diff --git a/multi.html b/multi.html
index e00fbc39..244b814f 100644
--- a/multi.html
+++ b/multi.html
@@ -15,6 +15,7 @@ const teamsCount = 2;
+
diff --git a/script-skill-parser.js b/script-skill-parser.js
new file mode 100644
index 00000000..f0280c57
--- /dev/null
+++ b/script-skill-parser.js
@@ -0,0 +1,614 @@
+const Attributes = {
+ /*0: "Fire",
+ 1: "Water",
+ 2: "Wood",
+ 3: "Light",
+ 4: "Dark",
+ 5: "Heart",
+ 6: "Jammer",
+ 7: "Poison",
+ 8: "MPoison",
+ 9: "Bomb",*/
+ Fire: 0,
+ Water: 1,
+ Wood: 2,
+ Light: 3,
+ Dark: 4,
+ Heart: 5,
+ Jammer: 6,
+ Poison: 7,
+ MPoison: 8,
+ Bomb: 9,
+}
+for (let name in Attributes)
+{
+ Attributes[Attributes[name]] = name;
+}
+Attributes.all = function () {
+ return [
+ this.Fire,
+ this.Water,
+ this.Wood,
+ this.Light,
+ this.Dark
+ ];
+}
+Attributes.orbs = function () {
+ return [
+ this.Fire,
+ this.Water,
+ this.Wood,
+ this.Light,
+ this.Dark,
+ this.Heart,
+ this.Jammer,
+ this.Poison,
+ this.MPoison,
+ this.Bomb,
+ ];
+}
+
+const SkillValueKind = {
+ Percent: 'mul',
+ Constant: 'const',
+ xMaxHP: 'mul-maxhp',
+ xHP: 'mul-hp',
+ xATK: 'mul-atk',
+ xRCV: 'mul-rcv',
+ RandomATK: 'random-atk',
+ HPScale: 'hp-scale',
+ xTeamATK: 'mul-team-atk',
+ xTeamRCV: 'mul-team-rcv',
+ xAwakenings: 'mul-awakenings',
+};
+
+const SkillPowerUpKind = {
+ Multiplier: 'mul',
+ ScaleAttributes: 'scale-attrs',
+ ScaleCombos: 'scale-combos',
+ ScaleMatchLength: 'scale-match-len',
+ ScaleMatchAttrs: 'scale-match-attrs',
+ ScaleCross: 'scale-cross',
+ ScaleAwakenings: 'scale-awakenings',
+};
+
+const SkillKinds = {
+ Unknown: "unknown",
+ ActiveTurns: "active-turns",
+ DamageEnemy: "damage-enemy",
+ Vampire: "vampire",
+ ReduceDamage: "reduce-damage",
+ Heal: "heal",
+ ChangeOrbs: "change-orbs",
+ PowerUp: "power-up",
+ CounterAttack: "counter-attack",
+ SetOrbState: "set-orb-state",
+ RateMultiply: "rate-mul",
+ OrbDropIncrease: "orb-drop-incr",
+ Resolve: "resolve",
+ Delay: "delay",
+ DefenseBreak: "def-break",
+ MassAttack: "mass-attack",
+ BoardChange: "board-change",
+ Unbind: "unbind",
+ RandomSkills: "random-skills",
+ ChangeAttribute: "change-attr",
+ SkillBoost: "skill-boost",
+ AddCombo: "add-combo",
+ VoidEnemyBuff: "void-enemy-buff",
+ Poison: "poison",
+ CTW: "ctw",
+ Gravity: "gravity",
+ FollowAttack: "follow-attack",
+ AutoHeal: "auto-heal",
+ TimeExtend: "time-extend",
+ DropRefresh: "drop-refresh",
+ LeaderChange: "leader-change",
+ MinMatchLength: "min-match-len",
+ FixedTime: "fixed-time",
+ Drum: "drum",
+ Board7x6: "7x6-board",
+ NoSkyfall: "no-skyfall",
+}
+
+function parser(skillId)
+{
+ const skill = Skills[skillId];
+ if (!skill) return [];
+ if (!parsers[skill.type]) {
+ return [{ kind: SkillKinds.Unknown }];
+ }
+ //此处用apply将这个parser传递到后面解析函数的this里,用于递归解析
+ const result = parsers[skill.type].apply({ parser }, skill.params);
+ const skills = (Array.isArray(result) ? result : [result])
+ .filter(s => Boolean(s))
+ .map(s => ({ id: skillId, type: skill.type, params: skill.params, ...s }));
+ return skills;
+}
+
+const v = {
+ percent: function(value) {
+ return { kind: SkillValueKind.Percent, value: (value / 100) || 1 };
+ },
+ constant: function(value) {
+ return { kind: SkillValueKind.Constant, value: value || 0 };
+ },
+ xMaxHP: function(value) {
+ return { kind: SkillValueKind.xMaxHP, value: (value / 100) || 1 };
+ },
+ xHP: function(value) {
+ return { kind: SkillValueKind.xHP, value: (value / 100) || 1 };
+ },
+ xATK: function(value) {
+ return { kind: SkillValueKind.xATK, value: (value / 100) || 1 };
+ },
+ xRCV: function(value) {
+ return { kind: SkillValueKind.xRCV, value: (value / 100) || 1 };
+ },
+ randomATK: function(min, max) {
+ return { kind: SkillValueKind.RandomATK, min: (min / 100) || 1, max: (max / 100) || 1, scale: 1 };
+ },
+ hpScale: function(min, max, scale) {
+ return { kind: SkillValueKind.HPScale, min: (min / 100) || 1, max: (max / 100) || 1, scale: (scale / 100) || 1 };
+ },
+ xTeamATK: function(attrs, value) {
+ return { kind: SkillValueKind.xTeamATK, attrs: attrs, value: (value / 100) || 1 };
+ },
+ xTeamRCV: function(value) {
+ return { kind: SkillValueKind.xTeamRCV, value: (value / 100) || 1 };
+ },
+ percentAwakenings: function(awakenings, value) {
+ return { kind: SkillValueKind.xAwakenings, awakenings: awakenings, value: value / 100 };
