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script-universal_function.js 42 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 || (location.host === "" && _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. //数字补前导0
  47. Number.prototype.prefixInteger = function(length, useGrouping = false) {
  48. return this.toLocaleString(undefined, {
  49. useGrouping: useGrouping,
  50. minimumIntegerDigits: length
  51. });
  52. }
  53. //数字补前导0
  54. String.prototype.prefix = function(length = 2, prefix = '0') {
  55. let needAddLength = Math.max(length - this.length, 0);
  56. return new Array(needAddLength).fill(prefix).join('') + this;
  57. }
  58. // 将字符串转为Base64
  59. String.prototype.toBinary = function() {
  60. const charCodes16Arr = [...this].map(char=>char.charCodeAt(0));
  61. const codeUnits = new Uint16Array(charCodes16Arr);
  62. const charCodes = new Uint8Array(codeUnits.buffer);
  63. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  64. return result;
  65. }
  66. String.prototype.toBase64 = function() {
  67. return btoa(this.toBinary());
  68. }
  69. String.fromBinary = function(binary) {
  70. const bytes = new Uint8Array([...binary].map(char=>char.charCodeAt(0)));
  71. const charCodes = new Uint16Array(bytes.buffer);
  72. const result = [...charCodes].map(code=>String.fromCharCode(code)).join('');
  73. return result;
  74. }
  75. String.fromBase64 = function(base64) {
  76. return String.fromBinary(atob(base64));
  77. }
  78. //大数字缩短长度,默认返回本地定义字符串
  79. Number.prototype.bigNumberToString = function() {
  80. return this.toLocaleString();
  81. }
  82. //最多保留N位小数,不留0
  83. Number.prototype.keepCounts = function(decimalDigits = 2, plusSign = false)
  84. {
  85. let newNumber = Number(this.toFixed(decimalDigits));
  86. return (plusSign && this > 0 ? '+' : '') + newNumber.bigNumberToString();
  87. }
  88. //数组删除自己尾部的空元素
  89. Array.prototype.DeleteLatter = function(item = null) {
  90. let index = this.length - 1;
  91. for (; index >= 0; index--) {
  92. if (this[index] !== item) {
  93. break;
  94. }
  95. }
  96. this.splice(index + 1);
  97. return this;
  98. }
  99. Array.prototype.randomShift = function() {
  100. return this.splice(Math.random() * this.length, 1)?.[0];
  101. }
  102. //数组分组函数,用法:array.groupBy((a,b)=>a.type === b.type)
  103. Array.prototype.groupBy = function(func) {
  104. const groups = this.reduce((pre,cur)=>{
  105. const grp = pre.find(grp=>grp?.[0] && func(grp?.[0], cur));
  106. if (grp)
  107. grp.push(cur);
  108. else
  109. pre.push([cur]);
  110. return pre;
  111. }, []);
  112. return groups;
  113. }
  114. Math.randomInteger = function(max, min = 0) {
  115. return this.floor(this.random() * (max - min + 1) + min);
  116. }
  117. //将二进制flag转为数组
  118. function flags(num) {
  119. const arr = [];
  120. for (let i = 0; i < 32; i++) {
  121. if (num & (1 << i)) {
  122. arr.push(i);
  123. }
  124. }
  125. return arr;
  126. }
  127. //带标签的模板字符串
  128. function tp(strings, ...keys) {
  129. return (function(...values) {
  130. let dict = values[values.length - 1] || {};
  131. let fragment = document.createDocumentFragment();
  132. fragment.appendChild(document.createTextNode(strings[0]));
  133. //let result = [strings[0]];
  134. keys.forEach(function(key, i, arr) {
  135. let value = Number.isInteger(key) ? values[key] : dict[key];
  136. if (value == undefined)
  137. {
  138. //console.debug("模板字符串中 %s 未找到输入数据",key);
  139. }else
  140. {
  141. if (!(value instanceof Node))
  142. {
  143. value = document.createTextNode(value);
  144. }
  145. try{
  146. fragment.appendChild(arr.lastIndexOf(key) == i ? value : value.cloneNode(true));
  147. }catch(e)
  148. {
  149. console.log(value, e);
  150. console.log(keys, values);
  151. }
  152. }
  153. fragment.appendChild(document.createTextNode(strings[i + 1]));
  154. });
  155. return fragment;
  156. });
  157. }
  158. //来自于 https://www.cnblogs.com/zhenguo-chen/p/14672332.html
  159. function deepMerge(obj1, obj2) {
  160. let key;
  161. for (key in obj2) {
  162. // 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
  163. // 如果obj2[key]没有值或者值不是对象,此时直接替换obj1[key]
  164. obj1[key] =
  165. obj1[key] &&
  166. obj1[key].toString() === "[object Object]" &&
  167. (obj2[key] && obj2[key].toString() === "[object Object]")
  168. ? deepMerge(obj1[key], obj2[key])
  169. : (obj1[key] = obj2[key]);
  170. }
  171. return obj1;
  172. }
  173. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  174. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  175. const pcmImportObj = {
  176. env: {
  177. abortStackOverflow: () => { throw new Error("overflow"); },
  178. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  179. tableBase: 0,
  180. memory: pcmMemory,
