3P超觉醒、徽章,也直接支持其他语言算了,免得将来又改

This commit is contained in:
枫谷剑仙 2020-04-20 01:07:49 +08:00
parent 14ce16c641
commit d4858560cc
8 changed files with 33 additions and 16 deletions

View File

@ -40,6 +40,8 @@
<li><a class="btn-solo-link" href="solo.html"><!--单人模式--></a></li>
<li><a class="btn-multi-link" href="multi.html"><!--多人模式--></a></li>
<li><a class="btn-triple-link" href="triple.html"><!--三人模式--></a></li>
<li><br></li>
<li><a class="btn-guide-link" href="solo.html?guide=1"><!--图鉴模式--></a></li>
</ul>
</body>
</html>

View File

@ -221,6 +221,9 @@
.control-box .btn-triple-link::before{
content: "👪Jump To 3-Player Mode";
}
.control-box .btn-guide-link::before{
content: "📓Guide Mode";
}
.control-box .btn-clear-data::before{
content: "🗑Clear data";
}

View File

@ -206,13 +206,16 @@
content: "更新時刻:";
}
.control-box .btn-solo-link::before{
content: "🧑ソロゲームに移動";
content: "🧑ソロモードに移動";
}
.control-box .btn-multi-link::before{
content: "🧑🤝🧑2人協力のゲームに移動";
content: "🧑🤝🧑2人協力モードムに移動";
}
.control-box .btn-triple-link::before{
content: "👪3人協力のゲームに移動";
content: "👪3人協力モードに移動";
}
.control-box .btn-guide-link::before{
content: "📓図鑑モード";
}
.control-box .btn-clear-data::before{
content: "🗑️データの消去";

View File

@ -206,13 +206,16 @@
content: "업데이트 시간:";
}
.control-box .btn-solo-link::before{
content: "🧑싱글 플레이어 게임으로 이동";
content: "🧑1인 모드 이동";
}
.control-box .btn-multi-link::before{
content: "🧑🤝🧑2인 게임으로 이동";
content: "🧑🤝🧑2인 모드 이동";
}
.control-box .btn-triple-link::before{
content: "👪3인 게임으로 이동";
content: "👪3인 모드 이동";
}
.control-box .btn-guide-link::before{
content: "📓사진 모드";
}
.control-box .btn-clear-data::before{
content: "🗑️데이터 지우기";

View File

@ -220,6 +220,9 @@
.control-box .btn-triple-link::before{
content: "👪轉到2人協力";
}
.control-box .btn-guide-link::before{
content: "📓圖鑒模式";
}
.control-box .btn-clear-data::before{
content: "🗑️清除數據";
}

View File

@ -220,6 +220,9 @@
.control-box .btn-triple-link::before{
content: "👪转到3人协力";
}
.control-box .btn-guide-link::before{
content: "📓图鉴模式";
}
.control-box .btn-clear-data::before{
content: "🗑️清除数据";
}

View File

@ -195,7 +195,7 @@ function awokenCountInTeam(team,awokenIndex,solo,teamsCount)
const assistCard = Cards[assist.id];
//启用的觉醒数组片段
let enableAwoken = card.awakenings.slice(0, mon.awoken);
if (solo || (teamsCount === 3 && currentDataSource.code === 'ja')) //单人、3人日服增加超觉醒
if (solo || teamsCount === 3) //单人、3人日服增加超觉醒
{
enableAwoken = enableAwoken.concat(card.superAwakenings[mon.sawoken]);
}
@ -258,7 +258,7 @@ function calculateExp(member)
return [Math.round(v99Exp),v110Exp];
}
//计算怪物的能力
function calculateAbility(member = null, assist = null, solo = true)
function calculateAbility(member, assist = null, solo = true, teamsCount = 1)
{
if (!member) return null;
@ -297,8 +297,8 @@ function calculateAbility(member = null, assist = null, solo = true)
const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
let n_assist_base = 0,n_assist_plus=0; //辅助的bonus
let awokenList = memberCard.awakenings.slice(0,member.awoken); //储存点亮的觉醒
//单人时增加超觉醒
if (solo && member.sawoken>=0)
//单人、3人时增加超觉醒
if ((solo || teamsCount === 3) && member.sawoken>=0)
{
awokenList = awokenList.concat(memberCard.superAwakenings[member.sawoken]);
}

View File

@ -1267,7 +1267,7 @@ function initialize()
awoken:awoken,
latent:latent
};
const abilitys = calculateAbility(tempMon, null, true) || [0,0,0];
const abilitys = calculateAbility(tempMon, null, solo, teamsCount) || [0,0,0];
monEditHpValue.innerHTML = abilitys[0].toLocaleString();
monEditAtkValue.innerHTML = abilitys[1].toLocaleString();
@ -2261,7 +2261,7 @@ function refreshAbility(abilityDom,team,idx){
const memberData = team[0][idx];
const assistData = team[1][idx];
//基底三维,如果辅助是武器,还要加上辅助的觉醒
const mainAbility = calculateAbility(memberData, assistData, solo);
const mainAbility = calculateAbility(memberData, assistData, solo, teamsCount);
if (mainAbility && memberData.ability)
{
for (let ai=0;ai<3;ai++)
@ -2301,10 +2301,10 @@ function refreshTeamTotalHP(totalDom,team){
const teamHPAwoken = awokenCountInTeam(team,46,solo, teamsCount); //全队大血包个数
let badgeHPScale = 1; //徽章倍率
if (team[2] == 4 && (solo || (teamsCount === 3 && currentDataSource.code === 'ja')))
if (team[2] == 4 && (solo || teamsCount === 3))
{
badgeHPScale = 1.05;
}else if (team[2] == 11 && (solo || (teamsCount === 3 && currentDataSource.code === 'ja')))
}else if (team[2] == 11 && (solo || teamsCount === 3))
{
badgeHPScale = 1.15;
}
@ -2322,10 +2322,10 @@ function refreshTeamTotalHP(totalDom,team){
const teamRCVAwoken = awokenCountInTeam(team,47,solo, teamsCount); //全队大回复个数
let badgeRCVScale = 1; //徽章倍率
if (team[2] == 3 && (solo || (teamsCount === 3 && currentDataSource.code === 'ja')))
if (team[2] == 3 && (solo || teamsCount === 3))
{
badgeRCVScale = 1.25;
}else if (team[2] == 10 && (solo || (teamsCount === 3 && currentDataSource.code === 'ja')))
}else if (team[2] == 10 && (solo || teamsCount === 3))
{
badgeRCVScale = 1.35;
}