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script-json_data.js 167 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. force_reload_data: `Force refresh data`,
  21. request_input: tp`Please Input ${'info'}`,
  22. link_read_message: {
  23. success: tp`Find the ${'type'} format.`,
  24. need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
  25. user_script_link: `Link to the helper script`,
  26. type: {
  27. "PADDF": "PADDF",
  28. "PDC": "PDC",
  29. "PADDB": "PADDB",
  30. },
  31. error: {
  32. 0: "Unknown Error",
  33. 1: "Unsupported format",
  34. 2: "No formation data",
  35. 3: "The illegal JSON format",
  36. 4: "The illegal URL format",
  37. },
  38. paddb_success: `Sucess`,
  39. paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
  40. },
  41. sort_name:{
  42. sort_none: "Nope",
  43. sort_id: "Cards Id",
  44. sort_attrs : "Attribute",
  45. sort_evoRootId: "Cards Evolution Root",
  46. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  47. sort_rarity: "Rarity",
  48. sort_cost: "Cost",
  49. sort_skillLv1: "Maximum Skill Turn",
  50. sort_skillLvMax: "Minimum Skill Turn",
  51. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  52. sort_hpMax120: "Max HP",
  53. sort_atkMax120: "Max ATK",
  54. sort_rcvMax120: "Max RCV",
  55. sort_hpMax120_awoken: "Max HP (+Awoken)",
  56. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  57. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  58. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  59. },
  60. skill_parse: {
  61. skill: {
  62. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  63. unknown: tp`Unkonwn skill type: ${'type'}`,
  64. active_turns: tp`Within ${'turns'} turns, ${'skills'}`,
  65. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  66. random_skills: tp`Random Activates these skills:${'skills'}`,
  67. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  68. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  69. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  70. damage_enemy_times: tp`${'times'} `,
  71. damage_enemy_count: tp` (${'damage'} in total)`,
  72. //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.
  73. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  74. delay: tp`${'icon'}Delays enemies' next move`,
  75. mass_attack: tp`${'icon'}Mass attacks`,
  76. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  77. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  78. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  79. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  80. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  81. unbind_normal: tp`${'icon'}Bind`,
  82. unbind_awakenings: tp`${'icon'}Awoken bind`,
  83. unbind_matches: tp`${'icon'}Unmatchable orb`,
  84. bind_skill: tp`${'icon'}Unable to use skills`,
  85. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  86. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  87. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  88. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  89. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  90. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  91. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  92. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  93. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  94. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  95. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  96. board_change: tp`Change all orbs to ${'orbs'}`,
  97. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  98. skill_boost_range: tp`~${'turns'}`,
  99. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  100. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  101. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  102. drop_refresh: tp`${'icon'}Replaces all orbs`,
  103. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  104. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  105. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  106. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  107. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  108. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  109. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'prob'}`,
  110. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
  111. orb_thorn: tp`, reduces ${'value'} per encounter`,
  112. attr_absorb: tp`${'icon'}Attribute absorption`,
  113. combo_absorb: tp`${'icon'}Combo absorption`,
  114. damage_absorb: tp`${'icon'}Damage absorption`,
  115. damage_void: tp`${'icon'}Damage void`,
  116. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  117. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  118. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  119. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  120. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  121. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  122. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  123. rate_multiply_drop: tp`${'icon'}Drop rate`,
  124. rate_multiply_coin: tp`${'icon'}Coins`,
  125. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  126. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  127. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  128. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  129. henshin: tp`Transforms into ${'cards'}`,
  130. random_henshin: tp`Random transforms into ${'cards'}`,
  131. void_poison: tp`Voids ${'poison'} damage`,
  132. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  133. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  134. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  135. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  136. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  137. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  138. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  139. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'comment'}`,
  140. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  141. remove_assist: tp`${'icon'}Remove this assist card (until end of dungeon)`,
  142. prediction_falling: tp`${'icon'}Prediction of falling on board`,
  143. },
  144. power: {
  145. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  146. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  147. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  148. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  149. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  150. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  151. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  152. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  153. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  154. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  155. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  156. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  157. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  158. },
  159. cond: {
  160. unknown: tp`[ Unknown condition ]`,
  161. hp_equal: tp`When ${'hp'} == ${'min'} `,
  162. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  163. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  164. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  165. use_skill: tp`When skills used `,
  166. multi_player: tp`When in Multiplayer Mode `,
  167. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  168. exact_combo: tp`When exactly ${'value'} combos `,
  169. exact_length: tp`exactly of ${'value'} `,
  170. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  171. exact_match_enhanced: tp` orbs including enhanced`,
  172. compo_type_card: tp`When ${'ids'} are all on team, `,
  173. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  174. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  175. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  176. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  177. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  178. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  179. orbs_less_or_equal: tp`When ${'orbs'} ≤ ${'max'} on board, `,
  180. orbs_greater_or_equal: tp`When ${'orbs'} ≥ ${'min'} on board, `,
  181. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  182. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  183. },
  184. position: {
  185. top: tp`${'pos'} of top rows`,
  186. bottom: tp`${'pos'} of bottom rows`,
  187. left: tp`${'pos'} of left columns`,
  188. right: tp`${'pos'} of right columns`,
  189. random: tp`random location`,
  190. shape: tp`specified location`,
  191. },
  192. value: {
  193. unknown: tp`[ Unknown value: ${'type'}]`, //type
  194. const: tp`${'value'} ${'unit'}`,
  195. const_to: tp`to ${'value'}`,
  196. mul_percent: tp`${'value'}%`,
  197. mul_times: tp`×${'value'}`,
  198. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  199. mul_of_times: tp`${'stats'} ×${'value'}`,
  200. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  201. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  202. prob: tp`${'value'} chance for `,
  203. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  204. size: tp`${'width'}×${'height'}`,
  205. pos: tp`${'x'}×${'y'}`,
  206. },
  207. target: {
  208. unknown: tp`Unkown Target`,
  209. self: tp`card's`,
  210. team: tp`team`,
  211. team_last: tp`the lastest member`,
  212. team_leader: tp`leader`,
  213. sub_members: tp`sub-members`,
  214. leader_self: tp`left leader`,
  215. leader_helper: tp`right leader`,
  216. collab_id: tp`card with collab ID of ${'id'} `,
  217. gacha_id: tp`card with gacha ID of ${'id'} `,
  218. enemy: tp`Enemy`,
  219. enemy_all: tp`all enemys`,
  220. enemy_one: tp`1 enemy`,
  221. enemy_attr: tp`${'attr'} enemy`,
  222. the_attr: tp`attr of the matched Orbs`,
  223. },
  224. stats: {
  225. unknown: tp`[ Unknown: ${'type'}]`, //type
  226. maxhp: tp`${'icon'}Max HP`,
  227. hp: tp`HP`,
  228. chp: tp`current HP`,
  229. atk: tp`ATK`,
  230. rcv: tp`RCV`,
  231. teamhp: tp`Team HP`,
  232. teamatk: tp`Team ${'attrs'} ATK`,
  233. teamrcv: tp`Team RCV`,
  234. cstage: tp`current Stage of Dungeon`,
  235. },
  236. unit: {
  237. orbs: tp``,
  238. times: tp` times`,
  239. seconds: tp` seconds`,
  240. point: tp` point`,
  241. turns: tp` turns`,
  242. },
  243. word: {
  244. comment: tp`(${'content'}) `,
  245. comma: tp`, `,
  246. semicolon: tp`; `,
  247. slight_pause: tp`, `,
  248. range_hyphen: tp`~`,
  249. in_once: tp`in once `,
  250. evo_type_pixel: tp`Pixel Evo`,
  251. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  252. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  253. affix_attr: tp`${'cotent'} attr.`,
  254. affix_orb: tp`${'cotent'} orbs`,
  255. affix_type: tp`${'cotent'} types`,
  256. affix_awakening: tp`${'cotent'} awoken`,
  257. affix_exclude: tp`, exclude ${'cotent'}`,
  258. each_time: tp`each time `,
  259. different: tp`different`,
  260. same: tp`the same`,
  261. },
  262. attrs: {
  263. [0]: tp`${'icon'}Fire`,
  264. [1]: tp`${'icon'}Water`,
  265. [2]: tp`${'icon'}Wood`,
  266. [3]: tp`${'icon'}Light`,
  267. [4]: tp`${'icon'}Dark`,
  268. [5]: tp`${'icon'}Recover`,
  269. [6]: tp`${'icon'}Null`,
  270. all: tp`All`,
  271. self: tp`${'icon'}Self's Attr`,
  272. fixed: tp`${'icon'}Fixed`,
  273. },
  274. orbs: {
  275. [0]: tp`${'icon'}Fire`,
  276. [1]: tp`${'icon'}Water`,
  277. [2]: tp`${'icon'}Wood`,
  278. [3]: tp`${'icon'}Light`,
  279. [4]: tp`${'icon'}Dark`,
  280. [5]: tp`${'icon'}Heal`,
  281. [6]: tp`${'icon'}Jammer`,
  282. [7]: tp`${'icon'}Poison`,
  283. [8]: tp`${'icon'}Lethal Poison`,
  284. [9]: tp`${'icon'}Bomb`,
  285. enhanced: tp`${'icon'}Enhanced`,
  286. locked: tp`${'icon'}Locked`,
  287. nail: tp`${'icon'}Nail`,
  288. thorn: tp`${'icon'}Thorn`,
  289. _5color: tp`${'icon'}5 Att.`,
  290. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  291. all: tp`All`,
  292. any: tp`Any ${'cotent'}`,
  293. },
  294. board: {
  295. clouds: tp`${'icon'}Clouds`,
  296. immobility: tp`${'icon'}Immobility`,
  297. roulette: tp`${'icon'}Roulette`,
  298. deep_dark: tp`${'icon'}Deep Dark`,
  299. roulette_time: tp`transforms every ${'duration'}`,
  300. roulette_attrs: tp`only ${'orbs'} will appear`,
  301. },
  302. types: {
  303. [0]: tp`${'icon'}Evo Material`,
  304. [1]: tp`${'icon'}Balanced`,
  305. [2]: tp`${'icon'}Physical`,
  306. [3]: tp`${'icon'}Healer`,
  307. [4]: tp`${'icon'}Dragon`,
  308. [5]: tp`${'icon'}God`,
  309. [6]: tp`${'icon'}Attacker`,
  310. [7]: tp`${'icon'}Devil`,
  311. [8]: tp`${'icon'}Machine`,
  312. [9]: tp`${'icon'}Special Protection`,
  313. [12]: tp`${'icon'}Awaken`,
  314. [14]: tp`${'icon'}Enhance Material`,
  315. [15]: tp`${'icon'}Redeemable`,
  316. },
  317. awokens: {
  318. [0]: tp`${'icon'}Unknown awoken`,
  319. [1]: tp`${'icon'}Enhanced HP`,
  320. [2]: tp`${'icon'}Enhanced Attack`,
  321. [3]: tp`${'icon'}Enhanced Recovery`,
  322. [4]: tp`${'icon'}Reduce Fire Damage`,
  323. [5]: tp`${'icon'}Reduce Water Damage`,
  324. [6]: tp`${'icon'}Reduce Wood Damage`,
  325. [7]: tp`${'icon'}Reduce Light Damage`,
  326. [8]: tp`${'icon'}Reduce Dark Damage`,
  327. [9]: tp`${'icon'}Auto-Recover`,
  328. [10]: tp`${'icon'}Resistance-Bind`,
  329. [11]: tp`${'icon'}Resistance-Blind`,
  330. [12]: tp`${'icon'}Resistance-Jammers`,
  331. [13]: tp`${'icon'}Resistance-Poison`,
  332. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  333. [15]: tp`${'icon'}Enhanced Water Orbs`,
  334. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  335. [17]: tp`${'icon'}Enhanced Water Orbs`,
  336. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  337. [19]: tp`${'icon'}Extend Time`,
  338. [20]: tp`${'icon'}Recover Bind`,
  339. [21]: tp`${'icon'}Skill Boost`,
  340. [22]: tp`${'icon'}Enhanced Fire Rows`,
  341. [23]: tp`${'icon'}Enhanced Water Rows`,
  342. [24]: tp`${'icon'}Enhanced Wood Rows`,
  343. [25]: tp`${'icon'}Enhanced Water Rows`,
  344. [26]: tp`${'icon'}Enhanced Dark Rows`,
  345. [27]: tp`${'icon'}Two-Pronged Attack`,
  346. [28]: tp`${'icon'}Resistance-Skill Bind`,
  347. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  348. [30]: tp`${'icon'}Multi Boost`,
  349. [31]: tp`${'icon'}Dragon Killer`,
  350. [32]: tp`${'icon'}God Killer`,
  351. [33]: tp`${'icon'}Devil Killer`,
  352. [34]: tp`${'icon'}Machine Killer`,
  353. [35]: tp`${'icon'}Balanced Killer`,
  354. [36]: tp`${'icon'}Attacker Killer`,
  355. [37]: tp`${'icon'}Physical Killer`,
  356. [38]: tp`${'icon'}Healer Killer`,
  357. [39]: tp`${'icon'}Evo Killer`,
  358. [40]: tp`${'icon'}Awaken Killer`,
  359. [41]: tp`${'icon'}Enhance Killer`,
  360. [42]: tp`${'icon'}Redeemable Killer`,
  361. [43]: tp`${'icon'}Enhanced Combos`,
  362. [44]: tp`${'icon'}Guard Break`,
  363. [45]: tp`${'icon'}Bonus Attack`,
  364. [46]: tp`${'icon'}Enhanced Team HP `,
  365. [47]: tp`${'icon'}Enhanced Team Recovery`,
  366. [48]: tp`${'icon'}Damage Void Piercer`,
  367. [49]: tp`${'icon'}Awoken Assist`,
  368. [50]: tp`${'icon'}Super Bonus Attack`,
  369. [51]: tp`${'icon'}Skill Charge`,
  370. [52]: tp`${'icon'}Resistance-Bind+`,
  371. [53]: tp`${'icon'}Extend Time+`,
  372. [54]: tp`${'icon'}Resistance-Clouds`,
  373. [55]: tp`${'icon'}Resistance-Immobility`,
  374. [56]: tp`${'icon'}Skill Boost+`,
  375. [57]: tp`${'icon'}50% or more HP Enhanced`,
  376. [58]: tp`${'icon'}50% or less HP Enhanced`,
  377. [59]: tp`${'icon'}L Damage Reduction`,
  378. [60]: tp`${'icon'}L Increased Attack`,
  379. [61]: tp`${'icon'}Super Enhanced Combos`,
  380. [62]: tp`${'icon'}Combo Orbs`,
  381. [63]: tp`${'icon'}Skill Voice`,
  382. [64]: tp`${'icon'}Dungeon Bonus`,
  383. [65]: tp`${'icon'}Reduced HP`,
  384. [66]: tp`${'icon'}Reduced Attack`,
  385. [67]: tp`${'icon'}Reduced RCV`,
  386. [68]: tp`${'icon'}Resistance-Blind+`,
  387. [69]: tp`${'icon'}Resistance-Jammers+`,
  388. [70]: tp`${'icon'}Resistance-Poison+`,
  389. [71]: tp`${'icon'}Blessing of Jammers`,
  390. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  391. [73]: tp`${'icon'}Enhanced Fire Combos`,
  392. [74]: tp`${'icon'}Enhanced Water Combos`,
  393. [75]: tp`${'icon'}Enhanced Wood Combos`,
  394. [76]: tp`${'icon'}Enhanced Light Combos`,
  395. [77]: tp`${'icon'}Enhanced Dark Combos`,
  396. [78]: tp`${'icon'}Cross Attack`,
  397. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  398. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  399. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  400. [82]: tp`${'icon'}Super Enhanced Matching`,
  401. [83]: tp`${'icon'}Add Dragon Type`,
  402. [84]: tp`${'icon'}Add God Type`,
  403. [85]: tp`${'icon'}Add Devil Type`,
  404. [86]: tp`${'icon'}Add Machine Type`,
  405. [87]: tp`${'icon'}Add Balanced Type`,
  406. [88]: tp`${'icon'}Add Attacker Type`,
  407. [89]: tp`${'icon'}Add Physical Type`,
  408. [90]: tp`${'icon'}Add Healer Type`,
  409. [91]: tp`${'icon'}Change Sub Attribute: Fire`,
  410. [92]: tp`${'icon'}Change Sub Attribute: Water`,
  411. [93]: tp`${'icon'}Change Sub Attribute: Wood`,
  412. [94]: tp`${'icon'}Change Sub Attribute: Water`,
  413. [95]: tp`${'icon'}Change Sub Attribute: Dark`,
  414. [96]: tp`${'icon'}Two-Pronged Attack+`,
  415. [97]: tp`${'icon'}Skill Charge+`,
  416. [98]: tp`${'icon'}Auto-Recover+`,
  417. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  418. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  419. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  420. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  421. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  422. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  423. [105]: tp`${'icon'}Skill Boost Minus`,
  424. [106]: tp`${'icon'}Floating`,
  425. [107]: tp`${'icon'}Enhanced Combos+`,
  426. [108]: tp`${'icon'}L Increased Attack+`,
  427. [109]: tp`${'icon'}Damage Void Piercer+`,
  428. [110]: tp`${'icon'}Cross Attack+`,
  429. [111]: tp`${'icon'}Super Enhanced Combos+`,
  430. [112]: tp`${'icon'}3 Att. Enhanced Attack+`,
  431. [113]: tp`${'icon'}4 Att. Enhanced Attack+`,
