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fa5271d
2.90.93
WayneFerdon Dec 4, 2025
5450f83
2.90.94 修正debuff Exclusive的非空检查
WayneFerdon Dec 5, 2025
b6f0584
2.90.95 调整获取buff持续时间的返回值,将永久buff的返回值改为Infinity
WayneFerdon Dec 5, 2025
44fd85f
Revise README with updated information and examples
WayneFerdon Dec 5, 2025
d829f51
Update README_en.md
WayneFerdon Dec 5, 2025
f55b70d
2.90.96 调整遭遇战UI;修正及自动关闭弹窗时的判断流程,仅在opener中存在#riddlecounter,#battle_mai…
WayneFerdon Dec 5, 2025
85d01c6
2.90.97 增加容错,判断是否关闭弹出窗口时,因跨域无法获取opener.document导致的无法判断是否在战斗内
WayneFerdon Dec 5, 2025
71568e2
2.90.99 修正数据及掉落记录的__name(battleCode)
WayneFerdon Dec 6, 2025
4dd09c1
Update hvAutoAttack.user.js
WayneFerdon Dec 6, 2025
0ea95d2
2.90.100 修正数据及掉落检测的UI
WayneFerdon Dec 6, 2025
64345b0
2.90.101 调整为每次读取option前都进行检查
WayneFerdon Dec 6, 2025
f9db921
2.90.102 修正重复初始化设置按钮的问题
WayneFerdon Dec 6, 2025
307da8a
2.90.103 优化ajax异步、iframe、不同script之间的协同
WayneFerdon Dec 7, 2025
d185360
2.90.104 优化及修正ability获取
WayneFerdon Dec 7, 2025
1660d40
2.90.105 优化ajax;修正及调整范围和目标选取
WayneFerdon Dec 8, 2025
b8297ea
2.90.106
WayneFerdon Dec 8, 2025
8125321
2.90.107 修正库存检查中药水和长效药id对调了的问题
WayneFerdon Dec 10, 2025
b8aa569
2.90.108 移除不再有效的精力损失时的脚本行为;增加精力消耗倍率的估算
WayneFerdon Dec 11, 2025
64b32d1
Update stamina.lastCost handling for 'gr' case
WayneFerdon Dec 11, 2025
31e6734
Update hvAutoAttack.user.js
WayneFerdon Dec 11, 2025
aa3079a
暂时不启用精力消耗倍率来计算cost
WayneFerdon Dec 11, 2025
cb39070
Update hvAutoAttack.user.js
WayneFerdon Dec 11, 2025
9c43923
Update hvAutoAttack.user.js
WayneFerdon Dec 11, 2025
853c864
2.90.110
WayneFerdon Dec 11, 2025
ef8e65f
Update hvAutoAttack.user.js
WayneFerdon Dec 11, 2025
9aa3778
2.90.111 增加新版本答题自动提交+随机答案功能
WayneFerdon Dec 15, 2025
20a0450
Update hvAutoAttack.user.js
WayneFerdon Dec 15, 2025
70e00f9
Update hvAutoAttack.user.js
WayneFerdon Dec 15, 2025
db8a7ad
Update hvAutoAttack.user.js
WayneFerdon Dec 15, 2025
667b96c
Update UI elements and labels in hvAutoAttack script
WayneFerdon Dec 15, 2025
d9d6edb
2.90.112 读取条件时自动清除空格
WayneFerdon Dec 16, 2025
eabcf61
Update README_en.md
WayneFerdon Dec 19, 2025
987f651
Update README.md
WayneFerdon Dec 19, 2025
5c31a8f
2.90.113 条件公式改为使用转为逆波兰式并计算(原格式仍兼容)
WayneFerdon Dec 21, 2025
b7baa87
Revise README_en.md for clarity and updates(2.90.113+)
WayneFerdon Dec 21, 2025
ed3577c
Revise README.md for clarity and updates(2.90.113+)
WayneFerdon Dec 21, 2025
c0b0515
2.90.114 增加对fightStyle、attackStatus的判断变量
WayneFerdon Dec 21, 2025
663a948
Update README.md for 2.90.114
WayneFerdon Dec 21, 2025
17d3416
Update README_en.md for 2.90.114
WayneFerdon Dec 21, 2025
a5df611
2.90.115 修正条件判断
WayneFerdon Dec 21, 2025
7742754
2.90.116 修正治疗的默认顺序id错误的问题
WayneFerdon Dec 21, 2025
658505e
2.90.117 修正自动灵动架势的执行
WayneFerdon Dec 22, 2025
28d3a52
