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,请确认字体设置正常
当前为
// ==UserScript== // @name hvAutoAttack // @name:zh-TW 【HV】打怪 // @name:zh-CN 【HV】打怪 // @description HV auto attack script, for the first user, should configure before use it. // @description:zh-CN HV自动打怪脚本,初次使用,请先设置好选项,请确认字体设置正常 // @description:zh-TW HV自動打怪腳本,初次使用,請先設置好選項,請確認字體設置正常 // @include http*://hentaiverse.org/* // @include http*://alt.hentaiverse.org/* // @include https://e-hentai.org/news.php?randomEncounter // @exclude http*://hentaiverse.org/pages/showequip.php?* // @exclude http*://alt.hentaiverse.org/pages/showequip.php?* // @author Dodying // @namespace https://github.com/dodying/UserJs // @supportURL https://github.com/dodying/UserJs/issues // @icon https://raw.githubusercontent.com/dodying/UserJs/master/Logo.png // @version 2.82a // @compatible Firefox + Greasemonkey // @compatible Chrome/Chromium + Tampermonkey // @compatible Android + Firefox + Usi // @compatible iPhone/iPad(Jailbroken) + UserscriptLoader // @grant unsafeWindow // @run-at document-end // ==/UserScript== (function init() { if (location.href === 'https://e-hentai.org/news.php?randomEncounter') { var href; if (gE('#eventpane>div>a')) { href = document.referrer.split('/') [0] + '//' + document.referrer.split('/') [2] + '/' + gE('#eventpane>div>a').href.split('/') [3]; } else { href = document.referrer; } openUrl(href); return; } if (gE('img[src*="derpy.gif"]')) { setTimeout(goto, 5 * 60 * 1000); return; } g('version', '2.82'); if (getValue('option')) { g('option', getValue('option', true)); g('lang', g('option').lang || '0'); addStyle(g('lang')); if (g('option').version !== g('version')) { delValue('stats'); delValue('host'); gE('.hvAAButton').click(); if (_alert(1, 'hvAutoAttack版本更新,请重新设置\n强烈推荐【重置设置】后再设置。\n是否查看更新说明?', 'hvAutoAttack版本更新,請重新設置\n強烈推薦【重置設置】後再設置。\n是否查看更新說明?', 'hvAutoAttack version update, please reset\nIt\'s recommended to reset all configuration.\nDo you want to read the changelog?')) openUrl('https://github.com/dodying/UserJs/commits/master/HentaiVerse/hvAutoAttack/hvAutoAttack.user.js', true); gE('.hvAAReset').focus(); return; } } else { g('lang', prompt('请输入以下语言代码对应的数字\nPlease put in the number of your preferred language (0, 1 or 2)\n0.简体中文\n1.繁體中文\n2.English', 0)); addStyle(g('lang')); _alert(0, '请设置hvAutoAttack', '請設置hvAutoAttack', 'Please config this script'); gE('.hvAAButton').click(); return; } if (gE('[class^="c5"],[class^="c4"]') && _alert(1, '请设置字体\n使用默认字体可能使某些功能失效\n是否查看相关说明?', '請設置字體\n使用默認字體可能使某些功能失效\n是否查看相關說明?', 'Please set the font\nThe default font may make some functions fail to work\nDo you want to see instructions?')) { openUrl('https://github.com/dodying/UserJs/blob/master/HentaiVerse/hvAutoAttack/#关于字体的说明', true); return; } if (gE('#riddlecounter')) { //需要答题 if (g('option').riddlePopup) { if (!window.opener) { window.open(location.href, '', 'resizable,scrollbars'); return; } else { riddleAlert(); //答题警报 } } else { riddleAlert(); //答题警报 } } else if (!gE('#navbar')) { //战斗中 if (g('option').riddlePopup && window.opener) { window.opener.document.location = location.href; window.close(); } var box2 = gE('#battle_main').appendChild(cE('div')); box2.id = 'hvAABox2'; if (g('option').pauseButton) { var button = box2.appendChild(cE('button')); button.innerHTML = '<l0>暂停</l0><l1>暫停</l1><l2>Pause</l2>'; button.className = 'pauseChange'; button.onclick = function () { pauseChange(); }; } if (g('option').pauseHotkey) { document.addEventListener('keydown', function pause(e) { if (e.target.tagName === 'INPUT' || e.target.tagName === 'TEXTAREA') return; if (e.keyCode === g('option').pauseHotkeyCode) { pauseChange(); //document.removeEventListener('keydown', pause, false); } }, false); } reloader(); g('attackStatus', g('option').attackStatus); g('dateNow', new Date().getTime()); g('runSpeed', 1); newRound(); main(); } else { //战斗外 if (location.search.match('s=Battle&ss=') && location.hash.match('#idleArena=') && gE('img[onclick^="init_battle"][onclick*="' + location.hash.match(/#idleArena=(\d+)/) [1] + '"]')) { var parm = gE('img[onclick^="init_battle"][onclick*="' + location.hash.match(/#idleArena=(\d+)/) [1] + '"]').getAttribute('onclick').match(/\((.*)\)/) [1].split(','); post(location.href, 'initid=' + parm[0] + '&inittoken=' + parm[parm.length - 1].match(/'(.*)'/) [1], function () { goto(); }); return; } delValue(2); quickSite(); var equipDamege = gE('#stamina_restore div[onclick*="?s=Forge&ss=re"]'); if (equipDamege) { //装备损坏 if (g('option').damageFix && location.hash !== '#damageFix') { if (location.search !== '?s=Forge&ss=re') { location.search = '?s=Forge&ss=re'; } else { post(location.href, 'repair_all=1', function () { goto('damageFix', true); }); } } } if (!equipDamege || g('option').damageIgnore) { if (g('option').randomEncounter) randomEncounterCheck(); if (g('option').idleArena) setTimeout(idleArena, (g('option').idleArenaTime * (Math.random() * 20 + 90) / 100) * 1000); } } }) (); //通用// function gE(ele, mode, parent) { //获取元素 if (typeof ele === 'object') { return ele; } else if (mode === undefined && parent === undefined) { return (isNaN(ele * 1)) ? document.querySelector(ele) : document.getElementById(ele); } else if (mode === 'all') { return (parent === undefined) ? document.querySelectorAll(ele) : parent.querySelectorAll(ele); } else if (typeof mode === 'object' && parent === undefined) { return mode.querySelector(ele); } }; function cE(name) { //创建元素 return document.createElement(name); }; function isOn(id) { //是否可以施放 return (gE(id) && gE(id).style.opacity !== '0.5') ? true : false; }; function setValue(item, value) { //储存数据 localStorage['hvAA-' + item] = (typeof value === 'string') ? value : JSON.stringify(value); }; function getValue(item, toJSON) { //读取数据 item = 'hvAA-' + item; return (item in localStorage) ? ((toJSON) ? JSON.parse(localStorage[item]) : localStorage[item]) : null; }; function delValue(item) { //删除数据 if (typeof item === 'string') { localStorage.removeItem('hvAA-' + item); } else if (typeof item === 'number') { if (item === 0) { localStorage.removeItem('hvAA-' + 'disabled'); } else if (item === 1) { localStorage.removeItem('hvAA-' + 'roundNow'); localStorage.removeItem('hvAA-' + 'roundAll'); localStorage.removeItem('hvAA-' + 'monsterStatus'); } else if (item === 2) { localStorage.removeItem('hvAA-' + 'roundType'); delValue(0); delValue(1); } } }; function goto(url, reload) { //前进 if (typeof url === 'undefined' && typeof reload === 'undefined') { location = location.search; } else { history.pushState(null, null, location.search + '#' + url); if (reload) location.reload(); } }; function g(item, key) { //全局变量 var hvAA = window.hvAA || { }; if (item === undefined && key === undefined) { return hvAA; } else if (key === undefined) { return hvAA[item]; } else { hvAA[item] = key; window.hvAA = hvAA; } }; function post(href, parm, func) { //post var xhr = new XMLHttpRequest(); xhr.open('POST', href); xhr.setRequestHeader('Content-Type', 'application/x-www-form-urlencoded; charset=UTF-8'); xhr.responseType = 'document'; xhr.onerror = function () { xhr = null; post(href, parm, func); }; xhr.onload = function (e) { if (e.target.status >= 200 && e.target.status < 400 && typeof func === 'function') func(e); xhr = null; }; xhr.send(parm); }; function objArrSort(key) { //对象数组排序函数,从小到大排序 return function (obj1, obj2) { return (obj2[key] < obj1[key]) ? 1 : (obj2[key] > obj1[key]) ? - 1 : 0; }; }; function objSort(obj) { //对象排序 var objNew = { }; var arr = Object.keys(obj).sort(); arr.forEach(function (key) { objNew[key] = obj[key]; }); return objNew; }; function _alert(func, l0, l1, l2, answer) { var lang = [ l0, l1, l2 ][g('lang')]; if (func === - 1) { return lang; } else if (func === 0) { alert(lang); } else if (func === 1) { return confirm(lang); } else if (func === 2) { return prompt(lang, answer); } }; function openUrl(url, newTab) { var a = gE('body').appendChild(cE('a')); a.href = url; a.target = newTab ? '_blank' : '_self'; a.click(); } function addStyle(lang) { //CSS var langStyle = gE('head').appendChild(cE('style')); langStyle.className = 'hvAA-LangStyle'; langStyle.textContent = 'l' + lang + '{display:inline!important;}'; if (/^[01]$/.test(lang)) langStyle.textContent += 'l01{display:inline!important;}'; var globalStyle = gE('head').appendChild(cE('style')); var boxWidth = gE('#csp').offsetWidth; var cssContent = [ 'button{border-radius:3px;border:2px solid #808080;cursor:pointer;margin:0 1px;}', 'l0,l1,l01,l2{display:none;}' + //l0: 简体 l1: 繁体 l01:简繁体共用 l2: 英文 '#riddleform>div:nth-child(3)>img{width:700px;}', '.hvAALog{font-size:20px;}', '.hvAAButton{top:4px;left:' + boxWidth + 'px;position:absolute;z-index:9999;cursor:pointer;}', '#hvAABox{left:calc(50% - 350px);top:50px;font-size:16px!important;z-index:4;width:700px;height:510px;position:absolute;text-align:justify;background-color:#E3E0D1;border:1px solid #000;border-radius:10px;font-family:"Microsoft Yahei";}', '.hvAATablist{position:relative;left:14px;}', '.hvAATabmenu{position:absolute;left:-9px;}', '.hvAATabmenu>span{display:block;padding:5px 10px;margin:0 10px 0 0;border:1px solid #91a7b4;border-radius:5px;background-color:#E3F1F8;color:#000;text-decoration:none;white-space:nowrap;text-overflow:ellipsis;overflow:hidden;cursor:pointer;}', '.hvAATabmenu>span:hover{left:-5px;position:relative;color:#0000FF;z-index:2!important;}', '.hvAATabmenu>span>input{margin:0 0 0 -8px;}', '.hvAATab{position:absolute;width:605px;height:400px;left:36px;padding:15px;border:1px solid #91A7B4;border-radius:3px;box-shadow:0 2px 3px rgba(0,0,0,0.1);color:#666;background-color:#EDEBDF;overflow:auto;}', '.hvAATab>div:nth-child(2n){border:1px solid #EAEAEA;background-color:#FAFAFA;}', '.hvAATab>div:nth-child(2n+1){border:1px solid #808080;background-color:#DADADA;}', '.hvAATab a{margin:0 2px;}', '.hvAATab b{font-family:Georgia,Serif;font-size:larger;}', '.hvAATab input.hvAANumber{width:24px;text-align:right;}', '.hvAATab ul,.hvAATab ol{margin:0;}', '.hvAATab label{cursor:pointer;}', '.hvAATab table{border:2px solid #000;border-collapse:collapse;margin:0 auto;}', '.hvAATh>*{font-weight:bold;font-size:larger;}', '.hvAATab table>tbody>tr>*{border:1px solid #000;}', '#hvAATab-Drop tr>td:nth-child(2),#hvAATab-Usage tr>td:nth-child(2){text-align:right;}', '.hvAACenter{text-align:center;}', '.hvAATitle{font-weight:bolder;}', '.hvAANew{width:25px;height:25px;float:left;background:transparent url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABkAAAAMCAYAAACX8hZLAAAAcElEQVQ4jbVRSQ4AIQjz/59mTiZIF3twmnCwFAq4FkeFXM+5vCzohYxjPMtfxS8CN6iqQ7TfE0wrODxVbzJNgoaTo4CmbBO1ZWICouQ0DHaL259MEzaU+w8pZOdSjcUgaPJDHCbO0A2kuAiuwPGQ+wBms12x8HExTwAAAABJRU5ErkJggg==) no-repeat;background-position:center;}', '#hvAATab-Alarm input[type="text"]{width:512px;}', '.testAlarms>div{border:2px solid #000;}', '.hvAAArenaLevels{display:none;}', '.hvAAConfig{width:100%;height:16px;}', '.hvAAButtonBox{position:relative;top:436px;}', '.quickSiteBar{position:absolute;top:30px;left:' + (boxWidth + 2) + 'px;font-size:18px;text-align:left;}', '.quickSiteBar>span{display:block;}', '.quickSiteBar>span>a{text-decoration:none;}', '.customize{border: 2px dashed red!important;}', '.customize>.customizeGroup{display:inline-block;background-color:#FFF;}', '.customize>.customizeGroup:nth-child(2n){background-color:#C9DAF8;}', '.customizeBox{position:absolute;z-index:-1;border:1px solid #000;background-color:#EDEBDF;}', '.customizeBox>select{max-width:60px;}', '.favicon{width:16px;height:16px;margin:-3px 1px;border:1px solid #000;border-radius:3px;}', '.answerBar{z-index:1000;width:710px;height:40px;position:absolute;top:55px;left:282px;display:table;border-spacing:5px;}', '.answerBar>div{border:4px solid red;display:table-cell;cursor:pointer;}', '.answerBar>div:hover{background:rgba(63,207,208,0.20);}' ].join(''); globalStyle.textContent = cssContent; optionButton(lang); }; function optionButton(lang) { //配置按钮 var optionButton = gE('body').appendChild(cE('div')); optionButton.className = 'hvAAButton'; optionButton.innerHTML = '<img src=data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABgAAAAYCAYAAADgdz34AAADi0lEQVRIiZVWPYgUZxj+dvGEk7vsNdPYCMul2J15n+d991PIMkWmOEyMyRW2FoJIUojYp5ADFbZJkyISY3EqKGpgz+Ma4bqrUojICaIsKGIXSSJcsZuD3RT3zWZucquXDwYG5n2f9/d5vnFuHwfAZySfAXgN4DXJzTiOj+3H90OnkmXZAe/9FMm3JJ8AuBGepyRfle2yLDvgnKt8EDVJkq8B3DGzjve+1m63p0n2AVzJbUh2SG455yre+5qZ/aCq983sxMfATwHYJvlCVYckHwFYVdURgO8LAS6RHJJcM7N1VR0CeE5yAGBxT3AR+QrA3wA20tQOq+pFkgOS90Tk85J51Xs9qaorqjoAcC6KohmSGyQHcRx/kbdv7AHgDskXaWqH0zSddc5Voyia2SOXapqmswsLvpam6ez8/Pwn+YcoimYAvARw04XZ5N8qZtZR1aGqXnTOVSd0cRd42U5EzqvqSFWX2u32tPd+yjnnXNiCGslHJAf7ybwM7r2vAdgWkYdZls157w+NK/DeT7Xb7WkAqyTvlZHjOD5oxgtmtqrKLsmze1VJsquqKwsLO9vnnKvkJHpLsq+qo/JAd8BtneTvqvqTiPwoIu9EZKUUpGpmi2Y2UtU+yTdJkhx1JJ8FEl0pruK/TrwA4F2r1WrkgI1G4wjJP0XkdLF9WaZzZnZZVa8GMj5xgf43JvXczFZbLb1ebgnJn0nenjQbEVkG0JsUYOykyi6Aa+XoQTJuTRr8OADJzVBOh+SlckYkz5L8Q0TquXOj0fhURN6r6pkSeAXAUsDaJPnYxXF8jOQrklskh97ryZJTVURWAPwF4DqAX0TkvRl/zTKdK2aeJMnxICFbAHrNZtOKVVdIrrVa2t1jz6sicprkbQC3VPVMGTzMpQvgQY63i8lBFddVdVCk/6TZlMFzopFci+P44H+YHCR3CODc/wUvDPY7ksMg9buZrKr3ATwvyoT3vrafzPP3er1eA9Azs7tjJhcqOBHkeSOKohkROR9K7prZYqnnlSRJjofhb4vIt/V6vUbyN1Xtt1qtb1zpZqs45xyAxXAnvCQ5FJGHqrpiZiMzu5xnHlZxCOABybXw3gvgp/Zq3/gA+BLATVVdyrJsbods2lfVq7lN4crMtapjZndD5pPBixWFLTgU7uQ3AJ6KyLKILAdy9sp25bZMBC//JSRJcjQIYg9Aj+TjZrNp+/mb+Ad711sdZZ1k/QAAAABJRU5ErkJggg==></img>'; optionButton.onclick = function () { if (gE('#hvAABox')) { gE('#hvAABox').style.display = (gE('#hvAABox').style.display === 'none') ? 