From 0741c33b3ef6920a6df617cc520657a4e23caa50 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=9E=AB=E8=B0=B7=E5=89=91=E4=BB=99?= Date: Tue, 13 Oct 2020 02:38:59 +0800 Subject: [PATCH] =?UTF-8?q?=E6=9B=B4=E5=A4=9A=E7=A8=8B=E5=BA=8F=E4=BF=AE?= =?UTF-8?q?=E8=AE=A2?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- languages/zh-CN.js | 52 +++++++++++++++++++--------------------------- 1 file changed, 21 insertions(+), 31 deletions(-) diff --git a/languages/zh-CN.js b/languages/zh-CN.js index f3a65a03..40c2f4d3 100644 --- a/languages/zh-CN.js +++ b/languages/zh-CN.js @@ -230,7 +230,7 @@ function parseSkillDescription(skill) str = `对敌方全体造成自身攻击力×${sk[1]/100}倍的${attrN(sk[0])}属性伤害`; break; case 1: - str = `对敌方全体造成${sk[1]}点${attrN(sk[0])}属性伤害`; + str = `对敌方全体造成${parseBigNumber(sk[1])}点${attrN(sk[0])}属性伤害`; break; case 2: str = `对敌方1体造成自身攻击力×${sk[0]/100}${sk[1]&&sk[1]!=sk[0]?'~'+sk[1]/100:''}倍的自身属性伤害`; @@ -345,7 +345,7 @@ function parseSkillDescription(skill) str = `受到敌人攻击时${sk[0]==100?"":`有${sk[0]}的几率`}进行受到伤害${sk[1]/100}倍的${attrN(sk[2])}属性反击`; break; case 42: - str = `对${attrN(sk[0])}属性敌人造成${sk[2]}点${attrN(sk[1])}属性伤害`; + str = `对${attrN(sk[0])}属性敌人造成${parseBigNumber(sk[2])}点${attrN(sk[1])}属性伤害`; break; case 43: str = `HP ${sk[0]==100 ?"全满":`${sk[0]}%以上`}时${sk[1]<100?`有${sk[1]}的几率使`:""}受到的伤害减少${sk[2]}`; @@ -380,10 +380,10 @@ function parseSkillDescription(skill) str = `进入地下城时为队长的话,获得的金币×${sk[0]/100}倍`; break; case 55: - str = `对敌方1体造成${sk[0]}点无视防御的固定伤害`; + str = `对敌方1体造成${parseBigNumber(sk[0])}点无视防御的固定伤害`; break; case 56: - str = `对敌方全体造成${sk[0]}点无视防御的固定伤害`; + str = `对敌方全体造成${parseBigNumber(sk[0])}点无视防御的固定伤害`; break; case 58: str = `对敌方全体造成自身攻击力×${sk[1]/100}${sk[2]&&sk[2]!=sk[1]?'~'+sk[2]/100:''}倍的${attrN(sk[0])}属性伤害`; @@ -462,11 +462,11 @@ function parseSkillDescription(skill) str = `HP ${(sk[3]?(`减少${100-sk[3]}%`):"变为1")},对敌方全体造成自身攻击力×${sk[1]/100}${sk[2]&&sk[2]!=sk[1]?'~'+sk[2]/100:''}倍的${attrN(sk[0])}属性伤害`; break; case 86: - str = `HP ${(sk[3]?(`减少${100-sk[3]}%`):"变为1")},对敌方1体造成${sk[1]}点${attrN(sk[0])}属性伤害`; + str = `HP ${(sk[3]?(`减少${100-sk[3]}%`):"变为1")},对敌方1体造成${parseBigNumber(sk[1])}点${attrN(sk[0])}属性伤害`; if (sk[2]) str += `未知 参数2 ${sk[2]}`; break; case 87: - str = `HP ${(sk[3]?(`减少${100-sk[3]}%`):"变为1")},对敌方全体造成${sk[1]}点${attrN(sk[0])}属性伤害`; + str = `HP ${(sk[3]?(`减少${100-sk[3]}%`):"变为1")},对敌方全体造成${parseBigNumber(sk[1])}点${attrN(sk[0])}属性伤害`; if (sk[2]) str += `未知 参数2 ${sk[2]}`; break; case 88: @@ -563,7 +563,7 @@ function parseSkillDescription(skill) li.setAttribute("data-skillid", repeatSkill[0]); li.addEventListener("click",fastShowSkill); li.appendChild(parseSkillDescription(Skills[repeatSkill[0]])); - li.appendChild(document.createTextNode(`×${repeatSkill.length}次`)); + li.appendChild(document.createTextNode(`×${repeatSkill.length}次(共${parseBigNumber(repeatDamage[0]*repeatSkill.length)})`)); noRepeatSk = sk.filter(subSkill => Skills[subSkill].type !