  432. [114]: tp`${'icon'}5 Att. Enhanced Attack+`,
  433. [115]: tp`${'icon'}Recover Bind+`,
  434. [116]: tp`${'icon'}Enhanced Fire Rows×3`,
  435. [117]: tp`${'icon'}Enhanced Water Rows×3`,
  436. [118]: tp`${'icon'}Enhanced Wood Rows×3`,
  437. [119]: tp`${'icon'}Enhanced Water Rows×3`,
  438. [120]: tp`${'icon'}Enhanced Dark Rows×3`,
  439. [121]: tp`${'icon'}Enhanced Fire Combos+`,
  440. [122]: tp`${'icon'}Enhanced Water Combos+`,
  441. [123]: tp`${'icon'}Enhanced Wood Combos+`,
  442. [124]: tp`${'icon'}Enhanced Light Combos+`,
  443. [125]: tp`${'icon'}Enhanced Dark Combos+`,
  444. [126]: tp`${'icon'}T Increased Attack`,
  445. }
  446. },
  447. };
  448. //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
  449. const typekiller_for_type = [
  450. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  451. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  452. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  453. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  454. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  455. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  456. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  457. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  458. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  459. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  460. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  461. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  462. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  463. ];
  464. //类型允许的潜觉杀
  465. typekiller_for_type.forEach(t=>
  466. {
  467. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  468. .map(tn=>
  469. typekiller_for_type.find(_t=>_t.type == tn).latent
  470. );
  471. }
  472. );
  473. const allowable_latent = {
  474. common: [ //一般能打的潜觉
  475. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  476. 28,29,30,31,32,33,34,35,36,37,38
  477. ],
  478. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  479. v120: [42,43,44,45,49], //120才能打的潜觉
  480. needAwoken: [ //需要觉醒才能打的潜觉
  481. {latent:39,awoken:62}, //C珠破吸
  482. {latent:40,awoken:20}, //心横解转转
  483. {latent:41,awoken:27}, //U解禁消
  484. {latent:46,awoken:45}, //心追解云封
  485. {latent:47,awoken:59}, //心L大SB
  486. {latent:48,awoken:60}, //L解禁武器
  487. ]
  488. }
  489. //等效觉醒列表
  490. const equivalent_awoken = [
  491. {small:10,big:52,times:2}, //防封
  492. {small:11,big:68,times:5}, //防暗
  493. {small:12,big:69,times:5}, //防废
  494. {small:13,big:70,times:5}, //防毒
  495. {small:19,big:53,times:2}, //手指
  496. {small:21,big:56,times:2}, //SB
  497. {small:27,big:96,times:2}, //U
  498. {small:51,big:97,times:2}, //5色溜
  499. {small:9,big:98,times:2}, //自回
  500. {small:14,big:99,times:2}, //火+
  501. {small:15,big:100,times:2},//水+
  502. {small:16,big:101,times:2},//木+
  503. {small:17,big:102,times:2},//光+
  504. {small:18,big:103,times:2},//暗+
  505. {small:29,big:104,times:2},//心+
  506. {small:43,big:107,times:2},//7c
  507. {small:60,big:108,times:2},//L
  508. {small:48,big:109,times:2},//破无效
  509. {small:78,big:110,times:2},//十字
  510. {small:61,big:111,times:2},//10c
  511. {small:79,big:112,times:2},//3色
  512. {small:80,big:113,times:2},//4色
  513. {small:81,big:114,times:2},//5色
  514. {small:20,big:115,times:2},//心解
  515. {small:22,big:116,times:3},//火横
  516. {small:23,big:117,times:3},//水横
  517. {small:24,big:118,times:3},//木横
  518. {small:25,big:119,times:3},//光横
  519. {small:26,big:120,times:3},//暗横
  520. {small:73,big:121,times:2},//火串
  521. {small:74,big:122,times:2},//水串
  522. {small:75,big:123,times:2},//木串
  523. {small:76,big:124,times:2},//光串
  524. {small:77,big:125,times:2},//暗串
  525. ];
  526. //官方的觉醒排列顺序
  527. const official_awoken_sorting = [
  528. 21, 43, 61, 10, 54, 11, 12, 13, 49,
  529. 56,107,111, 52, 55, 68, 69, 70, 28,
  530. 19, 48, 27, 78, 60,126, 59, 45, 50,
  531. 53,109, 96,110,108, 79, 80, 81, 51,
  532. 106, 57, 58, 82, 62,112,113,114, 97,
  533. 14, 15, 16, 17, 18, 29, 9, 20, 44,
  534. 99,100,101,102,103,104, 98,115, 71,
  535. 22, 23, 24, 25, 26, 46, 47, 30, 72,
  536. 116,117,118,119,120, 1, 2, 3, 63,
  537. 4, 5, 6, 7, 8, 32, 31, 33, 34,
  538. 73, 74, 75, 76, 77, 35, 36, 37, 38,
  539. 121,122,123,124,125, 39, 40, 41, 42,
  540. 91, 92, 93, 94, 95, 65, 66, 67,105,
  541. 84, 83, 85, 86, 87, 88, 89, 90, 64,
  542. ];
  543. const PAD_PASS_BADGE = 1<<7 | 1; //本程序的月卡徽章编号,129
  544. //pdc的徽章对应数字
  545. const pdcBadgeMap = [
  546. {pdf:undefined,pdc:0}, //什么都没有
  547. {pdf:1,pdc:10}, //无限cost
  548. {pdf:2,pdc:12}, //小手指
  549. {pdf:3,pdc:9}, //全体攻击
  550. {pdf:4,pdc:5}, //小回复
  551. {pdf:5,pdc:1}, //小血量
  552. {pdf:6,pdc:3}, //小攻击
  553. {pdf:7,pdc:8}, //SB
  554. {pdf:8,pdc:18}, //队长防封
  555. {pdf:9,pdc:19}, //SX
  556. {pdf:11,pdc:7}, //无天降
  557. {pdf:17,pdc:6}, //大回复
  558. {pdf:18,pdc:2}, //大血量
  559. {pdf:19,pdc:4}, //大攻击
  560. {pdf:20,pdc:null}, //三维
  561. {pdf:21,pdc:13}, //大手指
  562. {pdf:10,pdc:11}, //加经验
  563. {pdf:12,pdc:15}, //墨镜
  564. {pdf:13,pdc:17}, //防废
  565. {pdf:14,pdc:16}, //防毒
  566. {pdf:PAD_PASS_BADGE,pdc:14}, //月卡
  567. ];
  568. //pdc的潜觉对应数字
  569. const pdcLatentMap = [
  570. {pdf:1,pdc:1}, //HP
  571. {pdf:2,pdc:0}, //攻击
  572. {pdf:3,pdc:2}, //回复
  573. {pdf:4,pdc:19}, //手指
  574. {pdf:5,pdc:13}, //自回
  575. {pdf:6,pdc:14}, //火盾
  576. {pdf:7,pdc:15}, //水盾
  577. {pdf:8,pdc:16}, //木盾
  578. {pdf:9,pdc:17}, //光盾
  579. {pdf:10,pdc:18}, //暗盾
  580. {pdf:11,pdc:12}, //防坐
  581. {pdf:12,pdc:3}, //三维
  582. {pdf:13,pdc:35}, //不被换队长
  583. {pdf:13,pdc:47}, //不被换队长 ×1.5
  584. {pdf:14,pdc:37}, //不掉废
  585. {pdf:15,pdc:36}, //不掉毒
  586. {pdf:16,pdc:24}, //进化杀
  587. {pdf:17,pdc:25}, //觉醒杀
  588. {pdf:18,pdc:26}, //强化杀
  589. {pdf:19,pdc:27}, //卖钱杀
  590. {pdf:20,pdc:4}, //神杀
  591. {pdf:21,pdc:5}, //龙杀
  592. {pdf:22,pdc:6}, //恶魔杀
  593. {pdf:23,pdc:7}, //机械杀
  594. {pdf:24,pdc:8}, //平衡杀
  595. {pdf:25,pdc:9}, //攻击杀
  596. {pdf:26,pdc:10}, //体力杀
  597. {pdf:27,pdc:11}, //回复杀
  598. {pdf:28,pdc:20}, //大HP
  599. {pdf:29,pdc:21}, //大攻击
  600. {pdf:30,pdc:22}, //大回复
  601. {pdf:31,pdc:23}, //大手指
  602. {pdf:32,pdc:28}, //大火盾
  603. {pdf:33,pdc:29}, //大水盾
  604. {pdf:34,pdc:30}, //大木盾
  605. {pdf:35,pdc:31}, //大光盾
  606. {pdf:36,pdc:32}, //大暗盾
  607. {pdf:37,pdc:33}, //6色破无效
  608. {pdf:37,pdc:45}, //6色破无效 ×1.5
  609. {pdf:38,pdc:34}, //3色破属吸
  610. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  611. {pdf:39,pdc:40}, //C珠破吸
  612. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  613. {pdf:40,pdc:39}, //心横解转转
  614. {pdf:40,pdc:49}, //心横解转转 ×1.5
  615. {pdf:41,pdc:38}, //U解禁消
  616. {pdf:41,pdc:48}, //U解禁消 ×1.5
  617. {pdf:42,pdc:41}, //伤害上限×2
  618. {pdf:43,pdc:42}, //HP++
  619. {pdf:44,pdc:43}, //攻击++
  620. {pdf:45,pdc:44}, //回复++
  621. {pdf:46,pdc:51}, //心追解云封
  622. {pdf:46,pdc:52}, //心追解云封 ×1.5
  623. {pdf:47,pdc:53}, //心L大SB
  624. {pdf:47,pdc:54}, //心L大SB ×1.5
  625. {pdf:48,pdc:55}, //L解禁武器
  626. {pdf:48,pdc:56}, //L解禁武器 ×1.8
  627. {pdf:49,pdc:57}, //伤害上限×3
  628. ];
  629. //paddb的徽章对应数字
  630. const paddbBadgeMap = [
  631. {pdf:undefined,paddb:0}, //什么都没有
  632. {pdf:1,paddb:1}, //无限cost
  633. {pdf:2,paddb:2}, //小手指
  634. {pdf:3,paddb:3}, //全体攻击
  635. {pdf:4,paddb:4}, //小回复
  636. {pdf:5,paddb:5}, //小血量
  637. {pdf:6,paddb:6}, //小攻击
  638. {pdf:7,paddb:7}, //SB
  639. {pdf:8,paddb:8}, //队长防封
  640. {pdf:9,paddb:9}, //SX
  641. {pdf:11,paddb:14}, //无天降
  642. {pdf:17,paddb:10}, //大回复
  643. {pdf:18,paddb:11}, //大血量
  644. {pdf:19,paddb:12}, //大攻击
  645. {pdf:20,paddb:null}, //三维
  646. {pdf:21,paddb:13}, //大手指
  647. {pdf:10,paddb:18}, //加经验
  648. {pdf:12,paddb:15}, //墨镜
  649. {pdf:13,paddb:16}, //防废
  650. {pdf:14,paddb:17}, //防毒
  651. {pdf:129,paddb:19}, //月卡
  652. ];
  653. //paddb的潜觉对应数字
  654. const paddbLatentMap = [
  655. {pdf:1,paddb:13}, //HP
  656. {pdf:2,paddb:14}, //攻击
  657. {pdf:3,paddb:15}, //回复
  658. {pdf:4,paddb:16}, //手指
  659. {pdf:5,paddb:17}, //自回
  660. {pdf:6,paddb:19}, //火盾
  661. {pdf:7,paddb:20}, //水盾
  662. {pdf:8,paddb:21}, //木盾
  663. {pdf:9,paddb:22}, //光盾
  664. {pdf:10,paddb:23}, //暗盾
  665. {pdf:11,paddb:18}, //防坐
  666. {pdf:12,paddb:27}, //三维
  667. {pdf:13,paddb:38}, //不被换队长
  668. {pdf:14,paddb:37}, //不掉废
  669. {pdf:15,paddb:36}, //不掉毒
  670. {pdf:16,paddb:12}, //进化杀
  671. {pdf:17,paddb:9}, //觉醒杀
  672. {pdf:18,paddb:10}, //强化杀
  673. {pdf:19,paddb:11}, //卖钱杀
  674. {pdf:20,paddb:2}, //神杀
  675. {pdf:21,paddb:1}, //龙杀
  676. {pdf:22,paddb:3}, //恶魔杀
  677. {pdf:23,paddb:4}, //机械杀
  678. {pdf:24,paddb:8}, //平衡杀
  679. {pdf:25,paddb:5}, //攻击杀
  680. {pdf:26,paddb:6}, //体力杀
  681. {pdf:27,paddb:7}, //回复杀
  682. {pdf:28,paddb:24}, //大HP
  683. {pdf:29,paddb:25}, //大攻击
  684. {pdf:30,paddb:26}, //大回复
  685. {pdf:31,paddb:33}, //大手指
  686. {pdf:32,paddb:28}, //大火盾
  687. {pdf:33,paddb:29}, //大水盾
  688. {pdf:34,paddb:30}, //大木盾
  689. {pdf:35,paddb:31}, //大光盾
  690. {pdf:36,paddb:32}, //大暗盾
  691. {pdf:37,paddb:35}, //6色破无效
  692. {pdf:38,paddb:34}, //3色破属吸
  693. {pdf:39,paddb:41}, //C珠破吸
  694. {pdf:40,paddb:40}, //心横解转转
  695. {pdf:41,paddb:39}, //U解禁消
  696. {pdf:42,paddb:42}, //伤害上限×2
  697. {pdf:43,paddb:43}, //HP++
  698. {pdf:44,paddb:44}, //攻击++
  699. {pdf:45,paddb:45}, //回复++
  700. {pdf:46,paddb:46}, //心追解云封
  701. {pdf:47,paddb:47}, //心L大SB
  702. {pdf:48,paddb:48}, //L解禁武器
  703. {pdf:49,paddb:49}, //伤害上限×3
  704. ];
  705. //排序程序列表
  706. const sort_function_list = [
  707. {tag:"sort_none",name:"无",function:()=>0},
  708. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  709. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  710. let num = a.attrs[0] - b.attrs[0];
  711. if (num === 0) num = a.attrs[1] - b.attrs[1];
  712. return num;
  713. }
  714. },
  715. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  716. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  717. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  718. let num = card_a.attrs[0] - card_b.attrs[0];
  719. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  720. return num;
  721. }
  722. },
  723. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  724. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  725. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  726. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  727. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  728. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  729. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  730. }
  731. },
  732. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  733. function getEvoSkill(skill) {
  734. //232为进化后不循环技能,233为循环技能
  735. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  736. else return skill;
  737. }
  738. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  739. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  740. }
  741. },
  742. {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)},
  743. {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)},
  744. {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)},
  745. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  746. {
  747. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  748. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  749. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  750. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  751. return abA - abB;
  752. }
  753. },
  754. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  755. {
  756. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  757. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  758. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  759. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  760. return abA - abB;
  761. }
  762. },
  763. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  764. {
  765. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  766. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  767. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  768. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  769. return abA - abB;
  770. }
  771. },
  772. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  773. {
  774. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  775. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  776. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  777. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  778. return abA - abB;
  779. }
  780. },
  781. ];
  782. //增加特殊搜索模式
  783. const specialSearchFunctions = (function() {
  784. 'use strict';
  785. //返回卡片的队长技能
  786. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  787. {
  788. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0];
  789. }
  790. //返回卡片的技能
  791. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  792. {
  793. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0];
  794. }
  795. //获取血倍率
  796. function getHPScale(ls)
  797. {
  798. const sk = ls.params;
  799. let scale = 1;
  800. switch (ls.type)
  801. {
  802. case 23: case 30: case 62: case 77: case 63: case 65:
  803. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  804. scale = sk[sk.length-1]/100;
  805. break;
  806. case 73: case 76:
  807. case 121: case 129: case 163: case 177: case 186:
  808. case 155:
  809. scale = sk[2]/100;
  810. break;
  811. case 106: case 107: case 108:
  812. scale = sk[0]/100;
  813. break;
  814. case 125:
  815. scale = sk[5]/100;
  816. break;
  817. case 136:
  818. case 137:
  819. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  820. break;
  821. case 158:
  822. scale = sk[4]/100;
  823. break;
  824. case 175:
  825. case 178: case 185:
  826. scale = sk[3]/100;
  827. break;
  828. case 203: case 217:
  829. scale = sk[1]/100;
  830. break;
  831. case 245:
  832. scale = sk[3]/100;
  833. break;
  834. case 138: //调用其他队长技
  835. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  836. break;
  837. default:
  838. }
  839. return scale || 1;
  840. }
  841. //获取盾减伤比例
  842. function getReduceScale(ls, allAttr = false, noHPneed = false)
  843. {
  844. const sk = ls.params;
  845. let scale = 0;
  846. switch (ls.type)
  847. {
  848. case 16: //无条件盾
  849. scale = sk[0]/100;
  850. break;
  851. case 17: //单属性盾
  852. scale = allAttr ? 0 : sk[1]/100;
  853. break;
  854. case 36: //2个属性盾
  855. scale = allAttr ? 0 : sk[2]/100;
  856. break;
  857. case 38: //血线下 + 几率
  858. case 43: //血线上 + 几率
  859. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  860. break;
  861. case 129: //无条件盾,属性个数不固定
  862. case 163: //无条件盾,属性个数不固定
  863. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  864. break;
  865. case 178: //无条件盾,属性个数不固定
  866. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  867. break;
  868. case 130: //血线下 + 属性个数不固定
  869. case 131: //血线上 + 属性个数不固定
  870. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  871. break;
  872. case 151: //十字心触发
  873. case 169: //C触发
  874. case 198: //回血触发
  875. scale = sk[2]/100;
  876. break;
  877. case 170: //多色触发
  878. case 182: //长串触发
  879. case 193: //L触发
  880. scale = sk[3]/100;
  881. break;
  882. case 171: //多串触发
  883. scale = sk[6]/100;
  884. break;
  885. case 183: //又是个有两段血线的队长技
  886. scale = noHPneed ? 0 : sk[4]/100;
  887. break;
  888. case 210: //十字触发
  889. scale = sk[1]/100;
  890. break;
  891. case 235: { //可多次触发
  892. scale = (sk[4] || 0) / 100;
  893. break;
  894. }
  895. case 138: //调用其他队长技
  896. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  897. break;
  898. default:
  899. }
  900. return scale || 0;
  901. }
  902. //获取无条件盾减伤比例
  903. function getReduceScale_unconditional(ls)
  904. {
  905. const sk = ls.params;
  906. let scale = 0;
  907. switch (ls.type)
  908. {
  909. case 16: //无条件盾
  910. {
  911. scale = sk[0]/100;
  912. break;
  913. }
  914. case 129: //无条件盾,属性个数不固定
  915. case 163: //无条件盾,属性个数不固定
  916. {
  917. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  918. break;
  919. }
  920. case 178: //无条件盾,属性个数不固定
  921. {
  922. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  923. break;
  924. }
  925. case 138: //调用其他队长技
  926. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  927. break;
  928. default:
  929. }
  930. return scale || 0;
  931. }
  932. function getCannonAttr(skill)
  933. {
  934. const sk = skill.params;
  935. switch(skill.type)
  936. {
  937. case 0:
  938. case 1:
  939. case 37:
  940. case 58:
  941. case 59:
  942. case 84:
  943. case 85:
  944. case 86:
  945. case 87:
  946. case 115:
  947. return sk[0];
  948. case 110:
  949. case 143:
  950. return sk[1];
  951. case 42:
  952. return sk[1];
  953. case 144:
  954. return sk[3] ?? 0;
  955. default:
  956. return -1;
  957. }
  958. }
  959. function sortByParams(a,b,searchTypeArray,...pidxs)
  960. {
  961. const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
  962. b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
  963. if (pidxs.length==0) pidxs.push(0);
  964. let newPos = 0;
  965. //按所有顺序依次比较大小,凡是有一次比出来就使用,否则继续比较下一个大小
  966. for (let pidx of pidxs) {
  967. newPos = a_s.params[pidx] - b_s.params[pidx];
  968. if (newPos !== 0) break;
  969. }
  970. return newPos;
  971. }
  972. function sortByHPScal(a,b)
  973. {
  974. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  975. return getHPScale(a_s) - getHPScale(b_s);
  976. }
  977. function HPScal_Addition(card)
  978. {
  979. const skill = Skills[card.leaderSkillId];
  980. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  981. }
  982. function sortByReduceScale(a,b)
  983. {
  984. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  985. return getReduceScale(a_s) - getReduceScale(b_s);
  986. }
  987. function ReduceScale_Addition(card)
  988. {
  989. const skill = Skills[card.leaderSkillId];
  990. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  991. }
  992. function voidsAbsorption_Addition(card)
  993. {
  994. const searchTypeArray = [173];
  995. const skill = getCardActiveSkill(card, searchTypeArray);
  996. if (!skill) return;
  997. const sk = skill.params;
  998. const fragment = document.createDocumentFragment();
