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script-json_data.js 170 kB

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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. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. force_reload_data: `Force refresh data`,
  21. request_input: tp`Please Input ${'info'}`,
  22. status_message: {
  23. loading_check_version: "Checking the data version, please wait...",
  24. loading_mon_info: "Loading monster data, please wait...",
  25. loading_skill_info: "Loading skill data, please wait...",
  26. prepare_capture: "Preparing a screenshot, please wait...",
  27. },
  28. link_read_message: {
  29. success: tp`Find the ${'type'} format.`,
  30. need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
  31. user_script_link: `Link to the helper script`,
  32. type: {
  33. "PADDF": "PADDF",
  34. "PDC": "PDC",
  35. "PADDB": "PADDB",
  36. "DADDB": "DADDB",
  37. "SANBON": "sanbon.me",
  38. },
  39. error: {
  40. 0: "Unknown Error",
  41. 1: "Unsupported format",
  42. 2: "No formation data",
  43. 3: "The illegal JSON format",
  44. 4: "The illegal URL format",
  45. },
  46. paddb_success: `Sucess`,
  47. paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
  48. },
  49. sort_name:{
  50. sort_none: "Nope",
  51. sort_id: "Cards Id",
  52. sort_attrs : "Attribute",
  53. sort_evoRootId: "Cards Evolution Root",
  54. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  55. sort_rarity: "Rarity",
  56. sort_cost: "Cost",
  57. sort_skillLv1: "Maximum Skill Turn",
  58. sort_skillLvMax: "Minimum Skill Turn",
  59. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  60. sort_hpMax120: "Max HP",
  61. sort_atkMax120: "Max ATK",
  62. sort_rcvMax120: "Max RCV",
  63. sort_hpMax120_awoken: "Max HP (+Awoken)",
  64. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  65. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  66. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  67. },
  68. skill_parse: {
  69. skill: {
  70. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  71. unknown: tp`Unkonwn skill type: ${'type'}`,
  72. active_turns: tp`Within ${'turns'} turns, ${'skills'}`,
  73. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  74. random_skills: tp`Random Activates these skills:${'skills'}`,
  75. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  76. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  77. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  78. damage_enemy_times: tp`${'times'} `,
  79. damage_enemy_count: tp` (${'damage'} in total)`,
  80. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  81. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  82. delay: tp`${'icon'}Delays enemies' next move`,
  83. mass_attack: tp`${'icon'}Mass attacks`,
  84. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  85. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  86. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  87. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  88. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  89. unbind_normal: tp`${'icon'}Bind`,
  90. unbind_awakenings: tp`${'icon'}Awoken bind`,
  91. unbind_matches: tp`${'icon'}Unmatchable orb`,
  92. bind_skill: tp`${'icon'}Unable to use skills`,
  93. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  94. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  95. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  96. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  97. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  98. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  99. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  100. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  101. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  102. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  103. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  104. board_change: tp`Change all orbs to ${'orbs'}`,
  105. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  106. skill_boost_range: tp`~${'turns'}`,
  107. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  108. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  109. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  110. drop_refresh: tp`${'icon'}Replaces all orbs`,
  111. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  112. auto_path: tp`Shows ${'matchesNumber'} ${'icon'}combo path guidance`,
  113. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  114. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  115. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  116. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  117. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'prob'}`,
  118. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
  119. orb_thorn: tp`, reduces ${'value'} per encounter`,
  120. attr_absorb: tp`${'icon'}Attribute absorption`,
  121. combo_absorb: tp`${'icon'}Combo absorption`,
  122. damage_absorb: tp`${'icon'}Damage absorption`,
  123. damage_void: tp`${'icon'}Damage void`,
  124. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  125. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  126. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  127. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  128. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  129. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  130. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  131. rate_multiply_drop: tp`${'icon'}Drop rate`,
  132. rate_multiply_coin: tp`${'icon'}Coins`,
  133. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  134. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  135. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  136. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  137. henshin: tp`Changes to ${'cards'}`,
  138. random_henshin: tp`Random changes to ${'cards'}`,
  139. void_poison: tp`Voids ${'poison'} damage`,
  140. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  141. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  142. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  143. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  144. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  145. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  146. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  147. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'comment'}`,
  148. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  149. remove_assist: tp`${'icon'}Remove this assist card (until end of dungeon)`,
  150. prediction_falling: tp`${'icon'}Prediction of falling on board`,
  151. },
  152. power: {
  153. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  154. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  155. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  156. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  157. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  158. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  159. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  160. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  161. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  162. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  163. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  164. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  165. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  166. },
  167. cond: {
  168. unknown: tp`[ Unknown condition ]`,
  169. hp_equal: tp`When ${'hp'} == ${'min'} `,
  170. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  171. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  172. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  173. use_skill: tp`When skills used `,
  174. multi_player: tp`When in Multiplayer Mode `,
  175. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  176. exact_combo: tp`When exactly ${'value'} combos `,
  177. exact_length: tp`exactly of ${'value'} `,
  178. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  179. exact_match_enhanced: tp` orbs including enhanced`,
  180. compo_type_card: tp`When ${'ids'} are all on team, `,
  181. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  182. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  183. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  184. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  185. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  186. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  187. orbs_less_or_equal: tp`When ${'orbs'} ≤ ${'max'} on board, `,
  188. orbs_greater_or_equal: tp`When ${'orbs'} ≥ ${'min'} on board, `,
  189. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  190. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  191. },
  192. position: {
  193. top: tp`${'pos'} of top rows`,
  194. bottom: tp`${'pos'} of bottom rows`,
  195. left: tp`${'pos'} of left columns`,
  196. right: tp`${'pos'} of right columns`,
  197. random: tp`random location`,
  198. shape: tp`specified location`,
  199. },
  200. value: {
  201. unknown: tp`[ Unknown value: ${'type'}]`, //type
  202. const: tp`${'value'} ${'unit'}`,
  203. const_to: tp`to ${'value'}`,
  204. mul_percent: tp`${'value'}%`,
  205. mul_times: tp`×${'value'}`,
  206. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  207. mul_of_times: tp`${'stats'} ×${'value'}`,
  208. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  209. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  210. prob: tp`${'value'} chance for `,
  211. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  212. size: tp`${'width'}×${'height'}`,
  213. pos: tp`${'x'}×${'y'}`,
  214. },
  215. target: {
  216. unknown: tp`Unkown Target`,
  217. self: tp`card's`,
  218. team: tp`team`,
  219. team_last: tp`the lastest member`,
  220. team_leader: tp`leader`,
  221. sub_members: tp`sub-members`,
  222. leader_self: tp`left leader`,
  223. leader_helper: tp`right leader`,
  224. collab_id: tp`Cards with Collaboration ID of ${'id'} `,
  225. gacha_id: tp`Cards with Egg Machine ID of ${'id'} `,
  226. enemy: tp`Enemy`,
  227. enemy_all: tp`all enemys`,
  228. enemy_one: tp`1 enemy`,
  229. enemy_attr: tp`${'attr'} enemy`,
  230. the_attr: tp`attr of the matched Orbs`,
  231. },
  232. stats: {
  233. unknown: tp`[ Unknown: ${'type'}]`, //type
  234. maxhp: tp`${'icon'}Max HP`,
  235. hp: tp`HP`,
  236. chp: tp`current HP`,
  237. atk: tp`ATK`,
  238. rcv: tp`RCV`,
  239. teamhp: tp`Team HP`,
  240. teamatk: tp`Team ${'attrs'} ATK`,
  241. teamrcv: tp`Team RCV`,
  242. cstage: tp`current Stage of Dungeon`,
  243. state_is: tp`${'state'}: ${'num'}`,
  244. },
  245. unit: {
  246. orbs: tp``,
  247. times: tp`times`,
  248. seconds: tp`seconds`,
  249. point: tp`point`,
  250. turns: tp`turns`,
  251. },
  252. word: {
  253. comment: tp`(${'content'}) `,
  254. comma: tp`, `,
  255. semicolon: tp`; `,
  256. slight_pause: tp`, `,
  257. range_hyphen: tp`~`,
  258. in_once: tp`in once `,
  259. evo_type_pixel: tp`Pixel Evo`,
  260. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  261. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  262. affix_attr: tp`${'cotent'} attr.`,
  263. affix_orb: tp`${'cotent'} orbs`,
  264. affix_type: tp`${'cotent'} types`,
  265. affix_awakening: tp`${'cotent'} awoken`,
  266. affix_exclude: tp`, exclude ${'cotent'}`,
  267. each_time: tp`each time `,
  268. different: tp`different`,
  269. same: tp`the same`,
  270. },
  271. attrs: {
  272. [0]: tp`${'icon'}Fire`,
  273. [1]: tp`${'icon'}Water`,
  274. [2]: tp`${'icon'}Wood`,
  275. [3]: tp`${'icon'}Light`,
  276. [4]: tp`${'icon'}Dark`,
  277. [5]: tp`${'icon'}Recover`,
  278. [6]: tp`${'icon'}Null`,
  279. all: tp`All`,
  280. self: tp`${'icon'}Self's Attr`,
  281. fixed: tp`${'icon'}Fixed`,
  282. },
  283. orbs: {
  284. [0]: tp`${'icon'}Fire`,
  285. [1]: tp`${'icon'}Water`,
  286. [2]: tp`${'icon'}Wood`,
  287. [3]: tp`${'icon'}Light`,
  288. [4]: tp`${'icon'}Dark`,
  289. [5]: tp`${'icon'}Heal`,
  290. [6]: tp`${'icon'}Jammer`,
  291. [7]: tp`${'icon'}Poison`,
  292. [8]: tp`${'icon'}Lethal Poison`,
  293. [9]: tp`${'icon'}Bomb`,
  294. enhanced: tp`${'icon'}Enhanced`,
  295. locked: tp`${'icon'}Locked`,
  296. nail: tp`${'icon'}Nail`,
  297. thorn: tp`${'icon'}Thorn`,
  298. _5color: tp`${'icon'}5 Att.`,
  299. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  300. all: tp`All`,
  301. any: tp`Any ${'cotent'}`,
  302. },
  303. board: {
  304. clouds: tp`${'icon'}Clouds`,
  305. immobility: tp`${'icon'}Immobility`,
  306. roulette: tp`${'icon'}Roulette`,
  307. deep_dark: tp`${'icon'}Deep Dark`,
  308. roulette_time: tp`transforms every ${'duration'}`,
  309. roulette_attrs: tp`only ${'orbs'} will appear`,
  310. },
  311. types: {
  312. [0]: tp`${'icon'}Evo Material`,
  313. [1]: tp`${'icon'}Balanced`,
  314. [2]: tp`${'icon'}Physical`,
  315. [3]: tp`${'icon'}Healer`,
  316. [4]: tp`${'icon'}Dragon`,
  317. [5]: tp`${'icon'}God`,
  318. [6]: tp`${'icon'}Attacker`,
  319. [7]: tp`${'icon'}Devil`,
  320. [8]: tp`${'icon'}Machine`,
  321. [9]: tp`${'icon'}Special Protection`,
  322. [12]: tp`${'icon'}Awaken`,
  323. [14]: tp`${'icon'}Enhance Material`,
  324. [15]: tp`${'icon'}Redeemable`,
  325. },
  326. awokens: {
  327. [0]: tp`${'icon'}Unknown awoken`,
  328. [1]: tp`${'icon'}Enhanced HP`,
  329. [2]: tp`${'icon'}Enhanced Attack`,
  330. [3]: tp`${'icon'}Enhanced Recovery`,
  331. [4]: tp`${'icon'}Reduce Fire Damage`,
  332. [5]: tp`${'icon'}Reduce Water Damage`,
  333. [6]: tp`${'icon'}Reduce Wood Damage`,
  334. [7]: tp`${'icon'}Reduce Light Damage`,
  335. [8]: tp`${'icon'}Reduce Dark Damage`,
  336. [9]: tp`${'icon'}Auto-Recover`,
  337. [10]: tp`${'icon'}Resistance-Bind`,
  338. [11]: tp`${'icon'}Resistance-Blind`,
  339. [12]: tp`${'icon'}Resistance-Jammers`,
  340. [13]: tp`${'icon'}Resistance-Poison`,
  341. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  342. [15]: tp`${'icon'}Enhanced Water Orbs`,
  343. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  344. [17]: tp`${'icon'}Enhanced Water Orbs`,
  345. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  346. [19]: tp`${'icon'}Extend Time`,
  347. [20]: tp`${'icon'}Recover Bind`,
  348. [21]: tp`${'icon'}Skill Boost`,
  349. [22]: tp`${'icon'}Enhanced Fire Rows`,
  350. [23]: tp`${'icon'}Enhanced Water Rows`,
  351. [24]: tp`${'icon'}Enhanced Wood Rows`,
  352. [25]: tp`${'icon'}Enhanced Water Rows`,
  353. [26]: tp`${'icon'}Enhanced Dark Rows`,
  354. [27]: tp`${'icon'}Two-Pronged Attack`,
  355. [28]: tp`${'icon'}Resistance-Skill Bind`,
  356. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  357. [30]: tp`${'icon'}Multi Boost`,
  358. [31]: tp`${'icon'}Dragon Killer`,
  359. [32]: tp`${'icon'}God Killer`,
  360. [33]: tp`${'icon'}Devil Killer`,
  361. [34]: tp`${'icon'}Machine Killer`,
  362. [35]: tp`${'icon'}Balanced Killer`,
  363. [36]: tp`${'icon'}Attacker Killer`,
  364. [37]: tp`${'icon'}Physical Killer`,
  365. [38]: tp`${'icon'}Healer Killer`,
  366. [39]: tp`${'icon'}Evo Killer`,
  367. [40]: tp`${'icon'}Awaken Killer`,
  368. [41]: tp`${'icon'}Enhance Killer`,
  369. [42]: tp`${'icon'}Redeemable Killer`,
  370. [43]: tp`${'icon'}Enhanced Combos`,
  371. [44]: tp`${'icon'}Guard Break`,
  372. [45]: tp`${'icon'}Bonus Attack`,
  373. [46]: tp`${'icon'}Enhanced Team HP`,
  374. [47]: tp`${'icon'}Enhanced Team Recovery`,
  375. [48]: tp`${'icon'}Damage Void Piercer`,
  376. [49]: tp`${'icon'}Awoken Assist`,
  377. [50]: tp`${'icon'}Super Bonus Attack`,
  378. [51]: tp`${'icon'}Skill Charge`,
  379. [52]: tp`${'icon'}Resistance-Bind+`,
  380. [53]: tp`${'icon'}Extend Time+`,
  381. [54]: tp`${'icon'}Resistance-Clouds`,
  382. [55]: tp`${'icon'}Resistance-Immobility`,
  383. [56]: tp`${'icon'}Skill Boost+`,
  384. [57]: tp`${'icon'}50% or more HP Enhanced`,
  385. [58]: tp`${'icon'}50% or less HP Enhanced`,
  386. [59]: tp`${'icon'}[L] Heal Matching`,
  387. [60]: tp`${'icon'}[L] Increased Attack`,
  388. [61]: tp`${'icon'}Super Enhanced Combos`,
  389. [62]: tp`${'icon'}Combo Orbs`,
  390. [63]: tp`${'icon'}Skill Voice`,
  391. [64]: tp`${'icon'}Dungeon Bonus`,
  392. [65]: tp`${'icon'}Reduced HP`,
  393. [66]: tp`${'icon'}Reduced Attack`,
  394. [67]: tp`${'icon'}Reduced RCV`,
  395. [68]: tp`${'icon'}Resistance-Blind+`,
  396. [69]: tp`${'icon'}Resistance-Jammers+`,
  397. [70]: tp`${'icon'}Resistance-Poison+`,
  398. [71]: tp`${'icon'}Blessing of Jammers`,
  399. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  400. [73]: tp`${'icon'}Enhanced Fire Combos`,
  401. [74]: tp`${'icon'}Enhanced Water Combos`,
  402. [75]: tp`${'icon'}Enhanced Wood Combos`,
  403. [76]: tp`${'icon'}Enhanced Light Combos`,
  404. [77]: tp`${'icon'}Enhanced Dark Combos`,
  405. [78]: tp`${'icon'}Cross Attack`,
  406. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  407. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  408. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  409. [82]: tp`${'icon'}Super Enhanced Matching`,
  410. [83]: tp`${'icon'}Add Dragon Type`,
  411. [84]: tp`${'icon'}Add God Type`,
  412. [85]: tp`${'icon'}Add Devil Type`,
  413. [86]: tp`${'icon'}Add Machine Type`,
  414. [87]: tp`${'icon'}Add Balanced Type`,
  415. [88]: tp`${'icon'}Add Attacker Type`,
  416. [89]: tp`${'icon'}Add Physical Type`,
  417. [90]: tp`${'icon'}Add Healer Type`,
  418. [91]: tp`${'icon'}Change Sub Attribute: Fire`,
  419. [92]: tp`${'icon'}Change Sub Attribute: Water`,
  420. [93]: tp`${'icon'}Change Sub Attribute: Wood`,
  421. [94]: tp`${'icon'}Change Sub Attribute: Water`,
  422. [95]: tp`${'icon'}Change Sub Attribute: Dark`,
  423. [96]: tp`${'icon'}Two-Pronged Attack+`,
  424. [97]: tp`${'icon'}Skill Charge+`,
  425. [98]: tp`${'icon'}Auto-Recover+`,
  426. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  427. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  428. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  429. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  430. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  431. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  432. [105]: tp`${'icon'}Anti-Skill Boost`,
  433. [106]: tp`${'icon'}Levitation`,
  434. [107]: tp`${'icon'}Enhanced Combos+`,
  435. [108]: tp`${'icon'}[L] Increased Attack+`,
  436. [109]: tp`${'icon'}Damage Void Piercer+`,
  437. [110]: tp`${'icon'}Cross Attack+`,
  438. [111]: tp`${'icon'}Super Enhanced Combos+`,
  439. [112]: tp`${'icon'}3 Att. Enhanced Attack+`,
  440. [113]: tp`${'icon'}4 Att. Enhanced Attack+`,
  441. [114]: tp`${'icon'}5 Att. Enhanced Attack+`,
  442. [115]: tp`${'icon'}Recover Bind+`,
  443. [116]: tp`${'icon'}Triple Enhanced Fire Rows`,
  444. [117]: tp`${'icon'}Triple Enhanced Water Rows`,
  445. [118]: tp`${'icon'}Triple Enhanced Wood Rows`,
  446. [119]: tp`${'icon'}Triple Enhanced Water Rows`,
  447. [120]: tp`${'icon'}Triple Enhanced Dark Rows`,
  448. [121]: tp`${'icon'}Enhanced Fire Combos+`,
  449. [122]: tp`${'icon'}Enhanced Water Combos+`,
  450. [123]: tp`${'icon'}Enhanced Wood Combos+`,
  451. [124]: tp`${'icon'}Enhanced Light Combos+`,
  452. [125]: tp`${'icon'}Enhanced Dark Combos+`,
  453. [126]: tp`${'icon'}[T] Increased Attack`,
  454. [127]: tp`${'icon'}Enhanced Stats`,
  455. [128]: tp`${'icon'}Yang Protection`,
  456. [129]: tp`${'icon'}Yin Protection`,
  457. [130]: tp`${'icon'}After-Ripening`,
  458. }
  459. },
  460. };
  461. //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
  462. const typekiller_for_type = [
