Browse Source

增加了一些代码

tags/v8.0
枫谷剑仙 6 years ago
parent
commit
d2813307e2
5 changed files with 74 additions and 22 deletions
  1. +24
    -0
      help.md
  2. +45
    -22
      languages/zh-dev.js
  3. +1
    -0
      multi.html
  4. +1
    -0
      solo.html
  5. +3
    -0
      style.css

+ 24
- 0
help.md View File

@@ -0,0 +1,24 @@
智龙迷城队伍图制作工具帮助<br>Help of *Puzzle & Dragons Formation Maker*
======
* 直接复制网址即可分享组队或自己添加收藏夹保存。你可以使用*短网址服务*进一步缩短网址。
Copy the URL directly to share the Formation, or add a Bookmark to archives. You can use any *Short URL Service* to further shorten the URL.
![分享组队](document/tips-share.png)
* 使用后退即可撤销上一次修改。
Use back to undo the last edit.
![撤銷修改](document/tips-undo.png)
* 拖拽怪物头像即可快速切换位置,也支持手机触屏。
Drag monster avatars to quickly switch positions, also supports mobile touch screen.
![切换位置](document/tips-interchangeCard.png)
* 点击编辑界面的怪物头像可以跳转到攻略网站。
Click on the monster avatar in the editing interface to jump to the Guide.
![攻略网站](document/tips-guide.png)
在队伍界面的怪物头像上点击鼠标中键也可以跳转到攻略网站。在手机上则是长按怪物头像然后选择在新标签页打开。
Or click the middle mouse button on the monster avatar of the formation interface to jump to the Guide. On your phone, you're long-pressing the monster avatar and then selecting to open it in a new tab.
![攻略网站2](document/tips-guide2.png)
* 可以在编辑界面的怪物ID输入怪物名称来搜索怪物。
You can search for monsters by entering the monster name in the monster ID of the editing interface.
![搜索怪物](document/tips-search.png)
* 车队模式只显示部分共用的觉醒的统计,单人则全部显示。
2-Player Multi Games Mode only show several common awoken statistics, but solo mode shows all.
* 如果发现 BUG,请先按 Ctrl+F5 强制刷新后测试,如仍有问题可以在 [Issues](//github.com/Mapaler/PADDashFormation/issues) 报告。
If a BUG is found, first test again after force refresh by Ctrl-F5, if there is still a problem, you can report it at the [Issues](//github.com/Mapaler/PADDashFormation/issues).

