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script-universal_function.js 58 kB

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  1. //仿GM_xmlhttpRequest函数v1.5
  2. const GM_xmlhttpRequest = function(GM_param) {
  3. const xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
  4. xhr.open(GM_param.method, GM_param.url, true);
  5. if (GM_param.responseType) xhr.responseType = GM_param.responseType;
  6. if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
  7. xhr.onreadystatechange = function(e) //设置回调函数
  8. {
  9. const _xhr = e.target;
  10. if (_xhr.readyState === _xhr.DONE) { //请求完成时
  11. console.debug("http状态码:", _xhr.status);
  12. if ((_xhr.status === 200 || _xhr.status === 0) && GM_param.onload) //正确加载时
  13. {
  14. GM_param.onload(_xhr);
  15. } else if (_xhr.status !== 200 && GM_param.onerror) //发生错误时
  16. {
  17. GM_param.onerror(_xhr);
  18. }
  19. }
  20. };
  21. if (GM_param.onprogress)
  22. xhr.upload.onprogress = function(e) { GM_param.onprogress(e.target) };
  23. //添加header
  24. for (let header in GM_param.headers) {
  25. xhr.setRequestHeader(header, GM_param.headers[header]);
  26. }
  27. //发送数据
  28. xhr.send(GM_param.data ? GM_param.data : null);
  29. };
  30. //获取URL参数
  31. function getQueryString(name, url) {
  32. const urlObj = new URL(url || document.location);
  33. if (!Array.isArray(name)) name = [name];
  34. let n_e = name.entries(), n;
  35. let value;
  36. do
  37. {
  38. n = n_e.next();
  39. if (!n.done)
  40. {
  41. value = urlObj.searchParams.get(n.value[1]);
  42. }
  43. }while(!n.done && value == undefined)
  44. return value;
  45. }
  46. function localStorage_getBoolean(name, defaultValue = false){
  47. let value = localStorage.getItem(name);
  48. if (value === "true") return true;
  49. else return Boolean(Number(localStorage.getItem(name) ?? defaultValue));
  50. }
  51. // 将字符串转为二进制字符串
  52. String.prototype.toUTF8Blob = function() {
  53. return new Blob([this.valueOf()], {
  54. type: 'text/plain'
  55. });
  56. }
  57. Blob.prototype.toBase64 = function() {
  58. return new Promise((resolve, reject) => {
  59. const fileReader = new FileReader();
  60. fileReader.onload = (event) => {
  61. resolve(event.target?.result);
  62. };
  63. // readAsDataURL
  64. fileReader.readAsDataURL(this.valueOf());
  65. fileReader.onerror = () => {
  66. reject(new Error('blobToBase64 error'));
  67. };
  68. });
  69. }
  70. const Base64 = {
  71. strToBase64: function(str) {
  72. const encoder = new TextEncoder()
  73. const view = encoder.encode(str);
  74. const base64 = Base64.encodeFromUint8Array(view);
  75. return base64;
  76. },
  77. base64ToStr: function(base64) {
  78. const decoder = new TextDecoder()
  79. const view = Base64.decodeToUint8Array(base64);
  80. const str = decoder.decode(view);
  81. return str;
  82. },
  83. //Base64还原成Uint8Array
  84. decodeToUint8Array: function base64DecToArr(sBase64, nBlocksSize) {
  85. function b64ToUint6(nChr) {
  86. return nChr > 64 && nChr < 91
  87. ? nChr - 65
  88. : nChr > 96 && nChr < 123
  89. ? nChr - 71
  90. : nChr > 47 && nChr < 58
  91. ? nChr + 4
  92. : nChr === 43
  93. ? 62
  94. : nChr === 47
  95. ? 63
  96. : 0;
  97. }
  98. const sB64Enc = sBase64.replace(/[^A-Za-z0-9+/]/g, ""); // Remove any non-base64 characters, such as trailing "=", whitespace, and more.
  99. const nInLen = sB64Enc.length;
  100. const nOutLen = nBlocksSize
  101. ? Math.ceil(((nInLen * 3 + 1) >> 2) / nBlocksSize) * nBlocksSize
  102. : (nInLen * 3 + 1) >> 2;
  103. const taBytes = new Uint8Array(nOutLen);
  104. let nMod3;
  105. let nMod4;
  106. let nUint24 = 0;
  107. let nOutIdx = 0;
  108. for (let nInIdx = 0; nInIdx < nInLen; nInIdx++) {
  109. nMod4 = nInIdx & 3;
  110. nUint24 |= b64ToUint6(sB64Enc.charCodeAt(nInIdx)) << (6 * (3 - nMod4));
  111. if (nMod4 === 3 || nInLen - nInIdx === 1) {
  112. nMod3 = 0;
  113. while (nMod3 < 3 && nOutIdx < nOutLen) {
  114. taBytes[nOutIdx] = (nUint24 >>> ((16 >>> nMod3) & 24)) & 255;
  115. nMod3++;
  116. nOutIdx++;
  117. }
  118. nUint24 = 0;
  119. }
  120. }
  121. return taBytes;
  122. },
  123. //Uint8Array编码成Base64
  124. encodeFromUint8Array: function base64EncArr(aBytes) {
  125. function uint6ToB64(nUint6) {
  126. return nUint6 < 26
  127. ? nUint6 + 65
  128. : nUint6 < 52
  129. ? nUint6 + 71
  130. : nUint6 < 62
  131. ? nUint6 - 4
  132. : nUint6 === 62
  133. ? 43
  134. : nUint6 === 63
  135. ? 47
  136. : 65;
  137. }
  138. let nMod3 = 2;
  139. let sB64Enc = "";
  140. const nLen = aBytes.length;
  141. let nUint24 = 0;
  142. for (let nIdx = 0; nIdx < nLen; nIdx++) {
  143. nMod3 = nIdx % 3;
  144. // To break your base64 into several 80-character lines, add:
  145. // if (nIdx > 0 && ((nIdx * 4) / 3) % 76 === 0) {
  146. // sB64Enc += "\r\n";
  147. // }
  148. nUint24 |= aBytes[nIdx] << ((16 >>> nMod3) & 24);
  149. if (nMod3 === 2 || aBytes.length - nIdx === 1) {
  150. sB64Enc += String.fromCodePoint(
  151. uint6ToB64((nUint24 >>> 18) & 63),
  152. uint6ToB64((nUint24 >>> 12) & 63),
  153. uint6ToB64((nUint24 >>> 6) & 63),
  154. uint6ToB64(nUint24 & 63)
  155. );
  156. nUint24 = 0;
  157. }
  158. }
  159. return (
  160. sB64Enc.substring(0, sB64Enc.length - 2 + nMod3) +
  161. (nMod3 === 2 ? "" : nMod3 === 1 ? "=" : "==")
  162. );
  163. }
  164. }
  165. //Buffer转16进制字符串
  166. Uint8Array.prototype.toHex = function() {
  167. return [...this].map(n=>n.toString(16).padStart(2,'0')).join('');
  168. }
  169. //大数字缩短长度,默认返回本地定义字符串
  170. Number.prototype.bigNumberToString = Number.prototype.toLocaleString;
  171. //最多保留N位小数,不留0
  172. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false)
  173. {
  174. let newNumber = Number(this.toFixed(decimalDigits));
  175. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  176. }
  177. //Bitwise
  178. Number.prototype.notNeighbour = function() {
  179. const num = this.valueOf();
  180. return ~num & (num << 1 | num >> 1);
  181. }
  182. //数组删除自己尾部的空元素
  183. Array.prototype.deleteLatter = function(item = null) {
  184. let index = this.length - 1;
  185. for (; index >= 0; index--) {
  186. if (this[index] !== item) {
  187. break;
  188. }
  189. }
  190. this.splice(index + 1);
  191. return this;
  192. }
  193. //数组去重,改变自身
  194. Array.prototype.distinct = function() {
  195. const _set = new Set(this);
  196. this.length = 0;
  197. this.push(..._set);
  198. return this.valueOf();
  199. }
  200. //数组交换元素
  201. Array.prototype.switch = function(i1, i2) {
  202. if (Math.max(i1, i2) >= this.length) return false;
  203. let temp = this[i1];
  204. this[i1] = this[i2];
  205. this[i2] = temp;
  206. return true;
  207. }
  208. //数组随机排序
  209. Array.prototype.shuffle = function() {
  210. let length = this.length;
  211. while (length) {
  212. randomIndex = Math.floor(Math.random() * length--);
  213. this.switch(length, randomIndex);
  214. }
  215. return this;
  216. }
  217. Array.prototype.randomShift = function() {
  218. return this.splice(Math.random() * this.length, 1)?.[0];
  219. }
  220. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  221. Array.prototype.groupBy = function(func) {
  222. const groups = this.reduce((pre,cur)=>{
  223. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  224. if (grp)
  225. grp.push(cur);
  226. else
  227. pre.push([cur]);
  228. return pre;
  229. }, []);
  230. return groups;
  231. }
  232. //将内容添加到代码片段
  233. DocumentFragment.prototype.ap = function(...args)
  234. {
  235. args.forEach(arg=>{
  236. if (Array.isArray(arg)) //数组,递归自身
  237. {
  238. arg.forEach(item=>this.ap(item));
  239. }
  240. else //其他内容的转换为文字添加
