Tracks various battle stats over multiple battles.
当前为
// ==UserScript==
// @name IQRPG Battle Stats
// @namespace https://www.iqrpg.com/
// @version 0.45
// @description Tracks various battle stats over multiple battles.
// @author Coastis
// @match http://iqrpg.com/game.html
// @match https://iqrpg.com/game.html
// @match http://www.iqrpg.com/game.html
// @match https://www.iqrpg.com/game.html
// @match http://test.iqrpg.com/game.html
// @match https://test.iqrpg.com/game.html
// @require http://code.jquery.com/jquery-latest.js
// @grant GM_addStyle
// ==/UserScript==
//TODO add persistant storage between browser sessions
//BUG clan dragons are still being counted!!
///////////////////////////////////
/////////// config ////////////////
///////////////////////////////////
const track_boss_battles = false; // true or false
const track_clan_battles = false; // true or false
const track_abyss_battles = false; // true or false
const track_min_health_perc = true; // true or false
//////////////////////////////////////////////////////////////////
/////////// Don't change anything below this line ////////////////
//////////////////////////////////////////////////////////////////
/* globals jQuery, $ */
// init
var player_stats = { dmg:0, hits:0, misses:0, hp_perc:100 }; //TODO update from local storage
var enemy_stats = { dmg:0, hits:0, misses:0, dodges:0 }; //TODO update from local storage
var player_cache = '';
var enemy_cache = '';
// run every xxx ms updating stuffs
setInterval(iqrpgbs_loop, 100);
// main loop
function iqrpgbs_loop() {
var we_battling = false;
var display_needs_update = false;
// check we're on the battle page
if(document.getElementsByClassName("battle-container").length > 0) {
we_battling = true;
} else return false;
// and not in a boss battle - Boss Tokens
if(track_boss_battles!==true && $("div.game-grid > div.main-game-section > div.main-section__body:contains('Boss Tokens')").length > 0) {
return false;
}
// and not in a dungeon - Dungeoneering Exp
if($("div.game-grid > div.main-game-section > div.main-section__body:contains('Dungeoneering Exp')").length > 0) {
return false;
}
// and not in a standard clan battle - Clan Exp
if(track_clan_battles!==true && $("div.game-grid > div.main-game-section > div.main-section__body:contains('Clan Exp')").length > 0) {
return false;
}
// all is well, so let's get the mob name
var n_obj = $("div.battle-container > div:nth-child(3) > div.participant-name > span");
if(n_obj.length > 0) {
var mob_name = n_obj.prop('innerHTML').trim();
} else {
return false; // couldn't find the mob name, lets skip just in case
}
// and not in a clan dragon battle
// exact matches
const clan_dragons = ['Baby Dragon','Young Dragon','Adolescent Dragon','Adult Dragon','Dragon'];
if(track_clan_battles!==true && clan_dragons.indexOf(mob_name) > -1 ) {
console.log('Skipping Clan Dragons');
return false;
}
// and not in an abyss battle or clan battle - Abyssal
if(track_abyss_battles!==true && ['Abyssal'].some(term => mob_name.includes(term))) {
return false;
}
// all good
if(we_battling === true) {
// Add the battle stat panel to dom, if not already there
if(!document.getElementById("iqrpgbs_bs_panel")) {
var iqrpg_body = $( "div.game-grid > div.main-game-section > div.main-section__body" );
iqrpg_body[0].children[0].children[0].insertAdjacentHTML('beforeend', render_battle_stats_panel() );
document.getElementById('igrpg_bs_reset').addEventListener('click', iqrpg_bs_reset_stats, false);
}
// get the players stat line & compare it to previous stored stats
var player_sl = $("div.game-grid > div.main-game-section > div.main-section__body > div > div > div > div:nth-child(2)");
if(player_sl.prop('innerHTML') !== player_cache) {
player_cache = player_sl.prop('innerHTML');
parse_player_stat_line(player_sl);
display_needs_update = true;
}
// get the mobs stat line & compare it to previous stored stats
var mobs_sl = $("div.game-grid > div.main-game-section > div.main-section__body > div > div > div > div:nth-child(3)");
if(mobs_sl.prop('innerHTML') !== enemy_cache) {
enemy_cache = mobs_sl.prop('innerHTML');
parse_enemy_stat_line(mobs_sl);
display_needs_update = true;
}
// we already have display_needs_update, so let's use it as a trigger for our new health tracking
if(display_needs_update === true && track_min_health_perc === true) {
let hp_sl = $("div.game-grid > div.main-game-section > div.main-section__body > div > div > div > div.battle-container > div.battle-container__section > div:nth-child(2) > div.progress__text");