+ },
+};
+
+const c = {
+ hp: function (min, max) {
+ return { hp: { min: min / 100, max: max / 100 } };
+ },
+ exact: function (type, value, attrs) {
+ if (attrs === void 0) { attrs = models_1.Attributes.all(); }
+ return { exact: { type: type, value: value, attrs: attrs } };
+ },
+ compo: function (type, ids) {
+ return { compo: { type: type, ids: ids } };
+ },
+ remainOrbs: function (count) { return { remainOrbs: { count: count } }; },
+ useSkill: function () { return { useSkill: true }; },
+ multiplayer: function () { return { multiplayer: true }; },
+}
+
+const p = {
+ mul: function (values) {
+ if (Array.isArray(values)) {
+ return {
+ kind: SkillPowerUpKind.Multiplier,
+ hp: 1,
+ atk: values[0] / 100,
+ rcv: values[1] / 100
+ };
+ }
+ else {
+ return {
+ kind: SkillPowerUpKind.Multiplier,
+ hp: (values.hp || 100) / 100,
+ atk: (values.atk || 100) / 100,
+ rcv: (values.rcv || 100) / 100
+ };
+ }
+ },
+ stats: function (value) {
+ let statTypes = Array.from(arguments).slice(1);
+ return [
+ statTypes.indexOf(1) >= 0 ? value : 100,
+ statTypes.indexOf(2) >= 0 ? value : 100
+ ];
+ },
+ scale: function (min, max, baseMul, bonusMul) {
+ return {
+ min: min,
+ max: max || min,
+ baseAtk: (baseMul[0] / 100) || 1,
+ baseRcv: (baseMul[1] / 100) || 1,
+ bonusAtk: (bonusMul[0] / 100) || 0,
+ bonusRcv: (bonusMul[1] / 100) || 0
+ };
+ },
+ scaleAttrs: function (attrs, min, max, baseMul, bonusMul) {
+ return __assign({ kind: SkillPowerUpKind.ScaleAttributes, attrs: attrs }, scale(min, max, baseMul, bonusMul));
+ },
+ scaleCombos: function (min, max, baseMul, bonusMul) {
+ return __assign({ kind: SkillPowerUpKind.ScaleCombos }, scale(min, max, baseMul, bonusMul));
+ },
+ scaleMatchLength: function (attrs, min, max, baseMul, bonusMul) {
+ return __assign({ kind: SkillPowerUpKind.ScaleMatchLength, attrs: attrs }, scale(min, max, baseMul, bonusMul));
+ },
+ scaleMatchAttrs: function (matches, min, max, baseMul, bonusMul) {
+ return __assign({ kind: SkillPowerUpKind.ScaleMatchAttrs, matches: matches }, scale(min, max, baseMul, bonusMul));
+ },
+ scaleCross: function (crosses) {
+ return { kind: SkillPowerUpKind.ScaleCross, crosses: crosses.map(function (cross) { return (__assign(__assign({}, cross), { mul: (cross.mul / 100) || 1 })); }) };
+ },
+ scaleAwakenings: function (awakenings, value) {
+ return { kind: SkillPowerUpKind.ScaleAwakenings, awakenings: awakenings, value: value / 100 };
+ },
+}
+function activeTurns(turns, skill) {
+ return skill ? { kind: SkillKinds.ActiveTurns, turns: turns, skill: skill } : null;
+}
+function damageEnemy(target, attr, damage, selfHP) {
+ return { kind: SkillKinds.DamageEnemy, target: target, attr: attr, damage: damage, selfHP: selfHP };
+}
+function vampire(attr, damageValue, healValue) {
+ return { kind: SkillKinds.Vampire, attr: attr, damage: damageValue, heal: healValue };
+}
+function reduceDamage(attrs, percent, condition) {
+ return { kind: SkillKinds.ReduceDamage, attrs: attrs, percent: percent, condition: condition };
+}
+function heal(value) {
+ return { kind: SkillKinds.Heal, value: value };
+}
+function changeOrbs() {
+ return { kind: SkillKinds.ChangeOrbs, changes: Array.from(arguments) };
+}
+function powerUp(attrs, types, value, condition, reduceDamageValue) {
+ if (value.kind === SkillPowerUpKind.Multiplier) {
+ var _a = value, hp = _a.hp, atk = _a.atk, rcv = _a.rcv;
+ if (hp === 1 && atk === 1 && rcv === 1 && !reduceDamage)
+ return null;
+ }
+ return { kind: SkillKinds.PowerUp, attrs: attrs, types: types, condition: condition, value: value, reduceDamage: reduceDamageValue };
+}
+function counterAttack(attr, prob, value) {
+ return { kind: SkillKinds.CounterAttack, attr: attr, prob: prob, value: value };
+}
+function setOrbState(orbs, state) {
+ return { kind: SkillKinds.SetOrbState, orbs: orbs, state: state };
+}
+function rateMultiply(value, rate) {
+ return { kind: SkillKinds.RateMultiply, value: value, rate: rate };
+}
+function orbDropIncrease(value, attrs) {
+ return { kind: SkillKinds.OrbDropIncrease, value: value, attrs: attrs };
+}
+function resolve(min, max) {
+ return { kind: SkillKinds.Resolve, min: min, max: max };
+}
+function unbind(normal, awakenings) {
+ return { kind: SkillKinds.Unbind, normal: normal, awakenings: awakenings };
+}
+function boardChange(attrs) {
