WinRate Library

The library for the scripts that require the calculation of Harem Heroes battles

Ten skrypt nie powinien być instalowany bezpośrednio. Jest to biblioteka dla innych skyptów do włączenia dyrektywą meta // @require https://update.sleazyfork.org/scripts/369869/624173/WinRate%20Library.js

// ==UserScript==
// @name         WinRate Library
// @namespace    ZYScript
// @version      0.878
// @match        https://nutaku.haremheroes.com/battle.html*
// @description  The library for the scripts that require the calculation of Harem Heroes battles
// @author       Zynoth
// @grant        none
// ==/UserScript==
var NormalComparison;
var WRCorrection;

// Ego stats
var Egodiv = $(".battle_hero .over span");
     var HeroEgo = parseInt(Egodiv.text()) * 1000 + Number((Egodiv.text()).substr((Egodiv.text()).length-4, 3));
var Egodiv2 = $(".battle_opponent .over span");
     var EnemyEgo = parseInt(Egodiv2.text()) * 1000 + Number((Egodiv2.text()).substr((Egodiv2.text()).length-4, 3));

// MAIN STATS

// Hardcore stat
var MHCdiv = $(".battle_hero .stats_wrap div[hh_title='Hardcore']");
    if ((MHCdiv.text()).charAt(1) == ",") {
      var HeroMHC = parseInt(MHCdiv.text()) * 1000 + Number(MHCdiv.text().substr(2, (MHCdiv.text()).length));
    }
    else if ((MHCdiv.text()).charAt(2) == ",") {HeroMHC = parseInt(MHCdiv.text()) * 1000 + Number(MHCdiv.text().substr(3, (MHCdiv.text()).length))}
         else {HeroMHC = parseInt(MHCdiv.text())};
var MHCdiv2 = $(".battle_opponent .stats_wrap div[hh_title='Hardcore']");
    if ((MHCdiv2.text()).charAt(1) == ",") {
      var EnemyMHC = parseInt(MHCdiv2.text()) * 1000 + Number(MHCdiv2.text().substr(2, (MHCdiv2.text()).length));
    }
    else if ((MHCdiv2.text()).charAt(2) == ",") {EnemyMHC = parseInt(MHCdiv2.text()) * 1000 + Number(MHCdiv2.text().substr(3, (MHCdiv2.text()).length))}
         else {EnemyMHC = parseInt(MHCdiv2.text())};

// Charm stat
var MCdiv = $(".battle_hero .stats_wrap div[hh_title='Charm']");
    if ((MCdiv.text()).charAt(1) == ",") {
      var HeroMC = parseInt(MCdiv.text()) * 1000 + Number(MCdiv.text().substr(2, (MCdiv.text()).length));
    }
    else if ((MCdiv.text()).charAt(2) == ",") {HeroMC = parseInt(MCdiv.text()) * 1000 + Number(MCdiv.text().substr(3, (MCdiv.text()).length));}
         else {HeroMC = parseInt(MCdiv.text())};
var MCdiv2 = $(".battle_opponent .stats_wrap div[hh_title='Charm']");
    if ((MCdiv2.text()).charAt(1) == ",") {
      var EnemyMC = parseInt(MCdiv2.text()) * 1000 + Number(MCdiv2.text().substr(2, (MCdiv2.text()).length));
    }
    else if ((MCdiv2.text()).charAt(2) == ",") {EnemyMC = parseInt(MCdiv2.text()) * 1000 + Number(MCdiv2.text().substr(3, (MCdiv2.text()).length));}
         else {EnemyMC = parseInt(MCdiv2.text())};

// Know-how stat
var MKHdiv = $(".battle_hero .stats_wrap div[hh_title='Know-how']");
    if ((MKHdiv.text()).charAt(1) == ",") {
      var HeroMKH = parseInt(MKHdiv.text()) * 1000 + Number(MKHdiv.text().substr(2, (MKHdiv.text()).length));
    }
    else if ((MKHdiv.text()).charAt(2) == ",") {HeroMKH = parseInt(MKHdiv.text()) * 1000 + Number(MKHdiv.text().substr(3, (MKHdiv.text()).length));}
         else {HeroMKH = parseInt(MKHdiv.text())};
var MKHdiv2 = $(".battle_opponent .stats_wrap div[hh_title='Know-how']");
    if ((MKHdiv2.text()).charAt(1) == ",") {
      var EnemyMKH = parseInt(MKHdiv2.text()) * 1000 + Number(MKHdiv2.text().substr(2, (MKHdiv2.text()).length));
    }
    else if ((MKHdiv2.text()).charAt(2) == ",") {EnemyMKH = parseInt(MKHdiv2.text()) * 1000 + Number(MKHdiv2.text().substr(3, (MKHdiv2.text()).length));}
         else {EnemyMKH = parseInt(MKHdiv2.text())};

// Excitement stat
var EXCdiv = $(".battle_hero .stats_wrap div[hh_title='Excitement']");
if ((EXCdiv.text()).charAt(1) == ",") {
    var HeroEXC = parseInt(EXCdiv.text()) * 1000 + Number(EXCdiv.text().substr(2, (EXCdiv.text()).length));}
else if ((EXCdiv.text()).charAt(2) == ",") {HeroEXC = parseInt(EXCdiv.text()) * 1000 + Number(EXCdiv.text().substr(3, (EXCdiv.text()).length));}
else {HeroEXC = parseInt(EXCdiv.text()) * 1000 + Number(EXCdiv.text().substr(4, (EXCdiv.text()).length));}

var EXCdiv2 = $(".battle_opponent .stats_wrap div[hh_title='Excitement']");
if ((EXCdiv2.text()).charAt(1) == ",") {
    var EnemyEXC = parseInt(EXCdiv2.text()) * 1000 + Number(EXCdiv2.text().substr(2, (EXCdiv2.text()).length));}
else if ((EXCdiv2.text()).charAt(2) == ",") {EnemyEXC = parseInt(EXCdiv2.text()) * 1000 + Number(EXCdiv2.text().substr(3, (EXCdiv2.text()).length));}
else {EnemyEXC = parseInt(EXCdiv2.text()) * 1000 + Number(EXCdiv2.text().substr(4, (EXCdiv2.text()).length));}

