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script-json_data.js 132 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. sort_name:{
  21. sort_none: "Nope",
  22. sort_id: "Cards Id",
  23. sort_attrs : "Attribute",
  24. sort_evoRootId: "Cards Evolution Root",
  25. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  26. sort_rarity: "Rarity",
  27. sort_cost: "Cost",
  28. sort_skillLv1: "Maximum Skill Turn",
  29. sort_skillLvMax: "Minimum Skill Turn",
  30. sort_hpMax120: "Max HP",
  31. sort_atkMax120: "Max ATK",
  32. sort_rcvMax120: "Max RCV",
  33. sort_hpMax120_awoken: "Max HP (+Awoken)",
  34. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  35. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  36. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  37. },
  38. force_reload_data: `Force refresh data`,
  39. skill_parse: {
  40. skill: {
  41. unknown: tp`Unkonwn skill type: ${'type'}`,
  42. active_turns: tp`${'actionSkill'}, for ${'turns'} turns`,
  43. random_skills: tp`Random Activates these skills:${'skills'}`,
  44. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  45. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  46. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  47. damage_enemy_times: tp`${'times'} `,
  48. damage_enemy_count: tp` (${'damage'} in total)`,
  49. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  50. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  51. delay: tp`${'icon'}Delays enemies' next move`,
  52. mass_attack: tp`${'icon'}Mass attacks`,
  53. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  54. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  55. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  56. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  57. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  58. unbind_normal: tp`${'icon'}Bind`,
  59. unbind_awakenings: tp`${'icon'}Awoken bind`,
  60. unbind_matches: tp`${'icon'}Unmatchable orb`,
  61. bind_skill: tp`${'icon'}Unable to use skills`,
  62. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  63. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  64. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  65. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  66. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  67. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  68. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  69. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  70. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  71. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  72. board_change: tp`Change all orbs to ${'orbs'}`,
  73. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  74. skill_boost_range: tp`~${'turns'}`,
  75. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  76. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  77. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  78. drop_refresh: tp`Replaces all orbs`,
  79. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  80. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  81. board7x6: tp`[${'icon'}7x6 board]`,
  82. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  83. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  84. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  85. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  86. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  87. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  88. orb_drop_increase_chance: tp`by ${'value'}`,
  89. attr_absorb: tp`${'icon'}Attribute absorption`,
  90. combo_absorb: tp`${'icon'}Combo absorption`,
  91. damage_absorb: tp`${'icon'}Damage absorption`,
  92. damage_void: tp`${'icon'}Damage void`,
  93. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  94. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  95. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  96. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  97. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  98. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  99. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  100. rate_multiply_drop: tp`${'icon'}Drop rate`,
  101. rate_multiply_coin: tp`${'icon'}Coins`,
  102. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  103. reduce_damage: tp`${'condition'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  104. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  105. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  106. henshin: tp`Transforms into ${'card'}`,
  107. void_poison: tp`Voids ${'poison'} damage`,
  108. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  109. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  110. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  111. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  112. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  113. },
  114. power: {
  115. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  116. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  117. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  118. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  119. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  120. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  121. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  122. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  123. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  124. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  125. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  126. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  127. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  128. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  129. },
  130. cond: {
  131. unknown: tp`[ Unknown condition ]`,
  132. hp_equal: tp`When ${'hp'} == ${'min'} `,
  133. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  134. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  135. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  136. use_skill: tp`When skills used `,
  137. multi_player: tp`When in Multiplayer Mode `,
  138. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  139. exact_combo: tp`When exactly ${'value'} combos `,
  140. exact_match_length: tp`When matching exactly ${'value'}${'orbs'} `,
  141. exact_match_enhanced: tp` orbs including enhanced`,
  142. compo_type_card: tp`When ${'ids'} are all on team`,
  143. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub) `,
  144. compo_type_evolution: tp`When all monsters in team are ${'ids'} `,
  145. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  146. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  147. },
  148. position: {
  149. top: tp`${'pos'} of top rows`,
  150. bottom: tp`${'pos'} of bottom rows`,
  151. left: tp`${'pos'} of left columns`,
  152. right: tp`${'pos'} of right columns`,
  153. shape: tp`specified location`,
  154. },
  155. value: {
  156. unknown: tp`[ Unknown value: ${'type'}]`, //type
  157. const: tp`${'value'} ${'unit'}`,
  158. const_to: tp`to ${'value'}`,
  159. mul_percent: tp`${'value'}%`,
  160. mul_times: tp`×${'value'}`,
  161. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  162. mul_of_times: tp`${'stats'} ×${'value'}`,
  163. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  164. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  165. prob: tp`${'value'} chance for `,
  166. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  167. },
  168. target: {
  169. unknown: tp`Unkown Target`,
  170. self: tp`card's`,
  171. team: tp`team`,
  172. team_last: tp`the lastest member`,
  173. team_leader: tp`leader`,
  174. team_sub: tp`sub-monsters`,
  175. enemy: tp`Enemy`,
  176. enemy_all: tp`all enemys`,
  177. enemy_one: tp`1 enemy`,
  178. enemy_attr: tp`${'attr'} enemy`,
  179. },
  180. stats: {
  181. unknown: tp`[ Unknown: ${'type'}]`, //type
  182. maxhp: tp`Max HP`,
  183. hp: tp`HP`,
  184. chp: tp`current HP`,
  185. atk: tp`ATK`,
  186. rcv: tp`RCV`,
  187. teamhp: tp`Team HP`,
  188. teamatk: tp`Team ${'attrs'} ATK`,
  189. teamrcv: tp`Team RCV`,
  190. },
  191. unit: {
  192. orbs: tp``,
  193. times: tp` times`,
  194. seconds: tp` seconds`,
  195. point: tp` point`,
  196. turns: tp` turns`,
  197. },
  198. word: {
  199. comma: tp`, `,
  200. slight_pause: tp`, `,
  201. range_hyphen: tp`~`,
  202. in_once: tp`in once `,
  203. evo_type_pixel: tp`Pixel Evo`,
  204. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  205. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  206. affix_attr: tp`${'cotent'} attr.`,
  207. affix_orb: tp`${'cotent'} orbs`,
  208. affix_type: tp`${'cotent'} types`,
  209. affix_awakening: tp`${'cotent'} awoken`,
  210. affix_exclude: tp`, exclude ${'cotent'}`,
  211. },
  212. attrs: {
  213. [0]: tp`${'icon'}Fire`,
  214. [1]: tp`${'icon'}Water`,
  215. [2]: tp`${'icon'}Wood`,
  216. [3]: tp`${'icon'}Light`,
  217. [4]: tp`${'icon'}Dark`,
  218. [5]: tp`${'icon'}Recover`,
  219. [6]: tp`${'icon'}Null`,
  220. all: tp`All`,
  221. self: tp`${'icon'}Self's Attr`,
  222. fixed: tp`${'icon'}Fixed`,
  223. },
  224. orbs: {
  225. [0]: tp`${'icon'}Fire`,
  226. [1]: tp`${'icon'}Water`,
  227. [2]: tp`${'icon'}Wood`,
  228. [3]: tp`${'icon'}Light`,
  229. [4]: tp`${'icon'}Dark`,
  230. [5]: tp`${'icon'}Heal`,
  231. [6]: tp`${'icon'}Jammer`,
  232. [7]: tp`${'icon'}Poison`,
  233. [8]: tp`${'icon'}Lethal Poison`,
  234. [9]: tp`${'icon'}Bomb`,
  235. enhanced: tp`${'icon'}Enhanced`,
  236. locked: tp`${'icon'}Locked`,
  237. nail: tp`${'icon'}Nail`,
  238. variation: tp`${'icon'}Roulette (transforms every ${'time'})`,
  239. _5color: tp`${'icon'}5 Att.`,
  240. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  241. all: tp`All`,
  242. any: tp`Any ${'cotent'}`,
  243. },
  244. types: {
  245. [0]: tp`${'icon'}Evo Material`,
  246. [1]: tp`${'icon'}Balanced`,
  247. [2]: tp`${'icon'}Physical`,
  248. [3]: tp`${'icon'}Healer`,
  249. [4]: tp`${'icon'}Dragon`,
  250. [5]: tp`${'icon'}God`,
  251. [6]: tp`${'icon'}Attacker`,
  252. [7]: tp`${'icon'}Devil`,
  253. [8]: tp`${'icon'}Machine`,
  254. [9]: tp`${'icon'}Special Protection`,
  255. [12]: tp`${'icon'}Awaken`,
  256. [14]: tp`${'icon'}Enhance Material`,
  257. [15]: tp`${'icon'}Redeemable`,
  258. },
  259. awokens: {
  260. [0]: tp`${'icon'}Unknown awoken`,
  261. [1]: tp`${'icon'}Enhanced HP`,
  262. [2]: tp`${'icon'}Enhanced Attack`,
  263. [3]: tp`${'icon'}Enhanced Heal`,
  264. [4]: tp`${'icon'}Reduce Fire Damage`,
  265. [5]: tp`${'icon'}Reduce Water Damage`,
  266. [6]: tp`${'icon'}Reduce Wood Damage`,
  267. [7]: tp`${'icon'}Reduce Light Damage`,
  268. [8]: tp`${'icon'}Reduce Dark Damage`,
  269. [9]: tp`${'icon'}Auto-Heal`,
  270. [10]: tp`${'icon'}Resistance-Bind`,
  271. [11]: tp`${'icon'}Resistance-Blind`,
  272. [12]: tp`${'icon'}Resistance-Jammers`,
  273. [13]: tp`${'icon'}Resistance-Poison`,
  274. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  275. [15]: tp`${'icon'}Enhanced Water Orbs`,
  276. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  277. [17]: tp`${'icon'}Enhanced Water Orbs`,
  278. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  279. [19]: tp`${'icon'}Extend Time`,
  280. [20]: tp`${'icon'}Recover Bind`,
  281. [21]: tp`${'icon'}Skill Boost`,
  282. [22]: tp`${'icon'}Enhanced Fire Rows`,
  283. [23]: tp`${'icon'}Enhanced Water Rows`,
  284. [24]: tp`${'icon'}Enhanced Wood Rows`,
  285. [25]: tp`${'icon'}Enhanced Water Rows`,
  286. [26]: tp`${'icon'}Enhanced Dark Rows`,
  287. [27]: tp`${'icon'}Two-Pronged Attack`,
  288. [28]: tp`${'icon'}Resistance-Skill Bind`,
  289. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  290. [30]: tp`${'icon'}Multi Boost`,
  291. [31]: tp`${'icon'}Dragon Killer`,
  292. [32]: tp`${'icon'}God Killer`,
  293. [33]: tp`${'icon'}Devil Killer`,
  294. [34]: tp`${'icon'}Machine Killer`,
  295. [35]: tp`${'icon'}Balanced Killer`,
  296. [36]: tp`${'icon'}Attacker Killer`,
  297. [37]: tp`${'icon'}Physical Killer`,
  298. [38]: tp`${'icon'}Healer Killer`,
  299. [39]: tp`${'icon'}Evo Killer`,
  300. [40]: tp`${'icon'}Awaken Killer`,
  301. [41]: tp`${'icon'}Enhance Killer`,
  302. [42]: tp`${'icon'}Redeemable Killer`,
  303. [43]: tp`${'icon'}Enhanced Combos`,
  304. [44]: tp`${'icon'}Guard Break`,
  305. [45]: tp`${'icon'}Bonus Attack`,
  306. [46]: tp`${'icon'}Enhanced Team HP `,
  307. [47]: tp`${'icon'}Enhanced Team RCV`,
  308. [48]: tp`${'icon'}Damage Void Piercer`,
  309. [49]: tp`${'icon'}Awoken Assist`,
  310. [50]: tp`${'icon'}Super Bonus Attack`,
  311. [51]: tp`${'icon'}Skill Charge`,
  312. [52]: tp`${'icon'}Resistance-Bind+`,
  313. [53]: tp`${'icon'}Extend Time+`,
  314. [54]: tp`${'icon'}Resistance-Clouds`,
  315. [55]: tp`${'icon'}Resistance-Immobility`,
  316. [56]: tp`${'icon'}Skill Boost+`,
  317. [57]: tp`${'icon'}50% or more HP Enhanced`,
  318. [58]: tp`${'icon'}50% or less HP Enhanced`,
  319. [59]: tp`${'icon'}L Damage Reduction`,
  320. [60]: tp`${'icon'}L Increased Attack`,
  321. [61]: tp`${'icon'}Super Enhanced Combos`,
  322. [62]: tp`${'icon'}Combo Orbs`,
  323. [63]: tp`${'icon'}Skill Voice`,
  324. [64]: tp`${'icon'}Dungeon Bonus`,
  325. [65]: tp`${'icon'}Reduced HP`,
  326. [66]: tp`${'icon'}Reduced Attack`,
  327. [67]: tp`${'icon'}Reduced RCV`,
  328. [68]: tp`${'icon'}Resistance-Blind+`,
  329. [69]: tp`${'icon'}Resistance-Jammers+`,
  330. [70]: tp`${'icon'}Resistance-Poison+`,
  331. [71]: tp`${'icon'}Blessing of Jammers`,
  332. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  333. [73]: tp`${'icon'}Enhanced Fire Combos`,
  334. [74]: tp`${'icon'}Enhanced Water Combos`,
  335. [75]: tp`${'icon'}Enhanced Wood Combos`,
  336. [76]: tp`${'icon'}Enhanced Light Combos`,
  337. [77]: tp`${'icon'}Enhanced Dark Combos`,
  338. [78]: tp`${'icon'}CrossBoost`,
  339. [79]: tp`${'icon'}Enhanced 3 colors`,
  340. [80]: tp`${'icon'}Enhanced 4 colors`,
  341. [81]: tp`${'icon'}Enhanced 5 colors`,
  342. }
  343. },
  344. };
  345. //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
  346. const typekiller_for_type = [
  347. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  348. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  349. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  350. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  351. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  352. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  353. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  354. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  355. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  356. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  357. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  358. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  359. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  360. ];
  361. //类型允许的潜觉杀
  362. const type_allowable_latent = [];
