let merge_skill = false; class Attributes { static "0" = "Fire"; static "1" = "Water"; static "2" = "Wood"; static "3" = "Light"; static "4" = "Dark"; static "5" = "Heart"; static "6" = "Jammer"; static "7" = "Poison"; static "8" = "MPoison"; static "9" = "Bomb"; static Fire = 0; static Water = 1; static Wood = 2; static Light = 3; static Dark = 4; static Heart = 5; static Jammer = 6; static Poison = 7; static MPoison = 8; static Bomb = 9; static get all() { return [ Attributes.Fire, Attributes.Water, Attributes.Wood, Attributes.Light, Attributes.Dark ]; } static get _6color() { return [ Attributes.Fire, Attributes.Water, Attributes.Wood, Attributes.Light, Attributes.Dark, Attributes.Heart ]; } static get orbs() { return [ Attributes.Fire, Attributes.Water, Attributes.Wood, Attributes.Light, Attributes.Dark, Attributes.Heart, Attributes.Jammer, Attributes.Poison, Attributes.MPoison, Attributes.Bomb ]; } } //代码来自于 https://www.jianshu.com/p/3644833bca33 function isEqual(obj1,obj2) { //判断是否是对象或数组 function isObject(obj) { return typeof obj === 'object' && obj !== null; } // 两个数据有任何一个不是对象或数组 if (!isObject(obj1) || !isObject(obj2)) { // 值类型(注意:参与equal的一般不会是函数) return obj1 === obj2; } // 如果传的两个参数都是同一个对象或数组 if (obj1 === obj2) { return true; } // 两个都是对象或数组,而且不相等 // 1.先比较obj1和obj2的key的个数,是否一样 const obj1Keys = Object.keys(obj1); const obj2Keys = Object.keys(obj2); if (obj1Keys.length !== obj2Keys.length) { return false; } // 如果key的个数相等,就是第二步 // 2.以obj1为基准,和obj2依次递归比较 for (let key in obj1) { // 比较当前key的value --- 递归 const res = isEqual(obj1[key], obj2[key]); if (!res) { return false; } } // 3.全相等 return true } class Orb { attr = null; //states = { // enhanced: false, //强化 // locked: false, //锁定 // unmatchable: false, //禁止消除 //} states = new Set(); constructor(attr = null) { this.attr = attr; } valueOf() { return this.attr; } } class Block { //states = { // cloud: false, //云 // roulette: false, //轮盘变化 //} states = new Set(); } class BoardSet { boards = []; boardsLabel = []; node = (()=>{ const div = document.createElement("div"); div.className = "board-set"; return div; })(); constructor(...boards) { const boardSet = this; boardSet.boards.push(...(boards.filter(board=>board instanceof Board))); boardSet.boards.forEach((board, idx)=>{ boardSet.node.appendChild(board.tableNode); const span = document.createElement("span"); span.dataset.columnCount = board.columnCount; span.dataset.rowCount = board.rowCount; boardSet.boardsLabel.push(span); boardSet.node.appendChild(span); if (idx > 0) { board.tableNode.classList.add(className_displayNone); } }); const span = document.createElement("span"); span.className = "show-all-board"; span.onclick = function(){ boardSet.boards.forEach(board=>board.tableNode.classList.remove(className_displayNone)); this.classList.add(className_displayNone); }; boardSet.node.appendChild(span); } valueOf() { return this.node; } } class Board { rowCount = 0; columnCount = 0; orbsData = []; blocksData = []; tableNode = document.createElement("table"); constructor(def = null, columnCount = 6, rowCount = 5) { const intAttr = typeof(def) == "number" ? def : void 0; this.rowCount = Number(rowCount); this.columnCount = Number(columnCount); this.orbsData = new Array(this.rowCount); this.blocksData = new Array(this.rowCount); for (let ri=0; ri= 2 ? rowIndex + 1 : rowIndex; case 4: return rowIndex >= 3 ? rowIndex - 1 : rowIndex; case 5: default: return rowIndex; } } //获取指定列号 getTargetColumnIndex(columnIndex) { switch (this.columnCount) { case 7: return columnIndex >= 3 ? columnIndex + 1 : columnIndex; case 5: return columnIndex >= 3 ? columnIndex - 1 : columnIndex; case 6: default: return columnIndex; } } setOrbAndBlock(orb, block, attr, state, blockState) { if (orb instanceof Orb) { if (typeof(attr) == 'number' && !orb.states.has('locked')) orb.attr = attr; if (typeof(state) == 'string') orb.states.add(state); } if (block instanceof Block && typeof(blockState) == 'string') block.states.add(blockState); } //设定横行 setRows(rows, attrs, state, blockState) { if (!Array.isArray(attrs)) attrs = [attrs]; for (let ri of rows) { ri = this.getTargetRowIndex(ri); const orbsRow = this.orbsData[ri], blocksRow = this.blocksData[ri]; for (let ci=0; ci= 7 && ci == 4) { this.setOrbAndBlock(orbsRow[ci - 1], blocksRow[ci - 1], attrs.randomItem(), state, blockState); } this.setOrbAndBlock(orbsRow[ci], blocksRow[ci], attrs.randomItem(), state, blockState); } } for (let i=0; i= 6 && ri == 3) { fillRow.call(this, ri - 1, matrix[i]); } fillRow.call(this, ri, matrix[i]); } } //洗版的填充 randomFill(attrs) { if (!Array.isArray(attrs) && typeof(attrs) == 'number') attrs = [attrs]; //获得随机排列的数据 let attrArray = new Array(this.rowCount * this.columnCount); //每种颜色至少3个 for (let i=0; i{ if (!orb.states.has('locked')) orb.attr = attrArray[idx]; }); } //生成珠子的填充 generateOrbs(attrs, count, exclude, state) { if (!Array.isArray(attrs) && typeof(attrs) == 'number') attrs = [attrs]; if (!Array.isArray(exclude) && typeof(exclude) == 'number') exclude = [exclude]; let flatOrbsData = this.orbsData.flat() if (exclude?.length) flatOrbsData = flatOrbsData.filter(orb=>!exclude.includes(orb.attr)); flatOrbsData.shuffle(); //将所有排除的格子打乱 if (!state) { //未输入状态时,为产生珠子 const attrArray = attrs?.length ? attrs.map(attr=>new Array(count).fill(attr)).flat() : []; //有属性时,使用产生珠子的长度;如果没有属性时,就保留1个长度,用来添加状态;但是都不能大于排除的宝珠数。 const maxLength = Math.min(attrArray.length, flatOrbsData.length); //直接填充 for (let i=0; iattrs.includes(orb.attr)); const maxLength = Math.min(count, flatOrbsData.length); for (let i=0; iskill.kind == SkillKinds.ActiveTurns); if (activeTurns.length>1) { //把后面的全都合并到第一个 //按回合数拆分组 let diffTurnsGroup = activeTurns.groupBy((a,b)=>a.turns === b.turns); let diffTurnsSkills = diffTurnsGroup.flatMap(group=>{ if (group.length>1) { //大于一个技能的可以合并 group[0].skills = group.flatMap(s=>s.skills); // group.reduce((pre,cur)=>{ // pre.skills.push(...cur.skills); // return pre // }); let firstSkill = group.shift(); //从筛选中去除第一个 group.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的 return [firstSkill]; } else { //1个技能的跳过 return group[0]; } }); //进行具体技能效果的合并 diffTurnsSkills.forEach(turnsSkill=>{ //破吸部分的合并 let voidBuff = turnsSkill.skills.filter(skill=>skill.kind == SkillKinds.VoidEnemyBuff); if (voidBuff.length>1) { //把后面的全都合并到第一个 voidBuff[0].buffs = voidBuff.flatMap(s=>s.buffs); voidBuff.shift(); //从筛选中去除第一个 voidBuff.forEach(skill=>turnsSkill.skills.splice(turnsSkill.skills.indexOf(skill),1)); //去掉所有后面的 } }); } //解封部分的合并 let unbinds = skills.filter(skill=>skill.kind == SkillKinds.Unbind); if (unbinds.length>1) { //把后面的全都合并到第一个 unbinds.reduce((pre,cur)=>{ pre.normal = pre.normal || cur.normal; pre.awakenings = pre.awakenings || cur.awakenings; pre.matches = pre.matches || cur.matches; return pre }); unbinds.shift(); //从筛选中去除第一个 unbinds.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的 } let fixedDamages = skills.filter(skill=>skill.kind == SkillKinds.DamageEnemy && skill.attr === 'fixed').filter((skill,idx,arr)=>skill.id==arr[0].id); if (fixedDamages.length>1) { //把后面的全都合并到第一个 fixedDamages[0].times = fixedDamages.length; fixedDamages.shift(); //从筛选中去除第一个 fixedDamages.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的 } let skillPowerUp = skills.filter(skill=>skill.kind == SkillKinds.PowerUp); if (skillPowerUp.length > 1 || (skillPowerUp[0] && skillPowerUp[0]?.value?.kind === SkillPowerUpKind.ScaleCross)) { //合并技能效果 function combinePowerUp(target, source) { if (source?.additional.length) { if (!Array.isArray(target.additional)) target.additional = []; target.additional.push(...source.additional); } if (source.reduceDamage != undefined) { if (!target.reduceDamage) target.reduceDamage = source.reduceDamage; else if (target.reduceDamage.kind === source.reduceDamage.kind) target.reduceDamage.value *= source.reduceDamage.value; } if (target?.value.baseAtk != undefined && source?.value.baseAtk) target.value.baseAtk *= source.value.baseAtk; if (target?.value.baseRcv != undefined && source?.value.baseRcv != undefined) target.value.baseRcv *= source.value.baseRcv; if (target?.value.bonusAtk != undefined && source?.value.bonusAtk != undefined) target.value.bonusAtk += source.value.bonusAtk; if (target?.value.bonusRcv != undefined && source?.value.bonusRcv != undefined) target.value.bonusRcv += source.value.bonusRcv; if (target?.value.atk != undefined && source?.value.atk != undefined) target.value.atk *= source.value.atk; if (target?.value.hp != undefined && source?.value.hp != undefined) target.value.hp *= source.value.hp; if (target?.value.rcv != undefined && source?.value.rcv != undefined) target.value.rcv *= source.value.rcv; } //十字 let scaleCross = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleCross); function mergeScaleCrossAttr(skill) { let crosses = skill.value.crosses; let atk = crosses[0].atk; let rcv = crosses[0].rcv; if (crosses.length >= 2 && crosses.every(cross=>cross.atk === atk && cross.rcv === rcv) ) { crosses[0].attr = Array.from(new Set(crosses.reduce((pre,cur)=>{ pre.push(...cur.attr); return pre; }, []))); skill.value.crosses.splice(1); } } //每个十字技能,先把所有属性合并到自身 scaleCross.forEach(mergeScaleCrossAttr); //筛选出所有倍率一样的子技能 scaleCross = scaleCross.filter((skill,idx,arr)=>{ let atk = arr[0].value.crosses[0].atk; let rcv = arr[0].value.crosses[0].rcv; let crosses = skill.value.crosses; return crosses.every(cross=>cross.atk === atk && cross.rcv === rcv); }); //先合并属性倍率 if (scaleCross.length >= 1) { //把后面的全都合并到第一个 scaleCross.reduce((pre,cur)=>{ combinePowerUp(pre,cur); pre.value.crosses = pre.value.crosses.concat(cur.value.crosses); return pre }); let _skill = scaleCross.shift(); //从筛选中去除第一个 scaleCross.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的 mergeScaleCrossAttr(_skill); } //重新找出来十字,合并附加内容 scaleCross = skills.filter(skill=>skill.kind == SkillKinds.PowerUp && skill.value.kind === SkillPowerUpKind.ScaleCross); scaleCross = scaleCross.filter((skill,idx,arr)=>{ let s0 = arr[0]; let attr0 = s0.value.crosses[0].attr.concat().sort(); let attr1 = skill.value.crosses[0].attr.concat().sort(); return isEqual(skill.condition, s0.condition) && isEqual(skill.attrs, s0.attrs) && isEqual(skill.types, s0.types) && isEqual(attr0, attr1) ; }); if (scaleCross.length > 1) { //把后面的全都合并到第一个 scaleCross.reduce((pre,cur)=>{ combinePowerUp(pre, cur); return pre }); scaleCross.shift(); //从筛选中去除第一个 scaleCross.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的 } //长串匹配 let scaleMatchLength = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleMatchLength); scaleMatchLength = scaleMatchLength.groupBy((a,b)=>{ let av = a.value; let bv = b.value; return isEqual(a.condition, b.condition) && isEqual(a.attrs, b.attrs) && isEqual(a.types, b.types) && av.min === bv.min && av.max === bv.max && (av.matchAll === bv.matchAll || av.attrs.length <= 1) && isEqual(av.attrs, bv.attrs) ; }); for (let group of scaleMatchLength) { if (group.length > 1) { //把后面的全都合并到第一个 group.reduce((pre,cur)=>{ combinePowerUp(pre, cur); return pre }); group.shift(); //从筛选中去除第一个 group.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的 } } //多串匹配 let scaleMatchAttrs = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleMatchAttrs); scaleMatchAttrs = scaleMatchAttrs.filter((skill,idx,arr)=>{ let s0 = arr[0]; let v0 = s0.value; let v1 = skill.value; return isEqual(skill.condition, s0.condition) && isEqual(skill.attrs, s0.attrs) && isEqual(skill.types, s0.types) && v0.min === v1.min && v0.max === v1.max && isEqual(v0.matches, v1.matches) ; }); if (scaleMatchAttrs.length > 1) { //把后面的全都合并到第一个 scaleMatchAttrs.reduce((pre,cur)=>{ combinePowerUp(pre, cur); return pre }); scaleMatchAttrs.shift(); //从筛选中去除第一个 scaleMatchAttrs.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的 } //多色匹配 let scaleAttributes = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleAttributes); scaleAttributes = scaleAttributes.filter((skill,idx,arr)=>{ let s0 = arr[0]; let v0 = s0.value; let v1 = skill.value; return isEqual(skill.condition, s0.condition) && isEqual(skill.attrs, s0.attrs) && isEqual(skill.types, s0.types) && v0.min === v1.min && v0.max === v1.max && isEqual(v0.attrs, v1.attrs) ; }); if (scaleAttributes.length > 1) { //把后面的全都合并到第一个 scaleAttributes.reduce((pre,cur)=>{ combinePowerUp(pre, cur); return pre }); scaleAttributes.shift(); //从筛选中去除第一个 scaleAttributes.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的 } //连击数 let scaleCombos = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.ScaleCombos); scaleCombos = scaleCombos.filter((skill,idx,arr)=>{ let s0 = arr[0]; let v0 = s0.value; let v1 = skill.value; return isEqual(skill.condition, s0.condition) && isEqual(skill.attrs, s0.attrs) && isEqual(skill.types, s0.types) && v0.min === v1.min && v0.max === v1.max ; }); if (scaleCombos.length > 1) { //把后面的全都合并到第一个 scaleCombos.reduce((pre,cur)=>{ combinePowerUp(pre, cur); return pre }); scaleCombos.shift(); //从筛选中去除第一个 scaleCombos.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的 } //普通倍率 let multiplier = skillPowerUp.filter(skill=>skill.value.kind === SkillPowerUpKind.Multiplier && skill.condition?.LShape); multiplier = multiplier.filter((skill,idx,arr)=>{ let s0 = arr[0]; return !!skill.condition && isEqual(skill.condition, s0.condition) && isEqual(skill.attrs, s0.attrs) && isEqual(skill.types, s0.types) ; }); if (multiplier.length) { //把后面的全都合并到第一个 multiplier.reduce((pre,cur)=>{ combinePowerUp(pre, cur); return pre }); multiplier.shift(); //从筛选中去除第一个 multiplier.