  241. {
  242. this.append(arg);
  243. }
  244. }, this);
  245. return this;
  246. }
  247. //将数组和分隔符添加到一个代码片段,类似join
  248. Array.prototype.nodeJoin = function(separator)
  249. {
  250. const frg = document.createDocumentFragment();
  251. this.forEach((item, idx, arr)=>{
  252. frg.ap(item);
  253. if (idx < (arr.length - 1) && separator !== undefined)
  254. frg.ap(separator instanceof Node ? separator.cloneNode(true) : separator);
  255. });
  256. return frg;
  257. }
  258. Math.randomInteger = function(max, min = 0) {
  259. return this.floor(this.random() * (max - min + 1) + min);
  260. }
  261. Math.isPowerOfTwo = function(n) {
  262. if (Number.isInteger(0) && n > 0)
  263. return (n & (n - 1)) === 0;
  264. else
  265. return false;
  266. }
  267. //将二进制flag转为数组
  268. function flags(num) {
  269. const arr = [];
  270. for (let i = 0; i < 32; i++) {
  271. if (num & (1 << i)) {
  272. arr.push(i);
  273. }
  274. }
  275. return arr;
  276. }
  277. //将二进制flag转为数组
  278. function reflags(arr) {
  279. return arr.reduce((pre,cur)=>pre | 1 << cur, 0);
  280. }
  281. //带标签的模板字符串
  282. function tp(strings, ...keys) {
  283. return (function(...values) {
  284. let dict = values[values.length - 1] || {};
  285. let fragment = document.createDocumentFragment();
  286. fragment.append(strings[0]);
  287. keys.forEach(function(key, i, arr) {
  288. let value = Number.isInteger(key) ? values[key] : dict[key];
  289. if (value != undefined)
  290. {
  291. try{
  292. fragment.append(arr.lastIndexOf(key) === i ? value : value.cloneNode(true)); //如果是最后一个匹配的标签,就插入原始的DOM(保留行为),否则插入克隆的DOM
  293. }catch(e)
  294. {
  295. console.log("模板字符串错误: %o,", e, values, keys, value);
  296. }
  297. }
  298. fragment.append(strings[i + 1]);
  299. });
  300. return fragment;
  301. });
  302. }
  303. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  304. function deepMerge(obj1, obj2) {
  305. let key;
  306. for (key in obj2) {
  307. // 如果target(也就是obj1[key])存在,且是对象的话再去调用deepMerge,否则就是obj1[key]里面没这个对象,需要与obj2[key]合并
  308. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  309. obj1[key] =
  310. obj1[key] &&
  311. obj1[key].toString() === "[object Object]" &&
  312. (obj2[key] && obj2[key].toString() === "[object Object]")
  313. ? deepMerge(obj1[key], obj2[key])
  314. : (obj1[key] = obj2[key]);
  315. }
  316. return obj1;
  317. }
  318. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  319. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  320. const pcmImportObj = {
  321. env: {
  322. abortStackOverflow: () => { throw new Error("overflow"); },
  323. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  324. tableBase: 0,
  325. memory: pcmMemory,
  326. memoryBase: 102400,
  327. STACKTOP: 0,
  328. STACK_MAX: pcmMemory.buffer.byteLength,
  329. }
  330. };
  331. let pcmPlayer = null;
  332. let adpcm_wasm = null;
  333. async function decodeAudio(fileName, decodeCallback) {
  334. if (pcmPlayer != null) {
  335. pcmPlayer.close();
  336. }
  337. pcmPlayer = new PCMPlayer(1, 44100);
  338. let request = await fetch(fileName);
  339. let buffer = await request.arrayBuffer();
  340. let audioData = new Uint8Array(buffer);
  341. if (audioData[16] == 0x10) { //普通WAV,建立一个audio来播放
  342. console.debug('当前 WAV 为 普通 WAV');
  343. const audioCtx = new AudioContext();
  344. const decodedData = await audioCtx.decodeAudioData(buffer);
  345. const source = new AudioBufferSourceNode(audioCtx);
  346. source.buffer = decodedData;
  347. source.connect(audioCtx.destination);
  348. source.start(0);
  349. } else { //audioData[16] == 0x14
  350. console.debug('当前 WAV 为 PCM WAV');
  351. let step = 160;
  352. for (let i = 0; i < audioData.byteLength; i += step) {
  353. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  354. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  355. pcmPlayer.feed(pcmFloat32Data);
  356. }
  357. }
  358. }
  359. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  360. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  361. .then((wasm) => {
  362. adpcm_wasm = wasm;
  363. /*addButton("adpcm").onclick = function () {
  364. let decoder = new Adpcm(wasm, pcmImportObj);
  365. decoder.resetDecodeState(new Adpcm.State(0, 0));
  366. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  367. }*/
  368. });
  369. //▲ADPCM播放相关
  370. // 加载 image
  371. function loadImage(url) {
  372. return new Promise(function(resolve, reject) {
  373. var image = new Image();
  374. image.src = url;
  375. image.type = "svg"
  376. image.crossOrigin = 'Anonymous';
  377. image.onload = function() {
  378. resolve(this);
  379. };
  380. image.onerror = function(err) {
  381. reject(err);
  382. };
  383. });
  384. }
  385. //代码来自 https://segmentfault.com/a/1190000004451095
  386. function fileReader (file, options = {}) {
  387. return new Promise(function (resolve, reject) {
  388. const reader = new FileReader();
  389. reader.onload = function () {
  390. resolve(reader);
  391. };
  392. reader.onerror = reject;
  393. if (options.accept && !new RegExp(options.accept).test(file.type)) {
  394. reject({
  395. code: 1,
  396. msg: 'wrong file type'
  397. });
  398. }
  399. if (!file.type || /^text\//i.test(file.type) || options.readType == "text") {
  400. reader.readAsText(file);
  401. } else {
  402. reader.readAsDataURL(file);
  403. }
  404. });
  405. }
  406. function dbReadKey (db, tableName, keys) {
  407. return new Promise(function (resolve, reject) {
  408. const transaction = db.transaction([tableName]);
  409. const objectStore = transaction.objectStore(tableName);
  410. const request = objectStore.get(keys);
  411. request.onsuccess = function(event) {
  412. resolve(request.result);
  413. };
  414. request.onerror = reject;
  415. });
  416. }
  417. function dbCount (db, tableName, key) {
  418. return new Promise(function (resolve, reject) {
  419. const transaction = db.transaction([tableName]);
  420. const objectStore = transaction.objectStore(tableName);
  421. const request = objectStore.count(key);
  422. request.onsuccess = function() {
  423. resolve(request.result);
  424. }
  425. request.onerror = reject;
  426. });
  427. }
  428. function dbReadAll (db, tableName) {
  429. return new Promise(async function (resolve, reject) {
  430. let datas = [];
  431. const transaction = db.transaction([tableName]);
  432. const objectStore = transaction.objectStore(tableName);
  433. const request = objectStore.openCursor();
  434. request.onsuccess = function(event) {
  435. var cursor = event.target.result;
  436. if (cursor) {
  437. // cursor.value 包含正在被遍历的当前记录
  438. // 这里你可以对 result 做些什么
  439. datas.push(cursor.value);
  440. cursor.continue();
  441. } else {
  442. // 没有更多 results
  443. resolve(datas);
  444. }
  445. };
  446. request.onerror = reject;
  447. });
  448. }
  449. function dbWrite (db, tableName, data, keys) {
  450. return new Promise(function (resolve, reject) {
  451. const transaction = db.transaction([tableName], "readwrite");
  452. const objectStore = transaction.objectStore(tableName);
  453. const request = objectStore.put(data, keys);
  454. request.onsuccess = function(event) {
  455. resolve(event);
  456. };
  457. request.onerror = reject;
  458. });
  459. }
  460. function dbDelete (db, tableName, keys) {
  461. return new Promise(function (resolve, reject) {
  462. const transaction = db.transaction([tableName], "readwrite");
  463. const objectStore = transaction.objectStore(tableName);
  464. const request = objectStore.delete(keys);
  465. request.onsuccess = function(event) {
  466. resolve(event);
