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修复不同语言之间切换的BUG

tags/v8.0
枫谷剑仙 6 years ago
parent
commit
6d85b1ab8f
2 changed files with 10 additions and 7 deletions
  1. +5
    -4
      script.js
  2. +5
    -3
      universal_function.js

+ 5
- 4
script.js View File

@@ -118,7 +118,7 @@ Formation.prototype.loadObj= function(f){
//获取最大潜觉数量
function getMaxLatentCount(id)
{ //转生2和超转生3为8个格子
let m = ms[id],mEvoType = m.evoType;
let m = ms[id] || ms[0],mEvoType = m.evoType;
return (mEvoType == 2 || mEvoType == 3) ? 8 : 6;
}
//创建一个新的怪物头像
@@ -706,7 +706,7 @@ function initialize()
//改变一个怪物头像
function changeid(mon,monDom,latentDom)
{
var md = ms[mon.id]; //怪物固定数据
var md = ms[mon.id] || ms[0]; //怪物固定数据
monDom.setAttribute("data-cardid",mon.id); //设定新的id
if (mon.id<0) //如果是延迟
{
@@ -837,7 +837,6 @@ function changeid(mon,monDom,latentDom)
let maxLatentCount = getMaxLatentCount(mon.id); //最大潜觉数量
for (var ai=0;ai<latentDoms.length;ai++)
{
console.log(ai,maxLatentCount,usedHoleN,latent.length)
if (latent[ai])
{
latentDoms[ai].className = "latent-icon latent-icon-" + latent[ai];
@@ -1160,7 +1159,9 @@ function refreshAbility(dom,team,idx){
//基底三维,如果辅助是武器,还要加上辅助的觉醒
var mainAbility = calculateAbility(mainMD.id,mainMD.level,mainMD.plus,mainMD.awoken,mainMD.latent,assistMD.id,assistMD.awoken);
//辅助增加的三维,如果辅助的主属性相等,辅助宠物只计算等级和加值,不计算觉醒
var assistAbility = (assistMD.id > 0 && ms[mainMD.id].ppt[0]==ms[assistMD.id].ppt[0])
let mainCard = ms[mainMD.id] || ms[0];
let assistCard = ms[assistMD.id] || ms[0];
var assistAbility = (assistMD.id > 0 && mainCard.ppt[0]==assistCard.ppt[0])
?calculateAbility(assistMD.id,assistMD.level,assistMD.plus,null,null)
:[0,0,0];
if (mainAbility && mainMD.ability)


+ 5
- 3
universal_function.js View File

@@ -93,8 +93,10 @@ function awokenCountInTeam(team,ak,solo)
{ //如果是特殊情况的
return c;
}
var mdAwoken = ms[m.id].awoken; //这个怪物的觉醒数据
var mdSAwoken = ms[m.id].sAwoken; //这个怪物的超觉醒数据
let card = ms[m.id];
if (!card) return c; //如果没有这个怪,返回原始数据
var mdAwoken = card.awoken; //这个怪物的觉醒数据
var mdSAwoken = card.sAwoken; //这个怪物的超觉醒数据
if ((!mdAwoken && !mdSAwoken) || (isAssist && mdAwoken.indexOf(49)<0))
{ //如果没有觉醒和超觉醒 || (如果是辅助队 &&第一个不是武器觉醒)
return c;
@@ -174,7 +176,7 @@ function calculateAbility(monid,level,plus,awoken,latent,weaponId,weaponAwoken)
var awokenList = m.awoken.slice(0,awoken); //储存生效的觉醒
if (weaponId)
{
var weapon = ms[weaponId]; //武器的怪物数据
var weapon = ms[weaponId] || ms[0]; //武器的怪物数据,没有这个怪的话,切换到0
var weaponAwokenList = weapon.awoken.slice(0,weaponAwoken);
if (weaponAwokenList.indexOf(49)>=0)
awokenList = awokenList.concat(weaponAwokenList);


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