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- //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
- const type_allowable_latent = {
- "0":[], //0进化
- "12":[], //12觉醒
- "14":[], //14强化
- "15":[], //15卖钱
- "9":[],//特殊保护
- "1":[17,18,19,20,21,22,23,24], //1平衡
- "2":[20,24],//2体力
- "3":[18,22],//3回复
- "4":[20,24],//4龙
- "5":[19],//5神
- "6":[19,23],//6攻击
- "7":[17],//7恶魔
- "8":[17,20,21,24],//8机械
- };
- //仿GM_xmlhttpRequest函数v1.3
- if (typeof(GM_xmlhttpRequest) == "undefined") {
- var GM_xmlhttpRequest = function(GM_param) {
- var xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
- xhr.open(GM_param.method, GM_param.url, true);
- if (GM_param.responseType) xhr.responseType = GM_param.responseType;
- if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
- xhr.onreadystatechange = function() //设置回调函数
- {
- if (xhr.readyState === xhr.DONE) { //请求完成时
- if (xhr.status === 200 && GM_param.onload) //正确加载时
- {
- GM_param.onload(xhr);
- }
- if (xhr.status !== 200 && GM_param.onerror) //发生错误时
- {
- GM_param.onerror(xhr);
- }
- }
- };
- //添加header
- for (var header in GM_param.headers) {
- xhr.setRequestHeader(header, GM_param.headers[header]);
- }
- //发送数据
- xhr.send(GM_param.data ? GM_param.data : null);
- };
- }
- //数字补前导0
- function PrefixInteger(num, length)
- {
- return (Array(length).join('0') + num).slice(-length);
- }
- //获取URL参数
- function getQueryString(name,url) {
- var reg = new RegExp("(^|&)" + name + "=([^&]*)(&|$)", "i");
- var search = url || window.location.search.substr(1);
- var r = search.match(reg);
- if (r != null)
- {
- return decodeURIComponent(r[2]);
- }else
- {
- return null;
- }
- }
-
- //数组去重
- /* https://www.cnblogs.com/baiyangyuanzi/p/6726258.html
- * 实现思路:获取没重复的最右一值放入新数组。
- * (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)*/
- function uniq(array){
- var temp = [];
- var l = array.length;
- for(var i = 0; i < l; i++) {
- for(var j = i + 1; j < l; j++){
- if (array[i] === array[j]){
- i++;
- j = i;
- }
- }
- temp.push(array[i]);
- }
- return temp;
- }
- //计算用了多少潜觉格子
- function usedHole(latent)
- {
- return latent.reduce(function(previous,current){
- return previous + (current>= 12?2:1);
- },0);
- }
- //计算所有队伍中有多少个该觉醒
- function awokenCountInFormation(formationTeams,awokenIndex,solo)
- {
- var formationAwokenCount = formationTeams.reduce(function(previous,team){
- return previous + awokenCountInTeam(team,awokenIndex,solo);
- },0);
- return formationAwokenCount;
- }
- //计算单个队伍中有多少个该觉醒
- function awokenCountInTeam(team,awokenIndex,solo)
- {
- const memberArray = team[0];
- const assistArray = team[1];
-
- const teamAwokenCount = memberArray.reduce(function(previous,mon,idx){
- if (mon.id<=0)
- { //如果是delay和null
- return previous;
- }
- const card = Cards[mon.id];
- if (!card || !card.enabled)
- { //如果卡片未启用
- return previous;
- }
-
- const assist = assistArray[idx];
- const assistCard = Cards[assist.id];
- //启用的觉醒数组片段
- let enableAwoken = card.awakenings.slice(0, mon.awoken);
- if (solo) //单人增加超觉醒
- {
- enableAwoken = enableAwoken.concat(card.superAwakenings[mon.sawoken]);
- }
- if (assistCard && assistCard.enabled && assistCard.awakenings.indexOf(49)>=0)
- { //如果卡片未启用
- enableAwoken = enableAwoken.concat(assistCard.awakenings);
- }
-
- //相同的觉醒数
- const hasAwoken = enableAwoken.filter(ak=>{return ak == awokenIndex;}).length;
- return previous + hasAwoken;
- },0);
- return teamAwokenCount;
- }
- //返回可用的怪物名称
- function returnMonsterNameArr(card, lsList, defaultCode)
- {
- let monNameArr = lsList.map(function(lc){ //取出每种语言
