添加延迟类技能
This commit is contained in:
parent
70dfd133e8
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1aa215f6b8
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@ -26,9 +26,10 @@
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force_reload_data: "強制刷新數據",
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force_reload_data: "強制刷新數據",
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skill_parse: {
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skill_parse: {
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skill: {
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skill: {
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error: tp`😫技能解析发生错误,请将角色 ID 反馈给开发者。`,
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error: tp`😫技能解析發生錯誤,請將角色 ID 反饋給開發者。`,
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unknown: tp`未知的技能類型:${'type'}`, //type
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unknown: tp`未知的技能類型:${'type'}`, //type
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active_turns: tp`${'turns'} 回合內,${'skills'}`, //turns, skills
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active_turns: tp`${'turns'} 回合內,${'skills'}`, //turns, skills
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delay_active_turns: tp`【${'turns'}回合以後生效】:${`icon`}${'skills'}`,
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random_skills: tp`隨機發動以下技能:${'skills'}`, //skills
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random_skills: tp`隨機發動以下技能:${'skills'}`, //skills
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evolved_skills: tp`技能使用後會進化為下一階段:${'skills'}`, //skills
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evolved_skills: tp`技能使用後會進化為下一階段:${'skills'}`, //skills
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evolved_skills_loop: tp`${`icon`}使用後返回第一階段`,
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evolved_skills_loop: tp`${`icon`}使用後返回第一階段`,
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@ -54,7 +55,8 @@
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follow_attack_fixed: tp`追加${'damage'}的${'attr'}傷害`,
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follow_attack_fixed: tp`追加${'damage'}的${'attr'}傷害`,
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auto_heal_buff: tp`行動結束後${'icon'}回復${'value'}的${'stats'}`,
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auto_heal_buff: tp`行動結束後${'icon'}回復${'value'}的${'stats'}`,
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auto_heal: tp`${'icon'}消除寶珠的回合,回復${'belong_to'}${'value'}的${'stats'}`,
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auto_heal: tp`${'icon'}消除寶珠的回合,回復${'belong_to'}${'value'}的${'stats'}`,
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ctw: tp`${'icon'}${'value'}內時間停止,可以任意移動寶珠`,
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ctw: tp`${'icon'}${'time'}內時間停止,可以任意移動寶珠${'addition'}`,
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ctw_addition: tp`,達成${'cond'}時,${'skill'}`,
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gravity: tp`${'icon'}造成${'target'}${'value'}的傷害`,
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gravity: tp`${'icon'}造成${'target'}${'value'}的傷害`,
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resolve: tp`${'icon'}如${'stats'}≧${'min'},受到單一次致命攻擊時,將會以1點 HP 生還`,
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resolve: tp`${'icon'}如${'stats'}≧${'min'},受到單一次致命攻擊時,將會以1點 HP 生還`,
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board_change: tp`全畫面的寶珠變為${'orbs'}`,
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board_change: tp`全畫面的寶珠變為${'orbs'}`,
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@ -86,10 +88,10 @@
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rate_multiply_drop: tp`${'icon'}怪物蛋掉落率`,
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rate_multiply_drop: tp`${'icon'}怪物蛋掉落率`,
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rate_multiply_coin: tp`${'icon'}金幣掉落率`,
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rate_multiply_coin: tp`${'icon'}金幣掉落率`,
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rate_multiply_exp: tp`${'icon'}等級經驗倍率`,
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rate_multiply_exp: tp`${'icon'}等級經驗倍率`,
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reduce_damage: tp`${'condition'}受到的${'attrs'}傷害${'icon'}減少${'value'}`,
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reduce_damage: tp`${'condition'}受到的${'attrs'}傷害${'chance'}${'icon'}減少${'value'}`,
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power_up: tp`${'condition'}${'targets'}${'target'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
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power_up: tp`${'condition'}${'targets'}${'target'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
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power_up_targets: tp`${'attrs_types'}的 `,
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power_up_targets: tp`${'attrs_types'}的 `,
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henshin: tp`變身為${'card'}`,
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henshin: tp`變身為${'cards'}`,
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random_henshin: tp`隨機變身為${'cards'}`,
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random_henshin: tp`隨機變身為${'cards'}`,
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void_poison: tp`消除${'poison'}時不會受到毒傷害`,
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void_poison: tp`消除${'poison'}時不會受到毒傷害`,
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skill_proviso: tp`${'condition'}才能發動後續效果`,
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skill_proviso: tp`${'condition'}才能發動後續效果`,
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@ -138,7 +140,7 @@
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compo_type_team_total_rarity: tp`隊伍的總★稀有度 ≤${'rarity'} 時`,
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compo_type_team_total_rarity: tp`隊伍的總★稀有度 ≤${'rarity'} 時`,
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compo_type_team_same_rarity: tp`隊伍的稀有度都為${'rarity'}時`,
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compo_type_team_same_rarity: tp`隊伍的稀有度都為${'rarity'}時`,
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stage_less_or_equal: tp`${'stage'} ≤ ${'max'} 時`, //地下城层数
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stage_less_or_equal: tp`${'stage'} ≤ ${'max'} 時`, //地下城層數
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stage_greater_or_equal: tp`${'stage'} ≥ ${'min'} 時`,
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stage_greater_or_equal: tp`${'stage'} ≥ ${'min'} 時`,
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L_shape: tp`以L字形式消除5個${'orbs'}時`,
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L_shape: tp`以L字形式消除5個${'orbs'}時`,
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@ -149,6 +151,7 @@
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bottom: tp`下方第${'pos'}橫行`,
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bottom: tp`下方第${'pos'}橫行`,
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left: tp`左方第${'pos'}豎列`,
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left: tp`左方第${'pos'}豎列`,
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right: tp`右方第${'pos'}豎列`,
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right: tp`右方第${'pos'}豎列`,
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random: tp`隨機位置`,
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shape: tp`指定位置`,
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shape: tp`指定位置`,
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},
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},
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value: {
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value: {
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@ -251,7 +254,8 @@
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any: tp`任何${'cotent'}`,
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any: tp`任何${'cotent'}`,
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},
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},
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board: {
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board: {
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cloud: tp`${'icon'}雲`,
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clouds: tp`${'icon'}雲`,
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immobility: tp`${'icon'}封條`,
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roulette: tp`${'icon'}輪盤位`,
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roulette: tp`${'icon'}輪盤位`,
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roulette_time: tp`(每${'duration'}變換)`,
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roulette_time: tp`(每${'duration'}變換)`,
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},
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},
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@ -336,7 +340,7 @@
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[62]: tp`${'icon'}c珠`,
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[62]: tp`${'icon'}c珠`,
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[63]: tp`${'icon'}語音`,
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[63]: tp`${'icon'}語音`,
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[64]: tp`${'icon'}獎勵增加`,
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[64]: tp`${'icon'}獎勵增加`,
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[65]: tp`${'icon'} HP -`,
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[65]: tp`${'icon'}HP -`,
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[66]: tp`${'icon'}攻擊-`,
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[66]: tp`${'icon'}攻擊-`,
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[67]: tp`${'icon'}回復-`,
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[67]: tp`${'icon'}回復-`,
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[68]: tp`${'icon'}大防暗`,
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[68]: tp`${'icon'}大防暗`,
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@ -354,8 +358,8 @@
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[80]: tp`${'icon'}4色`,
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[80]: tp`${'icon'}4色`,
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[81]: tp`${'icon'}5色`,
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[81]: tp`${'icon'}5色`,
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[82]: tp`${'icon'}12珠`,
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[82]: tp`${'icon'}12珠`,
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[83]: tp`${'icon'}附加神類型`,
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[83]: tp`${'icon'}附加龍類型`,
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[84]: tp`${'icon'}附加龍類型`,
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[84]: tp`${'icon'}附加神類型`,
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[85]: tp`${'icon'}附加惡魔類型`,
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[85]: tp`${'icon'}附加惡魔類型`,
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[86]: tp`${'icon'}附加機械類型`,
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[86]: tp`${'icon'}附加機械類型`,
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[87]: tp`${'icon'}附加平衡類型`,
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[87]: tp`${'icon'}附加平衡類型`,
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@ -380,6 +384,7 @@
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}
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}
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},
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},
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};
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};
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deepMerge(localTranslating, _localTranslating);
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deepMerge(localTranslating, _localTranslating);
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localisation(localTranslating);
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localisation(localTranslating);
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@ -29,6 +29,7 @@
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error: tp`😫技能解析发生错误,请将角色 ID 反馈给开发者。`,
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error: tp`😫技能解析发生错误,请将角色 ID 反馈给开发者。`,
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unknown: tp`未知的技能类型:${'type'}`, //type
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unknown: tp`未知的技能类型:${'type'}`, //type
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active_turns: tp`${'turns'} 回合内,${'skills'}`, //turns, skills
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active_turns: tp`${'turns'} 回合内,${'skills'}`, //turns, skills
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delay_active_turns: tp`【${'turns'}回合以后生效】:${`icon`}${'skills'}`,
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random_skills: tp`随机发动以下技能:${'skills'}`, //skills
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random_skills: tp`随机发动以下技能:${'skills'}`, //skills
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evolved_skills: tp`技能使用后会进化为下一阶段:${'skills'}`, //skills
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evolved_skills: tp`技能使用后会进化为下一阶段:${'skills'}`, //skills
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evolved_skills_loop: tp`${`icon`}使用后返回第一阶段`,
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evolved_skills_loop: tp`${`icon`}使用后返回第一阶段`,
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@ -43,6 +43,7 @@ let localTranslating = {
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error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
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error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
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unknown: tp`Unkonwn skill type: ${'type'}`,
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unknown: tp`Unkonwn skill type: ${'type'}`,
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active_turns: tp`${'skills'}, for ${'turns'} turns`,
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active_turns: tp`${'skills'}, for ${'turns'} turns`,
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delay_active_turns: tp`[Activated after ${'turns'} turns]:${`icon`}${'skills'}`,
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random_skills: tp`Random Activates these skills:${'skills'}`,
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random_skills: tp`Random Activates these skills:${'skills'}`,
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evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
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evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
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evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
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evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
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@ -435,6 +435,7 @@ const SkillKinds = {
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Error: "error",
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Error: "error",
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Unknown: "unknown",
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Unknown: "unknown",
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ActiveTurns: "active-turns",
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ActiveTurns: "active-turns",
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DelayActiveTurns: "delay-active-turns",
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DamageEnemy: "damage-enemy",
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DamageEnemy: "damage-enemy",
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Vampire: "vampire",
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Vampire: "vampire",
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ReduceDamage: "reduce-damage",
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ReduceDamage: "reduce-damage",
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@ -951,6 +952,9 @@ const p = {
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function activeTurns(turns, ...skills) {
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function activeTurns(turns, ...skills) {
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return skills.length ? { kind: SkillKinds.ActiveTurns, turns, skills } : null;
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return skills.length ? { kind: SkillKinds.ActiveTurns, turns, skills } : null;
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}
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}
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function delayActiveTurns(turns, ...skills) {
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return skills.length ? { kind: SkillKinds.DelayActiveTurns, turns, skills } : null;
