メタガ茶パレ Fork

    @@ -5,6 +5,4 @@ * @license MIT License * @require */ - javascript:(function(){var source = window.document;var sourceURL = window.document.location;var validPattern = /^htt(p|ps):\/\/character-sheets\.appspot\.com\/mgr\/edit\.html\?key=*/;if(validPattern.test(sourceURL) == false) {return;}var windowArgs = '';windowArgs += 'top=200,';windowArgs += 'left=200,';windowArgs += 'height=600,';windowArgs += 'width=800,';windowArgs += 'menubar=no,';windowArgs += 'toolbar=no,';windowArgs += 'location=no,';windowArgs += 'directories=no,';windowArgs += 'status=no,';windowArgs += 'scrollbars=no,';windowArgs += 'dependent=yes,';windowArgs += 'close=yes,';windowArgs += 'chrome=yes';var mgr = window.open(null, '_mgr', windowArgs).document;mgr.title = '🐟 メタガ茶パレくん ver.1.0 🐟';var msgInfo = document.createElement('div');msgInfo.innerText = '下のテキストエリアに茶パレが入っているはずなので全選択コピペ保存スルノデス!';mgr.body.appendChild(msgInfo);var subInfo = document.createElement('div');subInfo.innerText = '予備武装に変更した場合の数値とか、特技とかには未対応ナノデス!';mgr.body.appendChild(subInfo);var resultArea = document.createElement('textarea');resultArea.cols = 80;resultArea.rows = 60;mgr.body.appendChild(resultArea);function getById(obj, id) {return obj.getElementById(id).value;};function getByIdSelected(obj, id) {var select = obj.getElementById(id);return select.options[ select.selectedIndex ].value;};out = '';out += '// ----------------------------- \n';out += ' リンケージの能力判定\n';out += '2D6+{体力}\n';out += '2D6+{反射}\n';out += '2D6+{知覚}\n';out += '2D6+{理知}\n';out += '2D6+{意志}\n';out += '2D6+{幸運}\n';out += '\n';out += ' ガーディアンの判定\n';out += '2D6+{命中}\n';out += '2D6+{回避}\n';out += '2D6+{砲撃}\n';out += '2D6+{防壁}\n';out += '\n';out += ' 武装データ\n';out += '主近接武装\\n {主近武装}\\n 射程:{主近射程} 代償:{主近代償} 攻撃力:{主近攻撃力} 属性:{主近属性}\n';out += '副近接武装\\n {副近武装}\\n 射程:{副近射程} 代償:{副近代償} 攻撃力:{副近攻撃力} 属性:{副近属性}\n';out += '主遠接武装\\n {主遠武装}\\n 射程:{主遠射程} 代償:{主遠代償} 攻撃力:{主遠攻撃力} 属性:{主遠属性}\n';out += '副遠接武装\\n {副遠武装}\\n 射程:{副遠射程} 代償:{副遠代償} 攻撃力:{副遠攻撃力} 属性:{副遠属性}\n';out += '\n';out += ' ダメージロール(武装のみ)\n';out += '2D6+{主近攻撃力} 属性:{主近属性}\n';out += '2D6+{副近攻撃力} 属性:{副近属性}\n';out += '2D6+{主遠攻撃力} 属性:{主遠属性}\n';out += '2D6+{副遠攻撃力} 属性:{副遠属性}\n';out += '\n';out += ' キャラの簡易情報\n';out += '名前:{PC}\\n 性別:{性別} 年齢:{年齢} カバー:{カバー}\\n クラス:{クラス構成} 加護:{加護}\n';out += '\n';out += ' 加護とか\n';out += getById(source, 'specials.0.name')+':'+ getById(source, 'specials.0.effect') +'\n';out += getById(source, 'specials.001.name')+':'+ getById(source, 'specials.001.effect') +'\n';out += getById(source, 'specials.002.name')+':'+ getById(source, 'specials.002.effect') +'\n';out += '\n\n';out += '// ============================= \n';out += ' ここから下は変数 \n\n';out += '//PL=';out += getById(source, 'base.player')+'\n';out += '//PC=';out += getById(source, 'base.name')+'\n';out += '//性別=';out += getById(source, 'base.sex')+'\n';out += '//年齢=';out += getById(source, 'base.age')+'\n';out += '//カバー=';out += getById(source, 'base.cover')+'\n';out += '//キャラクターレベル=';out += getById(source, 'base.level')+'\n';out += '//クラス構成=';out += getByIdSelected(source, 'classes.0.name');out += '['+ getById(source, 'classes.0.level') +']|';out += getByIdSelected(source, 'classes.001.name');out += '['+ getById(source, 'classes.001.level') +']';if(source.getElementById('classes.002.name') != null) { out += '|'+ getByIdSelected(source, 'classes.002.name');out += '['+ getById(source, 'classes.002.level') +']';}out += '\n';out += '//'+getByIdSelected(source, 'classes.0.name')+'レベル=';out += getById(source, 'classes.0.level') +'\n';out += '//'+getByIdSelected(source, 'classes.001.name')+'レベル=';out += getById(source, 'classes.001.level') +'\n';if(source.getElementById('classes.002.name') != null) { out += '//'+getByIdSelected(source, 'classes.002.name')+'レベル=';out += getById(source, 'classes.002.level') +'\n';}out += '//加護=';out += '['+ getById(source, 'specials.0.name')+'|';out += getById(source, 'specials.001.name')+'|';out += getById(source, 'specials.002.name')+']\n';out += '//'+ getById(source, 'specials.0.name')+'='+ getById(source, 'specials.0.effect') +'\n';out += '//'+ getById(source, 'specials.001.name')+'='+ getById(source, 'specials.001.effect') +'\n';out += '//'+ getById(source, 'specials.002.name')+'='+ getById(source, 'specials.002.effect') +'\n';out += '//体力='+ getById(source, 'abl.strong.total') +'\n';out += '//反射='+ getById(source, 'abl.reflex.total') +'\n';out += '//知覚='+ getById(source, 'abl.sense.total') +'\n';out += '//理知='+ getById(source, 'abl.intellect.total') +'\n';out += '//意志='+ getById(source, 'abl.will.total') +'\n';out += '//幸運='+ getById(source, 'abl.bllesing.total') +'\n';out += '//命中='+ getById(source, 'outfits.total.hit') +'\n';out += '//回避='+ getById(source, 'outfits.total.dodge') +'\n';out += '//砲撃='+ getById(source, 'outfits.total.magic') +'\n';out += '//防壁='+ getById(source, 'outfits.total.countermagic') +'\n';out += '//行動='+ getById(source, 'outfits.total.action') +'\n';out += '//力場='+ getById(source, 'outfits.total.fp') +'\n';out += '//耐久='+ getById(source, 'outfits.total.hp') +'\n';out += '//感応='+ getById(source, 'outfits.total.mp') +'\n';out += '//主近武装='+ getById(source, 'outfits.total.main_weapon_shortname') +'\n';out += '//副近武装='+ getById(source, 'outfits.total.sub_weapon_shortname') +'\n';out += '//主遠武装='+ getById(source, 'outfits.total.main_weapon_longname') +'\n';out += '//副遠武装='+ getById(source, 'outfits.total.sub_weapon_longname') +'\n';out += '//主近攻撃力='+ getById(source, 'outfits.total.main_weapon_shortattack').match(/[0-9]+/)[0] + '\n';out += '//副近攻撃力='+ getById(source, 'outfits.total.sub_weapon_shortattack').match(/[0-9]+/)[0] + '\n';out += '//主遠攻撃力='+ getById(source, 'outfits.total.main_weapon_longattack').match(/[0-9]+/)[0] + '\n';out += '//副遠攻撃力='+ getById(source, 'outfits.total.sub_weapon_longattack').match(/[0-9]+/)[0] + '\n';out += '//主近属性='+ getById(source, 'outfits.total.main_weapon_shortattack').match(/[斬刺殴炎氷雷光闇神]/)[0] + '\n';out += '//副近属性='+ getById(source, 'outfits.total.sub_weapon_shortattack').match(/[斬刺殴炎氷雷光闇神]/)[0] + '\n';out += '//主遠属性='+ getById(source, 'outfits.total.main_weapon_longattack').match(/[斬刺殴炎氷雷光闇神]/)[0] + '\n';out += '//副遠属性='+ getById(source, 'outfits.total.sub_weapon_longattack').match(/[斬刺殴炎氷雷光闇神]/)[0] + '\n';out += '//主近射程='+ getById(source, 'outfits.total.main_weapon_shortrange') +'\n';out += '//副近射程='+ getById(source, 'outfits.total.sub_weapon_shortrange') +'\n';out += '//主遠射程='+ getById(source, 'outfits.total.main_weapon_longrange') +'\n';out += '//副遠射程='+ getById(source, 'outfits.total.sub_weapon_longrange') +'\n';out += '//主近代償='+ getById(source, 'outfits.total.main_weapon_shortstrong') +'\n';out += '//副近代償='+ getById(source, 'outfits.total.sub_weapon_shortstrong') +'\n';out += '//主遠代償='+ getById(source, 'outfits.total.main_weapon_longstrong') +'\n';out += '//副遠代償='+ getById(source, 'outfits.total.sub_weapon_longstrong') +'\n';out += '//戦闘移動='+ getById(source, 'outfits.total.battlespeed.base').match(/[0-9]+/)[0] +'\n';out += '//全力移動='+ getById(source, 'outfits.total.maxspeed.base').match(/[0-9]+/)[0] +'\n';out += '//斬防御='+ getById(source, 'armourstotal.slash') +'\n';out += '//刺防御='+ getById(source, 'armourstotal.pierce') +'\n';out += '//殴防御='+ getById(source, 'armourstotal.crash') +'\n';out += '//炎防御='+ getById(source, 'armourstotal.fire') +'\n';out += '//氷防御='+ getById(source, 'armourstotal.ice') +'\n';out += '//雷防御='+ getById(source, 'armourstotal.thunder') +'\n';out += '//光防御='+ getById(source, 'armourstotal.light') +'\n';out += '//闇防御='+ getById(source, 'armourstotal.dark') +'\n';resultArea.value = out;})(); + javascript:(function(){ var source = window.document; var sourceURL = window.document.location; var validPattern = /^htt(p|ps):\/\/character-sheets\.appspot\.com\/mgr\/edit\.html\?key=*/; if(validPattern.test(sourceURL) == false) { return; } var windowArgs = ''; windowArgs += 'top=200,'; windowArgs += 'left=200,'; windowArgs += 'height=600,'; windowArgs += 'width=800,'; windowArgs += 'menubar=no,'; windowArgs += 'toolbar=no,'; windowArgs += 'location=no,'; windowArgs += 'directories=no,'; windowArgs += 'status=no,'; windowArgs += 'scrollbars=no,'; windowArgs += 'dependent=yes,'; windowArgs += 'close=yes,'; windowArgs += 'chrome=yes'; var mgr = window.open(null, '_mgr', windowArgs).document; mgr.title = '🐟 メタガ茶パレくん ver.1.0 🐟'; var msgInfo = document.createElement('div'); msgInfo.innerText = '下のテキストエリアに茶パレが入っているはずなので全選択コピペ保存スルノデス!'; mgr.body.appendChild(msgInfo); var subInfo = document.createElement('div'); subInfo.innerText = '予備武装に変更した場合の数値とか、特技とかには未対応ナノデス!'; mgr.body.appendChild(subInfo); var resultArea = document.createElement('textarea'); resultArea.cols = 80; resultArea.rows = 60; mgr.body.appendChild(resultArea); function getById(obj, id) { return obj.getElementById(id).value; }; function getByIdSelected(obj, id) { var select = obj.getElementById(id); return select.options[ select.selectedIndex ].value; }; out = ''; out += '// ----------------------------- \n'; out += ' リンケージの能力判定\n'; out += '2D6+{体力}\n'; out += '2D6+{反射}\n'; out += '2D6+{知覚}\n'; out += '2D6+{理知}\n'; out += '2D6+{意志}\n'; out += '2D6+{幸運}\n'; out += '\n'; out += ' ガーディアンの判定\n'; out += '2D6+{命中}\n'; out += '2D6+{回避}\n'; out += '2D6+{砲撃}\n'; out += '2D6+{防壁}\n'; out += '\n'; out += ' 武装データ\n'; out += '主近接武装\\n {主近武装}\\n 射程:{主近射程} 代償:{主近代償} 攻撃力:{主近攻撃力} 属性:{主近属性}\n'; out += '副近接武装\\n {副近武装}\\n 射程:{副近射程} 代償:{副近代償} 攻撃力:{副近攻撃力} 属性:{副近属性}\n'; out += '主遠接武装\\n {主遠武装}\\n 射程:{主遠射程} 代償:{主遠代償} 攻撃力:{主遠攻撃力} 属性:{主遠属性}\n'; out += '副遠接武装\\n {副遠武装}\\n 射程:{副遠射程} 代償:{副遠代償} 攻撃力:{副遠攻撃力} 属性:{副遠属性}\n'; out += '\n'; out += ' ダメージロール(武装のみ)\n'; out += '2D6+{主近攻撃力} 属性:{主近属性}\n'; out += '2D6+{副近攻撃力} 属性:{副近属性}\n'; out += '2D6+{主遠攻撃力} 属性:{主遠属性}\n'; out += '2D6+{副遠攻撃力} 属性:{副遠属性}\n'; out += '\n'; out += ' キャラの簡易情報\n'; out += '名前:{PC}\\n 性別:{性別} 年齢:{年齢} カバー:{カバー}\\n クラス:{クラス構成} 加護:{加護}\n'; out += '\n'; out += ' 加護とか\n'; out += getById(source, 'specials.0.name')+':'+ getById(source, 'specials.0.effect') +'\n'; out += getById(source, 'specials.001.name')+':'+ getById(source, 'specials.001.effect') +'\n'; out += getById(source, 'specials.002.name')+':'+ getById(source, 'specials.002.effect') +'\n'; out += '\n\n'; out += '// ============================= \n'; out += ' ここから下は変数 \n\n'; out += '//PL='; out += getById(source, 'base.player')+'\n'; out += '//PC='; out += getById(source, 'base.name')+'\n'; out += '//性別='; out += getById(source, 'base.sex')+'\n'; out += '//年齢='; out += getById(source, 'base.age')+'\n'; out += '//カバー='; out += getById(source, 'base.cover')+'\n'; out += '//キャラクターレベル='; out += getById(source, 'base.level')+'\n'; out += '//クラス構成='; out += getByIdSelected(source, 'classes.0.name'); out += '['+ getById(source, 'classes.0.level') +']|'; out += getByIdSelected(source, 'classes.001.name'); out += '['+ getById(source, 'classes.001.level') +']'; if(source.getElementById('classes.002.name') != null) { out += '|'+ getByIdSelected(source, 'classes.002.name'); out += '['+ getById(source, 'classes.002.level') +']'; } out += '\n'; out += '//'+getByIdSelected(source, 'classes.0.name')+'レベル='; out += getById(source, 'classes.0.level') +'\n'; out += '//'+getByIdSelected(source, 'classes.001.name')+'レベル='; out += getById(source, 'classes.001.level') +'\n'; if(source.getElementById('classes.002.name') != null) { out += '//'+getByIdSelected(source, 'classes.002.name')+'レベル='; out += getById(source, 'classes.002.level') +'\n'; } out += '//加護='; out += '['+ getById(source, 'specials.0.name')+'|'; out += getById(source, 'specials.001.name')+'|'; out += getById(source, 'specials.002.name')+']\n'; out += '//'+ getById(source, 'specials.0.name')+'='+ getById(source, 'specials.0.effect') +'\n'; out += '//'+ getById(source, 'specials.001.name')+'='+ getById(source, 'specials.001.effect') +'\n'; out += '//'+ getById(source, 'specials.002.name')+'='+ getById(source, 'specials.002.effect') +'\n'; out += '//体力='+ getById(source, 'abl.strong.total') +'\n'; out += '//反射='+ getById(source, 'abl.reflex.total') +'\n'; out += '//知覚='+ getById(source, 'abl.sense.total') +'\n'; out += '//理知='+ getById(source, 'abl.intellect.total') +'\n'; out += '//意志='+ getById(source, 'abl.will.total') +'\n'; out += '//幸運='+ getById(source, 'abl.bllesing.total') +'\n'; out += '//命中='+ getById(source, 'outfits.total.hit') +'\n'; out += '//回避='+ getById(source, 'outfits.total.dodge') +'\n'; out += '//砲撃='+ getById(source, 'outfits.total.magic') +'\n'; out += '//防壁='+ getById(source, 'outfits.total.countermagic') +'\n'; out += '//行動='+ getById(source, 'outfits.total.action') +'\n'; out += '//力場='+ getById(source, 'outfits.total.fp') +'\n'; out += '//耐久='+ getById(source, 'outfits.total.hp') +'\n'; out += '//感応='+ getById(source, 'outfits.total.mp') +'\n'; out += '//主近武装='+ getById(source, 