// Critical %
var Critdiv = $(".battle_hero .stats_wrap div[hh_title='Harmony']");
      if ((Critdiv.text()).charAt((Critdiv.text()).length-8) == "(") {
          var HeroCrit = (Critdiv.text()).substr((Critdiv.text()).length-7, 4)/100}
      else {HeroCrit = (Critdiv.text()).substr((Critdiv.text()).length-6, 4)/100};
var Critdiv2 = $(".battle_opponent .stats_wrap div[hh_title='Harmony']");
      if ((Critdiv2.text()).charAt((Critdiv2.text()).length-8) == "(") {
          var EnemyCrit = (Critdiv2.text()).substr((Critdiv2.text()).length-7, 4)/100}
      else {EnemyCrit = (Critdiv2.text()).substr((Critdiv2.text()).length-6, 4)/100};

// ALPHA STATS
var Alphadiv = ($(".battle_hero .battle-faces div[rel='g1']")).attr('girl-tooltip-data');
var EAlphadiv = ($(".battle_opponent .battle-faces div[rel='g1']")).attr('girl-tooltip-data');
var Betadiv = ($(".battle_hero .battle-faces div[rel='g2']")).attr('girl-tooltip-data');
var EBetadiv = ($(".battle_opponent .battle-faces div[rel='g2']")).attr('girl-tooltip-data');
var Omegadiv = ($(".battle_hero .battle-faces div[rel='g2']")).attr('girl-tooltip-data');
var EOmegadiv = ($(".battle_opponent .battle-faces div[rel='g2']")).attr('girl-tooltip-data');

//Fix to prevent errors on other pages that aren't the battle one
if (window.location.href.indexOf("battle.html") > -1) {

// Hardcore stats
var AHCIndex = Alphadiv.indexOf('carac1') + 8;
      var AlphaHC = parseFloat(Alphadiv.substr(AHCIndex,7));

var AHCIndex2 = EAlphadiv.indexOf('carac1') + 8;
      var EAlphaHC = parseFloat(EAlphadiv.substr(AHCIndex2,7));

// Charm stats
var ACIndex = Alphadiv.indexOf('carac2') + 8;
      var AlphaC = parseFloat(Alphadiv.substr(ACIndex,7));

var ACIndex2 = EAlphadiv.indexOf('carac2') + 8;
      var EAlphaC = parseFloat(EAlphadiv.substr(ACIndex2,7));

// Know-how stats
var AKHIndex = Alphadiv.indexOf('carac3') + 8;
      var AlphaKH = parseFloat(Alphadiv.substr(AKHIndex,7));

var AKHIndex2 = EAlphadiv.indexOf('carac3') + 8;
      var EAlphaKH = parseFloat(EAlphadiv.substr(AKHIndex2,7));

// BETA STATS

// Hardcore stats
var BHCIndex = Betadiv.indexOf('carac1') + 8;
      var BetaHC = parseFloat(Betadiv.substr(BHCIndex,7));

var BHCIndex2 = EBetadiv.indexOf('carac1') + 8;
      var EBetaHC = parseFloat(EBetadiv.substr(BHCIndex2,7));

// Charm stats
var BCIndex = Betadiv.indexOf('carac2') + 8;
      var BetaC = parseFloat(Betadiv.substr(BCIndex,7));

var BCIndex2 = EBetadiv.indexOf('carac2') + 8;
      var EBetaC = parseFloat(EBetadiv.substr(BCIndex2,7));

// Know-how stats
var BKHIndex = Betadiv.indexOf('carac3') + 8;
      var BetaKH = parseFloat(Betadiv.substr(BKHIndex,7));

var BKHIndex2 = EBetadiv.indexOf('carac3') + 8;
      var EBetaKH = parseFloat(EBetadiv.substr(BKHIndex2,7));

// OMEGA STATS

// Hardcore stats
var OHCIndex = Omegadiv.indexOf('carac1') + 8;
      var OmegaHC = parseFloat(Omegadiv.substr(OHCIndex,7));

var OHCIndex2 = EOmegadiv.indexOf('carac1') + 8;
      var EOmegaHC = parseFloat(EOmegadiv.substr(OHCIndex2,7));

// Charm stats
var OCIndex = Omegadiv.indexOf('carac2') + 8;
      var OmegaC = parseFloat(Omegadiv.substr(OCIndex,7));

var OCIndex2 = EOmegadiv.indexOf('carac2') + 8;
      var EOmegaC = parseFloat(EOmegadiv.substr(OCIndex2,7));

// Know-how stats
var OKHIndex = Omegadiv.indexOf('carac3') + 8;
      var OmegaKH = parseFloat(Omegadiv.substr(OKHIndex,7));

var OKHIndex2 = EOmegadiv.indexOf('carac3') + 8;
      var EOmegaKH = parseFloat(EOmegadiv.substr(OKHIndex2,7));
}

