|
- //const _localTranslating = {};
- //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;
- }
-
- //查找原先完整技能
- function findFullSkill(subSkill) {
- const parentSkill = Skills.find(ss => (ss.type === 116 || ss.type === 118 || ss.type === 138) && ss.params.includes(subSkill.id)) || subSkill;3
- const aCard = Cards.find(card => card?.activeSkillId == parentSkill.id || card?.leaderSkillId == parentSkill.id);
- return { skill: parentSkill, card: aCard };
- }
- //document.querySelector(".edit-box .row-mon-id .m-id").type = "number";
- /* 快速搜索指定类型的技能
- var result = Skills.filter(s=>{const sk = s.params; return [130,131].includes(s.type);}).map(findFullSkill);
- showSearch(result.map(o=>o.card).filter(c=>c));
- console.table(result);
- */
-
-
- //insertAdjacentHTML 可以只增加部分 HTML
- //高级技能解释
- function parseSkillDescription(skill) {
- const id = skill?.id;
- let fragment = document.createDocumentFragment(); //创建节点用的临时空间
- if (!id) return fragment;
- const sk = skill.params;
-
- //珠子名和属性名数组
- const attrsName = ["火", "水", "木", "光", "暗", "回复", "废", "毒", "剧毒", "炸弹"];
- //类型名数组
- const typeName = ["进化", "平衡", "体力", "回复", "龙", "神", "攻击", "恶魔", "机械", "特别保护", "10", "11", "觉醒", "13", "强化", "卖钱"];
- //觉醒名数组
- const awokenName = ["HP+", "攻击+", "回复+", "火盾", "水盾", "木盾", "光盾", "暗盾", "自回", "防封", "防暗", "防废", "防毒", "火+", "水+", "木+", "光+", "暗+", "手指", "心解", "SB", "火横", "水横", "木横", "光横", "暗横", "U", "SX", "心+", "协力", "龙杀", "神杀", "恶魔杀", "机杀", "平衡杀", "攻击杀", "体力杀", "回复杀", "进化杀", "觉醒杀", "强化杀", "卖钱杀", "7c", "5色破防", "心追", "全体 HP ", "全体回复", "破无效", "武器", "方块心追", "5色溜", "大防封", "大手指", "防云", "防封条", "大SB", "上血", "下血", "L盾", "L解锁", "10c", "c珠", "语音", "奖励增加", " HP -", "攻击-", "回复-", "大防暗", "大防废", "大防毒", "掉废", "掉毒", "火串", "水串", "木串", "光串", "暗串", "十字", "3色", "4色", "5色"];
- const ClumsN = ["左边第1竖列", "左边第2竖列", "左边第3竖列", "右边第3竖列", "右边第2竖列", "右边第1竖列"];
- const RowsN = ["最上1横行", "上方第2横行", "下方第3横行", "下方第2横行", "最下1横行"];
- //返回属性名
- function attrN(i) { return attrsName[i || 0] || ("未知属性" + i); }
- //返回类型名
- function typeN(i) { return typeName[i || 0] || ("未知类型" + i); }
- //返回觉醒名
- function awokenN(i) { return awokenName[(i || 0) - 1] || ("未知觉醒" + i); }
- //从二进制的数字中获得有哪些内容
- function getNamesFromBinary(num, dataArr) {
- /*num是输入的数字,2的N次方在2进制下表示1后面跟着N个0。
- 如果num和2的N次方同时存在某位1,则返回这个数,逻辑上转换为true。
- filter就可以返回所有有这个数的数据*/
- /*以珠子名称为例,num是输入的数字,比如10进制465转二进制=>111010001。
- 二进制数从低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*/
- var results = dataArr.filter(function(pn, pi) {
- return num & Math.pow(2, pi); //Math.pow(x,y)计算以x为底的y次方值
- });
- return results;
- }
-
- const nb = getNamesFromBinary; //化简名称
-
- function getAttrTypeString(attrsArray = [], typesArray = []) {
- let outArr = [];
- if (attrsArray && attrsArray.indexOf(0) >= 0 &&
- attrsArray.indexOf(1) >= 0 &&
- attrsArray.indexOf(2) >= 0 &&
- attrsArray.indexOf(3) >= 0 &&
- attrsArray.indexOf(4) >= 0) {
- return "所有属性";
- }
- if (attrsArray && attrsArray.length) {
- outArr.push(attrsArray.map(attrN).join("、") + "属性");
- }
- if (typesArray && typesArray.length) {
- outArr.push(typesArray.map(typeN).join("、") + "类型");
- }
- return outArr.join("和");
- }
-
- function getOrbsAttrString(orbFlag, isOr = false) {
- let outStr = ``;
- if ((orbFlag & 1023) == 1023) //1023-1111111111
- { //单纯5色
- outStr += '任何';
- } else if (orbFlag == 31) //31-11111
- { //单纯5色
- outStr += '5色';
- } else if ((orbFlag & 31) == 31) { //5色加其他色
- outStr += `5色+${nb(orbFlag ^ 31, attrsName).join(isOr?"或":"、")}`;
- } else {
- outStr += `${nb(orbFlag, attrsName).join(isOr?"或":"、")}`;
- }
- return outStr;
- }
-
- function stats(value, statTypes) {
- return [
- statTypes.indexOf(1) >= 0 ? value : 100, //攻击
- statTypes.indexOf(2) >= 0 ? value : 100 //回复
- ];
- }
- const mulName = ["HP", "攻击力", "回复力"];
- //获取固定的三维成长的名称
- function getFixedHpAtkRcvString(values, scale = true) {
- let mulArr = null;
- if (Array.isArray(values)) {
- mulArr = [
- 100,
- values[0],
- values[1],
- ];
- } else {
- mulArr = [
- (values.hp || 100),
- (values.atk || 100),
- (values.rcv || 100)
- ];
- }
- let hasMul = new Set(mulArr);
- hasMul.delete(100);
- hasMul = Array.from(hasMul);
- let str = "";
- if (hasMul.length > 0) {
- if (hasMul.length > 1) { //存在不一样的值
- str += mulArr.map((m, i) => (m > 0 && m != 100) ? (mulName[i] + (scale ? (m >= 1 ? `×${m/100}倍` : `变为${m}%`) : `增加${m}%`)) : null).filter(s => s != null).join(",");
- } else {
- let hasMulName = mulName.filter((n, i) => mulArr[i] != 100);
- if (hasMulName.length >= 3) {
- str += hasMulName.slice(0, hasMulName.length - 1).join("、") + "和" + hasMulName[hasMulName.length - 1];
- } else {
- str += hasMulName.join("和");
- }
- str += scale ? (hasMul[0] >= 1 ? `×${hasMul[0]/100}倍` : `变为${hasMul[0]}%`) : `增加${hasMul[0]}%`;
- }
- } else {
- str += "能力值没有变化";
- }
- return str;
- }
- const mul = getFixedHpAtkRcvString;
- //技能介绍里的头像的切换
- function createBoard(boardData) {
- const table = document.createElement("table");
- table.className = "board fixed-shape-orb";
- //console.table(boardData);
- boardData.forEach((rowData, ri, rArr) => {
- const row = table.insertRow();
- if (ri == 2 && rArr.length > 5) row.classList.add("board-row4");
-
- rowData.forEach((orbType, ci, cArr) => {
- const cell = row.insertCell();
- cell.className = "orb-icon";
- if (orbType != null) {
- cell.setAttribute("data-orb-icon", orbType);
- }
- if (ci == 3 && cArr.length > 6) cell.classList.add("board-cell5");
- });
- });
- table.onclick = function() {
- this.classList.toggle("board-76");
- };
- return table;
- }
-
- function boardData_fixed(dataArr, orbType) {
- const data = dataArr.map(flag => new Array(6).fill(null).map((a, i) => (1 << i & flag) ? (orbType || 0) : null));
- data.splice(3, 0, data[2].concat()); //将第2行复制插入为第3行
- data.forEach(rowData =>
- rowData.splice(4, 0, rowData[3]) //将第3个复制插入为第4个
- );
- return data;
- }
-
- function boardData_line(data) {
- data.splice(3, 0, data[2].concat()); //将第2行复制插入为第3行
- data.forEach(row => row.splice(3, 0, null)); //插入全空为第4个
- return data;
- }
-
- function boardData_row(data) {
- data.splice(2, 0, new Array(6).fill(null)); //插入全空为第3行
