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- <!doctype html>
- <html>
- <head>
- <meta charset="utf-8">
- <title>技能代码测试</title>
- <script type="text/javascript">
- var skill;
- var mid;
- var GM_xmlhttpRequest = function(GM_param) {
- var xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
- xhr.open(GM_param.method, GM_param.url, true);
- if (GM_param.responseType) xhr.responseType = GM_param.responseType;
- if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
- xhr.onreadystatechange = function() //设置回调函数
- {
- if (xhr.readyState === xhr.DONE) {
- if (xhr.status === 200 && GM_param.onload)
- GM_param.onload(xhr);
- if (xhr.status !== 200 && GM_param.onerror)
- GM_param.onerror(xhr);
- }
- }
- for (var header in GM_param.headers) {
- xhr.setRequestHeader(header, GM_param.headers[header]);
- }
- xhr.send(GM_param.data ? GM_param.data : null);
- }
- GM_xmlhttpRequest({
- method: "GET",
- url:"ja-skill.json",
- onload: function(response) {
- skill = JSON.parse(response.response).skill;
- },
- onerror: function(response) {
- console.error("技能数据获取错误",response);
- }
- });
- function g(id)
- {
- var m = skill[id];
- console.log("No.%d CD:%d-%d(Lv%d) %o",
- id,
- m[4], //技能CD MAX
- (m[4]-m[3]+1), //技能CD MIN
- m[3], //技能CD LV
- m, //对象
- );
- //console.log(skillDetail(id));
- skillDetail(id)
- }
-
- function skillDetail(si)
- {
- var sk = skill[si];
- var str = null;
- //珠子名数组
- var pna = ["火","水","木","光","暗","回复","废","毒","剧毒","炸弹"];
- //类型名数组
- var tna = ["进化","平衡","体力","回复","龙","神","攻击","恶魔","机械","9","10","11","觉醒","13","强化","卖钱"];
- //觉醒名数组
- var ana = ["HP+","攻击+","回复+","火盾","水盾","木盾","光盾","暗盾","自回","防封","防暗","防废","防毒","火+","水+","木+","光+","暗+","手指","心解","SB","火横","水横","木横","光横","暗横","U","SX","心+","协力","龙杀","神杀","恶魔杀","机杀","平衡杀","攻击杀","体力杀","回复杀","进化杀","觉醒杀","强化杀","卖钱杀","7c","5色破防","心追","全体HP","全体回复","破无效","武器觉醒","方块心追","5色溜","大防封","大手指","防云","防封条","大SB","满血强化","下半血强化","L盾","L解锁","10c","c珠","语音","奖励增加","HP-","攻击-","回复-"];
- //返回属性名
- function pn(i){return pna[i] || ("未知属性" + i);}
- //返回类型名
- function tn(i){return tna[i] || ("未知类型" + i);}
- //返回觉醒名
- function an(i){return ana[i-1] || ("未知觉醒" + i);}
- //从二进制的数字中获得有哪些内容
- function getNamesFromBinary(num,arr)
- {
- var results = arr.filter(function(pn,pi){
- return num & Math.pow(2,pi);
- });
- return results;
- }
- //从二进制(10禁止保存)的数字中获得有哪些珠子
- function binPns(b)
- { /*b是输入的数字,比如10进制465转二进制=>111010001
- 然后从地位到高位表示火水木光暗……
- 用逻辑运算AND序号来获得有没有这个值*/
- return getNamesFromBinary(b,pna);
- }
- //从二进制的数字中获得有哪些列(colum)