+ 45
- 22
languages/zh-dev.js View File

@@ -103,7 +103,7 @@ function parseSkillDescription(skill)
str = `消除宝珠的回合,回复自身回复力×${sk[0]/100}倍的 HP `;
break;
case 14:
str = `如当前 HP 在 HP 上限的${sk[0]}%${sk[1]==100?"以上":`~${sk[1]}%`}的话,受到单一次致命攻击时,将会以1点 HP 生还`;
str = `如当前 HP 在 HP 上限的${sk[0]}%以上的话,受到单一次致命攻击时,${sk[1]<100?`有${sk[1]}的几率`:"将"}会以1点 HP 生还`;
break;
case 15:
str = `操作时间演延长${sk[0]/100}秒`;
@@ -166,7 +166,7 @@ function parseSkillDescription(skill)
break;
case 38:
str = `HP ${sk[0] == 100?"全满":`${sk[0]}%以下`}时${sk[1]<100?`有${sk[1]}的几率使`:""}受到的伤害减少${sk[2]}`;
if (sk[1]!=100) sk+=`未知的 参数1 ${sk[1]}`;
if (sk[1]!=100) str+=`未知的 参数1 ${sk[1]}`;
break;
case 39:
strArr = [sk[1],sk[2]].filter(s=>{return s>0;}).map(s=>{if(s==1) return "攻击"; else if(s==2) return "回复";})
@@ -182,7 +182,7 @@ function parseSkillDescription(skill)
str = `对${attrN(sk[0])}属性敌人造成${sk[2]}点${attrN(sk[1])}属性伤害`;
break;
case 43:
str = `HP ${sk[0]==100 && sk[1]==100?"全满":`${sk[0]}%以上`}时${sk[1]<100?`有${sk[1]}的几率使`:""}受到的伤害减少${sk[2]}`;
str = `HP ${sk[0]==100 ?"全满":`${sk[0]}%以上`}时${sk[1]<100?`有${sk[1]}的几率使`:""}受到的伤害减少${sk[2]}`;
break;
case 44:
strArr = [sk[1],sk[2]].filter(s=>{return s>0;}).map(s=>{if(s==1) return "攻击"; else if(s==2) return "回复";})
@@ -376,6 +376,17 @@ function parseSkillDescription(skill)
if(sk[4]>0) strArr.push(`觉醒无效状态减少${sk[4]}回合`);
str = strArr.join(",");
break;
case 119: //相連消除4個的水寶珠時,所有寵物的攻擊力2.5倍,每多1個+0.5倍,最大5個時3倍
str = `相连消除${sk[1]}个或以上${nb(sk[0],attrsName).join("或")}宝珠时,所有宠物的攻击力${sk[2]/100}倍`;
if (sk[3]>0)
{
str += `,每多1个+${sk[3]/100}倍`;
}
if (sk[4]>0)
{
str += `,最大${sk[4]}个时${(sk[2]+sk[3]*(sk[4]-sk[1]))/100}倍`;
}
break;
case 121:
str = ``;
strArr =[];
@@ -430,12 +441,29 @@ function parseSkillDescription(skill)
}
str = strArr.join(",");
break;
case 129:
case 139:
str = ``;
strArr =[];
if (sk[0]) {strArr.push(nb(sk[0],attrsName).join("、") + "属性");}
if (sk[1]) {strArr.push(nb(sk[1],typeName).join("、") + "类型");}
if (strArr.length) str += strArr.join("和") + "宠物的";
str += ` HP ${sk[2]==(sk[3]||100)?(sk[2]==100?"全满":`${sk[2]}%`):(sk[3]==0?`${sk[2]}%以上`:`${sk[2]}%~${sk[3]}%`)}时攻击力${sk[4]/100}倍`;
str += `,HP ${sk[5]==(sk[6]||sk[5])?(sk[5]==100?"全满":`${sk[6]}%`):(sk[6]<=1?`${sk[5]}%以下`:`${sk[5]}%~${sk[6]}%`)}时攻击力${sk[7]/100}倍`;
break;
case 132:
str = `${sk[0]}回合内,宝珠移动时间${sk[1]?`增加${sk[1]/10}秒`:""}${sk[2]?`变为${sk[2]/100}倍`:""}`;
break;
case 138: //多内容队长技能,按顺序组合发动如下队长技能:
str = `<ul class="leader-skill-ul">`;
str += sk.map(subSkill => {return `<li class="leader-skill-li">${parseSkillDescription(Skills[subSkill])}</li>`;}).join("");
str += `</ul>`;
break;
case 139:
str = ``;
strArr =[];
if (sk[0]) {strArr.push(nb(sk[0],attrsName).join("、") + "属性");}
if (sk[1]) {strArr.push(nb(sk[1],typeName).join("、") + "类型");}
if (strArr.length) str += strArr.join("和") + "宠物";
strArr =[];
if (sk[2]) {strArr.push(`HP ${sk[2]/100}倍`);}
if (sk[3]) {strArr.push(`攻击力 ${sk[3]/100}倍`);}
