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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. //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
  16. const typekiller_for_type = [
  17. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  18. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  19. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  20. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  21. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  22. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  23. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  24. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  25. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  26. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  27. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  28. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  29. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  30. ];
  31. //类型允许的潜觉杀
  32. const type_allowable_latent = [];
  33. typekiller_for_type.forEach(t=>
  34. {
  35. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  36. .map(tn=>
  37. typekiller_for_type.find(_t=>_t.type == tn).latent
  38. );
  39. type_allowable_latent[t.type] = t.allowableLatent;
  40. }
  41. );
  42. //一般共同能打的潜觉
  43. const common_allowable_latent = [
  44. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  45. 28,29,30,31,32,33,34,35,36,37,38,
  46. 39,40,41, //需要拥有觉醒的才能打,但是有武器
  47. ];
  48. //120级才能打的潜觉
  49. const v120_allowable_latent = [
  50. 42,43,44,45
  51. ];
  52. //等效觉醒列表
  53. const equivalent_awoken = [
  54. {small:10,big:52,times:2}, //防封
  55. {small:11,big:68,times:5}, //防暗
  56. {small:12,big:69,times:5}, //防废
  57. {small:13,big:70,times:5}, //防毒
  58. {small:19,big:53,times:2}, //手指
  59. {small:21,big:56,times:2}, //SB
  60. ];
  61. //官方的觉醒排列顺序
  62. const official_awoken_sorting = [
  63. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  64. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  65. 27, 48, 62, 57, 58, 60, 59, 54, 55,
  66. 14, 15, 16, 17, 18, 29, 20, 44, 51,
  67. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  68. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  69. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  70. 65, 66, 67, 9, 71, 72, 30, 64, 63,
  71. 73, 74, 75, 76, 77, 78, 79, 80, 81
  72. ];
  73. //pdc的徽章对应数字
  74. const pdcBadgeMap = [
  75. {pdf:0,pdc:10}, //无限cost
  76. {pdf:1,pdc:12}, //小手指
  77. {pdf:2,pdc:9}, //全体攻击
  78. {pdf:3,pdc:5}, //小回复
  79. {pdf:4,pdc:1}, //小血量
  80. {pdf:5,pdc:3}, //小攻击
  81. {pdf:6,pdc:8}, //SB
  82. {pdf:7,pdc:18}, //队长防封
  83. {pdf:8,pdc:19}, //SX
  84. {pdf:9,pdc:7}, //无天降
  85. {pdf:10,pdc:6}, //大回复
  86. {pdf:11,pdc:2}, //大血量
  87. {pdf:12,pdc:4}, //大攻击
  88. {pdf:13,pdc:13}, //大手指
  89. {pdf:14,pdc:11}, //加经验
  90. {pdf:15,pdc:15}, //墨镜
  91. {pdf:16,pdc:17}, //防废
  92. {pdf:17,pdc:16}, //防毒
  93. {pdf:18,pdc:14}, //月卡
  94. ];
  95. //pdc的潜觉对应数字
  96. const pdcLatentMap = [
  97. {pdf:1,pdc:1}, //HP
  98. {pdf:2,pdc:0}, //攻击
  99. {pdf:3,pdc:2}, //回复
  100. {pdf:4,pdc:19}, //手指
  101. {pdf:5,pdc:13}, //自回
  102. {pdf:6,pdc:14}, //火盾
  103. {pdf:7,pdc:15}, //水盾
  104. {pdf:8,pdc:16}, //木盾
  105. {pdf:9,pdc:17}, //光盾
  106. {pdf:10,pdc:18}, //暗盾
  107. {pdf:11,pdc:12}, //防坐
  108. {pdf:12,pdc:3}, //三维
  109. {pdf:13,pdc:35}, //不被换队长
  110. {pdf:14,pdc:37}, //不掉废
  111. {pdf:15,pdc:36}, //不掉毒
  112. {pdf:16,pdc:24}, //进化杀
  113. {pdf:17,pdc:25}, //觉醒杀
  114. {pdf:18,pdc:26}, //强化杀
  115. {pdf:19,pdc:27}, //卖钱杀
  116. {pdf:20,pdc:4}, //神杀
  117. {pdf:21,pdc:5}, //龙杀
  118. {pdf:22,pdc:6}, //恶魔杀
  119. {pdf:23,pdc:7}, //机械杀
  120. {pdf:24,pdc:8}, //平衡杀
  121. {pdf:25,pdc:9}, //攻击杀
  122. {pdf:26,pdc:10}, //体力杀
  123. {pdf:27,pdc:11}, //回复杀
  124. {pdf:28,pdc:20}, //大HP
  125. {pdf:29,pdc:21}, //大攻击
  126. {pdf:30,pdc:22}, //大回复
  127. {pdf:31,pdc:23}, //大手指
  128. {pdf:32,pdc:28}, //大火盾
  129. {pdf:33,pdc:29}, //大水盾
  130. {pdf:34,pdc:30}, //大木盾
  131. {pdf:35,pdc:31}, //大光盾
  132. {pdf:36,pdc:32}, //大暗盾
  133. {pdf:37,pdc:33}, //6色破无效
  134. {pdf:38,pdc:34}, //3色破属吸
  135. {pdf:39,pdc:40}, //C珠破吸
  136. {pdf:40,pdc:39}, //心横解转转
  137. {pdf:41,pdc:38}, //U解禁消
  138. {pdf:42,pdc:41}, //伤害上限解除
  139. {pdf:43,pdc:42}, //HP++
  140. {pdf:44,pdc:43}, //攻击++
  141. {pdf:45,pdc:44}, //回复++
  142. ];
  143. //排序程序列表
  144. const sort_function_list = [
  145. {tag:"sort_none",name:"无",function:()=>0},
  146. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  147. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  148. let num = a.attrs[0] - b.attrs[0];
  149. if (num === 0) num = a.attrs[1] - b.attrs[1];
  150. return num;
  151. }
  152. },
  153. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  154. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  155. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  156. let num = card_a.attrs[0] - card_b.attrs[0];
  157. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  158. return num;
  159. }
  160. },
  161. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  162. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  163. {tag:"sort_mp",name:"MP",function:(a,b)=>a.mp-b.mp},
  164. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  165. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  166. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  167. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  168. }
  169. },
  170. {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)},
  171. {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)},
  172. {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)},
  173. {tag:"sort_hpMax110_awoken",name:"Lv110最大攻击(+觉醒)",function:(a,b)=>
  174. {
  175. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  176. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  177. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  178. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  179. return abA - abB;
  180. }
  181. },
  182. {tag:"sort_hpMax110_awoken",name:"Lv110最大HP(+觉醒)",function:(a,b)=>
  183. {
  184. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  185. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  186. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  187. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  188. return abA - abB;
  189. }
  190. },
  191. {tag:"sort_hpMax110_awoken",name:"Lv110最大回复(+觉醒)",function:(a,b)=>
  192. {
  193. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  194. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  195. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  196. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  197. return abA - abB;
  198. }
  199. },
  200. {tag:"sort_abilityIndex_awoken",name:"Lv110最大加权能力指数(+觉醒)",function:(a,b)=>
  201. {
  202. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  203. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  204. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  205. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  206. return abA - abB;
  207. }
  208. },
  209. ];
  210. //增加特殊搜索模式
  211. const specialSearchFunctions = (function() {
  212. 'use strict';
  213. //返回卡片的队长技能
  214. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  215. {
  216. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  217. }
  218. //返回卡片的技能
  219. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  220. {
  221. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  222. }
  223. //返回卡片的技能
  224. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  225. {
  226. switch(skillGreatType)
  227. {
  228. case 1:
  229. case "leader":
  230. return getCardLeaderSkill(card, skillTypes, searchRandom);
  231. case 2:
  232. case "active":
  233. return getCardActiveSkill(card, skillTypes, searchRandom);
  234. default:
  235. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  236. }
  237. }
  238. //查找到真正起作用的那一个技能
  239. function getActuallySkill(skill, skillTypes, searchRandom = true)
  240. {
  241. if (skillTypes.includes(skill.type))
  242. {
  243. return skill;
  244. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  245. {
  246. const subSkills = skill.params.map(id=>Skills[id]);
  247. for(let i = 0;i < subSkills.length; i++)
  248. { //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
  249. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  250. if (foundSubSkill)
  251. {
  252. return foundSubSkill;
  253. }
  254. }
  255. return null;
  256. }else
  257. {
  258. return null;
  259. }
  260. }
  261. //获取血倍率
  262. function getHPScale(ls)
  263. {
  264. const sk = ls.params;
  265. let scale = 1;
  266. switch (ls.type)
  267. {
  268. case 23: case 30: case 62: case 77: case 63: case 65:
  269. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  270. scale = sk[sk.length-1]/100;
  271. break;
  272. case 73: case 76:
  273. case 121: case 129: case 163: case 186:
  274. case 155:
  275. scale = sk[2]/100;
  276. break;
  277. case 106: case 107: case 108:
  278. scale = sk[0]/100;
  279. break;
  280. case 125:
  281. scale = sk[5]/100;
  282. break;
  283. case 136:
  284. case 137:
  285. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  286. break;
  287. case 158:
  288. scale = sk[4]/100;
  289. break;
  290. case 175:
  291. case 178: case 185:
  292. scale = sk[3]/100;
  293. break;
  294. case 203:
  295. scale = sk[1]/100;
  296. break;
  297. case 138: //调用其他队长技
  298. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  299. break;
  300. default:
  301. }
  302. return scale || 1;
  303. }
  304. //获取盾减伤比例
  305. function getReduceScale(ls, allAttr = false, noHPneed = false)
  306. {
  307. const sk = ls.params;
  308. let scale = 0;
  309. switch (ls.type)
  310. {
  311. case 16: //无条件盾
  312. scale = sk[0]/100;
  313. break;
  314. case 17: //单属性盾
  315. scale = allAttr ? 0 : sk[1]/100;
  316. break;
  317. case 36: //2个属性盾
  318. scale = allAttr ? 0 : sk[2]/100;
  319. break;
  320. case 38: //血线下 + 几率
  321. case 43: //血线上 + 几率
  322. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  323. break;
  324. case 129: //无条件盾,属性个数不固定
  325. case 163: //无条件盾,属性个数不固定
  326. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  327. break;
  328. case 178: //无条件盾,属性个数不固定
  329. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  330. break;
  331. case 130: //血线下 + 属性个数不固定
  332. case 131: //血线上 + 属性个数不固定
  333. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  334. break;
  335. case 151: //十字心触发
  336. case 169: //C触发
  337. case 198: //回血触发
  338. scale = sk[2]/100;
  339. break;
  340. case 170: //多色触发
  341. case 182: //长串触发
  342. case 193: //L触发
  343. scale = sk[3]/100;
  344. break;
  345. case 171: //多串触发
  346. scale = sk[6]/100;
  347. break;
  348. case 183: //又是个有两段血线的队长技
  349. scale = noHPneed ? 0 : sk[4]/100;
  350. break;
  351. case 138: //调用其他队长技
  352. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  353. break;
  354. default:
  355. }
  356. return scale || 0;
  357. }
  358. function getCannonAttr(skill)
  359. {
  360. const sk = skill.params;
  361. switch(skill.type)
  362. {
  363. case 0:
  364. case 1:
  365. case 37:
  366. case 58:
  367. case 59:
  368. case 84:
  369. case 85:
  370. case 86:
  371. case 87:
  372. case 115:
  373. return sk[0];
  374. case 110:
  375. case 143:
  376. return sk[1];
  377. case 42:
  378. return sk[1];
  379. case 144:
  380. return sk[3];
  381. default:
  382. return -1;
  383. }
  384. }
  385. function sortByParams(a,b,searchTypeArray,pidx = 0)
  386. {
  387. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  388. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  389. return a_pC - b_pC;
  390. }
  391. function voidsAbsorption_Addition(card)
  392. {
  393. const searchTypeArray = [173];
  394. const skill = getCardActiveSkill(card, searchTypeArray);
  395. const sk = skill.params;
  396. if (sk[0] && sk[3])
  397. {
  398. return `双吸×${sk[0]}T`;
  399. }else
  400. {
  401. return `${['属','C','伤'][sk.slice(1).indexOf(1)]}吸×${sk[0]}T`;
  402. }
  403. }
  404. function unbind_Turns(card)
  405. {
  406. const outObj = {
  407. normal: 0,
  408. awoken: 0
  409. };
  410. const searchTypeArray = [117,179];
  411. const skill = getCardActiveSkill(card, searchTypeArray);
  412. if (skill)
  413. {
  414. const sk = skill.params;
  415. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  416. outObj.awoken = sk[4] || 0;
  417. }
  418. return outObj;
  419. }
  420. function unbind_Addition(card)
  421. {
  422. const turns = unbind_Turns(card);
  423. let strArr = [];
  424. if (turns.normal > 0 && turns.normal == turns.awoken)
