|
- const Attributes = {
- /*0: "Fire",
- 1: "Water",
- 2: "Wood",
- 3: "Light",
- 4: "Dark",
- 5: "Heart",
- 6: "Jammer",
- 7: "Poison",
- 8: "MPoison",
- 9: "Bomb",*/
- Fire: 0,
- Water: 1,
- Wood: 2,
- Light: 3,
- Dark: 4,
- Heart: 5,
- Jammer: 6,
- Poison: 7,
- MPoison: 8,
- Bomb: 9,
- }
- for (let name in Attributes)
- {
- Attributes[Attributes[name]] = name;
- }
- Attributes.all = function () {
- return [
- this.Fire,
- this.Water,
- this.Wood,
- this.Light,
- this.Dark
- ];
- }
- Attributes.orbs = function () {
- return [
- this.Fire,
- this.Water,
- this.Wood,
- this.Light,
- this.Dark,
- this.Heart,
- this.Jammer,
- this.Poison,
- this.MPoison,
- this.Bomb,
- ];
- }
-
- const SkillValue = {
- isLess: function (value) {
- if (value.kind === SkillValueKind.Percent) return value.value < 1;
- if (value.kind === SkillValueKind.Constant) return value.value < 0;
- return false;
- }
- };
-
- const SkillValueKind = {
- Percent: 'mul',
- Constant: 'const',
- xMaxHP: 'mul-maxhp',
- xHP: 'mul-hp',
- xATK: 'mul-atk',
- xRCV: 'mul-rcv',
- RandomATK: 'random-atk',
- HPScale: 'hp-scale',
- xTeamATK: 'mul-team-atk',
- xTeamRCV: 'mul-team-rcv',
- xAwakenings: 'mul-awakenings',
- };
-
-
-
- const SkillPowerUpKind = {
- Multiplier: 'mul',
- ScaleAttributes: 'scale-attrs',
- ScaleCombos: 'scale-combos',
- ScaleMatchLength: 'scale-match-len',
- ScaleMatchAttrs: 'scale-match-attrs',
- ScaleCross: 'scale-cross',
- ScaleAwakenings: 'scale-awakenings',
- };
-
- const SkillKinds = {
- Unknown: "unknown",
- ActiveTurns: "active-turns",
- DamageEnemy: "damage-enemy",
- Vampire: "vampire",
- ReduceDamage: "reduce-damage",
- Heal: "heal",
- ChangeOrbs: "change-orbs",
- PowerUp: "power-up",
- CounterAttack: "counter-attack",
- SetOrbState: "set-orb-state",
- RateMultiply: "rate-mul",
- OrbDropIncrease: "orb-drop-incr",
- Resolve: "resolve",
- Delay: "delay",
- DefenseBreak: "def-break",
- MassAttack: "mass-attack",
- BoardChange: "board-change",
- Unbind: "unbind",
- RandomSkills: "random-skills",
- ChangeAttribute: "change-attr",
- SkillBoost: "skill-boost",
- AddCombo: "add-combo",
- VoidEnemyBuff: "void-enemy-buff",
- Poison: "poison",
- CTW: "ctw",
- Gravity: "gravity",
- FollowAttack: "follow-attack",
- AutoHeal: "auto-heal",
- TimeExtend: "time-extend",
- DropRefresh: "drop-refresh",
- LeaderChange: "leader-change",
- MinMatchLength: "min-match-len",
- FixedTime: "fixed-time",
- Drum: "drum",
- Board7x6: "7x6-board",
- NoSkyfall: "no-skyfall",
- }
-
- function skillParser(skillId)
- {
- const skill = Skills[skillId];
- if (!skill) return [];
- if (!parsers[skill.type]) {
- return [{ kind: SkillKinds.Unknown }];
- }
- //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 = parsers[skill.type].apply({ parser: skillParser }, skill.params);
- const skills = (Array.isArray(result) ? result : [result])
- .filter(s => Boolean(s))
- .map(s => ({ id: skillId, type: skill.type, params: skill.params, ...s }));
- return skills;
- }
-
- //返回flag里值为true的数组,如[1,4,7]
- function flags(num){
- /*
- return Array.from(new Array(32),(i,n)=>n).filter(n => num & (1 << n)); //性能太差
- return new Array(32).fill(null).map((i,n)=>n).filter(n => num & (1 << n)); //性能比上者好,但还是不够快
- */
- const arr = [];
- for (let i = 0; i<32;i++)
- {
- if (num & (1<<i))
- {
- arr.push(i);
- }
- }
- return arr;
- }
-
- const v = {
- percent: function(value) {
- return { kind: SkillValueKind.Percent, value: (value / 100) || 1 };
- },
- constant: function(value) {
- return { kind: SkillValueKind.Constant, value: value || 0 };
- },
- xMaxHP: function(value) {
- return { kind: SkillValueKind.xMaxHP, value: (value / 100) || 1 };
- },
- xHP: function(value) {
- return { kind: SkillValueKind.xHP, 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 };
- },
- 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 / 100 };
- },
- };
-
- const c = {
- hp: function (min, max) {
- return { hp: { min: min / 100, max: max / 100 } };
- },
- exact: function (type, value, attrs) {
- if (attrs === void 0) { attrs = Attributes.all(); }
- return { exact: { type: type, value: value, attrs: attrs } };
- },
- compo: function (type, ids) {
- return { compo: { type: type, ids: ids } };
- },
- remainOrbs: function (count) { return { remainOrbs: { count: count } }; },
- useSkill: function () { return { useSkill: true }; },
- multiplayer: function () { return { multiplayer: true }; },
- }
-
- 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) {
- return { kind: SkillPowerUpKind.ScaleMatchLength, attrs: attrs ,...this.scale(min, max, baseMul, bonusMul) };
- },
- scaleMatchAttrs: function (matches, min, max, baseMul, bonusMul) {
- return { kind: SkillPowerUpKind.ScaleMatchAttrs, matches: matches ,...this.scale(min, max, baseMul, bonusMul) };
- },
- scaleCross: function (crosses) {
- return { kind: SkillPowerUpKind.ScaleCross, crosses: crosses.map(cross => ({ ...cross, mul: (cross.mul / 100) || 1 })) };
- },
- scaleAwakenings: function (awakenings, value) {
- return { kind: SkillPowerUpKind.ScaleAwakenings, awakenings: awakenings, value: value / 100 };
