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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. request_input: tp`Please Input ${'info'}`,
  21. sort_name:{
  22. sort_none: "Nope",
  23. sort_id: "Cards Id",
  24. sort_attrs : "Attribute",
  25. sort_evoRootId: "Cards Evolution Root",
  26. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  27. sort_rarity: "Rarity",
  28. sort_cost: "Cost",
  29. sort_skillLv1: "Maximum Skill Turn",
  30. sort_skillLvMax: "Minimum Skill Turn",
  31. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  32. sort_hpMax120: "Max HP",
  33. sort_atkMax120: "Max ATK",
  34. sort_rcvMax120: "Max RCV",
  35. sort_hpMax120_awoken: "Max HP (+Awoken)",
  36. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  37. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  38. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  39. },
  40. force_reload_data: `Force refresh data`,
  41. skill_parse: {
  42. skill: {
  43. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  44. unknown: tp`Unkonwn skill type: ${'type'}`,
  45. active_turns: tp`${'skills'}, for ${'turns'} turns`,
  46. random_skills: tp`Random Activates these skills:${'skills'}`,
  47. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  48. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  49. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  50. damage_enemy_times: tp`${'times'} `,
  51. damage_enemy_count: tp` (${'damage'} in total)`,
  52. //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.
  53. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  54. delay: tp`${'icon'}Delays enemies' next move`,
  55. mass_attack: tp`${'icon'}Mass attacks`,
  56. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  57. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  58. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  59. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  60. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  61. unbind_normal: tp`${'icon'}Bind`,
  62. unbind_awakenings: tp`${'icon'}Awoken bind`,
  63. unbind_matches: tp`${'icon'}Unmatchable orb`,
  64. bind_skill: tp`${'icon'}Unable to use skills`,
  65. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  66. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  67. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  68. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  69. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  70. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  71. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  72. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  73. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  74. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  75. board_change: tp`Change all orbs to ${'orbs'}`,
  76. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  77. skill_boost_range: tp`~${'turns'}`,
  78. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  79. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  80. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  81. drop_refresh: tp`Replaces all orbs`,
  82. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  83. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  84. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  85. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  86. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  87. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  88. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  89. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  90. orb_drop_increase_chance: tp`by ${'value'}`,
  91. attr_absorb: tp`${'icon'}Attribute absorption`,
  92. combo_absorb: tp`${'icon'}Combo absorption`,
  93. damage_absorb: tp`${'icon'}Damage absorption`,
  94. damage_void: tp`${'icon'}Damage void`,
  95. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  96. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  97. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  98. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  99. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  100. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  101. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  102. rate_multiply_drop: tp`${'icon'}Drop rate`,
  103. rate_multiply_coin: tp`${'icon'}Coins`,
  104. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  105. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  106. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  107. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  108. henshin: tp`Transforms into ${'card'}`,
  109. random_henshin: tp`Random transforms into ${'cards'}`,
  110. void_poison: tp`Voids ${'poison'} damage`,
  111. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  112. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  113. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  114. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  115. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  116. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  117. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  118. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'time'}`,
  119. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  120. },
  121. power: {
  122. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  123. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  124. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  125. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  126. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  127. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  128. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  129. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  130. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  131. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  132. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  133. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  134. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  135. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  136. },
  137. cond: {
  138. unknown: tp`[ Unknown condition ]`,
  139. hp_equal: tp`When ${'hp'} == ${'min'} `,
  140. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  141. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  142. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  143. use_skill: tp`When skills used `,
  144. multi_player: tp`When in Multiplayer Mode `,
  145. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  146. exact_combo: tp`When exactly ${'value'} combos `,
  147. exact_length: tp`exactly of ${'value'} `,
  148. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, ${'times'} `,
  149. exact_match_enhanced: tp` orbs including enhanced`,
  150. compo_type_card: tp`When ${'ids'} are all on team, `,
  151. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  152. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  153. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  154. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  155. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  156. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  157. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  158. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  159. },
  160. position: {
  161. top: tp`${'pos'} of top rows`,
  162. bottom: tp`${'pos'} of bottom rows`,
  163. left: tp`${'pos'} of left columns`,
  164. right: tp`${'pos'} of right columns`,
  165. random: tp`random location`,
  166. shape: tp`specified location`,
  167. },
  168. value: {
  169. unknown: tp`[ Unknown value: ${'type'}]`, //type
  170. const: tp`${'value'} ${'unit'}`,
  171. const_to: tp`to ${'value'}`,
  172. mul_percent: tp`${'value'}%`,
  173. mul_times: tp`×${'value'}`,
  174. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  175. mul_of_times: tp`${'stats'} ×${'value'}`,
  176. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  177. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  178. prob: tp`${'value'} chance for `,
  179. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  180. size: tp`${'width'}×${'height'}`,
  181. pos: tp`${'x'}×${'y'}`,
  182. },
  183. target: {
  184. unknown: tp`Unkown Target`,
  185. self: tp`card's`,
  186. team: tp`team`,
  187. team_last: tp`the lastest member`,
  188. team_leader: tp`leader`,
  189. sub_members: tp`sub-members`,
  190. leader_self: tp`left leader`,
  191. leader_helper: tp`right leader`,
  192. collab_id: tp`card with collab ID of ${'id'} `,
  193. enemy: tp`Enemy`,
  194. enemy_all: tp`all enemys`,
  195. enemy_one: tp`1 enemy`,
  196. enemy_attr: tp`${'attr'} enemy`,
  197. the_attr: tp`attr of the matched Orbs`,
  198. },
  199. stats: {
  200. unknown: tp`[ Unknown: ${'type'}]`, //type
  201. maxhp: tp`Max HP`,
  202. hp: tp`HP`,
  203. chp: tp`current HP`,
  204. atk: tp`ATK`,
  205. rcv: tp`RCV`,
  206. teamhp: tp`Team HP`,
  207. teamatk: tp`Team ${'attrs'} ATK`,
  208. teamrcv: tp`Team RCV`,
  209. cstage: tp`current Stage of Dungeon`,
  210. },
  211. unit: {
  212. orbs: tp``,
  213. times: tp` times`,
  214. seconds: tp` seconds`,
  215. point: tp` point`,
  216. turns: tp` turns`,
  217. },
  218. word: {
  219. comma: tp`, `,
  220. slight_pause: tp`, `,
  221. range_hyphen: tp`~`,
  222. in_once: tp`in once `,
  223. evo_type_pixel: tp`Pixel Evo`,
  224. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  225. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  226. affix_attr: tp`${'cotent'} attr.`,
  227. affix_orb: tp`${'cotent'} orbs`,
  228. affix_type: tp`${'cotent'} types`,
  229. affix_awakening: tp`${'cotent'} awoken`,
  230. affix_exclude: tp`, exclude ${'cotent'}`,
  231. each_time: tp`each time`,
  232. different: tp`different`,
  233. same: tp`the same`,
  234. },
  235. attrs: {
  236. [0]: tp`${'icon'}Fire`,
  237. [1]: tp`${'icon'}Water`,
  238. [2]: tp`${'icon'}Wood`,
  239. [3]: tp`${'icon'}Light`,
  240. [4]: tp`${'icon'}Dark`,
  241. [5]: tp`${'icon'}Recover`,
  242. [6]: tp`${'icon'}Null`,
  243. all: tp`All`,
  244. self: tp`${'icon'}Self's Attr`,
  245. fixed: tp`${'icon'}Fixed`,
  246. },
  247. orbs: {
  248. [0]: tp`${'icon'}Fire`,
  249. [1]: tp`${'icon'}Water`,
  250. [2]: tp`${'icon'}Wood`,
  251. [3]: tp`${'icon'}Light`,
  252. [4]: tp`${'icon'}Dark`,
  253. [5]: tp`${'icon'}Heal`,
  254. [6]: tp`${'icon'}Jammer`,
  255. [7]: tp`${'icon'}Poison`,
  256. [8]: tp`${'icon'}Lethal Poison`,
  257. [9]: tp`${'icon'}Bomb`,
  258. enhanced: tp`${'icon'}Enhanced`,
  259. locked: tp`${'icon'}Locked`,
  260. nail: tp`${'icon'}Nail`,
  261. _5color: tp`${'icon'}5 Att.`,
  262. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  263. all: tp`All`,
  264. any: tp`Any ${'cotent'}`,
  265. },
  266. board: {
  267. clouds: tp`${'icon'}Clouds`,
  268. immobility: tp`${'icon'}Immobility`,
  269. roulette: tp`${'icon'}Roulette`,
  270. roulette_time: tp`(transforms every ${'duration'})`,
  271. },
  272. types: {
  273. [0]: tp`${'icon'}Evo Material`,
  274. [1]: tp`${'icon'}Balanced`,
  275. [2]: tp`${'icon'}Physical`,
  276. [3]: tp`${'icon'}Healer`,
  277. [4]: tp`${'icon'}Dragon`,
  278. [5]: tp`${'icon'}God`,
  279. [6]: tp`${'icon'}Attacker`,
  280. [7]: tp`${'icon'}Devil`,
  281. [8]: tp`${'icon'}Machine`,
  282. [9]: tp`${'icon'}Special Protection`,
  283. [12]: tp`${'icon'}Awaken`,
  284. [14]: tp`${'icon'}Enhance Material`,
  285. [15]: tp`${'icon'}Redeemable`,
  286. },
  287. awokens: {
  288. [0]: tp`${'icon'}Unknown awoken`,
  289. [1]: tp`${'icon'}Enhanced HP`,
  290. [2]: tp`${'icon'}Enhanced Attack`,
  291. [3]: tp`${'icon'}Enhanced Recovery`,
  292. [4]: tp`${'icon'}Reduce Fire Damage`,
  293. [5]: tp`${'icon'}Reduce Water Damage`,
  294. [6]: tp`${'icon'}Reduce Wood Damage`,
  295. [7]: tp`${'icon'}Reduce Light Damage`,
  296. [8]: tp`${'icon'}Reduce Dark Damage`,
  297. [9]: tp`${'icon'}Auto-Recover`,
  298. [10]: tp`${'icon'}Resistance-Bind`,
  299. [11]: tp`${'icon'}Resistance-Blind`,
  300. [12]: tp`${'icon'}Resistance-Jammers`,
  301. [13]: tp`${'icon'}Resistance-Poison`,
  302. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  303. [15]: tp`${'icon'}Enhanced Water Orbs`,
  304. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  305. [17]: tp`${'icon'}Enhanced Water Orbs`,
  306. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  307. [19]: tp`${'icon'}Extend Time`,
  308. [20]: tp`${'icon'}Recover Bind`,
  309. [21]: tp`${'icon'}Skill Boost`,
  310. [22]: tp`${'icon'}Enhanced Fire Rows`,
  311. [23]: tp`${'icon'}Enhanced Water Rows`,
  312. [24]: tp`${'icon'}Enhanced Wood Rows`,
  313. [25]: tp`${'icon'}Enhanced Water Rows`,
  314. [26]: tp`${'icon'}Enhanced Dark Rows`,
  315. [27]: tp`${'icon'}Two-Pronged Attack`,
  316. [28]: tp`${'icon'}Resistance-Skill Bind`,
  317. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  318. [30]: tp`${'icon'}Multi Boost`,
  319. [31]: tp`${'icon'}Dragon Killer`,
  320. [32]: tp`${'icon'}God Killer`,
  321. [33]: tp`${'icon'}Devil Killer`,
  322. [34]: tp`${'icon'}Machine Killer`,
  323. [35]: tp`${'icon'}Balanced Killer`,
  324. [36]: tp`${'icon'}Attacker Killer`,
  325. [37]: tp`${'icon'}Physical Killer`,
  326. [38]: tp`${'icon'}Healer Killer`,
  327. [39]: tp`${'icon'}Evo Killer`,
  328. [40]: tp`${'icon'}Awaken Killer`,
  329. [41]: tp`${'icon'}Enhance Killer`,
  330. [42]: tp`${'icon'}Redeemable Killer`,
  331. [43]: tp`${'icon'}Enhanced Combos`,
  332. [44]: tp`${'icon'}Guard Break`,
  333. [45]: tp`${'icon'}Bonus Attack`,
  334. [46]: tp`${'icon'}Enhanced Team HP `,
  335. [47]: tp`${'icon'}Enhanced Team Recovery`,
  336. [48]: tp`${'icon'}Damage Void Piercer`,
  337. [49]: tp`${'icon'}Awoken Assist`,
  338. [50]: tp`${'icon'}Super Bonus Attack`,
  339. [51]: tp`${'icon'}Skill Charge`,
  340. [52]: tp`${'icon'}Resistance-Bind+`,
  341. [53]: tp`${'icon'}Extend Time+`,
  342. [54]: tp`${'icon'}Resistance-Clouds`,
  343. [55]: tp`${'icon'}Resistance-Immobility`,
  344. [56]: tp`${'icon'}Skill Boost+`,
  345. [57]: tp`${'icon'}50% or more HP Enhanced`,
  346. [58]: tp`${'icon'}50% or less HP Enhanced`,
  347. [59]: tp`${'icon'}L Damage Reduction`,
  348. [60]: tp`${'icon'}L Increased Attack`,
  349. [61]: tp`${'icon'}Super Enhanced Combos`,
  350. [62]: tp`${'icon'}Combo Orbs`,
  351. [63]: tp`${'icon'}Skill Voice`,
  352. [64]: tp`${'icon'}Dungeon Bonus`,
  353. [65]: tp`${'icon'}Reduced HP`,
  354. [66]: tp`${'icon'}Reduced Attack`,
  355. [67]: tp`${'icon'}Reduced RCV`,
  356. [68]: tp`${'icon'}Resistance-Blind+`,
  357. [69]: tp`${'icon'}Resistance-Jammers+`,
  358. [70]: tp`${'icon'}Resistance-Poison+`,
  359. [71]: tp`${'icon'}Blessing of Jammers`,
  360. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  361. [73]: tp`${'icon'}Enhanced Fire Combos`,
  362. [74]: tp`${'icon'}Enhanced Water Combos`,
  363. [75]: tp`${'icon'}Enhanced Wood Combos`,
  364. [76]: tp`${'icon'}Enhanced Light Combos`,
  365. [77]: tp`${'icon'}Enhanced Dark Combos`,
  366. [78]: tp`${'icon'}Cross Attack`,
  367. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  368. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  369. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  370. [82]: tp`${'icon'}Super Enhanced Matching`,
  371. [83]: tp`${'icon'}Append Dragon Type`,
  372. [84]: tp`${'icon'}Append God Type`,
  373. [85]: tp`${'icon'}Append Devil Type`,
  374. [86]: tp`${'icon'}Append Machine Type`,
  375. [87]: tp`${'icon'}Append Balanced Type`,
  376. [88]: tp`${'icon'}Append Attacker Type`,
  377. [89]: tp`${'icon'}Append Physical Type`,
  378. [90]: tp`${'icon'}Append Healer Type`,
  379. [91]: tp`${'icon'}Append Fire Attr.`,
  380. [92]: tp`${'icon'}Append Water Attr.`,
  381. [93]: tp`${'icon'}Append Wood Attr.`,
  382. [94]: tp`${'icon'}Append Water Attr.`,
  383. [95]: tp`${'icon'}Append Dark Attr.`,
  384. [96]: tp`${'icon'}Two-Pronged Attack+`,
  385. [97]: tp`${'icon'}Skill Charge+`,
  386. [98]: tp`${'icon'}Auto-Recover+`,
  387. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  388. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  389. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  390. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  391. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  392. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  393. [105]: tp`${'icon'}Skill Boost Minus`,
  394. }
  395. },
  396. };
  397. //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
  398. const typekiller_for_type = [
  399. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  400. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  401. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  402. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  403. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  404. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  405. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  406. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  407. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  408. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  409. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  410. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  411. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  412. ];