'block' : 'none'; } else { optionBox(); gE('#hvAATab-Main').style.zIndex = 1; gE('select[name="lang"]').value = lang; } } }; function optionBox() { //配置界面 var optionBox = gE('body').appendChild(cE('div')); optionBox.id = 'hvAABox'; optionBox.innerHTML = [ '<div class="hvAACenter"><h1 style="display:inline;">hvAutoAttack</h1> <a style="font-size:small;" target="_blank" href="https://github.com/dodying/UserJs/commits/master/HentaiVerse/hvAutoAttack/hvAutoAttack.user.js"><l0>更新历史</l0><l1>更新歷史</l1><l2>changelog</l2></a> <select name="lang"><option value="0">简体中文</option><option value="1">繁體中文</option><option value="2">English</option></select> <span style="font-size:small;"><l2>by Google Translate<a target="_blank" href="https://greasyfork.org/forum/profile/18194/Koko191" style="color:#E3E0D1;background-color:#E3E0D1;" title="Thanks to Koko191 who give help in the translation"> and Koko191</a></l2></span></div><div class="hvAATablist">', '<div class="hvAATabmenu"><span name="Main"><l0>主要选项</l0><l1>主要選項</l1><l2>Main</l2></span><span name="Channel"><input id="channelSkillSwitch" type="checkbox">Channel<l01>技能</l01><l2> Spells</l2></span><span name="Buff"><input id="buffSkillSwitch" type="checkbox">BUFF<l01>技能</l01><l2> Spells</l2></span><span name="Debuff"><input id="debuffSkillSwitch" type="checkbox">DEBUFF<l01>技能</l01><l2> Spells</l2></span><span name="Skill"><input id="skillSwitch" type="checkbox"><l01>其他技能</l01><l2>Skills</l2></span><span name="Scroll"><input id="scrollSwitch" type="checkbox"><l0>卷轴</l0><l1>捲軸</l1><l2>Scroll</l2></span><span name="Infusion"><input id="infusionSwitch" type="checkbox"><l0>魔药</l0><l1>魔藥</l1><l2>Infusion</l2></span><span name="Alarm"><l0>警报</l0><l1>警報</l1><l2>Alarm</l2></span><span name="Rule"><l0>攻击规则</l0><l1>攻擊規則</l1><l2>Attack Rule</l2></span><span name="Drop"><input id="dropMonitor" type="checkbox"><l0>掉落监测</l0><l1>掉落監測</l1><l2>Drops Tracking</l2></span><span name="Usage"><input id="recordUsage" type="checkbox"><l0>数据记录</l0><l1>數據記錄</l1><l2>Usage Tracking</l2></span><span name="About"><l0>关于本脚本</l0><l1>關於本腳本</l1><l2>About This</l2></span><span name="Feedback"><l01>反馈</l01><l2>Feedback</l2></span></div>', '<div class="hvAATab" id="hvAATab-Main"><div class="hvAACenter">Note: 1. Gems 2. Potions 3. Elixirs 4. Cure 5. Full-Cure<br><span style="color:green;">HP: 1.<input class="hvAANumber" name="hp1" placeholder="50" type="text">% 2.<input class="hvAANumber" name="hp2" placeholder="50" type="text">% 3.<input class="hvAANumber" name="hp3" placeholder="5" type="text">% 4.<input class="hvAANumber" name="hp4" placeholder="50" type="text"> 5.<input class="hvAANumber" name="hp5" placeholder="20" type="text"></span><br><span style="color:blue;">MP: 1.<input class="hvAANumber" name="mp1" placeholder="70" type="text">% 2.<input class="hvAANumber" name="mp2" placeholder="10" type="text">% 3.<input class="hvAANumber" name="mp3" placeholder="5" type="text">%</span><br><span style="color:red;">SP: 1.<input class="hvAANumber" name="sp1" placeholder="75" type="text">% 2.<input class="hvAANumber" name="sp2" placeholder="50" type="text">% 3.<input class="hvAANumber" name="sp3" placeholder="5" type="text">%</span></div><div><input id="lastElixir" type="checkbox"><label for="lastElixir"><b>Last Elixir</b>: </label><div class="customize" name="lastElixirCondition"><l0>使用条件</l0><l1>使用條件</l1><l2>Conditions to Use</l2>: <br></div></div><div><input id="energyDrink" type="checkbox"><label for="energyDrink"><b>Energy Drink</b>: </label><div class="customize" name="energyDrinkCondition"><l0>战斗中 Energy Drink 使用条件</l0><l1>戰鬥中 Energy Drink 使用條件</l1><l2>Conditions to Use Energy Drink in Battle</l2>: <br></div></div><div class="hvAACenter" id="attackStatus" style="color:red;"><b>*<l0>攻击模式</l0><l1>攻擊模式</l1><l2>Attack Mode</l2></b>: <select class="hvAANumber" name="attackStatus"><option value="-1"></option><option value="0">物理 / Physical</option><option value="1">火 / Fire</option><option value="2">冰 / Cold</option><option value="3">雷 / Elec</option><option value="4">风 / Wind</option><option value="5">圣 / Divine</option><option value="6">暗 / Forbidden</option></select></div><div><b><l0>暂停相关</l0><l1>暫停相關</l1><l2>Pause with</l2></b>: <input id="pauseButton" type="checkbox"><label for="pauseButton"><l0>使用按钮</l0><l1>使用按鈕</l1><l2>Button</l2>; </label><input id="pauseHotkey" type="checkbox"><label for="pauseHotkey"><l0>使用热键</l0><l1>使用熱鍵</l1><l2>Hotkey</l2>: <input name="pauseHotkeyStr" style="width:30px;" type="text"><input class="hvAANumber" name="pauseHotkeyCode" type="hidden" disabled="true"></label></div><div><b><l0>警告相关</l0><l1>警告相關</l1><l2>To Warn</l2></b>: <input id="alert" type="checkbox"><label for="alert"><l0>音频警报</l0><l1>音頻警報</l1><l2>Audio Alarms</l2></label>; <input id="notification" type="checkbox"><label for="notification"><l0>桌面通知</l0><l1>桌面通知</l1><l2>Notifications</l2></label> <button class="testNotification"><l0>预处理</l0><l1>預處理</l1><l2>Pretreat</l2></button></div><div><b><l01>内置插件</l01><l2>Built-in Plugin</l2></b>: <input id="riddleRadio" type="checkbox"><label for="riddleRadio"><a href="#hvAATab-Recommend">RiddleLimiter Plus</a></label>; <input id="randomEncounter" type="checkbox"><label for="randomEncounter"><l0>自动遭遇战</l0><l1>自動遭遇戰</l1><l2>Auto Random Encounter</l2></label>.</div><div><b><l01>魔法技能</l01><l2>Offensive Magic</l2></b>: <div class="customize" name="middleSkillCondition"><l0>中阶技能使用条件</l0><l1>中階技能使用條件</l1><l2>Conditions for 2nd Tier</l2>: <br></div><div class="customize" name="highSkillCondition"><l0>高阶技能使用条件</l0><l1>高階技能使用條件</l1><l2>Conditions for 3rd Tier</l2>: <br></div></div><div><input id="turnOnSS" type="checkbox"><label for="turnOnSS"><b><l0>开启</l0><l1>開啟</l1><l2>Turn on </l2>Spirit Stance</b></label>:<div class="customize" name="turnOnSSCondition"><l0>条件</l0><l1>條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="turnOffSS" type="checkbox"><label for="turnOffSS"><b><l0>关闭</l0><l1>關閉</l1><l2>Turn off </l2>Spirit Stance</b></label>:<div class="customize" name="turnOffSSCondition"><l0>条件</l0><l1>條件</l1><l2>Conditions</l2>: <br></div></div><div><l2>If the page </l2><b><l0>页面停留</l0><l1>頁面停留</l1><l2>stays idle</l2></b><l2> for </l2>: <input id="delayAlert" type="checkbox"><label for="delayAlert"><input class="hvAANumber" name="delayAlertTime" type="text"><l0>秒,警报</l0><l1>秒,警報</l1><l2>s, alarm</l2>; </label><input id="delayReload" type="checkbox"><label for="delayReload"><input class="hvAANumber" name="delayReloadTime" type="text"><l0>秒,刷新页面</l0><l1>秒,刷新頁面</l1><l2>s, reload page</l2>.</label></div><div><l0>当<b>小马答题</b>时间</l0><l1>當<b>小馬答題</b>時間</l1><l2>If <b>RIDDLE</b> ETR</l2><l0></l0><l1></l1><l2></l2> ≤ <input class="hvAANumber" name="riddleAnswerTime" placeholder="3" type="text"><l0>秒,如果输入框为空则随机生成答案并提交</l0><l1>秒,如果輸入框為空則隨機生成答案並提交</l1><l2>s and no answer has been chosen yet, a random answer will be generated and submitted</l2>.</div><div><l0>当<b>小马答题</b>时</l0><l1>當<b>小馬答題</b>時</l1><l2>If <b>RIDDLE</b></l2>: 1. <input id="riddlePopup" type="checkbox"><label for="riddlePopup"><l0>弹窗答题</l0><l1>弹窗答题</l1><l2>POPUP a window to answer</l2></label>; 2. <input id="riddleAlert" type="checkbox"><label for="riddleAlert"><l0>弹出警告框</l0><l1>彈出警告框</l1><l2>ALERT</l2><button class="testAlert"><l0>预处理</l0><l1>預處理</l1><l2>Pretreat</l2></button></label><br><l0>注意: 只有一个功能会生效</l0><l1>注意: 只有一個功能會生效</l1><l2>Note: Only one feature is avilable</l2></div><div><b>Stamina</b>: <l0>当损失</l0><l1>當損失</l1><l2>If it lost </l2>Stamina ≥ <input class="hvAANumber" name="staminaLose" placeholder="5" type="text">: <input id="staminaPause" type="checkbox"><label for="staminaPause"><l0>脚本暂停</l0><l1>腳本暫停</l1><l2>pause script</l2></label>, <input id="staminaWarn" type="checkbox"><label for="staminaWarn"><l01>警告</l01><l2>warn</l2></label>, <input id="staminaFlee" type="checkbox"><label for="staminaFlee"><l01>逃跑</l01><l2>flee</l2></label>.<button class="staminaLostLog"><l0>stamina损失日志</l0><l1>stamina損失日誌</l1><l2>staminaLostLog</l2></button></div><div><input id="idleArena" type="checkbox"><label for="idleArena"><b><l0>闲置竞技场</l0><l1>閒置競技場</l1><l2>Idle Arena</l2></b>: <l0>在任意页面停留</l0><l1>在任意頁面停留</l1><l2>Idle in any page for </l2><input class="hvAANumber" name="idleArenaTime" type="text"><l0>秒后,开始竞技场</l0><l1>秒後,開始競技場</l1><l2>s, start Arena</l2></label> <button class="idleArenaReset"><l01>重置</l01><l2>Reset</l2></button>;<br><l0>进行的竞技场相对应等级</l0><l1>進行的競技場相對應等級</l1><l2>The levels of the Arena you want to complete</l2>: <button class="hvAAShowLevels"><l0>显示更多</l0><l1>顯示更多</l1><l2>Show more</l2></button><button class="hvAALevelsClear"><l01>清空</l01><l2>Clear</l2></button><br><input name="idleArenaLevels" style="width:98%;" type="text" disabled="true"><input name="idleArenaValue" style="width:98%;" type="hidden" disabled="true"><div class="hvAAArenaLevels"><input id="arLevel_1" value="1,1" type="checkbox"><label for="arLevel_1">1</label> <input id="arLevel_10" value="10,3" type="checkbox"><label for="arLevel_10">10</label> <input id="arLevel_20" value="20,5" type="checkbox"><label for="arLevel_20">20</label> <input id="arLevel_30" value="30,8" type="checkbox"><label for="arLevel_30">30</label> <input id="arLevel_40" value="40,9" type="checkbox"><label for="arLevel_40">40</label> <input id="arLevel_50" value="50,11" type="checkbox"><label for="arLevel_50">50</label> <input id="arLevel_60" value="60,12" type="checkbox"><label for="arLevel_60">60</label> <input id="arLevel_70" value="70,13" type="checkbox"><label for="arLevel_70">70</label> <input id="arLevel_80" value="80,15" type="checkbox"><label for="arLevel_80">80</label> <input id="arLevel_90" value="90,16" type="checkbox"><label for="arLevel_90">90</label> <input id="arLevel_100" value="100,17" type="checkbox"><label for="arLevel_100">100</label> <input id="arLevel_110" value="110,19" type="checkbox"><label for="arLevel_110">110</label><br><input id="arLevel_120" value="120,20" type="checkbox"><label for="arLevel_120">120</label> <input id="arLevel_130" value="130,21" type="checkbox"><label for="arLevel_130">130</label> <input id="arLevel_140" value="140,23" type="checkbox"><label for="arLevel_140">140</label> <input id="arLevel_150" value="150,24" type="checkbox"><label for="arLevel_150">150</label> <input id="arLevel_165" value="165,26" type="checkbox"><label for="arLevel_165">165</label> <input id="arLevel_180" value="180,27" type="checkbox"><label for="arLevel_180">180</label> <input id="arLevel_200" value="200,28" type="checkbox"><label for="arLevel_200">200</label> <input id="arLevel_225" value="225,29" type="checkbox"><label for="arLevel_225">225</label> <input id="arLevel_250" value="250,32" type="checkbox"><label for="arLevel_250">250</label> <input id="arLevel_300" value="300,33" type="checkbox"><label for="arLevel_300">300</label><br><input id="arLevel_RB50" value="RB50,105" type="checkbox"><label for="arLevel_RB50">RB50</label> <input id="arLevel_RB75A" value="RB75A,106" type="checkbox"><label for="arLevel_RB75A">RB75A</label> <input id="arLevel_RB75B" value="RB75B,107" type="checkbox"><label for="arLevel_RB75B">RB75B</label> <input id="arLevel_RB75C" value="RB75C,108" type="checkbox"><label for="arLevel_RB75C">RB75C</label><br><input id="arLevel_RB100" value="RB100,109" type="checkbox"><label for="arLevel_RB100">RB100</label> <input id="arLevel_RB150" value="RB150,110" type="checkbox"><label for="arLevel_RB150">RB150</label> <input id="arLevel_RB200" value="RB200,111" type="checkbox"><label for="arLevel_RB200">RB200</label> <input id="arLevel_RB250" value="RB250,112" type="checkbox"><label for="arLevel_RB250">RB250</label> <input id="arLevel_GF" value="GF,gr" type="checkbox"><label for="arLevel_GF">GrindFest</label></div></div><div><l0>当<b>装备损坏</b>时,</l0><l1>當<b>裝備損壞</b>時,</l1><l2>If <b>equipments damaged</b>, </l2><input id="damageFix" type="checkbox"><label for="damageFix"><l0>尝试修复</l0><l1>嘗試修復</l1><l2>try to repair</l2></label>; <input id="damageIgnore" type="checkbox"><label for="damageIgnore"><l01>忽略</l01><l2>ignore</l2></label>.