2.90.118 增加不使用自定义战斗顺序的选项
WayneFerdon Dec 22, 2025
be2d37d
2.90.119 增加低阶魔法技能使用条件,攻击模式为非物理时将同时根据该条件来释放低阶魔法技能(所有魔法技能均不满足条件时使用物理攻击)
WayneFerdon Dec 24, 2025
163d05e
2.90.120 添加次要攻击模式(及其顺序、条件)。执行攻击前,尝试按照顺序和对应的条件尝试找到次要模式并攻击,否则(没找到或所有都攻击…
WayneFerdon Dec 24, 2025
ae5fe7a
Update hvAutoAttack.user.js
WayneFerdon Dec 24, 2025
f810018
2.90.121 修正攻击模式配置读写
WayneFerdon Dec 25, 2025
5b88828
2.90.122 skillOTOS改为本地化存储,增加Spell的次数;修正RPN对'.'的支持
WayneFerdon Dec 25, 2025
b939279
2.90.123 增加公式读取中对含下划线'_'的键值的支持
WayneFerdon Dec 25, 2025
181c811
2.90.124 修正rpn规则及skillOTOS非空检查
WayneFerdon Dec 27, 2025
12f3532
Update hvAutoAttack.user.js
WayneFerdon Dec 27, 2025
18a496e
2.90.125
WayneFerdon Dec 28, 2025
04345ef
2.90.126 添加 当前attackStatus相关条件(attackStatusCurrent, PhysCur...)
WayneFerdon Dec 29, 2025
59ee700
修正attackStatusCurrent的调用
WayneFerdon Dec 29, 2025
56eaf99
readme for 2.90.126
WayneFerdon Dec 29, 2025
cfdec55
Update README_en.md for 2.90.126
WayneFerdon Dec 29, 2025
2b819f4
2.90.127 调整记录attackStatusCurrent的时机,避免无穷递归
WayneFerdon Dec 29, 2025
23c063a
2.90.128 调整attackStatusCurrent的判断流程
WayneFerdon Dec 29, 2025
cee11c7
Update README.md for 2.90.128
WayneFerdon Dec 29, 2025
2e77009
Update README_en.md for 2.90.128
WayneFerdon Dec 29, 2025
10e1eb3
Update README_en.md
WayneFerdon Dec 29, 2025
32c35d1
Update README.md
WayneFerdon Dec 29, 2025
9ce0e74
2.90.129 调整默认次要攻击模式顺序;增加自动开始战斗失败的窗口内弹窗提示
WayneFerdon Jan 3, 2026
80e4a30
2.90.130 尝试优化因表单重复提交提示导致的频繁弹窗和卡住脚本
WayneFerdon Jan 5, 2026
dc85f9f
2.90.131 去除2.90.130的优化
WayneFerdon Jan 6, 2026
a305d5e
2.90.132 修正RPN解析的兼容性问题
WayneFerdon Jan 6, 2026
fd28f25
2.90.132 修正全体debuff条件
WayneFerdon Jan 7, 2026
936723e
2.90.133 获取debuff范围中心时,同时将debuff条件作为目标不可命中的条件(且使用和互斥debuff同样的权重系数0.9)
WayneFerdon Jan 7, 2026
8c0e181
2.90.134 增加条件变量targetRank(目标优先级:0~9,越小越靠前)
WayneFerdon Jan 7, 2026
ddfa0b7
readme for 2.90.134
WayneFerdon Jan 7, 2026
7a06157
readme for 2.90.134
WayneFerdon Jan 7, 2026
fa6b9cb
2.90.135 修正targetRank的获取方式
WayneFerdon Jan 8, 2026
16a1a65
2.90.136 修正步进状态没有区分主世界和异世界的问题;修正选择范围大于全体时的判断;修正没有互斥debuff时isDebuffed的返回值
WayneFerdon Jan 8, 2026
564ce3b
2.90.137 修正范围选择
WayneFerdon Jan 8, 2026
35c798c
2.90.138 将计算优先级时的过程量rank重命名为weight
WayneFerdon Jan 8, 2026
470cca6
2.90.139 优化popup的输入事件响应;移除注释的console输出
WayneFerdon Jan 9, 2026
f70276f
2.90.140 增加库存检查的提前提示百分比
WayneFerdon Jan 12, 2026
a585d97
2.90.141 增加使用原生方式进入新回合的选项;优化标题栏[S!]显示
WayneFerdon Jan 12, 2026
d053f81
2.90.142 拆分高频及大体量数据的读写至window.localStorage以降低磁盘写入占用
WayneFerdon Jan 14, 2026
16cc869
Update hvAutoAttack.user.js
WayneFerdon Jan 14, 2026
f979619
Update hvAutoAttack.user.js
WayneFerdon Jan 14, 2026
a58f930
2.90.143 targetName & targetBossType for conditions
WayneFerdon Jan 14, 2026
407b4b6
readme.en for 2.90.143
WayneFerdon Jan 14, 2026
5b4d924
readme for 2.90.143
