// ==UserScript==
// @name [HV]AutoAttack
// @name:zh-TW [HV]AutoAttack
// @name:zh-CN [HV]AutoAttack
// @description HV auto attack script, for the first user, should configure before use it.
// @description:zh-CN HV自动打怪脚本,初次使用,请先设置好选项,请确认字体设置正常
// @description:zh-TW HV自動打怪腳本,初次使用,請先設置好選項,請確認字體設置正常
// @include http*://hentaiverse.org/*
// @include http://alt.hentaiverse.org/*
// @include https://e-hentai.org/news.php?encounter
// @exclude http*://hentaiverse.org/pages/showequip.php?*
// @exclude http://alt.hentaiverse.org/pages/showequip.php?*
// @author dodying
// @namespace https://github.com/dodying/
// @supportURL https://github.com/dodying/UserJs/issues
// @icon https://raw.githubusercontent.com/dodying/UserJs/master/Logo.png
// @version 2.88
// @compatible Firefox + Greasemonkey
// @compatible Chrome/Chromium + Tampermonkey
// @compatible Android + Firefox + Usi
// @compatible Other + Bookmarklet
// @grant unsafeWindow
// @run-at document-end
// ==/UserScript==
(function init() {
if (location.href === 'https://e-hentai.org/news.php?encounter') {
var href = document.referrer || 'https://hentaiverse.org';
if (gE('#eventpane>div>a')) href = href.split('/')[0] + '//' + href.split('/')[2] + '/' + gE('#eventpane>div>a').href.split('/')[3];
openUrl(href);
return;
}
if (!gE('#navbar,#riddlecounter,#textlog')) {
setTimeout(goto, 5 * 60 * 1000);
return;
}
g('version', '2.86');
if (getValue('option')) {
g('option', getValue('option', true));
g('lang', g('option').lang || '0');
addStyle(g('lang'));
if (g('option').version !== g('version')) {
gE('.hvAAButton').click();
if (_alert(1, 'hvAutoAttack版本更新,请重新设置\n强烈推荐【重置设置】后再设置。\n是否查看更新说明?', 'hvAutoAttack版本更新,請重新設置\n強烈推薦【重置設置】後再設置。\n是否查看更新說明?', 'hvAutoAttack version update, please reset\nIt\'s recommended to reset all configuration.\nDo you want to read the changelog?')) openUrl('https://github.com/dodying/UserJs/commits/master/HentaiVerse/hvAutoAttack/hvAutoAttack.user.js', true);
gE('.hvAAReset').focus();
return;
}
} else {
g('lang', prompt('请输入以下语言代码对应的数字\nPlease put in the number of your preferred language (0, 1 or 2)\n0.简体中文\n1.繁體中文\n2.English', 0));
addStyle(g('lang'));
_alert(0, '请设置hvAutoAttack', '請設置hvAutoAttack', 'Please config this script');
gE('.hvAAButton').click();
return;
}
if (gE('[class^="c5"],[class^="c4"]') && _alert(1, '请设置字体\n使用默认字体可能使某些功能失效\n是否查看相关说明?', '請設置字體\n使用默認字體可能使某些功能失效\n是否查看相關說明?', 'Please set the font\nThe default font may make some functions fail to work\nDo you want to see instructions?')) {
openUrl('https://github.com/dodying/UserJs/blob/master/HentaiVerse/hvAutoAttack/README' + (g('lang') === '2' ? '_en.md#about-font' : '.md#关于字体的说明'), true);
return;
}
if (typeof unsafeWindow === 'undefined') unsafeWindow = window;
if (gE('#riddlecounter')) { //需要答题
if (g('option').riddlePopup && !window.opener) {
window.open(location.href, 'riddleWindow', 'resizable,scrollbars,width=1241,height=707');
} else {
riddleAlert(); //答题警报
}
return;
} else if (!gE('#navbar')) { //战斗中
var box2 = gE('#battle_main').appendChild(cE('div'));
box2.id = 'hvAABox2';
if (g('option').pauseButton) {
var button = box2.appendChild(cE('button'));
button.innerHTML = '<l0>暂停</l0><l1>暫停</l1><l2>Pause</l2>';
button.className = 'pauseChange';
button.onclick = function() {
pauseChange();
};
}
if (g('option').pauseHotkey) {
document.addEventListener('keydown', function pause(e) {
if (e.target.tagName === 'INPUT' || e.target.tagName === 'TEXTAREA') return;
if (e.keyCode === g('option').pauseHotkeyCode) {
pauseChange();
//document.removeEventListener('keydown', pause, false);
}
}, false);
}
reloader();
g('attackStatus', g('option').attackStatus);
g('timeNow', time(0));
g('runSpeed', 1);
newRound();
if (g('option').recordEach && !getValue('battleCode')) setValue('battleCode', time(1) + ': ' + g('roundType').toUpperCase() + '-' + g('roundAll'));
main();
} else { //战斗外
delValue(2);
g('dateNow', time(2));
if (g('option').quickSite) quickSite();
if (g('option').encounter) encounterCheck();
if (!g('option').restoreStamina && gE('#stamina_readout .fc4.far.fcb>div').textContent.match(/\d+/)[0] * 1 <= g('option').staminaLow) return;
if (g('option').repair) {
var json, checkOnload, checkLength;
var len = 0;
var eqps = [];
checkOnload = function() {
if (json) {
setTimeout(checkOnload, 200);
} else {
post('?s=Forge&ss=re', function(data) {
post(gE('#mainpane>script[src]', data).src, function(data1) {
json = JSON.parse(data1.match(/{.*}/)[0]);
gE('.eqp>[id]', 'all', data).forEach(function(i) {
eqps.push(i.id.match(/\d+/)[0]);
});
eqps.forEach(function(id) {
if (json[id].d.match(/Condition: \d+ \/ \d+ \((\d+)%\)/)[1] <= g('option').repairValue) {
post('?s=Forge&ss=re', checkLength, 'select_item=' + id);
} else {
checkLength();
}
});
}, null, 'text');
});
}
};
checkLength = function() {
len++;
if (len === eqps.length && g('option').idleArena) setTimeout(idleArena, (g('option').idleArenaTime * (Math.random() * 20 + 90) / 100) * 1000);
};
checkOnload();
return;
}
if (g('option').idleArena) setTimeout(idleArena, (g('option').idleArenaTime * (Math.random() * 20 + 90) / 100) * 1000);
}
})();
//通用//
function getKeys(objArr, prop) {
var out = [];
objArr.forEach(function(_objArr) {
out = prop ? out.concat(Object.keys(_objArr[prop])) : out.concat(Object.keys(_objArr));
});
out = out.sort();
for (var i = 1; i < out.length; i++) {
if (out[i - 1] === out[i]) {
out.splice(i, 1);
i--;
}
}
return out;
}
function time(e, stamp) {
var date = stamp ? new Date(stamp) : new Date();
if (e === 0) {
return date.getTime();
} else if (e === 1) {
return (date.getUTCMonth() + 1) + '/' + date.getUTCDate();
} else if (e === 2) { //date.toLocaleDateString(lang,option);
return date.getUTCFullYear() + '/' + (date.getUTCMonth() + 1) + '/' + date.getUTCDate();
} else if (e === 3) {
return date.toLocaleString(navigator.language, {
hour12: false
});
}
}
function gE(ele, mode, parent) { //获取元素
if (typeof ele === 'object') {
return ele;
} else if (mode === undefined && parent === undefined) {
return (isNaN(ele * 1)) ? document.querySelector(ele) : document.getElementById(ele);
} else if (mode === 'all') {
return (parent === undefined) ? document.querySelectorAll(ele) : parent.querySelectorAll(ele);
} else if (typeof mode === 'object' && parent === undefined) {
return mode.querySelector(ele);
}
}
function cE(name) { //创建元素
return document.createElement(name);
}
function isOn(id) { //是否可以施放技能/使用物品
if (id * 1 > 10000) { //使用物品
return gE('.bti3>div[onmouseover*="' + id + '"]');
} else { //施放技能
return (gE(id) && gE(id).style.opacity !== '0.5') ? gE(id) : false;
}
}
function setValue(item, value) { //储存数据
localStorage['hvAA-' + item] = (typeof value === 'string') ? value : JSON.stringify(value);
}
function getValue(item, toJSON) { //读取数据
item = 'hvAA-' + item;
return (item in localStorage) ? ((toJSON) ? JSON.parse(localStorage[item]) : localStorage[item]) : null;
}
function delValue(item) { //删除数据
if (typeof item === 'string') {
localStorage.removeItem('hvAA-' + item);
goto();
} else if (typeof item === 'number') {
if (item === 0) {
localStorage.removeItem('hvAA-' + 'disabled');
} else if (item === 1) {
localStorage.removeItem('hvAA-' + 'roundNow');
localStorage.removeItem('hvAA-' + 'roundAll');
localStorage.removeItem('hvAA-' + 'monsterStatus');
} else if (item === 2) {
localStorage.removeItem('hvAA-' + 'roundType');
localStorage.removeItem('hvAA-' + 'battleCode');
delValue(0);
delValue(1);
}
}
}
function goto() { //前进
location.href = location.search;
setTimeout(goto, 5000);
}
function g(key, value) { //全局变量
var hvAA = window.hvAA || {};
if (key === undefined && value === undefined) {
return hvAA;
} else if (value === undefined) {
return hvAA[key];
} else {
hvAA[key] = value;
window.hvAA = hvAA;
}
}
function post(href, func, parm, type) { //post
var xhr = new XMLHttpRequest();
xhr.open(parm ? 'POST' : 'GET', href);
xhr.setRequestHeader('Content-Type', 'application/x-www-form-urlencoded; charset=UTF-8');
xhr.responseType = type || 'document';
xhr.onerror = function() {
xhr = null;
post(href, func, parm, type);
};
xhr.onload = function(e) {
if (e.target.status >= 200 && e.target.status < 400 && typeof func === 'function') {
var data = e.target.response;
if (xhr.responseType === 'document' && gE('#messagebox', data)) {
if (gE('#messagebox')) {
gE('#csp').replaceChild(gE('#messagebox', data), gE('#messagebox'));
} else {
gE('#csp').appendChild(gE('#messagebox', data));
}
}
func(data, e);
}
xhr = null;
};
xhr.send(parm);
}
function objArrSort(key) { //对象数组排序函数,从小到大排序
return function(obj1, obj2) {
return (obj2[key] < obj1[key]) ? 1 : (obj2[key] > obj1[key]) ? -1 : 0;
};
}
function objSort(obj) { //对象排序
var objNew = {};
var arr = Object.keys(obj).sort();
arr.forEach(function(key) {
objNew[key] = obj[key];
});
return objNew;
}
function _alert(func, l0, l1, l2, answer) {
var lang = [l0, l1, l2][g('lang')];
if (func === -1) {
return lang;
} else if (func === 0) {
alert(lang);
} else if (func === 1) {
return confirm(lang);
} else if (func === 2) {
return prompt(lang, answer);
}
}
function openUrl(url, newTab) {
var a = gE('body').appendChild(cE('a'));
a.href = url;
a.target = newTab ? '_blank' : '_self';
a.click();
}
function addStyle(lang) { //CSS
var langStyle = gE('head').appendChild(cE('style'));
langStyle.className = 'hvAA-LangStyle';
langStyle.textContent = 'l' + lang + '{display:inline!important;}';
if (/^[01]$/.test(lang)) langStyle.textContent += 'l01{display:inline!important;}';
var globalStyle = gE('head').appendChild(cE('style'));
var cssContent = [
//hvAA
'l0,l1,l01,l2{display:none;}', //l0: 简体 l1: 繁体 l01:简繁体共用 l2: 英文
'.hvAALog{font-size:20px;}',
'.hvAAButton{top:4px;left:1238px;position:absolute;z-index:9999;cursor:pointer;width:24px;height:24px;background:url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABgAAAAYCAYAAADgdz34AAADi0lEQVRIiZVWPYgUZxj+dvGEk7vsNdPYCMul2J15n+d991PIMkWmOEyMyRW2FoJIUojYp5ADFbZJkyISY3EqKGpgz+Ma4bqrUojICaIsKGIXSSJcsZuD3RT3zWZucquXDwYG5n2f9/d5vnFuHwfAZySfAXgN4DXJzTiOj+3H90OnkmXZAe/9FMm3JJ8AuBGepyRfle2yLDvgnKt8EDVJkq8B3DGzjve+1m63p0n2AVzJbUh2SG455yre+5qZ/aCq983sxMfATwHYJvlCVYckHwFYVdURgO8LAS6RHJJcM7N1VR0CeE5yAGBxT3AR+QrA3wA20tQOq+pFkgOS90Tk85J51Xs9qaorqjoAcC6KohmSGyQHcRx/kbdv7AHgDskXaWqH0zSddc5Voyia2SOXapqmswsLvpam6ez8/Pwn+YcoimYAvARw04XZ5N8qZtZR1aGqXnTOVSd0cRd42U5EzqvqSFWX2u32tPd+yjnnXNiCGslHJAf7ybwM7r2vAdgWkYdZls157w+NK/DeT7Xb7WkAqyTvlZHjOD5oxgtmtqrKLsmze1VJsquqKwsLO9vnnKvkJHpLsq+qo/JAd8BtneTvqvqTiPwoIu9EZKUUpGpmi2Y2UtU+yTdJkhx1JJ8FEl0pruK/TrwA4F2r1WrkgI1G4wjJP0XkdLF9WaZzZnZZVa8GMj5xgf43JvXczFZbLb1ebgnJn0nenjQbEVkG0JsUYOykyi6Aa+XoQTJuTRr8OADJzVBOh+SlckYkz5L8Q0TquXOj0fhURN6r6pkSeAXAUsDaJPnYxXF8jOQrklskh97ryZJTVURWAPwF4DqAX0TkvRl/zTKdK2aeJMnxICFbAHrNZtOKVVdIrrVa2t1jz6sicprkbQC3VPVMGTzMpQvgQY63i8lBFddVdVCk/6TZlMFzopFci+P44H+YHCR3CODc/wUvDPY7ksMg9buZrKr3ATwvyoT3vrafzPP3er1eA9Azs7tjJhcqOBHkeSOKohkROR9K7prZYqnnlSRJjofhb4vIt/V6vUbyN1Xtt1qtb1zpZqs45xyAxXAnvCQ5FJGHqrpiZiMzu5xnHlZxCOABybXw3gvgp/Zq3/gA+BLATVVdyrJsbods2lfVq7lN4crMtapjZndD5pPBixWFLTgU7uQ3AJ6KyLKILAdy9sp25bZMBC//JSRJcjQIYg9Aj+TjZrNp+/mb+Ad711sdZZ1k/QAAAABJRU5ErkJggg==) center no-repeat transparent;}',
'#hvAABox{left:calc(50% - 350px);top:50px;font-size:16px!important;z-index:4;width:700px;height:538px;position:absolute;text-align:left;background-color:#E3E0D1;border:1px solid #000;border-radius:10px;font-family:"Microsoft Yahei";}',
'.hvAATablist{position:relative;left:14px;}',
'.hvAATabmenu{position:absolute;left:-9px;}',
'.hvAATabmenu>span{display:block;padding:5px 10px;margin:0 10px 0 0;border:1px solid #91a7b4;border-radius:5px;background-color:#E3F1F8;color:#000;text-decoration:none;white-space:nowrap;text-overflow:ellipsis;overflow:hidden;cursor:pointer;}',
'.hvAATabmenu>span:hover{left:-5px;position:relative;color:#0000FF;z-index:2!important;}',
'.hvAATabmenu>span>input{margin:0 0 0 -8px;}',
'.hvAATab{position:absolute;width:605px;height:430px;left:36px;padding:15px;border:1px solid #91A7B4;border-radius:3px;box-shadow:0 2px 3px rgba(0,0,0,0.1);color:#666;background-color:#EDEBDF;overflow:auto;}',
'.hvAATab>div:nth-child(2n){border:1px solid #EAEAEA;background-color:#FAFAFA;}',
'.hvAATab>div:nth-child(2n+1){border:1px solid #808080;background-color:#DADADA;}',
'.hvAATab a{margin:0 2px;}',
'.hvAATab b{font-family:Georgia,Serif;font-size:larger;}',
'.hvAATab input.hvAANumber{width:24px;text-align:right;}',
'.hvAATab ul,.hvAATab ol{margin:0;}',
'.hvAATab label{cursor:pointer;}',
'.hvAATab table{border:2px solid #000;border-collapse:collapse;margin:0 auto;}',
'.hvAATh>*{font-weight:bold;font-size:larger;}',
'.hvAATab table>tbody>tr>*{border:1px solid #000;}',
'#hvAATab-Drop tr>td:nth-child(1),#hvAATab-Usage tr>td:nth-child(1){text-align:left;}',
'#hvAATab-Drop td,#hvAATab-Usage td{text-align:right;white-space:nowrap;}',
//'#hvAATab-Drop td:empty:before,#hvAATab-Usage td:empty:before{content:"";}',
'.selectTable{cursor:pointer;}',
'.selectTable:before{content:"' + String.fromCharCode(parseInt('22A0', 16).toString(10)) + '";}',
'.hvAACenter{text-align:center;}',
'.hvAATitle{font-weight:bolder;}',
'.hvAAGoto{cursor:pointer;text-decoration:underline;color:#5C0D11;}',
'.hvAANew{width:25px;height:25px;float:left;background:url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABkAAAAMCAYAAACX8hZLAAAAcElEQVQ4jbVRSQ4AIQjz/59mTiZIF3twmnCwFAq4FkeFXM+5vCzohYxjPMtfxS8CN6iqQ7TfE0wrODxVbzJNgoaTo4CmbBO1ZWICouQ0DHaL259MEzaU+w8pZOdSjcUgaPJDHCbO0A2kuAiuwPGQ+wBms12x8HExTwAAAABJRU5ErkJggg==) center no-repeat transparent;}',
'#hvAATab-Alarm input[type="text"]{width:512px;}',
'.testAlarms>div{border:2px solid #000;}',
'.hvAAArenaLevels{display:none;}',
'.hvAAConfig{width:100%;height:16px;}',
'.hvAAButtonBox{position:relative;top:468px;}',
'.lastEncounter{font-weight:bold;font-size:large;position:absolute;top:32px;left:1240px;text-decoration:none;}',
'.quickSiteBar{position:absolute;top:55px;left:1240px;font-size:18px;text-align:left;width:calc(99% - 1236px);}',
'.quickSiteBar>span{display:block;max-height:24px;overflow:hidden;text-overflow:ellipsis;}',
'.quickSiteBar>span>a{text-decoration:none;}',
'.customize{border: 2px dashed red!important;min-height:21px;}',
'.customize>.customizeGroup{display:inline-block;background-color:#FFF;}',
'.customize>.customizeGroup:nth-child(2n){background-color:#C9DAF8;}',
'.customizeBox{position:absolute;z-index:-1;border:1px solid #000;background-color:#EDEBDF;}',
'.customizeBox>span{display:inline-block;font-size:16px;margin:0 1px;padding:0 5px;font-weight:bold;border:1px solid #5C0D11;border-radius:10px;}',
'.customizeBox>span.hvAAInspect{padding:0 3px;cursor:pointer;}',
'.customizeBox>span.hvAAInspect[title="on"]{background-color:red;}',
'.customizeBox>span a{text-decoration:none;}',
'.customizeBox>select{max-width:60px;}',
