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- document.title = solo?'智龙迷城单人队伍图制作工具':'智龙迷城协力队伍图制作工具';
-
- //高级技能解释
- function parseSkillDescription(skill)
- {
- const id = skill.id;
- if (id == 0) return "";
- const type = skill.type;
- const sk = skill.params;
- let str = null;
-
- //珠子名数组
- 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","武器觉醒","方块心追","5色溜","大防封","大手指","防云","防封条","大SB","满血强化","下半血强化","L盾","L解锁","10c","c珠","语音","奖励增加","HP-","攻击-","回复-","大防暗","大防废","大防毒","掉废","掉毒"];
- 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","中间横行","下方第2横行","最下1横行"];
- //返回属性名
- function attrN(i){return attrsName[i] || ("未知属性" + i);}
- //返回类型名
- function typeN(i){return typeName[i] || ("未知类型" + i);}
- //返回觉醒名
- function awokenN(i){return awokenName[i-1] || ("未知觉醒" + i);}
- //从二进制的数字中获得布尔值数组
- function getBooleanFromBinary(num,reverse=true)
- { /*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。*/
- let arr = num.toString(2).split("").map(c=>{return parseInt(c);});
- if (reverse) arr.reverse();
- return arr;
- }
- //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*/
- 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
- //从二进制(10进制保存)的数字中获得有哪些珠子
- function binPns(b)
- { /*b是输入的数字,比如10进制465转二进制=>111010001
- 然后从地位到高位表示火水木光暗……
- 用逻辑运算AND序号来获得有没有这个值*/
- return getNamesFromBinary(b,attrsName);
- }
- //从二进制的数字中获得有哪些列(colum)
- function binClum(b)
- {
- return getNamesFromBinary(b,ClumsN);
- }
- //从二进制的数字中获得有哪些行(row)
- function binRows(b)
- {
- return getNamesFromBinary(b,RowsN);
- }
-
- let strArr = null;
- switch(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] + "的" + attrN(sk[0]) + "属性攻击";
- break;
- case 2:
- str = "对敌方1体造成自身攻击力×" + sk[0]/100 + "倍的伤害";
- 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 8:
- str = "回复" + sk[0] + "HP";
- break;
- case 9:
- str = attrN(sk[0]) + "变为" + attrN(sk[1] || 0);
- 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]+"%~"+sk[1]+"%的话,受到单一次致命攻击时,将会以1点HP生还";
- break;
- case 15:
- str = "操作时间演延长" + sk[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 = [];
- for (var 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 50:
- str = sk[0] + "回合内" + (sk[1]==5?"回复力":(attrN(sk[1]) + "属性的攻击力")) + "×"+ sk[2]/100 + "倍";
- 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 55:
- str = "对敌方1体造成" + sk[0] + "点无视防御的固定伤害";
- break;
- case 56:
- str = "对敌方全体造成" + sk[0] + "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]/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 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
- strArr = sk;
- if (sk.indexOf(1,-1)>=0)
- {strArr = sk.slice(6,sk.indexOf(1,-1));}
- str = "全画面的宝珠变成" + strArr.map((o)=>{return attrN(o);}).join("、");
- break;
- case 84:
- str = "HP"+(sk[3]?("减少"+ sk[3] +"%"):"变为1")+",对敌方1体造成自身攻击力×" + (sk[1]!=sk[2]?(sk[1]/100+"~"+sk[2]/100):sk[1]/100) + "倍的" + attrN(sk[0]) + "属性伤害";
