210 lines
7.3 KiB
JavaScript
210 lines
7.3 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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const 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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"9":[],//特殊保护
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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) { //请求完成时
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if (xhr.status === 200 && GM_param.onload) //正确加载时
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{
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GM_param.onload(xhr);
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}
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if (xhr.status !== 200 && GM_param.onerror) //发生错误时
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{
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GM_param.onerror(xhr);
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}
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}
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}
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//添加header
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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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//发送数据
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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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//数字补前导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,url) {
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var reg = new RegExp("(^|&)" + name + "=([^&]*)(&|$)", "i");
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var search = url || window.location.search.substr(1);
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var r = search.match(reg);
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if (r != null)
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{
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return decodeURIComponent(r[2]);
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}else
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{
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return null;
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}
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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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//计算队伍中有多少个该觉醒
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function awokenCountInFormation(formationTeam,ak,solo)
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{
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var allAwokenCount = formationTeam.reduce(function(fc,fm){
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return fc + awokenCountInTeam(fm,ak,solo);
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},0)
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return allAwokenCount;
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}
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//计算队伍中有多少个该觉醒
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function awokenCountInTeam(team,awokenIndex,solo)
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{
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var formationAwokenCount = team.reduce(function(tc,tm,isAssist){
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var teamAwokenCount = tm.reduce(function(c,m){
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let Card = Cards[m.id];
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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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let cdAwoken = Card.awakenings; //这个怪物的觉醒数据
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let cdSAwoken = Card.superAwakenings; //这个怪物的超觉醒数据
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if ((!cdAwoken && !cdSAwoken) || (isAssist && cdAwoken.indexOf(49)<0))
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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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let enableAwoken = cdAwoken.slice(0,m.awoken);
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//相同的觉醒数
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let hasAwoken = enableAwoken.filter(function(a){return a == awokenIndex;}).length;
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//如果是单人,有超觉醒,且超觉醒id和计数的id相同
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if (solo && cdSAwoken && (cdSAwoken[m.sawoken] == awokenIndex))
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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 formationAwokenCount;
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}
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//返回可用的怪物名称
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function returnMonsterNameArr(card, lsList, defaultCode)
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{
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let monNameArr = lsList.map(function(lc){ //取出每种语言
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if (lc == defaultCode)
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{return card.name;}
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else if(card.otLangName)
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{return card.otLangName[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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monNameArr.push(card.name); //只添加默认名字
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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 = 0,level = 1,plus = [0,0,0],awoken = 0,latent = [],weaponId,weaponAwoken)
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{
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const card = Cards[monid]; //怪物数据
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if (monid == 0 || card == undefined) return null;
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//Code From pad-rikuu
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function valueAt(level, maxLevel, curve) {
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const f = maxLevel === 1 ? 1 : (level - 1) / (maxLevel - 1);
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return curve.min + (curve.max - curve.min) * Math.pow(f, curve.scale);
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}
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//Code From pad-rikuu
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function curve(c, maxLevel, limitBreakIncr) {
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let value = valueAt(level, maxLevel, {
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min: c.min,
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max: c.max || (c.min * maxLevel),
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scale: c.scale || 1
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});
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if (level > maxLevel) {
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const exceed = level - maxLevel;
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value += c.max ? (c.max * (limitBreakIncr / 100) * (exceed / 11)) : c.min * exceed;
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}
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return value;
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}
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const plusAdd = [10,5,3]; //加值的增加值
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const awokenAdd = [ //对应加三维觉醒的序号与增加值
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[{index:1,value:500},{index:65,value:-5000}],
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[{index:2,value:100},{index:66,value:-1000}],
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[{index:3,value:200},{index:67,value:-2000}]
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];
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const 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 = [card.hp, card.atk, card.rcv].map((ab, idx)=>{
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const n_base = Math.round(curve(ab, card.maxLevel, card.limitBreakIncr)); //等级基础三维
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const n_plus = plus[idx]*plusAdd[idx]; //加值增加量
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let awokenList = card.awakenings.slice(0,awoken); //储存点亮的觉醒
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if (weaponId>0) //如果有武器还要计算武器的觉醒
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{
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const weaponAwokenList = Cards[weaponId].awakenings.slice(0,weaponAwoken); //储存武器点亮的觉醒
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if (weaponAwokenList.indexOf(49)>=0) //49是武器觉醒,确认已经点亮了武器觉醒
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{awokenList = awokenList.concat(weaponAwokenList);}
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}
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const n_awoken = awoken //觉醒增加的数值
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?Math.round(awokenAdd[idx].reduce(function(previous,aw){
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const awokenCount = awokenList.filter(function(a){return a==aw.index;}).length; //每个潜觉的数量
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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
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},0))
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:0;
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const n_latent = (latent && latent.length) //潜觉增加的数值
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?Math.round(latentAdd[idx].reduce(function(previous,la){
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const 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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: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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let reValue = n_base + n_plus + n_awoken + n_latent;
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if (idx<2 && reValue<1) reValue = 1; //HP和ATK最低为1
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return reValue;
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})
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return abilitys;
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} |