- if (lc == defaultCode)
- {return card.name;}
- else if(card.otLangName)
- {return card.otLangName[lc];}
- }).filter(function(ln){ //去掉空值和问号
- return (ln?(ln.length>0):false) && !/^(?:초월\s*)?\?+/.test(ln);
- });
-
- if (monNameArr.length < 1) //如果本来的列表里没有名字
- {
- monNameArr.push(card.name); //只添加默认名字
- }
- return monNameArr;
- }
- //计算怪物的能力
- //function calculateAbility(monid = 0, level = 1, plus = [0,0,0], awoken = 0, latent = [], weaponId = null, weaponAwoken = null, solo = true)
- function calculateAbility(member = null, assist = null, solo = true)
- {
- if (!member) return null;
- /*
- const monid = member.id || 0;
- const level = member.level || 1;
- const plus = member.plus || [0,0,0];
- const awoken = member.awoken || 0;
- const latent = member.latent || [];
- const sawoken = member.sawoken;
- const weaponId = assist ? assist.id : null;
- const weaponAwoken = assist ? assist.awoken : null;
- const card = Cards[monid]; //怪物数据
- */
- const memberCard = Cards[member.id];
- const assistCard = assist ? Cards[assist.id] : null;
- if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
-
- //Code From pad-rikuu
- function valueAt(level, maxLevel, curve) {
- const f = (maxLevel === 1 || level >= maxLevel) ? 1 : ((level - 1) / (maxLevel - 1));
- return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
- }
- //Code From pad-rikuu
- function curve(c, level, maxLevel, limitBreakIncr) {
- let value = valueAt(level, maxLevel, {
- min: c.min,
- max: c.max || (c.min * maxLevel),
- scale: c.scale || 1
- });
-
- if (level > maxLevel) {
- const exceed = level - maxLevel;
- value += c.max ? (c.max * (limitBreakIncr / 100) * (exceed / 11)) : c.min * exceed;
- }
- return value;
- }
- const bonusScale = [0.1,0.05,0.15]; //辅助宠物附加的属性倍率
- const plusAdd = [10,5,3]; //加值的增加值
- const awokenAdd = [ //对应加三维觉醒的序号与增加值
- [{index:1,value:500},{index:65,value:-5000}], //HP
- [{index:2,value:100},{index:66,value:-1000}], //ATK
- [{index:3,value:200},{index:67,value:-2000}] //RCV
- ];
- const awokenScale = [ //对应比例加三维觉醒的序号与倍率值
- [], //HP
- [], //ATK
- [] //RCV
- ];
- if (!solo)
- { //协力时计算协力觉醒
- awokenScale.forEach(ab=>{
- ab.push({index:30,scale:1.5});
- });
- }
- const latentScale = [ //对应加三维潜在觉醒的序号与增加比例
- [{index:1,scale:0.015},{index:12,scale:0.03},{index:25,scale:0.045}], //HP
- [{index:2,scale:0.01},{index:12,scale:0.02},{index:26,scale:0.03}], //ATK
- [{index:3,scale:0.1},{index:12,scale:0.2},{index:27,scale:0.3}] //RCV
- ];
- const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
- const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
-
- let abilitys = memberCurves.map((ab, idx)=>{
- const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr)); //等级基础三维
- const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
- let n_assist_base = 0,n_assist_plus=0; //辅助的bonus
- let awokenList = memberCard.awakenings.slice(0,member.awoken); //储存点亮的觉醒
- //单人时增加超觉醒
- if (solo && member.sawoken>=0)
- {
- awokenList = awokenList.concat(memberCard.superAwakenings[member.sawoken]);
- }
- //如果有武器还要计算武器的觉醒
- if (assistCard && assistCard.id > 0 && assistCard.enabled)
- {
- const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
- if (assistAwokenList.indexOf(49)>=0) //49是武器觉醒,确认已经点亮了武器觉醒
- {
- awokenList = awokenList.concat(assistAwokenList);
- }
- if (memberCard.attrs[0] === assistCard.attrs[0])
- {
- n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr)); //辅助等级基础三维
- n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
- }
- }
- //觉醒增加的数值
- const n_awoken = awokenList.length>0 ?
