// ==UserScript==
// @name HV_AutoAttack
// @name:zh-CN 【HV】HV自动打怪
// @name:zh-TW 【HV】HV自動打怪
// @author Dodying
// @namespace https://github.com/dodying/Dodying-UserJs
// @supportURL https://github.com/dodying/Dodying-UserJs/issues
// @icon http://cdn4.iconfinder.com/data/icons/mood-smiles/80/mood-29-48.png
// @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
// @description:zh-TW HV自動打怪腳本,初次使用,請先設置好選項
// @include http://hentaiverse.org/*
// @version 2.48
// @grant GM_addStyle
// @run-at document-end
// ==/UserScript==
if (document.querySelector('form[name="ipb_login_form"]')) return;
if (document.querySelector('img[src="http://ehgt.org/g/derpy.gif"]')) window.location = window.location.href;
/*
if (!localStorage.HVAA_Language) {
var language = parseInt(prompt('Choose a language, plz\r\n请选择一个语言\r\n1.Englsh\r\n2.中文简体\r\n3.中文繁体'));
localStorage.HVAA_Language = language;
} else {
var language = parseInt(localStorage.HVAA_Language);
}
*/
OptionButton();
if (localStorage.HVAA_Setting) {
var HVAA_Setting = JSON.parse(localStorage.HVAA_Setting);
if (HVAA_Setting.version !== GM_info.script.version.substring(0, 4)) {
alert('HV-AutoAttack版本更新,请重新设置\r\n强烈推荐【重置设置】后再设置。');
if (confirm('是否查看帮助页面')) window.open('https://github.com/dodying/UserJs/blob/master/HV_AutoAttack/README.md');
document.querySelector('#HV_AutoAttack_Option').style.display = 'block';
document.querySelector('#HVAA_Setting_Clear').focus();
window.HVAA_End = true;
return;
}
} else {
alert('请设置HV-AutoAttack');
if (confirm('是否查看帮助页面')) window.open('https://github.com/dodying/UserJs/blob/master/HV_AutoAttack/README.md');
document.querySelector('#HV_AutoAttack_Option').style.display = 'block';
return;
}
RiddleAlert(); //答题警报
if (!document.querySelector('#togpane_log')) {
removeItemInStorage(2);
return;
}
HotKey(); //设置全局快捷键
if (localStorage.HVAA_disabled) { //如果禁用
document.title = '[HVAA_暂停]' + document.title;
return;
} else { //如果没有禁用
if (!localStorage.HVAA_Attack_Status) {
var Attack_Status = HVAA_Setting.Attack_Status;
} else {
var Attack_Status = localStorage.HVAA_Attack_Status;
}
if (HVAA_Setting.Delay_Alert) {
setTimeout(function () {
OtherAlert();
}, HVAA_Setting.Delay_Alert_Time * 1000);
}
if (HVAA_Setting.Delay_Reload) {
setTimeout(function () {
window.location = window.location.href;
}, HVAA_Setting.Delay_Reload_Time * 1000);
}
runtime = 0;
if (HVAA_Setting.Reloader) {
if (HVAA_Setting.Reloader_Masking) {
AddMasking(); //Reloader防止误操作
}
var mo = new MutationObserver(main);
mo.observe(document.all.leftpane, {
childList: true,
subtree: true
});
}
main();
} //////////////////////////////////////////////////
function main() { //主程序
runtime++;
window.Monster_Count_All = document.querySelectorAll('div.btm1').length;
window.Monster_Count_Dead = document.querySelectorAll('img[src*="/s/nbardead.png"]').length;
window.Monster_Count_Alive = Monster_Count_All - Monster_Count_Dead;
window.Monster_Count_Boss = document.querySelectorAll('div.btm2[style^=\'background:\']').length;
window.Monster_Count_Boss_Dead = document.querySelectorAll('div.btm1[style*=\'opacity:\'] div.btm2[style*=\'background:\']').length;
window.Monster_Count_Boss_Alive = Monster_Count_Boss - Monster_Count_Boss_Dead;
CountRound(); //回合计数及自动前进并获取怪物总HP
if (localStorage.HVAA_Monster_Status) {
window.Monster_Status = JSON.parse(localStorage.HVAA_Monster_Status);
}
window.HP = document.querySelectorAll('.cwb2') [0].offsetWidth / 120;
window.MP = document.querySelectorAll('.cwb2') [1].offsetWidth / 120;
window.SP = document.querySelectorAll('.cwb2') [2].offsetWidth / 120;
window.oc = parseInt(document.querySelector('.cwbt2').innerText);
BattleInfo(); //战斗战况
AutoUseGem(); //自动使用宝石
if (window.HVAA_End) {
window.HVAA_End = false;
return;
}
DeadSoon(); //自动回血回魔
if (window.HVAA_End) {
window.HVAA_End = false;
return;
}
if (HVAA_Setting.Su_Ch_Skill) {
AutoUsePotAndSuSkill(); //自动使用药水、施法增益技能
}
if (window.HVAA_End) {
window.HVAA_End = false;
return;
}
if (HVAA_Setting.UnCrazy_Mode && HP < HVAA_Setting.UnCrazy_Mode_HP * 0.01) {
OtherAlert();
if (!confirm('HP小于' + HVAA_Setting.UnCrazy_Mode_HP + '%,是否继续自动打怪?\r\n可能会死亡')) {
localStorage.HVAA_disabled = true;
return;
}
}
CountMonsterHP(); //统计怪物血量
AutoUseDeSkill(); //自动施法De技能
if (window.HVAA_End) {
window.HVAA_End = false;
return;
}
AutoAttack(); //自动打怪
} //////////////////////////////////////////////////
function AddMasking() { //Reloader防止误操作
var img = document.createElement('img');
img.src = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAYAAAAfFcSJAAAADUlEQVQImWNgYGBgAAAABQABh6FO1AAAAABJRU5ErkJggg==';
img.style.position = 'absolute';
img.style.width = document.all.mainpane.offsetWidth + 'px';
img.style.height = document.all.mainpane.offsetHeight + 'px';
img.style.top = document.all.mainpane.offsetTop + 'px';
img.style.left = document.all.mainpane.offsetLeft + 'px';
img.style.zIndex = '999';
document.body.appendChild(img)
var button = document.createElement('button');
button.innerHTML = '【误操作模式】开启';
button.onclick = function () {
if (img.style.zIndex === '999') {
img.style.zIndex = '0';
button.innerHTML = '【误操作模式】关闭';
} else {
img.style.zIndex = '999';
button.innerHTML = '【误操作模式】开启';
}
}
document.querySelector('.clb').insertBefore(button, document.querySelector('.clb>.cbl'))
} //////////////////////////////////////////////////
function removeItemInStorage(i) {
localStorage.removeItem('HVAA_disabled');
if (i > 0) {
localStorage.removeItem('HVAA_Round_Now');
localStorage.removeItem('HVAA_Round_All');
localStorage.removeItem('HVAA_Monster_Status');
if (i > 1) {
localStorage.removeItem('HVAA_Round_Type');
localStorage.removeItem('HVAA_Attack_Status');
}
}
} //////////////////////////////////////////////////
