Divine Gate 维基
探索
首页
讨论板
所有页面
社区页
交互式地图
最新博文
遊戲知識
工具
Divine Gate Wikia APK
Divine Gate Tool
體力計算
模擬強化合成
模擬刮卡
隊伍組合
活動時間表
基礎資料
版本更新
帳號升級能力表
任務
抽獎資訊
數據轉移系統
棋子掉落機制
亂入
心得
遊戲開局
朋友系統
遊戲秘技
速刷首抽秘技
光闇無主角開局
無視移動系陷阱
關於所有陷阱的小Bug
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
副本列表
戰鬥系統
陷阱系統
Unit索引
Unit一覽表
001–887
888-1754
1755+
屬性索引
水屬
風屬
火屬
光屬
闇屬
無屬
稀有度索引
★3
★6
★1
★2
★4
★5
種族索引
人類
獸
龍
機械
魔物
妖精
神
技能分類
隊長技能
主動技能
普通技能
被動技能
敵人技能
副本資訊
故事副本
都之系列
監獄系列
塔之系列
樓閣系列
休息室系列
研究所系列
遊園地系列
進化神殿
烈火殿ヘパイストス
流水殿ポセイドン
旋風殿ヘルメス
閃光殿アルテミス
常闇殿ハーデス
絶無殿ヘスティア
賭場副本
活動副本
單週副本
合作副本
降臨副本
FANDOM
游戏
电影
电视
wiki
探索wiki
社区中心
创建wiki
尚未注册?
注册
登录
登录
注册
Divine Gate 維基
4,441
个页面
探索
首页
讨论板
所有页面
社区页
交互式地图
最新博文
遊戲知識
工具
Divine Gate Wikia APK
Divine Gate Tool
體力計算
模擬強化合成
模擬刮卡
隊伍組合
活動時間表
基礎資料
版本更新
帳號升級能力表
任務
抽獎資訊
數據轉移系統
棋子掉落機制
亂入
心得
遊戲開局
朋友系統
遊戲秘技
速刷首抽秘技
光闇無主角開局
無視移動系陷阱
關於所有陷阱的小Bug
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
副本列表
戰鬥系統
陷阱系統
Unit索引
Unit一覽表
001–887
888-1754
1755+
屬性索引
水屬
風屬
火屬
光屬
闇屬
無屬
稀有度索引
★3
★6
★1
★2
★4
★5
種族索引
人類
獸
龍
機械
魔物
妖精
神
技能分類
隊長技能
主動技能
普通技能
被動技能
敵人技能
副本資訊
故事副本
都之系列
監獄系列
塔之系列
樓閣系列
休息室系列
研究所系列
遊園地系列
進化神殿
烈火殿ヘパイストス
流水殿ポセイドン
旋風殿ヘルメス
閃光殿アルテミス
常闇殿ハーデス
絶無殿ヘスティア
賭場副本
活動副本
單週副本
合作副本
降臨副本
不转换
简体
繁體
大陆简体
香港繁體
澳門繁體
大马简体
新加坡简体
臺灣正體
正在編輯
無都インファタリア
返回页面
编辑
可视化编辑器
查看历史
讨论 (0)
正在编辑
無都インファタリア
警告:
您没有登录。如果您做出任意编辑,您的IP地址将会公开可见。如果您
登录
或
创建
一个账户,您的编辑将归属于您的用户名,且将享受其他好处。
反垃圾检查。
不要
加入这个!
== 亂入 == {{亂入Unit簡介}} {{#invoke:Enemy|List| 331. !. atk 125. hp 8890. def 40. next 1. drop 330 Lv1 1303. !. atk 275. hp 9940. def 100. next 2. drop 1303 Lv? <!-- 独立攻性部隊:草薙素子 (167240) --> }} <!-- {{副本數據目錄}} {{副本數據|331|star=!|damage=125|hp=8890|def=40|next=1|drop=330|drop%=50|plus-drop%=0.5|lv=1}} |} --> == 小怪列表 == {{副本數據目錄}} {{副本數據|059|star=1,2,3,4|damage=43|hp=187|def=4|next=3|drop=059|drop%=50|plus-drop%=0.5|lv=1}} {{副本數據|071|star=3,4,5,6,!|damage=52|hp=347|def=6|next=2|drop=071|drop%=35|plus-drop%=0.5|lv=1}} {{副本數據|083|star=5,6,!|damage=69|hp=480|def=6|next=3|drop=083|drop%=15|plus-drop%=0.5|lv=1}} {{副本數據|202|star=!|damage=10|hp=3|def=2000|next=1|drop=202|drop%=30|plus-drop%=0|lv=1}} |} == -{無の象徴}- == {{QuestInfo|tickets=0|sta=3|floor=1|exp=32|money=120 |min-money=645|max-money=3,300|avg-money=2,002|traps=}} {{副本數據目錄}} {{副本數據|060|star=Boss|damage=105|hp=2933|def=10|next=2|drop=059|drop%=50|plus-drop%=0.5|lv=1}} |} * 首次通關獲贈 {{107|Monster}} Lv1 {{Story|【無の象徴】<br>連なる区画、家々が連続した広大な無都、インファタリアの片隅に1匹の無の悪魔が現れた。何もなかったはずの空間から、何事もなく現れた悪魔には悪意もなく、その存在に害はなかった。