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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(formationTeams,awokenIndex,solo)
  90. {
  91. var formationAwokenCount = formationTeams.reduce(function(previous,team){
  92. return previous + awokenCountInTeam(team,awokenIndex,solo);
  93. },0);
  94. return formationAwokenCount;
  95. }
  96. //计算单个队伍中有多少个该觉醒
  97. function awokenCountInTeam(team,awokenIndex,solo)
  98. {
  99. const memberArray = team[0];
  100. const assistArray = team[1];
  101. const teamAwokenCount = memberArray.reduce(function(previous,mon,idx){
  102. if (mon.id<=0)
  103. { //如果是delay和null
  104. return previous;
  105. }
  106. const card = Cards[mon.id];
  107. if (!card || !card.enabled)
  108. { //如果卡片未启用
  109. return previous;
  110. }
  111. const assist = assistArray[idx];
  112. const assistCard = Cards[assist.id];
  113. //启用的觉醒数组片段
  114. let enableAwoken = card.awakenings.slice(0, mon.awoken);
  115. if (solo) //单人增加超觉醒
  116. {
  117. enableAwoken = enableAwoken.concat(card.superAwakenings[mon.sawoken]);
  118. }
  119. if (assistCard && assistCard.enabled && assistCard.awakenings.indexOf(49)>=0)
  120. { //如果卡片未启用
  121. enableAwoken = enableAwoken.concat(assistCard.awakenings);
  122. }
  123. //相同的觉醒数
  124. const hasAwoken = enableAwoken.filter(ak=>{return ak == awokenIndex;}).length;
  125. return previous + hasAwoken;
  126. },0);
  127. return teamAwokenCount;
  128. }
  129. //返回可用的怪物名称
  130. function returnMonsterNameArr(card, lsList, defaultCode)
  131. {
  132. let monNameArr = lsList.map(function(lc){ //取出每种语言
  133. if (lc == defaultCode)
  134. {return card.name;}
  135. else if(card.otLangName)
  136. {return card.otLangName[lc];}
  137. }).filter(function(ln){ //去掉空值和问号
  138. return (ln?(ln.length>0):false) && !/^(?:초월\s*)?\?+/.test(ln);
  139. });
  140. if (monNameArr.length < 1) //如果本来的列表里没有名字
  141. {
  142. monNameArr.push(card.name); //只添加默认名字
  143. }
  144. return monNameArr;
  145. }
  146. //计算怪物的能力
  147. //function calculateAbility(monid = 0, level = 1, plus = [0,0,0], awoken = 0, latent = [], weaponId = null, weaponAwoken = null, solo = true)
  148. function calculateAbility(member = null, assist = null, solo = true)
  149. {
  150. if (!member) return null;
  151. const monid = member.id || 0;
  152. const level = member.level || 1;
  153. const plus = member.plus || [0,0,0];
  154. const awoken = member.awoken || 0;
  155. const latent = member.latent || [];
  156. const sawoken = member.sawoken;
  157. const weaponId = assist ? assist.id : null;
  158. const weaponAwoken = assist ? assist.awoken : null;
  159. const card = Cards[monid]; //怪物数据
  160. if (monid == 0 || card == undefined || card.enabled == false) return null;
  161. //Code From pad-rikuu
  162. function valueAt(level, maxLevel, curve) {
  163. const f = maxLevel === 1 ? 1 : (level - 1) / (maxLevel - 1);
  164. return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
  165. }
  166. //Code From pad-rikuu
  167. function curve(c, maxLevel, limitBreakIncr) {
  168. let value = valueAt(level, maxLevel, {
  169. min: c.min,
  170. max: c.max || (c.min * maxLevel),
  171. scale: c.scale || 1
  172. });
  173. if (level > maxLevel) {
  174. const exceed = level - maxLevel;
  175. value += c.max ? (c.max * (limitBreakIncr / 100) * (exceed / 11)) : c.min * exceed;
  176. }
  177. return value;
  178. }
  179. const plusAdd = [10,5,3]; //加值的增加值
  180. const awokenAdd = [ //对应加三维觉醒的序号与增加值
  181. [{index:1,value:500},{index:65,value:-5000}], //HP
  182. [{index:2,value:100},{index:66,value:-1000}], //ATK
  183. [{index:3,value:200},{index:67,value:-2000}] //RCV
  184. ];
  185. const awokenScale = [ //对应比例加三维觉醒的序号与倍率值
  186. [], //HP
  187. [], //ATK
  188. [] //RCV
  189. ];
  190. if (!solo)
  191. { //协力时计算协力觉醒
  192. awokenScale.forEach(ab=>{
  193. ab.push({index:30,scale:1.5});
  194. });
  195. }
  196. const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
  197. [{index:1,scale:0.015},{index:12,scale:0.03},{index:25,scale:0.045}], //HP
  198. [{index:2,scale:0.01},{index:12,scale:0.02},{index:26,scale:0.03}], //ATK
  199. [{index:3,scale:0.1},{index:12,scale:0.2},{index:27,scale:0.3}] //RCV
  200. ];
  201. var abilitys = [card.hp, card.atk, card.rcv].map((ab, idx)=>{
  202. const n_base = Math.round(curve(ab, card.maxLevel, card.limitBreakIncr)); //等级基础三维
  203. const n_plus = plus[idx] * plusAdd[idx]; //加值增加量
  204. let awokenList = card.awakenings.slice(0,awoken); //储存点亮的觉醒
  205. //单人时增加超觉醒
  206. if (solo && sawoken>=0)
  207. {
  208. awokenList = awokenList.concat(card.superAwakenings[sawoken]);
  209. }
  210. //如果有武器还要计算武器的觉醒
  211. if (weaponId>0)
  212. {
  213. const weaponCard = Cards[weaponId]; //武器数据
  214. if (weaponCard && weaponCard.enabled)
  215. {
  216. const weaponAwokenList = weaponCard.awakenings.slice(0,weaponAwoken); //储存武器点亮的觉醒
  217. if (weaponAwokenList.indexOf(49)>=0) //49是武器觉醒,确认已经点亮了武器觉醒
  218. {awokenList = awokenList.concat(weaponAwokenList);}
  219. }
  220. }
  221. //觉醒增加的数值
  222. const n_awoken = awoken ?