  425. {
  426. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  427. }
  428. if (turns.normal > 0)
  429. {
  430. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  431. }
  432. if (turns.awoken > 0)
  433. {
  434. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  435. }
  436. return strArr.join(',');
  437. }
  438. function boardChange_ColorTypes(skill)
  439. {
  440. if (!skill) return [];
  441. const sk = skill.params;
  442. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  443. return colors;
  444. }
  445. function boardChange_Addition(card)
  446. {
  447. const searchTypeArray = [71];
  448. const skill = getCardActiveSkill(card, searchTypeArray);
  449. const colors = boardChange_ColorTypes(skill);
  450. return createOrbsList(colors);
  451. }
  452. function orbsChangeParse(skill)
  453. {
  454. function changes(from, to)
  455. {
  456. return {from:from,to:to};
  457. }
  458. let outArr = [];
  459. if (!skill) return outArr;
  460. const sk = skill.params;
  461. switch (skill.type)
  462. {
  463. case 9:{
  464. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  465. break;
  466. }
  467. case 20:{
  468. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  469. {
  470. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  471. }
  472. else
  473. {
  474. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  475. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  476. }
  477. break;
  478. }
  479. case 154:{
  480. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  481. break;
  482. }
  483. }
  484. return outArr;
  485. }
  486. function changeOrbs_Addition(card)
  487. {
  488. const searchTypeArray = [9,20,154];
  489. const skills = getCardActiveSkills(card, searchTypeArray);
  490. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  491. const fragment = document.createDocumentFragment();
  492. parsedSkills.forEach(p=>{
  493. fragment.appendChild(createOrbsList(p.from));
  494. fragment.appendChild(document.createTextNode(`→`));
  495. fragment.appendChild(createOrbsList(p.to));
  496. });
  497. return fragment;
  498. }
  499. function generateOrbs_Addition(card)
  500. {
  501. const searchTypeArray = [141];
  502. const skill = getCardActiveSkill(card, searchTypeArray);
  503. const sk = skill.params;
  504. const fragment = document.createDocumentFragment();
  505. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  506. fragment.appendChild(document.createTextNode(`×${sk[0]}`));
  507. return fragment;
  508. }
  509. function healImmediately_Rate(card)
  510. {
  511. const searchTypeArray = [7, //宠物回复力
  512. 8, //固定点数
  513. 35,115, //吸血
  514. 117
  515. ];
  516. const skills = getCardActiveSkills(card, searchTypeArray);
  517. const outObj = {
  518. vampire: 0,
  519. selfRcv: 0,
  520. const: 0,
  521. scale: 0,
  522. };
  523. if (!skills.length) return outObj;
  524. skills.forEach(skill=>{
  525. const sk = skill.params;
  526. if (skill.type == 7)
  527. {
  528. outObj.selfRcv += sk[0];
  529. }
  530. else if(skill.type == 8)
  531. {
  532. outObj.const += sk[0];
  533. }
  534. else if(skill.type == 35)
  535. {
  536. outObj.vampire += sk[1];
  537. }
  538. else if(skill.type == 115)
  539. {
  540. outObj.vampire += sk[2];
  541. }
  542. else if(skill.type == 117)
  543. {
  544. outObj.selfRcv += sk[1] || 0;
  545. outObj.const += sk[2] || 0;
  546. outObj.scale += sk[3] || 0;
  547. }
  548. });
  549. return outObj;
  550. }
  551. function atkBuff_Rate(card)
  552. {
  553. const searchTypeArray = [
  554. 88,92, //类型的
  555. 50,90, //属性的,要排除回复力
  556. 156,168, //宝石姬
  557. 228, //属性、类型数量
  558. ];
  559. const skill = getCardActiveSkill(card, searchTypeArray);
  560. const outObj = {
  561. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  562. types: [],
  563. attrs: [],
  564. awoken: [],
  565. rate: 0,
  566. turns: 0,
  567. };
  568. if (!skill) return outObj;
  569. const sk = skill.params;
  570. if (skill.type == 88 || skill.type == 92)
  571. {
  572. outObj.skilltype = 2;
  573. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  574. outObj.turns = sk[0];
  575. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  576. }
  577. else if(skill.type == 50 || skill.type == 90)
  578. {
  579. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3);
  580. if (outObj.attrs.includes(5)) //去除回复力
  581. return outObj;
  582. outObj.skilltype = 2;
  583. outObj.turns = sk[0];
  584. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  585. }
  586. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  587. || skill.type == 168)
  588. {
  589. outObj.skilltype = 1;
  590. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(s=>s>0);
  591. outObj.turns = sk[0];
  592. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  593. }
  594. else if(skill.type == 228 && sk[3] > 0)
  595. {
  596. outObj.skilltype = 1;
  597. outObj.attrs = flags(sk[1]);
  598. outObj.types = flags(sk[2]);
  599. outObj.turns = sk[0];
  600. outObj.rate = sk[3];
  601. }
  602. return outObj;
  603. }
  604. function damageSelf_Rate(card)
  605. {
  606. const searchTypeArray = [84,85,86,87,195];
  607. const skill = getCardActiveSkill(card, searchTypeArray);
  608. if (!skill) return 0;
  609. const sk = skill.params;
  610. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  611. }
  612. function changeEnemiesAttr_Attr(card)
  613. {
  614. const outObj = {
  615. attr: null,
  616. turns: 0
  617. }
  618. const searchTypeArray = [153, 224];
  619. const skill = getCardActiveSkill(card, searchTypeArray);
  620. if (!skill) return outObj;
  621. const sk = skill.params;
  622. if (skill.type == 153)
  623. {
  624. outObj.attr = sk[0];
  625. }
  626. else if (skill.type == 224)
  627. {
  628. outObj.attr = sk[1] || 0;
  629. outObj.turns = sk[0];
  630. }
  631. return outObj;
  632. }
  633. //创建1个觉醒图标
  634. function createAwokenIcon(awokenId)
  635. {
  636. const icon = document.createElement("icon");
  637. icon.className ="awoken-icon";
  638. icon.setAttribute("data-awoken-icon", awokenId);
  639. return icon;
  640. }
  641. //产生一个觉醒列表
  642. function creatAwokenList(awokens) {
  643. const ul = document.createElement("ul");
  644. ul.className = "awoken-ul";
  645. awokens.forEach(ak=>{
  646. const li = ul.appendChild(document.createElement("li"));
  647. const icon = li.appendChild(createAwokenIcon(ak));
  648. });
  649. return ul;
  650. }
  651. //产生宝珠列表
  652. function createOrbsList(orbs)
  653. {
  654. if (orbs == undefined) orbs = [0];
  655. else if (!Array.isArray(orbs)) orbs = [orbs];
  656. const ul = document.createElement("ul");
  657. ul.className = "board";
  658. orbs.forEach(orbType => {
  659. const li = ul.appendChild(document.createElement("li"));
  660. li.className = `orb-icon`;
  661. li.setAttribute("data-orb-icon", orbType);
  662. });
  663. return ul;
  664. }
  665. //产生类型列表
  666. function createTypesList(types)
  667. {
  668. if (types == undefined) types = [0];
  669. else if (!Array.isArray(types)) types = [types];
  670. const ul = document.createElement("ul");
  671. ul.className = "types-ul";
  672. types.forEach(type => {
  673. const li = ul.appendChild(document.createElement("li"));
  674. li.className = `type-icon`;
  675. li.setAttribute("data-type-icon", type);
  676. });
  677. return ul;
  678. }
  679. const functions = [
  680. {name:"No Filter",otLangName:{chs:"不做筛选"},
  681. function:cards=>cards},
  682. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======"}, functions: [
  683. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)"},
  684. function:cards=>{
  685. return cards.filter(card=>{
  686. return getSkillFixedDamage(card) > 0;
  687. }).sort((a,b)=>{
  688. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  689. return a_pC - b_pC;
  690. });
  691. },
  692. addition:card=>{
  693. return getSkillFixedDamage(card).bigNumberToString() + "固伤";
  694. }
  695. },
  696. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)"},
  697. function:cards=>{
  698. return cards.filter(card=>{
  699. return getSkillAddCombo(card) > 0;
  700. }).sort((a,b)=>{
  701. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  702. return a_pC - b_pC;
  703. });
  704. },
  705. addition:card=>{
  706. const value = getSkillAddCombo(card);
  707. const searchTypeArray = [210];
  708. const skill = getCardLeaderSkill(card, searchTypeArray);
  709. return `+${value.bigNumberToString()}C${skill?`/十字`:""}`;
  710. }
  711. },
  712. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】"},
  713. function:cards=>cards.filter(card=>{
  714. const searchTypeArray = [162,186];
  715. const skill = getCardLeaderSkill(card, searchTypeArray);
  716. return skill;
  717. })
  718. },
  719. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】"},
  720. function:cards=>cards.filter(card=>{
  721. const searchTypeArray = [163,177];
  722. const skill = getCardLeaderSkill(card, searchTypeArray);
  723. return skill;
  724. })
  725. },
  726. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)"},
  727. function:cards=>{
  728. const searchTypeArray = [15,185];
  729. return cards.filter(card=>{
  730. const skill = getCardLeaderSkill(card, searchTypeArray);
  731. return skill;
  732. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  733. },
  734. addition:card=>{
  735. const searchTypeArray = [15,185];
  736. const skill = getCardLeaderSkill(card, searchTypeArray);
  737. const value = skill.params[0];
  738. return `${value > 0 ? "+" : ""}${value/100}s`;
  739. }
  740. },
  741. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)"},
  742. function:cards=>{
  743. const searchTypeArray = [178];
  744. return cards.filter(card=>{
  745. const skill = getCardLeaderSkill(card, searchTypeArray);
  746. return skill;
  747. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  748. },
  749. addition:card=>{
  750. const searchTypeArray = [178];
  751. const skill = getCardLeaderSkill(card, searchTypeArray);
  752. const value = skill.params[0];
  753. return `固定${value}s`;
  754. }
  755. },
  756. {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)"},
  757. function:cards=>{
  758. const searchTypeArray = [12];
  759. return cards.filter(card=>{
  760. const skill = getCardLeaderSkill(card, searchTypeArray);
  761. return skill;
  762. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  763. },
  764. addition:card=>{
  765. const searchTypeArray = [12];
  766. const skill = getCardLeaderSkill(card, searchTypeArray);
  767. const value = skill.params[0];
  768. return `攻击×${(value/100).bigNumberToString()}倍`;
  769. }
  770. },
  771. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)"},
  772. function:cards=>{
  773. const searchTypeArray = [13];
  774. return cards.filter(card=>{
  775. const skill = getCardLeaderSkill(card, searchTypeArray);
  776. return skill;
  777. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  778. },
  779. addition:card=>{
  780. const searchTypeArray = [13];
  781. const skill = getCardLeaderSkill(card, searchTypeArray);
  782. const value = skill.params[0];
  783. return `回复×${(value/100).bigNumberToString()}倍`;
  784. }
  785. },
  786. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击"},
  787. function:cards=>{
  788. const searchTypeArray = [41];
  789. return cards.filter(card=>{
  790. const skill = getCardLeaderSkill(card, searchTypeArray);
  791. return skill;
  792. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  793. },
  794. addition:card=>{
  795. const searchTypeArray = [41];
  796. const skill = getCardLeaderSkill(card, searchTypeArray);
  797. const sk = skill.params;
  798. const fragment = document.createDocumentFragment();
  799. fragment.appendChild(createOrbsList(sk[2] || 0));
  800. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  801. if (sk[0] < 100)fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  802. return fragment;
  803. }
  804. },
  805. {name:"Voids Poison dmg",otLangName:{chs:"毒无效"},
  806. function:cards=>cards.filter(card=>{
  807. const searchTypeArray = [197];
  808. const skill = getCardLeaderSkill(card, searchTypeArray);
  809. return skill;
  810. })
  811. },
  812. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)"},
  813. function:cards=>{
  814. const searchTypeArray = [198];
  815. return cards.filter(card=>{
  816. const skill = getCardLeaderSkill(card, searchTypeArray);
  817. return skill && skill.params[2];
  818. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  819. },
  820. addition:card=>{
  821. const searchTypeArray = [198];
