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@@ -127,7 +127,7 @@ function parseSkillDescription(skill) |
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}
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const hasMul = mulArr.filter(m=>{return m != 1;}); //不是1的数值
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let str = "";
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if (hasMul)
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if (hasMul.length>0)
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{
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const hasDiff = hasMul.filter(m=>{return m != hasMul[0];}).length > 0; //存在不一样的值
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if (hasDiff)
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@@ -149,7 +149,7 @@ function parseSkillDescription(skill) |
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}
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}else
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{
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str += "没有变化";
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str += "能力值没有变化";
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}
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return str;
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}
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@@ -638,11 +638,11 @@ function parseSkillDescription(skill) |
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str += `,HP ${sk[3]?(sk[6]?`${sk[2]}%~${sk[5]}%`:`${sk[5]}%以上`):(sk[6]?`${sk[5]}%以下`:(sk[2]==100?`${sk[5]}以上`:`${sk[5]}%~${sk[2]}%`))}时攻击力${getFixedHpAtkRcvString({atk:sk[7]})}`;
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break;
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case 140:
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str = `${nb(sk[0],attrsName).join("、")}宝珠强化(每颗强化珠伤害/回复增加${sk[1]}%)`;
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str = `${getOrbsAttrString(sk[0])}宝珠强化(每颗强化珠伤害/回复增加${sk[1]}%)`;
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break;
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case 141:
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let otherAttrs = sk[1] ^ sk[2]; //异或,sk[2]表示在什么珠以外生成,平时等于sk[1]
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str = `${otherAttrs?`${nb(otherAttrs,attrsName).join("、")}以外`:""}随机生成${nb(sk[1],attrsName).join("、")}珠各${sk[0]}个`;
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str = `${otherAttrs?`${getOrbsAttrString(otherAttrs)}以外`:""}随机生成${getOrbsAttrString(sk[1])}宝珠各${sk[0]}个`;
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break;
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case 142:
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str = `${sk[0]}回合内自身的属性变为${attrN(sk[1])}`;
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@@ -968,7 +968,7 @@ function parseSkillDescription(skill) |
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{//光寶珠有2COMBO或以上時,所有寵物的攻擊力3倍
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str = `${nb(fullColor[0], attrsName).join("、")}宝珠有${sk[4]}串或以上时`;
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}
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if (sk[5]) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[5]})}`;
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if (sk[5] && sk[5] !== 100) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[5]})}`;
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if (sk[6]) str += `,受到的伤害减少${sk[6]}%`;
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break;
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case 172:
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@@ -1162,6 +1162,9 @@ function parseSkillDescription(skill) |
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if (sk[0]) str += getAttrTypeString(flags(sk[0]));
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str += "宠物的" + getFixedHpAtkRcvString({hp:sk[1],atk:sk[2],rcv:sk[3]});
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break;
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case 205:
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str = `${sk[0]}回合内,${getOrbsAttrString(sk[0])}宝珠会以锁定形式掉落`;
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break;
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default:
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str = `未知的技能类型${type}(No.${id})`;
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//开发部分
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