  467. };
  468. request.onerror = reject;
  469. });
  470. }
  471. function latentUseHole(latentId) {
  472. switch (latentId) {
  473. case 12: case 16: case 17: case 18: case 19:
  474. case 20: case 21: case 22: case 23: case 24:
  475. case 25: case 26: case 27: case 28: case 29:
  476. case 30: case 31: case 32: case 33: case 34:
  477. case 35: case 36: case 43: case 44: case 45:
  478. {
  479. return 2;
  480. }
  481. case 13: case 14: case 15: case 37: case 38:
  482. case 39: case 40: case 41: case 42: case 46:
  483. case 47: case 48: case 49:
  484. {
  485. return 6;
  486. }
  487. case 1: case 2: case 3: case 4: case 5:
  488. case 6: case 7: case 8: case 9: case 10:
  489. case 11: case 12:
  490. default:
  491. {
  492. return 1;
  493. }
  494. }
  495. }
  496. //获取最大潜觉数量
  497. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  498. const card = Cards[id];
  499. return card && card.is8Latent ? 8 : 6;
  500. }
  501. //计算用了多少潜觉格子
  502. function usedHole(latents) {
  503. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  504. }
  505. //计算所有队伍中有多少个该觉醒
  506. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  507. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  508. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  509. }, 0);
  510. return formationAwokenCount;
  511. }
  512. //计算单个队伍中有多少个该觉醒
  513. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  514. const memberArray = team[0];
  515. const assistArray = team[1];
  516. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  517. if (mon.id <= 0) { //如果是delay和null
  518. return previous;
  519. }
  520. const card = Cards[mon.id];
  521. if (!card || !card.enabled) { //如果卡片未启用
  522. return previous;
  523. }
  524. const assist = assistArray[idx];
  525. const assistCard = Cards[assist.id];
  526. //启用的觉醒数组片段
  527. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  528. //单人、3人时,大于等于100级且297时增加超觉醒
  529. if ((solo || teamsCount === 3) && mon.sawoken > 0 && mon.level >= 100 && mon.plus.every(p=>p>=99)) {
  530. enableAwoken.push(mon.sawoken);
  531. }
  532. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  533. enableAwoken.push(...assistCard.awakenings.slice(0, assist.awoken));
  534. }
  535. //相同的觉醒数
  536. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  537. return previous + hasAwoken;
  538. }, 0);
  539. return teamAwokenCount;
  540. }
  541. //返回可用的怪物名称
  542. function returnMonsterNameArr(card, lsList, defaultCode) {
  543. const monNameArr = lsList.map(lc => { //取出每种语言
  544. if (lc == defaultCode)
  545. return card.name;
  546. else if (card.otLangName)
  547. return card.otLangName[lc];
  548. }).filter(ln => //去掉空值和问号
  549. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  550. );
  551. if (monNameArr.length < 1) //如果本来的列表里没有名字
  552. {
  553. monNameArr.push(card.name); //只添加默认名字
  554. }
  555. return monNameArr;
  556. }
  557. //Code From pad-rikuu
  558. function valueAt(level, maxLevel, curve) {
  559. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  560. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  561. }
  562. //Code From pad-rikuu
  563. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  564. let value = valueAt(level, maxLevel, {
  565. min: c.min,
  566. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  567. scale: c.scale || 1
  568. });
  569. if (level > maxLevel) {
  570. const exceed99 = Math.min(level - maxLevel, 11);
  571. const exceed110 = Math.max(0, level - 110);
  572. value += c.max !== undefined ?
  573. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  574. (c.min * exceed99 + c.min * exceed110);
  575. }
  576. return value;
  577. }
  578. //计算怪物的经验值
  579. function calculateExp(member) {
  580. if (!member) return null;
  581. const memberCard = Cards[member.id];
  582. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  583. const expArray = [
  584. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  585. ];
  586. if (member.level > 99)
  587. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  588. if (member.level > 110)
  589. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  590. return expArray;
  591. }
  592. //计算怪物的能力
  593. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  594. if (!member) return null;
  595. const memberCard = Cards[member.id];
  596. const assistCard = assist ? Cards[assist.id] : null;
  597. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  598. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  599. const plusAdd = [10, 5, 3]; //加值的增加值
  600. const limitBreakIncr120 = [10, 5, 5]; //120三维增加百分比例
  601. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  602. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  603. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  604. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  605. ];
  606. const previousAwokenScale = [ //在297之前,对应比例加三维觉醒的序号与倍率值,就是语音觉醒
  607. [{ index: 63, scale: 1.1 }], //HP
  608. [{ index: 63, scale: 1.1 }], //ATK
  609. [{ index: 63, scale: 1.1 }] //RCV
  610. ];
  611. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  612. [], //HP
  613. [], //ATK
  614. [] //RCV
  615. ];
  616. if (!solo) { //协力时计算协力觉醒
  617. latterAwokenScale.forEach(ab => {
  618. ab.push({ index: 30, scale: 1.5 });
  619. });
  620. }
  621. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  622. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  623. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.08 }], //ATK
  624. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  625. ];
  626. const memberCurves = [memberCard?.hp, memberCard?.atk, memberCard?.rcv];
  627. const assistCurves = assistCard?.canAssist && [assistCard.hp, assistCard.atk, assistCard.rcv];
  628. const dge = formation.dungeonEnchance;
  629. const dgeRate = [dge.rate.hp, dge.rate.atk, dge.rate.rcv];
  630. const isDge = dge.rarities.includes(memberCard.rarity) || //符合星级
  631. memberCard.attrs.some(attr=>dge.attrs.includes(attr)) || //符合属性
  632. memberCard.types.some(type=>dge.types.includes(type)) || //符合类型
  633. dge?.collabs?.includes(memberCard.collabId) || //符合合作
  634. dge?.gachas?.includes(memberCard.gachaId); //符合抽蛋桶
  635. //储存点亮的觉醒
  636. let awokenList = memberCard.awakenings.slice(0, member.awoken);
  637. //单人、3人时,大于等于100级且297时增加超觉醒
  638. if ((solo || teamsCount === 3) && member.sawoken > 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  639. awokenList.push(member.sawoken)
  640. }
  641. //如果有武器还要计算武器的觉醒
  642. let enableBouns = false;
  643. if (assistCard?.id > 0 && assistCard.enabled) {
  644. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  645. if (assistAwokenList.includes(49)) { //49是武器觉醒,确认已经点亮了武器觉醒
  646. awokenList.push(...assistAwokenList);
  647. }
  648. enableBouns = memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6;
  649. }
  650. const abilitys = memberCurves.map((ab, idx) => {
  651. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  652. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  653. let n_assist_base = 0,
  654. n_assist_plus = 0; //辅助的bonus
  655. //计算辅助的额外血量
  656. if (assistCurves && enableBouns) {
  657. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  658. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  659. }
  660. //用来计算倍率觉醒的最终倍率是多少,reduce用
  661. function calculateAwokenScale(previous, aw) {
  662. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  663. return previous * aw.scale ** awokenCount;
  664. }
  665. //倍率类觉醒的比例,直接从1开始乘
  666. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  667. //觉醒增加的数值
  668. const n_awoken = awokenList.length > 0 ?