  463. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  464. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  465. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  466. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  467. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  468. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  469. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  470. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  471. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  472. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  473. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  474. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  475. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  476. ];
  477. //类型允许的潜觉杀
  478. typekiller_for_type.forEach(t=>
  479. {
  480. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  481. .map(tn=>
  482. typekiller_for_type.find(_t=>_t.type == tn).latent
  483. );
  484. }
  485. );
  486. const allowable_latent = {
  487. common: [ //一般能打的潜觉
  488. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  489. 28,29,30,31,32,33,34,35,36,37,38
  490. ],
  491. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  492. v120: [42,43,44,45,49], //120才能打的潜觉,3倍上限潜觉需要特殊处理
  493. needAwoken: [ //需要觉醒才能打的潜觉
  494. {latent:39,awoken:62}, //C珠破吸
  495. {latent:40,awoken:20}, //心横解转转
  496. {latent:41,awoken:27}, //U解禁消
  497. {latent:46,awoken:45}, //心追解云封
  498. {latent:47,awoken:59}, //心L大SB
  499. {latent:48,awoken:60}, //L解禁武器
  500. ],
  501. }
  502. //等效觉醒列表
  503. const equivalent_awoken = [
  504. {small:10,big:52,times:2}, //防封
  505. {small:11,big:68,times:5}, //防暗
  506. {small:12,big:69,times:5}, //防废
  507. {small:13,big:70,times:5}, //防毒
  508. {small:19,big:53,times:2}, //手指
  509. {small:21,big:56,times:2}, //SB
  510. {small:27,big:96,times:2}, //U
  511. {small:51,big:97,times:2}, //5色溜
  512. {small:9,big:98,times:2}, //自回
  513. {small:14,big:99,times:2}, //火+
  514. {small:15,big:100,times:2},//水+
  515. {small:16,big:101,times:2},//木+
  516. {small:17,big:102,times:2},//光+
  517. {small:18,big:103,times:2},//暗+
  518. {small:29,big:104,times:2},//心+
  519. {small:43,big:107,times:2},//7c
  520. {small:60,big:108,times:2},//L
  521. {small:48,big:109,times:2},//破无效
  522. {small:78,big:110,times:2},//十字
  523. {small:61,big:111,times:2},//10c
  524. {small:79,big:112,times:2},//3色
  525. {small:80,big:113,times:2},//4色
  526. {small:81,big:114,times:2},//5色
  527. {small:20,big:115,times:2},//心解
  528. {small:22,big:116,times:3},//火横
  529. {small:23,big:117,times:3},//水横
  530. {small:24,big:118,times:3},//木横
  531. {small:25,big:119,times:3},//光横
  532. {small:26,big:120,times:3},//暗横
  533. {small:73,big:121,times:2},//火串
  534. {small:74,big:122,times:2},//水串
  535. {small:75,big:123,times:2},//木串
  536. {small:76,big:124,times:2},//光串
  537. {small:77,big:125,times:2},//暗串
  538. ];
  539. const PAD_PASS_BADGE = 1<<7 | 1; //本程序的月卡徽章编号,129
  540. //官方的徽章排列顺序
  541. const official_badge_sorting = [
  542. 1, PAD_PASS_BADGE,
  543. 22, 23, 2, 3, 4, 5, 6,
  544. 7, 8, 9, 11, 17, 18, 19, 20,
  545. 21, 10, 12, 13, 14, 24, 25,
  546. ]
  547. //官方的觉醒排列顺序
  548. const official_awoken_sorting = [
  549. 21, 43, 61, 10, 54, 11, 12, 13, 49,
  550. 56,107,111, 52, 55, 68, 69, 70, 28,
  551. 19, 48, 27, 78, 60,126, 59, 45, 50,
  552. 53,109, 96,110,108, 79, 80, 81, 51,
  553. 106, 57, 58, 82, 62,112,113,114, 97,
  554. 14, 15, 16, 17, 18, 29, 9, 20, 44,
  555. 99,100,101,102,103,104, 98,115, 71,
  556. 22, 23, 24, 25, 26, 46, 47, 30, 72,
  557. 116,117,118,119,120, 1, 2, 3,127,
  558. 4, 5, 6, 7, 8, 32, 31, 33, 34,
  559. 73, 74, 75, 76, 77, 35, 36, 37, 38,
  560. 121,122,123,124,125, 39, 40, 41, 42,
  561. 91, 92, 93, 94, 95, 65, 66, 67,105,
  562. 84, 83, 85, 86, 87, 88, 89, 90, 64,
  563. 63,128,129,130
  564. ];
  565. //排序程序列表
  566. const sort_function_list = [
  567. {tag:"sort_none",name:"无",function:()=>0},
  568. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  569. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  570. let num = a.attrs[0] - b.attrs[0];
  571. if (num === 0) num = a.attrs[1] - b.attrs[1];
  572. return num;
  573. }
  574. },
  575. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  576. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  577. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  578. let num = card_a.attrs[0] - card_b.attrs[0];
  579. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  580. return num;
  581. }
  582. },
  583. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  584. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  585. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  586. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  587. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  588. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  589. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  590. }
  591. },
  592. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  593. function getEvoSkill(skill) {
  594. //232为进化后不循环技能,233为循环技能
  595. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  596. else return skill;
  597. }
  598. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  599. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  600. }
  601. },
  602. {tag:"sort_hpMax120",name:"Lv120最大HP",function:(a,b)=>a.hp.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.1 : 1) - b.hp.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.1 : 1)},
  603. {tag:"sort_atkMax120",name:"Lv120最大攻击",function:(a,b)=>a.atk.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.05 : 1) - b.atk.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.05 : 1)},
  604. {tag:"sort_rcvMax120",name:"Lv120最大回复",function:(a,b)=>a.rcv.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.05 : 1) - b.rcv.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.05 : 1)},
  605. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  606. {
  607. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  608. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  609. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  610. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  611. return abA - abB;
  612. }
  613. },
  614. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  615. {
  616. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  617. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  618. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  619. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  620. return abA - abB;
  621. }
  622. },
  623. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  624. {
  625. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  626. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  627. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  628. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  629. return abA - abB;
  630. }
  631. },
  632. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  633. {
  634. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  635. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  636. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  637. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  638. return abA - abB;
  639. }
  640. },
  641. ];
  642. //增加特殊搜索模式
  643. const specialSearchFunctions = (function() {
  644. 'use strict';
  645. //返回卡片的队长技能
  646. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  647. {
  648. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0];
  649. }
  650. //返回卡片的技能
  651. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  652. {
  653. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0];
  654. }
  655. //获取血倍率
  656. function getHPScale(ls)
  657. {
  658. const sk = ls.params;
  659. let scale = 1;
  660. switch (ls.type)
  661. {
  662. case 23: case 30: case 62: case 77: case 63: case 65:
  663. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  664. scale = sk[sk.length-1]/100;
  665. break;
  666. case 73: case 76:
  667. case 121: case 129: case 163: case 177: case 186:
  668. case 155:
  669. scale = sk[2]/100;
  670. break;
  671. case 106: case 107: case 108:
  672. scale = sk[0]/100;
  673. break;
  674. case 125:
  675. scale = sk[5]/100;
  676. break;
  677. case 136:
  678. case 137:
  679. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  680. break;
  681. case 158:
  682. scale = sk[4]/100;
  683. break;
  684. case 175:
  685. case 178: case 185:
  686. scale = sk[3]/100;
  687. break;
  688. case 203: case 217:
  689. scale = sk[1]/100;
  690. break;
  691. case 245:
  692. scale = sk[3]/100;
  693. break;
  694. case 138: //调用其他队长技
  695. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  696. break;
  697. default:
  698. }
  699. return scale || 1;
  700. }
  701. //获取盾减伤比例
  702. function getReduceScale(ls, allAttr = false, noHPneed = false)
  703. {
  704. const sk = ls.params;
  705. let scale = 0;
  706. switch (ls.type)
  707. {
  708. case 16: //无条件盾
  709. scale = sk[0]/100;
  710. break;
  711. case 17: //单属性盾
  712. scale = allAttr ? 0 : sk[1]/100;
  713. break;
  714. case 36: //2个属性盾
  715. scale = allAttr ? 0 : sk[2]/100;
  716. break;
  717. case 38: //血线下 + 几率
  718. case 43: //血线上 + 几率
  719. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  720. break;
  721. case 129: //无条件盾,属性个数不固定
  722. case 163: //无条件盾,属性个数不固定
  723. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  724. break;
  725. case 178: //无条件盾,属性个数不固定
  726. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  727. break;
  728. case 130: //血线下 + 属性个数不固定
  729. case 131: //血线上 + 属性个数不固定
  730. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  731. break;
  732. case 151: //十字心触发
  733. case 169: //C触发
  734. case 198: //回血触发
  735. scale = sk[2]/100;
  736. break;
  737. case 170: //多色触发
  738. case 182: //长串触发
  739. case 193: //L触发
  740. scale = sk[3]/100;
  741. break;
  742. case 171: //多串触发
  743. scale = sk[6]/100;
  744. break;
  745. case 183: //又是个有两段血线的队长技
  746. scale = noHPneed ? 0 : sk[4]/100;
  747. break;
  748. case 210: //十字触发
  749. scale = sk[1]/100;
  750. break;
  751. case 235: { //可多次触发
  752. scale = (sk[4] || 0) / 100;
  753. break;
  754. }
  755. case 138: //调用其他队长技
  756. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  757. break;
  758. default:
  759. }
  760. return scale || 0;
  761. }
  762. //获取无条件盾减伤比例
  763. function getReduceScale_unconditional(ls)
  764. {
  765. const sk = ls.params;
  766. let scale = 0;
  767. switch (ls.type)
  768. {
  769. case 16: //无条件盾
  770. {
  771. scale = sk[0]/100;
  772. break;
  773. }
  774. case 129: //无条件盾,属性个数不固定
  775. case 163: //无条件盾,属性个数不固定
  776. {
  777. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  778. break;
  779. }
  780. case 178: //无条件盾,属性个数不固定
  781. {
  782. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  783. break;
  784. }
  785. case 138: //调用其他队长技
  786. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  787. break;
  788. default:
  789. }
  790. return scale || 0;
  791. }
  792. function getCannonAttr(skill)
  793. {
  794. const sk = skill.params;
  795. switch(skill.type)
  796. {
  797. case 0:
  798. case 1:
  799. case 37:
  800. case 58:
  801. case 59:
  802. case 84:
  803. case 85:
  804. case 86:
  805. case 87:
  806. case 115:
  807. return sk[0];
  808. case 110:
  809. case 143:
  810. return sk[1];
  811. case 42:
  812. return sk[1];
  813. case 144:
  814. return sk[3] ?? 0;
  815. default:
  816. return -1;
  817. }
  818. }
  819. function sortByParams(a,b,searchTypeArray,...pidxs)
  820. {
  821. const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
  822. b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
  823. if (pidxs.length==0) pidxs.push(0);
  824. let newPos = 0;
  825. //按所有顺序依次比较大小,凡是有一次比出来就使用,否则继续比较下一个大小
  826. for (let pidx of pidxs) {
  827. newPos = a_s.params[pidx] - b_s.params[pidx];
  828. if (newPos !== 0) break;
  829. }
  830. return newPos;
  831. }
  832. function sortByHPScal(a,b)
  833. {
  834. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  835. return getHPScale(a_s) - getHPScale(b_s);
  836. }
  837. function HPScal_Addition(card)
  838. {
  839. const skill = Skills[card.leaderSkillId];
  840. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  841. }
  842. function sortByReduceScale(a,b)
  843. {
  844. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  845. return getReduceScale(a_s) - getReduceScale(b_s);
  846. }
  847. function ReduceScale_Addition(card)
  848. {
  849. const skill = Skills[card.leaderSkillId];
  850. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  851. }
  852. function voidsAbsorption_Addition(card)
  853. {
  854. const searchTypeArray = [173];
  855. const skill = getCardActiveSkill(card, searchTypeArray);
  856. if (!skill) return;
  857. const sk = skill.params;
  858. const fragment = document.createDocumentFragment();
  859. const icons = [
  860. sk[1] && 'attr-absorb',
  861. sk[2] && 'combo-absorb',
  862. sk[3] && 'damage-absorb'
  863. ].filter(buff => typeof buff === 'string').map(buff=>createSkillIcon(buff))
  864. fragment.append(...icons);
  865. fragment.append(`×${sk[0]}T`);
  866. return fragment;
  867. }
  868. function unbind_Turns(card)
  869. {
  870. const outObj = {
  871. normal: 0,
  872. awoken: 0
  873. };
  874. const searchTypeArray = [117,179];
  875. const skill = getCardActiveSkill(card, searchTypeArray);
  876. if (skill)
  877. {
  878. const sk = skill.params;
  879. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  880. outObj.awoken = sk[4] || 0;
  881. }
  882. return outObj;
  883. }
  884. function unbind_Addition(card)
  885. {
  886. const turns = unbind_Turns(card);
  887. const fragment = document.createDocumentFragment();
  888. if (turns.normal > 0)
  889. {
  890. fragment.append(createSkillIcon('unbind-normal'));
  891. if (turns.normal != turns.awoken)
  892. fragment.append(`-${turns.normal>=9999 ? '全' : `${turns.normal}T` }`);
  893. }
  894. if (turns.awoken > 0)
  895. {
  896. fragment.append(createSkillIcon('unbind-awakenings'));
  897. fragment.append(`-${turns.awoken>=9999 ? '全' : `${turns.awoken}T` }`);
  898. }
  899. return fragment;
  900. }
  901. function boardChange_ColorTypes(skill)
  902. {
  903. if (!skill) return [];
  904. const sk = skill.params;
  905. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  906. return colors;
  907. }
  908. function boardChange_Addition(card)
  909. {
  910. const searchTypeArray = [71];
  911. const skill = getCardActiveSkill(card, searchTypeArray);
  912. const colors = boardChange_ColorTypes(skill);
  913. return createOrbsList(colors);
  914. }
  915. function orbsChangeParse(skill)
  916. {
  917. function changes(from, to)
  918. {
  919. return {from:from,to:to};
  920. }
  921. let outArr = [];
  922. if (!skill) return outArr;
  923. const sk = skill.params;
  924. switch (skill.type)
  925. {
  926. case 9:{
  927. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  928. break;
  929. }
  930. case 20:{
  931. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  932. {
  933. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  934. }
  935. else
  936. {
  937. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  938. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  939. }
  940. break;
  941. }
  942. case 154:{
  943. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  944. break;
  945. }
  946. }
  947. return outArr;
  948. }
  949. function changeOrbs_Addition(card)
  950. {
  951. const searchTypeArray = [9,20,154];
  952. const skills = getCardActiveSkills(card, searchTypeArray);
  953. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  954. const fragment = document.createDocumentFragment();
  955. parsedSkills.forEach(p=>{
  956. fragment.appendChild(createOrbsList(p.from));
  957. fragment.appendChild(document.createTextNode(`→`));
  958. fragment.appendChild(createOrbsList(p.to));
  959. });
  960. return fragment;
  961. }
  962. function generateOrbsParse(card)
  963. {
  964. let outArr = [];
  965. const searchTypeArray = [141, 208];
  966. const skills = getCardActiveSkills(card, searchTypeArray);
  967. if (!skills.length) return outArr;
  968. for (const skill of skills)
  969. {
  970. const sk = skill.params;
  971. if (skill.type == 141)
  972. {
  973. outArr.push({
  974. count: sk[0],
  975. to: flags(sk[1] || 1),
  976. exclude: flags(sk[2]),
  977. });
  978. }else
  979. {
  980. outArr.push({
  981. count: sk[0],
  982. to: flags(sk[1] || 1),
  983. exclude: flags(sk[2]),
  984. });
  985. outArr.push({
  986. count: sk[3],
  987. to: flags(sk[4] || 1),
  988. exclude: flags(sk[5]),
  989. });
  990. }
  991. }
  992. return outArr;
  993. }
  994. function generateOrbs_Addition(card)
  995. {
  996. const gens = generateOrbsParse(card);
  997. const searchTypeArray = [141, 208];
  998. const skill = getCardActiveSkill(card, searchTypeArray);
  999. if (!skill) return;
  1000. const sk = skill.params;
  1001. const fragment = document.createDocumentFragment();
  1002. for (const gen of gens)
  1003. {
  1004. fragment.appendChild(createOrbsList(gen.to));
  1005. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1006. }
  1007. return fragment;
  1008. }
  1009. function lock_Addition(card)
  1010. {
  1011. const searchTypeArray = [152];
  1012. const skill = getCardActiveSkill(card, searchTypeArray);
  1013. if (!skill) return;
  1014. const sk = skill.params;
  1015. const fragment = document.createDocumentFragment();
  1016. fragment.appendChild(createSkillIcon('orb-locked'));
  1017. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1018. return fragment;
  1019. }
  1020. function dropLock_Addition(card)
  1021. {
  1022. const searchTypeArray = [205];
  1023. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1024. if (!skill) return;
  1025. const sk = skill.params;
  1026. const fragment = document.createDocumentFragment();
  1027. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111), 'locked'));
  1028. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1029. return fragment;
  1030. }
  1031. function dropOrb_Addition(card)
  1032. {
  1033. const searchTypeArray = [126];
  1034. const skill = getCardActiveSkill(card, searchTypeArray);
  1035. if (!skill) return;
  1036. const sk = skill.params;
  1037. const colors = flags(sk[0]);
  1038. const fragment = document.createDocumentFragment();
  1039. fragment.appendChild(createOrbsList(colors, 'drop'));
  1040. fragment.appendChild(document.createTextNode(`${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1041. return fragment;
  1042. }
  1043. function generateColumnOrbs_Addition(card)
  1044. {
  1045. const searchTypeArray = [127];
  1046. const skill = getCardActiveSkill(card, searchTypeArray);
  1047. if (!skill) return;
  1048. const sk = skill.params;
  1049. const colors = [];
  1050. for (let ai=0;ai<sk.length;ai+=2)
  1051. {
  1052. colors.push(flags(sk[ai+1]));
  1053. }
  1054. const fragment = document.createDocumentFragment();
  1055. fragment.appendChild(document.createTextNode(`竖`));
  1056. fragment.appendChild(createOrbsList(colors.flat()));
  1057. return fragment;
  1058. }
  1059. function generateRowOrbs_Addition(card)
  1060. {
  1061. const searchTypeArray = [128];
  1062. const skill = getCardActiveSkill(card, searchTypeArray);
  1063. if (!skill) return;
  1064. const sk = skill.params;
  1065. const colors = [];
  1066. for (let ai=0;ai<sk.length;ai+=2)
  1067. {
  1068. colors.push(flags(sk[ai+1]));
  1069. }
  1070. const fragment = document.createDocumentFragment();
  1071. fragment.appendChild(document.createTextNode(`横`));
  1072. fragment.appendChild(createOrbsList(colors.flat()));
  1073. return fragment;
  1074. }
  1075. function numericalATK_Addition(card)
  1076. {
