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script-json_data.js 120 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: `智龙迷城${teamsCount}人队伍图制作`,
  17. addition_display: "💬",
  18. title_blank: "输入队伍标题",
  19. detail_blank: "输入说明",
  20. sort_name:{
  21. sort_none: "无",
  22. sort_id: "怪物ID",
  23. sort_attrs: "属性",
  24. sort_evoRootId: "进化树",
  25. sort_evoRoot_Attrs : "进化根怪物的属性",
  26. sort_rarity: "稀有度",
  27. sort_cost: "消耗",
  28. sort_mp: "MP",
  29. sort_skillLv1: "技能最大冷却时间",
  30. sort_skillLvMax: "技能最小冷却时间",
  31. sort_hpMax110: "最大 HP",
  32. sort_atkMax110: "最大攻击",
  33. sort_rcvMax110: "最大回复",
  34. sort_hpMax110_awoken: "最大 HP(+觉醒)",
  35. sort_atkMax110_awoken: "最大攻击(+觉醒)",
  36. sort_rcvMax110_awoken: "最大回复(+觉醒)",
  37. sort_abilityIndex_awoken: "最大加权能力指数(+觉醒)",
  38. },
  39. force_reload_data: "强制刷新数据",
  40. skill_parse: {
  41. skill: {
  42. unknown: tp`未知的技能类型:${'type'}`, //type
  43. active_turns: tp`${'turns'} 回合内,${'actionSkill'}`, //turns, actionSkill
  44. random_skills: tp`随机发动以下技能:${'skills'}`, //skills
  45. damage_enemy: tp`对${'target'}造成${'damage'}的${'attr'}伤害${'times'}${'totalDamage'}`, //target, damage, attr
  46. damage_enemy_times: tp`×${'times'}`,
  47. damage_enemy_count: tp`(共${'damage'})`,
  48. vampire: tp`${'damage_enemy'},并${'icon'}回复伤害值${'heal'}的HP`, //target, damage, attr
  49. delay: tp`延迟敌人的攻击${'icon'}`, //icon
  50. mass_attack: tp`所有攻击变为${'icon'}全体攻击`,
  51. leader_change: tp`${'icon'}将${'target'}换为队长,再次使用则换回来`,
  52. no_skyfall: tp`${'icon'}天降的宝珠不会消除`,
  53. self_harm: tp`${'icon'}${'stats'}减少${'value'}`,
  54. heal: tp`${'icon'}回复 ${'value'} 的 ${'stats'}`,
  55. unbind: tp`${'stats'}状态减少 ${'turns'} 回合`,
  56. unbind_normal: tp`${'icon'}封锁`,
  57. unbind_awakenings: tp`${'icon'}觉醒无效`,
  58. unbind_matches: tp`${'icon'}无法消除宝珠`,
  59. bind_skill: tp`${'icon'}自身无法使用技能`,
  60. defense_break: tp`${'icon'}敌方的防御力减少${'value'}`,
  61. poison: tp`${'icon'}使${'target'}中毒,每回合损失${'belong_to'} ${'value'} 的 ${'stats'}`,
  62. time_extend: tp`${'icon'}宝珠移动时间 ${'value'}`,
  63. follow_attack: tp`${'icon'}消除宝珠的回合,以${'belong_to'}${'value'}的伤害追打${'target'}(计算防御力)`,
  64. follow_attack_fixed: tp`追加${'damage'}的${'attr'}伤害`,
  65. auto_heal_buff: tp`行动结束后${'icon'}回复${'value'}的${'stats'}`,
  66. auto_heal: tp`${'icon'}消除宝珠的回合,回复${'belong_to'}${'value'}的${'stats'}`,
  67. ctw: tp`${'icon'}${'value'}内时间停止,可以任意移动宝珠`,
  68. gravity: tp`${'icon'}造成${'target'}${'value'}的伤害`,
  69. resolve: tp`${'icon'}如${'stats'}≧${'min'},受到单一次致命攻击时,将会以1点 HP 生还`,
  70. board_change: tp`全画面的宝珠变为${'orbs'}`,
  71. skill_boost: tp`自身以外成员的技能冷却储备${'icon'}${'turns_min'}${'turns_max'}`,
  72. skill_boost_range: tp`~${'turns'}`,
  73. add_combo: tp`结算时连击数增加${'value'}${'icon'}`,
  74. fixed_time: tp`【${'icon'}操作时间固定${'value'}】`,
  75. min_match_length: tp`【限定≥${'matchable'}珠才能消除】`,
  76. drop_refresh: tp`全板刷新`,
  77. drum: tp`宝珠移动和消除的声音变成太鼓达人的音效`,
  78. auto_path: tp`显示3连击的转珠路径(只匹配3珠,并只适用于普通地下城)`,
  79. board7x6: tp`【${'icon'}7×6版面】`,
  80. counter_attack: tp`受到${'target'}攻击时,${'chance'}进行受到伤害${'value'}的${'attr'}${'icon'}反击`,
  81. change_orbs: tp`${'from'}→${'to'}`,
  82. generate_orbs: tp`${'exclude'}生成${'orbs'}各${'value'}个`,
  83. fixed_orbs: tp`在${'position'}产生${'orbs'}`,
  84. orb_drop_increase: tp`${'orbs'}的掉落率提高到${'value'}`,
  85. orb_drop_increase_flag: tp`${'chance'}掉落${'flag'}${'orbs'}`,
  86. attr_absorb: tp`${'icon'}属性吸收`,
  87. combo_absorb: tp`${'icon'}连击吸收`,
  88. damage_absorb: tp`${'icon'}伤害吸收`,
  89. damage_void: tp`${'icon'}伤害无效`,
  90. void_enemy_buff: tp`敌人的 ${'buff'} 无效化`,
  91. change_attribute: tp`将${'target'}变为${'attrs'}`,
  92. set_orb_state_enhanced: tp`${'icon'}强化${'orbs'}(每颗宝珠效力增加${'value'})`,
  93. set_orb_state_locked: tp`将${'orbs'}${'icon'}锁定${'value'}`,
  94. set_orb_state_unlocked: tp`${'icon'}解除所有宝珠的锁定状态`,
  95. set_orb_state_bound: tp`无法消除${'orbs'}`,
  96. rate_multiply: tp`作为队长进入地下城时,${'rate'}变为${'value'}`,
  97. rate_multiply_drop: tp`${'icon'}怪物蛋掉落率`,
  98. rate_multiply_coin: tp`${'icon'}金币掉落率`,
  99. rate_multiply_exp: tp`${'icon'}等级经验倍率`,
  100. reduce_damage: tp`${'condition'}受到的${'attrs'}伤害${'icon'}减少${'value'}`,
  101. power_up: tp`${'condition'}${'targets'}${'target'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  102. power_up_targets: tp`${'attrs_types'}的 `,
  103. henshin: tp`变身为${'card'}`,
  104. void_poison: tp`消除${'poison'}时不会受到毒伤害`,
  105. skill_proviso: tp`${'condition'}才能发动后续效果`,
  106. obstruct_opponent: tp`对${'target'}施加敌对技能效果:${'skills'}`,
  107. obstruct_opponent_after_me: tp`排名比自身低的对手`,
  108. obstruct_opponent_before_me: tp`排名比自身高的对手`,
  109. obstruct_opponent_designated_position: tp`第${'positions'}排位的对手`,
  110. },
  111. power: {
  112. unknown: tp`[ 未知能力提升: ${'type'} ]`,
  113. scale_attributes: tp`${'orbs'}中${'min'}种属性同时攻击时${'stats'}${'bonus'}`,
  114. scale_attributes_bonus: tp`,每多1种${'bonus'},最大${'max'}种时${'stats_max'}`,
  115. scale_combos: tp`${'min'}连击以上时${'stats'}${'bonus'}`,
  116. scale_combos_bonus: tp`,每多1连击${'bonus'},最大${'max'}连击时${'stats_max'}`,
  117. scale_match_attrs: tp`${'matches'}中${'min'}串匹配时${'stats'}${'bonus'}`,
  118. scale_match_attrs_bonus: tp`,每多1串${'bonus'},最大${'max'}串时${'stats_max'}`,
  119. scale_match_length: tp`${'in_once'}相连消除${'min'}个${'orbs'}时${'stats'}${'bonus'}`,
  120. scale_match_length_bonus: tp`,每多1个${'bonus'},最大${'max'}个时${'stats_max'}`,
  121. scale_cross: tp`每以十字形式消除5个${'orbs'}1次时${'stats'}`,
  122. scale_cross_single: tp`以十字形式消除5个${'orbs'}时${'stats'}`,
  123. scale_state_kind_count: tp`以队伍中[${'awakenings'}${'attrs'}${'types'}]的数量提升,每个${'stats'}`,
  124. },
  125. cond: {
  126. unknown: tp`[ 未知条件 ]`,
  127. hp_equal: tp`${'hp'} == ${'min'} 时`,
  128. hp_less_or_equal: tp`${'hp'} ≤ ${'max'} 时`,
  129. hp_greater_or_equal: tp`${'hp'} ≥ ${'min'} 时`,
  130. hp_belong_to_range: tp`${'hp'} ∈ [${'min'},${'max'}] 时`,
  131. use_skill: tp`使用技能时`,
  132. multi_player: tp`协力时`,
  133. remain_orbs: tp`剩余宝珠 ≤ ${'value'} 时`,
  134. exact_combo: tp`刚好${'value'}连击时`,
  135. exact_match_length: tp`相连消除刚好${'value'}${'orbs'}时`,
  136. exact_match_enhanced: tp`并且其中包含至少一个强化宝珠`,
  137. compo_type_card: tp`队伍中同时存在 ${'ids'} 时`,
  138. compo_type_series: tp`队员组成全为 ${'ids'} 合作时`,
  139. compo_type_evolution: tp`队员组成全为 ${'ids'} 进化时`,
  140. L_shape: tp`以L字形式消除5个${'orbs'}时`,
  141. heal: tp`以${'orbs'}回复${'heal'}${'stats'}时`,
  142. },
  143. position: {
  144. top: tp`上方第${'pos'}横行`,
  145. bottom: tp`下方第${'pos'}横行`,
  146. left: tp`左方第${'pos'}竖列`,
  147. right: tp`右方第${'pos'}竖列`,
  148. shape: tp`指定位置`,
  149. },
  150. value: {
  151. unknown: tp`[ 未知数值: ${'type'}]`, //type
  152. const: tp`${'value'}${'unit'}`,
  153. const_to: tp`到${'value'}`,
  154. mul_percent: tp`${'value'}%`,
  155. mul_times: tp`×${'value'}倍`,
  156. mul_of_percent: tp`${'stats'}的${'value'}%`,
  157. mul_of_times: tp`${'stats'}×${'value'}倍`,
  158. hp_scale: tp`${'hp'}为100%时${'min'},${'hp'}为1时${'max'}`,
  159. random_atk: tp`${'atk'}×${'min'}${'max'}倍`,
  160. prob: tp`有${'value'}几率`,
  161. x_awakenings: tp`${'awakenings'}数量×${'value'}`,
  162. },
  163. target: {
  164. self: tp`怪物自身`,
  165. enemy: tp`敌人`,
  166. team: tp`队伍`,
  167. team_last: tp`队伍最后一位队员`,
  168. enemy_all: tp`敌方全体`,
  169. enemy_one: tp`敌方1体`,
  170. enemy_attr: tp`${'attr'}敌人`,
  171. },
  172. stats: {
  173. unknown: tp`[ 未知状态: ${'type'}]`, //type
  174. maxhp: tp`最大HP`,
  175. hp: tp`HP`,
  176. chp: tp`当前HP`,
  177. atk: tp`攻击力`,
  178. rcv: tp`回复力`,
  179. teamhp: tp`队伍总HP`,
  180. teamatk: tp`队伍${'attrs'}总攻击力`,
  181. teamrcv: tp`队伍回复力`,
  182. },
  183. unit: {
  184. orbs: tp`个`,
  185. times: tp`次`,
  186. seconds: tp`秒`,
  187. point: tp`点`,
  188. turns: tp`回合`,
  189. },
  190. word: {
  191. comma: tp`,`, //逗号
  192. slight_pause: tp`、`, //顿号
  193. range_hyphen: tp`~`, //范围连字符
  194. in_once: tp`同时`,
  195. evo_type_pixel: tp`像素进化`,
  196. evo_type_reincarnation: tp`转生或超转生进化`,
  197. evo_type_unknow: tp`未知进化: ${'type'}`,
  198. affix_attr: tp`${'cotent'}属性`, //词缀-属性
  199. affix_orb: tp`${'cotent'}宝珠`, //词缀-宝珠
  200. affix_type: tp`${'cotent'}类型`, //词缀-类型
  201. affix_awakening: tp`${'cotent'}觉醒`, //词缀-觉醒
  202. affix_exclude: tp`${'cotent'}以外`, //词缀-属性
  203. },
  204. attrs: {
  205. [0]: tp`${'icon'}火`,
  206. [1]: tp`${'icon'}水`,
  207. [2]: tp`${'icon'}木`,
  208. [3]: tp`${'icon'}光`,
  209. [4]: tp`${'icon'}暗`,
  210. [5]: tp`${'icon'}回复力`,
  211. [6]: tp`${'icon'}空`,
  212. all: tp`所有`,
  213. self: tp`${'icon'}自身属性`,
  214. fixed: tp`${'icon'}无视防御固定`,
  215. },
  216. orbs: {
  217. [0]: tp`${'icon'}火`,
  218. [1]: tp`${'icon'}水`,
  219. [2]: tp`${'icon'}木`,
  220. [3]: tp`${'icon'}光`,
  221. [4]: tp`${'icon'}暗`,
  222. [5]: tp`${'icon'}回复`,
  223. [6]: tp`${'icon'}干扰`,
  224. [7]: tp`${'icon'}毒`,
  225. [8]: tp`${'icon'}剧毒`,
  226. [9]: tp`${'icon'}炸弹`,
  227. enhanced: tp`${'icon'}强化`,
  228. locked: tp`${'icon'}锁定`,
  229. nail: tp`${'icon'}钉子`,
  230. variation: tp`${'icon'}变换珠(每${'time'}变换)`,
  231. _5color: tp`${'icon'}5色`,
  232. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  233. all: tp`所有`,
  234. any: tp`任何${'cotent'}`,
  235. },
  236. types: {
  237. [0]: tp`${'icon'}进化用`,
  238. [1]: tp`${'icon'}平衡`,
  239. [2]: tp`${'icon'}体力`,
  240. [3]: tp`${'icon'}回复`,
  241. [4]: tp`${'icon'}龙`,
  242. [5]: tp`${'icon'}神`,
  243. [6]: tp`${'icon'}攻击`,
  244. [7]: tp`${'icon'}恶魔`,
  245. [8]: tp`${'icon'}机械`,
  246. [9]: tp`${'icon'}特别保护`,
  247. [12]: tp`${'icon'}能力觉醒用`,
  248. [14]: tp`${'icon'}强化合成用`,
  249. [15]: tp`${'icon'}贩卖用`,
  250. },
  251. awokens: {
  252. [0]: tp`${'icon'}未知觉醒`,
  253. [1]: tp`${'icon'}HP+`,
  254. [2]: tp`${'icon'}攻击+`,
  255. [3]: tp`${'icon'}回复+`,
  256. [4]: tp`${'icon'}火盾`,
  257. [5]: tp`${'icon'}水盾`,
  258. [6]: tp`${'icon'}木盾`,
  259. [7]: tp`${'icon'}光盾`,
  260. [8]: tp`${'icon'}暗盾`,
  261. [9]: tp`${'icon'}自回`,
  262. [10]: tp`${'icon'}防封`,
  263. [11]: tp`${'icon'}防暗`,
  264. [12]: tp`${'icon'}防废`,
  265. [13]: tp`${'icon'}防毒`,
  266. [14]: tp`${'icon'}火+`,
  267. [15]: tp`${'icon'}水+`,
  268. [16]: tp`${'icon'}木+`,
  269. [17]: tp`${'icon'}光+`,
  270. [18]: tp`${'icon'}暗+`,
  271. [19]: tp`${'icon'}手指`,
  272. [20]: tp`${'icon'}心解`,
  273. [21]: tp`${'icon'}SB`,
  274. [22]: tp`${'icon'}火横`,
  275. [23]: tp`${'icon'}水横`,
  276. [24]: tp`${'icon'}木横`,
  277. [25]: tp`${'icon'}光横`,
  278. [26]: tp`${'icon'}暗横`,
  279. [27]: tp`${'icon'}U`,
  280. [28]: tp`${'icon'}SX`,
  281. [29]: tp`${'icon'}心+`,
  282. [30]: tp`${'icon'}协力`,
  283. [31]: tp`${'icon'}龙杀`,
  284. [32]: tp`${'icon'}神杀`,
  285. [33]: tp`${'icon'}恶魔杀`,
  286. [34]: tp`${'icon'}机杀`,
  287. [35]: tp`${'icon'}平衡杀`,
  288. [36]: tp`${'icon'}攻击杀`,
  289. [37]: tp`${'icon'}体力杀`,
  290. [38]: tp`${'icon'}回复杀`,
  291. [39]: tp`${'icon'}进化杀`,
  292. [40]: tp`${'icon'}觉醒杀`,
  293. [41]: tp`${'icon'}强化杀`,
  294. [42]: tp`${'icon'}卖钱杀`,
  295. [43]: tp`${'icon'}7c`,
  296. [44]: tp`${'icon'}5色破防`,
  297. [45]: tp`${'icon'}心追`,
  298. [46]: tp`${'icon'}全体 HP `,
  299. [47]: tp`${'icon'}全体回复`,
  300. [48]: tp`${'icon'}破无效`,
  301. [49]: tp`${'icon'}武器`,
  302. [50]: tp`${'icon'}方块心追`,
  303. [51]: tp`${'icon'}5色溜`,
  304. [52]: tp`${'icon'}大防封`,
  305. [53]: tp`${'icon'}大手指`,
  306. [54]: tp`${'icon'}防云`,
  307. [55]: tp`${'icon'}防封条`,
  308. [56]: tp`${'icon'}大SB`,
  309. [57]: tp`${'icon'}上血`,
  310. [58]: tp`${'icon'}下血`,
  311. [59]: tp`${'icon'}L盾`,
  312. [60]: tp`${'icon'}L解锁`,
  313. [61]: tp`${'icon'}10c`,
  314. [62]: tp`${'icon'}c珠`,
  315. [63]: tp`${'icon'}语音`,
  316. [64]: tp`${'icon'}奖励增加`,
  317. [65]: tp`${'icon'} HP -`,
  318. [66]: tp`${'icon'}攻击-`,
  319. [67]: tp`${'icon'}回复-`,
  320. [68]: tp`${'icon'}大防暗`,
  321. [69]: tp`${'icon'}大防废`,
  322. [70]: tp`${'icon'}大防毒`,
  323. [71]: tp`${'icon'}掉废`,
  324. [72]: tp`${'icon'}掉毒`,
  325. [73]: tp`${'icon'}火串`,
  326. [74]: tp`${'icon'}水串`,
  327. [75]: tp`${'icon'}木串`,
  328. [76]: tp`${'icon'}光串`,
  329. [77]: tp`${'icon'}暗串`,
  330. [78]: tp`${'icon'}十字`,
  331. [79]: tp`${'icon'}3色`,
  332. [80]: tp`${'icon'}4色`,
  333. [81]: tp`${'icon'}5色`,
  334. }
  335. },
  336. }
  337. //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
  338. const typekiller_for_type = [
  339. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  340. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  341. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  342. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  343. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  344. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  345. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  346. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  347. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  348. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  349. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  350. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  351. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  352. ];
  353. //类型允许的潜觉杀
  354. const type_allowable_latent = [];
  355. typekiller_for_type.forEach(t=>
  356. {
  357. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  358. .map(tn=>
  359. typekiller_for_type.find(_t=>_t.type == tn).latent
  360. );
  361. type_allowable_latent[t.type] = t.allowableLatent;
  362. }
  363. );
  364. //一般共同能打的潜觉
  365. const common_allowable_latent = [
  366. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  367. 28,29,30,31,32,33,34,35,36,37,38,
  368. 39,40,41, //需要拥有觉醒的才能打,但是有武器
  369. ];
  370. //120级才能打的潜觉
  371. const v120_allowable_latent = [
  372. 42,43,44,45
  373. ];
  374. //等效觉醒列表
  375. const equivalent_awoken = [
  376. {small:10,big:52,times:2}, //防封
  377. {small:11,big:68,times:5}, //防暗
  378. {small:12,big:69,times:5}, //防废
  379. {small:13,big:70,times:5}, //防毒
  380. {small:19,big:53,times:2}, //手指
  381. {small:21,big:56,times:2}, //SB
  382. ];
  383. //官方的觉醒排列顺序
  384. const official_awoken_sorting = [
  385. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  386. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  387. 27, 48, 62, 57, 58, 60, 59, 54, 55,
  388. 14, 15, 16, 17, 18, 29, 20, 44, 51,
  389. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  390. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  391. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  392. 65, 66, 67, 9, 71, 72, 30, 64, 63,
  393. 73, 74, 75, 76, 77, 78, 79, 80, 81
  394. ];