  669. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  670. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  671. if (awokenCount > 0)
  672. return previous + aw.value * awokenCount;
  673. else
  674. return previous;
  675. }, 0)) :
  676. 0;
  677. //潜觉增加的倍率,从0开始,增加比例小于1,是加法不是乘法
  678. const n_latentScale = (member.latent && member.latent.length > 0) ?
  679. latentScale[idx].reduce((previous, la) => {
  680. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  681. return previous + la.scale * latentCount;
  682. }, 0) :
  683. 0;
  684. let reValue = Math.round(n_base * n_awokenScale + n_base * n_latentScale) + n_plus + n_awoken + Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  685. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  686. let reValueNoAwoken = Math.round(n_base * n_awokenScale) + n_plus + Math.round((n_assist_base + n_assist_plus) * bonusScale[idx]);
  687. //觉醒生效时的协力、语音觉醒等的倍率
  688. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  689. //都要做四舍五入
  690. if (isDge && dgeRate[idx] !== 1)
  691. {
  692. let rate = dgeRate[idx];
  693. //计算攻击力,有浮游觉醒,且比例小于1时
  694. if (idx === 1 && rate < 1 && awokenList.includes(106)) {
  695. //比例乘以20,但是不得大于1
  696. rate = Math.min(1, rate * 20);
  697. }
  698. reValue = Math.round(reValue * rate);
  699. reValueNoAwoken = Math.round(reValueNoAwoken * rate);
  700. }else
  701. {
  702. reValue = Math.round(reValue);
  703. reValueNoAwoken = Math.round(reValueNoAwoken);
  704. }
  705. if (idx < 2) //idx顺序为HP、ATK、RCV
  706. { //HP和ATK最低为1
  707. reValue = Math.max(reValue, 1);
  708. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  709. }
  710. return [reValue, reValueNoAwoken];
  711. });
  712. return abilitys;
  713. }
  714. function calculateAbility_max(id, solo, teamsCount, maxLevel = 110) {
  715. const card = Cards[id];
  716. const tempMon = {
  717. id: id,
  718. level: card.limitBreakIncr ? maxLevel : card.maxLevel,
  719. plus: (card.stacking || card.types[0] == 15 && card.types[1] == -1) ? [0, 0, 0] : [99, 99, 99], //当可以叠加时,不能打297
  720. awoken: card.awakenings.length,
  721. };
  722. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  723. if (abilities) {
  724. return {
  725. noAwoken: {
  726. hp: abilities[0][1],
  727. atk: abilities[1][1],
  728. rcv: abilities[2][1],
  729. },
  730. withAwoken: {
  731. hp: abilities[0][0],
  732. atk: abilities[1][0],
  733. rcv: abilities[2][0],
  734. },
  735. };
  736. } else {
  737. return null;
  738. }
  739. }
  740. //搜索卡片用
  741. function searchCards(cards, {attrs: sAttrs, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken, canAssist, canLv110, is8Latent, notWeapon}) {
  742. let cardsRange = cards.concat(); //这里需要复制一份原来的数组,不然若无筛选,后面的排序会改变初始Cards
  743. if (canAssist) cardsRange = cardsRange.filter(card=>card.canAssist);
  744. if (canLv110) cardsRange = cardsRange.filter(card=>card.limitBreakIncr>0);
  745. if (is8Latent) cardsRange = cardsRange.filter(card=>card.is8Latent);
  746. if (notWeapon) cardsRange = cardsRange.filter(card=>!card.awakenings.includes(49));
  747. //属性
  748. const anyAttrsFlag = 0b1111101;
  749. const anyAttrs = sAttrs.map(attr=>attr === 0 || (attr & anyAttrsFlag) == anyAttrsFlag);
  750. if (anyAttrs.some(any=>!any)) { //当任一属性不为任意颜色时才需要筛选属性
  751. const attrNums = sAttrs.filter(attr=>fixMainColor || attr > 0 && (attr & anyAttrsFlag) !== anyAttrsFlag) //如果固定顺序就全部返回,否则只返回不为任意色的不考虑顺序
  752. .map(attr=>{
  753. let attrNum = flags(attr);
  754. if (attrNum.includes(6)) attrNum.push(undefined,-1); //如果是包含6的,就添加-1和undefined的值
  755. return attrNum;
  756. });
  757. if (fixMainColor) {//如果固定了顺序
  758. cardsRange = cardsRange.filter(({attrs:cAttrs}) => {
  759. //默认逻辑为,只要不是any,就判断这个颜色是否包含了对应的颜色
  760. //只选第一属性的时候,且第一属性为无主属性的时候,也显示副属性等于主属性的
  761. return (anyAttrs[0] || attrNums[0].includes(cAttrs[0]) || anyAttrs[1] && cAttrs[0] === 6 && attrNums[0].includes(cAttrs[1])) &&
  762. (anyAttrs[1] || attrNums[1].includes(cAttrs[1])) &&
  763. (anyAttrs[2] || attrNums[2].includes(cAttrs[2]));
  764. });
  765. }
  766. else {//不限定顺序时
  767. cardsRange = cardsRange.filter(({attrs:cAttrs}) => {
  768. let remainAttrNum = cAttrs.reduce((pre, attr)=>{
  769. let findIndex = pre.findIndex(attrNum=>attrNum.includes(attr)); //每找到一组属性就去掉一个
  770. if (findIndex >= 0) return pre.slice(0,findIndex).concat(pre.slice(findIndex+1));
  771. else return pre;
  772. }, attrNums);
  773. return remainAttrNum.length === 0;
  774. });
  775. }
  776. }
  777. //类型
  778. if (types.length > 0) {
  779. //所有type都满足,或只需要满足一个type
  780. let logicFunc = typeAndOr ? Array.prototype.every : Array.prototype.some;
  781. cardsRange = cardsRange.filter(({types: cTypes}) => logicFunc.call(types, t => cTypes.includes(t)));
  782. }
  783. //稀有度
  784. if (rares.length > 0 && rares.length < 10) { //不是1~10时才进行筛选
  785. cardsRange = cardsRange.filter(({rarity}) => rares.includes(rarity));
  786. }
  787. //觉醒
  788. let searchAwokens = [];
  789. //等效觉醒时,把大觉醒数量变成小觉醒数量
  790. if (equalAk) {
  791. awokens.forEach(ak=>{
  792. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === ak.id); //搜索是否是大觉醒
  793. if (equivalentAwoken) {
  794. let smallAwoken = awokens.find(_ak => equivalentAwoken.small === _ak.id); //搜索对应小觉醒
  795. if (!smallAwoken) {
  796. smallAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有对应小觉醒就新建一个
  797. }
  798. smallAwoken.num += ak.num * equivalentAwoken.times;
  799. searchAwokens.push(smallAwoken);
  800. } else {
  801. searchAwokens.push(ak);
  802. }
  803. });
  804. } else {
  805. searchAwokens = awokens.concat();
  806. }
  807. if (searchAwokens.length > 0) {
  808. cardsRange = cardsRange.filter(card => {
  809. let cardAwakeningsCombos= []; //加上超觉醒的数种组合
  810. if (incSawoken && //搜索超觉醒
  811. card.superAwakenings.length > 0 && //卡片有超觉醒
  812. !searchAwokens.includes(49) //搜索觉醒里不包含武器觉醒,因为武器觉醒必定不考虑超觉醒,这一条是属于优化,可以不要
  813. ) { //如果搜索超觉醒,产生原始觉醒分别加上每个超觉醒的多个数组
  814. cardAwakeningsCombos = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  815. } else { //单个原始觉醒数组
  816. cardAwakeningsCombos.push(card.awakenings);
  817. }
  818. return cardAwakeningsCombos.some(cardAwakening => //重复每种包含超觉醒的觉醒数组,只要有一组符合要求就行
  819. searchAwokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  820. let akNum = cardAwakening.filter(cak => cak === ak.id).length;
  821. let equivalentAwoken;
  822. if (equalAk && (equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id))) //如果开启等效觉醒。比较的都是小觉醒的数量
  823. {
  824. akNum += cardAwakening.filter(cak => cak === equivalentAwoken.big).length * equivalentAwoken.times;
  825. }
  826. return akNum >= ak.num;
  827. })
  828. );
