diff --git a/languages/zh-dev.css b/languages/zh-dev.css index 4680ae12..371ed8de 100644 --- a/languages/zh-dev.css +++ b/languages/zh-dev.css @@ -242,6 +242,12 @@ .spColor{ color: #ff3600; } +.random-active-skill{ + padding-left: 1em; +} +.random-active-skill>.active-skill-li{ + list-style: decimal; +} /*Some icons, style different from the Japanese version*/ .awoken-46, .awoken-47 diff --git a/languages/zh-dev.js b/languages/zh-dev.js index 6fa4e779..93457531 100644 --- a/languages/zh-dev.js +++ b/languages/zh-dev.js @@ -24,7 +24,7 @@ function parseSkillDescription(skill) //类型名数组 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"]; //觉醒名数组 - const awokenName = ["HP+","攻击+","回复+","火盾","水盾","木盾","光盾","暗盾","自回","防封","防暗","防废","防毒","火+","水+","木+","光+","暗+","手指","心解","SB","火横","水横","木横","光横","暗横","U","SX","心+","协力","龙杀","神杀","恶魔杀","机杀","平衡杀","攻击杀","体力杀","回复杀","进化杀","觉醒杀","强化杀","卖钱杀","7c","5色破防","心追","全体HP","全体回复","破无效","武器觉醒","方块心追","5色溜","大防封","大手指","防云","防封条","大SB","满血强化","下半血强化","L盾","L解锁","10c","c珠","语音","奖励增加","HP-","攻击-","回复-","大防暗","大防废","大防毒","掉废","掉毒"]; + const awokenName = ["HP+","攻击+","回复+","火盾","水盾","木盾","光盾","暗盾","自回","防封","防暗","防废","防毒","火+","水+","木+","光+","暗+","手指","心解","SB","火横","水横","木横","光横","暗横","U","SX","心+","协力","龙杀","神杀","恶魔杀","机杀","平衡杀","攻击杀","体力杀","回复杀","进化杀","觉醒杀","强化杀","卖钱杀","7c","5色破防","心追","全体 HP ","全体回复","破无效","武器觉醒","方块心追","5色溜","大防封","大手指","防云","防封条","大SB","满血强化","下半血强化","L盾","L解锁","10c","c珠","语音","奖励增加"," HP -","攻击-","回复-","大防暗","大防废","大防毒","掉废","掉毒"]; 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"]; 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"]; //返回属性名 @@ -73,16 +73,19 @@ function parseSkillDescription(skill) str = `${sk[0]}回合内受到的伤害减少${sk[1]}%`; break; case 4: - str = `使敌方全体中毒,每回合损失宠物自身攻击力×${sk[0]/100}倍的HP`; + str = `使敌方全体中毒,每回合损失宠物自身攻击力×${sk[0]/100}倍的 HP `; break; case 5: str = `${sk[0]}秒内时间停止,可以任意移动宝珠`; break; case 6: - str = `敌人的HP减少${sk[0]}%`; + str = `敌人的 HP 减少${sk[0]}%`; + break; + case 7: + str = `回复宠物自身回复力×${sk[0]/100}倍的 HP`; break; case 8: - str = `回复${sk[0]}HP`; + str = `回复${sk[0]} HP `; break; case 9: str = `${attrN(sk[0])}宝珠变为${attrN(sk[1])}宝珠`; @@ -97,10 +100,10 @@ function parseSkillDescription(skill) str = `消除宝珠的回合,以自身攻击力×${sk[0]/100}倍的伤害追打敌人`; break; case 13: - str = `消除宝珠的回合,回复自身回复力×${sk[0]/100}倍的HP`; + str = `消除宝珠的回合,回复自身回复力×${sk[0]/100}倍的 HP `; break; case 14: - str = `如当前HP在HP上限的${sk[0]}%~${sk[1]}%的话,受到单一次致命攻击时,将会以1点HP生还`; + str = `如当前 HP 在 HP 上限的${sk[0]}%${sk[1]==100?"