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script-universal_function.js 40 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. //将二进制flag转为数组
  89. function flags(num) {
  90. const arr = [];
  91. for (let i = 0; i < 32; i++) {
  92. if (num & (1 << i)) {
  93. arr.push(i);
  94. }
  95. }
  96. return arr;
  97. }
  98. //数组删除自己尾部的空元素
  99. Array.prototype.DeleteLatter = function(item = null) {
  100. let index = this.length - 1;
  101. for (; index >= 0; index--) {
  102. if (this[index] !== item) {
  103. break;
  104. }
  105. }
  106. this.splice(index + 1);
  107. return this;
  108. }
  109. Array.prototype.randomShift = function() {
  110. return this.splice(Math.random() * this.length, 1)?.[0];
  111. }
  112. Math.randomInteger = function(max, min = 0) {
  113. return this.floor(this.random() * (max - min + 1) + min);
  114. }
  115. //▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
  116. const pcmMemory = new WebAssembly.Memory({ initial: 256, maximum: 256 });
  117. const pcmImportObj = {
  118. env: {
  119. abortStackOverflow: () => { throw new Error("overflow"); },
  120. table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
  121. tableBase: 0,
  122. memory: pcmMemory,
  123. memoryBase: 102400,
  124. STACKTOP: 0,
  125. STACK_MAX: pcmMemory.buffer.byteLength,
  126. }
  127. };
  128. let pcmPlayer = null;
  129. let adpcm_wasm = null;
  130. function decodeAudio(fileName, decodeCallback) {
  131. if (pcmPlayer != null) {
  132. pcmPlayer.close();
  133. }
  134. pcmPlayer = new PCMPlayer(1, 44100);
  135. fetch(fileName).then((response) => response.arrayBuffer())
  136. .then((bytes) => {
  137. let audioData = new Uint8Array(bytes);
  138. let step = 160;
  139. for (let i = 0; i < audioData.byteLength; i += step) {
  140. let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
  141. let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
  142. pcmPlayer.feed(pcmFloat32Data);
  143. }
  144. });
  145. }
  146. fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
  147. .then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
  148. .then((wasm) => {
  149. adpcm_wasm = wasm;
  150. /*addButton("adpcm").onclick = function () {
  151. let decoder = new Adpcm(wasm, pcmImportObj);
  152. decoder.resetDecodeState(new Adpcm.State(0, 0));
  153. decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
  154. }*/
  155. });
  156. //▲ADPCM播放相关
  157. // 加载 image
  158. function loadImage(url) {
  159. return new Promise(function(resolve, reject) {
  160. var image = new Image();
  161. image.src = url;
  162. image.type = "svg"
  163. image.crossOrigin = 'Anonymous';
  164. image.onload = function() {
  165. resolve(this);
  166. };
  167. image.onerror = function(err) {
  168. reject(err);
  169. };
  170. });
  171. }
  172. function latentUseHole(latentId) {
  173. switch (true) {
  174. case (latentId === 12):
  175. case (latentId >= 16 && latentId <= 36 || latentId >= 43):
  176. return 2;
  177. case (latentId >= 13 && latentId <= 15):
  178. case (latentId >= 37 && latentId <= 42):
  179. return 6;
  180. case (latentId < 12):
  181. default:
  182. return 1;
  183. }
  184. }
  185. //获取最大潜觉数量
  186. function getMaxLatentCount(id) { //转生2和超转生3为8个格子
  187. const card = Cards[id];
  188. return card && card.is8Latent ? 8 : 6;
  189. }
  190. //计算用了多少潜觉格子
  191. function usedHole(latents) {
  192. return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
  193. }
  194. //计算所有队伍中有多少个该觉醒
  195. function awokenCountInFormation(formationTeams, awokenIndex, solo, teamsCount) {
  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. const memberArray = team[0];
  204. const assistArray = team[1];
  205. const teamAwokenCount = memberArray.reduce(function(previous, mon, idx) {
  206. if (mon.id <= 0) { //如果是delay和null
  207. return previous;
  208. }
  209. const card = Cards[mon.id];
  210. if (!card || !card.enabled) { //如果卡片未启用
  211. return previous;
  212. }
  213. const assist = assistArray[idx];
  214. const assistCard = Cards[assist.id];
  215. //启用的觉醒数组片段
  216. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  217. //单人、3人时,大于等于100级时增加超觉醒
  218. if ((solo || teamsCount === 3) && mon.sawoken >= 0 && mon.level >= 100) {
  219. const sAwokenT = card.superAwakenings[mon.sawoken];
  220. if (sAwokenT >= 0)
  221. enableAwoken = enableAwoken.concat(sAwokenT);
  222. }
  223. if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49)) { //如果卡片未启用
  224. enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
  225. }
  226. //相同的觉醒数
  227. const hasAwoken = enableAwoken.filter(ak => { return ak == awokenIndex; }).length;
  228. return previous + hasAwoken;
  229. }, 0);
  230. return teamAwokenCount;
  231. }
  232. //返回可用的怪物名称
  233. function returnMonsterNameArr(card, lsList, defaultCode) {
  234. const monNameArr = lsList.map(lc => { //取出每种语言
  235. if (lc == defaultCode)
  236. return card.name;
  237. else if (card.otLangName)
  238. return card.otLangName[lc];
  239. }).filter(ln => //去掉空值和问号
  240. typeof(ln) == "string" && ln.length > 0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+", "i").test(ln)
  241. );
  242. if (monNameArr.length < 1) //如果本来的列表里没有名字
  243. {
  244. monNameArr.push(card.name); //只添加默认名字
  245. }
  246. return monNameArr;
  247. }
  248. //Code From pad-rikuu
  249. function valueAt(level, maxLevel, curve) {
  250. const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
  251. return curve.min + (curve.max - curve.min) * f ** curve.scale;
  252. }
  253. //Code From pad-rikuu
  254. function curve(c, level, maxLevel, limitBreakIncr, limitBreakIncr120) {
  255. let value = valueAt(level, maxLevel, {
  256. min: c.min,
  257. max: c.max !== undefined ? c.max : (c.min * maxLevel),
  258. scale: c.scale || 1
  259. });
  260. if (level > maxLevel) {
  261. const exceed99 = Math.min(level - maxLevel, 11);
  262. const exceed110 = Math.max(0, level - 110);
  263. value += c.max !== undefined ?
