实现改变属性、增加类型新觉醒的作用计算
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@ -118,8 +118,8 @@ var formation = new Formation(teamsCount,5);
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--><li><icon class="attr" data-attr-icon="4"><!--暗--></icon></li>
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</ul>
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<ul class="tIf-types">
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<li><icon class="type-icon" data-type-icon="4"><!--龍--></icon></li><!--
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--><li><icon class="type-icon" data-type-icon="5"><!--神--></icon></li><!--
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<li><icon class="type-icon" data-type-icon="5"><!--神--></icon></li><!--
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--><li><icon class="type-icon" data-type-icon="4"><!--龍--></icon></li><!--
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--><li><icon class="type-icon" data-type-icon="7"><!--惡魔--></icon></li><!--
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--><li><icon class="type-icon" data-type-icon="8"><!--机械--></icon></li><!--
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--><li><icon class="type-icon" data-type-icon="1"><!--平衡--></icon></li><!--
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@ -710,8 +710,8 @@ var formation = new Formation(teamsCount,5);
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</div>
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<div class="types-div"><!--类型-->
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<ul class="type-list">
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<li data-type-icon="4"><input type="checkbox" class="type-check" name="types" value="4" id="search-type-4" /><label class="type-icon" data-type-icon="4" for="search-type-4"><!--龍--></label></li>
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<li data-type-icon="5"><input type="checkbox" class="type-check" name="types" value="5" id="search-type-5" /><label class="type-icon" data-type-icon="5" for="search-type-5"><!--神--></label></li>
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<li data-type-icon="4"><input type="checkbox" class="type-check" name="types" value="4" id="search-type-4" /><label class="type-icon" data-type-icon="4" for="search-type-4"><!--龍--></label></li>
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<li data-type-icon="7"><input type="checkbox" class="type-check" name="types" value="7" id="search-type-7" /><label class="type-icon" data-type-icon="7" for="search-type-7"><!--惡魔--></label></li>
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<li data-type-icon="8"><input type="checkbox" class="type-check" name="types" value="8" id="search-type-8" /><label class="type-icon" data-type-icon="8" for="search-type-8"><!--机械--></label></li>
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<li data-type-icon="1"><input type="checkbox" class="type-check" name="types" value="1" id="search-type-1" /><label class="type-icon" data-type-icon="1" for="search-type-1"><!--平衡--></label></li>
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@ -1263,8 +1263,8 @@ var formation = new Formation(teamsCount,5);
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<li><input type="checkbox" class="attr-check" name="dungeon-attrs" value="4" id="dungeon-attr-4" /><label class="attr" data-attr-icon="4" for="dungeon-attr-4"></label></li><!--暗-->
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</ul>
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<ul class="type-list">
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<li><input type="checkbox" class="type-check" name="dungeon-types" value="4" id="dungeon-type-4" /><label class="type-icon" data-type-icon="4" for="dungeon-type-4"><!--龍--></label></li>
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<li><input type="checkbox" class="type-check" name="dungeon-types" value="5" id="dungeon-type-5" /><label class="type-icon" data-type-icon="5" for="dungeon-type-5"><!--神--></label></li>
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<li><input type="checkbox" class="type-check" name="dungeon-types" value="4" id="dungeon-type-4" /><label class="type-icon" data-type-icon="4" for="dungeon-type-4"><!--龍--></label></li>
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<li><input type="checkbox" class="type-check" name="dungeon-types" value="7" id="dungeon-type-7" /><label class="type-icon" data-type-icon="7" for="dungeon-type-7"><!--惡魔--></label></li>
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<li><input type="checkbox" class="type-check" name="dungeon-types" value="8" id="dungeon-type-8" /><label class="type-icon" data-type-icon="8" for="dungeon-type-8"><!--机械--></label></li>
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<li><input type="checkbox" class="type-check" name="dungeon-types" value="1" id="dungeon-type-1" /><label class="type-icon" data-type-icon="1" for="dungeon-type-1"><!--平衡--></label></li>
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@ -931,7 +931,8 @@ function getAllowLatent(card) {
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return Array.from(latentSet);
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}
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//计算队伍中有多少血量
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function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken = false) {
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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(m => {
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@ -1049,14 +1050,14 @@ function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken = false) {