WayneFerdon Jan 14, 2026
3370081
2.90.144 fix bugs in targetName and targetBossType
WayneFerdon Jan 14, 2026
9293a53
readme_en for 2.90.144
WayneFerdon Jan 14, 2026
6c1dd62
readme for 2.90.144
WayneFerdon Jan 14, 2026
50ff9d7
Update README_en.md
WayneFerdon Jan 14, 2026
63f0d88
Update hvAutoAttack.user.js
WayneFerdon Jan 14, 2026
87dcccc
Update README.md
WayneFerdon Jan 14, 2026
809cce4
Update README_en.md
WayneFerdon Jan 14, 2026
290104c
fix ui description
WayneFerdon Jan 15, 2026
b62e0e5
2.90.145 UI description `MagNet` changes into `MagNet/Immobilize` to …
WayneFerdon Jan 15, 2026
2d85849
2.90.146 修正getMonster在id==10时的兼容问题
WayneFerdon Jan 15, 2026
597fcdf
Refactor targetName method to use getMonsterID(with mod 10) rather th…
WayneFerdon Jan 15, 2026
5def8eb
2.90.147 修正迁移skillOTOS后读取解析为object时的问题
WayneFerdon Jan 16, 2026
1d07e0c
2.90.148 UI优化及输入框自适应
WayneFerdon Jan 18, 2026
149339c
Update hvAutoAttack.user.js
WayneFerdon Jan 18, 2026
d22b74d
2.90.149 fix potential ajax and UI bug
WayneFerdon Jan 19, 2026
2cde6c2
2.90.150
WayneFerdon Jan 19, 2026
e39b451
Remove unused console log statements
WayneFerdon Jan 19, 2026
0f20df3
2.90.151 补充权重buff 'Spreading Poison' ; 输入框自适应在内容为空时匹配占位符长度
WayneFerdon Jan 20, 2026
e198dab
2.90.152 调整配置读写:内容为空时自动读取默认值placeholder,输入值等于默认值placeholder时在本地存储中删除该…
WayneFerdon Jan 20, 2026
aa87b15
修正配置input类型
WayneFerdon Jan 20, 2026
4e8e5b0
2.90.153 调整配置默认值读写及已修改值的显示高亮
WayneFerdon Jan 20, 2026
e5295d0
2.90.154 修正默认值读写问题
WayneFerdon Jan 21, 2026
cb98cea
2.90.155 调整精力相关数据为浏览器本地化;增加debuff阈值警报的默认值0
WayneFerdon Jan 21, 2026
aba9111
2.90.156 调整input类型
WayneFerdon Jan 21, 2026
414a797
Update hvAutoAttack.user.js
WayneFerdon Jan 21, 2026
7d10020
2.90.157 新增功能及优化
WayneFerdon Jan 30, 2026
a30d267
Update hvAutoAttack.user.js
WayneFerdon Jan 30, 2026
5a86a80
2.90.158 优化为更准确的精力倍率估算(及排除无惩罚时的非幺倍率)
WayneFerdon Jan 31, 2026
07fca2b
fix option reset; async optimizations
WayneFerdon Feb 1, 2026
9651ebf
Update hvAutoAttack.user.js
WayneFerdon Feb 1, 2026
49acfab
Update hvAutoAttack.user.js
WayneFerdon Feb 1, 2026
50303fe
Update hvAutoAttack.user.js
WayneFerdon Feb 1, 2026
124c6e6
Update hvAutoAttack.user.js
WayneFerdon Feb 2, 2026
4d4b322
2.90.159 fix stamina ratio calculation
WayneFerdon Feb 2, 2026
6839353
2.90.160 调整及修正战斗流程默认执行顺序
WayneFerdon Feb 3, 2026
889a87d
Update README_en.md
WayneFerdon Feb 13, 2026
af97552
Update README.md
WayneFerdon Feb 13, 2026
dd2dc14
2.90.161 Fix secondary attack mode condition check. Optimizations for…
WayneFerdon Feb 13, 2026
8808531
2.90.162 Robustness improve for CheckCondition
WayneFerdon Feb 13, 2026
e987224
2.90.163 Condition参数名称调整及新增,并增加版本迁移;修正版本迁移错误;优化condition获取变量值的方法:使用旧版…
WayneFerdon Feb 16, 2026
fd18f25
README ofr 2.90.163
WayneFerdon Feb 16, 2026
c791370
README ofr 2.90.163