  181. memoryBase: 102400,
  182. STACKTOP: 0,
  183. STACK_MAX: pcmMemory.buffer.byteLength,
  184. }
  185. };
  186. let pcmPlayer = null;
  187. let adpcm_wasm = null;
  188. function decodeAudio(fileName, decodeCallback) {
  189. if (pcmPlayer != null) {
  190. pcmPlayer.close();
  191. }
  192. pcmPlayer = new PCMPlayer(1, 44100);
  193. fetch(fileName).then((response) => response.arrayBuffer())
  194. .then((bytes) => {
  195. let audioData = new Uint8Array(bytes);
  196. let step = 160;
  197. for (let i = 0; i < audioData.byteLength; i += step) {
  198. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  199. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  200. pcmPlayer.feed(pcmFloat32Data);
  201. }
  202. });
  203. }
  204. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  205. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  206. .then((wasm) => {
  207. adpcm_wasm = wasm;
  208. /*addButton("adpcm").onclick = function () {
  209. let decoder = new Adpcm(wasm, pcmImportObj);
  210. decoder.resetDecodeState(new Adpcm.State(0, 0));
  211. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  212. }*/
  213. });
  214. //▲ADPCM播放相关
  215. // 加载 image
  216. function loadImage(url) {
  217. return new Promise(function(resolve, reject) {
  218. var image = new Image();
  219. image.src = url;
  220. image.type = "svg"
  221. image.crossOrigin = 'Anonymous';
  222. image.onload = function() {
  223. resolve(this);
  224. };
  225. image.onerror = function(err) {
  226. reject(err);
  227. };
  228. });
  229. }
  230. function latentUseHole(latentId) {
  231. switch (true) {
  232. case (latentId === 12):
  233. case (latentId >= 16 && latentId <= 36 || latentId >= 43):
  234. return 2;
  235. case (latentId >= 13 && latentId <= 15):
  236. case (latentId >= 37 && latentId <= 42):
  237. return 6;
  238. case (latentId < 12):
  239. default:
  240. return 1;
  241. }
  242. }
  243. //获取最大潜觉数量
  244. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  245. const card = Cards[id];
  246. return card && card.is8Latent ? 8 : 6;
  247. }
  248. //计算用了多少潜觉格子
  249. function usedHole(latents) {
  250. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  251. }
  252. //计算所有队伍中有多少个该觉醒
  253. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  254. const formationAwokenCount = formationTeams.reduce(function(previous, team) {
  255. return previous + awokenCountInTeam(team, awokenIndex, solo, teamsCount);
  256. }, 0);
  257. return formationAwokenCount;
  258. }
  259. //计算单个队伍中有多少个该觉醒
  260. function awokenCountInTeam(team, awokenIndex, solo, teamsCount) {
  261. const memberArray = team[0];
  262. const assistArray = team[1];
  263. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  264. if (mon.id <= 0) { //如果是delay和null
  265. return previous;
  266. }
  267. const card = Cards[mon.id];
  268. if (!card || !card.enabled) { //如果卡片未启用
  269. return previous;
  270. }
  271. const assist = assistArray[idx];
  272. const assistCard = Cards[assist.id];
  273. //启用的觉醒数组片段
  274. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  275. //单人、3人时,大于等于100级时增加超觉醒
  276. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100) {
  277. const sAwokenT = card.superAwakenings[mon.sawoken];
  278. if (sAwokenT >= 0)
  279. enableAwoken = enableAwoken.concat(sAwokenT);
  280. }
  281. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  282. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  283. }
  284. //相同的觉醒数
  285. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  286. return previous + hasAwoken;
  287. }, 0);
  288. return teamAwokenCount;
  289. }
  290. //返回可用的怪物名称
  291. function returnMonsterNameArr(card, lsList, defaultCode) {
  292. const monNameArr = lsList.map(lc => { //取出每种语言
  293. if (lc == defaultCode)
  294. return card.name;
  295. else if (card.otLangName)
  296. return card.otLangName[lc];
  297. }).filter(ln => //去掉空值和问号
  298. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  299. );
  300. if (monNameArr.length < 1) //如果本来的列表里没有名字
  301. {
  302. monNameArr.push(card.name); //只添加默认名字
  303. }
  304. return monNameArr;
  305. }
  306. //Code From pad-rikuu
  307. function valueAt(level, maxLevel, curve) {
  308. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  309. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  310. }
  311. //Code From pad-rikuu
  312. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  313. let value = valueAt(level, maxLevel, {
  314. min: c.min,
  315. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  316. scale: c.scale || 1
  317. });
  318. if (level > maxLevel) {
  319. const exceed99 = Math.min(level - maxLevel, 11);
  320. const exceed110 = Math.max(0, level - 110);
  321. value += c.max !== undefined ?
