微件:CardCalc
<script language="javascript" type="text/javascript"> var x; var z=21; var dian=0; var dian1=0; var NPNP1=0; textList = new Array("",""); var arr = new Array(); var HD = new Array(); for(var l=1;l<=5;l++) {
HD[l] = new Array(); }
var Damage = new Array(); var HDC = new Array(); var H = new Array(); var EXDAM = new Array(); for(var l=1;l<=5;l++) {
H[l] = new Array(); }
var ENE= new Array(); //敌人组 var KZ =new Array(); //先把职阶和阵营算了再说 var Card=new Array(); //卡组 var FCB=0; var FCA=0; var clss=1; //职阶系数 var summary=new Array(); var se= new Array(); se[1]=0.8; se[2]=1; se[3]=1.5; var pn= new Array(); pn[1]=1; pn[2]=3; pn[3]=0; pn[4]=1 var enenp=new Array();
for (var i = 1; i <=(textList.length-2)/z; i++) { arr[i] = new Array(); for (var j = 1; j <= z; j++) { x=(i-1)*z+j; arr[i][j]=textList[x]; if(textList[x]=="—") {arr[i][j]=0;} } }
function deal()
{
Astring=document.getElementById("QuMHit").value; var result=Astring.split(","); for(var ii=1;ii<=result.length+1;ii++){ HD[1][ii]=result[ii-1]; } Astring=document.getElementById("ArMHit").value; var result=Astring.split(","); for(var ii=1;ii<=result.length+1;ii++){ HD[2][ii]=result[ii-1]; } Astring=document.getElementById("BuMHit").value; var result=Astring.split(","); for(var ii=1;ii<=result.length+1;ii++){ HD[3][ii]=result[ii-1]; } Astring=document.getElementById("ExMHit").value; var result=Astring.split(","); for(var ii=1;ii<=result.length+1;ii++){ HD[4][ii]=result[ii-1]; } Astring=document.getElementById("NpMHit").value; var result=Astring.split(","); for(var ii=1;ii<=result.length+1;ii++){ HD[5][ii]=result[ii-1]; }
}
//document.getElementById("ATK").value=arr[1][3];
function A1(obj)
{
var sValue = obj.options[obj.options.selectedIndex].value; //这是取值
var sText = obj.options[obj.options.selectedIndex].innerHTML; //这是取文本内容
// document.getElementById("selectValue").value= sText + ",他的值为:" + sValue; //测试输出
A2(sValue);
}
function A2(sValue){
for (var i = 1; i <=(textList.length-1)/z; i++) { if(sValue==arr[i][1]) { var atkfix=rep2(arr[i][3]); document.getElementById("ATK").value =atkfix;
document.getElementById("QuNP").value = arr[i][4]; H[1][2]=rep(arr[i][4]); document.getElementById("ArNP").value = arr[i][5]; H[2][2]=rep(arr[i][5]); document.getElementById("BuNP").value = arr[i][6]; H[3][2]=rep(arr[i][6]); document.getElementById("ExNP").value = arr[i][7]; H[4][2]=rep(arr[i][7]); document.getElementById("NpNP").value = arr[i][8]; H[5][2]=rep(arr[i][8]);
document.getElementById("QuHit").value = arr[i][9]; H[1][1]=arr[i][9]; document.getElementById("ArHit").value = arr[i][10]; H[2][1]=arr[i][10]; document.getElementById("BuHit").value = arr[i][11]; H[3][1]=arr[i][11]; document.getElementById("ExHit").value = arr[i][12]; H[4][1]=arr[i][12]; document.getElementById("NpHit").value = arr[i][13]; H[5][1]=arr[i][13];
document.getElementById("QuMHit").value = arr[i][17]; document.getElementById("ArMHit").value = arr[i][18]; document.getElementById("BuMHit").value = arr[i][19]; document.getElementById("ExMHit").value = arr[i][20]; document.getElementById("NpMHit").value = arr[i][21];
document.getElementById("NpColor").value = arr[i][14]; document.getElementById("NpType").value = arr[i][16]; document.getElementById("mul").value=0; switch(arr[i][14]) { case "Quick":
switch(arr[i][16])
