转生狩猎的新队长技
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@ -1440,6 +1440,9 @@ function parseSkillDescription(skill) {
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case 219: //192同时消除多色中所有色,219任意消除多色中1色
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str = `相连消除${sk[1]}个或以上的${getOrbsAttrString(sk[0], true)}宝珠时,结算时连击数+${sk[2]}`;
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break;
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case 223:
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str = `${sk[0]}连击以上时,追加${sk[1].bigNumberToString()}点固定伤害`;
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break;
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default:
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str = `未知的技能类型${type}(No.${id})`;
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//开发部分
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@ -1667,7 +1670,7 @@ function parseSkillDescription(skill) {
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{name:"不做筛选",function:cards=>cards},
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{group:"======队长技======", functions: [
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{name:"队长技固伤追击(按伤害排序)",function:cards=>{
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const searchTypeArray = [199,200,201];
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const searchTypeArray = [199,200,201,223];
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function getSkillFixedDamage(skill)
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{
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switch (skill.type)
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@ -1676,6 +1679,8 @@ function parseSkillDescription(skill) {
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return skill.params[2];
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case 201:
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return skill.params[5];
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case 223:
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return skill.params[1];
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default:
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return 0;
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}
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@ -1689,7 +1694,7 @@ function parseSkillDescription(skill) {
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return a_pC - b_pC;
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});
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},addition:card=>{
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const searchTypeArray = [199,200,201];
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const searchTypeArray = [199,200,201,223];
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function getSkillFixedDamage(skill)
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{
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switch (skill.type)
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@ -1698,6 +1703,8 @@ function parseSkillDescription(skill) {
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return skill.params[2];
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case 201:
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return skill.params[5];
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case 223:
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return skill.params[1];
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default:
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return 0;
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}
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@ -781,7 +781,7 @@ function tIf_Effect_addCombo(leader1id, leader2id) {
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}
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//计算队伍的追打
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function tIf_Effect_inflicts(leader1id, leader2id) {
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const searchTypeArray = [199, 200, 201];
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const searchTypeArray = [199, 200, 201, 223];
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const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
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const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
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@ -793,6 +793,8 @@ function tIf_Effect_inflicts(leader1id, leader2id) {
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return skill.params[2];
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case 201:
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return skill.params[5];
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case 223:
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return skill.params[1];
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default:
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return 0;
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}
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