  395. //pdc的徽章对应数字
  396. const pdcBadgeMap = [
  397. {pdf:0,pdc:10}, //无限cost
  398. {pdf:1,pdc:12}, //小手指
  399. {pdf:2,pdc:9}, //全体攻击
  400. {pdf:3,pdc:5}, //小回复
  401. {pdf:4,pdc:1}, //小血量
  402. {pdf:5,pdc:3}, //小攻击
  403. {pdf:6,pdc:8}, //SB
  404. {pdf:7,pdc:18}, //队长防封
  405. {pdf:8,pdc:19}, //SX
  406. {pdf:9,pdc:7}, //无天降
  407. {pdf:10,pdc:6}, //大回复
  408. {pdf:11,pdc:2}, //大血量
  409. {pdf:12,pdc:4}, //大攻击
  410. {pdf:13,pdc:13}, //大手指
  411. {pdf:14,pdc:11}, //加经验
  412. {pdf:15,pdc:15}, //墨镜
  413. {pdf:16,pdc:17}, //防废
  414. {pdf:17,pdc:16}, //防毒
  415. {pdf:18,pdc:14}, //月卡
  416. ];
  417. //pdc的潜觉对应数字
  418. const pdcLatentMap = [
  419. {pdf:1,pdc:1}, //HP
  420. {pdf:2,pdc:0}, //攻击
  421. {pdf:3,pdc:2}, //回复
  422. {pdf:4,pdc:19}, //手指
  423. {pdf:5,pdc:13}, //自回
  424. {pdf:6,pdc:14}, //火盾
  425. {pdf:7,pdc:15}, //水盾
  426. {pdf:8,pdc:16}, //木盾
  427. {pdf:9,pdc:17}, //光盾
  428. {pdf:10,pdc:18}, //暗盾
  429. {pdf:11,pdc:12}, //防坐
  430. {pdf:12,pdc:3}, //三维
  431. {pdf:13,pdc:35}, //不被换队长
  432. {pdf:14,pdc:37}, //不掉废
  433. {pdf:15,pdc:36}, //不掉毒
  434. {pdf:16,pdc:24}, //进化杀
  435. {pdf:17,pdc:25}, //觉醒杀
  436. {pdf:18,pdc:26}, //强化杀
  437. {pdf:19,pdc:27}, //卖钱杀
  438. {pdf:20,pdc:4}, //神杀
  439. {pdf:21,pdc:5}, //龙杀
  440. {pdf:22,pdc:6}, //恶魔杀
  441. {pdf:23,pdc:7}, //机械杀
  442. {pdf:24,pdc:8}, //平衡杀
  443. {pdf:25,pdc:9}, //攻击杀
  444. {pdf:26,pdc:10}, //体力杀
  445. {pdf:27,pdc:11}, //回复杀
  446. {pdf:28,pdc:20}, //大HP
  447. {pdf:29,pdc:21}, //大攻击
  448. {pdf:30,pdc:22}, //大回复
  449. {pdf:31,pdc:23}, //大手指
  450. {pdf:32,pdc:28}, //大火盾
  451. {pdf:33,pdc:29}, //大水盾
  452. {pdf:34,pdc:30}, //大木盾
  453. {pdf:35,pdc:31}, //大光盾
  454. {pdf:36,pdc:32}, //大暗盾
  455. {pdf:37,pdc:33}, //6色破无效
  456. {pdf:38,pdc:34}, //3色破属吸
  457. {pdf:39,pdc:40}, //C珠破吸
  458. {pdf:40,pdc:39}, //心横解转转
  459. {pdf:41,pdc:38}, //U解禁消
  460. {pdf:42,pdc:41}, //伤害上限解除
  461. {pdf:43,pdc:42}, //HP++
  462. {pdf:44,pdc:43}, //攻击++
  463. {pdf:45,pdc:44}, //回复++
  464. ];
  465. //排序程序列表
  466. const sort_function_list = [
  467. {tag:"sort_none",name:"无",function:()=>0},
  468. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  469. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  470. let num = a.attrs[0] - b.attrs[0];
  471. if (num === 0) num = a.attrs[1] - b.attrs[1];
  472. return num;
  473. }
  474. },
  475. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  476. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  477. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  478. let num = card_a.attrs[0] - card_b.attrs[0];
  479. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  480. return num;
  481. }
  482. },
  483. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  484. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  485. {tag:"sort_mp",name:"MP",function:(a,b)=>a.mp-b.mp},
  486. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  487. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  488. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  489. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  490. }
  491. },
  492. {tag:"sort_hpMax110",name:"Lv110最大HP",function:(a,b)=>a.hp.max * (1 + a.limitBreakIncr/100) - b.hp.max * (1 + b.limitBreakIncr/100)},
  493. {tag:"sort_atkMax110",name:"Lv110最大攻击",function:(a,b)=>a.atk.max * (1 + a.limitBreakIncr/100) - b.atk.max * (1 + b.limitBreakIncr/100)},
  494. {tag:"sort_rcvMax110",name:"Lv110最大回复",function:(a,b)=>a.rcv.max * (1 + a.limitBreakIncr/100) - b.rcv.max * (1 + b.limitBreakIncr/100)},
  495. {tag:"sort_atkMax110_awoken",name:"Lv110最大攻击(+觉醒)",function:(a,b)=>
  496. {
  497. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  498. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  499. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  500. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  501. return abA - abB;
  502. }
  503. },
  504. {tag:"sort_hpMax110_awoken",name:"Lv110最大HP(+觉醒)",function:(a,b)=>
  505. {
  506. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  507. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  508. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  509. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  510. return abA - abB;
  511. }
  512. },
  513. {tag:"sort_rcvMax110_awoken",name:"Lv110最大回复(+觉醒)",function:(a,b)=>
  514. {
  515. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  516. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  517. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  518. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  519. return abA - abB;
  520. }
  521. },
  522. {tag:"sort_abilityIndex_awoken",name:"Lv110最大加权能力指数(+觉醒)",function:(a,b)=>
  523. {
  524. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  525. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  526. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  527. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  528. return abA - abB;
  529. }
  530. },
  531. ];
  532. //增加特殊搜索模式
  533. const specialSearchFunctions = (function() {
  534. 'use strict';
  535. //返回卡片的队长技能
  536. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  537. {
  538. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  539. }
  540. //返回卡片的技能
  541. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  542. {
  543. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  544. }
  545. //返回卡片的技能
  546. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  547. {
  548. switch(skillGreatType)
  549. {
  550. case 1:
  551. case "leader":
  552. return getCardLeaderSkill(card, skillTypes, searchRandom);
  553. case 2:
  554. case "active":
  555. return getCardActiveSkill(card, skillTypes, searchRandom);
  556. default:
  557. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  558. }
  559. }
  560. //查找到真正起作用的那一个技能
  561. function getActuallySkill(skill, skillTypes, searchRandom = true)
  562. {
  563. if (skillTypes.includes(skill.type))
  564. {
  565. return skill;
  566. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  567. {
  568. const subSkills = skill.params.map(id=>Skills[id]);
  569. for(let i = 0;i < subSkills.length; i++)
  570. { //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
  571. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  572. if (foundSubSkill)
  573. {
  574. return foundSubSkill;
  575. }
  576. }
  577. return null;
  578. }else
  579. {
  580. return null;
  581. }
  582. }
  583. //获取血倍率
  584. function getHPScale(ls)
  585. {
  586. const sk = ls.params;
  587. let scale = 1;
  588. switch (ls.type)
  589. {
  590. case 23: case 30: case 62: case 77: case 63: case 65:
  591. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  592. scale = sk[sk.length-1]/100;
  593. break;
  594. case 73: case 76:
  595. case 121: case 129: case 163: case 186:
  596. case 155:
  597. scale = sk[2]/100;
  598. break;
  599. case 106: case 107: case 108:
  600. scale = sk[0]/100;
  601. break;
  602. case 125:
  603. scale = sk[5]/100;
  604. break;
  605. case 136:
  606. case 137:
  607. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  608. break;
  609. case 158:
  610. scale = sk[4]/100;
  611. break;
  612. case 175:
  613. case 178: case 185:
  614. scale = sk[3]/100;
  615. break;
  616. case 203:
  617. scale = sk[1]/100;
  618. break;
  619. case 138: //调用其他队长技
  620. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  621. break;
  622. default:
  623. }
  624. return scale || 1;
  625. }
  626. //获取盾减伤比例
  627. function getReduceScale(ls, allAttr = false, noHPneed = false)
  628. {
  629. const sk = ls.params;
  630. let scale = 0;
  631. switch (ls.type)
  632. {
  633. case 16: //无条件盾
  634. scale = sk[0]/100;
  635. break;
  636. case 17: //单属性盾
  637. scale = allAttr ? 0 : sk[1]/100;
  638. break;
  639. case 36: //2个属性盾
  640. scale = allAttr ? 0 : sk[2]/100;
  641. break;
  642. case 38: //血线下 + 几率
  643. case 43: //血线上 + 几率
  644. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  645. break;
  646. case 129: //无条件盾,属性个数不固定
  647. case 163: //无条件盾,属性个数不固定
  648. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  649. break;
  650. case 178: //无条件盾,属性个数不固定
  651. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  652. break;
  653. case 130: //血线下 + 属性个数不固定
  654. case 131: //血线上 + 属性个数不固定
  655. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  656. break;
  657. case 151: //十字心触发
  658. case 169: //C触发
  659. case 198: //回血触发
  660. scale = sk[2]/100;
  661. break;
  662. case 170: //多色触发
  663. case 182: //长串触发
  664. case 193: //L触发
  665. scale = sk[3]/100;
  666. break;
  667. case 171: //多串触发
  668. scale = sk[6]/100;
  669. break;
  670. case 183: //又是个有两段血线的队长技
  671. scale = noHPneed ? 0 : sk[4]/100;
  672. break;
  673. case 138: //调用其他队长技
  674. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  675. break;
  676. default:
  677. }
  678. return scale || 0;
  679. }
  680. function getCannonAttr(skill)
  681. {
  682. const sk = skill.params;
  683. switch(skill.type)
  684. {
  685. case 0:
  686. case 1:
  687. case 37:
  688. case 58:
  689. case 59:
  690. case 84:
  691. case 85:
  692. case 86:
  693. case 87:
  694. case 115:
  695. return sk[0];
  696. case 110:
  697. case 143:
  698. return sk[1];
  699. case 42:
  700. return sk[1];
  701. case 144:
  702. return sk[3];
  703. default:
  704. return -1;
  705. }
  706. }
  707. function sortByParams(a,b,searchTypeArray,pidx = 0)
  708. {
  709. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  710. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  711. return a_pC - b_pC;
  712. }
  713. function voidsAbsorption_Addition(card)
  714. {
  715. const searchTypeArray = [173];
  716. const skill = getCardActiveSkill(card, searchTypeArray);
  717. const sk = skill.params;
  718. if (sk[1] && sk[3])
  719. {
  720. return `双吸×${sk[0]}T`;
  721. }else
  722. {
  723. return `${['属','C','伤'][sk.slice(1).indexOf(1)]}吸×${sk[0]}T`;
  724. }
  725. }
  726. function unbind_Turns(card)
  727. {
  728. const outObj = {
  729. normal: 0,
  730. awoken: 0
  731. };
  732. const searchTypeArray = [117,179];
  733. const skill = getCardActiveSkill(card, searchTypeArray);
  734. if (skill)
  735. {
  736. const sk = skill.params;
  737. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  738. outObj.awoken = sk[4] || 0;
  739. }
  740. return outObj;
  741. }
  742. function unbind_Addition(card)
  743. {
  744. const turns = unbind_Turns(card);
  745. let strArr = [];
  746. if (turns.normal > 0 && turns.normal == turns.awoken)
  747. {
  748. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  749. }
  750. if (turns.normal > 0)
  751. {
  752. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  753. }
  754. if (turns.awoken > 0)
  755. {
  756. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  757. }
  758. return strArr.join(',');
  759. }
  760. function boardChange_ColorTypes(skill)
  761. {
  762. if (!skill) return [];
  763. const sk = skill.params;
  764. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  765. return colors;
  766. }
  767. function boardChange_Addition(card)
  768. {
  769. const searchTypeArray = [71];
  770. const skill = getCardActiveSkill(card, searchTypeArray);
  771. const colors = boardChange_ColorTypes(skill);
  772. return createOrbsList(colors);
  773. }
  774. function orbsChangeParse(skill)
  775. {
  776. function changes(from, to)
  777. {
  778. return {from:from,to:to};
  779. }
  780. let outArr = [];
  781. if (!skill) return outArr;
  782. const sk = skill.params;
  783. switch (skill.type)
  784. {
  785. case 9:{
  786. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  787. break;
  788. }
  789. case 20:{
  790. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  791. {
  792. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  793. }
  794. else
  795. {
  796. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  797. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  798. }
  799. break;
  800. }
  801. case 154:{
  802. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  803. break;
  804. }
  805. }
  806. return outArr;
  807. }
  808. function changeOrbs_Addition(card)
  809. {
  810. const searchTypeArray = [9,20,154];
  811. const skills = getCardActiveSkills(card, searchTypeArray);
  812. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  813. const fragment = document.createDocumentFragment();
  814. parsedSkills.forEach(p=>{
  815. fragment.appendChild(createOrbsList(p.from));
  816. fragment.appendChild(document.createTextNode(`→`));
  817. fragment.appendChild(createOrbsList(p.to));
  818. });
  819. return fragment;
  820. }
  821. function generateOrbsParse(card)
  822. {
  823. let outArr = [];
  824. const searchTypeArray = [141, 208];
  825. const skills = getCardActiveSkills(card, searchTypeArray);
  826. if (!skills.length) return outArr;
  827. for (let skill of skills)
  828. {
  829. const sk = skill.params;
  830. if (skill.type == 141)
  831. {
  832. outArr.push({
  833. count: sk[0],
  834. to: flags(sk[1] || 1),
  835. exclude: flags(sk[2]),
  836. });
  837. }else
  838. {
  839. outArr.push({
  840. count: sk[0],
  841. to: flags(sk[1] || 1),
  842. exclude: flags(sk[2]),
  843. });
  844. outArr.push({
  845. count: sk[3],
  846. to: flags(sk[4] || 1),
  847. exclude: flags(sk[5]),
  848. });
  849. }
  850. }
  851. return outArr;
  852. }
  853. function generateOrbs_Addition(card)
  854. {
  855. const gens = generateOrbsParse(card);
  856. const searchTypeArray = [141, 208];
  857. const skill = getCardActiveSkill(card, searchTypeArray);
  858. const sk = skill.params;
  859. const fragment = document.createDocumentFragment();
  860. for (let gen of gens)
  861. {
  862. fragment.appendChild(createOrbsList(gen.to));
  863. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  864. }
  865. return fragment;
  866. }
  867. function healImmediately_Rate(card)
  868. {
  869. const searchTypeArray = [7, //宠物回复力
  870. 8, //固定点数
  871. 35,115, //吸血
  872. 117
  873. ];
  874. const skills = getCardActiveSkills(card, searchTypeArray);
  875. const outObj = {
  876. vampire: 0,
  877. selfRcv: 0,
  878. const: 0,
  879. scale: 0,
  880. };
  881. if (!skills.length) return outObj;
  882. skills.forEach(skill=>{
