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script-json_data.js 133 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. sort_name:{
  21. sort_none: "Nope",
  22. sort_id: "Cards Id",
  23. sort_attrs : "Attribute",
  24. sort_evoRootId: "Cards Evolution Root",
  25. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  26. sort_rarity: "Rarity",
  27. sort_cost: "Cost",
  28. sort_skillLv1: "Maximum Skill Turn",
  29. sort_skillLvMax: "Minimum Skill Turn",
  30. sort_hpMax120: "Max HP",
  31. sort_atkMax120: "Max ATK",
  32. sort_rcvMax120: "Max RCV",
  33. sort_hpMax120_awoken: "Max HP (+Awoken)",
  34. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  35. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  36. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  37. },
  38. force_reload_data: `Force refresh data`,
  39. skill_parse: {
  40. skill: {
  41. unknown: tp`Unkonwn skill type: ${'type'}`,
  42. active_turns: tp`${'actionSkill'}, for ${'turns'} turns`,
  43. random_skills: tp`Random Activates these skills:${'skills'}`,
  44. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  45. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  46. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  47. damage_enemy_times: tp`${'times'} `,
  48. damage_enemy_count: tp` (${'damage'} in total)`,
  49. //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.
  50. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  51. delay: tp`${'icon'}Delays enemies' next move`,
  52. mass_attack: tp`${'icon'}Mass attacks`,
  53. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  54. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  55. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  56. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  57. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  58. unbind_normal: tp`${'icon'}Bind`,
  59. unbind_awakenings: tp`${'icon'}Awoken bind`,
  60. unbind_matches: tp`${'icon'}Unmatchable orb`,
  61. bind_skill: tp`${'icon'}Unable to use skills`,
  62. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  63. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  64. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  65. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  66. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  67. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  68. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  69. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  70. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  71. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  72. board_change: tp`Change all orbs to ${'orbs'}`,
  73. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  74. skill_boost_range: tp`~${'turns'}`,
  75. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  76. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  77. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  78. drop_refresh: tp`Replaces all orbs`,
  79. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  80. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  81. board7x6: tp`[${'icon'}7x6 board]`,
  82. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  83. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  84. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  85. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  86. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  87. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  88. orb_drop_increase_chance: tp`by ${'value'}`,
  89. attr_absorb: tp`${'icon'}Attribute absorption`,
  90. combo_absorb: tp`${'icon'}Combo absorption`,
  91. damage_absorb: tp`${'icon'}Damage absorption`,
  92. damage_void: tp`${'icon'}Damage void`,
  93. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  94. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  95. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  96. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  97. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  98. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  99. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  100. rate_multiply_drop: tp`${'icon'}Drop rate`,
  101. rate_multiply_coin: tp`${'icon'}Coins`,
  102. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  103. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  104. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  105. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  106. henshin: tp`Transforms into ${'card'}`,
  107. void_poison: tp`Voids ${'poison'} damage`,
  108. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  109. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  110. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  111. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  112. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  113. },
  114. power: {
  115. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  116. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  117. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  118. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  119. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  120. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  121. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  122. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  123. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  124. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  125. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  126. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  127. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  128. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  129. },
  130. cond: {
  131. unknown: tp`[ Unknown condition ]`,
  132. hp_equal: tp`When ${'hp'} == ${'min'} `,
  133. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  134. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  135. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  136. use_skill: tp`When skills used `,
  137. multi_player: tp`When in Multiplayer Mode `,
  138. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  139. exact_combo: tp`When exactly ${'value'} combos `,
  140. exact_match_length: tp`When matching exactly ${'value'}${'orbs'} `,
  141. exact_match_enhanced: tp` orbs including enhanced`,
  142. compo_type_card: tp`When ${'ids'} are all on team, `,
  143. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  144. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  145. compo_type_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  146. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  147. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  148. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  149. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  150. },
  151. position: {
  152. top: tp`${'pos'} of top rows`,
  153. bottom: tp`${'pos'} of bottom rows`,
  154. left: tp`${'pos'} of left columns`,
  155. right: tp`${'pos'} of right columns`,
  156. shape: tp`specified location`,
  157. },
  158. value: {
  159. unknown: tp`[ Unknown value: ${'type'}]`, //type
  160. const: tp`${'value'} ${'unit'}`,
  161. const_to: tp`to ${'value'}`,
  162. mul_percent: tp`${'value'}%`,
  163. mul_times: tp`×${'value'}`,
  164. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  165. mul_of_times: tp`${'stats'} ×${'value'}`,
  166. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  167. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  168. prob: tp`${'value'} chance for `,
  169. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  170. },
  171. target: {
  172. unknown: tp`Unkown Target`,
  173. self: tp`card's`,
  174. team: tp`team`,
  175. team_last: tp`the lastest member`,
  176. team_leader: tp`leader`,
  177. team_sub: tp`sub-monsters`,
  178. enemy: tp`Enemy`,
  179. enemy_all: tp`all enemys`,
  180. enemy_one: tp`1 enemy`,
  181. enemy_attr: tp`${'attr'} enemy`,
  182. },
  183. stats: {
  184. unknown: tp`[ Unknown: ${'type'}]`, //type
  185. maxhp: tp`Max HP`,
  186. hp: tp`HP`,
  187. chp: tp`current HP`,
  188. atk: tp`ATK`,
  189. rcv: tp`RCV`,
  190. teamhp: tp`Team HP`,
  191. teamatk: tp`Team ${'attrs'} ATK`,
  192. teamrcv: tp`Team RCV`,
  193. cstage: tp`current Stage of Dungeon`,
  194. },
  195. unit: {
  196. orbs: tp``,
  197. times: tp` times`,
  198. seconds: tp` seconds`,
  199. point: tp` point`,
  200. turns: tp` turns`,
  201. },
  202. word: {
  203. comma: tp`, `,
  204. slight_pause: tp`, `,
  205. range_hyphen: tp`~`,
  206. in_once: tp`in once `,
  207. evo_type_pixel: tp`Pixel Evo`,
  208. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  209. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  210. affix_attr: tp`${'cotent'} attr.`,
  211. affix_orb: tp`${'cotent'} orbs`,
  212. affix_type: tp`${'cotent'} types`,
  213. affix_awakening: tp`${'cotent'} awoken`,
  214. affix_exclude: tp`, exclude ${'cotent'}`,
  215. },
  216. attrs: {
  217. [0]: tp`${'icon'}Fire`,
  218. [1]: tp`${'icon'}Water`,
  219. [2]: tp`${'icon'}Wood`,
  220. [3]: tp`${'icon'}Light`,
  221. [4]: tp`${'icon'}Dark`,
  222. [5]: tp`${'icon'}Recover`,
  223. [6]: tp`${'icon'}Null`,
  224. all: tp`All`,
  225. self: tp`${'icon'}Self's Attr`,
  226. fixed: tp`${'icon'}Fixed`,
  227. },
  228. orbs: {
  229. [0]: tp`${'icon'}Fire`,
  230. [1]: tp`${'icon'}Water`,
  231. [2]: tp`${'icon'}Wood`,
  232. [3]: tp`${'icon'}Light`,
  233. [4]: tp`${'icon'}Dark`,
  234. [5]: tp`${'icon'}Heal`,
  235. [6]: tp`${'icon'}Jammer`,
  236. [7]: tp`${'icon'}Poison`,
  237. [8]: tp`${'icon'}Lethal Poison`,
  238. [9]: tp`${'icon'}Bomb`,
  239. enhanced: tp`${'icon'}Enhanced`,
  240. locked: tp`${'icon'}Locked`,
  241. nail: tp`${'icon'}Nail`,
  242. variation: tp`${'icon'}Roulette (transforms every ${'time'})`,
  243. _5color: tp`${'icon'}5 Att.`,
  244. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  245. all: tp`All`,
  246. any: tp`Any ${'cotent'}`,
  247. },
  248. types: {
  249. [0]: tp`${'icon'}Evo Material`,
  250. [1]: tp`${'icon'}Balanced`,
  251. [2]: tp`${'icon'}Physical`,
  252. [3]: tp`${'icon'}Healer`,
  253. [4]: tp`${'icon'}Dragon`,
  254. [5]: tp`${'icon'}God`,
  255. [6]: tp`${'icon'}Attacker`,
  256. [7]: tp`${'icon'}Devil`,
  257. [8]: tp`${'icon'}Machine`,
  258. [9]: tp`${'icon'}Special Protection`,
  259. [12]: tp`${'icon'}Awaken`,
  260. [14]: tp`${'icon'}Enhance Material`,
  261. [15]: tp`${'icon'}Redeemable`,
  262. },
  263. awokens: {
  264. [0]: tp`${'icon'}Unknown awoken`,
  265. [1]: tp`${'icon'}Enhanced HP`,
  266. [2]: tp`${'icon'}Enhanced Attack`,
  267. [3]: tp`${'icon'}Enhanced Heal`,
  268. [4]: tp`${'icon'}Reduce Fire Damage`,
  269. [5]: tp`${'icon'}Reduce Water Damage`,
  270. [6]: tp`${'icon'}Reduce Wood Damage`,
  271. [7]: tp`${'icon'}Reduce Light Damage`,
  272. [8]: tp`${'icon'}Reduce Dark Damage`,
  273. [9]: tp`${'icon'}Auto-Heal`,
  274. [10]: tp`${'icon'}Resistance-Bind`,
  275. [11]: tp`${'icon'}Resistance-Blind`,
  276. [12]: tp`${'icon'}Resistance-Jammers`,
  277. [13]: tp`${'icon'}Resistance-Poison`,
  278. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  279. [15]: tp`${'icon'}Enhanced Water Orbs`,
  280. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  281. [17]: tp`${'icon'}Enhanced Water Orbs`,
  282. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  283. [19]: tp`${'icon'}Extend Time`,
  284. [20]: tp`${'icon'}Recover Bind`,
  285. [21]: tp`${'icon'}Skill Boost`,
  286. [22]: tp`${'icon'}Enhanced Fire Rows`,
  287. [23]: tp`${'icon'}Enhanced Water Rows`,
  288. [24]: tp`${'icon'}Enhanced Wood Rows`,
  289. [25]: tp`${'icon'}Enhanced Water Rows`,
  290. [26]: tp`${'icon'}Enhanced Dark Rows`,
  291. [27]: tp`${'icon'}Two-Pronged Attack`,
  292. [28]: tp`${'icon'}Resistance-Skill Bind`,
  293. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  294. [30]: tp`${'icon'}Multi Boost`,
  295. [31]: tp`${'icon'}Dragon Killer`,
  296. [32]: tp`${'icon'}God Killer`,
  297. [33]: tp`${'icon'}Devil Killer`,
  298. [34]: tp`${'icon'}Machine Killer`,
  299. [35]: tp`${'icon'}Balanced Killer`,
  300. [36]: tp`${'icon'}Attacker Killer`,
  301. [37]: tp`${'icon'}Physical Killer`,
  302. [38]: tp`${'icon'}Healer Killer`,
  303. [39]: tp`${'icon'}Evo Killer`,
  304. [40]: tp`${'icon'}Awaken Killer`,
  305. [41]: tp`${'icon'}Enhance Killer`,
  306. [42]: tp`${'icon'}Redeemable Killer`,
  307. [43]: tp`${'icon'}Enhanced Combos`,
  308. [44]: tp`${'icon'}Guard Break`,
  309. [45]: tp`${'icon'}Bonus Attack`,
  310. [46]: tp`${'icon'}Enhanced Team HP `,
  311. [47]: tp`${'icon'}Enhanced Team RCV`,
  312. [48]: tp`${'icon'}Damage Void Piercer`,
  313. [49]: tp`${'icon'}Awoken Assist`,
  314. [50]: tp`${'icon'}Super Bonus Attack`,
  315. [51]: tp`${'icon'}Skill Charge`,
  316. [52]: tp`${'icon'}Resistance-Bind+`,
  317. [53]: tp`${'icon'}Extend Time+`,
  318. [54]: tp`${'icon'}Resistance-Clouds`,
  319. [55]: tp`${'icon'}Resistance-Immobility`,
  320. [56]: tp`${'icon'}Skill Boost+`,
  321. [57]: tp`${'icon'}50% or more HP Enhanced`,
  322. [58]: tp`${'icon'}50% or less HP Enhanced`,
  323. [59]: tp`${'icon'}L Damage Reduction`,
  324. [60]: tp`${'icon'}L Increased Attack`,
  325. [61]: tp`${'icon'}Super Enhanced Combos`,
  326. [62]: tp`${'icon'}Combo Orbs`,
  327. [63]: tp`${'icon'}Skill Voice`,
  328. [64]: tp`${'icon'}Dungeon Bonus`,
  329. [65]: tp`${'icon'}Reduced HP`,
  330. [66]: tp`${'icon'}Reduced Attack`,
  331. [67]: tp`${'icon'}Reduced RCV`,
  332. [68]: tp`${'icon'}Resistance-Blind+`,
  333. [69]: tp`${'icon'}Resistance-Jammers+`,
  334. [70]: tp`${'icon'}Resistance-Poison+`,
  335. [71]: tp`${'icon'}Blessing of Jammers`,
  336. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  337. [73]: tp`${'icon'}Enhanced Fire Combos`,
  338. [74]: tp`${'icon'}Enhanced Water Combos`,
  339. [75]: tp`${'icon'}Enhanced Wood Combos`,
  340. [76]: tp`${'icon'}Enhanced Light Combos`,
  341. [77]: tp`${'icon'}Enhanced Dark Combos`,
  342. [78]: tp`${'icon'}CrossBoost`,
  343. [79]: tp`${'icon'}Enhanced 3 colors`,
  344. [80]: tp`${'icon'}Enhanced 4 colors`,
  345. [81]: tp`${'icon'}Enhanced 5 colors`,
  346. [82]: tp`${'icon'}Super Connecting Eraser Bonus`,
  347. }
  348. },
  349. };
  350. //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
  351. const typekiller_for_type = [
  352. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  353. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  354. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  355. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  356. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  357. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  358. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  359. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  360. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  361. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  362. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  363. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  364. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  365. ];
