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@@ -1,5 +1,16 @@ |
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document.title = solo?'智龙迷城单人队伍图制作工具':'智龙迷城协力队伍图制作工具';
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//查找原先完整技能
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function findFullSkill(subSkill){
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let search = Skills.filter(ss=>{return (ss.type == 116 || ss.type == 118 || ss.type == 138) && ss.params.indexOf(subSkill.id)>=0;});
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if(search.length)
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{return [search[0],subSkill];}
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else
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{return subSkill;}
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}
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document.querySelector(".edit-box .row-mon-id .m-id").type = "number";
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//Skills.filter(s=>{const sk = s.params; return s.type == 156;}).map(findFullSkill)
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//高级技能解释
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function parseSkillDescription(skill)
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{
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@@ -7,9 +18,8 @@ function parseSkillDescription(skill) |
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if (id == 0) return "";
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const type = skill.type;
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const sk = skill.params;
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let str = null;
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//珠子名数组
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//珠子名和属性名数组
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const attrsName = ["火","水","木","光","暗","回复","废","毒","剧毒","炸弹"];
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//类型名数组
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const typeName = ["进化","平衡","体力","回复","龙","神","攻击","恶魔","机械","特别保护","10","11","觉醒","13","强化","卖钱"];
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@@ -18,11 +28,11 @@ function parseSkillDescription(skill) |
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const ClumsN = ["左边第1竖列","左边第2竖列","左边第3竖列","右边第3竖列","右边第2竖列","右边第1竖列"];
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const RowsN = ["最上1横行","上方第2横行","中间横行","下方第2横行","最下1横行"];
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//返回属性名
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function attrN(i){return attrsName[i] || ("未知属性" + i);}
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function attrN(i){return attrsName[i || 0] || ("未知属性" + i);}
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//返回类型名
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function typeN(i){return typeName[i] || ("未知类型" + i);}
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function typeN(i){return typeName[i || 0] || ("未知类型" + i);}
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//返回觉醒名
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function awokenN(i){return awokenName[i-1] || ("未知觉醒" + i);}
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function awokenN(i){return awokenName[(i || 0)-1] || ("未知觉醒" + i);}
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//从二进制的数字中获得布尔值数组
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function getBooleanFromBinary(num,reverse=true)
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{ /*num是输入的数字,2的N次方在2进制下表示1后面跟着N个0。
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@@ -36,242 +46,283 @@ function parseSkillDescription(skill) |
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{ /*num是输入的数字,2的N次方在2进制下表示1后面跟着N个0。
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如果num和2的N次方同时存在某位1,则返回这个数,逻辑上转换为true。
