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Widget:Avenger
<script src="https://cdn.jsdelivr.net/npm/vue@2.6.12"></script> <script src="https://cdn.staticfile.org/jquery/2.1.1/jquery.min.js"></script> <script src="https://cdn.bootcss.com/echarts/4.2.1-rc1/echarts.min.js"></script>
恶魔复仇者装备收益计算
第一步,请根据角色面板填写以下属性
<label class="control-label">武器类型:</label> <input class="form-control" v-model="job" type="text">
<label class="control-label">角色等级:</label>
<input class="form-control" v-model="level" type="number">
<label class="control-label">神秘力量(只填写神秘徽章给予的):</label> <input class="form-control" v-model="arc" type="number">
<label class="control-label">伤害:</label> <input class="form-control" v-model="damage" type="number">
<label class="control-label">BOSS伤害:</label> <input class="form-control" v-model="bossDamage" type="number">
<label class="control-label">最终伤害:</label> <input class="form-control" v-model="finalDamage" type="number">
<label class="control-label">暴击:</label> <input class="form-control" v-model="crit" type="number">
<label class="control-label">暴击伤害:</label> <input class="form-control" v-model="critDamage" type="number">
<label class="control-label">无视防御力(实际无视):</label> <input class="form-control" v-model="igone" type="number">
<label class="control-label">超级技能主属性:</label> <input class="form-control" v-model="superMain" type="number">
<label class="control-label">超级技能攻击:</label> <input class="form-control" v-model="superAtk" type="number">
<label class="control-label">冒险岛勇士(技能提升百分比):</label> <input class="form-control" v-model="mapleWarrior" type="number">
<label class="control-label">联盟系统提升的主属性 1 (攻击队占领效果提升的主属性):</label> <input class="form-control" v-model="union" type="number">
<label class="control-label">内在主属性,角色卡总和:</label> <input class="form-control" v-model="union2" type="number">
<label class="control-label">内在百分比:</label> <input class="form-control" v-model="inside" type="number">
<label class="control-label">全身星星数:</label> <input class="form-control" v-model="start" type="number">
<label class="control-label">黑骑士角色卡:</label> <input class="form-control" v-model="black" type="number">
第二步,请根据装备以及技能填写以下属性
主属性 (潜能属性也填写在此处) |
副属性 (潜能属性也填写在此处) |
攻击 (潜能攻击也填写在此处 |
主属性潜能 (只需填写百分比) |
副属性潜能 (只需填写百分比) |
攻击潜能 (只需填写百分比) |
|
---|---|---|---|---|---|---|
模板:Eq.listName |
<input class="col-md-12 form-control" type="number" v-model="eq.item[0].value" placeholder="0" /> |
<input class="col-md-12 form-control" type="number" v-model="eq.item[1].value" placeholder="0" /> |
<input class="col-md-12 form-control" type="number" v-model="eq.item[2].value" placeholder="0" /> |
<input class="col-md-12 form-control" type="number" v-model="eq.item[3].value" placeholder="0" /> |
<input class="col-md-12 form-control" type="number" v-model="eq.item[4].value" placeholder="0" /> |
<input class="col-md-12 form-control" type="number" v-model="eq.item[5].value" placeholder="0" /> |
<label class="col-md-offset-1 ">结论</label> <button type="button" class="btn btn-success " v-on:click="count()" style="margin-left: 10px;" >属性计算</button>
装备技能提供主属性总和 | 装备技能提供副属性总和 | 装备技能提供攻击总和 | 装备技能提供主属性潜能总和 | 装备技能提供副属性潜能总和 | 装备技能提供攻击潜能总和 |
---|---|---|---|---|---|
模板:SumMainStat | 模板:SumViecStat | 模板:SumAtk | 模板:SumMainStatPotential% | 模板:SumViecStatPotential% | 模板:SumAtkPotential% |
再提升1%攻击力≈模板:AtkAndP攻击力 | 再提升1点攻击力≈模板:AtkAndMain主属性 | 再提升1%攻击力≈模板:AtkAndMainP%主属性 | |||
再提升1%爆伤≈模板:CritDAndAtkP%攻击力 | 再提升1%攻击力≈模板:AtkPAndDamage%总伤/boss伤害 |
<select class="form-control" v-model="selectOne" v-on:change="setChangeOne()"> <option :value="select.value" v-for="select in selectList" >1模板:Select.name≈</option> </select>
<select class="form-control" v-model="selectTwo" v-on:change="setChangeTwo()"> <option :value="select.value" v-for="select in selectList" >模板:Select.name</option> </select> |
<script>
var changeBar=function changeBar(item,real,igone) {
