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script-json_data.js 151 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_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  31. sort_hpMax120: "Max HP",
  32. sort_atkMax120: "Max ATK",
  33. sort_rcvMax120: "Max RCV",
  34. sort_hpMax120_awoken: "Max HP (+Awoken)",
  35. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  36. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  37. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  38. },
  39. force_reload_data: `Force refresh data`,
  40. skill_parse: {
  41. skill: {
  42. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  43. unknown: tp`Unkonwn skill type: ${'type'}`,
  44. active_turns: tp`${'actionSkill'}, for ${'turns'} turns`,
  45. random_skills: tp`Random Activates these skills:${'skills'}`,
  46. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  47. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  48. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  49. damage_enemy_times: tp`${'times'} `,
  50. damage_enemy_count: tp` (${'damage'} in total)`,
  51. //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.
  52. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  53. delay: tp`${'icon'}Delays enemies' next move`,
  54. mass_attack: tp`${'icon'}Mass attacks`,
  55. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  56. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  57. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  58. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  59. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  60. unbind_normal: tp`${'icon'}Bind`,
  61. unbind_awakenings: tp`${'icon'}Awoken bind`,
  62. unbind_matches: tp`${'icon'}Unmatchable orb`,
  63. bind_skill: tp`${'icon'}Unable to use skills`,
  64. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  65. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  66. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  67. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  68. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  69. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  70. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  71. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  72. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  73. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  74. board_change: tp`Change all orbs to ${'orbs'}`,
  75. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  76. skill_boost_range: tp`~${'turns'}`,
  77. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  78. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  79. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  80. drop_refresh: tp`Replaces all orbs`,
  81. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  82. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  83. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  84. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  85. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  86. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  87. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  88. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  89. orb_drop_increase_chance: tp`by ${'value'}`,
  90. attr_absorb: tp`${'icon'}Attribute absorption`,
  91. combo_absorb: tp`${'icon'}Combo absorption`,
  92. damage_absorb: tp`${'icon'}Damage absorption`,
  93. damage_void: tp`${'icon'}Damage void`,
  94. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  95. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  96. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  97. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  98. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  99. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  100. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  101. rate_multiply_drop: tp`${'icon'}Drop rate`,
  102. rate_multiply_coin: tp`${'icon'}Coins`,
  103. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  104. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  105. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  106. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  107. henshin: tp`Transforms into ${'card'}`,
  108. random_henshin: tp`Random transforms into ${'cards'}`,
  109. void_poison: tp`Voids ${'poison'} damage`,
  110. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  111. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  112. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  113. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  114. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  115. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  116. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  117. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'time'}`,
  118. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  119. },
  120. power: {
  121. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  122. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  123. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  124. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  125. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  126. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  127. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  128. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  129. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  130. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  131. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  132. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  133. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  134. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  135. },
  136. cond: {
  137. unknown: tp`[ Unknown condition ]`,
  138. hp_equal: tp`When ${'hp'} == ${'min'} `,
  139. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  140. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  141. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  142. use_skill: tp`When skills used `,
  143. multi_player: tp`When in Multiplayer Mode `,
  144. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  145. exact_combo: tp`When exactly ${'value'} combos `,
  146. exact_length: tp`exactly of ${'value'} `,
  147. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, ${'times'} `,
  148. exact_match_enhanced: tp` orbs including enhanced`,
  149. compo_type_card: tp`When ${'ids'} are all on team, `,
  150. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  151. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  152. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  153. compo_type_team_rarity_different: tp`When the team's rarity is different, `,
  154. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  155. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  156. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  157. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  158. },
  159. position: {
  160. top: tp`${'pos'} of top rows`,
  161. bottom: tp`${'pos'} of bottom rows`,
  162. left: tp`${'pos'} of left columns`,
  163. right: tp`${'pos'} of right columns`,
  164. random: tp`random location`,
  165. shape: tp`specified location`,
  166. },
  167. value: {
  168. unknown: tp`[ Unknown value: ${'type'}]`, //type
  169. const: tp`${'value'} ${'unit'}`,
  170. const_to: tp`to ${'value'}`,
  171. mul_percent: tp`${'value'}%`,
  172. mul_times: tp`×${'value'}`,
  173. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  174. mul_of_times: tp`${'stats'} ×${'value'}`,
  175. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  176. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  177. prob: tp`${'value'} chance for `,
  178. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  179. size: tp`${'width'}×${'height'}`,
  180. pos: tp`${'x'}×${'y'}`,
  181. },
  182. target: {
  183. unknown: tp`Unkown Target`,
  184. self: tp`card's`,
  185. team: tp`team`,
  186. team_last: tp`the lastest member`,
  187. team_leader: tp`leader`,
  188. sub_members: tp`sub-members`,
  189. leader_self: tp`left leader`,
  190. leader_helper: tp`right leader`,
  191. collab_id: tp`card with collab ID of ${'id'} `,
  192. enemy: tp`Enemy`,
  193. enemy_all: tp`all enemys`,
  194. enemy_one: tp`1 enemy`,
  195. enemy_attr: tp`${'attr'} enemy`,
  196. the_attr: tp`attr of the matched Orbs`,
  197. },
  198. stats: {
  199. unknown: tp`[ Unknown: ${'type'}]`, //type
  200. maxhp: tp`Max HP`,
  201. hp: tp`HP`,
  202. chp: tp`current HP`,
  203. atk: tp`ATK`,
  204. rcv: tp`RCV`,
  205. teamhp: tp`Team HP`,
  206. teamatk: tp`Team ${'attrs'} ATK`,
  207. teamrcv: tp`Team RCV`,
  208. cstage: tp`current Stage of Dungeon`,
  209. },
  210. unit: {
  211. orbs: tp``,
  212. times: tp` times`,
  213. seconds: tp` seconds`,
  214. point: tp` point`,
  215. turns: tp` turns`,
  216. },
  217. word: {
  218. comma: tp`, `,
  219. slight_pause: tp`, `,
  220. range_hyphen: tp`~`,
  221. in_once: tp`in once `,
  222. evo_type_pixel: tp`Pixel Evo`,
  223. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  224. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  225. affix_attr: tp`${'cotent'} attr.`,
  226. affix_orb: tp`${'cotent'} orbs`,
  227. affix_type: tp`${'cotent'} types`,
  228. affix_awakening: tp`${'cotent'} awoken`,
  229. affix_exclude: tp`, exclude ${'cotent'}`,
  230. each_time: tp`each time`,
  231. },
  232. attrs: {
  233. [0]: tp`${'icon'}Fire`,
  234. [1]: tp`${'icon'}Water`,
  235. [2]: tp`${'icon'}Wood`,
  236. [3]: tp`${'icon'}Light`,
  237. [4]: tp`${'icon'}Dark`,
  238. [5]: tp`${'icon'}Recover`,
  239. [6]: tp`${'icon'}Null`,
  240. all: tp`All`,
  241. self: tp`${'icon'}Self's Attr`,
  242. fixed: tp`${'icon'}Fixed`,
  243. },
  244. orbs: {
  245. [0]: tp`${'icon'}Fire`,
  246. [1]: tp`${'icon'}Water`,
  247. [2]: tp`${'icon'}Wood`,
  248. [3]: tp`${'icon'}Light`,
  249. [4]: tp`${'icon'}Dark`,
  250. [5]: tp`${'icon'}Heal`,
  251. [6]: tp`${'icon'}Jammer`,
  252. [7]: tp`${'icon'}Poison`,
  253. [8]: tp`${'icon'}Lethal Poison`,
  254. [9]: tp`${'icon'}Bomb`,
  255. enhanced: tp`${'icon'}Enhanced`,
  256. locked: tp`${'icon'}Locked`,
  257. nail: tp`${'icon'}Nail`,
  258. _5color: tp`${'icon'}5 Att.`,
  259. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  260. all: tp`All`,
  261. any: tp`Any ${'cotent'}`,
  262. },
  263. board: {
  264. clouds: tp`${'icon'}Clouds`,
  265. immobility: tp`${'icon'}Immobility`,
  266. roulette: tp`${'icon'}Roulette`,
  267. roulette_time: tp`(transforms every ${'duration'})`,
  268. },
  269. types: {
  270. [0]: tp`${'icon'}Evo Material`,
  271. [1]: tp`${'icon'}Balanced`,
  272. [2]: tp`${'icon'}Physical`,
  273. [3]: tp`${'icon'}Healer`,
  274. [4]: tp`${'icon'}Dragon`,
  275. [5]: tp`${'icon'}God`,
  276. [6]: tp`${'icon'}Attacker`,
  277. [7]: tp`${'icon'}Devil`,
  278. [8]: tp`${'icon'}Machine`,
  279. [9]: tp`${'icon'}Special Protection`,
  280. [12]: tp`${'icon'}Awaken`,
  281. [14]: tp`${'icon'}Enhance Material`,
  282. [15]: tp`${'icon'}Redeemable`,
  283. },
  284. awokens: {
  285. [0]: tp`${'icon'}Unknown awoken`,
  286. [1]: tp`${'icon'}Enhanced HP`,
  287. [2]: tp`${'icon'}Enhanced Attack`,
  288. [3]: tp`${'icon'}Enhanced Recovery`,
  289. [4]: tp`${'icon'}Reduce Fire Damage`,
  290. [5]: tp`${'icon'}Reduce Water Damage`,
  291. [6]: tp`${'icon'}Reduce Wood Damage`,
  292. [7]: tp`${'icon'}Reduce Light Damage`,
  293. [8]: tp`${'icon'}Reduce Dark Damage`,
  294. [9]: tp`${'icon'}Auto-Recover`,
  295. [10]: tp`${'icon'}Resistance-Bind`,
  296. [11]: tp`${'icon'}Resistance-Blind`,
  297. [12]: tp`${'icon'}Resistance-Jammers`,
  298. [13]: tp`${'icon'}Resistance-Poison`,
  299. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  300. [15]: tp`${'icon'}Enhanced Water Orbs`,
  301. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  302. [17]: tp`${'icon'}Enhanced Water Orbs`,
  303. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  304. [19]: tp`${'icon'}Extend Time`,
  305. [20]: tp`${'icon'}Recover Bind`,
  306. [21]: tp`${'icon'}Skill Boost`,
  307. [22]: tp`${'icon'}Enhanced Fire Rows`,
  308. [23]: tp`${'icon'}Enhanced Water Rows`,
  309. [24]: tp`${'icon'}Enhanced Wood Rows`,
  310. [25]: tp`${'icon'}Enhanced Water Rows`,
  311. [26]: tp`${'icon'}Enhanced Dark Rows`,
  312. [27]: tp`${'icon'}Two-Pronged Attack`,
  313. [28]: tp`${'icon'}Resistance-Skill Bind`,
  314. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  315. [30]: tp`${'icon'}Multi Boost`,
  316. [31]: tp`${'icon'}Dragon Killer`,
  317. [32]: tp`${'icon'}God Killer`,
  318. [33]: tp`${'icon'}Devil Killer`,
  319. [34]: tp`${'icon'}Machine Killer`,
  320. [35]: tp`${'icon'}Balanced Killer`,
  321. [36]: tp`${'icon'}Attacker Killer`,
  322. [37]: tp`${'icon'}Physical Killer`,
  323. [38]: tp`${'icon'}Healer Killer`,
  324. [39]: tp`${'icon'}Evo Killer`,
  325. [40]: tp`${'icon'}Awaken Killer`,
  326. [41]: tp`${'icon'}Enhance Killer`,
  327. [42]: tp`${'icon'}Redeemable Killer`,
  328. [43]: tp`${'icon'}Enhanced Combos`,
  329. [44]: tp`${'icon'}Guard Break`,
  330. [45]: tp`${'icon'}Bonus Attack`,
  331. [46]: tp`${'icon'}Enhanced Team HP `,
  332. [47]: tp`${'icon'}Enhanced Team Recovery`,
  333. [48]: tp`${'icon'}Damage Void Piercer`,
  334. [49]: tp`${'icon'}Awoken Assist`,
  335. [50]: tp`${'icon'}Super Bonus Attack`,
  336. [51]: tp`${'icon'}Skill Charge`,
  337. [52]: tp`${'icon'}Resistance-Bind+`,
  338. [53]: tp`${'icon'}Extend Time+`,
  339. [54]: tp`${'icon'}Resistance-Clouds`,
  340. [55]: tp`${'icon'}Resistance-Immobility`,
  341. [56]: tp`${'icon'}Skill Boost+`,
  342. [57]: tp`${'icon'}50% or more HP Enhanced`,
  343. [58]: tp`${'icon'}50% or less HP Enhanced`,
  344. [59]: tp`${'icon'}L Damage Reduction`,
  345. [60]: tp`${'icon'}L Increased Attack`,
  346. [61]: tp`${'icon'}Super Enhanced Combos`,
  347. [62]: tp`${'icon'}Combo Orbs`,
  348. [63]: tp`${'icon'}Skill Voice`,
  349. [64]: tp`${'icon'}Dungeon Bonus`,
  350. [65]: tp`${'icon'}Reduced HP`,
  351. [66]: tp`${'icon'}Reduced Attack`,
  352. [67]: tp`${'icon'}Reduced RCV`,
  353. [68]: tp`${'icon'}Resistance-Blind+`,
  354. [69]: tp`${'icon'}Resistance-Jammers+`,
  355. [70]: tp`${'icon'}Resistance-Poison+`,
  356. [71]: tp`${'icon'}Blessing of Jammers`,
  357. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  358. [73]: tp`${'icon'}Enhanced Fire Combos`,
  359. [74]: tp`${'icon'}Enhanced Water Combos`,
  360. [75]: tp`${'icon'}Enhanced Wood Combos`,
  361. [76]: tp`${'icon'}Enhanced Light Combos`,
  362. [77]: tp`${'icon'}Enhanced Dark Combos`,
  363. [78]: tp`${'icon'}Cross Attack`,
  364. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  365. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  366. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  367. [82]: tp`${'icon'}Super Enhanced Matching`,
  368. [83]: tp`${'icon'}Append Dragon Type`,
  369. [84]: tp`${'icon'}Append God Type`,
  370. [85]: tp`${'icon'}Append Devil Type`,
  371. [86]: tp`${'icon'}Append Machine Type`,
  372. [87]: tp`${'icon'}Append Balanced Type`,
  373. [88]: tp`${'icon'}Append Attacker Type`,
  374. [89]: tp`${'icon'}Append Physical Type`,
  375. [90]: tp`${'icon'}Append Healer Type`,
  376. [91]: tp`${'icon'}Append Fire Attr.`,
  377. [92]: tp`${'icon'}Append Water Attr.`,
  378. [93]: tp`${'icon'}Append Wood Attr.`,
  379. [94]: tp`${'icon'}Append Water Attr.`,
  380. [95]: tp`${'icon'}Append Dark Attr.`,
  381. [96]: tp`${'icon'}Two-Pronged Attack+`,
  382. [97]: tp`${'icon'}Skill Charge+`,
  383. [98]: tp`${'icon'}Auto-Recover+`,
  384. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  385. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  386. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  387. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  388. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  389. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  390. }
  391. },
  392. };
  393. //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
  394. const typekiller_for_type = [
  395. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  396. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  397. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  398. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  399. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  400. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  401. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  402. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  403. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  404. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  405. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  406. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  407. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  408. ];
  409. //类型允许的潜觉杀
  410. const type_allowable_latent = [];
  411. typekiller_for_type.forEach(t=>
  412. {
  413. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  414. .map(tn=>
