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 |
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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 |
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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 |
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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> |
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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 |
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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"> |
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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” |
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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” |
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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>