{
case "单体":
document.getElementById("mul").value=1200;
break;
case "全体":
document.getElementById("mul").value=600;
break;
}
break; case "Arts":
switch(arr[i][16])
{
case "单体":
document.getElementById("mul").value=900;
break;
case "全体":
document.getElementById("mul").value=450;
break;
}
break; case "Buster":
switch(arr[i][16])
{
case "单体":
document.getElementById("mul").value=600;
break;
case "全体":
document.getElementById("mul").value=300;
break;
}
break; }
document.getElementById("Class").value = arr[i][2]; document.getElementById("Type").value = arr[i][15]; x=i; } } }
function Calc()
{
H[1][2]=rep(document.getElementById("QuNP").value);
H[2][2]=rep(document.getElementById("ArNP").value); H[3][2]=rep(document.getElementById("BuNP").value); H[4][2]=rep(document.getElementById("ExNP").value); H[5][2]=rep(document.getElementById("NpNP").value);
H[1][1]=document.getElementById("QuHit").value;
H[2][1]=document.getElementById("ArHit").value;
H[3][1]=document.getElementById("BuHit").value;
H[4][1]=document.getElementById("ExHit").value;
H[5][1]=document.getElementById("NpHit").value;
var type=document.getElementById("Type").value;
var cla=document.getElementById("Class").value;
var NPtype=document.getElementById("NpType").value;
dian=0;
dian1=0;
if(document.getElementById("DianDao1").checked==true) //是否垫刀
{
dian1=1/1;
dian=document.getElementById("DianDao").value/1;
}
for(var l=1;l<=3;l++) { enenp[l]=1; } FCB=0; FCA=0;
switch(NPtype)
{
case "辅助":
NPtype=0;
break;
case "单体":
NPtype=1;
break;
case "全体":
NPtype=2;
break;
}
summary[4]=NPtype*1;
deal();
var fatk=document.getElementById("FFATK").value*1;
var catk=document.getElementById("CEATK").value*1;
var atk=rep(document.getElementById("ATK").value)*1;
atk=atk+fatk+catk;
summary[1]=atk;
var beilv=document.getElementById("mul").value;
var NPColor=document.getElementById("NpColor").value;
switch(NPColor)
{
case "Buster":
summary[3]="3";
break;
case "Arts":
summary[3]="2";
break;
case "Quick":
summary[3]="1";
break;
}
summary[2]=beilv/100;
var JiaGong=document.getElementById("PowerUP").value;
summary[5]=JiaGong/100;
var HongF=document.getElementById("BusterUP").value;
summary[8]=HongF/100;
var LanF=document.getElementById("ArtsUP").value;
summary[7]=LanF/100;
var LvF=document.getElementById("QuickUP").value;
summary[6]=LvF/100;
var NPW=document.getElementById("NPPowerUP").value;
summary[9]=NPW/100;
var CrW=document.getElementById("CritUP").value;
summary[10]=CrW/100;
var GS=document.getElementById("GDSH").value;
summary[11]=GS;
summary[13]=document.getElementById("NPgetUP").value/100;
var HongB=document.getElementById("BusterCr").value;
summary[18]=HongB/100;
var LanB=document.getElementById("ArtsCr").value;
summary[17]=LanB/100;
var LvB=document.getElementById("QuickCr").value;
summary[16]=LvB/100;
for(var l=1;l<=3;l++)
{
ENE[l]= new Array();
ENE[l][0]=document.getElementById("Ene"+l+"HP").value; //敌人的HP
ENE[l][0]=rep2(ENE[l][0]);
ENE[l][1]=document.getElementById("Ene"+l+"DefD").value/100; //敌人的防御
ENE[l][2]=document.getElementById("Ene"+l+"GN").value/100; //攻击耐性
ENE[l][3]=document.getElementById("Ene"+l+"QN").value/100; //Q卡耐性
ENE[l][4]=document.getElementById("Ene"+l+"AN").value/100; //A卡耐性
ENE[l][5]=document.getElementById("Ene"+l+"BN").value/100; //B卡耐性