  1077. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1078. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1079. const skill = getCardActiveSkill(card, searchTypeArray);
  1080. if (!skill) return;
  1081. //const sk = skill.params;
  1082. const colors = [getCannonAttr(skill)];
  1083. const fragment = document.createDocumentFragment();
  1084. fragment.append(`射`);
  1085. fragment.append(createOrbsList(colors));
  1086. if (typeArray_Rate.includes(skill.type)) {
  1087. function getNumber(skill){
  1088. const sk = skill.params;
  1089. switch(skill.type)
  1090. {
  1091. case 0:
  1092. case 37:
  1093. case 58:
  1094. case 59:
  1095. case 84:
  1096. case 85:
  1097. case 115:
  1098. return sk[1];
  1099. case 2:
  1100. case 35:
  1101. return sk[0];
  1102. default:
  1103. return 0;
  1104. }
  1105. }
  1106. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1107. }
  1108. return fragment;
  1109. }
  1110. function memberATK_Addition(card)
  1111. {
  1112. const searchTypeArray = [230];
  1113. const skill = getCardActiveSkill(card, searchTypeArray);
  1114. if (!skill) return;
  1115. const sk = skill.params;
  1116. const fragment = document.createDocumentFragment();
  1117. fragment.appendChild(createTeamFlags(sk[1]));
  1118. let str = '';
  1119. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1120. fragment.appendChild(document.createTextNode(str));
  1121. return fragment;
  1122. }
  1123. function getIncreaseDamageCap(skill)
  1124. {
  1125. let cap = 0;
  1126. switch (skill.type) {
  1127. case 241:case 258:
  1128. cap = skill.params[1];
  1129. break;
  1130. case 246:
  1131. cap = skill.params[2];
  1132. break;
  1133. case 247:
  1134. cap = skill.params[3];
  1135. break;
  1136. }
  1137. return cap;
  1138. }
  1139. function memberCap_Addition(card)
  1140. {
  1141. const searchTypeArray = [241, 246, 247, 258];
  1142. const skill = getCardActiveSkill(card, searchTypeArray);
  1143. if (!skill) return;
  1144. const sk = skill.params;
  1145. let cap = getIncreaseDamageCap(skill);
  1146. const fragment = document.createDocumentFragment();
  1147. switch (skill.type) {
  1148. case 258: {
  1149. fragment.appendChild(createTeamFlags(sk[2]));
  1150. }
  1151. case 241: {
  1152. fragment.append(`${(cap*1e8).bigNumberToString()}×${sk[0]}T`);
  1153. break;
  1154. }
  1155. case 246: {
  1156. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[1]}C in ${sk[0]}S`);
  1157. break;
  1158. }
  1159. case 247: {
  1160. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[2]} of `, createOrbsList(flags(sk[1])), ` in ${sk[0]}S`);
  1161. break;
  1162. }
  1163. }
  1164. return fragment;
  1165. }
  1166. function dixedDamage_Addition(card)
  1167. {
  1168. const searchTypeArray = [55, 188, 56];
  1169. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1170. if (!skills.length) return;
  1171. const skill = skills[0];
  1172. const sk = skill.params;
  1173. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1174. }
  1175. function gravity_Addition(card)
  1176. {
  1177. const searchTypeArray = [6, 161];
  1178. const skill = getCardActiveSkill(card, searchTypeArray);
  1179. if (!skill) return;
  1180. const sk = skill.params;
  1181. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1182. }
  1183. function healImmediately_Rate(card)
  1184. {
  1185. const searchTypeArray = [7, //自身回复力
  1186. 8, //固定点数
  1187. 35,115, //吸血
  1188. 117
  1189. ];
  1190. const skills = getCardActiveSkills(card, searchTypeArray);
  1191. const outObj = {
  1192. vampire: 0,
  1193. selfRcv: 0,
  1194. const: 0,
  1195. scale: 0,
  1196. };
  1197. if (!skills.length) return outObj;
  1198. skills.forEach(skill=>{
  1199. const sk = skill.params;
  1200. if (skill.type == 7)
  1201. {
  1202. outObj.selfRcv += sk[0];
  1203. }
  1204. else if(skill.type == 8)
  1205. {
  1206. outObj.const += sk[0];
  1207. }
  1208. else if(skill.type == 35)
  1209. {
  1210. outObj.vampire += sk[1];
  1211. }
  1212. else if(skill.type == 115)
  1213. {
  1214. outObj.vampire += sk[2];
  1215. }
  1216. else if(skill.type == 117)
  1217. {
  1218. outObj.selfRcv += sk[1] || 0;
  1219. outObj.const += sk[2] || 0;
  1220. outObj.scale += sk[3] || 0;
  1221. }
  1222. });
  1223. return outObj;
  1224. }
  1225. function atkBuff_Rate(card)
  1226. {
  1227. const searchTypeArray = [
  1228. 88,92, //类型的
  1229. 50,90, //属性的,要排除回复力
  1230. 156,168,231, //宝石姬
  1231. 228, //属性、类型数量
  1232. ];
  1233. const skills = getCardActiveSkills(card, searchTypeArray);
  1234. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1235. function atkBuffParse(skill) {
  1236. const outObj = {
  1237. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1238. types: [],
  1239. attrs: [],
  1240. awoken: [],
  1241. rate: 0,
  1242. turns: 0,
  1243. };
  1244. if (!skill) return outObj;
  1245. const sk = skill.params;
  1246. if (skill.type == 88 || skill.type == 92)
  1247. {
  1248. outObj.skilltype = 2;
  1249. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1250. outObj.turns = sk[0];
  1251. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1252. }
  1253. else if(skill.type == 50 || skill.type == 90)
  1254. {
  1255. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1256. if (!outObj.attrs.length) //去除回复力
  1257. return outObj;
  1258. outObj.skilltype = 2;
  1259. outObj.turns = sk[0];
  1260. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1261. }
  1262. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1263. || skill.type == 168)
  1264. {
  1265. outObj.skilltype = 1;
  1266. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1267. outObj.turns = sk[0];
  1268. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1269. }
  1270. else if(skill.type == 228 && sk[3] > 0)
  1271. {
  1272. outObj.skilltype = 1;
  1273. outObj.attrs = flags(sk[1]);
  1274. outObj.types = flags(sk[2]);
  1275. outObj.turns = sk[0];
  1276. outObj.rate = sk[3];
  1277. }
  1278. else if(skill.type == 231 && sk[6] > 0)
  1279. {
  1280. outObj.skilltype = 1;
  1281. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1282. outObj.turns = sk[0];
  1283. outObj.rate = sk[6];
  1284. }
  1285. return outObj;
  1286. }
  1287. }
  1288. function rcvBuff_Rate(card)
  1289. {
  1290. const searchTypeArray = [
  1291. 50,90,
  1292. 228, 231, //宝石姬
  1293. ];
  1294. const skills = getCardActiveSkills(card, searchTypeArray);
  1295. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1296. function rcvBuffParse(skill) {
  1297. const outObj = {
  1298. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1299. types: [],
  1300. attrs: [],
  1301. awoken: [],
  1302. rate: 0,
  1303. turns: 0,
  1304. };
  1305. if (!skill) return outObj;
  1306. const sk = skill.params;
  1307. if (skill.type == 228 && sk[4] > 0) {
  1308. outObj.skilltype = 1;
  1309. outObj.attrs = flags(sk[1]);
  1310. outObj.types = flags(sk[2]);
  1311. outObj.turns = sk[0];
  1312. outObj.rate = sk[4];
  1313. } else if (skill.type == 231 && sk[7] > 0) {
  1314. outObj.skilltype = 1;
  1315. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1316. outObj.turns = sk[0];
  1317. outObj.rate = sk[7];
  1318. } else if (skill.type == 50 || skill.type == 90) {
  1319. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1320. outObj.turns = sk[0];
  1321. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1322. }
  1323. return outObj;
  1324. }
  1325. }
  1326. function damageSelf_Rate(card)
  1327. {
  1328. const searchTypeArray = [84,85,86,87,195];
  1329. const skill = getCardActiveSkill(card, searchTypeArray);
  1330. if (!skill) return 0;
  1331. const sk = skill.params;
  1332. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1333. }
  1334. function changeEnemiesAttr_Attr(card)
  1335. {
  1336. const outObj = {
  1337. attr: null,
  1338. turns: 0
  1339. }
  1340. const searchTypeArray = [153, 224];
  1341. const skill = getCardActiveSkill(card, searchTypeArray);
  1342. if (!skill) return outObj;
  1343. const sk = skill.params;
  1344. if (skill.type == 153)
  1345. {
  1346. outObj.attr = sk[0];
  1347. }
  1348. else if (skill.type == 224)
  1349. {
  1350. outObj.attr = sk[1] || 0;
  1351. outObj.turns = sk[0];
  1352. }
  1353. return outObj;
  1354. }
  1355. function shapeThisRowOk(line, lineNumber) {
  1356. if (lineNumber <= 0) return true;
  1357. return line >= 0 && (line & lineNumber) === lineNumber && //含有这个形状
  1358. (line & lineNumber.notNeighbour()) === 0; //形状四周都没有
  1359. }
  1360. function shapeUpsideDownRowOk(line, lineNumber) {
  1361. if (lineNumber <= 0) return true;
  1362. return line > 0 ? (line & lineNumber) === 0 : true;
  1363. }
  1364. function shapeIsCross(sk) { //产珠是十字
  1365. const baseLineNum = 0b111;
  1366. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1367. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1368. lineNumArr.push(_lineNum);
  1369. }
  1370. for (let ri=1; ri<4; ri++)
  1371. {
  1372. //搜索所有可能的行存在
  1373. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1374. if (maybeLineNum.length < 1) continue;
  1375. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1376. const lineNum2 = (lineNum << 1) & (lineNum >> 1);
  1377. return shapeThisRowOk(sk[ri-1], lineNum2) &&
  1378. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1379. shapeUpsideDownRowOk(sk[ri-2], lineNum2) &&
  1380. shapeUpsideDownRowOk(sk[ri+2], lineNum2);
  1381. });
  1382. if (maybeLineNum.length > 0) return true;
  1383. }
  1384. return false;
  1385. }
  1386. function shapeIsLShape(sk) { //产珠是L字
  1387. const baseLineNum = 0b111;
  1388. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1389. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1390. lineNumArr.push(_lineNum);
  1391. }
  1392. for (let ri=0; ri<5; ri++)
  1393. {
  1394. //搜索所有可能的行存在
  1395. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1396. if (maybeLineNum.length < 1) continue;
  1397. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1398. const lineNum2 = lineNum & ~(lineNum >> 1); //左边
  1399. const lineNum3 = lineNum & ~(lineNum << 1); //右边
  1400. return shapeUpsideDownRowOk(sk[ri+1], lineNum) && ( //朝上
  1401. shapeThisRowOk(sk[ri-1], lineNum2) &&
  1402. shapeThisRowOk(sk[ri-2], lineNum2) &&
  1403. shapeUpsideDownRowOk(sk[ri-3], lineNum2) ||
  1404. shapeThisRowOk(sk[ri-1], lineNum3) &&
  1405. shapeThisRowOk(sk[ri-2], lineNum3) &&
  1406. shapeUpsideDownRowOk(sk[ri-3], lineNum3))
  1407. ||
  1408. shapeUpsideDownRowOk(sk[ri-1], lineNum) && ( //朝下
  1409. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1410. shapeThisRowOk(sk[ri+2], lineNum2) &&
  1411. shapeUpsideDownRowOk(sk[ri+3], lineNum2) ||
  1412. shapeThisRowOk(sk[ri+1], lineNum3) &&
  1413. shapeThisRowOk(sk[ri+2], lineNum3) &&
  1414. shapeUpsideDownRowOk(sk[ri+3], lineNum3));
  1415. });
  1416. if (maybeLineNum.length > 0) return true;
  1417. }
  1418. return false;
  1419. }
  1420. //创建1个觉醒图标
  1421. function createAwokenIcon(awokenId)
  1422. {
  1423. const icon = document.createElement("icon");
  1424. icon.className ="awoken-icon";
  1425. icon.setAttribute("data-awoken-icon", awokenId);
  1426. return icon;
  1427. }
  1428. //产生一个觉醒列表
  1429. function creatAwokenList(awokens) {
  1430. const ul = document.createElement("ul");
  1431. ul.className = "awoken-ul";
  1432. awokens.forEach(ak=>{
  1433. const li = ul.appendChild(document.createElement("li"));
  1434. const icon = li.appendChild(createAwokenIcon(ak));
  1435. });
  1436. return ul;
  1437. }
  1438. //产生宝珠列表
  1439. function createOrbsList(orbs, className)
  1440. {
  1441. if (orbs == undefined) orbs = [0];
  1442. else if (!Array.isArray(orbs)) orbs = [orbs];
  1443. const ul = document.createElement("ul");
  1444. ul.className = "board";
  1445. orbs.forEach(orbType => {
  1446. const li = ul.appendChild(document.createElement("li"));
  1447. li.className = className ? `orb ${className}` :`orb`;
  1448. li.setAttribute("data-orb-icon", orbType);
  1449. });
  1450. return ul;
  1451. }
  1452. //产生类型列表
  1453. function createTypesList(types)
  1454. {
  1455. if (types == undefined) types = [0];
  1456. else if (!Array.isArray(types)) types = [types];
  1457. const ul = document.createElement("ul");
  1458. ul.className = "types-ul";
  1459. types.forEach(type => {
  1460. const li = ul.appendChild(document.createElement("li"));
  1461. li.className = `type-icon`;
  1462. li.setAttribute("data-type-icon", type);
  1463. });
  1464. return ul;
  1465. }
  1466. const functions = [
  1467. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1468. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1469. ]},
  1470. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1471. {name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)",cht:"破屬吸 buff(按破吸回合排序)"},
  1472. function:cards=>{
  1473. const searchTypeArray = [173];
  1474. return cards.filter(card=>{
  1475. const skill = getCardActiveSkill(card, searchTypeArray);
  1476. return skill && skill.params[1];
  1477. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1478. },
  1479. addition:voidsAbsorption_Addition
  1480. },
  1481. /*{name:"Voids combo absorption(sort by turns)",otLangName:{chs:"破C吸 buff(按破吸回合排序)",cht:"破C吸 buff(按破吸回合排序)"},
  1482. function:cards=>{
  1483. const searchTypeArray = [173];
  1484. return cards.filter(card=>{
  1485. const skill = getCardActiveSkill(card, searchTypeArray);
  1486. return skill && skill.params[2];
  1487. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1488. },addition:voidsAbsorption_Addition},*/
  1489. {name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)",cht:"破傷吸 buff(按破吸回合排序)"},
  1490. function:cards=>{
  1491. const searchTypeArray = [173];
  1492. return cards.filter(card=>{
  1493. const skill = getCardActiveSkill(card, searchTypeArray);
  1494. return skill && skill.params[3];
  1495. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1496. },
  1497. addition:voidsAbsorption_Addition
  1498. },
  1499. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)",cht:"雙破吸 buff(按破吸回合排序)"},
  1500. function:cards=>{
  1501. const searchTypeArray = [173];
  1502. return cards.filter(card=>{
  1503. const skill = getCardActiveSkill(card, searchTypeArray);
  1504. return skill && skill.params[1] && skill.params[3];
  1505. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1506. },
  1507. addition:voidsAbsorption_Addition
  1508. },
  1509. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)",cht:"貫穿無效盾 buff(按破吸回合排序)"},
  1510. function:cards=>{
  1511. const searchTypeArray = [191];
  1512. return cards.filter(card=>{
  1513. const skill = getCardActiveSkill(card, searchTypeArray);
  1514. return skill;
  1515. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1516. },
  1517. addition:card=>{
  1518. const searchTypeArray = [191];
  1519. const skill = getCardActiveSkill(card, searchTypeArray);
  1520. if (!skill) return;
  1521. const sk = skill.params;
  1522. const fragment = document.createDocumentFragment();
  1523. fragment.append(createSkillIcon('damage-void'));
  1524. fragment.append(`×${sk[0]}T`);
  1525. return fragment;
  1526. }
  1527. },
  1528. ]},
  1529. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1530. {
  1531. name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)",cht:"解封(按解封回合排序)"},
  1532. function:cards=>{
  1533. return cards.filter(card=>{
  1534. const turns = unbind_Turns(card);
  1535. return turns.normal > 0;
  1536. }).sort((a,b)=>{
  1537. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1538. let a_pC = a_s.normal, b_pC = b_s.normal;
  1539. return a_pC - b_pC;
  1540. });
  1541. },
  1542. addition:unbind_Addition
  1543. },
  1544. {
  1545. name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)",cht:"解覺醒(按解覺回合排序)"},
  1546. function:cards=>{
  1547. return cards.filter(card=>{
  1548. const turns = unbind_Turns(card);
  1549. return turns.awoken > 0;
  1550. }).sort((a,b)=>{
  1551. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1552. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1553. return a_pC - b_pC;
  1554. });
  1555. },
  1556. addition:unbind_Addition
  1557. },
  1558. {
  1559. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)",cht:"解封+覺醒(按解覺醒回合排序)"},
  1560. function:cards=>{
  1561. return cards.filter(card=>{
  1562. const turns = unbind_Turns(card);
  1563. return turns.normal && turns.awoken > 0;
  1564. }).sort((a,b)=>{
  1565. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1566. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1567. return a_pC - b_pC;
  1568. });
  1569. },
  1570. addition:unbind_Addition
  1571. },
  1572. {
  1573. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)",cht:"解禁消珠(按消除回合排序)"},
  1574. function:cards=>{
  1575. const searchTypeArray = [196];
  1576. return cards.filter(card=>{
  1577. const skill = getCardActiveSkill(card, searchTypeArray);
  1578. return skill;
  1579. }).sort((a,b)=>{
  1580. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1581. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1582. return a_pC - b_pC;
  1583. })
  1584. },
  1585. addition:card=>{
  1586. const searchTypeArray = [196];
  1587. const skill = getCardActiveSkill(card, searchTypeArray);
  1588. if (!skill) return;
  1589. const sk = skill.params;
  1590. const fragment = document.createDocumentFragment();
  1591. fragment.append(createSkillIcon('unbind-matches'));
  1592. fragment.append(`-${sk[0]>=9999 ? '全' : `${sk[0]}T` }`);
  1593. return fragment;
  1594. }
  1595. },
  1596. ]},
  1597. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----",cht:"-----對自身隊伍生效類-----"}, functions: [
  1598. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)",cht:"【溜】減少CD(按回合排序)"},
  1599. function:cards=>{
  1600. const searchTypeArray = [146];
  1601. return cards.filter(card=>{
  1602. const skill = getCardActiveSkill(card, searchTypeArray);
  1603. return skill;
  1604. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1605. },
  1606. addition:card=>{
  1607. const searchTypeArray = [146];
  1608. const skill = getCardActiveSkill(card, searchTypeArray);
  1609. if (!skill) return;
  1610. const sk = skill.params;
  1611. const fragment = document.createDocumentFragment();
  1612. fragment.append(createSkillIcon('skill-boost', 'boost-incr'), sk[0]);
  1613. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1614. return fragment;
  1615. }
  1616. },
  1617. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1618. function:cards=>{
  1619. const searchTypeArray = [218];
  1620. return cards.filter(card=>{
  1621. const skill = getCardActiveSkill(card, searchTypeArray);
  1622. return skill;
  1623. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1624. },
  1625. addition:card=>{
  1626. const searchTypeArray = [218];
  1627. const skill = getCardActiveSkill(card, searchTypeArray);
  1628. if (!skill) return;
  1629. const sk = skill.params;
  1630. const fragment = document.createDocumentFragment();
  1631. fragment.append(createSkillIcon('skill-boost', 'boost-decr'), sk[0]);
  1632. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1633. return fragment;
  1634. }
  1635. },
  1636. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1637. function:cards=>{
  1638. const searchTypeArray = [93, 227];
  1639. return cards.filter(card=>{
  1640. const skill = getCardActiveSkill(card, searchTypeArray);
  1641. return skill;
  1642. }).sort((a,b)=>{
  1643. const a_s = getCardActiveSkill(a, searchTypeArray),
  1644. b_s = getCardActiveSkill(b, searchTypeArray);
  1645. return a_s.type - b_s.type;
  1646. });
  1647. },
  1648. addition:card=>{
  1649. const searchTypeArray = [93, 227];
  1650. const skill = getCardActiveSkill(card, searchTypeArray);
  1651. if (!skill) return;
