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
若计算光炮宝具,则显示数据依次为“敌人1”“敌人2”“敌人3”“总和”
*(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
若计算光炮宝具,则显示数据依次为“敌人1”“敌人2”“敌人3”“总和”
*(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>