hvAutoAttack

HV auto attack script, for the first user, should configure before use it.

Versión del día 01/07/2017. Echa un vistazo a la versión más reciente.

// ==UserScript==
// @name         hvAutoAttack
// @name:zh-TW   【HV】打怪
// @name:zh-CN   【HV】打怪
// @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?randomEncounter
// @exclude      http*://hentaiverse.org/pages/showequip.php?*
// @exclude      http*://alt.hentaiverse.org/pages/showequip.php?*
// @author       Dodying
// @namespace    https://github.com/dodying/UserJs
// @supportURL   https://github.com/dodying/UserJs/issues
// @icon         https://raw.githubusercontent.com/dodying/UserJs/master/Logo.png
// @version      2.82a
// @compatible   Firefox + Greasemonkey
// @compatible   Chrome/Chromium + Tampermonkey
// @compatible   Android + Firefox + Usi
// @compatible   iPhone/iPad(Jailbroken) + UserscriptLoader
// @grant        unsafeWindow
// @run-at       document-end
// ==/UserScript==
(function init() {
  if (location.href === 'https://e-hentai.org/news.php?randomEncounter') {
    var href;
    if (gE('#eventpane>div>a')) {
      href = document.referrer.split('/') [0] + '//' + document.referrer.split('/') [2] + '/' + gE('#eventpane>div>a').href.split('/') [3];
    } else {
      href = document.referrer;
    }
    openUrl(href);
    return;
  }
  if (gE('img[src*="derpy.gif"]')) {
    setTimeout(goto, 5 * 60 * 1000);
    return;
  }
  g('version', '2.82');
  if (getValue('option')) {
    g('option', getValue('option', true));
    g('lang', g('option').lang || '0');
    addStyle(g('lang'));
    if (g('option').version !== g('version')) {
      delValue('stats');
      delValue('host');
      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/#关于字体的说明', true);
    return;
  }
  if (gE('#riddlecounter')) { //需要答题
    if (g('option').riddlePopup) {
      if (!window.opener) {
        window.open(location.href, '', 'resizable,scrollbars');
        return;
      } else {
        riddleAlert(); //答题警报
      }
    } else {
      riddleAlert(); //答题警报
    }
  } else if (!gE('#navbar')) { //战斗中
    if (g('option').riddlePopup && window.opener) {
      window.opener.document.location = location.href;
      window.close();
    }
    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('dateNow', new Date().getTime());
    g('runSpeed', 1);
    newRound();
    main();
  } else { //战斗外
    if (location.search.match('s=Battle&ss=') && location.hash.match('#idleArena=') && gE('img[onclick^="init_battle"][onclick*="' + location.hash.match(/#idleArena=(\d+)/) [1] + '"]')) {
      var parm = gE('img[onclick^="init_battle"][onclick*="' + location.hash.match(/#idleArena=(\d+)/) [1] + '"]').getAttribute('onclick').match(/\((.*)\)/) [1].split(',');
      post(location.href, 'initid=' + parm[0] + '&inittoken=' + parm[parm.length - 1].match(/'(.*)'/) [1], function () {
        goto();
      });
      return;
    }
    delValue(2);
    quickSite();
    var equipDamege = gE('#stamina_restore div[onclick*="?s=Forge&ss=re"]');
    if (equipDamege) { //装备损坏
      if (g('option').damageFix && location.hash !== '#damageFix') {
        if (location.search !== '?s=Forge&ss=re') {
          location.search = '?s=Forge&ss=re';
        } else {
          post(location.href, 'repair_all=1', function () {
            goto('damageFix', true);
          });
        }
      }
    }
    if (!equipDamege || g('option').damageIgnore) {
      if (g('option').randomEncounter) randomEncounterCheck();
      if (g('option').idleArena) setTimeout(idleArena, (g('option').idleArenaTime * (Math.random() * 20 + 90) / 100) * 1000);
    }
  }
}) ();
//通用//
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
  return (gE(id) && gE(id).style.opacity !== '0.5') ? true : 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);
  } 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');
      delValue(0);
      delValue(1);
    }
  }
};
function goto(url, reload) { //前进
  if (typeof url === 'undefined' && typeof reload === 'undefined') {
    location = location.search;
  } else {
    history.pushState(null, null, location.search + '#' + url);
    if (reload) location.reload();
  }
};
function g(item, key) { //全局变量
  var hvAA = window.hvAA || {
  };
  if (item === undefined && key === undefined) {
    return hvAA;
  } else if (key === undefined) {
    return hvAA[item];
  } else {
    hvAA[item] = key;
    window.hvAA = hvAA;
  }
};
function post(href, parm, func) { //post
  var xhr = new XMLHttpRequest();
  xhr.open('POST', href);
  xhr.setRequestHeader('Content-Type', 'application/x-www-form-urlencoded; charset=UTF-8');
  xhr.responseType = 'document';
  xhr.onerror = function () {
    xhr = null;
    post(href, parm, func);
  };
  xhr.onload = function (e) {
    if (e.target.status >= 200 && e.target.status < 400 && typeof func === 'function') func(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 boxWidth = gE('#csp').offsetWidth;
  var cssContent = [
    'button{border-radius:3px;border:2px solid #808080;cursor:pointer;margin:0 1px;}',
    'l0,l1,l01,l2{display:none;}' + //l0: 简体 l1: 繁体 l01:简繁体共用 l2: 英文
    '#riddleform>div:nth-child(3)>img{width:700px;}',
    '.hvAALog{font-size:20px;}',
    '.hvAAButton{top:4px;left:' + boxWidth + 'px;position:absolute;z-index:9999;cursor:pointer;}',
    '#hvAABox{left:calc(50% - 350px);top:50px;font-size:16px!important;z-index:4;width:700px;height:510px;position:absolute;text-align:justify;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:400px;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(2),#hvAATab-Usage tr>td:nth-child(2){text-align:right;}',
    '.hvAACenter{text-align:center;}',
    '.hvAATitle{font-weight:bolder;}',
