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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
- var 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) {
- if (xhr.status === 200 && GM_param.onload)
- GM_param.onload(xhr);
- if (xhr.status !== 200 && GM_param.onerror)
- GM_param.onerror(xhr);
- }
- }
-
- for (var header in GM_param.headers) {
- xhr.setRequestHeader(header, GM_param.headers[header]);
- }
-
- xhr.send(GM_param.data ? GM_param.data : null);
- }
- }
- //数字补0
- function PrefixInteger(num, length)
- {
- return (Array(length).join('0') + num).slice(-length);
- }
- //获取URL参数
- function getQueryString(name) {
- var reg = new RegExp("(^|&)" + name + "=([^&]*)(&|$)", "i");
- var r = window.location.search.substr(1).match(reg);
- if (r != null) return decodeURIComponent(r[2]); 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,ak,solo)
- {
- var formationAwokenCount = team.reduce(function(tc,tm,isAssist){
- var teamAwokenCount = tm.reduce(function(c,m){
- if (m.id<=0)
- { //如果是特殊情况的
- return c;
- }
- var mdAwoken = ms[m.id].awoken; //这个怪物的觉醒数据
- var mdSAwoken = ms[m.id].sAwoken; //这个怪物的超觉醒数据
- if ((!mdAwoken && !mdSAwoken) || (isAssist && mdAwoken.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
- var enableAwoken = mdAwoken.slice(0,m.awoken);
- //相同的觉醒数
- var hasAwoken = enableAwoken.filter(function(a){return a == ak;}).length;
- //如果是单人,有超觉醒,且超觉醒id和计数的id相同
- if (solo && mdSAwoken && (mdSAwoken[m.sawoken] == ak))
- {
- hasAwoken++;
- }
- return c + hasAwoken;
- },0);
- return tc + teamAwokenCount;
- },0)
- return formationAwokenCount;
- }
- //返回可用的怪物名称
- function returnMonsterNameArr(m,lsList)
- {
- var monNameArr = lsList.map(function(lc){ //取出每种语言
- return m.name[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
- {
- for (var nc in m.name)
- { //循环所有名字
- var theName = m.name[nc]; //当前的名字
- if (!/^(?:초월\s*)?\?+/.test(theName)) //如果不是问号
- {
- monNameArr.push(theName);
- }
- }
- if (monNameArr.length < 1) monNameArr.push("????"); //如果还没有,默认名是问号
- }
- return monNameArr;
- }
- //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);
- }
- //计算怪物的能力
- function calculateAbility(monid,level,plus,awoken,latent,weaponId,weaponAwoken)
- {
- if (monid == undefined) monid = 0;
- if (level == undefined) level = 1;
- if (plus == undefined) plus = [0,0,0];
- if (awoken == undefined) awoken = 0;
- if (latent == undefined) latent = [];
-
- if (monid<=0) return null;
- var m = ms[monid]; //怪物数据
- var plusAdd = [10,5,3]; //加值的增加值
- var 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}]
- ];
- var 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 = m.ability.map(function(ab,idx){
- var n_base = Math.round(valueAt(level,m.maxLv,ab));
- //var n_base = Math.round((ab[1]-ab[0])*(level-1)/98+ab[0]); //99级以内的增加
- if (level>99) //110级的增加
- { //100到110级有11级,将m.a110的成长比率平均分配到这11级内
- n_base = Math.round(ab.max + ab.max*(m.a110/100)*(level-99)/11);
- }
- var n_plus = plus[idx]*plusAdd[idx]; //加值增加量
- var awokenList = m.awoken.slice(0,awoken); //储存生效的觉醒
- if (weaponId)
- {
- var weapon = ms[weaponId]; //武器的怪物数据
- var weaponAwokenList = weapon.awoken.slice(0,weaponAwoken);
- if (weaponAwokenList.indexOf(49)>=0)
- awokenList = awokenList.concat(weaponAwokenList);
- }
- var n_awoken = awoken
- ?Math.round(awokenAdd[idx].reduce(function(previous,aw){
- var 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;
- var n_latent = latent
- ?Math.round(latentAdd[idx].reduce(function(previous,la){
- var 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);
- var 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;
- }
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