- },
- }
-
- function activeTurns(turns, skill) {
- return skill ? { kind: SkillKinds.ActiveTurns, turns: turns, skill: skill } : null;
- }
- function damageEnemy(target, attr, damage, selfHP) {
- return { kind: SkillKinds.DamageEnemy, target: target, attr: attr, damage: damage, selfHP: selfHP };
- }
- function vampire(attr, damageValue, healValue) {
- return { kind: SkillKinds.Vampire, attr: attr, damage: damageValue, heal: healValue };
- }
- function reduceDamage(attrs, percent, condition) {
- return { kind: SkillKinds.ReduceDamage, attrs: attrs, percent: percent, condition: condition };
- }
- function heal(value) {
- return { kind: SkillKinds.Heal, value: value };
- }
- function changeOrbs() {
- return { kind: SkillKinds.ChangeOrbs, changes: Array.from(arguments) };
- }
- function powerUp(attrs, types, value, condition, reduceDamageValue) {
- if (value.kind === SkillPowerUpKind.Multiplier) {
- let hp = value.hp, atk = value.atk, rcv = value.rcv;
- if (hp === 1 && atk === 1 && rcv === 1 && !reduceDamage)
- return null;
- }
- return { kind: SkillKinds.PowerUp, attrs: attrs, types: types, condition: condition, value: value, reduceDamage: reduceDamageValue };
- }
- function counterAttack(attr, prob, value) {
- return { kind: SkillKinds.CounterAttack, attr: attr, prob: prob, value: value };
- }
- function setOrbState(orbs, state) {
- return { kind: SkillKinds.SetOrbState, orbs: orbs, state: state };
- }
- function rateMultiply(value, rate) {
- return { kind: SkillKinds.RateMultiply, value: value, rate: rate };
- }
- function orbDropIncrease(value, attrs) {
- return { kind: SkillKinds.OrbDropIncrease, value: value, attrs: attrs };
- }
- function resolve(min, max) {
- return { kind: SkillKinds.Resolve, min: min, max: max };
- }
- function unbind(normal, awakenings) {
- return { kind: SkillKinds.Unbind, normal: normal, awakenings: awakenings };
- }
- function boardChange(attrs) {
- return { kind: SkillKinds.BoardChange, attrs: attrs };
- }
- function randomSkills(skills) {
- return { kind: SkillKinds.RandomSkills, skills: skills };
- }
- function changeAttr(target, attr) {
- return { kind: SkillKinds.ChangeAttribute, target: target, attr: attr || 0 };
- }
- function gravity(value) {
- return { kind: SkillKinds.Gravity, value: value };
- }
- function voidEnemyBuff(buffs) {
- return { kind: SkillKinds.VoidEnemyBuff, buffs: buffs };
- }
- function skillBoost(value) { return { kind: SkillKinds.SkillBoost, value: value }; }
- function minMatch(value) { return { kind: SkillKinds.MinMatchLength, value: value }; }
- function fixedTime(value) { return { kind: SkillKinds.FixedTime, value: 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(value) { return { kind: SkillKinds.CTW, value: value }; }
- function followAttack(value) { return { kind: SkillKinds.FollowAttack, value: 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 leaderChange() { return { kind: SkillKinds.LeaderChange }; }
- function board7x6() { return { kind: SkillKinds.Board7x6 }; }
- function noSkyfall() { return { kind: SkillKinds.NoSkyfall }; }
-
- const parsers = {
- 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.xHP(percent)); },
- [7](mul) { return heal(v.xRCV(mul)); },
- [8](value) { return heal(v.constant(value)); },
- [9](from, to) { return changeOrbs({ kind: 'from', from: [from || 0], to: [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)); },
- [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) { return changeOrbs({ kind: 'from', from: [from1 || 0], to: [to1 || 0] }, { kind: 'from', from: [from2 || 0], to: [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, _, percent) { return reduceDamage('all', v.percent(percent), max === 100 ? c.hp(max, max) : c.hp(0, max)); },
- [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, max, percent) { return reduceDamage('all', v.percent(percent), c.hp(min, max)); },
- [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 }))); },
- [51](turns) { return activeTurns(turns, massAttack()); },
- [52](attr) { return setOrbState([attr], 'enhanced'); },
- [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, incr) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (incr || 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)); },
-
- [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 damageEnemy('single', attr, v.randomATK(min, max), percent ? v.xHP(percent) : v.constant(1)); },
- [85](attr, min, max, percent) { return damageEnemy('all', attr, v.randomATK(min, max), percent ? v.xHP(percent) : v.constant(1)); },
- [86](attr, value, _, percent) { return damageEnemy('single', attr, v.constant(value), percent ? v.xHP(percent) : v.constant(1)); },
- [87](attr, value, _, percent) { return damageEnemy('all', attr, v.constant(value), percent ? v.xHP(percent) : v.constant(1)); },
- [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) { return setOrbState([attr1, attr2], 'enhanced'); },
- [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(flags(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) { return powerUp(null, null, p.mul({ hp })); },