+ return { kind: SkillKinds.BoardChange, attrs: attrs };
+}
+function randomSkills(skills) {
+ return { kind: SkillKinds.RandomSkills, skills: skills };
+}
+function changeAttr(target, attr) {
+ return { kind: SkillKinds.ChangeAttribute, target: target, attr: attr || 0 };
+}
+function gravity(value) {
+ return { kind: SkillKinds.Gravity, value: value };
+}
+function voidEnemyBuff(buffs) {
+ return { kind: SkillKinds.VoidEnemyBuff, buffs: buffs };
+}
+function skillBoost(value) { return { kind: SkillKinds.SkillBoost, value: value }; }
+function minMatch(value) { return { kind: SkillKinds.MinMatchLength, value: value }; }
+function fixedTime(value) { return { kind: SkillKinds.FixedTime, value: value }; }
+function addCombo(value) { return { kind: SkillKinds.AddCombo, value: value }; }
+function defBreak(value) { return { kind: SkillKinds.DefenseBreak, value: value }; }
+function poison(value) { return { kind: SkillKinds.Poison, value: value }; }
+function CTW(value) { return { kind: SkillKinds.CTW, value: value }; }
+function followAttack(value) { return { kind: SkillKinds.FollowAttack, value: value }; }
+function autoHeal(value) { return { kind: SkillKinds.AutoHeal, value: value }; }
+function timeExtend(value) { return { kind: SkillKinds.TimeExtend, value: value }; }
+function delay() { return { kind: SkillKinds.Delay }; }
+function massAttack() { return { kind: SkillKinds.MassAttack }; }
+function dropRefresh() { return { kind: SkillKinds.DropRefresh }; }
+function drum() { return { kind: SkillKinds.Drum }; }
+function leaderChange() { return { kind: SkillKinds.LeaderChange }; }
+function board7x6() { return { kind: SkillKinds.Board7x6 }; }
+function noSkyfall() { return { kind: SkillKinds.NoSkyfall }; }
+
+const parsers = {
+ parser: (() => []), //这个用来解决代码提示的报错问题,不起实际作用
+
+ [0](attr, mul) { return damageEnemy('all', attr, v.xATK(mul)); },
+ [1](attr, value) { return damageEnemy('all', attr, v.constant(value)); },
+ [2](mul) { return damageEnemy('single', 'self', v.xATK(mul)); },
+ [3](turns, percent) { return activeTurns(turns, reduceDamage('all', v.percent(percent))); },
+ [4](mul) { return poison(v.xATK(mul)); },
+ [5](time) { return CTW(v.constant(time)); },
+ [6](percent) { return gravity(v.xHP(percent)); },
+ [7](mul) { return heal(v.xRCV(mul)); },
+ [8](value) { return heal(v.constant(value)); },
+ [9](from, to) { return changeOrbs({ kind: 'from', from: [from || 0], to: [to || 0] }); },
+ [10]() { return dropRefresh(); },
+ [11](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul })); },
+ [12](mul) { return followAttack(v.xATK(mul)); },
+ [13](mul) { return autoHeal(v.xRCV(mul)); },
+ [14](min, max) { return resolve(v.percent(min), v.percent(max)); },
+ [15](time) { return timeExtend(v.constant(time / 100)); },
+ [16](percent) { return reduceDamage('all', v.percent(percent)); },
+ [17](attr, percent) { return reduceDamage([attr], v.percent(percent)); },
+ [18](turns) { return activeTurns(turns, delay()); },
+ [19](turns, percent) { return activeTurns(turns, defBreak(v.percent(percent))); },
+ [20](from1, to1, from2, to2) { return changeOrbs({ kind: 'from', from: [from1 || 0], to: [to1 || 0] }, { kind: 'from', from: [from2 || 0], to: [to2 || 0] }); },
+ [21](turns, attr, percent) { return activeTurns(turns, reduceDamage([attr], v.percent(percent))); },
+ [22](type, mul) { return powerUp(null, [type], p.mul({ atk: mul })); },
+ [23](type, mul) { return powerUp(null, [type], p.mul({ hp: mul })); },
+ [24](type, mul) { return powerUp(null, [type], p.mul({ rcv: mul })); },
+
+ [26](mul) { return powerUp(null, null, p.mul({ atk: mul })); },
+
+ [28](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul, rcv: mul })); },
+ [29](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
+ [30](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul })); },
+ [31](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul })); },
+
+ [33]() { return drum(); },
+
+ [35](mul, percent) { return vampire('self', v.xATK(mul), v.percent(percent)); },
+ [36](attr1, attr2, percent) { return reduceDamage([attr1, attr2], v.percent(percent)); },
+ [37](attr, mul) { return damageEnemy('single', attr, v.xATK(mul)); },
+ [38](max, _, percent) { return reduceDamage('all', v.percent(percent), max === 100 ? c.hp(max, max) : c.hp(0, max)); },