    '.hvAANew{width:25px;height:25px;float:left;background:transparent url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABkAAAAMCAYAAACX8hZLAAAAcElEQVQ4jbVRSQ4AIQjz/59mTiZIF3twmnCwFAq4FkeFXM+5vCzohYxjPMtfxS8CN6iqQ7TfE0wrODxVbzJNgoaTo4CmbBO1ZWICouQ0DHaL259MEzaU+w8pZOdSjcUgaPJDHCbO0A2kuAiuwPGQ+wBms12x8HExTwAAAABJRU5ErkJggg==) no-repeat;background-position:center;}',
    '#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:436px;}',
    '.quickSiteBar{position:absolute;top:30px;left:' + (boxWidth + 2) + 'px;font-size:18px;text-align:left;}',
    '.quickSiteBar>span{display:block;}',
    '.quickSiteBar>span>a{text-decoration:none;}',
    '.customize{border: 2px dashed red!important;}',
    '.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>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);}'
  ].join('');
  globalStyle.textContent = cssContent;
  optionButton(lang);
};
function optionButton(lang) { //配置按钮
  var optionButton = gE('body').appendChild(cE('div'));
  optionButton.className = 'hvAAButton';
  optionButton.innerHTML = '<img src=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==></img>';
  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 style="font-size:small;" target="_blank" href="https://github.com/dodying/UserJs/commits/master/HentaiVerse/hvAutoAttack/hvAutoAttack.user.js"><l0>更新历史</l0><l1>更新歷史</l1><l2>changelog</l2></a> <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> <span style="font-size:small;"><l2>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></l2></span></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="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">Note: 1. Gems 2. Potions 3. Elixirs 4. Cure 5. Full-Cure<br><span style="color:green;">HP: 1.<input class="hvAANumber" name="hp1" placeholder="50" type="text">% 2.<input class="hvAANumber" name="hp2" placeholder="50" type="text">% 3.<input class="hvAANumber" name="hp3" placeholder="5" type="text">% 4.<input class="hvAANumber" name="hp4" placeholder="50" type="text"> 5.<input class="hvAANumber" name="hp5" placeholder="20" type="text"></span><br><span style="color:blue;">MP: 1.<input class="hvAANumber" name="mp1" placeholder="70" type="text">% 2.<input class="hvAANumber" name="mp2" placeholder="10" type="text">% 3.<input class="hvAANumber" name="mp3" placeholder="5" type="text">%</span><br><span style="color:red;">SP: 1.<input class="hvAANumber" name="sp1" placeholder="75" type="text">% 2.<input class="hvAANumber" name="sp2" placeholder="50" type="text">% 3.<input class="hvAANumber" name="sp3" placeholder="5" type="text">%</span></div><div><input id="lastElixir" type="checkbox"><label for="lastElixir"><b>Last Elixir</b>: </label><div class="customize" name="lastElixirCondition"><l0>使用条件</l0><l1>使用條件</l1><l2>Conditions to Use</l2>: <br></div></div><div><input id="energyDrink" type="checkbox"><label for="energyDrink"><b>Energy Drink</b>: </label><div class="customize" name="energyDrinkCondition"><l0>战斗中 Energy Drink 使用条件</l0><l1>戰鬥中 Energy Drink 使用條件</l1><l2>Conditions to Use Energy Drink in Battle</l2>: <br></div></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"><a href="#hvAATab-Recommend">RiddleLimiter Plus</a></label>; <input id="randomEncounter" type="checkbox"><label for="randomEncounter"><l0>自动遭遇战</l0><l1>自動遭遇戰</l1><l2>Auto Random Encounter</l2></label>.</div><div><b><l01>魔法技能</l01><l2>Offensive Magic</l2></b>: <div class="customize" name="middleSkillCondition"><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>: <br></div><div class="customize" name="highSkillCondition"><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>: <br></div></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>:<div class="customize" name="turnOnSSCondition"><l0>条件</l0><l1>條件</l1><l2>Conditions</l2>: <br></div></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>:<div class="customize" name="turnOffSSCondition"><l0>条件</l0><l1>條件</l1><l2>Conditions</l2>: <br></div></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>: 1. <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>; 2. <input id="riddleAlert" type="checkbox"><label for="riddleAlert"><l0>弹出警告框</l0><l1>彈出警告框</l1><l2>ALERT</l2><button class="testAlert"><l0>预处理</l0><l1>預處理</l1><l2>Pretreat</l2></button></label><br><l0>注意: 只有一个功能会生效</l0><l1>注意: 只有一個功能會生效</l1><l2>Note: Only one feature is avilable</l2></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</label></div></div><div><l0>当<b>装备损坏</b>时,</l0><l1>當<b>裝備損壞</b>時,</l1><l2>If <b>equipments damaged</b>, </l2><input id="damageFix" type="checkbox"><label for="damageFix"><l0>尝试修复</l0><l1>嘗試修復</l1><l2>try to repair</l2></label>; <input id="damageIgnore" type="checkbox"><label for="damageIgnore"><l01>忽略</l01><l2>ignore</l2></label>.</div><div><input id="etherTap" type="checkbox"><label for="etherTap"><b>Ether Tap</b>: </label><div class="customize" name="etherTapCondition"><l0>条件</l0><l1>條件</l1><l2>Conditions</l2>: <br></div></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>: <div class="customize" name="fleeCondition"><l0>条件</l0><l1>條件</l1><l2>Conditions</l2>: <br></div></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></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 href="#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"><div class="customize" name="buffSkillCondition"><l0>总体施放条件</l0><l1>總體施放條件</l1><l2>Total Conditions</l2>: <br></div><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><div class="customize" name="buffSkillHDCondition">Health Draught <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_MD" type="checkbox"><label for="buffSkill_MD">Mana Draught</label><div class="customize" name="buffSkillMDCondition">Mana