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script-json_data.js 150 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. sort_name:{
  21. sort_none: "Nope",
  22. sort_id: "Cards Id",
  23. sort_attrs : "Attribute",
  24. sort_evoRootId: "Cards Evolution Root",
  25. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  26. sort_rarity: "Rarity",
  27. sort_cost: "Cost",
  28. sort_skillLv1: "Maximum Skill Turn",
  29. sort_skillLvMax: "Minimum Skill Turn",
  30. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  31. sort_hpMax120: "Max HP",
  32. sort_atkMax120: "Max ATK",
  33. sort_rcvMax120: "Max RCV",
  34. sort_hpMax120_awoken: "Max HP (+Awoken)",
  35. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  36. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  37. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  38. },
  39. force_reload_data: `Force refresh data`,
  40. skill_parse: {
  41. skill: {
  42. unknown: tp`Unkonwn skill type: ${'type'}`,
  43. active_turns: tp`${'actionSkill'}, for ${'turns'} turns`,
  44. random_skills: tp`Random Activates these skills:${'skills'}`,
  45. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  46. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  47. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  48. damage_enemy_times: tp`${'times'} `,
  49. damage_enemy_count: tp` (${'damage'} in total)`,
  50. //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.
  51. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  52. delay: tp`${'icon'}Delays enemies' next move`,
  53. mass_attack: tp`${'icon'}Mass attacks`,
  54. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  55. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  56. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  57. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  58. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  59. unbind_normal: tp`${'icon'}Bind`,
  60. unbind_awakenings: tp`${'icon'}Awoken bind`,
  61. unbind_matches: tp`${'icon'}Unmatchable orb`,
  62. bind_skill: tp`${'icon'}Unable to use skills`,
  63. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  64. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  65. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  66. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  67. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  68. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  69. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  70. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  71. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  72. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  73. board_change: tp`Change all orbs to ${'orbs'}`,
  74. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  75. skill_boost_range: tp`~${'turns'}`,
  76. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  77. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  78. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  79. drop_refresh: tp`Replaces all orbs`,
  80. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  81. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  82. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  83. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  84. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  85. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  86. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  87. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  88. orb_drop_increase_chance: tp`by ${'value'}`,
  89. attr_absorb: tp`${'icon'}Attribute absorption`,
  90. combo_absorb: tp`${'icon'}Combo absorption`,
  91. damage_absorb: tp`${'icon'}Damage absorption`,
  92. damage_void: tp`${'icon'}Damage void`,
  93. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  94. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  95. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  96. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  97. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  98. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  99. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  100. rate_multiply_drop: tp`${'icon'}Drop rate`,
  101. rate_multiply_coin: tp`${'icon'}Coins`,
  102. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  103. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  104. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  105. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  106. henshin: tp`Transforms into ${'card'}`,
  107. random_henshin: tp`Random transforms into ${'cards'}`,
  108. void_poison: tp`Voids ${'poison'} damage`,
  109. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  110. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  111. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  112. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  113. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  114. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  115. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  116. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'time'}`,
  117. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  118. },
  119. power: {
  120. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  121. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  122. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  123. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  124. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  125. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  126. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  127. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  128. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  129. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  130. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  131. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  132. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  133. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  134. },
  135. cond: {
  136. unknown: tp`[ Unknown condition ]`,
  137. hp_equal: tp`When ${'hp'} == ${'min'} `,
  138. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  139. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  140. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  141. use_skill: tp`When skills used `,
  142. multi_player: tp`When in Multiplayer Mode `,
  143. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  144. exact_combo: tp`When exactly ${'value'} combos `,
  145. exact_match_length: tp`When matching exactly of ${'value'}${'orbs'} `,
  146. exact_match_enhanced: tp` orbs including enhanced`,
  147. exact_match_length_multiple: tp`When matching each exactly of ${'value'}${'orbs'} `,
  148. compo_type_card: tp`When ${'ids'} are all on team, `,
  149. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  150. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  151. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  152. compo_type_team_rarity_different: tp`When the team's rarity is different, `,
  153. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  154. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  155. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  156. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  157. },
  158. position: {
  159. top: tp`${'pos'} of top rows`,
  160. bottom: tp`${'pos'} of bottom rows`,
  161. left: tp`${'pos'} of left columns`,
  162. right: tp`${'pos'} of right columns`,
  163. random: tp`random location`,
  164. shape: tp`specified location`,
  165. },
  166. value: {
  167. unknown: tp`[ Unknown value: ${'type'}]`, //type
  168. const: tp`${'value'} ${'unit'}`,
  169. const_to: tp`to ${'value'}`,
  170. mul_percent: tp`${'value'}%`,
  171. mul_times: tp`×${'value'}`,
  172. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  173. mul_of_times: tp`${'stats'} ×${'value'}`,
  174. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  175. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  176. prob: tp`${'value'} chance for `,
  177. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  178. size: tp`${'width'}×${'height'}`,
  179. pos: tp`${'x'}×${'y'}`,
  180. },
  181. target: {
  182. unknown: tp`Unkown Target`,
  183. self: tp`card's`,
  184. team: tp`team`,
  185. team_last: tp`the lastest member`,
  186. team_leader: tp`leader`,
  187. sub_members: tp`sub-members`,
  188. leader_self: tp`left leader`,
  189. leader_helper: tp`right leader`,
  190. collab_id: tp`card with collab ID of ${'id'} `,
  191. enemy: tp`Enemy`,
  192. enemy_all: tp`all enemys`,
  193. enemy_one: tp`1 enemy`,
  194. enemy_attr: tp`${'attr'} enemy`,
  195. the_attr: tp`attr of the matched Orbs`,
  196. },
  197. stats: {
  198. unknown: tp`[ Unknown: ${'type'}]`, //type
  199. maxhp: tp`Max HP`,
  200. hp: tp`HP`,
  201. chp: tp`current HP`,
  202. atk: tp`ATK`,
  203. rcv: tp`RCV`,
  204. teamhp: tp`Team HP`,
  205. teamatk: tp`Team ${'attrs'} ATK`,
  206. teamrcv: tp`Team RCV`,
  207. cstage: tp`current Stage of Dungeon`,
  208. },
  209. unit: {
  210. orbs: tp``,
  211. times: tp` times`,
  212. seconds: tp` seconds`,
  213. point: tp` point`,
  214. turns: tp` turns`,
  215. },
  216. word: {
  217. comma: tp`, `,
  218. slight_pause: tp`, `,
  219. range_hyphen: tp`~`,
  220. in_once: tp`in once `,
  221. evo_type_pixel: tp`Pixel Evo`,
  222. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  223. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  224. affix_attr: tp`${'cotent'} attr.`,
  225. affix_orb: tp`${'cotent'} orbs`,
  226. affix_type: tp`${'cotent'} types`,
  227. affix_awakening: tp`${'cotent'} awoken`,
  228. affix_exclude: tp`, exclude ${'cotent'}`,
  229. },
  230. attrs: {
  231. [0]: tp`${'icon'}Fire`,
  232. [1]: tp`${'icon'}Water`,
  233. [2]: tp`${'icon'}Wood`,
  234. [3]: tp`${'icon'}Light`,
  235. [4]: tp`${'icon'}Dark`,
  236. [5]: tp`${'icon'}Recover`,
  237. [6]: tp`${'icon'}Null`,
  238. all: tp`All`,
  239. self: tp`${'icon'}Self's Attr`,
  240. fixed: tp`${'icon'}Fixed`,
  241. },
  242. orbs: {
  243. [0]: tp`${'icon'}Fire`,
  244. [1]: tp`${'icon'}Water`,
  245. [2]: tp`${'icon'}Wood`,
  246. [3]: tp`${'icon'}Light`,
  247. [4]: tp`${'icon'}Dark`,
  248. [5]: tp`${'icon'}Heal`,
  249. [6]: tp`${'icon'}Jammer`,
  250. [7]: tp`${'icon'}Poison`,
  251. [8]: tp`${'icon'}Lethal Poison`,
  252. [9]: tp`${'icon'}Bomb`,
  253. enhanced: tp`${'icon'}Enhanced`,
  254. locked: tp`${'icon'}Locked`,
  255. nail: tp`${'icon'}Nail`,
  256. _5color: tp`${'icon'}5 Att.`,
  257. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  258. all: tp`All`,
  259. any: tp`Any ${'cotent'}`,
  260. },
  261. board: {
  262. clouds: tp`${'icon'}Clouds`,
  263. immobility: tp`${'icon'}Immobility`,
  264. roulette: tp`${'icon'}Roulette`,
  265. roulette_time: tp`(transforms every ${'duration'})`,
  266. },
  267. types: {
  268. [0]: tp`${'icon'}Evo Material`,
  269. [1]: tp`${'icon'}Balanced`,
  270. [2]: tp`${'icon'}Physical`,
  271. [3]: tp`${'icon'}Healer`,
  272. [4]: tp`${'icon'}Dragon`,
  273. [5]: tp`${'icon'}God`,
  274. [6]: tp`${'icon'}Attacker`,
  275. [7]: tp`${'icon'}Devil`,
  276. [8]: tp`${'icon'}Machine`,
  277. [9]: tp`${'icon'}Special Protection`,
  278. [12]: tp`${'icon'}Awaken`,
  279. [14]: tp`${'icon'}Enhance Material`,
  280. [15]: tp`${'icon'}Redeemable`,
  281. },
  282. awokens: {
  283. [0]: tp`${'icon'}Unknown awoken`,
  284. [1]: tp`${'icon'}Enhanced HP`,
  285. [2]: tp`${'icon'}Enhanced Attack`,
  286. [3]: tp`${'icon'}Enhanced Recovery`,
  287. [4]: tp`${'icon'}Reduce Fire Damage`,
  288. [5]: tp`${'icon'}Reduce Water Damage`,
  289. [6]: tp`${'icon'}Reduce Wood Damage`,
  290. [7]: tp`${'icon'}Reduce Light Damage`,
  291. [8]: tp`${'icon'}Reduce Dark Damage`,
  292. [9]: tp`${'icon'}Auto-Recover`,
  293. [10]: tp`${'icon'}Resistance-Bind`,
  294. [11]: tp`${'icon'}Resistance-Blind`,
  295. [12]: tp`${'icon'}Resistance-Jammers`,
  296. [13]: tp`${'icon'}Resistance-Poison`,
  297. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  298. [15]: tp`${'icon'}Enhanced Water Orbs`,
  299. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  300. [17]: tp`${'icon'}Enhanced Water Orbs`,
  301. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  302. [19]: tp`${'icon'}Extend Time`,
  303. [20]: tp`${'icon'}Recover Bind`,
  304. [21]: tp`${'icon'}Skill Boost`,
  305. [22]: tp`${'icon'}Enhanced Fire Rows`,
  306. [23]: tp`${'icon'}Enhanced Water Rows`,
  307. [24]: tp`${'icon'}Enhanced Wood Rows`,
  308. [25]: tp`${'icon'}Enhanced Water Rows`,
  309. [26]: tp`${'icon'}Enhanced Dark Rows`,
  310. [27]: tp`${'icon'}Two-Pronged Attack`,
  311. [28]: tp`${'icon'}Resistance-Skill Bind`,
  312. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  313. [30]: tp`${'icon'}Multi Boost`,
  314. [31]: tp`${'icon'}Dragon Killer`,
  315. [32]: tp`${'icon'}God Killer`,
  316. [33]: tp`${'icon'}Devil Killer`,
  317. [34]: tp`${'icon'}Machine Killer`,
  318. [35]: tp`${'icon'}Balanced Killer`,
  319. [36]: tp`${'icon'}Attacker Killer`,
  320. [37]: tp`${'icon'}Physical Killer`,
  321. [38]: tp`${'icon'}Healer Killer`,
  322. [39]: tp`${'icon'}Evo Killer`,
  323. [40]: tp`${'icon'}Awaken Killer`,
  324. [41]: tp`${'icon'}Enhance Killer`,
  325. [42]: tp`${'icon'}Redeemable Killer`,
  326. [43]: tp`${'icon'}Enhanced Combos`,
  327. [44]: tp`${'icon'}Guard Break`,
  328. [45]: tp`${'icon'}Bonus Attack`,
  329. [46]: tp`${'icon'}Enhanced Team HP `,
  330. [47]: tp`${'icon'}Enhanced Team Recovery`,
  331. [48]: tp`${'icon'}Damage Void Piercer`,
  332. [49]: tp`${'icon'}Awoken Assist`,
  333. [50]: tp`${'icon'}Super Bonus Attack`,
  334. [51]: tp`${'icon'}Skill Charge`,
  335. [52]: tp`${'icon'}Resistance-Bind+`,
  336. [53]: tp`${'icon'}Extend Time+`,
  337. [54]: tp`${'icon'}Resistance-Clouds`,
  338. [55]: tp`${'icon'}Resistance-Immobility`,
  339. [56]: tp`${'icon'}Skill Boost+`,
  340. [57]: tp`${'icon'}50% or more HP Enhanced`,
  341. [58]: tp`${'icon'}50% or less HP Enhanced`,
  342. [59]: tp`${'icon'}L Damage Reduction`,
  343. [60]: tp`${'icon'}L Increased Attack`,
  344. [61]: tp`${'icon'}Super Enhanced Combos`,
  345. [62]: tp`${'icon'}Combo Orbs`,
  346. [63]: tp`${'icon'}Skill Voice`,
  347. [64]: tp`${'icon'}Dungeon Bonus`,
  348. [65]: tp`${'icon'}Reduced HP`,
  349. [66]: tp`${'icon'}Reduced Attack`,
  350. [67]: tp`${'icon'}Reduced RCV`,
  351. [68]: tp`${'icon'}Resistance-Blind+`,
  352. [69]: tp`${'icon'}Resistance-Jammers+`,
  353. [70]: tp`${'icon'}Resistance-Poison+`,
  354. [71]: tp`${'icon'}Blessing of Jammers`,
  355. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  356. [73]: tp`${'icon'}Enhanced Fire Combos`,
  357. [74]: tp`${'icon'}Enhanced Water Combos`,
  358. [75]: tp`${'icon'}Enhanced Wood Combos`,
  359. [76]: tp`${'icon'}Enhanced Light Combos`,
  360. [77]: tp`${'icon'}Enhanced Dark Combos`,
  361. [78]: tp`${'icon'}Cross Attack`,
  362. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  363. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  364. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  365. [82]: tp`${'icon'}Super Enhanced Matching`,
  366. [83]: tp`${'icon'}Append Dragon Type`,
  367. [84]: tp`${'icon'}Append God Type`,
  368. [85]: tp`${'icon'}Append Devil Type`,
  369. [86]: tp`${'icon'}Append Machine Type`,
  370. [87]: tp`${'icon'}Append Balanced Type`,
  371. [88]: tp`${'icon'}Append Attacker Type`,
  372. [89]: tp`${'icon'}Append Physical Type`,
  373. [90]: tp`${'icon'}Append Healer Type`,
  374. [91]: tp`${'icon'}Append Fire Attr.`,
  375. [92]: tp`${'icon'}Append Water Attr.`,
  376. [93]: tp`${'icon'}Append Wood Attr.`,
  377. [94]: tp`${'icon'}Append Water Attr.`,
  378. [95]: tp`${'icon'}Append Dark Attr.`,
  379. [96]: tp`${'icon'}Two-Pronged Attack+`,
  380. [97]: tp`${'icon'}Skill Charge+`,
  381. [98]: tp`${'icon'}Auto-Recover+`,
  382. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  383. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  384. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  385. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  386. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  387. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  388. }
  389. },
  390. };
  391. //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
  392. const typekiller_for_type = [
  393. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  394. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  395. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  396. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  397. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  398. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  399. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  400. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  401. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  402. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  403. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  404. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  405. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  406. ];