- [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(flags(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(flags(attrs), min, max, [base, 100], [bonus, 0])); },
-
- [121](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })); },
- [122](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(0, percent)); },
- [123](percent, attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), 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.map(flags), 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, atk, rcv }), c.compo('card', [mon1, mon2, mon3, mon4, mon5].filter(Boolean))); },
- [126](attrs, turns, _, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), flags(attrs))); },
- [127](cols1, attrs1, cols2, attrs2) {
- return changeOrbs(
- { kind: 'fixed', to: flags(attrs1), type: 'col', positions: flags(cols1) },
- { kind: 'fixed', to: flags(attrs2), type: 'col', positions: flags(cols2) }
- );
- },
- [128](rows1, attrs1, rows2, attrs2) {
- return changeOrbs(
- { kind: 'fixed', to: flags(attrs1), type: 'row', positions: flags(rows1) },
- { kind: 'fixed', to: flags(attrs2), type: 'row', positions: flags(rows2) }
- );
- },
- [129](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
- return [
- powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
- rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null
- ];
- },
- [130](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
- return [
- powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(0, percent)),
- rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(0, percent)) || null
- ];
- },
- [131](percent, attrs, types, atk, rcv, rAttrs, rPercent) {
- return [
- powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.hp(percent, 100)),
- rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent), c.hp(percent, 100)) || null
- ];
- },
- [132](turns, time, percent) { return activeTurns(turns, timeExtend(time ? v.constant(time / 10) : v.percent(percent))); },
- [133](attrs, types, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ atk, rcv }), c.useSkill()); },
- [136](attrs1, hp1, atk1, rcv1, attrs2, hp2, atk2, rcv2) {
- return [
- powerUp(flags(attrs1), null, p.mul({ hp: hp1, atk: atk1, rcv: rcv1 })),
- powerUp(flags(attrs2), null, p.mul({ hp: hp2, atk: atk2, rcv: rcv2 })),
- ];
- },
- [137](types1, hp1, atk1, rcv1, types2, hp2, atk2, rcv2) {
- return [
- powerUp(null, flags(types1), p.mul({ hp: hp1, atk: atk1, rcv: rcv1 })),
- powerUp(null, flags(types2), p.mul({ hp: hp2, atk: atk2, rcv: rcv2 })),
- ];
- },
- [138](...ids) { return ids.flatMap(id => this.parser(id)); },
- [139](attrs, types, percent1, less1, mul1, percent2, less2, mul2) {
- return [
- powerUp(flags(attrs), flags(types), p.mul({ atk: mul1 }), less1 ? c.hp(0, percent1) : c.hp(percent1, 100)),
- powerUp(flags(attrs), flags(types), p.mul({ atk: mul2 }), less1 ?
- (less2 ? c.hp(percent1, percent2) : c.hp(percent2, 100)) :
- (less2 ? c.hp(0, percent2) : c.hp(percent2, percent1))
- ),
- ];
- },
- [140](attrs) { return setOrbState(flags(attrs), 'enhanced'); },
- [141](count, to, exclude) { return changeOrbs({ kind: 'gen', to: flags(to), exclude: flags(exclude), count }); },
- [142](turns, attr) { return activeTurns(turns, changeAttr('self', attr)); },
-
- [144](teamAttrs, mul, single, dmgAttr) { return damageEnemy(single ? 'single' : 'all', dmgAttr, v.xTeamATK(flags(teamAttrs), mul)); },
- [145](mul) { return heal(v.xTeamRCV(mul)); },
- [146](turns) { return skillBoost(turns); },
-
- [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(null, null, p.mul({ atk: mul }), c.exact('match-length', 5, 'enhanced')); },
- [151](mul, _, percent) {
- return [
- powerUp(null, null, p.scaleCross([{ single: true, attr: Attributes.Heart, mul }]), undefined, v.percent(percent)),
- ];
- },
- [152](attrs) { return setOrbState(flags(attrs), 'locked'); },
- [153](attr) { return changeAttr('opponent', attr); },
- [154](from, to) { return changeOrbs({ kind: 'from', to: flags(to), from: flags(from) }); },
- [155](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }), c.multiplayer()); },
- [156](turns, awoken1, awoken2, awoken3, type, mul) {
- return activeTurns(turns, type === 2 ?
- powerUp(null, null, p.scaleAwakenings([awoken1, awoken2, awoken3].filter(Boolean), mul)) :
- reduceDamage('all', v.percentAwakenings([awoken1, awoken2, awoken3].filter(Boolean), mul))
- );
- },
- [157](attr1, mul1, attr2, mul2, attr3, mul3) {
- return powerUp(null, null, p.scaleCross([
- { single: false, attr: attr1, mul: mul1 },
- { single: false, attr: attr2, mul: mul2 },
- { single: false, attr: attr3, mul: mul3 }
- ].filter(cross => cross.mul)));
- },
- [158](len, attrs, types, atk, hp, rcv) {
- return [
- minMatch(len),
- powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }))
- ];
- },
- [159](attrs, min, base, bonus, max) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), min, max, [base, 100], [bonus, 0])); },
- [160](turns, combo) { return activeTurns(turns, addCombo(combo)); },