  415. typekiller_for_type.find(_t=>_t.type == tn).latent
  416. );
  417. type_allowable_latent[t.type] = t.allowableLatent;
  418. }
  419. );
  420. //一般共同能打的潜觉
  421. const common_allowable_latent = [
  422. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  423. 28,29,30,31,32,33,34,35,36,37,38,
  424. 39,40,41,46,47 //需要拥有觉醒的才能打,但是有武器
  425. ];
  426. //120级才能打的潜觉
  427. const v120_allowable_latent = [
  428. 42,43,44,45
  429. ];
  430. //等效觉醒列表
  431. const equivalent_awoken = [
  432. {small:10,big:52,times:2}, //防封
  433. {small:11,big:68,times:5}, //防暗
  434. {small:12,big:69,times:5}, //防废
  435. {small:13,big:70,times:5}, //防毒
  436. {small:19,big:53,times:2}, //手指
  437. {small:21,big:56,times:2}, //SB
  438. {small:27,big:96,times:2}, //U
  439. {small:51,big:97,times:2}, //5色溜
  440. {small:9,big:98,times:2}, //自回
  441. {small:14,big:99,times:2}, //火+
  442. {small:15,big:100,times:2},//水+
  443. {small:16,big:101,times:2},//木+
  444. {small:17,big:102,times:2},//光+
  445. {small:18,big:103,times:2},//暗+
  446. {small:29,big:104,times:2},//心+
  447. ];
  448. //官方的觉醒排列顺序
  449. const official_awoken_sorting = [
  450. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  451. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  452. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  453. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  454. 99,100,101,102,103,104, 98, 96, 97,
  455. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  456. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  457. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  458. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  459. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  460. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  461. 91, 92, 93, 94, 95,
  462. ];
  463. //pdc的徽章对应数字
  464. const pdcBadgeMap = [
  465. {pdf:1,pdc:10}, //无限cost
  466. {pdf:2,pdc:12}, //小手指
  467. {pdf:3,pdc:9}, //全体攻击
  468. {pdf:4,pdc:5}, //小回复
  469. {pdf:5,pdc:1}, //小血量
  470. {pdf:6,pdc:3}, //小攻击
  471. {pdf:7,pdc:8}, //SB
  472. {pdf:8,pdc:18}, //队长防封
  473. {pdf:9,pdc:19}, //SX
  474. {pdf:11,pdc:7}, //无天降
  475. {pdf:17,pdc:6}, //大回复
  476. {pdf:18,pdc:2}, //大血量
  477. {pdf:19,pdc:4}, //大攻击
  478. {pdf:20,pdc:null}, //三维
  479. {pdf:21,pdc:13}, //大手指
  480. {pdf:10,pdc:11}, //加经验
  481. {pdf:12,pdc:15}, //墨镜
  482. {pdf:13,pdc:17}, //防废
  483. {pdf:14,pdc:16}, //防毒
  484. {pdf:50,pdc:14}, //月卡
  485. ];
  486. //pdc的潜觉对应数字
  487. const pdcLatentMap = [
  488. {pdf:1,pdc:1}, //HP
  489. {pdf:2,pdc:0}, //攻击
  490. {pdf:3,pdc:2}, //回复
  491. {pdf:4,pdc:19}, //手指
  492. {pdf:5,pdc:13}, //自回
  493. {pdf:6,pdc:14}, //火盾
  494. {pdf:7,pdc:15}, //水盾
  495. {pdf:8,pdc:16}, //木盾
  496. {pdf:9,pdc:17}, //光盾
  497. {pdf:10,pdc:18}, //暗盾
  498. {pdf:11,pdc:12}, //防坐
  499. {pdf:12,pdc:3}, //三维
  500. {pdf:13,pdc:35}, //不被换队长
  501. {pdf:13,pdc:47}, //不被换队长 ×1.5
  502. {pdf:14,pdc:37}, //不掉废
  503. {pdf:15,pdc:36}, //不掉毒
  504. {pdf:16,pdc:24}, //进化杀
  505. {pdf:17,pdc:25}, //觉醒杀
  506. {pdf:18,pdc:26}, //强化杀
  507. {pdf:19,pdc:27}, //卖钱杀
  508. {pdf:20,pdc:4}, //神杀
  509. {pdf:21,pdc:5}, //龙杀
  510. {pdf:22,pdc:6}, //恶魔杀
  511. {pdf:23,pdc:7}, //机械杀
  512. {pdf:24,pdc:8}, //平衡杀
  513. {pdf:25,pdc:9}, //攻击杀
  514. {pdf:26,pdc:10}, //体力杀
  515. {pdf:27,pdc:11}, //回复杀
  516. {pdf:28,pdc:20}, //大HP
  517. {pdf:29,pdc:21}, //大攻击
  518. {pdf:30,pdc:22}, //大回复
  519. {pdf:31,pdc:23}, //大手指
  520. {pdf:32,pdc:28}, //大火盾
  521. {pdf:33,pdc:29}, //大水盾
  522. {pdf:34,pdc:30}, //大木盾
  523. {pdf:35,pdc:31}, //大光盾
  524. {pdf:36,pdc:32}, //大暗盾
  525. {pdf:37,pdc:33}, //6色破无效
  526. {pdf:37,pdc:45}, //6色破无效 ×1.5
  527. {pdf:38,pdc:34}, //3色破属吸
  528. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  529. {pdf:39,pdc:40}, //C珠破吸
  530. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  531. {pdf:40,pdc:39}, //心横解转转
  532. {pdf:40,pdc:49}, //心横解转转 ×1.5
  533. {pdf:41,pdc:38}, //U解禁消
  534. {pdf:41,pdc:48}, //U解禁消 ×1.5
  535. {pdf:42,pdc:41}, //伤害上限解除
  536. {pdf:43,pdc:42}, //HP++
  537. {pdf:44,pdc:43}, //攻击++
  538. {pdf:45,pdc:44}, //回复++
  539. {pdf:46,pdc:51}, //心追解云封
  540. {pdf:46,pdc:52}, //心追解云封 ×1.5
  541. {pdf:47,pdc:53}, //心L大SB
  542. {pdf:47,pdc:54}, //心L大SB ×1.5
  543. ];
  544. //排序程序列表
  545. const sort_function_list = [
  546. {tag:"sort_none",name:"无",function:()=>0},
  547. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  548. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  549. let num = a.attrs[0] - b.attrs[0];
  550. if (num === 0) num = a.attrs[1] - b.attrs[1];
  551. return num;
  552. }
  553. },
  554. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  555. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  556. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  557. let num = card_a.attrs[0] - card_b.attrs[0];
  558. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  559. return num;
  560. }
  561. },
  562. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  563. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  564. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  565. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  566. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  567. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  568. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  569. }
  570. },
  571. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  572. function getEvoSkill(skill) {
  573. //232为进化后不循环技能,233为循环技能
  574. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  575. else return skill;
  576. }
  577. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  578. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  579. }
  580. },
  581. {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)},
  582. {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)},
  583. {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)},
  584. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  585. {
  586. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  587. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  588. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  589. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  590. return abA - abB;
  591. }
  592. },
  593. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  594. {
  595. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  596. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  597. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  598. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  599. return abA - abB;
  600. }
  601. },
  602. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  603. {
  604. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  605. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  606. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  607. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  608. return abA - abB;
  609. }
  610. },
  611. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  612. {
  613. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  614. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  615. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  616. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  617. return abA - abB;
  618. }
  619. },
  620. ];
  621. //增加特殊搜索模式
  622. const specialSearchFunctions = (function() {
  623. 'use strict';
  624. //返回卡片的队长技能
  625. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  626. {
  627. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  628. }
  629. //返回卡片的技能
  630. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  631. {
  632. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  633. }
  634. //返回卡片的技能
  635. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  636. {
  637. switch(skillGreatType)
  638. {
  639. case 1:
  640. case "leader":
  641. return getCardLeaderSkill(card, skillTypes, searchRandom);
  642. case 2:
  643. case "active":
  644. return getCardActiveSkill(card, skillTypes, searchRandom);
  645. default:
  646. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  647. }
  648. }
  649. //查找到真正起作用的那一个技能
  650. function getActuallySkill(skill, skillTypes, searchRandom = true)
  651. {
  652. if (skillTypes.includes(skill.type))
  653. {
  654. return skill;
  655. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  656. {
  657. const subSkills = skill.params.map(id=>Skills[id]);
  658. for(let i = 0;i < subSkills.length; i++)
  659. { //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
  660. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  661. if (foundSubSkill)
  662. {
  663. return foundSubSkill;
  664. }
  665. }
  666. return null;
  667. }else
  668. {
  669. return null;
  670. }
  671. }
  672. //获取血倍率
  673. function getHPScale(ls)
  674. {
  675. const sk = ls.params;
  676. let scale = 1;
  677. switch (ls.type)
  678. {
  679. case 23: case 30: case 62: case 77: case 63: case 65:
  680. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  681. scale = sk[sk.length-1]/100;
  682. break;
  683. case 73: case 76:
  684. case 121: case 129: case 163: case 177: case 186:
  685. case 155:
  686. scale = sk[2]/100;
  687. break;
  688. case 106: case 107: case 108:
  689. scale = sk[0]/100;
  690. break;
  691. case 125:
  692. scale = sk[5]/100;
  693. break;
  694. case 136:
  695. case 137:
  696. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  697. break;
  698. case 158:
  699. scale = sk[4]/100;
  700. break;
  701. case 175:
  702. case 178: case 185:
  703. scale = sk[3]/100;
  704. break;
  705. case 203: case 217:
  706. scale = sk[1]/100;
  707. break;
  708. case 245:
  709. scale = sk[3]/100;
  710. break;
  711. case 138: //调用其他队长技
  712. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  713. break;
  714. default:
  715. }
  716. return scale || 1;
  717. }
  718. //获取盾减伤比例
  719. function getReduceScale(ls, allAttr = false, noHPneed = false)
  720. {
  721. const sk = ls.params;
  722. let scale = 0;
  723. switch (ls.type)
  724. {
  725. case 16: //无条件盾
  726. scale = sk[0]/100;
  727. break;
  728. case 17: //单属性盾
  729. scale = allAttr ? 0 : sk[1]/100;
  730. break;
  731. case 36: //2个属性盾
  732. scale = allAttr ? 0 : sk[2]/100;
  733. break;
  734. case 38: //血线下 + 几率
  735. case 43: //血线上 + 几率
  736. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  737. break;
  738. case 129: //无条件盾,属性个数不固定
  739. case 163: //无条件盾,属性个数不固定
  740. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  741. break;
  742. case 178: //无条件盾,属性个数不固定
  743. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  744. break;
  745. case 130: //血线下 + 属性个数不固定
  746. case 131: //血线上 + 属性个数不固定
  747. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  748. break;
  749. case 151: //十字心触发
  750. case 169: //C触发
  751. case 198: //回血触发
  752. scale = sk[2]/100;
  753. break;
  754. case 170: //多色触发
  755. case 182: //长串触发
  756. case 193: //L触发
  757. scale = sk[3]/100;
  758. break;
  759. case 171: //多串触发
  760. scale = sk[6]/100;
  761. break;
  762. case 183: //又是个有两段血线的队长技
  763. scale = noHPneed ? 0 : sk[4]/100;
  764. break;
  765. case 210: //十字触发
  766. scale = sk[1]/100;
  767. break;
  768. case 235: { //可多次触发
  769. scale = (sk[4] || 0) / 100;
  770. break;
  771. }
  772. case 138: //调用其他队长技
  773. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  774. break;
  775. default:
  776. }
  777. return scale || 0;
  778. }
  779. //获取无条件盾减伤比例
  780. function getReduceScale_unconditional(ls)
  781. {
  782. const sk = ls.params;
  783. let scale = 0;
  784. switch (ls.type)
  785. {
  786. case 16: //无条件盾
  787. {
  788. scale = sk[0]/100;
  789. break;
  790. }
  791. case 129: //无条件盾,属性个数不固定
  792. case 163: //无条件盾,属性个数不固定
  793. {
  794. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  795. break;
  796. }
  797. case 178: //无条件盾,属性个数不固定
  798. {
  799. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  800. break;
  801. }
  802. case 138: //调用其他队长技
  803. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  804. break;
  805. default:
  806. }
  807. return scale || 0;
  808. }
  809. function getCannonAttr(skill)
  810. {
  811. const sk = skill.params;
  812. switch(skill.type)
  813. {
  814. case 0:
  815. case 1:
  816. case 37:
  817. case 58:
  818. case 59:
  819. case 84:
  820. case 85:
  821. case 86:
  822. case 87:
  823. case 115:
  824. return sk[0];
  825. case 110:
  826. case 143:
  827. return sk[1];
  828. case 42:
  829. return sk[1];
  830. case 144:
  831. return sk[3] ?? 0;
  832. default:
  833. return -1;
  834. }
  835. }
  836. function sortByParams(a,b,searchTypeArray,pidx = 0)
  837. {
  838. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  839. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  840. return a_pC - b_pC;
  841. }
  842. function sortByHPScal(a,b)
  843. {
  844. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  845. return getHPScale(a_s) - getHPScale(b_s);
  846. }
  847. function HPScal_Addition(card)
  848. {
  849. const skill = Skills[card.leaderSkillId];
  850. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  851. }
  852. function sortByReduceScale(a,b)
  853. {
  854. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  855. return getReduceScale(a_s) - getReduceScale(b_s);
  856. }
  857. function ReduceScale_Addition(card)
  858. {
  859. const skill = Skills[card.leaderSkillId];
  860. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  861. }
  862. function voidsAbsorption_Addition(card)
  863. {
  864. const searchTypeArray = [173];
  865. const skill = getCardActiveSkill(card, searchTypeArray);
  866. if (!skill) return;
  867. const sk = skill.params;
  868. if (sk[1] && sk[3])
  869. {
  870. return `双吸×${sk[0]}T`;
  871. }else
  872. {
  873. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  874. }
  875. }
  876. function unbind_Turns(card)
  877. {
  878. const outObj = {
  879. normal: 0,
  880. awoken: 0
  881. };
  882. const searchTypeArray = [117,179];
  883. const skill = getCardActiveSkill(card, searchTypeArray);
  884. if (skill)
  885. {
  886. const sk = skill.params;
  887. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  888. outObj.awoken = sk[4] || 0;
  889. }
  890. return outObj;
  891. }
  892. function unbind_Addition(card)
  893. {
  894. const turns = unbind_Turns(card);
  895. let strArr = [];
  896. if (turns.normal > 0 && turns.normal == turns.awoken)
  897. {
  898. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  899. }
  900. if (turns.normal > 0)
  901. {
  902. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  903. }
  904. if (turns.awoken > 0)
  905. {
  906. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  907. }
  908. return strArr.join(',');
  909. }
  910. function boardChange_ColorTypes(skill)
  911. {
  912. if (!skill) return [];
  913. const sk = skill.params;
  914. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  915. return colors;
  916. }
  917. function boardChange_Addition(card)
  918. {
  919. const searchTypeArray = [71];
  920. const skill = getCardActiveSkill(card, searchTypeArray);
  921. const colors = boardChange_ColorTypes(skill);
  922. return createOrbsList(colors);
  923. }
  924. function orbsChangeParse(skill)
  925. {
  926. function changes(from, to)
  927. {
  928. return {from:from,to:to};
  929. }
  930. let outArr = [];
  931. if (!skill) return outArr;
  932. const sk = skill.params;
  933. switch (skill.type)
  934. {
  935. case 9:{
  936. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  937. break;
  938. }
  939. case 20:{
  940. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  941. {
  942. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  943. }
  944. else
  945. {
  946. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  947. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  948. }
  949. break;
  950. }
  951. case 154:{
  952. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  953. break;
  954. }
  955. }
  956. return outArr;
  957. }
  958. function changeOrbs_Addition(card)
  959. {
  960. const searchTypeArray = [9,20,154];
  961. const skills = getCardActiveSkills(card, searchTypeArray);
  962. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  963. const fragment = document.createDocumentFragment();
  964. parsedSkills.forEach(p=>{
  965. fragment.appendChild(createOrbsList(p.from));
  966. fragment.appendChild(document.createTextNode(`→`));
  967. fragment.appendChild(createOrbsList(p.to));
  968. });
  969. return fragment;
  970. }
  971. function generateOrbsParse(card)
  972. {
  973. let outArr = [];
  974. const searchTypeArray = [141, 208];
  975. const skills = getCardActiveSkills(card, searchTypeArray);
  976. if (!skills.length) return outArr;
  977. for (const skill of skills)
  978. {
  979. const sk = skill.params;
  980. if (skill.type == 141)
  981. {
  982. outArr.push({
  983. count: sk[0],
  984. to: flags(sk[1] || 1),
  985. exclude: flags(sk[2]),
  986. });
  987. }else
