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script-json_data.js 134 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. sort_name:{
  21. sort_none: "Nope",
  22. sort_id: "Cards Id",
  23. sort_attrs : "Attribute",
  24. sort_evoRootId: "Cards Evolution Root",
  25. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  26. sort_rarity: "Rarity",
  27. sort_cost: "Cost",
  28. sort_skillLv1: "Maximum Skill Turn",
  29. sort_skillLvMax: "Minimum Skill Turn",
  30. sort_hpMax120: "Max HP",
  31. sort_atkMax120: "Max ATK",
  32. sort_rcvMax120: "Max RCV",
  33. sort_hpMax120_awoken: "Max HP (+Awoken)",
  34. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  35. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  36. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  37. },
  38. force_reload_data: `Force refresh data`,
  39. skill_parse: {
  40. skill: {
  41. unknown: tp`Unkonwn skill type: ${'type'}`,
  42. active_turns: tp`${'actionSkill'}, for ${'turns'} turns`,
  43. random_skills: tp`Random Activates these skills:${'skills'}`,
  44. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  45. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  46. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  47. damage_enemy_times: tp`${'times'} `,
  48. damage_enemy_count: tp` (${'damage'} in total)`,
  49. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  50. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  51. delay: tp`${'icon'}Delays enemies' next move`,
  52. mass_attack: tp`${'icon'}Mass attacks`,
  53. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  54. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  55. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  56. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  57. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  58. unbind_normal: tp`${'icon'}Bind`,
  59. unbind_awakenings: tp`${'icon'}Awoken bind`,
  60. unbind_matches: tp`${'icon'}Unmatchable orb`,
  61. bind_skill: tp`${'icon'}Unable to use skills`,
  62. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  63. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  64. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  65. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  66. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  67. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  68. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  69. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  70. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  71. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  72. board_change: tp`Change all orbs to ${'orbs'}`,
  73. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  74. skill_boost_range: tp`~${'turns'}`,
  75. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  76. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  77. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  78. drop_refresh: tp`Replaces all orbs`,
  79. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  80. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  81. board7x6: tp`[${'icon'}7x6 board]`,
  82. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  83. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  84. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  85. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  86. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  87. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  88. orb_drop_increase_chance: tp`by ${'value'}`,
  89. attr_absorb: tp`${'icon'}Attribute absorption`,
  90. combo_absorb: tp`${'icon'}Combo absorption`,
  91. damage_absorb: tp`${'icon'}Damage absorption`,
  92. damage_void: tp`${'icon'}Damage void`,
  93. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  94. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  95. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  96. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  97. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  98. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  99. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  100. rate_multiply_drop: tp`${'icon'}Drop rate`,
  101. rate_multiply_coin: tp`${'icon'}Coins`,
  102. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  103. reduce_damage: tp`${'condition'}${'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. void_poison: tp`Voids ${'poison'} damage`,
  108. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  109. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  110. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  111. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  112. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  113. },
  114. power: {
  115. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  116. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  117. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  118. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  119. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  120. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  121. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  122. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  123. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  124. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  125. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  126. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  127. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  128. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  129. },
  130. cond: {
  131. unknown: tp`[ Unknown condition ]`,
  132. hp_equal: tp`When ${'hp'} == ${'min'} `,
  133. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  134. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  135. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  136. use_skill: tp`When skills used `,
  137. multi_player: tp`When in Multiplayer Mode `,
  138. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  139. exact_combo: tp`When exactly ${'value'} combos `,
  140. exact_match_length: tp`When matching exactly of ${'value'}${'orbs'} `,
  141. exact_match_enhanced: tp` orbs including enhanced`,
  142. exact_match_length_multiple: tp`When matching each exactly of ${'value'}${'orbs'} `,
  143. compo_type_card: tp`When ${'ids'} are all on team, `,
  144. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  145. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  146. compo_type_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  147. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  148. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  149. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  150. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  151. },
  152. position: {
  153. top: tp`${'pos'} of top rows`,
  154. bottom: tp`${'pos'} of bottom rows`,
  155. left: tp`${'pos'} of left columns`,
  156. right: tp`${'pos'} of right columns`,
  157. shape: tp`specified location`,
  158. },
  159. value: {
  160. unknown: tp`[ Unknown value: ${'type'}]`, //type
  161. const: tp`${'value'} ${'unit'}`,
  162. const_to: tp`to ${'value'}`,
  163. mul_percent: tp`${'value'}%`,
  164. mul_times: tp`×${'value'}`,
  165. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  166. mul_of_times: tp`${'stats'} ×${'value'}`,
  167. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  168. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  169. prob: tp`${'value'} chance for `,
  170. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  171. },
  172. target: {
  173. unknown: tp`Unkown Target`,
  174. self: tp`card's`,
  175. team: tp`team`,
  176. team_last: tp`the lastest member`,
  177. team_leader: tp`leader`,
  178. team_sub: tp`sub-monsters`,
  179. enemy: tp`Enemy`,
  180. enemy_all: tp`all enemys`,
  181. enemy_one: tp`1 enemy`,
  182. enemy_attr: tp`${'attr'} enemy`,
  183. },
  184. stats: {
  185. unknown: tp`[ Unknown: ${'type'}]`, //type
  186. maxhp: tp`Max HP`,
  187. hp: tp`HP`,
  188. chp: tp`current HP`,
  189. atk: tp`ATK`,
  190. rcv: tp`RCV`,
  191. teamhp: tp`Team HP`,
  192. teamatk: tp`Team ${'attrs'} ATK`,
  193. teamrcv: tp`Team RCV`,
  194. cstage: tp`current Stage of Dungeon`,
  195. },
  196. unit: {
  197. orbs: tp``,
  198. times: tp` times`,
  199. seconds: tp` seconds`,
  200. point: tp` point`,
  201. turns: tp` turns`,
  202. },
  203. word: {
  204. comma: tp`, `,
  205. slight_pause: tp`, `,
  206. range_hyphen: tp`~`,
  207. in_once: tp`in once `,
  208. evo_type_pixel: tp`Pixel Evo`,
  209. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  210. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  211. affix_attr: tp`${'cotent'} attr.`,
  212. affix_orb: tp`${'cotent'} orbs`,
  213. affix_type: tp`${'cotent'} types`,
  214. affix_awakening: tp`${'cotent'} awoken`,
  215. affix_exclude: tp`, exclude ${'cotent'}`,
  216. },
  217. attrs: {
  218. [0]: tp`${'icon'}Fire`,
  219. [1]: tp`${'icon'}Water`,
  220. [2]: tp`${'icon'}Wood`,
  221. [3]: tp`${'icon'}Light`,
  222. [4]: tp`${'icon'}Dark`,
  223. [5]: tp`${'icon'}Recover`,
  224. [6]: tp`${'icon'}Null`,
  225. all: tp`All`,
  226. self: tp`${'icon'}Self's Attr`,
  227. fixed: tp`${'icon'}Fixed`,
  228. },
  229. orbs: {
  230. [0]: tp`${'icon'}Fire`,
  231. [1]: tp`${'icon'}Water`,
  232. [2]: tp`${'icon'}Wood`,
  233. [3]: tp`${'icon'}Light`,
  234. [4]: tp`${'icon'}Dark`,
  235. [5]: tp`${'icon'}Heal`,
  236. [6]: tp`${'icon'}Jammer`,
  237. [7]: tp`${'icon'}Poison`,
  238. [8]: tp`${'icon'}Lethal Poison`,
  239. [9]: tp`${'icon'}Bomb`,
  240. enhanced: tp`${'icon'}Enhanced`,
  241. locked: tp`${'icon'}Locked`,
  242. nail: tp`${'icon'}Nail`,
  243. variation: tp`${'icon'}Roulette (transforms every ${'time'})`,
  244. _5color: tp`${'icon'}5 Att.`,
  245. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  246. all: tp`All`,
  247. any: tp`Any ${'cotent'}`,
  248. },
  249. types: {
  250. [0]: tp`${'icon'}Evo Material`,
  251. [1]: tp`${'icon'}Balanced`,
  252. [2]: tp`${'icon'}Physical`,
  253. [3]: tp`${'icon'}Healer`,
  254. [4]: tp`${'icon'}Dragon`,
  255. [5]: tp`${'icon'}God`,
  256. [6]: tp`${'icon'}Attacker`,
  257. [7]: tp`${'icon'}Devil`,
  258. [8]: tp`${'icon'}Machine`,
  259. [9]: tp`${'icon'}Special Protection`,
  260. [12]: tp`${'icon'}Awaken`,
  261. [14]: tp`${'icon'}Enhance Material`,
  262. [15]: tp`${'icon'}Redeemable`,
  263. },
  264. awokens: {
  265. [0]: tp`${'icon'}Unknown awoken`,
  266. [1]: tp`${'icon'}Enhanced HP`,
  267. [2]: tp`${'icon'}Enhanced Attack`,
  268. [3]: tp`${'icon'}Enhanced Heal`,
  269. [4]: tp`${'icon'}Reduce Fire Damage`,
  270. [5]: tp`${'icon'}Reduce Water Damage`,
  271. [6]: tp`${'icon'}Reduce Wood Damage`,
  272. [7]: tp`${'icon'}Reduce Light Damage`,
  273. [8]: tp`${'icon'}Reduce Dark Damage`,
  274. [9]: tp`${'icon'}Auto-Heal`,
  275. [10]: tp`${'icon'}Resistance-Bind`,
  276. [11]: tp`${'icon'}Resistance-Blind`,
  277. [12]: tp`${'icon'}Resistance-Jammers`,
  278. [13]: tp`${'icon'}Resistance-Poison`,
  279. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  280. [15]: tp`${'icon'}Enhanced Water Orbs`,
  281. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  282. [17]: tp`${'icon'}Enhanced Water Orbs`,
  283. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  284. [19]: tp`${'icon'}Extend Time`,
  285. [20]: tp`${'icon'}Recover Bind`,
  286. [21]: tp`${'icon'}Skill Boost`,
  287. [22]: tp`${'icon'}Enhanced Fire Rows`,
  288. [23]: tp`${'icon'}Enhanced Water Rows`,
  289. [24]: tp`${'icon'}Enhanced Wood Rows`,
  290. [25]: tp`${'icon'}Enhanced Water Rows`,
  291. [26]: tp`${'icon'}Enhanced Dark Rows`,
  292. [27]: tp`${'icon'}Two-Pronged Attack`,
  293. [28]: tp`${'icon'}Resistance-Skill Bind`,
  294. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  295. [30]: tp`${'icon'}Multi Boost`,
  296. [31]: tp`${'icon'}Dragon Killer`,
  297. [32]: tp`${'icon'}God Killer`,
  298. [33]: tp`${'icon'}Devil Killer`,
  299. [34]: tp`${'icon'}Machine Killer`,
  300. [35]: tp`${'icon'}Balanced Killer`,
  301. [36]: tp`${'icon'}Attacker Killer`,
  302. [37]: tp`${'icon'}Physical Killer`,
  303. [38]: tp`${'icon'}Healer Killer`,
  304. [39]: tp`${'icon'}Evo Killer`,
  305. [40]: tp`${'icon'}Awaken Killer`,
  306. [41]: tp`${'icon'}Enhance Killer`,
  307. [42]: tp`${'icon'}Redeemable Killer`,
  308. [43]: tp`${'icon'}Enhanced Combos`,
  309. [44]: tp`${'icon'}Guard Break`,
  310. [45]: tp`${'icon'}Bonus Attack`,
  311. [46]: tp`${'icon'}Enhanced Team HP `,
  312. [47]: tp`${'icon'}Enhanced Team RCV`,
  313. [48]: tp`${'icon'}Damage Void Piercer`,
  314. [49]: tp`${'icon'}Awoken Assist`,
  315. [50]: tp`${'icon'}Super Bonus Attack`,
  316. [51]: tp`${'icon'}Skill Charge`,
  317. [52]: tp`${'icon'}Resistance-Bind+`,
  318. [53]: tp`${'icon'}Extend Time+`,
  319. [54]: tp`${'icon'}Resistance-Clouds`,
  320. [55]: tp`${'icon'}Resistance-Immobility`,
  321. [56]: tp`${'icon'}Skill Boost+`,
  322. [57]: tp`${'icon'}50% or more HP Enhanced`,
  323. [58]: tp`${'icon'}50% or less HP Enhanced`,
  324. [59]: tp`${'icon'}L Damage Reduction`,
  325. [60]: tp`${'icon'}L Increased Attack`,
  326. [61]: tp`${'icon'}Super Enhanced Combos`,
  327. [62]: tp`${'icon'}Combo Orbs`,
  328. [63]: tp`${'icon'}Skill Voice`,
  329. [64]: tp`${'icon'}Dungeon Bonus`,
  330. [65]: tp`${'icon'}Reduced HP`,
  331. [66]: tp`${'icon'}Reduced Attack`,
  332. [67]: tp`${'icon'}Reduced RCV`,
  333. [68]: tp`${'icon'}Resistance-Blind+`,
  334. [69]: tp`${'icon'}Resistance-Jammers+`,
  335. [70]: tp`${'icon'}Resistance-Poison+`,
  336. [71]: tp`${'icon'}Blessing of Jammers`,
  337. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  338. [73]: tp`${'icon'}Enhanced Fire Combos`,
  339. [74]: tp`${'icon'}Enhanced Water Combos`,
  340. [75]: tp`${'icon'}Enhanced Wood Combos`,
  341. [76]: tp`${'icon'}Enhanced Light Combos`,
  342. [77]: tp`${'icon'}Enhanced Dark Combos`,
  343. [78]: tp`${'icon'}CrossBoost`,
  344. [79]: tp`${'icon'}Enhanced 3 colors`,
  345. [80]: tp`${'icon'}Enhanced 4 colors`,
  346. [81]: tp`${'icon'}Enhanced 5 colors`,
  347. [82]: tp`${'icon'}Super Connecting Eraser Bonus`,
  348. }
  349. },
  350. };
  351. //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
  352. const typekiller_for_type = [
  353. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  354. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  355. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  356. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  357. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  358. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  359. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  360. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  361. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  362. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  363. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  364. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  365. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  366. ];