  322. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  323. (c.min * exceed99 + c.min * exceed110);
  324. }
  325. return value;
  326. }
  327. //计算怪物的经验值
  328. function calculateExp(member) {
  329. if (!member) return null;
  330. const memberCard = Cards[member.id];
  331. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  332. const expArray = [
  333. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  334. ];
  335. if (member.level > 99)
  336. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  337. if (member.level > 110)
  338. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  339. return expArray;
  340. }
  341. //计算怪物的能力
  342. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  343. if (!member) return null;
  344. const memberCard = Cards[member.id];
  345. const assistCard = assist ? Cards[assist.id] : null;
  346. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  347. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  348. const plusAdd = [10, 5, 3]; //加值的增加值
  349. const limitBreakIncr120 = [10, 5, 5]; //120三维增加比例
  350. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  351. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  352. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  353. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  354. ];
  355. 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
  356. [{ index: 63, scale: 1.1 }], //HP
  357. [{ index: 63, scale: 1.1 }], //ATK
  358. [{ index: 63, scale: 1.1 }] //RCV
  359. ];
  360. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  361. [], //HP
  362. [], //ATK
  363. [] //RCV
  364. ];
  365. if (!solo) { //协力时计算协力觉醒
  366. latterAwokenScale.forEach(ab => {
  367. ab.push({ index: 30, scale: 1.5 });
  368. });
  369. }
  370. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  371. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  372. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.05 }], //ATK
  373. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  374. ];
  375. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  376. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  377. const abilitys = memberCurves.map((ab, idx) => {
  378. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  379. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  380. let n_assist_base = 0,
  381. n_assist_plus = 0; //辅助的bonus
  382. let awokenList = memberCard.awakenings.slice(0, member.awoken); //储存点亮的觉醒
  383. //单人、3人时,大于等于100级时增加超觉醒
  384. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100) {
  385. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  386. if (sAwokenT >= 0)
  387. awokenList = awokenList.concat(sAwokenT);
  388. }
  389. //如果有武器还要计算武器的觉醒
  390. if (assistCard && assistCard.id > 0 && assistCard.enabled) {
  391. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  392. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  393. {
  394. awokenList = awokenList.concat(assistAwokenList);
  395. }
  396. if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6) {
  397. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  398. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  399. }
  400. }
  401. //用来计算倍率觉醒的最终倍率是多少,reduce用
  402. function calculateAwokenScale(previous, aw) {
  403. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  404. return previous * aw.scale ** awokenCount;
  405. }
  406. //倍率类觉醒的比例,直接从1开始乘
  407. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  408. //觉醒增加的数值
  409. const n_awoken = awokenList.length > 0 ?
  410. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  411. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  412. if (awokenCount > 0)
  413. return previous + aw.value * awokenCount;
  414. else
  415. return previous;
  416. }, 0)) :
  417. 0;
  418. //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
  419. const n_latentScale = (member.latent && member.latent.length > 0) ?
