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<script>
(window.RLQ = window.RLQ || []).push([ ["jquery"], function () { $(function () { // 初始 roleData = JSON.parse(document.getElementById('RoleNumValue').innerHTML); starStoneData = JSON.parse(document.getElementById('StarStoneValue').innerHTML); StarStoneGroupData = JSON.parse(document.getElementById('StarStoneGroup').innerHTML); StoneGroupData = StarStoneGroupData.Group; StoneComboData = StarStoneGroupData.Combo; console.info(roleData); console.info(starStoneData); console.info(StoneGroupData);
nowSelectRoleData; HP_BF_SliderMax = 100; ATK_BF_SliderMax = 100; clickUpdate = true; awakeOver = false; drawPageContent(); ResetRoleList(); ResetDrawStoneComboButton(); ResetPayPoint(); DrawStarStoneOption(); Job_Switck(); MainCalculation(); awakeOver = true; }) } ])
var roleData; var starStoneData; var StarStoneGroupData; var StoneGroupData; var StoneComboData; var nowSelectRoleData; var HP_BF_SliderMax; var ATK_BF_SliderMax; var clickUpdate; var awakeOver;
// 绘制画面 ================================================================ // 定义函数来绘制页面内容 function drawPageContent() { // 获取页面中的计算父元素 var DrawTargetParent = document.querySelector('.DrawTarget');
// 如果找到计算父元素 if (DrawTargetParent) { // 设置计算父元素的innerHTML,插入所需的HTML内容 DrawTargetParent.style.display = "block"; console.info(`初始化更新-更新完成`); } else { console.info(`初始化更新-未找到`); } } // 按键更新 ================================================================ // 职业更新 function Job_Switck() { console.info(`职业修改`); var selectedJob = document.getElementById('jobSwitch').value; // 获取所选职业名称 ResetRoleList(selectedJob); Role_Switch(); if (clickUpdate == false) MainCalculation(); } // 角色更新 function Role_Switch() { console.info(`角色修改`); var selectedRoleName = document.getElementById('roleSelect').value; // 获取所选角色名称
// 使用find方法查找roleName为所选角色名称的元素 var foundElement = roleData.find(function (element) { return element.roleName === selectedRoleName; });
if (foundElement) { document.getElementById('roleJob').textContent = foundElement.roleJob; // 将角色名称设置为工作列表的值 console.log(`打印匹配到的角色: ` + foundElement.roleJob); // 打印匹配到的角色的 roleJob } else { console.log('未找到匹配的角色'); document.getElementById('roleSelect').value = roleData[0].roleName; Role_Switch(); return; }
let nowRoleName = document.getElementById('roleSelect').value; nowSelectRoleData = roleData.find(function (role) { return role.roleName === nowRoleName; }); console.log(`获取角色json:${nowSelectRoleData}`); console.info(nowSelectRoleData); var lbfRange = document.getElementById('lifeBF-Range'); var abfRange = document.getElementById('atkBF-Range');
$('#show-portrait').html(); $('#show-portrait-2').html(); // 选择 data-name 属性为 getName 的内容添加到 id 为 gacha_get_box 的块中去 $('#show-portrait').append($("[data-name='" + selectedRoleName + "']").eq(0).html()); $('#show-portrait-2').append($("[data-name='" + selectedRoleName + "']").eq(1).html());
if (nowSelectRoleData.isSSR == 'TRUE') { HP_BF_SliderMax = 2600; ATK_BF_SliderMax = 500; } else { HP_BF_SliderMax = 1820; ATK_BF_SliderMax = 350; } // 最大值更新 lbfRange.max = Math.ceil(HP_BF_SliderMax / 25) * 25; abfRange.max = Math.ceil(ATK_BF_SliderMax / 5) * 5; ResetStarStoneList(0); ResetDrawStoneComboButton(); StoneGroupState(); // 输入框内容更新 UpdateBFInput('lifeBF'); UpdateBFInput('atkBF'); InputOver(); } // 输入完成 function InputOver() { if (clickUpdate == true && awakeOver == true) MainCalculation(); }
