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script-universal_function.js 21 kB

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  1. //仿GM_xmlhttpRequest函数v1.4
  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. if (_xhr.status === 200 && GM_param.onload) //正确加载时
  12. {
  13. GM_param.onload(_xhr);
  14. }
  15. 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. //仿GM_getValue函数v1.0
  31. const GM_getValue = function(name, type){
  32. let value = localStorage.getItem(name);
  33. if (value == undefined) return value;
  34. if ((/^(?:true|false)$/i.test(value) && type == undefined) || type == "boolean")
  35. {
  36. if (/^true$/i.test(value))
  37. return true;
  38. else if (/^false$/i.test(value))
  39. return false;
  40. else
  41. return Boolean(value);
  42. }
  43. else if((/^\-?[\d\.]+$/i.test(value) && type == undefined) || type == "number")
  44. return Number(value);
  45. else
  46. return value;
  47. };
  48. //仿GM_setValue函数v1.0
  49. const GM_setValue = function(name, value){
  50. localStorage.setItem(name, value);
  51. };
  52. //仿GM_deleteValue函数v1.0
  53. const GM_deleteValue = function(name){
  54. localStorage.removeItem(name);
  55. };
  56. //仿GM_listValues函数v1.0
  57. const GM_listValues = function(){
  58. var keys = [];
  59. for (let ki=0, kilen=localStorage.length; ki<kilen; ki++)
  60. {
  61. keys.push(localStorage.key(ki));
  62. }
  63. return keys;
  64. };
  65. //数字补前导0
  66. function PrefixInteger(num, length)
  67. {
  68. return (Array(length).join('0') + num).slice(-length);
  69. }
  70. //获取URL参数
  71. function getQueryString(name,url) {
  72. if (!!(window.URL && window.URLSearchParams))
  73. { //浏览器原生支持的API
  74. const urlObj = new URL(url || document.location);
  75. return urlObj.searchParams.get(name);
  76. }else
  77. {
  78. const reg = new RegExp(`(?:^|&)${name}=([^&]*)(?:&|$)`, "i");
  79. const searchStr = url || location.search.substr(1);
  80. const r = searchStr.match(reg);
  81. if (r != null)
  82. {
  83. return decodeURIComponent(r[1]);
  84. }else
  85. {
  86. return null;
  87. }
  88. }
  89. }
  90. function Uint8ArrayToString(fileData){
  91. return Array.from(fileData).map(int=>String.fromCharCode(int)).join('');
  92. }
  93. function stringToUint8Array(str){
  94. const codeArr = Array.from(str).map(chr=>chr.charCodeAt(0));
  95. return new Uint8Array(codeArr);
  96. }
  97. //数组去重
  98. /* https://www.cnblogs.com/baiyangyuanzi/p/6726258.html
  99. * 实现思路:获取没重复的最右一值放入新数组。
  100. * (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)*/
  101. Array.prototype.uniq = function()
  102. {
  103. let temp = [];
  104. const l = this.length;
  105. for(let i = 0; i < l; i++) {
  106. for(let j = i + 1; j < l; j++){
  107. if (this[i] === this[j]){
  108. i++;
  109. j = i;
  110. }
  111. }
  112. temp.push(this[i]);
  113. }
  114. return temp;
  115. };
  116. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  117. const pcmMemory = new WebAssembly.Memory({initial: 256, maximum: 256});
  118. const pcmImportObj = {
  119. env: {
  120. abortStackOverflow: () => { throw new Error("overflow"); },
  121. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  122. tableBase: 0,
  123. memory: pcmMemory,
  124. memoryBase: 102400,
  125. STACKTOP: 0,
  126. STACK_MAX: pcmMemory.buffer.byteLength,
  127. }
  128. };
  129. let pcmPlayer = null;
  130. let adpcm_wasm = null;
  131. function decodeAudio(fileName, decodeCallback)
  132. {
  133. if(pcmPlayer != null)
  134. {
  135. pcmPlayer.close();
  136. }
  137. pcmPlayer = new PCMPlayer(1, 44100);
  138. fetch(fileName).then((response) => response.arrayBuffer())
  139. .then((bytes) => {
  140. let audioData = new Uint8Array(bytes);
  141. let step = 160;
  142. for(let i = 0; i < audioData.byteLength; i += step)
  143. {
  144. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  145. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  146. pcmPlayer.feed(pcmFloat32Data);
  147. }
  148. });
  149. }
  150. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  151. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  152. .then((wasm) => {
  153. adpcm_wasm = wasm;
  154. /*addButton("adpcm").onclick = function () {
  155. let decoder = new Adpcm(wasm, pcmImportObj);