  367. //类型允许的潜觉杀
  368. const type_allowable_latent = [];
  369. typekiller_for_type.forEach(t=>
  370. {
  371. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  372. .map(tn=>
  373. typekiller_for_type.find(_t=>_t.type == tn).latent
  374. );
  375. type_allowable_latent[t.type] = t.allowableLatent;
  376. }
  377. );
  378. //一般共同能打的潜觉
  379. const common_allowable_latent = [
  380. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  381. 28,29,30,31,32,33,34,35,36,37,38,
  382. 39,40,41, //需要拥有觉醒的才能打,但是有武器
  383. ];
  384. //120级才能打的潜觉
  385. const v120_allowable_latent = [
  386. 42,43,44,45
  387. ];
  388. //等效觉醒列表
  389. const equivalent_awoken = [
  390. {small:10,big:52,times:2}, //防封
  391. {small:11,big:68,times:5}, //防暗
  392. {small:12,big:69,times:5}, //防废
  393. {small:13,big:70,times:5}, //防毒
  394. {small:19,big:53,times:2}, //手指
  395. {small:21,big:56,times:2}, //SB
  396. ];
  397. //官方的觉醒排列顺序
  398. const official_awoken_sorting = [
  399. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  400. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  401. 27, 48, 62, 57, 58, 60, 59, 54, 55,
  402. 14, 15, 16, 17, 18, 29, 20, 44, 51,
  403. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  404. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  405. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  406. 65, 66, 67, 9, 71, 72, 30, 64, 63,
  407. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  408. 82
  409. ];
  410. //pdc的徽章对应数字
  411. const pdcBadgeMap = [
  412. {pdf:1,pdc:10}, //无限cost
  413. {pdf:2,pdc:12}, //小手指
  414. {pdf:3,pdc:9}, //全体攻击
  415. {pdf:4,pdc:5}, //小回复
  416. {pdf:5,pdc:1}, //小血量
  417. {pdf:6,pdc:3}, //小攻击
  418. {pdf:7,pdc:8}, //SB
  419. {pdf:8,pdc:18}, //队长防封
  420. {pdf:9,pdc:19}, //SX
  421. {pdf:11,pdc:7}, //无天降
  422. {pdf:17,pdc:6}, //大回复
  423. {pdf:18,pdc:2}, //大血量
  424. {pdf:19,pdc:4}, //大攻击
  425. {pdf:20,pdc:null}, //三维
  426. {pdf:21,pdc:13}, //大手指
  427. {pdf:10,pdc:11}, //加经验
  428. {pdf:12,pdc:15}, //墨镜
  429. {pdf:13,pdc:17}, //防废
  430. {pdf:14,pdc:16}, //防毒
  431. {pdf:50,pdc:14}, //月卡
  432. ];
  433. //pdc的潜觉对应数字
  434. const pdcLatentMap = [
  435. {pdf:1,pdc:1}, //HP
  436. {pdf:2,pdc:0}, //攻击
  437. {pdf:3,pdc:2}, //回复
  438. {pdf:4,pdc:19}, //手指
  439. {pdf:5,pdc:13}, //自回
  440. {pdf:6,pdc:14}, //火盾
  441. {pdf:7,pdc:15}, //水盾
  442. {pdf:8,pdc:16}, //木盾
  443. {pdf:9,pdc:17}, //光盾
  444. {pdf:10,pdc:18}, //暗盾
  445. {pdf:11,pdc:12}, //防坐
  446. {pdf:12,pdc:3}, //三维
  447. {pdf:13,pdc:35}, //不被换队长
  448. {pdf:13,pdc:47}, //不被换队长 ×1.5
  449. {pdf:14,pdc:37}, //不掉废
  450. {pdf:15,pdc:36}, //不掉毒
  451. {pdf:16,pdc:24}, //进化杀
  452. {pdf:17,pdc:25}, //觉醒杀
  453. {pdf:18,pdc:26}, //强化杀
  454. {pdf:19,pdc:27}, //卖钱杀
  455. {pdf:20,pdc:4}, //神杀
  456. {pdf:21,pdc:5}, //龙杀
  457. {pdf:22,pdc:6}, //恶魔杀
  458. {pdf:23,pdc:7}, //机械杀
  459. {pdf:24,pdc:8}, //平衡杀
  460. {pdf:25,pdc:9}, //攻击杀
  461. {pdf:26,pdc:10}, //体力杀
  462. {pdf:27,pdc:11}, //回复杀
  463. {pdf:28,pdc:20}, //大HP
  464. {pdf:29,pdc:21}, //大攻击
  465. {pdf:30,pdc:22}, //大回复
  466. {pdf:31,pdc:23}, //大手指
  467. {pdf:32,pdc:28}, //大火盾
  468. {pdf:33,pdc:29}, //大水盾
  469. {pdf:34,pdc:30}, //大木盾
  470. {pdf:35,pdc:31}, //大光盾
  471. {pdf:36,pdc:32}, //大暗盾
  472. {pdf:37,pdc:33}, //6色破无效
  473. {pdf:37,pdc:45}, //6色破无效 ×1.5
  474. {pdf:38,pdc:34}, //3色破属吸
  475. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  476. {pdf:39,pdc:40}, //C珠破吸
  477. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  478. {pdf:40,pdc:39}, //心横解转转
  479. {pdf:40,pdc:49}, //心横解转转 ×1.5
  480. {pdf:41,pdc:38}, //U解禁消
  481. {pdf:41,pdc:48}, //U解禁消 ×1.5
  482. {pdf:42,pdc:41}, //伤害上限解除
  483. {pdf:43,pdc:42}, //HP++
  484. {pdf:44,pdc:43}, //攻击++
  485. {pdf:45,pdc:44}, //回复++
  486. ];
  487. //排序程序列表
  488. const sort_function_list = [
  489. {tag:"sort_none",name:"无",function:()=>0},
  490. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  491. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  492. let num = a.attrs[0] - b.attrs[0];
  493. if (num === 0) num = a.attrs[1] - b.attrs[1];
  494. return num;
  495. }
  496. },
  497. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  498. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  499. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  500. let num = card_a.attrs[0] - card_b.attrs[0];
  501. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  502. return num;
  503. }
  504. },
  505. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  506. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  507. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  508. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  509. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  510. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  511. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  512. }
  513. },
  514. {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)},
  515. {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)},
  516. {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)},
  517. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  518. {
  519. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  520. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  521. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  522. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  523. return abA - abB;
  524. }
  525. },
  526. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  527. {
  528. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  529. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  530. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  531. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  532. return abA - abB;
  533. }
  534. },
  535. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  536. {
  537. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  538. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  539. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  540. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  541. return abA - abB;
  542. }
  543. },
  544. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  545. {
  546. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  547. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  548. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  549. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  550. return abA - abB;
  551. }
  552. },
  553. ];
  554. //增加特殊搜索模式
  555. const specialSearchFunctions = (function() {
  556. 'use strict';
  557. //返回卡片的队长技能
  558. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  559. {
  560. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  561. }
  562. //返回卡片的技能
  563. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  564. {
  565. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  566. }
  567. //返回卡片的技能
  568. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  569. {
  570. switch(skillGreatType)
  571. {
  572. case 1:
  573. case "leader":
  574. return getCardLeaderSkill(card, skillTypes, searchRandom);
  575. case 2:
  576. case "active":
  577. return getCardActiveSkill(card, skillTypes, searchRandom);
  578. default:
  579. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  580. }
  581. }
  582. //查找到真正起作用的那一个技能
  583. function getActuallySkill(skill, skillTypes, searchRandom = true)
  584. {
  585. if (skillTypes.includes(skill.type))
  586. {
  587. return skill;
  588. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  589. {
  590. const subSkills = skill.params.map(id=>Skills[id]);
  591. for(let i = 0;i < subSkills.length; i++)
  592. { //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
  593. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  594. if (foundSubSkill)
  595. {
  596. return foundSubSkill;
  597. }
  598. }
  599. return null;
  600. }else
  601. {
  602. return null;
  603. }
  604. }
  605. //获取血倍率
  606. function getHPScale(ls)
  607. {
  608. const sk = ls.params;
  609. let scale = 1;
  610. switch (ls.type)
  611. {
  612. case 23: case 30: case 62: case 77: case 63: case 65:
  613. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  614. scale = sk[sk.length-1]/100;
  615. break;
  616. case 73: case 76:
  617. case 121: case 129: case 163: case 177: case 186:
  618. case 155:
  619. scale = sk[2]/100;
  620. break;
  621. case 106: case 107: case 108:
  622. scale = sk[0]/100;
  623. break;
  624. case 125:
  625. scale = sk[5]/100;
  626. break;
  627. case 136:
  628. case 137:
  629. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  630. break;
  631. case 158:
  632. scale = sk[4]/100;
  633. break;
  634. case 175:
  635. case 178: case 185:
  636. scale = sk[3]/100;
  637. break;
  638. case 203: case 217:
  639. scale = sk[1]/100;
  640. break;
  641. case 138: //调用其他队长技
  642. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  643. break;
  644. default:
  645. }
  646. return scale || 1;
  647. }
  648. //获取盾减伤比例
  649. function getReduceScale(ls, allAttr = false, noHPneed = false)
  650. {
  651. const sk = ls.params;
  652. let scale = 0;
  653. switch (ls.type)
  654. {
  655. case 16: //无条件盾
  656. scale = sk[0]/100;
  657. break;
  658. case 17: //单属性盾
  659. scale = allAttr ? 0 : sk[1]/100;
  660. break;
  661. case 36: //2个属性盾
  662. scale = allAttr ? 0 : sk[2]/100;
  663. break;
  664. case 38: //血线下 + 几率
  665. case 43: //血线上 + 几率
  666. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  667. break;
  668. case 129: //无条件盾,属性个数不固定
  669. case 163: //无条件盾,属性个数不固定
  670. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  671. break;
  672. case 178: //无条件盾,属性个数不固定
  673. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  674. break;
  675. case 130: //血线下 + 属性个数不固定
  676. case 131: //血线上 + 属性个数不固定
  677. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  678. break;
  679. case 151: //十字心触发
  680. case 169: //C触发
  681. case 198: //回血触发
  682. scale = sk[2]/100;
  683. break;
  684. case 170: //多色触发
  685. case 182: //长串触发
  686. case 193: //L触发
  687. scale = sk[3]/100;
  688. break;
  689. case 171: //多串触发
  690. scale = sk[6]/100;
  691. break;
  692. case 183: //又是个有两段血线的队长技
  693. scale = noHPneed ? 0 : sk[4]/100;
  694. break;
  695. case 210: //十字触发
  696. scale = sk[1]/100;
  697. break;
  698. case 138: //调用其他队长技
  699. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  700. break;
  701. default:
  702. }
  703. return scale || 0;
  704. }
  705. function getCannonAttr(skill)
  706. {
  707. const sk = skill.params;
  708. switch(skill.type)
  709. {
  710. case 0:
  711. case 1:
  712. case 37:
  713. case 58:
  714. case 59:
  715. case 84:
  716. case 85:
  717. case 86:
  718. case 87:
  719. case 115:
  720. return sk[0];
  721. case 110:
  722. case 143:
  723. return sk[1];
  724. case 42:
  725. return sk[1];
  726. case 144:
  727. return sk[3] ?? 0;
  728. default:
  729. return -1;
  730. }
  731. }
  732. function sortByParams(a,b,searchTypeArray,pidx = 0)
  733. {
  734. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  735. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  736. return a_pC - b_pC;
  737. }
  738. function voidsAbsorption_Addition(card)
  739. {
  740. const searchTypeArray = [173];
  741. const skill = getCardActiveSkill(card, searchTypeArray);
  742. const sk = skill.params;
  743. if (sk[1] && sk[3])
  744. {
  745. return `双吸×${sk[0]}T`;
  746. }else
  747. {
  748. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  749. }
  750. }
  751. function unbind_Turns(card)
  752. {
  753. const outObj = {
  754. normal: 0,
  755. awoken: 0
  756. };
  757. const searchTypeArray = [117,179];
  758. const skill = getCardActiveSkill(card, searchTypeArray);
  759. if (skill)
  760. {
  761. const sk = skill.params;
  762. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  763. outObj.awoken = sk[4] || 0;
  764. }
  765. return outObj;
  766. }
  767. function unbind_Addition(card)
  768. {
  769. const turns = unbind_Turns(card);
  770. let strArr = [];
  771. if (turns.normal > 0 && turns.normal == turns.awoken)
  772. {
  773. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  774. }
  775. if (turns.normal > 0)
  776. {
  777. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  778. }
  779. if (turns.awoken > 0)
  780. {
  781. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  782. }
  783. return strArr.join(',');
  784. }
  785. function boardChange_ColorTypes(skill)
  786. {
  787. if (!skill) return [];
  788. const sk = skill.params;
  789. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  790. return colors;
  791. }
  792. function boardChange_Addition(card)
  793. {
  794. const searchTypeArray = [71];
  795. const skill = getCardActiveSkill(card, searchTypeArray);
  796. const colors = boardChange_ColorTypes(skill);
  797. return createOrbsList(colors);
  798. }
  799. function orbsChangeParse(skill)
  800. {
  801. function changes(from, to)
  802. {
  803. return {from:from,to:to};
  804. }
  805. let outArr = [];
  806. if (!skill) return outArr;
  807. const sk = skill.params;
  808. switch (skill.type)
  809. {
  810. case 9:{
  811. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  812. break;
  813. }
  814. case 20:{
  815. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  816. {
  817. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  818. }
  819. else
  820. {
  821. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  822. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  823. }
  824. break;
  825. }
  826. case 154:{
  827. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  828. break;
  829. }
  830. }
  831. return outArr;
  832. }
  833. function changeOrbs_Addition(card)
  834. {
  835. const searchTypeArray = [9,20,154];
  836. const skills = getCardActiveSkills(card, searchTypeArray);
  837. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  838. const fragment = document.createDocumentFragment();
  839. parsedSkills.forEach(p=>{
  840. fragment.appendChild(createOrbsList(p.from));
  841. fragment.appendChild(document.createTextNode(`→`));
  842. fragment.appendChild(createOrbsList(p.to));
  843. });
  844. return fragment;
  845. }
  846. function generateOrbsParse(card)
  847. {
  848. let outArr = [];
  849. const searchTypeArray = [141, 208];
  850. const skills = getCardActiveSkills(card, searchTypeArray);
  851. if (!skills.length) return outArr;
  852. for (let skill of skills)
  853. {
  854. const sk = skill.params;
  855. if (skill.type == 141)
  856. {
  857. outArr.push({
  858. count: sk[0],
  859. to: flags(sk[1] || 1),
  860. exclude: flags(sk[2]),
  861. });
  862. }else
  863. {
  864. outArr.push({
  865. count: sk[0],
  866. to: flags(sk[1] || 1),
  867. exclude: flags(sk[2]),
  868. });
  869. outArr.push({
  870. count: sk[3],
  871. to: flags(sk[4] || 1),
  872. exclude: flags(sk[5]),
  873. });
  874. }
  875. }
  876. return outArr;
  877. }
  878. function generateOrbs_Addition(card)