function levelChanged() { if (document.getElementById("roleRealLevel").value == 1) { document.getElementById("roleLevel").value = 4; document.getElementById("rolePower").textContent = "+15"; } else if (document.getElementById("roleRealLevel").value == 2) { document.getElementById("roleLevel").value = 5; document.getElementById("rolePower").textContent = "+17"; } InputOver(); } //主计算 function MainCalculation() { // 获取 属性 let roleAttributeValue = document.getElementById('roleAttribute').textContent;
// 角色白值等级 let levelValue = parseInt(document.getElementById('roleLevel').value); let levelHP = nowSelectRoleData.Level_HP[levelValue - 1]; let levelATK = nowSelectRoleData.Level_ATK[levelValue - 1];
// 角色阶段 (重复碎片提升 命座.jpg) let payValue = parseInt(document.getElementById('rolePay').value); let payHP = 0; let payATK = 0;
// 星级(化极) let starLevel = GetPayPointValue(); let starLevelValue; if (starLevel >= 6) { starLevelValue = 0.35; } else if (starLevel >= 5) { starLevelValue = 0.25; } else { starLevelValue = (starLevel - 1) * 0.05; } starLevelValue = parseFloat(starLevelValue.toFixed(6)); // 生命/攻击蝶 let lifeBF = parseInt(document.getElementById('lifeBF').value); let atkBF = parseInt(document.getElementById('atkBF').value); console.log(nowSelectRoleData); let step = 1; // 步骤计数器 let forLength = Math.min(payValue, 20); for (let i = 0; i < forLength; i++) { if (step % 2 === 1) { // 奇数步骤,增加 payHP payHP += nowSelectRoleData.Pay_HP[parseInt(step / 2)]; // 使用取模操作防止索引超出数组范围 } else { // 偶数步骤,增加 payATK payATK += nowSelectRoleData.Pay_ATK[parseInt(step / 2) - 1]; // 使用取模操作防止索引超出数组范围 } console.log(`${payHP} ${payATK} ${step}`); step++; // 增加步骤计数器 }
let getStone1 = GetStoneJsonData(1); let star1Lv = parseInt(document.getElementById(`StarStone1-LvInput`).value);
let getStone2 = GetStoneJsonData(2); let star2Lv = parseInt(document.getElementById(`StarStone2-LvInput`).value);
let getStone3 = GetStoneJsonData(3); let star3Lv = parseInt(document.getElementById(`StarStone3-LvInput`).value);
console.info(getStone1, getStone2, getStone3);
let starOffHpNum = StarStoneValueCombine(getStone1.HP_Value, star1Lv, getStone2.HP_Value, star2Lv, getStone3 .HP_Value, star3Lv); let starOffHpPer = StarStoneValueCombine(getStone1.HP_Percent, star1Lv, getStone2.HP_Percent, star2Lv, getStone3 .HP_Percent, star3Lv);
let starOffAtkNum = StarStoneValueCombine(getStone1.ATK_Value, star1Lv, getStone2.ATK_Value, star2Lv, getStone3 .ATK_Value, star3Lv); let starOffAtkPer = StarStoneValueCombine(getStone1.ATK_Percent, star1Lv, getStone2.ATK_Percent, star2Lv, getStone3.ATK_Percent, star3Lv);
let groupData = DetectionStoneGroup([getStone1.StoneName, getStone2.StoneName, getStone3.StoneName]); let groutLv = 5 - Math.max(getStone1.Level ? getStone1.Level : 1, getStone2.Level ? getStone2.Level : 1, getStone3.Level ? getStone3.Level : 1);
let starGroupOffHpNum = 0; let starGroupOffHpPer = 0; let starGroupOffAtkNum = 0; let starGroupOffAtkPer = 0;
let lvOfAtkPer = levelValue >= 2 ? 0.05 : 0; let lvOfHpPer = levelValue >= 4 ? 0.05 : 0;
groupData.forEach(function (groupAdd) { let data = groupAdd.values[groutLv]; console.log(groupAdd.valueType + `` + data); switch (groupAdd.valueType) { case '生命值': starGroupOffHpNum += Number(data); break; case '生命率': starGroupOffHpPer += Number(data); break; case '攻击值': starGroupOffAtkNum += Number(data); break; case '攻击率': starGroupOffAtkPer += Number(data); break; default: break; } });
