メタガ茶パレ Fork

    @@ -4,5 +4,5 @@ * @include http://* * @license MIT License * @require + * @javascript_url ((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_url ((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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