171新增一个阶梯倍率
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@ -1145,6 +1145,7 @@ function parseSkillDescription(skill) {
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}
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if (sk[5] && sk[5] !== 100) str += `,所有宠物的${getFixedHpAtkRcvString({atk:sk[5]})}`;
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if (sk[6]) str += `,受到的伤害减少${sk[6]}%`;
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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`;
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break;
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case 172:
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str = `解锁所有宝珠`;
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@ -1199,9 +1199,9 @@ const parsers = {
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},
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[169](min, base, percent, bonus, max) { return powerUp(null, null, p.scaleCombos(min, max ?? min, [base || 100, 100], [bonus, 0]), null, v.percent(percent)); },
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[170](attrs, min, base, percent, bonus, stage) { return powerUp(null, null, p.scaleAttrs(flags(attrs), min, min + (stage ? stage - 1 : 0), [base, 100], [bonus ?? 0, 0]), null, v.percent(percent)); },
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[171](attrs1, attrs2, attrs3, attrs4, min, mul, percent) {
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[171](attrs1, attrs2, attrs3, attrs4, min, mul, percent, bonus) {
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const attrs = [attrs1, attrs2, attrs3, attrs4].filter(Boolean);
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return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, min, [mul, 100], [0, 0]), null, v.percent(percent));
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return powerUp(null, null, p.scaleMatchAttrs(attrs.map(flags), min, bonus ? attrs.length : min, [mul, 100], [bonus ?? 0, 0]), null, v.percent(percent));
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},
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[172]() { return setOrbState(null, 'unlocked'); },
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[173](turns, attrAbsorb, comboAbsorb, damageAbsorb) {
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