  407. //类型允许的潜觉杀
  408. const type_allowable_latent = [];
  409. typekiller_for_type.forEach(t=>
  410. {
  411. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  412. .map(tn=>
  413. typekiller_for_type.find(_t=>_t.type == tn).latent
  414. );
  415. type_allowable_latent[t.type] = t.allowableLatent;
  416. }
  417. );
  418. //一般共同能打的潜觉
  419. const common_allowable_latent = [
  420. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  421. 28,29,30,31,32,33,34,35,36,37,38,
  422. 39,40,41,46,47 //需要拥有觉醒的才能打,但是有武器
  423. ];
  424. //120级才能打的潜觉
  425. const v120_allowable_latent = [
  426. 42,43,44,45
  427. ];
  428. //等效觉醒列表
  429. const equivalent_awoken = [
  430. {small:10,big:52,times:2}, //防封
  431. {small:11,big:68,times:5}, //防暗
  432. {small:12,big:69,times:5}, //防废
  433. {small:13,big:70,times:5}, //防毒
  434. {small:19,big:53,times:2}, //手指
  435. {small:21,big:56,times:2}, //SB
  436. {small:27,big:96,times:2}, //U
  437. {small:51,big:97,times:2}, //5色溜
  438. {small:9,big:98,times:2}, //自回
  439. {small:14,big:99,times:2}, //火+
  440. {small:15,big:100,times:2},//水+
  441. {small:16,big:101,times:2},//木+
  442. {small:17,big:102,times:2},//光+
  443. {small:18,big:103,times:2},//暗+
  444. {small:29,big:104,times:2},//心+
  445. ];
  446. //官方的觉醒排列顺序
  447. const official_awoken_sorting = [
  448. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  449. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  450. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  451. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  452. 99,100,101,102,103,104, 98, 96, 97,
  453. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  454. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  455. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  456. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  457. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  458. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  459. 91, 92, 93, 94, 95,
  460. ];
  461. //pdc的徽章对应数字
  462. const pdcBadgeMap = [
  463. {pdf:1,pdc:10}, //无限cost
  464. {pdf:2,pdc:12}, //小手指
  465. {pdf:3,pdc:9}, //全体攻击
  466. {pdf:4,pdc:5}, //小回复
  467. {pdf:5,pdc:1}, //小血量
  468. {pdf:6,pdc:3}, //小攻击
  469. {pdf:7,pdc:8}, //SB
  470. {pdf:8,pdc:18}, //队长防封
  471. {pdf:9,pdc:19}, //SX
  472. {pdf:11,pdc:7}, //无天降
  473. {pdf:17,pdc:6}, //大回复
  474. {pdf:18,pdc:2}, //大血量
  475. {pdf:19,pdc:4}, //大攻击
  476. {pdf:20,pdc:null}, //三维
  477. {pdf:21,pdc:13}, //大手指
  478. {pdf:10,pdc:11}, //加经验
  479. {pdf:12,pdc:15}, //墨镜
  480. {pdf:13,pdc:17}, //防废
  481. {pdf:14,pdc:16}, //防毒
  482. {pdf:50,pdc:14}, //月卡
  483. ];
  484. //pdc的潜觉对应数字
  485. const pdcLatentMap = [
  486. {pdf:1,pdc:1}, //HP
  487. {pdf:2,pdc:0}, //攻击
  488. {pdf:3,pdc:2}, //回复
  489. {pdf:4,pdc:19}, //手指
  490. {pdf:5,pdc:13}, //自回
  491. {pdf:6,pdc:14}, //火盾
  492. {pdf:7,pdc:15}, //水盾
  493. {pdf:8,pdc:16}, //木盾
  494. {pdf:9,pdc:17}, //光盾
  495. {pdf:10,pdc:18}, //暗盾
  496. {pdf:11,pdc:12}, //防坐
  497. {pdf:12,pdc:3}, //三维
  498. {pdf:13,pdc:35}, //不被换队长
  499. {pdf:13,pdc:47}, //不被换队长 ×1.5
  500. {pdf:14,pdc:37}, //不掉废
  501. {pdf:15,pdc:36}, //不掉毒
  502. {pdf:16,pdc:24}, //进化杀
  503. {pdf:17,pdc:25}, //觉醒杀
  504. {pdf:18,pdc:26}, //强化杀
  505. {pdf:19,pdc:27}, //卖钱杀
  506. {pdf:20,pdc:4}, //神杀
  507. {pdf:21,pdc:5}, //龙杀
  508. {pdf:22,pdc:6}, //恶魔杀
  509. {pdf:23,pdc:7}, //机械杀
  510. {pdf:24,pdc:8}, //平衡杀
  511. {pdf:25,pdc:9}, //攻击杀
  512. {pdf:26,pdc:10}, //体力杀
  513. {pdf:27,pdc:11}, //回复杀
  514. {pdf:28,pdc:20}, //大HP
  515. {pdf:29,pdc:21}, //大攻击
  516. {pdf:30,pdc:22}, //大回复
  517. {pdf:31,pdc:23}, //大手指
  518. {pdf:32,pdc:28}, //大火盾
  519. {pdf:33,pdc:29}, //大水盾
  520. {pdf:34,pdc:30}, //大木盾
  521. {pdf:35,pdc:31}, //大光盾
  522. {pdf:36,pdc:32}, //大暗盾
  523. {pdf:37,pdc:33}, //6色破无效
  524. {pdf:37,pdc:45}, //6色破无效 ×1.5
  525. {pdf:38,pdc:34}, //3色破属吸
  526. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  527. {pdf:39,pdc:40}, //C珠破吸
  528. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  529. {pdf:40,pdc:39}, //心横解转转
  530. {pdf:40,pdc:49}, //心横解转转 ×1.5
  531. {pdf:41,pdc:38}, //U解禁消
  532. {pdf:41,pdc:48}, //U解禁消 ×1.5
  533. {pdf:42,pdc:41}, //伤害上限解除
  534. {pdf:43,pdc:42}, //HP++
  535. {pdf:44,pdc:43}, //攻击++
  536. {pdf:45,pdc:44}, //回复++
  537. {pdf:46,pdc:51}, //心追解云封
  538. {pdf:46,pdc:52}, //心追解云封 ×1.5
  539. {pdf:47,pdc:53}, //心L大SB
  540. {pdf:47,pdc:54}, //心L大SB ×1.5
  541. ];
  542. //排序程序列表
  543. const sort_function_list = [
  544. {tag:"sort_none",name:"无",function:()=>0},
  545. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  546. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  547. let num = a.attrs[0] - b.attrs[0];
  548. if (num === 0) num = a.attrs[1] - b.attrs[1];
  549. return num;
  550. }
  551. },
  552. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  553. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  554. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  555. let num = card_a.attrs[0] - card_b.attrs[0];
  556. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  557. return num;
  558. }
  559. },
  560. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  561. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  562. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  563. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  564. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  565. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  566. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  567. }
  568. },
  569. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  570. function getEvoSkill(skill) {
  571. //232为进化后不循环技能,233为循环技能
  572. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  573. else return skill;
  574. }
  575. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  576. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  577. }
  578. },
  579. {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)},
  580. {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)},
  581. {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)},
  582. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  583. {
  584. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  585. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  586. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  587. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  588. return abA - abB;
  589. }
  590. },
  591. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  592. {
  593. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  594. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  595. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  596. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  597. return abA - abB;
  598. }
  599. },
  600. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  601. {
  602. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  603. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  604. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  605. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  606. return abA - abB;
  607. }
  608. },
  609. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  610. {
  611. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  612. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  613. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  614. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  615. return abA - abB;
  616. }
  617. },
  618. ];
  619. //增加特殊搜索模式
  620. const specialSearchFunctions = (function() {
  621. 'use strict';
  622. //返回卡片的队长技能
  623. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  624. {
  625. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  626. }
  627. //返回卡片的技能
  628. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  629. {
  630. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  631. }
  632. //返回卡片的技能
  633. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  634. {
  635. switch(skillGreatType)
  636. {
  637. case 1:
  638. case "leader":
  639. return getCardLeaderSkill(card, skillTypes, searchRandom);
  640. case 2:
  641. case "active":
  642. return getCardActiveSkill(card, skillTypes, searchRandom);
  643. default:
  644. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  645. }
  646. }
  647. //查找到真正起作用的那一个技能
  648. function getActuallySkill(skill, skillTypes, searchRandom = true)
  649. {
  650. if (skillTypes.includes(skill.type))
  651. {
  652. return skill;
  653. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  654. {
  655. const subSkills = skill.params.map(id=>Skills[id]);
  656. for(let i = 0;i < subSkills.length; i++)
  657. { //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
  658. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  659. if (foundSubSkill)
  660. {
  661. return foundSubSkill;
  662. }
  663. }
  664. return null;
  665. }else
  666. {
  667. return null;
  668. }
  669. }
  670. //获取血倍率
  671. function getHPScale(ls)
  672. {
  673. const sk = ls.params;
  674. let scale = 1;
  675. switch (ls.type)
  676. {
  677. case 23: case 30: case 62: case 77: case 63: case 65:
  678. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  679. scale = sk[sk.length-1]/100;
  680. break;
  681. case 73: case 76:
  682. case 121: case 129: case 163: case 177: case 186:
  683. case 155:
  684. scale = sk[2]/100;
  685. break;
  686. case 106: case 107: case 108:
  687. scale = sk[0]/100;
  688. break;
  689. case 125:
  690. scale = sk[5]/100;
  691. break;
  692. case 136:
  693. case 137:
  694. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  695. break;
  696. case 158:
  697. scale = sk[4]/100;
  698. break;
  699. case 175:
  700. case 178: case 185:
  701. scale = sk[3]/100;
  702. break;
  703. case 203: case 217:
  704. scale = sk[1]/100;
  705. break;
  706. case 245:
  707. scale = sk[3]/100;
  708. break;
  709. case 138: //调用其他队长技
  710. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  711. break;
  712. default:
  713. }
  714. return scale || 1;
  715. }
  716. //获取盾减伤比例
  717. function getReduceScale(ls, allAttr = false, noHPneed = false)
  718. {
  719. const sk = ls.params;
  720. let scale = 0;
  721. switch (ls.type)
  722. {
  723. case 16: //无条件盾
  724. scale = sk[0]/100;
  725. break;
  726. case 17: //单属性盾
  727. scale = allAttr ? 0 : sk[1]/100;
  728. break;
  729. case 36: //2个属性盾
  730. scale = allAttr ? 0 : sk[2]/100;
  731. break;
  732. case 38: //血线下 + 几率
  733. case 43: //血线上 + 几率
  734. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  735. break;
  736. case 129: //无条件盾,属性个数不固定
  737. case 163: //无条件盾,属性个数不固定
  738. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  739. break;
  740. case 178: //无条件盾,属性个数不固定
  741. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  742. break;
  743. case 130: //血线下 + 属性个数不固定
  744. case 131: //血线上 + 属性个数不固定
  745. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  746. break;
  747. case 151: //十字心触发
  748. case 169: //C触发
  749. case 198: //回血触发
  750. scale = sk[2]/100;
  751. break;
  752. case 170: //多色触发
  753. case 182: //长串触发
  754. case 193: //L触发
  755. scale = sk[3]/100;
  756. break;
  757. case 171: //多串触发
  758. scale = sk[6]/100;
  759. break;
  760. case 183: //又是个有两段血线的队长技
  761. scale = noHPneed ? 0 : sk[4]/100;
  762. break;
  763. case 210: //十字触发
  764. scale = sk[1]/100;
  765. break;
  766. case 235: { //可多次触发
  767. scale = (sk[4] || 0) / 100;
  768. break;
  769. }
  770. case 138: //调用其他队长技
  771. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  772. break;
  773. default:
  774. }
  775. return scale || 0;
  776. }
  777. //获取无条件盾减伤比例
  778. function getReduceScale_unconditional(ls)
  779. {
  780. const sk = ls.params;
  781. let scale = 0;
  782. switch (ls.type)
  783. {
  784. case 16: //无条件盾
  785. {
  786. scale = sk[0]/100;
  787. break;
  788. }
  789. case 129: //无条件盾,属性个数不固定
  790. case 163: //无条件盾,属性个数不固定
  791. {
  792. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  793. break;
  794. }
  795. case 178: //无条件盾,属性个数不固定
  796. {
  797. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  798. break;
  799. }
  800. case 138: //调用其他队长技
  801. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  802. break;
  803. default:
  804. }
  805. return scale || 0;
  806. }
  807. function getCannonAttr(skill)
  808. {
  809. const sk = skill.params;
  810. switch(skill.type)
  811. {
  812. case 0:
  813. case 1:
  814. case 37:
  815. case 58:
  816. case 59:
  817. case 84:
  818. case 85:
  819. case 86:
  820. case 87:
  821. case 115:
  822. return sk[0];
  823. case 110:
  824. case 143:
  825. return sk[1];
  826. case 42:
  827. return sk[1];
  828. case 144:
  829. return sk[3] ?? 0;
  830. default:
  831. return -1;
  832. }
  833. }
  834. function sortByParams(a,b,searchTypeArray,pidx = 0)
  835. {
  836. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  837. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  838. return a_pC - b_pC;
  839. }
  840. function sortByHPScal(a,b)
  841. {
  842. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  843. return getHPScale(a_s) - getHPScale(b_s);
  844. }
  845. function HPScal_Addition(card)
  846. {
  847. const skill = Skills[card.leaderSkillId];
  848. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  849. }
  850. function sortByReduceScale(a,b)
  851. {
  852. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  853. return getReduceScale(a_s) - getReduceScale(b_s);
  854. }
  855. function ReduceScale_Addition(card)
  856. {
  857. const skill = Skills[card.leaderSkillId];
  858. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  859. }
  860. function voidsAbsorption_Addition(card)
  861. {
  862. const searchTypeArray = [173];
  863. const skill = getCardActiveSkill(card, searchTypeArray);
  864. if (!skill) return;
  865. const sk = skill.params;
  866. if (sk[1] && sk[3])
  867. {
  868. return `双吸×${sk[0]}T`;
  869. }else
  870. {
  871. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  872. }
  873. }
  874. function unbind_Turns(card)
  875. {
  876. const outObj = {
  877. normal: 0,
  878. awoken: 0
  879. };
  880. const searchTypeArray = [117,179];
  881. const skill = getCardActiveSkill(card, searchTypeArray);
  882. if (skill)
  883. {
  884. const sk = skill.params;
  885. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  886. outObj.awoken = sk[4] || 0;
  887. }
  888. return outObj;
  889. }
  890. function unbind_Addition(card)
  891. {
  892. const turns = unbind_Turns(card);
  893. let strArr = [];
  894. if (turns.normal > 0 && turns.normal == turns.awoken)
  895. {
  896. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  897. }
  898. if (turns.normal > 0)
  899. {
  900. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  901. }
  902. if (turns.awoken > 0)
  903. {
  904. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  905. }
  906. return strArr.join(',');
  907. }
  908. function boardChange_ColorTypes(skill)
  909. {
  910. if (!skill) return [];
  911. const sk = skill.params;
  912. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  913. return colors;
  914. }
  915. function boardChange_Addition(card)
  916. {
  917. const searchTypeArray = [71];
  918. const skill = getCardActiveSkill(card, searchTypeArray);
  919. const colors = boardChange_ColorTypes(skill);
  920. return createOrbsList(colors);
  921. }
  922. function orbsChangeParse(skill)
  923. {
  924. function changes(from, to)
  925. {
  926. return {from:from,to:to};
  927. }
  928. let outArr = [];
  929. if (!skill) return outArr;
  930. const sk = skill.params;
  931. switch (skill.type)
  932. {
  933. case 9:{
  934. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  935. break;
  936. }
  937. case 20:{
  938. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  939. {
  940. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  941. }
  942. else
  943. {
  944. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  945. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  946. }
  947. break;
  948. }
  949. case 154:{
  950. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  951. break;
  952. }
  953. }
  954. return outArr;
  955. }
  956. function changeOrbs_Addition(card)
  957. {
  958. const searchTypeArray = [9,20,154];
  959. const skills = getCardActiveSkills(card, searchTypeArray);
  960. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  961. const fragment = document.createDocumentFragment();
  962. parsedSkills.forEach(p=>{