+ [39](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
+ [40](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ atk: mul })); },
+ [41](prob, mul, attr) { return counterAttack(attr || 0, v.percent(prob), v.percent(mul)); },
+ [42](targetAttr, dmgAttr, value) { return damageEnemy(targetAttr, dmgAttr, v.constant(value)); },
+ [43](min, max, percent) { return reduceDamage('all', v.percent(percent), c.hp(min, max)); },
+ [44](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
+ [45](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul })); },
+ [46](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul })); },
+
+ [48](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul })); },
+ [49](attr, mul) { return powerUp([attr], null, p.mul({ rcv: mul })); },
+ [50](turns, attr, mul) { return activeTurns(turns, powerUp([attr], null, p.mul({ atk: mul }))); },
+ [51](turns) { return activeTurns(turns, massAttack()); },
+ [52](attr) { return setOrbState([attr], 'enhanced'); },
+ [53](mul) { return rateMultiply(v.percent(mul), 'drop'); },
+ [54](mul) { return rateMultiply(v.percent(mul), 'coin'); },
+ [55](value) { return damageEnemy('single', 'fixed', v.constant(value)); },
+ [56](value) { return damageEnemy('all', 'fixed', v.constant(value)); },
+
+ [58](attr, min, max) { return damageEnemy('all', attr, v.randomATK(min, max)); },
+ [59](attr, min, max) { return damageEnemy('single', attr, v.randomATK(min, max)); },
+ [60](turns, mul, attr) { return activeTurns(turns, counterAttack(attr, v.percent(100), v.percent(mul))); },
+ [61](attrs, min, base, bonus, incr) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (incr || 0), [base, 100], [bonus, 0])); },
+ [62](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul })); },
+ [63](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, rcv: mul })); },
+ [64](type, mul) { return powerUp(null, [type], p.mul({ atk: mul, rcv: mul })); },
+ [65](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
+ [66](combo, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, [mul, 100], [0, 0])); },
+ [67](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, rcv: mul })); },
+
+ [69](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul })); },
+
+ [71](...attrs) { return boardChange(attrs.filter(attr => attr >= 0)); },
+
+ [73](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul })); },
+
+ [75](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul, rcv: mul })); },
+ [76](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul, rcv: mul })); },
+ [77](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul, atk: mul })); },
+
+ [79](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul, rcv: mul })); },
+
+ [84](attr, min, max, percent) { return damageEnemy('single', attr, v.randomATK(min, max), percent ? v.xHP(percent) : v.constant(1)); },
+ [85](attr, min, max, percent) { return damageEnemy('all', attr, v.randomATK(min, max), percent ? v.xHP(percent) : v.constant(1)); },
+ [86](attr, value, _, percent) { return damageEnemy('single', attr, v.constant(value), percent ? v.xHP(percent) : v.constant(1)); },
+ [87](attr, value, _, percent) { return damageEnemy('all', attr, v.constant(value), percent ? v.xHP(percent) : v.constant(1)); },
+ [88](turns, type, mul) { return activeTurns(turns, powerUp(null, [type], p.mul({ atk: mul }))); },
+
+ [90](turns, attr1, attr2, mul) { return activeTurns(turns, powerUp([attr1, attr2], null, p.mul({ atk: mul }))); },
+ [91](attr1, attr2) { return setOrbState([attr1, attr2], 'enhanced'); },
+ [92](turns, type1, type2, mul) { return activeTurns(turns, powerUp(null, [type1, type2], p.mul({ atk: mul }))); },
+ [93]() { return leaderChange(); },
+ [94](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
+ [95](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
+ [96](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
+ [97](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
+ [98](min, base, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max, [base, 100], [bonus, 0])); },
+
+ [100](stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.useSkill()); },
+ [101](combo, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('combo', combo)); },
+
+ [103](combo, stats1, stats2, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
