这代码真难写
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@ -9,12 +9,12 @@ const localTranslating = {
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mass_attack: tp`${'icon'}所有攻击变为全体攻击`,
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leader_change: tp`${'icon'}将自身换为队长,再次使用则换回来`,
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no_skyfall: tp`${'icon'}天降的宝珠不会消除`,
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heal: tp`${'icon'}回复 ${'value'} 的 ${'stats'}`,
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heal: tp`${'icon'}回复 ${'belong_to'}${'value'} 的 ${'stats'}`,
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defense_break: tp`${'icon'}敌方的防御力减少 ${'value'}`,
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poison: tp`${'icon'}使${'target'}全体中毒,每回合损失${'belong_to'} ${'value'} 的 ${'stats'}`,
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time_extend: (valueElement)=> [`宝珠移动时间`, valueElement],
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follow_attack: (valueElement)=> [`消除宝珠的回合,以`, valueElement, `的伤害追打敌人`],
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auto_heal: (valueElement)=> [`消除宝珠的回合,回复`, valueElement, `的 HP`],
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time_extend: tp`${'icon'}宝珠移动时间 ${'value'}`,
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follow_attack: tp`${'icon'}消除宝珠的回合,以${'belong_to'}${'value'}的伤害追打${'target'}(计算防御力)`,//(valueElement)=> [`消除宝珠的回合,以`, valueElement, `的伤害追打敌人`],
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auto_heal: tp`${'icon'}消除宝珠的回合,回复${'belong_to'}${'value'}的 ${'stats'}`,
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ctw: (valueElement)=> [valueElement, `内时间停止,可以任意移动宝珠`],
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gravity: tp`造成${'target'}${'value'}的伤害`,//(valueElement)=> [`造成敌方`, valueElement, `的伤害`],
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resolve: (stats, valueElement, probability)=> [probability ? `有${(probability* 100).keepCounts()}%的几率`:'',`如当前`,valueElement,`,受到单一次致命攻击时,将会以1点 HP 生还`],
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@ -31,6 +31,7 @@ const localTranslating = {
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target: {
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self: tp`发动者自身`,
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enemy: tp`敌人`,
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team: tp`队伍`,
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},
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stats: {
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unknown: tp`[ 未知状态: ${'type'}]`, //type
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@ -11,13 +11,19 @@ function tp(strings, ...keys) {
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{
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value = document.createTextNode(value);
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}
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try{
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//console.log(value);
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fragment.appendChild(value);
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}catch(e)
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if (value == undefined)
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{
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console.log(value, e);
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console.log(keys, values);
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console.log("模板字符串中 %s 未找到输入数据",key);
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}else
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{
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try{
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//console.log(value);
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fragment.appendChild(value);
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}catch(e)
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{
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console.log(value, e);
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console.log(keys, values);
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}
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}
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fragment.appendChild(document.createTextNode(strings[i + 1]));
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});
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@ -769,10 +775,10 @@ function renderSkill(skill, option = {})
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break;
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}
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case SkillKinds.Heal: { //回血主动
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console.log(skill)
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dict = {
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icon: option.forTurns ? createIcon("auto-heal") : createIcon("heal", "hp-incr"),
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value: renderValue(skill.value),
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belong_to: option.forTurns ? tsp.target.team() : tsp.target.self(),
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value: renderValue(skill.value, {percent: option.forTurns}),
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stats: tsp.stats.hp(),
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};
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atf(tsp.skill.heal(dict));
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@ -798,17 +804,31 @@ function renderSkill(skill, option = {})
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break;
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}
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case SkillKinds.TimeExtend: { //时间变化buff
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atf(createIcon("status-time", SkillValue.isLess(skill.value) ? "time-decr" : "time-incr"));
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atf(tsp.skill.time_extend(renderValue(skill.value, { unit: tsp.unit.seconds, plusSign:true, percent:true })));
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dict = {
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icon: createIcon("status-time", SkillValue.isLess(skill.value) ? "time-decr" : "time-incr"),
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value: renderValue(skill.value, { unit:tsp.unit.seconds, plusSign:true, percent:true }),
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};
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atf(tsp.skill.time_extend(dict));
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break;
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}
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case SkillKinds.FollowAttack: { //队长技追打
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atf(tsp.skill.follow_attack(renderValue(skill.value)));
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dict = {
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//icon: createIcon("follow_attack"),
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belong_to: tsp.target.self(),
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target: tsp.target.enemy(),
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value: renderValue(skill.value),
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};
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atf(tsp.skill.follow_attack(dict));
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break;
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}
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case SkillKinds.AutoHeal: { //队长技自动回血
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atf(createIcon("auto-heal"));
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atf(tsp.skill.auto_heal(renderValue(skill.value)));
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dict = {
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icon: createIcon("auto-heal"),
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belong_to: tsp.target.self(),
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value: renderValue(skill.value),
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stats: tsp.stats.hp(),
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};
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atf(tsp.skill.auto_heal(dict));
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break;
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}
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case SkillKinds.CTW: { //时间暂停
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