- [161](percent) { return gravity(v.xMaxHP(percent)); },
- [162]() { return board7x6(); },
- [163](attrs, types, hp, atk, rcv, rAttrs, rPercent) {
- return [
- noSkyfall(),
- powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
- rPercent && reduceDamage(flags(rAttrs), v.percent(rPercent)) || null,
- ];
- },
- [164](attrs1, attrs2, attrs3, attrs4, min, atk, rcv, bonus) {
- const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
- return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, attrs.length, [atk, rcv], [bonus, bonus]));
- },
- [165](attrs, min, baseAtk, baseRcv, bonusAtk, bonusRcv, incr) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (incr || 0), [baseAtk, baseRcv], [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(flags(attrs), min, max, [baseAtk, baseRcv], [bonusAtk, bonusRcv])); },
-
- [169](combo, mul, percent) { return powerUp(null, null, p.scaleCombos(combo, combo, [mul, 100], [0, 0]), undefined, v.percent(percent)); },
- [170](attrs, min, mul, percent) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min, [mul, 100], [0, 0]), undefined, v.percent(percent)); },
- [171](attrs1, attrs2, attrs3, attrs4, min, mul, percent) {
- const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
- return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, min, [mul, 0], [0, 0]), undefined, v.percent(percent));
- },
- [172]() { return setOrbState(null, 'unlocked'); },
- [173](turns, attrAbsorb, _, damageAbsorb) {
- return activeTurns(turns, voidEnemyBuff(
- [
- attrAbsorb && 'attr-absorb',
- damageAbsorb && 'damage-absorb'
- ].filter((buff) => typeof buff === 'string')
- ));
- },
- [175](series1, series2, series3, hp, atk, rcv) { return powerUp(null, null, p.mul({ hp, atk, rcv }), c.compo('series', [series1, series2, series3].filter(Boolean))); },
-
- [177](_0, _1, _2, _3, _4, remains, mul) {
- return [
- noSkyfall(),
- powerUp(null, null, p.mul({ atk: mul }), c.remainOrbs(remains))
- ];
- },
- [178](time, attrs, types, hp, atk, rcv) {
- return [
- fixedTime(time),
- powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }))
- ];
- },
- [179](turns, value, percent) { return activeTurns(turns, heal(value ? v.constant(value) : v.xMaxHP(percent))); },
- [180](turns, percent) { return activeTurns(turns, orbDropIncrease(v.percent(percent), 'enhanced')); },
-
- [182](attrs, len, mul, percent) { return powerUp(null, null, p.scaleMatchLength(flags(attrs), len, len, [mul, 100], [0, 0]), undefined, v.percent(percent)); },
- [183](attrs, types, percent1, atk1, rcv1, percent2, atk2, rcv2) {
- return [
- powerUp(flags(attrs), flags(types), p.mul({ atk: atk1, rcv: rcv1 }), c.hp(percent1, 100)),
- powerUp(flags(attrs), flags(types), p.mul({ atk: atk2, rcv: rcv2 }), c.hp(0, percent2 || percent1)),
- ];
- },
- [184](turns) { return activeTurns(turns, noSkyfall()); },
- [185](time, attrs, types, hp, atk, rcv) {
- return [
- timeExtend(v.constant(time / 100)),
- powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
- ];
- },
- [186](attrs, types, hp, atk, rcv) {
- return [
- board7x6(),
- powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv })),
- ];
- },
- [188](value) {
- return damageEnemy('single', 'fixed', v.constant(value));
- },
- };
-
- function _appendToFragment(fragment, arg){
- if (Array.isArray(arg))
- {
- arg.forEach(element=>_appendToFragment(fragment, element));
- }
- else if (typeof arg == "string" || typeof arg == "number")
- {
- return fragment.appendChild(document.createTextNode(arg));
- }
- else
- {
- return fragment.appendChild(arg);
- }
- }
-
- function renderSkills(skills)
- {
- 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));
- });
- return ul;
- }
- function renderSkill(skill)
- {
- function appendToFragment(arg){
- return _appendToFragment(fragment, arg);
- }
- function createIcon(iconType, className){
- const idoc = document.createElement("icon");
- idoc.className = `icon-skill${className ? ` ${className}` : ''}`;
- idoc.setAttribute("data-icon-type", iconType);
- return idoc;
- }
- const fragment = document.createDocumentFragment();
- if (typeof localTranslating == "undefined") return fragment;
- const tsps = localTranslating.skill_parse.skill;
- const tspu = localTranslating.skill_parse.unit;
- switch (skill.kind) {
- case SkillKinds.Unknown: {
- appendToFragment(tsps.unknown());
- break;
- }
- case SkillKinds.ActiveTurns: {
- appendToFragment(tsps.active_turns(skill.turns, renderSkill(skill.skill)));
- break;
- }
- case SkillKinds.RandomSkills: {
- const ul = document.createElement("ul");
- ul.className = "random-active-skill";
- skill.skills.forEach(subSkills=>{
- const li = ul.appendChild(document.createElement("li"));
- li.appendChild(renderSkills(subSkills));
- });
- appendToFragment(tsps.random_skills(ul));
- break;
- }
- case SkillKinds.Delay: {
- appendToFragment(createIcon("delay"));
- appendToFragment(tsps.delay());
- break;
- }
- case SkillKinds.MassAttack: {
- appendToFragment(createIcon("mass-attack"));
- appendToFragment(tsps.mass_attack());