Draught <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_SD" type="checkbox"><label for="buffSkill_SD">Spirit Draught</label><div class="customize" name="buffSkillSDCondition">Spirit Draught <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_FV" type="checkbox"><label for="buffSkill_FV">Flower Vase</label><div class="customize" name="buffSkillFVCondition">Flower Vase <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_BG" type="checkbox"><label for="buffSkill_BG">Bubble-Gum</label><div class="customize" name="buffSkillBGCondition">Bubble-Gum <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_Pr" type="checkbox"><label for="buffSkill_Pr">Protection</label><div class="customize" name="buffSkillPrCondition">Protection <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_SL" type="checkbox"><label for="buffSkill_SL">Spark of Life</label><div class="customize" name="buffSkillSLCondition">Spark of Life <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_SS" type="checkbox"><label for="buffSkill_SS">Spirit Shield</label><div class="customize" name="buffSkillSSCondition">Spirit Shield <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_Ha" type="checkbox"><label for="buffSkill_Ha">Haste</label><div class="customize" name="buffSkillHaCondition">Haste <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_AF" type="checkbox"><label for="buffSkill_AF">Arcane Focus</label><div class="customize" name="buffSkillAFCondition">Arcane Focus <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_He" type="checkbox"><label for="buffSkill_He">Heartseeker</label><div class="customize" name="buffSkillHeCondition">Heartseeker <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_Re" type="checkbox"><label for="buffSkill_Re">Regen</label><div class="customize" name="buffSkillReCondition">Regen <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_SV" type="checkbox"><label for="buffSkill_SV">Shadow Veil</label><div class="customize" name="buffSkillSVCondition">Shadow Veil <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_Ab" type="checkbox"><label for="buffSkill_Ab">Absorb</label><div class="customize" name="buffSkillAbCondition">Absorb <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div></div></div>',
    '<div id="hvAATab-Debuff" class="hvAATab"><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_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><div class="customize" name="debuffSkillCondition"><l0>总体施放条件</l0><l1>總體施放條件</l1><l2>Total Conditions</l2>: <br></div><div><div><input id="debuffSkill_Im" type="checkbox"><label for="debuffSkill_Im">Imperil</label><div class="customize" name="debuffSkillImCondition">Imperil <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="debuffSkill_MN" type="checkbox"><label for="debuffSkill_MN">MagNet</label><div class="customize" name="debuffSkillMNCondition">MagNet <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="debuffSkill_Si" type="checkbox"><label for="debuffSkill_Si">Silence</label><div class="customize" name="debuffSkillSiCondition">Silence <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="debuffSkill_Dr" type="checkbox"><label for="debuffSkill_Dr">Drain</label><div class="customize" name="debuffSkillDrCondition">Drain <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="debuffSkill_We" type="checkbox"><label for="debuffSkill_We">Weaken</label><div class="customize" name="debuffSkillWeCondition">Weaken <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="debuffSkill_Co" type="checkbox"><label for="debuffSkill_Co">Confuse</label><div class="customize" name="debuffSkillCoCondition">Confuse <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></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>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 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="ssForSkill" type="checkbox"><label for="ssForSkill"><l0>仅当以下技能可以施放时开启Spirit Stance,否则关闭Spirit Stance<br>注意: 以下脚本给出的OC设定框为开启Spirit Stance的条件,而非技能使用条件</l0><l1>僅當以下技能可以施放時開啟Spirit Stance,否則關閉Spirit Stance<br>注意: 以下腳本給出的OC設定框為開啟Spirit Stance的條件,而非技能使用條件</l1><l2>Open Spirit Stance only if the following skills can be cast, otherwise turn off Spirit Stance<br> Note: The OC input boxes are the condition to open Spirit Stance, not to use skill</l2></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>OC ≥ <input class="hvAANumber" name="skillOC_OFC" type="text">; <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><div class="customize" name="skillOFCCondition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="skill_FRD" type="checkbox"><label for="skill_FRD"><l0>龙吼</l0><l1>龍吼</l1><l2>FRD</l2>: </label>OC ≥ <input class="hvAANumber" name="skillOC_FRD" type="text">; <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><div class="customize" name="skillFRDCondition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></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>OC ≥ <input class="hvAANumber" name="skillOC_T3" type="text">; <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><div class="customize" name="skillT3Condition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></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>OC ≥ <input class="hvAANumber" name="skillOC_T2" type="text">; <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><div class="customize" name="skillT2Condition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="skill_T1" type="checkbox"><label for="skill_T1"><l0>1阶</l0><l1>1階</l1><l2>T1</l2>: </label>OC ≥ <input class="hvAANumber" name="skillOC_T1" type="text">; <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><div