以上":`~${sk[1]}%`}的话,受到单一次致命攻击时,将会以1点 HP 生还`; break; case 15: str = `操作时间演延长${sk[0]/100}秒`; @@ -134,9 +137,66 @@ function parseSkillDescription(skill) case 21: str = `${sk[0]}回合内${attrN(sk[1])}属性的伤害减少${sk[2]}%`; break; + case 22: case 31: + str = `${sk.slice(0,sk.length-1).map(t=>{return typeN(t);}).join("、")}类型宠物的攻击力×${sk[sk.length-1]/100}倍`; + break; + case 23: case 30: + str = `${sk.slice(0,sk.length-1).map(t=>{return typeN(t);}).join("、")}类型宠物的 HP ×${sk[sk.length-1]/100}倍`; + break; + case 24: + str = `${sk.slice(0,sk.length-1).map(t=>{return typeN(t);}).join("、")}类型宠物的回复力×${sk[sk.length-1]/100}倍`; + break; + case 28: + str = `${sk.slice(0,sk.length-1).map(t=>{return attrN(t);}).join("、")}属性宠物的攻击力和回复力×${sk[sk.length-1]/100}倍`; + break; + case 29: case 114: + str = `${sk.slice(0,sk.length-1).map(t=>{return attrN(t);}).join("、")}属性宠物的 HP、攻击力和回复力×${sk[sk.length-1]/100}倍`; + break; + case 33: + str = `宝珠移动和消除的声音变成太鼓达人的音效`; + break; + case 35: + str = `对敌方1体造成自身攻击力×${sk[0]/100}倍的伤害,并回复${sk[1]}%的 HP`; + break; case 36: str = `受到的${attrN(sk[0])}属性${sk[1]>=0?`和${attrN(sk[1])}属性`:""}的伤害减少${sk[2]}%`; break; + case 37: + str = `对敌方1体造成自身攻击力×${sk[1]/100}倍的${attrN(sk[0])}属性伤害`; + break; + case 38: + str = `HP ${sk[0] == 100?"全满":`${sk[0]}%以下`}时${sk[1]<100?`有${sk[1]}的几率使`:""}受到的伤害减少${sk[2]}`; + if (sk[1]!=100) sk+=`未知的 参数1 ${sk[1]}`; + break; + case 39: + strArr = [sk[1],sk[2]].filter(s=>{return s>0;}).map(s=>{if(s==1) return "攻击"; else if(s==2) return "回复";}) + str = `HP ${sk[0]==100?"全满":`${sk[0]}%以下`}时所有宠物的${strArr.join("和")}${sk[3]/100}倍`; + break; + case 40: + str = `${sk.slice(0,sk.length-1).map(t=>{return attrN(t);}).join("、")}属性宠物的攻击力×${sk[sk.length-1]/100}倍`; + break; + case 41: + 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`; + break; + case 43: + str = `HP ${sk[0]==100 && sk[1]==100?"全满":`${sk[0]}%以上`}时${sk[1]<100?`有${sk[1]}的几率使`:""}受到的伤害减少${sk[2]}`; + break; + case 44: + strArr = [sk[1],sk[2]].filter(s=>{return s>0;}).map(s=>{if(s==1) return "攻击"; else if(s==2) return "回复";}) + str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时所有宠物的${strArr.join("和")}${sk[3]/100}倍`; + break; + case 45: + str = `${sk.slice(0,sk.length-1).map(t=>{return attrN(t);}).join("、")}属性宠物的 HP 和攻击力×${sk[sk.length-1]/100}倍`; + break; + case 46:case 48: + str = `${sk.slice(0,sk.length-1).map(t=>{return attrN(t);}).join("、")}属性宠物的 HP ${sk[sk.length-1]/100}倍`; + break; + case 49: + str = `${sk.slice(0,sk.length-1).map(t=>{return attrN(t);}).join("、")}属性宠物的回复力×${sk[sk.length-1]/100}倍`; + break; case 50: str = `${sk[0]}回合内${(sk[1]==5?"