console.log(123123); var level = item.level; var arc = item.arc; var crit = item.crit; if (crit == null || crit == "") { crit = 0; } var critDamage = item.critDamage; if (critDamage == null || critDamage == "") { critDamage = 0; } var mapleWarrior = item.mapleWarrior; if (mapleWarrior == null || mapleWarrior == "") { mapleWarrior = 15; } var superMain = item.superMain; if (superMain == null || superMain == "") { superMain = 0; } var union = item.union; if (union == null || union == "") { union = 0; } var union2 = item.union2; if (union2 == null || union2 == "") { union2 = 0; } var job = item.job; var coefficient = item.coefficient; if (coefficient == null || coefficient == "") { coefficient = 1.0; } var value = item.value; var finalDamage = item.finalDamage; if (finalDamage == null || finalDamage == "") { finalDamage = 0; } var bossDamage = item.bossDamage; if (bossDamage == null || bossDamage == "") { bossDamage = 0; } var damage = item.damage; if (damage == null || damage == "") { damage = 0; } var sumMainStat = item.sumMainStat; if (sumMainStat == null || sumMainStat == "") { sumMainStat = 0; } var sumViecStat = item.sumViecStat; if (sumViecStat == null || sumViecStat == "") { sumViecStat = 0; } var sumAtk = item.sumAtk; if (sumAtk == null || sumAtk == "") { sumAtk = 0; } var sumMainStatPotential = item.sumMainStatPotential; if (sumMainStatPotential == null || sumMainStatPotential == "") { sumMainStatPotential = 0; } var sumViecStatPotential = item.sumViecStatPotential; if (sumViecStatPotential == null || sumViecStatPotential == "") { sumViecStatPotential = 0; } var sumAtkPotential = item.sumAtkPotential; if (sumAtkPotential == null || sumAtkPotential == "") { sumAtkPotential = 0; } //var real = wx.getStorageSync("real"); if (real == null || real == "") { real = 0; } //var igone = wx.getStorageSync("igone"); if (igone == null || igone == "") { igone = 0; } var changeList = [3, 6, 9, 12, 15, 18,24,21]; var list = []; console.log(parseInt(real * (1 - 3 * (1 - igone / 100)))) for (var i = 0; i < changeList.length; i++) { var result = count( level, arc, mapleWarrior, sumMainStat, sumViecStat, sumAtk, sumMainStatPotential, sumViecStatPotential, parseInt(sumAtkPotential) + parseInt(changeList[i]), union, union2, finalDamage, bossDamage, damage, crit, critDamage, coefficient, superMain ); var change = parseInt(result * (1 - 3 * (1 - igone / 100))) - parseInt(real * (1 - 3 * (1 - igone / 100))); var name = +changeList[i] + "%攻击"; console.log(name+" "+parseInt(result * (1 - 3 * (1 - igone / 100)))) list.push({ name: name, change: change }); } for (var i = 0; i < changeList.length; i++) { var result = count( level, arc, mapleWarrior, sumMainStat, sumViecStat, sumAtk, parseInt(sumMainStatPotential) + parseInt(changeList[i]), sumViecStatPotential, sumAtkPotential, union, union2, finalDamage, bossDamage, damage, crit, critDamage, coefficient, superMain ); var change = parseInt(result * (1 - 3 * (1 - igone / 100))) - parseInt(real * (1 - 3 * (1 - igone / 100))); var name = changeList[i] + "%主属性"; console.log(name+" "+parseInt(result * (1 - 3 * (1 - igone / 100)))) list.push({ name: name, change: change }); } for (var i = 0; i < changeList.length; i++) { var result = count( level, arc, mapleWarrior, sumMainStat, sumViecStat, sumAtk, sumMainStatPotential, sumViecStatPotential, sumAtkPotential, union, union2, finalDamage, bossDamage, parseInt(damage) + parseInt(changeList[i]), crit, critDamage, coefficient, superMain ); var change = parseInt(result * (1 - 3 * (1 - igone / 100))) - parseInt(real * (1 - 3 * (1 - igone / 100))); var name = changeList[i] + "%伤害"; console.log(name+" "+parseInt(result * (1 - 3 * (1 - igone / 100)))) list.push({ name: name, change: change }); } changeList = [20, 30, 35, 40, 60, 70, 80]; for (var i = 0; i < changeList.length; i++) { var result = count( level, arc, mapleWarrior, sumMainStat, sumViecStat, sumAtk, sumMainStatPotential, sumViecStatPotential, sumAtkPotential, union, union2, finalDamage, parseInt(bossDamage)+ parseInt(changeList[i]), parseInt(damage) , crit, critDamage, coefficient, superMain ); var change = parseInt(result * (1 - 3 * (1 - igone / 100))) - parseInt(real * (1 - 3 * (1 - igone / 100))); var name = changeList[i] + "%boss伤害"; console.log(name+" "+parseInt(result * (1 - 3 * (1 - igone / 100)))) list.push({ name: name, change: change }); } changeList = [15, 20, 30, 35, 40, 