function OptionButton() { //配置
var HV_AutoAttack_Button = document.createElement('div');
HV_AutoAttack_Button.id = 'HV_AutoAttack_Button';
var Left = window.innerWidth - 225;
HV_AutoAttack_Button.style = 'top:4px;left:' + Left + 'px;position:absolute;z-index:9999;';
HV_AutoAttack_Button.innerHTML = '<a href="javascript:#"><img src="https://cdn0.iconfinder.com/data/icons/thinico/88/thinico-17-24.png" /></a>';
HV_AutoAttack_Button.querySelector('a').onclick = function () {
if (document.querySelector('#HV_AutoAttack_Option').style.display === 'none') {
document.querySelector('#HV_AutoAttack_Option').style.display = 'block';
} else {
document.querySelector('#HV_AutoAttack_Option').style.display = 'none';
window.history.pushState(null, '', window.location.href.replace(/#HVAA_Tab\d$/, ''));
window.history.replaceState(null, '', window.location.href);
}
};
document.body.appendChild(HV_AutoAttack_Button);
var HV_AutoAttack_Option = document.createElement('div');
HV_AutoAttack_Option.id = 'HV_AutoAttack_Option';
Left = document.documentElement.clientWidth / 2 - 350;
HV_AutoAttack_Option.style = 'z-index:9999;width:700px;height:650px;display:none;background-color:white;position:absolute;left:' + Left + 'px;top:50px;border-color:black;border-style:solid;text-align:left;';
GM_addStyle('#HV_AutoAttack_Option{font-size:12pt !important;}#HV_AutoAttack_Option .HVAA_tablist{position:relative;left:34px;margin:50px auto;min-height:200px;}#HV_AutoAttack_Option .HVAA_tab_content{position:absolute;width:600px;height:440px;padding:15px;border:1px solid #91a7b4;border-radius:3px;box-shadow:0 2px 3px rgba(0,0,0,0.1);font-size:1.2em;line-height:1.5em;color:#666;background:#fff;overflow:hidden;}#HV_AutoAttack_Option *:target{z-index:1 !important;}#HV_AutoAttack_Option .HVAA_tabmenu{position:absolute;top:-16%;margin:0;}#HV_AutoAttack_Option .HVAA_tabmenu li{display:inline-block;max-width:120px;width:auto;}#HV_AutoAttack_Option .HVAA_tabmenu li a{display:block;padding:5px 10px;margin:0 10px 0 0;border:1px solid #91a7b4;border-radius:5px 5px 0 0;background:#e3f1f8;color:#333;text-decoration:none;white-space:nowrap;text-overflow:ellipsis;overflow:hidden;}#HV_AutoAttack_Option .HVAA_tabmenu li:hover{max-width:999px;}#HV_AutoAttack_Option input[type="text"]{width:24px;}#HV_AutoAttack_Option .HVAA_center{text-align:center;}#HV_AutoAttack_Option .HVAA_separate{height:1px;background-color:black;}#HVAA_Setting_Button *{position:relative;top:240px;border-style:solid;border-color:black;}#HV_AutoAttack_Option .HVAA_Title{font-weight:bolder;font-size:larger;text-align:center;}');
HV_AutoAttack_Option.innerHTML = '<h1 class="HVAA_center">HV AutoAttack设置<button id="HVAA_Setting_Clear"onclick="localStorage.removeItem(\'HVAA_Setting\');location.reload();"title="推荐每次更新后点击一次">重置设置</button></h1><div class="HVAA_tablist"><ul class="HVAA_tabmenu"><li><a href="#HVAA_Tab1">主要选项</a></li><li><a href="#HVAA_Tab2">增益、Channel技能</a></li><li><a href="#HVAA_Tab3">De、特殊技能</a></li><li><a href="#HVAA_Tab4">权重规则、警报</a></li><li><a href="#HVAA_Tab5">修复、提交Bug与建议</a></li></ul><div id="HVAA_Tab1"class="HVAA_tab_content"style="z-index:1;"><div class="HVAA_center"title="1.使用宝石回复 2.使用(技能、)Potion药水回复 3.使用Elixir药水回复"><span style="color:green;">HP:1.<input name="HVAA_HP1"placeholder="50"type="text">% 2.<input name="HVAA_HP2"placeholder="50"type="text">% 3.<input name="HVAA_HP3"placeholder="5"type="text">% </span><br><span style="color:blue;">MP:1.<input name="HVAA_MP1"placeholder="70"type="text">% 2.<input name="HVAA_MP2"placeholder="10"type="text">% 3.<input name="HVAA_MP3"placeholder="5"type="text">% </span><br><span style="color:red;">SP:1.<input name="HVAA_SP1"placeholder="75"type="text">% 2.<input name="HVAA_SP2"placeholder="50"type="text">% 3.<input name="HVAA_SP3"placeholder="5"type="text">% </span><br><input id="HVAA_Last_Elixir"type="checkbox"><label for="HVAA_Last_Elixir"><img src="http://ehgt.org/g/n.gif" />当技能与药水CD时,使用Last Elixir。</div><div id="HVAA_Attack_Status"class="HVAA_center"style="color:red;"><b>攻击模式</b>:<input type="radio"id="HVAA_Attack_Status_0"name="HVAA_Attack_Status"value="0"><label for="HVAA_Attack_Status_0">物理</label><input type="radio"id="HVAA_Attack_Status_1"name="HVAA_Attack_Status"value="1"><label for="HVAA_Attack_Status_1">火</label><input type="radio"id="HVAA_Attack_Status_2"name="HVAA_Attack_Status"value="2"><label for="HVAA_Attack_Status_2">冰</label><input type="radio"id="HVAA_Attack_Status_3"name="HVAA_Attack_Status"value="3"><label for="HVAA_Attack_Status_3">雷</label><input type="radio"id="HVAA_Attack_Status_4"name="HVAA_Attack_Status"value="4"><label for="HVAA_Attack_Status_4">风</label><input type="radio"id="HVAA_Attack_Status_5"name="HVAA_Attack_Status"value="5"><label for="HVAA_Attack_Status_5">圣</label><input type="radio"id="HVAA_Attack_Status_6"name="HVAA_Attack_Status"value="6"><label for="HVAA_Attack_Status_6">暗</label></div><div title="默认【空格】暂停,【回车】选择模式"><b>快捷键</b>:按<input name="HVAA_Shortcut_Pause"style="width:60px;"type="text"placeholder="-"onkeyup="this.value=event.key;">暂停,按<input name="HVAA_Shortcut_Choose"style="width:60px;"type="text"placeholder="+"onkeyup="this.value=event.key;">选择模式</div><div><b>技能施放条件</b>:中级:怪物存活数≥<input name="HVAA_Mi_Skill"placeholder="4"type="text">;高级:怪物存活数≥<input name="HVAA_Hi_Skill"placeholder="6"type="text">。</div><div><input id="HVAA_Spirit_Stance"type="checkbox"><label for="HVAA_Spirit_Stance">Overcharge≥<input name="HVAA_Spirit_Stance_OC"placeholder="50"type="text">%后,开启Spirit Stance。</label></div><div><input type="checkbox"id="HVAA_UnCrazy_Mode"><label for="HVAA_UnCrazy_Mode"><b>非浴血模式</b>:当血量≤<input name="HVAA_UnCrazy_Mode_HP"placeholder="44"type="text">%时,脚本发出警告并暂停。