  366. //类型允许的潜觉杀
  367. const type_allowable_latent = [];
  368. typekiller_for_type.forEach(t=>
  369. {
  370. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  371. .map(tn=>
  372. typekiller_for_type.find(_t=>_t.type == tn).latent
  373. );
  374. type_allowable_latent[t.type] = t.allowableLatent;
  375. }
  376. );
  377. //一般共同能打的潜觉
  378. const common_allowable_latent = [
  379. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  380. 28,29,30,31,32,33,34,35,36,37,38,
  381. 39,40,41, //需要拥有觉醒的才能打,但是有武器
  382. ];
  383. //120级才能打的潜觉
  384. const v120_allowable_latent = [
  385. 42,43,44,45
  386. ];
  387. //等效觉醒列表
  388. const equivalent_awoken = [
  389. {small:10,big:52,times:2}, //防封
  390. {small:11,big:68,times:5}, //防暗
  391. {small:12,big:69,times:5}, //防废
  392. {small:13,big:70,times:5}, //防毒
  393. {small:19,big:53,times:2}, //手指
  394. {small:21,big:56,times:2}, //SB
  395. ];
  396. //官方的觉醒排列顺序
  397. const official_awoken_sorting = [
  398. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  399. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  400. 27, 48, 62, 57, 58, 60, 59, 54, 55,
  401. 14, 15, 16, 17, 18, 29, 20, 44, 51,
  402. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  403. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  404. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  405. 65, 66, 67, 9, 71, 72, 30, 64, 63,
  406. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  407. 82
  408. ];
  409. //pdc的徽章对应数字
  410. const pdcBadgeMap = [
  411. {pdf:1,pdc:10}, //无限cost
  412. {pdf:2,pdc:12}, //小手指
  413. {pdf:3,pdc:9}, //全体攻击
  414. {pdf:4,pdc:5}, //小回复
  415. {pdf:5,pdc:1}, //小血量
  416. {pdf:6,pdc:3}, //小攻击
  417. {pdf:7,pdc:8}, //SB
  418. {pdf:8,pdc:18}, //队长防封
  419. {pdf:9,pdc:19}, //SX
  420. {pdf:11,pdc:7}, //无天降
  421. {pdf:17,pdc:6}, //大回复
  422. {pdf:18,pdc:2}, //大血量
  423. {pdf:19,pdc:4}, //大攻击
  424. {pdf:20,pdc:null}, //三维
  425. {pdf:21,pdc:13}, //大手指
  426. {pdf:10,pdc:11}, //加经验
  427. {pdf:12,pdc:15}, //墨镜
  428. {pdf:13,pdc:17}, //防废
  429. {pdf:14,pdc:16}, //防毒
  430. {pdf:50,pdc:14}, //月卡
  431. ];
  432. //pdc的潜觉对应数字
  433. const pdcLatentMap = [
  434. {pdf:1,pdc:1}, //HP
  435. {pdf:2,pdc:0}, //攻击
  436. {pdf:3,pdc:2}, //回复
  437. {pdf:4,pdc:19}, //手指
  438. {pdf:5,pdc:13}, //自回
  439. {pdf:6,pdc:14}, //火盾
  440. {pdf:7,pdc:15}, //水盾
  441. {pdf:8,pdc:16}, //木盾
  442. {pdf:9,pdc:17}, //光盾
  443. {pdf:10,pdc:18}, //暗盾
  444. {pdf:11,pdc:12}, //防坐
  445. {pdf:12,pdc:3}, //三维
  446. {pdf:13,pdc:35}, //不被换队长
  447. {pdf:13,pdc:47}, //不被换队长 ×1.5
  448. {pdf:14,pdc:37}, //不掉废
  449. {pdf:15,pdc:36}, //不掉毒
  450. {pdf:16,pdc:24}, //进化杀
  451. {pdf:17,pdc:25}, //觉醒杀
  452. {pdf:18,pdc:26}, //强化杀
  453. {pdf:19,pdc:27}, //卖钱杀
  454. {pdf:20,pdc:4}, //神杀
  455. {pdf:21,pdc:5}, //龙杀
  456. {pdf:22,pdc:6}, //恶魔杀
  457. {pdf:23,pdc:7}, //机械杀
  458. {pdf:24,pdc:8}, //平衡杀
  459. {pdf:25,pdc:9}, //攻击杀
  460. {pdf:26,pdc:10}, //体力杀
  461. {pdf:27,pdc:11}, //回复杀
  462. {pdf:28,pdc:20}, //大HP
  463. {pdf:29,pdc:21}, //大攻击
  464. {pdf:30,pdc:22}, //大回复
  465. {pdf:31,pdc:23}, //大手指
  466. {pdf:32,pdc:28}, //大火盾
  467. {pdf:33,pdc:29}, //大水盾
  468. {pdf:34,pdc:30}, //大木盾
  469. {pdf:35,pdc:31}, //大光盾
  470. {pdf:36,pdc:32}, //大暗盾
  471. {pdf:37,pdc:33}, //6色破无效
  472. {pdf:37,pdc:45}, //6色破无效 ×1.5
  473. {pdf:38,pdc:34}, //3色破属吸
  474. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  475. {pdf:39,pdc:40}, //C珠破吸
  476. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  477. {pdf:40,pdc:39}, //心横解转转
  478. {pdf:40,pdc:49}, //心横解转转 ×1.5
  479. {pdf:41,pdc:38}, //U解禁消
  480. {pdf:41,pdc:48}, //U解禁消 ×1.5
  481. {pdf:42,pdc:41}, //伤害上限解除
  482. {pdf:43,pdc:42}, //HP++
  483. {pdf:44,pdc:43}, //攻击++
  484. {pdf:45,pdc:44}, //回复++
  485. ];
  486. //排序程序列表
  487. const sort_function_list = [
  488. {tag:"sort_none",name:"无",function:()=>0},
  489. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  490. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  491. let num = a.attrs[0] - b.attrs[0];
  492. if (num === 0) num = a.attrs[1] - b.attrs[1];
  493. return num;
  494. }
  495. },
  496. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  497. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  498. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  499. let num = card_a.attrs[0] - card_b.attrs[0];
  500. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  501. return num;
  502. }
  503. },
  504. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  505. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  506. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  507. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  508. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  509. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  510. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  511. }
  512. },
  513. {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)},
  514. {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)},
  515. {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)},
  516. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  517. {
  518. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  519. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  520. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  521. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  522. return abA - abB;
  523. }
  524. },
  525. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  526. {
  527. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  528. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  529. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  530. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  531. return abA - abB;
  532. }
  533. },
  534. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  535. {
  536. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  537. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  538. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  539. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  540. return abA - abB;
  541. }
  542. },
  543. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  544. {
  545. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  546. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  547. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  548. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  549. return abA - abB;
  550. }
  551. },
  552. ];
  553. //增加特殊搜索模式
  554. const specialSearchFunctions = (function() {
  555. 'use strict';
  556. //返回卡片的队长技能
  557. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  558. {
  559. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  560. }
  561. //返回卡片的技能
  562. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  563. {
  564. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  565. }
  566. //返回卡片的技能
  567. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  568. {
  569. switch(skillGreatType)
  570. {
  571. case 1:
  572. case "leader":
  573. return getCardLeaderSkill(card, skillTypes, searchRandom);
  574. case 2:
  575. case "active":
  576. return getCardActiveSkill(card, skillTypes, searchRandom);
  577. default:
  578. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  579. }
  580. }
  581. //查找到真正起作用的那一个技能
  582. function getActuallySkill(skill, skillTypes, searchRandom = true)
  583. {
  584. if (skillTypes.includes(skill.type))
  585. {
  586. return skill;
  587. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  588. {
  589. const subSkills = skill.params.map(id=>Skills[id]);
  590. for(let i = 0;i < subSkills.length; i++)
  591. { //因为可能有多层调用,特别是随机118再调用组合116的,所以需要递归
  592. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  593. if (foundSubSkill)
  594. {
  595. return foundSubSkill;
  596. }
  597. }
  598. return null;
  599. }else
  600. {
  601. return null;
  602. }
  603. }
  604. //获取血倍率
  605. function getHPScale(ls)
  606. {
  607. const sk = ls.params;
  608. let scale = 1;
  609. switch (ls.type)
  610. {
  611. case 23: case 30: case 62: case 77: case 63: case 65:
  612. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  613. scale = sk[sk.length-1]/100;
  614. break;
  615. case 73: case 76:
  616. case 121: case 129: case 163: case 177: case 186:
  617. case 155:
  618. scale = sk[2]/100;
  619. break;
  620. case 106: case 107: case 108:
  621. scale = sk[0]/100;
  622. break;
  623. case 125:
  624. scale = sk[5]/100;
  625. break;
  626. case 136:
  627. case 137:
  628. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  629. break;
  630. case 158:
  631. scale = sk[4]/100;
  632. break;
  633. case 175:
  634. case 178: case 185:
  635. scale = sk[3]/100;
  636. break;
  637. case 203: case 217:
  638. scale = sk[1]/100;
  639. break;
  640. case 138: //调用其他队长技
  641. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  642. break;
  643. default:
  644. }
  645. return scale || 1;
  646. }
  647. //获取盾减伤比例
  648. function getReduceScale(ls, allAttr = false, noHPneed = false)
  649. {
  650. const sk = ls.params;
  651. let scale = 0;
  652. switch (ls.type)
  653. {
  654. case 16: //无条件盾
  655. scale = sk[0]/100;
  656. break;
  657. case 17: //单属性盾
  658. scale = allAttr ? 0 : sk[1]/100;
  659. break;
  660. case 36: //2个属性盾
  661. scale = allAttr ? 0 : sk[2]/100;
  662. break;
  663. case 38: //血线下 + 几率
  664. case 43: //血线上 + 几率
  665. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  666. break;
  667. case 129: //无条件盾,属性个数不固定
  668. case 163: //无条件盾,属性个数不固定
  669. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  670. break;
  671. case 178: //无条件盾,属性个数不固定
  672. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  673. break;
  674. case 130: //血线下 + 属性个数不固定
  675. case 131: //血线上 + 属性个数不固定
  676. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  677. break;
  678. case 151: //十字心触发
  679. case 169: //C触发
  680. case 198: //回血触发
  681. scale = sk[2]/100;
  682. break;
  683. case 170: //多色触发
  684. case 182: //长串触发
  685. case 193: //L触发
  686. scale = sk[3]/100;
  687. break;
  688. case 171: //多串触发
  689. scale = sk[6]/100;
  690. break;
  691. case 183: //又是个有两段血线的队长技
  692. scale = noHPneed ? 0 : sk[4]/100;
  693. break;
  694. case 210: //十字触发
  695. scale = sk[1]/100;
  696. break;
  697. case 138: //调用其他队长技
  698. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  699. break;
  700. default:
  701. }
  702. return scale || 0;
  703. }
  704. function getCannonAttr(skill)
  705. {
  706. const sk = skill.params;
  707. switch(skill.type)
  708. {
  709. case 0:
  710. case 1:
  711. case 37:
  712. case 58:
  713. case 59:
  714. case 84:
  715. case 85:
  716. case 86:
  717. case 87:
  718. case 115:
  719. return sk[0];
  720. case 110:
  721. case 143:
  722. return sk[1];
  723. case 42:
  724. return sk[1];
  725. case 144:
  726. return sk[3] ?? 0;
  727. default:
  728. return -1;
  729. }
  730. }
  731. function sortByParams(a,b,searchTypeArray,pidx = 0)
  732. {
  733. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  734. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  735. return a_pC - b_pC;
  736. }
  737. function voidsAbsorption_Addition(card)
  738. {
  739. const searchTypeArray = [173];
  740. const skill = getCardActiveSkill(card, searchTypeArray);
  741. const sk = skill.params;
  742. if (sk[1] && sk[3])
  743. {
  744. return `双吸×${sk[0]}T`;
  745. }else
  746. {
  747. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  748. }
  749. }
  750. function unbind_Turns(card)
  751. {
  752. const outObj = {
  753. normal: 0,
  754. awoken: 0
  755. };
  756. const searchTypeArray = [117,179];
  757. const skill = getCardActiveSkill(card, searchTypeArray);
  758. if (skill)
  759. {
  760. const sk = skill.params;
  761. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  762. outObj.awoken = sk[4] || 0;
  763. }
  764. return outObj;
  765. }
  766. function unbind_Addition(card)
  767. {
  768. const turns = unbind_Turns(card);
  769. let strArr = [];
  770. if (turns.normal > 0 && turns.normal == turns.awoken)
  771. {
  772. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  773. }
  774. if (turns.normal > 0)
  775. {
  776. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  777. }
  778. if (turns.awoken > 0)
  779. {
  780. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  781. }
  782. return strArr.join(',');
  783. }
  784. function boardChange_ColorTypes(skill)
  785. {
  786. if (!skill) return [];
  787. const sk = skill.params;
  788. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  789. return colors;
  790. }
  791. function boardChange_Addition(card)
  792. {
  793. const searchTypeArray = [71];
  794. const skill = getCardActiveSkill(card, searchTypeArray);
  795. const colors = boardChange_ColorTypes(skill);
  796. return createOrbsList(colors);
  797. }
  798. function orbsChangeParse(skill)
  799. {
  800. function changes(from, to)
  801. {
  802. return {from:from,to:to};
  803. }
  804. let outArr = [];
  805. if (!skill) return outArr;
  806. const sk = skill.params;
  807. switch (skill.type)
  808. {
  809. case 9:{
  810. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  811. break;
  812. }
  813. case 20:{
  814. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  815. {
  816. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  817. }
  818. else
  819. {
  820. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  821. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  822. }
  823. break;
  824. }
  825. case 154:{
  826. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  827. break;
  828. }
  829. }
  830. return outArr;
  831. }
  832. function changeOrbs_Addition(card)
  833. {
  834. const searchTypeArray = [9,20,154];
  835. const skills = getCardActiveSkills(card, searchTypeArray);
  836. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  837. const fragment = document.createDocumentFragment();
  838. parsedSkills.forEach(p=>{
  839. fragment.appendChild(createOrbsList(p.from));
  840. fragment.appendChild(document.createTextNode(`→`));
  841. fragment.appendChild(createOrbsList(p.to));
  842. });
  843. return fragment;
  844. }
  845. function generateOrbsParse(card)
  846. {
  847. let outArr = [];
  848. const searchTypeArray = [141, 208];
  849. const skills = getCardActiveSkills(card, searchTypeArray);
  850. if (!skills.length) return outArr;
  851. for (let skill of skills)
  852. {
  853. const sk = skill.params;
  854. if (skill.type == 141)
  855. {
  856. outArr.push({
  857. count: sk[0],
  858. to: flags(sk[1] || 1),
  859. exclude: flags(sk[2]),
  860. });
  861. }else
  862. {
  863. outArr.push({
  864. count: sk[0],
  865. to: flags(sk[1] || 1),
  866. exclude: flags(sk[2]),
  867. });
  868. outArr.push({
  869. count: sk[3],
  870. to: flags(sk[4] || 1),