45]; for (var i = 0; i < changeList.length; i++) { var newIgone = parseInt(igone) + (100 - parseInt(igone)) * (parseInt(changeList[i]) / 100); if (newIgone >= 100) { newIgone = 100; } var change = parseInt(real * (1 - 3 * (1 - newIgone / 100))) - parseInt(real * (1 - 3 * (1 - igone / 100))); var name = changeList[i] + "%无视"; list.push({ name: name, change: change }); } var newIgone = parseInt(igone) + (100 - parseInt(igone)) * 0.15; console.log(newIgone); newIgone = newIgone + (100 - newIgone) * 0.15; console.log(newIgone); if (newIgone >= 100) { newIgone = 100; } var change = parseInt(real * (1 - 3 * (1 - newIgone / 100))) - parseInt(real * (1 - 3 * (1 - igone / 100))); var name = "双15%无视"; list.push({ name: name, change: change }); var nameList = []; var dateList = []; for (var i = 0; i < list.length; i++) { for (var j = i; j < list.length; j++) { if (list[i].change > list[j].change) { var temp = list[i]; list[i] = list[j]; list[j] = temp; } } } for (var i = 1; i < list.length; i++) { nameList.push(list[i].name); dateList.push((list[i].change / real * 100).toFixed(2)); } console.log("开始画图") var myChart = echarts.init(document.getElementById('wrap')); myChart.setOption(option = { color: ["#37a2da", "#32c5e9", "#67e0e3"], tooltip: { trigger: "axis", axisPointer: { // 坐标轴指示器,坐标轴触发有效 type: "shadow" // 默认为直线,可选为:'line' | 'shadow' } }, grid: { left: "10px", right: "10px", bottom: "10px", top: "10px", containLabel: true }, xAxis: [ { name: "提升百分比", type: "value", axisLine: { lineStyle: { color: "#999" } }, axisLabel: { color: "#666" } } ], yAxis: [ { type: "category", axisTick: {show: false}, data: nameList, axisLine: { lineStyle: { color: "#999" }, interval: 0 }, axisLabel: { color: "#666" } } ], series: [ { name: "提升", type: "bar", stack: "总量", label: { normal: { show: true } }, data: dateList, itemStyle: { normal: { label: { formatter: function (a) { return a.value + "%"; } } } } } ]
});
} var count = function (level, arc, mapleWarrior, sumMainStat, sumViecStat, sumAtk, sumMainStatPotential, sumViecStatPotential,
sumAtkPotential, union, union2, finalDamage, bossDamage, damage, crit, critDamage, coefficient, superMain) { // 545+90*等级/3.5+0.8*((装备火花 潜能 联盟)血量*(1+潜能%+勇士被动%+内在%)-545+90*等级/3.5+0.8)+神秘*175 var baseMaxHp = (parseInt(level) * 90 + 535) / 3.5; var inside = localStorage.getItem("inside"); if (inside == null || inside == "") { inside = 0; } var start = localStorage.getItem("start"); if (start == null || start == "") { start = 0; } var black = localStorage.getItem("black"); if (black == null || black == "") { black = 0; } if (superMain == null || superMain == "") { superMain = 0; } if (union == null || union == "") { union = 0; } if (union2 == null || union2 == "") { union2 = 0; } var startHp = 0
if (start <= 15 && start >= 0) {
startHp = start * 35;
} else if (start <= 35 && start >= 16) {
startHp = start * 60;
} else if (start <= 60 && start >= 36) {
startHp = start * 80;
} else if (start <= 90 && start >= 61) {
startHp = start * 100;
} else if (start <= 140 && start >= 91) {
startHp = start * 120;
}else if (start <= 200 && start >= 141) {
startHp = start * 140;
}else if (start <= 220 && start >= 201) {
startHp = start * 142;
}else if (start <= 250 && start >= 221) {
startHp = start * 144;
}else if (start <= 270 && start >= 251) {
startHp = start * 146;
}else if (start <= 290 && start >= 271) {
startHp = start * 148;
}else if (start <= 310 && start >= 291) {
startHp = start * 150;
}else if (start <= 320 && start >= 311) {
startHp = start * 152;
}else if (start <= 330 && start >= 321) {
startHp = start * 154;
}else if (start <= 340 && start >= 331) {
startHp = start * 156;
}else if (start <= 350 && start >= 341) {
startHp = start * 158;
}else if (start <= 360 && start >= 351) {
startHp = start * 160;
}else if (start <= 370 && start >= 361) {
startHp = start * 162;
}else if (start <= 380 && start >= 371) {
startHp = start * 164;
}else if (start <= 390 && start >= 381) {
startHp = start * 166;
}else if ( start >= 391) {
startHp = start * 168;
}
