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universal_function.js 6.9 kB

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  1. //类型允许的潜觉杀,前面的数字是官方数据的类型编号,后面的杀是自己做的图片中的潜觉序号
  2. var type_allowable_latent = {
  3. "0":[], //0进化
  4. "12":[], //12觉醒
  5. "14":[], //14强化
  6. "15":[], //15卖钱
  7. "1":[17,18,19,20,21,22,23,24], //1平衡
  8. "2":[20,24],//2体力
  9. "3":[18,22],//3回复
  10. "4":[20,24],//4龙
  11. "5":[19],//5神
  12. "6":[19,23],//6攻击
  13. "7":[17],//7恶魔
  14. "8":[17,20,21,24],//8机械
  15. }
  16. //仿GM_xmlhttpRequest函数v1.3
  17. if (typeof(GM_xmlhttpRequest) == "undefined") {
  18. var GM_xmlhttpRequest = function(GM_param) {
  19. var xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
  20. xhr.open(GM_param.method, GM_param.url, true);
  21. if (GM_param.responseType) xhr.responseType = GM_param.responseType;
  22. if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
  23. xhr.onreadystatechange = function() //设置回调函数
  24. {
  25. if (xhr.readyState === xhr.DONE) {
  26. if (xhr.status === 200 && GM_param.onload)
  27. GM_param.onload(xhr);
  28. if (xhr.status !== 200 && GM_param.onerror)
  29. GM_param.onerror(xhr);
  30. }
  31. }
  32. for (var header in GM_param.headers) {
  33. xhr.setRequestHeader(header, GM_param.headers[header]);
  34. }
  35. xhr.send(GM_param.data ? GM_param.data : null);
  36. }
  37. }
  38. //数字补0
  39. function PrefixInteger(num, length)
  40. {
  41. return (Array(length).join('0') + num).slice(-length);
  42. }
  43. //获取URL参数
  44. function getQueryString(name) {
  45. var reg = new RegExp("(^|&)" + name + "=([^&]*)(&|$)", "i");
  46. var r = window.location.search.substr(1).match(reg);
  47. if (r != null) return decodeURIComponent(r[2]); return null;
  48. }
  49. //数组去重
  50. /* https://www.cnblogs.com/baiyangyuanzi/p/6726258.html
  51. * 实现思路:获取没重复的最右一值放入新数组。
  52. * (检测到有重复值时终止当前循环同时进入顶层循环的下一轮判断)*/
  53. function uniq(array){
  54. var temp = [];
  55. var l = array.length;
  56. for(var i = 0; i < l; i++) {
  57. for(var j = i + 1; j < l; j++){
  58. if (array[i] === array[j]){
  59. i++;
  60. j = i;
  61. }
  62. }
  63. temp.push(array[i]);
  64. }
  65. return temp;
  66. }
  67. //计算用了多少潜觉格子
  68. function usedHole(latent)
  69. {
  70. return latent.reduce(function(previous,current){
  71. return previous + (current>= 12?2:1);
  72. },0);
  73. }
  74. //计算队伍中有多少个该觉醒
  75. function awokenCountInTeam(formationTeam,ak,solo)
  76. {
  77. var allAwokenCount = formationTeam.reduce(function(fc,fm){
  78. var formationAwokenCount = fm.reduce(function(tc,tm,isAssist){
  79. var teamAwokenCount = tm.reduce(function(c,m){
  80. if (m.id<=0)
  81. { //如果是特殊情况的
  82. return c;
  83. }
  84. var mdAwoken = ms[m.id].awoken; //这个怪物的觉醒数据
  85. var mdSAwoken = ms[m.id].sAwoken; //这个怪物的超觉醒数据
  86. if ((!mdAwoken && !mdSAwoken) || (isAssist && mdAwoken.indexOf(49)<0))
  87. { //如果没有觉醒和超觉醒 || (如果是辅助队 &&第一个不是武器觉醒)
  88. return c;
  89. }
  90. //启用的觉醒数组片段
  91. var enableAwoken = mdAwoken.slice(0,m.awoken);