  264. ((c.max * (limitBreakIncr / 100) * (exceed99 / 11)) + (c.max * (limitBreakIncr120 / 100) * (exceed110 / 10))) :
  265. (c.min * exceed99 + c.min * exceed110);
  266. }
  267. return value;
  268. }
  269. //计算怪物的经验值
  270. function calculateExp(member) {
  271. if (!member) return null;
  272. const memberCard = Cards[member.id];
  273. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  274. const expArray = [
  275. Math.round(valueAt(member.level, 99, memberCard.exp)) //99级以内的经验
  276. ];
  277. if (member.level > 99)
  278. expArray.push(Math.max(0, Math.min(member.level, 110) - 100) * 5000000);
  279. if (member.level > 110)
  280. expArray.push(Math.max(0, Math.min(member.level, 120) - 110) * 20000000);
  281. return expArray;
  282. }
  283. //计算怪物的能力
  284. function calculateAbility(member, assist = null, solo = true, teamsCount = 1) {
  285. if (!member) return null;
  286. const memberCard = Cards[member.id];
  287. const assistCard = assist ? Cards[assist.id] : null;
  288. if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
  289. const bonusScale = [0.1, 0.05, 0.15]; //辅助宠物附加的属性倍率
  290. const plusAdd = [10, 5, 3]; //加值的增加值
  291. const limitBreakIncr120 = [10, 5, 5]; //120三维增加比例
  292. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  293. [{ index: 1, value: 500 }, { index: 65, value: -2500 }], //HP
  294. [{ index: 2, value: 100 }, { index: 66, value: -1000 }], //ATK
  295. [{ index: 3, value: 200 }, { index: 67, value: -2000 }] //RCV
  296. ];
  297. 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
  298. [{ index: 63, scale: 1.1 }], //HP
  299. [{ index: 63, scale: 1.1 }], //ATK
  300. [{ index: 63, scale: 1.1 }] //RCV
  301. ];
  302. const latterAwokenScale = [ //对应比例加三维觉醒的序号与倍率值
  303. [], //HP
  304. [], //ATK
  305. [] //RCV
  306. ];
  307. if (!solo) { //协力时计算协力觉醒
  308. latterAwokenScale.forEach(ab => {
  309. ab.push({ index: 30, scale: 1.5 });
  310. });
  311. }
  312. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  313. [{ index: 1, scale: 0.015 }, { index: 12, scale: 0.03 }, { index: 28, scale: 0.045 }, { index: 43, scale: 0.10 }], //HP
  314. [{ index: 2, scale: 0.01 }, { index: 12, scale: 0.02 }, { index: 29, scale: 0.03 }, { index: 44, scale: 0.05 }], //ATK
  315. [{ index: 3, scale: 0.1 }, { index: 12, scale: 0.2 }, { index: 30, scale: 0.3 }, { index: 45, scale: 0.35 }] //RCV
  316. ];
  317. const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
  318. const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
  319. const abilitys = memberCurves.map((ab, idx) => {
  320. const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr, limitBreakIncr120[idx])); //等级基础三维
  321. const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
  322. let n_assist_base = 0,
  323. n_assist_plus = 0; //辅助的bonus
  324. let awokenList = memberCard.awakenings.slice(0, member.awoken); //储存点亮的觉醒
  325. //单人、3人时,大于等于100级时增加超觉醒
  326. if ((solo || teamsCount === 3) && member.sawoken >= 0 && member.level >= 100) {
  327. const sAwokenT = memberCard.superAwakenings[member.sawoken];
  328. if (sAwokenT >= 0)
  329. awokenList = awokenList.concat(sAwokenT);
  330. }
  331. //如果有武器还要计算武器的觉醒
  332. if (assistCard && assistCard.id > 0 && assistCard.enabled) {
  333. const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
  334. if (assistAwokenList.includes(49)) //49是武器觉醒,确认已经点亮了武器觉醒
  335. {
  336. awokenList = awokenList.concat(assistAwokenList);
  337. }
  338. if (memberCard.attrs[0] === assistCard.attrs[0] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6) {
  339. n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr, limitBreakIncr120[idx])); //辅助等级基础三维
  340. n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
  341. }
  342. }
  343. //用来计算倍率觉醒的最终倍率是多少,reduce用
  344. function calculateAwokenScale(previous, aw) {
  345. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个倍率觉醒的数量
  346. return previous * aw.scale ** awokenCount;
  347. }
  348. //倍率类觉醒的比例,直接从1开始乘
  349. const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale, 1);
  350. //觉醒增加的数值
  351. const n_awoken = awokenList.length > 0 ?