  871. exclude: flags(sk[5]),
  872. });
  873. }
  874. }
  875. return outArr;
  876. }
  877. function generateOrbs_Addition(card)
  878. {
  879. const gens = generateOrbsParse(card);
  880. const searchTypeArray = [141, 208];
  881. const skill = getCardActiveSkill(card, searchTypeArray);
  882. const sk = skill.params;
  883. const fragment = document.createDocumentFragment();
  884. for (let gen of gens)
  885. {
  886. fragment.appendChild(createOrbsList(gen.to));
  887. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  888. }
  889. return fragment;
  890. }
  891. function lock_Addition(card)
  892. {
  893. const searchTypeArray = [152];
  894. const skill = getCardActiveSkill(card, searchTypeArray);
  895. const sk = skill.params;
  896. const fragment = document.createDocumentFragment();
  897. fragment.appendChild(document.createTextNode(`锁`));
  898. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  899. return fragment;
  900. }
  901. function dropLock_Addition(card)
  902. {
  903. const searchTypeArray = [205];
  904. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  905. const sk = skill.params;
  906. const fragment = document.createDocumentFragment();
  907. fragment.appendChild(document.createTextNode(`掉锁`));
  908. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 1023)));
  909. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  910. return fragment;
  911. }
  912. function dropOrb_Addition(card)
  913. {
  914. const searchTypeArray = [126];
  915. const skill = getCardActiveSkill(card, searchTypeArray);
  916. const sk = skill.params;
  917. const colors = flags(sk[0]);
  918. const fragment = document.createDocumentFragment();
  919. fragment.appendChild(createOrbsList(colors));
  920. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  921. return fragment;
  922. }
  923. function generateColumnOrbs_Addition(card)
  924. {
  925. const searchTypeArray = [127];
  926. const skill = getCardActiveSkill(card, searchTypeArray);
  927. const sk = skill.params;
  928. const colors = [];
  929. for (let ai=0;ai<sk.length;ai+=2)
  930. {
  931. colors.push(flags(sk[ai+1]));
  932. }
  933. const fragment = document.createDocumentFragment();
  934. fragment.appendChild(document.createTextNode(`竖`));
  935. fragment.appendChild(createOrbsList(colors.flat()));
  936. return fragment;
  937. }
  938. function generateRowOrbs_Addition(card)
  939. {
  940. const searchTypeArray = [128];
  941. const skill = getCardActiveSkill(card, searchTypeArray);
  942. const sk = skill.params;
  943. const colors = [];
  944. for (let ai=0;ai<sk.length;ai+=2)
  945. {
  946. colors.push(flags(sk[ai+1]));
  947. }
  948. const fragment = document.createDocumentFragment();
  949. fragment.appendChild(document.createTextNode(`横`));
  950. fragment.appendChild(createOrbsList(colors.flat()));
  951. return fragment;
  952. }
  953. function healImmediately_Rate(card)
  954. {
  955. const searchTypeArray = [7, //宠物回复力
  956. 8, //固定点数
  957. 35,115, //吸血
  958. 117
  959. ];
  960. const skills = getCardActiveSkills(card, searchTypeArray);
  961. const outObj = {
  962. vampire: 0,
  963. selfRcv: 0,
  964. const: 0,
  965. scale: 0,
  966. };
  967. if (!skills.length) return outObj;
  968. skills.forEach(skill=>{
  969. const sk = skill.params;
  970. if (skill.type == 7)
  971. {
  972. outObj.selfRcv += sk[0];
  973. }
  974. else if(skill.type == 8)
  975. {
  976. outObj.const += sk[0];
  977. }
  978. else if(skill.type == 35)
  979. {
  980. outObj.vampire += sk[1];
  981. }
  982. else if(skill.type == 115)
  983. {
  984. outObj.vampire += sk[2];
  985. }
  986. else if(skill.type == 117)
  987. {
  988. outObj.selfRcv += sk[1] || 0;
  989. outObj.const += sk[2] || 0;
  990. outObj.scale += sk[3] || 0;
  991. }
  992. });
  993. return outObj;
  994. }
  995. function atkBuff_Rate(card)
  996. {
  997. const searchTypeArray = [
  998. 88,92, //类型的
  999. 50,90, //属性的,要排除回复力
  1000. 156,168,231, //宝石姬
  1001. 228, //属性、类型数量
  1002. ];
  1003. const skill = getCardActiveSkill(card, searchTypeArray);
  1004. const outObj = {
  1005. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1006. types: [],
  1007. attrs: [],
  1008. awoken: [],
  1009. rate: 0,
  1010. turns: 0,
  1011. };
  1012. if (!skill) return outObj;
  1013. const sk = skill.params;
  1014. if (skill.type == 88 || skill.type == 92)
  1015. {
  1016. outObj.skilltype = 2;
  1017. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1018. outObj.turns = sk[0];
  1019. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1020. }
  1021. else if(skill.type == 50 || skill.type == 90)
  1022. {
  1023. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1024. if (!outObj.attrs.length) //去除回复力
  1025. return outObj;
  1026. outObj.skilltype = 2;
  1027. outObj.turns = sk[0];
  1028. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1029. }
  1030. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1031. || skill.type == 168)
  1032. {
  1033. outObj.skilltype = 1;
  1034. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1035. outObj.turns = sk[0];
  1036. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1037. }
  1038. else if(skill.type == 228 && sk[3] > 0)
  1039. {
  1040. outObj.skilltype = 1;
  1041. outObj.attrs = flags(sk[1]);
  1042. outObj.types = flags(sk[2]);
  1043. outObj.turns = sk[0];
  1044. outObj.rate = sk[3];
  1045. }
  1046. else if(skill.type == 231 && sk[6] > 0)
  1047. {
  1048. outObj.skilltype = 1;
  1049. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1050. outObj.turns = sk[0];
  1051. outObj.rate = sk[6];
  1052. }
  1053. return outObj;
  1054. }
  1055. function rcvBuff_Rate(card)
  1056. {
  1057. const searchTypeArray = [
  1058. 50,90,
  1059. 228, 231, //宝石姬
  1060. ];
  1061. const skill = getCardActiveSkill(card, searchTypeArray);
  1062. const outObj = {
  1063. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1064. types: [],
  1065. attrs: [],
  1066. awoken: [],
  1067. rate: 0,
  1068. turns: 0,
  1069. };
  1070. if (!skill) return outObj;
  1071. const sk = skill.params;
  1072. if (skill.type == 228 && sk[4] > 0) {
  1073. outObj.skilltype = 1;
  1074. outObj.attrs = flags(sk[1]);
  1075. outObj.types = flags(sk[2]);
  1076. outObj.turns = sk[0];
  1077. outObj.rate = sk[4];
  1078. } else if (skill.type == 231 && sk[7] > 0) {
  1079. outObj.skilltype = 1;
  1080. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1081. outObj.turns = sk[0];
  1082. outObj.rate = sk[7];
  1083. } else if (skill.type == 50 || skill.type == 90) {
  1084. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1085. outObj.turns = sk[0];
  1086. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1087. }
  1088. return outObj;
  1089. }
  1090. function damageSelf_Rate(card)
  1091. {
  1092. const searchTypeArray = [84,85,86,87,195];
  1093. const skill = getCardActiveSkill(card, searchTypeArray);
  1094. if (!skill) return 0;
  1095. const sk = skill.params;
  1096. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1097. }
  1098. function changeEnemiesAttr_Attr(card)
  1099. {
  1100. const outObj = {
  1101. attr: null,
  1102. turns: 0
  1103. }
  1104. const searchTypeArray = [153, 224];
  1105. const skill = getCardActiveSkill(card, searchTypeArray);
  1106. if (!skill) return outObj;
  1107. const sk = skill.params;
  1108. if (skill.type == 153)
  1109. {
  1110. outObj.attr = sk[0];
  1111. }
  1112. else if (skill.type == 224)
  1113. {
  1114. outObj.attr = sk[1] || 0;
  1115. outObj.turns = sk[0];
  1116. }
  1117. return outObj;
  1118. }
  1119. //创建1个觉醒图标
  1120. function createAwokenIcon(awokenId)
  1121. {
  1122. const icon = document.createElement("icon");
  1123. icon.className ="awoken-icon";
  1124. icon.setAttribute("data-awoken-icon", awokenId);
  1125. return icon;
  1126. }
  1127. //产生一个觉醒列表
  1128. function creatAwokenList(awokens) {
  1129. const ul = document.createElement("ul");
  1130. ul.className = "awoken-ul";
  1131. awokens.forEach(ak=>{
  1132. const li = ul.appendChild(document.createElement("li"));
  1133. const icon = li.appendChild(createAwokenIcon(ak));
  1134. });
  1135. return ul;
  1136. }
  1137. //产生宝珠列表
  1138. function createOrbsList(orbs)
  1139. {
  1140. if (orbs == undefined) orbs = [0];
  1141. else if (!Array.isArray(orbs)) orbs = [orbs];
  1142. const ul = document.createElement("ul");
  1143. ul.className = "board";
  1144. orbs.forEach(orbType => {
  1145. const li = ul.appendChild(document.createElement("li"));
  1146. li.className = `orb-icon`;
  1147. li.setAttribute("data-orb-icon", orbType);
  1148. });
  1149. return ul;
  1150. }
  1151. //产生类型列表
  1152. function createTypesList(types)
  1153. {
  1154. if (types == undefined) types = [0];
  1155. else if (!Array.isArray(types)) types = [types];
  1156. const ul = document.createElement("ul");
  1157. ul.className = "types-ul";
  1158. types.forEach(type => {
  1159. const li = ul.appendChild(document.createElement("li"));
  1160. li.className = `type-icon`;
  1161. li.setAttribute("data-type-icon", type);
  1162. });
  1163. return ul;
  1164. }
  1165. const functions = [
  1166. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},
  1167. function:cards=>cards},
  1168. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  1169. {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)"},
  1170. function:cards=>{
  1171. return cards.filter(card=>{
  1172. return getSkillFixedDamage(card) > 0;
  1173. }).sort((a,b)=>{
  1174. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  1175. return a_pC - b_pC;
  1176. });
  1177. },
  1178. addition:card=>{
  1179. return getSkillFixedDamage(card).bigNumberToString() + "固伤";
  1180. }
  1181. },
  1182. {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)"},
  1183. function:cards=>{
  1184. return cards.filter(card=>{
  1185. return getSkillAddCombo(card) > 0;
  1186. }).sort((a,b)=>{
  1187. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  1188. return a_pC - b_pC;
  1189. });
  1190. },
  1191. addition:card=>{
  1192. const value = getSkillAddCombo(card);
  1193. const searchTypeArray = [210];
  1194. const skill = getCardLeaderSkill(card, searchTypeArray);
  1195. return `+${value.bigNumberToString()}C${skill?`/十字`:""}`;
  1196. }
  1197. },
  1198. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】",cht:"【7×6 版面】"},
  1199. function:cards=>cards.filter(card=>{
  1200. const searchTypeArray = [162,186];
  1201. const skill = getCardLeaderSkill(card, searchTypeArray);
  1202. return skill;
  1203. })
  1204. },
  1205. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】",cht:"【無天降版面】"},
  1206. function:cards=>cards.filter(card=>{
  1207. const searchTypeArray = [163,177];
  1208. const skill = getCardLeaderSkill(card, searchTypeArray);
  1209. return skill;
  1210. })
  1211. },
  1212. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)",cht:"隊長技加/減秒(按秒數排序)"},
  1213. function:cards=>{
  1214. const searchTypeArray = [15,185];
  1215. return cards.filter(card=>{
  1216. const skill = getCardLeaderSkill(card, searchTypeArray);
  1217. return skill;
  1218. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1219. },
  1220. addition:card=>{
  1221. const searchTypeArray = [15,185];
  1222. const skill = getCardLeaderSkill(card, searchTypeArray);
  1223. const value = skill.params[0];
  1224. return `${value > 0 ? "+" : ""}${value/100}s`;
  1225. }
  1226. },
  1227. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)",cht:"固定操作時間(按時間排序)"},
  1228. function:cards=>{
  1229. const searchTypeArray = [178];
  1230. return cards.filter(card=>{
  1231. const skill = getCardLeaderSkill(card, searchTypeArray);
  1232. return skill;
  1233. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1234. },
  1235. addition:card=>{
  1236. const searchTypeArray = [178];
  1237. const skill = getCardLeaderSkill(card, searchTypeArray);
  1238. const value = skill.params[0];
  1239. return `固定${value}s`;
  1240. }
  1241. },
  1242. {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)"},
  1243. function:cards=>{
  1244. const searchTypeArray = [12];
  1245. return cards.filter(card=>{
  1246. const skill = getCardLeaderSkill(card, searchTypeArray);
  1247. return skill;
  1248. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1249. },
  1250. addition:card=>{
  1251. const searchTypeArray = [12];
  1252. const skill = getCardLeaderSkill(card, searchTypeArray);
  1253. const value = skill.params[0];
  1254. return `攻击×${(value/100).bigNumberToString()}倍`;
  1255. }
  1256. },
  1257. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)",cht:"消除寶珠時回血(按回複比率排序)"},
  1258. function:cards=>{
  1259. const searchTypeArray = [13];
  1260. return cards.filter(card=>{
  1261. const skill = getCardLeaderSkill(card, searchTypeArray);
  1262. return skill;
  1263. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1264. },
  1265. addition:card=>{
  1266. const searchTypeArray = [13];
  1267. const skill = getCardLeaderSkill(card, searchTypeArray);
  1268. const value = skill.params[0];
  1269. return `回复×${(value/100).bigNumberToString()}倍`;
  1270. }
  1271. },
  1272. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  1273. function:cards=>{
  1274. const searchTypeArray = [41];
  1275. return cards.filter(card=>{
  1276. const skill = getCardLeaderSkill(card, searchTypeArray);
  1277. return skill;
  1278. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1279. },
  1280. addition:card=>{
  1281. const searchTypeArray = [41];
  1282. const skill = getCardLeaderSkill(card, searchTypeArray);
  1283. const sk = skill.params;
  1284. const fragment = document.createDocumentFragment();
  1285. fragment.appendChild(createOrbsList(sk[2] || 0));
  1286. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  1287. if (sk[0] < 100)fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  1288. return fragment;
  1289. }
  1290. },
  1291. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  1292. function:cards=>cards.filter(card=>{
  1293. const searchTypeArray = [197];
  1294. const skill = getCardLeaderSkill(card, searchTypeArray);
  1295. return skill;
  1296. })
  1297. },
  1298. {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)"},
  1299. function:cards=>{
  1300. const searchTypeArray = [198];
  1301. return cards.filter(card=>{
  1302. const skill = getCardLeaderSkill(card, searchTypeArray);
  1303. return skill && skill.params[2];
  1304. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  1305. },
  1306. addition:card=>{
  1307. const searchTypeArray = [198];
  1308. const skill = getCardLeaderSkill(card, searchTypeArray);
  1309. const sk = skill.params;
  1310. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  1311. }
  1312. },
  1313. {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)"},
  1314. function:cards=>{
  1315. const searchTypeArray = [198];
  1316. return cards.filter(card=>{
  1317. const skill = getCardLeaderSkill(card, searchTypeArray);