</div><div><input id="etherTap" type="checkbox"><label for="etherTap"><b>Ether Tap</b>: </label><div class="customize" name="etherTapCondition"><l0>条件</l0><l1>條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="autoFlee" type="checkbox"><label for="autoFlee"><b><l0>自动逃跑</l0><l1>自動逃跑</l1><l2>Flee</l2></b></label>: <div class="customize" name="fleeCondition"><l0>条件</l0><l1>條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="restoreStamina" type="checkbox"><label for="restoreStamina"><b><l0>战前回复</l0><l1>戰前回复</l1><l2>Restore stamina</l2></b>: <l0>战斗前,如果</l0><l1>戰鬥前,如果</l1><l2><b></b>if before a battle and </l2>Stamina ≤ <input class="hvAANumber" name="staminaLow" placeholder="30" type="text"></label></div></div>', '<div class="hvAATab" id="hvAATab-Channel"><l0><b>获得Channel时</b>(此时1点MP施法与150%伤害)</l0><l1><b>獲得Channel時</b>(此時1點MP施法與150%傷害)</l1><l2><b>During Channeling effect</b> (1 mp spell cost and 150% spell damage)</l2><div><b><l0>先施放Channel技能</l0><l1>先施放Channel技能</l1><l2>First cast</l2></b>: <br><l0>注意: 此处的施放顺序与</l0><l1>注意: 此處的施放順序与</l1><l2>Note: The cast order here is the same as in</l2><a href="#hvAATab-Buff">BUFF<l01>技能</l01><l2> Spells</l2></a><l0>里的相同</l0><l1>裡的相同</l1><br><input id="channelSkill_Pr" type="checkbox"><label for="channelSkill_Pr">Protection</label><input id="channelSkill_SL" type="checkbox"><label for="channelSkill_SL">Spark of Life</label><input id="channelSkill_SS" type="checkbox"><label for="channelSkill_SS">Spirit Shield</label><input id="channelSkill_Ha" type="checkbox"><label for="channelSkill_Ha">Haste</label><br><input id="channelSkill_AF" type="checkbox"><label for="channelSkill_AF">Arcane Focus</label><input id="channelSkill_He" type="checkbox"><label for="channelSkill_He">Heartseeker</label><input id="channelSkill_Re" type="checkbox"><label for="channelSkill_Re">Regen</label><input id="channelSkill_SV" type="checkbox"><label for="channelSkill_SV">Shadow Veil</label><input id="channelSkill_Ab" type="checkbox"><label for="channelSkill_Ab">Absorb</label></div><div><input id="channelSkill2" type="checkbox"><label for="channelSkill2"><l0><b>再使用技能</b>: </label><div class="channelSkill2Order"><l0>施放顺序</l0><l1>施放順序</l1><l2>Cast Order</l2>: <input name="channelSkill2OrderName" style="width:80%;" type="text" disabled="true"><input name="channelSkill2OrderValue" style="width:80%;" type="hidden" disabled="true"><br><input id="channelSkill2Order_Cu" value="Cu,311" type="checkbox"><label for="channelSkill2Order_Cu">Cure</label><input id="channelSkill2Order_FC" value="FC,313" type="checkbox"><label for="channelSkill2Order_FC">Full-Cure</label><input id="channelSkill2Order_Pr" value="Pr,411" type="checkbox"><label for="channelSkill2Order_Pr">Protection</label><input id="channelSkill2Order_SL" value="SL,422" type="checkbox"><label for="channelSkill2Order_SL">Spark of Life</label><input id="channelSkill2Order_SS" value="SS,423" type="checkbox"><label for="channelSkill2Order_SS">Spirit Shield</label><input id="channelSkill2Order_Ha" value="Ha,412" type="checkbox"><label for="channelSkill2Order_Ha">Haste</label><br><input id="channelSkill2Order_AF" value="AF,432" type="checkbox"><label for="channelSkill2Order_AF">Arcane Focus</label><input id="channelSkill2Order_He" value="He,431" type="checkbox"><label for="channelSkill2Order_He">Heartseeker</label><input id="channelSkill2Order_Re" value="Re,312" type="checkbox"><label for="channelSkill2Order_Re">Regen</label><input id="channelSkill2Order_SV" value="SV,413" type="checkbox"><label for="channelSkill2Order_SV">Shadow Veil</label><input id="channelSkill2Order_Ab" value="Ab,421" type="checkbox"><label for="channelSkill2Order_Ab">Absorb</label></div></div><div><l0><b>最后ReBuff</b>: 重新施放最先消失的Buff</l0><l1><b>最後ReBuff</b>: 重新施放最先消失的Buff</l1><l2><b>At last, re-cast the spells which will expire first</b></l2>.</div></div>', '<div class="hvAATab" id="hvAATab-Buff"><div class="customize" name="buffSkillCondition"><l0>总体施放条件</l0><l1>總體施放條件</l1><l2>Total Conditions</l2>: <br></div><div class="buffSkillOrder"><l0>施放顺序</l0><l1>施放順序</l1><l2>Cast Order</l2>: <input name="buffSkillOrderValue" style="width:80%;" type="text" disabled="true"><br><input id="buffSkillOrder_Pr" type="checkbox"><label for="buffSkillOrder_Pr">Protection</label><input id="buffSkillOrder_SL" type="checkbox"><label for="buffSkillOrder_SL">Spark of Life</label><input id="buffSkillOrder_SS" type="checkbox"><label for="buffSkillOrder_SS">Spirit Shield</label><input id="buffSkillOrder_Ha" type="checkbox"><label for="buffSkillOrder_Ha">Haste</label><br><input id="buffSkillOrder_AF" type="checkbox"><label for="buffSkillOrder_AF">Arcane Focus</label><input id="buffSkillOrder_He" type="checkbox"><label for="buffSkillOrder_He">Heartseeker</label><input id="buffSkillOrder_Re" type="checkbox"><label for="buffSkillOrder_Re">Regen</label><input id="buffSkillOrder_SV" type="checkbox"><label for="buffSkillOrder_SV">Shadow Veil</label><input id="buffSkillOrder_Ab" type="checkbox"><label for="buffSkillOrder_Ab">Absorb</label></div><div><l0>Buff不存在就施放的技能</l0><l1>Buff不存在就施放的技能</l1><l2>Cast spells if the buff is not present</l2>: <div><input id="buffSkill_HD" type="checkbox"><label for="buffSkill_HD">Health Draught</label><div class="customize" name="buffSkillHDCondition">Health Draught <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_MD" type="checkbox"><label for="buffSkill_MD">Mana Draught</label><div class="customize" name="buffSkillMDCondition">Mana Draught <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_SD" type="checkbox"><label for="buffSkill_SD">Spirit Draught</label><div class="customize" name="buffSkillSDCondition">Spirit Draught <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_FV" type="checkbox"><label for="buffSkill_FV">Flower Vase</label><div class="customize" name="buffSkillFVCondition">Flower Vase <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_BG" type="checkbox"><label for="buffSkill_BG">Bubble-Gum</label><div class="customize" name="buffSkillBGCondition">Bubble-Gum <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_Pr" type="checkbox"><label for="buffSkill_Pr">Protection</label><div class="customize" name="buffSkillPrCondition">Protection <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_SL" type="checkbox"><label for="buffSkill_SL">Spark of Life</label><div class="customize" name="buffSkillSLCondition">Spark of Life <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_SS" type="checkbox"><label for="buffSkill_SS">Spirit Shield</label><div class="customize" name="buffSkillSSCondition">Spirit Shield <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_Ha" type="checkbox"><label for="buffSkill_Ha">Haste</label><div class="customize" name="buffSkillHaCondition">Haste <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_AF" type="checkbox"><label for="buffSkill_AF">Arcane Focus</label><div class="customize" name="buffSkillAFCondition">Arcane Focus <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_He" type="checkbox"><label for="buffSkill_He">Heartseeker</label><div class="customize" name="buffSkillHeCondition">Heartseeker <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_Re" type="checkbox"><label for="buffSkill_Re">Regen</label><div class="customize" name="buffSkillReCondition">Regen <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_SV" type="checkbox"><label for="buffSkill_SV">Shadow Veil</label><div class="customize" name="buffSkillSVCondition">Shadow Veil <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="buffSkill_Ab" type="checkbox"><label for="buffSkill_Ab">Absorb</label><div class="customize" name="buffSkillAbCondition">Absorb <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div></div></div>', '<div id="hvAATab-Debuff" class="hvAATab"><div class="debuffSkillOrder"><l0>施放顺序</l0><l1>施放順序</l1><l2>Cast Order</l2>: <input name="debuffSkillOrderValue" style="width:80%;" type="text" disabled="true"><br><input id="debuffSkillOrder_Im" type="checkbox"><label for="debuffSkillOrder_Im">Imperil</label><input id="debuffSkillOrder_MN" type="checkbox"><label for="debuffSkillOrder_MN">MagNet</label><input id="debuffSkillOrder_Si" type="checkbox"><label for="debuffSkillOrder_Si">Silence</label><input id="debuffSkillOrder_Dr" type="checkbox"><label for="debuffSkillOrder_Dr">Drain</label><input id="debuffSkillOrder_We" type="checkbox"><label for="debuffSkillOrder_We">Weaken</label><input id="debuffSkillOrder_Co" type="checkbox"><label for="debuffSkillOrder_Co">Confuse</label></div><div><l01>特殊</l01><l2>Special</l2><input id="debuffSkillAllIm" type="checkbox"><label for="debuffSkillAllIm"><l0>给所有敌人上Imperil</l0><l1>給所有敵人上Imperil</l1><l2>Imperiled all enemies.</l2></label></div><div class="customize" name="debuffSkillCondition"><l0>总体施放条件</l0><l1>總體施放條件</l1><l2>Total Conditions</l2>: <br></div><div><div><input id="debuffSkill_Im" type="checkbox"><label for="debuffSkill_Im">Imperil</label><div class="customize" name="debuffSkillImCondition">Imperil <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="debuffSkill_MN" type="checkbox"><label for="debuffSkill_MN">MagNet</label><div class="customize" name="debuffSkillMNCondition">MagNet <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="debuffSkill_Si" type="checkbox"><label for="debuffSkill_Si">Silence</label><div class="customize" name="debuffSkillSiCondition">Silence <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="debuffSkill_Dr" type="checkbox"><label for="debuffSkill_Dr">Drain</label><div class="customize" name="debuffSkillDrCondition">Drain <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="debuffSkill_We" type="checkbox"><label for="debuffSkill_We">Weaken</label><div class="customize" name="debuffSkillWeCondition">Weaken <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="debuffSkill_Co" type="checkbox"><label for="debuffSkill_Co">Confuse</label><div class="customize" name="debuffSkillCoCondition">Confuse <l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div></div><div><l0>持续</l0><l1>持續</l1><l2>Expire</l2> Turns: <input id="debuffSkillTurnAlert" type="checkbox"><label for="debuffSkillTurnAlert"><l0>无法正常施放DEBUFF技能时,警报</l0><l1>無法正常施放DEBUFF技能時,警報</l1><l2>If it can not cast de-skills normally, alert.</l2></label><br>Imperil: <input class="hvAANumber" name="debuffSkillTurn_Im" type="text"> MagNet: <input class="hvAANumber" name="debuffSkillTurn_MN" type="text"> Silence: <input class="hvAANumber" name="debuffSkillTurn_Si" type="text"><br>Drain: <input class="hvAANumber" name="debuffSkillTurn_Dr" type="text"> Weaken: <input class="hvAANumber" name="debuffSkillTurn_We" type="text"> Confuse: <input class="hvAANumber" name="debuffSkillTurn_Co" type="text"></div></div>', '<div class="hvAATab" id="hvAATab-Skill"><div class="skillOrder"><l0>施放顺序</l0><l1>施放順序</l1><l2>Cast Order</l2>: <input name="skillOrderValue" style="width:80%;" type="text" disabled="true"><br><input id="skillOrder_OFC" type="checkbox"><label for="skillOrder_OFC"><l0>友情小马砲</l0><l1>友情小馬砲</l1><l2>OFC</l2></label><input id="skillOrder_FRD" type="checkbox"><label for="skillOrder_FRD"><l0>龙吼</l0><l1>龍吼</l1><l2>FRD</l2></label><input id="skillOrder_T3" type="checkbox"><label for="skillOrder_T3">T3</label><input id="skillOrder_T2" type="checkbox"><label for="skillOrder_T2">T2</label><input id="skillOrder_T1" type="checkbox"><label for="skillOrder_T1">T1</label></div><div><input id="ssForSkill" type="checkbox"><label for="ssForSkill"><l0>仅当以下技能可以施放时开启Spirit Stance,否则关闭Spirit Stance<br>注意: 以下脚本给出的OC设定框为开启Spirit Stance的条件,而非技能使用条件</l0><l1>僅當以下技能可以施放時開啟Spirit Stance,否則關閉Spirit Stance<br>注意: 以下腳本給出的OC設定框為開啟Spirit Stance的條件,而非技能使用條件</l1><l2>Open Spirit Stance only if the following skills can be cast, otherwise turn off Spirit Stance<br> Note: The OC input boxes are the condition to open Spirit Stance, not to use skill</l2></label></div><div><input id="skill_OFC" type="checkbox"><label for="skill_OFC"><l0>友情小马砲</l0><l1>友情小馬砲</l1><l2>OFC</l2>: </label>OC ≥ <input class="hvAANumber" name="skillOC_OFC" type="text">; <input id="skillOTOS_OFC" type="checkbox"><label for="skillOTOS_OFC"><l01>一回合只使用一次</l01><l2>One round only spell one time</l2></label><div class="customize" name="skillOFCCondition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="skill_FRD" type="checkbox"><label for="skill_FRD"><l0>龙吼</l0><l1>龍吼</l1><l2>FRD</l2>: </label>OC ≥ <input class="hvAANumber" name="skillOC_FRD" type="text">; <input id="skillOTOS_FRD" type="checkbox"><label for="skillOTOS_FRD"><l01>一回合只使用一次</l01><l2>One round only spell one time</l2></label><div class="customize" name="skillFRDCondition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><l0>战斗风格</l0><l1>戰鬥風格</l1><l2>Fighting style</l2>: <select name="fightingStyle"><option value="1">二天一流 / Niten Ichiryu</option><option value="2">单手 / One-Handed</option><option value="3">双手 / 2-Handed Weapon</option><option value="4">双持 / Dual Wielding</option><option value="5">法杖 / Staff</option></select></div><div><input id="skill_T3" type="checkbox"><label for="skill_T3"><l0>3阶(如果有)</l0><l1>3階(如果有)</l1><l2>T3(if exist)</l2>: </label>OC ≥ <input class="hvAANumber" name="skillOC_T3" type="text">; <input id="skillOTOS_T3" type="checkbox"><label for="skillOTOS_T3"><l01>一回合只使用一次</l01><l2>One round only spell one time</l2></label><br><input id="mercifulBlow" type="checkbox"><label for="mercifulBlow">Merciful Blow: <l0>优先攻击满足条件的敌人 (25% HP, 流血)</l0><l1>優先攻擊滿足條件的敵人 (25% HP, 流血)</l1><l2>Attack the enemy which has 25% HP and is bleeding first</l2></label><div class="customize" name="skillT3Condition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="skill_T2" type="checkbox"><label for="skill_T2"><l0>2阶(如果有)</l0><l1>2階(如果有)</l1><l2>T2(if exist)</l2>: </label>OC ≥ <input class="hvAANumber" name="skillOC_T2" type="text">; <input id="skillOTOS_T2" type="checkbox"><label for="skillOTOS_T2"><l01>一回合只使用一次</l01><l2>One round only spell one time</l2></label><div class="customize" name="skillT2Condition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="skill_T1" type="checkbox"><label for="skill_T1"><l0>1阶</l0><l1>1階</l1><l2>T1</l2>: </label>OC ≥ <input class="hvAANumber" name="skillOC_T1" type="text">; <input id="skillOTOS_T1" type="checkbox"><label for="skillOTOS_T1"><l01>一回合只使用一次</l01><l2>One round only spell one time</l2></label><div class="customize" name="skillT1Condition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div></div>', '<div class="hvAATab" id="hvAATab-Scroll"><l0>战役模式</l0><l1>戰役模式</l1><l2>Battle type</l2>: <input id="scrollRoundType_ar" type="checkbox"><label for="scrollRoundType_ar">The Arena</label><input id="scrollRoundType_rb" type="checkbox"><label for="scrollRoundType_rb">Ring of Blood</label><input id="scrollRoundType_gr" type="checkbox"><label for="scrollRoundType_gr">GrindFest</label><input id="scrollRoundType_iw" type="checkbox"><label for="scrollRoundType_iw">Item World</label><input id="scrollRoundType_ba" type="checkbox"><label for="scrollRoundType_ba">Random Encounter</label><div class="customize" name="scrollCondition"><l0>总体施放条件</l0><l1>總體施放條件</l1><l2>Total Conditions</l2>: <br></div><input id="scrollFirst" type="checkbox"><label for="scrollFirst"><l0>存在技能生成的Buff时,仍然使用卷轴</l0><l1>存在技能生成的Buff時,仍然使用捲軸</l1><l2>Use Scrolls even when there are effects from spells</l2>.