增加改变伤害上限技能
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@ -96,6 +96,7 @@
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obstruct_opponent_after_me: tp`排名比自身低的對手`,
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obstruct_opponent_before_me: tp`排名比自身高的對手`,
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obstruct_opponent_designated_position: tp`第${'positions'}排位的對手`,
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increase_damage_cap: tp`${'targets'}的${'icon'}傷害上限提升到${'cap'}`,
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},
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power: {
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unknown: tp`[ 未知能力提升: ${'type'} ]`,
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@ -97,6 +97,7 @@
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obstruct_opponent_after_me: tp`排名比自身低的对手`,
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obstruct_opponent_before_me: tp`排名比自身高的对手`,
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obstruct_opponent_designated_position: tp`第${'positions'}排位的对手`,
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increase_damage_cap: tp`${'targets'}的${'icon'}伤害上限提升到${'cap'}`,
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},
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power: {
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unknown: tp`[ 未知能力提升: ${'type'} ]`,
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@ -113,6 +113,7 @@ let localTranslating = {
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obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
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obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
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obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
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increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
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},
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power: {
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unknown: tp`[ Unkonwn power up: ${'type'} ]`,
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@ -417,6 +417,7 @@ const SkillKinds = {
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SkillProviso: "skill-proviso",
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ImpartAwakenings: "impart-awakenings",
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ObstructOpponent: "obstruct-opponent",
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IncreaseDamageCap: "increase-damage-cap",
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}
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function skillParser(skillId)
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@ -964,6 +965,9 @@ function impartAwakenings(attrs, types, awakenings) {
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function obstructOpponent(type, pos, ids) {
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return { kind: SkillKinds.ObstructOpponent, type: type, pos: pos, enemy_skills: ids };
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}
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function increaseDamageCap(cap, targets) {
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return { kind: SkillKinds.IncreaseDamageCap, cap: cap, targets: targets};
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}
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const parsers = {
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parser: (() => []), //这个用来解决代码提示的报错问题,不起实际作用
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@ -1478,6 +1482,13 @@ const parsers = {
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powerUp(null, null, p.mul({ hp: hp }))
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);
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},
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[241](turns, cap, target = 1) { //改变伤害上限
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const targetTypes = ["self","leader-self","leader-helper","sub-members"];
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const typeArr = flags(target).map(n => targetTypes[n]);
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return activeTurns(turns,
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increaseDamageCap(cap * 1e8, typeArr)
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);
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},
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[1000](type, pos, ...ids) {
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const posType = (type=>{
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switch (type) {
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@ -2345,6 +2356,18 @@ function renderSkill(skill, option = {})
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frg.ap(tsp.skill.obstruct_opponent(dict));
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break;
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}
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case SkillKinds.IncreaseDamageCap: { //增加伤害上限
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const {cap, targets} = skill;
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dict = {
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icon: createIcon(skill.kind),
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targets: targets.map(target=>
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tsp?.target[target.replaceAll("-","_")]?.())
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.nodeJoin(tsp.word.slight_pause()),
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cap: cap.bigNumberToString(),
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};
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frg.ap(tsp.skill.increase_damage_cap(dict));
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break;
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}
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default: {
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console.log("未处理的技能类型",skill.kind, skill);
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