  883. const sk = skill.params;
  884. if (skill.type == 7)
  885. {
  886. outObj.selfRcv += sk[0];
  887. }
  888. else if(skill.type == 8)
  889. {
  890. outObj.const += sk[0];
  891. }
  892. else if(skill.type == 35)
  893. {
  894. outObj.vampire += sk[1];
  895. }
  896. else if(skill.type == 115)
  897. {
  898. outObj.vampire += sk[2];
  899. }
  900. else if(skill.type == 117)
  901. {
  902. outObj.selfRcv += sk[1] || 0;
  903. outObj.const += sk[2] || 0;
  904. outObj.scale += sk[3] || 0;
  905. }
  906. });
  907. return outObj;
  908. }
  909. function atkBuff_Rate(card)
  910. {
  911. const searchTypeArray = [
  912. 88,92, //类型的
  913. 50,90, //属性的,要排除回复力
  914. 156,168, //宝石姬
  915. 228, //属性、类型数量
  916. ];
  917. const skill = getCardActiveSkill(card, searchTypeArray);
  918. const outObj = {
  919. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  920. types: [],
  921. attrs: [],
  922. awoken: [],
  923. rate: 0,
  924. turns: 0,
  925. };
  926. if (!skill) return outObj;
  927. const sk = skill.params;
  928. if (skill.type == 88 || skill.type == 92)
  929. {
  930. outObj.skilltype = 2;
  931. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  932. outObj.turns = sk[0];
  933. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  934. }
  935. else if(skill.type == 50 || skill.type == 90)
  936. {
  937. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  938. if (!outObj.attrs.length) //去除回复力
  939. return outObj;
  940. outObj.skilltype = 2;
  941. outObj.turns = sk[0];
  942. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  943. }
  944. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  945. || skill.type == 168)
  946. {
  947. outObj.skilltype = 1;
  948. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(s=>s>0);
  949. outObj.turns = sk[0];
  950. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  951. }
  952. else if(skill.type == 228 && sk[3] > 0)
  953. {
  954. outObj.skilltype = 1;
  955. outObj.attrs = flags(sk[1]);
  956. outObj.types = flags(sk[2]);
  957. outObj.turns = sk[0];
  958. outObj.rate = sk[3];
  959. }
  960. return outObj;
  961. }
  962. function damageSelf_Rate(card)
  963. {
  964. const searchTypeArray = [84,85,86,87,195];
  965. const skill = getCardActiveSkill(card, searchTypeArray);
  966. if (!skill) return 0;
  967. const sk = skill.params;
  968. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  969. }
  970. function changeEnemiesAttr_Attr(card)
  971. {
  972. const outObj = {
  973. attr: null,
  974. turns: 0
  975. }
  976. const searchTypeArray = [153, 224];
  977. const skill = getCardActiveSkill(card, searchTypeArray);
  978. if (!skill) return outObj;
  979. const sk = skill.params;
  980. if (skill.type == 153)
  981. {
  982. outObj.attr = sk[0];
  983. }
  984. else if (skill.type == 224)
  985. {
  986. outObj.attr = sk[1] || 0;
  987. outObj.turns = sk[0];
  988. }
  989. return outObj;
  990. }
  991. //创建1个觉醒图标
  992. function createAwokenIcon(awokenId)
  993. {
  994. const icon = document.createElement("icon");
  995. icon.className ="awoken-icon";
  996. icon.setAttribute("data-awoken-icon", awokenId);
  997. return icon;
  998. }
  999. //产生一个觉醒列表
  1000. function creatAwokenList(awokens) {
  1001. const ul = document.createElement("ul");
  1002. ul.className = "awoken-ul";
  1003. awokens.forEach(ak=>{
  1004. const li = ul.appendChild(document.createElement("li"));
  1005. const icon = li.appendChild(createAwokenIcon(ak));
  1006. });
  1007. return ul;
  1008. }
  1009. //产生宝珠列表
  1010. function createOrbsList(orbs)
  1011. {
  1012. if (orbs == undefined) orbs = [0];
  1013. else if (!Array.isArray(orbs)) orbs = [orbs];
  1014. const ul = document.createElement("ul");
  1015. ul.className = "board";
  1016. orbs.forEach(orbType => {
  1017. const li = ul.appendChild(document.createElement("li"));
  1018. li.className = `orb-icon`;
  1019. li.setAttribute("data-orb-icon", orbType);
  1020. });
  1021. return ul;
  1022. }
  1023. //产生类型列表
  1024. function createTypesList(types)
  1025. {
  1026. if (types == undefined) types = [0];
  1027. else if (!Array.isArray(types)) types = [types];
  1028. const ul = document.createElement("ul");
  1029. ul.className = "types-ul";
  1030. types.forEach(type => {
  1031. const li = ul.appendChild(document.createElement("li"));
  1032. li.className = `type-icon`;
  1033. li.setAttribute("data-type-icon", type);
  1034. });
  1035. return ul;
  1036. }
  1037. const functions = [
  1038. {name:"No Filter",otLangName:{chs:"不做筛选"},
  1039. function:cards=>cards},
  1040. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======"}, functions: [
  1041. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)"},
  1042. function:cards=>{
  1043. return cards.filter(card=>{
  1044. return getSkillFixedDamage(card) > 0;
  1045. }).sort((a,b)=>{
  1046. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  1047. return a_pC - b_pC;
  1048. });
  1049. },
  1050. addition:card=>{
  1051. return getSkillFixedDamage(card).bigNumberToString() + "固伤";
  1052. }
  1053. },
  1054. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)"},
  1055. function:cards=>{
  1056. return cards.filter(card=>{
  1057. return getSkillAddCombo(card) > 0;
  1058. }).sort((a,b)=>{
  1059. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  1060. return a_pC - b_pC;
  1061. });
  1062. },
  1063. addition:card=>{
  1064. const value = getSkillAddCombo(card);
  1065. const searchTypeArray = [210];
  1066. const skill = getCardLeaderSkill(card, searchTypeArray);
  1067. return `+${value.bigNumberToString()}C${skill?`/十字`:""}`;
  1068. }
  1069. },
  1070. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】"},
  1071. function:cards=>cards.filter(card=>{
  1072. const searchTypeArray = [162,186];
  1073. const skill = getCardLeaderSkill(card, searchTypeArray);
  1074. return skill;
  1075. })
  1076. },
  1077. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】"},
  1078. function:cards=>cards.filter(card=>{
  1079. const searchTypeArray = [163,177];
  1080. const skill = getCardLeaderSkill(card, searchTypeArray);
  1081. return skill;
  1082. })
  1083. },
  1084. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)"},
  1085. function:cards=>{
  1086. const searchTypeArray = [15,185];
  1087. return cards.filter(card=>{
  1088. const skill = getCardLeaderSkill(card, searchTypeArray);
  1089. return skill;
  1090. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1091. },
  1092. addition:card=>{
  1093. const searchTypeArray = [15,185];
  1094. const skill = getCardLeaderSkill(card, searchTypeArray);
  1095. const value = skill.params[0];
  1096. return `${value > 0 ? "+" : ""}${value/100}s`;
  1097. }
  1098. },
  1099. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)"},
  1100. function:cards=>{
  1101. const searchTypeArray = [178];
  1102. return cards.filter(card=>{
  1103. const skill = getCardLeaderSkill(card, searchTypeArray);
  1104. return skill;
  1105. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1106. },
  1107. addition:card=>{
  1108. const searchTypeArray = [178];
  1109. const skill = getCardLeaderSkill(card, searchTypeArray);
  1110. const value = skill.params[0];
  1111. return `固定${value}s`;
  1112. }
  1113. },
  1114. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)"},
  1115. function:cards=>{
  1116. const searchTypeArray = [12];
  1117. return cards.filter(card=>{
  1118. const skill = getCardLeaderSkill(card, searchTypeArray);
  1119. return skill;
  1120. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1121. },
  1122. addition:card=>{
  1123. const searchTypeArray = [12];
  1124. const skill = getCardLeaderSkill(card, searchTypeArray);
  1125. const value = skill.params[0];
  1126. return `攻击×${(value/100).bigNumberToString()}倍`;
  1127. }
  1128. },
  1129. {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)"},
  1130. function:cards=>{
  1131. const searchTypeArray = [13];
  1132. return cards.filter(card=>{
  1133. const skill = getCardLeaderSkill(card, searchTypeArray);
  1134. return skill;
  1135. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1136. },
  1137. addition:card=>{
  1138. const searchTypeArray = [13];
  1139. const skill = getCardLeaderSkill(card, searchTypeArray);
  1140. const value = skill.params[0];
  1141. return `回复×${(value/100).bigNumberToString()}倍`;
  1142. }
  1143. },
  1144. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击"},
  1145. function:cards=>{
  1146. const searchTypeArray = [41];
  1147. return cards.filter(card=>{
  1148. const skill = getCardLeaderSkill(card, searchTypeArray);
  1149. return skill;
  1150. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1151. },
  1152. addition:card=>{
  1153. const searchTypeArray = [41];
  1154. const skill = getCardLeaderSkill(card, searchTypeArray);
  1155. const sk = skill.params;
  1156. const fragment = document.createDocumentFragment();
  1157. fragment.appendChild(createOrbsList(sk[2] || 0));
  1158. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  1159. if (sk[0] < 100)fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  1160. return fragment;
  1161. }
  1162. },
  1163. {name:"Voids Poison dmg",otLangName:{chs:"毒无效"},
  1164. function:cards=>cards.filter(card=>{
  1165. const searchTypeArray = [197];
  1166. const skill = getCardLeaderSkill(card, searchTypeArray);
  1167. return skill;
  1168. })
  1169. },
  1170. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)"},
  1171. function:cards=>{
  1172. const searchTypeArray = [198];
  1173. return cards.filter(card=>{
  1174. const skill = getCardLeaderSkill(card, searchTypeArray);
  1175. return skill && skill.params[2];
  1176. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  1177. },
  1178. addition:card=>{
  1179. const searchTypeArray = [198];
  1180. const skill = getCardLeaderSkill(card, searchTypeArray);
  1181. const sk = skill.params;
  1182. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  1183. }
  1184. },
  1185. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)"},
  1186. function:cards=>{
  1187. const searchTypeArray = [198];
  1188. return cards.filter(card=>{
  1189. const skill = getCardLeaderSkill(card, searchTypeArray);
  1190. return skill && skill.params[3];
  1191. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  1192. },
  1193. addition:card=>{
  1194. const searchTypeArray = [198];
  1195. const skill = getCardLeaderSkill(card, searchTypeArray);
  1196. const sk = skill.params;
  1197. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  1198. }
  1199. },
  1200. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心"},
  1201. function:cards=>cards.filter(card=>{
  1202. const searchTypeArray = [151,209];
  1203. const skill = getCardLeaderSkill(card, searchTypeArray);
  1204. return skill;
  1205. })
  1206. },
  1207. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字"},
  1208. function:cards=>cards.filter(card=>{
  1209. const searchTypeArray = [157];
  1210. const skill = getCardLeaderSkill(card, searchTypeArray);
  1211. return skill;
  1212. })
  1213. },
  1214. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率"},
  1215. function:cards=>cards.filter(card=>{
  1216. const searchTypeArray = [177];
  1217. const skill = getCardLeaderSkill(card, searchTypeArray);
  1218. return skill;
  1219. })
  1220. },
  1221. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)"},
  1222. function:cards=>{
  1223. const searchTypeArray = [158];
  1224. return cards.filter(card=>{
  1225. const skill = getCardLeaderSkill(card, searchTypeArray);
  1226. return skill;
  1227. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1228. },
  1229. addition:card=>{
  1230. const searchTypeArray = [158];
  1231. const skill = getCardLeaderSkill(card, searchTypeArray);
  1232. const value = skill.params[0];
  1233. return `≥${value}珠`;
  1234. }
  1235. },
  1236. {name:"Resolve",otLangName:{chs:"根性"},
  1237. function:cards=>{
  1238. const searchTypeArray = [14];
  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 = [14];
  1246. const skill = getCardLeaderSkill(card, searchTypeArray);
  1247. const value = skill.params[0];
  1248. return `HP≥${value}%`;
  1249. }
  1250. },
  1251. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号"},
  1252. function:cards=>cards.filter(card=>{
  1253. const searchTypeArray = [125];
  1254. const skill = getCardLeaderSkill(card, searchTypeArray);
  1255. return skill;
  1256. })
  1257. },
  1258. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号"},
  1259. function:cards=>cards.filter(card=>{
  1260. const searchTypeArray = [175];
  1261. const skill = getCardLeaderSkill(card, searchTypeArray);
  1262. return skill;
  1263. })
  1264. },
  1265. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型"},
  1266. function:cards=>cards.filter(card=>{
  1267. const searchTypeArray = [203];
  1268. const skill = getCardLeaderSkill(card, searchTypeArray);
  1269. return skill;
  1270. })
  1271. },
  1272. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率"},
  1273. function:cards=>cards.filter(card=>{
  1274. const searchTypeArray = [229];
  1275. const skill = getCardLeaderSkill(card, searchTypeArray);
  1276. return skill;
  1277. })
  1278. },
  1279. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)"},
  1280. function:cards=>{
  1281. const searchTypeArray = [53];
  1282. return cards.filter(card=>{
  1283. const skill = getCardLeaderSkill(card, searchTypeArray);
  1284. return skill;
  1285. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1286. },
  1287. addition:card=>{
  1288. const searchTypeArray = [53];
  1289. const skill = getCardLeaderSkill(card, searchTypeArray);
  1290. const sk = skill.params;
  1291. return `掉率x${sk[0]/100}`;
  1292. }
  1293. },
  1294. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)"},
  1295. function:cards=>{
  1296. const searchTypeArray = [54];
  1297. return cards.filter(card=>{
  1298. const skill = getCardLeaderSkill(card, searchTypeArray);
  1299. return skill;
  1300. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1301. },
  1302. addition:card=>{
  1303. const searchTypeArray = [54];
  1304. const skill = getCardLeaderSkill(card, searchTypeArray);
  1305. const sk = skill.params;
  1306. return `金币x${sk[0]/100}`;