// + parseInt(superMain) // var trueMaxHp = (parseInt(sumMainStat) / 2 + parseInt(union) / 2 + startHp) * (1 + parseInt(sumMainStatPotential) / 100 +parseInt(inside)/100 +parseInt(superMain)/100) + parseInt(arc) * 175+ parseInt(union2) var tableHp = ((parseInt(level) * 90 + 535) + (parseInt(sumMainStat) / 2) + (parseInt(union) / 2) + startHp) * (1 + parseInt(black) / 100 + parseInt(sumMainStatPotential) / 100 + parseInt(inside) / 100 + parseInt(superMain) / 100) + parseInt(arc) * 175 + parseInt(union2)
var realMainStat = baseMaxHp + 0.8 * (tableHp - baseMaxHp) var realViecStat = (4 + parseInt(sumViecStat)) * (1 + (parseInt(sumViecStatPotential)) / 100); var totalDamage = 1 + (parseInt(damage) + parseInt(bossDamage)) / 100 var realatk = sumAtk * (1 + sumAtkPotential / 100) var total = ((realMainStat + realViecStat) * 1.3 * (realatk / 100) * totalDamage * (1 + finalDamage / 100) * ((1.35 + critDamage / 100) * crit / 100));
return total;
}
var item = new Vue({
el: '#item', data: { pickerValueArray: [ { label: "单手剑", //武器名字 coefficient: "1.2", //系数 value: 1 //下标 }, { label: "单手剑(英雄)", //武器名字 coefficient: "1.3", //系数 value: 2 //下标 }, { label: "双手剑", //武器名字 coefficient: "1.34", //系数 value: 3 //下标 }, { label: "双手剑(英雄)", //武器名字 coefficient: "1.44", //系数 value: 4 //下标 }, { label: "单手斧", //武器名字 coefficient: "1.2", //系数 value: 5 //下标 }, { label: "单手斧(英雄)", //武器名字 coefficient: "1.3", //系数 value: 6 //下标 }, { label: "双手斧", //武器名字 coefficient: "1.34", //系数 value: 7 //下标 }, { label: "双手斧(英雄)", //武器名字 coefficient: "1.44", //系数 value: 8 //下标 }, { label: "单手钝器", //武器名字 coefficient: "1.2", //系数 value: 9 //下标 }, { label: "双手钝器", //武器名字 coefficient: "1.34", //系数 value: 10 //下标 }, { label: "枪(黑骑士)", //武器名字 coefficient: "1.49", //系数 value: 11 //下标 }, { label: "矛", //武器名字 coefficient: "1.49", //系数 value: 12 //下标 }, { label: "亡命剑", //武器名字 coefficient: "1.3", //系数 value: 13 //下标 }, { label: "武士刀", //武器名字 coefficient: "1.25", //系数 value: 14 //下标 }, { label: "太刀(阿尔法)", //武器名字 coefficient: "1.34", //系数 value: 15 //下标 }, { label: "大剑(贝塔)", //武器名字 coefficient: "1.49", //系数 value: 16 //下标 }, { label: "机甲手枪(爆破)", //武器名字 coefficient: "1.7", //系数 value: 17 //下标 }, { label: "短杖(龙神)", //武器名字 coefficient: "1", //系数 value: 18 //下标 }, { label: "短杖(冒险家三法师,炎术士)", //武器名字 coefficient: "1.2", //系数 value: 19 //下标 }, { label: "长杖(龙神,幻灵)", //武器名字 coefficient: "1", //系数 value: 20 //下标 }, { label: "长杖(冒险家三法师,炎术士)", //武器名字 coefficient: "1.2", //系数 value: 21 //下标 }, { label: "双头杖", //武器名字 coefficient: "1.2", //系数 value: 22 //下标 }, { label: "折扇", //武器名字 coefficient: "1.35", //系数 value: 23 //下标 }, { label: "ESP限制器", //武器名字 coefficient: "1.2", //系数 value: 24 //下标 }, { label: "驯兽魔法棒", //武器名字 coefficient: "1.34", //系数 value: 25 //下标 }, { label: "魔力手套", //武器名字 coefficient: "1.2", //系数 value: 26 //下标 }, { label: "弓", //武器名字 coefficient: "1.3", //系数 value: 27 //下标 }, { label: "弩", //武器名字 coefficient: "1.35", //系数 value: 28 //下标 }, { label: "双弩枪", //武器名字 coefficient: "1.3", //系数 value: 29 //下标 }, { label: "拳套", //武器名字 coefficient: "1.75", //系数 value: 30 //下标 }, { label: "短刀", //武器名字 coefficient: "1.3", //系数 value: 31 //下标 }, { label: "刀(副刀)", //武器名字 coefficient: "1.3", //系数 value: 32 //下标 }, { label: "手杖(幻影)", //武器名字 coefficient: "1.3", //系数 value: 33 //下标 }, { label: "能量剑(尖兵)", //武器名字 coefficient: "1.125", //系数 value: 34 //下标 }, { label: "锁链(卡德娜)", //武器名字 coefficient: "1.3", //系数 value: 35 //下标 }, { label: "古代弓", //武器名字 coefficient: "1.3", //系数 value: 36 //下标 }, { label: "短枪", //武器名字 coefficient: "1.5", //系数 value: 37 //下标 }, { label: "指节", //武器名字 coefficient: "1.7", //系数 value: 38 //下标 }, { label: "手持火炮", //武器名字 coefficient: "1.5", //系数 value: 39 //下标 }, { label: "灵魂手铳", //武器名字 coefficient: "1.7", //系数 value: 40 //下标 }, { label: "调谐器", //武器名字 coefficient: "1.3", //系数 value: 41 //下标 }, ], list: [ { listName: "戒指1", isHidden: "none", item: [ { itemName: "主属性(潜能属性也填写在此处)", elementName: "01mainStat", value: "" }, { itemName: "副属性(潜能属性也填写在此处)", elementName: "01viecStat", value: "" }, { itemName: "攻击(潜能攻击也填写在此处)", elementName: "01atk", value: "" }, { itemName: "主属性潜能(只需填写百分比)", elementName: "01mainStatPotential", value: "" }, { itemName: "副属性潜能(只需填写百分比)", elementName: "01viecStatPotential", value: "" }, { itemName: "攻击潜能(只需填写百分比)", elementName: "01atkPotential", value: "" } ] }, { listName: "戒指2", isHidden: "none", item: [ { itemName: "主属性(潜能属性也填写在此处)", elementName: "02mainStat", value: "" }, { itemName: "副属性(潜能属性也填写在此处)", elementName: "02viecStat", value: "" }, { itemName: "攻击(潜能攻击也填写在此处)", elementName: "02atk", value: "" }, { itemName: "主属性潜能(只需填写百分比)", elementName: "02mainStatPotential", value: "" }, { itemName: "副属性潜能(只需填写百分比)", elementName: "02viecStatPotential", value: "" }, { itemName: "攻击潜能(只需填写百分比)", elementName: "02atkPotential", value: "" } ] }, { listName: "戒指3", isHidden: "none", item: [ { itemName: "主属性(潜能属性也填写在此处)", elementName: "03mainStat", value: "" }, { itemName: "副属性(潜能属性也填写在此处)", elementName: "03viecStat", value: "" }, { itemName: "攻击(潜能攻击也填写在此处)", elementName: "03atk", value: "" }, { itemName: "主属性潜能(只需填写百分比)", elementName: "03mainStatPotential", value: "" }, { itemName: "副属性潜能(只需填写百分比)", elementName: "03viecStatPotential", value: "" }, { itemName: "攻击潜能(只需填写百分比)", elementName: "03atkPotential", value: "" } ] }, { listName: "戒指4", isHidden: "none", item: [ { itemName: "主属性(潜能属性也填写在此处)", elementName: "04mainStat", value: "" }, { itemName: "副属性(潜能属性也填写在此处)", elementName: "04viecStat", value: "" }, { itemName: "攻击(潜能攻击也填写在此处)", elementName: "04atk", value: "" }, { itemName: "主属性潜能(只需填写百分比)", elementName: "04mainStatPotential", value: "" }, { itemName: "副属性潜能(只需填写百分比)", elementName: "04viecStatPotential", value: "" }, { itemName: "攻击潜能(只需填写百分比)", elementName: "04atkPotential", value: "" } ] }, { listName: "戒指5", isHidden: "none", item: [ { itemName: "主属性(潜能属性也填写在此处)", elementName: "05mainStat", value: "" }, { itemName: "副属性(潜能属性也填写在此处)", elementName: "05viecStat", value: "" }, { itemName: 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"攻击潜能(只需填写百分比)", elementName: "27atkPotential", value: "" } ] }, { listName: "宠物装备2", isHidden: "none", item: [ { itemName: "主属性(潜能属性也填写在此处)", elementName: "28mainStat", value: "" }, { itemName: "副属性(潜能属性也填写在此处)", elementName: "28viecStat", value: "" }, { itemName: "攻击(潜能攻击也填写在此处)", elementName: "28atk", value: "" }, { itemName: "主属性潜能(只需填写百分比)", elementName: "28mainStatPotential", value: "" }, { itemName: "副属性潜能(只需填写百分比)", elementName: "28viecStatPotential", value: "" }, { itemName: "攻击潜能(只需填写百分比)", elementName: "28atkPotential", value: "" } ] }, { listName: "宠物装备3", isHidden: "none", item: [ { itemName: "主属性(潜能属性也填写在此处)", elementName: "29mainStat", value: "" }, { itemName: "副属性(潜能属性也填写在此处)", elementName: "29viecStat", value: "" }, { itemName: "攻击(潜能攻击也填写在此处)", elementName: "29atk", value: "" }, { itemName: "主属性潜能(只需填写百分比)", elementName: "29mainStatPotential", value: "" }, { itemName: "副属性潜能(只需填写百分比)", elementName: "29viecStatPotential", value: "" }, { itemName: "攻击潜能(只需填写百分比)", elementName: "29atkPotential", value: "" } ] },
{ listName: "图腾1", isHidden: "none", item: [ { itemName: "主属性(潜能属性也填写在此处)", elementName: "31mainStat", value: "" }, { itemName: "副属性(潜能属性也填写在此处)", elementName: "31viecStat", value: "" }, { itemName: "攻击(潜能攻击也填写在此处)", elementName: "31atk", value: "" }, { itemName: "主属性潜能(只需填写百分比)", elementName: "31mainStatPotential", value: "" }, { itemName: "副属性潜能(只需填写百分比)", elementName: "31viecStatPotential", value: "" }, { itemName: "攻击潜能(只需填写百分比)", elementName: "31atkPotential", value: "" } ] }, { listName: "图腾2", isHidden: "none", item: [ { itemName: "主属性(潜能属性也填写在此处)", elementName: "32mainStat", value: "" }, { itemName: "副属性(潜能属性也填写在此处)", elementName: "32viecStat", value: "" }, { itemName: "攻击(潜能攻击也填写在此处)", elementName: "32atk", value: "" }, { itemName: "主属性潜能(只需填写百分比)", elementName: "32mainStatPotential", value: "" }, { itemName: "副属性潜能(只需填写百分比)", elementName: "32viecStatPotential", value: "" }, { itemName: "攻击潜能(只需填写百分比)", elementName: "32atkPotential", value: "" } ] }, { listName: "图腾3", isHidden: "none", item: [ { itemName: "主属性(潜能属性也填写在此处)", elementName: "33mainStat", value: "" }, { itemName: "副属性(潜能属性也填写在此处)", elementName: "33viecStat", value: "" }, { itemName: "攻击(潜能攻击也填写在此处)", elementName: "33atk", value: "" }, { itemName: "主属性潜能(只需填写百分比)", elementName: "33mainStatPotential", value: "" }, { itemName: "副属性潜能(只需填写百分比)", elementName: "33viecStatPotential", value: "" }, { itemName: "攻击潜能(只需填写百分比)", elementName: "33atkPotential", value: "" } ] }, { listName: "拼图", isHidden: "none", item: [ { itemName: "主属性(潜能属性也填写在此处)", elementName: "34mainStat", value: "" }, { itemName: "副属性(潜能属性也填写在此处)", elementName: "34viecStat", value: "" }, { itemName: "攻击(潜能攻击也填写在此处)", elementName: "34atk", value: "" }, { itemName: "主属性潜能(只需填写百分比)", elementName: "34mainStatPotential", value: "" }, { itemName: "副属性潜能(只需填写百分比)", elementName: "34viecStatPotential", value: "" }, { itemName: "攻击潜能(只需填写百分比)", elementName: "34atkPotential", value: "" } ] }, { listName: "称号", isHidden: "none", item: [ { itemName: "主属性(潜能属性也填写在此处)", elementName: "35mainStat", value: "" }, { itemName: "副属性(潜能属性也填写在此处)", elementName: "35viecStat", value: "" }, { itemName: "攻击(潜能攻击也填写在此处)", elementName: "35atk", value: "" }, { itemName: "主属性潜能(只需填写百分比)", elementName: "35mainStatPotential", value: "" }, { itemName: "副属性潜能(只需填写百分比)", elementName: "35viecStatPotential", value: "" }, { itemName: "攻击潜能(只需填写百分比)", elementName: "35atkPotential", value: "" } ] }, { listName: "现金装备", isHidden: "none", item: [ { itemName: "主属性(潜能属性也填写在此处)", elementName: "36mainStat", value: "" }, { itemName: "副属性(潜能属性也填写在此处)", elementName: "36viecStat", value: "" }, { itemName: "攻击(潜能攻击也填写在此处)", elementName: "36atk", value: "" }, { itemName: "主属性潜能(只需填写百分比)", elementName: "36mainStatPotential", value: "" }, { itemName: "副属性潜能(只需填写百分比)", elementName: "36viecStatPotential", value: "" }, { itemName: "攻击潜能(只需填写百分比)", elementName: "36atkPotential", value: "" } ] }, { listName: "套装属性(合计)", isHidden: "none", item: [ { itemName: "主属性(潜能属性也填写在此处)", elementName: "37mainStat", value: "" }, { itemName: "副属性(潜能属性也填写在此处)", elementName: "37viecStat", value: "" }, { itemName: "攻击(潜能攻击也填写在此处)", elementName: "37atk", value: "" }, { itemName: "主属性潜能(只需填写百分比)", elementName: "37mainStatPotential", value: "" }, { itemName: "副属性潜能(只需填写百分比)", elementName: "37viecStatPotential", value: "" }, { itemName: "攻击潜能(只需填写百分比)", elementName: "37atkPotential", value: "" } ] }, { listName: "技能属性(合计)", isHidden: "none", item: [ { itemName: "主属性(潜能属性也填写在此处)", elementName: "38mainStat", value: "" }, { itemName: "副属性(潜能属性也填写在此处)", elementName: "38viecStat", value: "" }, { itemName: "攻击(潜能攻击也填写在此处)", elementName: "38atk", value: "" }, { itemName: "主属性潜能(只需填写百分比)", elementName: "38mainStatPotential", value: "" }, { itemName: "副属性潜能(只需填写百分比)", elementName: "38viecStatPotential", value: "" }, { itemName: "攻击潜能(只需填写百分比)", elementName: "38atkPotential", value: "" } ] }, { listName: "LINK(合计)", isHidden: "none", item: [ { itemName: "主属性(潜能属性也填写在此处)", elementName: "39mainStat", value: "" }, { itemName: "副属性(潜能属性也填写在此处)", elementName: "39viecStat", value: "" }, { itemName: "攻击(潜能攻击也填写在此处)", elementName: "39atk", value: "" }, { itemName: "主属性潜能(只需填写百分比)", elementName: "39mainStatPotential", value: "" }, { itemName: "副属性潜能(只需填写百分比)", elementName: "39viecStatPotential", value: "" }, { itemName: "攻击潜能(只需填写百分比)", elementName: "39atkPotential", value: "" } ] }, { listName: "怪怪卡", isHidden: "none", item: [ { itemName: "主属性(潜能属性也填写在此处)", elementName: "40mainStat", value: "" }, { itemName: "副属性(潜能属性也填写在此处)", elementName: "40viecStat", value: "" }, { itemName: "攻击(潜能攻击也填写在此处)", elementName: "40atk", value: "" }, { itemName: "主属性潜能(只需填写百分比)", elementName: "40mainStatPotential", value: "" }, { itemName: "副属性潜能(只需填写百分比)", elementName: "40viecStatPotential", value: "" }, { itemName: "攻击潜能(只需填写百分比)", elementName: "40atkPotential", value: "" } ] } ], selectList:[ { name:"攻击", value:"atk" }, { name:"攻击潜能", value:"atkP" }, { name:"主属性", value:"main" }, { name:"主属性潜能", value:"mainP" }, { name:"爆伤", value:"critD" }, { name:"总伤/boss伤害", value:"damage" },
], selectOne:"1", selectTwo:"2", pickerValueDefault: [1], name: "", level: "", arc: "", crit: "", critDamage: "", igone: "", mapleWarrior: "15", superMain: "", superAtk: "", union: "", union2: "", job: "亡命剑", coefficient: "", value: "", finalDamage: "", bossDamage: "", damage: "", avgent: "", haveData: "", start: "", black: "",