  413. //类型允许的潜觉杀
  414. const type_allowable_latent = [];
  415. typekiller_for_type.forEach(t=>
  416. {
  417. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  418. .map(tn=>
  419. typekiller_for_type.find(_t=>_t.type == tn).latent
  420. );
  421. type_allowable_latent[t.type] = t.allowableLatent;
  422. }
  423. );
  424. //一般共同能打的潜觉
  425. const common_allowable_latent = [
  426. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  427. 28,29,30,31,32,33,34,35,36,37,38,
  428. 39,40,41,46,47,48 //需要拥有觉醒的才能打,但是有武器
  429. ];
  430. //120级才能打的潜觉
  431. const v120_allowable_latent = [
  432. 42,43,44,45
  433. ];
  434. //等效觉醒列表
  435. const equivalent_awoken = [
  436. {small:10,big:52,times:2}, //防封
  437. {small:11,big:68,times:5}, //防暗
  438. {small:12,big:69,times:5}, //防废
  439. {small:13,big:70,times:5}, //防毒
  440. {small:19,big:53,times:2}, //手指
  441. {small:21,big:56,times:2}, //SB
  442. {small:27,big:96,times:2}, //U
  443. {small:51,big:97,times:2}, //5色溜
  444. {small:9,big:98,times:2}, //自回
  445. {small:14,big:99,times:2}, //火+
  446. {small:15,big:100,times:2},//水+
  447. {small:16,big:101,times:2},//木+
  448. {small:17,big:102,times:2},//光+
  449. {small:18,big:103,times:2},//暗+
  450. {small:29,big:104,times:2},//心+
  451. ];
  452. //官方的觉醒排列顺序
  453. const official_awoken_sorting = [
  454. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  455. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  456. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  457. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  458. 99,100,101,102,103,104, 98, 96, 97,
  459. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  460. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  461. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  462. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  463. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  464. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  465. 91, 92, 93, 94, 95, 105,
  466. ];
  467. //pdc的徽章对应数字
  468. const pdcBadgeMap = [
  469. {pdf:undefined,pdc:0}, //什么都没有
  470. {pdf:1,pdc:10}, //无限cost
  471. {pdf:2,pdc:12}, //小手指
  472. {pdf:3,pdc:9}, //全体攻击
  473. {pdf:4,pdc:5}, //小回复
  474. {pdf:5,pdc:1}, //小血量
  475. {pdf:6,pdc:3}, //小攻击
  476. {pdf:7,pdc:8}, //SB
  477. {pdf:8,pdc:18}, //队长防封
  478. {pdf:9,pdc:19}, //SX
  479. {pdf:11,pdc:7}, //无天降
  480. {pdf:17,pdc:6}, //大回复
  481. {pdf:18,pdc:2}, //大血量
  482. {pdf:19,pdc:4}, //大攻击
  483. {pdf:20,pdc:null}, //三维
  484. {pdf:21,pdc:13}, //大手指
  485. {pdf:10,pdc:11}, //加经验
  486. {pdf:12,pdc:15}, //墨镜
  487. {pdf:13,pdc:17}, //防废
  488. {pdf:14,pdc:16}, //防毒
  489. {pdf:129,pdc:14}, //月卡
  490. ];
  491. //pdc的潜觉对应数字
  492. const pdcLatentMap = [
  493. {pdf:1,pdc:1}, //HP
  494. {pdf:2,pdc:0}, //攻击
  495. {pdf:3,pdc:2}, //回复
  496. {pdf:4,pdc:19}, //手指
  497. {pdf:5,pdc:13}, //自回
  498. {pdf:6,pdc:14}, //火盾
  499. {pdf:7,pdc:15}, //水盾
  500. {pdf:8,pdc:16}, //木盾
  501. {pdf:9,pdc:17}, //光盾
  502. {pdf:10,pdc:18}, //暗盾
  503. {pdf:11,pdc:12}, //防坐
  504. {pdf:12,pdc:3}, //三维
  505. {pdf:13,pdc:35}, //不被换队长
  506. {pdf:13,pdc:47}, //不被换队长 ×1.5
  507. {pdf:14,pdc:37}, //不掉废
  508. {pdf:15,pdc:36}, //不掉毒
  509. {pdf:16,pdc:24}, //进化杀
  510. {pdf:17,pdc:25}, //觉醒杀
  511. {pdf:18,pdc:26}, //强化杀
  512. {pdf:19,pdc:27}, //卖钱杀
  513. {pdf:20,pdc:4}, //神杀
  514. {pdf:21,pdc:5}, //龙杀
  515. {pdf:22,pdc:6}, //恶魔杀
  516. {pdf:23,pdc:7}, //机械杀
  517. {pdf:24,pdc:8}, //平衡杀
  518. {pdf:25,pdc:9}, //攻击杀
  519. {pdf:26,pdc:10}, //体力杀
  520. {pdf:27,pdc:11}, //回复杀
  521. {pdf:28,pdc:20}, //大HP
  522. {pdf:29,pdc:21}, //大攻击
  523. {pdf:30,pdc:22}, //大回复
  524. {pdf:31,pdc:23}, //大手指
  525. {pdf:32,pdc:28}, //大火盾
  526. {pdf:33,pdc:29}, //大水盾
  527. {pdf:34,pdc:30}, //大木盾
  528. {pdf:35,pdc:31}, //大光盾
  529. {pdf:36,pdc:32}, //大暗盾
  530. {pdf:37,pdc:33}, //6色破无效
  531. {pdf:37,pdc:45}, //6色破无效 ×1.5
  532. {pdf:38,pdc:34}, //3色破属吸
  533. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  534. {pdf:39,pdc:40}, //C珠破吸
  535. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  536. {pdf:40,pdc:39}, //心横解转转
  537. {pdf:40,pdc:49}, //心横解转转 ×1.5
  538. {pdf:41,pdc:38}, //U解禁消
  539. {pdf:41,pdc:48}, //U解禁消 ×1.5
  540. {pdf:42,pdc:41}, //伤害上限解除
  541. {pdf:43,pdc:42}, //HP++
  542. {pdf:44,pdc:43}, //攻击++
  543. {pdf:45,pdc:44}, //回复++
  544. {pdf:46,pdc:51}, //心追解云封
  545. {pdf:46,pdc:52}, //心追解云封 ×1.5
  546. {pdf:47,pdc:53}, //心L大SB
  547. {pdf:47,pdc:54}, //心L大SB ×1.5
  548. {pdf:48,pdc:55}, //L解禁武器
  549. {pdf:48,pdc:56}, //L解禁武器 ×1.8
  550. ];
  551. //排序程序列表
  552. const sort_function_list = [
  553. {tag:"sort_none",name:"无",function:()=>0},
  554. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  555. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  556. let num = a.attrs[0] - b.attrs[0];
  557. if (num === 0) num = a.attrs[1] - b.attrs[1];
  558. return num;
  559. }
  560. },
  561. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  562. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  563. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  564. let num = card_a.attrs[0] - card_b.attrs[0];
  565. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  566. return num;
  567. }
  568. },
  569. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  570. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  571. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  572. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  573. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  574. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  575. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  576. }
  577. },
  578. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  579. function getEvoSkill(skill) {
  580. //232为进化后不循环技能,233为循环技能
  581. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  582. else return skill;
  583. }
  584. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  585. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  586. }
  587. },
  588. {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)},
  589. {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)},
  590. {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)},
  591. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  592. {
  593. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  594. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  595. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  596. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  597. return abA - abB;
  598. }
  599. },
  600. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  601. {
  602. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  603. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  604. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  605. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  606. return abA - abB;
  607. }
  608. },
  609. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  610. {
  611. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  612. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  613. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  614. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  615. return abA - abB;
  616. }
  617. },
  618. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  619. {
  620. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  621. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  622. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  623. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  624. return abA - abB;
  625. }
  626. },
  627. ];
  628. //增加特殊搜索模式
  629. const specialSearchFunctions = (function() {
  630. 'use strict';
  631. //返回卡片的队长技能
  632. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  633. {
  634. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  635. }
  636. //返回卡片的技能
  637. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  638. {
  639. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  640. }
  641. //返回卡片的技能
  642. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  643. {
  644. switch(skillGreatType)
  645. {
  646. case 1:
  647. case "leader":
  648. return getCardLeaderSkill(card, skillTypes, searchRandom);
  649. case 2:
  650. case "active":
  651. return getCardActiveSkill(card, skillTypes, searchRandom);
  652. default:
  653. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  654. }
  655. }
  656. //查找到真正起作用的那一个技能
  657. function getActuallySkill(skill, skillTypes, searchRandom = true)
  658. {
  659. if (skillTypes.includes(skill.type))
  660. {
  661. return skill;
  662. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  663. {
  664. const subSkills = skill.params.map(id=>Skills[id]);
  665. for(let i = 0;i < subSkills.length; i++)
  666. { //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
  667. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  668. if (foundSubSkill)
  669. {
  670. return foundSubSkill;
  671. }
  672. }
  673. return null;
  674. }else
  675. {
  676. return null;
  677. }
  678. }
  679. //获取血倍率
  680. function getHPScale(ls)
  681. {
  682. const sk = ls.params;
  683. let scale = 1;
  684. switch (ls.type)
  685. {
  686. case 23: case 30: case 62: case 77: case 63: case 65:
  687. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  688. scale = sk[sk.length-1]/100;
  689. break;
  690. case 73: case 76:
  691. case 121: case 129: case 163: case 177: case 186:
  692. case 155:
  693. scale = sk[2]/100;
  694. break;
  695. case 106: case 107: case 108:
  696. scale = sk[0]/100;
  697. break;
  698. case 125:
  699. scale = sk[5]/100;
  700. break;
  701. case 136:
  702. case 137:
  703. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  704. break;
  705. case 158:
  706. scale = sk[4]/100;
  707. break;
  708. case 175:
  709. case 178: case 185:
  710. scale = sk[3]/100;
  711. break;
  712. case 203: case 217:
  713. scale = sk[1]/100;
  714. break;
  715. case 245:
  716. scale = sk[3]/100;
  717. break;
  718. case 138: //调用其他队长技
  719. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  720. break;
  721. default:
  722. }
  723. return scale || 1;
  724. }
  725. //获取盾减伤比例
  726. function getReduceScale(ls, allAttr = false, noHPneed = false)
  727. {
  728. const sk = ls.params;
  729. let scale = 0;
  730. switch (ls.type)
  731. {
  732. case 16: //无条件盾
  733. scale = sk[0]/100;
  734. break;
  735. case 17: //单属性盾
  736. scale = allAttr ? 0 : sk[1]/100;
  737. break;
  738. case 36: //2个属性盾
  739. scale = allAttr ? 0 : sk[2]/100;
  740. break;
  741. case 38: //血线下 + 几率
  742. case 43: //血线上 + 几率
  743. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  744. break;
  745. case 129: //无条件盾,属性个数不固定
  746. case 163: //无条件盾,属性个数不固定
  747. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  748. break;
  749. case 178: //无条件盾,属性个数不固定
  750. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  751. break;
  752. case 130: //血线下 + 属性个数不固定
  753. case 131: //血线上 + 属性个数不固定
  754. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  755. break;
  756. case 151: //十字心触发
  757. case 169: //C触发
  758. case 198: //回血触发
  759. scale = sk[2]/100;
  760. break;
  761. case 170: //多色触发
  762. case 182: //长串触发
  763. case 193: //L触发
  764. scale = sk[3]/100;
  765. break;
  766. case 171: //多串触发
  767. scale = sk[6]/100;
  768. break;
  769. case 183: //又是个有两段血线的队长技
  770. scale = noHPneed ? 0 : sk[4]/100;
  771. break;
  772. case 210: //十字触发
  773. scale = sk[1]/100;
  774. break;
  775. case 235: { //可多次触发
  776. scale = (sk[4] || 0) / 100;
  777. break;
  778. }
  779. case 138: //调用其他队长技
  780. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  781. break;
  782. default:
  783. }
  784. return scale || 0;
  785. }
  786. //获取无条件盾减伤比例
  787. function getReduceScale_unconditional(ls)
  788. {
  789. const sk = ls.params;
  790. let scale = 0;
  791. switch (ls.type)
  792. {
  793. case 16: //无条件盾
  794. {
  795. scale = sk[0]/100;
  796. break;
  797. }
  798. case 129: //无条件盾,属性个数不固定
  799. case 163: //无条件盾,属性个数不固定
  800. {
  801. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  802. break;
  803. }
  804. case 178: //无条件盾,属性个数不固定
  805. {
  806. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  807. break;
  808. }
  809. case 138: //调用其他队长技
  810. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  811. break;
  812. default:
  813. }
  814. return scale || 0;
  815. }
  816. function getCannonAttr(skill)
  817. {
  818. const sk = skill.params;
  819. switch(skill.type)
  820. {
  821. case 0:
  822. case 1:
  823. case 37:
  824. case 58:
  825. case 59:
  826. case 84:
  827. case 85:
  828. case 86:
  829. case 87:
  830. case 115:
  831. return sk[0];
  832. case 110:
  833. case 143:
  834. return sk[1];
  835. case 42:
  836. return sk[1];
  837. case 144:
  838. return sk[3] ?? 0;
  839. default:
  840. return -1;
  841. }
  842. }
  843. function sortByParams(a,b,searchTypeArray,pidx = 0)
  844. {
  845. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  846. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  847. return a_pC - b_pC;
  848. }
  849. function sortByHPScal(a,b)
  850. {
  851. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  852. return getHPScale(a_s) - getHPScale(b_s);
  853. }
  854. function HPScal_Addition(card)
  855. {
  856. const skill = Skills[card.leaderSkillId];
  857. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  858. }
  859. function sortByReduceScale(a,b)
  860. {
  861. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  862. return getReduceScale(a_s) - getReduceScale(b_s);
  863. }
  864. function ReduceScale_Addition(card)
  865. {
  866. const skill = Skills[card.leaderSkillId];
  867. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  868. }
  869. function voidsAbsorption_Addition(card)
  870. {
  871. const searchTypeArray = [173];
  872. const skill = getCardActiveSkill(card, searchTypeArray);
  873. if (!skill) return;
  874. const sk = skill.params;
  875. if (sk[1] && sk[3])
  876. {
  877. return `双吸×${sk[0]}T`;
  878. }else
  879. {
  880. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  881. }
  882. }
  883. function unbind_Turns(card)
  884. {
  885. const outObj = {
  886. normal: 0,
  887. awoken: 0
  888. };
  889. const searchTypeArray = [117,179];
  890. const skill = getCardActiveSkill(card, searchTypeArray);
  891. if (skill)
  892. {
  893. const sk = skill.params;
  894. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  895. outObj.awoken = sk[4] || 0;
  896. }
  897. return outObj;
  898. }
  899. function unbind_Addition(card)
  900. {
  901. const turns = unbind_Turns(card);
  902. let strArr = [];
  903. if (turns.normal > 0 && turns.normal == turns.awoken)
  904. {
  905. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  906. }
  907. if (turns.normal > 0)
  908. {
  909. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  910. }
  911. if (turns.awoken > 0)
  912. {
  913. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  914. }
  915. return strArr.join(',');
  916. }
  917. function boardChange_ColorTypes(skill)
  918. {
  919. if (!skill) return [];
  920. const sk = skill.params;
  921. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  922. return colors;
  923. }
  924. function boardChange_Addition(card)
  925. {
  926. const searchTypeArray = [71];
  927. const skill = getCardActiveSkill(card, searchTypeArray);
  928. const colors = boardChange_ColorTypes(skill);
  929. return createOrbsList(colors);
  930. }
  931. function orbsChangeParse(skill)
  932. {
  933. function changes(from, to)
  934. {
  935. return {from:from,to:to};
  936. }
  937. let outArr = [];
  938. if (!skill) return outArr;
  939. const sk = skill.params;
  940. switch (skill.type)
  941. {
  942. case 9:{
  943. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  944. break;
  945. }
  946. case 20:{
  947. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  948. {
  949. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  950. }
  951. else
  952. {
  953. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  954. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  955. }
  956. break;
  957. }
  958. case 154:{
  959. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  960. break;
  961. }
  962. }
  963. return outArr;
  964. }
  965. function changeOrbs_Addition(card)
  966. {
  967. const searchTypeArray = [9,20,154];
  968. const skills = getCardActiveSkills(card, searchTypeArray);
  969. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  970. const fragment = document.createDocumentFragment();
  971. parsedSkills.forEach(p=>{
  972. fragment.appendChild(createOrbsList(p.from));
