Melvor Loot Container

For monster drops and pickpocketing: shows drop rates, avg drops per kill, and current number owned.

目前為 2021-09-29 提交的版本,檢視 最新版本

您需要先安裝使用者腳本管理器擴展,如 TampermonkeyGreasemonkeyViolentmonkey 之後才能安裝該腳本。

You will need to install an extension such as Tampermonkey to install this script.

您需要先安裝使用者腳本管理器擴充功能,如 TampermonkeyViolentmonkey 後才能安裝該腳本。

您需要先安裝使用者腳本管理器擴充功能,如 TampermonkeyUserscripts 後才能安裝該腳本。

你需要先安裝一款使用者腳本管理器擴展,比如 Tampermonkey,才能安裝此腳本

您需要先安裝使用者腳本管理器擴充功能後才能安裝該腳本。

(我已經安裝了使用者腳本管理器,讓我安裝!)

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

(我已經安裝了使用者樣式管理器,讓我安裝!)

// ==UserScript==
// @name        Melvor Loot Container
// @namespace   github.com/gmiclotte
// @version     0.1.1
// @description For monster drops and pickpocketing: shows drop rates, avg drops per kill, and current number owned.
// @author      GMiclotte
// @match       https://*.melvoridle.com/*
// @exclude     https://wiki.melvoridle.com*
// @noframes
// @grant       none
// ==/UserScript==

function script() {
    window.mlc = {};

    mlc.tempContainer = (id, classNames, wrap) => {
        classNames = 'block block-rounded block-link-pop border-top border-4x ' + classNames;
        const container = ''
            + `<div class="${classNames}" style="overflow-x: auto;">`
            + `	<small id ="${id}">`
            + '	</small>'
            + '</div>';
        if (wrap) {
            return ''
                + '<div class="col-12">'
                + container
                + '</div>';
        }
        return container;
    }
    $('#combat-area-selection').after(mlc.tempContainer('cb-lootContainer', 'border-combat', false))
    $('#thieving-food-container').parent().parent().parent().next().after(mlc.tempContainer('pp-lootContainer', 'border-thieving', true))

    mlc.sortedLoot = {};

    mlc.drawEmptyLootTable = (container) => {
        $(`#${container}`).replaceWith(''
            + `<small id=${container}>`
            + '</small>'
        );
    }

    mlc.drawLootTable = () => {
        let name;
        let container;
        let loot;
        let id;
        let hasBones = false;
        let bones = undefined;
        let lootChance = 1;
        const isDungeon = combatManager.areaType === 'Dungeon';
        const monster = MONSTERS[combatManager.selectedMonster];
        let chanceToDouble = player.modifiers.combatLootDoubleChance / 100;
        if (npcID !== null) {
            container = 'pp-lootContainer';
            if (isDungeon || thievingNPC[npcID] === undefined) {
                drawEmptyLootTable(container);
                return;
            }
            name = thievingNPC[npcID].name;
            loot = thievingNPC[npcID].lootTable;
            id = `pp-${npcID}`;
            chanceToDouble = calculateChanceToDouble(CONSTANTS.skill.Thieving, false, 0, 0, 0, false) / 100;
        } else if (combatManager.isInCombat) {
            container = 'cb-lootContainer';
            if (isDungeon || monster === undefined) {
                mlc.drawEmptyLootTable(container);
                return;
            }
            name = monster.name;
            loot = monster.lootTable;
            id = `cb-${combatManager.selectedMonster}`;
            bones = monster.bones;
            hasBones = bones !== undefined && bones !== null;
            if (monster.lootChance !== undefined) {
                lootChance = monster.lootChance / 100;
            }
        } else {
            return;
        }