</label></div><div title="防止脚本莫名暂停"><input id="HVAA_Delay_Alert"type="checkbox"><label for="HVAA_Delay_Alert">页面停留<input name="HVAA_Delay_Alert_Time"placeholder="10"type="text">秒后,<b>警报</b>;</label><input id="HVAA_Delay_Reload"type="checkbox"><label for="HVAA_Delay_Reload">页面停留<input name="HVAA_Delay_Reload_Time"placeholder="15"type="text">秒后,<b>刷新页面</b>。</label></div><div><input id="HVAA_Reloader"type="checkbox"checked="true"><label for="HVAA_Reloader"><b>兼容<a href="https://forums.e-hentai.org/index.php?showtopic=65126&st=2660&p=4384894&#entry4384894"target="_blank"title="感谢网友【zsp40088】提出,推荐安装版本【Vanilla Reloader 1.1.1】">Reloader</a>脚本</b></label><input id="HVAA_Reloader_Masking"type="checkbox"checked="true"><label for="HVAA_Reloader_Masking"><b>防止误操作</b></label></div><div class="HVAA_separate"></div><div><input type="checkbox"id="HVAA_Attack_Weakness"><label for="HVAA_Attack_Weakness"><b>弱点打击</b>:针对Boss,如果由于出现未知的Boss导致暂停,</label><div>请将Boss的姓名与弱点提交到<a href="https://github.com/dodying/UserJs/issues/2"target="_blank">Github issues</a>,谢谢~!<br>解决办法:1.暂停脚本或不勾选本设置<br>【推荐】2.打开脚本,搜索【Boss的弱点库】,之后按格式添加。</div></div></div><div id="HVAA_Tab2"class="HVAA_tab_content"><div title="增益技能与Channel技能"><input type="checkbox"id="HVAA_Su_Ch_Skill"checked="true"><label for="HVAA_Su_Ch_Skill"><span class="HVAA_Title">【增益技能】与【Channel技能】</span></label><div id="HVAA_Su_Ch_Skill_Div">施放条件(有一个成立就行):<br>1、总回合数≥<input name="HVAA_All_Mode_All_Round"placeholder="12"type="text">。2、存活≥<input name="HVAA_All_Mode_Boss_Count"placeholder="1"type="text">只Boss。3、遭遇战中,存在≥<input name="HVAA_All_Mode_Monster_Count"placeholder="6"type="text">只怪物。<br><b>增益技能</b>(Buff不存在就施放的技能,按【施放顺序】排序):<div id="HVAA_Su_Skill_Div"><input type="checkbox"id="HVAA_Su_Skill_HD"checked="true"><label for="HVAA_Su_Skill_HD">Health Draught</label><input type="checkbox"id="HVAA_Su_Skill_MD"checked="true"><label for="HVAA_Su_Skill_MD">Mana Draught</label><input type="checkbox"id="HVAA_Su_Skill_SD"checked="true"><label for="HVAA_Su_Skill_SD">Spirit Draught</label><br><input type="checkbox"id="HVAA_Su_Skill_Pr"checked="true"><label for="HVAA_Su_Skill_Pr">Protection</label><input type="checkbox"id="HVAA_Su_Skill_Ha"checked="true"><label for="HVAA_Su_Skill_Ha">Haste</label><input type="checkbox"id="HVAA_Su_Skill_SL"checked="true"><label for="HVAA_Su_Skill_SL">Spark of Life</label><input type="checkbox"id="HVAA_Su_Skill_SS"checked="true"><label for="HVAA_Su_Skill_SS">Spirit Shield</label><br><input type="checkbox"id="HVAA_Su_Skill_AF"><label for="HVAA_Su_Skill_AF">Arcane Focus</label><input type="checkbox"id="HVAA_Su_Skill_He"><label for="HVAA_Su_Skill_He">Heartseeker</label><input type="checkbox"id="HVAA_Su_Skill_Re"><label for="HVAA_Su_Skill_Re">Regen</label><input type="checkbox"id="HVAA_Su_Skill_SV"><label for="HVAA_Su_Skill_SV">Shadow Veil</label><input type="checkbox"id="HVAA_Su_Skill_Ab"><label for="HVAA_Su_Skill_Ab">Absorb</label></div><div></div>当<b>获得Channel时</b>,即施法只需1点MP,<br><b>先ReBuff</b>:buff存在≤<input name="HVAA_Ch_ReSkill"placeholder="15"type="text">回合时,重新使用该技能。<br><b>再施放Channel技能</b>(按【施放顺序】排序):<div id="HVAA_Ch_Skill_Div"><input type="checkbox"id="HVAA_Ch_Skill_Pr"><label for="HVAA_Ch_Skill_Pr">Protection</label><input type="checkbox"id="HVAA_Ch_Skill_Ha"><label for="HVAA_Ch_Skill_Ha">Haste</label><input type="checkbox"id="HVAA_Ch_Skill_SL"checked="true"><label for="HVAA_Ch_Skill_SL">Spark of Life</label><input type="checkbox"id="HVAA_Ch_Skill_SS"checked="true"><label for="HVAA_Ch_Skill_SS">Spirit Shield</label><br><input type="checkbox"id="HVAA_Ch_Skill_AF"checked="true"><label for="HVAA_Ch_Skill_AF">Arcane Focus</label><input type="checkbox"id="HVAA_Ch_Skill_He"><label for="HVAA_Ch_Skill_He">Heartseeker</label><input type="checkbox"id="HVAA_Ch_Skill_Re"checked="true"><label for="HVAA_Ch_Skill_Re">Regen</label><input type="checkbox"id="HVAA_Ch_Skill_SV"checked="true"><label for="HVAA_Ch_Skill_SV">Shadow Veil</label><input type="checkbox"id="HVAA_Ch_Skill_Ab"checked="true"><label for="HVAA_Ch_Skill_Ab">Absorb</label></div></div></div></div><div id="HVAA_Tab3"class="HVAA_tab_content"><div><input type="checkbox"id="HVAA_De_Skill"checked="true"><label for="HVAA_De_Skill"><span class="HVAA_Title">De技能</span>(按【施放顺序】排序,模式优先度1>2):</label><br><input type="checkbox"id="HVAA_De_Skill_Boss"checked="true"><label for="HVAA_De_Skill_Boss">模式1、<b>只对Boss施放</b>:</label><div id="HVAA_De_Skill_Boss_Div"><input type="checkbox"id="HVAA_De_Skill_Boss_Im"checked="true"><label for="HVAA_De_Skill_Boss_Im">Imperil</label><input type="checkbox"id="HVAA_De_Skill_Boss_MN"><label for="HVAA_De_Skill_Boss_MN">MagNet</label><input type="checkbox"id="HVAA_De_Skill_Boss_Si"><label for="HVAA_De_Skill_Boss_Si">Silence</label><input type="checkbox"id="HVAA_De_Skill_Boss_Dr"><label for="HVAA_De_Skill_Boss_Dr">Drain</label><input type="checkbox"id="HVAA_De_Skill_Boss_We"checked="true"><label for="HVAA_De_Skill_Boss_We">Weaken</label><input type="checkbox"id="HVAA_De_Skill_Boss_Co"><label for="HVAA_De_Skill_Boss_Co">Confuse</label><br>存活≥<input name="HVAA_De_Skill_Boss_Count"placeholder="5"type="text">只怪物时,施放<input type="checkbox"id="HVAA_De_Skill_Boss_Sle"checked="true"><label for="HVAA_De_Skill_Boss_Sle">Sleep</label><input type="checkbox"id="HVAA_De_Skill_Boss_Bl"><label for="HVAA_De_Skill_Boss_Bl">Blind</label><input type="checkbox"id="HVAA_De_Skill_Boss_Slo"><label for="HVAA_De_Skill_Boss_Slo">Slow</label></div><input type="checkbox"id="HVAA_De_Skill_All"checked="true"><label for="HVAA_De_Skill_All"><b>模式2、对所有怪施放</b>:</label><div id="HVAA_De_Skill_All_Div">按血量<b>从少到多</b>对怪兽施放,优先攻击<b>有</b>以下Buff的怪兽<br><input type="checkbox"id="HVAA_De_Skill_All_Im"checked="true"><label