  363. typekiller_for_type.forEach(t=>
  364. {
  365. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  366. .map(tn=>
  367. typekiller_for_type.find(_t=>_t.type == tn).latent
  368. );
  369. type_allowable_latent[t.type] = t.allowableLatent;
  370. }
  371. );
  372. //一般共同能打的潜觉
  373. const common_allowable_latent = [
  374. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  375. 28,29,30,31,32,33,34,35,36,37,38,
  376. 39,40,41, //需要拥有觉醒的才能打,但是有武器
  377. ];
  378. //120级才能打的潜觉
  379. const v120_allowable_latent = [
  380. 42,43,44,45
  381. ];
  382. //等效觉醒列表
  383. const equivalent_awoken = [
  384. {small:10,big:52,times:2}, //防封
  385. {small:11,big:68,times:5}, //防暗
  386. {small:12,big:69,times:5}, //防废
  387. {small:13,big:70,times:5}, //防毒
  388. {small:19,big:53,times:2}, //手指
  389. {small:21,big:56,times:2}, //SB
  390. ];
  391. //官方的觉醒排列顺序
  392. const official_awoken_sorting = [
  393. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  394. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  395. 27, 48, 62, 57, 58, 60, 59, 54, 55,
  396. 14, 15, 16, 17, 18, 29, 20, 44, 51,
  397. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  398. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  399. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  400. 65, 66, 67, 9, 71, 72, 30, 64, 63,
  401. 73, 74, 75, 76, 77, 78, 79, 80, 81
  402. ];
  403. //pdc的徽章对应数字
  404. const pdcBadgeMap = [
  405. {pdf:1,pdc:10}, //无限cost
  406. {pdf:2,pdc:12}, //小手指
  407. {pdf:3,pdc:9}, //全体攻击
  408. {pdf:4,pdc:5}, //小回复
  409. {pdf:5,pdc:1}, //小血量
  410. {pdf:6,pdc:3}, //小攻击
  411. {pdf:7,pdc:8}, //SB
  412. {pdf:8,pdc:18}, //队长防封
  413. {pdf:9,pdc:19}, //SX
  414. {pdf:11,pdc:7}, //无天降
  415. {pdf:17,pdc:6}, //大回复
  416. {pdf:18,pdc:2}, //大血量
  417. {pdf:19,pdc:4}, //大攻击
  418. {pdf:20,pdc:null}, //三维
  419. {pdf:21,pdc:13}, //大手指
  420. {pdf:10,pdc:11}, //加经验
  421. {pdf:12,pdc:15}, //墨镜
  422. {pdf:13,pdc:17}, //防废
  423. {pdf:14,pdc:16}, //防毒
  424. {pdf:50,pdc:14}, //月卡
  425. ];
  426. //pdc的潜觉对应数字
  427. const pdcLatentMap = [
  428. {pdf:1,pdc:1}, //HP
  429. {pdf:2,pdc:0}, //攻击
  430. {pdf:3,pdc:2}, //回复
  431. {pdf:4,pdc:19}, //手指
  432. {pdf:5,pdc:13}, //自回
  433. {pdf:6,pdc:14}, //火盾
  434. {pdf:7,pdc:15}, //水盾
  435. {pdf:8,pdc:16}, //木盾
  436. {pdf:9,pdc:17}, //光盾
  437. {pdf:10,pdc:18}, //暗盾
  438. {pdf:11,pdc:12}, //防坐
  439. {pdf:12,pdc:3}, //三维
  440. {pdf:13,pdc:35}, //不被换队长
  441. {pdf:13,pdc:47}, //不被换队长 ×1.5
  442. {pdf:14,pdc:37}, //不掉废
  443. {pdf:15,pdc:36}, //不掉毒
  444. {pdf:16,pdc:24}, //进化杀
  445. {pdf:17,pdc:25}, //觉醒杀
  446. {pdf:18,pdc:26}, //强化杀
  447. {pdf:19,pdc:27}, //卖钱杀
  448. {pdf:20,pdc:4}, //神杀
  449. {pdf:21,pdc:5}, //龙杀
  450. {pdf:22,pdc:6}, //恶魔杀
  451. {pdf:23,pdc:7}, //机械杀
  452. {pdf:24,pdc:8}, //平衡杀
  453. {pdf:25,pdc:9}, //攻击杀
  454. {pdf:26,pdc:10}, //体力杀
  455. {pdf:27,pdc:11}, //回复杀
  456. {pdf:28,pdc:20}, //大HP
  457. {pdf:29,pdc:21}, //大攻击
  458. {pdf:30,pdc:22}, //大回复
  459. {pdf:31,pdc:23}, //大手指
  460. {pdf:32,pdc:28}, //大火盾
  461. {pdf:33,pdc:29}, //大水盾
  462. {pdf:34,pdc:30}, //大木盾
  463. {pdf:35,pdc:31}, //大光盾
  464. {pdf:36,pdc:32}, //大暗盾
  465. {pdf:37,pdc:33}, //6色破无效
  466. {pdf:37,pdc:45}, //6色破无效 ×1.5
  467. {pdf:38,pdc:34}, //3色破属吸
  468. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  469. {pdf:39,pdc:40}, //C珠破吸
  470. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  471. {pdf:40,pdc:39}, //心横解转转
  472. {pdf:40,pdc:49}, //心横解转转 ×1.5
  473. {pdf:41,pdc:38}, //U解禁消
  474. {pdf:41,pdc:48}, //U解禁消 ×1.5
  475. {pdf:42,pdc:41}, //伤害上限解除
  476. {pdf:43,pdc:42}, //HP++
  477. {pdf:44,pdc:43}, //攻击++
  478. {pdf:45,pdc:44}, //回复++
  479. ];
  480. //排序程序列表
  481. const sort_function_list = [
  482. {tag:"sort_none",name:"无",function:()=>0},
  483. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  484. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  485. let num = a.attrs[0] - b.attrs[0];
  486. if (num === 0) num = a.attrs[1] - b.attrs[1];
  487. return num;
  488. }
  489. },
  490. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  491. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  492. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  493. let num = card_a.attrs[0] - card_b.attrs[0];
  494. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  495. return num;
  496. }
  497. },
  498. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  499. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  500. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  501. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  502. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  503. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  504. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  505. }
  506. },
  507. {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)},
  508. {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)},
  509. {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)},
  510. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  511. {
  512. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  513. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  514. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  515. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  516. return abA - abB;
  517. }
  518. },
  519. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  520. {
  521. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  522. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  523. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  524. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  525. return abA - abB;
  526. }
  527. },
  528. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  529. {
  530. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  531. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  532. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  533. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  534. return abA - abB;
  535. }
  536. },
  537. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  538. {
  539. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  540. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  541. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  542. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  543. return abA - abB;
  544. }
  545. },
  546. ];
  547. //增加特殊搜索模式
  548. const specialSearchFunctions = (function() {
  549. 'use strict';
  550. //返回卡片的队长技能
  551. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  552. {
  553. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  554. }
  555. //返回卡片的技能
  556. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  557. {
  558. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  559. }
  560. //返回卡片的技能
  561. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  562. {
  563. switch(skillGreatType)
  564. {
  565. case 1:
  566. case "leader":
  567. return getCardLeaderSkill(card, skillTypes, searchRandom);
  568. case 2:
  569. case "active":
  570. return getCardActiveSkill(card, skillTypes, searchRandom);
  571. default:
  572. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  573. }
  574. }
  575. //查找到真正起作用的那一个技能
  576. function getActuallySkill(skill, skillTypes, searchRandom = true)
  577. {
  578. if (skillTypes.includes(skill.type))
  579. {
  580. return skill;
  581. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  582. {
  583. const subSkills = skill.params.map(id=>Skills[id]);
  584. for(let i = 0;i < subSkills.length; i++)
  585. { //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
  586. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  587. if (foundSubSkill)
  588. {
  589. return foundSubSkill;
  590. }
  591. }
  592. return null;
  593. }else
  594. {
  595. return null;
  596. }
  597. }
  598. //获取血倍率
  599. function getHPScale(ls)
  600. {
  601. const sk = ls.params;
  602. let scale = 1;
  603. switch (ls.type)
  604. {
  605. case 23: case 30: case 62: case 77: case 63: case 65:
  606. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  607. scale = sk[sk.length-1]/100;
  608. break;
  609. case 73: case 76:
  610. case 121: case 129: case 163: case 186:
  611. case 155:
  612. scale = sk[2]/100;
  613. break;
  614. case 106: case 107: case 108:
  615. scale = sk[0]/100;
  616. break;
  617. case 125:
  618. scale = sk[5]/100;
  619. break;
  620. case 136:
  621. case 137:
  622. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  623. break;
  624. case 158:
  625. scale = sk[4]/100;
  626. break;
  627. case 175:
  628. case 178: case 185:
  629. scale = sk[3]/100;
  630. break;
  631. case 203:
  632. scale = sk[1]/100;
  633. break;
  634. case 138: //调用其他队长技
  635. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  636. break;
  637. default:
  638. }
  639. return scale || 1;
  640. }
  641. //获取盾减伤比例
  642. function getReduceScale(ls, allAttr = false, noHPneed = false)
  643. {
  644. const sk = ls.params;
  645. let scale = 0;
  646. switch (ls.type)
  647. {
  648. case 16: //无条件盾
  649. scale = sk[0]/100;
  650. break;
  651. case 17: //单属性盾
  652. scale = allAttr ? 0 : sk[1]/100;
  653. break;
  654. case 36: //2个属性盾
  655. scale = allAttr ? 0 : sk[2]/100;
  656. break;
  657. case 38: //血线下 + 几率
  658. case 43: //血线上 + 几率
  659. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  660. break;
  661. case 129: //无条件盾,属性个数不固定
  662. case 163: //无条件盾,属性个数不固定
  663. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  664. break;
  665. case 178: //无条件盾,属性个数不固定
  666. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  667. break;
  668. case 130: //血线下 + 属性个数不固定
  669. case 131: //血线上 + 属性个数不固定
  670. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  671. break;
  672. case 151: //十字心触发
  673. case 169: //C触发
  674. case 198: //回血触发
  675. scale = sk[2]/100;
  676. break;
  677. case 170: //多色触发
  678. case 182: //长串触发
  679. case 193: //L触发
  680. scale = sk[3]/100;
  681. break;
  682. case 171: //多串触发
  683. scale = sk[6]/100;
  684. break;
  685. case 183: //又是个有两段血线的队长技
  686. scale = noHPneed ? 0 : sk[4]/100;
  687. break;
  688. case 210: //十字触发
  689. scale = sk[1]/100;
  690. break;
  691. case 138: //调用其他队长技
  692. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  693. break;
  694. default:
  695. }
  696. return scale || 0;
  697. }
  698. function getCannonAttr(skill)
  699. {
  700. const sk = skill.params;
  701. switch(skill.type)
  702. {
  703. case 0:
  704. case 1:
  705. case 37:
  706. case 58:
  707. case 59:
  708. case 84:
  709. case 85:
  710. case 86:
  711. case 87:
  712. case 115:
  713. return sk[0];
  714. case 110:
  715. case 143:
  716. return sk[1];
  717. case 42:
  718. return sk[1];
  719. case 144:
  720. return sk[3];
  721. default:
  722. return -1;
  723. }
  724. }
  725. function sortByParams(a,b,searchTypeArray,pidx = 0)
  726. {
  727. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  728. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  729. return a_pC - b_pC;
  730. }
  731. function voidsAbsorption_Addition(card)
  732. {
  733. const searchTypeArray = [173];
  734. const skill = getCardActiveSkill(card, searchTypeArray);
  735. const sk = skill.params;
  736. if (sk[1] && sk[3])
  737. {
  738. return `双吸×${sk[0]}T`;
  739. }else
  740. {
  741. return `${['属','C','伤'][sk.slice(1).indexOf(1)]}吸×${sk[0]}T`;
  742. }
  743. }
  744. function unbind_Turns(card)
  745. {
  746. const outObj = {
  747. normal: 0,
  748. awoken: 0
  749. };
  750. const searchTypeArray = [117,179];
  751. const skill = getCardActiveSkill(card, searchTypeArray);
  752. if (skill)
  753. {
  754. const sk = skill.params;
  755. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  756. outObj.awoken = sk[4] || 0;
  757. }
  758. return outObj;
  759. }
  760. function unbind_Addition(card)
  761. {
  762. const turns = unbind_Turns(card);
  763. let strArr = [];
  764. if (turns.normal > 0 && turns.normal == turns.awoken)
  765. {
  766. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  767. }
  768. if (turns.normal > 0)
  769. {
  770. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  771. }
  772. if (turns.awoken > 0)
  773. {
  774. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  775. }
  776. return strArr.join(',');
  777. }
  778. function boardChange_ColorTypes(skill)
  779. {
  780. if (!skill) return [];
  781. const sk = skill.params;
  782. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  783. return colors;
  784. }
  785. function boardChange_Addition(card)
  786. {
  787. const searchTypeArray = [71];
  788. const skill = getCardActiveSkill(card, searchTypeArray);
  789. const colors = boardChange_ColorTypes(skill);
  790. return createOrbsList(colors);
  791. }
  792. function orbsChangeParse(skill)
  793. {
  794. function changes(from, to)
  795. {
  796. return {from:from,to:to};
  797. }
  798. let outArr = [];
  799. if (!skill) return outArr;
  800. const sk = skill.params;
  801. switch (skill.type)
  802. {
  803. case 9:{
  804. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  805. break;
  806. }
  807. case 20:{
  808. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  809. {
  810. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  811. }
  812. else
  813. {
  814. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  815. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  816. }
  817. break;
  818. }
  819. case 154:{
  820. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  821. break;
  822. }
  823. }
  824. return outArr;
  825. }
  826. function changeOrbs_Addition(card)
  827. {
  828. const searchTypeArray = [9,20,154];
  829. const skills = getCardActiveSkills(card, searchTypeArray);
  830. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  831. const fragment = document.createDocumentFragment();
  832. parsedSkills.forEach(p=>{
  833. fragment.appendChild(createOrbsList(p.from));
  834. fragment.appendChild(document.createTextNode(`→`));
  835. fragment.appendChild(createOrbsList(p.to));
  836. });
  837. return fragment;
  838. }
  839. function generateOrbsParse(card)
  840. {
  841. let outArr = [];
  842. const searchTypeArray = [141, 208];
  843. const skills = getCardActiveSkills(card, searchTypeArray);
  844. if (!skills.length) return outArr;
  845. for (let skill of skills)
  846. {
  847. const sk = skill.params;
  848. if (skill.type == 141)
  849. {
  850. outArr.push({
  851. count: sk[0],
  852. to: flags(sk[1] || 1),
  853. exclude: flags(sk[2]),
  854. });
  855. }else
  856. {
  857. outArr.push({
  858. count: sk[0],
  859. to: flags(sk[1] || 1),
  860. exclude: flags(sk[2]),
  861. });
  862. outArr.push({
  863. count: sk[3],
  864. to: flags(sk[4] || 1),
  865. exclude: flags(sk[5]),
  866. });
  867. }
  868. }
  869. return outArr;
  870. }
  871. function generateOrbs_Addition(card)
  872. {