  988. {
  989. outArr.push({
  990. count: sk[0],
  991. to: flags(sk[1] || 1),
  992. exclude: flags(sk[2]),
  993. });
  994. outArr.push({
  995. count: sk[3],
  996. to: flags(sk[4] || 1),
  997. exclude: flags(sk[5]),
  998. });
  999. }
  1000. }
  1001. return outArr;
  1002. }
  1003. function generateOrbs_Addition(card)
  1004. {
  1005. const gens = generateOrbsParse(card);
  1006. const searchTypeArray = [141, 208];
  1007. const skill = getCardActiveSkill(card, searchTypeArray);
  1008. if (!skill) return;
  1009. const sk = skill.params;
  1010. const fragment = document.createDocumentFragment();
  1011. for (const gen of gens)
  1012. {
  1013. fragment.appendChild(createOrbsList(gen.to));
  1014. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1015. }
  1016. return fragment;
  1017. }
  1018. function lock_Addition(card)
  1019. {
  1020. const searchTypeArray = [152];
  1021. const skill = getCardActiveSkill(card, searchTypeArray);
  1022. if (!skill) return;
  1023. const sk = skill.params;
  1024. const fragment = document.createDocumentFragment();
  1025. fragment.appendChild(document.createTextNode(`锁`));
  1026. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1027. return fragment;
  1028. }
  1029. function dropLock_Addition(card)
  1030. {
  1031. const searchTypeArray = [205];
  1032. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1033. if (!skill) return;
  1034. const sk = skill.params;
  1035. const fragment = document.createDocumentFragment();
  1036. fragment.appendChild(document.createTextNode(`掉锁`));
  1037. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111)));
  1038. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1039. return fragment;
  1040. }
  1041. function dropOrb_Addition(card)
  1042. {
  1043. const searchTypeArray = [126];
  1044. const skill = getCardActiveSkill(card, searchTypeArray);
  1045. if (!skill) return;
  1046. const sk = skill.params;
  1047. const colors = flags(sk[0]);
  1048. const fragment = document.createDocumentFragment();
  1049. fragment.appendChild(createOrbsList(colors));
  1050. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1051. return fragment;
  1052. }
  1053. function generateColumnOrbs_Addition(card)
  1054. {
  1055. const searchTypeArray = [127];
  1056. const skill = getCardActiveSkill(card, searchTypeArray);
  1057. if (!skill) return;
  1058. const sk = skill.params;
  1059. const colors = [];
  1060. for (let ai=0;ai<sk.length;ai+=2)
  1061. {
  1062. colors.push(flags(sk[ai+1]));
  1063. }
  1064. const fragment = document.createDocumentFragment();
  1065. fragment.appendChild(document.createTextNode(`竖`));
  1066. fragment.appendChild(createOrbsList(colors.flat()));
  1067. return fragment;
  1068. }
  1069. function generateRowOrbs_Addition(card)
  1070. {
  1071. const searchTypeArray = [128];
  1072. const skill = getCardActiveSkill(card, searchTypeArray);
  1073. if (!skill) return;
  1074. const sk = skill.params;
  1075. const colors = [];
  1076. for (let ai=0;ai<sk.length;ai+=2)
  1077. {
  1078. colors.push(flags(sk[ai+1]));
  1079. }
  1080. const fragment = document.createDocumentFragment();
  1081. fragment.appendChild(document.createTextNode(`横`));
  1082. fragment.appendChild(createOrbsList(colors.flat()));
  1083. return fragment;
  1084. }
  1085. function numericalATK_Addition(card)
  1086. {
  1087. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1088. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1089. const skill = getCardActiveSkill(card, searchTypeArray);
  1090. if (!skill) return;
  1091. //const sk = skill.params;
  1092. const colors = [getCannonAttr(skill)];
  1093. const fragment = document.createDocumentFragment();
  1094. fragment.append(`射`);
  1095. fragment.append(createOrbsList(colors));
  1096. if (typeArray_Rate.includes(skill.type)) {
  1097. function getNumber(skill){
  1098. const sk = skill.params;
  1099. switch(skill.type)
  1100. {
  1101. case 0:
  1102. case 37:
  1103. case 58:
  1104. case 59:
  1105. case 84:
  1106. case 85:
  1107. case 115:
  1108. return sk[1];
  1109. case 2:
  1110. case 35:
  1111. return sk[0];
  1112. default:
  1113. return 0;
  1114. }
  1115. }
  1116. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1117. }
  1118. return fragment;
  1119. }
  1120. function memberATK_Addition(card)
  1121. {
  1122. const searchTypeArray = [230];
  1123. const skill = getCardActiveSkill(card, searchTypeArray);
  1124. if (!skill) return;
  1125. const sk = skill.params;
  1126. const fragment = document.createDocumentFragment();
  1127. const ul = fragment.appendChild(document.createElement("ul"));
  1128. ul.className = "team-flags";
  1129. for (let i = 0; i<6; i++) {
  1130. const li = ul.appendChild(document.createElement("li"));
  1131. li.className = "team-member-icon";
  1132. }
  1133. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1134. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1135. let str = '';
  1136. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1137. fragment.appendChild(document.createTextNode(str));
  1138. return fragment;
  1139. }
  1140. function dixedDamage_Addition(card)
  1141. {
  1142. const searchTypeArray = [55, 188, 56];
  1143. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1144. if (!skills.length) return;
  1145. const skill = skills[0];
  1146. const sk = skill.params;
  1147. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1148. }
  1149. function gravity_Addition(card)
  1150. {
  1151. const searchTypeArray = [6, 161];
  1152. const skill = getCardActiveSkill(card, searchTypeArray);
  1153. if (!skill) return;
  1154. const sk = skill.params;
  1155. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1156. }
  1157. function healImmediately_Rate(card)
  1158. {
  1159. const searchTypeArray = [7, //自身回复力
  1160. 8, //固定点数
  1161. 35,115, //吸血
  1162. 117
  1163. ];
  1164. const skills = getCardActiveSkills(card, searchTypeArray);
  1165. const outObj = {
  1166. vampire: 0,
  1167. selfRcv: 0,
  1168. const: 0,
  1169. scale: 0,
  1170. };
  1171. if (!skills.length) return outObj;
  1172. skills.forEach(skill=>{
  1173. const sk = skill.params;
  1174. if (skill.type == 7)
  1175. {
  1176. outObj.selfRcv += sk[0];
  1177. }
  1178. else if(skill.type == 8)
  1179. {
  1180. outObj.const += sk[0];
  1181. }
  1182. else if(skill.type == 35)
  1183. {
  1184. outObj.vampire += sk[1];
  1185. }
  1186. else if(skill.type == 115)
  1187. {
  1188. outObj.vampire += sk[2];
  1189. }
  1190. else if(skill.type == 117)
  1191. {
  1192. outObj.selfRcv += sk[1] || 0;
  1193. outObj.const += sk[2] || 0;
  1194. outObj.scale += sk[3] || 0;
  1195. }
  1196. });
  1197. return outObj;
  1198. }
  1199. function atkBuff_Rate(card)
  1200. {
  1201. const searchTypeArray = [
  1202. 88,92, //类型的
  1203. 50,90, //属性的,要排除回复力
  1204. 156,168,231, //宝石姬
  1205. 228, //属性、类型数量
  1206. ];
  1207. const skills = getCardActiveSkills(card, searchTypeArray);
  1208. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1209. function atkBuffParse(skill) {
  1210. const outObj = {
  1211. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1212. types: [],
  1213. attrs: [],
  1214. awoken: [],
  1215. rate: 0,
  1216. turns: 0,
  1217. };
  1218. if (!skill) return outObj;
  1219. const sk = skill.params;
  1220. if (skill.type == 88 || skill.type == 92)
  1221. {
  1222. outObj.skilltype = 2;
  1223. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1224. outObj.turns = sk[0];
  1225. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1226. }
  1227. else if(skill.type == 50 || skill.type == 90)
  1228. {
  1229. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1230. if (!outObj.attrs.length) //去除回复力
  1231. return outObj;
  1232. outObj.skilltype = 2;
  1233. outObj.turns = sk[0];
  1234. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1235. }
  1236. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1237. || skill.type == 168)
  1238. {
  1239. outObj.skilltype = 1;
  1240. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1241. outObj.turns = sk[0];
  1242. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1243. }
  1244. else if(skill.type == 228 && sk[3] > 0)
  1245. {
  1246. outObj.skilltype = 1;
  1247. outObj.attrs = flags(sk[1]);
  1248. outObj.types = flags(sk[2]);
  1249. outObj.turns = sk[0];
  1250. outObj.rate = sk[3];
  1251. }
  1252. else if(skill.type == 231 && sk[6] > 0)
  1253. {
  1254. outObj.skilltype = 1;
  1255. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1256. outObj.turns = sk[0];
  1257. outObj.rate = sk[6];
  1258. }
  1259. return outObj;
  1260. }
  1261. }
  1262. function rcvBuff_Rate(card)
  1263. {
  1264. const searchTypeArray = [
  1265. 50,90,
  1266. 228, 231, //宝石姬
  1267. ];
  1268. const skills = getCardActiveSkills(card, searchTypeArray);
  1269. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1270. function rcvBuffParse(skill) {
  1271. const outObj = {
  1272. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1273. types: [],
  1274. attrs: [],
  1275. awoken: [],
  1276. rate: 0,
  1277. turns: 0,
  1278. };
  1279. if (!skill) return outObj;
  1280. const sk = skill.params;
  1281. if (skill.type == 228 && sk[4] > 0) {
  1282. outObj.skilltype = 1;
  1283. outObj.attrs = flags(sk[1]);
  1284. outObj.types = flags(sk[2]);
  1285. outObj.turns = sk[0];
  1286. outObj.rate = sk[4];
  1287. } else if (skill.type == 231 && sk[7] > 0) {
  1288. outObj.skilltype = 1;
  1289. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1290. outObj.turns = sk[0];
  1291. outObj.rate = sk[7];
  1292. } else if (skill.type == 50 || skill.type == 90) {
  1293. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1294. outObj.turns = sk[0];
  1295. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1296. }
  1297. return outObj;
  1298. }
  1299. }
  1300. function damageSelf_Rate(card)
  1301. {
  1302. const searchTypeArray = [84,85,86,87,195];
  1303. const skill = getCardActiveSkill(card, searchTypeArray);
  1304. if (!skill) return 0;
  1305. const sk = skill.params;
  1306. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1307. }
  1308. function changeEnemiesAttr_Attr(card)
  1309. {
  1310. const outObj = {
  1311. attr: null,
  1312. turns: 0
  1313. }
  1314. const searchTypeArray = [153, 224];
  1315. const skill = getCardActiveSkill(card, searchTypeArray);
  1316. if (!skill) return outObj;
  1317. const sk = skill.params;
  1318. if (skill.type == 153)
  1319. {
  1320. outObj.attr = sk[0];
  1321. }
  1322. else if (skill.type == 224)
  1323. {
  1324. outObj.attr = sk[1] || 0;
  1325. outObj.turns = sk[0];
  1326. }
  1327. return outObj;
  1328. }
  1329. //创建1个觉醒图标
  1330. function createAwokenIcon(awokenId)
  1331. {
  1332. const icon = document.createElement("icon");
  1333. icon.className ="awoken-icon";
  1334. icon.setAttribute("data-awoken-icon", awokenId);
  1335. return icon;
  1336. }
  1337. //产生一个觉醒列表
  1338. function creatAwokenList(awokens) {
  1339. const ul = document.createElement("ul");
  1340. ul.className = "awoken-ul";
  1341. awokens.forEach(ak=>{
  1342. const li = ul.appendChild(document.createElement("li"));
  1343. const icon = li.appendChild(createAwokenIcon(ak));
  1344. });
  1345. return ul;
  1346. }
  1347. //产生宝珠列表
  1348. function createOrbsList(orbs)
  1349. {
  1350. if (orbs == undefined) orbs = [0];
  1351. else if (!Array.isArray(orbs)) orbs = [orbs];
  1352. const ul = document.createElement("ul");
  1353. ul.className = "board";
  1354. orbs.forEach(orbType => {
  1355. const li = ul.appendChild(document.createElement("li"));
  1356. li.className = `orb-icon`;
  1357. li.setAttribute("data-orb-icon", orbType);
  1358. });
  1359. return ul;
  1360. }
  1361. //产生类型列表
  1362. function createTypesList(types)
  1363. {
  1364. if (types == undefined) types = [0];
  1365. else if (!Array.isArray(types)) types = [types];
  1366. const ul = document.createElement("ul");
  1367. ul.className = "types-ul";
  1368. types.forEach(type => {
  1369. const li = ul.appendChild(document.createElement("li"));
  1370. li.className = `type-icon`;
  1371. li.setAttribute("data-type-icon", type);
  1372. });
  1373. return ul;
  1374. }
  1375. const functions = [
  1376. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1377. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1378. ]},
  1379. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1380. {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)"},
  1381. function:cards=>{
  1382. const searchTypeArray = [173];
  1383. return cards.filter(card=>{
  1384. const skill = getCardActiveSkill(card, searchTypeArray);
  1385. return skill && skill.params[1];
  1386. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1387. },addition:voidsAbsorption_Addition},
  1388. /*{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)"},
  1389. function:cards=>{
  1390. const searchTypeArray = [173];
  1391. return cards.filter(card=>{
  1392. const skill = getCardActiveSkill(card, searchTypeArray);
  1393. return skill && skill.params[2];
  1394. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1395. },addition:voidsAbsorption_Addition},*/
  1396. {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)"},
  1397. function:cards=>{
  1398. const searchTypeArray = [173];
  1399. return cards.filter(card=>{
  1400. const skill = getCardActiveSkill(card, searchTypeArray);
  1401. return skill && skill.params[3];
  1402. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1403. },addition:voidsAbsorption_Addition},
  1404. {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)"},
  1405. function:cards=>{
  1406. const searchTypeArray = [173];
  1407. return cards.filter(card=>{
  1408. const skill = getCardActiveSkill(card, searchTypeArray);
  1409. return skill && skill.params[1] && skill.params[3];
  1410. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1411. },addition:voidsAbsorption_Addition},
  1412. {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)"},
  1413. function:cards=>{
  1414. const searchTypeArray = [191];
  1415. return cards.filter(card=>{
  1416. const skill = getCardActiveSkill(card, searchTypeArray);
  1417. return skill;
  1418. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1419. },
  1420. addition:card=>{
  1421. const searchTypeArray = [191];
  1422. const skill = getCardActiveSkill(card, searchTypeArray);
  1423. if (!skill) return;
  1424. const sk = skill.params;
  1425. return document.createTextNode(`破贯×${sk[0]}T`);
  1426. }
  1427. },
  1428. ]},
  1429. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1430. {
  1431. 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)"},
  1432. function:cards=>{
  1433. return cards.filter(card=>{
  1434. const turns = unbind_Turns(card);
  1435. return turns.normal > 0;
  1436. }).sort((a,b)=>{
  1437. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1438. let a_pC = a_s.normal, b_pC = b_s.normal;
  1439. return a_pC - b_pC;
  1440. });
  1441. },
  1442. addition:unbind_Addition
  1443. },
  1444. {
  1445. 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)"},
  1446. function:cards=>{
  1447. return cards.filter(card=>{
  1448. const turns = unbind_Turns(card);
  1449. return turns.awoken > 0;
  1450. }).sort((a,b)=>{
  1451. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1452. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1453. return a_pC - b_pC;
  1454. });
  1455. },
  1456. addition:unbind_Addition
  1457. },
  1458. {
  1459. 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)"},
  1460. function:cards=>{
  1461. return cards.filter(card=>{
  1462. const turns = unbind_Turns(card);
  1463. return turns.normal && turns.awoken > 0;
  1464. }).sort((a,b)=>{
  1465. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1466. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1467. return a_pC - b_pC;
  1468. });
  1469. },
  1470. addition:unbind_Addition
  1471. },
  1472. {
  1473. 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)"},
  1474. function:cards=>{
  1475. const searchTypeArray = [196];
  1476. return cards.filter(card=>{
  1477. const skill = getCardActiveSkill(card, searchTypeArray);
  1478. return skill;
  1479. }).sort((a,b)=>{
  1480. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1481. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1482. return a_pC - b_pC;
  1483. })
  1484. },
  1485. addition:card=>{
  1486. const searchTypeArray = [196];
  1487. const skill = getCardActiveSkill(card, searchTypeArray);
  1488. if (!skill) return;
  1489. const sk = skill.params;
  1490. const value = sk[0];
  1491. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1492. }
  1493. },
  1494. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1495. function:cards=>cards.filter(card=>{
  1496. const searchTypeArray = [215];
  1497. const skill = getCardActiveSkill(card, searchTypeArray);
  1498. return skill;
  1499. }),
  1500. addition:card=>{
