diff --git a/monsters-info/official-API/test-skill.html b/monsters-info/official-API/test-skill.html index d529e676..2d6c8994 100644 --- a/monsters-info/official-API/test-skill.html +++ b/monsters-info/official-API/test-skill.html @@ -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 {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 {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;