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script-json_data.js 152 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. request_input: tp`Please Input ${'info'}`,
  21. sort_name:{
  22. sort_none: "Nope",
  23. sort_id: "Cards Id",
  24. sort_attrs : "Attribute",
  25. sort_evoRootId: "Cards Evolution Root",
  26. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  27. sort_rarity: "Rarity",
  28. sort_cost: "Cost",
  29. sort_skillLv1: "Maximum Skill Turn",
  30. sort_skillLvMax: "Minimum Skill Turn",
  31. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  32. sort_hpMax120: "Max HP",
  33. sort_atkMax120: "Max ATK",
  34. sort_rcvMax120: "Max RCV",
  35. sort_hpMax120_awoken: "Max HP (+Awoken)",
  36. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  37. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  38. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  39. },
  40. force_reload_data: `Force refresh data`,
  41. skill_parse: {
  42. skill: {
  43. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  44. unknown: tp`Unkonwn skill type: ${'type'}`,
  45. active_turns: tp`${'skills'}, for ${'turns'} turns`,
  46. random_skills: tp`Random Activates these skills:${'skills'}`,
  47. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  48. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  49. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  50. damage_enemy_times: tp`${'times'} `,
  51. damage_enemy_count: tp` (${'damage'} in total)`,
  52. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  53. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  54. delay: tp`${'icon'}Delays enemies' next move`,
  55. mass_attack: tp`${'icon'}Mass attacks`,
  56. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  57. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  58. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  59. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  60. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  61. unbind_normal: tp`${'icon'}Bind`,
  62. unbind_awakenings: tp`${'icon'}Awoken bind`,
  63. unbind_matches: tp`${'icon'}Unmatchable orb`,
  64. bind_skill: tp`${'icon'}Unable to use skills`,
  65. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  66. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  67. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  68. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  69. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  70. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  71. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  72. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  73. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  74. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  75. board_change: tp`Change all orbs to ${'orbs'}`,
  76. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  77. skill_boost_range: tp`~${'turns'}`,
  78. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  79. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  80. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  81. drop_refresh: tp`Replaces all orbs`,
  82. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  83. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  84. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  85. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  86. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  87. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  88. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  89. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  90. orb_drop_increase_chance: tp`by ${'value'}`,
  91. attr_absorb: tp`${'icon'}Attribute absorption`,
  92. combo_absorb: tp`${'icon'}Combo absorption`,
  93. damage_absorb: tp`${'icon'}Damage absorption`,
  94. damage_void: tp`${'icon'}Damage void`,
  95. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  96. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  97. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  98. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  99. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  100. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  101. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  102. rate_multiply_drop: tp`${'icon'}Drop rate`,
  103. rate_multiply_coin: tp`${'icon'}Coins`,
  104. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  105. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  106. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  107. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  108. henshin: tp`Transforms into ${'cards'}`,
  109. random_henshin: tp`Random transforms into ${'cards'}`,
  110. void_poison: tp`Voids ${'poison'} damage`,
  111. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  112. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  113. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  114. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  115. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  116. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  117. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  118. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'time'}`,
  119. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  120. },
  121. power: {
  122. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  123. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  124. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  125. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  126. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  127. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  128. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  129. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  130. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  131. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  132. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  133. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  134. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  135. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  136. },
  137. cond: {
  138. unknown: tp`[ Unknown condition ]`,
  139. hp_equal: tp`When ${'hp'} == ${'min'} `,
  140. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  141. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  142. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  143. use_skill: tp`When skills used `,
  144. multi_player: tp`When in Multiplayer Mode `,
  145. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  146. exact_combo: tp`When exactly ${'value'} combos `,
  147. exact_length: tp`exactly of ${'value'} `,
  148. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, ${'times'} `,
  149. exact_match_enhanced: tp` orbs including enhanced`,
  150. compo_type_card: tp`When ${'ids'} are all on team, `,
  151. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  152. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  153. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  154. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  155. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  156. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  157. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  158. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  159. },
  160. position: {
  161. top: tp`${'pos'} of top rows`,
  162. bottom: tp`${'pos'} of bottom rows`,
  163. left: tp`${'pos'} of left columns`,
  164. right: tp`${'pos'} of right columns`,
  165. random: tp`random location`,
  166. shape: tp`specified location`,
  167. },
  168. value: {
  169. unknown: tp`[ Unknown value: ${'type'}]`, //type
  170. const: tp`${'value'} ${'unit'}`,
  171. const_to: tp`to ${'value'}`,
  172. mul_percent: tp`${'value'}%`,
  173. mul_times: tp`×${'value'}`,
  174. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  175. mul_of_times: tp`${'stats'} ×${'value'}`,
  176. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  177. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  178. prob: tp`${'value'} chance for `,
  179. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  180. size: tp`${'width'}×${'height'}`,
  181. pos: tp`${'x'}×${'y'}`,
  182. },
  183. target: {
  184. unknown: tp`Unkown Target`,
  185. self: tp`card's`,
  186. team: tp`team`,
  187. team_last: tp`the lastest member`,
  188. team_leader: tp`leader`,
  189. sub_members: tp`sub-members`,
  190. leader_self: tp`left leader`,
  191. leader_helper: tp`right leader`,
  192. collab_id: tp`card with collab ID of ${'id'} `,
  193. gacha_id: tp`card with gacha ID of ${'id'} `,
  194. enemy: tp`Enemy`,
  195. enemy_all: tp`all enemys`,
  196. enemy_one: tp`1 enemy`,
  197. enemy_attr: tp`${'attr'} enemy`,
  198. the_attr: tp`attr of the matched Orbs`,
  199. },
  200. stats: {
  201. unknown: tp`[ Unknown: ${'type'}]`, //type
  202. maxhp: tp`Max HP`,
  203. hp: tp`HP`,
  204. chp: tp`current HP`,
  205. atk: tp`ATK`,
  206. rcv: tp`RCV`,
  207. teamhp: tp`Team HP`,
  208. teamatk: tp`Team ${'attrs'} ATK`,
  209. teamrcv: tp`Team RCV`,
  210. cstage: tp`current Stage of Dungeon`,
  211. },
  212. unit: {
  213. orbs: tp``,
  214. times: tp` times`,
  215. seconds: tp` seconds`,
  216. point: tp` point`,
  217. turns: tp` turns`,
  218. },
  219. word: {
  220. comma: tp`, `,
  221. slight_pause: tp`, `,
  222. range_hyphen: tp`~`,
  223. in_once: tp`in once `,
  224. evo_type_pixel: tp`Pixel Evo`,
  225. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  226. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  227. affix_attr: tp`${'cotent'} attr.`,
  228. affix_orb: tp`${'cotent'} orbs`,
  229. affix_type: tp`${'cotent'} types`,
  230. affix_awakening: tp`${'cotent'} awoken`,
  231. affix_exclude: tp`, exclude ${'cotent'}`,
  232. each_time: tp`each time`,
  233. different: tp`different`,
  234. same: tp`the same`,
  235. },
  236. attrs: {
  237. [0]: tp`${'icon'}Fire`,
  238. [1]: tp`${'icon'}Water`,
  239. [2]: tp`${'icon'}Wood`,
  240. [3]: tp`${'icon'}Light`,
  241. [4]: tp`${'icon'}Dark`,
  242. [5]: tp`${'icon'}Recover`,
  243. [6]: tp`${'icon'}Null`,
  244. all: tp`All`,
  245. self: tp`${'icon'}Self's Attr`,
  246. fixed: tp`${'icon'}Fixed`,
  247. },
  248. orbs: {
  249. [0]: tp`${'icon'}Fire`,
  250. [1]: tp`${'icon'}Water`,
  251. [2]: tp`${'icon'}Wood`,
  252. [3]: tp`${'icon'}Light`,
  253. [4]: tp`${'icon'}Dark`,
  254. [5]: tp`${'icon'}Heal`,
  255. [6]: tp`${'icon'}Jammer`,
  256. [7]: tp`${'icon'}Poison`,
  257. [8]: tp`${'icon'}Lethal Poison`,
  258. [9]: tp`${'icon'}Bomb`,
  259. enhanced: tp`${'icon'}Enhanced`,
  260. locked: tp`${'icon'}Locked`,
  261. nail: tp`${'icon'}Nail`,
  262. _5color: tp`${'icon'}5 Att.`,
  263. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  264. all: tp`All`,
  265. any: tp`Any ${'cotent'}`,
  266. },
  267. board: {
  268. clouds: tp`${'icon'}Clouds`,
  269. immobility: tp`${'icon'}Immobility`,
  270. roulette: tp`${'icon'}Roulette`,
  271. roulette_time: tp`(transforms every ${'duration'})`,
  272. },
  273. types: {
  274. [0]: tp`${'icon'}Evo Material`,
  275. [1]: tp`${'icon'}Balanced`,
  276. [2]: tp`${'icon'}Physical`,
  277. [3]: tp`${'icon'}Healer`,
  278. [4]: tp`${'icon'}Dragon`,
  279. [5]: tp`${'icon'}God`,
  280. [6]: tp`${'icon'}Attacker`,
  281. [7]: tp`${'icon'}Devil`,
  282. [8]: tp`${'icon'}Machine`,
  283. [9]: tp`${'icon'}Special Protection`,
  284. [12]: tp`${'icon'}Awaken`,
  285. [14]: tp`${'icon'}Enhance Material`,
  286. [15]: tp`${'icon'}Redeemable`,
  287. },
  288. awokens: {
  289. [0]: tp`${'icon'}Unknown awoken`,
  290. [1]: tp`${'icon'}Enhanced HP`,
  291. [2]: tp`${'icon'}Enhanced Attack`,
  292. [3]: tp`${'icon'}Enhanced Recovery`,
  293. [4]: tp`${'icon'}Reduce Fire Damage`,
  294. [5]: tp`${'icon'}Reduce Water Damage`,
  295. [6]: tp`${'icon'}Reduce Wood Damage`,
  296. [7]: tp`${'icon'}Reduce Light Damage`,
  297. [8]: tp`${'icon'}Reduce Dark Damage`,
  298. [9]: tp`${'icon'}Auto-Recover`,
  299. [10]: tp`${'icon'}Resistance-Bind`,
  300. [11]: tp`${'icon'}Resistance-Blind`,
  301. [12]: tp`${'icon'}Resistance-Jammers`,
  302. [13]: tp`${'icon'}Resistance-Poison`,
  303. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  304. [15]: tp`${'icon'}Enhanced Water Orbs`,
  305. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  306. [17]: tp`${'icon'}Enhanced Water Orbs`,
  307. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  308. [19]: tp`${'icon'}Extend Time`,
  309. [20]: tp`${'icon'}Recover Bind`,
  310. [21]: tp`${'icon'}Skill Boost`,
  311. [22]: tp`${'icon'}Enhanced Fire Rows`,
  312. [23]: tp`${'icon'}Enhanced Water Rows`,
  313. [24]: tp`${'icon'}Enhanced Wood Rows`,
  314. [25]: tp`${'icon'}Enhanced Water Rows`,
  315. [26]: tp`${'icon'}Enhanced Dark Rows`,
  316. [27]: tp`${'icon'}Two-Pronged Attack`,
  317. [28]: tp`${'icon'}Resistance-Skill Bind`,
  318. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  319. [30]: tp`${'icon'}Multi Boost`,
  320. [31]: tp`${'icon'}Dragon Killer`,
  321. [32]: tp`${'icon'}God Killer`,
  322. [33]: tp`${'icon'}Devil Killer`,
  323. [34]: tp`${'icon'}Machine Killer`,
  324. [35]: tp`${'icon'}Balanced Killer`,
  325. [36]: tp`${'icon'}Attacker Killer`,
  326. [37]: tp`${'icon'}Physical Killer`,
  327. [38]: tp`${'icon'}Healer Killer`,
  328. [39]: tp`${'icon'}Evo Killer`,
  329. [40]: tp`${'icon'}Awaken Killer`,
  330. [41]: tp`${'icon'}Enhance Killer`,
  331. [42]: tp`${'icon'}Redeemable Killer`,
  332. [43]: tp`${'icon'}Enhanced Combos`,
  333. [44]: tp`${'icon'}Guard Break`,
  334. [45]: tp`${'icon'}Bonus Attack`,
  335. [46]: tp`${'icon'}Enhanced Team HP `,
  336. [47]: tp`${'icon'}Enhanced Team Recovery`,
  337. [48]: tp`${'icon'}Damage Void Piercer`,
  338. [49]: tp`${'icon'}Awoken Assist`,
  339. [50]: tp`${'icon'}Super Bonus Attack`,
  340. [51]: tp`${'icon'}Skill Charge`,
  341. [52]: tp`${'icon'}Resistance-Bind+`,
  342. [53]: tp`${'icon'}Extend Time+`,
  343. [54]: tp`${'icon'}Resistance-Clouds`,
  344. [55]: tp`${'icon'}Resistance-Immobility`,
  345. [56]: tp`${'icon'}Skill Boost+`,
  346. [57]: tp`${'icon'}50% or more HP Enhanced`,
  347. [58]: tp`${'icon'}50% or less HP Enhanced`,
  348. [59]: tp`${'icon'}L Damage Reduction`,
  349. [60]: tp`${'icon'}L Increased Attack`,
  350. [61]: tp`${'icon'}Super Enhanced Combos`,
  351. [62]: tp`${'icon'}Combo Orbs`,
  352. [63]: tp`${'icon'}Skill Voice`,
  353. [64]: tp`${'icon'}Dungeon Bonus`,
  354. [65]: tp`${'icon'}Reduced HP`,
  355. [66]: tp`${'icon'}Reduced Attack`,
  356. [67]: tp`${'icon'}Reduced RCV`,
  357. [68]: tp`${'icon'}Resistance-Blind+`,
  358. [69]: tp`${'icon'}Resistance-Jammers+`,
  359. [70]: tp`${'icon'}Resistance-Poison+`,
  360. [71]: tp`${'icon'}Blessing of Jammers`,
  361. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  362. [73]: tp`${'icon'}Enhanced Fire Combos`,
  363. [74]: tp`${'icon'}Enhanced Water Combos`,
  364. [75]: tp`${'icon'}Enhanced Wood Combos`,
  365. [76]: tp`${'icon'}Enhanced Light Combos`,
  366. [77]: tp`${'icon'}Enhanced Dark Combos`,
  367. [78]: tp`${'icon'}Cross Attack`,
  368. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  369. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  370. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  371. [82]: tp`${'icon'}Super Enhanced Matching`,
  372. [83]: tp`${'icon'}Append Dragon Type`,
  373. [84]: tp`${'icon'}Append God Type`,
  374. [85]: tp`${'icon'}Append Devil Type`,
  375. [86]: tp`${'icon'}Append Machine Type`,
  376. [87]: tp`${'icon'}Append Balanced Type`,
  377. [88]: tp`${'icon'}Append Attacker Type`,
  378. [89]: tp`${'icon'}Append Physical Type`,
  379. [90]: tp`${'icon'}Append Healer Type`,
  380. [91]: tp`${'icon'}Append Fire Attr.`,
  381. [92]: tp`${'icon'}Append Water Attr.`,
  382. [93]: tp`${'icon'}Append Wood Attr.`,
  383. [94]: tp`${'icon'}Append Water Attr.`,
  384. [95]: tp`${'icon'}Append Dark Attr.`,
  385. [96]: tp`${'icon'}Two-Pronged Attack+`,
  386. [97]: tp`${'icon'}Skill Charge+`,
  387. [98]: tp`${'icon'}Auto-Recover+`,
  388. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  389. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  390. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  391. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  392. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  393. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  394. [105]: tp`${'icon'}Skill Boost Minus`,
  395. }
  396. },
  397. };
  398. //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
  399. const typekiller_for_type = [
  400. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  401. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  402. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  403. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  404. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  405. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  406. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  407. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  408. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  409. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  410. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  411. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  412. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  413. ];
  414. //类型允许的潜觉杀
