Browse Source

将中文技能开发迁移到技能开发版

tags/v4.5
枫谷剑仙 6 years ago
parent
commit
f9f8231f75
5 changed files with 651 additions and 11 deletions
  1. +4
    -0
      languages/language-list.js
  2. +252
    -0
      languages/zh-dev.css
  3. +379
    -0
      languages/zh-dev.js
  4. +2
    -9
      script.js
  5. +14
    -2
      universal_function.js

+ 4
- 0
languages/language-list.js View File

@@ -19,4 +19,8 @@
name:"한국어",i18n:"ko",searchlist:["ko","ja"],
guideURL:"http://www.thisisgame.com/pad/info/monster/detail.php?code=$1"
},
{
name:"中文(简体)技能开发版",i18n:"zh-dev",searchlist:["chs","ja"],
guideURL:"http://pad.skyozora.com/pets/$1"
},
];

+ 252
- 0
languages/zh-dev.css View File

@@ -0,0 +1,252 @@
@charset "utf-8";
.status.loading-mon-info .text::before{
content: "正在加载怪物数据,请稍候。";
}
.status.loading-skill-info .text::before{
content: "正在加载技能数据,请稍候。";
}
.delay .monster::before{
content: "应 对\A威 吓";
}
.monster .level.max::before{
content: "Lv.最大";
}
.monster .level::before{
content: "Lv.";
}
.monster .id::before{
content: "No.";
}
.formation-A-bigbox::after{
content: "队伍\A A";
}
.formation-B-bigbox::before{
content: "队伍\A B";
}
.formation-A-box .formation-assist .member::after{
content: "▼辅助";
}
.formation-B-box .formation-assist .member::before{
content: "▲辅助";
}
.abilitys .hp::before{
content: "HP:";
}
.abilitys .atk::before{
content: "攻击:";
}
.abilitys .rcv::before{
content: "回复:";
}
.edit-box .edit-box-title::before{
content: "修改队员";
}
.edit-box .edit-box-title.edit-box-title-assist::before{
content: "修改辅助";
}
.edit-box .setting-box .row-mon-id::before{
content: "▼怪物ID";
}
.monsterinfo-box .monster-id::before{
content: "No.";
}
.edit-box .setting-box .row-mon-level::before{
content: "▼怪物等级";
}
.m-level-btn-min::before{
content: "Lv.";
}
.m-level-btn-max::before{
content: "最高Lv.";
}
.edit-box .setting-box .row-mon-awoken::before{
content: "▼怪物觉醒";
}
.edit-box .setting-box .row-mon-super-awoken::before{
content: "▼超觉醒";
}
.edit-box .setting-box .row-mon-plus::before{
content: "▼怪物加值";
}
.m-plus-hp-li::before{
content: "HP";
}
.m-plus-atk-li::before{
content: "攻击";
}
.m-plus-rcv-li::before{
content: "回复";
}
.edit-box .setting-box .row-mon-latent::before{
content: "▼潜在觉醒";
}

.skill-box .skill-cd::before{
content: "冷却回合:";
}
.skill-box .skill-level-label::before{
content: "Lv.";
}
.skill-box .m-skill-lv-1::before{
content: "Lv.";
}
.skill-box .m-skill-lv-max::before{
content: "最高Lv.";
}
.row-mon-skill .skill-title::before{
content: "主動技能";
}
.row-mon-leader-skill .skill-title::before{
content: "隊長技能";
}

