Melvor CombatDropChance

Displays percentage drop chance for monsters and chests on inspect. Accounts for monster loot table chance.

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

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

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

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

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

您需要先安裝使用者腳本管理器擴充功能後才能安裝該腳本。

(我已經安裝了使用者腳本管理器,讓我安裝!)

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

(我已經安裝了使用者樣式管理器,讓我安裝!)

// ==UserScript==
// @name          Melvor CombatDropChance
// @namespace     http://tampermonkey.net
// @version       0.4
// @description   Displays percentage drop chance for monsters and chests on inspect. Accounts for monster loot table chance.
// @author        The Dream #4219
// @match         https://*.melvoridle.com/*
// @grant         none
// ==/UserScript==
/* jshint esversion: 6 */

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

    console.log('Melvor Combat Drop Chance Loaded.');

    function viewDankItemContents(itemID) {
        if (itemID === null || itemID === -1) {
            itemID = selectedBankItem;
        }
      
        let html = 'Possible Items:<br><small>';

        const item = items[itemID];

        const drops = item.dropTable.map(([itemID, weight, ...rest], id) => ({itemID, weight, id}));
        const totalWeight = drops.map(drop => drop.weight).reduce((prev, curr) => prev + curr, 0);

        drops.sort((a, b) => b.weight - a.weight);

        drops.forEach(drop => {
            const dropItem = items[drop.itemID];
            const dropChance = ((drop.weight / totalWeight) * 100).toFixed(2);

            html += `Up to ${numberWithCommas(item.dropQty[drop.id])}x <img class="skill-icon-xs mr-2" src="${dropItem.media}">${dropItem.name} - ${dropChance}%<br>`;
        });

        Swal.fire({
            title: item.name,
            html: html,
            imageUrl: item.media,
            imageWidth: 64,
            imageHeight: 64,
            imageAlt: item.name
        });
    }

    // [min, max) 
    // This is how it is in combat.js
    function randomNumber(min, max) {
        return Math.floor(Math.random() * (max - min)) + min;
    }

    function viewDankMonsterDrops(monsterID) {
        /* ORIGINAL CODE located in banks.js */

        /* Code is functionally unmodified, albeit cleaned up a little. A drop chance has been added to the text. */
        if (monsterID === null || monsterID === -1) {
            monsterID = combatManager.enemy.data.id;
        }

        const monster = MONSTERS[monsterID];

        if (monsterID >= 0 && monster.lootTable !== undefined) {
            let html = '';
            const lootChance = (monster.lootChance || 100) / 100;  // lootChance is a percentage initially

            if (monster.bones !== null || monster.dropCoins !== null) {
                html += 'Always Drops:<br>';

                if (monster.bones !== null) {
                    const bones = items[monster.bones];
                    html += `<small><img class="skill-icon-xs mr-2" src="${bones.media}">${bones.name}</small><br>`;
                }
                if (monster.dropCoins !== null) {
                    const gold = randomNumber(monster.dropCoins[0], monster.dropCoins[1]);
                    const goldMedia = "assets/media/main/coins.svg";
                    html += `<small><img class="skill-icon-xs mr-2" src="${goldMedia}">${monster.dropCoins[0]} - ${monster.dropCoins[1]} GP</small><br>`;
                }
            }

            html += `<br>Possible Extra Drops (${lootChance * 100}%):<small><br>`

            // For some reason, the lootTable entries are arrays, map them into objects.
            const drops = monster.lootTable.map(([itemID, weight, quantity, ...rest]) => ({itemID, weight, quantity}));
            const totalWeight = drops.map(drop => drop.weight).reduce((prev, curr) => prev + curr, 0)

            drops.sort((a, b) => b.weight - a.weight);

            drops.forEach(drop => {
                const item = items[drop.itemID];
                const dropChance = ((drop.weight / totalWeight) * 100 * lootChance).toFixed(2);

                html += `Up to ${drop.quantity}x <img class="skill-icon-xs mr-2" src="${item.media}">${item.name} - ${dropChance}%<br>`;
            });

            Swal.fire({
                title: monster.name,
                html: html,
                imageUrl: monster.media,
                imageWidth: 64,
                imageHeight: 64,
                imageAlt: monster.name
            });
        }
    }

    window.viewMonsterDrops = viewDankMonsterDrops;
    window.viewItemContents = viewDankItemContents;
});