回复力":`${attrN(sk[1])}属性的攻击力`)}×${sk[2]/100}倍`; break; @@ -146,6 +206,9 @@ function parseSkillDescription(skill) case 52: str = `${attrN(sk[0])}宝珠强化(每颗强化珠伤害/回复增加${sk[1]}%)`; break; + case 54: + str = `进入地下城时为队长的话,获得的金币${sk[0]/100}倍`; + break; case 55: str = `对敌方1体造成${sk[0]}点无视防御的固定伤害`; break; @@ -155,9 +218,54 @@ function parseSkillDescription(skill) case 58: str = `对敌方全体造成自身攻击力×${sk[1]/100}~${sk[2]/100}倍的${attrN(sk[0])}属性伤害`; break; + case 59: + str = `对敌方1体造成自身攻击力×${sk[1]/100}~${sk[2]/100}倍的${attrN(sk[0])}属性伤害`; + break; case 60: str = `${sk[0]}回合内,受到伤害时进行受到伤害${sk[1]/100+"倍的"+attrN(sk[2])}属性反击`; break; + case 61: + let fullColor = nb(sk[0], attrsName); + let atSameTime = fullColor.length == sk[1]; + if (sk[0] == 31) //31-11111 + { //单纯5色 + str = ''; + }else if((sk[0] & 31) == 31) + { //5色加其他色 + str = `5色+${nb(sk[0] ^ 31, attrsName).join("、")}`; + if (!atSameTime) str+="中"; + }else + { + str = `${fullColor.join("、")}`; + if (!atSameTime) str+="中"; + } + if (!atSameTime) str+=`${sk[1]}种属性以上`; + else if(sk[0] == 31) str += `5色`; + str += `同时攻击时,所有宠物的攻击力×${sk[2]/100}倍`; + if (sk[3]) + {str += `,每多一种属性+${sk[3]/100}倍,最大${fullColor.length}种时${(sk[2]+sk[3]*(fullColor.length-sk[1]))/100}倍`;} + break; + case 62: case 77: + str = `${sk.slice(0,sk.length-1).map(t=>{return typeN(t);}).join("、")}类型宠物的 HP 和攻击力×${sk[sk.length-1]/100}倍`; + break; + case 63: + str = `${sk.slice(0,sk.length-1).map(t=>{return typeN(t);}).join("、")}类型宠物的 HP 和回复力×${sk[sk.length-1]/100}倍`; + break; + case 64: case 79: + str = `${sk.slice(0,sk.length-1).map(t=>{return typeN(t);}).join("、")}类型宠物的攻击力和回复力×${sk[sk.length-1]/100}倍`; + break; + case 65: + str = `${sk.slice(0,sk.length-1).map(t=>{return typeN(t);}).join("、")}类型宠物的 HP、攻击力和回复力×${sk[sk.length-1]/100}倍`; + break; + case 66: + str = `${sk[0]}连击以上所有宠物的攻击力${sk[1]/100}倍`; + break; + case 67: + str = `${sk.slice(0,sk.length-1).map(t=>{return attrN(t);}).join("、")}属性宠物的 HP 和回复力×${sk[sk.length-1]/100}倍`; + break; + case 69: + str = `${attrN(sk[0])}属性和${typeN(sk[1])}类型宠物的攻击力×${sk[2]/100}倍`; + break; case 71: //这个类型,所有颜色是直接显示的,但是最后一位有个-1表示结束 strArr = sk; @@ -167,6 +275,9 @@ function parseSkillDescription(skill) } str = "全画面的宝珠变成" + strArr.map((o)=>{return attrN(o);}).join("、"); break; + case 75: + str = `${attrN(sk[0])}属性和${typeN(sk[1])}类型宠物的攻击力和回复力×${sk[2]/100}倍`; + break; case 76: atrArr = []; if (sk[0]) {strArr.push(nb(sk[0],attrsName).join("、") + "属性");} @@ -175,13 +286,16 @@ function parseSkillDescription(skill) str += `全属性${sk[2]/100}倍`; break; case 84: - str = `HP${(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`; + 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`; break; case 85: - 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${attrN(sk[0])}属性伤害`; + str = `HP 减少${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`; + break; + case 