- break;
- case 85:
- str = "HP减少"+ sk[3] +"%,对敌方全体造成自身攻击力×" + (sk[1]!=sk[2]?(sk[1]/100+"~"+sk[2]/100):sk[1]/100) + "倍的" + attrN(sk[0]) + "属性伤害";
- break;
- case 87:
- str = "HP变为1,,对敌方全体造成"+sk[1]+"点"+attrN(sk[0])+"属性伤害";
- break;
- case 88:
- str = sk[0] + "回合内" + typeN(sk[1]) + "类型的攻击力×"+ sk[2]/100 + "倍";
- break;
- case 90:
- strArr = sk.slice(1,sk.length-1);
- str = sk[0] + "回合内" + strArr.map(attr => {return attrN(attr);}).join("、") + "属性的攻击力×"+ sk[sk.length-1]/100 + "倍";
- break;
- case 92:
- strArr = sk.slice(1,sk.length-1);
- str = sk[0] + "回合内" + strArr.map(type => {return typeN(type);}).join("、") + "类型的攻击力×"+ sk[sk.length-1]/100 + "倍";
- break;
- case 110:
- str = "根据余下HP对敌方"+(sk[0]?"1":"全")+"体造成"+attrN(sk[1])+"属性伤害(100%HP时为自身攻击力的"+sk[2]/100+"倍,1HP时为自身攻击力的"+sk[3]/100+"倍)";
- break;
- case 115:
- 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,并回复伤害${sk[2]}%的HP`;
- break;
- case 116: //多内容主动技能
- str = "按顺序组合发动如下主动技能:<ul>";
- str += sk.map(subSkill => {return "<li>" + parseSkillDescription(Skills[subSkill]) + "</li>";}).join("");
- str += "</ul>";
- break;
- case 118: //随机内容主动技能
- str = "随机发动如下主动技能:<ul>";
- str += sk.map(subSkill => {return "<li>" + parseSkillDescription(Skills[subSkill]) + "</li>";}).join("");
- str += "</ul>";
- break;
- case 117:
- strArr = [];
- if(sk[1]>0) strArr.push(`回复宠物自身回复力x${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 126:
- str = sk[7] +"回合内" + binPns(sk[6]).join("、") + "珠的掉落率提高"+ sk[9] + "%";
- if (sk[7] != sk[8]) str += "还有未知sk[8]";
- break;
- case 127: //生成竖列
- var argArr = sk.slice(6); //获取6开始的参数
- var arrT = [];
- for (var ai=0;ai<argArr.length;ai+=2)
- {
- var clums = binClum(argArr[ai]);
- arrT.push(clums.join("、") +"的宝珠变为" + binPns(argArr[ai+1]).join("、"));
- }
- str = arrT.join(",");
- break;
- case 128: //生成横
- var argArr = sk.slice(6); //获取6开始的参数
- var arrT = [];
- for (var ai=0;ai<argArr.length;ai+=2)
- {
- var rows = binRows(argArr[ai]);
- arrT.push(rows.join("、") +"的宝珠变为" + binPns(argArr[ai+1]).join("、"));
- }
- str = arrT.join(",");
- break;
- case 132:
- str = sk[6] + "回合内,宝珠移动时间" + (sk[8]?("变为"+sk[8]/100+"倍"):("增加"+sk[7]/10+"秒"));
- break;
- case 138: //多内容队长技能
- str = "按顺序组合发动如下队长技能:<ul>";
- str += sk.map(subSkill => {return "<li>" + parseSkillDescription(Skills[subSkill]) + "</li>";}).join("");
- str += "</ul>";
- break;
- case 140:
- str = binPns(sk[6]).join("、") + "宝珠强化(每颗强化珠伤害/回复增加"+sk[7]+"%)";
- break;
- case 141:
- str = "随机生成" + binPns(sk[7]).join("、") + "珠各"+ sk[6] + "个";
- if (sk[7] != sk[8]) str += "还有未知sk[8]";
- break;
- case 144:
- str = "对敌方全体造成"+binPns(sk[6]).join("、")+"属性总攻击力×" + sk[7]/100 + "倍的" + attrN(sk[9]||0) + "属性伤害";
- if (sk[8]>0) str += "还有未知sk[8]";
- break;
- case 146:
- str = "自身以外的宠物技能CD减少"+ (sk[6]!=sk[7]?(sk[6]+"~"+sk[7]):sk[6])+"回合";
- break;
- case 152:
- str = "将"+ binPns(sk[6]).join("、") + "宝珠锁定";