  415. typekiller_for_type.forEach(t=>
  416. {
  417. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  418. .map(tn=>
  419. typekiller_for_type.find(_t=>_t.type == tn).latent
  420. );
  421. }
  422. );
  423. const allowable_latent = {
  424. common: [ //一般能打的潜觉
  425. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  426. 28,29,30,31,32,33,34,35,36,37,38
  427. ],
  428. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  429. v120: [42,43,44,45], //120才能打的潜觉
  430. needAwoken: [ //需要觉醒才能打的潜觉
  431. {latent:39,awoken:62}, //C珠破吸
  432. {latent:40,awoken:20}, //心横解转转
  433. {latent:41,awoken:27}, //U解禁消
  434. {latent:46,awoken:45}, //心追解云封
  435. {latent:47,awoken:59}, //心L大SB
  436. {latent:48,awoken:60}, //L解禁武器
  437. ]
  438. }
  439. //等效觉醒列表
  440. const equivalent_awoken = [
  441. {small:10,big:52,times:2}, //防封
  442. {small:11,big:68,times:5}, //防暗
  443. {small:12,big:69,times:5}, //防废
  444. {small:13,big:70,times:5}, //防毒
  445. {small:19,big:53,times:2}, //手指
  446. {small:21,big:56,times:2}, //SB
  447. {small:27,big:96,times:2}, //U
  448. {small:51,big:97,times:2}, //5色溜
  449. {small:9,big:98,times:2}, //自回
  450. {small:14,big:99,times:2}, //火+
  451. {small:15,big:100,times:2},//水+
  452. {small:16,big:101,times:2},//木+
  453. {small:17,big:102,times:2},//光+
  454. {small:18,big:103,times:2},//暗+
  455. {small:29,big:104,times:2},//心+
  456. ];
  457. //官方的觉醒排列顺序
  458. const official_awoken_sorting = [
  459. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  460. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  461. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  462. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  463. 99,100,101,102,103,104, 98, 96, 97,
  464. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  465. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  466. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  467. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  468. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  469. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  470. 91, 92, 93, 94, 95, 105,
  471. ];
  472. //pdc的徽章对应数字
  473. const pdcBadgeMap = [
  474. {pdf:undefined,pdc:0}, //什么都没有
  475. {pdf:1,pdc:10}, //无限cost
  476. {pdf:2,pdc:12}, //小手指
  477. {pdf:3,pdc:9}, //全体攻击
  478. {pdf:4,pdc:5}, //小回复
  479. {pdf:5,pdc:1}, //小血量
  480. {pdf:6,pdc:3}, //小攻击
  481. {pdf:7,pdc:8}, //SB
  482. {pdf:8,pdc:18}, //队长防封
  483. {pdf:9,pdc:19}, //SX
  484. {pdf:11,pdc:7}, //无天降
  485. {pdf:17,pdc:6}, //大回复
  486. {pdf:18,pdc:2}, //大血量
  487. {pdf:19,pdc:4}, //大攻击
  488. {pdf:20,pdc:null}, //三维
  489. {pdf:21,pdc:13}, //大手指
  490. {pdf:10,pdc:11}, //加经验
  491. {pdf:12,pdc:15}, //墨镜
  492. {pdf:13,pdc:17}, //防废
  493. {pdf:14,pdc:16}, //防毒
  494. {pdf:129,pdc:14}, //月卡
  495. ];
  496. //pdc的潜觉对应数字
  497. const pdcLatentMap = [
  498. {pdf:1,pdc:1}, //HP
  499. {pdf:2,pdc:0}, //攻击
  500. {pdf:3,pdc:2}, //回复
  501. {pdf:4,pdc:19}, //手指
  502. {pdf:5,pdc:13}, //自回
  503. {pdf:6,pdc:14}, //火盾
  504. {pdf:7,pdc:15}, //水盾
  505. {pdf:8,pdc:16}, //木盾
  506. {pdf:9,pdc:17}, //光盾
  507. {pdf:10,pdc:18}, //暗盾
  508. {pdf:11,pdc:12}, //防坐
  509. {pdf:12,pdc:3}, //三维
  510. {pdf:13,pdc:35}, //不被换队长
  511. {pdf:13,pdc:47}, //不被换队长 ×1.5
  512. {pdf:14,pdc:37}, //不掉废
  513. {pdf:15,pdc:36}, //不掉毒
  514. {pdf:16,pdc:24}, //进化杀
  515. {pdf:17,pdc:25}, //觉醒杀
  516. {pdf:18,pdc:26}, //强化杀
  517. {pdf:19,pdc:27}, //卖钱杀
  518. {pdf:20,pdc:4}, //神杀
  519. {pdf:21,pdc:5}, //龙杀
  520. {pdf:22,pdc:6}, //恶魔杀
  521. {pdf:23,pdc:7}, //机械杀
  522. {pdf:24,pdc:8}, //平衡杀
  523. {pdf:25,pdc:9}, //攻击杀
  524. {pdf:26,pdc:10}, //体力杀
  525. {pdf:27,pdc:11}, //回复杀
  526. {pdf:28,pdc:20}, //大HP
  527. {pdf:29,pdc:21}, //大攻击
  528. {pdf:30,pdc:22}, //大回复
  529. {pdf:31,pdc:23}, //大手指
  530. {pdf:32,pdc:28}, //大火盾
  531. {pdf:33,pdc:29}, //大水盾
  532. {pdf:34,pdc:30}, //大木盾
  533. {pdf:35,pdc:31}, //大光盾
  534. {pdf:36,pdc:32}, //大暗盾
  535. {pdf:37,pdc:33}, //6色破无效
  536. {pdf:37,pdc:45}, //6色破无效 ×1.5
  537. {pdf:38,pdc:34}, //3色破属吸
  538. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  539. {pdf:39,pdc:40}, //C珠破吸
  540. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  541. {pdf:40,pdc:39}, //心横解转转
  542. {pdf:40,pdc:49}, //心横解转转 ×1.5
  543. {pdf:41,pdc:38}, //U解禁消
  544. {pdf:41,pdc:48}, //U解禁消 ×1.5
  545. {pdf:42,pdc:41}, //伤害上限解除
  546. {pdf:43,pdc:42}, //HP++
  547. {pdf:44,pdc:43}, //攻击++
  548. {pdf:45,pdc:44}, //回复++
  549. {pdf:46,pdc:51}, //心追解云封
  550. {pdf:46,pdc:52}, //心追解云封 ×1.5
  551. {pdf:47,pdc:53}, //心L大SB
  552. {pdf:47,pdc:54}, //心L大SB ×1.5
  553. {pdf:48,pdc:55}, //L解禁武器
  554. {pdf:48,pdc:56}, //L解禁武器 ×1.8
  555. ];
  556. //排序程序列表
  557. const sort_function_list = [
  558. {tag:"sort_none",name:"无",function:()=>0},
  559. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  560. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  561. let num = a.attrs[0] - b.attrs[0];
  562. if (num === 0) num = a.attrs[1] - b.attrs[1];
  563. return num;
  564. }
  565. },
  566. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  567. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  568. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  569. let num = card_a.attrs[0] - card_b.attrs[0];
  570. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  571. return num;
  572. }
  573. },
  574. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  575. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  576. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  577. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  578. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  579. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  580. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  581. }
  582. },
  583. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  584. function getEvoSkill(skill) {
  585. //232为进化后不循环技能,233为循环技能
  586. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  587. else return skill;
  588. }
  589. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  590. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  591. }
  592. },
  593. {tag:"sort_hpMax120",name:"Lv120最大HP",function:(a,b)=>a.hp.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.1 : 1) - b.hp.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.1 : 1)},
  594. {tag:"sort_atkMax120",name:"Lv120最大攻击",function:(a,b)=>a.atk.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.05 : 1) - b.atk.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.05 : 1)},
  595. {tag:"sort_rcvMax120",name:"Lv120最大回复",function:(a,b)=>a.rcv.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.05 : 1) - b.rcv.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.05 : 1)},
  596. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  597. {
  598. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  599. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  600. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  601. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  602. return abA - abB;
  603. }
  604. },
  605. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  606. {
  607. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  608. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  609. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  610. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  611. return abA - abB;
  612. }
  613. },
  614. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  615. {
  616. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  617. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  618. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  619. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  620. return abA - abB;
  621. }
  622. },
  623. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  624. {
  625. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  626. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  627. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  628. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  629. return abA - abB;
  630. }
  631. },
  632. ];
  633. //增加特殊搜索模式
  634. const specialSearchFunctions = (function() {
  635. 'use strict';
  636. //返回卡片的队长技能
  637. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  638. {
  639. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  640. }
  641. //返回卡片的技能
  642. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  643. {
  644. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  645. }
  646. //返回卡片的技能
  647. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  648. {
  649. switch(skillGreatType)
  650. {
  651. case 1:
  652. case "leader":
  653. return getCardLeaderSkill(card, skillTypes, searchRandom);
  654. case 2:
  655. case "active":
  656. return getCardActiveSkill(card, skillTypes, searchRandom);
  657. default:
  658. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  659. }
  660. }
  661. //查找到真正起作用的那一个技能
  662. function getActuallySkill(skill, skillTypes, searchRandom = true)
  663. {
  664. if (skillTypes.includes(skill.type))
  665. {
  666. return skill;
  667. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  668. {
  669. const subSkills = skill.params.map(id=>Skills[id]);
  670. for(let i = 0;i < subSkills.length; i++)
  671. { //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
  672. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  673. if (foundSubSkill)
  674. {
  675. return foundSubSkill;
  676. }
  677. }
  678. return null;
  679. }else
  680. {
  681. return null;
  682. }
  683. }
  684. //获取血倍率
  685. function getHPScale(ls)
  686. {
  687. const sk = ls.params;
  688. let scale = 1;
  689. switch (ls.type)
  690. {
  691. case 23: case 30: case 62: case 77: case 63: case 65:
  692. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  693. scale = sk[sk.length-1]/100;
  694. break;
  695. case 73: case 76:
  696. case 121: case 129: case 163: case 177: case 186:
  697. case 155:
  698. scale = sk[2]/100;
  699. break;
  700. case 106: case 107: case 108:
  701. scale = sk[0]/100;
  702. break;
  703. case 125:
  704. scale = sk[5]/100;
  705. break;
  706. case 136:
  707. case 137:
  708. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  709. break;
  710. case 158:
  711. scale = sk[4]/100;
  712. break;
  713. case 175:
  714. case 178: case 185:
  715. scale = sk[3]/100;
  716. break;
  717. case 203: case 217:
  718. scale = sk[1]/100;
  719. break;
  720. case 245:
  721. scale = sk[3]/100;
  722. break;
  723. case 138: //调用其他队长技
  724. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  725. break;
  726. default:
  727. }
  728. return scale || 1;
  729. }
  730. //获取盾减伤比例
  731. function getReduceScale(ls, allAttr = false, noHPneed = false)
  732. {
  733. const sk = ls.params;
  734. let scale = 0;
  735. switch (ls.type)
  736. {
  737. case 16: //无条件盾
  738. scale = sk[0]/100;
  739. break;
  740. case 17: //单属性盾
  741. scale = allAttr ? 0 : sk[1]/100;
  742. break;
  743. case 36: //2个属性盾
  744. scale = allAttr ? 0 : sk[2]/100;
  745. break;
  746. case 38: //血线下 + 几率
  747. case 43: //血线上 + 几率
  748. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  749. break;
  750. case 129: //无条件盾,属性个数不固定
  751. case 163: //无条件盾,属性个数不固定
  752. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  753. break;
  754. case 178: //无条件盾,属性个数不固定
  755. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  756. break;
  757. case 130: //血线下 + 属性个数不固定
  758. case 131: //血线上 + 属性个数不固定
  759. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  760. break;
  761. case 151: //十字心触发
  762. case 169: //C触发
  763. case 198: //回血触发
  764. scale = sk[2]/100;
  765. break;
  766. case 170: //多色触发
  767. case 182: //长串触发
  768. case 193: //L触发
  769. scale = sk[3]/100;
  770. break;
  771. case 171: //多串触发
  772. scale = sk[6]/100;
  773. break;
  774. case 183: //又是个有两段血线的队长技
  775. scale = noHPneed ? 0 : sk[4]/100;
  776. break;
  777. case 210: //十字触发
  778. scale = sk[1]/100;
  779. break;
  780. case 235: { //可多次触发
  781. scale = (sk[4] || 0) / 100;
  782. break;
  783. }
  784. case 138: //调用其他队长技
  785. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  786. break;
  787. default:
  788. }
  789. return scale || 0;
  790. }
  791. //获取无条件盾减伤比例
  792. function getReduceScale_unconditional(ls)
  793. {
  794. const sk = ls.params;
  795. let scale = 0;
  796. switch (ls.type)
  797. {
  798. case 16: //无条件盾
  799. {
  800. scale = sk[0]/100;
  801. break;
  802. }
  803. case 129: //无条件盾,属性个数不固定
  804. case 163: //无条件盾,属性个数不固定
  805. {
  806. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  807. break;
  808. }
  809. case 178: //无条件盾,属性个数不固定
  810. {
  811. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  812. break;
  813. }
  814. case 138: //调用其他队长技
  815. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  816. break;
  817. default:
  818. }
  819. return scale || 0;
  820. }
  821. function getCannonAttr(skill)
  822. {
  823. const sk = skill.params;
  824. switch(skill.type)
  825. {
  826. case 0:
  827. case 1:
  828. case 37:
  829. case 58:
  830. case 59:
  831. case 84:
  832. case 85:
  833. case 86:
  834. case 87:
  835. case 115:
  836. return sk[0];
  837. case 110:
  838. case 143:
  839. return sk[1];
  840. case 42:
  841. return sk[1];
  842. case 144:
  843. return sk[3] ?? 0;
  844. default:
  845. return -1;
  846. }
  847. }
  848. function sortByParams(a,b,searchTypeArray,pidx = 0)
  849. {
  850. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  851. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  852. return a_pC - b_pC;
  853. }
  854. function sortByHPScal(a,b)
  855. {
  856. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  857. return getHPScale(a_s) - getHPScale(b_s);
  858. }
  859. function HPScal_Addition(card)
  860. {
  861. const skill = Skills[card.leaderSkillId];
  862. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  863. }
  864. function sortByReduceScale(a,b)
  865. {
  866. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  867. return getReduceScale(a_s) - getReduceScale(b_s);
  868. }
  869. function ReduceScale_Addition(card)
  870. {
  871. const skill = Skills[card.leaderSkillId];
  872. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  873. }
  874. function voidsAbsorption_Addition(card)
  875. {
  876. const searchTypeArray = [173];
  877. const skill = getCardActiveSkill(card, searchTypeArray);
  878. if (!skill) return;
  879. const sk = skill.params;
  880. if (sk[1] && sk[3])
  881. {
  882. return `双吸×${sk[0]}T`;
  883. }else
  884. {
  885. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  886. }
  887. }
  888. function unbind_Turns(card)
  889. {
  890. const outObj = {
  891. normal: 0,
  892. awoken: 0
  893. };
  894. const searchTypeArray = [117,179];
  895. const skill = getCardActiveSkill(card, searchTypeArray);
  896. if (skill)
  897. {
  898. const sk = skill.params;
  899. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  900. outObj.awoken = sk[4] || 0;
  901. }
  902. return outObj;
  903. }
  904. function unbind_Addition(card)
  905. {
  906. const turns = unbind_Turns(card);
  907. let strArr = [];
  908. if (turns.normal > 0 && turns.normal == turns.awoken)
  909. {
  910. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  911. }
  912. if (turns.normal > 0)
  913. {
  914. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  915. }
  916. if (turns.awoken > 0)
  917. {
  918. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  919. }
  920. return strArr.join(',');
  921. }
  922. function boardChange_ColorTypes(skill)
  923. {
  924. if (!skill) return [];
  925. const sk = skill.params;
  926. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  927. return colors;
  928. }
  929. function boardChange_Addition(card)
  930. {
  931. const searchTypeArray = [71];
  932. const skill = getCardActiveSkill(card, searchTypeArray);
  933. const colors = boardChange_ColorTypes(skill);
  934. return createOrbsList(colors);
  935. }
  936. function orbsChangeParse(skill)
  937. {
  938. function changes(from, to)
  939. {
  940. return {from:from,to:to};
  941. }
  942. let outArr = [];
  943. if (!skill) return outArr;
  944. const sk = skill.params;
  945. switch (skill.type)
  946. {
  947. case 9:{
  948. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  949. break;
  950. }
  951. case 20:{
  952. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  953. {
  954. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  955. }
  956. else
  957. {
  958. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  959. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  960. }
  961. break;
  962. }
  963. case 154:{
  964. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  965. break;
  966. }
  967. }
  968. return outArr;
  969. }
  970. function changeOrbs_Addition(card)
  971. {
  972. const searchTypeArray = [9,20,154];
  973. const skills = getCardActiveSkills(card, searchTypeArray);
  974. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  975. const fragment = document.createDocumentFragment();
  976. parsedSkills.forEach(p=>{
  977. fragment.appendChild(createOrbsList(p.from));
  978. fragment.appendChild(document.createTextNode(`→`));
  979. fragment.appendChild(createOrbsList(p.to));
  980. });