  822. const skill = getCardLeaderSkill(card, searchTypeArray);
  823. const sk = skill.params;
  824. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  825. }
  826. },
  827. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)"},
  828. function:cards=>{
  829. const searchTypeArray = [198];
  830. return cards.filter(card=>{
  831. const skill = getCardLeaderSkill(card, searchTypeArray);
  832. return skill && skill.params[3];
  833. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  834. },
  835. addition:card=>{
  836. const searchTypeArray = [198];
  837. const skill = getCardLeaderSkill(card, searchTypeArray);
  838. const sk = skill.params;
  839. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  840. }
  841. },
  842. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心"},
  843. function:cards=>cards.filter(card=>{
  844. const searchTypeArray = [151,209];
  845. const skill = getCardLeaderSkill(card, searchTypeArray);
  846. return skill;
  847. })
  848. },
  849. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字"},
  850. function:cards=>cards.filter(card=>{
  851. const searchTypeArray = [157];
  852. const skill = getCardLeaderSkill(card, searchTypeArray);
  853. return skill;
  854. })
  855. },
  856. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率"},
  857. function:cards=>cards.filter(card=>{
  858. const searchTypeArray = [177];
  859. const skill = getCardLeaderSkill(card, searchTypeArray);
  860. return skill;
  861. })
  862. },
  863. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)"},
  864. function:cards=>{
  865. const searchTypeArray = [158];
  866. return cards.filter(card=>{
  867. const skill = getCardLeaderSkill(card, searchTypeArray);
  868. return skill;
  869. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  870. },
  871. addition:card=>{
  872. const searchTypeArray = [158];
  873. const skill = getCardLeaderSkill(card, searchTypeArray);
  874. const value = skill.params[0];
  875. return `≥${value}珠`;
  876. }
  877. },
  878. {name:"Resolve",otLangName:{chs:"根性"},
  879. function:cards=>{
  880. const searchTypeArray = [14];
  881. return cards.filter(card=>{
  882. const skill = getCardLeaderSkill(card, searchTypeArray);
  883. return skill;
  884. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  885. },
  886. addition:card=>{
  887. const searchTypeArray = [14];
  888. const skill = getCardLeaderSkill(card, searchTypeArray);
  889. const value = skill.params[0];
  890. return `HP≥${value}%`;
  891. }
  892. },
  893. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号"},
  894. function:cards=>cards.filter(card=>{
  895. const searchTypeArray = [125];
  896. const skill = getCardLeaderSkill(card, searchTypeArray);
  897. return skill;
  898. })
  899. },
  900. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号"},
  901. function:cards=>cards.filter(card=>{
  902. const searchTypeArray = [175];
  903. const skill = getCardLeaderSkill(card, searchTypeArray);
  904. return skill;
  905. })
  906. },
  907. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型"},
  908. function:cards=>cards.filter(card=>{
  909. const searchTypeArray = [203];
  910. const skill = getCardLeaderSkill(card, searchTypeArray);
  911. return skill;
  912. })
  913. },
  914. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率"},
  915. function:cards=>cards.filter(card=>{
  916. const searchTypeArray = [229];
  917. const skill = getCardLeaderSkill(card, searchTypeArray);
  918. return skill;
  919. })
  920. },
  921. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)"},
  922. function:cards=>{
  923. const searchTypeArray = [53];
  924. return cards.filter(card=>{
  925. const skill = getCardLeaderSkill(card, searchTypeArray);
  926. return skill;
  927. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  928. },
  929. addition:card=>{
  930. const searchTypeArray = [53];
  931. const skill = getCardLeaderSkill(card, searchTypeArray);
  932. const sk = skill.params;
  933. return `掉率x${sk[0]/100}`;
  934. }
  935. },
  936. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)"},
  937. function:cards=>{
  938. const searchTypeArray = [54];
  939. return cards.filter(card=>{
  940. const skill = getCardLeaderSkill(card, searchTypeArray);
  941. return skill;
  942. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  943. },
  944. addition:card=>{
  945. const searchTypeArray = [54];
  946. const skill = getCardLeaderSkill(card, searchTypeArray);
  947. const sk = skill.params;
  948. return `金币x${sk[0]/100}`;
  949. }
  950. },
  951. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)"},
  952. function:cards=>{
  953. const searchTypeArray = [148];
  954. return cards.filter(card=>{
  955. const skill = getCardLeaderSkill(card, searchTypeArray);
  956. return skill;
  957. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  958. },
  959. addition:card=>{
  960. const searchTypeArray = [148];
  961. const skill = getCardLeaderSkill(card, searchTypeArray);
  962. const sk = skill.params;
  963. return `经验x${sk[0]/100}`;
  964. }
  965. },
  966. ]},
  967. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----"}, functions: [
  968. {name:"HP Scale [2, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)"},
  969. function:cards=>cards.filter(card=>{
  970. const skill = Skills[card.leaderSkillId];
  971. const HPscale = getHPScale(skill);
  972. return HPscale >= 2;
  973. }).sort((a,b)=>{
  974. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  975. return getHPScale(a_s) - getHPScale(b_s);
  976. })
  977. },
  978. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)"},
  979. function:cards=>cards.filter(card=>{
  980. const skill = Skills[card.leaderSkillId];
  981. const HPscale = getHPScale(skill);
  982. return HPscale >= 1.5 && HPscale < 2;
  983. }).sort((a,b)=>{
  984. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  985. return getHPScale(a_s) - getHPScale(b_s);
  986. })
  987. },
  988. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)"},
  989. function:cards=>cards.filter(card=>{
  990. const skill = Skills[card.leaderSkillId];
  991. const HPscale = getHPScale(skill);
  992. return HPscale > 1 && HPscale < 1.5;
  993. }).sort((a,b)=>{
  994. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  995. return getHPScale(a_s) - getHPScale(b_s);
  996. })
  997. },
  998. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1"},
  999. function:cards=>cards.filter(card=>{
  1000. const skill = Skills[card.leaderSkillId];
  1001. const HPscale = getHPScale(skill);
  1002. return HPscale === 1;
  1003. })
  1004. },
  1005. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)"},
  1006. function:cards=>cards.filter(card=>{
  1007. const skill = Skills[card.leaderSkillId];
  1008. const HPscale = getHPScale(skill);
  1009. return HPscale < 1;
  1010. }).sort((a,b)=>{
  1011. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1012. return getHPScale(a_s) - getHPScale(b_s);
  1013. })
  1014. },
  1015. ]},
  1016. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----"}, functions: [
  1017. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)"},
  1018. function:cards=>cards.filter(card=>{
  1019. const skill = Skills[card.leaderSkillId];
  1020. const reduceScale = getReduceScale(skill);
  1021. return reduceScale >= 0.75;
  1022. }).sort((a,b)=>{
  1023. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1024. return getReduceScale(a_s) - getReduceScale(b_s);
  1025. })
  1026. },
  1027. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)"},
  1028. function:cards=>cards.filter(card=>{
  1029. const skill = Skills[card.leaderSkillId];
  1030. const reduceScale = getReduceScale(skill);
  1031. return reduceScale >= 0.5 && reduceScale < 0.75;
  1032. }).sort((a,b)=>{
  1033. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1034. return getReduceScale(a_s) - getReduceScale(b_s);
  1035. })
  1036. },
  1037. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)"},
  1038. function:cards=>cards.filter(card=>{
  1039. const skill = Skills[card.leaderSkillId];
  1040. const reduceScale = getReduceScale(skill);
  1041. return reduceScale >= 0.25 && reduceScale < 0.5;
  1042. }).sort((a,b)=>{
  1043. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1044. return getReduceScale(a_s) - getReduceScale(b_s);
  1045. })
  1046. },
  1047. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)"},
  1048. function:cards=>cards.filter(card=>{
  1049. const skill = Skills[card.leaderSkillId];
  1050. const reduceScale = getReduceScale(skill);
  1051. return reduceScale > 0 && reduceScale < 0.25;
  1052. }).sort((a,b)=>{
  1053. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1054. return getReduceScale(a_s) - getReduceScale(b_s);
  1055. })
  1056. },
  1057. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0"},
  1058. function:cards=>cards.filter(card=>{
  1059. const skill = Skills[card.leaderSkillId];
  1060. const reduceScale = getReduceScale(skill);
  1061. return reduceScale === 0;
  1062. })
  1063. },
  1064. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤"},
  1065. function:cards=>cards.filter(card=>{
  1066. const skill = Skills[card.leaderSkillId];
  1067. return getReduceScale(skill, true) > 0;
  1068. })
  1069. },
  1070. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾"},
  1071. function:cards=>cards.filter(card=>{
  1072. const skill = Skills[card.leaderSkillId];
  1073. return getReduceScale(skill, undefined, true) > 0;
  1074. })
  1075. },
  1076. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾"},
  1077. function:cards=>cards.filter(card=>{
  1078. const skill = Skills[card.leaderSkillId];
  1079. return getReduceScale(skill, undefined, undefined, true) > 0;
  1080. })
  1081. },
  1082. {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%)"},
  1083. function:cards=>cards.filter(card=>{
  1084. const skill = Skills[card.leaderSkillId];
  1085. const reduceScale = getReduceScale(skill);
  1086. return reduceScale>=0.29;
  1087. }).sort((a,b)=>{
  1088. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1089. return getReduceScale(a_s) - getReduceScale(b_s);
  1090. })
  1091. },
  1092. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾"},
  1093. function:cards=>cards.filter(card=>{
  1094. //获取盾减伤比例
  1095. function getReduceScale_unconditional(ls)
  1096. {
  1097. const sk = ls.params;
  1098. let scale = 0;
  1099. switch (ls.type)
  1100. {
  1101. case 16: //无条件盾
  1102. scale = sk[0]/100;
  1103. break;
  1104. case 129: //无条件盾,属性个数不固定
  1105. case 163: //无条件盾,属性个数不固定
  1106. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  1107. break;
  1108. case 138: //调用其他队长技
  1109. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  1110. break;
  1111. default:
  1112. }
  1113. return scale || 0;
  1114. }
  1115. const skill = Skills[card.leaderSkillId];
  1116. return getReduceScale_unconditional(skill) > 0;
  1117. })
  1118. },
  1119. ]},
  1120. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======"}, functions: [
  1121. {name:"1 CD",otLangName:{chs:"1 CD"},
  1122. function:cards=>cards.filter(card=>{
  1123. if (card.activeSkillId == 0) return false;
  1124. const skill = Skills[card.activeSkillId];
  1125. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  1126. })
  1127. },
  1128. {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)"},
  1129. function:cards=>cards.filter(card=>{
  1130. if (card.activeSkillId == 0) return false;
  1131. const skill = Skills[card.activeSkillId];
  1132. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  1133. let realCD = minCD;
  1134. const searchTypeArray = [14];
  1135. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  1136. if (subSkill)
  1137. {
  1138. realCD -= subSkill.params[0] * 3;
  1139. }
  1140. return minCD > 1 && realCD <= 4;
  1141. })
  1142. },
  1143. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)"},
  1144. function:cards=>{
  1145. const searchTypeArray = [5];
  1146. return cards.filter(card=>{
  1147. const skill = getCardActiveSkill(card, searchTypeArray);
  1148. return skill;
  1149. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1150. },
  1151. addition:card=>{
  1152. const searchTypeArray = [5];
  1153. const skill = getCardActiveSkill(card, searchTypeArray);
  1154. const value = skill.params[0];
  1155. return `时停${value}s`;
  1156. }
  1157. },
  1158. {name:"Random effect active",otLangName:{chs:"随机效果技能"},
  1159. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)},
  1160. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求"},
  1161. function:cards=>cards.filter(card=>{
  1162. const searchTypeArray = [225];