class="customize" name="skillT1Condition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></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">Random Encounter</label><div class="customize" name="scrollCondition"><l0>总体施放条件</l0><l1>總體施放條件</l1><l2>Total Conditions</l2>: <br></div><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><div class="customize" name="scrollGoCondition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="scroll_Av" type="checkbox"><label for="scroll_Av">Scroll of the Avatar</label><div class="customize" name="scrollAvCondition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="scroll_Pr" type="checkbox"><label for="scroll_Pr">Scroll of Protection</label><div class="customize" name="scrollPrCondition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="scroll_Sw" type="checkbox"><label for="scroll_Sw">Scroll of Swiftness</label><div class="customize" name="scrollSwCondition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="scroll_Li" type="checkbox"><label for="scroll_Li">Scroll of Life</label><div class="customize" name="scrollLiCondition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="scroll_Sh" type="checkbox"><label for="scroll_Sh">Scroll of Shadows</label><div class="customize" name="scrollShCondition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="scroll_Ab" type="checkbox"><label for="scroll_Ab">Scroll of Absorption</label><div class="customize" name="scrollAbCondition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></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 href="#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><l0>战役模式</l0><l1>戰役模式</l1><l2>Battle type</l2>: <input id="infusionRoundType_ar" type="checkbox"><label for="infusionRoundType_ar">The Arena</label><input id="infusionRoundType_rb" type="checkbox"><label for="infusionRoundType_rb">Ring of Blood</label><input id="infusionRoundType_gr" type="checkbox"><label for="infusionRoundType_gr">GrindFest</label><input id="infusionRoundType_iw" type="checkbox"><label for="infusionRoundType_iw">Item World</label><input id="infusionRoundType_ba" type="checkbox"><label for="infusionRoundType_ba">Random Encounter</label><div class="customize" name="infusionCondition"><l0>总体施放条件</l0><l1>總體施放條件</l1><l2>Total Conditions</l2>: <br></div></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> <a href="https://github.com/dodying/UserJs/blob/master/HentaiVerse/hvAutoAttack/#攻击规则-示例" target="_blank"><l01>示例</l01><l2>Example</l2></a><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 href="#hvAATab-About"><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><div><table></table></div></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">Random 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)<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)<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)<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('');
  //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');
    if (name === 'Drop') { //掉落监测
      var drop = getValue('drop', true) || {
      };
      drop = objSort(drop);
      var _html = '<tbody><tr class="hvAATh"><td><l0>名称</l0><l1>名稱</l1><l2>Name</l2></td><td><l0>数量</l0><l1>數量</l1><l2>Amount</l2></td></tr>';
      for (var i in drop) {
        _html += '<tr><td>' + i + '</td><td>' + drop[i] + '</td></tr>';
      }
      _html += '</tbody>';
      gE('#hvAATab-Drop table').innerHTML = _html;
    } else if (name === 'Usage') { //数据记录
      var stats = getValue('stats', true) || {
      };
      var all = [
      ];
      var translation = {
        self: '<l01>自身</l01><l2>Self</l2>',
        restore: '<l01>回复</l01><l2>Restore</l2>',
        items: '<l01>物品</l01><l2>Items</l2>',
        magic: '<l01>技能</l01><l2>Magic</l2>',
        damage: '<l0>伤害</l0><l1>傷害</l1><l2>Damage</l2>',
        hurt: '<l0>受伤</l0><l1>受傷</l1><l2>Loss</l2>',
        proficiency: '<l0>熟练度</l0><l1>熟練度</l1><l2>Proficiency</l2>',
      };
      var html = '<tbody>';
      for (var i in stats) {
        html += '<tr class="hvAATh"><td colspan="2">' + translation[i] + '</td></tr>';
        html += '<tr class="hvAATh"><td><l0>名称</l0><l1>名稱</l1><l2>Name</l2></td>';
        html += (i === 'items' || i === 'magic' || i === 'self') ? '<td><l0>次数</l0><l1>次數</l1><l2>Frequency</l2></td>' : '<td><l0>总量</l0><l1>總量</l1><l2>Amount</l2></td>';
        html += '</tr>';
        stats[i] = objSort(stats[i]);
        for (var j in stats[i]) {
          html += '<tr><td>' + j + '</td><td>' + stats[i][j] + '</td></tr>';
        }
      }
      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);
      });
    }
    gE('.hvAATab', 'all', optionBox).forEach(function (i) {
      i.style.display = (i.id === 'hvAATab-' + name) ? 'block' : 'none';
    });
  }
  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();
    var box = gE('.customizeBox').getBoundingClientRect();
    gE('.customizeBox').style.zIndex = 5;
    gE('.customizeBox').style.top = position.top + window.scrollY + 'px';
    gE('.customizeBox').style.left = position.right + window.scrollX - box.width + '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('.testAlert', 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 () {
      _alert(0, '请勾选“允许来自 hentaiverse.org 的对话框将您带往标签页”', '请勾选“允许来自 hentaiverse.org 的对话框带您前往分页”', 'Please check "allow dialogs from hentaiverse.org to take you to their tab"');
    }, 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;
    if (e.target.id === 'arLevel_GF' && e.target.checked) _alert(0, '如果GF在末尾,当闲置竞技场只剩下GF时,将不断循环GF', '如果GF在末尾,當閒置競技場只剩下GF時,將不斷循環GF', 'If GF is at the end and the idle arena tasks only left GF, it will do GF unlimited times');