.edit-box .button-box .button-null::after{
content: "留空格子";
}
.edit-box .button-box .button-delay::after{
content: "应对威吓";
}
.edit-box .button-box .button-cancel::after{
content: "取消修改";
}
.edit-box .button-box .button-done::after{
content: "确认修改";
}
.edit-box .button-box .button-done.cant-assist::after{
content: "不能辅助";
}
.awoken-total-box::before{
content: "觉醒总计:";
}
.type-name-4::after{
content: "龍";
}
.type-name-5::after{
content: "神";
}
.type-name-7::after{
content: "惡魔";
}
.type-name-8::after{
content: "机械";
}
.type-name-1::after{
content: "平衡";
}
.type-name-6::after{
content: "攻撃";
}
.type-name-2::after{
content: "体力";
}
.type-name-3::after{
content: "回復";
}
.type-name-0::after{
content: "進化用";
}
.type-name-12::after{
content: "能力覺醒用";
}
.type-name-14::after{
content: "強化合成用";
}
.type-name-15::after{
content: "販賣用";
}
.type-name-9::after{
content: "特別保護";
}
.control-box .languages-label::before{
content: "语言:";
}
.control-box .datasource-label::before{
content: "数据来源:";
}
.control-box .btn-solo-link::before{
content: "🧑转到单人游戏";
}
.control-box .btn-multi-link::before{
content: "🧑‍🤝‍🧑转到2人车队";
}
.control-box .btn-clear-data::before{
content: "🗑️清除数据";
}
.control-box .btn-swap-AB-team::before{
content: "🔄交换AB队";
}
.control-box .btn-show-mon-id::before{
content: "⬜隐藏怪物ID";
}
.not-show-mon-id .control-box .btn-show-mon-id::before{
content: "🆔显示怪物ID";
}
.show-mon-skill-cd .control-box .btn-show-mon-skill-cd::before{
content: "⬜隐藏已满技能冷却";
}
.control-box .btn-show-mon-skill-cd::before{
content: "❄️显示已满技能冷却";
}
.team-info .tIf-total-hp::before{
content: "总HP(队伍觉醒和徽章):";
}
.team-info .tIf-total-rcv::before{
content: "总回复(队伍觉醒和徽章):";
}

.setting-box .row-mon-id .open-search::before{
content: "简易搜索";
}
.search-box::before{
content: "▼搜索怪物";
}
.search-box .attrs .attr-list-1::before{
content: "属性 1";
}
.search-box .attrs .attr-list-2::before{
content: "属性 2";
}
.search-box .attrs .fix-main-color-label::after{
content: "限制属性 1 为主属性,属性 2 为副属性";
}
.attrs .attr-all::before{
content: "不限";
}
.attrs .attr-none::before{
content: "无";
}
.search-box .types-div::before{
content: "类型(OR)";
}
.search-box .awoken-div::before{
content: "觉醒(AND)(提示:点击数字可减少数值)";
}
.search-box .sawoken-div::before{
content: "超觉醒(OR)";
}
.control-div .search-start::before{
content: "🔍开始搜索";
}
.control-div .search-clear::before{
content: "清空搜索";
}
.control-div .search-close::before{
content: "关闭搜索";
}
.edit-box .monsterinfo-box .monster-name{
font-family: "Microsoft Yahei","Source Han Sans",Arial, Helvetica, sans-serif;
font-weight: bold;
}
.spColor{
color: #ff3600;
}
/*Some icons, style different from the Japanese version*/
.awoken-46,
.awoken-47
{
background-position-x: -64px;
}
.badge-0
{
background-position-x: -72px;
}