WayneFerdon Feb 16, 2026
c910247
2.90.164 支持对含下划线的buff名称的支持
WayneFerdon Mar 3, 2026
a131c25
2.90.165 增加对非scroll的buff的区分
WayneFerdon Mar 3, 2026
f44af9c
Update README.md
WayneFerdon Mar 3, 2026
a97f619
Update README_en.md
WayneFerdon Mar 3, 2026
3c9abb0
2.90.166 修正公式变量值获取及判定
WayneFerdon Mar 5, 2026
dbc0577
2.90.167 修正以太窃取buff格式不一致导致的报错;增加以太窃取、灵力窃取的权重配置
WayneFerdon Mar 16, 2026
cd2a7c1
2.90.168 Auto Equip enchant before auto arena (dodying/UserJs/issues/…
WayneFerdon Apr 4, 2026
cb86e1f
2.90.169 Isolated configs for auto Infusion; bug fixes, code optimiza…
WayneFerdon Apr 4, 2026
c035a6e
2.90.170 Optional portable mode for high frequency datas (read from l…
WayneFerdon Apr 6, 2026
4eaf51a
2.90.171
WayneFerdon Apr 6, 2026
41c8b30
2.90.172 Support max/min conditions for targetBuff/targetBossType/tar…
WayneFerdon Apr 7, 2026
ee46166
README for 2.90.172
WayneFerdon Apr 7, 2026
bceed51
README for 2.90.172
WayneFerdon Apr 7, 2026
7afbd10
2.90.173 Support 'any buff' for buffTurn/targetBuffTurn (dodying/User…
WayneFerdon Apr 7, 2026
6067df9
Update hvAutoAttack.user.js
WayneFerdon Apr 7, 2026
30288b2
README for 2.90.173
WayneFerdon Apr 7, 2026
0fe1230
README for 2.90.173
WayneFerdon Apr 7, 2026
b06b097
2.90.175 Fix targetBuffTurn (dodying/UserJs/issues/189#issuecomment-4…
WayneFerdon Apr 8, 2026
c111dd4
Bump version to 2.90.175 and fix getBuff function (dodying/UserJs/iss…
WayneFerdon Apr 9, 2026
e351999
Update README.md
WayneFerdon Apr 10, 2026
d9bff0e
Update README_en.md
WayneFerdon Apr 10, 2026
2afb6ee
2.90.176 修复报错:dodying/UserJs/pull/155#issuecomment-4239579974
WayneFerdon Apr 15, 2026
dcbe5be
Update version number to 2.90.177
WayneFerdon Apr 15, 2026
db048d0
2.90.178 更改页面刷新以解决小马解谜加载刷新问题(dodying/UserJs/issues/190)
WayneFerdon Apr 18, 2026
e631eff
2.90.179 调整debuff因达到默认显示上限无法释放时的行为和可配置项(dodying/UserJs/pull/155#issue…
WayneFerdon Apr 18, 2026
efe1ae0
Update debuff display limit message in UI
WayneFerdon Apr 18, 2026
4aa4a5f
2.90.180 增加说明UI
WayneFerdon Apr 18, 2026
a6747c9
预留log统计及补全buff等相关机制,具体数据及公式待验证,与jpx等的兼容性待验证
WayneFerdon Apr 20, 2026
6d5b069
修正debuff补全及熟练度的兼容问题
WayneFerdon Apr 20, 2026
46d98ee
修正battle同round判断,优化测试输出
WayneFerdon Apr 20, 2026
be57758
buff补全:暴露为实验性功能,部分兼容v091
WayneFerdon Apr 20, 2026
7790cda
排除v091 部分抵抗 的情况进行数据收集
WayneFerdon Apr 20, 2026
93c6a16
debuff补全机制:优化测试统计数据,修正v091的兼容问题
WayneFerdon Apr 21, 2026
a717922
Bump version to 2.90.181
WayneFerdon Apr 21, 2026
c184738
2.90.182 测试数据记录改为默认不开启,调整buff持续估算参数
WayneFerdon Apr 21, 2026
1163a88
Update hvAutoAttack.user.js
WayneFerdon Apr 21, 2026
ebe8c74
Update hvAutoAttack.user.js
WayneFerdon Apr 21, 2026
b8e8e6b
2.90.184 修正2.90.168-的配置迁移BUG (dodying/UserJs/pull/155#issuecomment-42…
WayneFerdon Apr 21, 2026
a01df3b
修正order配置逻辑
WayneFerdon Apr 21, 2026
dae4537