+ [104](combo, attrs, stats1, stats2, mul) { return powerUp(flags(attrs), null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); },
+ [105](rcv, atk) { return powerUp(null, null, p.mul({ rcv, atk })); },
+ [106](hp, atk) { return powerUp(null, null, p.mul({ hp, atk })); },
+ [107](hp) { return powerUp(null, null, p.mul({ hp })); },
+ [108](hp, type, atk) { return [powerUp(null, null, p.mul({ hp })), powerUp(null, [type], p.mul({ atk }))]; },
+ [109](attrs, len, mul) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul, 100], [0, 0])); },
+ [110](single, attr, min, max, scale) { return damageEnemy(single ? 'single' : 'all', attr, v.hpScale(min, max, scale)); },
+ [111](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul })); },
+
+ [114](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul, rcv: mul })); },
+ [115](attr, mul, percent) { return vampire(attr, v.xATK(mul), v.percent(percent)); },
+ [116](...ids) { return ids.flatMap(id => this.parser(id)); },
+ [117](bind, rcv, constant, hp, awokenBind) {
+ return [
+ rcv ? heal(v.xRCV(rcv)) : hp ? heal(v.xMaxHP(hp)) : constant ? heal(v.constant(constant)) : null,
+ (bind || awokenBind) ? unbind(bind || 0, awokenBind || 0) : null,
+ ].filter(Boolean);
+ },
+ [118](...ids) { return randomSkills(ids.map(id => this.parser(id))); },
+ [119](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base, 100], [bonus, 0])); },
+
+ [121](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })); },
+ [122](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(0, percent)); },
+ [123](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(percent, 100)); },
+ [124](attrs1, attrs2, attrs3, attrs4, attrs5, min, mul, bonus) {
+ const attrs = [attrs1, attrs2, attrs3, attrs4, attrs5].filter(Boolean);
+ return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, bonus ? attrs.length : min, [mul, 100], [bonus, 0]));
+ },
+ [125](mon1, mon2, mon3, mon4, mon5, hp, atk, rcv) { return powerUp(null, null, p.mul({ hp, atk, rcv }), c.compo('card', [mon1, mon2, mon3, mon4, mon5].filter(Boolean))); },
+ [126](attrs, turns, _, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), flags(attrs))); },
+ [127](cols1, attrs1, cols2, attrs2) {
+ return changeOrbs(
+ { kind: 'fixed', to: flags(attrs1), type: 'col', positions: flags(cols1) },
+ { kind: 'fixed', to: flags(attrs2), type: 'col', positions: flags(cols2) }
+ );
+ },
+ [128](rows1, attrs1, rows2, attrs2) {
+ return changeOrbs(
+ { kind: 'fixed', to: flags(attrs1), type: 'row', positions: flags(rows1) },
+ { kind: 'fixed', to: flags(attrs2), type: 'row', positions: flags(rows2) }
+ );
+ },
+ [129](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
+ return [
+ powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
+ rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null
+ ];
+ },
+ [130](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
+ return [
+ powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(0, percent)),
+ rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(0, percent)) || null
+ ];
+ },
+ [131](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
+ return [
+ powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(percent, 100)),
+ rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(percent, 100)) || null
+ ];
+ },
+ [132](turns, time, percent) { return activeTurns(turns, timeExtend(time ? v.constant(time / 10) : v.percent(percent))); },
+ [133](attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.useSkill()); },
+ [136](attrs1, hp1, atk1, rcv1, attrs2, hp2, atk2, rcv2) {
+ return [
+ powerUp(flags(attrs1), null, p.mul({ hp: hp1, atk: atk1, rcv: rcv1 })),
+ powerUp(flags(attrs2), null, p.mul({ hp: hp2, atk: atk2, rcv: rcv2 })),
+ ];
+ },
+ [137](types1, hp1, atk1, rcv1, types2, hp2, atk2, rcv2) {
+ return [
+ powerUp(null, flags(types1), p.mul({ hp: hp1, atk: atk1, rcv: rcv1 })),
+ powerUp(null, flags(types2), p.mul({ hp: hp2, atk: atk2, rcv: rcv2 })),
+ ];
+ },
+ [138](...ids) { return ids.flatMap(id => this.parser(id)); },
+ [139](attrs, types, percent1, less1, mul1, percent2, less2, mul2) {
+ return [
+ powerUp(flags(attrs), flags(types), p.mul({ atk: mul1 }), less1 ? c.hp(0, percent1) : c.hp(percent1, 100)),
+ powerUp(flags(attrs), flags(types), p.mul({ atk: mul2 }), less1 ?