- function binClum(b)
- {
- var ClumsN = ["左边第1竖列","左边第2竖列","左边第3竖列","右边第3竖列","右边第2竖列","右边第1竖列"];
- return getNamesFromBinary(b,ClumsN);
- }
- //从二进制的数字中获得有哪些行(row)
- function binRows(b)
- {
- var RowsN = ["最上1横行","上方第2横行","中间横行","下方第2横行","最下1横行"];
- return getNamesFromBinary(b,RowsN);
- }
- switch(sk[2])
- {
- case 0:
- str = "对敌方全体造成自身攻击力×" + sk[7]/100 + "倍的" + pn(sk[6]) + "属性伤害";
- break;
- case 1:
- str = "对敌方全体造成" + sk[7] + "的" + pn(sk[6]) + "属性攻击";
- break;
- case 2:
- str = "对敌方1体造成自身攻击力×" + sk[6]/100 + "倍的伤害";
- break;
- case 3:
- str = sk[6] + "回合内受到的伤害减少" + sk[7] + "%";
- break;
- case 4:
- str = "使敌方全体中毒,每回合损失宠物自身攻击力×" + sk[6]/100 + "倍的HP";
- break;
- case 5:
- str = sk[6] + "秒内时间停止,可以任意移动宝珠";
- break;
- case 6:
- str = "敌人的HP减少" + sk[6] + "%";
- break;
- case 8:
- str = "回复" + sk[6] + "HP";
- break;
- case 9:
- str = pn(sk[6]) + "变为" + pn(sk[7] || 0);
- break;
- case 10:
- str = "全版刷新";
- break;
- case 11:
- str = pn(sk[6]) + "属性宠物的攻击力×" + sk[7]/100 + "倍";
- break;
- case 12:
- str = "消除宝珠的回合,以自身攻击力×" + sk[6]/100 + "倍的伤害追打敌人";
- break;
- case 13:
- str = "消除宝珠的回合,回复自身回复力×" + sk[6]/100 + "倍的HP";
- break;
- case 14:
- str = "如当前HP在HP上限的"+sk[6]+"%~"+sk[7]+"%的话,受到单一次致命攻击时,将会以1点HP生还";
- break;
- case 15:
- str = "操作时间演延长" + sk[6]/100 + "秒";
- break;
- case 16:
- str = "受到的所有伤害减少" + sk[6] + "%";
- break;
- case 17:
- str = "受到的" +pn(sk[6])+ "属性伤害减少" + sk[7] + "%";
- break;
- case 18:
- str = "将敌人的攻击延迟" + sk[6] + "回合";
- break;
- case 19:
- str = sk[6] + "回合内敌方防御力减少" + sk[7] + "%";
- break;
- case 20: //单色A转B,C转D
- var argArr = sk.slice(6); //获取6开始的参数
- var arrT = [];
- for (var ai=0;ai<argArr.length;ai+=2)
- {
- arrT.push(pn(argArr[ai]) +"宝珠变为" + pn(argArr[ai+1]));
- }
- str = arrT.join(",");
- break;
- case 21:
- str = sk[6] + "回合内" + pn(sk[7]) + "属性的伤害减少" + sk[8] + "%";
- break;
- case 50:
- str = sk[6] + "回合内" + (sk[7]==5?"回复力":(pn(sk[7]) + "属性的攻击力")) + "×"+ sk[8]/100 + "倍";
- break;
- case 51:
- str = sk[6] + "回合内,所有攻击转为全体攻击";
- break;
- case 52:
- str = pn(sk[6]) + "宝珠强化(每颗强化珠伤害/回复增加"+sk[7]+"%)";
- break;
- case 55:
- str = "对敌方1体造成" + sk[6] + "点无视防御的固定伤害";
- break;
- case 56:
- str = "对敌方全体造成" + sk[6] + "点无视防御的固定伤害";
- break;
- case 58:
- str = "对敌方全体造成自身攻击力×" + sk[7]/100 + "~"+sk[8]/100+"倍的" +pn(sk[6])+ "属性伤害";
- break;
- case 60:
- str = sk[6] + "回合内,受到伤害时进行受到伤害"+sk[7]/100+"倍的"+pn(sk[8])+"属性反击";
- break;
- case 71:
- var Orbs = sk.slice(6,sk.indexOf(-1,6)); //6开到-1为止都是会产生的属性
- str = "全画面的宝珠变成" + Orbs.map(function(o){return pn(o);}).join("、");
- break;
- case 84:
- str = "HP"+(sk[9]?("减少"+ sk[9] +"%"):"变为1")+",对敌方1体造成自身攻击力×" + (sk[7]!=sk[8]?(sk[7]/100+"~"+sk[8]/100):sk[7]/100) + "倍的" + pn(sk[6]) + "属性伤害";
- break;
- case 85:
- str = "HP减少"+ sk[9] +"%,对敌方全体造成自身攻击力×" + (sk[7]!=sk[8]?(sk[7]/100+"~"+sk[8]/100):sk[7]/100) + "倍的" + pn(sk[6]) + "属性伤害";
- break;
- case 87:
- str = "HP变为1,,对敌方全体造成"+sk[7]+"点"+pn(sk[6])+"属性伤害";
- break;
- case 88:
- str = sk[6] + "回合内" + tn(sk[7]) + "类型的攻击力×"+ sk[8]/100 + "倍";
- break;
- case 90:
- var Properties = sk.slice(7,sk.length-1);
- str = sk[6] + "回合内" + Properties.map(pi => {return pn(pi);}).join("、") + "属性的攻击力×"+ sk[sk.length-1]/100 + "倍";
- break;
- case 92:
- var Types = sk.slice(7,sk.length-1);
- str = sk[6] + "回合内" + Types.map(ti => {return tn(ti);}).join("、") + "类型的攻击力×"+ sk[sk.length-1]/100 + "倍";
- break;
- case 110:
- str = "根据余下HP对敌方"+(sk[6]?"1":"全")+"体造成"+pn(sk[7])+"属性伤害(100%HP时为自身攻击力的"+sk[8]/100+"倍,1HP时为自身攻击力的"+sk[9]/100+"倍)";
- break;
- case 115:
- str = "对敌方全体造成自身攻击力×" + sk[7]/100 + "倍的" + pn(sk[6]) + "属性伤害,并回复伤害"+sk[8]+"%的HP";
- break;
- case 116: //多内容主动技能
- var nextSkillId = sk.slice(6); //6开始都是下个技能的内容
- console.log("按顺序组合发动如下主动技能:");
- nextSkillId.forEach(si => {skillDetail(si)});
- return;
- break;
- case 118: //随机内容主动技能
- var nextSkillId = sk.slice(6); //6开始都是下个技能的内容
- console.log("随机发动如下主动技能:");
- nextSkillId.forEach(si => {g(si);});
- return;
- break;
- case 117:
- var arrT = [];
- if(sk[7]>0) arrT.push("回复宠物自身回复力x" + sk[7]/100 + "倍的HP");
- if(sk[9]) arrT.push("回复HP上限" + sk[9] + "%的HP");
- if(sk[6]>0) arrT.push("封锁状态减少" + sk[6] + "回合");
- if(sk[10]>0) arrT.push("觉醒无效状态减少" + sk[10] + "回合");
- if(sk[8]) arrT.push("未知的sk[8]");
- str = arrT.join(",");
- break;
- case 126:
- str = sk[7] +"回合内" + binPns(sk[6]).join("、") + "珠的掉落率提高"+ sk[9] + "%";
- if (sk[7] != sk[8]) str += "还有未知sk[8]";
- break;
- case 127: //生成竖列
- var argArr = sk.slice(6); //获取6开始的参数
- var arrT = [];
- for (var ai=0;ai<argArr.length;ai+=2)
- {
- var clums = binClum(argArr[ai]);
- arrT.push(clums.join("、") +"的宝珠变为" + binPns(argArr[ai+1]).join("、"));
- }
- str = arrT.join(",");
- break;
- case 128: //生成横
- var argArr = sk.slice(6); //获取6开始的参数
- var arrT = [];
- for (var ai=0;ai<argArr.length;ai+=2)
- {
- var rows = binRows(argArr[ai]);
- arrT.push(rows.join("、") +"的宝珠变为" + binPns(argArr[ai+1]).join("、"));
- }
- str = arrT.join(",");
- break;
- case 132:
- str = sk[6] + "回合内,宝珠移动时间" + (sk[8]?("变为"+sk[8]/100+"倍"):("增加"+sk[7]/10+"秒"));
- break;
- case 138: //多内容队长技能
- var nextSkillId = sk.slice(6); //6开始都是下个技能的内容