// MAIN STAT DISCOVERY

// Hero and enemy class
var HeroHardcore = $(".battle_hero h3 div[carac='class1']");
var HeroCharm = $(".battle_hero h3 div[carac='class2']");
var HeroKnowHow = $(".battle_hero h3 div[carac='class3']");
var EnemyHardcore = $(".battle_opponent h3 div[carac='class1']");
var EnemyCharm = $(".battle_opponent h3 div[carac='class2']");
var EnemyKnowHow = $(".battle_opponent h3 div[carac='class3']");

if (HeroHardcore[0]) {HeroHardcore = 1}
else {HeroHardcore = 0};
if (HeroCharm[0]) {HeroCharm = 1}
else {HeroCharm = 0};
if (HeroKnowHow[0]) {HeroKnowHow = 1}
else {HeroKnowHow = 0};

if (EnemyHardcore[0]) {EnemyHardcore = 1}
else {EnemyHardcore = 0};
if (EnemyCharm[0]) {EnemyCharm = 1}
else {EnemyCharm = 0};
if (EnemyKnowHow[0]) {EnemyKnowHow = 1}
else {EnemyKnowHow = 0};

// Judge class
var JudgeHardcore = $(".battle_judge[src='https://hh.hh-content.com/pictures/judges/1/chair1.png'");
var JudgeCharm = $(".battle_judge[src='https://hh.hh-content.com/pictures/judges/2/chair1.png'");
var JudgeKnowHow = $(".battle_judge[src='https://hh.hh-content.com/pictures/judges/3/chair1.png'");

if (JudgeHardcore[0]) {JudgeHardcore = 1}
else {JudgeHardcore = 0};
if (JudgeCharm[0]) {JudgeCharm = 1}
else {JudgeCharm = 0};
if (JudgeKnowHow[0]) {JudgeKnowHow = 1}
else {JudgeKnowHow = 0};

// Alpha class
var AlphaHardcore = 0; var AlphaCharm = 0; var AlphaKnowHow = 0;
var EAlphaHardcore = 0; var EAlphaCharm = 0; var EAlphaKnowHow = 0;

if (AlphaHC > AlphaC && AlphaHC > AlphaKH) {AlphaHardcore = 1}
else if (AlphaC > AlphaHC && AlphaC > AlphaKH) {AlphaCharm = 1}
else {AlphaKnowHow = 1}

if (EAlphaHC > EAlphaC && EAlphaHC > EAlphaKH) {EAlphaHardcore = 1}
else if (EAlphaC > EAlphaHC && EAlphaC > EAlphaKH) {EAlphaCharm = 1}
else {EAlphaKnowHow = 1}

// Beta class
var BetaHardcore = 0; var BetaCharm = 0; var BetaKnowHow = 0;
var EBetaHardcore = 0; var EBetaCharm = 0; var EBetaKnowHow = 0;

if (BetaHC > BetaC && BetaHC > BetaKH) {BetaHardcore = 1}
else if (BetaC > BetaHC && BetaC > BetaKH) {BetaCharm = 1}
else {BetaKnowHow = 1}

if (EBetaHC > EBetaC && EBetaHC > EBetaKH) {EBetaHardcore = 1}
else if (EBetaC > EBetaHC && EBetaC > EBetaKH) {EBetaCharm = 1}
else {EBetaKnowHow = 1}

// Omega class
var OmegaHardcore = 0; var OmegaCharm = 0; var OmegaKnowHow = 0;
var EOmegaHardcore = 0; var EOmegaCharm = 0; var EOmegaKnowHow = 0;

if (OmegaHC > OmegaC && OmegaHC > OmegaKH) {OmegaHardcore = 1}
else if (OmegaC > OmegaHC && OmegaC > OmegaKH) {OmegaCharm = 1}
else {OmegaKnowHow = 1}

if (EOmegaHC > EOmegaC && EOmegaHC > EOmegaKH) {EOmegaHardcore = 1}
else if (EOmegaC > EOmegaHC && EOmegaC > EOmegaKH) {EOmegaCharm = 1}
else {EOmegaKnowHow = 1}

// DEFENCE STATS

// Alpha turns defence
var AlphaHCD = ((AlphaHC * 1.5 + HeroMHC/2) * Math.abs(HeroHardcore - 1)) + (((AlphaC * 1.5 + HeroMC/2) + (AlphaKH * 1.5 + HeroMKH/2))/2) * HeroHardcore;
var AlphaCD = ((AlphaC * 1.5 + HeroMC/2) * Math.abs(HeroCharm - 1)) + (((AlphaHC * 1.5 + HeroMHC/2) + (AlphaKH * 1.5 + HeroMKH/2))/2) * HeroCharm;
var AlphaKHD = ((AlphaKH * 1.5 + HeroMKH/2) * Math.abs(HeroKnowHow - 1)) + (((AlphaHC * 1.5 + HeroMHC/2) + (AlphaC * 1.5 + HeroMC/2))/2) * HeroKnowHow;

var EAlphaHCD = ((EAlphaHC * 1.5 + EnemyMHC/2) * Math.abs(EnemyHardcore - 1)) + (((EAlphaC * 1.5 + EnemyMC/2) + (EAlphaKH * 1.5 + EnemyMKH/2))/2) * EnemyHardcore;
var EAlphaCD = ((EAlphaC * 1.5 + EnemyMC/2) * Math.abs(EnemyCharm - 1)) + (((EAlphaHC * 1.5 + EnemyMHC/2) + (EAlphaKH * 1.5 + EnemyMKH/2))/2) * EnemyCharm;
var EAlphaKHD = ((EAlphaKH * 1.5 + EnemyMKH/2) * Math.abs(EnemyKnowHow - 1)) + (((EAlphaHC * 1.5 + EnemyMHC/2) + (EAlphaC * 1.5 + EnemyMC/2))/2) * EnemyKnowHow;