  1307. }
  1308. },
  1309. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)"},
  1310. function:cards=>{
  1311. const searchTypeArray = [148];
  1312. return cards.filter(card=>{
  1313. const skill = getCardLeaderSkill(card, searchTypeArray);
  1314. return skill;
  1315. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1316. },
  1317. addition:card=>{
  1318. const searchTypeArray = [148];
  1319. const skill = getCardLeaderSkill(card, searchTypeArray);
  1320. const sk = skill.params;
  1321. return `经验x${sk[0]/100}`;
  1322. }
  1323. },
  1324. ]},
  1325. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----"}, functions: [
  1326. {name:"HP Scale [2, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)"},
  1327. function:cards=>cards.filter(card=>{
  1328. const skill = Skills[card.leaderSkillId];
  1329. const HPscale = getHPScale(skill);
  1330. return HPscale >= 2;
  1331. }).sort((a,b)=>{
  1332. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1333. return getHPScale(a_s) - getHPScale(b_s);
  1334. })
  1335. },
  1336. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)"},
  1337. function:cards=>cards.filter(card=>{
  1338. const skill = Skills[card.leaderSkillId];
  1339. const HPscale = getHPScale(skill);
  1340. return HPscale >= 1.5 && HPscale < 2;
  1341. }).sort((a,b)=>{
  1342. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1343. return getHPScale(a_s) - getHPScale(b_s);
  1344. })
  1345. },
  1346. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)"},
  1347. function:cards=>cards.filter(card=>{
  1348. const skill = Skills[card.leaderSkillId];
  1349. const HPscale = getHPScale(skill);
  1350. return HPscale > 1 && HPscale < 1.5;
  1351. }).sort((a,b)=>{
  1352. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1353. return getHPScale(a_s) - getHPScale(b_s);
  1354. })
  1355. },
  1356. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1"},
  1357. function:cards=>cards.filter(card=>{
  1358. const skill = Skills[card.leaderSkillId];
  1359. const HPscale = getHPScale(skill);
  1360. return HPscale === 1;
  1361. })
  1362. },
  1363. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)"},
  1364. function:cards=>cards.filter(card=>{
  1365. const skill = Skills[card.leaderSkillId];
  1366. const HPscale = getHPScale(skill);
  1367. return HPscale < 1;
  1368. }).sort((a,b)=>{
  1369. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1370. return getHPScale(a_s) - getHPScale(b_s);
  1371. })
  1372. },
  1373. ]},
  1374. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----"}, functions: [
  1375. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)"},
  1376. function:cards=>cards.filter(card=>{
  1377. const skill = Skills[card.leaderSkillId];
  1378. const reduceScale = getReduceScale(skill);
  1379. return reduceScale >= 0.75;
  1380. }).sort((a,b)=>{
  1381. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1382. return getReduceScale(a_s) - getReduceScale(b_s);
  1383. })
  1384. },
  1385. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)"},
  1386. function:cards=>cards.filter(card=>{
  1387. const skill = Skills[card.leaderSkillId];
  1388. const reduceScale = getReduceScale(skill);
  1389. return reduceScale >= 0.5 && reduceScale < 0.75;
  1390. }).sort((a,b)=>{
  1391. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1392. return getReduceScale(a_s) - getReduceScale(b_s);
  1393. })
  1394. },
  1395. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)"},
  1396. function:cards=>cards.filter(card=>{
  1397. const skill = Skills[card.leaderSkillId];
  1398. const reduceScale = getReduceScale(skill);
  1399. return reduceScale >= 0.25 && reduceScale < 0.5;
  1400. }).sort((a,b)=>{
  1401. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1402. return getReduceScale(a_s) - getReduceScale(b_s);
  1403. })
  1404. },
  1405. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)"},
  1406. function:cards=>cards.filter(card=>{
  1407. const skill = Skills[card.leaderSkillId];
  1408. const reduceScale = getReduceScale(skill);
  1409. return reduceScale > 0 && reduceScale < 0.25;
  1410. }).sort((a,b)=>{
  1411. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1412. return getReduceScale(a_s) - getReduceScale(b_s);
  1413. })
  1414. },
  1415. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0"},
  1416. function:cards=>cards.filter(card=>{
  1417. const skill = Skills[card.leaderSkillId];
  1418. const reduceScale = getReduceScale(skill);
  1419. return reduceScale === 0;
  1420. })
  1421. },
  1422. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤"},
  1423. function:cards=>cards.filter(card=>{
  1424. const skill = Skills[card.leaderSkillId];
  1425. return getReduceScale(skill, true) > 0;
  1426. })
  1427. },
  1428. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾"},
  1429. function:cards=>cards.filter(card=>{
  1430. const skill = Skills[card.leaderSkillId];
  1431. return getReduceScale(skill, undefined, true) > 0;
  1432. })
  1433. },
  1434. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾"},
  1435. function:cards=>cards.filter(card=>{
  1436. const skill = Skills[card.leaderSkillId];
  1437. return getReduceScale(skill, undefined, undefined, true) > 0;
  1438. })
  1439. },
  1440. {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%)"},
  1441. function:cards=>cards.filter(card=>{
  1442. const skill = Skills[card.leaderSkillId];
  1443. const reduceScale = getReduceScale(skill);
  1444. return reduceScale>=0.29;
  1445. }).sort((a,b)=>{
  1446. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1447. return getReduceScale(a_s) - getReduceScale(b_s);
  1448. })
  1449. },
  1450. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾"},
  1451. function:cards=>cards.filter(card=>{
  1452. //获取盾减伤比例
  1453. function getReduceScale_unconditional(ls)
  1454. {
  1455. const sk = ls.params;
  1456. let scale = 0;
  1457. switch (ls.type)
  1458. {
  1459. case 16: //无条件盾
  1460. scale = sk[0]/100;
  1461. break;
  1462. case 129: //无条件盾,属性个数不固定
  1463. case 163: //无条件盾,属性个数不固定
  1464. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  1465. break;
  1466. case 138: //调用其他队长技
  1467. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  1468. break;
  1469. default:
  1470. }
  1471. return scale || 0;
  1472. }
  1473. const skill = Skills[card.leaderSkillId];
  1474. return getReduceScale_unconditional(skill) > 0;
  1475. })
  1476. },
  1477. ]},
  1478. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======"}, functions: [
  1479. {name:"1 CD",otLangName:{chs:"1 CD"},
  1480. function:cards=>cards.filter(card=>{
  1481. if (card.activeSkillId == 0) return false;
  1482. const skill = Skills[card.activeSkillId];
  1483. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  1484. })
  1485. },
  1486. {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)"},
  1487. function:cards=>cards.filter(card=>{
  1488. if (card.activeSkillId == 0) return false;
  1489. const skill = Skills[card.activeSkillId];
  1490. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  1491. let realCD = minCD;
  1492. const searchTypeArray = [14];
  1493. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  1494. if (subSkill)
  1495. {
  1496. realCD -= subSkill.params[0] * 3;
  1497. }
  1498. return minCD > 1 && realCD <= 4;
  1499. })
  1500. },
  1501. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)"},
  1502. function:cards=>{
  1503. const searchTypeArray = [5];
  1504. return cards.filter(card=>{
  1505. const skill = getCardActiveSkill(card, searchTypeArray);
  1506. return skill;
  1507. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1508. },
  1509. addition:card=>{
  1510. const searchTypeArray = [5];
  1511. const skill = getCardActiveSkill(card, searchTypeArray);
  1512. const value = skill.params[0];
  1513. return `时停${value}s`;
  1514. }
  1515. },
  1516. {name:"Random effect active",otLangName:{chs:"随机效果技能"},
  1517. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)},
  1518. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求"},
  1519. function:cards=>cards.filter(card=>{
  1520. const searchTypeArray = [225];
  1521. const skill = getCardActiveSkill(card, searchTypeArray);
  1522. return skill;
  1523. }),
  1524. addition:card=>{
  1525. const searchTypeArray = [225];
  1526. const skill = getCardActiveSkill(card, searchTypeArray);
  1527. const sk = skill.params;
  1528. let strArr = [];
  1529. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  1530. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  1531. return `HP ${strArr.join(" ")}`;
  1532. }
  1533. },
  1534. ]},
  1535. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----"}, functions: [
  1536. {name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)"},
  1537. function:cards=>{
  1538. const searchTypeArray = [173];
  1539. return cards.filter(card=>{
  1540. const skill = getCardActiveSkill(card, searchTypeArray);
  1541. return skill && skill.params[1];
  1542. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1543. },addition:voidsAbsorption_Addition},
  1544. /*{name:"Voids combo absorption(sort by turns)",otLangName:{chs:"破C吸 buff(按破吸回合排序)"},
  1545. function:cards=>{
  1546. const searchTypeArray = [173];
  1547. return cards.filter(card=>{
  1548. const skill = getCardActiveSkill(card, searchTypeArray);
  1549. return skill && skill.params[2];
  1550. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1551. },addition:voidsAbsorption_Addition},*/
  1552. {name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)"},
  1553. function:cards=>{
  1554. const searchTypeArray = [173];
  1555. return cards.filter(card=>{
  1556. const skill = getCardActiveSkill(card, searchTypeArray);
  1557. return skill && skill.params[3];
  1558. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1559. },addition:voidsAbsorption_Addition},
  1560. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)"},
  1561. function:cards=>{
  1562. const searchTypeArray = [173];
  1563. return cards.filter(card=>{
  1564. const skill = getCardActiveSkill(card, searchTypeArray);
  1565. return skill && skill.params[1] && skill.params[3];
  1566. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1567. },addition:voidsAbsorption_Addition},
  1568. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)"},
  1569. function:cards=>{
  1570. const searchTypeArray = [191];
  1571. return cards.filter(card=>{
  1572. const skill = getCardActiveSkill(card, searchTypeArray);
  1573. return skill;
  1574. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1575. },
  1576. addition:card=>{
  1577. const searchTypeArray = [191];
  1578. const skill = getCardActiveSkill(card, searchTypeArray);
  1579. const sk = skill.params;
  1580. return document.createTextNode(`破贯×${sk[0]}T`);
  1581. }
  1582. },
  1583. ]},
  1584. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----"}, functions: [
  1585. {
  1586. name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)"},
  1587. function:cards=>{
  1588. return cards.filter(card=>{
  1589. const turns = unbind_Turns(card);
  1590. return turns.normal > 0;
  1591. }).sort((a,b)=>{
  1592. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1593. let a_pC = a_s.normal, b_pC = b_s.normal;
  1594. return a_pC - b_pC;
  1595. });
  1596. },
  1597. addition:unbind_Addition
  1598. },
  1599. {
  1600. name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)"},
  1601. function:cards=>{
  1602. return cards.filter(card=>{
  1603. const turns = unbind_Turns(card);
  1604. return turns.awoken > 0;
  1605. }).sort((a,b)=>{
  1606. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1607. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1608. return a_pC - b_pC;
  1609. });
  1610. },
  1611. addition:unbind_Addition
  1612. },
  1613. {
  1614. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)"},
  1615. function:cards=>{
  1616. return cards.filter(card=>{
  1617. const turns = unbind_Turns(card);
  1618. return turns.normal && turns.awoken > 0;
  1619. }).sort((a,b)=>{
  1620. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1621. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1622. return a_pC - b_pC;
  1623. });
  1624. },
  1625. addition:unbind_Addition
  1626. },
  1627. {
  1628. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)"},
  1629. function:cards=>{
  1630. const searchTypeArray = [196];
  1631. return cards.filter(card=>{
  1632. const skill = getCardActiveSkill(card, searchTypeArray);
  1633. return skill;
  1634. }).sort((a,b)=>{
  1635. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1636. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1637. return a_pC - b_pC;
  1638. })
  1639. },
  1640. addition:card=>{
  1641. const searchTypeArray = [196];
  1642. const skill = getCardActiveSkill(card, searchTypeArray);
  1643. const sk = skill.params;
  1644. const value = sk[0];
  1645. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1646. }
  1647. },
  1648. {name:"Bind self active skill",otLangName:{chs:"自封技能"},
  1649. function:cards=>cards.filter(card=>{
  1650. const searchTypeArray = [214];
  1651. const skill = getCardActiveSkill(card, searchTypeArray);
  1652. return skill;
  1653. }),
  1654. addition:card=>{
  1655. const searchTypeArray = [214];
  1656. const skill = getCardActiveSkill(card, searchTypeArray);
  1657. const sk = skill.params;
  1658. return document.createTextNode(`自封技${sk[0]}T`);
  1659. }
  1660. },
  1661. {name:"Bind self matchable",otLangName:{chs:"自封消珠"},
  1662. function:cards=>cards.filter(card=>{
  1663. const searchTypeArray = [215];
  1664. const skill = getCardActiveSkill(card, searchTypeArray);
  1665. return skill;
  1666. }),
  1667. addition:card=>{
  1668. const searchTypeArray = [215];
  1669. const skill = getCardActiveSkill(card, searchTypeArray);
  1670. const sk = skill.params;
  1671. const fragment = document.createDocumentFragment();
  1672. fragment.appendChild(document.createTextNode(`自封`));
  1673. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1674. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1675. return fragment;
  1676. }
  1677. },
  1678. ]},
  1679. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----"}, functions: [