- if (sk[7]!=42) str += "还有未知sk[7]";
- break;
- case 153:
- str = "敌人全体变为"+ attrN(sk[6]) + "属性。(" +(sk[7]?"不":"")+"受防护盾的影响)";
- break;
- case 154:
- str = binPns(sk[6]).join("、") + "珠变为"+ binPns(sk[7]).join("、");
- break;
- case 156: //宝石姬技能
- if (sk[10]==2)
- str = sk[6] + "回合内,根据队伍内觉醒技能"+awokenN(sk[7])+"的数目提升所有属性的攻击力,每个觉醒可以提升"+(sk[11]-100)+"%";
- else if (sk[10]==3)
- str = sk[6] + "回合内,根据队伍内觉醒技能"+awokenN(sk[7])+"的数目减少收到的伤害,每个觉醒可以减少"+sk[11]+"%";
- else
- str = "156宝石姬技能,未知buff类型sk[10]";
- if (sk[8]>0) str += "还有未知sk[8]";
- if (sk[9]>0) str += "还有未知sk[9]";
- break;
- case 160:
- str = sk[0] + "回合内,结算时增加"+sk[1]+"COMBO";
- 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${sk[1]}个或以上${nb(sk[0],attrsName).join("或")}宝珠时`;
- if (sk[2]==sk[3] && sk[4] == sk[5])
- {
- str += `攻击力和回复力${sk[2]/100}倍`;
- if (sk[4]>0)
- {
- str += `,每多1个+${sk[4]/100}倍`;
- }
- if (sk[6]>0)
- {
- str += `,最大${sk[6]}个时${((sk[6]-sk[1])*sk[4]+sk[2])/100}倍`;
- }
- }else
- {
- if (sk[2]>0)
- {
- str += `,攻击力${sk[2]/100}倍`;
- if (sk[4]>0)
- {
- str += `,每多1个+${sk[4]/100}倍`;
- }
- if (sk[6]>0)
- {
- str += `,最大${sk[6]}个时${((sk[6]-sk[1])*sk[4]+sk[2])/100}倍`;
- }
- }
- if (sk[3]>0)
- {
- str += `,回复力${sk[3]/100}倍`;
- if (sk[5]>0)
- {
- str += `,每多1个+${sk[5]/100}倍`;
- }
- if (sk[6]>0)
- {
- str += `,最大${sk[6]}个时${((sk[6]-sk[1])*sk[5]+sk[3])/100}倍`;
- }
- }
- }
- break;
- case 172:
- str = "解锁所有宝珠";
- break;
- case 176:
- //●◉○◍◯
- var table = [sk[0],sk[1],sk[2],sk[3],sk[4]];
- str = "以如下形状生成" + attrN(sk[5]||0) + "宝珠<br>";
- str += table.map(r=>{
- var rArr = [];
- for(var c=0;c<=5;c++)
- {
- rArr.push(r & Math.pow(2,c)?"●":"○");
- }
- return rArr.join("");
- }).join("<br>");
- 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 184:
- str = sk[0] + "回合内,天降的宝珠不会产生COMBO";
- break;
- case 180:
- str = sk[0] + "回合内," + sk[1] + "%概率掉落强化宝珠";
- break;
- case 186:
- str = '<span class="spColor">版面变为【7×6】</span>';
- strArr =[];
- if (sk[0]) {strArr.push(nb(sk[0],attrsName).join("、") + "属性");}
- if (sk[1]) {strArr.push(nb(sk[1],typeName).join("、") + "类型");}
- if (strArr.length) str += strArr.join("和") + "宠物的";
- strArr =[];
- if (sk[2]) {strArr.push("HP " + sk[2]/100 + "倍");}
- if (sk[3]) {strArr.push("攻击力 " + sk[3]/100 + "倍");}
- if (sk[4]) {strArr.push("回复力 " + sk[4]/100 + "倍");}
- str += strArr.join("、") + "。";
- break;
- case 188:
- str = "对敌方1体造成" + sk[0] + "点无视防御的固定伤害(×多次)";
- break;
- case 191:
- str = sk[0] + "回合内可以贯穿伤害无效盾";
- break;
- case 195:
- str = "HP减少"+ sk[0] + "%";
- break;
- case 196:
- str = "无法消除宝珠状态减少"+ sk[0] + "回合";
- break;
- default:
- str = "未知的技能类型" + type + "(No." + id + ")";
- const copySkill = JSON.parse(JSON.stringify(skill));
- copySkill.params = copySkill.params.map(p=>{return [p,getBooleanFromBinary(p).join("")];});
- console.log("未知的技能类型",copySkill);
- break;
- }
- return str;
- }
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