  156. decoder.resetDecodeState(new Adpcm.State(0, 0));
  157. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  158. }*/
  159. });
  160. //▲ADPCM播放相关
  161. function latentUseHole(latentId)
  162. {
  163. if (latentId < 12)
  164. {
  165. return 1;
  166. }else if (latentId === 12 || latentId >= 16 && latentId <= 36)
  167. {
  168. return 2;
  169. }else if (latentId >= 13 && latentId <= 15 || latentId >= 37 && latentId <= 38)
  170. {
  171. return 6;
  172. }else
  173. {
  174. return 1;
  175. }
  176. }
  177. //获取最大潜觉数量
  178. function getMaxLatentCount(id)
  179. { //转生2和超转生3为8个格子
  180. if (Cards[id])
  181. {
  182. return Cards[id].is8Latent ? 8 : 6;
  183. }else
  184. {
  185. return 6;
  186. }
  187. }
  188. //计算用了多少潜觉格子
  189. function usedHole(latents)
  190. {
  191. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  192. }
  193. //计算所有队伍中有多少个该觉醒
  194. function awokenCountInFormation(formationTeams,awokenIndex,solo,teamsCount)
  195. {
  196. const formationAwokenCount = formationTeams.reduce(function(previous,team){
  197. return previous + awokenCountInTeam(team,awokenIndex,solo,teamsCount);
  198. },0);
  199. return formationAwokenCount;
  200. }
  201. //计算单个队伍中有多少个该觉醒
  202. function awokenCountInTeam(team,awokenIndex,solo,teamsCount)
  203. {
  204. const memberArray = team[0];
  205. const assistArray = team[1];
  206. const teamAwokenCount = memberArray.reduce(function(previous,mon,idx){
  207. if (mon.id<=0)
  208. { //如果是delay和null
  209. return previous;
  210. }
  211. const card = Cards[mon.id];
  212. if (!card || !card.enabled)
  213. { //如果卡片未启用
  214. return previous;
  215. }
  216. const assist = assistArray[idx];
  217. const assistCard = Cards[assist.id];
  218. //启用的觉醒数组片段
  219. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  220. if (solo || teamsCount === 3) //单人、3人日服增加超觉醒
  221. {
  222. enableAwoken = enableAwoken.concat(card.superAwakenings[mon.sawoken]);
  223. }
  224. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49))
  225. { //如果卡片未启用
  226. enableAwoken = enableAwoken.concat(assistCard.awakenings);
  227. }
  228. //相同的觉醒数
  229. const hasAwoken = enableAwoken.filter(ak=>{return ak == awokenIndex;}).length;
  230. return previous + hasAwoken;
  231. },0);
  232. return teamAwokenCount;
  233. }
  234. //返回可用的怪物名称
  235. function returnMonsterNameArr(card, lsList, defaultCode)
  236. {
  237. let monNameArr = lsList.map(function(lc){ //取出每种语言
  238. if (lc == defaultCode)
  239. {return card.name;}
  240. else if(card.otLangName)
  241. {return card.otLangName[lc];}
  242. }).filter(function(ln){ //去掉空值和问号
  243. return typeof(ln) == "string" && ln.length>0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+","i").test(ln);
  244. });
  245. if (monNameArr.length < 1) //如果本来的列表里没有名字
  246. {
  247. monNameArr.push(card.name); //只添加默认名字
  248. }
  249. return monNameArr;
  250. }
  251. //Code From pad-rikuu
  252. function valueAt(level, maxLevel, curve) {
  253. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  254. return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
  255. }
  256. //Code From pad-rikuu
  257. function curve(c, level, maxLevel, limitBreakIncr) {
  258. let value = valueAt(level, maxLevel, {
  259. min: c.min,
  260. max: c.max || (c.min * maxLevel),
  261. scale: c.scale || 1
  262. });
  263. if (level > maxLevel) {
  264. const exceed = level - maxLevel;
  265. value += c.max ? (c.max * (limitBreakIncr / 100) * (exceed / 11)) : c.min * exceed;
  266. }
  267. return value;
  268. }
  269. //计算怪物的经验值
  270. function calculateExp(member)
  271. {
  272. if (!member) return null;
  273. const memberCard = Cards[member.id];
  274. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  275. const v99Exp = valueAt(member.level, 99, memberCard.exp);
  276. const v110Exp = member.level > 99 ? Math.max(0, member.level - memberCard.maxLevel - 1) * 5000000 : 0;
  277. return [Math.round(v99Exp),v110Exp];
  278. }
  279. //计算怪物的能力
  280. function calculateAbility(member, assist = null, solo = true, teamsCount = 1)
  281. {
  282. if (!member) return null;
  283. const memberCard = Cards[member.id];
  284. const assistCard = assist ? Cards[assist.id] : null;
  285. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  286. const bonusScale = [0.1,0.05,0.15]; //辅助宠物附加的属性倍率