for="HVAA_De_Skill_All_Im">Imperil</label><input type="checkbox"id="HVAA_De_Skill_All_MN"><label for="HVAA_De_Skill_All_MN">MagNet</label><input type="checkbox"id="HVAA_De_Skill_All_Si"><label for="HVAA_De_Skill_All_Si">Silence</label><input type="checkbox"id="HVAA_De_Skill_All_Dr"><label for="HVAA_De_Skill_All_Dr">Drain</label><input type="checkbox"id="HVAA_De_Skill_All_We"><label for="HVAA_De_Skill_All_We">Weaken</label><input type="checkbox"id="HVAA_De_Skill_All_Co"><label for="HVAA_De_Skill_All_Co">Confuse</label></div></div><div class="HVAA_separate"></div><div><input id="HVAA_Sp_Skill"type="checkbox"><label for="HVAA_Sp_Skill"><span class="HVAA_Title">特殊技能-Special Skills</span>:</label><div id="HVAA_Sp_Skill_div"><input id="HVAA_Sp_Skill_OFC"type="checkbox"><label for="HVAA_Sp_Skill_OFC">Orbital Friendship Cannon:当存在≥<input name="HVAA_Sp_Skill_OFC_Monster"placeholder="8"type="text">只怪兽或存在≥<input name="HVAA_Sp_Skill_OFC_Boss"placeholder="1"type="text">Boss,使用该技能。</label><br><input id="HVAA_Sp_Skill_FUS"type="checkbox"><label for="HVAA_Sp_Skill_FUS">FUS RO DAH(未完成,仅占位):当存在≥<input name="HVAA_Sp_Skill_FUS_Monster"placeholder="8"type="text">只怪兽或存在≥<input name="HVAA_Sp_Skill_FUS_Boss"placeholder="1"type="text">Boss,使用该技能。</label></div></div></div><div id="HVAA_Tab4"class="HVAA_tab_content"><div class="HVAA_center"><span class="HVAA_Title">权重规则</span> <a href="https://github.com/dodying/UserJs/blob/master/HV_AutoAttack/README.md#%E6%9D%83%E9%87%8D%E8%A7%84%E5%88%99"target="_blank">示例</a><div id="HVAA_Weight_Rule_div">1、每回合计算怪物当前血量,血量最低的设置初始血量为10,其他怪物为当前血量倍数*10<br>2、初始权重与下述各Buff权重相加<br>Sleep:<input name="HVAA_Weight_Sle"placeholder="+5"type="text"> Blind:<input name="HVAA_Weight_Bl"placeholder="+3"type="text"> Slow:<input name="HVAA_Weight_Slo"placeholder="+3"type="text"> Imperil:<input name="HVAA_Weight_Im"placeholder="-5"type="text"> Coalesced Mana:<input name="HVAA_Weight_CM"placeholder="-5"type="text"><br>MagNet:<input name="HVAA_Weight_MN"placeholder="-4"type="text"> Silence:<input name="HVAA_Weight_Si"placeholder="-4"type="text"> Drain:<input name="HVAA_Weight_Dr"placeholder="-4"type="text"> Weaken:<input name="HVAA_Weight_We"placeholder="-4"type="text"> Confuse:<input name="HVAA_Weight_Co"placeholder="-1"type="text"><br>3、计算出最终权重,攻击权重最小的怪物<br>4、如果你对各Buff权重有特别见解,请务必<a href="https://github.com/dodying/UserJs/issues/2"target="_blank">告诉我</a></div></div><div class="HVAA_separate"></div><div id="HVAA_Alert"class="HVAA_center"><span class="HVAA_Title">警报</span><div id="HVAA_Alert_Div">【默认】:<input class="HVAA_Alert"name="HVAA_Alert_default"style="width:400px;"type="text"><a href="javascript:#"onclick="var audio=new Audio(this.previousElementSibling.value||this.previousElementSibling.placeholder);audio.play();">试听</a><br/>【答题】:<input class="HVAA_Alert"name="HVAA_Alert_Riddle"style="width:400px;"type="text"><a href="javascript:#"onclick="var audio=new Audio(this.previousElementSibling.value||this.previousElementSibling.placeholder);audio.play();">试听</a><br/>【胜利】:<input class="HVAA_Alert"name="HVAA_Alert_Win"style="width:400px;"type="text"><a href="javascript:#"onclick="var audio=new Audio(this.previousElementSibling.value||this.previousElementSibling.placeholder);audio.play();">试听</a><br/>【错误】:<input class="HVAA_Alert"name="HVAA_Alert_Error"style="width:400px;"type="text"><a href="javascript:#"onclick="var audio=new Audio(this.previousElementSibling.value||this.previousElementSibling.placeholder);audio.play();">试听</a><br/>【失败】:<input class="HVAA_Alert"name="HVAA_Alert_Failed"style="width:400px;"type="text"><a href="javascript:#"onclick="var audio=new Audio(this.previousElementSibling.value||this.previousElementSibling.placeholder);audio.play();">试听</a></div></div></div><div id="HVAA_Tab5"class="HVAA_tab_content"><span><a href="https://github.com/dodying/UserJs/issues/6"target="_blank">提交Bug</a>或<a href="https://github.com/dodying/UserJs/issues/2"target="_blank">建议</a> <a target="_blank"href="http://shang.qq.com/wpa/qunwpa?idkey=631f99228fd28ac17e4476cce1c4e5355b6fe43c549edaa81c70183955e06d68"onmouseover="this.parentNode.nextElementSibling.style.display=\'\';"onmouseout="this.parentNode.nextElementSibling.style.display=\'none\';">进群讨论</a></span><div id="HVAA_QQGroup"class="HVAA_center"style="display:none;"><img src="https://raw.githubusercontent.com/dodying/UserJs/master/QQGroup.png"width=250></img></div><div id="HVAA_Fix_Div"class="HVAA_center"><span class="HVAA_Title"><img src="http://ehgt.org/g/n.gif" />当前状况</span>:如果脚本长期暂停且网络无问题,请点击【临时修复】<br>战斗类型:<input name="HVAA_Round_Type"class="HVAA_Debug"type="text"placeholder="encounter"> 当前回合:<input name="HVAA_Round_Now"class="HVAA_Debug"type="text"placeholder="1"> 总回合:<input name="HVAA_Round_All"class="HVAA_Debug"type="text"placeholder="1"><br><b>各怪物及状况</b>,请确认怪兽数目,如不对,请点击【临时修复】<div id="HVAA_Fix_Monster"></div><button id="HVAA_Fix">临时修复</button></div></div></div><div id="HVAA_Setting_Button"class="HVAA_center"><button id="HVAA_Setting_Apply">确认</button> <button id="HVAA_Setting_Cancel">取消</button></div>';
var Input_Alert = HV_AutoAttack_Option.querySelectorAll('.HVAA_Alert');
var File_Type = (/Chrome|Safari/.test(window.navigator.userAgent)) ? '.mp3' : '.wav';
for (var i = 0; i < Input_Alert.length; i++) {
Input_Alert[i].placeholder = 'https://github.com/dodying/UserJs/raw/master/HV_AutoAttack/' + Input_Alert[i].name.replace('HVAA_Alert_', '') + File_Type;
}
if (localStorage.HVAA_Setting) {
var HVAA_Setting = JSON.parse(localStorage.HVAA_Setting);
var input = HV_AutoAttack_Option.querySelectorAll('input');
for (var i = 0; i < input.length; i++) {
if (input[i].className === 'HVAA_Debug' && localStorage[input[i].name]) {