Bump version to 2.90.185
WayneFerdon Apr 21, 2026
e5c9930
2.90.186 调整全局量获取的写法
WayneFerdon Apr 21, 2026
0d16243
2.90.187 修正debuff补全的duration计算问题(dodying/UserJs/pull/155#issuecomment…
WayneFerdon Apr 22, 2026
aa46fad
Update hvAutoAttack.user.js
WayneFerdon Apr 22, 2026
5877af5
2.90.188 优化对jpx的兼容;增加树boss专属buff的duration;增加卷轴对buff持续turns变化的影响
WayneFerdon Apr 22, 2026
ee13684
减少待测试描述的 unmatcheding 输出;修改TODO注释
WayneFerdon Apr 23, 2026
c95c90a
Update hvAutoAttack.user.js
WayneFerdon Apr 23, 2026
54974fa
2.90.189 修正补全怪物buff的turndelta计算
WayneFerdon Apr 23, 2026
3b27f3b
2.90.190 修正getBuff的模式匹配
WayneFerdon Apr 23, 2026
dbe8713
2.90.191 增加闲置竞技场选项[跳过未通关过的];部分代码优化
WayneFerdon May 5, 2026
60905d7
2.90.192 修正skill跳過SS的問題 UserJs/issues/192
WayneFerdon May 15, 2026
3b304d5
調整UI
WayneFerdon May 15, 2026
9a45c98
增加debug工具
WayneFerdon May 15, 2026
afdefbe
Update hvAutoAttack.user.js
WayneFerdon May 15, 2026
01411e0
调整Debug输出与UI
WayneFerdon May 15, 2026
be5b4ff
Bump version to 2.90.193
WayneFerdon May 15, 2026
13803f4
Bump version from 2.90.193 to 2.90.194
WayneFerdon May 15, 2026
1fb1298
2.90.195 修正技能範圍數據(dodying/UserJs/issues/192#issuecomment-4475530317)
WayneFerdon May 18, 2026
a99a021
2.90.196 fix boss type; fix formula for min/max, support count
WayneFerdon May 19, 2026
c13bd67
readme for 2.90.196
WayneFerdon May 19, 2026
141f53a
readme for 2.90.196
WayneFerdon May 19, 2026
37e4d92
Update README_en.md
WayneFerdon May 19, 2026
3b6ecc1
Update README_en.md
WayneFerdon May 19, 2026
2cd1f96
Update README.md
WayneFerdon May 19, 2026
ae4c6b9
2.90.197 修正skillOTOS数据异常(dodying/UserJs/pull/155#issuecomment-4506454…
WayneFerdon May 21, 2026
33c5eac
2.90.198 UI及异步方法优化
WayneFerdon Jun 2, 2026
ceaa0d0
2.90.199 调整战斗未响应相关操作流程,将原本的定时器改为异步时间比对
WayneFerdon Jun 2, 2026
ca378a0
增加战斗无响应警报文本
WayneFerdon Jun 4, 2026
a613805
2.90.200 增加对额外权重公式的支持
WayneFerdon Jun 4, 2026
a4e5851
readme for 2.90.200
WayneFerdon Jun 4, 2026
06ba0e0
readme for 2.90.200
WayneFerdon Jun 4, 2026
a923846
2.90.201 修正权重UI描述
WayneFerdon Jun 4, 2026
caa21f9
Update hvAutoAttack.user.js
WayneFerdon Jun 4, 2026
f9105da
Update README_en.md
WayneFerdon Jun 4, 2026
be53b31
Update README.md
WayneFerdon Jun 4, 2026
9c73c67
2.90.202 修正公式计算
WayneFerdon Jun 4, 2026
e918bfa
2.90.203支持log10运算
WayneFerdon Jun 4, 2026
6eff998
Update README.md
WayneFerdon Jun 4, 2026
c52de7c
Update README_en.md
WayneFerdon Jun 4, 2026
83ff220
2.90.204 调整debuff重复释放目标等的权重计算
WayneFerdon Jun 4, 2026
c29a153
Update README.md
WayneFerdon Jun 4, 2026
4152f70
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WayneFerdon Jun 4, 2026
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117 changes: 94 additions & 23 deletions HentaiVerse/hvAutoAttack/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -50,9 +50,10 @@
***