  1318. return skill && skill.params[3];
  1319. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  1320. },
  1321. addition:card=>{
  1322. const searchTypeArray = [198];
  1323. const skill = getCardLeaderSkill(card, searchTypeArray);
  1324. const sk = skill.params;
  1325. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  1326. }
  1327. },
  1328. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  1329. function:cards=>cards.filter(card=>{
  1330. const searchTypeArray = [151,209];
  1331. const skill = getCardLeaderSkill(card, searchTypeArray);
  1332. return skill;
  1333. })
  1334. },
  1335. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  1336. function:cards=>cards.filter(card=>{
  1337. const searchTypeArray = [157];
  1338. const skill = getCardLeaderSkill(card, searchTypeArray);
  1339. return skill;
  1340. })
  1341. },
  1342. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  1343. function:cards=>cards.filter(card=>{
  1344. const searchTypeArray = [177];
  1345. const skill = getCardLeaderSkill(card, searchTypeArray);
  1346. return skill;
  1347. })
  1348. },
  1349. {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)"},
  1350. function:cards=>{
  1351. const searchTypeArray = [158];
  1352. return cards.filter(card=>{
  1353. const skill = getCardLeaderSkill(card, searchTypeArray);
  1354. return skill;
  1355. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1356. },
  1357. addition:card=>{
  1358. const searchTypeArray = [158];
  1359. const skill = getCardLeaderSkill(card, searchTypeArray);
  1360. const value = skill.params[0];
  1361. return `≥${value}珠`;
  1362. }
  1363. },
  1364. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  1365. function:cards=>{
  1366. const searchTypeArray = [14];
  1367. return cards.filter(card=>{
  1368. const skill = getCardLeaderSkill(card, searchTypeArray);
  1369. return skill;
  1370. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1371. },
  1372. addition:card=>{
  1373. const searchTypeArray = [14];
  1374. const skill = getCardLeaderSkill(card, searchTypeArray);
  1375. const value = skill.params[0];
  1376. return `HP≥${value}%`;
  1377. }
  1378. },
  1379. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  1380. function:cards=>cards.filter(card=>{
  1381. const searchTypeArray = [125];
  1382. const skill = getCardLeaderSkill(card, searchTypeArray);
  1383. return skill;
  1384. })
  1385. },
  1386. {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"},
  1387. function:cards=>cards.filter(card=>{
  1388. const searchTypeArray = [175];
  1389. const skill = getCardLeaderSkill(card, searchTypeArray);
  1390. return skill;
  1391. })
  1392. },
  1393. {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"},
  1394. function:cards=>cards.filter(card=>{
  1395. const searchTypeArray = [203];
  1396. const skill = getCardLeaderSkill(card, searchTypeArray);
  1397. return skill;
  1398. })
  1399. },
  1400. {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"},
  1401. function:cards=>cards.filter(card=>{
  1402. const searchTypeArray = [229];
  1403. const skill = getCardLeaderSkill(card, searchTypeArray);
  1404. return skill;
  1405. })
  1406. },
  1407. {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)"},
  1408. function:cards=>{
  1409. const searchTypeArray = [53];
  1410. return cards.filter(card=>{
  1411. const skill = getCardLeaderSkill(card, searchTypeArray);
  1412. return skill;
  1413. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1414. },
  1415. addition:card=>{
  1416. const searchTypeArray = [53];
  1417. const skill = getCardLeaderSkill(card, searchTypeArray);
  1418. const sk = skill.params;
  1419. return `掉率x${sk[0]/100}`;
  1420. }
  1421. },
  1422. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  1423. function:cards=>{
  1424. const searchTypeArray = [54];
  1425. return cards.filter(card=>{
  1426. const skill = getCardLeaderSkill(card, searchTypeArray);
  1427. return skill;
  1428. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1429. },
  1430. addition:card=>{
  1431. const searchTypeArray = [54];
  1432. const skill = getCardLeaderSkill(card, searchTypeArray);
  1433. const sk = skill.params;
  1434. return `金币x${sk[0]/100}`;
  1435. }
  1436. },
  1437. {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)"},
  1438. function:cards=>{
  1439. const searchTypeArray = [148];
  1440. return cards.filter(card=>{
  1441. const skill = getCardLeaderSkill(card, searchTypeArray);
  1442. return skill;
  1443. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1444. },
  1445. addition:card=>{
  1446. const searchTypeArray = [148];
  1447. const skill = getCardLeaderSkill(card, searchTypeArray);
  1448. const sk = skill.params;
  1449. return `经验x${sk[0]/100}`;
  1450. }
  1451. },
  1452. ]},
  1453. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  1454. {name:"HP Scale [2, ∞) (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)"},
  1455. function:cards=>cards.filter(card=>{
  1456. const skill = Skills[card.leaderSkillId];
  1457. const HPscale = getHPScale(skill);
  1458. return HPscale >= 2;
  1459. }).sort((a,b)=>{
  1460. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1461. return getHPScale(a_s) - getHPScale(b_s);
  1462. })
  1463. },
  1464. {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)"},
  1465. function:cards=>cards.filter(card=>{
  1466. const skill = Skills[card.leaderSkillId];
  1467. const HPscale = getHPScale(skill);
  1468. return HPscale >= 1.5 && HPscale < 2;
  1469. }).sort((a,b)=>{
  1470. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1471. return getHPScale(a_s) - getHPScale(b_s);
  1472. })
  1473. },
  1474. {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)"},
  1475. function:cards=>cards.filter(card=>{
  1476. const skill = Skills[card.leaderSkillId];
  1477. const HPscale = getHPScale(skill);
  1478. return HPscale > 1 && HPscale < 1.5;
  1479. }).sort((a,b)=>{
  1480. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1481. return getHPScale(a_s) - getHPScale(b_s);
  1482. })
  1483. },
  1484. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  1485. function:cards=>cards.filter(card=>{
  1486. const skill = Skills[card.leaderSkillId];
  1487. const HPscale = getHPScale(skill);
  1488. return HPscale === 1;
  1489. })
  1490. },
  1491. {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)"},
  1492. function:cards=>cards.filter(card=>{
  1493. const skill = Skills[card.leaderSkillId];
  1494. const HPscale = getHPScale(skill);
  1495. return HPscale < 1;
  1496. }).sort((a,b)=>{
  1497. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1498. return getHPScale(a_s) - getHPScale(b_s);
  1499. })
  1500. },
  1501. ]},
  1502. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  1503. {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)"},
  1504. function:cards=>cards.filter(card=>{
  1505. const skill = Skills[card.leaderSkillId];
  1506. const reduceScale = getReduceScale(skill);
  1507. return reduceScale >= 0.75;
  1508. }).sort((a,b)=>{
  1509. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1510. return getReduceScale(a_s) - getReduceScale(b_s);
  1511. })
  1512. },
  1513. {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)"},
  1514. function:cards=>cards.filter(card=>{
  1515. const skill = Skills[card.leaderSkillId];
  1516. const reduceScale = getReduceScale(skill);
  1517. return reduceScale >= 0.5 && reduceScale < 0.75;
  1518. }).sort((a,b)=>{
  1519. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1520. return getReduceScale(a_s) - getReduceScale(b_s);
  1521. })
  1522. },
  1523. {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)"},
  1524. function:cards=>cards.filter(card=>{
  1525. const skill = Skills[card.leaderSkillId];
  1526. const reduceScale = getReduceScale(skill);
  1527. return reduceScale >= 0.25 && reduceScale < 0.5;
  1528. }).sort((a,b)=>{
  1529. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1530. return getReduceScale(a_s) - getReduceScale(b_s);
  1531. })
  1532. },
  1533. {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)"},
  1534. function:cards=>cards.filter(card=>{
  1535. const skill = Skills[card.leaderSkillId];
  1536. const reduceScale = getReduceScale(skill);
  1537. return reduceScale > 0 && reduceScale < 0.25;
  1538. }).sort((a,b)=>{
  1539. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1540. return getReduceScale(a_s) - getReduceScale(b_s);
  1541. })
  1542. },
  1543. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  1544. function:cards=>cards.filter(card=>{
  1545. const skill = Skills[card.leaderSkillId];
  1546. const reduceScale = getReduceScale(skill);
  1547. return reduceScale === 0;
  1548. })
  1549. },
  1550. {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"},
  1551. function:cards=>cards.filter(card=>{
  1552. const skill = Skills[card.leaderSkillId];
  1553. return getReduceScale(skill, true) > 0;
  1554. })
  1555. },
  1556. {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"},
  1557. function:cards=>cards.filter(card=>{
  1558. const skill = Skills[card.leaderSkillId];
  1559. return getReduceScale(skill, undefined, true) > 0;
  1560. })
  1561. },
  1562. {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"},
  1563. function:cards=>cards.filter(card=>{
  1564. const skill = Skills[card.leaderSkillId];
  1565. return getReduceScale(skill, undefined, undefined, true) > 0;
  1566. })
  1567. },
  1568. {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%)"},
  1569. function:cards=>cards.filter(card=>{
  1570. const skill = Skills[card.leaderSkillId];
  1571. const reduceScale = getReduceScale(skill);
  1572. return reduceScale>=0.29;
  1573. }).sort((a,b)=>{
  1574. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1575. return getReduceScale(a_s) - getReduceScale(b_s);
  1576. })
  1577. },
  1578. {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"},
  1579. function:cards=>cards.filter(card=>{
  1580. //获取盾减伤比例
  1581. function getReduceScale_unconditional(ls)
  1582. {
  1583. const sk = ls.params;
  1584. let scale = 0;
  1585. switch (ls.type)
  1586. {
  1587. case 16: //无条件盾
  1588. scale = sk[0]/100;
  1589. break;
  1590. case 129: //无条件盾,属性个数不固定
  1591. case 163: //无条件盾,属性个数不固定
  1592. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  1593. break;
  1594. case 138: //调用其他队长技
  1595. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  1596. break;
  1597. default:
  1598. }
  1599. return scale || 0;
  1600. }
  1601. const skill = Skills[card.leaderSkillId];
  1602. return getReduceScale_unconditional(skill) > 0;
  1603. })
  1604. },
  1605. ]},
  1606. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1607. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  1608. function:cards=>cards.filter(card=>{
  1609. if (card.activeSkillId == 0) return false;
  1610. const skill = Skills[card.activeSkillId];
  1611. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  1612. })
  1613. },
  1614. {name:"Less than 4 can be cycled use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个以下能永动开(可能不精确)",cht:"除 1 CD 外,4 個以下能永動開(可能不精確)"},
  1615. function:cards=>cards.filter(card=>{
  1616. if (card.activeSkillId == 0) return false;
  1617. const skill = Skills[card.activeSkillId];
  1618. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  1619. let realCD = minCD;
  1620. const searchTypeArray = [14];
  1621. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  1622. if (subSkill)
  1623. {
  1624. realCD -= subSkill.params[0] * 3;
  1625. }
  1626. return minCD > 1 && realCD <= 4;
  1627. })
  1628. },
  1629. {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)"},
  1630. function:cards=>{
  1631. const searchTypeArray = [5];
  1632. return cards.filter(card=>{
  1633. const skill = getCardActiveSkill(card, searchTypeArray);
  1634. return skill;
  1635. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1636. },
  1637. addition:card=>{
  1638. const searchTypeArray = [5];
  1639. const skill = getCardActiveSkill(card, searchTypeArray);
  1640. const value = skill.params[0];
  1641. return `时停${value}s`;
  1642. }
  1643. },
  1644. {
  1645. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  1646. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  1647. },
  1648. {
  1649. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  1650. function:cards=>cards.filter(card=>{
  1651. let skType = Skills[card.activeSkillId].type;
  1652. return skType == 232 || skType == 233;
  1653. })
  1654. },
  1655. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  1656. function:cards=>cards.filter(card=>{
  1657. const searchTypeArray = [225];
  1658. const skill = getCardActiveSkill(card, searchTypeArray);
  1659. return skill;
  1660. }),
  1661. addition:card=>{
  1662. const searchTypeArray = [225];
  1663. const skill = getCardActiveSkill(card, searchTypeArray);
  1664. const sk = skill.params;
  1665. let strArr = [];
  1666. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  1667. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  1668. return `HP ${strArr.join(" ")}`;
  1669. }
  1670. },
  1671. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  1672. function:cards=>cards.filter(card=>{
  1673. const searchTypeArray = [234];
  1674. const skill = getCardActiveSkill(card, searchTypeArray);
  1675. return skill;
  1676. }),
  1677. addition:card=>{
  1678. const searchTypeArray = [234];
  1679. const skill = getCardActiveSkill(card, searchTypeArray);
  1680. const sk = skill.params;
  1681. let strArr = [];
  1682. if (sk[0]) strArr.push(`≥${sk[0]}`);
  1683. if (sk[1]) strArr.push(`≤${sk[1]}`);
  1684. return `层 ${strArr.join(" ")}`;
  1685. }
  1686. },
  1687. ]},
  1688. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1689. {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)"},
  1690. function:cards=>{
  1691. const searchTypeArray = [173];
  1692. return cards.filter(card=>{
  1693. const skill = getCardActiveSkill(card, searchTypeArray);
  1694. return skill && skill.params[1];
  1695. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1696. },addition:voidsAbsorption_Addition},
  1697. /*{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)"},
  1698. function:cards=>{
  1699. const searchTypeArray = [173];
  1700. return cards.filter(card=>{
  1701. const skill = getCardActiveSkill(card, searchTypeArray);
  1702. return skill && skill.params[2];
  1703. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1704. },addition:voidsAbsorption_Addition},*/
  1705. {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)"},
  1706. function:cards=>{
  1707. const searchTypeArray = [173];
  1708. return cards.filter(card=>{
  1709. const skill = getCardActiveSkill(card, searchTypeArray);
  1710. return skill && skill.params[3];
  1711. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1712. },addition:voidsAbsorption_Addition},