- data.forEach(row => row.splice(4, 0, row[3])); //将第3个复制插入为第4个
- return data;
- }
-
- let str = null;
- let strArr = null,
- fullColor = null,
- atSameTime = null,
- hasDiffOrbs = null;
- switch (skill.type) {
- case 0:
- str = `对敌方全体造成自身攻击力×${sk[1]/100}倍的${attrN(sk[0])}属性伤害`;
- break;
- case 1:
- str = `对敌方全体造成${sk[1].bigNumberToString()}点${attrN(sk[0])}属性伤害`;
- break;
- case 2:
- str = `对敌方1体造成自身攻击力×${sk[0]/100}${sk[1]&&sk[1]!=sk[0]?'~'+sk[1]/100:''}倍的自身属性伤害`;
- break;
- case 3:
- str = `${sk[0]}回合内,受到的伤害减少${sk[1]}%`;
- break;
- case 4:
- str = `使敌方全体中毒,每回合损失宠物自身攻击力×${sk[0]/100}倍的 HP `;
- break;
- case 5:
- str = `${sk[0]}秒内时间停止,可以任意移动宝珠`;
- break;
- case 6:
- str = `敌人的 HP 减少${sk[0]}%`;
- break;
- case 7:
- str = `回复宠物自身回复力×${sk[0]/100}倍的 HP`;
- break;
- case 8:
- str = `回复 ${sk[0]} 点 HP `;
- break;
- case 9:
- str = `${attrN(sk[0])}宝珠变为${attrN(sk[1])}宝珠`;
- break;
- case 10:
- str = `全版刷新`;
- break;
- case 11:
- str = `${attrN(sk[0])}属性宠物的攻击力×${sk[1]/100}倍`;
- break;
- case 12:
- str = `消除宝珠的回合,以自身攻击力×${sk[0]/100}倍的伤害追打敌人`;
- break;
- case 13:
- str = `消除宝珠的回合,回复自身回复力×${sk[0]/100}倍的 HP `;
- break;
- case 14:
- str = `如当前 HP 在 HP 上限的${sk[0]}%以上的话,受到单一次致命攻击时,${sk[1]<100?`有${sk[1]}的几率`:"将"}会以1点 HP 生还`;
- break;
- case 15:
- str = `操作时间${sk[0]>0?`延长`:`减少`}${Math.abs(sk[0]/100)}秒`;
- break;
- case 16:
- str = `受到的所有伤害减少${sk[0]}%`;
- break;
- case 17:
- str = `受到的${attrN(sk[0])}属性伤害减少${sk[1]}%`;
- break;
- case 18:
- str = `将敌人的攻击延迟${sk[0]}回合`;
- break;
- case 19:
- str = `${sk[0]}回合内,敌方防御力减少${sk[1]}%`;
- break;
- case 20: //单色A转B,C转D
- strArr = [];
- if (sk.length>=3 && sk.length<=4 && sk[1] == (sk[3]))
- {
- str = `${attrN(sk[0])}、${attrN(sk[2])}宝珠变为${attrN(sk[1])}`;
- }else
- {
- for (let ai=0;ai<sk.length;ai+=2)
- {
- strArr.push(`${attrN(sk[ai])}宝珠变为${attrN(sk[ai+1])}`);
- }
- str = strArr.join(",");
- }
- break;
- case 21:
- str = `${sk[0]}回合内,${attrN(sk[1])}属性的伤害减少${sk[2]}%`;
- break;
- case 22: case 31:
- str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的攻击力×${sk[sk.length-1]/100}倍`;
- break;
- case 23: case 30:
- str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的 HP ×${sk[sk.length-1]/100}倍`;
- break;
- case 24:
- str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的回复力×${sk[sk.length-1]/100}倍`;
- break;
- case 28:
- str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的攻击力和回复力×${sk[sk.length-1]/100}倍`;
- break;
- case 29: case 114:
- str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的 HP、攻击力和回复力×${sk[sk.length-1]/100}倍`;
- break;
- case 33:
- str = `宝珠移动和消除的声音变成太鼓达人的音效`;
- break;
- case 35:
- str = `对敌方1体造成自身攻击力×${sk[0]/100}倍的自身属性伤害,并回复伤害${sk[1]}%的 HP`;
- break;
- case 36:
- str = `受到的${attrN(sk[0])}属性${sk[1]>=0?`和${attrN(sk[1])}属性`:""}的伤害减少${sk[2]}%`;
- break;
- case 37:
- str = `对敌方1体造成自身攻击力×${sk[1]/100}倍的${attrN(sk[0])}属性伤害`;
- break;
- case 38:
- str = `HP ${sk[0] == 100?"全满":`${sk[0]}%以下`}时${sk[1]<100?`有${sk[1]}%的几率使`:""}受到的伤害减少${sk[2]}%`;
- break;
- case 39:
- strArr = [sk[1],sk[2]].filter(s=>s>0).map(s=>{if(s==1) return "攻击力"; else if(s==2) return "回复力";});
- str = `HP ${sk[0]==100?"全满":`${sk[0]}%以下`}时所有宠物的${strArr.join("和")}×${sk[3]/100}倍`;
- break;
- case 40:
- str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的攻击力×${sk[sk.length-1]/100}倍`;
- break;
- case 41:
- str = `受到敌人攻击时${sk[0]==100?"":`有${sk[0]}的几率`}进行受到伤害${sk[1]/100}倍的${attrN(sk[2])}属性反击`;
- break;
- case 42:
- str = `对${attrN(sk[0])}属性敌人造成${sk[2].bigNumberToString()}点${attrN(sk[1])}属性伤害`;
- break;
- case 43:
- str = `HP ${sk[0]==100 ?"全满":`${sk[0]}%以上`}时${sk[1]<100?`有${sk[1]}%的几率使`:""}受到的伤害减少${sk[2]}%`;
- break;
- case 44:
- strArr = [sk[1],sk[2]].filter(s=>s>0).map(s=>{if(s==1) return "攻击力"; else if(s==2) return "回复力";});
- str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时所有宠物的${strArr.join("和")}×${sk[3]/100}倍`;
- break;
- case 45: case 111:
- str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的 HP 和攻击力×${sk[sk.length-1]/100}倍`;
- break;
- case 46:case 48:
- str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的 HP ${sk[sk.length-1]/100}倍`;
- break;
- //case 48:见上
- case 49:
- str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的回复力×${sk[sk.length-1]/100}倍`;
- break;
- /*case 50:
- str = `${sk[0]}回合内,${(sk[1]==5?"回复力":`${attrN(sk[1])}属性的攻击力`)}${sk[2]>0?`×${sk[2]/100}倍`:"变为0"}`;*/
- break;
- case 51:
- str = `${sk[0]}回合内,所有攻击转为全体攻击`;
- break;
- case 52:
- str = `${attrN(sk[0])}宝珠强化(每颗强化珠伤害/回复增加${sk[1]}%)`;
- break;
- case 53:
- str = `进入地下城时为队长的话,掉落率×${sk[0]/100}倍(协力时无效)`;
- break;
- case 54:
- str = `进入地下城时为队长的话,获得的金币×${sk[0]/100}倍`;
- break;
- case 55:
- str = `对敌方1体造成${sk[0].bigNumberToString()}点无视防御的固定伤害`;
- break;
- case 56:
- str = `对敌方全体造成${sk[0].bigNumberToString()}点无视防御的固定伤害`;
- break;
- case 58:
- str = `对敌方全体造成自身攻击力×${sk[1]/100}${sk[2]&&sk[2]!=sk[1]?'~'+sk[2]/100:''}倍的${attrN(sk[0])}属性伤害`;
- break;
- case 59:
- str = `对敌方1体造成自身攻击力×${sk[1]/100}${sk[2]&&sk[2]!=sk[1]?'~'+sk[2]/100:''}倍的${attrN(sk[0])}属性伤害`;
- break;
- case 60:
- str = `${sk[0]}回合内,受到伤害时进行受到伤害${sk[1]/100+"倍的"+attrN(sk[2])}属性反击`;
- break;
- case 61:
- fullColor = nb(sk[0], attrsName);
- atSameTime = fullColor.length == sk[1];
- if (sk[0] == 31) //31-11111
- { //单纯5色
- str = '';
- }else if((sk[0] & 31) == 31)
- { //5色加其他色
- str = `5色+${nb(sk[0] ^ 31, attrsName).join("、")}`;
- if (!atSameTime) str+="中";
- }else
- {
- str = `${fullColor.join("、")}`;
- if (!atSameTime) str+="中";
- }
- if (!atSameTime) str+=`${sk[1]}种属性以上`;
- else if(sk[0] == 31) str += `5色`;
- str += `同时攻击时,所有宠物的攻击力×${sk[2]/100}倍`;
- if (sk[3])
- {str += `,每多一种属性+${sk[3]/100}倍,最大${fullColor.length}种时${(sk[2]+sk[3]*(fullColor.length-sk[1]))/100}倍`;}
- break;
- case 62: case 77:
- str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的 HP 和攻击力×${sk[sk.length-1]/100}倍`;
- break;
- case 63:
- str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的 HP 和回复力×${sk[sk.length-1]/100}倍`;
- break;
- case 64: case 79:
- str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的攻击力和回复力×${sk[sk.length-1]/100}倍`;
- break;
- case 65:
- str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的 HP、攻击力和回复力×${sk[sk.length-1]/100}倍`;
- break;
- case 66:
- str = `${sk[0]}连击以上所有宠物的攻击力${sk[1]/100}倍`;
- break;
- case 67:
- str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的 HP 和回复力×${sk[sk.length-1]/100}倍`;
- break;
- case 69:
- str = `${attrN(sk[0])}属性和${typeN(sk[1])}类型宠物的攻击力×${sk[2]/100}倍`;
- break;
- case 71:
- //这个类型,所有颜色是直接显示的,但是最后一位有个-1表示结束
- let attrArr = sk.includes(-1) ? sk.slice(0,sk.indexOf(-1)) : sk;
- strArr = [];
- strArr.push(`全画面的宝珠变成${attrArr.map(o=>attrN(o)).join("、")}`);
-
- const rowC = 5, columC = 6;
- let valueArray = new Uint8Array(rowC * columC);
- window.crypto.getRandomValues(valueArray); //获取符合密码学要求的安全的随机值
- valueArray = Array.from(valueArray.map(x => attrArr[x % attrArr.length])); //用所有宝珠填充
- //之后用每种颜色填充前3个
- attrArr.forEach((attr,idx)=>{
- valueArray.fill(attr, idx * 3, idx * 3 + 3);
- });
-
- //将上方数据重新乱序排列
- let dataArray = [];
- while(valueArray.length > 0)
- {
- dataArray.push(valueArray.splice(Math.randomInteger(valueArray.length - 1),1));
- }
-
- //创建版面数据,依次填入
- var data = new Array(5).fill(null).map(()=>new Array(6).fill(null));
-
- let da = dataArray.entries();
- for (let ri=0;ri<rowC;ri++)
- {
- for (let ci=0;ci<columC;ci++)
- {
- let v = da.next().value;
- if (v == undefined)
- {
- atrr = attrArr.entries();
- v = atrr.next().value;
- }
- data[ri][ci] = v[1];
- }
- }
-
- data = boardData_row(data);
- fragment.appendChild(document.createTextNode(strArr.join(",")));
- var table = createBoard(data);
- fragment.appendChild(table);
- return fragment;
- break;
- case 73:
- str = `${getAttrTypeString([sk[0]],[sk[1]])}宠物的${getFixedHpAtkRcvString({hp:sk[2],atk:sk[2]})}`;
- break;
- case 75:
- str = `${getAttrTypeString([sk[0]],[sk[1]])}宠物的${getFixedHpAtkRcvString({atk:sk[2],rcv:sk[2]})}`;
- break;
- case 76:
- str = `${getAttrTypeString([sk[0]],[sk[1]])}宠物`;
- if (sk[2] || sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({hp:sk[2],atk:sk[2],rcv:sk[2]})}`;
- break;
- case 84:
- str = `HP ${(sk[3]?(`减少${100-sk[3]}%`):"变为1")},对敌方1体造成自身攻击力×${sk[1]/100}${sk[2]&&sk[2]!=sk[1]?'~'+sk[2]/100:''}倍的${attrN(sk[0])}属性伤害`;
- break;
- case 85:
- str = `HP ${(sk[3]?(`减少${100-sk[3]}%`):"变为1")},对敌方全体造成自身攻击力×${sk[1]/100}${sk[2]&&sk[2]!=sk[1]?'~'+sk[2]/100:''}倍的${attrN(sk[0])}属性伤害`;
- break;
- case 86:
- str = `HP ${(sk[3]?(`减少${100-sk[3]}%`):"变为1")},对敌方1体造成${sk[1].bigNumberToString()}点${attrN(sk[0])}属性伤害`;
- if (sk[2]) str += `未知 参数2 ${sk[2]}`;
- break;
- case 87:
- str = `HP ${(sk[3]?(`减少${100-sk[3]}%`):"变为1")},对敌方全体造成${sk[1].bigNumberToString()}点${attrN(sk[0])}属性伤害`;
- if (sk[2]) str += `未知 参数2 ${sk[2]}`;
- break;
- case 88:
- str = `${sk[0]}回合内,${typeN(sk[1])}类型的攻击力×${sk[2]/100}倍`;
- break;
- case 50:
- case 90:
- {
- let attrs = sk.slice(1, skill.type == 50 ? 2 : 3);
- let turns = sk[0];
- let rate = sk[skill.type == 50 ? 2 : 3] /100;
- str = `${turns}回合内,`;
- if (attrs.includes(5) && attrs.length == 1)
- {
- str += "回复力";
- }else
- {
- str += `${getAttrTypeString(attrs)}的攻击力${attrs.includes(5) ? "、回复力" : ""}`;
- }
- str += `${rate>0?`×${rate}倍`:"变为0"}`;
- break;
- }
- case 91:
- str = `${sk.slice(0,-1).map(attrN).join("、")}属性宝珠强化(每颗强化珠伤害/回复增加${sk[sk.length-1]}%)`;
- break;
- case 92:
- {
- let types = sk.slice(1, skill.type == 88 ? 2 : 3);
- let turns = sk[0];
- let rate = sk[skill.type == 50 ? 2 : 3] /100;
- str = `${turns}回合内,${getAttrTypeString(null,types)}的攻击力${rate>0?`×${rate}倍`:"变为0"}`;
- break;
- }
- case 93:
- str = `将自己换成队长,再次使用此技能则换为原来的队长。(进入地下城时为队长的话无效)`;
- if (sk[0]) str += `未知 参数0 ${sk[0]}`;
- break;
- case 94:
- strArr = [sk[2],sk[3]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
- str = `HP ${sk[0]==100?"全满":`${sk[0]}%以下`}时${attrN(sk[1])}属性宠物的${strArr.join("和")}×${sk[4]/100}倍`;
- break;
- case 95:
- strArr = [sk[2],sk[3]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
- str = `HP ${sk[0]==100?"全满":`${sk[0]}%以下`}时${typeN(sk[1])}类型宠物的${strArr.join("和")}×${sk[4]/100}倍`;
- break;
- case 96:
- strArr = [sk[2],sk[3]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
- str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时${attrN(sk[1])}属性宠物的${strArr.join("和")}×${sk[4]/100}倍`;
- break;
- case 97:
- strArr = [sk[2],sk[3]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
- str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时${typeN(sk[1])}类型宠物的${strArr.join("和")}×${sk[4]/100}倍`;
- break;
- case 98:
- str = `${sk[0]}连击时,所有宠物的攻击力${sk[1]/100}倍,每多1连击+${sk[2]/100}倍,最大${sk[3]}连击时${(sk[1]+sk[2]*(sk[3]-sk[0]))/100}倍`;
- break;
- case 100:
- strArr = [sk[0],sk[1]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
- str = `使用技能时,所有宠物的${strArr.join("和")}×${sk[2]/100}倍`;
- break;
- case 101:
- str = `刚刚好${sk[0]}连击时,所有宠物的${getFixedHpAtkRcvString({atk:sk[1]})}`;
- break;
- case 103:
- strArr = [sk[1],sk[2]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
- str = `${sk[0]}连击或以上时所有宠物的${strArr.join("和")}×${sk[3]/100}倍`;
- break;
- case 104:
- strArr = [sk[2],sk[3]].filter(s=>s>0).map(s=>s==1?"攻击力":"回复力");
- str = `${sk[0]}连击以上时时${nb(sk[1],attrsName).join("、")}属性宠物的${strArr.join("和")}×${sk[4]/100}倍`;
- break;
- case 105:
- str = `所有宠物的${getFixedHpAtkRcvString({rcv:sk[0],atk:sk[1]})}`;
- break;
- case 106:
- str = `所有宠物的${getFixedHpAtkRcvString({hp:sk[0],atk:sk[1]})}`;
- break;
- case 107:
- str = `所有宠物的${getFixedHpAtkRcvString({hp:sk[0]})}`;
- if (sk[1])
- str += `,${getAttrTypeString(flags(sk[1]),null)}宠物的${getFixedHpAtkRcvString({atk:sk[2]})}`;
- break;
- case 108:
- str = `所有宠物的${getFixedHpAtkRcvString({hp:sk[0]})},${typeN(sk[1])}类型宠物的攻击力×${sk[2]/100}倍`;
- break;
- case 109:
- str = `相连消除${sk[1]}个或以上${getOrbsAttrString(sk[0])}宝珠时`;
- if (sk[2]) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[2]})}`;
- break;
- case 110:
- str = `根据余下 HP 对敌方${sk[0] || "全"}体造成${attrN(sk[1])}属性伤害(100% HP 时为自身攻击力×${sk[2]/100}倍,1 HP 时为自身攻击力×${sk[3]/100}倍)`;
- break;
- //case 111: 在45
- //case 114: 在29
- case 115:
- str = `对敌方1体造成自身攻击力×${sk[1]/100}倍的${attrN(sk[0])}属性伤害,并回复伤害${sk[2]}%的 HP `;
- break;
- case 116: //多内容主动技能,按顺序组合发动如下主动技能:
- var ul = fragment.appendChild(document.createElement("ul"));
- ul.className = "active-skill-ul";
- //处理多次单人固伤
- let repeatSkill = sk.filter(subSkill => Skills[subSkill].type == 188);
- let repeatDamage = repeatSkill.map(subSkill => Skills[subSkill].params[0]);
- let noRepeatSk;
- if (repeatSkill.length>1 &&
- repeatDamage.every((dmg,idx,arr) => dmg === arr[0])
- ){
- const li = ul.appendChild(document.createElement("li"))
- li.className = "active-skill-li";
- li.setAttribute("data-skillid", repeatSkill[0]);
- li.addEventListener("click",fastShowSkill);
- li.appendChild(parseSkillDescription(Skills[repeatSkill[0]]));
- li.appendChild(document.createTextNode(`×${repeatSkill.length}次(共${(repeatDamage[0]*repeatSkill.length).bigNumberToString()})`));
- noRepeatSk = sk.filter(subSkill => Skills[subSkill].type !== 188);
- }else
- {
- noRepeatSk = sk;
- }
-
- noRepeatSk.forEach(subSkill => {
- const li = ul.appendChild(document.createElement("li"))
- li.className = "active-skill-li";
- li.setAttribute("data-skillid", subSkill);
- li.addEventListener("click",fastShowSkill);
- li.appendChild(parseSkillDescription(Skills[subSkill]));
- });
- return fragment;
- break;
- case 117:
- strArr = [];
- if(sk[1]>0) strArr.push(`回复宠物自身回复力x${sk[1]/100}倍的 HP `);
- if(sk[3]) strArr.push(`回复 HP 上限${sk[3]}%的 HP `);
- if(sk[2]) strArr.push(`回复${sk[2]} HP `);
- if(sk[0]>0) strArr.push(`封锁状态减少${sk[0]}回合`);
- if(sk[4]>0) strArr.push(`觉醒无效状态减少${sk[4]}回合`);
- str = strArr.join(",");
- break;
- case 118: //随机内容主动技能
- fragment.appendChild(document.createTextNode("随机发动以下技能:"));
- var ul = fragment.appendChild(document.createElement("ul"));
- ul.className = "active-skill-ul random-active-skill";
- sk.forEach(subSkill => {
- const li = ul.appendChild(document.createElement("li"))
- li.className = "active-skill-li";
- li.setAttribute("data-skillid", subSkill);
- li.addEventListener("click",fastShowSkill);
- li.appendChild(parseSkillDescription(Skills[subSkill]));
- });
- return fragment;
- break;
- case 119: //相連消除4個的水寶珠時,所有寵物的攻擊力2.5倍,每多1個+0.5倍,最大5個時3倍
- str = `相连消除${sk[1]}个或以上的${getOrbsAttrString(sk[0],true)}宝珠时,所有宠物的攻击力${sk[2]/100}倍`;
- if (sk[3]>0)
- {
- str += `,每多1个+${sk[3]/100}倍`;
- }
- if (sk[4]>0)
- {
- str += `,最大${sk[4]}个时${(sk[2]+sk[3]*(sk[4]-sk[1]))/100}倍`;
- }
- break;
- case 121:
- str = `${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物`;
- if (sk[2] || sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]})}`;
- break;
- case 122:
- str = `HP ${sk[0]}%以下时`;
- str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
- if (sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({atk:sk[3],rcv:sk[4]})}`;
- break;
- case 123:
- str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时`;
- str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
- if (sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({atk:sk[3],rcv:sk[4]})}`;
- break;
- case 124:
- strArr = sk.slice(0,5).filter(c=>c>0); //最多5串珠
- hasDiffOrbs = strArr.filter(s=>s!= strArr[0]).length > 0; //是否存在不同色的珠子
- if (sk[5] < strArr.length) //有阶梯的
- {
- if (hasDiffOrbs)
- {//「光光火/光火火」組合的3COMBO時,所有寵物的攻擊力3.5倍;「光光火火」組合的4COMBO或以上時,所有寵物的攻擊力6倍
- str = `${strArr.map(a=>nb(a, attrsName)).join("、")}中${sk[5]}串同时攻击时,所有宠物的攻击力×${sk[6]/100}倍`;
- }else
- {//木寶珠有2COMBO時,所有寵物的攻擊力3倍,每多1COMBO+4倍,最大5COMBO時15倍
- str = `${nb(strArr[0], attrsName).join("、")}宝珠有${sk[5]}串时,所有宠物的攻击力×${sk[6]/100}倍`;
- }
- if (sk[7]) str += `,每多1串+${sk[7]/100}倍,最大${strArr.length}串时×${(sk[6]+sk[7]*(strArr.length-sk[5]))/100}倍`;
- }else
- {
- if (hasDiffOrbs)
- {//火光同時攻擊時,所有寵物的攻擊力2倍
- str = `${strArr.map(a=>nb(a, attrsName)).join("、")}同时攻击时,所有宠物的攻击力×${sk[6]/100}倍`;
- }else
- {//光寶珠有2COMBO或以上時,所有寵物的攻擊力3倍
- str = `${nb(strArr[0], attrsName).join("、")}宝珠有${sk[5]}串或以上时,所有宠物的攻击力×${sk[6]/100}倍`;
- }
- }
- break;
- case 125: //隊伍中同時存在 時,所有寵物的攻擊力3.5倍
- let needMons = sk.slice(0,5).filter(s=>s>0);
- fragment.appendChild(document.createTextNode(`队伍中${needMons.length>1?"同时":""}存在`));
- needMons.forEach(mid=>{
- let cardDom = cardN(mid);
- cardDom.monDom.onclick = changeToIdInSkillDetail;
- fragment.appendChild(cardDom);
- });
- fragment.appendChild(document.createTextNode(`时,所有宠物的${getFixedHpAtkRcvString({hp:sk[5],atk:sk[6],rcv:sk[7]})}`));
- return fragment;
- break;
- case 126:
- str = `${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}回合内,${nb(sk[0], attrsName).join("、")}宝珠的掉落率提高到${sk[3]}%`;
- break;
- case 127: //生成竖列
- strArr = [];
- var data = new Array(5).fill(null).map(()=>new Array(6).fill(null));
- for (let ai=0;ai<sk.length;ai+=2)
- {
- strArr.push(`${nb(sk[ai],ClumsN).join("、")}的宝珠变为${nb(sk[ai+1],attrsName).join("、")}`);
-
- const orbType = flags(sk[ai+1])[0];
- flags(sk[ai]).forEach(line=>
- data.forEach(row=>row[line] = orbType)
- );
- }
- data = boardData_line(data);
- fragment.appendChild(document.createTextNode(strArr.join(",")));
- var table = createBoard(data);
- fragment.appendChild(table);
- return fragment;
- break;
- case 128: //生成横
- strArr = [];
- var data = new Array(5).fill(null).map(()=>new Array(6).fill(null));
- for (let ai=0;ai<sk.length;ai+=2)
- {
- strArr.push(`${nb(sk[ai],RowsN).join("、")}的宝珠变为${nb(sk[ai+1],attrsName).join("、")}`);
-
- const orbType = flags(sk[ai+1])[0];
- flags(sk[ai]).forEach(row=>
- data[row] = new Array(6).fill(orbType)
- );
- }
- data = boardData_row(data);
- fragment.appendChild(document.createTextNode(strArr.join(",")));
- var table = createBoard(data);
- fragment.appendChild(table);
- return fragment;
- break;
- case 129:
- str = "";
- if (sk[0] || sk[1]) str += `${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物`;
- if (sk[2] || sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]})}`;
- if (sk[5]) str += `${str.length>0?",":""}受到的${getAttrTypeString(flags(sk[5]))}伤害减少${sk[6]}%`;
- break;
- case 130:
- str = `HP ${sk[0]}%以下时`;
- if (sk[1] || sk[2]) str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
- if (sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({atk:sk[3],rcv:sk[4]})}`;
- if (sk[5]) str += `,受到的${getAttrTypeString(flags(sk[5]))}伤害减少${sk[6]}%`;
- break;
- case 131:
- str = `HP ${sk[0]==100?"全满":`${sk[0]}%以上`}时`;
- if (sk[1] || sk[2]) str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
- if (sk[3] || sk[4]) str += `的${getFixedHpAtkRcvString({atk:sk[3],rcv:sk[4]})}`;
- if (sk[5]) str += `,受到的${getAttrTypeString(flags(sk[5]))}伤害减少${sk[6]}%`;
- break;
- case 132:
- str = `${sk[0]}回合内,宝珠移动时间`;
- if (sk[1]) str += (sk[1]>0?`增加`:`减少`) + Math.abs(sk[1]/10) + `秒`;
- if (sk[2]) str += sk[2]>100 ? `变为${sk[2]/100}倍` : `变为${sk[2]}%`;
- break;
- case 133:
- str = `使用技能时,`;
- str += `${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物`;
- if (sk[2] || sk[3]) str += `的${getFixedHpAtkRcvString({atk:sk[2],rcv:sk[3]})}`;
- break;
- case 136:
- str = "";
- str += `${getAttrTypeString(flags(sk[0]))}宠物的${getFixedHpAtkRcvString({hp:sk[1],atk:sk[2],rcv:sk[3]})}`;
- if (sk[4]) str += `,${getAttrTypeString(flags(sk[4]))}宠物的${getFixedHpAtkRcvString({hp:sk[5],atk:sk[6],rcv:sk[7]})}`;
- break;
- case 137:
- str = "";
- str += `${getAttrTypeString(null,flags(sk[0]))}宠物的${getFixedHpAtkRcvString({hp:sk[1],atk:sk[2],rcv:sk[3]})}`;
- if (sk[4]) str += `,${getAttrTypeString(null,flags(sk[4]))}宠物的${getFixedHpAtkRcvString({hp:sk[5],atk:sk[6],rcv:sk[7]})}`;
- break;
- case 138: //多内容队长技能,按顺序组合发动如下队长技能:
- var ul = fragment.appendChild(document.createElement("ul"));
- ul.className = "leader-skill-ul";
- sk.forEach(subSkill => {
- const li = ul.appendChild(document.createElement("li"))
- li.className = "leader-skill-li";
- li.setAttribute("data-skillid", subSkill);
- li.addEventListener("click",fastShowSkill);
- li.appendChild(parseSkillDescription(Skills[subSkill]));
- });
- return fragment;
- break;
- case 139:
- str = ``;
- strArr =[];
- str += getAttrTypeString(flags(sk[0]),flags(sk[1])) + "宠物的";
- str += ` HP ${sk[3]?`${sk[2]}%以下`:(sk[2]==100?`全满`:`${sk[2]}%以上`)}时攻击力${getFixedHpAtkRcvString({atk:sk[4]})}`;
- if (sk[5] != undefined) str += `,HP ${sk[3]?(sk[6]?`${sk[2]}%~${sk[5]}%`:`${sk[5]}%以上`):(sk[6]?`${sk[5]}%以下`:(sk[2]==100?`${sk[5]}以上`:`${sk[5]}%~${sk[2]}%`))}时攻击力${getFixedHpAtkRcvString({atk:sk[7]})}`;
- break;
- case 140:
- str = `${getOrbsAttrString(sk[0])}宝珠强化(每颗强化珠伤害/回复增加${sk[1]}%)`;
- break;
- case 141:
- str = `${sk[2]?`${getOrbsAttrString(sk[2])}以外`:""}随机生成${getOrbsAttrString(sk[1])}宝珠各${sk[0]}个`;
- break;
- case 142:
- str = `${sk[0]}回合内,自身的属性变为${attrN(sk[1])}`;
- break;
- case 143:
- str = `对敌方全体造成队伍总 HP×${sk[0]/100}倍的${attrN(sk[1])}属性伤害`;
- break;
- case 144:
- str = `对敌方${sk[2] || "全"}体造成${nb(sk[0],attrsName).join("、")}属性总攻击力×${sk[1]/100}倍的${attrN(sk[3])}属性伤害`;
- break;
- case 145:
- str = `回复队伍总回复力×${sk[0]/100}倍的 HP`;
- break;
- case 146:
- str = `自身以外的宠物技能冷却减少↑${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}回合`;
- break;
- case 148:
- str = `进入地下城时为队长的话,获得的等级经验值×${sk[0]/100}倍`;
- break;
- case 149: //相連消除4個回復寶珠時,所有寵物的回復力2.5倍;
- str = `相连消除4粒${getOrbsAttrString(1<<5)}宝珠时,所有宠物的${getFixedHpAtkRcvString({rcv:sk[0]})}`;
- break;
- case 150: //相連消除5粒寶珠,而當中包含至少1粒強化寶珠時,該屬性的攻擊力1.5倍
- str = `相连消除5粒宝珠,而当中包含至少1粒强化宝珠时,该属性的${getFixedHpAtkRcvString({atk:sk[1]})}`;
- if (sk[0]) str += `未知的 参数0 ${sk[0]}`;
- break;
- case 151:
- str = `以十字形式消除5个${attrN(5)}宝珠时`;
- if (sk[0] || sk[1]) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[0],rcv:sk[1]})}`;
- if (sk[2]) str += `,受到的伤害减少${sk[2]}%`;
- break;
- case 152:
- str = `将${getOrbsAttrString(sk[0])}宝珠锁定`;
- if (sk[1] < 42) str += `${sk[1]}个`;
- break;
- case 153:
- str = `敌人全体变为${attrN(sk[0])}属性。(${sk[1]?"不":""}受防护盾的影响)`;
- break;
- case 154:
- str = `${getOrbsAttrString(sk[0])}宝珠变为${nb(sk[1],attrsName).join("、")}`;
- break;
- case 155:
- str = `协力时${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物的${getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]})}`;
- break;
- case 156: //宝石姬技能
- {
- let awokenArr = sk.slice(1,4).filter(s=>s>0);
- fragment.appendChild(document.createTextNode(`${sk[0]?`${sk[0]}回合内,`:""}根据队伍内觉醒技能`));
- awokenArr.forEach((aid,idx,arr)=>{
- const icon = fragment.appendChild(document.createElement("icon"));
- icon.className ="awoken-icon";
- icon.setAttribute("data-awoken-icon",aid);
- icon.title = awokenN(aid);
- if (idx < arr.length-1) icon.insertAdjacentText('afterend', "、");;
- });
- fragment.appendChild(document.createTextNode(`的数目`));
- if (sk[4]==1)
- fragment.appendChild(document.createTextNode(`回复 HP ,每个觉醒回复自身回复力的${sk[5]/100}倍`));
- else if (sk[4]==2)
- fragment.appendChild(document.createTextNode(`提升所有属性的攻击力,每个觉醒可以提升${sk[5]-100}%`));
- else if (sk[4]==3)
- fragment.appendChild(document.createTextNode(`减少受到的伤害,每个觉醒可以减少${sk[5]}%`));
- else
- fragment.appendChild(document.createTextNode(`宝石姬技能,未知buff类型 参数[4]:${sk[4]}`));
- return fragment;
- break;
- }
- case 157:
- fullColor = [sk[0],sk[2],sk[4]].filter(s=>s!=null);
- strArr = [sk[1],sk[3],sk[5]].filter(s=>s>0);
- hasDiffOrbs = strArr.filter(c=>c != strArr[0]).length > 0;
- str = ``;
- if (hasDiffOrbs)
- {
- if (sk[0] != null) str += `以十字形式消除5个${attrN(sk[0])}宝珠,当消除N个十字时,所有宠物的攻击力×${sk[1]/100}<sup>N</sup>倍`;
- if (sk[2] != null) str += `以十字形式消除5个${attrN(sk[2])}宝珠,当消除N个十字时,所有宠物的攻击力×${sk[3]/100}<sup>N</sup>倍`;
- if (sk[4] != null) str += `以十字形式消除5个${attrN(sk[4])}宝珠,当消除N个十字时,所有宠物的攻击力×${sk[5]/100}<sup>N</sup>倍`;
- }else
- {
- str += `以十字形式消除5个${getAttrTypeString(fullColor)}宝珠,当消除N个十字时,所有宠物的攻击力×${sk[1]/100}<sup>N</sup>倍`;
- }
- break;
- case 158:
- str = `<span class="spColor">每组${sk[0]}珠或以上才能消除</span>`;
- if (sk[1] || sk[2])
- str += "," + getAttrTypeString(flags(sk[1]),flags(sk[2])) + "宠物的" + getFixedHpAtkRcvString({atk:sk[3],hp:sk[4],rcv:sk[5]});
- break;
- case 159:
- //"相連消除5個或以上的火寶珠或光寶珠時攻擊力和回復力4倍,每多1個+1倍,最大7個時6倍;"
- str = `相连消除${sk[1]}个或以上的${getOrbsAttrString(sk[0])}宝珠时,所有宠物的`;
- strArr = [];
- if (sk[2]>0)
- {
- strArr.push(`攻击力×${sk[2]/100}倍`);
- if (sk[3]>0)
- {
- strArr.push(`每多1个+${sk[3]/100}倍`);
- }
- if (sk[4]>0)
- {
- strArr.push(`最大${sk[4]}个时×${(sk[2]+sk[3]*(sk[4]-sk[1]))/100}倍`);
- }
- }
- str += strArr.join(",");
- break;
- case 160:
- str = `${sk[0]}回合内,结算时连击数+${sk[1]}`;
- break;
- case 161:
- str = `造成敌人 HP 上限${sk[0]}%的伤害`;
- break;
- case 162:
- str = '<span class="spColor">【7×6版面】</span>';