  973. fragment.appendChild(document.createTextNode(`→`));
  974. fragment.appendChild(createOrbsList(p.to));
  975. });
  976. return fragment;
  977. }
  978. function generateOrbsParse(card)
  979. {
  980. let outArr = [];
  981. const searchTypeArray = [141, 208];
  982. const skills = getCardActiveSkills(card, searchTypeArray);
  983. if (!skills.length) return outArr;
  984. for (const skill of skills)
  985. {
  986. const sk = skill.params;
  987. if (skill.type == 141)
  988. {
  989. outArr.push({
  990. count: sk[0],
  991. to: flags(sk[1] || 1),
  992. exclude: flags(sk[2]),
  993. });
  994. }else
  995. {
  996. outArr.push({
  997. count: sk[0],
  998. to: flags(sk[1] || 1),
  999. exclude: flags(sk[2]),
  1000. });
  1001. outArr.push({
  1002. count: sk[3],
  1003. to: flags(sk[4] || 1),
  1004. exclude: flags(sk[5]),
  1005. });
  1006. }
  1007. }
  1008. return outArr;
  1009. }
  1010. function generateOrbs_Addition(card)
  1011. {
  1012. const gens = generateOrbsParse(card);
  1013. const searchTypeArray = [141, 208];
  1014. const skill = getCardActiveSkill(card, searchTypeArray);
  1015. if (!skill) return;
  1016. const sk = skill.params;
  1017. const fragment = document.createDocumentFragment();
  1018. for (const gen of gens)
  1019. {
  1020. fragment.appendChild(createOrbsList(gen.to));
  1021. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1022. }
  1023. return fragment;
  1024. }
  1025. function lock_Addition(card)
  1026. {
  1027. const searchTypeArray = [152];
  1028. const skill = getCardActiveSkill(card, searchTypeArray);
  1029. if (!skill) return;
  1030. const sk = skill.params;
  1031. const fragment = document.createDocumentFragment();
  1032. fragment.appendChild(document.createTextNode(`锁`));
  1033. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1034. return fragment;
  1035. }
  1036. function dropLock_Addition(card)
  1037. {
  1038. const searchTypeArray = [205];
  1039. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1040. if (!skill) return;
  1041. const sk = skill.params;
  1042. const fragment = document.createDocumentFragment();
  1043. fragment.appendChild(document.createTextNode(`掉锁`));
  1044. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111)));
  1045. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1046. return fragment;
  1047. }
  1048. function dropOrb_Addition(card)
  1049. {
  1050. const searchTypeArray = [126];
  1051. const skill = getCardActiveSkill(card, searchTypeArray);
  1052. if (!skill) return;
  1053. const sk = skill.params;
  1054. const colors = flags(sk[0]);
  1055. const fragment = document.createDocumentFragment();
  1056. fragment.appendChild(createOrbsList(colors));
  1057. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1058. return fragment;
  1059. }
  1060. function generateColumnOrbs_Addition(card)
  1061. {
  1062. const searchTypeArray = [127];
  1063. const skill = getCardActiveSkill(card, searchTypeArray);
  1064. if (!skill) return;
  1065. const sk = skill.params;
  1066. const colors = [];
  1067. for (let ai=0;ai<sk.length;ai+=2)
  1068. {
  1069. colors.push(flags(sk[ai+1]));
  1070. }
  1071. const fragment = document.createDocumentFragment();
  1072. fragment.appendChild(document.createTextNode(`竖`));
  1073. fragment.appendChild(createOrbsList(colors.flat()));
  1074. return fragment;
  1075. }
  1076. function generateRowOrbs_Addition(card)
  1077. {
  1078. const searchTypeArray = [128];
  1079. const skill = getCardActiveSkill(card, searchTypeArray);
  1080. if (!skill) return;
  1081. const sk = skill.params;
  1082. const colors = [];
  1083. for (let ai=0;ai<sk.length;ai+=2)
  1084. {
  1085. colors.push(flags(sk[ai+1]));
  1086. }
  1087. const fragment = document.createDocumentFragment();
  1088. fragment.appendChild(document.createTextNode(`横`));
  1089. fragment.appendChild(createOrbsList(colors.flat()));
  1090. return fragment;
  1091. }
  1092. function numericalATK_Addition(card)
  1093. {
  1094. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1095. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1096. const skill = getCardActiveSkill(card, searchTypeArray);
  1097. if (!skill) return;
  1098. //const sk = skill.params;
  1099. const colors = [getCannonAttr(skill)];
  1100. const fragment = document.createDocumentFragment();
  1101. fragment.append(`射`);
  1102. fragment.append(createOrbsList(colors));
  1103. if (typeArray_Rate.includes(skill.type)) {
  1104. function getNumber(skill){
  1105. const sk = skill.params;
  1106. switch(skill.type)
  1107. {
  1108. case 0:
  1109. case 37:
  1110. case 58:
  1111. case 59:
  1112. case 84:
  1113. case 85:
  1114. case 115:
  1115. return sk[1];
  1116. case 2:
  1117. case 35:
  1118. return sk[0];
  1119. default:
  1120. return 0;
  1121. }
  1122. }
  1123. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1124. }
  1125. return fragment;
  1126. }
  1127. function memberATK_Addition(card)
  1128. {
  1129. const searchTypeArray = [230];
  1130. const skill = getCardActiveSkill(card, searchTypeArray);
  1131. if (!skill) return;
  1132. const sk = skill.params;
  1133. const fragment = document.createDocumentFragment();
  1134. const ul = fragment.appendChild(document.createElement("ul"));
  1135. ul.className = "team-flags";
  1136. for (let i = 0; i<6; i++) {
  1137. const li = ul.appendChild(document.createElement("li"));
  1138. li.className = "team-member-icon";
  1139. }
  1140. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1141. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1142. let str = '';
  1143. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1144. fragment.appendChild(document.createTextNode(str));
  1145. return fragment;
  1146. }
  1147. function dixedDamage_Addition(card)
  1148. {
  1149. const searchTypeArray = [55, 188, 56];
  1150. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1151. if (!skills.length) return;
  1152. const skill = skills[0];
  1153. const sk = skill.params;
  1154. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1155. }
  1156. function gravity_Addition(card)
  1157. {
  1158. const searchTypeArray = [6, 161];
  1159. const skill = getCardActiveSkill(card, searchTypeArray);
  1160. if (!skill) return;
  1161. const sk = skill.params;
  1162. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1163. }
  1164. function healImmediately_Rate(card)
  1165. {
  1166. const searchTypeArray = [7, //自身回复力
  1167. 8, //固定点数
  1168. 35,115, //吸血
  1169. 117
  1170. ];
  1171. const skills = getCardActiveSkills(card, searchTypeArray);
  1172. const outObj = {
  1173. vampire: 0,
  1174. selfRcv: 0,
  1175. const: 0,
  1176. scale: 0,
  1177. };
  1178. if (!skills.length) return outObj;
  1179. skills.forEach(skill=>{
  1180. const sk = skill.params;
  1181. if (skill.type == 7)
  1182. {
  1183. outObj.selfRcv += sk[0];
  1184. }
  1185. else if(skill.type == 8)
  1186. {
  1187. outObj.const += sk[0];
  1188. }
  1189. else if(skill.type == 35)
  1190. {
  1191. outObj.vampire += sk[1];
  1192. }
  1193. else if(skill.type == 115)
  1194. {
  1195. outObj.vampire += sk[2];
  1196. }
  1197. else if(skill.type == 117)
  1198. {
  1199. outObj.selfRcv += sk[1] || 0;
  1200. outObj.const += sk[2] || 0;
  1201. outObj.scale += sk[3] || 0;
  1202. }
  1203. });
  1204. return outObj;
  1205. }
  1206. function atkBuff_Rate(card)
  1207. {
  1208. const searchTypeArray = [
  1209. 88,92, //类型的
  1210. 50,90, //属性的,要排除回复力
  1211. 156,168,231, //宝石姬
  1212. 228, //属性、类型数量
  1213. ];
  1214. const skills = getCardActiveSkills(card, searchTypeArray);
  1215. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1216. function atkBuffParse(skill) {
  1217. const outObj = {
  1218. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1219. types: [],
  1220. attrs: [],
  1221. awoken: [],
  1222. rate: 0,
  1223. turns: 0,
  1224. };
  1225. if (!skill) return outObj;
  1226. const sk = skill.params;
  1227. if (skill.type == 88 || skill.type == 92)
  1228. {
  1229. outObj.skilltype = 2;
  1230. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1231. outObj.turns = sk[0];
  1232. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1233. }
  1234. else if(skill.type == 50 || skill.type == 90)
  1235. {
  1236. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1237. if (!outObj.attrs.length) //去除回复力
  1238. return outObj;
  1239. outObj.skilltype = 2;
  1240. outObj.turns = sk[0];
  1241. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1242. }
  1243. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1244. || skill.type == 168)
  1245. {
  1246. outObj.skilltype = 1;
  1247. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1248. outObj.turns = sk[0];
  1249. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1250. }
  1251. else if(skill.type == 228 && sk[3] > 0)
  1252. {
  1253. outObj.skilltype = 1;
  1254. outObj.attrs = flags(sk[1]);
  1255. outObj.types = flags(sk[2]);
  1256. outObj.turns = sk[0];
  1257. outObj.rate = sk[3];
  1258. }
  1259. else if(skill.type == 231 && sk[6] > 0)
  1260. {
  1261. outObj.skilltype = 1;
  1262. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1263. outObj.turns = sk[0];
  1264. outObj.rate = sk[6];
  1265. }
  1266. return outObj;
  1267. }
  1268. }
  1269. function rcvBuff_Rate(card)
  1270. {
  1271. const searchTypeArray = [
  1272. 50,90,
  1273. 228, 231, //宝石姬
  1274. ];
  1275. const skills = getCardActiveSkills(card, searchTypeArray);
  1276. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1277. function rcvBuffParse(skill) {
  1278. const outObj = {
  1279. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1280. types: [],
  1281. attrs: [],
  1282. awoken: [],
  1283. rate: 0,
  1284. turns: 0,
  1285. };
  1286. if (!skill) return outObj;
  1287. const sk = skill.params;
  1288. if (skill.type == 228 && sk[4] > 0) {
  1289. outObj.skilltype = 1;
  1290. outObj.attrs = flags(sk[1]);
  1291. outObj.types = flags(sk[2]);
  1292. outObj.turns = sk[0];
  1293. outObj.rate = sk[4];
  1294. } else if (skill.type == 231 && sk[7] > 0) {
  1295. outObj.skilltype = 1;
  1296. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1297. outObj.turns = sk[0];
  1298. outObj.rate = sk[7];
  1299. } else if (skill.type == 50 || skill.type == 90) {
  1300. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1301. outObj.turns = sk[0];
  1302. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1303. }
  1304. return outObj;
  1305. }
  1306. }
  1307. function damageSelf_Rate(card)
  1308. {
  1309. const searchTypeArray = [84,85,86,87,195];
  1310. const skill = getCardActiveSkill(card, searchTypeArray);
  1311. if (!skill) return 0;
  1312. const sk = skill.params;
  1313. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1314. }
  1315. function changeEnemiesAttr_Attr(card)
  1316. {
  1317. const outObj = {
  1318. attr: null,
  1319. turns: 0
  1320. }
  1321. const searchTypeArray = [153, 224];
  1322. const skill = getCardActiveSkill(card, searchTypeArray);
  1323. if (!skill) return outObj;
  1324. const sk = skill.params;
  1325. if (skill.type == 153)
  1326. {
  1327. outObj.attr = sk[0];
  1328. }
  1329. else if (skill.type == 224)
  1330. {
  1331. outObj.attr = sk[1] || 0;
  1332. outObj.turns = sk[0];
  1333. }
  1334. return outObj;
  1335. }
  1336. //创建1个觉醒图标
  1337. function createAwokenIcon(awokenId)
  1338. {
  1339. const icon = document.createElement("icon");
  1340. icon.className ="awoken-icon";
  1341. icon.setAttribute("data-awoken-icon", awokenId);
  1342. return icon;
  1343. }
  1344. //产生一个觉醒列表
  1345. function creatAwokenList(awokens) {
  1346. const ul = document.createElement("ul");
  1347. ul.className = "awoken-ul";
  1348. awokens.forEach(ak=>{
  1349. const li = ul.appendChild(document.createElement("li"));
  1350. const icon = li.appendChild(createAwokenIcon(ak));
  1351. });
  1352. return ul;
  1353. }
  1354. //产生宝珠列表
  1355. function createOrbsList(orbs)
  1356. {
  1357. if (orbs == undefined) orbs = [0];
  1358. else if (!Array.isArray(orbs)) orbs = [orbs];
  1359. const ul = document.createElement("ul");
  1360. ul.className = "board";
  1361. orbs.forEach(orbType => {
  1362. const li = ul.appendChild(document.createElement("li"));
  1363. li.className = `orb-icon`;
  1364. li.setAttribute("data-orb-icon", orbType);
  1365. });
  1366. return ul;
  1367. }
  1368. //产生类型列表
  1369. function createTypesList(types)
  1370. {
  1371. if (types == undefined) types = [0];
  1372. else if (!Array.isArray(types)) types = [types];
  1373. const ul = document.createElement("ul");
  1374. ul.className = "types-ul";
  1375. types.forEach(type => {
  1376. const li = ul.appendChild(document.createElement("li"));
  1377. li.className = `type-icon`;
  1378. li.setAttribute("data-type-icon", type);
  1379. });
  1380. return ul;
  1381. }
  1382. const functions = [
  1383. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1384. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1385. ]},
  1386. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1387. {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)"},
  1388. function:cards=>{
  1389. const searchTypeArray = [173];
  1390. return cards.filter(card=>{
  1391. const skill = getCardActiveSkill(card, searchTypeArray);
  1392. return skill && skill.params[1];
  1393. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1394. },addition:voidsAbsorption_Addition},
  1395. /*{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)"},
  1396. function:cards=>{
  1397. const searchTypeArray = [173];
  1398. return cards.filter(card=>{
  1399. const skill = getCardActiveSkill(card, searchTypeArray);
  1400. return skill && skill.params[2];
  1401. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1402. },addition:voidsAbsorption_Addition},*/
  1403. {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)"},
  1404. function:cards=>{
  1405. const searchTypeArray = [173];
  1406. return cards.filter(card=>{
  1407. const skill = getCardActiveSkill(card, searchTypeArray);
  1408. return skill && skill.params[3];
  1409. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1410. },addition:voidsAbsorption_Addition},
  1411. {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)"},
  1412. function:cards=>{
  1413. const searchTypeArray = [173];
  1414. return cards.filter(card=>{
  1415. const skill = getCardActiveSkill(card, searchTypeArray);
  1416. return skill && skill.params[1] && skill.params[3];
  1417. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1418. },addition:voidsAbsorption_Addition},
  1419. {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)"},
  1420. function:cards=>{
  1421. const searchTypeArray = [191];
  1422. return cards.filter(card=>{
  1423. const skill = getCardActiveSkill(card, searchTypeArray);
  1424. return skill;
  1425. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1426. },
  1427. addition:card=>{
  1428. const searchTypeArray = [191];
  1429. const skill = getCardActiveSkill(card, searchTypeArray);
  1430. if (!skill) return;
  1431. const sk = skill.params;
  1432. return document.createTextNode(`破贯×${sk[0]}T`);
  1433. }
  1434. },
  1435. ]},
  1436. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1437. {
  1438. 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)"},
  1439. function:cards=>{
  1440. return cards.filter(card=>{
  1441. const turns = unbind_Turns(card);
  1442. return turns.normal > 0;
  1443. }).sort((a,b)=>{
  1444. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1445. let a_pC = a_s.normal, b_pC = b_s.normal;
  1446. return a_pC - b_pC;
  1447. });
  1448. },
  1449. addition:unbind_Addition
  1450. },
  1451. {
  1452. 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)"},
  1453. function:cards=>{
  1454. return cards.filter(card=>{
  1455. const turns = unbind_Turns(card);
  1456. return turns.awoken > 0;
  1457. }).sort((a,b)=>{
  1458. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1459. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1460. return a_pC - b_pC;
  1461. });
  1462. },
  1463. addition:unbind_Addition
  1464. },
  1465. {
  1466. 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)"},
  1467. function:cards=>{
  1468. return cards.filter(card=>{
  1469. const turns = unbind_Turns(card);
  1470. return turns.normal && turns.awoken > 0;
  1471. }).sort((a,b)=>{
  1472. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1473. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1474. return a_pC - b_pC;
  1475. });
  1476. },
  1477. addition:unbind_Addition
  1478. },
  1479. {
  1480. 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)"},
  1481. function:cards=>{
  1482. const searchTypeArray = [196];
  1483. return cards.filter(card=>{
  1484. const skill = getCardActiveSkill(card, searchTypeArray);
  1485. return skill;
  1486. }).sort((a,b)=>{