// Omega turns defence
var BetaHCD = AlphaHCD + (BetaHC * HeroHardcore + BetaC * HeroCharm + BetaKH * HeroKnowHow) * 1.75;
var BetaCD = AlphaCD + (BetaHC * HeroHardcore + BetaC * HeroCharm + BetaKH * HeroKnowHow) * 1.75;
var BetaKHD = AlphaKHD + (BetaHC * HeroHardcore + BetaC * HeroCharm + BetaKH * HeroKnowHow) * 1.75;

var EBetaHCD = EAlphaHCD + (EBetaHC * EnemyHardcore + EBetaC * EnemyCharm + EBetaKH * EnemyKnowHow) * 1.75;
var EBetaCD = EAlphaCD + (EBetaHC * EnemyHardcore + EBetaC * EnemyCharm + EBetaKH * EnemyKnowHow) * 1.75;
var EBetaKHD = EAlphaKHD + (EBetaHC * EnemyHardcore + EBetaC * EnemyCharm + EBetaKH * EnemyKnowHow) * 1.75;

// Omega turns defence
var OmegaHCD = AlphaHCD + (BetaHC * HeroHardcore + BetaC * HeroCharm + BetaKH * HeroKnowHow) * 1.3 + ((OmegaHC * HeroHardcore + OmegaC * HeroCharm + OmegaKH * HeroKnowHow) * 1.3);
var OmegaCD = AlphaCD + (BetaHC * HeroHardcore + BetaC * HeroCharm + BetaKH * HeroKnowHow) * 1.3 + ((OmegaHC * HeroHardcore + OmegaC * HeroCharm + OmegaKH * HeroKnowHow) * 1.3);
var OmegaKHD = AlphaKHD + (BetaHC * HeroHardcore + BetaC * HeroCharm + BetaKH * HeroKnowHow) * 1.3 + ((OmegaHC * HeroHardcore + OmegaC * HeroCharm + OmegaKH * HeroKnowHow) * 1.3);

var EOmegaHCD = EAlphaHCD + ((EBetaHC * EnemyHardcore + EBetaC * EnemyCharm + EBetaKH * EnemyKnowHow) * 1.3) + ((EOmegaHC * EnemyHardcore + EOmegaC * EnemyCharm + EOmegaKH * EnemyKnowHow) * 1.3);
var EOmegaCD = EAlphaCD + (EBetaHC * EnemyHardcore + EBetaC * EnemyCharm + EBetaKH * EnemyKnowHow) * 1.3 + ((EOmegaHC * EnemyHardcore + EOmegaC * EnemyCharm + EOmegaKH * EnemyKnowHow) * 1.3);
var EOmegaKHD = EAlphaKHD + (EBetaHC * EnemyHardcore + EBetaC * EnemyCharm + EBetaKH * EnemyKnowHow) * 1.3 + ((EOmegaHC * EnemyHardcore + EOmegaC * EnemyCharm + EOmegaKH * EnemyKnowHow) * 1.3);

// BASE ATTACK STATS

// Hero base attacks
var AttDiv = $(".battle_hero .sub_block.stats_wrap div:nth-child(8)");
var Heroatt = 0;
var AlphaBA = 0;
if (AttDiv.text().charAt(2) == ',') {AlphaBA = parseInt(AttDiv.text()) * 1000 + Number(AttDiv.text().substr(3,3))}
else if (AttDiv.text().charAt(1) == ',') {AlphaBA = parseInt(AttDiv.text()) * 1000 + Number(AttDiv.text().substr(2,3))}
else {AlphaBA = parseInt(AttDiv.text())}

var BetaBA = AlphaBA + (1.3 * (BetaHC * HeroHardcore + BetaC * HeroCharm + BetaKH * HeroKnowHow));
var OmegaBA = BetaBA + (1.3 * (OmegaHC * HeroHardcore + OmegaC * HeroCharm + OmegaKH * HeroKnowHow));

//Enemy base attacks
var EAttDiv = $(".battle_opponent .sub_block.stats_wrap div:nth-child(8)");
var Enemyatt = 0;
var EAlphaBA = 0;
if (EAttDiv.text().charAt(2) == ',') {EAlphaBA = parseInt(EAttDiv.text()) * 1000 + Number(EAttDiv.text().substr(3,3))}
else if (EAttDiv.text().charAt(1) == ',') {EAlphaBA = parseInt(EAttDiv.text()) * 1000 + Number(EAttDiv.text().substr(2,3))}
else {EAlphaBA = parseInt(AttDiv.text())}

var EBetaBA = EAlphaBA + (1.3 * (EBetaHC * EnemyHardcore + EBetaC * EnemyCharm + EBetaKH * EnemyKnowHow));
var EOmegaBA = EBetaBA + (1.3 * (EOmegaHC * EnemyHardcore + EOmegaC * EnemyCharm + EOmegaKH * EnemyKnowHow));

// ACTUAL ATTACK VALUES

// Hero actual attacks
var AlphaAA = AlphaBA - (EAlphaHCD * HeroHardcore + EAlphaCD * HeroCharm + EAlphaKHD * HeroKnowHow);
var BetaAA = BetaBA - (EBetaHCD * HeroHardcore + EBetaCD * HeroCharm + EBetaKHD * HeroKnowHow);
var OmegaAA = OmegaBA - (EOmegaHCD * HeroHardcore + EOmegaCD * HeroCharm + EOmegaKHD * HeroKnowHow);
if (AlphaAA < 0) {AlphaAA = 0}; if (BetaAA < 0) {BetaAA = 0}; if (OmegaAA < 0) {OmegaAA = 0};

// Enemy actual attacks
var EAlphaAA = EAlphaBA - (AlphaHCD * EnemyHardcore + AlphaCD * EnemyCharm + AlphaKHD * EnemyKnowHow);
var EBetaAA = EBetaBA - (BetaHCD * EnemyHardcore + BetaCD * EnemyCharm + BetaKHD * EnemyKnowHow);
var EOmegaAA = EOmegaBA - (OmegaHCD * EnemyHardcore + OmegaCD * EnemyCharm + OmegaKHD * EnemyKnowHow);
if (EAlphaAA < 0) {EAlphaAA = 0}; if (EBetaAA < 0) {EBetaAA = 0}; if (EOmegaAA < 0) {EOmegaAA = 0};