  999. const icons = [
  1000. sk[1] && 'attr-absorb',
  1001. sk[2] && 'combo-absorb',
  1002. sk[3] && 'damage-absorb'
  1003. ].filter(buff => typeof buff === 'string').map(buff=>createSkillIcon(buff))
  1004. fragment.append(...icons);
  1005. fragment.append(`×${sk[0]}T`);
  1006. return fragment;
  1007. }
  1008. function unbind_Turns(card)
  1009. {
  1010. const outObj = {
  1011. normal: 0,
  1012. awoken: 0
  1013. };
  1014. const searchTypeArray = [117,179];
  1015. const skill = getCardActiveSkill(card, searchTypeArray);
  1016. if (skill)
  1017. {
  1018. const sk = skill.params;
  1019. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  1020. outObj.awoken = sk[4] || 0;
  1021. }
  1022. return outObj;
  1023. }
  1024. function unbind_Addition(card)
  1025. {
  1026. const turns = unbind_Turns(card);
  1027. const fragment = document.createDocumentFragment();
  1028. if (turns.normal > 0)
  1029. {
  1030. fragment.append(createSkillIcon('unbind-normal'));
  1031. if (turns.normal != turns.awoken)
  1032. fragment.append(`-${turns.normal>=9999 ? '全' : `${turns.normal}T` }`);
  1033. }
  1034. if (turns.awoken > 0)
  1035. {
  1036. fragment.append(createSkillIcon('unbind-awakenings'));
  1037. fragment.append(`-${turns.awoken>=9999 ? '全' : `${turns.awoken}T` }`);
  1038. }
  1039. return fragment;
  1040. }
  1041. function boardChange_ColorTypes(skill)
  1042. {
  1043. if (!skill) return [];
  1044. const sk = skill.params;
  1045. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  1046. return colors;
  1047. }
  1048. function boardChange_Addition(card)
  1049. {
  1050. const searchTypeArray = [71];
  1051. const skill = getCardActiveSkill(card, searchTypeArray);
  1052. const colors = boardChange_ColorTypes(skill);
  1053. return createOrbsList(colors);
  1054. }
  1055. function orbsChangeParse(skill)
  1056. {
  1057. function changes(from, to)
  1058. {
  1059. return {from:from,to:to};
  1060. }
  1061. let outArr = [];
  1062. if (!skill) return outArr;
  1063. const sk = skill.params;
  1064. switch (skill.type)
  1065. {
  1066. case 9:{
  1067. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1068. break;
  1069. }
  1070. case 20:{
  1071. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  1072. {
  1073. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  1074. }
  1075. else
  1076. {
  1077. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1078. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  1079. }
  1080. break;
  1081. }
  1082. case 154:{
  1083. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  1084. break;
  1085. }
  1086. }
  1087. return outArr;
  1088. }
  1089. function changeOrbs_Addition(card)
  1090. {
  1091. const searchTypeArray = [9,20,154];
  1092. const skills = getCardActiveSkills(card, searchTypeArray);
  1093. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1094. const fragment = document.createDocumentFragment();
  1095. parsedSkills.forEach(p=>{
  1096. fragment.appendChild(createOrbsList(p.from));
  1097. fragment.appendChild(document.createTextNode(`→`));
  1098. fragment.appendChild(createOrbsList(p.to));
  1099. });
  1100. return fragment;
  1101. }
  1102. function generateOrbsParse(card)
  1103. {
  1104. let outArr = [];
  1105. const searchTypeArray = [141, 208];
  1106. const skills = getCardActiveSkills(card, searchTypeArray);
  1107. if (!skills.length) return outArr;
  1108. for (const skill of skills)
  1109. {
  1110. const sk = skill.params;
  1111. if (skill.type == 141)
  1112. {
  1113. outArr.push({
  1114. count: sk[0],
  1115. to: flags(sk[1] || 1),
  1116. exclude: flags(sk[2]),
  1117. });
  1118. }else
  1119. {
  1120. outArr.push({
  1121. count: sk[0],
  1122. to: flags(sk[1] || 1),
  1123. exclude: flags(sk[2]),
  1124. });
  1125. outArr.push({
  1126. count: sk[3],
  1127. to: flags(sk[4] || 1),
  1128. exclude: flags(sk[5]),
  1129. });
  1130. }
  1131. }
  1132. return outArr;
  1133. }
  1134. function generateOrbs_Addition(card)
  1135. {
  1136. const gens = generateOrbsParse(card);
  1137. const searchTypeArray = [141, 208];
  1138. const skill = getCardActiveSkill(card, searchTypeArray);
  1139. if (!skill) return;
  1140. const sk = skill.params;
  1141. const fragment = document.createDocumentFragment();
  1142. for (const gen of gens)
  1143. {
  1144. fragment.appendChild(createOrbsList(gen.to));
  1145. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1146. }
  1147. return fragment;
  1148. }
  1149. function lock_Addition(card)
  1150. {
  1151. const searchTypeArray = [152];
  1152. const skill = getCardActiveSkill(card, searchTypeArray);
  1153. if (!skill) return;
  1154. const sk = skill.params;
  1155. const fragment = document.createDocumentFragment();
  1156. fragment.appendChild(createSkillIcon('orb-locked'));
  1157. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1158. return fragment;
  1159. }
  1160. function dropLock_Addition(card)
  1161. {
  1162. const searchTypeArray = [205];
  1163. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1164. if (!skill) return;
  1165. const sk = skill.params;
  1166. const fragment = document.createDocumentFragment();
  1167. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111), 'locked'));
  1168. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1169. return fragment;
  1170. }
  1171. function dropOrb_Addition(card)
  1172. {
  1173. const searchTypeArray = [126];
  1174. const skill = getCardActiveSkill(card, searchTypeArray);
  1175. if (!skill) return;
  1176. const sk = skill.params;
  1177. const colors = flags(sk[0]);
  1178. const fragment = document.createDocumentFragment();
  1179. fragment.appendChild(createOrbsList(colors, 'drop'));
  1180. fragment.appendChild(document.createTextNode(`${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1181. return fragment;
  1182. }
  1183. function generateColumnOrbs_Addition(card)
  1184. {
  1185. const searchTypeArray = [127];
  1186. const skill = getCardActiveSkill(card, searchTypeArray);
  1187. if (!skill) return;
  1188. const sk = skill.params;
  1189. const colors = [];
  1190. for (let ai=0;ai<sk.length;ai+=2)
  1191. {
  1192. colors.push(flags(sk[ai+1]));
  1193. }
  1194. const fragment = document.createDocumentFragment();
  1195. fragment.appendChild(document.createTextNode(`竖`));
  1196. fragment.appendChild(createOrbsList(colors.flat()));
  1197. return fragment;
  1198. }
  1199. function generateRowOrbs_Addition(card)
  1200. {
  1201. const searchTypeArray = [128];
  1202. const skill = getCardActiveSkill(card, searchTypeArray);
  1203. if (!skill) return;
  1204. const sk = skill.params;
  1205. const colors = [];
  1206. for (let ai=0;ai<sk.length;ai+=2)
  1207. {
  1208. colors.push(flags(sk[ai+1]));
  1209. }
  1210. const fragment = document.createDocumentFragment();
  1211. fragment.appendChild(document.createTextNode(`横`));
  1212. fragment.appendChild(createOrbsList(colors.flat()));
  1213. return fragment;
  1214. }
  1215. function numericalATK_Addition(card)
  1216. {
  1217. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1218. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1219. const skill = getCardActiveSkill(card, searchTypeArray);
  1220. if (!skill) return;
  1221. //const sk = skill.params;
  1222. const colors = [getCannonAttr(skill)];
  1223. const fragment = document.createDocumentFragment();
  1224. fragment.append(`射`);
  1225. fragment.append(createOrbsList(colors));
  1226. if (typeArray_Rate.includes(skill.type)) {
  1227. function getNumber(skill){
  1228. const sk = skill.params;
  1229. switch(skill.type)
  1230. {
  1231. case 0:
  1232. case 37:
  1233. case 58:
  1234. case 59:
  1235. case 84:
  1236. case 85:
  1237. case 115:
  1238. return sk[1];
  1239. case 2:
  1240. case 35:
  1241. return sk[0];
  1242. default:
  1243. return 0;
  1244. }
  1245. }
  1246. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1247. }
  1248. return fragment;
  1249. }
  1250. function memberATK_Addition(card)
  1251. {
  1252. const searchTypeArray = [230];
  1253. const skill = getCardActiveSkill(card, searchTypeArray);
  1254. if (!skill) return;
  1255. const sk = skill.params;
  1256. const fragment = document.createDocumentFragment();
  1257. const ul = fragment.appendChild(document.createElement("ul"));
  1258. ul.className = "team-flags";
  1259. for (let i = 0; i<6; i++) {
  1260. const li = ul.appendChild(document.createElement("li"));
  1261. li.className = "team-member-icon";
  1262. }
  1263. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1264. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1265. let str = '';
  1266. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1267. fragment.appendChild(document.createTextNode(str));
  1268. return fragment;
  1269. }
  1270. function dixedDamage_Addition(card)
  1271. {
  1272. const searchTypeArray = [55, 188, 56];
  1273. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1274. if (!skills.length) return;
  1275. const skill = skills[0];
  1276. const sk = skill.params;
  1277. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1278. }
  1279. function gravity_Addition(card)
  1280. {
  1281. const searchTypeArray = [6, 161];
  1282. const skill = getCardActiveSkill(card, searchTypeArray);
  1283. if (!skill) return;
  1284. const sk = skill.params;
  1285. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1286. }
  1287. function healImmediately_Rate(card)
  1288. {
  1289. const searchTypeArray = [7, //自身回复力
  1290. 8, //固定点数
  1291. 35,115, //吸血
  1292. 117
  1293. ];
  1294. const skills = getCardActiveSkills(card, searchTypeArray);
  1295. const outObj = {
  1296. vampire: 0,
  1297. selfRcv: 0,
  1298. const: 0,
  1299. scale: 0,
  1300. };
  1301. if (!skills.length) return outObj;
  1302. skills.forEach(skill=>{
  1303. const sk = skill.params;
  1304. if (skill.type == 7)
  1305. {
  1306. outObj.selfRcv += sk[0];
  1307. }
  1308. else if(skill.type == 8)
  1309. {
  1310. outObj.const += sk[0];
  1311. }
  1312. else if(skill.type == 35)
  1313. {
  1314. outObj.vampire += sk[1];
  1315. }
  1316. else if(skill.type == 115)
  1317. {
  1318. outObj.vampire += sk[2];
  1319. }
  1320. else if(skill.type == 117)
  1321. {
  1322. outObj.selfRcv += sk[1] || 0;
  1323. outObj.const += sk[2] || 0;
  1324. outObj.scale += sk[3] || 0;
  1325. }
  1326. });
  1327. return outObj;
  1328. }
  1329. function atkBuff_Rate(card)
  1330. {
  1331. const searchTypeArray = [
  1332. 88,92, //类型的
  1333. 50,90, //属性的,要排除回复力
  1334. 156,168,231, //宝石姬
  1335. 228, //属性、类型数量
  1336. ];
  1337. const skills = getCardActiveSkills(card, searchTypeArray);
  1338. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1339. function atkBuffParse(skill) {
  1340. const outObj = {
  1341. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1342. types: [],
  1343. attrs: [],
  1344. awoken: [],
  1345. rate: 0,
  1346. turns: 0,
  1347. };
  1348. if (!skill) return outObj;
  1349. const sk = skill.params;
  1350. if (skill.type == 88 || skill.type == 92)
  1351. {
  1352. outObj.skilltype = 2;
  1353. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1354. outObj.turns = sk[0];
  1355. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1356. }
  1357. else if(skill.type == 50 || skill.type == 90)
  1358. {
  1359. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1360. if (!outObj.attrs.length) //去除回复力
  1361. return outObj;
  1362. outObj.skilltype = 2;
  1363. outObj.turns = sk[0];
  1364. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1365. }
  1366. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1367. || skill.type == 168)
  1368. {
  1369. outObj.skilltype = 1;
  1370. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1371. outObj.turns = sk[0];
  1372. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1373. }
  1374. else if(skill.type == 228 && sk[3] > 0)
  1375. {
  1376. outObj.skilltype = 1;
  1377. outObj.attrs = flags(sk[1]);
  1378. outObj.types = flags(sk[2]);
  1379. outObj.turns = sk[0];
  1380. outObj.rate = sk[3];
  1381. }
  1382. else if(skill.type == 231 && sk[6] > 0)
  1383. {
  1384. outObj.skilltype = 1;
  1385. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1386. outObj.turns = sk[0];
  1387. outObj.rate = sk[6];
  1388. }
  1389. return outObj;
  1390. }
  1391. }
  1392. function rcvBuff_Rate(card)
  1393. {
  1394. const searchTypeArray = [
  1395. 50,90,
  1396. 228, 231, //宝石姬
  1397. ];
  1398. const skills = getCardActiveSkills(card, searchTypeArray);
  1399. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1400. function rcvBuffParse(skill) {
  1401. const outObj = {
  1402. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1403. types: [],
  1404. attrs: [],
  1405. awoken: [],
  1406. rate: 0,
  1407. turns: 0,
  1408. };
  1409. if (!skill) return outObj;
  1410. const sk = skill.params;
  1411. if (skill.type == 228 && sk[4] > 0) {
  1412. outObj.skilltype = 1;
  1413. outObj.attrs = flags(sk[1]);
  1414. outObj.types = flags(sk[2]);
  1415. outObj.turns = sk[0];
  1416. outObj.rate = sk[4];
  1417. } else if (skill.type == 231 && sk[7] > 0) {
  1418. outObj.skilltype = 1;
  1419. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1420. outObj.turns = sk[0];
  1421. outObj.rate = sk[7];
  1422. } else if (skill.type == 50 || skill.type == 90) {
  1423. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1424. outObj.turns = sk[0];
  1425. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1426. }
  1427. return outObj;
  1428. }
  1429. }
  1430. function damageSelf_Rate(card)
  1431. {
  1432. const searchTypeArray = [84,85,86,87,195];
  1433. const skill = getCardActiveSkill(card, searchTypeArray);
  1434. if (!skill) return 0;
  1435. const sk = skill.params;
  1436. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1437. }
  1438. function changeEnemiesAttr_Attr(card)
  1439. {
  1440. const outObj = {
  1441. attr: null,
  1442. turns: 0
  1443. }
  1444. const searchTypeArray = [153, 224];
  1445. const skill = getCardActiveSkill(card, searchTypeArray);
  1446. if (!skill) return outObj;
  1447. const sk = skill.params;
  1448. if (skill.type == 153)
  1449. {
  1450. outObj.attr = sk[0];
  1451. }
  1452. else if (skill.type == 224)
  1453. {
  1454. outObj.attr = sk[1] || 0;
  1455. outObj.turns = sk[0];
  1456. }
  1457. return outObj;
  1458. }
  1459. //创建1个觉醒图标
  1460. function createAwokenIcon(awokenId)
  1461. {
  1462. const icon = document.createElement("icon");
  1463. icon.className ="awoken-icon";
  1464. icon.setAttribute("data-awoken-icon", awokenId);
  1465. return icon;
  1466. }
  1467. //产生一个觉醒列表
  1468. function creatAwokenList(awokens) {
  1469. const ul = document.createElement("ul");
  1470. ul.className = "awoken-ul";
  1471. awokens.forEach(ak=>{
  1472. const li = ul.appendChild(document.createElement("li"));
  1473. const icon = li.appendChild(createAwokenIcon(ak));
  1474. });
  1475. return ul;
  1476. }
  1477. //产生宝珠列表
  1478. function createOrbsList(orbs, className)
  1479. {
  1480. if (orbs == undefined) orbs = [0];
  1481. else if (!Array.isArray(orbs)) orbs = [orbs];
  1482. const ul = document.createElement("ul");
  1483. ul.className = "board";
  1484. orbs.forEach(orbType => {
  1485. const li = ul.appendChild(document.createElement("li"));
  1486. li.className = className ? `orb ${className}` :`orb`;
  1487. li.setAttribute("data-orb-icon", orbType);
  1488. });
  1489. return ul;
  1490. }
  1491. //产生类型列表
  1492. function createTypesList(types)
  1493. {
  1494. if (types == undefined) types = [0];
  1495. else if (!Array.isArray(types)) types = [types];
  1496. const ul = document.createElement("ul");
  1497. ul.className = "types-ul";
  1498. types.forEach(type => {
  1499. const li = ul.appendChild(document.createElement("li"));
  1500. li.className = `type-icon`;
  1501. li.setAttribute("data-type-icon", type);
  1502. });
  1503. return ul;
  1504. }
  1505. const functions = [
  1506. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1507. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1508. ]},
  1509. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1510. {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)"},
  1511. function:cards=>{
  1512. const searchTypeArray = [173];
  1513. return cards.filter(card=>{
  1514. const skill = getCardActiveSkill(card, searchTypeArray);
  1515. return skill && skill.params[1];
  1516. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1517. },
  1518. addition:voidsAbsorption_Addition
  1519. },
  1520. /*{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)"},
  1521. function:cards=>{
  1522. const searchTypeArray = [173];
  1523. return cards.filter(card=>{
  1524. const skill = getCardActiveSkill(card, searchTypeArray);
  1525. return skill && skill.params[2];
  1526. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1527. },addition:voidsAbsorption_Addition},*/
  1528. {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)"},
  1529. function:cards=>{
  1530. const searchTypeArray = [173];
  1531. return cards.filter(card=>{
  1532. const skill = getCardActiveSkill(card, searchTypeArray);
  1533. return skill && skill.params[3];
  1534. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1535. },
  1536. addition:voidsAbsorption_Addition
  1537. },
  1538. {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)"},
  1539. function:cards=>{
  1540. const searchTypeArray = [173];
  1541. return cards.filter(card=>{
  1542. const skill = getCardActiveSkill(card, searchTypeArray);
  1543. return skill && skill.params[1] && skill.params[3];
  1544. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1545. },
  1546. addition:voidsAbsorption_Addition
  1547. },
  1548. {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)"},
  1549. function:cards=>{
  1550. const searchTypeArray = [191];
  1551. return cards.filter(card=>{
  1552. const skill = getCardActiveSkill(card, searchTypeArray);
