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@@ -1,383 +0,0 @@ |
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<!doctype html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>技能代码测试</title>
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<script type="text/javascript">
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var skill;
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var mid;
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var GM_xmlhttpRequest = function(GM_param) {
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var xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
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xhr.open(GM_param.method, GM_param.url, true);
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if (GM_param.responseType) xhr.responseType = GM_param.responseType;
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if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
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xhr.onreadystatechange = function() //设置回调函数
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{
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if (xhr.readyState === xhr.DONE) {
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if (xhr.status === 200 && GM_param.onload)
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GM_param.onload(xhr);
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if (xhr.status !== 200 && GM_param.onerror)
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GM_param.onerror(xhr);
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}
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}
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for (var header in GM_param.headers) {
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xhr.setRequestHeader(header, GM_param.headers[header]);
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}
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xhr.send(GM_param.data ? GM_param.data : null);
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}
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GM_xmlhttpRequest({
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method: "GET",
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url:"ja-skill.json",
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onload: function(response) {
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skill = JSON.parse(response.response).skill;
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},
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onerror: function(response) {
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console.error("技能数据获取错误",response);
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}
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});
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function g(id)
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{
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var m = skill[id];
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console.log("No.%d CD:%d-%d(Lv%d) %o",
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id,
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m[4], //技能CD MAX
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(m[4]-m[3]+1), //技能CD MIN
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m[3], //技能CD LV
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m, //对象
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);
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//console.log(skillDetail(id));
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skillDetail(id)
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}
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function skillDetail(sid)
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{
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skillDataDetail(skill[sid],sid);
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}
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function skillDataDetail(sk,si)
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{
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var str = null;
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//珠子名数组
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var pna = ["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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var tna = ["进化","平衡","体力","回复","龙","神","攻击","恶魔","机械","9","10","11","觉醒","13","强化","卖钱"];
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//觉醒名数组
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var ana = ["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-"];
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//返回属性名
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function pn(i){return pna[i] || ("未知属性" + i);}
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//返回类型名
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function tn(i){return tna[i] || ("未知类型" + i);}
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//返回觉醒名
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function an(i){return ana[i-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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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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let arr = num.toString(2).split("").map(c=>{return parseInt(c);});
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if (reverse) arr.reverse();
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return arr;
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}
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//从二进制的数字中获得有哪些内容
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function getNamesFromBinary(num,dataArr)
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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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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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//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,pna);
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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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var 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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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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var 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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return getNamesFromBinary(b,RowsN);
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}
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switch(sk[2])