  1501. const searchTypeArray = [215];
  1502. const skill = getCardActiveSkill(card, searchTypeArray);
  1503. if (!skill) return;
  1504. const sk = skill.params;
  1505. const fragment = document.createDocumentFragment();
  1506. fragment.appendChild(document.createTextNode(`自封`));
  1507. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1508. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1509. return fragment;
  1510. }
  1511. },
  1512. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1513. function:cards=>cards.filter(card=>{
  1514. const searchTypeArray = [214];
  1515. const skill = getCardActiveSkill(card, searchTypeArray);
  1516. return skill;
  1517. }),
  1518. addition:card=>{
  1519. const searchTypeArray = [214];
  1520. const skill = getCardActiveSkill(card, searchTypeArray);
  1521. if (!skill) return;
  1522. const sk = skill.params;
  1523. return document.createTextNode(`自封技${sk[0]}T`);
  1524. }
  1525. },
  1526. ]},
  1527. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1528. {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)"},
  1529. function:cards=>cards.filter(card=>{
  1530. const searchTypeArray = [156,168,228,231];
  1531. const skill = getCardActiveSkill(card, searchTypeArray);
  1532. return skill;
  1533. })
  1534. },
  1535. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1536. function:cards=>{
  1537. return cards.filter(card=>{
  1538. const atkbuff = rcvBuff_Rate(card);
  1539. return atkbuff.skilltype > 0;
  1540. }).sort((a,b)=>{
  1541. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1542. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1543. if (sortNum == 0)
  1544. sortNum = a_pC.rate - b_pC.rate;
  1545. if (sortNum == 0)
  1546. sortNum = a_pC.turns - b_pC.turns;
  1547. return sortNum;
  1548. });
  1549. },
  1550. addition:card=>{
  1551. const atkbuff = rcvBuff_Rate(card);
  1552. const fragment = document.createDocumentFragment();
  1553. fragment.appendChild(createOrbsList([5]));
  1554. if (atkbuff.skilltype == 0) return fragment;
  1555. if (atkbuff.skilltype == 1)
  1556. {
  1557. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1558. if (atkbuff.awoken.length)
  1559. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1560. if (atkbuff.attrs.length)
  1561. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1562. if (atkbuff.types.length)
  1563. fragment.appendChild(createTypesList(atkbuff.types));
  1564. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1565. }else if (atkbuff.skilltype == 2)
  1566. {
  1567. if (atkbuff.attrs.length)
  1568. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1569. if (atkbuff.types.length)
  1570. fragment.appendChild(createTypesList(atkbuff.types));
  1571. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1572. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1573. }
  1574. return fragment;
  1575. }
  1576. },
  1577. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1578. function:cards=>{
  1579. return cards.filter(card=>{
  1580. const atkbuff = atkBuff_Rate(card);
  1581. return atkbuff.skilltype > 0;
  1582. }).sort((a,b)=>{
  1583. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1584. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1585. if (sortNum == 0)
  1586. sortNum = a_pC.rate - b_pC.rate;
  1587. if (sortNum == 0)
  1588. sortNum = a_pC.turns - b_pC.turns;
  1589. return sortNum;
  1590. });
  1591. },
  1592. addition:card=>{
  1593. const atkbuff = atkBuff_Rate(card);
  1594. const fragment = document.createDocumentFragment();
  1595. if (atkbuff.skilltype == 0) return fragment;
  1596. if (atkbuff.skilltype == 1)
  1597. {
  1598. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1599. if (atkbuff.awoken.length)
  1600. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1601. if (atkbuff.attrs.length)
  1602. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1603. if (atkbuff.types.length)
  1604. fragment.appendChild(createTypesList(atkbuff.types));
  1605. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1606. }else if (atkbuff.skilltype == 2)
  1607. {
  1608. if (atkbuff.attrs.length)
  1609. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1610. if (atkbuff.types.length)
  1611. fragment.appendChild(createTypesList(atkbuff.types));
  1612. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1613. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1614. }
  1615. return fragment;
  1616. }
  1617. },
  1618. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1619. function:cards=>{
  1620. const searchTypeArray = [132];
  1621. return cards.filter(card=>{
  1622. const skill = getCardActiveSkill(card, searchTypeArray);
  1623. return skill;
  1624. }).sort((a,b)=>{
  1625. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1626. //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
  1627. 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;
  1628. 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]);
  1629. });
  1630. },
  1631. addition:card=>{
  1632. const searchTypeArray = [132];
  1633. const skill = getCardActiveSkill(card, searchTypeArray);
  1634. if (!skill) return;
  1635. const sk = skill.params;
  1636. let str = "👆";
  1637. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1638. if (sk[2]) str += `x${sk[2]/100}`;
  1639. str += `x${sk[0]}T`;
  1640. return str;
  1641. }
  1642. },
  1643. {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)"},
  1644. function:cards=>{
  1645. const searchTypeArray = [184];
  1646. return cards.filter(card=>{
  1647. const skill = getCardActiveSkill(card, searchTypeArray);
  1648. return skill;
  1649. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1650. },
  1651. addition:card=>{
  1652. const searchTypeArray = [184];
  1653. const skill = getCardActiveSkill(card, searchTypeArray);
  1654. if (!skill) return;
  1655. const sk = skill.params;
  1656. return `无↓×${sk[0]}T`;
  1657. }
  1658. },
  1659. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  1660. function:cards=>{
  1661. const searchTypeArray = [160];
  1662. return cards.filter(card=>{
  1663. const skill = getCardActiveSkill(card, searchTypeArray);
  1664. return skill;
  1665. }).sort((a,b)=>{
  1666. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1667. return a_s.params[1] - b_s.params[1];
  1668. });
  1669. },
  1670. addition:card=>{
  1671. const searchTypeArray = [160];
  1672. const skill = getCardActiveSkill(card, searchTypeArray);
  1673. if (!skill) return;
  1674. const sk = skill.params;
  1675. return `+${sk[1]}C×${sk[0]}T`;
  1676. }
  1677. },
  1678. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  1679. function:cards=>{
  1680. const searchTypeArray = [3,156];
  1681. return cards.filter(card=>{
  1682. const skill = getCardActiveSkill(card, searchTypeArray);
  1683. if (!skill) return false;
  1684. if (skill.type == 156)
  1685. return skill.params[4]==3;
  1686. else
  1687. return true;
  1688. }).sort((a,b)=>{
  1689. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1690. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1691. if (!sortNum)
  1692. {
  1693. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1694. sortNum = a_pC - b_pC;
  1695. }
  1696. return sortNum;
  1697. });
  1698. },
  1699. addition:card=>{
  1700. const searchTypeArray = [3,156];
  1701. const skill = getCardActiveSkill(card, searchTypeArray);
  1702. if (!skill) return;
  1703. const sk = skill.params;
  1704. const fragment = document.createDocumentFragment();
  1705. if (skill.type == 156)
  1706. {
  1707. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1708. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1709. fragment.appendChild(creatAwokenList(awokenArr));
  1710. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1711. }else
  1712. {
  1713. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1714. }
  1715. return fragment;
  1716. }
  1717. },
  1718. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  1719. function:cards=>{
  1720. const searchTypeArray = [3];
  1721. return cards.filter(card=>{
  1722. const skill = getCardActiveSkill(card, searchTypeArray);
  1723. return skill && skill.params[1]>=100;
  1724. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1725. },
  1726. addition:card=>{
  1727. const searchTypeArray = [3];
  1728. const skill = getCardActiveSkill(card, searchTypeArray);
  1729. if (!skill) return;
  1730. const sk = skill.params;
  1731. return `无敌×${sk[0]}T`;
  1732. }
  1733. },
  1734. {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)"},
  1735. function:cards=>{
  1736. const searchTypeArray = [21];
  1737. return cards.filter(card=>{
  1738. const skill = getCardActiveSkill(card, searchTypeArray);
  1739. return skill;
  1740. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1741. },
  1742. addition:card=>{
  1743. const searchTypeArray = [21];
  1744. const skill = getCardActiveSkill(card, searchTypeArray);
  1745. if (!skill) return;
  1746. const sk = skill.params;
  1747. const colors = [sk[1]];
  1748. const fragment = document.createDocumentFragment();
  1749. fragment.appendChild(document.createTextNode(`-`));
  1750. fragment.appendChild(createOrbsList(colors));
  1751. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1752. return fragment;
  1753. }
  1754. },
  1755. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  1756. function:cards=>{
  1757. const searchTypeArray = [51];
  1758. return cards.filter(card=>{
  1759. const skill = getCardActiveSkill(card, searchTypeArray);
  1760. return skill;
  1761. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1762. },
  1763. addition:card=>{
  1764. const searchTypeArray = [51];
  1765. const skill = getCardActiveSkill(card, searchTypeArray);
  1766. if (!skill) return;
  1767. const sk = skill.params;
  1768. return `全体×${sk[0]}T`;
  1769. }
  1770. },
  1771. ]},
  1772. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  1773. {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)"},
  1774. function:cards=>{
  1775. const searchTypeArray = [205];
  1776. return cards.filter(card=>{
  1777. const skill = getCardActiveSkill(card, searchTypeArray);
  1778. return skill;
  1779. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1780. },
  1781. addition:dropLock_Addition
  1782. },
  1783. {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)"},
  1784. function:cards=>{
  1785. const searchTypeArray = [205];
  1786. return cards.filter(card=>{
  1787. const skill = getCardActiveSkill(card, searchTypeArray);
  1788. return skill && (skill.params[0] & 63) === 63;
  1789. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1790. },
  1791. addition:dropLock_Addition
  1792. },
  1793. {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)"},
  1794. function:cards=>{
  1795. const searchTypeArray = [180];
  1796. return cards.filter(card=>{
  1797. const skill = getCardActiveSkill(card, searchTypeArray);
  1798. return skill;
  1799. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1800. },
  1801. addition:card=>{
  1802. const searchTypeArray = [180];
  1803. const skill = getCardActiveSkill(card, searchTypeArray);
  1804. if (!skill) return;
  1805. const sk = skill.params;
  1806. return `${sk[1]}%×${sk[0]}T`;
  1807. }
  1808. },
  1809. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  1810. function:cards=>cards.filter(card=>{
  1811. const searchTypeArray = [126];
  1812. const skill = getCardActiveSkill(card, searchTypeArray);
  1813. return skill;
  1814. }),
  1815. addition:dropOrb_Addition
  1816. },
  1817. {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)"},
  1818. function:cards=>cards.filter(card=>{
  1819. const searchTypeArray = [126];
  1820. const skill = getCardActiveSkill(card, searchTypeArray);
  1821. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1822. }),
  1823. addition:dropOrb_Addition
  1824. },
  1825. {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"},
  1826. function:cards=>cards.filter(card=>{
  1827. const searchTypeArray = [126];
  1828. const skill = getCardActiveSkill(card, searchTypeArray);
  1829. return skill && skill.params[1] >= 99;
  1830. }),
  1831. addition:dropOrb_Addition
  1832. },
  1833. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  1834. function:cards=>cards.filter(card=>{
  1835. const searchTypeArray = [126];
  1836. const skill = getCardActiveSkill(card, searchTypeArray);
  1837. return skill && skill.params[3] == 100;
  1838. }),
  1839. addition:dropOrb_Addition
  1840. },
  1841. {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)"},
  1842. function:cards=>{
  1843. const searchTypeArray = [226];
  1844. return cards.filter(card=>{
  1845. const skill = getCardActiveSkill(card, searchTypeArray);
  1846. return skill;
  1847. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1848. },
  1849. addition:card=>{
  1850. const searchTypeArray = [226];
  1851. const skill = getCardActiveSkill(card, searchTypeArray);
  1852. if (!skill) return;
  1853. const sk = skill.params;
  1854. return `📌${sk[1]}%×${sk[0]}T`;
  1855. }
  1856. },
  1857. ]},
  1858. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1859. {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)"},
  1860. function:cards=>{
  1861. const searchTypeArray = [18];
  1862. return cards.filter(card=>{
  1863. const skill = getCardActiveSkill(card, searchTypeArray);
  1864. return skill;
  1865. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1866. },
  1867. addition:card=>{
  1868. const searchTypeArray = [18];
  1869. const skill = getCardActiveSkill(card, searchTypeArray);
  1870. if (!skill) return;
  1871. const sk = skill.params;
  1872. return document.createTextNode(`威吓×${sk[0]}T`);
  1873. }
  1874. },
  1875. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  1876. function:cards=>{
  1877. const searchTypeArray = [19];
  1878. return cards.filter(card=>{
  1879. const skill = getCardActiveSkill(card, searchTypeArray);
  1880. return skill;
  1881. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1882. },
  1883. addition:card=>{
  1884. const searchTypeArray = [19];
  1885. const skill = getCardActiveSkill(card, searchTypeArray);
  1886. if (!skill) return;
  1887. const sk = skill.params;
  1888. return `破防${sk[1]}%`;
  1889. }
  1890. },
  1891. {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)"},
  1892. function:cards=>{
  1893. const searchTypeArray = [19];
  1894. return cards.filter(card=>{
  1895. const skill = getCardActiveSkill(card, searchTypeArray);
  1896. return skill && skill.params[1]>=100;
  1897. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1898. },
  1899. addition:card=>{
  1900. const searchTypeArray = [19];
  1901. const skill = getCardActiveSkill(card, searchTypeArray);
  1902. if (!skill) return;
  1903. const sk = skill.params;
  1904. return `全破×${sk[0]}T`;
  1905. }
  1906. },
  1907. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  1908. function:cards=>{
  1909. const searchTypeArray = [4];
  1910. return cards.filter(card=>{
  1911. const skill = getCardActiveSkill(card, searchTypeArray);
  1912. return skill;
  1913. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1914. },
  1915. addition:card=>{
  1916. const searchTypeArray = [4];
  1917. const skill = getCardActiveSkill(card, searchTypeArray);
  1918. if (!skill) return;
  1919. const sk = skill.params;
  1920. return `攻击力×${sk[0]/100}倍`;
  1921. }
  1922. },
  1923. {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)"},
  1924. function:cards=>{
  1925. return cards.filter(card=>{
  1926. return changeEnemiesAttr_Attr(card).attr != null;
  1927. }).sort((a,b)=>{
  1928. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1929. return a_pC.attr - b_pC.attr;
  1930. })
  1931. },
  1932. addition:card=>{
  1933. let change = changeEnemiesAttr_Attr(card);
  1934. const fragment = document.createDocumentFragment();
  1935. fragment.appendChild(document.createTextNode(`敌→`));
  1936. fragment.appendChild(createOrbsList(change.attr));
  1937. if (change.turns > 0)
  1938. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1939. return fragment;
  1940. }
  1941. },
  1942. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  1943. function:cards=>{
  1944. const searchTypeArray = [60];
  1945. return cards.filter(card=>{
  1946. const skill = getCardActiveSkill(card, searchTypeArray);
  1947. return skill;
  1948. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1949. },
  1950. addition:card=>{
  1951. const searchTypeArray = [60];
  1952. const skill = getCardActiveSkill(card, searchTypeArray);
  1953. if (!skill) return;
  1954. const sk = skill.params;
  1955. const fragment = document.createDocumentFragment();
  1956. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1957. fragment.appendChild(createOrbsList(sk[2]));
  1958. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1959. return fragment;
  1960. }
  1961. },
  1962. ]},
  1963. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----",cht:"-----對自身隊伍生效類-----"}, functions: [