'outfits.total.main_weapon_shortname') +'\n'; out += '//副近武装='+ getById(source, 'outfits.total.sub_weapon_shortname') +'\n'; out += '//主遠武装='+ getById(source, 'outfits.total.main_weapon_longname') +'\n'; out += '//副遠武装='+ getById(source, 'outfits.total.sub_weapon_longname') +'\n'; out += '//主近攻撃力='+ getById(source, 'outfits.total.main_weapon_shortattack').match(/[0-9]+/)[0] + '\n'; out += '//副近攻撃力='+ getById(source, 'outfits.total.sub_weapon_shortattack').match(/[0-9]+/)[0] + '\n'; out += '//主遠攻撃力='+ getById(source, 'outfits.total.main_weapon_longattack').match(/[0-9]+/)[0] + '\n'; out += '//副遠攻撃力='+ getById(source, 'outfits.total.sub_weapon_longattack').match(/[0-9]+/)[0] + '\n'; out += '//主近属性='+ getById(source, 'outfits.total.main_weapon_shortattack').match(/[斬刺殴炎氷雷光闇神]/)[0] + '\n'; out += '//副近属性='+ getById(source, 'outfits.total.sub_weapon_shortattack').match(/[斬刺殴炎氷雷光闇神]/)[0] + '\n'; out += '//主遠属性='+ getById(source, 'outfits.total.main_weapon_longattack').match(/[斬刺殴炎氷雷光闇神]/)[0] + '\n'; out += '//副遠属性='+ getById(source, 'outfits.total.sub_weapon_longattack').match(/[斬刺殴炎氷雷光闇神]/)[0] + '\n'; out += '//主近射程='+ getById(source, 'outfits.total.main_weapon_shortrange') +'\n'; out += '//副近射程='+ getById(source, 'outfits.total.sub_weapon_shortrange') +'\n'; out += '//主遠射程='+ getById(source, 'outfits.total.main_weapon_longrange') +'\n'; out += '//副遠射程='+ getById(source, 'outfits.total.sub_weapon_longrange') +'\n'; out += '//主近代償='+ getById(source, 'outfits.total.main_weapon_shortstrong') +'\n'; out += '//副近代償='+ getById(source, 'outfits.total.sub_weapon_shortstrong') +'\n'; out += '//主遠代償='+ getById(source, 'outfits.total.main_weapon_longstrong') +'\n'; out += '//副遠代償='+ getById(source, 'outfits.total.sub_weapon_longstrong') +'\n'; out += '//戦闘移動='+ getById(source, 'outfits.total.battlespeed.base').match(/[0-9]+/)[0] +'\n'; out += '//全力移動='+ getById(source, 'outfits.total.maxspeed.base').match(/[0-9]+/)[0] +'\n'; out += '//斬防御='+ getById(source, 'armourstotal.slash') +'\n'; out += '//刺防御='+ getById(source, 'armourstotal.pierce') +'\n'; out += '//殴防御='+ getById(source, 'armourstotal.crash') +'\n'; out += '//炎防御='+ getById(source, 'armourstotal.fire') +'\n'; out += '//氷防御='+ getById(source, 'armourstotal.ice') +'\n'; out += '//雷防御='+ getById(source, 'armourstotal.thunder') +'\n'; out += '//光防御='+ getById(source, 'armourstotal.light') +'\n'; out += '//闇防御='+ getById(source, 'armourstotal.dark') +'\n'; resultArea.value = out; })();- -
  • /*
     * @title メタガ茶パレ
     * @description Metaric Gurdian RPG DDNTF ChatPallet Generator
     * @include http://*
     * @license MIT License
     * @require 
     */
    javascript:(function(){                var source = window.document;                var sourceURL = window.document.location;                var validPattern = /^htt(p|ps):\/\/character-sheets\.appspot\.com\/mgr\/edit\.html\?key=*/;                if(validPattern.test(sourceURL) == false) {                    return;                }                var windowArgs = '';                windowArgs += 'top=200,';                windowArgs += 'left=200,';                windowArgs += 'height=600,';                windowArgs += 'width=800,';                