  287. const plusAdd = [10,5,3]; //加值的增加值
  288. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  289. [{index:1,value:500},{index:65,value:-5000}], //HP
  290. [{index:2,value:100},{index:66,value:-1000}], //ATK
  291. [{index:3,value:200},{index:67,value:-2000}] //RCV
  292. ];
  293. const awokenScale = [ //对应比例加三维觉醒的序号与倍率值
  294. [], //HP
  295. [], //ATK
  296. [] //RCV
  297. ];
  298. if (!solo)
  299. { //协力时计算协力觉醒
  300. awokenScale.forEach(ab=>{
  301. ab.push({index:30,scale:1.5});
  302. });
  303. }
  304. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  305. [{index:1,scale:0.015},{index:12,scale:0.03},{index:28,scale:0.045}], //HP
  306. [{index:2,scale:0.01},{index:12,scale:0.02},{index:29,scale:0.03}], //ATK
  307. [{index:3,scale:0.1},{index:12,scale:0.2},{index:30,scale:0.3}] //RCV
  308. ];
  309. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  310. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  311. let abilitys = memberCurves.map((ab, idx)=>{
  312. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr)); //等级基础三维
  313. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  314. let n_assist_base = 0,n_assist_plus=0; //辅助的bonus
  315. let awokenList = memberCard.awakenings.slice(0,member.awoken); //储存点亮的觉醒
  316. //单人、3人时增加超觉醒
  317. if ((solo || teamsCount === 3) && member.sawoken>=0)
  318. {
  319. awokenList = awokenList.concat(memberCard.superAwakenings[member.sawoken]);
  320. }
  321. //如果有武器还要计算武器的觉醒
  322. if (assistCard && assistCard.id > 0 && assistCard.enabled)
  323. {
  324. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  325. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  326. {
  327. awokenList = awokenList.concat(assistAwokenList);
  328. }
  329. if (memberCard.attrs[0] === assistCard.attrs[0])
  330. {
  331. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr)); //辅助等级基础三维
  332. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  333. }
  334. }
  335. //觉醒增加的数值
  336. const n_awoken = awokenList.length>0 ?
  337. Math.round(awokenAdd[idx].reduce(function(previous,aw){
  338. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个觉醒的数量
  339. if (awokenCount>0)
  340. return previous + aw.value * awokenCount;
  341. else
  342. return previous;
  343. },0)) :
  344. 0;
  345. //潜觉增加的倍率
  346. const n_latent = (member.latent && member.latent.length>0) ?
  347. Math.round(latentScale[idx].reduce(function(previous,la){
  348. const latentCount = member.latent.filter(l=>l==la.index).length; //每个潜觉的数量
  349. 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
  350. },0)) :
  351. 0;
  352. //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);
  353. let reValue = n_base + n_plus + n_awoken + n_latent + (n_assist_base + n_assist_plus) * bonusScale[idx];
  354. //协力觉醒的倍率
  355. reValue = Math.round(awokenScale[idx].reduce(function(previous,aw){
  356. const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个协力觉醒的数量
  357. if (awokenCount>0)
  358. {
  359. return previous * Math.pow(aw.scale,awokenCount);
  360. }
  361. else
  362. {
  363. return previous;
  364. }
  365. },reValue));
  366. if (idx<2 && reValue<1) reValue = 1; //HP和ATK最低为1
  367. return reValue;
  368. });
  369. return abilitys;
  370. }
  371. //搜索卡片用
  372. function searchCards(cards,attr1,attr2,fixMainColor,types,typeAndOr,awokens,sawokens,equalAk,incSawoken)
  373. {
  374. 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
  375. //属性
  376. if (attr1 != null && attr1 === attr2)
  377. { //当两个颜色相同时,主副一样颜色的只需判断一次
  378. cardsRange = cardsRange.filter(c=>c.attrs[0] == attr1 && c.attrs[1] == attr1);
  379. }else if (fixMainColor || attr2 == -1) //如果固定了顺序,或者副属性选的是无
  380. {
  381. if (attr1 != null)
  382. {
  383. cardsRange = cardsRange.filter(c=>c.attrs[0] == attr1);
  384. }
  385. if (attr2 != null)
  386. {
  387. cardsRange = cardsRange.filter(c=>c.attrs[1] == attr2);
  388. }
  389. }else //不限定顺序时
  390. {
  391. if (attr1 != null)
  392. {
  393. cardsRange = cardsRange.filter(c=>c.attrs.includes(attr1));
  394. }
  395. if (attr2 != null)
  396. {
  397. cardsRange = cardsRange.filter(c=>c.attrs.includes(attr2));
  398. }
  399. }
  400. //类型
  401. if (types.length>0)
  402. {
  403. cardsRange = cardsRange.filter(c=>typeAndOr ?