    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] + '(,|$)'), '$2').replace(/^,/, '');
      value = value.replace(new RegExp('(^|,)' + valueArray[1] + '(,|$)'), '$2').replace(/^,/, '');
    }
    gE('input[name="idleArenaLevels"]').value = levels;
    gE('input[name="idleArenaValue"]').value = value;
  };
  //标签页-BUFF技能
  gE('.buffSkillOrder', optionBox).onclick = function (e) {
    if (e.target.tagName !== 'INPUT' && e.target.type !== 'checkbox') return;
    var name = e.target.id.match(/_(.*)/) [1];
    var value = gE('input[name="buffSkillOrderValue"]').value;
    if (e.target.checked) {
      value += (value) ? ',' + name : name;
    } else {
      value = value.replace(new RegExp('(^|,)' + name + '(,|$)'), '$2').replace(/^,/, '');
    }
    gE('input[name="buffSkillOrderValue"]').value = value;
  };
  //标签页-Channel技能
  gE('.channelSkill2Order', optionBox).onclick = function (e) {
    if (e.target.tagName !== 'INPUT' && e.target.type !== 'checkbox') return;
    var valueArray = e.target.value.split(',');
    var name = gE('input[name="channelSkill2OrderName"]').value;
    var value = gE('input[name="channelSkill2OrderValue"]').value;
    if (e.target.checked) {
      name += (name) ? ',' + valueArray[0] : valueArray[0];
      value += (value) ? ',' + valueArray[1] : valueArray[1];
    } else {
      name = name.replace(new RegExp('(^|,)' + valueArray[0] + '(,|$)'), '$2').replace(/^,/, '');
      value = value.replace(new RegExp('(^|,)' + valueArray[1] + '(,|$)'), '$2').replace(/^,/, '');
    }
    gE('input[name="channelSkill2OrderName"]').value = name;
    gE('input[name="channelSkill2OrderValue"]').value = value;
  };
  //标签页-DEBUFF技能
  gE('.debuffSkillOrder', optionBox).onclick = function (e) {
    if (e.target.tagName !== 'INPUT' && e.target.type !== 'checkbox') return;
    var name = e.target.id.match(/_(.*)/) [1];
    var value = gE('input[name="debuffSkillOrderValue"]').value;
    if (e.target.checked) {
      value += (value) ? ',' + name : name;
    } else {
      value = value.replace(new RegExp('(^|,)' + name + '(,|$)'), '$2').replace(/^,/, '');
    }
    gE('input[name="debuffSkillOrderValue"]').value = value;
  };
  //标签页-其他技能
  gE('.skillOrder', optionBox).onclick = function (e) {
    if (e.target.tagName !== 'INPUT' && e.target.type !== 'checkbox') return;
    var name = e.target.id.match(/_(.*)/) [1];
    var value = gE('input[name="skillOrderValue"]').value;
    if (e.target.checked) {
      value += (value) ? ',' + name : name;
    } else {
      value = value.replace(new RegExp('(^|,)' + name + '(,|$)'), '$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');
  };
  //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');
  };
  //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') || new Date().toLocaleString();
    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');
      goto();
    }
  };
  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');
      location.hash = '#hvAATab-Main';
      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;
    var itemArray;
    var itemValue;
    for (var 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', '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;
    var j;
    var k;
    var _option = g('option');
    var inputs = gE('input,select', 'all', optionBox);
    var itemName;
    var itemArray;
    var itemValue;
    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) {
      var _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);
      var _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="roundType">roundType</option>',
    '<option value="attackStatus">attackStatus</option>',
    '<option value="turn">turn</option>',
    '<option></option>'
  ].join('');
  customizeBox.innerHTML = [
    '<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('');
  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 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 fileType = '.ogg'; //var fileType = (/Chrome|Safari/.test(navigator.userAgent)) ? '.mp3' : '.wav';
  var audio = gE('body').appendChild(cE('audio'));
  audio.id = 'hvAAAlert-' + e;
  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: {
              title: '未知',
              text: '页面停留过长时间',
              time: 5
            },
            Error: {
              title: '错误',
              text: '某些错误发生了',
              time: 10
            },
            Defeat: {
              title: '失败',
              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: {
              title: '答题',
              text: '小马答题\n紧急!\n紧急!\n紧急!',
              time: 30
            },
            Victory: {
              title: '胜利',
              text: '游戏胜利\n页面将在3秒后刷新',
              time: 3
            },
            Test: {
              title: '测试标题',
              text: '测试文本',
              time: 3
            }
          },
          {
            Common: {
              title: '未知',
              text: '頁面停留過長時間',
              time: 5
            },
            Error: {
              title: '錯誤',
              text: '某些錯誤發生了',
              time: 10
            },
            Defeat: {
              title: '失敗',
              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: {
              title: '答題',
              text: '小馬答題\n緊急!\n緊急!\n緊急!',
              time: 30
            },
            Victory: {
              title: '勝利',
              text: '遊戲勝利\n頁面將在3秒後刷新',
              time: 3
            },
            Test: {
              title: '測試標題',
              text: '測試文本',
              time: 3
            }
          },
          {
            Common: {
              title: 'unknown',
              text: 'The page stays idle for too long',