  981. return fragment;
  982. }
  983. function generateOrbsParse(card)
  984. {
  985. let outArr = [];
  986. const searchTypeArray = [141, 208];
  987. const skills = getCardActiveSkills(card, searchTypeArray);
  988. if (!skills.length) return outArr;
  989. for (const skill of skills)
  990. {
  991. const sk = skill.params;
  992. if (skill.type == 141)
  993. {
  994. outArr.push({
  995. count: sk[0],
  996. to: flags(sk[1] || 1),
  997. exclude: flags(sk[2]),
  998. });
  999. }else
  1000. {
  1001. outArr.push({
  1002. count: sk[0],
  1003. to: flags(sk[1] || 1),
  1004. exclude: flags(sk[2]),
  1005. });
  1006. outArr.push({
  1007. count: sk[3],
  1008. to: flags(sk[4] || 1),
  1009. exclude: flags(sk[5]),
  1010. });
  1011. }
  1012. }
  1013. return outArr;
  1014. }
  1015. function generateOrbs_Addition(card)
  1016. {
  1017. const gens = generateOrbsParse(card);
  1018. const searchTypeArray = [141, 208];
  1019. const skill = getCardActiveSkill(card, searchTypeArray);
  1020. if (!skill) return;
  1021. const sk = skill.params;
  1022. const fragment = document.createDocumentFragment();
  1023. for (const gen of gens)
  1024. {
  1025. fragment.appendChild(createOrbsList(gen.to));
  1026. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1027. }
  1028. return fragment;
  1029. }
  1030. function lock_Addition(card)
  1031. {
  1032. const searchTypeArray = [152];
  1033. const skill = getCardActiveSkill(card, searchTypeArray);
  1034. if (!skill) return;
  1035. const sk = skill.params;
  1036. const fragment = document.createDocumentFragment();
  1037. fragment.appendChild(document.createTextNode(`锁`));
  1038. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1039. return fragment;
  1040. }
  1041. function dropLock_Addition(card)
  1042. {
  1043. const searchTypeArray = [205];
  1044. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1045. if (!skill) return;
  1046. const sk = skill.params;
  1047. const fragment = document.createDocumentFragment();
  1048. fragment.appendChild(document.createTextNode(`掉锁`));
  1049. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111)));
  1050. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1051. return fragment;
  1052. }
  1053. function dropOrb_Addition(card)
  1054. {
  1055. const searchTypeArray = [126];
  1056. const skill = getCardActiveSkill(card, searchTypeArray);
  1057. if (!skill) return;
  1058. const sk = skill.params;
  1059. const colors = flags(sk[0]);
  1060. const fragment = document.createDocumentFragment();
  1061. fragment.appendChild(createOrbsList(colors));
  1062. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1063. return fragment;
  1064. }
  1065. function generateColumnOrbs_Addition(card)
  1066. {
  1067. const searchTypeArray = [127];
  1068. const skill = getCardActiveSkill(card, searchTypeArray);
  1069. if (!skill) return;
  1070. const sk = skill.params;
  1071. const colors = [];
  1072. for (let ai=0;ai<sk.length;ai+=2)
  1073. {
  1074. colors.push(flags(sk[ai+1]));
  1075. }
  1076. const fragment = document.createDocumentFragment();
  1077. fragment.appendChild(document.createTextNode(`竖`));
  1078. fragment.appendChild(createOrbsList(colors.flat()));
  1079. return fragment;
  1080. }
  1081. function generateRowOrbs_Addition(card)
  1082. {
  1083. const searchTypeArray = [128];
  1084. const skill = getCardActiveSkill(card, searchTypeArray);
  1085. if (!skill) return;
  1086. const sk = skill.params;
  1087. const colors = [];
  1088. for (let ai=0;ai<sk.length;ai+=2)
  1089. {
  1090. colors.push(flags(sk[ai+1]));
  1091. }
  1092. const fragment = document.createDocumentFragment();
  1093. fragment.appendChild(document.createTextNode(`横`));
  1094. fragment.appendChild(createOrbsList(colors.flat()));
  1095. return fragment;
  1096. }
  1097. function numericalATK_Addition(card)
  1098. {
  1099. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1100. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1101. const skill = getCardActiveSkill(card, searchTypeArray);
  1102. if (!skill) return;
  1103. //const sk = skill.params;
  1104. const colors = [getCannonAttr(skill)];
  1105. const fragment = document.createDocumentFragment();
  1106. fragment.append(`射`);
  1107. fragment.append(createOrbsList(colors));
  1108. if (typeArray_Rate.includes(skill.type)) {
  1109. function getNumber(skill){
  1110. const sk = skill.params;
  1111. switch(skill.type)
  1112. {
  1113. case 0:
  1114. case 37:
  1115. case 58:
  1116. case 59:
  1117. case 84:
  1118. case 85:
  1119. case 115:
  1120. return sk[1];
  1121. case 2:
  1122. case 35:
  1123. return sk[0];
  1124. default:
  1125. return 0;
  1126. }
  1127. }
  1128. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1129. }
  1130. return fragment;
  1131. }
  1132. function memberATK_Addition(card)
  1133. {
  1134. const searchTypeArray = [230];
  1135. const skill = getCardActiveSkill(card, searchTypeArray);
  1136. if (!skill) return;
  1137. const sk = skill.params;
  1138. const fragment = document.createDocumentFragment();
  1139. const ul = fragment.appendChild(document.createElement("ul"));
  1140. ul.className = "team-flags";
  1141. for (let i = 0; i<6; i++) {
  1142. const li = ul.appendChild(document.createElement("li"));
  1143. li.className = "team-member-icon";
  1144. }
  1145. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1146. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1147. let str = '';
  1148. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1149. fragment.appendChild(document.createTextNode(str));
  1150. return fragment;
  1151. }
  1152. function dixedDamage_Addition(card)
  1153. {
  1154. const searchTypeArray = [55, 188, 56];
  1155. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1156. if (!skills.length) return;
  1157. const skill = skills[0];
  1158. const sk = skill.params;
  1159. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1160. }
  1161. function gravity_Addition(card)
  1162. {
  1163. const searchTypeArray = [6, 161];
  1164. const skill = getCardActiveSkill(card, searchTypeArray);
  1165. if (!skill) return;
  1166. const sk = skill.params;
  1167. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1168. }
  1169. function healImmediately_Rate(card)
  1170. {
  1171. const searchTypeArray = [7, //自身回复力
  1172. 8, //固定点数
  1173. 35,115, //吸血
  1174. 117
  1175. ];
  1176. const skills = getCardActiveSkills(card, searchTypeArray);
  1177. const outObj = {
  1178. vampire: 0,
  1179. selfRcv: 0,
  1180. const: 0,
  1181. scale: 0,
  1182. };
  1183. if (!skills.length) return outObj;
  1184. skills.forEach(skill=>{
  1185. const sk = skill.params;
  1186. if (skill.type == 7)
  1187. {
  1188. outObj.selfRcv += sk[0];
  1189. }
  1190. else if(skill.type == 8)
  1191. {
  1192. outObj.const += sk[0];
  1193. }
  1194. else if(skill.type == 35)
  1195. {
  1196. outObj.vampire += sk[1];
  1197. }
  1198. else if(skill.type == 115)
  1199. {
  1200. outObj.vampire += sk[2];
  1201. }
  1202. else if(skill.type == 117)
  1203. {
  1204. outObj.selfRcv += sk[1] || 0;
  1205. outObj.const += sk[2] || 0;
  1206. outObj.scale += sk[3] || 0;
  1207. }
  1208. });
  1209. return outObj;
  1210. }
  1211. function atkBuff_Rate(card)
  1212. {
  1213. const searchTypeArray = [
  1214. 88,92, //类型的
  1215. 50,90, //属性的,要排除回复力
  1216. 156,168,231, //宝石姬
  1217. 228, //属性、类型数量
  1218. ];
  1219. const skills = getCardActiveSkills(card, searchTypeArray);
  1220. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1221. function atkBuffParse(skill) {
  1222. const outObj = {
  1223. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1224. types: [],
  1225. attrs: [],
  1226. awoken: [],
  1227. rate: 0,
  1228. turns: 0,
  1229. };
  1230. if (!skill) return outObj;
  1231. const sk = skill.params;
  1232. if (skill.type == 88 || skill.type == 92)
  1233. {
  1234. outObj.skilltype = 2;
  1235. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1236. outObj.turns = sk[0];
  1237. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1238. }
  1239. else if(skill.type == 50 || skill.type == 90)
  1240. {
  1241. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1242. if (!outObj.attrs.length) //去除回复力
  1243. return outObj;
  1244. outObj.skilltype = 2;
  1245. outObj.turns = sk[0];
  1246. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1247. }
  1248. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1249. || skill.type == 168)
  1250. {
  1251. outObj.skilltype = 1;
  1252. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1253. outObj.turns = sk[0];
  1254. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1255. }
  1256. else if(skill.type == 228 && sk[3] > 0)
  1257. {
  1258. outObj.skilltype = 1;
  1259. outObj.attrs = flags(sk[1]);
  1260. outObj.types = flags(sk[2]);
  1261. outObj.turns = sk[0];
  1262. outObj.rate = sk[3];
  1263. }
  1264. else if(skill.type == 231 && sk[6] > 0)
  1265. {
  1266. outObj.skilltype = 1;
  1267. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1268. outObj.turns = sk[0];
  1269. outObj.rate = sk[6];
  1270. }
  1271. return outObj;
  1272. }
  1273. }
  1274. function rcvBuff_Rate(card)
  1275. {
  1276. const searchTypeArray = [
  1277. 50,90,
  1278. 228, 231, //宝石姬
  1279. ];
  1280. const skills = getCardActiveSkills(card, searchTypeArray);
  1281. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1282. function rcvBuffParse(skill) {
  1283. const outObj = {
  1284. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1285. types: [],
  1286. attrs: [],
  1287. awoken: [],
  1288. rate: 0,
  1289. turns: 0,
  1290. };
  1291. if (!skill) return outObj;
  1292. const sk = skill.params;
  1293. if (skill.type == 228 && sk[4] > 0) {
  1294. outObj.skilltype = 1;
  1295. outObj.attrs = flags(sk[1]);
  1296. outObj.types = flags(sk[2]);
  1297. outObj.turns = sk[0];
  1298. outObj.rate = sk[4];
  1299. } else if (skill.type == 231 && sk[7] > 0) {
  1300. outObj.skilltype = 1;
  1301. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1302. outObj.turns = sk[0];
  1303. outObj.rate = sk[7];
  1304. } else if (skill.type == 50 || skill.type == 90) {
  1305. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1306. outObj.turns = sk[0];
  1307. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1308. }
  1309. return outObj;
  1310. }
  1311. }
  1312. function damageSelf_Rate(card)
  1313. {
  1314. const searchTypeArray = [84,85,86,87,195];
  1315. const skill = getCardActiveSkill(card, searchTypeArray);
  1316. if (!skill) return 0;
  1317. const sk = skill.params;
  1318. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1319. }
  1320. function changeEnemiesAttr_Attr(card)
  1321. {
  1322. const outObj = {
  1323. attr: null,
  1324. turns: 0
  1325. }
  1326. const searchTypeArray = [153, 224];
  1327. const skill = getCardActiveSkill(card, searchTypeArray);
  1328. if (!skill) return outObj;
  1329. const sk = skill.params;
  1330. if (skill.type == 153)
  1331. {
  1332. outObj.attr = sk[0];
  1333. }
  1334. else if (skill.type == 224)
  1335. {
  1336. outObj.attr = sk[1] || 0;
  1337. outObj.turns = sk[0];
  1338. }
  1339. return outObj;
  1340. }
  1341. //创建1个觉醒图标
  1342. function createAwokenIcon(awokenId)
  1343. {
  1344. const icon = document.createElement("icon");
  1345. icon.className ="awoken-icon";
  1346. icon.setAttribute("data-awoken-icon", awokenId);
  1347. return icon;
  1348. }
  1349. //产生一个觉醒列表
  1350. function creatAwokenList(awokens) {
  1351. const ul = document.createElement("ul");
  1352. ul.className = "awoken-ul";
  1353. awokens.forEach(ak=>{
  1354. const li = ul.appendChild(document.createElement("li"));
  1355. const icon = li.appendChild(createAwokenIcon(ak));
  1356. });
  1357. return ul;
  1358. }
  1359. //产生宝珠列表
  1360. function createOrbsList(orbs)
  1361. {
  1362. if (orbs == undefined) orbs = [0];
  1363. else if (!Array.isArray(orbs)) orbs = [orbs];
  1364. const ul = document.createElement("ul");
  1365. ul.className = "board";
  1366. orbs.forEach(orbType => {
  1367. const li = ul.appendChild(document.createElement("li"));
  1368. li.className = `orb-icon`;
  1369. li.setAttribute("data-orb-icon", orbType);
  1370. });
  1371. return ul;
  1372. }
  1373. //产生类型列表
  1374. function createTypesList(types)
  1375. {
  1376. if (types == undefined) types = [0];
  1377. else if (!Array.isArray(types)) types = [types];
  1378. const ul = document.createElement("ul");
  1379. ul.className = "types-ul";
  1380. types.forEach(type => {
  1381. const li = ul.appendChild(document.createElement("li"));
  1382. li.className = `type-icon`;
  1383. li.setAttribute("data-type-icon", type);
  1384. });
  1385. return ul;
  1386. }
  1387. const functions = [
  1388. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1389. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1390. ]},
  1391. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1392. {name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)",cht:"破屬吸 buff(按破吸回合排序)"},
  1393. function:cards=>{
  1394. const searchTypeArray = [173];
  1395. return cards.filter(card=>{
  1396. const skill = getCardActiveSkill(card, searchTypeArray);
  1397. return skill && skill.params[1];
  1398. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1399. },addition:voidsAbsorption_Addition},
  1400. /*{name:"Voids combo absorption(sort by turns)",otLangName:{chs:"破C吸 buff(按破吸回合排序)",cht:"破C吸 buff(按破吸回合排序)"},
  1401. function:cards=>{
  1402. const searchTypeArray = [173];
  1403. return cards.filter(card=>{
  1404. const skill = getCardActiveSkill(card, searchTypeArray);
  1405. return skill && skill.params[2];
  1406. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1407. },addition:voidsAbsorption_Addition},*/
  1408. {name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)",cht:"破傷吸 buff(按破吸回合排序)"},
  1409. function:cards=>{
  1410. const searchTypeArray = [173];
  1411. return cards.filter(card=>{
  1412. const skill = getCardActiveSkill(card, searchTypeArray);
  1413. return skill && skill.params[3];
  1414. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1415. },addition:voidsAbsorption_Addition},
  1416. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)",cht:"雙破吸 buff(按破吸回合排序)"},
  1417. function:cards=>{
  1418. const searchTypeArray = [173];
  1419. return cards.filter(card=>{
  1420. const skill = getCardActiveSkill(card, searchTypeArray);
  1421. return skill && skill.params[1] && skill.params[3];
  1422. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1423. },addition:voidsAbsorption_Addition},
  1424. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)",cht:"貫穿無效盾 buff(按破吸回合排序)"},
  1425. function:cards=>{
  1426. const searchTypeArray = [191];
  1427. return cards.filter(card=>{
  1428. const skill = getCardActiveSkill(card, searchTypeArray);
  1429. return skill;
  1430. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1431. },
  1432. addition:card=>{
  1433. const searchTypeArray = [191];
  1434. const skill = getCardActiveSkill(card, searchTypeArray);
  1435. if (!skill) return;
  1436. const sk = skill.params;
  1437. return document.createTextNode(`破贯×${sk[0]}T`);
  1438. }
  1439. },
  1440. ]},
  1441. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1442. {
  1443. name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)",cht:"解封(按解封回合排序)"},
  1444. function:cards=>{
  1445. return cards.filter(card=>{
  1446. const turns = unbind_Turns(card);
  1447. return turns.normal > 0;
  1448. }).sort((a,b)=>{
  1449. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1450. let a_pC = a_s.normal, b_pC = b_s.normal;
  1451. return a_pC - b_pC;
  1452. });
  1453. },
  1454. addition:unbind_Addition
  1455. },
  1456. {
  1457. name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)",cht:"解覺醒(按解覺回合排序)"},
  1458. function:cards=>{
  1459. return cards.filter(card=>{
  1460. const turns = unbind_Turns(card);
  1461. return turns.awoken > 0;
  1462. }).sort((a,b)=>{
  1463. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1464. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1465. return a_pC - b_pC;
  1466. });
  1467. },
  1468. addition:unbind_Addition
  1469. },
  1470. {
  1471. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)",cht:"解封+覺醒(按解覺醒回合排序)"},
  1472. function:cards=>{
  1473. return cards.filter(card=>{
  1474. const turns = unbind_Turns(card);
  1475. return turns.normal && turns.awoken > 0;
  1476. }).sort((a,b)=>{
  1477. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1478. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1479. return a_pC - b_pC;
  1480. });
  1481. },
  1482. addition:unbind_Addition
  1483. },
  1484. {
  1485. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)",cht:"解禁消珠(按消除回合排序)"},
  1486. function:cards=>{
  1487. const searchTypeArray = [196];
  1488. return cards.filter(card=>{
  1489. const skill = getCardActiveSkill(card, searchTypeArray);
  1490. return skill;
  1491. }).sort((a,b)=>{
  1492. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1493. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1494. return a_pC - b_pC;
  1495. })
  1496. },
  1497. addition:card=>{
  1498. const searchTypeArray = [196];
  1499. const skill = getCardActiveSkill(card, searchTypeArray);
  1500. if (!skill) return;
  1501. const sk = skill.params;