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的 } } let changeOrbs = skills.filter(skill=>skill.kind == SkillKinds.ChangeOrbs); if (changeOrbs.length>1) { //把后面的全都合并到第一个 changeOrbs.reduce((pre,cur)=>{ pre.changes.push(...cur.changes); return pre }); changeOrbs.shift(); //从筛选中去除第一个 changeOrbs.forEach(skill=>skills.splice(skills.indexOf(skill),1)); //去掉所有后面的 } return skills; } const skill = Skills[skillId]; if (!skill) return []; //此处用apply将这个parser传递到后面解析函数的this里,用于递归解析 const result = skillObjectParsers?.[skill.type]?.apply({ parser: skillParser }, skill.params) ?? { kind: SkillKinds.Unknown }; //没有时返回未知技能 let skills = (Array.isArray(result) ? result : [result]) //确保技能是数组 .filter(Boolean) //去除无效技能 .map(s => ({ id: skillId, type: skill.type, params: skill.params, ...s })); //额外增加技能id、type、原始参数 function splitProvisoSkill(skills) { let idx = skills.findIndex(skill=>skill.kind == SkillKinds.SkillProviso); //搜索HP、层数限制技能的位置 if (idx>=0) //如果找到,就拆分成3份 { return [ skills.slice(0,idx), skills.slice(idx, idx+1), skills.slice(idx+1), ]; }else { return [skills]; } } //技能原始对象的合并,技能显示效果的合并在“function renderSkillEntry”里 if (merge_skill) { //将技能拆分成3部分后分别合并技能 let skillsSplit = splitProvisoSkill(skills).map(_skills=>merge(_skills)); //再展平,重新回到一层技能 skills = skillsSplit.flat(1); } return skills; } const v = { percent: function(value) { return { kind: SkillValueKind.Percent, value: (value / 100) ?? 1 }; }, constant: function(value) { return { kind: SkillValueKind.Constant, value: value ?? 0 }; }, constantTo: function(value) { return { kind: SkillValueKind.ConstantTo, value: value ?? 1 }; }, xMaxHP: function(value) { return { kind: SkillValueKind.xMaxHP, value: (value / 100) ?? 1 }; }, xHP: function(value) { return { kind: SkillValueKind.xHP, value: (value / 100) ?? 1 }; }, xCHP: function(value) { return { kind: SkillValueKind.xCHP, value: (value / 100) ?? 1 }; }, xShield: function(value) { return { kind: SkillValueKind.xShield, value: (value / 100) ?? 1 }; }, xATK: function(value) { return { kind: SkillValueKind.xATK, value: (value / 100) ?? 1 }; }, xRCV: function(value) { return { kind: SkillValueKind.xRCV, value: (value / 100) ?? 1 }; }, randomATK: function(min, max) { return { kind: SkillValueKind.RandomATK, min: (min / 100) ?? 1, max: (max / 100) ?? 1, scale: 1 }; }, hpScale: function(min, max, scale) { return { kind: SkillValueKind.HPScale, min: (min / 100) ?? 1, max: (max / 100) ?? 1, scale: (scale / 100) ?? 1 }; }, xTeamHP: function(value) { return { kind: SkillValueKind.xTeamHP, value: (value / 100) ?? 1 }; }, xTeamATK: function(attrs, value) { return { kind: SkillValueKind.xTeamATK, attrs: attrs, value: (value / 100) ?? 1 }; }, xTeamRCV: function(value) { return { kind: SkillValueKind.xTeamRCV, value: (value / 100) ?? 1 }; }, percentAwakenings: function(awakenings, value) { return { kind: SkillValueKind.xAwakenings, awakenings: awakenings, value: value }; }, }; const c = { hp: function (min, max) { return { hp: { min: min / 100, max: max / 100 } }; }, exact: function (type, value, attrs, multiple = false) { if (attrs === void 0) { attrs = Attributes.all; } return { exact: { type: type, value: value, attrs: attrs, multiple: multiple} }; }, combos: function (min) { return { combos: { min } }; }, attrs: function (attrs, min) { return { attrs: { attrs, min} }; }, compo: function (type, ids) { return { compo: { type: type, ids: ids } }; }, remainOrbs: function (count) { return { remainOrbs: { count: count } }; }, useSkill: function (times = 1) { return { useSkill: times }; }, multiplayer: function () { return { multiplayer: true }; }, prob: function (percent) { return { prob: percent }; }, LShape: function (attrs) { return { LShape: { attrs } }; }, heal: function (min) { return { heal: { min } }; }, stage: function (min=0, max=0) { return { stage: { min, max } }; }, remainAttrOrbs: function (attrs, min, max) { return { remainAttrOrbs: { attrs, min, max} }; }, awakeningActivated: function (awakenings) { return { awakeningActivated: { awakenings } }; }, stateIsActive: function (type, attrs) { return { stateIsActive: { type, attrs} }; }, } const p = { mul: function (values) { if (Array.isArray(values)) { return { kind: SkillPowerUpKind.Multiplier, hp: 1, atk: values[0] / 100, rcv: values[1] / 100 }; } else { return { kind: SkillPowerUpKind.Multiplier, hp: (values.hp ?? 100) / 100, atk: (values.atk ?? 100) / 100, rcv: (values.rcv ?? 100) / 100 }; } }, stats: function (value) { let statTypes = Array.from(arguments).slice(1); return [ statTypes.indexOf(1) >= 0 ? value : 100, statTypes.indexOf(2) >= 0 ? value : 100 ]; }, scale: function (min, max, baseMul, bonusMul) { return { min: min, max: max ?? min, baseAtk: (baseMul[0] / 100) ?? 1, baseRcv: (baseMul[1] / 100) ?? 1, bonusAtk: (bonusMul[0] / 100) ?? 0, bonusRcv: (bonusMul[1] / 100) ?? 0 }; }, scaleAttrs: function (attrs, min, max, baseMul, bonusMul) { return { kind: SkillPowerUpKind.ScaleAttributes, attrs: attrs ,...this.scale(min, max, baseMul, bonusMul) }; }, scaleCombos: function (min, max, baseMul, bonusMul) { return { kind: SkillPowerUpKind.ScaleCombos ,...this.scale(min, max, baseMul, bonusMul) }; }, scaleMatchLength: function (attrs, min, max, baseMul, bonusMul, matchAll = false) { return { kind: SkillPowerUpKind.ScaleMatchLength, attrs, matchAll,...this.scale(min, max, baseMul, bonusMul) }; }, scaleMatchAttrs: function (matches, min, max, baseMul, bonusMul) { const flatMatches = matches.flat(); //当匹配的全是不同颜色时,切换成匹配颜色的技能 if (new Set(flatMatches).size === flatMatches.length) return this.scaleAttrs(matches, min, max, baseMul, bonusMul); else return { kind: SkillPowerUpKind.ScaleMatchAttrs, matches: matches ,...this.scale(min, max, baseMul, bonusMul) }; }, scaleCross: function (crosses) { return { kind: SkillPowerUpKind.ScaleCross, crosses: crosses.map(cross => ({ ...cross, atk: ((cross.atk ?? 100) / 100), rcv: ((cross.rcv ?? 100) / 100)})) }; }, scaleRemainOrbs: function (max, baseMul, bonusMul) { return { kind: SkillPowerUpKind.ScaleRemainOrbs ,...this.scale(bonusMul ? 0 : max, max, baseMul, bonusMul) }; }, scaleStateKind: function (awakenings, attrs, types, value) { return { kind: SkillPowerUpKind.ScaleStateKind, awakenings: awakenings, attrs: attrs, types: types, value: value }; }, scaleMatchLengthTimes: function (attrs, min, exact, bonusMul) { return { kind: SkillPowerUpKind.ScaleMatchLengthTimes, attrs, min, exact, bonusMul }; }, } function activeTurns(turns, ...skills) { return skills.length ? { kind: SkillKinds.ActiveTurns, turns, skills } : null; } function delayActiveTurns(turns, ...skills) { return skills.length ? { kind: SkillKinds.DelayActiveTurns, turns, skills } : null; } function damageEnemy(target, attr, damage) { return { kind: SkillKinds.DamageEnemy, target, attr, damage }; } function vampire(attr, damageValue, healValue) { return { kind: SkillKinds.Vampire, attr: attr, damage: damageValue, heal: healValue }; } function reduceDamage(attrs, percent, condition, prob) { return { kind: SkillKinds.ReduceDamage, attrs: attrs, percent: percent, condition: condition, prob: prob || 1 }; } function selfHarm(value) { return { kind: SkillKinds.SelfHarm, value: value }; } function heal(value) { return { kind: SkillKinds.Heal, value: value }; } function autoHealBuff(value) { return { kind: SkillKinds.AutoHealBuff, value: value }; } function fromTo(from, to) { return { from: from, to: to }; } function changeOrbs(...changes) { return { kind: SkillKinds.ChangeOrbs, changes: changes }; } function generateOrbs(orbs, exclude, count, time) { return { kind: SkillKinds.GenerateOrbs, orbs: orbs, exclude: exclude, count: count, time: time}; } function fixedOrbs(...generates) { return { kind: SkillKinds.FixedOrbs, generates: generates }; } function powerUp(attrs, types, value, condition = null, reduceDamage = null, additional = [], eachTime = false) { let targets = attrs?.targets; if (targets) {attrs = null; types = null;} return { kind: SkillKinds.PowerUp, targets, attrs, types, condition, value, reduceDamage, additional, eachTime}; } function slotPowerUp(value, targets) { return { kind: SkillKinds.SlotPowerUp, value, targets}; } function counterAttack(attr, prob, value) { return { kind: SkillKinds.CounterAttack, attr: attr, prob: prob, value: value }; } function setOrbState(orbs, state, arg) { return { kind: SkillKinds.SetOrbState, orbs, state, arg}; } function rateMultiply(value, rate) { return { kind: SkillKinds.RateMultiply, value: value, rate: rate }; } function orbDropIncrease(prob, attrs, flag, value) { return { kind: SkillKinds.OrbDropIncrease, prob, attrs, flag, value }; } function resolve(min, max) { return { kind: SkillKinds.Resolve, min: min, max: max }; } function unbind(normal, awakenings, matches) { return { kind: SkillKinds.Unbind, normal: normal, awakenings: awakenings , matches: matches}; } function bindSkill() { return { kind: SkillKinds.BindSkill}; } function bindCard() { return { kind: SkillKinds.BindCard}; } function boardChange(attrs) { return { kind: SkillKinds.BoardChange, attrs: attrs }; } function randomSkills(skills) { return { kind: SkillKinds.RandomSkills, skills: skills }; } function evolvedSkills(loop, skills) { return { kind: SkillKinds.EvolvedSkills, loop: loop, skills: skills }; } function changeAttr(target, attr) { return { kind: SkillKinds.ChangeAttribute, target: target, attr: attr ?? 0 }; } function gravity(value, target = "all", isPartGravity = false) { return { kind: isPartGravity ? SkillKinds.PartGravity : SkillKinds.Gravity, value, target }; } function voidEnemyBuff(buffs) { return { kind: SkillKinds.VoidEnemyBuff, buffs: buffs }; } function skillBoost(value1, value2) { return { kind: SkillKinds.SkillBoost, min: value1, max: value2 ?? value1 }; } function minMatch(value) { return { kind: SkillKinds.MinMatchLength, value: value }; } function fixedTime(value) { return { kind: SkillKinds.FixedTime, value: v.constant(value) }; } function addCombo(value) { return { kind: SkillKinds.AddCombo, value: value }; } function defBreak(value) { return { kind: SkillKinds.DefenseBreak, value: value }; } function poison(value) { return { kind: SkillKinds.Poison, value: value }; } function CTW(time, cond, skill) { return { kind: SkillKinds.CTW, time, cond, skill }; } function followAttack(value) { return { kind: SkillKinds.FollowAttack, value: value }; } function followAttackFixed(value) { return { kind: SkillKinds.FollowAttackFixed, value: v.constant(value) }; } function autoHeal(value) { return { kind: SkillKinds.AutoHeal, value: value }; } function timeExtend(value) { return { kind: SkillKinds.TimeExtend, value: value }; } function delay() { return { kind: SkillKinds.Delay }; } function massAttack() { return { kind: SkillKinds.MassAttack }; } function dropRefresh() { return { kind: SkillKinds.DropRefresh }; } function drum() { return { kind: SkillKinds.Drum }; } function autoPath(number) { return { kind: SkillKinds.AutoPath, matchesNumber:v.constant(number) }; } function leaderChange(type = 0) { return { kind: SkillKinds.LeaderChange, type: type }; } function noSkyfall() { return { kind: SkillKinds.NoSkyfall }; } function henshin(id, random = false) { return { kind: SkillKinds.Henshin, id: Array.isArray(id) ? id[0] : id, //兼容旧程序 ids: Array.isArray(id) ? id : [id], random: random }; } function skillPlayVoice(skillStage, VoiceId) { return { kind: SkillKinds.PlayVoice, stage: skillStage, id: VoiceId }; } function voidPoison() { return { kind: SkillKinds.VoidPoison }; } function skillProviso(cond) { return { kind: SkillKinds.SkillProviso, cond: cond }; } function impartAwakenings(attrs, types, target, awakenings) { return { kind: SkillKinds.ImpartAwakenings, attrs, types, target, awakenings }; } function obstructOpponent(typeName, pos, ids) { return { kind: SkillKinds.ObstructOpponent, typeName: typeName, pos: pos, enemy_skills: ids }; } function increaseDamageCapacity(cap, targets, attrs, types) { return { kind: SkillKinds.IncreaseDamageCapacity, cap, targets, attrs, types}; } function boardJammingStates(state, posType, options) { return { kind: SkillKinds.BoardJammingStates, state: state, posType: posType, ...options}; } function boardSizeChange(width=7, height=6) { return { kind: SkillKinds.BoardSizeChange, width, height }; } function removeAssist() { return { kind: SkillKinds.RemoveAssist }; } function predictionFalling() { return { kind: SkillKinds.PredictionFalling }; } function breakingShield(value) { return { kind: SkillKinds.BreakingShield, value }; } function timesLimit(turns) { return { kind: SkillKinds.TimesLimit, turns }; } function fixedStartingPosition() { return { kind: SkillKinds.FixedStartingPosition }; } const skillObjectParsers = { //parser: (() => []), //这个用来解决代码提示的报错问题,不起实际作用 [0](attr, mul) { return damageEnemy('all', attr, v.xATK(mul)); }, [1](attr, value) { return damageEnemy('all', attr, v.constant(value)); }, [2](mul, _) { return damageEnemy('single', 'self', v.xATK(mul)); }, [3](turns, percent) { return activeTurns(turns, reduceDamage('all', v.percent(percent))); }, [4](mul) { return poison(v.xATK(mul)); }, [5](time) { return CTW(v.constant(time)); }, [6](percent) { return gravity(v.xCHP(percent)); }, [7](mul) { return heal(v.xRCV(mul)); }, [8](value) { return heal(v.constant(value)); }, [9](from, to) { return changeOrbs(fromTo([from ?? 0], [to ?? 0])); }, [10]() { return dropRefresh(); }, [11](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul })); }, [12](mul) { return followAttack(v.xATK(mul)); }, [13](mul) { return autoHeal(v.xRCV(mul)); }, [14](min, max) { return resolve(v.percent(min), v.percent(max ?? 