增加新的觉醒

修复不能保存状态的BUG
This commit is contained in:
枫谷剑仙 2019-07-25 20:30:54 +08:00
parent cc037e768e
commit f37c9fade8
8 changed files with 66 additions and 62 deletions

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102
script.js
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@ -9,20 +9,20 @@ Member.prototype.outObj = function(){
var obj = [
m.id
];
if (m.level) obj.push[m.level];
if (m.awoken) obj.push[m.awoken];
if (m.plus) obj.push[m.plus];
if (m.latent) obj.push[m.latent];
if (m.sawoken) obj.push[m.sawoken];
if (m.level != undefined) obj.push(m.level);
if (m.awoken != undefined) obj.push(m.awoken);
if (m.plus != undefined) obj.push(m.plus);
if (m.latent != undefined) obj.push(m.latent);
if (m.sawoken != undefined) obj.push(m.sawoken);
return obj;
}
Member.prototype.loadObj = function(m){
this.id = m[0] || m.id;
if (m[1] || m.level) this.level = m[1] || m.level;
if (m[2] || m.awoken) this.awoken = m[2] || m.awoken;
if (m[3] || m.plus) this.plus = m[3] || m.plus;
if (m[4] || m.latent) this.latent = m[4] || m.latent;
if (m[5] || m.sawoken) this.sawoken = m[5] || m.sawoken;
this.id = m.id || m[0];
if (m[1] || m.level) this.level = m.level || m[1];
if (m[2] || m.awoken) this.awoken = m.awoken || m[2];
if (m[3] || m.plus) this.plus = m.plus || m[3];
if (m[4] || m.latent) this.latent = m.latent || m[4];
if (m[5] || m.sawoken) this.sawoken = m.sawoken || m[5];
}
//只用来防坐的任何队员
var MemberDelay = function(){
@ -78,15 +78,15 @@ Formation.prototype.outObj= function(){
return obj;
}
Formation.prototype.loadObj= function(f){
this.title = f.t || f.title;
this.detail = f.d || f.detail;
var teamArr = f.f || f.team;
this.title = f.title || f.t;
this.detail = f.detail || f.d;
var teamArr = f.team || f.f;
this.team.forEach(function(t,ti){
var tf = teamArr[ti];
var tf = teamArr[ti] || [];
t.forEach(function(st,sti){
var fst = tf[sti]
var fst = tf[sti] || [];
st.forEach(function(m,mi){
var fm = fst[mi]
var fm = fst[mi] || new Member();
m.loadObj(fm);
})
})
@ -428,13 +428,13 @@ function initialize()
//重新计算怪物的能力
editBox.reCalculateAbility = function(){
var monid = parseInt(monstersID.value);
var level = parseInt(monEditLv.value);
var monid = parseInt(monstersID.value || 0);
var level = parseInt(monEditLv.value || 0);
var awoken = editBox.awokenCount;
var plus = [
parseInt(monEditAddHp.value),
parseInt(monEditAddAtk.value),
parseInt(monEditAddRcv.value)
parseInt(monEditAddHp.value || 0),
parseInt(monEditAddAtk.value || 0),
parseInt(monEditAddRcv.value || 0)
];
var latent = editBox.latent;
var abilitys = calculateAbility(monid,level,plus,awoken,latent);
@ -499,25 +499,7 @@ function initialize()
}
changeid(mD,editBox.monsterBox,editBox.latentBox);
/*
var formationAbilityDom = document.querySelector(".formation-box .formation-ability");
if (formationAbilityDom)
{
//另一个怪物数据
var mD2 = formation.team[editBox.memberIdx[0]][editBox.memberIdx[1]?0:1][editBox.memberIdx[2]];
var mainMD,assistMD; //主怪与辅助
if (editBox.memberIdx[1])
{
assistMD = mD;
mainMD = mD2;
}else
{
mainMD = mD;
assistMD = mD2;
}
}
*/
var formationAbilityDom = document.querySelector(".formation-box .formation-ability");
if (formationAbilityDom)
{
@ -615,18 +597,19 @@ function changeid(mon,monDom,latentDom)
monDom.title = "No." + mon.id + " " + md.name[language.searchlist[0]] || md.name["ja"];
monDom.href = mon.id.toString().replace(/^(\d+)$/ig,language.guideURL);
}
if (mon.level>0) //如果提供了等级
var level = mon.level || 1;
var levelDom = monDom.querySelector(".level");
if (levelDom) //如果提供了等级
{
var levelDom = monDom.querySelector(".level");
levelDom.innerHTML = mon.level;
if (mon.level == md.maxLv)
levelDom.innerHTML = level;
if (level == md.maxLv)
{ //如果等级刚好等于最大等级,则修改为“最大”的字
levelDom.classList.add("max");
}else
{
levelDom.classList.remove("max");
}
if (md.a110 && mon.level >= md.maxLv)
if (md.a110 && level >= md.maxLv)
{ //如果支持超觉并且等级超过99就添加支持超觉的蓝色
levelDom.classList.add("_110");
}else
@ -681,23 +664,26 @@ function changeid(mon,monDom,latentDom)
{
m_id.innerHTML = mon.id;
}
if (mon.plus) //如果提供了加值
var plusArr = mon.plus || [0,0,0];
var plusDom = monDom.querySelector(".plus");
if (plusArr && plusDom) //如果提供了加值,且怪物头像内有加值
{
monDom.querySelector(".plus .hp").innerHTML = mon.plus[0];
monDom.querySelector(".plus .atk").innerHTML = mon.plus[1];
monDom.querySelector(".plus .rcv").innerHTML = mon.plus[2];
if (mon.plus[0]+mon.plus[1]+mon.plus[2] >= 297)
plusDom.querySelector(".hp").innerHTML = plusArr[0];
plusDom.querySelector(".atk").innerHTML = plusArr[1];
plusDom.querySelector(".rcv").innerHTML = plusArr[2];
var plusCount = plusArr[0]+plusArr[1]+plusArr[2];
if (plusCount >= 297)
{
monDom.querySelector(".plus").classList.add("has297");
monDom.querySelector(".plus").classList.remove("zero");
}else if (mon.plus[0]+mon.plus[1]+mon.plus[2] <= 0)
plusDom.classList.add("has297");
plusDom.classList.remove("zero");
}else if (plusCount <= 0)
{
monDom.querySelector(".plus").classList.add("zero");
monDom.querySelector(".plus").classList.remove("has297");
plusDom.classList.add("zero");
plusDom.classList.remove("has297");
}else
{
monDom.querySelector(".plus").classList.remove("zero");
monDom.querySelector(".plus").classList.remove("has297");
plusDom.classList.remove("zero");
plusDom.classList.remove("has297");
}
}
if (latentDom && mon.latent) //如果提供了潜觉

