//仿GM_xmlhttpRequest函数v1.5
const GM_xmlhttpRequest = function(GM_param) {
const 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(e) //设置回调函数
{
const _xhr = e.target;
if (_xhr.readyState === _xhr.DONE) { //请求完成时
console.debug("http状态码:",_xhr.status);
if ((_xhr.status === 200 || (location.host === "" && _xhr.status === 0)) && GM_param.onload) //正确加载时
{
GM_param.onload(_xhr);
}else if (_xhr.status !== 200 && GM_param.onerror) //发生错误时
{
GM_param.onerror(_xhr);
}
}
};
if (GM_param.onprogress)
xhr.upload.onprogress = function(e){GM_param.onprogress(e.target)};
//添加header
for (let 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);
};
//获取URL参数
function getQueryString(name,url) {
if (!!(window.URL && window.URLSearchParams))
{ //浏览器原生支持的API
const urlObj = new URL(url || document.location);
return urlObj.searchParams.get(name);
}else
{
const reg = new RegExp(`(?:^|&)${name}=([^&]*)(?:&|$)`, "i");
const searchStr = url || location.search.substr(1);
const r = searchStr.match(reg);
if (r != null)
{
return decodeURIComponent(r[1]);
}else
{
return null;
}
}
}
//数字补前导0
Number.prototype.prefixInteger = function(length, useGrouping = false)
{
return this.toLocaleString(undefined,
{
useGrouping: useGrouping,
minimumIntegerDigits: length
});
}
//大数字缩短长度,默认返回本地定义字符串
Number.prototype.bigNumberToString = function()
{
return this.toLocaleString();
}
//数组删除自己尾部的空元素
Array.prototype.DeleteLatter = function(item = null)
{
let index = this.length - 1;
for (; index>=0; index--)
{
if (this[index] !== item)
{
break;
}
}
this.splice(index + 1);
return this;
}
//▼ADPCM播放相关,来自 https://github.com/jy4340132/aaa
const pcmMemory = new WebAssembly.Memory({initial: 256, maximum: 256});
const pcmImportObj = {
env: {
abortStackOverflow: () => { throw new Error("overflow"); },
table: new WebAssembly.Table({ initial: 0, maximum: 0, element: "anyfunc" }),
tableBase: 0,
memory: pcmMemory,
memoryBase: 102400,
STACKTOP: 0,
STACK_MAX: pcmMemory.buffer.byteLength,
}
};
let pcmPlayer = null;
let adpcm_wasm = null;
function decodeAudio(fileName, decodeCallback)
{
if(pcmPlayer != null)
{
pcmPlayer.close();
}
pcmPlayer = new PCMPlayer(1, 44100);
fetch(fileName).then((response) => response.arrayBuffer())
.then((bytes) => {
let audioData = new Uint8Array(bytes);
let step = 160;
for(let i = 0; i < audioData.byteLength; i += step)
{
let pcm16BitData = decodeCallback(audioData.slice(i, i + step));
let pcmFloat32Data = Std.shortToFloatData(pcm16BitData);
pcmPlayer.feed(pcmFloat32Data);
}
});
}
fetch("library/jy4340132-aaa/adpcm.wasm").then((response) => response.arrayBuffer())
.then((bytes) => WebAssembly.instantiate(bytes, pcmImportObj))
.then((wasm) => {
adpcm_wasm = wasm;
/*addButton("adpcm").onclick = function () {
let decoder = new Adpcm(wasm, pcmImportObj);
decoder.resetDecodeState(new Adpcm.State(0, 0));
decodeAudio("demo.adpcm", decoder.decode.bind(decoder));
}*/
});
//▲ADPCM播放相关
function latentUseHole(latentId)
{
switch (true)
{
case (latentId === 12):
case (latentId >= 16 && latentId <= 36):
return 2;
case (latentId >= 13 && latentId <= 15):
case (latentId >= 37):
return 6;
case (latentId < 12):
default:
return 1;
}
}
//获取最大潜觉数量
function getMaxLatentCount(id)
{ //转生2和超转生3为8个格子
const card = Cards[id];
return card && card.is8Latent ? 8 : 6;
}
//计算用了多少潜觉格子
function usedHole(latents)
{
return latents.reduce((usedHole, latentId) => usedHole + latentUseHole(latentId), 0);
}
//计算所有队伍中有多少个该觉醒
function awokenCountInFormation(formationTeams,awokenIndex,solo,teamsCount)
{
const formationAwokenCount = formationTeams.reduce(function(previous,team){
