const _localTranslating = { webpage_title: `智龙迷城${teamsCount}人队伍图制作`, title_blank: "输入队伍标题", detail_blank: "输入说明", sort_name:{ sort_none: "无", sort_id: "怪物ID", sort_attrs: "属性", sort_evoRootId: "进化树", sort_evoRoot_Attrs : "进化根怪物的属性", sort_rarity: "稀有度", sort_cost: "消耗", sort_mp: "MP", sort_skillLv1: "技能最大冷却时间", sort_skillLvMax: "技能最小冷却时间", sort_evoSkillLastCD: "技能最小冷却时间(最终进化)", sort_hpMax120: "最大 HP", sort_atkMax120: "最大攻击", sort_rcvMax120: "最大回复", sort_hpMax120_awoken: "最大 HP(+觉醒)", sort_atkMax120_awoken: "最大攻击(+觉醒)", sort_rcvMax120_awoken: "最大回复(+觉醒)", sort_abilityIndex_awoken: "最大加权能力指数(+觉醒)", }, force_reload_data: "强制刷新数据", skill_parse: { skill: { unknown: tp`未知的技能类型:${'type'}`, //type active_turns: tp`${'turns'} 回合内,${'actionSkill'}`, //turns, actionSkill random_skills: tp`随机发动以下技能:${'skills'}`, //skills evolved_skills: tp`技能使用后会进化为下一阶段:${'skills'}`, //skills evolved_skills_loop: tp`${`icon`}使用后返回第一阶段`, damage_enemy: tp`对${'target'}造成${'damage'}的${'attr'}伤害${'times'}${'totalDamage'}`, //target, damage, attr damage_enemy_times: tp`×${'times'}`, damage_enemy_count: tp`(共${'damage'})`, vampire: tp`${'damage_enemy'},并${'icon'}回复伤害值${'heal'}的HP`, //target, damage, attr delay: tp`延迟敌人的攻击${'icon'}`, //icon mass_attack: tp`所有攻击变为${'icon'}全体攻击`, leader_change: tp`${'icon'}将${'target'}换为队长,再次使用则换回来`, no_skyfall: tp`${'icon'}天降的宝珠不会消除`, self_harm: tp`${'icon'}${'stats'}减少${'value'}`, heal: tp`${'icon'}回复 ${'value'} 的 ${'stats'}`, unbind: tp`${'stats'}状态减少 ${'turns'} 回合`, unbind_normal: tp`${'icon'}封锁`, unbind_awakenings: tp`${'icon'}觉醒无效`, unbind_matches: tp`${'icon'}无法消除宝珠`, bind_skill: tp`${'icon'}自身无法使用技能`, defense_break: tp`${'icon'}敌方的防御力减少${'value'}`, poison: tp`${'icon'}使${'target'}中毒,每回合损失${'belong_to'} ${'value'} 的 ${'stats'}`, time_extend: tp`${'icon'}宝珠移动时间 ${'value'}`, follow_attack: tp`${'icon'}消除宝珠的回合,以${'belong_to'}${'value'}的伤害追打${'target'}(计算防御力)`, follow_attack_fixed: tp`追加${'damage'}的${'attr'}伤害`, auto_heal_buff: tp`行动结束后${'icon'}回复${'value'}的${'stats'}`, auto_heal: tp`${'icon'}消除宝珠的回合,回复${'belong_to'}${'value'}的${'stats'}`, ctw: tp`${'icon'}${'value'}内时间停止,可以任意移动宝珠`, gravity: tp`${'icon'}造成${'target'}${'value'}的伤害`, resolve: tp`${'icon'}如${'stats'}≧${'min'},受到单一次致命攻击时,将会以1点 HP 生还`, board_change: tp`全画面的宝珠变为${'orbs'}`, skill_boost: tp`自身以外成员的技能冷却储备${'icon'}${'turns_min'}${'turns_max'}`, skill_boost_range: tp`~${'turns'}`, add_combo: tp`结算时连击数增加${'value'}${'icon'}`, fixed_time: tp`【${'icon'}操作时间固定${'value'}】`, min_match_length: tp`【限定≥${'matchable'}珠才能消除】`, drop_refresh: tp`全板刷新`, drum: tp`宝珠移动和消除的声音变成太鼓达人的音效`, auto_path: tp`显示3连击的转珠路径(只匹配3珠,并只适用于普通地下城)`, board7x6: tp`【${'icon'}7×6版面】`, counter_attack: tp`受到${'target'}攻击时,${'chance'}进行受到伤害${'value'}的${'attr'}${'icon'}反击`, change_orbs: tp`${'from'}→${'to'}`, generate_orbs: tp`${'exclude'}生成${'orbs'}各${'value'}个`, fixed_orbs: tp`在${'position'}产生${'orbs'}`, orb_drop_increase: tp`${'orbs'}的掉落率提高到${'value'}`, orb_drop_increase_flag: tp`${'chance'}掉落${'flag'}${'orbs'}`, attr_absorb: tp`${'icon'}属性吸收`, combo_absorb: tp`${'icon'}连击吸收`, damage_absorb: tp`${'icon'}伤害吸收`, damage_void: tp`${'icon'}伤害无效`, void_enemy_buff: tp`敌人的 ${'buff'} 无效化`, change_attribute: tp`将${'target'}变为${'attrs'}`, set_orb_state_enhanced: tp`${'icon'}强化${'orbs'}(每颗宝珠效力增加${'value'})`, set_orb_state_locked: tp`将${'orbs'}${'icon'}锁定${'value'}`, set_orb_state_unlocked: tp`${'icon'}解除${'orbs'}的锁定状态`, set_orb_state_bound: tp`无法消除${'orbs'}`, rate_multiply: tp`作为队长进入地下城时,${'rate'}变为${'value'}`, rate_multiply_drop: tp`${'icon'}怪物蛋掉落率`, rate_multiply_coin: tp`${'icon'}金币掉落率`, rate_multiply_exp: tp`${'icon'}等级经验倍率`, reduce_damage: tp`${'condition'}受到的${'attrs'}伤害${'chance'}${'icon'}减少${'value'}`, power_up: tp`${'condition'}${'targets'}${'target'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`, power_up_targets: tp`${'attrs_types'}的 `, henshin: tp`变身为${'cards'}`, random_henshin: tp`随机变身为${'cards'}`, void_poison: tp`消除${'poison'}时不会受到毒伤害`, skill_proviso: tp`${'condition'}才能发动后续效果`, impart_awoken: tp`赋予${'attrs_types'}额外的${'awakenings'}`, obstruct_opponent: tp`对${'target'}施加敌对技能效果:${'skills'}`, obstruct_opponent_after_me: tp`排名比自身低的对手`, obstruct_opponent_before_me: tp`排名比自身高的对手`, obstruct_opponent_designated_position: tp`第${'positions'}排位的对手`, increase_damage_cap: tp`${'targets'}的${'icon'}伤害上限提升到${'cap'}`, board_jamming_state: tp`在${'position'}生成${'state'}${'size'}${'count'}${'time'}`, }, power: { unknown: tp`[ 未知能力提升: ${'type'} ]`, scale_attributes: tp`${'orbs'}中${'min'}种属性同时攻击时${'stats'}${'bonus'}`, scale_attributes_bonus: tp`,每多1种${'bonus'},最大${'max'}种时${'stats_max'}`, scale_combos: tp`${'min'}连击以上时${'stats'}${'bonus'}`, scale_combos_bonus: tp`,每多1连击${'bonus'},最大${'max'}连击时${'stats_max'}`, scale_match_attrs: tp`${'matches'}中${'min'}串匹配时${'stats'}${'bonus'}`, scale_match_attrs_bonus: tp`,每多1串${'bonus'},最大${'max'}串时${'stats_max'}`, scale_match_length: tp`${'in_once'}相连消除${'min'}个${'orbs'}时${'stats'}${'bonus'}`, scale_match_length_bonus: tp`,每多1个${'bonus'},最大${'max'}个时${'stats_max'}`, scale_remain_orbs: tp`剩余宝珠 ≤ ${'max'} 时${'stats'}${'bonus'}`, scale_remain_orbs_bonus: tp`,每少1个${'bonus'},最少${'min'}个时${'stats_max'}`, scale_cross: tp`每以十字形式消除5个${'orbs'}1次时${'stats'}`, scale_cross_single: tp`以十字形式消除5个${'orbs'}时${'stats'}`, scale_state_kind_count: tp`以队伍中[${'awakenings'}${'attrs'}${'types'}]的数量提升,每个${'stats'}`, }, cond: { unknown: tp`[ 未知条件 ]`, hp_equal: tp`${'hp'} == ${'min'} 时`, hp_less_or_equal: tp`${'hp'} ≤ ${'max'} 时`, hp_greater_or_equal: tp`${'hp'} ≥ ${'min'} 时`, hp_belong_to_range: tp`${'hp'} ∈ [${'min'},${'max'}] 时`, use_skill: tp`使用技能时`, multi_player: tp`协力时`, remain_orbs: tp`剩余宝珠 ≤ ${'value'} 时`, exact_combo: tp`刚好${'value'}连击时`, exact_match_length: tp`相连消除刚好${'value'}${'orbs'}时`, exact_match_enhanced: tp`并且其中包含至少一个强化宝珠`, exact_match_length_multiple: tp`每相连消除刚好${'value'}${'orbs'}1次时`, compo_type_card: tp`队伍中同时存在 ${'ids'} 时`, compo_type_series: tp`队员组成全为 ${'ids'} 合作时`, compo_type_evolution: tp`队员组成全为 ${'ids'} 进化时`, compo_type_rarity: tp`队伍的总★稀有度 ≤${'rarity'} 时`, stage_less_or_equal: tp`${'stage'} ≤ ${'max'} 时`, //地下城层数 stage_greater_or_equal: tp`${'stage'} ≥ ${'min'} 时`, L_shape: tp`以L字形式消除5个${'orbs'}时`, heal: tp`以${'orbs'}回复${'heal'}${'stats'}时`, }, position: { top: tp`上方第${'pos'}横行`, bottom: tp`下方第${'pos'}横行`, left: tp`左方第${'pos'}竖列`, right: tp`右方第${'pos'}竖列`, random: tp`随机位置`, shape: tp`指定位置`, }, value: { unknown: tp`[ 未知数值: ${'type'}]`, //type const: tp`${'value'}${'unit'}`, const_to: tp`到${'value'}`, mul_percent: tp`${'value'}%`, mul_times: tp`×${'value'}倍`, mul_of_percent: tp`${'stats'}的${'value'}%`, mul_of_times: tp`${'stats'}×${'value'}倍`, hp_scale: tp`${'hp'}为100%时${'min'},${'hp'}为1时${'max'}`, random_atk: tp`${'atk'}×${'min'}${'max'}倍`, prob: tp`有${'value'}几率`, x_awakenings: tp`${'awakenings'}数量×${'value'}`, size: tp`${'width'}×${'height'}`, pos: tp`${'x'}×${'y'}`, }, target: { unknown: tp`未知目标`, self: tp`角色自身`, team: tp`队伍`, team_last: tp`队伍最后一位队员`, team_leader: tp`队长`, sub_members: tp`队员`, leader_self: tp`左边队长`, leader_helper: tp`右边队长`, enemy: tp`敌人`, enemy_all: tp`敌方全体`, enemy_one: tp`敌方1体`, enemy_attr: tp`${'attr'}敌人`, the_attr: tp`该组宝珠属性`, }, stats: { unknown: tp`[ 未知状态: ${'type'}]`, //type maxhp: tp`最大HP`, hp: tp`HP`, chp: tp`当前HP`, atk: tp`攻击力`, rcv: tp`回复力`, teamhp: tp`队伍总HP`, teamatk: tp`队伍${'attrs'}总攻击力`, teamrcv: tp`队伍回复力`, cstage: tp`当前地下城层数`, }, unit: { orbs: tp`个`, times: tp`次`, seconds: tp`秒`, point: tp`点`, turns: tp`回合`, }, word: { comma: tp`,`, //逗号 slight_pause: tp`、`, //顿号 range_hyphen: tp`~`, //范围连字符 in_once: tp`同时`, evo_type_pixel: tp`像素进化`, evo_type_reincarnation: tp`转生或超转生进化`, evo_type_unknow: tp`未知进化: ${'type'}`, affix_attr: tp`${'cotent'}属性`, //词缀-属性 affix_orb: tp`${'cotent'}宝珠`, //词缀-宝珠 affix_type: tp`${'cotent'}类型`, //词缀-类型 affix_awakening: tp`${'cotent'}觉醒`, //词缀-觉醒 affix_exclude: tp`${'cotent'}以外`, //词缀-属性 }, attrs: { [0]: tp`${'icon'}火`, [1]: tp`${'icon'}水`, [2]: tp`${'icon'}木`, [3]: tp`${'icon'}光`, [4]: tp`${'icon'}暗`, [5]: tp`${'icon'}回复力`, [6]: tp`${'icon'}空`, all: tp`所有`, self: tp`${'icon'}自身属性`, fixed: tp`${'icon'}无视防御固定`, }, orbs: { [0]: tp`${'icon'}火`, [1]: tp`${'icon'}水`, [2]: tp`${'icon'}木`, [3]: tp`${'icon'}光`, [4]: tp`${'icon'}暗`, [5]: tp`${'icon'}回复`, [6]: tp`${'icon'}干扰`, [7]: tp`${'icon'}毒`, [8]: tp`${'icon'}剧毒`, [9]: tp`${'icon'}炸弹`, enhanced: tp`${'icon'}强化`, locked: tp`${'icon'}锁定`, nail: tp`${'icon'}钉子`, variation: tp`${'icon'}变换珠(每${'time'}变换)`, _5color: tp`${'icon'}5色`, _6color: tp`${'_5color'}+${'orb_rcv'}`, all: tp`所有`, any: tp`任何${'cotent'}`, }, board: { cloud: tp`${'icon'}云`, roulette: tp`${'icon'}轮盘位`, roulette_time: tp`(每${'duration'}变换)`, }, types: { [0]: tp`${'icon'}进化用`, [1]: tp`${'icon'}平衡`, [2]: tp`${'icon'}体力`, [3]: tp`${'icon'}回复`, [4]: tp`${'icon'}龙`, [5]: tp`${'icon'}神`, [6]: tp`${'icon'}攻击`, [7]: tp`${'icon'}恶魔`, [8]: tp`${'icon'}机械`, [9]: tp`${'icon'}特别保护`, [12]: tp`${'icon'}能力觉醒用`, [14]: tp`${'icon'}强化合成用`, [15]: tp`${'icon'}贩卖用`, }, awokens: { [0]: tp`${'icon'}未知觉醒`, [1]: tp`${'icon'}HP+`, [2]: tp`${'icon'}攻击+`, [3]: tp`${'icon'}回复+`, [4]: tp`${'icon'}火盾`, [5]: tp`${'icon'}水盾`, [6]: tp`${'icon'}木盾`, [7]: tp`${'icon'}光盾`, [8]: tp`${'icon'}暗盾`, [9]: tp`${'icon'}自回`, [10]: tp`${'icon'}防封`, [11]: tp`${'icon'}防暗`, [12]: tp`${'icon'}防废`, [13]: tp`${'icon'}防毒`, [14]: tp`${'icon'}火+`, [15]: tp`${'icon'}水+`, [16]: tp`${'icon'}木+`, [17]: tp`${'icon'}光+`, [18]: tp`${'icon'}暗+`, [19]: tp`${'icon'}手指`, [20]: tp`${'icon'}心解`, [21]: tp`${'icon'} B`, [22]: tp`${'icon'}火横`, [23]: tp`${'icon'}水横`, [24]: tp`${'icon'}木横`, [25]: tp`${'icon'}光横`, [26]: tp`${'icon'}暗横`, [27]: tp`${'icon'}U`, [28]: tp`${'icon'}SX`, [29]: tp`${'icon'}心+`, [30]: tp`${'icon'}协力`, [31]: tp`${'icon'}龙杀`, [32]: tp`${'icon'}神杀`, [33]: tp`${'icon'}恶魔杀`, [34]: tp`${'icon'}机杀`, [35]: tp`${'icon'}平衡杀`, [36]: tp`${'icon'}攻击杀`, [37]: tp`${'icon'}体力杀`, [38]: tp`${'icon'}回复杀`, [39]: tp`${'icon'}进化杀`, [40]: tp`${'icon'}觉醒杀`, [41]: tp`${'icon'}强化杀`, [42]: tp`${'icon'}卖钱杀`, [43]: tp`${'icon'}7c`, [44]: tp`${'icon'}5色破防`, [45]: tp`${'icon'}心追`, [46]: tp`${'icon'}全体 HP `, [47]: tp`${'icon'}全体回复`, [48]: tp`${'icon'}破无效`, [49]: tp`${'icon'}武器`, [50]: tp`${'icon'}方块心追`, [51]: tp`${'icon'}5色溜`, [52]: tp`${'icon'}大防封`, [53]: tp`${'icon'}大手指`, [54]: tp`${'icon'}防云`, [55]: tp`${'icon'}防封条`, [56]: tp`${'icon'}大SB`, [57]: tp`${'icon'}上血`, [58]: tp`${'icon'}下血`, [59]: tp`${'icon'}L盾`, [60]: tp`${'icon'}L解锁`, [61]: tp`${'icon'}10c`, [62]: tp`${'icon'}c珠`, [63]: tp`${'icon'}语音`, [64]: tp`${'icon'}奖励增加`, [65]: tp`${'icon'}HP -`, [66]: tp`${'icon'}攻击-`, [67]: tp`${'icon'}回复-`, [68]: tp`${'icon'}大防暗`, [69]: tp`${'icon'}大防废`, [70]: tp`${'icon'}大防毒`, [71]: tp`${'icon'}掉废`, [72]: tp`${'icon'}掉毒`, [73]: tp`${'icon'}火串`, [74]: tp`${'icon'}水串`, [75]: tp`${'icon'}木串`, [76]: tp`${'icon'}光串`, [77]: tp`${'icon'}暗串`, [78]: tp`${'icon'}十字`, [79]: tp`${'icon'}3色`, [80]: tp`${'icon'}4色`, [81]: tp`${'icon'}5色`, [82]: tp`${'icon'}12珠`, [83]: tp`${'icon'}附加龙类型`, [84]: tp`${'icon'}附加神类型`, [85]: tp`${'icon'}附加恶魔类型`, [86]: tp`${'icon'}附加机械类型`, [87]: tp`${'icon'}附加平衡类型`, [88]: tp`${'icon'}附加攻击类型`, [89]: tp`${'icon'}附加体力类型`, [90]: tp`${'icon'}附加回复类型`, [91]: tp`${'icon'}附加火属性`, [92]: tp`${'icon'}附加水属性`, [93]: tp`${'icon'}附加木属性`, [94]: tp`${'icon'}附加光属性`, [95]: tp`${'icon'}附加暗属性`, [96]: tp`${'icon'}大U`, [97]: tp`${'icon'}大5色溜`, [98]: tp`${'icon'}大自回`, [99]: tp`${'icon'}大火+`, [100]: tp`${'icon'}大水+`, [101]: tp`${'icon'}大木+`, [102]: tp`${'icon'}大光+`, [103]: tp`${'icon'}大暗+`, [104]: tp`${'icon'}大心+`, } }, }; deepMerge(localTranslating, _localTranslating); localisation(localTranslating); //大数字缩短长度 Number.prototype.bigNumberToString = function() { const negative = this < 0; let numTemp = negative ? Math.abs(this) : this.valueOf(); if (!numTemp) return "0"; const grouping = 1e4; const unit = ['', '万', '亿', '兆', '京', '垓']; const numParts = []; do { numParts.push(numTemp % grouping); numTemp = Math.floor(numTemp / grouping); } while (numTemp > 0 && numParts.length < (unit.length - 1)) if (numTemp > 0) { numParts.push(numTemp); } let numPartsStr = numParts.map((num, idx) => { if (num > 0) { return (num < 1e3 ? "零" : "") + num + unit[idx]; } else return "零"; }); numPartsStr.reverse(); //反向 let outStr = numPartsStr.join(""); outStr = outStr.replace(/(^零+|零+$)/g, ''); //去除开头的零 outStr = outStr.replace(/零{2,}/g, '零'); //去除多个连续的零 return (negative ? "-" : "") + outStr; }