKind.xATK, value: (value / 100) || 1 };
  162. },
  163. xRCV: function(value) {
  164. return { kind: SkillValueKind.xRCV, value: (value / 100) || 1 };
  165. },
  166. randomATK: function(min, max) {
  167. return { kind: SkillValueKind.RandomATK, min: (min / 100) || 1, max: (max / 100) || 1, scale: 1 };
  168. },
  169. hpScale: function(min, max, scale) {
  170. return { kind: SkillValueKind.HPScale, min: (min / 100) || 1, max: (max / 100) || 1, scale: (scale / 100) || 1 };
  171. },
  172. xTeamATK: function(attrs, value) {
  173. return { kind: SkillValueKind.xTeamATK, attrs: attrs, value: (value / 100) || 1 };
  174. },
  175. xTeamRCV: function(value) {
  176. return { kind: SkillValueKind.xTeamRCV, value: (value / 100) || 1 };
  177. },
  178. percentAwakenings: function(awakenings, value) {
  179. return { kind: SkillValueKind.xAwakenings, awakenings: awakenings, value: value / 100 };
  180. },
  181. };
  182. const c = {
  183. hp: function (min, max) {
  184. return { hp: { min: min / 100, max: max / 100 } };
  185. },
  186. exact: function (type, value, attrs) {
  187. if (attrs === void 0) { attrs = Attributes.all(); }
  188. return { exact: { type: type, value: value, attrs: attrs } };
  189. },
  190. compo: function (type, ids) {
  191. return { compo: { type: type, ids: ids } };
  192. },
  193. remainOrbs: function (count) { return { remainOrbs: { count: count } }; },
  194. useSkill: function () { return { useSkill: true }; },
  195. multiplayer: function () { return { multiplayer: true }; },
  196. }
  197. const p = {
  198. mul: function (values) {
  199. if (Array.isArray(values)) {
  200. return {
  201. kind: SkillPowerUpKind.Multiplier,
  202. hp: 1,
  203. atk: values[0] / 100,
  204. rcv: values[1] / 100
  205. };
  206. }
  207. else {
  208. return {
  209. kind: SkillPowerUpKind.Multiplier,
  210. hp: (values.hp || 100) / 100,
  211. atk: (values.atk || 100) / 100,
  212. rcv: (values.rcv || 100) / 100
  213. };
  214. }
  215. },
  216. stats: function (value) {
  217. let statTypes = Array.from(arguments).slice(1);
  218. return [
  219. statTypes.indexOf(1) >= 0 ? value : 100,
  220. statTypes.indexOf(2) >= 0 ? value : 100
  221. ];
  222. },
  223. scale: function (min, max, baseMul, bonusMul) {
  224. return {
  225. min: min,
  226. max: max || min,
  227. baseAtk: (baseMul[0] / 100) || 1,
  228. baseRcv: (baseMul[1] / 100) || 1,
  229. bonusAtk: (bonusMul[0] / 100) || 0,
  230. bonusRcv: (bonusMul[1] / 100) || 0
  231. };
  232. },
  233. scaleAttrs: function (attrs, min, max, baseMul, bonusMul) {
  234. return { kind: SkillPowerUpKind.ScaleAttributes, attrs: attrs ,...this.scale(min, max, baseMul, bonusMul) };
  235. },
  236. scaleCombos: function (min, max, baseMul, bonusMul) {
  237. return { kind: SkillPowerUpKind.ScaleCombos ,...this.scale(min, max, baseMul, bonusMul) };
  238. },
  239. scaleMatchLength: function (attrs, min, max, baseMul, bonusMul) {
  240. return { kind: SkillPowerUpKind.ScaleMatchLength, attrs: attrs ,...this.scale(min, max, baseMul, bonusMul) };
  241. },
  242. scaleMatchAttrs: function (matches, min, max, baseMul, bonusMul) {
  243. return { kind: SkillPowerUpKind.ScaleMatchAttrs, matches: matches ,...this.scale(min, max, baseMul, bonusMul) };
  244. },
  245. scaleCross: function (crosses) {
  246. return { kind: SkillPowerUpKind.ScaleCross, crosses: crosses.map(cross => ({ ...cross, mul: (cross.mul / 100) || 1 })) };
  247. },
  248. scaleAwakenings: function (awakenings, value) {
  249. return { kind: SkillPowerUpKind.ScaleAwakenings, awakenings: awakenings, value: value / 100 };
  250. },
  251. }
  252. function activeTurns(turns, skill) {
  253. return skill ? { kind: SkillKinds.ActiveTurns, turns: turns, skill: skill } : null;
  254. }
  255. function damageEnemy(target, attr, damage, selfHP) {
  256. return { kind: SkillKinds.DamageEnemy, target: target, attr: attr, damage: damage, selfHP: selfHP };
  257. }
  258. function vampire(attr, damageValue, healValue) {
  259. return { kind: SkillKinds.Vampire, attr: attr, damage: damageValue, heal: healValue };
  260. }
  261. function reduceDamage(attrs, percent, condition) {
  262. return { kind: SkillKinds.ReduceDamage, attrs: attrs, percent: percent, condition: condition };
  263. }
  264. function heal(value) {
  265. return { kind: SkillKinds.Heal, value: value };
  266. }
  267. function changeOrbs() {
  268. return { kind: SkillKinds.ChangeOrbs, changes: Array.from(arguments) };
  269. }
  270. function powerUp(attrs, types, value, condition, reduceDamageValue) {
  271. if (value.kind === SkillPowerUpKind.Multiplier) {
  272. let hp = value.hp, atk = value.atk, rcv = value.rcv;
  273. if (hp === 1 && atk === 1 && rcv === 1 && !reduceDamage)
  274. return null;
  275. }
  276. return { kind: SkillKinds.PowerUp, attrs: attrs, types: types, condition: condition, value: value, reduceDamage: reduceDamageValue };
  277. }
  278. function counterAttack(attr, prob, value) {
  279. return { kind: SkillKinds.CounterAttack, attr: attr, prob: prob, value: value };
  280. }
  281. function setOrbState(orbs, state) {
  282. return { kind: SkillKinds.SetOrbState, orbs: orbs, state: state };
  283. }
  284. function rateMultiply(value, rate) {
  285. return { kind: SkillKinds.RateMultiply, value: value, rate: rate };
  286. }
  287. function orbDropIncrease(value, attrs) {
  288. return { kind: SkillKinds.OrbDropIncrease, value: value, attrs: attrs };
  289. }
  290. function resolve(min, max) {
  291. return { kind: SkillKinds.Resolve, min: min, max: max };
  292. }
  293. function unbind(normal, awakenings) {
  294. return { kind: SkillKinds.Unbind, normal: normal, awakenings: awakenings };
  295. }
  296. function boardChange(attrs) {
  297. return { kind: SkillKinds.BoardChange, attrs: attrs };
  298. }
  299. function randomSkills(skills) {
  300. return { kind: SkillKinds.RandomSkills, skills: skills };
  301. }
  302. function changeAttr(target, attr) {
  303. return { kind: SkillKinds.ChangeAttribute, target: target, attr: attr || 0 };
  304. }
  305. function gravity(value) {
  306. return { kind: SkillKinds.Gravity, value: value };
  307. }
  308. function voidEnemyBuff(buffs) {
  309. return { kind: SkillKinds.VoidEnemyBuff, buffs: buffs };
  310. }
  311. function skillBoost(value) { return { kind: SkillKinds.SkillBoost, value: value }; }
  312. function minMatch(value) { return { kind: SkillKinds.MinMatchLength, value: value }; }
  313. function fixedTime(value) { return { kind: SkillKinds.FixedTime, value: value }; }
  314. function addCombo(value) { return { kind: SkillKinds.AddCombo, value: value }; }
  315. function defBreak(value) { return { kind: SkillKinds.DefenseBreak, value: value }; }
  316. function poison(value) { return { kind: SkillKinds.Poison, value: value }; }
  317. function CTW(value) { return { kind: SkillKinds.CTW, value: value }; }
  318. function followAttack(value) { return { kind: SkillKinds.FollowAttack, value: value }; }