  352. Math.round(awokenAdd[idx].reduce((previous, aw) => {
  353. const awokenCount = awokenList.filter(ak => ak == aw.index).length; //每个觉醒的数量
  354. if (awokenCount > 0)
  355. return previous + aw.value * awokenCount;
  356. else
  357. return previous;
  358. }, 0)) :
  359. 0;
  360. //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
  361. const n_latentScale = (member.latent && member.latent.length > 0) ?
  362. latentScale[idx].reduce((previous, la) => {
  363. const latentCount = member.latent.filter(l => l === la.index).length; //每个潜觉的数量
  364. return previous + la.scale * latentCount;
  365. }, 0) :
  366. 0;
  367. let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
  368. //因为语音觉醒觉醒无效也生效,所以这里需要计算
  369. let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
  370. //觉醒生效时的协力、语音觉醒等的倍率
  371. reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale, 1);
  372. //都要做四舍五入
  373. reValue = Math.round(reValue);
  374. reValueNoAwoken = Math.round(reValueNoAwoken);
  375. if (idx < 2) //idx顺序为HP、ATK、RCV
  376. { //HP和ATK最低为1
  377. reValue = Math.max(reValue, 1);
  378. reValueNoAwoken = Math.max(reValueNoAwoken, 1);
  379. }
  380. return [reValue, reValueNoAwoken];
  381. });
  382. return abilitys;
  383. }
  384. function calculateAbility_max(id, solo, teamsCount) {
  385. const card = Cards[id];
  386. const tempMon = {
  387. id: id,
  388. level: card.limitBreakIncr ? 110 : card.maxLevel,
  389. 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
  390. awoken: card.awakenings.length,
  391. };
  392. const abilities = calculateAbility(tempMon, null, solo, teamsCount);
  393. if (abilities) {
  394. return {
  395. noAwoken: {
  396. hp: abilities[0][1],
  397. atk: abilities[1][1],
  398. rcv: abilities[2][1],
  399. },
  400. withAwoken: {
  401. hp: abilities[0][0],
  402. atk: abilities[1][0],
  403. rcv: abilities[2][0],
  404. },
  405. };
  406. } else {
  407. return null;
  408. }
  409. }
  410. //搜索卡片用
  411. function searchCards(cards, attr1, attr2, fixMainColor, types, typeAndOr, rares, awokens, sawokens, equalAk, incSawoken) {
  412. 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
  413. //属性
  414. if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
  415. (attr1 === 6 && attr2 === -1)) //主副属性都为“无”
  416. { //当两个颜色相同时,主副一样颜色的只需判断一次
  417. cardsRange = cardsRange.filter(c => c.attrs[0] === attr1 && c.attrs[1] === attr1);
  418. } else if (fixMainColor) //如果固定了顺序
  419. {
  420. const a1null = attr1 === null,
  421. a2null = attr2 === null;
  422. cardsRange = cardsRange.filter(c =>
  423. (a1null ? true : c.attrs[0] === attr1) &&
  424. (a2null ? true : c.attrs[1] === attr2)
  425. );
  426. } else //不限定顺序时
  427. {
  428. const search_attrs = [attr1, attr2].filter(a => a !== null && a >= 0 && a <= 5); //所有非空属性
  429. const anone = attr1 === 6 || attr2 === -1; //是否有“无”属性
  430. cardsRange = cardsRange.filter(c =>
  431. search_attrs.every(a => c.attrs.includes(a)) &&
  432. (anone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
  433. );
  434. }
  435. //类型
  436. if (types.length > 0) {
  437. cardsRange = cardsRange.filter(c => typeAndOr ?
