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script-universal_function.js 58 kB

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

智龙迷城队伍图制作工具