改了几个小字
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@ -284,7 +284,7 @@ function parseSkillDescription(skill)
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str = `将敌人的攻击延迟${sk[0]}回合`;
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break;
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case 19:
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str = `${sk[0]}回合内敌方防御力减少${sk[1]}%`;
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str = `${sk[0]}回合内,敌方防御力减少${sk[1]}%`;
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break;
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case 20: //单色A转B,C转D
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strArr = [];
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@ -301,7 +301,7 @@ function parseSkillDescription(skill)
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}
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break;
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case 21:
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str = `${sk[0]}回合内${attrN(sk[1])}属性的伤害减少${sk[2]}%`;
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str = `${sk[0]}回合内,${attrN(sk[1])}属性的伤害减少${sk[2]}%`;
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break;
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case 22: case 31:
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str = `${sk.slice(0,sk.length-1).map(t=>typeN(t)).join("、")}类型宠物的攻击力×${sk[sk.length-1]/100}倍`;
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@ -365,7 +365,7 @@ function parseSkillDescription(skill)
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str = `${sk.slice(0,sk.length-1).map(t=>attrN(t)).join("、")}属性宠物的回复力×${sk[sk.length-1]/100}倍`;
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break;
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case 50:
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str = `${sk[0]}回合内${(sk[1]==5?"回复力":`${attrN(sk[1])}属性的攻击力`)}${sk[2]>0?`×${sk[2]/100}倍`:"变为0"}`;
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str = `${sk[0]}回合内,${(sk[1]==5?"回复力":`${attrN(sk[1])}属性的攻击力`)}${sk[2]>0?`×${sk[2]/100}倍`:"变为0"}`;
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break;
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case 51:
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str = `${sk[0]}回合内,所有攻击转为全体攻击`;
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@ -470,11 +470,11 @@ function parseSkillDescription(skill)
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if (sk[2]) str += `未知 参数2 ${sk[2]}`;
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break;
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case 88:
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str = `${sk[0]}回合内${typeN(sk[1])}类型的攻击力×${sk[2]/100}倍`;
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str = `${sk[0]}回合内,${typeN(sk[1])}类型的攻击力×${sk[2]/100}倍`;
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break;
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case 90:
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strArr = sk.slice(1,-1);
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str = `${sk[0]}回合内${strArr.filter(sk=>sk<5).map(attrN).join("、")}属性的攻击力${strArr.includes(5)?'、回复力':''}×${sk[sk.length-1]/100}倍`;
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str = `${sk[0]}回合内,${strArr.filter(sk=>sk<5).map(attrN).join("、")}属性的攻击力${strArr.includes(5)?'、回复力':''}×${sk[sk.length-1]/100}倍`;
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break;
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case 91:
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str = `${sk.slice(0,-1).map(attrN).join("、")}属性宝珠强化`;
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@ -482,7 +482,7 @@ function parseSkillDescription(skill)
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break;
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case 92:
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strArr = sk.slice(1,-1);
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str = `${sk[0]}回合内${strArr.map(typeN).join("、")}类型的攻击力×${sk[sk.length-1]/100}倍`;
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str = `${sk[0]}回合内,${strArr.map(typeN).join("、")}类型的攻击力×${sk[sk.length-1]/100}倍`;
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break;
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case 93:
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str = `将自己换成队长,再次使用此技能则换为原来的队长。`;
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@ -661,7 +661,7 @@ function parseSkillDescription(skill)
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return fragment;
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break;
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case 126:
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str = `${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}回合内${nb(sk[0], attrsName).join("、")}宝珠的掉落率提高${sk[3]}%`;
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str = `${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}回合内,${nb(sk[0], attrsName).join("、")}宝珠的掉落率提高${sk[3]}%`;
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break;
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case 127: //生成竖列
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strArr = [];
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@ -763,7 +763,7 @@ function parseSkillDescription(skill)
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str = `${otherAttrs?`${getOrbsAttrString(otherAttrs)}以外`:""}随机生成${getOrbsAttrString(sk[1])}宝珠各${sk[0]}个`;
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break;
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case 142:
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str = `${sk[0]}回合内自身的属性变为${attrN(sk[1])}`;
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str = `${sk[0]}回合内,自身的属性变为${attrN(sk[1])}`;
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break;
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case 143:
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str = `对敌方全体造成队伍总 HP×${sk[0]/100}倍的${attrN(sk[1])}属性伤害`;
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@ -1118,7 +1118,7 @@ function parseSkillDescription(skill)
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if (sk[1]) strArr.push("属性吸收");
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if (sk[2]) strArr.push("连击吸收?目前是猜测");
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if (sk[3]) strArr.push("伤害吸收");
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str = `${sk[0]}回合内敌人的${strArr.join("、")}无效化`;
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str = `${sk[0]}回合内,敌人的${strArr.join("、")}无效化`;
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break;
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case 175: //隊員編成均為「マガジン」合作活動角色時,所有寵物的攻擊力8倍
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let needCollabs = sk.slice(0,3).filter(s=>s>0); //最多3种id
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@ -1185,7 +1185,7 @@ function parseSkillDescription(skill)
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if (sk[3] || sk[4] || sk[5]) str += "的"+getFixedHpAtkRcvString({hp:sk[3],atk:sk[4],rcv:sk[5]});
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break;
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case 179:
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str = `${sk[0]}回合内每回合回复${sk[1]?`${sk[1]}点`:` HP 上限 ${sk[2]}%`}的 HP`;
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str = `${sk[0]}回合内,每回合回复${sk[1]?`${sk[1]}点`:` HP 上限 ${sk[2]}%`}的 HP`;
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if(sk[3] || sk[4])
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{
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str += `,并将`;
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@ -1225,7 +1225,7 @@ function parseSkillDescription(skill)
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str = '<span class="spColor">【7×6版面】</span>';
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if (sk[0] || sk[1]) str += getAttrTypeString(flags(sk[0]),flags(sk[1])) + "宠物的" + getFixedHpAtkRcvString({hp:sk[2],atk:sk[3],rcv:sk[4]});
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break;
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case 188:
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case 188: //多次单体固伤
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str = `对敌方1体造成${sk[0]}点无视防御的固定伤害`;
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break;
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case 189:
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@ -1233,7 +1233,7 @@ function parseSkillDescription(skill)
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str = `解除宝珠的锁定状态;所有宝珠变成火、水、木、光;显示3连击的转珠路径(只适用于普通地下城 & 3珠消除)`;
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break;
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case 191:
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str = `${sk[0]}回合内可以贯穿伤害无效盾`;
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str = `${sk[0]}回合内,可以贯穿伤害无效盾`;
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break;
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case 192:
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//相連消除9個或以上的火寶珠時攻擊力4倍、結算增加2COMBO
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