return previous + awokenCountInTeam(team,awokenIndex,solo,teamsCount);
},0);
return formationAwokenCount;
}
//计算单个队伍中有多少个该觉醒
function awokenCountInTeam(team,awokenIndex,solo,teamsCount)
{
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);
//单人、3人时,大于等于100级时增加超觉醒
if ((solo || teamsCount === 3) && mon.sawoken>=0 && mon.level>=100)
{
const sAwokenT = card.superAwakenings[mon.sawoken];
if (sAwokenT >= 0)
enableAwoken = enableAwoken.concat(sAwokenT);
}
if (assistCard && assistCard.enabled && assistCard.awakenings.includes(49))
{ //如果卡片未启用
enableAwoken = enableAwoken.concat(assistCard.awakenings.slice(0, assist.awoken));
}
//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)
{
const monNameArr = lsList.map(lc=>{ //取出每种语言
if (lc == defaultCode)
return card.name;
else if(card.otLangName)
return card.otLangName[lc];
}).filter(ln=> //去掉空值和问号
typeof(ln) == "string" && ln.length>0 && !new RegExp("^(?:초월\\s*)?[\\?\\*]+","i").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;
}
//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!==undefined ? c.max : (c.min * maxLevel),
scale: c.scale || 1
});
if (level > maxLevel) {
const exceed = level - maxLevel;
value += c.max!==undefined ? (c.max * (limitBreakIncr / 100) * (exceed / 11)) : c.min * exceed;
}
return value;
}
//计算怪物的经验值
function calculateExp(member)
{
if (!member) return null;
const memberCard = Cards[member.id];
if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
const v99Exp = valueAt(member.level, 99, memberCard.exp);
const v110Exp = member.level > 99 ? Math.max(0, member.level - memberCard.maxLevel - 1) * 5000000 : 0;
return [Math.round(v99Exp),v110Exp];
}
//计算怪物的能力
function calculateAbility(member, assist = null, solo = true, teamsCount = 1)
{
if (!member) return null;
const memberCard = Cards[member.id];
const assistCard = assist ? Cards[assist.id] : null;
if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
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:-2500}], //HP
[{index:2,value:100},{index:66,value:-1000}], //ATK
[{index:3,value:200},{index:67,value:-2000}] //RCV
];
const previousAwokenScale = [ //在297之前,对应比例加三维觉醒的序号与倍率值,就是语音觉醒
[{index:63,scale:1.1}], //HP
[{index:63,scale:1.1}], //ATK
[{index:63,scale:1.1}] //RCV
];
const latterAwokenScale = [ //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
latterAwokenScale.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:28,scale:0.045}], //HP
[{index:2,scale:0.01},{index:12,scale:0.02},{index:29,scale:0.03}], //ATK
[{index:3,scale:0.1},{index:12,scale:0.2},{index:30,scale:0.3}] //RCV
];
const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
const 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、3人时,大于等于100级时增加超觉醒
if ((solo || teamsCount === 3) && member.sawoken>=0 && member.level>=100)
{
const sAwokenT = memberCard.superAwakenings[member.sawoken];
if (sAwokenT >= 0)
awokenList = awokenList.concat(sAwokenT);
}
//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.includes(49)) //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] || memberCard.attrs[0] == 6 || assistCard.attrs[0] == 6)
{
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
}
}
//用来计算倍率觉醒的最终倍率是多少,reduce用
function calculateAwokenScale(previous,aw)
{
const awokenCount = awokenList.filter(ak=>ak==aw.index).length; //每个倍率觉醒的数量
return previous * Math.pow(aw.scale, awokenCount);
}
//倍率类觉醒的比例,直接从1开始乘
const n_awokenScale = previousAwokenScale[idx].reduce(calculateAwokenScale,1);
//觉醒增加的数值
const n_awoken = awokenList.length>0 ?