  319. function autoHeal(value) { return { kind: SkillKinds.AutoHeal, value: value }; }
  320. function timeExtend(value) { return { kind: SkillKinds.TimeExtend, value: value }; }
  321. function delay() { return { kind: SkillKinds.Delay }; }
  322. function massAttack() { return { kind: SkillKinds.MassAttack }; }
  323. function dropRefresh() { return { kind: SkillKinds.DropRefresh }; }
  324. function drum() { return { kind: SkillKinds.Drum }; }
  325. function leaderChange() { return { kind: SkillKinds.LeaderChange }; }
  326. function board7x6() { return { kind: SkillKinds.Board7x6 }; }
  327. function noSkyfall() { return { kind: SkillKinds.NoSkyfall }; }
  328. const parsers = {
  329. parser: (() => []), //这个用来解决代码提示的报错问题,不起实际作用
  330. [0](attr, mul) { return damageEnemy('all', attr, v.xATK(mul)); },
  331. [1](attr, value) { return damageEnemy('all', attr, v.constant(value)); },
  332. [2](mul) { return damageEnemy('single', 'self', v.xATK(mul)); },
  333. [3](turns, percent) { return activeTurns(turns, reduceDamage('all', v.percent(percent))); },
  334. [4](mul) { return poison(v.xATK(mul)); },
  335. [5](time) { return CTW(v.constant(time)); },
  336. [6](percent) { return gravity(v.xHP(percent)); },
  337. [7](mul) { return heal(v.xRCV(mul)); },
  338. [8](value) { return heal(v.constant(value)); },
  339. [9](from, to) { return changeOrbs({ kind: 'from', from: [from || 0], to: [to || 0] }); },
  340. [10]() { return dropRefresh(); },
  341. [11](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul })); },
  342. [12](mul) { return followAttack(v.xATK(mul)); },
  343. [13](mul) { return autoHeal(v.xRCV(mul)); },
  344. [14](min, max) { return resolve(v.percent(min), v.percent(max)); },
  345. [15](time) { return timeExtend(v.constant(time / 100)); },
  346. [16](percent) { return reduceDamage('all', v.percent(percent)); },
  347. [17](attr, percent) { return reduceDamage([attr], v.percent(percent)); },
  348. [18](turns) { return activeTurns(turns, delay()); },
  349. [19](turns, percent) { return activeTurns(turns, defBreak(v.percent(percent))); },
  350. [20](from1, to1, from2, to2) { return changeOrbs({ kind: 'from', from: [from1 || 0], to: [to1 || 0] }, { kind: 'from', from: [from2 || 0], to: [to2 || 0] }); },
  351. [21](turns, attr, percent) { return activeTurns(turns, reduceDamage([attr], v.percent(percent))); },
  352. [22](type, mul) { return powerUp(null, [type], p.mul({ atk: mul })); },
  353. [23](type, mul) { return powerUp(null, [type], p.mul({ hp: mul })); },
  354. [24](type, mul) { return powerUp(null, [type], p.mul({ rcv: mul })); },
  355. [26](mul) { return powerUp(null, null, p.mul({ atk: mul })); },
  356. [28](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul, rcv: mul })); },
  357. [29](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
  358. [30](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul })); },
  359. [31](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul })); },
  360. [33]() { return drum(); },
  361. [35](mul, percent) { return vampire('self', v.xATK(mul), v.percent(percent)); },
  362. [36](attr1, attr2, percent) { return reduceDamage([attr1, attr2], v.percent(percent)); },
  363. [37](attr, mul) { return damageEnemy('single', attr, v.xATK(mul)); },
  364. [38](max, _, percent) { return reduceDamage('all', v.percent(percent), max === 100 ? c.hp(max, max) : c.hp(0, max)); },
  365. [39](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  366. [40](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ atk: mul })); },
  367. [41](prob, mul, attr) { return counterAttack(attr || 0, v.percent(prob), v.percent(mul)); },
  368. [42](targetAttr, dmgAttr, value) { return damageEnemy(targetAttr, dmgAttr, v.constant(value)); },
  369. [43](min, max, percent) { return reduceDamage('all', v.percent(percent), c.hp(min, max)); },
  370. [44](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  371. [45](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul })); },
  372. [46](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul })); },
  373. [48](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul })); },
  374. [49](attr, mul) { return powerUp([attr], null, p.mul({ rcv: mul })); },
  375. [50](turns, attr, mul) { return activeTurns(turns, powerUp([attr], null, p.mul({ atk: mul }))); },
  376. [51](turns) { return activeTurns(turns, massAttack()); },
  377. [52](attr) { return setOrbState([attr], 'enhanced'); },
  378. [53](mul) { return rateMultiply(v.percent(mul), 'drop'); },
  379. [54](mul) { return rateMultiply(v.percent(mul), 'coin'); },
  380. [55](value) { return damageEnemy('single', 'fixed', v.constant(value)); },
  381. [56](value) { return damageEnemy('all', 'fixed', v.constant(value)); },
  382. [58](attr, min, max) { return damageEnemy('all', attr, v.randomATK(min, max)); },
  383. [59](attr, min, max) { return damageEnemy('single', attr, v.randomATK(min, max)); },
  384. [60](turns, mul, attr) { return activeTurns(turns, counterAttack(attr, v.percent(100), v.percent(mul))); },
  385. [61](attrs, min, base, bonus, incr) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (incr || 0), [base, 100], [bonus, 0])); },
  386. [62](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul })); },
  387. [63](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, rcv: mul })); },
  388. [64](type, mul) { return powerUp(null, [type], p.mul({ atk: mul, rcv: mul })); },
  389. [65](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
  390. [66](combo, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, [mul, 100], [0, 0])); },
  391. [67](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, rcv: mul })); },
  392. [69](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul })); },
  393. [71](...attrs) { return boardChange(attrs.filter(attr => attr >= 0)); },
  394. [73](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul })); },
  395. [75](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul, rcv: mul })); },
  396. [76](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
  397. [77](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul, atk: mul })); },
  398. [79](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul, rcv: mul })); },
  399. [84](attr, min, max, percent) { return damageEnemy('single', attr, v.randomATK(min, max), percent ? v.xHP(percent) : v.constant(1)); },
  400. [85](attr, min, max, percent) { return damageEnemy('all', attr, v.randomATK(min, max), percent ? v.xHP(percent) : v.constant(1)); },
  401. [86](attr, value, _, percent) { return damageEnemy('single', attr, v.constant(value), percent ? v.xHP(percent) : v.constant(1)); },
  402. [87](attr, value, _, percent) { return damageEnemy('all', attr, v.constant(value), percent ? v.xHP(percent) : v.constant(1)); },
  403. [88](turns, type, mul) { return activeTurns(turns, powerUp(null, [type], p.mul({ atk: mul }))); },
  404. [90](turns, attr1, attr2, mul) { return activeTurns(turns, powerUp([attr1, attr2], null, p.mul({ atk: mul }))); },
  405. [91](attr1, attr2) { return setOrbState([attr1, attr2], 'enhanced'); },