+ 379
- 0
languages/zh-dev.js View File

@@ -0,0 +1,379 @@
document.title = solo?'智龙迷城单人队伍图制作工具':'智龙迷城协力队伍图制作工具';
//高级技能解释
function parseSkillDescription(skill)
{
const id = skill.id;
if (id == 0) return "";
const type = skill.type;
const sk = skill.params;
let str = null;
//珠子名数组
const attrsName = ["火","水","木","光","暗","回复","废","毒","剧毒","炸弹"];
//类型名数组
const typeName = ["进化","平衡","体力","回复","龙","神","攻击","恶魔","机械","特别保护","10","11","觉醒","13","强化","卖钱"];
//觉醒名数组
const awokenName = ["HP+","攻击+","回复+","火盾","水盾","木盾","光盾","暗盾","自回","防封","防暗","防废","防毒","火+","水+","木+","光+","暗+","手指","心解","SB","火横","水横","木横","光横","暗横","U","SX","心+","协力","龙杀","神杀","恶魔杀","机杀","平衡杀","攻击杀","体力杀","回复杀","进化杀","觉醒杀","强化杀","卖钱杀","7c","5色破防","心追","全体HP","全体回复","破无效","武器觉醒","方块心追","5色溜","大防封","大手指","防云","防封条","大SB","满血强化","下半血强化","L盾","L解锁","10c","c珠","语音","奖励增加","HP-","攻击-","回复-","大防暗","大防废","大防毒","掉废","掉毒"];
const ClumsN = ["左边第1竖列","左边第2竖列","左边第3竖列","右边第3竖列","右边第2竖列","右边第1竖列"];
const RowsN = ["最上1横行","上方第2横行","中间横行","下方第2横行","最下1横行"];
//返回属性名
function attrN(i){return attrsName[i] || ("未知属性" + i);}
//返回类型名
function typeN(i){return typeName[i] || ("未知类型" + i);}
//返回觉醒名
function awokenN(i){return awokenName[i-1] || ("未知觉醒" + i);}
//从二进制的数字中获得布尔值数组
function getBooleanFromBinary(num,reverse=true)
{ /*num是输入的数字,2的N次方在2进制下表示1后面跟着N个0。
如果num和2的N次方同时存在某位1,则返回这个数,逻辑上转换为true。*/
let arr = num.toString(2).split("").map(c=>{return parseInt(c);});
if (reverse) arr.reverse();
return arr;
}
//从二进制的数字中获得有哪些内容
function getNamesFromBinary(num,dataArr)
{ /*num是输入的数字,2的N次方在2进制下表示1后面跟着N个0。
如果num和2的N次方同时存在某位1,则返回这个数,逻辑上转换为true。
filter就可以返回所有有这个数的数据*/
var results = dataArr.filter(function(pn,pi){
return num & Math.pow(2,pi); //Math.pow(x,y)计算以x为底的y次方值
});
return results;
}
const nb = getNamesFromBinary; //化简名称
//从二进制(10进制保存)的数字中获得有哪些珠子
function binPns(b)
{ /*b是输入的数字,比如10进制465转二进制=>111010001
然后从地位到高位表示火水木光暗……
用逻辑运算AND序号来获得有没有这个值*/
return getNamesFromBinary(b,attrsName);
}
//从二进制的数字中获得有哪些列(colum)
function binClum(b)
{
return getNamesFromBinary(b,ClumsN);
}
//从二进制的数字中获得有哪些行(row)
function binRows(b)
{
return getNamesFromBinary(b,RowsN);
}
let strArr = null;
switch(type)
{
case 0:
str = "对敌方全体造成自身攻击力×" + sk[1]/100 + "倍的" + attrN(sk[0]) + "属性伤害";
break;
case 1:
str = "对敌方全体造成" + sk[1] + "的" + attrN(sk[0]) + "属性攻击";
break;
case 2:
str = "对敌方1体造成自身攻击力×" + sk[0]/100 + "倍的伤害";
break;
case 3:
str = sk[0] + "回合内受到的伤害减少" + sk[1] + "%";
break;
case 4:
str = "使敌方全体中毒,每回合损失宠物自身攻击力×" + sk[0]/100 + "倍的HP";
break;
case 5:
str = sk[0] + "秒内时间停止,可以任意移动宝珠";
break;
case 6:
str = "敌人的HP减少" + sk[0] + "%";
break;
case 8:
str = "回复" + sk[0] + "HP";
break;
case 9:
str = attrN(sk[0]) + "变为" + attrN(sk[1] || 0);
break;
case 10:
str = "全版刷新";
break;
case 11:
str = attrN(sk[0]) + "属性宠物的攻击力×" + sk[1]/100 + "倍";
break;
case 12:
str = "消除宝珠的回合,以自身攻击力×" + sk[0]/100 + "倍的伤害追打敌人";
break;
case 13:
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]+"%的话,受到单一次致命攻击时,将会以1点HP生还";
break;
case 15:
str = "操作时间演延长" + sk[0]/100 + "秒";
break;
case 16:
str = "受到的所有伤害减少" + sk[0] + "%";
break;
case 17:
str = "受到的" +attrN(sk[0])+ "属性伤害减少" + sk[1] + "%";
break;
case 18:
str = "将敌人的攻击延迟" + sk[0] + "回合";
break;
case 19:
str = sk[0] + "回合内敌方防御力减少" + sk[1] + "%";
