| @@ -1163,9 +1163,9 @@ function initialize() { | |||||
| } | } | ||||
| const hpDetailDialog_Close = hpDetailDialog.querySelector(".dialog-close"); | const hpDetailDialog_Close = hpDetailDialog.querySelector(".dialog-close"); | ||||
| hpDetailDialog_Close.onclick = function(){hpDetailDialog.close();}; | hpDetailDialog_Close.onclick = function(){hpDetailDialog.close();}; | ||||
| teamBigBoxs.forEach(teamBigBox => { | |||||
| const reduceDetails = teamBigBox.querySelector(".tIf-total-hp .reduce-details"); | |||||
| reduceDetails.onclick = function(){ | |||||
| const reduceDetailsBars = Array.from(formationBox.querySelectorAll(".tIf-total-hp .reduce-details")); | |||||
| reduceDetailsBars.forEach(bar => { | |||||
| bar.onclick = function(){ | |||||
| hpDetailDialog.show(this.reduceAttrRanges, this.tHP, this.tHPNoAwoken); | hpDetailDialog.show(this.reduceAttrRanges, this.tHP, this.tHPNoAwoken); | ||||
| }; | }; | ||||
| }); | }); | ||||
| @@ -3195,7 +3195,7 @@ function drawHpInfo(hpBarDom, reduceAttrRanges) | |||||
| ctx.fillRect(0, 0, width, height); | ctx.fillRect(0, 0, width, height); | ||||
| reduceRanges.forEach(range=>{ | reduceRanges.forEach(range=>{ | ||||
| ctx.fillStyle = `rgba(204, 0 ,85, 0.5)`; | |||||
| ctx.fillStyle = `rgba(204, 0 ,85, 0.7)`; | |||||
| ctx.fillRect(width * (range.min / 100), 0, width * ((range.max - range.min) / 100), height * (1 - range.scale)); | ctx.fillRect(width * (range.min / 100), 0, width * ((range.max - range.min) / 100), height * (1 - range.scale)); | ||||
| }); | }); | ||||
| } | } | ||||
| @@ -3395,8 +3395,8 @@ function refreshFormationTotalHP(totalDom, teams) { | |||||
| hpBar.tHP = tHP; | hpBar.tHP = tHP; | ||||
| hpBar.tHPNoAwoken = tHPNoAwoken; | hpBar.tHPNoAwoken = tHPNoAwoken; | ||||
| const tReduceHP = Math.round(tHP / (1 - reduceScale1) / (1 - reduceScale2)); //队伍正常满血加上盾能承受的最大伤害 | |||||
| const tReduceHPNoAwoken = Math.round(tHPNoAwoken / (1 - reduceScale1) / (1 - reduceScale2)); //队伍封觉醒满血加上盾能承受的最大伤害 | |||||
| const tReduceHP = Math.round(tHP / totalReduce); //队伍正常满血加上盾能承受的最大伤害 | |||||
| const tReduceHPNoAwoken = Math.round(tHPNoAwoken / totalReduce); //队伍封觉醒满血加上盾能承受的最大伤害 | |||||
| const tHpDom_general = tHpDom.querySelector(".general"); | const tHpDom_general = tHpDom.querySelector(".general"); | ||||
| const tHpDom_noAwoken = tHpDom.querySelector(".awoken-bind"); | const tHpDom_noAwoken = tHpDom.querySelector(".awoken-bind"); | ||||