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universal_function.js 11 kB

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  1. //类型允许的潜觉杀,前面的数字是官方数据的类型编号,后面的杀是自己做的图片中的潜觉序号
  2. const type_allowable_latent = {
  3. "0":[], //0进化
  4. "12":[], //12觉醒
  5. "14":[], //14强化
  6. "15":[], //15卖钱
  7. "9":[],//特殊保护
  8. "1":[17,18,19,20,21,22,23,24], //1平衡
  9. "2":[20,24],//2体力
  10. "3":[18,22],//3回复
  11. "4":[20,24],//4龙
  12. "5":[19],//5神
  13. "6":[19,23],//6攻击
  14. "7":[17],//7恶魔
  15. "8":[17,20,21,24],//8机械
  16. };
  17. //仿GM_xmlhttpRequest函数v1.3
  18. if (typeof(GM_xmlhttpRequest) == "undefined") {
  19. var GM_xmlhttpRequest = function(GM_param) {
  20. var xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
  21. xhr.open(GM_param.method, GM_param.url, true);
  22. if (GM_param.responseType) xhr.responseType = GM_param.responseType;
  23. if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
  24. xhr.onreadystatechange = function() //设置回调函数
  25. {
  26. if (xhr.readyState === xhr.DONE) { //请求完成时
  27. if (xhr.status === 200 && GM_param.onload) //正确加载时
  28. {
  29. GM_param.onload(xhr);
  30. }
  31. if (xhr.status !== 200 && GM_param.onerror) //发生错误时
  32. {
  33. GM_param.onerror(xhr);
  34. }
  35. }
  36. };
  37. //添加header
  38. for (var header in GM_param.headers) {
  39. xhr.setRequestHeader(header, GM_param.headers[header]);
  40. }
  41. //发送数据
  42. xhr.send(GM_param.data ? GM_param.data : null);
  43. };
  44. }
  45. //数字补前导0
  46. function PrefixInteger(num, length)
  47. {
  48. return (Array(length).join('0') + num).slice(-length);
  49. }
  50. //获取URL参数
  51. function getQueryString(name,url) {
  52. var reg = new RegExp("(^|&)" + name + "=([^&]*)(&|$)", "i");
  53. var search = url || window.location.search.substr(1);
  54. var r = search.match(reg);
  55. if (r != null)
  56. {
  57. return decodeURIComponent(r[2]);
  58. }else
  59. {
  60. return null;
  61. }
  62. }
  63. //数组去重
  64. /* https://www.cnblogs.com/baiyangyuanzi/p/6726258.html
  65. * 实现思路:获取没重复的最右一值放入新数组。
  66. * (检测到有重复值时终止当前循环同时进入顶层循环的下一轮判断)*/
  67. function uniq(array){
  68. var temp = [];
  69. var l = array.length;
  70. for(var i = 0; i < l; i++) {
  71. for(var j = i + 1; j < l; j++){
  72. if (array[i] === array[j]){
  73. i++;
  74. j = i;
  75. }
  76. }
  77. temp.push(array[i]);
  78. }
  79. return temp;
  80. }
  81. //计算用了多少潜觉格子
  82. function usedHole(latent)
  83. {
  84. return latent.reduce(function(previous,current){
  85. return previous + (current>= 12?2:1);
  86. },0);
  87. }
  88. //计算所有队伍中有多少个该觉醒
  89. function awokenCountInFormation(formationTeam,ak,solo)
  90. {
  91. var allAwokenCount = formationTeam.reduce(function(fc,fm){
  92. return fc + awokenCountInTeam(fm,ak,solo);
  93. },0);
  94. return allAwokenCount;
  95. }
  96. //计算单个队伍中有多少个该觉醒
  97. function awokenCountInTeam(team,awokenIndex,solo)
  98. {
  99. var formationAwokenCount = team.reduce(function(tc,tm,isAssist){
  100. var teamAwokenCount = tm.reduce(function(c,m){
  101. const Card = Cards[m.id] || Cards[0];
  102. if (m.id<=0)
  103. { //如果是特殊情况的
  104. return c;
  105. }
  106. const cdAwoken = Card.awakenings; //这个怪物的觉醒数据
  107. const cdSAwoken = Card.superAwakenings; //这个怪物的超觉醒数据
  108. if ((!cdAwoken && !cdSAwoken) || (isAssist && cdAwoken.indexOf(49)<0))
  109. { //如果没有觉醒和超觉醒 || (如果是辅助队 &&第一个不是武器觉醒)
  110. return c;
  111. }
  112. //启用的觉醒数组片段
  113. const enableAwoken = cdAwoken.slice(0,m.awoken);
  114. //相同的觉醒数
  115. let hasAwoken = enableAwoken.filter(function(a){return a == awokenIndex;}).length;
  116. //如果是单人,有超觉醒,且超觉醒id和计数的id相同
  117. if (solo && cdSAwoken && (cdSAwoken[m.sawoken] == awokenIndex))
  118. {
  119. hasAwoken++;
  120. }
  121. return c + hasAwoken;
