449 lines
15 KiB
JavaScript
449 lines
15 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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//等效觉醒列表
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const equivalent_awoken = [
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{small:10,big:52,times:2}, //防封
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{small:11,big:68,times:5}, //防暗
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{small:12,big:69,times:5}, //防废
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{small:13,big:70,times:5}, //防毒
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{small:19,big:53,times:2}, //手指
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{small:21,big:56,times:2}, //SB
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];
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//仿GM_xmlhttpRequest函数v1.3
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const GM_xmlhttpRequest = function(GM_param) {
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const 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 (let 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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//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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const reg = new RegExp(`(?:^|&)${name}=([^&]*)(?:&|$)`, "i");
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const searchStr = url || location.search.substr(1);
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const r = searchStr.match(reg);
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if (r != null)
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{
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return decodeURIComponent(r[1]);
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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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let temp = [];
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const l = array.length;
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for(let i = 0; i < l; i++) {
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for(let 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); //12号以后都是2格的潜觉
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},0);
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}
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//计算所有队伍中有多少个该觉醒
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function awokenCountInFormation(formationTeams,awokenIndex,solo)
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{
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const formationAwokenCount = formationTeams.reduce(function(previous,team){
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return previous + awokenCountInTeam(team,awokenIndex,solo);
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},0);
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return formationAwokenCount;
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}
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//计算单个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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const memberArray = team[0];
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const assistArray = team[1];
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const teamAwokenCount = memberArray.reduce(function(previous,mon,idx){
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if (mon.id<=0)
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{ //如果是delay和null
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return previous;
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}
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const card = Cards[mon.id];
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if (!card || !card.enabled)
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{ //如果卡片未启用
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return previous;
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}
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const assist = assistArray[idx];
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const assistCard = Cards[assist.id];
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//启用的觉醒数组片段
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let enableAwoken = card.awakenings.slice(0, mon.awoken);
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if (solo) //单人增加超觉醒
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{
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enableAwoken = enableAwoken.concat(card.superAwakenings[mon.sawoken]);
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}
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if (assistCard && assistCard.enabled && assistCard.awakenings.indexOf(49)>=0)
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{ //如果卡片未启用
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enableAwoken = enableAwoken.concat(assistCard.awakenings);
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}
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//相同的觉醒数
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const hasAwoken = enableAwoken.filter(ak=>{return ak == awokenIndex;}).length;
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return previous + hasAwoken;
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},0);
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return teamAwokenCount;
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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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//Code From pad-rikuu
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function valueAt(level, maxLevel, curve) {
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const f = (maxLevel === 1 || level >= maxLevel) ? 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, level, 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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//计算怪物的经验值
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function calculateExp(member)
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{
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if (!member) return null;
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const memberCard = Cards[member.id];
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if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
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const v99Exp = valueAt(member.level, 99, memberCard.exp);
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const v110Exp = member.level > 99 ? Math.max(0, member.level - memberCard.maxLevel - 1) * 5000000 : 0;
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return [Math.round(v99Exp),v110Exp];
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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 = null, weaponAwoken = null, solo = true)
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function calculateAbility(member = null, assist = null, solo = true)
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{
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if (!member) return null;
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/*
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const monid = member.id || 0;
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const level = member.level || 1;
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const plus = member.plus || [0,0,0];
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const awoken = member.awoken || 0;
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const latent = member.latent || [];
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const sawoken = member.sawoken;
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const weaponId = assist ? assist.id : null;
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const weaponAwoken = assist ? assist.awoken : null;
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const card = Cards[monid]; //怪物数据
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*/
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const memberCard = Cards[member.id];
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const assistCard = assist ? Cards[assist.id] : null;
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if (!memberCard || memberCard.id == 0 || !memberCard.enabled) return null;