+ (less2 ? c.hp(percent1, percent2) : c.hp(percent2, 100)) :
+ (less2 ? c.hp(0, percent2) : c.hp(percent2, percent1))
+ ),
+ ];
+ },
+ [140](attrs) { return setOrbState(flags(attrs), 'enhanced'); },
+ [141](count, to, exclude) { return changeOrbs({ kind: 'gen', to: flags(to), exclude: flags(exclude), count }); },
+ [142](turns, attr) { return activeTurns(turns, changeAttr('self', attr)); },
+
+ [144](teamAttrs, mul, single, dmgAttr) { return damageEnemy(single ? 'single' : 'all', dmgAttr, v.xTeamATK(flags(teamAttrs), mul)); },
+ [145](mul) { return heal(v.xTeamRCV(mul)); },
+ [146](turns) { return skillBoost(turns); },
+
+ [148](percent) { return rateMultiply(v.percent(percent), 'exp'); },
+ [149](mul) { return powerUp(null, null, p.mul({ rcv: mul }), c.exact('match-length', 4, [Attributes.Heart])); },
+ [150](_, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('match-length', 5, 'enhanced')); },
+ [151](mul, _, percent) {
+ return [
+ powerUp(null, null, p.scaleCross([{ single: true, attr: Attributes.Heart, mul }]), undefined, v.percent(percent)),
+ ];
+ },
+ [152](attrs) { return setOrbState(flags(attrs), 'locked'); },
+ [153](attr) { return changeAttr('opponent', attr); },
+ [154](from, to) { return changeOrbs({ kind: 'from', to: flags(to), from: flags(from) }); },
+ [155](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }), c.multiplayer()); },
+ [156](turns, awoken1, awoken2, awoken3, type, mul) {
+ return activeTurns(turns, type === 2 ?
+ powerUp(null, null, p.scaleAwakenings([awoken1, awoken2, awoken3].filter(Boolean), mul)) :
+ reduceDamage('all', v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), mul))
+ );
+ },
+ [157](attr1, mul1, attr2, mul2, attr3, mul3) {
+ return powerUp(null, null, p.scaleCross([
+ { single: false, attr: attr1, mul: mul1 },
+ { single: false, attr: attr2, mul: mul2 },
+ { single: false, attr: attr3, mul: mul3 }
+ ].filter(cross => cross.mul)));
+ },
+ [158](len, attrs, types, atk, hp, rcv) {
+ return [
+ minMatch(len),
+ powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }))
+ ];
+ },
+ [159](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base, 100], [bonus, 0])); },
+ [160](turns, combo) { return activeTurns(turns, addCombo(combo)); },
+ [161](percent) { return gravity(v.xMaxHP(percent)); },
+ [162]() { return board7x6(); },
+ [163](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
+ return [
+ noSkyfall(),
+ powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
+ rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null,
+ ];
+ },
+ [164](attrs1, attrs2, attrs3, attrs4, min, atk, rcv, bonus) {
+ const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
+ return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, attrs.length, [atk, rcv], [bonus, bonus]));
+ },
+ [165](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, incr) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (incr || 0), [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
+ [166](min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleCombos(min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
+ [167](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
+
+ [169](combo, mul, percent) { return powerUp(null, null, p.scaleCombos(combo, combo, [mul, 100], [0, 0]), undefined, v.percent(percent)); },
+ [170](attrs, min, mul, percent) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min, [mul, 100], [0, 0]), undefined, v.percent(percent)); },
+ [171](attrs1, attrs2, attrs3, attrs4, min, mul, percent) {
+ const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
+ return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, min, [mul, 0], [0, 0]), undefined, v.percent(percent));
+ },
+ [172]() { return setOrbState(null, 'unlocked'); },
+ [173](turns, attrAbsorb, _, damageAbsorb) {