### 自定义判断条件

每一个拥有红色虚线边框的区域,都可以设置自定义判断条件。

现已支持自定义的条件公式,例如`hp > mp` 或 `2 * ( hp + mp ) > sp`,支持运算符: `+` `-` `*` `/` `%` `**`(幂) `^`(异或) `~`(Log10) `&&` `||` `!` `>` `<` `>=`(`≥`) `<=`(`≤`) `==`(`=`,`===`) `!=`(`≠`,`~=`,`<>`),逻辑运算符返回`0`或`1` (表示false或true)

* 注意:如果这些区域留空(一个条件也没设置),那么就相当于真。

当鼠标在这些区域内移动时,右上角会显示一个盒子(当鼠标不在这些区域内,盒子消失)
Expand All @@ -63,32 +64,77 @@

* 下拉列表2/4: 比较值A/比较值B

* 下拉列表3: 只支持比较运算符(`1`:大于, `2`:小于, `3`: 大于等于, `4`: 小于等于, `5`:等于, `6`:不等于)
* 下拉列表3: 运算符

* ADD按钮: 生成一个值为`比较值A,比较值,比较值B`的输入框
* ADD按钮: 生成一个值为 `比较值A 运算符 比较值B` 的输入框

* 仍兼容旧版本 `比较值A,比较运算符,比较值B` 的条件,其中比较运算符:(`1`:大于, `2`:小于, `3`: 大于等于, `4`: 小于等于, `5`:等于, `6`:不等于)

#### 比较值

1. `hp`/`mp`/`sp`: hp/mp/sp的*百分比 (percent)*
2. `oc`: Overcharge, 250==>250%
3. `monsterAll`/`monsterAlive`/`bossAll`/`bossAlive`: 怪兽/Boss的总数目/存活数目
1. `hp`/`mp`/`sp`: hp/mp/sp的*百分比的整数形式 (percent)*;`_hpDecimal`/`_mpDecimal`/`_spDecimal`: hp/mp/sp的*百分比的小数形式 (percent decimal)*
2. `oc`: Overcharge, 250==>250% *百分比的整数形式 (percent)*;`_ocDecimal`: oc的*百分比的小数形式 (percent decimal)*
3. `monsterAll`/`monsterAlive`/`bossAll`/`bossAlive`: 怪兽/Boss的总数目/存活数目,boss只按照有序号背景色的。包含`龙、大树、额外游戏内容、小马`的存活boss数可改为使用`_targetBossType_count`(见后11.3和12.)
4. `roundNow`/`roundAll`/`roundLeft`: 当前回合数/总回合数/剩余回合数
5. `roundType`: 战役模式 (`ar`: The Arena, `rb`: Ring of Blood, `gr`: GrindFest, `iw`: Item World, `ba`: Random Encounter)

**注意**: 由于是字符串之间的比较,所以请加上引号,如"ar"/'ar'

6. `attackStatus`: 攻击模式 (`0`: Physical, `1`: Fire, `2`: Cold, `3`: Elec, `4`: Wind, `5`: Divine, `6`: Forbidden)
7. `isCd`: 技能/物品是否cd,格式`_isCd_id`

**示例1**: Protection的id为411,则`_isCd_411,5,0`表示不可施放,`_isCd_411,5,1`表示可以施放

**示例2**: ManaElixir的id为11295,则`_isCd_11295,5,0`表示不可使用,`_isCd_11295,5,1`表示可以使用

8. `buffTurn`: 人物Buff剩余时间,格式`_buffTurn_img`

**示例**: Protection的img为protection,则`_buffTurn_protection,5,0`表示不存在Protection的buff,`_buffTurn_protection,3,10`表示Protection的buff至少剩余10回合

9. 空白(blank): 自己输入 (the value you want to put in)
5. `isRoundType`、`ar`、`ba`、`iw`、`tw`、`gr`、`rb`: 当前是否是某战役模式,例如`_isRoundType_ar`或`_ar`均返回 `当前是否是The Arena`
6. `roundType`: 战役模式 (`ar`: The Arena, `rb`: Ring of Blood, `gr`: GrindFest, `iw`: Item World, `ba`: Random Encounter, `tw`: The Tower)

**注意**: 字符串之间的比较会自动去除最外层的引号,如`"ar"`/`'ar'`均和`ar`一致

7. `attackStatus`: 攻击模式 (`0`: Physical, `1`: Fire, `2`: Cold, `3`: Elec, `4`: Wind, `5`: Divine, `6`: Forbidden)。 或使用 `_phys`, `_fire`, `_cold`, `_elec`, `_wind`, `_divi`, `_forb` 表示 `当前 attack mode 是否为 ...`,例如 `_phys` 等价于 `attackStatus == 0`。
- 获取到的是默认攻击模式,可加后缀`Cur`来表示判断次要模式后的攻击模式(直接获取当前`attackStatus`需要加`_`前缀),即:`_attackStatusCur`,`_physCur`, `_fireCur`, `_coldCur`, `_elecCur`, `_windCur`, `_diviCur`, `_forbCur`
- 具体流程:
- 尝试次要模式攻击的流程中,会直接用尝试中的模式
- 如果在`次要模式`的条件中配置了这些条件,都会按照`条件所在模式`来获取值,例如:切换火属性的条件中配置了`_fireCur`,会直接判定为`true`,配置了`_windCur`则是会判定为`false`
- 其他地方则会模拟一遍攻击,然后判断能放出来的时候 给`临时变量`赋值`模拟尝试成功的模式`,然后返回临时变量
8. `fightingStyle`: 战斗风格 (`1`: 二天, `2`: 单手, `3`: 双手, `4`: 双持, `5`: 法杖)。 或使用 `_nt`, `_1h`, `_2h`, `_dw`, `_staff` 表示 `当前 fighting style 是否为 ...`,例如 `_nt` 等价于 `fightStyle == 1`
9. `isCd`: 技能/物品是否cd,格式`_isCd_id`