  1487. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1488. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1489. return a_pC - b_pC;
  1490. })
  1491. },
  1492. addition:card=>{
  1493. const searchTypeArray = [196];
  1494. const skill = getCardActiveSkill(card, searchTypeArray);
  1495. if (!skill) return;
  1496. const sk = skill.params;
  1497. const value = sk[0];
  1498. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1499. }
  1500. },
  1501. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1502. function:cards=>cards.filter(card=>{
  1503. const searchTypeArray = [215];
  1504. const skill = getCardActiveSkill(card, searchTypeArray);
  1505. return skill;
  1506. }),
  1507. addition:card=>{
  1508. const searchTypeArray = [215];
  1509. const skill = getCardActiveSkill(card, searchTypeArray);
  1510. if (!skill) return;
  1511. const sk = skill.params;
  1512. const fragment = document.createDocumentFragment();
  1513. fragment.appendChild(document.createTextNode(`自封`));
  1514. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1515. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1516. return fragment;
  1517. }
  1518. },
  1519. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1520. function:cards=>cards.filter(card=>{
  1521. const searchTypeArray = [214];
  1522. const skill = getCardActiveSkill(card, searchTypeArray);
  1523. return skill;
  1524. }),
  1525. addition:card=>{
  1526. const searchTypeArray = [214];
  1527. const skill = getCardActiveSkill(card, searchTypeArray);
  1528. if (!skill) return;
  1529. const sk = skill.params;
  1530. return document.createTextNode(`自封技${sk[0]}T`);
  1531. }
  1532. },
  1533. ]},
  1534. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1535. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  1536. function:cards=>cards.filter(card=>{
  1537. const searchTypeArray = [156,168,228,231];
  1538. const skill = getCardActiveSkill(card, searchTypeArray);
  1539. return skill;
  1540. })
  1541. },
  1542. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1543. function:cards=>{
  1544. return cards.filter(card=>{
  1545. const atkbuff = rcvBuff_Rate(card);
  1546. return atkbuff.skilltype > 0;
  1547. }).sort((a,b)=>{
  1548. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1549. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1550. if (sortNum == 0)
  1551. sortNum = a_pC.rate - b_pC.rate;
  1552. if (sortNum == 0)
  1553. sortNum = a_pC.turns - b_pC.turns;
  1554. return sortNum;
  1555. });
  1556. },
  1557. addition:card=>{
  1558. const atkbuff = rcvBuff_Rate(card);
  1559. const fragment = document.createDocumentFragment();
  1560. fragment.appendChild(createOrbsList([5]));
  1561. if (atkbuff.skilltype == 0) return fragment;
  1562. if (atkbuff.skilltype == 1)
  1563. {
  1564. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1565. if (atkbuff.awoken.length)
  1566. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  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(`×${atkbuff.turns}T`));
  1572. }else if (atkbuff.skilltype == 2)
  1573. {
  1574. if (atkbuff.attrs.length)
  1575. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1576. if (atkbuff.types.length)
  1577. fragment.appendChild(createTypesList(atkbuff.types));
  1578. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1579. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1580. }
  1581. return fragment;
  1582. }
  1583. },
  1584. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1585. function:cards=>{
  1586. return cards.filter(card=>{
  1587. const atkbuff = atkBuff_Rate(card);
  1588. return atkbuff.skilltype > 0;
  1589. }).sort((a,b)=>{
  1590. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1591. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1592. if (sortNum == 0)
  1593. sortNum = a_pC.rate - b_pC.rate;
  1594. if (sortNum == 0)
  1595. sortNum = a_pC.turns - b_pC.turns;
  1596. return sortNum;
  1597. });
  1598. },
  1599. addition:card=>{
  1600. const atkbuff = atkBuff_Rate(card);
  1601. const fragment = document.createDocumentFragment();
  1602. if (atkbuff.skilltype == 0) return fragment;
  1603. if (atkbuff.skilltype == 1)
  1604. {
  1605. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1606. if (atkbuff.awoken.length)
  1607. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  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(`×${atkbuff.turns}T`));
  1613. }else if (atkbuff.skilltype == 2)
  1614. {
  1615. if (atkbuff.attrs.length)
  1616. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1617. if (atkbuff.types.length)
  1618. fragment.appendChild(createTypesList(atkbuff.types));
  1619. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1620. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1621. }
  1622. return fragment;
  1623. }
  1624. },
  1625. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1626. function:cards=>{
  1627. const searchTypeArray = [132];
  1628. return cards.filter(card=>{
  1629. const skill = getCardActiveSkill(card, searchTypeArray);
  1630. return skill;
  1631. }).sort((a,b)=>{
  1632. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1633. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1634. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1635. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1636. });
  1637. },
  1638. addition:card=>{
  1639. const searchTypeArray = [132];
  1640. const skill = getCardActiveSkill(card, searchTypeArray);
  1641. if (!skill) return;
  1642. const sk = skill.params;
  1643. let str = "👆";
  1644. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1645. if (sk[2]) str += `x${sk[2]/100}`;
  1646. str += `x${sk[0]}T`;
  1647. return str;
  1648. }
  1649. },
  1650. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  1651. function:cards=>{
  1652. const searchTypeArray = [184];
  1653. return cards.filter(card=>{
  1654. const skill = getCardActiveSkill(card, searchTypeArray);
  1655. return skill;
  1656. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1657. },
  1658. addition:card=>{
  1659. const searchTypeArray = [184];
  1660. const skill = getCardActiveSkill(card, searchTypeArray);
  1661. if (!skill) return;
  1662. const sk = skill.params;
  1663. return `无↓×${sk[0]}T`;
  1664. }
  1665. },
  1666. {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)"},
  1667. function:cards=>{
  1668. const searchTypeArray = [160];
  1669. return cards.filter(card=>{
  1670. const skill = getCardActiveSkill(card, searchTypeArray);
  1671. return skill;
  1672. }).sort((a,b)=>{
  1673. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1674. return a_s.params[1] - b_s.params[1];
  1675. });
  1676. },
  1677. addition:card=>{
  1678. const searchTypeArray = [160];
  1679. const skill = getCardActiveSkill(card, searchTypeArray);
  1680. if (!skill) return;
  1681. const sk = skill.params;
  1682. return `+${sk[1]}C×${sk[0]}T`;
  1683. }
  1684. },
  1685. {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)"},
  1686. function:cards=>{
  1687. const searchTypeArray = [3,156];
  1688. return cards.filter(card=>{
  1689. const skill = getCardActiveSkill(card, searchTypeArray);
  1690. if (!skill) return false;
  1691. if (skill.type == 156)
  1692. return skill.params[4]==3;
  1693. else
  1694. return true;
  1695. }).sort((a,b)=>{
  1696. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1697. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1698. if (!sortNum)
  1699. {
  1700. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1701. sortNum = a_pC - b_pC;
  1702. }
  1703. return sortNum;
  1704. });
  1705. },
  1706. addition:card=>{
  1707. const searchTypeArray = [3,156];
  1708. const skill = getCardActiveSkill(card, searchTypeArray);
  1709. if (!skill) return;
  1710. const sk = skill.params;
  1711. const fragment = document.createDocumentFragment();
  1712. if (skill.type == 156)
  1713. {
  1714. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1715. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1716. fragment.appendChild(creatAwokenList(awokenArr));
  1717. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1718. }else
  1719. {
  1720. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1721. }
  1722. return fragment;
  1723. }
  1724. },
  1725. {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)"},
  1726. function:cards=>{
  1727. const searchTypeArray = [3];
  1728. return cards.filter(card=>{
  1729. const skill = getCardActiveSkill(card, searchTypeArray);
  1730. return skill && skill.params[1]>=100;
  1731. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1732. },
  1733. addition:card=>{
  1734. const searchTypeArray = [3];
  1735. const skill = getCardActiveSkill(card, searchTypeArray);
  1736. if (!skill) return;
  1737. const sk = skill.params;
  1738. return `无敌×${sk[0]}T`;
  1739. }
  1740. },
  1741. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  1742. function:cards=>{
  1743. const searchTypeArray = [21];
  1744. return cards.filter(card=>{
  1745. const skill = getCardActiveSkill(card, searchTypeArray);
  1746. return skill;
  1747. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1748. },
  1749. addition:card=>{
  1750. const searchTypeArray = [21];
  1751. const skill = getCardActiveSkill(card, searchTypeArray);
  1752. if (!skill) return;
  1753. const sk = skill.params;
  1754. const colors = [sk[1]];
  1755. const fragment = document.createDocumentFragment();
  1756. fragment.appendChild(document.createTextNode(`-`));
  1757. fragment.appendChild(createOrbsList(colors));
  1758. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1759. return fragment;
  1760. }
  1761. },
  1762. {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)"},
  1763. function:cards=>{
  1764. const searchTypeArray = [51];
  1765. return cards.filter(card=>{
  1766. const skill = getCardActiveSkill(card, searchTypeArray);
  1767. return skill;
  1768. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1769. },
  1770. addition:card=>{
  1771. const searchTypeArray = [51];
  1772. const skill = getCardActiveSkill(card, searchTypeArray);
  1773. if (!skill) return;
  1774. const sk = skill.params;
  1775. return `全体×${sk[0]}T`;
  1776. }
  1777. },
  1778. ]},
  1779. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  1780. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  1781. function:cards=>{
  1782. const searchTypeArray = [205];
  1783. return cards.filter(card=>{
  1784. const skill = getCardActiveSkill(card, searchTypeArray);
  1785. return skill;
  1786. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1787. },
  1788. addition:dropLock_Addition
  1789. },
  1790. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  1791. function:cards=>{
  1792. const searchTypeArray = [205];
  1793. return cards.filter(card=>{
  1794. const skill = getCardActiveSkill(card, searchTypeArray);
  1795. return skill && (skill.params[0] & 63) === 63;
  1796. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1797. },
  1798. addition:dropLock_Addition
  1799. },
  1800. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"},
  1801. function:cards=>{
  1802. const searchTypeArray = [180];
  1803. return cards.filter(card=>{
  1804. const skill = getCardActiveSkill(card, searchTypeArray);
  1805. return skill;
  1806. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1807. },
  1808. addition:card=>{
  1809. const searchTypeArray = [180];
  1810. const skill = getCardActiveSkill(card, searchTypeArray);
  1811. if (!skill) return;
  1812. const sk = skill.params;
  1813. return `${sk[1]}%×${sk[0]}T`;
  1814. }
  1815. },
  1816. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  1817. function:cards=>cards.filter(card=>{
  1818. const searchTypeArray = [126];
  1819. const skill = getCardActiveSkill(card, searchTypeArray);
  1820. return skill;
  1821. }),
  1822. addition:dropOrb_Addition
  1823. },
  1824. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  1825. function:cards=>cards.filter(card=>{
  1826. const searchTypeArray = [126];
  1827. const skill = getCardActiveSkill(card, searchTypeArray);
  1828. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1829. }),
  1830. addition:dropOrb_Addition
  1831. },
  1832. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"},
  1833. function:cards=>cards.filter(card=>{
  1834. const searchTypeArray = [126];
  1835. const skill = getCardActiveSkill(card, searchTypeArray);
  1836. return skill && skill.params[1] >= 99;
  1837. }),
  1838. addition:dropOrb_Addition
  1839. },
  1840. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  1841. function:cards=>cards.filter(card=>{
  1842. const searchTypeArray = [126];
  1843. const skill = getCardActiveSkill(card, searchTypeArray);
  1844. return skill && skill.params[3] == 100;
  1845. }),
  1846. addition:dropOrb_Addition
  1847. },
  1848. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  1849. function:cards=>{
  1850. const searchTypeArray = [226];
  1851. return cards.filter(card=>{
  1852. const skill = getCardActiveSkill(card, searchTypeArray);
  1853. return skill;
  1854. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1855. },
  1856. addition:card=>{
  1857. const searchTypeArray = [226];
  1858. const skill = getCardActiveSkill(card, searchTypeArray);
  1859. if (!skill) return;
  1860. const sk = skill.params;
  1861. return `📌${sk[1]}%×${sk[0]}T`;
  1862. }
  1863. },
  1864. ]},
  1865. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1866. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  1867. function:cards=>{
  1868. const searchTypeArray = [18];
  1869. return cards.filter(card=>{
  1870. const skill = getCardActiveSkill(card, searchTypeArray);
  1871. return skill;
  1872. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1873. },
  1874. addition:card=>{
  1875. const searchTypeArray = [18];
  1876. const skill = getCardActiveSkill(card, searchTypeArray);
  1877. if (!skill) return;
  1878. const sk = skill.params;
  1879. return document.createTextNode(`威吓×${sk[0]}T`);
  1880. }
  1881. },
  1882. {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)"},
  1883. function:cards=>{
  1884. const searchTypeArray = [19];
  1885. return cards.filter(card=>{
  1886. const skill = getCardActiveSkill(card, searchTypeArray);
  1887. return skill;
  1888. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1889. },
  1890. addition:card=>{
  1891. const searchTypeArray = [19];
  1892. const skill = getCardActiveSkill(card, searchTypeArray);
  1893. if (!skill) return;
  1894. const sk = skill.params;
  1895. return `破防${sk[1]}%`;
  1896. }
  1897. },
  1898. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  1899. function:cards=>{
  1900. const searchTypeArray = [19];
  1901. return cards.filter(card=>{
  1902. const skill = getCardActiveSkill(card, searchTypeArray);
  1903. return skill && skill.params[1]>=100;
  1904. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1905. },
  1906. addition:card=>{
  1907. const searchTypeArray = [19];
  1908. const skill = getCardActiveSkill(card, searchTypeArray);
  1909. if (!skill) return;
  1910. const sk = skill.params;
  1911. return `全破×${sk[0]}T`;
  1912. }
  1913. },
  1914. {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)"},
  1915. function:cards=>{
  1916. const searchTypeArray = [4];
  1917. return cards.filter(card=>{
  1918. const skill = getCardActiveSkill(card, searchTypeArray);
  1919. return skill;
  1920. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1921. },
  1922. addition:card=>{
  1923. const searchTypeArray = [4];
  1924. const skill = getCardActiveSkill(card, searchTypeArray);
  1925. if (!skill) return;
  1926. const sk = skill.params;
  1927. return `攻击力×${sk[0]/100}倍`;
  1928. }
  1929. },
  1930. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  1931. function:cards=>{
  1932. return cards.filter(card=>{
  1933. return changeEnemiesAttr_Attr(card).attr != null;
  1934. }).sort((a,b)=>{
  1935. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1936. return a_pC.attr - b_pC.attr;
  1937. })
  1938. },
  1939. addition:card=>{
  1940. let change = changeEnemiesAttr_Attr(card);
  1941. const fragment = document.createDocumentFragment();
  1942. fragment.appendChild(document.createTextNode(`敌→`));
  1943. fragment.appendChild(createOrbsList(change.attr));
  1944. if (change.turns > 0)
  1945. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1946. return fragment;
  1947. }
  1948. },
  1949. {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)"},
  1950. function:cards=>{
  1951. const searchTypeArray = [60];
  1952. return cards.filter(card=>{
  1953. const skill = getCardActiveSkill(card, searchTypeArray);
  1954. return skill;
  1955. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1956. },
  1957. addition:card=>{
  1958. const searchTypeArray = [60];
  1959. const skill = getCardActiveSkill(card, searchTypeArray);
  1960. if (!skill) return;
  1961. const sk = skill.params;