'.favicon{width:16px;height:16px;margin:-3px 1px;border:1px solid #000;border-radius:3px;}',
'.answerBar{z-index:1000;width:710px;height:40px;position:absolute;top:55px;left:282px;display:table;border-spacing:5px;}',
'.answerBar>div{border:4px solid red;display:table-cell;cursor:pointer;}',
'.answerBar>div:hover{background:rgba(63,207,208,0.20);}',
'#hvAAInspectBox{background-color:#EDEBDF;position:absolute;z-index:9;border: 2px solid #5C0D11;font-size:16px;font-weight:bold;padding:3px;display:none;}',
//全局
'button{border-radius:3px;border:2px solid #808080;cursor:pointer;margin:0 1px;}',
//hv
'#riddleform>div:nth-child(3)>img{width:700px;}',
'#battle_right{overflow:visible;}',
'#pane_log{height:403px;}',
//'#pane_monster{counter-reset:order;}',
//'.btm2>div:nth-child(1):before{font-size:30px;font-weight:bold;text-shadow:1px 1px 2px;content:counter(order);counter-increment:order;}',
//'.btm2>div:nth-child(1)>img{display:none;}'
].join('');
globalStyle.textContent = cssContent;
optionButton(lang);
}
function optionButton(lang) { //配置按钮
var optionButton = gE('body').appendChild(cE('div'));
optionButton.className = 'hvAAButton';
optionButton.onclick = function() {
if (gE('#hvAABox')) {
gE('#hvAABox').style.display = (gE('#hvAABox').style.display === 'none') ? 'block' : 'none';
} else {
optionBox();
gE('#hvAATab-Main').style.zIndex = 1;
gE('select[name="lang"]').value = lang;
}
};
}
function optionBox() { //配置界面
var optionBox = gE('body').appendChild(cE('div'));
optionBox.id = 'hvAABox';
optionBox.innerHTML = [
'<div class="hvAACenter">\
<h1 style="display:inline;">hvAutoAttack</h1>\
<a href="https://github.com/dodying/UserJs/commits/master/HentaiVerse/hvAutoAttack/hvAutoAttack.user.js" target="_blank"><l0>更新历史</l0><l1>更新歷史</l1><l2>ChangeLog</l2></a>\
<l01><a href="https://github.com/dodying/UserJs/blob/master/HentaiVerse/hvAutoAttack/README.md" target="_blank">使用说明</a></l01><l2><a href="https://github.com/dodying/UserJs/blob/master/HentaiVerse/hvAutoAttack/README_en.md" target="_blank">README</a></l2>\
<select name="lang"><option value="0">简体中文</option><option value="1">繁體中文</option><option value="2">English</option></select>\
<l2><span style="font-size:small;">by Google Translate<a target="_blank" href="https://greasyfork.org/forum/profile/18194/Koko191" style="color:#E3E0D1;background-color:#E3E0D1;" title="Thanks to Koko191 who give help in the translation"> and Koko191</a></span></l2></div>',
'<div class="hvAATablist">',
'<div class="hvAATabmenu">\
<span name="Main"><l0>主要选项</l0><l1>主要選項</l1><l2>Main</l2></span>\
<span name="Item"><l01>物品</l01><l2>Item</l2></span>\
<span name="Channel"><input id="channelSkillSwitch" type="checkbox">Channel<l01>技能</l01><l2> Spells</l2></span>\
<span name="Buff"><input id="buffSkillSwitch" type="checkbox">BUFF<l01>技能</l01><l2> Spells</l2></span>\
<span name="Debuff"><input id="debuffSkillSwitch" type="checkbox">DEBUFF<l01>技能</l01><l2> Spells</l2></span>\
<span name="Skill"><input id="skillSwitch" type="checkbox"><l01>其他技能</l01><l2>Skills</l2></span>\
<span name="Scroll"><input id="scrollSwitch" type="checkbox"><l0>卷轴</l0><l1>捲軸</l1><l2>Scroll</l2></span>\
<span name="Infusion"><input id="infusionSwitch" type="checkbox"><l0>魔药</l0><l1>魔藥</l1><l2>Infusion</l2></span>\
<span name="Alarm"><l0>警报</l0><l1>警報</l1><l2>Alarm</l2></span>\
<span name="Rule"><l0>攻击规则</l0><l1>攻擊規則</l1><l2>Attack Rule</l2></span>\
<span name="Drop"><input id="dropMonitor" type="checkbox"><l0>掉落监测</l0><l1>掉落監測</l1><l2>Drops Tracking</l2></span>\
<span name="Usage"><input id="recordUsage" type="checkbox"><l0>数据记录</l0><l1>數據記錄</l1><l2>Usage Tracking</l2></span>\
<span name="About"><l0>关于本脚本</l0><l1>關於本腳本</l1><l2>About This</l2></span>\
<span name="Feedback"><l01>反馈</l01><l2>Feedback</l2></span></div>',
'<div class="hvAATab" id="hvAATab-Main">\
<div class="hvAACenter">\
Gem: Health.<input class="hvAANumber" name="hp1" placeholder="50" type="text">%\
Mana.<input class="hvAANumber" name="mp1" placeholder="70" type="text">%%\
Spirt.<input class="hvAANumber" name="sp1" placeholder="75" type="text">%</div>\
<div class="hvAACenter" id="attackStatus" style="color:red;"><b>*<l0>攻击模式</l0><l1>攻擊模式</l1><l2>Attack Mode</l2></b>:\
<select class="hvAANumber" name="attackStatus"><option value="-1"></option><option value="0">物理 / Physical</option><option value="1">火 / Fire</option><option value="2">冰 / Cold</option><option value="3">雷 / Elec</option><option value="4">风 / Wind</option><option value="5">圣 / Divine</option><option value="6">暗 / Forbidden</option></select></div>\
<div><b><l0>暂停相关</l0><l1>暫停相關</l1><l2>Pause with</l2></b>: \
<input id="pauseButton" type="checkbox"><label for="pauseButton"><l0>使用按钮</l0><l1>使用按鈕</l1><l2>Button</l2></label>; \
<input id="pauseHotkey" type="checkbox"><label for="pauseHotkey"><l0>使用热键</l0><l1>使用熱鍵</l1><l2>Hotkey</l2>: <input name="pauseHotkeyStr" style="width:30px;" type="text"><input class="hvAANumber" name="pauseHotkeyCode" type="hidden" disabled="true"></label></div>\
<div><b><l0>警告相关</l0><l1>警告相關</l1><l2>To Warn</l2></b>: \
<input id="alert" type="checkbox"><label for="alert"><l0>音频警报</l0><l1>音頻警報</l1><l2>Audio Alarms</l2></label>; \
<input id="notification" type="checkbox"><label for="notification"><l0>桌面通知</l0><l1>桌面通知</l1><l2>Notifications</l2></label> \
<button class="testNotification"><l0>预处理</l0><l1>預處理</l1><l2>Pretreat</l2></button></div>\
<div><b><l01>内置插件</l01><l2>Built-in Plugin</l2></b>: \
<input id="riddleRadio" type="checkbox"><label for="riddleRadio">RiddleLimiter Plus</label>; \
<input id="encounter" type="checkbox"><label for="encounter"><l0>自动遭遇战</l0><l1>自動遭遇戰</l1><l2>Auto Encounter</l2></label></div>\
<div><b><l01>魔法技能</l01><l2>Offensive Magic</l2></b>: <br>\
<l0>中阶技能使用条件</l0><l1>中階技能使用條件</l1><l2>Conditions for 2nd Tier</l2>: {{middleSkillCondition}}\
<l0>高阶技能使用条件</l0><l1>高階技能使用條件</l1><l2>Conditions for 3rd Tier</l2>: {{highSkillCondition}}</div>\
<div><input id="turnOnSS" type="checkbox"><label for="turnOnSS"><b><l0>开启</l0><l1>開啟</l1><l2>Turn on </l2>Spirit Stance</b></label>: {{turnOnSSCondition}}</div>\
<div><input id="turnOffSS" type="checkbox"><label for="turnOffSS"><b><l0>关闭</l0><l1>關閉</l1><l2>Turn off </l2>Spirit Stance</b></label>: {{turnOffSSCondition}}</div>\
<div><input id="defend" type="checkbox"><label for="defend"><b>Defend</b></label>: {{defendCondition}}</div>\
<div><input id="focus" type="checkbox"><label for="focus"><b>Focus</b></label>: {{focusCondition}}</div>\
<div><l2>If the page </l2><b><l0>页面停留</l0><l1>頁面停留</l1><l2>stays idle</l2></b><l2> for </l2>: \
<input id="delayAlert" type="checkbox"><label for="delayAlert"><input class="hvAANumber" name="delayAlertTime" type="text"><l0>秒,警报</l0><l1>秒,警報</l1><l2>s, alarm</l2></label>; \
<input id="delayReload" type="checkbox"><label for="delayReload"><input class="hvAANumber" name="delayReloadTime" type="text"><l0>秒,刷新页面</l0><l1>秒,刷新頁面</l1><l2>s, reload page</l2></label></div>\
<div><l0>当<b>小马答题</b>时间</l0><l1>當<b>小馬答題</b>時間</l1><l2>If <b>RIDDLE</b> ETR</l2><l0></l0><l1></l1><l2></l2> ≤ <input class="hvAANumber" name="riddleAnswerTime" placeholder="3" type="text"><l0>秒,如果输入框为空则随机生成答案并提交</l0><l1>秒,如果輸入框為空則隨機生成答案並提交</l1><l2>s and no answer has been chosen yet, a random answer will be generated and submitted</l2></div>\
<div><l0>当<b>小马答题</b>时</l0><l1>當<b>小馬答題</b>時</l1><l2>If <b>RIDDLE</b></l2>: \
<input id="riddlePopup" type="checkbox"><label for="riddlePopup"><l0>弹窗答题</l0><l1>弹窗答题</l1><l2>POPUP a window to answer</l2></label>; <button class="testPopup"><l0>预处理</l0><l1>預處理</l1><l2>Pretreat</l2></button></div>\
<div><b>Stamina</b>: <l0>当损失</l0><l1>當損失</l1><l2>If it lost </l2>Stamina ≥ <input class="hvAANumber" name="staminaLose" placeholder="5" type="text">: \
<input id="staminaPause" type="checkbox"><label for="staminaPause"><l0>脚本暂停</l0><l1>腳本暫停</l1><l2>pause script</l2></label>; \
<input id="staminaWarn" type="checkbox"><label for="staminaWarn"><l01>警告</l01><l2>warn</l2></label>; \
<input id="staminaFlee" type="checkbox"><label for="staminaFlee"><l01>逃跑</l01><l2>flee</l2></label>\
<button class="staminaLostLog"><l0>stamina损失日志</l0><l1>stamina損失日誌</l1><l2>staminaLostLog</l2></button></div>\
<div><input id="idleArena" type="checkbox"><label for="idleArena"><b><l0>闲置竞技场</l0><l1>閒置競技場</l1><l2>Idle Arena</l2></b>: \
<l0>在任意页面停留</l0><l1>在任意頁面停留</l1><l2>Idle in any page for </l2><input class="hvAANumber" name="idleArenaTime" type="text"><l0>秒后,开始竞技场</l0><l1>秒後,開始競技場</l1><l2>s, start Arena</l2></label> <button class="idleArenaReset"><l01>重置</l01><l2>Reset</l2></button>;<br>\
<l0>进行的竞技场相对应等级</l0><l1>進行的競技場相對應等級</l1><l2>The levels of the Arena you want to complete</l2>: \
<button class="hvAAShowLevels"><l0>显示更多</l0><l1>顯示更多</l1><l2>Show more</l2></button><button class="hvAALevelsClear"><l01>清空</l01><l2>Clear</l2></button><br>\
<input name="idleArenaLevels" style="width:98%;" type="text" disabled="true"><input name="idleArenaValue" style="width:98%;" type="hidden" disabled="true">\
<div class="hvAAArenaLevels">\
<input id="arLevel_1" value="1,1" type="checkbox"><label for="arLevel_1">1</label> <input id="arLevel_10" value="10,3" type="checkbox"><label for="arLevel_10">10</label> <input id="arLevel_20" value="20,5" type="checkbox"><label for="arLevel_20">20</label> <input id="arLevel_30" value="30,8" type="checkbox"><label for="arLevel_30">30</label> <input id="arLevel_40" value="40,9" type="checkbox"><label for="arLevel_40">40</label> <input id="arLevel_50" value="50,11" type="checkbox"><label for="arLevel_50">50</label> <input id="arLevel_60" value="60,12" type="checkbox"><label for="arLevel_60">60</label> <input id="arLevel_70" value="70,13" type="checkbox"><label for="arLevel_70">70</label> <input id="arLevel_80" value="80,15" type="checkbox"><label for="arLevel_80">80</label> <input id="arLevel_90" value="90,16" type="checkbox"><label for="arLevel_90">90</label> <input id="arLevel_100" value="100,17" type="checkbox"><label for="arLevel_100">100</label> <input id="arLevel_110" value="110,19" type="checkbox"><label for="arLevel_110">110</label><br>\
<input id="arLevel_120" value="120,20" type="checkbox"><label for="arLevel_120">120</label> <input id="arLevel_130" value="130,21" type="checkbox"><label for="arLevel_130">130</label> <input id="arLevel_140" value="140,23" type="checkbox"><label for="arLevel_140">140</label> <input id="arLevel_150" value="150,24" type="checkbox"><label for="arLevel_150">150</label> <input id="arLevel_165" value="165,26" type="checkbox"><label for="arLevel_165">165</label> <input id="arLevel_180" value="180,27" type="checkbox"><label for="arLevel_180">180</label> <input id="arLevel_200" value="200,28" type="checkbox"><label for="arLevel_200">200</label> <input id="arLevel_225" value="225,29" type="checkbox"><label for="arLevel_225">225</label> <input id="arLevel_250" value="250,32" type="checkbox"><label for="arLevel_250">250</label> <input id="arLevel_300" value="300,33" type="checkbox"><label for="arLevel_300">300</label><br>\
<input id="arLevel_RB50" value="RB50,105" type="checkbox"><label for="arLevel_RB50">RB50</label> <input id="arLevel_RB75A" value="RB75A,106" type="checkbox"><label for="arLevel_RB75A">RB75A</label> <input id="arLevel_RB75B" value="RB75B,107" type="checkbox"><label for="arLevel_RB75B">RB75B</label> <input id="arLevel_RB75C" value="RB75C,108" type="checkbox"><label for="arLevel_RB75C">RB75C</label><br>\
<input id="arLevel_RB100" value="RB100,109" type="checkbox"><label for="arLevel_RB100">RB100</label> <input id="arLevel_RB150" value="RB150,110" type="checkbox"><label for="arLevel_RB150">RB150</label> <input id="arLevel_RB200" value="RB200,111" type="checkbox"><label for="arLevel_RB200">RB200</label> <input id="arLevel_RB250" value="RB250,112" type="checkbox"><label for="arLevel_RB250">RB250</label> <input id="arLevel_GF" value="GF,gr" type="checkbox"><label for="arLevel_GF">GrindFest <input class="hvAANumber" name="idleArenaGrTime" placeholder="1" type="text"></label></div></div>\
<div><input id="repair" type="checkbox"><label for="repair"><b><l0>修复装备</l0><l1>修復裝備</l1><l2>Repair Equipment</l2></b></label>: \
<l0>耐久度</l0><l1>耐久度</l1><l2>Durability</l2> ≤ <input class="hvAANumber" name="repairValue" type="text">%</div>\
<div><input id="etherTap" type="checkbox"><label for="etherTap"><b>Ether Tap</b></label>: {{etherTapCondition}}</div>\
<div><input id="autoFlee" type="checkbox"><label for="autoFlee"><b><l0>自动逃跑</l0><l1>自動逃跑</l1><l2>Flee</l2></b></label>: {{fleeCondition}}</div>\
<div><input id="restoreStamina" type="checkbox"><label for="restoreStamina"><b><l0>战前回复</l0><l1>戰前回复</l1><l2>Restore stamina</l2></b>: \
<l0>战斗前,如果</l0><l1>戰鬥前,如果</l1><l2><b></b>if before a battle and </l2>Stamina ≤ <input class="hvAANumber" name="staminaLow" placeholder="30" type="text"></label><br>\
<l0>说明: 如果不勾选,当Stamina小于此值后,则不进行闲置竞技场</l0><l1>說明: 如果不勾選,當Stamina小於此值後,則不進行閒置競技場</l1><l2>Note: If unchecked, when Stamina is less than this value, no Idle Arena</l2></div>\
<div><input id="recordEach" type="checkbox"><label for="recordEach"><b><l0>单独记录每场战役</l0><l1>單獨記錄每場戰役</l1><l2>Record each battle separately</l2></b></label></div>\
<div><div class="hvAANew"></div><b><l0>延迟</l0><l1>延遲</l1><l2>Delay</l2></b>: 1. <l0>其他/Buff/Debuff技能</l0><l1>其他/Buff/Debuff技能</l1><l2>Skills&BUFF/DEBUFF Spells</l2>: <input class="hvAANumber" name="delay" placeholder="200" type="text">ms 2. <l01>其他</l01><l2>Other</l2>: <input class="hvAANumber" name="delay2" placeholder="30" type="text">ms<br>\
<l0>说明: 单位毫秒,且在设定值基础上取其的50%-150%进行延迟,0表示不延迟</l0><l1>說明: 單位毫秒,且在設定值基礎上取其的50%-150%進行延遲,0表示不延遲</l1><l2>Note: unit milliseconds, and based on the set value multiply 50% -150% to delay, 0 means no delay</l2>\
</div>\
</div>',
'<div class="hvAATab" id="hvAATab-Item">\
<div class="itemOrder"><l0>施放顺序</l0><l1>施放順序</l1><l2>Cast Order</l2>: <input name="itemOrderName" style="width:80%;" type="text" disabled="true"><input name="itemOrderValue" style="width:80%;" type="hidden" disabled="true"><br>\
<input id="itemOrder_Cure" value="Cure,311" type="checkbox"><label for="itemOrder_Cure">Cure</label><input id="itemOrder_FC" value="FC,313" type="checkbox"><label for="itemOrder_FC">Full-Cure</label><input id="itemOrder_HP" value="HP,11195" type="checkbox"><label for="itemOrder_HP">Health Potion</label><input id="itemOrder_HE" value="HE,11199" type="checkbox"><label for="itemOrder_HE">Health Elixir</label><input id="itemOrder_MP" value="MP,11295" type="checkbox"><label for="itemOrder_MP">Mana Potion</label><br>\