  879. {
  880. const gens = generateOrbsParse(card);
  881. const searchTypeArray = [141, 208];
  882. const skill = getCardActiveSkill(card, searchTypeArray);
  883. const sk = skill.params;
  884. const fragment = document.createDocumentFragment();
  885. for (let gen of gens)
  886. {
  887. fragment.appendChild(createOrbsList(gen.to));
  888. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  889. }
  890. return fragment;
  891. }
  892. function lock_Addition(card)
  893. {
  894. const searchTypeArray = [152];
  895. const skill = getCardActiveSkill(card, searchTypeArray);
  896. const sk = skill.params;
  897. const fragment = document.createDocumentFragment();
  898. fragment.appendChild(document.createTextNode(`锁`));
  899. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  900. return fragment;
  901. }
  902. function dropLock_Addition(card)
  903. {
  904. const searchTypeArray = [205];
  905. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  906. const sk = skill.params;
  907. const fragment = document.createDocumentFragment();
  908. fragment.appendChild(document.createTextNode(`掉锁`));
  909. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 1023)));
  910. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  911. return fragment;
  912. }
  913. function dropOrb_Addition(card)
  914. {
  915. const searchTypeArray = [126];
  916. const skill = getCardActiveSkill(card, searchTypeArray);
  917. const sk = skill.params;
  918. const colors = flags(sk[0]);
  919. const fragment = document.createDocumentFragment();
  920. fragment.appendChild(createOrbsList(colors));
  921. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  922. return fragment;
  923. }
  924. function generateColumnOrbs_Addition(card)
  925. {
  926. const searchTypeArray = [127];
  927. const skill = getCardActiveSkill(card, searchTypeArray);
  928. const sk = skill.params;
  929. const colors = [];
  930. for (let ai=0;ai<sk.length;ai+=2)
  931. {
  932. colors.push(flags(sk[ai+1]));
  933. }
  934. const fragment = document.createDocumentFragment();
  935. fragment.appendChild(document.createTextNode(`竖`));
  936. fragment.appendChild(createOrbsList(colors.flat()));
  937. return fragment;
  938. }
  939. function generateRowOrbs_Addition(card)
  940. {
  941. const searchTypeArray = [128];
  942. const skill = getCardActiveSkill(card, searchTypeArray);
  943. const sk = skill.params;
  944. const colors = [];
  945. for (let ai=0;ai<sk.length;ai+=2)
  946. {
  947. colors.push(flags(sk[ai+1]));
  948. }
  949. const fragment = document.createDocumentFragment();
  950. fragment.appendChild(document.createTextNode(`横`));
  951. fragment.appendChild(createOrbsList(colors.flat()));
  952. return fragment;
  953. }
  954. function healImmediately_Rate(card)
  955. {
  956. const searchTypeArray = [7, //宠物回复力
  957. 8, //固定点数
  958. 35,115, //吸血
  959. 117
  960. ];
  961. const skills = getCardActiveSkills(card, searchTypeArray);
  962. const outObj = {
  963. vampire: 0,
  964. selfRcv: 0,
  965. const: 0,
  966. scale: 0,
  967. };
  968. if (!skills.length) return outObj;
  969. skills.forEach(skill=>{
  970. const sk = skill.params;
  971. if (skill.type == 7)
  972. {
  973. outObj.selfRcv += sk[0];
  974. }
  975. else if(skill.type == 8)
  976. {
  977. outObj.const += sk[0];
  978. }
  979. else if(skill.type == 35)
  980. {
  981. outObj.vampire += sk[1];
  982. }
  983. else if(skill.type == 115)
  984. {
  985. outObj.vampire += sk[2];
  986. }
  987. else if(skill.type == 117)
  988. {
  989. outObj.selfRcv += sk[1] || 0;
  990. outObj.const += sk[2] || 0;
  991. outObj.scale += sk[3] || 0;
  992. }
  993. });
  994. return outObj;
  995. }
  996. function atkBuff_Rate(card)
  997. {
  998. const searchTypeArray = [
  999. 88,92, //类型的
  1000. 50,90, //属性的,要排除回复力
  1001. 156,168,231, //宝石姬
  1002. 228, //属性、类型数量
  1003. ];
  1004. const skill = getCardActiveSkill(card, searchTypeArray);
  1005. const outObj = {
  1006. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1007. types: [],
  1008. attrs: [],
  1009. awoken: [],
  1010. rate: 0,
  1011. turns: 0,
  1012. };
  1013. if (!skill) return outObj;
  1014. const sk = skill.params;
  1015. if (skill.type == 88 || skill.type == 92)
  1016. {
  1017. outObj.skilltype = 2;
  1018. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1019. outObj.turns = sk[0];
  1020. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1021. }
  1022. else if(skill.type == 50 || skill.type == 90)
  1023. {
  1024. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1025. if (!outObj.attrs.length) //去除回复力
  1026. return outObj;
  1027. outObj.skilltype = 2;
  1028. outObj.turns = sk[0];
  1029. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1030. }
  1031. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1032. || skill.type == 168)
  1033. {
  1034. outObj.skilltype = 1;
  1035. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1036. outObj.turns = sk[0];
  1037. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1038. }
  1039. else if(skill.type == 228 && sk[3] > 0)
  1040. {
  1041. outObj.skilltype = 1;
  1042. outObj.attrs = flags(sk[1]);
  1043. outObj.types = flags(sk[2]);
  1044. outObj.turns = sk[0];
  1045. outObj.rate = sk[3];
  1046. }
  1047. else if(skill.type == 231 && sk[6] > 0)
  1048. {
  1049. outObj.skilltype = 1;
  1050. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1051. outObj.turns = sk[0];
  1052. outObj.rate = sk[6];
  1053. }
  1054. return outObj;
  1055. }
  1056. function rcvBuff_Rate(card)
  1057. {
  1058. const searchTypeArray = [
  1059. 50,90,
  1060. 228, 231, //宝石姬
  1061. ];
  1062. const skill = getCardActiveSkill(card, searchTypeArray);
  1063. const outObj = {
  1064. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1065. types: [],
  1066. attrs: [],
  1067. awoken: [],
  1068. rate: 0,
  1069. turns: 0,
  1070. };
  1071. if (!skill) return outObj;
  1072. const sk = skill.params;
  1073. if (skill.type == 228 && sk[4] > 0) {
  1074. outObj.skilltype = 1;
  1075. outObj.attrs = flags(sk[1]);
  1076. outObj.types = flags(sk[2]);
  1077. outObj.turns = sk[0];
  1078. outObj.rate = sk[4];
  1079. } else if (skill.type == 231 && sk[7] > 0) {
  1080. outObj.skilltype = 1;
  1081. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1082. outObj.turns = sk[0];
  1083. outObj.rate = sk[7];
  1084. } else if (skill.type == 50 || skill.type == 90) {
  1085. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1086. outObj.turns = sk[0];
  1087. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1088. }
  1089. return outObj;
  1090. }
  1091. function damageSelf_Rate(card)
  1092. {
  1093. const searchTypeArray = [84,85,86,87,195];
  1094. const skill = getCardActiveSkill(card, searchTypeArray);
  1095. if (!skill) return 0;
  1096. const sk = skill.params;
  1097. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1098. }
  1099. function changeEnemiesAttr_Attr(card)
  1100. {
  1101. const outObj = {
  1102. attr: null,
  1103. turns: 0
  1104. }
  1105. const searchTypeArray = [153, 224];
  1106. const skill = getCardActiveSkill(card, searchTypeArray);
  1107. if (!skill) return outObj;
  1108. const sk = skill.params;
  1109. if (skill.type == 153)
  1110. {
  1111. outObj.attr = sk[0];
  1112. }
  1113. else if (skill.type == 224)
  1114. {
  1115. outObj.attr = sk[1] || 0;
  1116. outObj.turns = sk[0];
  1117. }
  1118. return outObj;
  1119. }
  1120. //创建1个觉醒图标
  1121. function createAwokenIcon(awokenId)
  1122. {
  1123. const icon = document.createElement("icon");
  1124. icon.className ="awoken-icon";
  1125. icon.setAttribute("data-awoken-icon", awokenId);
  1126. return icon;
  1127. }
  1128. //产生一个觉醒列表
  1129. function creatAwokenList(awokens) {
  1130. const ul = document.createElement("ul");
  1131. ul.className = "awoken-ul";
  1132. awokens.forEach(ak=>{
  1133. const li = ul.appendChild(document.createElement("li"));
  1134. const icon = li.appendChild(createAwokenIcon(ak));
  1135. });
  1136. return ul;
  1137. }
  1138. //产生宝珠列表
  1139. function createOrbsList(orbs)
  1140. {
  1141. if (orbs == undefined) orbs = [0];
  1142. else if (!Array.isArray(orbs)) orbs = [orbs];
  1143. const ul = document.createElement("ul");
  1144. ul.className = "board";
  1145. orbs.forEach(orbType => {
  1146. const li = ul.appendChild(document.createElement("li"));
  1147. li.className = `orb-icon`;
  1148. li.setAttribute("data-orb-icon", orbType);
  1149. });
  1150. return ul;
  1151. }
  1152. //产生类型列表
  1153. function createTypesList(types)
  1154. {
  1155. if (types == undefined) types = [0];
  1156. else if (!Array.isArray(types)) types = [types];
  1157. const ul = document.createElement("ul");
  1158. ul.className = "types-ul";
  1159. types.forEach(type => {
  1160. const li = ul.appendChild(document.createElement("li"));
  1161. li.className = `type-icon`;
  1162. li.setAttribute("data-type-icon", type);
  1163. });
  1164. return ul;
  1165. }
  1166. const functions = [
  1167. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},
  1168. function:cards=>cards},
  1169. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  1170. {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)"},
  1171. function:cards=>{
  1172. return cards.filter(card=>{
  1173. return getSkillFixedDamage(card) > 0;
  1174. }).sort((a,b)=>{
  1175. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  1176. return a_pC - b_pC;
  1177. });
  1178. },
  1179. addition:card=>{
  1180. return getSkillFixedDamage(card).bigNumberToString() + "固伤";
  1181. }
  1182. },
  1183. {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)"},
  1184. function:cards=>{
  1185. return cards.filter(card=>{
  1186. return getSkillAddCombo(card) > 0;
  1187. }).sort((a,b)=>{
  1188. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  1189. return a_pC - b_pC;
  1190. });
  1191. },
  1192. addition:card=>{
  1193. const value = getSkillAddCombo(card);
  1194. let nodeArr = [`+${value.bigNumberToString()}C`]
  1195. let skill;
  1196. skill = getCardLeaderSkill(card, [210]);
  1197. if (skill) {
  1198. nodeArr.push("/十字");
  1199. }
  1200. skill = getCardLeaderSkill(card, [235]);
  1201. if (skill) {
  1202. nodeArr.push("/");
  1203. nodeArr.push(createOrbsList(flags(skill.params[0])));
  1204. nodeArr.push(`×${skill.params[2]}`);
  1205. }
  1206. return nodeArr.nodeJoin();
  1207. }
  1208. },
  1209. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】",cht:"【7×6 版面】"},
  1210. function:cards=>cards.filter(card=>{
  1211. const searchTypeArray = [162,186];
  1212. const skill = getCardLeaderSkill(card, searchTypeArray);
  1213. return skill;
  1214. })
  1215. },
  1216. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】",cht:"【無天降版面】"},
  1217. function:cards=>cards.filter(card=>{
  1218. const searchTypeArray = [163,177];
  1219. const skill = getCardLeaderSkill(card, searchTypeArray);
  1220. return skill;
  1221. })
  1222. },
  1223. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)",cht:"隊長技加/減秒(按秒數排序)"},
  1224. function:cards=>{
  1225. const searchTypeArray = [15,185];
  1226. return cards.filter(card=>{
  1227. const skill = getCardLeaderSkill(card, searchTypeArray);
  1228. return skill;
  1229. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1230. },
  1231. addition:card=>{
  1232. const searchTypeArray = [15,185];
  1233. const skill = getCardLeaderSkill(card, searchTypeArray);
  1234. const value = skill.params[0];
  1235. return `${value > 0 ? "+" : ""}${value/100}s`;
  1236. }
  1237. },
  1238. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)",cht:"固定操作時間(按時間排序)"},
  1239. function:cards=>{
  1240. const searchTypeArray = [178];
  1241. return cards.filter(card=>{
  1242. const skill = getCardLeaderSkill(card, searchTypeArray);
  1243. return skill;
  1244. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1245. },
  1246. addition:card=>{
  1247. const searchTypeArray = [178];
  1248. const skill = getCardLeaderSkill(card, searchTypeArray);
  1249. const value = skill.params[0];
  1250. return `固定${value}s`;
  1251. }
  1252. },
  1253. {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)"},
  1254. function:cards=>{
  1255. const searchTypeArray = [12];
  1256. return cards.filter(card=>{
  1257. const skill = getCardLeaderSkill(card, searchTypeArray);
  1258. return skill;
  1259. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1260. },
  1261. addition:card=>{
  1262. const searchTypeArray = [12];
  1263. const skill = getCardLeaderSkill(card, searchTypeArray);
  1264. const value = skill.params[0];
  1265. return `攻击×${(value/100).bigNumberToString()}倍`;
  1266. }
  1267. },
  1268. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)",cht:"消除寶珠時回血(按回複比率排序)"},
  1269. function:cards=>{
  1270. const searchTypeArray = [13];
  1271. return cards.filter(card=>{
  1272. const skill = getCardLeaderSkill(card, searchTypeArray);
  1273. return skill;
  1274. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1275. },
  1276. addition:card=>{
  1277. const searchTypeArray = [13];
  1278. const skill = getCardLeaderSkill(card, searchTypeArray);
  1279. const value = skill.params[0];
  1280. return `回复×${(value/100).bigNumberToString()}倍`;
  1281. }
  1282. },
  1283. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  1284. function:cards=>{
  1285. const searchTypeArray = [41];
  1286. return cards.filter(card=>{
  1287. const skill = getCardLeaderSkill(card, searchTypeArray);
  1288. return skill;
  1289. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1290. },
  1291. addition:card=>{
  1292. const searchTypeArray = [41];
  1293. const skill = getCardLeaderSkill(card, searchTypeArray);
  1294. const sk = skill.params;
  1295. const fragment = document.createDocumentFragment();
  1296. fragment.appendChild(createOrbsList(sk[2] || 0));
  1297. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  1298. if (sk[0] < 100)fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  1299. return fragment;
  1300. }
  1301. },
  1302. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  1303. function:cards=>cards.filter(card=>{
  1304. const searchTypeArray = [197];
  1305. const skill = getCardLeaderSkill(card, searchTypeArray);
  1306. return skill;
  1307. })
  1308. },
  1309. {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)"},
  1310. function:cards=>{
  1311. const searchTypeArray = [198];
  1312. return cards.filter(card=>{
  1313. const skill = getCardLeaderSkill(card, searchTypeArray);
  1314. return skill && skill.params[2];
  1315. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  1316. },
  1317. addition:card=>{
  1318. const searchTypeArray = [198];
  1319. const skill = getCardLeaderSkill(card, searchTypeArray);
  1320. const sk = skill.params;
  1321. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  1322. }
  1323. },
  1324. {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)"},
  1325. function:cards=>{
  1326. const searchTypeArray = [198];
