几率盾解析错误
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@ -84,7 +84,7 @@
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rate_multiply_drop: tp`${'icon'}怪物蛋掉落率`,
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rate_multiply_coin: tp`${'icon'}金币掉落率`,
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rate_multiply_exp: tp`${'icon'}等级经验倍率`,
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reduce_damage: tp`${'condition'}受到的${'attrs'}伤害${'icon'}减少${'value'}`,
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reduce_damage: tp`${'condition'}受到的${'attrs'}伤害${'chance'}${'icon'}减少${'value'}`,
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power_up: tp`${'condition'}${'targets'}${'target'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
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power_up_targets: tp`${'attrs_types'}的 `,
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henshin: tp`变身为${'card'}`,
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@ -100,7 +100,7 @@ let localTranslating = {
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rate_multiply_drop: tp`${'icon'}Drop rate`,
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rate_multiply_coin: tp`${'icon'}Coins`,
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rate_multiply_exp: tp`${'icon'}Rank EXP`,
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reduce_damage: tp`${'condition'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
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reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
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power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
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power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
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henshin: tp`Transforms into ${'card'}`,
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@ -815,8 +815,8 @@ function damageEnemy(target, attr, damage) {
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function vampire(attr, damageValue, healValue) {
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return { kind: SkillKinds.Vampire, attr: attr, damage: damageValue, heal: healValue };
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}
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function reduceDamage(attrs, percent, condition) {
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return { kind: SkillKinds.ReduceDamage, attrs: attrs, percent: percent, condition: condition };
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function reduceDamage(attrs, percent, condition, prob) {
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return { kind: SkillKinds.ReduceDamage, attrs: attrs, percent: percent, condition: condition, prob: prob || 1 };
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}
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function selfHarm(value) {
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return { kind: SkillKinds.SelfHarm, value: value };
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@ -962,12 +962,12 @@ const parsers = {
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[35](mul, percent) { return vampire('self', v.xATK(mul), v.percent(percent)); },
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[36](attr1, attr2, percent) { return reduceDamage([attr1, attr2], v.percent(percent)); },
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[37](attr, mul) { return damageEnemy('single', attr, v.xATK(mul)); },
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[38](max, _, percent) { return reduceDamage('all', v.percent(percent), max === 100 ? c.hp(max, max) : c.hp(0, max)); },
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[38](max, prob, percent) { return reduceDamage('all', v.percent(percent), max === 100 ? c.hp(max, max) : c.hp(0, max), v.percent(prob)); },
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[39](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(0, percent)); },
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[40](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ atk: mul })); },
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[41](prob, mul, attr) { return counterAttack(attr ?? 0, v.percent(prob), v.percent(mul)); },
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[42](targetAttr, dmgAttr, value) { return damageEnemy(targetAttr, dmgAttr, v.constant(value)); },
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[43](min, max, percent) { return reduceDamage('all', v.percent(percent), c.hp(min, max)); },
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[43](min, prob, percent) { return reduceDamage('all', v.percent(percent), c.hp(min, 100), v.percent(prob)); },
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[44](percent, stats1, stats2, mul) { return powerUp(null, null, p.mul(p.stats(mul, stats1, stats2)), c.hp(percent, 100)); },
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[45](attr, mul) { return powerUp([attr], null, p.mul({ hp: mul, atk: mul })); },
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[46](attr1, attr2, mul) { return powerUp([attr1, attr2], null, p.mul({ hp: mul })); },
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@ -2110,13 +2110,15 @@ function renderSkill(skill, option = {})
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break;
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}
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case SkillKinds.ReduceDamage: {
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let attrs = skill.attrs, percent = skill.percent, condition = skill.condition;
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let attrs = skill.attrs, percent = skill.percent, condition = skill.condition, prob = skill.prob;
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dict = {
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icon: createIcon(skill.kind),
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attrs: renderAttrs(attrs, {affix: true}),
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value: renderValue(percent, {percent: true}),
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condition: condition ? renderCondition(condition) : null,
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chance: prob.value < 1 ? tsp.value.prob({value: renderValue(prob, { percent:true })}) : null,
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};
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if (condition) dict.condition = renderCondition(condition);
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console.log(prob.value < 1 ? tsp.value.prob({value: renderValue(prob, { percent:true })}) : null)
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frg.ap(tsp.skill.reduce_damage(dict));
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break;
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}
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