  404. types.every(t=>c.types.includes(t)) : //所有type都满足
  405. types.some(t=>c.types.includes(t)) //只需要满足一个type
  406. );
  407. }
  408. //觉醒
  409. //等效觉醒时,事先去除大觉醒
  410. if (equalAk)
  411. {
  412. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  413. bigEqualAwokens.forEach(bak=>{
  414. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  415. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  416. if (!smallEqualAwoken)
  417. {
  418. smallEqualAwoken = {id:equivalentAwoken.small,num:0}; //如果没有就新建一个
  419. awokens.push(smallEqualAwoken);
  420. }
  421. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  422. });
  423. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  424. }
  425. if (awokens.length>0)
  426. {
  427. cardsRange = cardsRange.filter(card => {
  428. let cardAwakeningsArray = [];
  429. if (incSawoken && card.superAwakenings.length > 0)
  430. { //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
  431. cardAwakeningsArray = card.superAwakenings.map(sak=>card.awakenings.concat(sak));
  432. }else
  433. { //单个原始觉醒数组
  434. cardAwakeningsArray.push(card.awakenings);
  435. }
  436. return cardAwakeningsArray.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
  437. awokens.every(ak=>{ //判断需要搜索的觉醒是不是全都在觉醒数组里
  438. if (equalAk) //如果开启等效觉醒
  439. {
  440. //搜索等效觉醒
  441. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  442. if (equivalentAwoken)
  443. {
  444. const totalNum = cardAwakening.filter(cak=>cak == equivalentAwoken.small).length +
  445. cardAwakening.filter(cak=>cak == equivalentAwoken.big).length * equivalentAwoken.times;
  446. return totalNum >= ak.num;
  447. }
  448. }
  449. return cardAwakening.filter(cak=>cak == ak.id).length >= ak.num;
  450. })
  451. );
  452. });
  453. }
  454. //超觉醒
  455. if (sawokens.length>0 && !incSawoken)
  456. {
  457. cardsRange = cardsRange.filter(card=> sawokens.some(sak=>{
  458. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  459. return card.superAwakenings.includes(sak) ||
  460. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  461. }) );
  462. }
  463. return cardsRange;
  464. }
  465. //产生一个怪物头像
  466. function createCardA()
  467. {
  468. const cdom = document.createElement("a");
  469. cdom.className = "monster";
  470. cdom.target = "_blank";
  471. const property = cdom.appendChild(document.createElement("div"));
  472. property.className = "property";
  473. const subproperty = cdom.appendChild(document.createElement("div"));
  474. subproperty.className = "subproperty";
  475. const cid = cdom.appendChild(document.createElement("div"));
  476. cid.className = "id";
  477. const cawoken = cdom.appendChild(document.createElement("div"));
  478. cawoken.className = "awoken-count full-awoken";
  479. return cdom;
  480. }
  481. //返回文字说明内怪物Card的纯HTML
  482. function cardN(id){
  483. const monOuterDom = document.createElement("span");
  484. monOuterDom.className = "detail-mon";
  485. const monDom = createCardA(id);
  486. monOuterDom.appendChild(monDom);
  487. changeid({id:id},monDom);
  488. return monOuterDom.outerHTML;
  489. }
  490. //将怪物的文字介绍解析为HTML
  491. function descriptionToHTML(str)
  492. {
  493. str = str.replace(/\n/ig,"<br>"); //换行
  494. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  495. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10));}); //怪物头像
  496. return str;
  497. }
  498. //默认的技能解释的显示行为
  499. function parseSkillDescription(skill)
  500. {
  501. return descriptionToHTML(skill.description);
  502. }
  503. //大数字缩短长度,默认返回本地定义字符串
  504. function parseBigNumber(number)