  1652. const fragment = document.createDocumentFragment();
  1653. fragment.append(createSkillIcon('leader-change'));
  1654. fragment.append(skill.type == 93 ? '换自身' : '换最后');
  1655. return fragment;
  1656. }
  1657. },
  1658. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  1659. function:cards=>{
  1660. const searchTypeArray = [241, 246, 247, 258];
  1661. return cards.filter(card=>{
  1662. const skill = getCardActiveSkill(card, searchTypeArray);
  1663. return skill;
  1664. }).sort((a,b)=>{
  1665. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1666. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1667. return a_pC - b_pC;
  1668. });
  1669. },
  1670. addition:memberCap_Addition
  1671. },
  1672. {name:"Increase Damage Cap (Not Self)",otLangName:{chs:"增加伤害上限 buff(非自身)",cht:"增加傷害上限 buff(非自身)"},
  1673. function:cards=>{
  1674. const searchTypeArray = [258];
  1675. return cards.filter(card=>{
  1676. const skill = getCardActiveSkill(card, searchTypeArray);
  1677. return skill;
  1678. }).sort((a,b)=>{
  1679. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1680. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1681. return a_pC - b_pC;
  1682. });
  1683. },
  1684. addition:memberCap_Addition
  1685. },
  1686. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1687. function:cards=>{
  1688. const searchTypeArray = [230];
  1689. return cards.filter(card=>{
  1690. const skill = getCardActiveSkill(card, searchTypeArray);
  1691. return skill;
  1692. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1693. },
  1694. addition:memberATK_Addition
  1695. },
  1696. {name:"Member ATK rate change - Self",otLangName:{chs:"队员攻击力 buff - 自身",cht:"隊員攻擊力 buff - 自身"},
  1697. function:cards=>{
  1698. const searchTypeArray = [230];
  1699. return cards.filter(card=>{
  1700. const skill = getCardActiveSkill(card, searchTypeArray);
  1701. return skill && Boolean(skill.params[1] & 1<<0);
  1702. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1703. },
  1704. addition:memberATK_Addition
  1705. },
  1706. {name:"Member ATK rate change - Leader",otLangName:{chs:"队员攻击力 buff - 队长",cht:"隊員攻擊力 buff - 隊長"},
  1707. function:cards=>{
  1708. const searchTypeArray = [230];
  1709. return cards.filter(card=>{
  1710. const skill = getCardActiveSkill(card, searchTypeArray);
  1711. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  1712. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1713. },
  1714. addition:memberATK_Addition
  1715. },
  1716. {name:"Member ATK rate change - Member",otLangName:{chs:"队员攻击力 buff - 队员",cht:"隊員攻擊力 buff - 隊員"},
  1717. function:cards=>{
  1718. const searchTypeArray = [230];
  1719. return cards.filter(card=>{
  1720. const skill = getCardActiveSkill(card, searchTypeArray);
  1721. return skill && Boolean(skill.params[1] & 1<<3);
  1722. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1723. },
  1724. addition:memberATK_Addition
  1725. },
  1726. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)",cht:"轉換自身屬性(按回合數排序)"},
  1727. function:cards=>{
  1728. const searchTypeArray = [142];
  1729. return cards.filter(card=>{
  1730. const skill = getCardActiveSkill(card, searchTypeArray);
  1731. return skill;
  1732. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1733. },
  1734. addition:card=>{
  1735. const searchTypeArray = [142];
  1736. const skill = getCardActiveSkill(card, searchTypeArray);
  1737. if (!skill) return;
  1738. const sk = skill.params;
  1739. const fragment = document.createDocumentFragment();
  1740. fragment.appendChild(document.createTextNode(`自→`));
  1741. fragment.appendChild(createOrbsList(sk[1]));
  1742. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1743. return fragment;
  1744. }
  1745. },
  1746. {name:"Bind self active skill",otLangName:{chs:"自封技能 debuff",cht:"自封技能 debuff"},
  1747. function:cards=>cards.filter(card=>{
  1748. const searchTypeArray = [214];
  1749. const skill = getCardActiveSkill(card, searchTypeArray);
  1750. return skill;
  1751. }),
  1752. addition:card=>{
  1753. const searchTypeArray = [214];
  1754. const skill = getCardActiveSkill(card, searchTypeArray);
  1755. if (!skill) return;
  1756. const sk = skill.params;
  1757. return document.createTextNode(`自封技${sk[0]}T`);
  1758. }
  1759. },
  1760. {name:"Remove assist",otLangName:{chs:"移除武器",cht:"移除武器"},
  1761. function:cards=>cards.filter(card=>{
  1762. const searchTypeArray = [250];
  1763. const skill = getCardActiveSkill(card, searchTypeArray);
  1764. return skill;
  1765. })
  1766. },
  1767. ]},
  1768. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  1769. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1770. function:cards=>{
  1771. const searchTypeArray = [179];
  1772. return cards.filter(card=>{
  1773. const skill = getCardActiveSkill(card, searchTypeArray);
  1774. return skill;
  1775. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1776. },
  1777. addition:card=>{
  1778. const searchTypeArray = [179];
  1779. const skill = getCardActiveSkill(card, searchTypeArray);
  1780. if (!skill) return;
  1781. const sk = skill.params;
  1782. const fragment = document.createDocumentFragment();
  1783. fragment.append(createSkillIcon('auto-heal'));
  1784. fragment.append(`${sk[1]? sk[1].bigNumberToString() :`${sk[2]}%`}×${sk[0]}T`);
  1785. return fragment;
  1786. }
  1787. },
  1788. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1789. function:cards=>{
  1790. return cards.filter(card=>{
  1791. const heal = healImmediately_Rate(card);
  1792. return Object.values(heal).some(v=>v);
  1793. })
  1794. .sort((a,b)=>{
  1795. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1796. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1797. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1798. let sortNum = a_i - b_i;
  1799. if (!sortNum)
  1800. {
  1801. sortNum = a_vs[a_i] - b_vs[b_i];
  1802. }
  1803. return sortNum;
  1804. });
  1805. },
  1806. addition:card=>{
  1807. const heal = healImmediately_Rate(card);
  1808. const fragment = document.createDocumentFragment();
  1809. fragment.append(createSkillIcon('heal', 'hp-incr'));
  1810. if (heal.scale)
  1811. fragment.append(`${heal.scale}%`);
  1812. if (heal.const)
  1813. fragment.append(`${heal.const.bigNumberToString()}点`);
  1814. if (heal.selfRcv)
  1815. fragment.append(`${heal.selfRcv/100}倍回复力`, );
  1816. if (heal.vampire)
  1817. fragment.append(`${heal.vampire}%伤害`);
  1818. return fragment;
  1819. }
  1820. },
  1821. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  1822. function:cards=>{
  1823. const searchTypeArray = [237];
  1824. return cards.filter(card=>{
  1825. const skill = getCardActiveSkill(card, searchTypeArray);
  1826. return skill;
  1827. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1828. },
  1829. addition:card=>{
  1830. const searchTypeArray = [237];
  1831. const skill = getCardActiveSkill(card, searchTypeArray);
  1832. if (!skill) return;
  1833. const sk = skill.params;
  1834. const fragment = document.createDocumentFragment();
  1835. fragment.append(createSkillIcon('maxhp-locked'), `${sk[1].bigNumberToString()}%×${sk[0]}T`);
  1836. return fragment;
  1837. }
  1838. },
  1839. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  1840. function:cards=>{
  1841. return cards.filter(card=>damageSelf_Rate(card)>0)
  1842. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1843. },
  1844. addition:card=>{
  1845. let rate = damageSelf_Rate(card);
  1846. if (rate < 100)
  1847. return `减少${rate}%`;
  1848. else
  1849. return `减少到1`;
  1850. }
  1851. },
  1852. ]},
  1853. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  1854. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  1855. function:cards=>cards.filter(card=>{
  1856. const searchTypeArray = [172];
  1857. const skill = getCardActiveSkill(card, searchTypeArray);
  1858. return skill;
  1859. })
  1860. },
  1861. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  1862. function:cards=>cards.filter(card=>{
  1863. const searchTypeArray = [152];
  1864. const skill = getCardActiveSkill(card, searchTypeArray);
  1865. return skill;
  1866. }),
  1867. addition:lock_Addition
  1868. },
  1869. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  1870. function:cards=>cards.filter(card=>{
  1871. const searchTypeArray = [152];
  1872. const skill = getCardActiveSkill(card, searchTypeArray);
  1873. return skill && (skill.params[0] & 63) === 63;
  1874. }),
  1875. addition:lock_Addition
  1876. },
  1877. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  1878. function:cards=>{
  1879. const searchTypeArray = [52,91,140];
  1880. return cards.filter(card=>{
  1881. const skill = getCardActiveSkill(card, searchTypeArray);
  1882. return skill;
  1883. });
  1884. },
  1885. addition:card=>{
  1886. const searchTypeArray = [52,91,140];
  1887. const skill = getCardActiveSkill(card, searchTypeArray);
  1888. if (!skill) return;
  1889. const sk = skill.params;
  1890. let attrs = [];
  1891. switch (skill.type)
  1892. {
  1893. case 52:{
  1894. attrs.push(sk[0]); break;
  1895. }
  1896. case 91:{
  1897. attrs = sk.slice(0,-1); break;
  1898. }
  1899. case 140:{
  1900. attrs = flags(sk[0]); break;
  1901. }
  1902. }
  1903. const fragment = document.createDocumentFragment();
  1904. fragment.appendChild(document.createTextNode(`强化`));
  1905. fragment.appendChild(createOrbsList(attrs));
  1906. return fragment;
  1907. }
  1908. },
  1909. {name:"Bind self matchable",otLangName:{chs:"自封消珠 debuff",cht:"自封消珠 debuff"},
  1910. function:cards=>cards.filter(card=>{
  1911. const searchTypeArray = [215];
  1912. const skill = getCardActiveSkill(card, searchTypeArray);
  1913. return skill;
  1914. }),
  1915. addition:card=>{
  1916. const searchTypeArray = [215];
  1917. const skill = getCardActiveSkill(card, searchTypeArray);
  1918. if (!skill) return;
  1919. const sk = skill.params;
  1920. const fragment = document.createDocumentFragment();
  1921. fragment.appendChild(document.createTextNode(`自封`));
  1922. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1923. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1924. return fragment;
  1925. }
  1926. },
  1927. ]},
  1928. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1929. {name:"Seamless Buff (Round ≥CD)",otLangName:{chs:"无缝 Buff (回合≥CD)",cht:"無縫 Buff (回合≥CD)"},
  1930. function:cards=>cards.filter(card=>{
  1931. function isLoopBuff(parsedSkill, cd) {
  1932. return parsedSkill.some(skill=>skill.kind == SkillKinds.ActiveTurns
  1933. && skill.turns >= cd);
  1934. }
  1935. //跳过0号技能的、会变身成别人的和无技能数据的
  1936. if (card.activeSkillId == 0 || card.henshinTo?.length>0) return false;
  1937. const skill = Skills[card.activeSkillId];
  1938. if (!skill) return false;
  1939. let cd = skill.initialCooldown - (skill.maxLevel - 1); //技能最短CD
  1940. //解析技能,如果是一般的技能,直接搜索有没有就可以了
  1941. let parsedActiveSkill = skillParser(card.activeSkillId);
  1942. if (isLoopBuff(parsedActiveSkill, cd)) return true;
  1943. //对于其他的多组类技能,则需要进一步判断,但是这类技能一般只需要看第一个就行
  1944. let parsedGroupSkill = parsedActiveSkill?.[0];
  1945. if (parsedGroupSkill.kind == SkillKinds.RandomSkills) { //随机类技能,CD固定,需要每个技能都符合
  1946. return parsedGroupSkill.skills.every(parsedSubSkill=>isLoopBuff(parsedSubSkill, cd));
  1947. }
  1948. //进化类技能,排除循环进化,并只计算最后一级
  1949. if (parsedGroupSkill.kind == SkillKinds.EvolvedSkills && !parsedGroupSkill.loop) {
  1950. let lastIdx = parsedGroupSkill.params.length - 1;
  1951. let subSkill = Skills[parsedGroupSkill.params[lastIdx]];
  1952. let subCd = subSkill.initialCooldown - (subSkill.maxLevel - 1); //技能最短CD
  1953. let parsedSubSkill = parsedGroupSkill.skills[lastIdx];
  1954. if (isLoopBuff(parsedSubSkill, subCd)) return true;
  1955. }
  1956. return false;
  1957. })
  1958. },
  1959. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1960. function:cards=>{
  1961. return cards.filter(card=>{
  1962. const atkbuff = rcvBuff_Rate(card);
  1963. return atkbuff.skilltype > 0;
  1964. }).sort((a,b)=>{
  1965. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1966. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1967. if (sortNum == 0)
  1968. sortNum = a_pC.rate - b_pC.rate;
  1969. if (sortNum == 0)
  1970. sortNum = a_pC.turns - b_pC.turns;
  1971. return sortNum;
  1972. });
  1973. },
  1974. addition:card=>{
  1975. const atkbuff = rcvBuff_Rate(card);
  1976. const fragment = document.createDocumentFragment();
  1977. fragment.appendChild(createOrbsList([5]));
  1978. if (atkbuff.skilltype == 0) return fragment;
  1979. if (atkbuff.skilltype == 1)
  1980. {
  1981. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1982. if (atkbuff.awoken.length)
  1983. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1984. if (atkbuff.attrs.length)
  1985. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1986. if (atkbuff.types.length)
  1987. fragment.appendChild(createTypesList(atkbuff.types));
  1988. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1989. }else if (atkbuff.skilltype == 2)
  1990. {
  1991. if (atkbuff.attrs.length)
  1992. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1993. if (atkbuff.types.length)
  1994. fragment.appendChild(createTypesList(atkbuff.types));
  1995. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1996. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1997. }
  1998. return fragment;
  1999. }
  2000. },
  2001. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  2002. function:cards=>{
  2003. return cards.filter(card=>{
  2004. const atkbuff = atkBuff_Rate(card);
  2005. return atkbuff.skilltype > 0;
  2006. }).sort((a,b)=>{
  2007. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2008. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2009. if (sortNum == 0)
  2010. sortNum = a_pC.rate - b_pC.rate;
  2011. if (sortNum == 0)
  2012. sortNum = a_pC.turns - b_pC.turns;
  2013. return sortNum;
  2014. });
  2015. },
  2016. addition:card=>{
  2017. const atkbuff = atkBuff_Rate(card);
  2018. const fragment = document.createDocumentFragment();
  2019. if (atkbuff.skilltype == 0) return fragment;
  2020. if (atkbuff.skilltype == 1)
  2021. {
  2022. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2023. if (atkbuff.awoken.length)
  2024. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2025. if (atkbuff.attrs.length)
  2026. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2027. if (atkbuff.types.length)
  2028. fragment.appendChild(createTypesList(atkbuff.types));
  2029. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2030. }else if (atkbuff.skilltype == 2)
  2031. {
  2032. if (atkbuff.attrs.length)
  2033. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2034. if (atkbuff.types.length)
  2035. fragment.appendChild(createTypesList(atkbuff.types));
  2036. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2037. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2038. }
  2039. return fragment;
  2040. }
  2041. },
  2042. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  2043. function:cards=>{
  2044. const searchTypeArray = [132];
  2045. return cards.filter(card=>{
  2046. const skill = getCardActiveSkill(card, searchTypeArray);
  2047. return skill;
  2048. }).sort((a,b)=>{
  2049. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2050. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  2051. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  2052. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  2053. });
  2054. },
  2055. addition:card=>{
  2056. const searchTypeArray = [132];
  2057. const skill = getCardActiveSkill(card, searchTypeArray);
  2058. if (!skill) return;
  2059. const sk = skill.params;
  2060. let str = "👆";
  2061. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2062. if (sk[2]) str += `x${sk[2]/100}`;
  2063. str += `x${sk[0]}T`;
  2064. return str;
  2065. }
  2066. },
  2067. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  2068. function:cards=>{
  2069. const searchTypeArray = [160];
  2070. return cards.filter(card=>{
  2071. const skill = getCardActiveSkill(card, searchTypeArray);
  2072. return skill;
  2073. }).sort((a,b)=>{
  2074. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2075. return a_s.params[1] - b_s.params[1];
  2076. });
  2077. },
  2078. addition:card=>{
  2079. const searchTypeArray = [160];
  2080. const skill = getCardActiveSkill(card, searchTypeArray);
  2081. if (!skill) return;
  2082. const sk = skill.params;
  2083. return `+${sk[1]}C×${sk[0]}T`;
  2084. }
  2085. },
  2086. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  2087. function:cards=>{
  2088. const searchTypeArray = [3,156];
  2089. return cards.filter(card=>{
  2090. const skill = getCardActiveSkill(card, searchTypeArray);
  2091. if (!skill) return false;
  2092. if (skill.type == 156)
  2093. return skill.params[4]==3;
  2094. else
  2095. return true;
  2096. }).sort((a,b)=>{
  2097. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2098. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2099. if (!sortNum)
  2100. {
  2101. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2102. sortNum = a_pC - b_pC;
  2103. }
  2104. return sortNum;
  2105. });
  2106. },
  2107. addition:card=>{
  2108. const searchTypeArray = [3,156];
  2109. const skill = getCardActiveSkill(card, searchTypeArray);
  2110. if (!skill) return;
  2111. const sk = skill.params;
  2112. const fragment = document.createDocumentFragment();
  2113. if (skill.type == 156)
  2114. {
  2115. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2116. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2117. fragment.appendChild(creatAwokenList(awokenArr));
  2118. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2119. }else
  2120. {
  2121. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2122. }
  2123. return fragment;
  2124. }
  2125. },
  2126. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  2127. function:cards=>{
  2128. const searchTypeArray = [3];
  2129. return cards.filter(card=>{
  2130. const skill = getCardActiveSkill(card, searchTypeArray);
  2131. return skill && skill.params[1]>=100;
  2132. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2133. },
  2134. addition:card=>{
  2135. const searchTypeArray = [3];
  2136. const skill = getCardActiveSkill(card, searchTypeArray);
  2137. if (!skill) return;
  2138. const sk = skill.params;
  2139. return `无敌×${sk[0]}T`;
  2140. }
  2141. },
  2142. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  2143. function:cards=>{
  2144. const searchTypeArray = [21];
  2145. return cards.filter(card=>{
  2146. const skill = getCardActiveSkill(card, searchTypeArray);
  2147. return skill;
  2148. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2149. },
  2150. addition:card=>{
  2151. const searchTypeArray = [21];
  2152. const skill = getCardActiveSkill(card, searchTypeArray);
  2153. if (!skill) return;
  2154. const sk = skill.params;
  2155. const colors = [sk[1]];
  2156. const fragment = document.createDocumentFragment();
  2157. fragment.appendChild(document.createTextNode(`-`));
  2158. fragment.appendChild(createOrbsList(colors));
  2159. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2160. return fragment;
  2161. }
  2162. },
  2163. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  2164. function:cards=>{
  2165. const searchTypeArray = [51];
  2166. return cards.filter(card=>{
  2167. const skill = getCardActiveSkill(card, searchTypeArray);
  2168. return skill;
  2169. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2170. },
  2171. addition:card=>{
  2172. const searchTypeArray = [51];
  2173. const skill = getCardActiveSkill(card, searchTypeArray);