break;
case 20: //单色A转B,C转D
strArr = [];
for (var ai=0;ai<sk.length;ai+=2)
{
strArr.push(attrN(sk[ai]) +"宝珠变为" + attrN(sk[ai+1]));
}
str = strArr.join(",");
break;
case 21:
str = sk[0] + "回合内" + attrN(sk[1]) + "属性的伤害减少" + sk[2] + "%";
break;
case 50:
str = sk[0] + "回合内" + (sk[1]==5?"回复力":(attrN(sk[1]) + "属性的攻击力")) + "×"+ sk[2]/100 + "倍";
break;
case 51:
str = sk[0] + "回合内,所有攻击转为全体攻击";
break;
case 52:
str = attrN(sk[0]) + "宝珠强化(每颗强化珠伤害/回复增加"+sk[1]+"%)";
break;
case 55:
str = "对敌方1体造成" + sk[0] + "点无视防御的固定伤害";
break;
case 56:
str = "对敌方全体造成" + sk[0] + "点无视防御的固定伤害";
break;
case 58:
str = "对敌方全体造成自身攻击力×" + sk[1]/100 + "~"+sk[2]/100+"倍的" +attrN(sk[0])+ "属性伤害";
break;
case 60:
str = sk[0] + "回合内,受到伤害时进行受到伤害"+sk[1]/100+"倍的"+attrN(sk[2])+"属性反击";
break;
case 71:
//这个类型,所有颜色是直接显示的,但是最后一位有个-1表示结束
strArr = sk;
if (sk.indexOf(1,-1)>=0)
{strArr = sk.slice(6,sk.indexOf(1,-1));}
str = "全画面的宝珠变成" + strArr.map((o)=>{return attrN(o);}).join("、");
break;
case 84:
str = "HP"+(sk[3]?("减少"+ sk[3] +"%"):"变为1")+",对敌方1体造成自身攻击力×" + (sk[1]!=sk[2]?(sk[1]/100+"~"+sk[2]/100):sk[1]/100) + "倍的" + attrN(sk[0]) + "属性伤害";
break;
case 85:
str = "HP减少"+ sk[3] +"%,对敌方全体造成自身攻击力×" + (sk[1]!=sk[2]?(sk[1]/100+"~"+sk[2]/100):sk[1]/100) + "倍的" + attrN(sk[0]) + "属性伤害";
break;
case 87:
str = "HP变为1,,对敌方全体造成"+sk[1]+"点"+attrN(sk[0])+"属性伤害";
break;
case 88:
str = sk[0] + "回合内" + typeN(sk[1]) + "类型的攻击力×"+ sk[2]/100 + "倍";
break;
case 90:
strArr = sk.slice(1,sk.length-1);
str = sk[0] + "回合内" + strArr.map(attr => {return attrN(attr);}).join("、") + "属性的攻击力×"+ sk[sk.length-1]/100 + "倍";
break;
case 92:
strArr = sk.slice(1,sk.length-1);
str = sk[0] + "回合内" + strArr.map(type => {return typeN(type);}).join("、") + "类型的攻击力×"+ sk[sk.length-1]/100 + "倍";
break;
case 110:
str = "根据余下HP对敌方"+(sk[0]?"1":"全")+"体造成"+attrN(sk[1])+"属性伤害(100%HP时为自身攻击力的"+sk[2]/100+"倍,1HP时为自身攻击力的"+sk[3]/100+"倍)";
break;
case 115:
str = `对敌方全体造成自身攻击力×${sk[1]/100}倍的${attrN(sk[0])}属性伤害,并回复伤害${sk[2]}%的HP`;
break;
case 116: //多内容主动技能
str = "按顺序组合发动如下主动技能:<ul>";
str += sk.map(subSkill => {return "<li>" + parseSkillDescription(Skills[subSkill]) + "</li>";}).join("");
str += "</ul>";
break;
case 118: //随机内容主动技能
str = "随机发动如下主动技能:<ul>";
str += sk.map(subSkill => {return "<li>" + parseSkillDescription(Skills[subSkill]) + "</li>";}).join("");
str += "</ul>";
break;
case 117:
strArr = [];
if(sk[1]>0) strArr.push(`回复宠物自身回复力x${sk[1]/100}倍的HP`);
if(sk[3]) strArr.push(`回复HP上限${sk[3]}%的HP`);
if(sk[2]) strArr.push(`回复${sk[2]}HP`);
if(sk[0]>0) strArr.push("封锁状态减少" + sk[0] + "回合");
if(sk[4]>0) strArr.push("觉醒无效状态减少" + sk[4] + "回合");
str = strArr.join(",");
break;
case 126:
str = sk[7] +"回合内" + binPns(sk[6]).join("、") + "珠的掉落率提高"+ sk[9] + "%";
if (sk[7] != sk[8]) str += "还有未知sk[8]";
break;
case 127: //生成竖列
var argArr = sk.slice(6); //获取6开始的参数
var arrT = [];
for (var ai=0;ai<argArr.length;ai+=2)
{
var clums = binClum(argArr[ai]);
arrT.push(clums.join("、") +"的宝珠变为" + binPns(argArr[ai+1]).join("、"));
}
str = arrT.join(",");
break;
case 128: //生成横
var argArr = sk.slice(6); //获取6开始的参数
var arrT = [];
for (var ai=0;ai<argArr.length;ai+=2)
{
var rows = binRows(argArr[ai]);
arrT.push(rows.join("、") +"的宝珠变为" + binPns(argArr[ai+1]).join("、"));
}
str = arrT.join(",");
break;