document.getElementById('TestShow1').textContent = `角色名称:${nowSelectRoleData.roleName} |职业:${nowSelectRoleData.roleJob} |属性:${roleAttributeValue}`;
let hpAdd = payHP + lifeBF + starOffHpNum + starGroupOffHpNum; let hpPer = parseFloat((starLevelValue + starOffHpPer + starGroupOffHpPer + lvOfAtkPer).toFixed(6)); let hpOutput = parseFloat(((levelHP + hpAdd) * (1 + hpPer)).toFixed(6)); // document.getElementById('TestH1').textContent = `白值:${levelHP}`; // document.getElementById('TestH2').textContent = `加算| 氪金:${payHP} |生命蝶:${lifeBF} |星石提供:${starOffHpNum}|星石羁绊提供:${starGroupOffHpNum}`; // document.getElementById('TestH3').textContent = `乘算| 化极:${starLevelValue} |星石提供:${starOffHpPer}|星石羁绊提供:${starGroupOffHpPer}|修为提供${lvOfAtkPer}`; document.getElementById('TestH4').textContent = `${hpOutput}`; document.getElementById('outputLife1').value = Math.floor(`${hpOutput}`); console.log( `白值:${levelHP}\n加算| 氪金:${payHP} |生命蝶:${lifeBF} |星石提供:${starOffHpNum}|星石羁绊提供:${starGroupOffHpNum}\n乘算| 化极:${starLevelValue} |星石提供:${starOffHpPer}|星石羁绊提供:${starGroupOffHpPer}|修为提供${lvOfAtkPer}\nX=${hpAdd}|Y=${hpPer} (白值:+x)*(1+y%)=${hpOutput}` )
let atkAdd = payATK + atkBF + starOffAtkNum + starGroupOffAtkNum; let atkPer = parseFloat((starLevelValue + starOffAtkPer + starGroupOffAtkPer + lvOfHpPer).toFixed(6)); let atkOutput = parseFloat(((levelATK + atkAdd) * (1 + atkPer)).toFixed(6)); // document.getElementById('TestA1').textContent = `白值:${levelATK}`; // document.getElementById('TestA2').textContent = `加算| 氪金:${payATK} |攻击蝶:${atkBF} |星石提供:${starOffAtkNum}|星石羁绊提供:${starGroupOffAtkNum}`; // document.getElementById('TestA3').textContent = `乘算| 化极:${starLevelValue} |星石提供:${starOffAtkPer}|星石羁绊提供:${starGroupOffAtkPer}|修为提供${lvOfHpPer}`; document.getElementById('TestA4').textContent = `${atkOutput}`; document.getElementById('outputAtk1').value = Math.floor(`${atkOutput}`); console.log( `白值:${levelATK}\n加算| 氪金:${payATK} |攻击蝶:${atkBF} |星石提供:${starOffAtkNum}|星石羁绊提供:${starGroupOffAtkNum}\n乘算| 化极:${starLevelValue} |星石提供:${starOffAtkPer}|星石羁绊提供:${starGroupOffAtkPer}|修为提供${lvOfHpPer}\nX=${atkAdd}|Y=${atkPer} (白值:+x)*(1+y%)=${atkOutput}` ) }
// 辅助方法 ================================================================
// json查询 ================================================================
// 获取星石数据 function GetStoneJsonData(selectIndex) { // 获取石头的当前选项 let value = document.getElementById(`StarStone${selectIndex}`).value; // 寻找是否存在 let getStone = starStoneData.find(function (stone) { // console.log(`${stone.StoneName}-${stone.Level} ${value}`); return `${stone.StoneName}-${stone.Level}` === value; });
// 若空 返回空数组 否则 返回该数据 if (getStone === undefined) return []; return getStone; } // 角色 ================================================================ // 根据传入的职业重新绘制角色列表 function ResetRoleList(type) { // 获取下拉菜单元素 var selectMenu = document.getElementById('roleSelect'); var beforeSeleRole = selectMenu.value; // 获取原来所选角色 var beforeSeleJob = document.getElementById('roleJob').value; // 获取原来所选职业
// 清空原有选项 selectMenu.innerHTML = ;
// 定义函数用于创建并添加选项 function addOption(roleName) { // 创建一个新的 <option> 元素 var option = document.createElement('option'); // 设置 <option> 的 value 和文本内容为角色名称 option.value = roleName; option.text = roleName; // 将 <option> 添加到下拉菜单中 selectMenu.appendChild(option); }
// 遍历 roleData 数组 roleData.forEach(function (role) { // 如果 type 不是破军、龙盾、岐黄、神纪或诡道之一,或者角色的 roleJob 与 type 相同 if (!['破军', '龙盾', '岐黄', '神纪', '诡道'].includes(type) || role.roleJob === type) { // 添加角色选项 addOption(role.roleName); } });