  223. Math.round(awokenAdd[idx].reduce(function(previous,aw){
  224. const awokenCount = awokenList.filter(function(a){return a==aw.index;}).length; //每个觉醒的数量
  225. return previous + aw.value * awokenCount; //那么多个觉醒的增加
  226. },0)) :
  227. 0;
  228. //潜觉增加的倍率
  229. const n_latent = (latent && latent.length) ?
  230. Math.round(latentScale[idx].reduce(function(previous,la){
  231. const latentCount = latent.filter(function(l){return l==la.index;}).length; //每个潜觉的数量
  232. 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
  233. },0)) :
  234. 0;
  235. //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);
  236. let reValue = n_base + n_plus + n_awoken + n_latent;
  237. //协力觉醒的倍率
  238. reValue = Math.round(awokenScale[idx].reduce(function(previous,aw){
  239. const awokenCount = awokenList.filter(function(a){return a==aw.index;}).length; //每个协力觉醒的数量
  240. if (awokenCount>0)
  241. {
  242. return previous * aw.scale * awokenCount;
  243. }
  244. else
  245. {
  246. return previous;
  247. }
  248. },reValue));
  249. if (idx<2 && reValue<1) reValue = 1; //HP和ATK最低为1
  250. return reValue;
  251. });
  252. return abilitys;
  253. }
  254. //搜索卡片用
  255. function searchCards(cards,attr1,attr2,fixMainColor,types,awokens,sawokens)
  256. {
  257. let res = cards;
  258. if (attr1 != null && attr1 === attr2)
  259. { //当两个颜色相同时,主副一样颜色的只需判断一次
  260. res = res.filter(c=>{return c.attrs[0] == attr1 && c.attrs[1] == attr1;});
  261. }else if (fixMainColor || attr2 == -1) //如果固定了顺序,或者副属性选的是无
  262. {
  263. if (attr1 != null)
  264. {
  265. res = res.filter(c=>{return c.attrs[0] == attr1;});
  266. }
  267. if (attr2 != null)
  268. {
  269. res = res.filter(c=>{return c.attrs[1] == attr2;});
  270. }
  271. }else //不限定顺序时
  272. {
  273. if (attr1 != null)
  274. {
  275. res = res.filter(c=>{return c.attrs.indexOf(attr1)>=0;});
  276. }
  277. if (attr2 != null)
  278. {
  279. res = res.filter(c=>{return c.attrs.indexOf(attr2)>=0;});
  280. }
  281. }
  282. if (types.length>0)
  283. {
  284. res = res.filter(c=>{return types.some(t=>{return c.types.indexOf(t)>=0;});});
  285. }
  286. if (awokens.length>0)
  287. {
  288. res = res.filter(c=>{return awokens.every(a=>{
  289. return c.awakenings.filter(ca=>{return ca == a.id;}).length >= a.num;
  290. });});
  291. }
  292. if (sawokens.length>0)
  293. {
  294. res = res.filter(c=>{return sawokens.some(sa=>{return c.superAwakenings.indexOf(sa)>=0;});});
  295. }
  296. return res;
  297. }
  298. //产生一个怪物头像
  299. function createCardA(id)
  300. {
  301. const cdom = document.createElement("a");
  302. cdom.class = "monster";
  303. cdom.target = "_blank";
  304. const property = cdom.appendChild(document.createElement("div"));
  305. property.className = "property";
  306. const subproperty = cdom.appendChild(document.createElement("div"));
  307. subproperty.className = "subproperty";
  308. const cid = cdom.appendChild(document.createElement("div"));
  309. cid.className = "id";
  310. return cdom;
  311. }
  312. //将怪物的文字介绍解析为HTML
  313. function descriptionToHTML(str)
  314. {
  315. str = str.replace("\n","<br>");
  316. str = str.replace(/\^(\w+)\^(.+)\^p/igm,'<span style="color:#$1;">$2</span>');
  317. return str;
  318. }
  319. //默认的技能解释的显示行为
  320. function parseSkillDescription(skill)
  321. {
  322. return descriptionToHTML(skill.description);
  323. }

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