  1680. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)"},
  1681. function:cards=>cards.filter(card=>{
  1682. const searchTypeArray = [156,168,228];
  1683. const skill = getCardActiveSkill(card, searchTypeArray);
  1684. return skill;
  1685. })
  1686. },
  1687. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)"},
  1688. function:cards=>{
  1689. const searchTypeArray = [50,90,228];
  1690. function getRecScale(as)
  1691. {
  1692. const sk = as.params;
  1693. if (as.type == 228)
  1694. {
  1695. return sk[4];
  1696. }else
  1697. {
  1698. return sk.slice(1,sk.length>2?-1:undefined).includes(5) ? (sk.length > 2 ? sk[sk.length-1] : 0) : null;
  1699. }
  1700. }
  1701. return cards.filter(card=>{
  1702. const skills = getCardActiveSkills(card, searchTypeArray);
  1703. if (skills.length)
  1704. {
  1705. return skills.some(as=>getRecScale(as) != null);
  1706. }else return false;
  1707. }).sort((a,b)=>{
  1708. const a_s = getCardActiveSkills(a, searchTypeArray), b_s = getCardActiveSkills(b, searchTypeArray);
  1709. const a_sv = a_s.map(a_s=>getRecScale(a_s)).filter(n=>n!==null).sort().reverse()[0],
  1710. b_sv = b_s.map(b_s=>getRecScale(b_s)).filter(n=>n!==null).sort().reverse()[0];
  1711. return a_sv - b_sv;
  1712. });
  1713. },
  1714. addition:card=>{
  1715. const searchTypeArray = [50,90,228];
  1716. function getRecScale(as)
  1717. {
  1718. const sk = as.params;
  1719. if (as.type == 228)
  1720. {
  1721. return sk[4];
  1722. }else
  1723. {
  1724. return sk.slice(1,sk.length>2?-1:undefined).includes(5) ? (sk.length > 2 ? sk[sk.length-1] : 0) : null;
  1725. }
  1726. }
  1727. const skills = getCardActiveSkills(card, searchTypeArray);
  1728. const skill = skills.find(as=>getRecScale(as) != null);
  1729. if (skill.type == 228)
  1730. return `回+${getRecScale(skill) / 100}×N`;
  1731. else
  1732. return `回x${getRecScale(skill) / 100}`;
  1733. }
  1734. },
  1735. {name:"ATK rate change(All)",otLangName:{chs:"全队攻击力 buff(顶攻击)"},
  1736. function:cards=>{
  1737. return cards.filter(card=>{
  1738. const atkbuff = atkBuff_Rate(card);
  1739. return atkbuff.skilltype > 0;
  1740. }).sort((a,b)=>{
  1741. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1742. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1743. if (sortNum == 0)
  1744. sortNum = a_pC.rate - b_pC.rate;
  1745. if (sortNum == 0)
  1746. sortNum = a_pC.turns - b_pC.turns;
  1747. return sortNum;
  1748. });
  1749. },
  1750. addition:card=>{
  1751. const atkbuff = atkBuff_Rate(card);
  1752. const fragment = document.createDocumentFragment();
  1753. if (atkbuff.skilltype == 0) return fragment;
  1754. if (atkbuff.skilltype == 1)
  1755. {
  1756. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1757. if (atkbuff.awoken.length)
  1758. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1759. if (atkbuff.attrs.length)
  1760. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1761. if (atkbuff.types.length)
  1762. fragment.appendChild(createTypesList(atkbuff.types));
  1763. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1764. }else if (atkbuff.skilltype == 2)
  1765. {
  1766. if (atkbuff.attrs.length)
  1767. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1768. if (atkbuff.types.length)
  1769. fragment.appendChild(createTypesList(atkbuff.types));
  1770. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1771. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1772. }
  1773. return fragment;
  1774. }
  1775. },
  1776. {name:"ATK rate change(Single)",otLangName:{chs:"单人攻击力 buff"},
  1777. function:cards=>{
  1778. const searchTypeArray = [230];
  1779. return cards.filter(card=>{
  1780. const skill = getCardActiveSkill(card, searchTypeArray);
  1781. return skill && skill.params[2] !== 100;
  1782. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1783. },
  1784. addition:card=>{
  1785. const searchTypeArray = [230];
  1786. const skill = getCardActiveSkill(card, searchTypeArray);
  1787. const sk = skill.params;
  1788. return `${sk[2]}%×${sk[0]}T`;
  1789. }
  1790. },
  1791. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)"},
  1792. function:cards=>{
  1793. const searchTypeArray = [132];
  1794. return cards.filter(card=>{
  1795. const skill = getCardActiveSkill(card, searchTypeArray);
  1796. return skill;
  1797. }).sort((a,b)=>{
  1798. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1799. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1800. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1801. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1802. });
  1803. },
  1804. addition:card=>{
  1805. const searchTypeArray = [132];
  1806. const skill = getCardActiveSkill(card, searchTypeArray);
  1807. const sk = skill.params;
  1808. let str = "👆";
  1809. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1810. if (sk[2]) str += `x${sk[2]/100}`;
  1811. return str;
  1812. }
  1813. },
  1814. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)"},
  1815. function:cards=>{
  1816. const searchTypeArray = [184];
  1817. return cards.filter(card=>{
  1818. const skill = getCardActiveSkill(card, searchTypeArray);
  1819. return skill;
  1820. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1821. },
  1822. addition:card=>{
  1823. const searchTypeArray = [184];
  1824. const skill = getCardActiveSkill(card, searchTypeArray);
  1825. const sk = skill.params;
  1826. return `无↓×${sk[0]}T`;
  1827. }
  1828. },
  1829. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)"},
  1830. function:cards=>{
  1831. const searchTypeArray = [207];
  1832. return cards.filter(card=>{
  1833. const skill = getCardActiveSkill(card, searchTypeArray);
  1834. return skill;
  1835. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1836. },
  1837. addition:card=>{
  1838. const searchTypeArray = [207];
  1839. const skill = getCardActiveSkill(card, searchTypeArray);
  1840. const sk = skill.params;
  1841. if (sk[7])
  1842. return `${sk[7]}个×${sk[0]}T`;
  1843. else
  1844. return `特殊形状×${sk[0]}T`;
  1845. }
  1846. },
  1847. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)"},
  1848. function:cards=>{
  1849. const searchTypeArray = [160];
  1850. return cards.filter(card=>{
  1851. const skill = getCardActiveSkill(card, searchTypeArray);
  1852. return skill;
  1853. }).sort((a,b)=>{
  1854. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1855. return a_s.params[1] - b_s.params[1];
  1856. });
  1857. },
  1858. addition:card=>{
  1859. const searchTypeArray = [160];
  1860. const skill = getCardActiveSkill(card, searchTypeArray);
  1861. const sk = skill.params;
  1862. return `+${sk[1]}C×${sk[0]}T`;
  1863. }
  1864. },
  1865. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)"},
  1866. function:cards=>{
  1867. const searchTypeArray = [3,156];
  1868. return cards.filter(card=>{
  1869. const skill = getCardActiveSkill(card, searchTypeArray);
  1870. if (!skill) return false;
  1871. if (skill.type == 156)
  1872. return skill.params[4]==3;
  1873. else
  1874. return true;
  1875. }).sort((a,b)=>{
  1876. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1877. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1878. if (!sortNum)
  1879. {
  1880. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1881. sortNum = a_pC - b_pC;
  1882. }
  1883. return sortNum;
  1884. });
  1885. },
  1886. addition:card=>{
  1887. const searchTypeArray = [3,156];
  1888. const skill = getCardActiveSkill(card, searchTypeArray);
  1889. const sk = skill.params;
  1890. const fragment = document.createDocumentFragment();
  1891. if (skill.type == 156)
  1892. {
  1893. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1894. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1895. fragment.appendChild(creatAwokenList(awokenArr));
  1896. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1897. }else
  1898. {
  1899. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1900. }
  1901. return fragment;
  1902. }
  1903. },
  1904. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)"},
  1905. function:cards=>{
  1906. const searchTypeArray = [3];
  1907. return cards.filter(card=>{
  1908. const skill = getCardActiveSkill(card, searchTypeArray);
  1909. return skill && skill.params[1]>=100;
  1910. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1911. },
  1912. addition:card=>{
  1913. const searchTypeArray = [3];
  1914. const skill = getCardActiveSkill(card, searchTypeArray);
  1915. const sk = skill.params;
  1916. return `无敌×${sk[0]}T`;
  1917. }
  1918. },
  1919. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)"},
  1920. function:cards=>{
  1921. const searchTypeArray = [21];
  1922. return cards.filter(card=>{
  1923. const skill = getCardActiveSkill(card, searchTypeArray);
  1924. return skill;
  1925. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1926. },
  1927. addition:card=>{
  1928. const searchTypeArray = [21];
  1929. const skill = getCardActiveSkill(card, searchTypeArray);
  1930. const sk = skill.params;
  1931. const colors = [sk[1]];
  1932. const fragment = document.createDocumentFragment();
  1933. fragment.appendChild(document.createTextNode(`-`));
  1934. fragment.appendChild(createOrbsList(colors));
  1935. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1936. return fragment;
  1937. }
  1938. },
  1939. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)"},
  1940. function:cards=>{
  1941. const searchTypeArray = [51];
  1942. return cards.filter(card=>{
  1943. const skill = getCardActiveSkill(card, searchTypeArray);
  1944. return skill;
  1945. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1946. },
  1947. addition:card=>{
  1948. const searchTypeArray = [51];
  1949. const skill = getCardActiveSkill(card, searchTypeArray);
  1950. const sk = skill.params;
  1951. return `全体×${sk[0]}T`;
  1952. }
  1953. },
  1954. ]},
  1955. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----"}, functions: [
  1956. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)"},
  1957. function:cards=>{
  1958. const searchTypeArray = [18];
  1959. return cards.filter(card=>{
  1960. const skill = getCardActiveSkill(card, searchTypeArray);
  1961. return skill;
  1962. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1963. },
  1964. addition:card=>{
  1965. const searchTypeArray = [18];
  1966. const skill = getCardActiveSkill(card, searchTypeArray);
  1967. const sk = skill.params;
  1968. return document.createTextNode(`威吓×${sk[0]}T`);
  1969. }
  1970. },
  1971. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)"},
  1972. function:cards=>{
  1973. const searchTypeArray = [19];
  1974. return cards.filter(card=>{
  1975. const skill = getCardActiveSkill(card, searchTypeArray);
  1976. return skill;
  1977. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1978. },
  1979. addition:card=>{
  1980. const searchTypeArray = [19];
  1981. const skill = getCardActiveSkill(card, searchTypeArray);
  1982. const sk = skill.params;
  1983. return `破防${sk[1]}%`;
  1984. }
  1985. },
  1986. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)"},
  1987. function:cards=>{
  1988. const searchTypeArray = [19];
  1989. return cards.filter(card=>{
  1990. const skill = getCardActiveSkill(card, searchTypeArray);
  1991. return skill && skill.params[1]>=100;
  1992. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1993. },
  1994. addition:card=>{
  1995. const searchTypeArray = [19];
  1996. const skill = getCardActiveSkill(card, searchTypeArray);
  1997. const sk = skill.params;
  1998. return `全破×${sk[0]}T`;
  1999. }
  2000. },
  2001. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)"},
  2002. function:cards=>{
  2003. const searchTypeArray = [4];
  2004. return cards.filter(card=>{
  2005. const skill = getCardActiveSkill(card, searchTypeArray);
  2006. return skill;
  2007. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2008. },
  2009. addition:card=>{
  2010. const searchTypeArray = [4];
  2011. const skill = getCardActiveSkill(card, searchTypeArray);
  2012. const sk = skill.params;
  2013. return `攻击力×${sk[0]/100}倍`;
  2014. }
  2015. },
  2016. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)"},
  2017. function:cards=>{
  2018. return cards.filter(card=>{
  2019. return changeEnemiesAttr_Attr(card).attr != null;
  2020. }).sort((a,b)=>{
  2021. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2022. return a_pC.attr - b_pC.attr;
  2023. })
  2024. },
  2025. addition:card=>{
  2026. let change = changeEnemiesAttr_Attr(card);
  2027. const fragment = document.createDocumentFragment();
  2028. fragment.appendChild(document.createTextNode(`敌→`));
  2029. fragment.appendChild(createOrbsList(change.attr));
  2030. if (change.turns > 0)
  2031. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2032. return fragment;
  2033. }
  2034. },
  2035. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)"},
  2036. function:cards=>{
  2037. const searchTypeArray = [60];
  2038. return cards.filter(card=>{
  2039. const skill = getCardActiveSkill(card, searchTypeArray);
  2040. return skill;
  2041. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2042. },
  2043. addition:card=>{
  2044. const searchTypeArray = [60];
  2045. const skill = getCardActiveSkill(card, searchTypeArray);
  2046. const sk = skill.params;
  2047. const fragment = document.createDocumentFragment();
  2048. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2049. fragment.appendChild(createOrbsList(sk[2]));
  2050. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2051. return fragment;
  2052. }
  2053. },
  2054. ]},
  2055. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----"}, functions: [
  2056. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)"},
  2057. function:cards=>{
  2058. const searchTypeArray = [146];
  2059. return cards.filter(card=>{
  2060. const skill = getCardActiveSkill(card, searchTypeArray);
  2061. return skill;
  2062. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2063. },
  2064. addition:card=>{
  2065. const searchTypeArray = [146];
  2066. const skill = getCardActiveSkill(card, searchTypeArray);
  2067. const sk = skill.params;
  2068. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  2069. }
  2070. },
  2071. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)"},
