//分析卡片的函数,Code From https://github.com/kiootic/pad-rikuu class Card{ static fixId(id, reverse = false){ if (id === 0xFFFF) return id; return reverse ? (id >= 9900 ? id + 100 : id) : (id >= 10000 ? id - 100 : id); } constructor(data){ let card = this; card.attrs=[]; card.types=[]; let i = 0; function readCurve() { return { min: data[i++], max: data[i++], scale: data[i++], }; } card.id = Card.fixId(data[i++]); //ID card.name = data[i++]; //名字 card.attrs.push(data[i++]); //属性1 card.attrs.push(data[i++]); //属性2 card.isUltEvo = data[i++] !== 0; //是否究极进化 card.types.push(data[i++]); //类型1 card.types.push(data[i++]); //类型2 card.rarity = data[i++]; //星级 card.cost = data[i++]; //cost card.unk01 = data[i++]; //未知01 card.maxLevel = data[i++]; //最大等级 card.feedExp = data[i++]; //1级喂食经验,需要除以4 card.isEmpty = data[i++] === 1; //空卡片? card.sellPrice = data[i++]; //1级卖钱,需要除以10 card.hp = readCurve(); //HP增长 card.atk = readCurve(); //攻击增长 card.rcv = readCurve(); //回复增长 card.exp = { min: 0, max: data[i++], scale: data[i++] }; //经验增长 card.activeSkillId = data[i++]; //主动技 card.leaderSkillId = data[i++]; //队长技 card.enemy = { //作为怪物的数值 countdown: data[i++], hp: readCurve(), atk: readCurve(), def: readCurve(), maxLevel: data[i++], coin: data[i++], exp: data[i++] }; card.evoBaseId = Card.fixId(data[i++]); //进化基础ID card.evoMaterials = [data[i++], data[i++], data[i++], data[i++], data[i++]].map(n=>Card.fixId(n,false)); //进化素材 card.unevoMaterials = [data[i++], data[i++], data[i++], data[i++], data[i++]].map(n=>Card.fixId(n,false)); //退化素材 card.unk02 = data[i++]; //未知02 card.unk03 = data[i++]; //未知03 card.unk04 = data[i++]; //未知04 card.unk05 = data[i++]; //未知05 card.unk06 = data[i++]; //未知06 card.unk07 = data[i++]; //未知07 const numSkills = data[i++]; //几种敌人技能 card.enemy.skills = Array.from(new Array(numSkills)).map(() => ({ id: data[i++], ai: data[i++], rnd: data[i++] })); const numAwakening = data[i++]; //觉醒个数 card.awakenings = new Array(numAwakening); for (let ai=0; aiparseInt(strN,10)); //超觉醒 card.evoRootId = Card.fixId(data[i++]); //进化链根ID card.seriesId = data[i++]; //系列ID card.types.push(data[i++]); //类型3 card.sellMP = data[i++]; //卖多少MP card.latentAwakeningId = data[i++]; //潜在觉醒ID card.collabId = data[i++]; //合作ID const flags = data[i++]; //一个旗子? card.flags = flags; card.canAssist = Boolean(flags & 1<<0); //是否能当二技 card.enabled = Boolean(flags & 1<<1); //是否已启用 card.stackable = !Boolean(flags & 1<<3) && //flag有1<<3时,强制不合并,独立占一格。没有时则根据类型进行合并(目前合并已经不占格子) card.types.some(t=>[0,12,14,15].includes(t)); //0進化用;12能力覺醒用;14強化合成用;15販賣用默认合并 card.onlyAssist = Boolean(flags & 1<<4); //是否只能当二技 card.is8Latent = Boolean(flags & 1<<5); //是否支持8个潜觉 card.skillBanner = Boolean(flags & 1<<6); //是否有技能横幅 card.altName = data[i++].split("|").filter(Boolean); //替换名字(分类标签) card.limitBreakIncr = data[i++]; //110级增长 card.voiceId = data[i++]; //语音觉醒的ID card.orbSkinOrBgmId = data[i++]; //抽到后珠子皮肤ID card.specialAttribute = data[i++]; //特别属性,比如黄龙 card.searchFlags = [data[i++], data[i++]]; //队长技搜索类型,解析写在这里会导致文件太大,所以写到前端去了 card.gachaGroupsFlag = data[i++]; //目前猜测是桶ID card.unk08 = data[i++]; //未知08 card.attrs.push(data[i++]); //属性3 card.badgeId = data[i++]; //抽到后获取的徽章ID card.syncAwakening = data[i++]; //同步觉醒 const numSyncAkCondition = data[i++]; //同步觉醒条件数量 //同步觉醒条件 card.syncAwakeningConditions = Array.from(new Array(numSyncAkCondition ?? 0)).map(() => ({ id: Card.fixId(data[i++]), //怪物ID level: data[i++], //怪物等级 skillLeval: data[i++], //怪物技能等级 })); card.attrs = card.attrs.filter(Number.isInteger); if (card.attrs.indexOf(-1)>0) card.attrs = card.attrs.slice(0,card.attrs.indexOf(-1)); //attr里面去掉-1之后的 card.types = card.types.filter(Number.isInteger); if (card.types.indexOf(-1)>0) card.types = card.types.slice(0,card.types.indexOf(-1)); //type里面去掉-1 if (i < data.length) console.log(`有新增数据/residue data for #${card.id}: ${i} ${data[i]}`); } } //对于Nodejs输出成模块 if (typeof(module) != "undefined") module.exports = Card;