  1502. const value = sk[0];
  1503. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1504. }
  1505. },
  1506. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1507. function:cards=>cards.filter(card=>{
  1508. const searchTypeArray = [215];
  1509. const skill = getCardActiveSkill(card, searchTypeArray);
  1510. return skill;
  1511. }),
  1512. addition:card=>{
  1513. const searchTypeArray = [215];
  1514. const skill = getCardActiveSkill(card, searchTypeArray);
  1515. if (!skill) return;
  1516. const sk = skill.params;
  1517. const fragment = document.createDocumentFragment();
  1518. fragment.appendChild(document.createTextNode(`自封`));
  1519. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1520. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1521. return fragment;
  1522. }
  1523. },
  1524. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1525. function:cards=>cards.filter(card=>{
  1526. const searchTypeArray = [214];
  1527. const skill = getCardActiveSkill(card, searchTypeArray);
  1528. return skill;
  1529. }),
  1530. addition:card=>{
  1531. const searchTypeArray = [214];
  1532. const skill = getCardActiveSkill(card, searchTypeArray);
  1533. if (!skill) return;
  1534. const sk = skill.params;
  1535. return document.createTextNode(`自封技${sk[0]}T`);
  1536. }
  1537. },
  1538. ]},
  1539. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1540. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  1541. function:cards=>cards.filter(card=>{
  1542. const searchTypeArray = [156,168,228,231];
  1543. const skill = getCardActiveSkill(card, searchTypeArray);
  1544. return skill;
  1545. })
  1546. },
  1547. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1548. function:cards=>{
  1549. return cards.filter(card=>{
  1550. const atkbuff = rcvBuff_Rate(card);
  1551. return atkbuff.skilltype > 0;
  1552. }).sort((a,b)=>{
  1553. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1554. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1555. if (sortNum == 0)
  1556. sortNum = a_pC.rate - b_pC.rate;
  1557. if (sortNum == 0)
  1558. sortNum = a_pC.turns - b_pC.turns;
  1559. return sortNum;
  1560. });
  1561. },
  1562. addition:card=>{
  1563. const atkbuff = rcvBuff_Rate(card);
  1564. const fragment = document.createDocumentFragment();
  1565. fragment.appendChild(createOrbsList([5]));
  1566. if (atkbuff.skilltype == 0) return fragment;
  1567. if (atkbuff.skilltype == 1)
  1568. {
  1569. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1570. if (atkbuff.awoken.length)
  1571. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1572. if (atkbuff.attrs.length)
  1573. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1574. if (atkbuff.types.length)
  1575. fragment.appendChild(createTypesList(atkbuff.types));
  1576. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1577. }else if (atkbuff.skilltype == 2)
  1578. {
  1579. if (atkbuff.attrs.length)
  1580. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1581. if (atkbuff.types.length)
  1582. fragment.appendChild(createTypesList(atkbuff.types));
  1583. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1584. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1585. }
  1586. return fragment;
  1587. }
  1588. },
  1589. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1590. function:cards=>{
  1591. return cards.filter(card=>{
  1592. const atkbuff = atkBuff_Rate(card);
  1593. return atkbuff.skilltype > 0;
  1594. }).sort((a,b)=>{
  1595. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1596. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1597. if (sortNum == 0)
  1598. sortNum = a_pC.rate - b_pC.rate;
  1599. if (sortNum == 0)
  1600. sortNum = a_pC.turns - b_pC.turns;
  1601. return sortNum;
  1602. });
  1603. },
  1604. addition:card=>{
  1605. const atkbuff = atkBuff_Rate(card);
  1606. const fragment = document.createDocumentFragment();
  1607. if (atkbuff.skilltype == 0) return fragment;
  1608. if (atkbuff.skilltype == 1)
  1609. {
  1610. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1611. if (atkbuff.awoken.length)
  1612. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1613. if (atkbuff.attrs.length)
  1614. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1615. if (atkbuff.types.length)
  1616. fragment.appendChild(createTypesList(atkbuff.types));
  1617. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1618. }else if (atkbuff.skilltype == 2)
  1619. {
  1620. if (atkbuff.attrs.length)
  1621. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1622. if (atkbuff.types.length)
  1623. fragment.appendChild(createTypesList(atkbuff.types));
  1624. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1625. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1626. }
  1627. return fragment;
  1628. }
  1629. },
  1630. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1631. function:cards=>{
  1632. const searchTypeArray = [132];
  1633. return cards.filter(card=>{
  1634. const skill = getCardActiveSkill(card, searchTypeArray);
  1635. return skill;
  1636. }).sort((a,b)=>{
  1637. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1638. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1639. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1640. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1641. });
  1642. },
  1643. addition:card=>{
  1644. const searchTypeArray = [132];
  1645. const skill = getCardActiveSkill(card, searchTypeArray);
  1646. if (!skill) return;
  1647. const sk = skill.params;
  1648. let str = "👆";
  1649. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1650. if (sk[2]) str += `x${sk[2]/100}`;
  1651. str += `x${sk[0]}T`;
  1652. return str;
  1653. }
  1654. },
  1655. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  1656. function:cards=>{
  1657. const searchTypeArray = [184];
  1658. return cards.filter(card=>{
  1659. const skill = getCardActiveSkill(card, searchTypeArray);
  1660. return skill;
  1661. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1662. },
  1663. addition:card=>{
  1664. const searchTypeArray = [184];
  1665. const skill = getCardActiveSkill(card, searchTypeArray);
  1666. if (!skill) return;
  1667. const sk = skill.params;
  1668. return `无↓×${sk[0]}T`;
  1669. }
  1670. },
  1671. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  1672. function:cards=>{
  1673. const searchTypeArray = [160];
  1674. return cards.filter(card=>{
  1675. const skill = getCardActiveSkill(card, searchTypeArray);
  1676. return skill;
  1677. }).sort((a,b)=>{
  1678. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1679. return a_s.params[1] - b_s.params[1];
  1680. });
  1681. },
  1682. addition:card=>{
  1683. const searchTypeArray = [160];
  1684. const skill = getCardActiveSkill(card, searchTypeArray);
  1685. if (!skill) return;
  1686. const sk = skill.params;
  1687. return `+${sk[1]}C×${sk[0]}T`;
  1688. }
  1689. },
  1690. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  1691. function:cards=>{
  1692. const searchTypeArray = [3,156];
  1693. return cards.filter(card=>{
  1694. const skill = getCardActiveSkill(card, searchTypeArray);
  1695. if (!skill) return false;
  1696. if (skill.type == 156)
  1697. return skill.params[4]==3;
  1698. else
  1699. return true;
  1700. }).sort((a,b)=>{
  1701. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1702. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1703. if (!sortNum)
  1704. {
  1705. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1706. sortNum = a_pC - b_pC;
  1707. }
  1708. return sortNum;
  1709. });
  1710. },
  1711. addition:card=>{
  1712. const searchTypeArray = [3,156];
  1713. const skill = getCardActiveSkill(card, searchTypeArray);
  1714. if (!skill) return;
  1715. const sk = skill.params;
  1716. const fragment = document.createDocumentFragment();
  1717. if (skill.type == 156)
  1718. {
  1719. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1720. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1721. fragment.appendChild(creatAwokenList(awokenArr));
  1722. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1723. }else
  1724. {
  1725. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1726. }
  1727. return fragment;
  1728. }
  1729. },
  1730. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  1731. function:cards=>{
  1732. const searchTypeArray = [3];
  1733. return cards.filter(card=>{
  1734. const skill = getCardActiveSkill(card, searchTypeArray);
  1735. return skill && skill.params[1]>=100;
  1736. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1737. },
  1738. addition:card=>{
  1739. const searchTypeArray = [3];
  1740. const skill = getCardActiveSkill(card, searchTypeArray);
  1741. if (!skill) return;
  1742. const sk = skill.params;
  1743. return `无敌×${sk[0]}T`;
  1744. }
  1745. },
  1746. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  1747. function:cards=>{
  1748. const searchTypeArray = [21];
  1749. return cards.filter(card=>{
  1750. const skill = getCardActiveSkill(card, searchTypeArray);
  1751. return skill;
  1752. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1753. },
  1754. addition:card=>{
  1755. const searchTypeArray = [21];
  1756. const skill = getCardActiveSkill(card, searchTypeArray);
  1757. if (!skill) return;
  1758. const sk = skill.params;
  1759. const colors = [sk[1]];
  1760. const fragment = document.createDocumentFragment();
  1761. fragment.appendChild(document.createTextNode(`-`));
  1762. fragment.appendChild(createOrbsList(colors));
  1763. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1764. return fragment;
  1765. }
  1766. },
  1767. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  1768. function:cards=>{
  1769. const searchTypeArray = [51];
  1770. return cards.filter(card=>{
  1771. const skill = getCardActiveSkill(card, searchTypeArray);
  1772. return skill;
  1773. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1774. },
  1775. addition:card=>{
  1776. const searchTypeArray = [51];
  1777. const skill = getCardActiveSkill(card, searchTypeArray);
  1778. if (!skill) return;
  1779. const sk = skill.params;
  1780. return `全体×${sk[0]}T`;
  1781. }
  1782. },
  1783. ]},
  1784. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  1785. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  1786. function:cards=>{
  1787. const searchTypeArray = [205];
  1788. return cards.filter(card=>{
  1789. const skill = getCardActiveSkill(card, searchTypeArray);
  1790. return skill;
  1791. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1792. },
  1793. addition:dropLock_Addition
  1794. },
  1795. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  1796. function:cards=>{
  1797. const searchTypeArray = [205];
  1798. return cards.filter(card=>{
  1799. const skill = getCardActiveSkill(card, searchTypeArray);
  1800. return skill && (skill.params[0] & 63) === 63;
  1801. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1802. },
  1803. addition:dropLock_Addition
  1804. },
  1805. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"},
  1806. function:cards=>{
  1807. const searchTypeArray = [180];
  1808. return cards.filter(card=>{
  1809. const skill = getCardActiveSkill(card, searchTypeArray);
  1810. return skill;
  1811. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1812. },
  1813. addition:card=>{
  1814. const searchTypeArray = [180];
  1815. const skill = getCardActiveSkill(card, searchTypeArray);
  1816. if (!skill) return;
  1817. const sk = skill.params;
  1818. return `${sk[1]}%×${sk[0]}T`;
  1819. }
  1820. },
  1821. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  1822. function:cards=>cards.filter(card=>{
  1823. const searchTypeArray = [126];
  1824. const skill = getCardActiveSkill(card, searchTypeArray);
  1825. return skill;
  1826. }),
  1827. addition:dropOrb_Addition
  1828. },
  1829. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  1830. function:cards=>cards.filter(card=>{
  1831. const searchTypeArray = [126];
  1832. const skill = getCardActiveSkill(card, searchTypeArray);
  1833. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1834. }),
  1835. addition:dropOrb_Addition
  1836. },
  1837. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"},
  1838. function:cards=>cards.filter(card=>{
  1839. const searchTypeArray = [126];
  1840. const skill = getCardActiveSkill(card, searchTypeArray);
  1841. return skill && skill.params[1] >= 99;
  1842. }),
  1843. addition:dropOrb_Addition
  1844. },
  1845. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  1846. function:cards=>cards.filter(card=>{
  1847. const searchTypeArray = [126];
  1848. const skill = getCardActiveSkill(card, searchTypeArray);
  1849. return skill && skill.params[3] == 100;
  1850. }),
  1851. addition:dropOrb_Addition
  1852. },
  1853. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  1854. function:cards=>{
  1855. const searchTypeArray = [226];
  1856. return cards.filter(card=>{
  1857. const skill = getCardActiveSkill(card, searchTypeArray);
  1858. return skill;
  1859. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1860. },
  1861. addition:card=>{
  1862. const searchTypeArray = [226];
  1863. const skill = getCardActiveSkill(card, searchTypeArray);
  1864. if (!skill) return;
  1865. const sk = skill.params;
  1866. return `📌${sk[1]}%×${sk[0]}T`;
  1867. }
  1868. },
  1869. ]},
  1870. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1871. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  1872. function:cards=>{
  1873. const searchTypeArray = [18];
  1874. return cards.filter(card=>{
  1875. const skill = getCardActiveSkill(card, searchTypeArray);
  1876. return skill;
  1877. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1878. },
  1879. addition:card=>{
  1880. const searchTypeArray = [18];
  1881. const skill = getCardActiveSkill(card, searchTypeArray);
  1882. if (!skill) return;
  1883. const sk = skill.params;
  1884. return document.createTextNode(`威吓×${sk[0]}T`);
  1885. }
  1886. },
  1887. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  1888. function:cards=>{
  1889. const searchTypeArray = [19];
  1890. return cards.filter(card=>{
  1891. const skill = getCardActiveSkill(card, searchTypeArray);
  1892. return skill;
  1893. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1894. },
  1895. addition:card=>{
  1896. const searchTypeArray = [19];
  1897. const skill = getCardActiveSkill(card, searchTypeArray);
  1898. if (!skill) return;
  1899. const sk = skill.params;
  1900. return `破防${sk[1]}%`;
  1901. }
  1902. },
  1903. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  1904. function:cards=>{
  1905. const searchTypeArray = [19];
  1906. return cards.filter(card=>{
  1907. const skill = getCardActiveSkill(card, searchTypeArray);
  1908. return skill && skill.params[1]>=100;
  1909. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1910. },
  1911. addition:card=>{
  1912. const searchTypeArray = [19];
  1913. const skill = getCardActiveSkill(card, searchTypeArray);
  1914. if (!skill) return;
  1915. const sk = skill.params;
  1916. return `全破×${sk[0]}T`;
  1917. }
  1918. },
  1919. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  1920. function:cards=>{
  1921. const searchTypeArray = [4];
  1922. return cards.filter(card=>{
  1923. const skill = getCardActiveSkill(card, searchTypeArray);
  1924. return skill;
  1925. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1926. },
  1927. addition:card=>{
  1928. const searchTypeArray = [4];
  1929. const skill = getCardActiveSkill(card, searchTypeArray);
  1930. if (!skill) return;
  1931. const sk = skill.params;
  1932. return `攻击力×${sk[0]/100}倍`;
  1933. }
  1934. },
  1935. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  1936. function:cards=>{
  1937. return cards.filter(card=>{
  1938. return changeEnemiesAttr_Attr(card).attr != null;
  1939. }).sort((a,b)=>{
  1940. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1941. return a_pC.attr - b_pC.attr;
  1942. })
  1943. },
  1944. addition:card=>{
  1945. let change = changeEnemiesAttr_Attr(card);
  1946. const fragment = document.createDocumentFragment();
  1947. fragment.appendChild(document.createTextNode(`敌→`));
  1948. fragment.appendChild(createOrbsList(change.attr));
  1949. if (change.turns > 0)
  1950. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1951. return fragment;
  1952. }
  1953. },
  1954. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  1955. function:cards=>{
  1956. const searchTypeArray = [60];
  1957. return cards.filter(card=>{
  1958. const skill = getCardActiveSkill(card, searchTypeArray);
  1959. return skill;
  1960. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1961. },
  1962. addition:card=>{
  1963. const searchTypeArray = [60];
  1964. const skill = getCardActiveSkill(card, searchTypeArray);
  1965. if (!skill) return;
  1966. const sk = skill.params;
  1967. const fragment = document.createDocumentFragment();
  1968. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1969. fragment.appendChild(createOrbsList(sk[2]));
  1970. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1971. return fragment;
  1972. }
  1973. },
  1974. ]},
  1975. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----",cht:"-----對自身隊伍生效類-----"}, functions: [