  406. [92](turns, type1, type2, mul) { return activeTurns(turns, powerUp(null, [type1, type2], p.mul({ atk: mul }))); },
  407. [93]() { return leaderChange(); },
  408. [94](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  409. [95](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
  410. [96](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  411. [97](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
  412. [98](min, base, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max, [base, 100], [bonus, 0])); },
  413. [100](stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.useSkill()); },
  414. [101](combo, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('combo', combo)); },
  415. [103](combo, stats1, stats2, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
  416. [104](combo, attrs, stats1, stats2, mul) { return powerUp(flags(attrs), null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
  417. [105](rcv, atk) { return powerUp(null, null, p.mul({ rcv, atk })); },
  418. [106](hp, atk) { return powerUp(null, null, p.mul({ hp, atk })); },
  419. [107](hp) { return powerUp(null, null, p.mul({ hp })); },
  420. [108](hp, type, atk) { return [powerUp(null, null, p.mul({ hp })), powerUp(null, [type], p.mul({ atk }))]; },
  421. [109](attrs, len, mul) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul, 100], [0, 0])); },
  422. [110](single, attr, min, max, scale) { return damageEnemy(single ? 'single' : 'all', attr, v.hpScale(min, max, scale)); },
  423. [111](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul })); },
  424. [114](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
  425. [115](attr, mul, percent) { return vampire(attr, v.xATK(mul), v.percent(percent)); },
  426. [116](...ids) { return ids.flatMap(id => this.parser(id)); },
  427. [117](bind, rcv, constant, hp, awokenBind) {
  428. return [
  429. rcv ? heal(v.xRCV(rcv)) : hp ? heal(v.xMaxHP(hp)) : constant ? heal(v.constant(constant)) : null,
  430. (bind || awokenBind) ? unbind(bind || 0, awokenBind || 0) : null,
  431. ].filter(Boolean);
  432. },
  433. [118](...ids) { return randomSkills(ids.map(id => this.parser(id))); },
  434. [119](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base, 100], [bonus, 0])); },
  435. [121](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })); },
  436. [122](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(0, percent)); },
  437. [123](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(percent, 100)); },
  438. [124](attrs1, attrs2, attrs3, attrs4, attrs5, min, mul, bonus) {
  439. const attrs = [attrs1, attrs2, attrs3, attrs4, attrs5].filter(Boolean);
  440. return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, bonus ? attrs.length : min, [mul, 100], [bonus, 0]));
  441. },
  442. [125](mon1, mon2, mon3, mon4, mon5, hp, atk, rcv) { return powerUp(null, null, p.mul({ hp, atk, rcv }), c.compo('card', [mon1, mon2, mon3, mon4, mon5].filter(Boolean))); },
  443. [126](attrs, turns, _, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), flags(attrs))); },
  444. [127](cols1, attrs1, cols2, attrs2) {
  445. return changeOrbs(
  446. { kind: 'fixed', to: flags(attrs1), type: 'col', positions: flags(cols1) },
  447. { kind: 'fixed', to: flags(attrs2), type: 'col', positions: flags(cols2) }
  448. );
  449. },
  450. [128](rows1, attrs1, rows2, attrs2) {
  451. return changeOrbs(
  452. { kind: 'fixed', to: flags(attrs1), type: 'row', positions: flags(rows1) },
  453. { kind: 'fixed', to: flags(attrs2), type: 'row', positions: flags(rows2) }
  454. );
  455. },
  456. [129](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
  457. return [
  458. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
  459. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null
  460. ];
  461. },
  462. [130](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
  463. return [
  464. powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(0, percent)),
  465. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(0, percent)) || null
  466. ];
  467. },
  468. [131](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
  469. return [
  470. powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(percent, 100)),
  471. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(percent, 100)) || null
  472. ];
  473. },
  474. [132](turns, time, percent) { return activeTurns(turns, timeExtend(time ? v.constant(time / 10) : v.percent(percent))); },
  475. [133](attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.useSkill()); },
  476. [136](attrs1, hp1, atk1, rcv1, attrs2, hp2, atk2, rcv2) {
  477. return [
  478. powerUp(flags(attrs1), null, p.mul({ hp: hp1, atk: atk1, rcv: rcv1 })),
  479. powerUp(flags(attrs2), null, p.mul({ hp: hp2, atk: atk2, rcv: rcv2 })),
  480. ];
  481. },
  482. [137](types1, hp1, atk1, rcv1, types2, hp2, atk2, rcv2) {
  483. return [
  484. powerUp(null, flags(types1), p.mul({ hp: hp1, atk: atk1, rcv: rcv1 })),
  485. powerUp(null, flags(types2), p.mul({ hp: hp2, atk: atk2, rcv: rcv2 })),
  486. ];
  487. },
  488. [138](...ids) { return ids.flatMap(id => this.parser(id)); },
  489. [139](attrs, types, percent1, less1, mul1, percent2, less2, mul2) {
  490. return [
  491. powerUp(flags(attrs), flags(types), p.mul({ atk: mul1 }), less1 ? c.hp(0, percent1) : c.hp(percent1, 100)),
  492. powerUp(flags(attrs), flags(types), p.mul({ atk: mul2 }), less1 ?
  493. (less2 ? c.hp(percent1, percent2) : c.hp(percent2, 100)) :
  494. (less2 ? c.hp(0, percent2) : c.hp(percent2, percent1))
  495. ),
  496. ];
  497. },
  498. [140](attrs) { return setOrbState(flags(attrs), 'enhanced'); },
  499. [141](count, to, exclude) { return changeOrbs({ kind: 'gen', to: flags(to), exclude: flags(exclude), count }); },
  500. [142](turns, attr) { return activeTurns(turns, changeAttr('self', attr)); },
  501. [144](teamAttrs, mul, single, dmgAttr) { return damageEnemy(single ? 'single' : 'all', dmgAttr, v.xTeamATK(flags(teamAttrs), mul)); },
  502. [145](mul) { return heal(v.xTeamRCV(mul)); },
  503. [146](turns) { return skillBoost(turns); },
  504. [148](percent) { return rateMultiply(v.percent(percent), 'exp'); },
  505. [149](mul) { return powerUp(null, null, p.mul({ rcv: mul }), c.exact('match-length', 4, [Attributes.Heart])); },
  506. [150](_, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('match-length', 5, 'enhanced')); },
  507. [151](mul, _, percent) {
  508. return [
  509. powerUp(null, null, p.scaleCross([{ single: true, attr: Attributes.Heart, mul }]), undefined, v.percent(percent)),
  510. ];
  511. },
  512. [152](attrs) { return setOrbState(flags(attrs), 'locked'); },
  513. [153](attr) { return changeAttr('opponent', attr); },
  514. [154](from, to) { return changeOrbs({ kind: 'from', to: flags(to), from: flags(from) }); },
  515. [155](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }), c.multiplayer()); },
  516. [156](turns, awoken1, awoken2, awoken3, type, mul) {
  517. return activeTurns(turns, type === 2 ?