  873. const gens = generateOrbsParse(card);
  874. const searchTypeArray = [141, 208];
  875. const skill = getCardActiveSkill(card, searchTypeArray);
  876. const sk = skill.params;
  877. const fragment = document.createDocumentFragment();
  878. for (let gen of gens)
  879. {
  880. fragment.appendChild(createOrbsList(gen.to));
  881. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  882. }
  883. return fragment;
  884. }
  885. function lock_Addition(card)
  886. {
  887. const searchTypeArray = [152];
  888. const skill = getCardActiveSkill(card, searchTypeArray);
  889. const sk = skill.params;
  890. const fragment = document.createDocumentFragment();
  891. fragment.appendChild(document.createTextNode(`锁`));
  892. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  893. return fragment;
  894. }
  895. function dropLock_Addition(card)
  896. {
  897. const searchTypeArray = [205];
  898. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  899. const sk = skill.params;
  900. const fragment = document.createDocumentFragment();
  901. fragment.appendChild(document.createTextNode(`掉锁`));
  902. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 1023)));
  903. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  904. return fragment;
  905. }
  906. function dropOrb_Addition(card)
  907. {
  908. const searchTypeArray = [126];
  909. const skill = getCardActiveSkill(card, searchTypeArray);
  910. const sk = skill.params;
  911. const colors = flags(sk[0]);
  912. const fragment = document.createDocumentFragment();
  913. fragment.appendChild(createOrbsList(colors));
  914. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  915. return fragment;
  916. }
  917. function generateColumnOrbs_Addition(card)
  918. {
  919. const searchTypeArray = [127];
  920. const skill = getCardActiveSkill(card, searchTypeArray);
  921. const sk = skill.params;
  922. const colors = [];
  923. for (let ai=0;ai<sk.length;ai+=2)
  924. {
  925. colors.push(flags(sk[ai+1]));
  926. }
  927. const fragment = document.createDocumentFragment();
  928. fragment.appendChild(document.createTextNode(`竖`));
  929. fragment.appendChild(createOrbsList(colors.flat()));
  930. return fragment;
  931. }
  932. function generateRowOrbs_Addition(card)
  933. {
  934. const searchTypeArray = [128];
  935. const skill = getCardActiveSkill(card, searchTypeArray);
  936. const sk = skill.params;
  937. const colors = [];
  938. for (let ai=0;ai<sk.length;ai+=2)
  939. {
  940. colors.push(flags(sk[ai+1]));
  941. }
  942. const fragment = document.createDocumentFragment();
  943. fragment.appendChild(document.createTextNode(`横`));
  944. fragment.appendChild(createOrbsList(colors.flat()));
  945. return fragment;
  946. }
  947. function healImmediately_Rate(card)
  948. {
  949. const searchTypeArray = [7, //宠物回复力
  950. 8, //固定点数
  951. 35,115, //吸血
  952. 117
  953. ];
  954. const skills = getCardActiveSkills(card, searchTypeArray);
  955. const outObj = {
  956. vampire: 0,
  957. selfRcv: 0,
  958. const: 0,
  959. scale: 0,
  960. };
  961. if (!skills.length) return outObj;
  962. skills.forEach(skill=>{
  963. const sk = skill.params;
  964. if (skill.type == 7)
  965. {
  966. outObj.selfRcv += sk[0];
  967. }
  968. else if(skill.type == 8)
  969. {
  970. outObj.const += sk[0];
  971. }
  972. else if(skill.type == 35)
  973. {
  974. outObj.vampire += sk[1];
  975. }
  976. else if(skill.type == 115)
  977. {
  978. outObj.vampire += sk[2];
  979. }
  980. else if(skill.type == 117)
  981. {
  982. outObj.selfRcv += sk[1] || 0;
  983. outObj.const += sk[2] || 0;
  984. outObj.scale += sk[3] || 0;
  985. }
  986. });
  987. return outObj;
  988. }
  989. function atkBuff_Rate(card)
  990. {
  991. const searchTypeArray = [
  992. 88,92, //类型的
  993. 50,90, //属性的,要排除回复力
  994. 156,168,231, //宝石姬
  995. 228, //属性、类型数量
  996. ];
  997. const skill = getCardActiveSkill(card, searchTypeArray);
  998. const outObj = {
  999. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1000. types: [],
  1001. attrs: [],
  1002. awoken: [],
  1003. rate: 0,
  1004. turns: 0,
  1005. };
  1006. if (!skill) return outObj;
  1007. const sk = skill.params;
  1008. if (skill.type == 88 || skill.type == 92)
  1009. {
  1010. outObj.skilltype = 2;
  1011. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1012. outObj.turns = sk[0];
  1013. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1014. }
  1015. else if(skill.type == 50 || skill.type == 90)
  1016. {
  1017. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1018. if (!outObj.attrs.length) //去除回复力
  1019. return outObj;
  1020. outObj.skilltype = 2;
  1021. outObj.turns = sk[0];
  1022. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1023. }
  1024. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1025. || skill.type == 168)
  1026. {
  1027. outObj.skilltype = 1;
  1028. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1029. outObj.turns = sk[0];
  1030. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1031. }
  1032. else if(skill.type == 228 && sk[3] > 0)
  1033. {
  1034. outObj.skilltype = 1;
  1035. outObj.attrs = flags(sk[1]);
  1036. outObj.types = flags(sk[2]);
  1037. outObj.turns = sk[0];
  1038. outObj.rate = sk[3];
  1039. }
  1040. else if(skill.type == 231 && sk[6] > 0)
  1041. {
  1042. outObj.skilltype = 1;
  1043. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1044. outObj.turns = sk[0];
  1045. outObj.rate = sk[6];
  1046. }
  1047. return outObj;
  1048. }
  1049. function rcvBuff_Rate(card)
  1050. {
  1051. const searchTypeArray = [
  1052. 50,90,
  1053. 228, 231, //宝石姬
  1054. ];
  1055. const skill = getCardActiveSkill(card, searchTypeArray);
  1056. const outObj = {
  1057. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1058. types: [],
  1059. attrs: [],
  1060. awoken: [],
  1061. rate: 0,
  1062. turns: 0,
  1063. };
  1064. if (!skill) return outObj;
  1065. const sk = skill.params;
  1066. if (skill.type == 228 && sk[4] > 0) {
  1067. outObj.skilltype = 1;
  1068. outObj.attrs = flags(sk[1]);
  1069. outObj.types = flags(sk[2]);
  1070. outObj.turns = sk[0];
  1071. outObj.rate = sk[4];
  1072. } else if (skill.type == 231 && sk[7] > 0) {
  1073. outObj.skilltype = 1;
  1074. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1075. outObj.turns = sk[0];
  1076. outObj.rate = sk[7];
  1077. } else if (skill.type == 50 || skill.type == 90) {
  1078. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1079. outObj.turns = sk[0];
  1080. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1081. }
  1082. return outObj;
  1083. }
  1084. function damageSelf_Rate(card)
  1085. {
  1086. const searchTypeArray = [84,85,86,87,195];
  1087. const skill = getCardActiveSkill(card, searchTypeArray);
  1088. if (!skill) return 0;
  1089. const sk = skill.params;
  1090. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1091. }
  1092. function changeEnemiesAttr_Attr(card)
  1093. {
  1094. const outObj = {
  1095. attr: null,
  1096. turns: 0
  1097. }
  1098. const searchTypeArray = [153, 224];
  1099. const skill = getCardActiveSkill(card, searchTypeArray);
  1100. if (!skill) return outObj;
  1101. const sk = skill.params;
  1102. if (skill.type == 153)
  1103. {
  1104. outObj.attr = sk[0];
  1105. }
  1106. else if (skill.type == 224)
  1107. {
  1108. outObj.attr = sk[1] || 0;
  1109. outObj.turns = sk[0];
  1110. }
  1111. return outObj;
  1112. }
  1113. //创建1个觉醒图标
  1114. function createAwokenIcon(awokenId)
  1115. {
  1116. const icon = document.createElement("icon");
  1117. icon.className ="awoken-icon";
  1118. icon.setAttribute("data-awoken-icon", awokenId);
  1119. return icon;
  1120. }
  1121. //产生一个觉醒列表
  1122. function creatAwokenList(awokens) {
  1123. const ul = document.createElement("ul");
  1124. ul.className = "awoken-ul";
  1125. awokens.forEach(ak=>{
  1126. const li = ul.appendChild(document.createElement("li"));
  1127. const icon = li.appendChild(createAwokenIcon(ak));
  1128. });
  1129. return ul;
  1130. }
  1131. //产生宝珠列表
  1132. function createOrbsList(orbs)
  1133. {
  1134. if (orbs == undefined) orbs = [0];
  1135. else if (!Array.isArray(orbs)) orbs = [orbs];
  1136. const ul = document.createElement("ul");
  1137. ul.className = "board";
  1138. orbs.forEach(orbType => {
  1139. const li = ul.appendChild(document.createElement("li"));
  1140. li.className = `orb-icon`;
  1141. li.setAttribute("data-orb-icon", orbType);
  1142. });
  1143. return ul;
  1144. }
  1145. //产生类型列表
  1146. function createTypesList(types)
  1147. {
  1148. if (types == undefined) types = [0];
  1149. else if (!Array.isArray(types)) types = [types];
  1150. const ul = document.createElement("ul");
  1151. ul.className = "types-ul";
  1152. types.forEach(type => {
  1153. const li = ul.appendChild(document.createElement("li"));
  1154. li.className = `type-icon`;
  1155. li.setAttribute("data-type-icon", type);
  1156. });
  1157. return ul;
  1158. }
  1159. const functions = [
  1160. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},
  1161. function:cards=>cards},
  1162. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  1163. {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)"},
  1164. function:cards=>{
  1165. return cards.filter(card=>{
  1166. return getSkillFixedDamage(card) > 0;
  1167. }).sort((a,b)=>{
  1168. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  1169. return a_pC - b_pC;
  1170. });
  1171. },
  1172. addition:card=>{
  1173. return getSkillFixedDamage(card).bigNumberToString() + "固伤";
  1174. }
  1175. },
  1176. {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)"},
  1177. function:cards=>{
  1178. return cards.filter(card=>{
  1179. return getSkillAddCombo(card) > 0;
  1180. }).sort((a,b)=>{
  1181. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  1182. return a_pC - b_pC;
  1183. });
  1184. },
  1185. addition:card=>{
  1186. const value = getSkillAddCombo(card);
  1187. const searchTypeArray = [210];
  1188. const skill = getCardLeaderSkill(card, searchTypeArray);
  1189. return `+${value.bigNumberToString()}C${skill?`/十字`:""}`;
  1190. }
  1191. },
  1192. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】",cht:"【7×6 版面】"},
  1193. function:cards=>cards.filter(card=>{
  1194. const searchTypeArray = [162,186];
  1195. const skill = getCardLeaderSkill(card, searchTypeArray);
  1196. return skill;
  1197. })
  1198. },
  1199. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】",cht:"【無天降版面】"},
  1200. function:cards=>cards.filter(card=>{
  1201. const searchTypeArray = [163,177];
  1202. const skill = getCardLeaderSkill(card, searchTypeArray);
  1203. return skill;
  1204. })
  1205. },
  1206. {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)"},
  1207. function:cards=>{
  1208. const searchTypeArray = [15,185];
  1209. return cards.filter(card=>{
  1210. const skill = getCardLeaderSkill(card, searchTypeArray);
  1211. return skill;
  1212. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1213. },
  1214. addition:card=>{
  1215. const searchTypeArray = [15,185];
  1216. const skill = getCardLeaderSkill(card, searchTypeArray);
  1217. const value = skill.params[0];
  1218. return `${value > 0 ? "+" : ""}${value/100}s`;
  1219. }
  1220. },
  1221. {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)"},
  1222. function:cards=>{
  1223. const searchTypeArray = [178];
  1224. return cards.filter(card=>{
  1225. const skill = getCardLeaderSkill(card, searchTypeArray);
  1226. return skill;
  1227. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1228. },
  1229. addition:card=>{
  1230. const searchTypeArray = [178];
  1231. const skill = getCardLeaderSkill(card, searchTypeArray);
  1232. const value = skill.params[0];
  1233. return `固定${value}s`;
  1234. }
  1235. },
  1236. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  1237. function:cards=>{
  1238. const searchTypeArray = [12];
  1239. return cards.filter(card=>{
  1240. const skill = getCardLeaderSkill(card, searchTypeArray);
  1241. return skill;
  1242. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1243. },
  1244. addition:card=>{
  1245. const searchTypeArray = [12];
  1246. const skill = getCardLeaderSkill(card, searchTypeArray);
  1247. const value = skill.params[0];
  1248. return `攻击×${(value/100).bigNumberToString()}倍`;
  1249. }
  1250. },
  1251. {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)"},
  1252. function:cards=>{
  1253. const searchTypeArray = [13];
  1254. return cards.filter(card=>{
  1255. const skill = getCardLeaderSkill(card, searchTypeArray);
  1256. return skill;
  1257. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1258. },
  1259. addition:card=>{
  1260. const searchTypeArray = [13];
  1261. const skill = getCardLeaderSkill(card, searchTypeArray);
  1262. const value = skill.params[0];
  1263. return `回复×${(value/100).bigNumberToString()}倍`;
  1264. }
  1265. },
  1266. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  1267. function:cards=>{
  1268. const searchTypeArray = [41];
  1269. return cards.filter(card=>{
  1270. const skill = getCardLeaderSkill(card, searchTypeArray);
  1271. return skill;
  1272. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1273. },
  1274. addition:card=>{
  1275. const searchTypeArray = [41];
  1276. const skill = getCardLeaderSkill(card, searchTypeArray);
  1277. const sk = skill.params;
  1278. const fragment = document.createDocumentFragment();
  1279. fragment.appendChild(createOrbsList(sk[2] || 0));
  1280. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  1281. if (sk[0] < 100)fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  1282. return fragment;
  1283. }
  1284. },
  1285. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  1286. function:cards=>cards.filter(card=>{
  1287. const searchTypeArray = [197];
  1288. const skill = getCardLeaderSkill(card, searchTypeArray);
  1289. return skill;
  1290. })
  1291. },
  1292. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  1293. function:cards=>{
  1294. const searchTypeArray = [198];
  1295. return cards.filter(card=>{
  1296. const skill = getCardLeaderSkill(card, searchTypeArray);
  1297. return skill && skill.params[2];
  1298. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  1299. },
  1300. addition:card=>{
  1301. const searchTypeArray = [198];
  1302. const skill = getCardLeaderSkill(card, searchTypeArray);
  1303. const sk = skill.params;
  1304. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  1305. }
  1306. },
  1307. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  1308. function:cards=>{
  1309. const searchTypeArray = [198];
  1310. return cards.filter(card=>{
  1311. const skill = getCardLeaderSkill(card, searchTypeArray);
  1312. return skill && skill.params[3];
  1313. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  1314. },
  1315. addition:card=>{