  438. types.every(t => c.types.includes(t)) : //所有type都满足
  439. types.some(t => c.types.includes(t)) //只需要满足一个type
  440. );
  441. }
  442. //稀有度
  443. if (rares.length > 1) {
  444. cardsRange = cardsRange.filter(c => c.rarity >= rares[0] && c.rarity <= rares[1]);
  445. }
  446. //觉醒
  447. //等效觉醒时,事先去除大觉醒
  448. if (equalAk) {
  449. const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
  450. bigEqualAwokens.forEach(bak => {
  451. const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
  452. let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
  453. if (!smallEqualAwoken) {
  454. smallEqualAwoken = { id: equivalentAwoken.small, num: 0 }; //如果没有就新建一个
  455. awokens.push(smallEqualAwoken);
  456. }
  457. smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
  458. });
  459. awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
  460. }
  461. if (awokens.length > 0) {
  462. cardsRange = cardsRange.filter(card => {
  463. let cardAwakeningsArray = [];
  464. 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
  465. cardAwakeningsArray = card.superAwakenings.map(sak => card.awakenings.concat(sak));
  466. } else { //单个原始觉醒数组
  467. cardAwakeningsArray.push(card.awakenings);
  468. }
  469. 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
  470. awokens.every(ak => { //判断需要搜索的觉醒是不是全都在觉醒数组里
  471. if (equalAk) //如果开启等效觉醒
  472. {
  473. //搜索等效觉醒
  474. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
  475. if (equivalentAwoken) {
  476. const totalNum = cardAwakening.filter(cak => cak == equivalentAwoken.small).length +
  477. cardAwakening.filter(cak => cak == equivalentAwoken.big).length * equivalentAwoken.times;
  478. return totalNum >= ak.num;
  479. }
  480. }
  481. return cardAwakening.filter(cak => cak == ak.id).length >= ak.num;
  482. })
  483. );
  484. });
  485. }
  486. //超觉醒
  487. if (sawokens.length > 0 && !incSawoken) {
  488. cardsRange = cardsRange.filter(card => sawokens.some(sak => {
  489. const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
  490. return card.superAwakenings.includes(sak) ||
  491. equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
  492. }));
  493. }
  494. cardsRange = cardsRange.filter(card => card.id); //去除Cards[0]
  495. return cardsRange;
  496. }
  497. function searchByString(str)
  498. { // 考虑了一下onlyInTag被废弃了,因为和游戏内搜索不符
  499. str = str.trim();
  500. if (str.length>0)
  501. {
  502. return Cards.filter(card =>
  503. {
  504. const names = [card.name];
  505. if (card.otLangName)
  506. {
  507. names.push(...Object.values(card.otLangName));
  508. }
  509. const tags = card.altName.concat();
  510. if (card.otTags)
  511. {
  512. tags.push(...card.otTags);
  513. }
  514. return tags.some(astr=>astr.toLowerCase().includes(str.toLowerCase())) ||
  515. names.some(astr=>astr.toLowerCase().includes(str.toLowerCase()));
  516. }
  517. );
  518. }else
  519. {
  520. return [];
  521. }
  522. }
  523. function copyString(input)
  524. {
  525. input.focus(); //设input为焦点
  526. input.select(); //选择全部
  527. if (document.execCommand('copy')) {
  528. document.execCommand('copy');
  529. }
  530. //input.blur(); //取消焦点
  531. }
  532. //产生一个怪物头像
  533. function createCardA() {
  534. const cdom = document.createElement("a");
  535. cdom.className = "monster";
  536. cdom.target = "_blank";
  537. const property = cdom.appendChild(document.createElement("div"));
  538. property.className = "property";
  539. const subproperty = cdom.appendChild(document.createElement("div"));
  540. subproperty.className = "subproperty";
  541. const cid = cdom.appendChild(document.createElement("div"));
  542. cid.className = "id";
  543. const cawoken = cdom.appendChild(document.createElement("div"));
  544. cawoken.className = "awoken-count-num";
  545. return cdom;
  546. }
  547. //返回文字说明内怪物Card的纯HTML
  548. function cardN(id) {
  549. const monOuterDom = document.createElement("span");
  550. monOuterDom.className = "detail-mon";
  551. const monDom = createCardA(id);
  552. monOuterDom.appendChild(monDom);
  553. monOuterDom.monDom = monDom;
  554. changeid({ id: id }, monDom);
  555. return monOuterDom;
  556. }
  557. //技能介绍里的头像的切换
  558. function changeToIdInSkillDetail(event) {
  559. const settingBox = editBox.querySelector(".setting-box");
  560. const monstersID = settingBox.querySelector(".row-mon-id .m-id");
  561. const mid = this.getAttribute("data-cardid");
  562. monstersID.value = mid;
  563. monstersID.onchange();
  564. return false; //取消链接的默认操作
  565. }
  566. //搜索并显示合作
  567. function searchCollab(event) {
  568. const collabId = parseInt(this.getAttribute('data-collabId'), 10);
  569. showSearch(Cards.filter(card => card.collabId == collabId));
  570. return false;
  571. }
  572. //将怪物的文字介绍解析为HTML
  573. function descriptionToHTML(str)
  574. {
  575. //str = str.replace(/\n/ig,"<br>"); //换行
  576. //str = str.replace(/ /ig,"&nbsp;"); //换行
  577. str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
  578. str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
  579. return str;
  580. }
  581. //默认的技能解释的显示行为
  582. function parseSkillDescription(skill) {