<input id="itemOrder_ME" value="ME,11299" type="checkbox"><label for="itemOrder_ME">Mana Elixir</label><input id="itemOrder_SP" value="SP,11395" type="checkbox"><label for="itemOrder_SP">Spirit Potion</label><input id="itemOrder_SE" value="SE,11399" type="checkbox"><label for="itemOrder_SE">Spirit Elixir</label><input id="itemOrder_LE" value="LE,11501" type="checkbox"><label for="itemOrder_LE">Last Elixir</label><input id="itemOrder_ED" value="ED,11401" type="checkbox"><label for="itemOrder_ED">Energy Drink</label></div>\
<div><input id="item_Cure" type="checkbox"><label for="item_Cure"><b>Cure</b></label>: {{itemCureCondition}}</div>\
<div><input id="item_FC" type="checkbox"><label for="item_FC"><b>Full-Cure</b></label>: {{itemFCCondition}}</div>\
<div><input id="item_HP" type="checkbox"><label for="item_HP"><b>Health Potion</b></label>: {{itemHPCondition}}</div>\
<div><input id="item_HE" type="checkbox"><label for="item_HE"><b>Health Elixir</b></label>: {{itemHECondition}}</div>\
<div><input id="item_MP" type="checkbox"><label for="item_MP"><b>Mana Potion</b></label>: {{itemMPCondition}}</div>\
<div><input id="item_ME" type="checkbox"><label for="item_ME"><b>Mana Elixir</b></label>: {{itemMECondition}}</div>\
<div><input id="item_SP" type="checkbox"><label for="item_SP"><b>Spirit Potion</b></label>: {{itemSPCondition}}</div>\
<div><input id="item_SE" type="checkbox"><label for="item_SE"><b>Spirit Elixir</b></label>: {{itemSECondition}}</div>\
<div><input id="item_LE" type="checkbox"><label for="item_LE"><b>Last Elixir</b></label>: {{itemLECondition}}</div>\
<div><input id="item_ED" type="checkbox"><label for="item_ED"><b>Energy Drink</b></label>: {{itemEDCondition}}</div></div>',
'<div class="hvAATab" id="hvAATab-Channel">\
<l0><b>获得Channel时</b>(此时1点MP施法与150%伤害)</l0><l1><b>獲得Channel時</b>(此時1點MP施法與150%傷害)</l1><l2><b>During Channeling effect</b> (1 mp spell cost and 150% spell damage)</l2>:\
<div><b><l0>先施放Channel技能</l0><l1>先施放Channel技能</l1><l2>First cast</l2></b>: <br>\
<l0>注意: 此处的施放顺序与</l0><l1>注意: 此處的施放順序与</l1><l2>Note: The cast order here is the same as in</l2><a class="hvAAGoto" name="hvAATab-Buff">BUFF<l01>技能</l01><l2> Spells</l2></a><l0>里的相同</l0><l1>裡的相同</l1><br>\
<input id="channelSkill_Pr" type="checkbox"><label for="channelSkill_Pr">Protection</label><input id="channelSkill_SL" type="checkbox"><label for="channelSkill_SL">Spark of Life</label><input id="channelSkill_SS" type="checkbox"><label for="channelSkill_SS">Spirit Shield</label><input id="channelSkill_Ha" type="checkbox"><label for="channelSkill_Ha">Haste</label><br>\
<input id="channelSkill_AF" type="checkbox"><label for="channelSkill_AF">Arcane Focus</label><input id="channelSkill_He" type="checkbox"><label for="channelSkill_He">Heartseeker</label><input id="channelSkill_Re" type="checkbox"><label for="channelSkill_Re">Regen</label><input id="channelSkill_SV" type="checkbox"><label for="channelSkill_SV">Shadow Veil</label><input id="channelSkill_Ab" type="checkbox"><label for="channelSkill_Ab">Absorb</label></div>\
<div><input id="channelSkill2" type="checkbox"><label for="channelSkill2"><l0><b>再使用技能</b></label>: \
<div class="channelSkill2Order"><l0>施放顺序</l0><l1>施放順序</l1><l2>Cast Order</l2>: <input name="channelSkill2OrderName" style="width:80%;" type="text" disabled="true"><input name="channelSkill2OrderValue" style="width:80%;" type="hidden" disabled="true"><br>\
<input id="channelSkill2Order_Cu" value="Cu,311" type="checkbox"><label for="channelSkill2Order_Cu">Cure</label><input id="channelSkill2Order_FC" value="FC,313" type="checkbox"><label for="channelSkill2Order_FC">Full-Cure</label><input id="channelSkill2Order_Pr" value="Pr,411" type="checkbox"><label for="channelSkill2Order_Pr">Protection</label><input id="channelSkill2Order_SL" value="SL,422" type="checkbox"><label for="channelSkill2Order_SL">Spark of Life</label><input id="channelSkill2Order_SS" value="SS,423" type="checkbox"><label for="channelSkill2Order_SS">Spirit Shield</label><input id="channelSkill2Order_Ha" value="Ha,412" type="checkbox"><label for="channelSkill2Order_Ha">Haste</label><br>\
<input id="channelSkill2Order_AF" value="AF,432" type="checkbox"><label for="channelSkill2Order_AF">Arcane Focus</label><input id="channelSkill2Order_He" value="He,431" type="checkbox"><label for="channelSkill2Order_He">Heartseeker</label><input id="channelSkill2Order_Re" value="Re,312" type="checkbox"><label for="channelSkill2Order_Re">Regen</label><input id="channelSkill2Order_SV" value="SV,413" type="checkbox"><label for="channelSkill2Order_SV">Shadow Veil</label><input id="channelSkill2Order_Ab" value="Ab,421" type="checkbox"><label for="channelSkill2Order_Ab">Absorb</label></div></div>\
<div><l0><b>最后ReBuff</b>: 重新施放最先消失的Buff</l0><l1><b>最後ReBuff</b>: 重新施放最先消失的Buff</l1><l2><b>At last, re-cast the spells which will expire first</b></l2>.</div></div>',
'<div class="hvAATab" id="hvAATab-Buff">{{buffSkillCondition}}\
<div class="buffSkillOrder"><l0>施放顺序</l0><l1>施放順序</l1><l2>Cast Order</l2>: \
<input name="buffSkillOrderValue" style="width:80%;" type="text" disabled="true"><br>\
<input id="buffSkillOrder_Pr" type="checkbox"><label for="buffSkillOrder_Pr">Protection</label><input id="buffSkillOrder_SL" type="checkbox"><label for="buffSkillOrder_SL">Spark of Life</label><input id="buffSkillOrder_SS" type="checkbox"><label for="buffSkillOrder_SS">Spirit Shield</label><input id="buffSkillOrder_Ha" type="checkbox"><label for="buffSkillOrder_Ha">Haste</label><br>\
<input id="buffSkillOrder_AF" type="checkbox"><label for="buffSkillOrder_AF">Arcane Focus</label><input id="buffSkillOrder_He" type="checkbox"><label for="buffSkillOrder_He">Heartseeker</label><input id="buffSkillOrder_Re" type="checkbox"><label for="buffSkillOrder_Re">Regen</label><input id="buffSkillOrder_SV" type="checkbox"><label for="buffSkillOrder_SV">Shadow Veil</label><input id="buffSkillOrder_Ab" type="checkbox"><label for="buffSkillOrder_Ab">Absorb</label></div>\
<div><l0>Buff不存在就施放的技能</l0><l1>Buff不存在就施放的技能</l1><l2>Cast spells if the buff is not present</l2>: \
<div><input id="buffSkill_HD" type="checkbox"><label for="buffSkill_HD">Health Draught</label>{{buffSkillHDCondition}}</div>\
<div><input id="buffSkill_MD" type="checkbox"><label for="buffSkill_MD">Mana Draught</label>{{buffSkillMDCondition}}</div>\
<div><input id="buffSkill_SD" type="checkbox"><label for="buffSkill_SD">Spirit Draught</label>{{buffSkillSDCondition}}</div>\
<div><input id="buffSkill_FV" type="checkbox"><label for="buffSkill_FV">Flower Vase</label>{{buffSkillFVCondition}}</div>\
<div><input id="buffSkill_BG" type="checkbox"><label for="buffSkill_BG">Bubble-Gum</label>{{buffSkillBGCondition}}</div>\
<div><input id="buffSkill_Pr" type="checkbox"><label for="buffSkill_Pr">Protection</label>{{buffSkillPrCondition}}</div>\
<div><input id="buffSkill_SL" type="checkbox"><label for="buffSkill_SL">Spark of Life</label>{{buffSkillSLCondition}}</div>\
<div><input id="buffSkill_SS" type="checkbox"><label for="buffSkill_SS">Spirit Shield</label>{{buffSkillSSCondition}}</div>\
<div><input id="buffSkill_Ha" type="checkbox"><label for="buffSkill_Ha">Haste</label>{{buffSkillHaCondition}}</div>\
<div><input id="buffSkill_AF" type="checkbox"><label for="buffSkill_AF">Arcane Focus</label>{{buffSkillAFCondition}}</div>\
<div><input id="buffSkill_He" type="checkbox"><label for="buffSkill_He">Heartseeker</label>{{buffSkillHeCondition}}</div>\
<div><input id="buffSkill_Re" type="checkbox"><label for="buffSkill_Re">Regen</label>{{buffSkillReCondition}}</div>\
<div><input id="buffSkill_SV" type="checkbox"><label for="buffSkill_SV">Shadow Veil</label>{{buffSkillSVCondition}}</div>\
<div><input id="buffSkill_Ab" type="checkbox"><label for="buffSkill_Ab">Absorb</label>{{buffSkillAbCondition}}</div></div></div>',
'<div class="hvAATab" id="hvAATab-Debuff">\
<div class="debuffSkillOrder"><l0>施放顺序</l0><l1>施放順序</l1><l2>Cast Order</l2>:\
<input name="debuffSkillOrderValue" style="width:80%;" type="text" disabled="true"><br>\
<input id="debuffSkillOrder_Sle" type="checkbox"><label for="debuffSkillOrder_Sle">Sleep</label><input id="debuffSkillOrder_Bl" type="checkbox"><label for="debuffSkillOrder_Bl">Blind</label><input id="debuffSkillOrder_Slo" type="checkbox"><label for="debuffSkillOrder_Slo">Slow</label><br>\
<input id="debuffSkillOrder_Im" type="checkbox"><label for="debuffSkillOrder_Im">Imperil</label><input id="debuffSkillOrder_MN" type="checkbox"><label for="debuffSkillOrder_MN">MagNet</label><input id="debuffSkillOrder_Si" type="checkbox"><label for="debuffSkillOrder_Si">Silence</label><input id="debuffSkillOrder_Dr" type="checkbox"><label for="debuffSkillOrder_Dr">Drain</label><input id="debuffSkillOrder_We" type="checkbox"><label for="debuffSkillOrder_We">Weaken</label><input id="debuffSkillOrder_Co" type="checkbox"><label for="debuffSkillOrder_Co">Confuse</label></div>\
<div><l01>特殊</l01><l2>Special</l2><input id="debuffSkillAllIm" type="checkbox"><label for="debuffSkillAllIm"><l0>给所有敌人上Imperil</l0><l1>給所有敵人上Imperil</l1><l2>Imperiled all enemies.</l2></label></div>{{debuffSkillCondition}}\
<div>\
<div><input id="debuffSkill_Sle" type="checkbox"><label for="debuffSkill_Sle">Sleep</label>{{debuffSkillSleCondition}}</div>\
<div><input id="debuffSkill_Bl" type="checkbox"><label for="debuffSkill_Bl">Blind</label>{{debuffSkillBlCondition}}</div>\
<div><input id="debuffSkill_Slo" type="checkbox"><label for="debuffSkill_Slo">Slow</label>{{debuffSkillWeSlondition}}</div>\
<div><input id="debuffSkill_Im" type="checkbox"><label for="debuffSkill_Im">Imperil</label>{{debuffSkillImCondition}}</div>\
<div><input id="debuffSkill_MN" type="checkbox"><label for="debuffSkill_MN">MagNet</label>{{debuffSkillMNCondition}}</div>\
<div><input id="debuffSkill_Si" type="checkbox"><label for="debuffSkill_Si">Silence</label>{{debuffSkillSiCondition}}</div>\
<div><input id="debuffSkill_Dr" type="checkbox"><label for="debuffSkill_Dr">Drain</label>{{debuffSkillDrCondition}}</div>\
<div><input id="debuffSkill_We" type="checkbox"><label for="debuffSkill_We">Weaken</label>{{debuffSkillWeCondition}}</div>\
<div><input id="debuffSkill_Co" type="checkbox"><label for="debuffSkill_Co">Confuse</label>{{debuffSkillCoCondition}}</div></div>\
<div><l0>持续</l0><l1>持續</l1><l2>Expire</l2> Turns: <input id="debuffSkillTurnAlert" type="checkbox"><label for="debuffSkillTurnAlert"><l0>无法正常施放DEBUFF技能时,警报</l0><l1>無法正常施放DEBUFF技能時,警報</l1><l2>If it can not cast de-skills normally, alert.</l2></label><br>\
Sleep: <input class="hvAANumber" name="debuffSkillTurn_Sle" type="text"> Blind: <input class="hvAANumber" name="debuffSkillTurn_Bl" type="text"> Slow: <input class="hvAANumber" name="debuffSkillTurn_Slo" type="text"><br>\
Imperil: <input class="hvAANumber" name="debuffSkillTurn_Im" type="text"> MagNet: <input class="hvAANumber" name="debuffSkillTurn_MN" type="text"> Silence: <input class="hvAANumber" name="debuffSkillTurn_Si" type="text"><br>\
Drain: <input class="hvAANumber" name="debuffSkillTurn_Dr" type="text"> Weaken: <input class="hvAANumber" name="debuffSkillTurn_We" type="text"> Confuse: <input class="hvAANumber" name="debuffSkillTurn_Co" type="text"> </div></div>',
'<div class="hvAATab" id="hvAATab-Skill">\
<div><span><l0>注意: 默认在Spirit状态下使用,请在<a class="hvAAGoto" name="hvAATab-Main">主要选项</a>勾选并设置<b>开启/关闭Spirit Stance</b></l0><l1>注意: 默認在Spirit狀態下使用,請在<a class="hvAAGoto" name="hvAATab-Main">主要選項</a>勾選並設置<b>開啟/關閉Spirit Stance</b></l1><l2>Note: use under Spirit by default, please check and set the <b>Turn on/off Spirit Stance</b> in <a class="hvAAGoto" name="hvAATab-Main">Main</a></l2></span></div>\
<div class="skillOrder"><l0>施放顺序</l0><l1>施放順序</l1><l2>Cast Order</l2>: \
<input name="skillOrderValue" style="width:80%;" type="text" disabled="true"><br>\
<input id="skillOrder_OFC" type="checkbox"><label for="skillOrder_OFC"><l0>友情小马砲</l0><l1>友情小馬砲</l1><l2>OFC</l2></label><input id="skillOrder_FRD" type="checkbox"><label for="skillOrder_FRD"><l0>龙吼</l0><l1>龍吼</l1><l2>FRD</l2></label><input id="skillOrder_T3" type="checkbox"><label for="skillOrder_T3">T3</label><input id="skillOrder_T2" type="checkbox"><label for="skillOrder_T2">T2</label><input id="skillOrder_T1" type="checkbox"><label for="skillOrder_T1">T1</label></div>\
<div><input id="skill_OFC" type="checkbox"><label for="skill_OFC"><l0>友情小马砲</l0><l1>友情小馬砲</l1><l2>OFC</l2></label>: <input id="skillOTOS_OFC" type="checkbox"><label for="skillOTOS_OFC"><l01>一回合只使用一次</l01><l2>One round only spell one time</l2></label>{{skillOFCCondition}}</div>\
<div><input id="skill_FRD" type="checkbox"><label for="skill_FRD"><l0>龙吼</l0><l1>龍吼</l1><l2>FRD</l2></label>: <input id="skillOTOS_FRD" type="checkbox"><label for="skillOTOS_FRD"><l01>一回合只使用一次</l01><l2>One round only spell one time</l2></label>{{skillFRDCondition}}</div>\
<div><l0>战斗风格</l0><l1>戰鬥風格</l1><l2>Fighting style</l2>: <select name="fightingStyle"><option value="1">二天一流 / Niten Ichiryu</option><option value="2">单手 / One-Handed</option><option value="3">双手 / 2-Handed Weapon</option><option value="4">双持 / Dual Wielding</option><option value="5">法杖 / Staff</option></select></div>\
<div><input id="skill_T3" type="checkbox"><label for="skill_T3"><l0>3阶(如果有)</l0><l1>3階(如果有)</l1><l2>T3(if exist)</l2></label>: <input id="skillOTOS_T3" type="checkbox"><label for="skillOTOS_T3"><l01>一回合只使用一次</l01><l2>One round only spell one time</l2></label><br><input id="mercifulBlow" type="checkbox"><label for="mercifulBlow">Merciful Blow: <l0>优先攻击满足条件的敌人 (25% HP, 流血)</l0><l1>優先攻擊滿足條件的敵人 (25% HP, 流血)</l1><l2>Attack the enemy which has 25% HP and is bleeding first</l2></label>{{skillT3Condition}}</div>\
<div><input id="skill_T2" type="checkbox"><label for="skill_T2"><l0>2阶(如果有)</l0><l1>2階(如果有)</l1><l2>T2(if exist)</l2></label>: <input id="skillOTOS_T2" type="checkbox"><label for="skillOTOS_T2"><l01>一回合只使用一次</l01><l2>One round only spell one time</l2></label>{{skillT2Condition}}</div>\
<div><input id="skill_T1" type="checkbox"><label for="skill_T1"><l0>1阶</l0><l1>1階</l1><l2>T1</l2></label>: <input id="skillOTOS_T1" type="checkbox"><label for="skillOTOS_T1"><l01>一回合只使用一次</l01><l2>One round only spell one time</l2></label>{{skillT1Condition}}</div></div>',
'<div class="hvAATab" id="hvAATab-Scroll">\
<l0>战役模式</l0><l1>戰役模式</l1><l2>Battle type</l2>: \
<input id="scrollRoundType_ar" type="checkbox"><label for="scrollRoundType_ar">The Arena</label><input id="scrollRoundType_rb" type="checkbox"><label for="scrollRoundType_rb">Ring of Blood</label><input id="scrollRoundType_gr" type="checkbox"><label for="scrollRoundType_gr">GrindFest</label><input id="scrollRoundType_iw" type="checkbox"><label for="scrollRoundType_iw">Item World</label><input id="scrollRoundType_ba" type="checkbox"><label for="scrollRoundType_ba">Encounter</label>{{scrollCondition}}\
<input id="scrollFirst" type="checkbox"><label for="scrollFirst"><l0>存在技能生成的Buff时,仍然使用卷轴</l0><l1>存在技能生成的Buff時,仍然使用捲軸</l1><l2>Use Scrolls even when there are effects from spells</l2>.</label>\