  963. fragment.appendChild(createOrbsList(p.from));
  964. fragment.appendChild(document.createTextNode(`→`));
  965. fragment.appendChild(createOrbsList(p.to));
  966. });
  967. return fragment;
  968. }
  969. function generateOrbsParse(card)
  970. {
  971. let outArr = [];
  972. const searchTypeArray = [141, 208];
  973. const skills = getCardActiveSkills(card, searchTypeArray);
  974. if (!skills.length) return outArr;
  975. for (const skill of skills)
  976. {
  977. const sk = skill.params;
  978. if (skill.type == 141)
  979. {
  980. outArr.push({
  981. count: sk[0],
  982. to: flags(sk[1] || 1),
  983. exclude: flags(sk[2]),
  984. });
  985. }else
  986. {
  987. outArr.push({
  988. count: sk[0],
  989. to: flags(sk[1] || 1),
  990. exclude: flags(sk[2]),
  991. });
  992. outArr.push({
  993. count: sk[3],
  994. to: flags(sk[4] || 1),
  995. exclude: flags(sk[5]),
  996. });
  997. }
  998. }
  999. return outArr;
  1000. }
  1001. function generateOrbs_Addition(card)
  1002. {
  1003. const gens = generateOrbsParse(card);
  1004. const searchTypeArray = [141, 208];
  1005. const skill = getCardActiveSkill(card, searchTypeArray);
  1006. if (!skill) return;
  1007. const sk = skill.params;
  1008. const fragment = document.createDocumentFragment();
  1009. for (const gen of gens)
  1010. {
  1011. fragment.appendChild(createOrbsList(gen.to));
  1012. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1013. }
  1014. return fragment;
  1015. }
  1016. function lock_Addition(card)
  1017. {
  1018. const searchTypeArray = [152];
  1019. const skill = getCardActiveSkill(card, searchTypeArray);
  1020. if (!skill) return;
  1021. const sk = skill.params;
  1022. const fragment = document.createDocumentFragment();
  1023. fragment.appendChild(document.createTextNode(`锁`));
  1024. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1025. return fragment;
  1026. }
  1027. function dropLock_Addition(card)
  1028. {
  1029. const searchTypeArray = [205];
  1030. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1031. if (!skill) return;
  1032. const sk = skill.params;
  1033. const fragment = document.createDocumentFragment();
  1034. fragment.appendChild(document.createTextNode(`掉锁`));
  1035. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111)));
  1036. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1037. return fragment;
  1038. }
  1039. function dropOrb_Addition(card)
  1040. {
  1041. const searchTypeArray = [126];
  1042. const skill = getCardActiveSkill(card, searchTypeArray);
  1043. if (!skill) return;
  1044. const sk = skill.params;
  1045. const colors = flags(sk[0]);
  1046. const fragment = document.createDocumentFragment();
  1047. fragment.appendChild(createOrbsList(colors));
  1048. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1049. return fragment;
  1050. }
  1051. function generateColumnOrbs_Addition(card)
  1052. {
  1053. const searchTypeArray = [127];
  1054. const skill = getCardActiveSkill(card, searchTypeArray);
  1055. if (!skill) return;
  1056. const sk = skill.params;
  1057. const colors = [];
  1058. for (let ai=0;ai<sk.length;ai+=2)
  1059. {
  1060. colors.push(flags(sk[ai+1]));
  1061. }
  1062. const fragment = document.createDocumentFragment();
  1063. fragment.appendChild(document.createTextNode(`竖`));
  1064. fragment.appendChild(createOrbsList(colors.flat()));
  1065. return fragment;
  1066. }
  1067. function generateRowOrbs_Addition(card)
  1068. {
  1069. const searchTypeArray = [128];
  1070. const skill = getCardActiveSkill(card, searchTypeArray);
  1071. if (!skill) return;
  1072. const sk = skill.params;
  1073. const colors = [];
  1074. for (let ai=0;ai<sk.length;ai+=2)
  1075. {
  1076. colors.push(flags(sk[ai+1]));
  1077. }
  1078. const fragment = document.createDocumentFragment();
  1079. fragment.appendChild(document.createTextNode(`横`));
  1080. fragment.appendChild(createOrbsList(colors.flat()));
  1081. return fragment;
  1082. }
  1083. function numericalATK_Addition(card)
  1084. {
  1085. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1086. const skill = getCardActiveSkill(card, searchTypeArray);
  1087. if (!skill) return;
  1088. //const sk = skill.params;
  1089. const colors = [getCannonAttr(skill)];
  1090. const fragment = document.createDocumentFragment();
  1091. fragment.appendChild(document.createTextNode(`射`));
  1092. fragment.appendChild(createOrbsList(colors));
  1093. return fragment;
  1094. }
  1095. function memberATK_Addition(card)
  1096. {
  1097. const searchTypeArray = [230];
  1098. const skill = getCardActiveSkill(card, searchTypeArray);
  1099. if (!skill) return;
  1100. const sk = skill.params;
  1101. const fragment = document.createDocumentFragment();
  1102. const ul = fragment.appendChild(document.createElement("ul"));
  1103. ul.className = "team-flags";
  1104. for (let i = 0; i<6; i++) {
  1105. const li = ul.appendChild(document.createElement("li"));
  1106. li.className = "team-member-icon";
  1107. }
  1108. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1109. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1110. let str = '';
  1111. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1112. fragment.appendChild(document.createTextNode(str));
  1113. return fragment;
  1114. }
  1115. function healImmediately_Rate(card)
  1116. {
  1117. const searchTypeArray = [7, //自身回复力
  1118. 8, //固定点数
  1119. 35,115, //吸血
  1120. 117
  1121. ];
  1122. const skills = getCardActiveSkills(card, searchTypeArray);
  1123. const outObj = {
  1124. vampire: 0,
  1125. selfRcv: 0,
  1126. const: 0,
  1127. scale: 0,
  1128. };
  1129. if (!skills.length) return outObj;
  1130. skills.forEach(skill=>{
  1131. const sk = skill.params;
  1132. if (skill.type == 7)
  1133. {
  1134. outObj.selfRcv += sk[0];
  1135. }
  1136. else if(skill.type == 8)
  1137. {
  1138. outObj.const += sk[0];
  1139. }
  1140. else if(skill.type == 35)
  1141. {
  1142. outObj.vampire += sk[1];
  1143. }
  1144. else if(skill.type == 115)
  1145. {
  1146. outObj.vampire += sk[2];
  1147. }
  1148. else if(skill.type == 117)
  1149. {
  1150. outObj.selfRcv += sk[1] || 0;
  1151. outObj.const += sk[2] || 0;
  1152. outObj.scale += sk[3] || 0;
  1153. }
  1154. });
  1155. return outObj;
  1156. }
  1157. function atkBuff_Rate(card)
  1158. {
  1159. const searchTypeArray = [
  1160. 88,92, //类型的
  1161. 50,90, //属性的,要排除回复力
  1162. 156,168,231, //宝石姬
  1163. 228, //属性、类型数量
  1164. ];
  1165. const skills = getCardActiveSkills(card, searchTypeArray);
  1166. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1167. function atkBuffParse(skill) {
  1168. const outObj = {
  1169. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1170. types: [],
  1171. attrs: [],
  1172. awoken: [],
  1173. rate: 0,
  1174. turns: 0,
  1175. };
  1176. if (!skill) return outObj;
  1177. const sk = skill.params;
  1178. if (skill.type == 88 || skill.type == 92)
  1179. {
  1180. outObj.skilltype = 2;
  1181. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1182. outObj.turns = sk[0];
  1183. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1184. }
  1185. else if(skill.type == 50 || skill.type == 90)
  1186. {
  1187. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1188. if (!outObj.attrs.length) //去除回复力
  1189. return outObj;
  1190. outObj.skilltype = 2;
  1191. outObj.turns = sk[0];
  1192. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1193. }
  1194. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1195. || skill.type == 168)
  1196. {
  1197. outObj.skilltype = 1;
  1198. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1199. outObj.turns = sk[0];
  1200. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1201. }
  1202. else if(skill.type == 228 && sk[3] > 0)
  1203. {
  1204. outObj.skilltype = 1;
  1205. outObj.attrs = flags(sk[1]);
  1206. outObj.types = flags(sk[2]);
  1207. outObj.turns = sk[0];
  1208. outObj.rate = sk[3];
  1209. }
  1210. else if(skill.type == 231 && sk[6] > 0)
  1211. {
  1212. outObj.skilltype = 1;
  1213. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1214. outObj.turns = sk[0];
  1215. outObj.rate = sk[6];
  1216. }
  1217. return outObj;
  1218. }
  1219. }
  1220. function rcvBuff_Rate(card)
  1221. {
  1222. const searchTypeArray = [
  1223. 50,90,
  1224. 228, 231, //宝石姬
  1225. ];
  1226. const skills = getCardActiveSkills(card, searchTypeArray);
  1227. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1228. function rcvBuffParse(skill) {
  1229. const outObj = {
  1230. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1231. types: [],
  1232. attrs: [],
  1233. awoken: [],
  1234. rate: 0,
  1235. turns: 0,
  1236. };
  1237. if (!skill) return outObj;
  1238. const sk = skill.params;
  1239. if (skill.type == 228 && sk[4] > 0) {
  1240. outObj.skilltype = 1;
  1241. outObj.attrs = flags(sk[1]);
  1242. outObj.types = flags(sk[2]);
  1243. outObj.turns = sk[0];
  1244. outObj.rate = sk[4];
  1245. } else if (skill.type == 231 && sk[7] > 0) {
  1246. outObj.skilltype = 1;
  1247. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1248. outObj.turns = sk[0];
  1249. outObj.rate = sk[7];
  1250. } else if (skill.type == 50 || skill.type == 90) {
  1251. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1252. outObj.turns = sk[0];
  1253. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1254. }
  1255. return outObj;
  1256. }
  1257. }
  1258. function damageSelf_Rate(card)
  1259. {
  1260. const searchTypeArray = [84,85,86,87,195];
  1261. const skill = getCardActiveSkill(card, searchTypeArray);
  1262. if (!skill) return 0;
  1263. const sk = skill.params;
  1264. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1265. }
  1266. function changeEnemiesAttr_Attr(card)
  1267. {
  1268. const outObj = {
  1269. attr: null,
  1270. turns: 0
  1271. }
  1272. const searchTypeArray = [153, 224];
  1273. const skill = getCardActiveSkill(card, searchTypeArray);
  1274. if (!skill) return outObj;
  1275. const sk = skill.params;
  1276. if (skill.type == 153)
  1277. {
  1278. outObj.attr = sk[0];
  1279. }
  1280. else if (skill.type == 224)
  1281. {
  1282. outObj.attr = sk[1] || 0;
  1283. outObj.turns = sk[0];
  1284. }
  1285. return outObj;
  1286. }
  1287. //创建1个觉醒图标
  1288. function createAwokenIcon(awokenId)
  1289. {
  1290. const icon = document.createElement("icon");
  1291. icon.className ="awoken-icon";
  1292. icon.setAttribute("data-awoken-icon", awokenId);
  1293. return icon;
  1294. }
  1295. //产生一个觉醒列表
  1296. function creatAwokenList(awokens) {
  1297. const ul = document.createElement("ul");
  1298. ul.className = "awoken-ul";
  1299. awokens.forEach(ak=>{
  1300. const li = ul.appendChild(document.createElement("li"));
  1301. const icon = li.appendChild(createAwokenIcon(ak));
  1302. });
  1303. return ul;
  1304. }
  1305. //产生宝珠列表
  1306. function createOrbsList(orbs)
  1307. {
  1308. if (orbs == undefined) orbs = [0];
  1309. else if (!Array.isArray(orbs)) orbs = [orbs];
  1310. const ul = document.createElement("ul");
  1311. ul.className = "board";
  1312. orbs.forEach(orbType => {
  1313. const li = ul.appendChild(document.createElement("li"));
  1314. li.className = `orb-icon`;
  1315. li.setAttribute("data-orb-icon", orbType);
  1316. });
  1317. return ul;
  1318. }
  1319. //产生类型列表
  1320. function createTypesList(types)
  1321. {
  1322. if (types == undefined) types = [0];
  1323. else if (!Array.isArray(types)) types = [types];
  1324. const ul = document.createElement("ul");
  1325. ul.className = "types-ul";
  1326. types.forEach(type => {
  1327. const li = ul.appendChild(document.createElement("li"));
  1328. li.className = `type-icon`;
  1329. li.setAttribute("data-type-icon", type);
  1330. });
  1331. return ul;
  1332. }
  1333. const functions = [
  1334. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1335. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1336. ]},
  1337. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1338. {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)"},
  1339. function:cards=>{
  1340. const searchTypeArray = [173];
  1341. return cards.filter(card=>{
  1342. const skill = getCardActiveSkill(card, searchTypeArray);
  1343. return skill && skill.params[1];
  1344. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1345. },addition:voidsAbsorption_Addition},
  1346. /*{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)"},
  1347. function:cards=>{
  1348. const searchTypeArray = [173];
  1349. return cards.filter(card=>{
  1350. const skill = getCardActiveSkill(card, searchTypeArray);
  1351. return skill && skill.params[2];
  1352. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1353. },addition:voidsAbsorption_Addition},*/
  1354. {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)"},
  1355. function:cards=>{
  1356. const searchTypeArray = [173];
  1357. return cards.filter(card=>{
  1358. const skill = getCardActiveSkill(card, searchTypeArray);
  1359. return skill && skill.params[3];
  1360. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1361. },addition:voidsAbsorption_Addition},
  1362. {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)"},
  1363. function:cards=>{
  1364. const searchTypeArray = [173];
  1365. return cards.filter(card=>{
  1366. const skill = getCardActiveSkill(card, searchTypeArray);
  1367. return skill && skill.params[1] && skill.params[3];
  1368. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1369. },addition:voidsAbsorption_Addition},
  1370. {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)"},
  1371. function:cards=>{
  1372. const searchTypeArray = [191];
  1373. return cards.filter(card=>{
  1374. const skill = getCardActiveSkill(card, searchTypeArray);
  1375. return skill;
  1376. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1377. },
  1378. addition:card=>{
  1379. const searchTypeArray = [191];
  1380. const skill = getCardActiveSkill(card, searchTypeArray);
  1381. if (!skill) return;
  1382. const sk = skill.params;
  1383. return document.createTextNode(`破贯×${sk[0]}T`);
  1384. }
  1385. },
  1386. ]},
  1387. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1388. {
  1389. 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)"},
  1390. function:cards=>{
  1391. return cards.filter(card=>{
  1392. const turns = unbind_Turns(card);
  1393. return turns.normal > 0;
  1394. }).sort((a,b)=>{
  1395. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1396. let a_pC = a_s.normal, b_pC = b_s.normal;
  1397. return a_pC - b_pC;
  1398. });
  1399. },
  1400. addition:unbind_Addition
  1401. },
  1402. {
  1403. 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)"},
  1404. function:cards=>{
  1405. return cards.filter(card=>{
  1406. const turns = unbind_Turns(card);
  1407. return turns.awoken > 0;
  1408. }).sort((a,b)=>{
  1409. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1410. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1411. return a_pC - b_pC;
  1412. });
  1413. },
  1414. addition:unbind_Addition
  1415. },
  1416. {
  1417. 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)"},
  1418. function:cards=>{
  1419. return cards.filter(card=>{
  1420. const turns = unbind_Turns(card);
  1421. return turns.normal && turns.awoken > 0;
  1422. }).sort((a,b)=>{
  1423. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1424. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1425. return a_pC - b_pC;
  1426. });
  1427. },
  1428. addition:unbind_Addition
  1429. },
  1430. {
  1431. 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)"},
  1432. function:cards=>{
  1433. const searchTypeArray = [196];
  1434. return cards.filter(card=>{
  1435. const skill = getCardActiveSkill(card, searchTypeArray);
  1436. return skill;
  1437. }).sort((a,b)=>{
  1438. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1439. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1440. return a_pC - b_pC;
  1441. })
  1442. },
  1443. addition:card=>{
  1444. const searchTypeArray = [196];
  1445. const skill = getCardActiveSkill(card, searchTypeArray);
  1446. if (!skill) return;
  1447. const sk = skill.params;
  1448. const value = sk[0];
  1449. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1450. }
  1451. },
  1452. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1453. function:cards=>cards.filter(card=>{
  1454. const searchTypeArray = [215];
  1455. const skill = getCardActiveSkill(card, searchTypeArray);
  1456. return skill;
  1457. }),
  1458. addition:card=>{
  1459. const searchTypeArray = [215];
  1460. const skill = getCardActiveSkill(card, searchTypeArray);
  1461. if (!skill) return;
  1462. const sk = skill.params;
  1463. const fragment = document.createDocumentFragment();
  1464. fragment.appendChild(document.createTextNode(`自封`));