ENE[l][6]=document.getElementById("Ene"+l+"NPA").value/100; //被宝具特攻倍率
ENE[l][7]=document.getElementById("Ene"+l+"BuffA").value/100; //被buff特攻倍率
ENE[l][8]=document.getElementById("Ene"+l+"Class").value; //职阶
ENE[l][9]=document.getElementById("Ene"+l+"Type").value; //天地人星兽
switch(ENE[l][8])
{
case "4":
enenp[l]=1.1;
break;
case "5":
enenp[l]=1.2;
break;
case "6":
enenp[l]=0.9;
break;
case "7":
enenp[l]=0.8;
break;
}
if(document.getElementById("Ene"+l+"SL").checked==true) //是否二类NP敌人
{
enenp[l]*=1.2;
}
//alert(enenp[l]);
}
for(var l=1;l<=3;l++)
{
KZ[l]=1;
clss=1;
switch(cla) //职阶begin,1-14:剑剑弓枪骑术杀狂盾尺仇AE月外披
{
case "Saber": //Saber
if(ENE[l][8]=="2"||ENE[l][8]=="9")
{KZ[l]*=0.5;}
else if(ENE[l][8]=="3"||ENE[l][8]=="7")
{KZ[l]*=2;}
break;
case "Archer": //Archer
clss=0.95;
if(ENE[l][8]=="1"||ENE[l][8]=="7")
{KZ[l]*=2;}
else if(ENE[l][8]=="3"||ENE[l][8]=="9")
{KZ[l]*=0.5;}
break;
case "Lancer": //Lancer
clss=1.05;
if(ENE[l][8]=="1"||ENE[l][8]=="9")
{KZ[l]*=0.5;}
else if(ENE[l][8]=="2"||ENE[l][8]=="7")
{KZ[l]*=2;}
break;
case "Rider": //Rider
if(ENE[l][8]=="6"||ENE[l][8]=="9")
{KZ[l]*=0.5;}
else if(ENE[l][8]=="5"||ENE[l][8]=="7")
{KZ[l]*=2;}
break;
case "Caster": //Caster
clss=0.9;
if(ENE[l][8]=="4"||ENE[l][8]=="9")
{KZ[l]*=0.5;}
else if(ENE[l][8]=="6"||ENE[l][8]=="7")
{KZ[l]*=2;}
break;
case "Assassin": //Ass
clss=0.9;
if(ENE[l][8]=="5"||ENE[l][8]=="9")
{KZ[l]*=0.5;}
else if(ENE[l][8]=="4"||ENE[l][8]=="7")
{KZ[l]*=2;}
break;
case "Berserker": //Berserker
clss=1.1;
if(ENE[l][8]=="8")
{KZ[l]*=1;}
else if(ENE[l][8]=="13")
{KZ[l]*=0.5;}
else
{KZ[l]*=1.5;}
break;
case "Ruler": //Ruler
clss=1.1;
if(ENE[l][8]=="10")
{KZ[l]*=0.5;}
else if(ENE[l][8]=="12"||ENE[l][8]=="7")
{KZ[l]*=2;}
break;
case "Avenger": //Avenger
clss=1.1;
if(ENE[l][8]=="12")
{KZ[l]*=0.5;}
else if(ENE[l][8]=="9"||ENE[l][8]=="7")
{KZ[l]*=2;}
break;
case "MoonCancer": //MC
if(ENE[l][8]=="9")
{KZ[l]*=0.5;}
else if(ENE[l][8]=="10"||ENE[l][8]=="7")
{KZ[l]*=2;}
break;
case "Alterego": //AE
if(ENE[l][8]=="1"||ENE[l][8]=="2"||ENE[l][8]=="3"||ENE[1][8]=="14")
{KZ[l]*=0.5;}
else if(ENE[l][8]=="13"||ENE[l][8]=="7")
{KZ[l]*=2;}
else if(ENE[l][8]=="4"||ENE[l][8]=="5"||ENE[l][8]=="6")
{KZ[l]*=1.5;}
break;
case "Foreigner": //FR
if(ENE[l][8]=="11")
{KZ[l]*=0.5;}
else if(ENE[l][8]=="13"||ENE[l][8]=="7"||ENE[l][8]=="14")
{KZ[l]*=2;}
break;
case "Pretender": //PR
if(ENE[l][8]=="1"||ENE[l][8]=="2"||ENE[l][8]=="3")
{KZ[l]*=1.5;}
else if(ENE[l][8]=="11"||ENE[l][8]=="7")
{KZ[l]*=2;}
else if(ENE[l][8]=="4"||ENE[l][8]=="5"||ENE[l][8]=="6"||ENE[l][8]=="13")
{KZ[l]*=0.5;}
} //Class-end
switch(type) //处理天地人星兽begin
{
case "天":
if(ENE[l][9]=="地")
{KZ[l]*=1.1;}
else if(ENE[l][9]=="人")
{KZ[l]*=0.9;}
break;
case "地":
if(ENE[l][9]=="人")
{KZ[l]*=1.1;}
else if(ENE[l][9]=="天")
{KZ[l]*=0.9;}
break;
case "人":
if(ENE[l][9]=="天")
{KZ[l]*=1.1;}
else if(ENE[l][9]=="地")
{KZ[l]*=0.9;}
break;
case "星":
if(ENE[l][9]=="兽")
{KZ[l]*=1.1;}
break;
case "兽":
if(ENE[l][9]=="星")
{KZ[l]*=1.1;}
break;
} //Type天地人星兽End
}
//alert("hou");
for(var c=1;c<=3;c++) //算第c张卡
{
Card[c]= new Array();
Card[c][1]=document.getElementById("Card"+c).value; //卡色
Card[c][4]=0;
if(Card[c][1]=="5")
{
Card[c][4]=1;
Card[c][1]=summary[3];
}
var radio=document.getElementsByName("Tar"+c);
for(var j=1;j<=3;j++)
{
if(radio[j-1].checked)
{