  1316. const searchTypeArray = [198];
  1317. const skill = getCardLeaderSkill(card, searchTypeArray);
  1318. const sk = skill.params;
  1319. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  1320. }
  1321. },
  1322. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  1323. function:cards=>cards.filter(card=>{
  1324. const searchTypeArray = [151,209];
  1325. const skill = getCardLeaderSkill(card, searchTypeArray);
  1326. return skill;
  1327. })
  1328. },
  1329. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  1330. function:cards=>cards.filter(card=>{
  1331. const searchTypeArray = [157];
  1332. const skill = getCardLeaderSkill(card, searchTypeArray);
  1333. return skill;
  1334. })
  1335. },
  1336. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  1337. function:cards=>cards.filter(card=>{
  1338. const searchTypeArray = [177];
  1339. const skill = getCardLeaderSkill(card, searchTypeArray);
  1340. return skill;
  1341. })
  1342. },
  1343. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)",cht:"要求長串消除(按珠數排序)"},
  1344. function:cards=>{
  1345. const searchTypeArray = [158];
  1346. return cards.filter(card=>{
  1347. const skill = getCardLeaderSkill(card, searchTypeArray);
  1348. return skill;
  1349. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1350. },
  1351. addition:card=>{
  1352. const searchTypeArray = [158];
  1353. const skill = getCardLeaderSkill(card, searchTypeArray);
  1354. const value = skill.params[0];
  1355. return `≥${value}珠`;
  1356. }
  1357. },
  1358. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  1359. function:cards=>{
  1360. const searchTypeArray = [14];
  1361. return cards.filter(card=>{
  1362. const skill = getCardLeaderSkill(card, searchTypeArray);
  1363. return skill;
  1364. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1365. },
  1366. addition:card=>{
  1367. const searchTypeArray = [14];
  1368. const skill = getCardLeaderSkill(card, searchTypeArray);
  1369. const value = skill.params[0];
  1370. return `HP≥${value}%`;
  1371. }
  1372. },
  1373. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  1374. function:cards=>cards.filter(card=>{
  1375. const searchTypeArray = [125];
  1376. const skill = getCardLeaderSkill(card, searchTypeArray);
  1377. return skill;
  1378. })
  1379. },
  1380. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  1381. function:cards=>cards.filter(card=>{
  1382. const searchTypeArray = [175];
  1383. const skill = getCardLeaderSkill(card, searchTypeArray);
  1384. return skill;
  1385. })
  1386. },
  1387. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型",cht:"指定隊伍隊員進化類型"},
  1388. function:cards=>cards.filter(card=>{
  1389. const searchTypeArray = [203];
  1390. const skill = getCardLeaderSkill(card, searchTypeArray);
  1391. return skill;
  1392. })
  1393. },
  1394. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率",cht:"根據屬性/類型個數浮動倍率"},
  1395. function:cards=>cards.filter(card=>{
  1396. const searchTypeArray = [229];
  1397. const skill = getCardLeaderSkill(card, searchTypeArray);
  1398. return skill;
  1399. })
  1400. },
  1401. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)",cht:"增加道具掉落率(按增加倍率排序)"},
  1402. function:cards=>{
  1403. const searchTypeArray = [53];
  1404. return cards.filter(card=>{
  1405. const skill = getCardLeaderSkill(card, searchTypeArray);
  1406. return skill;
  1407. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1408. },
  1409. addition:card=>{
  1410. const searchTypeArray = [53];
  1411. const skill = getCardLeaderSkill(card, searchTypeArray);
  1412. const sk = skill.params;
  1413. return `掉率x${sk[0]/100}`;
  1414. }
  1415. },
  1416. {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)"},
  1417. function:cards=>{
  1418. const searchTypeArray = [54];
  1419. return cards.filter(card=>{
  1420. const skill = getCardLeaderSkill(card, searchTypeArray);
  1421. return skill;
  1422. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1423. },
  1424. addition:card=>{
  1425. const searchTypeArray = [54];
  1426. const skill = getCardLeaderSkill(card, searchTypeArray);
  1427. const sk = skill.params;
  1428. return `金币x${sk[0]/100}`;
  1429. }
  1430. },
  1431. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)",cht:"增加經驗獲取倍數(按增加倍率排序)"},
  1432. function:cards=>{
  1433. const searchTypeArray = [148];
  1434. return cards.filter(card=>{
  1435. const skill = getCardLeaderSkill(card, searchTypeArray);
  1436. return skill;
  1437. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1438. },
  1439. addition:card=>{
  1440. const searchTypeArray = [148];
  1441. const skill = getCardLeaderSkill(card, searchTypeArray);
  1442. const sk = skill.params;
  1443. return `经验x${sk[0]/100}`;
  1444. }
  1445. },
  1446. ]},
  1447. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  1448. {name:"HP Scale [2, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  1449. function:cards=>cards.filter(card=>{
  1450. const skill = Skills[card.leaderSkillId];
  1451. const HPscale = getHPScale(skill);
  1452. return HPscale >= 2;
  1453. }).sort((a,b)=>{
  1454. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1455. return getHPScale(a_s) - getHPScale(b_s);
  1456. })
  1457. },
  1458. {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)"},
  1459. function:cards=>cards.filter(card=>{
  1460. const skill = Skills[card.leaderSkillId];
  1461. const HPscale = getHPScale(skill);
  1462. return HPscale >= 1.5 && HPscale < 2;
  1463. }).sort((a,b)=>{
  1464. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1465. return getHPScale(a_s) - getHPScale(b_s);
  1466. })
  1467. },
  1468. {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)"},
  1469. function:cards=>cards.filter(card=>{
  1470. const skill = Skills[card.leaderSkillId];
  1471. const HPscale = getHPScale(skill);
  1472. return HPscale > 1 && HPscale < 1.5;
  1473. }).sort((a,b)=>{
  1474. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1475. return getHPScale(a_s) - getHPScale(b_s);
  1476. })
  1477. },
  1478. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  1479. function:cards=>cards.filter(card=>{
  1480. const skill = Skills[card.leaderSkillId];
  1481. const HPscale = getHPScale(skill);
  1482. return HPscale === 1;
  1483. })
  1484. },
  1485. {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)"},
  1486. function:cards=>cards.filter(card=>{
  1487. const skill = Skills[card.leaderSkillId];
  1488. const HPscale = getHPScale(skill);
  1489. return HPscale < 1;
  1490. }).sort((a,b)=>{
  1491. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1492. return getHPScale(a_s) - getHPScale(b_s);
  1493. })
  1494. },
  1495. ]},
  1496. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  1497. {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)"},
  1498. function:cards=>cards.filter(card=>{
  1499. const skill = Skills[card.leaderSkillId];
  1500. const reduceScale = getReduceScale(skill);
  1501. return reduceScale >= 0.75;
  1502. }).sort((a,b)=>{
  1503. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1504. return getReduceScale(a_s) - getReduceScale(b_s);
  1505. })
  1506. },
  1507. {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)"},
  1508. function:cards=>cards.filter(card=>{
  1509. const skill = Skills[card.leaderSkillId];
  1510. const reduceScale = getReduceScale(skill);
  1511. return reduceScale >= 0.5 && reduceScale < 0.75;
  1512. }).sort((a,b)=>{
  1513. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1514. return getReduceScale(a_s) - getReduceScale(b_s);
  1515. })
  1516. },
  1517. {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)"},
  1518. function:cards=>cards.filter(card=>{
  1519. const skill = Skills[card.leaderSkillId];
  1520. const reduceScale = getReduceScale(skill);
  1521. return reduceScale >= 0.25 && reduceScale < 0.5;
  1522. }).sort((a,b)=>{
  1523. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1524. return getReduceScale(a_s) - getReduceScale(b_s);
  1525. })
  1526. },
  1527. {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)"},
  1528. function:cards=>cards.filter(card=>{
  1529. const skill = Skills[card.leaderSkillId];
  1530. const reduceScale = getReduceScale(skill);
  1531. return reduceScale > 0 && reduceScale < 0.25;
  1532. }).sort((a,b)=>{
  1533. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1534. return getReduceScale(a_s) - getReduceScale(b_s);
  1535. })
  1536. },
  1537. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  1538. function:cards=>cards.filter(card=>{
  1539. const skill = Skills[card.leaderSkillId];
  1540. const reduceScale = getReduceScale(skill);
  1541. return reduceScale === 0;
  1542. })
  1543. },
  1544. {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"},
  1545. function:cards=>cards.filter(card=>{
  1546. const skill = Skills[card.leaderSkillId];
  1547. return getReduceScale(skill, true) > 0;
  1548. })
  1549. },
  1550. {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"},
  1551. function:cards=>cards.filter(card=>{
  1552. const skill = Skills[card.leaderSkillId];
  1553. return getReduceScale(skill, undefined, true) > 0;
  1554. })
  1555. },
  1556. {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"},
  1557. function:cards=>cards.filter(card=>{
  1558. const skill = Skills[card.leaderSkillId];
  1559. return getReduceScale(skill, undefined, undefined, true) > 0;
  1560. })
  1561. },
  1562. {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%)"},
  1563. function:cards=>cards.filter(card=>{
  1564. const skill = Skills[card.leaderSkillId];
  1565. const reduceScale = getReduceScale(skill);
  1566. return reduceScale>=0.29;
  1567. }).sort((a,b)=>{
  1568. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1569. return getReduceScale(a_s) - getReduceScale(b_s);
  1570. })
  1571. },
  1572. {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"},
  1573. function:cards=>cards.filter(card=>{
  1574. //获取盾减伤比例
  1575. function getReduceScale_unconditional(ls)
  1576. {
  1577. const sk = ls.params;
  1578. let scale = 0;
  1579. switch (ls.type)
  1580. {
  1581. case 16: //无条件盾
  1582. scale = sk[0]/100;
  1583. break;
  1584. case 129: //无条件盾,属性个数不固定
  1585. case 163: //无条件盾,属性个数不固定
  1586. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  1587. break;
  1588. case 138: //调用其他队长技
  1589. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  1590. break;
  1591. default:
  1592. }
  1593. return scale || 0;
  1594. }
  1595. const skill = Skills[card.leaderSkillId];
  1596. return getReduceScale_unconditional(skill) > 0;
  1597. })
  1598. },
  1599. ]},
  1600. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1601. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  1602. function:cards=>cards.filter(card=>{
  1603. if (card.activeSkillId == 0) return false;
  1604. const skill = Skills[card.activeSkillId];
  1605. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  1606. })
  1607. },
  1608. {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)"},
  1609. function:cards=>cards.filter(card=>{
  1610. if (card.activeSkillId == 0) return false;
  1611. const skill = Skills[card.activeSkillId];
  1612. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  1613. let realCD = minCD;
  1614. const searchTypeArray = [14];
  1615. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  1616. if (subSkill)
  1617. {
  1618. realCD -= subSkill.params[0] * 3;
  1619. }
  1620. return minCD > 1 && realCD <= 4;
  1621. })
  1622. },
  1623. {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)"},
  1624. function:cards=>{
  1625. const searchTypeArray = [5];
  1626. return cards.filter(card=>{
  1627. const skill = getCardActiveSkill(card, searchTypeArray);
  1628. return skill;
  1629. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1630. },
  1631. addition:card=>{
  1632. const searchTypeArray = [5];
  1633. const skill = getCardActiveSkill(card, searchTypeArray);
  1634. const value = skill.params[0];
  1635. return `时停${value}s`;
  1636. }
  1637. },
  1638. {
  1639. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  1640. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  1641. },
  1642. {
  1643. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  1644. function:cards=>cards.filter(card=>{
  1645. let skType = Skills[card.activeSkillId].type;
  1646. return skType == 232 || skType == 233;
  1647. })
  1648. },
  1649. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  1650. function:cards=>cards.filter(card=>{
  1651. const searchTypeArray = [225];
  1652. const skill = getCardActiveSkill(card, searchTypeArray);
  1653. return skill;
  1654. }),
  1655. addition:card=>{
  1656. const searchTypeArray = [225];
  1657. const skill = getCardActiveSkill(card, searchTypeArray);
  1658. const sk = skill.params;
  1659. let strArr = [];
  1660. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  1661. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  1662. return `HP ${strArr.join(" ")}`;
  1663. }
  1664. },
  1665. ]},
  1666. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1667. {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)"},
  1668. function:cards=>{
  1669. const searchTypeArray = [173];
  1670. return cards.filter(card=>{
  1671. const skill = getCardActiveSkill(card, searchTypeArray);
  1672. return skill && skill.params[1];
  1673. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1674. },addition:voidsAbsorption_Addition},
  1675. /*{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)"},
  1676. function:cards=>{
  1677. const searchTypeArray = [173];
  1678. return cards.filter(card=>{
  1679. const skill = getCardActiveSkill(card, searchTypeArray);
  1680. return skill && skill.params[2];
  1681. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1682. },addition:voidsAbsorption_Addition},*/
  1683. {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)"},
  1684. function:cards=>{
  1685. const searchTypeArray = [173];
  1686. return cards.filter(card=>{
  1687. const skill = getCardActiveSkill(card, searchTypeArray);
  1688. return skill && skill.params[3];
  1689. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1690. },addition:voidsAbsorption_Addition},
  1691. {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)"},
  1692. function:cards=>{
  1693. const searchTypeArray = [173];
  1694. return cards.filter(card=>{
  1695. const skill = getCardActiveSkill(card, searchTypeArray);
  1696. return skill && skill.params[1] && skill.params[3];
  1697. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1698. },addition:voidsAbsorption_Addition},
  1699. {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)"},
  1700. function:cards=>{
  1701. const searchTypeArray = [191];
  1702. return cards.filter(card=>{
  1703. const skill = getCardActiveSkill(card, searchTypeArray);
  1704. return skill;