  1553. return skill;
  1554. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1555. },
  1556. addition:card=>{
  1557. const searchTypeArray = [191];
  1558. const skill = getCardActiveSkill(card, searchTypeArray);
  1559. if (!skill) return;
  1560. const sk = skill.params;
  1561. const fragment = document.createDocumentFragment();
  1562. fragment.append(createSkillIcon('damage-void'));
  1563. fragment.append(`×${sk[0]}T`);
  1564. return fragment;
  1565. }
  1566. },
  1567. ]},
  1568. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1569. {
  1570. 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)"},
  1571. function:cards=>{
  1572. return cards.filter(card=>{
  1573. const turns = unbind_Turns(card);
  1574. return turns.normal > 0;
  1575. }).sort((a,b)=>{
  1576. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1577. let a_pC = a_s.normal, b_pC = b_s.normal;
  1578. return a_pC - b_pC;
  1579. });
  1580. },
  1581. addition:unbind_Addition
  1582. },
  1583. {
  1584. 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)"},
  1585. function:cards=>{
  1586. return cards.filter(card=>{
  1587. const turns = unbind_Turns(card);
  1588. return turns.awoken > 0;
  1589. }).sort((a,b)=>{
  1590. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1591. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1592. return a_pC - b_pC;
  1593. });
  1594. },
  1595. addition:unbind_Addition
  1596. },
  1597. {
  1598. 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)"},
  1599. function:cards=>{
  1600. return cards.filter(card=>{
  1601. const turns = unbind_Turns(card);
  1602. return turns.normal && turns.awoken > 0;
  1603. }).sort((a,b)=>{
  1604. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1605. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1606. return a_pC - b_pC;
  1607. });
  1608. },
  1609. addition:unbind_Addition
  1610. },
  1611. {
  1612. 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)"},
  1613. function:cards=>{
  1614. const searchTypeArray = [196];
  1615. return cards.filter(card=>{
  1616. const skill = getCardActiveSkill(card, searchTypeArray);
  1617. return skill;
  1618. }).sort((a,b)=>{
  1619. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1620. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1621. return a_pC - b_pC;
  1622. })
  1623. },
  1624. addition:card=>{
  1625. const searchTypeArray = [196];
  1626. const skill = getCardActiveSkill(card, searchTypeArray);
  1627. if (!skill) return;
  1628. const sk = skill.params;
  1629. const fragment = document.createDocumentFragment();
  1630. fragment.append(createSkillIcon('unbind-matches'));
  1631. fragment.append(`-${sk[0]>=9999 ? '全' : `${sk[0]}T` }`);
  1632. return fragment;
  1633. }
  1634. },
  1635. ]},
  1636. {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: [
  1637. {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)"},
  1638. function:cards=>{
  1639. const searchTypeArray = [146];
  1640. return cards.filter(card=>{
  1641. const skill = getCardActiveSkill(card, searchTypeArray);
  1642. return skill;
  1643. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1644. },
  1645. addition:card=>{
  1646. const searchTypeArray = [146];
  1647. const skill = getCardActiveSkill(card, searchTypeArray);
  1648. if (!skill) return;
  1649. const sk = skill.params;
  1650. const fragment = document.createDocumentFragment();
  1651. fragment.append(createSkillIcon('skill-boost', 'boost-incr'), sk[0]);
  1652. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1653. return fragment;
  1654. }
  1655. },
  1656. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1657. function:cards=>{
  1658. const searchTypeArray = [218];
  1659. return cards.filter(card=>{
  1660. const skill = getCardActiveSkill(card, searchTypeArray);
  1661. return skill;
  1662. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1663. },
  1664. addition:card=>{
  1665. const searchTypeArray = [218];
  1666. const skill = getCardActiveSkill(card, searchTypeArray);
  1667. if (!skill) return;
  1668. const sk = skill.params;
  1669. const fragment = document.createDocumentFragment();
  1670. fragment.append(createSkillIcon('skill-boost', 'boost-decr'), sk[0]);
  1671. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1672. return fragment;
  1673. }
  1674. },
  1675. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1676. function:cards=>{
  1677. const searchTypeArray = [93, 227];
  1678. return cards.filter(card=>{
  1679. const skill = getCardActiveSkill(card, searchTypeArray);
  1680. return skill;
  1681. }).sort((a,b)=>{
  1682. const a_s = getCardActiveSkill(a, searchTypeArray),
  1683. b_s = getCardActiveSkill(b, searchTypeArray);
  1684. return a_s.type - b_s.type;
  1685. });
  1686. },
  1687. addition:card=>{
  1688. const searchTypeArray = [93, 227];
  1689. const skill = getCardActiveSkill(card, searchTypeArray);
  1690. if (!skill) return;
  1691. const fragment = document.createDocumentFragment();
  1692. fragment.append(createSkillIcon('leader-change'));
  1693. fragment.append(skill.type == 93 ? '换自身' : '换最后');
  1694. return fragment;
  1695. }
  1696. },
  1697. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  1698. function:cards=>{
  1699. function getIncreaseDamageCap(skill)
  1700. {
  1701. let cap = 0;
  1702. switch (skill.type) {
  1703. case 241:
  1704. cap = skill.params[1];
  1705. break;
  1706. case 246:
  1707. cap = skill.params[2];
  1708. break;
  1709. case 247:
  1710. cap = skill.params[3];
  1711. break;
  1712. }
  1713. return cap;
  1714. }
  1715. const searchTypeArray = [241, 246, 247];
  1716. return cards.filter(card=>{
  1717. const skill = getCardActiveSkill(card, searchTypeArray);
  1718. return skill;
  1719. }).sort((a,b)=>{
  1720. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1721. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1722. return a_pC - b_pC;
  1723. });
  1724. },
  1725. addition:card=>{
  1726. const searchTypeArray = [241, 246, 247];
  1727. const skill = getCardActiveSkill(card, searchTypeArray);
  1728. if (!skill) return;
  1729. const sk = skill.params;
  1730. let cap;
  1731. switch (skill.type) {
  1732. case 241:
  1733. cap = sk[1];
  1734. break;
  1735. case 246:
  1736. cap = sk[2];
  1737. break;
  1738. case 247:
  1739. cap = sk[3];
  1740. break;
  1741. }
  1742. if (skill.type == 241) {
  1743. return `${(cap*1e8).bigNumberToString()}×${sk[0]}T`;
  1744. } else {
  1745. return `${(cap*1e8).bigNumberToString()} in ${sk[0]}S`;
  1746. }
  1747. }
  1748. },
  1749. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1750. function:cards=>{
  1751. const searchTypeArray = [230];
  1752. return cards.filter(card=>{
  1753. const skill = getCardActiveSkill(card, searchTypeArray);
  1754. return skill;
  1755. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1756. },
  1757. addition:memberATK_Addition
  1758. },
  1759. {name:"Member ATK rate change - Self",otLangName:{chs:"队员攻击力 buff - 自身",cht:"隊員攻擊力 buff - 自身"},
  1760. function:cards=>{
  1761. const searchTypeArray = [230];
  1762. return cards.filter(card=>{
  1763. const skill = getCardActiveSkill(card, searchTypeArray);
  1764. return skill && Boolean(skill.params[1] & 1<<0);
  1765. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1766. },
  1767. addition:memberATK_Addition
  1768. },
  1769. {name:"Member ATK rate change - Leader",otLangName:{chs:"队员攻击力 buff - 队长",cht:"隊員攻擊力 buff - 隊長"},
  1770. function:cards=>{
  1771. const searchTypeArray = [230];
  1772. return cards.filter(card=>{
  1773. const skill = getCardActiveSkill(card, searchTypeArray);
  1774. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  1775. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1776. },
  1777. addition:memberATK_Addition
  1778. },
  1779. {name:"Member ATK rate change - Member",otLangName:{chs:"队员攻击力 buff - 队员",cht:"隊員攻擊力 buff - 隊員"},
  1780. function:cards=>{
  1781. const searchTypeArray = [230];
  1782. return cards.filter(card=>{
  1783. const skill = getCardActiveSkill(card, searchTypeArray);
  1784. return skill && Boolean(skill.params[1] & 1<<3);
  1785. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1786. },
  1787. addition:memberATK_Addition
  1788. },
  1789. {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)"},
  1790. function:cards=>{
  1791. const searchTypeArray = [142];
  1792. return cards.filter(card=>{
  1793. const skill = getCardActiveSkill(card, searchTypeArray);
  1794. return skill;
  1795. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1796. },
  1797. addition:card=>{
  1798. const searchTypeArray = [142];
  1799. const skill = getCardActiveSkill(card, searchTypeArray);
  1800. if (!skill) return;
  1801. const sk = skill.params;
  1802. const fragment = document.createDocumentFragment();
  1803. fragment.appendChild(document.createTextNode(`自→`));
  1804. fragment.appendChild(createOrbsList(sk[1]));
  1805. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1806. return fragment;
  1807. }
  1808. },
  1809. {name:"Bind self active skill",otLangName:{chs:"自封技能 debuff",cht:"自封技能 debuff"},
  1810. function:cards=>cards.filter(card=>{
  1811. const searchTypeArray = [214];
  1812. const skill = getCardActiveSkill(card, searchTypeArray);
  1813. return skill;
  1814. }),
  1815. addition:card=>{
  1816. const searchTypeArray = [214];
  1817. const skill = getCardActiveSkill(card, searchTypeArray);
  1818. if (!skill) return;
  1819. const sk = skill.params;
  1820. return document.createTextNode(`自封技${sk[0]}T`);
  1821. }
  1822. },
  1823. {name:"Remove assist",otLangName:{chs:"移除武器",cht:"移除武器"},
  1824. function:cards=>cards.filter(card=>{
  1825. const searchTypeArray = [250];
  1826. const skill = getCardActiveSkill(card, searchTypeArray);
  1827. return skill;
  1828. })
  1829. },
  1830. ]},
  1831. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  1832. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1833. function:cards=>{
  1834. const searchTypeArray = [179];
  1835. return cards.filter(card=>{
  1836. const skill = getCardActiveSkill(card, searchTypeArray);
  1837. return skill;
  1838. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1839. },
  1840. addition:card=>{
  1841. const searchTypeArray = [179];
  1842. const skill = getCardActiveSkill(card, searchTypeArray);
  1843. if (!skill) return;
  1844. const sk = skill.params;
  1845. const fragment = document.createDocumentFragment();
  1846. fragment.append(createSkillIcon('auto-heal'));
  1847. fragment.append(`${sk[1]? sk[1].bigNumberToString() :`${sk[2]}%`}×${sk[0]}T`);
  1848. return fragment;
  1849. }
  1850. },
  1851. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1852. function:cards=>{
  1853. return cards.filter(card=>{
  1854. const heal = healImmediately_Rate(card);
  1855. return Object.values(heal).some(v=>v);
  1856. })
  1857. .sort((a,b)=>{
  1858. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1859. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1860. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1861. let sortNum = a_i - b_i;
  1862. if (!sortNum)
  1863. {
  1864. sortNum = a_vs[a_i] - b_vs[b_i];
  1865. }
  1866. return sortNum;
  1867. });
  1868. },
  1869. addition:card=>{
  1870. const heal = healImmediately_Rate(card);
  1871. const fragment = document.createDocumentFragment();
  1872. fragment.append(createSkillIcon('heal', 'hp-incr'));
  1873. if (heal.scale)
  1874. fragment.append(`${heal.scale}%`);
  1875. if (heal.const)
  1876. fragment.append(`${heal.const.bigNumberToString()}点`);
  1877. if (heal.selfRcv)
  1878. fragment.append(`${heal.selfRcv/100}倍回复力`, );
  1879. if (heal.vampire)
  1880. fragment.append(`${heal.vampire}%伤害`);
  1881. return fragment;
  1882. }
  1883. },
  1884. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  1885. function:cards=>{
  1886. const searchTypeArray = [237];
  1887. return cards.filter(card=>{
  1888. const skill = getCardActiveSkill(card, searchTypeArray);
  1889. return skill;
  1890. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1891. },
  1892. addition:card=>{
  1893. const searchTypeArray = [237];
  1894. const skill = getCardActiveSkill(card, searchTypeArray);
  1895. if (!skill) return;
  1896. const sk = skill.params;
  1897. const fragment = document.createDocumentFragment();
  1898. fragment.append(createSkillIcon('maxhp-locked'), `${sk[1].bigNumberToString()}%×${sk[0]}T`);
  1899. return fragment;
  1900. }
  1901. },
  1902. {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)"},
  1903. function:cards=>{
  1904. return cards.filter(card=>damageSelf_Rate(card)>0)
  1905. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1906. },
  1907. addition:card=>{
  1908. let rate = damageSelf_Rate(card);
  1909. if (rate < 100)
  1910. return `减少${rate}%`;
  1911. else
  1912. return `减少到1`;
  1913. }
  1914. },
  1915. ]},
  1916. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  1917. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  1918. function:cards=>cards.filter(card=>{
  1919. const searchTypeArray = [172];
  1920. const skill = getCardActiveSkill(card, searchTypeArray);
  1921. return skill;
  1922. })
  1923. },
  1924. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  1925. function:cards=>cards.filter(card=>{
  1926. const searchTypeArray = [152];
  1927. const skill = getCardActiveSkill(card, searchTypeArray);
  1928. return skill;
  1929. }),
  1930. addition:lock_Addition
  1931. },
  1932. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  1933. function:cards=>cards.filter(card=>{
  1934. const searchTypeArray = [152];
  1935. const skill = getCardActiveSkill(card, searchTypeArray);
  1936. return skill && (skill.params[0] & 63) === 63;
  1937. }),
  1938. addition:lock_Addition
  1939. },
  1940. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  1941. function:cards=>{
  1942. const searchTypeArray = [52,91,140];
  1943. return cards.filter(card=>{
  1944. const skill = getCardActiveSkill(card, searchTypeArray);
  1945. return skill;
  1946. });
  1947. },
  1948. addition:card=>{
  1949. const searchTypeArray = [52,91,140];
  1950. const skill = getCardActiveSkill(card, searchTypeArray);
  1951. if (!skill) return;
  1952. const sk = skill.params;
  1953. let attrs = [];
  1954. switch (skill.type)
  1955. {
  1956. case 52:{
  1957. attrs.push(sk[0]); break;
  1958. }
  1959. case 91:{
  1960. attrs = sk.slice(0,-1); break;
  1961. }
  1962. case 140:{
  1963. attrs = flags(sk[0]); break;
  1964. }
  1965. }
  1966. const fragment = document.createDocumentFragment();
  1967. fragment.appendChild(document.createTextNode(`强化`));
  1968. fragment.appendChild(createOrbsList(attrs));
  1969. return fragment;
  1970. }
  1971. },
  1972. {name:"Bind self matchable",otLangName:{chs:"自封消珠 debuff",cht:"自封消珠 debuff"},
  1973. function:cards=>cards.filter(card=>{
  1974. const searchTypeArray = [215];
  1975. const skill = getCardActiveSkill(card, searchTypeArray);
  1976. return skill;
  1977. }),
  1978. addition:card=>{
  1979. const searchTypeArray = [215];
  1980. const skill = getCardActiveSkill(card, searchTypeArray);
  1981. if (!skill) return;
  1982. const sk = skill.params;
  1983. const fragment = document.createDocumentFragment();
  1984. fragment.appendChild(document.createTextNode(`自封`));
  1985. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1986. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1987. return fragment;
  1988. }
  1989. },
  1990. ]},
  1991. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1992. {name:"Seamless Buff (Round ≥CD)",otLangName:{chs:"无缝 Buff (回合≥CD)",cht:"無縫 Buff (回合≥CD)"},
  1993. function:cards=>cards.filter(card=>{
  1994. function isLoopBuff(parsedSkill, cd) {
  1995. return parsedSkill.some(skill=>skill.kind == SkillKinds.ActiveTurns
  1996. && skill.turns >= cd);
  1997. }
  1998. //跳过0号技能的、会变身成别人的和无技能数据的
  1999. if (card.activeSkillId == 0 || card.henshinTo?.length>0) return false;
  2000. const skill = Skills[card.activeSkillId];
  2001. if (!skill) return false;
  2002. let cd = skill.initialCooldown - (skill.maxLevel - 1); //技能最短CD
  2003. //解析技能,如果是一般的技能,直接搜索有没有就可以了
  2004. let parsedActiveSkill = skillParser(card.activeSkillId);
  2005. if (isLoopBuff(parsedActiveSkill, cd)) return true;
  2006. //对于其他的多组类技能,则需要进一步判断,但是这类技能一般只需要看第一个就行
  2007. let parsedGroupSkill = parsedActiveSkill?.[0];
  2008. if (parsedGroupSkill.kind == SkillKinds.RandomSkills) { //随机类技能,CD固定,需要每个技能都符合
  2009. return parsedGroupSkill.skills.every(parsedSubSkill=>isLoopBuff(parsedSubSkill, cd));
  2010. }
  2011. //进化类技能,排除循环进化,并只计算最后一级
  2012. if (parsedGroupSkill.kind == SkillKinds.EvolvedSkills && !parsedGroupSkill.loop) {
  2013. let lastIdx = parsedGroupSkill.params.length - 1;
  2014. let subSkill = Skills[parsedGroupSkill.params[lastIdx]];
  2015. let subCd = subSkill.initialCooldown - (subSkill.maxLevel - 1); //技能最短CD
  2016. let parsedSubSkill = parsedGroupSkill.skills[lastIdx];
  2017. if (isLoopBuff(parsedSubSkill, subCd)) return true;
  2018. }
  2019. return false;
  2020. })
  2021. },
  2022. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  2023. function:cards=>{
  2024. return cards.filter(card=>{
  2025. const atkbuff = rcvBuff_Rate(card);
  2026. return atkbuff.skilltype > 0;
  2027. }).sort((a,b)=>{
  2028. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  2029. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2030. if (sortNum == 0)
  2031. sortNum = a_pC.rate - b_pC.rate;
  2032. if (sortNum == 0)
  2033. sortNum = a_pC.turns - b_pC.turns;
  2034. return sortNum;
  2035. });
  2036. },
  2037. addition:card=>{
  2038. const atkbuff = rcvBuff_Rate(card);
  2039. const fragment = document.createDocumentFragment();
  2040. fragment.appendChild(createOrbsList([5]));
  2041. if (atkbuff.skilltype == 0) return fragment;
  2042. if (atkbuff.skilltype == 1)
  2043. {
  2044. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2045. if (atkbuff.awoken.length)
