165 lines
6.3 KiB
JavaScript
165 lines
6.3 KiB
JavaScript
//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
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var type_allowable_latent = {
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"0":[], //0进化
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"12":[], //12觉醒
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"14":[], //14强化
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"15":[], //15卖钱
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"1":[17,18,19,20,21,22,23,24], //1平衡
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"2":[20,24],//2体力
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"3":[18,22],//3回复
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"4":[20,24],//4龙
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"5":[19],//5神
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"6":[19,23],//6攻击
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"7":[17],//7恶魔
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"8":[17,20,21,24],//8机械
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}
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//仿GM_xmlhttpRequest函数v1.3
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if (typeof(GM_xmlhttpRequest) == "undefined") {
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var GM_xmlhttpRequest = function(GM_param) {
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var xhr = new XMLHttpRequest(); //创建XMLHttpRequest对象
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xhr.open(GM_param.method, GM_param.url, true);
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if (GM_param.responseType) xhr.responseType = GM_param.responseType;
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if (GM_param.overrideMimeType) xhr.overrideMimeType(GM_param.overrideMimeType);
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xhr.onreadystatechange = function() //设置回调函数
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{
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if (xhr.readyState === xhr.DONE) {
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if (xhr.status === 200 && GM_param.onload)
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GM_param.onload(xhr);
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if (xhr.status !== 200 && GM_param.onerror)
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GM_param.onerror(xhr);
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}
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}
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for (var header in GM_param.headers) {
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xhr.setRequestHeader(header, GM_param.headers[header]);
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}
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xhr.send(GM_param.data ? GM_param.data : null);
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}
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}
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//数字补0
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function PrefixInteger(num, length)
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{
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return (Array(length).join('0') + num).slice(-length);
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}
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//获取URL参数
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function getQueryString(name) {
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var reg = new RegExp("(^|&)" + name + "=([^&]*)(&|$)", "i");
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var r = window.location.search.substr(1).match(reg);
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if (r != null) return decodeURIComponent(r[2]); return null;
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}
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//数组去重
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/* https://www.cnblogs.com/baiyangyuanzi/p/6726258.html
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* 实现思路:获取没重复的最右一值放入新数组。
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* (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)*/
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function uniq(array){
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var temp = [];
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var l = array.length;
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for(var i = 0; i < l; i++) {
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for(var j = i + 1; j < l; j++){
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if (array[i] === array[j]){
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i++;
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j = i;
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}
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}
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temp.push(array[i]);
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}
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return temp;
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}
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//计算用了多少潜觉格子
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function usedHole(latent)
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{
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return latent.reduce(function(previous,current){
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return previous + (current>= 12?2:1);
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},0);
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}
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//计算用了多少潜觉格子
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function awokenCountInTeam(formationTeam,ak,solo)
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{
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var allAwokenCount = formationTeam.reduce(function(fc,fm){
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var formationAwokenCount = fm.reduce(function(tc,tm,isAssist){
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var teamAwokenCount = tm.reduce(function(c,m){
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if (m.id<=0)
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{ //如果是特殊情况的
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return c;
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}
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var mdAwoken = ms[m.id].awoken; //这个怪物的觉醒数据
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var mdSAwoken = ms[m.id].sAwoken; //这个怪物的超觉醒数据
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if ((!mdAwoken && !mdSAwoken) || (isAssist && mdAwoken[0] != 49))
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{ //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)
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return c;
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}
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//启用的觉醒数组片段
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var enableAwoken = mdAwoken.slice(0,m.awoken);
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//相同的觉醒数
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var hasAwoken = enableAwoken.filter(function(a){return a == ak;}).length;
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//如果有超觉醒,且超觉醒id和计数的id相同
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if (mdSAwoken && (mdSAwoken[m.sawoken] == ak))
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{
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hasAwoken++;
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}
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return c + hasAwoken;
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},0);
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return tc + teamAwokenCount;
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},0)
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return fc + formationAwokenCount;
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},0)
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return allAwokenCount;
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}
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//返回可用的怪物名称
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function returnMonsterNameArr(m,lsList)
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{
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var monNameArr = lsList.map(function(lc){ //取出每种语言
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return m.name[lc];
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}).filter(function(ln){ //去掉空值和问号
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return (ln?(ln.length>0):false) && !/^(?:초월\s*)?\?+/.test(ln);
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});
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if (monNameArr.length < 1) //如果本来的列表里没有名字
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{
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for (var nc in m.name)
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{ //循环所有名字
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var theName = m.name[nc]; //当前的名字
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if (!/^(?:초월\s*)?\?+/.test(theName)) //如果不是问号
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{
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monNameArr.push(theName);
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}
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}
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if (monNameArr.length < 1) monNameArr.push("????"); //如果还没有,默认名是问号
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}
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return monNameArr;
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}
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//计算怪物的能力
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function calculateAbility(monid,level,awoken,plus,latent)
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{
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var m = ms[monid]; //怪物固定数据
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var plusAdd = [10,5,3]; //加值的增加值
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var awokenAdd = [ //对应加三维觉醒的序号与增加值
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{index:1,value:500},
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{index:2,value:100},
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{index:3,value:200}
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];
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var latentAdd = [ //对应加三维潜在觉醒的序号与增加比例
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[{index:1,scale:0.015},{index:12,scale:0.03},{index:25,scale:0.045}],
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[{index:2,scale:0.01},{index:12,scale:0.02},{index:26,scale:0.03}],
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[{index:3,scale:0.1},{index:12,scale:0.2},{index:27,scale:0.3}]
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];
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var abilitys = m.ability.map(function(ab,idx){
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var n_base = Math.round((ab[1]-ab[0])*(level>99?99:level)/99+ab[0]); //99级以内的增加
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if (level>99) //110级的增加
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{ //100到110级有11级,将m.a110的成长比率平均分配到这11级内
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n_base = Math.round(ab[1] + ab[1]*(m.a110/100)*(level-99)/11);
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}
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var n_plus = plus[idx]*plusAdd[idx]; //加值增加量
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var awokenCount = m.awoken.slice(0,awoken).filter(function(a){return a==awokenAdd[idx].index;}).length; //含有增加三维觉醒的数量
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var n_awoken = Math.round(awokenCount*awokenAdd[idx].value);
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var n_latent = Math.round(latentAdd[idx].reduce(function(previous,la){
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var latentCount = latent.filter(function(l){return l==la.index;}).length; //每个潜觉的数量
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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
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},0));
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//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);
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return n_base + n_plus + n_awoken + n_latent;
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})
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return abilitys;
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} |