  1962. const fragment = document.createDocumentFragment();
  1963. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1964. fragment.appendChild(createOrbsList(sk[2]));
  1965. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1966. return fragment;
  1967. }
  1968. },
  1969. ]},
  1970. {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: [
  1971. {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)"},
  1972. function:cards=>{
  1973. const searchTypeArray = [146];
  1974. return cards.filter(card=>{
  1975. const skill = getCardActiveSkill(card, searchTypeArray);
  1976. return skill;
  1977. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1978. },
  1979. addition:card=>{
  1980. const searchTypeArray = [146];
  1981. const skill = getCardActiveSkill(card, searchTypeArray);
  1982. if (!skill) return;
  1983. const sk = skill.params;
  1984. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1985. }
  1986. },
  1987. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1988. function:cards=>{
  1989. const searchTypeArray = [218];
  1990. return cards.filter(card=>{
  1991. const skill = getCardActiveSkill(card, searchTypeArray);
  1992. return skill;
  1993. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1994. },
  1995. addition:card=>{
  1996. const searchTypeArray = [218];
  1997. const skill = getCardActiveSkill(card, searchTypeArray);
  1998. if (!skill) return;
  1999. const sk = skill.params;
  2000. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2001. }
  2002. },
  2003. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  2004. function:cards=>cards.filter(card=>{
  2005. const searchTypeArray = [93, 227];
  2006. const skill = getCardActiveSkill(card, searchTypeArray);
  2007. return skill;
  2008. }),
  2009. addition:card=>{
  2010. const searchTypeArray = [93, 227];
  2011. const skill = getCardActiveSkill(card, searchTypeArray);
  2012. if (!skill) return;
  2013. return skill.type == 93 ? '换自身' : '换最后队员';
  2014. }
  2015. },
  2016. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  2017. function:cards=>{
  2018. const searchTypeArray = [241];
  2019. return cards.filter(card=>{
  2020. const skill = getCardActiveSkill(card, searchTypeArray);
  2021. return skill;
  2022. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 1));
  2023. },
  2024. addition:card=>{
  2025. const searchTypeArray = [241];
  2026. const skill = getCardActiveSkill(card, searchTypeArray);
  2027. if (!skill) return;
  2028. const sk = skill.params;
  2029. return `${(sk[1]*1e8).bigNumberToString()}×${sk[0]}T`;
  2030. }
  2031. },
  2032. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  2033. function:cards=>{
  2034. const searchTypeArray = [230];
  2035. return cards.filter(card=>{
  2036. const skill = getCardActiveSkill(card, searchTypeArray);
  2037. return skill;
  2038. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2039. },
  2040. addition:memberATK_Addition
  2041. },
  2042. {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"},
  2043. function:cards=>{
  2044. const searchTypeArray = [230];
  2045. return cards.filter(card=>{
  2046. const skill = getCardActiveSkill(card, searchTypeArray);
  2047. return skill && Boolean(skill.params[1] & 1<<0);
  2048. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2049. },
  2050. addition:memberATK_Addition
  2051. },
  2052. {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"},
  2053. function:cards=>{
  2054. const searchTypeArray = [230];
  2055. return cards.filter(card=>{
  2056. const skill = getCardActiveSkill(card, searchTypeArray);
  2057. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  2058. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2059. },
  2060. addition:memberATK_Addition
  2061. },
  2062. {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"},
  2063. function:cards=>{
  2064. const searchTypeArray = [230];
  2065. return cards.filter(card=>{
  2066. const skill = getCardActiveSkill(card, searchTypeArray);
  2067. return skill && Boolean(skill.params[1] & 1<<3);
  2068. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2069. },
  2070. addition:memberATK_Addition
  2071. },
  2072. {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)"},
  2073. function:cards=>{
  2074. const searchTypeArray = [142];
  2075. return cards.filter(card=>{
  2076. const skill = getCardActiveSkill(card, searchTypeArray);
  2077. return skill;
  2078. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2079. },
  2080. addition:card=>{
  2081. const searchTypeArray = [142];
  2082. const skill = getCardActiveSkill(card, searchTypeArray);
  2083. if (!skill) return;
  2084. const sk = skill.params;
  2085. const fragment = document.createDocumentFragment();
  2086. fragment.appendChild(document.createTextNode(`自→`));
  2087. fragment.appendChild(createOrbsList(sk[1]));
  2088. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2089. return fragment;
  2090. }
  2091. },
  2092. ]},
  2093. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2094. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2095. function:cards=>{
  2096. const searchTypeArray = [179];
  2097. return cards.filter(card=>{
  2098. const skill = getCardActiveSkill(card, searchTypeArray);
  2099. return skill;
  2100. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2101. },
  2102. addition:card=>{
  2103. const searchTypeArray = [179];
  2104. const skill = getCardActiveSkill(card, searchTypeArray);
  2105. if (!skill) return;
  2106. const sk = skill.params;
  2107. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2108. }
  2109. },
  2110. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2111. function:cards=>{
  2112. return cards.filter(card=>{
  2113. const heal = healImmediately_Rate(card);
  2114. return Object.values(heal).some(v=>v);
  2115. })
  2116. .sort((a,b)=>{
  2117. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2118. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2119. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2120. let sortNum = a_i - b_i;
  2121. if (!sortNum)
  2122. {
  2123. sortNum = a_vs[a_i] - b_vs[b_i];
  2124. }
  2125. return sortNum;
  2126. });
  2127. },
  2128. addition:card=>{
  2129. const heal = healImmediately_Rate(card);
  2130. let strArr = [];
  2131. if (heal.scale)
  2132. strArr.push(`${heal.scale}%最大HP`);
  2133. if (heal.const)
  2134. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2135. if (heal.selfRcv)
  2136. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2137. if (heal.vampire)
  2138. strArr.push(`${heal.vampire}%伤害`);
  2139. return strArr.join(',');
  2140. }
  2141. },
  2142. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  2143. function:cards=>{
  2144. const searchTypeArray = [237];
  2145. return cards.filter(card=>{
  2146. const skill = getCardActiveSkill(card, searchTypeArray);
  2147. return skill;
  2148. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2149. },
  2150. addition:card=>{
  2151. const searchTypeArray = [237];
  2152. const skill = getCardActiveSkill(card, searchTypeArray);
  2153. if (!skill) return;
  2154. const sk = skill.params;
  2155. return `最大HP ${sk[1].bigNumberToString()}%×${sk[0]}T`;
  2156. }
  2157. },
  2158. {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)"},
  2159. function:cards=>{
  2160. return cards.filter(card=>damageSelf_Rate(card)>0)
  2161. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2162. },
  2163. addition:card=>{
  2164. let rate = damageSelf_Rate(card);
  2165. if (rate < 100)
  2166. return `减少${rate}%`;
  2167. else
  2168. return `减少到1`;
  2169. }
  2170. },
  2171. ]},
  2172. {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: [
  2173. {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)"},
  2174. function:cards=>{
  2175. const searchTypeArray = [6, 161];
  2176. return cards.filter(card=>{
  2177. const skill = getCardActiveSkill(card, searchTypeArray);
  2178. return skill;
  2179. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2180. },
  2181. addition: gravity_Addition
  2182. },
  2183. {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)"},
  2184. function:cards=>{
  2185. const searchTypeArray = [6];
  2186. return cards.filter(card=>{
  2187. const skill = getCardActiveSkill(card, searchTypeArray);
  2188. return skill;
  2189. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2190. },
  2191. addition: gravity_Addition
  2192. },
  2193. {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)"},
  2194. function:cards=>{
  2195. const searchTypeArray = [161];
  2196. return cards.filter(card=>{
  2197. const skill = getCardActiveSkill(card, searchTypeArray);
  2198. return skill;
  2199. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2200. },
  2201. addition: gravity_Addition
  2202. },
  2203. ]},
  2204. {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: [
  2205. {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)"},
  2206. function:cards=>{
  2207. const searchTypeArray = [55,188,56];
  2208. return cards.filter(card=>{
  2209. const skill = getCardActiveSkill(card, searchTypeArray);
  2210. return skill;
  2211. }).sort((a,b)=>{
  2212. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2213. 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);
  2214. return a_pC - b_pC;
  2215. });
  2216. },
  2217. addition:dixedDamage_Addition
  2218. },
  2219. {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)"},
  2220. function:cards=>{
  2221. const searchTypeArray = [55,188];
  2222. return cards.filter(card=>{
  2223. const skill = getCardActiveSkill(card, searchTypeArray);
  2224. return skill;
  2225. }).sort((a,b)=>{
  2226. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2227. 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);
  2228. return a_pC - b_pC;
  2229. });
  2230. },
  2231. addition:dixedDamage_Addition
  2232. },
  2233. {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)"},
  2234. function:cards=>{
  2235. const searchTypeArray = [56];
  2236. return cards.filter(card=>{
  2237. const skill = getCardActiveSkill(card, searchTypeArray);
  2238. return skill;
  2239. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2240. },
  2241. addition:dixedDamage_Addition
  2242. },
  2243. ]},
  2244. {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: [
  2245. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2246. function:cards=>cards.filter(card=>{
  2247. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2248. function isSingle(skill)
  2249. {
  2250. if (skill.type == 110)
  2251. return Boolean(skill.params[0]);
  2252. else if (skill.type == 144)
  2253. return Boolean(skill.params[2]);
  2254. else
  2255. return true;
  2256. }
  2257. const skill = getCardActiveSkill(card, searchTypeArray);
  2258. return skill && isSingle(skill);
  2259. }),
  2260. addition: numericalATK_Addition
  2261. },
  2262. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2263. function:cards=>cards.filter(card=>{
  2264. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2265. function isAll(skill)
  2266. {
  2267. if (skill.type == 110)
  2268. return !Boolean(skill.params[0]);
  2269. else if (skill.type == 144)
  2270. return !Boolean(skill.params[2]);
  2271. else
  2272. return true;
  2273. }
  2274. const skill = getCardActiveSkill(card, searchTypeArray);
  2275. return skill && skill.id!=0 && isAll(skill);
  2276. }),
  2277. addition: numericalATK_Addition
  2278. },
  2279. {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"},
  2280. function:cards=>cards.filter(card=>{
  2281. const searchTypeArray = [42];
  2282. const skill = getCardActiveSkill(card, searchTypeArray);
  2283. return skill;
  2284. })
  2285. },
  2286. {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"},
  2287. function:cards=>cards.filter(card=>{
  2288. const searchTypeArray = [2,35];
  2289. const skill = getCardActiveSkill(card, searchTypeArray);
  2290. return skill;
  2291. })
  2292. },
  2293. {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)"},
  2294. function:cards=>cards.filter(card=>{
  2295. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2296. const skill = getCardActiveSkill(card, searchTypeArray);
  2297. return skill && skill.id!=0;
  2298. }).sort((a,b)=>{
  2299. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2300. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2301. function getNumber(skill)
  2302. {
  2303. const sk = skill.params;
  2304. switch(skill.type)
  2305. {
  2306. case 0:
  2307. case 37:
  2308. case 58:
  2309. case 59:
  2310. case 84:
  2311. case 85:
  2312. case 115:
  2313. return sk[1];
  2314. case 2:
  2315. case 35:
  2316. return sk[0];
  2317. default:
  2318. return 0;
  2319. }
  2320. }
  2321. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2322. return a_pC - b_pC;
  2323. }),
  2324. addition: numericalATK_Addition
  2325. },
  2326. {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)"},
  2327. function:cards=>cards.filter(card=>{
  2328. const searchTypeArray = [1,42,86,87];
  2329. const skill = getCardActiveSkill(card, searchTypeArray);
  2330. return skill;
  2331. }).sort((a,b)=>{
  2332. const searchTypeArray = [1,42,86,87];
  2333. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2334. function getNumber(skill)
  2335. {
  2336. const sk = skill.params;
  2337. switch(skill.type)
  2338. {
  2339. case 1:
  2340. case 86:
  2341. case 87:
  2342. return sk[1];
  2343. case 42:
  2344. return sk[2];
  2345. default:
  2346. return 0;
  2347. }
  2348. }
  2349. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2350. return a_pC - b_pC;
  2351. }),
  2352. addition: numericalATK_Addition
  2353. },
  2354. {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)"},
  2355. function:cards=>{
  2356. const searchTypeArray = [110];
  2357. return cards.filter(card=>{
  2358. const skill = getCardActiveSkill(card, searchTypeArray);
  2359. return skill;
  2360. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2361. },
  2362. addition: numericalATK_Addition
  2363. },
  2364. {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)"},
  2365. function:cards=>{
  2366. const searchTypeArray = [143];
  2367. return cards.filter(card=>{
  2368. const skill = getCardActiveSkill(card, searchTypeArray);
  2369. return skill;
  2370. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2371. },
  2372. addition: numericalATK_Addition
  2373. },
  2374. {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)"},
  2375. function:cards=>{
  2376. const searchTypeArray = [144];
  2377. return cards.filter(card=>{
  2378. const skill = getCardActiveSkill(card, searchTypeArray);
  2379. return skill;
  2380. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2381. },
  2382. addition: numericalATK_Addition
  2383. },
  2384. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2385. function:cards=>cards.filter(card=>{
  2386. const searchTypeArray = [35,115];
  2387. const skill = getCardActiveSkill(card, searchTypeArray);
  2388. return skill;
  2389. })
  2390. },
  2391. ]},
  2392. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2393. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2394. function:cards=>cards.filter(card=>{
  2395. const searchTypeArray = [10];
  2396. const skill = getCardActiveSkill(card, searchTypeArray);
  2397. return skill;
  2398. })
  2399. },
  2400. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位(转转珠)",cht:"生成輪盤位(轉轉珠)"},
  2401. function:cards=>{
  2402. const searchTypeArray = [207];
  2403. return cards.filter(card=>{
  2404. const skill = getCardActiveSkill(card, searchTypeArray);
  2405. return skill;
  2406. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2407. },
  2408. addition:card=>{
  2409. const searchTypeArray = [207];
  2410. const skill = getCardActiveSkill(card, searchTypeArray);
  2411. if (!skill) return;
  2412. const sk = skill.params;
  2413. if (sk[7])
  2414. return `${sk[7]}个×${sk[0]}T`;
  2415. else
  2416. return `特殊形状×${sk[0]}T`;
  2417. }
  2418. },
  2419. {name:"Creates Cloud",otLangName:{chs:"生成云",cht:"生成雲"},
  2420. function:cards=>{
  2421. const searchTypeArray = [238];
  2422. return cards.filter(card=>{
  2423. const skill = getCardActiveSkill(card, searchTypeArray);
  2424. return skill;
  2425. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2426. },
  2427. addition:card=>{
  2428. const searchTypeArray = [238];
  2429. const skill = getCardActiveSkill(card, searchTypeArray);
  2430. if (!skill) return;
  2431. const sk = skill.params;
  2432. return `${sk[1]}个×${sk[0]}T`;
  2433. }
  2434. },
  2435. {name:"Creates Cloud",otLangName:{chs:"生成封条",cht:"生成封条"},
  2436. function:cards=>{
  2437. const searchTypeArray = [239];
  2438. return cards.filter(card=>{
  2439. const skill = getCardActiveSkill(card, searchTypeArray);
  2440. return skill;
  2441. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2442. },