  829. });
  830. }
  831. //超觉醒
  832. if (sawokens.length > 0 && !incSawoken) {
  833. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  834. let equivalentAwoken;
  835. return card.superAwakenings.includes(sak) ||
  836. //如果开启等效觉醒
  837. equalAk && (equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak)) &&
  838. card.superAwakenings.includes(equivalentAwoken.big);
  839. }));
  840. }
  841. cardsRange = cardsRange.filter(card => card.id > 0); //去除Cards[0]
  842. return cardsRange;
  843. }
  844. function searchByString(str)
  845. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  846. str = str.trim();
  847. if (str.length>0)
  848. {
  849. return Cards.filter(card =>
  850. {
  851. const names = [card.name];
  852. if (card.otLangName)
  853. {
  854. names.push(...Object.values(card.otLangName));
  855. }
  856. const tags = card.altName.concat();
  857. if (card.otTags)
  858. {
  859. tags.push(...card.otTags);
  860. }
  861. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  862. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  863. }
  864. );
  865. }else
  866. {
  867. return [];
  868. }
  869. }
  870. function copyString(input) {
  871. input.focus(); //设input为焦点
  872. input.select(); //选择全部
  873. navigator.clipboard.writeText(input.value).then(function() {
  874. /* clipboard successfully set */
  875. //复制成功
  876. }, function() {
  877. /* clipboard write failed */
  878. document.execCommand('copy'); //尝试废弃的老方法
  879. });
  880. //input.blur(); //取消焦点
  881. }
  882. //产生一个怪物头像
  883. function createCardA(option) {
  884. const t = document.body.querySelector('#template-card-a');
  885. const clone = document.importNode(t.content, true);
  886. const monster = clone.querySelector(".monster");
  887. if (option?.noTreeCount) monster.querySelector(".count-in-box .evo-tree").remove();
  888. if (option?.noBoxCount) monster.querySelector(".count-in-box").remove();
  889. return monster;
  890. }
  891. //返回文字说明内怪物Card的纯HTML
  892. function cardN(id) {
  893. const monOuterDom = document.createElement("span");
  894. monOuterDom.className = "detail-mon";
  895. const monDom = createCardA({noBoxCount: true});
  896. monOuterDom.appendChild(monDom);
  897. monOuterDom.monDom = monDom;
  898. changeid({ id: id }, monDom);
  899. return monOuterDom;
  900. }
  901. //返回文字说明内怪物Card的纯HTML
  902. function cardNClick() {
  903. const id = parseInt(this.getAttribute("data-cardid"), 10);
  904. editBox.show();
  905. editBox.mid = id;
  906. editBoxChangeMonId(id);
  907. //showSearch([id]);
  908. return false;
  909. }
  910. //技能介绍里的头像的切换
  911. function changeToIdInSkillDetail(event) {
  912. const settingBox = editBox.querySelector(".setting-box");
  913. const monstersID = settingBox.querySelector(".row-mon-id .m-id");
  914. const mid = this.getAttribute("data-cardid");
  915. monstersID.value = mid;
  916. monstersID.onchange();
  917. return false; //取消链接的默认操作
  918. }
  919. //搜索并显示合作
  920. function searchCollab(event) {
  921. const collabId = parseInt(this.getAttribute('data-collabId'), 10);
  922. showSearch(Cards.filter(card => card.collabId == collabId));
  923. return false;
  924. }
  925. //创建序号类图标
  926. function createIndexedIcon(type, index) {
  927. if (type == 'card') {//卡片头像
  928. const avatar = cardN(index);
  929. avatar.contentEditable = false;
  930. avatar.monDom.setAttribute("onclick", "cardNClick.call(this);return false;")
  931. return avatar;
  932. }
  933. const icon = document.createElement("icon");
  934. icon.setAttribute("contenteditable", false);
  935. //icon.contentEditable = false;
  936. switch(type) {
  937. case 'awoken': { //觉醒
  938. icon.className = "awoken-icon";
  939. icon.setAttribute("data-awoken-icon", index);
  940. break;
  941. }
  942. case 'type': { //类型
  943. icon.className = "type-icon";
  944. icon.setAttribute("data-type-icon", index);
  945. break;
  946. }
  947. case 'orb': { //宝珠
  948. icon.className = "orb";
  949. icon.setAttribute("data-orb-icon", index);
  950. break;
  951. }
  952. case 'latent': { //潜觉
  953. icon.className = `latent-icon`;
  954. icon.setAttribute("data-latent-icon", index);
  955. icon.setAttribute("data-latent-hole", 1);
  956. break;
  957. }
  958. }
  959. return icon;
  960. }
  961. //将怪物的文字介绍解析为HTML
  962. function descriptionToHTML(str)
  963. {
  964. function formatParse(reg, subMatchCount, transFunc) {
  965. //const subMatchCount = transFunc.length;
  966. return function(item){
  967. if (typeof item == "string") {
  968. const subArr = item.split(new RegExp(reg));
  969. const newArr = [];
  970. for (let i = 0; i < subArr.length; i += (subMatchCount+1)) {
  971. newArr.push(subArr[i]);
  972. if (subArr[i+subMatchCount] !== undefined) {
  973. newArr.push(transFunc(...subArr.slice(i + 1, i + subMatchCount + 1)));
  974. }
  975. }
  976. return newArr;
  977. } else {
  978. return item;
  979. }
  980. };
  981. }
  982. let nodeArr = [str];
  983. nodeArr = nodeArr.flatMap(formatParse(/\^(\w+?)\^([^\^]+?)\^p/igm, 2, fontcolorTrans)); //文字颜色
  984. nodeArr = nodeArr.flatMap(formatParse(/\%\{([a-z]+)(\d+)\}/ig, 2, iconTrans)); //抛弃的老格式%{m1}
  985. nodeArr = nodeArr.flatMap(formatParse(/\{(\w+)\.(\w+)\}/ig, 2, iconTrans)); //新格式{m.1}
  986. function fontcolorTrans(color, content){
  987. const sp = document.createElement("span");
  988. sp.appendChild(descriptionToHTML(content))
  989. if (/^[a-fA-F0-9]+$/g.test(color)) {
  990. sp.style.color = `#${color}`;
  991. } else if (/qs/i.test(color)) {
  992. sp.style.color = `blue`;
  993. } else {
  994. sp.style.color = color;
  995. }
  996. return sp;
  997. }
  998. function iconTrans(type, id){
  999. id = parseInt(id,10);
  1000. type = type.toLowerCase();
  1001. switch(type) {
  1002. case 'card':case 'm': { //卡片头像
  1003. return createIndexedIcon('card', id);
  1004. }
  1005. case 'awoken':case 'a': { //觉醒
  1006. return createIndexedIcon('awoken', id);
  1007. }
  1008. case 'type':case 't': { //类型
  1009. return createIndexedIcon('type', id);
  1010. }
  1011. case 'orb':case 'o': { //宝珠
  1012. return createIndexedIcon('orb', id);
  1013. }
  1014. case 'latent':case 'l': { //潜觉
  1015. return createIndexedIcon('latent', id);
  1016. }
  1017. default: {
  1018. return `{${type}.${id}}`;
  1019. }
  1020. }
  1021. }
  1022. return nodeArr.nodeJoin();
  1023. }
  1024. //默认的技能解释的显示行为
  1025. function parseSkillDescription(skill) {
  1026. return descriptionToHTML(skill?.description);
  1027. }
  1028. //大数字缩短长度,默认返回本地定义字符串
  1029. function parseBigNumber(number) {
  1030. return number.toLocaleString();
  1031. }
  1032. //判断是否是转生和超转生