  420. latentScale[idx].reduce((previous, la) => {
  421. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  422. return previous + la.scale * latentCount;
  423. }, 0) :
  424. 0;
  425. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  426. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  427. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  428. //觉醒生效时的协力、语音觉醒等的倍率
  429. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  430. //都要做四舍五入
  431. reValue = Math.round(reValue);
  432. reValueNoAwoken = Math.round(reValueNoAwoken);
  433. if (idx < 2) //idx顺序为HP、ATK、RCV
  434. { //HP和ATK最低为1
  435. reValue = Math.max(reValue, 1);
  436. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  437. }
  438. return [reValue, reValueNoAwoken];
  439. });
  440. return abilitys;
  441. }
  442. function calculateAbility_max(id, solo, teamsCount) {
  443. const card = Cards[id];
  444. const tempMon = {
  445. id: id,
  446. level: card.limitBreakIncr ? 110 : card.maxLevel,
  447. plus: (card.overlay || card.types[0] == 15 && card.types[1] == -1) ? [0, 0, 0] : [99, 99, 99], //当可以叠加时,不能打297
  448. awoken: card.awakenings.length,
  449. };
  450. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  451. if (abilities) {
  452. return {
  453. noAwoken: {
  454. hp: abilities[0][1],
  455. atk: abilities[1][1],
  456. rcv: abilities[2][1],
  457. },
  458. withAwoken: {
  459. hp: abilities[0][0],
  460. atk: abilities[1][0],
  461. rcv: abilities[2][0],
  462. },
  463. };
  464. } else {
  465. return null;
  466. }
  467. }
  468. //搜索卡片用
  469. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken) {
  470. 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
  471. //属性
  472. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  473. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  474. { //当两个颜色相同时,主副一样颜色的只需判断一次
  475. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr1);
  476. } else if (fixMainColor) //如果固定了顺序
  477. {
  478. const a1null = attr1 === null,
  479. a2null = attr2 === null;
  480. cardsRange = cardsRange.filter(c =>
  481. (a1null ? true : c.attrs[0] === attr1) &&
  482. (a2null ? true : c.attrs[1] === attr2)
  483. );
  484. } else //不限定顺序时
  485. {
  486. const search_attrs = [attr1, attr2].filter(a => a !== null && a >= 0 && a <= 5); //所有非空属性
  487. const anone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  488. cardsRange = cardsRange.filter(c =>
  489. search_attrs.every(a => c.attrs.includes(a)) &&
  490. (anone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  491. );
  492. }
  493. //类型
  494. if (types.length > 0) {
  495. cardsRange = cardsRange.filter(c => typeAndOr ?
  496. types.every(t => c.types.includes(t)) : //所有type都满足
  497. types.some(t => c.types.includes(t)) //只需要满足一个type
  498. );
  499. }
  500. //稀有度
  501. if (rares.length > 1) {
  502. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  503. }
  504. //觉醒
  505. //等效觉醒时,事先去除大觉醒
  506. if (equalAk) {
  507. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  508. bigEqualAwokens.forEach(bak => {
  509. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  510. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  511. if (!smallEqualAwoken) {
  512. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  513. awokens.push(smallEqualAwoken);
  514. }
  515. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  516. });
  517. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  518. }
  519. if (awokens.length > 0) {
  520. cardsRange = cardsRange.filter(card => {
  521. let cardAwakeningsArray = [];
  522. if (incSawoken && card.superAwakenings.length > 0) { //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
  523. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  524. } else { //单个原始觉醒数组
  525. cardAwakeningsArray.push(card.awakenings);
  526. }
  527. 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
  528. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  529. if (equalAk) //如果开启等效觉醒
  530. {
  531. //搜索等效觉醒
  532. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  533. if (equivalentAwoken) {
  534. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  535. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  536. return totalNum >= ak.num;
  537. }
  538. }
  539. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  540. })
  541. );
  542. });
  543. }
  544. //超觉醒
  545. if (sawokens.length > 0 && !incSawoken) {
  546. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  547. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  548. return card.superAwakenings.includes(sak) ||
  549. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  550. }));
  551. }
  552. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  553. return cardsRange;
