PADDashFormation/script-json_data.js

206 lines
7.8 KiB
JavaScript

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;
}
},
];