<div><input id="scroll_Go" type="checkbox"><label for="scroll_Go">Scroll of the Gods</label>{{scrollGoCondition}}</div>\
<div><input id="scroll_Av" type="checkbox"><label for="scroll_Av">Scroll of the Avatar</label>{{scrollAvCondition}}</div>\
<div><input id="scroll_Pr" type="checkbox"><label for="scroll_Pr">Scroll of Protection</label>{{scrollPrCondition}}</div>\
<div><input id="scroll_Sw" type="checkbox"><label for="scroll_Sw">Scroll of Swiftness</label>{{scrollSwCondition}}</div>\
<div><input id="scroll_Li" type="checkbox"><label for="scroll_Li">Scroll of Life</label>{{scrollLiCondition}}</div>\
<div><input id="scroll_Sh" type="checkbox"><label for="scroll_Sh">Scroll of Shadows</label>{{scrollShCondition}}</div>\
<div><input id="scroll_Ab" type="checkbox"><label for="scroll_Ab">Scroll of Absorption</label>{{scrollAbCondition}}</div></div>',
'<div class="hvAATab" id="hvAATab-Infusion">\
<l0>注意:魔药属性与</l0><l1>注意:魔藥屬性與</l1><l2>Note: The style of infusion is the same as Attack Mode in </l2><a class="hvAAGoto" name="hvAATab-Main"><l0>主要选项</l0><l1>主要選項</l1><l2>Main</l2></a><l0>里的攻击模式相同</l0><l1>裡的攻擊模式相同</l1><l2></l2><br>{{infusionCondition}}</div>',
'<div class="hvAATab" id="hvAATab-Alarm">\
<span class="hvAATitle"><l0>自定义警报</l0><l1>自定義警報</l1><l2>Alarm</l2></span><br>\
<l0>注意:留空则使用默认音频,建议每个用户使用自定义音频</l0><l1>注意:留空則使用默認音頻,建議每個用戶使用自定義音頻</l1><l2>Note: Leave the box blank to use default audio, it\'s recommended for all user to use custom audio.</l2>\
<div><input id="audioEnable_Common" type="checkbox"><label for="audioEnable_Common"><l01>通用</l01><l2>Common</l2>: <input name="audio_Common" type="text"></label><br><input id="audioEnable_Error" type="checkbox"><label for="audioEnable_Error"><l0>错误</l0><l1>錯誤</l1><l2>Error</l2>: <input name="audio_Error" type="text"></label><br><input id="audioEnable_Defeat" type="checkbox"><label for="audioEnable_Defeat"><l0>失败</l0><l1>失敗</l1><l2>Defeat</l2>: <input name="audio_Defeat" type="text"></label><br><input id="audioEnable_Riddle" type="checkbox"><label for="audioEnable_Riddle"><l0>答题</l0><l1>答題</l1><l2>Riddle</l2>: <input name="audio_Riddle" type="text"></label><br><input id="audioEnable_Victory" type="checkbox"><label for="audioEnable_Victory"><l0>胜利</l0><l1>勝利</l1><l2>Victory</l2>: <input name="audio_Victory" type="text"></label></div>\
<div><l0>请将将要测试的音频文件的地址填入这里</l0><l1>請將將要測試的音頻文件的地址填入這裡</l1><l2>Plz put in the audio file address you want to test</l2>: <br><input class="hvAADebug" name="audio_Text" type="text"></div></div>',
'<div class="hvAATab" id="hvAATab-Rule">\
<span class="hvAATitle"><l0>攻击规则</l0><l1>攻擊規則</l1><l2>Attack Rule</l2></span> <l01><a href="https://github.com/dodying/UserJs/blob/master/HentaiVerse/hvAutoAttack/README.md#攻击规则-示例" target="_blank">示例</a></l01><l2><a href="https://github.com/dodying/UserJs/blob/master/HentaiVerse/hvAutoAttack/README_en.md#attack-rule-example" target="_blank">Example</a></l2>\
<div>1. <l0>每回合计算敌人当前血量,血量最低的设置初始血量为10,其他敌人为当前血量倍数*10</l0><l1>每回合計算敌人當前血量,血量最低的設置初始血量為10,其他敌人為當前血量倍數*10</l1><l2>Each enemiy is assigned a number which is used to determine the target to attack, let\'s call that number Priority Weight or PW.</l2></div>\
<div>2. <l0>初始权重与下述各Buff权重相加</l0><l1>初始權重與下述各Buff權重相加</l1><l2>PW(X) = 10 * HP(X) / Min_HP + Accumulated_Weight_of_Deprecating_Spells_In_Effect(X)</l2><br>\
Sleep: <input class="hvAANumber" name="weight_Sle" placeholder="5" type="text"> Blind: <input class="hvAANumber" name="weight_Bl" placeholder="3" type="text"> Slow: <input class="hvAANumber" name="weight_Slo" placeholder="3" type="text"> Imperil: <input class="hvAANumber" name="weight_Im" placeholder="-5" type="text"><br>\
MagNet: <input class="hvAANumber" name="weight_MN" placeholder="-4" type="text"> Silence: <input class="hvAANumber" name="weight_Si" placeholder="-4" type="text"> Drain: <input class="hvAANumber" name="weight_Dr" placeholder="-4" type="text"> Weaken: <input class="hvAANumber" name="weight_We" placeholder="-4" type="text"><br>\
Confuse: <input class="hvAANumber" name="weight_Co" placeholder="-1" type="text"> Coalesced Mana: <input class="hvAANumber" name="weight_CM" placeholder="-5" type="text"><br>\
Stunned: <input class="hvAANumber" name="weight_Stun" placeholder="-4" type="text"> Penetrated Armor: <input class="hvAANumber" name="weight_PA" placeholder="-4" type="text"> Bleeding Wound: <input class="hvAANumber" name="weight_BW" placeholder="-4" type="text"></div>\
<div>3. <input id="ruleReverse" type="checkbox"><label for="ruleReverse"><l0>计算出最终权重,攻击权重最小/最大的敌人(勾选: 最大)</l0><l1>計算出最終權重,攻擊權重最小/最大的敌人(勾選: 最大)</l1><l2>Whichever enemy has the lowest/highest PW will be the target. (ON means highest)</l2></label></div>\
<div>PS. <l0>如果你对各Buff权重有特别见解,请务必</l0><l1>如果你對各Buff權重有特別見解,請務必</l1><l2>If you have any suggestions, please </l2><a class="hvAAGoto" name="hvAATab-Feedback"><l0>告诉我</l0><l1>告訴我</l1><l2>let me know</l2></a>.</div></div>',
'<div class="hvAATab hvAACenter" id="hvAATab-Drop">\
<span class="hvAATitle"><l0>掉落监测</l0><l1>掉落監測</l1><l2>Drops Tracking</l2></span><button class="reDropMonitor"><l01>重置</l01><l2>Reset</l2></button>\
<div><l0>记录装备的最低品质</l0><l1>記錄裝備的最低品質</l1><l2>Minimum drop quality</l2>: <select name="dropQuality"><option value="0">Crude</option><option value="1">Fair</option><option value="2">Average</option><option value="3">Superior</option><option value="4">Exquisite</option><option value="5">Magnificent</option><option value="6">Legendary</option><option value="7">Peerless</option></select></div>\
<table></table></div>',
'<div class="hvAATab hvAACenter" id="hvAATab-Usage">\
<span class="hvAATitle"><l0>数据记录</l0><l1>數據記錄</l1><l2>Usage Tracking</l2></span><button class="reRecordUsage"><l01>重置</l01><l2>Reset</l2></button>\
<table></table></div>',
'<div class="hvAATab hvAACenter" id="hvAATab-About">\
<div><span class="hvAATitle"><l0>当前状况</l0><l1>當前狀況</l1><l2>Current status</l2></span>: \
<l0>如果脚本长期暂停且网络无问题,请点击</l0><l1>如果腳本長期暫停且網絡無問題,請點擊</l1><l2>If the script does not work and you are sure that it\'s not because of your internet, click</l2><button class="hvAAFix"><l0>尝试修复</l0><l1>嘗試修復</l1><l2>Try to fix</l2></button><br>\
<l0>战役模式</l0><l1>戰役模式</l1><l2>Battle type</l2>: <select class="hvAADebug" name="roundType"><option></option><option value="ar">The Arena</option><option value="rb">Ring of Blood</option><option value="gr">GrindFest</option><option value="iw">Item World</option><option value="ba">Encounter</option></select> <l0>当前回合</l0><l1>當前回合</l1><l2>Current round</l2>: <input name="roundNow" class="hvAADebug hvAANumber" placeholder="1" type="text"> <l0>总回合</l0><l1>總回合</l1><l2>Total rounds</l2>: <input name="roundAll" class="hvAADebug hvAANumber" placeholder="1" type="text"></div>\
<div class="hvAAQuickSite"><span class="hvAATitle"><l0>快捷站点</l0><l1>快捷站點</l1><l2>Quick Site</l2></span><button class="quickSiteAdd"><l01>新增</l01><l2>Add</l2></button><br>\
<l0>注意: 留空“姓名”一栏则表示删除该行,修改后请保存</l0><l1>注意: 留空“姓名”一欄則表示刪除該行,修改後請保存</l1><l2>Note: The "name" input box left blank will be deleted, after change please save in time.</l2>\
<table><tbody><tr class="hvAATh"><td><l0>图标</l0><l1>圖標</l1><l2>ICON</l2></td><td><l0>名称</l0><l1>名稱</l1><l2>Name</l2></td><td><l0>链接</l0><l1>鏈接</l1><l2>Link</l2></td></tr></tbody></table></div>\
<div><span class="hvAATitle"><l0>备份与还原</l0><l1>備份與還原</l1><l2>Backup and Restore</l2></span><button class="hvAABackup"><l0>备份设置</l0><l1>備份設置</l1><l2>Backup Confiuration</l2></button><button class="hvAARestore"><l0>还原设置</l0><l1>還原設置</l1><l2>Restore Confiuration</l2></button><button class="hvAADelete"><l0>删除设置</l0><l1>刪除設置</l1><l2>Delete Confiuration</l2></button><ul class="hvAABackupList"></ul></div>\
<div><span class="hvAATitle"><l0>导入与导出</l0><l1>導入與導出</l1><l2>Import and Export</l2></span><button class="hvAAExport"><l0>导出设置</l0><l1>導出設置</l1><l2>Export Confiuration</l2></button><button class="hvAAImport"><l0>导入设置</l0><l1>導入設置</l1><l2>Import Confiuration</l2></button><textarea class="hvAAConfig"></textarea></div></div>',
'<div class="hvAATab" id="hvAATab-Feedback">\
<span class="hvAATitle"><l01>反馈</l01><l2>Feedback</l2></span>\
<div><l0>链接</l0><l1>鏈接</l1><l2>Links</l2>: <a class="joinQun" target="_blank" href="//shang.qq.com/wpa/qunwpa?idkey=4f789fd3518a9152c83a629cfc6b33f24be1567979f386ea72661ed917576715">1. Group for QQ</a><a href="https://greasyfork.org/forum/post/discussion?script=18482" target="_blank">2. GreasyFork</a><a href="https://github.com/dodying/UserJs/issues/new" target="_blank">3. GitHub</a><a href="mailto:dodying@foxmail.com">4. e-mail</a></div>\
<div><span class="hvAATitle"><l0>反馈说明</l0><l1>反饋說明</l1><l2>Feedback Note</l2></span>: <br>\
<l0>如果你遇见了Bug,想帮助作者修复它<br>你应当提供以下多种资料: <br>1. 场景描述<br>2. 你的配置<br>3. 控制台日志 (按Ctrl+Shift+i打开开发者助手,再选择Console(控制台)面板)<br>4. 战斗日志 (如果是在战斗中)<br>如果是无法容忍甚至使脚本失效的Bug,请尝试安装旧版本<hr>如果你有一些建议使这个脚本更加有用,那么: <br>1. 请尽量简述你的想法<br>2. 如果可以,请提供一些场景 (方便作者更好理解)</l0>\
<l1>如果你遇見了Bug,想幫助作者修復它<br>你應當提供以下多種資料: <br>1. 場景描述<br>2. 你的配置<br>3. 控制台日誌 (按Ctrl+Shift+i打開開發者助手,再選擇Console(控制台)面板)<br>4. 戰鬥日誌 (如果是在戰鬥中)<br>如果是無法容忍甚至使腳本失效的Bug,請嘗試安裝舊版本<hr>如果你有一些建議使這個腳本更加有用,那麼: <br>1. 請盡量簡述你的想法<br>2.如果可以,請提供一些場景 (方便作者更好理解)</l1>\
<l2>If you encounter a bug and would like to help the author fix it<br>You should provide the following information: <br>1. the Situation<br>2. Your Configuration<br>3. Console Log (press Ctrl + Shift + i to open the Developer Assistant, And then select the Console panel)<br>4. Battle Log (if in combat)<br>If you are unable to tolerate this bug or even the bug made the script fail, try installing the old version<hr>If you have some suggestions to make this script more useful, then: <br>1. Please briefly describe your thoughts<br>2. If you can, please provide some scenes (to facilitate the author to better understand)<br>PS. For English user, please express in basic English (Oh my poor English, thanks for Google Translate)</l2></div></div>',
'</div>',
'<div class="hvAAButtonBox hvAACenter">\
<button class="hvAAReset"><l0>重置设置</l0><l1>重置設置</l1><l2>Reset</l2></button><button class="hvAAApply"><l0>应用</l0><l1>應用</l1><l2>Apply</l2></button><button class="hvAACancel"><l01>取消</l01><l2>Cancel</l2></button></div>'
].join('').replace(/{{(.*?)}}/g, '<div class="customize" name="$1"></div>');
//绑定事件
gE('select[name="lang"]', optionBox).onchange = function() { //选择语言
gE('.hvAA-LangStyle').textContent = 'l' + this.value + '{display:inline!important;}';
if (/^[01]$/.test(this.value)) gE('.hvAA-LangStyle').textContent += 'l01{display:inline!important;}';
g('lang', this.value);
};
gE('.hvAATabmenu', optionBox).onclick = function(e) { //标签页事件
if (e.target.tagName === 'INPUT') return;
var target = (e.target.tagName === 'SPAN') ? e.target : e.target.parentNode;
var name = target.getAttribute('name');
var i, _html;
if (name === 'Drop') { //掉落监测
var drop = getValue('drop', true) || {};
var dropOld = getValue('dropOld', true) || [];
drop = objSort(drop);
_html = '<tbody>';
if (dropOld.length === 0 || (dropOld.length === 1 && !getValue('drop', true))) {
if (dropOld.length === 1) drop = dropOld[0];
_html += '<tr class="hvAATh"><td></td><td><l0>数量</l0><l1>數量</l1><l2>Amount</l2></td></tr>';
for (i in drop) {
_html += '<tr><td>' + i + '</td><td>' + drop[i] + '</td></tr>';
}
} else {
if (getValue('drop')) {
drop.__name = getValue('battleCode');
dropOld.push(drop);
}
dropOld.reverse();
_html += '<tr class="hvAATh"><td class="selectTable"></td>';
dropOld.forEach(function(_dropOld) {
_html += '<td>' + _dropOld.__name + '</td>';
});
_html += '</tr>';
getKeys(dropOld).forEach(function(key) {
if (key === '__name') return;
_html += '<tr><td>' + key + '</td>';
dropOld.forEach(function(_dropOld) {
if (key in _dropOld) {
_html += '<td>' + _dropOld[key] + '</td>';
} else {
_html += '<td></td>';
}
});
_html += '</tr>';
});
}
_html += '</tbody>';
gE('#hvAATab-Drop>table').innerHTML = _html;
} else if (name === 'Usage') { //数据记录
var stats = getValue('stats', true) || {};
var statsOld = getValue('statsOld', true) || [];
var translation = {
self: '<l0>自身 (次数)</l0><l1>自身 (次數)</l1><l2>Self (Frequency)</l2>',
restore: '<l0>回复 (总量)</l0><l1>回复 (總量)</l1><l2>Restore (Amount)</l2>',
items: '<l0>物品 (次数)</l0><l1>物品 (次數)</l1><l2>Items (Frequency)</l2>',
magic: '<l0>技能 (次数)</l0><l1>技能 (次數)</l1><l2>Magic (Frequency)</l2>',
damage: '<l0>伤害 (总量)</l0><l1>傷害 (總量)</l1><l2>Damage (Amount)</l2>',
hurt: '<l0>受伤 (总量)</l0><l1>受傷 (總量)</l1><l2>Loss (Amount)</l2>',
proficiency: '<l0>熟练度 (总量)</l0><l1>熟練度 (總量)</l1><l2>Proficiency (Amount)</l2>',
};
_html = '<tbody>';
if (statsOld.length === 0 || (statsOld.length === 1 && !getValue('stats', true))) {
if (statsOld.length === 1) stats = statsOld[0];
for (i in stats) {
_html += '<tr class="hvAATh"><td>' + translation[i] + '</td><td><l01>值</l01><l2>Value</l2></td></tr>';
stats[i] = objSort(stats[i]);
for (var j in stats[i]) {
_html += '<tr><td>' + j + '</td><td>' + stats[i][j] + '</td></tr>';
}
}
} else {
if (getValue('stats')) {
stats.__name = getValue('battleCode');
statsOld.push(stats);
}
statsOld.reverse();
_html += '<tr class="hvAATh"><td class="selectTable"></td>';
statsOld.forEach(function(_dropOld) {
_html += '<td>' + _dropOld.__name + '</td>';
});
_html += '</tr>';
Object.keys(translation).forEach(function(i) {
if (i === '__name') return;
_html += '<tr class="hvAATh"><td colspan="' + (statsOld.length + 1) + '">' + translation[i] + '</td></tr>';
getKeys(statsOld, i).forEach(function(key) {
_html += '<tr><td>' + key + '</td>';
statsOld.forEach(function(_statsOld) {
if (key in _statsOld[i]) {
_html += '<td>' + _statsOld[i][key] + '</td>';
} else {
_html += '<td></td>';
}
});
});
});
}
_html += '</tbody>';
gE('#hvAATab-Usage>table').innerHTML = _html;
} else if (name === 'About') { //关于本脚本
gE('.hvAADebug', 'all', optionBox).forEach(function(input) {
if (getValue(input.name)) input.value = getValue(input.name);
});
}
if (name === 'Drop' || name === 'Usage') {
gE('.selectTable', 'all', optionBox).forEach(function(i) {
i.onclick = null;
i.onclick = function(e) {
var select = window.getSelection();
select.removeAllRanges();
var range = document.createRange();
range.selectNodeContents(e.target.parentNode.parentNode.parentNode);
select.addRange(range);
};
});
}
gE('.hvAATab', 'all', optionBox).forEach(function(i) {
i.style.display = (i.id === 'hvAATab-' + name) ? 'block' : 'none';
});
};
gE('.hvAAGoto', 'all', optionBox).forEach(function(i) {
i.onclick = function() {
gE('.hvAATabmenu>span[name="' + this.name.replace('hvAATab-', '') + '"]').click();
};
});
optionBox.onmousemove = function(e) { //自定义条件相关事件
var target = (e.target.className === 'customize') ? e.target : (e.target.parentNode.className === 'customize') ? e.target.parentNode : e.target.parentNode.parentNode;
if (!gE('.customizeBox')) customizeBox();