              time: 5
            },
            Error: {
              title: 'Error',
              text: 'Some errors have occurred',
              time: 10
            },
            Defeat: {
              title: 'Defeated',
              text: 'You have been defeated.\nYou can check the battle log.',
              time: 5
            },
            Riddle: {
              title: 'Riddle',
              text: 'Riddle\nURGENT\nURGENT\nURGENT',
              time: 30
            },
            Victory: {
              title: 'Victory',
              text: 'You\'re victorious.\nThis page will refresh in 3 seconds.',
              time: 3
            },
            Test: {
              title: 'testTitle',
              text: 'testBody',
              time: 3
            }
          }
        ][g('lang')][e];
        var n = new Notification(notification.title, {
          body: notification.text,
          icon: '/y/hentaiverse.png'
        });
        setTimeout(function () {
          if (n) n.close();
        }, 1000 * notification.time);
        function nClose(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;
  var j;
  var k;
  var result = [
  ];
  for (i in parms) {
    for (j = 0; j < parms[i].length; j++) {
      k = parms[i][j].split(',');
      k[0] = (/^'.*?'$|^".*?"$/.test(k[0])) ? k[0].substr(1, k[0].length - 2)  : (isNaN(k[0] * 1)) ? g(k[0])  : k[0] * 1;
      k[2] = (/^'.*?'$|^".*?"$/.test(k[2])) ? k[2].substr(1, k[2].length - 2)  : (isNaN(k[2] * 1)) ? g(k[2])  : k[2] * 1;
      switch (k[1]) {
        case '1':
          result[i] = k[0] > k[2];
          break;
        case '2':
          result[i] = k[0] < k[2];
          break;
        case '3':
          result[i] = k[0] >= k[2];
          break;
        case '4':
          result[i] = k[0] <= k[2];
          break;
        case '5':
          result[i] = k[0] === k[2];
          break;
        case '6':
          result[i] = k[0] !== k[2];
          break;
      }
      if (result[i] === false) j = parms[i].length;
    }
    if (result[i] === true) return true;
  }
  return false;
};
//答题//
function riddleAlert() { //答题警报
  setAlarm('Riddle');
  if (g('option').riddleAlert && location.hash !== '#riddleAlert') {
    goto('riddleAlert', true);
    alert('RIDDLE');
  }
  var answers = [
    'A',
    'B',
    'C'
  ];
  document.onkeydown = function (e) {
    gE('#hvAAAlert-Riddle').pause();
    if (/^[abc]$/i.test(e.key)) {
      riddleSubmit(e.key.toUpperCase());
      this.onkeydown = null;
    } else if (/^[123]$/.test(e.key)) {
      riddleSubmit(answers[e.key - 1]);
      this.onkeydown = null;
    }
  }
  if (g('option').riddleRadio) {
    var bar = gE('body').appendChild(cE('div'));
    bar.className = 'answerBar';
    answers.forEach(function (answer) {
      var button = bar.appendChild(cE('div'));
      button.value = answer;
      button.onclick = function () {
        riddleSubmit(this.value);
      };
    });
  }
  for (var i = 0; i < 30; i++) {
    setTimeout(function () {
      if (typeof g('time') === 'undefined') {
        var timeDiv = gE('#riddlecounter>div>div', 'all');
        if (timeDiv.length === 0) return;
        var time = '';
        for (var j = 0; j < timeDiv.length; j++) {
          time = (timeDiv[j].style.backgroundPosition.match(/(\d+)px$/) [1] / 12).toString() + time;
        }
        g('time', time * 1);
      } else {
        var time = g('time');
        time--;
        g('time', time);
      }
      document.title = time;
      if (time <= g('option').riddleAnswerTime) {
        if (!gE('#riddleanswer').value) gE('#riddleanswer').value = answers[parseInt(Math.random() * 3)];
        gE('#riddleform').submit();
      }
    }, i * 1000);
  }
  function riddleSubmit(answer) {
    var answerCount = getValue('answerCount', true) || {
      A: 0,
      B: 0,
      C: 0,
      _A: 0,
      _B: 0,
      _C: 0
    };
    answerCount.lastAnswer = answer;
    setValue('answerCount', answerCount);
    gE('#riddleanswer').value = answer;
    gE('#riddleanswer+img').click();
  }
};
//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">&lt;&lt;</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><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 dateNow = new Date();
  dateNow = dateNow.getUTCFullYear() + '/' + (dateNow.getUTCMonth() + 1) + '/' + dateNow.getUTCDate();
  var arena = getValue('arena', true) || {
  };
  if (arena.date !== dateNow) {
    arena.date = dateNow;
    delete arena.array;
    delete arena.isOk;
    setValue('arena', arena);
  }
  if (arena.isOk) return;
  if (g('option').restoreStamina && gE('#stamina_readout .fc4.far.fcb>div').textContent.match(/\d+/) [0] * 1 <= g('option').staminaLow) {
    post(location.href, 'recover=stamina', function () {
      goto();
    });
    return;
  }
  arena.array = arena.array || g('option').idleArenaValue.split(',');
  var href = '?s=Battle&ss=';
  var id = arena.array[0];
  id = id * 1;
  if (isNaN(id)) {
    href += 'gr';
    id = 1;
  } else if (id >= 105) {
    href += 'rb';
  } else if (id >= 19) {
    href += 'ar&page=2';
  } else {
    href += 'ar';
  }
  document.title = _alert( - 1, '闲置竞技场', '閒置競技場開始', 'Idle Arena start');
  if (arena.array.length > 1 || arena.array[0] !== 'gr') arena.array.splice(0, 1);
  if (arena.array.length === 0) arena.isOk = true;
  setValue('arena', arena);
  if (location.search === href) {
    if (gE('img[onclick^="init_battle"][onclick*="' + id + '"]')) {
      var parm = gE('img[onclick^="init_battle"][onclick*="' + id + '"]').getAttribute('onclick').match(/\((.*)\)/) [1].split(',');
      post(location.href, 'initid=' + id + '&inittoken=' + parm[parm.length - 1].match(/'(.*)'/) [1], function () {