  1033. function isReincarnated(card) {
  1034. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  1035. }
  1036. //计算队伍中有多少血量
  1037. function countTeamHp(team, leader1id, leader2id, solo, noAwoken = false) {
  1038. let memberArr = team[0], assistArr = team[1];
  1039. const ls1 = Skills[(Cards[leader1id] || Cards[0])?.leaderSkillId];
  1040. const ls2 = Skills[(Cards[leader2id] || Cards[0])?.leaderSkillId];
  1041. const mHpArr = memberArr.map((member, idx) => {
  1042. const ability = noAwoken ? member.abilityNoAwoken : member.ability;
  1043. let hp = ability ? ability[0] : 0;
  1044. if (!hp) return 0;
  1045. let hp1 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls2, memberArr, solo)); //战友队长技
  1046. let hp2 = hp = Math.round(hp * memberHpMul(member, assistArr[idx], ls1, memberArr, solo)); //我方队长技
  1047. //演示用代码
  1048. //console.log("%s 第1次倍率血量:%s,第2次倍率血量:%s",Cards[m.id].otLangName["chs"],hp1,hp2);
  1049. return hp;
  1050. });
  1051. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  1052. function memberHpMul(member, assist, ls, memberArr, solo) {
  1053. let memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1054. function hpMul(parm, scale) {
  1055. if (scale == undefined || scale == 0) return 1;
  1056. if (parm.attrs && memberAttrsTypes?.attrs?.some(a => parm.attrs.includes(a))) {
  1057. return scale / 100;
  1058. }
  1059. if (parm.types && memberAttrsTypes?.types?.some(t => parm.types.includes(t))) {
  1060. return scale / 100;
  1061. }
  1062. return 1;
  1063. }
  1064. const sk = ls?.params;
  1065. let scale = 1;
  1066. switch (ls?.type) {
  1067. case 23:
  1068. case 30:
  1069. case 62:
  1070. case 77:
  1071. case 63:
  1072. case 65:
  1073. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  1074. break;
  1075. case 29:
  1076. case 114:
  1077. case 45:
  1078. case 111:
  1079. case 46:
  1080. case 48:
  1081. case 67:
  1082. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  1083. break;
  1084. case 73:
  1085. case 76:
  1086. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  1087. break;
  1088. case 106:
  1089. case 107:
  1090. case 108:
  1091. scale = sk[0] / 100;
  1092. break;
  1093. case 121:
  1094. case 129:
  1095. case 163:
  1096. case 177:
  1097. case 186:
  1098. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  1099. break;
  1100. case 125: //队伍中必须有指定队员
  1101. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  1102. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  1103. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  1104. break;
  1105. case 136:
  1106. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  1107. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  1108. break;
  1109. case 137:
  1110. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  1111. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  1112. break;
  1113. case 155:
  1114. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  1115. break;
  1116. case 158:
  1117. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  1118. break;
  1119. case 175: //队伍组成全为合作,不包括双方队长
  1120. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  1121. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  1122. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  1123. break;
  1124. case 178:
  1125. case 185:
  1126. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  1127. break;
  1128. case 203:{ //队员为指定类型,不包括双方队长,且队员数大于0
  1129. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => m.card);
  1130. switch (sk[0]) {
  1131. case 0: //全是像素进化
  1132. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => memberCard.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  1133. break;
  1134. case 2: //全是转生、超转生(8格潜觉)
  1135. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(memberCard => isReincarnated(memberCard))) ? sk[1] / 100 : 1;
  1136. break;
  1137. }
  1138. break;
  1139. }
  1140. case 217:{ //限定队伍星级,不包括好友队长
  1141. let cardsArr = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card); //所有的卡片
  1142. const rarityCount = cardsArr.reduce((pre, memberCard)=>{
  1143. return pre + (memberCard?.rarity || 1);
  1144. }, 0);
  1145. scale = rarityCount <= sk[0] ? sk[1] / 100 : 1;
  1146. break;
  1147. }
  1148. case 229:{ //队员中存在每个属性或Type都算一次
  1149. const {attrs, types} = countTeamTotalAttrsTypes(memberArr, assistArr);
  1150. let correAttrs = flags(sk[0]), correTypes = flags(sk[1]); //符合的属性/类型
  1151. //符合的次数
  1152. let correTimes = correAttrs.reduce((pre,attr)=>pre + (attrs[attr] || 0),0) +
  1153. correTypes.reduce((pre,type)=>pre + (types[type] || 0),0);
  1154. scale = sk[2] * correTimes / 100 + 1;
  1155. console.debug('属性、类型个数动态倍率,当前队长HP倍率为 %s (匹配 %d 次)', scale, correTimes);
  1156. break;
  1157. }
  1158. case 245: { //全员满足某种情况,不包括好友队长,现在是全部星级不一样
  1159. const cardsRarity = memberArr.slice(0, 5).filter(m => m.id > 0).map(m => m.card?.rarity); //所有的卡片星级
  1160. const distinctRarity = cardsRarity.concat().distinct(); //数组拷贝去重
  1161. if (sk[0] == -1 && distinctRarity.length === cardsRarity.length || //全部不同
  1162. sk[0] == -2 && distinctRarity.length === 1 || //全部相同
  1163. sk[0] > 0 && distinctRarity.length === 1 && distinctRarity[0] === sk[0] //指定稀有度
  1164. ) {
  1165. scale = sk[3] / 100;
  1166. }
  1167. break;
  1168. }
  1169. case 138: //调用其他队长技
  1170. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(member, assist, Skills[skid], memberArr, solo), 1)
  1171. break;
  1172. default:
  1173. }
  1174. return scale || 1;
  1175. }
  1176. return mHpArr;
  1177. }
  1178. //由于有了更改属性和类型的武器,所以需要更改计算方法
  1179. function countTeamTotalAttrsTypes(memberArr, assistArr) {
  1180. //之前用的Map,现在为了性能改成数组
  1181. const attrsCount = [];
  1182. const typesCount = [];
  1183. for (let idx = 0; idx < memberArr.length; idx++) {
  1184. const member = memberArr[idx], assist = assistArr[idx];
  1185. const memberAttrsTypes = member.getAttrsTypesWithWeapon(assist);
  1186. if (memberAttrsTypes) {
  1187. memberAttrsTypes.attrs.forEach(attr=>attrsCount[attr]++||(attrsCount[attr]=1));
  1188. memberAttrsTypes.types.forEach(type=>typesCount[type]++||(typesCount[type]=1));
  1189. }
  1190. }
  1191. return {attrs: attrsCount, types: typesCount};
  1192. }
  1193. //返回卡片的队长技能
  1194. function getCardLeaderSkills(card, skillTypes) {
  1195. if (!card) return [];
  1196. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  1197. }
  1198. //返回卡片的主动技能
  1199. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  1200. if (!card) return [];
  1201. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  1202. }
  1203. //查找到真正起作用的那一个技能
