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- const dataSourceList = [ //几个不同的游戏服务区
- {
- code:"ja",
- source:"パズル&ドラゴンズ"
- },
- {
- code:"en",
- source:"Puzzle & Dragons"
- },
- {
- code:"ko",
- source:"퍼즐앤드래곤"
- },
- ];
- //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
- const typekiller_for_type = [
- {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
- {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
- {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
- {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
- {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
- {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
- {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
- {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
- {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
- {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
- {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
- {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
- {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
- ];
- //类型允许的潜觉杀
- const type_allowable_latent = [];
- typekiller_for_type.forEach(t=>
- {
- t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
- .map(tn=>
- typekiller_for_type.find(_t=>_t.type == tn).latent
- );
- type_allowable_latent[t.type] = t.allowableLatent;
- }
- );
- //一般共同能打的潜觉
- const common_allowable_latent = [
- 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
- 28,29,30,31,32,33,34,35,36,37,38,
- 39,40,41, //需要拥有觉醒的才能打,但是有武器
- ];
- //120级才能打的潜觉
- const v120_allowable_latent = [
- 42,43,44,45
- ];
- //等效觉醒列表
- const equivalent_awoken = [
- {small:10,big:52,times:2}, //防封
- {small:11,big:68,times:5}, //防暗
- {small:12,big:69,times:5}, //防废
- {small:13,big:70,times:5}, //防毒
- {small:19,big:53,times:2}, //手指
- {small:21,big:56,times:2}, //SB
- ];
- //官方的觉醒排列顺序
- 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];
-
- //pdc的徽章对应数字
- const pdcBadgeMap = [
- {pdf:0,pdc:10}, //无限cost
- {pdf:1,pdc:12}, //小手指
- {pdf:2,pdc:9}, //全体攻击
- {pdf:3,pdc:5}, //小回复
- {pdf:4,pdc:1}, //小血量
- {pdf:5,pdc:3}, //小攻击
- {pdf:6,pdc:8}, //SB
- {pdf:7,pdc:18}, //队长防封
- {pdf:8,pdc:19}, //SX
- {pdf:9,pdc:7}, //无天降
- {pdf:10,pdc:6}, //大回复
- {pdf:11,pdc:2}, //大血量
- {pdf:12,pdc:4}, //大攻击
- {pdf:13,pdc:13}, //大手指
- {pdf:14,pdc:11}, //加经验
- {pdf:15,pdc:15}, //墨镜
- {pdf:16,pdc:17}, //防废
- {pdf:17,pdc:16}, //防毒
- {pdf:18,pdc:14}, //月卡
- ];
- //pdc的潜觉对应数字
- const pdcLatentMap = [
- {pdf:1,pdc:1}, //HP
- {pdf:2,pdc:0}, //攻击
- {pdf:3,pdc:2}, //回复
- {pdf:4,pdc:19}, //手指
- {pdf:5,pdc:13}, //自回
- {pdf:6,pdc:14}, //火盾
- {pdf:7,pdc:15}, //水盾
- {pdf:8,pdc:16}, //木盾
- {pdf:9,pdc:17}, //光盾
- {pdf:10,pdc:18}, //暗盾
- {pdf:11,pdc:12}, //防坐
- {pdf:12,pdc:3}, //三维
- {pdf:13,pdc:35}, //不被换队长
- {pdf:14,pdc:37}, //不掉废
- {pdf:15,pdc:36}, //不掉毒
- {pdf:16,pdc:24}, //进化杀
- {pdf:17,pdc:25}, //觉醒杀
- {pdf:18,pdc:26}, //强化杀
- {pdf:19,pdc:27}, //卖钱杀
- {pdf:20,pdc:4}, //神杀
- {pdf:21,pdc:5}, //龙杀
- {pdf:22,pdc:6}, //恶魔杀
- {pdf:23,pdc:7}, //机械杀
- {pdf:24,pdc:8}, //平衡杀
- {pdf:25,pdc:9}, //攻击杀
- {pdf:26,pdc:10}, //体力杀
- {pdf:27,pdc:11}, //回复杀
- {pdf:28,pdc:20}, //大HP
- {pdf:29,pdc:21}, //大攻击
- {pdf:30,pdc:22}, //大回复
- {pdf:31,pdc:23}, //大手指
- {pdf:32,pdc:28}, //大火盾
- {pdf:33,pdc:29}, //大水盾
- {pdf:34,pdc:30}, //大木盾
- {pdf:35,pdc:31}, //大光盾
- {pdf:36,pdc:32}, //大暗盾
- {pdf:37,pdc:33}, //6色破无效
- {pdf:38,pdc:34}, //3色破属吸
- {pdf:39,pdc:40}, //C珠破吸
- {pdf:40,pdc:39}, //心横解转转
- {pdf:41,pdc:38}, //U解禁消
- {pdf:42,pdc:41}, //伤害上限解除
- {pdf:43,pdc:42}, //HP++
- {pdf:44,pdc:43}, //攻击++
- {pdf:45,pdc:44}, //回复++
- ];
- //排序程序列表
- const sort_function_list = [
- {tag:"sort_none",name:"无",function:()=>0},
- {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
- {tag:"sort_attrs",name:"属性",function:(a,b)=>{
- let num = a.attrs[0] - b.attrs[0];
- if (num === 0) num = a.attrs[1] - b.attrs[1];
- return num;
- }},
- {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
- {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
- const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
- let num = card_a.attrs[0] - card_b.attrs[0];
- if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
- return num;
- }},
- {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
- {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
- {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
- {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
- const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
- return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
- }},
- {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)},
- {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)},
- {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)},
-
- {tag:"sort_hpMax110_awoken",name:"Lv110最大攻击(+觉醒)",function:(a,b)=>
- {
- const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
- abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
- const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
- abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
- return abA - abB;
- }
- },
- {tag:"sort_hpMax110_awoken",name:"Lv110最大HP(+觉醒)",function:(a,b)=>
- {
- const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
- abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
- const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
- abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
- return abA - abB;
- }
- },
- {tag:"sort_hpMax110_awoken",name:"Lv110最大回复(+觉醒)",function:(a,b)=>
- {
- const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
- abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
- const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
- abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
- return abA - abB;
- }
- },
- {tag:"sort_abilityIndex_awoken",name:"Lv110最大加权能力指数(+觉醒)",function:(a,b)=>
- {
- const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
- abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
- const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
- abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
- return abA - abB;
- }
- },
- ];
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