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const bonusScale = [0.1,0.05,0.15]; //辅助宠物附加的属性倍率
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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}], //HP
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[{index:2,value:100},{index:66,value:-1000}], //ATK
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[{index:3,value:200},{index:67,value:-2000}] //RCV
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];
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const awokenScale = [ //对应比例加三维觉醒的序号与倍率值
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[], //HP
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[], //ATK
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[] //RCV
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];
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if (!solo)
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{ //协力时计算协力觉醒
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awokenScale.forEach(ab=>{
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ab.push({index:30,scale:1.5});
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});
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}
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const latentScale = [ //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}], //HP
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[{index:2,scale:0.01},{index:12,scale:0.02},{index:26,scale:0.03}], //ATK
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[{index:3,scale:0.1},{index:12,scale:0.2},{index:27,scale:0.3}] //RCV
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];
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const memberCurves = [memberCard.hp, memberCard.atk, memberCard.rcv];
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const assistCurves = assistCard ? [assistCard.hp, assistCard.atk, assistCard.rcv] : null;
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let abilitys = memberCurves.map((ab, idx)=>{
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const n_base = Math.round(curve(ab, member.level, memberCard.maxLevel, memberCard.limitBreakIncr)); //等级基础三维
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const n_plus = member.plus[idx] * plusAdd[idx]; //加值增加量
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let n_assist_base = 0,n_assist_plus=0; //辅助的bonus
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let awokenList = memberCard.awakenings.slice(0,member.awoken); //储存点亮的觉醒
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//单人时增加超觉醒
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if (solo && member.sawoken>=0)
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{
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awokenList = awokenList.concat(memberCard.superAwakenings[member.sawoken]);
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}
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//如果有武器还要计算武器的觉醒
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if (assistCard && assistCard.id > 0 && assistCard.enabled)
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{
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const assistAwokenList = assistCard.awakenings.slice(0, assist.awoken); //储存武器点亮的觉醒
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if (assistAwokenList.indexOf(49)>=0) //49是武器觉醒,确认已经点亮了武器觉醒
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{
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awokenList = awokenList.concat(assistAwokenList);
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}
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if (memberCard.attrs[0] === assistCard.attrs[0])
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{
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n_assist_base = Math.round(curve(assistCurves[idx], assist.level, assistCard.maxLevel, assistCard.limitBreakIncr)); //辅助等级基础三维
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n_assist_plus = assist.plus[idx] * plusAdd[idx]; //辅助加值增加量
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}
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}
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//觉醒增加的数值
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const n_awoken = awokenList.length>0 ?
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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; //每个觉醒的数量
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if (awokenCount>0)
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return previous + aw.value * awokenCount;
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else
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return previous;
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},0)) :
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0;
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//潜觉增加的倍率
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const n_latent = (member.latent && member.latent.length>0) ?
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Math.round(latentScale[idx].reduce(function(previous,la){
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const latentCount = member.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 + (n_assist_base + n_assist_plus) * bonusScale[idx];
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//协力觉醒的倍率
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reValue = Math.round(awokenScale[idx].reduce(function(previous,aw){
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const awokenCount = awokenList.filter(function(a){return a==aw.index;}).length; //每个协力觉醒的数量
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if (awokenCount>0)
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{
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return previous * Math.pow(aw.scale,awokenCount);
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}
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else
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{
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return previous;
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}
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},reValue));
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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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}
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//搜索卡片用
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function searchCards(cards,attr1,attr2,fixMainColor,types,awokens,sawokens,equalAk,canAssist,incSawoken)
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{
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let cardsRange = cards;
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//是否允许作为辅助
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if (canAssist)
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{
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cardsRange = cardsRange.filter(c=>c.canAssist);
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}
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//属性
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if (attr1 != null && attr1 === attr2)
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{ //当两个颜色相同时,主副一样颜色的只需判断一次
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cardsRange = cardsRange.filter(c=>c.attrs[0] == attr1 && c.attrs[1] == attr1);
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}else if (fixMainColor || attr2 == -1) //如果固定了顺序,或者副属性选的是无
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{
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if (attr1 != null)
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{
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cardsRange = cardsRange.filter(c=>c.attrs[0] == attr1);
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}
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if (attr2 != null)
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{
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cardsRange = cardsRange.filter(c=>c.attrs[1] == attr2);
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}
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}else //不限定顺序时
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{