  1204. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  1205. if (!skill) return [];
  1206. if (skillTypes.includes(skill.type))
  1207. {
  1208. return [skill];
  1209. }
  1210. else if (skill.type == 116 || //多个主动技
  1211. (searchRandom && skill.type == 118) || //随机主动技
  1212. skill.type == 138 || //多个队长技
  1213. skill.type == 232 || //进化技能不循环
  1214. skill.type == 233 || //进化技能循环
  1215. skill.type == 248 //延迟生效技能
  1216. ){
  1217. let params = skill.type == 248 ? skill.params.slice(1) : skill.params.concat();
  1218. params.reverse(); //将技能反转,让进化类技能优先搜索最终技能
  1219. //因为可能有多层调用,特别是随机118再调用组合116的,所以需要递归
  1220. const subSkills = params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom)).filter(s=>s);
  1221. return subSkills;
  1222. }
  1223. else
  1224. {
  1225. return [];
  1226. }
  1227. }
  1228. //返回变身宠的初级
  1229. function henshinBase(cardid, firstId)
  1230. {
  1231. let member;
  1232. if (cardid instanceof Member) {
  1233. member = cardid;
  1234. cardid = member.id;
  1235. }
  1236. if (firstId == undefined) firstId = cardid;
  1237. let card = Cards[cardid];
  1238. if (card && Array.isArray(card.henshinFrom) && card.henshinFrom[0] !== firstId
  1239. && (member?.level ?? 1) <= card.maxLevel
  1240. )
  1241. {
  1242. card = henshinBase(card.henshinFrom[0], firstId);
  1243. }
  1244. return card;
  1245. }
  1246. //计算卡片队长技+C
  1247. function getSkillAddCombo(card) {
  1248. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220, 235];
  1249. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1250. if (!skill) return 0;
  1251. switch (skill.type) {
  1252. case 192:
  1253. case 194:
  1254. return skill.params[3] ?? 0;
  1255. case 206:
  1256. return skill.params[6] ?? 0;
  1257. case 209:
  1258. return skill.params[0] ?? 0;
  1259. case 210:
  1260. case 219:
  1261. return skill.params[2] ?? 0;
  1262. case 220:
  1263. return skill.params[1] ?? 0;
  1264. case 235:
  1265. return skill.params[5] ?? 0;
  1266. default:
  1267. return 0;
  1268. }
  1269. }
  1270. //计算卡片队长技追打
  1271. function getSkillFixedDamage(card) {
  1272. const searchTypeArray = [199, 200, 201, 223, 235];
  1273. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  1274. if (!skill) return 0;
  1275. switch (skill.type) {
  1276. case 199:
  1277. case 200:
  1278. return skill.params[2] ?? 0;
  1279. case 201:
  1280. return skill.params[5] ?? 0;
  1281. case 223:
  1282. return skill.params[1] ?? 0;
  1283. case 235:
  1284. return skill.params[6] ?? 0;
  1285. default:
  1286. return 0;
  1287. }
  1288. }
  1289. function tIf_Effect(leader1id, leader2id, leader1id_original,leader2id_original) {
  1290. let effect = {
  1291. board76: false,
  1292. noSkyfall: false,
  1293. poisonNoEffect: false,
  1294. resolve: false,
  1295. addCombo: [0,0],
  1296. inflicts: [0,0],
  1297. };
  1298. const card1 = Cards[leader1id], card2 = Cards[leader2id];
  1299. { //计算队伍是否为76
  1300. const searchTypeArray = [162, 186];
  1301. const ls1 = getCardLeaderSkills(henshinBase(leader1id_original), searchTypeArray)[0];
  1302. const ls2 = getCardLeaderSkills(henshinBase(leader2id_original), searchTypeArray)[0];
  1303. effect.board76 = Boolean(ls1 || ls2);
  1304. }
  1305. { //计算队伍是否为无天降
  1306. const searchTypeArray = [163, 177];
  1307. const ls1 = getCardLeaderSkills(card1, searchTypeArray)[0];
  1308. const ls2 = getCardLeaderSkills(card2, searchTypeArray)[0];
  1309. effect.noSkyfall = Boolean(ls1 || ls2);
  1310. }
  1311. { //计算队伍是否为毒无效
  1312. const searchTypeArray = [197];
  1313. const ls1 = getCardLeaderSkills(card1, searchTypeArray)[0];
  1314. const ls2 = getCardLeaderSkills(card2, searchTypeArray)[0];
  1315. effect.poisonNoEffect = Boolean(ls1 || ls2);
  1316. }
  1317. { //计算队伍是否有根性
  1318. const searchTypeArray = [14];
  1319. const ls1 = getCardLeaderSkills(card1, searchTypeArray)[0];
  1320. const ls2 = getCardLeaderSkills(card2, searchTypeArray)[0];
  1321. effect.resolve = Boolean(ls1 || ls2);
  1322. }
  1323. { //计算队伍的+C
  1324. effect.addCombo[0] = getSkillAddCombo(card1);
  1325. effect.addCombo[1] = getSkillAddCombo(card2);
  1326. }
  1327. { //计算队伍的追打
  1328. effect.inflicts[0] = getSkillFixedDamage(card1);
  1329. effect.inflicts[1] = getSkillFixedDamage(card2);
  1330. }
  1331. return effect;
  1332. }
  1333. //计算队伍SB
  1334. function countTeamSB(team, solo) {
  1335. let sbn = 0;
  1336. const badge = team[2];
  1337. for (let mi = 0; mi < team[0].length; mi++) {
  1338. const member = team[0][mi];
  1339. const assist = team[1][mi];
  1340. if (member.id < 0) continue;
  1341. const memberCard = henshinBase(member);
  1342. let enableAwoken = memberCard?.awakenings?.slice(0, member.awoken) || [];
  1343. //单人、3人时,大于等于100级且297时增加超觉醒
  1344. if ((solo || teamsCount === 3) && member.sawoken > 0 && member.level >= 100 && member.plus.every(p=>p>=99)) {
  1345. enableAwoken.push(member.sawoken);
  1346. }
  1347. if (assist.card && assist.card.enabled && assist.card.awakenings.includes(49)) {
  1348. enableAwoken.push(...assist.card.awakenings.slice(0, assist.awoken));
  1349. }
  1350. //大SB 56,小SB 21
  1351. sbn += enableAwoken.filter(n=>n===21).length;
  1352. sbn += enableAwoken.filter(n=>n===56).length * 2;
  1353. //负sb 105
  1354. sbn -= enableAwoken.filter(n=>n===105).length;
  1355. //心L 59,心L大SB潜觉 47
  1356. sbn += enableAwoken.filter(n=>n===59).length ? member.latent.filter(n=>n===47).length * 3 : 0;
  1357. }
  1358. if ((solo || teamsCount === 3) && badge === 7) sbn += 1;
  1359. return sbn;
  1360. }
  1361. //计算队伍操作时间
  1362. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  1363. const searchTypeArray = [178, 15, 185];
  1364. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  1365. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  1366. const time1 = leaderSkillMoveTime(ls1);
  1367. const time2 = leaderSkillMoveTime(ls2);
  1368. function leaderSkillMoveTime(ls) {
  1369. const moveTime = { fixed: false, duration: 0 };
  1370. if (!ls) return moveTime;
  1371. const sk = ls.params;
  1372. switch (ls.type) {
  1373. case 178: //固定操作时间
  1374. moveTime.fixed = true;
  1375. moveTime.duration = sk[0];
  1376. break;
  1377. case 15:
  1378. case 185:
  1379. moveTime.duration += sk[0] / 100;
  1380. break;
  1381. default:
  1382. }
  1383. return moveTime;
  1384. }
  1385. let moveTime = {
  1386. fixed: false,
  1387. duration: {
  1388. default: 5,
  1389. leader: 0,
  1390. badge: 0,
  1391. awoken: 0,
  1392. }
  1393. }; //基础5秒
  1394. //固定操作时间的直接返回
  1395. if (time1.fixed || time2.fixed) {
  1396. moveTime.fixed = true;
  1397. moveTime.duration.leader = time1.fixed ?