  505. {
  506. return number.toLocaleString();
  507. }
  508. //计算队伍中有多少血量
  509. function countTeamHp(memberArr, leader1id, leader2id, solo)
  510. {
  511. const ls1 = Skills[Cards[leader1id].leaderSkillId];
  512. const ls2 = Skills[Cards[leader2id].leaderSkillId];
  513. const mHpArr = memberArr.map(m=>{
  514. let hp = m.ability ? m.ability[0] : 0;
  515. if (!hp) return 0;
  516. const card = Cards[m.id];
  517. hp *= memberHpMul(card,ls1,memberArr,solo);
  518. hp *= memberHpMul(card,ls2,memberArr,solo);
  519. return hp;
  520. });
  521. console.log('单个队伍血量:',mHpArr);
  522. function memberHpMul(card,ls,memberArr,solo)
  523. {
  524. function flags(num){
  525. const arr = [];
  526. for (let i = 0; i<32;i++)
  527. {
  528. if (num & (1<<i))
  529. {
  530. arr.push(i);
  531. }
  532. }
  533. return arr;
  534. }
  535. function hpMul(parm,scale)
  536. {
  537. if (scale == undefined || scale == 0) return 1;
  538. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a)))
  539. {
  540. return scale / 100;
  541. }
  542. if (parm.types && card.types.some(t => parm.types.includes(t)))
  543. {
  544. return scale / 100;
  545. }
  546. return 1;
  547. }
  548. const sk = ls.params;
  549. let scale = 1;
  550. switch (ls.type)
  551. {
  552. case 23: case 30: case 62: case 77: case 63: case 65:
  553. scale = hpMul({types:sk.slice(0,sk.length-1)}, sk[sk.length-1]);
  554. break;
  555. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  556. scale = hpMul({attrs:sk.slice(0,sk.length-1)}, sk[sk.length-1]);
  557. break;
  558. case 73: case 76:
  559. scale = hpMul({attrs:sk[0],types:sk[1]}, sk[2]);
  560. break;
  561. case 106: case 107: case 108:
  562. scale = sk[0] / 100;
  563. break;
  564. case 121: case 129: case 163: case 186:
  565. scale = hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]);
  566. break;
  567. case 125: //队伍中必须有指定队员
  568. const needMonIdArr = sk.slice(0,5).filter(s=>s>0);
  569. const memberIdArr = memberArr.map(m=>m.id);
  570. scale = needMonIdArr.every(mid=>memberIdArr.includes(mid)) ? sk[5]/100 : 1;
  571. break;
  572. case 136:
  573. scale = hpMul({attrs:flags(sk[0])}, sk[1]) *
  574. sk[4]? hpMul({attrs:flags(sk[4])}, sk[5]) : 1;
  575. break;
  576. case 137:
  577. scale = hpMul({types:flags(sk[0])}, sk[1]) *
  578. sk[4]? hpMul({types:flags(sk[4])}, sk[5]) : 1;
  579. break;
  580. case 155:
  581. scale = solo ? 1 : hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]);
  582. break;
  583. case 158:
  584. scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[4]);
  585. break;
  586. case 175: //队伍组成全为合作
  587. const needCollabIdIdArr = sk.slice(0,3).filter(s=>s>0);
  588. const memberCollabIdArr = memberArr.map(m=>Cards[m.id].collabId);
  589. scale = memberCollabIdArr.every(cid=>needCollabIdIdArr.includes(cid)) ? sk[3]/100 : 1;
  590. break;
  591. case 178: case 185:
  592. scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[3]);
  593. break;
  594. case 203:
  595. switch (sk[0])
  596. {
  597. case 0: //全是像素进化
  598. scale = memberArr.map(m=>Cards[m.id].evoMaterials).every(ems=>ems.includes(3826)) ? sk[1]/100 : 1;
  599. break;
  600. case 2: //全是转生、超转生(8格潜觉)
  601. scale = memberArr.map(m=>Cards[m.id].is8Latent).every(is8=>is8) ? sk[1]/100 : 1;
  602. break;
  603. }
  604. break;
  605. case 138: //调用其他队长技
  606. scale = sk.reduce((pmul,skid)=>pmul * memberHpMul(card,Skills[skid],memberArr,solo),1)
  607. break;
  608. default:
  609. }
  610. return scale || 1;
  611. }
  612. return mHpArr;
  613. }

智龙迷城队伍图制作工具