100)); }, [15](time) { return timeExtend(v.constant(time / 100)); }, [16](percent) { return reduceDamage('all', v.percent(percent)); }, [17](attr, percent) { return reduceDamage([attr], v.percent(percent)); }, [18](turns) { return activeTurns(turns, delay()); }, [19](turns, percent) { return activeTurns(turns, defBreak(v.percent(percent))); }, [20](from1, to1, from2, to2) { if ((to1 ?? 0) == (to2 ?? 0)) return changeOrbs(fromTo([from1 ?? 0, from2 ?? 0], [to1 ?? 0])); else return changeOrbs( fromTo([from1 ?? 0], [to1 ?? 0]), fromTo([from2 ?? 0], [to2 ?? 0]) ); }, [21](turns, attr, percent) { return activeTurns(turns, reduceDamage([attr], v.percent(percent))); }, [22](type, mul) { return powerUp(null, [type], p.mul({ atk: mul })); }, [23](type, mul) { return powerUp(null, [type], p.mul({ hp: mul })); }, [24](type, mul) { return powerUp(null, [type], p.mul({ rcv: mul })); }, [26](mul) { return powerUp(null, null, p.mul({ atk: mul })); }, [28](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul, rcv: mul })); }, [29](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul, rcv: mul })); }, [30](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul })); }, [31](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul })); }, [33]() { return drum(); }, [35](mul, percent) { return vampire('self', v.xATK(mul), v.percent(percent)); }, [36](attr1, attr2, percent) { return reduceDamage([attr1, attr2], v.percent(percent)); }, [37](attr, mul) { return damageEnemy('single', attr, v.xATK(mul)); }, [38](max, prob, percent) { return reduceDamage('all', v.percent(percent), max === 100 ? c.hp(max, max) : c.hp(0, max), v.percent(prob)); }, [39](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); }, [40](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ atk: mul })); }, [41](prob, mul, attr) { return counterAttack(attr ?? 0, v.percent(prob), v.percent(mul)); }, [42](targetAttr, dmgAttr, value) { return damageEnemy(targetAttr, dmgAttr, v.constant(value)); }, [43](min, prob, percent) { return reduceDamage('all', v.percent(percent), c.hp(min, 100), v.percent(prob)); }, [44](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); }, [45](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul })); }, [46](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul })); }, [48](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul })); }, [49](attr, mul) { return powerUp([attr], null, p.mul({ rcv: mul })); }, [50](turns, attr, mul) { return activeTurns(turns, powerUp([attr], null, p.mul({ atk: mul ?? 0 }))); }, [51](turns) { return activeTurns(turns, massAttack()); }, [52](attr, mul) { return setOrbState([attr], 'enhanced', {enhance: v.percent(mul)}); }, [53](mul) { return rateMultiply(v.percent(mul), 'drop'); }, [54](mul) { return rateMultiply(v.percent(mul), 'coin'); }, [55](value) { return damageEnemy('single', 'fixed', v.constant(value)); }, [56](value) { return damageEnemy('all', 'fixed', v.constant(value)); }, [58](attr, min, max) { return damageEnemy('all', attr, v.randomATK(min, max)); }, [59](attr, min, max) { return damageEnemy('single', attr, v.randomATK(min, max)); }, [60](turns, mul, attr) { return activeTurns(turns, counterAttack(attr, v.percent(100), v.percent(mul))); }, [61](attrs, min, base, bonus, stage) { return powerUp(null, null, p.scaleAttrs(Bin.unflags(attrs), min, min + (stage ?? 0), [base, 100], [bonus, 0])); }, [62](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul })); }, [63](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, rcv: mul })); }, [64](type, mul) { return powerUp(null, [type], p.mul({ atk: mul, rcv: mul })); }, [65](type, mul) { return powerUp(null, [type], p.mul({ hp: mul, atk: mul, rcv: mul })); }, [66](combo, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, [mul, 100], [0, 0])); }, [67](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, rcv: mul })); }, [69](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul })); }, [71](...attrs) { return boardChange(attrs.filter(attr => attr >= 0)); }, //据说是破除敌人的守护盾,但是因为重来没有实装过,所以不知道实际效果 [72](turns) { return activeTurns(turns, voidEnemyBuff(['guard'])); }, [73](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul })); }, [75](attr, type, mul) { return powerUp([attr], [type], p.mul({ atk: mul, rcv: mul })); }, [76](attr, type, mul) { return powerUp([attr], [type], p.mul({ hp: mul, atk: mul, rcv: mul })); }, [77](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ hp: mul, atk: mul })); }, [79](type1, type2, mul) { return powerUp(null, [type1, type2], p.mul({ atk: mul, rcv: mul })); }, [84](attr, min, max, percent) { return [ selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)), damageEnemy('single', attr, v.randomATK(min, max)) ]; }, [85](attr, min, max, percent) { return [ selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)), damageEnemy('all', attr, v.randomATK(min, max)) ]; }, [86](attr, value, _, percent) { return [ selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)), damageEnemy('single', attr, v.constant(value)) ]; }, [87](attr, value, _, percent) { return [ selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)), damageEnemy('all', attr, v.constant(value)) ]; }, [88](turns, type, mul) { return activeTurns(turns, powerUp(null, [type], p.mul({ atk: mul }))); }, [90](turns, attr1, attr2, mul) { return activeTurns(turns, powerUp([attr1, attr2], null, p.mul({ atk: mul }))); }, [91](attr1, attr2, mul) { return setOrbState([attr1, attr2], 'enhanced', {enhance: v.percent(mul)}); }, [92](turns, type1, type2, mul) { return activeTurns(turns, powerUp(null, [type1, type2], p.mul({ atk: mul }))); }, [93]() { return leaderChange(); }, [94](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); }, [95](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); }, [96](percent, attr, stats1, stats2, mul) { return powerUp([attr], null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); }, [97](percent, type, stats1, stats2, mul) { return powerUp(null, [type], p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); }, [98](min, base, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max, [base, 100], [bonus, 0])); }, [100](stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.useSkill()); }, [101](combo, mul) { return powerUp(null, null, p.mul({ atk: mul }), c.exact('combo', combo)); }, [103](combo, stats1, stats2, mul) { return powerUp(null, null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); }, [104](combo, attrs, stats1, stats2, mul) { return powerUp(Bin.unflags(attrs), null, p.scaleCombos(combo, combo, p.stats(mul, stats1, stats2), [0, 0])); }, [105](rcv, atk) { return powerUp(null, null, p.mul({ rcv, atk })); }, [106](hp, atk) { return powerUp(null, null, p.mul({ hp, atk })); }, [107](hp, attrs, atk) { return [ powerUp(null, null, p.mul({ hp })), attrs && powerUp(Bin.unflags(attrs), null, p.mul({ atk: atk ?? 100 })) || null, ].filter(Boolean); }, [108](hp, type, atk) { return [powerUp(null, null, p.mul({ hp })), powerUp(null, [type], p.mul({ atk }))]; }, [109](attrs, len, mul) { return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), len, len, [mul, 100], [0, 0])); }, [110](single, attr, min, max, scale) { return damageEnemy(single ? 'single' : 'all', attr, v.hpScale(min, max, scale)); }, [111](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul })); }, [114](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul, atk: mul, rcv: mul })); }, [115](attr, mul, percent) { return vampire(attr, v.xATK(mul), v.percent(percent)); }, [116](...ids) { return ids.flatMap(id => this.parser(id)); }, [117](bind, rcv, constant, hp, awokenBind) { return [ rcv ? heal(v.xRCV(rcv)) : hp ? heal(v.xMaxHP(hp)) : constant ? heal(v.constant(constant)) : null, (bind || awokenBind) ? unbind(bind ?? 0, awokenBind ?? 0) : null, ].filter(Boolean); }, [118](...ids) { return randomSkills(ids.map(id => this.parser(id))); }, [119](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), min, max, [base || 100, 100], [bonus, 0])); }, [121](attrs, types, hp, atk, rcv) { return powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })); }, [122](percent, attrs, types, atk, rcv) { return powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(0, percent)); }, [123](percent, attrs, types, atk, rcv) { return powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(percent, 100)); }, [124](attrs1, attrs2, attrs3, attrs4, attrs5, min, mul, bonus) { const attrs = [attrs1, attrs2, attrs3, attrs4, attrs5].filter(Boolean); return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(Bin.unflags), min, bonus ? attrs.length : min, [mul, 100], [bonus, 0])); }, [125](mon1, mon2, mon3, mon4, mon5, hp, atk, rcv) { return powerUp(null, null, p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }), c.compo('card', [mon1, mon2, mon3, mon4, mon5].filter(Boolean))); }, [126](attrs, turns, turns2, percent) { return activeTurns(turns === turns2 ? turns : [turns, turns2], orbDropIncrease(v.percent(percent), Bin.unflags(attrs))); }, [127](...params) { //cols1, attrs1, cols2, attrs2 ... const generates = []; for (let i = 0; i < params.length; i+=2) { generates.push({ orbs: Bin.unflags(params[i+1]), type: 'col', positions: Bin.unflags(params[i]) }); } return fixedOrbs.apply(null, generates); }, [128](...params) { //rows1, attrs1, rows2, attrs2 ... const generates = []; for (let i = 0; i < params.length; i+=2) { generates.push({ orbs: Bin.unflags(params[i+1]), type: 'row', positions: Bin.unflags(params[i]) }); } return fixedOrbs.apply(null, generates); }, [129](attrs, types, hp, atk, rcv, rAttrs, rPercent) { return [ (hp || atk || rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null, rPercent && reduceDamage(Bin.unflags(rAttrs), v.percent(rPercent)) || null ].filter(Boolean); }, [130](percent, attrs, types, atk, rcv, rAttrs, rPercent) { return [ (atk || rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(0, percent)) || null, rPercent && reduceDamage(Bin.unflags(rAttrs), v.percent(rPercent), c.hp(0, percent)) || null ].filter(Boolean); }, [131](percent, attrs, types, atk, rcv, rAttrs, rPercent) { return [ (atk || rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.hp(percent, 100)) || null, rPercent && reduceDamage(Bin.unflags(rAttrs), v.percent(rPercent), c.hp(percent, 100)) || null ].filter(Boolean); }, [132](turns, time, percent) { return activeTurns(turns, timeExtend(time ? v.constant(time / 10) : v.percent(percent))); }, [133](attrs, types, atk, rcv) { return powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.useSkill()); }, [136](attrs1, hp1, atk1, rcv1, attrs2, hp2, atk2, rcv2) { return [ powerUp(Bin.unflags(attrs1), null, p.mul({ hp: hp1 || 100, atk: atk1 || 100, rcv: rcv1 || 100 })), powerUp(Bin.unflags(attrs2), null, p.mul({ hp: hp2 || 100, atk: atk2 || 100, rcv: rcv2 || 100 })), ]; }, [137](types1, hp1, atk1, rcv1, types2, hp2, atk2, rcv2) { return [ powerUp(null, Bin.unflags(types1), p.mul({ hp: hp1 || 100, atk: atk1 || 100, rcv: rcv1 || 100 })), powerUp(null, Bin.unflags(types2), p.mul({ hp: hp2 || 100, atk: atk2 || 100, rcv: rcv2 || 100 })), ]; }, [138](...ids) { return ids.flatMap(id => this.parser(id)); }, [139](attrs, types, percent1, less1, mul1, percent2, less2, mul2) { return [ powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: mul1 || 100 }), less1 ? c.hp(0, percent1) : c.hp(percent1, 100)), powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: mul2 || 100 }), less1 ? (less2 ? c.hp(percent1, percent2) : c.hp(percent2, 100)) : (less2 ? c.hp(0, percent2) : c.hp(percent2, percent1 - 1)) ), ]; }, [140](attrs, mul) { return setOrbState(Bin.unflags(attrs), 'enhanced', {enhance: v.percent(mul)}); }, [141](count, to, exclude) { return generateOrbs(Bin.unflags(to), Bin.unflags(exclude), count); }, [142](turns, attr) { return activeTurns(turns, changeAttr('self', attr)); }, [143](mul, dmgAttr) { return damageEnemy('all', dmgAttr ?? 0, v.xTeamHP(mul)); }, [144](teamAttrs, mul, single, dmgAttr) { return damageEnemy(single ? 'single' : 'all', dmgAttr ?? 0, v.xTeamATK(Bin.unflags(teamAttrs), mul)); }, [145](mul) { return heal(v.xTeamRCV(mul)); }, [146](turns1, turns2) { return skillBoost(v.constant(turns1), turns2 ? v.constant(turns2) : undefined); }, [148](percent) { return rateMultiply(v.percent(percent), 'exp'); }, [149](mul) { return powerUp(null, null, p.mul({ rcv: mul }), c.exact('match-length', 4, [Attributes.Heart])); }, [150](_, mul) { return powerUp({targets: ['the-attr']}, null, p.mul({ atk: mul }), c.exact('match-length', 5, 'enhanced')); }, [151](mul1, mul2, percent) { return powerUp(null, null, p.scaleCross([{ single: true, attr: [Attributes.Heart], atk: mul1 || 100, rcv: mul2 || 100 }]), null, v.percent(percent)); }, [152](attrs, count) { return setOrbState(Bin.unflags(attrs), 'locked', {count: v.constant(count)}); }, [153](attr, _) { return changeAttr('opponent', attr); }, [154](from, to) { return changeOrbs(fromTo(Bin.unflags(from), Bin.unflags(to))); }, [155](attrs, types, hp, atk, rcv) { return powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }), c.multiplayer()); }, [156](turns, awoken1, awoken2, awoken3, type, mul) { if (type == 1) { return heal(v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), v.xRCV(mul))); }else { return activeTurns(turns, type === 2 ? powerUp(null, null, p.scaleStateKind([awoken1, awoken2, awoken3].filter(Boolean), null, null, p.mul({atk: mul - 100, hp:0, rcv:0}))) : reduceDamage('all', v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), v.percent(mul))) ); } }, [157](attr1, mul1, attr2, mul2, attr3, mul3) { let crosses = [ { single: false, attr: [attr1], atk: mul1 }, { single: false, attr: [attr2], atk: mul2 }, { single: false, attr: [attr3], atk: mul3 } ].filter(cross => cross.atk); return powerUp(null, null, p.scaleCross(crosses)); }, [158](len, attrs, types, atk, hp, rcv) { return [ minMatch(len), powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) ]; }, [159](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), min, max, [base, 100], [bonus, 0])); }, [160](turns, combo) { return activeTurns(turns, addCombo(combo)); }, [161](percent) { return gravity(v.xMaxHP(percent)); }, [162]() { return boardSizeChange(); }, [163](attrs, types, hp, atk, rcv, rAttrs, rPercent) { return [ noSkyfall(), (hp || atk || rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null, rPercent && reduceDamage(Bin.unflags(rAttrs), v.percent(rPercent)) || null, ].filter(Boolean); }, [164](attrs1, attrs2, attrs3, attrs4, min, atk, rcv, bonus) { const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean); return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(Bin.unflags), min, attrs.length, [atk, rcv], [bonus, bonus])); }, [165](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, incr) { const attrsArr = Bin.unflags(attrs); return powerUp(null, null, p.scaleAttrs(attrsArr, min, min + (min < attrsArr.length ? (incr ?? 