  1713. {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)"},
  1714. function:cards=>{
  1715. const searchTypeArray = [173];
  1716. return cards.filter(card=>{
  1717. const skill = getCardActiveSkill(card, searchTypeArray);
  1718. return skill && skill.params[1] && skill.params[3];
  1719. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1720. },addition:voidsAbsorption_Addition},
  1721. {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)"},
  1722. function:cards=>{
  1723. const searchTypeArray = [191];
  1724. return cards.filter(card=>{
  1725. const skill = getCardActiveSkill(card, searchTypeArray);
  1726. return skill;
  1727. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1728. },
  1729. addition:card=>{
  1730. const searchTypeArray = [191];
  1731. const skill = getCardActiveSkill(card, searchTypeArray);
  1732. const sk = skill.params;
  1733. return document.createTextNode(`破贯×${sk[0]}T`);
  1734. }
  1735. },
  1736. ]},
  1737. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1738. {
  1739. 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)"},
  1740. function:cards=>{
  1741. return cards.filter(card=>{
  1742. const turns = unbind_Turns(card);
  1743. return turns.normal > 0;
  1744. }).sort((a,b)=>{
  1745. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1746. let a_pC = a_s.normal, b_pC = b_s.normal;
  1747. return a_pC - b_pC;
  1748. });
  1749. },
  1750. addition:unbind_Addition
  1751. },
  1752. {
  1753. 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)"},
  1754. function:cards=>{
  1755. return cards.filter(card=>{
  1756. const turns = unbind_Turns(card);
  1757. return turns.awoken > 0;
  1758. }).sort((a,b)=>{
  1759. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1760. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1761. return a_pC - b_pC;
  1762. });
  1763. },
  1764. addition:unbind_Addition
  1765. },
  1766. {
  1767. 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)"},
  1768. function:cards=>{
  1769. return cards.filter(card=>{
  1770. const turns = unbind_Turns(card);
  1771. return turns.normal && turns.awoken > 0;
  1772. }).sort((a,b)=>{
  1773. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1774. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1775. return a_pC - b_pC;
  1776. });
  1777. },
  1778. addition:unbind_Addition
  1779. },
  1780. {
  1781. 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)"},
  1782. function:cards=>{
  1783. const searchTypeArray = [196];
  1784. return cards.filter(card=>{
  1785. const skill = getCardActiveSkill(card, searchTypeArray);
  1786. return skill;
  1787. }).sort((a,b)=>{
  1788. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1789. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1790. return a_pC - b_pC;
  1791. })
  1792. },
  1793. addition:card=>{
  1794. const searchTypeArray = [196];
  1795. const skill = getCardActiveSkill(card, searchTypeArray);
  1796. const sk = skill.params;
  1797. const value = sk[0];
  1798. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1799. }
  1800. },
  1801. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1802. function:cards=>cards.filter(card=>{
  1803. const searchTypeArray = [214];
  1804. const skill = getCardActiveSkill(card, searchTypeArray);
  1805. return skill;
  1806. }),
  1807. addition:card=>{
  1808. const searchTypeArray = [214];
  1809. const skill = getCardActiveSkill(card, searchTypeArray);
  1810. const sk = skill.params;
  1811. return document.createTextNode(`自封技${sk[0]}T`);
  1812. }
  1813. },
  1814. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1815. function:cards=>cards.filter(card=>{
  1816. const searchTypeArray = [215];
  1817. const skill = getCardActiveSkill(card, searchTypeArray);
  1818. return skill;
  1819. }),
  1820. addition:card=>{
  1821. const searchTypeArray = [215];
  1822. const skill = getCardActiveSkill(card, searchTypeArray);
  1823. const sk = skill.params;
  1824. const fragment = document.createDocumentFragment();
  1825. fragment.appendChild(document.createTextNode(`自封`));
  1826. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1827. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1828. return fragment;
  1829. }
  1830. },
  1831. ]},
  1832. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1833. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  1834. function:cards=>cards.filter(card=>{
  1835. const searchTypeArray = [156,168,228,231];
  1836. const skill = getCardActiveSkill(card, searchTypeArray);
  1837. return skill;
  1838. })
  1839. },
  1840. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1841. function:cards=>{
  1842. return cards.filter(card=>{
  1843. const atkbuff = rcvBuff_Rate(card);
  1844. return atkbuff.skilltype > 0;
  1845. }).sort((a,b)=>{
  1846. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1847. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1848. if (sortNum == 0)
  1849. sortNum = a_pC.rate - b_pC.rate;
  1850. if (sortNum == 0)
  1851. sortNum = a_pC.turns - b_pC.turns;
  1852. return sortNum;
  1853. });
  1854. },
  1855. addition:card=>{
  1856. const atkbuff = rcvBuff_Rate(card);
  1857. const fragment = document.createDocumentFragment();
  1858. fragment.appendChild(createOrbsList([5]));
  1859. if (atkbuff.skilltype == 0) return fragment;
  1860. if (atkbuff.skilltype == 1)
  1861. {
  1862. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1863. if (atkbuff.awoken.length)
  1864. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1865. if (atkbuff.attrs.length)
  1866. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1867. if (atkbuff.types.length)
  1868. fragment.appendChild(createTypesList(atkbuff.types));
  1869. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1870. }else if (atkbuff.skilltype == 2)
  1871. {
  1872. if (atkbuff.attrs.length)
  1873. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1874. if (atkbuff.types.length)
  1875. fragment.appendChild(createTypesList(atkbuff.types));
  1876. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1877. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1878. }
  1879. return fragment;
  1880. }
  1881. },
  1882. {name:"ATK rate change(All)",otLangName:{chs:"全队攻击力 buff(顶攻击)",cht:"全隊攻擊力 buff(頂攻擊)"},
  1883. function:cards=>{
  1884. return cards.filter(card=>{
  1885. const atkbuff = atkBuff_Rate(card);
  1886. return atkbuff.skilltype > 0;
  1887. }).sort((a,b)=>{
  1888. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1889. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1890. if (sortNum == 0)
  1891. sortNum = a_pC.rate - b_pC.rate;
  1892. if (sortNum == 0)
  1893. sortNum = a_pC.turns - b_pC.turns;
  1894. return sortNum;
  1895. });
  1896. },
  1897. addition:card=>{
  1898. const atkbuff = atkBuff_Rate(card);
  1899. const fragment = document.createDocumentFragment();
  1900. if (atkbuff.skilltype == 0) return fragment;
  1901. if (atkbuff.skilltype == 1)
  1902. {
  1903. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1904. if (atkbuff.awoken.length)
  1905. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1906. if (atkbuff.attrs.length)
  1907. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1908. if (atkbuff.types.length)
  1909. fragment.appendChild(createTypesList(atkbuff.types));
  1910. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1911. }else if (atkbuff.skilltype == 2)
  1912. {
  1913. if (atkbuff.attrs.length)
  1914. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1915. if (atkbuff.types.length)
  1916. fragment.appendChild(createTypesList(atkbuff.types));
  1917. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1918. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1919. }
  1920. return fragment;
  1921. }
  1922. },
  1923. {name:"ATK rate change(on member)",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1924. function:cards=>{
  1925. const searchTypeArray = [230];
  1926. return cards.filter(card=>{
  1927. const skill = getCardActiveSkill(card, searchTypeArray);
  1928. return skill && skill.params[2] !== 100;
  1929. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1930. },
  1931. addition:card=>{
  1932. const searchTypeArray = [230];
  1933. const skill = getCardActiveSkill(card, searchTypeArray);
  1934. const sk = skill.params;
  1935. let str = '';
  1936. switch (sk[1]) {
  1937. case 1: {
  1938. str+="自身";
  1939. break;
  1940. }
  1941. case 2: {
  1942. str+="队长";
  1943. break;
  1944. }
  1945. case 8: {
  1946. str+="队员";
  1947. break;
  1948. }
  1949. }
  1950. str+=`${sk[2] / 100}倍×${sk[0]}T`;
  1951. return str;
  1952. }
  1953. },
  1954. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1955. function:cards=>{
  1956. const searchTypeArray = [132];
  1957. return cards.filter(card=>{
  1958. const skill = getCardActiveSkill(card, searchTypeArray);
  1959. return skill;
  1960. }).sort((a,b)=>{
  1961. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1962. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1963. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1964. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1965. });
  1966. },
  1967. addition:card=>{
  1968. const searchTypeArray = [132];
  1969. const skill = getCardActiveSkill(card, searchTypeArray);
  1970. const sk = skill.params;
  1971. let str = "👆";
  1972. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1973. if (sk[2]) str += `x${sk[2]/100}`;
  1974. return str;
  1975. }
  1976. },
  1977. {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)"},
  1978. function:cards=>{
  1979. const searchTypeArray = [184];
  1980. return cards.filter(card=>{
  1981. const skill = getCardActiveSkill(card, searchTypeArray);
  1982. return skill;
  1983. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1984. },
  1985. addition:card=>{
  1986. const searchTypeArray = [184];
  1987. const skill = getCardActiveSkill(card, searchTypeArray);
  1988. const sk = skill.params;
  1989. return `无↓×${sk[0]}T`;
  1990. }
  1991. },
  1992. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)",cht:"生成變換位(轉轉珠)"},
  1993. function:cards=>{
  1994. const searchTypeArray = [207];
  1995. return cards.filter(card=>{
  1996. const skill = getCardActiveSkill(card, searchTypeArray);
  1997. return skill;
  1998. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1999. },
  2000. addition:card=>{
  2001. const searchTypeArray = [207];
  2002. const skill = getCardActiveSkill(card, searchTypeArray);
  2003. const sk = skill.params;
  2004. if (sk[7])
  2005. return `${sk[7]}个×${sk[0]}T`;
  2006. else
  2007. return `特殊形状×${sk[0]}T`;
  2008. }
  2009. },
  2010. {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)"},
  2011. function:cards=>{
  2012. const searchTypeArray = [160];
  2013. return cards.filter(card=>{
  2014. const skill = getCardActiveSkill(card, searchTypeArray);
  2015. return skill;
  2016. }).sort((a,b)=>{
  2017. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2018. return a_s.params[1] - b_s.params[1];
  2019. });
  2020. },
  2021. addition:card=>{
  2022. const searchTypeArray = [160];
  2023. const skill = getCardActiveSkill(card, searchTypeArray);
  2024. const sk = skill.params;
  2025. return `+${sk[1]}C×${sk[0]}T`;
  2026. }
  2027. },
  2028. {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)"},
  2029. function:cards=>{
  2030. const searchTypeArray = [3,156];
  2031. return cards.filter(card=>{
  2032. const skill = getCardActiveSkill(card, searchTypeArray);
  2033. if (!skill) return false;
  2034. if (skill.type == 156)
  2035. return skill.params[4]==3;
  2036. else
  2037. return true;
  2038. }).sort((a,b)=>{
  2039. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2040. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2041. if (!sortNum)
  2042. {
  2043. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2044. sortNum = a_pC - b_pC;
  2045. }
  2046. return sortNum;
  2047. });
  2048. },
  2049. addition:card=>{
  2050. const searchTypeArray = [3,156];
  2051. const skill = getCardActiveSkill(card, searchTypeArray);
  2052. const sk = skill.params;
  2053. const fragment = document.createDocumentFragment();
  2054. if (skill.type == 156)
  2055. {
  2056. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2057. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2058. fragment.appendChild(creatAwokenList(awokenArr));
  2059. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2060. }else
  2061. {
  2062. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2063. }
  2064. return fragment;
  2065. }
  2066. },
  2067. {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)"},
  2068. function:cards=>{
  2069. const searchTypeArray = [3];
  2070. return cards.filter(card=>{
  2071. const skill = getCardActiveSkill(card, searchTypeArray);
  2072. return skill && skill.params[1]>=100;
  2073. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2074. },
  2075. addition:card=>{
  2076. const searchTypeArray = [3];
  2077. const skill = getCardActiveSkill(card, searchTypeArray);
  2078. const sk = skill.params;
  2079. return `无敌×${sk[0]}T`;
  2080. }
  2081. },
  2082. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  2083. function:cards=>{
  2084. const searchTypeArray = [21];
  2085. return cards.filter(card=>{
  2086. const skill = getCardActiveSkill(card, searchTypeArray);
  2087. return skill;
  2088. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2089. },
  2090. addition:card=>{
  2091. const searchTypeArray = [21];
  2092. const skill = getCardActiveSkill(card, searchTypeArray);
  2093. const sk = skill.params;
  2094. const colors = [sk[1]];
  2095. const fragment = document.createDocumentFragment();
  2096. fragment.appendChild(document.createTextNode(`-`));
  2097. fragment.appendChild(createOrbsList(colors));
  2098. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2099. return fragment;
  2100. }
  2101. },
  2102. {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)"},
  2103. function:cards=>{
  2104. const searchTypeArray = [51];
  2105. return cards.filter(card=>{
  2106. const skill = getCardActiveSkill(card, searchTypeArray);
  2107. return skill;
  2108. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2109. },
  2110. addition:card=>{
  2111. const searchTypeArray = [51];
  2112. const skill = getCardActiveSkill(card, searchTypeArray);
  2113. const sk = skill.params;
  2114. return `全体×${sk[0]}T`;
  2115. }
  2116. },
  2117. ]},
  2118. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  2119. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  2120. function:cards=>{
  2121. const searchTypeArray = [18];
  2122. return cards.filter(card=>{
  2123. const skill = getCardActiveSkill(card, searchTypeArray);
  2124. return skill;
  2125. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2126. },
  2127. addition:card=>{
  2128. const searchTypeArray = [18];
  2129. const skill = getCardActiveSkill(card, searchTypeArray);
