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Merge branch 'master' into skillParser

tags/v19.0
枫谷剑仙 5 years ago
parent
commit
d57c273f5d
17 changed files with 23 additions and 19 deletions
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      images/cards_ja/CARDS_071.PNG
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      monsters-info/ckey.json
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      monsters-info/mon_en.json
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      monsters-info/mon_ja.json
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      monsters-info/mon_ko.json
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      monsters-info/official-API/en-card.json
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      monsters-info/official-API/en-skill.json
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      monsters-info/official-API/ja-card.json
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      monsters-info/official-API/ja-skill.json
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      monsters-info/official-API/ko-card.json
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      monsters-info/official-API/ko-skill.json
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      monsters-info/skill_en.json
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      monsters-info/skill_ja.json
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      monsters-info/skill_ko.json
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      script-universal_function.js
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      script.js

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monsters-info/ckey.json View File

@@ -1 +1 @@
[{"code":"ja","ckey":{"card":"ff5fe66914f601505bd863da9ed47bdf","skill":"808d8ea31fa4806d7a9454ba65d5380c"},"updateTime":1615544553272},{"code":"en","ckey":{"card":"54beee631776eb495753a65626804a6b","skill":"9a79c6dc157b11a9ef5cd0d453ae00ab"},"updateTime":1615452037445},{"code":"ko","ckey":{"card":"9327ddea61597f4c78f592a01e4e9f57","skill":"cebdcb32c4eede9bc07311480951a52f"},"updateTime":1615452037445}]
[{"code":"ja","ckey":{"card":"9ece35d660f41b4ac71aa8483b6266d2","skill":"5f1fcb5be02d85cbdc7044b15547254c"},"updateTime":1616060726829},{"code":"en","ckey":{"card":"1eec12ff3f829f4c9ce71ccb1a6d3f54","skill":"f1674ef0fcaba5f1ff36b034abbc2a9d"},"updateTime":1616059757458},{"code":"ko","ckey":{"card":"0175f46be7abfeca3df156545ec49018","skill":"a881d3f3d7f5aee6be4855b444f87117"},"updateTime":1616059757458}]

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monsters-info/mon_en.json
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monsters-info/mon_ja.json
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monsters-info/mon_ko.json
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monsters-info/official-API/en-card.json
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monsters-info/official-API/en-skill.json
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monsters-info/official-API/ja-card.json
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monsters-info/official-API/ja-skill.json
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monsters-info/official-API/ko-card.json
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monsters-info/official-API/ko-skill.json
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monsters-info/skill_en.json
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monsters-info/skill_ja.json
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monsters-info/skill_ko.json
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script-universal_function.js View File

@@ -217,7 +217,7 @@ function returnMonsterNameArr(card, lsList, defaultCode) {
//Code From pad-rikuu
function valueAt(level, maxLevel, curve) {
const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
return curve.min + (curve.max - curve.min) * f ** curve.scale;
}
//Code From pad-rikuu
function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
@@ -321,7 +321,7 @@ function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
//用来计算倍率觉醒的最终倍率是多少,reduce用
function calculateAwokenScale(previous, aw) {
const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
return previous * Math.pow(aw.scale, awokenCount);
return previous * aw.scale ** awokenCount;
}
//倍率类觉醒的比例,直接从1开始乘


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- 4
script.js View File

@@ -2963,6 +2963,10 @@ function refreshAll(formationData) {
const teamData = formationData.teams[teamNum];
const badgeBox = teamBigBox.querySelector(".team-badge");
if (badgeBox) {
//为了解决火狐在代码片段里无法正确修改checked的问题,所以事先把所有的都切换到false
const badges = Array.from(badgeBox.querySelectorAll(`.badge-radio`));
badges.forEach(badge=>badge.checked = false);

const badge = badgeBox.querySelector(`#team-${teamNum+1}-badge-${teamData[2] || 0}`);
badge.checked = true;
}
@@ -3271,8 +3275,8 @@ function refreshTeamTotalHP(totalDom, team, teamIdx) {
hpBar.tHP = tHP;
hpBar.tHPNoAwoken = tHPNoAwoken;

const tReduceHP = Math.round(tHP / (1 - totalReduce)); //队伍正常满血加上盾能承受的最大伤害
const tReduceHPNoAwoken = Math.round(tHPNoAwoken / (1 - totalReduce)); //队伍封觉醒满血加上盾能承受的最大伤害
const tReduceHP = Math.floor(tHP / (1 - totalReduce)); //队伍正常满血加上盾能承受的最大伤害
const tReduceHPNoAwoken = Math.floor(tHPNoAwoken / (1 - 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_noAwoken = tHpDom.querySelector(".awoken-bind");
@@ -3409,8 +3413,8 @@ function refreshFormationTotalHP(totalDom, teams) {
hpBar.tHP = tHP;
hpBar.tHPNoAwoken = tHPNoAwoken;

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 tReduceHP = Math.floor(tHP / (1 - totalReduce)); //队伍正常满血加上盾能承受的最大伤害
const tReduceHPNoAwoken = Math.floor(tHPNoAwoken / (1 - 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_noAwoken = tHpDom.querySelector(".awoken-bind");


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