+ return activeTurns(turns, voidEnemyBuff(
+ [
+ attrAbsorb && 'attr-absorb',
+ damageAbsorb && 'damage-absorb'
+ ].filter((buff) => typeof buff === 'string')
+ ));
+ },
+ [175](series1, series2, series3, hp, atk, rcv) { return powerUp(null, null, p.mul({ hp, atk, rcv }), c.compo('series', [series1, series2, series3].filter(Boolean))); },
+
+ [177](_0, _1, _2, _3, _4, remains, mul) {
+ return [
+ noSkyfall(),
+ powerUp(null, null, p.mul({ atk: mul }), c.remainOrbs(remains))
+ ];
+ },
+ [178](time, attrs, types, hp, atk, rcv) {
+ return [
+ fixedTime(time),
+ powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }))
+ ];
+ },
+ [179](turns, value, percent) { return activeTurns(turns, heal(value ? v.constant(value) : v.xMaxHP(percent))); },
+ [180](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), 'enhanced')); },
+
+ [182](attrs, len, mul, percent) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul, 100], [0, 0]), undefined, v.percent(percent)); },
+ [183](attrs, types, percent1, atk1, rcv1, percent2, atk2, rcv2) {
+ return [
+ powerUp(flags(attrs), flags(types), p.mul({ atk: atk1, rcv: rcv1 }), c.hp(percent1, 100)),
+ powerUp(flags(attrs), flags(types), p.mul({ atk: atk2, rcv: rcv2 }), c.hp(0, percent2 || percent1)),
+ ];
+ },
+ [184](turns) { return activeTurns(turns, noSkyfall()); },
+ [185](time, attrs, types, hp, atk, rcv) {
+ return [
+ timeExtend(v.constant(time / 100)),
+ powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
+ ];
+ },
+ [186](attrs, types, hp, atk, rcv) {
+ return [
+ board7x6(),
+ powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
+ ];
+ },
+ [188](value) {
+ return damageEnemy('single', 'fixed', v.constant(value));
+ },
+};
\ No newline at end of file
diff --git a/script.js b/script.js
index 64c5b9a8..18d87f3b 100644
--- a/script.js
+++ b/script.js
@@ -135,14 +135,14 @@ Member.prototype.outObj = function() {
let obj = [m.id];
if (m.level != undefined) obj[1] = m.level;
if (m.awoken != undefined) obj[2] = m.awoken;
- if (m.plus != undefined && m.plus instanceof Array && m.plus.length >= 3 && (m.plus[0] + m.plus[1] + m.plus[2]) != 0) {
+ if (m.plus != undefined && Array.isArray(m.plus) && m.plus.length >= 3 && (m.plus[0] + m.plus[1] + m.plus[2]) != 0) {
if (m.plus[0] === m.plus[1] && m.plus[0] === m.plus[2]) { //当3个加值一样时只生成第一个减少长度
obj[3] = m.plus[0];
} else {
obj[3] = m.plus;
}
}
- if (m.latent != undefined && m.latent instanceof Array && m.latent.length >= 1) obj[4] = m.latent;
+ if (m.latent != undefined && Array.isArray(m.latent) && m.latent.length >= 1) obj[4] = m.latent;
if (m.sawoken != undefined && m.sawoken >= 0) obj[5] = m.sawoken;
const card = Cards[m.id] || Cards[0]; //怪物固定数据
const skill = Skills[card.activeSkillId];
@@ -170,10 +170,10 @@ Member.prototype.loadObj = function(m, dataVersion) {
} else {
this.plus = m.plus;
}
- if (!(this.plus instanceof Array)) this.plus = [0, 0, 0]; //如果加值不是数组,则改变
+ if (!(Array.isArray(this.plus))) this.plus = [0, 0, 0]; //如果加值不是数组,则改变
this.latent = dataVersion > 1 ? m[4] : m.latent;
- if (this.latent instanceof Array && dataVersion <= 2) this.latent = this.latent.map(l => l >= 13 ? l + 3 : l); //修复以前自己编的潜觉编号为官方编号
- if (!(this.latent instanceof Array)) this.latent = []; //如果潜觉不是数组,则改变
+ if (Array.isArray(this.latent) && dataVersion <= 2) this.latent = this.latent.map(l => l >= 13 ? l + 3 : l); //修复以前自己编的潜觉编号为官方编号
+ if (!(Array.isArray(this.latent))) this.latent = []; //如果潜觉不是数组,则改变
this.sawoken = dataVersion > 1 ? m[5] : m.sawoken;
this.skilllevel = m[6] || null;
};
@@ -207,7 +207,7 @@ MemberAssist.prototype.loadFromMember = function(m) {
this.id = m.id;
if (m.level != undefined) this.level = m.level;
if (m.awoken != undefined) this.awoken = m.awoken;