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break;
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}
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case 229:{ //队员中存在每个属性或Type都算一次
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let cardsArr = memberArr.filter(m => m.id > 0).map(m => Cards[m.id]); //所有的卡片
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let attrsArr = cardsArr.flatMap(card => card.attr); //所有卡片的属性
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let typesArr = cardsArr.flatMap(card => card.types); //所有卡片的类型
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let correspondingAttrs = flags(sk[0]); //符合的属性
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let correspondingTypes = flags(sk[1]); //符合的类型
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let correspondingTimes = attrsArr.filter(a=>correspondingAttrs.includes(a)).length + typesArr.filter(t=>correspondingTypes.includes(t)).length; //符合的次数
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scale = sk[2] * correspondingTimes / 100 + 1;
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//console.log('属性、类型个数动态倍率,当前队长HP倍率为 %s',scale);
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const atCount = countTeamTotalAttrsTypes(memberArr, assistArr);
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let correAttrs = flags(sk[0]), correTypes = flags(sk[1]); //符合的属性/类型
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//符合的次数
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let correTimes = correAttrs.reduce((pre,attr)=>pre + (atCount.attrs.get(attr) || 0),0) +
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correTypes.reduce((pre,type)=>pre + (atCount.types.get(type) || 0),0);
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scale = sk[2] * correTimes / 100 + 1;
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console.debug('属性、类型个数动态倍率,当前队长HP倍率为 %s (匹配 %d 次)', scale, correTimes);
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break;
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}
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case 138: //调用其他队长技
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@ -1069,6 +1070,48 @@ function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken = false) {
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return mHpArr;
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}
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//由于有了更改属性和类型的武器,所以需要更改计算方法
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function countTeamTotalAttrsTypes(memberArr, assistArr) {
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let attrsCount = new Map();
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let typesCount = new Map();
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for (let idx = 0; idx < memberArr.length; idx++) {
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const member = memberArr[idx], assist = assistArr[idx];
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if (member.id <= 0) continue; //跳过 id 0
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const memberCard = member.card, assistCard = assist.card;
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if (!memberCard) continue; //跳过没有的 id
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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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if (assistCard?.awakenings?.includes(49)) { //如果有武器
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//更改副属性
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let changeAttr = assistCard.awakenings.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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let appendTypes = assistCard.awakenings.filter(ak=>ak >= 83 && ak <= 90);
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appendTypes = appendTypes.map(type=>{
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switch (type) {
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case 83: {return 5;}
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case 84: {return 4;}
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case 85: {return 7;}
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case 86: {return 8;}
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case 87: {return 1;}
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case 88: {return 6;}
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case 89: {return 2;}
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case 90: {return 3;}
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}
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});
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for (let appendType of appendTypes) {
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types.add(appendType);
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}
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}
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for (let attr of attrs) {
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attrsCount.set(attr, (attrsCount.get(attr) || 0) + 1);
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}
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for (let type of types) {
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typesCount.set(type, (typesCount.get(type) || 0) + 1);
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}
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}
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return {attrs: attrsCount, types: typesCount};
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}
