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又把1血加回去

tags/v8.0
枫谷剑仙 5 years ago
parent
commit
42e4fa21bb
1 changed files with 46 additions and 10 deletions
  1. +46
    -10
      languages/zh-CN.js

+ 46
- 10
languages/zh-CN.js View File

@@ -702,19 +702,19 @@ function parseSkillDescription(skill)
str = "";
if (sk[0] || sk[1]) str += `${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物`;
if (sk[2] || sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]})}`;
if (sk[5]) str += `${str.length>0?",":""}受到的${nb(sk[5],attrsName).join("、")}属性伤害减少${sk[6]}%`;
if (sk[5]) str += `${str.length>0?",":""}受到的${getAttrTypeString(flags(sk[5]))}属性伤害减少${sk[6]}%`;
break;
case 130:
str = `HP ${sk[0]}%以下时`;
if (sk[1] || sk[2]) str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
if (sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({atk:sk[3],rcv:sk[4]})}`;
if (sk[5]) str += `,受到的${nb(sk[5],attrsName).join("、")}属性伤害减少${sk[6]}%`;
if (sk[5]) str += `,受到的${getAttrTypeString(flags(sk[5]))}属性伤害减少${sk[6]}%`;
break;
case 131:
str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时`;
if (sk[1] || sk[2]) str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
if (sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({atk:sk[3],rcv:sk[4]})}`;
if (sk[5]) str += `,受到的${nb(sk[5],attrsName).join("、")}属性伤害减少${sk[6]}%`;
if (sk[5]) str += `,受到的${getAttrTypeString(flags(sk[5]))}属性伤害减少${sk[6]}%`;
break;
case 132:
str = `${sk[0]}回合内,宝珠移动时间`;
@@ -1187,7 +1187,7 @@ function parseSkillDescription(skill)
break;
case 183:
str = getAttrTypeString(flags(sk[0]),flags(sk[1])) + "宠物的";
if (sk[3] || sk[4]) str+= ` HP ${sk[2]}%以上时`;
if (sk[3] || sk[4]) str+= ` HP ${sk[2]==100?"全满":`${sk[2]}%以上`}时`;
if (sk[3]) str+= `${getFixedHpAtkRcvString({atk:sk[3]})}`;
if (sk[4]) str += `,受到的伤害减少${sk[4]}%`;
if (sk[6] || sk[7]) str+= ` HP ${sk[5]||sk[2]}%以下时`;
@@ -1468,7 +1468,7 @@ function parseBigNumber(number)
break;
case 38: //血线下 + 几率
case 43: //血线上 + 几率
scale = (noHPneed || allAttr && sk[1]<100) ? 0 : sk[2]/100;
scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
break;
case 129: //无条件盾,属性个数不固定
case 163: //无条件盾,属性个数不固定
@@ -1874,10 +1874,15 @@ function parseBigNumber(number)
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
return getHPScale(a_s) - getHPScale(b_s);
})},
{name:"队长血倍率 == 1",function:cards=>cards.filter(card=>{
const skill = Skills[card.leaderSkillId];
const HPscale = getHPScale(skill);
return HPscale === 1;
})},
{name:"队长血倍率[0, 1)(按倍率排序)",function:cards=>cards.filter(card=>{
const skill = Skills[card.leaderSkillId];
const HPscale = getHPScale(skill);
return HPscale<1;
return HPscale < 1;
}).sort((a,b)=>{
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
return getHPScale(a_s) - getHPScale(b_s);
@@ -1886,7 +1891,7 @@ function parseBigNumber(number)
{name:"队长盾减伤[75%, 100%](按倍率排序)",function:cards=>cards.filter(card=>{
const skill = Skills[card.leaderSkillId];
const reduceScale = getReduceScale(skill);
return reduceScale>=0.75;
return reduceScale >= 0.75;
}).sort((a,b)=>{
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
return getReduceScale(a_s) - getReduceScale(b_s);
@@ -1894,7 +1899,7 @@ function parseBigNumber(number)
{name:"队长盾减伤[50%, 75%)(按倍率排序)",function:cards=>cards.filter(card=>{
const skill = Skills[card.leaderSkillId];
const reduceScale = getReduceScale(skill);
return reduceScale>=0.5 && reduceScale < 0.75;
return reduceScale >= 0.5 && reduceScale < 0.75;
}).sort((a,b)=>{
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
return getReduceScale(a_s) - getReduceScale(b_s);
@@ -1902,7 +1907,7 @@ function parseBigNumber(number)
{name:"队长盾减伤[25%, 50%)(按倍率排序)",function:cards=>cards.filter(card=>{
const skill = Skills[card.leaderSkillId];
const reduceScale = getReduceScale(skill);
return reduceScale>=0.25 && reduceScale < 0.5;
return reduceScale >= 0.25 && reduceScale < 0.5;
}).sort((a,b)=>{
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
return getReduceScale(a_s) - getReduceScale(b_s);
@@ -1910,11 +1915,16 @@ function parseBigNumber(number)
{name:"队长盾减伤(0%, 25%)(按倍率排序)",function:cards=>cards.filter(card=>{
const skill = Skills[card.leaderSkillId];
const reduceScale = getReduceScale(skill);
return reduceScale>0 && reduceScale < 0.25;
return reduceScale > 0 && reduceScale < 0.25;
}).sort((a,b)=>{
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
return getReduceScale(a_s) - getReduceScale(b_s);
})},
{name:"队长盾减伤 == 0",function:cards=>cards.filter(card=>{
const skill = Skills[card.leaderSkillId];
const reduceScale = getReduceScale(skill);
return reduceScale === 0;
})},
{name:"队长盾减伤-必须全属性减伤",function:cards=>cards.filter(card=>{
const skill = Skills[card.leaderSkillId];
return getReduceScale(skill, true) > 0;
@@ -1931,6 +1941,32 @@ function parseBigNumber(number)
const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
return getReduceScale(a_s) - getReduceScale(b_s);
})},
{name:"队长盾减伤-无条件盾",function:cards=>cards.filter(card=>{
//获取盾减伤比例
function getReduceScale_unconditional(ls)
{
const sk = ls.params;
let scale = 0;
switch (ls.type)
{
case 16: //无条件盾
scale = sk[0]/100;
break;
case 129: //无条件盾,属性个数不固定
case 163: //无条件盾,属性个数不固定
scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
break;
case 138: //调用其他队长技
scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
break;
default:
}
return scale || 0;
}
const skill = Skills[card.leaderSkillId];
return getReduceScale_unconditional(skill) > 0;
})},
{name:"======主动技======",function:cards=>cards},
{name:"1 CD",function:cards=>cards.filter(card=>{


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