  1163. const skill = getCardActiveSkill(card, searchTypeArray);
  1164. return skill;
  1165. }),
  1166. addition:card=>{
  1167. const searchTypeArray = [225];
  1168. const skill = getCardActiveSkill(card, searchTypeArray);
  1169. const sk = skill.params;
  1170. let strArr = [];
  1171. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  1172. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  1173. return `HP ${strArr.join(" ")}`;
  1174. }
  1175. },
  1176. ]},
  1177. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----"}, functions: [
  1178. {name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)"},
  1179. function:cards=>{
  1180. const searchTypeArray = [173];
  1181. return cards.filter(card=>{
  1182. const skill = getCardActiveSkill(card, searchTypeArray);
  1183. return skill && skill.params[1];
  1184. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1185. },addition:voidsAbsorption_Addition},
  1186. /*{name:"Voids combo absorption(sort by turns)",otLangName:{chs:"破C吸 buff(按破吸回合排序)"},
  1187. function:cards=>{
  1188. const searchTypeArray = [173];
  1189. return cards.filter(card=>{
  1190. const skill = getCardActiveSkill(card, searchTypeArray);
  1191. return skill && skill.params[2];
  1192. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1193. },addition:voidsAbsorption_Addition},*/
  1194. {name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)"},
  1195. function:cards=>{
  1196. const searchTypeArray = [173];
  1197. return cards.filter(card=>{
  1198. const skill = getCardActiveSkill(card, searchTypeArray);
  1199. return skill && skill.params[3];
  1200. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1201. },addition:voidsAbsorption_Addition},
  1202. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)"},
  1203. function:cards=>{
  1204. const searchTypeArray = [173];
  1205. return cards.filter(card=>{
  1206. const skill = getCardActiveSkill(card, searchTypeArray);
  1207. return skill && skill.params[1] && skill.params[3];
  1208. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1209. },addition:voidsAbsorption_Addition},
  1210. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)"},
  1211. function:cards=>{
  1212. const searchTypeArray = [191];
  1213. return cards.filter(card=>{
  1214. const skill = getCardActiveSkill(card, searchTypeArray);
  1215. return skill;
  1216. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1217. },
  1218. addition:card=>{
  1219. const searchTypeArray = [191];
  1220. const skill = getCardActiveSkill(card, searchTypeArray);
  1221. const sk = skill.params;
  1222. return document.createTextNode(`破贯×${sk[0]}T`);
  1223. }
  1224. },
  1225. ]},
  1226. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----"}, functions: [
  1227. {
  1228. name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)"},
  1229. function:cards=>{
  1230. return cards.filter(card=>{
  1231. const turns = unbind_Turns(card);
  1232. return turns.normal > 0;
  1233. }).sort((a,b)=>{
  1234. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1235. let a_pC = a_s.normal, b_pC = b_s.normal;
  1236. return a_pC - b_pC;
  1237. });
  1238. },
  1239. addition:unbind_Addition
  1240. },
  1241. {
  1242. name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)"},
  1243. function:cards=>{
  1244. return cards.filter(card=>{
  1245. const turns = unbind_Turns(card);
  1246. return turns.awoken > 0;
  1247. }).sort((a,b)=>{
  1248. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1249. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1250. return a_pC - b_pC;
  1251. });
  1252. },
  1253. addition:unbind_Addition
  1254. },
  1255. {
  1256. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)"},
  1257. function:cards=>{
  1258. return cards.filter(card=>{
  1259. const turns = unbind_Turns(card);
  1260. return turns.normal && turns.awoken > 0;
  1261. }).sort((a,b)=>{
  1262. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1263. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1264. return a_pC - b_pC;
  1265. });
  1266. },
  1267. addition:unbind_Addition
  1268. },
  1269. {
  1270. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)"},
  1271. function:cards=>{
  1272. const searchTypeArray = [196];
  1273. return cards.filter(card=>{
  1274. const skill = getCardActiveSkill(card, searchTypeArray);
  1275. return skill;
  1276. }).sort((a,b)=>{
  1277. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1278. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1279. return a_pC - b_pC;
  1280. })
  1281. },
  1282. addition:card=>{
  1283. const searchTypeArray = [196];
  1284. const skill = getCardActiveSkill(card, searchTypeArray);
  1285. const sk = skill.params;
  1286. const value = sk[0];
  1287. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1288. }
  1289. },
  1290. {name:"Bind self active skill",otLangName:{chs:"自封技能"},
  1291. function:cards=>cards.filter(card=>{
  1292. const searchTypeArray = [214];
  1293. const skill = getCardActiveSkill(card, searchTypeArray);
  1294. return skill;
  1295. }),
  1296. addition:card=>{
  1297. const searchTypeArray = [214];
  1298. const skill = getCardActiveSkill(card, searchTypeArray);
  1299. const sk = skill.params;
  1300. return document.createTextNode(`自封技${sk[0]}T`);
  1301. }
  1302. },
  1303. {name:"Bind self matchable",otLangName:{chs:"自封消珠"},
  1304. function:cards=>cards.filter(card=>{
  1305. const searchTypeArray = [215];
  1306. const skill = getCardActiveSkill(card, searchTypeArray);
  1307. return skill;
  1308. }),
  1309. addition:card=>{
  1310. const searchTypeArray = [215];
  1311. const skill = getCardActiveSkill(card, searchTypeArray);
  1312. const sk = skill.params;
  1313. const fragment = document.createDocumentFragment();
  1314. fragment.appendChild(document.createTextNode(`自封`));
  1315. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1316. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1317. return fragment;
  1318. }
  1319. },
  1320. ]},
  1321. {group:true,name:"-----Orbs Lock-----",otLangName:{chs:"-----锁珠类-----"}, functions: [
  1322. {name:"Unlock",otLangName:{chs:"解锁"},
  1323. function:cards=>cards.filter(card=>{
  1324. const searchTypeArray = [172];
  1325. const skill = getCardActiveSkill(card, searchTypeArray);
  1326. return skill;
  1327. })
  1328. },
  1329. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)"},
  1330. function:cards=>cards.filter(card=>{
  1331. const searchTypeArray = [152];
  1332. const skill = getCardActiveSkill(card, searchTypeArray);
  1333. return skill;
  1334. }),
  1335. addition:card=>{
  1336. const searchTypeArray = [152];
  1337. const skill = getCardActiveSkill(card, searchTypeArray);
  1338. const sk = skill.params;
  1339. const fragment = document.createDocumentFragment();
  1340. fragment.appendChild(document.createTextNode(`锁`));
  1341. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1342. return fragment;
  1343. }
  1344. },
  1345. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部"},
  1346. function:cards=>cards.filter(card=>{
  1347. const searchTypeArray = [152];
  1348. const skill = getCardActiveSkill(card, searchTypeArray);
  1349. return skill && (skill.params[0] & 63) === 63;
  1350. })
  1351. },
  1352. ]},
  1353. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----"}, functions: [
  1354. {name:"Replaces all Orbs",otLangName:{chs:"刷版"},
  1355. function:cards=>cards.filter(card=>{
  1356. const searchTypeArray = [10];
  1357. const skill = getCardActiveSkill(card, searchTypeArray);
  1358. return skill;
  1359. })
  1360. },
  1361. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)"},
  1362. function:cards=>cards.filter(card=>{
  1363. const searchTypeArray = [71];
  1364. const skill = getCardActiveSkill(card, searchTypeArray);
  1365. return boardChange_ColorTypes(skill).length == 1;
  1366. }),addition:boardChange_Addition},
  1367. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色"},
  1368. function:cards=>cards.filter(card=>{
  1369. const searchTypeArray = [71];
  1370. const skill = getCardActiveSkill(card, searchTypeArray);
  1371. return boardChange_ColorTypes(skill).length == 2;
  1372. }),addition:boardChange_Addition},
  1373. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色"},
  1374. function:cards=>cards.filter(card=>{
  1375. const searchTypeArray = [71];
  1376. const skill = getCardActiveSkill(card, searchTypeArray);
  1377. return boardChange_ColorTypes(skill).length == 3;
  1378. }),addition:boardChange_Addition},
  1379. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色"},
  1380. function:cards=>cards.filter(card=>{
  1381. const searchTypeArray = [71];
  1382. const skill = getCardActiveSkill(card, searchTypeArray);
  1383. return boardChange_ColorTypes(skill).length == 4;
  1384. }),addition:boardChange_Addition},
  1385. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色"},
  1386. function:cards=>cards.filter(card=>{
  1387. const searchTypeArray = [71];
  1388. const skill = getCardActiveSkill(card, searchTypeArray);
  1389. return boardChange_ColorTypes(skill).length == 5;
  1390. }),addition:boardChange_Addition},
  1391. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上"},
  1392. function:cards=>cards.filter(card=>{
  1393. const searchTypeArray = [71];
  1394. const skill = getCardActiveSkill(card, searchTypeArray);
  1395. return boardChange_ColorTypes(skill).length >= 6;
  1396. }),addition:boardChange_Addition},
  1397. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火"},
  1398. function:cards=>cards.filter(card=>{
  1399. const searchTypeArray = [71];
  1400. const skill = getCardActiveSkill(card, searchTypeArray);
  1401. return boardChange_ColorTypes(skill).includes(0);
  1402. })
  1403. },
  1404. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水"},
  1405. function:cards=>cards.filter(card=>{
  1406. const searchTypeArray = [71];
  1407. const skill = getCardActiveSkill(card, searchTypeArray);
  1408. return boardChange_ColorTypes(skill).includes(1);
  1409. })
  1410. },
  1411. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木"},
  1412. function:cards=>cards.filter(card=>{
  1413. const searchTypeArray = [71];
  1414. const skill = getCardActiveSkill(card, searchTypeArray);
  1415. return boardChange_ColorTypes(skill).includes(2);
  1416. })
  1417. },
  1418. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光"},
  1419. function:cards=>cards.filter(card=>{
  1420. const searchTypeArray = [71];
  1421. const skill = getCardActiveSkill(card, searchTypeArray);
  1422. return boardChange_ColorTypes(skill).includes(3);
  1423. })
  1424. },
  1425. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗"},
  1426. function:cards=>cards.filter(card=>{
  1427. const searchTypeArray = [71];
  1428. const skill = getCardActiveSkill(card, searchTypeArray);
  1429. return boardChange_ColorTypes(skill).includes(4);
  1430. })
  1431. },
  1432. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心"},
  1433. function:cards=>cards.filter(card=>{
  1434. const searchTypeArray = [71];
  1435. const skill = getCardActiveSkill(card, searchTypeArray);
  1436. return boardChange_ColorTypes(skill).includes(5);
  1437. })
  1438. },
  1439. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废"},
  1440. function:cards=>cards.filter(card=>{
  1441. const searchTypeArray = [71];
  1442. const skill = getCardActiveSkill(card, searchTypeArray);
  1443. const colors = boardChange_ColorTypes(skill);
  1444. return colors.includes(6)
  1445. || colors.includes(7)
  1446. || colors.includes(8)
  1447. || colors.includes(9);
  1448. })
  1449. },
  1450. ]},
  1451. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----"}, functions: [
  1452. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火"},
  1453. function:cards=>cards.filter(card=>{
  1454. const searchTypeArray = [9,20,154];
  1455. const skills = getCardActiveSkills(card, searchTypeArray);
  1456. if (!skills.length) return false;
  1457. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1458. return parsedSkills.some(p=>p.to.includes(0));
  1459. }),
  1460. addition:changeOrbs_Addition
  1461. },
  1462. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水"},
  1463. function:cards=>cards.filter(card=>{
  1464. const searchTypeArray = [9,20,154];
  1465. const skills = getCardActiveSkills(card, searchTypeArray);
  1466. if (!skills.length) return false;
  1467. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1468. return parsedSkills.some(p=>p.to.includes(1));
  1469. }),
  1470. addition:changeOrbs_Addition
  1471. },