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//返回卡片的队长技能
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function getCardLeaderSkills(card, skillTypes) {
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if (!card) return [];
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89
script.js
89
script.js
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@ -136,6 +136,11 @@ var Member = function() {
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this.ability = [0, 0, 0];
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this.abilityNoAwoken = [0, 0, 0];
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};
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//让 Member 能直接获取 card
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Object.defineProperty(Member.prototype, "card", {
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get() { return Cards[this.id]; }
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})
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Member.prototype.outObj = function() {
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const m = this;
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if (m.id == 0) return null;
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@ -3776,7 +3781,7 @@ function buildEvoTreeIdsArray(card, includeHenshin = true) {
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}
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//改变一个怪物头像
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function changeid(mon, monDom, latentDom) {
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function changeid(mon, monDom, latentDom, assist) {
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let fragment = document.createDocumentFragment(); //创建节点用的临时空间
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const parentNode = monDom.parentNode;
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fragment.appendChild(monDom);
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@ -3812,7 +3817,13 @@ function changeid(mon, monDom, latentDom) {
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monDom.setAttribute("data-cards-pic-y", Math.floor(idxInPage / 10)); //添加Y方向序号
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monDom.querySelector(".property").setAttribute("data-property", card.attrs[0]); //主属性
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monDom.querySelector(".subproperty").setAttribute("data-property", card.attrs[1]); //副属性
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let subAttribute = card.attrs[1]; //正常的副属性
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let assistCard = Cards[assist?.id];
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if (assistCard && assistCard.awakenings.includes(49)) { //如果传入了辅助武器
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let changeAttr = assistCard.awakenings.find(ak=>ak >= 91 && ak <= 95); //搜索改副属性的觉醒
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if (changeAttr) subAttribute = changeAttr - 91; //更改副属性
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}
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monDom.querySelector(".subproperty").setAttribute("data-property", subAttribute); //副属性
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monDom.title = "No." + monId + " " + (card.otLangName ? (card.otLangName[currentLanguage.searchlist[0]] || card.name) : card.name);
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monDom.href = currentLanguage.guideURL(monId, card.name);
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@ -4368,26 +4379,27 @@ function refreshAll(formationData) {
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}
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});
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//修改显示内容
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const member = memberLi.querySelector(`.monster`);
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const assist = assistsLi.querySelector(`.monster`);
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const latent = latentLi.querySelector(`.latent-ul`);
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changeid(teamData[0][ti], member, latent); //队员
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changeid(teamData[1][ti], assist); //辅助
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const memberDom = memberLi.querySelector(`.monster`);
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const assistDom = assistsLi.querySelector(`.monster`);
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const latentDom = latentLi.querySelector(`.latent-ul`);
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let member = teamData[0][ti], assist = teamData[1][ti];
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changeid(member, memberDom, latentDom, assist); //队员
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changeid(assist, assistDom); //辅助
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//隐藏队长的自身换为换队长的技能
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if (ti == 5 || //好友队长永远隐藏
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leaderIdx == 0 && ti == 0 ) //当没换队长时,自身队长的欢队长技能隐藏
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{
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const card_m = Cards[teamData[0][ti].id] || Cards[0];
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const card_a = Cards[teamData[1][ti].id] || Cards[0];
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const card_m = Cards[member.id] || Cards[0];
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const card_a = Cards[assist.id] || Cards[0];
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const skills_m = getCardActiveSkills(card_m, [93, 227]); //更换队长的技能