0) : 0), [baseAtk || 100, baseRcv || 100], [bonusAtk, bonusRcv])); }, [166](min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleCombos(min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); }, [167](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, max) { return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); }, [168](turns, awoken1, awoken2, awoken3, awoken4, awoken5, awoken6, mul) { return activeTurns(turns, powerUp(null, null, p.scaleStateKind([awoken1, awoken2, awoken3, awoken4, awoken5, awoken6].filter(Boolean), null, null, p.mul({atk: mul, hp:0, rcv:0}))) ); }, [169](min, base, percent, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max ?? min, [base || 100, 100], [bonus, 0]), null, v.percent(percent)); }, //stage的真实用法目前不知道,缺少样本来判断,不知道到底是直接算数(stage-1)还是算二进制个数(Bin.unflags(stage).length)。 2022年5月23日 //按 瘦鹅 的说法,也可能是因为暗牛头限制了5色, 所以就算是3级到了6色,也只算5色。 [170](attrs, min, base, percent, bonus, stage) { let attrsArr = Bin.unflags(attrs); return powerUp(null, null, p.scaleAttrs(attrsArr, min, Math.min(min + (stage || 0), attrsArr.length), [base, 100], [bonus ?? 0, 0]), null, v.percent(percent)); }, [171](attrs1, attrs2, attrs3, attrs4, min, mul, percent, bonus) { const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean); return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(Bin.unflags), min, bonus ? attrs.length : min, [mul, 100], [bonus ?? 0, 0]), null, v.percent(percent)); }, [172]() { return setOrbState(Attributes.orbs, 'unlocked'); }, [173](turns, attrAbsorb, comboAbsorb, damageAbsorb) { return activeTurns(turns, voidEnemyBuff( [ attrAbsorb && 'attr-absorb', comboAbsorb && 'combo-absorb', damageAbsorb && 'damage-absorb' ].filter((buff) => typeof buff === 'string') )); }, [175](series1, series2, series3, hp, atk, rcv) { return powerUp(null, null, p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }), c.compo('series', [series1, series2, series3].filter(Boolean))); }, [176](row1, row2, row3, row4, row5, attrs) { return fixedOrbs( { orbs: [attrs ?? 0], type: 'shape', positions: [row1, row2, row3, row4, row5].map(Bin.unflags) } ); }, [177](attrs, types, hp, atk, rcv, remains, baseAtk, bonusAtk) { return [ noSkyfall(), (hp || atk || rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null, baseAtk && powerUp(null, null, p.scaleRemainOrbs(remains, [baseAtk ?? 100, 100], [bonusAtk ?? 0, 0])) || null ].filter(Boolean); }, [178](time, attrs, types, hp, atk, rcv, attrs2, percent) { return [ fixedTime(time), (hp || atk || rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })), percent && reduceDamage(Bin.unflags(attrs2), v.percent(percent)) || null, ].filter(Boolean); /*const reduceAttrs = Bin.unflags(attrs2); const isAllAttr = isEqual(reduceAttrs, Attributes.attr); return [ fixedTime(time), (hp || atk || rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }), null, isAllAttr ? v.percent(percent) : null), percent && !isAllAttr && reduceDamage(reduceAttrs, v.percent(percent)) || null, ].filter(Boolean);*/ }, [179](turns, value, percent, bind, awokenBind) { return [ (bind || awokenBind) ? unbind(bind ?? 0, awokenBind ?? 0) : null, activeTurns(turns, autoHealBuff(value ? v.constant(value) : v.xMaxHP(percent))) ].filter(Boolean); }, [180](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), [], 'enhanced')); }, [182](attrs, len, mul, percent) { return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), len, len, [mul || 100, 100], [0, 0]), null, v.percent(percent)); }, [183](attrs, types, percent1, atk1, reduce, percent2, atk2, rcv2) { return [ (percent1 > 0) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: atk1 || 100 }), c.hp(percent1, 100), v.percent(reduce)) || null, (atk2 || rcv2) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ atk: atk2 || 100, rcv: rcv2 || 100 }), c.hp(0, percent2 || percent1)) || null ].filter(Boolean); }, [184](turns) { return activeTurns(turns, noSkyfall()); }, [185](time, attrs, types, hp, atk, rcv) { return [ timeExtend(v.constant(time / 100)), powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })), ]; }, [186](attrs, types, hp, atk, rcv) { return [ boardSizeChange(), (hp || atk ||rcv) && powerUp(Bin.unflags(attrs), Bin.unflags(types), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 })) || null, ].filter(Boolean); }, [188](value) { return damageEnemy('single', 'fixed', v.constant(value)); }, [189]() { return [ setOrbState(Attributes.orbs, 'unlocked'), boardChange([0,1,2,3]), autoPath(3), ]; }, [190](attrs, count) { return setOrbState(Bin.unflags(attrs), 'combo-drop', {count: v.constant(count)}); }, [191](turns) { return activeTurns(turns, voidEnemyBuff(['damage-void'])); }, [192](attrs, len, mul, combo) { return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), len, len, [mul || 100, 100], [0, 0], true), null, null, combo ? [addCombo(combo)] : null); }, [193](attrs, atk, rcv, percent) { return powerUp(null, null, p.mul([atk || 100, rcv || 100]), c.LShape(Bin.unflags(attrs)), v.percent(percent)); }, [194](attrs, min, mul, combo) { return powerUp(null, null, p.scaleAttrs(Bin.unflags(attrs), min, min, [mul || 100, 100], [0, 0]), null, null, combo ? [addCombo(combo)] : null); }, [195](percent) { return selfHarm(percent ? v.xCHP(100 - percent) : v.constantTo(1)); }, [196](matches) { return unbind(0,0,matches); }, [197]() { return voidPoison(); }, [198](heal, atk, percent, awokenBind) { return powerUp(null, null, p.mul([atk || 100, 100]), c.heal(heal), percent && v.percent(percent), awokenBind && [unbind(0, awokenBind ?? 0)]); }, [199](attrs, min, damage) { return powerUp(null, null, p.scaleAttrs(Bin.unflags(attrs), min, min, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]); }, [200](attrs, len, damage) { return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), len, len, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]); }, [201](attrs1, attrs2, attrs3, attrs4, min, damage) { const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean); return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(Bin.unflags), min, min, [100, 100], [0, 0]), null, null, [followAttackFixed(damage)]); }, [202](id) { return henshin(id); }, [203](evotypeid, hp, atk, rcv) { let evotype = (type=>{ switch (type) { case 0: return "pixel-evo"; case 2: return "reincarnation-evo"; default: return type; } })(evotypeid); return powerUp(null, null, p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }), c.compo('evolution', [evotype])); }, [205](attrs, turns) { return activeTurns(turns, orbDropIncrease(null, Bin.unflags(attrs == -1 ? 0b1111111111: attrs), 'locked')); }, [206](attrs1, attrs2, attrs3, attrs4, attrs5, min, combo) { const attrs = [attrs1, attrs2, attrs3, attrs4, attrs5].filter(Boolean); return powerUp(null, null, p.scaleMatchAttrs(attrs.flatMap(Bin.unflags), min, min, [100, 100], [0, 0]), null, null, combo ? [addCombo(combo)] : null); }, [207](turns, time, row1, row2, row3, row4, row5, count) { /*return activeTurns(turns, count ? generateOrbs( ['variation'], null, count, time/100): fixedOrbs( { orbs: ['variation'], time: time/100, type: 'shape', positions: [row1, row2, row3, row4, row5].map(row=>Bin.unflags(row)) }) );*/ const options = { time: time/100}; if (count) { options.count = count; } else { options.positions = [row1, row2, row3, row4, row5].map(Bin.unflags); } return activeTurns(turns, boardJammingStates('roulette', count ? 'random' : 'shape', options) ); }, [208](count1, to1, exclude1, count2, to2, exclude2) { return [ generateOrbs(Bin.unflags(to1), Bin.unflags(exclude1), count1), generateOrbs(Bin.unflags(to2), Bin.unflags(exclude2), count2), ]; }, [209](combo) { return powerUp(null, null, p.scaleCross([{ single: true, attr: [Attributes.Heart], atk: 100, rcv: 100}]), null, null, combo ? [addCombo(combo)] : null); }, [210](attrs, reduce, combo) { return powerUp(null, null, p.scaleCross([{ single: false, attr: Bin.unflags(attrs), atk: 100, rcv: 100}]), null, v.percent(reduce), combo ? [addCombo(combo)] : null); }, [213](attrs, types, ...awakenings) { //赋予觉醒的队长技 return impartAwakenings(Bin.unflags(attrs), Bin.unflags(types), null, awakenings); }, [214](turns) { return activeTurns(turns, bindSkill()); }, [215](turns, attrs) { return activeTurns(turns, setOrbState(Bin.unflags(attrs), 'bound')); }, [217](rarity, hp, atk, rcv) { return powerUp(null, null, p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }), c.compo('team-total-rarity', rarity)); }, [218](turns) { return skillBoost(v.constant(-turns)); }, [219](attrs, len, combo) { return powerUp(null, null, p.scaleMatchLength(Bin.unflags(attrs), len, len, [100, 100], [0, 0]), null, null, combo ? [addCombo(combo)] : null); }, [220](attrs, combo) { var skill = powerUp(null, null, p.mul([100,100]), c.LShape(Bin.unflags(attrs)), null, combo ? [addCombo(combo)] : null); return skill; }, [221](attrs, damage) { return powerUp(null, null, p.mul([100,100]), c.LShape(Bin.unflags(attrs)), null, damage ? [followAttackFixed(damage)] : null); }, [223](combo, damage) { return powerUp(null, null, p.scaleCombos(combo, combo, [100, 100], [0, 0]), null, null, damage ? [followAttackFixed(damage)] : null); }, [224](turns, attr) { return activeTurns(turns, changeAttr('opponent', attr)); }, [225](min, max) { return skillProviso(c.hp(min ?? 0, max ?? 100)); }, [226](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), [], 'nail')); }, [227]() { return leaderChange(1); }, [228](turns, attrs, types, atk, rcv) { return activeTurns(turns, powerUp(null, null, p.scaleStateKind(null, Bin.unflags(attrs), Bin.unflags(types), p.mul({atk: atk, rcv: rcv ?? 0, hp:0}))) ); }, [229](attrs, types, hp, atk, rcv) { return powerUp(null, null, p.scaleStateKind(null, Bin.unflags(attrs), Bin.unflags(types), p.mul({hp: hp || 0, atk: atk || 0, rcv: rcv || 0}))); }, //按位置增伤主动技1 [230](turns, target, mul) { const targetTypes = SkillTarget.type1; const typeArr = Bin.unflags(target).map(n => targetTypes[n]); return activeTurns(turns, slotPowerUp(p.mul({ atk: mul }), typeArr) ); }, [231](turns, awoken1, awoken2, awoken3, awoken4, awoken5, atk, rcv) { return activeTurns(turns, powerUp(null, null, p.scaleStateKind([awoken1, awoken2, awoken3, awoken4, awoken5].filter(Boolean), null, null, p.mul({atk: atk, hp:0, rcv: rcv ?? 0})))); }, [232](...ids) { return evolvedSkills(false, ids.map(id => this.parser(id))); }, [233](...ids) { return evolvedSkills(true, ids.map(id => this.parser(id))); }, [234](min, max) { return skillProviso(c.stage(min ?? 0, max ?? 0)); }, [235](attrs, lenMin, lenExact, atk, reducePercent, combo, damage, rcv) { // const len = lenMin || lenExact; //宝珠长度 // const ee = Boolean(lenExact); //是否为刚好等于 //第二个参数为多少以上就算,第三个参数为多少以上才算 //return powerUp(null, null, p.mul({ atk: atk || 100}), c.exact('match-length', lenExact, Bin.unflags(attr)), v.percent(percent), [combo ? addCombo(combo) : null, damage ? followAttackFixed(damage) : null].filter(Boolean), true); //let powerup, condition; let powerup = Boolean(lenMin) ? p.scaleMatchLength(Bin.unflags(attrs), lenMin, lenMin, [atk || 100, rcv || 100], [0, 0]) : p.mul({ atk: atk || 100}); let condition = Boolean(lenExact) ? c.exact('match-length', lenExact, Bin.unflags(attrs)) : null; let additional = [combo ? addCombo(combo) : null, damage ? followAttackFixed(damage) : null].filter(Boolean); const eachTime = true; return powerUp(null, null, powerup, condition, v.percent(reducePercent), additional, eachTime); }, [236](...ids) { //随机变身 return henshin(ids.distinct(), true); }, [237](turns, hp) { //改变HP上限 return activeTurns(turns, powerUp(null, null, p.mul({ hp: hp })) ); }, [238](turns, width, height, pos1, pos2) { //产云 return activeTurns(turns, boardJammingStates('clouds', (pos1 && pos2) ? 