  583. const span = document.createElement("span");
  584. span.innerHTML = descriptionToHTML(skill.description);
  585. return span;
  586. }
  587. //大数字缩短长度,默认返回本地定义字符串
  588. function parseBigNumber(number) {
  589. return number.toLocaleString();
  590. }
  591. //判断是否是转生和超转生
  592. function isReincarnated(card) {
  593. return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
  594. }
  595. //获取类型允许的潜觉
  596. function getAllowLatent(card) {
  597. const latentSet = new Set(common_allowable_latent);
  598. card.types.filter(i => i >= 0)
  599. .map(type => type_allowable_latent[type])
  600. .forEach(tA => tA.forEach(t => latentSet.add(t)));
  601. if (card.limitBreakIncr) {
  602. v120_allowable_latent.forEach(t => latentSet.add(t));
  603. }
  604. return Array.from(latentSet);
  605. }
  606. //计算队伍中有多少血量
  607. function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken = false) {
  608. const ls1 = Skills[(Cards[leader1id] || Cards[0]).leaderSkillId];
  609. const ls2 = Skills[(Cards[leader2id] || Cards[0]).leaderSkillId];
  610. const mHpArr = memberArr.map(m => {
  611. const ability = noAwoken ? m.abilityNoAwoken : m.ability;
  612. let hp = ability ? ability[0] : 0;
  613. if (!hp) return 0;
  614. const card = Cards[m.id] || Cards[0];
  615. hp = hp1 = Math.round(hp * memberHpMul(card, ls2, memberArr, solo)); //战友队长技
  616. hp = hp2 = Math.round(hp * memberHpMul(card, ls1, memberArr, solo)); //我方队长技
  617. /* 演示用代码
  618. let hp1,hp2;
  619. hp1 = hp * memberHpMul(card,ls2,memberArr,solo);
  620. hp = Math.round(hp1);
  621. hp2 = hp * memberHpMul(card,ls1,memberArr,solo);
  622. hp = Math.round(hp2);
  623. 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);
  624. */
  625. return hp;
  626. });
  627. //console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
  628. function memberHpMul(card, ls, memberArr, solo) {
  629. function hpMul(parm, scale) {
  630. if (scale == undefined || scale == 0) return 1;
  631. if (parm.attrs && card.attrs.some(a => parm.attrs.includes(a))) {
  632. return scale / 100;
  633. }
  634. if (parm.types && card.types.some(t => parm.types.includes(t))) {
  635. return scale / 100;
  636. }
  637. return 1;
  638. }
  639. const sk = ls.params;
  640. let scale = 1;
  641. switch (ls.type) {
  642. case 23:
  643. case 30:
  644. case 62:
  645. case 77:
  646. case 63:
  647. case 65:
  648. scale = hpMul({ types: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  649. break;
  650. case 29:
  651. case 114:
  652. case 45:
  653. case 111:
  654. case 46:
  655. case 48:
  656. case 67:
  657. scale = hpMul({ attrs: sk.slice(0, sk.length - 1) }, sk[sk.length - 1]);
  658. break;
  659. case 73:
  660. case 76:
  661. scale = hpMul({ attrs: sk[0], types: sk[1] }, sk[2]);
  662. break;
  663. case 106:
  664. case 107:
  665. case 108:
  666. scale = sk[0] / 100;
  667. break;
  668. case 121:
  669. case 129:
  670. case 163:
  671. case 186:
  672. scale = hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  673. break;
  674. case 125: //队伍中必须有指定队员
  675. const needMonIdArr = sk.slice(0, 5).filter(s => s > 0);
  676. const memberIdArr = memberArr.map(m => m.id); //包括队长,所以不需要筛选出队员
  677. scale = needMonIdArr.every(mid => memberIdArr.includes(mid)) ? sk[5] / 100 : 1;
  678. break;
  679. case 136:
  680. scale = hpMul({ attrs: flags(sk[0]) }, sk[1]);
  681. if (sk[4]) scale *= hpMul({ attrs: flags(sk[4]) }, sk[5]);
  682. break;
  683. case 137:
  684. scale = hpMul({ types: flags(sk[0]) }, sk[1]);
  685. if (sk[4]) scale *= hpMul({ types: flags(sk[4]) }, sk[5]);
  686. break;
  687. case 155:
  688. scale = solo ? 1 : hpMul({ attrs: flags(sk[0]), types: flags(sk[1]) }, sk[2]);
  689. break;
  690. case 158:
  691. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[4]);
  692. break;
  693. case 175: //队伍组成全为合作
  694. const needCollabIdIdArr = sk.slice(0, 3).filter(s => s > 0);
  695. const memberCollabIdArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id].collabId);
  696. scale = memberCollabIdArr.every(cid => needCollabIdIdArr.includes(cid)) ? sk[3] / 100 : 1;
  697. break;
  698. case 178:
  699. case 185:
  700. scale = hpMul({ attrs: flags(sk[1]), types: flags(sk[2]) }, sk[3]);
  701. break;
  702. case 203: //队员为指定类型,不包括双方队长,且队员数大于0
  703. let trueMemberCardsArr = memberArr.slice(1, 5).filter(m => m.id > 0).map(m => Cards[m.id]);
  704. switch (sk[0]) {
  705. case 0: //全是像素进化
  706. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => card.evoMaterials.includes(3826))) ? sk[1] / 100 : 1;
  707. break;
  708. case 2: //全是转生、超转生(8格潜觉)
  709. scale = (trueMemberCardsArr.length > 0 && trueMemberCardsArr.every(card => isReincarnated(card))) ? sk[1] / 100 : 1;
  710. break;
  711. }
  712. break;
  713. case 229:{ //队员中存在每个属性或Type都算一次
  714. let cardsArr = memberArr.filter(m => m.id > 0).map(m => Cards[m.id]); //所有的卡片
  715. let attrsArr = cardsArr.flatMap(card => card.attr); //所有卡片的属性
  716. let typesArr = cardsArr.flatMap(card => card.types); //所有卡片的类型
  717. let correspondingAttrs = flags(sk[0]); //符合的属性
  718. let correspondingTypes = flags(sk[1]); //符合的类型