  1964. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)",cht:"【溜】減少CD(按回合排序)"},
  1965. function:cards=>{
  1966. const searchTypeArray = [146];
  1967. return cards.filter(card=>{
  1968. const skill = getCardActiveSkill(card, searchTypeArray);
  1969. return skill;
  1970. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1971. },
  1972. addition:card=>{
  1973. const searchTypeArray = [146];
  1974. const skill = getCardActiveSkill(card, searchTypeArray);
  1975. if (!skill) return;
  1976. const sk = skill.params;
  1977. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1978. }
  1979. },
  1980. {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)"},
  1981. function:cards=>{
  1982. const searchTypeArray = [218];
  1983. return cards.filter(card=>{
  1984. const skill = getCardActiveSkill(card, searchTypeArray);
  1985. return skill;
  1986. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1987. },
  1988. addition:card=>{
  1989. const searchTypeArray = [218];
  1990. const skill = getCardActiveSkill(card, searchTypeArray);
  1991. if (!skill) return;
  1992. const sk = skill.params;
  1993. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  1994. }
  1995. },
  1996. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1997. function:cards=>cards.filter(card=>{
  1998. const searchTypeArray = [93, 227];
  1999. const skill = getCardActiveSkill(card, searchTypeArray);
  2000. return skill;
  2001. })
  2002. },
  2003. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  2004. function:cards=>{
  2005. const searchTypeArray = [241];
  2006. return cards.filter(card=>{
  2007. const skill = getCardActiveSkill(card, searchTypeArray);
  2008. return skill;
  2009. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 1));
  2010. },
  2011. addition:card=>{
  2012. const searchTypeArray = [241];
  2013. const skill = getCardActiveSkill(card, searchTypeArray);
  2014. if (!skill) return;
  2015. const sk = skill.params;
  2016. return `${(sk[1]*1e8).bigNumberToString()}×${sk[0]}T`;
  2017. }
  2018. },
  2019. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  2020. function:cards=>{
  2021. const searchTypeArray = [230];
  2022. return cards.filter(card=>{
  2023. const skill = getCardActiveSkill(card, searchTypeArray);
  2024. return skill;
  2025. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2026. },
  2027. addition:memberATK_Addition
  2028. },
  2029. {name:"Member ATK rate change - Self",otLangName:{chs:"队员攻击力 buff - 自身",cht:"隊員攻擊力 buff - 自身"},
  2030. function:cards=>{
  2031. const searchTypeArray = [230];
  2032. return cards.filter(card=>{
  2033. const skill = getCardActiveSkill(card, searchTypeArray);
  2034. return skill && Boolean(skill.params[1] & 1<<0);
  2035. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2036. },
  2037. addition:memberATK_Addition
  2038. },
  2039. {name:"Member ATK rate change - Leader",otLangName:{chs:"队员攻击力 buff - 队长",cht:"隊員攻擊力 buff - 隊長"},
  2040. function:cards=>{
  2041. const searchTypeArray = [230];
  2042. return cards.filter(card=>{
  2043. const skill = getCardActiveSkill(card, searchTypeArray);
  2044. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  2045. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2046. },
  2047. addition:memberATK_Addition
  2048. },
  2049. {name:"Member ATK rate change - Member",otLangName:{chs:"队员攻击力 buff - 队员",cht:"隊員攻擊力 buff - 隊員"},
  2050. function:cards=>{
  2051. const searchTypeArray = [230];
  2052. return cards.filter(card=>{
  2053. const skill = getCardActiveSkill(card, searchTypeArray);
  2054. return skill && Boolean(skill.params[1] & 1<<3);
  2055. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2056. },
  2057. addition:memberATK_Addition
  2058. },
  2059. {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)"},
  2060. function:cards=>{
  2061. const searchTypeArray = [142];
  2062. return cards.filter(card=>{
  2063. const skill = getCardActiveSkill(card, searchTypeArray);
  2064. return skill;
  2065. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2066. },
  2067. addition:card=>{
  2068. const searchTypeArray = [142];
  2069. const skill = getCardActiveSkill(card, searchTypeArray);
  2070. if (!skill) return;
  2071. const sk = skill.params;
  2072. const fragment = document.createDocumentFragment();
  2073. fragment.appendChild(document.createTextNode(`自→`));
  2074. fragment.appendChild(createOrbsList(sk[1]));
  2075. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2076. return fragment;
  2077. }
  2078. },
  2079. ]},
  2080. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2081. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2082. function:cards=>{
  2083. const searchTypeArray = [179];
  2084. return cards.filter(card=>{
  2085. const skill = getCardActiveSkill(card, searchTypeArray);
  2086. return skill;
  2087. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2088. },
  2089. addition:card=>{
  2090. const searchTypeArray = [179];
  2091. const skill = getCardActiveSkill(card, searchTypeArray);
  2092. if (!skill) return;
  2093. const sk = skill.params;
  2094. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2095. }
  2096. },
  2097. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2098. function:cards=>{
  2099. return cards.filter(card=>{
  2100. const heal = healImmediately_Rate(card);
  2101. return Object.values(heal).some(v=>v);
  2102. })
  2103. .sort((a,b)=>{
  2104. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2105. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2106. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2107. let sortNum = a_i - b_i;
  2108. if (!sortNum)
  2109. {
  2110. sortNum = a_vs[a_i] - b_vs[b_i];
  2111. }
  2112. return sortNum;
  2113. });
  2114. },
  2115. addition:card=>{
  2116. const heal = healImmediately_Rate(card);
  2117. let strArr = [];
  2118. if (heal.scale)
  2119. strArr.push(`${heal.scale}%最大HP`);
  2120. if (heal.const)
  2121. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2122. if (heal.selfRcv)
  2123. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2124. if (heal.vampire)
  2125. strArr.push(`${heal.vampire}%伤害`);
  2126. return strArr.join(',');
  2127. }
  2128. },
  2129. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  2130. function:cards=>{
  2131. const searchTypeArray = [237];
  2132. return cards.filter(card=>{
  2133. const skill = getCardActiveSkill(card, searchTypeArray);
  2134. return skill;
  2135. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2136. },
  2137. addition:card=>{
  2138. const searchTypeArray = [237];
  2139. const skill = getCardActiveSkill(card, searchTypeArray);
  2140. if (!skill) return;
  2141. const sk = skill.params;
  2142. return `最大HP ${sk[1].bigNumberToString()}%×${sk[0]}T`;
  2143. }
  2144. },
  2145. {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)"},
  2146. function:cards=>{
  2147. return cards.filter(card=>damageSelf_Rate(card)>0)
  2148. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2149. },
  2150. addition:card=>{
  2151. let rate = damageSelf_Rate(card);
  2152. if (rate < 100)
  2153. return `减少${rate}%`;
  2154. else
  2155. return `减少到1`;
  2156. }
  2157. },
  2158. ]},
  2159. {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: [
  2160. {name:"Gravity - Any(sort by rate)",otLangName:{chs:"重力-任意(按比例排序)",cht:"重力-任意(按比例排序)"},
  2161. function:cards=>{
  2162. const searchTypeArray = [6, 161];
  2163. return cards.filter(card=>{
  2164. const skill = getCardActiveSkill(card, searchTypeArray);
  2165. return skill;
  2166. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2167. },
  2168. addition: gravity_Addition
  2169. },
  2170. {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)"},
  2171. function:cards=>{
  2172. const searchTypeArray = [6];
  2173. return cards.filter(card=>{
  2174. const skill = getCardActiveSkill(card, searchTypeArray);
  2175. return skill;
  2176. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2177. },
  2178. addition: gravity_Addition
  2179. },
  2180. {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)"},
  2181. function:cards=>{
  2182. const searchTypeArray = [161];
  2183. return cards.filter(card=>{
  2184. const skill = getCardActiveSkill(card, searchTypeArray);
  2185. return skill;
  2186. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2187. },
  2188. addition: gravity_Addition
  2189. },
  2190. ]},
  2191. {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: [
  2192. {name:"Fixed damage - Any(sort by damage)",otLangName:{chs:"无视防御固伤-任意(按总伤害排序)",cht:"無視防禦固傷-任意(按總傷害排序)"},
  2193. function:cards=>{
  2194. const searchTypeArray = [55,188,56];
  2195. return cards.filter(card=>{
  2196. const skill = getCardActiveSkill(card, searchTypeArray);
  2197. return skill;
  2198. }).sort((a,b)=>{
  2199. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2200. 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);
  2201. return a_pC - b_pC;
  2202. });
  2203. },
  2204. addition:dixedDamage_Addition
  2205. },
  2206. {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)"},
  2207. function:cards=>{
  2208. const searchTypeArray = [55,188];
  2209. return cards.filter(card=>{
  2210. const skill = getCardActiveSkill(card, searchTypeArray);
  2211. return skill;
  2212. }).sort((a,b)=>{
  2213. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2214. 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);
  2215. return a_pC - b_pC;
  2216. });
  2217. },
  2218. addition:dixedDamage_Addition
  2219. },
  2220. {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)"},
  2221. function:cards=>{
  2222. const searchTypeArray = [56];
  2223. return cards.filter(card=>{
  2224. const skill = getCardActiveSkill(card, searchTypeArray);
  2225. return skill;
  2226. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2227. },
  2228. addition:dixedDamage_Addition
  2229. },
  2230. ]},
  2231. {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: [
  2232. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2233. function:cards=>cards.filter(card=>{
  2234. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2235. function isSingle(skill)
  2236. {
  2237. if (skill.type == 110)
  2238. return Boolean(skill.params[0]);
  2239. else if (skill.type == 144)
  2240. return Boolean(skill.params[2]);
  2241. else
  2242. return true;
  2243. }
  2244. const skill = getCardActiveSkill(card, searchTypeArray);
  2245. return skill && isSingle(skill);
  2246. }),
  2247. addition: numericalATK_Addition
  2248. },
  2249. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2250. function:cards=>cards.filter(card=>{
  2251. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2252. function isAll(skill)
  2253. {
  2254. if (skill.type == 110)
  2255. return !Boolean(skill.params[0]);
  2256. else if (skill.type == 144)
  2257. return !Boolean(skill.params[2]);
  2258. else
  2259. return true;
  2260. }
  2261. const skill = getCardActiveSkill(card, searchTypeArray);
  2262. return skill && skill.id!=0 && isAll(skill);
  2263. }),
  2264. addition: numericalATK_Addition
  2265. },
  2266. {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"},
  2267. function:cards=>cards.filter(card=>{
  2268. const searchTypeArray = [42];
  2269. const skill = getCardActiveSkill(card, searchTypeArray);
  2270. return skill;
  2271. })
  2272. },
  2273. {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"},
  2274. function:cards=>cards.filter(card=>{
  2275. const searchTypeArray = [2,35];
  2276. const skill = getCardActiveSkill(card, searchTypeArray);
  2277. return skill;
  2278. })
  2279. },
  2280. {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)"},
  2281. function:cards=>cards.filter(card=>{
  2282. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2283. const skill = getCardActiveSkill(card, searchTypeArray);
  2284. return skill && skill.id!=0;
  2285. }).sort((a,b)=>{
  2286. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2287. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2288. function getNumber(skill)
  2289. {
  2290. const sk = skill.params;
  2291. switch(skill.type)
  2292. {
  2293. case 0:
  2294. case 37:
  2295. case 58:
  2296. case 59:
  2297. case 84:
  2298. case 85:
  2299. case 115:
  2300. return sk[1];
  2301. case 2:
  2302. case 35:
  2303. return sk[0];
  2304. default:
  2305. return 0;
  2306. }
  2307. }
  2308. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2309. return a_pC - b_pC;
  2310. }),
  2311. addition: numericalATK_Addition
  2312. },
  2313. {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)"},
  2314. function:cards=>cards.filter(card=>{
  2315. const searchTypeArray = [1,42,86,87];
  2316. const skill = getCardActiveSkill(card, searchTypeArray);
  2317. return skill;
  2318. }).sort((a,b)=>{
  2319. const searchTypeArray = [1,42,86,87];
  2320. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2321. function getNumber(skill)
  2322. {
  2323. const sk = skill.params;
  2324. switch(skill.type)
  2325. {
  2326. case 1:
  2327. case 86:
  2328. case 87:
  2329. return sk[1];
  2330. case 42:
  2331. return sk[2];
  2332. default:
  2333. return 0;
  2334. }
  2335. }
  2336. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2337. return a_pC - b_pC;
  2338. }),
  2339. addition: numericalATK_Addition
  2340. },
  2341. {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)"},
  2342. function:cards=>{
  2343. const searchTypeArray = [110];
  2344. return cards.filter(card=>{
  2345. const skill = getCardActiveSkill(card, searchTypeArray);
  2346. return skill;
  2347. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2348. },
  2349. addition: numericalATK_Addition
  2350. },
  2351. {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)"},
  2352. function:cards=>{
  2353. const searchTypeArray = [143];
  2354. return cards.filter(card=>{
  2355. const skill = getCardActiveSkill(card, searchTypeArray);
  2356. return skill;
  2357. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2358. },
  2359. addition: numericalATK_Addition
  2360. },
  2361. {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)"},
  2362. function:cards=>{
  2363. const searchTypeArray = [144];
  2364. return cards.filter(card=>{
  2365. const skill = getCardActiveSkill(card, searchTypeArray);
  2366. return skill;
  2367. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2368. },
  2369. addition: numericalATK_Addition
  2370. },
  2371. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2372. function:cards=>cards.filter(card=>{
  2373. const searchTypeArray = [35,115];
  2374. const skill = getCardActiveSkill(card, searchTypeArray);
  2375. return skill;
  2376. })
  2377. },
  2378. ]},
  2379. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2380. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2381. function:cards=>cards.filter(card=>{
  2382. const searchTypeArray = [10];
  2383. const skill = getCardActiveSkill(card, searchTypeArray);
  2384. return skill;
  2385. })
  2386. },
  2387. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位(转转珠)",cht:"生成輪盤位(轉轉珠)"},
  2388. function:cards=>{
  2389. const searchTypeArray = [207];
  2390. return cards.filter(card=>{
  2391. const skill = getCardActiveSkill(card, searchTypeArray);
  2392. return skill;
  2393. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2394. },
  2395. addition:card=>{
  2396. const searchTypeArray = [207];
  2397. const skill = getCardActiveSkill(card, searchTypeArray);
  2398. if (!skill) return;
  2399. const sk = skill.params;
  2400. if (sk[7])
  2401. return `${sk[7]}个×${sk[0]}T`;
  2402. else
  2403. return `特殊形状×${sk[0]}T`;
  2404. }
  2405. },
  2406. {name:"Creates Cloud",otLangName:{chs:"生成云",cht:"生成雲"},
  2407. function:cards=>{
  2408. const searchTypeArray = [238];
  2409. return cards.filter(card=>{
  2410. const skill = getCardActiveSkill(card, searchTypeArray);
  2411. return skill;
  2412. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2413. },
  2414. addition:card=>{
  2415. const searchTypeArray = [238];
  2416. const skill = getCardActiveSkill(card, searchTypeArray);
  2417. if (!skill) return;
  2418. const sk = skill.params;
  2419. return `${sk[1]}个×${sk[0]}T`;
  2420. }
  2421. },
  2422. {name:"Creates Cloud",otLangName:{chs:"生成封条",cht:"生成封条"},
  2423. function:cards=>{
  2424. const searchTypeArray = [239];
  2425. return cards.filter(card=>{
  2426. const skill = getCardActiveSkill(card, searchTypeArray);
  2427. return skill;
  2428. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2429. },
  2430. addition:card=>{
  2431. const searchTypeArray = [239];
  2432. const skill = getCardActiveSkill(card, searchTypeArray);
  2433. if (!skill) return;
  2434. const sk = skill.params;
  2435. const colums = flags(sk[1]), rows = flags(sk[2]);
  2436. const fragment = document.createDocumentFragment();
  2437. if (colums.length)