  2072. function:cards=>{
  2073. const searchTypeArray = [218];
  2074. return cards.filter(card=>{
  2075. const skill = getCardActiveSkill(card, searchTypeArray);
  2076. return skill;
  2077. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2078. },
  2079. addition:card=>{
  2080. const searchTypeArray = [218];
  2081. const skill = getCardActiveSkill(card, searchTypeArray);
  2082. const sk = skill.params;
  2083. return document.createTextNode(`坐下${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2084. }
  2085. },
  2086. {name:"Change Leader",otLangName:{chs:"更换队长"},
  2087. function:cards=>cards.filter(card=>{
  2088. const searchTypeArray = [93, 227];
  2089. const skill = getCardActiveSkill(card, searchTypeArray);
  2090. return skill;
  2091. })
  2092. },
  2093. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)"},
  2094. function:cards=>{
  2095. const searchTypeArray = [142];
  2096. return cards.filter(card=>{
  2097. const skill = getCardActiveSkill(card, searchTypeArray);
  2098. return skill;
  2099. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2100. },
  2101. addition:card=>{
  2102. const searchTypeArray = [142];
  2103. const skill = getCardActiveSkill(card, searchTypeArray);
  2104. const sk = skill.params;
  2105. const fragment = document.createDocumentFragment();
  2106. fragment.appendChild(document.createTextNode(`自→`));
  2107. fragment.appendChild(createOrbsList(sk[1]));
  2108. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2109. return fragment;
  2110. }
  2111. },
  2112. ]},
  2113. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----"}, functions: [
  2114. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff"},
  2115. function:cards=>{
  2116. const searchTypeArray = [179];
  2117. return cards.filter(card=>{
  2118. const skill = getCardActiveSkill(card, searchTypeArray);
  2119. return skill;
  2120. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2121. },
  2122. addition:card=>{
  2123. const searchTypeArray = [179];
  2124. const skill = getCardActiveSkill(card, searchTypeArray);
  2125. const sk = skill.params;
  2126. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2127. }
  2128. },
  2129. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血"},
  2130. function:cards=>{
  2131. return cards.filter(card=>{
  2132. const heal = healImmediately_Rate(card);
  2133. return Object.values(heal).some(v=>v);
  2134. })
  2135. .sort((a,b)=>{
  2136. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2137. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2138. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2139. let sortNum = a_i - b_i;
  2140. if (!sortNum)
  2141. {
  2142. sortNum = a_vs[a_i] - b_vs[b_i];
  2143. }
  2144. return sortNum;
  2145. });
  2146. },
  2147. addition:card=>{
  2148. const heal = healImmediately_Rate(card);
  2149. let strArr = [];
  2150. if (heal.scale)
  2151. strArr.push(`${heal.scale}%最大HP`);
  2152. if (heal.const)
  2153. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2154. if (heal.selfRcv)
  2155. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2156. if (heal.vampire)
  2157. strArr.push(`${heal.vampire}%伤害`);
  2158. return strArr.join(',');
  2159. }
  2160. },
  2161. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)"},
  2162. function:cards=>{
  2163. return cards.filter(card=>damageSelf_Rate(card)>0)
  2164. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2165. },
  2166. addition:card=>{
  2167. let rate = damageSelf_Rate(card);
  2168. if (rate < 100)
  2169. return `减少${rate}%`;
  2170. else
  2171. return `减少到1`;
  2172. }
  2173. },
  2174. ]},
  2175. {group:true,name:"----- Orbs Lock -----",otLangName:{chs:"-----锁珠类-----"}, functions: [
  2176. {name:"Unlock",otLangName:{chs:"解锁"},
  2177. function:cards=>cards.filter(card=>{
  2178. const searchTypeArray = [172];
  2179. const skill = getCardActiveSkill(card, searchTypeArray);
  2180. return skill;
  2181. })
  2182. },
  2183. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)"},
  2184. function:cards=>cards.filter(card=>{
  2185. const searchTypeArray = [152];
  2186. const skill = getCardActiveSkill(card, searchTypeArray);
  2187. return skill;
  2188. }),
  2189. addition:card=>{
  2190. const searchTypeArray = [152];
  2191. const skill = getCardActiveSkill(card, searchTypeArray);
  2192. const sk = skill.params;
  2193. const fragment = document.createDocumentFragment();
  2194. fragment.appendChild(document.createTextNode(`锁`));
  2195. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  2196. return fragment;
  2197. }
  2198. },
  2199. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部"},
  2200. function:cards=>cards.filter(card=>{
  2201. const searchTypeArray = [152];
  2202. const skill = getCardActiveSkill(card, searchTypeArray);
  2203. return skill && (skill.params[0] & 63) === 63;
  2204. })
  2205. },
  2206. ]},
  2207. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----"}, functions: [
  2208. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)"},
  2209. function:cards=>{
  2210. const searchTypeArray = [205];
  2211. return cards.filter(card=>{
  2212. const skill = getCardActiveSkill(card, searchTypeArray);
  2213. return skill;
  2214. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2215. },
  2216. addition:card=>{
  2217. const searchTypeArray = [205];
  2218. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  2219. const sk = skill.params;
  2220. const fragment = document.createDocumentFragment();
  2221. fragment.appendChild(document.createTextNode(`掉锁`));
  2222. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 1023)));
  2223. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  2224. return fragment;
  2225. }
  2226. },
  2227. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)"},
  2228. function:cards=>{
  2229. const searchTypeArray = [205];
  2230. return cards.filter(card=>{
  2231. const skill = getCardActiveSkill(card, searchTypeArray);
  2232. return skill && (skill.params[0] & 63) === 63;
  2233. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2234. }
  2235. },
  2236. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)"},
  2237. function:cards=>{
  2238. const searchTypeArray = [180];
  2239. return cards.filter(card=>{
  2240. const skill = getCardActiveSkill(card, searchTypeArray);
  2241. return skill;
  2242. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2243. },
  2244. addition:card=>{
  2245. const searchTypeArray = [180];
  2246. const skill = getCardActiveSkill(card, searchTypeArray);
  2247. const sk = skill.params;
  2248. return `${sk[1]}%×${sk[0]}T`;
  2249. }
  2250. },
  2251. {name:"Drop rate increases",otLangName:{chs:"掉落率提升"},
  2252. function:cards=>cards.filter(card=>{
  2253. const searchTypeArray = [126];
  2254. const skill = getCardActiveSkill(card, searchTypeArray);
  2255. return skill;
  2256. }),
  2257. addition:card=>{
  2258. const searchTypeArray = [126];
  2259. const skill = getCardActiveSkill(card, searchTypeArray);
  2260. const sk = skill.params;
  2261. const colors = flags(sk[0]);
  2262. const fragment = document.createDocumentFragment();
  2263. fragment.appendChild(createOrbsList(colors));
  2264. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  2265. return fragment;
  2266. }
  2267. },
  2268. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)"},
  2269. function:cards=>cards.filter(card=>{
  2270. const searchTypeArray = [126];
  2271. const skill = getCardActiveSkill(card, searchTypeArray);
  2272. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2273. })
  2274. },
  2275. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合"},
  2276. function:cards=>cards.filter(card=>{
  2277. const searchTypeArray = [126];
  2278. const skill = getCardActiveSkill(card, searchTypeArray);
  2279. return skill && skill.params[1] >= 99;
  2280. })
  2281. },
  2282. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率"},
  2283. function:cards=>cards.filter(card=>{
  2284. const searchTypeArray = [126];
  2285. const skill = getCardActiveSkill(card, searchTypeArray);
  2286. return skill && skill.params[3] == 100;
  2287. })
  2288. },
  2289. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)"},
  2290. function:cards=>{
  2291. const searchTypeArray = [226];
  2292. return cards.filter(card=>{
  2293. const skill = getCardActiveSkill(card, searchTypeArray);
  2294. return skill;
  2295. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2296. },
  2297. addition:card=>{
  2298. const searchTypeArray = [226];
  2299. const skill = getCardActiveSkill(card, searchTypeArray);
  2300. const sk = skill.params;
  2301. return `${sk[1]}%×${sk[0]}T`;
  2302. }
  2303. },
  2304. ]},
  2305. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----"}, functions: [
  2306. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)"},
  2307. function:cards=>{
  2308. const searchTypeArray = [6];
  2309. return cards.filter(card=>{
  2310. const skill = getCardActiveSkill(card, searchTypeArray);
  2311. return skill;
  2312. }).sort((a,b)=>{
  2313. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2314. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2315. return a_pC - b_pC;
  2316. })
  2317. },
  2318. addition:card=>{
  2319. const searchTypeArray = [6];
  2320. const skill = getCardActiveSkill(card, searchTypeArray);
  2321. const sk = skill.params;
  2322. return `当前${sk[0]}%`;
  2323. }
  2324. },
  2325. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)"},
  2326. function:cards=>{
  2327. const searchTypeArray = [161];
  2328. return cards.filter(card=>{
  2329. const skill = getCardActiveSkill(card, searchTypeArray);
  2330. return skill;
  2331. }).sort((a,b)=>{
  2332. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2333. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2334. return a_pC - b_pC;
  2335. })
  2336. },
  2337. addition:card=>{
  2338. const searchTypeArray = [161];
  2339. const skill = getCardActiveSkill(card, searchTypeArray);
  2340. const sk = skill.params;
  2341. return `最大${sk[0]}%`;
  2342. }
  2343. },
  2344. ]},
  2345. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----"}, functions: [
  2346. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)"},
  2347. function:cards=>{
  2348. const searchTypeArray = [55,188];
  2349. return cards.filter(card=>{
  2350. const skill = getCardActiveSkill(card, searchTypeArray);
  2351. return skill;
  2352. }).sort((a,b)=>{
  2353. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2354. let a_pC = a_ss.reduce((p,v)=>p+v.params[0],0), b_pC = b_ss.reduce((p,v)=>p+v.params[0],0);
  2355. return a_pC - b_pC;
  2356. });
  2357. },
  2358. addition:card=>{
  2359. const searchTypeArray = [55,188];
  2360. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2361. const sk = skills[0].params;
  2362. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2363. }
  2364. },
  2365. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)"},
  2366. function:cards=>{
  2367. const searchTypeArray = [56];
  2368. return cards.filter(card=>{
  2369. const skill = getCardActiveSkill(card, searchTypeArray);
  2370. return skill;
  2371. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2372. },
  2373. addition:card=>{
  2374. const searchTypeArray = [56];
  2375. const skill = getCardActiveSkill(card, searchTypeArray);
  2376. const sk = skill.params;
  2377. return `固伤${sk[0].bigNumberToString()}`;
  2378. }
  2379. },
  2380. ]},
  2381. {group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----"}, functions: [
  2382. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体"},
  2383. function:cards=>cards.filter(card=>{
  2384. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2385. function isSingle(skill)
  2386. {
  2387. if (skill.type == 110)
  2388. return Boolean(skill.params[0]);
  2389. else if (skill.type == 144)
  2390. return Boolean(skill.params[2]);
  2391. else
  2392. return true;
  2393. }
  2394. const skill = getCardActiveSkill(card, searchTypeArray);
  2395. return skill && isSingle(skill);
  2396. })
  2397. },
  2398. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体"},
  2399. function:cards=>cards.filter(card=>{
  2400. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2401. function isAll(skill)
  2402. {
  2403. if (skill.type == 110)
  2404. return !Boolean(skill.params[0]);
  2405. else if (skill.type == 144)
  2406. return !Boolean(skill.params[2]);
  2407. else
  2408. return true;
  2409. }
  2410. const skill = getCardActiveSkill(card, searchTypeArray);
  2411. return skill && skill.id!=0 && isAll(skill);
  2412. })
  2413. },
  2414. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人"},
  2415. function:cards=>cards.filter(card=>{
  2416. const searchTypeArray = [42];
  2417. const skill = getCardActiveSkill(card, searchTypeArray);
  2418. return skill;
  2419. })
  2420. },
  2421. {name:"Numerical ATK - Attr - Any",otLangName:{chs:"大炮-属性-不限"},
  2422. function:cards=>cards.filter(card=>{
  2423. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2424. const skill = getCardActiveSkill(card, searchTypeArray);
  2425. return skill && skill.id!=0;
  2426. }),
  2427. addition:card=>{
  2428. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2429. const skill = getCardActiveSkill(card, searchTypeArray);
  2430. //const sk = skill.params;
  2431. const colors = [getCannonAttr(skill)];
  2432. const fragment = document.createDocumentFragment();
  2433. fragment.appendChild(document.createTextNode(`射`));
  2434. fragment.appendChild(createOrbsList(colors));
  2435. return fragment;
  2436. }
  2437. },
  2438. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身"},
  2439. function:cards=>cards.filter(card=>{
  2440. const searchTypeArray = [2,35];
  2441. const skill = getCardActiveSkill(card, searchTypeArray);
  2442. return skill;
  2443. })
  2444. },
  2445. {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)"},
  2446. function:cards=>cards.filter(card=>{
  2447. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2448. const skill = getCardActiveSkill(card, searchTypeArray);
  2449. return skill && skill.id!=0;
  2450. }).sort((a,b)=>{