  2046. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2047. if (atkbuff.attrs.length)
  2048. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2049. if (atkbuff.types.length)
  2050. fragment.appendChild(createTypesList(atkbuff.types));
  2051. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2052. }else if (atkbuff.skilltype == 2)
  2053. {
  2054. if (atkbuff.attrs.length)
  2055. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2056. if (atkbuff.types.length)
  2057. fragment.appendChild(createTypesList(atkbuff.types));
  2058. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2059. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2060. }
  2061. return fragment;
  2062. }
  2063. },
  2064. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  2065. function:cards=>{
  2066. return cards.filter(card=>{
  2067. const atkbuff = atkBuff_Rate(card);
  2068. return atkbuff.skilltype > 0;
  2069. }).sort((a,b)=>{
  2070. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2071. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2072. if (sortNum == 0)
  2073. sortNum = a_pC.rate - b_pC.rate;
  2074. if (sortNum == 0)
  2075. sortNum = a_pC.turns - b_pC.turns;
  2076. return sortNum;
  2077. });
  2078. },
  2079. addition:card=>{
  2080. const atkbuff = atkBuff_Rate(card);
  2081. const fragment = document.createDocumentFragment();
  2082. if (atkbuff.skilltype == 0) return fragment;
  2083. if (atkbuff.skilltype == 1)
  2084. {
  2085. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2086. if (atkbuff.awoken.length)
  2087. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2088. if (atkbuff.attrs.length)
  2089. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2090. if (atkbuff.types.length)
  2091. fragment.appendChild(createTypesList(atkbuff.types));
  2092. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2093. }else if (atkbuff.skilltype == 2)
  2094. {
  2095. if (atkbuff.attrs.length)
  2096. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2097. if (atkbuff.types.length)
  2098. fragment.appendChild(createTypesList(atkbuff.types));
  2099. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2100. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2101. }
  2102. return fragment;
  2103. }
  2104. },
  2105. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  2106. function:cards=>{
  2107. const searchTypeArray = [132];
  2108. return cards.filter(card=>{
  2109. const skill = getCardActiveSkill(card, searchTypeArray);
  2110. return skill;
  2111. }).sort((a,b)=>{
  2112. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2113. //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
  2114. 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;
  2115. 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]);
  2116. });
  2117. },
  2118. addition:card=>{
  2119. const searchTypeArray = [132];
  2120. const skill = getCardActiveSkill(card, searchTypeArray);
  2121. if (!skill) return;
  2122. const sk = skill.params;
  2123. let str = "👆";
  2124. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2125. if (sk[2]) str += `x${sk[2]/100}`;
  2126. str += `x${sk[0]}T`;
  2127. return str;
  2128. }
  2129. },
  2130. {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)"},
  2131. function:cards=>{
  2132. const searchTypeArray = [160];
  2133. return cards.filter(card=>{
  2134. const skill = getCardActiveSkill(card, searchTypeArray);
  2135. return skill;
  2136. }).sort((a,b)=>{
  2137. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2138. return a_s.params[1] - b_s.params[1];
  2139. });
  2140. },
  2141. addition:card=>{
  2142. const searchTypeArray = [160];
  2143. const skill = getCardActiveSkill(card, searchTypeArray);
  2144. if (!skill) return;
  2145. const sk = skill.params;
  2146. return `+${sk[1]}C×${sk[0]}T`;
  2147. }
  2148. },
  2149. {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)"},
  2150. function:cards=>{
  2151. const searchTypeArray = [3,156];
  2152. return cards.filter(card=>{
  2153. const skill = getCardActiveSkill(card, searchTypeArray);
  2154. if (!skill) return false;
  2155. if (skill.type == 156)
  2156. return skill.params[4]==3;
  2157. else
  2158. return true;
  2159. }).sort((a,b)=>{
  2160. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2161. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2162. if (!sortNum)
  2163. {
  2164. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2165. sortNum = a_pC - b_pC;
  2166. }
  2167. return sortNum;
  2168. });
  2169. },
  2170. addition:card=>{
  2171. const searchTypeArray = [3,156];
  2172. const skill = getCardActiveSkill(card, searchTypeArray);
  2173. if (!skill) return;
  2174. const sk = skill.params;
  2175. const fragment = document.createDocumentFragment();
  2176. if (skill.type == 156)
  2177. {
  2178. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2179. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2180. fragment.appendChild(creatAwokenList(awokenArr));
  2181. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2182. }else
  2183. {
  2184. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2185. }
  2186. return fragment;
  2187. }
  2188. },
  2189. {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)"},
  2190. function:cards=>{
  2191. const searchTypeArray = [3];
  2192. return cards.filter(card=>{
  2193. const skill = getCardActiveSkill(card, searchTypeArray);
  2194. return skill && skill.params[1]>=100;
  2195. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2196. },
  2197. addition:card=>{
  2198. const searchTypeArray = [3];
  2199. const skill = getCardActiveSkill(card, searchTypeArray);
  2200. if (!skill) return;
  2201. const sk = skill.params;
  2202. return `无敌×${sk[0]}T`;
  2203. }
  2204. },
  2205. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  2206. function:cards=>{
  2207. const searchTypeArray = [21];
  2208. return cards.filter(card=>{
  2209. const skill = getCardActiveSkill(card, searchTypeArray);
  2210. return skill;
  2211. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2212. },
  2213. addition:card=>{
  2214. const searchTypeArray = [21];
  2215. const skill = getCardActiveSkill(card, searchTypeArray);
  2216. if (!skill) return;
  2217. const sk = skill.params;
  2218. const colors = [sk[1]];
  2219. const fragment = document.createDocumentFragment();
  2220. fragment.appendChild(document.createTextNode(`-`));
  2221. fragment.appendChild(createOrbsList(colors));
  2222. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2223. return fragment;
  2224. }
  2225. },
  2226. {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)"},
  2227. function:cards=>{
  2228. const searchTypeArray = [51];
  2229. return cards.filter(card=>{
  2230. const skill = getCardActiveSkill(card, searchTypeArray);
  2231. return skill;
  2232. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2233. },
  2234. addition:card=>{
  2235. const searchTypeArray = [51];
  2236. const skill = getCardActiveSkill(card, searchTypeArray);
  2237. if (!skill) return;
  2238. const sk = skill.params;
  2239. return `全体×${sk[0]}T`;
  2240. }
  2241. },
  2242. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  2243. function:cards=>cards.filter(card=>{
  2244. const searchTypeArray = [156,168,228,231];
  2245. const skill = getCardActiveSkill(card, searchTypeArray);
  2246. return skill;
  2247. })
  2248. },
  2249. ]},
  2250. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  2251. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  2252. function:cards=>{
  2253. const searchTypeArray = [18];
  2254. return cards.filter(card=>{
  2255. const skill = getCardActiveSkill(card, searchTypeArray);
  2256. return skill;
  2257. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2258. },
  2259. addition:card=>{
  2260. const searchTypeArray = [18];
  2261. const skill = getCardActiveSkill(card, searchTypeArray);
  2262. if (!skill) return;
  2263. const sk = skill.params;
  2264. return document.createTextNode(`威吓×${sk[0]}T`);
  2265. }
  2266. },
  2267. {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)"},
  2268. function:cards=>{
  2269. const searchTypeArray = [19];
  2270. return cards.filter(card=>{
  2271. const skill = getCardActiveSkill(card, searchTypeArray);
  2272. return skill;
  2273. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1,0));
  2274. },
  2275. addition:card=>{
  2276. const searchTypeArray = [19];
  2277. const skill = getCardActiveSkill(card, searchTypeArray);
  2278. if (!skill) return;
  2279. const sk = skill.params;
  2280. return `破防${sk[1]}%×${sk[0]}T`;
  2281. }
  2282. },
  2283. {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)"},
  2284. function:cards=>{
  2285. const searchTypeArray = [4];
  2286. return cards.filter(card=>{
  2287. const skill = getCardActiveSkill(card, searchTypeArray);
  2288. return skill;
  2289. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2290. },
  2291. addition:card=>{
  2292. const searchTypeArray = [4];
  2293. const skill = getCardActiveSkill(card, searchTypeArray);
  2294. if (!skill) return;
  2295. const sk = skill.params;
  2296. return `攻击力×${sk[0]/100}倍`;
  2297. }
  2298. },
  2299. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  2300. function:cards=>{
  2301. return cards.filter(card=>{
  2302. return changeEnemiesAttr_Attr(card).attr != null;
  2303. }).sort((a,b)=>{
  2304. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2305. return a_pC.attr - b_pC.attr;
  2306. })
  2307. },
  2308. addition:card=>{
  2309. let change = changeEnemiesAttr_Attr(card);
  2310. const fragment = document.createDocumentFragment();
  2311. fragment.appendChild(document.createTextNode(`敌→`));
  2312. fragment.appendChild(createOrbsList(change.attr));
  2313. if (change.turns > 0)
  2314. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2315. return fragment;
  2316. }
  2317. },
  2318. {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)"},
  2319. function:cards=>{
  2320. const searchTypeArray = [60];
  2321. return cards.filter(card=>{
  2322. const skill = getCardActiveSkill(card, searchTypeArray);
  2323. return skill;
  2324. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2325. },
  2326. addition:card=>{
  2327. const searchTypeArray = [60];
  2328. const skill = getCardActiveSkill(card, searchTypeArray);
  2329. if (!skill) return;
  2330. const sk = skill.params;
  2331. const fragment = document.createDocumentFragment();
  2332. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2333. fragment.appendChild(createOrbsList(sk[2]));
  2334. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2335. return fragment;
  2336. }
  2337. },
  2338. ]},
  2339. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2340. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2341. function:cards=>cards.filter(card=>{
  2342. const searchTypeArray = [10];
  2343. const skill = getCardActiveSkill(card, searchTypeArray);
  2344. return skill;
  2345. })
  2346. },
  2347. {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)"},
  2348. function:cards=>{
  2349. const searchTypeArray = [184];
  2350. return cards.filter(card=>{
  2351. const skill = getCardActiveSkill(card, searchTypeArray);
  2352. return skill;
  2353. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2354. },
  2355. addition:card=>{
  2356. const searchTypeArray = [184];
  2357. const skill = getCardActiveSkill(card, searchTypeArray);
  2358. if (!skill) return;
  2359. const sk = skill.params;
  2360. return `无↓×${sk[0]}T`;
  2361. }
  2362. },
  2363. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位 buff(转转)",cht:"生成輪盤位 buff(轉轉)"},
  2364. function:cards=>{
  2365. const searchTypeArray = [207, 249];
  2366. return cards.filter(card=>{
  2367. const skill = getCardActiveSkill(card, searchTypeArray);
  2368. return skill;
  2369. }).sort((a,b)=>{
  2370. const a_s = getCardActiveSkill(a, searchTypeArray),
  2371. b_s = getCardActiveSkill(b, searchTypeArray);
  2372. return (a_s.type - b_s.type) || !a_s.params[7] - !b_s.params[7] || a_s.params[0] - b_s.params[0];
  2373. });
  2374. },
  2375. addition:card=>{
  2376. const searchTypeArray = [207, 249];
  2377. const skill = getCardActiveSkill(card, searchTypeArray);
  2378. if (!skill) return;
  2379. const sk = skill.params;
  2380. const fragment = document.createDocumentFragment();
  2381. fragment.append(createSkillIcon('board-roulette'));
  2382. if (skill.type == 249) {
  2383. fragment.append(createOrbsList(flags(sk[1])));
  2384. }
  2385. fragment.append(`${sk[7]? sk[7] : '固定'+sk.slice(2,7).flatMap(flags).length }`,`×${sk[0]}T`);
  2386. return fragment;
  2387. }
  2388. },
  2389. {name:"Creates Cloud",otLangName:{chs:"生成云 debuff",cht:"生成雲 debuff"},
  2390. function:cards=>{
  2391. const searchTypeArray = [238];
  2392. return cards.filter(card=>{
  2393. const skill = getCardActiveSkill(card, searchTypeArray);
  2394. return skill;
  2395. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2396. },
  2397. addition:card=>{
  2398. const searchTypeArray = [238];
  2399. const skill = getCardActiveSkill(card, searchTypeArray);
  2400. if (!skill) return;
  2401. const sk = skill.params;
  2402. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2403. }
  2404. },
  2405. {name:"Creates Cloud",otLangName:{chs:"生成封条 debuff",cht:"生成封条 debuff"},
  2406. function:cards=>{
  2407. const searchTypeArray = [239];
  2408. return cards.filter(card=>{
  2409. const skill = getCardActiveSkill(card, searchTypeArray);
  2410. return skill;
  2411. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2412. },
  2413. addition:card=>{
  2414. const searchTypeArray = [239];
  2415. const skill = getCardActiveSkill(card, searchTypeArray);
  2416. if (!skill) return;
  2417. const sk = skill.params;
  2418. const colums = flags(sk[1]), rows = flags(sk[2]);
  2419. const fragment = document.createDocumentFragment();
  2420. if (colums.length)
  2421. fragment.append(`${colums.length}竖`);
  2422. if (rows.length)
  2423. fragment.append(`${rows.length}横`);
  2424. fragment.append(`×${sk[0]}T`);
  2425. return fragment;
  2426. }
  2427. },
  2428. {name:"Creates Deep Dark Orb",otLangName:{chs:"生成超暗闇 debuff",cht:"生成超暗闇 debuff"},
  2429. function:cards=>{
  2430. const searchTypeArray = [251];
  2431. return cards.filter(card=>{
  2432. const skill = getCardActiveSkill(card, searchTypeArray);
  2433. return skill;
  2434. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2435. },
  2436. addition:card=>{
  2437. const searchTypeArray = [251];
  2438. const skill = getCardActiveSkill(card, searchTypeArray);
  2439. if (!skill) return;
  2440. const sk = skill.params;
  2441. return `${sk[1] == sk[2] ? sk[1] : sk[1] +"~"+ sk[2]}个×${sk[0]}T`;
  2442. }
  2443. },
  2444. {name:"Change Board Size",otLangName:{chs:"改变板面大小 buff",cht:"改變板面大小 buff"},
  2445. function:cards=>{
  2446. const searchTypeArray = [244];
  2447. return cards.filter(card=>{
  2448. const skill = getCardActiveSkill(card, searchTypeArray);
  2449. return skill;
  2450. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2451. },
  2452. addition:card=>{
  2453. const searchTypeArray = [244];
  2454. const skill = getCardActiveSkill(card, searchTypeArray);
  2455. if (!skill) return;
  2456. const sk = skill.params;
  2457. let width, height;
  2458. switch (sk[1]) {
  2459. case 1: {
  2460. width = 7;
  2461. height = 6;
  2462. break;
  2463. }
  2464. case 2: {
  2465. width = 5;
  2466. height = 3;
  2467. break;
  2468. }
  2469. case 3: {
  2470. width = 6;
  2471. height = 5;
  2472. break;
  2473. }
  2474. default: {
  2475. width = 6;
  2476. height = 5;
  2477. }
  2478. }
  2479. return `[${width}×${height}]×${sk[0]}T`;
  2480. }
  2481. },
  2482. ]},
  2483. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2484. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)buff",cht:"掉落強化寶珠(按回合排序)buff"},
  2485. function:cards=>{
  2486. const searchTypeArray = [180];
  2487. return cards.filter(card=>{
  2488. const skill = getCardActiveSkill(card, searchTypeArray);
  2489. return skill;
  2490. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2491. },
  2492. addition:card=>{
  2493. const searchTypeArray = [180];
  2494. const skill = getCardActiveSkill(card, searchTypeArray);
  2495. if (!skill) return;
  2496. const sk = skill.params;
  2497. return `${sk[1]}%×${sk[0]}T`;
  2498. }
  2499. },
  2500. {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)"},
  2501. function:cards=>{
  2502. const searchTypeArray = [205];
  2503. return cards.filter(card=>{
  2504. const skill = getCardActiveSkill(card, searchTypeArray);
  2505. return skill;
  2506. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2507. },
  2508. addition:dropLock_Addition
  2509. },
  2510. {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)"},
  2511. function:cards=>{
  2512. const searchTypeArray = [205];
  2513. return cards.filter(card=>{
  2514. const skill = getCardActiveSkill(card, searchTypeArray);
  2515. return skill && (skill.params[0] & 63) === 63;
  2516. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2517. },
  2518. addition:dropLock_Addition
  2519. },
  2520. {name:"Drop rate increases",otLangName:{chs:"掉落率提升 buff",cht:"掉落率提升 buff"},
  2521. function:cards=>cards.filter(card=>{
  2522. const searchTypeArray = [126];
  2523. const skill = getCardActiveSkill(card, searchTypeArray);
  2524. return skill;
  2525. }),
  2526. addition:dropOrb_Addition
  2527. },
  2528. {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)"},
  2529. function:cards=>cards.filter(card=>{
  2530. const searchTypeArray = [126];
  2531. const skill = getCardActiveSkill(card, searchTypeArray);
  2532. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2533. }),
  2534. addition:dropOrb_Addition
  2535. },
  2536. {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"},
  2537. function:cards=>cards.filter(card=>{
  2538. const searchTypeArray = [126];