if (target.className !== 'customize' && target.parentNode.className !== 'customize') {
if (!target.className.match('customize')) gE('.customizeBox').style.zIndex = -1;
return;
}
g('customizeTarget', target);
var position = target.getBoundingClientRect();
gE('.customizeBox').style.zIndex = 5;
gE('.customizeBox').style.top = position.bottom + window.scrollY + 'px';
gE('.customizeBox').style.left = position.left + window.scrollX + 'px';
};
//标签页-主要选项
gE('input[name="pauseHotkeyStr"]', optionBox).onkeyup = function(e) {
this.value = (/^[a-z]$/.test(e.key)) ? e.key.toUpperCase() : e.key;
gE('input[name="pauseHotkeyCode"]', optionBox).value = e.keyCode;
};
gE('.testNotification', optionBox).onclick = function() {
_alert(0, '接下来开始预处理。\n如果询问是否允许,请选择允许', '接下來開始預處理。\n如果詢問是否允許,請選擇允許', 'Now, pretreat.\nPlease allow to receive notifications if you are asked for permission');
setNotification('Test');
};
gE('.testPopup', optionBox).onclick = function() {
_alert(0, '接下来开始预处理。\n关闭本警告框之后,请切换到其他标签页,\n并在足够长的时间后再打开本标签页', '接下來開始預處理。\n關閉本警告框之後,請切換到其他標籤頁,\n並在足夠長的時間後再打開本標籤頁', 'Now, pretreat.\nAfter dismissing this alert, focus other tab,\nfocus this tab again after long time.');
setTimeout(function() {
var riddleWindow = window.open(location.href, 'riddleWindow', 'resizable,scrollbars,width=1241,height=707');
if (riddleWindow) setTimeout(function() {
riddleWindow.close();
}, 200);
}, 3000);
};
gE('.staminaLostLog', optionBox).onclick = function() {
var out = [];
var staminaLostLog = getValue('staminaLostLog', true);
for (var i in staminaLostLog) {
out.push(i + ': ' + staminaLostLog[i]);
}
if (confirm('总共' + out.length + '条记录 (There are ' + out.length + ' logs): \n' + out.reverse().join('\n') + '\n是否重置 (Whether to reset)?')) setValue('staminaLostLog', {});
};
gE('.idleArenaReset', optionBox).onclick = function() {
if (_alert(1, '是否重置', '是否重置', 'Whether to reset')) delValue('arena');
};
gE('.hvAAShowLevels', optionBox).onclick = function() {
gE('.hvAAArenaLevels').style.display = (gE('.hvAAArenaLevels').style.display === 'block') ? 'none' : 'block';
};
gE('.hvAALevelsClear', optionBox).onclick = function() {
gE('[name="idleArenaLevels"]', optionBox).value = '';
gE('[name="idleArenaValue"]', optionBox).value = '';
gE('.hvAAArenaLevels>input', 'all', optionBox).forEach(function(input) {
input.checked = false;
});
};
gE('.hvAAArenaLevels', optionBox).onclick = function(e) {
if (e.target.tagName !== 'INPUT' && e.target.type !== 'checkbox') return;
var valueArray = e.target.value.split(',');
var levels = gE('input[name="idleArenaLevels"]').value;
var value = gE('input[name="idleArenaValue"]').value;
if (e.target.checked) {
levels += (levels) ? ',' + valueArray[0] : valueArray[0];
value += (value) ? ',' + valueArray[1] : valueArray[1];
} else {
levels = levels.replace(new RegExp('(^|,)' + valueArray[0] + '(,|$)'), '$2').replace(/^,/, '');
value = value.replace(new RegExp('(^|,)' + valueArray[1] + '(,|$)'), '$2').replace(/^,/, '');
}
gE('input[name="idleArenaLevels"]').value = levels;
gE('input[name="idleArenaValue"]').value = value;
};
//标签页-物品
gE('.itemOrder', optionBox).onclick = function(e) {
if (e.target.tagName !== 'INPUT' && e.target.type !== 'checkbox') return;
var valueArray = e.target.value.split(',');
var name = gE('input[name="itemOrderName"]').value;
var value = gE('input[name="itemOrderValue"]').value;
if (e.target.checked) {
name += (name) ? ',' + valueArray[0] : valueArray[0];
value += (value) ? ',' + valueArray[1] : valueArray[1];
} else {
name = name.replace(new RegExp('(^|,)' + valueArray[0] + '(,|$)'), '$2').replace(/^,/, '');
value = value.replace(new RegExp('(^|,)' + valueArray[1] + '(,|$)'), '$2').replace(/^,/, '');
}
gE('input[name="itemOrderName"]').value = name;
gE('input[name="itemOrderValue"]').value = value;
};
//标签页-Channel技能
gE('.channelSkill2Order', optionBox).onclick = function(e) {
if (e.target.tagName !== 'INPUT' && e.target.type !== 'checkbox') return;
var valueArray = e.target.value.split(',');
var name = gE('input[name="channelSkill2OrderName"]').value;
var value = gE('input[name="channelSkill2OrderValue"]').value;
if (e.target.checked) {
name += (name) ? ',' + valueArray[0] : valueArray[0];
value += (value) ? ',' + valueArray[1] : valueArray[1];
} else {
name = name.replace(new RegExp('(^|,)' + valueArray[0] + '(,|$)'), '$2').replace(/^,/, '');
value = value.replace(new RegExp('(^|,)' + valueArray[1] + '(,|$)'), '$2').replace(/^,/, '');
}
gE('input[name="channelSkill2OrderName"]').value = name;
gE('input[name="channelSkill2OrderValue"]').value = value;
};
//标签页-BUFF技能
gE('.buffSkillOrder', optionBox).onclick = function(e) {
if (e.target.tagName !== 'INPUT' && e.target.type !== 'checkbox') return;
var name = e.target.id.match(/_(.*)/)[1];
var value = gE('input[name="buffSkillOrderValue"]').value;
if (e.target.checked) {
value += (value) ? ',' + name : name;
} else {
value = value.replace(new RegExp('(^|,)' + name + '(,|$)'), '$2').replace(/^,/, '');
}
gE('input[name="buffSkillOrderValue"]').value = value;
};
//标签页-DEBUFF技能
gE('.debuffSkillOrder', optionBox).onclick = function(e) {
if (e.target.tagName !== 'INPUT' && e.target.type !== 'checkbox') return;
var name = e.target.id.match(/_(.*)/)[1];
var value = gE('input[name="debuffSkillOrderValue"]').value;
if (e.target.checked) {
value += (value) ? ',' + name : name;
} else {
value = value.replace(new RegExp('(^|,)' + name + '(,|$)'), '$2').replace(/^,/, '');
}
gE('input[name="debuffSkillOrderValue"]').value = value;
};
//标签页-其他技能
gE('.skillOrder', optionBox).onclick = function(e) {
if (e.target.tagName !== 'INPUT' && e.target.type !== 'checkbox') return;
var name = e.target.id.match(/_(.*)/)[1];
var value = gE('input[name="skillOrderValue"]').value;
if (e.target.checked) {
value += (value) ? ',' + name : name;
} else {
value = value.replace(new RegExp('(^|,)' + name + '(,|$)'), '$2').replace(/^,/, '');
}
gE('input[name="skillOrderValue"]').value = value;
};
//标签页-警报
gE('input[name="audio_Text"]', optionBox).onchange = function() {
if (this.value === '') return;
if (!/^http(s)?:|^ftp:|^data:audio/.test(this.value)) {
_alert(0, '地址必须以"http:","https:","ftp:","data:audio"开头', '地址必須以"http:","https:","ftp:","data:audio"開頭', 'The address must start with "http:", "https:", "ftp:", and "data:audio"');
return;
}
_alert(0, '接下来将测试该音频\n如果该音频无法播放或无法载入,请变更\n请测试完成后再键入另一个音频', '接下來將測試該音頻\n如果該音頻無法播放或無法載入,請變更\n請測試完成後再鍵入另一個音頻', 'The audio will be tested after you close this prompt\nIf the audio doesn\'t load or play, change the url');
var box = gE('#hvAATab-Alarm').appendChild(cE('div'));
box.innerHTML = this.value;
var audio = box.appendChild(cE('audio'));
audio.controls = true;
audio.src = this.value;
audio.play();
};
//标签页-掉落监测
gE('.reDropMonitor', optionBox).onclick = function() {
if (_alert(1, '是否重置', '是否重置', 'Whether to reset')) {
delValue('drop');
delValue('dropOld');
}
};
//标签页-数据记录
gE('.reRecordUsage', optionBox).onclick = function() {
if (_alert(1, '是否重置', '是否重置', 'Whether to reset')) {
delValue('stats');
delValue('statsOld');
}
};
//标签页-关于本脚本
gE('.hvAAFix', optionBox).onclick = function() {
gE('.hvAADebug[name^="round"]', 'all', optionBox).forEach(function(input) {
setValue(input.name, input.value || input.placeholder);
});
};
gE('.quickSiteAdd', optionBox).onclick = function() {
var tr = gE('.hvAAQuickSite>table>tbody', optionBox).appendChild(cE('tr'));
tr.innerHTML = '<td><input class="hvAADebug" type="text"></td><td><input class="hvAADebug" type="text"></td><td><input class="hvAADebug" type="text"></td>';
};
gE('.hvAAConfig', optionBox).onclick = function() {
this.style.height = 0;
this.style.height = this.scrollHeight + 'px';
this.select();
};
gE('.hvAABackup', optionBox).onclick = function() {
var code = _alert(2, '请输入当前配置代号', '請輸入當前配置代號', 'Please put in a name for the current configuration') || time(3);
var backups = getValue('backup', true) || {};
backups[code] = getValue('option');
setValue('backup', backups);
var li = gE('.hvAABackupList', optionBox).appendChild(cE('li'));
li.textContent = code;
};
gE('.hvAARestore', optionBox).onclick = function() {
var code = _alert(2, '请输入配置代号', '請輸入配置代號', 'Please put in a name for a configuration');
var backups = getValue('backup', true) || {};
if (!(code in backups) || !code) return;
setValue('option', backups[code]);
goto();
};
gE('.hvAADelete', optionBox).onclick = function() {
var code = _alert(2, '请输入配置代号', '請輸入配置代號', 'Please put in a name for a configuration');
var backups = getValue('backup', true) || {};
if (!(code in backups) || !code) return;
delete backups[code];
setValue('backup', backups);
goto();
};
gE('.hvAAExport', optionBox).onclick = function() {
gE('.hvAAConfig').value = getValue('option');
};
gE('.hvAAImport', optionBox).onclick = function() {
var option = gE('.hvAAConfig').value;
if (!option) return;
if (_alert(1, '是否重置', '是否重置', 'Whether to reset')) {
setValue('option', option);
goto();
}
};
//标签页-反馈
gE('.joinQun', optionBox).onclick = function(e) {
if (!confirm() || !confirm() || !confirm()) {
e.preventDefault();
}
};
//
gE('.hvAAReset', optionBox).onclick = function() {
if (_alert(1, '是否重置', '是否重置', 'Whether to reset')) delValue('option');
};
gE('.hvAAApply', optionBox).onclick = function() {
if (gE('select[name="attackStatus"] option[value="-1"]:checked', optionBox)) {
_alert(0, '请选择攻击模式', '請選擇攻擊模式', 'Please select the attack mode');
gE('.hvAATabmenu>span[name="Main"]').click();
gE('#attackStatus', optionBox).style.border = '1px solid red';
setTimeout(function() {
gE('#attackStatus', optionBox).style.border = '';
}, 0.5 * 1000);
return;
}
var _option = {
version: g('version')
};
var inputs = gE('input,select', 'all', optionBox);
var itemName, itemArray, itemValue, i;
for (i = 0; i < inputs.length; i++) {
if (inputs[i].className === 'hvAADebug') {
continue;
} else if (inputs[i].className === 'hvAANumber') {
itemName = inputs[i].name;
itemValue = (inputs[i].value || inputs[i].placeholder) * 1;
if (isNaN(itemValue)) continue;
} else if (inputs[i].type === 'text' || inputs[i].type === 'hidden') {
itemName = inputs[i].name;
itemValue = inputs[i].value || inputs[i].placeholder;
if (itemValue === '') continue;
} else if (inputs[i].type === 'checkbox') {
itemName = inputs[i].id;
itemValue = inputs[i].checked;
if (itemValue === false) continue;
} else if (inputs[i].type === 'select-one') {
itemName = inputs[i].name;
itemValue = inputs[i].value;
}
itemArray = itemName.split('_');
if (itemArray.length === 1) {
_option[itemName] = itemValue;
} else {
if (!(itemArray[0] in _option)) _option[itemArray[0]] = {};
if (inputs[i].className === 'customizeInput') {
if (typeof _option[itemArray[0]][itemArray[1]] === 'undefined') _option[itemArray[0]][itemArray[1]] = [];
_option[itemArray[0]][itemArray[1]].push(itemValue);
} else {
_option[itemArray[0]][itemArray[1]] = itemValue;
}
}
}
inputs = gE('.hvAAQuickSite input[type="text"]', 'all', optionBox);
for (i = 0; 3 * i < inputs.length; i++) {
if (i === 0 && inputs.length !== 0) _option.quickSite = [];
if (inputs[3 * i + 1].value === '') continue;
_option.quickSite.push({
fav: inputs[3 * i].value,
name: inputs[3 * i + 1].value,
url: inputs[3 * i + 2].value
});
}
setValue('option', _option);
optionBox.style.display = 'none';
goto();
};
gE('.hvAACancel', optionBox).onclick = function() {
optionBox.style.display = 'none';
};
if (g('option')) {
var i, j, k;
var _option = g('option');
var inputs = gE('input,select', 'all', optionBox);
var itemName, itemArray, itemValue, _html;
for (i = 0; i < inputs.length; i++) {
if (inputs[i].className === 'hvAADebug') continue;
itemName = inputs[i].name || inputs[i].id;
if (typeof _option[itemName] !== 'undefined') {
itemValue = _option[itemName];
} else {
itemArray = itemName.split('_');
itemValue = '';
if (itemArray.length === 2 && typeof _option[itemArray[0]] === 'object' && inputs[i].className !== 'hvAACustomize' && typeof _option[itemArray[0]][itemArray[1]] !== 'undefined') {
itemValue = _option[itemArray[0]][itemArray[1]];
}
}
if (inputs[i].type === 'text' || inputs[i].type === 'hidden' || inputs[i].type === 'select-one' || inputs[i].type === 'number') {
inputs[i].value = itemValue;
} else if (inputs[i].type === 'checkbox') {
inputs[i].checked = itemValue;
}
}
var customize = gE('.customize', 'all', optionBox);
for (i = 0; i < customize.length; i++) {
itemName = customize[i].getAttribute('name');
if (itemName in _option) {
for (j in _option[itemName]) {
var group = customize[i].appendChild(cE('div'));
group.className = 'customizeGroup';
group.innerHTML = j * 1 + 1 + '. ';
for (k = 0; k < _option[itemName][j].length; k++) {
var input = group.appendChild(cE('input'));
input.type = 'text';
input.className = 'customizeInput';
input.name = itemName + '_' + j;
input.value = _option[itemName][j][k];
}
}
}
}
if (_option.quickSite) {
_html = '<tr class="hvAATh"><td><l0>图标</l0><l1>圖標</l1><l2>ICON</l2></td><td><l0>名称</l0><l1>名稱</l1><l2>Name</l2></td><td><l0>链接</l0><l1>鏈接</l1><l2>Link</l2></td></tr>';
_option.quickSite.forEach(function(i) {
_html += '<tr><td><input class="hvAADebug" type="text" value="' + i.fav + '"></td><td><input class="hvAADebug" type="text" value="' + i.name + '"></td><td><input class="hvAADebug" type="text" value="' + i.url + '"></td></tr>';
});
gE('.hvAAQuickSite>table>tbody', optionBox).innerHTML = _html;
}
if (getValue('backup')) {
var backups = getValue('backup', true);
_html = '';
for (i in backups) {
_html += '<li>' + i + '</li>';
}
gE('.hvAABackupList', optionBox).innerHTML = _html;
}
}
}
function customizeBox() { //自定义条件界面
var customizeBox = gE('body').appendChild(cE('div'));
customizeBox.className = 'customizeBox';
var statusOption = [
'<option value="hp">hp</option>',
'<option value="mp">mp</option>',
'<option value="sp">sp</option>',
'<option value="oc">oc</option>',
'<option value="monsterAll">monsterAll</option>',
'<option value="monsterAlive">monsterAlive</option>',
'<option value="bossAll">bossAll</option>',
'<option value="bossAlive">bossAlive</option>',
'<option value="roundNow">roundNow</option>',
'<option value="roundAll">roundAll</option>',
'<option value="roundLeft">roundLeft</option>',
'<option value="roundType">roundType</option>',
'<option value="attackStatus">attackStatus</option>',
'<option value="_isCd_">isCd</option>',
'<option value="_buffTurn_">buffTurn</option>',
'<option></option>'
].join('');
customizeBox.innerHTML = [
'<span><l01><a href="https://github.com/dodying/UserJs/blob/master/HentaiVerse/hvAutoAttack/README.md#自定义判断条件" target="_blank">?</a></l01><l2><a href="https://github.com/dodying/UserJs/blob/master/HentaiVerse/hvAutoAttack/README_en.md#customize-condition" target="_blank">?</a></l2></span>',
'<span class="hvAAInspect" title="off">' + String.fromCharCode(parseInt('21F1', 16).toString(10)) + '</span>',