  2451. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2452. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2453. function getNumber(skill)
  2454. {
  2455. const sk = skill.params;
  2456. switch(skill.type)
  2457. {
  2458. case 0:
  2459. case 37:
  2460. case 58:
  2461. case 59:
  2462. case 84:
  2463. case 85:
  2464. case 115:
  2465. return sk[1];
  2466. case 2:
  2467. case 35:
  2468. return sk[0];
  2469. default:
  2470. return 0;
  2471. }
  2472. }
  2473. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2474. return a_pC - b_pC;
  2475. })
  2476. },
  2477. {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)"},
  2478. function:cards=>cards.filter(card=>{
  2479. const searchTypeArray = [1,42,86,87];
  2480. const skill = getCardActiveSkill(card, searchTypeArray);
  2481. return skill;
  2482. }).sort((a,b)=>{
  2483. const searchTypeArray = [1,42,86,87];
  2484. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2485. function getNumber(skill)
  2486. {
  2487. const sk = skill.params;
  2488. switch(skill.type)
  2489. {
  2490. case 1:
  2491. case 86:
  2492. case 87:
  2493. return sk[1];
  2494. case 42:
  2495. return sk[2];
  2496. default:
  2497. return 0;
  2498. }
  2499. }
  2500. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2501. return a_pC - b_pC;
  2502. })
  2503. },
  2504. {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)"},
  2505. function:cards=>{
  2506. const searchTypeArray = [110];
  2507. return cards.filter(card=>{
  2508. const skill = getCardActiveSkill(card, searchTypeArray);
  2509. return skill;
  2510. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2511. }
  2512. },
  2513. {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)"},
  2514. function:cards=>{
  2515. const searchTypeArray = [143];
  2516. return cards.filter(card=>{
  2517. const skill = getCardActiveSkill(card, searchTypeArray);
  2518. return skill;
  2519. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2520. }
  2521. },
  2522. {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)"},
  2523. function:cards=>{
  2524. const searchTypeArray = [144];
  2525. return cards.filter(card=>{
  2526. const skill = getCardActiveSkill(card, searchTypeArray);
  2527. return skill;
  2528. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2529. }
  2530. },
  2531. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血"},
  2532. function:cards=>cards.filter(card=>{
  2533. const searchTypeArray = [35,115];
  2534. const skill = getCardActiveSkill(card, searchTypeArray);
  2535. return skill;
  2536. })
  2537. },
  2538. ]},
  2539. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----"}, functions: [
  2540. {name:"Replaces all Orbs",otLangName:{chs:"刷版"},
  2541. function:cards=>cards.filter(card=>{
  2542. const searchTypeArray = [10];
  2543. const skill = getCardActiveSkill(card, searchTypeArray);
  2544. return skill;
  2545. })
  2546. },
  2547. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)"},
  2548. function:cards=>cards.filter(card=>{
  2549. const searchTypeArray = [71];
  2550. const skill = getCardActiveSkill(card, searchTypeArray);
  2551. return boardChange_ColorTypes(skill).length == 1;
  2552. }),addition:boardChange_Addition},
  2553. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色"},
  2554. function:cards=>cards.filter(card=>{
  2555. const searchTypeArray = [71];
  2556. const skill = getCardActiveSkill(card, searchTypeArray);
  2557. return boardChange_ColorTypes(skill).length == 2;
  2558. }),addition:boardChange_Addition},
  2559. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色"},
  2560. function:cards=>cards.filter(card=>{
  2561. const searchTypeArray = [71];
  2562. const skill = getCardActiveSkill(card, searchTypeArray);
  2563. return boardChange_ColorTypes(skill).length == 3;
  2564. }),addition:boardChange_Addition},
  2565. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色"},
  2566. function:cards=>cards.filter(card=>{
  2567. const searchTypeArray = [71];
  2568. const skill = getCardActiveSkill(card, searchTypeArray);
  2569. return boardChange_ColorTypes(skill).length == 4;
  2570. }),addition:boardChange_Addition},
  2571. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色"},
  2572. function:cards=>cards.filter(card=>{
  2573. const searchTypeArray = [71];
  2574. const skill = getCardActiveSkill(card, searchTypeArray);
  2575. return boardChange_ColorTypes(skill).length == 5;
  2576. }),addition:boardChange_Addition},
  2577. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上"},
  2578. function:cards=>cards.filter(card=>{
  2579. const searchTypeArray = [71];
  2580. const skill = getCardActiveSkill(card, searchTypeArray);
  2581. return boardChange_ColorTypes(skill).length >= 6;
  2582. }),addition:boardChange_Addition},
  2583. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火"},
  2584. function:cards=>cards.filter(card=>{
  2585. const searchTypeArray = [71];
  2586. const skill = getCardActiveSkill(card, searchTypeArray);
  2587. return boardChange_ColorTypes(skill).includes(0);
  2588. })
  2589. },
  2590. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水"},
  2591. function:cards=>cards.filter(card=>{
  2592. const searchTypeArray = [71];
  2593. const skill = getCardActiveSkill(card, searchTypeArray);
  2594. return boardChange_ColorTypes(skill).includes(1);
  2595. })
  2596. },
  2597. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木"},
  2598. function:cards=>cards.filter(card=>{
  2599. const searchTypeArray = [71];
  2600. const skill = getCardActiveSkill(card, searchTypeArray);
  2601. return boardChange_ColorTypes(skill).includes(2);
  2602. })
  2603. },
  2604. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光"},
  2605. function:cards=>cards.filter(card=>{
  2606. const searchTypeArray = [71];
  2607. const skill = getCardActiveSkill(card, searchTypeArray);
  2608. return boardChange_ColorTypes(skill).includes(3);
  2609. })
  2610. },
  2611. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗"},
  2612. function:cards=>cards.filter(card=>{
  2613. const searchTypeArray = [71];
  2614. const skill = getCardActiveSkill(card, searchTypeArray);
  2615. return boardChange_ColorTypes(skill).includes(4);
  2616. })
  2617. },
  2618. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心"},
  2619. function:cards=>cards.filter(card=>{
  2620. const searchTypeArray = [71];
  2621. const skill = getCardActiveSkill(card, searchTypeArray);
  2622. return boardChange_ColorTypes(skill).includes(5);
  2623. })
  2624. },
  2625. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废"},
  2626. function:cards=>cards.filter(card=>{
  2627. const searchTypeArray = [71];
  2628. const skill = getCardActiveSkill(card, searchTypeArray);
  2629. const colors = boardChange_ColorTypes(skill);
  2630. return colors.includes(6)
  2631. || colors.includes(7)
  2632. || colors.includes(8)
  2633. || colors.includes(9);
  2634. })
  2635. },
  2636. ]},
  2637. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----"}, functions: [
  2638. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火"},
  2639. function:cards=>cards.filter(card=>{
  2640. const searchTypeArray = [9,20,154];
  2641. const skills = getCardActiveSkills(card, searchTypeArray);
  2642. if (!skills.length) return false;
  2643. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2644. return parsedSkills.some(p=>p.to.includes(0));
  2645. }),
  2646. addition:changeOrbs_Addition
  2647. },
  2648. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水"},
  2649. function:cards=>cards.filter(card=>{
  2650. const searchTypeArray = [9,20,154];
  2651. const skills = getCardActiveSkills(card, searchTypeArray);
  2652. if (!skills.length) return false;
  2653. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2654. return parsedSkills.some(p=>p.to.includes(1));
  2655. }),
  2656. addition:changeOrbs_Addition
  2657. },
  2658. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木"},
  2659. function:cards=>cards.filter(card=>{
  2660. const searchTypeArray = [9,20,154];
  2661. const skills = getCardActiveSkills(card, searchTypeArray);
  2662. if (!skills.length) return false;
  2663. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2664. return parsedSkills.some(p=>p.to.includes(2));
  2665. }),
  2666. addition:changeOrbs_Addition
  2667. },
  2668. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光"},
  2669. function:cards=>cards.filter(card=>{
  2670. const searchTypeArray = [9,20,154];
  2671. const skills = getCardActiveSkills(card, searchTypeArray);
  2672. if (!skills.length) return false;
  2673. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2674. return parsedSkills.some(p=>p.to.includes(3));
  2675. }),
  2676. addition:changeOrbs_Addition
  2677. },
  2678. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗"},
  2679. function:cards=>cards.filter(card=>{
  2680. const searchTypeArray = [9,20,154];
  2681. const skills = getCardActiveSkills(card, searchTypeArray);
  2682. if (!skills.length) return false;
  2683. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2684. return parsedSkills.some(p=>p.to.includes(4));
  2685. }),
  2686. addition:changeOrbs_Addition
  2687. },
  2688. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心"},
  2689. function:cards=>cards.filter(card=>{
  2690. const searchTypeArray = [9,20,154];
  2691. const skills = getCardActiveSkills(card, searchTypeArray);
  2692. if (!skills.length) return false;
  2693. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2694. return parsedSkills.some(p=>p.to.includes(5));
  2695. }),
  2696. addition:changeOrbs_Addition
  2697. },
  2698. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废"},
  2699. function:cards=>cards.filter(card=>{
  2700. const searchTypeArray = [9,20,154];
  2701. const skills = getCardActiveSkills(card, searchTypeArray);
  2702. if (!skills.length) return false;
  2703. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2704. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2705. }),
  2706. addition:changeOrbs_Addition
  2707. },
  2708. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火"},
  2709. function:cards=>cards.filter(card=>{
  2710. const searchTypeArray = [9,20,154];
  2711. const skills = getCardActiveSkills(card, searchTypeArray);
  2712. if (!skills.length) return false;
  2713. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2714. return parsedSkills.some(p=>p.from.includes(0));
  2715. }),
  2716. },
  2717. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水"},
  2718. function:cards=>cards.filter(card=>{
  2719. const searchTypeArray = [9,20,154];
  2720. const skills = getCardActiveSkills(card, searchTypeArray);
  2721. if (!skills.length) return false;
  2722. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2723. return parsedSkills.some(p=>p.from.includes(1));
  2724. }),
  2725. },
  2726. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木"},
  2727. function:cards=>cards.filter(card=>{
  2728. const searchTypeArray = [9,20,154];
  2729. const skills = getCardActiveSkills(card, searchTypeArray);
  2730. if (!skills.length) return false;
  2731. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2732. return parsedSkills.some(p=>p.from.includes(2));
  2733. }),
  2734. },
  2735. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光"},
  2736. function:cards=>cards.filter(card=>{
  2737. const searchTypeArray = [9,20,154];
  2738. const skills = getCardActiveSkills(card, searchTypeArray);
  2739. if (!skills.length) return false;
  2740. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2741. return parsedSkills.some(p=>p.from.includes(3));
  2742. }),
  2743. },
  2744. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗"},
  2745. function:cards=>cards.filter(card=>{
  2746. const searchTypeArray = [9,20,154];
  2747. const skills = getCardActiveSkills(card, searchTypeArray);
  2748. if (!skills.length) return false;
  2749. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2750. return parsedSkills.some(p=>p.from.includes(4));
  2751. }),
  2752. },
  2753. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心"},
  2754. function:cards=>cards.filter(card=>{
  2755. const searchTypeArray = [9,20,154];
  2756. const skills = getCardActiveSkills(card, searchTypeArray);
  2757. if (!skills.length) return false;
  2758. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2759. return parsedSkills.some(p=>p.from.includes(5));
  2760. }),
  2761. },
  2762. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废"},
  2763. function:cards=>cards.filter(card=>{
  2764. const searchTypeArray = [9,20,154];
  2765. const skills = getCardActiveSkills(card, searchTypeArray);
  2766. if (!skills.length) return false;
  2767. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2768. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2769. }),
  2770. },
  2771. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠"},
  2772. function:cards=>{
  2773. const searchTypeArray = [52,91,140];
  2774. return cards.filter(card=>{
  2775. const skill = getCardActiveSkill(card, searchTypeArray);
  2776. return skill;
  2777. });
  2778. },
  2779. addition:card=>{
  2780. const searchTypeArray = [52,91,140];
  2781. const skill = getCardActiveSkill(card, searchTypeArray);
  2782. const sk = skill.params;
  2783. let attrs = [];
  2784. switch (skill.type)
  2785. {
  2786. case 52:{
  2787. attrs.push(sk[0]); break;
  2788. }
  2789. case 91:{
  2790. attrs = sk.slice(0,-1); break;
  2791. }
  2792. case 140:{
  2793. attrs = flags(sk[0]); break;
  2794. }
  2795. }
  2796. const fragment = document.createDocumentFragment();
  2797. fragment.appendChild(document.createTextNode(`强化`));
  2798. fragment.appendChild(createOrbsList(attrs));
  2799. return fragment;
  2800. }
  2801. },
  2802. ]},
  2803. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----"}, functions: [
  2804. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠"},
  2805. function:cards=>cards.filter(card=>{
  2806. function is30(sk)
  2807. {
  2808. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2809. }
  2810. const searchTypeArray = [141];
  2811. const skill = getCardActiveSkill(card, searchTypeArray);
  2812. return skill && is30(skill.params);
  2813. }),addition:generateOrbs_Addition},
  2814. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠"},