input[i].value = localStorage[input[i].name];
continue;
}
if (input[i].type === 'text') {
input[i].value = HVAA_Setting[input[i].name.replace('HVAA_', '')];
} else if (input[i].type === 'checkbox') {
input[i].checked = HVAA_Setting[input[i].id.replace('HVAA_', '')];
} else if (input[i].type === 'radio') {
(HVAA_Setting[input[i].name.replace('HVAA_', '')] === input[i].value) ? input[i].checked = true : input[i].checked = false;
}
}
}
if (localStorage.HVAA_Monster_Status) {
var HVAA_Monster_Status = JSON.parse(localStorage.HVAA_Monster_Status);
for (var i = 0; i < HVAA_Monster_Status.length; i++) {
var div = document.createElement('div');
div.className = 'HVAA_Fix_Monster';
div.innerHTML = 'id:' + HVAA_Monster_Status[i].id + ' 总HP:<input name="HVAA_Monster_Status_' + i + '_HP" class="HVAA_Debug" type="text" style="width:60px;">';
div.querySelector('input').value = HVAA_Monster_Status[i].HP;
HV_AutoAttack_Option.querySelector('#HVAA_Fix_Monster').appendChild(div);
}
}
HV_AutoAttack_Option.querySelector('#HVAA_Fix').onclick = function () {
if (confirm('注意,修复只是临时作用使脚本能够运行!\n如果脚本能够继续运行请按取消!\n是否继续?')) {
var input = HV_AutoAttack_Option.querySelectorAll('#HVAA_Fix_Div input[name^="HVAA_Round_"]');
for (var i = 0; i < input.length; i++) {
if (input[i].value === 'undefined' || !input[i].value) {
localStorage[input[i].name] = input[i].placeholder;
}
}
var Monster_Status = [
];
var input = HV_AutoAttack_Option.querySelectorAll('div.HVAA_Fix_Monster input.HVAA_Debug');
var Monster_Count_All = document.querySelectorAll('div.btm1');
if (Monster_Count_All.length === input.length) {
for (var i = 0; i < input.length; i++) {
var temp = {
};
temp.id = i + 1;
if (input[i].value === 'undefined' || !input[i].value) {
temp.HP = '100000';
} else {
temp.HP = input[i].value;
}
Monster_Status.push(temp);
}
} else {
for (var i = 0; i < Monster_Count_All.length; i++) {
var temp = {
};
temp.id = i + 1;
temp.HP = '100000';
Monster_Status.push(temp);
}
}
localStorage.HVAA_Monster_Status = JSON.stringify(Monster_Status);
window.location = window.location.href.replace(/#HVAA_Tab\d$/, '')
}
}
HV_AutoAttack_Option.querySelector('#HVAA_Setting_Apply').onclick = function () {
var Option = this.parentNode.parentNode;
if (!Option.querySelector('input[name="HVAA_Attack_Status"]:checked')) {
alert('请选择攻击模式');
Option.querySelector('#HVAA_Attack_Status').style.fontSize = 'larger';
setTimeout(function () {
Option.querySelector('#HVAA_Attack_Status').style.fontSize = '';
}, 500);
return;
}
var Input_Alert = Option.querySelectorAll('.HVAA_Alert');
for (var i = 0; i < Input_Alert.length; i++) {
if (Input_Alert[i].value !== '' && Input_Alert[i].value.substring(Input_Alert[i].value.length - 4) !== File_Type) {
alert('请替换并试听第' + eval(i + 1) + '个音频。');
return;
}
}
var HVAA_Setting = {
};
HVAA_Setting.version = GM_info.script.version.substring(0, 4);
var input = Option.querySelectorAll('input');
for (var i = 0; i < input.length; i++) {
if (input[i].className === 'HVAA_Debug') continue;
if (input[i].type === 'text') {
HVAA_Setting[input[i].name.replace('HVAA_', '')] = input[i].value || input[i].placeholder;
} else if (input[i].type === 'checkbox') {
HVAA_Setting[input[i].id.replace('HVAA_', '')] = input[i].checked;
} else if (input[i].type === 'radio' && input[i].checked) {
HVAA_Setting[input[i].name.replace('HVAA_', '')] = input[i].value;
}
}
localStorage.HVAA_Setting = JSON.stringify(HVAA_Setting);
Option.style.display = 'none';
window.location = window.location.href.replace(/#HVAA_Tab\d$/, '');
}
HV_AutoAttack_Option.querySelector('#HVAA_Setting_Cancel').onclick = function () {
this.parentNode.parentNode.style.display = 'none';
window.history.pushState(null, '', window.location.href.replace(/#HVAA_Tab\d$/, ''));
window.history.replaceState(null, '', window.location.href);
}
document.body.appendChild(HV_AutoAttack_Option);
} //////////////////////////////////////////////////
function HotKey() { //设置全局快捷键
window.onkeydown = function (e) {
if (e.key === HVAA_Setting.Shortcut_Pause) {
if (!localStorage.HVAA_disabled) {
localStorage.HVAA_disabled = true;
} else {
removeItemInStorage(0);
}
window.location = window.location.href;
} else if (e.key === HVAA_Setting.Shortcut_Choose) {
var p = parseInt(prompt('请选择(默认为火):\n0.物理\n1.火\n2.冰\n3.雷\n4.风\n5.圣\n6.暗', ''));
if (isNaN(p)) {
return;
}
localStorage.HVAA_Attack_Status = p;
window.location = window.location.href;
}
};
} //////////////////////////////////////////////////
function RiddleAlert() { //答题警报
if (document.querySelector('#riddlemaster')) {
document.title = '!!!紧急';
var audio = document.createElement('audio');
audio.src = HVAA_Setting.Alert_Riddle;
audio.play();
var random = Math.random();
if (random < 1 / 3) {
document.querySelector('#riddlemaster').value = 'A';
} else if (random < 2 / 3) {
document.querySelector('#riddlemaster').value = 'B';
} else {
document.querySelector('#riddlemaster').value = 'C';
}
}
} //////////////////////////////////////////////////
function OtherAlert(e) { //其他警报
var audio = document.createElement('audio');
switch (e) {
default:
audio.src = HVAA_Setting.Alert_default;
break;
case 'Win':
audio.src = HVAA_Setting.Alert_Win;
break;
case 'Error':
audio.src = HVAA_Setting.Alert_Error;
break;
case 'Failed':
audio.src = HVAA_Setting.Alert_Failed;
break;
}
audio.play();
} //////////////////////////////////////////////////
function CountRound() { //回合计数及自动前进并获取怪物总HP
var RoundType;
if (!localStorage.HVAA_Round_Type) {
RoundType = window.location.search.toString().replace('?', '').replace('s=Battle', '').replace('ss=', '').replace('page=2', '').replace(/filter=(.*)/, '').replace(/encounter=(.*)/, 'encounter').replace(/&/g, '').replace('ba', '');