  92. //相同的觉醒数
  93. var hasAwoken = enableAwoken.filter(function(a){return a == ak;}).length;
  94. //如果有超觉醒,且超觉醒id和计数的id相同
  95. if (mdSAwoken && (mdSAwoken[m.sawoken] == ak))
  96. {
  97. hasAwoken++;
  98. }
  99. return c + hasAwoken;
  100. },0);
  101. return tc + teamAwokenCount;
  102. },0)
  103. return fc + formationAwokenCount;
  104. },0)
  105. return allAwokenCount;
  106. }
  107. //返回可用的怪物名称
  108. function returnMonsterNameArr(m,lsList)
  109. {
  110. var monNameArr = lsList.map(function(lc){ //取出每种语言
  111. return m.name[lc];
  112. }).filter(function(ln){ //去掉空值和问号
  113. return (ln?(ln.length>0):false) && !/^(?:초월\s*)?\?+/.test(ln);
  114. });
  115. if (monNameArr.length < 1) //如果本来的列表里没有名字
  116. {
  117. for (var nc in m.name)
  118. { //循环所有名字
  119. var theName = m.name[nc]; //当前的名字
  120. if (!/^(?:초월\s*)?\?+/.test(theName)) //如果不是问号
  121. {
  122. monNameArr.push(theName);
  123. }
  124. }
  125. if (monNameArr.length < 1) monNameArr.push("????"); //如果还没有,默认名是问号
  126. }
  127. return monNameArr;
  128. }
  129. //计算怪物的能力
  130. function calculateAbility(monid,level,plus,awoken,latent,weaponId,weaponAwoken)
  131. {
  132. if (monid<=0) return null;
  133. var m = ms[monid]; //怪物数据
  134. var plusAdd = [10,5,3]; //加值的增加值
  135. var awokenAdd = [ //对应加三维觉醒的序号与增加值
  136. {index:1,value:500},
  137. {index:2,value:100},
  138. {index:3,value:200}
  139. ];
  140. var latentAdd = [ //对应加三维潜在觉醒的序号与增加比例
  141. [{index:1,scale:0.015},{index:12,scale:0.03},{index:25,scale:0.045}],
  142. [{index:2,scale:0.01},{index:12,scale:0.02},{index:26,scale:0.03}],
  143. [{index:3,scale:0.1},{index:12,scale:0.2},{index:27,scale:0.3}]
  144. ];
  145. var abilitys = m.ability.map(function(ab,idx){
  146. var n_base = Math.round((ab[1]-ab[0])*(level>99?99:level)/99+ab[0]); //99级以内的增加
  147. if (level>99) //110级的增加
  148. { //100到110级有11级,将m.a110的成长比率平均分配到这11级内
  149. n_base = Math.round(ab[1] + ab[1]*(m.a110/100)*(level-99)/11);
  150. }
  151. var n_plus = plus[idx]*plusAdd[idx]; //加值增加量
  152. var awokenList = m.awoken.slice(0,awoken); //储存生效的觉醒
  153. if (weaponId)
  154. {
  155. var weapon = ms[weaponId]; //武器的怪物数据
  156. var weaponAwokenList = weapon.awoken.slice(0,weaponAwoken);
  157. if (weaponAwokenList.indexOf(49)>=0)
  158. awokenList = awokenList.concat(weaponAwokenList);
  159. }
  160. var awokenCount = awoken?awokenList.filter(function(a){return a==awokenAdd[idx].index;}).length:0; //含有增加三维觉醒的数量
  161. var n_awoken = Math.round(awokenCount*awokenAdd[idx].value);
  162. var n_latent = latent?Math.round(latentAdd[idx].reduce(function(previous,la){
  163. var latentCount = latent.filter(function(l){return l==la.index;}).length; //每个潜觉的数量
  164. return previous + n_base * la.scale * latentCount; //无加值与觉醒的基础值,乘以那么多个潜觉的增加倍数
  165. },0)):0;
  166. //console.log("基础值:%d,加蛋值:%d,觉醒x%d增加:%d,潜觉增加:%d",n_base,n_plus,awokenCount,n_awoken,n_latent);
  167. return n_base + n_plus + n_awoken + n_latent;
  168. })
  169. return abilitys;
  170. }

智龙迷城队伍图制作工具