  1327. return cards.filter(card=>{
  1328. const skill = getCardLeaderSkill(card, searchTypeArray);
  1329. return skill && skill.params[3];
  1330. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  1331. },
  1332. addition:card=>{
  1333. const searchTypeArray = [198];
  1334. const skill = getCardLeaderSkill(card, searchTypeArray);
  1335. const sk = skill.params;
  1336. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  1337. }
  1338. },
  1339. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  1340. function:cards=>cards.filter(card=>{
  1341. const searchTypeArray = [151,209];
  1342. const skill = getCardLeaderSkill(card, searchTypeArray);
  1343. return skill;
  1344. })
  1345. },
  1346. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  1347. function:cards=>cards.filter(card=>{
  1348. const searchTypeArray = [157];
  1349. const skill = getCardLeaderSkill(card, searchTypeArray);
  1350. return skill;
  1351. })
  1352. },
  1353. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  1354. function:cards=>cards.filter(card=>{
  1355. const searchTypeArray = [177];
  1356. const skill = getCardLeaderSkill(card, searchTypeArray);
  1357. return skill;
  1358. })
  1359. },
  1360. {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)"},
  1361. function:cards=>{
  1362. const searchTypeArray = [158];
  1363. return cards.filter(card=>{
  1364. const skill = getCardLeaderSkill(card, searchTypeArray);
  1365. return skill;
  1366. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1367. },
  1368. addition:card=>{
  1369. const searchTypeArray = [158];
  1370. const skill = getCardLeaderSkill(card, searchTypeArray);
  1371. const value = skill.params[0];
  1372. return `≥${value}珠`;
  1373. }
  1374. },
  1375. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  1376. function:cards=>{
  1377. const searchTypeArray = [14];
  1378. return cards.filter(card=>{
  1379. const skill = getCardLeaderSkill(card, searchTypeArray);
  1380. return skill;
  1381. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1382. },
  1383. addition:card=>{
  1384. const searchTypeArray = [14];
  1385. const skill = getCardLeaderSkill(card, searchTypeArray);
  1386. const value = skill.params[0];
  1387. return `HP≥${value}%`;
  1388. }
  1389. },
  1390. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  1391. function:cards=>cards.filter(card=>{
  1392. const searchTypeArray = [125];
  1393. const skill = getCardLeaderSkill(card, searchTypeArray);
  1394. return skill;
  1395. })
  1396. },
  1397. {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"},
  1398. function:cards=>cards.filter(card=>{
  1399. const searchTypeArray = [175];
  1400. const skill = getCardLeaderSkill(card, searchTypeArray);
  1401. return skill;
  1402. })
  1403. },
  1404. {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"},
  1405. function:cards=>cards.filter(card=>{
  1406. const searchTypeArray = [203];
  1407. const skill = getCardLeaderSkill(card, searchTypeArray);
  1408. return skill;
  1409. })
  1410. },
  1411. {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"},
  1412. function:cards=>cards.filter(card=>{
  1413. const searchTypeArray = [229];
  1414. const skill = getCardLeaderSkill(card, searchTypeArray);
  1415. return skill;
  1416. })
  1417. },
  1418. {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)"},
  1419. function:cards=>{
  1420. const searchTypeArray = [53];
  1421. return cards.filter(card=>{
  1422. const skill = getCardLeaderSkill(card, searchTypeArray);
  1423. return skill;
  1424. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1425. },
  1426. addition:card=>{
  1427. const searchTypeArray = [53];
  1428. const skill = getCardLeaderSkill(card, searchTypeArray);
  1429. const sk = skill.params;
  1430. return `掉率x${sk[0]/100}`;
  1431. }
  1432. },
  1433. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  1434. function:cards=>{
  1435. const searchTypeArray = [54];
  1436. return cards.filter(card=>{
  1437. const skill = getCardLeaderSkill(card, searchTypeArray);
  1438. return skill;
  1439. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1440. },
  1441. addition:card=>{
  1442. const searchTypeArray = [54];
  1443. const skill = getCardLeaderSkill(card, searchTypeArray);
  1444. const sk = skill.params;
  1445. return `金币x${sk[0]/100}`;
  1446. }
  1447. },
  1448. {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)"},
  1449. function:cards=>{
  1450. const searchTypeArray = [148];
  1451. return cards.filter(card=>{
  1452. const skill = getCardLeaderSkill(card, searchTypeArray);
  1453. return skill;
  1454. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1455. },
  1456. addition:card=>{
  1457. const searchTypeArray = [148];
  1458. const skill = getCardLeaderSkill(card, searchTypeArray);
  1459. const sk = skill.params;
  1460. return `经验x${sk[0]/100}`;
  1461. }
  1462. },
  1463. ]},
  1464. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  1465. {name:"HP Scale [2, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  1466. function:cards=>cards.filter(card=>{
  1467. const skill = Skills[card.leaderSkillId];
  1468. const HPscale = getHPScale(skill);
  1469. return HPscale >= 2;
  1470. }).sort((a,b)=>{
  1471. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1472. return getHPScale(a_s) - getHPScale(b_s);
  1473. })
  1474. },
  1475. {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)"},
  1476. function:cards=>cards.filter(card=>{
  1477. const skill = Skills[card.leaderSkillId];
  1478. const HPscale = getHPScale(skill);
  1479. return HPscale >= 1.5 && HPscale < 2;
  1480. }).sort((a,b)=>{
  1481. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1482. return getHPScale(a_s) - getHPScale(b_s);
  1483. })
  1484. },
  1485. {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)"},
  1486. function:cards=>cards.filter(card=>{
  1487. const skill = Skills[card.leaderSkillId];
  1488. const HPscale = getHPScale(skill);
  1489. return HPscale > 1 && HPscale < 1.5;
  1490. }).sort((a,b)=>{
  1491. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1492. return getHPScale(a_s) - getHPScale(b_s);
  1493. })
  1494. },
  1495. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  1496. function:cards=>cards.filter(card=>{
  1497. const skill = Skills[card.leaderSkillId];
  1498. const HPscale = getHPScale(skill);
  1499. return HPscale === 1;
  1500. })
  1501. },
  1502. {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)"},
  1503. function:cards=>cards.filter(card=>{
  1504. const skill = Skills[card.leaderSkillId];
  1505. const HPscale = getHPScale(skill);
  1506. return HPscale < 1;
  1507. }).sort((a,b)=>{
  1508. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1509. return getHPScale(a_s) - getHPScale(b_s);
  1510. })
  1511. },
  1512. ]},
  1513. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  1514. {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)"},
  1515. function:cards=>cards.filter(card=>{
  1516. const skill = Skills[card.leaderSkillId];
  1517. const reduceScale = getReduceScale(skill);
  1518. return reduceScale >= 0.75;
  1519. }).sort((a,b)=>{
  1520. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1521. return getReduceScale(a_s) - getReduceScale(b_s);
  1522. })
  1523. },
  1524. {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)"},
  1525. function:cards=>cards.filter(card=>{
  1526. const skill = Skills[card.leaderSkillId];
  1527. const reduceScale = getReduceScale(skill);
  1528. return reduceScale >= 0.5 && reduceScale < 0.75;
  1529. }).sort((a,b)=>{
  1530. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1531. return getReduceScale(a_s) - getReduceScale(b_s);
  1532. })
  1533. },
  1534. {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)"},
  1535. function:cards=>cards.filter(card=>{
  1536. const skill = Skills[card.leaderSkillId];
  1537. const reduceScale = getReduceScale(skill);
  1538. return reduceScale >= 0.25 && reduceScale < 0.5;
  1539. }).sort((a,b)=>{
  1540. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1541. return getReduceScale(a_s) - getReduceScale(b_s);
  1542. })
  1543. },
  1544. {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)"},
  1545. function:cards=>cards.filter(card=>{
  1546. const skill = Skills[card.leaderSkillId];
  1547. const reduceScale = getReduceScale(skill);
  1548. return reduceScale > 0 && reduceScale < 0.25;
  1549. }).sort((a,b)=>{
  1550. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1551. return getReduceScale(a_s) - getReduceScale(b_s);
  1552. })
  1553. },
  1554. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  1555. function:cards=>cards.filter(card=>{
  1556. const skill = Skills[card.leaderSkillId];
  1557. const reduceScale = getReduceScale(skill);
  1558. return reduceScale === 0;
  1559. })
  1560. },
  1561. {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"},
  1562. function:cards=>cards.filter(card=>{
  1563. const skill = Skills[card.leaderSkillId];
  1564. return getReduceScale(skill, true) > 0;
  1565. })
  1566. },
  1567. {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"},
  1568. function:cards=>cards.filter(card=>{
  1569. const skill = Skills[card.leaderSkillId];
  1570. return getReduceScale(skill, undefined, true) > 0;
  1571. })
  1572. },
  1573. {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"},
  1574. function:cards=>cards.filter(card=>{
  1575. const skill = Skills[card.leaderSkillId];
  1576. return getReduceScale(skill, undefined, undefined, true) > 0;
  1577. })
  1578. },
  1579. {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%)"},
  1580. function:cards=>cards.filter(card=>{
  1581. const skill = Skills[card.leaderSkillId];
  1582. const reduceScale = getReduceScale(skill);
  1583. return reduceScale>=0.29;
  1584. }).sort((a,b)=>{
  1585. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1586. return getReduceScale(a_s) - getReduceScale(b_s);
  1587. })
  1588. },
  1589. {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"},
  1590. function:cards=>cards.filter(card=>{
  1591. //获取盾减伤比例
  1592. function getReduceScale_unconditional(ls)
  1593. {
  1594. const sk = ls.params;
  1595. let scale = 0;
  1596. switch (ls.type)
  1597. {
  1598. case 16: //无条件盾
  1599. scale = sk[0]/100;
  1600. break;
  1601. case 129: //无条件盾,属性个数不固定
  1602. case 163: //无条件盾,属性个数不固定
  1603. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  1604. break;
  1605. case 138: //调用其他队长技
  1606. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  1607. break;
  1608. default:
  1609. }
  1610. return scale || 0;
  1611. }
  1612. const skill = Skills[card.leaderSkillId];
  1613. return getReduceScale_unconditional(skill) > 0;
  1614. })
  1615. },
  1616. ]},
  1617. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1618. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  1619. function:cards=>cards.filter(card=>{
  1620. if (card.activeSkillId == 0) return false;
  1621. const skill = Skills[card.activeSkillId];
  1622. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  1623. })
  1624. },
  1625. {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)"},
  1626. function:cards=>cards.filter(card=>{
  1627. if (card.activeSkillId == 0) return false;
  1628. const skill = Skills[card.activeSkillId];
  1629. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  1630. let realCD = minCD;
  1631. const searchTypeArray = [14];
  1632. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  1633. if (subSkill)
  1634. {
  1635. realCD -= subSkill.params[0] * 3;
  1636. }
  1637. return minCD > 1 && realCD <= 4;
  1638. })
  1639. },
  1640. {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)"},
  1641. function:cards=>{
  1642. const searchTypeArray = [5];
  1643. return cards.filter(card=>{
  1644. const skill = getCardActiveSkill(card, searchTypeArray);
  1645. return skill;
  1646. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1647. },
  1648. addition:card=>{
  1649. const searchTypeArray = [5];
  1650. const skill = getCardActiveSkill(card, searchTypeArray);
  1651. const value = skill.params[0];
  1652. return `时停${value}s`;
  1653. }
  1654. },
  1655. {
  1656. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  1657. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  1658. },
  1659. {
  1660. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  1661. function:cards=>cards.filter(card=>{
  1662. let skType = Skills[card.activeSkillId].type;
  1663. return skType == 232 || skType == 233;
  1664. })
  1665. },
  1666. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  1667. function:cards=>cards.filter(card=>{
  1668. const searchTypeArray = [225];
  1669. const skill = getCardActiveSkill(card, searchTypeArray);
  1670. return skill;
  1671. }),
  1672. addition:card=>{
  1673. const searchTypeArray = [225];
  1674. const skill = getCardActiveSkill(card, searchTypeArray);
  1675. const sk = skill.params;
  1676. let strArr = [];
  1677. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  1678. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  1679. return `HP ${strArr.join(" ")}`;
  1680. }
  1681. },
  1682. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  1683. function:cards=>cards.filter(card=>{
  1684. const searchTypeArray = [234];
  1685. const skill = getCardActiveSkill(card, searchTypeArray);
  1686. return skill;
  1687. }),
  1688. addition:card=>{
  1689. const searchTypeArray = [234];
  1690. const skill = getCardActiveSkill(card, searchTypeArray);
  1691. const sk = skill.params;
  1692. let strArr = [];
  1693. if (sk[0]) strArr.push(`≥${sk[0]}`);
  1694. if (sk[1]) strArr.push(`≤${sk[1]}`);
  1695. return `层 ${strArr.join(" ")}`;
  1696. }
  1697. },
  1698. ]},
  1699. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1700. {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)"},
  1701. function:cards=>{
  1702. const searchTypeArray = [173];
  1703. return cards.filter(card=>{
  1704. const skill = getCardActiveSkill(card, searchTypeArray);
  1705. return skill && skill.params[1];
  1706. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1707. },addition:voidsAbsorption_Addition},
  1708. /*{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)"},
  1709. function:cards=>{
  1710. const searchTypeArray = [173];
  1711. return cards.filter(card=>{
  1712. const skill = getCardActiveSkill(card, searchTypeArray);
  1713. return skill && skill.params[2];
  1714. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1715. },addition:voidsAbsorption_Addition},*/
  1716. {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)"},
  1717. function:cards=>{
  1718. const searchTypeArray = [173];
  1719. return cards.filter(card=>{
  1720. const skill = getCardActiveSkill(card, searchTypeArray);
  1721. return skill && skill.params[3];
  1722. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1723. },addition:voidsAbsorption_Addition},
  1724. {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)"},