Math.round(awokenAdd[idx].reduce((previous,aw)=>{
const awokenCount = awokenList.filter(ak=>ak==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,从0开始,增加比例小于1,是加法不是乘法
const n_latentScale = (member.latent && member.latent.length>0) ?
latentScale[idx].reduce((previous,la)=>{
const latentCount = member.latent.filter(l=>l===la.index).length; //每个潜觉的数量
return previous + la.scale * latentCount;
},0) :
0;
let reValue = n_base * n_awokenScale + n_base * n_latentScale + n_plus + n_awoken + (n_assist_base + n_assist_plus) * bonusScale[idx];
//因为语音觉醒觉醒无效也生效,所以这里需要计算
let reValueNoAwoken = n_base * n_awokenScale + n_plus + (n_assist_base + n_assist_plus) * bonusScale[idx];
//觉醒生效时的协力、语音觉醒等的倍率
reValue = reValue * latterAwokenScale[idx].reduce(calculateAwokenScale,1);
//都要做四舍五入
reValue = Math.round(reValue);
reValueNoAwoken = Math.round(reValueNoAwoken);
if (idx<2) //idx顺序为HP、ATK、RCV
{ //HP和ATK最低为1
reValue = Math.max(reValue,1);
reValueNoAwoken = Math.max(reValueNoAwoken,1);
}
return [reValue,reValueNoAwoken];
});
return abilitys;
}
function calculateAbility_max(id,solo, teamsCount)
{
const card = Cards[id];
const tempMon = {
id: id,
level: card.maxLevel + (card.limitBreakIncr ? 11 : 0),
plus: [99,99,99],
awoken: card.awakenings.length,
};
const abilities = calculateAbility(tempMon, null, solo, teamsCount);
if (abilities)
{
return {
noAwoken:{
hp:abilities[0][1],
atk:abilities[1][1],
rcv:abilities[2][1],
},
withAwoken:{
hp:abilities[0][0],
atk:abilities[1][0],
rcv:abilities[2][0],
},
};
}else
{
return null;
}
}
//搜索卡片用
function searchCards(cards,attr1,attr2,fixMainColor,types,typeAndOr,rares,awokens,sawokens,equalAk,incSawoken)
{
let cardsRange = cards.concat(); //这里需要复制一份原来的数组,不然若无筛选,后面的排序会改变初始Cards
//属性
if (attr1 != null && attr1 === attr2 || //主副属性一致并不为空
(attr1 === 6 && attr2 === -1)) //主副属性都为“无”
{ //当两个颜色相同时,主副一样颜色的只需判断一次
cardsRange = cardsRange.filter(c=>c.attrs[0] === attr1 && c.attrs[1] === attr1);
}else if (fixMainColor) //如果固定了顺序
{
const a1null = attr1 === null, a2null = attr2 === null;
cardsRange = cardsRange.filter(c=>
(a1null ? true : c.attrs[0] === attr1) &&
(a2null ? true : c.attrs[1] === attr2)
);
}else //不限定顺序时
{
const search_attrs = [attr1, attr2].filter(a => a !== null && a >= 0 && a<=5); //所有非空属性
const anone = attr1 === 6 || attr2 === -1; //是否有“无”属性
cardsRange = cardsRange.filter(c=>
search_attrs.every(a=>c.attrs.includes(a)) &&
(anone ? (c.attrs.includes(6) || c.attrs.includes(-1)) : true)
);
}
//类型
if (types.length>0)
{
cardsRange = cardsRange.filter(c=>typeAndOr ?
