メタガ茶パレ

    @@ -1,277 +1,9 @@ /* - * @title マジ茶 - * @description Marginal Heroes DDNTF ChatPallet Generator - * @include https://character-sheets.appspot.com/mar/* - * @include http://character-sheets.appspot.com/mar/* + * @title メタガ茶パレ + * @description Metaric Gurdian RPG DDNTF ChatPallet Generator + * @include https://character-sheets.appspot.com/mgr/* + * @include http://character-sheets.appspot.com/mgr/* * @license MIT License * @javascript_url */ -javascript:(function(){ - - var source = window.document; - var sourceURL = window.document.location; - var validPattern = /^http(s)?:\/\/character-sheets\.appspot\.com\/mar\/edit\.html\?key=*/; - if(validPattern.test(sourceURL) == false) { - return; - } - - /* make NewPopup Window */ - 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 mar = window.open(null, '_mar', windowArgs).document; - - mar.title = '? マジヒロ茶パレメーカー ver.1.0 ?'; - var msgInfo = document.createElement('div'); - msgInfo.innerText = 'テキストエリアに生成された茶パレが入ります。コピペで保存してくださいませ'; - mar.body.appendChild(msgInfo); - var subInfo = document.createElement('div'); - subInfo.innerText = 'その他の説明とかとか'; - mar.body.appendChild(subInfo); - var cpdDownloadLink = document.createElement('input'); - cpdDownloadLink.type = 'button'; - cpdDownloadLink.id = 'cpd_download'; - cpdDownloadLink.download = 'MarChatPallet.cpd'; - cpdDownloadLink.value = '茶パレダウンロード'; - mar.body.appendChild(cpdDownloadLink); - var downloadFunction = document.createElement('script'); - downloadFunction.type = 'text/javascript'; - downloadFunction.innerText = 'function downloadChatPallet(data, fileName) { - var blob = new Blob([data], { \'type\': \'application/x-msdownload\' }); - - var link = document.createElement(\'a\'); - link.setAttribute(\'download\', fileName); - link.href = URL.createObjectURL(blob); - if (window.navigator.msSaveBlob) { - window.navigator.msSaveBlob(blob, fileName); - window.navigator.msSaveOrOpenBlob(blob, fileName); - } - else { - var evt = document.createEvent( \'MouseEvents\' ); - evt.initEvent( \'click\', false, true ); - link.dispatchEvent( evt ); - } - }'; - mar.body.appendChild(document.createElement('hr')); - mar.body.appendChild(downloadFunction); - var resultArea = document.createElement('textarea'); - resultArea.cols = 80; - resultArea.rows = 60; - mar.body.appendChild(resultArea); - - - /* ここからメイン処理 */ - /* 汎用関数 */ - function getById(obj, id) { - return obj.getElementById(id).value; - }; - - function getByIdSelected(obj, id) { - var select = obj.getElementById(id); - return select.options[ select.selectedIndex ].value; - }; - - function getSkillById(id) { - var result = ''; - result += getById(source, id +'.name'); - result += '|レベル:'+ getById(source, id +'.level'); - result += '|種別:'+ getById(source, id +'.type'); - result += '|タイミング:'+ getById(source, id +'.timing'); - result += '|対象:'+ getById(source, id +'.target'); - result += '|射程:'+ getById(source, id +'.range'); - result += '|代償:'+ getById(source, id +'.cost'); - result += '|効果:'+ getById(source, id +'.memo'); - result += '\n'; - return result; - }; - - function getItemById(id) { - var result = ''; - result += getById(source, id +'.name'); - result += '|効果:'+ getById(source, id +'.effect'); - result += '\n'; - return result; - } - - /* データを取得したりとかする部分 */ - out = ''; - out += '// ----------------------------- \n'; - out += ' 能力値判定\n'; - out += '2D6+{体力ボーナス}\n'; - out += '2D6+{反射ボーナス}\n'; - out += '2D6+{知覚ボーナス}\n'; - out += '2D6+{理知ボーナス}\n'; - out += '2D6+{意志ボーナス}\n'; - out += '2D6+{幸運ボーナス}\n'; - out += '\n'; - out += ' 戦闘値判定\n'; - out += '2D6+{命中}\n'; - out += '2D6+{回避}\n'; - out += '2D6+{心魂}\n'; - out += '2D6+{魂魄}\n'; - out += '\n'; - out += ' 武器データ\n'; - out += '武器1:{武器1名称} 射程:{武器1射程} 代償:{武器1代償} 攻撃力:{武器1攻撃力} 属性:{武器1属性}\n'; - out += '武器2:{武器2名称} 射程:{武器2射程} 代償:{武器2代償} 攻撃力:{武器2攻撃力} 属性:{武器2属性}\n'; - out += '\n'; - out += ' ダメージロール(特技を含まない、本体と武器のみのもの)\n'; - out += '2D6+{武器1攻撃力} 属性:{武器1属性}\n'; - out += '2D6+{武器2攻撃力} 属性:{武器2属性}\n'; - out += '\n'; - out += ' キャラの簡易情報\n'; - out += 'キャラクター名:{キャラクター名}\\nヒーロー名:{ヒーロー名}\\n 性別:{性別} 年齢:{年齢} 変身前の姿:{変身前の姿}\\n クラス:{クラス構成} ヒーローフォース:{ヒーローフォース}\n'; - out += '\n'; - out += ' ヒーローフォース\n'; - out += 'ヒーローフォース1='+getById(source, 'specials.0.name')+':'+ getById(source, 'specials.0.effect') +'\n'; - out += 'ヒーローフォース2='+getById(source, 'specials.001.name')+':'+ getById(source, 'specials.001.effect') +'\n'; - out += 'ヒーローフォース3='+getById(source, 'specials.002.name')+':'+ getById(source, 'specials.002.effect') +'\n'; - if(getById(source, 'specials.003') != null) { - out += 'ヒーローフォース3='+getById(source, 'specials.003.name')+'='+ getById(source, 'specials.003.effect') +'\n'; - } - - out += '\n\n'; - out += '// ============================= \n'; - out += ' ここから下は変数\n\n'; - out += '//プレイヤー名='; - out += getById(source, 'base.player')+'\n'; - out += '//キャラクター名='; - out += getById(source, 'base.name')+'\n'; - out += '//ヒーロー名='; - out += getById(source, 'base.nameKana')+'\n'; - out += '//性別='; - out += getById(source, 'base.sex')+'\n'; - out += '//年齢='; - out += getById(source, 'base.age')+'\n'; - out += '//瞳の色='; - out += getById(source, 'base.eye')+'\n'; - out += '//身長='; - out += getById(source, 'base.height')+'\n'; - out += '//体重='; - out += getById(source, 'base.weight')+'\n'; - out += '//髪の色='; - out += getById(source, 'base.hair')+'\n'; - out += '//変身前の姿='; - out += getById(source, 'base.cover')+'\n'; - out += '//使用経験点='; - out += getById(source, 'base.exp')+'\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 += '//ヒーローフォース='; - 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'; - if(getById(source, 'specials.003') != null) { - out += '//'+ getById(source, 'specials.003.name')+'='+ getById(source, 'specials.003.effect') +'\n'; - } - out += '//体力='+ getById(source, 'abl.strong.total') +'\n'; - out += '//体力ボーナス='+ getById(source, 'abl.strong.bonus') +'\n'; - out += '//反射='+ getById(source, 'abl.reflex.total') +'\n'; - out += '//反射ボーナス='+ getById(source, 'abl.reflex.bonus') +'\n'; - out += '//知覚='+ getById(source, 'abl.sense.total') +'\n'; - out += '//知覚ボーナス='+ getById(source, 'abl.sense.bonus') +'\n'; - out += '//理知='+ getById(source, 'abl.intellect.total') +'\n'; - out += '//理知ボーナス='+ getById(source, 'abl.intellect.bonus') +'\n'; - out += '//意志='+ getById(source, 'abl.will.total') +'\n'; - out += '//意志ボーナス='+ getById(source, 'abl.will.bonus') +'\n'; - out += '//幸運='+ getById(source, 'abl.bllesing.total') +'\n'; - out += '//幸運ボーナス='+ getById(source, 'abl.bllesing.bonus') +'\n'; - out += '//命中='+ getById(source, 'outfits.total.hit') +'\n'; - out += '//回避='+ getById(source, 'outfits.total.dodge') +'\n'; - out += '//心魂='+ getById(source, 'outfits.total.magic') +'\n'; - out += '//魂魄='+ 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 += '//精神='+ getById(source, 'outfits.total.mp') +'\n'; - out += '//武器1名称='+ getById(source, 'outfits.main_weapon_short.0.name') +'\n'; - out += '//武器2名称='+ getById(source, 'outfits.sub_weapon_short.0.name') +'\n'; - if(getById(source, 'outfits.main_weapon_short.0.attack').match(/[0-9]+/) != null) { - out += '//武器1攻撃力='+ getById(source, 'outfits.main_weapon_short.0.attack').match(/[0-9]+/)[0] + '\n'; - } - if(getById(source, 'outfits.sub_weapon_short.0.attack').match(/[0-9]+/) != null) { - out += '//武器2攻撃力='+ getById(source, 'outfits.sub_weapon_short.0.attack').match(/[0-9]+/)[0] + '\n'; - } - out += '//武器1属性='+ getById(source, 'outfits.main_weapon_short.0.damagetype').match(/[斬刺殴炎氷雷光闇神]/)[0] + '\n'; - out += '//武器2属性='+ getById(source, 'outfits.sub_weapon_short.0.damagetype').match(/[斬刺殴炎氷雷光闇神]/)[0] + '\n'; - out += '//武器1射程='+ getById(source, 'outfits.main_weapon_short.0.range') +'\n'; - out += '//武器2射程='+ getById(source, 'outfits.sub_weapon_short.0.range') +'\n'; - out += '//武器1代償='+ getById(source, 'outfits.main_weapon_short.0.strong') +'\n'; - out += '//武器2代償='+ getById(source, 'outfits.sub_weapon_short.0.strong') +'\n'; - out += '//戦闘移動='+ getById(source, 'outfits.total.battlespeed.base') +'\n'; - out += '//全力移動='+ getById(source, 'outfits.total.maxspeed.base') +'\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'; - - out += '\n\n'; - out += '// ============================= \n'; - out += ' ここから下は特技\n\n'; - out += getSkillById('skills.0'); - var start_count = 1; - var max_skill_count = 21; - for(var i = 1; i < max_skill_count; i++) { - var skill_id = 'skills.'+('000'+i).slice(-3); - if(source.getElementById(skill_id) != null) { - out += getSkillById(skill_id); - } - } - - out += '\n\n'; - out += '// ============================= \n'; - out += ' ここから下はアイテム及びハイドアウト\n\n'; - out += getItemById('items.0'); - var max_item_count = 21; - for(var i = 1; i < max_item_count; i++) { - var item_id = 'items.'+('000'+i).slice(-3); - if(source.getElementById(item_id) != null) { - out += getItemById(item_id); - } - } - - resultArea.value = out; - - /* ここからチャパレデータ生成 */ - cpd_obj = {'saveDataTypeName':'ChatPalette2','saveData':{'tabInfos':[{'name':'','color':16777215,'lines':[],'tabName':''}]}}; - cpd_obj.saveData.tabInfos[0].lines = out.split('\n'); - cpd_out = JSON.stringify(cpd_obj); - - cpdDownloadLink.setAttribute('onclick', 'downloadChatPallet(\''+cpd_out+'\', \'MarChatPallet.cpd\');'); - -}) +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 https://character-sheets.appspot.com/mgr/*
     * @include http://character-sheets.appspot.com/mgr/*
     * @license MIT License
     * @javascript_url
     */
    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;})();
  • Permalink
    このページへの個別リンクです。
    RAW
    書かれたコードへの直接のリンクです。
    Packed
    文字列が圧縮された書かれたコードへのリンクです。
    Userscript
    Greasemonkey 等で利用する場合の .user.js へのリンクです。
    Loader
    @require やソースコードが長い場合に多段ロードする Loader コミのコードへのリンクです。
    Metadata
    コード中にコメントで @xxx と書かれたメタデータの JSON です。

History

  1. 2017/07/19 00:40:55 - 2017-07-19
  2. 2017/07/19 00:39:02 - 2017-07-19
  3. 2017/06/16 18:08:21 - 2017-06-16
  4. 2017/06/16 18:06:33 - 2017-06-16
  5. 2017/06/16 18:04:39 - 2017-06-16
  6. 2017/06/16 17:55:48 - 2017-06-16
  7. 2017/06/16 17:55:21 - 2017-06-16
  8. 2017/06/16 17:52:22 - 2017-06-16
  9. 2017/06/16 17:50:42 - 2017-06-16
  10. 2017/06/16 17:50:24 - 2017-06-16