localStorage.HVAA_Round_Type = RoundType;
} else {
RoundType = localStorage.HVAA_Round_Type;
}
var BattleLog = document.querySelectorAll('#togpane_log>table>tbody>tr>td.t3');
if (BattleLog[BattleLog.length - 1].innerHTML === 'Battle Start!') {
removeItemInStorage(1);
}
if (!localStorage.HVAA_Round_Now) {
var Monster_Status = [
];
var id = 0;
for (var i = BattleLog.length - 3; i > BattleLog.length - 3 - Monster_Count_All; i--) {
var temp = {
};
var HP_All = parseFloat(BattleLog[i].innerHTML.replace(/.*HP=/, ''));
temp.id = (id === 9) ? 0 : id + 1;
temp.isDead = false;
temp.isBoss = (document.querySelectorAll('div.btm2') [id].style.background === '') ? false : true;
if (!isNaN(HP_All)) {
temp.HP = HP_All;
temp.HPNow = temp.HP;
} else {
temp.HP(Monster_Status[Monster_Status.length - 1].HP_All);
temp.HPNow = temp.HP;
}
Monster_Status[id] = temp;
id++;
}
localStorage.HVAA_Monster_Status = JSON.stringify(Monster_Status);
if (RoundType === 'encounter') {
if (Monster_Count_All >= HVAA_Setting.All_Mode_Monster_Count || Monster_Count_Boss_Alive >= HVAA_Setting.All_Mode_Boss_Count) {
Round_Now = 1;
localStorage.HVAA_Round_Now = Round_Now;
Round_All = 1;
localStorage.HVAA_Round_All = Round_All;
} else {
Round_Now = 2;
localStorage.HVAA_Round_Now = Round_Now;
Round_All = 2;
localStorage.HVAA_Round_All = Round_All;
}
} else {
var Round = BattleLog[BattleLog.length - 2].innerHTML.replace(/.*\(Round /, '').replace(/\).*/, '').replace(/\s+/g, '');
Round_Now = Number(Round.replace(/\/.*/, ''));
localStorage.HVAA_Round_Now = Round_Now;
Round_All = Number(Round.replace(/.*\//, ''));
localStorage.HVAA_Round_All = Round_All;
}
} else {
Round_Now = Number(localStorage.HVAA_Round_Now);
Round_All = Number(localStorage.HVAA_Round_All);
}
if (Monster_Count_Alive > 0 && document.querySelector('.btcp')) {
OtherAlert('Failed');
removeItemInStorage(2);
} else if (Round_Now !== Round_All && document.querySelector('.btcp')) {
removeItemInStorage(1);
window.location = window.location.href.replace(/#HVAA_Tab\d$/, '');
} else if (Round_Now === Round_All && document.querySelector('.btcp')) {
OtherAlert('Win');
removeItemInStorage(2);
setTimeout(function () {
window.location = 'http://hentaiverse.org/';
}, 3000);
} else if (Round_Now === Round_All) {
document.getElementById('infopane').style.backgroundColor = 'gray';
}
} //////////////////////////////////////////////////
function BattleInfo() { //战斗战况
var Attack_Status2Chinese = {
0: '物理',
1: '火',
2: '冰',
3: '雷',
4: '风',
5: '圣',
6: '暗'
};
var Attack_Status_title = Attack_Status2Chinese[Attack_Status];
if (!document.querySelector('#HVAA_BattleLog')) {
var div = document.createElement('div');
div.id = 'HVAA_BattleLog';
div.innerHTML = '运行次数:' + runtime + '<br>回合:' + Round_Now + '/' + Round_All + '<br>攻击模式:' + Attack_Status_title + '<br>存活Boss:' + Monster_Count_Boss_Alive + '<br>怪物:' + Monster_Count_Alive + '/' + Monster_Count_All;
div.style = 'font-size:20px;text-align:center;';
document.querySelector('div.clb').insertBefore(div, document.querySelector('.cit'));
} else {
document.querySelector('#HVAA_BattleLog').innerHTML = '运行次数:' + runtime + '<br>回合:' + Round_Now + '/' + Round_All + '<br>攻击模式:' + Attack_Status_title + '<br>存活Boss:' + Monster_Count_Boss_Alive + '<br>怪物:' + Monster_Count_Alive + '/' + Monster_Count_All;
}
document.title = runtime + '||' + Round_Now + '/' + Round_All + '||' + Monster_Count_Alive + '/' + Monster_Count_All;
} //////////////////////////////////////////////////
function AutoUseGem() { //自动使用宝石
if (document.getElementById('ikey_p')) {
var Gem = document.getElementById('ikey_p').getAttribute('onmouseover').replace(/battle.set_infopane_item\(\'(.*?)\'.*/, '$1');
if (Gem === 'Health Gem' && HP <= HVAA_Setting.HP1 * 0.01) {
document.getElementById('ikey_p').click();
window.HVAA_End = true;
return;
} else if (Gem === 'Mana Gem' && MP <= HVAA_Setting.MP1 * 0.01) {
document.getElementById('ikey_p').click();
window.HVAA_End = true;
return;
} else if (Gem === 'Spirit Gem' && SP <= HVAA_Setting.SP1 * 0.01) {
document.getElementById('ikey_p').click();
window.HVAA_End = true;
return;
} else if (Gem === 'Mystic Gem') {
document.getElementById('ikey_p').click();
window.HVAA_End = true;
return;
}
}
} //////////////////////////////////////////////////
function DeadSoon() { //自动回血回魔
if (MP < HVAA_Setting.MP2 * 0.01) { //自动回魔
document.getElementById('quickbar').style.backgroundColor = 'blue';
if (document.querySelector('.bti3>div[onmouseover*="Mana Potion"]')) {
document.querySelector('.bti3>div[onmouseover*="Mana Potion"]').click();
window.HVAA_End = true;
return;
}
}
if (MP <= HVAA_Setting.MP3 * 0.01 && document.querySelector('.bti3>div[onmouseover*="Mana Elixir"]')) {
document.querySelector('.bti3>div[onmouseover*="Mana Elixir"]').click();
window.HVAA_End = true;
return;
}
if (SP < HVAA_Setting.SP2 * 0.01) { //自动回精
document.getElementById('quickbar').style.backgroundColor = 'green';
if (document.querySelector('.bti3>div[onmouseover*="Spirit Potion"]')) {
document.querySelector('.bti3>div[onmouseover*="Spirit Potion"]').click();
window.HVAA_End = true;
return;
}
}
if (SP <= HVAA_Setting.SP3 * 0.01 && document.querySelector('.bti3>div[onmouseover*="Spirit Elixir"]')) {
document.querySelector('.bti3>div[onmouseover*="Spirit Elixir"]').click();
window.HVAA_End = true;
return;
}
if (HP <= HVAA_Setting.HP2 * 0.01) { //自动回血
if (!document.querySelector('.cwb2[src*="/s/barsilver.png"]')) {
document.getElementById('quickbar').style.backgroundColor = 'red';
}
if (document.getElementById('311')) {
if (document.getElementById('311').style.opacity !== '0.5') {
document.getElementById('311').click();
window.HVAA_End = true;
return;
}
}
if (document.getElementById('313')) {