  1398. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  1399. time2.duration;
  1400. } else {
  1401. moveTime.duration.leader = time1.duration + time2.duration;
  1402. //1人、3人计算徽章
  1403. if (solo || teamsCount === 3) {
  1404. switch (team[2]) {
  1405. case 2: //小手指
  1406. moveTime.duration.badge = 1;
  1407. break;
  1408. case 21: //大手指
  1409. moveTime.duration.badge = 2;
  1410. break;
  1411. case PAD_PASS_BADGE: //月卡
  1412. moveTime.duration.badge = 3;
  1413. break;
  1414. }
  1415. } else if (teamsCount === 2) //2人协力时的特殊处理
  1416. {
  1417. const teams = formation.teams;
  1418. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  1419. //复制队伍1,这里参数里的 team 换成了一个新的数组
  1420. team = [
  1421. team[0].concat(),
  1422. team[1].concat()
  1423. ];
  1424. //把队伍2的队长和武器添加到复制的队伍1里面
  1425. team[0].push(team2[0][team2[3]]);
  1426. team[1].push(team2[1][team2[3]]);
  1427. }
  1428. //觉醒
  1429. const awokenMoveTime = [
  1430. { index: 19, value: 0.5 }, //小手指
  1431. { index: 53, value: 1 }, //大手指
  1432. ];
  1433. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  1434. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  1435. //潜觉
  1436. const latentMoveTime = [
  1437. { index: 4, value: 0.05 }, //小手指潜觉
  1438. { index: 31, value: 0.12 }, //大手指潜觉
  1439. ];
  1440. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  1441. duration + team[0].reduce((count, member) =>
  1442. count + (member?.latent?.filter(l => l == la.index)?.length ?? 0), 0) * la.value, 0);
  1443. }
  1444. return moveTime;
  1445. }
  1446. //将盾减伤比例组叠加为一个减伤范围组
  1447. function getReduceRange(reduceScales)
  1448. {
  1449. class reduceRange{
  1450. constructor(obj)
  1451. {
  1452. this.min = 0;
  1453. this.max = 100;
  1454. this.scale = 0;
  1455. this.probability = 1;
  1456. if (typeof obj == "object") Object.assign(this, obj);
  1457. }
  1458. }
  1459. const ranges = [new reduceRange()];
  1460. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1461. function processingRanges(ranges, scale)
  1462. {
  1463. //先找scale.min在某个范围内的
  1464. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1465. //再找scale.max在某个范围内的
  1466. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1467. //先只拆分不乘比例
  1468. if (rgLessIdx >= 0)
  1469. {
  1470. const range = ranges[rgLessIdx];
  1471. ranges.splice(rgLessIdx, 1,
  1472. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1473. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1474. );
  1475. }
  1476. if (rgMoreIdx >= 0)
  1477. {
  1478. const range = ranges[rgMoreIdx];
  1479. ranges.splice(rgMoreIdx, 1,
  1480. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1481. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1482. );
  1483. }
  1484. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1485. needChangeScaleRanges.forEach(range=>{
  1486. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1487. range.probability *= scale.probability;
  1488. });
  1489. }
  1490. //对scale进行排序,将所有全属性减伤的靠前,部分属性的靠后,这样前面的就只需要计算一次,后面的计算多次
  1491. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1492. reduceScales.forEach(scale=>{
  1493. if (scale.attrs == 0) //没有属性的
  1494. {
  1495. return;
  1496. }
  1497. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1498. {
  1499. const attrs = flags(scale.attrs); //得到属性数组
  1500. attrs.forEach(n=>{
  1501. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1502. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1503. });
  1504. }
  1505. else
  1506. { //只处理第一数组
  1507. processingRanges(ranges, scale);
  1508. }
  1509. });
  1510. return attrsRanges;
  1511. }
  1512. //获取盾潜觉的减伤比例组
  1513. function getAttrShieldAwokenReduceScales(team) {
  1514. //5种盾潜觉
  1515. return [
  1516. {awoken:4,latent1:6,latent2:32},
  1517. {awoken:5,latent1:7,latent2:33},
  1518. {awoken:6,latent1:8,latent2:34},
  1519. {awoken:7,latent1:9,latent2:35},
  1520. {awoken:8,latent1:10,latent2:36},
  1521. ].map((shield, attrIdx)=>{
  1522. const akNum = awokenCountInTeam(team, shield.awoken, solo, teamsCount); //获取盾觉醒个数,没有大觉醒
  1523. const latent1Num = team[0].reduce((count, member) => count + (member?.latent?.filter(l => l == shield.latent1)?.length ?? 0), 0);
  1524. const latent2Num = team[0].reduce((count, member) => count + (member?.latent?.filter(l => l == shield.latent2)?.length ?? 0), 0);
  1525. const reduce = {
  1526. scale: 0,
  1527. hp: {
  1528. max: 100,
  1529. min: 0
  1530. },
  1531. probability: 1,
  1532. attrs: 31, //5色是31
  1533. };
  1534. reduce.scale = Math.min(akNum * 0.07 + latent1Num * 0.01 + latent2Num * 0.025, 1);
  1535. if (reduce.scale == 0) return false;
  1536. reduce.attrs = 1 << attrIdx;
  1537. return reduce;
  1538. }).filter(Boolean);
  1539. }
  1540. //获取盾减伤比例组
  1541. function getReduceScales(leaderid) {
  1542. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183, 235];
  1543. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1544. function leaderReduceScale(ls) {
  1545. const reduce = {
  1546. scale: 0,
  1547. hp: {
  1548. max: 100,
  1549. min: 0
  1550. },
  1551. probability: 1,
  1552. attrs: 31, //5色是31
  1553. };
  1554. if (!ls) return reduce;
  1555. const sk = ls.params;
  1556. switch (ls.type) {
  1557. case 16: //无条件盾
  1558. reduce.scale = sk[0] / 100;
  1559. break;
  1560. case 17: //单属性盾
  1561. reduce.scale = sk[1] / 100;
  1562. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1563. break;
  1564. case 36: //2个属性盾
  1565. reduce.scale = sk[2] / 100;
  1566. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1567. break;
  1568. case 38: //血线下 + 可能几率
  1569. case 43: //血线上 + 可能几率
  1570. reduce.scale = (sk[2] || 0) / 100;
  1571. reduce.probability = sk[1] / 100;
  1572. if (sk[0] == 100)
  1573. {
  1574. reduce.hp.max = sk[0];
  1575. reduce.hp.min = 99;
  1576. }else
  1577. {
  1578. if(ls.type == 38)
  1579. {
  1580. reduce.hp.max = sk[0];
  1581. reduce.hp.min = 0;
  1582. }else
  1583. {
  1584. reduce.hp.max = 100;
  1585. reduce.hp.min = sk[0];
  1586. }
  1587. }
  1588. break;
  1589. case 129: //无条件盾,属性个数不固定
  1590. case 163: //无条件盾,属性个数不固定
  1591. case 130: //血线下 + 属性个数不固定
  1592. case 131: //血线上 + 属性个数不固定
  1593. reduce.scale = (sk[6] || 0) / 100;
  1594. reduce.attrs = 0 | sk[5];
  1595. if (ls.type == 130 || ls.type == 131)
  1596. {
  1597. if (sk[0] == 100)
  1598. {
  1599. reduce.hp.max = sk[0];
  1600. reduce.hp.min = 99;
  1601. }else
  1602. {
  1603. if(ls.type == 130)
  1604. {
  1605. reduce.hp.max = sk[0];
  1606. reduce.hp.min = 0;
  1607. }else
  1608. {
  1609. reduce.hp.max = 100;
  1610. reduce.hp.min = sk[0];
  1611. }
  1612. }
  1613. }
  1614. break;
  1615. case 178: //无条件盾,属性个数不固定
  1616. reduce.scale = (sk[7] || 0) / 100;
  1617. reduce.attrs = 0 | sk[6];
  1618. break;
  1619. case 151: //十字心触发
  1620. case 169: //C触发
  1621. case 198: //回血触发
  1622. reduce.scale = (sk[2] || 0) / 100;
  1623. break;
  1624. case 170: //多色触发
  1625. case 182: //长串触发
  1626. case 193: //L触发
  1627. reduce.scale = (sk[3] || 0) / 100;
  1628. break;
  1629. case 171: //多串触发
  1630. reduce.scale = (sk[6] || 0) / 100;
  1631. break;
  1632. case 183: //又是个有两段血线的队长技
  1633. reduce.scale = (sk[4] || 0) / 100;
  1634. if (sk[2] == 100)
  1635. {
  1636. reduce.hp.max = sk[2];
  1637. reduce.hp.min = 99;
  1638. }else
  1639. {
  1640. reduce.hp.max = 100;
  1641. reduce.hp.min = sk[2];
  1642. }
  1643. break;
  1644. case 210: //十字触发
  1645. reduce.scale = (sk[1] || 0) / 100;
  1646. break;
  1647. case 235: { //可多次触发
  1648. reduce.scale = (sk[4] || 0) / 100;
  1649. break;
  1650. }
  1651. default:
  1652. }
  1653. return reduce;
  1654. }
  1655. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1656. }
  1657. function cardFixId(id, reverse = false) {
  1658. return reverse ? (id >= 9900 ? id + 100 : id) : (id >= 10000 ? id - 100 : id);
  1659. }

智龙迷城队伍图制作工具