  1725. function:cards=>{
  1726. const searchTypeArray = [173];
  1727. return cards.filter(card=>{
  1728. const skill = getCardActiveSkill(card, searchTypeArray);
  1729. return skill && skill.params[1] && skill.params[3];
  1730. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1731. },addition:voidsAbsorption_Addition},
  1732. {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)"},
  1733. function:cards=>{
  1734. const searchTypeArray = [191];
  1735. return cards.filter(card=>{
  1736. const skill = getCardActiveSkill(card, searchTypeArray);
  1737. return skill;
  1738. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1739. },
  1740. addition:card=>{
  1741. const searchTypeArray = [191];
  1742. const skill = getCardActiveSkill(card, searchTypeArray);
  1743. const sk = skill.params;
  1744. return document.createTextNode(`破贯×${sk[0]}T`);
  1745. }
  1746. },
  1747. ]},
  1748. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1749. {
  1750. 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)"},
  1751. function:cards=>{
  1752. return cards.filter(card=>{
  1753. const turns = unbind_Turns(card);
  1754. return turns.normal > 0;
  1755. }).sort((a,b)=>{
  1756. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1757. let a_pC = a_s.normal, b_pC = b_s.normal;
  1758. return a_pC - b_pC;
  1759. });
  1760. },
  1761. addition:unbind_Addition
  1762. },
  1763. {
  1764. 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)"},
  1765. function:cards=>{
  1766. return cards.filter(card=>{
  1767. const turns = unbind_Turns(card);
  1768. return turns.awoken > 0;
  1769. }).sort((a,b)=>{
  1770. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1771. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1772. return a_pC - b_pC;
  1773. });
  1774. },
  1775. addition:unbind_Addition
  1776. },
  1777. {
  1778. 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)"},
  1779. function:cards=>{
  1780. return cards.filter(card=>{
  1781. const turns = unbind_Turns(card);
  1782. return turns.normal && turns.awoken > 0;
  1783. }).sort((a,b)=>{
  1784. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1785. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1786. return a_pC - b_pC;
  1787. });
  1788. },
  1789. addition:unbind_Addition
  1790. },
  1791. {
  1792. 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)"},
  1793. function:cards=>{
  1794. const searchTypeArray = [196];
  1795. return cards.filter(card=>{
  1796. const skill = getCardActiveSkill(card, searchTypeArray);
  1797. return skill;
  1798. }).sort((a,b)=>{
  1799. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1800. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1801. return a_pC - b_pC;
  1802. })
  1803. },
  1804. addition:card=>{
  1805. const searchTypeArray = [196];
  1806. const skill = getCardActiveSkill(card, searchTypeArray);
  1807. const sk = skill.params;
  1808. const value = sk[0];
  1809. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1810. }
  1811. },
  1812. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1813. function:cards=>cards.filter(card=>{
  1814. const searchTypeArray = [214];
  1815. const skill = getCardActiveSkill(card, searchTypeArray);
  1816. return skill;
  1817. }),
  1818. addition:card=>{
  1819. const searchTypeArray = [214];
  1820. const skill = getCardActiveSkill(card, searchTypeArray);
  1821. const sk = skill.params;
  1822. return document.createTextNode(`自封技${sk[0]}T`);
  1823. }
  1824. },
  1825. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1826. function:cards=>cards.filter(card=>{
  1827. const searchTypeArray = [215];
  1828. const skill = getCardActiveSkill(card, searchTypeArray);
  1829. return skill;
  1830. }),
  1831. addition:card=>{
  1832. const searchTypeArray = [215];
  1833. const skill = getCardActiveSkill(card, searchTypeArray);
  1834. const sk = skill.params;
  1835. const fragment = document.createDocumentFragment();
  1836. fragment.appendChild(document.createTextNode(`自封`));
  1837. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1838. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1839. return fragment;
  1840. }
  1841. },
  1842. ]},
  1843. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1844. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  1845. function:cards=>cards.filter(card=>{
  1846. const searchTypeArray = [156,168,228,231];
  1847. const skill = getCardActiveSkill(card, searchTypeArray);
  1848. return skill;
  1849. })
  1850. },
  1851. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1852. function:cards=>{
  1853. return cards.filter(card=>{
  1854. const atkbuff = rcvBuff_Rate(card);
  1855. return atkbuff.skilltype > 0;
  1856. }).sort((a,b)=>{
  1857. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1858. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1859. if (sortNum == 0)
  1860. sortNum = a_pC.rate - b_pC.rate;
  1861. if (sortNum == 0)
  1862. sortNum = a_pC.turns - b_pC.turns;
  1863. return sortNum;
  1864. });
  1865. },
  1866. addition:card=>{
  1867. const atkbuff = rcvBuff_Rate(card);
  1868. const fragment = document.createDocumentFragment();
  1869. fragment.appendChild(createOrbsList([5]));
  1870. if (atkbuff.skilltype == 0) return fragment;
  1871. if (atkbuff.skilltype == 1)
  1872. {
  1873. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1874. if (atkbuff.awoken.length)
  1875. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1876. if (atkbuff.attrs.length)
  1877. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1878. if (atkbuff.types.length)
  1879. fragment.appendChild(createTypesList(atkbuff.types));
  1880. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1881. }else if (atkbuff.skilltype == 2)
  1882. {
  1883. if (atkbuff.attrs.length)
  1884. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1885. if (atkbuff.types.length)
  1886. fragment.appendChild(createTypesList(atkbuff.types));
  1887. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1888. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1889. }
  1890. return fragment;
  1891. }
  1892. },
  1893. {name:"ATK rate change(All)",otLangName:{chs:"全队攻击力 buff(顶攻击)",cht:"全隊攻擊力 buff(頂攻擊)"},
  1894. function:cards=>{
  1895. return cards.filter(card=>{
  1896. const atkbuff = atkBuff_Rate(card);
  1897. return atkbuff.skilltype > 0;
  1898. }).sort((a,b)=>{
  1899. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1900. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1901. if (sortNum == 0)
  1902. sortNum = a_pC.rate - b_pC.rate;
  1903. if (sortNum == 0)
  1904. sortNum = a_pC.turns - b_pC.turns;
  1905. return sortNum;
  1906. });
  1907. },
  1908. addition:card=>{
  1909. const atkbuff = atkBuff_Rate(card);
  1910. const fragment = document.createDocumentFragment();
  1911. if (atkbuff.skilltype == 0) return fragment;
  1912. if (atkbuff.skilltype == 1)
  1913. {
  1914. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1915. if (atkbuff.awoken.length)
  1916. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1917. if (atkbuff.attrs.length)
  1918. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1919. if (atkbuff.types.length)
  1920. fragment.appendChild(createTypesList(atkbuff.types));
  1921. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1922. }else if (atkbuff.skilltype == 2)
  1923. {
  1924. if (atkbuff.attrs.length)
  1925. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1926. if (atkbuff.types.length)
  1927. fragment.appendChild(createTypesList(atkbuff.types));
  1928. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1929. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1930. }
  1931. return fragment;
  1932. }
  1933. },
  1934. {name:"ATK rate change(on member)",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1935. function:cards=>{
  1936. const searchTypeArray = [230];
  1937. return cards.filter(card=>{
  1938. const skill = getCardActiveSkill(card, searchTypeArray);
  1939. return skill && skill.params[2] !== 100;
  1940. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1941. },
  1942. addition:card=>{
  1943. const searchTypeArray = [230];
  1944. const skill = getCardActiveSkill(card, searchTypeArray);
  1945. const sk = skill.params;
  1946. let str = '';
  1947. switch (sk[1]) {
  1948. case 1: {
  1949. str+="自身";
  1950. break;
  1951. }
  1952. case 2: {
  1953. str+="队长";
  1954. break;
  1955. }
  1956. case 8: {
  1957. str+="队员";
  1958. break;
  1959. }
  1960. }
  1961. str+=`${sk[2] / 100}倍×${sk[0]}T`;
  1962. return str;
  1963. }
  1964. },
  1965. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1966. function:cards=>{
  1967. const searchTypeArray = [132];
  1968. return cards.filter(card=>{
  1969. const skill = getCardActiveSkill(card, searchTypeArray);
  1970. return skill;
  1971. }).sort((a,b)=>{
  1972. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1973. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1974. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1975. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1976. });
  1977. },
  1978. addition:card=>{
  1979. const searchTypeArray = [132];
  1980. const skill = getCardActiveSkill(card, searchTypeArray);
  1981. const sk = skill.params;
  1982. let str = "👆";
  1983. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1984. if (sk[2]) str += `x${sk[2]/100}`;
  1985. return str;
  1986. }
  1987. },
  1988. {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)"},
  1989. function:cards=>{
  1990. const searchTypeArray = [184];
  1991. return cards.filter(card=>{
  1992. const skill = getCardActiveSkill(card, searchTypeArray);
  1993. return skill;
  1994. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1995. },
  1996. addition:card=>{
  1997. const searchTypeArray = [184];
  1998. const skill = getCardActiveSkill(card, searchTypeArray);
  1999. const sk = skill.params;
  2000. return `无↓×${sk[0]}T`;
  2001. }
  2002. },
  2003. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)",cht:"生成變換位(轉轉珠)"},
  2004. function:cards=>{
  2005. const searchTypeArray = [207];
  2006. return cards.filter(card=>{
  2007. const skill = getCardActiveSkill(card, searchTypeArray);
  2008. return skill;
  2009. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2010. },
  2011. addition:card=>{
  2012. const searchTypeArray = [207];
  2013. const skill = getCardActiveSkill(card, searchTypeArray);
  2014. const sk = skill.params;
  2015. if (sk[7])
  2016. return `${sk[7]}个×${sk[0]}T`;
  2017. else
  2018. return `特殊形状×${sk[0]}T`;
  2019. }
  2020. },
  2021. {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)"},
  2022. function:cards=>{
  2023. const searchTypeArray = [160];
  2024. return cards.filter(card=>{
  2025. const skill = getCardActiveSkill(card, searchTypeArray);
  2026. return skill;
  2027. }).sort((a,b)=>{
  2028. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2029. return a_s.params[1] - b_s.params[1];
  2030. });
  2031. },
  2032. addition:card=>{
  2033. const searchTypeArray = [160];
  2034. const skill = getCardActiveSkill(card, searchTypeArray);
  2035. const sk = skill.params;
  2036. return `+${sk[1]}C×${sk[0]}T`;
  2037. }
  2038. },
  2039. {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)"},
  2040. function:cards=>{
  2041. const searchTypeArray = [3,156];
  2042. return cards.filter(card=>{
  2043. const skill = getCardActiveSkill(card, searchTypeArray);
  2044. if (!skill) return false;
  2045. if (skill.type == 156)
  2046. return skill.params[4]==3;
  2047. else
  2048. return true;
  2049. }).sort((a,b)=>{
  2050. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2051. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2052. if (!sortNum)
  2053. {
  2054. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2055. sortNum = a_pC - b_pC;
  2056. }
  2057. return sortNum;
  2058. });
  2059. },
  2060. addition:card=>{
  2061. const searchTypeArray = [3,156];
  2062. const skill = getCardActiveSkill(card, searchTypeArray);
  2063. const sk = skill.params;
  2064. const fragment = document.createDocumentFragment();
  2065. if (skill.type == 156)
  2066. {
  2067. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2068. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2069. fragment.appendChild(creatAwokenList(awokenArr));
  2070. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2071. }else
  2072. {
  2073. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2074. }
  2075. return fragment;
  2076. }
  2077. },
  2078. {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)"},
  2079. function:cards=>{
  2080. const searchTypeArray = [3];
  2081. return cards.filter(card=>{
  2082. const skill = getCardActiveSkill(card, searchTypeArray);
  2083. return skill && skill.params[1]>=100;
  2084. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2085. },
  2086. addition:card=>{
  2087. const searchTypeArray = [3];
  2088. const skill = getCardActiveSkill(card, searchTypeArray);
  2089. const sk = skill.params;
  2090. return `无敌×${sk[0]}T`;
  2091. }
  2092. },
  2093. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  2094. function:cards=>{
  2095. const searchTypeArray = [21];
  2096. return cards.filter(card=>{
  2097. const skill = getCardActiveSkill(card, searchTypeArray);
  2098. return skill;
  2099. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2100. },
  2101. addition:card=>{
  2102. const searchTypeArray = [21];
  2103. const skill = getCardActiveSkill(card, searchTypeArray);
  2104. const sk = skill.params;
  2105. const colors = [sk[1]];
  2106. const fragment = document.createDocumentFragment();
  2107. fragment.appendChild(document.createTextNode(`-`));
  2108. fragment.appendChild(createOrbsList(colors));
  2109. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2110. return fragment;
  2111. }
  2112. },
  2113. {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)"},
  2114. function:cards=>{
  2115. const searchTypeArray = [51];
  2116. return cards.filter(card=>{
  2117. const skill = getCardActiveSkill(card, searchTypeArray);
  2118. return skill;
  2119. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2120. },
  2121. addition:card=>{
  2122. const searchTypeArray = [51];
  2123. const skill = getCardActiveSkill(card, searchTypeArray);
  2124. const sk = skill.params;
  2125. return `全体×${sk[0]}T`;
  2126. }
  2127. },
  2128. ]},
  2129. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  2130. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  2131. function:cards=>{
  2132. const searchTypeArray = [18];
  2133. return cards.filter(card=>{
  2134. const skill = getCardActiveSkill(card, searchTypeArray);
  2135. return skill;
  2136. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2137. },
  2138. addition:card=>{
  2139. const searchTypeArray = [18];
  2140. const skill = getCardActiveSkill(card, searchTypeArray);
  2141. const sk = skill.params;
  2142. return document.createTextNode(`威吓×${sk[0]}T`);
  2143. }