'fixed' : 'random', { size: [width, height], positions: [pos1, pos2] }) ); }, [239](colum, turns, row) { //产封条 //const colums = Bin.unflags(colum), rows = Bin.unflags(row); return activeTurns(turns, boardJammingStates('immobility', 'fixed', { positions: {colums: Bin.unflags(colum), rows: Bin.unflags(row)} }) ); }, [241](turns, cap) { //改变伤害上限主动技 // const targetTypes = SkillTarget.type1; // const typeArr = Bin.unflags(target).map(n => targetTypes[n]); return activeTurns(turns, increaseDamageCapacity(cap * 1e8, ["self"]) ); }, [243](turns, attrs, hpPercent, probPercent) { //掉落荆棘珠 return activeTurns(turns, orbDropIncrease(v.percent(probPercent), Bin.unflags(attrs), 'thorn', v.xMaxHP(hpPercent))); }, [244](turns, type) { //改变板面大小主动技 let width, height; switch (type) { case 1: { width = 7; height = 6; break; } case 2: { width = 5; height = 4; break; } case 3: { width = 6; height = 5; break; } default: { width = 6; height = 5; } } return activeTurns(turns, boardSizeChange(width, height)); }, [245](rarity, _2, _3, hp, atk, rcv) { //全员满足某种情况,现在是全部星级不一样 return powerUp(Bin.unflags(_2), Bin.unflags(_3), p.mul({ hp: hp || 100, atk: atk || 100, rcv: rcv || 100 }), c.compo('team-same-rarity', rarity)); }, [246](time, combo, cap) { //限定时间内转出多少C提高伤害上限 return CTW(v.constant(time), c.combos(combo) , increaseDamageCapacity(cap * 1e8, ["self"])); }, [247](time, attr, min, cap) { //限定时间内转出多少色提高伤害上限 return CTW(v.constant(time), c.attrs(Bin.unflags(attr), min) , increaseDamageCapacity(cap * 1e8, ["self"])); }, [248](turns, ...ids) { //几回合后才生效的技能 return delayActiveTurns(turns, ...ids.flatMap(id => this.parser(id)) ); }, [249](turns, attr, row1, row2, row3, row4, row5, count) { const options = { attrs: Bin.unflags(attr), }; if (count) { options.count = count; } else { options.positions = [row1, row2, row3, row4, row5].map(Bin.unflags); } return activeTurns(turns, boardJammingStates('roulette', count ? 'random' : 'shape', options) ); }, [250](...awakenings) { //去除自身辅助,如果有参数则是赋予觉醒 const skillEffects = [removeAssist()]; if (awakenings.length) { skillEffects.unshift(impartAwakenings(null, null, SkillTarget.type1[0], awakenings)); } return skillEffects; }, [251](turns, min, max) { //产超暗暗珠 return activeTurns(turns, boardJammingStates('deep-dark', 'random', { min, max }) ); }, [253](turns) { //预测掉落主动技 return activeTurns(turns, predictionFalling()); }, [254](turns) { //预测掉落队长技 return predictionFalling(); }, //剩余多少个属性珠才能使用技能 [255](attr, min, max) { return skillProviso(c.remainAttrOrbs(Bin.unflags(attr), min ?? 0, max ?? 0)); }, [257]() { return [ setOrbState(Attributes.orbs, 'unlocked'), boardChange([0,1,2,3,4,5]), autoPath(5), ]; }, //按位置改变伤害上限主动技1 [258](turns, cap, target) { //改变伤害上限主动技 const targetTypes = SkillTarget.type1; const typeArr = Bin.unflags(target).map(n => targetTypes[n]); return activeTurns(turns, increaseDamageCapacity(cap * 1e8, typeArr) ); }, [259](percent) { return breakingShield(v.xShield(percent)); }, [260](skillStage, voiceId) { return skillPlayVoice(skillStage, voiceId); }, [261](percent) { return gravity(v.xCHP(percent), 'single'); }, [262](count) { return setOrbState(Attributes.orbs, 'nail', {count: v.constant(count)}); }, [263](turns, cap, attr, type) { //按属性改变伤害上限主动技 return activeTurns(turns, increaseDamageCapacity(cap * 1e8, void 0, Bin.unflags(attr), Bin.unflags(type)) ); }, [264](mul) { return rateMultiply(v.percent(mul), 'plus_point'); }, [265](mul) { return rateMultiply(v.percent(mul), 'part_break'); }, //按位置改变伤害上限主动技2 [266](turns, cap, target) { const targetTypes = SkillTarget.type2; const typeArr = Bin.unflags(target).map(n => targetTypes[n]); return activeTurns(turns, increaseDamageCapacity(cap * 1e8, typeArr) ); }, //卡片自绑定 [267](turns) {return activeTurns(turns, bindCard()); }, //限制技能使用次数 [268](turns) { return timesLimit(turns); }, //按位置增伤主动技2 [269](turns, target, mul) { const targetTypes = SkillTarget.type2; const typeArr = Bin.unflags(target).map(n => targetTypes[n]); return activeTurns(turns, slotPowerUp(p.mul({ atk: mul }), typeArr) ); }, //一回合内使用几次技能才有倍率的队长技。 [270](times, atk, rcv) { { return powerUp(Bin.unflags(31), null, p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.useSkill(times)); } }, //同时发动觉醒时强化 [271](awakeningsFlag, atk, reducePercent, combo, damage, rcv) { const awakeningsType = [ 27, //U 48, //九宫 60, //L字 78, //十字 126,//T字 22, //横排-火 23, //横排-水 24, //横排-木 25, //横排-光 26, //横排-暗 79, //三色 80, //四色 81, //五色 0, 0, 73, //串串-火 74, //串串-水 75, //串串-木 76, //串串-光 77, //串串-暗 20, //心横解封 82, //饼干 ]; const awakeningsArr = Bin.unflags(awakeningsFlag).map(n => awakeningsType[n] || 0); let additional = [combo ? addCombo(combo) : null, damage ? followAttackFixed(damage) : null].filter(Boolean); return powerUp(null, null, p.mul({ atk: atk || 100, rcv: rcv || 100}), c.awakeningActivated(awakeningsArr), v.percent(reducePercent), additional); }, //固定起手位置 [273](turns) {return activeTurns(turns, fixedStartingPosition()); }, //宝珠掉落率提高时才能使用技能 [275](typeNum, attrFlag) { const typeNames = [ null, "orb-drop-increase", ] let type = typeNames[typeNum]; return skillProviso(c.stateIsActive(type, Bin.unflags(attrFlag))); }, //部位的重力 [276](percent) { return gravity(v.xCHP(percent), void 0, true); }, [1000](type, pos, ...ids) { const posType = (type=>{ switch (type) { case 1: return "after-me"; case 2: return "designated-position"; case 3: return "before-me"; default: return type; } })(type); return obstructOpponent(posType, Bin.unflags(pos), ids); }, }; function renderSkillEntry(skills) { //按住Ctrl点击技能在控制台输出技能的对象 function showParsedSkill(event) { if (event.ctrlKey) { //const skillId = parseInt(this.getAttribute("data-skill-id")); console.log(this.skill); } } const ul = document.createElement("ul"); ul.className = "card-skill-list"; skills.forEach(skill=>{ const li = ul.appendChild(document.createElement("li")); li.className = skill.kind; li.appendChild(renderSkill(skill)); //li.setAttribute("data-skill-id", skill.id); li.skill = skill; li.addEventListener("click", showParsedSkill); }); //技能显示效果的合并,技能原始对象的合并在“function skillParser”里 if (merge_skill) { const searchKind = [ //需要配合并的技能类型 SkillKinds.SetOrbState, SkillKinds.BoardChange, SkillKinds.GenerateOrbs, SkillKinds.FixedOrbs, SkillKinds.BoardJammingStates, ]; let boardChange = skills.filter(skill=>{ if (skill.kind == SkillKinds.ActiveTurns) { //如果是主动技,任一子技能属于这个范围就可以了 return skill.skills.some(subSkill=>searchKind.includes(subSkill.kind)) } else { return searchKind.includes(skill.kind); } }).flatMap(skill=>skill.kind == SkillKinds.ActiveTurns ? //主动技还需要再筛选一遍子技能 skill.skills.filter(subSkill=>searchKind.includes(subSkill.kind)) : skill); if (boardChange.filter(skill=>skill.kind != SkillKinds.SetOrbState).length > 0) { const boardsBar = new BoardSet(new Board(), new Board(null,7,6), new Board(null,5,4)); for (const skill of boardChange) { switch (skill.kind) { case SkillKinds.BoardChange: { //洗版 const attrs = skill.attrs; boardsBar.boards.forEach(board=>board.randomFill(attrs)); break; } case SkillKinds.GenerateOrbs: { //产生珠子 const { orbs, exclude, count } = skill; boardsBar.boards.forEach(board=>board.generateOrbs(orbs, count, exclude)); break; } case SkillKinds.FixedOrbs: { //固定位置产生珠子 for (const generate of skill.generates) { const orbs = generate.orbs; if (generate.type == 'shape') { boardsBar.boards.forEach(board=>board.setShape(generate.positions, orbs)); } else { if (generate.type == 'row') boardsBar.boards.forEach(board=>board.setRows(generate.positions, orbs)); else boardsBar.boards.forEach(board=>board.setColumns(generate.positions, orbs)); } } break; } case SkillKinds.BoardJammingStates: { //产生板面干扰 const { state, posType, size, positions, count, time } = skill; if (state == 'roulette') { //轮盘位 boardsBar.boards.forEach(board=>{ if (posType == 'random') board.generateBlockStates('roulette', count); else board.setShape(positions, null, null, 'roulette'); }); } if (state == 'clouds') { //云 boardsBar.boards.forEach(board=>{ board.generateBlockStates('clouds', count, size, positions); }); } if (state == 'immobility') { //封条 const {colums, rows} = skill.positions; boardsBar.boards.forEach(board=>{ board.setColumns(colums, null, null, 'immobility'); board.setRows(rows, null, null, 'immobility'); }); } if (state == 'deep-dark') { //超暗暗 const { min, max } = skill; boardsBar?.boards?.forEach(board=>{ if (posType == 'random') board.generateBlockStates('deep-dark', min == max ? min : Math.randomInteger(max, min)); else board.setShape(positions, null, null, 'deep-dark'); }); } break; } case SkillKinds.SetOrbState: { //修改珠子状态 const { orbs, state } = skill; const count = skill?.arg?.count?.value ?? 99; boardsBar.boards.forEach(board=>{ board.generateOrbs(orbs, count, null, state); }); break; } } } const li = ul.appendChild(document.createElement("li")); boardsBar.boards.forEach(board=>board.refreshTable()); li.appendChild(boardsBar.node); li.className = "merge-board"; } } return ul; } //行列拆分成顺序和逆序的正常数字 function posSplit(pos, axis = 'row') { const max = axis == 'row' ? 5 : 6; return [ pos.filter(n=>n<=2).map(n=>n+1), pos.filter(n=>n>=3).reverse().map(n=>max-n), ]; //return {sequence: pos.filter(n=>n<=2).map(n=>n+1), reverse: pos.filter(n=>n>=3).reverse().map(n=>max-n)}; } function createSkillIcon(iconType, className){ const idoc = document.createElement("icon"); idoc.className = `icon-skill${className ? ` ${className}` : ''}`; idoc.setAttribute("data-icon-type", iconType); return idoc; } function renderSkill(skill, option = {}) { function renderSkillTitle(skillId, { showTurns } = {}) { const skill = Skills[skillId]; const div = document.createElement("summary"); div.className = "evolved-skill-title"; const name = div.appendChild(document.createElement("span")); name.className = "skill-name"; name.textContent = skill.name; name.setAttribute("data-skillid", skillId); //name.onclick = fastShowSkill; if (showTurns) { const cd = div.appendChild(document.createElement("span")); cd.className = "skill-cd"; cd.textContent = skill.initialCooldown - skill.maxLevel + 1; if (skill.maxLevel > 1) { const level = div.appendChild(document.createElement("span")); level.className = "skill-level-label"; level.textContent = skill.maxLevel; } } const originalSkill = document.createElement("div"); originalSkill.className = "skill-datail-original"; originalSkill.append(parseSkillDescription(skill)); return [div, originalSkill].nodeJoin(); } const frg = document.createDocumentFragment(); if (typeof localTranslating == "undefined") return frg; const tsp = localTranslating.skill_parse; const createIcon = createSkillIcon; if (Array.isArray(skill)) { frg.ap(skill.map(_skill=>renderSkill(_skill))); return frg; } switch (skill.kind) { case SkillKinds.Error: { let dict = { type: skill.kind }; frg.ap(tsp.skill.error(dict)); break; } case SkillKinds.Unknown: { console.log(skill); let dict = { type: skill.kind }; frg.ap(tsp.skill.unknown(dict)); break; } case SkillKinds.ActiveTurns: { //有回合的行动 let { turns, skills } = skill; let dict = { turns: Array.isArray(turns) ? turns.join(tsp.word.range_hyphen().textContent) : turns, skills: skills?.map(renderSkill)?.nodeJoin(tsp.word.semicolon()), }; frg.ap(tsp.skill.active_turns(dict)); break; } case SkillKinds.DelayActiveTurns: { //有推迟回合的行动 let { turns, skills } = skill; let dict = { turns: Array.isArray(turns) ? turns.join(tsp.word.range_hyphen().textContent) : turns, icon: createIcon(SkillKinds.Delay), skills: renderSkillEntry(skills), }; frg.ap(tsp.skill.delay_active_turns(dict)); //独立出来 //frg.ap(); break; } case SkillKinds.RandomSkills: { //随机技能 let skills = skill.skills; const ul = document.createElement("ul"); ul.className = "random-active-skill"; skills.forEach((subSkill, idx)=>{ const li = ul.appendChild(document.createElement("li")); const details = li.appendChild(document.createElement("details")); details.open = false; //随机类技能默认关闭 details.className = "skill-details"; details.appendChild(renderSkillTitle(skill.params[idx])); details.appendChild(renderSkillEntry(subSkill)); }); let dict = { skills: ul, }; frg.ap(tsp.skill.random_skills(dict)); break; } case SkillKinds.EvolvedSkills: { //技能进化 let {skills, loop} = skill; const ul = document.createElement("ul"); ul.className = "evolved-active-skill"; skills.forEach((subSkill, idx)=>{ const li = ul.appendChild(document.createElement("li")); const details = li.appendChild(document.createElement("details")); details.open = true; //进化类技能默认打开 details.className = "skill-details"; details.appendChild(renderSkillTitle(skill.params[idx], { showTurns:true })); details.appendChild(renderSkillEntry(subSkill)); }); let dict = { skills: ul, }; frg.ap(tsp.skill.evolved_skills(dict)); if (loop) frg.ap(tsp.skill.evolved_skills_loop({icon: createIcon("evolved-skill-loop")})); break; } case SkillKinds.Delay: { //威吓 let dict = { icon: createIcon(skill.kind), }; frg.ap(tsp.skill.delay(dict)); break; } case SkillKinds.MassAttack: { //全体攻击 let dict = { icon: createIcon(skill.kind), }; frg.ap(tsp.skill.mass_attack(dict)); break; } case SkillKinds.LeaderChange: { //切换队长 let type = skill.type; let dict = { icon: createIcon(skill.kind), target: type ? tsp.target.team_last() : tsp.target.self(), }; frg.ap(tsp.skill.leader_change(dict)); break; } case SkillKinds.NoSkyfall: { //无天降 let dict = { icon: createIcon(skill.kind), }; frg.ap(tsp.skill.no_skyfall(dict)); break; } case SkillKinds.SelfHarm: { //主动自残 let value = skill.value; let dict = { icon: createIcon("heal", "hp-decr"), value: renderValue(value, {percent: true}), stats: tsp.stats.hp(), }; frg.ap(tsp.skill.self_harm(dict)); break; } case SkillKinds.Heal: { //主动回血buff let value = skill.value; let dict = { icon: createIcon("heal", "hp-incr"), //icon: createIcon("auto-heal"), value: renderValue(value, {unit: tsp.unit.point, percent: value.kind == SkillValueKind.xRCV ? false : true}), stats: tsp.stats.hp(), }; frg.ap(tsp.skill.heal(dict)); break; } case SkillKinds.AutoHealBuff: { //自动回血buff let dict = { icon: createIcon("auto-heal"), value: renderValue(skill.value, {unit: tsp.unit.point, percent: true}), stats: tsp.stats.hp(), }; frg.ap(tsp.skill.auto_heal_buff(dict)); break; } case SkillKinds.DefenseBreak: { //破防 let dict = { icon: createIcon(skill.kind), value: renderValue(skill.value, {percent: true}), }; frg.ap(tsp.skill.defense_break(dict)); break; } case SkillKinds.Poison: { //毒 let dict = { icon: createIcon(skill.kind), belong_to: tsp.target.self(), target: tsp.target.enemy_all(), stats: tsp.stats.hp(), value: renderValue(skill.value), }; frg.ap(tsp.skill.poison(dict)); break; } case SkillKinds.TimeExtend: { //时间变化buff let value = skill.value; let dict = { icon: createIcon("status-time", SkillValue.isLess(value) ? "time-decr" : "time-incr"), value: renderValue(value, { unit:tsp.unit.seconds, plusSign: value.kind != SkillValueKind.Percent, percent: SkillValue.isLess(value) }), }; frg.ap(tsp.skill.time_extend(dict)); break; } case SkillKinds.FollowAttack: { //队长技倍率追打 let dict = { //icon: createIcon("follow_attack"), belong_to: tsp.target.self(), target: tsp.target.enemy(), value: renderValue(skill.value), }; frg.ap(tsp.skill.follow_attack(dict)); break; } case SkillKinds.FollowAttackFixed: { //队长技固伤追打 let damage = skill.value; let dict = { damage: renderValue(damage, {unit: tsp.unit.point}), attr: renderAttrs('fixed'), }; frg.ap(tsp.skill.follow_attack_fixed(dict)); break; } case SkillKinds.AutoHeal: { //队长技自动回血 let dict = { icon: createIcon(skill.kind), belong_to: tsp.target.self(), value: renderValue(skill.value), stats: tsp.stats.hp(), }; frg.ap(tsp.skill.auto_heal(dict)); break; } case SkillKinds.CTW: { //时间暂停 let {time, cond, skill: subSkill} = skill; let dict = { icon: createIcon(skill.kind), time: renderValue(time, { unit: tsp.unit.seconds }), }; if (cond) { let dict2 = { cond: renderCondition(cond), skill: renderSkill(subSkill) } dict.addition = tsp.skill.ctw_addition(dict2); } frg.ap(tsp.skill.ctw(dict)); break; } case SkillKinds.Gravity: { //重力 let {value, target} = skill; let dict = { icon: createIcon(skill.kind), target: target === 'all' ? tsp.target.enemy_all() : tsp.target.enemy_one(), value: renderValue(value, { percent:true }), }; frg.ap(tsp.skill.gravity(dict)); break; } case SkillKinds.PartGravity: { //部位重力 let {value, target} = skill; let dict = { icon: createIcon("rate-mul-part_break"), //直接用重力的 part: tsp.target.enemy_part(), target: target === 'all' ? tsp.target.enemy_all() : tsp.target.enemy_one(), value: renderValue(value, { percent:true }), }; frg.ap(tsp.skill.gravity(dict)); break; } case SkillKinds.Resolve: { //根性 let prob = skill.prob; let dict = { icon: createIcon(skill.kind), stats: renderStat('chp'), min: renderValue(skill.min, { percent:true }), max: renderValue(skill.max, { percent:true }), }; frg.ap(tsp.skill.resolve(dict)); break; } case SkillKinds.DamageEnemy: { //大炮和固伤 let attr = skill.attr, target = skill.target, damage = skill.damage, times = skill.times; if (attr == null) break; //没有属性时,编号为0的空技能 let dict = { target: target === 'all' ? tsp.target.enemy_all() : target === 'single' ? tsp.target.enemy_one() : tsp.target.enemy_attr({attr: renderAttrs(target, {affix: true})}), damage: renderValue(damage, {unit: tsp.unit.point}), attr: renderAttrs(attr, {affix: (attr === 'self' || attr === 'fixed') ? false : true}), }; if (times) { dict.times = tsp.skill.damage_enemy_times({ times: renderValue(v.constant(times), {unit: tsp.unit.times}) }); dict.totalDamage = tsp.skill.damage_enemy_count({ damage: renderValue(v.constant(damage.value * times), {unit: tsp.unit.point}) }); } frg.ap(tsp.skill.damage_enemy(dict)); break; } case SkillKinds.Unbind: { //解封 let normal = skill.normal, awakenings = skill.awakenings, matches = skill.matches; let effects = []; let enabledStats = [normal, awakenings, matches].filter(Boolean); if (merge_skill && enabledStats.length >= 2 && enabledStats.every((s,i,arr)=>s==arr[0])) { if (normal) { effects.push(tsp.skill.unbind_normal({icon: createIcon("unbind-normal")})); } if (awakenings) { effects.push(tsp.skill.unbind_awakenings({icon: createIcon("unbind-awakenings")})); } if (matches) { effects.push(tsp.skill.unbind_matches({icon: createIcon("unbind-matches")})); } let dict = { turns: enabledStats[0], stats: effects.nodeJoin(tsp.word.slight_pause()), } frg.ap(tsp.skill.unbind(dict)); } else { if (normal) { let dict = { turns: normal, stats: tsp.skill.unbind_normal({icon: createIcon("unbind-normal")}), } effects.push(tsp.skill.unbind(dict)); } if (awakenings) { let dict = { turns: awakenings, stats: tsp.skill.unbind_awakenings({icon: createIcon("unbind-awakenings")}), } effects.push(tsp.skill.unbind(dict)); } if (matches) { let dict = { turns: matches, stats: tsp.skill.unbind_matches({icon: createIcon("unbind-matches")}), } effects.push(tsp.skill.unbind(dict)); } frg.ap(effects.nodeJoin(tsp.word.comma())); } break; } case SkillKinds.BindSkill: { let dict = { icon: createIcon(skill.kind) }; frg.ap(tsp.skill.bind_skill(dict)); break; } case SkillKinds.BindCard: { let dict = { icon: createIcon(skill.kind) }; frg.ap(tsp.skill.bind_card(dict)); break; } case SkillKinds.BoardChange: { //洗版 const attrs = skill.attrs; let dict = { orbs: renderOrbs(attrs), }; frg.ap(tsp.skill.board_change(dict)); if (!merge_skill) { const boardsBar = new BoardSet(new Board(attrs), new Board(attrs,7,6), new Board(attrs,5,4)); boardsBar.boards.forEach(board=>{ board.refreshTable(); }); frg.ap(boardsBar.node); } break; } case SkillKinds.SkillBoost: { //溜 const min = skill.min, max = skill.max; let dict = { icon: createIcon(skill.kind, SkillValue.isLess(min) ? "boost-decr" : "boost-incr"), turns_min: renderValue(min, { unit:tsp.unit.turns, plusSign:true }), }; if (max.value !== min.value) { dict.turns_max = tsp.skill.skill_boost_range( {turns: renderValue(max, { unit:tsp.unit.turns, plusSign:true })} ); } frg.ap(tsp.skill.skill_boost(dict)); break; } case SkillKinds.AddCombo: { //+C const value = skill.value; let icon = createIcon(skill.kind); icon.setAttribute("data-add-combo", value); let dict = { icon: icon, value: value, }; frg.ap(tsp.skill.add_combo(dict)); break; } case SkillKinds.FixedTime: { //固定手指 const value = skill.value; let dict = { icon: createIcon(skill.kind), value: renderValue(value, { unit: tsp.unit.seconds }), }; frg.ap(tsp.skill.fixed_time(dict)); break; } case SkillKinds.MinMatchLength: { //最低匹配长度 const value = skill.value; let dict = { icon: createIcon(skill.kind), unmatchable: value - 1, matchable: value, }; frg.ap(tsp.skill.min_match_length(dict)); break; } case SkillKinds.DropRefresh: { //刷版 let dict = { icon: createIcon(skill.kind), }; frg.ap(tsp.skill.drop_refresh(dict)); break; } case SkillKinds.Drum: { //太鼓达人音效 frg.ap(tsp.skill.drum()); break; } case SkillKinds.AutoPath: { //自动路径,小龙的萌新技能 const {matchesNumber} = skill; frg.ap(tsp.skill.auto_path({ icon: createIcon(skill.kind), matchesNumber: renderValue(matchesNumber), })); break; } case SkillKinds.Vampire: { //吸血 let attr = skill.attr, damage = skill.damage, heal = skill.heal; let _dict = { target: tsp.target.enemy_one(), damage: renderValue(damage), attr: renderAttrs(attr, {affix: (attr === 'self' || attr === 'fixed') ? false : true}), }; let dict = { icon: createIcon("heal", "hp-incr"), damage_enemy: tsp.skill.damage_enemy(_dict), heal: renderValue(heal, {percent: true}), }; frg.ap(tsp.skill.vampire(dict)); break; } case SkillKinds.CounterAttack: { //反击 let attr = skill.attr, prob = skill.prob, value = skill.value; let dict = { icon: createIcon(skill.kind), target: tsp.target.enemy(), chance: prob.value < 1 ? tsp.value.prob({value: renderValue(prob, { percent:true })}) : null, value: renderValue(value), attr: renderAttrs(attr, {affix: true}), }; frg.ap(tsp.skill.counter_attack(dict)); break; } case SkillKinds.ChangeOrbs: { //珠子变换 let changes = skill.changes; let subDocument = []; for (const change of changes) { let dict = { from: renderOrbs(change.from), to: renderOrbs(change.to), }; subDocument.push(tsp.skill.change_orbs(dict)); } frg.ap(subDocument.nodeJoin(tsp.word.comma())); break; } case SkillKinds.GenerateOrbs: { //产生珠子 let orbs = skill.orbs, exclude = skill.exclude, count = skill.count; let dict = { exclude: exclude?.length ? tsp.word.affix_exclude({cotent: renderOrbs(exclude)}) : void 0, orbs: renderOrbs(orbs), value: count, }; frg.ap(tsp.skill.generate_orbs(dict)); if (!merge_skill) { const boardsBar = new BoardSet(new Board(), new Board(null,7,6), new Board(null,5,4)); boardsBar.boards.forEach(board=>{ board.generateOrbs(orbs, count, exclude); board.refreshTable(); }); frg.ap(boardsBar.node); } break; } case SkillKinds.FixedOrbs: { //固定位置产生珠子 let generates = skill.generates; let slight_pause = tsp.word.slight_pause().textContent; let subDocument = []; const boardsBar = merge_skill ? null : new BoardSet(new Board(), new Board(null,7,6), new Board(null,5,4)); for (const generate of generates) { const orbs = generate.orbs; const dict = { orbs: renderOrbs(orbs), }; if (generate.type == 'shape') { dict.position = tsp.position.shape(); boardsBar?.boards?.forEach(board=>board.setShape(generate.positions, orbs)); }else { let posFrgs = []; if (generate.positions.length == 0) continue; if (generate.type == 'row') { const [sequence, reverse] = posSplit(generate.positions, 'row'); if (sequence.length) posFrgs.push(tsp.position.top({pos: sequence.join(slight_pause)})); if (reverse.length) posFrgs.push(tsp.position.bottom({pos: reverse.join(slight_pause)})); boardsBar?.boards?.forEach(board=>board.setRows(generate.positions, orbs)); }else { const [sequence, reverse] = posSplit(generate.positions, 'colum'); if (sequence.length) posFrgs.push(tsp.position.left({pos: sequence.join(slight_pause)})); if (reverse.length) posFrgs.push(tsp.position.right({pos: reverse.join(slight_pause)})); boardsBar?.boards?.forEach(board=>board.setColumns(generate.positions, orbs)); } dict.position = posFrgs.nodeJoin(tsp.word.slight_pause()); } subDocument.push(tsp.skill.fixed_orbs(dict)); } frg.ap(subDocument.nodeJoin(tsp.word.comma())); if (boardsBar) { boardsBar.boards.forEach(board=>board.refreshTable()); frg.ap(boardsBar.node); } break; } case SkillKinds.OrbDropIncrease: { //增加天降 let {prob, attrs, flag, value} = skill; prob = prob || v.percent(100); let dict = { prob: renderValue(prob, {percent: true}), orbs: renderOrbs(attrs, {className: "drop", affix: true}), flag: flag && tsp.orbs[flag]({icon: createIcon("orb-" + flag)}) || null, }; if (value?.kind == SkillValueKind.xMaxHP) { dict.value = tsp.skill.orb_thorn({value: renderValue(value, {percent: true})}) } frg.ap(flag ? tsp.skill.orb_drop_increase_flag(dict) : tsp.skill.orb_drop_increase(dict)); break; } case SkillKinds.VoidEnemyBuff: { let buffs = skill.buffs; let subDocument = []; for (const buff of buffs) { let dict = { icon: createIcon(buff), }; subDocument.push(tsp.skill[buff.replace(/\-/g,'_')](dict)); } let dict = { buff: subDocument.nodeJoin(tsp.word.slight_pause()), }; frg.ap(tsp.skill.void_enemy_buff(dict)); break; } case SkillKinds.ChangeAttribute: { let attr = skill.attr, target = skill.target; let dict = { attrs: renderAttrs(attr, {affix: true}), target: target === 'opponent' ? tsp.target.enemy_all() : tsp.target.self(), }; frg.ap(tsp.skill.change_attribute(dict)); break; } case SkillKinds.SetOrbState: { const {orbs, state, arg} = skill; let dict = { orbs: renderOrbs(orbs, { //有的时候附加效果限制个数,这个附加图标加到文字里面的图标上面的去不好看也不准确,应该只加到面板里。 //className: state, affix: true }), icon: createIcon('orb-' + state), }; switch (state) { case "enhanced":{ dict.value = renderValue(arg.enhance, {percent: true}); frg.ap(tsp.skill.set_orb_state_enhanced(dict)); break; } case "locked":{ if (arg.count.value < 42) dict.value = renderValue(arg.count, {unit: tsp.unit.orbs}); frg.ap(tsp.skill.set_orb_state_locked(dict)); break; } case "unlocked":{ frg.ap(tsp.skill.set_orb_state_unlocked(dict)); break; } case "bound":{ frg.ap(tsp.skill.set_orb_state_bound(dict)); break; } case "combo-drop":{ if (arg.count.value < 42) dict.value = renderValue(arg.count, {unit: tsp.unit.orbs}); frg.ap(tsp.skill.set_orb_state_combo_drop(dict)); break; } case "nail":{ if (arg.count.value < 42) dict.value = renderValue(arg.count, {unit: tsp.unit.orbs}); frg.ap(tsp.skill.set_orb_state_nail(dict)); break; } } break; } case SkillKinds.RateMultiply: { let rate = skill.rate, value = skill.value; let dict = { rate: tsp.skill["rate_multiply_" + rate]({icon: createIcon(skill.kind + "-" + rate)}), value: renderValue(value), }; frg.ap(tsp.skill.rate_multiply(dict)); break; } case SkillKinds.ReduceDamage: { let attrs = skill.attrs, percent = skill.percent, condition = skill.condition, prob = skill.prob; let dict = { icon: createIcon(skill.kind), attrs: renderAttrs(attrs, {affix: true}), value: renderValue(percent, {percent: true}), condition: condition ? renderCondition(condition) : null, chance: prob.value < 1 ? tsp.value.prob({value: renderValue(prob, { percent:true })}) : null, }; frg.ap(tsp.skill.reduce_damage(dict)); break; } case SkillKinds.PowerUp: { let { attrs, types, targets, condition, value, reduceDamage, additional, eachTime } = skill; let dict = { icon: createIcon(skill.kind), }; let comma = tsp.word.comma; if (condition) dict.condition = renderCondition(condition); let targetDict = {}, attrs_types = []; if (attrs?.length && !isEqual(attrs, Attributes.all)) { targetDict.attrs = renderAttrs(attrs || [], {affix: attrs?.filter(attr=> attr !== 5)?.length}); attrs_types.push(targetDict.attrs); } if (types?.length) { targetDict.types = renderTypes(types || [], {affix: true}); attrs_types.push(targetDict.types); } if (targets != undefined) { targetDict.target = document.createDocumentFragment(); //增加队员伤害的技能的目标,删选出来,其他的目标则不显示 const targetTypes = SkillTarget.type1.concat(SkillTarget.type2); let atkUpTarget = targets.filter(n=>targetTypes.includes(n)); if (atkUpTarget.length) { targetDict.target.appendChild(createTeamFlags(atkUpTarget)); } targetDict.target.appendChild(targets.map(target=> tsp?.target[target.replaceAll("-","_")]?.