- Math.round(awokenAdd[idx].reduce(function(previous,aw){
- const awokenCount = awokenList.filter(function(a){return a==aw.index;}).length; //每个觉醒的数量
- if (awokenCount>0)
- return previous + aw.value * awokenCount;
- else
- return previous;
- },0)) :
- 0;
- //潜觉增加的倍率
- const n_latent = (member.latent && member.latent.length>0) ?
- Math.round(latentScale[idx].reduce(function(previous,la){
- const latentCount = member.latent.filter(function(l){return l==la.index;}).length; //每个潜觉的数量
- 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
- },0)) :
- 0;
- //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);
- let reValue = n_base + n_plus + n_awoken + n_latent + (n_assist_base + n_assist_plus) * bonusScale[idx];
- //协力觉醒的倍率
- reValue = Math.round(awokenScale[idx].reduce(function(previous,aw){
- const awokenCount = awokenList.filter(function(a){return a==aw.index;}).length; //每个协力觉醒的数量
- if (awokenCount>0)
- {
- return previous * aw.scale * awokenCount;
- }
- else
- {
- return previous;
- }
- },reValue));
-
- if (idx<2 && reValue<1) reValue = 1; //HP和ATK最低为1
- return reValue;
- });
- return abilitys;
- }
- //搜索卡片用
- function searchCards(cards,attr1,attr2,fixMainColor,types,awokens,sawokens)
- {
- let res = cards;
- if (attr1 != null && attr1 === attr2)
- { //当两个颜色相同时,主副一样颜色的只需判断一次
- res = res.filter(c=>{return c.attrs[0] == attr1 && c.attrs[1] == attr1;});
- }else if (fixMainColor || attr2 == -1) //如果固定了顺序,或者副属性选的是无
- {
- if (attr1 != null)
- {
- res = res.filter(c=>{return c.attrs[0] == attr1;});
- }
- if (attr2 != null)
- {
- res = res.filter(c=>{return c.attrs[1] == attr2;});
- }
- }else //不限定顺序时
- {
- if (attr1 != null)
- {
- res = res.filter(c=>{return c.attrs.indexOf(attr1)>=0;});
- }
- if (attr2 != null)
- {
- res = res.filter(c=>{return c.attrs.indexOf(attr2)>=0;});
- }
- }
- if (types.length>0)
- {
- res = res.filter(c=>{return types.some(t=>{return c.types.indexOf(t)>=0;});});
- }
- if (awokens.length>0)
- {
- res = res.filter(c=>{return awokens.every(a=>{
- return c.awakenings.filter(ca=>{return ca == a.id;}).length >= a.num;
- });});
- }
- if (sawokens.length>0)
- {
- res = res.filter(c=>{return sawokens.some(sa=>{return c.superAwakenings.indexOf(sa)>=0;});});
- }
- return res;
- }
- //产生一个怪物头像
- function createCardA(id)
- {
- const cdom = document.createElement("a");
- cdom.class = "monster";
- cdom.target = "_blank";
- const property = cdom.appendChild(document.createElement("div"));
- property.className = "property";
- const subproperty = cdom.appendChild(document.createElement("div"));
- subproperty.className = "subproperty";
- const cid = cdom.appendChild(document.createElement("div"));
- cid.className = "id";
- return cdom;
- }
- //将怪物的文字介绍解析为HTML
- function descriptionToHTML(str)
- {
- str = str.replace("\n","<br>");
- str = str.replace(/\^(\w+)\^(.+)\^p/igm,'<span style="color:#$1;">$2</span>');
- return str;
- }
- //默认的技能解释的显示行为
- function parseSkillDescription(skill)
- {
- return descriptionToHTML(skill.description);
- }
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