'<select name="groupChoose"></select>',
'<select name="statusA">' + statusOption + '</select>',
'<select name="compareAB"><option value="1">></option><option value="2"><</option><option value="3">≥</option><option value="4">≤</option><option value="5">=</option><option value="6">≠</option></select>',
'<select name="statusB">' + statusOption + '</select>',
'<button class="groupAdd">ADD</button>'
].join(' ');
var funcSelect = function(e) {
var box;
if (gE('#hvAAInspectBox')) {
box = gE('#hvAAInspectBox');
} else {
box = gE('body').appendChild(cE('div'));
box.id = 'hvAAInspectBox';
}
var target = e.target;
var find = attr(target);
while (!find) {
target = target.parentNode;
if (target.id === 'csp' || target.tagName === 'BODY') {
box.style.display = 'none';
return;
}
find = attr(target);
}
box.textContent = find;
box.style.display = 'block';
box.style.left = e.pageX - e.offsetX + target.offsetWidth + 'px';
box.style.top = e.pageY - e.offsetY + target.offsetHeight + 'px';
};
gE('.hvAAInspect', customizeBox).onclick = function() {
if (this.title === 'on') {
this.title = 'off';
gE('#csp').removeEventListener('mousemove', funcSelect);
} else {
this.title = 'on';
gE('#csp').addEventListener('mousemove', funcSelect);
}
};
gE('select[name="groupChoose"]', customizeBox).onclick = function() {
var group = gE('.customizeGroup', 'all', g('customizeTarget'));
if (group.length + 1 === gE('select[name="groupChoose"]>option', 'all', customizeBox).length) return;
this.textContent = '';
for (var i = 0; i <= group.length; i++) {
var option = gE('select[name="groupChoose"]', customizeBox).appendChild(cE('option'));
if (i === group.length) {
option.value = 'new';
option.textContent = 'new';
} else {
option.value = i + 1;
option.textContent = i + 1;
}
}
};
gE('.groupAdd', customizeBox).onclick = function() {
var target = g('customizeTarget');
var selects = gE('select', 'all', customizeBox);
var groupChoose = selects[0].value;
var group;
if (groupChoose === 'new') {
groupChoose = gE('option', 'all', selects[0]).length;
group = target.appendChild(cE('div'));
group.className = 'customizeGroup';
group.innerHTML = groupChoose + '. ';
selects[0].click();
} else {
group = gE('.customizeGroup', 'all', target)[groupChoose - 1];
}
var input = group.appendChild(cE('input'));
input.type = 'text';
input.className = 'customizeInput';
input.name = target.getAttribute('name') + '_' + (groupChoose - 1);
input.value = selects[1].value + ',' + selects[2].value + ',' + selects[3].value;
};
function attr(target) {
var onmouseover = target.getAttribute('onmouseover');
if (target.className === 'btsd') {
return 'Skill Id: ' + target.id;
} else if (onmouseover && onmouseover.match('common.show_itemc_box')) {
return 'Item Id: ' + onmouseover.match(/(\d+)\)/)[1];
} else if (onmouseover && onmouseover.match('equips.set')) {
return 'Equip Id: ' + onmouseover.match(/(\d+)/)[1];
} else if (onmouseover && onmouseover.match('battle.set_infopane_effect')) {
return 'Buff Img: ' + target.src.match(/\/e\/(.*?).png/)[1];
}
}
}
function setAlarm(e) { //发出警报
e = e || 'Common';
if (g('option').notification) setNotification(e);
if (g('option').alert && g('option').audioEnable && g('option').audioEnable[e]) setAudioAlarm(e);
}
function setAudioAlarm(e) { //发出音频警报
var audio;
if (gE('#hvAAAlert-' + e)) {
audio = gE('#hvAAAlert-' + e);
} else {
audio = gE('body').appendChild(cE('audio'));
audio.id = 'hvAAAlert-' + e;
var fileType = '.ogg'; //var fileType = (/Chrome|Safari/.test(navigator.userAgent)) ? '.mp3' : '.wav';
audio.src = (g('option').audio && g('option').audio[e]) ? g('option').audio[e] : 'https://raw.githubusercontent.com/dodying/UserJs/master/HentaiVerse/hvAutoAttack/' + e + fileType;
audio.controls = true;
audio.loop = (e === 'Riddle') ? true : false;
}
audio.play();
function pauseAudio(e) {
audio.pause();
document.removeEventListener(e.type, pauseAudio, true);
}
document.addEventListener('mousemove', pauseAudio, true);
}
function setNotification(e) { //发出桌面通知
if (Notification && Notification.permission !== 'denied') {
Notification.requestPermission(function(status) {
if (status === 'granted') {
var notification = [{
Common: {
text: '未知',
time: 5
},
Error: {
text: '某些错误发生了',
time: 10
},
Defeat: {
text: '游戏失败\n玩家可自行查看战斗Log寻找失败原因',
time: 5
},
Riddle: {
text: '小马答题\n紧急!\n紧急!\n紧急!',
time: 30
},
Victory: {
text: '游戏胜利\n页面将在3秒后刷新',
time: 3
},
Test: {
text: '测试文本',
time: 3
}
}, {
Common: {
text: '未知',
time: 5
},
Error: {
text: '某些錯誤發生了',
time: 10
},
Defeat: {
text: '遊戲失敗\n玩家可自行查看戰鬥Log尋找失敗原因',
time: 5
},
Riddle: {
text: '小馬答題\n緊急!\n緊急!\n緊急!',
time: 30
},
Victory: {
text: '遊戲勝利\n頁面將在3秒後刷新',
time: 3
},
Test: {
text: '測試文本',
time: 3
}
}, {
Common: {
text: 'unknown',
time: 5
},
Error: {
text: 'Some errors have occurred',
time: 10
},
Defeat: {
text: 'You have been defeated.\nYou can check the battle log.',
time: 5
},
Riddle: {
text: 'Riddle\nURGENT\nURGENT\nURGENT',
time: 30
},
Victory: {
text: 'You\'re victorious.\nThis page will refresh in 3 seconds.',
time: 3
},
Test: {
text: 'testText',
time: 3
}
}][g('lang')][e];
var n = new Notification(notification.text, {
icon: '/y/hentaiverse.png'
});
setTimeout(function() {
if (n) n.close();
}, 1000 * notification.time);
var nClose = function(e) {
if (n) n.close();
document.removeEventListener(e.type, nClose, true);
};
document.addEventListener('mousemove', nClose, true);
//document.addEventListener('click', nClose, true);
}
});
}
}
function checkCondition(parms) {
if (typeof parms === 'undefined') return true;
var i, j, k;
var result = [];
var returnValue = function(str) {
if (str.match(/^_/)) {
var arr = str.split('_');
return func[arr[1]](arr[2]);
} else if (str.match(/^'.*?'$|^".*?"$/)) {
return str.substr(1, str.length - 2);
} else if (isNaN(str * 1)) {
return g(str);
} else {
return str * 1;
}
};
var func = {
isCd: function(id) {
return isOn(id) ? 0 : 1;
},
buffTurn: function(img) {
var buff = gE('#pane_effects>img[src*="' + img + '"]');
if (!buff) {
return 0;
} else {
buff = buff.getAttribute('onmouseover').match(/\(.*,.*, (.*?)\)$/)[1] * 1;
return isNaN(buff) ? Infinity : buff;
}
}
};
for (i in parms) {
for (j = 0; j < parms[i].length; j++) {
k = parms[i][j].split(',');
k[0] = returnValue(k[0]);
k[2] = returnValue(k[2]);
switch (k[1]) {
case '1':
result[i] = k[0] > k[2];
break;
case '2':
result[i] = k[0] < k[2];
break;
case '3':
result[i] = k[0] >= k[2];
break;
case '4':
result[i] = k[0] <= k[2];
break;
case '5':
result[i] = k[0] === k[2];
break;
case '6':
result[i] = k[0] !== k[2];
break;
}
if (result[i] === false) j = parms[i].length;
}
if (result[i] === true) return true;
}
return false;
}
//答题//
function riddleAlert() { //答题警报
setAlarm('Riddle');
var answers = ['A', 'B', 'C'];
document.onkeydown = function(e) {
gE('#hvAAAlert-Riddle').pause();
if (/^[abc]$/i.test(e.key)) {
riddleSubmit(e.key.toUpperCase());
this.onkeydown = null;
} else if (/^[123]$/.test(e.key)) {
riddleSubmit(answers[e.key - 1]);
this.onkeydown = null;
}
};
if (g('option').riddleRadio) {
var bar = gE('body').appendChild(cE('div'));
bar.className = 'answerBar';
answers.forEach(function(answer) {
var button = bar.appendChild(cE('div'));
button.value = answer;
button.onclick = function() {
riddleSubmit(this.value);
};
});
}
var checkTime = function() {
var time;
if (typeof g('time') === 'undefined') {
var timeDiv = gE('#riddlecounter>div>div', 'all');
if (timeDiv.length === 0) return;
time = '';
for (var j = 0; j < timeDiv.length; j++) {
time = (timeDiv[j].style.backgroundPosition.match(/(\d+)px$/)[1] / 12).toString() + time;
}
g('time', time * 1);
} else {
time = g('time');
time--;
g('time', time);
}
document.title = time;
if (time <= g('option').riddleAnswerTime) riddleSubmit(gE('#riddleanswer').value || answers[parseInt(Math.random() * 3)]);
};
for (var i = 0; i < 30; i++) {
setTimeout(checkTime, i * 1000);
}
function riddleSubmit(answer) {
if (!window.opener) {
gE('#riddleanswer').value = answer;
gE('#riddleanswer+img').click();
} else {
post(location.href, function() { //待续
window.opener.document.location.href = location.href;
window.close();
}, 'riddleanswer=' + answer);
}
}
}
//战斗外//
function quickSite() { //快捷站点
var quickSiteBar = gE('body').appendChild(cE('div'));
quickSiteBar.className = 'quickSiteBar';
quickSiteBar.innerHTML = '<span><a href="javascript:void(0);"class="quickSiteBarToggle"><<</a></span><span><a href="http://tieba.baidu.com/f?kw=hv网页游戏"target="_blank"><img src="https://www.baidu.com/favicon.ico" class="favicon"></img>贴吧</a></span><span><a href="https://forums.e-hentai.org/index.php?showforum=76"target="_blank"><img src="https://forums.e-hentai.org/favicon.ico" class="favicon"></img>Forums</a></span>';
if (g('option').quickSite) {
g('option').quickSite.forEach(function(site) {
quickSiteBar.innerHTML += '<span title="' + site.name + '"><a href="' + site.url + '"target="_blank">' + ((site.fav) ? '<img src="' + site.fav + '"class="favicon"></img>' : '') + site.name + '</a></span>';
});
}
gE('.quickSiteBarToggle', quickSiteBar).onclick = function() {
var spans = gE('span', 'all', quickSiteBar);
for (var i = 1; i < spans.length; i++) {
spans[i].style.display = (this.textContent === '<<') ? 'none' : 'block';
}
this.textContent = (this.textContent === '<<') ? '>>' : '<<';
};
}
function idleArena() { //闲置竞技场
var arena = getValue('arena', true) || {};
if (arena.date !== g('dateNow')) {
arena = {
date: g('dateNow'),
gr: g('option').idleArenaGrTime,
token: {
length: 0
}
};
//iframe打开四个网站,设定四个判断值,同时true才继续
var getToken = function(data, e) {
var imgs = gE('img[src*="startchallenge.png"]', 'all', data);
if (e.target.responseURL.match(/ss=gr$/)) {
arena.token.gr = gE('img[src*="startgrindfest.png"]', data).getAttribute('onclick').match(/init_battle\(1, '(.*?)'\)/)[1];
} else {
imgs.forEach(function(_) {
var temp = _.getAttribute('onclick').match(/init_battle\((\d+),\d+,'(.*?)'\)/);
arena.token[temp[1]] = temp[2];
});
}
arena.token.length++;
};
post('?s=Battle&ss=gr', getToken);
post('?s=Battle&ss=ar', getToken);
post('?s=Battle&ss=ar&page=2', getToken);
post('?s=Battle&ss=rb', getToken);
var checkOnload = function() {
if (arena.token.length < 4) {
setTimeout(checkOnload, 200);
} else {
setValue('arena', arena);
setTimeout(idleArena, 200);
}
};
checkOnload();
return;
}
if (arena.isOk) return;
if (g('option').restoreStamina && gE('#stamina_readout .fc4.far.fcb>div').textContent.match(/\d+/)[0] * 1 <= g('option').staminaLow && gE('#stamina_readout .fc4.far.fcb>div').textContent.match(/\d+/)[0] * 1 < 85) {
post(location.href, goto, 'recover=stamina');
return;
}
arena.array = arena.array || g('option').idleArenaValue.split(',');
var href, id;
while (arena.array.length > 0) {
id = arena.array[0] * 1;
if (isNaN(id)) {
href = 'gr';
id = 'gr';
} else if (id >= 105) {
href = 'rb';
} else if (id >= 19) {
href = 'ar&page=2';
} else {
href = 'ar';
}
if (!(id in arena.token)) {
arena.array.splice(0, 1);
} else {
break;
}
}
document.title = _alert(-1, '闲置竞技场', '閒置競技場開始', 'Idle Arena start');
if (arena.array[0] === 'gr' && arena.gr <= 0) {
arena.array.splice(0, 1);
setValue('arena', arena);
idleArena();
return;
} else if (arena.array[0] === 'gr' && arena.gr > 0) {
arena.gr--;
} else {
arena.array.splice(0, 1);
}
if (arena.array.length === 0) arena.isOk = true;
setValue('arena', arena);
var token = arena.token[id];
if (id === 'gr') id = 1;
post('?s=Battle&ss=' + href, goto, 'initid=' + String(id) + '&inittoken=' + token);
}
function encounterCheck() { //encounter
var timeNow = time(0);
var encounter = (getValue('encounter') && getValue('encounter', true).dateNow === g('dateNow')) ? getValue('encounter', true) : {
dateNow: g('dateNow'),
time: 0
};
if (!encounter.lastTime || timeNow - encounter.lastTime >= 30 * 60 * 1000 && encounter.time < 24) {
if (g('option').restoreStamina && gE('#stamina_readout .fc4.far.fcb>div').textContent.match(/\d+/)[0] * 1 <= g('option').staminaLow) {
post(location.href, goto, 'recover=stamina');
return;
}
encounter.lastTime = timeNow;
setValue('encounter', encounter);
openUrl('https://e-hentai.org/news.php?encounter');
return;
}
var lastEncounter;
if (gE('.lastEncounter')) {
lastEncounter = gE('.lastEncounter');
} else {
lastEncounter = gE('body').appendChild(cE('a'));
lastEncounter.className = 'lastEncounter';
lastEncounter.title = time(3, encounter.lastTime) + '\nEncounter TIme: ' + encounter.time;
lastEncounter.href = 'https://e-hentai.org/news.php?encounter';
lastEncounter.onclick = function() {
if (encounter.time >= 24 && _alert(1, '是否重置', '是否重置', 'Whether to reset')) delValue('encounter');
};
}
lastEncounter.innerHTML = Math.floor((timeNow - encounter.lastTime) / 1000 / 60) + '<l0>分钟前</l0><l1>分鐘前</l1><l2> mins before</l2>';
setTimeout(encounterCheck, 1 * 60 * 1000 * (Math.random() * 20 + 90) / 100);
}
//战斗中//
function main() { //主程序
if (getValue('disabled')) { //如果禁用
document.title = _alert(-1, 'hvAutoAttack暂停中', 'hvAutoAttack暫停中', 'hvAutoAttack Paused');
gE('#hvAABox2>button').innerHTML = '<l0>继续</l0><l1>繼續</l1><l2>Continue</l2>';
return;
}
g('end', false);
if (getValue('monsterStatus') && getValue('monsterStatus', true).length === g('monsterAll')) {
g('monsterStatus', getValue('monsterStatus', true));
} else {
fixMonsterStatus();
}
g('turn', g('turn') + 1);
if (gE('#vbh')) {
g('hp', gE('#vbh>div>img').offsetWidth / 500 * 100);
g('mp', gE('#vbm>div>img').offsetWidth / 210 * 100);
g('sp', gE('#vbs>div>img').offsetWidth / 210 * 100);
g('oc', gE('#vcp>div>div') ? (gE('#vcp>div>div', 'all').length - gE('#vcp>div>div#vcr', 'all').length) * 25 : 0);
} else {
g('hp', gE('#dvbh>div>img').offsetWidth / 418 * 100);
g('mp', gE('#dvbm>div>img').offsetWidth / 418 * 100);
g('sp', gE('#dvbs>div>img').offsetWidth / 418 * 100);
g('oc', gE('#dvrc').textContent);
}
battleInfo(); //战斗战况
countMonsterHP(); //统计敌人血量
if (gE('#ikey_p')) useGem(); //自动使用宝石
if (g('end')) return;
if (g('option').item && g('option').itemOrderValue) deadSoon(); //自动回血回魔
if (g('end')) return;
if (g('option').defend && checkCondition(g('option').defendCondition)) {
gE('#ckey_defend').click();
return;
}
if (g('option').scrollSwitch && g('option').scroll && checkCondition(g('option').scrollCondition) && g('option').scrollRoundType && g('option').scrollRoundType[g('roundType')]) useScroll(); //自动使用卷轴
if (g('end')) return;
if (g('option').channelSkillSwitch && g('option').channelSkill && gE('#pane_effects>img[src*="channeling"]')) useChannelSkill(); //自动施法Channel技能
if (g('end')) return;
if (g('option').buffSkillSwitch && g('option').buffSkill && checkCondition(g('option').buffSkillCondition)) useBuffSkill(); //自动施法BUFF技能
if (g('end')) return;
if (g('attackStatus') !== 0 && g('option').infusionSwitch && checkCondition(g('option').infusionCondition)) useInfusions(); //自动使用魔药