  1705. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1706. },
  1707. addition:card=>{
  1708. const searchTypeArray = [191];
  1709. const skill = getCardActiveSkill(card, searchTypeArray);
  1710. const sk = skill.params;
  1711. return document.createTextNode(`破贯×${sk[0]}T`);
  1712. }
  1713. },
  1714. ]},
  1715. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1716. {
  1717. 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)"},
  1718. function:cards=>{
  1719. return cards.filter(card=>{
  1720. const turns = unbind_Turns(card);
  1721. return turns.normal > 0;
  1722. }).sort((a,b)=>{
  1723. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1724. let a_pC = a_s.normal, b_pC = b_s.normal;
  1725. return a_pC - b_pC;
  1726. });
  1727. },
  1728. addition:unbind_Addition
  1729. },
  1730. {
  1731. 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)"},
  1732. function:cards=>{
  1733. return cards.filter(card=>{
  1734. const turns = unbind_Turns(card);
  1735. return turns.awoken > 0;
  1736. }).sort((a,b)=>{
  1737. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1738. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1739. return a_pC - b_pC;
  1740. });
  1741. },
  1742. addition:unbind_Addition
  1743. },
  1744. {
  1745. 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)"},
  1746. function:cards=>{
  1747. return cards.filter(card=>{
  1748. const turns = unbind_Turns(card);
  1749. return turns.normal && turns.awoken > 0;
  1750. }).sort((a,b)=>{
  1751. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1752. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1753. return a_pC - b_pC;
  1754. });
  1755. },
  1756. addition:unbind_Addition
  1757. },
  1758. {
  1759. 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)"},
  1760. function:cards=>{
  1761. const searchTypeArray = [196];
  1762. return cards.filter(card=>{
  1763. const skill = getCardActiveSkill(card, searchTypeArray);
  1764. return skill;
  1765. }).sort((a,b)=>{
  1766. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1767. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1768. return a_pC - b_pC;
  1769. })
  1770. },
  1771. addition:card=>{
  1772. const searchTypeArray = [196];
  1773. const skill = getCardActiveSkill(card, searchTypeArray);
  1774. const sk = skill.params;
  1775. const value = sk[0];
  1776. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1777. }
  1778. },
  1779. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1780. function:cards=>cards.filter(card=>{
  1781. const searchTypeArray = [214];
  1782. const skill = getCardActiveSkill(card, searchTypeArray);
  1783. return skill;
  1784. }),
  1785. addition:card=>{
  1786. const searchTypeArray = [214];
  1787. const skill = getCardActiveSkill(card, searchTypeArray);
  1788. const sk = skill.params;
  1789. return document.createTextNode(`自封技${sk[0]}T`);
  1790. }
  1791. },
  1792. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1793. function:cards=>cards.filter(card=>{
  1794. const searchTypeArray = [215];
  1795. const skill = getCardActiveSkill(card, searchTypeArray);
  1796. return skill;
  1797. }),
  1798. addition:card=>{
  1799. const searchTypeArray = [215];
  1800. const skill = getCardActiveSkill(card, searchTypeArray);
  1801. const sk = skill.params;
  1802. const fragment = document.createDocumentFragment();
  1803. fragment.appendChild(document.createTextNode(`自封`));
  1804. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1805. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1806. return fragment;
  1807. }
  1808. },
  1809. ]},
  1810. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1811. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  1812. function:cards=>cards.filter(card=>{
  1813. const searchTypeArray = [156,168,228,231];
  1814. const skill = getCardActiveSkill(card, searchTypeArray);
  1815. return skill;
  1816. })
  1817. },
  1818. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1819. function:cards=>{
  1820. return cards.filter(card=>{
  1821. const atkbuff = rcvBuff_Rate(card);
  1822. return atkbuff.skilltype > 0;
  1823. }).sort((a,b)=>{
  1824. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1825. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1826. if (sortNum == 0)
  1827. sortNum = a_pC.rate - b_pC.rate;
  1828. if (sortNum == 0)
  1829. sortNum = a_pC.turns - b_pC.turns;
  1830. return sortNum;
  1831. });
  1832. },
  1833. addition:card=>{
  1834. const atkbuff = rcvBuff_Rate(card);
  1835. const fragment = document.createDocumentFragment();
  1836. fragment.appendChild(createOrbsList([5]));
  1837. if (atkbuff.skilltype == 0) return fragment;
  1838. if (atkbuff.skilltype == 1)
  1839. {
  1840. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1841. if (atkbuff.awoken.length)
  1842. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1843. if (atkbuff.attrs.length)
  1844. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1845. if (atkbuff.types.length)
  1846. fragment.appendChild(createTypesList(atkbuff.types));
  1847. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1848. }else if (atkbuff.skilltype == 2)
  1849. {
  1850. if (atkbuff.attrs.length)
  1851. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1852. if (atkbuff.types.length)
  1853. fragment.appendChild(createTypesList(atkbuff.types));
  1854. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1855. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1856. }
  1857. return fragment;
  1858. }
  1859. },
  1860. {name:"ATK rate change(All)",otLangName:{chs:"全队攻击力 buff(顶攻击)",cht:"全隊攻擊力 buff(頂攻擊)"},
  1861. function:cards=>{
  1862. return cards.filter(card=>{
  1863. const atkbuff = atkBuff_Rate(card);
  1864. return atkbuff.skilltype > 0;
  1865. }).sort((a,b)=>{
  1866. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1867. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1868. if (sortNum == 0)
  1869. sortNum = a_pC.rate - b_pC.rate;
  1870. if (sortNum == 0)
  1871. sortNum = a_pC.turns - b_pC.turns;
  1872. return sortNum;
  1873. });
  1874. },
  1875. addition:card=>{
  1876. const atkbuff = atkBuff_Rate(card);
  1877. const fragment = document.createDocumentFragment();
  1878. if (atkbuff.skilltype == 0) return fragment;
  1879. if (atkbuff.skilltype == 1)
  1880. {
  1881. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1882. if (atkbuff.awoken.length)
  1883. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1884. if (atkbuff.attrs.length)
  1885. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1886. if (atkbuff.types.length)
  1887. fragment.appendChild(createTypesList(atkbuff.types));
  1888. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1889. }else if (atkbuff.skilltype == 2)
  1890. {
  1891. if (atkbuff.attrs.length)
  1892. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1893. if (atkbuff.types.length)
  1894. fragment.appendChild(createTypesList(atkbuff.types));
  1895. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1896. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1897. }
  1898. return fragment;
  1899. }
  1900. },
  1901. {name:"ATK rate change(on member)",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1902. function:cards=>{
  1903. const searchTypeArray = [230];
  1904. return cards.filter(card=>{
  1905. const skill = getCardActiveSkill(card, searchTypeArray);
  1906. return skill && skill.params[2] !== 100;
  1907. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1908. },
  1909. addition:card=>{
  1910. const searchTypeArray = [230];
  1911. const skill = getCardActiveSkill(card, searchTypeArray);
  1912. const sk = skill.params;
  1913. let str = '';
  1914. switch (sk[1]) {
  1915. case 1: {
  1916. str+="自身";
  1917. break;
  1918. }
  1919. case 2: {
  1920. str+="队长";
  1921. break;
  1922. }
  1923. case 8: {
  1924. str+="队员";
  1925. break;
  1926. }
  1927. }
  1928. str+=`${sk[2] / 100}倍×${sk[0]}T`;
  1929. return str;
  1930. }
  1931. },
  1932. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1933. function:cards=>{
  1934. const searchTypeArray = [132];
  1935. return cards.filter(card=>{
  1936. const skill = getCardActiveSkill(card, searchTypeArray);
  1937. return skill;
  1938. }).sort((a,b)=>{
  1939. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1940. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1941. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1942. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1943. });
  1944. },
  1945. addition:card=>{
  1946. const searchTypeArray = [132];
  1947. const skill = getCardActiveSkill(card, searchTypeArray);
  1948. const sk = skill.params;
  1949. let str = "👆";
  1950. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1951. if (sk[2]) str += `x${sk[2]/100}`;
  1952. return str;
  1953. }
  1954. },
  1955. {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)"},
  1956. function:cards=>{
  1957. const searchTypeArray = [184];
  1958. return cards.filter(card=>{
  1959. const skill = getCardActiveSkill(card, searchTypeArray);
  1960. return skill;
  1961. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1962. },
  1963. addition:card=>{
  1964. const searchTypeArray = [184];
  1965. const skill = getCardActiveSkill(card, searchTypeArray);
  1966. const sk = skill.params;
  1967. return `无↓×${sk[0]}T`;
  1968. }
  1969. },
  1970. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)",cht:"生成變換位(轉轉珠)"},
  1971. function:cards=>{
  1972. const searchTypeArray = [207];
  1973. return cards.filter(card=>{
  1974. const skill = getCardActiveSkill(card, searchTypeArray);
  1975. return skill;
  1976. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1977. },
  1978. addition:card=>{
  1979. const searchTypeArray = [207];
  1980. const skill = getCardActiveSkill(card, searchTypeArray);
  1981. const sk = skill.params;
  1982. if (sk[7])
  1983. return `${sk[7]}个×${sk[0]}T`;
  1984. else
  1985. return `特殊形状×${sk[0]}T`;
  1986. }
  1987. },
  1988. {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)"},
  1989. function:cards=>{
  1990. const searchTypeArray = [160];
  1991. return cards.filter(card=>{
  1992. const skill = getCardActiveSkill(card, searchTypeArray);
  1993. return skill;
  1994. }).sort((a,b)=>{
  1995. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1996. return a_s.params[1] - b_s.params[1];
  1997. });
  1998. },
  1999. addition:card=>{
  2000. const searchTypeArray = [160];
  2001. const skill = getCardActiveSkill(card, searchTypeArray);
  2002. const sk = skill.params;
  2003. return `+${sk[1]}C×${sk[0]}T`;
  2004. }
  2005. },
  2006. {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)"},
  2007. function:cards=>{
  2008. const searchTypeArray = [3,156];
  2009. return cards.filter(card=>{
  2010. const skill = getCardActiveSkill(card, searchTypeArray);
  2011. if (!skill) return false;
  2012. if (skill.type == 156)
  2013. return skill.params[4]==3;
  2014. else
  2015. return true;
  2016. }).sort((a,b)=>{
  2017. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2018. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2019. if (!sortNum)
  2020. {
  2021. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2022. sortNum = a_pC - b_pC;
  2023. }
  2024. return sortNum;
  2025. });
  2026. },
  2027. addition:card=>{
  2028. const searchTypeArray = [3,156];
  2029. const skill = getCardActiveSkill(card, searchTypeArray);
  2030. const sk = skill.params;
  2031. const fragment = document.createDocumentFragment();
  2032. if (skill.type == 156)
  2033. {
  2034. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2035. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2036. fragment.appendChild(creatAwokenList(awokenArr));
  2037. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2038. }else
  2039. {
  2040. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2041. }
  2042. return fragment;
  2043. }
  2044. },
  2045. {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)"},
  2046. function:cards=>{
  2047. const searchTypeArray = [3];
  2048. return cards.filter(card=>{
  2049. const skill = getCardActiveSkill(card, searchTypeArray);
  2050. return skill && skill.params[1]>=100;
  2051. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2052. },
  2053. addition:card=>{
  2054. const searchTypeArray = [3];
  2055. const skill = getCardActiveSkill(card, searchTypeArray);
  2056. const sk = skill.params;
  2057. return `无敌×${sk[0]}T`;
  2058. }
  2059. },
  2060. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  2061. function:cards=>{
  2062. const searchTypeArray = [21];
  2063. return cards.filter(card=>{
  2064. const skill = getCardActiveSkill(card, searchTypeArray);
  2065. return skill;
  2066. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2067. },
  2068. addition:card=>{
  2069. const searchTypeArray = [21];
  2070. const skill = getCardActiveSkill(card, searchTypeArray);
  2071. const sk = skill.params;
  2072. const colors = [sk[1]];
  2073. const fragment = document.createDocumentFragment();
  2074. fragment.appendChild(document.createTextNode(`-`));
  2075. fragment.appendChild(createOrbsList(colors));
  2076. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2077. return fragment;
  2078. }
  2079. },
  2080. {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)"},
  2081. function:cards=>{
  2082. const searchTypeArray = [51];
  2083. return cards.filter(card=>{
  2084. const skill = getCardActiveSkill(card, searchTypeArray);
  2085. return skill;
  2086. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2087. },
  2088. addition:card=>{
  2089. const searchTypeArray = [51];
  2090. const skill = getCardActiveSkill(card, searchTypeArray);
  2091. const sk = skill.params;
  2092. return `全体×${sk[0]}T`;
  2093. }
  2094. },
  2095. ]},
  2096. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  2097. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  2098. function:cards=>{
  2099. const searchTypeArray = [18];
  2100. return cards.filter(card=>{
  2101. const skill = getCardActiveSkill(card, searchTypeArray);
  2102. return skill;
  2103. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2104. },
  2105. addition:card=>{
  2106. const searchTypeArray = [18];
  2107. const skill = getCardActiveSkill(card, searchTypeArray);
  2108. const sk = skill.params;
  2109. return document.createTextNode(`威吓×${sk[0]}T`);
  2110. }
  2111. },
  2112. {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)"},
  2113. function:cards=>{
  2114. const searchTypeArray = [19];
  2115. return cards.filter(card=>{
  2116. const skill = getCardActiveSkill(card, searchTypeArray);
  2117. return skill;
  2118. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2119. },
  2120. addition:card=>{
  2121. const searchTypeArray = [19];
  2122. const skill = getCardActiveSkill(card, searchTypeArray);
  2123. const sk = skill.params;
