//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(formationTeam,ak,solo)
{
var allAwokenCount = formationTeam.reduce(function(fc,fm){
return fc + awokenCountInTeam(fm,ak,solo);
},0);
return allAwokenCount;
}
//计算单个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){
const Card = Cards[m.id] || Cards[0];
if (m.id<=0)
{ //如果是特殊情况的
return c;
}
const cdAwoken = Card.awakenings; //这个怪物的觉醒数据
const 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
const 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;
}
//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","
");
str = str.replace(/\^(\w+)\^(.+)\^p/igm,'$2');
return str;
}
//默认的技能解释的显示行为
function parseSkillDescription(skill)
{
return descriptionToHTML(skill.description);
}