        // sort the loot if it is not cached
        if (mlc.sortedLoot[id] === undefined) {
            console.log(`sorting ${name} loot`)
            let tmp = [];
            for (let i = 0; i < loot.length; i++) {
                const q = loot[i][2] === undefined ? 1 : loot[i][2];
                const item = items[loot[i][0]];
                if (item.dropTable !== undefined) {
                    let s = item.dropTable.map(x => x[1]).reduce((acc, x) => acc + x, 0);
                    for (let j = 0; j < item.dropTable.length; j++) {
                        tmp.push({
                            itemID: item.dropTable[j][0],
                            w: loot[i][1] * item.dropTable[j][1] / s,
                            qty: q * item.dropQty[j],
                        });
                    }
                } else {
                    tmp.push({
                        itemID: loot[i][0],
                        w: loot[i][1],
                        qty: q,
                    });
                }
            }
            tmp.sort(function (a, b) {
                return b.w - a.w;
            });
            mlc.sortedLoot[id] = tmp;
        }

        // compute values
        const lootTable = mlc.sortedLoot[id];
        if (lootTable.length === 0 && !hasBones) {
            // no loot to insert, so insert an empty placeholder and return
            mlc.drawEmptyLootTable(container);
            return;
        }
        const lootSize = lootTable.map(x => x.w).reduce((acc, x) => acc + x, 0) / lootChance;
        const rate = lootTable.map(x => x.w / lootSize * 100);
        const avg = lootTable.map(x => x.w / lootSize * (1 + x.qty) / 2 * (1 + chanceToDouble));
        const owned = lootTable.map(x => getBankQty(x.itemID));
        const media = lootTable.map(x => items[x.itemID].media);

        // make table
        let header = '<tr>';
        header += '<th scope="col"></th>';
        if (hasBones) {
            header += `<td><img class="skill-icon-xs mr-2" src="${items[bones].media}"></td>`;
        }
        media.forEach(img => {
            header += `<td><img class="skill-icon-xs mr-2" src="${img}"></td>`;
        });
        header += '</tr>';

        let bodyRate = '<tr>';
        bodyRate += '<th scope="col">drop %</th>';
        if (hasBones) {
            bodyRate += `<td/>`;
        }
        rate.forEach(x => {
            bodyRate += `<td>${x.toFixed(2)}</td>`;
        });
        bodyRate += '</tr>';

        let bodyAvg = '';
        bodyAvg += '<tr>';
        bodyAvg += `<th scope="col">avg/${npcID === null ? "kill" : "steal"}</th>`;
        if (hasBones) {
            bodyAvg += `<td/>`;
        }
        avg.forEach(x => {
            bodyAvg += `<td>${formatNumber(1 * x.toFixed(3))}</td>`;
        });
        bodyAvg += '</tr>';

        let bodyOwned = '<tr>';
        bodyOwned += '<th scope="col">owned</th>';
        if (hasBones) {
            bodyOwned += `<td>${getBankQty(bones)}</td>`;
        }
        owned.forEach(x => {
            bodyOwned += `<td>${formatNumber(x)}</td>`;
        });
        bodyOwned += '</tr>';

        // insert table
        $(`#${container}`).replaceWith(''
            + `<small id=${container}>`
            + '<table class="table table-borderless table-sm">'
            + '<thead>'
            + header
            + '</thead>'
            + '<tbody>'
            + bodyRate
            + bodyAvg
            + bodyOwned
            + '</tbody>'
            + '</table>'
            + '</small>'
        );
    }

    mlc.updateInterval = (interval) => {
        mlc.interval = interval;
        clearInterval(mlc.looper);
        mlc.looper = setInterval(mlc.drawLootTable, mlc.interval);
        console.log(`Started Melvor Loot Container with interval ${mlc.interval}`);
    }

    mlc.updateInterval(500);

    ///////
    //log//
    ///////
    console.log("Melvor Loot Container Loaded");
}

(function () {
    function injectScript(main) {
        const scriptElement = document.createElement('script');
        scriptElement.textContent = `try {(${main})();} catch (e) {console.log(e);}`;
        document.body.appendChild(scriptElement).parentNode.removeChild(scriptElement);
    }

    function loadScript() {
        if (confirmedLoaded) {
            // Only load script after game has opened
            clearInterval(scriptLoader);
            injectScript(script);
        }
    }

    const scriptLoader = setInterval(loadScript, 200);
})();