  554. }
  555. function searchByString(str)
  556. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  557. str = str.trim();
  558. if (str.length>0)
  559. {
  560. return Cards.filter(card =>
  561. {
  562. const names = [card.name];
  563. if (card.otLangName)
  564. {
  565. names.push(...Object.values(card.otLangName));
  566. }
  567. const tags = card.altName.concat();
  568. if (card.otTags)
  569. {
  570. tags.push(...card.otTags);
  571. }
  572. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  573. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  574. }
  575. );
  576. }else
  577. {
  578. return [];
  579. }
  580. }
  581. function copyString(input)
  582. {
  583. input.focus(); //设input为焦点
  584. input.select(); //选择全部
  585. if (document.execCommand('copy')) {
  586. document.execCommand('copy');
  587. }
  588. //input.blur(); //取消焦点
  589. }
  590. //产生一个怪物头像
  591. function createCardA() {
  592. const cdom = document.createElement("a");
  593. cdom.className = "monster";
  594. cdom.target = "_blank";
  595. const property = cdom.appendChild(document.createElement("div"));
  596. property.className = "property";
  597. const subproperty = cdom.appendChild(document.createElement("div"));
  598. subproperty.className = "subproperty";
  599. const cid = cdom.appendChild(document.createElement("div"));
  600. cid.className = "id";
  601. const cawoken = cdom.appendChild(document.createElement("div"));
  602. cawoken.className = "awoken-count-num";
  603. return cdom;
  604. }
  605. //返回文字说明内怪物Card的纯HTML
  606. function cardN(id) {
  607. const monOuterDom = document.createElement("span");
  608. monOuterDom.className = "detail-mon";
  609. const monDom = createCardA(id);
  610. monOuterDom.appendChild(monDom);
  611. monOuterDom.monDom = monDom;
  612. changeid({ id: id }, monDom);
  613. return monOuterDom;
  614. }
  615. //技能介绍里的头像的切换
  616. function changeToIdInSkillDetail(event) {
  617. const settingBox = editBox.querySelector(".setting-box");
  618. const monstersID = settingBox.querySelector(".row-mon-id .m-id");
  619. const mid = this.getAttribute("data-cardid");
  620. monstersID.value = mid;
  621. monstersID.onchange();
  622. return false; //取消链接的默认操作
  623. }
  624. //搜索并显示合作
  625. function searchCollab(event) {
  626. const collabId = parseInt(this.getAttribute('data-collabId'), 10);
  627. showSearch(Cards.filter(card => card.collabId == collabId));
  628. return false;
  629. }
  630. //将怪物的文字介绍解析为HTML
  631. function descriptionToHTML(str)
  632. {
  633. //str = str.replace(/\n/ig,"<br>"); //换行
  634. //str = str.replace(/ /ig,"&nbsp;"); //换行
  635. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  636. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  637. return str;
  638. }
  639. //默认的技能解释的显示行为
  640. function parseSkillDescription(skill) {
  641. const span = document.createElement("span");
  642. span.innerHTML = descriptionToHTML(skill.description);
  643. return span;
  644. }
  645. //大数字缩短长度,默认返回本地定义字符串
  646. function parseBigNumber(number) {
  647. return number.toLocaleString();
  648. }
  649. //判断是否是转生和超转生
  650. function isReincarnated(card) {
  651. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  652. }
  653. //获取类型允许的潜觉
  654. function getAllowLatent(card) {
  655. const latentSet = new Set(common_allowable_latent);
  656. card.types.filter(i => i >= 0)
  657. .map(type => type_allowable_latent[type])
  658. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  659. if (card.limitBreakIncr) {
  660. v120_allowable_latent.forEach(t => latentSet.add(t));
  661. }
  662. return Array.from(latentSet);
  663. }
  664. //计算队伍中有多少血量
  665. function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken = false) {
  666. const ls1 = Skills[(Cards[leader1id] || Cards[0]).leaderSkillId];
  667. const ls2 = Skills[(Cards[leader2id] || Cards[0]).leaderSkillId];
  668. const mHpArr = memberArr.map(m => {
  669. const ability = noAwoken ? m.abilityNoAwoken : m.ability;
  670. let hp = ability ? ability[0] : 0;
  671. if (!hp) return 0;
  672. const card = Cards[m.id] || Cards[0];
  673. hp = hp1 = Math.round(hp * memberHpMul(card, ls2, memberArr, solo)); //战友队长技
  674. hp = hp2 = Math.round(hp * memberHpMul(card, ls1, memberArr, solo)); //我方队长技
  675. /* 演示用代码
  676. let hp1,hp2;
  677. hp1 = hp * memberHpMul(card,ls2,memberArr,solo);
  678. hp = Math.round(hp1);
  679. hp2 = hp * memberHpMul(card,ls1,memberArr,solo);
  680. hp = Math.round(hp2);
  681. console.log("%s 第1次倍率血量:%s(%s),第2次倍率血量:%s(%s)",Cards[m.id].otLangName["chs"],Math.round(hp1),hp1,Math.round(hp2),hp2);
  682. */
  683. return hp;
  684. });
  685. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  686. function memberHpMul(card, ls, memberArr, solo) {