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@ -374,6 +374,21 @@
.awoken-67{/*回复-*/
background-position: 0px -2144px;
}
.awoken-68{/*大防暗*/
background-position: 0px -2176px;
}
.awoken-69{/*大防废*/
background-position: 0px -2208px;
}
.awoken-70{/*大防毒*/
background-position: 0px -2240px;
}
.awoken-71{/*掉废*/
background-position: 0px -2272px;
}
.awoken-72{/*掉毒*/
background-position: 0px -2304px;
}
/*类型*/
.type-icon{
background-image: url(images/type.png);

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@ -145,7 +145,7 @@ ul{
color: yellow;
text-shadow: black 0 0 4px;
text-align: center;
background-image: url(images/awoken-bg.png);
background-image: url(images/awoken-count-bg.png);
background-repeat: no-repeat;
width: 34px;
height: 38px;
@ -295,9 +295,6 @@ ul{
}
/*队伍的潜觉*/
.formation-latents {
height: 44px;
}
.formation-latents .latents{
width: 108px;
/*float:left;*/

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@ -134,6 +134,12 @@ function returnMonsterNameArr(m,lsList)
//计算怪物的能力
function calculateAbility(monid,level,plus,awoken,latent,weaponId,weaponAwoken)
{
if (monid == undefined) monid = 0;
if (level == undefined) level = 1;
if (plus == undefined) plus = [0,0,0];
if (awoken == undefined) awoken = 0;
if (latent == undefined) latent = [];
if (monid<=0) return null;
var m = ms[monid]; //怪物数据
var plusAdd = [10,5,3]; //加值的增加值