**示例1**: Protection的id为411,则`!_isCd_411`表示不可施放,`_isCd_411`表示可以施放

**示例2**: ManaElixir的id为11295,则`!_isCd_11295`表示不可使用,`_isCd_11295`表示可以使用

10. `buffTurn`: 人物Buff剩余时间,格式`_buffTurn_img`。可使用`_scroll`限定为卷轴buff`_buffTurn_sparklife_scroll`、使用`_png`限定为非卷轴buff`_buffTurn_sparklife_png`. 可用 `{buffA,buffB,...}` 表示获取 buffA **或** buffB (**或** 括号 `{ }` 中的任意其他buff,将返回匹配成功的第一个buff),注意内部不要包含空格,例如`_buffTurn_{stun,sleep}`.

**示例**: Protection的img为protection,则`_buffTurn_protection == 0`表示不存在Protection的buff,`_buffTurn_protection >= 10`表示Protection的buff至少剩余10回合

11. `_targetHp`、`_targetMp`、`_targetSp`、`_targetHpDecimal`、`_targetMpDecimal`、`_targetSpDecimal`、`_targetBuffTurn`、`_targetRank`、`_targetOrder`、`_targetWeight`、`_targetIsAlive`: 目标怪物的HP%、SP%、MP%、HP%(小数形式)、SP%(小数形式)、MP%(小数形式)、buff剩余时间、优先级、位置、当前权重、是否存活
1. `_targetBuffTurn_`后缀参照8.`buffTurn`(如:`_targetBuffTurn_bleed != 0`表示目标bleed的buff剩余回合不等于0)。target的目标怪物遵循以下规则
1. 默认情况的target均为权重优先级最高的目标
2. 武器技能(马炮、T1~T3等)、法术技能(中阶、高阶):按照 逐条条件判断>按权重逐个目标>满足任意一条条件内的所有子条目,则对该目标释放。例如下图最后的慈悲的条件:仅释放hp小于25%、拥有流血buff
![示例](https://github.com/user-attachments/assets/b4d0c57d-fdb1-464b-88d6-107643809339)