</label><div><input id="scroll_Go" type="checkbox"><label for="scroll_Go">Scroll of the Gods</label><div class="customize" name="scrollGoCondition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="scroll_Av" type="checkbox"><label for="scroll_Av">Scroll of the Avatar</label><div class="customize" name="scrollAvCondition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="scroll_Pr" type="checkbox"><label for="scroll_Pr">Scroll of Protection</label><div class="customize" name="scrollPrCondition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="scroll_Sw" type="checkbox"><label for="scroll_Sw">Scroll of Swiftness</label><div class="customize" name="scrollSwCondition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="scroll_Li" type="checkbox"><label for="scroll_Li">Scroll of Life</label><div class="customize" name="scrollLiCondition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="scroll_Sh" type="checkbox"><label for="scroll_Sh">Scroll of Shadows</label><div class="customize" name="scrollShCondition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div><div><input id="scroll_Ab" type="checkbox"><label for="scroll_Ab">Scroll of Absorption</label><div class="customize" name="scrollAbCondition"><l0>施放条件</l0><l1>施放條件</l1><l2>Conditions</l2>: <br></div></div></div>', '<div class="hvAATab" id="hvAATab-Infusion"><l0>注意:魔药属性与</l0><l1>注意:魔藥屬性與</l1><l2>Note: The style of infusion is the same as Attack Mode in </l2><a href="#hvAATab-Main"><l0>主要选项</l0><l1>主要選項</l1><l2>Main</l2></a><l0>里的攻击模式相同</l0><l1>裡的攻擊模式相同</l1><l2></l2><br><l0>战役模式</l0><l1>戰役模式</l1><l2>Battle type</l2>: <input id="infusionRoundType_ar" type="checkbox"><label for="infusionRoundType_ar">The Arena</label><input id="infusionRoundType_rb" type="checkbox"><label for="infusionRoundType_rb">Ring of Blood</label><input id="infusionRoundType_gr" type="checkbox"><label for="infusionRoundType_gr">GrindFest</label><input id="infusionRoundType_iw" type="checkbox"><label for="infusionRoundType_iw">Item World</label><input id="infusionRoundType_ba" type="checkbox"><label for="infusionRoundType_ba">Random Encounter</label><div class="customize" name="infusionCondition"><l0>总体施放条件</l0><l1>總體施放條件</l1><l2>Total Conditions</l2>: <br></div></div>', '<div class="hvAATab" id="hvAATab-Alarm"><span class="hvAATitle"><l0>自定义警报</l0><l1>自定義警報</l1><l2>Alarm</l2></span><br><l0>注意:留空则使用默认音频,建议每个用户使用自定义音频</l0><l1>注意:留空則使用默認音頻,建議每個用戶使用自定義音頻</l1><l2>Note: Leave the box blank to use default audio, it\'s recommended for all user to use custom audio.</l2><div><input id="audioEnable_Common" type="checkbox"><label for="audioEnable_Common"><l01>通用</l01><l2>Common</l2>: <input name="audio_Common" type="text"></label><br><input id="audioEnable_Error" type="checkbox"><label for="audioEnable_Error"><l0>错误</l0><l1>錯誤</l1><l2>Error</l2>: <input name="audio_Error" type="text"></label><br><input id="audioEnable_Defeat" type="checkbox"><label for="audioEnable_Defeat"><l0>失败</l0><l1>失敗</l1><l2>Defeat</l2>: <input name="audio_Defeat" type="text"></label><br><input id="audioEnable_Riddle" type="checkbox"><label for="audioEnable_Riddle"><l0>答题</l0><l1>答題</l1><l2>Riddle</l2>: <input name="audio_Riddle" type="text"></label><br><input id="audioEnable_Victory" type="checkbox"><label for="audioEnable_Victory"><l0>胜利</l0><l1>勝利</l1><l2>Victory</l2>: <input name="audio_Victory" type="text"></label></div><div><l0>请将将要测试的音频文件的地址填入这里</l0><l1>請將將要測試的音頻文件的地址填入這裡</l1><l2>Plz put in the audio file address you want to test</l2>: <br><input class="hvAADebug" name="audio_Text" type="text"></div></div>', '<div class="hvAATab" id="hvAATab-Rule"><span class="hvAATitle"><l0>攻击规则</l0><l1>攻擊規則</l1><l2>Attack Rule</l2></span> <a href="https://github.com/dodying/UserJs/blob/master/HentaiVerse/hvAutoAttack/#攻击规则-示例" target="_blank"><l01>示例</l01><l2>Example</l2></a><div>1. <l0>每回合计算敌人当前血量,血量最低的设置初始血量为10,其他敌人为当前血量倍数*10</l0><l1>每回合計算敌人當前血量,血量最低的設置初始血量為10,其他敌人為當前血量倍數*10</l1><l2>Each enemiy is assigned a number which is used to determine the target to attack, let\'s call that number Priority Weight or PW.</l2></div><div>2. <l0>初始权重与下述各Buff权重相加</l0><l1>初始權重與下述各Buff權重相加</l1><l2>PW(X) = 10 * HP(X) / Min_HP + Accumulated_Weight_of_Deprecating_Spells_In_Effect(X)</l2><br>Sleep: <input class="hvAANumber" name="weight_Sle" placeholder="5" type="text"> Blind: <input class="hvAANumber" name="weight_Bl" placeholder="3" type="text"> Slow: <input class="hvAANumber" name="weight_Slo" placeholder="3" type="text"> Imperil: <input class="hvAANumber" name="weight_Im" placeholder="-5" type="text"><br>MagNet: <input class="hvAANumber" name="weight_MN" placeholder="-4" type="text"> Silence: <input class="hvAANumber" name="weight_Si" placeholder="-4" type="text"> Drain: <input class="hvAANumber" name="weight_Dr" placeholder="-4" type="text"> Weaken: <input class="hvAANumber" name="weight_We" placeholder="-4" type="text"><br>Confuse: <input class="hvAANumber" name="weight_Co" placeholder="-1" type="text"> Coalesced Mana: <input class="hvAANumber" name="weight_CM" placeholder="-5" type="text"><br>Stunned: <input class="hvAANumber" name="weight_Stun" placeholder="-4" type="text"> Penetrated Armor: <input class="hvAANumber" name="weight_PA" placeholder="-4" type="text"> Bleeding Wound: <input class="hvAANumber" name="weight_BW" placeholder="-4" type="text"></div><div>3. <input id="ruleReverse" type="checkbox"><label for="ruleReverse"><l0>计算出最终权重,攻击权重最小/最大的敌人(勾选: 最大)</l0><l1>計算出最終權重,攻擊權重最小/最大的敌人(勾選: 最大)</l1><l2>Whichever enemy has the lowest/highest PW will be the target. (ON means highest)</l2></label></div><div>PS. <l0>如果你对各Buff权重有特别见解,请务必</l0><l1>如果你對各Buff權重有特別見解,請務必</l1><l2>If you have any suggestions, please </l2><a href="#hvAATab-About"><l0>告诉我</l0><l1>告訴我</l1><l2>let me know</l2></a>.</div></div>', '<div class="hvAATab hvAACenter" id="hvAATab-Drop"><span class="hvAATitle"><l0>掉落监测</l0><l1>掉落監測</l1><l2>Drops Tracking</l2></span><button class="reDropMonitor"><l01>重置</l01><l2>Reset</l2></button><div><l0>记录装备的最低品质</l0><l1>記錄裝備的最低品質</l1><l2>Minimum drop quality</l2>: <select name="dropQuality"><option value="0">Crude</option><option value="1">Fair</option><option value="2">Average</option><option value="3">Superior</option><option value="4">Exquisite</option><option value="5">Magnificent</option><option value="6">Legendary</option><option value="7">Peerless</option></select></div><table></table></div>', '<div class="hvAATab hvAACenter" id="hvAATab-Usage"><span class="hvAATitle"><l0>数据记录</l0><l1>數據記錄</l1><l2>Usage Tracking</l2></span><button class="reRecordUsage"><l01>重置</l01><l2>Reset</l2></button><div><table></table></div></div>', '<div class="hvAATab hvAACenter" id="hvAATab-About"><div><span class="hvAATitle"><l0>当前状况</l0><l1>當前狀況</l1><l2>Current status</l2>: </span><l0>如果脚本长期暂停且网络无问题,请点击</l0><l1>如果腳本長期暫停且網絡無問題,請點擊</l1><l2>If the script does not work and you are sure that it\'s not because of your internet, click</l2><button class="hvAAFix"><l0>尝试修复</l0><l1>嘗試修復</l1><l2>Try to fix</l2></button><br><l0>战役模式</l0><l1>戰役模式</l1><l2>Battle type</l2>: <select class="hvAADebug" name="roundType"><option></option><option value="ar">The Arena</option><option value="rb">Ring of Blood</option><option value="gr">GrindFest</option><option value="iw">Item World</option><option value="ba">Random Encounter</option></select> <l0>当前回合</l0><l1>當前回合</l1><l2>Current round</l2>: <input name="roundNow" class="hvAADebug hvAANumber" placeholder="1" type="text"> <l0>总回合</l0><l1>總回合</l1><l2>Total rounds</l2>: <input name="roundAll" class="hvAADebug hvAANumber" placeholder="1" type="text"></div><div class="hvAAQuickSite"><span class="hvAATitle"><l0>快捷站点</l0><l1>快捷站點</l1><l2>Quick Site</l2></span><button class="quickSiteAdd"><l01>新增</l01><l2>Add</l2></button><br><l0>注意: 留空“姓名”一栏则表示删除该行,修改后请保存</l0><l1>注意: 留空“姓名”一欄則表示刪除該行,修改後請保存</l1><l2>Note: The "name" input box left blank will be deleted, after change please save in time.</l2><table><tbody><tr class="hvAATh"><td><l0>图标</l0><l1>圖標</l1><l2>ICON</l2></td><td><l0>名称</l0><l1>名稱</l1><l2>Name</l2></td><td><l0>链接</l0><l1>鏈接</l1><l2>Link</l2></td></tr></tbody></table></div><div><span class="hvAATitle"><l0>备份与还原</l0><l1>備份與還原</l1><l2>Backup and Restore</l2></span><button class="hvAABackup"><l0>备份设置</l0><l1>備份設置</l1><l2>Backup Confiuration</l2></button><button class="hvAARestore"><l0>还原设置</l0><l1>還原設置</l1><l2>Restore Confiuration</l2></button><button class="hvAADelete"><l0>删除设置</l0><l1>刪除設置</l1><l2>Delete Confiuration</l2></button><ul class="hvAABackupList"></ul></div><div><span class="hvAATitle"><l0>导入与导出</l0><l1>導入與導出</l1><l2>Import and Export</l2></span><button class="hvAAExport"><l0>导出设置</l0><l1>導出設置</l1><l2>Export Confiuration</l2></button><button class="hvAAImport"><l0>导入设置</l0><l1>導入設置</l1><l2>Import Confiuration</l2></button><textarea class="hvAAConfig"></textarea></div></div>', '<div class="hvAATab" id="hvAATab-Feedback"><span class="hvAATitle"><l01>反馈</l01><l2>Feedback</l2></span><div><l0>链接</l0><l1>鏈接</l1><l2>Links</l2>: <a class="joinQun" target="_blank" href="//shang.qq.com/wpa/qunwpa?idkey=4f789fd3518a9152c83a629cfc6b33f24be1567979f386ea72661ed917576715">1. Group for QQ</a><a href="https://greasyfork.org/forum/post/discussion?script=18482" target="_blank">2. GreasyFork</a><a href="https://github.com/dodying/UserJs/issues/new" target="_blank">3. GitHub</a><a href="mailto:[email protected]">4. e-mail</a></div><div><span class="hvAATitle"><l0>反馈说明</l0><l1>反饋說明</l1><l2>Feedback Note</l2></span><br><l0>如果你遇见了Bug,想帮助作者修复它<br>你应当提供以下多种资料: <br>1. 场景描述<br>2. 你的配置<br>3. 控制台日志 (按Ctrl+Shift+i打开开发者助手,再选择Console(控制台)面板)<br>4. 战斗日志 (如果是在战斗中)<hr>如果你有一些建议使这个脚本更加有用,那么: <br>1. 请尽量简述你的想法<br>2. 如果可以,请提供一些场景 (方便作者更好理解)</l0><l1>如果你遇見了Bug,想幫助作者修復它<br>你應當提供以下多種資料: <br>1. 場景描述<br>2. 你的配置<br>3. 控制台日誌 (按Ctrl+Shift+i打開開發者助手,再選擇Console(控制台)面板)<br>4. 戰鬥日誌 (如果是在戰鬥中)<hr>如果你有一些建議使這個腳本更加有用,那麼: <br>1. 請盡量簡述你的想法<br>2.如果可以,請提供一些場景 (方便作者更好理解)</l1><l2>If you encounter a bug and would like to help the author fix it<br>You should provide the following information: <br>1. the Situation<br>2. Your Configuration<br>3. Console Log (press Ctrl + Shift + i to open the Developer Assistant, And then select the Console panel)<br>4. Battle Log (if in combat)<hr>If you have some suggestions to make this script more useful, then: <br>1. Please briefly describe your thoughts<br>2. If you can, please provide some scenes (to facilitate the author to better understand)<br>PS. For English user, please express in basic English (Oh my poor English, thanks for Google Translate)</l2></div></div>', '</div>', '<div class="hvAAButtonBox hvAACenter"><button class="hvAAReset"><l0>重置设置</l0><l1>重置設置</l1><l2>Reset</l2></button><button class="hvAAApply"><l0>应用</l0><l1>應用</l1><l2>Apply</l2></button><button class="hvAACancel"><l01>取消</l01><l2>Cancel</l2></button></div>' ].join(''); //绑定事件 gE('select[name="lang"]', optionBox).onchange = function () { //选择语言 gE('.hvAA-LangStyle').textContent = 'l' + this.value + '{display:inline!important;}'; if (/^[01]$/.test(this.value)) gE('.hvAA-LangStyle').textContent += 'l01{display:inline!important;}'; g('lang', this.value); }; gE('.hvAATabmenu', optionBox).onclick = function (e) { //标签页事件 if (e.target.tagName === 'INPUT') return; var target = (e.target.tagName === 'SPAN') ? e.target : e.target.parentNode; var name = target.getAttribute('name'); if (name === 'Drop') { //掉落监测 var drop = getValue('drop', true) || { }; drop = objSort(drop); var _html = '<tbody><tr class="hvAATh"><td><l0>名称</l0><l1>名稱</l1><l2>Name</l2></td><td><l0>数量</l0><l1>數量</l1><l2>Amount</l2></td></tr>'; for (var i in drop) { _html += '<tr><td>' + i + '</td><td>' + drop[i] + '</td></tr>'; } _html += '</tbody>'; gE('#hvAATab-Drop table').innerHTML = _html; } else if (name === 'Usage') { //数据记录 var stats = getValue('stats', true) || { }; var all = [ ]; var translation = { self: '<l01>自身</l01><l2>Self</l2>', restore: '<l01>回复</l01><l2>Restore</l2>', items: '<l01>物品</l01><l2>Items</l2>', magic: '<l01>技能</l01><l2>Magic</l2>', damage: '<l0>伤害</l0><l1>傷害</l1><l2>Damage</l2>', hurt: '<l0>受伤</l0><l1>受傷</l1><l2>Loss</l2>', proficiency: '<l0>熟练度</l0><l1>熟練度</l1><l2>Proficiency</l2>', }; var html = '<tbody>'; for (var i in stats) { html += '<tr class="hvAATh"><td colspan="2">' + translation[i] + '</td></tr>'; html += '<tr class="hvAATh"><td><l0>名称</l0><l1>名稱</l1><l2>Name</l2></td>'; html += (i === 'items' || i === 'magic' || i === 'self') ? '<td><l0>次数</l0><l1>次數</l1><l2>Frequency</l2></td>' : '<td><l0>总量</l0><l1>總量</l1><l2>Amount</l2></td>'; html += '</tr>'; stats[i] = objSort(stats[i]); for (var j in stats[i]) { html += '<tr><td>' + j + '</td><td>' + stats[i][j] + '</td></tr>'; } } html += '</tbody>'; gE('#hvAATab-Usage table').innerHTML = html; } else if (name === 'About') { //关于本脚本 gE('.hvAADebug', 'all', optionBox).forEach(function (input) { if (getValue(input.name)) input.value = getValue(input.name); }); } gE('.hvAATab', 'all', optionBox).forEach(function (i) { i.style.display = (i.id === 'hvAATab-' + name) ? 'block' : 'none'; }); } optionBox.onmousemove = function (e) { //自定义条件相关事件 var target = (e.target.className === 'customize') ? e.target : (e.target.parentNode.className === 'customize') ? e.target.parentNode : e.target.parentNode.parentNode; if (!gE('.customizeBox')) customizeBox(); if (target.className !== 'customize' && target.parentNode.className !== 'customize') { if (!target.className.match('customize')) gE('.customizeBox').style.zIndex = - 1; return; } g('customizeTarget', target); var position = target.getBoundingClientRect(); var box = gE('.customizeBox').getBoundingClientRect(); gE('.customizeBox').style.zIndex = 5; gE('.customizeBox').style.top = position.top + window.scrollY + 'px'; gE('.customizeBox').style.left = position.right + window.scrollX - box.width + 'px'; }; //标签页-主要选项 gE('input[name="pauseHotkeyStr"]', optionBox).onkeyup = function (e) { this.value = (/^[a-z]$/.test(e.key)) ? e.key.toUpperCase() : e.key; gE('input[name="pauseHotkeyCode"]', optionBox).value = e.keyCode; }; gE('.testNotification', optionBox).onclick = function () { _alert(0, '接下来开始预处理。