  518. powerUp(null, null, p.scaleAwakenings([awoken1, awoken2, awoken3].filter(Boolean), mul)) :
  519. reduceDamage('all', v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), mul))
  520. );
  521. },
  522. [157](attr1, mul1, attr2, mul2, attr3, mul3) {
  523. return powerUp(null, null, p.scaleCross([
  524. { single: false, attr: attr1, mul: mul1 },
  525. { single: false, attr: attr2, mul: mul2 },
  526. { single: false, attr: attr3, mul: mul3 }
  527. ].filter(cross => cross.mul)));
  528. },
  529. [158](len, attrs, types, atk, hp, rcv) {
  530. return [
  531. minMatch(len),
  532. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }))
  533. ];
  534. },
  535. [159](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base, 100], [bonus, 0])); },
  536. [160](turns, combo) { return activeTurns(turns, addCombo(combo)); },
  537. [161](percent) { return gravity(v.xMaxHP(percent)); },
  538. [162]() { return board7x6(); },
  539. [163](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
  540. return [
  541. noSkyfall(),
  542. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
  543. rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null,
  544. ];
  545. },
  546. [164](attrs1, attrs2, attrs3, attrs4, min, atk, rcv, bonus) {
  547. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  548. return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, attrs.length, [atk, rcv], [bonus, bonus]));
  549. },
  550. [165](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, incr) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (incr || 0), [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  551. [166](min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleCombos(min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  552. [167](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
  553. [169](combo, mul, percent) { return powerUp(null, null, p.scaleCombos(combo, combo, [mul, 100], [0, 0]), undefined, v.percent(percent)); },
  554. [170](attrs, min, mul, percent) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min, [mul, 100], [0, 0]), undefined, v.percent(percent)); },
  555. [171](attrs1, attrs2, attrs3, attrs4, min, mul, percent) {
  556. const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
  557. return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, min, [mul, 0], [0, 0]), undefined, v.percent(percent));
  558. },
  559. [172]() { return setOrbState(null, 'unlocked'); },
  560. [173](turns, attrAbsorb, _, damageAbsorb) {
  561. return activeTurns(turns, voidEnemyBuff(
  562. [
  563. attrAbsorb && 'attr-absorb',
  564. damageAbsorb && 'damage-absorb'
  565. ].filter((buff) => typeof buff === 'string')
  566. ));
  567. },
  568. [175](series1, series2, series3, hp, atk, rcv) { return powerUp(null, null, p.mul({ hp, atk, rcv }), c.compo('series', [series1, series2, series3].filter(Boolean))); },
  569. [177](_0, _1, _2, _3, _4, remains, mul) {
  570. return [
  571. noSkyfall(),
  572. powerUp(null, null, p.mul({ atk: mul }), c.remainOrbs(remains))
  573. ];
  574. },
  575. [178](time, attrs, types, hp, atk, rcv) {
  576. return [
  577. fixedTime(time),
  578. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }))
  579. ];
  580. },
  581. [179](turns, value, percent) { return activeTurns(turns, heal(value ? v.constant(value) : v.xMaxHP(percent))); },
  582. [180](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), 'enhanced')); },
  583. [182](attrs, len, mul, percent) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul, 100], [0, 0]), undefined, v.percent(percent)); },
  584. [183](attrs, types, percent1, atk1, rcv1, percent2, atk2, rcv2) {
  585. return [
  586. powerUp(flags(attrs), flags(types), p.mul({ atk: atk1, rcv: rcv1 }), c.hp(percent1, 100)),
  587. powerUp(flags(attrs), flags(types), p.mul({ atk: atk2, rcv: rcv2 }), c.hp(0, percent2 || percent1)),
  588. ];
  589. },
  590. [184](turns) { return activeTurns(turns, noSkyfall()); },
  591. [185](time, attrs, types, hp, atk, rcv) {
  592. return [
  593. timeExtend(v.constant(time / 100)),
  594. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
  595. ];
  596. },
  597. [186](attrs, types, hp, atk, rcv) {
  598. return [
  599. board7x6(),
  600. powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
  601. ];
  602. },
  603. [188](value) {
  604. return damageEnemy('single', 'fixed', v.constant(value));
  605. },
  606. };
  607. function _appendToFragment(fragment, arg){
  608. if (Array.isArray(arg))
  609. {
  610. arg.forEach(element=>_appendToFragment(fragment, element));
  611. }
  612. else if (typeof arg == "string" || typeof arg == "number")
  613. {
  614. return fragment.appendChild(document.createTextNode(arg));
  615. }
  616. else
  617. {
  618. return fragment.appendChild(arg);
  619. }
  620. }
  621. function renderSkills(skills)
  622. {
  623. const ul = document.createElement("ul");
  624. ul.className = "card-skill-list";
  625. skills.forEach(skill=>{
  626. const li = ul.appendChild(document.createElement("li"));
  627. li.className = skill.kind;
  628. li.appendChild(renderSkill(skill));
  629. });
  630. return ul;
  631. }
  632. function renderSkill(skill)
  633. {
  634. function appendToFragment(arg){
  635. return _appendToFragment(fragment, arg);
  636. }
  637. function createIcon(iconType, className){
  638. const idoc = document.createElement("icon");
  639. idoc.className = `icon-skill${className ? ` ${className}` : ''}`;
  640. idoc.setAttribute("data-icon-type", iconType);
  641. return idoc;
  642. }
  643. const fragment = document.createDocumentFragment();
  644. if (typeof localTranslating == "undefined") return fragment;
  645. const tsps = localTranslating.skill_parse.skill;
  646. const tspu = localTranslating.skill_parse.unit;
  647. switch (skill.kind) {
  648. case SkillKinds.Unknown: {
  649. appendToFragment(tsps.unknown());
  650. break;
  651. }
  652. case SkillKinds.ActiveTurns: {
  653. appendToFragment(tsps.active_turns(skill.turns, renderSkill(skill.skill)));
  654. break;