== 188); }else { @@ -1134,15 +1134,6 @@ function parseSkillDescription(skill) break; case 176: //●◉○◍◯ - function boardData_fixed(dataArr,orbType) - { - const data = dataArr.map(flag=>new Array(6).fill(null).map((a,i)=> (1< - rowData.splice(4,0,rowData[3]) //将第3个复制插入为第4个 - ); - return data; - } fragment.appendChild(document.createTextNode(`以如下形状生成${attrN(sk[5])}宝珠`)); var data = boardData_fixed([sk[0],sk[1],sk[2],sk[3],sk[4]], sk[5]); var table = createBoard(data); @@ -1176,7 +1167,7 @@ function parseSkillDescription(skill) if (sk[3] || sk[4] || sk[5]) str += "的"+getFixedHpAtkRcvString({hp:sk[3],atk:sk[4],rcv:sk[5]}); break; case 179: - str = `${sk[0]}回合内,每回合回复${sk[1]?`${sk[1]}点`:` HP 上限 ${sk[2]}%`}的 HP`; + str = `${sk[0]}回合内,每回合回复${sk[1]?`${parseBigNumber(sk[1])}点`:` HP 上限 ${sk[2]}%`}的 HP`; if(sk[3] || sk[4]) { str += `,并将`; @@ -1217,7 +1208,7 @@ function parseSkillDescription(skill) if (sk[0] || sk[1]) str += getAttrTypeString(flags(sk[0]),flags(sk[1])) + "宠物的" + getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]}); break; case 188: //多次单体固伤 - str = `对敌方1体造成${sk[0]}点无视防御的固定伤害`; + str = `对敌方1体造成${parseBigNumber(sk[0])}点无视防御的固定伤害`; break; case 189: //解除寶珠的鎖定狀態;所有寶珠變成火、水、木、光;顯示3COMBO的轉珠路徑(只適用於普通地下城&3個消除) @@ -1295,10 +1286,10 @@ function parseSkillDescription(skill) } if (!atSameTime) str+=`${sk[1]}种属性以上`; else if(sk[0] == 31) str += `5色`; - str += `同时攻击时,追加${sk[2]}点固定伤害`; + str += `同时攻击时,追加${parseBigNumber(sk[2])}点固定伤害`; break; case 200: - str = `相连消除${sk[1]}个或以上的${getOrbsAttrString(sk[0],true)}宝珠时,追加${sk[2]}点固定伤害`; + str = `相连消除${sk[1]}个或以上的${getOrbsAttrString(sk[0],true)}宝珠时,追加${parseBigNumber(sk[2])}点固定伤害`; break; case 201: fullColor = sk.slice(0,4).filter(c=>c>0); //最多4串珠 @@ -1311,7 +1302,7 @@ function parseSkillDescription(skill) {//光寶珠有2COMBO或以上時 str = `${nb(fullColor[0], attrsName).join("、")}宝珠有${sk[4]}串或以上时`; } - if (sk[5]) str += `,追加${sk[5]}点固定伤害`; + if (sk[5]) str += `,追加${parseBigNumber(sk[5])}点固定伤害`; break; case 202: fragment.appendChild(document.createTextNode("变身为")); @@ -1359,24 +1350,23 @@ function parseSkillDescription(skill) if (sk[6]) str += `,结算时连击数+${sk[6]}`; break; case 207: - str = `${sk[0]}回合内,`; + fragment.appendChild(document.createTextNode(`${sk[0]}回合内,`)); if (sk[7]) { - str += `随机${sk[7]}个位置上的宝珠,`; + fragment.appendChild(document.createTextNode(`随机${sk[7]}个位置上的宝珠,`)); }else { - str += `以下位置上的宝珠,`; + fragment.appendChild(document.createTextNode(`以下位置上的宝珠,`)); } - str += `每隔${Math.abs(sk[1]/100)}秒不断转换`; + fragment.appendChild(document.createTextNode(`每隔${Math.abs(sk[1]/100)}秒不断转换`)); if (!sk[7]) { - str += `
`; - var table = [sk[2],sk[3],sk[4],sk[5],sk[6]]; - str += table.map(r=>{ - const line = new Array(6).fill(null).map((a,i)=> (1<"); + var data = boardData_fixed([sk[2],sk[3],sk[4],sk[5],sk[6]], 6); + var table = createBoard(data); + table.classList.add("fixed-shape-orb"); + fragment.appendChild(table); } + return fragment; break; case 209: str = `以十字形式消除5个${attrN(5)}宝珠时`;