  2443. addition:card=>{
  2444. const searchTypeArray = [239];
  2445. const skill = getCardActiveSkill(card, searchTypeArray);
  2446. if (!skill) return;
  2447. const sk = skill.params;
  2448. const colums = flags(sk[1]), rows = flags(sk[2]);
  2449. const fragment = document.createDocumentFragment();
  2450. if (colums.length)
  2451. fragment.append(`${colums.length}竖`);
  2452. if (rows.length)
  2453. fragment.append(`${rows.length}横`);
  2454. fragment.append(`×${sk[0]}T`);
  2455. return fragment;
  2456. }
  2457. },
  2458. {name:"Change Board Size",otLangName:{chs:"改变板面大小",cht:"改變板面大小"},
  2459. function:cards=>{
  2460. const searchTypeArray = [244];
  2461. return cards.filter(card=>{
  2462. const skill = getCardActiveSkill(card, searchTypeArray);
  2463. return skill;
  2464. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2465. },
  2466. addition:card=>{
  2467. const searchTypeArray = [244];
  2468. const skill = getCardActiveSkill(card, searchTypeArray);
  2469. if (!skill) return;
  2470. const sk = skill.params;
  2471. if (sk[1])
  2472. return `[7×6]×${sk[0]}T`;
  2473. else
  2474. return `[6×5]×${sk[0]}T`;
  2475. }
  2476. },
  2477. ]},
  2478. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  2479. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2480. function:cards=>cards.filter(card=>{
  2481. const searchTypeArray = [172];
  2482. const skill = getCardActiveSkill(card, searchTypeArray);
  2483. return skill;
  2484. })
  2485. },
  2486. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2487. function:cards=>cards.filter(card=>{
  2488. const searchTypeArray = [152];
  2489. const skill = getCardActiveSkill(card, searchTypeArray);
  2490. return skill;
  2491. }),
  2492. addition:lock_Addition
  2493. },
  2494. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2495. function:cards=>cards.filter(card=>{
  2496. const searchTypeArray = [152];
  2497. const skill = getCardActiveSkill(card, searchTypeArray);
  2498. return skill && (skill.params[0] & 63) === 63;
  2499. }),
  2500. addition:lock_Addition
  2501. },
  2502. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2503. function:cards=>{
  2504. const searchTypeArray = [52,91,140];
  2505. return cards.filter(card=>{
  2506. const skill = getCardActiveSkill(card, searchTypeArray);
  2507. return skill;
  2508. });
  2509. },
  2510. addition:card=>{
  2511. const searchTypeArray = [52,91,140];
  2512. const skill = getCardActiveSkill(card, searchTypeArray);
  2513. if (!skill) return;
  2514. const sk = skill.params;
  2515. let attrs = [];
  2516. switch (skill.type)
  2517. {
  2518. case 52:{
  2519. attrs.push(sk[0]); break;
  2520. }
  2521. case 91:{
  2522. attrs = sk.slice(0,-1); break;
  2523. }
  2524. case 140:{
  2525. attrs = flags(sk[0]); break;
  2526. }
  2527. }
  2528. const fragment = document.createDocumentFragment();
  2529. fragment.appendChild(document.createTextNode(`强化`));
  2530. fragment.appendChild(createOrbsList(attrs));
  2531. return fragment;
  2532. }
  2533. },
  2534. ]},
  2535. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2536. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2537. function:cards=>cards.filter(card=>{
  2538. const searchTypeArray = [71];
  2539. const skill = getCardActiveSkill(card, searchTypeArray);
  2540. return skill;
  2541. }),
  2542. addition:boardChange_Addition
  2543. },
  2544. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2545. function:cards=>cards.filter(card=>{
  2546. const searchTypeArray = [71];
  2547. const skill = getCardActiveSkill(card, searchTypeArray);
  2548. return boardChange_ColorTypes(skill).length == 1;
  2549. }),
  2550. addition:boardChange_Addition
  2551. },
  2552. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2553. function:cards=>cards.filter(card=>{
  2554. const searchTypeArray = [71];
  2555. const skill = getCardActiveSkill(card, searchTypeArray);
  2556. return boardChange_ColorTypes(skill).length == 2;
  2557. }),
  2558. addition:boardChange_Addition
  2559. },
  2560. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2561. function:cards=>cards.filter(card=>{
  2562. const searchTypeArray = [71];
  2563. const skill = getCardActiveSkill(card, searchTypeArray);
  2564. return boardChange_ColorTypes(skill).length == 3;
  2565. }),
  2566. addition:boardChange_Addition
  2567. },
  2568. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2569. function:cards=>cards.filter(card=>{
  2570. const searchTypeArray = [71];
  2571. const skill = getCardActiveSkill(card, searchTypeArray);
  2572. return boardChange_ColorTypes(skill).length == 4;
  2573. }),
  2574. addition:boardChange_Addition
  2575. },
  2576. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2577. function:cards=>cards.filter(card=>{
  2578. const searchTypeArray = [71];
  2579. const skill = getCardActiveSkill(card, searchTypeArray);
  2580. return boardChange_ColorTypes(skill).length == 5;
  2581. }),
  2582. addition:boardChange_Addition
  2583. },
  2584. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2585. function:cards=>cards.filter(card=>{
  2586. const searchTypeArray = [71];
  2587. const skill = getCardActiveSkill(card, searchTypeArray);
  2588. return boardChange_ColorTypes(skill).length >= 6;
  2589. }),
  2590. addition:boardChange_Addition
  2591. },
  2592. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2593. function:cards=>cards.filter(card=>{
  2594. const searchTypeArray = [71];
  2595. const skill = getCardActiveSkill(card, searchTypeArray);
  2596. return boardChange_ColorTypes(skill).includes(0);
  2597. }),
  2598. addition:boardChange_Addition
  2599. },
  2600. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2601. function:cards=>cards.filter(card=>{
  2602. const searchTypeArray = [71];
  2603. const skill = getCardActiveSkill(card, searchTypeArray);
  2604. return boardChange_ColorTypes(skill).includes(1);
  2605. }),
  2606. addition:boardChange_Addition
  2607. },
  2608. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2609. function:cards=>cards.filter(card=>{
  2610. const searchTypeArray = [71];
  2611. const skill = getCardActiveSkill(card, searchTypeArray);
  2612. return boardChange_ColorTypes(skill).includes(2);
  2613. }),
  2614. addition:boardChange_Addition
  2615. },
  2616. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2617. function:cards=>cards.filter(card=>{
  2618. const searchTypeArray = [71];
  2619. const skill = getCardActiveSkill(card, searchTypeArray);
  2620. return boardChange_ColorTypes(skill).includes(3);
  2621. }),
  2622. addition:boardChange_Addition
  2623. },
  2624. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2625. function:cards=>cards.filter(card=>{
  2626. const searchTypeArray = [71];
  2627. const skill = getCardActiveSkill(card, searchTypeArray);
  2628. return boardChange_ColorTypes(skill).includes(4);
  2629. }),
  2630. addition:boardChange_Addition
  2631. },
  2632. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2633. function:cards=>cards.filter(card=>{
  2634. const searchTypeArray = [71];
  2635. const skill = getCardActiveSkill(card, searchTypeArray);
  2636. return boardChange_ColorTypes(skill).includes(5);
  2637. }),
  2638. addition:boardChange_Addition
  2639. },
  2640. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2641. function:cards=>cards.filter(card=>{
  2642. const searchTypeArray = [71];
  2643. const skill = getCardActiveSkill(card, searchTypeArray);
  2644. const colors = boardChange_ColorTypes(skill);
  2645. return colors.includes(6)
  2646. || colors.includes(7)
  2647. || colors.includes(8)
  2648. || colors.includes(9);
  2649. }),
  2650. addition:boardChange_Addition
  2651. },
  2652. ]},
  2653. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2654. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2655. function:cards=>cards.filter(card=>{
  2656. const searchTypeArray = [9,20,154];
  2657. const skills = getCardActiveSkills(card, searchTypeArray);
  2658. if (!skills.length) return false;
  2659. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2660. return parsedSkills.some(p=>p.to.includes(0));
  2661. }),
  2662. addition:changeOrbs_Addition
  2663. },
  2664. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2665. function:cards=>cards.filter(card=>{
  2666. const searchTypeArray = [9,20,154];
  2667. const skills = getCardActiveSkills(card, searchTypeArray);
  2668. if (!skills.length) return false;
  2669. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2670. return parsedSkills.some(p=>p.to.includes(1));
  2671. }),
  2672. addition:changeOrbs_Addition
  2673. },
  2674. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2675. function:cards=>cards.filter(card=>{
  2676. const searchTypeArray = [9,20,154];
  2677. const skills = getCardActiveSkills(card, searchTypeArray);
  2678. if (!skills.length) return false;
  2679. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2680. return parsedSkills.some(p=>p.to.includes(2));
  2681. }),
  2682. addition:changeOrbs_Addition
  2683. },
  2684. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2685. function:cards=>cards.filter(card=>{
  2686. const searchTypeArray = [9,20,154];
  2687. const skills = getCardActiveSkills(card, searchTypeArray);
  2688. if (!skills.length) return false;
  2689. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2690. return parsedSkills.some(p=>p.to.includes(3));
  2691. }),
  2692. addition:changeOrbs_Addition
  2693. },
  2694. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2695. function:cards=>cards.filter(card=>{
  2696. const searchTypeArray = [9,20,154];
  2697. const skills = getCardActiveSkills(card, searchTypeArray);
  2698. if (!skills.length) return false;
  2699. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2700. return parsedSkills.some(p=>p.to.includes(4));
  2701. }),
  2702. addition:changeOrbs_Addition
  2703. },
  2704. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2705. function:cards=>cards.filter(card=>{
  2706. const searchTypeArray = [9,20,154];
  2707. const skills = getCardActiveSkills(card, searchTypeArray);
  2708. if (!skills.length) return false;
  2709. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2710. return parsedSkills.some(p=>p.to.includes(5));
  2711. }),
  2712. addition:changeOrbs_Addition
  2713. },
  2714. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2715. function:cards=>cards.filter(card=>{
  2716. const searchTypeArray = [9,20,154];
  2717. const skills = getCardActiveSkills(card, searchTypeArray);
  2718. if (!skills.length) return false;
  2719. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2720. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2721. }),
  2722. addition:changeOrbs_Addition
  2723. },
  2724. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2725. function:cards=>cards.filter(card=>{
  2726. const searchTypeArray = [9,20,154];
  2727. const skills = getCardActiveSkills(card, searchTypeArray);
  2728. if (!skills.length) return false;
  2729. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2730. return parsedSkills.some(p=>p.from.includes(0));
  2731. }),
  2732. addition:changeOrbs_Addition
  2733. },
  2734. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2735. function:cards=>cards.filter(card=>{
  2736. const searchTypeArray = [9,20,154];
  2737. const skills = getCardActiveSkills(card, searchTypeArray);
  2738. if (!skills.length) return false;
  2739. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2740. return parsedSkills.some(p=>p.from.includes(1));
  2741. }),
  2742. addition:changeOrbs_Addition
  2743. },
  2744. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2745. function:cards=>cards.filter(card=>{
  2746. const searchTypeArray = [9,20,154];
  2747. const skills = getCardActiveSkills(card, searchTypeArray);
  2748. if (!skills.length) return false;
  2749. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2750. return parsedSkills.some(p=>p.from.includes(2));
  2751. }),
  2752. addition:changeOrbs_Addition
  2753. },
  2754. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2755. function:cards=>cards.filter(card=>{
  2756. const searchTypeArray = [9,20,154];
  2757. const skills = getCardActiveSkills(card, searchTypeArray);
  2758. if (!skills.length) return false;
  2759. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2760. return parsedSkills.some(p=>p.from.includes(3));
  2761. }),
  2762. addition:changeOrbs_Addition
  2763. },
  2764. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2765. function:cards=>cards.filter(card=>{
  2766. const searchTypeArray = [9,20,154];
  2767. const skills = getCardActiveSkills(card, searchTypeArray);
  2768. if (!skills.length) return false;
  2769. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2770. return parsedSkills.some(p=>p.from.includes(4));
  2771. }),
  2772. addition:changeOrbs_Addition
  2773. },
  2774. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2775. function:cards=>cards.filter(card=>{
  2776. const searchTypeArray = [9,20,154];
  2777. const skills = getCardActiveSkills(card, searchTypeArray);
  2778. if (!skills.length) return false;
  2779. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2780. return parsedSkills.some(p=>p.from.includes(5));
  2781. }),
  2782. addition:changeOrbs_Addition
  2783. },
  2784. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2785. function:cards=>cards.filter(card=>{
  2786. const searchTypeArray = [9,20,154];
  2787. const skills = getCardActiveSkills(card, searchTypeArray);
  2788. if (!skills.length) return false;
  2789. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2790. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2791. }),
  2792. addition:changeOrbs_Addition
  2793. },
  2794. ]},
  2795. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2796. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2797. function:cards=>cards.filter(card=>{
  2798. function is30(sk)
  2799. {
  2800. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2801. }
  2802. const searchTypeArray = [141];
  2803. const skill = getCardActiveSkill(card, searchTypeArray);
  2804. return skill && is30(skill.params);
  2805. }),
  2806. addition:generateOrbs_Addition
  2807. },
  2808. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2809. function:cards=>cards.filter(card=>{
  2810. function is1515(sk)
  2811. {
  2812. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2813. }
  2814. const searchTypeArray = [141];
  2815. const skill = getCardActiveSkill(card, searchTypeArray);
  2816. return skill && is1515(skill.params);
  2817. }),
  2818. addition:generateOrbs_Addition
  2819. },
  2820. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2821. function:cards=>cards.filter(card=>{
  2822. const gens = generateOrbsParse(card);
  2823. return gens.some(gen=>gen.to.includes(0));
  2824. }),
  2825. addition:generateOrbs_Addition
  2826. },
  2827. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2828. function:cards=>cards.filter(card=>{
  2829. const gens = generateOrbsParse(card);
  2830. return gens.some(gen=>gen.to.includes(1));
  2831. }),
  2832. addition:generateOrbs_Addition
  2833. },
  2834. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2835. function:cards=>cards.filter(card=>{
  2836. const gens = generateOrbsParse(card);
  2837. return gens.some(gen=>gen.to.includes(2));
  2838. }),
  2839. addition:generateOrbs_Addition
  2840. },
  2841. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2842. function:cards=>cards.filter(card=>{
  2843. const gens = generateOrbsParse(card);
  2844. return gens.some(gen=>gen.to.includes(3));
  2845. }),
  2846. addition:generateOrbs_Addition
  2847. },
  2848. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2849. function:cards=>cards.filter(card=>{
  2850. const gens = generateOrbsParse(card);
  2851. return gens.some(gen=>gen.to.includes(4));
  2852. }),
  2853. addition:generateOrbs_Addition
  2854. },
  2855. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2856. function:cards=>cards.filter(card=>{
  2857. const gens = generateOrbsParse(card);
  2858. return gens.some(gen=>gen.to.includes(5));
  2859. }),
  2860. addition:generateOrbs_Addition
  2861. },
  2862. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2863. function:cards=>cards.filter(card=>{
  2864. const gens = generateOrbsParse(card);
  2865. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2866. }),
  2867. addition:generateOrbs_Addition
  2868. },
  2869. ]},
  2870. {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: [
  2871. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2872. function:cards=>cards.filter(card=>{
  2873. const searchTypeArray = [176];
  2874. const skill = getCardActiveSkill(card, searchTypeArray);
  2875. return skill;
  2876. })
  2877. },
  2878. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2879. function:cards=>cards.filter(card=>{
  2880. function is3x3(sk)