  1465. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1466. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1467. return fragment;
  1468. }
  1469. },
  1470. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1471. function:cards=>cards.filter(card=>{
  1472. const searchTypeArray = [214];
  1473. const skill = getCardActiveSkill(card, searchTypeArray);
  1474. return skill;
  1475. }),
  1476. addition:card=>{
  1477. const searchTypeArray = [214];
  1478. const skill = getCardActiveSkill(card, searchTypeArray);
  1479. if (!skill) return;
  1480. const sk = skill.params;
  1481. return document.createTextNode(`自封技${sk[0]}T`);
  1482. }
  1483. },
  1484. ]},
  1485. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1486. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  1487. function:cards=>cards.filter(card=>{
  1488. const searchTypeArray = [156,168,228,231];
  1489. const skill = getCardActiveSkill(card, searchTypeArray);
  1490. return skill;
  1491. })
  1492. },
  1493. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1494. function:cards=>{
  1495. return cards.filter(card=>{
  1496. const atkbuff = rcvBuff_Rate(card);
  1497. return atkbuff.skilltype > 0;
  1498. }).sort((a,b)=>{
  1499. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1500. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1501. if (sortNum == 0)
  1502. sortNum = a_pC.rate - b_pC.rate;
  1503. if (sortNum == 0)
  1504. sortNum = a_pC.turns - b_pC.turns;
  1505. return sortNum;
  1506. });
  1507. },
  1508. addition:card=>{
  1509. const atkbuff = rcvBuff_Rate(card);
  1510. const fragment = document.createDocumentFragment();
  1511. fragment.appendChild(createOrbsList([5]));
  1512. if (atkbuff.skilltype == 0) return fragment;
  1513. if (atkbuff.skilltype == 1)
  1514. {
  1515. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1516. if (atkbuff.awoken.length)
  1517. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1518. if (atkbuff.attrs.length)
  1519. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1520. if (atkbuff.types.length)
  1521. fragment.appendChild(createTypesList(atkbuff.types));
  1522. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1523. }else if (atkbuff.skilltype == 2)
  1524. {
  1525. if (atkbuff.attrs.length)
  1526. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1527. if (atkbuff.types.length)
  1528. fragment.appendChild(createTypesList(atkbuff.types));
  1529. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1530. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1531. }
  1532. return fragment;
  1533. }
  1534. },
  1535. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1536. function:cards=>{
  1537. return cards.filter(card=>{
  1538. const atkbuff = atkBuff_Rate(card);
  1539. return atkbuff.skilltype > 0;
  1540. }).sort((a,b)=>{
  1541. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1542. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1543. if (sortNum == 0)
  1544. sortNum = a_pC.rate - b_pC.rate;
  1545. if (sortNum == 0)
  1546. sortNum = a_pC.turns - b_pC.turns;
  1547. return sortNum;
  1548. });
  1549. },
  1550. addition:card=>{
  1551. const atkbuff = atkBuff_Rate(card);
  1552. const fragment = document.createDocumentFragment();
  1553. if (atkbuff.skilltype == 0) return fragment;
  1554. if (atkbuff.skilltype == 1)
  1555. {
  1556. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1557. if (atkbuff.awoken.length)
  1558. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1559. if (atkbuff.attrs.length)
  1560. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1561. if (atkbuff.types.length)
  1562. fragment.appendChild(createTypesList(atkbuff.types));
  1563. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1564. }else if (atkbuff.skilltype == 2)
  1565. {
  1566. if (atkbuff.attrs.length)
  1567. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1568. if (atkbuff.types.length)
  1569. fragment.appendChild(createTypesList(atkbuff.types));
  1570. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1571. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1572. }
  1573. return fragment;
  1574. }
  1575. },
  1576. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1577. function:cards=>{
  1578. const searchTypeArray = [132];
  1579. return cards.filter(card=>{
  1580. const skill = getCardActiveSkill(card, searchTypeArray);
  1581. return skill;
  1582. }).sort((a,b)=>{
  1583. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1584. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1585. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1586. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1587. });
  1588. },
  1589. addition:card=>{
  1590. const searchTypeArray = [132];
  1591. const skill = getCardActiveSkill(card, searchTypeArray);
  1592. if (!skill) return;
  1593. const sk = skill.params;
  1594. let str = "👆";
  1595. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1596. if (sk[2]) str += `x${sk[2]/100}`;
  1597. str += `x${sk[0]}T`;
  1598. return str;
  1599. }
  1600. },
  1601. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  1602. function:cards=>{
  1603. const searchTypeArray = [184];
  1604. return cards.filter(card=>{
  1605. const skill = getCardActiveSkill(card, searchTypeArray);
  1606. return skill;
  1607. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1608. },
  1609. addition:card=>{
  1610. const searchTypeArray = [184];
  1611. const skill = getCardActiveSkill(card, searchTypeArray);
  1612. if (!skill) return;
  1613. const sk = skill.params;
  1614. return `无↓×${sk[0]}T`;
  1615. }
  1616. },
  1617. {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)"},
  1618. function:cards=>{
  1619. const searchTypeArray = [160];
  1620. return cards.filter(card=>{
  1621. const skill = getCardActiveSkill(card, searchTypeArray);
  1622. return skill;
  1623. }).sort((a,b)=>{
  1624. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1625. return a_s.params[1] - b_s.params[1];
  1626. });
  1627. },
  1628. addition:card=>{
  1629. const searchTypeArray = [160];
  1630. const skill = getCardActiveSkill(card, searchTypeArray);
  1631. if (!skill) return;
  1632. const sk = skill.params;
  1633. return `+${sk[1]}C×${sk[0]}T`;
  1634. }
  1635. },
  1636. {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)"},
  1637. function:cards=>{
  1638. const searchTypeArray = [3,156];
  1639. return cards.filter(card=>{
  1640. const skill = getCardActiveSkill(card, searchTypeArray);
  1641. if (!skill) return false;
  1642. if (skill.type == 156)
  1643. return skill.params[4]==3;
  1644. else
  1645. return true;
  1646. }).sort((a,b)=>{
  1647. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1648. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1649. if (!sortNum)
  1650. {
  1651. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1652. sortNum = a_pC - b_pC;
  1653. }
  1654. return sortNum;
  1655. });
  1656. },
  1657. addition:card=>{
  1658. const searchTypeArray = [3,156];
  1659. const skill = getCardActiveSkill(card, searchTypeArray);
  1660. if (!skill) return;
  1661. const sk = skill.params;
  1662. const fragment = document.createDocumentFragment();
  1663. if (skill.type == 156)
  1664. {
  1665. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1666. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1667. fragment.appendChild(creatAwokenList(awokenArr));
  1668. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1669. }else
  1670. {
  1671. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1672. }
  1673. return fragment;
  1674. }
  1675. },
  1676. {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)"},
  1677. function:cards=>{
  1678. const searchTypeArray = [3];
  1679. return cards.filter(card=>{
  1680. const skill = getCardActiveSkill(card, searchTypeArray);
  1681. return skill && skill.params[1]>=100;
  1682. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1683. },
  1684. addition:card=>{
  1685. const searchTypeArray = [3];
  1686. const skill = getCardActiveSkill(card, searchTypeArray);
  1687. if (!skill) return;
  1688. const sk = skill.params;
  1689. return `无敌×${sk[0]}T`;
  1690. }
  1691. },
  1692. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  1693. function:cards=>{
  1694. const searchTypeArray = [21];
  1695. return cards.filter(card=>{
  1696. const skill = getCardActiveSkill(card, searchTypeArray);
  1697. return skill;
  1698. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1699. },
  1700. addition:card=>{
  1701. const searchTypeArray = [21];
  1702. const skill = getCardActiveSkill(card, searchTypeArray);
  1703. if (!skill) return;
  1704. const sk = skill.params;
  1705. const colors = [sk[1]];
  1706. const fragment = document.createDocumentFragment();
  1707. fragment.appendChild(document.createTextNode(`-`));
  1708. fragment.appendChild(createOrbsList(colors));
  1709. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1710. return fragment;
  1711. }
  1712. },
  1713. {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)"},
  1714. function:cards=>{
  1715. const searchTypeArray = [51];
  1716. return cards.filter(card=>{
  1717. const skill = getCardActiveSkill(card, searchTypeArray);
  1718. return skill;
  1719. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1720. },
  1721. addition:card=>{
  1722. const searchTypeArray = [51];
  1723. const skill = getCardActiveSkill(card, searchTypeArray);
  1724. if (!skill) return;
  1725. const sk = skill.params;
  1726. return `全体×${sk[0]}T`;
  1727. }
  1728. },
  1729. ]},
  1730. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  1731. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  1732. function:cards=>{
  1733. const searchTypeArray = [205];
  1734. return cards.filter(card=>{
  1735. const skill = getCardActiveSkill(card, searchTypeArray);
  1736. return skill;
  1737. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1738. },
  1739. addition:dropLock_Addition
  1740. },
  1741. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  1742. function:cards=>{
  1743. const searchTypeArray = [205];
  1744. return cards.filter(card=>{
  1745. const skill = getCardActiveSkill(card, searchTypeArray);
  1746. return skill && (skill.params[0] & 63) === 63;
  1747. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1748. },
  1749. addition:dropLock_Addition
  1750. },
  1751. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"},
  1752. function:cards=>{
  1753. const searchTypeArray = [180];
  1754. return cards.filter(card=>{
  1755. const skill = getCardActiveSkill(card, searchTypeArray);
  1756. return skill;
  1757. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1758. },
  1759. addition:card=>{
  1760. const searchTypeArray = [180];
  1761. const skill = getCardActiveSkill(card, searchTypeArray);
  1762. if (!skill) return;
  1763. const sk = skill.params;
  1764. return `${sk[1]}%×${sk[0]}T`;
  1765. }
  1766. },
  1767. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  1768. function:cards=>cards.filter(card=>{
  1769. const searchTypeArray = [126];
  1770. const skill = getCardActiveSkill(card, searchTypeArray);
  1771. return skill;
  1772. }),
  1773. addition:dropOrb_Addition
  1774. },
  1775. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  1776. function:cards=>cards.filter(card=>{
  1777. const searchTypeArray = [126];
  1778. const skill = getCardActiveSkill(card, searchTypeArray);
  1779. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1780. }),
  1781. addition:dropOrb_Addition
  1782. },
  1783. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"},
  1784. function:cards=>cards.filter(card=>{
  1785. const searchTypeArray = [126];
  1786. const skill = getCardActiveSkill(card, searchTypeArray);
  1787. return skill && skill.params[1] >= 99;
  1788. }),
  1789. addition:dropOrb_Addition
  1790. },
  1791. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  1792. function:cards=>cards.filter(card=>{
  1793. const searchTypeArray = [126];
  1794. const skill = getCardActiveSkill(card, searchTypeArray);
  1795. return skill && skill.params[3] == 100;
  1796. }),
  1797. addition:dropOrb_Addition
  1798. },
  1799. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  1800. function:cards=>{
  1801. const searchTypeArray = [226];
  1802. return cards.filter(card=>{
  1803. const skill = getCardActiveSkill(card, searchTypeArray);
  1804. return skill;
  1805. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1806. },
  1807. addition:card=>{
  1808. const searchTypeArray = [226];
  1809. const skill = getCardActiveSkill(card, searchTypeArray);
  1810. if (!skill) return;
  1811. const sk = skill.params;
  1812. return `📌${sk[1]}%×${sk[0]}T`;
  1813. }
  1814. },
  1815. ]},
  1816. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1817. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  1818. function:cards=>{
  1819. const searchTypeArray = [18];
  1820. return cards.filter(card=>{
  1821. const skill = getCardActiveSkill(card, searchTypeArray);
  1822. return skill;
  1823. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1824. },
  1825. addition:card=>{
  1826. const searchTypeArray = [18];
  1827. const skill = getCardActiveSkill(card, searchTypeArray);
  1828. if (!skill) return;
  1829. const sk = skill.params;
  1830. return document.createTextNode(`威吓×${sk[0]}T`);
  1831. }
  1832. },
  1833. {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)"},
  1834. function:cards=>{
  1835. const searchTypeArray = [19];
  1836. return cards.filter(card=>{
  1837. const skill = getCardActiveSkill(card, searchTypeArray);
  1838. return skill;
  1839. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1840. },
  1841. addition:card=>{
  1842. const searchTypeArray = [19];
  1843. const skill = getCardActiveSkill(card, searchTypeArray);
  1844. if (!skill) return;
  1845. const sk = skill.params;
  1846. return `破防${sk[1]}%`;
  1847. }
  1848. },
  1849. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  1850. function:cards=>{
  1851. const searchTypeArray = [19];
  1852. return cards.filter(card=>{
  1853. const skill = getCardActiveSkill(card, searchTypeArray);
  1854. return skill && skill.params[1]>=100;
  1855. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1856. },
  1857. addition:card=>{
  1858. const searchTypeArray = [19];
  1859. const skill = getCardActiveSkill(card, searchTypeArray);
  1860. if (!skill) return;
  1861. const sk = skill.params;
  1862. return `全破×${sk[0]}T`;
  1863. }
  1864. },
  1865. {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)"},
  1866. function:cards=>{
  1867. const searchTypeArray = [4];
  1868. return cards.filter(card=>{
  1869. const skill = getCardActiveSkill(card, searchTypeArray);
  1870. return skill;
  1871. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1872. },
  1873. addition:card=>{
  1874. const searchTypeArray = [4];
  1875. const skill = getCardActiveSkill(card, searchTypeArray);
  1876. if (!skill) return;
  1877. const sk = skill.params;
  1878. return `攻击力×${sk[0]/100}倍`;
  1879. }
  1880. },
  1881. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  1882. function:cards=>{
  1883. return cards.filter(card=>{
  1884. return changeEnemiesAttr_Attr(card).attr != null;
  1885. }).sort((a,b)=>{
  1886. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1887. return a_pC.attr - b_pC.attr;
  1888. })
  1889. },
  1890. addition:card=>{
  1891. let change = changeEnemiesAttr_Attr(card);
  1892. const fragment = document.createDocumentFragment();
  1893. fragment.appendChild(document.createTextNode(`敌→`));
  1894. fragment.appendChild(createOrbsList(change.attr));
  1895. if (change.turns > 0)
  1896. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1897. return fragment;
  1898. }
  1899. },
  1900. {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)"},
  1901. function:cards=>{
  1902. const searchTypeArray = [60];
  1903. return cards.filter(card=>{
  1904. const skill = getCardActiveSkill(card, searchTypeArray);
  1905. return skill;
  1906. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1907. },
  1908. addition:card=>{
  1909. const searchTypeArray = [60];
  1910. const skill = getCardActiveSkill(card, searchTypeArray);
  1911. if (!skill) return;
  1912. const sk = skill.params;
  1913. const fragment = document.createDocumentFragment();
  1914. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1915. fragment.appendChild(createOrbsList(sk[2]));
  1916. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1917. return fragment;
  1918. }
  1919. },
  1920. ]},
  1921. {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: [
  1922. {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)"},
  1923. function:cards=>{
  1924. const searchTypeArray = [146];
  1925. return cards.filter(card=>{