  1976. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)",cht:"【溜】減少CD(按回合排序)"},
  1977. function:cards=>{
  1978. const searchTypeArray = [146];
  1979. return cards.filter(card=>{
  1980. const skill = getCardActiveSkill(card, searchTypeArray);
  1981. return skill;
  1982. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1983. },
  1984. addition:card=>{
  1985. const searchTypeArray = [146];
  1986. const skill = getCardActiveSkill(card, searchTypeArray);
  1987. if (!skill) return;
  1988. const sk = skill.params;
  1989. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1990. }
  1991. },
  1992. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1993. function:cards=>{
  1994. const searchTypeArray = [218];
  1995. return cards.filter(card=>{
  1996. const skill = getCardActiveSkill(card, searchTypeArray);
  1997. return skill;
  1998. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1999. },
  2000. addition:card=>{
  2001. const searchTypeArray = [218];
  2002. const skill = getCardActiveSkill(card, searchTypeArray);
  2003. if (!skill) return;
  2004. const sk = skill.params;
  2005. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2006. }
  2007. },
  2008. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  2009. function:cards=>cards.filter(card=>{
  2010. const searchTypeArray = [93, 227];
  2011. const skill = getCardActiveSkill(card, searchTypeArray);
  2012. return skill;
  2013. }),
  2014. addition:card=>{
  2015. const searchTypeArray = [93, 227];
  2016. const skill = getCardActiveSkill(card, searchTypeArray);
  2017. if (!skill) return;
  2018. return skill.type == 93 ? '换自身' : '换最后队员';
  2019. }
  2020. },
  2021. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  2022. function:cards=>{
  2023. const searchTypeArray = [241];
  2024. return cards.filter(card=>{
  2025. const skill = getCardActiveSkill(card, searchTypeArray);
  2026. return skill;
  2027. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 1));
  2028. },
  2029. addition:card=>{
  2030. const searchTypeArray = [241];
  2031. const skill = getCardActiveSkill(card, searchTypeArray);
  2032. if (!skill) return;
  2033. const sk = skill.params;
  2034. return `${(sk[1]*1e8).bigNumberToString()}×${sk[0]}T`;
  2035. }
  2036. },
  2037. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  2038. function:cards=>{
  2039. const searchTypeArray = [230];
  2040. return cards.filter(card=>{
  2041. const skill = getCardActiveSkill(card, searchTypeArray);
  2042. return skill;
  2043. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2044. },
  2045. addition:memberATK_Addition
  2046. },
  2047. {name:"Member ATK rate change - Self",otLangName:{chs:"队员攻击力 buff - 自身",cht:"隊員攻擊力 buff - 自身"},
  2048. function:cards=>{
  2049. const searchTypeArray = [230];
  2050. return cards.filter(card=>{
  2051. const skill = getCardActiveSkill(card, searchTypeArray);
  2052. return skill && Boolean(skill.params[1] & 1<<0);
  2053. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2054. },
  2055. addition:memberATK_Addition
  2056. },
  2057. {name:"Member ATK rate change - Leader",otLangName:{chs:"队员攻击力 buff - 队长",cht:"隊員攻擊力 buff - 隊長"},
  2058. function:cards=>{
  2059. const searchTypeArray = [230];
  2060. return cards.filter(card=>{
  2061. const skill = getCardActiveSkill(card, searchTypeArray);
  2062. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  2063. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2064. },
  2065. addition:memberATK_Addition
  2066. },
  2067. {name:"Member ATK rate change - Member",otLangName:{chs:"队员攻击力 buff - 队员",cht:"隊員攻擊力 buff - 隊員"},
  2068. function:cards=>{
  2069. const searchTypeArray = [230];
  2070. return cards.filter(card=>{
  2071. const skill = getCardActiveSkill(card, searchTypeArray);
  2072. return skill && Boolean(skill.params[1] & 1<<3);
  2073. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2074. },
  2075. addition:memberATK_Addition
  2076. },
  2077. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)",cht:"轉換自身屬性(按回合數排序)"},
  2078. function:cards=>{
  2079. const searchTypeArray = [142];
  2080. return cards.filter(card=>{
  2081. const skill = getCardActiveSkill(card, searchTypeArray);
  2082. return skill;
  2083. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2084. },
  2085. addition:card=>{
  2086. const searchTypeArray = [142];
  2087. const skill = getCardActiveSkill(card, searchTypeArray);
  2088. if (!skill) return;
  2089. const sk = skill.params;
  2090. const fragment = document.createDocumentFragment();
  2091. fragment.appendChild(document.createTextNode(`自→`));
  2092. fragment.appendChild(createOrbsList(sk[1]));
  2093. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2094. return fragment;
  2095. }
  2096. },
  2097. ]},
  2098. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2099. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2100. function:cards=>{
  2101. const searchTypeArray = [179];
  2102. return cards.filter(card=>{
  2103. const skill = getCardActiveSkill(card, searchTypeArray);
  2104. return skill;
  2105. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2106. },
  2107. addition:card=>{
  2108. const searchTypeArray = [179];
  2109. const skill = getCardActiveSkill(card, searchTypeArray);
  2110. if (!skill) return;
  2111. const sk = skill.params;
  2112. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2113. }
  2114. },
  2115. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2116. function:cards=>{
  2117. return cards.filter(card=>{
  2118. const heal = healImmediately_Rate(card);
  2119. return Object.values(heal).some(v=>v);
  2120. })
  2121. .sort((a,b)=>{
  2122. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2123. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2124. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2125. let sortNum = a_i - b_i;
  2126. if (!sortNum)
  2127. {
  2128. sortNum = a_vs[a_i] - b_vs[b_i];
  2129. }
  2130. return sortNum;
  2131. });
  2132. },
  2133. addition:card=>{
  2134. const heal = healImmediately_Rate(card);
  2135. let strArr = [];
  2136. if (heal.scale)
  2137. strArr.push(`${heal.scale}%最大HP`);
  2138. if (heal.const)
  2139. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2140. if (heal.selfRcv)
  2141. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2142. if (heal.vampire)
  2143. strArr.push(`${heal.vampire}%伤害`);
  2144. return strArr.join(',');
  2145. }
  2146. },
  2147. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  2148. function:cards=>{
  2149. const searchTypeArray = [237];
  2150. return cards.filter(card=>{
  2151. const skill = getCardActiveSkill(card, searchTypeArray);
  2152. return skill;
  2153. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2154. },
  2155. addition:card=>{
  2156. const searchTypeArray = [237];
  2157. const skill = getCardActiveSkill(card, searchTypeArray);
  2158. if (!skill) return;
  2159. const sk = skill.params;
  2160. return `最大HP ${sk[1].bigNumberToString()}%×${sk[0]}T`;
  2161. }
  2162. },
  2163. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  2164. function:cards=>{
  2165. return cards.filter(card=>damageSelf_Rate(card)>0)
  2166. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2167. },
  2168. addition:card=>{
  2169. let rate = damageSelf_Rate(card);
  2170. if (rate < 100)
  2171. return `减少${rate}%`;
  2172. else
  2173. return `减少到1`;
  2174. }
  2175. },
  2176. ]},
  2177. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----",cht:"-----對敵直接傷害類-重力-----"}, functions: [
  2178. {name:"Gravity - Any(sort by rate)",otLangName:{chs:"重力-任意(按比例排序)",cht:"重力-任意(按比例排序)"},
  2179. function:cards=>{
  2180. const searchTypeArray = [6, 161];
  2181. return cards.filter(card=>{
  2182. const skill = getCardActiveSkill(card, searchTypeArray);
  2183. return skill;
  2184. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2185. },
  2186. addition: gravity_Addition
  2187. },
  2188. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)",cht:"重力-敵人當前血量(按比例排序)"},
  2189. function:cards=>{
  2190. const searchTypeArray = [6];
  2191. return cards.filter(card=>{
  2192. const skill = getCardActiveSkill(card, searchTypeArray);
  2193. return skill;
  2194. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2195. },
  2196. addition: gravity_Addition
  2197. },
  2198. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)",cht:"重力-敵人最大血量(按比例排序)"},
  2199. function:cards=>{
  2200. const searchTypeArray = [161];
  2201. return cards.filter(card=>{
  2202. const skill = getCardActiveSkill(card, searchTypeArray);
  2203. return skill;
  2204. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2205. },
  2206. addition: gravity_Addition
  2207. },
  2208. ]},
  2209. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----",cht:"-----對敵直接傷害類-無視防禦固傷-----"}, functions: [
  2210. {name:"Fixed damage - Any(sort by damage)",otLangName:{chs:"无视防御固伤-任意(按总伤害排序)",cht:"無視防禦固傷-任意(按總傷害排序)"},
  2211. function:cards=>{
  2212. const searchTypeArray = [55,188,56];
  2213. return cards.filter(card=>{
  2214. const skill = getCardActiveSkill(card, searchTypeArray);
  2215. return skill;
  2216. }).sort((a,b)=>{
  2217. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2218. 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);
  2219. return a_pC - b_pC;
  2220. });
  2221. },
  2222. addition:dixedDamage_Addition
  2223. },
  2224. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)",cht:"無視防禦固傷-單體(按總傷害排序)"},
  2225. function:cards=>{
  2226. const searchTypeArray = [55,188];
  2227. return cards.filter(card=>{
  2228. const skill = getCardActiveSkill(card, searchTypeArray);
  2229. return skill;
  2230. }).sort((a,b)=>{
  2231. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2232. 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);
  2233. return a_pC - b_pC;
  2234. });
  2235. },
  2236. addition:dixedDamage_Addition
  2237. },
  2238. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)",cht:"無視防禦固傷-全體(按傷害數排序)"},
  2239. function:cards=>{
  2240. const searchTypeArray = [56];
  2241. return cards.filter(card=>{
  2242. const skill = getCardActiveSkill(card, searchTypeArray);
  2243. return skill;
  2244. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2245. },
  2246. addition:dixedDamage_Addition
  2247. },
  2248. ]},
  2249. {group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----",cht:"-----對敵直接傷害類-大炮-----"}, functions: [
  2250. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2251. function:cards=>cards.filter(card=>{
  2252. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2253. function isSingle(skill)
  2254. {
  2255. if (skill.type == 110)
  2256. return Boolean(skill.params[0]);
  2257. else if (skill.type == 144)
  2258. return Boolean(skill.params[2]);
  2259. else
  2260. return true;
  2261. }
  2262. const skill = getCardActiveSkill(card, searchTypeArray);
  2263. return skill && isSingle(skill);
  2264. }),
  2265. addition: numericalATK_Addition
  2266. },
  2267. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2268. function:cards=>cards.filter(card=>{
  2269. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2270. function isAll(skill)
  2271. {
  2272. if (skill.type == 110)
  2273. return !Boolean(skill.params[0]);
  2274. else if (skill.type == 144)
  2275. return !Boolean(skill.params[2]);
  2276. else
  2277. return true;
  2278. }
  2279. const skill = getCardActiveSkill(card, searchTypeArray);
  2280. return skill && skill.id!=0 && isAll(skill);
  2281. }),
  2282. addition: numericalATK_Addition
  2283. },
  2284. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人",cht:"大炮-對象-指定屬性敵人"},
  2285. function:cards=>cards.filter(card=>{
  2286. const searchTypeArray = [42];
  2287. const skill = getCardActiveSkill(card, searchTypeArray);
  2288. return skill;
  2289. })
  2290. },
  2291. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身",cht:"大炮-屬性-釋放者自身"},
  2292. function:cards=>cards.filter(card=>{
  2293. const searchTypeArray = [2,35];
  2294. const skill = getCardActiveSkill(card, searchTypeArray);
  2295. return skill;
  2296. })
  2297. },
  2298. {name:"Numerical ATK - Damage - Rate by Actors self ATK(sort by rate)",otLangName:{chs:"大炮-伤害-自身攻击倍率(按倍率排序,范围取小)",cht:"大炮-傷害-自身攻擊倍率(按倍率排序,範圍取小)"},
  2299. function:cards=>cards.filter(card=>{
  2300. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2301. const skill = getCardActiveSkill(card, searchTypeArray);
  2302. return skill && skill.id!=0;
  2303. }).sort((a,b)=>{
  2304. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2305. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2306. function getNumber(skill)
  2307. {
  2308. const sk = skill.params;
  2309. switch(skill.type)
  2310. {
  2311. case 0:
  2312. case 37:
  2313. case 58:
  2314. case 59:
  2315. case 84:
  2316. case 85:
  2317. case 115:
  2318. return sk[1];
  2319. case 2:
  2320. case 35:
  2321. return sk[0];
  2322. default:
  2323. return 0;
  2324. }
  2325. }
  2326. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2327. return a_pC - b_pC;
  2328. }),
  2329. addition: numericalATK_Addition
  2330. },
  2331. {name:"Numerical ATK - Damage - Fixed Attr Number (sort by number)",otLangName:{chs:"大炮-伤害-指定属性数值(按数值排序)",cht:"大炮-傷害-指定屬性數值(按數值排序)"},
  2332. function:cards=>cards.filter(card=>{
  2333. const searchTypeArray = [1,42,86,87];
  2334. const skill = getCardActiveSkill(card, searchTypeArray);
  2335. return skill;
  2336. }).sort((a,b)=>{
  2337. const searchTypeArray = [1,42,86,87];
  2338. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2339. function getNumber(skill)
  2340. {
  2341. const sk = skill.params;
  2342. switch(skill.type)
  2343. {
  2344. case 1:
  2345. case 86:
  2346. case 87:
  2347. return sk[1];
  2348. case 42:
  2349. return sk[2];
  2350. default:
  2351. return 0;
  2352. }
  2353. }
  2354. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2355. return a_pC - b_pC;
  2356. }),
  2357. addition: numericalATK_Addition
  2358. },
  2359. {name:"Numerical ATK - Damage - By remaining HP (sort by rate at HP 1)",otLangName:{chs:"大炮-伤害-根据剩余血量(按 1 HP 时倍率排序)",cht:"大炮-傷害-根據剩餘血量(按 1 HP 時倍率排序)"},
  2360. function:cards=>{
  2361. const searchTypeArray = [110];
  2362. return cards.filter(card=>{
  2363. const skill = getCardActiveSkill(card, searchTypeArray);
  2364. return skill;
  2365. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2366. },
  2367. addition: numericalATK_Addition
  2368. },
  2369. {name:"Numerical ATK - Damage - Team total HP (sort by rate)",otLangName:{chs:"大炮-伤害-队伍总 HP(按倍率排序)",cht:"大炮-傷害-隊伍總 HP(按倍率排序)"},
  2370. function:cards=>{
  2371. const searchTypeArray = [143];
  2372. return cards.filter(card=>{
  2373. const skill = getCardActiveSkill(card, searchTypeArray);
  2374. return skill;
  2375. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2376. },
  2377. addition: numericalATK_Addition
  2378. },
  2379. {name:"Numerical ATK - Damage - Team attrs ATK (sort by rate)",otLangName:{chs:"大炮-伤害-队伍某属性总攻击(按倍率排序)",cht:"大炮-傷害-隊伍某屬性總攻擊(按倍率排序)"},
  2380. function:cards=>{
  2381. const searchTypeArray = [144];
  2382. return cards.filter(card=>{
  2383. const skill = getCardActiveSkill(card, searchTypeArray);
  2384. return skill;
  2385. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2386. },
  2387. addition: numericalATK_Addition
  2388. },
  2389. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2390. function:cards=>cards.filter(card=>{
  2391. const searchTypeArray = [35,115];
  2392. const skill = getCardActiveSkill(card, searchTypeArray);
  2393. return skill;
  2394. })
  2395. },
  2396. ]},
  2397. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2398. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2399. function:cards=>cards.filter(card=>{
  2400. const searchTypeArray = [10];
  2401. const skill = getCardActiveSkill(card, searchTypeArray);
  2402. return skill;
  2403. })
  2404. },
  2405. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位(转转珠)",cht:"生成輪盤位(轉轉珠)"},
  2406. function:cards=>{
  2407. const searchTypeArray = [207];
  2408. return cards.filter(card=>{
  2409. const skill = getCardActiveSkill(card, searchTypeArray);
  2410. return skill;
  2411. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2412. },
  2413. addition:card=>{
  2414. const searchTypeArray = [207];
  2415. const skill = getCardActiveSkill(card, searchTypeArray);
  2416. if (!skill) return;
  2417. const sk = skill.params;
  2418. if (sk[7])
  2419. return `${sk[7]}个×${sk[0]}T`;
  2420. else
  2421. return `特殊形状×${sk[0]}T`;
  2422. }
  2423. },
  2424. {name:"Creates Cloud",otLangName:{chs:"生成云",cht:"生成雲"},
  2425. function:cards=>{
  2426. const searchTypeArray = [238];
  2427. return cards.filter(card=>{
  2428. const skill = getCardActiveSkill(card, searchTypeArray);
  2429. return skill;
  2430. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2431. },
  2432. addition:card=>{
  2433. const searchTypeArray = [238];
  2434. const skill = getCardActiveSkill(card, searchTypeArray);
  2435. if (!skill) return;
  2436. const sk = skill.params;
  2437. return `${sk[1]}个×${sk[0]}T`;
  2438. }
  2439. },
  2440. {name:"Creates Cloud",otLangName:{chs:"生成封条",cht:"生成封条"},
  2441. function:cards=>{
  2442. const searchTypeArray = [239];
  2443. return cards.filter(card=>{