Card[c][3]=radio[j-1].value*1; //目标
//alert(Card[c][3]);
}
}
Card[c][2]=0;
if(document.getElementById("Card"+c+"Crit").checked==true) //是否暴击
{
Card[c][2]=1;
}
if (Card[1][1]=="3")
{
FCB=0.5;
}else if(Card[1][1]=="2")
{
FCA=1;
}
}
var BChain=0;
var AChain=0;
var QChain=0;
if(Card[1][1]=="3"&&Card[2][1]=="3"&&Card[3][1]=="3")
{
BChain=0.2*atk;
}else if(Card[1][1]=="2"&&Card[2][1]=="2"&&Card[3][1]=="2")
{
AChain=1;
}else if(Card[1][1]=="1"&&Card[2][1]=="1"&&Card[3][1]=="1")
{
QChain=1;
}
summary[12]=BChain; summary[14]=AChain; summary[15]=QChain;
//alert(Card[1][1]);
EXDAM[1]=0;
EXDAM[2]=0;
EXDAM[3]=0;
for(var l=1;l<=3;l++)
{
Damage[l]=DamageCalc(l,Card[l][3],1.1);
}
ExtraCalc(Card[3][3],1.1);
for(var l=1;l<=3;l++)
{
ENE[l][0]=document.getElementById("Ene"+l+"HP").value; //重算敌人的HP
ENE[l][0]=rep2(ENE[l][0]);
}
EXDAM[1]=0;
EXDAM[2]=0;
EXDAM[3]=0;
for(var l=1;l<=3;l++)
{
Damage[l]=DamageCalc(l,Card[l][3],0.9);
}
ExtraCalc(Card[3][3],0.9);
}
function DamageCalc(c,e,Random) //c为卡位,e为目标
{
var Result; //计算伤害
var NPNP;
if(Card[c][4]==0) //普通指令卡计算
{
if(c==1&&dian1==1)
{
Result=dian;
NPNP=0;
ENE[e][0]-=Result;
EXDAM[e]+=Result;
document.getElementById("Card"+c+"NP"+Random).value=NPNP;
document.getElementById("Card"+c+"Dam"+Random).value=Result;
}
else{
aa=Card[c][1]*1;
bb=5 + aa*1;
cc=2+aa*1;
dd=15 + aa*1;
Result =( summary[1] * 0.23 *( (se[Card[c][1]]*(1+((c)-1)*0.2) * (1+summary[bb]*1-ENE[e][cc]*1) )+FCB) * clss * KZ[e] *(1+summary[5]*1-ENE[e][1]*1) * (1+Card[c][2]*1)*(1+Card[c][2]*1*(summary[10]*1+summary[dd]*1)+ENE[e][7]*1) *Random *(1-ENE[e][2]))+summary[11]*1+summary[12]*1;
ENE[e][0]=ENE[e][0]*1;
var num=H[aa][1]*1;
var EHP=ENE[e][0];
var kksk=0;
for(var k=1;k<=H[aa][1]*1;k++)
{
if(EHP>EXDAM[e]+Result/100*HD[aa][k])
{
num-=1;
}
kksk+=HD[aa][k]*1;
ENE[e][0]-=Result/100*HD[aa][k];
EXDAM[e]+=Result/100*HD[aa][k];
}
Result=Result/100*kksk;
NPNP=H[aa][2]*100*(pn[aa]*((1+((c)-1)*0.5))* (1+summary[bb]*1-ENE[e][cc]*1) +FCA)*(1+summary[13]*1)*(1+Card[c][2]*1)*enenp[e];
NPNP1=0;
NPNP=parseInt(NPNP);
NPNP/=100;
NPNP1=NPNP*100;
NPNP1*=1.5;
NPNP1=parseInt(NPNP1);
NPNP1/=100;
NPNP=NPNP*(H[aa][1]*1-num)+NPNP1*num;
NPNP=NPNP.toFixed(2);
document.getElementById("Card"+c+"NP"+Random).value=NPNP;
Result=Result.toFixed(0);
document.getElementById("Card"+c+"Dam"+Random).value=Result;
}
}else if(Card[c][4]==1) //宝具卡计算
{
switch(summary[4])
{
case 0: //辅助宝具
Result=0;
NPNP=0;
document.getElementById("Card"+c+"NP"+Random).value=NPNP;
document.getElementById("Card"+c+"Dam"+Random).value=Result;
break;
case 1: //单体宝具
aa=Card[c][1]*1;
bb=5 + aa*1;
cc=2+aa*1;
Result =( summary[1] * 0.23 *summary[2]*( se[Card[c][1]] * (1+summary[bb]*1-ENE[e][cc]*1) ) * clss * KZ[e] *(1+summary[5]*1-ENE[e][1]*1)*(1+ENE[e][7]*1+summary[9]*1)*ENE[e][6] *Random *(1-ENE[e][2]))+summary[11]*1;
ENE[e][0]=ENE[e][0]*1;
var num=H[5][1]*1;
var EHP=ENE[e][0];
EXDAM[e]=0;
for(var k=1;k<=H[5][1]*1;k++)
{
if(EHP>EXDAM[e]+Result/100*HD[5][k])
{
num-=1;
}
ENE[e][0]-=Result/100*HD[5][k];
EXDAM[e]+=Result/100*HD[5][k];
}
NPNP=H[5][2]*100*pn[aa]* (1+summary[bb]*1-ENE[e][cc]*1) *(1+summary[13]*1)*enenp[e];
NPNP1=0;
NPNP=parseInt(NPNP);
NPNP/=100;
NPNP1=NPNP*100;
NPNP1*=1.5;
NPNP1=parseInt(NPNP1);
NPNP1/=100;
NPNP=NPNP*(H[5][1]*1-num)+NPNP1*num;
NPNP=NPNP.toFixed(2);
Result=Result.toFixed(0) ;