  1926. const skill = getCardActiveSkill(card, searchTypeArray);
  1927. return skill;
  1928. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1929. },
  1930. addition:card=>{
  1931. const searchTypeArray = [146];
  1932. const skill = getCardActiveSkill(card, searchTypeArray);
  1933. if (!skill) return;
  1934. const sk = skill.params;
  1935. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1936. }
  1937. },
  1938. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1939. function:cards=>{
  1940. const searchTypeArray = [218];
  1941. return cards.filter(card=>{
  1942. const skill = getCardActiveSkill(card, searchTypeArray);
  1943. return skill;
  1944. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1945. },
  1946. addition:card=>{
  1947. const searchTypeArray = [218];
  1948. const skill = getCardActiveSkill(card, searchTypeArray);
  1949. if (!skill) return;
  1950. const sk = skill.params;
  1951. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  1952. }
  1953. },
  1954. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1955. function:cards=>cards.filter(card=>{
  1956. const searchTypeArray = [93, 227];
  1957. const skill = getCardActiveSkill(card, searchTypeArray);
  1958. return skill;
  1959. })
  1960. },
  1961. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  1962. function:cards=>{
  1963. const searchTypeArray = [241];
  1964. return cards.filter(card=>{
  1965. const skill = getCardActiveSkill(card, searchTypeArray);
  1966. return skill;
  1967. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 1));
  1968. },
  1969. addition:card=>{
  1970. const searchTypeArray = [241];
  1971. const skill = getCardActiveSkill(card, searchTypeArray);
  1972. if (!skill) return;
  1973. const sk = skill.params;
  1974. return `${(sk[1]*1e8).bigNumberToString()}×${sk[0]}T`;
  1975. }
  1976. },
  1977. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1978. function:cards=>{
  1979. const searchTypeArray = [230];
  1980. return cards.filter(card=>{
  1981. const skill = getCardActiveSkill(card, searchTypeArray);
  1982. return skill;
  1983. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1984. },
  1985. addition:memberATK_Addition
  1986. },
  1987. {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"},
  1988. function:cards=>{
  1989. const searchTypeArray = [230];
  1990. return cards.filter(card=>{
  1991. const skill = getCardActiveSkill(card, searchTypeArray);
  1992. return skill && Boolean(skill.params[1] & 1<<0);
  1993. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1994. },
  1995. addition:memberATK_Addition
  1996. },
  1997. {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"},
  1998. function:cards=>{
  1999. const searchTypeArray = [230];
  2000. return cards.filter(card=>{
  2001. const skill = getCardActiveSkill(card, searchTypeArray);
  2002. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  2003. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2004. },
  2005. addition:memberATK_Addition
  2006. },
  2007. {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"},
  2008. function:cards=>{
  2009. const searchTypeArray = [230];
  2010. return cards.filter(card=>{
  2011. const skill = getCardActiveSkill(card, searchTypeArray);
  2012. return skill && Boolean(skill.params[1] & 1<<3);
  2013. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2014. },
  2015. addition:memberATK_Addition
  2016. },
  2017. {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)"},
  2018. function:cards=>{
  2019. const searchTypeArray = [142];
  2020. return cards.filter(card=>{
  2021. const skill = getCardActiveSkill(card, searchTypeArray);
  2022. return skill;
  2023. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2024. },
  2025. addition:card=>{
  2026. const searchTypeArray = [142];
  2027. const skill = getCardActiveSkill(card, searchTypeArray);
  2028. if (!skill) return;
  2029. const sk = skill.params;
  2030. const fragment = document.createDocumentFragment();
  2031. fragment.appendChild(document.createTextNode(`自→`));
  2032. fragment.appendChild(createOrbsList(sk[1]));
  2033. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2034. return fragment;
  2035. }
  2036. },
  2037. ]},
  2038. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2039. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2040. function:cards=>{
  2041. const searchTypeArray = [179];
  2042. return cards.filter(card=>{
  2043. const skill = getCardActiveSkill(card, searchTypeArray);
  2044. return skill;
  2045. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2046. },
  2047. addition:card=>{
  2048. const searchTypeArray = [179];
  2049. const skill = getCardActiveSkill(card, searchTypeArray);
  2050. if (!skill) return;
  2051. const sk = skill.params;
  2052. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2053. }
  2054. },
  2055. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2056. function:cards=>{
  2057. return cards.filter(card=>{
  2058. const heal = healImmediately_Rate(card);
  2059. return Object.values(heal).some(v=>v);
  2060. })
  2061. .sort((a,b)=>{
  2062. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2063. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2064. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2065. let sortNum = a_i - b_i;
  2066. if (!sortNum)
  2067. {
  2068. sortNum = a_vs[a_i] - b_vs[b_i];
  2069. }
  2070. return sortNum;
  2071. });
  2072. },
  2073. addition:card=>{
  2074. const heal = healImmediately_Rate(card);
  2075. let strArr = [];
  2076. if (heal.scale)
  2077. strArr.push(`${heal.scale}%最大HP`);
  2078. if (heal.const)
  2079. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2080. if (heal.selfRcv)
  2081. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2082. if (heal.vampire)
  2083. strArr.push(`${heal.vampire}%伤害`);
  2084. return strArr.join(',');
  2085. }
  2086. },
  2087. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  2088. function:cards=>{
  2089. const searchTypeArray = [237];
  2090. return cards.filter(card=>{
  2091. const skill = getCardActiveSkill(card, searchTypeArray);
  2092. return skill;
  2093. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2094. },
  2095. addition:card=>{
  2096. const searchTypeArray = [237];
  2097. const skill = getCardActiveSkill(card, searchTypeArray);
  2098. if (!skill) return;
  2099. const sk = skill.params;
  2100. return `最大HP ${sk[1].bigNumberToString()}%×${sk[0]}T`;
  2101. }
  2102. },
  2103. {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)"},
  2104. function:cards=>{
  2105. return cards.filter(card=>damageSelf_Rate(card)>0)
  2106. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2107. },
  2108. addition:card=>{
  2109. let rate = damageSelf_Rate(card);
  2110. if (rate < 100)
  2111. return `减少${rate}%`;
  2112. else
  2113. return `减少到1`;
  2114. }
  2115. },
  2116. ]},
  2117. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----",cht:"-----對敵直接傷害類-重力-----"}, functions: [
  2118. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)",cht:"重力-敵人當前血量(按比例排序)"},
  2119. function:cards=>{
  2120. const searchTypeArray = [6];
  2121. return cards.filter(card=>{
  2122. const skill = getCardActiveSkill(card, searchTypeArray);
  2123. return skill;
  2124. }).sort((a,b)=>{
  2125. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2126. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2127. return a_pC - b_pC;
  2128. })
  2129. },
  2130. addition:card=>{
  2131. const searchTypeArray = [6];
  2132. const skill = getCardActiveSkill(card, searchTypeArray);
  2133. if (!skill) return;
  2134. const sk = skill.params;
  2135. return `当前${sk[0]}%`;
  2136. }
  2137. },
  2138. {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)"},
  2139. function:cards=>{
  2140. const searchTypeArray = [161];
  2141. return cards.filter(card=>{
  2142. const skill = getCardActiveSkill(card, searchTypeArray);
  2143. return skill;
  2144. }).sort((a,b)=>{
  2145. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2146. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2147. return a_pC - b_pC;
  2148. })
  2149. },
  2150. addition:card=>{
  2151. const searchTypeArray = [161];
  2152. const skill = getCardActiveSkill(card, searchTypeArray);
  2153. if (!skill) return;
  2154. const sk = skill.params;
  2155. return `最大${sk[0]}%`;
  2156. }
  2157. },
  2158. ]},
  2159. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----",cht:"-----對敵直接傷害類-無視防禦固傷-----"}, functions: [
  2160. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)",cht:"無視防禦固傷-單體(按總傷害排序)"},
  2161. function:cards=>{
  2162. const searchTypeArray = [55,188];
  2163. return cards.filter(card=>{
  2164. const skill = getCardActiveSkill(card, searchTypeArray);
  2165. return skill;
  2166. }).sort((a,b)=>{
  2167. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2168. let a_pC = a_ss.reduce((p,v)=>p+v.params[0],0), b_pC = b_ss.reduce((p,v)=>p+v.params[0],0);
  2169. return a_pC - b_pC;
  2170. });
  2171. },
  2172. addition:card=>{
  2173. const searchTypeArray = [55,188];
  2174. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2175. const sk = skills[0].params;
  2176. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2177. }
  2178. },
  2179. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)",cht:"無視防禦固傷-全體(按傷害數排序)"},
  2180. function:cards=>{
  2181. const searchTypeArray = [56];
  2182. return cards.filter(card=>{
  2183. const skill = getCardActiveSkill(card, searchTypeArray);
  2184. return skill;
  2185. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2186. },
  2187. addition:card=>{
  2188. const searchTypeArray = [56];
  2189. const skill = getCardActiveSkill(card, searchTypeArray);
  2190. if (!skill) return;
  2191. const sk = skill.params;
  2192. return `固伤${sk[0].bigNumberToString()}`;
  2193. }
  2194. },
  2195. ]},
  2196. {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: [
  2197. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2198. function:cards=>cards.filter(card=>{
  2199. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2200. function isSingle(skill)
  2201. {
  2202. if (skill.type == 110)
  2203. return Boolean(skill.params[0]);
  2204. else if (skill.type == 144)
  2205. return Boolean(skill.params[2]);
  2206. else
  2207. return true;
  2208. }
  2209. const skill = getCardActiveSkill(card, searchTypeArray);
  2210. return skill && isSingle(skill);
  2211. }),
  2212. addition: numericalATK_Addition
  2213. },
  2214. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2215. function:cards=>cards.filter(card=>{
  2216. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2217. function isAll(skill)
  2218. {
  2219. if (skill.type == 110)
  2220. return !Boolean(skill.params[0]);
  2221. else if (skill.type == 144)
  2222. return !Boolean(skill.params[2]);
  2223. else
  2224. return true;
  2225. }
  2226. const skill = getCardActiveSkill(card, searchTypeArray);
  2227. return skill && skill.id!=0 && isAll(skill);
  2228. }),
  2229. addition: numericalATK_Addition
  2230. },
  2231. {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"},
  2232. function:cards=>cards.filter(card=>{
  2233. const searchTypeArray = [42];
  2234. const skill = getCardActiveSkill(card, searchTypeArray);
  2235. return skill;
  2236. })
  2237. },
  2238. {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"},
  2239. function:cards=>cards.filter(card=>{
  2240. const searchTypeArray = [2,35];
  2241. const skill = getCardActiveSkill(card, searchTypeArray);
  2242. return skill;
  2243. })
  2244. },
  2245. {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)"},
  2246. function:cards=>cards.filter(card=>{
  2247. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2248. const skill = getCardActiveSkill(card, searchTypeArray);
  2249. return skill && skill.id!=0;
  2250. }).sort((a,b)=>{
  2251. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2252. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2253. function getNumber(skill)
  2254. {
  2255. const sk = skill.params;
  2256. switch(skill.type)
  2257. {
  2258. case 0:
  2259. case 37:
  2260. case 58:
  2261. case 59:
  2262. case 84:
  2263. case 85:
  2264. case 115:
  2265. return sk[1];
  2266. case 2:
  2267. case 35:
  2268. return sk[0];
  2269. default:
  2270. return 0;
  2271. }
  2272. }
  2273. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2274. return a_pC - b_pC;
  2275. }),
  2276. addition: numericalATK_Addition
  2277. },
  2278. {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)"},
  2279. function:cards=>cards.filter(card=>{
  2280. const searchTypeArray = [1,42,86,87];
  2281. const skill = getCardActiveSkill(card, searchTypeArray);
  2282. return skill;
  2283. }).sort((a,b)=>{
  2284. const searchTypeArray = [1,42,86,87];
  2285. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2286. function getNumber(skill)
  2287. {
  2288. const sk = skill.params;
  2289. switch(skill.type)
  2290. {
  2291. case 1:
  2292. case 86:
  2293. case 87:
  2294. return sk[1];
  2295. case 42:
  2296. return sk[2];
  2297. default:
  2298. return 0;
  2299. }
  2300. }
  2301. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2302. return a_pC - b_pC;
  2303. }),
  2304. addition: numericalATK_Addition
  2305. },
  2306. {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)"},
  2307. function:cards=>{
  2308. const searchTypeArray = [110];
  2309. return cards.filter(card=>{
  2310. const skill = getCardActiveSkill(card, searchTypeArray);
  2311. return skill;
  2312. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2313. },
  2314. addition: numericalATK_Addition
  2315. },
  2316. {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)"},
  2317. function:cards=>{
  2318. const searchTypeArray = [143];
  2319. return cards.filter(card=>{
  2320. const skill = getCardActiveSkill(card, searchTypeArray);
  2321. return skill;
  2322. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2323. },
  2324. addition: numericalATK_Addition
  2325. },
  2326. {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)"},
  2327. function:cards=>{
  2328. const searchTypeArray = [144];
  2329. return cards.filter(card=>{
  2330. const skill = getCardActiveSkill(card, searchTypeArray);
  2331. return skill;
  2332. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2333. },
  2334. addition: numericalATK_Addition
  2335. },
  2336. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2337. function:cards=>cards.filter(card=>{
  2338. const searchTypeArray = [35,115];
  2339. const skill = getCardActiveSkill(card, searchTypeArray);
  2340. return skill;
  2341. })
  2342. },
  2343. ]},
  2344. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2345. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2346. function:cards=>cards.filter(card=>{
  2347. const searchTypeArray = [10];
  2348. const skill = getCardActiveSkill(card, searchTypeArray);
  2349. return skill;
  2350. })
  2351. },
  2352. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位(转转珠)",cht:"生成輪盤位(轉轉珠)"},
  2353. function:cards=>{
  2354. const searchTypeArray = [207];
  2355. return cards.filter(card=>{
  2356. const skill = getCardActiveSkill(card, searchTypeArray);
  2357. return skill;
  2358. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2359. },
  2360. addition:card=>{
  2361. const searchTypeArray = [207];
  2362. const skill = getCardActiveSkill(card, searchTypeArray);
  2363. if (!skill) return;
  2364. const sk = skill.params;
  2365. if (sk[7])
  2366. return `${sk[7]}个×${sk[0]}T`;
  2367. else
  2368. return `特殊形状×${sk[0]}T`;
  2369. }
  2370. },
  2371. {name:"Creates Cloud",otLangName:{chs:"生成云",cht:"生成雲"},
  2372. function:cards=>{
  2373. const searchTypeArray = [238];
  2374. return cards.filter(card=>{
  2375. const skill = getCardActiveSkill(card, searchTypeArray);
  2376. return skill;
  2377. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2378. },
  2379. addition:card=>{
  2380. const searchTypeArray = [238];
  2381. const skill = getCardActiveSkill(card, searchTypeArray);
  2382. if (!skill) return;
  2383. const sk = skill.params;
  2384. return `${sk[1]}个×${sk[0]}T`;
  2385. }
  2386. },
  2387. {name:"Creates Cloud",otLangName:{chs:"生成封条",cht:"生成封条"},
  2388. function:cards=>{
  2389. const searchTypeArray = [239];
  2390. return cards.filter(card=>{
  2391. const skill = getCardActiveSkill(card, searchTypeArray);
  2392. return skill;
  2393. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2394. },
  2395. addition:card=>{
  2396. const searchTypeArray = [239];
  2397. const skill = getCardActiveSkill(card, searchTypeArray);
  2398. if (!skill) return;
  2399. const sk = skill.params;
  2400. const colums = flags(sk[1]), rows = flags(sk[2]);