  2444. const skill = getCardActiveSkill(card, searchTypeArray);
  2445. return skill;
  2446. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2447. },
  2448. addition:card=>{
  2449. const searchTypeArray = [239];
  2450. const skill = getCardActiveSkill(card, searchTypeArray);
  2451. if (!skill) return;
  2452. const sk = skill.params;
  2453. const colums = flags(sk[1]), rows = flags(sk[2]);
  2454. const fragment = document.createDocumentFragment();
  2455. if (colums.length)
  2456. fragment.append(`${colums.length}竖`);
  2457. if (rows.length)
  2458. fragment.append(`${rows.length}横`);
  2459. fragment.append(`×${sk[0]}T`);
  2460. return fragment;
  2461. }
  2462. },
  2463. {name:"Change Board Size",otLangName:{chs:"改变板面大小",cht:"改變板面大小"},
  2464. function:cards=>{
  2465. const searchTypeArray = [244];
  2466. return cards.filter(card=>{
  2467. const skill = getCardActiveSkill(card, searchTypeArray);
  2468. return skill;
  2469. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2470. },
  2471. addition:card=>{
  2472. const searchTypeArray = [244];
  2473. const skill = getCardActiveSkill(card, searchTypeArray);
  2474. if (!skill) return;
  2475. const sk = skill.params;
  2476. if (sk[1])
  2477. return `[7×6]×${sk[0]}T`;
  2478. else
  2479. return `[6×5]×${sk[0]}T`;
  2480. }
  2481. },
  2482. ]},
  2483. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  2484. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2485. function:cards=>cards.filter(card=>{
  2486. const searchTypeArray = [172];
  2487. const skill = getCardActiveSkill(card, searchTypeArray);
  2488. return skill;
  2489. })
  2490. },
  2491. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2492. function:cards=>cards.filter(card=>{
  2493. const searchTypeArray = [152];
  2494. const skill = getCardActiveSkill(card, searchTypeArray);
  2495. return skill;
  2496. }),
  2497. addition:lock_Addition
  2498. },
  2499. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2500. function:cards=>cards.filter(card=>{
  2501. const searchTypeArray = [152];
  2502. const skill = getCardActiveSkill(card, searchTypeArray);
  2503. return skill && (skill.params[0] & 63) === 63;
  2504. }),
  2505. addition:lock_Addition
  2506. },
  2507. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2508. function:cards=>{
  2509. const searchTypeArray = [52,91,140];
  2510. return cards.filter(card=>{
  2511. const skill = getCardActiveSkill(card, searchTypeArray);
  2512. return skill;
  2513. });
  2514. },
  2515. addition:card=>{
  2516. const searchTypeArray = [52,91,140];
  2517. const skill = getCardActiveSkill(card, searchTypeArray);
  2518. if (!skill) return;
  2519. const sk = skill.params;
  2520. let attrs = [];
  2521. switch (skill.type)
  2522. {
  2523. case 52:{
  2524. attrs.push(sk[0]); break;
  2525. }
  2526. case 91:{
  2527. attrs = sk.slice(0,-1); break;
  2528. }
  2529. case 140:{
  2530. attrs = flags(sk[0]); break;
  2531. }
  2532. }
  2533. const fragment = document.createDocumentFragment();
  2534. fragment.appendChild(document.createTextNode(`强化`));
  2535. fragment.appendChild(createOrbsList(attrs));
  2536. return fragment;
  2537. }
  2538. },
  2539. ]},
  2540. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2541. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2542. function:cards=>cards.filter(card=>{
  2543. const searchTypeArray = [71];
  2544. const skill = getCardActiveSkill(card, searchTypeArray);
  2545. return skill;
  2546. }),
  2547. addition:boardChange_Addition
  2548. },
  2549. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2550. function:cards=>cards.filter(card=>{
  2551. const searchTypeArray = [71];
  2552. const skill = getCardActiveSkill(card, searchTypeArray);
  2553. return boardChange_ColorTypes(skill).length == 1;
  2554. }),
  2555. addition:boardChange_Addition
  2556. },
  2557. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2558. function:cards=>cards.filter(card=>{
  2559. const searchTypeArray = [71];
  2560. const skill = getCardActiveSkill(card, searchTypeArray);
  2561. return boardChange_ColorTypes(skill).length == 2;
  2562. }),
  2563. addition:boardChange_Addition
  2564. },
  2565. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2566. function:cards=>cards.filter(card=>{
  2567. const searchTypeArray = [71];
  2568. const skill = getCardActiveSkill(card, searchTypeArray);
  2569. return boardChange_ColorTypes(skill).length == 3;
  2570. }),
  2571. addition:boardChange_Addition
  2572. },
  2573. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2574. function:cards=>cards.filter(card=>{
  2575. const searchTypeArray = [71];
  2576. const skill = getCardActiveSkill(card, searchTypeArray);
  2577. return boardChange_ColorTypes(skill).length == 4;
  2578. }),
  2579. addition:boardChange_Addition
  2580. },
  2581. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2582. function:cards=>cards.filter(card=>{
  2583. const searchTypeArray = [71];
  2584. const skill = getCardActiveSkill(card, searchTypeArray);
  2585. return boardChange_ColorTypes(skill).length == 5;
  2586. }),
  2587. addition:boardChange_Addition
  2588. },
  2589. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2590. function:cards=>cards.filter(card=>{
  2591. const searchTypeArray = [71];
  2592. const skill = getCardActiveSkill(card, searchTypeArray);
  2593. return boardChange_ColorTypes(skill).length >= 6;
  2594. }),
  2595. addition:boardChange_Addition
  2596. },
  2597. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2598. function:cards=>cards.filter(card=>{
  2599. const searchTypeArray = [71];
  2600. const skill = getCardActiveSkill(card, searchTypeArray);
  2601. return boardChange_ColorTypes(skill).includes(0);
  2602. }),
  2603. addition:boardChange_Addition
  2604. },
  2605. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2606. function:cards=>cards.filter(card=>{
  2607. const searchTypeArray = [71];
  2608. const skill = getCardActiveSkill(card, searchTypeArray);
  2609. return boardChange_ColorTypes(skill).includes(1);
  2610. }),
  2611. addition:boardChange_Addition
  2612. },
  2613. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2614. function:cards=>cards.filter(card=>{
  2615. const searchTypeArray = [71];
  2616. const skill = getCardActiveSkill(card, searchTypeArray);
  2617. return boardChange_ColorTypes(skill).includes(2);
  2618. }),
  2619. addition:boardChange_Addition
  2620. },
  2621. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2622. function:cards=>cards.filter(card=>{
  2623. const searchTypeArray = [71];
  2624. const skill = getCardActiveSkill(card, searchTypeArray);
  2625. return boardChange_ColorTypes(skill).includes(3);
  2626. }),
  2627. addition:boardChange_Addition
  2628. },
  2629. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2630. function:cards=>cards.filter(card=>{
  2631. const searchTypeArray = [71];
  2632. const skill = getCardActiveSkill(card, searchTypeArray);
  2633. return boardChange_ColorTypes(skill).includes(4);
  2634. }),
  2635. addition:boardChange_Addition
  2636. },
  2637. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2638. function:cards=>cards.filter(card=>{
  2639. const searchTypeArray = [71];
  2640. const skill = getCardActiveSkill(card, searchTypeArray);
  2641. return boardChange_ColorTypes(skill).includes(5);
  2642. }),
  2643. addition:boardChange_Addition
  2644. },
  2645. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2646. function:cards=>cards.filter(card=>{
  2647. const searchTypeArray = [71];
  2648. const skill = getCardActiveSkill(card, searchTypeArray);
  2649. const colors = boardChange_ColorTypes(skill);
  2650. return colors.includes(6)
  2651. || colors.includes(7)
  2652. || colors.includes(8)
  2653. || colors.includes(9);
  2654. }),
  2655. addition:boardChange_Addition
  2656. },
  2657. ]},
  2658. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2659. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2660. function:cards=>cards.filter(card=>{
  2661. const searchTypeArray = [9,20,154];
  2662. const skills = getCardActiveSkills(card, searchTypeArray);
  2663. if (!skills.length) return false;
  2664. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2665. return parsedSkills.some(p=>p.to.includes(0));
  2666. }),
  2667. addition:changeOrbs_Addition
  2668. },
  2669. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2670. function:cards=>cards.filter(card=>{
  2671. const searchTypeArray = [9,20,154];
  2672. const skills = getCardActiveSkills(card, searchTypeArray);
  2673. if (!skills.length) return false;
  2674. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2675. return parsedSkills.some(p=>p.to.includes(1));
  2676. }),
  2677. addition:changeOrbs_Addition
  2678. },
  2679. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2680. function:cards=>cards.filter(card=>{
  2681. const searchTypeArray = [9,20,154];
  2682. const skills = getCardActiveSkills(card, searchTypeArray);
  2683. if (!skills.length) return false;
  2684. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2685. return parsedSkills.some(p=>p.to.includes(2));
  2686. }),
  2687. addition:changeOrbs_Addition
  2688. },
  2689. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2690. function:cards=>cards.filter(card=>{
  2691. const searchTypeArray = [9,20,154];
  2692. const skills = getCardActiveSkills(card, searchTypeArray);
  2693. if (!skills.length) return false;
  2694. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2695. return parsedSkills.some(p=>p.to.includes(3));
  2696. }),
  2697. addition:changeOrbs_Addition
  2698. },
  2699. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2700. function:cards=>cards.filter(card=>{
  2701. const searchTypeArray = [9,20,154];
  2702. const skills = getCardActiveSkills(card, searchTypeArray);
  2703. if (!skills.length) return false;
  2704. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2705. return parsedSkills.some(p=>p.to.includes(4));
  2706. }),
  2707. addition:changeOrbs_Addition
  2708. },
  2709. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2710. function:cards=>cards.filter(card=>{
  2711. const searchTypeArray = [9,20,154];
  2712. const skills = getCardActiveSkills(card, searchTypeArray);
  2713. if (!skills.length) return false;
  2714. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2715. return parsedSkills.some(p=>p.to.includes(5));
  2716. }),
  2717. addition:changeOrbs_Addition
  2718. },
  2719. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2720. function:cards=>cards.filter(card=>{
  2721. const searchTypeArray = [9,20,154];
  2722. const skills = getCardActiveSkills(card, searchTypeArray);
  2723. if (!skills.length) return false;
  2724. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2725. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2726. }),
  2727. addition:changeOrbs_Addition
  2728. },
  2729. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2730. function:cards=>cards.filter(card=>{
  2731. const searchTypeArray = [9,20,154];
  2732. const skills = getCardActiveSkills(card, searchTypeArray);
  2733. if (!skills.length) return false;
  2734. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2735. return parsedSkills.some(p=>p.from.includes(0));
  2736. }),
  2737. addition:changeOrbs_Addition
  2738. },
  2739. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2740. function:cards=>cards.filter(card=>{
  2741. const searchTypeArray = [9,20,154];
  2742. const skills = getCardActiveSkills(card, searchTypeArray);
  2743. if (!skills.length) return false;
  2744. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2745. return parsedSkills.some(p=>p.from.includes(1));
  2746. }),
  2747. addition:changeOrbs_Addition
  2748. },
  2749. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2750. function:cards=>cards.filter(card=>{
  2751. const searchTypeArray = [9,20,154];
  2752. const skills = getCardActiveSkills(card, searchTypeArray);
  2753. if (!skills.length) return false;
  2754. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2755. return parsedSkills.some(p=>p.from.includes(2));
  2756. }),
  2757. addition:changeOrbs_Addition
  2758. },
  2759. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2760. function:cards=>cards.filter(card=>{
  2761. const searchTypeArray = [9,20,154];
  2762. const skills = getCardActiveSkills(card, searchTypeArray);
  2763. if (!skills.length) return false;
  2764. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2765. return parsedSkills.some(p=>p.from.includes(3));
  2766. }),
  2767. addition:changeOrbs_Addition
  2768. },
  2769. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2770. function:cards=>cards.filter(card=>{
  2771. const searchTypeArray = [9,20,154];
  2772. const skills = getCardActiveSkills(card, searchTypeArray);
  2773. if (!skills.length) return false;
  2774. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2775. return parsedSkills.some(p=>p.from.includes(4));
  2776. }),
  2777. addition:changeOrbs_Addition
  2778. },
  2779. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2780. function:cards=>cards.filter(card=>{
  2781. const searchTypeArray = [9,20,154];
  2782. const skills = getCardActiveSkills(card, searchTypeArray);
  2783. if (!skills.length) return false;
  2784. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2785. return parsedSkills.some(p=>p.from.includes(5));
  2786. }),
  2787. addition:changeOrbs_Addition
  2788. },
  2789. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2790. function:cards=>cards.filter(card=>{
  2791. const searchTypeArray = [9,20,154];
  2792. const skills = getCardActiveSkills(card, searchTypeArray);
  2793. if (!skills.length) return false;
  2794. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2795. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2796. }),
  2797. addition:changeOrbs_Addition
  2798. },
  2799. ]},
  2800. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2801. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2802. function:cards=>cards.filter(card=>{
  2803. function is30(sk)
  2804. {
  2805. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2806. }
  2807. const searchTypeArray = [141];
  2808. const skill = getCardActiveSkill(card, searchTypeArray);
  2809. return skill && is30(skill.params);
  2810. }),
  2811. addition:generateOrbs_Addition
  2812. },
  2813. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2814. function:cards=>cards.filter(card=>{
  2815. function is1515(sk)
  2816. {
  2817. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2818. }
  2819. const searchTypeArray = [141];
  2820. const skill = getCardActiveSkill(card, searchTypeArray);
  2821. return skill && is1515(skill.params);
  2822. }),
  2823. addition:generateOrbs_Addition
  2824. },
  2825. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2826. function:cards=>cards.filter(card=>{
  2827. const gens = generateOrbsParse(card);
  2828. return gens.some(gen=>gen.to.includes(0));
  2829. }),
  2830. addition:generateOrbs_Addition
  2831. },
  2832. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2833. function:cards=>cards.filter(card=>{
  2834. const gens = generateOrbsParse(card);
  2835. return gens.some(gen=>gen.to.includes(1));
  2836. }),
  2837. addition:generateOrbs_Addition
  2838. },
  2839. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2840. function:cards=>cards.filter(card=>{
  2841. const gens = generateOrbsParse(card);
  2842. return gens.some(gen=>gen.to.includes(2));
  2843. }),
  2844. addition:generateOrbs_Addition
  2845. },
  2846. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2847. function:cards=>cards.filter(card=>{
  2848. const gens = generateOrbsParse(card);
  2849. return gens.some(gen=>gen.to.includes(3));
  2850. }),
  2851. addition:generateOrbs_Addition
  2852. },
  2853. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2854. function:cards=>cards.filter(card=>{
  2855. const gens = generateOrbsParse(card);
  2856. return gens.some(gen=>gen.to.includes(4));
  2857. }),
  2858. addition:generateOrbs_Addition
  2859. },
  2860. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2861. function:cards=>cards.filter(card=>{
  2862. const gens = generateOrbsParse(card);
  2863. return gens.some(gen=>gen.to.includes(5));
  2864. }),
  2865. addition:generateOrbs_Addition
  2866. },
  2867. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2868. function:cards=>cards.filter(card=>{
  2869. const gens = generateOrbsParse(card);
  2870. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2871. }),
  2872. addition:generateOrbs_Addition
  2873. },
  2874. ]},
  2875. {group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----",cht:"-----固定位置產珠類-----"}, functions: [
  2876. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2877. function:cards=>cards.filter(card=>{
  2878. const searchTypeArray = [176];
  2879. const skill = getCardActiveSkill(card, searchTypeArray);
  2880. return skill;
  2881. })
  2882. },
  2883. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2884. function:cards=>cards.filter(card=>{
  2885. function is3x3(sk)
  2886. {
  2887. for (let si=0;si<3;si++)
  2888. {
  2889. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2890. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2891. (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)