        goto();
      });
    } else {
      idleArena();
    }
  } else {
    href += '#idleArena=' + id;
    openUrl(href);
  }
};
function randomEncounterCheck() { //Random Encounter
  var dateNow = new Date();
  dateNow = dateNow.getUTCFullYear() + '/' + (dateNow.getUTCMonth() + 1) + '/' + dateNow.getUTCDate();
  var timeNow = new Date().getTime();
  var randomEncounter = (getValue('randomEncounter') && getValue('randomEncounter', true).dateNow === dateNow) ? getValue('randomEncounter', true)  : {
    dateNow: dateNow,
    time: 0
  };
  if (!randomEncounter.lastTime || timeNow - randomEncounter.lastTime >= (30 + Math.random() * 5) * 60 * 1000 && randomEncounter.time < 24) {
    if (g('option').restoreStamina && gE('#stamina_readout .fc4.far.fcb>div').textContent.match(/\d+/) [0] * 1 <= g('option').staminaLow) {
      post(location.href, 'recover=stamina', function () {
        goto();
      });
      return;
    }
    randomEncounter.lastTime = timeNow;
    setValue('randomEncounter', randomEncounter);
    openUrl('https://e-hentai.org/news.php?randomEncounter');
  }
  setInterval(randomEncounterCheck, 3 * 60 * 1000);
};
//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('mp') < g('option').mp2 || g('sp') < g('option').sp2 || g('hp') <= g('option').hp2) deadSoon(); //自动回血回魔
  if (g('end')) 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) && g('option').infusionRoundType && g('option').infusionRoundType[g('roundType')]) 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')) {
    gE('.pauseChange').innerHTML = '<l0>暂停</l0><l1>暫停</l1><l2>Pause</l2>';
    delValue(0);
    main();
  } else {
    gE('.pauseChange').innerHTML = '<l0>继续</l0><l1>繼續</l1><l2>Continue</l2>';
    setValue('disabled', true);
    g('end', true);
  }
};
function reloader() {
  var delayAlert;
  var delayReload;
  var eventStart = cE('a');
  var obj;
  eventStart.id = 'eventStart';
  eventStart.onclick = function () {
    var 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,
        before: gE('#textlog>tbody>tr>td', 'all').length
      };
      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;
        var 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 dateNow = new Date().getTime();
    g('runSpeed', (1000 / (dateNow - g('dateNow'))).toFixed(2));
    g('dateNow', dateNow);
    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('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 (event) {
          var data = event.target.response;
          if (gE('#riddlecounter', data)) {
            if (g('option').riddlePopup) {
              window.open(location.href, '', 'resizable,scrollbars');
              return;
            } else {
              goto('riddleAlert', true);
              if (g('option').riddleAlert && /Firefox/g.test(navigator.userAgent)) alert('RIDDLE');
              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);
  var api_call = cE('script');
  api_call.textContent = 'api_call = ' + (function (b, a, d) {
    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();
    b.send(JSON.stringify(a))
  }).toString();
  gE('head').appendChild(api_call);
  var api_response = cE('script');
  api_response.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 {
          return a;
        }
      } else {
        document.location = document.location + '';
      }
    }
    return false;
  }).toString();
  gE('head').appendChild(api_response);
};
function newRound() { //New Round
  g('turn', 0);
  if (location.hash === '#damageFix' || location.hash === '#riddleAlert') location.hash = '';
  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').randomEncounter) {
          var randomEncounter = getValue('randomEncounter', true);
          randomEncounter.time++;
          setValue('randomEncounter', randomEncounter);
        }
      } 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 answerCount = getValue('answerCount', true);
    answerCount['_' + answerCount.lastAnswer]++;
    setValue('answerCount', answerCount);
    var staminaLostLog = getValue('staminaLostLog', true) || {
    };
    staminaLostLog[new Date().toLocaleString()] = 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;
      }
    }
  } else if (/Time Bonus/.test(battleLog[0].textContent)) {
    var answerCount = getValue('answerCount', true);
    answerCount[answerCount.lastAnswer]++;
    setValue('answerCount', answerCount);
  }
  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 round = battleLog[battleLog.length - 1].textContent.match(/\(Round (\d+) \/ (\d+)\)/);
    var roundNow;
    var roundAll;
    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('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');
  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;
  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
  if (g('mp') < g('option').mp2 && gE('.bti3>div[onmouseover*="11295"]')) { //MP
    gE('.bti3>div[onmouseover*="11295"]').click();
    g('end', true);
    return;
  }
  if (g('sp') < g('option').sp2 && gE('.bti3>div[onmouseover*="11395"]')) { //SP
    gE('.bti3>div[onmouseover*="11395"]').click();
    g('end', true);
    return;
  }
  if (g('hp') <= g('option').hp4 && isOn('311')) { //Cure
    gE('311').click();
    g('end', true);
    return;
  }
  if (g('hp') <= g('option').hp2 && gE('.bti3>div[onmouseover*="11195"]')) { //HP
    gE('.bti3>div[onmouseover*="11195"]').click();
    g('end', true);
    return;
  }
  if (g('hp') <= g('option').hp5 && isOn('313')) { //Full-Cure
    gE('313').click();
    g('end', true);
    return;
  }