if (g('end')) return;
if (g('option').debuffSkillSwitch && g('option').debuffSkillAllIm && gE('div.btm6 img[src*="imperil"]', 'all').length < g('monsterAlive')) allImperiled(); //给所有敌人上Imperil
if (g('end')) return;
if (g('option').debuffSkillSwitch && g('option').debuffSkill && checkCondition(g('option').debuffSkillCondition)) useDeSkill(); //自动施法DEBUFF技能
if (g('end')) return;
attack(); //自动打怪
if (g('end')) return;
}
function pauseChange() { //暂停状态更改
if (getValue('disabled')) {
if (gE('.pauseChange')) gE('.pauseChange').innerHTML = '<l0>暂停</l0><l1>暫停</l1><l2>Pause</l2>';
delValue(0);
main();
} else {
if (gE('.pauseChange')) gE('.pauseChange').innerHTML = '<l0>继续</l0><l1>繼續</l1><l2>Continue</l2>';
setValue('disabled', true);
g('end', true);
}
}
function reloader() {
var delayAlert, delayReload, obj, a, cost;
var eventStart = cE('a');
eventStart.id = 'eventStart';
eventStart.onclick = function() {
a = unsafeWindow.info;
if (g('option').delayAlert) delayAlert = setTimeout(setAlarm, g('option').delayAlertTime * 1000);
if (g('option').delayReload) delayReload = setTimeout(goto, g('option').delayReloadTime * 1000);
if (g('option').recordUsage) {
obj = {
mode: a.mode
};
if (a.mode === 'items') {
obj.item = gE('#pane_item div[id^="ikey"][onclick*="skill(\'' + a.skill + '\')"]').textContent;
} else if (a.mode === 'magic') {
obj.magic = gE(a.skill).textContent;
cost = gE(a.skill).getAttribute('onmouseover').match(/\('.*', '.*', '.*', (\d+), (\d+), \d+\)/);
obj.mp = cost[1] * 1;
obj.oc = cost[2] * 1;
}
}
};
gE('body').appendChild(eventStart);
var eventEnd = cE('a');
eventEnd.id = 'eventEnd';
eventEnd.onclick = function() {
var timeNow = time(0);
g('runSpeed', (1000 / (timeNow - g('timeNow'))).toFixed(2));
g('timeNow', timeNow);
if (g('option').delayAlert) clearTimeout(delayAlert);
if (g('option').delayReload) clearTimeout(delayReload);
var monsterDead = gE('img[src*="nbardead"]', 'all').length;
g('monsterAlive', g('monsterAll') - monsterDead);
var bossDead = gE('div.btm1[style*="opacity"] div.btm2[style*="background"]', 'all').length;
g('bossAlive', g('bossAll') - bossDead);
var battleLog = gE('#textlog>tbody>tr>td', 'all');
if (g('option').recordUsage) {
obj.log = battleLog;
recordUsage(obj);
}
if (gE('#btcp')) {
if (g('option').dropMonitor) dropMonitor(battleLog);
if (g('option').recordUsage) recordUsage2();
if (g('monsterAlive') > 0) { //Defeat
setAlarm('Defeat');
delValue(2);
} else if (g('roundNow') !== g('roundAll')) { //Next Round
gE('#pane_completion').removeChild(gE('#btcp'));
post(location.href, function(data) {
if (gE('#riddlecounter', data)) {
if (g('option').riddlePopup && !window.opener) {
window.open(location.href, 'riddleWindow', 'resizable,scrollbars,width=1241,height=707');
return;
} else {
goto();
return;
}
}
gE('#battle_main').replaceChild(gE('#battle_right', data), gE('#battle_right'));
gE('#battle_main').replaceChild(gE('#battle_left', data), gE('#battle_left'));
unsafeWindow.battle = new unsafeWindow.Battle();
unsafeWindow.battle.clear_infopane();
newRound();
main();
});
} else if (g('roundNow') === g('roundAll')) { //Victory
setAlarm('Victory');
delValue(2);
setTimeout(goto, 3 * 1000);
}
} else {
main();
}
};
gE('body').appendChild(eventEnd);
setValue('delay', g('option').delay);
setValue('delay2', g('option').delay2);
var fakeApiCall = cE('script');
fakeApiCall.textContent = 'api_call = ' + (function(b, a, d) {
var delay = localStorage.delay;
var delay2 = localStorage.delay2;
window.info = a;
b.open('POST', '/json');
b.setRequestHeader('Content-Type', 'application/json');
b.withCredentials = true;
b.onreadystatechange = d;
b.onload = function() {
document.getElementById('eventEnd').click();
};
document.getElementById('eventStart').click();
if (a.mode === 'magic' && a.skill >= 200) {
if (delay <= 0) {
b.send(JSON.stringify(a));
} else {
setTimeout(function() {
b.send(JSON.stringify(a));
}, delay * (Math.random() * 50 + 50) / 100);
}
} else {
if (delay2 <= 0) {
b.send(JSON.stringify(a));
} else {
setTimeout(function() {
b.send(JSON.stringify(a));
}, delay2 * (Math.random() * 50 + 50) / 100);
}
}
}).toString();
gE('head').appendChild(fakeApiCall);
var fakeApiResponse = cE('script');
fakeApiResponse.textContent = 'api_response = ' + (function(b) {
if (b.readyState === 4) {
if (b.status === 200) {
var a = JSON.parse(b.responseText);
if (a.login !== undefined) {
unsafeWindow.top.location.href = unsafeWindow.login_url;
} else {
if (a.error || a.reload) location.href = location.search;
return a;
}
} else {
location.href = location.search;
}
}
return false;
}).toString();
gE('head').appendChild(fakeApiResponse);
}
function newRound() { //New Round
g('turn', 0);
if (location.hash !== '') goto();
g('monsterAll', gE('div.btm1', 'all').length);
var monsterDead = gE('img[src*="nbardead"]', 'all').length;
g('monsterAlive', g('monsterAll') - monsterDead);
g('bossAll', gE('div.btm2[style^="background"]', 'all').length);
var bossDead = gE('div.btm1[style*="opacity"] div.btm2[style*="background"]', 'all').length;
g('bossAlive', g('bossAll') - bossDead);
if (g('option').autoFlee && checkCondition(g('option').fleeCondition)) {
gE('1001').click();
setTimeout(goto, 3 * 1000);
return;
}
var battleLog = gE('#textlog>tbody>tr>td', 'all');
g('roundType', (function() {
if (getValue('roundType')) {
return getValue('roundType');
} else {
var roundType;
var temp = battleLog[battleLog.length - 1].textContent;
if (!temp.match(/^Initializing/)) {
roundType = '';
} else if (temp.match(/^Initializing arena challenge/) && temp.match(/\d+/)[0] * 1 <= 33) {
roundType = 'ar';
} else if (temp.match(/^Initializing arena challenge/) && temp.match(/\d+/)[0] * 1 >= 105) {
roundType = 'rb';
} else if (temp.match(/^Initializing random encounter/)) {
roundType = 'ba';
if (g('option').encounter) {
var encounter = getValue('encounter', true);
encounter.lastTime = time(0);
encounter.time++;
setValue('encounter', encounter);
}
} else if (temp.match(/^Initializing Item World/)) {
roundType = 'iw';
} else if (temp.match(/^Initializing Grindfest/)) {
roundType = 'gr';
} else {
roundType = '';
}
setValue('roundType', roundType);
return roundType;
}
})());
if (/You lose \d+ Stamina/.test(battleLog[0].textContent)) {
var staminaLostLog = getValue('staminaLostLog', true) || {};
staminaLostLog[time(3)] = battleLog[0].textContent.match(/You lose (\d+) Stamina/)[1] * 1;
setValue('staminaLostLog', staminaLostLog);
var losedStamina = battleLog[0].textContent.match(/\d+/)[0] * 1;
if (losedStamina >= g('option').staminaLose) {
setAlarm('Error');
if (!_alert(1, '当前Stamina过低\n或Stamina损失过多\n是否继续?', '當前Stamina過低\n或Stamina損失過多\n是否繼續?', 'Continue?\nYou either have too little Stamina or have lost too much')) {
pauseChange();
return;
}
}
}
if (battleLog[battleLog.length - 1].textContent.match('Initializing')) {
var monsterStatus = [];
var id = 0;
for (var i = battleLog.length - 2; i > battleLog.length - 2 - g('monsterAll'); i--) {
var hp = battleLog[i].textContent.match(/HP=(\d+)$/)[1] * 1;
if (isNaN(hp)) hp = monsterStatus[monsterStatus.length - 1].hp;
monsterStatus[id] = {
order: id,
id: (id === 9) ? 0 : id + 1,
hp: hp
};
id = id + 1;
}
setValue('monsterStatus', monsterStatus);
g('monsterStatus', monsterStatus);
var roundNow, roundAll;
var round = battleLog[battleLog.length - 1].textContent.match(/\(Round (\d+) \/ (\d+)\)/);
if (g('roundType') !== 'ba' && round !== null) {
roundNow = round[1] * 1;
roundAll = round[2] * 1;
} else {
roundNow = 1;
roundAll = 1;
}
setValue('roundNow', roundNow);
setValue('roundAll', roundAll);
} else if (!getValue('monsterStatus') || getValue('monsterStatus', true).length !== gE('div.btm2', 'all').length) {
setValue('roundNow', 1);
setValue('roundAll', 1);
fixMonsterStatus();
}
g('roundNow', getValue('roundNow') * 1);
g('roundAll', getValue('roundAll') * 1);
g('roundLeft', getValue('roundAll') - g('roundNow'));
g('skillOTOS', {
OFC: 0,
FRD: 0,
T3: 0,
T2: 0,
T1: 0
});
}
function battleInfo() { //战斗战况
if (!gE('.hvAALog')) {
var div = gE('#hvAABox2').appendChild(cE('div'));
div.className = 'hvAALog';
}
var status = [
'<l0>物理</l0><l1>物理</l1><l2>Physical</l2>',
'<l0>火</l0><l1>火</l1><l2>Fire</l2>',
'<l0>冰</l0><l1>冰</l1><l2>Cold</l2>',
'<l0>雷</l0><l1>雷</l1><l2>Elec</l2>',
'<l0>风</l0><l1>風</l1><l2>Wind</l2>',
'<l0>圣</l0><l1>聖</l1><l2>Divine</l2>',
'<l0>暗</l0><l1>暗</l1><l2>Forbidden</l2>'
];
gE('.hvAALog').innerHTML = [
'Turns: ' + g('turn'),
'<br>Speed: ' + g('runSpeed') + ' t/s',
'<br>Round: ' + g('roundNow') + '/' + g('roundAll'),
'<br><l0>攻击模式</l0><l1>攻擊模式</l1><l2>Attack Mode</l2>: ' + status[g('attackStatus')],
'<br><l0>敌人</l0><l1>敌人</l1><l2>Monsters</l2>: ' + g('monsterAlive') + '/' + g('monsterAll')
].join('');
document.title = g('turn') + '||' + g('runSpeed') + '||' + g('roundNow') + '/' + g('roundAll') + '||' + g('monsterAlive') + '/' + g('monsterAll');
}
function countMonsterHP() { //统计敌人血量
var monsterHp = gE('div.btm4>div.btm5:nth-child(1)', 'all');
var monsterStatus = g('monsterStatus');
var i, j;
var hpArray = [];
for (i = 0; i < monsterHp.length; i++) {
if (gE('img[src*="nbardead.png"]', monsterHp[i])) {
monsterStatus[i].isDead = true;
monsterStatus[i].hpNow = Infinity;
} else {
monsterStatus[i].isDead = false;
monsterStatus[i].hpNow = Math.floor(monsterStatus[i].hp * parseFloat(gE('img', monsterHp[i]).style.width) / 120) + 1;
hpArray.push(monsterStatus[i].hpNow);
}
}
setValue('monsterStatus', monsterStatus);
var hpLowest = Math.min.apply(null, hpArray);
var hpMost = Math.max.apply(null, hpArray);
for (i = 0; i < monsterStatus.length; i++) {
monsterStatus[i].finWeight = (monsterStatus[i].isDead) ? Infinity : ((g('option').ruleReverse) ? hpMost / monsterStatus[i].hpNow * 10 : monsterStatus[i].hpNow / hpLowest * 10);
}
var skillLib = {
Sle: {
name: 'Sleep',
img: 'sleep'
},
Bl: {
name: 'Blind',
img: 'blind'
},
Slo: {
name: 'Slow',
img: 'slow'
},
Im: {
name: 'Imperil',
img: 'imperil'
},
MN: {
name: 'MagNet',
img: 'magnet'
},
Si: {
name: 'Silence',
img: 'silence'
},
Dr: {
name: 'Drain',
img: 'drainhp'
},
We: {
name: 'Weaken',
img: 'weaken'
},
Co: {
name: 'Confuse',
img: 'confuse'
},
CM: {
name: 'Coalesced Mana',
img: 'coalescemana'
},
Stun: {
name: 'Stunned',
img: 'wpn_stun'
},
PA: {
name: 'Penetrated Armor',
img: 'wpn_ap'
},
BW: {
name: 'Bleeding Wound',
img: 'wpn_bleed'
}
};
var monsterBuff = gE('div.btm6', 'all');
for (i = 0; i < monsterBuff.length; i++) {
for (j in skillLib) {
monsterStatus[i].finWeight += (gE('img[src*="' + skillLib[j].img + '"]', monsterBuff[i])) ? ((g('option').ruleReverse) ? -g('option').weight[j] : g('option').weight[j]) : 0;
}
}
monsterStatus.sort(objArrSort('finWeight'));
g('monsterStatus', monsterStatus);
}
function useGem() { //自动使用宝石
var Gem = gE('#ikey_p').textContent;
if (Gem === 'Health Gem' && g('hp') <= g('option').hp1) {
gE('#ikey_p').click();
g('end', true);
return;
} else if (Gem === 'Mana Gem' && g('mp') <= g('option').mp1) {
gE('#ikey_p').click();
g('end', true);
return;
} else if (Gem === 'Spirit Gem' && g('sp') <= g('option').sp1) {
gE('#ikey_p').click();
g('end', true);
return;
} else if (Gem === 'Mystic Gem') {
gE('#ikey_p').click();
g('end', true);
return;
}
}
function deadSoon() { //自动回血回魔
var name = g('option').itemOrderName.split(',');
var order = g('option').itemOrderValue.split(',');
for (var i = 0; i < name.length; i++) {
if (g('option').item[name[i]] && checkCondition(g('option')['item' + name[i] + 'Condition']) && isOn(order[i])) {
isOn(order[i]).click();
g('end', true);
return;
}
}
}
function useScroll() { //自动使用卷轴
var scrollLib = {
Go: {
name: 'Scroll of the Gods',
id: 13299,
mult: '3',
img1: 'absorb',
img2: 'shadowveil',
img3: 'sparklife'
},
Av: {
name: 'Scroll of the Avatar',
id: 13199,
mult: '2',
img1: 'haste',
img2: 'protection'
},
Pr: {
name: 'Scroll of Protection',
id: 13111,
mult: '1',
img1: 'protection'
},
Sw: {
name: 'Scroll of Swiftness',
id: 13101,
mult: '1',
img1: 'haste'
},
Li: {
name: 'Scroll of Life',
id: 13221,
mult: '1',
img1: 'sparklife'
},
Sh: {
name: 'Scroll of Shadows',
id: 13211,
mult: '1',
img1: 'shadowveil'
},
Ab: {
name: 'Scroll of Absorption',
id: 13201,
mult: '1',
img1: 'absorb'
}
};
var scrollFirst = (g('option').scrollFirst) ? '_scroll' : '';
var isUsed;
for (var i in scrollLib) {
if (g('option').scroll[i] && gE('.bti3>div[onmouseover*="' + scrollLib[i].id + '"]') && checkCondition(g('option')['scroll' + i + 'Condition'])) {
for (var j = 1; j <= scrollLib[i].mult; j++) {
if (gE('#pane_effects>img[src*="' + scrollLib[i]['img' + j] + scrollFirst + '"]')) {
isUsed = true;
break;
}
isUsed = false;
}
if (!isUsed) {
gE('.bti3>div[onmouseover*="' + scrollLib[i].id + '"]').click();
g('end', true);
return;
}
}
}
}
function useChannelSkill() { //自动施法Channel技能
var skillLib = {
Pr: {
name: 'Protection',
id: '411',
img: 'protection'
},
SL: {
name: 'Spark of Life',
id: '422',
img: 'sparklife'
},
SS: {
name: 'Spirit Shield',
id: '423',
img: 'spiritshield'
},
Ha: {
name: 'Haste',
id: '412',
img: 'haste'
},
AF: {
name: 'Arcane Focus',
id: '432',
img: 'arcanemeditation',
},
He: {
name: 'Heartseeker',
id: '431',
img: 'heartseeker'
},
Re: {
name: 'Regen',
id: '312',
img: 'regen'
},
SV: {
name: 'Shadow Veil',
id: '413',
img: 'shadowveil'
},
Ab: {
name: 'Absorb',
id: '421',
img: 'absorb',
}
};
var i, j;
var skillPack = g('option').buffSkillOrderValue.split(',');
if (g('option').channelSkill) {
for (i = 0; i < skillPack.length; i++) {
j = skillPack[i];
if (g('option').channelSkill[j] && !gE('#pane_effects>img[src*="' + skillLib[j].img + '"]') && isOn(skillLib[j].id)) {
gE(skillLib[j].id).click();
g('end', true);
return;
}
}
}
if (g('option').channelSkill2 && g('option').channelSkill2OrderValue) {
var order = g('option').channelSkill2OrderValue.split(',');
for (i = 0; i < order.length; i++) {
if (isOn(order[i])) {
gE(order[i]).click();
g('end', true);
return;
}
}
}
var buff = gE('#pane_effects>img', 'all');
if (buff.length > 0) {
var name2Skill = {
Protection: 'Pr',
'Spark of Life': 'SL',
'Spirit Shield': 'SS',
Hastened: 'Ha',
'Arcane Focus': 'AF',
Heartseeker: 'He',
Regen: 'Re',
'Shadow Veil': 'SV'
};
for (i = 0; i < buff.length; i++) {
var spellName = buff[i].getAttribute('onmouseover').match(/'(.*?)'/)[1];
var buffLastTime = buff[i].getAttribute('onmouseover').match(/\(.*,.*, (.*?)\)$/)[1] * 1;
if (isNaN(buffLastTime) || buff[i].src.match(/_scroll.png$/)) {
continue;
} else {
if (spellName === 'Cloak of the Fallen' && !gE('#pane_effects>img[src*="sparklife"]') && isOn('422')) {
gE('422').click();
g('end', true);
return;
} else if (spellName in name2Skill && isOn(skillLib[name2Skill[spellName]].id)) {
gE(skillLib[name2Skill[spellName]].id).click();
g('end', true);
return;
}
}
}
}
}
function useBuffSkill() { //自动施法BUFF技能
var skillLib = {
Pr: {
name: 'Protection',
