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script-json_data.js 5.8 kB

6 years ago
6 years ago
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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. //类型和觉醒杀和潜觉杀的对应编号,还有类型可以打什么类型的潜觉杀
  16. const typekiller_for_type = [
  17. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  18. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  19. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  20. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  21. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  22. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  23. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  24. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  25. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  26. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  27. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  28. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  29. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  30. ];
  31. //类型允许的潜觉杀
  32. const type_allowable_latent = [];
  33. typekiller_for_type.forEach(t=>
  34. {
  35. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  36. .map(tn=>
  37. typekiller_for_type.find(_t=>_t.type == tn).latent
  38. );
  39. type_allowable_latent[t.type] = t.allowableLatent;
  40. }
  41. );
  42. //一般共同能打的潜觉
  43. const common_allowable_latent = [
  44. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  45. 28,29,30,31,32,33,34,35,36,37,38,
  46. 39,40,41, //需要拥有觉醒的才能打,但是有武器
  47. ];
  48. //120级才能打的潜觉
  49. const v120_allowable_latent = [
  50. 42,43,44,45
  51. ];
  52. //等效觉醒列表
  53. const equivalent_awoken = [
  54. {small:10,big:52,times:2}, //防封
  55. {small:11,big:68,times:5}, //防暗
  56. {small:12,big:69,times:5}, //防废
  57. {small:13,big:70,times:5}, //防毒
  58. {small:19,big:53,times:2}, //手指
  59. {small:21,big:56,times:2}, //SB
  60. ];
  61. //官方的觉醒排列顺序
  62. const official_awoken_sorting = [21,19,43,45,10,11,12,13,49,56,53,61,50,52,68,69,70,28,27,48,62,57,58,60,59,54,55,14,15,16,17,18,29,20,44,51,22,23,24,25,26,32,31,33,34,4,5,6,7,8,35,36,37,38,1,2,3,46,47,39,40,41,42,65,66,67,9,71,72,30,64,63,73,74,75,76,77,78];
  63. //排序程序列表
  64. const sort_function_list = [
  65. {tag:"sort_none",name:"无",function:()=>0},
  66. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  67. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  68. let num = a.attrs[0] - b.attrs[0];
  69. if (num === 0) num = a.attrs[1] - b.attrs[1];
  70. return num;
  71. }},
  72. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  73. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  74. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  75. let num = card_a.attrs[0] - card_b.attrs[0];
  76. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  77. return num;
  78. }},
  79. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  80. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  81. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  82. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  83. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  84. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  85. }},
  86. {tag:"sort_hpMax110",name:"Lv110最大HP",function:(a,b)=>a.hp.max * (1 + a.limitBreakIncr/100) - b.hp.max * (1 + b.limitBreakIncr/100)},
  87. {tag:"sort_atkMax110",name:"Lv110最大攻击",function:(a,b)=>a.atk.max * (1 + a.limitBreakIncr/100) - b.atk.max * (1 + b.limitBreakIncr/100)},
  88. {tag:"sort_rcvMax110",name:"Lv110最大回复",function:(a,b)=>a.rcv.max * (1 + a.limitBreakIncr/100) - b.rcv.max * (1 + b.limitBreakIncr/100)},
  89. {tag:"sort_hpMax110_awoken",name:"Lv110最大攻击(+觉醒)",function:(a,b)=>
  90. {
  91. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  92. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  93. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  94. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  95. return abA - abB;
  96. }
  97. },
  98. {tag:"sort_hpMax110_awoken",name:"Lv110最大HP(+觉醒)",function:(a,b)=>
  99. {
  100. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  101. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  102. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  103. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  104. return abA - abB;
  105. }
  106. },
  107. {tag:"sort_hpMax110_awoken",name:"Lv110最大回复(+觉醒)",function:(a,b)=>
  108. {
  109. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  110. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  111. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  112. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  113. return abA - abB;
  114. }
  115. },
  116. {tag:"sort_abilityIndex_awoken",name:"Lv110最大加权能力指数(+觉醒)",function:(a,b)=>
  117. {
  118. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  119. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  120. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  121. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  122. return abA - abB;
  123. }
  124. },
  125. ];

智龙迷城队伍图制作工具