您需要先安装一个扩展,例如 篡改猴、Greasemonkey 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 Userscripts ,之后才能安装此脚本。
您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey,才能安装此脚本。
您需要先安装用户脚本管理器扩展后才能安装此脚本。
HV自动打怪脚本,初次使用,请先设置好选项
当前为
// ==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; } } }