  2144. },
  2145. {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)"},
  2146. function:cards=>{
  2147. const searchTypeArray = [19];
  2148. return cards.filter(card=>{
  2149. const skill = getCardActiveSkill(card, searchTypeArray);
  2150. return skill;
  2151. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2152. },
  2153. addition:card=>{
  2154. const searchTypeArray = [19];
  2155. const skill = getCardActiveSkill(card, searchTypeArray);
  2156. const sk = skill.params;
  2157. return `破防${sk[1]}%`;
  2158. }
  2159. },
  2160. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  2161. function:cards=>{
  2162. const searchTypeArray = [19];
  2163. return cards.filter(card=>{
  2164. const skill = getCardActiveSkill(card, searchTypeArray);
  2165. return skill && skill.params[1]>=100;
  2166. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2167. },
  2168. addition:card=>{
  2169. const searchTypeArray = [19];
  2170. const skill = getCardActiveSkill(card, searchTypeArray);
  2171. const sk = skill.params;
  2172. return `全破×${sk[0]}T`;
  2173. }
  2174. },
  2175. {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)"},
  2176. function:cards=>{
  2177. const searchTypeArray = [4];
  2178. return cards.filter(card=>{
  2179. const skill = getCardActiveSkill(card, searchTypeArray);
  2180. return skill;
  2181. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2182. },
  2183. addition:card=>{
  2184. const searchTypeArray = [4];
  2185. const skill = getCardActiveSkill(card, searchTypeArray);
  2186. const sk = skill.params;
  2187. return `攻击力×${sk[0]/100}倍`;
  2188. }
  2189. },
  2190. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  2191. function:cards=>{
  2192. return cards.filter(card=>{
  2193. return changeEnemiesAttr_Attr(card).attr != null;
  2194. }).sort((a,b)=>{
  2195. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2196. return a_pC.attr - b_pC.attr;
  2197. })
  2198. },
  2199. addition:card=>{
  2200. let change = changeEnemiesAttr_Attr(card);
  2201. const fragment = document.createDocumentFragment();
  2202. fragment.appendChild(document.createTextNode(`敌→`));
  2203. fragment.appendChild(createOrbsList(change.attr));
  2204. if (change.turns > 0)
  2205. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2206. return fragment;
  2207. }
  2208. },
  2209. {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)"},
  2210. function:cards=>{
  2211. const searchTypeArray = [60];
  2212. return cards.filter(card=>{
  2213. const skill = getCardActiveSkill(card, searchTypeArray);
  2214. return skill;
  2215. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2216. },
  2217. addition:card=>{
  2218. const searchTypeArray = [60];
  2219. const skill = getCardActiveSkill(card, searchTypeArray);
  2220. const sk = skill.params;
  2221. const fragment = document.createDocumentFragment();
  2222. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2223. fragment.appendChild(createOrbsList(sk[2]));
  2224. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2225. return fragment;
  2226. }
  2227. },
  2228. ]},
  2229. {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: [
  2230. {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)"},
  2231. function:cards=>{
  2232. const searchTypeArray = [146];
  2233. return cards.filter(card=>{
  2234. const skill = getCardActiveSkill(card, searchTypeArray);
  2235. return skill;
  2236. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2237. },
  2238. addition:card=>{
  2239. const searchTypeArray = [146];
  2240. const skill = getCardActiveSkill(card, searchTypeArray);
  2241. const sk = skill.params;
  2242. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  2243. }
  2244. },
  2245. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  2246. function:cards=>{
  2247. const searchTypeArray = [218];
  2248. return cards.filter(card=>{
  2249. const skill = getCardActiveSkill(card, searchTypeArray);
  2250. return skill;
  2251. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2252. },
  2253. addition:card=>{
  2254. const searchTypeArray = [218];
  2255. const skill = getCardActiveSkill(card, searchTypeArray);
  2256. const sk = skill.params;
  2257. return document.createTextNode(`坐下${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2258. }
  2259. },
  2260. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  2261. function:cards=>cards.filter(card=>{
  2262. const searchTypeArray = [93, 227];
  2263. const skill = getCardActiveSkill(card, searchTypeArray);
  2264. return skill;
  2265. })
  2266. },
  2267. {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)"},
  2268. function:cards=>{
  2269. const searchTypeArray = [142];
  2270. return cards.filter(card=>{
  2271. const skill = getCardActiveSkill(card, searchTypeArray);
  2272. return skill;
  2273. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2274. },
  2275. addition:card=>{
  2276. const searchTypeArray = [142];
  2277. const skill = getCardActiveSkill(card, searchTypeArray);
  2278. const sk = skill.params;
  2279. const fragment = document.createDocumentFragment();
  2280. fragment.appendChild(document.createTextNode(`自→`));
  2281. fragment.appendChild(createOrbsList(sk[1]));
  2282. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2283. return fragment;
  2284. }
  2285. },
  2286. ]},
  2287. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2288. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2289. function:cards=>{
  2290. const searchTypeArray = [179];
  2291. return cards.filter(card=>{
  2292. const skill = getCardActiveSkill(card, searchTypeArray);
  2293. return skill;
  2294. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2295. },
  2296. addition:card=>{
  2297. const searchTypeArray = [179];
  2298. const skill = getCardActiveSkill(card, searchTypeArray);
  2299. const sk = skill.params;
  2300. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2301. }
  2302. },
  2303. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2304. function:cards=>{
  2305. return cards.filter(card=>{
  2306. const heal = healImmediately_Rate(card);
  2307. return Object.values(heal).some(v=>v);
  2308. })
  2309. .sort((a,b)=>{
  2310. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2311. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2312. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2313. let sortNum = a_i - b_i;
  2314. if (!sortNum)
  2315. {
  2316. sortNum = a_vs[a_i] - b_vs[b_i];
  2317. }
  2318. return sortNum;
  2319. });
  2320. },
  2321. addition:card=>{
  2322. const heal = healImmediately_Rate(card);
  2323. let strArr = [];
  2324. if (heal.scale)
  2325. strArr.push(`${heal.scale}%最大HP`);
  2326. if (heal.const)
  2327. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2328. if (heal.selfRcv)
  2329. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2330. if (heal.vampire)
  2331. strArr.push(`${heal.vampire}%伤害`);
  2332. return strArr.join(',');
  2333. }
  2334. },
  2335. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  2336. function:cards=>{
  2337. return cards.filter(card=>damageSelf_Rate(card)>0)
  2338. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2339. },
  2340. addition:card=>{
  2341. let rate = damageSelf_Rate(card);
  2342. if (rate < 100)
  2343. return `减少${rate}%`;
  2344. else
  2345. return `减少到1`;
  2346. }
  2347. },
  2348. ]},
  2349. {group:true,name:"----- Orbs Lock -----",otLangName:{chs:"-----锁珠类-----",cht:"-----鎖珠類-----"}, functions: [
  2350. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2351. function:cards=>cards.filter(card=>{
  2352. const searchTypeArray = [172];
  2353. const skill = getCardActiveSkill(card, searchTypeArray);
  2354. return skill;
  2355. })
  2356. },
  2357. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2358. function:cards=>cards.filter(card=>{
  2359. const searchTypeArray = [152];
  2360. const skill = getCardActiveSkill(card, searchTypeArray);
  2361. return skill;
  2362. }),
  2363. addition:lock_Addition
  2364. },
  2365. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2366. function:cards=>cards.filter(card=>{
  2367. const searchTypeArray = [152];
  2368. const skill = getCardActiveSkill(card, searchTypeArray);
  2369. return skill && (skill.params[0] & 63) === 63;
  2370. }),
  2371. addition:lock_Addition
  2372. },
  2373. ]},
  2374. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2375. {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)"},
  2376. function:cards=>{
  2377. const searchTypeArray = [205];
  2378. return cards.filter(card=>{
  2379. const skill = getCardActiveSkill(card, searchTypeArray);
  2380. return skill;
  2381. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2382. },
  2383. addition:dropLock_Addition
  2384. },
  2385. {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)"},
  2386. function:cards=>{
  2387. const searchTypeArray = [205];
  2388. return cards.filter(card=>{
  2389. const skill = getCardActiveSkill(card, searchTypeArray);
  2390. return skill && (skill.params[0] & 63) === 63;
  2391. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2392. },
  2393. addition:dropLock_Addition
  2394. },
  2395. {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)"},
  2396. function:cards=>{
  2397. const searchTypeArray = [180];
  2398. return cards.filter(card=>{
  2399. const skill = getCardActiveSkill(card, searchTypeArray);
  2400. return skill;
  2401. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2402. },
  2403. addition:card=>{
  2404. const searchTypeArray = [180];
  2405. const skill = getCardActiveSkill(card, searchTypeArray);
  2406. const sk = skill.params;
  2407. return `${sk[1]}%×${sk[0]}T`;
  2408. }
  2409. },
  2410. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  2411. function:cards=>cards.filter(card=>{
  2412. const searchTypeArray = [126];
  2413. const skill = getCardActiveSkill(card, searchTypeArray);
  2414. return skill;
  2415. }),
  2416. addition:dropOrb_Addition
  2417. },
  2418. {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)"},
  2419. function:cards=>cards.filter(card=>{
  2420. const searchTypeArray = [126];
  2421. const skill = getCardActiveSkill(card, searchTypeArray);
  2422. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2423. }),
  2424. addition:dropOrb_Addition
  2425. },
  2426. {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"},
  2427. function:cards=>cards.filter(card=>{
  2428. const searchTypeArray = [126];
  2429. const skill = getCardActiveSkill(card, searchTypeArray);
  2430. return skill && skill.params[1] >= 99;
  2431. }),
  2432. addition:dropOrb_Addition
  2433. },
  2434. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2435. function:cards=>cards.filter(card=>{
  2436. const searchTypeArray = [126];
  2437. const skill = getCardActiveSkill(card, searchTypeArray);
  2438. return skill && skill.params[3] == 100;
  2439. }),
  2440. addition:dropOrb_Addition
  2441. },
  2442. {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)"},
  2443. function:cards=>{
  2444. const searchTypeArray = [226];
  2445. return cards.filter(card=>{
  2446. const skill = getCardActiveSkill(card, searchTypeArray);
  2447. return skill;
  2448. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2449. },
  2450. addition:card=>{
  2451. const searchTypeArray = [226];
  2452. const skill = getCardActiveSkill(card, searchTypeArray);
  2453. const sk = skill.params;
  2454. return `📌${sk[1]}%×${sk[0]}T`;
  2455. }
  2456. },
  2457. ]},
  2458. {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: [
  2459. {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)"},
  2460. function:cards=>{
  2461. const searchTypeArray = [6];
  2462. return cards.filter(card=>{
  2463. const skill = getCardActiveSkill(card, searchTypeArray);
  2464. return skill;
  2465. }).sort((a,b)=>{
  2466. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2467. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2468. return a_pC - b_pC;
  2469. })
  2470. },
  2471. addition:card=>{
  2472. const searchTypeArray = [6];
  2473. const skill = getCardActiveSkill(card, searchTypeArray);
  2474. const sk = skill.params;
  2475. return `当前${sk[0]}%`;
  2476. }
  2477. },
  2478. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)",cht:"重力-敵人最大血量(按比例排序)"},
  2479. function:cards=>{
  2480. const searchTypeArray = [161];
  2481. return cards.filter(card=>{
  2482. const skill = getCardActiveSkill(card, searchTypeArray);
  2483. return skill;
  2484. }).sort((a,b)=>{
  2485. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2486. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2487. return a_pC - b_pC;
  2488. })
  2489. },
  2490. addition:card=>{
  2491. const searchTypeArray = [161];
  2492. const skill = getCardActiveSkill(card, searchTypeArray);
  2493. const sk = skill.params;
  2494. return `最大${sk[0]}%`;
  2495. }
  2496. },
  2497. ]},
  2498. {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: [
  2499. {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)"},
  2500. function:cards=>{
  2501. const searchTypeArray = [55,188];
  2502. return cards.filter(card=>{
  2503. const skill = getCardActiveSkill(card, searchTypeArray);
  2504. return skill;
  2505. }).sort((a,b)=>{
  2506. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2507. 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);
  2508. return a_pC - b_pC;
  2509. });
  2510. },
  2511. addition:card=>{
  2512. const searchTypeArray = [55,188];
  2513. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2514. const sk = skills[0].params;
  2515. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2516. }
  2517. },
  2518. {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)"},
  2519. function:cards=>{
  2520. const searchTypeArray = [56];
  2521. return cards.filter(card=>{
  2522. const skill = getCardActiveSkill(card, searchTypeArray);
  2523. return skill;
  2524. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2525. },
  2526. addition:card=>{
  2527. const searchTypeArray = [56];
  2528. const skill = getCardActiveSkill(card, searchTypeArray);
  2529. const sk = skill.params;
  2530. return `固伤${sk[0].bigNumberToString()}`;
  2531. }
  2532. },
  2533. ]},
  2534. {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: [
  2535. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2536. function:cards=>cards.filter(card=>{
  2537. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2538. function isSingle(skill)
  2539. {
  2540. if (skill.type == 110)
  2541. return Boolean(skill.params[0]);
  2542. else if (skill.type == 144)
  2543. return Boolean(skill.params[2]);
  2544. else
  2545. return true;
  2546. }
  2547. const skill = getCardActiveSkill(card, searchTypeArray);
  2548. return skill && isSingle(skill);
  2549. })
  2550. },
  2551. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2552. function:cards=>cards.filter(card=>{
  2553. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2554. function isAll(skill)