  122. },0);
  123. return tc + teamAwokenCount;
  124. },0);
  125. return formationAwokenCount;
  126. }
  127. //返回可用的怪物名称
  128. function returnMonsterNameArr(card, lsList, defaultCode)
  129. {
  130. let monNameArr = lsList.map(function(lc){ //取出每种语言
  131. if (lc == defaultCode)
  132. {return card.name;}
  133. else if(card.otLangName)
  134. {return card.otLangName[lc];}
  135. }).filter(function(ln){ //去掉空值和问号
  136. return (ln?(ln.length>0):false) && !/^(?:초월\s*)?\?+/.test(ln);
  137. });
  138. if (monNameArr.length < 1) //如果本来的列表里没有名字
  139. {
  140. monNameArr.push(card.name); //只添加默认名字
  141. }
  142. return monNameArr;
  143. }
  144. //计算怪物的能力
  145. //function calculateAbility(monid = 0, level = 1, plus = [0,0,0], awoken = 0, latent = [], weaponId = null, weaponAwoken = null, solo = true)
  146. function calculateAbility(member = null, assist = null, solo = true)
  147. {
  148. if (!member) return null;
  149. const monid = member.id || 0;
  150. const level = member.level || 1;
  151. const plus = member.plus || [0,0,0];
  152. const awoken = member.awoken || 0;
  153. const latent = member.latent || [];
  154. const sawoken = member.sawoken;
  155. const weaponId = assist ? assist.id : null;
  156. const weaponAwoken = assist ? assist.awoken : null;
  157. const card = Cards[monid]; //怪物数据
  158. if (monid == 0 || card == undefined || card.enabled == false) return null;
  159. //Code From pad-rikuu
  160. function valueAt(level, maxLevel, curve) {
  161. const f = maxLevel === 1 ? 1 : (level - 1) / (maxLevel - 1);
  162. return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
  163. }
  164. //Code From pad-rikuu
  165. function curve(c, maxLevel, limitBreakIncr) {
  166. let value = valueAt(level, maxLevel, {
  167. min: c.min,
  168. max: c.max || (c.min * maxLevel),
  169. scale: c.scale || 1
  170. });
  171. if (level > maxLevel) {
  172. const exceed = level - maxLevel;
  173. value += c.max ? (c.max * (limitBreakIncr / 100) * (exceed / 11)) : c.min * exceed;
  174. }
  175. return value;
  176. }
  177. const plusAdd = [10,5,3]; //加值的增加值
  178. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  179. [{index:1,value:500},{index:65,value:-5000}], //HP
  180. [{index:2,value:100},{index:66,value:-1000}], //ATK
  181. [{index:3,value:200},{index:67,value:-2000}] //RCV
  182. ];
  183. const awokenScale = [ //对应比例加三维觉醒的序号与倍率值
  184. [], //HP
  185. [], //ATK
  186. [] //RCV
  187. ];
  188. if (!solo)
  189. { //协力时计算协力觉醒
  190. awokenScale.forEach(ab=>{
  191. ab.push({index:30,scale:1.5});
  192. });
  193. }
  194. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  195. [{index:1,scale:0.015},{index:12,scale:0.03},{index:25,scale:0.045}], //HP
  196. [{index:2,scale:0.01},{index:12,scale:0.02},{index:26,scale:0.03}], //ATK
  197. [{index:3,scale:0.1},{index:12,scale:0.2},{index:27,scale:0.3}] //RCV
  198. ];
  199. var abilitys = [card.hp, card.atk, card.rcv].map((ab, idx)=>{
  200. const n_base = Math.round(curve(ab, card.maxLevel, card.limitBreakIncr)); //等级基础三维
  201. const n_plus = plus[idx] * plusAdd[idx]; //加值增加量
  202. let awokenList = card.awakenings.slice(0,awoken); //储存点亮的觉醒
  203. //单人时增加超觉醒
  204. if (solo && sawoken>=0)
  205. {
  206. awokenList = awokenList.concat(card.superAwakenings[sawoken]);
  207. }
  208. //如果有武器还要计算武器的觉醒
  209. if (weaponId>0)
  210. {
  211. const weaponCard = Cards[weaponId]; //武器数据
  212. if (weaponCard && weaponCard.enabled)
  213. {
  214. const weaponAwokenList = weaponCard.awakenings.slice(0,weaponAwoken); //储存武器点亮的觉醒
  215. if (weaponAwokenList.indexOf(49)>=0) //49是武器觉醒,确认已经点亮了武器觉醒
  216. {awokenList = awokenList.concat(weaponAwokenList);}
  217. }
  218. }
  219. //觉醒增加的数值
  220. const n_awoken = awoken ?
