//仿GM_xmlhttpRequest函数v1.3 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() //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 (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); }; //仿GM_getValue函数v1.0 const GM_getValue = function(name, type){ let value = localStorage.getItem(name); if (value == undefined) return value; if ((/^(?:true|false)$/i.test(value) && type == undefined) || type == "boolean") { if (/^true$/i.test(value)) return true; else if (/^false$/i.test(value)) return false; else return Boolean(value); } else if((/^\-?[\d\.]+$/i.test(value) && type == undefined) || type == "number") return Number(value); else return value; } //仿GM_setValue函数v1.0 const GM_setValue = function(name, value){ localStorage.setItem(name, value); } //仿GM_deleteValue函数v1.0 const GM_deleteValue = function(name){ localStorage.removeItem(name); } //仿GM_listValues函数v1.0 const GM_listValues = function(){ var keys = []; for (let ki=0, kilen=localStorage.length; ki= 12?2:1); //12号以后都是2格的潜觉 },0); } //计算所有队伍中有多少个该觉醒 function awokenCountInFormation(formationTeams,awokenIndex,solo) { const 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; } //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; } //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(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; 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 * Math.pow(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,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) { //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 || attr2 == -1) //如果固定了顺序,或者副属性选的是无 { if (attr1 != null) { cardsRange = cardsRange.filter(c=>c.attrs[0] == attr1); } if (attr2 != null) { cardsRange = cardsRange.filter(c=>c.attrs[1] == attr2); } }else //不限定顺序时 { if (attr1 != null) { cardsRange = cardsRange.filter(c=>c.attrs.indexOf(attr1)>=0); } if (attr2 != null) { cardsRange = cardsRange.filter(c=>c.attrs.indexOf(attr2)>=0); } } //类型 if (types.length>0) { cardsRange = cardsRange.filter(c=>types.some(t=>c.types.indexOf(t)>=0)); } //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 return 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=>{return sawokens.some(sak=>{ const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak); return card.superAwakenings.indexOf(sak)>=0 || equalAk && equivalentAwoken && card.superAwakenings.indexOf(equivalentAwoken.big)>=0; //如果开启等效觉醒 });}); } return cardsRange; } //产生一个怪物头像 function createCardA() { 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/ig,"
"); //换行 str = str.replace(/\^([a-fA-F0-9]{6})\^([^\^]+)\^p/igm,'$2'); //文字颜色 str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10));}); //怪物头像 return str; } //返回怪物名 function cardN(id){ let card = Cards[id || 0]; if (!card) { return "没有该宠物 " + id; }else { const monOuterDom = document.createElement("span"); monOuterDom.className = "detail-mon"; const monDom = createCardA(id); monOuterDom.appendChild(monDom); changeid({id:id},monDom); return monOuterDom.outerHTML; } } //默认的技能解释的显示行为 function parseSkillDescription(skill) { return descriptionToHTML(skill.description); } //大数字缩短长度,默认返回本地定义字符串 function parseBigNumber(number) { /* //千位分隔符 const res=number.toString().replace(/\d+/, function(n){ // 先提取整数部分 return n.replace(/(\d)(?=(\d{3})+$)/g,function($1){ return $1+","; }); }) */ return number.toLocaleString(); }