  2892. (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)
  2893. )
  2894. return true;
  2895. }
  2896. return false;
  2897. }
  2898. const searchTypeArray = [176];
  2899. const skill = getCardActiveSkill(card, searchTypeArray);
  2900. return skill && is3x3(skill.params);
  2901. }),
  2902. addition:card=>{
  2903. const searchTypeArray = [176];
  2904. const skill = getCardActiveSkill(card, searchTypeArray);
  2905. if (!skill) return;
  2906. const sk = skill.params;
  2907. const fragment = document.createDocumentFragment();
  2908. fragment.appendChild(document.createTextNode(`3×3`));
  2909. fragment.appendChild(createOrbsList(sk[5]));
  2910. return fragment;
  2911. }
  2912. },
  2913. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2914. function:cards=>cards.filter(card=>{
  2915. const searchTypeArray = [127];
  2916. const skill = getCardActiveSkill(card, searchTypeArray);
  2917. return skill;
  2918. }),
  2919. addition:generateColumnOrbs_Addition
  2920. },
  2921. {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  2922. function:cards=>cards.filter(card=>{
  2923. function isHeart(sk)
  2924. {
  2925. for (let i=1;i<sk.length;i+=2)
  2926. {
  2927. if (sk[i] & 32)
  2928. {
  2929. return true;
  2930. }
  2931. }
  2932. }
  2933. const searchTypeArray = [127];
  2934. const skill = getCardActiveSkill(card, searchTypeArray);
  2935. return skill && isHeart(skill.params);
  2936. }),
  2937. addition:generateColumnOrbs_Addition
  2938. },
  2939. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2940. function:cards=>cards.filter(card=>{
  2941. const searchTypeArray = [128];
  2942. const skill = getCardActiveSkill(card, searchTypeArray);
  2943. return skill;
  2944. }),
  2945. addition:generateRowOrbs_Addition
  2946. },
  2947. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2948. function:cards=>cards.filter(card=>{
  2949. const searchTypeArray = [128];
  2950. const skill = getCardActiveSkill(card, searchTypeArray);
  2951. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2952. }),
  2953. addition:generateRowOrbs_Addition
  2954. },
  2955. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2956. function:cards=>cards.filter(card=>{
  2957. const searchTypeArray = [128];
  2958. const skill = getCardActiveSkill(card, searchTypeArray);
  2959. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2960. }),
  2961. addition:generateRowOrbs_Addition
  2962. },
  2963. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2964. function:cards=>cards.filter(card=>{
  2965. const searchTypeArray = [128];
  2966. const skill = getCardActiveSkill(card, searchTypeArray);
  2967. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2968. }),
  2969. addition:generateRowOrbs_Addition
  2970. },
  2971. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)",cht:"泛產橫(包含花火與四周一圈等)"},
  2972. function:cards=>cards.filter(card=>{
  2973. const searchTypeArray = [128,71,176];
  2974. function isRow(skill)
  2975. {
  2976. const sk = skill.params;
  2977. if (skill.type === 128) //普通横
  2978. {return true;}
  2979. else if (skill.type === 71) //花火
  2980. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2981. else if (skill.type === 176) //特殊形状
  2982. {
  2983. for (let si=0;si<5;si++)
  2984. {
  2985. if ((sk[si] & 63) === 63)
  2986. return true;
  2987. }
  2988. }
  2989. return false;
  2990. }
  2991. const skill = getCardActiveSkill(card, searchTypeArray);
  2992. return skill && isRow(skill);
  2993. })
  2994. },
  2995. ]},
  2996. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  2997. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  2998. function:cards=>cards.filter(card=>{
  2999. if (card.activeSkillId == 0) return false;
  3000. const skill = Skills[card.activeSkillId];
  3001. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3002. })
  3003. },
  3004. {name:"Less than 4 can be cycled use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个以下能永动开(可能不精确)",cht:"除 1 CD 外,4 個以下能永動開(可能不精確)"},
  3005. function:cards=>cards.filter(card=>{
  3006. if (card.activeSkillId == 0) return false;
  3007. const skill = Skills[card.activeSkillId];
  3008. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3009. let realCD = minCD;
  3010. const searchTypeArray = [14];
  3011. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  3012. if (subSkill)
  3013. {
  3014. realCD -= subSkill.params[0] * 3;
  3015. }
  3016. return minCD > 1 && realCD <= 4;
  3017. })
  3018. },
  3019. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)",cht:"時間暫停(按停止時間排序)"},
  3020. function:cards=>{
  3021. const searchTypeArray = [5];
  3022. return cards.filter(card=>{
  3023. const skill = getCardActiveSkill(card, searchTypeArray);
  3024. return skill;
  3025. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3026. },
  3027. addition:card=>{
  3028. const searchTypeArray = [5];
  3029. const skill = getCardActiveSkill(card, searchTypeArray);
  3030. const value = skill.params[0];
  3031. return `时停${value}s`;
  3032. }
  3033. },
  3034. {
  3035. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3036. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  3037. },
  3038. {
  3039. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3040. function:cards=>cards.filter(card=>{
  3041. let skType = Skills[card.activeSkillId].type;
  3042. return skType == 232 || skType == 233;
  3043. })
  3044. },
  3045. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3046. function:cards=>cards.filter(card=>{
  3047. const searchTypeArray = [225];
  3048. const skill = getCardActiveSkill(card, searchTypeArray);
  3049. return skill;
  3050. }),
  3051. addition:card=>{
  3052. const searchTypeArray = [225];
  3053. const skill = getCardActiveSkill(card, searchTypeArray);
  3054. if (!skill) return;
  3055. const sk = skill.params;
  3056. let strArr = [];
  3057. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3058. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3059. return `HP ${strArr.join(" ")}`;
  3060. }
  3061. },
  3062. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3063. function:cards=>cards.filter(card=>{
  3064. const searchTypeArray = [234];
  3065. const skill = getCardActiveSkill(card, searchTypeArray);
  3066. return skill;
  3067. }),
  3068. addition:card=>{
  3069. const searchTypeArray = [234];
  3070. const skill = getCardActiveSkill(card, searchTypeArray);
  3071. if (!skill) return;
  3072. const sk = skill.params;
  3073. let strArr = [];
  3074. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3075. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3076. return `层 ${strArr.join(" ")}`;
  3077. }
  3078. },
  3079. ]},
  3080. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3081. ]},
  3082. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3083. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3084. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3085. },
  3086. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3087. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3088. },
  3089. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3090. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3091. },
  3092. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3093. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3094. },
  3095. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3096. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3097. },
  3098. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3099. function:cards=>cards.filter(card=>{
  3100. const searchTypeArray = [151,209];
  3101. const skill = getCardLeaderSkill(card, searchTypeArray);
  3102. return skill;
  3103. })
  3104. },
  3105. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  3106. function:cards=>cards.filter(card=>{
  3107. const searchTypeArray = [157];
  3108. const skill = getCardLeaderSkill(card, searchTypeArray);
  3109. return skill;
  3110. })
  3111. },
  3112. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3113. function:cards=>cards.filter(card=>{
  3114. const searchTypeArray = [177];
  3115. const skill = getCardLeaderSkill(card, searchTypeArray);
  3116. return skill?.params[5];
  3117. })
  3118. },
  3119. ]},
  3120. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3121. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3122. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3123. },
  3124. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3125. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3126. },
  3127. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3128. function:cards=>cards.filter(card=>{
  3129. const searchTypeArray = [162,186];
  3130. const skill = getCardLeaderSkill(card, searchTypeArray);
  3131. return skill;
  3132. })
  3133. },
  3134. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3135. function:cards=>cards.filter(card=>{
  3136. const searchTypeArray = [163,177];
  3137. const skill = getCardLeaderSkill(card, searchTypeArray);
  3138. return skill;
  3139. })
  3140. },
  3141. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3142. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3143. },
  3144. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3145. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3146. },
  3147. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)",cht:"要求長串消除(按珠數排序)"},
  3148. function:cards=>{
  3149. const searchTypeArray = [158];
  3150. return cards.filter(card=>{
  3151. const skill = getCardLeaderSkill(card, searchTypeArray);
  3152. return skill;
  3153. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3154. },
  3155. addition:card=>{
  3156. const searchTypeArray = [158];
  3157. const skill = getCardLeaderSkill(card, searchTypeArray);
  3158. const value = skill.params[0];
  3159. return `≥${value}珠`;
  3160. }
  3161. },
  3162. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3163. function:cards=>cards.filter(card=>{
  3164. const searchTypeArray = [125];
  3165. const skill = getCardLeaderSkill(card, searchTypeArray);
  3166. return skill;
  3167. }),
  3168. addition:card=>{
  3169. const searchTypeArray = [125];
  3170. const skill = getCardLeaderSkill(card, searchTypeArray);
  3171. if (!skill) return;
  3172. const sk = skill.params;
  3173. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3174. }
  3175. },
  3176. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3177. function:cards=>cards.filter(card=>{
  3178. const searchTypeArray = [175];
  3179. const skill = getCardLeaderSkill(card, searchTypeArray);
  3180. return skill;
  3181. }),
  3182. addition:card=>{
  3183. const searchTypeArray = [175];
  3184. const skill = getCardLeaderSkill(card, searchTypeArray);
  3185. if (!skill) return;
  3186. const sk = skill.params;
  3187. return `合作:${sk[0]}`;
  3188. }
  3189. },
  3190. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型",cht:"指定隊伍隊員進化類型"},
  3191. function:cards=>cards.filter(card=>{
  3192. const searchTypeArray = [203];
  3193. const skill = getCardLeaderSkill(card, searchTypeArray);
  3194. return skill;
  3195. })
  3196. },
  3197. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率",cht:"根據屬性/類型個數浮動倍率"},
  3198. function:cards=>cards.filter(card=>{
  3199. const searchTypeArray = [229];
  3200. const skill = getCardLeaderSkill(card, searchTypeArray);
  3201. return skill;
  3202. }),
  3203. addition:card=>{
  3204. const searchTypeArray = [229];
  3205. const skill = getCardLeaderSkill(card, searchTypeArray);
  3206. if (!skill) return;
  3207. const sk = skill.params;
  3208. const attrs = flags(sk[0]), types = flags(sk[1]);
  3209. const fragment = document.createDocumentFragment();
  3210. if (attrs.length)
  3211. fragment.appendChild(createOrbsList(attrs));
  3212. if (types.length)
  3213. fragment.appendChild(createTypesList(types));
  3214. return fragment;
  3215. }
  3216. },
  3217. {name:"Limit the total rarity of the team",otLangName:{chs:"限制队伍总稀有度",cht:"限制隊伍總稀有度"},
  3218. function:cards=>cards.filter(card=>{
  3219. const searchTypeArray = [217];
  3220. const skill = getCardLeaderSkill(card, searchTypeArray);
  3221. return skill;
  3222. }),
  3223. addition:card=>{
  3224. const searchTypeArray = [217];
  3225. const skill = getCardLeaderSkill(card, searchTypeArray);
  3226. if (!skill) return;
  3227. const sk = skill.params;
  3228. return `★≤${sk[0]}`;
  3229. }
  3230. },
  3231. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3232. function:cards=>cards.filter(card=>{
  3233. const searchTypeArray = [245];
  3234. const skill = getCardLeaderSkill(card, searchTypeArray);
  3235. return skill;
  3236. }),
  3237. addition:card=>{
  3238. const searchTypeArray = [245];
  3239. const skill = getCardLeaderSkill(card, searchTypeArray);
  3240. if (!skill) return;
  3241. const sk = skill.params;
  3242. switch (sk[0]) {
  3243. case -1:
  3244. return `★各不相同`;
  3245. case -2:
  3246. return `★全部相同`;
  3247. default:
  3248. return `★全为${sk[0]}`;
  3249. }
  3250. }
  3251. },
  3252. ]},
  3253. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3254. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)",cht:"隊長技固傷追擊(按傷害排序)"},
  3255. function:cards=>{
  3256. return cards.filter(card=>{
  3257. return getSkillFixedDamage(card) > 0;
  3258. }).sort((a,b)=>{
  3259. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3260. return a_pC - b_pC;
  3261. });
  3262. },
  3263. addition:card=>{
  3264. const value = getSkillFixedDamage(card);
  3265. if (value <= 0 ) return;
  3266. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3267. let skill;
  3268. if (skill = getCardLeaderSkill(card, [235])) {
  3269. nodeArr.push("/");
  3270. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3271. nodeArr.push(`×${skill.params[2]}`);
  3272. }
  3273. return nodeArr.nodeJoin();
  3274. }
  3275. },
  3276. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)",cht:"隊長技+C(按+C數排序)"},
  3277. function:cards=>{
  3278. return cards.filter(card=>{
  3279. return getSkillAddCombo(card) > 0;
  3280. }).sort((a,b)=>{
  3281. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3282. return a_pC - b_pC;
  3283. });
  3284. },
  3285. addition:card=>{
  3286. const value = getSkillAddCombo(card);
  3287. if (value <= 0 ) return;
  3288. let nodeArr = [`+${value.bigNumberToString()}C`];
  3289. let skill;
  3290. if (skill = getCardLeaderSkill(card, [210])) {
  3291. nodeArr.push("/十字");
  3292. } else if (skill = getCardLeaderSkill(card, [235])) {
  3293. nodeArr.push("/");
  3294. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3295. nodeArr.push(`×${skill.params[2]}`);
  3296. }
  3297. return nodeArr.nodeJoin();
  3298. }
  3299. },
  3300. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)",cht:"隊長技加/減秒(按秒數排序)"},
  3301. function:cards=>{
  3302. const searchTypeArray = [15,185];
  3303. return cards.filter(card=>{
  3304. const skill = getCardLeaderSkill(card, searchTypeArray);
  3305. return skill;
  3306. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3307. },
  3308. addition:card=>{
  3309. const searchTypeArray = [15,185];
  3310. const skill = getCardLeaderSkill(card, searchTypeArray);
  3311. if (!skill) return;
  3312. const value = skill.params[0];
  3313. return `${value > 0 ? "+" : ""}${value/100}s`;
  3314. }
  3315. },
  3316. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)",cht:"固定操作時間(按時間排序)"},
  3317. function:cards=>{
  3318. const searchTypeArray = [178];
  3319. return cards.filter(card=>{
  3320. const skill = getCardLeaderSkill(card, searchTypeArray);
  3321. return skill;
  3322. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3323. },
  3324. addition:card=>{
  3325. const searchTypeArray = [178];
  3326. const skill = getCardLeaderSkill(card, searchTypeArray);
  3327. if (!skill) return;
  3328. const value = skill.params[0];
  3329. return `固定${value}s`;
  3330. }
  3331. },
  3332. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3333. function:cards=>cards.filter(card=>{
  3334. const searchTypeArray = [213];
  3335. const skill = getCardLeaderSkill(card, searchTypeArray);
  3336. return skill;
  3337. }),
  3338. addition:card=>{
  3339. const searchTypeArray = [213];
  3340. const skill = getCardLeaderSkill(card, searchTypeArray);
  3341. if (!skill) return;
  3342. const sk = skill.params;
  3343. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3344. const fragment = document.createDocumentFragment();
  3345. if (attrs.length)
  3346. fragment.appendChild(createOrbsList(attrs));
  3347. if (types.length)
  3348. fragment.appendChild(createTypesList(types));
  3349. fragment.appendChild(document.createTextNode(`:+`));
  3350. if (awakenings.length)
  3351. fragment.appendChild(creatAwokenList(awakenings));
  3352. return fragment;
  3353. }
  3354. },
  3355. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3356. function:cards=>{
  3357. const searchTypeArray = [12];
  3358. return cards.filter(card=>{
  3359. const skill = getCardLeaderSkill(card, searchTypeArray);
  3360. return skill;
  3361. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3362. },
  3363. addition:card=>{
  3364. const searchTypeArray = [12];
  3365. const skill = getCardLeaderSkill(card, searchTypeArray);
  3366. const value = skill.params[0];
  3367. return `攻击×${(value/100).bigNumberToString()}倍`;