  687. function hpMul(parm, scale) {
  688. if (scale == undefined || scale == 0) return 1;
  689. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a))) {
  690. return scale / 100;
  691. }
  692. if (parm.types && card.types.some(t => parm.types.includes(t))) {
  693. return scale / 100;
  694. }
  695. return 1;
  696. }
  697. const sk = ls.params;
  698. let scale = 1;
  699. switch (ls.type) {
  700. case 23:
  701. case 30:
  702. case 62:
  703. case 77:
  704. case 63:
  705. case 65:
  706. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  707. break;
  708. case 29:
  709. case 114:
  710. case 45:
  711. case 111:
  712. case 46:
  713. case 48:
  714. case 67:
  715. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  716. break;
  717. case 73:
  718. case 76:
  719. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  720. break;
  721. case 106:
  722. case 107:
  723. case 108:
  724. scale = sk[0] / 100;
  725. break;
  726. case 121:
  727. case 129:
  728. case 163:
  729. case 186:
  730. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  731. break;
  732. case 125: //队伍中必须有指定队员
  733. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  734. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  735. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  736. break;
  737. case 136:
  738. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  739. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  740. break;
  741. case 137:
  742. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  743. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  744. break;
  745. case 155:
  746. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  747. break;
  748. case 158:
  749. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  750. break;
  751. case 175: //队伍组成全为合作
  752. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  753. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  754. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  755. break;
  756. case 178:
  757. case 185:
  758. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  759. break;
  760. case 203: //队员为指定类型,不包括双方队长,且队员数大于0
  761. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id]);
  762. switch (sk[0]) {
  763. case 0: //全是像素进化
  764. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => card.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  765. break;
  766. case 2: //全是转生、超转生(8格潜觉)
  767. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => isReincarnated(card))) ? sk[1] / 100 : 1;
  768. break;
  769. }
  770. break;
  771. case 229:{ //队员中存在每个属性或Type都算一次
  772. let cardsArr = memberArr.filter(m => m.id > 0).map(m => Cards[m.id]); //所有的卡片
  773. let attrsArr = cardsArr.flatMap(card => card.attr); //所有卡片的属性
  774. let typesArr = cardsArr.flatMap(card => card.types); //所有卡片的类型
  775. let correspondingAttrs = flags(sk[0]); //符合的属性
  776. let correspondingTypes = flags(sk[1]); //符合的类型
  777. let correspondingTimes = attrsArr.filter(a=>correspondingAttrs.includes(a)).length + typesArr.filter(t=>correspondingTypes.includes(t)).length; //符合的次数
  778. scale = sk[2] * correspondingTimes / 100 + 1;
  779. //console.log('属性、类型个数动态倍率,当前队长HP倍率为 %s',scale);
  780. break;
  781. }
  782. case 138: //调用其他队长技
  783. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(card, Skills[skid], memberArr, solo), 1)
  784. break;
  785. default:
  786. }
  787. return scale || 1;
  788. }
  789. return mHpArr;
  790. }
  791. //返回卡片的队长技能
  792. function getCardLeaderSkills(card, skillTypes) {
  793. if (!card) return [];
  794. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  795. }
  796. //返回卡片的主动技能
  797. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  798. if (!card) return [];
  799. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  800. }
  801. //查找到真正起作用的那一个技能
  802. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  803. if (skillTypes.includes(skill.type))
  804. {
  805. return [skill];
  806. }
  807. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  808. {
  809. //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
  810. let subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom));
  811. subSkills = subSkills.filter(s=>s);
  812. return subSkills;
  813. }
  814. else
  815. {
  816. return [];
  817. }
  818. }
  819. //计算队伍是否为76
  820. function tIf_Effect_76board(leader1id, leader2id) {
  821. const searchTypeArray = [162, 186];
  822. function henshinBase(cardid, firstId)
  823. {
  824. if (firstId == undefined) firstId = cardid;
  825. let card = Cards[cardid];
  826. if (card && card.henshinFrom && card.henshinFrom !== firstId)
  827. {
  828. card = henshinBase(card.henshinFrom, firstId);
  829. }
  830. return card;
  831. }