// EXCITEMENT BURSTS

// Hero Ex burst
var AlphaExBurst = (AlphaBA * 1.5) - (EAlphaHCD * HeroHardcore + EAlphaCD * HeroCharm + EAlphaKHD * HeroKnowHow);
var BetaExBurst = (BetaBA * 1.5) - (EBetaHCD * HeroHardcore + EBetaCD * HeroCharm + EBetaKHD * HeroKnowHow);
var OmegaExBurst = (OmegaBA * 1.5) - (EOmegaHCD * HeroHardcore + EOmegaCD * HeroCharm + EOmegaKHD * HeroKnowHow);

// Enemy Ex burst
var EAlphaExBurst = (EAlphaBA * 1.5) - (AlphaHCD * EnemyHardcore + AlphaCD * EnemyCharm + AlphaKHD * EnemyKnowHow);
var EBetaExBurst = (EBetaBA * 1.5) - (BetaHCD * EnemyHardcore + BetaCD * EnemyCharm + BetaKHD * EnemyKnowHow);
var EOmegaExBurst = (EOmegaBA * 1.5) - (OmegaHCD * EnemyHardcore + OmegaCD * EnemyCharm + OmegaKHD * EnemyKnowHow);

// BATTLE TURNS SIMULATION

// First excitement threeshold
var HeroExA = Math.ceil(HeroEXC/(AlphaAA * 2)) + 1;
var EnemyExA = Math.ceil(EnemyEXC/(EAlphaAA * 2)) + 1;
var HeroExB = Math.ceil(HeroEXC/(BetaAA * 2)) + HeroExA + 1;
var EnemyExB = Math.ceil(EnemyEXC/(EBetaAA * 2)) + EnemyExA + 1;
var HeroExO = Math.ceil(HeroEXC/(OmegaAA * 2)) + HeroExB + 1;
var EnemyExO = Math.ceil(EnemyEXC/(EOmegaAA * 2)) + EnemyExB + 1;
var HeroExOS = Math.ceil(HeroEXC/(OmegaAA * 2)) + 1;
var EnemyExOS = Math.ceil(EnemyEXC/(EOmegaAA * 2)) + 1;

// Calculation for the judges
var BetaAppear = Math.min(HeroExA, EnemyExA);

// Battle turns without criticals
var HeroTurns = 0;
var EnemyTurns = 0;
var HeroHPleft = HeroEgo;
var EnemyHPleft = EnemyEgo;
var HeroExleft = HeroEXC;
var EnemyExleft = EnemyEXC;
var OmExCount = 0;
var EOmExCount = 0;
var BT;
var test = 0;