- if (m.plus != undefined && m.plus instanceof Array && m.plus.length >= 3 && (m.plus[0] + m.plus[1] + m.plus[2]) > 0) this.plus = JSON.parse(JSON.stringify(m.plus));
+ if (m.plus != undefined && Array.isArray(m.plus) && m.plus.length >= 3 && (m.plus[0] + m.plus[1] + m.plus[2]) > 0) this.plus = JSON.parse(JSON.stringify(m.plus));
if (m.skilllevel != undefined) this.skilllevel = m.skilllevel;
};
//正式队伍
@@ -226,11 +226,11 @@ MemberTeam.prototype.loadFromMember = function(m) {
this.id = m.id;
if (m.level != undefined) this.level = m.level;
if (m.awoken != undefined) this.awoken = m.awoken;
- if (m.plus != undefined && m.plus instanceof Array && m.plus.length >= 3 && (m.plus[0] + m.plus[1] + m.plus[2]) > 0) this.plus = JSON.parse(JSON.stringify(m.plus));
- if (m.latent != undefined && m.latent instanceof Array && m.latent.length >= 1) this.latent = JSON.parse(JSON.stringify(m.latent));
+ if (m.plus != undefined && Array.isArray(m.plus) && m.plus.length >= 3 && (m.plus[0] + m.plus[1] + m.plus[2]) > 0) this.plus = JSON.parse(JSON.stringify(m.plus));
+ if (m.latent != undefined && Array.isArray(m.latent) && m.latent.length >= 1) this.latent = JSON.parse(JSON.stringify(m.latent));
if (m.sawoken != undefined) this.sawoken = m.sawoken;
- if (m.ability != undefined && m.ability instanceof Array && m.plus.length >= 3) this.ability = JSON.parse(JSON.stringify(m.ability));
- if (m.abilityNoAwoken != undefined && m.abilityNoAwoken instanceof Array && m.plus.length >= 3) this.abilityNoAwoken = JSON.parse(JSON.stringify(m.abilityNoAwoken));
+ if (m.ability != undefined && Array.isArray(m.ability) && m.plus.length >= 3) this.ability = JSON.parse(JSON.stringify(m.ability));
+ if (m.abilityNoAwoken != undefined && Array.isArray(m.abilityNoAwoken) && m.plus.length >= 3) this.abilityNoAwoken = JSON.parse(JSON.stringify(m.abilityNoAwoken));
if (m.skilllevel != undefined) this.skilllevel = m.skilllevel;
};
@@ -642,7 +642,7 @@ function loadData(force = false)
lastCkeys = localStorage.getItem("PADDF-ckey"); //读取本地储存的原来的ckey
try {
lastCkeys = JSON.parse(lastCkeys);
- if (lastCkeys == null || !(lastCkeys instanceof Array))
+ if (lastCkeys == null || !(Array.isArray(lastCkeys)))
lastCkeys = [];
} catch (e) {
console.error("旧的 Ckey 数据 JSON 解码出错。", e);
@@ -669,7 +669,7 @@ function loadData(force = false)
console.error("Cards 数据库内容读取失败。");
};
request.onsuccess = function(event) {
- if (request.result instanceof Array)
+ if (Array.isArray(request.result))
{
Cards = request.result;
dealCardsData(Cards);
@@ -756,7 +756,7 @@ function loadData(force = false)
console.error("Skills 数据库内容读取失败。");
};
request.onsuccess = function(event) {
- if (request.result instanceof Array)
+ if (Array.isArray(request.result))
{
Skills = request.result;
dealSkillData(Skills);
@@ -1534,7 +1534,7 @@ function initialize() {
const searchResultCount = searchBox.querySelector(".search-list-length");
showSearch = function(searchArr, customAdditionalFunction)
{
- if (!(searchArr instanceof Array))
+ if (!(Array.isArray(searchArr)))
{ //如果不是数组就直接取消下一步
return;
}
@@ -1564,7 +1564,7 @@ function initialize() {
showAbilitiesWithAwoken: s_add_show_abilities_with_awoken.checked,
customAddition: typeof customAdditionalFunction == "function" ?
[customAdditionalFunction] :
- (customAdditionalFunction instanceof Array ? customAdditionalFunction : null)
+ (Array.isArray(customAdditionalFunction) ? customAdditionalFunction : null)
};
searchMonList.originalHeads = searchArr.map(card => createCardHead(card.id, additionalOption));
searchMonList.customAddition = additionalOption.customAddition;
diff --git a/solo.html b/solo.html
index 9dbf6468..a93c626e 100644
--- a/solo.html
+++ b/solo.html
@@ -15,6 +15,7 @@ const teamsCount = 1;
+
diff --git a/triple.html b/triple.html
index cc11ce86..f8e1e171 100644
--- a/triple.html
+++ b/triple.html
@@ -15,6 +15,7 @@ const teamsCount = 3;
+