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filter就可以返回所有有这个数的数据*/
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/*以珠子名称为例,num是输入的数字,比如10进制465转二进制=>111010001。
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二进制数从低位到高位表示火水木光暗……
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用逻辑运算AND序号来获得有没有这个值*/
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var results = dataArr.filter(function(pn,pi){
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return num & Math.pow(2,pi); //Math.pow(x,y)计算以x为底的y次方值
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});
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return results;
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}
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const nb = getNamesFromBinary; //化简名称
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//从二进制(10进制保存)的数字中获得有哪些珠子
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function binPns(b)
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{ /*b是输入的数字,比如10进制465转二进制=>111010001
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然后从地位到高位表示火水木光暗……
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用逻辑运算AND序号来获得有没有这个值*/
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return getNamesFromBinary(b,attrsName);
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}
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//从二进制的数字中获得有哪些列(colum)
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function binClum(b)
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{
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return getNamesFromBinary(b,ClumsN);
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}
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//从二进制的数字中获得有哪些行(row)
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function binRows(b)
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{
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return getNamesFromBinary(b,RowsN);
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}
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let str = null;
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let strArr = null;
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switch(type)
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{
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case 0:
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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";
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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`;
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break;
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case 1:
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str = "对敌方全体造成" + sk[1] + "的" + attrN(sk[0]) + "属性攻击";
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str = `对敌方全体造成${sk[1]}的${attrN(sk[0])}属性攻击`;
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break;
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case 2:
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str = "对敌方1体造成自身攻击力×" + sk[0]/100 + "倍的伤害";
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str = `对敌方1体造成自身攻击力×${sk[0]/100}倍的伤害`;
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break;
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case 3:
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str = sk[0] + "回合内受到的伤害减少" + sk[1] + "%";
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str = `${sk[0]}回合内受到的伤害减少${sk[1]}%`;
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break;
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case 4:
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str = "使敌方全体中毒,每回合损失宠物自身攻击力×" + sk[0]/100 + "倍的HP";
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str = `使敌方全体中毒,每回合损失宠物自身攻击力×${sk[0]/100}倍的HP`;
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break;
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case 5:
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str = sk[0] + "秒内时间停止,可以任意移动宝珠";
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str = `${sk[0]}秒内时间停止,可以任意移动宝珠`;
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break;
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case 6:
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str = "敌人的HP减少" + sk[0] + "%";
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str = `敌人的HP减少${sk[0]}%`;
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break;
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case 8:
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str = "回复" + sk[0] + "HP";
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str = `回复${sk[0]}HP`;
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break;
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case 9:
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str = attrN(sk[0]) + "变为" + attrN(sk[1] || 0);
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str = `${attrN(sk[0])}变为${attrN(sk[1])}`;
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break;
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case 10:
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str = "全版刷新";
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str = `全版刷新`;
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break;
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case 11:
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str = attrN(sk[0]) + "属性宠物的攻击力×" + sk[1]/100 + "倍";
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str = `${attrN(sk[0])}属性宠物的攻击力×${sk[1]/100}倍`;
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break;
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case 12:
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str = "消除宝珠的回合,以自身攻击力×" + sk[0]/100 + "倍的伤害追打敌人";
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str = `消除宝珠的回合,以自身攻击力×${sk[0]/100}倍的伤害追打敌人`;
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break;
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case 13:
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str = "消除宝珠的回合,回复自身回复力×" + sk[0]/100 + "倍的HP";
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str = `消除宝珠的回合,回复自身回复力×${sk[0]/100}倍的HP`;
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break;
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case 14:
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str = "如当前HP在HP上限的"+sk[0]+"%~"+sk[1]+"%的话,受到单一次致命攻击时,将会以1点HP生还";
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str = `如当前HP在HP上限的${sk[0]}%~${sk[1]}%的话,受到单一次致命攻击时,将会以1点HP生还`;
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break;
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case 15:
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str = "操作时间演延长" + sk[0]/100 + "秒";
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str = `操作时间演延长${sk[0]/100}秒`;
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break;
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case 16:
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str = "受到的所有伤害减少" + sk[0] + "%";
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str = `受到的所有伤害减少${sk[0]}%`;
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break;
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case 17:
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str = "受到的" +attrN(sk[0])+ "属性伤害减少" + sk[1] + "%";
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str = `受到的${attrN(sk[0])}属性伤害减少${sk[1]}%`;
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break;
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case 18:
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str = "将敌人的攻击延迟" + sk[0] + "回合";
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str = `将敌人的攻击延迟${sk[0]}回合`;
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break;
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case 19:
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str = sk[0] + "回合内敌方防御力减少" + sk[1] + "%";
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str = `${sk[0]}回合内敌方防御力减少${sk[1]}%`;
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break;
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case 20: //单色A转B,C转D
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strArr = [];
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for (var ai=0;ai<sk.length;ai+=2)
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if (sk.length>=3 && sk.length<=4 && sk[1] == (sk[3]))
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{
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str = `${attrN(sk[0])}、${attrN(sk[2])}宝珠变为${attrN(sk[1])}`;
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}else
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{
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strArr.push(attrN(sk[ai]) +"宝珠变为" + attrN(sk[ai+1]));
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for (let ai=0;ai<sk.length;ai+=2)
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{
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strArr.push(`${attrN(sk[ai])}宝珠变为${attrN(sk[ai+1])}`);
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}
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str = strArr.join(",");
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}
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str = strArr.join(",");
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break;
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case 21:
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str = sk[0] + "回合内" + attrN(sk[1]) + "属性的伤害减少" + sk[2] + "%";
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str = `${sk[0]}回合内${attrN(sk[1])}属性的伤害减少${sk[2]}%`;
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break;
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case 50:
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str = sk[0] + "回合内" + (sk[1]==5?"回复力":(attrN(sk[1]) + "属性的攻击力")) + "×"+ sk[2]/100 + "倍";
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str = `${sk[0]}回合内${(sk[1]==5?"回复力":`${attrN(sk[1])}属性的攻击力`)}×${sk[2]/100}倍`;
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break;
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case 51:
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str = sk[0] + "回合内,所有攻击转为全体攻击";
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str = `${sk[0]}回合内,所有攻击转为全体攻击`;
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break;
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case 52:
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str = attrN(sk[0]) + "宝珠强化(每颗强化珠伤害/回复增加"+sk[1]+"%)";
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str = `${attrN(sk[0])}宝珠强化(每颗强化珠伤害/回复增加${sk[1]}%)`;
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break;
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case 55:
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str = "对敌方1体造成" + sk[0] + "点无视防御的固定伤害";
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str = `对敌方1体造成${sk[0]}点无视防御的固定伤害`;
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break;
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case 56:
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str = "对敌方全体造成" + sk[0] + "点无视防御的固定伤害";
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str = `对敌方全体造成${sk[0]}点无视防御的固定伤害`;
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break;
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case 58:
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str = "对敌方全体造成自身攻击力×" + sk[1]/100 + "~"+sk[2]/100+"倍的" +attrN(sk[0])+ "属性伤害";
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str = `对敌方全体造成自身攻击力×${sk[1]/100}~${sk[2]/100}倍的${attrN(sk[0])}属性伤害`;
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break;
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case 60:
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str = sk[0] + "回合内,受到伤害时进行受到伤害"+sk[1]/100+"倍的"+attrN(sk[2])+"属性反击";