  2124. return `破防${sk[1]}%`;
  2125. }
  2126. },
  2127. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  2128. function:cards=>{
  2129. const searchTypeArray = [19];
  2130. return cards.filter(card=>{
  2131. const skill = getCardActiveSkill(card, searchTypeArray);
  2132. return skill && skill.params[1]>=100;
  2133. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2134. },
  2135. addition:card=>{
  2136. const searchTypeArray = [19];
  2137. const skill = getCardActiveSkill(card, searchTypeArray);
  2138. const sk = skill.params;
  2139. return `全破×${sk[0]}T`;
  2140. }
  2141. },
  2142. {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)"},
  2143. function:cards=>{
  2144. const searchTypeArray = [4];
  2145. return cards.filter(card=>{
  2146. const skill = getCardActiveSkill(card, searchTypeArray);
  2147. return skill;
  2148. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2149. },
  2150. addition:card=>{
  2151. const searchTypeArray = [4];
  2152. const skill = getCardActiveSkill(card, searchTypeArray);
  2153. const sk = skill.params;
  2154. return `攻击力×${sk[0]/100}倍`;
  2155. }
  2156. },
  2157. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  2158. function:cards=>{
  2159. return cards.filter(card=>{
  2160. return changeEnemiesAttr_Attr(card).attr != null;
  2161. }).sort((a,b)=>{
  2162. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2163. return a_pC.attr - b_pC.attr;
  2164. })
  2165. },
  2166. addition:card=>{
  2167. let change = changeEnemiesAttr_Attr(card);
  2168. const fragment = document.createDocumentFragment();
  2169. fragment.appendChild(document.createTextNode(`敌→`));
  2170. fragment.appendChild(createOrbsList(change.attr));
  2171. if (change.turns > 0)
  2172. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2173. return fragment;
  2174. }
  2175. },
  2176. {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)"},
  2177. function:cards=>{
  2178. const searchTypeArray = [60];
  2179. return cards.filter(card=>{
  2180. const skill = getCardActiveSkill(card, searchTypeArray);
  2181. return skill;
  2182. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2183. },
  2184. addition:card=>{
  2185. const searchTypeArray = [60];
  2186. const skill = getCardActiveSkill(card, searchTypeArray);
  2187. const sk = skill.params;
  2188. const fragment = document.createDocumentFragment();
  2189. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2190. fragment.appendChild(createOrbsList(sk[2]));
  2191. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2192. return fragment;
  2193. }
  2194. },
  2195. ]},
  2196. {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: [
  2197. {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)"},
  2198. function:cards=>{
  2199. const searchTypeArray = [146];
  2200. return cards.filter(card=>{
  2201. const skill = getCardActiveSkill(card, searchTypeArray);
  2202. return skill;
  2203. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2204. },
  2205. addition:card=>{
  2206. const searchTypeArray = [146];
  2207. const skill = getCardActiveSkill(card, searchTypeArray);
  2208. const sk = skill.params;
  2209. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  2210. }
  2211. },
  2212. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  2213. function:cards=>{
  2214. const searchTypeArray = [218];
  2215. return cards.filter(card=>{
  2216. const skill = getCardActiveSkill(card, searchTypeArray);
  2217. return skill;
  2218. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2219. },
  2220. addition:card=>{
  2221. const searchTypeArray = [218];
  2222. const skill = getCardActiveSkill(card, searchTypeArray);
  2223. const sk = skill.params;
  2224. return document.createTextNode(`坐下${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2225. }
  2226. },
  2227. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  2228. function:cards=>cards.filter(card=>{
  2229. const searchTypeArray = [93, 227];
  2230. const skill = getCardActiveSkill(card, searchTypeArray);
  2231. return skill;
  2232. })
  2233. },
  2234. {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)"},
  2235. function:cards=>{
  2236. const searchTypeArray = [142];
  2237. return cards.filter(card=>{
  2238. const skill = getCardActiveSkill(card, searchTypeArray);
  2239. return skill;
  2240. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2241. },
  2242. addition:card=>{
  2243. const searchTypeArray = [142];
  2244. const skill = getCardActiveSkill(card, searchTypeArray);
  2245. const sk = skill.params;
  2246. const fragment = document.createDocumentFragment();
  2247. fragment.appendChild(document.createTextNode(`自→`));
  2248. fragment.appendChild(createOrbsList(sk[1]));
  2249. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2250. return fragment;
  2251. }
  2252. },
  2253. ]},
  2254. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2255. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2256. function:cards=>{
  2257. const searchTypeArray = [179];
  2258. return cards.filter(card=>{
  2259. const skill = getCardActiveSkill(card, searchTypeArray);
  2260. return skill;
  2261. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2262. },
  2263. addition:card=>{
  2264. const searchTypeArray = [179];
  2265. const skill = getCardActiveSkill(card, searchTypeArray);
  2266. const sk = skill.params;
  2267. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2268. }
  2269. },
  2270. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2271. function:cards=>{
  2272. return cards.filter(card=>{
  2273. const heal = healImmediately_Rate(card);
  2274. return Object.values(heal).some(v=>v);
  2275. })
  2276. .sort((a,b)=>{
  2277. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2278. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2279. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2280. let sortNum = a_i - b_i;
  2281. if (!sortNum)
  2282. {
  2283. sortNum = a_vs[a_i] - b_vs[b_i];
  2284. }
  2285. return sortNum;
  2286. });
  2287. },
  2288. addition:card=>{
  2289. const heal = healImmediately_Rate(card);
  2290. let strArr = [];
  2291. if (heal.scale)
  2292. strArr.push(`${heal.scale}%最大HP`);
  2293. if (heal.const)
  2294. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2295. if (heal.selfRcv)
  2296. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2297. if (heal.vampire)
  2298. strArr.push(`${heal.vampire}%伤害`);
  2299. return strArr.join(',');
  2300. }
  2301. },
  2302. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  2303. function:cards=>{
  2304. return cards.filter(card=>damageSelf_Rate(card)>0)
  2305. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2306. },
  2307. addition:card=>{
  2308. let rate = damageSelf_Rate(card);
  2309. if (rate < 100)
  2310. return `减少${rate}%`;
  2311. else
  2312. return `减少到1`;
  2313. }
  2314. },
  2315. ]},
  2316. {group:true,name:"----- Orbs Lock -----",otLangName:{chs:"-----锁珠类-----",cht:"-----鎖珠類-----"}, functions: [
  2317. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2318. function:cards=>cards.filter(card=>{
  2319. const searchTypeArray = [172];
  2320. const skill = getCardActiveSkill(card, searchTypeArray);
  2321. return skill;
  2322. })
  2323. },
  2324. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2325. function:cards=>cards.filter(card=>{
  2326. const searchTypeArray = [152];
  2327. const skill = getCardActiveSkill(card, searchTypeArray);
  2328. return skill;
  2329. }),
  2330. addition:lock_Addition
  2331. },
  2332. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2333. function:cards=>cards.filter(card=>{
  2334. const searchTypeArray = [152];
  2335. const skill = getCardActiveSkill(card, searchTypeArray);
  2336. return skill && (skill.params[0] & 63) === 63;
  2337. }),
  2338. addition:lock_Addition
  2339. },
  2340. ]},
  2341. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2342. {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)"},
  2343. function:cards=>{
  2344. const searchTypeArray = [205];
  2345. return cards.filter(card=>{
  2346. const skill = getCardActiveSkill(card, searchTypeArray);
  2347. return skill;
  2348. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2349. },
  2350. addition:dropLock_Addition
  2351. },
  2352. {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)"},
  2353. function:cards=>{
  2354. const searchTypeArray = [205];
  2355. return cards.filter(card=>{
  2356. const skill = getCardActiveSkill(card, searchTypeArray);
  2357. return skill && (skill.params[0] & 63) === 63;
  2358. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2359. },
  2360. addition:dropLock_Addition
  2361. },
  2362. {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)"},
  2363. function:cards=>{
  2364. const searchTypeArray = [180];
  2365. return cards.filter(card=>{
  2366. const skill = getCardActiveSkill(card, searchTypeArray);
  2367. return skill;
  2368. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2369. },
  2370. addition:card=>{
  2371. const searchTypeArray = [180];
  2372. const skill = getCardActiveSkill(card, searchTypeArray);
  2373. const sk = skill.params;
  2374. return `${sk[1]}%×${sk[0]}T`;
  2375. }
  2376. },
  2377. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  2378. function:cards=>cards.filter(card=>{
  2379. const searchTypeArray = [126];
  2380. const skill = getCardActiveSkill(card, searchTypeArray);
  2381. return skill;
  2382. }),
  2383. addition:dropOrb_Addition
  2384. },
  2385. {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)"},
  2386. function:cards=>cards.filter(card=>{
  2387. const searchTypeArray = [126];
  2388. const skill = getCardActiveSkill(card, searchTypeArray);
  2389. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2390. }),
  2391. addition:dropOrb_Addition
  2392. },
  2393. {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"},
  2394. function:cards=>cards.filter(card=>{
  2395. const searchTypeArray = [126];
  2396. const skill = getCardActiveSkill(card, searchTypeArray);
  2397. return skill && skill.params[1] >= 99;
  2398. }),
  2399. addition:dropOrb_Addition
  2400. },
  2401. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2402. function:cards=>cards.filter(card=>{
  2403. const searchTypeArray = [126];
  2404. const skill = getCardActiveSkill(card, searchTypeArray);
  2405. return skill && skill.params[3] == 100;
  2406. }),
  2407. addition:dropOrb_Addition
  2408. },
  2409. {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)"},
  2410. function:cards=>{
  2411. const searchTypeArray = [226];
  2412. return cards.filter(card=>{
  2413. const skill = getCardActiveSkill(card, searchTypeArray);
  2414. return skill;
  2415. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2416. },
  2417. addition:card=>{
  2418. const searchTypeArray = [226];
  2419. const skill = getCardActiveSkill(card, searchTypeArray);
  2420. const sk = skill.params;
  2421. return `📌${sk[1]}%×${sk[0]}T`;
  2422. }
  2423. },
  2424. ]},
  2425. {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: [
  2426. {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)"},
  2427. function:cards=>{
  2428. const searchTypeArray = [6];
  2429. return cards.filter(card=>{
  2430. const skill = getCardActiveSkill(card, searchTypeArray);
  2431. return skill;
  2432. }).sort((a,b)=>{
  2433. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2434. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2435. return a_pC - b_pC;
  2436. })
  2437. },
  2438. addition:card=>{
  2439. const searchTypeArray = [6];
  2440. const skill = getCardActiveSkill(card, searchTypeArray);
  2441. const sk = skill.params;
  2442. return `当前${sk[0]}%`;
  2443. }
  2444. },
  2445. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)",cht:"重力-敵人最大血量(按比例排序)"},
  2446. function:cards=>{
  2447. const searchTypeArray = [161];
  2448. return cards.filter(card=>{
  2449. const skill = getCardActiveSkill(card, searchTypeArray);
  2450. return skill;
  2451. }).sort((a,b)=>{
  2452. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2453. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2454. return a_pC - b_pC;
  2455. })
  2456. },
  2457. addition:card=>{
  2458. const searchTypeArray = [161];
  2459. const skill = getCardActiveSkill(card, searchTypeArray);
  2460. const sk = skill.params;
  2461. return `最大${sk[0]}%`;
  2462. }
  2463. },
  2464. ]},
  2465. {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: [
  2466. {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)"},
  2467. function:cards=>{
  2468. const searchTypeArray = [55,188];
  2469. return cards.filter(card=>{
  2470. const skill = getCardActiveSkill(card, searchTypeArray);
  2471. return skill;
  2472. }).sort((a,b)=>{
  2473. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2474. 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);
  2475. return a_pC - b_pC;
  2476. });
  2477. },
  2478. addition:card=>{
  2479. const searchTypeArray = [55,188];
  2480. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2481. const sk = skills[0].params;
  2482. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2483. }
  2484. },
  2485. {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)"},
  2486. function:cards=>{
  2487. const searchTypeArray = [56];
  2488. return cards.filter(card=>{
  2489. const skill = getCardActiveSkill(card, searchTypeArray);
  2490. return skill;
  2491. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2492. },
  2493. addition:card=>{
  2494. const searchTypeArray = [56];
  2495. const skill = getCardActiveSkill(card, searchTypeArray);
  2496. const sk = skill.params;
  2497. return `固伤${sk[0].bigNumberToString()}`;
  2498. }
  2499. },
  2500. ]},
  2501. {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: [
  2502. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2503. function:cards=>cards.filter(card=>{
  2504. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2505. function isSingle(skill)
  2506. {
  2507. if (skill.type == 110)
  2508. return Boolean(skill.params[0]);
  2509. else if (skill.type == 144)
  2510. return Boolean(skill.params[2]);
  2511. else
  2512. return true;
  2513. }
  2514. const skill = getCardActiveSkill(card, searchTypeArray);
  2515. return skill && isSingle(skill);
  2516. })
  2517. },
  2518. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2519. function:cards=>cards.filter(card=>{
  2520. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2521. function isAll(skill)
  2522. {
  2523. if (skill.type == 110)
  2524. return !Boolean(skill.params[0]);
  2525. else if (skill.type == 144)
  2526. return !Boolean(skill.params[2]);
  2527. else
  2528. return true;
  2529. }
  2530. const skill = getCardActiveSkill(card, searchTypeArray);
  2531. return skill && skill.id!=0 && isAll(skill);
  2532. })