inside: "", AtkUp: "", AtkPUp: "", MainUp: "", MainPUp: "", CritDUp: "", DamageUp: "", AtkAndP: "", AtkAndMain: "", AtkAndMainP: "", CritDAndAtkP: "", AtkPAndDamage: "", realMainStat: "", haveResult:"", userSelect:"", sumAtk:"", sumAtkPotential:"", sumMainStat:"", sumMainStatPotential:"", sumViecStat:"", sumViecStatPotential:"", }, created: function () { var name=""; var pickerValueDefault= [1]; var level= ""; var arc= ""; var crit= ""; var critDamage= ""; var igone= ""; var mapleWarrior= "15"; var superMain= ""; var superAtk= ""; var union= ""; var union2= ""; var job= ""; var coefficient= ""; var value= ""; var finalDamage= ""; var bossDamage= ""; var damage= ""; var avgent= ""; var start= ""; var black= ""; var inside= "" var list="" var haveData=""
this.pickerValueDefault=pickerValueDefault; this.name=name; this.haveData=haveData this.level=level this.arc=arc this.crit=crit this.critDamage=critDamage this.igone=igone this.mapleWarrior= mapleWarrior this.superMain=superMain this.superAtk=superAtk this.union=union this.union2=union2 this.job="亡命剑" this.coefficient=coefficient this.value=value this.finalDamage=finalDamage this.bossDamage=bossDamage this.damage=damage this.avgent=avgent this.start=start this.black=black this.inside=inside
}, methods:{ setChangeOne(){ var left; var right; switch (this.selectOne) { case "atk":{left=this.AtkUp; break;} case "atkP":{left=this.AtkPUp; break;} case "main":{left=this.MainUp; break;} case "mainP":{left=this.MainPUp; break;} case "critD":{left=this.CritDUp; break;} case "damage":{left=this.DamageUp; break;} default: {left=this.AtkUp; break;} } switch (this.selectTwo) { case "atk":{right=this.AtkUp; break;} case "atkP":{right=this.AtkPUp; break;} case "main":{right=this.MainUp; break;} case "mainP":{right=this.MainPUp; break;} case "critD":{right=this.CritDUp; break;} case "damage":{right=this.DamageUp; break;} default: {left=this.DamageUp; break;} } this.userSelect=(left/right).toFixed(2) }, setChangeTwo(){
var left; var right; switch (this.selectOne) { case "atk":{left=this.AtkUp; break;} case "atkP":{left=this.AtkPUp; break;} case "main":{left=this.MainUp; break;} case "mainP":{left=this.MainPUp; break;} case "critD":{left=this.CritDUp; break;} case "damage":{left=this.DamageUp; break;} } switch (this.selectTwo) { case "atk":{right=this.AtkUp; break;} case "atkP":{right=this.AtkPUp; break;} case "main":{right=this.MainUp; break;} case "mainP":{right=this.MainPUp; break;} case "critD":{right=this.CritDUp; break;} case "damage":{right=this.DamageUp; break;} } this.userSelect=(left/right).toFixed(2) }, setSelected(){ this.value="["+13+"]" this.coefficient=1.3 this.job="亡命剑" }, count(){ var list= this.list; var sumMainStat = 0; var sumViecStat = 0; var sumAtk = 0; var sumMainStatPotential = 0; var sumViecStatPotential = 0; var sumAtkPotential = 0; for (var i = 0; i < 39; i++) { var MainStat = list[i].item[0].value; if(list[i].item[0].elementName=="38mainStat"){ MainStat=MainStat*2 } if (MainStat != null && MainStat != "") { sumMainStat += parseInt(MainStat); } var ViecStat = list[i].item[1].value; if (ViecStat != null && ViecStat != "") { sumViecStat += parseInt(ViecStat); } var Atk = list[i].item[2].value; if (Atk != null && Atk != "") { sumAtk += parseInt(Atk); } var MainStatPotential = list[i].item[3].value; if (MainStatPotential != null && MainStatPotential != "") { sumMainStatPotential += parseInt(MainStatPotential); } var ViecStatPotential = list[i].item[4].value; if (ViecStatPotential != null && ViecStatPotential != "") { sumViecStatPotential += parseInt(ViecStatPotential); } var AtkPotential = list[i].item[5].value; if (AtkPotential != null && AtkPotential != "") { sumAtkPotential += parseInt(AtkPotential); } } this.sumMainStat=sumMainStat this.sumViecStat = sumViecStat;
this.sumAtk = sumAtk; this.sumMainStatPotential = sumMainStatPotential; this.sumViecStatPotential = sumViecStatPotential; this.sumAtkPotential = sumAtkPotential; var superAtk=this.superAtk;