\n如果询问是否允许,请选择允许', '接下來開始預處理。\n如果詢問是否允許,請選擇允許', 'Now, pretreat.\nPlease allow to receive notifications if you are asked for permission'); setNotification('Test'); }; gE('.testAlert', optionBox).onclick = function () { _alert(0, '接下来开始预处理。\n关闭本警告框之后,请切换到其他标签页,\n并在足够长的时间后再打开本标签页', '接下來開始預處理。\n關閉本警告框之後,請切換到其他標籤頁,\n並在足夠長的時間後再打開本標籤頁', 'Now, pretreat.\nAfter dismissing this alert, focus other tab,\nfocus this tab again after long time.'); setTimeout(function () { _alert(0, '请勾选“允许来自 hentaiverse.org 的对话框将您带往标签页”', '请勾选“允许来自 hentaiverse.org 的对话框带您前往分页”', 'Please check "allow dialogs from hentaiverse.org to take you to their tab"'); }, 3000); }; gE('.staminaLostLog', optionBox).onclick = function () { var out = [ ]; var staminaLostLog = getValue('staminaLostLog', true); for (var i in staminaLostLog) { out.push(i + ': ' + staminaLostLog[i]); } if (confirm('总共' + out.length + '条记录 (There are ' + out.length + ' logs): \n' + out.reverse().join('\n') + '\n是否重置 (Whether to reset)?')) setValue('staminaLostLog', { }); } gE('.idleArenaReset', optionBox).onclick = function () { if (_alert(1, '是否重置', '是否重置', 'Whether to reset')) delValue('arena'); }; gE('.hvAAShowLevels', optionBox).onclick = function () { gE('.hvAAArenaLevels').style.display = (gE('.hvAAArenaLevels').style.display === 'block') ? 'none' : 'block'; }; gE('.hvAALevelsClear', optionBox).onclick = function () { gE('[name="idleArenaLevels"]', optionBox).value = ''; gE('[name="idleArenaValue"]', optionBox).value = ''; gE('.hvAAArenaLevels>input', 'all', optionBox).forEach(function (input) { input.checked = false; }); }; gE('.hvAAArenaLevels', optionBox).onclick = function (e) { if (e.target.tagName !== 'INPUT' && e.target.type !== 'checkbox') return; if (e.target.id === 'arLevel_GF' && e.target.checked) _alert(0, '如果GF在末尾,当闲置竞技场只剩下GF时,将不断循环GF', '如果GF在末尾,當閒置競技場只剩下GF時,將不斷循環GF', 'If GF is at the end and the idle arena tasks only left GF, it will do GF unlimited times'); var valueArray = e.target.value.split(','); var levels = gE('input[name="idleArenaLevels"]').value; var value = gE('input[name="idleArenaValue"]').value; if (e.target.checked) { levels += (levels) ? ',' + valueArray[0] : valueArray[0]; value += (value) ? ',' + valueArray[1] : valueArray[1]; } else { levels = levels.replace(new RegExp('(^|,)' + valueArray[0] + '(,|$)'), '$2').replace(/^,/, ''); value = value.replace(new RegExp('(^|,)' + valueArray[1] + '(,|$)'), '$2').replace(/^,/, ''); } gE('input[name="idleArenaLevels"]').value = levels; gE('input[name="idleArenaValue"]').value = value; }; //标签页-BUFF技能 gE('.buffSkillOrder', optionBox).onclick = function (e) { if (e.target.tagName !== 'INPUT' && e.target.type !== 'checkbox') return; var name = e.target.id.match(/_(.*)/) [1]; var value = gE('input[name="buffSkillOrderValue"]').value; if (e.target.checked) { value += (value) ? ',' + name : name; } else { value = value.replace(new RegExp('(^|,)' + name + '(,|$)'), '$2').replace(/^,/, ''); } gE('input[name="buffSkillOrderValue"]').value = value; }; //标签页-Channel技能 gE('.channelSkill2Order', optionBox).onclick = function (e) { if (e.target.tagName !== 'INPUT' && e.target.type !== 'checkbox') return; var valueArray = e.target.value.split(','); var name = gE('input[name="channelSkill2OrderName"]').value; var value = gE('input[name="channelSkill2OrderValue"]').value; if (e.target.checked) { name += (name) ? ',' + valueArray[0] : valueArray[0]; value += (value) ? ',' + valueArray[1] : valueArray[1]; } else { name = name.replace(new RegExp('(^|,)' + valueArray[0] + '(,|$)'), '$2').replace(/^,/, ''); value = value.replace(new RegExp('(^|,)' + valueArray[1] + '(,|$)'), '$2').replace(/^,/, ''); } gE('input[name="channelSkill2OrderName"]').value = name; gE('input[name="channelSkill2OrderValue"]').value = value; }; //标签页-DEBUFF技能 gE('.debuffSkillOrder', optionBox).onclick = function (e) { if (e.target.tagName !== 'INPUT' && e.target.type !== 'checkbox') return; var name = e.target.id.match(/_(.*)/) [1]; var value = gE('input[name="debuffSkillOrderValue"]').value; if (e.target.checked) { value += (value) ? ',' + name : name; } else { value = value.replace(new RegExp('(^|,)' + name + '(,|$)'), '$2').replace(/^,/, ''); } gE('input[name="debuffSkillOrderValue"]').value = value; }; //标签页-其他技能 gE('.skillOrder', optionBox).onclick = function (e) { if (e.target.tagName !== 'INPUT' && e.target.type !== 'checkbox') return; var name = e.target.id.match(/_(.*)/) [1]; var value = gE('input[name="skillOrderValue"]').value; if (e.target.checked) { value += (value) ? ',' + name : name; } else { value = value.replace(new RegExp('(^|,)' + name + '(,|$)'), '$2').replace(/^,/, ''); } gE('input[name="skillOrderValue"]').value = value; }; //标签页-警报 gE('input[name="audio_Text"]', optionBox).onchange = function () { if (this.value === '') return; if (!/^http(s)?:|^ftp:|^data:audio/.test(this.value)) { _alert(0, '地址必须以"http:","https:","ftp:","data:audio"开头', '地址必須以"http:","https:","ftp:","data:audio"開頭', 'The address must start with "http:", "https:", "ftp:", and "data:audio"'); return; } _alert(0, '接下来将测试该音频\n如果该音频无法播放或无法载入,请变更\n请测试完成后再键入另一个音频', '接下來將測試該音頻\n如果該音頻無法播放或無法載入,請變更\n請測試完成後再鍵入另一個音頻', 'The audio will be tested after you close this prompt\nIf the audio doesn\'t load or play, change the url'); var box = gE('#hvAATab-Alarm').appendChild(cE('div')); box.innerHTML = this.value; var audio = box.appendChild(cE('audio')); audio.controls = true; audio.src = this.value; audio.play(); }; //标签页-掉落监测 gE('.reDropMonitor', optionBox).onclick = function () { if (_alert(1, '是否重置', '是否重置', 'Whether to reset')) delValue('drop'); }; //标签页-数据记录 gE('.reRecordUsage', optionBox).onclick = function () { if (_alert(1, '是否重置', '是否重置', 'Whether to reset')) delValue('stats'); }; //标签页-关于本脚本 gE('.hvAAFix', optionBox).onclick = function () { gE('.hvAADebug[name^="round"]', 'all', optionBox).forEach(function (input) { setValue(input.name, input.value || input.placeholder); }); }; gE('.quickSiteAdd', optionBox).onclick = function () { var tr = gE('.hvAAQuickSite>table>tbody', optionBox).appendChild(cE('tr')); tr.innerHTML = '<td><input class="hvAADebug" type="text"></td><td><input class="hvAADebug" type="text"></td><td><input class="hvAADebug" type="text"></td>'; }; gE('.hvAAConfig', optionBox).onclick = function () { this.style.height = 0; this.style.height = this.scrollHeight + 'px'; this.select(); }; gE('.hvAABackup', optionBox).onclick = function () { var code = _alert(2, '请输入当前配置代号', '請輸入當前配置代號', 'Please put in a name for the current configuration') || new Date().toLocaleString(); var backups = getValue('backup', true) || { }; backups[code] = getValue('option'); setValue('backup', backups); var li = gE('.hvAABackupList', optionBox).appendChild(cE('li')); li.textContent = code; }; gE('.hvAARestore', optionBox).onclick = function () { var code = _alert(2, '请输入配置代号', '請輸入配置代號', 'Please put in a name for a configuration'); var backups = getValue('backup', true) || { }; if (!(code in backups) || !code) return; setValue('option', backups[code]); goto(); }; gE('.hvAADelete', optionBox).onclick = function () { var code = _alert(2, '请输入配置代号', '請輸入配置代號', 'Please put in a name for a configuration'); var backups = getValue('backup', true) || { }; if (!(code in backups) || !code) return; delete backups[code]; setValue('backup', backups); goto(); }; gE('.hvAAExport', optionBox).onclick = function () { gE('.hvAAConfig').value = getValue('option'); }; gE('.hvAAImport', optionBox).onclick = function () { var option = gE('.hvAAConfig').value; if (!option) return; if (_alert(1, '是否重置', '是否重置', 'Whether to reset')) { setValue('option', option); goto(); } }; //标签页-反馈 gE('.joinQun', optionBox).onclick = function (e) { if (!confirm() || !confirm() || !confirm()) { e.preventDefault(); } }; // gE('.hvAAReset', optionBox).onclick = function () { if (_alert(1, '是否重置', '是否重置', 'Whether to reset')) { delValue('option'); goto(); } }; gE('.hvAAApply', optionBox).onclick = function () { if (gE('select[name="attackStatus"] option[value="-1"]:checked', optionBox)) { _alert(0, '请选择攻击模式', '請選擇攻擊模式', 'Please select the attack mode'); location.hash = '#hvAATab-Main'; gE('#attackStatus', optionBox).style.border = '1px solid red'; setTimeout(function () { gE('#attackStatus', optionBox).style.border = ''; }, 0.5 * 1000); return; } var _option = { version: g('version') }; var inputs = gE('input,select', 'all', optionBox); var itemName; var itemArray; var itemValue; for (var i = 0; i < inputs.length; i++) { if (inputs[i].className === 'hvAADebug') { continue; } else if (inputs[i].className === 'hvAANumber') { itemName = inputs[i].name; itemValue = (inputs[i].value || inputs[i].placeholder) * 1; if (isNaN(itemValue)) continue; } else if (inputs[i].type === 'text' || inputs[i].type === 'hidden') { itemName = inputs[i].name; itemValue = inputs[i].value || inputs[i].placeholder; if (itemValue === '') continue; } else if (inputs[i].type === 'checkbox') { itemName = inputs[i].id; itemValue = inputs[i].checked; if (itemValue === false) continue; } else if (inputs[i].type === 'select-one') { itemName = inputs[i].name; itemValue = inputs[i].value; } itemArray = itemName.split('_'); if (itemArray.length === 1) { _option[itemName] = itemValue; } else { if (!(itemArray[0] in _option)) _option[itemArray[0]] = { }; if (inputs[i].className === 'customizeInput') { if (typeof _option[itemArray[0]][itemArray[1]] === 'undefined') _option[itemArray[0]][itemArray[1]] = [ ]; _option[itemArray[0]][itemArray[1]].push(itemValue); } else { _option[itemArray[0]][itemArray[1]] = itemValue; } } } inputs = gE('.hvAAQuickSite input', 'all', optionBox); for (i = 0; 3 * i < inputs.length; i++) { if (i === 0 && inputs.length !== 0) _option.quickSite = [ ]; if (inputs[3 * i + 1].value === '') continue; _option.quickSite.push({ fav: inputs[3 * i].value, name: inputs[3 * i + 1].value, url: inputs[3 * i + 2].value }); } setValue('option', _option); optionBox.style.display = 'none'; goto(); }; gE('.hvAACancel', optionBox).onclick = function () { optionBox.style.display = 'none'; }; if (g('option')) { var i; var j; var k; var _option = g('option'); var inputs = gE('input,select', 'all', optionBox); var itemName; var itemArray; var itemValue; for (i = 0; i < inputs.length; i++) { if (inputs[i].className === 'hvAADebug') continue; itemName = inputs[i].name || inputs[i].id; if (typeof _option[itemName] !== 'undefined') { itemValue = _option[itemName]; } else { itemArray = itemName.split('_'); itemValue = ''; if (itemArray.length === 2 && typeof _option[itemArray[0]] === 'object' && inputs[i].className !== 'hvAACustomize' && typeof _option[itemArray[0]][itemArray[1]] !== 'undefined') { itemValue = _option[itemArray[0]][itemArray[1]]; } } if (inputs[i].type === 'text' || inputs[i].type === 'hidden' || inputs[i].type === 'select-one' || inputs[i].type === 'number') { inputs[i].value = itemValue; } else if (inputs[i].type === 'checkbox') { inputs[i].checked = itemValue; } } var customize = gE('.customize', 'all', optionBox); for (i = 0; i < customize.length; i++) { itemName = customize[i].getAttribute('name'); if (itemName in _option) { for (j in _option[itemName]) { var group = customize[i].appendChild(cE('div')); group.className = 'customizeGroup'; group.innerHTML = j * 1 + 1 + '. '; for (k = 0; k < _option[itemName][j].length; k++) { var input = group.appendChild(cE('input')); input.type = 'text'; input.className = 'customizeInput'; input.name = itemName + '_' + j; input.value = _option[itemName][j][k]; } } } } if (_option.quickSite) { var _html = '<tr class="hvAATh"><td><l0>图标</l0><l1>圖標</l1><l2>ICON</l2></td><td><l0>名称</l0><l1>名稱</l1><l2>Name</l2></td><td><l0>链接</l0><l1>鏈接</l1><l2>Link</l2></td></tr>'; _option.quickSite.forEach(function (i) { _html += '<tr><td><input class="hvAADebug" type="text" value="' + i.fav + '"></td><td><input class="hvAADebug" type="text" value="' + i.name + '"></td><td><input class="hvAADebug" type="text" value="' + i.url + '"></td></tr>'; }) gE('.hvAAQuickSite>table>tbody', optionBox).innerHTML = _html; ; } if (getValue('backup')) { var backups = getValue('backup', true); var _html = ''; for (i in backups) { _html += '<li>' + i + '</li>'; } gE('.hvAABackupList', optionBox).innerHTML = _html; } } }; function customizeBox() { //自定义条件界面 var customizeBox = gE('body').appendChild(cE('div')); customizeBox.className = 'customizeBox'; var statusOption = [ '<option value="hp">hp</option>', '<option value="mp">mp</option>', '<option value="sp">sp</option>', '<option value="oc">oc</option>', '<option value="monsterAll">monsterAll</option>', '<option value="monsterAlive">monsterAlive</option>', '<option value="bossAll">bossAll</option>', '<option value="bossAlive">bossAlive</option>', '<option value="roundNow">roundNow</option>', '<option value="roundAll">roundAll</option>', '<option value="roundType">roundType</option>', '<option value="attackStatus">attackStatus</option>', '<option value="turn">turn</option>', '<option></option>' ].join(''); customizeBox.innerHTML = [ '<select name="groupChoose"></select>', '<select name="statusA">' + statusOption + '</select>', '<select name="compareAB"><option value="1">></option><option value="2"><</option><option value="3">≥</option><option value="4">≤</option><option value="5">=</option><option value="6">≠</option></select>', '<select name="statusB">' + statusOption + '</select>', '<button class="groupAdd">ADD</button>' ].join(''); gE('select[name="groupChoose"]', customizeBox).onclick = function () { var group = gE('.customizeGroup', 'all', g('customizeTarget')); if (group.length + 1 === gE('select[name="groupChoose"]>option', 'all', customizeBox).length) return; this.textContent = ''; for (var i = 0; i <= group.length; i++) { var option = gE('select[name="groupChoose"]', customizeBox).appendChild(cE('option')); if (i === group.length) { option.value = 'new'; option.textContent = 'new'; } else { option.value = i + 1; option.textContent = i + 1; } } } gE('.groupAdd', customizeBox).onclick = function () { var target = g('customizeTarget'); var selects = gE('select', 'all', customizeBox); var groupChoose = selects[0].value; var group; if (groupChoose === 'new') { groupChoose = gE('option', 'all', selects[0]).length; group = target.appendChild(cE('div')); group.className = 'customizeGroup'; group.innerHTML = groupChoose + '. '; selects[0].click(); } else { group = gE('.customizeGroup', 'all', target) [groupChoose - 1]; } var input = group.appendChild(cE('input')); input.type = 'text'; input.className = 'customizeInput'; input.name = target.getAttribute('name') + '_' + (groupChoose - 1); input.value = selects[1].value + ',' + selects[2].value + ',' + selects[3].value; } } function setAlarm(e) { //发出警报 e = e || 'Common'; if (g('option').notification) setNotification(e); if (g('option').alert && g('option').audioEnable && g('option').audioEnable[e]) setAudioAlarm(e); }; function setAudioAlarm(e) { //发出音频警报 var fileType = '.ogg'; //var fileType = (/Chrome|Safari/.test(navigator.userAgent)) ? '.mp3' : '.wav'; var audio = gE('body').appendChild(cE('audio')); audio.id = 'hvAAAlert-' + e; audio.src = (g('option').audio && g('option').audio[e]) ? g('option').audio[e] : 'https://raw.githubusercontent.com/dodying/UserJs/master/HentaiVerse/hvAutoAttack/' + e + fileType; audio.controls = true; audio.loop = (e === 'Riddle') ? true : false; audio.play(); function pauseAudio(e) { audio.pause(); document.removeEventListener(e.type, pauseAudio, true); } document.addEventListener('mousemove', pauseAudio, true); }; function setNotification(e) { //发出桌面通知 if (Notification && Notification.permission !== 'denied') { Notification.requestPermission(function (status) { if (status === 'granted') { var notification = [ { Common: { title: '未知', text: '页面停留过长时间', time: 5 }, Error: { title: '错误', text: '某些错误发生了', time: 10 }, Defeat: { title: '失败', text: '游戏失败\n玩家可自行查看战斗Log寻找失败原因', time: 5 }, Riddle: { title: '答题', text: '小马答题\n紧急!\n紧急!\n紧急!', time: 30 }, Victory: { title: '胜利', text: '游戏胜利\n页面将在3秒后刷新', time: 3 }, Test: { title: '测试标题', text: '测试文本', time: 3 } }, { Common: { title: '未知', text: '頁面停留過長時間', time: 5 }, Error: { title: '錯誤', text: '某些錯誤發生了', time: 10 }, Defeat: { title: '失敗', text: '遊戲失敗\n玩家可自行查看戰鬥Log尋找失敗原因', time: 5 }, Riddle: { title: '答題', text: '小馬答題\n緊急!\n緊急!\n緊急!', time: 30 }, Victory: { title: '勝利', text: '遊戲勝利\n頁面將在3秒後刷新', time: 3 }, Test: { title: '測試標題', text: '測試文本', time: 3 } }, { Common: { title: 'unknown', text: 'The page stays idle for too long', time: 5 }, Error: { title: 'Error', text: 'Some errors have occurred', time: 10 }, Defeat: { title: 'Defeated', text: 'You have been defeated.\nYou can check the battle log.', time: 5 }, Riddle: { title: 'Riddle', text: 'Riddle\nURGENT\nURGENT\nURGENT', time: 30 }, Victory: { title: 'Victory', text: 'You\'re victorious.\nThis page will refresh in 3 seconds.', time: 3 }, Test: { title: 'testTitle', text: 'testBody', time: 3 } } ][g('lang')][e]; var n = new Notification(notification.title, { body: notification.text, icon: '/y/hentaiverse.png' }); setTimeout(function () { if (n) n.close(); }, 1000 * notification.time); function nClose(e) { if (n) n.close(); document.removeEventListener(e.type, nClose, true); } document.addEventListener('mousemove', nClose, true); //document.addEventListener('click', nClose, true); } }); } }; function checkCondition(parms) { if (typeof parms === 'undefined') return true; var i; var j; var k; var result = [ ]; for (i in parms) { for (j = 0; j < parms[i].length; j++) { k = parms[i][j].split(','); k[0] = (/^'.*?'$|^".*?"$/.test(k[0])) ? k[0].substr(1, k[0].length - 2) : (isNaN(k[0] * 1)) ? g(k[0]) : k[0] * 1; k[2] = (/^'.*?'$|^".*?"$/.test(k[2])) ? k[2].substr(1, k[2].length - 2) : (isNaN(k[2] * 1)) ? g(k[2]) : k[2] * 1; switch (k[1]) { case '1': result[i] = k[0] > k[2]; break; case '2': result[i] = k[0] < k[2]; break; case '3': result[i] = k[0] >= k[2]; break; case '4': result[i] = k[0] <= k[2]; break; case '5': result[i] = k[0] === k[2]; break; case '6': result[i] = k[0] !== k[2]; break; } if (result[i] === false) j = parms[i].length; } if (result[i] === true) return true; } return false; }; //答题// function riddleAlert() { //答题警报 setAlarm('Riddle'); if (g('option').riddleAlert && location.hash !== '#riddleAlert') { goto('riddleAlert', true); alert('RIDDLE'); } var answers = [ 'A', 'B', 'C' ]; document.onkeydown = function (e) { gE('#hvAAAlert-Riddle').pause(); if (/^[abc]$/i.test(e.key)) { riddleSubmit(e.key.toUpperCase()); this.onkeydown = null; } else if (/^[123]$/.test(e.key)) { riddleSubmit(answers[e.key - 1]); this.onkeydown = null; } } if (g('option').riddleRadio) { var bar = gE('body').appendChild(cE('div')); bar.className = 'answerBar'; answers.forEach(function (answer) { var button = bar.appendChild(cE('div')); button.value = answer; button.onclick = function () { riddleSubmit(this.value); }; }); } for (var i = 0; i < 30; i++) { setTimeout(function () { if (typeof g('time') === 'undefined') { var timeDiv = gE('#riddlecounter>div>div', 'all'); if (timeDiv.length === 0) return; var time = ''; for (var j = 0; j < timeDiv.length; j++) { time = (timeDiv[j].style.backgroundPosition.match(/(\d+)px$/) [1] / 12).toString() + time; } g('time', time * 1); } else { var time = g('time'); time--; g('time', time); } document.title = time; if (time <= g('option').riddleAnswerTime) { if (!gE('#riddleanswer').value) gE('#riddleanswer').value = answers[parseInt(Math.random() * 3)]; gE('#riddleform').submit(); } }, i * 1000); } function riddleSubmit(answer) { var answerCount = getValue('answerCount', true) || { A: 0, B: 0, C: 0, _A: 0, _B: 0, _C: 0 }; answerCount.lastAnswer = answer; setValue('answerCount', answerCount); gE('#riddleanswer').value = answer; gE('#riddleanswer+img').click(); } }; //战斗外// function quickSite() { //快捷站点 var quickSiteBar = gE('body').appendChild(cE('div')); quickSiteBar.className = 'quickSiteBar'; quickSiteBar.innerHTML = '<span><a href="javascript:void(0);"class="quickSiteBarToggle"><<</a></span><span><a href="http://tieba.baidu.com/f?kw=hv网页游戏"target="_blank"><img src="https://www.baidu.com/favicon.ico" class="favicon"></img>贴吧</a></span><span><a href="https://forums.e-hentai.org/index.php?showforum=76"target="_blank"><img src="https://forums.e-hentai.org/favicon.ico" class="favicon"></img>Forums</a></span>'; if (g('option').quickSite) { g('option').quickSite.forEach(function (site) { quickSiteBar.innerHTML += '<span><a href="' + site.url + '"target="_blank">' + ((site.fav) ? '<img src="' + site.fav + '"class="favicon"></img>' : '') + site.name + '</a></span>'; }); } gE('.quickSiteBarToggle', quickSiteBar).onclick = function () { var spans = gE('span', 'all', quickSiteBar); for (var i = 1; i < spans.length; i++) { spans[i].style.display = (this.textContent === '<<') ? 'none' : 'block'; } this.textContent = (this.textContent === '<<') ? '>>' : '<<'; } }; function idleArena() { //闲置竞技场 var dateNow = new Date(); dateNow = dateNow.getUTCFullYear() + '/' + (dateNow.getUTCMonth() + 1) + '/' + dateNow.getUTCDate(); var arena = getValue('arena', true) || { }; if (arena.date !== dateNow) { arena.date = dateNow; delete arena.array; delete arena.isOk; setValue('arena', arena); } if (arena.isOk) return; if (g('option').restoreStamina && gE('#stamina_readout .fc4.far.fcb>div').textContent.match(/\d+/) [0] * 1 <= g('option').staminaLow) { post(location.href, 'recover=stamina', function () { goto(); }); return; } arena.array = arena.array || g('option').idleArenaValue.split(','); var href = '?s=Battle&ss='; var id = arena.array[0]; id = id * 1; if (isNaN(id)) { href += 'gr'; id = 1; } else if (id >= 105) { href += 'rb'; } else if (id >= 19) { href += 'ar&page=2'; } else { href += 'ar'; } document.title = _alert( - 1, '闲置竞技场', '閒置競技場開始', 'Idle Arena start'); if (arena.array.length > 1 || arena.array[0] !== 'gr') arena.array.splice(0, 1); if (arena.array.length === 0) arena.isOk = true; setValue('arena', arena); if (location.search === href) { if (gE('img[onclick^="init_battle"][onclick*="' + id + '"]')) { var parm = gE('img[onclick^="init_battle"][onclick*="' + id + '"]').getAttribute('onclick').match(/\((.*)\)/) [1].split(','); post(location.href, 'initid=' + id + '&inittoken=' + parm[parm.length - 1].match(/'(.*)'/) [1], function () { goto(); }); } else { idleArena(); } } else { href += '#idleArena=' + id; openUrl(href); } }; function randomEncounterCheck() { //Random Encounter var dateNow = new Date(); dateNow = dateNow.getUTCFullYear() + '/' + (dateNow.getUTCMonth() + 1) + '/' + dateNow.getUTCDate(); var timeNow = new Date().getTime(); var randomEncounter = (getValue('randomEncounter') && getValue('randomEncounter', true).dateNow === dateNow) ? getValue('randomEncounter', true) : { dateNow: dateNow, time: 0 }; if (!randomEncounter.lastTime || timeNow - randomEncounter.lastTime >= (30 + Math.random() * 5) * 60 * 1000 && randomEncounter.time < 24) { if (g('option').restoreStamina && gE('#stamina_readout .fc4.far.fcb>div').textContent.match(/\d+/) [0] * 1 <= g('option').staminaLow) { post(location.href, 'recover=stamina', function () { goto(); }); return; } randomEncounter.lastTime = timeNow; setValue('randomEncounter', randomEncounter); openUrl('https://e-hentai.org/news.php?randomEncounter'); } setInterval(randomEncounterCheck, 3 * 60 * 1000); }; //战斗中// function main() { //主程序 if (getValue('disabled')) { //如果禁用 document.title = _alert( - 1, 'hvAutoAttack暂停中', 'hvAutoAttack暫停中', 'hvAutoAttack Paused'); gE('#hvAABox2>button').innerHTML = '<l0>继续</l0><l1>繼續</l1><l2>Continue</l2>'; return; } g('end', false); if (getValue('monsterStatus') && getValue('monsterStatus', true).length === g('monsterAll')) { g('monsterStatus', getValue('monsterStatus', true)); } else { fixMonsterStatus(); } g('turn', g('turn') + 1); if (gE('#vbh')) { g('hp', gE('#vbh>div>img').offsetWidth / 500 * 100); g('mp', gE('#vbm>div>img').offsetWidth / 210 * 100); g('sp', gE('#vbs>div>img').offsetWidth / 210 * 100); g('oc', gE('#vcp>div>div') ? (gE('#vcp>div>div', 'all').length - gE('#vcp>div>div#vcr', 'all').length) * 25 : 0); } else { g('hp', gE('#dvbh>div>img').offsetWidth / 418 * 100); g('mp', gE('#dvbm>div>img').offsetWidth / 418 * 100); g('sp', gE('#dvbs>div>img').offsetWidth / 418 * 100); g('oc', gE('#dvrc').textContent); } battleInfo(); //战斗战况 countMonsterHP(); //统计敌人血量 if (gE('#ikey_p')) useGem(); //自动使用宝石 if (g('end')) return; if (g('mp') < g('option').mp2 || g('sp') < g('option').sp2 || g('hp') <= g('option').hp2) deadSoon(); //自动回血回魔 if (g('end')) return; if (g('option').scrollSwitch && g('option').scroll && checkCondition(g('option').scrollCondition) && g('option').scrollRoundType && g('option').scrollRoundType[g('roundType')]) useScroll(); //自动使用卷轴 if (g('end')) return; if (g('option').channelSkillSwitch && g('option').channelSkill && gE('#pane_effects>img[src*="channeling"]')) useChannelSkill(); //自动施法Channel技能 if (g('end')) return; if (g('option').buffSkillSwitch && g('option').buffSkill && checkCondition(g('option').buffSkillCondition)) useBuffSkill(); //自动施法BUFF技能 if (g('end')) return; if (g('attackStatus') !== 0 && g('option').infusionSwitch && checkCondition(g('option').infusionCondition) && g('option').infusionRoundType && g('option').infusionRoundType[g('roundType')]) useInfusions(); //自动使用魔药 if (g('end')) return; if (g('option').debuffSkillSwitch && g('option').debuffSkillAllIm && gE('div.btm6 img[src*="imperil"]', 'all').length < g('monsterAlive')) allImperiled(); //给所有敌人上Imperil if (g('end')) return; if (g('option').debuffSkillSwitch && g('option').debuffSkill && checkCondition(g('option').debuffSkillCondition)) useDeSkill(); //自动施法DEBUFF技能 if (g('end')) return; attack(); //自动打怪 if (g('end')) return; }; function pauseChange() { //暂停状态更改 if (getValue('disabled')) { gE('.pauseChange').innerHTML = '<l0>暂停</l0><l1>暫停</l1><l2>Pause</l2>'; delValue(0); main(); } else { gE('.pauseChange').innerHTML = '<l0>继续</l0><l1>繼續</l1><l2>Continue</l2>'; setValue('disabled', true); g('end', true); } }; function reloader() { var delayAlert; var delayReload; var eventStart = cE('a'); var obj; eventStart.id = 'eventStart'; eventStart.onclick = function () { var a = unsafeWindow.info; if (g('option').delayAlert) delayAlert = setTimeout(setAlarm, g('option').delayAlertTime * 1000); if (g('option').delayReload) delayReload = setTimeout(goto, g('option').delayReloadTime * 1000); if (g('option').recordUsage) { obj = { mode: a.mode, before: gE('#textlog>tbody>tr>td', 'all').length }; if (a.mode === 'items') { obj.item = gE('#pane_item div[id^="ikey"][onclick*="skill(\'' + a.skill + '\')"]').textContent; } else if (a.mode === 'magic') { obj.magic = gE(a.skill).textContent; var cost = gE(a.skill).getAttribute('onmouseover').match(/\('.*', '.*', '.