types.every(t=>c.types.includes(t)) : //所有type都满足
types.some(t=>c.types.includes(t)) //只需要满足一个type
);
}
//稀有度
if (rares.length>1)
{
cardsRange = cardsRange.filter(c=>c.rarity >= rares[0] && c.rarity <= rares[1]);
}
//觉醒
//等效觉醒时,事先去除大觉醒
if (equalAk)
{
const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
bigEqualAwokens.forEach(bak=>{
const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
if (!smallEqualAwoken)
{
smallEqualAwoken = {id:equivalentAwoken.small,num:0}; //如果没有就新建一个
awokens.push(smallEqualAwoken);
}
smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
});
awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
}
if (awokens.length>0)
{
cardsRange = cardsRange.filter(card => {
let cardAwakeningsArray = [];
if (incSawoken && card.superAwakenings.length > 0)
{ //如果搜索超觉醒,产生原始觉醒分别加上每个超觉醒的多个数组
cardAwakeningsArray = card.superAwakenings.map(sak=>card.awakenings.concat(sak));
}else
{ //单个原始觉醒数组
cardAwakeningsArray.push(card.awakenings);
}
return cardAwakeningsArray.some(cardAwakening=> //重复每种包含超觉醒的觉醒数组,只要有一组符合要求就行
awokens.every(ak=>{ //判断需要搜索的觉醒是不是全都在觉醒数组里
if (equalAk) //如果开启等效觉醒
{
//搜索等效觉醒
const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
if (equivalentAwoken)
{
const totalNum = cardAwakening.filter(cak=>cak == equivalentAwoken.small).length +
cardAwakening.filter(cak=>cak == equivalentAwoken.big).length * equivalentAwoken.times;
return totalNum >= ak.num;
}
}
return cardAwakening.filter(cak=>cak == ak.id).length >= ak.num;
})
);
});
}
//超觉醒
if (sawokens.length>0 && !incSawoken)
{
cardsRange = cardsRange.filter(card=> sawokens.some(sak=>{
const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
return card.superAwakenings.includes(sak) ||
equalAk && equivalentAwoken && card.superAwakenings.includes(equivalentAwoken.big); //如果开启等效觉醒
}) );
}
cardsRange = cardsRange.filter(card=>card.id); //去除Cards[0]
return cardsRange;
}
//产生一个怪物头像
function createCardA()
{
const cdom = document.createElement("a");
cdom.className = "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";
const cawoken = cdom.appendChild(document.createElement("div"));
cawoken.className = "awoken-count full-awoken";
return cdom;
}
//返回文字说明内怪物Card的纯HTML
function cardN(id){
const monOuterDom = document.createElement("span");
monOuterDom.className = "detail-mon";
const monDom = createCardA(id);
monOuterDom.appendChild(monDom);
monOuterDom.monDom = monDom;
changeid({id:id},monDom);
return monOuterDom;
}
//将怪物的文字介绍解析为HTML
function descriptionToHTML(str)
{
str = str.replace(/\n/ig,"
"); //换行
//str = str.replace(/ /ig," "); //换行
str = str.replace(/\^([a-fA-F0-9]+?)\^([^\^]+?)\^p/igm,'$2'); //文字颜色
str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10)).outerHTML;}); //怪物头像
return str;
}
//默认的技能解释的显示行为
function parseSkillDescription(skill)
{
const span = document.createElement("span");
span.innerHTML = descriptionToHTML(skill.description);
return span;
}
//大数字缩短长度,默认返回本地定义字符串
function parseBigNumber(number)
{
return number.toLocaleString();
}
//判断是否是转生和超转生
function isReincarnated(card)
{
return card.is8Latent && !card.isUltEvo && (card.evoBaseId || card.evoRootId) != card.id && (card.awakenings.includes(49) ? isReincarnated(Cards[card.evoBaseId]) : true);
}
//获取类型允许的潜觉
function getAllowLatent(types)
{
const latentSet = new Set();
types.filter(i => i >= 0)
.map(type => type_allowable_latent[type])
.forEach(tA => tA.forEach(t => latentSet.add(t)));
return Array.from(latentSet);
}
//筛选出允许的潜觉
function filterAllowLatent(latent, allowLatent)
{
const allKillerLatent = typekiller_for_type.map(type => type.latent);
return latent.filter(lat =>
!allKillerLatent.includes(lat) || //保留不属于杀的潜觉
allKillerLatent.includes(lat) && allowLatent.includes(lat)); //属于杀的潜觉则只保留允许的
}
//计算队伍中有多少血量