  2555. {
  2556. if (skill.type == 110)
  2557. return !Boolean(skill.params[0]);
  2558. else if (skill.type == 144)
  2559. return !Boolean(skill.params[2]);
  2560. else
  2561. return true;
  2562. }
  2563. const skill = getCardActiveSkill(card, searchTypeArray);
  2564. return skill && skill.id!=0 && isAll(skill);
  2565. })
  2566. },
  2567. {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"},
  2568. function:cards=>cards.filter(card=>{
  2569. const searchTypeArray = [42];
  2570. const skill = getCardActiveSkill(card, searchTypeArray);
  2571. return skill;
  2572. })
  2573. },
  2574. {name:"Numerical ATK - Attr - Any",otLangName:{chs:"大炮-属性-不限",cht:"大炮-屬性-不限"},
  2575. function:cards=>cards.filter(card=>{
  2576. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2577. const skill = getCardActiveSkill(card, searchTypeArray);
  2578. return skill && skill.id!=0;
  2579. }),
  2580. addition:card=>{
  2581. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2582. const skill = getCardActiveSkill(card, searchTypeArray);
  2583. //const sk = skill.params;
  2584. const colors = [getCannonAttr(skill)];
  2585. const fragment = document.createDocumentFragment();
  2586. fragment.appendChild(document.createTextNode(`射`));
  2587. fragment.appendChild(createOrbsList(colors));
  2588. return fragment;
  2589. }
  2590. },
  2591. {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"},
  2592. function:cards=>cards.filter(card=>{
  2593. const searchTypeArray = [2,35];
  2594. const skill = getCardActiveSkill(card, searchTypeArray);
  2595. return skill;
  2596. })
  2597. },
  2598. {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)"},
  2599. function:cards=>cards.filter(card=>{
  2600. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2601. const skill = getCardActiveSkill(card, searchTypeArray);
  2602. return skill && skill.id!=0;
  2603. }).sort((a,b)=>{
  2604. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2605. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2606. function getNumber(skill)
  2607. {
  2608. const sk = skill.params;
  2609. switch(skill.type)
  2610. {
  2611. case 0:
  2612. case 37:
  2613. case 58:
  2614. case 59:
  2615. case 84:
  2616. case 85:
  2617. case 115:
  2618. return sk[1];
  2619. case 2:
  2620. case 35:
  2621. return sk[0];
  2622. default:
  2623. return 0;
  2624. }
  2625. }
  2626. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2627. return a_pC - b_pC;
  2628. })
  2629. },
  2630. {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)"},
  2631. function:cards=>cards.filter(card=>{
  2632. const searchTypeArray = [1,42,86,87];
  2633. const skill = getCardActiveSkill(card, searchTypeArray);
  2634. return skill;
  2635. }).sort((a,b)=>{
  2636. const searchTypeArray = [1,42,86,87];
  2637. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2638. function getNumber(skill)
  2639. {
  2640. const sk = skill.params;
  2641. switch(skill.type)
  2642. {
  2643. case 1:
  2644. case 86:
  2645. case 87:
  2646. return sk[1];
  2647. case 42:
  2648. return sk[2];
  2649. default:
  2650. return 0;
  2651. }
  2652. }
  2653. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2654. return a_pC - b_pC;
  2655. })
  2656. },
  2657. {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)"},
  2658. function:cards=>{
  2659. const searchTypeArray = [110];
  2660. return cards.filter(card=>{
  2661. const skill = getCardActiveSkill(card, searchTypeArray);
  2662. return skill;
  2663. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2664. }
  2665. },
  2666. {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)"},
  2667. function:cards=>{
  2668. const searchTypeArray = [143];
  2669. return cards.filter(card=>{
  2670. const skill = getCardActiveSkill(card, searchTypeArray);
  2671. return skill;
  2672. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2673. }
  2674. },
  2675. {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)"},
  2676. function:cards=>{
  2677. const searchTypeArray = [144];
  2678. return cards.filter(card=>{
  2679. const skill = getCardActiveSkill(card, searchTypeArray);
  2680. return skill;
  2681. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2682. }
  2683. },
  2684. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2685. function:cards=>cards.filter(card=>{
  2686. const searchTypeArray = [35,115];
  2687. const skill = getCardActiveSkill(card, searchTypeArray);
  2688. return skill;
  2689. })
  2690. },
  2691. ]},
  2692. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----",cht:"-----洗版類-----"}, functions: [
  2693. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2694. function:cards=>cards.filter(card=>{
  2695. const searchTypeArray = [10];
  2696. const skill = getCardActiveSkill(card, searchTypeArray);
  2697. return skill;
  2698. })
  2699. },
  2700. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2701. function:cards=>cards.filter(card=>{
  2702. const searchTypeArray = [71];
  2703. const skill = getCardActiveSkill(card, searchTypeArray);
  2704. return boardChange_ColorTypes(skill).length == 1;
  2705. }),
  2706. addition:boardChange_Addition
  2707. },
  2708. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2709. function:cards=>cards.filter(card=>{
  2710. const searchTypeArray = [71];
  2711. const skill = getCardActiveSkill(card, searchTypeArray);
  2712. return boardChange_ColorTypes(skill).length == 2;
  2713. }),
  2714. addition:boardChange_Addition
  2715. },
  2716. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2717. function:cards=>cards.filter(card=>{
  2718. const searchTypeArray = [71];
  2719. const skill = getCardActiveSkill(card, searchTypeArray);
  2720. return boardChange_ColorTypes(skill).length == 3;
  2721. }),
  2722. addition:boardChange_Addition
  2723. },
  2724. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2725. function:cards=>cards.filter(card=>{
  2726. const searchTypeArray = [71];
  2727. const skill = getCardActiveSkill(card, searchTypeArray);
  2728. return boardChange_ColorTypes(skill).length == 4;
  2729. }),
  2730. addition:boardChange_Addition
  2731. },
  2732. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2733. function:cards=>cards.filter(card=>{
  2734. const searchTypeArray = [71];
  2735. const skill = getCardActiveSkill(card, searchTypeArray);
  2736. return boardChange_ColorTypes(skill).length == 5;
  2737. }),
  2738. addition:boardChange_Addition
  2739. },
  2740. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2741. function:cards=>cards.filter(card=>{
  2742. const searchTypeArray = [71];
  2743. const skill = getCardActiveSkill(card, searchTypeArray);
  2744. return boardChange_ColorTypes(skill).length >= 6;
  2745. }),
  2746. addition:boardChange_Addition
  2747. },
  2748. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2749. function:cards=>cards.filter(card=>{
  2750. const searchTypeArray = [71];
  2751. const skill = getCardActiveSkill(card, searchTypeArray);
  2752. return boardChange_ColorTypes(skill).includes(0);
  2753. }),
  2754. addition:boardChange_Addition
  2755. },
  2756. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2757. function:cards=>cards.filter(card=>{
  2758. const searchTypeArray = [71];
  2759. const skill = getCardActiveSkill(card, searchTypeArray);
  2760. return boardChange_ColorTypes(skill).includes(1);
  2761. }),
  2762. addition:boardChange_Addition
  2763. },
  2764. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2765. function:cards=>cards.filter(card=>{
  2766. const searchTypeArray = [71];
  2767. const skill = getCardActiveSkill(card, searchTypeArray);
  2768. return boardChange_ColorTypes(skill).includes(2);
  2769. }),
  2770. addition:boardChange_Addition
  2771. },
  2772. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2773. function:cards=>cards.filter(card=>{
  2774. const searchTypeArray = [71];
  2775. const skill = getCardActiveSkill(card, searchTypeArray);
  2776. return boardChange_ColorTypes(skill).includes(3);
  2777. }),
  2778. addition:boardChange_Addition
  2779. },
  2780. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2781. function:cards=>cards.filter(card=>{
  2782. const searchTypeArray = [71];
  2783. const skill = getCardActiveSkill(card, searchTypeArray);
  2784. return boardChange_ColorTypes(skill).includes(4);
  2785. }),
  2786. addition:boardChange_Addition
  2787. },
  2788. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2789. function:cards=>cards.filter(card=>{
  2790. const searchTypeArray = [71];
  2791. const skill = getCardActiveSkill(card, searchTypeArray);
  2792. return boardChange_ColorTypes(skill).includes(5);
  2793. }),
  2794. addition:boardChange_Addition
  2795. },
  2796. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2797. function:cards=>cards.filter(card=>{
  2798. const searchTypeArray = [71];
  2799. const skill = getCardActiveSkill(card, searchTypeArray);
  2800. const colors = boardChange_ColorTypes(skill);
  2801. return colors.includes(6)
  2802. || colors.includes(7)
  2803. || colors.includes(8)
  2804. || colors.includes(9);
  2805. }),
  2806. addition:boardChange_Addition
  2807. },
  2808. ]},
  2809. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2810. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2811. function:cards=>cards.filter(card=>{
  2812. const searchTypeArray = [9,20,154];
  2813. const skills = getCardActiveSkills(card, searchTypeArray);
  2814. if (!skills.length) return false;
  2815. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2816. return parsedSkills.some(p=>p.to.includes(0));
  2817. }),
  2818. addition:changeOrbs_Addition
  2819. },
  2820. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2821. function:cards=>cards.filter(card=>{
  2822. const searchTypeArray = [9,20,154];
  2823. const skills = getCardActiveSkills(card, searchTypeArray);
  2824. if (!skills.length) return false;
  2825. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2826. return parsedSkills.some(p=>p.to.includes(1));
  2827. }),
  2828. addition:changeOrbs_Addition
  2829. },
  2830. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2831. function:cards=>cards.filter(card=>{
  2832. const searchTypeArray = [9,20,154];
  2833. const skills = getCardActiveSkills(card, searchTypeArray);
  2834. if (!skills.length) return false;
  2835. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2836. return parsedSkills.some(p=>p.to.includes(2));
  2837. }),
  2838. addition:changeOrbs_Addition
  2839. },
  2840. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2841. function:cards=>cards.filter(card=>{
  2842. const searchTypeArray = [9,20,154];
  2843. const skills = getCardActiveSkills(card, searchTypeArray);
  2844. if (!skills.length) return false;
  2845. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2846. return parsedSkills.some(p=>p.to.includes(3));
  2847. }),
  2848. addition:changeOrbs_Addition
  2849. },
  2850. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2851. function:cards=>cards.filter(card=>{
  2852. const searchTypeArray = [9,20,154];
  2853. const skills = getCardActiveSkills(card, searchTypeArray);
  2854. if (!skills.length) return false;
  2855. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2856. return parsedSkills.some(p=>p.to.includes(4));
  2857. }),
  2858. addition:changeOrbs_Addition
  2859. },
  2860. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2861. function:cards=>cards.filter(card=>{
  2862. const searchTypeArray = [9,20,154];
  2863. const skills = getCardActiveSkills(card, searchTypeArray);
  2864. if (!skills.length) return false;
  2865. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2866. return parsedSkills.some(p=>p.to.includes(5));
  2867. }),
  2868. addition:changeOrbs_Addition
  2869. },
  2870. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2871. function:cards=>cards.filter(card=>{
  2872. const searchTypeArray = [9,20,154];
  2873. const skills = getCardActiveSkills(card, searchTypeArray);
  2874. if (!skills.length) return false;
  2875. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2876. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2877. }),
  2878. addition:changeOrbs_Addition
  2879. },
  2880. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2881. function:cards=>cards.filter(card=>{
  2882. const searchTypeArray = [9,20,154];
  2883. const skills = getCardActiveSkills(card, searchTypeArray);
  2884. if (!skills.length) return false;
  2885. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2886. return parsedSkills.some(p=>p.from.includes(0));
  2887. }),
  2888. addition:changeOrbs_Addition
  2889. },
  2890. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2891. function:cards=>cards.filter(card=>{
  2892. const searchTypeArray = [9,20,154];
  2893. const skills = getCardActiveSkills(card, searchTypeArray);
  2894. if (!skills.length) return false;
  2895. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2896. return parsedSkills.some(p=>p.from.includes(1));
  2897. }),
  2898. addition:changeOrbs_Addition
  2899. },
  2900. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2901. function:cards=>cards.filter(card=>{
  2902. const searchTypeArray = [9,20,154];
  2903. const skills = getCardActiveSkills(card, searchTypeArray);
  2904. if (!skills.length) return false;
  2905. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2906. return parsedSkills.some(p=>p.from.includes(2));
  2907. }),
  2908. addition:changeOrbs_Addition
  2909. },
  2910. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2911. function:cards=>cards.filter(card=>{
  2912. const searchTypeArray = [9,20,154];
  2913. const skills = getCardActiveSkills(card, searchTypeArray);
  2914. if (!skills.length) return false;
  2915. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2916. return parsedSkills.some(p=>p.from.includes(3));
  2917. }),
  2918. addition:changeOrbs_Addition
  2919. },
  2920. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2921. function:cards=>cards.filter(card=>{
  2922. const searchTypeArray = [9,20,154];
  2923. const skills = getCardActiveSkills(card, searchTypeArray);
  2924. if (!skills.length) return false;
  2925. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2926. return parsedSkills.some(p=>p.from.includes(4));
  2927. }),
  2928. addition:changeOrbs_Addition
  2929. },
  2930. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2931. function:cards=>cards.filter(card=>{
  2932. const searchTypeArray = [9,20,154];
  2933. const skills = getCardActiveSkills(card, searchTypeArray);
  2934. if (!skills.length) return false;
  2935. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2936. return parsedSkills.some(p=>p.from.includes(5));
  2937. }),
  2938. addition:changeOrbs_Addition
  2939. },
  2940. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2941. function:cards=>cards.filter(card=>{
  2942. const searchTypeArray = [9,20,154];
