添加延迟类技能

This commit is contained in:
枫谷剑仙 2022-12-23 21:41:31 +08:00
parent 70dfd133e8
commit 1aa215f6b8
6 changed files with 45 additions and 15 deletions

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@ -26,9 +26,10 @@
force_reload_data: "強制刷新數據", force_reload_data: "強制刷新數據",
skill_parse: { skill_parse: {
skill: { skill: {
error: tp`😫技能解析发生错误,请将角色 ID 反馈给开发者。`, error: tp`😫技能解析發生錯誤,請將角色 ID 反饋給開發者。`,
unknown: tp`未知的技能類型:${'type'}`, //type unknown: tp`未知的技能類型:${'type'}`, //type
active_turns: tp`${'turns'} 回合內,${'skills'}`, //turns, skills active_turns: tp`${'turns'} 回合內,${'skills'}`, //turns, skills
delay_active_turns: tp`${'turns'}回合以後生效】:${`icon`}${'skills'}`,
random_skills: tp`隨機發動以下技能:${'skills'}`, //skills random_skills: tp`隨機發動以下技能:${'skills'}`, //skills
evolved_skills: tp`技能使用後會進化為下一階段:${'skills'}`, //skills evolved_skills: tp`技能使用後會進化為下一階段:${'skills'}`, //skills
evolved_skills_loop: tp`${`icon`}使用後返回第一階段`, evolved_skills_loop: tp`${`icon`}使用後返回第一階段`,
@ -54,7 +55,8 @@
follow_attack_fixed: tp`追加${'damage'}${'attr'}傷害`, follow_attack_fixed: tp`追加${'damage'}${'attr'}傷害`,
auto_heal_buff: tp`行動結束後${'icon'}回復${'value'}${'stats'}`, auto_heal_buff: tp`行動結束後${'icon'}回復${'value'}${'stats'}`,
auto_heal: tp`${'icon'}消除寶珠的回合,回復${'belong_to'}${'value'}${'stats'}`, auto_heal: tp`${'icon'}消除寶珠的回合,回復${'belong_to'}${'value'}${'stats'}`,
ctw: tp`${'icon'}${'value'}內時間停止,可以任意移動寶珠`, ctw: tp`${'icon'}${'time'}內時間停止,可以任意移動寶珠${'addition'}`,
ctw_addition: tp`,達成${'cond'}時,${'skill'}`,
gravity: tp`${'icon'}造成${'target'}${'value'}的傷害`, gravity: tp`${'icon'}造成${'target'}${'value'}的傷害`,
resolve: tp`${'icon'}${'stats'}${'min'}受到單一次致命攻擊時將會以1點 HP 生還`, resolve: tp`${'icon'}${'stats'}${'min'}受到單一次致命攻擊時將會以1點 HP 生還`,
board_change: tp`全畫面的寶珠變為${'orbs'}`, board_change: tp`全畫面的寶珠變為${'orbs'}`,
@ -86,10 +88,10 @@
rate_multiply_drop: tp`${'icon'}怪物蛋掉落率`, rate_multiply_drop: tp`${'icon'}怪物蛋掉落率`,
rate_multiply_coin: tp`${'icon'}金幣掉落率`, rate_multiply_coin: tp`${'icon'}金幣掉落率`,
rate_multiply_exp: tp`${'icon'}等級經驗倍率`, rate_multiply_exp: tp`${'icon'}等級經驗倍率`,
reduce_damage: tp`${'condition'}受到的${'attrs'}傷害${'icon'}減少${'value'}`, reduce_damage: tp`${'condition'}受到的${'attrs'}傷害${'chance'}${'icon'}減少${'value'}`,
power_up: tp`${'condition'}${'targets'}${'target'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`, power_up: tp`${'condition'}${'targets'}${'target'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
power_up_targets: tp`${'attrs_types'}`, power_up_targets: tp`${'attrs_types'}`,
henshin: tp`變身為${'card'}`, henshin: tp`變身為${'cards'}`,
random_henshin: tp`隨機變身為${'cards'}`, random_henshin: tp`隨機變身為${'cards'}`,
void_poison: tp`消除${'poison'}時不會受到毒傷害`, void_poison: tp`消除${'poison'}時不會受到毒傷害`,
skill_proviso: tp`${'condition'}才能發動後續效果`, skill_proviso: tp`${'condition'}才能發動後續效果`,
@ -138,7 +140,7 @@
compo_type_team_total_rarity: tp`隊伍的總★稀有度 ≤${'rarity'}`, compo_type_team_total_rarity: tp`隊伍的總★稀有度 ≤${'rarity'}`,
compo_type_team_same_rarity: tp`隊伍的稀有度都為${'rarity'}`, compo_type_team_same_rarity: tp`隊伍的稀有度都為${'rarity'}`,
stage_less_or_equal: tp`${'stage'}${'max'}`, //地下城层数 stage_less_or_equal: tp`${'stage'}${'max'}`, //地下城層數
stage_greater_or_equal: tp`${'stage'}${'min'}`, stage_greater_or_equal: tp`${'stage'}${'min'}`,
L_shape: tp`以L字形式消除5個${'orbs'}`, L_shape: tp`以L字形式消除5個${'orbs'}`,
@ -149,6 +151,7 @@
bottom: tp`下方第${'pos'}橫行`, bottom: tp`下方第${'pos'}橫行`,
left: tp`左方第${'pos'}豎列`, left: tp`左方第${'pos'}豎列`,
right: tp`右方第${'pos'}豎列`, right: tp`右方第${'pos'}豎列`,
random: tp`隨機位置`,
shape: tp`指定位置`, shape: tp`指定位置`,
}, },
value: { value: {
@ -251,7 +254,8 @@
any: tp`任何${'cotent'}`, any: tp`任何${'cotent'}`,
}, },
board: { board: {
cloud: tp`${'icon'}`, clouds: tp`${'icon'}`,
immobility: tp`${'icon'}封條`,
roulette: tp`${'icon'}輪盤位`, roulette: tp`${'icon'}輪盤位`,
roulette_time: tp`(每${'duration'}變換)`, roulette_time: tp`(每${'duration'}變換)`,
}, },
@ -336,7 +340,7 @@
[62]: tp`${'icon'}c珠`, [62]: tp`${'icon'}c珠`,
[63]: tp`${'icon'}語音`, [63]: tp`${'icon'}語音`,
[64]: tp`${'icon'}獎勵增加`, [64]: tp`${'icon'}獎勵增加`,
[65]: tp`${'icon'} HP -`, [65]: tp`${'icon'}HP -`,
[66]: tp`${'icon'}攻擊-`, [66]: tp`${'icon'}攻擊-`,
[67]: tp`${'icon'}回復-`, [67]: tp`${'icon'}回復-`,
[68]: tp`${'icon'}大防暗`, [68]: tp`${'icon'}大防暗`,
@ -354,8 +358,8 @@
[80]: tp`${'icon'}4色`, [80]: tp`${'icon'}4色`,
[81]: tp`${'icon'}5色`, [81]: tp`${'icon'}5色`,
[82]: tp`${'icon'}12珠`, [82]: tp`${'icon'}12珠`,
[83]: tp`${'icon'}附加類型`, [83]: tp`${'icon'}附加類型`,
[84]: tp`${'icon'}附加類型`, [84]: tp`${'icon'}附加類型`,
[85]: tp`${'icon'}附加惡魔類型`, [85]: tp`${'icon'}附加惡魔類型`,
[86]: tp`${'icon'}附加機械類型`, [86]: tp`${'icon'}附加機械類型`,
[87]: tp`${'icon'}附加平衡類型`, [87]: tp`${'icon'}附加平衡類型`,
@ -380,6 +384,7 @@
} }
}, },
}; };
deepMerge(localTranslating, _localTranslating); deepMerge(localTranslating, _localTranslating);
localisation(localTranslating); localisation(localTranslating);

View File

@ -29,6 +29,7 @@
error: tp`😫技能解析发生错误,请将角色 ID 反馈给开发者。`, error: tp`😫技能解析发生错误,请将角色 ID 反馈给开发者。`,
unknown: tp`未知的技能类型:${'type'}`, //type unknown: tp`未知的技能类型:${'type'}`, //type
active_turns: tp`${'turns'} 回合内,${'skills'}`, //turns, skills active_turns: tp`${'turns'} 回合内,${'skills'}`, //turns, skills
delay_active_turns: tp`${'turns'}回合以后生效】:${`icon`}${'skills'}`,
random_skills: tp`随机发动以下技能:${'skills'}`, //skills random_skills: tp`随机发动以下技能:${'skills'}`, //skills
evolved_skills: tp`技能使用后会进化为下一阶段:${'skills'}`, //skills evolved_skills: tp`技能使用后会进化为下一阶段:${'skills'}`, //skills
evolved_skills_loop: tp`${`icon`}使用后返回第一阶段`, evolved_skills_loop: tp`${`icon`}使用后返回第一阶段`,

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@ -43,6 +43,7 @@ let localTranslating = {
error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`, error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
unknown: tp`Unkonwn skill type: ${'type'}`, unknown: tp`Unkonwn skill type: ${'type'}`,
active_turns: tp`${'skills'}, for ${'turns'} turns`, active_turns: tp`${'skills'}, for ${'turns'} turns`,
delay_active_turns: tp`[Activated after ${'turns'} turns]:${`icon`}${'skills'}`,
random_skills: tp`Random Activates these skills:${'skills'}`, random_skills: tp`Random Activates these skills:${'skills'}`,
evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`, evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`, evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,

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@ -435,6 +435,7 @@ const SkillKinds = {
Error: "error", Error: "error",
Unknown: "unknown", Unknown: "unknown",
ActiveTurns: "active-turns", ActiveTurns: "active-turns",
DelayActiveTurns: "delay-active-turns",
DamageEnemy: "damage-enemy", DamageEnemy: "damage-enemy",
Vampire: "vampire", Vampire: "vampire",
ReduceDamage: "reduce-damage", ReduceDamage: "reduce-damage",
@ -951,6 +952,9 @@ const p = {
function activeTurns(turns, ...skills) { function activeTurns(turns, ...skills) {
return skills.length ? { kind: SkillKinds.ActiveTurns, turns, skills } : null; return skills.length ? { kind: SkillKinds.ActiveTurns, turns, skills } : null;
} }
function delayActiveTurns(turns, ...skills) {
return skills.length ? { kind: SkillKinds.DelayActiveTurns, turns, skills } : null;
}
function damageEnemy(target, attr, damage) { function damageEnemy(target, attr, damage) {
return { kind: SkillKinds.DamageEnemy, target: target, attr: attr, damage: damage }; return { kind: SkillKinds.DamageEnemy, target: target, attr: attr, damage: damage };
} }
@ -1650,6 +1654,11 @@ const skillObjectParsers = {
[247](time, attr, min, cap) { //限定时间内转出多少色提高伤害上限 [247](time, attr, min, cap) { //限定时间内转出多少色提高伤害上限
return CTW(v.constant(time), c.attrs(flags(attr), min) , increaseDamageCap(cap * 1e8, ["self"])); return CTW(v.constant(time), c.attrs(flags(attr), min) , increaseDamageCap(cap * 1e8, ["self"]));
}, },
[248](turns, ...ids) { //几回合后才生效的技能
return delayActiveTurns(turns,
...ids.flatMap(id => this.parser(id))
);
},
[1000](type, pos, ...ids) { [1000](type, pos, ...ids) {
const posType = (type=>{ const posType = (type=>{
switch (type) { switch (type) {
@ -1852,6 +1861,19 @@ function renderSkill(skill, option = {})
frg.ap(tsp.skill.active_turns(dict)); frg.ap(tsp.skill.active_turns(dict));
break; break;
} }
case SkillKinds.DelayActiveTurns: { //有推迟回合的行动
let { turns, skills } = skill;
let dict = {
turns: Array.isArray(turns) ? turns.join(tsp.word.range_hyphen().textContent) : turns,
icon: createIcon(SkillKinds.Delay),
skills: renderSkillEntry(skills),
};
frg.ap(tsp.skill.delay_active_turns(dict));
//独立出来
//frg.ap();
break;
}
case SkillKinds.RandomSkills: { //随机技能 case SkillKinds.RandomSkills: { //随机技能
let skills = skill.skills; let skills = skill.skills;
const ul = document.createElement("ul"); const ul = document.createElement("ul");

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@ -8059,11 +8059,11 @@ const cachesMap = new Map([
], ],
[ [
"script-json_data.js", "script-json_data.js",
"5bef76ef0483cdea60b444fb9aeb16dc" "05be7c7af5e6f54538eaf67e05dff2fe"
], ],
[ [
"script-skill-parser.js", "script-skill-parser.js",
"640054aa1e74d653993af4c9a4de5b00" "f57a3624994beb0451d939c3d7f4bb0b"
], ],
[ [
"script-universal_function.js", "script-universal_function.js",
@ -8083,7 +8083,7 @@ const cachesMap = new Map([
], ],
[ [
"style.css", "style.css",
"ea0c9d5bb0aefd3032eb7de8500d4f14" "dcb5e55a3ba324e4f420985bda447039"
], ],
[ [
"temp.js", "temp.js",
@ -8135,7 +8135,7 @@ const cachesMap = new Map([
], ],
[ [
"languages/zh-TW.js", "languages/zh-TW.js",
"ff4ea609b4074b067511d2e78ea956e9" "89ef564f78c991c23a099bfceffb2d48"
], ],
[ [
"languages/zh.css", "languages/zh.css",
@ -8143,7 +8143,7 @@ const cachesMap = new Map([
], ],
[ [
"languages/zh.js", "languages/zh.js",
"8d3c3fdb4887f4ba12be36b1609ba79e" "f152c5d10b135171bd78f29ad868f397"
], ],
[ [
"images/attrs.png", "images/attrs.png",

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@ -3891,7 +3891,8 @@ table .orb-icon
{ {
color: #ff3600; color: #ff3600;
} }
.card-skill-list .skill-proviso .card-skill-list .skill-proviso,
.delay-active-turns::first-line /*延迟生效技能的第一行*/
{ {
color: blue; color: blue;
} }