function countTeamHp(memberArr, leader1id, leader2id, solo, noAwoken=false)
{
const ls1 = Skills[Cards[leader1id].leaderSkillId];
const ls2 = Skills[Cards[leader2id].leaderSkillId];
const mHpArr = memberArr.map(m=>{
const ability = noAwoken ? m.abilityNoAwoken : m.ability;
let hp = ability ? ability[0] : 0;
if (!hp) return 0;
const card = Cards[m.id];
hp = hp1 = Math.round(hp * memberHpMul(card,ls2,memberArr,solo));//战友队长技
hp = hp2 = Math.round(hp * memberHpMul(card,ls1,memberArr,solo));//我方队长技
/* 演示用代码
let hp1,hp2;
hp1 = hp * memberHpMul(card,ls2,memberArr,solo);
hp = Math.round(hp1);
hp2 = hp * memberHpMul(card,ls1,memberArr,solo);
hp = Math.round(hp2);
console.log("%s 第1次倍率血量:%s(%s),第2次倍率血量:%s(%s)",Cards[m.id].otLangName["chs"],Math.round(hp1),hp1,Math.round(hp2),hp2);
*/
return hp;
});
//console.log('单个队伍血量:',mHpArr,mHpArr.reduce((p,c)=>p+c));
function memberHpMul(card,ls,memberArr,solo)
{
function flags(num){
const arr = [];
for (let i = 0; i<32;i++)
{
if (num & (1< parm.attrs.includes(a)))
{
return scale / 100;
}
if (parm.types && card.types.some(t => parm.types.includes(t)))
{
return scale / 100;
}
return 1;
}
const sk = ls.params;
let scale = 1;
switch (ls.type)
{
case 23: case 30: case 62: case 77: case 63: case 65:
scale = hpMul({types:sk.slice(0,sk.length-1)}, sk[sk.length-1]);
break;
case 29: case 114: case 45: case 111: case 46: case 48: case 67:
scale = hpMul({attrs:sk.slice(0,sk.length-1)}, sk[sk.length-1]);
break;
case 73: case 76:
scale = hpMul({attrs:sk[0],types:sk[1]}, sk[2]);
break;
case 106: case 107: case 108:
scale = sk[0] / 100;
break;
case 121: case 129: case 163: case 186:
scale = hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]);
break;
case 125: //队伍中必须有指定队员
const needMonIdArr = sk.slice(0,5).filter(s=>s>0);
const memberIdArr = memberArr.map(m=>m.id); //包括队长,所以不需要筛选出队员
scale = needMonIdArr.every(mid=>memberIdArr.includes(mid)) ? sk[5]/100 : 1;
break;
case 136:
scale = hpMul({attrs:flags(sk[0])}, sk[1]) *
sk[4]? hpMul({attrs:flags(sk[4])}, sk[5]) : 1;
break;
case 137:
scale = hpMul({types:flags(sk[0])}, sk[1]) *
sk[4]? hpMul({types:flags(sk[4])}, sk[5]) : 1;
break;
case 155:
scale = solo ? 1 : hpMul({attrs:flags(sk[0]),types:flags(sk[1])}, sk[2]);
break;
case 158:
scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[4]);
break;
case 175: //队伍组成全为合作
const needCollabIdIdArr = sk.slice(0,3).filter(s=>s>0);
const memberCollabIdArr = memberArr.slice(1,5).filter(m=>m.id>0).map(m=>Cards[m.id].collabId);
scale = memberCollabIdArr.every(cid=>needCollabIdIdArr.includes(cid)) ? sk[3]/100 : 1;
break;
case 178: case 185:
scale = hpMul({attrs:flags(sk[1]),types:flags(sk[2])}, sk[3]);
break;
case 203: //队员为指定类型,不包括双方队长,且队员数大于0
let trueMemberCardsArr = memberArr.slice(1,5).filter(m=>m.id>0).map(m=>Cards[m.id]);
switch (sk[0])
{
case 0: //全是像素进化
scale = (trueMemberCardsArr.length>0 && trueMemberCardsArr.every(card=>card.evoMaterials.includes(3826))) ? sk[1]/100 : 1;
break;
case 2: //全是转生、超转生(8格潜觉)
scale = (trueMemberCardsArr.length>0 && trueMemberCardsArr.every(card=>isReincarnated(card))) ? sk[1]/100 : 1;
break;
}
break;
case 138: //调用其他队长技
scale = sk.reduce((pmul,skid)=>pmul * memberHpMul(card,Skills[skid],memberArr,solo),1)
break;
default:
}
return scale || 1;
}
return mHpArr;
}
//计算队伍操作时间
function countMoveTime(team, leader1id, leader2id, teamIdx)
{
const ls1 = Skills[Cards[leader1id].leaderSkillId];
const ls2 = Skills[Cards[leader2id].leaderSkillId];
const time1 = leaderSkillMoveTime(ls1);
const time2 = leaderSkillMoveTime(ls2);
let moveTime = {
fixed:false,
duration:{
default:5,
leader:0,
badge:0,
awoken:0,
}
}; //基础5秒
//固定操作时间的直接返回
if (time1.fixed || time2.fixed)
{
moveTime.fixed = true;
moveTime.duration.leader = time1.fixed ?