  2539. const skill = getCardActiveSkill(card, searchTypeArray);
  2540. return skill && skill.params[1] >= 99;
  2541. }),
  2542. addition:dropOrb_Addition
  2543. },
  2544. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2545. function:cards=>cards.filter(card=>{
  2546. const searchTypeArray = [126];
  2547. const skill = getCardActiveSkill(card, searchTypeArray);
  2548. return skill && skill.params[3] == 100;
  2549. }),
  2550. addition:dropOrb_Addition
  2551. },
  2552. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)buff",cht:"掉落釘珠(按回合排序)buff"},
  2553. function:cards=>{
  2554. const searchTypeArray = [226];
  2555. return cards.filter(card=>{
  2556. const skill = getCardActiveSkill(card, searchTypeArray);
  2557. return skill;
  2558. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2559. },
  2560. addition:card=>{
  2561. const searchTypeArray = [226];
  2562. const skill = getCardActiveSkill(card, searchTypeArray);
  2563. if (!skill) return;
  2564. const sk = skill.params;
  2565. const fragment = document.createDocumentFragment();
  2566. fragment.append(createSkillIcon('orb-nail'), `${sk[1]}%×${sk[0]}T`);
  2567. return fragment;
  2568. }
  2569. },
  2570. {name:"Drop Thorn Orbs(sort by turns)",otLangName:{chs:"掉落荆棘(按回合排序)debuff",cht:"掉落荊棘(按回合排序)debuff"},
  2571. function:cards=>{
  2572. const searchTypeArray = [243];
  2573. return cards.filter(card=>{
  2574. const skill = getCardActiveSkill(card, searchTypeArray);
  2575. return skill;
  2576. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2577. },
  2578. addition:card=>{
  2579. const searchTypeArray = [243];
  2580. const skill = getCardActiveSkill(card, searchTypeArray);
  2581. if (!skill) return;
  2582. const sk = skill.params;
  2583. const fragment = document.createDocumentFragment();
  2584. fragment.append(createSkillIcon('orb-thorn'));
  2585. if ((sk[1] & 0b1111111111) != 1023) {
  2586. let attrs = flags(sk[1]);
  2587. fragment.append(createOrbsList(attrs));
  2588. }
  2589. fragment.append(`${sk[3]}%×${sk[0]}T`, document.createElement("br"), "/" ,createSkillIcon('maxhp-locked'), `${sk[2]}%`);
  2590. return fragment;
  2591. }
  2592. },
  2593. {name:"Prediction of falling",otLangName:{chs:"预测掉落 buff",cht:"預測掉落 buff"},
  2594. function:cards=>{
  2595. const searchTypeArray = [253];
  2596. return cards.filter(card=>{
  2597. const skill = getCardActiveSkill(card, searchTypeArray);
  2598. return skill;
  2599. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2600. },
  2601. addition:card=>{
  2602. const searchTypeArray = [253];
  2603. const skill = getCardActiveSkill(card, searchTypeArray);
  2604. if (!skill) return;
  2605. const sk = skill.params;
  2606. const fragment = document.createDocumentFragment();
  2607. fragment.append(createSkillIcon('prediction-falling'));
  2608. fragment.append(`×${sk[0]}T`);
  2609. return fragment;
  2610. }
  2611. },
  2612. ]},
  2613. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2614. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2615. function:cards=>cards.filter(card=>{
  2616. const searchTypeArray = [71];
  2617. const skill = getCardActiveSkill(card, searchTypeArray);
  2618. return skill;
  2619. }),
  2620. addition:boardChange_Addition
  2621. },
  2622. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2623. function:cards=>cards.filter(card=>{
  2624. const searchTypeArray = [71];
  2625. const skill = getCardActiveSkill(card, searchTypeArray);
  2626. return boardChange_ColorTypes(skill).length == 1;
  2627. }),
  2628. addition:boardChange_Addition
  2629. },
  2630. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2631. function:cards=>cards.filter(card=>{
  2632. const searchTypeArray = [71];
  2633. const skill = getCardActiveSkill(card, searchTypeArray);
  2634. return boardChange_ColorTypes(skill).length == 2;
  2635. }),
  2636. addition:boardChange_Addition
  2637. },
  2638. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2639. function:cards=>cards.filter(card=>{
  2640. const searchTypeArray = [71];
  2641. const skill = getCardActiveSkill(card, searchTypeArray);
  2642. return boardChange_ColorTypes(skill).length == 3;
  2643. }),
  2644. addition:boardChange_Addition
  2645. },
  2646. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2647. function:cards=>cards.filter(card=>{
  2648. const searchTypeArray = [71];
  2649. const skill = getCardActiveSkill(card, searchTypeArray);
  2650. return boardChange_ColorTypes(skill).length == 4;
  2651. }),
  2652. addition:boardChange_Addition
  2653. },
  2654. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2655. function:cards=>cards.filter(card=>{
  2656. const searchTypeArray = [71];
  2657. const skill = getCardActiveSkill(card, searchTypeArray);
  2658. return boardChange_ColorTypes(skill).length == 5;
  2659. }),
  2660. addition:boardChange_Addition
  2661. },
  2662. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2663. function:cards=>cards.filter(card=>{
  2664. const searchTypeArray = [71];
  2665. const skill = getCardActiveSkill(card, searchTypeArray);
  2666. return boardChange_ColorTypes(skill).length >= 6;
  2667. }),
  2668. addition:boardChange_Addition
  2669. },
  2670. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2671. function:cards=>cards.filter(card=>{
  2672. const searchTypeArray = [71];
  2673. const skill = getCardActiveSkill(card, searchTypeArray);
  2674. return boardChange_ColorTypes(skill).includes(0);
  2675. }),
  2676. addition:boardChange_Addition
  2677. },
  2678. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2679. function:cards=>cards.filter(card=>{
  2680. const searchTypeArray = [71];
  2681. const skill = getCardActiveSkill(card, searchTypeArray);
  2682. return boardChange_ColorTypes(skill).includes(1);
  2683. }),
  2684. addition:boardChange_Addition
  2685. },
  2686. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2687. function:cards=>cards.filter(card=>{
  2688. const searchTypeArray = [71];
  2689. const skill = getCardActiveSkill(card, searchTypeArray);
  2690. return boardChange_ColorTypes(skill).includes(2);
  2691. }),
  2692. addition:boardChange_Addition
  2693. },
  2694. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2695. function:cards=>cards.filter(card=>{
  2696. const searchTypeArray = [71];
  2697. const skill = getCardActiveSkill(card, searchTypeArray);
  2698. return boardChange_ColorTypes(skill).includes(3);
  2699. }),
  2700. addition:boardChange_Addition
  2701. },
  2702. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2703. function:cards=>cards.filter(card=>{
  2704. const searchTypeArray = [71];
  2705. const skill = getCardActiveSkill(card, searchTypeArray);
  2706. return boardChange_ColorTypes(skill).includes(4);
  2707. }),
  2708. addition:boardChange_Addition
  2709. },
  2710. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2711. function:cards=>cards.filter(card=>{
  2712. const searchTypeArray = [71];
  2713. const skill = getCardActiveSkill(card, searchTypeArray);
  2714. return boardChange_ColorTypes(skill).includes(5);
  2715. }),
  2716. addition:boardChange_Addition
  2717. },
  2718. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2719. function:cards=>cards.filter(card=>{
  2720. const searchTypeArray = [71];
  2721. const skill = getCardActiveSkill(card, searchTypeArray);
  2722. const colors = boardChange_ColorTypes(skill);
  2723. return colors.includes(6)
  2724. || colors.includes(7)
  2725. || colors.includes(8)
  2726. || colors.includes(9);
  2727. }),
  2728. addition:boardChange_Addition
  2729. },
  2730. ]},
  2731. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2732. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2733. function:cards=>cards.filter(card=>{
  2734. const searchTypeArray = [9,20,154];
  2735. const skills = getCardActiveSkills(card, searchTypeArray);
  2736. if (!skills.length) return false;
  2737. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2738. return parsedSkills.some(p=>p.to.includes(0));
  2739. }),
  2740. addition:changeOrbs_Addition
  2741. },
  2742. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2743. function:cards=>cards.filter(card=>{
  2744. const searchTypeArray = [9,20,154];
  2745. const skills = getCardActiveSkills(card, searchTypeArray);
  2746. if (!skills.length) return false;
  2747. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2748. return parsedSkills.some(p=>p.to.includes(1));
  2749. }),
  2750. addition:changeOrbs_Addition
  2751. },
  2752. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2753. function:cards=>cards.filter(card=>{
  2754. const searchTypeArray = [9,20,154];
  2755. const skills = getCardActiveSkills(card, searchTypeArray);
  2756. if (!skills.length) return false;
  2757. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2758. return parsedSkills.some(p=>p.to.includes(2));
  2759. }),
  2760. addition:changeOrbs_Addition
  2761. },
  2762. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2763. function:cards=>cards.filter(card=>{
  2764. const searchTypeArray = [9,20,154];
  2765. const skills = getCardActiveSkills(card, searchTypeArray);
  2766. if (!skills.length) return false;
  2767. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2768. return parsedSkills.some(p=>p.to.includes(3));
  2769. }),
  2770. addition:changeOrbs_Addition
  2771. },
  2772. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2773. function:cards=>cards.filter(card=>{
  2774. const searchTypeArray = [9,20,154];
  2775. const skills = getCardActiveSkills(card, searchTypeArray);
  2776. if (!skills.length) return false;
  2777. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2778. return parsedSkills.some(p=>p.to.includes(4));
  2779. }),
  2780. addition:changeOrbs_Addition
  2781. },
  2782. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2783. function:cards=>cards.filter(card=>{
  2784. const searchTypeArray = [9,20,154];
  2785. const skills = getCardActiveSkills(card, searchTypeArray);
  2786. if (!skills.length) return false;
  2787. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2788. return parsedSkills.some(p=>p.to.includes(5));
  2789. }),
  2790. addition:changeOrbs_Addition
  2791. },
  2792. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2793. function:cards=>cards.filter(card=>{
  2794. const searchTypeArray = [9,20,154];
  2795. const skills = getCardActiveSkills(card, searchTypeArray);
  2796. if (!skills.length) return false;
  2797. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2798. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2799. }),
  2800. addition:changeOrbs_Addition
  2801. },
  2802. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2803. function:cards=>cards.filter(card=>{
  2804. const searchTypeArray = [9,20,154];
  2805. const skills = getCardActiveSkills(card, searchTypeArray);
  2806. if (!skills.length) return false;
  2807. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2808. return parsedSkills.some(p=>p.from.includes(0));
  2809. }),
  2810. addition:changeOrbs_Addition
  2811. },
  2812. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2813. function:cards=>cards.filter(card=>{
  2814. const searchTypeArray = [9,20,154];
  2815. const skills = getCardActiveSkills(card, searchTypeArray);
  2816. if (!skills.length) return false;
  2817. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2818. return parsedSkills.some(p=>p.from.includes(1));
  2819. }),
  2820. addition:changeOrbs_Addition
  2821. },
  2822. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2823. function:cards=>cards.filter(card=>{
  2824. const searchTypeArray = [9,20,154];
  2825. const skills = getCardActiveSkills(card, searchTypeArray);
  2826. if (!skills.length) return false;
  2827. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2828. return parsedSkills.some(p=>p.from.includes(2));
  2829. }),
  2830. addition:changeOrbs_Addition
  2831. },
  2832. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2833. function:cards=>cards.filter(card=>{
  2834. const searchTypeArray = [9,20,154];
  2835. const skills = getCardActiveSkills(card, searchTypeArray);
  2836. if (!skills.length) return false;
  2837. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2838. return parsedSkills.some(p=>p.from.includes(3));
  2839. }),
  2840. addition:changeOrbs_Addition
  2841. },
  2842. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2843. function:cards=>cards.filter(card=>{
  2844. const searchTypeArray = [9,20,154];
  2845. const skills = getCardActiveSkills(card, searchTypeArray);
  2846. if (!skills.length) return false;
  2847. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2848. return parsedSkills.some(p=>p.from.includes(4));
  2849. }),
  2850. addition:changeOrbs_Addition
  2851. },
  2852. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2853. function:cards=>cards.filter(card=>{
  2854. const searchTypeArray = [9,20,154];
  2855. const skills = getCardActiveSkills(card, searchTypeArray);
  2856. if (!skills.length) return false;
  2857. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2858. return parsedSkills.some(p=>p.from.includes(5));
  2859. }),
  2860. addition:changeOrbs_Addition
  2861. },
  2862. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2863. function:cards=>cards.filter(card=>{
  2864. const searchTypeArray = [9,20,154];
  2865. const skills = getCardActiveSkills(card, searchTypeArray);
  2866. if (!skills.length) return false;
  2867. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2868. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2869. }),
  2870. addition:changeOrbs_Addition
  2871. },
  2872. ]},
  2873. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2874. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2875. function:cards=>cards.filter(card=>{
  2876. function is30(sk)
  2877. {
  2878. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2879. }
  2880. const searchTypeArray = [141];
  2881. const skill = getCardActiveSkill(card, searchTypeArray);
  2882. return skill && is30(skill.params);
  2883. }),
  2884. addition:generateOrbs_Addition
  2885. },
  2886. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2887. function:cards=>cards.filter(card=>{
  2888. function is1515(sk)
  2889. {
  2890. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2891. }
  2892. const searchTypeArray = [141];
  2893. const skill = getCardActiveSkill(card, searchTypeArray);
  2894. return skill && is1515(skill.params);
  2895. }),
  2896. addition:generateOrbs_Addition
  2897. },
  2898. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2899. function:cards=>cards.filter(card=>{
  2900. const gens = generateOrbsParse(card);
  2901. return gens.some(gen=>gen.to.includes(0));
  2902. }),
  2903. addition:generateOrbs_Addition
  2904. },
  2905. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2906. function:cards=>cards.filter(card=>{
  2907. const gens = generateOrbsParse(card);
  2908. return gens.some(gen=>gen.to.includes(1));
  2909. }),
  2910. addition:generateOrbs_Addition
  2911. },
  2912. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2913. function:cards=>cards.filter(card=>{
  2914. const gens = generateOrbsParse(card);
  2915. return gens.some(gen=>gen.to.includes(2));
  2916. }),
  2917. addition:generateOrbs_Addition
  2918. },
  2919. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2920. function:cards=>cards.filter(card=>{
  2921. const gens = generateOrbsParse(card);
  2922. return gens.some(gen=>gen.to.includes(3));
  2923. }),
  2924. addition:generateOrbs_Addition
  2925. },
  2926. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2927. function:cards=>cards.filter(card=>{
  2928. const gens = generateOrbsParse(card);
  2929. return gens.some(gen=>gen.to.includes(4));
  2930. }),
  2931. addition:generateOrbs_Addition
  2932. },
  2933. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2934. function:cards=>cards.filter(card=>{
  2935. const gens = generateOrbsParse(card);
  2936. return gens.some(gen=>gen.to.includes(5));
  2937. }),
  2938. addition:generateOrbs_Addition
  2939. },
  2940. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2941. function:cards=>cards.filter(card=>{
  2942. const gens = generateOrbsParse(card);
  2943. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2944. }),
  2945. addition:generateOrbs_Addition
  2946. },
  2947. ]},
  2948. {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: [
  2949. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2950. function:cards=>cards.filter(card=>{
  2951. const searchTypeArray = [176];
  2952. const skill = getCardActiveSkill(card, searchTypeArray);
  2953. return skill;
  2954. })
  2955. },
  2956. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2957. function:cards=>cards.filter(card=>{
  2958. function is3x3(sk)
  2959. {
  2960. for (let si=0;si<3;si++)
  2961. {
  2962. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2963. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2964. (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)
  2965. (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)
  2966. )
  2967. return true;
  2968. }
  2969. return false;
  2970. }
  2971. const searchTypeArray = [176];
  2972. const skill = getCardActiveSkill(card, searchTypeArray);
  2973. return skill && is3x3(skill.params);
  2974. }),
  2975. addition:card=>{
  2976. const searchTypeArray = [176];
  2977. const skill = getCardActiveSkill(card, searchTypeArray);
  2978. if (!skill) return;
  2979. const sk = skill.params;
  2980. const fragment = document.createDocumentFragment();
  2981. fragment.appendChild(document.createTextNode(`3×3`));
  2982. fragment.appendChild(createOrbsList(sk[5]));
  2983. return fragment;
  2984. }
  2985. },
  2986. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2987. function:cards=>cards.filter(card=>{
  2988. const searchTypeArray = [127];
  2989. const skill = getCardActiveSkill(card, searchTypeArray);