for(BT = 1; BT < 40; BT++) {
    if (BT < HeroExA) {
        EnemyHPleft -= AlphaAA;
        HeroExleft -= AlphaBA * 2;
        if (EnemyHPleft > 0) {
            if(HeroExleft - (AlphaBA * 2) > 0) {EnemyTurns = BT + (EnemyHPleft/AlphaAA)}
            else if(HeroExleft - (AlphaBA * 2) <= 0) {EnemyTurns = BT + (EnemyHPleft/AlphaExBurst)}};}
    if (BT < EnemyExA) {
        HeroHPleft -= EAlphaAA;
        EnemyExleft -= EAlphaBA * 2;
        if (HeroHPleft > 0) {
            if(EnemyExleft - (EAlphaBA * 2) > 0) {HeroTurns = BT + (HeroHPleft/EAlphaAA)}
            else if(EnemyExleft - (EAlphaBA * 2) <= 0) {HeroTurns = BT + (HeroHPleft/EAlphaExBurst)}};}
    if (BT == HeroExA) {
        EnemyHPleft -= AlphaExBurst;
        HeroExleft = EnemyEXC;
        if (EnemyHPleft > 0) {EnemyTurns = BT + (EnemyHPleft/BetaAA)};}
    if (BT == EnemyExA) {
        HeroHPleft -= EAlphaExBurst;
        EnemyExleft = EnemyEXC;
        if (HeroHPleft > 0) {HeroTurns = BT + (HeroHPleft/EBetaAA)};}
     if (BT < HeroExB) { if (BT > HeroExA) {
        EnemyHPleft -= BetaAA;
        HeroExleft -= BetaBA * 2;
        if (EnemyHPleft > 0) {
            if(HeroExleft - (BetaBA * 2) > 0) {EnemyTurns = BT + (EnemyHPleft/BetaAA)}
            else if(HeroExleft - (BetaBA * 2) <= 0) {EnemyTurns = BT + (EnemyHPleft/BetaExBurst)}};}}
    if (BT < EnemyExB) { if (BT > EnemyExA) {
        HeroHPleft -= EBetaAA;
        EnemyExleft -= EBetaBA * 2;
        if (HeroHPleft > 0) {
            if(EnemyExleft - (EBetaBA * 2) > 0) {HeroTurns = BT + (HeroHPleft/EBetaAA)}
            else if(EnemyExleft - (EBetaBA * 2) <= 0) {HeroTurns = BT + (HeroHPleft/EBetaExBurst)}};}}
    if (BT == HeroExB) {
        EnemyHPleft -= BetaExBurst;
        HeroExleft = EnemyEXC;
        if (EnemyHPleft > 0) {EnemyTurns = (BT) + (EnemyHPleft/OmegaAA)};}
    if (BT == EnemyExB) {
        HeroHPleft -= EBetaExBurst;
        EnemyExleft = EnemyEXC;
        if (HeroHPleft > 0) {HeroTurns = (BT) + (HeroHPleft/EOmegaAA)};}
    if (BT > HeroExB) {if (BT < HeroExO) {
        EnemyHPleft -= OmegaAA;
        HeroExleft -= OmegaBA * 2;
        if (EnemyHPleft > 0) {
            if(HeroExleft - (OmegaBA * 2) > 0) {EnemyTurns = BT + (EnemyHPleft/OmegaAA)}
            else if(HeroExleft - (OmegaBA * 2) <= 0) {EnemyTurns = BT + (EnemyHPleft/OmegaExBurst)}};}}
    if (BT > EnemyExB) { if (BT < EnemyExO) {
        HeroHPleft -= EOmegaAA;
        EnemyExleft -= EOmegaBA * 2;
        if (HeroHPleft > 0) {
            if(EnemyExleft - (EOmegaBA * 2) > 0) {HeroTurns = BT + (HeroHPleft/EOmegaAA)}
            else if(EnemyExleft - (EOmegaBA * 2) <= 0) {HeroTurns = BT + (HeroHPleft/EOmegaExBurst)}};}}
    if (BT == HeroExO) {
        EnemyHPleft -= OmegaExBurst;
        HeroExleft = EnemyEXC;
        if (EnemyHPleft > 0) {EnemyTurns = (BT) + (EnemyHPleft/OmegaAA)}}
    if (BT == EnemyExO) {
        HeroHPleft -= EOmegaExBurst;
        EnemyExleft = EnemyEXC;
        if (HeroHPleft > 0) {HeroTurns = (BT) + (HeroHPleft/EOmegaAA)}}
    if (BT > HeroExO) { if (OmExCount < HeroExOS) {
        EnemyHPleft -= OmegaAA;
        HeroExleft -= OmegaBA * 2;
        if (EnemyHPleft > 0) {
            if(HeroExleft - (OmegaBA * 2) > 0) {EnemyTurns = BT + (EnemyHPleft/OmegaAA)}
            else if(HeroExleft - (OmegaBA * 2) <= 0) {EnemyTurns = BT + (EnemyHPleft/OmegaExBurst)}};
        OmExCount += 1;}}
    if (BT > EnemyExO) { if (EOmExCount < EnemyExOS) {
        HeroHPleft -= EOmegaAA;
        EnemyExleft -= EOmegaBA * 2;
        if (HeroHPleft > 0) {
            if(EnemyExleft - (EOmegaBA * 2) > 0) {HeroTurns = BT + (HeroHPleft/EOmegaAA)}
            else if(EnemyExleft - (EOmegaBA * 2) <= 0) {HeroTurns = BT + (HeroHPleft/EOmegaExBurst)}};
        EOmExCount += 1;}}
    if (OmExCount == HeroExOS) {
        EnemyHPleft -= (OmegaExBurst - OmegaAA);
        HeroExleft = EnemyEXC;
        if (EnemyHPleft > 0) {EnemyTurns = BT + (EnemyHPleft/OmegaAA)};
        OmExCount = 0;}
    if (EOmExCount == EnemyExOS) {
        HeroHPleft -= (EOmegaExBurst - EOmegaAA);
        EnemyExleft = EnemyEXC;
        if (HeroHPleft > 0) {HeroTurns = (BT) + (HeroHPleft/EOmegaAA)};
        EOmExCount = 0;}
}

if (EAlphaBA < (AlphaHCD * EnemyHardcore + AlphaCD * EnemyCharm + AlphaKHD * EnemyKnowHow)) {HeroTurns = "∞"}
if (AlphaBA < (EAlphaHCD * HeroHardcore + EAlphaCD * HeroCharm + EAlphaKHD * HeroKnowHow)) {EnemyTurns = "∞"}

var HeroLeftOver = HeroTurns - Math.floor(HeroTurns);
var EnemyLeftOver = EnemyTurns - Math.floor(EnemyTurns);

var MinTurnsNC = Math.min(EnemyTurns, HeroTurns);

// CRITICAL TURNS CALCULATION

// Wild burst criticals calculated as turns
var DamageC1 = AlphaHardcore * 0.5;
var DamageC2 = BetaHardcore * 0.5;
var DamageC3 = OmegaHardcore * 0.5;

var EDamageC1 = EAlphaHardcore * 0.5;
var EDamageC2 = EBetaHardcore * 0.5;
var EDamageC3 = EOmegaHardcore * 0.5;

// Narcissism criticals calculated as turns
var DefenceC1 = AlphaCharm * ((AlphaHCD * EnemyHardcore + AlphaCD * EnemyCharm + AlphaKHD * EnemyKnowHow)/EAlphaAA);
var DefenceC2 = BetaCharm * ((AlphaHCD * EnemyHardcore + AlphaCD * EnemyCharm + AlphaKHD * EnemyKnowHow)/EAlphaAA);
var DefenceC3 = OmegaCharm * ((AlphaHCD * EnemyHardcore + AlphaCD * EnemyCharm + AlphaKHD * EnemyKnowHow)/EAlphaAA);

var EDefenceC1 = EAlphaCharm * ((EAlphaHCD * HeroHardcore + EAlphaCD * HeroCharm + EAlphaKHD * HeroKnowHow)/AlphaAA);
var EDefenceC2 = EBetaCharm * ((EAlphaHCD * HeroHardcore + EAlphaCD * HeroCharm + EAlphaKHD * HeroKnowHow)/AlphaAA);
var EDefenceC3 = EOmegaCharm * ((EAlphaHCD * HeroHardcore + EAlphaCD * HeroCharm + EAlphaKHD * HeroKnowHow)/AlphaAA);