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str = `${sk[0]}回合内,受到伤害时进行受到伤害${sk[1]/100+"倍的"+attrN(sk[2])}属性反击`;
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break;
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case 71:
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//这个类型,所有颜色是直接显示的,但是最后一位有个-1表示结束
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strArr = sk;
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if (sk.indexOf(1,-1)>=0)
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{strArr = sk.slice(6,sk.indexOf(1,-1));}
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if (sk.indexOf(-1)>=0)
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{
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strArr = sk.slice(0,sk.indexOf(-1));
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}
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str = "全画面的宝珠变成" + strArr.map((o)=>{return attrN(o);}).join("、");
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break;
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case 76:
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atrArr = [];
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if (sk[0]) {strArr.push(nb(sk[0],attrsName).join("、") + "属性");}
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if (sk[1]) {strArr.push(nb(sk[1],typeName).join("、") + "类型");}
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if (strArr.length) str += strArr.join("和") + "宠物的";
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str += `全属性${sk[2]/100}倍`;
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break;
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case 84:
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str = "HP"+(sk[3]?("减少"+ sk[3] +"%"):"变为1")+",对敌方1体造成自身攻击力×" + (sk[1]!=sk[2]?(sk[1]/100+"~"+sk[2]/100):sk[1]/100) + "倍的" + attrN(sk[0]) + "属性伤害";
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str = `HP${(sk[3]?(`减少${sk[3]}%`):"变为1")},对敌方1体造成自身攻击力×${sk[1]/100}${sk[1]!=sk[2]?`~${+sk[2]/100}`:""}倍的${attrN(sk[0])}属性伤害`;
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break;
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case 85:
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str = "HP减少"+ sk[3] +"%,对敌方全体造成自身攻击力×" + (sk[1]!=sk[2]?(sk[1]/100+"~"+sk[2]/100):sk[1]/100) + "倍的" + attrN(sk[0]) + "属性伤害";
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str = `HP减少${sk[3]}%,对敌方全体造成自身攻击力×${sk[1]/100}${sk[1]!=sk[2]?`~${+sk[2]/100}`:""}倍的${attrN(sk[0])}属性伤害`;
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break;
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case 87:
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str = "HP变为1,,对敌方全体造成"+sk[1]+"点"+attrN(sk[0])+"属性伤害";
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str = `HP变为1,,对敌方全体造成${sk[1]}点${attrN(sk[0])}属性伤害`;
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break;
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case 88:
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str = sk[0] + "回合内" + typeN(sk[1]) + "类型的攻击力×"+ sk[2]/100 + "倍";
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str = `${sk[0]}回合内${typeN(sk[1])}类型的攻击力×${sk[2]/100}倍`;
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break;
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case 90:
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strArr = sk.slice(1,sk.length-1);
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str = sk[0] + "回合内" + strArr.map(attr => {return attrN(attr);}).join("、") + "属性的攻击力×"+ sk[sk.length-1]/100 + "倍";
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str = `${sk[0]}回合内${strArr.map(attrN).join("、")}属性的攻击力×${sk[sk.length-1]/100}倍`;
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break;
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case 92:
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strArr = sk.slice(1,sk.length-1);