  2130. const sk = skill.params;
  2131. return document.createTextNode(`威吓×${sk[0]}T`);
  2132. }
  2133. },
  2134. {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)"},
  2135. function:cards=>{
  2136. const searchTypeArray = [19];
  2137. return cards.filter(card=>{
  2138. const skill = getCardActiveSkill(card, searchTypeArray);
  2139. return skill;
  2140. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2141. },
  2142. addition:card=>{
  2143. const searchTypeArray = [19];
  2144. const skill = getCardActiveSkill(card, searchTypeArray);
  2145. const sk = skill.params;
  2146. return `破防${sk[1]}%`;
  2147. }
  2148. },
  2149. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  2150. function:cards=>{
  2151. const searchTypeArray = [19];
  2152. return cards.filter(card=>{
  2153. const skill = getCardActiveSkill(card, searchTypeArray);
  2154. return skill && skill.params[1]>=100;
  2155. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2156. },
  2157. addition:card=>{
  2158. const searchTypeArray = [19];
  2159. const skill = getCardActiveSkill(card, searchTypeArray);
  2160. const sk = skill.params;
  2161. return `全破×${sk[0]}T`;
  2162. }
  2163. },
  2164. {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)"},
  2165. function:cards=>{
  2166. const searchTypeArray = [4];
  2167. return cards.filter(card=>{
  2168. const skill = getCardActiveSkill(card, searchTypeArray);
  2169. return skill;
  2170. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2171. },
  2172. addition:card=>{
  2173. const searchTypeArray = [4];
  2174. const skill = getCardActiveSkill(card, searchTypeArray);
  2175. const sk = skill.params;
  2176. return `攻击力×${sk[0]/100}倍`;
  2177. }
  2178. },
  2179. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  2180. function:cards=>{
  2181. return cards.filter(card=>{
  2182. return changeEnemiesAttr_Attr(card).attr != null;
  2183. }).sort((a,b)=>{
  2184. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2185. return a_pC.attr - b_pC.attr;
  2186. })
  2187. },
  2188. addition:card=>{
  2189. let change = changeEnemiesAttr_Attr(card);
  2190. const fragment = document.createDocumentFragment();
  2191. fragment.appendChild(document.createTextNode(`敌→`));
  2192. fragment.appendChild(createOrbsList(change.attr));
  2193. if (change.turns > 0)
  2194. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2195. return fragment;
  2196. }
  2197. },
  2198. {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)"},
  2199. function:cards=>{
  2200. const searchTypeArray = [60];
  2201. return cards.filter(card=>{
  2202. const skill = getCardActiveSkill(card, searchTypeArray);
  2203. return skill;
  2204. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2205. },
  2206. addition:card=>{
  2207. const searchTypeArray = [60];
  2208. const skill = getCardActiveSkill(card, searchTypeArray);
  2209. const sk = skill.params;
  2210. const fragment = document.createDocumentFragment();
  2211. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2212. fragment.appendChild(createOrbsList(sk[2]));
  2213. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2214. return fragment;
  2215. }
  2216. },
  2217. ]},
  2218. {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: [
  2219. {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)"},
  2220. function:cards=>{
  2221. const searchTypeArray = [146];
  2222. return cards.filter(card=>{
  2223. const skill = getCardActiveSkill(card, searchTypeArray);
  2224. return skill;
  2225. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2226. },
  2227. addition:card=>{
  2228. const searchTypeArray = [146];
  2229. const skill = getCardActiveSkill(card, searchTypeArray);
  2230. const sk = skill.params;
  2231. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  2232. }
  2233. },
  2234. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  2235. function:cards=>{
  2236. const searchTypeArray = [218];
  2237. return cards.filter(card=>{
  2238. const skill = getCardActiveSkill(card, searchTypeArray);
  2239. return skill;
  2240. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2241. },
  2242. addition:card=>{
  2243. const searchTypeArray = [218];
  2244. const skill = getCardActiveSkill(card, searchTypeArray);
  2245. const sk = skill.params;
  2246. return document.createTextNode(`坐下${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2247. }
  2248. },
  2249. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  2250. function:cards=>cards.filter(card=>{
  2251. const searchTypeArray = [93, 227];
  2252. const skill = getCardActiveSkill(card, searchTypeArray);
  2253. return skill;
  2254. })
  2255. },
  2256. {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)"},
  2257. function:cards=>{
  2258. const searchTypeArray = [142];
  2259. return cards.filter(card=>{
  2260. const skill = getCardActiveSkill(card, searchTypeArray);
  2261. return skill;
  2262. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2263. },
  2264. addition:card=>{
  2265. const searchTypeArray = [142];
  2266. const skill = getCardActiveSkill(card, searchTypeArray);
  2267. const sk = skill.params;
  2268. const fragment = document.createDocumentFragment();
  2269. fragment.appendChild(document.createTextNode(`自→`));
  2270. fragment.appendChild(createOrbsList(sk[1]));
  2271. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2272. return fragment;
  2273. }
  2274. },
  2275. ]},
  2276. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2277. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2278. function:cards=>{
  2279. const searchTypeArray = [179];
  2280. return cards.filter(card=>{
  2281. const skill = getCardActiveSkill(card, searchTypeArray);
  2282. return skill;
  2283. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2284. },
  2285. addition:card=>{
  2286. const searchTypeArray = [179];
  2287. const skill = getCardActiveSkill(card, searchTypeArray);
  2288. const sk = skill.params;
  2289. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2290. }
  2291. },
  2292. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2293. function:cards=>{
  2294. return cards.filter(card=>{
  2295. const heal = healImmediately_Rate(card);
  2296. return Object.values(heal).some(v=>v);
  2297. })
  2298. .sort((a,b)=>{
  2299. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2300. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2301. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2302. let sortNum = a_i - b_i;
  2303. if (!sortNum)
  2304. {
  2305. sortNum = a_vs[a_i] - b_vs[b_i];
  2306. }
  2307. return sortNum;
  2308. });
  2309. },
  2310. addition:card=>{
  2311. const heal = healImmediately_Rate(card);
  2312. let strArr = [];
  2313. if (heal.scale)
  2314. strArr.push(`${heal.scale}%最大HP`);
  2315. if (heal.const)
  2316. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2317. if (heal.selfRcv)
  2318. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2319. if (heal.vampire)
  2320. strArr.push(`${heal.vampire}%伤害`);
  2321. return strArr.join(',');
  2322. }
  2323. },
  2324. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  2325. function:cards=>{
  2326. return cards.filter(card=>damageSelf_Rate(card)>0)
  2327. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2328. },
  2329. addition:card=>{
  2330. let rate = damageSelf_Rate(card);
  2331. if (rate < 100)
  2332. return `减少${rate}%`;
  2333. else
  2334. return `减少到1`;
  2335. }
  2336. },
  2337. ]},
  2338. {group:true,name:"----- Orbs Lock -----",otLangName:{chs:"-----锁珠类-----",cht:"-----鎖珠類-----"}, functions: [
  2339. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2340. function:cards=>cards.filter(card=>{
  2341. const searchTypeArray = [172];
  2342. const skill = getCardActiveSkill(card, searchTypeArray);
  2343. return skill;
  2344. })
  2345. },
  2346. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2347. function:cards=>cards.filter(card=>{
  2348. const searchTypeArray = [152];
  2349. const skill = getCardActiveSkill(card, searchTypeArray);
  2350. return skill;
  2351. }),
  2352. addition:lock_Addition
  2353. },
  2354. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2355. function:cards=>cards.filter(card=>{
  2356. const searchTypeArray = [152];
  2357. const skill = getCardActiveSkill(card, searchTypeArray);
  2358. return skill && (skill.params[0] & 63) === 63;
  2359. }),
  2360. addition:lock_Addition
  2361. },
  2362. ]},
  2363. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2364. {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)"},
  2365. function:cards=>{
  2366. const searchTypeArray = [205];
  2367. return cards.filter(card=>{
  2368. const skill = getCardActiveSkill(card, searchTypeArray);
  2369. return skill;
  2370. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2371. },
  2372. addition:dropLock_Addition
  2373. },
  2374. {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)"},
  2375. function:cards=>{
  2376. const searchTypeArray = [205];
  2377. return cards.filter(card=>{
  2378. const skill = getCardActiveSkill(card, searchTypeArray);
  2379. return skill && (skill.params[0] & 63) === 63;
  2380. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2381. },
  2382. addition:dropLock_Addition
  2383. },
  2384. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"},
  2385. function:cards=>{
  2386. const searchTypeArray = [180];
  2387. return cards.filter(card=>{
  2388. const skill = getCardActiveSkill(card, searchTypeArray);
  2389. return skill;
  2390. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2391. },
  2392. addition:card=>{
  2393. const searchTypeArray = [180];
  2394. const skill = getCardActiveSkill(card, searchTypeArray);
  2395. const sk = skill.params;
  2396. return `${sk[1]}%×${sk[0]}T`;
  2397. }
  2398. },
  2399. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  2400. function:cards=>cards.filter(card=>{
  2401. const searchTypeArray = [126];
  2402. const skill = getCardActiveSkill(card, searchTypeArray);
  2403. return skill;
  2404. }),
  2405. addition:dropOrb_Addition
  2406. },
  2407. {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)"},
  2408. function:cards=>cards.filter(card=>{
  2409. const searchTypeArray = [126];
  2410. const skill = getCardActiveSkill(card, searchTypeArray);
  2411. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2412. }),
  2413. addition:dropOrb_Addition
  2414. },
  2415. {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"},
  2416. function:cards=>cards.filter(card=>{
  2417. const searchTypeArray = [126];
  2418. const skill = getCardActiveSkill(card, searchTypeArray);
  2419. return skill && skill.params[1] >= 99;
  2420. }),
  2421. addition:dropOrb_Addition
  2422. },
  2423. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2424. function:cards=>cards.filter(card=>{
  2425. const searchTypeArray = [126];
  2426. const skill = getCardActiveSkill(card, searchTypeArray);
  2427. return skill && skill.params[3] == 100;
  2428. }),
  2429. addition:dropOrb_Addition
  2430. },
  2431. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  2432. function:cards=>{
  2433. const searchTypeArray = [226];
  2434. return cards.filter(card=>{
  2435. const skill = getCardActiveSkill(card, searchTypeArray);
  2436. return skill;
  2437. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2438. },
  2439. addition:card=>{
  2440. const searchTypeArray = [226];
  2441. const skill = getCardActiveSkill(card, searchTypeArray);
  2442. const sk = skill.params;
  2443. return `📌${sk[1]}%×${sk[0]}T`;
  2444. }
  2445. },
  2446. ]},
  2447. {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: [
  2448. {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)"},
  2449. function:cards=>{
  2450. const searchTypeArray = [6];
  2451. return cards.filter(card=>{
  2452. const skill = getCardActiveSkill(card, searchTypeArray);
  2453. return skill;
  2454. }).sort((a,b)=>{
  2455. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2456. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2457. return a_pC - b_pC;
  2458. })
  2459. },
  2460. addition:card=>{
  2461. const searchTypeArray = [6];
  2462. const skill = getCardActiveSkill(card, searchTypeArray);
  2463. const sk = skill.params;
  2464. return `当前${sk[0]}%`;
  2465. }
  2466. },
  2467. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)",cht:"重力-敵人最大血量(按比例排序)"},
  2468. function:cards=>{
  2469. const searchTypeArray = [161];
  2470. return cards.filter(card=>{
  2471. const skill = getCardActiveSkill(card, searchTypeArray);
  2472. return skill;
  2473. }).sort((a,b)=>{
  2474. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2475. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2476. return a_pC - b_pC;
  2477. })
  2478. },
  2479. addition:card=>{
  2480. const searchTypeArray = [161];
  2481. const skill = getCardActiveSkill(card, searchTypeArray);
  2482. const sk = skill.params;
  2483. return `最大${sk[0]}%`;
  2484. }
  2485. },
  2486. ]},
  2487. {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: [
  2488. {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)"},
  2489. function:cards=>{
  2490. const searchTypeArray = [55,188];
  2491. return cards.filter(card=>{
  2492. const skill = getCardActiveSkill(card, searchTypeArray);
  2493. return skill;
  2494. }).sort((a,b)=>{
  2495. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2496. 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);
  2497. return a_pC - b_pC;
  2498. });
  2499. },
  2500. addition:card=>{
  2501. const searchTypeArray = [55,188];
  2502. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2503. const sk = skills[0].params;
  2504. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2505. }
  2506. },
  2507. {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)"},
  2508. function:cards=>{
  2509. const searchTypeArray = [56];
  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 = [56];
  2517. const skill = getCardActiveSkill(card, searchTypeArray);
  2518. const sk = skill.params;
  2519. return `固伤${sk[0].bigNumberToString()}`;
  2520. }
  2521. },
  2522. ]},
  2523. {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: [
  2524. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2525. function:cards=>cards.filter(card=>{
  2526. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2527. function isSingle(skill)
  2528. {
  2529. if (skill.type == 110)
  2530. return Boolean(skill.params[0]);
  2531. else if (skill.type == 144)
  2532. return Boolean(skill.params[2]);
  2533. else
  2534. return true;
  2535. }
  2536. const skill = getCardActiveSkill(card, searchTypeArray);
  2537. return skill && isSingle(skill);
  2538. })
  2539. },
  2540. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2541. function:cards=>cards.filter(card=>{
  2542. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2543. function isAll(skill)
  2544. {