if (document.getElementById('313').style.opacity !== '0.5') {
document.getElementById('313').click();
window.HVAA_End = true;
return;
}
}
if (document.querySelector('.bti3>div[onmouseover*="Health Potion"]')) {
document.querySelector('.bti3>div[onmouseover*="Health Potion"]').click();
window.HVAA_End = true;
return;
}
}
if (HP <= HVAA_Setting.HP3 * 0.01 && document.querySelector('.bti3>div[onmouseover*="Health Elixir"]')) {
document.querySelector('.bti3>div[onmouseover*="Health Elixir"]').click();
window.HVAA_End = true;
return;
}
if (HVAA_Setting.Last_Elixir && document.querySelector('.bti3>div[onmouseover*="Last Elixir"]')) {
document.querySelector('.bti3>div[onmouseover*="Last Elixir"]').click();
window.HVAA_End = true;
return;
}
} //////////////////////////////////////////////////
function AutoUsePotAndSuSkill() { //自动使用药水、施法增益技能
var Skill_Lib = {
'Pr': {
'name': 'Protection',
'id': '411',
'img': 'protection'
},
'Ha': {
'name': 'Haste',
'id': '412',
'img': 'haste'
},
'SL': {
'name': 'Spark of Life',
'id': '422',
'img': 'sparklife'
},
'SS': {
'name': 'Spirit Shield',
'id': '423',
'img': 'spiritshield'
},
'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'
}
};
if ((Round_All >= HVAA_Setting.All_Mode_All_Round) || (Round_All === Round_Now && Round_All === 1)) {
if (document.querySelector('div.bte>img[src*="/e/channeling.png"]')) {
var buff = document.querySelectorAll('div.bte>img');
if (buff.length > 0) {
for (var n = 0; n < buff.length; n++) {
var spell_name = buff[n].getAttribute('onmouseover').replace(/battle.set_infopane_effect\(\'(.*?)\'.*/, '$1');
if (spell_name === 'Absorbing Ward') continue;
var buff_lasttime = Number(buff[n].getAttribute('onmouseover').replace(/.*\'\,(.*?)\)/g, '$1'));
if (buff_lasttime <= HVAA_Setting.Ch_ReSkill) {
if (spell_name === 'Cloak of the Fallen' && !document.querySelector('div.bte>img[src*="/e/sparklife.png"]') && document.getElementById('422').style.opacity !== '0.5') {
document.getElementById('422').click();
window.HVAA_End = true;
return;
}
for (var i in Skill_Lib) {
if (spell_name === Skill_Lib[i].name && document.getElementById(Skill_Lib[i].id)) {
if (document.getElementById(Skill_Lib[i].id).style.opacity !== '0.5') {
document.getElementById(Skill_Lib[i].id).click();
window.HVAA_End = true;
return;
}
}
}
}
break;
}
for (var i in Skill_Lib) {
if (HVAA_Setting['Ch_Skill_' + i] !== undefined) {
if (HVAA_Setting['Ch_Skill_' + i] && !document.querySelector('div.bte>img[src*="/e/' + Skill_Lib[i].img + '.png"]') && document.getElementById(Skill_Lib[i].id)) {
if (document.getElementById(Skill_Lib[i].id).style.opacity !== '0.5') {
document.getElementById(Skill_Lib[i].id).click();
window.HVAA_End = true;
return;
}
}
}
}
}
}
if (!document.querySelector('div.bte>img[src*="/e/healthpot.png"]') && HP <= 1 && HVAA_Setting.Su_Skill_HD && document.querySelector('.bti3>div[onmouseover*="Health Draught"]')) {
document.querySelector('.bti3>div[onmouseover*="Health Draught"]').click();
window.HVAA_End = true;
return;
} else if (!document.querySelector('div.bte>img[src*="/e/manapot.png"]') && MP <= 1 && HVAA_Setting.Su_Skill_MD && document.querySelector('.bti3>div[onmouseover*="Mana Draught"]')) {
document.querySelector('.bti3>div[onmouseover*="Mana Draught"]').click();
window.HVAA_End = true;
return;
} else if (!document.querySelector('div.bte>img[src*="/e/spiritpot.png"]') && SP <= 0.8 && HVAA_Setting.Su_Skill_SD && document.querySelector('.bti3>div[onmouseover*="Spirit Draught"]')) {
document.querySelector('.bti3>div[onmouseover*="Spirit Draught"]').click();
window.HVAA_End = true;
return;
}
for (var i in Skill_Lib) {
if (HVAA_Setting['Su_Skill_' + i] !== undefined) {
if (HVAA_Setting['Su_Skill_' + i] && !document.querySelector('div.bte>img[src*="/e/' + Skill_Lib[i].img + '.png"]') && document.getElementById(Skill_Lib[i].id)) {
if (document.getElementById(Skill_Lib[i].id).style.opacity !== '0.5') {
document.getElementById(Skill_Lib[i].id).click();
window.HVAA_End = true;
return;
}
}
}
}
} else if (Round_All === Round_Now && Round_All === 2) {
if (!document.querySelector('div.bte>img[src*="/e/sparklife.png"]') && document.getElementById('422').style.opacity !== '0.5') {
document.getElementById('422').click();
window.HVAA_End = true;
return;
}
}
} //////////////////////////////////////////////////
function CountMonsterHP() { //统计怪物血量
var Monter_HP = document.querySelectorAll('div.btm4>div.btm5:nth-child(1)');
for (var i = 0; i < Monter_HP.length; i++) {
if (Monter_HP[i].querySelector('img[src="/y/s/nbardead.png"]')) {
Monster_Status[i].isDead = true;
Monster_Status[i].HPNow = Infinity;
} else {
Monster_Status[i].isDead = false;
Monster_Status[i].HPNow = Math.floor(Monster_Status[i].HP * parseFloat(Monter_HP[i].querySelector('div.chbd>img.chb2').style.width) / 120) + 1;
}
}
localStorage.HVAA_Monster_Status = JSON.stringify(Monster_Status);
Monster_Status.sort(ArrCom('HPNow'));
var HP_Lowest = Monster_Status[0].HPNow;
for (var i = 0; i < Monster_Status.length; i++) {
Monster_Status[i].Init_Weight = (Monster_Status[i].isDead) ? Infinity : Monster_Status[i].HPNow / HP_Lowest * 10;
Monster_Status[i].Fin_Weight = Monster_Status[i].Init_Weight;
}
} //////////////////////////////////////////////////
function AutoUseDeSkill() { //自动施法De技能
if (HVAA_Setting.De_Skill && ((window.Monster_Count_Boss_Alive > 0 && HVAA_Setting.De_Skill_Boss && window.Monster_Count_Alive >= HVAA_Setting.De_Skill_Boss_Count) || HVAA_Setting.De_Skill_All)) {
var Skill_Lib = {
'Sle': {
'name': 'Sleep',
'id': '222',
'img': 'sleep',
'effect': true,
'Weight': HVAA_Setting.Weight_Sle
},
'Bl': {
'name': 'Blind',
'id': '231',
'img': 'blind',
'effect': true,
'Weight': HVAA_Setting.Weight_Bl