  2174. if (!skill) return;
  2175. const sk = skill.params;
  2176. return `全体×${sk[0]}T`;
  2177. }
  2178. },
  2179. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  2180. function:cards=>cards.filter(card=>{
  2181. const searchTypeArray = [156,168,228,231];
  2182. const skill = getCardActiveSkill(card, searchTypeArray);
  2183. return skill;
  2184. })
  2185. },
  2186. ]},
  2187. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  2188. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  2189. function:cards=>{
  2190. const searchTypeArray = [18];
  2191. return cards.filter(card=>{
  2192. const skill = getCardActiveSkill(card, searchTypeArray);
  2193. return skill;
  2194. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2195. },
  2196. addition:card=>{
  2197. const searchTypeArray = [18];
  2198. const skill = getCardActiveSkill(card, searchTypeArray);
  2199. if (!skill) return;
  2200. const sk = skill.params;
  2201. return document.createTextNode(`威吓×${sk[0]}T`);
  2202. }
  2203. },
  2204. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  2205. function:cards=>{
  2206. const searchTypeArray = [19];
  2207. return cards.filter(card=>{
  2208. const skill = getCardActiveSkill(card, searchTypeArray);
  2209. return skill;
  2210. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1,0));
  2211. },
  2212. addition:card=>{
  2213. const searchTypeArray = [19];
  2214. const skill = getCardActiveSkill(card, searchTypeArray);
  2215. if (!skill) return;
  2216. const sk = skill.params;
  2217. return `破防${sk[1]}%×${sk[0]}T`;
  2218. }
  2219. },
  2220. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  2221. function:cards=>{
  2222. const searchTypeArray = [4];
  2223. return cards.filter(card=>{
  2224. const skill = getCardActiveSkill(card, searchTypeArray);
  2225. return skill;
  2226. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2227. },
  2228. addition:card=>{
  2229. const searchTypeArray = [4];
  2230. const skill = getCardActiveSkill(card, searchTypeArray);
  2231. if (!skill) return;
  2232. const sk = skill.params;
  2233. return `攻击力×${sk[0]/100}倍`;
  2234. }
  2235. },
  2236. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  2237. function:cards=>{
  2238. return cards.filter(card=>{
  2239. return changeEnemiesAttr_Attr(card).attr != null;
  2240. }).sort((a,b)=>{
  2241. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2242. return a_pC.attr - b_pC.attr;
  2243. })
  2244. },
  2245. addition:card=>{
  2246. let change = changeEnemiesAttr_Attr(card);
  2247. const fragment = document.createDocumentFragment();
  2248. fragment.appendChild(document.createTextNode(`敌→`));
  2249. fragment.appendChild(createOrbsList(change.attr));
  2250. if (change.turns > 0)
  2251. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2252. return fragment;
  2253. }
  2254. },
  2255. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  2256. function:cards=>{
  2257. const searchTypeArray = [60];
  2258. return cards.filter(card=>{
  2259. const skill = getCardActiveSkill(card, searchTypeArray);
  2260. return skill;
  2261. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2262. },
  2263. addition:card=>{
  2264. const searchTypeArray = [60];
  2265. const skill = getCardActiveSkill(card, searchTypeArray);
  2266. if (!skill) return;
  2267. const sk = skill.params;
  2268. const fragment = document.createDocumentFragment();
  2269. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2270. fragment.appendChild(createOrbsList(sk[2]));
  2271. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2272. return fragment;
  2273. }
  2274. },
  2275. ]},
  2276. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2277. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2278. function:cards=>cards.filter(card=>{
  2279. const searchTypeArray = [10];
  2280. const skill = getCardActiveSkill(card, searchTypeArray);
  2281. return skill;
  2282. })
  2283. },
  2284. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  2285. function:cards=>{
  2286. const searchTypeArray = [184];
  2287. return cards.filter(card=>{
  2288. const skill = getCardActiveSkill(card, searchTypeArray);
  2289. return skill;
  2290. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2291. },
  2292. addition:card=>{
  2293. const searchTypeArray = [184];
  2294. const skill = getCardActiveSkill(card, searchTypeArray);
  2295. if (!skill) return;
  2296. const sk = skill.params;
  2297. return `无↓×${sk[0]}T`;
  2298. }
  2299. },
  2300. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位 buff(转转)",cht:"生成輪盤位 buff(轉轉)"},
  2301. function:cards=>{
  2302. const searchTypeArray = [207, 249];
  2303. return cards.filter(card=>{
  2304. const skill = getCardActiveSkill(card, searchTypeArray);
  2305. return skill;
  2306. }).sort((a,b)=>{
  2307. const a_s = getCardActiveSkill(a, searchTypeArray),
  2308. b_s = getCardActiveSkill(b, searchTypeArray);
  2309. return (a_s.type - b_s.type) || !a_s.params[7] - !b_s.params[7] || a_s.params[0] - b_s.params[0];
  2310. });
  2311. },
  2312. addition:card=>{
  2313. const searchTypeArray = [207, 249];
  2314. const skill = getCardActiveSkill(card, searchTypeArray);
  2315. if (!skill) return;
  2316. const sk = skill.params;
  2317. const fragment = document.createDocumentFragment();
  2318. fragment.append(createSkillIcon('board-roulette'));
  2319. if (skill.type == 249) {
  2320. fragment.append(createOrbsList(flags(sk[1])));
  2321. }
  2322. fragment.append(`${sk[7]? sk[7] : '固定'+sk.slice(2,7).flatMap(flags).length }`,`×${sk[0]}T`);
  2323. return fragment;
  2324. }
  2325. },
  2326. {name:"Creates Cloud",otLangName:{chs:"生成云 debuff",cht:"生成雲 debuff"},
  2327. function:cards=>{
  2328. const searchTypeArray = [238];
  2329. return cards.filter(card=>{
  2330. const skill = getCardActiveSkill(card, searchTypeArray);
  2331. return skill;
  2332. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2333. },
  2334. addition:card=>{
  2335. const searchTypeArray = [238];
  2336. const skill = getCardActiveSkill(card, searchTypeArray);
  2337. if (!skill) return;
  2338. const sk = skill.params;
  2339. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2340. }
  2341. },
  2342. {name:"Creates Cloud",otLangName:{chs:"生成封条 debuff",cht:"生成封条 debuff"},
  2343. function:cards=>{
  2344. const searchTypeArray = [239];
  2345. return cards.filter(card=>{
  2346. const skill = getCardActiveSkill(card, searchTypeArray);
  2347. return skill;
  2348. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2349. },
  2350. addition:card=>{
  2351. const searchTypeArray = [239];
  2352. const skill = getCardActiveSkill(card, searchTypeArray);
  2353. if (!skill) return;
  2354. const sk = skill.params;
  2355. const colums = flags(sk[1]), rows = flags(sk[2]);
  2356. const fragment = document.createDocumentFragment();
  2357. if (colums.length)
  2358. fragment.append(`${colums.length}竖`);
  2359. if (rows.length)
  2360. fragment.append(`${rows.length}横`);
  2361. fragment.append(`×${sk[0]}T`);
  2362. return fragment;
  2363. }
  2364. },
  2365. {name:"Creates Deep Dark Orb",otLangName:{chs:"生成超暗闇 debuff",cht:"生成超暗闇 debuff"},
  2366. function:cards=>{
  2367. const searchTypeArray = [251];
  2368. return cards.filter(card=>{
  2369. const skill = getCardActiveSkill(card, searchTypeArray);
  2370. return skill;
  2371. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2372. },
  2373. addition:card=>{
  2374. const searchTypeArray = [251];
  2375. const skill = getCardActiveSkill(card, searchTypeArray);
  2376. if (!skill) return;
  2377. const sk = skill.params;
  2378. return `${sk[1] == sk[2] ? sk[1] : sk[1] +"~"+ sk[2]}个×${sk[0]}T`;
  2379. }
  2380. },
  2381. {name:"Change Board Size",otLangName:{chs:"改变板面大小 buff",cht:"改變板面大小 buff"},
  2382. function:cards=>{
  2383. const searchTypeArray = [244];
  2384. return cards.filter(card=>{
  2385. const skill = getCardActiveSkill(card, searchTypeArray);
  2386. return skill;
  2387. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2388. },
  2389. addition:card=>{
  2390. const searchTypeArray = [244];
  2391. const skill = getCardActiveSkill(card, searchTypeArray);
  2392. if (!skill) return;
  2393. const sk = skill.params;
  2394. let width, height;
  2395. switch (sk[1]) {
  2396. case 1: {
  2397. width = 7;
  2398. height = 6;
  2399. break;
  2400. }
  2401. case 2: {
  2402. width = 5;
  2403. height = 3;
  2404. break;
  2405. }
  2406. case 3: {
  2407. width = 6;
  2408. height = 5;
  2409. break;
  2410. }
  2411. default: {
  2412. width = 6;
  2413. height = 5;
  2414. }
  2415. }
  2416. return `[${width}×${height}]×${sk[0]}T`;
  2417. }
  2418. },
  2419. ]},
  2420. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2421. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)buff",cht:"掉落強化寶珠(按回合排序)buff"},
  2422. function:cards=>{
  2423. const searchTypeArray = [180];
  2424. return cards.filter(card=>{
  2425. const skill = getCardActiveSkill(card, searchTypeArray);
  2426. return skill;
  2427. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2428. },
  2429. addition:card=>{
  2430. const searchTypeArray = [180];
  2431. const skill = getCardActiveSkill(card, searchTypeArray);
  2432. if (!skill) return;
  2433. const sk = skill.params;
  2434. return `${sk[1]}%×${sk[0]}T`;
  2435. }
  2436. },
  2437. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  2438. function:cards=>{
  2439. const searchTypeArray = [205];
  2440. return cards.filter(card=>{
  2441. const skill = getCardActiveSkill(card, searchTypeArray);
  2442. return skill;
  2443. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2444. },
  2445. addition:dropLock_Addition
  2446. },
  2447. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  2448. function:cards=>{
  2449. const searchTypeArray = [205];
  2450. return cards.filter(card=>{
  2451. const skill = getCardActiveSkill(card, searchTypeArray);
  2452. return skill && (skill.params[0] & 63) === 63;
  2453. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2454. },
  2455. addition:dropLock_Addition
  2456. },
  2457. {name:"Drop rate increases",otLangName:{chs:"掉落率提升 buff",cht:"掉落率提升 buff"},
  2458. function:cards=>cards.filter(card=>{
  2459. const searchTypeArray = [126];
  2460. const skill = getCardActiveSkill(card, searchTypeArray);
  2461. return skill;
  2462. }),
  2463. addition:dropOrb_Addition
  2464. },
  2465. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  2466. function:cards=>cards.filter(card=>{
  2467. const searchTypeArray = [126];
  2468. const skill = getCardActiveSkill(card, searchTypeArray);
  2469. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2470. }),
  2471. addition:dropOrb_Addition
  2472. },
  2473. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"},
  2474. function:cards=>cards.filter(card=>{
  2475. const searchTypeArray = [126];
  2476. const skill = getCardActiveSkill(card, searchTypeArray);
  2477. return skill && skill.params[1] >= 99;
  2478. }),
  2479. addition:dropOrb_Addition
  2480. },
  2481. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2482. function:cards=>cards.filter(card=>{
  2483. const searchTypeArray = [126];
  2484. const skill = getCardActiveSkill(card, searchTypeArray);
  2485. return skill && skill.params[3] == 100;
  2486. }),
  2487. addition:dropOrb_Addition
  2488. },
  2489. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)buff",cht:"掉落釘珠(按回合排序)buff"},
  2490. function:cards=>{
  2491. const searchTypeArray = [226];
  2492. return cards.filter(card=>{
  2493. const skill = getCardActiveSkill(card, searchTypeArray);
  2494. return skill;
  2495. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2496. },
  2497. addition:card=>{
  2498. const searchTypeArray = [226];
  2499. const skill = getCardActiveSkill(card, searchTypeArray);
  2500. if (!skill) return;
  2501. const sk = skill.params;
  2502. const fragment = document.createDocumentFragment();
  2503. fragment.append(createSkillIcon('orb-nail'), `${sk[1]}%×${sk[0]}T`);
  2504. return fragment;
  2505. }
  2506. },
  2507. {name:"Drop Thorn Orbs(sort by turns)",otLangName:{chs:"掉落荆棘(按回合排序)debuff",cht:"掉落荊棘(按回合排序)debuff"},
  2508. function:cards=>{
  2509. const searchTypeArray = [243];
  2510. return cards.filter(card=>{
  2511. const skill = getCardActiveSkill(card, searchTypeArray);
  2512. return skill;
  2513. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2514. },
  2515. addition:card=>{
  2516. const searchTypeArray = [243];
  2517. const skill = getCardActiveSkill(card, searchTypeArray);
  2518. if (!skill) return;
  2519. const sk = skill.params;
  2520. const fragment = document.createDocumentFragment();
  2521. fragment.append(createSkillIcon('orb-thorn'));
  2522. if ((sk[1] & 0b1111111111) != 1023) {
  2523. let attrs = flags(sk[1]);
  2524. fragment.append(createOrbsList(attrs));
  2525. }
  2526. fragment.append(`${sk[3]}%×${sk[0]}T`, document.createElement("br"), "/" ,createSkillIcon('maxhp-locked'), `${sk[2]}%`);
  2527. return fragment;
  2528. }
  2529. },
  2530. {name:"Prediction of falling",otLangName:{chs:"预测掉落 buff",cht:"預測掉落 buff"},
  2531. function:cards=>{
  2532. const searchTypeArray = [253];
  2533. return cards.filter(card=>{
  2534. const skill = getCardActiveSkill(card, searchTypeArray);
  2535. return skill;
  2536. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2537. },
  2538. addition:card=>{
  2539. const searchTypeArray = [253];
  2540. const skill = getCardActiveSkill(card, searchTypeArray);
  2541. if (!skill) return;
  2542. const sk = skill.params;
  2543. const fragment = document.createDocumentFragment();
  2544. fragment.append(createSkillIcon('prediction-falling'));
  2545. fragment.append(`×${sk[0]}T`);
  2546. return fragment;
  2547. }
  2548. },
  2549. ]},
  2550. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2551. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2552. function:cards=>cards.filter(card=>{
  2553. const searchTypeArray = [71];
  2554. const skill = getCardActiveSkill(card, searchTypeArray);
  2555. return skill;
  2556. }),
  2557. addition:boardChange_Addition
  2558. },
  2559. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2560. function:cards=>cards.filter(card=>{
  2561. const searchTypeArray = [71];
  2562. const skill = getCardActiveSkill(card, searchTypeArray);
  2563. return boardChange_ColorTypes(skill).length == 1;
  2564. }),
  2565. addition:boardChange_Addition
  2566. },
  2567. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2568. function:cards=>cards.filter(card=>{
  2569. const searchTypeArray = [71];
  2570. const skill = getCardActiveSkill(card, searchTypeArray);
  2571. return boardChange_ColorTypes(skill).length == 2;
  2572. }),
  2573. addition:boardChange_Addition
  2574. },
  2575. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2576. function:cards=>cards.filter(card=>{
  2577. const searchTypeArray = [71];
  2578. const skill = getCardActiveSkill(card, searchTypeArray);
  2579. return boardChange_ColorTypes(skill).length == 3;
  2580. }),
  2581. addition:boardChange_Addition
  2582. },
  2583. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2584. function:cards=>cards.filter(card=>{
  2585. const searchTypeArray = [71];
  2586. const skill = getCardActiveSkill(card, searchTypeArray);
  2587. return boardChange_ColorTypes(skill).length == 4;
  2588. }),
  2589. addition:boardChange_Addition
  2590. },
  2591. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2592. function:cards=>cards.filter(card=>{
  2593. const searchTypeArray = [71];
  2594. const skill = getCardActiveSkill(card, searchTypeArray);
  2595. return boardChange_ColorTypes(skill).length == 5;
  2596. }),
  2597. addition:boardChange_Addition
  2598. },
  2599. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2600. function:cards=>cards.filter(card=>{
  2601. const searchTypeArray = [71];
  2602. const skill = getCardActiveSkill(card, searchTypeArray);
  2603. return boardChange_ColorTypes(skill).length >= 6;
  2604. }),
  2605. addition:boardChange_Addition
  2606. },
  2607. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2608. function:cards=>cards.filter(card=>{
  2609. const searchTypeArray = [71];
  2610. const skill = getCardActiveSkill(card, searchTypeArray);
  2611. return boardChange_ColorTypes(skill).includes(0);
  2612. }),
  2613. addition:boardChange_Addition
  2614. },
  2615. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2616. function:cards=>cards.filter(card=>{
  2617. const searchTypeArray = [71];
  2618. const skill = getCardActiveSkill(card, searchTypeArray);
  2619. return boardChange_ColorTypes(skill).includes(1);
  2620. }),
  2621. addition:boardChange_Addition
  2622. },
  2623. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2624. function:cards=>cards.filter(card=>{
  2625. const searchTypeArray = [71];
  2626. const skill = getCardActiveSkill(card, searchTypeArray);
  2627. return boardChange_ColorTypes(skill).includes(2);
  2628. }),
  2629. addition:boardChange_Addition
  2630. },
  2631. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2632. function:cards=>cards.filter(card=>{
  2633. const searchTypeArray = [71];
  2634. const skill = getCardActiveSkill(card, searchTypeArray);
  2635. return boardChange_ColorTypes(skill).includes(3);
  2636. }),
  2637. addition:boardChange_Addition
  2638. },
  2639. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2640. function:cards=>cards.filter(card=>{
  2641. const searchTypeArray = [71];
  2642. const skill = getCardActiveSkill(card, searchTypeArray);
  2643. return boardChange_ColorTypes(skill).includes(4);
  2644. }),
  2645. addition:boardChange_Addition
  2646. },
  2647. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2648. function:cards=>cards.filter(card=>{
  2649. const searchTypeArray = [71];
  2650. const skill = getCardActiveSkill(card, searchTypeArray);
  2651. return boardChange_ColorTypes(skill).includes(5);
  2652. }),
  2653. addition:boardChange_Addition
  2654. },
  2655. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2656. function:cards=>cards.filter(card=>{
  2657. const searchTypeArray = [71];
  2658. const skill = getCardActiveSkill(card, searchTypeArray);
  2659. const colors = boardChange_ColorTypes(skill);
  2660. return colors.includes(6)
  2661. || colors.includes(7)
  2662. || colors.includes(8)
  2663. || colors.includes(9);
  2664. }),
  2665. addition:boardChange_Addition
  2666. },
  2667. ]},
  2668. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2669. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2670. function:cards=>cards.filter(card=>{
  2671. const searchTypeArray = [9,20,154];
  2672. const skills = getCardActiveSkills(card, searchTypeArray);
  2673. if (!skills.length) return false;
  2674. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2675. return parsedSkills.some(p=>p.to.includes(0));
  2676. }),
  2677. addition:changeOrbs_Addition
  2678. },
  2679. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2680. function:cards=>cards.filter(card=>{
  2681. const searchTypeArray = [9,20,154];
  2682. const skills = getCardActiveSkills(card, searchTypeArray);
  2683. if (!skills.length) return false;
  2684. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2685. return parsedSkills.some(p=>p.to.includes(1));
  2686. }),
  2687. addition:changeOrbs_Addition
  2688. },
  2689. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2690. function:cards=>cards.filter(card=>{
  2691. const searchTypeArray = [9,20,154];
  2692. const skills = getCardActiveSkills(card, searchTypeArray);
  2693. if (!skills.length) return false;