document.getElementById("Card"+c+"NP"+Random).value=NPNP;
document.getElementById("Card"+c+"Dam"+Random).value=Result;
break;
case 2: //全体宝具
var NPN =new Array();
var RER =new Array();
aa=Card[c][1]*1;
bb=5 + aa*1;
cc=2+aa*1;
for(var ee=1;ee<=3;ee++)
{
EXDAM[ee]=0;
if(ENE[ee][0]>0)
{
RER[ee]=( summary[1] * 0.23 *summary[2]*( se[Card[c][1]] * (1+summary[bb]*1-ENE[ee][cc]*1) ) * clss * KZ[ee] *(1+summary[5]*1-ENE[ee][1]*1)*(1+ENE[ee][7]*1+summary[9]*1)*ENE[ee][6] *Random*(1-ENE[ee][2]) )+summary[11]*1;
//alert( summary[1]+";"+summary[2]+";"+( se[Card[c][1]] * (1+summary[bb]*1-ENE[ee][cc]*1) )+";"+ clss +";"+KZ[ee]+";"+summary[5]+";"+ENE[ee][1]+";"+ENE[ee][7]+";"+summary[9]+";"+ENE[ee][6]+";"+Random+";"+summary[11]);
ENE[ee][0]=ENE[ee][0]*1;
}else{
RER[ee]=0;
}
}
Result=RER[1]+RER[2]+RER[3];
for(var ee=1;ee<=3;ee++)
{
ENE[ee][0]=ENE[ee][0]*1;
var EHP=ENE[ee][0];
if(ENE[ee][0]>0)
{
var num=H[5][1]*1;
for(var k=1;k<=H[5][1]*1;k++)
{
var EXDAM1=0 ;
for(var kk=1;kk<=k;kk++)
{
EXDAM1+=RER[ee]/100*HD[5][kk];
}
if(EHP>EXDAM[ee]+EXDAM1)
{
num-=1;
}
ENE[ee][0]-=RER[ee]/100*HD[5][k];
}
NPN[ee]=H[5][2]*100*pn[aa]* (1+summary[bb]*1-ENE[ee][cc]*1) *(1+summary[13]*1)*enenp[ee];
NPN[ee]=parseInt(NPN[ee]);
NPN[ee]/=100;
NPNP1=0;
NPNP1=NPN[ee]*100;
NPNP1*=1.5;
NPNP1=parseInt(NPNP1);
NPNP1/=100;
NPN[ee]*=100;
NPN[ee]=parseInt(NPN[ee]);
NPN[ee]/=100;
NPN[ee]=NPN[ee]*(H[5][1]*1-num)+NPNP1*num;
NPN[ee]=NPN[ee].toFixed(2);
}else{
NPN[ee]=0;
}
}
EXDAM[1]+=RER[1];
EXDAM[2]+=RER[2];
EXDAM[3]+=RER[3];
NPNP=NPN[1]*1+NPN[2]*1+NPN[3]*1;
NPNP=NPNP.toFixed(2);
for(var ee=1;ee<=3;ee++)
{
NPN[ee]*=100;
NPN[ee]=NPN[ee].toFixed(0);
NPN[ee]/=100;
RER[ee]=RER[ee].toFixed(0);
}
Result=Result.toFixed(0) ;
document.getElementById("Card"+c+"NP"+Random).value=NPN[3]+"、"+NPN[2]+"、"+NPN[1]+"="+NPNP;
document.getElementById("Card"+c+"Dam"+Random).value=RER[3]+"、"+RER[2]+"、"+RER[1]+"="+Result;
break;
}
}
}
function ExtraCalc(e,Random) //e为目标,Extra卡计算
{
var Result; //计算伤害
var NPNP;
var EUP=2;
if(summary[12]+summary[14]+summary[15]>0)
{
EUP=3.5
}
Result =( summary[1] * 0.23 *(1+FCB) * clss * KZ[e] *(1+summary[5]*1-ENE[e][1]*1)*(1+ENE[e][7]*1)* EUP *Random *(1-ENE[e][2]))+summary[11]*1;
ENE[e][0]=ENE[e][0]*1;
var num=H[4][1]*1;
var EHP=ENE[e][0];
var kksk=0;
for(var k=1;k<=H[4][1]*1;k++)
{
if(EHP>EXDAM[e]+Result/100*HD[4][k])
{
num-=1;
}
kksk+=HD[4][k]*1;
ENE[e][0]-=Result/100*HD[4][k];
EXDAM[e]+=Result/100*HD[4][k];
}
Result=Result/100*kksk;
NPNP=H[4][2]*100*(pn[4]*1+FCA)*(1+summary[13]*1)*enenp[e];
NPNP=parseInt(NPNP);
NPNP/=100;
NPNP1=0;
NPNP1=NPNP*100;
NPNP1*=1.5;
NPNP1=parseInt(NPNP1);
NPNP1/=100;
NPNP=NPNP*(H[4][1]*1-num)+NPNP1*num;
NPNP=NPNP.toFixed(2);
document.getElementById("Card4NP"+Random).value=NPNP;
Result=Result.toFixed(0);
document.getElementById("Card4Dam"+Random).value=Result;
}
function rep(percent){
var str=percent.replace("%","",",");
return str;
}
function rep2(percent){
var str=percent.replace(/,/g,"");
return str;
}
</script> <select name="Svt" onchange="A1(this);"> </select>
<label>攻击力</label> <input type="text" value="" id="ATK"> <label>芙芙攻击力</label> <input type="text" value="1000" id="FFATK"> <label>礼装攻击力</label> <input type="text" value="" id="CEATK">
| 基础信息栏 注:可以在列表框中选择从者读取数据,也可以自己填写数据 |
||||
|---|---|---|---|---|
| 职阶 | 副属性 | 宝具卡卡色 | 宝具卡类型 | 宝具倍率(默认省略“%”) |