windowArgs += 'menubar=no,';                windowArgs += 'toolbar=no,';                windowArgs += 'location=no,';                windowArgs += 'directories=no,';                windowArgs += 'status=no,';                windowArgs += 'scrollbars=no,';                windowArgs += 'dependent=yes,';                windowArgs += 'close=yes,';                windowArgs += 'chrome=yes';                var mgr = window.open(null, '_mgr', windowArgs).document;                mgr.title = '🐟 メタガ茶パレくん ver.1.0 🐟';                var msgInfo = document.createElement('div');                msgInfo.innerText = '下のテキストエリアに茶パレが入っているはずなので全選択コピペ保存スルノデス!';                mgr.body.appendChild(msgInfo);                var subInfo = document.createElement('div');                subInfo.innerText = '予備武装に変更した場合の数値とか、特技とかには未対応ナノデス!';                mgr.body.appendChild(subInfo);                var resultArea = document.createElement('textarea');                resultArea.cols = 80;                resultArea.rows = 60;                mgr.body.appendChild(resultArea);                function getById(obj, id) {                    return obj.getElementById(id).value;                };                function getByIdSelected(obj, id) {                    var select = obj.getElementById(id);                    return select.options[ select.selectedIndex ].value;                };                out = '';                out += '// ----------------------------- \n';                out += ' リンケージの能力判定\n';                out += '2D6+{体力}\n';                out += '2D6+{反射}\n';                out += '2D6+{知覚}\n';                out += '2D6+{理知}\n';                out += '2D6+{意志}\n';                out += '2D6+{幸運}\n';                out += '\n';                out += ' ガーディアンの判定\n';                out += '2D6+{命中}\n';                out += '2D6+{回避}\n';                out += '2D6+{砲撃}\n';                out += '2D6+{防壁}\n';                out += '\n';                out += ' 武装データ\n';                out += '主近接武装\\n {主近武装}\\n 射程:{主近射程} 代償:{主近代償} 攻撃力:{主近攻撃力} 属性:{主近属性}\n';                out += '副近接武装\\n {副近武装}\\n 射程:{副近射程} 代償:{副近代償} 攻撃力:{副近攻撃力} 属性:{副近属性}\n';                out += '主遠接武装\\n {主遠武装}\\n 射程:{主遠射程} 代償:{主遠代償} 攻撃力:{主遠攻撃力} 属性:{主遠属性}\n';                out += '副遠接武装\\n {副遠武装}\\n 射程:{副遠射程} 代償:{副遠代償} 攻撃力:{副遠攻撃力} 属性:{副遠属性}\n';                out += '\n';                out += ' ダメージロール(武装のみ)\n';                out += '2D6+{主近攻撃力} 属性:{主近属性}\n';                out += '2D6+{副近攻撃力} 属性:{副近属性}\n';                out += '2D6+{主遠攻撃力} 属性:{主遠属性}\n';                out += '2D6+{副遠攻撃力} 属性:{副遠属性}\n';                out += '\n';                out += ' キャラの簡易情報\n';                out += '名前:{PC}\\n 性別:{性別} 年齢:{年齢} カバー:{カバー}\\n クラス:{クラス構成} 加護:{加護}\n';                out += '\n';                out += ' 加護とか\n';                out += getById(source, 'specials.0.name')+':'+ getById(source, 'specials.0.effect') +'\n';                out += getById(source, 'specials.001.name')+':'+ getById(source, 'specials.001.effect') +'\n';                out += getById(source, 'specials.002.name')+':'+ getById(source, 'specials.002.effect') +'\n';                out += '\n\n';                