id: '411',
img: 'protection'
},
SL: {
name: 'Spark of Life',
id: '422',
img: 'sparklife'
},
SS: {
name: 'Spirit Shield',
id: '423',
img: 'spiritshield'
},
Ha: {
name: 'Haste',
id: '412',
img: 'haste'
},
AF: {
name: 'Arcane Focus',
id: '432',
img: 'arcanemeditation',
},
He: {
name: 'Heartseeker',
id: '431',
img: 'heartseeker'
},
Re: {
name: 'Regen',
id: '312',
img: 'regen'
},
SV: {
name: 'Shadow Veil',
id: '413',
img: 'shadowveil'
},
Ab: {
name: 'Absorb',
id: '421',
img: 'absorb',
}
};
var i, j;
var skillPack = g('option').buffSkillOrderValue.split(',');
for (i = 0; i < skillPack.length; i++) {
j = skillPack[i];
if (g('option').buffSkill[j] && checkCondition(g('option')['buffSkill' + j + 'Condition']) && !gE('#pane_effects>img[src*="' + skillLib[j].img + '"]') && isOn(skillLib[j].id)) {
gE(skillLib[j].id).click();
g('end', true);
return;
}
}
var draughtPack = {
HD: {
id: 11191,
img: 'healthpot'
},
MD: {
id: 11291,
img: 'manapot'
},
SD: {
id: 11391,
img: 'spiritpot'
},
FV: {
id: 19111,
img: 'flowers'
},
BG: {
id: 19131,
img: 'gum'
},
};
for (i in draughtPack) {
if (!gE('#pane_effects>img[src*="' + draughtPack[i].img + '"]') && g('option').buffSkill && g('option').buffSkill[i] && checkCondition(g('option')['buffSkill' + i + 'Condition']) && gE('.bti3>div[onmouseover*="' + draughtPack[i].id + '"]')) {
gE('.bti3>div[onmouseover*="' + draughtPack[i].id + '"]').click();
g('end', true);
return;
}
}
}
function useInfusions() { //自动使用魔药
var infusionLib = [null, {
id: 12101,
img: 'fireinfusion'
}, {
id: 12201,
img: 'coldinfusion'
}, {
id: 12301,
img: 'elecinfusion'
}, {
id: 12401,
img: 'windinfusion'
}, {
id: 12501,
img: 'holyinfusion'
}, {
id: 12601,
img: 'darkinfusion'
}];
if (gE('.bti3>div[onmouseover*="' + infusionLib[g('attackStatus')].id + '"]') && !gE('#pane_effects>img[src*="' + infusionLib[[g('attackStatus')]].img + '"]')) {
gE('.bti3>div[onmouseover*="' + infusionLib[g('attackStatus')].id + '"]').click();
g('end', true);
return;
}
}
function allImperiled() { //给所有敌人施放Imperil
g('monsterStatus').sort(objArrSort('order'));
var monsterBuff = gE('div.btm6', 'all');
var j;
for (var i = -3;;) {
if (!j && i >= monsterBuff.length) {
j = true;
i = 0;
} else if (j && i >= monsterBuff.length) {
break;
} else if (!j) {
i = i + 3;
} else if (j) {
i = i + 1;
}
if (i >= monsterBuff.length) continue;
var imgs = gE('img', 'all', monsterBuff[i]);
if (!gE('img[src*="imperil"]', monsterBuff[i]) && isOn('213') && !g('monsterStatus')[i].isDead) {
if (imgs.length < 6 || g('option').debuffSkillTurn && imgs[imgs.length - 1].getAttribute('onmouseover').match(/\(.*,.*, (.*?)\)$/)[1] * 1 >= g('option').debuffSkillTurn.Im || !g('option').debuffSkillTurnAlert) {
gE('213').click();
if (i + 1 < monsterBuff.length && !g('monsterStatus')[i + 1].isDead) {
gE('#mkey_' + g('monsterStatus')[i + 1].id).click();
} else {
gE('#mkey_' + g('monsterStatus')[i].id).click();
}
g('end', true);
return;
} else {
_alert(0, '无法正常施放DEBUFF技能,请尝试手动打怪', '無法正常施放DEBUFF技能,請嘗試手動打怪', 'Can not cast de-skills normally, continue the script?\nPlease try attack manually.');
pauseChange();
g('end', true);
return;
}
}
}
g('monsterStatus').sort(objArrSort('finWeight'));
}
function useDeSkill() { //自动施法DEBUFF技能
var skillLib = {
Sle: {
name: 'Sleep',
id: '222',
img: 'sleep'
},
Bl: {
name: 'Blind',
id: '231',
img: 'blind'
},
Slo: {
name: 'Slow',
id: '221',
img: 'slow'
},
Im: {
name: 'Imperil',
id: '213',
img: 'imperil'
},
MN: {
name: 'MagNet',
id: '233',
img: 'magnet'
},
Si: {
name: 'Silence',
id: '232',
img: 'silence'
},
Dr: {
name: 'Drain',
id: '211',
img: 'drainhp'
},
We: {
name: 'Weaken',
id: '212',
img: 'weaken'
},
Co: {
name: 'Confuse',
id: '223',
img: 'confuse'
}
};
var i, j;
var skillPack = g('option').debuffSkillOrderValue.split(',');
var monsterBuff = gE('#mkey_' + g('monsterStatus')[0].id + '>.btm6');
for (i = 0; i < skillPack.length; i++) {
j = skillPack[i];
if (g('option').debuffSkill[j] && isOn(skillLib[j].id) && checkCondition(g('option')['debuffSkill' + j + 'Condition']) && !gE('img[src*="' + skillLib[j].img + '"]', monsterBuff)) {
var imgs = gE('img', 'all', monsterBuff);
if (imgs.length < 6 || g('option').debuffSkillTurn && imgs[imgs.length - 1].getAttribute('onmouseover').match(/\(.*,.*, (.*?)\)$/)[1] * 1 >= g('option').debuffSkillTurn[j] || !g('option').debuffSkillTurnAlert) {
gE(skillLib[j].id).click();
if (i + 1 < monsterBuff.length && !g('monsterStatus')[i + 1].isDead) {
gE('#mkey_' + g('monsterStatus')[i + 1].id).click();
} else {
gE('#mkey_' + g('monsterStatus')[0].id).click();
}
g('end', true);
return;
} else {
_alert(0, '无法正常施放DEBUFF技能,请尝试手动打怪', '無法正常施放DEBUFF技能,請嘗試手動打怪', 'Can not cast de-skills normally, continue the script?\nPlease try attack manually.');
pauseChange();
g('end', true);
return;
}
}
}
}
function attack() { //自动打怪
if (g('option').focus && checkCondition(g('option').focusCondition)) {
gE('#ckey_focus').click();
return;
}
if ((g('option').turnOnSS && checkCondition(g('option').turnOnSSCondition) && !gE('#ckey_spirit[src*="spirit_a"]')) || (g('option').turnOffSS && checkCondition(g('option').turnOffSSCondition) && gE('#ckey_spirit[src*="spirit_a"]'))) {
gE('#ckey_spirit').click();
g('end', true);
return;
}
if (g('option').etherTap && gE('#mkey_' + g('monsterStatus')[0].id + '>div.btm6>img[src*="coalescemana"]') && (!gE('#pane_effects>img[onmouseover*="Ether Tap (x2)"]') || gE('#pane_effects>img[src*="wpn_et"][id*="effect_expire"]')) && checkCondition(g('option').etherTapCondition)) {
//nothing;
} else if (g('attackStatus') !== 0) {
if (checkCondition(g('option').highSkillCondition) && isOn('1' + g('attackStatus') + '3')) {
gE('1' + g('attackStatus') + '3').click();
} else if (checkCondition(g('option').middleSkillCondition) && isOn('1' + g('attackStatus') + '2')) {
gE('1' + g('attackStatus') + '2').click();
} else if (isOn('1' + g('attackStatus') + '1')) {
gE('1' + g('attackStatus') + '1').click();
}
}
if (g('option').skillSwitch) {
var i, spiritOn, condition, skill;
var skillOrder = (g('option').skillOrderValue || 'OFC,FRD,T3,T2,T1').split(',');
var skillLib = {
OFC: {
id: '1111',
oc: 8
},
FRD: {
id: '1101',
oc: 4
},
T3: {
id: '2' + g('option').fightingStyle + '03',
oc: 2
},
T2: {
id: '2' + g('option').fightingStyle + '02',
oc: 2
},
T1: {
id: '2' + g('option').fightingStyle + '01',
oc: 2
}
};
for (i = 0; i < skillOrder.length; i++) {
skill = skillOrder[i];
spiritOn = gE('#ckey_spirit[src*="spirit_a"]');
condition = checkCondition(g('option')['skill' + skill + 'Condition']) && isOn(skillLib[skill].id) && g('oc') >= skillLib[skill].oc;
if (spiritOn && condition) {
if (g('option').skillOTOS && g('option').skillOTOS[skill] && g('skillOTOS')[skill] >= 1) {
//nothing;
} else {
g('skillOTOS')[skill]++;
gE(skillLib[skill].id).click();
if (g('option').mercifulBlow && g('option').fightingStyle === '2' && skill === 'T3') { //Merciful Blow
for (var j = 0; j < g('monsterStatus').length; j++) {
if (g('monsterStatus')[j].hpNow / g('monsterStatus')[j].hp < 0.25 && gE('#mkey_' + g('monsterStatus')[j].id + ' img[src*="wpn_bleed"]')) {
gE('#mkey_' + g('monsterStatus')[j].id).click();
g('end', true);
return;
}
}
}
break;
}
}
}
}
gE('#mkey_' + g('monsterStatus')[0].id).click();
g('end', true);
return;
}
function fixMonsterStatus() { //修复monsterStatus
document.title = _alert(-1, 'monsterStatus错误,正在尝试修复', 'monsterStatus錯誤,正在嘗試修復', 'monsterStatus Error, trying to fix');
var monsterStatus = [];
gE('div.btm2', 'all').forEach(function(monster, i) {
monsterStatus.push({
order: i,
id: (i === 9) ? 0 : i + 1,
hp: (monster.style.background === '') ? 1000 : 100000
});
});
setValue('monsterStatus', monsterStatus);
goto();
}
function dropMonitor(battleLog) { //掉落监测
var drop = getValue('drop', true) || {
'#startTime': time(3),
'#EXP': 0,
'#Credit': 0
};
var item, name, amount, regexp;
for (var i = 0;; i++) {
if (/^You gain \d+ (EXP|Credit)/.test(battleLog[i].textContent)) {
regexp = battleLog[i].textContent.match(/^You gain (\d+) (EXP|Credit)/);
if (regexp) drop['#' + regexp[2]] += regexp[1] * 1;
} else if (gE('span', battleLog[i])) {
item = gE('span', battleLog[i]);
name = item.textContent.match(/^\[(.*?)\]$/)[1];
if (item.style.color === 'rgb(255, 0, 0)') {
var quality = ['Crude', 'Fair', 'Average', 'Superior', 'Exquisite', 'Magnificent', 'Legendary', 'Peerless'];
for (var j = g('option').dropQuality; j < quality.length; j++) {
if (name.match(quality[j])) {
name = 'Equipment of ' + name.match(/^\w+/)[0];
drop[name] = (name in drop) ? drop[name] + 1 : 1;
break;
}
}
} else if (item.style.color === 'rgb(186, 5, 180)') {
regexp = name.match(/^(\d+)x (Crystal of \w+)$/);
if (regexp) {
name = regexp[2];
amount = regexp[1] * 1;
} else {
name = name.match(/^(Crystal of \w+)$/)[1];
amount = 1;
}
drop[name] = (name in drop) ? drop[name] + amount : amount;
} else if (item.style.color === 'rgb(168, 144, 0)') {
drop['#Credit'] += name.match(/\d+/)[0] * 1;
} else {
drop[name] = (name in drop) ? drop[name] + 1 : 1;
}
} else if (battleLog[i].textContent === 'You are Victorious!') {
break;
}
}
if (g('option').recordEach && g('roundNow') === g('roundAll')) {
var old = getValue('dropOld', true) || [];
drop.__name = getValue('battleCode');
drop['#endTime'] = time(3);
old.push(drop);
setValue('dropOld', old);
delValue('drop');
} else {
setValue('drop', drop);
}
}
function recordUsage(parm) {
var stats = getValue('stats', true) || {
self: {
_startTime: time(3),
_turn: 0,
_round: 0,
_battle: 0,
_monster: 0,
_boss: 0,
evade: 0,
miss: 0,
focus: 0
},
restore: { //回复量
},
items: { //物品使用次数
},
magic: { //技能使用次数
},
damage: { //技能攻击造成的伤害
},
hurt: { //受到攻击造成的伤害
mp: 0,
oc: 0,
_avg: 0,
_count: 0,
_total: 0,
_mavg: 0,
_mcount: 0,
_mtotal: 0,
_pavg: 0,
_pcount: 0,
_ptotal: 0
},
proficiency: { //熟练度
}
};
var text, magic, point, reg;
if (g('monsterAlive') === 0) {
stats.self._turn += g('turn');
stats.self._round += 1;
if (g('roundNow') === g('roundAll')) stats.self._battle += 1;
}
if (parm.mode === 'magic') {
magic = parm.magic;
stats.magic[magic] = (magic in stats.magic) ? stats.magic[magic] + 1 : 1;
stats.hurt.mp += parm.mp;
stats.hurt.oc += parm.oc;
} else if (parm.mode === 'items') {
stats.items[parm.item] = (parm.item in stats.items) ? stats.items[parm.item] + 1 : 1;
} else {
stats.self[parm.mode] = (parm.mode in stats.self) ? stats.self[parm.mode] + 1 : 1;
}
var debug = false;
var log = false;
for (var i = 0; i < parm.log.length; i++) {
if (parm.log[i].className === 'tls') break;
text = parm.log[i].textContent;
if (debug) console.log(text);
if (text.match(/you for \d+ \w+ damage/)) {
reg = text.match(/you for (\d+) (\w+) damage/);
magic = reg[2].replace('ing', '');
point = reg[1] * 1;
stats.hurt[magic] = (magic in stats.hurt) ? stats.hurt[magic] + point : point;
stats.hurt._count++;
stats.hurt._total += point;
stats.hurt._avg = Math.round(stats.hurt._total / stats.hurt._count);
if (magic.match(/pierc|crush|slash/)) {
stats.hurt._pcount++;
stats.hurt._ptotal += point;
stats.hurt._pavg = Math.round(stats.hurt._ptotal / stats.hurt._pcount);
} else {
stats.hurt._mcount++;
stats.hurt._mtotal += point;
stats.hurt._mavg = Math.round(stats.hurt._mtotal / stats.hurt._mcount);
}
} else if (text.match(/^[\w ]+ [a-z]+s [\w+ \-]+ for \d+( .*)? damage/) || text.match(/^You .* for \d+ .* damage/)) { //text.match(/for \d+ .* damage/)
reg = text.match(/for (\d+)( .*)? damage/);
magic = text.match(/^[\w ]+ [a-z]+s [\w+ \-]+ for/) ? text.match(/^([\w ]+) [a-z]+s [\w+ \-]+ for/)[1].replace(/^Your /, '') : text.match(/^You (\w+)/)[1];
point = reg[1] * 1;
stats.damage[magic] = (magic in stats.damage) ? stats.damage[magic] + point : point;
} else if (text.match(/Vital Theft hits .*? for \d+ damage/)) {
magic = 'Vital Theft';
point = text.match(/Vital Theft hits .*? for (\d+) damage/)[1] * 1;
stats.damage[magic] = (magic in stats.damage) ? stats.damage[magic] + point : point;
} else if (text.match(/You (evade|parry|block) the attack|misses the attack against you|(casts|uses) .* misses the attack/)) {
stats.self.evade++;
} else if (text.match(/(resists your spell|Your spell is absorbed|(evades|parries) your (attack|spell))|Your attack misses its mark|Your spell fails to connect/)) {
stats.self.miss++;
} else if (text.match(/You gain the effect Focusing/)) {
stats.self.focus++;
} else if (text.match(/^Recovered \d+ points of/) || text.match(/You are healed for \d+ Health Points/) || text.match(/You drain \d+ HP from/)) {
magic = (parm.mode === 'defend') ? 'defend' : text.match(/You drain \d+ HP from/) ? 'drain' : parm.magic || parm.item;
point = text.match(/\d+/)[0] * 1;
stats.restore[magic] = (magic in stats.restore) ? stats.restore[magic] + point : point;
} else if (text.match(/(restores|drain) \d+ points of/)) {
reg = text.match(/^(.*) restores (\d+) points of (\w+)/) || text.match(/^You (drain) (\d+) points of (\w+)/);
magic = reg[1];
point = reg[2] * 1;
stats.restore[magic] = (magic in stats.restore) ? stats.restore[magic] + point : point;
} else if (text.match(/absorbs \d+ points of damage from the attack into \d+ points of \w+ damage/)) {
reg = text.match(/(.*) absorbs (\d+) points of damage from the attack into (\d+) points of (\w+) damage/);
point = reg[2] * 1;
magic = parm.log[i - 1].textContent.match(/you for (\d+) (\w+) damage/)[2].replace('ing', '');
stats.hurt[magic] = (magic in stats.hurt) ? stats.hurt[magic] + point : point;
point = reg[3] * 1;
magic = reg[1].replace('Your ', '') + '_' + reg[4];
stats.hurt[magic] = (magic in stats.hurt) ? stats.hurt[magic] + point : point;
} else if (text.match(/You gain .* proficiency/)) {
reg = text.match(/You gain ([\d\.]+) points of (.*?) proficiency/);
magic = reg[2];
point = reg[1] * 1;
stats.proficiency[magic] = (magic in stats.proficiency) ? stats.proficiency[magic] + point : point;
stats.proficiency[magic] = stats.proficiency[magic].toFixed(3) * 1;
} else if (text.trim() === '' || text.match(/You (gain |cast |use |are Victorious|have reached Level|have obtained the title|do not have enough MP)/) || text.match(/Cooldown|has expired|Spirit Stance|gains the effect|insufficient Spirit|Stop beating dead ponies| defeat |Clear Bonus|brink of defeat|Stop \w+ing|Spawned Monster| drop(ped|s) |defeated/)) {
//nothing;
} else if (debug) {
log = true;
setAudioAlarm('Error');
console.log(text);
}
}
if (debug && log) {
console.table(stats);
pauseChange();
}
setValue('stats', stats);
}
function recordUsage2() {
var stats = getValue('stats', true);
stats.self._monster += g('monsterAll');
stats.self._boss += g('bossAll');
if (g('option').recordEach && g('roundNow') === g('roundAll')) {
var old = getValue('statsOld', true) || [];
stats.__name = getValue('battleCode');
stats.self._endTime = time(3);
old.push(stats);
setValue('statsOld', old);
delValue('stats');
} else {
setValue('stats', stats);
}
}