  1472. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木"},
  1473. function:cards=>cards.filter(card=>{
  1474. const searchTypeArray = [9,20,154];
  1475. const skills = getCardActiveSkills(card, searchTypeArray);
  1476. if (!skills.length) return false;
  1477. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1478. return parsedSkills.some(p=>p.to.includes(2));
  1479. }),
  1480. addition:changeOrbs_Addition
  1481. },
  1482. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光"},
  1483. function:cards=>cards.filter(card=>{
  1484. const searchTypeArray = [9,20,154];
  1485. const skills = getCardActiveSkills(card, searchTypeArray);
  1486. if (!skills.length) return false;
  1487. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1488. return parsedSkills.some(p=>p.to.includes(3));
  1489. }),
  1490. addition:changeOrbs_Addition
  1491. },
  1492. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗"},
  1493. function:cards=>cards.filter(card=>{
  1494. const searchTypeArray = [9,20,154];
  1495. const skills = getCardActiveSkills(card, searchTypeArray);
  1496. if (!skills.length) return false;
  1497. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1498. return parsedSkills.some(p=>p.to.includes(4));
  1499. }),
  1500. addition:changeOrbs_Addition
  1501. },
  1502. {name:"Orbs Change - to Heart",otLangName:{chs:"转珠-变为-心"},
  1503. function:cards=>cards.filter(card=>{
  1504. const searchTypeArray = [9,20,154];
  1505. const skills = getCardActiveSkills(card, searchTypeArray);
  1506. if (!skills.length) return false;
  1507. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1508. return parsedSkills.some(p=>p.to.includes(5));
  1509. }),
  1510. addition:changeOrbs_Addition
  1511. },
  1512. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废"},
  1513. function:cards=>cards.filter(card=>{
  1514. const searchTypeArray = [9,20,154];
  1515. const skills = getCardActiveSkills(card, searchTypeArray);
  1516. if (!skills.length) return false;
  1517. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1518. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  1519. }),
  1520. addition:changeOrbs_Addition
  1521. },
  1522. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火"},
  1523. function:cards=>cards.filter(card=>{
  1524. const searchTypeArray = [9,20,154];
  1525. const skills = getCardActiveSkills(card, searchTypeArray);
  1526. if (!skills.length) return false;
  1527. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1528. return parsedSkills.some(p=>p.from.includes(0));
  1529. }),
  1530. },
  1531. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水"},
  1532. function:cards=>cards.filter(card=>{
  1533. const searchTypeArray = [9,20,154];
  1534. const skills = getCardActiveSkills(card, searchTypeArray);
  1535. if (!skills.length) return false;
  1536. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1537. return parsedSkills.some(p=>p.from.includes(1));
  1538. }),
  1539. },
  1540. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木"},
  1541. function:cards=>cards.filter(card=>{
  1542. const searchTypeArray = [9,20,154];
  1543. const skills = getCardActiveSkills(card, searchTypeArray);
  1544. if (!skills.length) return false;
  1545. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1546. return parsedSkills.some(p=>p.from.includes(2));
  1547. }),
  1548. },
  1549. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光"},
  1550. function:cards=>cards.filter(card=>{
  1551. const searchTypeArray = [9,20,154];
  1552. const skills = getCardActiveSkills(card, searchTypeArray);
  1553. if (!skills.length) return false;
  1554. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1555. return parsedSkills.some(p=>p.from.includes(3));
  1556. }),
  1557. },
  1558. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗"},
  1559. function:cards=>cards.filter(card=>{
  1560. const searchTypeArray = [9,20,154];
  1561. const skills = getCardActiveSkills(card, searchTypeArray);
  1562. if (!skills.length) return false;
  1563. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1564. return parsedSkills.some(p=>p.from.includes(4));
  1565. }),
  1566. },
  1567. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心"},
  1568. function:cards=>cards.filter(card=>{
  1569. const searchTypeArray = [9,20,154];
  1570. const skills = getCardActiveSkills(card, searchTypeArray);
  1571. if (!skills.length) return false;
  1572. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1573. return parsedSkills.some(p=>p.from.includes(5));
  1574. }),
  1575. },
  1576. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废"},
  1577. function:cards=>cards.filter(card=>{
  1578. const searchTypeArray = [9,20,154];
  1579. const skills = getCardActiveSkills(card, searchTypeArray);
  1580. if (!skills.length) return false;
  1581. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1582. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  1583. }),
  1584. },
  1585. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠"},
  1586. function:cards=>{
  1587. const searchTypeArray = [52,91,140];
  1588. return cards.filter(card=>{
  1589. const skill = getCardActiveSkill(card, searchTypeArray);
  1590. return skill;
  1591. });
  1592. },
  1593. addition:card=>{
  1594. const searchTypeArray = [52,91,140];
  1595. const skill = getCardActiveSkill(card, searchTypeArray);
  1596. const sk = skill.params;
  1597. let attrs = [];
  1598. switch (skill.type)
  1599. {
  1600. case 52:{
  1601. attrs.push(sk[0]); break;
  1602. }
  1603. case 91:{
  1604. attrs = sk.slice(0,-1); break;
  1605. }
  1606. case 140:{
  1607. attrs = flags(sk[0]); break;
  1608. }
  1609. }
  1610. const fragment = document.createDocumentFragment();
  1611. fragment.appendChild(document.createTextNode(`强化`));
  1612. fragment.appendChild(createOrbsList(attrs));
  1613. return fragment;
  1614. }
  1615. },
  1616. ]},
  1617. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----"}, functions: [
  1618. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠"},
  1619. function:cards=>cards.filter(card=>{
  1620. function is30(sk)
  1621. {
  1622. return Boolean(flags(sk[1]).length * sk[0] == 30);
  1623. }
  1624. const searchTypeArray = [141];
  1625. const skill = getCardActiveSkill(card, searchTypeArray);
  1626. return skill && is30(skill.params);
  1627. }),addition:generateOrbs_Addition},
  1628. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠"},
  1629. function:cards=>cards.filter(card=>{
  1630. function is1515(sk)
  1631. {
  1632. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  1633. }
  1634. const searchTypeArray = [141];
  1635. const skill = getCardActiveSkill(card, searchTypeArray);
  1636. return skill && is1515(skill.params);
  1637. }),addition:generateOrbs_Addition},
  1638. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火"},
  1639. function:cards=>cards.filter(card=>{
  1640. const searchTypeArray = [141];
  1641. const skill = getCardActiveSkill(card, searchTypeArray);
  1642. if (!skill) return false;
  1643. const sk = skill.params;
  1644. return flags(sk[1] || 1).includes(0);
  1645. }),addition:generateOrbs_Addition},
  1646. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水"},
  1647. function:cards=>cards.filter(card=>{
  1648. const searchTypeArray = [141];
  1649. const skill = getCardActiveSkill(card, searchTypeArray);
  1650. if (!skill) return false;
  1651. const sk = skill.params;
  1652. return flags(sk[1] || 1).includes(1);
  1653. }),addition:generateOrbs_Addition},
  1654. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木"},
  1655. function:cards=>cards.filter(card=>{
  1656. const searchTypeArray = [141];
  1657. const skill = getCardActiveSkill(card, searchTypeArray);
  1658. if (!skill) return false;
  1659. const sk = skill.params;
  1660. return flags(sk[1] || 1).includes(2);
  1661. }),addition:generateOrbs_Addition},
  1662. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光"},
  1663. function:cards=>cards.filter(card=>{
  1664. const searchTypeArray = [141];
  1665. const skill = getCardActiveSkill(card, searchTypeArray);
  1666. if (!skill) return false;
  1667. const sk = skill.params;
  1668. return flags(sk[1] || 1).includes(3);
  1669. }),addition:generateOrbs_Addition},
  1670. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗"},
  1671. function:cards=>cards.filter(card=>{
  1672. const searchTypeArray = [141];
  1673. const skill = getCardActiveSkill(card, searchTypeArray);
  1674. if (!skill) return false;
  1675. const sk = skill.params;
  1676. return flags(sk[1] || 1).includes(4);
  1677. }),addition:generateOrbs_Addition},
  1678. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心"},
  1679. function:cards=>cards.filter(card=>{
  1680. const searchTypeArray = [141];
  1681. const skill = getCardActiveSkill(card, searchTypeArray);
  1682. if (!skill) return false;
  1683. const sk = skill.params;
  1684. return flags(sk[1] || 1).includes(5);
  1685. }),addition:generateOrbs_Addition},
  1686. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废"},
  1687. function:cards=>cards.filter(card=>{
  1688. const searchTypeArray = [141];
  1689. const skill = getCardActiveSkill(card, searchTypeArray);
  1690. if (!skill) return false;
  1691. const sk = skill.params;
  1692. return (sk[1] & 960) > 0;
  1693. }),addition:generateOrbs_Addition},
  1694. ]},
  1695. {group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----"}, functions: [
  1696. {name:"Create designated shape",otLangName:{chs:"生成指定形状的"},
  1697. function:cards=>cards.filter(card=>{
  1698. const searchTypeArray = [176];
  1699. const skill = getCardActiveSkill(card, searchTypeArray);
  1700. return skill;
  1701. })
  1702. },
  1703. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块"},
  1704. function:cards=>cards.filter(card=>{
  1705. function is3x3(sk)
  1706. {
  1707. for (let si=0;si<3;si++)
  1708. {
  1709. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  1710. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  1711. (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)
  1712. (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)
  1713. )
  1714. return true;
  1715. }
  1716. return false;
  1717. }
  1718. const searchTypeArray = [176];
  1719. const skill = getCardActiveSkill(card, searchTypeArray);
  1720. return skill && is3x3(skill.params);
  1721. }),
  1722. addition:card=>{
  1723. const searchTypeArray = [176];
  1724. const skill = getCardActiveSkill(card, searchTypeArray);
  1725. const sk = skill.params;
  1726. const fragment = document.createDocumentFragment();
  1727. fragment.appendChild(document.createTextNode(`3×3`));
  1728. fragment.appendChild(createOrbsList(sk[5]));
  1729. return fragment;
  1730. }
  1731. },
  1732. {name:"Create a vertical",otLangName:{chs:"产竖"},
  1733. function:cards=>cards.filter(card=>{
  1734. const searchTypeArray = [127];
  1735. const skill = getCardActiveSkill(card, searchTypeArray);
  1736. return skill;
  1737. }),
  1738. addition:card=>{
  1739. const searchTypeArray = [127];
  1740. const skill = getCardActiveSkill(card, searchTypeArray);
  1741. const sk = skill.params;
  1742. const colors = [];
  1743. for (let ai=0;ai<sk.length;ai+=2)
  1744. {
  1745. colors.push(flags(sk[ai+1]));
  1746. }
  1747. const fragment = document.createDocumentFragment();
  1748. fragment.appendChild(document.createTextNode(`竖`));
  1749. fragment.appendChild(createOrbsList(colors.flat()));
  1750. return fragment;
  1751. }
  1752. },
  1753. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)"},
  1754. function:cards=>cards.filter(card=>{
  1755. function isHeart(sk)
  1756. {
  1757. for (let i=1;i<sk.length;i+=2)
  1758. {
  1759. if (sk[i] & 32)
  1760. {
  1761. return true;
  1762. }
  1763. }
  1764. }
  1765. const searchTypeArray = [127];
  1766. const skill = getCardActiveSkill(card, searchTypeArray);
  1767. return skill && isHeart(skill.params);
  1768. })
  1769. },
  1770. {name:"Create a horizontal",otLangName:{chs:"产横"},
  1771. function:cards=>cards.filter(card=>{
  1772. const searchTypeArray = [128];
  1773. const skill = getCardActiveSkill(card, searchTypeArray);
  1774. return skill;
  1775. }),
  1776. addition:card=>{
  1777. const searchTypeArray = [128];
  1778. const skill = getCardActiveSkill(card, searchTypeArray);
  1779. const sk = skill.params;
  1780. const colors = [];
  1781. for (let ai=0;ai<sk.length;ai+=2)
  1782. {
  1783. colors.push(flags(sk[ai+1]));
  1784. }
  1785. const fragment = document.createDocumentFragment();
  1786. fragment.appendChild(document.createTextNode(`横`));