  3368. }
  3369. },
  3370. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)",cht:"消除寶珠時回血(按回複比率排序)"},
  3371. function:cards=>{
  3372. const searchTypeArray = [13];
  3373. return cards.filter(card=>{
  3374. const skill = getCardLeaderSkill(card, searchTypeArray);
  3375. return skill;
  3376. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3377. },
  3378. addition:card=>{
  3379. const searchTypeArray = [13];
  3380. const skill = getCardLeaderSkill(card, searchTypeArray);
  3381. const value = skill.params[0];
  3382. return `回复×${(value/100).bigNumberToString()}倍`;
  3383. }
  3384. },
  3385. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3386. function:cards=>{
  3387. const searchTypeArray = [198];
  3388. return cards.filter(card=>{
  3389. const skill = getCardLeaderSkill(card, searchTypeArray);
  3390. return skill && skill.params[2];
  3391. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3392. },
  3393. addition:card=>{
  3394. const searchTypeArray = [198];
  3395. const skill = getCardLeaderSkill(card, searchTypeArray);
  3396. const sk = skill.params;
  3397. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3398. }
  3399. },
  3400. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3401. function:cards=>{
  3402. const searchTypeArray = [198];
  3403. return cards.filter(card=>{
  3404. const skill = getCardLeaderSkill(card, searchTypeArray);
  3405. return skill && skill.params[3];
  3406. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3407. },
  3408. addition:card=>{
  3409. const searchTypeArray = [198];
  3410. const skill = getCardLeaderSkill(card, searchTypeArray);
  3411. const sk = skill.params;
  3412. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3413. }
  3414. },
  3415. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3416. function:cards=>{
  3417. const searchTypeArray = [41];
  3418. return cards.filter(card=>{
  3419. const skill = getCardLeaderSkill(card, searchTypeArray);
  3420. return skill;
  3421. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3422. },
  3423. addition:card=>{
  3424. const searchTypeArray = [41];
  3425. const skill = getCardLeaderSkill(card, searchTypeArray);
  3426. const sk = skill.params;
  3427. const fragment = document.createDocumentFragment();
  3428. fragment.appendChild(createOrbsList(sk[2] || 0));
  3429. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3430. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3431. return fragment;
  3432. }
  3433. },
  3434. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3435. function:cards=>cards.filter(card=>{
  3436. const searchTypeArray = [197];
  3437. const skill = getCardLeaderSkill(card, searchTypeArray);
  3438. return skill;
  3439. })
  3440. },
  3441. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3442. function:cards=>{
  3443. const searchTypeArray = [14];
  3444. return cards.filter(card=>{
  3445. const skill = getCardLeaderSkill(card, searchTypeArray);
  3446. return skill;
  3447. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3448. },
  3449. addition:card=>{
  3450. const searchTypeArray = [14];
  3451. const skill = getCardLeaderSkill(card, searchTypeArray);
  3452. const value = skill.params[0];
  3453. return `HP≥${value}%`;
  3454. }
  3455. },
  3456. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)",cht:"增加道具掉落率(按增加倍率排序)"},
  3457. function:cards=>{
  3458. const searchTypeArray = [53];
  3459. return cards.filter(card=>{
  3460. const skill = getCardLeaderSkill(card, searchTypeArray);
  3461. return skill;
  3462. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3463. },
  3464. addition:card=>{
  3465. const searchTypeArray = [53];
  3466. const skill = getCardLeaderSkill(card, searchTypeArray);
  3467. const sk = skill.params;
  3468. return `掉率x${sk[0]/100}`;
  3469. }
  3470. },
  3471. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3472. function:cards=>{
  3473. const searchTypeArray = [54];
  3474. return cards.filter(card=>{
  3475. const skill = getCardLeaderSkill(card, searchTypeArray);
  3476. return skill;
  3477. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3478. },
  3479. addition:card=>{
  3480. const searchTypeArray = [54];
  3481. const skill = getCardLeaderSkill(card, searchTypeArray);
  3482. const sk = skill.params;
  3483. return `金币x${sk[0]/100}`;
  3484. }
  3485. },
  3486. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)",cht:"增加經驗獲取倍數(按增加倍率排序)"},
  3487. function:cards=>{
  3488. const searchTypeArray = [148];
  3489. return cards.filter(card=>{
  3490. const skill = getCardLeaderSkill(card, searchTypeArray);
  3491. return skill;
  3492. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3493. },
  3494. addition:card=>{
  3495. const searchTypeArray = [148];
  3496. const skill = getCardLeaderSkill(card, searchTypeArray);
  3497. const sk = skill.params;
  3498. return `经验x${sk[0]/100}`;
  3499. }
  3500. },
  3501. ]},
  3502. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3503. {name:"HP Scale [3, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3504. function:cards=>cards.filter(card=>{
  3505. const skill = Skills[card.leaderSkillId];
  3506. const HPscale = getHPScale(skill);
  3507. return HPscale >= 3;
  3508. }).sort(sortByHPScal),
  3509. addition: HPScal_Addition
  3510. },
  3511. {name:"HP Scale [2, 3) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3512. function:cards=>cards.filter(card=>{
  3513. const skill = Skills[card.leaderSkillId];
  3514. const HPscale = getHPScale(skill);
  3515. return HPscale >= 2 && HPscale < 3;
  3516. }).sort(sortByHPScal),
  3517. addition: HPScal_Addition
  3518. },
  3519. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)",cht:"隊長血倍率[1.5, 2)(按倍率排序)"},
  3520. function:cards=>cards.filter(card=>{
  3521. const skill = Skills[card.leaderSkillId];
  3522. const HPscale = getHPScale(skill);
  3523. return HPscale >= 1.5 && HPscale < 2;
  3524. }).sort(sortByHPScal),
  3525. addition: HPScal_Addition
  3526. },
  3527. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)",cht:"隊長血倍率(1, 1.5)(按倍率排序)"},
  3528. function:cards=>cards.filter(card=>{
  3529. const skill = Skills[card.leaderSkillId];
  3530. const HPscale = getHPScale(skill);
  3531. return HPscale > 1 && HPscale < 1.5;
  3532. }).sort(sortByHPScal),
  3533. addition: HPScal_Addition
  3534. },
  3535. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3536. function:cards=>cards.filter(card=>{
  3537. const skill = Skills[card.leaderSkillId];
  3538. const HPscale = getHPScale(skill);
  3539. return HPscale === 1;
  3540. }),
  3541. addition: HPScal_Addition
  3542. },
  3543. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)",cht:"隊長血倍率[0, 1)(按倍率排序)"},
  3544. function:cards=>cards.filter(card=>{
  3545. const skill = Skills[card.leaderSkillId];
  3546. const HPscale = getHPScale(skill);
  3547. return HPscale < 1;
  3548. }).sort(sortByHPScal),
  3549. addition: HPScal_Addition
  3550. },
  3551. ]},
  3552. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3553. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)",cht:"隊長盾減傷[75%, 100%](按倍率排序)"},
  3554. function:cards=>cards.filter(card=>{
  3555. const skill = Skills[card.leaderSkillId];
  3556. const reduceScale = getReduceScale(skill);
  3557. return reduceScale >= 0.75;
  3558. }).sort(sortByReduceScale),
  3559. addition: ReduceScale_Addition
  3560. },
  3561. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)",cht:"隊長盾減傷[50%, 75%)(按倍率排序)"},
  3562. function:cards=>cards.filter(card=>{
  3563. const skill = Skills[card.leaderSkillId];
  3564. const reduceScale = getReduceScale(skill);
  3565. return reduceScale >= 0.5 && reduceScale < 0.75;
  3566. }).sort(sortByReduceScale),
  3567. addition: ReduceScale_Addition
  3568. },
  3569. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)",cht:"隊長盾減傷[25%, 50%)(按倍率排序)"},
  3570. function:cards=>cards.filter(card=>{
  3571. const skill = Skills[card.leaderSkillId];
  3572. const reduceScale = getReduceScale(skill);
  3573. return reduceScale >= 0.25 && reduceScale < 0.5;
  3574. }).sort(sortByReduceScale),
  3575. addition: ReduceScale_Addition
  3576. },
  3577. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)",cht:"隊長盾減傷(0%, 25%)(按倍率排序)"},
  3578. function:cards=>cards.filter(card=>{
  3579. const skill = Skills[card.leaderSkillId];
  3580. const reduceScale = getReduceScale(skill);
  3581. return reduceScale > 0 && reduceScale < 0.25;
  3582. }).sort(sortByReduceScale),
  3583. addition: ReduceScale_Addition
  3584. },
  3585. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3586. function:cards=>cards.filter(card=>{
  3587. const skill = Skills[card.leaderSkillId];
  3588. const reduceScale = getReduceScale(skill);
  3589. return reduceScale === 0;
  3590. })
  3591. },
  3592. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤",cht:"隊長盾減傷-必須全屬性減傷"},
  3593. function:cards=>cards.filter(card=>{
  3594. const skill = Skills[card.leaderSkillId];
  3595. return getReduceScale(skill, true) > 0;
  3596. })
  3597. },
  3598. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾",cht:"隊長盾減傷-排除血線盾"},
  3599. function:cards=>cards.filter(card=>{
  3600. const skill = Skills[card.leaderSkillId];
  3601. return getReduceScale(skill, undefined, true) > 0;
  3602. })
  3603. },
  3604. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾",cht:"隊長盾減傷-排除幾率盾"},
  3605. function:cards=>cards.filter(card=>{
  3606. const skill = Skills[card.leaderSkillId];
  3607. return getReduceScale(skill, undefined, undefined, true) > 0;
  3608. })
  3609. },
  3610. /*{name:"More than half with 99% gravity[29%, 100%)",otLangName:{chs:"满血99重力不下半血-队长盾减伤[29%, 100%)",cht:"滿血99重力不下半血-隊長盾減傷[29%, 100%)"},
  3611. function:cards=>cards.filter(card=>{
  3612. const skill = Skills[card.leaderSkillId];
  3613. const reduceScale = getReduceScale(skill);
  3614. return reduceScale>=0.29;
  3615. }).sort(sortByReduceScale)
  3616. },*/
  3617. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾",cht:"隊長盾減傷-無條件盾"},
  3618. function:cards=>{
  3619. return cards.filter(card=>{
  3620. const skill = Skills[card.leaderSkillId];
  3621. return getReduceScale_unconditional(skill) > 0;
  3622. }).sort((a,b)=>{
  3623. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3624. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3625. });
  3626. },
  3627. addition:card=>{
  3628. const skill = Skills[card.leaderSkillId];
  3629. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3630. }
  3631. },
  3632. ]},
  3633. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3634. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3635. function:cards=>cards.filter(card=>
  3636. !Array.isArray(card.henshinFrom) &&
  3637. !Array.isArray(card.henshinTo))
  3638. },
  3639. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3640. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3641. },
  3642. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3643. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3644. },
  3645. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  3646. function:cards=>cards.filter(card=>{
  3647. const searchTypeArray = [236];
  3648. const skill = getCardActiveSkill(card, searchTypeArray);
  3649. return skill;
  3650. })
  3651. },
  3652. {name:"Except Before Henshin(No Henshin+After Henshin)",otLangName:{chs:"除了变身前(非变身+变身后)",cht:"除了變身前(非變身+變身后)"},
  3653. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3654. },
  3655. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3656. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3657. },
  3658. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3659. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3660. function:cards=>cards.filter(isReincarnated)
  3661. }, //evoBaseId可能为0
  3662. //{name:"",otLangName:{chs:"仅超转生进化",cht:"僅超轉生進化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  3663. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3664. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3665. },
  3666. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3667. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3668. },
  3669. ]},
  3670. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3671. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3672. function:cards=>cards.filter(card=>card.is8Latent)
  3673. },
  3674. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3675. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3676. },
  3677. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3678. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3679. },
  3680. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3681. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3682. },
  3683. {name:"3 same Killer Awoken(include super awoken), or 2 with same latent",otLangName:{chs:"3个相同杀觉醒(含超觉),或相同潜觉",cht:"3個相同殺覺醒(含超覺),或相同潛覺"},
  3684. function:cards=>cards.filter(card=>{
  3685. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3686. if (hasAwokenKiller)
  3687. { //大于2个杀的进行判断
  3688. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3689. { //大于3个杀的直接过
  3690. return true;
  3691. }else
  3692. { //2个杀的
  3693. const isAllowLatent = card.types.filter(i=>
  3694. i>=0 //去掉-1的type
  3695. ).map(type=>
  3696. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  3697. ).some(ls=>
  3698. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3699. );
  3700. return isAllowLatent
  3701. }
  3702. }else
  3703. {
  3704. return false;
  3705. }
  3706. })
  3707. },
  3708. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3709. // function:cards=>cards.filter(card=>{
  3710. // const searchTypeArray = [1000];
  3711. // const skill = getCardActiveSkill(card, searchTypeArray);
  3712. // return skill;
  3713. // })
  3714. // },
  3715. ]},
  3716. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3717. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)",cht:"攻擊型或水屬性(炭治郎隊員)"},
  3718. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3719. },
  3720. {name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)",cht:"火屬性或水屬性(火車隊員)"},
  3721. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3722. },
  3723. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3724. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3725. },
  3726. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒",cht:"能突破等級限制但沒有超覺醒"},
  3727. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3728. },
  3729. {name:"Raise ≥50% at lv110(sort by scale)",otLangName:{chs:"110级三维成长≥50%(按比例排序)",cht:"110級三維成長≥50%(按比例排序)"},
  3730. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3731. addition:card=>`成长${card.limitBreakIncr}%`
  3732. },
  3733. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3734. function:cards=>cards.filter(card=>card.maxLevel==1)
  3735. },
  3736. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  3737. function:cards=>cards.filter(card=>card.sellMP<100)
  3738. },
  3739. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3740. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3741. },
  3742. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3743. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3744. },
  3745. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3746. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  3747. },
  3748. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3749. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>0 && blockSkinOrBgmId<1e4),
  3750. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  3751. },
  3752. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  3753. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>=1e4),
  3754. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  3755. },
  3756. {name:"Hava banner when use skill",otLangName:{chs:"使用技能时有横幅",cht:"使用技能時有橫幅"},
  3757. function:cards=>cards.filter(card=>card.skillBanner)
  3758. },
  3759. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3760. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3761. },
  3762. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  3763. function:cards=>cards.filter(card=>card.stacking),
  3764. },
  3765. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  3766. function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))),
  3767. },
  3768. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  3769. function:cards=>cards,
  3770. addition:card=>card.name
  3771. },
  3772. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  3773. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  3774. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  3775. },
  3776. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  3777. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  3778. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  3779. },
  3780. {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"},
  3781. function:cards=>cards,
  3782. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  3783. },
  3784. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  3785. function:cards=>cards,
  3786. addition:card=>createTypesList(card.types)
  3787. },
  3788. {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"},
  3789. function:cards=>cards,
  3790. addition:card=>`COST ${card.cost}`
  3791. },
  3792. ]},
  3793. ];
  3794. return functions;
  3795. })();

智龙迷城队伍图制作工具