- break;
- }
- case SkillKinds.LeaderChange: {
- appendToFragment(createIcon("leader-change"));
- appendToFragment(tsps.leader_change());
- break;
- }
- case SkillKinds.NoSkyfall: {
- appendToFragment(createIcon("no-skyfall"));
- appendToFragment(tsps.no_skyfall());
- break;
- }
- case SkillKinds.Heal: {
- appendToFragment(createIcon("heal", "status-incr"));
- appendToFragment(tsps.heal(renderValue(skill.value)));
- break;
- }
- case SkillKinds.DefenseBreak: {
- appendToFragment(createIcon("defense-break"));
- appendToFragment(tsps.defense_break(renderValue(skill.value)));
- break;
- }
- case SkillKinds.Poison: {
- appendToFragment(createIcon("poison"));
- appendToFragment(tsps.poison(renderValue(skill.value)));
- break;
- }
- case SkillKinds.TimeExtend: {
- appendToFragment(createIcon(SkillValue.isLess(skill.value) ? "status-time-decr" : "status-time-incr"));
- appendToFragment(tsps.time_extend(renderValue(skill.value, tspu.seconds, { showsPlusSign:true, percentToScale:true })));
- break;
- }
- /*
- case SkillKinds.FollowAttack: {
- const { value } = skill as Skill.WithValue;
- return (
- <span className="CardSkill-skill">
- <Asset assetId="skill-follow-atk" className="CardSkill-icon" title="Follow-up Attack" />
- {renderValue(value)}
- </span>
- );
- }
- case SkillKinds.AutoHeal: {
- const { value } = skill as Skill.WithValue;
- return (
- <span className="CardSkill-skill">
- <Asset assetId="status-heal" className="CardSkill-icon" title="Auto-heal" />
- {renderValue(value)}
- </span>
- );
- }
- case SkillKinds.CTW: {
- const { value } = skill as Skill.WithValue;
- return (
- <span className="CardSkill-skill">
- <AssetBox className="CardSkill-icon-box" title="CTW">
- <Asset assetId="status-combo" className="CardSkill-icon" />
- <Asset assetId="status-time-incr" className="CardSkill-icon" style={{ transform: 'scale(0.75)' }} />
- </AssetBox>
- {renderValue(value, 'seconds')}
- </span>
- );
- }
- case SkillKinds.Gravity: {
- const { value } = skill as Skill.WithValue;
- return (
- <span className="CardSkill-skill">
- <Asset assetId="skill-gravity" className="CardSkill-icon" title="Gravity" />
- {renderValue(value)}
- </span>
- );
- }
- case SkillKinds.Resolve: {
- const { min, max } = skill as Skill.Resolve;
- return (
- <span className="CardSkill-skill">
- <Asset assetId="status-resolve" className="CardSkill-icon" title="Resolve" />
- {renderValue(min)} ⇔ {renderValue(max)}
- </span>
- );
- }
- case SkillKinds.BoardChange: {
- const { attrs } = skill as Skill.BoardChange;
- return (
- <span className="CardSkill-skill">
- <AssetBox className="CardSkill-icon-box" title="Board change">
- <Asset assetId="status-combo" className="CardSkill-icon" />
- <Asset assetId="overlay-drop" className="CardSkill-icon" />
- </AssetBox>
- {renderOrbs(attrs)}
- </span>
- );
- }
- case SkillKinds.SkillBoost: {
- const { value } = skill as Skill.WithValue<number>;
- return (
- <span className="CardSkill-skill">
- <Asset assetId="skill-boost" className="CardSkill-icon" title="Skill boost" />
- {value} turns
- </span>
- );
- }
- case SkillKinds.AddCombo: {
- const { value } = skill as Skill.WithValue<number>;
- return (
- <span className="CardSkill-skill">
- <Asset assetId={`status-combo-p${value}`} className="CardSkill-icon" title={`Add ${value} combo`} />
- </span>
- );
- }
- case SkillKinds.FixedTime: {
- const { value } = skill as Skill.WithValue<number>;
- return (
- <span className="CardSkill-skill">
- <AssetBox className="CardSkill-icon-box" title="Fixed movement time">
- <Asset assetId="status-time-incr" className="CardSkill-icon" />
- <Asset assetId="orb-locked" className="CardSkill-icon" />
- </AssetBox>
- {value} seconds
- </span>
- );
- }
- case SkillKinds.MinMatchLength: {
- const { value } = skill as Skill.WithValue<number>;
- return <span className="CardSkill-skill">minimum match length {value}</span>;
- }
- case SkillKinds.DropRefresh: {
- return <span className="CardSkill-skill">drop refresh</span>;
- }
- case SkillKinds.Drum: {
- return <span className="CardSkill-skill">drum sound</span>;
- }
- case SkillKinds.Board7x6: {
- return <span className="CardSkill-skill">7x6 board</span>;
- }
-
- case SkillKinds.DamageEnemy: {
- const { attr, target, selfHP, damage } = skill as Skill.DamageEnemy;
- return (
- <span className="CardSkill-skill">
- {!!selfHP && <>HP = {renderValue(selfHP)} ⇒</>}
-
- <Asset assetId="skill-attack" className="CardSkill-icon" />
-
- {target === 'all' && <Asset assetId="status-mass-attack" className="CardSkill-icon" title="All enemies" />}
- {target === 'single' && <>single enemy </>}
- {typeof target === 'number' && <>{renderAttrs(target)} enemies </>}
-
- ⇒ {renderValue(damage)}
- {attr === 'fixed' && <Asset assetId="status-def-break" className="CardSkill-icon" title="Fixed damage" />}
- {typeof attr === 'number' && renderAttrs(attr)}
-
- </span>
- );
- }
- case SkillKinds.Vampire: {
- const { attr, damage, heal } = skill as Skill.Vampire;
- return (
- <span className="CardSkill-skill">