sumAtk=sumAtk+parseInt(superAtk); console.log(sumAtk) localStorage.setItem("inside", this.inside); localStorage.setItem("start", this.start); localStorage.setItem("black", this.black); var item = { name: this.name , level: this.level , arc: this.arc , crit: this.crit , critDamage: this.critDamage , mapleWarrior: this.mapleWarrior , superMain: this.superMain , union: this.union , union2: this.union2 , job: this.job , coefficient: this.coefficient , value: this.value , finalDamage: this.finalDamage , bossDamage: this.bossDamage , damage: this.damage , igone: this.igone , avgent: 0 , inside: this.inside , start: this.start , black: this.black , sumMainStat : sumMainStat , sumViecStat : sumViecStat , sumAtk : sumAtk , sumMainStatPotential : sumMainStatPotential , sumViecStatPotential : sumViecStatPotential , sumAtkPotential : sumAtkPotential }
if(item.level==0||item.level==null||item.level==""){ alert("请填写等级"); return ; } if(item.level>300){ alert("等级超过上限了"); return ; } if(item.arc > 1320 || item.arc < 0 || item.arc % 10 != 0){ alert("请填写正确的神秘力量"); return ; } //此处开始修改成静态js var real = count( item.level, item.arc, item.mapleWarrior, item.sumMainStat, item.sumViecStat, item.sumAtk, item.sumMainStatPotential, item.sumViecStatPotential, item.sumAtkPotential, item.union, item.union2, item.finalDamage, item.bossDamage, item.damage, item.crit, item.critDamage, item.coefficient, item.superMain ); var addmainStat = 100; var mainStatAddOne = count( item.level, item.arc, item.mapleWarrior, parseInt(item.sumMainStat + addmainStat), item.sumViecStat, item.sumAtk, item.sumMainStatPotential, item.sumViecStatPotential, item.sumAtkPotential, item.union, item.union2, item.finalDamage, item.bossDamage, item.damage, item.crit, item.critDamage, item.coefficient, item.superMain ); var mainStatPotentialAddOne = count( item.level, item.arc, item.mapleWarrior, item.sumMainStat, item.sumViecStat, item.sumAtk, parseInt(item.sumMainStatPotential + 1), item.sumViecStatPotential, item.sumAtkPotential, item.union, item.union2, item.finalDamage, item.bossDamage, item.damage, item.crit, item.critDamage, item.coefficient, item.superMain ); var atkAddOne = count( item.level, item.arc, item.mapleWarrior, item.sumMainStat, item.sumViecStat, parseInt(item.sumAtk + 1), item.sumMainStatPotential, item.sumViecStatPotential, item.sumAtkPotential, item.union, item.union2, item.finalDamage, item.bossDamage, item.damage, item.crit, item.critDamage, item.coefficient, item.superMain ); var AtkPotentialAddOne = count( item.level, item.arc, item.mapleWarrior, item.sumMainStat, item.sumViecStat, item.sumAtk, item.sumMainStatPotential, item.sumViecStatPotential, parseInt(item.sumAtkPotential + 1), item.union, item.union2, item.finalDamage, item.bossDamage, item.damage, item.crit, item.critDamage, item.coefficient, item.superMain ); var damageAddOne = count( item.level, item.arc, item.mapleWarrior, item.sumMainStat, item.sumViecStat, item.sumAtk, item.sumMainStatPotential, item.sumViecStatPotential, item.sumAtkPotential, item.union, item.union2, item.finalDamage, item.bossDamage, 1 * item.damage + 1, item.crit, item.critDamage, item.coefficient, item.superMain ); var critDamageAddOne = count( item.level, item.arc, item.mapleWarrior, item.sumMainStat, item.sumViecStat, item.sumAtk, item.sumMainStatPotential, item.sumViecStatPotential, item.sumAtkPotential, item.union, item.union2, item.finalDamage, item.bossDamage, item.damage, item.crit, 1 * item.critDamage + 1, item.coefficient, item.superMain ); var AtkPUp = (AtkPotentialAddOne - real).toFixed(1); this.AtkPUp = AtkPUp; var AtkUp = (atkAddOne - real).toFixed(1); this.AtkUp = AtkUp; this.MainPUp = (mainStatPotentialAddOne - real).toFixed(1); var MainUp = (mainStatAddOne - real).toFixed(1); MainUp=MainUp/100 this.MainUp = MainUp this.CritDUp = (critDamageAddOne - real).toFixed(1); this.DamageUp = (damageAddOne - real).toFixed(1); this.AtkAndP = (AtkPUp / AtkUp).toFixed( 1 ); this.AtkAndMain = (AtkUp / MainUp).toFixed(1); this.AtkAndMainP = ( (AtkPotentialAddOne - real) / (mainStatPotentialAddOne - real) ).toFixed(1); this.CritDAndAtkP = ( (critDamageAddOne - real) / (AtkPotentialAddOne - real) ).toFixed(1); this.AtkPAndDamage = ( (AtkPotentialAddOne - real) / (damageAddOne - real) ).toFixed(1); changeBar(item, real, this.igone) //此处结束修改成静态js
} }
}) </script>