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str = sk[0] + "回合内" + strArr.map(type => {return typeN(type);}).join("、") + "类型的攻击力×"+ sk[sk.length-1]/100 + "倍";
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str = `${sk[0]}回合内${strArr.map(typeN).join("、")}类型的攻击力×${sk[sk.length-1]/100}倍`;
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break;
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case 93:
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str = `将自己换成队长,再次使用此技能则换为原来的队长。${sk[0]?`未知 参数0 ${sk[0]}`:""}`;
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break;
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case 110:
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|
str = "根据余下HP对敌方"+(sk[0]?"1":"全")+"体造成"+attrN(sk[1])+"属性伤害(100%HP时为自身攻击力的"+sk[2]/100+"倍,1HP时为自身攻击力的"+sk[3]/100+"倍)";
|
|
|
|
str = `根据余下HP对敌方${sk[0]?"1":"全"}体造成${attrN(sk[1])}属性伤害(100%HP时为自身攻击力的${sk[2]/100}倍,1HP时为自身攻击力的${sk[3]/100}倍)`;
|
|
|
|
break;
|
|
|
|
case 115:
|
|
|
|
str = `对敌方全体造成自身攻击力×${sk[1]/100}倍的${attrN(sk[0])}属性伤害,并回复伤害${sk[2]}%的HP`;
|
|
|
|
break;
|
|
|
|
case 116: //多内容主动技能
|
|
|
|
str = "按顺序组合发动如下主动技能:<ul>";
|
|
|
|
str += sk.map(subSkill => {return "<li>" + parseSkillDescription(Skills[subSkill]) + "</li>";}).join("");
|
|
|
|
str += "</ul>";
|
|
|
|
case 116: //多内容主动技能,按顺序组合发动如下主动技能:
|
|
|
|
str = `<ul class="active-skill-ul">`;
|
|
|
|
//处理多次单人固伤
|
|
|
|
let repeatDamage = sk.filter(subSkill => {return Skills[subSkill].type == 188;});
|
|
|
|
if (repeatDamage.length>1)
|
|
|
|
{
|
|
|
|
strArr = sk.filter(subSkill => {return Skills[subSkill].type != 188;}).map(subSkill => {return `<li class="active-skill-li">${parseSkillDescription(Skills[subSkill])}</li>`;});
|
|
|
|
strArr.splice(sk.indexOf(repeatDamage[0]),0,`<li class="active-skill-li">${parseSkillDescription(Skills[repeatDamage[0]])}×${repeatDamage.length}次</li>`);
|
|
|
|
str += strArr.join("");
|
|
|
|
}else
|
|
|
|
{
|
|
|
|
str += sk.map(subSkill => {return `<li class="active-skill-li">${parseSkillDescription(Skills[subSkill])}</li>`;}).join("");
|
|
|
|
}
|
|
|
|
str += `</ul>`;
|
|
|
|
break;
|
|
|
|
case 118: //随机内容主动技能
|
|
|
|
str = "随机发动如下主动技能:<ul>";
|
|
|
|
str += sk.map(subSkill => {return "<li>" + parseSkillDescription(Skills[subSkill]) + "</li>";}).join("");
|
|
|
|
str += "</ul>";
|
|
|
|
str = `随机发动以下技能:<ul class="active-skill-ul">`;
|
|
|
|
str += sk.map(subSkill => {return `<li class="active-skill-li">${parseSkillDescription(Skills[subSkill])}</li>`;}).join("");
|
|
|
|
str += `</ul>`;
|
|
|
|
break;
|
|
|
|
case 117:
|
|
|
|
strArr = [];
|
|
|
|
if(sk[1]>0) strArr.push(`回复宠物自身回复力x${sk[1]/100}倍的HP`);
|
|
|
|
if(sk[3]) strArr.push(`回复HP上限${sk[3]}%的HP`);
|
|
|
|
if(sk[2]) strArr.push(`回复${sk[2]}HP`);
|
|
|
|
if(sk[0]>0) strArr.push("封锁状态减少" + sk[0] + "回合");
|
|
|
|
if(sk[4]>0) strArr.push("觉醒无效状态减少" + sk[4] + "回合");
|
|
|
|
if(sk[0]>0) strArr.push(`封锁状态减少${sk[0]}回合`);
|
|
|
|
if(sk[4]>0) strArr.push(`觉醒无效状态减少${sk[4]}回合`);
|
|
|
|
str = strArr.join(",");
|
|
|
|
break;
|
|
|
|
case 126:
|
|
|
|
str = sk[7] +"回合内" + binPns(sk[6]).join("、") + "珠的掉落率提高"+ sk[9] + "%";
|
|
|
|
if (sk[7] != sk[8]) str += "还有未知sk[8]";
|
|
|
|
str = `${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}回合内${nb(sk[0], attrsName).join("、")}珠的掉落率提高${sk[3]}%`;
|
|
|
|
break;
|
|
|
|
case 127: //生成竖列
|
|
|
|
var argArr = sk.slice(6); //获取6开始的参数
|
|
|
|
var arrT = [];
|
|
|
|
for (var ai=0;ai<argArr.length;ai+=2)
|
|
|
|
strArr = [];
|
|
|
|
for (let ai=0;ai<ak.length;ai+=2)
|
|
|
|
{
|
|
|
|
var clums = binClum(argArr[ai]);
|
|
|
|
arrT.push(clums.join("、") +"的宝珠变为" + binPns(argArr[ai+1]).join("、"));
|
|
|
|
strArr.push(`${nb(ak[ai],ClumsN).join("、")}的宝珠变为${nb(ak[ai+1],attrsName).join("、")}`);
|
|
|
|
}
|
|
|
|
str = arrT.join(",");
|
|
|
|
str = strArr.join(",");
|
|
|
|
break;
|
|
|
|
case 128: //生成横
|
|
|
|
var argArr = sk.slice(6); //获取6开始的参数
|
|
|
|
var arrT = [];
|
|
|
|
for (var ai=0;ai<argArr.length;ai+=2)
|
|
|
|