  2533. },
  2534. {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"},
  2535. function:cards=>cards.filter(card=>{
  2536. const searchTypeArray = [42];
  2537. const skill = getCardActiveSkill(card, searchTypeArray);
  2538. return skill;
  2539. })
  2540. },
  2541. {name:"Numerical ATK - Attr - Any",otLangName:{chs:"大炮-属性-不限",cht:"大炮-屬性-不限"},
  2542. function:cards=>cards.filter(card=>{
  2543. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2544. const skill = getCardActiveSkill(card, searchTypeArray);
  2545. return skill && skill.id!=0;
  2546. }),
  2547. addition:card=>{
  2548. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2549. const skill = getCardActiveSkill(card, searchTypeArray);
  2550. //const sk = skill.params;
  2551. const colors = [getCannonAttr(skill)];
  2552. const fragment = document.createDocumentFragment();
  2553. fragment.appendChild(document.createTextNode(`射`));
  2554. fragment.appendChild(createOrbsList(colors));
  2555. return fragment;
  2556. }
  2557. },
  2558. {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"},
  2559. function:cards=>cards.filter(card=>{
  2560. const searchTypeArray = [2,35];
  2561. const skill = getCardActiveSkill(card, searchTypeArray);
  2562. return skill;
  2563. })
  2564. },
  2565. {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)"},
  2566. function:cards=>cards.filter(card=>{
  2567. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2568. const skill = getCardActiveSkill(card, searchTypeArray);
  2569. return skill && skill.id!=0;
  2570. }).sort((a,b)=>{
  2571. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2572. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2573. function getNumber(skill)
  2574. {
  2575. const sk = skill.params;
  2576. switch(skill.type)
  2577. {
  2578. case 0:
  2579. case 37:
  2580. case 58:
  2581. case 59:
  2582. case 84:
  2583. case 85:
  2584. case 115:
  2585. return sk[1];
  2586. case 2:
  2587. case 35:
  2588. return sk[0];
  2589. default:
  2590. return 0;
  2591. }
  2592. }
  2593. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2594. return a_pC - b_pC;
  2595. })
  2596. },
  2597. {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)"},
  2598. function:cards=>cards.filter(card=>{
  2599. const searchTypeArray = [1,42,86,87];
  2600. const skill = getCardActiveSkill(card, searchTypeArray);
  2601. return skill;
  2602. }).sort((a,b)=>{
  2603. const searchTypeArray = [1,42,86,87];
  2604. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2605. function getNumber(skill)
  2606. {
  2607. const sk = skill.params;
  2608. switch(skill.type)
  2609. {
  2610. case 1:
  2611. case 86:
  2612. case 87:
  2613. return sk[1];
  2614. case 42:
  2615. return sk[2];
  2616. default:
  2617. return 0;
  2618. }
  2619. }
  2620. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2621. return a_pC - b_pC;
  2622. })
  2623. },
  2624. {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)"},
  2625. function:cards=>{
  2626. const searchTypeArray = [110];
  2627. return cards.filter(card=>{
  2628. const skill = getCardActiveSkill(card, searchTypeArray);
  2629. return skill;
  2630. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2631. }
  2632. },
  2633. {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)"},
  2634. function:cards=>{
  2635. const searchTypeArray = [143];
  2636. return cards.filter(card=>{
  2637. const skill = getCardActiveSkill(card, searchTypeArray);
  2638. return skill;
  2639. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2640. }
  2641. },
  2642. {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)"},
  2643. function:cards=>{
  2644. const searchTypeArray = [144];
  2645. return cards.filter(card=>{
  2646. const skill = getCardActiveSkill(card, searchTypeArray);
  2647. return skill;
  2648. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2649. }
  2650. },
  2651. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2652. function:cards=>cards.filter(card=>{
  2653. const searchTypeArray = [35,115];
  2654. const skill = getCardActiveSkill(card, searchTypeArray);
  2655. return skill;
  2656. })
  2657. },
  2658. ]},
  2659. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----",cht:"-----洗版類-----"}, functions: [
  2660. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2661. function:cards=>cards.filter(card=>{
  2662. const searchTypeArray = [10];
  2663. const skill = getCardActiveSkill(card, searchTypeArray);
  2664. return skill;
  2665. })
  2666. },
  2667. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2668. function:cards=>cards.filter(card=>{
  2669. const searchTypeArray = [71];
  2670. const skill = getCardActiveSkill(card, searchTypeArray);
  2671. return boardChange_ColorTypes(skill).length == 1;
  2672. }),
  2673. addition:boardChange_Addition
  2674. },
  2675. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2676. function:cards=>cards.filter(card=>{
  2677. const searchTypeArray = [71];
  2678. const skill = getCardActiveSkill(card, searchTypeArray);
  2679. return boardChange_ColorTypes(skill).length == 2;
  2680. }),
  2681. addition:boardChange_Addition
  2682. },
  2683. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2684. function:cards=>cards.filter(card=>{
  2685. const searchTypeArray = [71];
  2686. const skill = getCardActiveSkill(card, searchTypeArray);
  2687. return boardChange_ColorTypes(skill).length == 3;
  2688. }),
  2689. addition:boardChange_Addition
  2690. },
  2691. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2692. function:cards=>cards.filter(card=>{
  2693. const searchTypeArray = [71];
  2694. const skill = getCardActiveSkill(card, searchTypeArray);
  2695. return boardChange_ColorTypes(skill).length == 4;
  2696. }),
  2697. addition:boardChange_Addition
  2698. },
  2699. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2700. function:cards=>cards.filter(card=>{
  2701. const searchTypeArray = [71];
  2702. const skill = getCardActiveSkill(card, searchTypeArray);
  2703. return boardChange_ColorTypes(skill).length == 5;
  2704. }),
  2705. addition:boardChange_Addition
  2706. },
  2707. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2708. function:cards=>cards.filter(card=>{
  2709. const searchTypeArray = [71];
  2710. const skill = getCardActiveSkill(card, searchTypeArray);
  2711. return boardChange_ColorTypes(skill).length >= 6;
  2712. }),
  2713. addition:boardChange_Addition
  2714. },
  2715. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2716. function:cards=>cards.filter(card=>{
  2717. const searchTypeArray = [71];
  2718. const skill = getCardActiveSkill(card, searchTypeArray);
  2719. return boardChange_ColorTypes(skill).includes(0);
  2720. }),
  2721. addition:boardChange_Addition
  2722. },
  2723. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2724. function:cards=>cards.filter(card=>{
  2725. const searchTypeArray = [71];
  2726. const skill = getCardActiveSkill(card, searchTypeArray);
  2727. return boardChange_ColorTypes(skill).includes(1);
  2728. }),
  2729. addition:boardChange_Addition
  2730. },
  2731. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2732. function:cards=>cards.filter(card=>{
  2733. const searchTypeArray = [71];
  2734. const skill = getCardActiveSkill(card, searchTypeArray);
  2735. return boardChange_ColorTypes(skill).includes(2);
  2736. }),
  2737. addition:boardChange_Addition
  2738. },
  2739. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2740. function:cards=>cards.filter(card=>{
  2741. const searchTypeArray = [71];
  2742. const skill = getCardActiveSkill(card, searchTypeArray);
  2743. return boardChange_ColorTypes(skill).includes(3);
  2744. }),
  2745. addition:boardChange_Addition
  2746. },
  2747. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2748. function:cards=>cards.filter(card=>{
  2749. const searchTypeArray = [71];
  2750. const skill = getCardActiveSkill(card, searchTypeArray);
  2751. return boardChange_ColorTypes(skill).includes(4);
  2752. }),
  2753. addition:boardChange_Addition
  2754. },
  2755. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2756. function:cards=>cards.filter(card=>{
  2757. const searchTypeArray = [71];
  2758. const skill = getCardActiveSkill(card, searchTypeArray);
  2759. return boardChange_ColorTypes(skill).includes(5);
  2760. }),
  2761. addition:boardChange_Addition
  2762. },
  2763. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2764. function:cards=>cards.filter(card=>{
  2765. const searchTypeArray = [71];
  2766. const skill = getCardActiveSkill(card, searchTypeArray);
  2767. const colors = boardChange_ColorTypes(skill);
  2768. return colors.includes(6)
  2769. || colors.includes(7)
  2770. || colors.includes(8)
  2771. || colors.includes(9);
  2772. }),
  2773. addition:boardChange_Addition
  2774. },
  2775. ]},
  2776. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2777. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2778. function:cards=>cards.filter(card=>{
  2779. const searchTypeArray = [9,20,154];
  2780. const skills = getCardActiveSkills(card, searchTypeArray);
  2781. if (!skills.length) return false;
  2782. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2783. return parsedSkills.some(p=>p.to.includes(0));
  2784. }),
  2785. addition:changeOrbs_Addition
  2786. },
  2787. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2788. function:cards=>cards.filter(card=>{
  2789. const searchTypeArray = [9,20,154];
  2790. const skills = getCardActiveSkills(card, searchTypeArray);
  2791. if (!skills.length) return false;
  2792. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2793. return parsedSkills.some(p=>p.to.includes(1));
  2794. }),
  2795. addition:changeOrbs_Addition
  2796. },
  2797. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2798. function:cards=>cards.filter(card=>{
  2799. const searchTypeArray = [9,20,154];
  2800. const skills = getCardActiveSkills(card, searchTypeArray);
  2801. if (!skills.length) return false;
  2802. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2803. return parsedSkills.some(p=>p.to.includes(2));
  2804. }),
  2805. addition:changeOrbs_Addition
  2806. },
  2807. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2808. function:cards=>cards.filter(card=>{
  2809. const searchTypeArray = [9,20,154];
  2810. const skills = getCardActiveSkills(card, searchTypeArray);
  2811. if (!skills.length) return false;
  2812. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2813. return parsedSkills.some(p=>p.to.includes(3));
  2814. }),
  2815. addition:changeOrbs_Addition
  2816. },
  2817. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2818. function:cards=>cards.filter(card=>{
  2819. const searchTypeArray = [9,20,154];
  2820. const skills = getCardActiveSkills(card, searchTypeArray);
  2821. if (!skills.length) return false;
  2822. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2823. return parsedSkills.some(p=>p.to.includes(4));
  2824. }),
  2825. addition:changeOrbs_Addition
  2826. },
  2827. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2828. function:cards=>cards.filter(card=>{
  2829. const searchTypeArray = [9,20,154];
  2830. const skills = getCardActiveSkills(card, searchTypeArray);
  2831. if (!skills.length) return false;
  2832. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2833. return parsedSkills.some(p=>p.to.includes(5));
  2834. }),
  2835. addition:changeOrbs_Addition
  2836. },
  2837. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2838. function:cards=>cards.filter(card=>{
  2839. const searchTypeArray = [9,20,154];
  2840. const skills = getCardActiveSkills(card, searchTypeArray);
  2841. if (!skills.length) return false;
  2842. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2843. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2844. }),
  2845. addition:changeOrbs_Addition
  2846. },
  2847. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2848. function:cards=>cards.filter(card=>{
  2849. const searchTypeArray = [9,20,154];
  2850. const skills = getCardActiveSkills(card, searchTypeArray);
  2851. if (!skills.length) return false;
  2852. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2853. return parsedSkills.some(p=>p.from.includes(0));
  2854. }),
  2855. addition:changeOrbs_Addition
  2856. },
  2857. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2858. function:cards=>cards.filter(card=>{
  2859. const searchTypeArray = [9,20,154];
  2860. const skills = getCardActiveSkills(card, searchTypeArray);
  2861. if (!skills.length) return false;
  2862. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2863. return parsedSkills.some(p=>p.from.includes(1));
  2864. }),
  2865. addition:changeOrbs_Addition
  2866. },
  2867. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2868. function:cards=>cards.filter(card=>{
  2869. const searchTypeArray = [9,20,154];
  2870. const skills = getCardActiveSkills(card, searchTypeArray);
  2871. if (!skills.length) return false;
  2872. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2873. return parsedSkills.some(p=>p.from.includes(2));
  2874. }),
  2875. addition:changeOrbs_Addition
  2876. },
  2877. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2878. function:cards=>cards.filter(card=>{
  2879. const searchTypeArray = [9,20,154];
  2880. const skills = getCardActiveSkills(card, searchTypeArray);
  2881. if (!skills.length) return false;
  2882. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2883. return parsedSkills.some(p=>p.from.includes(3));
  2884. }),
  2885. addition:changeOrbs_Addition
  2886. },
  2887. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2888. function:cards=>cards.filter(card=>{
  2889. const searchTypeArray = [9,20,154];
  2890. const skills = getCardActiveSkills(card, searchTypeArray);
  2891. if (!skills.length) return false;
  2892. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2893. return parsedSkills.some(p=>p.from.includes(4));
  2894. }),
  2895. addition:changeOrbs_Addition
  2896. },
  2897. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2898. function:cards=>cards.filter(card=>{
  2899. const searchTypeArray = [9,20,154];
  2900. const skills = getCardActiveSkills(card, searchTypeArray);
  2901. if (!skills.length) return false;
  2902. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2903. return parsedSkills.some(p=>p.from.includes(5));
  2904. }),
  2905. addition:changeOrbs_Addition
  2906. },
  2907. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2908. function:cards=>cards.filter(card=>{
  2909. const searchTypeArray = [9,20,154];
  2910. const skills = getCardActiveSkills(card, searchTypeArray);
  2911. if (!skills.length) return false;
  2912. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2913. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2914. }),
  2915. addition:changeOrbs_Addition