*', (\d+), (\d+), \d+\)/); obj.mp = cost[1] * 1; obj.oc = cost[2] * 1; } } } gE('body').appendChild(eventStart); var eventEnd = cE('a'); eventEnd.id = 'eventEnd'; eventEnd.onclick = function () { var dateNow = new Date().getTime(); g('runSpeed', (1000 / (dateNow - g('dateNow'))).toFixed(2)); g('dateNow', dateNow); if (g('option').delayAlert) clearTimeout(delayAlert); if (g('option').delayReload) clearTimeout(delayReload); var monsterDead = gE('img[src*="nbardead"]', 'all').length; g('monsterAlive', g('monsterAll') - monsterDead); var bossDead = gE('div.btm1[style*="opacity"] div.btm2[style*="background"]', 'all').length; g('bossAlive', g('bossAll') - bossDead); var battleLog = gE('#textlog>tbody>tr>td', 'all'); if (g('option').recordUsage) { obj.log = battleLog; recordUsage(obj); } if (gE('#btcp')) { if (g('option').dropMonitor) dropMonitor(battleLog); if (g('monsterAlive') > 0) { //Defeat setAlarm('Defeat'); delValue(2); } else if (g('roundNow') !== g('roundAll')) { //Next Round gE('#pane_completion').removeChild(gE('#btcp')); post(location.href, '', function (event) { var data = event.target.response; if (gE('#riddlecounter', data)) { if (g('option').riddlePopup) { window.open(location.href, '', 'resizable,scrollbars'); return; } else { goto('riddleAlert', true); if (g('option').riddleAlert && /Firefox/g.test(navigator.userAgent)) alert('RIDDLE'); return; } } gE('#battle_main').replaceChild(gE('#battle_right', data), gE('#battle_right')); gE('#battle_main').replaceChild(gE('#battle_left', data), gE('#battle_left')); unsafeWindow.battle = new unsafeWindow.Battle; unsafeWindow.battle.clear_infopane(); newRound(); main(); }); } else if (g('roundNow') === g('roundAll')) { //Victory setAlarm('Victory'); delValue(2); setTimeout(goto, 3 * 1000); } } else { main(); } } gE('body').appendChild(eventEnd); var api_call = cE('script'); api_call.textContent = 'api_call = ' + (function (b, a, d) { window.info = a; b.open('POST', '/json'); b.setRequestHeader('Content-Type', 'application/json'); b.withCredentials = true; b.onreadystatechange = d; b.onload = function () { document.getElementById('eventEnd').click(); } document.getElementById('eventStart').click(); b.send(JSON.stringify(a)) }).toString(); gE('head').appendChild(api_call); var api_response = cE('script'); api_response.textContent = 'api_response =' + (function (b) { if (b.readyState == 4) { if (b.status == 200) { var a = JSON.parse(b.responseText); if (a.login != undefined) { unsafeWindow.top.location.href = unsafeWindow.login_url; } else { return a; } } else { document.location = document.location + ''; } } return false; }).toString(); gE('head').appendChild(api_response); }; function newRound() { //New Round g('turn', 0); if (location.hash === '#damageFix' || location.hash === '#riddleAlert') location.hash = ''; g('monsterAll', gE('div.btm1', 'all').length); var monsterDead = gE('img[src*="nbardead"]', 'all').length; g('monsterAlive', g('monsterAll') - monsterDead); g('bossAll', gE('div.btm2[style^="background"]', 'all').length); var bossDead = gE('div.btm1[style*="opacity"] div.btm2[style*="background"]', 'all').length; g('bossAlive', g('bossAll') - bossDead); if (g('option').autoFlee && checkCondition(g('option').fleeCondition)) { gE('1001').click(); setTimeout(goto, 3 * 1000); return; } var battleLog = gE('#textlog>tbody>tr>td', 'all'); g('roundType', (function () { if (getValue('roundType')) { return getValue('roundType'); } else { var roundType; var temp = battleLog[battleLog.length - 1].textContent; if (!temp.match(/^Initializing/)) { roundType = ''; } else if (temp.match(/^Initializing arena challenge/) && temp.match(/\d+/) [0] * 1 <= 33) { roundType = 'ar'; } else if (temp.match(/^Initializing arena challenge/) && temp.match(/\d+/) [0] * 1 >= 105) { roundType = 'rb'; } else if (temp.match(/^Initializing random encounter/)) { roundType = 'ba'; if (g('option').randomEncounter) { var randomEncounter = getValue('randomEncounter', true); randomEncounter.time++; setValue('randomEncounter', randomEncounter); } } else if (temp.match(/^Initializing Item World/)) { roundType = 'iw'; } else if (temp.match(/^Initializing Grindfest/)) { roundType = 'gr'; } else { roundType = ''; } setValue('roundType', roundType); return roundType; } }) ()); if (/You lose \d+ Stamina/.test(battleLog[0].textContent)) { var answerCount = getValue('answerCount', true); answerCount['_' + answerCount.lastAnswer]++; setValue('answerCount', answerCount); var staminaLostLog = getValue('staminaLostLog', true) || { }; staminaLostLog[new Date().toLocaleString()] = battleLog[0].textContent.match(/You lose (\d+) Stamina/) [1] * 1; setValue('staminaLostLog', staminaLostLog); var losedStamina = battleLog[0].textContent.match(/\d+/) [0] * 1; if (losedStamina >= g('option').staminaLose) { setAlarm('Error'); if (!_alert(1, '当前Stamina过低\n或Stamina损失过多\n是否继续?', '當前Stamina過低\n或Stamina損失過多\n是否繼續?', 'Continue?\nYou either have too little Stamina or have lost too much')) { pauseChange(); return; } } } else if (/Time Bonus/.test(battleLog[0].textContent)) { var answerCount = getValue('answerCount', true); answerCount[answerCount.lastAnswer]++; setValue('answerCount', answerCount); } if (battleLog[battleLog.length - 1].textContent.match('Initializing')) { var monsterStatus = [ ]; var id = 0; for (var i = battleLog.length - 2; i > battleLog.length - 2 - g('monsterAll'); i--) { var hp = battleLog[i].textContent.match(/HP=(\d+)$/) [1] * 1; if (isNaN(hp)) hp = monsterStatus[monsterStatus.length - 1].hp; monsterStatus[id] = { order: id, id: (id === 9) ? 0 : id + 1, hp: hp }; id = id + 1; } setValue('monsterStatus', monsterStatus); g('monsterStatus', monsterStatus); var round = battleLog[battleLog.length - 1].textContent.match(/\(Round (\d+) \/ (\d+)\)/); var roundNow; var roundAll; if (g('roundType') !== 'ba' && round !== null) { roundNow = round[1] * 1; roundAll = round[2] * 1; } else { roundNow = 1; roundAll = 1; } setValue('roundNow', roundNow); setValue('roundAll', roundAll); } else if (!getValue('monsterStatus') || getValue('monsterStatus', true).length !== gE('div.btm2', 'all').length) { setValue('roundNow', 1); setValue('roundAll', 1); fixMonsterStatus(); } g('roundNow', getValue('roundNow') * 1); g('roundAll', getValue('roundAll') * 1); g('skillOTOS', { OFC: 0, FRD: 0, T3: 0, T2: 0, T1: 0 }); }; function battleInfo() { //战斗战况 if (!gE('.hvAALog')) { var div = gE('#hvAABox2').appendChild(cE('div')); div.className = 'hvAALog'; } var status = [ '<l0>物理</l0><l1>物理</l1><l2>Physical</l2>', '<l0>火</l0><l1>火</l1><l2>Fire</l2>', '<l0>冰</l0><l1>冰</l1><l2>Cold</l2>', '<l0>雷</l0><l1>雷</l1><l2>Elec</l2>', '<l0>风</l0><l1>風</l1><l2>Wind</l2>', '<l0>圣</l0><l1>聖</l1><l2>Divine</l2>', '<l0>暗</l0><l1>暗</l1><l2>Forbidden</l2>' ]; gE('.hvAALog').innerHTML = 'Turns: ' + g('turn') + '<br>Speed: ' + g('runSpeed') + ' t/s<br>Round: ' + g('roundNow') + '/' + g('roundAll') + '<br><l0>攻击模式</l0><l1>攻擊模式</l1><l2>Attack Mode</l2>: ' + status[g('attackStatus')] + '<br><l0>敌人</l0><l1>敌人</l1><l2>Monsters</l2>: ' + g('monsterAlive') + '/' + g('monsterAll'); document.title = g('turn') + '||' + g('runSpeed') + '||' + g('roundNow') + '/' + g('roundAll') + '||' + g('monsterAlive') + '/' + g('monsterAll'); }; function countMonsterHP() { //统计敌人血量 var monsterHp = gE('div.btm4>div.btm5:nth-child(1)', 'all'); var monsterStatus = g('monsterStatus'); var i; var hpArray = [ ]; for (i = 0; i < monsterHp.length; i++) { if (gE('img[src*="nbardead.png"]', monsterHp[i])) { monsterStatus[i].isDead = true; monsterStatus[i].hpNow = Infinity; } else { monsterStatus[i].isDead = false; monsterStatus[i].hpNow = Math.floor(monsterStatus[i].hp * parseFloat(gE('img', monsterHp[i]).style.width) / 120) + 1; hpArray.push(monsterStatus[i].hpNow); } } setValue('monsterStatus', monsterStatus); var hpLowest = Math.min.apply(null, hpArray); var hpMost = Math.max.apply(null, hpArray); for (i = 0; i < monsterStatus.length; i++) { monsterStatus[i].finWeight = (monsterStatus[i].isDead) ? Infinity : ((g('option').ruleReverse) ? hpMost / monsterStatus[i].hpNow * 10 : monsterStatus[i].hpNow / hpLowest * 10); } var skillLib = { Sle: { name: 'Sleep', img: 'sleep' }, Bl: { name: 'Blind', img: 'blind' }, Slo: { name: 'Slow', img: 'slow' }, Im: { name: 'Imperil', img: 'imperil' }, MN: { name: 'MagNet', img: 'magnet' }, Si: { name: 'Silence', img: 'silence' }, Dr: { name: 'Drain', img: 'drainhp' }, We: { name: 'Weaken', img: 'weaken' }, Co: { name: 'Confuse', img: 'confuse' }, CM: { name: 'Coalesced Mana', img: 'coalescemana' }, Stun: { name: 'Stunned', img: 'wpn_stun' }, PA: { name: 'Penetrated Armor', img: 'wpn_ap' }, BW: { name: 'Bleeding Wound', img: 'wpn_bleed' } }; var monsterBuff = gE('div.btm6', 'all'); for (i = 0; i < monsterBuff.length; i++) { for (j in skillLib) { monsterStatus[i].finWeight += (gE('img[src*="' + skillLib[j].img + '"]', monsterBuff[i])) ? ((g('option').ruleReverse) ? - g('option').weight[j] : g('option').weight[j]) : 0; } } monsterStatus.sort(objArrSort('finWeight')); g('monsterStatus', monsterStatus); }; function useGem() { //自动使用宝石 var Gem = gE('#ikey_p').textContent; if (Gem === 'Health Gem' && g('hp') <= g('option').hp1) { gE('#ikey_p').click(); g('end', true); return; } else if (Gem === 'Mana Gem' && g('mp') <= g('option').mp1) { gE('#ikey_p').click(); g('end', true); return; } else if (Gem === 'Spirit Gem' && g('sp') <= g('option').sp1) { gE('#ikey_p').click(); g('end', true); return; } else if (Gem === 'Mystic Gem') { gE('#ikey_p').click(); g('end', true); return; } }; function deadSoon() { //自动回血回魔 if (g('mp') < g('option').mp2 && gE('.bti3>div[onmouseover*="11295"]')) { //MP gE('.bti3>div[onmouseover*="11295"]').click(); g('end', true); return; } if (g('sp') < g('option').sp2 && gE('.bti3>div[onmouseover*="11395"]')) { //SP gE('.bti3>div[onmouseover*="11395"]').click(); g('end', true); return; } if (g('hp') <= g('option').hp4 && isOn('311')) { //Cure gE('311').click(); g('end', true); return; } if (g('hp') <= g('option').hp2 && gE('.bti3>div[onmouseover*="11195"]')) { //HP gE('.bti3>div[onmouseover*="11195"]').click(); g('end', true); return; } if (g('hp') <= g('option').hp5 && isOn('313')) { //Full-Cure gE('313').click(); g('end', true); return; } if (g('option').lastElixir && checkCondition(g('option').lastElixirCondition) && gE('.bti3>div[onmouseover*="11501"]')) { //LE //(!gE('.bti3>div[onmouseover*="11299"]')||!gE('.bti3>div[onmouseover*="11399"]')||!gE('.bti3>div[onmouseover*="11199"]')) gE('.bti3>div[onmouseover*="11501"]').click(); g('end', true); return; } if (g('mp') <= g('option').mp3 && gE('.bti3>div[onmouseover*="11299"]')) { //ME gE('.bti3>div[onmouseover*="11299"]').click(); g('end', true); return; } if (g('sp') <= g('option').sp3 && gE('.bti3>div[onmouseover*="11399"]')) { //SP gE('.bti3>div[onmouseover*="11399"]').click(); g('end', true); return; } if (g('hp') <= g('option').hp3 && gE('.bti3>div[onmouseover*="11199"]')) { //HP gE('.bti3>div[onmouseover*="11199"]').click(); g('end', true); return; } if (g('option').energyDrink && checkCondition(g('option').energyDrinkCondition) && gE('.bti3>div[onmouseover*="11401"]')) { //ED gE('.bti3>div[onmouseover*="11401"]').click(); g('end', true); return; } }; function useScroll() { //自动使用卷轴 var scrollLib = { Go: { name: 'Scroll of the Gods', id: 13299, mult: '3', img1: 'absorb', img2: 'shadowveil', img3: 'sparklife' }, Av: { name: 'Scroll of the Avatar', id: 13199, mult: '2', img1: 'haste', img2: 'protection' }, Pr: { name: 'Scroll of Protection', id: 13111, mult: '1', img1: 'protection' }, Sw: { name: 'Scroll of Swiftness', id: 13101, mult: '1', img1: 'haste' }, Li: { name: 'Scroll of Life', id: 13221, mult: '1', img1: 'sparklife' }, Sh: { name: 'Scroll of Shadows', id: 13211, mult: '1', img1: 'shadowveil' }, Ab: { name: 'Scroll of Absorption', id: 13201, mult: '1', img1: 'absorb' } }; var scrollFirst = (g('option').scrollFirst) ? '_scroll' : ''; for (var i in scrollLib) { if (g('option').scroll[i] && gE('.bti3>div[onmouseover*="' + scrollLib[i].id + '"]') && checkCondition(g('option') ['scroll' + i + 'Condition'])) { for (var j = 1; j <= scrollLib[i].mult; j++) { if (gE('#pane_effects>img[src*="' + scrollLib[i]['img' + j] + scrollFirst + '"]')) { var isUsed = true; break; } var isUsed = false; } if (!isUsed) { gE('.bti3>div[onmouseover*="' + scrollLib[i].id + '"]').click(); g('end', true); return; } } } }; function useChannelSkill() { //自动施法Channel技能 var skillLib = { Pr: { name: 'Protection', id: '411', img: 'protection' }, SL: { name: 'Spark of Life', id: '422', img: 'sparklife' }, SS: { name: 'Spirit Shield', id: '423', img: 'spiritshield' }, Ha: { name: 'Haste', id: '412', img: 'haste' }, AF: { name: 'Arcane Focus', id: '432', img: 'arcanemeditation', }, He: { name: 'Heartseeker', id: '431', img: 'heartseeker' }, Re: { name: 'Regen', id: '312', img: 'regen' }, SV: { name: 'Shadow Veil', id: '413', img: 'shadowveil' }, Ab: { name: 'Absorb', id: '421', img: 'absorb', } }; var skillPack = (g('option').buffSkillOrderValue || 'Pr,SL,SS,Ha,AF,He,Re,SV,Ab').split(','); var i; var j; if (g('option').channelSkill) { for (i = 0; i < skillPack.length; i++) { j = skillPack[i]; if (g('option').channelSkill[j] && !gE('#pane_effects>img[src*="' + skillLib[j].img + '"]') && isOn(skillLib[j].id)) { gE(skillLib[j].id).click(); g('end', true); return; } } } if (g('option').channelSkill2 && g('option').channelSkill2OrderValue) { var order = g('option').channelSkill2OrderValue.split(','); for (i = 0; i < order.length; i++) { if (isOn(order[i])) { gE(order[i]).click(); g('end', true); return; } } } var buff = gE('#pane_effects>img', 'all'); if (buff.length > 0) { var name2Skill = { Protection: 'Pr', 'Spark of Life': 'SL', 'Spirit Shield': 'SS', Hastened: 'Ha', 'Arcane Focus': 'AF', Heartseeker: 'He', Regen: 'Re', 'Shadow Veil': 'SV' }; for (i = 0; i < buff.length; i++) { var spellName = buff[i].getAttribute('onmouseover').match(/'(.*?)'/) [1]; var buffLastTime = buff[i].getAttribute('onmouseover').match(/\(.*,.*, (.*?)