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Merge branch 'master' of gitee.com:mapaler/PADDashFormation

# Conflicts:
#	monsters-info/custom/chs.json
#	monsters-info/custom/cht.json
#	monsters-info/mon.json
tags/v8.0
枫谷剑仙 6 years ago
parent
commit
74c7f7612c
1 changed files with 136 additions and 20 deletions
  1. +136
    -20
      monsters-info/official-API/test-skill.html

+ 136
- 20
monsters-info/official-API/test-skill.html View File

@@ -57,25 +57,40 @@ function skillDetail(si)
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"];
//觉醒名数组
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-"];
//返回属性名
function pn(i)
function pn(i){return pna[i] || ("未知属性" + i);}
//返回类型名
function tn(i){return tna[i] || ("未知类型" + i);}
//返回觉醒名
function an(i){return ana[i-1] || ("未知觉醒" + i);}
//从二进制的数字中获得有哪些内容
function getNamesFromBinary(num,arr)
{
return pna[i] || ("未知属性" + i);
var results = arr.filter(function(pn,pi){
return num & Math.pow(2,pi);
});
return results;
}
//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;
return getNamesFromBinary(b,pna);
}
//返回类型名
function tn(i)
//从二进制的数字中获得有哪些列(colum)
function binClum(b)
{
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"];
return getNamesFromBinary(b,ClumsN);
}
//从二进制的数字中获得有哪些行(row)
function binRows(b)
{
return tna[i] || ("未知类型" + i);
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"];
return getNamesFromBinary(b,RowsN);
}
switch(sk[2])
{
@@ -130,45 +145,87 @@ function skillDetail(si)
case 17:
str = "受到的" +pn(sk[6])+ "属性伤害减少" + sk[7] + "%";
break;
case 18:
str = "将敌人的攻击延迟" + sk[6] + "回合";
break;
case 19:
str = sk[6] + "回合内敌方防御力减少" + sk[7] + "%";
break;
case 20: //单色A转B,C转D
var argArr = sk.slice(6); //获取6开始的参数
var arrT = [];
for (var ai=0;ai<argArr.length;ai+=2)
{
arrT.push(pn(argArr[ai]) +"宝珠变为" + pn(argArr[ai+1]));
}
str = arrT.join(",");
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 51:
str = sk[6] + "回合内,所有攻击转为全体攻击";
break;
case 55:
str = "对敌方1体造成" + sk[6] + "点无视防御的固定伤害";
break;
case 56:
str = "对敌方全体造成" + sk[6] + "点无视防御的固定伤害";
break;
case 58:
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";
break;
case 60:
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";
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";
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";
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 87:
str = "HP变为1,,对敌方全体造成"+sk[7]+"点"+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 90:
var Properties = sk.slice(7,sk.length-1);
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";
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";
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";
break;
case 110:
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)";
break;
case 115:
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";
break;
case 116:case 138:
case 116: //多内容主动技能
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);
console.log("按顺序组合发动如下主动技能:");
nextSkillId.forEach(si => {skillDetail(si)});
return;
break;
case 118: //随机内容主动技能
var nextSkillId = sk.slice(6); //6开始都是下个技能的内容
console.log("随机发动如下主动技能:");
nextSkillId.forEach(si => {g(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[9]) arrT.push("回复HP上限" + 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[10]>0) arrT.push("觉醒无效状态减少" + sk[10] + "回合");
if(sk[8]) arrT.push("未知的sk[8]");
str = arrT.join(",");
break;
@@ -176,18 +233,71 @@ function skillDetail(si)
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 127: //生成竖列
var argArr = sk.slice(6); //获取6开始的参数
var arrT = [];
for (var ai=0;ai<argArr.length;ai+=2)
{
var clums = binClum(argArr[ai]);
arrT.push(clums.join("、") +"的宝珠变为" + binPns(argArr[ai+1]).join("、"));
}
str = arrT.join(",");
break;
case 128: //生成横
var argArr = sk.slice(6); //获取6开始的参数
var arrT = [];
for (var ai=0;ai<argArr.length;ai+=2)
{
var rows = binRows(argArr[ai]);
arrT.push(rows.join("、") +"的宝珠变为" + binPns(argArr[ai+1]).join("、"));
}
str = arrT.join(",");
break;
case 132:
str = sk[6] + "回合内,宝珠移动时间增加" + sk[7]/10 + "秒";
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]) + "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"+ pn(sk[7]);
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";
@@ -199,6 +309,12 @@ function skillDetail(si)
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 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;


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