  2694. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2695. return parsedSkills.some(p=>p.to.includes(2));
  2696. }),
  2697. addition:changeOrbs_Addition
  2698. },
  2699. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2700. function:cards=>cards.filter(card=>{
  2701. const searchTypeArray = [9,20,154];
  2702. const skills = getCardActiveSkills(card, searchTypeArray);
  2703. if (!skills.length) return false;
  2704. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2705. return parsedSkills.some(p=>p.to.includes(3));
  2706. }),
  2707. addition:changeOrbs_Addition
  2708. },
  2709. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2710. function:cards=>cards.filter(card=>{
  2711. const searchTypeArray = [9,20,154];
  2712. const skills = getCardActiveSkills(card, searchTypeArray);
  2713. if (!skills.length) return false;
  2714. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2715. return parsedSkills.some(p=>p.to.includes(4));
  2716. }),
  2717. addition:changeOrbs_Addition
  2718. },
  2719. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2720. function:cards=>cards.filter(card=>{
  2721. const searchTypeArray = [9,20,154];
  2722. const skills = getCardActiveSkills(card, searchTypeArray);
  2723. if (!skills.length) return false;
  2724. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2725. return parsedSkills.some(p=>p.to.includes(5));
  2726. }),
  2727. addition:changeOrbs_Addition
  2728. },
  2729. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2730. function:cards=>cards.filter(card=>{
  2731. const searchTypeArray = [9,20,154];
  2732. const skills = getCardActiveSkills(card, searchTypeArray);
  2733. if (!skills.length) return false;
  2734. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2735. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2736. }),
  2737. addition:changeOrbs_Addition
  2738. },
  2739. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2740. function:cards=>cards.filter(card=>{
  2741. const searchTypeArray = [9,20,154];
  2742. const skills = getCardActiveSkills(card, searchTypeArray);
  2743. if (!skills.length) return false;
  2744. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2745. return parsedSkills.some(p=>p.from.includes(0));
  2746. }),
  2747. addition:changeOrbs_Addition
  2748. },
  2749. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2750. function:cards=>cards.filter(card=>{
  2751. const searchTypeArray = [9,20,154];
  2752. const skills = getCardActiveSkills(card, searchTypeArray);
  2753. if (!skills.length) return false;
  2754. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2755. return parsedSkills.some(p=>p.from.includes(1));
  2756. }),
  2757. addition:changeOrbs_Addition
  2758. },
  2759. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2760. function:cards=>cards.filter(card=>{
  2761. const searchTypeArray = [9,20,154];
  2762. const skills = getCardActiveSkills(card, searchTypeArray);
  2763. if (!skills.length) return false;
  2764. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2765. return parsedSkills.some(p=>p.from.includes(2));
  2766. }),
  2767. addition:changeOrbs_Addition
  2768. },
  2769. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2770. function:cards=>cards.filter(card=>{
  2771. const searchTypeArray = [9,20,154];
  2772. const skills = getCardActiveSkills(card, searchTypeArray);
  2773. if (!skills.length) return false;
  2774. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2775. return parsedSkills.some(p=>p.from.includes(3));
  2776. }),
  2777. addition:changeOrbs_Addition
  2778. },
  2779. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2780. function:cards=>cards.filter(card=>{
  2781. const searchTypeArray = [9,20,154];
  2782. const skills = getCardActiveSkills(card, searchTypeArray);
  2783. if (!skills.length) return false;
  2784. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2785. return parsedSkills.some(p=>p.from.includes(4));
  2786. }),
  2787. addition:changeOrbs_Addition
  2788. },
  2789. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2790. function:cards=>cards.filter(card=>{
  2791. const searchTypeArray = [9,20,154];
  2792. const skills = getCardActiveSkills(card, searchTypeArray);
  2793. if (!skills.length) return false;
  2794. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2795. return parsedSkills.some(p=>p.from.includes(5));
  2796. }),
  2797. addition:changeOrbs_Addition
  2798. },
  2799. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2800. function:cards=>cards.filter(card=>{
  2801. const searchTypeArray = [9,20,154];
  2802. const skills = getCardActiveSkills(card, searchTypeArray);
  2803. if (!skills.length) return false;
  2804. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2805. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2806. }),
  2807. addition:changeOrbs_Addition
  2808. },
  2809. ]},
  2810. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2811. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2812. function:cards=>cards.filter(card=>{
  2813. function is30(sk)
  2814. {
  2815. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2816. }
  2817. const searchTypeArray = [141];
  2818. const skill = getCardActiveSkill(card, searchTypeArray);
  2819. return skill && is30(skill.params);
  2820. }),
  2821. addition:generateOrbs_Addition
  2822. },
  2823. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2824. function:cards=>cards.filter(card=>{
  2825. function is1515(sk)
  2826. {
  2827. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2828. }
  2829. const searchTypeArray = [141];
  2830. const skill = getCardActiveSkill(card, searchTypeArray);
  2831. return skill && is1515(skill.params);
  2832. }),
  2833. addition:generateOrbs_Addition
  2834. },
  2835. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2836. function:cards=>cards.filter(card=>{
  2837. const gens = generateOrbsParse(card);
  2838. return gens.some(gen=>gen.to.includes(0));
  2839. }),
  2840. addition:generateOrbs_Addition
  2841. },
  2842. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2843. function:cards=>cards.filter(card=>{
  2844. const gens = generateOrbsParse(card);
  2845. return gens.some(gen=>gen.to.includes(1));
  2846. }),
  2847. addition:generateOrbs_Addition
  2848. },
  2849. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2850. function:cards=>cards.filter(card=>{
  2851. const gens = generateOrbsParse(card);
  2852. return gens.some(gen=>gen.to.includes(2));
  2853. }),
  2854. addition:generateOrbs_Addition
  2855. },
  2856. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2857. function:cards=>cards.filter(card=>{
  2858. const gens = generateOrbsParse(card);
  2859. return gens.some(gen=>gen.to.includes(3));
  2860. }),
  2861. addition:generateOrbs_Addition
  2862. },
  2863. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2864. function:cards=>cards.filter(card=>{
  2865. const gens = generateOrbsParse(card);
  2866. return gens.some(gen=>gen.to.includes(4));
  2867. }),
  2868. addition:generateOrbs_Addition
  2869. },
  2870. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2871. function:cards=>cards.filter(card=>{
  2872. const gens = generateOrbsParse(card);
  2873. return gens.some(gen=>gen.to.includes(5));
  2874. }),
  2875. addition:generateOrbs_Addition
  2876. },
  2877. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2878. function:cards=>cards.filter(card=>{
  2879. const gens = generateOrbsParse(card);
  2880. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2881. }),
  2882. addition:generateOrbs_Addition
  2883. },
  2884. ]},
  2885. {group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----",cht:"-----固定位置產珠類-----"}, functions: [
  2886. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2887. function:cards=>cards.filter(card=>{
  2888. const searchTypeArray = [176];
  2889. const skill = getCardActiveSkill(card, searchTypeArray);
  2890. return skill;
  2891. }),
  2892. addition:card=>{
  2893. const searchTypeArray = [176];
  2894. const skills = getCardActiveSkills(card, searchTypeArray);
  2895. if (!skills.length) return;
  2896. const fragment = document.createDocumentFragment();
  2897. fragment.appendChild(document.createTextNode(`形状`));
  2898. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  2899. return fragment;
  2900. }
  2901. },
  2902. {name:"Create outer edges",otLangName:{chs:"生成四周一圈",cht:"生成四周一圈"},
  2903. function:cards=>cards.filter(card=>{
  2904. function isOuterEdges(sk)
  2905. {
  2906. const baseLineNum1 = 0b111111;
  2907. const baseLineNum2 = 0b100001;
  2908. return shapeThisRowOk(sk[0], baseLineNum1) &&
  2909. shapeThisRowOk(sk[1], baseLineNum2) && //第2行含有这个形状
  2910. shapeThisRowOk(sk[2], baseLineNum2) && //第2行含有这个形状
  2911. shapeThisRowOk(sk[3], baseLineNum2) && //第2行含有这个形状
  2912. shapeThisRowOk(sk[4], baseLineNum1);
  2913. }
  2914. const searchTypeArray = [176];
  2915. const skill = getCardActiveSkill(card, searchTypeArray);
  2916. return skill && isOuterEdges(skill.params);
  2917. }),
  2918. addition:card=>{
  2919. const searchTypeArray = [176];
  2920. const skill = getCardActiveSkill(card, searchTypeArray);
  2921. if (!skill) return;
  2922. const sk = skill.params;
  2923. const fragment = document.createDocumentFragment();
  2924. fragment.appendChild(document.createTextNode(`外圈`));
  2925. fragment.appendChild(createOrbsList(sk[5]));
  2926. return fragment;
  2927. }
  2928. },
  2929. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2930. function:cards=>cards.filter(card=>{
  2931. function is3x3(sk)
  2932. {
  2933. const baseLineNum = 0b111;
  2934. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  2935. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1)
  2936. {
  2937. lineNumArr.push(_lineNum);
  2938. }
  2939. for (let ri=0; ri<3; ri++)
  2940. {
  2941. //搜索所有可能的行存在
  2942. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  2943. if (maybeLineNum.length < 1) continue;
  2944. maybeLineNum = maybeLineNum.filter(lineNum=>
  2945. shapeUpsideDownRowOk(sk[ri-1], lineNum) && //如果上一行存在,并且无交集(and为0)
  2946. shapeUpsideDownRowOk(sk[ri+3], lineNum) && //如果第四行存在,并且无交集(and为0)
  2947. shapeThisRowOk(sk[ri+1], lineNum) && //第2行含有这个形状
  2948. shapeThisRowOk(sk[ri+2], lineNum) //第3行含有这个形状
  2949. );
  2950. if (maybeLineNum.length > 0) return true;
  2951. }
  2952. return false;
  2953. }
  2954. const searchTypeArray = [176];
  2955. const skill = getCardActiveSkill(card, searchTypeArray);
  2956. return skill && is3x3(skill.params.slice(0,5));
  2957. }),
  2958. addition:card=>{
  2959. const searchTypeArray = [176];
  2960. const skill = getCardActiveSkill(card, searchTypeArray);
  2961. if (!skill) return;
  2962. const sk = skill.params;
  2963. const fragment = document.createDocumentFragment();
  2964. fragment.appendChild(document.createTextNode(`3×3`));
  2965. fragment.appendChild(createOrbsList(sk[5]));
  2966. return fragment;
  2967. }
  2968. },
  2969. {name:"Create cross",otLangName:{chs:"生成十字",cht:"生成十字"},
  2970. function:cards=>cards.filter(card=>{
  2971. const searchTypeArray = [176];
  2972. const skills = getCardActiveSkills(card, searchTypeArray);
  2973. return skills.filter(skill=>shapeIsCross(skill.params.slice(0,5))).length;
  2974. }),
  2975. addition:function(card){
  2976. const searchTypeArray = [176];
  2977. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsCross(skill.params.slice(0,5)));
  2978. if (!skills.length) return;
  2979. const fragment = document.createDocumentFragment();
  2980. fragment.appendChild(document.createTextNode(`十字`));
  2981. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  2982. return fragment;
  2983. },
  2984. },
  2985. {name:"Create L shape",otLangName:{chs:"生成L字",cht:"生成L字"},
  2986. function:cards=>cards.filter(card=>{
  2987. const searchTypeArray = [176];
  2988. const skills = getCardActiveSkills(card, searchTypeArray);
  2989. return skills.filter(skill=>shapeIsLShape(skill.params.slice(0,5))).length;
  2990. }),
  2991. addition:function(card){
  2992. const searchTypeArray = [176];
  2993. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsLShape(skill.params.slice(0,5)));
  2994. if (!skills.length) return;
  2995. const fragment = document.createDocumentFragment();
  2996. fragment.appendChild(document.createTextNode(`L字`));
  2997. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  2998. return fragment;
  2999. },
  3000. },
  3001. {name:"Create verticals",otLangName:{chs:"产竖",cht:"產豎"},
  3002. function:cards=>cards.filter(card=>{
  3003. const searchTypeArray = [127];
  3004. const skill = getCardActiveSkill(card, searchTypeArray);
  3005. return skill;
  3006. }),
  3007. addition:generateColumnOrbs_Addition
  3008. },
  3009. {name:"Create vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  3010. function:cards=>cards.filter(card=>{
  3011. function isHeart(sk)
  3012. {
  3013. for (let i=1;i<sk.length;i+=2)
  3014. {
  3015. if (sk[i] & 32)
  3016. {
  3017. return true;
  3018. }
  3019. }
  3020. }
  3021. const searchTypeArray = [127];
  3022. const skill = getCardActiveSkill(card, searchTypeArray);
  3023. return skill && isHeart(skill.params);
  3024. }),
  3025. addition:generateColumnOrbs_Addition
  3026. },
  3027. {name:"Create horizontals",otLangName:{chs:"产横",cht:"產橫"},
  3028. function:cards=>cards.filter(card=>{
  3029. const searchTypeArray = [128];
  3030. const skill = getCardActiveSkill(card, searchTypeArray);
  3031. return skill;
  3032. }),
  3033. addition:generateRowOrbs_Addition
  3034. },
  3035. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3036. function:cards=>cards.filter(card=>{
  3037. const searchTypeArray = [128];
  3038. const skill = getCardActiveSkill(card, searchTypeArray);
  3039. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  3040. }),
  3041. addition:generateRowOrbs_Addition
  3042. },
  3043. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3044. function:cards=>cards.filter(card=>{
  3045. const searchTypeArray = [128];
  3046. const skill = getCardActiveSkill(card, searchTypeArray);
  3047. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3048. }),
  3049. addition:generateRowOrbs_Addition
  3050. },
  3051. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3052. function:cards=>cards.filter(card=>{
  3053. const searchTypeArray = [128];
  3054. const skill = getCardActiveSkill(card, searchTypeArray);
  3055. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3056. }),
  3057. addition:generateRowOrbs_Addition
  3058. },
  3059. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)",cht:"泛產橫(包含花火與四周一圈等)"},
  3060. function:cards=>cards.filter(card=>{
  3061. const searchTypeArray = [128,71,176];
  3062. function isRow(skill)
  3063. {
  3064. const sk = skill.params;
  3065. if (skill.type === 128) {//普通横
  3066. return true;
  3067. }
  3068. else if (skill.type === 71) {//花火
  3069. return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1
  3070. }
  3071. else if (skill.type === 176) {//特殊形状
  3072. return sk.some(n=>(n & 0b111111) === 0b111111)
  3073. }
  3074. return false;
  3075. }
  3076. const skill = getCardActiveSkill(card, searchTypeArray);
  3077. return skill && isRow(skill);
  3078. })
  3079. },
  3080. ]},
  3081. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----",cht:"-----對敵直接傷害類-重力-----"}, functions: [
  3082. {name:"Gravity - Any(sort by rate)",otLangName:{chs:"重力-任意(按比例排序)",cht:"重力-任意(按比例排序)"},
  3083. function:cards=>{
  3084. const searchTypeArray = [6, 161];
  3085. return cards.filter(card=>{
  3086. const skill = getCardActiveSkill(card, searchTypeArray);
  3087. return skill;
  3088. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3089. },
  3090. addition: gravity_Addition
  3091. },
  3092. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)",cht:"重力-敵人當前血量(按比例排序)"},
  3093. function:cards=>{
  3094. const searchTypeArray = [6];
  3095. return cards.filter(card=>{
  3096. const skill = getCardActiveSkill(card, searchTypeArray);
  3097. return skill;
  3098. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3099. },
  3100. addition: gravity_Addition
  3101. },
  3102. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)",cht:"重力-敵人最大血量(按比例排序)"},
  3103. function:cards=>{
  3104. const searchTypeArray = [161];
  3105. return cards.filter(card=>{
  3106. const skill = getCardActiveSkill(card, searchTypeArray);
  3107. return skill;
  3108. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3109. },
  3110. addition: gravity_Addition
  3111. },
  3112. ]},
  3113. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----",cht:"-----對敵直接傷害類-無視防禦固傷-----"}, functions: [
  3114. {name:"Fixed damage - Any(sort by damage)",otLangName:{chs:"无视防御固伤-任意(按总伤害排序)",cht:"無視防禦固傷-任意(按總傷害排序)"},
  3115. function:cards=>{
  3116. const searchTypeArray = [55,188,56];
  3117. return cards.filter(card=>{
  3118. const skill = getCardActiveSkill(card, searchTypeArray);
  3119. return skill;
  3120. }).sort((a,b)=>{
  3121. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3122. let a_pC = a_ss.reduce((p,v)=>p+v.params[0],0), b_pC = b_ss.reduce((p,v)=>p+v.params[0],0);
  3123. return a_pC - b_pC;
  3124. });
  3125. },
  3126. addition:dixedDamage_Addition
  3127. },
  3128. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)",cht:"無視防禦固傷-單體(按總傷害排序)"},
  3129. function:cards=>{
  3130. const searchTypeArray = [55,188];
  3131. return cards.filter(card=>{
  3132. const skill = getCardActiveSkill(card, searchTypeArray);
  3133. return skill;
  3134. }).sort((a,b)=>{
  3135. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3136. let a_pC = a_ss.reduce((p,v)=>p+v.params[0],0), b_pC = b_ss.reduce((p,v)=>p+v.params[0],0);
  3137. return a_pC - b_pC;
  3138. });
  3139. },
  3140. addition:dixedDamage_Addition
  3141. },
  3142. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)",cht:"無視防禦固傷-全體(按傷害數排序)"},
  3143. function:cards=>{
  3144. const searchTypeArray = [56];
  3145. return cards.filter(card=>{
  3146. const skill = getCardActiveSkill(card, searchTypeArray);
  3147. return skill;
  3148. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3149. },
  3150. addition:dixedDamage_Addition
  3151. },
  3152. ]},
  3153. {group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----",cht:"-----對敵直接傷害類-大炮-----"}, functions: [
  3154. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  3155. function:cards=>cards.filter(card=>{
  3156. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  3157. function isSingle(skill)
  3158. {
  3159. if (skill.type == 110)
  3160. return Boolean(skill.params[0]);
  3161. else if (skill.type == 144)
  3162. return Boolean(skill.params[2]);
  3163. else
  3164. return true;
  3165. }
  3166. const skill = getCardActiveSkill(card, searchTypeArray);
  3167. return skill && isSingle(skill);
  3168. }),
  3169. addition: numericalATK_Addition
  3170. },
  3171. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  3172. function:cards=>cards.filter(card=>{
  3173. const searchTypeArray = [0,1,58,85,87,110,143,144];
  3174. function isAll(skill)
  3175. {
  3176. if (skill.type == 110)
  3177. return !Boolean(skill.params[0]);
  3178. else if (skill.type == 144)
  3179. return !Boolean(skill.params[2]);
  3180. else
  3181. return true;
  3182. }
  3183. const skill = getCardActiveSkill(card, searchTypeArray);
  3184. return skill && skill.id!=0 && isAll(skill);
  3185. }),
  3186. addition: numericalATK_Addition
  3187. },
  3188. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人",cht:"大炮-對象-指定屬性敵人"},
  3189. function:cards=>cards.filter(card=>{
  3190. const searchTypeArray = [42];
  3191. const skill = getCardActiveSkill(card, searchTypeArray);
  3192. return skill;