  655. }
  656. case SkillKinds.RandomSkills: {
  657. const ul = document.createElement("ul");
  658. ul.className = "random-active-skill";
  659. skill.skills.forEach(subSkills=>{
  660. const li = ul.appendChild(document.createElement("li"));
  661. li.appendChild(renderSkills(subSkills));
  662. });
  663. appendToFragment(tsps.random_skills(ul));
  664. break;
  665. }
  666. case SkillKinds.Delay: {
  667. appendToFragment(createIcon("delay"));
  668. appendToFragment(tsps.delay());
  669. break;
  670. }
  671. case SkillKinds.MassAttack: {
  672. appendToFragment(createIcon("mass-attack"));
  673. appendToFragment(tsps.mass_attack());
  674. break;
  675. }
  676. case SkillKinds.LeaderChange: {
  677. appendToFragment(createIcon("leader-change"));
  678. appendToFragment(tsps.leader_change());
  679. break;
  680. }
  681. case SkillKinds.NoSkyfall: {
  682. appendToFragment(createIcon("no-skyfall"));
  683. appendToFragment(tsps.no_skyfall());
  684. break;
  685. }
  686. case SkillKinds.Heal: {
  687. appendToFragment(createIcon("heal", "status-incr"));
  688. appendToFragment(tsps.heal(renderValue(skill.value)));
  689. break;
  690. }
  691. case SkillKinds.DefenseBreak: {
  692. appendToFragment(createIcon("defense-break"));
  693. appendToFragment(tsps.defense_break(renderValue(skill.value)));
  694. break;
  695. }
  696. case SkillKinds.Poison: {
  697. appendToFragment(createIcon("poison"));
  698. appendToFragment(tsps.poison(renderValue(skill.value)));
  699. break;
  700. }
  701. case SkillKinds.TimeExtend: {
  702. appendToFragment(createIcon(SkillValue.isLess(skill.value) ? "status-time-decr" : "status-time-incr"));
  703. appendToFragment(tsps.time_extend(renderValue(skill.value, tspu.seconds, { showsPlusSign:true, percentToScale:true })));
  704. break;
  705. }
  706. /*
  707. case SkillKinds.FollowAttack: {
  708. const { value } = skill as Skill.WithValue;
  709. return (
  710. <span className="CardSkill-skill">
  711. <Asset assetId="skill-follow-atk" className="CardSkill-icon" title="Follow-up Attack" />
  712. {renderValue(value)}
  713. </span>
  714. );
  715. }
  716. case SkillKinds.AutoHeal: {
  717. const { value } = skill as Skill.WithValue;
  718. return (
  719. <span className="CardSkill-skill">
  720. <Asset assetId="status-heal" className="CardSkill-icon" title="Auto-heal" />
  721. {renderValue(value)}
  722. </span>
  723. );
  724. }
  725. case SkillKinds.CTW: {
  726. const { value } = skill as Skill.WithValue;
  727. return (
  728. <span className="CardSkill-skill">
  729. <AssetBox className="CardSkill-icon-box" title="CTW">
  730. <Asset assetId="status-combo" className="CardSkill-icon" />
  731. <Asset assetId="status-time-incr" className="CardSkill-icon" style={{ transform: 'scale(0.75)' }} />
  732. </AssetBox>
  733. {renderValue(value, 'seconds')}
  734. </span>
  735. );
  736. }
  737. case SkillKinds.Gravity: {
  738. const { value } = skill as Skill.WithValue;
  739. return (
  740. <span className="CardSkill-skill">
  741. <Asset assetId="skill-gravity" className="CardSkill-icon" title="Gravity" />
  742. {renderValue(value)}
  743. </span>
  744. );
  745. }
  746. case SkillKinds.Resolve: {
  747. const { min, max } = skill as Skill.Resolve;
  748. return (
  749. <span className="CardSkill-skill">
  750. <Asset assetId="status-resolve" className="CardSkill-icon" title="Resolve" />
  751. {renderValue(min)} &hArr; {renderValue(max)}
  752. </span>
  753. );
  754. }
  755. case SkillKinds.BoardChange: {
  756. const { attrs } = skill as Skill.BoardChange;
  757. return (
  758. <span className="CardSkill-skill">
  759. <AssetBox className="CardSkill-icon-box" title="Board change">
  760. <Asset assetId="status-combo" className="CardSkill-icon" />
  761. <Asset assetId="overlay-drop" className="CardSkill-icon" />
  762. </AssetBox>
  763. {renderOrbs(attrs)}
  764. </span>
  765. );
  766. }
  767. case SkillKinds.SkillBoost: {
  768. const { value } = skill as Skill.WithValue<number>;
  769. return (
  770. <span className="CardSkill-skill">
  771. <Asset assetId="skill-boost" className="CardSkill-icon" title="Skill boost" />
  772. {value} turns
  773. </span>
  774. );
  775. }
  776. case SkillKinds.AddCombo: {
  777. const { value } = skill as Skill.WithValue<number>;
  778. return (
  779. <span className="CardSkill-skill">
  780. <Asset assetId={`status-combo-p${value}`} className="CardSkill-icon" title={`Add ${value} combo`} />
  781. </span>
  782. );
  783. }
  784. case SkillKinds.FixedTime: {
  785. const { value } = skill as Skill.WithValue<number>;
  786. return (
  787. <span className="CardSkill-skill">
  788. <AssetBox className="CardSkill-icon-box" title="Fixed movement time">
  789. <Asset assetId="status-time-incr" className="CardSkill-icon" />
  790. <Asset assetId="orb-locked" className="CardSkill-icon" />
  791. </AssetBox>
  792. {value} seconds
  793. </span>
  794. );
  795. }
  796. case SkillKinds.MinMatchLength: {
  797. const { value } = skill as Skill.WithValue<number>;
  798. return <span className="CardSkill-skill">minimum match length {value}</span>;
  799. }
  800. case SkillKinds.DropRefresh: {
  801. return <span className="CardSkill-skill">drop refresh</span>;
  802. }
  803. case SkillKinds.Drum: {
  804. return <span className="CardSkill-skill">drum sound</span>;
  805. }
  806. case SkillKinds.Board7x6: {
  807. return <span className="CardSkill-skill">7x6 board</span>;
  808. }
  809. case SkillKinds.DamageEnemy: {
  810. const { attr, target, selfHP, damage } = skill as Skill.DamageEnemy;
  811. return (
  812. <span className="CardSkill-skill">
  813. {!!selfHP && <>HP = {renderValue(selfHP)} &rArr;</>}
  814. <Asset assetId="skill-attack" className="CardSkill-icon" />
  815. {target === 'all' && <Asset assetId="status-mass-attack" className="CardSkill-icon" title="All enemies" />}
  816. {target === 'single' && <>single enemy </>}
  817. {typeof target === 'number' && <>{renderAttrs(target)} enemies </>}
  818. &rArr; {renderValue(damage)}