  2545. if (skill.type == 110)
  2546. return !Boolean(skill.params[0]);
  2547. else if (skill.type == 144)
  2548. return !Boolean(skill.params[2]);
  2549. else
  2550. return true;
  2551. }
  2552. const skill = getCardActiveSkill(card, searchTypeArray);
  2553. return skill && skill.id!=0 && isAll(skill);
  2554. })
  2555. },
  2556. {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"},
  2557. function:cards=>cards.filter(card=>{
  2558. const searchTypeArray = [42];
  2559. const skill = getCardActiveSkill(card, searchTypeArray);
  2560. return skill;
  2561. })
  2562. },
  2563. {name:"Numerical ATK - Attr - Any",otLangName:{chs:"大炮-属性-不限",cht:"大炮-屬性-不限"},
  2564. function:cards=>cards.filter(card=>{
  2565. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2566. const skill = getCardActiveSkill(card, searchTypeArray);
  2567. return skill && skill.id!=0;
  2568. }),
  2569. addition:card=>{
  2570. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2571. const skill = getCardActiveSkill(card, searchTypeArray);
  2572. //const sk = skill.params;
  2573. const colors = [getCannonAttr(skill)];
  2574. const fragment = document.createDocumentFragment();
  2575. fragment.appendChild(document.createTextNode(`射`));
  2576. fragment.appendChild(createOrbsList(colors));
  2577. return fragment;
  2578. }
  2579. },
  2580. {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"},
  2581. function:cards=>cards.filter(card=>{
  2582. const searchTypeArray = [2,35];
  2583. const skill = getCardActiveSkill(card, searchTypeArray);
  2584. return skill;
  2585. })
  2586. },
  2587. {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)"},
  2588. function:cards=>cards.filter(card=>{
  2589. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2590. const skill = getCardActiveSkill(card, searchTypeArray);
  2591. return skill && skill.id!=0;
  2592. }).sort((a,b)=>{
  2593. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2594. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2595. function getNumber(skill)
  2596. {
  2597. const sk = skill.params;
  2598. switch(skill.type)
  2599. {
  2600. case 0:
  2601. case 37:
  2602. case 58:
  2603. case 59:
  2604. case 84:
  2605. case 85:
  2606. case 115:
  2607. return sk[1];
  2608. case 2:
  2609. case 35:
  2610. return sk[0];
  2611. default:
  2612. return 0;
  2613. }
  2614. }
  2615. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2616. return a_pC - b_pC;
  2617. })
  2618. },
  2619. {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)"},
  2620. function:cards=>cards.filter(card=>{
  2621. const searchTypeArray = [1,42,86,87];
  2622. const skill = getCardActiveSkill(card, searchTypeArray);
  2623. return skill;
  2624. }).sort((a,b)=>{
  2625. const searchTypeArray = [1,42,86,87];
  2626. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2627. function getNumber(skill)
  2628. {
  2629. const sk = skill.params;
  2630. switch(skill.type)
  2631. {
  2632. case 1:
  2633. case 86:
  2634. case 87:
  2635. return sk[1];
  2636. case 42:
  2637. return sk[2];
  2638. default:
  2639. return 0;
  2640. }
  2641. }
  2642. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2643. return a_pC - b_pC;
  2644. })
  2645. },
  2646. {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)"},
  2647. function:cards=>{
  2648. const searchTypeArray = [110];
  2649. return cards.filter(card=>{
  2650. const skill = getCardActiveSkill(card, searchTypeArray);
  2651. return skill;
  2652. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2653. }
  2654. },
  2655. {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)"},
  2656. function:cards=>{
  2657. const searchTypeArray = [143];
  2658. return cards.filter(card=>{
  2659. const skill = getCardActiveSkill(card, searchTypeArray);
  2660. return skill;
  2661. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2662. }
  2663. },
  2664. {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)"},
  2665. function:cards=>{
  2666. const searchTypeArray = [144];
  2667. return cards.filter(card=>{
  2668. const skill = getCardActiveSkill(card, searchTypeArray);
  2669. return skill;
  2670. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2671. }
  2672. },
  2673. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2674. function:cards=>cards.filter(card=>{
  2675. const searchTypeArray = [35,115];
  2676. const skill = getCardActiveSkill(card, searchTypeArray);
  2677. return skill;
  2678. })
  2679. },
  2680. ]},
  2681. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----",cht:"-----洗版類-----"}, functions: [
  2682. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2683. function:cards=>cards.filter(card=>{
  2684. const searchTypeArray = [10];
  2685. const skill = getCardActiveSkill(card, searchTypeArray);
  2686. return skill;
  2687. })
  2688. },
  2689. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2690. function:cards=>cards.filter(card=>{
  2691. const searchTypeArray = [71];
  2692. const skill = getCardActiveSkill(card, searchTypeArray);
  2693. return boardChange_ColorTypes(skill).length == 1;
  2694. }),
  2695. addition:boardChange_Addition
  2696. },
  2697. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2698. function:cards=>cards.filter(card=>{
  2699. const searchTypeArray = [71];
  2700. const skill = getCardActiveSkill(card, searchTypeArray);
  2701. return boardChange_ColorTypes(skill).length == 2;
  2702. }),
  2703. addition:boardChange_Addition
  2704. },
  2705. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2706. function:cards=>cards.filter(card=>{
  2707. const searchTypeArray = [71];
  2708. const skill = getCardActiveSkill(card, searchTypeArray);
  2709. return boardChange_ColorTypes(skill).length == 3;
  2710. }),
  2711. addition:boardChange_Addition
  2712. },
  2713. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2714. function:cards=>cards.filter(card=>{
  2715. const searchTypeArray = [71];
  2716. const skill = getCardActiveSkill(card, searchTypeArray);
  2717. return boardChange_ColorTypes(skill).length == 4;
  2718. }),
  2719. addition:boardChange_Addition
  2720. },
  2721. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2722. function:cards=>cards.filter(card=>{
  2723. const searchTypeArray = [71];
  2724. const skill = getCardActiveSkill(card, searchTypeArray);
  2725. return boardChange_ColorTypes(skill).length == 5;
  2726. }),
  2727. addition:boardChange_Addition
  2728. },
  2729. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2730. function:cards=>cards.filter(card=>{
  2731. const searchTypeArray = [71];
  2732. const skill = getCardActiveSkill(card, searchTypeArray);
  2733. return boardChange_ColorTypes(skill).length >= 6;
  2734. }),
  2735. addition:boardChange_Addition
  2736. },
  2737. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2738. function:cards=>cards.filter(card=>{
  2739. const searchTypeArray = [71];
  2740. const skill = getCardActiveSkill(card, searchTypeArray);
  2741. return boardChange_ColorTypes(skill).includes(0);
  2742. }),
  2743. addition:boardChange_Addition
  2744. },
  2745. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2746. function:cards=>cards.filter(card=>{
  2747. const searchTypeArray = [71];
  2748. const skill = getCardActiveSkill(card, searchTypeArray);
  2749. return boardChange_ColorTypes(skill).includes(1);
  2750. }),
  2751. addition:boardChange_Addition
  2752. },
  2753. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2754. function:cards=>cards.filter(card=>{
  2755. const searchTypeArray = [71];
  2756. const skill = getCardActiveSkill(card, searchTypeArray);
  2757. return boardChange_ColorTypes(skill).includes(2);
  2758. }),
  2759. addition:boardChange_Addition
  2760. },
  2761. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2762. function:cards=>cards.filter(card=>{
  2763. const searchTypeArray = [71];
  2764. const skill = getCardActiveSkill(card, searchTypeArray);
  2765. return boardChange_ColorTypes(skill).includes(3);
  2766. }),
  2767. addition:boardChange_Addition
  2768. },
  2769. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2770. function:cards=>cards.filter(card=>{
  2771. const searchTypeArray = [71];
  2772. const skill = getCardActiveSkill(card, searchTypeArray);
  2773. return boardChange_ColorTypes(skill).includes(4);
  2774. }),
  2775. addition:boardChange_Addition
  2776. },
  2777. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2778. function:cards=>cards.filter(card=>{
  2779. const searchTypeArray = [71];
  2780. const skill = getCardActiveSkill(card, searchTypeArray);
  2781. return boardChange_ColorTypes(skill).includes(5);
  2782. }),
  2783. addition:boardChange_Addition
  2784. },
  2785. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2786. function:cards=>cards.filter(card=>{
  2787. const searchTypeArray = [71];
  2788. const skill = getCardActiveSkill(card, searchTypeArray);
  2789. const colors = boardChange_ColorTypes(skill);
  2790. return colors.includes(6)
  2791. || colors.includes(7)
  2792. || colors.includes(8)
  2793. || colors.includes(9);
  2794. }),
  2795. addition:boardChange_Addition
  2796. },
  2797. ]},
  2798. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2799. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  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.to.includes(0));
  2806. }),
  2807. addition:changeOrbs_Addition
  2808. },
  2809. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2810. function:cards=>cards.filter(card=>{
  2811. const searchTypeArray = [9,20,154];
  2812. const skills = getCardActiveSkills(card, searchTypeArray);
  2813. if (!skills.length) return false;
  2814. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2815. return parsedSkills.some(p=>p.to.includes(1));
  2816. }),
  2817. addition:changeOrbs_Addition
  2818. },
  2819. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2820. function:cards=>cards.filter(card=>{
  2821. const searchTypeArray = [9,20,154];
  2822. const skills = getCardActiveSkills(card, searchTypeArray);
  2823. if (!skills.length) return false;
  2824. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2825. return parsedSkills.some(p=>p.to.includes(2));
  2826. }),
  2827. addition:changeOrbs_Addition
  2828. },
  2829. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2830. function:cards=>cards.filter(card=>{
  2831. const searchTypeArray = [9,20,154];
  2832. const skills = getCardActiveSkills(card, searchTypeArray);
  2833. if (!skills.length) return false;
  2834. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2835. return parsedSkills.some(p=>p.to.includes(3));
  2836. }),
  2837. addition:changeOrbs_Addition
  2838. },
  2839. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2840. function:cards=>cards.filter(card=>{
  2841. const searchTypeArray = [9,20,154];
  2842. const skills = getCardActiveSkills(card, searchTypeArray);
  2843. if (!skills.length) return false;
  2844. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2845. return parsedSkills.some(p=>p.to.includes(4));
  2846. }),
  2847. addition:changeOrbs_Addition
  2848. },
  2849. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2850. function:cards=>cards.filter(card=>{
  2851. const searchTypeArray = [9,20,154];
  2852. const skills = getCardActiveSkills(card, searchTypeArray);
  2853. if (!skills.length) return false;
  2854. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2855. return parsedSkills.some(p=>p.to.includes(5));
  2856. }),
  2857. addition:changeOrbs_Addition
  2858. },
  2859. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2860. function:cards=>cards.filter(card=>{
  2861. const searchTypeArray = [9,20,154];
  2862. const skills = getCardActiveSkills(card, searchTypeArray);
  2863. if (!skills.length) return false;
  2864. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2865. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2866. }),
  2867. addition:changeOrbs_Addition
  2868. },
  2869. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2870. function:cards=>cards.filter(card=>{
  2871. const searchTypeArray = [9,20,154];
  2872. const skills = getCardActiveSkills(card, searchTypeArray);
  2873. if (!skills.length) return false;
  2874. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2875. return parsedSkills.some(p=>p.from.includes(0));
  2876. }),
  2877. addition:changeOrbs_Addition
  2878. },
  2879. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2880. function:cards=>cards.filter(card=>{
  2881. const searchTypeArray = [9,20,154];
  2882. const skills = getCardActiveSkills(card, searchTypeArray);
  2883. if (!skills.length) return false;
  2884. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2885. return parsedSkills.some(p=>p.from.includes(1));
  2886. }),
  2887. addition:changeOrbs_Addition
  2888. },
  2889. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2890. function:cards=>cards.filter(card=>{
  2891. const searchTypeArray = [9,20,154];
  2892. const skills = getCardActiveSkills(card, searchTypeArray);
  2893. if (!skills.length) return false;
  2894. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2895. return parsedSkills.some(p=>p.from.includes(2));
  2896. }),
  2897. addition:changeOrbs_Addition
  2898. },
  2899. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2900. function:cards=>cards.filter(card=>{
  2901. const searchTypeArray = [9,20,154];
  2902. const skills = getCardActiveSkills(card, searchTypeArray);
  2903. if (!skills.length) return false;
  2904. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2905. return parsedSkills.some(p=>p.from.includes(3));
  2906. }),
  2907. addition:changeOrbs_Addition
  2908. },
  2909. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2910. function:cards=>cards.filter(card=>{
  2911. const searchTypeArray = [9,20,154];
  2912. const skills = getCardActiveSkills(card, searchTypeArray);
  2913. if (!skills.length) return false;
  2914. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2915. return parsedSkills.some(p=>p.from.includes(4));
  2916. }),
  2917. addition:changeOrbs_Addition
  2918. },
  2919. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2920. function:cards=>cards.filter(card=>{
  2921. const searchTypeArray = [9,20,154];
  2922. const skills = getCardActiveSkills(card, searchTypeArray);
  2923. if (!skills.length) return false;
  2924. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2925. return parsedSkills.some(p=>p.from.includes(5));
  2926. }),
  2927. addition:changeOrbs_Addition
  2928. },
  2929. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2930. function:cards=>cards.filter(card=>{
  2931. const searchTypeArray = [9,20,154];
  2932. const skills = getCardActiveSkills(card, searchTypeArray);
  2933. if (!skills.length) return false;
  2934. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2935. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2936. }),
  2937. addition:changeOrbs_Addition