  if (g('option').lastElixir && checkCondition(g('option').lastElixirCondition) && gE('.bti3>div[onmouseover*="11501"]')) { //LE //(!gE('.bti3>div[onmouseover*="11299"]')||!gE('.bti3>div[onmouseover*="11399"]')||!gE('.bti3>div[onmouseover*="11199"]'))
    gE('.bti3>div[onmouseover*="11501"]').click();
    g('end', true);
    return;
  }
  if (g('mp') <= g('option').mp3 && gE('.bti3>div[onmouseover*="11299"]')) { //ME
    gE('.bti3>div[onmouseover*="11299"]').click();
    g('end', true);
    return;
  }
  if (g('sp') <= g('option').sp3 && gE('.bti3>div[onmouseover*="11399"]')) { //SP
    gE('.bti3>div[onmouseover*="11399"]').click();
    g('end', true);
    return;
  }
  if (g('hp') <= g('option').hp3 && gE('.bti3>div[onmouseover*="11199"]')) { //HP
    gE('.bti3>div[onmouseover*="11199"]').click();
    g('end', true);
    return;
  }
  if (g('option').energyDrink && checkCondition(g('option').energyDrinkCondition) && gE('.bti3>div[onmouseover*="11401"]')) { //ED
    gE('.bti3>div[onmouseover*="11401"]').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' : '';
  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 + '"]')) {
          var isUsed = true;
          break;
        }
        var 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 skillPack = (g('option').buffSkillOrderValue || 'Pr,SL,SS,Ha,AF,He,Re,SV,Ab').split(',');
  var i;
  var j;
  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 skillPack = (g('option').buffSkillOrderValue || 'Pr,SL,SS,Ha,AF,He,Re,SV,Ab').split(',');
  var i;
  var j;
  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 = [
    ,
    {
      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',
      //turn: 39,
      img: 'sleep'
    },
    Bl: {
      name: 'Blind',
      //id: '231',
      //turn: 42,
      img: 'blind'
    },
    Slo: {
      name: 'Slow',
      //id: '221',
      //turn: 36,
      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 skillPack = (g('option').debuffSkillOrderValue || 'Im,MN,Si,Dr,We,Co').split(',');
  var i;
  var j;
  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').ssForSkill && ((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)) {
  } 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;
    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
      }
    };
    var spiritOn;
    var condition;
    var skill;
    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) {
        } 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;
        }
      } else if (g('option').ssForSkill && ((condition && g('option').skillOC && g('oc') >= g('option').skillOC[skill]) || (i === skillOrder.length - 1 && spiritOn))) {
        gE('#ckey_spirit').click();
        g('end', true);
        return;
      }
    }
  }
  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': new Date().toLocaleString(),
    '#EXP': 0,
    '#Credit': 0
  };
  var item;
  var name;
  var 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(/^\[(.*?)\]$/) [1];
      if (item.style.color === 'rgb(255, 0, 0)') {
        var quality = [
          'Crude',
          'Fair',
          'Average',
          'Superior',
          'Exquisite',
          'Magnificent',
          'Legendary',
          'Peerless'
        ];
        for (var j = g('option').dropQuality; j < quality.length; j++) {
          if (name.match(quality[j])) {
            drop[name] = (name in drop) ? drop[name] + 1 : 1;
            break;
          }
        }
      } else if (item.style.color === 'rgb(186, 5, 180)') {
        regexp = name.match(/^(\d+)x (Crystal of \w+)$/);
        name = regexp[2];
        drop[name] = (name in drop) ? drop[name] + regexp[1] * 1 : regexp[1] * 1;
      } 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;
    }
  }
  setValue('drop', drop);
};
function recordUsage(parm) {
  var stats = getValue('stats', true) || {
    self: {
      _startTime: new Date().toLocaleString(),
      _turn: 0,
      _round: 0,
      _battle: 0,
      evade: 0,
      miss: 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;
  var point;
  var 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') {
    var 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 log=false;

  for (var i = 0; i < parm.log.length - parm.before; i++) {
    text = parm.log[i].textContent;
    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(/for \d+ .* damage/)) {
      reg = text.match(/for (\d+) .* damage/);
      magic = text.match(/^Your spike shield/) ? 'spike shield' : (text.match(/^You/) ? text.match(/^You (\w+)/) [1] : (text.match(/^(.*) [a-z]+s [\w+ \-]+ for/) ? text.match(/^(.*) [a-z]+s [\w+ \-]+ for/) [1] : text.match(/^(.*) [a-z]+s for/) [1]));
      point = reg[1] * 1;
      stats.damage[magic] = (magic in stats.damage) ? stats.damage[magic] + point : point;
    } else if (text.match(/You (evade|parry) the attack|misses the attack against you/)) {
      stats.self.evade++;
    } else if (text.match(/(resists your spell|Your spell is absorbed|(evades|parries) your attack)/)) {
      stats.self.miss++;
    } else if (text.match(/^Recovered \d+ points of/) || text.match(/You are healed for \d+ Health Points/)) {
      magic = 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 \d+ points of/)) {
      reg = text.match(/^(.*) restores (\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;
    } /*
    else if (text.trim() === '' || text.match(/You (gain |cast |use |are Victorious)/) || text.match(/(Cooldown|has expired|Spirit Stance|gains the effect|insufficient Spirit|Stop beating dead ponies| defeat )/) || text.match(/ drop(ped|s) /)) {
    } else {
      log=true;
      setAudioAlarm('Error');
      console.log(text);
    }
    */

  } /*
  if (log) {
    console.table(stats);
    pauseChange();
  }
  */

  setValue('stats', stats);
};