strArr = [];
|
|
|
|
for (let ai=0;ai<ak.length;ai+=2)
|
|
|
|
{
|
|
|
|
var rows = binRows(argArr[ai]);
|
|
|
|
arrT.push(rows.join("、") +"的宝珠变为" + binPns(argArr[ai+1]).join("、"));
|
|
|
|
strArr.push(`${nb(ak[ai],RowsN).join("、")}的宝珠变为${nb(ak[ai+1],attrsName).join("、")}`);
|
|
|
|
}
|
|
|
|
str = strArr.join(",");
|
|
|
|
break;
|
|
|
|
case 129:
|
|
|
|
str = ``;
|
|
|
|
strArr =[];
|
|
|
|
if (sk[0]) {strArr.push(nb(sk[0],attrsName).join("、") + "属性");}
|
|
|
|
if (sk[1]) {strArr.push(nb(sk[1],typeName).join("、") + "类型");}
|
|
|
|
if (strArr.length) str += strArr.join("和") + "宠物的";
|
|
|
|
strArr =[];
|
|
|
|
if (sk[2]) {strArr.push(`HP ${sk[2]/100}倍`);}
|
|
|
|
if (sk[3]) {strArr.push(`攻击力 ${sk[3]/100}倍`);}
|
|
|
|
if (sk[4]) {strArr.push(`回复力 ${sk[4]/100}倍`);}
|
|
|
|
str += strArr.join("、");
|
|
|
|
if (sk[5]) {
|
|
|
|
if (str.length)str += ",";
|
|
|
|
str += `受到的${nb(sk[5],attrsName).join("、")}属性伤害减少${sk[6]}%`;
|
|
|
|
}
|
|
|
|
str = arrT.join(",");
|
|
|
|
break;
|
|
|
|
case 132:
|
|
|
|
str = sk[6] + "回合内,宝珠移动时间" + (sk[8]?("变为"+sk[8]/100+"倍"):("增加"+sk[7]/10+"秒"));
|
|
|
|
str = `${sk[0]}回合内,宝珠移动时间${sk[1]?`增加${sk[1]/10}秒`:""}${sk[2]?`变为${sk[2]/100}倍`:""}`;
|
|
|
|
break;
|
|
|
|
case 138: //多内容队长技能
|
|
|
|
str = "按顺序组合发动如下队长技能:<ul>";
|
|
|
|
str += sk.map(subSkill => {return "<li>" + parseSkillDescription(Skills[subSkill]) + "</li>";}).join("");
|
|
|
|
str += "</ul>";
|
|
|
|
case 138: //多内容队长技能,按顺序组合发动如下队长技能:
|
|
|
|
str = `<ul class="leader-skill-ul">`;
|
|
|
|
str += sk.map(subSkill => {return `<li class="leader-skill-li">${parseSkillDescription(Skills[subSkill])}</li>`;}).join("");
|
|
|
|
str += `</ul>`;
|
|
|
|
break;
|
|
|
|
case 140:
|
|
|
|
str = binPns(sk[6]).join("、") + "宝珠强化(每颗强化珠伤害/回复增加"+sk[7]+"%)";
|
|
|
|
str = `${nb(sk[0],attrsName).join("、")}宝珠强化(每颗强化珠伤害/回复增加${sk[1]}%)`;
|
|
|
|
break;
|
|
|
|
case 141:
|
|
|
|
str = "随机生成" + binPns(sk[7]).join("、") + "珠各"+ sk[6] + "个";
|
|
|
|
if (sk[7] != sk[8]) str += "还有未知sk[8]";
|
|
|
|
let otherAttrs = sk[1] ^ sk[2]; //异或,sk[2]表示在什么珠以外生成,平时等于sk[1]
|
|
|
|
str = `${otherAttrs?`${nb(otherAttrs,attrsName).join("、")}以外`:""}随机生成${nb(sk[1],attrsName).join("、")}珠各${sk[0]}个`;
|
|
|
|
break;
|
|
|
|
case 142:
|
|
|
|
str = `${sk[0]}回合内自身的属性变为${attrN(sk[1])}`;
|
|
|
|
break;
|
|
|
|
case 144:
|
|
|
|
str = "对敌方全体造成"+binPns(sk[6]).join("、")+"属性总攻击力×" + sk[7]/100 + "倍的" + attrN(sk[9]||0) + "属性伤害";
|
|
|
|
if (sk[8]>0) str += "还有未知sk[8]";
|
|
|
|
str = `对敌方${sk[2]?sk[2]:"全"}体造成${nb(sk[0],attrsName).join("、")}属性总攻击力×${sk[1]/100}倍的${attrN(sk[3])}属性伤害`;
|
|
|
|
break;
|
|
|
|
case 146:
|
|
|
|
str = "自身以外的宠物技能CD减少"+ (sk[6]!=sk[7]?(sk[6]+"~"+sk[7]):sk[6])+"回合";
|
|
|
|
str = `自身以外的宠物技能冷却减少${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}回合`;
|
|
|
|
break;
|
|
|
|
case 152:
|
|
|
|
str = "将"+ binPns(sk[6]).join("、") + "宝珠锁定";
|
|
|
|
if (sk[7]!=42) str += "还有未知sk[7]";
|
|
|
|
str = `将`;
|
|
|
|
if (sk[0] & 1023 == 1023) //parseInt("1111111111",2) == 1023
|
|
|
|
{
|
|
|
|
str += `全部`;
|
|
|
|
}else if (sk[0] & 31 == 31) //parseInt("11111",2) == 31
|
|
|
|
{
|
|
|
|
str += `5色+${nb(sk[0] ^ 31,attrsName).join("、")}`;
|
|
|
|
}else
|
|
|
|
{
|
|
|
|
str += nb(sk[0],attrsName).join("、");
|
|
|
|
}
|
|
|
|
str += `宝珠锁定`;
|
|
|
|
if (sk[1]!=42 && sk[1]!=99) str += `,还有未知 参数[1]:${sk[1]}`;
|
|
|
|
break;
|
|
|
|
case 153:
|
|
|
|
str = "敌人全体变为"+ attrN(sk[6]) + "属性。(" +(sk[7]?"不":"")+"受防护盾的影响)";
|
|
|
|
str = `敌人全体变为${attrN(sk[0])}属性。(${sk[1]?"不":""}受防护盾的影响)`;
|
|
|
|
break;
|
|
|
|
case 154:
|
|
|
|
str = binPns(sk[6]).join("、") + "珠变为"+ binPns(sk[7]).join("、");
|
|
|
|
str = `${nb(sk[0],attrsName).join("、")}珠变为${nb(sk[1],attrsName).join("、")}`;
|
|
|
|
break;
|
|
|
|
case 156: //宝石姬技能
|
|
|
|
if (sk[10]==2)
|
|
|
|
str = sk[6] + "回合内,根据队伍内觉醒技能"+awokenN(sk[7])+"的数目提升所有属性的攻击力,每个觉醒可以提升"+(sk[11]-100)+"%";
|
|
|
|
else if (sk[10]==3)
|
|
|
|
str = sk[6] + "回合内,根据队伍内觉醒技能"+awokenN(sk[7])+"的数目减少收到的伤害,每个觉醒可以减少"+sk[11]+"%";
|
|
|
|
strArr = sk.slice(1,4);