  2438. fragment.append(`${colums.length}竖`);
  2439. if (rows.length)
  2440. fragment.append(`${rows.length}横`);
  2441. fragment.append(`×${sk[0]}T`);
  2442. return fragment;
  2443. }
  2444. },
  2445. {name:"Change Board Size",otLangName:{chs:"改变板面大小",cht:"改變板面大小"},
  2446. function:cards=>{
  2447. const searchTypeArray = [244];
  2448. return cards.filter(card=>{
  2449. const skill = getCardActiveSkill(card, searchTypeArray);
  2450. return skill;
  2451. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2452. },
  2453. addition:card=>{
  2454. const searchTypeArray = [244];
  2455. const skill = getCardActiveSkill(card, searchTypeArray);
  2456. if (!skill) return;
  2457. const sk = skill.params;
  2458. if (sk[1])
  2459. return `[7×6]×${sk[0]}T`;
  2460. else
  2461. return `[6×5]×${sk[0]}T`;
  2462. }
  2463. },
  2464. ]},
  2465. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  2466. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2467. function:cards=>cards.filter(card=>{
  2468. const searchTypeArray = [172];
  2469. const skill = getCardActiveSkill(card, searchTypeArray);
  2470. return skill;
  2471. })
  2472. },
  2473. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2474. function:cards=>cards.filter(card=>{
  2475. const searchTypeArray = [152];
  2476. const skill = getCardActiveSkill(card, searchTypeArray);
  2477. return skill;
  2478. }),
  2479. addition:lock_Addition
  2480. },
  2481. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2482. function:cards=>cards.filter(card=>{
  2483. const searchTypeArray = [152];
  2484. const skill = getCardActiveSkill(card, searchTypeArray);
  2485. return skill && (skill.params[0] & 63) === 63;
  2486. }),
  2487. addition:lock_Addition
  2488. },
  2489. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2490. function:cards=>{
  2491. const searchTypeArray = [52,91,140];
  2492. return cards.filter(card=>{
  2493. const skill = getCardActiveSkill(card, searchTypeArray);
  2494. return skill;
  2495. });
  2496. },
  2497. addition:card=>{
  2498. const searchTypeArray = [52,91,140];
  2499. const skill = getCardActiveSkill(card, searchTypeArray);
  2500. if (!skill) return;
  2501. const sk = skill.params;
  2502. let attrs = [];
  2503. switch (skill.type)
  2504. {
  2505. case 52:{
  2506. attrs.push(sk[0]); break;
  2507. }
  2508. case 91:{
  2509. attrs = sk.slice(0,-1); break;
  2510. }
  2511. case 140:{
  2512. attrs = flags(sk[0]); break;
  2513. }
  2514. }
  2515. const fragment = document.createDocumentFragment();
  2516. fragment.appendChild(document.createTextNode(`强化`));
  2517. fragment.appendChild(createOrbsList(attrs));
  2518. return fragment;
  2519. }
  2520. },
  2521. ]},
  2522. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2523. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2524. function:cards=>cards.filter(card=>{
  2525. const searchTypeArray = [71];
  2526. const skill = getCardActiveSkill(card, searchTypeArray);
  2527. return skill;
  2528. }),
  2529. addition:boardChange_Addition
  2530. },
  2531. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2532. function:cards=>cards.filter(card=>{
  2533. const searchTypeArray = [71];
  2534. const skill = getCardActiveSkill(card, searchTypeArray);
  2535. return boardChange_ColorTypes(skill).length == 1;
  2536. }),
  2537. addition:boardChange_Addition
  2538. },
  2539. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2540. function:cards=>cards.filter(card=>{
  2541. const searchTypeArray = [71];
  2542. const skill = getCardActiveSkill(card, searchTypeArray);
  2543. return boardChange_ColorTypes(skill).length == 2;
  2544. }),
  2545. addition:boardChange_Addition
  2546. },
  2547. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2548. function:cards=>cards.filter(card=>{
  2549. const searchTypeArray = [71];
  2550. const skill = getCardActiveSkill(card, searchTypeArray);
  2551. return boardChange_ColorTypes(skill).length == 3;
  2552. }),
  2553. addition:boardChange_Addition
  2554. },
  2555. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2556. function:cards=>cards.filter(card=>{
  2557. const searchTypeArray = [71];
  2558. const skill = getCardActiveSkill(card, searchTypeArray);
  2559. return boardChange_ColorTypes(skill).length == 4;
  2560. }),
  2561. addition:boardChange_Addition
  2562. },
  2563. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2564. function:cards=>cards.filter(card=>{
  2565. const searchTypeArray = [71];
  2566. const skill = getCardActiveSkill(card, searchTypeArray);
  2567. return boardChange_ColorTypes(skill).length == 5;
  2568. }),
  2569. addition:boardChange_Addition
  2570. },
  2571. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2572. function:cards=>cards.filter(card=>{
  2573. const searchTypeArray = [71];
  2574. const skill = getCardActiveSkill(card, searchTypeArray);
  2575. return boardChange_ColorTypes(skill).length >= 6;
  2576. }),
  2577. addition:boardChange_Addition
  2578. },
  2579. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2580. function:cards=>cards.filter(card=>{
  2581. const searchTypeArray = [71];
  2582. const skill = getCardActiveSkill(card, searchTypeArray);
  2583. return boardChange_ColorTypes(skill).includes(0);
  2584. }),
  2585. addition:boardChange_Addition
  2586. },
  2587. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2588. function:cards=>cards.filter(card=>{
  2589. const searchTypeArray = [71];
  2590. const skill = getCardActiveSkill(card, searchTypeArray);
  2591. return boardChange_ColorTypes(skill).includes(1);
  2592. }),
  2593. addition:boardChange_Addition
  2594. },
  2595. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2596. function:cards=>cards.filter(card=>{
  2597. const searchTypeArray = [71];
  2598. const skill = getCardActiveSkill(card, searchTypeArray);
  2599. return boardChange_ColorTypes(skill).includes(2);
  2600. }),
  2601. addition:boardChange_Addition
  2602. },
  2603. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2604. function:cards=>cards.filter(card=>{
  2605. const searchTypeArray = [71];
  2606. const skill = getCardActiveSkill(card, searchTypeArray);
  2607. return boardChange_ColorTypes(skill).includes(3);
  2608. }),
  2609. addition:boardChange_Addition
  2610. },
  2611. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2612. function:cards=>cards.filter(card=>{
  2613. const searchTypeArray = [71];
  2614. const skill = getCardActiveSkill(card, searchTypeArray);
  2615. return boardChange_ColorTypes(skill).includes(4);
  2616. }),
  2617. addition:boardChange_Addition
  2618. },
  2619. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2620. function:cards=>cards.filter(card=>{
  2621. const searchTypeArray = [71];
  2622. const skill = getCardActiveSkill(card, searchTypeArray);
  2623. return boardChange_ColorTypes(skill).includes(5);
  2624. }),
  2625. addition:boardChange_Addition
  2626. },
  2627. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2628. function:cards=>cards.filter(card=>{
  2629. const searchTypeArray = [71];
  2630. const skill = getCardActiveSkill(card, searchTypeArray);
  2631. const colors = boardChange_ColorTypes(skill);
  2632. return colors.includes(6)
  2633. || colors.includes(7)
  2634. || colors.includes(8)
  2635. || colors.includes(9);
  2636. }),
  2637. addition:boardChange_Addition
  2638. },
  2639. ]},
  2640. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2641. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2642. function:cards=>cards.filter(card=>{
  2643. const searchTypeArray = [9,20,154];
  2644. const skills = getCardActiveSkills(card, searchTypeArray);
  2645. if (!skills.length) return false;
  2646. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2647. return parsedSkills.some(p=>p.to.includes(0));
  2648. }),
  2649. addition:changeOrbs_Addition
  2650. },
  2651. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2652. function:cards=>cards.filter(card=>{
  2653. const searchTypeArray = [9,20,154];
  2654. const skills = getCardActiveSkills(card, searchTypeArray);
  2655. if (!skills.length) return false;
  2656. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2657. return parsedSkills.some(p=>p.to.includes(1));
  2658. }),
  2659. addition:changeOrbs_Addition
  2660. },
  2661. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2662. function:cards=>cards.filter(card=>{
  2663. const searchTypeArray = [9,20,154];
  2664. const skills = getCardActiveSkills(card, searchTypeArray);
  2665. if (!skills.length) return false;
  2666. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2667. return parsedSkills.some(p=>p.to.includes(2));
  2668. }),
  2669. addition:changeOrbs_Addition
  2670. },
  2671. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2672. function:cards=>cards.filter(card=>{
  2673. const searchTypeArray = [9,20,154];
  2674. const skills = getCardActiveSkills(card, searchTypeArray);
  2675. if (!skills.length) return false;
  2676. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2677. return parsedSkills.some(p=>p.to.includes(3));
  2678. }),
  2679. addition:changeOrbs_Addition
  2680. },
  2681. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2682. function:cards=>cards.filter(card=>{
  2683. const searchTypeArray = [9,20,154];
  2684. const skills = getCardActiveSkills(card, searchTypeArray);
  2685. if (!skills.length) return false;
  2686. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2687. return parsedSkills.some(p=>p.to.includes(4));
  2688. }),
  2689. addition:changeOrbs_Addition
  2690. },
  2691. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2692. function:cards=>cards.filter(card=>{
  2693. const searchTypeArray = [9,20,154];
  2694. const skills = getCardActiveSkills(card, searchTypeArray);
  2695. if (!skills.length) return false;
  2696. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2697. return parsedSkills.some(p=>p.to.includes(5));
  2698. }),
  2699. addition:changeOrbs_Addition
  2700. },
  2701. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2702. function:cards=>cards.filter(card=>{
  2703. const searchTypeArray = [9,20,154];
  2704. const skills = getCardActiveSkills(card, searchTypeArray);
  2705. if (!skills.length) return false;
  2706. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2707. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2708. }),
  2709. addition:changeOrbs_Addition
  2710. },
  2711. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2712. function:cards=>cards.filter(card=>{
  2713. const searchTypeArray = [9,20,154];
  2714. const skills = getCardActiveSkills(card, searchTypeArray);
  2715. if (!skills.length) return false;
  2716. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2717. return parsedSkills.some(p=>p.from.includes(0));
  2718. }),
  2719. addition:changeOrbs_Addition
  2720. },
  2721. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2722. function:cards=>cards.filter(card=>{
  2723. const searchTypeArray = [9,20,154];
  2724. const skills = getCardActiveSkills(card, searchTypeArray);
  2725. if (!skills.length) return false;
  2726. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2727. return parsedSkills.some(p=>p.from.includes(1));
  2728. }),
  2729. addition:changeOrbs_Addition
  2730. },
  2731. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2732. function:cards=>cards.filter(card=>{
  2733. const searchTypeArray = [9,20,154];
  2734. const skills = getCardActiveSkills(card, searchTypeArray);
  2735. if (!skills.length) return false;
  2736. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2737. return parsedSkills.some(p=>p.from.includes(2));
  2738. }),
  2739. addition:changeOrbs_Addition
  2740. },
  2741. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2742. function:cards=>cards.filter(card=>{
  2743. const searchTypeArray = [9,20,154];
  2744. const skills = getCardActiveSkills(card, searchTypeArray);
  2745. if (!skills.length) return false;
  2746. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2747. return parsedSkills.some(p=>p.from.includes(3));
  2748. }),
  2749. addition:changeOrbs_Addition
  2750. },
  2751. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2752. function:cards=>cards.filter(card=>{
  2753. const searchTypeArray = [9,20,154];
  2754. const skills = getCardActiveSkills(card, searchTypeArray);
  2755. if (!skills.length) return false;
  2756. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2757. return parsedSkills.some(p=>p.from.includes(4));
  2758. }),
  2759. addition:changeOrbs_Addition
  2760. },
  2761. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2762. function:cards=>cards.filter(card=>{
  2763. const searchTypeArray = [9,20,154];
  2764. const skills = getCardActiveSkills(card, searchTypeArray);
  2765. if (!skills.length) return false;
  2766. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2767. return parsedSkills.some(p=>p.from.includes(5));
  2768. }),
  2769. addition:changeOrbs_Addition
  2770. },
  2771. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2772. function:cards=>cards.filter(card=>{
  2773. const searchTypeArray = [9,20,154];
  2774. const skills = getCardActiveSkills(card, searchTypeArray);
  2775. if (!skills.length) return false;
  2776. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2777. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2778. }),
  2779. addition:changeOrbs_Addition
  2780. },
  2781. ]},
  2782. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2783. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2784. function:cards=>cards.filter(card=>{
  2785. function is30(sk)
  2786. {
  2787. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2788. }
  2789. const searchTypeArray = [141];
  2790. const skill = getCardActiveSkill(card, searchTypeArray);
  2791. return skill && is30(skill.params);
  2792. }),
  2793. addition:generateOrbs_Addition
  2794. },
  2795. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2796. function:cards=>cards.filter(card=>{
  2797. function is1515(sk)
  2798. {
  2799. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2800. }
  2801. const searchTypeArray = [141];
  2802. const skill = getCardActiveSkill(card, searchTypeArray);
  2803. return skill && is1515(skill.params);
  2804. }),
  2805. addition:generateOrbs_Addition
  2806. },
  2807. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2808. function:cards=>cards.filter(card=>{
  2809. const gens = generateOrbsParse(card);
  2810. return gens.some(gen=>gen.to.includes(0));
  2811. }),
  2812. addition:generateOrbs_Addition
  2813. },
  2814. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2815. function:cards=>cards.filter(card=>{
  2816. const gens = generateOrbsParse(card);
  2817. return gens.some(gen=>gen.to.includes(1));
  2818. }),
  2819. addition:generateOrbs_Addition
  2820. },
  2821. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2822. function:cards=>cards.filter(card=>{
  2823. const gens = generateOrbsParse(card);
  2824. return gens.some(gen=>gen.to.includes(2));
  2825. }),
  2826. addition:generateOrbs_Addition
  2827. },
  2828. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2829. function:cards=>cards.filter(card=>{
  2830. const gens = generateOrbsParse(card);
  2831. return gens.some(gen=>gen.to.includes(3));
  2832. }),
  2833. addition:generateOrbs_Addition
  2834. },
  2835. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2836. function:cards=>cards.filter(card=>{
  2837. const gens = generateOrbsParse(card);
  2838. return gens.some(gen=>gen.to.includes(4));
  2839. }),
  2840. addition:generateOrbs_Addition
  2841. },
  2842. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2843. function:cards=>cards.filter(card=>{
  2844. const gens = generateOrbsParse(card);
  2845. return gens.some(gen=>gen.to.includes(5));
  2846. }),
  2847. addition:generateOrbs_Addition
  2848. },
  2849. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2850. function:cards=>cards.filter(card=>{
  2851. const gens = generateOrbsParse(card);
  2852. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2853. }),
  2854. addition:generateOrbs_Addition
  2855. },
  2856. ]},
  2857. {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: [
  2858. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2859. function:cards=>cards.filter(card=>{
  2860. const searchTypeArray = [176];
  2861. const skill = getCardActiveSkill(card, searchTypeArray);
  2862. return skill;
  2863. })
  2864. },
  2865. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2866. function:cards=>cards.filter(card=>{
  2867. function is3x3(sk)
  2868. {
  2869. for (let si=0;si<3;si++)
  2870. {
  2871. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2872. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2873. (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)
  2874. (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)
  2875. )
  2876. return true;
  2877. }
  2878. return false;
  2879. }