// Healing criticals calculated as turns
var HealC1 = AlphaKnowHow * (((HeroEgo * 1.1)/(Math.max(EAlphaAA, EOmegaAA))) - (HeroEgo/(Math.max(EAlphaAA, EOmegaAA))));
var HealC2 = BetaKnowHow * (((HeroEgo * 1.1)/(Math.max(EAlphaAA, EOmegaAA))) - (HeroEgo/(Math.max(EAlphaAA, EOmegaAA))));
var HealC3 = OmegaKnowHow * (((HeroEgo * 1.1)/(Math.max(EAlphaAA, EOmegaAA))) - (HeroEgo/(Math.max(EAlphaAA, EOmegaAA))));

var EHealC1 = EAlphaKnowHow * (((EnemyEgo * 1.1)/(Math.min(AlphaAA, OmegaAA))) - (EnemyEgo/(Math.min(AlphaAA, OmegaAA))));
var EHealC2 = EBetaKnowHow * (((EnemyEgo * 1.1)/(Math.min(AlphaAA, OmegaAA))) - (EnemyEgo/(Math.min(AlphaAA, OmegaAA))));
var EHealC3 = EOmegaKnowHow * (((EnemyEgo * 1.1)/(Math.min(AlphaAA, OmegaAA))) - (EnemyEgo/(Math.min(AlphaAA, OmegaAA))));

// Criticals probabilities
var CritRounds = Math.round(MinTurnsNC * HeroCrit);
var ECritRounds = Math.round(MinTurnsNC * EnemyCrit);
var NCritRounds = CritRounds - 1;
var ENCritRounds = ECritRounds - 1;
var PCritRounds = CritRounds + 1;
var EPCritRounds = ECritRounds + 1;

if (ECritRounds < 0) {ECritRounds = 0}
if (CritRounds < 0) {CritRounds = 0}
if (ENCritRounds < 0) {ENCritRounds = 0}
if (NCritRounds < 0) {NCritRounds = 0}

// Actual calculation of critical rounds
var TotalDC = 0;
var TotalHC = 0;
var ETotalDC = 0;
var ETotalHC = 0;
var TotalDCNR = 0;
var TotalHCNR = 0;
var ETotalDCNR = 0;
var ETotalHCNR = 0;
var TotalDCBR = 0;
var TotalHCBR = 0;
var ETotalDCBR = 0;
var ETotalHCBR = 0;
var CurrentCrit = 0;
var CT;

for (CT = 0; CT < CritRounds; CT++) {
    CurrentCrit += 1;
    if (CurrentCrit == 1) {
     TotalDC += DamageC1;
     TotalHC += DefenceC1 + HealC1;}
    else if (CurrentCrit == 2) {
     TotalDC += DamageC2;
     TotalHC += DefenceC2 + HealC2;}
    else if (CurrentCrit == 3) {
     TotalDC += DamageC3;
     TotalHC += DefenceC3 + HealC3;
     CurrentCrit = 0;}
}

CurrentCrit = 0;
CT = 0;

for (CT = 0; CT < ECritRounds; CT++) {
    CurrentCrit += 1;
    if (CurrentCrit == 1) {
     ETotalDC += EDamageC1;
     ETotalHC += EDefenceC1 + EHealC1;}
    else if (CurrentCrit == 2) {
     ETotalDC += EDamageC2;
     ETotalHC += EDefenceC2 + EHealC2;}
    else if (CurrentCrit == 3) {
     ETotalDC += EDamageC3;
     ETotalHC += EDefenceC3 + EHealC3;
     CurrentCrit = 0;}
}

CurrentCrit = 0;
CT = 0;

for (CT = 0; CT < NCritRounds; CT++) {
    CurrentCrit += 1;
    if (CurrentCrit == 1) {
     TotalDCNR += DamageC1;
     TotalHCNR += DefenceC1 + EHealC1;}
    else if (CurrentCrit == 2) {
     TotalDCNR += DamageC2;
     TotalHCNR += DefenceC2 + EHealC2;}
    else if (CurrentCrit == 3) {
     TotalDCNR += DamageC3;
     TotalHCNR += DefenceC3 + EHealC3;
     CurrentCrit = 0;}
}

CurrentCrit = 0;
CT = 0;

for (CT = 0; CT < ENCritRounds; CT++) {
    CurrentCrit += 1;
    if (CurrentCrit == 1) {
     ETotalDCNR += EDamageC1;
     ETotalHCNR += EDefenceC1 + EHealC1;}
    else if (CurrentCrit == 2) {
     ETotalDCNR += EDamageC2;
     ETotalHCNR += EDefenceC2 + EHealC2;}
    else if (CurrentCrit == 3) {
     ETotalDCNR += EDamageC3;
     ETotalHCNR += EDefenceC3 + EHealC3;
     CurrentCrit = 0;}
}

CurrentCrit = 0;
CT = 0;

for (CT = 0; CT < PCritRounds; CT++) {
    CurrentCrit += 1;
    if (CurrentCrit == 1) {
     TotalDCBR += DamageC1;
     TotalHCBR += DefenceC1 + HealC1;}
    else if (CurrentCrit == 2) {
     TotalDCBR += DamageC2;
     TotalHCBR += DefenceC2 + HealC2;}
    else if (CurrentCrit == 3) {
     TotalDCBR += DamageC3;
     TotalHCBR += DefenceC3 + HealC3;
     CurrentCrit = 0;}
}

CurrentCrit = 0;
CT = 0;

for (CT = 0; CT < EPCritRounds; CT++) {
    CurrentCrit += 1;
    if (CurrentCrit == 1) {
     ETotalDCBR += EDamageC1;
     ETotalHCBR += EDefenceC1 + EHealC1;}
    else if (CurrentCrit == 2) {
     ETotalDCBR += EDamageC2;
     ETotalHCBR += EDefenceC2 + EHealC2;}
    else if (CurrentCrit == 3) {
     ETotalDCBR += EDamageC3;
     ETotalHCBR += EDefenceC3 + EHealC3;
     CurrentCrit = 0;}
}