  2916. },
  2917. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2918. function:cards=>{
  2919. const searchTypeArray = [52,91,140];
  2920. return cards.filter(card=>{
  2921. const skill = getCardActiveSkill(card, searchTypeArray);
  2922. return skill;
  2923. });
  2924. },
  2925. addition:card=>{
  2926. const searchTypeArray = [52,91,140];
  2927. const skill = getCardActiveSkill(card, searchTypeArray);
  2928. const sk = skill.params;
  2929. let attrs = [];
  2930. switch (skill.type)
  2931. {
  2932. case 52:{
  2933. attrs.push(sk[0]); break;
  2934. }
  2935. case 91:{
  2936. attrs = sk.slice(0,-1); break;
  2937. }
  2938. case 140:{
  2939. attrs = flags(sk[0]); break;
  2940. }
  2941. }
  2942. const fragment = document.createDocumentFragment();
  2943. fragment.appendChild(document.createTextNode(`强化`));
  2944. fragment.appendChild(createOrbsList(attrs));
  2945. return fragment;
  2946. }
  2947. },
  2948. ]},
  2949. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2950. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2951. function:cards=>cards.filter(card=>{
  2952. function is30(sk)
  2953. {
  2954. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2955. }
  2956. const searchTypeArray = [141];
  2957. const skill = getCardActiveSkill(card, searchTypeArray);
  2958. return skill && is30(skill.params);
  2959. }),
  2960. addition:generateOrbs_Addition
  2961. },
  2962. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2963. function:cards=>cards.filter(card=>{
  2964. function is1515(sk)
  2965. {
  2966. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2967. }
  2968. const searchTypeArray = [141];
  2969. const skill = getCardActiveSkill(card, searchTypeArray);
  2970. return skill && is1515(skill.params);
  2971. }),
  2972. addition:generateOrbs_Addition
  2973. },
  2974. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2975. function:cards=>cards.filter(card=>{
  2976. const gens = generateOrbsParse(card);
  2977. return gens.some(gen=>gen.to.includes(0));
  2978. }),
  2979. addition:generateOrbs_Addition
  2980. },
  2981. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2982. function:cards=>cards.filter(card=>{
  2983. const gens = generateOrbsParse(card);
  2984. return gens.some(gen=>gen.to.includes(1));
  2985. }),
  2986. addition:generateOrbs_Addition
  2987. },
  2988. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2989. function:cards=>cards.filter(card=>{
  2990. const gens = generateOrbsParse(card);
  2991. return gens.some(gen=>gen.to.includes(2));
  2992. }),
  2993. addition:generateOrbs_Addition
  2994. },
  2995. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2996. function:cards=>cards.filter(card=>{
  2997. const gens = generateOrbsParse(card);
  2998. return gens.some(gen=>gen.to.includes(3));
  2999. }),
  3000. addition:generateOrbs_Addition
  3001. },
  3002. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  3003. function:cards=>cards.filter(card=>{
  3004. const gens = generateOrbsParse(card);
  3005. return gens.some(gen=>gen.to.includes(4));
  3006. }),
  3007. addition:generateOrbs_Addition
  3008. },
  3009. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  3010. function:cards=>cards.filter(card=>{
  3011. const gens = generateOrbsParse(card);
  3012. return gens.some(gen=>gen.to.includes(5));
  3013. }),
  3014. addition:generateOrbs_Addition
  3015. },
  3016. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  3017. function:cards=>cards.filter(card=>{
  3018. const gens = generateOrbsParse(card);
  3019. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  3020. }),
  3021. addition:generateOrbs_Addition
  3022. },
  3023. ]},
  3024. {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: [
  3025. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  3026. function:cards=>cards.filter(card=>{
  3027. const searchTypeArray = [176];
  3028. const skill = getCardActiveSkill(card, searchTypeArray);
  3029. return skill;
  3030. })
  3031. },
  3032. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  3033. function:cards=>cards.filter(card=>{
  3034. function is3x3(sk)
  3035. {
  3036. for (let si=0;si<3;si++)
  3037. {
  3038. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  3039. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  3040. (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)
  3041. (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)
  3042. )
  3043. return true;
  3044. }
  3045. return false;
  3046. }
  3047. const searchTypeArray = [176];
  3048. const skill = getCardActiveSkill(card, searchTypeArray);
  3049. return skill && is3x3(skill.params);
  3050. }),
  3051. addition:card=>{
  3052. const searchTypeArray = [176];
  3053. const skill = getCardActiveSkill(card, searchTypeArray);
  3054. const sk = skill.params;
  3055. const fragment = document.createDocumentFragment();
  3056. fragment.appendChild(document.createTextNode(`3×3`));
  3057. fragment.appendChild(createOrbsList(sk[5]));
  3058. return fragment;
  3059. }
  3060. },
  3061. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  3062. function:cards=>cards.filter(card=>{
  3063. const searchTypeArray = [127];
  3064. const skill = getCardActiveSkill(card, searchTypeArray);
  3065. return skill;
  3066. }),
  3067. addition:generateColumnOrbs_Addition
  3068. },
  3069. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)",cht:"產豎(含心)"},
  3070. function:cards=>cards.filter(card=>{
  3071. function isHeart(sk)
  3072. {
  3073. for (let i=1;i<sk.length;i+=2)
  3074. {
  3075. if (sk[i] & 32)
  3076. {
  3077. return true;
  3078. }
  3079. }
  3080. }
  3081. const searchTypeArray = [127];
  3082. const skill = getCardActiveSkill(card, searchTypeArray);
  3083. return skill && isHeart(skill.params);
  3084. }),
  3085. addition:generateColumnOrbs_Addition
  3086. },
  3087. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  3088. function:cards=>cards.filter(card=>{
  3089. const searchTypeArray = [128];
  3090. const skill = getCardActiveSkill(card, searchTypeArray);
  3091. return skill;
  3092. }),
  3093. addition:generateRowOrbs_Addition
  3094. },
  3095. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3096. function:cards=>cards.filter(card=>{
  3097. const searchTypeArray = [128];
  3098. const skill = getCardActiveSkill(card, searchTypeArray);
  3099. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  3100. }),
  3101. addition:generateRowOrbs_Addition
  3102. },
  3103. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3104. function:cards=>cards.filter(card=>{
  3105. const searchTypeArray = [128];
  3106. const skill = getCardActiveSkill(card, searchTypeArray);
  3107. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3108. }),
  3109. addition:generateRowOrbs_Addition
  3110. },
  3111. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3112. function:cards=>cards.filter(card=>{
  3113. const searchTypeArray = [128];
  3114. const skill = getCardActiveSkill(card, searchTypeArray);
  3115. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3116. }),
  3117. addition:generateRowOrbs_Addition
  3118. },
  3119. {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)"},
  3120. function:cards=>cards.filter(card=>{
  3121. const searchTypeArray = [128,71,176];
  3122. function isRow(skill)
  3123. {
  3124. const sk = skill.params;
  3125. if (skill.type === 128) //普通横
  3126. {return true;}
  3127. else if (skill.type === 71) //花火
  3128. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  3129. else if (skill.type === 176) //特殊形状
  3130. {
  3131. for (let si=0;si<5;si++)
  3132. {
  3133. if ((sk[si] & 63) === 63)
  3134. return true;
  3135. }
  3136. }
  3137. return false;
  3138. }
  3139. const skill = getCardActiveSkill(card, searchTypeArray);
  3140. return skill && isRow(skill);
  3141. })
  3142. },
  3143. ]},
  3144. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3145. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3146. function:cards=>cards.filter(card=>!card.henshinFrom && !card.henshinTo)
  3147. },
  3148. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3149. function:cards=>cards.filter(card=>card.henshinTo)
  3150. },
  3151. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3152. function:cards=>cards.filter(card=>card.henshinFrom)
  3153. },
  3154. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3155. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3156. },
  3157. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3158. function:cards=>cards.filter(card=>card.is8Latent)
  3159. },
  3160. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3161. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3162. function:cards=>cards.filter(card=>isReincarnated(card))
  3163. }, //evoBaseId可能为0
  3164. //{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)},
  3165. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3166. function:cards=>cards.filter(card=>card.is8Latent && card.isUltEvo && !card.awakenings.includes(49))
  3167. },
  3168. /*{name:"",otLangName:{chs:"变身前",cht:"變身前"},
  3169. function:cards=>cards.filter(card=>{
  3170. const searchType = 202;
  3171. const skill = Skills[card.activeSkillId];
  3172. if (skill.type == searchType)
  3173. return true;
  3174. else if (skill.type == 116 || skill.type == 118){
  3175. const subskills = skill.params.map(id=>Skills[id]);
  3176. return subskills.some(subskill=>subskill.type == searchType);
  3177. }
  3178. })
  3179. },
  3180. {name:"",otLangName:{chs:"变身前后队长技保持不变",cht:"變身前後隊長技保持不變"},
  3181. function:cards=>cards.filter(card=>{
  3182. const searchType = 202;
  3183. const skill = Skills[card.activeSkillId];
  3184. if (skill.type == searchType && card.leaderSkillId == Cards[skill.params[0]].leaderSkillId)
  3185. return true;
  3186. else if (skill.type == 116 || skill.type == 118){
  3187. const subskills = skill.params.map(id=>Skills[id]);
  3188. return subskills.some(subskill=>subskill.type == searchType && card.leaderSkillId == Cards[subskill.params[0]].leaderSkillId);
  3189. }
  3190. })
  3191. },*/
  3192. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3193. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3194. },
  3195. ]},
  3196. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3197. {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)"},
  3198. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3199. },
  3200. {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)"},
  3201. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3202. },
  3203. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3204. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3205. },
  3206. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%",cht:"110級三維成長≥50%"},
  3207. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3208. addition:card=>`成长${card.limitBreakIncr}%`
  3209. },
  3210. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3211. function:cards=>cards.filter(card=>card.maxLevel==1)
  3212. },
  3213. {name:"Less than 100mp",otLangName:{chs:"低于100mp",cht:"低於100mp"},
  3214. function:cards=>cards.filter(card=>card.sellMP<100)
  3215. },
  3216. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3217. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3218. },
  3219. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3220. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3221. },
  3222. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3223. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3224. },
  3225. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3226. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3227. },
  3228. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3229. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3230. },
  3231. ]},
  3232. {group:true,name:"----- Awoken -----",otLangName:{chs:"-----觉醒类-----",cht:"-----覺醒類-----"}, functions: [
  3233. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3234. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3235. },
  3236. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3237. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3238. },
  3239. {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"},
  3240. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3241. },
  3242. {name:"3 same Killer Awoken, or 2 with same latent",otLangName:{chs:"3个相同杀觉醒,或2个杀觉醒并可打相同潜觉",cht:"3個相同殺覺醒,或2個殺覺醒並可打相同潛覺"},
  3243. function:cards=>cards.filter(card=>{
  3244. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3245. if (hasAwokenKiller)
  3246. { //大于2个杀的进行判断
  3247. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3248. { //大于3个杀的直接过
  3249. return true;
  3250. }else
  3251. { //2个杀的
  3252. const isAllowLatent = card.types.filter(i=>
  3253. i>=0 //去掉-1的type
  3254. ).map(type=>
  3255. type_allowable_latent[type] //得到允许打的潜觉杀
  3256. ).some(ls=>
  3257. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3258. );
  3259. return isAllowLatent
  3260. }
  3261. }else
  3262. {
  3263. return false;
  3264. }
  3265. })
  3266. },
  3267. {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"},
  3268. function:cards=>cards.filter(card=>{
  3269. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3270. if (hasAwokenKiller)
  3271. { //大于2个杀的进行判断
  3272. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3273. { //大于3个杀的直接过
  3274. return true;
  3275. }else
  3276. { //2个杀的
  3277. const isAllowLatent = card.types.filter(i=>
  3278. i>=0 //去掉-1的type
  3279. ).map(type=>
  3280. type_allowable_latent[type] //得到允许打的潜觉杀
  3281. ).some(ls=>
  3282. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3283. );
  3284. return isAllowLatent
  3285. }
  3286. }else
  3287. {
  3288. return false;
  3289. }
  3290. })
  3291. },
  3292. {name:"4 same Killer Awoken(include super awoken), or 3 with same latent",otLangName:{chs:"4个相同杀觉醒(含超觉),或相同潜觉",cht:"4個相同殺覺醒(含超覺),或相同潛覺"},
  3293. function:cards=>cards.filter(card=>{
  3294. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3295. if (hasAwokenKiller)
  3296. { //大于2个杀的进行判断
  3297. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3298. { //大于3个杀的直接过
  3299. return true;
  3300. }else
  3301. { //2个杀的
  3302. const isAllowLatent = card.types.filter(i=>
  3303. i>=0 //去掉-1的type
  3304. ).map(type=>
  3305. type_allowable_latent[type] //得到允许打的潜觉杀
  3306. ).some(ls=>
  3307. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3308. );
  3309. return isAllowLatent
  3310. }
  3311. }else
  3312. {
  3313. return false;
  3314. }
  3315. })
  3316. },
  3317. /*{name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3318. function:cards=>cards.filter(card=>{
  3319. const searchTypeArray = [1000];
  3320. const skill = getCardActiveSkill(card, searchTypeArray);
  3321. return skill;
  3322. })
  3323. },*/
  3324. ]},
  3325. ];
  3326. return functions;
  3327. })();

智龙迷城队伍图制作工具