  819. {attr === 'fixed' && <Asset assetId="status-def-break" className="CardSkill-icon" title="Fixed damage" />}
  820. {typeof attr === 'number' && renderAttrs(attr)}
  821. </span>
  822. );
  823. }
  824. case SkillKinds.Vampire: {
  825. const { attr, damage, heal } = skill as Skill.Vampire;
  826. return (
  827. <span className="CardSkill-skill">
  828. <Asset assetId="skill-attack" className="CardSkill-icon" />
  829. single enemy &rArr; {renderValue(damage)}
  830. {typeof attr === 'number' && renderAttrs(attr)}
  831. &nbsp;&rArr;
  832. <Asset assetId="status-heal" className="CardSkill-icon" />
  833. {renderValue(heal)} damage
  834. </span>
  835. );
  836. }
  837. case SkillKinds.CounterAttack: {
  838. const { attr, prob, value } = skill as Skill.CounterAttack;
  839. return (
  840. <span className="CardSkill-skill">
  841. <Asset assetId="status-counter" className="CardSkill-icon" />
  842. {renderValue(prob)} &rArr; {renderValue(value)} damage
  843. {typeof attr === 'number' && renderAttrs(attr)}
  844. </span>
  845. );
  846. }
  847. case SkillKinds.ChangeOrbs: {
  848. const { changes } = skill as Skill.ChangeOrbs;
  849. return (
  850. <span className="CardSkill-skill">
  851. <AssetBox className="CardSkill-icon-box" title="Change orbs">
  852. <Asset assetId="status-all-attrs" className="CardSkill-icon" />
  853. <Asset assetId="overlay-heal" className="CardSkill-icon" />
  854. </AssetBox>
  855. <span className="CardSkill-item-list">
  856. {changes.map((change, i) => {
  857. switch (change.kind) {
  858. case 'from':
  859. return (
  860. <span key={i}>
  861. {renderOrbs(change.from)} &rArr; {renderOrbs(change.to)}
  862. </span>
  863. );
  864. case 'gen':
  865. return (
  866. <span key={i}>
  867. {renderOrbs(change.exclude).map((orb, j) => (
  868. <AssetBox className="CardSkill-icon-box" key={j}>
  869. {orb}
  870. <Asset assetId="overlay-cross" className="CardSkill-icon" />
  871. </AssetBox>
  872. ))} &rArr; {renderOrbs(change.to)} &times; {change.count}
  873. </span>
  874. );
  875. case 'fixed':
  876. return (change.positions.length > 0 &&
  877. <span key={i}>
  878. {change.type === 'col' ? 'column' : 'row'}&nbsp;
  879. {change.positions.map(p => p + 1).join(', ')}
  880. &nbsp;&rArr; {renderOrbs(change.to)}
  881. </span>
  882. );
  883. }
  884. })}
  885. </span>
  886. </span>
  887. );
  888. }
  889. case SkillKinds.Unbind: {
  890. const { normal, awakenings } = skill as Skill.Unbind;
  891. return (
  892. <span className="CardSkill-skill CardSkill-item-list">
  893. {!!normal && <span>
  894. <Asset assetId="skill-unbind" className="CardSkill-icon" />
  895. {normal} turns
  896. </span>}
  897. {!!awakenings && <span>
  898. <AssetBox className="CardSkill-icon-box">
  899. <Asset assetId="status-bind-awakenings" className="CardSkill-icon" />
  900. <Asset assetId="overlay-heal" className="CardSkill-icon" />
  901. </AssetBox>
  902. {awakenings} turns
  903. </span>}
  904. </span>
  905. );
  906. }
  907. case SkillKinds.OrbDropIncrease: {
  908. const { attrs, value } = skill as Skill.OrbDropIncrease;
  909. let attrElems: React.ReactNode[];
  910. if (attrs === 'enhanced')
  911. attrElems = [<Asset assetId="status-orb-enhanced" className="CardSkill-icon" key="enhanced" />];
  912. else
  913. attrElems = renderOrbs(attrs);
  914. attrElems = attrElems.map((elem, i) => (
  915. <AssetBox className="CardSkill-icon-box" key={i}>
  916. {elem}
  917. <Asset assetId="overlay-drop" className="CardSkill-icon" />
  918. </AssetBox>
  919. ));
  920. return (
  921. <span className="CardSkill-skill">
  922. {attrElems}
  923. {renderValue(value)}
  924. </span>
  925. );
  926. }
  927. case SkillKinds.VoidEnemyBuff: {
  928. const { buffs } = skill as Skill.VoidEnemyBuff;
  929. return (
  930. <span className="CardSkill-skill">{
  931. buffs.map(buff => {
  932. switch (buff) {
  933. case 'attr-absorb': return (
  934. <AssetBox className="CardSkill-icon-box" key={buff}>
  935. <Asset assetId="status-all-attrs" className="CardSkill-icon" />
  936. <Asset assetId="overlay-heal" className="CardSkill-icon" />
  937. <Asset assetId="overlay-cross" className="CardSkill-icon" style={{ opacity: 0.75 }} />
  938. </AssetBox>
  939. );
  940. case 'damage-absorb': return (
  941. <AssetBox className="CardSkill-icon-box" key={buff}>
  942. <Asset assetId="status-damage-absorb" className="CardSkill-icon" />
  943. <Asset assetId="overlay-cross" className="CardSkill-icon" style={{ opacity: 0.75 }} />
  944. </AssetBox>
  945. );
  946. }
  947. })
  948. } </span>
  949. );
  950. }
  951. case SkillKinds.ChangeAttribute: {
  952. const { attr, target } = skill as Skill.ChangeAttribute;
  953. return (
  954. <span className="CardSkill-skill">
  955. {target === 'self' && 'Self'}
  956. {target === 'opponent' && 'enemy'}
  957. &nbsp;&rArr; {renderAttrs(attr)}
  958. </span>
  959. );
  960. }
  961. case SkillKinds.SetOrbState: {
  962. const { orbs, state } = skill as Skill.SetOrbState;
  963. let orbElems: React.ReactNode[];
  964. if (!orbs) {
  965. orbElems = [<Asset assetId="orb-blind" className="CardSkill-icon" key="all" />];
  966. } else {
  967. orbElems = renderOrbs(orbs);
  968. }
  969. return (
  970. <span className="CardSkill-skill">
  971. {(state === 'enhanced' || state === 'locked') && orbElems}
  972. {state === 'unlocked' && orbElems.map((elem, i) => (
  973. <AssetBox className="CardSkill-icon-box" key={i}>
  974. {elem}
  975. <Asset assetId="orb-locked" className="CardSkill-icon" />
  976. </AssetBox>
  977. ))}
  978. &rArr;
  979. {state === 'enhanced' && orbElems.map((elem, i) => (
  980. <AssetBox className="CardSkill-icon-box" key={i}>
  981. {elem}
  982. <Asset assetId="orb-enhanced" className="CardSkill-icon" />
  983. </AssetBox>
  984. ))}
  985. {state === 'locked' && orbElems.map((elem, i) => (
  986. <AssetBox className="CardSkill-icon-box" key={i}>
  987. {elem}
  988. <Asset assetId="orb-locked" className="CardSkill-icon" />
  989. </AssetBox>
  990. ))}