  2990. return skill;
  2991. }),
  2992. addition:generateColumnOrbs_Addition
  2993. },
  2994. {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  2995. function:cards=>cards.filter(card=>{
  2996. function isHeart(sk)
  2997. {
  2998. for (let i=1;i<sk.length;i+=2)
  2999. {
  3000. if (sk[i] & 32)
  3001. {
  3002. return true;
  3003. }
  3004. }
  3005. }
  3006. const searchTypeArray = [127];
  3007. const skill = getCardActiveSkill(card, searchTypeArray);
  3008. return skill && isHeart(skill.params);
  3009. }),
  3010. addition:generateColumnOrbs_Addition
  3011. },
  3012. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  3013. function:cards=>cards.filter(card=>{
  3014. const searchTypeArray = [128];
  3015. const skill = getCardActiveSkill(card, searchTypeArray);
  3016. return skill;
  3017. }),
  3018. addition:generateRowOrbs_Addition
  3019. },
  3020. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3021. function:cards=>cards.filter(card=>{
  3022. const searchTypeArray = [128];
  3023. const skill = getCardActiveSkill(card, searchTypeArray);
  3024. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  3025. }),
  3026. addition:generateRowOrbs_Addition
  3027. },
  3028. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3029. function:cards=>cards.filter(card=>{
  3030. const searchTypeArray = [128];
  3031. const skill = getCardActiveSkill(card, searchTypeArray);
  3032. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3033. }),
  3034. addition:generateRowOrbs_Addition
  3035. },
  3036. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3037. function:cards=>cards.filter(card=>{
  3038. const searchTypeArray = [128];
  3039. const skill = getCardActiveSkill(card, searchTypeArray);
  3040. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3041. }),
  3042. addition:generateRowOrbs_Addition
  3043. },
  3044. {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)"},
  3045. function:cards=>cards.filter(card=>{
  3046. const searchTypeArray = [128,71,176];
  3047. function isRow(skill)
  3048. {
  3049. const sk = skill.params;
  3050. if (skill.type === 128) //普通横
  3051. {return true;}
  3052. else if (skill.type === 71) //花火
  3053. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  3054. else if (skill.type === 176) //特殊形状
  3055. {
  3056. for (let si=0;si<5;si++)
  3057. {
  3058. if ((sk[si] & 63) === 63)
  3059. return true;
  3060. }
  3061. }
  3062. return false;
  3063. }
  3064. const skill = getCardActiveSkill(card, searchTypeArray);
  3065. return skill && isRow(skill);
  3066. })
  3067. },
  3068. ]},
  3069. {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: [
  3070. {name:"Gravity - Any(sort by rate)",otLangName:{chs:"重力-任意(按比例排序)",cht:"重力-任意(按比例排序)"},
  3071. function:cards=>{
  3072. const searchTypeArray = [6, 161];
  3073. return cards.filter(card=>{
  3074. const skill = getCardActiveSkill(card, searchTypeArray);
  3075. return skill;
  3076. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3077. },
  3078. addition: gravity_Addition
  3079. },
  3080. {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)"},
  3081. function:cards=>{
  3082. const searchTypeArray = [6];
  3083. return cards.filter(card=>{
  3084. const skill = getCardActiveSkill(card, searchTypeArray);
  3085. return skill;
  3086. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3087. },
  3088. addition: gravity_Addition
  3089. },
  3090. {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)"},
  3091. function:cards=>{
  3092. const searchTypeArray = [161];
  3093. return cards.filter(card=>{
  3094. const skill = getCardActiveSkill(card, searchTypeArray);
  3095. return skill;
  3096. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3097. },
  3098. addition: gravity_Addition
  3099. },
  3100. ]},
  3101. {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: [
  3102. {name:"Fixed damage - Any(sort by damage)",otLangName:{chs:"无视防御固伤-任意(按总伤害排序)",cht:"無視防禦固傷-任意(按總傷害排序)"},
  3103. function:cards=>{
  3104. const searchTypeArray = [55,188,56];
  3105. return cards.filter(card=>{
  3106. const skill = getCardActiveSkill(card, searchTypeArray);
  3107. return skill;
  3108. }).sort((a,b)=>{
  3109. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3110. 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);
  3111. return a_pC - b_pC;
  3112. });
  3113. },
  3114. addition:dixedDamage_Addition
  3115. },
  3116. {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)"},
  3117. function:cards=>{
  3118. const searchTypeArray = [55,188];
  3119. return cards.filter(card=>{
  3120. const skill = getCardActiveSkill(card, searchTypeArray);
  3121. return skill;
  3122. }).sort((a,b)=>{
  3123. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3124. 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);
  3125. return a_pC - b_pC;
  3126. });
  3127. },
  3128. addition:dixedDamage_Addition
  3129. },
  3130. {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)"},
  3131. function:cards=>{
  3132. const searchTypeArray = [56];
  3133. return cards.filter(card=>{
  3134. const skill = getCardActiveSkill(card, searchTypeArray);
  3135. return skill;
  3136. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3137. },
  3138. addition:dixedDamage_Addition
  3139. },
  3140. ]},
  3141. {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: [
  3142. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  3143. function:cards=>cards.filter(card=>{
  3144. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  3145. function isSingle(skill)
  3146. {
  3147. if (skill.type == 110)
  3148. return Boolean(skill.params[0]);
  3149. else if (skill.type == 144)
  3150. return Boolean(skill.params[2]);
  3151. else
  3152. return true;
  3153. }
  3154. const skill = getCardActiveSkill(card, searchTypeArray);
  3155. return skill && isSingle(skill);
  3156. }),
  3157. addition: numericalATK_Addition
  3158. },
  3159. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  3160. function:cards=>cards.filter(card=>{
  3161. const searchTypeArray = [0,1,58,85,87,110,143,144];
  3162. function isAll(skill)
  3163. {
  3164. if (skill.type == 110)
  3165. return !Boolean(skill.params[0]);
  3166. else if (skill.type == 144)
  3167. return !Boolean(skill.params[2]);
  3168. else
  3169. return true;
  3170. }
  3171. const skill = getCardActiveSkill(card, searchTypeArray);
  3172. return skill && skill.id!=0 && isAll(skill);
  3173. }),
  3174. addition: numericalATK_Addition
  3175. },
  3176. {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"},
  3177. function:cards=>cards.filter(card=>{
  3178. const searchTypeArray = [42];
  3179. const skill = getCardActiveSkill(card, searchTypeArray);
  3180. return skill;
  3181. })
  3182. },
  3183. {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"},
  3184. function:cards=>cards.filter(card=>{
  3185. const searchTypeArray = [2,35];
  3186. const skill = getCardActiveSkill(card, searchTypeArray);
  3187. return skill;
  3188. })
  3189. },
  3190. {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)"},
  3191. function:cards=>cards.filter(card=>{
  3192. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3193. const skill = getCardActiveSkill(card, searchTypeArray);
  3194. return skill && skill.id!=0;
  3195. }).sort((a,b)=>{
  3196. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3197. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3198. function getNumber(skill)
  3199. {
  3200. const sk = skill.params;
  3201. switch(skill.type)
  3202. {
  3203. case 0:
  3204. case 37:
  3205. case 58:
  3206. case 59:
  3207. case 84:
  3208. case 85:
  3209. case 115:
  3210. return sk[1];
  3211. case 2:
  3212. case 35:
  3213. return sk[0];
  3214. default:
  3215. return 0;
  3216. }
  3217. }
  3218. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3219. return a_pC - b_pC;
  3220. }),
  3221. addition: numericalATK_Addition
  3222. },
  3223. {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)"},
  3224. function:cards=>cards.filter(card=>{
  3225. const searchTypeArray = [1,42,86,87];
  3226. const skill = getCardActiveSkill(card, searchTypeArray);
  3227. return skill;
  3228. }).sort((a,b)=>{
  3229. const searchTypeArray = [1,42,86,87];
  3230. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3231. function getNumber(skill)
  3232. {
  3233. const sk = skill.params;
  3234. switch(skill.type)
  3235. {
  3236. case 1:
  3237. case 86:
  3238. case 87:
  3239. return sk[1];
  3240. case 42:
  3241. return sk[2];
  3242. default:
  3243. return 0;
  3244. }
  3245. }
  3246. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3247. return a_pC - b_pC;
  3248. }),
  3249. addition: numericalATK_Addition
  3250. },
  3251. {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)"},
  3252. function:cards=>{
  3253. const searchTypeArray = [110];
  3254. return cards.filter(card=>{
  3255. const skill = getCardActiveSkill(card, searchTypeArray);
  3256. return skill;
  3257. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3258. },
  3259. addition: numericalATK_Addition
  3260. },
  3261. {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)"},
  3262. function:cards=>{
  3263. const searchTypeArray = [143];
  3264. return cards.filter(card=>{
  3265. const skill = getCardActiveSkill(card, searchTypeArray);
  3266. return skill;
  3267. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3268. },
  3269. addition: numericalATK_Addition
  3270. },
  3271. {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)"},
  3272. function:cards=>{
  3273. const searchTypeArray = [144];
  3274. return cards.filter(card=>{
  3275. const skill = getCardActiveSkill(card, searchTypeArray);
  3276. return skill;
  3277. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3278. },
  3279. addition: numericalATK_Addition
  3280. },
  3281. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  3282. function:cards=>cards.filter(card=>{
  3283. const searchTypeArray = [35,115];
  3284. const skill = getCardActiveSkill(card, searchTypeArray);
  3285. return skill;
  3286. })
  3287. },
  3288. ]},
  3289. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  3290. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3291. function:cards=>cards.filter(card=>{
  3292. if (card.activeSkillId == 0) return false;
  3293. const skill = Skills[card.activeSkillId];
  3294. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3295. })
  3296. },
  3297. {name:"Less than 4 card can be loop use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个队员以下能循环开(可能不精确)",cht:"除 1 CD 外,4 個隊員以下能循環開(可能不精確)"},
  3298. function:cards=>cards.filter(card=>{
  3299. if (card.activeSkillId == 0) return false;
  3300. const skill = Skills[card.activeSkillId];
  3301. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3302. let realCD = minCD;
  3303. const searchTypeArray = [14];
  3304. const subSkill = getCardActiveSkill(card, searchTypeArray);
  3305. if (subSkill)
  3306. {
  3307. realCD -= subSkill.params[0] * 3;
  3308. }
  3309. return minCD > 1 && realCD <= 4;
  3310. })
  3311. },
  3312. {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)"},
  3313. function:cards=>{
  3314. const searchTypeArray = [5, 246, 247];
  3315. return cards.filter(card=>{
  3316. const skill = getCardActiveSkill(card, searchTypeArray);
  3317. return skill;
  3318. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3319. },
  3320. addition:card=>{
  3321. const searchTypeArray = [5, 246, 247];
  3322. const skill = getCardActiveSkill(card, searchTypeArray);
  3323. if (!skill) return;
  3324. const value = skill.params[0];
  3325. return `时停${value}s`;
  3326. }
  3327. },
  3328. {
  3329. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3330. function:cards=>cards.filter(card=>{
  3331. const searchTypeArray = [118];
  3332. const skill = getCardActiveSkill(card, searchTypeArray);
  3333. return skill;
  3334. })
  3335. },
  3336. {
  3337. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3338. function:cards=>cards.filter(card=>{
  3339. const searchTypeArray = [232, 233];
  3340. const skill = getCardActiveSkill(card, searchTypeArray);
  3341. return skill;
  3342. }),
  3343. addition:card=>{
  3344. const searchTypeArray = [232, 233];
  3345. const skill = getCardActiveSkill(card, searchTypeArray);
  3346. if (!skill) return;
  3347. const value = skill.params[0];
  3348. return `${skill.type == 232 ? "单向进化" : "🔁循环变化"}`;
  3349. }
  3350. },
  3351. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3352. function:cards=>cards.filter(card=>{
  3353. const searchTypeArray = [225];
  3354. const skill = getCardActiveSkill(card, searchTypeArray);
  3355. return skill;
  3356. }),
  3357. addition:card=>{
  3358. const searchTypeArray = [225];
  3359. const skill = getCardActiveSkill(card, searchTypeArray);
  3360. if (!skill) return;
  3361. const sk = skill.params;
  3362. let strArr = [];
  3363. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3364. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3365. return `HP ${strArr.join(" ")}`;
  3366. }
  3367. },
  3368. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3369. function:cards=>cards.filter(card=>{
  3370. const searchTypeArray = [234];
  3371. const skill = getCardActiveSkill(card, searchTypeArray);
  3372. return skill;
  3373. }),
  3374. addition:card=>{
  3375. const searchTypeArray = [234];
  3376. const skill = getCardActiveSkill(card, searchTypeArray);
  3377. if (!skill) return;
  3378. const sk = skill.params;
  3379. let strArr = [];
  3380. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3381. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3382. return `层 ${strArr.join(" ")}`;
  3383. }
  3384. },
  3385. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3386. function:cards=>{
  3387. const searchTypeArray = [248];
  3388. return cards.filter(card=>{
  3389. const skill = getCardActiveSkill(card, searchTypeArray);
  3390. return skill;
  3391. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3392. },
  3393. addition:card=>{
  3394. const searchTypeArray = [248];
  3395. const skill = getCardActiveSkill(card, searchTypeArray);
  3396. if (!skill) return;
  3397. const sk = skill.params;
  3398. return `延迟${sk[0]}T`;
  3399. }
  3400. },
  3401. {name:"Enable require number of Orbs",otLangName:{chs:"技能使用珠子数量要求",cht:"技能使用珠子数量要求"},
  3402. function:cards=>cards.filter(card=>{
  3403. const searchTypeArray = [255];
  3404. const skill = getCardActiveSkill(card, searchTypeArray);
  3405. return skill;
  3406. }),
  3407. addition:card=>{
  3408. const searchTypeArray = [255];
  3409. const skill = getCardActiveSkill(card, searchTypeArray);
  3410. if (!skill) return;
  3411. const sk = skill.params;
  3412. const fragment = document.createDocumentFragment();
  3413. fragment.append(createOrbsList(flags(sk[0])), sk[2] ? `≤${sk[2]}` : `≥${sk[1]}`);
  3414. return fragment;
  3415. }
  3416. },
  3417. ]},
  3418. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3419. ]},
  3420. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3421. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3422. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3423. },
  3424. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3425. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3426. },
  3427. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3428. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3429. },
  3430. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3431. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3432. },
  3433. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3434. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3435. },
  3436. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3437. function:cards=>cards.filter(card=>{
  3438. const searchTypeArray = [150];
  3439. const skill = getCardLeaderSkill(card, searchTypeArray);
  3440. return skill;
  3441. })
  3442. },
  3443. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3444. function:cards=>cards.filter(card=>{
  3445. const searchTypeArray = [151,209];
  3446. const skill = getCardLeaderSkill(card, searchTypeArray);
  3447. return skill;
  3448. })
  3449. },
  3450. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3451. function:cards=>cards.filter(card=>{
  3452. const searchTypeArray = [157];
  3453. const skill = getCardLeaderSkill(card, searchTypeArray);
  3454. return skill;
  3455. })
  3456. },
  3457. {name:"Stacked Magnifications of Matching",otLangName:{chs:"指定长度消除叠加倍率",cht:"指定長度消除疊加倍率"},
  3458. function:cards=>{
  3459. const searchTypeArray = [235];
  3460. return cards.filter(card=>{
  3461. const skill = getCardLeaderSkill(card, searchTypeArray);
  3462. if (!skill) return false;
  3463. const sk = skill.params;
  3464. if (!sk[3] || sk[3] === 100) return false;
  3465. return skill;
  3466. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3467. },
  3468. addition:card=>{
  3469. const searchTypeArray = [235];
  3470. const skill = getCardLeaderSkill(card, searchTypeArray);
  3471. if (!skill) return;
  3472. const sk = skill.params;
  3473. if (!sk[3] || sk[3] === 100) return;
  3474. const fragment = document.createDocumentFragment();
  3475. const sup = document.createElement("sup");
  3476. sup.textContent = "N";
  3477. const orbs = createOrbsList(flags(sk[0]));
  3478. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3479. if (sk[1]) {
  3480. fragment.append(`×≥${sk[1]}`);
  3481. } else {
  3482. fragment.append(`×${sk[2]}`);
  3483. }
  3484. return fragment;
  3485. }
  3486. },
  3487. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3488. function:cards=>cards.filter(card=>{
  3489. const searchTypeArray = [177];
  3490. const skill = getCardLeaderSkill(card, searchTypeArray);
  3491. return skill?.params[5];
  3492. })
  3493. },
  3494. ]},
  3495. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3496. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3497. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3498. },