2. `_targetRank`和攻击规则给出的顺序值相同(0~9,数字越小,优先级越高)
3. `targetBossType(见12.)`和除了`targetName`的其他 目标参数可使用`max/min/sum/count`后缀来表示所有**存活**怪物中的最大/最小值/总和/sign和(`sum(sign(value))`),如:`_targetBuffTurn_max_bleed`.
1. `max/min/sum/count`可加前缀`a`/`ag`or`ga`/`g`表示按照`包含死亡目标(仍是全体目标)`/`分组内统计且包含死亡目标`/`分组内统计(仍忽略死亡目标)`. 分组相关见(13. `targetGroup`)
12. `targetName`、`targetBossType`: 目标怪物的名称、Boss类型。
1. `_targetName`返回目标的名称字符串(**注意**: 字符串之间的比较会自动去除最外层的引号,且请使用下划线`_`代替空格` `,如`Yugi_Nagato`/`'Yugi_Nagato'`/`"Yugi_Nagato"`)
2. 其中类Boss型`_targetBossType`根据 名称进行判断:
1. `Manbearpig`、`White Bunneh`、`Mithra`、`Dalek`: 1 (BOSS)
2. `Konata`、`Mikuru Asahina`、`Ryouko Asakura`、`Yuki Nagato`: 2 (Legendaries)
3. `Real Life`、`Invisible Pink Unicorn`、`Flying Spaghetti Monster`: 3 (Gods)
4. `Rhaegal`、`Viserion`、`Drogon`: 4 (A Dance with Dragons)
5. `Skuld`、`Urd`、`Verdandi`、`Yggdrasil`: 5 (Trio and the Tree)
6. `Recycled Boss Rush`、`Bottomless Dungeon`、`New Game +`、`Achievement Grind`、`Time Trial Mode`、`Hardcore Mode`:6 (Post Game Content)
7. `Fluttershy`、`Gummy`、`Rainbow Dash`、`Twilight Sparkle`、`Rarity`、`Applejack`、`Pinkie Pie`、`Angel Bunny`、`Spike`:7 (Ponies)
8. 其他: 0 (非boss)
13. `targetGroup`: 获取分组内的目标个数(包含死亡),并更改当前公式内的`目标分组`(见11.3.1). 每次公式计算的初始目标分组为`null`的空分组. 可选模式如下:
1. `a`: 选择全体. `targetGroup_a`
2. `s`: 按照给定数量从上往下划分,然后选取包含当前目标的一组 `targetGroup_s_2` 相当于每2个1组
3. `r`: 按照给定的距离,以当前目标为起点划分
1. 只有一个参数时,为对称范围. `targetGroup_r_1` 相当于`当前目标 ± 1`(共3格)
2. 两个参数时,分别为 `targetGroup_r_向上_向下`. `targetGroup_r_1_2` 相当于当前 \[`目标 - 1`, `目标 + 2`\](共4格)
3. `距离 >= 10`时,溢出为 `9 - 距离`,例如:`targetGroup_r_4_10` 相当于 \[`目标 - 4`, `目标 - 1`\] (共4格)
4. 参数缺省=`-1`/`10`: `targetGroup_r_` 相当于 `targetGroup_r_10`;`targetGroup_r_1_` 相当于 `targetGroup_r_1_10`; `targetGroup_r__1` 相当于 `targetGroup_r_10_1`. 仅在有2个`_`划分参数时会补充第2个参数
5. `o`/`oa`: 按照给定的order(0~9)划定区域. `o`需要当前目标在区域内,否则返回0和`null`的空分组;`oa`不需要当前目标在区域内. `targetGroup_o_1_3` 相当于 `order=[1,2,3]` 即第2,3,4格
1. 两个参数分别为上下界,缺省分别为`-1`/`10`
14. `skillOTOS`: 获取对应技能/法术/道具/防御/集中/灵动架势开/关 的**自动使用次数**(不包含手动释放的次数), `skillOTOS_[类型]` 如 `skillOTOS_FRD`(马炮) /`skillOTOS_T1`(武器T1技能) /`skillOTOS_defend`(防御)
- 技能: `OFC`/`FRD`/`T3`/`T2`/`T1`
- 法术/道具: 按 `id`
- 防御/集中/SS开关: `defend`/`focus`/`spiriton`/`spiritoff`
15. 空白(blank): 自己输入 (the value you want to put in)

PS: 对于需要带下划线`_`开头的func式变量,可以省略`_`开头(省略时,获取值会先尝试按照dict式获取,失败时再按照func式获取)

#### 示例

Expand Down Expand Up @@ -153,7 +199,7 @@

| 1 | 2 | 3 |
| - | - | - |
| - | Regen / regen | - |
| Channeling / channeling | Regen / regen | Focus / focus |
| Protection / protection | Haste / haste | Shadow Veil / shadowveil |
| Absorb / absorb | Spark of Life / sparklife | Spirit Shield / spiritshield |
| Arcane Focus / arcanemeditation | Heartseeker / heartseeker | Cloak of the Fallen / fallenshield |
Expand All @@ -162,6 +208,14 @@
| Infusion of Storms / windinfusion | Infusion of Divinity / holyinfusion | Infusion of Darkness / darkinfusion |
| Scroll of Swiftness / haste_scroll | - | - |
| Flower Vase / flowers | Bubble-Gum / gum | - |
| Sleep / sleep | Blind / blind | Slow / slow |
| Imperil / imperil | MagNet / magnet | Silence / silence |
| Drain / drainhp | Weaken / weaken | Confuse / confuse |
| Coalesced Mana / coalescemana | Stunned / stun / wpn_stun | Penetrated Armor / ap / wpn_ap |
| Bleeding Wound / bleed / wpn_bleed | Absorbing Ward / absorb | Fury of the Sisters / trio_furyofthesisters |
| Lamentations of the Future / trio_skuld | Screams of the Past / trio_urd | Wailings of the Present / trio_verdandi | Searing Skin / firedot | Freezing Limbs / coldslow |
| Turbulent Air / windmiss | Deep Burns / elecweak | Breached Defense / holybreach |
| Blunted Attack / darknerf | Burning Soul / soulfire | Ripened Soul / ripesoul |

***

Expand Down Expand Up @@ -382,3 +436,20 @@
灵感来自hoverplay,刚开始接触js,初步完成代码
功能有:答题警报、其他警报、快捷键、自动前进、自动使用宝石、自动回复、自动使用增益技能、自动打怪
很可惜,玩游戏不走心,一直搞不懂HVSTAT是怎么知道每个怪的血量的,直到[版本2.0](#20)

















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