  2401. const fragment = document.createDocumentFragment();
  2402. if (colums.length)
  2403. fragment.append(`${colums.length}竖`);
  2404. if (rows.length)
  2405. fragment.append(`${rows.length}横`);
  2406. fragment.append(`×${sk[0]}T`);
  2407. return fragment;
  2408. }
  2409. },
  2410. ]},
  2411. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  2412. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2413. function:cards=>cards.filter(card=>{
  2414. const searchTypeArray = [172];
  2415. const skill = getCardActiveSkill(card, searchTypeArray);
  2416. return skill;
  2417. })
  2418. },
  2419. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2420. function:cards=>cards.filter(card=>{
  2421. const searchTypeArray = [152];
  2422. const skill = getCardActiveSkill(card, searchTypeArray);
  2423. return skill;
  2424. }),
  2425. addition:lock_Addition
  2426. },
  2427. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2428. function:cards=>cards.filter(card=>{
  2429. const searchTypeArray = [152];
  2430. const skill = getCardActiveSkill(card, searchTypeArray);
  2431. return skill && (skill.params[0] & 63) === 63;
  2432. }),
  2433. addition:lock_Addition
  2434. },
  2435. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2436. function:cards=>{
  2437. const searchTypeArray = [52,91,140];
  2438. return cards.filter(card=>{
  2439. const skill = getCardActiveSkill(card, searchTypeArray);
  2440. return skill;
  2441. });
  2442. },
  2443. addition:card=>{
  2444. const searchTypeArray = [52,91,140];
  2445. const skill = getCardActiveSkill(card, searchTypeArray);
  2446. if (!skill) return;
  2447. const sk = skill.params;
  2448. let attrs = [];
  2449. switch (skill.type)
  2450. {
  2451. case 52:{
  2452. attrs.push(sk[0]); break;
  2453. }
  2454. case 91:{
  2455. attrs = sk.slice(0,-1); break;
  2456. }
  2457. case 140:{
  2458. attrs = flags(sk[0]); break;
  2459. }
  2460. }
  2461. const fragment = document.createDocumentFragment();
  2462. fragment.appendChild(document.createTextNode(`强化`));
  2463. fragment.appendChild(createOrbsList(attrs));
  2464. return fragment;
  2465. }
  2466. },
  2467. ]},
  2468. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2469. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2470. function:cards=>cards.filter(card=>{
  2471. const searchTypeArray = [71];
  2472. const skill = getCardActiveSkill(card, searchTypeArray);
  2473. return skill;
  2474. }),
  2475. addition:boardChange_Addition
  2476. },
  2477. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2478. function:cards=>cards.filter(card=>{
  2479. const searchTypeArray = [71];
  2480. const skill = getCardActiveSkill(card, searchTypeArray);
  2481. return boardChange_ColorTypes(skill).length == 1;
  2482. }),
  2483. addition:boardChange_Addition
  2484. },
  2485. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2486. function:cards=>cards.filter(card=>{
  2487. const searchTypeArray = [71];
  2488. const skill = getCardActiveSkill(card, searchTypeArray);
  2489. return boardChange_ColorTypes(skill).length == 2;
  2490. }),
  2491. addition:boardChange_Addition
  2492. },
  2493. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2494. function:cards=>cards.filter(card=>{
  2495. const searchTypeArray = [71];
  2496. const skill = getCardActiveSkill(card, searchTypeArray);
  2497. return boardChange_ColorTypes(skill).length == 3;
  2498. }),
  2499. addition:boardChange_Addition
  2500. },
  2501. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2502. function:cards=>cards.filter(card=>{
  2503. const searchTypeArray = [71];
  2504. const skill = getCardActiveSkill(card, searchTypeArray);
  2505. return boardChange_ColorTypes(skill).length == 4;
  2506. }),
  2507. addition:boardChange_Addition
  2508. },
  2509. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2510. function:cards=>cards.filter(card=>{
  2511. const searchTypeArray = [71];
  2512. const skill = getCardActiveSkill(card, searchTypeArray);
  2513. return boardChange_ColorTypes(skill).length == 5;
  2514. }),
  2515. addition:boardChange_Addition
  2516. },
  2517. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2518. function:cards=>cards.filter(card=>{
  2519. const searchTypeArray = [71];
  2520. const skill = getCardActiveSkill(card, searchTypeArray);
  2521. return boardChange_ColorTypes(skill).length >= 6;
  2522. }),
  2523. addition:boardChange_Addition
  2524. },
  2525. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2526. function:cards=>cards.filter(card=>{
  2527. const searchTypeArray = [71];
  2528. const skill = getCardActiveSkill(card, searchTypeArray);
  2529. return boardChange_ColorTypes(skill).includes(0);
  2530. }),
  2531. addition:boardChange_Addition
  2532. },
  2533. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2534. function:cards=>cards.filter(card=>{
  2535. const searchTypeArray = [71];
  2536. const skill = getCardActiveSkill(card, searchTypeArray);
  2537. return boardChange_ColorTypes(skill).includes(1);
  2538. }),
  2539. addition:boardChange_Addition
  2540. },
  2541. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2542. function:cards=>cards.filter(card=>{
  2543. const searchTypeArray = [71];
  2544. const skill = getCardActiveSkill(card, searchTypeArray);
  2545. return boardChange_ColorTypes(skill).includes(2);
  2546. }),
  2547. addition:boardChange_Addition
  2548. },
  2549. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2550. function:cards=>cards.filter(card=>{
  2551. const searchTypeArray = [71];
  2552. const skill = getCardActiveSkill(card, searchTypeArray);
  2553. return boardChange_ColorTypes(skill).includes(3);
  2554. }),
  2555. addition:boardChange_Addition
  2556. },
  2557. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2558. function:cards=>cards.filter(card=>{
  2559. const searchTypeArray = [71];
  2560. const skill = getCardActiveSkill(card, searchTypeArray);
  2561. return boardChange_ColorTypes(skill).includes(4);
  2562. }),
  2563. addition:boardChange_Addition
  2564. },
  2565. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2566. function:cards=>cards.filter(card=>{
  2567. const searchTypeArray = [71];
  2568. const skill = getCardActiveSkill(card, searchTypeArray);
  2569. return boardChange_ColorTypes(skill).includes(5);
  2570. }),
  2571. addition:boardChange_Addition
  2572. },
  2573. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2574. function:cards=>cards.filter(card=>{
  2575. const searchTypeArray = [71];
  2576. const skill = getCardActiveSkill(card, searchTypeArray);
  2577. const colors = boardChange_ColorTypes(skill);
  2578. return colors.includes(6)
  2579. || colors.includes(7)
  2580. || colors.includes(8)
  2581. || colors.includes(9);
  2582. }),
  2583. addition:boardChange_Addition
  2584. },
  2585. ]},
  2586. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2587. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2588. function:cards=>cards.filter(card=>{
  2589. const searchTypeArray = [9,20,154];
  2590. const skills = getCardActiveSkills(card, searchTypeArray);
  2591. if (!skills.length) return false;
  2592. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2593. return parsedSkills.some(p=>p.to.includes(0));
  2594. }),
  2595. addition:changeOrbs_Addition
  2596. },
  2597. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2598. function:cards=>cards.filter(card=>{
  2599. const searchTypeArray = [9,20,154];
  2600. const skills = getCardActiveSkills(card, searchTypeArray);
  2601. if (!skills.length) return false;
  2602. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2603. return parsedSkills.some(p=>p.to.includes(1));
  2604. }),
  2605. addition:changeOrbs_Addition
  2606. },
  2607. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2608. function:cards=>cards.filter(card=>{
  2609. const searchTypeArray = [9,20,154];
  2610. const skills = getCardActiveSkills(card, searchTypeArray);
  2611. if (!skills.length) return false;
  2612. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2613. return parsedSkills.some(p=>p.to.includes(2));
  2614. }),
  2615. addition:changeOrbs_Addition
  2616. },
  2617. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2618. function:cards=>cards.filter(card=>{
  2619. const searchTypeArray = [9,20,154];
  2620. const skills = getCardActiveSkills(card, searchTypeArray);
  2621. if (!skills.length) return false;
  2622. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2623. return parsedSkills.some(p=>p.to.includes(3));
  2624. }),
  2625. addition:changeOrbs_Addition
  2626. },
  2627. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2628. function:cards=>cards.filter(card=>{
  2629. const searchTypeArray = [9,20,154];
  2630. const skills = getCardActiveSkills(card, searchTypeArray);
  2631. if (!skills.length) return false;
  2632. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2633. return parsedSkills.some(p=>p.to.includes(4));
  2634. }),
  2635. addition:changeOrbs_Addition
  2636. },
  2637. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2638. function:cards=>cards.filter(card=>{
  2639. const searchTypeArray = [9,20,154];
  2640. const skills = getCardActiveSkills(card, searchTypeArray);
  2641. if (!skills.length) return false;
  2642. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2643. return parsedSkills.some(p=>p.to.includes(5));
  2644. }),
  2645. addition:changeOrbs_Addition
  2646. },
  2647. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2648. function:cards=>cards.filter(card=>{
  2649. const searchTypeArray = [9,20,154];
  2650. const skills = getCardActiveSkills(card, searchTypeArray);
  2651. if (!skills.length) return false;
  2652. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2653. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2654. }),
  2655. addition:changeOrbs_Addition
  2656. },
  2657. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2658. function:cards=>cards.filter(card=>{
  2659. const searchTypeArray = [9,20,154];
  2660. const skills = getCardActiveSkills(card, searchTypeArray);
  2661. if (!skills.length) return false;
  2662. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2663. return parsedSkills.some(p=>p.from.includes(0));
  2664. }),
  2665. addition:changeOrbs_Addition
  2666. },
  2667. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2668. function:cards=>cards.filter(card=>{
  2669. const searchTypeArray = [9,20,154];
  2670. const skills = getCardActiveSkills(card, searchTypeArray);
  2671. if (!skills.length) return false;
  2672. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2673. return parsedSkills.some(p=>p.from.includes(1));
  2674. }),
  2675. addition:changeOrbs_Addition
  2676. },
  2677. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2678. function:cards=>cards.filter(card=>{
  2679. const searchTypeArray = [9,20,154];
  2680. const skills = getCardActiveSkills(card, searchTypeArray);
  2681. if (!skills.length) return false;
  2682. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2683. return parsedSkills.some(p=>p.from.includes(2));
  2684. }),
  2685. addition:changeOrbs_Addition
  2686. },
  2687. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2688. function:cards=>cards.filter(card=>{
  2689. const searchTypeArray = [9,20,154];
  2690. const skills = getCardActiveSkills(card, searchTypeArray);
  2691. if (!skills.length) return false;
  2692. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2693. return parsedSkills.some(p=>p.from.includes(3));
  2694. }),
  2695. addition:changeOrbs_Addition
  2696. },
  2697. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2698. function:cards=>cards.filter(card=>{
  2699. const searchTypeArray = [9,20,154];
  2700. const skills = getCardActiveSkills(card, searchTypeArray);
  2701. if (!skills.length) return false;
  2702. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2703. return parsedSkills.some(p=>p.from.includes(4));
  2704. }),
  2705. addition:changeOrbs_Addition
  2706. },
  2707. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2708. function:cards=>cards.filter(card=>{
  2709. const searchTypeArray = [9,20,154];
  2710. const skills = getCardActiveSkills(card, searchTypeArray);
  2711. if (!skills.length) return false;
  2712. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2713. return parsedSkills.some(p=>p.from.includes(5));
  2714. }),
  2715. addition:changeOrbs_Addition
  2716. },
  2717. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2718. function:cards=>cards.filter(card=>{
  2719. const searchTypeArray = [9,20,154];
  2720. const skills = getCardActiveSkills(card, searchTypeArray);
  2721. if (!skills.length) return false;
  2722. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2723. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2724. }),
  2725. addition:changeOrbs_Addition
  2726. },
  2727. ]},
  2728. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2729. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2730. function:cards=>cards.filter(card=>{
  2731. function is30(sk)
  2732. {
  2733. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2734. }
  2735. const searchTypeArray = [141];
  2736. const skill = getCardActiveSkill(card, searchTypeArray);
  2737. return skill && is30(skill.params);
  2738. }),
  2739. addition:generateOrbs_Addition
  2740. },
  2741. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2742. function:cards=>cards.filter(card=>{
  2743. function is1515(sk)
  2744. {
  2745. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2746. }
  2747. const searchTypeArray = [141];
  2748. const skill = getCardActiveSkill(card, searchTypeArray);
  2749. return skill && is1515(skill.params);
  2750. }),
  2751. addition:generateOrbs_Addition
  2752. },
  2753. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2754. function:cards=>cards.filter(card=>{
  2755. const gens = generateOrbsParse(card);
  2756. return gens.some(gen=>gen.to.includes(0));
  2757. }),
  2758. addition:generateOrbs_Addition
  2759. },
  2760. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2761. function:cards=>cards.filter(card=>{
  2762. const gens = generateOrbsParse(card);
  2763. return gens.some(gen=>gen.to.includes(1));
  2764. }),
  2765. addition:generateOrbs_Addition
  2766. },
  2767. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2768. function:cards=>cards.filter(card=>{
  2769. const gens = generateOrbsParse(card);
  2770. return gens.some(gen=>gen.to.includes(2));
  2771. }),
  2772. addition:generateOrbs_Addition
  2773. },
  2774. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2775. function:cards=>cards.filter(card=>{
  2776. const gens = generateOrbsParse(card);
  2777. return gens.some(gen=>gen.to.includes(3));
  2778. }),
  2779. addition:generateOrbs_Addition
  2780. },
  2781. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2782. function:cards=>cards.filter(card=>{
  2783. const gens = generateOrbsParse(card);
  2784. return gens.some(gen=>gen.to.includes(4));
  2785. }),
  2786. addition:generateOrbs_Addition
  2787. },
  2788. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2789. function:cards=>cards.filter(card=>{
  2790. const gens = generateOrbsParse(card);
  2791. return gens.some(gen=>gen.to.includes(5));
  2792. }),
  2793. addition:generateOrbs_Addition
  2794. },
  2795. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2796. function:cards=>cards.filter(card=>{
  2797. const gens = generateOrbsParse(card);
  2798. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2799. }),
  2800. addition:generateOrbs_Addition
  2801. },
  2802. ]},
  2803. {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: [
  2804. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2805. function:cards=>cards.filter(card=>{
  2806. const searchTypeArray = [176];
  2807. const skill = getCardActiveSkill(card, searchTypeArray);
  2808. return skill;
  2809. })
  2810. },
  2811. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2812. function:cards=>cards.filter(card=>{
  2813. function is3x3(sk)
  2814. {
  2815. for (let si=0;si<3;si++)
  2816. {
  2817. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2818. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2819. (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)
  2820. (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)
  2821. )
  2822. return true;
  2823. }
  2824. return false;
  2825. }
  2826. const searchTypeArray = [176];
  2827. const skill = getCardActiveSkill(card, searchTypeArray);
  2828. return skill && is3x3(skill.params);
  2829. }),
  2830. addition:card=>{
  2831. const searchTypeArray = [176];
  2832. const skill = getCardActiveSkill(card, searchTypeArray);
  2833. if (!skill) return;
  2834. const sk = skill.params;
  2835. const fragment = document.createDocumentFragment();