  832. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  833. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  834. return Boolean(ls1 || ls2);
  835. }
  836. //计算队伍是否为无天降
  837. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  838. const searchTypeArray = [163, 177];
  839. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  840. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  841. [0]
  842. return Boolean(ls1 || ls2);
  843. }
  844. //计算队伍是否为毒无效
  845. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  846. const searchTypeArray = [197];
  847. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  848. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  849. return Boolean(ls1 || ls2);
  850. }
  851. //计算队伍的+C
  852. function tIf_Effect_addCombo(leader1id, leader2id) {
  853. return [
  854. getSkillAddCombo(Cards[leader1id]),
  855. getSkillAddCombo(Cards[leader2id])
  856. ];
  857. }
  858. function getSkillAddCombo(card) {
  859. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220];
  860. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  861. if (!skill) return 0;
  862. switch (skill.type) {
  863. case 192:
  864. case 194:
  865. return skill.params[3];
  866. case 206:
  867. return skill.params[6];
  868. case 209:
  869. return skill.params[0];
  870. case 210:
  871. case 219:
  872. return skill.params[2];
  873. case 220:
  874. return skill.params[1];
  875. default:
  876. return 0;
  877. }
  878. }
  879. //计算队伍的追打
  880. function tIf_Effect_inflicts(leader1id, leader2id) {
  881. const searchTypeArray = [199, 200, 201, 223];
  882. return [
  883. getSkillFixedDamage(Cards[leader1id]),
  884. getSkillFixedDamage(Cards[leader2id])
  885. ];
  886. }
  887. function getSkillFixedDamage(card) {
  888. const searchTypeArray = [199, 200, 201, 223];
  889. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  890. if (!skill) return 0;
  891. switch (skill.type) {
  892. case 199:
  893. case 200:
  894. return skill.params[2];
  895. case 201:
  896. return skill.params[5];
  897. case 223:
  898. return skill.params[1];
  899. default:
  900. return 0;
  901. }
  902. }
  903. //计算队伍操作时间
  904. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  905. const searchTypeArray = [178, 15, 185];
  906. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  907. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  908. const time1 = leaderSkillMoveTime(ls1);
  909. const time2 = leaderSkillMoveTime(ls2);
  910. function leaderSkillMoveTime(ls) {
  911. const moveTime = { fixed: false, duration: 0 };
  912. if (!ls) return moveTime;
  913. const sk = ls.params;
  914. switch (ls.type) {
  915. case 178: //固定操作时间
  916. moveTime.fixed = true;
  917. moveTime.duration = sk[0];
  918. break;
  919. case 15:
  920. case 185:
  921. moveTime.duration += sk[0] / 100;
  922. break;
  923. default:
  924. }
  925. return moveTime;
  926. }
  927. let moveTime = {
  928. fixed: false,
  929. duration: {
  930. default: 5,
  931. leader: 0,
  932. badge: 0,
  933. awoken: 0,
  934. }
  935. }; //基础5秒
  936. //固定操作时间的直接返回
  937. if (time1.fixed || time2.fixed) {
  938. moveTime.fixed = true;
  939. moveTime.duration.leader = time1.fixed ?
  940. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  941. time2.duration;
  942. } else {
  943. moveTime.duration.leader = time1.duration + time2.duration;
  944. //1人、3人计算徽章
  945. if (solo || teamsCount === 3) {
  946. switch (team[2]) {
  947. case 1: //小手指
  948. moveTime.duration.badge = 1;
  949. break;
  950. case 13: //大手指
  951. moveTime.duration.badge = 2;
  952. break;
  953. case 18: //月卡
  954. moveTime.duration.badge = 3;
  955. break;
  956. }
  957. } else if (teamsCount === 2) //2人协力时的特殊处理
  958. {
  959. const teams = formation.teams;
  960. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  961. //复制队伍1,这里参数里的 team 换成了一个新的数组
  962. team = [
  963. team[0].concat(),
  964. team[1].concat()
  965. ];
  966. //把队伍2的队长和武器添加到复制的队伍1里面
  967. team[0].push(team2[0][team2[3]]);
  968. team[1].push(team2[1][team2[3]]);
  969. }
  970. //觉醒
  971. const awokenMoveTime = [
  972. { index: 19, value: 0.5 }, //小手指
  973. { index: 53, value: 1 }, //大手指
  974. ];
  975. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  976. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  977. //潜觉
  978. const latentMoveTime = [
  979. { index: 4, value: 0.05 }, //小手指潜觉
  980. { index: 31, value: 0.12 }, //大手指潜觉
  981. ];
  982. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  983. duration + team[0].reduce((count, menber) =>
  984. count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  985. }
  986. return moveTime;
  987. }
  988. //将盾减伤比例组叠加为一个减伤范围组
  989. function getReduceRange(reduceScales)
  990. {
  991. class reduceRange{