  719. let correspondingTimes = attrsArr.filter(a=>correspondingAttrs.includes(a)).length + typesArr.filter(t=>correspondingTypes.includes(t)).length; //符合的次数
  720. scale = sk[2] * correspondingTimes / 100 + 1;
  721. //console.log('属性、类型个数动态倍率,当前队长HP倍率为 %s',scale);
  722. break;
  723. }
  724. case 138: //调用其他队长技
  725. scale = sk.reduce((pmul, skid) => pmul * memberHpMul(card, Skills[skid], memberArr, solo), 1)
  726. break;
  727. default:
  728. }
  729. return scale || 1;
  730. }
  731. return mHpArr;
  732. }
  733. //返回卡片的队长技能
  734. function getCardLeaderSkills(card, skillTypes) {
  735. if (!card) return [];
  736. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, false);
  737. }
  738. //返回卡片的主动技能
  739. function getCardActiveSkills(card, skillTypes, searchRandom = false) {
  740. if (!card) return [];
  741. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom);
  742. }
  743. //查找到真正起作用的那一个技能
  744. function getActuallySkills(skill, skillTypes, searchRandom = true) {
  745. if (skillTypes.includes(skill.type))
  746. {
  747. return [skill];
  748. }
  749. else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  750. {
  751. //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
  752. let subSkills = skill.params.flatMap(id => getActuallySkills(Skills[id], skillTypes, searchRandom));
  753. subSkills = subSkills.filter(s=>s);
  754. return subSkills;
  755. }
  756. else
  757. {
  758. return [];
  759. }
  760. }
  761. //计算队伍是否为76
  762. function tIf_Effect_76board(leader1id, leader2id) {
  763. const searchTypeArray = [162, 186];
  764. function henshinBase(cardid)
  765. {
  766. let card = Cards[cardid];
  767. if (card && card.henshinFrom)
  768. {
  769. card = Cards[card.henshinFrom];
  770. }
  771. return card;
  772. }
  773. const ls1 = getCardLeaderSkills(henshinBase(leader1id), searchTypeArray)[0];
  774. const ls2 = getCardLeaderSkills(henshinBase(leader2id), searchTypeArray)[0];
  775. return Boolean(ls1 || ls2);
  776. }
  777. //计算队伍是否为无天降
  778. function tIf_Effect_noSkyfall(leader1id, leader2id) {
  779. const searchTypeArray = [163, 177];
  780. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  781. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  782. [0]
  783. return Boolean(ls1 || ls2);
  784. }
  785. //计算队伍是否为毒无效
  786. function tIf_Effect_poisonNoEffect(leader1id, leader2id) {
  787. const searchTypeArray = [197];
  788. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  789. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  790. return Boolean(ls1 || ls2);
  791. }
  792. //计算队伍的+C
  793. function tIf_Effect_addCombo(leader1id, leader2id) {
  794. return [
  795. getSkillAddCombo(Cards[leader1id]),
  796. getSkillAddCombo(Cards[leader2id])
  797. ];
  798. }
  799. function getSkillAddCombo(card) {
  800. const searchTypeArray = [192, 194, 206, 209, 210, 219, 220];
  801. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  802. if (!skill) return 0;
  803. switch (skill.type) {
  804. case 192:
  805. case 194:
  806. return skill.params[3];
  807. case 206:
  808. return skill.params[6];
  809. case 209:
  810. return skill.params[0];
  811. case 210:
  812. case 219:
  813. return skill.params[2];
  814. case 220:
  815. return skill.params[1];
  816. default:
  817. return 0;
  818. }
  819. }
  820. //计算队伍的追打
  821. function tIf_Effect_inflicts(leader1id, leader2id) {
  822. const searchTypeArray = [199, 200, 201, 223];
  823. return [
  824. getSkillFixedDamage(Cards[leader1id]),
  825. getSkillFixedDamage(Cards[leader2id])
  826. ];
  827. }
  828. function getSkillFixedDamage(card) {
  829. const searchTypeArray = [199, 200, 201, 223];
  830. const skill = getCardLeaderSkills(card, searchTypeArray)[0];
  831. if (!skill) return 0;
  832. switch (skill.type) {
  833. case 199:
  834. case 200:
  835. return skill.params[2];
  836. case 201:
  837. return skill.params[5];
  838. case 223:
  839. return skill.params[1];
  840. default:
  841. return 0;
  842. }
  843. }
  844. //计算队伍操作时间
  845. function countMoveTime(team, leader1id, leader2id, teamIdx) {
  846. const searchTypeArray = [178, 15, 185];
  847. const ls1 = getCardLeaderSkills(Cards[leader1id], searchTypeArray)[0];
  848. const ls2 = getCardLeaderSkills(Cards[leader2id], searchTypeArray)[0];
  849. const time1 = leaderSkillMoveTime(ls1);
  850. const time2 = leaderSkillMoveTime(ls2);
  851. function leaderSkillMoveTime(ls) {
  852. const moveTime = { fixed: false, duration: 0 };
  853. if (!ls) return moveTime;
  854. const sk = ls.params;
  855. switch (ls.type) {
  856. case 178: //固定操作时间
  857. moveTime.fixed = true;
  858. moveTime.duration = sk[0];
  859. break;
  860. case 15:
  861. case 185:
  862. moveTime.duration += sk[0] / 100;
  863. break;
  864. default:
  865. }
  866. return moveTime;
  867. }
  868. let moveTime = {
  869. fixed: false,
  870. duration: {
  871. default: 5,
  872. leader: 0,
  873. badge: 0,
  874. awoken: 0,
  875. }
  876. }; //基础5秒
  877. //固定操作时间的直接返回
  878. if (time1.fixed || time2.fixed) {
  879. moveTime.fixed = true;
  880. moveTime.duration.leader = time1.fixed ?
