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經驗值類型: Type2 (Lv 10) Type2 (Lv 15) Type2 (Lv 25) Type2 (Lv 30) Type2 (Lv 50) Type2 (Lv 70) Type3 (Lv 5) Type3 (Lv 10) Type3 (Lv 15) Type3 (Lv 25) Type3 (Lv 30) Type3 (Lv 35) Type3 (Lv 50) Type3 (Lv 70) Type5 (Lv 50) Type5 (Lv 99) 不能升級 合作小怪 Type4 第三世代A 第三世代B 合作刮卡 巨人 Type3e 妖尾II 御坂妹 化合龍A 化合龍B 一夜 大貓 花獸 WEGO — 滿級經驗: — 最大等級: — 成長曲線: 等級基礎經驗升到下級 /**/
@import url(//cdnjs.cloudflare.com/ajax/libs/select2/3.4.5/select2.min.css); #friends th { text-align: right; } #calculate-button { width: 50%; margin: 1em; } #friends { margin: auto; } .highlighted-unit { background: purple; } 合成目標【Base】: 不指定 強化素材【Materials】:Lv數量 經常出現的朋友及路人 火水風光闇無 人類 龍 神 魔物 妖精 獸 機械 強化合成用 var newRowTemplate = '' + '' + '' + '' + ''; function fetchFriendFactors() { var friendFactors = {'': 1}; var elems = ['火','水','風','光','闇','無']; var races = ['人類','龍','神','魔物','妖精','獸','機械','強化合成用']; $.each(elems, function (_, elem) { $.each(races, function (_, race) { friendFactors[elem + race] = 1.0; }); }); $('#friends input:checked').each(function () { var kind = $(this).data('kind').split(/-/); var thisElem = kind[0]; var thisRace = kind[1]; friendFactors[thisElem + thisRace] = 1.5; $.each(elems, function (_, elem) { friendFactors[elem + thisRace] = Math.max(1.25, friendFactors[elem + thisRace]); }); $.each(races, function (_, race) { friendFactors[thisElem + race] = Math.max(1.25, friendFactors[thisElem + race]); }); }); return friendFactors; } function getMinExp(info, level) { if (level >= info.lvmax) { return info.expmax; } else { var ratio = (level - 1) / (info.lvmax - 1); return Math.ceil(info.expmax * Math.pow(ratio, info.exppow)); } } var NEXT_UNIT_KEY = 0; function Unit(unitData, unitId, level) { this.key = NEXT_UNIT_KEY++; this.unitId = unitId; if (!unitData) { return; } var info = this._info = unitData[unitId]; this._exp = getMinExp(info, level); var blendCoeff = info.blendpow * (info.blendmax - info.blendmin) / info.exppow; this._blendCoeff = blendCoeff * Math.pow(info.expmax, -info.blendpow / info.exppow); this.recompute(); }; Unit.prototype.recompute = function () { var info = this._info; if (this._exp >= info.expmax) { this._exp = info.expmax; this._level = info.lvmax; this._blend = info.blendmax; } else { var raw_ratio = Math.pow((this._exp / info.expmax), 1 / info.exppow); this._level = ((raw_ratio * (info.lvmax - 1))|0) + 1; var ratio = Math.pow((this._level - 1) / (info.lvmax - 1), info.blendpow); this._blend = info.blendmin + (((info.blendmax - info.blendmin) * ratio)|0); } var blendPotential = Math.pow(Math.max(1, this._exp), info.blendpow / info.exppow - 1); this._blendPotential = this._blendCoeff * blendPotential; }; Unit.prototype.clone = function () { var newUnit = new Unit(); newUnit.unitId = this.unitId; newUnit._info = this._info; newUnit._exp = this._exp; newUnit._level = this._level; newUnit._blend = this._blend; newUnit._blendCoeff = this._blendCoeff; newUnit._blendPotential = this._blendPotential; return newUnit; }; Unit.prototype.getBlendFactor = function (info, friendFactors) { var factor = friendFactors[info.elem + info.race] || friendFactors; if (this._info.elem == info.elem) { factor *= 1.5; } return factor; }; Unit.prototype.minimizeFriendFactor = function () { var minExp = getMinExp(this._info, this._level); var baseExp = this.target._exp; var