  992. constructor(obj)
  993. {
  994. this.min = 0;
  995. this.max = 100;
  996. this.scale = 0;
  997. this.probability = 1;
  998. if (typeof obj == "object") Object.assign(this, obj);
  999. }
  1000. }
  1001. const ranges = [new reduceRange()];
  1002. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  1003. function processingRanges(ranges, scale)
  1004. {
  1005. //先找scale.min在某个范围内的
  1006. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  1007. //再找scale.max在某个范围内的
  1008. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  1009. //先只拆分不乘比例
  1010. if (rgLessIdx >= 0)
  1011. {
  1012. const range = ranges[rgLessIdx];
  1013. ranges.splice(rgLessIdx, 1,
  1014. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  1015. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  1016. );
  1017. }
  1018. if (rgMoreIdx >= 0)
  1019. {
  1020. const range = ranges[rgMoreIdx];
  1021. ranges.splice(rgMoreIdx, 1,
  1022. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  1023. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  1024. );
  1025. }
  1026. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  1027. needChangeScaleRanges.forEach(range=>{
  1028. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  1029. range.probability *= scale.probability;
  1030. });
  1031. }
  1032. //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
  1033. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  1034. reduceScales.forEach(scale=>{
  1035. if (scale.attrs == 0) //没有属性的
  1036. {
  1037. return;
  1038. }
  1039. else if ((scale.attrs & 31) != 31) //不符合全属性的
  1040. {
  1041. const attrs = flags(scale.attrs); //得到属性数组
  1042. attrs.forEach(n=>{
  1043. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  1044. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  1045. });
  1046. }
  1047. else
  1048. { //只处理第一数组
  1049. processingRanges(ranges, scale);
  1050. }
  1051. });
  1052. return attrsRanges;
  1053. }
  1054. //获取盾减伤比例组
  1055. function getReduceScales(leaderid) {
  1056. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183];
  1057. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  1058. function leaderReduceScale(ls) {
  1059. const reduce = {
  1060. scale: 0,
  1061. hp: {
  1062. max: 100,
  1063. min: 0
  1064. },
  1065. probability: 1,
  1066. attrs: 31, //5色是31
  1067. };
  1068. if (!ls) return reduce;
  1069. const sk = ls.params;
  1070. switch (ls.type) {
  1071. case 16: //无条件盾
  1072. reduce.scale = sk[0] / 100;
  1073. break;
  1074. case 17: //单属性盾
  1075. reduce.scale = sk[1] / 100;
  1076. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1077. break;
  1078. case 36: //2个属性盾
  1079. reduce.scale = sk[2] / 100;
  1080. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1081. break;
  1082. case 38: //血线下 + 可能几率
  1083. case 43: //血线上 + 可能几率
  1084. reduce.scale = (sk[2] || 0) / 100;
  1085. reduce.probability = sk[1] / 100;
  1086. if (sk[0] == 100)
  1087. {
  1088. reduce.hp.max = sk[0];
  1089. reduce.hp.min = 99;
  1090. }else
  1091. {
  1092. if(ls.type == 38)
  1093. {
  1094. reduce.hp.max = sk[0];
  1095. reduce.hp.min = 0;
  1096. }else
  1097. {
  1098. reduce.hp.max = 100;
  1099. reduce.hp.min = sk[0];
  1100. }
  1101. }
  1102. break;
  1103. case 129: //无条件盾,属性个数不固定
  1104. case 163: //无条件盾,属性个数不固定
  1105. case 130: //血线下 + 属性个数不固定
  1106. case 131: //血线上 + 属性个数不固定
  1107. reduce.scale = (sk[6] || 0) / 100;
  1108. reduce.attrs = 0 | sk[5];
  1109. if (ls.type == 130 || ls.type == 131)
  1110. {
  1111. if (sk[0] == 100)
  1112. {
  1113. reduce.hp.max = sk[0];
  1114. reduce.hp.min = 99;
  1115. }else
  1116. {
  1117. if(ls.type == 130)
  1118. {
  1119. reduce.hp.max = sk[0];
  1120. reduce.hp.min = 0;
  1121. }else
  1122. {
  1123. reduce.hp.max = 100;
  1124. reduce.hp.min = sk[0];
  1125. }
  1126. }
  1127. }
  1128. break;
  1129. case 178: //无条件盾,属性个数不固定
  1130. reduce.scale = (sk[7] || 0) / 100;
  1131. reduce.attrs = 0 | sk[6];
  1132. break;
  1133. case 151: //十字心触发
  1134. case 169: //C触发
  1135. case 198: //回血触发
  1136. reduce.scale = (sk[2] || 0) / 100;
  1137. break;
  1138. case 170: //多色触发
  1139. case 182: //长串触发
  1140. case 193: //L触发
  1141. reduce.scale = (sk[3] || 0) / 100;
  1142. break;
  1143. case 171: //多串触发
  1144. reduce.scale = (sk[6] || 0) / 100;
  1145. break;
  1146. case 183: //又是个有两段血线的队长技
  1147. reduce.scale = (sk[4] || 0) / 100;
  1148. if (sk[2] == 100)
  1149. {
  1150. reduce.hp.max = sk[2];
  1151. reduce.hp.min = 99;
  1152. }else
  1153. {
  1154. reduce.hp.max = 100;
  1155. reduce.hp.min = sk[2];
  1156. }
  1157. break;
  1158. default:
  1159. }
  1160. return reduce;
  1161. }
  1162. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1163. }

智龙迷城队伍图制作工具