<select id="Class">
<option value="Saber">Saber</option> <option value="Archer">Archer</option> <option value="Lancer">Lancer</option> <option value="Rider">Rider</option> <option value="Caster">Caster</option> <option value="Assassin">Assassin</option> <option value="Berserker">Berserker</option> <option value="Shielder">Shielder</option> <option value="Ruler">Ruler</option> <option value="Avenger">Avenger</option> <option value="Alterego">Alterego</option> <option value="MoonCancer">MoonCancer</option> <option value="Foreigner">Foreigner</option> <option value="Pretender">Pretender</option></select> |
<select id="Type">
<option value ="天">天</option> <option value ="地">地</option> <option value="人">人</option> <option value="星">星</option> <option value="兽">兽</option></select> |
<select id="NpColor">
<option value="Quick">Quick</option> <option value="Arts">Arts</option> <option value="Buster">Buster</option></select> |
<select id="NpType">
<option value="全体">全体</option> <option value="单体">单体</option> <option value="辅助">辅助</option></select> |
<input type="text" value="" id="mul"> |
| Quick指令卡NP率 | Arts指令卡NP率 | Buster指令卡NP率 | Extra指令卡NP率 | 宝具卡NP率 |
| <input type="text" value="" id="QuNP"> | <input type="text" value="" id="ArNP"> | <input type="text" value="" id="BuNP"> | <input type="text" value="" id="ExNP"> | <input type="text" value="" id="NpNP"> |
| Quick指令卡Hit数 | Arts指令卡Hit数 | Buster指令卡Hit数 | Extra指令卡Hit数 | 宝具卡Hit数 |
| <input type="text" value="" id="QuHit"> | <input type="text" value="" id="ArHit"> | <input type="text" value="" id="BuHit"> | <input type="text" value="" id="ExHit"> | <input type="text" value="" id="NpHit"> |
| Quick指令卡伤害分布 | Arts指令卡伤害分布 | Buster指令卡伤害分布 | Extra指令卡伤害分布 | 宝具卡伤害分布 |
| <input type="text" value="" id="QuMHit"> | <input type="text" value="" id="ArMHit"> | <input type="text" value="" id="BuMHit"> | <input type="text" value="" id="ExMHit"> | <input type="text" value="" id="NpMHit"> |
| Buff栏 注:无需填写“%”,例如有孔明30%加攻则直接填写“30”,若无则为“0” 固有技能效果目前也需要手动录入 *(2020.8.12)New:增加红蓝绿爆 |
||||
|---|---|---|---|---|
| 加攻 | 红放 | 蓝放 | 绿放 | |
| <input type="text" value="0" id="PowerUP"> | <input type="text" value="0" id="BusterUP"> | <input type="text" value="0" id="ArtsUP"> | <input type="text" value="0" id="QuickUP"> | |
| NP获得量提升 | 宝具威力 | 暴击威力提升 | 固定伤害附加 | |
| <input type="text" value="0" id="NPgetUP"> | <input type="text" value="0" id="NPPowerUP"> | <input type="text" value="0" id="CritUP"> | <input type="text" value="0" id="GDSH"> | |
| Buster暴击威力提升 | Arts暴击威力提升 | Quick暴击威力提升 | ||
| <input type="text" value="0" id="BusterCr"> | <input type="text" value="0" id="ArtsCr"> | <input type="text" value="0" id="QuickCr"> | ||
| 敌人栏 注:[特防]为对特定敌人提升防御力,所以对应数值请填入防御力栏 宝具特攻正常情况填写100,其余同上Buff栏 |
|||||||
|---|---|---|---|---|---|---|---|
| 敌人3 <label><input type="checkbox" name="Ene3SL" id="Ene3SL">死灵类NP补正</label> | 敌人2 <label><input type="checkbox" name="Ene2SL" id="Ene2SL">死灵类NP补正</label> | 敌人1 <label><input type="checkbox" name="Ene1SL" id="Ene1SL">死灵类NP补正</label> | |||||
| 敌人3职阶 | 敌人3副属性 | 敌人2职阶 | 敌人2副属性 | 敌人1职阶 | 敌人1副属性 | ||
<select id="Ene3Class">