だけど、そんな無の象徴は存在してはいけない存在だった。|【無的象徵】<br>由一棟接著一棟並鄰的住宅所構成,廣闊的無都,{{t|インファタリア}}的一隅出現了一隻無之惡魔。應當是什麼都沒有的空間中,若無其事地出現的惡魔並沒有惡意,它的存在也不是有害的事情。但是,這個象徵無的存在的東西,本身就是不被允許的存在。}} == -{巡廻の意味}- == {{QuestInfo|tickets=0|sta=3|floor=1|exp=43|money=120 |min-money=645|max-money=3,300|avg-money=2,002|traps=}} {{副本數據目錄}} {{副本數據|096|star=Boss|damage=128|hp=2587|def=27|next=3|drop=095|drop%=10|plus-drop%=0.5|lv=1}} |} {{Story|【巡廻の意味】<br>無都を繰り返し巡廻する1体の自立型ドライバ、その巡廻の意味とは。普段は人間に危害を加えることのない機体が見せた攻撃姿勢。それは開かれた扉により統合した世界を元に戻す為、聖なる出口<ディバインゲート>を目指した者にだけ向けられた。|【巡視的意義】<br>一台在無都不斷地巡視的自立型{{t|ドライバ}},巡視的意義是…。平時不會加害人類的機械卻擺出了攻擊態勢。那是想要將受到神聖之門的影響而統合起來的世界回復原狀的關係,凡是以{{t|聖なる出口}}為目標的人都會被盯上。}} == -{銀の幼竜}- == {{QuestInfo|tickets=0|sta=5|floor=1|exp=62|money=160 |min-money=870|max-money=4,520|avg-money=2,746|traps=}} {{副本數據目錄}} {{副本數據|046|star=Boss|damage=190|hp=4890|def=40|next=3|drop=045|drop%=0.1|plus-drop%=0.5|lv=1}} |} * 首次通關獲贈 {{銀幣}} × 1 {{Story|【銀の幼竜】<br>どこからともなく現れた銀の幼竜により繰り返し破壊される無都。それは何もかもを無に帰すかのような破壊活動。その無の力には意味もなく、そして意味がないからこそ、弱点も存在しなかった。全てが無に帰すまでに、自分の力だけを信じて。|【銀之幼龍】<br>無都正被突然現身的銀之幼龍破壞著。那是彷彿將一切歸回虛無的破壞活動。無的力量沒有意義,沒有意義所以也就沒有所謂的弱點。想要將全部歸回虛無的話,只能相信自己的力量。}} {{AreaInfo |英文名稱=Infatalia Town |火=20 |水=20 |風=20 |光=8 |闇=8 |無=8 |心=16 |設計編號=0007 |寶箱=town_box |鑰匙=town_key |前=闇都ダクタリア |後=第一監獄カーマイン |類別=都之系列 |根類別=故事副本 |陷阱= }}
摘要:
请注意在Divine Gate 维基上的所有贡献都将依据CC-BY-SA进行发布。
取消
编辑帮助
(在新窗口中打开)
本页使用的模板:
Template:!
(
查看源代码
)
Template:046
(
查看源代码
)
Template:059
(
查看源代码
)
Template:060
(
查看源代码
)
Template:071
(
查看源代码
)
Template:083
(
查看源代码
)
Template:096
(
查看源代码
)
Template:107
(
查看源代码
)
Template:202
(
查看源代码
)
Template:AreaInfo
(
查看源代码
)
Template:Ifeq
(
查看源代码
)
Template:P2
(
查看源代码
)
Template:QuestInfo
(
查看源代码
)
Template:Story
(
查看源代码
)
Template:T
(
查看源代码
)
Template:Texttip
(
查看源代码
)
Template:Traps
(
查看源代码
)
Template:UnitLink
(
查看源代码
)
Template:UnitNameJP
(
查看源代码
)
Template:Unit Info Direct
(
查看源代码
)
Template:亂入Unit簡介
(
查看源代码
)
Template:副本數據
(
查看源代码
)
Template:副本數據目錄
(
查看源代码
)
Template:銀幣
(
查看源代码
)
Module:Enemy
(
编辑
)
Module:JSON
(
编辑
)
Module:Quest
(
编辑
)
Module:QuestData
(
编辑
)
Module:Skill
(
编辑
)
Module:SkillData/AS
(
编辑
)
Module:SkillData/BS
(
编辑
)
Module:SkillData/EA
(
编辑
)
Module:SkillData/ES
(
编辑
)
Module:SkillData/LS
(
编辑
)
Module:SkillData/NS
(
编辑
)
Module:SkillData/PS
(
编辑
)
Module:SkillData/SA
(
编辑
)
Module:T
(
编辑
)
Module:Translate
(
编辑
)
Module:Unit
(
编辑
)
Module:UnitData
(
编辑
)
Module:UnitNameJP
(
编辑
)
Follow on IG
TikTok
Join Fan Lab