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const skills_a = getCardActiveSkills(card_a, [93, 227]); //更换队长的技能
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if (skills_m.length == 0 || skills_m[0].type != 227)
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{
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member.querySelector(".switch-leader").classList.add(className_displayNone);
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memberDom.querySelector(".switch-leader").classList.add(className_displayNone);
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}
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if (skills_a.length == 0 || skills_a[0].type != 227)
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{
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assist.querySelector(".switch-leader").classList.add(className_displayNone);
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assistDom.querySelector(".switch-leader").classList.add(className_displayNone);
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}
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}
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refreshMemberSkillCD(teamBox, teamData, ti); //技能CD
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@ -4650,7 +4662,9 @@ function refreshTeamTotalHP(totalDom, team, teamIdx) {
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const leader1id = team[0][team[3] || 0].id;
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const leader2id = teamsCount===2 ? (teamIdx === 1 ? teams[0][0][teams[0][3] || 0].id : teams[1][0][teams[1][3] || 0].id) : team[0][5].id;
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//计算当前队伍,2P时则是需要特殊处理
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const team_2p = teamsCount===2 ? team[0].concat((teamIdx === 1 ? teams[0][0][0] : teams[1][0][0])) : team[0];
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const assistTeam_2p = teamsCount===2 ? team[1].concat((teamIdx === 1 ? teams[0][1][0] : teams[1][1][0])) : team[1];
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if (tHpDom) {
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const reduceScales1 = getReduceScales(leader1id);
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@ -4672,8 +4686,8 @@ function refreshTeamTotalHP(totalDom, team, teamIdx) {
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const totalReduce = leastScale.scale;
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const teamHPArr = countTeamHp(team[0], leader1id, leader2id, solo);
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const teamHPNoAwokenArr = countTeamHp(team[0], leader1id, leader2id, solo, true);
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const teamHPArr = countTeamHp(team, leader1id, leader2id, solo);
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const teamHPNoAwokenArr = countTeamHp(team, leader1id, leader2id, solo, true);
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let tHP = teamHPArr.reduce((pv, v) => pv + v); //队伍计算的总HP
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@ -4748,35 +4762,24 @@ function refreshTeamTotalHP(totalDom, team, teamIdx) {
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},0);
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rarityDoms.setAttribute(dataAttrName, rarityCount);
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}
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//统计队伍颜色个数
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if (tAttrsDom)
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//统计队伍属性/类型个数
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if (tAttrsDom || tTypesDom)
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{
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const attrDoms = Array.from(tAttrsDom.querySelectorAll(".attr"));
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attrDoms.forEach(attrDom=>{
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const attrId = parseInt(attrDom.getAttribute("data-attr-icon"));
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const attrCount = team_2p.reduce((pre,member)=>{
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if (member.id <= 0) return pre;
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const card = Cards[member.id] || Cards[0];
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const attrNum = card.attrs.filter(a=>a==attrId).length;
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return pre + attrNum;
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},0);
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attrDom.setAttribute(dataAttrName, attrCount);
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});
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}
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//统计队伍类型个数
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if (tTypesDom)
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{
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const typeDoms = Array.from(tTypesDom.querySelectorAll(".type-icon"));
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typeDoms.forEach(typeDom=>{
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const typeId = parseInt(typeDom.getAttribute("data-type-icon"));
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const typeCount = team_2p.reduce((pre,member)=>{
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if (member.id <= 0) return pre;
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const card = Cards[member.id] || Cards[0];