<option value="1">Saber</option><option value="2">Archer</option><option value="3">Lancer</option> <option value="4">Rider</option><option value="5">Caster</option><option value="6">Assassin</option> <option value="7">Berserker</option><option value="8">Shielder</option><option value="9">Ruler</option> <option value="10">Avenger</option><option value="11">Alterego</option><option value="12">MoonCancer</option> <option value="13">Foreigner</option><option value="14">Pretender</option></select> |
<select id="Ene3Type">
<option value ="天">天</option><option value ="地">地</option><option value="人">人</option><option value="星">星</option><option value="兽">兽</option></select> |
<select id="Ene2Class">
<option value="1">Saber</option><option value="2">Archer</option><option value="3">Lancer</option> <option value="4">Rider</option><option value="5">Caster</option><option value="6">Assassin</option> <option value="7">Berserker</option><option value="8">Shielder</option><option value="9">Ruler</option> <option value="10">Avenger</option><option value="11">Alterego</option><option value="12">MoonCancer</option> <option value="13">Foreigner</option><option value="14">Pretender</option></select> |
<select id="Ene2Type">
<option value ="天">天</option><option value ="地">地</option><option value="人">人</option><option value="星">星</option><option value="兽">兽</option></select> |
<select id="Ene1Class">
<option value="1">Saber</option><option value="2">Archer</option><option value="3">Lancer</option> <option value="4">Rider</option><option value="5">Caster</option><option value="6">Assassin</option> <option value="7">Berserker</option><option value="8">Shielder</option><option value="9">Ruler</option> <option value="10">Avenger</option><option value="11">Alterego</option><option value="12">MoonCancer</option> <option value="13">Foreigner</option><option value="14">Pretender</option></select> |
<select id="Ene1Type">
<option value ="天">天</option><option value ="地">地</option><option value="人">人</option><option value="星">星</option><option value="兽">兽</option></select> |
||
| 敌人3 防御力 | 敌人3 被宝具特攻幅度 | 敌人2 防御力 | 敌人2 被宝具特攻幅度 | 敌人1 防御力 | 敌人1 被宝具特攻幅度 | ||
| <input type="text" value="0" id="Ene3DefD"> | <input type="text" value="100" id="Ene3NPA"> | <input type="text" value="0" id="Ene2DefD"> | <input type="text" value="100" id="Ene2NPA"> | <input type="text" value="0" id="Ene1DefD"> | <input type="text" value="100" id="Ene1NPA"> | ||
| 敌人3 攻击耐性 | 敌人3 Buster耐性 | 敌人2 攻击耐性 | 敌人2 Buster耐性 | 敌人1 攻击耐性 | 敌人1 Buster耐性 | ||
| <input type="text" value="0" id="Ene3GN"> | <input type="text" value="0" id="Ene3BN"> | <input type="text" value="0" id="Ene2GN"> | <input type="text" value="0" id="Ene2BN"> | <input type="text" value="0" id="Ene1GN"> | <input type="text" value="0" id="Ene1BN"> | ||
| 敌人3 Arts耐性 | 敌人3 Quick耐性 | 敌人2 Arts耐性 | 敌人2 Quick耐性 | 敌人1 Arts耐性 | 敌人1 Quick耐性 | ||
| <input type="text" value="0" id="Ene3AN"> | <input type="text" value="0" id="Ene3QN"> | <input type="text" value="0" id="Ene2AN"> | <input type="text" value="0" id="Ene2QN"> | <input type="text" value="0" id="Ene1AN"> | <input type="text" value="0" id="Ene1QN"> | ||
| 敌人3血量 | 敌人3被Buff特攻幅度 | 敌人2血量 | 敌人2被Buff特攻幅度 | 敌人1血量 | 敌人1被Buff特攻幅度 | ||
| <input type="text" value="1" id="Ene3HP"> | <input type="text" value="0" id="Ene3BuffA"> | <input type="text" value="1" id="Ene2HP"> | <input type="text" value="0" id="Ene2BuffA"> | <input type="text" value="1" id="Ene1HP"> | <input type="text" value="0" id="Ene1BuffA"> | ||