targetInfo = this.target._info; for (var ff = 1.0; ff < this.friendFactor; ff += 0.25) { var blend = this.material.getBlend(targetInfo, ff); if (blend + baseExp >= minExp) { this.friendFactor = ff; this._exp = blend + baseExp; break; } } }; Unit.prototype.getBlend = function (info, friendFactors) { return (this.getBlendFactor(info, friendFactors) * this._blend)|0; }; Unit.prototype.getBlendPotential = function (info, friendFactors) { return this.getBlendFactor(info, friendFactors) * this._blendPotential; }; Unit.prototype.toHTMLPartsSimple = function () { var info = this._info; return [ ' Lv.', this._level, '', ]; }; Unit.prototype.toHTMLParts = function () { /* Assume `.target` and `.material` are defined! */ var selfParts = this.toHTMLPartsSimple(); var targetParts = this.target.toHTMLPartsSimple(); var materialParts = this.material.toHTMLPartsSimple(); var ffString = this.friendFactor; if (this.friendFactor == 1) { ffString = '1.0'; } var materialBlend = this._exp - this.target._exp; return [''].concat(selfParts, ' = ', targetParts, ' + ', materialParts, ' (×', ffString, ' = ', materialBlend,')'); }; function blendUnits(target, material, friendFactors) { var result = target.clone(); result.target = target; result.material = material; result.friendFactor = friendFactors[target._info.elem + target._info.race]; result._exp += material.getBlend(target._info, friendFactors); result.recompute(); return result; } function fetchMaterials(unitData) { var materials = []; $('#units-tbody').children().each(function (i, row) { var unitId = $('select.unit', row).val(); var level = $('input.level', row).val()|0; for (var j = $('input.count', row).val()|0; j > 0; -- j) { materials.push(new Unit(unitData, unitId, level)); } }); return materials; } function BlendMatrix(materials, finalTargetInfo, friendFactors) { this._finalTargetInfo = finalTargetInfo; this._friendFactors = friendFactors; this._materials = materials.map(function (x) { return [x.getBlendPotential(finalTargetInfo, friendFactors), x, -1]; }); this._frozenMaterials = []; this.sortMaterials(); } BlendMatrix.prototype.sortMaterials = function () { this._materials.sort(function (a, b) { return b[0] - a[0]; }); }; BlendMatrix.prototype.checkMergeableOneSide = function (target, material) { var finalTargetInfo = this._finalTargetInfo; var friendFactors = this._friendFactors; var targetBlend = target.getBlend(finalTargetInfo, friendFactors); var materialBlend = material.getBlend(finalTargetInfo, friendFactors); var blendThreshold = targetBlend + materialBlend; var merged = blendUnits(target, material, friendFactors); var mergedBlend = merged.getBlend(finalTargetInfo, friendFactors); if (mergedBlend = p2[2]) { return p1; } else { return p2; } }; BlendMatrix.prototype.trySurvive = function () { var warmMaterial = this._materials.pop()[1]; var bestProposal = [0, null, -1]; var bestProposalIndex = -1; for (var i = 0; i < this._frozenMaterials.length; ++ i) { var frozenMaterial = this._frozenMaterials[i]; var proposal = this.checkMergeable(warmMaterial, frozenMaterial); if (proposal) { if (proposal[2] > bestProposal[2]) { bestProposal = proposal; bestProposalIndex = i; } } } if (bestProposalIndex >= 0) { this._frozenMaterials.splice(bestProposalIndex, 1); this._materials.push(bestProposal); return null; } else { return