  1787. fragment.appendChild(createOrbsList(colors.flat()));
  1788. return fragment;
  1789. }
  1790. },
  1791. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上"},
  1792. function:cards=>cards.filter(card=>{
  1793. const searchTypeArray = [128];
  1794. const skill = getCardActiveSkill(card, searchTypeArray);
  1795. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  1796. })
  1797. },
  1798. {name:"Create 2 color horizontals",otLangName:{chs:"2色横"},
  1799. function:cards=>cards.filter(card=>{
  1800. const searchTypeArray = [128];
  1801. const skill = getCardActiveSkill(card, searchTypeArray);
  1802. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  1803. })
  1804. },
  1805. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横"},
  1806. function:cards=>cards.filter(card=>{
  1807. const searchTypeArray = [128];
  1808. const skill = getCardActiveSkill(card, searchTypeArray);
  1809. return skill && ((skill.params[0] | skill.params[2]) & 14);
  1810. })
  1811. },
  1812. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)"},
  1813. function:cards=>cards.filter(card=>{
  1814. const searchTypeArray = [128,71,176];
  1815. function isRow(skill)
  1816. {
  1817. const sk = skill.params;
  1818. if (skill.type === 128) //普通横
  1819. {return true;}
  1820. else if (skill.type === 71) //花火
  1821. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  1822. else if (skill.type === 176) //特殊形状
  1823. {
  1824. for (let si=0;si<5;si++)
  1825. {
  1826. if ((sk[si] & 63) === 63)
  1827. return true;
  1828. }
  1829. }
  1830. return false;
  1831. }
  1832. const skill = getCardActiveSkill(card, searchTypeArray);
  1833. return skill && isRow(skill);
  1834. })
  1835. },
  1836. ]},
  1837. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----"}, functions: [
  1838. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)"},
  1839. function:cards=>{
  1840. const searchTypeArray = [205];
  1841. return cards.filter(card=>{
  1842. const skill = getCardActiveSkill(card, searchTypeArray);
  1843. return skill;
  1844. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1845. },
  1846. addition:card=>{
  1847. const searchTypeArray = [205];
  1848. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1849. const sk = skill.params;
  1850. const fragment = document.createDocumentFragment();
  1851. fragment.appendChild(document.createTextNode(`掉锁`));
  1852. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 1023)));
  1853. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1854. return fragment;
  1855. }
  1856. },
  1857. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)"},
  1858. function:cards=>{
  1859. const searchTypeArray = [205];
  1860. return cards.filter(card=>{
  1861. const skill = getCardActiveSkill(card, searchTypeArray);
  1862. return skill && (skill.params[0] & 63) === 63;
  1863. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1864. }
  1865. },
  1866. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)"},
  1867. function:cards=>{
  1868. const searchTypeArray = [180];
  1869. return cards.filter(card=>{
  1870. const skill = getCardActiveSkill(card, searchTypeArray);
  1871. return skill;
  1872. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1873. },
  1874. addition:card=>{
  1875. const searchTypeArray = [180];
  1876. const skill = getCardActiveSkill(card, searchTypeArray);
  1877. const sk = skill.params;
  1878. return `${sk[1]}%×${sk[0]}T`;
  1879. }
  1880. },
  1881. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)"},
  1882. function:cards=>{
  1883. const searchTypeArray = [184];
  1884. return cards.filter(card=>{
  1885. const skill = getCardActiveSkill(card, searchTypeArray);
  1886. return skill;
  1887. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1888. },
  1889. addition:card=>{
  1890. const searchTypeArray = [184];
  1891. const skill = getCardActiveSkill(card, searchTypeArray);
  1892. const sk = skill.params;
  1893. return `无↓×${sk[0]}T`;
  1894. }
  1895. },
  1896. {name:"Drop rate increases",otLangName:{chs:"掉落率提升"},
  1897. function:cards=>cards.filter(card=>{
  1898. const searchTypeArray = [126];
  1899. const skill = getCardActiveSkill(card, searchTypeArray);
  1900. return skill;
  1901. }),
  1902. addition:card=>{
  1903. const searchTypeArray = [126];
  1904. const skill = getCardActiveSkill(card, searchTypeArray);
  1905. const sk = skill.params;
  1906. const colors = flags(sk[0]);
  1907. const fragment = document.createDocumentFragment();
  1908. fragment.appendChild(createOrbsList(colors));
  1909. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1910. return fragment;
  1911. }
  1912. },
  1913. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)"},
  1914. function:cards=>cards.filter(card=>{
  1915. const searchTypeArray = [126];
  1916. const skill = getCardActiveSkill(card, searchTypeArray);
  1917. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1918. })
  1919. },
  1920. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合"},
  1921. function:cards=>cards.filter(card=>{
  1922. const searchTypeArray = [126];
  1923. const skill = getCardActiveSkill(card, searchTypeArray);
  1924. return skill && skill.params[1] >= 99;
  1925. })
  1926. },
  1927. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率"},
  1928. function:cards=>cards.filter(card=>{
  1929. const searchTypeArray = [126];
  1930. const skill = getCardActiveSkill(card, searchTypeArray);
  1931. return skill && skill.params[3] == 100;
  1932. })
  1933. },
  1934. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)"},
  1935. function:cards=>{
  1936. const searchTypeArray = [226];
  1937. return cards.filter(card=>{
  1938. const skill = getCardActiveSkill(card, searchTypeArray);
  1939. return skill;
  1940. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1941. },
  1942. addition:card=>{
  1943. const searchTypeArray = [226];
  1944. const skill = getCardActiveSkill(card, searchTypeArray);
  1945. const sk = skill.params;
  1946. return `${sk[1]}%×${sk[0]}T`;
  1947. }
  1948. },
  1949. ]},
  1950. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----"}, functions: [
  1951. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)"},
  1952. function:cards=>cards.filter(card=>{
  1953. const searchTypeArray = [156,168,228];
  1954. const skill = getCardActiveSkill(card, searchTypeArray);
  1955. return skill;
  1956. })
  1957. },
  1958. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)"},
  1959. function:cards=>{
  1960. const searchTypeArray = [50,90,228];
  1961. function getRecScale(as)
  1962. {
  1963. const sk = as.params;
  1964. if (as.type == 228)
  1965. {
  1966. return sk[4] || 0;
  1967. }else
  1968. {
  1969. return sk.slice(1,sk.length>2?-1:undefined).includes(5) && sk.length > 2 ? sk[sk.length-1] : 0;
  1970. }
  1971. }
  1972. return cards.filter(card=>{
  1973. const skills = getCardActiveSkills(card, searchTypeArray);
  1974. if (skills.length)
  1975. {
  1976. return skills.some(as=>getRecScale(as) > 0);
  1977. }else return false;
  1978. }).sort((a,b)=>{
  1979. const a_s = getCardActiveSkills(a, searchTypeArray), b_s = getCardActiveSkills(b, searchTypeArray);
  1980. const a_sv = a_s.map(a_s=>getRecScale(a_s)).sort().reverse()[0], b_sv = b_s.map(b_s=>getRecScale(b_s)).sort().reverse()[0];
  1981. return a_sv - b_sv;
  1982. });
  1983. },
  1984. addition:card=>{
  1985. const searchTypeArray = [50,90,228];
  1986. function getRecScale(as)
  1987. {
  1988. const sk = as.params;
  1989. if (as.type == 228)
  1990. {
  1991. return sk[4] || 0;
  1992. }else
  1993. {
  1994. return sk.slice(1,sk.length>2?-1:undefined).includes(5) && sk.length > 2 ? sk[sk.length-1] : 0;
  1995. }
  1996. }
  1997. const skills = getCardActiveSkills(card, searchTypeArray);
  1998. const skill = skills.find(as=>getRecScale(as) > 0);
  1999. if (skill.type == 228)
  2000. return `回+${getRecScale(skill) / 100}×N`;
  2001. else
  2002. return `回x${getRecScale(skill) / 100}`;
  2003. }
  2004. },
  2005. {name:"ATK rate change",otLangName:{chs:"攻击力 buff(顶攻击)"},
  2006. function:cards=>{
  2007. return cards.filter(card=>{
  2008. const atkbuff = atkBuff_Rate(card);
  2009. return atkbuff.skilltype > 0;
  2010. }).sort((a,b)=>{
  2011. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2012. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2013. if (sortNum == 0)
  2014. sortNum = a_pC.rate - b_pC.rate;
  2015. if (sortNum == 0)
  2016. sortNum = a_pC.turns - b_pC.turns;
  2017. return sortNum;
  2018. });
  2019. },
  2020. addition:card=>{
  2021. const atkbuff = atkBuff_Rate(card);
  2022. const fragment = document.createDocumentFragment();
  2023. if (atkbuff.skilltype == 0) return fragment;
  2024. if (atkbuff.skilltype == 1)
  2025. {
  2026. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2027. if (atkbuff.awoken.length)
  2028. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2029. if (atkbuff.attrs.length)
  2030. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2031. if (atkbuff.types.length)
  2032. fragment.appendChild(createTypesList(atkbuff.types));
  2033. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2034. }else if (atkbuff.skilltype == 2)
  2035. {
  2036. if (atkbuff.attrs.length)
  2037. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2038. if (atkbuff.types.length)
  2039. fragment.appendChild(createTypesList(atkbuff.types));
  2040. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2041. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2042. }
  2043. return fragment;
  2044. }
  2045. },
  2046. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)"},
  2047. function:cards=>{
  2048. const searchTypeArray = [132];
  2049. return cards.filter(card=>{
  2050. const skill = getCardActiveSkill(card, searchTypeArray);
  2051. return skill;
  2052. }).sort((a,b)=>{
  2053. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2054. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  2055. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  2056. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  2057. });
  2058. },
  2059. addition:card=>{
  2060. const searchTypeArray = [132];
  2061. const skill = getCardActiveSkill(card, searchTypeArray);
  2062. const sk = skill.params;
  2063. let str = "👆";
  2064. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2065. if (sk[2]) str += `x${sk[2]/100}`;
  2066. return str;
  2067. }
  2068. },
  2069. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)"},
  2070. function:cards=>{
  2071. const searchTypeArray = [207];
  2072. return cards.filter(card=>{
  2073. const skill = getCardActiveSkill(card, searchTypeArray);
  2074. return skill;
  2075. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2076. },
  2077. addition:card=>{
  2078. const searchTypeArray = [207];
  2079. const skill = getCardActiveSkill(card, searchTypeArray);
  2080. const sk = skill.params;
  2081. if (sk[7])
  2082. return `${sk[7]}个×${sk[0]}T`;
  2083. else
  2084. return `特殊形状×${sk[0]}T`;
  2085. }
  2086. },
  2087. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)"},
  2088. function:cards=>{
  2089. const searchTypeArray = [160];
  2090. return cards.filter(card=>{
  2091. const skill = getCardActiveSkill(card, searchTypeArray);
  2092. return skill;
  2093. }).sort((a,b)=>{
  2094. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2095. return a_s.params[1] - b_s.params[1];
  2096. });
  2097. },
  2098. addition:card=>{
  2099. const searchTypeArray = [160];
  2100. const skill = getCardActiveSkill(card, searchTypeArray);
  2101. const sk = skill.params;
  2102. return `+${sk[1]}C×${sk[0]}T`;
  2103. }
  2104. },
  2105. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)"},
  2106. function:cards=>{
  2107. const searchTypeArray = [3,156];
  2108. return cards.filter(card=>{
  2109. const skill = getCardActiveSkill(card, searchTypeArray);
  2110. if (!skill) return false;
  2111. if (skill.type == 156)
  2112. return skill.params[4]==3;
  2113. else
  2114. return true;
  2115. }).sort((a,b)=>{
  2116. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2117. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2118. if (!sortNum)
  2119. {
  2120. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2121. sortNum = a_pC - b_pC;
  2122. }
  2123. return sortNum;
  2124. });
  2125. },
  2126. addition:card=>{
  2127. const searchTypeArray = [3,156];
  2128. const skill = getCardActiveSkill(card, searchTypeArray);
  2129. const sk = skill.params;
  2130. const fragment = document.createDocumentFragment();
  2131. if (skill.type == 156)
  2132. {