},
'Slo': {
'name': 'Slow',
'id': '221',
'img': 'slow',
'effect': true,
'Weight': HVAA_Setting.Weight_Slo
},
'Im': {
'name': 'Imperil',
'id': '213',
'img': 'imperil',
'effect': false,
'Weight': HVAA_Setting.Weight_Im
},
'CM': {
'name': 'Coalesced Mana',
'id': '',
'img': 'coalescemana',
'effect': false,
'Weight': HVAA_Setting.Weight_CM
},
'MN': {
'name': 'MagNet',
'id': '233',
'img': 'magnet',
'effect': false,
'Weight': HVAA_Setting.Weight_MN
},
'Si': {
'name': 'Silence',
'id': '232',
'img': 'silence',
'effect': false,
'Weight': HVAA_Setting.Weight_Si
},
'Dr': {
'name': 'Drain',
'id': '211',
'img': 'drainhp',
'effect': false,
'Weight': HVAA_Setting.Weight_Dr
},
'We': {
'name': 'Weaken',
'id': '212',
'img': 'weaken',
'effect': false,
'Weight': HVAA_Setting.Weight_We
},
'Co': {
'name': 'Confuse',
'id': '223',
'img': 'confuse',
'effect': false,
'Weight': HVAA_Setting.Weight_Co
}
}
Monster_Status.sort(ArrCom('id'));
var Monter_Buff = document.querySelectorAll('div.btm6');
for (var i = 0; i < Monter_Buff.length; i++) {
for (var j in Skill_Lib) {
Monster_Status[i].Fin_Weight += (Monter_Buff[i].querySelector('img[src*="/e/' + Skill_Lib[j].img + '.png"]')) ? parseFloat(Skill_Lib[j].Weight) : 0;
}
}
Monster_Status.sort(ArrCom('Fin_Weight'));
for (var i in Skill_Lib) {
if (HVAA_Setting['De_Skill_Boss_' + i] && window.Monster_Count_Boss_Alive > 0 && HVAA_Setting.De_Skill_Boss && Skill_Lib[i].effect && window.Monster_Count_Alive >= HVAA_Setting.De_Skill_Boss_Count) {
if (document.getElementById(Skill_Lib[i].id)) {
if (document.getElementById(Skill_Lib[i].id).style.opacity !== '0.5') {
for (var j = Monster_Status.length - 1; j >= 0; j--) {
if (!Monster_Status[j].isDead) {
var Monster_Find = (!document.querySelector('#mkey_' + Monster_Status[j].id + '>.btm6>img[src*="/e/' + Skill_Lib[i].img + '.png"]')) ? true : false;
break;
}
}
if (Monster_Find) {
document.getElementById(Skill_Lib[i].id).click();
document.querySelector('#mkey_' + Monster_Status[j].id).click();
window.HVAA_End = true;
return;
}
}
}
} else if (((HVAA_Setting['De_Skill_Boss_' + i] && window.Monster_Count_Boss_Alive > 0 && HVAA_Setting.De_Skill_Boss) || (HVAA_Setting['De_Skill_All_' + i] && HVAA_Setting.De_Skill_All)) && !Skill_Lib[i].effect) {
if (document.getElementById(Skill_Lib[i].id) && !document.querySelector('#mkey_' + Monster_Status[0].id + '>.btm6>img[src*="/e/' + Skill_Lib[i].img + '.png"]')) {
if (document.getElementById(Skill_Lib[i].id).style.opacity !== '0.5') {
document.getElementById(Skill_Lib[i].id).click();
document.querySelector('#mkey_' + Monster_Status[0].id).click();
window.HVAA_End = true;
return;
}
}
}
}
}
} //////////////////////////////////////////////////
function AutoAttack() { //自动打怪
if (window.oc >= HVAA_Setting.Spirit_Stance_OC && HVAA_Setting.Spirit_Stance && !document.querySelector('#ckey_spirit[src*=\'spirit_a.png\']')) {
document.querySelector('#ckey_spirit').click();
}
Monster_Status.sort(ArrCom('Fin_Weight'));
var minnum = Monster_Status[0].id;
var Chinese2Attack_Status = {
'物理': 0,
'火': 1,
'冰': 2,
'雷': 3,
'风': 4,
'圣': 5,
'暗': 6
};
if (Monster_Count_Alive <= Monster_Count_Boss_Alive && Monster_Count_Alive > 0 && HVAA_Setting.Attack_Weakness) {
var MonsterDiv = document.querySelector('#mkey_' + minnum + '>.btm3>.fd2>div');
var MonsterName = MonsterDiv.innerHTML;
var Boss_Weakness = { //Boss的弱点库
//格式 '【姓名】':'弱点-【弱点】',
//请加入到第一行
'Dalek': '弱点-雷',
'Manbearpig': '弱点-火',
'White Bunneh': '弱点-冰',
'Mithra': '弱点-圣',
'Konata': '弱点-风',
'Mikuru Asahina': '弱点-暗|圣',
'Yuki Nagato': '弱点-暗|圣',
'Real Life': '弱点-物理',
'Ryouko Asakura': '弱点-圣|暗',
'Invisible Pink Unicorn': '弱点-暗',
'Yggdrasil': '弱点-火',
'Urd': '弱点-冰',
'Verdandi': '弱点-风',
'Skuld': '弱点-雷',
'Flying Spaghetti Monster': '弱点-圣'
};
if (MonsterName in Boss_Weakness) {
MonsterDiv.innerHTML = Boss_Weakness[MonsterName];
MonsterName = MonsterDiv.innerHTML;
MonsterName = MonsterName.replace('弱点-', '').replace(/\|.*/, '');
if (MonsterName in Chinese2Attack_Status) {
Attack_Status = Chinese2Attack_Status[MonsterName];
}
} else {
OtherAlert('Error');
alert('请提交Boss的姓名与弱点给【https://github.com/dodying/UserJs/issues/】,谢谢~!');
return;
}
}
if (Attack_Status !== 0) {
if (document.getElementById('1' + Attack_Status + '1')) {
document.getElementById('1' + Attack_Status + '1').click();
}
if (Monster_Count_Alive >= HVAA_Setting.Mi_Skill && document.getElementById('1' + Attack_Status + '2')) {
document.getElementById('1' + Attack_Status + '2').click();
}
if (Monster_Count_Alive >= HVAA_Setting.Hi_Skill && document.getElementById('1' + Attack_Status + '3')) {
document.getElementById('1' + Attack_Status + '3').click();
}
}
if (HVAA_Setting.Sp_Skill) {
/*
if (HVAA_Setting.Sp_Skill_FUS && (Monster_Count_Alive > HVAA_Setting.Sp_Skill_FUS_Monster || Monster_Count_Boss_Alive > HVAA_Setting.Sp_Skill_FUS_Boss) && document.getElementById('')) {
document.getElementById('').click();
}
*/
if (HVAA_Setting.Sp_Skill_OFC && (Monster_Count_Alive > HVAA_Setting.Sp_Skill_OFC_Monster || Monster_Count_Boss_Alive > HVAA_Setting.Sp_Skill_OFC_Boss) && document.getElementById('1111')) {
document.getElementById('1111').click();
}
}
if (minnum === 10) {
minnum = 0;
}
if (HVAA_Setting.Reloader) {
setTimeout(function () {
document.getElementById('mkey_' + minnum).click();
}, 100);
} else {
document.getElementById('mkey_' + minnum).click();
}
} //////////////////////////////////////////////////
function ArrCom(propertyName) { //对象数组排序函数,从小到大排序,来自http://www.jb51.net/article/24536.htm
return function (object1, object2) {
var value1 = object1[propertyName];
var value2 = object2[propertyName];
if (value2 < value1) {
return 1;
} else if (value2 > value1) {
return - 1;
} else {
return 0;
}
}
}