warmMaterial; } }; BlendMatrix.prototype.compress = function () { switch (this._materials.length) { default: { var worstMaterial = this._materials.pop(); var secondMaterial = this._materials.pop(); var proposalLow = this.checkMergeable(worstMaterial[1], secondMaterial[1]); var shouldMerge; if (!proposalLow) { shouldMerge = false; } else { var bestMaterial = this._materials[this._materials.length - 1]; var proposalHigh = this.checkMergeable(secondMaterial[1], bestMaterial[1]); var proposalMid = this.checkMergeable(worstMaterial[1], bestMaterial[1]); if (!(proposalHigh || proposalMid)) { shouldMerge = true; } else { var finalTargetInfo = this._finalTargetInfo; var friendFactors = this._friendFactors; var this_ = this; function computeTotalBlend(proposal, material) { if (!proposal) { return 0; } var merge = this_.checkMergeable(proposal[1], material); if (merge) { return merge[2]; } else { return proposal[2] + material.getBlend(finalTargetInfo, friendFactors); } } var lowTotalBlend = computeTotalBlend(proposalLow, bestMaterial[1]); var highTotalBlend = computeTotalBlend(proposalHigh, worstMaterial[1]); var midTotalBlend = computeTotalBlend(proposalMid, secondMaterial[1]); if (lowTotalBlend >= midTotalBlend) { shouldMerge = (lowTotalBlend >= highTotalBlend); } else { if (midTotalBlend > highTotalBlend) { this._materials[this._materials.length - 1] = secondMaterial; proposalLow = proposalMid; shouldMerge = true; } else { shouldMerge = false; } } } } /* accept low only if high is not better. */ if (shouldMerge) { this._materials.push(proposalLow); } else { this._materials.push(secondMaterial); this._frozenMaterials.push(worstMaterial[1]); } return true; } case 2: { var material1 = this._materials.pop(); var material2 = this._materials.pop(); var proposal = this.checkMergeable(material1[1], material2[1]); if (proposal) { this._materials.push(proposal); return true; } else { this._materials.push(material2, material1); /* fallthrough */ } } case 1: { var frozenMaterial = this.trySurvive(); if (!frozenMaterial) { return true; } else { this._frozenMaterials.push(frozenMaterial); /* fallthrough */ } } case 0: return (this._materials.length); } if (!this._materials.length) { return false; } var material = this._materials.pop(); if (this._materials.length) { var anotherMaterial = this._materials.pop(); var mergeProposal1 = this.checkMergeable(material[1], anotherMaterial[1]); var mergeProposal2 = this.checkMergeable(anotherMaterial[1], material[1]); if (mergeProposal2) { this._materials.push(mergeProposal2); this.sortMaterials(); return true; } else if (mergeProposal1) { this._materials.push(mergeProposal1); this.sortMaterials(); return true; } else { this._materials.push(anotherMaterial); } } for (var i = 0; i < this._frozenMaterials.length; ++ i) { var frozenMaterial = this._frozenMaterials[i]; var mergeResult = this.checkMergeable(material[1], frozenMaterial); if (mergeResult) { this._frozenMaterials.splice(i, 1); this._materials.push(mergeResult); this.sortMaterials(); return true; } } this._frozenMaterials.push(material[1]); return true; }; BlendMatrix.prototype.renderTo = function (elem) { var htmls = []; function appendMaterial(unit, canMinimize) { if (unit.material) { if (canMinimize) { unit.minimizeFriendFactor(); } htmls.push(unit.toHTMLParts()); appendMaterial(unit.material, true); appendMaterial(unit.target, false); } } for (var i = 0; i < this._frozenMaterials.length; ++ i) { appendMaterial(this._frozenMaterials[i], true); } htmls.reverse(); for (var i = 0; i < this._frozenMaterials.length; ++ i) { htmls.push('✓ ', this._frozenMaterials[i].toHTMLPartsSimple(), ''); } var flattened = []; htmls = flattened.concat.apply(flattened, htmls); elem.innerHTML = htmls.join(''); }; var PUBLIC_MATRIX; function pageFn() { var unitData = JSON.parse($('#unit-info').text()); function nextUnitId(x) { var newId = '000' + (1 + (x|0)); newId = newId.substr(newId.length - 3); if (!unitData[newId]) { newId = '001'; } return newId; } function addRow() { var tbody = $('#units-tbody'); var newId = tbody.children().length; tbody.append($(newRowTemplate)); var newRow = tbody.children().last(); makeUnitSelector($('select.unit', newRow), unitData, function (x) { if (newId) { var prevRow = newRow.prev(); $('input.level', newRow).val($('input.level', prevRow).val()); x.select2('val', nextUnitId($('select.unit', prevRow).val())); } else { x.select2('val', '187'); } }); $('select.unit,input.level', newRow).change(function () { var level = $('input.level', newRow); level.val(Math.min(unitData[$('select.unit', newRow).val()].lvmax, level.val() >>> 0)); }); } $('#add-new-button').click(addRow); $('#calculate-button').click(function () { NEXT_UNIT_KEY = 0; var friendFactors = fetchFriendFactors(); var materials = fetchMaterials(unitData); var finalTargetInfo; if ($('#base-type-some').prop('checked')) { finalTargetInfo = unitData[$('#base-unit').val()]; } else { finalTargetInfo = {elem: '', race: ''}; } var matrix = new BlendMatrix(materials, finalTargetInfo, friendFactors); /* this is O(n^3). any faster algorithm? */ var stepCount = 0; for (; stepCount < 10000; ++ stepCount) { if (!matrix.compress()) { break; } } PUBLIC_MATRIX = matrix; if (stepCount >= 10000) { alert('找不到答案!(太複雜啦?)\n\nCannot find answer, maybe too complicated!'); } else { matrix.renderTo(document.getElementById('answer-area')); } }); addRow(); makeUnitSelector($('#base-unit'), unitData); $('#base-unit').change(function(){ $('#base-type-some').prop('checked', true); }); $('#units-tbody').on('click', '.delete-button', function () { var tr = $(this).closest('tr'); if (tr.siblings().length) { tr.remove(); } }); $('#answer-area').on('mouseenter mouseleave', '.blend-unit', function() { var unitKey = this.getAttribute('data-unit-key'); $('.blend-unit[data-unit-key=' + unitKey + ']').toggleClass('highlighted-unit'); }); }
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Unit相關
經驗值類型: Type2 (Lv 10) Type2 (Lv 15) Type2 (Lv 25) Type2 (Lv 30) Type2 (Lv 50) Type2 (Lv 70) Type3 (Lv 5) Type3 (Lv 10) Type3 (Lv 15) Type3 (Lv 25) Type3 (Lv 30) Type3 (Lv 35) Type3 (Lv 50) Type3 (Lv 70) Type5 (Lv 50) Type5 (Lv 99) 不能升級 合作小怪 Type4 第三世代A 第三世代B 合作刮卡 巨人 Type3e 妖尾II 御坂妹 化合龍A 化合龍B 一夜 大貓 花獸 WEGO — 滿級經驗: — 最大等級: — 成長曲線: 等級基礎經驗升到下級 /**/