- console.log("按顺序组合发动如下队长技能:");
- nextSkillId.forEach(si => {skillDetail(si)});
- return;
- break;
- case 140:
- str = binPns(sk[6]).join("、") + "宝珠强化(每颗强化珠伤害/回复增加"+sk[7]+"%)";
- break;
- case 141:
- str = "随机生成" + binPns(sk[7]).join("、") + "珠各"+ sk[6] + "个";
- if (sk[7] != sk[8]) str += "还有未知sk[8]";
- break;
- case 144:
- str = "对敌方全体造成"+binPns(sk[6]).join("、")+"属性总攻击力×" + sk[7]/100 + "倍的" + pn(sk[9]||0) + "属性伤害";
- if (sk[8]>0) str += "还有未知sk[8]";
- break;
- case 146:
- str = "自身以外的宠物技能CD减少"+ (sk[6]!=sk[7]?(sk[6]+"~"+sk[7]):sk[6])+"回合";
- break;
- case 152:
- str = "将"+ binPns(sk[6]).join("、") + "宝珠锁定";
- if (sk[7]!=42) str += "还有未知sk[7]";
- break;
- case 153:
- str = "敌人全体变为"+ pn(sk[6]) + "属性。(" +(sk[7]?"不":"")+"受防护盾的影响)";
- break;
- case 154:
- str = binPns(sk[6]).join("、") + "珠变为"+ binPns(sk[7]).join("、");
- break;
- case 156: //宝石姬技能
- if (sk[10]==2)
- str = sk[6] + "回合内,根据队伍内觉醒技能"+an(sk[7])+"的数目提升所有属性的攻击力,每个觉醒可以提升"+(sk[11]-100)+"%";
- else if (sk[10]==3)
- str = sk[6] + "回合内,根据队伍内觉醒技能"+an(sk[7])+"的数目减少收到的伤害,每个觉醒可以减少"+sk[11]+"%";
- else
- str = "156宝石姬技能,未知buff类型sk[10]";
- if (sk[8]>0) str += "还有未知sk[8]";
- if (sk[9]>0) str += "还有未知sk[9]";
- break;
- case 160:
- str = sk[6] + "回合内,结算时增加"+sk[7]+"COMBO";
- break;
- case 172:
- str = "解锁所有宝珠";
- break;
- case 176:
- //●◉○◍◯
- var table = [sk[6],sk[7],sk[8],sk[9],sk[10]];
- str = "以如下形状生成" + pn(sk[11]) + "宝珠\n";
- str += table.map(r=>{
- var rArr = [];
- for(var c=0;c<=5;c++)
- {
- rArr.push(r & Math.pow(2,c)?"●":"○");
- }
- return rArr.join("");
- }).join("\n");
- break;
- case 173:
- var arrT = [];
- if (sk[7]) arrT.push("属性吸收");
- if (sk[8]) arrT.push("连击吸收?目前是猜测");
- if (sk[9]) arrT.push("伤害吸收");
- str = sk[6] + "回合内敌人的" + arrT.join("、") + "无效化";
- break;
- case 184:
- str = sk[6] + "回合内,天降的宝珠不会产生COMBO";
- break;
- case 180:
- str = sk[6] + "回合内," + sk[7] + "%概率掉落强化宝珠";
- break;
- case 188:
- str = "对敌方1体造成" + sk[6] + "点无视防御的固定伤害(×多次)";
- break;
- case 191:
- str = sk[6] + "回合内可以贯穿伤害无效盾";
- break;
- case 196:
- str = "无法消除宝珠状态减少"+ sk[6] + "回合";
- break;
- default:
- str = "未知的技能类型" + sk[2] + "(No." + si + ")";
- console.log(str,sk);
- return;
- break;
- }
- //return str;
- console.log(str);
- }
- </script>
- </head>
-
- <body>
- <script type="text/javascript">
- window.onload = function()
- {
- mid = document.querySelector("#mid");
- }
- </script>
- <input type="number" id="mid"><input type="button" value="获取技能" onclick="g(parseInt(mid.value));">
- </body>
- </html>
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