out += '// ============================= \n';                out += ' ここから下は変数 \n\n';                out += '//PL=';                out += getById(source, 'base.player')+'\n';                out += '//PC=';                out += getById(source, 'base.name')+'\n';                out += '//性別=';                out += getById(source, 'base.sex')+'\n';                out += '//年齢=';                out += getById(source, 'base.age')+'\n';                out += '//カバー=';                out += getById(source, 'base.cover')+'\n';                out += '//キャラクターレベル=';                out += getById(source, 'base.level')+'\n';                out += '//クラス構成=';                out += getByIdSelected(source, 'classes.0.name');                out += '['+ getById(source, 'classes.0.level') +']|';                out += getByIdSelected(source, 'classes.001.name');                out += '['+ getById(source, 'classes.001.level') +']';                if(source.getElementById('classes.002.name') != null) {                    out += '|'+ getByIdSelected(source, 'classes.002.name');                    out += '['+ getById(source, 'classes.002.level') +']';                }                out += '\n';                out += '//'+getByIdSelected(source, 'classes.0.name')+'レベル=';                out += getById(source, 'classes.0.level') +'\n';                out += '//'+getByIdSelected(source, 'classes.001.name')+'レベル=';                out += getById(source, 'classes.001.level') +'\n';                if(source.getElementById('classes.002.name') != null) {                    out += '//'+getByIdSelected(source, 'classes.002.name')+'レベル=';                    out += getById(source, 'classes.002.level') +'\n';                }                out += '//加護=';                out += '['+ getById(source, 'specials.0.name')+'|';                out += getById(source, 'specials.001.name')+'|';                out += getById(source, 'specials.002.name')+']\n';                out += '//'+ getById(source, 'specials.0.name')+'='+ getById(source, 'specials.0.effect') +'\n';                out += '//'+ getById(source, 'specials.001.name')+'='+ getById(source, 'specials.001.effect') +'\n';                out += '//'+ getById(source, 'specials.002.name')+'='+ getById(source, 'specials.002.effect') +'\n';                out += '//体力='+ getById(source, 'abl.strong.total') +'\n';                out += '//反射='+ getById(source, 'abl.reflex.total') +'\n';                out += '//知覚='+ getById(source, 'abl.sense.total') +'\n';                out += '//理知='+ getById(source, 'abl.intellect.total') +'\n';                out += '//意志='+ getById(source, 'abl.will.total') +'\n';                out += '//幸運='+ getById(source, 'abl.bllesing.total') +'\n';                out += '//命中='+ getById(source, 'outfits.total.hit') +'\n';                out += '//回避='+ getById(source, 'outfits.total.dodge') +'\n';                out += '//砲撃='+ getById(source, 'outfits.total.magic') +'\n';                out += '//防壁='+ getById(source, 'outfits.total.countermagic') +'\n';                out += '//行動='+ getById(source, 'outfits.total.action') +'\n';                out += '//力場='+ getById(source, 