  3193. })
  3194. },
  3195. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身",cht:"大炮-屬性-釋放者自身"},
  3196. function:cards=>cards.filter(card=>{
  3197. const searchTypeArray = [2,35];
  3198. const skill = getCardActiveSkill(card, searchTypeArray);
  3199. return skill;
  3200. })
  3201. },
  3202. {name:"Numerical ATK - Damage - Rate by Actors self ATK(sort by rate)",otLangName:{chs:"大炮-伤害-自身攻击倍率(按倍率排序,范围取小)",cht:"大炮-傷害-自身攻擊倍率(按倍率排序,範圍取小)"},
  3203. function:cards=>cards.filter(card=>{
  3204. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3205. const skill = getCardActiveSkill(card, searchTypeArray);
  3206. return skill && skill.id!=0;
  3207. }).sort((a,b)=>{
  3208. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3209. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3210. function getNumber(skill)
  3211. {
  3212. const sk = skill.params;
  3213. switch(skill.type)
  3214. {
  3215. case 0:
  3216. case 37:
  3217. case 58:
  3218. case 59:
  3219. case 84:
  3220. case 85:
  3221. case 115:
  3222. return sk[1];
  3223. case 2:
  3224. case 35:
  3225. return sk[0];
  3226. default:
  3227. return 0;
  3228. }
  3229. }
  3230. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3231. return a_pC - b_pC;
  3232. }),
  3233. addition: numericalATK_Addition
  3234. },
  3235. {name:"Numerical ATK - Damage - Fixed Attr Number (sort by number)",otLangName:{chs:"大炮-伤害-指定属性数值(按数值排序)",cht:"大炮-傷害-指定屬性數值(按數值排序)"},
  3236. function:cards=>cards.filter(card=>{
  3237. const searchTypeArray = [1,42,86,87];
  3238. const skill = getCardActiveSkill(card, searchTypeArray);
  3239. return skill;
  3240. }).sort((a,b)=>{
  3241. const searchTypeArray = [1,42,86,87];
  3242. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3243. function getNumber(skill)
  3244. {
  3245. const sk = skill.params;
  3246. switch(skill.type)
  3247. {
  3248. case 1:
  3249. case 86:
  3250. case 87:
  3251. return sk[1];
  3252. case 42:
  3253. return sk[2];
  3254. default:
  3255. return 0;
  3256. }
  3257. }
  3258. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3259. return a_pC - b_pC;
  3260. }),
  3261. addition: numericalATK_Addition
  3262. },
  3263. {name:"Numerical ATK - Damage - By remaining HP (sort by rate at HP 1)",otLangName:{chs:"大炮-伤害-根据剩余血量(按 1 HP 时倍率排序)",cht:"大炮-傷害-根據剩餘血量(按 1 HP 時倍率排序)"},
  3264. function:cards=>{
  3265. const searchTypeArray = [110];
  3266. return cards.filter(card=>{
  3267. const skill = getCardActiveSkill(card, searchTypeArray);
  3268. return skill;
  3269. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3270. },
  3271. addition: numericalATK_Addition
  3272. },
  3273. {name:"Numerical ATK - Damage - Team total HP (sort by rate)",otLangName:{chs:"大炮-伤害-队伍总 HP(按倍率排序)",cht:"大炮-傷害-隊伍總 HP(按倍率排序)"},
  3274. function:cards=>{
  3275. const searchTypeArray = [143];
  3276. return cards.filter(card=>{
  3277. const skill = getCardActiveSkill(card, searchTypeArray);
  3278. return skill;
  3279. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3280. },
  3281. addition: numericalATK_Addition
  3282. },
  3283. {name:"Numerical ATK - Damage - Team attrs ATK (sort by rate)",otLangName:{chs:"大炮-伤害-队伍某属性总攻击(按倍率排序)",cht:"大炮-傷害-隊伍某屬性總攻擊(按倍率排序)"},
  3284. function:cards=>{
  3285. const searchTypeArray = [144];
  3286. return cards.filter(card=>{
  3287. const skill = getCardActiveSkill(card, searchTypeArray);
  3288. return skill;
  3289. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3290. },
  3291. addition: numericalATK_Addition
  3292. },
  3293. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  3294. function:cards=>cards.filter(card=>{
  3295. const searchTypeArray = [35,115];
  3296. const skill = getCardActiveSkill(card, searchTypeArray);
  3297. return skill;
  3298. })
  3299. },
  3300. ]},
  3301. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  3302. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3303. function:cards=>cards.filter(card=>{
  3304. if (card.activeSkillId == 0) return false;
  3305. const skill = Skills[card.activeSkillId];
  3306. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3307. })
  3308. },
  3309. {name:"Less than 4 card can be loop use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个队员以下能循环开(可能不精确)",cht:"除 1 CD 外,4 個隊員以下能循環開(可能不精確)"},
  3310. function:cards=>cards.filter(card=>{
  3311. if (card.activeSkillId == 0) return false;
  3312. const skill = Skills[card.activeSkillId];
  3313. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3314. let realCD = minCD;
  3315. const searchTypeArray = [14];
  3316. const subSkill = getCardActiveSkill(card, searchTypeArray);
  3317. if (subSkill)
  3318. {
  3319. realCD -= subSkill.params[0] * 3;
  3320. }
  3321. return minCD > 1 && realCD <= 4;
  3322. })
  3323. },
  3324. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)",cht:"時間暫停(按停止時間排序)"},
  3325. function:cards=>{
  3326. const searchTypeArray = [5, 246, 247];
  3327. return cards.filter(card=>{
  3328. const skill = getCardActiveSkill(card, searchTypeArray);
  3329. return skill;
  3330. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3331. },
  3332. addition:card=>{
  3333. const searchTypeArray = [5, 246, 247];
  3334. const skill = getCardActiveSkill(card, searchTypeArray);
  3335. if (!skill) return;
  3336. const value = skill.params[0];
  3337. return `时停${value}s`;
  3338. }
  3339. },
  3340. {
  3341. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3342. function:cards=>cards.filter(card=>{
  3343. const searchTypeArray = [118];
  3344. const skill = getCardActiveSkill(card, searchTypeArray);
  3345. return skill;
  3346. })
  3347. },
  3348. {
  3349. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3350. function:cards=>cards.filter(card=>{
  3351. const searchTypeArray = [232, 233];
  3352. const skill = getCardActiveSkill(card, searchTypeArray);
  3353. return skill;
  3354. }),
  3355. addition:card=>{
  3356. const searchTypeArray = [232, 233];
  3357. const skill = getCardActiveSkill(card, searchTypeArray);
  3358. if (!skill) return;
  3359. const value = skill.params[0];
  3360. return `${skill.type == 232 ? "单向进化" : "🔁循环变化"}`;
  3361. }
  3362. },
  3363. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3364. function:cards=>cards.filter(card=>{
  3365. const searchTypeArray = [225];
  3366. const skill = getCardActiveSkill(card, searchTypeArray);
  3367. return skill;
  3368. }),
  3369. addition:card=>{
  3370. const searchTypeArray = [225];
  3371. const skill = getCardActiveSkill(card, searchTypeArray);
  3372. if (!skill) return;
  3373. const sk = skill.params;
  3374. let strArr = [];
  3375. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3376. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3377. return `HP ${strArr.join(" ")}`;
  3378. }
  3379. },
  3380. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3381. function:cards=>cards.filter(card=>{
  3382. const searchTypeArray = [234];
  3383. const skill = getCardActiveSkill(card, searchTypeArray);
  3384. return skill;
  3385. }),
  3386. addition:card=>{
  3387. const searchTypeArray = [234];
  3388. const skill = getCardActiveSkill(card, searchTypeArray);
  3389. if (!skill) return;
  3390. const sk = skill.params;
  3391. let strArr = [];
  3392. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3393. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3394. return `层 ${strArr.join(" ")}`;
  3395. }
  3396. },
  3397. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3398. function:cards=>{
  3399. const searchTypeArray = [248];
  3400. return cards.filter(card=>{
  3401. const skill = getCardActiveSkill(card, searchTypeArray);
  3402. return skill;
  3403. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3404. },
  3405. addition:card=>{
  3406. const searchTypeArray = [248];
  3407. const skill = getCardActiveSkill(card, searchTypeArray);
  3408. if (!skill) return;
  3409. const sk = skill.params;
  3410. return `延迟${sk[0]}T`;
  3411. }
  3412. },
  3413. {name:"Enable require number of Orbs",otLangName:{chs:"技能使用珠子数量要求",cht:"技能使用珠子数量要求"},
  3414. function:cards=>cards.filter(card=>{
  3415. const searchTypeArray = [255];
  3416. const skill = getCardActiveSkill(card, searchTypeArray);
  3417. return skill;
  3418. }),
  3419. addition:card=>{
  3420. const searchTypeArray = [255];
  3421. const skill = getCardActiveSkill(card, searchTypeArray);
  3422. if (!skill) return;
  3423. const sk = skill.params;
  3424. const fragment = document.createDocumentFragment();
  3425. fragment.append(createOrbsList(flags(sk[0])), sk[2] ? `≤${sk[2]}` : `≥${sk[1]}`);
  3426. return fragment;
  3427. }
  3428. },
  3429. ]},
  3430. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3431. ]},
  3432. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3433. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3434. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3435. },
  3436. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3437. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3438. },
  3439. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3440. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3441. },
  3442. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3443. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3444. },
  3445. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3446. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3447. },
  3448. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3449. function:cards=>cards.filter(card=>{
  3450. const searchTypeArray = [150];
  3451. const skill = getCardLeaderSkill(card, searchTypeArray);
  3452. return skill;
  3453. })
  3454. },
  3455. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3456. function:cards=>cards.filter(card=>{
  3457. const searchTypeArray = [151,209];
  3458. const skill = getCardLeaderSkill(card, searchTypeArray);
  3459. return skill;
  3460. })
  3461. },
  3462. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3463. function:cards=>cards.filter(card=>{
  3464. const searchTypeArray = [157];
  3465. const skill = getCardLeaderSkill(card, searchTypeArray);
  3466. return skill;
  3467. })
  3468. },
  3469. {name:"Stacked Magnifications of Matching",otLangName:{chs:"指定长度消除叠加倍率",cht:"指定長度消除疊加倍率"},
  3470. function:cards=>{
  3471. const searchTypeArray = [235];
  3472. return cards.filter(card=>{
  3473. const skill = getCardLeaderSkill(card, searchTypeArray);
  3474. if (!skill) return false;
  3475. const sk = skill.params;
  3476. if (!sk[3] || sk[3] === 100) return false;
  3477. return skill;
  3478. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3479. },
  3480. addition:card=>{
  3481. const searchTypeArray = [235];
  3482. const skill = getCardLeaderSkill(card, searchTypeArray);
  3483. if (!skill) return;
  3484. const sk = skill.params;
  3485. if (!sk[3] || sk[3] === 100) return;
  3486. const fragment = document.createDocumentFragment();
  3487. const sup = document.createElement("sup");
  3488. sup.textContent = "N";
  3489. const orbs = createOrbsList(flags(sk[0]));
  3490. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3491. if (sk[1]) {
  3492. fragment.append(`×≥${sk[1]}`);
  3493. } else {
  3494. fragment.append(`×${sk[2]}`);
  3495. }
  3496. return fragment;
  3497. }
  3498. },
  3499. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3500. function:cards=>cards.filter(card=>{
  3501. const searchTypeArray = [177];
  3502. const skill = getCardLeaderSkill(card, searchTypeArray);
  3503. return skill?.params[5];
  3504. })
  3505. },
  3506. ]},
  3507. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3508. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3509. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3510. },
  3511. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3512. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3513. },
  3514. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3515. function:cards=>cards.filter(card=>{
  3516. const searchTypeArray = [162,186];
  3517. const skill = getCardLeaderSkill(card, searchTypeArray);
  3518. return skill;
  3519. })
  3520. },
  3521. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3522. function:cards=>cards.filter(card=>{
  3523. const searchTypeArray = [163,177];
  3524. const skill = getCardLeaderSkill(card, searchTypeArray);
  3525. return skill;
  3526. })
  3527. },
  3528. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3529. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3530. },
  3531. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3532. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3533. },
  3534. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)",cht:"要求長串消除(按珠數排序)"},
  3535. function:cards=>{
  3536. const searchTypeArray = [158];
  3537. return cards.filter(card=>{
  3538. const skill = getCardLeaderSkill(card, searchTypeArray);
  3539. return skill;
  3540. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3541. },
  3542. addition:card=>{
  3543. const searchTypeArray = [158];
  3544. const skill = getCardLeaderSkill(card, searchTypeArray);
  3545. const value = skill.params[0];
  3546. return `≥${value}珠`;
  3547. }
  3548. },
  3549. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3550. function:cards=>cards.filter(card=>{
  3551. const searchTypeArray = [125];
  3552. const skill = getCardLeaderSkill(card, searchTypeArray);
  3553. return skill;
  3554. }),
  3555. addition:card=>{
  3556. const searchTypeArray = [125];
  3557. const skill = getCardLeaderSkill(card, searchTypeArray);
  3558. if (!skill) return;
  3559. const sk = skill.params;
  3560. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3561. }
  3562. },
  3563. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3564. function:cards=>cards.filter(card=>{
  3565. const searchTypeArray = [175];
  3566. const skill = getCardLeaderSkill(card, searchTypeArray);
  3567. return skill;
  3568. }),
  3569. addition:card=>{
  3570. const searchTypeArray = [175];
  3571. const skill = getCardLeaderSkill(card, searchTypeArray);
  3572. if (!skill) return;
  3573. const sk = skill.params;
  3574. return `合作:${sk[0]}`;
  3575. }
  3576. },
  3577. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型",cht:"指定隊伍隊員進化類型"},
  3578. function:cards=>cards.filter(card=>{
  3579. const searchTypeArray = [203];
  3580. const skill = getCardLeaderSkill(card, searchTypeArray);
  3581. return skill;
  3582. })
  3583. },
  3584. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率",cht:"根據屬性/類型個數浮動倍率"},
  3585. function:cards=>cards.filter(card=>{
  3586. const searchTypeArray = [229];
  3587. const skill = getCardLeaderSkill(card, searchTypeArray);
  3588. return skill;
  3589. }),
  3590. addition:card=>{
  3591. const searchTypeArray = [229];
  3592. const skill = getCardLeaderSkill(card, searchTypeArray);
  3593. if (!skill) return;
  3594. const sk = skill.params;
  3595. const attrs = flags(sk[0]), types = flags(sk[1]);
  3596. const fragment = document.createDocumentFragment();
  3597. if (attrs.length)
  3598. fragment.appendChild(createOrbsList(attrs));
  3599. if (types.length)
  3600. fragment.appendChild(createTypesList(types));
  3601. return fragment;
  3602. }
  3603. },
  3604. {name:"Limit the total rarity of the team",otLangName:{chs:"限制队伍总稀有度",cht:"限制隊伍總稀有度"},
  3605. function:cards=>cards.filter(card=>{
  3606. const searchTypeArray = [217];
  3607. const skill = getCardLeaderSkill(card, searchTypeArray);
  3608. return skill;
  3609. }),
  3610. addition:card=>{
  3611. const searchTypeArray = [217];
  3612. const skill = getCardLeaderSkill(card, searchTypeArray);
  3613. if (!skill) return;
  3614. const sk = skill.params;
  3615. return `★≤${sk[0]}`;
  3616. }
  3617. },
  3618. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3619. function:cards=>cards.filter(card=>{
  3620. const searchTypeArray = [245];
  3621. const skill = getCardLeaderSkill(card, searchTypeArray);
  3622. return skill;
  3623. }),
  3624. addition:card=>{
  3625. const searchTypeArray = [245];
  3626. const skill = getCardLeaderSkill(card, searchTypeArray);
  3627. if (!skill) return;
  3628. const sk = skill.params;
  3629. switch (sk[0]) {
  3630. case -1:
  3631. return `★各不相同`;
  3632. case -2:
  3633. return `★全部相同`;
  3634. default:
  3635. return `★全为${sk[0]}`;
  3636. }
  3637. }
  3638. },
  3639. ]},
  3640. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3641. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)",cht:"隊長技固傷追擊(按傷害排序)"},
  3642. function:cards=>{
  3643. return cards.filter(card=>{
  3644. return getSkillFixedDamage(card) > 0;
  3645. }).sort((a,b)=>{
  3646. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3647. return a_pC - b_pC;
  3648. });
  3649. },
  3650. addition:card=>{
  3651. const value = getSkillFixedDamage(card);
  3652. if (value <= 0 ) return;
  3653. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3654. let skill;
  3655. if (skill = getCardLeaderSkill(card, [235])) {
  3656. nodeArr.push("/");
  3657. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3658. nodeArr.push(`×${skill.params[2]}`);
  3659. }
  3660. return nodeArr.nodeJoin();
  3661. }
  3662. },
  3663. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)",cht:"隊長技+C(按+C數排序)"},
  3664. function:cards=>{
  3665. return cards.filter(card=>{
  3666. return getSkillAddCombo(card) > 0;
  3667. }).sort((a,b)=>{
  3668. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3669. return a_pC - b_pC;
  3670. });
  3671. },
  3672. addition:card=>{
  3673. const value = getSkillAddCombo(card);
  3674. if (value <= 0 ) return;
  3675. let nodeArr = [`+${value.bigNumberToString()}C`];
  3676. let skill;
  3677. if (skill = getCardLeaderSkill(card, [210])) {
  3678. nodeArr.push("/十字");
  3679. } else if (skill = getCardLeaderSkill(card, [235])) {
  3680. nodeArr.push("/");
  3681. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3682. nodeArr.push(`×${skill.params[2]}`);
  3683. }
  3684. return nodeArr.nodeJoin();
  3685. }
  3686. },
  3687. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)",cht:"隊長技加/減秒(按秒數排序)"},
  3688. function:cards=>{
  3689. const searchTypeArray = [15,185];
  3690. return cards.filter(card=>{
  3691. const skill = getCardLeaderSkill(card, searchTypeArray);
  3692. return skill;
  3693. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3694. },
  3695. addition:card=>{
  3696. const searchTypeArray = [15,185];
  3697. const skill = getCardLeaderSkill(card, searchTypeArray);
  3698. if (!skill) return;
  3699. const value = skill.params[0];
  3700. return `${value > 0 ? "+" : ""}${value/100}s`;
  3701. }
  3702. },
  3703. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)",cht:"固定操作時間(按時間排序)"},
  3704. function:cards=>{
  3705. const searchTypeArray = [178];
  3706. return cards.filter(card=>{
  3707. const skill = getCardLeaderSkill(card, searchTypeArray);
  3708. return skill;
  3709. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3710. },
  3711. addition:card=>{
  3712. const searchTypeArray = [178];
  3713. const skill = getCardLeaderSkill(card, searchTypeArray);
  3714. if (!skill) return;
  3715. const value = skill.params[0];
  3716. return `固定${value}s`;
  3717. }
  3718. },
  3719. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3720. function:cards=>cards.filter(card=>{
  3721. const searchTypeArray = [213];
  3722. const skill = getCardLeaderSkill(card, searchTypeArray);
  3723. return skill;
  3724. }),
  3725. addition:card=>{
  3726. const searchTypeArray = [213];
  3727. const skill = getCardLeaderSkill(card, searchTypeArray);
  3728. if (!skill) return;
  3729. const sk = skill.params;