|
|
|
|
str = `${sk[0]?`${sk[0]}回合内,`:""}根据队伍内觉醒技能${strArr.filter(s=>{return s>0;}).map(s=>{return awokenN(sk[1]);}).join("、")}的数目`;
|
|
|
|
if (sk[4]==1)
|
|
|
|
str += `回复HP,每个觉醒回复${sk[5]}点`;
|
|
|
|
else if (sk[4]==2)
|
|
|
|
str += `提升所有属性的攻击力,每个觉醒可以提升${sk[5]-100}%`;
|
|
|
|
else if (sk[4]==3)
|
|
|
|
str += `减少收到的伤害,每个觉醒可以减少${sk[5]}%`;
|
|
|
|
else
|
|
|
|
str = "156宝石姬技能,未知buff类型sk[10]";
|
|
|
|
if (sk[8]>0) str += "还有未知sk[8]";
|
|
|
|
if (sk[9]>0) str += "还有未知sk[9]";
|
|
|
|
str = `156宝石姬技能,未知buff类型 参数[4]:${sk[4]}`;
|
|
|
|
break;
|
|
|
|
case 160:
|
|
|
|
str = sk[0] + "回合内,结算时增加"+sk[1]+"COMBO";
|
|
|
|
str = `${sk[0]}回合内,结算时增加${sk[1]}COMBO`;
|
|
|
|
break;
|
|
|
|
case 167:
|
|
|
|
//"相連消除5個或以上的火寶珠或光寶珠時攻擊力和回復力4倍,每多1個+1倍,最大7個時6倍;"
|
|
|
|
@@ -315,20 +366,20 @@ function parseSkillDescription(skill) |
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 168: //宝石姬技能2
|
|
|
|
strArr = sk.slice(1,7); //目前只有2个,而且2-6都是0,不知道是不是真的都是觉醒
|
|
|
|
str = `${sk[0]?`${sk[0]}回合内,`:""}根据队伍内觉醒技能${strArr.filter(s=>{return s>0;}).map(s=>{return awokenN(sk[1]);}).join("、")}的数目`;
|
|
|
|
str += `提升所有属性的攻击力,每个觉醒可以提升${sk[7]}%`;
|
|
|
|
break;
|
|
|
|
case 172:
|
|
|
|
str = "解锁所有宝珠";
|
|
|
|
str = `解锁所有宝珠`;
|
|
|
|
break;
|
|
|
|
case 176:
|
|
|
|
//●◉○◍◯
|
|
|
|
var table = [sk[0],sk[1],sk[2],sk[3],sk[4]];
|
|
|
|
str = "以如下形状生成" + attrN(sk[5]||0) + "宝珠<br>";
|
|
|
|
str = `以如下形状生成${attrN(sk[5])}宝珠<br>`;
|
|
|
|
str += table.map(r=>{
|
|
|
|
var rArr = [];
|
|
|
|
for(var c=0;c<=5;c++)
|
|
|
|
{
|
|
|
|
rArr.push(r & Math.pow(2,c)?"●":"○");
|
|
|
|
}
|
|
|
|
return rArr.join("");
|
|
|
|
return getBooleanFromBinary(r).map(b=>{return b?"●":"○";}).join("");
|
|
|
|
}).join("<br>");
|
|
|
|
break;
|
|
|
|
case 173:
|
|
|
|
@@ -336,13 +387,13 @@ function parseSkillDescription(skill) |
|
|
|
if (sk[1]) strArr.push("属性吸收");
|
|
|
|
if (sk[2]) strArr.push("连击吸收?目前是猜测");
|
|
|
|
if (sk[3]) strArr.push("伤害吸收");
|
|
|
|
str = sk[0] + "回合内敌人的" + strArr.join("、") + "无效化";
|
|
|
|
str = `${sk[0]}回合内敌人的${strArr.join("、")}无效化`;
|
|
|
|
break;
|
|
|
|
case 184:
|
|
|
|
str = sk[0] + "回合内,天降的宝珠不会产生COMBO";
|
|
|
|
str = `${sk[0]}回合内,天降的宝珠不会产生COMBO`;
|
|
|
|
break;
|
|
|
|
case 180:
|
|
|
|
str = sk[0] + "回合内," + sk[1] + "%概率掉落强化宝珠";
|
|
|
|
str = `${sk[0]}回合内,${sk[1]}%概率掉落强化宝珠`;
|
|
|
|
break;
|
|
|
|
case 186:
|
|
|
|
str = '<span class="spColor">版面变为【7×6】</span>';
|
|
|
|
@@ -351,28 +402,29 @@ function parseSkillDescription(skill) |
|
|
|
if (sk[1]) {strArr.push(nb(sk[1],typeName).join("、") + "类型");}
|
|
|
|
if (strArr.length) str += strArr.join("和") + "宠物的";
|
|
|
|
strArr =[];
|
|
|
|
if (sk[2]) {strArr.push("HP " + sk[2]/100 + "倍");}
|
|
|
|
if (sk[3]) {strArr.push("攻击力 " + sk[3]/100 + "倍");}
|
|
|
|
if (sk[4]) {strArr.push("回复力 " + sk[4]/100 + "倍");}
|
|
|
|
str += strArr.join("、") + "。";
|
|
|
|
if (sk[2]) {strArr.push(`HP ${sk[2]/100}倍`);}
|
|
|
|
if (sk[3]) {strArr.push(`攻击力 ${sk[3]/100}倍`);}
|
|
|
|
if (sk[4]) {strArr.push(`回复力 ${sk[4]/100}倍`);}
|
|
|
|
str += strArr.join("、");
|
|
|
|
break;
|
|
|
|
case 188:
|
|
|
|
str = "对敌方1体造成" + sk[0] + "点无视防御的固定伤害(×多次)";
|
|
|
|
str = `对敌方1体造成${sk[0]}点无视防御的固定伤害`;
|
|
|
|
break;
|
|
|
|
case 191:
|
|
|
|
str = sk[0] + "回合内可以贯穿伤害无效盾";
|
|
|
|
str = `${sk[0]}回合内可以贯穿伤害无效盾`;
|
|
|
|
break;
|
|
|
|
case 195:
|
|
|
|
str = "HP减少"+ sk[0] + "%";
|
|
|
|
str = `HP减少${sk[0]}%`;
|
|
|
|
break;
|
|
|
|
case 196:
|
|
|
|
str = "无法消除宝珠状态减少"+ sk[0] + "回合";
|
|
|
|
str = `无法消除宝珠状态减少${sk[0]}回合`;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
str = "未知的技能类型" + type + "(No." + id + ")";
|
|
|
|
str = `未知的技能类型${type}(No.${id})`;
|
|
|
|
//开发部分
|
|
|
|
const copySkill = JSON.parse(JSON.stringify(skill));
|
|
|
|
copySkill.params = copySkill.params.map(p=>{return [p,getBooleanFromBinary(p).join("")];});
|
|
|
|
console.log("未知的技能类型",copySkill);
|
|
|
|
console.log(`未知的技能类型${type}(No.${id})`,findFullSkill(skill),"转二进制",copySkill);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
return str;
|