case 132:
str = sk[6] + "回合内,宝珠移动时间" + (sk[8]?("变为"+sk[8]/100+"倍"):("增加"+sk[7]/10+"秒"));
break;
case 138: //多内容队长技能
str = "按顺序组合发动如下队长技能:<ul>";
str += sk.map(subSkill => {return "<li>" + parseSkillDescription(Skills[subSkill]) + "</li>";}).join("");
str += "</ul>";
break;
case 140:
str = binPns(sk[6]).join("、") + "宝珠强化(每颗强化珠伤害/回复增加"+sk[7]+"%)";
break;
case 141:
str = "随机生成" + binPns(sk[7]).join("、") + "珠各"+ sk[6] + "个";
if (sk[7] != sk[8]) str += "还有未知sk[8]";
break;
case 144:
str = "对敌方全体造成"+binPns(sk[6]).join("、")+"属性总攻击力×" + sk[7]/100 + "倍的" + attrN(sk[9]||0) + "属性伤害";
if (sk[8]>0) str += "还有未知sk[8]";
break;
case 146:
str = "自身以外的宠物技能CD减少"+ (sk[6]!=sk[7]?(sk[6]+"~"+sk[7]):sk[6])+"回合";
break;
case 152:
str = "将"+ binPns(sk[6]).join("、") + "宝珠锁定";
if (sk[7]!=42) str += "还有未知sk[7]";
break;
case 153:
str = "敌人全体变为"+ attrN(sk[6]) + "属性。(" +(sk[7]?"不":"")+"受防护盾的影响)";
break;
case 154:
str = binPns(sk[6]).join("、") + "珠变为"+ binPns(sk[7]).join("、");
break;
case 156: //宝石姬技能
if (sk[10]==2)
str = sk[6] + "回合内,根据队伍内觉醒技能"+awokenN(sk[7])+"的数目提升所有属性的攻击力,每个觉醒可以提升"+(sk[11]-100)+"%";
else if (sk[10]==3)
str = sk[6] + "回合内,根据队伍内觉醒技能"+awokenN(sk[7])+"的数目减少收到的伤害,每个觉醒可以减少"+sk[11]+"%";
else
str = "156宝石姬技能,未知buff类型sk[10]";
if (sk[8]>0) str += "还有未知sk[8]";
if (sk[9]>0) str += "还有未知sk[9]";
break;
case 160:
str = sk[0] + "回合内,结算时增加"+sk[1]+"COMBO";
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`;
if (sk[2]==sk[3] && sk[4] == sk[5])
{
str += `攻击力和回复力${sk[2]/100}倍`;
if (sk[4]>0)
{
str += `,每多1个+${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`;
}
}else
{
if (sk[2]>0)
{
str += `,攻击力${sk[2]/100}倍`;
if (sk[4]>0)
{
str += `,每多1个+${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`;
}
}
if (sk[3]>0)
{
str += `,回复力${sk[3]/100}倍`;
if (sk[5]>0)
{
str += `,每多1个+${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`;
}
}
}
break;
case 172:
str = "解锁所有宝珠";
break;
case 176:
//●◉○◍◯
var table = [sk[0],sk[1],sk[2],sk[3],sk[4]];
str = "以如下形状生成" + attrN(sk[5]||0) + "宝珠<br>";
str += table.map(r=>{
var rArr = [];
for(var c=0;c<=5;c++)
{
rArr.push(r & Math.pow(2,c)?"●":"○");
}
return rArr.join("");
}).join("<br>");
break;
case 173:
strArr = [];
if (sk[1]) strArr.push("属性吸收");
if (sk[2]) strArr.push("连击吸收?目前是猜测");
if (sk[3]) strArr.push("伤害吸收");
str = sk[0] + "回合内敌人的" + strArr.join("、") + "无效化";
break;
case 184:
str = sk[0] + "回合内,天降的宝珠不会产生COMBO";
break;
case 180:
str = sk[0] + "回合内," + sk[1] + "%概率掉落强化宝珠";
break;
case 186:
str = '<span class="spColor">版面变为【7×6】</span>';
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";
strArr =[];
if (sk[2]) {strArr.push("HP " + sk[2]/100 + "倍");}
if (sk[3]) {strArr.push("攻击力 " + sk[3]/100 + "倍");}
if (sk[4]) {strArr.push("回复力 " + sk[4]/100 + "倍");}
str += strArr.join("、") + "。";
break;
case 188:
str = "对敌方1体造成" + sk[0] + "点无视防御的固定伤害(×多次)";
break;
case 191:
str = sk[0] + "回合内可以贯穿伤害无效盾";
break;
case 195:
str = "HP减少"+ sk[0] + "%";
break;
case 196:
str = "无法消除宝珠状态减少"+ sk[0] + "回合";
break;
default:
str = "未知的技能类型" + type + "(No." + id + ")";
const copySkill = JSON.parse(JSON.stringify(skill));
copySkill.params = copySkill.params.map(p=>{return [p,getBooleanFromBinary(p).join("")];});
console.log("未知的技能类型",copySkill);
break;
}
return str;
}