  2133. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2134. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2135. fragment.appendChild(creatAwokenList(awokenArr));
  2136. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2137. }else
  2138. {
  2139. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2140. }
  2141. return fragment;
  2142. }
  2143. },
  2144. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)"},
  2145. function:cards=>{
  2146. const searchTypeArray = [3];
  2147. return cards.filter(card=>{
  2148. const skill = getCardActiveSkill(card, searchTypeArray);
  2149. return skill && skill.params[1]>=100;
  2150. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2151. },
  2152. addition:card=>{
  2153. const searchTypeArray = [3];
  2154. const skill = getCardActiveSkill(card, searchTypeArray);
  2155. const sk = skill.params;
  2156. return `无敌×${sk[0]}T`;
  2157. }
  2158. },
  2159. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)"},
  2160. function:cards=>{
  2161. const searchTypeArray = [21];
  2162. return cards.filter(card=>{
  2163. const skill = getCardActiveSkill(card, searchTypeArray);
  2164. return skill;
  2165. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2166. },
  2167. addition:card=>{
  2168. const searchTypeArray = [21];
  2169. const skill = getCardActiveSkill(card, searchTypeArray);
  2170. const sk = skill.params;
  2171. const colors = [sk[1]];
  2172. const fragment = document.createDocumentFragment();
  2173. fragment.appendChild(document.createTextNode(`-`));
  2174. fragment.appendChild(createOrbsList(colors));
  2175. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2176. return fragment;
  2177. }
  2178. },
  2179. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)"},
  2180. function:cards=>{
  2181. const searchTypeArray = [51];
  2182. return cards.filter(card=>{
  2183. const skill = getCardActiveSkill(card, searchTypeArray);
  2184. return skill;
  2185. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2186. },
  2187. addition:card=>{
  2188. const searchTypeArray = [51];
  2189. const skill = getCardActiveSkill(card, searchTypeArray);
  2190. const sk = skill.params;
  2191. return `全体×${sk[0]}T`;
  2192. }
  2193. },
  2194. ]},
  2195. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----"}, functions: [
  2196. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff"},
  2197. function:cards=>{
  2198. const searchTypeArray = [179];
  2199. return cards.filter(card=>{
  2200. const skill = getCardActiveSkill(card, searchTypeArray);
  2201. return skill;
  2202. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2203. },
  2204. addition:card=>{
  2205. const searchTypeArray = [179];
  2206. const skill = getCardActiveSkill(card, searchTypeArray);
  2207. const sk = skill.params;
  2208. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2209. }
  2210. },
  2211. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血"},
  2212. function:cards=>{
  2213. return cards.filter(card=>{
  2214. const heal = healImmediately_Rate(card);
  2215. return Object.values(heal).some(v=>v);
  2216. })
  2217. .sort((a,b)=>{
  2218. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2219. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2220. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2221. let sortNum = a_i - b_i;
  2222. if (!sortNum)
  2223. {
  2224. sortNum = a_vs[a_i] - b_vs[b_i];
  2225. }
  2226. return sortNum;
  2227. });
  2228. },
  2229. addition:card=>{
  2230. const heal = healImmediately_Rate(card);
  2231. let strArr = [];
  2232. if (heal.scale)
  2233. strArr.push(`${heal.scale}%最大HP`);
  2234. if (heal.const)
  2235. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2236. if (heal.selfRcv)
  2237. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2238. if (heal.vampire)
  2239. strArr.push(`${heal.vampire}%伤害`);
  2240. return strArr.join(',');
  2241. }
  2242. },
  2243. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)"},
  2244. function:cards=>{
  2245. return cards.filter(card=>damageSelf_Rate(card)>0)
  2246. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2247. },
  2248. addition:card=>{
  2249. let rate = damageSelf_Rate(card);
  2250. if (rate < 100)
  2251. return `减少${rate}%`;
  2252. else
  2253. return `减少到1`;
  2254. }
  2255. },
  2256. ]},
  2257. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----"}, functions: [
  2258. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)"},
  2259. function:cards=>{
  2260. const searchTypeArray = [146];
  2261. return cards.filter(card=>{
  2262. const skill = getCardActiveSkill(card, searchTypeArray);
  2263. return skill;
  2264. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2265. },
  2266. addition:card=>{
  2267. const searchTypeArray = [146];
  2268. const skill = getCardActiveSkill(card, searchTypeArray);
  2269. const sk = skill.params;
  2270. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  2271. }
  2272. },
  2273. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)"},
  2274. function:cards=>{
  2275. const searchTypeArray = [218];
  2276. return cards.filter(card=>{
  2277. const skill = getCardActiveSkill(card, searchTypeArray);
  2278. return skill;
  2279. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2280. },
  2281. addition:card=>{
  2282. const searchTypeArray = [218];
  2283. const skill = getCardActiveSkill(card, searchTypeArray);
  2284. const sk = skill.params;
  2285. return document.createTextNode(`坐下${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2286. }
  2287. },
  2288. {name:"Change Leader",otLangName:{chs:"更换队长"},
  2289. function:cards=>cards.filter(card=>{
  2290. const searchTypeArray = [93, 227];
  2291. const skill = getCardActiveSkill(card, searchTypeArray);
  2292. return skill;
  2293. })
  2294. },
  2295. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)"},
  2296. function:cards=>{
  2297. const searchTypeArray = [142];
  2298. return cards.filter(card=>{
  2299. const skill = getCardActiveSkill(card, searchTypeArray);
  2300. return skill;
  2301. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2302. },
  2303. addition:card=>{
  2304. const searchTypeArray = [142];
  2305. const skill = getCardActiveSkill(card, searchTypeArray);
  2306. const sk = skill.params;
  2307. const fragment = document.createDocumentFragment();
  2308. fragment.appendChild(document.createTextNode(`自→`));
  2309. fragment.appendChild(createOrbsList(sk[1]));
  2310. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2311. return fragment;
  2312. }
  2313. },
  2314. ]},
  2315. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----"}, functions: [
  2316. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)"},
  2317. function:cards=>{
  2318. const searchTypeArray = [18];
  2319. return cards.filter(card=>{
  2320. const skill = getCardActiveSkill(card, searchTypeArray);
  2321. return skill;
  2322. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2323. },
  2324. addition:card=>{
  2325. const searchTypeArray = [18];
  2326. const skill = getCardActiveSkill(card, searchTypeArray);
  2327. const sk = skill.params;
  2328. return document.createTextNode(`威吓×${sk[0]}T`);
  2329. }
  2330. },
  2331. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)"},
  2332. function:cards=>{
  2333. const searchTypeArray = [19];
  2334. return cards.filter(card=>{
  2335. const skill = getCardActiveSkill(card, searchTypeArray);
  2336. return skill;
  2337. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2338. },
  2339. addition:card=>{
  2340. const searchTypeArray = [19];
  2341. const skill = getCardActiveSkill(card, searchTypeArray);
  2342. const sk = skill.params;
  2343. return `破防${sk[1]}%`;
  2344. }
  2345. },
  2346. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)"},
  2347. function:cards=>{
  2348. const searchTypeArray = [19];
  2349. return cards.filter(card=>{
  2350. const skill = getCardActiveSkill(card, searchTypeArray);
  2351. return skill && skill.params[1]>=100;
  2352. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2353. },
  2354. addition:card=>{
  2355. const searchTypeArray = [19];
  2356. const skill = getCardActiveSkill(card, searchTypeArray);
  2357. const sk = skill.params;
  2358. return `全破×${sk[0]}T`;
  2359. }
  2360. },
  2361. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)"},
  2362. function:cards=>{
  2363. const searchTypeArray = [4];
  2364. return cards.filter(card=>{
  2365. const skill = getCardActiveSkill(card, searchTypeArray);
  2366. return skill;
  2367. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2368. },
  2369. addition:card=>{
  2370. const searchTypeArray = [4];
  2371. const skill = getCardActiveSkill(card, searchTypeArray);
  2372. const sk = skill.params;
  2373. return `攻击力×${sk[0]/100}倍`;
  2374. }
  2375. },
  2376. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)"},
  2377. function:cards=>{
  2378. return cards.filter(card=>{
  2379. return changeEnemiesAttr_Attr(card).attr != null;
  2380. }).sort((a,b)=>{
  2381. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2382. return a_pC.attr - b_pC.attr;
  2383. })
  2384. },
  2385. addition:card=>{
  2386. let change = changeEnemiesAttr_Attr(card);
  2387. const fragment = document.createDocumentFragment();
  2388. fragment.appendChild(document.createTextNode(`敌→`));
  2389. fragment.appendChild(createOrbsList(change.attr));
  2390. if (change.turns > 0)
  2391. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2392. return fragment;
  2393. }
  2394. },
  2395. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)"},
  2396. function:cards=>{
  2397. const searchTypeArray = [60];
  2398. return cards.filter(card=>{
  2399. const skill = getCardActiveSkill(card, searchTypeArray);
  2400. return skill;
  2401. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2402. },
  2403. addition:card=>{
  2404. const searchTypeArray = [60];
  2405. const skill = getCardActiveSkill(card, searchTypeArray);
  2406. const sk = skill.params;
  2407. const fragment = document.createDocumentFragment();
  2408. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2409. fragment.appendChild(createOrbsList(sk[2]));
  2410. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2411. return fragment;
  2412. }
  2413. },
  2414. ]},
  2415. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----"}, functions: [
  2416. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)"},
  2417. function:cards=>{
  2418. const searchTypeArray = [6];
  2419. return cards.filter(card=>{
  2420. const skill = getCardActiveSkill(card, searchTypeArray);
  2421. return skill;
  2422. }).sort((a,b)=>{
  2423. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2424. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2425. return a_pC - b_pC;
  2426. })
  2427. },
  2428. addition:card=>{
  2429. const searchTypeArray = [6];
  2430. const skill = getCardActiveSkill(card, searchTypeArray);
  2431. const sk = skill.params;
  2432. return `当前${sk[0]}%`;
  2433. }
  2434. },
  2435. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)"},
  2436. function:cards=>{
  2437. const searchTypeArray = [161];
  2438. return cards.filter(card=>{
  2439. const skill = getCardActiveSkill(card, searchTypeArray);
  2440. return skill;
  2441. }).sort((a,b)=>{
  2442. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2443. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2444. return a_pC - b_pC;
  2445. })
  2446. },
  2447. addition:card=>{
  2448. const searchTypeArray = [161];
  2449. const skill = getCardActiveSkill(card, searchTypeArray);
  2450. const sk = skill.params;
  2451. return `最大${sk[0]}%`;
  2452. }
  2453. },
  2454. ]},
  2455. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----"}, functions: [
  2456. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)"},
  2457. function:cards=>{
  2458. const searchTypeArray = [55,188];
  2459. return cards.filter(card=>{
  2460. const skill = getCardActiveSkill(card, searchTypeArray);
  2461. return skill;
  2462. }).sort((a,b)=>{
  2463. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2464. let a_pC = a_ss.reduce((p,v)=>p+v.params[0],0), b_pC = b_ss.reduce((p,v)=>p+v.params[0],0);
  2465. return a_pC - b_pC;
  2466. });
  2467. },
  2468. addition:card=>{
  2469. const searchTypeArray = [55,188];
  2470. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2471. const sk = skills[0].params;
  2472. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2473. }
  2474. },
  2475. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)"},
  2476. function:cards=>{