  881. (time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
  882. time2.duration;
  883. } else {
  884. moveTime.duration.leader = time1.duration + time2.duration;
  885. //1人、3人计算徽章
  886. if (solo || teamsCount === 3) {
  887. switch (team[2]) {
  888. case 1: //小手指
  889. moveTime.duration.badge = 1;
  890. break;
  891. case 13: //大手指
  892. moveTime.duration.badge = 2;
  893. break;
  894. case 18: //月卡
  895. moveTime.duration.badge = 3;
  896. break;
  897. }
  898. } else if (teamsCount === 2) //2人协力时的特殊处理
  899. {
  900. const teams = formation.teams;
  901. const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
  902. //复制队伍1,这里参数里的 team 换成了一个新的数组
  903. team = [
  904. team[0].concat(),
  905. team[1].concat()
  906. ];
  907. //把队伍2的队长和武器添加到复制的队伍1里面
  908. team[0].push(team2[0][team2[3]]);
  909. team[1].push(team2[1][team2[3]]);
  910. }
  911. //觉醒
  912. const awokenMoveTime = [
  913. { index: 19, value: 0.5 }, //小手指
  914. { index: 53, value: 1 }, //大手指
  915. ];
  916. moveTime.duration.awoken += awokenMoveTime.reduce((duration, aw) =>
  917. duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value, 0);
  918. //潜觉
  919. const latentMoveTime = [
  920. { index: 4, value: 0.05 }, //小手指潜觉
  921. { index: 31, value: 0.12 }, //大手指潜觉
  922. ];
  923. moveTime.duration.awoken += latentMoveTime.reduce((duration, la) =>
  924. duration + team[0].reduce((count, menber) =>
  925. count + (menber.latent ? menber.latent.filter(l => l == la.index).length : 0), 0) * la.value, 0);
  926. }
  927. return moveTime;
  928. }
  929. //将盾减伤比例组叠加为一个减伤范围组
  930. function getReduceRange(reduceScales)
  931. {
  932. class reduceRange{
  933. constructor(obj)
  934. {
  935. this.min = 0;
  936. this.max = 100;
  937. this.scale = 0;
  938. this.probability = 1;
  939. if (typeof obj == "object") Object.assign(this, obj);
  940. }
  941. }
  942. const ranges = [new reduceRange()];
  943. const attrsRanges = new Array(5).fill(ranges); //5中属性的,默认填充第一个ranges的指针
  944. function processingRanges(ranges, scale)
  945. {
  946. //先找scale.min在某个范围内的
  947. const rgLessIdx = ranges.findIndex(range=>scale.hp.min > range.min && scale.hp.min < range.max),
  948. //再找scale.max在某个范围内的
  949. rgMoreIdx = ranges.findIndex(range=>scale.hp.max > range.min && scale.hp.max < range.max);
  950. //先只拆分不乘比例
  951. if (rgLessIdx >= 0)
  952. {
  953. const range = ranges[rgLessIdx];
  954. ranges.splice(rgLessIdx, 1,
  955. new reduceRange({min:range.min, max:scale.hp.min, scale: range.scale, probability: range.probability}),
  956. new reduceRange({min:scale.hp.min, max:range.max, scale: range.scale, probability: range.probability})
  957. );
  958. }
  959. if (rgMoreIdx >= 0)
  960. {
  961. const range = ranges[rgMoreIdx];
  962. ranges.splice(rgMoreIdx, 1,
  963. new reduceRange({min:range.min, max:scale.hp.max, scale: range.scale, probability: range.probability}),
  964. new reduceRange({min:scale.hp.max, max:range.max, scale: range.scale, probability: range.probability})
  965. );
  966. }
  967. const needChangeScaleRanges = ranges.filter(range=>range.min >= scale.hp.min && range.max <= scale.hp.max);
  968. needChangeScaleRanges.forEach(range=>{
  969. range.scale = 1 - (1 - range.scale) * (1 - scale.scale);
  970. range.probability *= scale.probability;
  971. });
  972. }
  973. //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
  974. reduceScales.sort((a,b)=>b.attrs - a.attrs);