- <Asset assetId="skill-attack" className="CardSkill-icon" />
- single enemy ⇒ {renderValue(damage)}
- {typeof attr === 'number' && renderAttrs(attr)}
- ⇒
- <Asset assetId="status-heal" className="CardSkill-icon" />
- {renderValue(heal)} damage
- </span>
- );
- }
- case SkillKinds.CounterAttack: {
- const { attr, prob, value } = skill as Skill.CounterAttack;
- return (
- <span className="CardSkill-skill">
- <Asset assetId="status-counter" className="CardSkill-icon" />
- {renderValue(prob)} ⇒ {renderValue(value)} damage
- {typeof attr === 'number' && renderAttrs(attr)}
- </span>
- );
- }
- case SkillKinds.ChangeOrbs: {
- const { changes } = skill as Skill.ChangeOrbs;
- return (
- <span className="CardSkill-skill">
- <AssetBox className="CardSkill-icon-box" title="Change orbs">
- <Asset assetId="status-all-attrs" className="CardSkill-icon" />
- <Asset assetId="overlay-heal" className="CardSkill-icon" />
- </AssetBox>
- <span className="CardSkill-item-list">
- {changes.map((change, i) => {
- switch (change.kind) {
- case 'from':
- return (
- <span key={i}>
- {renderOrbs(change.from)} ⇒ {renderOrbs(change.to)}
- </span>
- );
- case 'gen':
- return (
- <span key={i}>
- {renderOrbs(change.exclude).map((orb, j) => (
- <AssetBox className="CardSkill-icon-box" key={j}>
- {orb}
- <Asset assetId="overlay-cross" className="CardSkill-icon" />
- </AssetBox>
- ))} ⇒ {renderOrbs(change.to)} × {change.count}
- </span>
- );
- case 'fixed':
- return (change.positions.length > 0 &&
- <span key={i}>
- {change.type === 'col' ? 'column' : 'row'}
- {change.positions.map(p => p + 1).join(', ')}
- ⇒ {renderOrbs(change.to)}
- </span>
- );
- }
- })}
- </span>
- </span>
- );
- }
- case SkillKinds.Unbind: {
- const { normal, awakenings } = skill as Skill.Unbind;
- return (
- <span className="CardSkill-skill CardSkill-item-list">
- {!!normal && <span>
- <Asset assetId="skill-unbind" className="CardSkill-icon" />
- {normal} turns
- </span>}
- {!!awakenings && <span>
- <AssetBox className="CardSkill-icon-box">
- <Asset assetId="status-bind-awakenings" className="CardSkill-icon" />
- <Asset assetId="overlay-heal" className="CardSkill-icon" />
- </AssetBox>
- {awakenings} turns
- </span>}
- </span>
- );
- }
- case SkillKinds.OrbDropIncrease: {
- const { attrs, value } = skill as Skill.OrbDropIncrease;
- let attrElems: React.ReactNode[];
- if (attrs === 'enhanced')
- attrElems = [<Asset assetId="status-orb-enhanced" className="CardSkill-icon" key="enhanced" />];
- else
- attrElems = renderOrbs(attrs);
-
- attrElems = attrElems.map((elem, i) => (
- <AssetBox className="CardSkill-icon-box" key={i}>
- {elem}
- <Asset assetId="overlay-drop" className="CardSkill-icon" />
- </AssetBox>
- ));
-
- return (
- <span className="CardSkill-skill">
- {attrElems}
- {renderValue(value)}
- </span>
- );
- }
- case SkillKinds.VoidEnemyBuff: {
- const { buffs } = skill as Skill.VoidEnemyBuff;
- return (
- <span className="CardSkill-skill">{
- buffs.map(buff => {
- switch (buff) {
- case 'attr-absorb': return (
- <AssetBox className="CardSkill-icon-box" key={buff}>
- <Asset assetId="status-all-attrs" className="CardSkill-icon" />
- <Asset assetId="overlay-heal" className="CardSkill-icon" />
- <Asset assetId="overlay-cross" className="CardSkill-icon" style={{ opacity: 0.75 }} />
- </AssetBox>
- );
- case 'damage-absorb': return (
- <AssetBox className="CardSkill-icon-box" key={buff}>
- <Asset assetId="status-damage-absorb" className="CardSkill-icon" />
- <Asset assetId="overlay-cross" className="CardSkill-icon" style={{ opacity: 0.75 }} />
- </AssetBox>
- );
- }
- })
- } </span>
- );
- }
- case SkillKinds.ChangeAttribute: {
- const { attr, target } = skill as Skill.ChangeAttribute;
-
- return (
- <span className="CardSkill-skill">
- {target === 'self' && 'Self'}
- {target === 'opponent' && 'enemy'}
- ⇒ {renderAttrs(attr)}
- </span>
- );
- }
- case SkillKinds.SetOrbState: {
- const { orbs, state } = skill as Skill.SetOrbState;
- let orbElems: React.ReactNode[];
- if (!orbs) {
- orbElems = [<Asset assetId="orb-blind" className="CardSkill-icon" key="all" />];
- } else {
- orbElems = renderOrbs(orbs);
- }
-
- return (
- <span className="CardSkill-skill">
- {(state === 'enhanced' || state === 'locked') && orbElems}
- {state === 'unlocked' && orbElems.map((elem, i) => (
- <AssetBox className="CardSkill-icon-box" key={i}>
- {elem}
- <Asset assetId="orb-locked" className="CardSkill-icon" />
- </AssetBox>
- ))}
- ⇒
- {state === 'enhanced' && orbElems.map((elem, i) => (
- <AssetBox className="CardSkill-icon-box" key={i}>
- {elem}
- <Asset assetId="orb-enhanced" className="CardSkill-icon" />
- </AssetBox>
- ))}
- {state === 'locked' && orbElems.map((elem, i) => (
- <AssetBox className="CardSkill-icon-box" key={i}>
- {elem}
- <Asset assetId="orb-locked" className="CardSkill-icon" />
- </AssetBox>
- ))}
- {state === 'unlocked' && orbElems}
- </span>
- );
- }
- case SkillKinds.RateMultiply: {
- const { rate, value } = skill as Skill.RateMultiply;
-
- return (
- <span className="CardSkill-skill">
- {rate === 'drop' && 'drop rate'}
- {rate === 'coin' && 'coins'}
- {rate === 'exp' && 'EXP'}
- ×
- {renderValue(value)}
- </span>
- );
- }
-
- case SkillKinds.ReduceDamage: {
- const { attrs, percent, condition } = skill as Skill.ReduceDamage;
-
- return (
- <span className="CardSkill-skill">
- {!!condition && <>{renderCondition(condition)} ⇒ </>}
- <Asset assetId="status-def" className="CardSkill-icon" />
- {(Array.isArray(attrs) && !isEqual(attrs, Attributes.all())) && renderAttrs(attrs)}
- {renderValue(percent)}
- </span>
- );
- }
- case SkillKinds.PowerUp: {
- const { attrs, types, condition, value, reduceDamage } = skill as Skill.PowerUp;
- const targets: React.ReactNode[] = [];
- if (attrs && !isEqual(attrs, Attributes.all())) targets.push(...renderAttrs(attrs || []));
- if (types) targets.push(...renderTypes(types || []));
-
- return (
- <span className="CardSkill-skill">
- {condition && <>{renderCondition(condition)} ⇒ </>}
- {targets.length > 0 && <>{targets}</>}
- {!!value && renderPowerUp(value)}
- {!!reduceDamage && <>
- <Asset assetId="status-def" className="CardSkill-icon" />
- {renderValue(reduceDamage)}
- </>}
- </span>
- );
- }
- */
- default: {
- console.log(skill.kind, skill);
- appendToFragment(skill.kind);
- }
- }
- return fragment;
- };
-
- function renderStat(stat) {
- function appendToFragment(arg){
- return _appendToFragment(fragment, arg);
- }
- function newSpan(str , type)
- {
- const span = document.createElement("span");
- span.className = "cardskill-stats";
- span.setAttribute("data-cardskill-stats", type);
- span.textContent = str;
- return span;
- }
- const fragment = document.createDocumentFragment();
- if (typeof localTranslating == "undefined") return fragment;
- const tsps = localTranslating.skill_parse.stats;
- console.log(stat)
- if (tsps[stat])
- appendToFragment(newSpan(tsps[stat](), stat));
- else
- appendToFragment(tsps.unknown(stat));
- return fragment;
- }
- /*
- function renderAttrs(attrs: Attributes | Attributes[]) {
- if (!Array.isArray(attrs))
- attrs = [attrs];
- return attrs.map(attr => {
- if (attr >= Attributes.Heart)
- return <Asset assetId={`orb-${attr}`} key={attr} className="CardSkill-icon" />;
- return <Asset assetId={`attr-${attr}`} key={attr} className="CardSkill-icon" />;
- });
- }
-
- function renderOrbs(attrs: Attributes | Attributes[]) {
- if (!Array.isArray(attrs))
- attrs = [attrs];
- return attrs.map(attr => <Asset assetId={`orb-${attr}`} key={attr} className="CardSkill-icon" />);
- }
-
- function renderTypes(types: Types | Types[]) {
- if (!Array.isArray(types))
- types = [types];
- return types.map(type => <Asset assetId={`type-${type}`} key={type} className="CardSkill-icon" />);
- }
-
-
- function renderCondition(cond: SkillCondition) {
- if (cond.hp) {
- if (cond.hp.min === cond.hp.max)
- return <>{renderStat('hp')} = {formatNumber(cond.hp.min * 100)}%</>;
- else if (cond.hp.min === 0)
- return <>{renderStat('hp')} ≤ {formatNumber(cond.hp.max * 100)}%</>;
- else if (cond.hp.max === 1)
- return <>{renderStat('hp')} ≥ {formatNumber(cond.hp.min * 100)}%</>;
- else
- return <>{renderStat('hp')} ∈ [{formatNumber(cond.hp.min * 100)}%, {formatNumber(cond.hp.max * 100)}%]</>;
- } else if (cond.useSkill) {
- return <>use skill</>;
- } else if (cond.multiplayer) {
- return <>in multiplayer</>;
- } else if (cond.remainOrbs) {
- return <>≤ {cond.remainOrbs.count} orbs remain</>;
- } else if (cond.exact) {
- if (cond.exact.type === 'combo') {
- return <>= {cond.exact.value} combos</>;
- } else if (cond.exact.type === 'match-length') {
- return <>= {cond.exact.value} {cond.exact.attrs === 'enhanced' ? 'Enhanced' : renderAttrs(cond.exact.attrs)} orbs</>;
- }
- } else if (cond.compo) {
- return <>{cond.compo.type} [{cond.compo.ids.join()}] in team</>;
- }
- return <>[ unknown condition ]</>;
- }
-
- function renderPowerUp(powerUp: SkillPowerUp) {
- function renderStats(hp: number, atk: number, rcv: number, mul = true) {
- const operator = mul ? <>×</> : <>+</>;
- let list: Array<['hp' | 'atk' | 'rcv', number]> = [['hp', hp], ['atk', atk], ['rcv', rcv]];
- list = list.filter(([, value]) => value !== (mul ? 1 : 0));
- if (list.length === 0) return null;
-
- if (list.every(([, value]) => value === list[0][1])) {
- return <>
- {list.map(([name], i) => <React.Fragment key={name}>{i !== 0 && ', '}{renderStat(name)}</React.Fragment>)}
- {operator} {formatNumber(list[0][1])}
- </>;
- } else {
- return <>
- {list.map(([name, value], i) => (
- <React.Fragment key={name}>
- {i !== 0 ? '; ' : ''}
- {renderStat(name)}
- {operator} {formatNumber(value)}
- </React.Fragment>
- ))}
- </>;
- }
- }
-
- switch (powerUp.kind) {
- case SkillPowerUpKind.Multiplier: {
- const { hp, atk, rcv } = powerUp as SkillPowerUp.Mul;
- return renderStats(hp, atk, rcv);
- }
- case SkillPowerUpKind.ScaleAttributes: {
- const { attrs, min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.ScaleAttrs;
- return <>
- ≥ {min} of [{renderAttrs(attrs)}] ⇒ {renderStats(1, baseAtk, baseRcv)}
- {max !== min && <> for each ≤ {max} attributes: {renderStats(0, bonusAtk, bonusRcv, false)}</>}