  991. {state === 'unlocked' && orbElems}
  992. </span>
  993. );
  994. }
  995. case SkillKinds.RateMultiply: {
  996. const { rate, value } = skill as Skill.RateMultiply;
  997. return (
  998. <span className="CardSkill-skill">
  999. {rate === 'drop' && 'drop rate'}
  1000. {rate === 'coin' && 'coins'}
  1001. {rate === 'exp' && 'EXP'}
  1002. &nbsp;&times;&nbsp;
  1003. {renderValue(value)}
  1004. </span>
  1005. );
  1006. }
  1007. case SkillKinds.ReduceDamage: {
  1008. const { attrs, percent, condition } = skill as Skill.ReduceDamage;
  1009. return (
  1010. <span className="CardSkill-skill">
  1011. {!!condition && <>{renderCondition(condition)} &rArr; </>}
  1012. <Asset assetId="status-def" className="CardSkill-icon" />
  1013. {(Array.isArray(attrs) && !isEqual(attrs, Attributes.all())) && renderAttrs(attrs)}
  1014. {renderValue(percent)}
  1015. </span>
  1016. );
  1017. }
  1018. case SkillKinds.PowerUp: {
  1019. const { attrs, types, condition, value, reduceDamage } = skill as Skill.PowerUp;
  1020. const targets: React.ReactNode[] = [];
  1021. if (attrs && !isEqual(attrs, Attributes.all())) targets.push(...renderAttrs(attrs || []));
  1022. if (types) targets.push(...renderTypes(types || []));
  1023. return (
  1024. <span className="CardSkill-skill">
  1025. {condition && <>{renderCondition(condition)} &rArr; </>}
  1026. {targets.length > 0 && <>{targets}</>}
  1027. {!!value && renderPowerUp(value)}
  1028. {!!reduceDamage && <>
  1029. <Asset assetId="status-def" className="CardSkill-icon" />
  1030. {renderValue(reduceDamage)}
  1031. </>}
  1032. </span>
  1033. );
  1034. }
  1035. */
  1036. default: {
  1037. console.log(skill.kind, skill);
  1038. appendToFragment(skill.kind);
  1039. }
  1040. }
  1041. return fragment;
  1042. };
  1043. function renderStat(stat) {
  1044. function appendToFragment(arg){
  1045. return _appendToFragment(fragment, arg);
  1046. }
  1047. function newSpan(str , type)
  1048. {
  1049. const span = document.createElement("span");
  1050. span.className = "cardskill-stats";
  1051. span.setAttribute("data-cardskill-stats", type);
  1052. span.textContent = str;
  1053. return span;
  1054. }
  1055. const fragment = document.createDocumentFragment();
  1056. if (typeof localTranslating == "undefined") return fragment;
  1057. const tsps = localTranslating.skill_parse.stats;
  1058. console.log(stat)
  1059. if (tsps[stat])
  1060. appendToFragment(newSpan(tsps[stat](), stat));
  1061. else
  1062. appendToFragment(tsps.unknown(stat));
  1063. return fragment;
  1064. }
  1065. /*
  1066. function renderAttrs(attrs: Attributes | Attributes[]) {
  1067. if (!Array.isArray(attrs))
  1068. attrs = [attrs];
  1069. return attrs.map(attr => {
  1070. if (attr >= Attributes.Heart)
  1071. return <Asset assetId={`orb-${attr}`} key={attr} className="CardSkill-icon" />;
  1072. return <Asset assetId={`attr-${attr}`} key={attr} className="CardSkill-icon" />;
  1073. });
  1074. }
  1075. function renderOrbs(attrs: Attributes | Attributes[]) {
  1076. if (!Array.isArray(attrs))
  1077. attrs = [attrs];
  1078. return attrs.map(attr => <Asset assetId={`orb-${attr}`} key={attr} className="CardSkill-icon" />);
  1079. }
  1080. function renderTypes(types: Types | Types[]) {
  1081. if (!Array.isArray(types))
  1082. types = [types];
  1083. return types.map(type => <Asset assetId={`type-${type}`} key={type} className="CardSkill-icon" />);
  1084. }
  1085. function renderCondition(cond: SkillCondition) {
  1086. if (cond.hp) {
  1087. if (cond.hp.min === cond.hp.max)
  1088. return <>{renderStat('hp')} = {formatNumber(cond.hp.min * 100)}%</>;
  1089. else if (cond.hp.min === 0)
  1090. return <>{renderStat('hp')} &le; {formatNumber(cond.hp.max * 100)}%</>;
  1091. else if (cond.hp.max === 1)
  1092. return <>{renderStat('hp')} &ge; {formatNumber(cond.hp.min * 100)}%</>;
  1093. else
  1094. return <>{renderStat('hp')} &in; [{formatNumber(cond.hp.min * 100)}%, {formatNumber(cond.hp.max * 100)}%]</>;
  1095. } else if (cond.useSkill) {
  1096. return <>use skill</>;
  1097. } else if (cond.multiplayer) {
  1098. return <>in multiplayer</>;
  1099. } else if (cond.remainOrbs) {
  1100. return <>&le; {cond.remainOrbs.count} orbs remain</>;
  1101. } else if (cond.exact) {
  1102. if (cond.exact.type === 'combo') {
  1103. return <>= {cond.exact.value} combos</>;
  1104. } else if (cond.exact.type === 'match-length') {
  1105. return <>= {cond.exact.value} {cond.exact.attrs === 'enhanced' ? 'Enhanced' : renderAttrs(cond.exact.attrs)} orbs</>;
  1106. }
  1107. } else if (cond.compo) {
  1108. return <>{cond.compo.type} [{cond.compo.ids.join()}] in team</>;
  1109. }
  1110. return <>[ unknown condition ]</>;
  1111. }
  1112. function renderPowerUp(powerUp: SkillPowerUp) {
  1113. function renderStats(hp: number, atk: number, rcv: number, mul = true) {
  1114. const operator = mul ? <>&times;</> : <>+</>;
  1115. let list: Array<['hp' | 'atk' | 'rcv', number]> = [['hp', hp], ['atk', atk], ['rcv', rcv]];
  1116. list = list.filter(([, value]) => value !== (mul ? 1 : 0));
  1117. if (list.length === 0) return null;
  1118. if (list.every(([, value]) => value === list[0][1])) {
  1119. return <>
  1120. {list.map(([name], i) => <React.Fragment key={name}>{i !== 0 && ', '}{renderStat(name)}</React.Fragment>)}
  1121. &nbsp;{operator} {formatNumber(list[0][1])}
  1122. </>;
  1123. } else {
  1124. return <>
  1125. {list.map(([name, value], i) => (
  1126. <React.Fragment key={name}>
  1127. {i !== 0 ? '; ' : ''}
  1128. {renderStat(name)}
  1129. &nbsp;{operator} {formatNumber(value)}
  1130. </React.Fragment>
  1131. ))}
  1132. </>;
  1133. }
  1134. }
  1135. switch (powerUp.kind) {
  1136. case SkillPowerUpKind.Multiplier: {
  1137. const { hp, atk, rcv } = powerUp as SkillPowerUp.Mul;
  1138. return renderStats(hp, atk, rcv);
  1139. }
  1140. case SkillPowerUpKind.ScaleAttributes: {
  1141. const { attrs, min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.ScaleAttrs;
  1142. return <>