  975. reduceScales.forEach(scale=>{
  976. if (scale.attrs == 0) //没有属性的
  977. {
  978. return;
  979. }
  980. else if ((scale.attrs & 31) != 31) //不符合全属性的
  981. {
  982. const attrs = flags(scale.attrs); //得到属性数组
  983. attrs.forEach(n=>{
  984. attrsRanges[n] = attrsRanges[n].map(range=>new reduceRange(range)); //复制一个新数组
  985. processingRanges(attrsRanges[n], scale); //计算这个数组的减伤比例
  986. });
  987. }
  988. else
  989. { //只处理第一数组
  990. processingRanges(ranges, scale);
  991. }
  992. });
  993. return attrsRanges;
  994. }
  995. //获取盾减伤比例组
  996. function getReduceScales(leaderid) {
  997. const searchTypeArray = [16, 17, 36, 38, 43, 129, 163, 130, 131, 178, 151, 169, 198, 170, 182, 193, 171, 183];
  998. const lss = getCardLeaderSkills(Cards[leaderid], searchTypeArray);
  999. function leaderReduceScale(ls) {
  1000. const reduce = {
  1001. scale: 0,
  1002. hp: {
  1003. max: 100,
  1004. min: 0
  1005. },
  1006. probability: 1,
  1007. attrs: 31, //5色是31
  1008. };
  1009. if (!ls) return reduce;
  1010. const sk = ls.params;
  1011. switch (ls.type) {
  1012. case 16: //无条件盾
  1013. reduce.scale = sk[0] / 100;
  1014. break;
  1015. case 17: //单属性盾
  1016. reduce.scale = sk[1] / 100;
  1017. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0);
  1018. break;
  1019. case 36: //2个属性盾
  1020. reduce.scale = sk[2] / 100;
  1021. reduce.attrs = 0 | (sk[0] >= 0 ? 1 << sk[0] : 0) | (sk[1] >= 0 ? 1 << sk[1] : 0);
  1022. break;
  1023. case 38: //血线下 + 可能几率
  1024. case 43: //血线上 + 可能几率
  1025. reduce.scale = (sk[2] || 0) / 100;
  1026. reduce.probability = sk[1] / 100;
  1027. if (sk[0] == 100)
  1028. {
  1029. reduce.hp.max = sk[0];
  1030. reduce.hp.min = 99;
  1031. }else
  1032. {
  1033. if(ls.type == 38)
  1034. {
  1035. reduce.hp.max = sk[0];
  1036. reduce.hp.min = 0;
  1037. }else
  1038. {
  1039. reduce.hp.max = 100;
  1040. reduce.hp.min = sk[0];
  1041. }
  1042. }
  1043. break;
  1044. case 129: //无条件盾,属性个数不固定
  1045. case 163: //无条件盾,属性个数不固定
  1046. case 130: //血线下 + 属性个数不固定
  1047. case 131: //血线上 + 属性个数不固定
  1048. reduce.scale = (sk[6] || 0) / 100;
  1049. reduce.attrs = 0 | sk[5];
  1050. if (ls.type == 130 || ls.type == 131)
  1051. {
  1052. if (sk[0] == 100)
  1053. {
  1054. reduce.hp.max = sk[0];
  1055. reduce.hp.min = 99;
  1056. }else
  1057. {
  1058. if(ls.type == 130)
  1059. {
  1060. reduce.hp.max = sk[0];
  1061. reduce.hp.min = 0;
  1062. }else
  1063. {
  1064. reduce.hp.max = 100;
  1065. reduce.hp.min = sk[0];
  1066. }
  1067. }
  1068. }
  1069. break;
  1070. case 178: //无条件盾,属性个数不固定
  1071. reduce.scale = (sk[7] || 0) / 100;
  1072. reduce.attrs = 0 | sk[6];
  1073. break;
  1074. case 151: //十字心触发
  1075. case 169: //C触发
  1076. case 198: //回血触发
  1077. reduce.scale = (sk[2] || 0) / 100;
  1078. break;
  1079. case 170: //多色触发
  1080. case 182: //长串触发
  1081. case 193: //L触发
  1082. reduce.scale = (sk[3] || 0) / 100;
  1083. break;
  1084. case 171: //多串触发
  1085. reduce.scale = (sk[6] || 0) / 100;
  1086. break;
  1087. case 183: //又是个有两段血线的队长技
  1088. reduce.scale = (sk[4] || 0) / 100;
  1089. if (sk[2] == 100)
  1090. {
  1091. reduce.hp.max = sk[2];
  1092. reduce.hp.min = 99;
  1093. }else
  1094. {
  1095. reduce.hp.max = 100;
  1096. reduce.hp.min = sk[2];
  1097. }
  1098. break;
  1099. default:
  1100. }
  1101. return reduce;
  1102. }
  1103. return lss.map(leaderReduceScale).filter(re=>re.scale > 0);
  1104. }

智龙迷城队伍图制作工具