let hp_totals = hp_sl.prop('innerHTML').split(" / ");
let this_perc = (parseInt(hp_totals[0].replaceAll(",", "")) / parseInt(hp_totals[1].replaceAll(",", ""))) * 100;
if(this_perc < player_stats.hp_perc) player_stats.hp_perc = this_perc;
}
// update displayed values
if(display_needs_update === true) {
update_display();
}
}
}
function parse_player_stat_line(player_sl) {
var hits = player_sl.find("p:nth-child(1) > span:nth-child(2)");
if(hits.length > 0) {
var actual_hits = hits.prop('innerHTML').replaceAll(" time(s)", "");
player_stats.hits += parseInt(actual_hits);
}
var dmg = player_sl.find("p:nth-child(1) > span:nth-child(3)");
if(dmg.length > 0 && hits.length > 0) {
var actual_dmg = dmg.prop('innerHTML').replaceAll(" damage", "").replaceAll(",", "");
player_stats.dmg += parseInt(actual_dmg) * parseInt(actual_hits);
}
var misses = player_sl.find("p:nth-child(2) > span:nth-child(1)");
if(misses.length > 0) {
var actual_misses = misses.prop('innerHTML').replaceAll(" time(s)", "");
player_stats.misses += parseInt(actual_misses);
}
}
function parse_enemy_stat_line(stat_line) {
var hits = stat_line.find("p:nth-child(1) > span:nth-child(2)");
if(hits.length > 0) {
var actual_hits = hits.prop('innerHTML').replaceAll(" time(s)", "");
enemy_stats.hits += parseInt(actual_hits);
}
var dmg = stat_line.find("p:nth-child(1) > span:nth-child(3)");
if(dmg.length > 0 && hits.length > 0) {
var actual_dmg = dmg.prop('innerHTML').replaceAll(" damage", "").replaceAll(",", "");
enemy_stats.dmg += parseInt(actual_dmg) * parseInt(actual_hits);
}
var misses = stat_line.find("p:nth-child(2) > span:nth-child(2)");
if(misses.length > 0) {
var actual_misses = misses.prop('innerHTML').replaceAll(" time(s)", "");
enemy_stats.misses += parseInt(actual_misses);
}
var dodges = stat_line.find("p:nth-child(2) > span:nth-child(3)");
if(dodges.length > 0) {
var actual_dodges = dodges.prop('innerHTML').replaceAll(" attack(s)", "");
enemy_stats.dodges += parseInt(actual_dodges);
}
}
function iqrpg_bs_reset_stats(e) {
e.preventDefault();
player_stats.dmg = 0;
player_stats.hits = 0;
player_stats.misses = 0;
player_stats.hp_perc = 100;
enemy_stats.dmg = 0;
enemy_stats.hits = 0;
enemy_stats.misses = 0;
enemy_stats.dodges = 0;
update_display();
}
function update_display() {
// players
$("#iqrpgbs_pl_dmg").html(new Intl.NumberFormat().format(player_stats.dmg));
$("#iqrpgbs_pl_hits").html(new Intl.NumberFormat().format(player_stats.hits));
var avg = Math.round(player_stats.dmg / player_stats.hits) || 0;
$("#iqrpgbs_pl_avg").html(new Intl.NumberFormat().format(avg));
var acc = (player_stats.hits / (player_stats.hits + player_stats.misses))*100 || 0;
$("#iqrpgbs_pl_acc").html(new Intl.NumberFormat().format(acc.toFixed(2)));
let min_hp = player_stats.hp_perc || 0;
$("#iqrpgbs_min_hp").html(new Intl.NumberFormat().format(min_hp));
// enemy
var enemy_avg = Math.round(enemy_stats.dmg / enemy_stats.hits) || 0;
$("#iqrpgbs_enmy_avg").html(new Intl.NumberFormat().format(enemy_avg));
var enemy_acc = ( (enemy_stats.hits + enemy_stats.dodges) / (enemy_stats.hits + enemy_stats.misses + enemy_stats.dodges))*100 || 0;
$("#iqrpgbs_enmy_acc").html(new Intl.NumberFormat().format(enemy_acc.toFixed(2)));
var enemy_dodges = (enemy_stats.dodges / (enemy_stats.hits /*+ enemy_stats.misses*/ + enemy_stats.dodges))*100 || 0;
$("#iqrpgbs_enmy_dodges").html(new Intl.NumberFormat().format(enemy_dodges.toFixed(2)));
}
function render_battle_stats_panel() {
var content = `
<div id="iqrpgbs_bs_panel" class="margin-top-large">
<div>Battle Stats <span>by Coastis</span></div>
<div>You dealt a total of <span id="iqrpgbs_pl_dmg">0</span> damage in <span id="iqrpgbs_pl_hits">0</span> hits,
with an average of <span id="iqrpgbs_pl_avg">0</span> per hit and <span id="iqrpgbs_pl_acc">0</span>% accuracy</div>
<div>Enemy dealt an average of <span id="iqrpgbs_enmy_avg">0</span> per hit
with an accuracy of <span id="iqrpgbs_enmy_acc">0</span>%, and you dodged <span id="iqrpgbs_enmy_dodges">0</span>% of attacks</div>
<div>Your health reached a low of <span id="iqrpgbs_min_hp">100</span>%</div>
<div>[<a href="#" id="igrpg_bs_reset">Reset Battle Stats</a>]</div>
</div>
`;
return content;
}
GM_addStyle ( `
div#iqrpgbs_bs_panel div { text-align:center;padding:1px;}
div#iqrpgbs_bs_panel div:nth-child(1) { font-weight:bold;}
div#iqrpgbs_bs_panel div:nth-child(1) span { font-size:8px;font-weight:normal;}
` );