  2881. {
  2882. for (let si=0;si<3;si++)
  2883. {
  2884. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2885. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2886. (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)
  2887. (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)
  2888. )
  2889. return true;
  2890. }
  2891. return false;
  2892. }
  2893. const searchTypeArray = [176];
  2894. const skill = getCardActiveSkill(card, searchTypeArray);
  2895. return skill && is3x3(skill.params);
  2896. }),
  2897. addition:card=>{
  2898. const searchTypeArray = [176];
  2899. const skill = getCardActiveSkill(card, searchTypeArray);
  2900. if (!skill) return;
  2901. const sk = skill.params;
  2902. const fragment = document.createDocumentFragment();
  2903. fragment.appendChild(document.createTextNode(`3×3`));
  2904. fragment.appendChild(createOrbsList(sk[5]));
  2905. return fragment;
  2906. }
  2907. },
  2908. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2909. function:cards=>cards.filter(card=>{
  2910. const searchTypeArray = [127];
  2911. const skill = getCardActiveSkill(card, searchTypeArray);
  2912. return skill;
  2913. }),
  2914. addition:generateColumnOrbs_Addition
  2915. },
  2916. {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  2917. function:cards=>cards.filter(card=>{
  2918. function isHeart(sk)
  2919. {
  2920. for (let i=1;i<sk.length;i+=2)
  2921. {
  2922. if (sk[i] & 32)
  2923. {
  2924. return true;
  2925. }
  2926. }
  2927. }
  2928. const searchTypeArray = [127];
  2929. const skill = getCardActiveSkill(card, searchTypeArray);
  2930. return skill && isHeart(skill.params);
  2931. }),
  2932. addition:generateColumnOrbs_Addition
  2933. },
  2934. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2935. function:cards=>cards.filter(card=>{
  2936. const searchTypeArray = [128];
  2937. const skill = getCardActiveSkill(card, searchTypeArray);
  2938. return skill;
  2939. }),
  2940. addition:generateRowOrbs_Addition
  2941. },
  2942. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2943. function:cards=>cards.filter(card=>{
  2944. const searchTypeArray = [128];
  2945. const skill = getCardActiveSkill(card, searchTypeArray);
  2946. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2947. }),
  2948. addition:generateRowOrbs_Addition
  2949. },
  2950. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2951. function:cards=>cards.filter(card=>{
  2952. const searchTypeArray = [128];
  2953. const skill = getCardActiveSkill(card, searchTypeArray);
  2954. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2955. }),
  2956. addition:generateRowOrbs_Addition
  2957. },
  2958. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2959. function:cards=>cards.filter(card=>{
  2960. const searchTypeArray = [128];
  2961. const skill = getCardActiveSkill(card, searchTypeArray);
  2962. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2963. }),
  2964. addition:generateRowOrbs_Addition
  2965. },
  2966. {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)"},
  2967. function:cards=>cards.filter(card=>{
  2968. const searchTypeArray = [128,71,176];
  2969. function isRow(skill)
  2970. {
  2971. const sk = skill.params;
  2972. if (skill.type === 128) //普通横
  2973. {return true;}
  2974. else if (skill.type === 71) //花火
  2975. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2976. else if (skill.type === 176) //特殊形状
  2977. {
  2978. for (let si=0;si<5;si++)
  2979. {
  2980. if ((sk[si] & 63) === 63)
  2981. return true;
  2982. }
  2983. }
  2984. return false;
  2985. }
  2986. const skill = getCardActiveSkill(card, searchTypeArray);
  2987. return skill && isRow(skill);
  2988. })
  2989. },
  2990. ]},
  2991. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  2992. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  2993. function:cards=>cards.filter(card=>{
  2994. if (card.activeSkillId == 0) return false;
  2995. const skill = Skills[card.activeSkillId];
  2996. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  2997. })
  2998. },
  2999. {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)"},
  3000. function:cards=>cards.filter(card=>{
  3001. if (card.activeSkillId == 0) return false;
  3002. const skill = Skills[card.activeSkillId];
  3003. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3004. let realCD = minCD;
  3005. const searchTypeArray = [14];
  3006. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  3007. if (subSkill)
  3008. {
  3009. realCD -= subSkill.params[0] * 3;
  3010. }
  3011. return minCD > 1 && realCD <= 4;
  3012. })
  3013. },
  3014. {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)"},
  3015. function:cards=>{
  3016. const searchTypeArray = [5];
  3017. return cards.filter(card=>{
  3018. const skill = getCardActiveSkill(card, searchTypeArray);
  3019. return skill;
  3020. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3021. },
  3022. addition:card=>{
  3023. const searchTypeArray = [5];
  3024. const skill = getCardActiveSkill(card, searchTypeArray);
  3025. const value = skill.params[0];
  3026. return `时停${value}s`;
  3027. }
  3028. },
  3029. {
  3030. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3031. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  3032. },
  3033. {
  3034. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3035. function:cards=>cards.filter(card=>{
  3036. let skType = Skills[card.activeSkillId].type;
  3037. return skType == 232 || skType == 233;
  3038. })
  3039. },
  3040. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3041. function:cards=>cards.filter(card=>{
  3042. const searchTypeArray = [225];
  3043. const skill = getCardActiveSkill(card, searchTypeArray);
  3044. return skill;
  3045. }),
  3046. addition:card=>{
  3047. const searchTypeArray = [225];
  3048. const skill = getCardActiveSkill(card, searchTypeArray);
  3049. if (!skill) return;
  3050. const sk = skill.params;
  3051. let strArr = [];
  3052. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3053. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3054. return `HP ${strArr.join(" ")}`;
  3055. }
  3056. },
  3057. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3058. function:cards=>cards.filter(card=>{
  3059. const searchTypeArray = [234];
  3060. const skill = getCardActiveSkill(card, searchTypeArray);
  3061. return skill;
  3062. }),
  3063. addition:card=>{
  3064. const searchTypeArray = [234];
  3065. const skill = getCardActiveSkill(card, searchTypeArray);
  3066. if (!skill) return;
  3067. const sk = skill.params;
  3068. let strArr = [];
  3069. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3070. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3071. return `层 ${strArr.join(" ")}`;
  3072. }
  3073. },
  3074. ]},
  3075. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3076. ]},
  3077. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3078. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3079. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3080. },
  3081. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3082. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3083. },
  3084. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3085. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3086. },
  3087. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3088. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3089. },
  3090. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3091. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3092. },
  3093. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3094. function:cards=>cards.filter(card=>{
  3095. const searchTypeArray = [151,209];
  3096. const skill = getCardLeaderSkill(card, searchTypeArray);
  3097. return skill;
  3098. })
  3099. },
  3100. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  3101. function:cards=>cards.filter(card=>{
  3102. const searchTypeArray = [157];
  3103. const skill = getCardLeaderSkill(card, searchTypeArray);
  3104. return skill;
  3105. })
  3106. },
  3107. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3108. function:cards=>cards.filter(card=>{
  3109. const searchTypeArray = [177];
  3110. const skill = getCardLeaderSkill(card, searchTypeArray);
  3111. return skill?.params[5];
  3112. })
  3113. },
  3114. ]},
  3115. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3116. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3117. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3118. },
  3119. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3120. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3121. },
  3122. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3123. function:cards=>cards.filter(card=>{
  3124. const searchTypeArray = [162,186];
  3125. const skill = getCardLeaderSkill(card, searchTypeArray);
  3126. return skill;
  3127. })
  3128. },
  3129. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3130. function:cards=>cards.filter(card=>{
  3131. const searchTypeArray = [163,177];
  3132. const skill = getCardLeaderSkill(card, searchTypeArray);
  3133. return skill;
  3134. })
  3135. },
  3136. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3137. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3138. },
  3139. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3140. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3141. },
  3142. {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)"},
  3143. function:cards=>{
  3144. const searchTypeArray = [158];
  3145. return cards.filter(card=>{
  3146. const skill = getCardLeaderSkill(card, searchTypeArray);
  3147. return skill;
  3148. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3149. },
  3150. addition:card=>{
  3151. const searchTypeArray = [158];
  3152. const skill = getCardLeaderSkill(card, searchTypeArray);
  3153. const value = skill.params[0];
  3154. return `≥${value}珠`;
  3155. }
  3156. },
  3157. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3158. function:cards=>cards.filter(card=>{
  3159. const searchTypeArray = [125];
  3160. const skill = getCardLeaderSkill(card, searchTypeArray);
  3161. return skill;
  3162. }),
  3163. addition:card=>{
  3164. const searchTypeArray = [125];
  3165. const skill = getCardLeaderSkill(card, searchTypeArray);
  3166. if (!skill) return;
  3167. const sk = skill.params;
  3168. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3169. }
  3170. },
  3171. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3172. function:cards=>cards.filter(card=>{
  3173. const searchTypeArray = [175];
  3174. const skill = getCardLeaderSkill(card, searchTypeArray);
  3175. return skill;
  3176. }),
  3177. addition:card=>{
  3178. const searchTypeArray = [175];
  3179. const skill = getCardLeaderSkill(card, searchTypeArray);
  3180. if (!skill) return;
  3181. const sk = skill.params;
  3182. return `合作:${sk[0]}`;
  3183. }
  3184. },
  3185. {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"},
  3186. function:cards=>cards.filter(card=>{
  3187. const searchTypeArray = [203];
  3188. const skill = getCardLeaderSkill(card, searchTypeArray);
  3189. return skill;
  3190. })
  3191. },
  3192. {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"},
  3193. function:cards=>cards.filter(card=>{
  3194. const searchTypeArray = [229];
  3195. const skill = getCardLeaderSkill(card, searchTypeArray);
  3196. return skill;
  3197. }),
  3198. addition:card=>{
  3199. const searchTypeArray = [229];
  3200. const skill = getCardLeaderSkill(card, searchTypeArray);
  3201. if (!skill) return;
  3202. const sk = skill.params;
  3203. const attrs = flags(sk[0]), types = flags(sk[1]);
  3204. const fragment = document.createDocumentFragment();
  3205. if (attrs.length)
  3206. fragment.appendChild(createOrbsList(attrs));
  3207. if (types.length)
  3208. fragment.appendChild(createTypesList(types));
  3209. return fragment;
  3210. }
  3211. },
  3212. {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"},
  3213. function:cards=>cards.filter(card=>{
  3214. const searchTypeArray = [217];
  3215. const skill = getCardLeaderSkill(card, searchTypeArray);
  3216. return skill;
  3217. }),
  3218. addition:card=>{
  3219. const searchTypeArray = [217];
  3220. const skill = getCardLeaderSkill(card, searchTypeArray);
  3221. if (!skill) return;
  3222. const sk = skill.params;
  3223. return `★≤${sk[0]}`;
  3224. }
  3225. },
  3226. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3227. function:cards=>cards.filter(card=>{
  3228. const searchTypeArray = [245];
  3229. const skill = getCardLeaderSkill(card, searchTypeArray);
  3230. return skill;
  3231. }),
  3232. addition:card=>{
  3233. const searchTypeArray = [245];
  3234. const skill = getCardLeaderSkill(card, searchTypeArray);
  3235. if (!skill) return;
  3236. const sk = skill.params;
  3237. switch (sk[0]) {
  3238. case -1:
  3239. return `★各不相同`;
  3240. case -2:
  3241. return `★全部相同`;
  3242. default:
  3243. return `★全为${sk[0]}`;
  3244. }
  3245. }
  3246. },
  3247. ]},
  3248. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3249. {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)"},
  3250. function:cards=>{
  3251. return cards.filter(card=>{
  3252. return getSkillFixedDamage(card) > 0;
  3253. }).sort((a,b)=>{
  3254. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3255. return a_pC - b_pC;
  3256. });
  3257. },
  3258. addition:card=>{
  3259. const value = getSkillFixedDamage(card);
  3260. if (value <= 0 ) return;
  3261. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3262. let skill;
  3263. if (skill = getCardLeaderSkill(card, [235])) {
  3264. nodeArr.push("/");
  3265. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3266. nodeArr.push(`×${skill.params[2]}`);
  3267. }
  3268. return nodeArr.nodeJoin();
  3269. }
  3270. },
  3271. {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)"},
  3272. function:cards=>{
  3273. return cards.filter(card=>{
  3274. return getSkillAddCombo(card) > 0;
  3275. }).sort((a,b)=>{
  3276. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3277. return a_pC - b_pC;
  3278. });
  3279. },
  3280. addition:card=>{
  3281. const value = getSkillAddCombo(card);
  3282. if (value <= 0 ) return;
  3283. let nodeArr = [`+${value.bigNumberToString()}C`];
  3284. let skill;
  3285. if (skill = getCardLeaderSkill(card, [210])) {
  3286. nodeArr.push("/十字");
  3287. } else if (skill = getCardLeaderSkill(card, [235])) {
  3288. nodeArr.push("/");
  3289. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3290. nodeArr.push(`×${skill.params[2]}`);
  3291. }
  3292. return nodeArr.nodeJoin();
  3293. }
  3294. },
  3295. {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)"},
  3296. function:cards=>{
  3297. const searchTypeArray = [15,185];
  3298. return cards.filter(card=>{
  3299. const skill = getCardLeaderSkill(card, searchTypeArray);
  3300. return skill;
  3301. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3302. },
  3303. addition:card=>{
  3304. const searchTypeArray = [15,185];
  3305. const skill = getCardLeaderSkill(card, searchTypeArray);
  3306. if (!skill) return;
  3307. const value = skill.params[0];
  3308. return `${value > 0 ? "+" : ""}${value/100}s`;
  3309. }
  3310. },
  3311. {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)"},
  3312. function:cards=>{
  3313. const searchTypeArray = [178];
  3314. return cards.filter(card=>{
  3315. const skill = getCardLeaderSkill(card, searchTypeArray);
  3316. return skill;
  3317. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3318. },
  3319. addition:card=>{
  3320. const searchTypeArray = [178];
  3321. const skill = getCardLeaderSkill(card, searchTypeArray);
  3322. if (!skill) return;
  3323. const value = skill.params[0];
  3324. return `固定${value}s`;
  3325. }
  3326. },
  3327. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3328. function:cards=>cards.filter(card=>{
  3329. const searchTypeArray = [213];
  3330. const skill = getCardLeaderSkill(card, searchTypeArray);
  3331. return skill;
  3332. }),
  3333. addition:card=>{
  3334. const searchTypeArray = [213];
  3335. const skill = getCardLeaderSkill(card, searchTypeArray);
  3336. if (!skill) return;
  3337. const sk = skill.params;
  3338. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3339. const fragment = document.createDocumentFragment();
  3340. if (attrs.length)
  3341. fragment.appendChild(createOrbsList(attrs));
  3342. if (types.length)
  3343. fragment.appendChild(createTypesList(types));
  3344. fragment.appendChild(document.createTextNode(`:+`));
  3345. if (awakenings.length)
  3346. fragment.appendChild(creatAwokenList(awakenings));
  3347. return fragment;
  3348. }
  3349. },
  3350. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3351. function:cards=>{
  3352. const searchTypeArray = [12];
  3353. return cards.filter(card=>{
  3354. const skill = getCardLeaderSkill(card, searchTypeArray);