if (beforeSeleJob == type) { document.getElementById('roleSelect').value = beforeSeleRole; Role_Switch(); } }
function GetPayPointValue() { rolePay = document.getElementById('rolePay'); rolePayLvShow = document.getElementById('rolePayLvShow'); if (parseInt(rolePay.value) <= 20) { return Math.floor(rolePay.value / 5 + 1 - 0.1); } else if (rolePay.value == 21) { return 5; } else if (rolePay.value == 22) { return 6; } else if (rolePay.value == 23) { return 1; } else if (rolePay.value == 24) { return 2; } else if (rolePay.value == 25) { return 3; } else if (rolePay.value == 26) { return 4; } } // 更新氪金节点 function ResetPayPoint() { let value = GetPayPointValue(); if (value >= 6) { document.getElementById('rolePayLvShow').textContent = `觉醒`; } else { document.getElementById('rolePayLvShow').textContent = value + `星`; } InputOver(); } // 星石 ================================================================ // 初始时 绘制星石下拉菜单的内容 等级 function DrawStarStoneOption() { const selectElements = [document.getElementById('StarStone1-LvInput'), document.getElementById( 'StarStone2-LvInput'), document.getElementById('StarStone3-LvInput')];
for (let i = 0; i < selectElements.length; i++) { let count = 1; selectElements[i].innerHTML = ; selectElements[i].add(new Option(0, 0)); for (let j = 0; j < 6; j++) { for (let k = 1; k <= 10; k++) { selectElements[i].add(new Option(j * 10 + k, count)); count++; } if (count == 0) {} else if (j < 5) { selectElements[i].add(new Option((j + 1) * 10 + '突破', count)); } count++; } } } // 根据传入的信息重新绘制星石列表 // 互斥方法: // 将其他下拉菜单中选择项排除 // 互斥规则: // 1 未选择不可被排除 // 2 更新的元素不变化 function ResetStarStoneList(inputIndex) { // console.info(`重置-星石列表`); // 缓存下拉列表的元素 const selectElements = GetStoneElements(); // 缓存丢弃列表 const discardedItems = selectElements.map((element) => element.value.split('-')[0]); console.log(`丢弃列表` + discardedItems); // 遍历所有 select 元素 for (let i = 0; i < selectElements.length; i++) { // 本次修改的 select 不更新 if (i == inputIndex - 1) continue; // 获取当前选择值 let previousSelectValue = selectElements[i].value; // 清空下拉选项 selectElements[i].innerHTML = ; // 新建一个未选择 selectElements[i].add(new Option('未选择', '未选择'));
// 遍历 石头数据 数组 starStoneData.forEach((starData) => { if (CanAddOptions(starData, discardedItems, i + 1)) { // 设置显示名称(加上紫/蓝 后缀) let OptionName = starData.StoneName; switch (starData.Level) { case 1: break; case 2: OptionName += '(紫)'; break; case 3: OptionName += '(蓝)'; break; default: break; } // 新建选项 let option = new Option(OptionName, `${starData.StoneName}-${starData.Level}`); // 选项加上class(橙/紫/蓝 颜色) option.classList.add(`star-${starData.Level}`); // 选项加入下拉菜单中 selectElements[i].add(option); } console.groupEnd(); }); // console.group(`查询值`); // 遍历所有选项 for (let j = 0; j < selectElements[i].options.length; j++) { // 检查选项的值是否与目标值相同 if (selectElements[i].options[j].value == previousSelectValue) selectElements[i].value = previousSelectValue; // console.info(`${selectElements[i].options[j].value} 和 ${previousSelectValue} 是否相等${selectElements[i].options[j].value == previousSelectValue}`); } // console.groupEnd(); } // 查询是否可以加入 function CanAddOptions(compareStarData, blackList, elementIndex) { //console.group(`检测石头[${compareStarData.StoneName}]`); // 当获取到的石头数据 存在职业限制 if (compareStarData.Job_Limit != undefined) { if (compareStarData.Job_Limit.length > 0) { //console.log(`石头[${compareStarData.StoneName}]存在职业限制`); // 遍历 选择的数据 若与当前选择的职业相符合 返回真 for (let i = 0; i < compareStarData.Job_Limit.length; i++) { if (compareStarData.Job_Limit[i] == nowSelectRoleData.roleJob) { //console.info(`当前对比的石头[${compareStarData.StoneName}]限制职业[${compareStarData.Job_Limit[i]}] 当前选择的职业[${nowSelectRoleData.roleJob}] 可以增加`); return true; } } //console.info(`当前对比的石头[${compareStarData.StoneName}]限制职业,不可增加`); return false; } else { //console.log(`石头[${compareStarData.StoneName}]没有职业限制职业1`); } } else { //console.log(`石头[${compareStarData.StoneName}]没有职业限制职业222`); }