- break;
- case 163:
- str = '<span class="spColor">【没有天降消除】</span>';
- if (sk[0] || sk[1]) str += `${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物`;
- if (sk[2] || sk[3] || sk[4]) str += "的"+getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]}) + ",";
- if (sk[5] || sk[6]) str += `受到的${getAttrTypeString(flags(sk[5]))}伤害减少${sk[6]}%`;
- break;
- case 164:
- fullColor = sk.slice(0,4).filter(c=>c>0); //最多4串珠
- hasDiffOrbs = fullColor.filter(s=>s!= fullColor[0]).length > 0; //是否存在不同色的珠子
- strArr = [];
- if (sk[4] < fullColor.length) //有阶梯的
- {
- if (hasDiffOrbs)
- {//「光光火/光火火」組合的3COMBO時,所有寵物的攻擊力3.5倍;「光光火火」組合的4COMBO或以上時,所有寵物的攻擊力6倍
- str = `${fullColor.map(a=>nb(a, attrsName)).join("、")}中${sk[4]}串同时攻击时,所有宠物的攻击力和回复力×${sk[5]/100}倍,每多1串+${sk[7]/100}倍,最大${fullColor.length}串时×${(sk[6]+sk[7]*(fullColor.length-sk[4]))/100}倍`;
- }else
- {//木寶珠有2COMBO時,所有寵物的攻擊力3倍,每多1COMBO+4倍,最大5COMBO時15倍
- str = `${nb(fullColor[0], attrsName).join("、")}宝珠有${fullColor.length}串时,所有宠物的攻击力和回复力×${sk[6]/100}倍,每多1串+${sk[7]/100}倍,最大${fullColor.length}串时×${(sk[6]+sk[7]*(fullColor.length-sk[5]))/100}倍`;
- }
- if (sk[5]) strArr.push(`攻击力×${sk[5]/100}倍,每多1串+${sk[7]/100}倍,最大${fullColor.length}串时×${(sk[5]+sk[7]*(fullColor.length-sk[4]))/100}倍`);
- if (sk[6]) strArr.push(`回复力×${sk[6]/100}倍,每多1串+${sk[7]/100}倍,最大${fullColor.length}串时×${(sk[6]+sk[7]*(fullColor.length-sk[4]))/100}倍`);
- str += strArr.join("、");
- }else
- {
- if (hasDiffOrbs)
- {//木暗同時攻擊時,所有寵物的攻擊力和回復力2倍
- str = `${fullColor.map(a=>nb(a, attrsName)).join("、")}同时攻击时,所有宠物的`;
- }else
- {//光寶珠有2COMBO或以上時,所有寵物的攻擊力3倍
- str = `${nb(fullColor[0], attrsName).join("、")}宝珠有${fullColor.length}串或以上时,所有宠物的`;
- }
- if (sk[5]) strArr.push(`攻击力×${sk[5]/100}倍`);
- if (sk[6]) strArr.push(`回复力×${sk[6]/100}倍`);
- str += strArr.join("、");
- }
- break;
- case 165:
- fullColor = nb(sk[0], attrsName);
- atSameTime = fullColor.length == sk[1];
- if (sk[0] == 31) //31-11111
- { //单纯5色
- str = '';
- }else if((sk[0] & 31) == 31)
- { //5色加其他色
- str = `5色+${nb(sk[0] ^ 31, attrsName).join("、")}`;
- if (!atSameTime) str+="中";
- }else
- {
- str = `${fullColor.join("、")}`;
- if (!atSameTime) str+="中";
- }
- if (!atSameTime) str+=`${sk[1]}种属性以上`;
- else if(sk[0] == 31) str += `5色`;
- str += `同时攻击时,所有宠物的`;
- strArr = [];
- if (sk[2]==sk[3] && sk[4] == sk[5])
- {
- strArr.push(`攻击力和回复力×${sk[2]/100}倍`);
- if (sk[4]>0)
- {
- strArr.push(`每多1种属性+${sk[4]/100}倍`);
- }
- if (sk[6]>0)
- {
- strArr.push(`最大${sk[1]+sk[6]}种属性时×${(sk[2]+sk[4]*sk[6])/100}倍`);
- }
- }else
- {
- if (sk[2]>0)
- {
- strArr.push(`攻击力×${sk[2]/100}倍`);
- if (sk[4]>0)
- {
- strArr.push(`每多1种属性+${sk[4]/100}倍`);
- }
- if (sk[6]>0)
- {
- strArr.push(`最大${sk[1]+sk[6]}种属性时×${(sk[2]+sk[4]*sk[6])/100}倍`);
- }
- }
- if (sk[3]>0)
- {
- strArr.push(`回复力×${sk[3]/100}倍`);
- if (sk[5]>0)
- {
- strArr.push(`每多1种属性+${sk[5]/100}倍`);
- }
- if (sk[6]>0)
- {
- strArr.push(`最大${sk[1]+sk[6]}种属性时×${(sk[3]+sk[5]*sk[6])/100}倍`);
- }
- }
- }
- str += strArr.join(",");
- break;
- case 166:
- str = `${sk[0]}连击时,所有宠物的`;
- strArr = [];
- let scale_diff = sk[5] - sk[0];
- if (sk[1]==sk[2] && sk[3] == sk[4])
- {
- strArr.push(`攻击力和回复力×${sk[1]/100}倍`);
- if (sk[3]>0)
- {
- strArr.push(`每多1种属性+${sk[3]/100}倍`);
- }
- if (scale_diff)
- {
- strArr.push(`最大${sk[5]}种属性时×${(scale_diff*sk[1]+sk[3])/100}倍`);
- }
- }else
- {
- if (sk[1] && sk[1] !== 100)
- {
- strArr.push(`攻击力×${sk[1]/100}倍`);
- if (sk[3]>0)
- {
- strArr.push(`每多1种属性+${sk[3]/100}倍`);
- }
- if (scale_diff)
- {
- strArr.push(`最大${sk[5]}种属性时×${(scale_diff*sk[1]+sk[3])/100}倍`);
- }
- }
- if (sk[2] && sk[2] !== 100)
- {
- strArr.push(`回复力×${sk[2]/100}倍`);
- if (sk[4]>0)
- {
- strArr.push(`每多1种属性+${sk[4]/100}倍`);
- }
- if (scale_diff)
- {
- strArr.push(`最大${sk[5]}种属性时×${(scale_diff*sk[2]+sk[4])/100}倍`);
- }
- }
- }
- str += strArr.join(",");
- break;
- case 167:
- //"相連消除5個或以上的火寶珠或光寶珠時攻擊力和回復力4倍,每多1個+1倍,最大7個時6倍;"
- str = `相连消除${sk[1]}个或以上${getOrbsAttrString(sk[0],true)}宝珠时,所有宠物的`;
- strArr = [];
- if (sk[2]==sk[3] && sk[4] == sk[5])
- {
- strArr.push(`攻击力和回复力×${sk[2]/100}倍`);
- if (sk[4]>0)
- {
- strArr.push(`每多1个+${sk[4]/100}倍`);
- }
- if (sk[6]>0)
- {
- strArr.push(`最大${sk[6]}个时×${(sk[2]+sk[4]*(sk[6]-sk[1]))/100}倍`);
- }
- }else
- {
- if (sk[2] && sk[2] !== 100)
- {
- strArr.push(`攻击力×${sk[2]/100}倍`);
- if (sk[4]>0)
- {
- strArr.push(`每多1个+${sk[4]/100}倍`);
- }
- if (sk[6]>0)
- {
- strArr.push(`最大${sk[6]}个时×${(sk[2]+sk[4]*(sk[6]-sk[1]))/100}倍`);
- }
- }
- if (sk[3] && sk[3] !== 100)
- {
- strArr.push(`回复力×${sk[3]/100}倍`);
- if (sk[5]>0)
- {
- strArr.push(`每多1个+${sk[5]/100}倍`);
- }
- if (sk[6]>0)
- {
- strArr.push(`最大${sk[6]}个时×${(sk[3]+sk[5]*(sk[6]-sk[1]))/100}倍`);
- }
- }
- }
- str += strArr.join(",");
- break;
- case 168: //宝石姬技能2
- strArr = sk.slice(1,7); //目前只有2个,而且2-6都是0,不知道是不是真的都是觉醒
- str = `${sk[0]?`${sk[0]}回合内,`:""}根据队伍内觉醒技能 ${strArr.filter(s=>s>0).map(s=>awokenN(sk[1])).join("、")} 的数目`;
- str += `提升所有属性的攻击力,每个觉醒可以提升${sk[7]}%`;
- break;
- case 169: //5COMBO或以上時受到的傷害減少25%、攻擊力6倍;
- str = `${sk[0]}连击或以上时`;
- if (sk[1] && sk[1] !== 100) str += `,所有宠物的攻击力×${sk[1]/100}倍`;
- if (sk[2]) str += `,受到的伤害减少${sk[2]}%`;
- if (sk[4]) str += `;此后每多1连击攻击力+${sk[3]/100}倍,最大${sk[4]}连击时×${(sk[4] - sk[0]) * sk[3]/100 + sk[1]/100}倍`;
- break;
- case 170:
- fullColor = nb(sk[0], attrsName);
- atSameTime = fullColor.length == sk[1];
- if (sk[0] == 31) //31-11111
- { //单纯5色
- str = '';
- }else if((sk[0] & 31) == 31)
- { //5色加其他色
- str = `5色+${nb(sk[0] ^ 31, attrsName).join("、")}`;
- if (!atSameTime) str+="中";
- }else
- {
- str = `${fullColor.join("、")}`;
- if (!atSameTime) str+="中";
- }
- if (!atSameTime) str+=`${sk[1]}种属性以上`;
- else if(sk[0] == 31) str += `5色`;
- str += `同时攻击时`;
- if (sk[2] && sk[2] !== 100) str += `,所有宠物的攻击力×${sk[2]/100}倍`;
- if (sk[3]) str += `,受到的伤害减少${sk[3]}%`;
- if (sk[4]) str += `;此后每多1种属性攻击力+${sk[4]/100}倍,最大${sk[1] + (sk[5] - 1)}种属性时×${(sk[5] - 1) * sk[4]/100 + sk[2]/100}倍`;
- break;
- case 171:
- fullColor = sk.slice(0,4).filter(c=>c>0); //最多4串珠
- hasDiffOrbs = fullColor.filter(s=>s!= fullColor[0]).length > 0; //是否存在不同色的珠子