  2815. function:cards=>cards.filter(card=>{
  2816. function is1515(sk)
  2817. {
  2818. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2819. }
  2820. const searchTypeArray = [141];
  2821. const skill = getCardActiveSkill(card, searchTypeArray);
  2822. return skill && is1515(skill.params);
  2823. }),addition:generateOrbs_Addition},
  2824. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火"},
  2825. function:cards=>cards.filter(card=>{
  2826. const gens = generateOrbsParse(card);
  2827. return gens.some(gen=>gen.to.includes(0));
  2828. }),
  2829. addition:generateOrbs_Addition
  2830. },
  2831. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水"},
  2832. function:cards=>cards.filter(card=>{
  2833. const gens = generateOrbsParse(card);
  2834. return gens.some(gen=>gen.to.includes(1));
  2835. }),
  2836. addition:generateOrbs_Addition
  2837. },
  2838. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木"},
  2839. function:cards=>cards.filter(card=>{
  2840. const gens = generateOrbsParse(card);
  2841. return gens.some(gen=>gen.to.includes(2));
  2842. }),
  2843. addition:generateOrbs_Addition
  2844. },
  2845. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光"},
  2846. function:cards=>cards.filter(card=>{
  2847. const gens = generateOrbsParse(card);
  2848. return gens.some(gen=>gen.to.includes(3));
  2849. }),
  2850. addition:generateOrbs_Addition
  2851. },
  2852. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗"},
  2853. function:cards=>cards.filter(card=>{
  2854. const gens = generateOrbsParse(card);
  2855. return gens.some(gen=>gen.to.includes(4));
  2856. }),
  2857. addition:generateOrbs_Addition
  2858. },
  2859. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心"},
  2860. function:cards=>cards.filter(card=>{
  2861. const gens = generateOrbsParse(card);
  2862. return gens.some(gen=>gen.to.includes(5));
  2863. }),
  2864. addition:generateOrbs_Addition
  2865. },
  2866. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废"},
  2867. function:cards=>cards.filter(card=>{
  2868. const gens = generateOrbsParse(card);
  2869. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2870. }),
  2871. addition:generateOrbs_Addition
  2872. },
  2873. ]},
  2874. {group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----"}, functions: [
  2875. {name:"Create designated shape",otLangName:{chs:"生成指定形状的"},
  2876. function:cards=>cards.filter(card=>{
  2877. const searchTypeArray = [176];
  2878. const skill = getCardActiveSkill(card, searchTypeArray);
  2879. return skill;
  2880. })
  2881. },
  2882. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块"},
  2883. function:cards=>cards.filter(card=>{
  2884. function is3x3(sk)
  2885. {
  2886. for (let si=0;si<3;si++)
  2887. {
  2888. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2889. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2890. (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)
  2891. (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)
  2892. )
  2893. return true;
  2894. }
  2895. return false;
  2896. }
  2897. const searchTypeArray = [176];
  2898. const skill = getCardActiveSkill(card, searchTypeArray);
  2899. return skill && is3x3(skill.params);
  2900. }),
  2901. addition:card=>{
  2902. const searchTypeArray = [176];
  2903. const skill = getCardActiveSkill(card, searchTypeArray);
  2904. const sk = skill.params;
  2905. const fragment = document.createDocumentFragment();
  2906. fragment.appendChild(document.createTextNode(`3×3`));
  2907. fragment.appendChild(createOrbsList(sk[5]));
  2908. return fragment;
  2909. }
  2910. },
  2911. {name:"Create a vertical",otLangName:{chs:"产竖"},
  2912. function:cards=>cards.filter(card=>{
  2913. const searchTypeArray = [127];
  2914. const skill = getCardActiveSkill(card, searchTypeArray);
  2915. return skill;
  2916. }),
  2917. addition:card=>{
  2918. const searchTypeArray = [127];
  2919. const skill = getCardActiveSkill(card, searchTypeArray);
  2920. const sk = skill.params;
  2921. const colors = [];
  2922. for (let ai=0;ai<sk.length;ai+=2)
  2923. {
  2924. colors.push(flags(sk[ai+1]));
  2925. }
  2926. const fragment = document.createDocumentFragment();
  2927. fragment.appendChild(document.createTextNode(`竖`));
  2928. fragment.appendChild(createOrbsList(colors.flat()));
  2929. return fragment;
  2930. }
  2931. },
  2932. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)"},
  2933. function:cards=>cards.filter(card=>{
  2934. function isHeart(sk)
  2935. {
  2936. for (let i=1;i<sk.length;i+=2)
  2937. {
  2938. if (sk[i] & 32)
  2939. {
  2940. return true;
  2941. }
  2942. }
  2943. }
  2944. const searchTypeArray = [127];
  2945. const skill = getCardActiveSkill(card, searchTypeArray);
  2946. return skill && isHeart(skill.params);
  2947. })
  2948. },
  2949. {name:"Create a horizontal",otLangName:{chs:"产横"},
  2950. function:cards=>cards.filter(card=>{
  2951. const searchTypeArray = [128];
  2952. const skill = getCardActiveSkill(card, searchTypeArray);
  2953. return skill;
  2954. }),
  2955. addition:card=>{
  2956. const searchTypeArray = [128];
  2957. const skill = getCardActiveSkill(card, searchTypeArray);
  2958. const sk = skill.params;
  2959. const colors = [];
  2960. for (let ai=0;ai<sk.length;ai+=2)
  2961. {
  2962. colors.push(flags(sk[ai+1]));
  2963. }
  2964. const fragment = document.createDocumentFragment();
  2965. fragment.appendChild(document.createTextNode(`横`));
  2966. fragment.appendChild(createOrbsList(colors.flat()));
  2967. return fragment;
  2968. }
  2969. },
  2970. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上"},
  2971. function:cards=>cards.filter(card=>{
  2972. const searchTypeArray = [128];
  2973. const skill = getCardActiveSkill(card, searchTypeArray);
  2974. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2975. })
  2976. },
  2977. {name:"Create 2 color horizontals",otLangName:{chs:"2色横"},
  2978. function:cards=>cards.filter(card=>{
  2979. const searchTypeArray = [128];
  2980. const skill = getCardActiveSkill(card, searchTypeArray);
  2981. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2982. })
  2983. },
  2984. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横"},
  2985. function:cards=>cards.filter(card=>{
  2986. const searchTypeArray = [128];
  2987. const skill = getCardActiveSkill(card, searchTypeArray);
  2988. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2989. })
  2990. },
  2991. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)"},
  2992. function:cards=>cards.filter(card=>{
  2993. const searchTypeArray = [128,71,176];
  2994. function isRow(skill)
  2995. {
  2996. const sk = skill.params;
  2997. if (skill.type === 128) //普通横
  2998. {return true;}
  2999. else if (skill.type === 71) //花火
  3000. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  3001. else if (skill.type === 176) //特殊形状
  3002. {
  3003. for (let si=0;si<5;si++)
  3004. {
  3005. if ((sk[si] & 63) === 63)
  3006. return true;
  3007. }
  3008. }
  3009. return false;
  3010. }
  3011. const skill = getCardActiveSkill(card, searchTypeArray);
  3012. return skill && isRow(skill);
  3013. })
  3014. },
  3015. ]},
  3016. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======"}, functions: [
  3017. {name:"No Henshin",otLangName:{chs:"非变身"},
  3018. function:cards=>cards.filter(card=>!card.henshinFrom && !card.henshinTo)
  3019. },
  3020. {name:"Before Henshin",otLangName:{chs:"变身前"},
  3021. function:cards=>cards.filter(card=>card.henshinTo)
  3022. },
  3023. {name:"After Henshin",otLangName:{chs:"变身后"},
  3024. function:cards=>cards.filter(card=>card.henshinFrom)
  3025. },
  3026. {name:"Pixel Evo",otLangName:{chs:"像素进化"},
  3027. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3028. },
  3029. {name:"8 latent grids",otLangName:{chs:"8格潜觉"},
  3030. function:cards=>cards.filter(card=>card.is8Latent)
  3031. },
  3032. //{name:"",otLangName:{chs:"非8格潜觉"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3033. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化"},
  3034. function:cards=>cards.filter(card=>isReincarnated(card))
  3035. }, //evoBaseId可能为0
  3036. //{name:"",otLangName:{chs:"仅超转生进化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  3037. {name:"Super Ult Evo",otLangName:{chs:"超究极进化"},
  3038. function:cards=>cards.filter(card=>card.is8Latent && card.isUltEvo && !card.awakenings.includes(49))
  3039. },
  3040. /*{name:"",otLangName:{chs:"变身前"},
  3041. function:cards=>cards.filter(card=>{
  3042. const searchType = 202;
  3043. const skill = Skills[card.activeSkillId];
  3044. if (skill.type == searchType)
  3045. return true;
  3046. else if (skill.type == 116 || skill.type == 118){
  3047. const subskills = skill.params.map(id=>Skills[id]);
  3048. return subskills.some(subskill=>subskill.type == searchType);
  3049. }
  3050. })
  3051. },
  3052. {name:"",otLangName:{chs:"变身前后队长技保持不变"},
  3053. function:cards=>cards.filter(card=>{
  3054. const searchType = 202;
  3055. const skill = Skills[card.activeSkillId];
  3056. if (skill.type == searchType && card.leaderSkillId == Cards[skill.params[0]].leaderSkillId)
  3057. return true;
  3058. else if (skill.type == 116 || skill.type == 118){
  3059. const subskills = skill.params.map(id=>Skills[id]);
  3060. return subskills.some(subskill=>subskill.type == searchType && card.leaderSkillId == Cards[subskill.params[0]].leaderSkillId);
  3061. }
  3062. })
  3063. },*/
  3064. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来"},
  3065. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3066. },
  3067. ]},
  3068. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======"}, functions: [
  3069. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)"},
  3070. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3071. },
  3072. {name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)"},
  3073. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3074. },
  3075. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制"},
  3076. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3077. },
  3078. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%"},
  3079. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3080. addition:card=>`成长${card.limitBreakIncr}%`
  3081. },
  3082. {name:"Max level is lv1",otLangName:{chs:"满级只有1级"},
  3083. function:cards=>cards.filter(card=>card.maxLevel==1)
  3084. },
  3085. {name:"Less than 100mp",otLangName:{chs:"低于100mp"},
  3086. function:cards=>cards.filter(card=>card.sellMP<100)
  3087. },
  3088. {name:"Have 3 types",otLangName:{chs:"有3个type"},
  3089. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3090. },
  3091. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性"},
  3092. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3093. },
  3094. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致"},
  3095. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3096. },
  3097. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤"},
  3098. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3099. },
  3100. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙"},
  3101. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3102. },
  3103. ]},
  3104. {group:true,name:"----- Awoken -----",otLangName:{chs:"-----觉醒类-----"}, functions: [
  3105. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒"},
  3106. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3107. },
  3108. {name:"Can be assist",otLangName:{chs:"可以做辅助"},
  3109. function:cards=>cards.filter(card=>card.canAssist)
  3110. },
  3111. {name:"Not weapon",otLangName:{chs:"不是武器"},
  3112. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3113. },
  3114. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒"},
  3115. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3116. },
  3117. {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"},
  3118. function:cards=>cards.filter(card=>{
  3119. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3120. if (hasAwokenKiller)
  3121. { //大于2个杀的进行判断
  3122. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3123. { //大于3个杀的直接过
  3124. return true;
  3125. }else
  3126. { //2个杀的
  3127. const isAllowLatent = card.types.filter(i=>
  3128. i>=0 //去掉-1的type
  3129. ).map(type=>
  3130. type_allowable_latent[type] //得到允许打的潜觉杀
  3131. ).some(ls=>
  3132. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3133. );
  3134. return isAllowLatent
  3135. }
  3136. }else
  3137. {
  3138. return false;
  3139. }
  3140. })
  3141. },
  3142. {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"},
  3143. function:cards=>cards.filter(card=>{
  3144. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3145. if (hasAwokenKiller)
  3146. { //大于2个杀的进行判断
  3147. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3148. { //大于3个杀的直接过
  3149. return true;
  3150. }else
  3151. { //2个杀的
  3152. const isAllowLatent = card.types.filter(i=>
  3153. i>=0 //去掉-1的type
  3154. ).map(type=>
  3155. type_allowable_latent[type] //得到允许打的潜觉杀
  3156. ).some(ls=>
  3157. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3158. );
  3159. return isAllowLatent
  3160. }
  3161. }else
  3162. {
  3163. return false;
  3164. }
  3165. })
  3166. },
  3167. {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"},
  3168. function:cards=>cards.filter(card=>{
  3169. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3170. if (hasAwokenKiller)
  3171. { //大于2个杀的进行判断
  3172. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3173. { //大于3个杀的直接过
  3174. return true;
  3175. }else
  3176. { //2个杀的
  3177. const isAllowLatent = card.types.filter(i=>
  3178. i>=0 //去掉-1的type
  3179. ).map(type=>
  3180. type_allowable_latent[type] //得到允许打的潜觉杀
  3181. ).some(ls=>
  3182. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3183. );
  3184. return isAllowLatent
  3185. }
  3186. }else
  3187. {
  3188. return false;
  3189. }
  3190. })
  3191. },
  3192. /*{name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能"},
  3193. function:cards=>cards.filter(card=>{
  3194. const searchTypeArray = [1000];
  3195. const skill = getCardActiveSkill(card, searchTypeArray);
  3196. return skill;
  3197. })
  3198. },*/
  3199. ]},
  3200. ];
  3201. return functions;
  3202. })();

智龙迷城队伍图制作工具