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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[7]/100 + "倍的" + pn(sk[6]) + "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[7] + "的" + pn(sk[6]) + "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[6]/100 + "倍的伤害";
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break;
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case 3:
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str = sk[6] + "回合内受到的伤害减少" + sk[7] + "%";
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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[6]/100 + "倍的HP";
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break;
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case 5:
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str = sk[6] + "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[6] + "%";
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break;
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case 8:
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str = "回复" + sk[6] + "HP";
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break;
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case 9:
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str = pn(sk[6]) + "变为" + pn(sk[7] || 0);
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break;
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case 10:
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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 = pn(sk[6]) + "属性宠物的攻击力×" + sk[7]/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[6]/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[6]/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[6]+"%~"+sk[7]+"%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[6]/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[6] + "%";
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break;
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case 17:
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str = "受到的" +pn(sk[6])+ "属性伤害减少" + sk[7] + "%";
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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[6] + "回合";
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break;
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case 19:
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str = sk[6] + "回合内敌方防御力减少" + sk[7] + "%";
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break;
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case 20: //单色A转B,C转D
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var argArr = sk.slice(6); //获取6开始的参数
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var arrT = [];
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for (var ai=0;ai<argArr.length;ai+=2)
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{
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arrT.push(pn(argArr[ai]) +"宝珠变为" + pn(argArr[ai+1]));
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}
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str = arrT.join(",");
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break;
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case 21:
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str = sk[6] + "回合内" + pn(sk[7]) + "属性的伤害减少" + sk[8] + "%";
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break;
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case 50:
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str = sk[6] + "回合内" + (sk[7]==5?"回复力":(pn(sk[7]) + "属性的攻击力")) + "×"+ sk[8]/100 + "倍";
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break;
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case 51:
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str = sk[6] + "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 = pn(sk[6]) + "宝珠强化(每颗强化珠伤害/回复增加"+sk[7]+"%)";
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break;
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case 55:
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str = "对敌方1体造成" + sk[6] + "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[6] + "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[7]/100 + "~"+sk[8]/100+"倍的" +pn(sk[6])+ "属性伤害";
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break;
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case 60:
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str = sk[6] + "回合内,受到伤害时进行受到伤害"+sk[7]/100+"倍的"+pn(sk[8])+"属性反击";
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break;
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case 71:
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var Orbs = sk.slice(6,sk.indexOf(-1,6)); //6开到-1为止都是会产生的属性
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str = "全画面的宝珠变成" + Orbs.map(function(o){return pn(o);}).join("、");
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break;
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case 84:
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str = "HP"+(sk[9]?("减少"+ sk[9] +"%"):"变为1")+",对敌方1体造成自身攻击力×" + (sk[7]!=sk[8]?(sk[7]/100+"~"+sk[8]/100):sk[7]/100) + "倍的" + pn(sk[6]) + "属性伤害";
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break;
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case 85:
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str = "HP减少"+ sk[9] +"%,对敌方全体造成自身攻击力×" + (sk[7]!=sk[8]?(sk[7]/100+"~"+sk[8]/100):sk[7]/100) + "倍的" + pn(sk[6]) + "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[7]+"点"+pn(sk[6])+"属性伤害";
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break;
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case 88:
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str = sk[6] + "回合内" + tn(sk[7]) + "类型的攻击力×"+ sk[8]/100 + "倍";
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break;
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case 90:
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var Properties = sk.slice(7,sk.length-1);
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str = sk[6] + "回合内" + Properties.map(pi => {return pn(pi);}).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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var Types = sk.slice(7,sk.length-1);
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str = sk[6] + "回合内" + Types.map(ti => {return tn(ti);}).join("、") + "类型的攻击力×"+ sk[sk.length-1]/100 + "倍";
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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[6]?"1":"全")+"体造成"+pn(sk[7])+"属性伤害(100%HP时为自身攻击力的"+sk[8]/100+"倍,1HP时为自身攻击力的"+sk[9]/100+"倍)";
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break;
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case 115:
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str = "对敌方全体造成自身攻击力×" + sk[7]/100 + "倍的" + pn(sk[6]) + "属性伤害,并回复伤害"+sk[8]+"%的HP";