// FINAL ROUNDS CALCULATION
var HeroNormalRounds = Math.ceil(HeroTurns - ETotalDC + TotalHC);
var HeroBestRounds = Math.ceil(HeroTurns - ETotalDCNR + TotalHCBR);
var HeroBadRounds = HeroTurns - ETotalDCBR + TotalHCNR;

var EnemyNormalRounds = Math.ceil(EnemyTurns - TotalDC + ETotalHC);
var EnemyBestRounds = Math.ceil(EnemyTurns - TotalDCNR + ETotalHCBR);
var EnemyBadRounds = EnemyTurns - TotalDCBR + ETotalHCNR;

var MinTurns = Math.min(HeroNormalRounds, EnemyNormalRounds);

// JUDGES DAMAGE BOOST CALCULATION (To be discounted from the hero's worst rounds)
var EnemyBoost = 0;
var HeroBoost = 0;

// Judge boost
if (EAlphaHardcore == 1 && AlphaHardcore == 0 && JudgeHardcore == 1){
        if (MinTurns > BetaAppear) {EnemyBoost += Math.round(MinTurns/(BetaAppear * 2)) * (0.07 * BetaAppear)}
        else {EnemyBoost += 0.07 * MinTurns}};

if (EAlphaCharm == 1 && AlphaCharm == 0 && JudgeCharm == 1){
        if (MinTurns > BetaAppear) {EnemyBoost += Math.round(MinTurns/(BetaAppear * 2)) * (0.07 * BetaAppear)}
        else {EnemyBoost += 0.07 * MinTurns}};

if (EAlphaKnowHow == 1 && AlphaKnowHow == 0 && JudgeKnowHow == 1){
        if (MinTurns > BetaAppear) {EnemyBoost += Math.round(MinTurns/(BetaAppear * 2)) * (0.07 * BetaAppear)}
        else {EnemyBoost += 0.07 * MinTurns}};

if (AlphaHardcore == 1 && EAlphaHardcore == 0 && JudgeHardcore == 1) {HeroBoost += Math.round(MinTurns/(BetaAppear * 2)) * (0.07 * BetaAppear)};
if (AlphaCharm == 1 && EAlphaCharm == 0 && JudgeCharm == 1) {HeroBoost += Math.round(MinTurns/(BetaAppear * 2)) * (0.07 * BetaAppear)};
if (AlphaKnowHow == 1 && EAlphaKnowHow == 0 && JudgeKnowHow == 1) {HeroBoost += Math.round(MinTurns/(BetaAppear * 2)) * (0.07 * BetaAppear)};

var HeroWorstRounds = Math.ceil(HeroBadRounds - EnemyBoost);
var EnemyWorstRounds = Math.ceil(EnemyBadRounds - HeroBoost);

// WIN RATES
var WinRate = 0;

EnemyBadRounds = Math.ceil(EnemyTurns - TotalDCBR + ETotalHCNR);
HeroBadRounds = Math.ceil(HeroTurns - ETotalDCBR + TotalHCNR);

if (NormalComparison == false) {WinRate = 1}

// Under normal conditions
if (HeroNormalRounds - EnemyNormalRounds >= 0) {WinRate = 1}

// This checks how your rounds are compared to the enemy
if (HeroBestRounds - EnemyBestRounds < 0) {WinRate -=0.1110}
if (HeroBestRounds - EnemyNormalRounds < 0) {WinRate -=0.1110}
if (HeroBestRounds - EnemyBadRounds < 0) {WinRate -=0.1110}
if (HeroNormalRounds - EnemyBestRounds < 0) {WinRate -=0.1110}
if (HeroNormalRounds - EnemyNormalRounds < 0) {WinRate -=0.1120}
if (HeroNormalRounds - EnemyBadRounds < 0) {WinRate -=0.1110}
if (HeroBadRounds - EnemyBestRounds < 0) {WinRate -=0.1110}
if (HeroBadRounds - EnemyNormalRounds < 0) {WinRate -=0.1110}
if (HeroBadRounds - EnemyBadRounds < 0) {WinRate -=0.1110}

// This is a safecheck for judges round calculations on worst rounds
if (HeroBestRounds - EnemyBadRounds > 0 && HeroBestRounds - EnemyWorstRounds < 0) {WinRate -=0.02}
if (HeroNormalRounds - EnemyBadRounds > 0 && HeroNormalRounds - EnemyWorstRounds < 0) {WinRate -=0.02}
if (HeroBadRounds - EnemyBadRounds > 0 && HeroBadRounds - EnemyWorstRounds < 0) {WinRate -=0.02}
if (HeroWorstRounds - EnemyBestRounds < 0 && HeroBadRounds - EnemyBestRounds > 0) {WinRate -=0.02}
if (HeroWorstRounds - EnemyNormalRounds < 0 && HeroBadRounds - EnemyNormalRounds > 0) {WinRate -=0.02}
if (HeroWorstRounds - EnemyBadRounds < 0 && HeroBadRounds - EnemyBadRounds > 0) {WinRate -=0.02}

// Fix to prevent values over 100%
if (WinRate > 1) {WinRate = 1}

// Deductions from the judges
if (HeroNormalRounds - EnemyNormalRounds == 0 && HeroLeftOver - ETotalDCBR + TotalHCNR <= 0.28) {
if (EAlphaHardcore == 1) {
    if (JudgeKnowHow == 1) {WinRate -=0.006}}
if (EAlphaCharm == 1) {
    if (JudgeHardcore == 1) {WinRate -=0.006}}
if (EAlphaKnowHow == 1) {
    if (JudgeHardcore == 1) {WinRate -=0.006}}
}

// Fix to prevent negative
if (WinRate < 0) {WinRate = 0}