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补充很多技能解释

tags/v8.0
枫谷剑仙 6 years ago
parent
commit
68b9702ff5
3 changed files with 183 additions and 14 deletions
  1. +1
    -0
      monsters-info/official-API/en-skill.json
  2. +3
    -3
      monsters-info/official-API/test-mon.html
  3. +179
    -11
      monsters-info/official-API/test-skill.html

+ 1
- 0
monsters-info/official-API/en-skill.json
File diff suppressed because it is too large
View File


+ 3
- 3
monsters-info/official-API/test-mon.html View File

@@ -2,7 +2,7 @@
<html>
<head>
<meta charset="utf-8">
<title>代码测试</title>
<title>怪物代码测试</title>
<script type="text/javascript">
var card;
var mid;
@@ -63,7 +63,7 @@ function g(id)
}
GM_xmlhttpRequest({
method: "GET",
url:"en.json",
url:"ja.json",
onload: function(response) {
card = JSON.parse(response.response).card;
/*
@@ -93,6 +93,6 @@ window.onload = function()
mid = document.querySelector("#mid");
}
</script>
<input type="number" id="mid"><input type="button" value="测试" onclick="g(parseInt(mid.value));">
<input type="number" id="mid"><input type="button" value="获取怪物" onclick="g(parseInt(mid.value));">
</body>
</html>

+ 179
- 11
monsters-info/official-API/test-skill.html View File

@@ -2,7 +2,7 @@
<html>
<head>
<meta charset="utf-8">
<title>代码测试</title>
<title>技能代码测试</title>
<script type="text/javascript">
var skill;
var mid;
@@ -25,14 +25,6 @@ var GM_xmlhttpRequest = function(GM_param) {
}
xhr.send(GM_param.data ? GM_param.data : null);
}
function g(id)
{
var m = skill[id];
console.log("%oCD:%s",
m, //对象
m[4] + "-" + (m[4]-m[3]+1), //技能CD
);
}
GM_xmlhttpRequest({
method: "GET",
url:"ja-skill.json",
@@ -40,9 +32,185 @@ GM_xmlhttpRequest({
skill = JSON.parse(response.response).skill;
},
onerror: function(response) {
console.error("怪物数据获取错误",response);
console.error("技能数据获取错误",response);
}
});
function g(id)
{
var m = skill[id];
console.log("No.%d CD:%d-%d(Lv%d) %o",
id,
m[4], //技能CD MAX
(m[4]-m[3]+1), //技能CD MIN
m[3], //技能CD LV
m, //对象
);
//console.log(skillDetail(id));
skillDetail(id)
}
function skillDetail(si)
{
var sk = skill[si];
var str = null;
//珠子名数组
var pna = ["火","水","木","光","暗","回复","邪魔","毒","剧毒","炸弹"];
//类型名数组
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"];
//返回属性名
function pn(i)
{
return pna[i] || ("未知属性" + i);
}
//从二进制(10禁止保存)的数字中获得有哪些珠子
function binPns(b)
{ /*b是输入的数字,比如10进制465转二进制=>111010001
然后从地位到高位表示火水木光暗……
用逻辑运算AND序号来获得有没有这个值*/
var pns = pna.filter(function(pn,pi){
return b & Math.pow(2,pi);
});
return pns;
}
//返回类型名
function tn(i)
{
return tna[i] || ("未知类型" + i);
}
switch(sk[2])
{
case 0:
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";
break;
case 1:
str = "对敌方全体造成" + sk[7] + "的" + pn(sk[6]) + "属性攻击";
break;
case 2:
str = "对敌方1体造成自身攻击力×" + sk[6]/100 + "倍的伤害";
break;
case 3:
str = sk[6] + "回合内受到的伤害减少" + sk[7] + "%";
break;
case 4:
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";
break;
case 5:
str = sk[6] + "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[6] + "%";
break;
case 8:
str = "回复" + sk[6] + "HP";
break;
case 9:
str = pn(sk[6]) + "变为" + pn(sk[7] || 0);
break;
case 10:
str = "全版刷新";
break;
case 11:
str = pn(sk[6]) + "属性宠物的攻击力×" + sk[7]/100 + "倍";
break;
case 12:
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";
break;
case 13:
str = "消除宝珠的回合,回复自身回复力×" + sk[6]/100 + "倍的HP";
break;
case 14:
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";
break;
case 15:
str = "操作时间演延长" + sk[6]/100 + "秒";
break;
case 16:
str = "受到的所有伤害减少" + sk[6] + "%";
break;
case 17:
str = "受到的" +pn(sk[6])+ "属性伤害减少" + sk[7] + "%";
break;
case 19:
str = sk[6] + "回合内敌方防御力减少" + sk[7] + "%";
break;
case 50:
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";
break;
case 71:
var Orbs = sk.slice(6,sk.indexOf(-1,6)); //6开到-1为止都是会产生的属性
str = "全画面的宝珠变成" + Orbs.map(function(o){return pn(o);}).join("、");
break;
case 84:
str = "HP减少"+ sk[9] +"%,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";
break;
case 85:
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";
break;
case 88:
str = sk[6] + "回合内" + tn(sk[7]) + "类型的攻击力×"+ sk[8]/100 + "倍";
break;
case 92:
var Types = sk.slice(7,sk.length-1);
str = sk[6] + "回合内" + Types.map(ti => {return tn(ti);}).join("、") + "类型的攻击力×"+ sk[9]/100 + "倍";
break;
case 116:case 138:
var nextSkillId = sk.slice(6); //6开始都是下个技能的内容
/*var nextSkillDetail = nextSkillId.map(function(si){ //每个技能单独获取解释
return skillDetail(si);
});*/
str = "按顺序组合发动如下" + (sk[2]==116?"主动":"队长") + "技能:";
console.log(str);
nextSkillId.forEach(si => {skillDetail(si)});
return;
break;
case 117:
var arrT = [];
if(sk[7]>0) arrT.push("回复宠物自身回复力x" + sk[7]/100 + "倍的HP");
if(sk[9]) arrT.push("回复最大HP" + sk[9] + "%的HP");
if(sk[6]>0) arrT.push("封锁状态减少" + sk[6] + "回合");
if(sk[10]>0) arrT.push("觉醒无效状态减少" + sk[6] + "回合");
if(sk[8]) arrT.push("未知的sk[8]");
str = arrT.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]";
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 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 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"+ pn(sk[7]);
break;
case 172:
str = "解锁所有宝珠";
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 191:
str = sk[6] + "回合内可以贯穿伤害无效盾";
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>
@@ -53,6 +221,6 @@ window.onload = function()
mid = document.querySelector("#mid");
}
</script>
<input type="number" id="mid"><input type="button" value="测试" onclick="g(parseInt(mid.value));">
<input type="number" id="mid"><input type="button" value="获取技能" onclick="g(parseInt(mid.value));">
</body>
</html>

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