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break;
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case 116: //多内容主动技能
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var nextSkillId = sk.slice(6); //6开始都是下个技能的内容
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console.log("按顺序组合发动如下主动技能:");
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nextSkillId.forEach(si => {skillDetail(si)});
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return;
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break;
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case 118: //随机内容主动技能
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var nextSkillId = sk.slice(6); //6开始都是下个技能的内容
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console.log("随机发动如下主动技能:");
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nextSkillId.forEach(si => {g(si);});
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return;
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break;
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case 117:
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var arrT = [];
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if(sk[7]>0) arrT.push("回复宠物自身回复力x" + sk[7]/100 + "倍的HP");
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if(sk[9]) arrT.push("回复HP上限" + sk[9] + "%的HP");
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if(sk[6]>0) arrT.push("封锁状态减少" + sk[6] + "回合");
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if(sk[10]>0) arrT.push("觉醒无效状态减少" + sk[10] + "回合");
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if(sk[8]) arrT.push("未知的sk[8]");
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str = arrT.join(",");
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break;
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case 126:
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str = sk[7] +"回合内" + binPns(sk[6]).join("、") + "珠的掉落率提高"+ sk[9] + "%";
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if (sk[7] != sk[8]) str += "还有未知sk[8]";
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break;
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case 127: //生成竖列
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var argArr = sk.slice(6); //获取6开始的参数
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var arrT = [];
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for (var ai=0;ai<argArr.length;ai+=2)
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{
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var clums = binClum(argArr[ai]);
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arrT.push(clums.join("、") +"的宝珠变为" + binPns(argArr[ai+1]).join("、"));
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}
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str = arrT.join(",");
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break;
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case 128: //生成横
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var argArr = sk.slice(6); //获取6开始的参数
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var arrT = [];
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for (var ai=0;ai<argArr.length;ai+=2)
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{
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var rows = binRows(argArr[ai]);
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arrT.push(rows.join("、") +"的宝珠变为" + binPns(argArr[ai+1]).join("、"));
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}
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str = arrT.join(",");
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break;
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case 132:
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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"));
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|
break;
|
|
|
|
case 138: //多内容队长技能
|
|
|
|
var nextSkillId = sk.slice(6); //6开始都是下个技能的内容
|
|
|
|
console.log("按顺序组合发动如下队长技能:");
|
|
|
|
nextSkillId.forEach(si => {skillDetail(si)});
|
|
|
|
return;
|
|
|
|
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]+"%)";
|
|
|
|
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]";
|
|
|
|
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" + pn(sk[9]||0) + "属性伤害";
|
|
|
|
if (sk[8]>0) str += "还有未知sk[8]";
|
|
|
|
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";
|
|
|
|
break;
|
|
|
|
case 152:
|
|
|
|
str = "将"+ binPns(sk[6]).join("、") + "宝珠锁定";
|
|
|
|
if (sk[7]!=42) str += "还有未知sk[7]";
|
|
|
|
break;
|
|
|
|
case 153:
|
|
|
|
str = "敌人全体变为"+ pn(sk[6]) + "属性。(" +(sk[7]?"不":"")+"受防护盾的影响)";
|
|
|
|
break;
|
|
|
|
case 154:
|
|
|
|
str = binPns(sk[6]).join("、") + "珠变为"+ binPns(sk[7]).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"+an(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"+an(sk[7])+"的数目减少收到的伤害,每个觉醒可以减少"+sk[11]+"%";
|
|
|
|
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]";
|
|
|
|
break;
|
|
|
|
case 160:
|
|
|
|
str = sk[6] + "回合内,结算时增加"+sk[7]+"COMBO";
|
|
|
|
break;
|
|
|
|
case 172:
|
|
|
|
str = "解锁所有宝珠";
|
|
|
|
break;
|
|
|
|
case 176:
|
|
|
|
//●◉○◍◯
|
|
|
|
var table = [sk[6],sk[7],sk[8],sk[9],sk[10]];
|
|
|
|
str = "以如下形状生成" + pn(sk[11]||0) + "宝珠\n";
|
|
|
|
str += table.map(r=>{
|
|
|
|
var rArr = [];
|
|
|
|
for(var c=0;c<=5;c++)
|
|
|
|
{
|
|
|
|
rArr.push(r & Math.pow(2,c)?"●":"○");
|
|
|
|
}
|
|
|
|
return rArr.join("");
|
|
|
|
}).join("\n");
|
|
|
|
break;
|
|
|
|
case 173:
|
|
|
|
var arrT = [];
|
|
|
|
if (sk[7]) arrT.push("属性吸收");
|
|
|
|
if (sk[8]) arrT.push("连击吸收?目前是猜测");
|
|
|
|
if (sk[9]) arrT.push("伤害吸收");
|
|
|
|
str = sk[6] + "回合内敌人的" + arrT.join("、") + "无效化";
|
|
|
|
break;
|
|
|
|
case 184:
|
|
|
|
str = sk[6] + "回合内,天降的宝珠不会产生COMBO";
|
|
|
|
break;
|
|
|
|
case 180:
|
|
|
|
str = sk[6] + "回合内," + sk[7] + "%概率掉落强化宝珠";
|
|
|
|
break;
|
|
|
|
case 188:
|
|
|
|
str = "对敌方1体造成" + sk[6] + "点无视防御的固定伤害(×多次)";
|
|
|
|
break;
|
|
|
|
case 191:
|
|
|
|
str = sk[6] + "回合内可以贯穿伤害无效盾";
|
|
|
|
break;
|
|
|
|
case 195:
|
|
|
|
str = "HP减少"+ sk[6] + "%";
|
|
|
|
break;
|
|
|
|
case 196:
|
|
|
|
str = "无法消除宝珠状态减少"+ sk[6] + "回合";
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
str = "未知的技能类型" + sk[2] + "(No." + si + ")";
|
|
|
|
console.log(str,sk);
|
|
|
|
return;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
//return str;
|
|
|
|
console.log(str);
|
|
|
|
}
|
|
|
|
</script>
|
|
|
|
</head>
|
|
|
|
|
|
|
|
<body>
|
|
|
|
<script type="text/javascript">
|
|
|
|
window.onload = function()
|
|
|
|
{
|
|
|
|
mid = document.querySelector("#mid");
|
|
|
|
}
|
|
|
|
</script>
|
|
|
|
<input type="number" id="mid"><input type="button" value="获取技能" onclick="g(parseInt(mid.value));">
|
|
|
|
</body>
|
|
|
|
</html>
|