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if (attr1 != null)
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{
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cardsRange = cardsRange.filter(c=>c.attrs.indexOf(attr1)>=0);
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}
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if (attr2 != null)
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{
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cardsRange = cardsRange.filter(c=>c.attrs.indexOf(attr2)>=0);
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}
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}
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//类型
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if (types.length>0)
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{
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cardsRange = cardsRange.filter(c=>types.some(t=>c.types.indexOf(t)>=0));
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}
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//觉醒
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//等效觉醒时,事先去除大觉醒
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if (equalAk)
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{
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const bigEqualAwokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) >= 0); //所有存在的大觉醒
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bigEqualAwokens.forEach(bak=>{
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const equivalentAwoken = equivalent_awoken.find(eak => eak.big === bak.id);
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let smallEqualAwoken = awokens.find(ak => equivalentAwoken.small === ak.id);
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if (!smallEqualAwoken)
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{
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smallEqualAwoken = {id:equivalentAwoken.small,num:0}; //如果没有就新建一个
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awokens.push(smallEqualAwoken);
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}
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smallEqualAwoken.num += bak.num * equivalentAwoken.times; //小觉醒添加大觉醒的数字
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});
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awokens = awokens.filter(ak => equivalent_awoken.findIndex(eak => eak.big === ak.id) < 0); //去除大觉醒
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}
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if (awokens.length>0)
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{
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cardsRange = cardsRange.filter(card => {
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let cardAwakeningsArray = [];
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if (incSawoken && card.superAwakenings.length > 0)
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{ //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
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cardAwakeningsArray = card.superAwakenings.map(sak=>card.awakenings.concat(sak));
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}else
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{ //单个原始觉醒数组
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cardAwakeningsArray.push(card.awakenings);
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}
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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
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return awokens.every(ak=>{ //判断需要搜索的觉醒是不是全都在觉醒数组里
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if (equalAk) //如果开启等效觉醒
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{
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//搜索等效觉醒
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const equivalentAwoken = equivalent_awoken.find(eak => eak.small === ak.id);
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if (equivalentAwoken)
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{
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const totalNum = cardAwakening.filter(cak=>cak == equivalentAwoken.small).length +
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cardAwakening.filter(cak=>cak == equivalentAwoken.big).length * equivalentAwoken.times;
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return totalNum >= ak.num;
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}
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}
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return cardAwakening.filter(cak=>cak == ak.id).length >= ak.num;
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});
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});
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});
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}
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//超觉醒
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if (sawokens.length>0 && !incSawoken)
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{
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cardsRange = cardsRange.filter(card=>{return sawokens.some(sak=>{
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const equivalentAwoken = equivalent_awoken.find(eak => eak.small === sak);
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return card.superAwakenings.indexOf(sak)>=0 ||
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equalAk && equivalentAwoken && card.superAwakenings.indexOf(equivalentAwoken.big)>=0; //如果开启等效觉醒
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});});
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}
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return cardsRange;
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}
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//产生一个怪物头像
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function createCardA(id)
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{
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const cdom = document.createElement("a");
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cdom.class = "monster";
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cdom.target = "_blank";
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const property = cdom.appendChild(document.createElement("div"));
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property.className = "property";
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const subproperty = cdom.appendChild(document.createElement("div"));
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subproperty.className = "subproperty";
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const cid = cdom.appendChild(document.createElement("div"));
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cid.className = "id";
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return cdom;
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}
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//将怪物的文字介绍解析为HTML
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function descriptionToHTML(str)
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{
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str = str.replace(/\n/ig,"<br>"); //换行
|
||
str = str.replace(/\^([a-fA-F0-9]{6})\^([^\^]+)\^p/igm,'<span style="color:#$1;">$2</span>'); //文字颜色
|
||
str = str.replace(/\%\{m([0-9]{1,4})\}/g,function (str, p1, offset, s){return cardN(parseInt(p1,10));}); //怪物头像
|
||
return str;
|
||
}
|
||
//返回怪物名
|
||
function cardN(id){
|
||
let card = Cards[id || 0];
|
||
if (!card)
|
||
{
|
||
return "没有该宠物 " + id;
|
||
}else
|
||
{
|
||
const monOuterDom = document.createElement("span");
|
||
monOuterDom.className = "detail-mon";
|
||
const monDom = createCardA(id);
|
||
monOuterDom.appendChild(monDom);
|
||
changeid({id:id},monDom);
|
||
return monOuterDom.outerHTML;
|
||
}
|
||
}
|
||
//默认的技能解释的显示行为
|
||
function parseSkillDescription(skill)
|
||
{
|
||
return descriptionToHTML(skill.description);
|
||
}
|
||
//大数字缩短长度,默认返回本地定义字符串
|
||
function parseBigNumber(number)
|
||
{
|
||
/* //千位分隔符
|
||
const res=number.toString().replace(/\d+/, function(n){ // 先提取整数部分
|
||
return n.replace(/(\d)(?=(\d{3})+$)/g,function($1){
|
||
return $1+",";
|
||
});
|
||
})
|
||
*/
|
||
return number.toLocaleString();
|
||
} |