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const typeNum = card.types.filter(a=>a==typeId).length;
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return pre + typeNum;
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},0);
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typeDom.setAttribute(dataAttrName, typeCount);
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});
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const atCount = countTeamTotalAttrsTypes(team_2p, assistTeam_2p);
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if (tAttrsDom) {
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const attrDoms = Array.from(tAttrsDom.querySelectorAll(".attr"));
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attrDoms.forEach(attrDom=>{
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const attrId = parseInt(attrDom.getAttribute("data-attr-icon"));
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attrDom.setAttribute(dataAttrName, atCount.attrs.get(attrId) || 0);
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});
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}
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if (tTypesDom) {
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const typeDoms = Array.from(tTypesDom.querySelectorAll(".type-icon"));
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typeDoms.forEach(typeDom=>{
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const typeId = parseInt(typeDom.getAttribute("data-type-icon"));
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typeDom.setAttribute(dataAttrName, atCount.types.get(typeId) || 0);
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});
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}
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}
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if (tEffectDom) {
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@ -4862,7 +4865,7 @@ function refreshFormationTotalHP(totalDom, teams) {
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const totalReduce = leastScale.scale;
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const tHPArr = teams.map(function(team) {
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const teamHPArr = countTeamHp(team[0], leader1id, leader2id, solo);
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const teamHPArr = countTeamHp(team, leader1id, leader2id, solo);
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const teamTHP = teamHPArr.reduce((pv, v) => pv + v); //队伍计算的总HP
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@ -4871,7 +4874,7 @@ function refreshFormationTotalHP(totalDom, teams) {
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return Math.round(teamTHP * (1 + 0.05 * teamHPAwoken));
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});
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const tHPNoAwokenArr = teams.map(function(team) {
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const teamHPArr = countTeamHp(team[0], leader1id, leader2id, solo, true);
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const teamHPArr = countTeamHp(team, leader1id, leader2id, solo, true);
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const teamTHP = teamHPArr.reduce((pv, v) => pv + v); //队伍计算的总HP
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return Math.round(teamTHP);
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@ -103,8 +103,8 @@ var formation = new Formation(teamsCount,6);
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--><li><icon class="attr" data-attr-icon="4"><!--暗--></icon></li>
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</ul>
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<ul class="tIf-types">
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<li><icon class="type-icon" data-type-icon="4"><!--龍--></icon></li><!--
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--><li><icon class="type-icon" data-type-icon="5"><!--神--></icon></li><!--
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<li><icon class="type-icon" data-type-icon="5"><!--神--></icon></li><!--
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--><li><icon class="type-icon" data-type-icon="4"><!--龍--></icon></li><!--
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--><li><icon class="type-icon" data-type-icon="7"><!--惡魔--></icon></li><!--
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--><li><icon class="type-icon" data-type-icon="8"><!--机械--></icon></li><!--
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--><li><icon class="type-icon" data-type-icon="1"><!--平衡--></icon></li><!--
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@ -578,8 +578,8 @@ var formation = new Formation(teamsCount,6);
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</div>
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<div class="types-div"><!--类型-->
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<ul class="type-list">
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<li data-type-icon="4"><input type="checkbox" class="type-check" name="types" value="4" id="search-type-4" /><label class="type-icon" data-type-icon="4" for="search-type-4"><!--龍--></label></li>
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<li data-type-icon="5"><input type="checkbox" class="type-check" name="types" value="5" id="search-type-5" /><label class="type-icon" data-type-icon="5" for="search-type-5"><!--神--></label></li>
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<li data-type-icon="4"><input type="checkbox" class="type-check" name="types" value="4" id="search-type-4" /><label class="type-icon" data-type-icon="4" for="search-type-4"><!--龍--></label></li>
|
||||
