增加指定起手位置的主动技
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@ -144,6 +144,7 @@ const _localTranslating = {
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prediction_falling: tp`盘面上可以${'icon'}预知宝珠掉落`,
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play_voice: tp`播放第 ${'stage'} 阶段的语音 ${'icon'}`,
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times_limit: tp`【使用次数限制:${'turns'}】`,
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fixed_starting_position: tp`${'icon'}固定起手位置`,
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},
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power: {
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unknown: tp`[ 未知能力提升: ${'type'} ]`,
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@ -143,6 +143,7 @@ const _localTranslating = {
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prediction_falling: tp`盤面上可以${'icon'}預知寶珠掉落`,
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play_voice: tp`播放第 ${'stage'} 階段的語音 ${'icon'}`,
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times_limit: tp`【使用次數限制:${'turns'}】`,
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fixed_starting_position: tp`${'icon'}固定起手位置`,
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},
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power: {
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unknown: tp`[ 未知能力提升: ${'type'} ]`,
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@ -159,6 +159,7 @@ let localTranslating = {
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prediction_falling: tp`${'icon'}Prediction of falling on board`,
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play_voice: tp`Play voice of the phase ${'stage'} of active skill ${'icon'}`,
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times_limit: tp`[Number of times skill can be used: ${'turns'}]`,
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fixed_starting_position: tp`${'icon'}Fixed starting position`,
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},
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power: {
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unknown: tp`[ Unkonwn power up: ${'type'} ]`,
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@ -2740,6 +2741,13 @@ const specialSearchFunctions = (function() {
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return `[${width}×${height}]×${sk[0]}T`;
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}
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},
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{name:"Fixed starting position",otLangName:{chs:"固定起手位置",cht:"固定起手位置"},
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function:cards=>cards.filter(card=>{
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const searchTypeArray = [273];
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const skill = getCardActiveSkill(card, searchTypeArray);
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return skill;
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})
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},
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]},
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{group:true,name:"Orbs Drop",otLangName:{chs:"珠子掉落 类",cht:"珠子掉落 類"}, functions: [
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{name:"Drop Enhanced Orbs",otLangName:{chs:"掉落强化宝珠 buff",cht:"掉落強化寶珠 buff"},
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@ -489,6 +489,7 @@ const SkillKinds = {
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BreakingShield: "breaking-shield",
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PlayVoice: "play-voice",
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TimesLimit: "times-limit",
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FixedStartingPosition: "fixed-starting-position",
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}
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function skillParser(skillId)
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@ -1093,8 +1094,8 @@ function breakingShield(value) {
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function timesLimit(turns) {
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return { kind: SkillKinds.TimesLimit, turns };
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}
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function timesLimit(turns) {
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return { kind: SkillKinds.TimesLimit, turns };
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function fixedStartingPosition() {
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return { kind: SkillKinds.FixedStartingPosition };
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}
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const skillObjectParsers = {
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@ -1775,6 +1776,8 @@ const skillObjectParsers = {
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},
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//一回合内使用几次技能才有倍率的队长技。
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[270](times, atk, rcv) { { return powerUp(Bin.unflags(31), null, p.mul({ atk: atk || 100, rcv: rcv || 100 }), c.useSkill(times)); } },
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//固定起手位置
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[273](turns) {return activeTurns(turns, fixedStartingPosition()); },
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[1000](type, pos, ...ids) {
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const posType = (type=>{
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@ -2927,6 +2930,13 @@ function renderSkill(skill, option = {})
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frg.ap(tsp.skill.times_limit(dict));
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break;
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}
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case SkillKinds.FixedStartingPosition: { //固定起手位置
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let dict = {
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icon: createIcon(skill.kind)
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};
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frg.ap(tsp.skill.fixed_starting_position(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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21
style.css
21
style.css
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@ -5124,3 +5124,24 @@ body.external-link-support #external-support{
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{
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background-position-y:calc(-36px * 46);
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}
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.icon-skill[data-icon-type="fixed-starting-position"]::before,
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.icon-skill[data-icon-type="fixed-starting-position"]::after{
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content: "";
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position: absolute;
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top: 0;
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left: 0;
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background-position-y:calc(-36px * 48);
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}
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.icon-skill[data-icon-type="fixed-starting-position"]::before
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{
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animation: rotate-animate 5s infinite linear;
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}
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.icon-skill[data-icon-type="fixed-starting-position"]::after
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{
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background-position-x:calc(-36px * 1);
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animation: hidden-visible-animate 0.3s infinite alternate ease-out;
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}
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/*animation: rotate-animate 5s infinite linear;*/
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