  2938. },
  2939. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2940. function:cards=>{
  2941. const searchTypeArray = [52,91,140];
  2942. return cards.filter(card=>{
  2943. const skill = getCardActiveSkill(card, searchTypeArray);
  2944. return skill;
  2945. });
  2946. },
  2947. addition:card=>{
  2948. const searchTypeArray = [52,91,140];
  2949. const skill = getCardActiveSkill(card, searchTypeArray);
  2950. const sk = skill.params;
  2951. let attrs = [];
  2952. switch (skill.type)
  2953. {
  2954. case 52:{
  2955. attrs.push(sk[0]); break;
  2956. }
  2957. case 91:{
  2958. attrs = sk.slice(0,-1); break;
  2959. }
  2960. case 140:{
  2961. attrs = flags(sk[0]); break;
  2962. }
  2963. }
  2964. const fragment = document.createDocumentFragment();
  2965. fragment.appendChild(document.createTextNode(`强化`));
  2966. fragment.appendChild(createOrbsList(attrs));
  2967. return fragment;
  2968. }
  2969. },
  2970. ]},
  2971. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2972. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2973. function:cards=>cards.filter(card=>{
  2974. function is30(sk)
  2975. {
  2976. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2977. }
  2978. const searchTypeArray = [141];
  2979. const skill = getCardActiveSkill(card, searchTypeArray);
  2980. return skill && is30(skill.params);
  2981. }),
  2982. addition:generateOrbs_Addition
  2983. },
  2984. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2985. function:cards=>cards.filter(card=>{
  2986. function is1515(sk)
  2987. {
  2988. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2989. }
  2990. const searchTypeArray = [141];
  2991. const skill = getCardActiveSkill(card, searchTypeArray);
  2992. return skill && is1515(skill.params);
  2993. }),
  2994. addition:generateOrbs_Addition
  2995. },
  2996. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2997. function:cards=>cards.filter(card=>{
  2998. const gens = generateOrbsParse(card);
  2999. return gens.some(gen=>gen.to.includes(0));
  3000. }),
  3001. addition:generateOrbs_Addition
  3002. },
  3003. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  3004. function:cards=>cards.filter(card=>{
  3005. const gens = generateOrbsParse(card);
  3006. return gens.some(gen=>gen.to.includes(1));
  3007. }),
  3008. addition:generateOrbs_Addition
  3009. },
  3010. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  3011. function:cards=>cards.filter(card=>{
  3012. const gens = generateOrbsParse(card);
  3013. return gens.some(gen=>gen.to.includes(2));
  3014. }),
  3015. addition:generateOrbs_Addition
  3016. },
  3017. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  3018. function:cards=>cards.filter(card=>{
  3019. const gens = generateOrbsParse(card);
  3020. return gens.some(gen=>gen.to.includes(3));
  3021. }),
  3022. addition:generateOrbs_Addition
  3023. },
  3024. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  3025. function:cards=>cards.filter(card=>{
  3026. const gens = generateOrbsParse(card);
  3027. return gens.some(gen=>gen.to.includes(4));
  3028. }),
  3029. addition:generateOrbs_Addition
  3030. },
  3031. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  3032. function:cards=>cards.filter(card=>{
  3033. const gens = generateOrbsParse(card);
  3034. return gens.some(gen=>gen.to.includes(5));
  3035. }),
  3036. addition:generateOrbs_Addition
  3037. },
  3038. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  3039. function:cards=>cards.filter(card=>{
  3040. const gens = generateOrbsParse(card);
  3041. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  3042. }),
  3043. addition:generateOrbs_Addition
  3044. },
  3045. ]},
  3046. {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: [
  3047. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  3048. function:cards=>cards.filter(card=>{
  3049. const searchTypeArray = [176];
  3050. const skill = getCardActiveSkill(card, searchTypeArray);
  3051. return skill;
  3052. })
  3053. },
  3054. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  3055. function:cards=>cards.filter(card=>{
  3056. function is3x3(sk)
  3057. {
  3058. for (let si=0;si<3;si++)
  3059. {
  3060. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  3061. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  3062. (si+2<4?(sk[si+3] & sk[si]) ===0:true) && //如果下一行存在,并且无交集(and为0)
  3063. (sk[si] === 7 || sk[si] === 7<<1 || sk[si] === 7<<2 || sk[si] === 7<<3) //如果这一行满足任意2珠并联(二进制111=十进制7)
  3064. )
  3065. return true;
  3066. }
  3067. return false;
  3068. }
  3069. const searchTypeArray = [176];
  3070. const skill = getCardActiveSkill(card, searchTypeArray);
  3071. return skill && is3x3(skill.params);
  3072. }),
  3073. addition:card=>{
  3074. const searchTypeArray = [176];
  3075. const skill = getCardActiveSkill(card, searchTypeArray);
  3076. const sk = skill.params;
  3077. const fragment = document.createDocumentFragment();
  3078. fragment.appendChild(document.createTextNode(`3×3`));
  3079. fragment.appendChild(createOrbsList(sk[5]));
  3080. return fragment;
  3081. }
  3082. },
  3083. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  3084. function:cards=>cards.filter(card=>{
  3085. const searchTypeArray = [127];
  3086. const skill = getCardActiveSkill(card, searchTypeArray);
  3087. return skill;
  3088. }),
  3089. addition:generateColumnOrbs_Addition
  3090. },
  3091. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)",cht:"產豎(含心)"},
  3092. function:cards=>cards.filter(card=>{
  3093. function isHeart(sk)
  3094. {
  3095. for (let i=1;i<sk.length;i+=2)
  3096. {
  3097. if (sk[i] & 32)
  3098. {
  3099. return true;
  3100. }
  3101. }
  3102. }
  3103. const searchTypeArray = [127];
  3104. const skill = getCardActiveSkill(card, searchTypeArray);
  3105. return skill && isHeart(skill.params);
  3106. }),
  3107. addition:generateColumnOrbs_Addition
  3108. },
  3109. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  3110. function:cards=>cards.filter(card=>{
  3111. const searchTypeArray = [128];
  3112. const skill = getCardActiveSkill(card, searchTypeArray);
  3113. return skill;
  3114. }),
  3115. addition:generateRowOrbs_Addition
  3116. },
  3117. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3118. function:cards=>cards.filter(card=>{
  3119. const searchTypeArray = [128];
  3120. const skill = getCardActiveSkill(card, searchTypeArray);
  3121. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  3122. }),
  3123. addition:generateRowOrbs_Addition
  3124. },
  3125. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3126. function:cards=>cards.filter(card=>{
  3127. const searchTypeArray = [128];
  3128. const skill = getCardActiveSkill(card, searchTypeArray);
  3129. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3130. }),
  3131. addition:generateRowOrbs_Addition
  3132. },
  3133. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3134. function:cards=>cards.filter(card=>{
  3135. const searchTypeArray = [128];
  3136. const skill = getCardActiveSkill(card, searchTypeArray);
  3137. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3138. }),
  3139. addition:generateRowOrbs_Addition
  3140. },
  3141. {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)"},
  3142. function:cards=>cards.filter(card=>{
  3143. const searchTypeArray = [128,71,176];
  3144. function isRow(skill)
  3145. {
  3146. const sk = skill.params;
  3147. if (skill.type === 128) //普通横
  3148. {return true;}
  3149. else if (skill.type === 71) //花火
  3150. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  3151. else if (skill.type === 176) //特殊形状
  3152. {
  3153. for (let si=0;si<5;si++)
  3154. {
  3155. if ((sk[si] & 63) === 63)
  3156. return true;
  3157. }
  3158. }
  3159. return false;
  3160. }
  3161. const skill = getCardActiveSkill(card, searchTypeArray);
  3162. return skill && isRow(skill);
  3163. })
  3164. },
  3165. ]},
  3166. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3167. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3168. function:cards=>cards.filter(card=>!card.henshinFrom && !card.henshinTo)
  3169. },
  3170. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3171. function:cards=>cards.filter(card=>card.henshinTo)
  3172. },
  3173. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3174. function:cards=>cards.filter(card=>card.henshinFrom)
  3175. },
  3176. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3177. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3178. },
  3179. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3180. function:cards=>cards.filter(card=>card.is8Latent)
  3181. },
  3182. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3183. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3184. function:cards=>cards.filter(card=>isReincarnated(card))
  3185. }, //evoBaseId可能为0
  3186. //{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)},
  3187. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3188. function:cards=>cards.filter(card=>card.is8Latent && card.isUltEvo && !card.awakenings.includes(49))
  3189. },
  3190. /*{name:"",otLangName:{chs:"变身前",cht:"變身前"},
  3191. function:cards=>cards.filter(card=>{
  3192. const searchType = 202;
  3193. const skill = Skills[card.activeSkillId];
  3194. if (skill.type == searchType)
  3195. return true;
  3196. else if (skill.type == 116 || skill.type == 118){
  3197. const subskills = skill.params.map(id=>Skills[id]);
  3198. return subskills.some(subskill=>subskill.type == searchType);
  3199. }
  3200. })
  3201. },
  3202. {name:"",otLangName:{chs:"变身前后队长技保持不变",cht:"變身前後隊長技保持不變"},
  3203. function:cards=>cards.filter(card=>{
  3204. const searchType = 202;
  3205. const skill = Skills[card.activeSkillId];
  3206. if (skill.type == searchType && card.leaderSkillId == Cards[skill.params[0]].leaderSkillId)
  3207. return true;
  3208. else if (skill.type == 116 || skill.type == 118){
  3209. const subskills = skill.params.map(id=>Skills[id]);
  3210. return subskills.some(subskill=>subskill.type == searchType && card.leaderSkillId == Cards[subskill.params[0]].leaderSkillId);
  3211. }
  3212. })
  3213. },*/
  3214. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3215. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3216. },
  3217. ]},
  3218. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3219. {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)"},
  3220. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3221. },
  3222. {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)"},
  3223. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3224. },
  3225. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3226. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3227. },
  3228. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%",cht:"110級三維成長≥50%"},
  3229. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3230. addition:card=>`成长${card.limitBreakIncr}%`
  3231. },
  3232. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3233. function:cards=>cards.filter(card=>card.maxLevel==1)
  3234. },
  3235. {name:"Less than 100mp",otLangName:{chs:"低于100mp",cht:"低於100mp"},
  3236. function:cards=>cards.filter(card=>card.sellMP<100)
  3237. },
  3238. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3239. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3240. },
  3241. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3242. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3243. },
  3244. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3245. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3246. },
  3247. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3248. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3249. },
  3250. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3251. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3252. },
  3253. ]},
  3254. {group:true,name:"----- Awoken -----",otLangName:{chs:"-----觉醒类-----",cht:"-----覺醒類-----"}, functions: [
  3255. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3256. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3257. },
  3258. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3259. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3260. },
  3261. {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"},
  3262. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3263. },
  3264. {name:"3 same Killer Awoken, or 2 with same latent",otLangName:{chs:"3个相同杀觉醒,或2个杀觉醒并可打相同潜觉",cht:"3個相同殺覺醒,或2個殺覺醒並可打相同潛覺"},
  3265. function:cards=>cards.filter(card=>{
  3266. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3267. if (hasAwokenKiller)
  3268. { //大于2个杀的进行判断
  3269. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3270. { //大于3个杀的直接过
  3271. return true;
  3272. }else
  3273. { //2个杀的
  3274. const isAllowLatent = card.types.filter(i=>
  3275. i>=0 //去掉-1的type
  3276. ).map(type=>
  3277. type_allowable_latent[type] //得到允许打的潜觉杀
  3278. ).some(ls=>
  3279. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3280. );
  3281. return isAllowLatent
  3282. }
  3283. }else
  3284. {
  3285. return false;
  3286. }
  3287. })
  3288. },
  3289. {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"},
  3290. function:cards=>cards.filter(card=>{
  3291. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3292. if (hasAwokenKiller)
  3293. { //大于2个杀的进行判断
  3294. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3295. { //大于3个杀的直接过
  3296. return true;
  3297. }else
  3298. { //2个杀的
  3299. const isAllowLatent = card.types.filter(i=>
  3300. i>=0 //去掉-1的type
  3301. ).map(type=>
  3302. type_allowable_latent[type] //得到允许打的潜觉杀
  3303. ).some(ls=>
  3304. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3305. );
  3306. return isAllowLatent
  3307. }
  3308. }else
  3309. {
  3310. return false;
  3311. }
  3312. })
  3313. },
  3314. {name:"4 same Killer Awoken(include super awoken), or 3 with same latent",otLangName:{chs:"4个相同杀觉醒(含超觉),或相同潜觉",cht:"4個相同殺覺醒(含超覺),或相同潛覺"},
  3315. function:cards=>cards.filter(card=>{
  3316. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3317. if (hasAwokenKiller)
  3318. { //大于2个杀的进行判断
  3319. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3320. { //大于3个杀的直接过
  3321. return true;
  3322. }else
  3323. { //2个杀的
  3324. const isAllowLatent = card.types.filter(i=>
  3325. i>=0 //去掉-1的type
  3326. ).map(type=>
  3327. type_allowable_latent[type] //得到允许打的潜觉杀
  3328. ).some(ls=>
  3329. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3330. );
  3331. return isAllowLatent
  3332. }
  3333. }else
  3334. {
  3335. return false;
  3336. }
  3337. })
  3338. },
  3339. /*{name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3340. function:cards=>cards.filter(card=>{
  3341. const searchTypeArray = [1000];
  3342. const skill = getCardActiveSkill(card, searchTypeArray);
  3343. return skill;
  3344. })
  3345. },*/
  3346. ]},
  3347. ];
  3348. return functions;
  3349. })();

智龙迷城队伍图制作工具