// 对比和原本值一致 if (compareStarData === blackList[elementIndex]) { //console.log(`石头[${compareStarData.StoneName}]和原先值一致 输出`); return true; } else { for (let j = 0; j < blackList.length; j++) { //console.log(`石头[${compareStarData.StoneName}]检测互斥[${blackList[j]}] ${compareStarData == blackList[j]}`); if (compareStarData == blackList[j]) { return false; } } } return true; } if (inputIndex != 0 && clickUpdate == true) { MainCalculation(); } } // 获取三个石头的元素 function GetStoneElements() { return [document.getElementById('StarStone1'), document.getElementById('StarStone2'), document.getElementById( 'StarStone3')]; } // 三个星石的数值合并 function StarStoneValueCombine(...args) { // console.log('数组参数:', args); let cacheValue = 0; for (let i = 0; i < args.length; i += 2) { if (args[i] === undefined) continue; if (args[i].length < 65) continue; if (args[i + 1] == 0) continue; cacheValue += parseFloat(args[i][parseInt(args[i + 1]) - 1]); } // console.log('返回值:', cacheValue); return parseFloat(cacheValue.toFixed(6)); } // 更新星石输入信息 function UpdateStarInput(index, UpdateIsInput = true) { var inputValue = document.getElementById(`StarStone${index}-LvInput`); var sliderValue = document.getElementById(`StarStone${index}-LvRange`);
// 将输入值转换为整数数值 inputValue.value = parseInt(inputValue.value, 10);
if (UpdateIsInput) { // 限制输入值的范围为0到65之间 inputValue.value = Math.max(0, Math.min(inputValue.value, 65));
sliderValue.value = inputValue.value; } else { inputValue.value = sliderValue.value; } InputOver(); } // 星石组合 function ResetDrawStoneComboButton() {} // 星石羁绊 ================================================================ // 检测石头羁绊 function DetectionStoneGroup(inputNames) { // 所有凑够羁绊的组 let matchingGroups = []; // 循环所有羁绊组 for (let i = 0; i < StoneGroupData.length; i++) { // 获取当前羁绊需求表 let stoneNames = StoneGroupData[i].StoneNames;
// 检查 羁绊需求 的所有元素是否都在inputNames中存在 let allNamesFound = stoneNames.every(function (name) { return inputNames.includes(name); });
// 如果stoneNames中的所有元素都在inputNames中存在,则将该GroupData元素添加到匹配数组中 if (allNamesFound) { matchingGroups.push(StoneGroupData[i]); } } // console.log(`羁绊获取`); // console.log(matchingGroups); return matchingGroups; // 返回匹配的GroupData元素数组 } // 重新绘制星石组合的内容 function ResetDrawStoneComboButton() { getJob = nowSelectRoleData.roleJob; console.info(`当前选择角色的职业为${getJob}`); let GroupBox = document.getElementById('StoneComboBox'); // 清空组合内的内容 GroupBox.innerHTML = ;
// 创建一个 元素 let i_Element = document.createElement('i'); i_Element.className = 'StoneCombo-Button'; // GroupBox.appendChild(i_Element);
// 遍历 组合 塞入 StoneComboData.forEach(function (ComboData) { const showValue = ComboData.StoneComboNames.join('+'); let btn = addButton(showValue);