- </>;
- }
- case SkillPowerUpKind.ScaleCombos: {
- const { min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.Scale;
- return <>
- ≥ {min} combos ⇒ {renderStats(1, baseAtk, baseRcv)}
- {max !== min && <> for each ≤ {max} combos: {renderStats(0, bonusAtk, bonusRcv, false)}</>}
- </>;
- }
- case SkillPowerUpKind.ScaleMatchAttrs: {
- const { matches, min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.ScaleMultiAttrs;
- return <>
- ≥ {min} matches of [{matches.map((attrs, i) =>
- <React.Fragment key={i}>{i !== 0 && ', '}{renderAttrs(attrs)}</React.Fragment>
- )}] ⇒ {renderStats(1, baseAtk, baseRcv)}
- {max !== min && <> for each ≤ {max} matches: {renderStats(0, bonusAtk, bonusRcv, false)}</>}
- </>;
- }
- case SkillPowerUpKind.ScaleMatchLength: {
- const { attrs, min, max, baseAtk, baseRcv, bonusAtk, bonusRcv } = powerUp as SkillPowerUp.ScaleAttrs;
- return <>
- ≥ {min} × {renderAttrs(attrs)} ⇒ {renderStats(1, baseAtk, baseRcv)}
- {max !== min && <> for each ≤ {max} orbs: {renderStats(0, bonusAtk, bonusRcv, false)}</>}
- </>;
- }
- case SkillPowerUpKind.ScaleCross: {
- const { crosses } = powerUp as SkillPowerUp.ScaleCross;
- return crosses.map(({ single, attr, mul }, i) => <React.Fragment key={i}>
- {i !== 0 && ', '}
- {mul !== 1 && <>{renderStat('atk')} × {formatNumber(mul)} </>}
- {single ? 'when' : 'for each'} cross of {renderAttrs(attr)}
- </React.Fragment>);
- }
- case SkillPowerUpKind.ScaleAwakenings: {
- const { awakenings, value } = powerUp as SkillPowerUp.ScaleAwakenings;
- return <>
- {renderStat('atk')} × {formatNumber(value - 1)} for each {awakenings.map(id =>
- <Asset assetId={`awakening-${id}`} className="CardSkill-icon" key={id} />
- )}
- </>;
- }
- default:
- return <>[ unknown power up ]</>;
- }
- }
- */
- function renderValue(_value, unit, option = {}) {
- function appendToFragment(arg){
- return _appendToFragment(fragment, arg);
- }
- const fragment = document.createDocumentFragment();
- if (typeof localTranslating == "undefined") return fragment;
- const tspv = localTranslating.skill_parse.value;
- switch (_value.kind) {
- case SkillValueKind.Percent: {
- appendToFragment(option.percentToScale ?
- tspv.mul_scale(_value.value.keepCounts()) :
- tspv.mul_percent((_value.value * 100).keepCounts())
- );
- break;
- }
- case SkillValueKind.Constant: {
- appendToFragment(tspv.const((option.showsPlusSign && _value.value >= 0 ? "+" : "") + _value.value.keepCounts(), unit));
- break;
- }
- case SkillValueKind.xHP: {
- appendToFragment(tspv.mul_hp(_value.value.keepCounts(), renderStat('hp')));
- break;
- }
- case SkillValueKind.xATK: {
- appendToFragment(tspv.mul_atk(_value.value.keepCounts(), renderStat('atk')));
- break;
- }
- case SkillValueKind.xRCV: {
- appendToFragment(tspv.mul_rcv(_value.value.keepCounts(), renderStat('rcv')));
- break;
- }
- /*
- case SkillValueKind.Percent: {
- const { value } = _value as SkillValue.Simple;
- return <span>{formatNumber(value * 100)}%</span>;
- }
- case SkillValueKind.Constant: {
- const { value } = _value as SkillValue.Simple;
- return <span>{formatNumber(value)}{unit ? ` ${unit}` : ''}</span>;
- }
- case SkillValueKind.xMaxHP: {
- const { value } = _value as SkillValue.Simple;
- return <span>{formatNumber(value * 100)}% of {renderStat('maxhp')}</span>;
- }
- case SkillValueKind.xHP: {
- const { value } = _value as SkillValue.Simple;
- return <span>{formatNumber(value * 100)}% of {renderStat('hp')}</span>;
- }
- case SkillValueKind.xATK: {
- const { value } = _value as SkillValue.Simple;
- return <span>{formatNumber(value)} × {renderStat('atk')}</span>;
- }
- case SkillValueKind.xRCV: {
- const { value } = _value as SkillValue.Simple;
- return <span>{formatNumber(value)} × {renderStat('rcv')}</span>;
- }
- case SkillValueKind.xTeamRCV: {
- const { value } = _value as SkillValue.Simple;
- return <span>{formatNumber(value)} × {renderStat('teamrcv')}</span>;
- }
- case SkillValueKind.xTeamATK: {
- const { value, attrs } = _value as SkillValue.WithAttributes;
- return <span>{formatNumber(value)} × {renderAttrs(attrs)} {renderStat('teamatk')}</span>;
- }
- case SkillValueKind.HPScale: {
- const { min, max } = _value as SkillValue.Scale;
- return <span>({formatNumber(min)} ⇔ {formatNumber(max)} ∝ {renderStat('hp')}) × {renderStat('atk')}</span>;
- }
- case SkillValueKind.RandomATK: {
- const { min, max } = _value as SkillValue.Scale;
- if (min === max) {
- return <span>{formatNumber(min)} × {renderStat('atk')}</span>;
- } else {
- return <span>(random × {formatNumber(min)} ⇔ {formatNumber(max)}) × {renderStat('atk')}</span>;
- }
- }
- case SkillValueKind.xAwakenings: {
- const { value, awakenings } = _value as SkillValue.WithAwakenings;
- return <span>{formatNumber(value * 100)}% × each of {awakenings.map(id =>
- <Asset assetId={`awakening-${id}`} className="CardSkill-icon" key={id} />
- )}</span>;
- }
- */
- default: {
- console.log(_value.kind, _value);
- appendToFragment(tspv.unknown(_value.kind));
- }
- }
- return fragment;
- }
|