'outfits.total.fp') +'\n';                out += '//耐久='+ getById(source, 'outfits.total.hp') +'\n';                out += '//感応='+ getById(source, 'outfits.total.mp') +'\n';                out += '//主近武装='+ getById(source, 'outfits.total.main_weapon_shortname') +'\n';                out += '//副近武装='+ getById(source, 'outfits.total.sub_weapon_shortname') +'\n';                out += '//主遠武装='+ getById(source, 'outfits.total.main_weapon_longname') +'\n';                out += '//副遠武装='+ getById(source, 'outfits.total.sub_weapon_longname') +'\n';                out += '//主近攻撃力='+ getById(source, 'outfits.total.main_weapon_shortattack').match(/[0-9]+/)[0] + '\n';                out += '//副近攻撃力='+ getById(source, 'outfits.total.sub_weapon_shortattack').match(/[0-9]+/)[0] + '\n';                out += '//主遠攻撃力='+ getById(source, 'outfits.total.main_weapon_longattack').match(/[0-9]+/)[0] + '\n';                out += '//副遠攻撃力='+ getById(source, 'outfits.total.sub_weapon_longattack').match(/[0-9]+/)[0] + '\n';                out += '//主近属性='+ getById(source, 'outfits.total.main_weapon_shortattack').match(/[斬刺殴炎氷雷光闇神]/)[0] + '\n';                out += '//副近属性='+ getById(source, 'outfits.total.sub_weapon_shortattack').match(/[斬刺殴炎氷雷光闇神]/)[0] + '\n';                out += '//主遠属性='+ getById(source, 'outfits.total.main_weapon_longattack').match(/[斬刺殴炎氷雷光闇神]/)[0] + '\n';                out += '//副遠属性='+ getById(source, 'outfits.total.sub_weapon_longattack').match(/[斬刺殴炎氷雷光闇神]/)[0] + '\n';                out += '//主近射程='+ getById(source, 'outfits.total.main_weapon_shortrange') +'\n';                out += '//副近射程='+ getById(source, 'outfits.total.sub_weapon_shortrange') +'\n';                out += '//主遠射程='+ getById(source, 'outfits.total.main_weapon_longrange') +'\n';                out += '//副遠射程='+ getById(source, 'outfits.total.sub_weapon_longrange') +'\n';                out += '//主近代償='+ getById(source, 'outfits.total.main_weapon_shortstrong') +'\n';                out += '//副近代償='+ getById(source, 'outfits.total.sub_weapon_shortstrong') +'\n';                out += '//主遠代償='+ getById(source, 'outfits.total.main_weapon_longstrong') +'\n';                out += '//副遠代償='+ getById(source, 'outfits.total.sub_weapon_longstrong') +'\n';                out += '//戦闘移動='+ getById(source, 'outfits.total.battlespeed.base').match(/[0-9]+/)[0] +'\n';                out += '//全力移動='+ getById(source, 'outfits.total.maxspeed.base').match(/[0-9]+/)[0] +'\n';                out += '//斬防御='+ getById(source, 'armourstotal.slash') +'\n';                out += '//刺防御='+ getById(source, 'armourstotal.pierce') +'\n';                out += '//殴防御='+ getById(source, 'armourstotal.crash') +'\n';                out += '//炎防御='+ getById(source, 'armourstotal.fire') +'\n';                out += '//氷防御='+ getById(source, 'armourstotal.ice') +'\n';                out += '//雷防御='+ getById(source, 'armourstotal.thunder') +'\n';                out += '//光防御='+ getById(source, 'armourstotal.light') +'\n';                out += '//闇防御='+ getById(source, 'armourstotal.dark') +'\n';                resultArea.value = out;            })();
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