86: + str = `HP 变为1,,对敌方1体造成${sk[1]}点${attrN(sk[0])}属性伤害`; break; case 87: - str = `HP变为1,,对敌方全体造成${sk[1]}点${attrN(sk[0])}属性伤害`; + str = `HP 变为1,,对敌方全体造成${sk[1]}点${attrN(sk[0])}属性伤害`; break; case 88: str = `${sk[0]}回合内${typeN(sk[1])}类型的攻击力×${sk[2]/100}倍`; @@ -190,18 +304,48 @@ function parseSkillDescription(skill) strArr = sk.slice(1,sk.length-1); str = `${sk[0]}回合内${strArr.map(attrN).join("、")}属性的攻击力×${sk[sk.length-1]/100}倍`; break; + case 91: + str = `${sk.slice(0,sk.length-1).map(attrN).join("、")}属性宝珠强化`; + if (sk[sk.length-1] != 6) str += `未知 参数${sk.length-1} ${sk[sk.length-1]}`; + break; case 92: strArr = sk.slice(1,sk.length-1); str = `${sk[0]}回合内${strArr.map(typeN).join("、")}类型的攻击力×${sk[sk.length-1]/100}倍`; break; case 93: - 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]}`:""}`; + str = `将自己换成队长,再次使用此技能则换为原来的队长。`; + if (sk[0]) str += `未知 参数0 ${sk[0]}`; + break; + case 94: + strArr = [sk[2],sk[3]].filter(s=>{return s>0;}).map(s=>{if(s==1) return "攻击"; else if(s==2) return "回复";}) + str = `HP ${sk[0]==100?"全满":`${sk[0]}%以下`}时${attrN(sk[1])}属性宠物的${strArr.join("和")}${sk[4]/100}倍`; + break; + case 95: + strArr = [sk[2],sk[3]].filter(s=>{return s>0;}).map(s=>{if(s==1) return "攻击"; else if(s==2) return "回复";}) + str = `HP ${sk[0]==100?"全满":`${sk[0]}%以下`}时${typeN(sk[1])}类型宠物的${strArr.join("和")}${sk[4]/100}倍`; + break; + case 96: + strArr = [sk[2],sk[3]].filter(s=>{return s>0;}).map(s=>{if(s==1) return "攻击"; else if(s==2) return "回复";}) + str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时${attrN(sk[1])}属性宠物的${strArr.join("和")}${sk[4]/100}倍`; + break; + case 97: + strArr = [sk[2],sk[3]].filter(s=>{return s>0;}).map(s=>{if(s==1) return "攻击"; else if(s==2) return "回复";}) + str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时${typeN(sk[1])}类型宠物的${strArr.join("和")}${sk[4]/100}倍`; + break; + case 98: + str = `${sk[0]}连击时,所有宠物的攻击力${sk[1]/100}倍,每多1连击+${sk[2]/100}倍,最大${sk[3]}连击时${(sk[1]+sk[2]*(sk[3]-sk[0]))/100}倍`; + break; + case 108: + str = `HP 变为${sk[0]}%,${typeN(sk[1])}类型宠物的攻击力×${sk[2]/100}倍`; break; case 110: - str = `根据余下HP对敌方${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${attrN(sk[1])}属性伤害(100% HP 时为自身攻击力×${sk[2]/100}倍,1 HP 时为自身攻击力×${sk[3]/100}倍)`; + break; + case 111: + str = `${sk.slice(0,sk.length-1).map(t=>{return attrN(t);}).join("、")}属性宠物的 HP 和攻击力×${sk[sk.length-1]/100}倍`; break; case 115: - str = `对敌方全体造成自身攻击力×${sk[1]/100}倍的${attrN(sk[0])}属性伤害,并回复伤害${sk[2]}%的HP`; + str = `对敌方1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,按顺序组合发动如下主动技能: str = ``; break; case 118: //随机内容主动技能 - str = `随机发动以下技能: