修复当封觉醒时,未正确计算恢复颜色后的血量的问题。也解决了武器没有点亮变色觉醒时也变色的问题。
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@ -1150,19 +1150,26 @@ function countTeamHp(team, leader1id, leader2id, solo, noAwoken = false) {
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let memberArr = team[0], assistArr = team[1];
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const ls1 = Skills[(Cards[leader1id] || Cards[0])?.leaderSkillId];
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const ls2 = Skills[(Cards[leader2id] || Cards[0])?.leaderSkillId];
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const mHpArr = memberArr.map((member, idx) => {
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const ability = noAwoken ? member.abilityNoAwoken : member.ability;
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const mHpArr = [];
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for (let idx = 0; idx < memberArr.length ; idx++) {
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let tMember = new MemberTeam(),
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tAssist = new MemberAssist();
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tMember.loadFromMember(memberArr[idx]);
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tAssist.loadFromMember(assistArr[idx]);
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if (noAwoken) { //封觉醒时本体有语音觉醒,不能直接去掉觉醒
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tAssist.awoken = 0;
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}
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const ability = noAwoken ? tMember.abilityNoAwoken : tMember.ability;
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const hp = ability ? ability[0] : 0;
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if (!hp) return 0;
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const mulHP = hp * memberHpMul(member, assistArr[idx], ls2, memberArr, solo) //战友队长技
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* memberHpMul(member, assistArr[idx], ls1, memberArr, solo);//我方队长技
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const mulHP = hp * memberHpMul(tMember, tAssist, ls2, memberArr, solo) //战友队长技
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* memberHpMul(tMember, tAssist, ls1, memberArr, solo);//我方队长技
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//演示用代码
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//console.log("%s 第1次倍率血量:%s,第2次倍率血量:%s",Cards[m.id].otLangName["chs"],hp1,hp2);
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return Math.round(mulHP);
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});
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mHpArr.push(Math.round(mulHP));
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}
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//console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
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15
script.js
15
script.js
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@ -172,17 +172,18 @@ Member.prototype.effectiveAwokens = function(assist) {
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return enableAwoken;
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}
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Member.prototype.getAttrsTypesWithWeapon = function(assist) {
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let memberCard = this.card, assistCard = assist?.card;
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let memberCard = this.card, assistCard = assist?.card,
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assistAwakenings = assistCard?.awakenings?.slice(0, assist.awoken);
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if (this.id <= 0 || !memberCard) return null; //跳过 id 0
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let attrs = [...memberCard.attrs]; //属性只有两个,因此用固定的数组
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let types = new Set(memberCard.types); //Type 用Set,确保不会重复
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let changeAttr, appendTypes;
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if (assistCard?.awakenings?.includes(49)) { //如果有武器
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if (assistAwakenings?.includes(49)) { //如果有武器
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//更改副属性
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changeAttr = assistCard.awakenings.find(ak=>ak >= 91 && ak <= 95);
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changeAttr = assistAwakenings.find(ak=>ak >= 91 && ak <= 95);
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if (changeAttr) attrs[1] = changeAttr - 91;
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//添加类型
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appendTypes = assistCard.awakenings.filter(ak=>ak >= 83 && ak <= 90);
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appendTypes = assistAwakenings.filter(ak=>ak >= 83 && ak <= 90);
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appendTypes = appendTypes.map(type=>
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typekiller_for_type.find(t=>(type - 52) === t.awoken).type);
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appendTypes.forEach(appendType=>types.add(appendType));
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@ -4828,10 +4829,10 @@ function changeid(mon, monDom, latentDom, assist) {
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const attrDoms = monDom.querySelectorAll(".attr"); //所有属性边框
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attrDoms[0].setAttribute("data-attr", card.attrs[0]); //主属性
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let subAttribute = card.attrs[1] ?? -1; //正常的副属性
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let assistCard = Cards[assist?.id];
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let assistCard = Cards[assist?.id], assistAwakenings = assistCard?.awakenings?.slice(0, assist.awoken);
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let changeAttr;
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if (assistCard && assistCard.awakenings.includes(49) && //如果传入了辅助武器
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(changeAttr = assistCard.awakenings.find(ak=>ak >= 91 && ak <= 95)) //搜索改副属性的觉醒
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if (assistAwakenings?.includes(49) && //如果传入了辅助武器
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(changeAttr = assistAwakenings.find(ak=>ak >= 91 && ak <= 95)) //搜索改副属性的觉醒
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) {
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subAttribute = changeAttr - 91; //更改副属性
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}
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@ -20563,11 +20563,11 @@ const cachesMap = new Map([
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],
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[
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"script-universal_function.js",
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"5101e4bf6261efba36ce614d13b82735"
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"2b9a65a604cc3bd88d74ac8394e3efbf"
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],
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[
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"script.js",
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"06b8d6008889cb90c22135c2f05295f8"
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"6981e3ee58350d6d2cac2ff5182ace40"
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],
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[
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"solo.html",
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