  3355. return skill;
  3356. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3357. },
  3358. addition:card=>{
  3359. const searchTypeArray = [12];
  3360. const skill = getCardLeaderSkill(card, searchTypeArray);
  3361. const value = skill.params[0];
  3362. return `攻击×${(value/100).bigNumberToString()}倍`;
  3363. }
  3364. },
  3365. {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)"},
  3366. function:cards=>{
  3367. const searchTypeArray = [13];
  3368. return cards.filter(card=>{
  3369. const skill = getCardLeaderSkill(card, searchTypeArray);
  3370. return skill;
  3371. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3372. },
  3373. addition:card=>{
  3374. const searchTypeArray = [13];
  3375. const skill = getCardLeaderSkill(card, searchTypeArray);
  3376. const value = skill.params[0];
  3377. return `回复×${(value/100).bigNumberToString()}倍`;
  3378. }
  3379. },
  3380. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3381. function:cards=>{
  3382. const searchTypeArray = [198];
  3383. return cards.filter(card=>{
  3384. const skill = getCardLeaderSkill(card, searchTypeArray);
  3385. return skill && skill.params[2];
  3386. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3387. },
  3388. addition:card=>{
  3389. const searchTypeArray = [198];
  3390. const skill = getCardLeaderSkill(card, searchTypeArray);
  3391. const sk = skill.params;
  3392. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3393. }
  3394. },
  3395. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3396. function:cards=>{
  3397. const searchTypeArray = [198];
  3398. return cards.filter(card=>{
  3399. const skill = getCardLeaderSkill(card, searchTypeArray);
  3400. return skill && skill.params[3];
  3401. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3402. },
  3403. addition:card=>{
  3404. const searchTypeArray = [198];
  3405. const skill = getCardLeaderSkill(card, searchTypeArray);
  3406. const sk = skill.params;
  3407. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3408. }
  3409. },
  3410. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3411. function:cards=>{
  3412. const searchTypeArray = [41];
  3413. return cards.filter(card=>{
  3414. const skill = getCardLeaderSkill(card, searchTypeArray);
  3415. return skill;
  3416. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3417. },
  3418. addition:card=>{
  3419. const searchTypeArray = [41];
  3420. const skill = getCardLeaderSkill(card, searchTypeArray);
  3421. const sk = skill.params;
  3422. const fragment = document.createDocumentFragment();
  3423. fragment.appendChild(createOrbsList(sk[2] || 0));
  3424. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3425. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3426. return fragment;
  3427. }
  3428. },
  3429. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3430. function:cards=>cards.filter(card=>{
  3431. const searchTypeArray = [197];
  3432. const skill = getCardLeaderSkill(card, searchTypeArray);
  3433. return skill;
  3434. })
  3435. },
  3436. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3437. function:cards=>{
  3438. const searchTypeArray = [14];
  3439. return cards.filter(card=>{
  3440. const skill = getCardLeaderSkill(card, searchTypeArray);
  3441. return skill;
  3442. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3443. },
  3444. addition:card=>{
  3445. const searchTypeArray = [14];
  3446. const skill = getCardLeaderSkill(card, searchTypeArray);
  3447. const value = skill.params[0];
  3448. return `HP≥${value}%`;
  3449. }
  3450. },
  3451. {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)"},
  3452. function:cards=>{
  3453. const searchTypeArray = [53];
  3454. return cards.filter(card=>{
  3455. const skill = getCardLeaderSkill(card, searchTypeArray);
  3456. return skill;
  3457. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3458. },
  3459. addition:card=>{
  3460. const searchTypeArray = [53];
  3461. const skill = getCardLeaderSkill(card, searchTypeArray);
  3462. const sk = skill.params;
  3463. return `掉率x${sk[0]/100}`;
  3464. }
  3465. },
  3466. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3467. function:cards=>{
  3468. const searchTypeArray = [54];
  3469. return cards.filter(card=>{
  3470. const skill = getCardLeaderSkill(card, searchTypeArray);
  3471. return skill;
  3472. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3473. },
  3474. addition:card=>{
  3475. const searchTypeArray = [54];
  3476. const skill = getCardLeaderSkill(card, searchTypeArray);
  3477. const sk = skill.params;
  3478. return `金币x${sk[0]/100}`;
  3479. }
  3480. },
  3481. {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)"},
  3482. function:cards=>{
  3483. const searchTypeArray = [148];
  3484. return cards.filter(card=>{
  3485. const skill = getCardLeaderSkill(card, searchTypeArray);
  3486. return skill;
  3487. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3488. },
  3489. addition:card=>{
  3490. const searchTypeArray = [148];
  3491. const skill = getCardLeaderSkill(card, searchTypeArray);
  3492. const sk = skill.params;
  3493. return `经验x${sk[0]/100}`;
  3494. }
  3495. },
  3496. ]},
  3497. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3498. {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)"},
  3499. function:cards=>cards.filter(card=>{
  3500. const skill = Skills[card.leaderSkillId];
  3501. const HPscale = getHPScale(skill);
  3502. return HPscale >= 3;
  3503. }).sort(sortByHPScal),
  3504. addition: HPScal_Addition
  3505. },
  3506. {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)"},
  3507. function:cards=>cards.filter(card=>{
  3508. const skill = Skills[card.leaderSkillId];
  3509. const HPscale = getHPScale(skill);
  3510. return HPscale >= 2 && HPscale < 3;
  3511. }).sort(sortByHPScal),
  3512. addition: HPScal_Addition
  3513. },
  3514. {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)"},
  3515. function:cards=>cards.filter(card=>{
  3516. const skill = Skills[card.leaderSkillId];
  3517. const HPscale = getHPScale(skill);
  3518. return HPscale >= 1.5 && HPscale < 2;
  3519. }).sort(sortByHPScal),
  3520. addition: HPScal_Addition
  3521. },
  3522. {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)"},
  3523. function:cards=>cards.filter(card=>{
  3524. const skill = Skills[card.leaderSkillId];
  3525. const HPscale = getHPScale(skill);
  3526. return HPscale > 1 && HPscale < 1.5;
  3527. }).sort(sortByHPScal),
  3528. addition: HPScal_Addition
  3529. },
  3530. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3531. function:cards=>cards.filter(card=>{
  3532. const skill = Skills[card.leaderSkillId];
  3533. const HPscale = getHPScale(skill);
  3534. return HPscale === 1;
  3535. }),
  3536. addition: HPScal_Addition
  3537. },
  3538. {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)"},
  3539. function:cards=>cards.filter(card=>{
  3540. const skill = Skills[card.leaderSkillId];
  3541. const HPscale = getHPScale(skill);
  3542. return HPscale < 1;
  3543. }).sort(sortByHPScal),
  3544. addition: HPScal_Addition
  3545. },
  3546. ]},
  3547. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3548. {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)"},
  3549. function:cards=>cards.filter(card=>{
  3550. const skill = Skills[card.leaderSkillId];
  3551. const reduceScale = getReduceScale(skill);
  3552. return reduceScale >= 0.75;
  3553. }).sort(sortByReduceScale),
  3554. addition: ReduceScale_Addition
  3555. },
  3556. {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)"},
  3557. function:cards=>cards.filter(card=>{
  3558. const skill = Skills[card.leaderSkillId];
  3559. const reduceScale = getReduceScale(skill);
  3560. return reduceScale >= 0.5 && reduceScale < 0.75;
  3561. }).sort(sortByReduceScale),
  3562. addition: ReduceScale_Addition
  3563. },
  3564. {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)"},
  3565. function:cards=>cards.filter(card=>{
  3566. const skill = Skills[card.leaderSkillId];
  3567. const reduceScale = getReduceScale(skill);
  3568. return reduceScale >= 0.25 && reduceScale < 0.5;
  3569. }).sort(sortByReduceScale),
  3570. addition: ReduceScale_Addition
  3571. },
  3572. {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)"},
  3573. function:cards=>cards.filter(card=>{
  3574. const skill = Skills[card.leaderSkillId];
  3575. const reduceScale = getReduceScale(skill);
  3576. return reduceScale > 0 && reduceScale < 0.25;
  3577. }).sort(sortByReduceScale),
  3578. addition: ReduceScale_Addition
  3579. },
  3580. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3581. function:cards=>cards.filter(card=>{
  3582. const skill = Skills[card.leaderSkillId];
  3583. const reduceScale = getReduceScale(skill);
  3584. return reduceScale === 0;
  3585. })
  3586. },
  3587. {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"},
  3588. function:cards=>cards.filter(card=>{
  3589. const skill = Skills[card.leaderSkillId];
  3590. return getReduceScale(skill, true) > 0;
  3591. })
  3592. },
  3593. {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"},
  3594. function:cards=>cards.filter(card=>{
  3595. const skill = Skills[card.leaderSkillId];
  3596. return getReduceScale(skill, undefined, true) > 0;
  3597. })
  3598. },
  3599. {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"},
  3600. function:cards=>cards.filter(card=>{
  3601. const skill = Skills[card.leaderSkillId];
  3602. return getReduceScale(skill, undefined, undefined, true) > 0;
  3603. })
  3604. },
  3605. /*{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%)"},
  3606. function:cards=>cards.filter(card=>{
  3607. const skill = Skills[card.leaderSkillId];
  3608. const reduceScale = getReduceScale(skill);
  3609. return reduceScale>=0.29;
  3610. }).sort(sortByReduceScale)
  3611. },*/
  3612. {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"},
  3613. function:cards=>{
  3614. return cards.filter(card=>{
  3615. const skill = Skills[card.leaderSkillId];
  3616. return getReduceScale_unconditional(skill) > 0;
  3617. }).sort((a,b)=>{
  3618. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3619. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3620. });
  3621. },
  3622. addition:card=>{
  3623. const skill = Skills[card.leaderSkillId];
  3624. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3625. }
  3626. },
  3627. ]},
  3628. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3629. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3630. function:cards=>cards.filter(card=>
  3631. !Array.isArray(card.henshinFrom) &&
  3632. !Array.isArray(card.henshinTo))
  3633. },
  3634. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3635. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3636. },
  3637. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3638. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3639. },
  3640. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  3641. function:cards=>cards.filter(card=>{
  3642. const searchTypeArray = [236];
  3643. const skill = getCardActiveSkill(card, searchTypeArray);
  3644. return skill;
  3645. })
  3646. },
  3647. {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)"},
  3648. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3649. },
  3650. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3651. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3652. },
  3653. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3654. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3655. function:cards=>cards.filter(isReincarnated)
  3656. }, //evoBaseId可能为0
  3657. //{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)},
  3658. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3659. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3660. },
  3661. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3662. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3663. },
  3664. ]},
  3665. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3666. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3667. function:cards=>cards.filter(card=>card.is8Latent)
  3668. },
  3669. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3670. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3671. },
  3672. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3673. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3674. },
  3675. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3676. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3677. },
  3678. {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"},
  3679. function:cards=>cards.filter(card=>{
  3680. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3681. if (hasAwokenKiller)
  3682. { //大于2个杀的进行判断
  3683. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3684. { //大于3个杀的直接过
  3685. return true;
  3686. }else
  3687. { //2个杀的
  3688. const isAllowLatent = card.types.filter(i=>
  3689. i>=0 //去掉-1的type
  3690. ).map(type=>
  3691. type_allowable_latent[type] //得到允许打的潜觉杀
  3692. ).some(ls=>
  3693. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3694. );
  3695. return isAllowLatent
  3696. }
  3697. }else
  3698. {
  3699. return false;
  3700. }
  3701. })
  3702. },
  3703. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3704. // function:cards=>cards.filter(card=>{
  3705. // const searchTypeArray = [1000];
  3706. // const skill = getCardActiveSkill(card, searchTypeArray);
  3707. // return skill;
  3708. // })
  3709. // },
  3710. ]},
  3711. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3712. {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)"},
  3713. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3714. },
  3715. {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)"},
  3716. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3717. },
  3718. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3719. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3720. },
  3721. {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"},
  3722. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3723. },
  3724. {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)"},
  3725. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3726. addition:card=>`成长${card.limitBreakIncr}%`
  3727. },
  3728. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3729. function:cards=>cards.filter(card=>card.maxLevel==1)
  3730. },
  3731. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  3732. function:cards=>cards.filter(card=>card.sellMP<100)
  3733. },
  3734. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3735. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3736. },
  3737. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3738. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3739. },
  3740. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3741. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  3742. },
  3743. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3744. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>0 && blockSkinOrBgmId<1e4),
  3745. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  3746. },
  3747. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  3748. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>=1e4),
  3749. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  3750. },
  3751. {name:"Hava banner when use skill",otLangName:{chs:"使用技能时有横幅",cht:"使用技能時有橫幅"},
  3752. function:cards=>cards.filter(card=>card.skillBanner)
  3753. },
  3754. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3755. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3756. },
  3757. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  3758. function:cards=>cards.filter(card=>card.stacking),
  3759. },
  3760. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  3761. function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))),
  3762. },
  3763. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  3764. function:cards=>cards,
  3765. addition:card=>card.name
  3766. },
  3767. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  3768. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  3769. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  3770. },
  3771. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  3772. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  3773. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  3774. },
  3775. {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"},
  3776. function:cards=>cards,
  3777. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  3778. },
  3779. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  3780. function:cards=>cards,
  3781. addition:card=>createTypesList(card.types)
  3782. },
  3783. {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"},
  3784. function:cards=>cards,
  3785. addition:card=>`COST ${card.cost}`
  3786. },
  3787. ]},
  3788. ];
  3789. return functions;
  3790. })();

智龙迷城队伍图制作工具