@@ -446,14 +474,6 @@ function parseSkillDescription(skill)
str += `受到的${nb(sk[5],attrsName).join("、")}属性伤害减少${sk[6]}%`;
}
break;
case 132:
str = `${sk[0]}回合内,宝珠移动时间${sk[1]?`增加${sk[1]/10}秒`:""}${sk[2]?`变为${sk[2]/100}倍`:""}`;
break;
case 138: //多内容队长技能,按顺序组合发动如下队长技能:
str = `<ul class="leader-skill-ul">`;
str += sk.map(subSkill => {return `<li class="leader-skill-li">${parseSkillDescription(Skills[subSkill])}</li>`;}).join("");
str += `</ul>`;
break;
case 140:
str = `${nb(sk[0],attrsName).join("、")}宝珠强化(每颗强化珠伤害/回复增加${sk[1]}%)`;
break;
@@ -514,45 +534,48 @@ function parseSkillDescription(skill)
break;
case 167:
//"相連消除5個或以上的火寶珠或光寶珠時攻擊力和回復力4倍,每多1個+1倍,最大7個時6倍;"
str = `相连消除${sk[1]}个或以上${nb(sk[0],attrsName).join("或")}宝珠时`;
str = `相连消除${sk[1]}个或以上${nb(sk[0],attrsName).join("或")}宝珠时,所有宠物的`;
strArr = [];
if (sk[2]==sk[3] && sk[4] == sk[5])
{
str += `攻击力和回复力${sk[2]/100}倍`;
strArr.push(`攻击力和回复力${sk[2]/100}倍`);
if (sk[4]>0)
{
str += `,每多1个+${sk[4]/100}倍`;
strArr.push(`每多1个+${sk[4]/100}倍`);
}
if (sk[6]>0)
{
str += `,最大${sk[6]}个时${((sk[6]-sk[1])*sk[4]+sk[2])/100}倍`;
strArr.push(`最大${sk[6]}个时${((sk[6]-sk[1])*sk[4]+sk[2])/100}倍`);
}
}else
{
if (sk[2]>0)
{
str += `,攻击力${sk[2]/100}倍`;
strArr.push(`攻击力${sk[2]/100}倍`);
if (sk[4]>0)
{
str += `,每多1个+${sk[4]/100}倍`;
strArr.push(`每多1个+${sk[4]/100}倍`);
}
if (sk[6]>0)
{
str += `,最大${sk[6]}个时${((sk[6]-sk[1])*sk[4]+sk[2])/100}倍`;
strArr.push(`最大${sk[6]}个时${((sk[6]-sk[1])*sk[4]+sk[2])/100}倍`);
}
}
if (sk[3]>0)
{
str += `,回复力${sk[3]/100}倍`;
strArr.push(`回复力${sk[3]/100}倍`);
if (sk[5]>0)
{
str += `,每多1个+${sk[5]/100}倍`;
strArr.push(`每多1个+${sk[5]/100}倍`);
}
if (sk[6]>0)
{
str += `,最大${sk[6]}个时${((sk[6]-sk[1])*sk[5]+sk[3])/100}倍`;
strArr.push(`最大${sk[6]}个时${((sk[6]-sk[1])*sk[5]+sk[3])/100}倍`);
}
}
}
str += strArr.join(",");
break;
case 168: //宝石姬技能2
strArr = sk.slice(1,7); //目前只有2个,而且2-6都是0,不知道是不是真的都是觉醒


+ 1
- 0
multi.html View File

@@ -22,6 +22,7 @@ var formation = new Formation(2,5);
<div>
<label class="languages-label"><select class="languages"></select></label>
<label class="datasource-label"><select class="datasource"></select></label>
<a class="help-link" target="_blank" href="https://github.com/Mapaler/PADDashFormation/blob/master/help.md"></a>
</div>
<div>
<button class="btn-clear-data" onclick="clearData();"></button>


+ 1
- 0
solo.html View File

@@ -27,6 +27,7 @@ var formation = new Formation(1,6);
<div>
<label class="languages-label"><select class="languages"></select></label>
<label class="datasource-label"><select class="datasource"></select></label>
<a class="help-link" target="_blank" href="https://github.com/Mapaler/PADDashFormation/blob/master/help.md"></a>
</div>
<div>
<button class="btn-clear-data" onclick="clearData();"></button>


+ 3
- 0
style.css View File

@@ -29,6 +29,9 @@ body{
pointer-events: none;
opacity: 0.5;
}
.help-link::before{
content: "帮助和提示";
}
.title{
font-size: 2em;
font-weight: bold;


Loading…
Cancel
Save