\)$/) [1] * 1; if (isNaN(buffLastTime) || buff[i].src.match(/_scroll.png$/)) { continue; } else { if (spellName === 'Cloak of the Fallen' && !gE('#pane_effects>img[src*="sparklife"]') && isOn('422')) { gE('422').click(); g('end', true); return; } else if (spellName in name2Skill && isOn(skillLib[name2Skill[spellName]].id)) { gE(skillLib[name2Skill[spellName]].id).click(); g('end', true); return; } } } } }; function useBuffSkill() { //自动施法BUFF技能 var skillLib = { Pr: { name: 'Protection', id: '411', img: 'protection' }, SL: { name: 'Spark of Life', id: '422', img: 'sparklife' }, SS: { name: 'Spirit Shield', id: '423', img: 'spiritshield' }, Ha: { name: 'Haste', id: '412', img: 'haste' }, AF: { name: 'Arcane Focus', id: '432', img: 'arcanemeditation', }, He: { name: 'Heartseeker', id: '431', img: 'heartseeker' }, Re: { name: 'Regen', id: '312', img: 'regen' }, SV: { name: 'Shadow Veil', id: '413', img: 'shadowveil' }, Ab: { name: 'Absorb', id: '421', img: 'absorb', } }; var skillPack = (g('option').buffSkillOrderValue || 'Pr,SL,SS,Ha,AF,He,Re,SV,Ab').split(','); var i; var j; for (i = 0; i < skillPack.length; i++) { j = skillPack[i]; if (g('option').buffSkill[j] && checkCondition(g('option') ['buffSkill' + j + 'Condition']) && !gE('#pane_effects>img[src*="' + skillLib[j].img + '"]') && isOn(skillLib[j].id)) { gE(skillLib[j].id).click(); g('end', true); return; } } var draughtPack = { HD: { id: 11191, img: 'healthpot' }, MD: { id: 11291, img: 'manapot' }, SD: { id: 11391, img: 'spiritpot' }, FV: { id: 19111, img: 'flowers' }, BG: { id: 19131, img: 'gum' }, }; for (i in draughtPack) { if (!gE('#pane_effects>img[src*="' + draughtPack[i].img + '"]') && g('option').buffSkill && g('option').buffSkill[i] && checkCondition(g('option') ['buffSkill' + i + 'Condition']) && gE('.bti3>div[onmouseover*="' + draughtPack[i].id + '"]')) { gE('.bti3>div[onmouseover*="' + draughtPack[i].id + '"]').click(); g('end', true); return; } } }; function useInfusions() { //自动使用魔药 var infusionLib = [ , { id: 12101, img: 'fireinfusion' }, { id: 12201, img: 'coldinfusion' }, { id: 12301, img: 'elecinfusion' }, { id: 12401, img: 'windinfusion' }, { id: 12501, img: 'holyinfusion' }, { id: 12601, img: 'darkinfusion' } ]; if (gE('.bti3>div[onmouseover*="' + infusionLib[g('attackStatus')].id + '"]') && !gE('#pane_effects>img[src*="' + infusionLib[[g('attackStatus')]].img + '"]')) { gE('.bti3>div[onmouseover*="' + infusionLib[g('attackStatus')].id + '"]').click(); g('end', true); return; } }; function allImperiled() { //给所有敌人施放Imperil g('monsterStatus').sort(objArrSort('order')); var monsterBuff = gE('div.btm6', 'all'); var j; for (var i = - 3; ; ) { if (!j && i >= monsterBuff.length) { j = true; i = 0; } else if (j && i >= monsterBuff.length) { break; } else if (!j) { i = i + 3; } else if (j) { i = i + 1; } if (i >= monsterBuff.length) continue; var imgs = gE('img', 'all', monsterBuff[i]); if (!gE('img[src*="imperil"]', monsterBuff[i]) && isOn('213') && !g('monsterStatus') [i].isDead) { if (imgs.length < 6 || g('option').debuffSkillTurn && imgs[imgs.length - 1].getAttribute('onmouseover').match(/\(.*,.*, (.*?)\)$/) [1] * 1 >= g('option').debuffSkillTurn.Im || !g('option').debuffSkillTurnAlert) { gE('213').click(); if (i + 1 < monsterBuff.length && !g('monsterStatus') [i + 1].isDead) { gE('#mkey_' + g('monsterStatus') [i + 1].id).click(); } else { gE('#mkey_' + g('monsterStatus') [i].id).click(); } g('end', true); return; } else { _alert(0, '无法正常施放DEBUFF技能,请尝试手动打怪', '無法正常施放DEBUFF技能,請嘗試手動打怪', 'Can not cast de-skills normally, continue the script?\nPlease try attack manually.'); pauseChange(); g('end', true); return; } } } g('monsterStatus').sort(objArrSort('finWeight')); }; function useDeSkill() { //自动施法DEBUFF技能 var skillLib = { Sle: { name: 'Sleep', //id: '222', //turn: 39, img: 'sleep' }, Bl: { name: 'Blind', //id: '231', //turn: 42, img: 'blind' }, Slo: { name: 'Slow', //id: '221', //turn: 36, img: 'slow' }, Im: { name: 'Imperil', id: '213', img: 'imperil' }, MN: { name: 'MagNet', id: '233', img: 'magnet' }, Si: { name: 'Silence', id: '232', img: 'silence' }, Dr: { name: 'Drain', id: '211', img: 'drainhp' }, We: { name: 'Weaken', id: '212', img: 'weaken' }, Co: { name: 'Confuse', id: '223', img: 'confuse' } }; var skillPack = (g('option').debuffSkillOrderValue || 'Im,MN,Si,Dr,We,Co').split(','); var i; var j; var monsterBuff = gE('#mkey_' + g('monsterStatus') [0].id + '>.btm6'); for (i = 0; i < skillPack.length; i++) { j = skillPack[i]; if (g('option').debuffSkill[j] && isOn(skillLib[j].id) && checkCondition(g('option') ['debuffSkill' + j + 'Condition']) && !gE('img[src*="' + skillLib[j].img + '"]', monsterBuff)) { var imgs = gE('img', 'all', monsterBuff); if (imgs.length < 6 || g('option').debuffSkillTurn && imgs[imgs.length - 1].getAttribute('onmouseover').match(/\(.*,.*, (.*?)\)$/) [1] * 1 >= g('option').debuffSkillTurn[j] || !g('option').debuffSkillTurnAlert) { gE(skillLib[j].id).click(); if (i + 1 < monsterBuff.length && !g('monsterStatus') [i + 1].isDead) { gE('#mkey_' + g('monsterStatus') [i + 1].id).click(); } else { gE('#mkey_' + g('monsterStatus') [0].id).click(); } g('end', true); return; } else { _alert(0, '无法正常施放DEBUFF技能,请尝试手动打怪', '無法正常施放DEBUFF技能,請嘗試手動打怪', 'Can not cast de-skills normally, continue the script?\nPlease try attack manually.'); pauseChange(); g('end', true); return; } } } }; function attack() { //自动打怪 if (!g('option').ssForSkill && ((g('option').turnOnSS && checkCondition(g('option').turnOnSSCondition) && !gE('#ckey_spirit[src*="spirit_a"]')) || (g('option').turnOffSS && checkCondition(g('option').turnOffSSCondition) && gE('#ckey_spirit[src*="spirit_a"]')))) { gE('#ckey_spirit').click(); g('end', true); return; } if (g('option').etherTap && gE('#mkey_' + g('monsterStatus') [0].id + '>div.btm6>img[src*="coalescemana"]') && (!gE('#pane_effects>img[onmouseover*="Ether Tap (x2)"]') || gE('#pane_effects>img[src*="wpn_et"][id*="effect_expire"]')) && checkCondition(g('option').etherTapCondition)) { } else if (g('attackStatus') !== 0) { if (checkCondition(g('option').highSkillCondition) && isOn('1' + g('attackStatus') + '3')) { gE('1' + g('attackStatus') + '3').click(); } else if (checkCondition(g('option').middleSkillCondition) && isOn('1' + g('attackStatus') + '2')) { gE('1' + g('attackStatus') + '2').click(); } else if (isOn('1' + g('attackStatus') + '1')) { gE('1' + g('attackStatus') + '1').click(); } } if (g('option').skillSwitch) { var i; var skillOrder = (g('option').skillOrderValue || 'OFC,FRD,T3,T2,T1').split(','); var skillLib = { OFC: { id: '1111', oc: 8 }, FRD: { id: '1101', oc: 4 }, T3: { id: '2' + g('option').fightingStyle + '03', oc: 2 }, T2: { id: '2' + g('option').fightingStyle + '02', oc: 2 }, T1: { id: '2' + g('option').fightingStyle + '01', oc: 2 } }; var spiritOn; var condition; var skill; for (i = 0; i < skillOrder.length; i++) { skill = skillOrder[i]; spiritOn = gE('#ckey_spirit[src*="spirit_a"]'); condition = checkCondition(g('option') ['skill' + skill + 'Condition']) && isOn(skillLib[skill].id) && g('oc') >= skillLib[skill].oc; if (spiritOn && condition) { if (g('option').skillOTOS && g('option').skillOTOS[skill] && g('skillOTOS') [skill] >= 1) { } else { g('skillOTOS') [skill]++; gE(skillLib[skill].id).click(); if (g('option').mercifulBlow && g('option').fightingStyle === '2' && skill === 'T3') { //Merciful Blow for (var j = 0; j < g('monsterStatus').length; j++) { if (g('monsterStatus') [j].hpNow / g('monsterStatus') [j].hp < 0.25 && gE('mkey_' + g('monsterStatus') [j].id + ' img[src*="wpn_bleed"]')) { gE('mkey_' + g('monsterStatus') [j].id).click(); g('end', true); return; } } } break; } } else if (g('option').ssForSkill && ((condition && g('option').skillOC && g('oc') >= g('option').skillOC[skill]) || (i === skillOrder.length - 1 && spiritOn))) { gE('#ckey_spirit').click(); g('end', true); return; } } } gE('#mkey_' + g('monsterStatus') [0].id).click(); g('end', true); return; }; function fixMonsterStatus() { //修复monsterStatus document.title = _alert( - 1, 'monsterStatus错误,正在尝试修复', 'monsterStatus錯誤,正在嘗試修復', 'monsterStatus Error, trying to fix'); var monsterStatus = [ ]; gE('div.btm2', 'all').forEach(function (monster, i) { monsterStatus.push({ order: i, id: (i === 9) ? 0 : i + 1, hp: (monster.style.background === '') ? 1000 : 100000 }); }); setValue('monsterStatus', monsterStatus); goto(); }; function dropMonitor(battleLog) { //掉落监测 var drop = getValue('drop', true) || { '#startTime': new Date().toLocaleString(), '#EXP': 0, '#Credit': 0 }; var item; var name; var regexp; for (var i = 0; ; i++) { if (/^You gain \d+ (EXP|Credit)/.test(battleLog[i].textContent)) { regexp = battleLog[i].textContent.match(/^You gain (\d+) (EXP|Credit)/); if (regexp) drop['#' + regexp[2]] += regexp[1] * 1; } else if (gE('span', battleLog[i])) { item = gE('span', battleLog[i]); name = item.textContent.match(/^\[(.*?)\]$/) [1]; if (item.style.color === 'rgb(255, 0, 0)') { var quality = [ 'Crude', 'Fair', 'Average', 'Superior', 'Exquisite', 'Magnificent', 'Legendary', 'Peerless' ]; for (var j = g('option').dropQuality; j < quality.length; j++) { if (name.match(quality[j])) { drop[name] = (name in drop) ? drop[name] + 1 : 1; break; } } } else if (item.style.color === 'rgb(186, 5, 180)') { regexp = name.match(/^(\d+)x (Crystal of \w+)$/); name = regexp[2]; drop[name] = (name in drop) ? drop[name] + regexp[1] * 1 : regexp[1] * 1; } else if (item.style.color === 'rgb(168, 144, 0)') { drop['#Credit'] += name.match(/\d+/) [0] * 1; } else { drop[name] = (name in drop) ? drop[name] + 1 : 1; } } else if (battleLog[i].textContent === 'You are Victorious!') { break; } } setValue('drop', drop); }; function recordUsage(parm) { var stats = getValue('stats', true) || { self: { _startTime: new Date().toLocaleString(), _turn: 0, _round: 0, _battle: 0, evade: 0, miss: 0 }, restore: { //回复量 }, items: { //物品使用次数 }, magic: { //技能使用次数 }, damage: { //技能攻击造成的伤害 }, hurt: { //受到攻击造成的伤害 mp: 0, oc: 0, _avg: 0, _count: 0, _total: 0, _mavg: 0, _mcount: 0, _mtotal: 0, _pavg: 0, _pcount: 0, _ptotal: 0 }, proficiency: { //熟练度 } }; var text; var point; var reg; if (g('monsterAlive') === 0) { stats.self._turn += g('turn'); stats.self._round += 1; if (g('roundNow') === g('roundAll')) stats.self._battle += 1; } if (parm.mode === 'magic') { var magic = parm.magic; stats.magic[magic] = (magic in stats.magic) ? stats.magic[magic] + 1 : 1; stats.hurt.mp += parm.mp; stats.hurt.oc += parm.oc; } else if (parm.mode === 'items') { stats.items[parm.item] = (parm.item in stats.items) ? stats.items[parm.item] + 1 : 1; } else { stats.self[parm.mode] = (parm.mode in stats.self) ? stats.self[parm.mode] + 1 : 1; } //var log=false; for (var i = 0; i < parm.log.length - parm.before; i++) { text = parm.log[i].textContent; console.log(text); if (text.match(/you for \d+ \w+ damage/)) { reg = text.match(/you for (\d+) (\w+) damage/); magic = reg[2].replace('ing', ''); point = reg[1] * 1; stats.hurt[magic] = (magic in stats.hurt) ? stats.hurt[magic] + point : point; stats.hurt._count++; stats.hurt._total += point; stats.hurt._avg = Math.round(stats.hurt._total / stats.hurt._count); if (magic.match(/pierc|crush|slash/)) { stats.hurt._pcount++; stats.hurt._ptotal += point; stats.hurt._pavg = Math.round(stats.hurt._ptotal / stats.hurt._pcount); } else { stats.hurt._mcount++; stats.hurt._mtotal += point; stats.hurt._mavg = Math.round(stats.hurt._mtotal / stats.hurt._mcount); } } else if (text.match(/for \d+ .* damage/)) { reg = text.match(/for (\d+) .* damage/); magic = text.match(/^Your spike shield/) ? 'spike shield' : (text.match(/^You/) ? text.match(/^You (\w+)/) [1] : (text.match(/^(.*) [a-z]+s [\w+ \-]+ for/) ? text.match(/^(.*) [a-z]+s [\w+ \-]+ for/) [1] : text.match(/^(.*) [a-z]+s for/) [1])); point = reg[1] * 1; stats.damage[magic] = (magic in stats.damage) ? stats.damage[magic] + point : point; } else if (text.match(/You (evade|parry) the attack|misses the attack against you/)) { stats.self.evade++; } else if (text.match(/(resists your spell|Your spell is absorbed|(evades|parries) your attack)/)) { stats.self.miss++; } else if (text.match(/^Recovered \d+ points of/) || text.match(/You are healed for \d+ Health Points/)) { magic = parm.magic || parm.item; point = text.match(/\d+/) [0] * 1; stats.restore[magic] = (magic in stats.restore) ? stats.restore[magic] + point : point; } else if (text.match(/restores \d+ points of/)) { reg = text.match(/^(.*) restores (\d+) points of (\w+)/); magic = reg[1]; point = reg[2] * 1; stats.restore[magic] = (magic in stats.restore) ? stats.restore[magic] + point : point; } else if (text.match(/absorbs \d+ points of damage from the attack into \d+ points of \w+ damage/)) { reg = text.match(/(.*) absorbs (\d+) points of damage from the attack into (\d+) points of (\w+) damage/); point = reg[2] * 1; magic = parm.log[i - 1].textContent.match(/you for (\d+) (\w+) damage/) [2].replace('ing', ''); stats.hurt[magic] = (magic in stats.hurt) ? stats.hurt[magic] + point : point; point = reg[3] * 1; magic = reg[1].replace('Your ', '') + '_' + reg[4]; stats.hurt[magic] = (magic in stats.hurt) ? stats.hurt[magic] + point : point; } else if (text.match(/You gain .* proficiency/)) { reg = text.match(/You gain ([\d\.]+) points of (.*?) proficiency/); magic = reg[2]; point = reg[1] * 1; stats.proficiency[magic] = (magic in stats.proficiency) ? stats.proficiency[magic] + point : point; } /* else if (text.trim() === '' || text.match(/You (gain |cast |use |are Victorious)/) || text.match(/(Cooldown|has expired|Spirit Stance|gains the effect|insufficient Spirit|Stop beating dead ponies| defeat )/) || text.match(/ drop(ped|s) /)) { } else { log=true; setAudioAlarm('Error'); console.log(text); } */ } /* if (log) { console.table(stats); pauseChange(); } */ setValue('stats', stats); };