  2880. const searchTypeArray = [176];
  2881. const skill = getCardActiveSkill(card, searchTypeArray);
  2882. return skill && is3x3(skill.params);
  2883. }),
  2884. addition:card=>{
  2885. const searchTypeArray = [176];
  2886. const skill = getCardActiveSkill(card, searchTypeArray);
  2887. if (!skill) return;
  2888. const sk = skill.params;
  2889. const fragment = document.createDocumentFragment();
  2890. fragment.appendChild(document.createTextNode(`3×3`));
  2891. fragment.appendChild(createOrbsList(sk[5]));
  2892. return fragment;
  2893. }
  2894. },
  2895. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2896. function:cards=>cards.filter(card=>{
  2897. const searchTypeArray = [127];
  2898. const skill = getCardActiveSkill(card, searchTypeArray);
  2899. return skill;
  2900. }),
  2901. addition:generateColumnOrbs_Addition
  2902. },
  2903. {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  2904. function:cards=>cards.filter(card=>{
  2905. function isHeart(sk)
  2906. {
  2907. for (let i=1;i<sk.length;i+=2)
  2908. {
  2909. if (sk[i] & 32)
  2910. {
  2911. return true;
  2912. }
  2913. }
  2914. }
  2915. const searchTypeArray = [127];
  2916. const skill = getCardActiveSkill(card, searchTypeArray);
  2917. return skill && isHeart(skill.params);
  2918. }),
  2919. addition:generateColumnOrbs_Addition
  2920. },
  2921. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2922. function:cards=>cards.filter(card=>{
  2923. const searchTypeArray = [128];
  2924. const skill = getCardActiveSkill(card, searchTypeArray);
  2925. return skill;
  2926. }),
  2927. addition:generateRowOrbs_Addition
  2928. },
  2929. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2930. function:cards=>cards.filter(card=>{
  2931. const searchTypeArray = [128];
  2932. const skill = getCardActiveSkill(card, searchTypeArray);
  2933. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2934. }),
  2935. addition:generateRowOrbs_Addition
  2936. },
  2937. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2938. function:cards=>cards.filter(card=>{
  2939. const searchTypeArray = [128];
  2940. const skill = getCardActiveSkill(card, searchTypeArray);
  2941. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2942. }),
  2943. addition:generateRowOrbs_Addition
  2944. },
  2945. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2946. function:cards=>cards.filter(card=>{
  2947. const searchTypeArray = [128];
  2948. const skill = getCardActiveSkill(card, searchTypeArray);
  2949. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2950. }),
  2951. addition:generateRowOrbs_Addition
  2952. },
  2953. {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)"},
  2954. function:cards=>cards.filter(card=>{
  2955. const searchTypeArray = [128,71,176];
  2956. function isRow(skill)
  2957. {
  2958. const sk = skill.params;
  2959. if (skill.type === 128) //普通横
  2960. {return true;}
  2961. else if (skill.type === 71) //花火
  2962. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2963. else if (skill.type === 176) //特殊形状
  2964. {
  2965. for (let si=0;si<5;si++)
  2966. {
  2967. if ((sk[si] & 63) === 63)
  2968. return true;
  2969. }
  2970. }
  2971. return false;
  2972. }
  2973. const skill = getCardActiveSkill(card, searchTypeArray);
  2974. return skill && isRow(skill);
  2975. })
  2976. },
  2977. ]},
  2978. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  2979. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  2980. function:cards=>cards.filter(card=>{
  2981. if (card.activeSkillId == 0) return false;
  2982. const skill = Skills[card.activeSkillId];
  2983. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  2984. })
  2985. },
  2986. {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)"},
  2987. function:cards=>cards.filter(card=>{
  2988. if (card.activeSkillId == 0) return false;
  2989. const skill = Skills[card.activeSkillId];
  2990. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  2991. let realCD = minCD;
  2992. const searchTypeArray = [14];
  2993. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  2994. if (subSkill)
  2995. {
  2996. realCD -= subSkill.params[0] * 3;
  2997. }
  2998. return minCD > 1 && realCD <= 4;
  2999. })
  3000. },
  3001. {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)"},
  3002. function:cards=>{
  3003. const searchTypeArray = [5];
  3004. return cards.filter(card=>{
  3005. const skill = getCardActiveSkill(card, searchTypeArray);
  3006. return skill;
  3007. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3008. },
  3009. addition:card=>{
  3010. const searchTypeArray = [5];
  3011. const skill = getCardActiveSkill(card, searchTypeArray);
  3012. const value = skill.params[0];
  3013. return `时停${value}s`;
  3014. }
  3015. },
  3016. {
  3017. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3018. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  3019. },
  3020. {
  3021. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3022. function:cards=>cards.filter(card=>{
  3023. let skType = Skills[card.activeSkillId].type;
  3024. return skType == 232 || skType == 233;
  3025. })
  3026. },
  3027. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3028. function:cards=>cards.filter(card=>{
  3029. const searchTypeArray = [225];
  3030. const skill = getCardActiveSkill(card, searchTypeArray);
  3031. return skill;
  3032. }),
  3033. addition:card=>{
  3034. const searchTypeArray = [225];
  3035. const skill = getCardActiveSkill(card, searchTypeArray);
  3036. if (!skill) return;
  3037. const sk = skill.params;
  3038. let strArr = [];
  3039. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3040. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3041. return `HP ${strArr.join(" ")}`;
  3042. }
  3043. },
  3044. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3045. function:cards=>cards.filter(card=>{
  3046. const searchTypeArray = [234];
  3047. const skill = getCardActiveSkill(card, searchTypeArray);
  3048. return skill;
  3049. }),
  3050. addition:card=>{
  3051. const searchTypeArray = [234];
  3052. const skill = getCardActiveSkill(card, searchTypeArray);
  3053. if (!skill) return;
  3054. const sk = skill.params;
  3055. let strArr = [];
  3056. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3057. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3058. return `层 ${strArr.join(" ")}`;
  3059. }
  3060. },
  3061. ]},
  3062. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3063. ]},
  3064. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3065. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3066. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3067. },
  3068. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3069. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3070. },
  3071. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3072. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3073. },
  3074. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3075. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3076. },
  3077. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3078. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3079. },
  3080. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3081. function:cards=>cards.filter(card=>{
  3082. const searchTypeArray = [151,209];
  3083. const skill = getCardLeaderSkill(card, searchTypeArray);
  3084. return skill;
  3085. })
  3086. },
  3087. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  3088. function:cards=>cards.filter(card=>{
  3089. const searchTypeArray = [157];
  3090. const skill = getCardLeaderSkill(card, searchTypeArray);
  3091. return skill;
  3092. })
  3093. },
  3094. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3095. function:cards=>cards.filter(card=>{
  3096. const searchTypeArray = [177];
  3097. const skill = getCardLeaderSkill(card, searchTypeArray);
  3098. return skill;
  3099. })
  3100. },
  3101. ]},
  3102. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3103. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3104. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3105. },
  3106. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3107. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3108. },
  3109. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3110. function:cards=>cards.filter(card=>{
  3111. const searchTypeArray = [162,186];
  3112. const skill = getCardLeaderSkill(card, searchTypeArray);
  3113. return skill;
  3114. })
  3115. },
  3116. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3117. function:cards=>cards.filter(card=>{
  3118. const searchTypeArray = [163,177];
  3119. const skill = getCardLeaderSkill(card, searchTypeArray);
  3120. return skill;
  3121. })
  3122. },
  3123. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3124. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3125. },
  3126. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3127. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3128. },
  3129. {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)"},
  3130. function:cards=>{
  3131. const searchTypeArray = [158];
  3132. return cards.filter(card=>{
  3133. const skill = getCardLeaderSkill(card, searchTypeArray);
  3134. return skill;
  3135. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3136. },
  3137. addition:card=>{
  3138. const searchTypeArray = [158];
  3139. const skill = getCardLeaderSkill(card, searchTypeArray);
  3140. const value = skill.params[0];
  3141. return `≥${value}珠`;
  3142. }
  3143. },
  3144. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3145. function:cards=>cards.filter(card=>{
  3146. const searchTypeArray = [125];
  3147. const skill = getCardLeaderSkill(card, searchTypeArray);
  3148. return skill;
  3149. }),
  3150. addition:card=>{
  3151. const searchTypeArray = [125];
  3152. const skill = getCardLeaderSkill(card, searchTypeArray);
  3153. if (!skill) return;
  3154. const sk = skill.params;
  3155. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3156. }
  3157. },
  3158. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3159. function:cards=>cards.filter(card=>{
  3160. const searchTypeArray = [175];
  3161. const skill = getCardLeaderSkill(card, searchTypeArray);
  3162. return skill;
  3163. }),
  3164. addition:card=>{
  3165. const searchTypeArray = [175];
  3166. const skill = getCardLeaderSkill(card, searchTypeArray);
  3167. if (!skill) return;
  3168. const sk = skill.params;
  3169. return `合作:${sk[0]}`;
  3170. }
  3171. },
  3172. {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"},
  3173. function:cards=>cards.filter(card=>{
  3174. const searchTypeArray = [203];
  3175. const skill = getCardLeaderSkill(card, searchTypeArray);
  3176. return skill;
  3177. })
  3178. },
  3179. {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"},
  3180. function:cards=>cards.filter(card=>{
  3181. const searchTypeArray = [229];
  3182. const skill = getCardLeaderSkill(card, searchTypeArray);
  3183. return skill;
  3184. }),
  3185. addition:card=>{
  3186. const searchTypeArray = [229];
  3187. const skill = getCardLeaderSkill(card, searchTypeArray);
  3188. if (!skill) return;
  3189. const sk = skill.params;
  3190. const attrs = flags(sk[0]), types = flags(sk[1]);
  3191. const fragment = document.createDocumentFragment();
  3192. if (attrs.length)
  3193. fragment.appendChild(createOrbsList(attrs));
  3194. if (types.length)
  3195. fragment.appendChild(createTypesList(types));
  3196. return fragment;
  3197. }
  3198. },
  3199. {name:"Limit the total rarity of the team",otLangName:{chs:"限制队伍总稀有度",cht:"限制隊伍總稀有度"},
  3200. function:cards=>cards.filter(card=>{
  3201. const searchTypeArray = [217];
  3202. const skill = getCardLeaderSkill(card, searchTypeArray);
  3203. return skill;
  3204. }),
  3205. addition:card=>{
  3206. const searchTypeArray = [217];
  3207. const skill = getCardLeaderSkill(card, searchTypeArray);
  3208. if (!skill) return;
  3209. const sk = skill.params;
  3210. return `★≤${sk[0]}`;
  3211. }
  3212. },
  3213. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度各不相同",cht:"要求隊員稀有度各不相同"},
  3214. function:cards=>cards.filter(card=>{
  3215. const searchTypeArray = [245];
  3216. const skill = getCardLeaderSkill(card, searchTypeArray);
  3217. return skill;
  3218. })
  3219. },
  3220. ]},
  3221. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3222. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)",cht:"隊長技固傷追擊(按傷害排序)"},
  3223. function:cards=>{
  3224. return cards.filter(card=>{
  3225. return getSkillFixedDamage(card) > 0;
  3226. }).sort((a,b)=>{
  3227. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3228. return a_pC - b_pC;
  3229. });
  3230. },
  3231. addition:card=>{
  3232. const value = getSkillFixedDamage(card);
  3233. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3234. let skill;
  3235. if (skill = getCardLeaderSkill(card, [235])) {
  3236. nodeArr.push("/");
  3237. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3238. nodeArr.push(`×${skill.params[2]}`);
  3239. }
  3240. return nodeArr.nodeJoin();
  3241. }
  3242. },
  3243. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)",cht:"隊長技+C(按+C數排序)"},
  3244. function:cards=>{
  3245. return cards.filter(card=>{
  3246. return getSkillAddCombo(card) > 0;
  3247. }).sort((a,b)=>{
  3248. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3249. return a_pC - b_pC;
  3250. });
  3251. },
  3252. addition:card=>{
  3253. const value = getSkillAddCombo(card);
  3254. let nodeArr = [`+${value.bigNumberToString()}C`];
  3255. let skill;
  3256. if (skill = getCardLeaderSkill(card, [210])) {
  3257. nodeArr.push("/十字");
  3258. } else if (skill = getCardLeaderSkill(card, [235])) {
  3259. nodeArr.push("/");
  3260. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3261. nodeArr.push(`×${skill.params[2]}`);
  3262. }
  3263. return nodeArr.nodeJoin();
  3264. }
  3265. },
  3266. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)",cht:"隊長技加/減秒(按秒數排序)"},
  3267. function:cards=>{
  3268. const searchTypeArray = [15,185];
  3269. return cards.filter(card=>{
  3270. const skill = getCardLeaderSkill(card, searchTypeArray);
  3271. return skill;
  3272. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3273. },
  3274. addition:card=>{
  3275. const searchTypeArray = [15,185];
  3276. const skill = getCardLeaderSkill(card, searchTypeArray);
  3277. if (!skill) return;
  3278. const value = skill.params[0];
  3279. return `${value > 0 ? "+" : ""}${value/100}s`;
  3280. }
  3281. },
  3282. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)",cht:"固定操作時間(按時間排序)"},
  3283. function:cards=>{
  3284. const searchTypeArray = [178];
  3285. return cards.filter(card=>{
  3286. const skill = getCardLeaderSkill(card, searchTypeArray);
  3287. return skill;
  3288. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3289. },
  3290. addition:card=>{
  3291. const searchTypeArray = [178];
  3292. const skill = getCardLeaderSkill(card, searchTypeArray);
  3293. if (!skill) return;
  3294. const value = skill.params[0];
  3295. return `固定${value}s`;
  3296. }
  3297. },
  3298. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3299. function:cards=>cards.filter(card=>{
  3300. const searchTypeArray = [213];
  3301. const skill = getCardLeaderSkill(card, searchTypeArray);
  3302. return skill;
  3303. }),
  3304. addition:card=>{
  3305. const searchTypeArray = [213];
  3306. const skill = getCardLeaderSkill(card, searchTypeArray);
  3307. if (!skill) return;
  3308. const sk = skill.params;
  3309. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3310. const fragment = document.createDocumentFragment();
  3311. if (attrs.length)
  3312. fragment.appendChild(createOrbsList(attrs));
  3313. if (types.length)
  3314. fragment.appendChild(createTypesList(types));
  3315. fragment.appendChild(document.createTextNode(`:+`));
  3316. if (awakenings.length)
  3317. fragment.appendChild(creatAwokenList(awakenings));
  3318. return fragment;
  3319. }
  3320. },
  3321. {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)"},
  3322. function:cards=>{
  3323. const searchTypeArray = [12];
  3324. return cards.filter(card=>{
  3325. const skill = getCardLeaderSkill(card, searchTypeArray);
  3326. return skill;
  3327. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3328. },
  3329. addition:card=>{
  3330. const searchTypeArray = [12];
  3331. const skill = getCardLeaderSkill(card, searchTypeArray);
  3332. const value = skill.params[0];
  3333. return `攻击×${(value/100).bigNumberToString()}倍`;
  3334. }
  3335. },
  3336. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)",cht:"消除寶珠時回血(按回複比率排序)"},
  3337. function:cards=>{
  3338. const searchTypeArray = [13];
  3339. return cards.filter(card=>{
  3340. const skill = getCardLeaderSkill(card, searchTypeArray);
  3341. return skill;
  3342. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3343. },
  3344. addition:card=>{