| 指令卡选择栏 Ex指令卡的攻击目标默认与行动三攻击目标相同 |
||||
|---|---|---|---|---|
| 行动一 | 行动二 | 行动三 | EX | |
<select id="Card1">
<option value="1">Quick指令卡</option> <option value="2">Arts指令卡</option> <option value="3">Buster指令卡</option> <option value="5">宝具卡</option></select> |
<select id="Card2">
<option value="1">Quick指令卡</option> <option value="2">Arts指令卡</option> <option value="3">Buster指令卡</option> <option value="5">宝具卡</option></select> |
<select id="Card3">
<option value="1">Quick指令卡</option> <option value="2">Arts指令卡</option> <option value="3">Buster指令卡</option> <option value="5">宝具卡</option></select> |
Ex指令卡 | |
| 攻击目标 | 攻击目标 | 攻击目标 | —— | |
| <label><input name="Tar1" id="Tar1" type="radio" value="3" checked/>敌人3</label> <label><input name="Tar1" id="Tar1" type="radio" value="2" />敌人2</label> <label><input name="Tar1" id="Tar1" type="radio" value="1" />敌人1</label> | <label><input name="Tar2" id="Tar2" type="radio" value="3" checked/>敌人3</label> <label><input name="Tar2" id="Tar2" type="radio" value="2" />敌人2</label> <label><input name="Tar2" id="Tar2" type="radio" value="1" />敌人1</label> | <label><input name="Tar3" id="Tar3" type="radio" value="3" checked/>敌人3</label> <label><input name="Tar3" id="Tar3" type="radio" value="2" />敌人2</label> <label><input name="Tar3" id="Tar3" type="radio" value="1" />敌人1</label> | —— | |
| 是否暴击 | 是否暴击 | 是否暴击 | —— | |
| <label><input type="checkbox" name="Card1Crit" id="Card1Crit">暴击</label> | <label><input type="checkbox" name="Card2Crit" id="Card2Crit">暴击</label> | <label><input type="checkbox" name="Card3Crit" id="Card3Crit">暴击</label> | —— | |
| 垫刀伤害尝试※仅作用于指令卡1不是宝具卡的情况 | <label><input type="checkbox" name="DianDao1" id="DianDao1">垫刀</label> | <input type="text" value="1" id="DianDao"> |
|---|
| 指令卡伤害结算栏 Ex指令卡的攻击目标默认与行动三攻击目标相同 *(2019.10.26)New:若计算光炮宝具,则显示数据依次为“敌人3”“敌人2”“敌人1”“总和” |
||||
|---|---|---|---|---|
| 行动一伤害上限 | 行动二伤害上限 | 行动三伤害上限 | EX卡伤害上限 | |
| <input type="text" value="" readonly id="Card1Dam1.1"> | <input type="text" value="" readonly id="Card2Dam1.1"> | <input type="text" value="" readonly id="Card3Dam1.1"> | <input type="text" value="" readonly id="Card4Dam1.1"> | |
| 行动一伤害下限 | 行动二伤害下限 | 行动三伤害下限 | EX卡伤害下限 | |
| <input type="text" value="" readonly id="Card1Dam0.9"> | <input type="text" value="" readonly id="Card2Dam0.9"> | <input type="text" value="" readonly id="Card3Dam0.9"> | <input type="text" value="" readonly id="Card4Dam0.9"> | |
| 指令卡NP结算栏 Ex指令卡的攻击目标默认与行动三攻击目标相同 *(2019.10.26)New:若计算光炮宝具,则显示数据依次为“敌人3”“敌人2”“敌人1”“总和” |
||||
|---|---|---|---|---|
| 行动一NP获取上限 | 行动二NP获取上限 | 行动三NP获取上限 | EX卡NP获取上限 | |
| <input type="text" value="" readonly id="Card1NP1.1"> | <input type="text" value="" readonly id="Card2NP1.1"> | <input type="text" value="" readonly id="Card3NP1.1"> | <input type="text" value="" readonly id="Card4NP1.1"> | |
| 行动一NP获取下限 | 行动二NP获取下限 | 行动三NP获取下限 | EX卡NP获取下限 | |
| <input type="text" value="" readonly id="Card1NP0.9"> | <input type="text" value="" readonly id="Card2NP0.9"> | <input type="text" value="" readonly id="Card3NP0.9"> | <input type="text" value="" readonly id="Card4NP0.9"> | |
<input type="button" class="mw-ui-button" value="计算" onclick="Calc()" />
<script> window.onload=A2("001"); </script>