  2836. fragment.appendChild(document.createTextNode(`3×3`));
  2837. fragment.appendChild(createOrbsList(sk[5]));
  2838. return fragment;
  2839. }
  2840. },
  2841. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2842. function:cards=>cards.filter(card=>{
  2843. const searchTypeArray = [127];
  2844. const skill = getCardActiveSkill(card, searchTypeArray);
  2845. return skill;
  2846. }),
  2847. addition:generateColumnOrbs_Addition
  2848. },
  2849. {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  2850. function:cards=>cards.filter(card=>{
  2851. function isHeart(sk)
  2852. {
  2853. for (let i=1;i<sk.length;i+=2)
  2854. {
  2855. if (sk[i] & 32)
  2856. {
  2857. return true;
  2858. }
  2859. }
  2860. }
  2861. const searchTypeArray = [127];
  2862. const skill = getCardActiveSkill(card, searchTypeArray);
  2863. return skill && isHeart(skill.params);
  2864. }),
  2865. addition:generateColumnOrbs_Addition
  2866. },
  2867. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2868. function:cards=>cards.filter(card=>{
  2869. const searchTypeArray = [128];
  2870. const skill = getCardActiveSkill(card, searchTypeArray);
  2871. return skill;
  2872. }),
  2873. addition:generateRowOrbs_Addition
  2874. },
  2875. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2876. function:cards=>cards.filter(card=>{
  2877. const searchTypeArray = [128];
  2878. const skill = getCardActiveSkill(card, searchTypeArray);
  2879. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2880. }),
  2881. addition:generateRowOrbs_Addition
  2882. },
  2883. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2884. function:cards=>cards.filter(card=>{
  2885. const searchTypeArray = [128];
  2886. const skill = getCardActiveSkill(card, searchTypeArray);
  2887. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2888. }),
  2889. addition:generateRowOrbs_Addition
  2890. },
  2891. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2892. function:cards=>cards.filter(card=>{
  2893. const searchTypeArray = [128];
  2894. const skill = getCardActiveSkill(card, searchTypeArray);
  2895. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2896. }),
  2897. addition:generateRowOrbs_Addition
  2898. },
  2899. {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)"},
  2900. function:cards=>cards.filter(card=>{
  2901. const searchTypeArray = [128,71,176];
  2902. function isRow(skill)
  2903. {
  2904. const sk = skill.params;
  2905. if (skill.type === 128) //普通横
  2906. {return true;}
  2907. else if (skill.type === 71) //花火
  2908. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2909. else if (skill.type === 176) //特殊形状
  2910. {
  2911. for (let si=0;si<5;si++)
  2912. {
  2913. if ((sk[si] & 63) === 63)
  2914. return true;
  2915. }
  2916. }
  2917. return false;
  2918. }
  2919. const skill = getCardActiveSkill(card, searchTypeArray);
  2920. return skill && isRow(skill);
  2921. })
  2922. },
  2923. ]},
  2924. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  2925. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  2926. function:cards=>cards.filter(card=>{
  2927. if (card.activeSkillId == 0) return false;
  2928. const skill = Skills[card.activeSkillId];
  2929. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  2930. })
  2931. },
  2932. {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)"},
  2933. function:cards=>cards.filter(card=>{
  2934. if (card.activeSkillId == 0) return false;
  2935. const skill = Skills[card.activeSkillId];
  2936. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  2937. let realCD = minCD;
  2938. const searchTypeArray = [14];
  2939. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  2940. if (subSkill)
  2941. {
  2942. realCD -= subSkill.params[0] * 3;
  2943. }
  2944. return minCD > 1 && realCD <= 4;
  2945. })
  2946. },
  2947. {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)"},
  2948. function:cards=>{
  2949. const searchTypeArray = [5];
  2950. return cards.filter(card=>{
  2951. const skill = getCardActiveSkill(card, searchTypeArray);
  2952. return skill;
  2953. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2954. },
  2955. addition:card=>{
  2956. const searchTypeArray = [5];
  2957. const skill = getCardActiveSkill(card, searchTypeArray);
  2958. const value = skill.params[0];
  2959. return `时停${value}s`;
  2960. }
  2961. },
  2962. {
  2963. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  2964. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  2965. },
  2966. {
  2967. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  2968. function:cards=>cards.filter(card=>{
  2969. let skType = Skills[card.activeSkillId].type;
  2970. return skType == 232 || skType == 233;
  2971. })
  2972. },
  2973. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  2974. function:cards=>cards.filter(card=>{
  2975. const searchTypeArray = [225];
  2976. const skill = getCardActiveSkill(card, searchTypeArray);
  2977. return skill;
  2978. }),
  2979. addition:card=>{
  2980. const searchTypeArray = [225];
  2981. const skill = getCardActiveSkill(card, searchTypeArray);
  2982. if (!skill) return;
  2983. const sk = skill.params;
  2984. let strArr = [];
  2985. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  2986. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  2987. return `HP ${strArr.join(" ")}`;
  2988. }
  2989. },
  2990. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  2991. function:cards=>cards.filter(card=>{
  2992. const searchTypeArray = [234];
  2993. const skill = getCardActiveSkill(card, searchTypeArray);
  2994. return skill;
  2995. }),
  2996. addition:card=>{
  2997. const searchTypeArray = [234];
  2998. const skill = getCardActiveSkill(card, searchTypeArray);
  2999. if (!skill) return;
  3000. const sk = skill.params;
  3001. let strArr = [];
  3002. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3003. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3004. return `层 ${strArr.join(" ")}`;
  3005. }
  3006. },
  3007. ]},
  3008. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3009. ]},
  3010. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3011. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3012. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3013. },
  3014. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3015. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3016. },
  3017. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3018. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3019. },
  3020. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3021. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3022. },
  3023. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3024. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3025. },
  3026. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3027. function:cards=>cards.filter(card=>{
  3028. const searchTypeArray = [151,209];
  3029. const skill = getCardLeaderSkill(card, searchTypeArray);
  3030. return skill;
  3031. })
  3032. },
  3033. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  3034. function:cards=>cards.filter(card=>{
  3035. const searchTypeArray = [157];
  3036. const skill = getCardLeaderSkill(card, searchTypeArray);
  3037. return skill;
  3038. })
  3039. },
  3040. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3041. function:cards=>cards.filter(card=>{
  3042. const searchTypeArray = [177];
  3043. const skill = getCardLeaderSkill(card, searchTypeArray);
  3044. return skill;
  3045. })
  3046. },
  3047. ]},
  3048. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3049. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3050. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3051. },
  3052. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3053. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3054. },
  3055. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】",cht:"【7×6 版面】"},
  3056. function:cards=>cards.filter(card=>{
  3057. const searchTypeArray = [162,186];
  3058. const skill = getCardLeaderSkill(card, searchTypeArray);
  3059. return skill;
  3060. })
  3061. },
  3062. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】",cht:"【無天降版面】"},
  3063. function:cards=>cards.filter(card=>{
  3064. const searchTypeArray = [163,177];
  3065. const skill = getCardLeaderSkill(card, searchTypeArray);
  3066. return skill;
  3067. })
  3068. },
  3069. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3070. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3071. },
  3072. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3073. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3074. },
  3075. {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)"},
  3076. function:cards=>{
  3077. const searchTypeArray = [158];
  3078. return cards.filter(card=>{
  3079. const skill = getCardLeaderSkill(card, searchTypeArray);
  3080. return skill;
  3081. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3082. },
  3083. addition:card=>{
  3084. const searchTypeArray = [158];
  3085. const skill = getCardLeaderSkill(card, searchTypeArray);
  3086. const value = skill.params[0];
  3087. return `≥${value}珠`;
  3088. }
  3089. },
  3090. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3091. function:cards=>cards.filter(card=>{
  3092. const searchTypeArray = [125];
  3093. const skill = getCardLeaderSkill(card, searchTypeArray);
  3094. return skill;
  3095. }),
  3096. addition:card=>{
  3097. const searchTypeArray = [125];
  3098. const skill = getCardLeaderSkill(card, searchTypeArray);
  3099. if (!skill) return;
  3100. const sk = skill.params;
  3101. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3102. }
  3103. },
  3104. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3105. function:cards=>cards.filter(card=>{
  3106. const searchTypeArray = [175];
  3107. const skill = getCardLeaderSkill(card, searchTypeArray);
  3108. return skill;
  3109. }),
  3110. addition:card=>{
  3111. const searchTypeArray = [175];
  3112. const skill = getCardLeaderSkill(card, searchTypeArray);
  3113. if (!skill) return;
  3114. const sk = skill.params;
  3115. return `合作:${sk[0]}`;
  3116. }
  3117. },
  3118. {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"},
  3119. function:cards=>cards.filter(card=>{
  3120. const searchTypeArray = [203];
  3121. const skill = getCardLeaderSkill(card, searchTypeArray);
  3122. return skill;
  3123. })
  3124. },
  3125. {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"},
  3126. function:cards=>cards.filter(card=>{
  3127. const searchTypeArray = [229];
  3128. const skill = getCardLeaderSkill(card, searchTypeArray);
  3129. return skill;
  3130. }),
  3131. addition:card=>{
  3132. const searchTypeArray = [229];
  3133. const skill = getCardLeaderSkill(card, searchTypeArray);
  3134. if (!skill) return;
  3135. const sk = skill.params;
  3136. const attrs = flags(sk[0]), types = flags(sk[1]);
  3137. const fragment = document.createDocumentFragment();
  3138. if (attrs.length)
  3139. fragment.appendChild(createOrbsList(attrs));
  3140. if (types.length)
  3141. fragment.appendChild(createTypesList(types));
  3142. return fragment;
  3143. }
  3144. },
  3145. {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"},
  3146. function:cards=>cards.filter(card=>{
  3147. const searchTypeArray = [217];
  3148. const skill = getCardLeaderSkill(card, searchTypeArray);
  3149. return skill;
  3150. }),
  3151. addition:card=>{
  3152. const searchTypeArray = [217];
  3153. const skill = getCardLeaderSkill(card, searchTypeArray);
  3154. if (!skill) return;
  3155. const sk = skill.params;
  3156. return `★≤${sk[0]}`;
  3157. }
  3158. },
  3159. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度各不相同",cht:"要求隊員稀有度各不相同"},
  3160. function:cards=>cards.filter(card=>{
  3161. const searchTypeArray = [245];
  3162. const skill = getCardLeaderSkill(card, searchTypeArray);
  3163. return skill;
  3164. })
  3165. },
  3166. ]},
  3167. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3168. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)",cht:"隊長技固傷追擊(按傷害排序)"},
  3169. function:cards=>{
  3170. return cards.filter(card=>{
  3171. return getSkillFixedDamage(card) > 0;
  3172. }).sort((a,b)=>{
  3173. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3174. return a_pC - b_pC;
  3175. });
  3176. },
  3177. addition:card=>{
  3178. const value = getSkillFixedDamage(card);
  3179. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3180. let skill;
  3181. if (skill = getCardLeaderSkill(card, [235])) {
  3182. nodeArr.push("/");
  3183. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3184. nodeArr.push(`×${skill.params[2]}`);
  3185. }
  3186. return nodeArr.nodeJoin();
  3187. }
  3188. },
  3189. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)",cht:"隊長技+C(按+C數排序)"},
  3190. function:cards=>{
  3191. return cards.filter(card=>{
  3192. return getSkillAddCombo(card) > 0;
  3193. }).sort((a,b)=>{
  3194. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3195. return a_pC - b_pC;
  3196. });
  3197. },
  3198. addition:card=>{
  3199. const value = getSkillAddCombo(card);
  3200. let nodeArr = [`+${value.bigNumberToString()}C`];
  3201. let skill;
  3202. if (skill = getCardLeaderSkill(card, [210])) {
  3203. nodeArr.push("/十字");
  3204. } else if (skill = getCardLeaderSkill(card, [235])) {
  3205. nodeArr.push("/");
  3206. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3207. nodeArr.push(`×${skill.params[2]}`);
  3208. }
  3209. return nodeArr.nodeJoin();
  3210. }
  3211. },
  3212. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)",cht:"隊長技加/減秒(按秒數排序)"},
  3213. function:cards=>{
  3214. const searchTypeArray = [15,185];
  3215. return cards.filter(card=>{
  3216. const skill = getCardLeaderSkill(card, searchTypeArray);
  3217. return skill;
  3218. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3219. },
  3220. addition:card=>{
  3221. const searchTypeArray = [15,185];
  3222. const skill = getCardLeaderSkill(card, searchTypeArray);
  3223. if (!skill) return;
  3224. const value = skill.params[0];
  3225. return `${value > 0 ? "+" : ""}${value/100}s`;
  3226. }
  3227. },
  3228. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)",cht:"固定操作時間(按時間排序)"},
  3229. function:cards=>{
  3230. const searchTypeArray = [178];
  3231. return cards.filter(card=>{
  3232. const skill = getCardLeaderSkill(card, searchTypeArray);
  3233. return skill;
  3234. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3235. },
  3236. addition:card=>{
  3237. const searchTypeArray = [178];
  3238. const skill = getCardLeaderSkill(card, searchTypeArray);
  3239. if (!skill) return;
  3240. const value = skill.params[0];
  3241. return `固定${value}s`;
  3242. }
  3243. },
  3244. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3245. function:cards=>cards.filter(card=>{
  3246. const searchTypeArray = [213];
  3247. const skill = getCardLeaderSkill(card, searchTypeArray);
  3248. return skill;
  3249. }),
  3250. addition:card=>{
  3251. const searchTypeArray = [213];
  3252. const skill = getCardLeaderSkill(card, searchTypeArray);
  3253. if (!skill) return;
  3254. const sk = skill.params;
  3255. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3256. const fragment = document.createDocumentFragment();
  3257. if (attrs.length)
  3258. fragment.appendChild(createOrbsList(attrs));
  3259. if (types.length)
  3260. fragment.appendChild(createTypesList(types));
  3261. fragment.appendChild(document.createTextNode(`:+`));
  3262. if (awakenings.length)
  3263. fragment.appendChild(creatAwokenList(awakenings));
  3264. return fragment;
  3265. }
  3266. },
  3267. {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)"},
  3268. function:cards=>{
  3269. const searchTypeArray = [12];
  3270. return cards.filter(card=>{
  3271. const skill = getCardLeaderSkill(card, searchTypeArray);
  3272. return skill;
  3273. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3274. },
  3275. addition:card=>{
  3276. const searchTypeArray = [12];
  3277. const skill = getCardLeaderSkill(card, searchTypeArray);
  3278. const value = skill.params[0];
  3279. return `攻击×${(value/100).bigNumberToString()}倍`;
  3280. }
  3281. },
  3282. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)",cht:"消除寶珠時回血(按回複比率排序)"},
  3283. function:cards=>{
  3284. const searchTypeArray = [13];
  3285. return cards.filter(card=>{
  3286. const skill = getCardLeaderSkill(card, searchTypeArray);
  3287. return skill;
  3288. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3289. },
  3290. addition:card=>{
  3291. const searchTypeArray = [13];
  3292. const skill = getCardLeaderSkill(card, searchTypeArray);
  3293. const value = skill.params[0];
  3294. return `回复×${(value/100).bigNumberToString()}倍`;