+ 2
- 9
script.js View File

@@ -1565,13 +1565,6 @@ function editBoxChangeMonId(id)
latentDom.classList.add("unselected-latent");
}
}
//将怪物的文字介绍解析为HTML
function descriptionToHTML(str)
{
str = str.replace("\n","<br>");
str = str.replace(/\^(\w+)\^(.+)\^p/igm,'<span style="color:#$1;">$2</span>');
return str;
}
//怪物主动技能
const rowSkill = settingBox.querySelector(".row-mon-skill");
const skillBox = rowSkill.querySelector(".skill-box");
@@ -1586,7 +1579,7 @@ function editBoxChangeMonId(id)
fragment.appendChild(skillBox);

skillTitle.innerHTML = descriptionToHTML(skill.name);
skillDetail.innerHTML = descriptionToHTML(skill.description);
skillDetail.innerHTML = parseSkillDescription(skill);
skillLevel.max = skill.maxLevel;
skillLevel.value = skill.maxLevel;
skillLevel_Max.value = skill.maxLevel;
@@ -1605,7 +1598,7 @@ function editBoxChangeMonId(id)
fragment.appendChild(lskillBox);

lskillTitle.innerHTML = descriptionToHTML(leaderSkill.name);
lskillDetail.innerHTML = descriptionToHTML(leaderSkill.description);
lskillDetail.innerHTML = parseSkillDescription(leaderSkill);

rowLederSkill.appendChild(fragment);



+ 14
- 2
universal_function.js View File

@@ -86,7 +86,7 @@ function usedHole(latent)
return previous + (current>= 12?2:1);
},0);
}
//计算队伍中有多少个该觉醒
//计算所有队伍中有多少个该觉醒
function awokenCountInFormation(formationTeam,ak,solo)
{
var allAwokenCount = formationTeam.reduce(function(fc,fm){
@@ -94,7 +94,7 @@ function awokenCountInFormation(formationTeam,ak,solo)
},0);
return allAwokenCount;
}
//计算队伍中有多少个该觉醒
//计算单个队伍中有多少个该觉醒
function awokenCountInTeam(team,awokenIndex,solo)
{
var formationAwokenCount = team.reduce(function(tc,tm,isAssist){
@@ -250,4 +250,16 @@ function searchCards(cards,attr1,attr2,fixMainColor,types,awokens,sawokens)
res = res.filter(c=>{return sawokens.some(sa=>{return c.superAwakenings.indexOf(sa)>=0;});});
}
return res;
}
//将怪物的文字介绍解析为HTML
function descriptionToHTML(str)
{
str = str.replace("\n","<br>");
str = str.replace(/\^(\w+)\^(.+)\^p/igm,'<span style="color:#$1;">$2</span>');
return str;
}
//默认的技能解释的显示行为
function parseSkillDescription(skill)
{
return descriptionToHTML(skill.description);
}

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