//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); } //计算队伍中有多少个该觉醒 function awokenCountInFormation(formationTeam,ak,solo) { var allAwokenCount = formationTeam.reduce(function(fc,fm){ return fc + awokenCountInTeam(fm,ak,solo); },0); return allAwokenCount; } //计算队伍中有多少个该觉醒 function awokenCountInTeam(team,awokenIndex,solo) { var formationAwokenCount = team.reduce(function(tc,tm,isAssist){ var teamAwokenCount = tm.reduce(function(c,m){ let Card = Cards[m.id]; if (m.id<=0) { //如果是特殊情况的 return c; } let cdAwoken = Card.awakenings; //这个怪物的觉醒数据 let cdSAwoken = Card.superAwakenings; //这个怪物的超觉醒数据 if ((!cdAwoken && !cdSAwoken) || (isAssist && cdAwoken.indexOf(49)<0)) { //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) return c; } //启用的觉醒数组片段 let enableAwoken = cdAwoken.slice(0,m.awoken); //相同的觉醒数 let hasAwoken = enableAwoken.filter(function(a){return a == awokenIndex;}).length; //如果是单人,有超觉醒,且超觉醒id和计数的id相同 if (solo && cdSAwoken && (cdSAwoken[m.sawoken] == awokenIndex)) { hasAwoken++; } return c + hasAwoken; },0); return tc + teamAwokenCount; },0); return formationAwokenCount; } //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) { const card = Cards[monid]; //怪物数据 if (monid == 0 || card == undefined) return null; //Code From pad-rikuu function valueAt(level, maxLevel, curve) { const f = maxLevel === 1 ? 1 : (level - 1) / (maxLevel - 1); return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale); } //Code From pad-rikuu function curve(c, 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 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}], [{index:2,value:100},{index:66,value:-1000}], [{index:3,value:200},{index:67,value:-2000}] ]; const latentAdd = [ //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}], [{index:2,scale:0.01},{index:12,scale:0.02},{index:26,scale:0.03}], [{index:3,scale:0.1},{index:12,scale:0.2},{index:27,scale:0.3}] ]; var abilitys = [card.hp, card.atk, card.rcv].map((ab, idx)=>{ const n_base = Math.round(curve(ab, card.maxLevel, card.limitBreakIncr)); //等级基础三维 const n_plus = plus[idx]*plusAdd[idx]; //加值增加量 let awokenList = card.awakenings.slice(0,awoken); //储存点亮的觉醒 if (weaponId>0) //如果有武器还要计算武器的觉醒 { const weaponAwokenList = Cards[weaponId].awakenings.slice(0,weaponAwoken); //储存武器点亮的觉醒 if (weaponAwokenList.indexOf(49)>=0) //49是武器觉醒,确认已经点亮了武器觉醒 {awokenList = awokenList.concat(weaponAwokenList);} } const n_awoken = awoken ? //觉醒增加的数值 Math.round(awokenAdd[idx].reduce(function(previous,aw){ const awokenCount = awokenList.filter(function(a){return a==aw.index;}).length; //每个潜觉的数量 return previous + aw.value * awokenCount; //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; const n_latent = (latent && latent.length) ? //潜觉增加的数值 Math.round(latentAdd[idx].reduce(function(previous,la){ const latentCount = 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; if (idx<2 && reValue<1) reValue = 1; //HP和ATK最低为1 return reValue; }); return abilitys; } 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; }