@import url(//cdnjs.cloudflare.com/ajax/libs/select2/3.4.5/select2.min.css); #friends th { text-align: right; } #calculate-button { width: 50%; margin: 1em; } #friends { margin: auto; } .highlighted-unit { background: purple; } 合成目標【Base】: 不指定 強化素材【Materials】:Lv數量 經常出現的朋友及路人 火水風光闇無 人類 龍 神 魔物 妖精 獸 機械 強化合成用 var newRowTemplate = '' + '' + '' + '' + ''; function fetchFriendFactors() { var friendFactors = {'': 1}; var elems = ['火','水','風','光','闇','無']; var races = ['人類','龍','神','魔物','妖精','獸','機械','強化合成用']; $.each(elems, function (_, elem) { $.each(races, function (_, race) { friendFactors[elem + race] = 1.0; }); }); $('#friends input:checked').each(function () { var kind = $(this).data('kind').split(/-/); var thisElem = kind[0]; var thisRace = kind[1]; friendFactors[thisElem + thisRace] = 1.5; $.each(elems, function (_, elem) { friendFactors[elem + thisRace] = Math.max(1.25, friendFactors[elem + thisRace]); }); $.each(races, function (_, race) { friendFactors[thisElem + race] = Math.max(1.25, friendFactors[thisElem + race]); }); }); return friendFactors; } function getMinExp(info, level) { if (level >= info.lvmax) { return info.expmax; } else { var ratio = (level - 1) / (info.lvmax - 1); return Math.ceil(info.expmax * Math.pow(ratio, info.exppow)); } } var NEXT_UNIT_KEY = 0; function Unit(unitData, unitId, level) { this.key = NEXT_UNIT_KEY++; this.unitId = unitId; if (!unitData) { return; } var info = this._info = unitData[unitId]; this._exp = getMinExp(info, level); var blendCoeff = info.blendpow * (info.blendmax - info.blendmin) / info.exppow; this._blendCoeff = blendCoeff * Math.pow(info.expmax, -info.blendpow / info.exppow); this.recompute(); }; Unit.prototype.recompute = function () { var info = this._info; if (this._exp >= info.expmax) { this._exp = info.expmax; this._level = info.lvmax; this._blend = info.blendmax; } else { var raw_ratio = Math.pow((this._exp / info.expmax), 1 / info.exppow); this._level = ((raw_ratio * (info.lvmax - 1))|0) + 1; var ratio = Math.pow((this._level - 1) / (info.lvmax - 1), info.blendpow); this._blend = info.blendmin + (((info.blendmax - info.blendmin) * ratio)|0); } var blendPotential = Math.pow(Math.max(1, this._exp), info.blendpow / info.exppow - 1); this._blendPotential = this._blendCoeff * blendPotential; }; Unit.prototype.clone = function () { var newUnit = new Unit(); newUnit.unitId = this.unitId; newUnit._info = this._info; newUnit._exp = this._exp; newUnit._level = this._level; newUnit._blend = this._blend; newUnit._blendCoeff = this._blendCoeff; newUnit._blendPotential = this._blendPotential; return newUnit; }; Unit.prototype.getBlendFactor = function (info, friendFactors) { var factor = friendFactors[info.elem + info.race] || friendFactors; if (this._info.elem == info.elem) { factor *= 1.5; } return factor; }; Unit.prototype.minimizeFriendFactor = function () { var minExp = getMinExp(this._info, this._level); var baseExp = this.target._exp; var targetInfo = this.target._info; for (var ff = 1.0; ff < this.friendFactor; ff += 0.25) { var blend = this.material.getBlend(targetInfo, ff); if (blend + baseExp >= minExp) { this.friendFactor = ff; this._exp = blend + baseExp; break; } } }; Unit.prototype.getBlend = function (info, friendFactors) { return (this.getBlendFactor(info, friendFactors) * this._blend)|0; }; Unit.prototype.getBlendPotential = function (info, friendFactors) { return this.getBlendFactor(info, friendFactors) * this._blendPotential; }; Unit.prototype.toHTMLPartsSimple = function () { var info = this._info; return [ ' Lv.', this._level, '', ]; }; Unit.prototype.toHTMLParts = function () { /* Assume `.target` and `.material` are defined! */ var selfParts = this.toHTMLPartsSimple(); var targetParts = this.target.toHTMLPartsSimple(); var materialParts = this.material.toHTMLPartsSimple(); var ffString = this.friendFactor; if (this.friendFactor == 1) { ffString = '1.0'; } var materialBlend = this._exp - this.target._exp; return [''].concat(selfParts, ' = ', targetParts, ' + ', materialParts, ' (×', ffString, ' = ', materialBlend,')'); }; function blendUnits(target, material, friendFactors) { var result = target.clone(); result.target = target; result.material = material; result.friendFactor = friendFactors[target._info.elem + target._info.race]; result._exp += material.getBlend(target._info, friendFactors); result.recompute(); return result; } function fetchMaterials(unitData) { var materials = []; $('#units-tbody').children().each(function (i, row) { var unitId = $('select.unit', row).val(); var level = $('input.level', row).val()|0; for (var j = $('input.count', row).val()|0; j > 0; -- j) { materials.push(new Unit(unitData, unitId, level)); } }); return materials; } function BlendMatrix(materials, finalTargetInfo, friendFactors) { this._finalTargetInfo = finalTargetInfo; this._friendFactors = friendFactors; this._materials = materials.map(function (x) { return [x.getBlendPotential(finalTargetInfo, friendFactors), x, -1]; }); this._frozenMaterials = []; this.sortMaterials(); } BlendMatrix.prototype.sortMaterials = function () { this._materials.sort(function (a, b) { return b[0] - a[0]; }); }; BlendMatrix.prototype.checkMergeableOneSide = function (target, material) { var finalTargetInfo = this._finalTargetInfo; var friendFactors = this._friendFactors; var targetBlend = target.getBlend(finalTargetInfo, friendFactors); var materialBlend = material.getBlend(finalTargetInfo, friendFactors); var blendThreshold = targetBlend + materialBlend; var merged = blendUnits(target, material, friendFactors); var mergedBlend = merged.getBlend(finalTargetInfo, friendFactors); if (mergedBlend = p2[2]) { return p1; } else { return p2; } }; BlendMatrix.prototype.trySurvive = function () { var warmMaterial = this._materials.pop()[1]; var bestProposal = [0, null, -1]; var bestProposalIndex = -1; for (var i = 0; i < this._frozenMaterials.length; ++ i) { var frozenMaterial = this._frozenMaterials[i]; var proposal = this.checkMergeable(warmMaterial, frozenMaterial); if (proposal) { if (proposal[2] > bestProposal[2]) { bestProposal = proposal; bestProposalIndex = i; } } } if (bestProposalIndex >= 0) { this._frozenMaterials.splice(bestProposalIndex, 1); this._materials.push(bestProposal); return null; } else { return warmMaterial; } }; BlendMatrix.prototype.compress = function () { switch (this._materials.length) { default: { var worstMaterial = this._materials.pop(); var secondMaterial = this._materials.pop(); var proposalLow = this.checkMergeable(worstMaterial[1], secondMaterial[1]); var shouldMerge; if (!proposalLow) { shouldMerge = false; } else { var bestMaterial = this._materials[this._materials.length - 1]; var proposalHigh = this.checkMergeable(secondMaterial[1], bestMaterial[1]); var proposalMid = this.checkMergeable(worstMaterial[1], bestMaterial[1]); if (!