  3730. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3731. const fragment = document.createDocumentFragment();
  3732. if (attrs.length)
  3733. fragment.appendChild(createOrbsList(attrs));
  3734. if (types.length)
  3735. fragment.appendChild(createTypesList(types));
  3736. fragment.appendChild(document.createTextNode(`:+`));
  3737. if (awakenings.length)
  3738. fragment.appendChild(creatAwokenList(awakenings));
  3739. return fragment;
  3740. }
  3741. },
  3742. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3743. function:cards=>{
  3744. const searchTypeArray = [12];
  3745. return cards.filter(card=>{
  3746. const skill = getCardLeaderSkill(card, searchTypeArray);
  3747. return skill;
  3748. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3749. },
  3750. addition:card=>{
  3751. const searchTypeArray = [12];
  3752. const skill = getCardLeaderSkill(card, searchTypeArray);
  3753. if (!skill) return;
  3754. const value = skill.params[0];
  3755. return `攻击×${(value/100).bigNumberToString()}倍`;
  3756. }
  3757. },
  3758. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)",cht:"消除寶珠時回血(按回複比率排序)"},
  3759. function:cards=>{
  3760. const searchTypeArray = [13];
  3761. return cards.filter(card=>{
  3762. const skill = getCardLeaderSkill(card, searchTypeArray);
  3763. return skill;
  3764. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3765. },
  3766. addition:card=>{
  3767. const searchTypeArray = [13];
  3768. const skill = getCardLeaderSkill(card, searchTypeArray);
  3769. if (!skill) return;
  3770. const value = skill.params[0];
  3771. return `回复×${(value/100).bigNumberToString()}倍`;
  3772. }
  3773. },
  3774. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3775. function:cards=>{
  3776. const searchTypeArray = [198];
  3777. return cards.filter(card=>{
  3778. const skill = getCardLeaderSkill(card, searchTypeArray);
  3779. return skill && skill.params[2];
  3780. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3781. },
  3782. addition:card=>{
  3783. const searchTypeArray = [198];
  3784. const skill = getCardLeaderSkill(card, searchTypeArray);
  3785. if (!skill) return;
  3786. const sk = skill.params;
  3787. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3788. }
  3789. },
  3790. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3791. function:cards=>{
  3792. const searchTypeArray = [198];
  3793. return cards.filter(card=>{
  3794. const skill = getCardLeaderSkill(card, searchTypeArray);
  3795. return skill && skill.params[3];
  3796. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3797. },
  3798. addition:card=>{
  3799. const searchTypeArray = [198];
  3800. const skill = getCardLeaderSkill(card, searchTypeArray);
  3801. if (!skill) return;
  3802. const sk = skill.params;
  3803. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3804. }
  3805. },
  3806. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3807. function:cards=>{
  3808. const searchTypeArray = [41];
  3809. return cards.filter(card=>{
  3810. const skill = getCardLeaderSkill(card, searchTypeArray);
  3811. return skill;
  3812. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3813. },
  3814. addition:card=>{
  3815. const searchTypeArray = [41];
  3816. const skill = getCardLeaderSkill(card, searchTypeArray);
  3817. if (!skill) return;
  3818. const sk = skill.params;
  3819. const fragment = document.createDocumentFragment();
  3820. fragment.appendChild(createOrbsList(sk[2] || 0));
  3821. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3822. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3823. return fragment;
  3824. }
  3825. },
  3826. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3827. function:cards=>cards.filter(card=>{
  3828. const searchTypeArray = [197];
  3829. const skill = getCardLeaderSkill(card, searchTypeArray);
  3830. return skill;
  3831. })
  3832. },
  3833. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3834. function:cards=>{
  3835. const searchTypeArray = [14];
  3836. return cards.filter(card=>{
  3837. const skill = getCardLeaderSkill(card, searchTypeArray);
  3838. return skill;
  3839. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3840. },
  3841. addition:card=>{
  3842. const searchTypeArray = [14];
  3843. const skill = getCardLeaderSkill(card, searchTypeArray);
  3844. if (!skill) return;
  3845. const value = skill.params[0];
  3846. return `HP≥${value}%`;
  3847. }
  3848. },
  3849. {name:"Prediction of falling (LS)",otLangName:{chs:"预测掉落 队长技",cht:"預測掉落 队长技"},
  3850. function:cards=>{
  3851. const searchTypeArray = [254];
  3852. return cards.filter(card=>{
  3853. const skill = getCardLeaderSkill(card, searchTypeArray);
  3854. return skill;
  3855. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3856. }
  3857. },
  3858. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)",cht:"增加道具掉落率(按增加倍率排序)"},
  3859. function:cards=>{
  3860. const searchTypeArray = [53];
  3861. return cards.filter(card=>{
  3862. const skill = getCardLeaderSkill(card, searchTypeArray);
  3863. return skill;
  3864. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3865. },
  3866. addition:card=>{
  3867. const searchTypeArray = [53];
  3868. const skill = getCardLeaderSkill(card, searchTypeArray);
  3869. if (!skill) return;
  3870. const sk = skill.params;
  3871. return `掉率x${sk[0]/100}`;
  3872. }
  3873. },
  3874. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3875. function:cards=>{
  3876. const searchTypeArray = [54];
  3877. return cards.filter(card=>{
  3878. const skill = getCardLeaderSkill(card, searchTypeArray);
  3879. return skill;
  3880. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3881. },
  3882. addition:card=>{
  3883. const searchTypeArray = [54];
  3884. const skill = getCardLeaderSkill(card, searchTypeArray);
  3885. if (!skill) return;
  3886. const sk = skill.params;
  3887. return `金币x${sk[0]/100}`;
  3888. }
  3889. },
  3890. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)",cht:"增加經驗獲取倍數(按增加倍率排序)"},
  3891. function:cards=>{
  3892. const searchTypeArray = [148];
  3893. return cards.filter(card=>{
  3894. const skill = getCardLeaderSkill(card, searchTypeArray);
  3895. return skill;
  3896. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3897. },
  3898. addition:card=>{
  3899. const searchTypeArray = [148];
  3900. const skill = getCardLeaderSkill(card, searchTypeArray);
  3901. if (!skill) return;
  3902. const sk = skill.params;
  3903. return `经验x${sk[0]/100}`;
  3904. }
  3905. },
  3906. ]},
  3907. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3908. {name:"HP Scale [3, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3909. function:cards=>cards.filter(card=>{
  3910. const skill = Skills[card.leaderSkillId];
  3911. const HPscale = getHPScale(skill);
  3912. return HPscale >= 3;
  3913. }).sort(sortByHPScal),
  3914. addition: HPScal_Addition
  3915. },
  3916. {name:"HP Scale [2, 3) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3917. function:cards=>cards.filter(card=>{
  3918. const skill = Skills[card.leaderSkillId];
  3919. const HPscale = getHPScale(skill);
  3920. return HPscale >= 2 && HPscale < 3;
  3921. }).sort(sortByHPScal),
  3922. addition: HPScal_Addition
  3923. },
  3924. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)",cht:"隊長血倍率[1.5, 2)(按倍率排序)"},
  3925. function:cards=>cards.filter(card=>{
  3926. const skill = Skills[card.leaderSkillId];
  3927. const HPscale = getHPScale(skill);
  3928. return HPscale >= 1.5 && HPscale < 2;
  3929. }).sort(sortByHPScal),
  3930. addition: HPScal_Addition
  3931. },
  3932. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)",cht:"隊長血倍率(1, 1.5)(按倍率排序)"},
  3933. function:cards=>cards.filter(card=>{
  3934. const skill = Skills[card.leaderSkillId];
  3935. const HPscale = getHPScale(skill);
  3936. return HPscale > 1 && HPscale < 1.5;
  3937. }).sort(sortByHPScal),
  3938. addition: HPScal_Addition
  3939. },
  3940. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3941. function:cards=>cards.filter(card=>{
  3942. const skill = Skills[card.leaderSkillId];
  3943. const HPscale = getHPScale(skill);
  3944. return HPscale === 1;
  3945. }),
  3946. addition: HPScal_Addition
  3947. },
  3948. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)",cht:"隊長血倍率[0, 1)(按倍率排序)"},
  3949. function:cards=>cards.filter(card=>{
  3950. const skill = Skills[card.leaderSkillId];
  3951. const HPscale = getHPScale(skill);
  3952. return HPscale < 1;
  3953. }).sort(sortByHPScal),
  3954. addition: HPScal_Addition
  3955. },
  3956. ]},
  3957. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3958. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)",cht:"隊長盾減傷[75%, 100%](按倍率排序)"},
  3959. function:cards=>cards.filter(card=>{
  3960. const skill = Skills[card.leaderSkillId];
  3961. const reduceScale = getReduceScale(skill);
  3962. return reduceScale >= 0.75;
  3963. }).sort(sortByReduceScale),
  3964. addition: ReduceScale_Addition
  3965. },
  3966. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)",cht:"隊長盾減傷[50%, 75%)(按倍率排序)"},
  3967. function:cards=>cards.filter(card=>{
  3968. const skill = Skills[card.leaderSkillId];
  3969. const reduceScale = getReduceScale(skill);
  3970. return reduceScale >= 0.5 && reduceScale < 0.75;
  3971. }).sort(sortByReduceScale),
  3972. addition: ReduceScale_Addition
  3973. },
  3974. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)",cht:"隊長盾減傷[25%, 50%)(按倍率排序)"},
  3975. function:cards=>cards.filter(card=>{
  3976. const skill = Skills[card.leaderSkillId];
  3977. const reduceScale = getReduceScale(skill);
  3978. return reduceScale >= 0.25 && reduceScale < 0.5;
  3979. }).sort(sortByReduceScale),
  3980. addition: ReduceScale_Addition
  3981. },
  3982. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)",cht:"隊長盾減傷(0%, 25%)(按倍率排序)"},
  3983. function:cards=>cards.filter(card=>{
  3984. const skill = Skills[card.leaderSkillId];
  3985. const reduceScale = getReduceScale(skill);
  3986. return reduceScale > 0 && reduceScale < 0.25;
  3987. }).sort(sortByReduceScale),
  3988. addition: ReduceScale_Addition
  3989. },
  3990. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3991. function:cards=>cards.filter(card=>{
  3992. const skill = Skills[card.leaderSkillId];
  3993. const reduceScale = getReduceScale(skill);
  3994. return reduceScale === 0;
  3995. })
  3996. },
  3997. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤",cht:"隊長盾減傷-必須全屬性減傷"},
  3998. function:cards=>cards.filter(card=>{
  3999. const skill = Skills[card.leaderSkillId];
  4000. return getReduceScale(skill, true) > 0;
  4001. })
  4002. },
  4003. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾",cht:"隊長盾減傷-排除血線盾"},
  4004. function:cards=>cards.filter(card=>{
  4005. const skill = Skills[card.leaderSkillId];
  4006. return getReduceScale(skill, undefined, true) > 0;
  4007. })
  4008. },
  4009. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾",cht:"隊長盾減傷-排除幾率盾"},
  4010. function:cards=>cards.filter(card=>{
  4011. const skill = Skills[card.leaderSkillId];
  4012. return getReduceScale(skill, undefined, undefined, true) > 0;
  4013. })
  4014. },
  4015. /*{name:"More than half with 99% gravity[29%, 100%)",otLangName:{chs:"满血99重力不下半血-队长盾减伤[29%, 100%)",cht:"滿血99重力不下半血-隊長盾減傷[29%, 100%)"},
  4016. function:cards=>cards.filter(card=>{
  4017. const skill = Skills[card.leaderSkillId];
  4018. const reduceScale = getReduceScale(skill);
  4019. return reduceScale>=0.29;
  4020. }).sort(sortByReduceScale)
  4021. },*/
  4022. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾",cht:"隊長盾減傷-無條件盾"},
  4023. function:cards=>{
  4024. return cards.filter(card=>{
  4025. const skill = Skills[card.leaderSkillId];
  4026. return getReduceScale_unconditional(skill) > 0;
  4027. }).sort((a,b)=>{
  4028. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  4029. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  4030. });
  4031. },
  4032. addition:card=>{
  4033. const skill = Skills[card.leaderSkillId];
  4034. const scale = getReduceScale_unconditional(skill)
  4035. return scale > 0 && `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  4036. }
  4037. },
  4038. ]},
  4039. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  4040. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  4041. function:cards=>cards.filter(card=>
  4042. !Array.isArray(card.henshinFrom) &&
  4043. !Array.isArray(card.henshinTo))
  4044. },
  4045. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  4046. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  4047. },
  4048. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  4049. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  4050. },
  4051. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  4052. function:cards=>cards.filter(card=>{
  4053. const searchTypeArray = [236];
  4054. const skill = getCardActiveSkill(card, searchTypeArray);
  4055. return skill;
  4056. })
  4057. },
  4058. {name:"Except Before Henshin(No Henshin+After Henshin)",otLangName:{chs:"除了变身前(非变身+变身后)",cht:"除了變身前(非變身+變身后)"},
  4059. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  4060. },
  4061. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  4062. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  4063. },
  4064. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  4065. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  4066. function:cards=>cards.filter(isReincarnated)
  4067. }, //evoBaseId可能为0
  4068. //{name:"",otLangName:{chs:"仅超转生进化",cht:"僅超轉生進化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  4069. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  4070. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  4071. },
  4072. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  4073. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  4074. },
  4075. {name:"Ordeal Evo",otLangName:{chs:"试练进化",cht:"試練進化"},
  4076. function:cards=>cards.filter(card=>card.evoMaterials[0] === 0xFFFF),
  4077. addition:card=>card.evoMaterials[0] === 0xFFFF && `地下城ID:${card.evoMaterials[1]}`
  4078. },
  4079. ]},
  4080. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  4081. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  4082. function:cards=>cards.filter(card=>card.is8Latent)
  4083. },
  4084. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  4085. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  4086. },
  4087. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  4088. function:cards=>cards.filter(card=>card.awakenings.length<9)
  4089. },
  4090. {name:"3 same Killer Awoken(include super awoken), or 2 with same latent",otLangName:{chs:"3个相同杀觉醒(含超觉),或相同潜觉",cht:"3個相同殺覺醒(含超覺),或相同潛覺"},
  4091. function:cards=>cards.filter(card=>{
  4092. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  4093. if (hasAwokenKiller)
  4094. { //大于2个杀的进行判断
  4095. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  4096. { //大于3个杀的直接过
  4097. return true;
  4098. }else
  4099. { //2个杀的
  4100. const isAllowLatent = card.types.filter(i=>
  4101. i>=0 //去掉-1的type
  4102. ).map(type=>
  4103. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  4104. ).some(ls=>
  4105. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  4106. );
  4107. return isAllowLatent
  4108. }
  4109. }else
  4110. {
  4111. return false;
  4112. }
  4113. })
  4114. },
  4115. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  4116. // function:cards=>cards.filter(card=>{
  4117. // const searchTypeArray = [1000];
  4118. // const skill = getCardActiveSkill(card, searchTypeArray);
  4119. // return skill;
  4120. // })
  4121. // },
  4122. ]},
  4123. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  4124. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)",cht:"攻擊型或水屬性(炭治郎隊員)"},
  4125. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  4126. },
  4127. {name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)",cht:"火屬性或水屬性(火車隊員)"},
  4128. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  4129. },
  4130. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  4131. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  4132. },
  4133. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒",cht:"能突破等級限制但沒有超覺醒"},
  4134. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  4135. },
  4136. {name:"Raise ≥50% at lv110(sort by scale)",otLangName:{chs:"110级三维成长≥50%(按比例排序)",cht:"110級三維成長≥50%(按比例排序)"},
  4137. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  4138. addition:card=>`成长${card.limitBreakIncr}%`
  4139. },
  4140. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  4141. function:cards=>cards.filter(card=>card.maxLevel==1)
  4142. },
  4143. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  4144. function:cards=>cards.filter(card=>card.sellMP<100)
  4145. },
  4146. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  4147. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  4148. },
  4149. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  4150. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  4151. },
  4152. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  4153. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  4154. },
  4155. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  4156. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>0 && orbSkinOrBgmId<1e4),
  4157. addition:({orbSkinOrBgmId})=>`ID.${orbSkinOrBgmId}`
  4158. },
  4159. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  4160. function:cards=>cards.filter(({orbSkinOrBgmId})=>orbSkinOrBgmId>=1e4),
  4161. addition:({orbSkinOrBgmId})=>`ID.${orbSkinOrBgmId}`
  4162. },
  4163. {name:"Will get Team Badge",otLangName:{chs:"能获得队伍徽章",cht:"能獲得隊伍徽章"},
  4164. function:cards=>cards.filter(({badgeId})=>badgeId),
  4165. addition:({badgeId})=>{
  4166. const fragment = document.createDocumentFragment();
  4167. fragment.append(`ID.${badgeId}`);
  4168. const icon = document.createElement("icon");
  4169. icon.className = "badge";
  4170. icon.setAttribute("data-badge-icon", badgeId);
  4171. fragment.append(icon);
  4172. return fragment;
  4173. }
  4174. },
  4175. {name:"Hava banner when use skill",otLangName:{chs:"使用技能时有横幅",cht:"使用技能時有橫幅"},
  4176. function:cards=>cards.filter(card=>card.skillBanner)
  4177. },
  4178. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  4179. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  4180. },
  4181. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  4182. function:cards=>cards.filter(card=>card.stacking),
  4183. },
  4184. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  4185. function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))),
  4186. },
  4187. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  4188. function:cards=>cards,
  4189. addition:card=>card.name
  4190. },
  4191. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  4192. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  4193. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  4194. },
  4195. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  4196. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  4197. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  4198. },
  4199. {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"},
  4200. function:cards=>cards,
  4201. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  4202. },
  4203. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  4204. function:cards=>cards,
  4205. addition:card=>createTypesList(card.types)
  4206. },
  4207. {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"},
  4208. function:cards=>cards,
  4209. addition:card=>`COST ${card.cost}`
  4210. },
  4211. ]},
  4212. ];
  4213. return functions;
  4214. })();

智龙迷城队伍图制作工具