  1143. &ge; {min} of [{renderAttrs(attrs)}] &rArr; {renderStats(1, baseAtk, baseRcv)}
  1144. {max !== min && <> for each &le; {max} attributes: {renderStats(0, bonusAtk, bonusRcv, false)}</>}
  1145. </>;
  1146. }
  1147. case SkillPowerUpKind.ScaleCombos: {
  1148. const { min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.Scale;
  1149. return <>
  1150. &ge; {min} combos &rArr; {renderStats(1, baseAtk, baseRcv)}
  1151. {max !== min && <> for each &le; {max} combos: {renderStats(0, bonusAtk, bonusRcv, false)}</>}
  1152. </>;
  1153. }
  1154. case SkillPowerUpKind.ScaleMatchAttrs: {
  1155. const { matches, min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.ScaleMultiAttrs;
  1156. return <>
  1157. &ge; {min} matches of [{matches.map((attrs, i) =>
  1158. <React.Fragment key={i}>{i !== 0 && ', '}{renderAttrs(attrs)}</React.Fragment>
  1159. )}] &rArr; {renderStats(1, baseAtk, baseRcv)}
  1160. {max !== min && <> for each &le; {max} matches: {renderStats(0, bonusAtk, bonusRcv, false)}</>}
  1161. </>;
  1162. }
  1163. case SkillPowerUpKind.ScaleMatchLength: {
  1164. const { attrs, min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.ScaleAttrs;
  1165. return <>
  1166. &ge; {min} &times; {renderAttrs(attrs)} &rArr; {renderStats(1, baseAtk, baseRcv)}
  1167. {max !== min && <> for each &le; {max} orbs: {renderStats(0, bonusAtk, bonusRcv, false)}</>}
  1168. </>;
  1169. }
  1170. case SkillPowerUpKind.ScaleCross: {
  1171. const { crosses } = powerUp as SkillPowerUp.ScaleCross;
  1172. return crosses.map(({ single, attr, mul }, i) => <React.Fragment key={i}>
  1173. {i !== 0 && ', '}
  1174. {mul !== 1 && <>{renderStat('atk')} &times; {formatNumber(mul)} </>}
  1175. {single ? 'when' : 'for each'} cross of {renderAttrs(attr)}
  1176. </React.Fragment>);
  1177. }
  1178. case SkillPowerUpKind.ScaleAwakenings: {
  1179. const { awakenings, value } = powerUp as SkillPowerUp.ScaleAwakenings;
  1180. return <>
  1181. {renderStat('atk')} &times; {formatNumber(value - 1)} for each {awakenings.map(id =>
  1182. <Asset assetId={`awakening-${id}`} className="CardSkill-icon" key={id} />
  1183. )}
  1184. </>;
  1185. }
  1186. default:
  1187. return <>[ unknown power up ]</>;
  1188. }
  1189. }
  1190. */
  1191. function renderValue(_value, unit, option = {}) {
  1192. function appendToFragment(arg){
  1193. return _appendToFragment(fragment, arg);
  1194. }
  1195. const fragment = document.createDocumentFragment();
  1196. if (typeof localTranslating == "undefined") return fragment;
  1197. const tspv = localTranslating.skill_parse.value;
  1198. switch (_value.kind) {
  1199. case SkillValueKind.Percent: {
  1200. appendToFragment(option.percentToScale ?
  1201. tspv.mul_scale(_value.value.keepCounts()) :
  1202. tspv.mul_percent((_value.value * 100).keepCounts())
  1203. );
  1204. break;
  1205. }
  1206. case SkillValueKind.Constant: {
  1207. appendToFragment(tspv.const((option.showsPlusSign && _value.value >= 0 ? "+" : "") + _value.value.keepCounts(), unit));
  1208. break;
  1209. }
  1210. case SkillValueKind.xHP: {
  1211. appendToFragment(tspv.mul_hp(_value.value.keepCounts(), renderStat('hp')));
  1212. break;
  1213. }
  1214. case SkillValueKind.xATK: {
  1215. appendToFragment(tspv.mul_atk(_value.value.keepCounts(), renderStat('atk')));
  1216. break;
  1217. }
  1218. case SkillValueKind.xRCV: {
  1219. appendToFragment(tspv.mul_rcv(_value.value.keepCounts(), renderStat('rcv')));
  1220. break;
  1221. }
  1222. /*
  1223. case SkillValueKind.Percent: {
  1224. const { value } = _value as SkillValue.Simple;
  1225. return <span>{formatNumber(value * 100)}%</span>;
  1226. }
  1227. case SkillValueKind.Constant: {
  1228. const { value } = _value as SkillValue.Simple;
  1229. return <span>{formatNumber(value)}{unit ? ` ${unit}` : ''}</span>;
  1230. }
  1231. case SkillValueKind.xMaxHP: {
  1232. const { value } = _value as SkillValue.Simple;
  1233. return <span>{formatNumber(value * 100)}% of {renderStat('maxhp')}</span>;
  1234. }
  1235. case SkillValueKind.xHP: {
  1236. const { value } = _value as SkillValue.Simple;
  1237. return <span>{formatNumber(value * 100)}% of {renderStat('hp')}</span>;
  1238. }
  1239. case SkillValueKind.xATK: {
  1240. const { value } = _value as SkillValue.Simple;
  1241. return <span>{formatNumber(value)} &times; {renderStat('atk')}</span>;
  1242. }
  1243. case SkillValueKind.xRCV: {
  1244. const { value } = _value as SkillValue.Simple;
  1245. return <span>{formatNumber(value)} &times; {renderStat('rcv')}</span>;
  1246. }
  1247. case SkillValueKind.xTeamRCV: {
  1248. const { value } = _value as SkillValue.Simple;
  1249. return <span>{formatNumber(value)} &times; {renderStat('teamrcv')}</span>;
  1250. }
  1251. case SkillValueKind.xTeamATK: {
  1252. const { value, attrs } = _value as SkillValue.WithAttributes;
  1253. return <span>{formatNumber(value)} &times; {renderAttrs(attrs)} {renderStat('teamatk')}</span>;
  1254. }
  1255. case SkillValueKind.HPScale: {
  1256. const { min, max } = _value as SkillValue.Scale;
  1257. return <span>({formatNumber(min)} &hArr; {formatNumber(max)} &prop; {renderStat('hp')}) &times; {renderStat('atk')}</span>;
  1258. }
  1259. case SkillValueKind.RandomATK: {
  1260. const { min, max } = _value as SkillValue.Scale;
  1261. if (min === max) {
  1262. return <span>{formatNumber(min)} &times; {renderStat('atk')}</span>;
  1263. } else {
  1264. return <span>(random &times; {formatNumber(min)} &hArr; {formatNumber(max)}) &times; {renderStat('atk')}</span>;
  1265. }
  1266. }
  1267. case SkillValueKind.xAwakenings: {
  1268. const { value, awakenings } = _value as SkillValue.WithAwakenings;
  1269. return <span>{formatNumber(value * 100)}% &times; each of {awakenings.map(id =>
  1270. <Asset assetId={`awakening-${id}`} className="CardSkill-icon" key={id} />
  1271. )}</span>;
  1272. }
  1273. */
  1274. default: {
  1275. console.log(_value.kind, _value);
  1276. appendToFragment(tspv.unknown(_value.kind));
  1277. }
  1278. }
  1279. return fragment;
  1280. }

智龙迷城队伍图制作工具