  3345. const searchTypeArray = [13];
  3346. const skill = getCardLeaderSkill(card, searchTypeArray);
  3347. const value = skill.params[0];
  3348. return `回复×${(value/100).bigNumberToString()}倍`;
  3349. }
  3350. },
  3351. {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)"},
  3352. function:cards=>{
  3353. const searchTypeArray = [198];
  3354. return cards.filter(card=>{
  3355. const skill = getCardLeaderSkill(card, searchTypeArray);
  3356. return skill && skill.params[2];
  3357. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3358. },
  3359. addition:card=>{
  3360. const searchTypeArray = [198];
  3361. const skill = getCardLeaderSkill(card, searchTypeArray);
  3362. const sk = skill.params;
  3363. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3364. }
  3365. },
  3366. {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)"},
  3367. function:cards=>{
  3368. const searchTypeArray = [198];
  3369. return cards.filter(card=>{
  3370. const skill = getCardLeaderSkill(card, searchTypeArray);
  3371. return skill && skill.params[3];
  3372. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3373. },
  3374. addition:card=>{
  3375. const searchTypeArray = [198];
  3376. const skill = getCardLeaderSkill(card, searchTypeArray);
  3377. const sk = skill.params;
  3378. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3379. }
  3380. },
  3381. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3382. function:cards=>{
  3383. const searchTypeArray = [41];
  3384. return cards.filter(card=>{
  3385. const skill = getCardLeaderSkill(card, searchTypeArray);
  3386. return skill;
  3387. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3388. },
  3389. addition:card=>{
  3390. const searchTypeArray = [41];
  3391. const skill = getCardLeaderSkill(card, searchTypeArray);
  3392. const sk = skill.params;
  3393. const fragment = document.createDocumentFragment();
  3394. fragment.appendChild(createOrbsList(sk[2] || 0));
  3395. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3396. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3397. return fragment;
  3398. }
  3399. },
  3400. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3401. function:cards=>cards.filter(card=>{
  3402. const searchTypeArray = [197];
  3403. const skill = getCardLeaderSkill(card, searchTypeArray);
  3404. return skill;
  3405. })
  3406. },
  3407. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3408. function:cards=>{
  3409. const searchTypeArray = [14];
  3410. return cards.filter(card=>{
  3411. const skill = getCardLeaderSkill(card, searchTypeArray);
  3412. return skill;
  3413. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3414. },
  3415. addition:card=>{
  3416. const searchTypeArray = [14];
  3417. const skill = getCardLeaderSkill(card, searchTypeArray);
  3418. const value = skill.params[0];
  3419. return `HP≥${value}%`;
  3420. }
  3421. },
  3422. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)",cht:"增加道具掉落率(按增加倍率排序)"},
  3423. function:cards=>{
  3424. const searchTypeArray = [53];
  3425. return cards.filter(card=>{
  3426. const skill = getCardLeaderSkill(card, searchTypeArray);
  3427. return skill;
  3428. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3429. },
  3430. addition:card=>{
  3431. const searchTypeArray = [53];
  3432. const skill = getCardLeaderSkill(card, searchTypeArray);
  3433. const sk = skill.params;
  3434. return `掉率x${sk[0]/100}`;
  3435. }
  3436. },
  3437. {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)"},
  3438. function:cards=>{
  3439. const searchTypeArray = [54];
  3440. return cards.filter(card=>{
  3441. const skill = getCardLeaderSkill(card, searchTypeArray);
  3442. return skill;
  3443. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3444. },
  3445. addition:card=>{
  3446. const searchTypeArray = [54];
  3447. const skill = getCardLeaderSkill(card, searchTypeArray);
  3448. const sk = skill.params;
  3449. return `金币x${sk[0]/100}`;
  3450. }
  3451. },
  3452. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)",cht:"增加經驗獲取倍數(按增加倍率排序)"},
  3453. function:cards=>{
  3454. const searchTypeArray = [148];
  3455. return cards.filter(card=>{
  3456. const skill = getCardLeaderSkill(card, searchTypeArray);
  3457. return skill;
  3458. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3459. },
  3460. addition:card=>{
  3461. const searchTypeArray = [148];
  3462. const skill = getCardLeaderSkill(card, searchTypeArray);
  3463. const sk = skill.params;
  3464. return `经验x${sk[0]/100}`;
  3465. }
  3466. },
  3467. ]},
  3468. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3469. {name:"HP Scale [3, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3470. function:cards=>cards.filter(card=>{
  3471. const skill = Skills[card.leaderSkillId];
  3472. const HPscale = getHPScale(skill);
  3473. return HPscale >= 3;
  3474. }).sort(sortByHPScal),
  3475. addition: HPScal_Addition
  3476. },
  3477. {name:"HP Scale [2, 3) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3478. function:cards=>cards.filter(card=>{
  3479. const skill = Skills[card.leaderSkillId];
  3480. const HPscale = getHPScale(skill);
  3481. return HPscale >= 2 && HPscale < 3;
  3482. }).sort(sortByHPScal),
  3483. addition: HPScal_Addition
  3484. },
  3485. {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)"},
  3486. function:cards=>cards.filter(card=>{
  3487. const skill = Skills[card.leaderSkillId];
  3488. const HPscale = getHPScale(skill);
  3489. return HPscale >= 1.5 && HPscale < 2;
  3490. }).sort(sortByHPScal),
  3491. addition: HPScal_Addition
  3492. },
  3493. {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)"},
  3494. function:cards=>cards.filter(card=>{
  3495. const skill = Skills[card.leaderSkillId];
  3496. const HPscale = getHPScale(skill);
  3497. return HPscale > 1 && HPscale < 1.5;
  3498. }).sort(sortByHPScal),
  3499. addition: HPScal_Addition
  3500. },
  3501. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3502. function:cards=>cards.filter(card=>{
  3503. const skill = Skills[card.leaderSkillId];
  3504. const HPscale = getHPScale(skill);
  3505. return HPscale === 1;
  3506. }),
  3507. addition: HPScal_Addition
  3508. },
  3509. {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)"},
  3510. function:cards=>cards.filter(card=>{
  3511. const skill = Skills[card.leaderSkillId];
  3512. const HPscale = getHPScale(skill);
  3513. return HPscale < 1;
  3514. }).sort(sortByHPScal),
  3515. addition: HPScal_Addition
  3516. },
  3517. ]},
  3518. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3519. {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)"},
  3520. function:cards=>cards.filter(card=>{
  3521. const skill = Skills[card.leaderSkillId];
  3522. const reduceScale = getReduceScale(skill);
  3523. return reduceScale >= 0.75;
  3524. }).sort(sortByReduceScale),
  3525. addition: ReduceScale_Addition
  3526. },
  3527. {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)"},
  3528. function:cards=>cards.filter(card=>{
  3529. const skill = Skills[card.leaderSkillId];
  3530. const reduceScale = getReduceScale(skill);
  3531. return reduceScale >= 0.5 && reduceScale < 0.75;
  3532. }).sort(sortByReduceScale),
  3533. addition: ReduceScale_Addition
  3534. },
  3535. {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)"},
  3536. function:cards=>cards.filter(card=>{
  3537. const skill = Skills[card.leaderSkillId];
  3538. const reduceScale = getReduceScale(skill);
  3539. return reduceScale >= 0.25 && reduceScale < 0.5;
  3540. }).sort(sortByReduceScale),
  3541. addition: ReduceScale_Addition
  3542. },
  3543. {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)"},
  3544. function:cards=>cards.filter(card=>{
  3545. const skill = Skills[card.leaderSkillId];
  3546. const reduceScale = getReduceScale(skill);
  3547. return reduceScale > 0 && reduceScale < 0.25;
  3548. }).sort(sortByReduceScale),
  3549. addition: ReduceScale_Addition
  3550. },
  3551. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3552. function:cards=>cards.filter(card=>{
  3553. const skill = Skills[card.leaderSkillId];
  3554. const reduceScale = getReduceScale(skill);
  3555. return reduceScale === 0;
  3556. })
  3557. },
  3558. {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"},
  3559. function:cards=>cards.filter(card=>{
  3560. const skill = Skills[card.leaderSkillId];
  3561. return getReduceScale(skill, true) > 0;
  3562. })
  3563. },
  3564. {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"},
  3565. function:cards=>cards.filter(card=>{
  3566. const skill = Skills[card.leaderSkillId];
  3567. return getReduceScale(skill, undefined, true) > 0;
  3568. })
  3569. },
  3570. {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"},
  3571. function:cards=>cards.filter(card=>{
  3572. const skill = Skills[card.leaderSkillId];
  3573. return getReduceScale(skill, undefined, undefined, true) > 0;
  3574. })
  3575. },
  3576. /*{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%)"},
  3577. function:cards=>cards.filter(card=>{
  3578. const skill = Skills[card.leaderSkillId];
  3579. const reduceScale = getReduceScale(skill);
  3580. return reduceScale>=0.29;
  3581. }).sort(sortByReduceScale)
  3582. },*/
  3583. {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"},
  3584. function:cards=>{
  3585. return cards.filter(card=>{
  3586. const skill = Skills[card.leaderSkillId];
  3587. return getReduceScale_unconditional(skill) > 0;
  3588. }).sort((a,b)=>{
  3589. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3590. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3591. });
  3592. },
  3593. addition:card=>{
  3594. const skill = Skills[card.leaderSkillId];
  3595. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3596. }
  3597. },
  3598. ]},
  3599. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3600. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3601. function:cards=>cards.filter(card=>
  3602. !Array.isArray(card.henshinFrom) &&
  3603. !Array.isArray(card.henshinTo))
  3604. },
  3605. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3606. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3607. },
  3608. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3609. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3610. },
  3611. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  3612. function:cards=>cards.filter(card=>{
  3613. const searchTypeArray = [236];
  3614. const skill = getCardActiveSkill(card, searchTypeArray);
  3615. return skill;
  3616. })
  3617. },
  3618. {name:"Except Before Henshin(No Henshin+After Henshin)",otLangName:{chs:"除了变身前(非变身+变身后)",cht:"除了變身前(非變身+變身后)"},
  3619. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3620. },
  3621. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3622. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3623. },
  3624. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3625. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3626. function:cards=>cards.filter(card=>isReincarnated(card))
  3627. }, //evoBaseId可能为0
  3628. //{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)},
  3629. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3630. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3631. },
  3632. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3633. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3634. },
  3635. ]},
  3636. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3637. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3638. function:cards=>cards.filter(card=>card.is8Latent)
  3639. },
  3640. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3641. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3642. },
  3643. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3644. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3645. },
  3646. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3647. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3648. },
  3649. {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"},
  3650. function:cards=>cards.filter(card=>{
  3651. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3652. if (hasAwokenKiller)
  3653. { //大于2个杀的进行判断
  3654. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3655. { //大于3个杀的直接过
  3656. return true;
  3657. }else
  3658. { //2个杀的
  3659. const isAllowLatent = card.types.filter(i=>
  3660. i>=0 //去掉-1的type
  3661. ).map(type=>
  3662. type_allowable_latent[type] //得到允许打的潜觉杀
  3663. ).some(ls=>
  3664. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3665. );
  3666. return isAllowLatent
  3667. }
  3668. }else
  3669. {
  3670. return false;
  3671. }
  3672. })
  3673. },
  3674. /*
  3675. {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"},
  3676. function:cards=>cards.filter(card=>{
  3677. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3678. if (hasAwokenKiller)
  3679. { //大于2个杀的进行判断
  3680. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3681. { //大于3个杀的直接过
  3682. return true;
  3683. }else
  3684. { //2个杀的
  3685. const isAllowLatent = card.types.filter(i=>
  3686. i>=0 //去掉-1的type
  3687. ).map(type=>
  3688. type_allowable_latent[type] //得到允许打的潜觉杀
  3689. ).some(ls=>
  3690. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3691. );
  3692. return isAllowLatent
  3693. }
  3694. }else
  3695. {
  3696. return false;
  3697. }
  3698. })
  3699. },
  3700. {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"},
  3701. function:cards=>cards.filter(card=>{
  3702. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3703. if (hasAwokenKiller)
  3704. { //大于2个杀的进行判断
  3705. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3706. { //大于3个杀的直接过
  3707. return true;
  3708. }else
  3709. { //2个杀的
  3710. const isAllowLatent = card.types.filter(i=>
  3711. i>=0 //去掉-1的type
  3712. ).map(type=>
  3713. type_allowable_latent[type] //得到允许打的潜觉杀
  3714. ).some(ls=>
  3715. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3716. );
  3717. return isAllowLatent
  3718. }
  3719. }else
  3720. {
  3721. return false;
  3722. }
  3723. })
  3724. },
  3725. {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3726. function:cards=>cards.filter(card=>{
  3727. const searchTypeArray = [1000];
  3728. const skill = getCardActiveSkill(card, searchTypeArray);
  3729. return skill;
  3730. })
  3731. },*/
  3732. ]},
  3733. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3734. {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)"},
  3735. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3736. },
  3737. {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)"},
  3738. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3739. },
  3740. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3741. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3742. },
  3743. {name:"Able to lv110",otLangName:{chs:"能突破等级限制",cht:"能突破等級限制"},
  3744. function:cards=>cards.filter(card=>card.limitBreakIncr > 0)
  3745. },
  3746. {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"},
  3747. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3748. },
  3749. {name:"Raise ≥50% at lv110(sort by scale)",otLangName:{chs:"110级三维成长≥50%(按比例排序)",cht:"110級三維成長≥50%(按比例排序)"},
  3750. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3751. addition:card=>`成长${card.limitBreakIncr}%`
  3752. },
  3753. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3754. function:cards=>cards.filter(card=>card.maxLevel==1)
  3755. },
  3756. {name:"Less than 100mp",otLangName:{chs:"低于100mp",cht:"低於100mp"},
  3757. function:cards=>cards.filter(card=>card.sellMP<100)
  3758. },
  3759. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3760. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3761. },
  3762. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3763. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3764. },
  3765. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3766. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3767. },
  3768. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3769. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3770. },
  3771. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3772. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3773. },
  3774. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  3775. function:cards=>cards,
  3776. addition:card=>card.name
  3777. },
  3778. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  3779. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  3780. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  3781. },
  3782. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  3783. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  3784. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  3785. },
  3786. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  3787. function:cards=>cards,
  3788. addition:card=>createTypesList(card.types)
  3789. },
  3790. ]},
  3791. ];
  3792. return functions;
  3793. })();

智龙迷城队伍图制作工具