<li data-type-icon="7"><input type="checkbox" class="type-check" name="types" value="7" id="search-type-7" /><label class="type-icon" data-type-icon="7" for="search-type-7"><!--惡魔--></label></li>
|
||||
<li data-type-icon="8"><input type="checkbox" class="type-check" name="types" value="8" id="search-type-8" /><label class="type-icon" data-type-icon="8" for="search-type-8"><!--机械--></label></li>
|
||||
<li data-type-icon="1"><input type="checkbox" class="type-check" name="types" value="1" id="search-type-1" /><label class="type-icon" data-type-icon="1" for="search-type-1"><!--平衡--></label></li>
|
||||
|
@ -1131,8 +1131,8 @@ var formation = new Formation(teamsCount,6);
|
|||
<li><input type="checkbox" class="attr-check" name="dungeon-attrs" value="4" id="dungeon-attr-4" /><label class="attr" data-attr-icon="4" for="dungeon-attr-4"></label></li><!--暗-->
|
||||
</ul>
|
||||
<ul class="type-list">
|
||||
<li><input type="checkbox" class="type-check" name="dungeon-types" value="4" id="dungeon-type-4" /><label class="type-icon" data-type-icon="4" for="dungeon-type-4"><!--龍--></label></li>
|
||||
<li><input type="checkbox" class="type-check" name="dungeon-types" value="5" id="dungeon-type-5" /><label class="type-icon" data-type-icon="5" for="dungeon-type-5"><!--神--></label></li>
|
||||
<li><input type="checkbox" class="type-check" name="dungeon-types" value="4" id="dungeon-type-4" /><label class="type-icon" data-type-icon="4" for="dungeon-type-4"><!--龍--></label></li>
|
||||
<li><input type="checkbox" class="type-check" name="dungeon-types" value="7" id="dungeon-type-7" /><label class="type-icon" data-type-icon="7" for="dungeon-type-7"><!--惡魔--></label></li>
|
||||
<li><input type="checkbox" class="type-check" name="dungeon-types" value="8" id="dungeon-type-8" /><label class="type-icon" data-type-icon="8" for="dungeon-type-8"><!--机械--></label></li>
|
||||
<li><input type="checkbox" class="type-check" name="dungeon-types" value="1" id="dungeon-type-1" /><label class="type-icon" data-type-icon="1" for="dungeon-type-1"><!--平衡--></label></li>
|
||||
|
|
|
@ -118,8 +118,8 @@ var formation = new Formation(teamsCount,6);
|
|||
--><li><icon class="attr" data-attr-icon="4"><!--暗--></icon></li>
|
||||
</ul>
|
||||
<ul class="tIf-types">
|
||||
<li><icon class="type-icon" data-type-icon="4"><!--龍--></icon></li><!--
|
||||
--><li><icon class="type-icon" data-type-icon="5"><!--神--></icon></li><!--
|
||||
<li><icon class="type-icon" data-type-icon="5"><!--神--></icon></li><!--
|
||||
--><li><icon class="type-icon" data-type-icon="4"><!--龍--></icon></li><!--
|
||||
--><li><icon class="type-icon" data-type-icon="7"><!--惡魔--></icon></li><!--
|
||||
--><li><icon class="type-icon" data-type-icon="8"><!--机械--></icon></li><!--
|
||||
--><li><icon class="type-icon" data-type-icon="1"><!--平衡--></icon></li><!--
|
||||
|
@ -1545,8 +1545,8 @@ var formation = new Formation(teamsCount,6);
|
|||
</div>
|
||||
<div class="types-div"><!--类型-->
|
||||
<ul class="type-list">
|
||||
<li data-type-icon="4"><input type="checkbox" class="type-check" name="types" value="4" id="search-type-4" /><label class="type-icon" data-type-icon="4" for="search-type-4"><!--龍--></label></li>
|
||||
<li data-type-icon="5"><input type="checkbox" class="type-check" name="types" value="5" id="search-type-5" /><label class="type-icon" data-type-icon="5" for="search-type-5"><!--神--></label></li>
|
||||
<li data-type-icon="4"><input type="checkbox" class="type-check" name="types" value="4" id="search-type-4" /><label class="type-icon" data-type-icon="4" for="search-type-4"><!--龍--></label></li>
|
||||
<li data-type-icon="7"><input type="checkbox" class="type-check" name="types" value="7" id="search-type-7" /><label class="type-icon" data-type-icon="7" for="search-type-7"><!--惡魔--></label></li>
|
||||
<li data-type-icon="8"><input type="checkbox" class="type-check" name="types" value="8" id="search-type-8" /><label class="type-icon" data-type-icon="8" for="search-type-8"><!--机械--></label></li>
|
||||
<li data-type-icon="1"><input type="checkbox" class="type-check" name="types" value="1" id="search-type-1" /><label class="type-icon" data-type-icon="1" for="search-type-1"><!--平衡--></label></li>
|
||||
|
@ -2098,8 +2098,8 @@ var formation = new Formation(teamsCount,6);
|
|||
<li><input type="checkbox" class="attr-check" name="dungeon-attrs" value="4" id="dungeon-attr-4" /><label class="attr" data-attr-icon="4" for="dungeon-attr-4"></label></li><!--暗-->
|
||||
</ul>
|
||||
<ul class="type-list">
|
||||
<li><input type="checkbox" class="type-check" name="dungeon-types" value="4" id="dungeon-type-4" /><label class="type-icon" data-type-icon="4" for="dungeon-type-4"><!--龍--></label></li>
|
||||
<li><input type="checkbox" class="type-check" name="dungeon-types" value="5" id="dungeon-type-5" /><label class="type-icon" data-type-icon="5" for="dungeon-type-5"><!--神--></label></li>
|
||||
<li><input type="checkbox" class="type-check" name="dungeon-types" value="4" id="dungeon-type-4" /><label class="type-icon" data-type-icon="4" for="dungeon-type-4"><!--龍--></label></li>
|
||||
<li><input type="checkbox" class="type-check" name="dungeon-types" value="7" id="dungeon-type-7" /><label class="type-icon" data-type-icon="7" for="dungeon-type-7"><!--惡魔--></label></li>
|
||||
<li><input type="checkbox" class="type-check" name="dungeon-types" value="8" id="dungeon-type-8" /><label class="type-icon" data-type-icon="8" for="dungeon-type-8"><!--机械--></label></li>
|
||||
<li><input type="checkbox" class="type-check" name="dungeon-types" value="1" id="dungeon-type-1" /><label class="type-icon" data-type-icon="1" for="dungeon-type-1"><!--平衡--></label></li>
|
||||
|
|
Loading…
Reference in New Issue