let canSelect = false; // 石头黑名单 ===== // console.info(`石头黑名单开始`); // 创建一个空数组来存储不重复的职业 let uniqueJobs = []; // 遍历 StoneNames 数组中的每个石头 ComboData.StoneComboNames.forEach(function (stoneName) { // console.info(stoneName); // 从名称获取数据,获取黑名单 let stoneData = starStoneData.find(function (stone) { return stone.StoneName === stoneName; }); // console.log(stoneData); // console.log(stoneData.Job_Limit); if (stoneData.Job_Limit != undefined) // 遍历 Limit 数组 stoneData.Job_Limit.forEach(function (_limit) { // 检查是否已经包含在不重复的职业数组中,如果没有则添加 if (!uniqueJobs.includes(_limit)) { uniqueJobs.push(_limit); } }); }); // console.info(`获取到所有黑名单职业`); // console.info(uniqueJobs); // 如果限制列表存在限制 那么只有当出现在黑名单中,才可以添加 if (uniqueJobs.length > 0) { uniqueJobs.forEach(function (job) { if (getJob == job) { canSelect = true; console.log(`${getJob}出现在黑名单中,可以添加`); return; // 在这里使用 return 跳出当前循环 // 禁止添加 } }); } else { canSelect = true; }
if (!canSelect) { btn.disabled = true; // 添加一个额外的类 btn.classList.add('btn-disabled'); } });
addButton('清除选择');
function addButton(btn) { // 创建一个新的按钮元素 let GroupBtn = document.createElement('button'); // 设置按钮的 class GroupBtn.className = 'StoneCombo-Button'; // 设置按钮的 id GroupBtn.id = btn; // 设置按钮的文本内容 GroupBtn.innerHTML = btn; // 绑定点击事件 GroupBtn.onclick = function () { // 直接获取被点击按钮的 id let buttonId = this.id; console.log('点击的按钮的id是:' + buttonId); StoneGroupSelect(buttonId); }; GroupBox.appendChild(GroupBtn); return GroupBtn; } } // 选择组合 function StoneGroupSelect(getId) { var StoneGroup_Parts; if (getId == '清除选择' || getId == 'remove') { getId = 'remove'; StoneGroup_Parts = ['未选择', '未选择', '未选择']; } else { // 使用split方法拆分字符串 StoneGroup_Parts = getId.split('+'); if (StoneGroup_Parts.length < 3) StoneGroup_Parts.push('未选择'); } console.log(`输出要更新的组合` + StoneGroup_Parts); // 输出: ["紫薇", "天相"]
var buttons = document.querySelectorAll('.StoneCombo-Button'); buttons.forEach(function (button) { button.classList.remove('pressed'); });
var targetButton = document.getElementById(getId); if (targetButton != undefined) { targetButton.classList.toggle('pressed'); } let stoneEnems = GetStoneElements(); for (let i = 0; i < stoneEnems.length; i++) { if (StoneGroup_Parts[i] != '未选择') StoneGroup_Parts[i] += `-1`; stoneEnems[i].value = StoneGroup_Parts[i]; } InputOver(); } // 组合状态(是否可用) function StoneGroupState() { var GroupBox = document.getElementById('StoneComboBox'); var buttonsInGroupBox = GroupBox.querySelectorAll('button'); console.info(buttonsInGroupBox); buttonsInGroupBox.forEach(function (button) { let jobs = button.value.split('+'); for (let i = 0; i < jobs.length; i++) {} }); } // 蝶 ================================================================ // 更新蝶输入信息 function UpdateBFInput(idName) { var cacheValue = document.getElementById(idName).value; // 获取最大值 if (idName == 'lifeBF') { var maxValue = HP_BF_SliderMax; // 设置为25的倍数 cacheValue = Math.ceil(cacheValue / 25) * 25; } else if (idName == 'atkBF') { var maxValue = ATK_BF_SliderMax; // 设置为25的倍数 cacheValue = Math.ceil(cacheValue / 5) * 5; } // 设置在0到最大值之间 cacheValue = Math.max(0, Math.min(maxValue, cacheValue)); // 输入框更新 document.getElementById(`${idName}-Range`).value = cacheValue; } // 更新蝶滑条 function UpdateBFSlider(idName) { var sliderValue = document.getElementById(idName + `-Range`).value; // 获取最大值 if (idName == 'lifeBF') { var maxValue = HP_BF_SliderMax; } else if (idName == 'atkBF') { var maxValue = ATK_BF_SliderMax; } // 设置在0到最大值之间 sliderValue = Math.max(0, Math.min(maxValue, sliderValue)); // 输入框更新 document.getElementById(idName).value = sliderValue; }
// 最终结果=(初始值+x)*(1+y%)
// x=蝶+[星石值]+[星石套装值]+ (加or减)[节点属性] // 蝶(直接数值) 星石(暂置空) 节点属性
// y = 1+化极+星石+星石套装
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