  221. Math.round(awokenAdd[idx].reduce(function(previous,aw){
  222. const awokenCount = awokenList.filter(function(a){return a==aw.index;}).length; //每个觉醒的数量
  223. return previous + aw.value * awokenCount; //那么多个觉醒的增加
  224. },0)) :
  225. 0;
  226. //潜觉增加的倍率
  227. const n_latent = (latent && latent.length) ?
  228. Math.round(latentScale[idx].reduce(function(previous,la){
  229. const latentCount = latent.filter(function(l){return l==la.index;}).length; //每个潜觉的数量
  230. return previous + n_base * la.scale * latentCount; //无加值与觉醒的基础值,乘以那么多个潜觉的增加倍数
  231. },0)) :
  232. 0;
  233. //console.log("基础值:%d,加蛋值:%d,觉醒x%d增加:%d,潜觉增加:%d",n_base,n_plus,awokenCount,n_awoken,n_latent);
  234. let reValue = n_base + n_plus + n_awoken + n_latent;
  235. //协力觉醒的倍率
  236. reValue = Math.round(awokenScale[idx].reduce(function(previous,aw){
  237. const awokenCount = awokenList.filter(function(a){return a==aw.index;}).length; //每个协力觉醒的数量
  238. if (awokenCount>0)
  239. {
  240. return previous * aw.scale * awokenCount;
  241. }
  242. else
  243. {
  244. return previous;
  245. }
  246. },reValue));
  247. if (idx<2 && reValue<1) reValue = 1; //HP和ATK最低为1
  248. return reValue;
  249. });
  250. return abilitys;
  251. }
  252. //搜索卡片用
  253. function searchCards(cards,attr1,attr2,fixMainColor,types,awokens,sawokens)
  254. {
  255. let res = cards;
  256. if (attr1 != null && attr1 === attr2)
  257. { //当两个颜色相同时,主副一样颜色的只需判断一次
  258. res = res.filter(c=>{return c.attrs[0] == attr1 && c.attrs[1] == attr1;});
  259. }else if (fixMainColor || attr2 == -1) //如果固定了顺序,或者副属性选的是无
  260. {
  261. if (attr1 != null)
  262. {
  263. res = res.filter(c=>{return c.attrs[0] == attr1;});
  264. }
  265. if (attr2 != null)
  266. {
  267. res = res.filter(c=>{return c.attrs[1] == attr2;});
  268. }
  269. }else //不限定顺序时
  270. {
  271. if (attr1 != null)
  272. {
  273. res = res.filter(c=>{return c.attrs.indexOf(attr1)>=0;});
  274. }
  275. if (attr2 != null)
  276. {
  277. res = res.filter(c=>{return c.attrs.indexOf(attr2)>=0;});
  278. }
  279. }
  280. if (types.length>0)
  281. {
  282. res = res.filter(c=>{return types.some(t=>{return c.types.indexOf(t)>=0;});});
  283. }
  284. if (awokens.length>0)
  285. {
  286. res = res.filter(c=>{return awokens.every(a=>{
  287. return c.awakenings.filter(ca=>{return ca == a.id;}).length >= a.num;
  288. });});
  289. }
  290. if (sawokens.length>0)
  291. {
  292. res = res.filter(c=>{return sawokens.some(sa=>{return c.superAwakenings.indexOf(sa)>=0;});});
  293. }
  294. return res;
  295. }
  296. //产生一个怪物头像
  297. function createCardA(id)
  298. {
  299. const cdom = document.createElement("a");
  300. cdom.class = "monster";
  301. cdom.target = "_blank";
  302. const property = cdom.appendChild(document.createElement("div"));
  303. property.className = "property";
  304. const subproperty = cdom.appendChild(document.createElement("div"));
  305. subproperty.className = "subproperty";
  306. const cid = cdom.appendChild(document.createElement("div"));
  307. cid.className = "id";
  308. return cdom;
  309. }
  310. //将怪物的文字介绍解析为HTML
  311. function descriptionToHTML(str)
  312. {
  313. str = str.replace("\n","<br>");
  314. str = str.replace(/\^(\w+)\^(.+)\^p/igm,'<span style="color:#$1;">$2</span>');
  315. return str;
  316. }
  317. //默认的技能解释的显示行为
  318. function parseSkillDescription(skill)
  319. {
  320. return descriptionToHTML(skill.description);
  321. }

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