- strArr = [];
- if (hasDiffOrbs)
- {//木暗同時攻擊時,所有寵物的攻擊力和回復力2倍
- str = `${fullColor.map(a=>nb(a, attrsName)).join("、")}${sk[4] < fullColor.length?`中有${sk[4]}串`:""}同时攻击时`;
- }else
- {//光寶珠有2COMBO或以上時,所有寵物的攻擊力3倍
- str = `${nb(fullColor[0], attrsName).join("、")}宝珠有${sk[4]}串或以上时`;
- }
- if (sk[5] && sk[5] !== 100) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[5]})}`;
- if (sk[6]) str += `,受到的伤害减少${sk[6]}%`;
- if (sk[7]) str += `;此后每多1串攻击力+${sk[7]/100}倍,最大${fullColor.length}串时×${(fullColor.length - sk[4]) * sk[7]/100 + sk[5]/100}倍`;
- break;
- case 172:
- str = `解锁所有宝珠`;
- break;
- case 173:
- strArr = [];
- if (sk[1]) strArr.push("属性吸收");
- if (sk[2]) strArr.push("连击吸收?目前是猜测");
- if (sk[3]) strArr.push("伤害吸收");
- str = `${sk[0]}回合内,敌人的${strArr.join("、")}无效化`;
- break;
- case 175: //隊員編成均為「マガジン」合作活動角色時,所有寵物的攻擊力8倍
- let needCollabs = sk.slice(0,3).filter(s=>s>0); //最多3种id
- fragment.appendChild(document.createTextNode(`队员组成全是`));
-
- needCollabs.forEach((cid,idx,arr)=>{
- const lnk = fragment.appendChild(document.createElement("a"));
- lnk.className ="detail-search monster-collabId";
- lnk.setAttribute("data-collabId",cid);
- lnk.onclick = searchCollab;
- lnk.textContent = cid;
- if (idx < arr.length-1) lnk.insertAdjacentText('afterend', "、");;
- });
- fragment.appendChild(document.createTextNode(`系列角色时,所有宠物的${getFixedHpAtkRcvString({hp:sk[3],atk:sk[4],rcv:sk[5]})}`));
- return fragment;
- break;
- case 176:
- //●◉○◍◯
- fragment.appendChild(document.createTextNode(`以如下形状生成${attrN(sk[5])}宝珠`));
- var data = boardData_fixed([sk[0],sk[1],sk[2],sk[3],sk[4]], sk[5]);
- var table = createBoard(data);
- table.classList.add("fixed-shape-orb");
- fragment.appendChild(table);
- return fragment;
- break;
- case 177:
- /*
- 火柱:【無天降COMBO】消除寶珠後畫面剩下3個或以下的寶珠時,所有寵物的攻擊力10倍;
- 鞍馬夜叉丸:【無天降COMBO】HP和回復力2倍;消除寶珠後畫面剩下15個寶珠時攻擊力1.5倍,每少1個時+0.5倍,不剩任何寶珠時攻擊力9倍;
- 破壞龍鋼多拉:【無天降COMBO】HP2倍;消除寶珠後畫面剩下10個寶珠時攻擊力6倍,每少1個時+0.5倍,不剩任何寶珠時攻擊力11倍;
- */
- str = '<span class="spColor">【没有天降消除】</span>';
- if (sk[0] || sk[1]) str += `${getAttrTypeString(flags(sk[0]),flags(sk[1]))}宠物`;
- if (sk[2] || sk[3] || sk[4]) str += "的"+getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]})+",";
- if (sk[5])
- {
- if (sk[7]) //有阶梯
- {
- str += `消除宝珠后画面剩下${sk[5]}个宝珠时,${getFixedHpAtkRcvString({atk:sk[6]})},每少1个+${sk[7]/100}倍,不剩任何宝珠时${getFixedHpAtkRcvString({atk:sk[6]+sk[7]*sk[5]})}`;
- }else
- {
- str += `消除宝珠后画面剩下${sk[5]}个或以下的宝珠时,${getFixedHpAtkRcvString({atk:sk[6]})}`;
- }
- }
- break;
- case 178:
- str = `<span class="spColor">【操作时间固定${sk[0]}秒】</span>`;
- if (sk[1] || sk[2]) str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
- if (sk[3] || sk[4] || sk[5]) str += "的"+getFixedHpAtkRcvString({hp:sk[3],atk:sk[4],rcv:sk[5]});
- if (sk[6]) str += `,受到的${getAttrTypeString(flags(sk[6]))}属性伤害减少${sk[7]}%`;
- break;
- case 179:
- str = `${sk[0]}回合内,每回合回复${sk[1]?`${sk[1].bigNumberToString()}点`:` HP 上限 ${sk[2]}%`}的 HP`;
- if(sk[3] || sk[4])
- {
- str += `,并将`;
- strArr = [];
- if(sk[3]>0) strArr.push(`封锁状态减少${sk[3]}回合`);
- if(sk[4]>0) strArr.push(`觉醒无效状态减少${sk[4]}回合`);
- str += strArr.join(",");
- }
- break;
- case 180:
- str = `${sk[0]}回合内,${sk[1]}%概率掉落强化宝珠`;
- break;
- case 182:
- str = `相连消除${sk[1]}个或以上的${getOrbsAttrString(sk[0], true)}宝珠时`;
- if (sk[2] && sk[2] !== 100) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[2]})}`;
- if (sk[3]) str += `,受到的伤害减少${sk[3]}%`;
- break;
- case 183:
- str = getAttrTypeString(flags(sk[0]),flags(sk[1])) + "宠物的";
- if (sk[3] || sk[4]) str+= ` HP ${sk[2]==100?"全满":`${sk[2]}%以上`}时`;
- if (sk[3] && sk[3] !== 100) str+= `${getFixedHpAtkRcvString({atk:sk[3]})}`;
- if (sk[4]) str += `,受到的伤害减少${sk[4]}%`;
- if (sk[6] || sk[7]) str+= ` HP ${sk[5]||sk[2]}%以下时`;
- if (sk[6] || sk[7]) str+= `${getFixedHpAtkRcvString({atk:sk[6],rcv:sk[7]})}`;
- //if (sk[7]) str+= `,受到的伤害减少${sk[7]}%`;
- break;
- case 184:
- str = `${sk[0]}回合内,天降的宝珠不会产生COMBO`;
- break;
- case 185: //ドラゴンと悪魔タイプの攻撃力が4倍、回復力は2.5倍。\nドロップ操作を3秒延長。
- str = "";
- if (sk[1] || sk[2]) str += `${getAttrTypeString(flags(sk[1]),flags(sk[2]))}宠物`;
- if (sk[3] || sk[4] || sk[5]) str += "的"+getFixedHpAtkRcvString({hp:sk[3],atk:sk[4],rcv:sk[5]});
- if (sk[0]) str += `,操作时间${sk[0]>0?`延长`:`减少`}${Math.abs(sk[0]/100)}秒`;
- break;
- case 186:
- str = '<span class="spColor">【7×6版面】</span>';
- if (sk[0] || sk[1]) str += getAttrTypeString(flags(sk[0]),flags(sk[1])) + "宠物的" + getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]});
- break;
- case 188: //多次单体固伤
- str = `对敌方1体造成${sk[0].bigNumberToString()}点无视防御的固定伤害`;
- break;
- case 189:
- //解除寶珠的鎖定狀態;所有寶珠變成火、水、木、光;顯示3COMBO的轉珠路徑(只適用於普通地下城&3個消除)
- str = `解除宝珠的锁定状态;所有宝珠变成火、水、木、光;显示3连击的转珠路径(只适用于普通地下城 & 3珠消除)`;
- break;
- case 191:
- str = `${sk[0]}回合内,可以贯穿伤害无效盾`;
- break;
- case 192: //192同时消除多色中所有色,219任意消除多色中1色
- //相連消除9個或以上的火寶珠時攻擊力4倍、結算增加2COMBO
- //同時消除光寶珠和水寶珠各4個或以上時攻擊力3倍、結算增加1COMBO;
- str = `${flags(sk[0]).length>1?"同时且":""}相连消除${sk[1]}个或以上的${getOrbsAttrString(sk[0])}宝珠时`;
- if (sk[2] && sk[2] != 100) str += `,所有宠物的攻击力×${sk[2]/100}倍`;
- if (sk[3]) str += `,结算时连击数+${sk[3]}`;
- break;
- case 193:
- str = `以L字形消除5个${getOrbsAttrString(sk[0], true)}宝珠时`;
- if (sk[1] && sk[1] != 100 || sk[2] && sk[2] != 100) str+=`,所有宠物的${getFixedHpAtkRcvString({atk:sk[1],rcv:sk[2]})}`;
- if (sk[3]) str+=`,受到的伤害减少${sk[3]}%`;
- break;
- case 194:
- fullColor = nb(sk[0], attrsName);
- atSameTime = fullColor.length == sk[1];
- if (sk[0] == 31) //31-11111
- { //单纯5色
- str = '';
- }else if((sk[0] & 31) == 31)
- { //5色加其他色
- str = `5色+${nb(sk[0] ^ 31, attrsName).join("、")}`;
- if (!atSameTime) str+="中";
- }else
- {
- str = `${fullColor.join("、")}`;
- if (!atSameTime) str+="中";
- }
- if (!atSameTime) str+=`${sk[1]}种属性以上`;
- else if(sk[0] == 31) str += `5色`;
- str += `同时攻击时`;
- if (sk[2] && sk[2] != 100) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[2]})}`;
- if (sk[3]) str += `,结算时连击数+${sk[3]}`;
- break;
- case 195:
- str = `HP ${(sk[0]?(`减少${100-sk[0]}%`):"变为1")}`;
- break;
- case 196:
- str = `无法消除宝珠状态减少${sk[0]}回合`;
- break;
- case 197: //消除毒/猛毒宝珠时不会受到毒伤害
- str = `消除${getOrbsAttrString(1<<7|1<<8)}宝珠时不会受到毒伤害`;
