增加反击
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@ -47,8 +47,7 @@
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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: tp`${'icon'}${'value'}内时间停止,可以任意移动宝珠`,
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gravity: tp`${'icon'}造成${'target'}${'value'}的伤害`,
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resolve: tp`${'icon'}如${'stats'}≧${'value'},受到单一次致命攻击时,${'probability'}将会以1点 HP 生还`,
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probability: tp`有${'value'}%几率`,
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resolve: tp`${'icon'}如${'stats'}≧${'value'},受到单一次致命攻击时,${'prob'}将会以1点 HP 生还`,
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board_change: tp`全画面的宝珠变为${'attrs'}`,
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skill_boost: tp`自身以外成员的技能冷却储备${'icon'}${'turns'}`,
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add_combo: tp`结算时连击数增加${'value'}c${'icon'}`,
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@ -57,6 +56,7 @@
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drop_refresh: tp`全板刷新`,
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drum: tp`宝珠移动和消除的声音变成太鼓达人的音效`,
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board7x6: tp`【${'icon'}7×6版面】`,
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counter_attack: tp`受到${'target'}攻击时,${'prob'}进行受到伤害${'value'}的${'attr'}属性${'icon'}反击`,
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},
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value: {
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unknown: tp`[ 未知数值: ${'type'}]`, //type
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@ -68,6 +68,7 @@
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mul_of_times: tp`${'stats'}×${'value'}倍`,
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hp_scale: tp`${'hp'}为100%时${'min'},${'hp'}为1时${'max'}`,
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random_atk: tp`${'atk'}×${'min'}${'max'}倍`,
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prob: tp`有${'value'}几率`,
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},
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target: {
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self: tp`发动者自身`,
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@ -270,7 +270,7 @@ const c = {
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remainOrbs: function (count) { return { remainOrbs: { count: count } }; },
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useSkill: function () { return { useSkill: true }; },
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multiplayer: function () { return { multiplayer: true }; },
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probability: function (percent) { return { probability: percent }; },
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prob: function (percent) { return { prob: percent }; },
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}
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const p = {
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@ -373,8 +373,8 @@ function rateMultiply(value, rate) {
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function orbDropIncrease(value, attrs) {
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return { kind: SkillKinds.OrbDropIncrease, value: value, attrs: attrs };
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}
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function resolve(min, condition) {
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return { kind: SkillKinds.Resolve, min: min, max: 1, condition: condition };
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function resolve(min, prob) {
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return { kind: SkillKinds.Resolve, min: min, max: 1, prob: prob };
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}
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function unbind(normal, awakenings, matches) {
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return { kind: SkillKinds.Unbind, normal: normal, awakenings: awakenings , matches: matches};
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@ -429,7 +429,7 @@ const parsers = {
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[11](attr, mul) { return powerUp([attr], null, p.mul({ atk: mul })); },
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[12](mul) { return followAttack(v.xATK(mul)); },
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[13](mul) { return autoHeal(v.xRCV(mul)); },
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[14](min, percent) { return resolve(v.percent(min), c.probability(percent)); },
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[14](min, prob) { return resolve(v.percent(min), v.percent(prob)); },
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[15](time) { return timeExtend(v.constant(time / 100)); },
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[16](percent) { return reduceDamage('all', v.percent(percent)); },
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[17](attr, percent) { return reduceDamage([attr], v.percent(percent)); },
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@ -972,12 +972,12 @@ function renderSkill(skill, option = {})
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break;
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}
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case SkillKinds.Resolve: { //根性
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let prob = skill.condition.probability;
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let prob = skill.prob;
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let dict = {
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icon: createIcon("resolve"),
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stats: renderStat('hp'),
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value: renderValue(skill.min, { percent:true }),
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probability: prob < 100 ? tsp.skill.probability({value: prob}) : "",
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prob: prob.value < 1 ? tsp.value.prob({value: renderValue(prob, { percent:true })}) : null,
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};
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frg.ap(tsp.skill.resolve(dict));
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break;
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@ -1085,17 +1085,19 @@ function renderSkill(skill, option = {})
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frg.ap(tsp.skill.vampire(dict));
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break;
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}
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/*
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case SkillKinds.CounterAttack: {
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const { attr, prob, value } = skill as Skill.CounterAttack;
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return (
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<span className="CardSkill-skill">
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<Asset assetId="status-counter" className="CardSkill-icon" />
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{renderValue(prob)} ⇒ {renderValue(value)} damage
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{typeof attr === 'number' && renderAttrs(attr)}
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</span>
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);
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let attr = skill.attr, prob = skill.prob, value = skill.value;
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dict = {
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icon: createIcon("counter-attack"),
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target: tsp.target.enemy(),
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prob: prob.value < 1 ? tsp.value.prob({value: renderValue(prob, { percent:true })}) : null,
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value: renderValue(value),
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attr: renderAttrs(attr),
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};
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frg.ap(tsp.skill.counter_attack(dict));
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break;
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}
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/*
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case SkillKinds.ChangeOrbs: {
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const { changes } = skill as Skill.ChangeOrbs;
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return (
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@ -3166,6 +3166,7 @@ table .orb-icon
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{
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border-color: #7F00FF;
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}
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.icon-skill,
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.icon-skill::after,
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.icon-skill::before
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@ -3176,7 +3177,8 @@ table .orb-icon
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background-image: url(images/icon-skills.fw.png);
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background-repeat: no-repeat;
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}
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.icon-skill
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.icon-skill,
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.skill-datail-parsed icon.orb
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{
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vertical-align: bottom;
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transform: scale(0.75);
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@ -3370,4 +3372,8 @@ table .orb-icon
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.icon-skill[data-icon-type="7x6-board"]
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{
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background-position-y:calc(-36px * 21);
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}
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.icon-skill[data-icon-type="counter-attack"]
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{
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background-position-y:calc(-36px * 22);
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}
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