()) .nodeJoin(tsp.word.slight_pause())); attrs_types.push(targetDict.target); } if (attrs_types.length) { targetDict.attrs_types = attrs_types.nodeJoin(tsp.word.slight_pause()); dict.targets = tsp.skill.power_up_targets(targetDict); } if (value){ /*if (attrs?.includes(5) && value.kind == SkillPowerUpKind.Multiplier) { //如果属性有5,则是回复力 let _value = Object.assign({}, value); _value.rcv = value.atk; _value.atk = value.rcv; value = _value; }*/ if (value.kind == SkillPowerUpKind.Multiplier && Boolean(value.hp || value.atk || value.rcv) == false) { //不显示 value }else { dict.value = renderPowerUp(value); } } if (reduceDamage && reduceDamage.value > 0) { let reduceDamageNode = tsp.skill.reduce_damage({ value: renderValue(reduceDamage, {percent: true}), icon: createIcon("reduce-damage"), }); dict.reduceDamage = [comma(), reduceDamageNode].nodeJoin(); } if (additional?.length) { let additionalNode = additional.filter(Boolean).map(subSkill=>renderSkill(subSkill, option)); dict.additional = [comma(), additionalNode.nodeJoin(comma())].nodeJoin(); } if (eachTime) { dict.each_time = tsp.word.each_time(); } frg.ap(tsp.skill.power_up(dict)); break; } case SkillKinds.SlotPowerUp: { //增加卡槽伤害倍率 const {value, targets} = skill; let dict = { icon: createIcon(skill.kind, value.atk > 1 ? "atk-incr" : "atk-decr"), targets: document.createDocumentFragment(), value: renderPowerUp(value), }; dict.targets.append(createTeamFlags(targets)); dict.targets.append(targets.map(target=> tsp?.target[target.replaceAll("-","_")]?.()) .nodeJoin(tsp.word.slight_pause())); frg.ap(tsp.skill.slot_power_up(dict)); break; } case SkillKinds.Henshin: { //变身 let ids = skill.ids, random = skill.random; let doms = ids.map(id=>{ let dom = cardN(id); //dom.monDom.onclick = changeToIdInSkillDetail; return dom; }) let dict = { cards: doms.nodeJoin(), } frg.ap(random ? tsp.skill.random_henshin(dict) : tsp.skill.henshin(dict) ); break; } case SkillKinds.VoidPoison: { //毒无效 let dict = { poison: renderOrbs([7,8], {affix: true}) } frg.ap(tsp.skill.void_poison(dict)); break; } case SkillKinds.SkillProviso: { //条件限制才能用技能 let cond = skill.cond; let dict = { condition: renderCondition(cond) } frg.ap(tsp.skill.skill_proviso(dict)); break; } case SkillKinds.ImpartAwakenings: { //赋予队员觉醒 let {attrs, types, target, awakenings} = skill; let dict = { awakenings: renderAwakenings(awakenings, {affix: true}), } let attrs_types = []; if (attrs?.length && !isEqual(attrs, Attributes.all)) { dict.attrs = renderAttrs(attrs || [], {affix: attrs?.filter(attr=> attr !== 5)?.length}); attrs_types.push(dict.attrs); } if (types?.length) { dict.types = renderTypes(types || [], {affix: true}); attrs_types.push(dict.types); } if (target) { dict.target = tsp?.target[target.replaceAll("-","_")]?.(); attrs_types.push(dict.target); } if (attrs_types.length) { dict.attrs_types = attrs_types.nodeJoin(tsp.word.slight_pause()); } frg.ap(tsp.skill.impart_awoken(dict)); break; } case SkillKinds.ObstructOpponent: { //条件限制才能用技能 let type = skill.type, pos = skill.pos, enemy_skills = skill.enemy_skills; let slight_pause = tsp.word.slight_pause().textContent; let dict = { skills: enemy_skills.join(slight_pause) } let targetDict = { positions: pos?.map(p=>p+1).join(slight_pause)} switch (type) { case "after-me": { dict.target = tsp.skill.obstruct_opponent_after_me(targetDict); break; } case "designated-position": { dict.target = tsp.skill.obstruct_opponent_designated_position(targetDict); break; } case "before-me": { dict.target = tsp.skill.obstruct_opponent_before_me(targetDict); break; } default: { dict.target = tsp.cond.unknown(); break; } } frg.ap(tsp.skill.obstruct_opponent(dict)); break; } case SkillKinds.IncreaseDamageCapacity: { //增加伤害上限 const {cap, targets, attrs, types} = skill; let dict = { icon: createIcon(skill.kind, cap > 0x7FFFFFFF ? "cap-incr" : "cap-decr"), targets: document.createDocumentFragment(), cap: cap.bigNumberToString(), }; let targetDict = {}, attrs_types = []; if (attrs?.length && !isEqual(attrs, Attributes.all)) { targetDict.attrs = renderAttrs(attrs || [], {affix: attrs?.filter(attr=> attr !== 5)?.length}); attrs_types.push(targetDict.attrs); } if (types?.length) { targetDict.types = renderTypes(types || [], {affix: true}); attrs_types.push(targetDict.types); } if (targets != undefined) { targetDict.target = document.createDocumentFragment(); //增加队员伤害的技能的目标,删选出来,其他的目标则不显示 // const targetTypes = SkillTarget.type1; // let atkUpTarget = targets.filter(n=>targetTypes.includes(n)); // if (atkUpTarget.length) { targetDict.target.appendChild(createTeamFlags(targets)); // } targetDict.target.appendChild(targets.map(target=> tsp?.target[target.replaceAll("-","_")]?.()) .nodeJoin(tsp.word.slight_pause())); attrs_types.push(targetDict.target); } if (attrs_types.length) { targetDict.attrs_types = attrs_types.nodeJoin(tsp.word.slight_pause()); dict.targets = tsp.skill.power_up_targets(targetDict); } frg.ap(tsp.skill.increase_damage_cap(dict)); break; } case SkillKinds.BoardJammingStates: { //板面产生干扰状态 const { state, posType, positions, count, time, attrs } = skill; const boardsBar = merge_skill ? null : new BoardSet(new Board(), new Board(null,7,6), new Board(null,5,4)); const slight_pause = tsp.word.slight_pause().textContent; let dict = { icon: createIcon('board-' + state), state: tsp.board[state.replaceAll("-","_")](), position: posType == 'random' ? tsp.position.random() : tsp.position.shape(), }; if (state == 'roulette') { //轮盘位 const commentContent = []; time && commentContent.push(tsp.board.roulette_time({duration: renderValue(v.constant(time), {unit: tsp.unit.seconds})})); Array.isArray(attrs) && attrs.length && commentContent.push(tsp.board.roulette_attrs({orbs: renderOrbs(attrs)})); dict.comment = tsp.word.comment({content: commentContent.nodeJoin(tsp.word.slight_pause())}); dict.count = renderValue(v.constant(count || positions.flat().length), {unit: tsp.unit.orbs}); boardsBar?.boards?.forEach(board=>{ if (posType == 'random') board.generateBlockStates('roulette', count); else board.setShape(positions, null, null, 'roulette'); }); } if (state == 'clouds') { //云 const [width, height] = skill.size; dict.size = tsp.value.size({ width, height}); boardsBar?.boards?.forEach(board=>{ board.generateBlockStates('clouds', count, [width, height], positions); }); } if (state == 'immobility') { //封条 const {colums, rows} = skill.positions; let posFrgs = []; const [sequenceCols, reverseCols] = posSplit(colums, 'colum'); if (sequenceCols.length) posFrgs.push(tsp.position.left({pos: sequenceCols.join(slight_pause)})); if (reverseCols.length) posFrgs.push(tsp.position.right({pos: reverseCols.join(slight_pause)})); const [sequenceRows, reverseRows] = posSplit(rows, 'row'); if (sequenceRows.length) posFrgs.push(tsp.position.top({pos: sequenceRows.join(slight_pause)})); if (reverseRows.length) posFrgs.push(tsp.position.bottom({pos: reverseRows.join(slight_pause)})); boardsBar?.boards?.forEach(board=>{ board.setColumns(colums, null, null, 'immobility'); board.setRows(rows, null, null, 'immobility'); }); dict.position = posFrgs.nodeJoin(tsp.word.slight_pause()); } if (state == 'deep-dark') { //超暗暗 const { min, max } = skill; dict.count = renderValue(v.constant(min), {unit: tsp.unit.orbs}); if (min !== max) { dict.count.append(tsp.word.range_hyphen(),renderValue(v.constant(max), {unit: tsp.unit.orbs})); } boardsBar?.boards?.forEach(board=>{ if (posType == 'random') board.generateBlockStates('deep-dark', min == max ? min : Math.randomInteger(max, min)); else board.setShape(positions, null, null, 'deep-dark'); }); } frg.ap(tsp.skill.board_jamming_state(dict)); if (boardsBar) { boardsBar.boards.forEach(board=>board.refreshTable()); frg.ap(boardsBar.node); } break; } case SkillKinds.BoardSizeChange: { //改变板面大小 const { width, height } = skill; let dict = { icon: createIcon(skill.kind), size: tsp.value.size({ width, height}), }; frg.ap(tsp.skill.board_size_change(dict)); break; } case SkillKinds.RemoveAssist: { //去除武器 let dict = { icon: createIcon(skill.kind) }; frg.ap(tsp.skill.remove_assist(dict)); break; } case SkillKinds.PredictionFalling: { //预知掉落 let dict = { icon: createIcon(skill.kind) }; frg.ap(tsp.skill.prediction_falling(dict)); break; } case SkillKinds.BreakingShield: { //破白盾 let dict = { icon: createIcon(skill.kind), target: tsp.target.enemy(), value: renderValue(skill.value, { percent:true }), }; frg.ap(tsp.skill.gravity(dict)); break; } case SkillKinds.PlayVoice: { //播放技能语音 const { stage, id } = skill; const icon = document.createElement("icon"); icon.className = "awoken-icon"; icon.setAttribute("data-awoken-icon", 63); icon.dataset.voiceId = id || Cards[editBox.mid].voiceId; icon.onclick = playOwnVoiceId; let dict = { stage, id, icon, }; frg.ap(tsp.skill.play_voice(dict)); break; } case SkillKinds.TimesLimit: { //使用次数限制 const { turns } = skill; let dict = { turns }; frg.ap(tsp.skill.times_limit(dict)); break; } case SkillKinds.FixedStartingPosition: { //固定起手位置 let dict = { icon: createIcon(skill.kind) }; frg.ap(tsp.skill.fixed_starting_position(dict)); break; } default: { console.log("未处理的技能类型",skill.kind, skill); frg.ap(skill.kind); } } return frg; }; function playOwnVoiceId(){ playVoiceById(parseInt(this.dataset.voiceId,10)); } function renderStat(stat, option) { const frg = document.createDocumentFragment(); if (typeof localTranslating == "undefined") return frg; const tspt = localTranslating.skill_parse.stats; if (tspt[stat]) frg.ap(tspt[stat](option)); else { console.log("未知状态类型",stat); frg.ap(tspt.unknown({ type: stat })); } return frg; } function renderAttrs(attrs, option = {}) { if (!Array.isArray(attrs)) attrs = [attrs ?? 0]; const frg = document.createDocumentFragment(); if (typeof localTranslating == "undefined") return frg; const tsp = localTranslating.skill_parse; let contentFrg; if (isEqual(attrs, Attributes.all)) { contentFrg = tsp.attrs.all(); } else { contentFrg = attrs.map(attr => { const icon = document.createElement("icon"); icon.className = "attr-icon"; icon.setAttribute("data-attr-icon",attr); return tsp.attrs?.[attr]({icon: icon}); }) .nodeJoin(tsp.word.slight_pause()); } if (option.affix) contentFrg = tsp.word.affix_attr({cotent: contentFrg}); frg.ap(contentFrg); return frg; } function renderOrbs(attrs, option = {}) { if (!Array.isArray(attrs)) attrs = [attrs ?? 0]; else attrs = [...attrs]; const frg = document.createDocumentFragment(); if (typeof localTranslating == "undefined") return frg; const tsp = localTranslating.skill_parse; let contentFrg; if (attrs.every(a=>Number.isInteger(a))) { let attrBin = new Bin(attrs); if ((attrBin.int & 0b1111111111) == 0b1111111111) { //十种珠子 frg.ap(tsp.orbs.all()); attrs.length = 0; //之前是引用,这里会导致数组被清空的错误 } else if ((attrBin.int & 0b11111) == 0b11111) { //基础5色 frg.ap(renderOrbs('_5color')); attrBin = new Bin(attrBin.int & 0b1111100000); attrs = [...attrBin]; if (attrs.length > 0) { //如果5色以上还有剩的,就增加一个加号 frg.ap(' + '); } } } contentFrg = attrs.map(attr => { const icon = document.createElement("icon"); icon.className = "orb"; if (option.className) icon.className += " " + option.className; icon.setAttribute("data-orb-icon",attr); let dict = { icon: icon, } return tsp.orbs?.[attr](dict); }) .nodeJoin(tsp.word.slight_pause()); frg.ap(contentFrg); if (option.affix) contentFrg = tsp.word.affix_orb({cotent: contentFrg}); if (option.any && attrs.length >= 2) contentFrg = tsp.orbs.any({cotent: contentFrg}); frg.ap(contentFrg); return frg; } function renderTypes(types, option = {}) { if (!Array.isArray(types)) types = [types ?? 0]; const frg = document.createDocumentFragment(); if (typeof localTranslating == "undefined") return frg; const tsp = localTranslating.skill_parse; let contentFrg = types.map(type => { const icon = document.createElement("icon"); icon.className = "type-icon"; icon.setAttribute("data-type-icon",type); return tsp.types?.[type]({icon: icon}); }) .nodeJoin(tsp.word.slight_pause()); if (option.affix) contentFrg = tsp.word.affix_type({cotent: contentFrg}); frg.ap(contentFrg); return frg; } function renderAwakenings(awakenings, option = {}) { if (!Array.isArray(awakenings)) awakenings = [awakenings ?? 0]; const frg = document.createDocumentFragment(); if (typeof localTranslating == "undefined") return frg; const tsp = localTranslating.skill_parse; let contentFrg = awakenings.map(awoken => { const icon = document.createElement("icon"); icon.className = "awoken-icon"; icon.setAttribute("data-awoken-icon",awoken); return tsp.awokens?.