- break;
- case 198:
- //以回復寶珠回復40000HP或以上時,受到的傷害減少50%
- str = `以回复宝珠回复${sk[0].bigNumberToString()}点或以上时`;
- if (sk[1] && sk[1] != 100) str += `所有宠物的${getFixedHpAtkRcvString({atk:sk[1]})}`;
- if (sk[2]) str += `,受到的伤害减少${sk[2]}%`;
- if (sk[3]) str += `,觉醒无效状态减少${sk[3]}回合`;
- break;
- case 199:
- fullColor = nb(sk[0], attrsName);
- atSameTime = fullColor.length == sk[1];
- if (sk[0] == 31) //31-11111
- { //单纯5色
- str = '';
- }else if((sk[0] & 31) == 31)
- { //5色加其他色
- str = `5色+${nb(sk[0] ^ 31, attrsName).join("、")}`;
- if (!atSameTime) str+="中";
- }else
- {
- str = `${fullColor.join("、")}`;
- if (!atSameTime) str+="中";
- }
- if (!atSameTime) str+=`${sk[1]}种属性以上`;
- else if(sk[0] == 31) str += `5色`;
- str += `同时攻击时,追加${sk[2].bigNumberToString()}点固定伤害`;
- break;
- case 200:
- str = `相连消除${sk[1]}个或以上的${getOrbsAttrString(sk[0],true)}宝珠时,追加${sk[2].bigNumberToString()}点固定伤害`;
- break;
- case 201:
- fullColor = sk.slice(0,4).filter(c=>c>0); //最多4串珠
- hasDiffOrbs = fullColor.filter(s=>s!= fullColor[0]).length > 0; //是否存在不同色的珠子
- strArr = [];
- if (hasDiffOrbs)
- {//木暗同時攻擊時
- str = `${fullColor.map(a=>nb(a, attrsName)).join("、")}${sk[4] < fullColor.length?`中有${sk[4]}串`:""}同时攻击时`;
- }else
- {//光寶珠有2COMBO或以上時
- str = `${nb(fullColor[0], attrsName).join("、")}宝珠有${sk[4]}串或以上时`;
- }
- if (sk[5]) str += `,追加${sk[5].bigNumberToString()}点固定伤害`;
- break;
- case 202:
- fragment.appendChild(document.createTextNode("变身为"));
- let cardDom = cardN(sk[0]);
- cardDom.monDom.onclick = changeToIdInSkillDetail;
- fragment.appendChild(cardDom);
- return fragment;
- break;
- case 203:
- fragment.appendChild(document.createTextNode(`队员组成全是`));
- const lnk = fragment.appendChild(document.createElement("a"));
- lnk.className ="detail-search";
- if (sk[0] === 0)
- {
- lnk.textContent = "像素进化";
- lnk.onclick = function(){
- showSearch(Cards.filter(card=>card.evoMaterials.includes(3826)));
- };
- }else if (sk[0] === 2)
- {
- lnk.textContent = "转生或超转生";
- lnk.onclick = function(){
- showSearch(Cards.filter(card=>isReincarnated(card)));
- };
- }else
- lnk.textContent = "未知新类型";
-
- fragment.appendChild(document.createTextNode(`时,所有宠物的${getFixedHpAtkRcvString({hp:sk[1],atk:sk[2],rcv:sk[3]})}`));
- return fragment;
- break;
- case 205:
- str = `${sk[1]}回合内,${getOrbsAttrString(sk[0])}宝珠会以锁定形式掉落`;
- break;
- case 206:
- fullColor = sk.slice(0,5).filter(c=>c>0); //最多5串珠
- hasDiffOrbs = fullColor.filter(s=>s!= fullColor[0]).length > 0; //是否存在不同色的珠子
- strArr = [];
- if (hasDiffOrbs)
- {//木暗同時攻擊時
- str = `${fullColor.map(a=>nb(a, attrsName)).join("、")}${sk[5] < fullColor.length?`中有${sk[5]}串`:""}同时攻击时`;
- }else
- {//光寶珠有2COMBO或以上時
- str = `${nb(fullColor[0], attrsName).join("、")}宝珠有${sk[5]}串或以上时`;
- }
- if (sk[6]) str += `,结算时连击数+${sk[6]}`;
- break;
- case 207:
- fragment.appendChild(document.createTextNode(`${sk[0]}回合内,`));
- if (sk[7])
- {
- fragment.appendChild(document.createTextNode(`随机${sk[7]}个位置上的宝珠,`));
- }else
- {
- fragment.appendChild(document.createTextNode(`以下位置上的宝珠,`));
- }
- fragment.appendChild(document.createTextNode(`每隔${Math.abs(sk[1]/100)}秒不断转换`));
- if (!sk[7])
- {
- var data = boardData_fixed([sk[2],sk[3],sk[4],sk[5],sk[6]], 6);
- var table = createBoard(data);
- table.classList.add("fixed-shape-orb");
- fragment.appendChild(table);
- }
- return fragment;
- break;
- case 208:
- str = `${sk[2]?`${getOrbsAttrString(sk[2])}以外`:""}随机生成${getOrbsAttrString(sk[1])}宝珠各${sk[0]}个`;
- str += `,${sk[5]?`${getOrbsAttrString(sk[5])}以外`:""}随机生成${getOrbsAttrString(sk[4])}宝珠各${sk[3]}个`;
- break;
- case 209: //十字心+C
- str = `以十字形式消除5个${attrN(5)}宝珠时`;
- if(sk[0]) str += `,结算时连击数+${sk[0]}`;
- break;
- case 210: //十字属性珠+C
- str = `以十字形式消除5个${getOrbsAttrString(sk[0])}属性宝珠,当消除N个十字时,结算时连击数+${sk[2]>1?sk[2]:""}N`;
- if (sk[1]) str += `未知的参数${sk[1]}`;
- break;
- case 214: //封自己的技能
- str = `${sk[0]}回合内,玩家自身队伍无法使用主动技能`;
- break;
- case 215: //封自己的珠子
- str = `${sk[0]}回合内,${getOrbsAttrString(sk[1])}宝珠无法消除`;
- break;
- case 218: //坐自己
- str = `自身以外的宠物技能坐下↓${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}回合`;
- break;
- case 219: //192同时消除多色中所有色,219任意消除多色中1色
- str = `相连消除${sk[1]}个或以上的${getOrbsAttrString(sk[0], true)}宝珠时,结算时连击数+${sk[2]}`;
- break;
- case 220:
- str = `以L字形消除5个${getOrbsAttrString(sk[0], true)}宝珠时,结算时连击数+${sk[1]}`;
- break;
- case 223:
- str = `${sk[0]}连击以上时,追加${sk[1].bigNumberToString()}点固定伤害`;
- break;
- case 224:
- str = `${sk[0]}回合内,敌人全体变为${attrN(sk[1])}属性。(不受防护盾的影响)`;
- break;
- case 225:{
- let strArr = [];
- if (sk[0]) strArr.push(`大于${sk[0]}%`);
- if (sk[1]) strArr.push(`小于${sk[1]}%`);
- str = `HP${strArr.join("或")}时才能发动后续效果`;
- break;
- }
- case 226:{
- str = `${sk[0]}回合内,${sk[1]}%概率掉落带钉宝珠`;
- break;
- }
- case 227:{
- str = `指使当前队长与最后一位队员交换位置,再次使用此技能则换回来。`;
- break;
- }
- case 228:
- str = `${sk[0]}回合内,队伍中每存在1个${getAttrTypeString(flags(sk[1]), flags(sk[2]))}时,${getFixedHpAtkRcvString({atk:sk[3],rcv:sk[4]}, false)}`;
- break;
- case 229:
- str = `队伍中每存在1个${getAttrTypeString(flags(sk[0]), flags(sk[1]))}时,${getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]}, false)}`;
- break;
- case 230:{
- str = `${sk[0]}回合内,${sk[1] == 1 ? "发动者自身" : "未知对象"}的攻击力变为${sk[2]/100}倍`;
- break;
- }
- case 1000:{ //8人限定的技能
- //str = skill.description + '\n';
- str = '';
- switch (sk[0])
- {
- case 1: {
- str += `对排名比自身靠后的`;
- break;
- }
- case 2: {
- str += `对排名${flags(sk[1]).map(n=>n+1).join('、')}`;
- break;
- }
- case 3: {
- str += `对排名比自身靠前的`;
- break;
- }
- default: {
- str += `未知排名${sk[0]}`;
- break;
- }
- }
-
- str += `,使用敌人技能${sk.slice(2).join('、')}`;
- break;
- }
- default:
- str = `未知的技能类型${skill.type}(No.${id})`;
- //开发部分
- //const copySkill = JSON.parse(JSON.stringify(skill));
- //copySkill.params = copySkill.params.map(p=>[p,getBooleanFromBinary(p).join("")]);
- console.log(`未知的技能类型${skill.type}(No.${id})`,findFullSkill(skill));
- break;
- }
- const span = fragment.appendChild(document.createElement("span"));
- span.innerHTML = str;
- //(skill.description.length?(descriptionToHTML(skill.description) + "<hr>"):"") + str
- return fragment;
- }
|