  2943. const skills = getCardActiveSkills(card, searchTypeArray);
  2944. if (!skills.length) return false;
  2945. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2946. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2947. }),
  2948. addition:changeOrbs_Addition
  2949. },
  2950. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2951. function:cards=>{
  2952. const searchTypeArray = [52,91,140];
  2953. return cards.filter(card=>{
  2954. const skill = getCardActiveSkill(card, searchTypeArray);
  2955. return skill;
  2956. });
  2957. },
  2958. addition:card=>{
  2959. const searchTypeArray = [52,91,140];
  2960. const skill = getCardActiveSkill(card, searchTypeArray);
  2961. const sk = skill.params;
  2962. let attrs = [];
  2963. switch (skill.type)
  2964. {
  2965. case 52:{
  2966. attrs.push(sk[0]); break;
  2967. }
  2968. case 91:{
  2969. attrs = sk.slice(0,-1); break;
  2970. }
  2971. case 140:{
  2972. attrs = flags(sk[0]); break;
  2973. }
  2974. }
  2975. const fragment = document.createDocumentFragment();
  2976. fragment.appendChild(document.createTextNode(`强化`));
  2977. fragment.appendChild(createOrbsList(attrs));
  2978. return fragment;
  2979. }
  2980. },
  2981. ]},
  2982. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2983. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2984. function:cards=>cards.filter(card=>{
  2985. function is30(sk)
  2986. {
  2987. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2988. }
  2989. const searchTypeArray = [141];
  2990. const skill = getCardActiveSkill(card, searchTypeArray);
  2991. return skill && is30(skill.params);
  2992. }),
  2993. addition:generateOrbs_Addition
  2994. },
  2995. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2996. function:cards=>cards.filter(card=>{
  2997. function is1515(sk)
  2998. {
  2999. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  3000. }
  3001. const searchTypeArray = [141];
  3002. const skill = getCardActiveSkill(card, searchTypeArray);
  3003. return skill && is1515(skill.params);
  3004. }),
  3005. addition:generateOrbs_Addition
  3006. },
  3007. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  3008. function:cards=>cards.filter(card=>{
  3009. const gens = generateOrbsParse(card);
  3010. return gens.some(gen=>gen.to.includes(0));
  3011. }),
  3012. addition:generateOrbs_Addition
  3013. },
  3014. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  3015. function:cards=>cards.filter(card=>{
  3016. const gens = generateOrbsParse(card);
  3017. return gens.some(gen=>gen.to.includes(1));
  3018. }),
  3019. addition:generateOrbs_Addition
  3020. },
  3021. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  3022. function:cards=>cards.filter(card=>{
  3023. const gens = generateOrbsParse(card);
  3024. return gens.some(gen=>gen.to.includes(2));
  3025. }),
  3026. addition:generateOrbs_Addition
  3027. },
  3028. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  3029. function:cards=>cards.filter(card=>{
  3030. const gens = generateOrbsParse(card);
  3031. return gens.some(gen=>gen.to.includes(3));
  3032. }),
  3033. addition:generateOrbs_Addition
  3034. },
  3035. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  3036. function:cards=>cards.filter(card=>{
  3037. const gens = generateOrbsParse(card);
  3038. return gens.some(gen=>gen.to.includes(4));
  3039. }),
  3040. addition:generateOrbs_Addition
  3041. },
  3042. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  3043. function:cards=>cards.filter(card=>{
  3044. const gens = generateOrbsParse(card);
  3045. return gens.some(gen=>gen.to.includes(5));
  3046. }),
  3047. addition:generateOrbs_Addition
  3048. },
  3049. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  3050. function:cards=>cards.filter(card=>{
  3051. const gens = generateOrbsParse(card);
  3052. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  3053. }),
  3054. addition:generateOrbs_Addition
  3055. },
  3056. ]},
  3057. {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: [
  3058. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  3059. function:cards=>cards.filter(card=>{
  3060. const searchTypeArray = [176];
  3061. const skill = getCardActiveSkill(card, searchTypeArray);
  3062. return skill;
  3063. })
  3064. },
  3065. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  3066. function:cards=>cards.filter(card=>{
  3067. function is3x3(sk)
  3068. {
  3069. for (let si=0;si<3;si++)
  3070. {
  3071. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  3072. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  3073. (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)
  3074. (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)
  3075. )
  3076. return true;
  3077. }
  3078. return false;
  3079. }
  3080. const searchTypeArray = [176];
  3081. const skill = getCardActiveSkill(card, searchTypeArray);
  3082. return skill && is3x3(skill.params);
  3083. }),
  3084. addition:card=>{
  3085. const searchTypeArray = [176];
  3086. const skill = getCardActiveSkill(card, searchTypeArray);
  3087. const sk = skill.params;
  3088. const fragment = document.createDocumentFragment();
  3089. fragment.appendChild(document.createTextNode(`3×3`));
  3090. fragment.appendChild(createOrbsList(sk[5]));
  3091. return fragment;
  3092. }
  3093. },
  3094. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  3095. function:cards=>cards.filter(card=>{
  3096. const searchTypeArray = [127];
  3097. const skill = getCardActiveSkill(card, searchTypeArray);
  3098. return skill;
  3099. }),
  3100. addition:generateColumnOrbs_Addition
  3101. },
  3102. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)",cht:"產豎(含心)"},
  3103. function:cards=>cards.filter(card=>{
  3104. function isHeart(sk)
  3105. {
  3106. for (let i=1;i<sk.length;i+=2)
  3107. {
  3108. if (sk[i] & 32)
  3109. {
  3110. return true;
  3111. }
  3112. }
  3113. }
  3114. const searchTypeArray = [127];
  3115. const skill = getCardActiveSkill(card, searchTypeArray);
  3116. return skill && isHeart(skill.params);
  3117. }),
  3118. addition:generateColumnOrbs_Addition
  3119. },
  3120. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  3121. function:cards=>cards.filter(card=>{
  3122. const searchTypeArray = [128];
  3123. const skill = getCardActiveSkill(card, searchTypeArray);
  3124. return skill;
  3125. }),
  3126. addition:generateRowOrbs_Addition
  3127. },
  3128. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3129. function:cards=>cards.filter(card=>{
  3130. const searchTypeArray = [128];
  3131. const skill = getCardActiveSkill(card, searchTypeArray);
  3132. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  3133. }),
  3134. addition:generateRowOrbs_Addition
  3135. },
  3136. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3137. function:cards=>cards.filter(card=>{
  3138. const searchTypeArray = [128];
  3139. const skill = getCardActiveSkill(card, searchTypeArray);
  3140. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3141. }),
  3142. addition:generateRowOrbs_Addition
  3143. },
  3144. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3145. function:cards=>cards.filter(card=>{
  3146. const searchTypeArray = [128];
  3147. const skill = getCardActiveSkill(card, searchTypeArray);
  3148. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3149. }),
  3150. addition:generateRowOrbs_Addition
  3151. },
  3152. {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)"},
  3153. function:cards=>cards.filter(card=>{
  3154. const searchTypeArray = [128,71,176];
  3155. function isRow(skill)
  3156. {
  3157. const sk = skill.params;
  3158. if (skill.type === 128) //普通横
  3159. {return true;}
  3160. else if (skill.type === 71) //花火
  3161. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  3162. else if (skill.type === 176) //特殊形状
  3163. {
  3164. for (let si=0;si<5;si++)
  3165. {
  3166. if ((sk[si] & 63) === 63)
  3167. return true;
  3168. }
  3169. }
  3170. return false;
  3171. }
  3172. const skill = getCardActiveSkill(card, searchTypeArray);
  3173. return skill && isRow(skill);
  3174. })
  3175. },
  3176. ]},
  3177. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3178. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3179. function:cards=>cards.filter(card=>!card.henshinFrom && !card.henshinTo)
  3180. },
  3181. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3182. function:cards=>cards.filter(card=>card.henshinTo)
  3183. },
  3184. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3185. function:cards=>cards.filter(card=>card.henshinFrom)
  3186. },
  3187. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3188. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3189. },
  3190. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3191. function:cards=>cards.filter(card=>card.is8Latent)
  3192. },
  3193. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3194. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3195. function:cards=>cards.filter(card=>isReincarnated(card))
  3196. }, //evoBaseId可能为0
  3197. //{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)},
  3198. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3199. function:cards=>cards.filter(card=>card.is8Latent && card.isUltEvo && !card.awakenings.includes(49))
  3200. },
  3201. /*{name:"",otLangName:{chs:"变身前",cht:"變身前"},
  3202. function:cards=>cards.filter(card=>{
  3203. const searchType = 202;
  3204. const skill = Skills[card.activeSkillId];
  3205. if (skill.type == searchType)
  3206. return true;
  3207. else if (skill.type == 116 || skill.type == 118){
  3208. const subskills = skill.params.map(id=>Skills[id]);
  3209. return subskills.some(subskill=>subskill.type == searchType);
  3210. }
  3211. })
  3212. },
  3213. {name:"",otLangName:{chs:"变身前后队长技保持不变",cht:"變身前後隊長技保持不變"},
  3214. function:cards=>cards.filter(card=>{
  3215. const searchType = 202;
  3216. const skill = Skills[card.activeSkillId];
  3217. if (skill.type == searchType && card.leaderSkillId == Cards[skill.params[0]].leaderSkillId)
  3218. return true;
  3219. else if (skill.type == 116 || skill.type == 118){
  3220. const subskills = skill.params.map(id=>Skills[id]);
  3221. return subskills.some(subskill=>subskill.type == searchType && card.leaderSkillId == Cards[subskill.params[0]].leaderSkillId);
  3222. }
  3223. })
  3224. },*/
  3225. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3226. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3227. },
  3228. ]},
  3229. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3230. {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)"},
  3231. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3232. },
  3233. {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)"},
  3234. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3235. },
  3236. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3237. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3238. },
  3239. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%",cht:"110級三維成長≥50%"},
  3240. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3241. addition:card=>`成长${card.limitBreakIncr}%`
  3242. },
  3243. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3244. function:cards=>cards.filter(card=>card.maxLevel==1)
  3245. },
  3246. {name:"Less than 100mp",otLangName:{chs:"低于100mp",cht:"低於100mp"},
  3247. function:cards=>cards.filter(card=>card.sellMP<100)
  3248. },
  3249. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3250. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3251. },
  3252. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3253. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3254. },
  3255. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3256. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3257. },
  3258. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3259. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3260. },
  3261. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3262. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3263. },
  3264. ]},
  3265. {group:true,name:"----- Awoken -----",otLangName:{chs:"-----觉醒类-----",cht:"-----覺醒類-----"}, functions: [
  3266. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3267. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3268. },
  3269. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3270. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3271. },
  3272. {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"},
  3273. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3274. },
  3275. {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"},
  3276. function:cards=>cards.filter(card=>{
  3277. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3278. if (hasAwokenKiller)
  3279. { //大于2个杀的进行判断
  3280. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3281. { //大于3个杀的直接过
  3282. return true;
  3283. }else
  3284. { //2个杀的
  3285. const isAllowLatent = card.types.filter(i=>
  3286. i>=0 //去掉-1的type
  3287. ).map(type=>
  3288. type_allowable_latent[type] //得到允许打的潜觉杀
  3289. ).some(ls=>
  3290. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3291. );
  3292. return isAllowLatent
  3293. }
  3294. }else
  3295. {
  3296. return false;
  3297. }
  3298. })
  3299. },
  3300. {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"},
  3301. function:cards=>cards.filter(card=>{
  3302. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3303. if (hasAwokenKiller)
  3304. { //大于2个杀的进行判断
  3305. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3306. { //大于3个杀的直接过
  3307. return true;
  3308. }else
  3309. { //2个杀的
  3310. const isAllowLatent = card.types.filter(i=>
  3311. i>=0 //去掉-1的type
  3312. ).map(type=>
  3313. type_allowable_latent[type] //得到允许打的潜觉杀
  3314. ).some(ls=>
  3315. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3316. );
  3317. return isAllowLatent
  3318. }
  3319. }else
  3320. {
  3321. return false;
  3322. }
  3323. })
  3324. },
  3325. {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"},
  3326. function:cards=>cards.filter(card=>{
  3327. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3328. if (hasAwokenKiller)
  3329. { //大于2个杀的进行判断
  3330. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3331. { //大于3个杀的直接过
  3332. return true;
  3333. }else
  3334. { //2个杀的
  3335. const isAllowLatent = card.types.filter(i=>
  3336. i>=0 //去掉-1的type
  3337. ).map(type=>
  3338. type_allowable_latent[type] //得到允许打的潜觉杀
  3339. ).some(ls=>
  3340. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3341. );
  3342. return isAllowLatent
  3343. }
  3344. }else
  3345. {
  3346. return false;
  3347. }
  3348. })
  3349. },
  3350. /*{name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3351. function:cards=>cards.filter(card=>{
  3352. const searchTypeArray = [1000];
  3353. const skill = getCardActiveSkill(card, searchTypeArray);
  3354. return skill;
  3355. })
  3356. },*/
  3357. ]},
  3358. ];
  3359. return functions;
  3360. })();

智龙迷城队伍图制作工具