(proposalHigh || proposalMid)) { shouldMerge = true; } else { var finalTargetInfo = this._finalTargetInfo; var friendFactors = this._friendFactors; var this_ = this; function computeTotalBlend(proposal, material) { if (!proposal) { return 0; } var merge = this_.checkMergeable(proposal[1], material); if (merge) { return merge[2]; } else { return proposal[2] + material.getBlend(finalTargetInfo, friendFactors); } } var lowTotalBlend = computeTotalBlend(proposalLow, bestMaterial[1]); var highTotalBlend = computeTotalBlend(proposalHigh, worstMaterial[1]); var midTotalBlend = computeTotalBlend(proposalMid, secondMaterial[1]); if (lowTotalBlend >= midTotalBlend) { shouldMerge = (lowTotalBlend >= highTotalBlend); } else { if (midTotalBlend > highTotalBlend) { this._materials[this._materials.length - 1] = secondMaterial; proposalLow = proposalMid; shouldMerge = true; } else { shouldMerge = false; } } } } /* accept low only if high is not better. */ if (shouldMerge) { this._materials.push(proposalLow); } else { this._materials.push(secondMaterial); this._frozenMaterials.push(worstMaterial[1]); } return true; } case 2: { var material1 = this._materials.pop(); var material2 = this._materials.pop(); var proposal = this.checkMergeable(material1[1], material2[1]); if (proposal) { this._materials.push(proposal); return true; } else { this._materials.push(material2, material1); /* fallthrough */ } } case 1: { var frozenMaterial = this.trySurvive(); if (!frozenMaterial) { return true; } else { this._frozenMaterials.push(frozenMaterial); /* fallthrough */ } } case 0: return (this._materials.length); } if (!this._materials.length) { return false; } var material = this._materials.pop(); if (this._materials.length) { var anotherMaterial = this._materials.pop(); var mergeProposal1 = this.checkMergeable(material[1], anotherMaterial[1]); var mergeProposal2 = this.checkMergeable(anotherMaterial[1], material[1]); if (mergeProposal2) { this._materials.push(mergeProposal2); this.sortMaterials(); return true; } else if (mergeProposal1) { this._materials.push(mergeProposal1); this.sortMaterials(); return true; } else { this._materials.push(anotherMaterial); } } for (var i = 0; i < this._frozenMaterials.length; ++ i) { var frozenMaterial = this._frozenMaterials[i]; var mergeResult = this.checkMergeable(material[1], frozenMaterial); if (mergeResult) { this._frozenMaterials.splice(i, 1); this._materials.push(mergeResult); this.sortMaterials(); return true; } } this._frozenMaterials.push(material[1]); return true; }; BlendMatrix.prototype.renderTo = function (elem) { var htmls = []; function appendMaterial(unit, canMinimize) { if (unit.material) { if (canMinimize) { unit.minimizeFriendFactor(); } htmls.push(unit.toHTMLParts()); appendMaterial(unit.material, true); appendMaterial(unit.target, false); } } for (var i = 0; i < this._frozenMaterials.length; ++ i) { appendMaterial(this._frozenMaterials[i], true); } htmls.reverse(); for (var i = 0; i < this._frozenMaterials.length; ++ i) { htmls.push('✓ ', this._frozenMaterials[i].toHTMLPartsSimple(), ''); } var flattened = []; htmls = flattened.concat.apply(flattened, htmls); elem.innerHTML = htmls.join(''); }; var PUBLIC_MATRIX; function pageFn() { var unitData = JSON.parse($('#unit-info').text()); function nextUnitId(x) { var newId = '000' + (1 + (x|0)); newId = newId.substr(newId.length - 3); if (!unitData[newId]) { newId = '001'; } return newId; } function addRow() { var tbody = $('#units-tbody'); var newId = tbody.children().length; tbody.append($(newRowTemplate)); var newRow = tbody.children().last(); makeUnitSelector($('select.unit', newRow), unitData, function (x) { if (newId) { var prevRow = newRow.prev(); $('input.level', newRow).val($('input.level', prevRow).val()); x.select2('val', nextUnitId($('select.unit', prevRow).val())); } else { x.select2('val', '187'); } }); $('select.unit,input.level', newRow).change(function () { var level = $('input.level', newRow); level.val(Math.min(unitData[$('select.unit', newRow).val()].lvmax, level.val() >>> 0)); }); } $('#add-new-button').click(addRow); $('#calculate-button').click(function () { NEXT_UNIT_KEY = 0; var friendFactors = fetchFriendFactors(); var materials = fetchMaterials(unitData); var finalTargetInfo; if ($('#base-type-some').prop('checked')) { finalTargetInfo = unitData[$('#base-unit').val()]; } else { finalTargetInfo = {elem: '', race: ''}; } var matrix = new BlendMatrix(materials, finalTargetInfo, friendFactors); /* this is O(n^3). any faster algorithm? */ var stepCount = 0; for (; stepCount < 10000; ++ stepCount) { if (!matrix.compress()) { break; } } PUBLIC_MATRIX = matrix; if (stepCount >= 10000) { alert('找不到答案!(太複雜啦?)\n\nCannot find answer, maybe too complicated!'); } else { matrix.renderTo(document.getElementById('answer-area')); } }); addRow(); makeUnitSelector($('#base-unit'), unitData); $('#base-unit').change(function(){ $('#base-type-some').prop('checked', true); }); $('#units-tbody').on('click', '.delete-button', function () { var tr = $(this).closest('tr'); if (tr.siblings().length) { tr.remove(); } }); $('#answer-area').on('mouseenter mouseleave', '.blend-unit', function() { var unitKey = this.getAttribute('data-unit-key'); $('.blend-unit[data-unit-key=' + unitKey + ']').toggleClass('highlighted-unit'); }); }
副本
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[[File:EnemySkillMessage.jpg|thumb|敵人使用技能前會先說話]] [[敵人技能]]是 [[Ver.1.0.7更新情報|v1.0.7]] 新加入的戰鬥系統,使敵人能作出普通攻擊以外的動作,增加了戰鬥的難度和多樣性。敵人使用技能前會先彈一彈並說一句話,代表即將會放技能。技能的視覺效果也比普通攻擊更華麗。 有敵人技能的副本通稱「技術副本」或「技術地下城」(Technical Dungeon),技能操作上亦與 [http://zh.pad.wikia.com/wiki/%E6%8A%80%E6%9C%AF%E5%9C%B0%E4%B8%8B%E5%9F%8E%E6%95%8C%E4%BA%BA%E6%8A%80%E8%83%BD Puzzle and Dragons 的技術地下城]相若;但與 PaD 不同,DG 沒有專門區分普通和技術副本。 == 敵技能種類 == 目前為止敵人使用過以下的技能: * [[:Category:敵人技能/發呆|發呆]] ** 甚麼也不做。 ** 通常用作宣告即將到來的特大攻擊,亦讓玩家能作準備。 * [[:Category:敵人技能/重擊|重擊]] ** 一次作出高傷害的攻擊。 ** 比如[[ES:テラ・アーク|テラ・アーク]]便是 362% 攻擊力的重擊,相當於 71187點,而她的正常攻擊力是 19665。 * [[:Category:敵人技能/轉色|轉色]] ** 將手牌的屬性轉換。 ** 轉換時亦同時會作一次普通(100%)攻擊。 ** 比如[[ES:さあ、楽しくいこうぜ!|さあ、楽しくいこうぜ!]]會將火、心版轉走,同時攻擊一下普通的12466點。 * 施放狀態 ** 可以使目標 攻擊力上升/下降、中毒 或 無法使用主動技能。 ** 有可能同時伴隨攻擊。 ** 比如[[ES:アタックブレイク|アタックブレイク]]會使我方4回合攻擊力減至70%,同時攻擊18660點。 == 敵技能發動機制 == 敵人發動技能前,首先要看時機: # 先制 #* 如有的話,敵人會在進入戰鬥後立即先發動一次技能。 #* 先制技能與 Back Attack 不同,是不能用 [[:PS:バックアタックキャンセル|偷襲迴避]] 避過的。 # HP ≤ <i>N</i>% #* 當敵人的HP低於 <i>N</i>% 時便會發動。 # HP ≥ <i>N</i>% #* 當敵人的HP高於 <i>N</i>% 時便會發動。 # <i>N</i> 回合後 #* 當戰鬥持續 <i>N</i> 回合後便會發動。 如果當前環境與多於一個條件吻合,則會發動最後一組技能。 以首個技術副本{{DLink|古神殿ヒルズアーク|text=yes}}的Boss為例, # 進場時先發動「[[:ES:古の力を魅せてやろう|古の力を魅せてやろう]]」。 # 然後Boss的HP在 100% 至 30% 期間,會使用【[[ES:テラ・アーク|テラ・アーク]]】的那個組別。 # 當HP低於 30% 時,便會轉至最後一組【[[ES:イリス|イリス]]】的技能。 當確定技能組別後,便會選擇組別中其中一種技能發動。選擇模式可以是 '''順序循環''',或者 '''隨機'''。 * 順序循環 ** 每到敵人攻擊的時候便會自動選擇下一個技能,到最後時回到第一個。 ** 在古神殿,Boss在30%以上時便會不斷作「普攻4次 → 發呆 → 重擊362% → 發呆 → (重覆) 普攻4次 → 發呆 → 重擊362% → 發呆 → (重覆) …」這個長度為7回合的循環。 * 隨機 ** 敵人會以同等的機率隨機選擇組別中的其中一個技能發動。 [[Category:敵人技能]]
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