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}
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function damageEnemy(target, attr, damage) {
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function damageEnemy(target, attr, damage) {
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return { kind: SkillKinds.DamageEnemy, target: target, attr: attr, damage: damage };
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return { kind: SkillKinds.DamageEnemy, target: target, attr: attr, damage: damage };
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}
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}
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@ -1650,6 +1654,11 @@ const skillObjectParsers = {
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[247](time, attr, min, cap) { //限定时间内转出多少色提高伤害上限
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[247](time, attr, min, cap) { //限定时间内转出多少色提高伤害上限
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return CTW(v.constant(time), c.attrs(flags(attr), min) , increaseDamageCap(cap * 1e8, ["self"]));
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return CTW(v.constant(time), c.attrs(flags(attr), min) , increaseDamageCap(cap * 1e8, ["self"]));
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},
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},
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[248](turns, ...ids) { //几回合后才生效的技能
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return delayActiveTurns(turns,
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...ids.flatMap(id => this.parser(id))
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);
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},
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[1000](type, pos, ...ids) {
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[1000](type, pos, ...ids) {
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const posType = (type=>{
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const posType = (type=>{
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switch (type) {
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switch (type) {
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@ -1852,6 +1861,19 @@ function renderSkill(skill, option = {})
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frg.ap(tsp.skill.active_turns(dict));
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frg.ap(tsp.skill.active_turns(dict));
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break;
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break;
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}
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}
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case SkillKinds.DelayActiveTurns: { //有推迟回合的行动
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let { turns, skills } = skill;
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let dict = {
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turns: Array.isArray(turns) ? turns.join(tsp.word.range_hyphen().textContent) : turns,
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icon: createIcon(SkillKinds.Delay),
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skills: renderSkillEntry(skills),
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};
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frg.ap(tsp.skill.delay_active_turns(dict));
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//独立出来
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//frg.ap();
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break;
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}
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case SkillKinds.RandomSkills: { //随机技能
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case SkillKinds.RandomSkills: { //随机技能
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let skills = skill.skills;
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let skills = skill.skills;
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const ul = document.createElement("ul");
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const ul = document.createElement("ul");
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@ -8059,11 +8059,11 @@ const cachesMap = new Map([
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],
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],
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[
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[
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"script-json_data.js",
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"script-json_data.js",
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"5bef76ef0483cdea60b444fb9aeb16dc"
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"05be7c7af5e6f54538eaf67e05dff2fe"
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],
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],
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[
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[
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"script-skill-parser.js",
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"script-skill-parser.js",
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"640054aa1e74d653993af4c9a4de5b00"
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"f57a3624994beb0451d939c3d7f4bb0b"
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],
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],
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[
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[
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"script-universal_function.js",
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"script-universal_function.js",
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],
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],
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[
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[
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"style.css",
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"style.css",
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"ea0c9d5bb0aefd3032eb7de8500d4f14"
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"dcb5e55a3ba324e4f420985bda447039"
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],
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],
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[
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[
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"temp.js",
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"temp.js",
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],
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],
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[
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[
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"languages/zh-TW.js",
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"languages/zh-TW.js",
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"ff4ea609b4074b067511d2e78ea956e9"
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"89ef564f78c991c23a099bfceffb2d48"
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],
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],
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[
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[
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"languages/zh.css",
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"languages/zh.css",
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],
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],
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[
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[
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"languages/zh.js",
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"languages/zh.js",
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"8d3c3fdb4887f4ba12be36b1609ba79e"
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"f152c5d10b135171bd78f29ad868f397"
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],
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],
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[
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[
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"images/attrs.png",
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"images/attrs.png",
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