(time2.fixed ? Math.min(time1.duration, time2.duration) : time1.duration) :
time2.duration;
} else
{
moveTime.duration.leader = time1.duration + time2.duration;
//1人、3人计算徽章
if (solo || teamsCount === 3)
{
//徽章部分
if (team[2] == 1) //小手指
{
moveTime.duration.badge = 1;
} else if (team[2] == 13) //大手指
{
moveTime.duration.badge = 2;
} else if (team[2] == 18) //月卡
{
moveTime.duration.badge = 3;
}
}
else if (teamsCount === 2) //2人协力时的特殊处理
{
const teams = formation.teams;
const team2 = teamIdx === 1 ? teams[0] : teams[1]; //获取队伍2
//复制队伍1,这里参数里的 team 换成了一个新的数组
team = [
team[0].concat(),
team[1].concat()
];
//把队伍2的队长和武器添加到复制的队伍1里面
team[0].push(team2[0][0]);
team[1].push(team2[1][0]);
}
//觉醒
const awokenMoveTime = [
{index:19,value:0.5}, //小手指
{index:53,value:1}, //大手指
];
moveTime.duration.awoken += awokenMoveTime.reduce((duration,aw)=>
duration + awokenCountInTeam(team, aw.index, solo, teamsCount) * aw.value
,0);
//潜觉
const latentMoveTime = [
{index:4,value:0.05}, //小手指潜觉
{index:31,value:0.12}, //大手指潜觉
];
moveTime.duration.awoken += latentMoveTime.reduce((duration,la)=>
duration + team[0].reduce((count,menber)=>
count + (menber.latent ? menber.latent.filter(l=>l==la.index).length : 0)
,0) * la.value
,0);
}
function leaderSkillMoveTime(ls)
{
let moveTime = {fixed:false,duration:0};
const sk = ls.params;
switch (ls.type)
{
case 178: //固定操作时间
moveTime.fixed = true;
moveTime.duration = sk[0];
break;
case 15: case 185:
moveTime.duration += sk[0]/100;
break;
case 138: //调用其他队长技
return sk.reduce((pmul,skid)=>{
const subMoveTime = leaderSkillMoveTime(Skills[skid]);
if (subMoveTime.fixed)
{
pmul.fixed = true;
pmul.duration = subMoveTime.duration
}else
{
pmul.duration += subMoveTime.duration;
}
return pmul;
},moveTime);
default:
}
return moveTime;
}
return moveTime;
}
//获取盾减伤比例
function getReduceScale(ls, allAttr = false, noHPneed = false, noProbability = false)
{
const sk = ls.params;
let scale = 0;
switch (ls.type)
{
case 16: //无条件盾
scale = sk[0]/100;
break;
case 17: //单属性盾
scale = allAttr ? 0 : sk[1]/100;
break;
case 36: //2个属性盾
scale = allAttr ? 0 : sk[2]/100;
break;
case 38: //血线下 + 可能几率
case 43: //血线上 + 可能几率
scale = (noHPneed || noProbability && sk[1] !== 100) ? 0 : sk[2]/100;
break;
case 129: //无条件盾,属性个数不固定
case 163: //无条件盾,属性个数不固定
scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
break;
case 130: //血线下 + 属性个数不固定
case 131: //血线上 + 属性个数不固定
scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
break;
case 151: //十字心触发
case 169: //C触发
case 198: //回血触发
scale = sk[2]/100;
break;
case 170: //多色触发
case 182: //长串触发
case 193: //L触发
scale = sk[3]/100;
break;
case 171: //多串触发
scale = sk[6]/100;
break;
case 183: //又是个有两段血线的队长技
scale = noHPneed ? 0 : sk[4]/100;
break;
case 138: //调用其他队长技
scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
break;
default:
}
return scale || 0;
}