[awoken]({icon: icon}); }) .nodeJoin(tsp.word.slight_pause()); if (option.affix) contentFrg = tsp.word.affix_awakening({cotent: contentFrg}); frg.ap(contentFrg); return frg; } function renderCondition(cond) { const frg = document.createDocumentFragment(); const tsp = localTranslating.skill_parse; if (cond.hp) { let dict = { hp: renderStat('chp'), min: renderValue(v.percent(cond.hp.min * 100), {percent: true}), max: renderValue(v.percent(cond.hp.max * 100), {percent: true}), }; if (cond.hp.min === cond.hp.max) frg.ap(tsp.cond.hp_equal(dict)); else if (cond.hp.min === 0) frg.ap(tsp.cond.hp_less_or_equal(dict)); else if (cond.hp.max === 1) frg.ap(tsp.cond.hp_greater_or_equal(dict)); else frg.ap(tsp.cond.hp_belong_to_range(dict)); } else if (cond.useSkill) { frg.ap(tsp.cond.use_skill( cond.useSkill > 1 ? {times: tsp.cond.use_skill_times({times: cond.useSkill})} : null )); } else if (cond.multiplayer) { frg.ap(tsp.cond.multi_player()); } else if (cond.remainOrbs) { let dict = { value: renderValue(v.constant(cond.remainOrbs.count), {unit: tsp.unit.orbs}), }; frg.ap(tsp.cond.remain_orbs(dict)); } else if (cond.combos) { const { min } = cond.combos; let dict = { min }; frg.ap(tsp.power.scale_combos(dict)); } else if (cond.attrs) { const { attrs, min} = cond.attrs; let dict = { min, orbs: renderOrbs(attrs, {affix: true}) }; frg.ap(tsp.power.scale_attributes(dict)); } else if (cond.exact) { const { type, attrs , value} = cond.exact; if (type === 'combo') { let dict = { value }; frg.ap(tsp.cond.exact_combo(dict)); } else if (type === 'match-length') { let dict = { orbs: attrs === 'enhanced' ? tsp.cond.exact_match_enhanced() : renderOrbs(attrs, {affix: true}) }; if (value) { dict.length = tsp.cond.exact_length({value:renderValue(v.constant(value), {unit: tsp.unit.orbs})}); } frg.ap(tsp.cond.exact_match_length(dict)); } } else if (cond.compo) { let dict = {}; switch (cond.compo.type) { case 'card':{ dict.ids = cond.compo.ids.map(mid=>{ const dom = cardN(mid); //dom.monDom.onclick = changeToIdInSkillDetail; return dom; }).nodeJoin(); frg.ap(tsp.cond.compo_type_card(dict)); break; } case 'series':{ //搜索并显示合作 function searchCollab(event) { const collabId = parseInt(this.getAttribute('data-collabId'), 10); showSearchBySeriesId(collabId, "collab"); return false; } dict.ids = cond.compo.ids.map(cid=>{ const lnk = document.createElement("a"); lnk.className ="series-search card-collabId"; lnk.setAttribute("data-collabId",cid); lnk.onclick = searchCollab; lnk.textContent = cid; return lnk; }).nodeJoin(tsp.word.slight_pause()); frg.ap(tsp.cond.compo_type_series(dict)); break; } case 'evolution':{ dict.ids = cond.compo.ids.map(type=>{ const lnk = document.createElement("a"); lnk.className ="series-search"; switch (type) { case "pixel-evo":{ //像素进化 lnk.appendChild(tsp.word.evo_type_pixel()); lnk.onclick = function(){ showSearch(Cards.filter(card=>card.evoMaterials.includes(3826))); }; break; } case "reincarnation-evo":{ //转生或超转生 lnk.appendChild(tsp.word.evo_type_reincarnation()); lnk.onclick = function(){ showSearch(Cards.filter(card=>isReincarnated(card))); }; break; } default:{ //转生或超转生 return tsp.word.evo_type_unknow({ type }); } } return lnk; }).nodeJoin(tsp.word.slight_pause()); frg.ap(tsp.cond.compo_type_evolution(dict)); break; } case 'team-total-rarity':{ dict.rarity = cond.compo.ids; frg.ap(tsp.cond.compo_type_team_total_rarity(dict)); break; } case 'team-same-rarity':{ let rarity = cond.compo.ids; switch (rarity) { case -1: dict.rarity = tsp.word.different(); break; case -2: dict.rarity = tsp.word.same(); break; default: dict.rarity = rarity; } frg.ap(tsp.cond.compo_type_team_same_rarity(dict)); break; } } } else if (cond.LShape) { let dict = { orbs: renderOrbs(cond.LShape.attrs, {affix: true, any: true}), }; frg.ap(tsp.cond.L_shape(dict)); } else if (cond.heal) { let dict = { orbs: renderOrbs(5, {affix: true}), heal: renderValue(v.constant(cond.heal.min), {unit: tsp.unit.point}), stats: renderStat('hp'), }; frg.ap(tsp.cond.heal(dict)); } else if (cond.stage) { let dict = { stage: renderStat('cstage'), min: renderValue(v.constant(cond.stage.min)), max: renderValue(v.constant(cond.stage.max)), }; if (cond.stage.min > 0) frg.ap(tsp.cond.stage_greater_or_equal(dict)); else if (cond.stage.max > 0) frg.ap(tsp.cond.stage_less_or_equal(dict)); } else if (cond.remainAttrOrbs) { let dict = { orbs: renderOrbs(cond.remainAttrOrbs.attrs, {affix: true}), min: renderValue(v.constant(cond.remainAttrOrbs.min)), max: renderValue(v.constant(cond.remainAttrOrbs.max)), }; if (cond.remainAttrOrbs.min > 0) frg.ap(tsp.cond.orbs_greater_or_equal(dict)); else if (cond.remainAttrOrbs.max > 0) frg.ap(tsp.cond.orbs_less_or_equal(dict)); } else if (cond.awakeningActivated) { let dict = { awakenings: renderAwakenings(cond.awakeningActivated.awakenings, {affix: true}), }; frg.ap(tsp.cond.awakening_activated(dict)); } else if (cond.stateIsActive) { const { type, attrs} = cond.stateIsActive; let state; switch (type) { case "orb-drop-increase": { state = tsp.buffs.orb_drop_increase({ orbs:renderOrbs(attrs, {className: "drop", affix: true}) }); break; } } let dict = { state: state, }; frg.ap(tsp.cond.state_is_active(dict)); } else { frg.ap(tsp.cond.unknown()); } return frg; } function renderPowerUp(powerUp) { const frg = document.createDocumentFragment(); const tsp = localTranslating.skill_parse; function renderStats(hp, atk, rcv, option = {}) { const mul = option.mul ?? true; option.percent = !mul; const frg = document.createDocumentFragment(); const operator = mul ? ' ' : '+'; let list = [['maxhp', hp], ['atk', atk], ['rcv', rcv]]; //去除不改变的值 list = list.filter(([, value]) => value !== (mul ? 1 : 0)); //&&!(name === 'hp' && value === 0)); if (list.length === 0) return frg; if (list.every(([, value]) => value === list[0][1])) { let value = list[0][1]; //三个值一样 frg.ap(list.map(([name]) => renderStat(name,name=='maxhp'?{icon:createSkillIcon("maxhp-locked")}:null)).nodeJoin(tsp.word.slight_pause())); frg.ap(operator); frg.ap(renderValue(v.percent(value * 100), option)); } else { //三个值不一样 let subDocument = list.map(([name, value]) => { let _frg = document.createDocumentFragment(); _frg.ap(renderStat(name)); _frg.ap(operator); _frg.ap(renderValue(v.percent(value * 100), option)); return _frg; }); frg.ap(subDocument.nodeJoin(tsp.word.comma())); } return frg; } switch (powerUp.kind) { case SkillPowerUpKind.Multiplier: { let hp = powerUp.hp, atk = powerUp.atk, rcv = powerUp.rcv; frg.ap(renderStats(hp, atk, rcv)); break; } case SkillPowerUpKind.ScaleAttributes: { let attrs = powerUp.attrs, min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv; let dict = { orbs: renderOrbs(attrs, {affix: true}), min: min, stats: renderStats(1, baseAtk, baseRcv), } if (max !== min) { let _dict = { max: max, bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}), stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)), } dict.bonus = frg.ap(tsp.power.scale_attributes_bonus(_dict)); } frg.ap(tsp.power.scale_attributes(dict)); break; } case SkillPowerUpKind.ScaleCombos: { let min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv; let dict = { min: min, stats: renderStats(1, baseAtk, baseRcv), } if (max !== min) { let _dict = { max: max, bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}), stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)), } dict.bonus = frg.ap(tsp.power.scale_combos_bonus(_dict)); } frg.ap(tsp.power.scale_combos(dict)); break; } case SkillPowerUpKind.ScaleMatchAttrs: { let { matches, min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp; let dict = { matches: matches.map(orbs=>renderOrbs(orbs)).nodeJoin(tsp.word.slight_pause()), min: min, stats: renderStats(1, baseAtk, baseRcv), } if (max !== min) { let _dict = { max: max, bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}), stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)), } dict.bonus = frg.ap(tsp.power.scale_match_attrs_bonus(_dict)); } frg.ap(tsp.power.scale_match_attrs(dict)); break; } case SkillPowerUpKind.ScaleMatchLength: { let attrs = powerUp.attrs, min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv, matchAll = powerUp.matchAll; let dict = { orbs: renderOrbs(attrs, {affix: true}), min: min, stats: renderStats(1, baseAtk, baseRcv), in_once: matchAll && attrs.length>1 && tsp.word.in_once() || null, } if (max !== min) { let _dict = { max: max, bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}), stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)), } dict.bonus = frg.ap(tsp.power.scale_match_length_bonus(_dict)); } frg.ap(tsp.power.scale_match_length(dict)); break; } case SkillPowerUpKind.ScaleCross: { let crosses = powerUp.crosses; /*if (crosses.length >= 2 && crosses.every(cross => cross.atk === crosses[0].atk)) { //所有值一样 let cross = crosses[0]; let dict = { orbs: renderOrbs(crosses.map(cross => cross.attr), {affix: true, any: true}), stats: renderStats(1, cross.atk, cross.rcv), } frg.ap(cross.single ? tsp.power.scale_cross_single(dict) : tsp.power.scale_cross(dict)); } else {*/ let subDocument = crosses.map(cross=>{ let dict = { orbs: renderOrbs(cross.attr, {affix: true, any: true}), stats: renderStats(1, cross.atk, cross.rcv), each_time: cross.single ? null : tsp.word.each_time(), } return tsp.power.scale_cross(dict); }); frg.ap(subDocument.nodeJoin(tsp.word.comma())); //} break; } case SkillPowerUpKind.ScaleRemainOrbs: { let min = powerUp.min, max = powerUp.max, baseAtk = powerUp.baseAtk, baseRcv = powerUp.baseRcv, bonusAtk = powerUp.bonusAtk, bonusRcv = powerUp.bonusRcv; let dict = { max: max, stats: renderStats(1, baseAtk, baseRcv), } if (max !== min) { let _dict = { min: min, bonus: renderStats(0, bonusAtk, bonusRcv, {mul: false}), stats_max: renderStats(1, baseAtk + bonusAtk * (max-min), baseRcv + bonusRcv * (max-min)), } dict.bonus = frg.ap(tsp.power.scale_remain_orbs_bonus(_dict)); } frg.ap(tsp.power.scale_remain_orbs(dict)); break; } case SkillPowerUpKind.ScaleStateKind: { let awakenings = powerUp.awakenings, attrs = powerUp.attrs, types = powerUp.types, value = powerUp.value; let dict = { stats: renderStats(value.hp, value.atk, value.rcv, {mul: false, percent: true}), awakenings: awakenings?.length && renderAwakenings(awakenings, {affix: true}) || null, attrs: attrs?.length && renderAttrs(attrs, {affix: true}) || null, types: types?.length && renderTypes(types, {affix: true}) || null, } frg.ap(tsp.power.scale_state_kind(dict)); break; } default: frg.ap(tsp.power.unknown({type: powerUp.kind})); } return frg; } function renderValue(_value, option = {}) { const frg = document.createDocumentFragment(); if (typeof localTranslating == "undefined") return frg; const tsp = localTranslating.skill_parse const tspv = tsp.value; const od = option.decimalDigits, os = option.plusSign; let dict; switch (_value.kind) { case SkillValueKind.Percent: { dict = { value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os), }; frg.ap( option.percent ? tspv.mul_percent(dict) : tspv.mul_times(dict) ); break; } case SkillValueKind.Constant: { dict = { value: _value.value.keepCounts(od,os), unit: option.unit ? option.unit() : void 0, }; frg.ap(tspv.const(dict)); break; } case SkillValueKind.ConstantTo: { dict = { value: _value.value.keepCounts(od,os) }; frg.ap(tspv.const_to(dict)); break; } case SkillValueKind.xMaxHP: { dict = { value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os), stats: renderStat('maxhp'), }; frg.ap( option.percent ? tspv.mul_of_percent(dict) : tspv.mul_of_times(dict) ); break; } case SkillValueKind.xHP: { dict = { value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os), stats: renderStat('hp'), }; frg.ap( option.percent ? tspv.mul_of_percent(dict) : tspv.mul_of_times(dict) ); break; } case SkillValueKind.xCHP: { dict = { value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os), stats: renderStat('chp'), }; frg.ap( option.percent ? tspv.mul_of_percent(dict) : tspv.mul_of_times(dict) ); break; } case SkillValueKind.xShield: { dict = { value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os), stats: renderStat('shield'), }; frg.ap( option.percent ? tspv.mul_of_percent(dict) : tspv.mul_of_times(dict) ); break; } case SkillValueKind.xATK: { dict = { value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os), stats: renderStat('atk'), }; frg.ap( option.percent ? tspv.mul_of_percent(dict) : tspv.mul_of_times(dict) ); break; } case SkillValueKind.xRCV: { dict = { value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os), stats: renderStat('rcv'), }; frg.ap( option.percent ? tspv.mul_of_percent(dict) : tspv.mul_of_times(dict) ); break; } case SkillValueKind.xTeamHP: { let value = _value.value; dict = { value: option.percent ? (value * 100).keepCounts(od,os) : value.keepCounts(od,os), stats: renderStat('teamhp'), }; frg.ap( option.percent ? tspv.mul_of_percent(dict) : tspv.mul_of_times(dict) ); break; } case SkillValueKind.xTeamRCV: { dict = { value: option.percent ? (_value.value * 100).keepCounts(od,os) : _value.value.keepCounts(od,os), stats: renderStat('teamrcv'), }; frg.ap( option.percent ? tspv.mul_of_percent(dict) : tspv.mul_of_times(dict) ); break; } case SkillValueKind.xTeamATK: { let attrs = _value.attrs, value = _value.value; dict = { value: option.percent ? (value * 100).keepCounts(od,os) : value.keepCounts(od,os), stats: renderStat('teamatk', {attrs: renderAttrs(attrs, {affix: true})}), }; frg.ap( option.percent ? tspv.mul_of_percent(dict) : tspv.mul_of_times(dict) ); break; } case SkillValueKind.HPScale: { let min = _value.min, max = _value.max; dict = { min: tspv.mul_of_times({value: min.keepCounts(od,os), stats:renderStat('atk')}), max: tspv.mul_of_times({value: max.keepCounts(od,os), stats:renderStat('atk')}), hp: renderStat('hp'), }; frg.ap(tspv.hp_scale(dict)); break; } case SkillValueKind.RandomATK: { let min = _value.min, max = _value.max; dict = { min: min.keepCounts(od,os), atk: renderStat('atk'), }; if (max != min) { dict.max = tsp.word.range_hyphen().ap(max.keepCounts(od,os)); } frg.ap(tspv.random_atk(dict)); break; } case SkillValueKind.xAwakenings: { let value = _value.value, awakenings = _value.awakenings; let dict = { value: renderValue(value,{percent : true}), awakenings: renderAwakenings(awakenings, {affix: true}), } frg.ap(tsp.value.x_awakenings(dict)); break; } default: { console.log("未知数值类型",_value.kind, _value); frg.ap(tspv.unknown({ type: _value.kind })); } } return frg; }