  3295. }
  3296. },
  3297. {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)"},
  3298. function:cards=>{
  3299. const searchTypeArray = [198];
  3300. return cards.filter(card=>{
  3301. const skill = getCardLeaderSkill(card, searchTypeArray);
  3302. return skill && skill.params[2];
  3303. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3304. },
  3305. addition:card=>{
  3306. const searchTypeArray = [198];
  3307. const skill = getCardLeaderSkill(card, searchTypeArray);
  3308. const sk = skill.params;
  3309. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3310. }
  3311. },
  3312. {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)"},
  3313. function:cards=>{
  3314. const searchTypeArray = [198];
  3315. return cards.filter(card=>{
  3316. const skill = getCardLeaderSkill(card, searchTypeArray);
  3317. return skill && skill.params[3];
  3318. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3319. },
  3320. addition:card=>{
  3321. const searchTypeArray = [198];
  3322. const skill = getCardLeaderSkill(card, searchTypeArray);
  3323. const sk = skill.params;
  3324. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3325. }
  3326. },
  3327. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3328. function:cards=>{
  3329. const searchTypeArray = [41];
  3330. return cards.filter(card=>{
  3331. const skill = getCardLeaderSkill(card, searchTypeArray);
  3332. return skill;
  3333. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3334. },
  3335. addition:card=>{
  3336. const searchTypeArray = [41];
  3337. const skill = getCardLeaderSkill(card, searchTypeArray);
  3338. const sk = skill.params;
  3339. const fragment = document.createDocumentFragment();
  3340. fragment.appendChild(createOrbsList(sk[2] || 0));
  3341. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3342. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3343. return fragment;
  3344. }
  3345. },
  3346. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3347. function:cards=>cards.filter(card=>{
  3348. const searchTypeArray = [197];
  3349. const skill = getCardLeaderSkill(card, searchTypeArray);
  3350. return skill;
  3351. })
  3352. },
  3353. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3354. function:cards=>{
  3355. const searchTypeArray = [14];
  3356. return cards.filter(card=>{
  3357. const skill = getCardLeaderSkill(card, searchTypeArray);
  3358. return skill;
  3359. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3360. },
  3361. addition:card=>{
  3362. const searchTypeArray = [14];
  3363. const skill = getCardLeaderSkill(card, searchTypeArray);
  3364. const value = skill.params[0];
  3365. return `HP≥${value}%`;
  3366. }
  3367. },
  3368. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)",cht:"增加道具掉落率(按增加倍率排序)"},
  3369. function:cards=>{
  3370. const searchTypeArray = [53];
  3371. return cards.filter(card=>{
  3372. const skill = getCardLeaderSkill(card, searchTypeArray);
  3373. return skill;
  3374. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3375. },
  3376. addition:card=>{
  3377. const searchTypeArray = [53];
  3378. const skill = getCardLeaderSkill(card, searchTypeArray);
  3379. const sk = skill.params;
  3380. return `掉率x${sk[0]/100}`;
  3381. }
  3382. },
  3383. {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)"},
  3384. function:cards=>{
  3385. const searchTypeArray = [54];
  3386. return cards.filter(card=>{
  3387. const skill = getCardLeaderSkill(card, searchTypeArray);
  3388. return skill;
  3389. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3390. },
  3391. addition:card=>{
  3392. const searchTypeArray = [54];
  3393. const skill = getCardLeaderSkill(card, searchTypeArray);
  3394. const sk = skill.params;
  3395. return `金币x${sk[0]/100}`;
  3396. }
  3397. },
  3398. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)",cht:"增加經驗獲取倍數(按增加倍率排序)"},
  3399. function:cards=>{
  3400. const searchTypeArray = [148];
  3401. return cards.filter(card=>{
  3402. const skill = getCardLeaderSkill(card, searchTypeArray);
  3403. return skill;
  3404. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3405. },
  3406. addition:card=>{
  3407. const searchTypeArray = [148];
  3408. const skill = getCardLeaderSkill(card, searchTypeArray);
  3409. const sk = skill.params;
  3410. return `经验x${sk[0]/100}`;
  3411. }
  3412. },
  3413. ]},
  3414. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3415. {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)"},
  3416. function:cards=>cards.filter(card=>{
  3417. const skill = Skills[card.leaderSkillId];
  3418. const HPscale = getHPScale(skill);
  3419. return HPscale >= 3;
  3420. }).sort(sortByHPScal),
  3421. addition: HPScal_Addition
  3422. },
  3423. {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)"},
  3424. function:cards=>cards.filter(card=>{
  3425. const skill = Skills[card.leaderSkillId];
  3426. const HPscale = getHPScale(skill);
  3427. return HPscale >= 2 && HPscale < 3;
  3428. }).sort(sortByHPScal),
  3429. addition: HPScal_Addition
  3430. },
  3431. {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)"},
  3432. function:cards=>cards.filter(card=>{
  3433. const skill = Skills[card.leaderSkillId];
  3434. const HPscale = getHPScale(skill);
  3435. return HPscale >= 1.5 && HPscale < 2;
  3436. }).sort(sortByHPScal),
  3437. addition: HPScal_Addition
  3438. },
  3439. {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)"},
  3440. function:cards=>cards.filter(card=>{
  3441. const skill = Skills[card.leaderSkillId];
  3442. const HPscale = getHPScale(skill);
  3443. return HPscale > 1 && HPscale < 1.5;
  3444. }).sort(sortByHPScal),
  3445. addition: HPScal_Addition
  3446. },
  3447. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3448. function:cards=>cards.filter(card=>{
  3449. const skill = Skills[card.leaderSkillId];
  3450. const HPscale = getHPScale(skill);
  3451. return HPscale === 1;
  3452. }),
  3453. addition: HPScal_Addition
  3454. },
  3455. {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)"},
  3456. function:cards=>cards.filter(card=>{
  3457. const skill = Skills[card.leaderSkillId];
  3458. const HPscale = getHPScale(skill);
  3459. return HPscale < 1;
  3460. }).sort(sortByHPScal),
  3461. addition: HPScal_Addition
  3462. },
  3463. ]},
  3464. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3465. {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)"},
  3466. function:cards=>cards.filter(card=>{
  3467. const skill = Skills[card.leaderSkillId];
  3468. const reduceScale = getReduceScale(skill);
  3469. return reduceScale >= 0.75;
  3470. }).sort(sortByReduceScale),
  3471. addition: ReduceScale_Addition
  3472. },
  3473. {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)"},
  3474. function:cards=>cards.filter(card=>{
  3475. const skill = Skills[card.leaderSkillId];
  3476. const reduceScale = getReduceScale(skill);
  3477. return reduceScale >= 0.5 && reduceScale < 0.75;
  3478. }).sort(sortByReduceScale),
  3479. addition: ReduceScale_Addition
  3480. },
  3481. {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)"},
  3482. function:cards=>cards.filter(card=>{
  3483. const skill = Skills[card.leaderSkillId];
  3484. const reduceScale = getReduceScale(skill);
  3485. return reduceScale >= 0.25 && reduceScale < 0.5;
  3486. }).sort(sortByReduceScale),
  3487. addition: ReduceScale_Addition
  3488. },
  3489. {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)"},
  3490. function:cards=>cards.filter(card=>{
  3491. const skill = Skills[card.leaderSkillId];
  3492. const reduceScale = getReduceScale(skill);
  3493. return reduceScale > 0 && reduceScale < 0.25;
  3494. }).sort(sortByReduceScale),
  3495. addition: ReduceScale_Addition
  3496. },
  3497. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3498. function:cards=>cards.filter(card=>{
  3499. const skill = Skills[card.leaderSkillId];
  3500. const reduceScale = getReduceScale(skill);
  3501. return reduceScale === 0;
  3502. })
  3503. },
  3504. {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"},
  3505. function:cards=>cards.filter(card=>{
  3506. const skill = Skills[card.leaderSkillId];
  3507. return getReduceScale(skill, true) > 0;
  3508. })
  3509. },
  3510. {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"},
  3511. function:cards=>cards.filter(card=>{
  3512. const skill = Skills[card.leaderSkillId];
  3513. return getReduceScale(skill, undefined, true) > 0;
  3514. })
  3515. },
  3516. {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"},
  3517. function:cards=>cards.filter(card=>{
  3518. const skill = Skills[card.leaderSkillId];
  3519. return getReduceScale(skill, undefined, undefined, true) > 0;
  3520. })
  3521. },
  3522. /*{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%)"},
  3523. function:cards=>cards.filter(card=>{
  3524. const skill = Skills[card.leaderSkillId];
  3525. const reduceScale = getReduceScale(skill);
  3526. return reduceScale>=0.29;
  3527. }).sort(sortByReduceScale)
  3528. },*/
  3529. {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"},
  3530. function:cards=>{
  3531. return cards.filter(card=>{
  3532. const skill = Skills[card.leaderSkillId];
  3533. return getReduceScale_unconditional(skill) > 0;
  3534. }).sort((a,b)=>{
  3535. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3536. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3537. });
  3538. },
  3539. addition:card=>{
  3540. const skill = Skills[card.leaderSkillId];
  3541. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3542. }
  3543. },
  3544. ]},
  3545. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3546. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3547. function:cards=>cards.filter(card=>
  3548. !Array.isArray(card.henshinFrom) &&
  3549. !Array.isArray(card.henshinTo))
  3550. },
  3551. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3552. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3553. },
  3554. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3555. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3556. },
  3557. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  3558. function:cards=>cards.filter(card=>{
  3559. const searchTypeArray = [236];
  3560. const skill = getCardActiveSkill(card, searchTypeArray);
  3561. return skill;
  3562. })
  3563. },
  3564. {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)"},
  3565. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3566. },
  3567. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3568. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3569. },
  3570. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3571. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3572. function:cards=>cards.filter(card=>isReincarnated(card))
  3573. }, //evoBaseId可能为0
  3574. //{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)},
  3575. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3576. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3577. },
  3578. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3579. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3580. },
  3581. ]},
  3582. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3583. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3584. function:cards=>cards.filter(card=>card.is8Latent)
  3585. },
  3586. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3587. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3588. },
  3589. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3590. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3591. },
  3592. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3593. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3594. },
  3595. {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"},
  3596. function:cards=>cards.filter(card=>{
  3597. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3598. if (hasAwokenKiller)
  3599. { //大于2个杀的进行判断
  3600. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3601. { //大于3个杀的直接过
  3602. return true;
  3603. }else
  3604. { //2个杀的
  3605. const isAllowLatent = card.types.filter(i=>
  3606. i>=0 //去掉-1的type
  3607. ).map(type=>
  3608. type_allowable_latent[type] //得到允许打的潜觉杀
  3609. ).some(ls=>
  3610. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3611. );
  3612. return isAllowLatent
  3613. }
  3614. }else
  3615. {
  3616. return false;
  3617. }
  3618. })
  3619. },
  3620. /*
  3621. {name:"3 same Killer Awoken, or 2 with same latent",otLangName:{chs:"3个相同杀觉醒,或2个杀觉醒并可打相同潜觉",cht:"3個相同殺覺醒,或2個殺覺醒並可打相同潛覺"},
  3622. function:cards=>cards.filter(card=>{
  3623. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3624. if (hasAwokenKiller)
  3625. { //大于2个杀的进行判断
  3626. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3627. { //大于3个杀的直接过
  3628. return true;
  3629. }else
  3630. { //2个杀的
  3631. const isAllowLatent = card.types.filter(i=>
  3632. i>=0 //去掉-1的type
  3633. ).map(type=>
  3634. type_allowable_latent[type] //得到允许打的潜觉杀
  3635. ).some(ls=>
  3636. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3637. );
  3638. return isAllowLatent
  3639. }
  3640. }else
  3641. {
  3642. return false;
  3643. }
  3644. })
  3645. },
  3646. {name:"4 same Killer Awoken(include super awoken), or 3 with same latent",otLangName:{chs:"4个相同杀觉醒(含超觉),或相同潜觉",cht:"4個相同殺覺醒(含超覺),或相同潛覺"},
  3647. function:cards=>cards.filter(card=>{
  3648. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3649. if (hasAwokenKiller)
  3650. { //大于2个杀的进行判断
  3651. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3652. { //大于3个杀的直接过
  3653. return true;
  3654. }else
  3655. { //2个杀的
  3656. const isAllowLatent = card.types.filter(i=>
  3657. i>=0 //去掉-1的type
  3658. ).map(type=>
  3659. type_allowable_latent[type] //得到允许打的潜觉杀
  3660. ).some(ls=>
  3661. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3662. );
  3663. return isAllowLatent
  3664. }
  3665. }else
  3666. {
  3667. return false;
  3668. }
  3669. })
  3670. },
  3671. {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3672. function:cards=>cards.filter(card=>{
  3673. const searchTypeArray = [1000];
  3674. const skill = getCardActiveSkill(card, searchTypeArray);
  3675. return skill;
  3676. })
  3677. },*/
  3678. ]},
  3679. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3680. {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)"},
  3681. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3682. },
  3683. {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)"},
  3684. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3685. },
  3686. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3687. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3688. },
  3689. {name:"Able to lv110",otLangName:{chs:"能突破等级限制",cht:"能突破等級限制"},
  3690. function:cards=>cards.filter(card=>card.limitBreakIncr > 0)
  3691. },
  3692. {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"},
  3693. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3694. },
  3695. {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)"},
  3696. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3697. addition:card=>`成长${card.limitBreakIncr}%`
  3698. },
  3699. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3700. function:cards=>cards.filter(card=>card.maxLevel==1)
  3701. },
  3702. {name:"Less than 100mp",otLangName:{chs:"低于100mp",cht:"低於100mp"},
  3703. function:cards=>cards.filter(card=>card.sellMP<100)
  3704. },
  3705. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3706. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3707. },
  3708. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3709. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3710. },
  3711. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3712. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3713. },
  3714. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3715. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3716. },
  3717. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3718. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3719. },
  3720. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  3721. function:cards=>cards,
  3722. addition:card=>card.name
  3723. },
  3724. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  3725. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  3726. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  3727. },
  3728. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  3729. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  3730. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  3731. },
  3732. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  3733. function:cards=>cards,
  3734. addition:card=>createTypesList(card.types)
  3735. },
  3736. ]},
  3737. ];
  3738. return functions;
  3739. })();

智龙迷城队伍图制作工具