  2477. const searchTypeArray = [56];
  2478. return cards.filter(card=>{
  2479. const skill = getCardActiveSkill(card, searchTypeArray);
  2480. return skill;
  2481. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2482. },
  2483. addition:card=>{
  2484. const searchTypeArray = [56];
  2485. const skill = getCardActiveSkill(card, searchTypeArray);
  2486. const sk = skill.params;
  2487. return `固伤${sk[0].bigNumberToString()}`;
  2488. }
  2489. },
  2490. ]},
  2491. {group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----"}, functions: [
  2492. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体"},
  2493. function:cards=>cards.filter(card=>{
  2494. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2495. function isSingle(skill)
  2496. {
  2497. if (skill.type == 110)
  2498. return Boolean(skill.params[0]);
  2499. else if (skill.type == 144)
  2500. return Boolean(skill.params[2]);
  2501. else
  2502. return true;
  2503. }
  2504. const skill = getCardActiveSkill(card, searchTypeArray);
  2505. return skill && isSingle(skill);
  2506. })
  2507. },
  2508. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体"},
  2509. function:cards=>cards.filter(card=>{
  2510. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2511. function isAll(skill)
  2512. {
  2513. if (skill.type == 110)
  2514. return !Boolean(skill.params[0]);
  2515. else if (skill.type == 144)
  2516. return !Boolean(skill.params[2]);
  2517. else
  2518. return true;
  2519. }
  2520. const skill = getCardActiveSkill(card, searchTypeArray);
  2521. return skill && skill.id!=0 && isAll(skill);
  2522. })
  2523. },
  2524. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人"},
  2525. function:cards=>cards.filter(card=>{
  2526. const searchTypeArray = [42];
  2527. const skill = getCardActiveSkill(card, searchTypeArray);
  2528. return skill;
  2529. })
  2530. },
  2531. {name:"Numerical ATK - Attr - Any",otLangName:{chs:"大炮-属性-不限"},
  2532. function:cards=>cards.filter(card=>{
  2533. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2534. const skill = getCardActiveSkill(card, searchTypeArray);
  2535. return skill && skill.id!=0;
  2536. }),
  2537. addition:card=>{
  2538. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2539. const skill = getCardActiveSkill(card, searchTypeArray);
  2540. //const sk = skill.params;
  2541. const colors = [getCannonAttr(skill)];
  2542. const fragment = document.createDocumentFragment();
  2543. fragment.appendChild(document.createTextNode(`射`));
  2544. fragment.appendChild(createOrbsList(colors));
  2545. return fragment;
  2546. }
  2547. },
  2548. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身"},
  2549. function:cards=>cards.filter(card=>{
  2550. const searchTypeArray = [2,35];
  2551. const skill = getCardActiveSkill(card, searchTypeArray);
  2552. return skill;
  2553. })
  2554. },
  2555. {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)"},
  2556. function:cards=>cards.filter(card=>{
  2557. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2558. const skill = getCardActiveSkill(card, searchTypeArray);
  2559. return skill && skill.id!=0;
  2560. }).sort((a,b)=>{
  2561. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2562. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2563. function getNumber(skill)
  2564. {
  2565. const sk = skill.params;
  2566. switch(skill.type)
  2567. {
  2568. case 0:
  2569. case 37:
  2570. case 58:
  2571. case 59:
  2572. case 84:
  2573. case 85:
  2574. case 115:
  2575. return sk[1];
  2576. case 2:
  2577. case 35:
  2578. return sk[0];
  2579. default:
  2580. return 0;
  2581. }
  2582. }
  2583. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2584. return a_pC - b_pC;
  2585. })
  2586. },
  2587. {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)"},
  2588. function:cards=>cards.filter(card=>{
  2589. const searchTypeArray = [1,42,86,87];
  2590. const skill = getCardActiveSkill(card, searchTypeArray);
  2591. return skill;
  2592. }).sort((a,b)=>{
  2593. const searchTypeArray = [1,42,86,87];
  2594. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2595. function getNumber(skill)
  2596. {
  2597. const sk = skill.params;
  2598. switch(skill.type)
  2599. {
  2600. case 1:
  2601. case 86:
  2602. case 87:
  2603. return sk[1];
  2604. case 42:
  2605. return sk[2];
  2606. default:
  2607. return 0;
  2608. }
  2609. }
  2610. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2611. return a_pC - b_pC;
  2612. })
  2613. },
  2614. {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)"},
  2615. function:cards=>{
  2616. const searchTypeArray = [110];
  2617. return cards.filter(card=>{
  2618. const skill = getCardActiveSkill(card, searchTypeArray);
  2619. return skill;
  2620. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2621. }
  2622. },
  2623. {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)"},
  2624. function:cards=>{
  2625. const searchTypeArray = [143];
  2626. return cards.filter(card=>{
  2627. const skill = getCardActiveSkill(card, searchTypeArray);
  2628. return skill;
  2629. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2630. }
  2631. },
  2632. {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)"},
  2633. function:cards=>{
  2634. const searchTypeArray = [144];
  2635. return cards.filter(card=>{
  2636. const skill = getCardActiveSkill(card, searchTypeArray);
  2637. return skill;
  2638. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2639. }
  2640. },
  2641. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血"},
  2642. function:cards=>cards.filter(card=>{
  2643. const searchTypeArray = [35,115];
  2644. const skill = getCardActiveSkill(card, searchTypeArray);
  2645. return skill;
  2646. })
  2647. },
  2648. ]},
  2649. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======"}, functions: [
  2650. {name:"No Henshin",otLangName:{chs:"非变身"},
  2651. function:cards=>cards.filter(card=>!card.henshinFrom && !card.henshinTo)
  2652. },
  2653. {name:"Before Henshin",otLangName:{chs:"变身前"},
  2654. function:cards=>cards.filter(card=>card.henshinTo)
  2655. },
  2656. {name:"After Henshin",otLangName:{chs:"变身后"},
  2657. function:cards=>cards.filter(card=>card.henshinFrom)
  2658. },
  2659. {name:"Pixel Evo",otLangName:{chs:"像素进化"},
  2660. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  2661. },
  2662. {name:"8 latent grids",otLangName:{chs:"8格潜觉"},
  2663. function:cards=>cards.filter(card=>card.is8Latent)
  2664. },
  2665. //{name:"",otLangName:{chs:"非8格潜觉"},function:cards=>cards.filter(card=>!card.is8Latent)},
  2666. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化"},
  2667. function:cards=>cards.filter(card=>isReincarnated(card))
  2668. }, //evoBaseId可能为0
  2669. //{name:"",otLangName:{chs:"仅超转生进化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  2670. {name:"Super Ult Evo",otLangName:{chs:"超究极进化"},
  2671. function:cards=>cards.filter(card=>card.is8Latent && card.isUltEvo && !card.awakenings.includes(49))
  2672. },
  2673. /*{name:"",otLangName:{chs:"变身前"},
  2674. function:cards=>cards.filter(card=>{
  2675. const searchType = 202;
  2676. const skill = Skills[card.activeSkillId];
  2677. if (skill.type == searchType)
  2678. return true;
  2679. else if (skill.type == 116 || skill.type == 118){
  2680. const subskills = skill.params.map(id=>Skills[id]);
  2681. return subskills.some(subskill=>subskill.type == searchType);
  2682. }
  2683. })
  2684. },
  2685. {name:"",otLangName:{chs:"变身前后队长技保持不变"},
  2686. function:cards=>cards.filter(card=>{
  2687. const searchType = 202;
  2688. const skill = Skills[card.activeSkillId];
  2689. if (skill.type == searchType && card.leaderSkillId == Cards[skill.params[0]].leaderSkillId)
  2690. return true;
  2691. else if (skill.type == 116 || skill.type == 118){
  2692. const subskills = skill.params.map(id=>Skills[id]);
  2693. return subskills.some(subskill=>subskill.type == searchType && card.leaderSkillId == Cards[subskill.params[0]].leaderSkillId);
  2694. }
  2695. })
  2696. },*/
  2697. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来"},
  2698. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  2699. },
  2700. ]},
  2701. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======"}, functions: [
  2702. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)"},
  2703. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  2704. },
  2705. {name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)"},
  2706. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  2707. },
  2708. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制"},
  2709. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  2710. },
  2711. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%"},
  2712. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  2713. addition:card=>`成长${card.limitBreakIncr}%`
  2714. },
  2715. {name:"Max level is lv1",otLangName:{chs:"满级只有1级"},
  2716. function:cards=>cards.filter(card=>card.maxLevel==1)
  2717. },
  2718. {name:"Less than 100mp",otLangName:{chs:"低于100mp"},
  2719. function:cards=>cards.filter(card=>card.sellMP<100)
  2720. },
  2721. {name:"Have 3 types",otLangName:{chs:"有3个type"},
  2722. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  2723. },
  2724. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性"},
  2725. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  2726. },
  2727. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致"},
  2728. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  2729. },
  2730. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤"},
  2731. function:cards=>cards.filter(card=>card.blockSkinId>0)
  2732. },
  2733. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙"},
  2734. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  2735. },
  2736. ]},
  2737. {group:true,name:"----- Awoken -----",otLangName:{chs:"-----觉醒类-----"}, functions: [
  2738. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒"},
  2739. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  2740. },
  2741. {name:"Can be assist",otLangName:{chs:"可以做辅助"},
  2742. function:cards=>cards.filter(card=>card.canAssist)
  2743. },
  2744. {name:"Not weapon",otLangName:{chs:"不是武器"},
  2745. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  2746. },
  2747. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒"},
  2748. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  2749. },
  2750. {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"},
  2751. function:cards=>cards.filter(card=>{
  2752. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  2753. if (hasAwokenKiller)
  2754. { //大于2个杀的进行判断
  2755. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  2756. { //大于3个杀的直接过
  2757. return true;
  2758. }else
  2759. { //2个杀的
  2760. const isAllowLatent = card.types.filter(i=>
  2761. i>=0 //去掉-1的type
  2762. ).map(type=>
  2763. type_allowable_latent[type] //得到允许打的潜觉杀
  2764. ).some(ls=>
  2765. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  2766. );
  2767. return isAllowLatent
  2768. }
  2769. }else
  2770. {
  2771. return false;
  2772. }
  2773. })
  2774. },
  2775. {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"},
  2776. function:cards=>cards.filter(card=>{
  2777. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  2778. if (hasAwokenKiller)
  2779. { //大于2个杀的进行判断
  2780. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  2781. { //大于3个杀的直接过
  2782. return true;
  2783. }else
  2784. { //2个杀的
  2785. const isAllowLatent = card.types.filter(i=>
  2786. i>=0 //去掉-1的type
  2787. ).map(type=>
  2788. type_allowable_latent[type] //得到允许打的潜觉杀
  2789. ).some(ls=>
  2790. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  2791. );
  2792. return isAllowLatent
  2793. }
  2794. }else
  2795. {
  2796. return false;
  2797. }
  2798. })
  2799. },
  2800. {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"},
  2801. function:cards=>cards.filter(card=>{
  2802. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  2803. if (hasAwokenKiller)
  2804. { //大于2个杀的进行判断
  2805. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  2806. { //大于3个杀的直接过
  2807. return true;
  2808. }else
  2809. { //2个杀的
  2810. const isAllowLatent = card.types.filter(i=>
  2811. i>=0 //去掉-1的type
  2812. ).map(type=>
  2813. type_allowable_latent[type] //得到允许打的潜觉杀
  2814. ).some(ls=>
  2815. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  2816. );
  2817. return isAllowLatent
  2818. }
  2819. }else
  2820. {
  2821. return false;
  2822. }
  2823. })
  2824. },
  2825. ]},
  2826. ];
  2827. return functions;
  2828. })();

智龙迷城队伍图制作工具