做技能捏人中

This commit is contained in:
littlefairy 2024-04-05 12:31:32 +08:00
parent 0c8c689cba
commit cd33efdc4d

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@ -7335,7 +7335,7 @@ var A = {
_.I = null
},
jX: function jX() {},
jW: function jW() {},
boost_passive: function boost_passive() {}, // boostPassive
jY: function jY() {},
x: function x() {},
aZ: function aZ() {},
@ -7386,7 +7386,7 @@ var A = {
this.a = a
this.b = b
},
q: function q() {},
Skill: function Skill() {},
ActionSkill: function b5() {},
h8: function h8(a) {
var _ = this
@ -16990,8 +16990,8 @@ T.Plr.prototype = {
s = this_.t
s = H.b(s.slice(0), H._arrayInstanceType(s))
this_.E = s
this_.ac()
this_.k2 = this_.X.dH(this_.k1, t.c5)
this_.ac() // createSkills, 对this.k1直接操作顺序固定
this_.k2 = this_.X.dH(this_.k1, t.c5) // 以某种方式打乱顺序?
},
bf() {
var s, r = this,
@ -17182,6 +17182,23 @@ T.Plr.prototype = {
skills.push(new T.SkillVoid(0))
skills.push(new T.SkillVoid(0))
},
diy_skills(diyskills){
// MARK: 自定义技能
var skills=this.k1
// 遍历diyskills字典的键
for (var key in diyskills) {
// 遍历skills数组中的对象
for (var i = 0; i < skills.length; i++) {
if (skills[i].name === key) {
// 如果找到匹配的对象设置其f属性为diyskills字典中对应的值
skills[i].f = diyskills[key];
break;
}
}
}
},
dm(list, original) {
// initSkills
var skill, sortedSkills, q, p, this_ = this,
@ -17212,38 +17229,37 @@ T.Plr.prototype = {
}
// console.log("this_.k2:",this_.k2)
for (; sortedSkills = this_.k2, n < sortedSkills.length; ++n) sortedSkills[n].ao(this_, 0)
// 最终的技能列表是this.k2, 其他地方也都是引用这个的
// sorted skills是this.k2,
},
bs() {
// addSkillsToProc
var s, r, sortedSkills, skl, o, n, m, this_ = this
for (s = 0, r = this_.k4; sortedSkills = this_.k2, s < sortedSkills.length; ++s) {
var s, actions, sortedSkills, skl, o, act, boostPassive, this_ = this
for (s = 0, actions = this_.k4; sortedSkills = this_.k2, s < sortedSkills.length; ++s) {
skl = sortedSkills[s]
if (skl.f > 0 && skl instanceof T.ActionSkill) r.push(skl)
if (skl.f > 0 && skl instanceof T.ActionSkill) actions.push(skl)
}
sortedSkills = r.length
o = 0
if (sortedSkills > o)
for (s = sortedSkills - $.i(); s >= o; --s) {
n = r[s]
if (!n.e) {
n.f = n.f * $.t()
n.e = true
if (actions.length > 0)
for (s = actions.length - 1; s >= 0; --s) {
act = actions[s]
if (!act.e) { // !act.boosted
act.f = act.f * 2
act.e = true
break
}
}
m = new T.jW()
r = this_.k2
if (r.length >= $.aR()) {
r = r[$.p7()]
boostPassive = new T.boost_passive()
var skills = this_.k2
if (skills.length >= $.aR()) {
skills = skills[$.p7()]
sortedSkills = this_.t
m.$3(r, sortedSkills[$.a6()], sortedSkills[$.pR()])
boostPassive.boostPassive(skills, sortedSkills[$.a6()], sortedSkills[$.pR()])
sortedSkills = this_.k2[$.eT()]
r = this_.t
m.$3(sortedSkills, r[$.n_()], r[$.b2()])
skills = this_.t
boostPassive.boostPassive(sortedSkills, skills[$.n_()], skills[$.b2()])
}
for (s = 0, r = this_.k1; s < r.length; ++s) {
skl = r[s]
for (s = 0, skills = this_.k1; s < skills.length; ++s) {
skl = skills[s]
if (skl.f > 0) skl.W()
}
},
@ -17546,8 +17562,8 @@ T.jX.prototype = {
},
$S: 15
}
T.jW.prototype = {
$3(a, b, c) {
T.boost_passive.prototype = {
boostPassive(a, b, c) {
var s = a.f
if (s > 0 && !a.e) {
a.f = s + Math.min(Math.min(H.ar(b), H.ar(c)), s)
@ -17628,7 +17644,7 @@ T.cp.prototype = {
}
}
T.bG.prototype = {}
T.q.prototype = {
T.Skill.prototype = {
ao(a, b) {
var s
this.r = a
@ -18941,7 +18957,7 @@ LangData.k_.prototype = {
s.dS = s.bP
s.dR = s.bs
s.dT = s.F
s = T.q.prototype
s = T.Skill.prototype
s.bC = s.a9
s.bZ = s.bx
s.dU = s.aa
@ -19086,8 +19102,8 @@ LangData.k_.prototype = {
inherit(P.kx, P.kw)
inherit(P.cF, P.p)
inherit(HtmlRenderer.fW, HtmlRenderer.ax)
inherit_many(Sgls.n, [T.q, T.aZ, T.aB, T.bq, T.cB, T.bH, T.ah, T.aV, T.aF])
inherit_many(T.q, [T.ActionSkill, T.h6, T.he, T.hn, T.hq, T.ea, T.ef, T.SklCounter, T.SklDefend, T.SklHide, T.SklMerge, T.SklProtect, T.SklReflect, T.SklReraise, T.SklShield, T.SklUpgrade, T.SklZombie])
inherit_many(Sgls.n, [T.Skill, T.aZ, T.aB, T.bq, T.cB, T.bH, T.ah, T.aV, T.aF])
inherit_many(T.Skill, [T.ActionSkill, T.h6, T.he, T.hn, T.hq, T.ea, T.ef, T.SklCounter, T.SklDefend, T.SklHide, T.SklMerge, T.SklProtect, T.SklReflect, T.SklReraise, T.SklShield, T.SklUpgrade, T.SklZombie])
inherit_many(T.ActionSkill, [T.SklAbsorb, T.SklAccumulate, T.SklAssassinate, T.dd, T.SklBerserk, T.SklCharge, T.SklCharm, T.SklClone, T.SklCritical, T.SklCurse, T.SklDisperse, T.SklExchange, T.SklFire, T.sklHalf, T.SklHaste, T.SklHeal, T.SklIce, T.SklIron, T.SklPoison, T.SklQuake, T.SklRapid, T.SklRevive, T.hu, T.SklShadow, T.SklSlow, T.hj, T.SklSummon, T.SklThunder, T.e2, T.hb, T.dl, T.hd, T.hm, T.dB, T.hp, T.hr, T.hA, T.h8, T.hD, T.SkillVoid, T.hg, T.ee, T.hz])
inherit_many(T.aZ, [T.dj, T.dw, T.dx, T.eh, T.bd, T.h1])
inherit_many(T.x, [T.dI, T.c3, T.hF, T.fC, T.hY])