  3499. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3500. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3501. },
  3502. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3503. function:cards=>cards.filter(card=>{
  3504. const searchTypeArray = [162,186];
  3505. const skill = getCardLeaderSkill(card, searchTypeArray);
  3506. return skill;
  3507. })
  3508. },
  3509. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3510. function:cards=>cards.filter(card=>{
  3511. const searchTypeArray = [163,177];
  3512. const skill = getCardLeaderSkill(card, searchTypeArray);
  3513. return skill;
  3514. })
  3515. },
  3516. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3517. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3518. },
  3519. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3520. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3521. },
  3522. {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)"},
  3523. function:cards=>{
  3524. const searchTypeArray = [158];
  3525. return cards.filter(card=>{
  3526. const skill = getCardLeaderSkill(card, searchTypeArray);
  3527. return skill;
  3528. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3529. },
  3530. addition:card=>{
  3531. const searchTypeArray = [158];
  3532. const skill = getCardLeaderSkill(card, searchTypeArray);
  3533. const value = skill.params[0];
  3534. return `≥${value}珠`;
  3535. }
  3536. },
  3537. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3538. function:cards=>cards.filter(card=>{
  3539. const searchTypeArray = [125];
  3540. const skill = getCardLeaderSkill(card, searchTypeArray);
  3541. return skill;
  3542. }),
  3543. addition:card=>{
  3544. const searchTypeArray = [125];
  3545. const skill = getCardLeaderSkill(card, searchTypeArray);
  3546. if (!skill) return;
  3547. const sk = skill.params;
  3548. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3549. }
  3550. },
  3551. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3552. function:cards=>cards.filter(card=>{
  3553. const searchTypeArray = [175];
  3554. const skill = getCardLeaderSkill(card, searchTypeArray);
  3555. return skill;
  3556. }),
  3557. addition:card=>{
  3558. const searchTypeArray = [175];
  3559. const skill = getCardLeaderSkill(card, searchTypeArray);
  3560. if (!skill) return;
  3561. const sk = skill.params;
  3562. return `合作:${sk[0]}`;
  3563. }
  3564. },
  3565. {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"},
  3566. function:cards=>cards.filter(card=>{
  3567. const searchTypeArray = [203];
  3568. const skill = getCardLeaderSkill(card, searchTypeArray);
  3569. return skill;
  3570. })
  3571. },
  3572. {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"},
  3573. function:cards=>cards.filter(card=>{
  3574. const searchTypeArray = [229];
  3575. const skill = getCardLeaderSkill(card, searchTypeArray);
  3576. return skill;
  3577. }),
  3578. addition:card=>{
  3579. const searchTypeArray = [229];
  3580. const skill = getCardLeaderSkill(card, searchTypeArray);
  3581. if (!skill) return;
  3582. const sk = skill.params;
  3583. const attrs = flags(sk[0]), types = flags(sk[1]);
  3584. const fragment = document.createDocumentFragment();
  3585. if (attrs.length)
  3586. fragment.appendChild(createOrbsList(attrs));
  3587. if (types.length)
  3588. fragment.appendChild(createTypesList(types));
  3589. return fragment;
  3590. }
  3591. },
  3592. {name:"Limit the total rarity of the team",otLangName:{chs:"限制队伍总稀有度",cht:"限制隊伍總稀有度"},
  3593. function:cards=>cards.filter(card=>{
  3594. const searchTypeArray = [217];
  3595. const skill = getCardLeaderSkill(card, searchTypeArray);
  3596. return skill;
  3597. }),
  3598. addition:card=>{
  3599. const searchTypeArray = [217];
  3600. const skill = getCardLeaderSkill(card, searchTypeArray);
  3601. if (!skill) return;
  3602. const sk = skill.params;
  3603. return `★≤${sk[0]}`;
  3604. }
  3605. },
  3606. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3607. function:cards=>cards.filter(card=>{
  3608. const searchTypeArray = [245];
  3609. const skill = getCardLeaderSkill(card, searchTypeArray);
  3610. return skill;
  3611. }),
  3612. addition:card=>{
  3613. const searchTypeArray = [245];
  3614. const skill = getCardLeaderSkill(card, searchTypeArray);
  3615. if (!skill) return;
  3616. const sk = skill.params;
  3617. switch (sk[0]) {
  3618. case -1:
  3619. return `★各不相同`;
  3620. case -2:
  3621. return `★全部相同`;
  3622. default:
  3623. return `★全为${sk[0]}`;
  3624. }
  3625. }
  3626. },
  3627. ]},
  3628. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3629. {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)"},
  3630. function:cards=>{
  3631. return cards.filter(card=>{
  3632. return getSkillFixedDamage(card) > 0;
  3633. }).sort((a,b)=>{
  3634. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3635. return a_pC - b_pC;
  3636. });
  3637. },
  3638. addition:card=>{
  3639. const value = getSkillFixedDamage(card);
  3640. if (value <= 0 ) return;
  3641. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3642. let skill;
  3643. if (skill = getCardLeaderSkill(card, [235])) {
  3644. nodeArr.push("/");
  3645. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3646. nodeArr.push(`×${skill.params[2]}`);
  3647. }
  3648. return nodeArr.nodeJoin();
  3649. }
  3650. },
  3651. {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)"},
  3652. function:cards=>{
  3653. return cards.filter(card=>{
  3654. return getSkillAddCombo(card) > 0;
  3655. }).sort((a,b)=>{
  3656. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3657. return a_pC - b_pC;
  3658. });
  3659. },
  3660. addition:card=>{
  3661. const value = getSkillAddCombo(card);
  3662. if (value <= 0 ) return;
  3663. let nodeArr = [`+${value.bigNumberToString()}C`];
  3664. let skill;
  3665. if (skill = getCardLeaderSkill(card, [210])) {
  3666. nodeArr.push("/十字");
  3667. } else if (skill = getCardLeaderSkill(card, [235])) {
  3668. nodeArr.push("/");
  3669. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3670. nodeArr.push(`×${skill.params[2]}`);
  3671. }
  3672. return nodeArr.nodeJoin();
  3673. }
  3674. },
  3675. {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)"},
  3676. function:cards=>{
  3677. const searchTypeArray = [15,185];
  3678. return cards.filter(card=>{
  3679. const skill = getCardLeaderSkill(card, searchTypeArray);
  3680. return skill;
  3681. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3682. },
  3683. addition:card=>{
  3684. const searchTypeArray = [15,185];
  3685. const skill = getCardLeaderSkill(card, searchTypeArray);
  3686. if (!skill) return;
  3687. const value = skill.params[0];
  3688. return `${value > 0 ? "+" : ""}${value/100}s`;
  3689. }
  3690. },
  3691. {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)"},
  3692. function:cards=>{
  3693. const searchTypeArray = [178];
  3694. return cards.filter(card=>{
  3695. const skill = getCardLeaderSkill(card, searchTypeArray);
  3696. return skill;
  3697. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3698. },
  3699. addition:card=>{
  3700. const searchTypeArray = [178];
  3701. const skill = getCardLeaderSkill(card, searchTypeArray);
  3702. if (!skill) return;
  3703. const value = skill.params[0];
  3704. return `固定${value}s`;
  3705. }
  3706. },
  3707. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3708. function:cards=>cards.filter(card=>{
  3709. const searchTypeArray = [213];
  3710. const skill = getCardLeaderSkill(card, searchTypeArray);
  3711. return skill;
  3712. }),
  3713. addition:card=>{
  3714. const searchTypeArray = [213];
  3715. const skill = getCardLeaderSkill(card, searchTypeArray);
  3716. if (!skill) return;
  3717. const sk = skill.params;
  3718. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3719. const fragment = document.createDocumentFragment();
  3720. if (attrs.length)
  3721. fragment.appendChild(createOrbsList(attrs));
  3722. if (types.length)
  3723. fragment.appendChild(createTypesList(types));
  3724. fragment.appendChild(document.createTextNode(`:+`));
  3725. if (awakenings.length)
  3726. fragment.appendChild(creatAwokenList(awakenings));
  3727. return fragment;
  3728. }
  3729. },
  3730. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3731. function:cards=>{
  3732. const searchTypeArray = [12];
  3733. return cards.filter(card=>{
  3734. const skill = getCardLeaderSkill(card, searchTypeArray);
  3735. return skill;
  3736. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3737. },
  3738. addition:card=>{
  3739. const searchTypeArray = [12];
  3740. const skill = getCardLeaderSkill(card, searchTypeArray);
  3741. const value = skill.params[0];
  3742. return `攻击×${(value/100).bigNumberToString()}倍`;
  3743. }
  3744. },
  3745. {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)"},
  3746. function:cards=>{
  3747. const searchTypeArray = [13];
  3748. return cards.filter(card=>{
  3749. const skill = getCardLeaderSkill(card, searchTypeArray);
  3750. return skill;
  3751. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3752. },
  3753. addition:card=>{
  3754. const searchTypeArray = [13];
  3755. const skill = getCardLeaderSkill(card, searchTypeArray);
  3756. const value = skill.params[0];
  3757. return `回复×${(value/100).bigNumberToString()}倍`;
  3758. }
  3759. },
  3760. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3761. function:cards=>{
  3762. const searchTypeArray = [198];
  3763. return cards.filter(card=>{
  3764. const skill = getCardLeaderSkill(card, searchTypeArray);
  3765. return skill && skill.params[2];
  3766. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3767. },
  3768. addition:card=>{
  3769. const searchTypeArray = [198];
  3770. const skill = getCardLeaderSkill(card, searchTypeArray);
  3771. const sk = skill.params;
  3772. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3773. }
  3774. },
  3775. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3776. function:cards=>{
  3777. const searchTypeArray = [198];
  3778. return cards.filter(card=>{
  3779. const skill = getCardLeaderSkill(card, searchTypeArray);
  3780. return skill && skill.params[3];
  3781. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3782. },
  3783. addition:card=>{
  3784. const searchTypeArray = [198];
  3785. const skill = getCardLeaderSkill(card, searchTypeArray);
  3786. const sk = skill.params;
  3787. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3788. }
  3789. },
  3790. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3791. function:cards=>{
  3792. const searchTypeArray = [41];
  3793. return cards.filter(card=>{
  3794. const skill = getCardLeaderSkill(card, searchTypeArray);
  3795. return skill;
  3796. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3797. },
  3798. addition:card=>{
  3799. const searchTypeArray = [41];
  3800. const skill = getCardLeaderSkill(card, searchTypeArray);
  3801. const sk = skill.params;
  3802. const fragment = document.createDocumentFragment();
  3803. fragment.appendChild(createOrbsList(sk[2] || 0));
  3804. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3805. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3806. return fragment;
  3807. }
  3808. },
  3809. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3810. function:cards=>cards.filter(card=>{
  3811. const searchTypeArray = [197];
  3812. const skill = getCardLeaderSkill(card, searchTypeArray);
  3813. return skill;
  3814. })
  3815. },
  3816. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3817. function:cards=>{
  3818. const searchTypeArray = [14];
  3819. return cards.filter(card=>{
  3820. const skill = getCardLeaderSkill(card, searchTypeArray);
  3821. return skill;
  3822. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3823. },
  3824. addition:card=>{
  3825. const searchTypeArray = [14];
  3826. const skill = getCardLeaderSkill(card, searchTypeArray);
  3827. const value = skill.params[0];
  3828. return `HP≥${value}%`;
  3829. }
  3830. },
  3831. {name:"Prediction of falling (LS)",otLangName:{chs:"预测掉落 队长技",cht:"預測掉落 队长技"},
  3832. function:cards=>{
  3833. const searchTypeArray = [254];
  3834. return cards.filter(card=>{
  3835. const skill = getCardLeaderSkill(card, searchTypeArray);
  3836. return skill;
  3837. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3838. }
  3839. },
  3840. {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)"},
  3841. function:cards=>{
  3842. const searchTypeArray = [53];
  3843. return cards.filter(card=>{
  3844. const skill = getCardLeaderSkill(card, searchTypeArray);
  3845. return skill;
  3846. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3847. },
  3848. addition:card=>{
  3849. const searchTypeArray = [53];
  3850. const skill = getCardLeaderSkill(card, searchTypeArray);
  3851. const sk = skill.params;
  3852. return `掉率x${sk[0]/100}`;
  3853. }
  3854. },
  3855. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3856. function:cards=>{
  3857. const searchTypeArray = [54];
  3858. return cards.filter(card=>{
  3859. const skill = getCardLeaderSkill(card, searchTypeArray);
  3860. return skill;
  3861. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3862. },
  3863. addition:card=>{
  3864. const searchTypeArray = [54];
  3865. const skill = getCardLeaderSkill(card, searchTypeArray);
  3866. const sk = skill.params;
  3867. return `金币x${sk[0]/100}`;
  3868. }
  3869. },
  3870. {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)"},
  3871. function:cards=>{
  3872. const searchTypeArray = [148];
  3873. return cards.filter(card=>{
  3874. const skill = getCardLeaderSkill(card, searchTypeArray);
  3875. return skill;
  3876. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3877. },
  3878. addition:card=>{
  3879. const searchTypeArray = [148];
  3880. const skill = getCardLeaderSkill(card, searchTypeArray);
  3881. const sk = skill.params;
  3882. return `经验x${sk[0]/100}`;
  3883. }
  3884. },
  3885. ]},
  3886. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3887. {name:"HP Scale [3, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3888. function:cards=>cards.filter(card=>{
  3889. const skill = Skills[card.leaderSkillId];
  3890. const HPscale = getHPScale(skill);
  3891. return HPscale >= 3;
  3892. }).sort(sortByHPScal),
  3893. addition: HPScal_Addition
  3894. },
  3895. {name:"HP Scale [2, 3) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3896. function:cards=>cards.filter(card=>{
  3897. const skill = Skills[card.leaderSkillId];
  3898. const HPscale = getHPScale(skill);
  3899. return HPscale >= 2 && HPscale < 3;
  3900. }).sort(sortByHPScal),
  3901. addition: HPScal_Addition
  3902. },
  3903. {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)"},
  3904. function:cards=>cards.filter(card=>{
  3905. const skill = Skills[card.leaderSkillId];
  3906. const HPscale = getHPScale(skill);
  3907. return HPscale >= 1.5 && HPscale < 2;
  3908. }).sort(sortByHPScal),
  3909. addition: HPScal_Addition
  3910. },
  3911. {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)"},
  3912. function:cards=>cards.filter(card=>{
  3913. const skill = Skills[card.leaderSkillId];
  3914. const HPscale = getHPScale(skill);
  3915. return HPscale > 1 && HPscale < 1.5;
  3916. }).sort(sortByHPScal),
  3917. addition: HPScal_Addition
  3918. },
  3919. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3920. function:cards=>cards.filter(card=>{
  3921. const skill = Skills[card.leaderSkillId];
  3922. const HPscale = getHPScale(skill);
  3923. return HPscale === 1;
  3924. }),
  3925. addition: HPScal_Addition
  3926. },
  3927. {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)"},
  3928. function:cards=>cards.filter(card=>{
  3929. const skill = Skills[card.leaderSkillId];
  3930. const HPscale = getHPScale(skill);
  3931. return HPscale < 1;
  3932. }).sort(sortByHPScal),
  3933. addition: HPScal_Addition
  3934. },
  3935. ]},
  3936. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3937. {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)"},
  3938. function:cards=>cards.filter(card=>{
  3939. const skill = Skills[card.leaderSkillId];
  3940. const reduceScale = getReduceScale(skill);
  3941. return reduceScale >= 0.75;
  3942. }).sort(sortByReduceScale),
  3943. addition: ReduceScale_Addition
  3944. },
  3945. {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)"},
  3946. function:cards=>cards.filter(card=>{
  3947. const skill = Skills[card.leaderSkillId];
  3948. const reduceScale = getReduceScale(skill);
  3949. return reduceScale >= 0.5 && reduceScale < 0.75;
  3950. }).sort(sortByReduceScale),
  3951. addition: ReduceScale_Addition
  3952. },
  3953. {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)"},
  3954. function:cards=>cards.filter(card=>{
  3955. const skill = Skills[card.leaderSkillId];
  3956. const reduceScale = getReduceScale(skill);
  3957. return reduceScale >= 0.25 && reduceScale < 0.5;
  3958. }).sort(sortByReduceScale),
  3959. addition: ReduceScale_Addition
  3960. },
  3961. {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)"},
  3962. function:cards=>cards.filter(card=>{
  3963. const skill = Skills[card.leaderSkillId];
  3964. const reduceScale = getReduceScale(skill);
  3965. return reduceScale > 0 && reduceScale < 0.25;
  3966. }).sort(sortByReduceScale),
  3967. addition: ReduceScale_Addition
  3968. },
  3969. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3970. function:cards=>cards.filter(card=>{
  3971. const skill = Skills[card.leaderSkillId];
  3972. const reduceScale = getReduceScale(skill);
  3973. return reduceScale === 0;
  3974. })
  3975. },
  3976. {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"},
  3977. function:cards=>cards.filter(card=>{
  3978. const skill = Skills[card.leaderSkillId];
  3979. return getReduceScale(skill, true) > 0;
  3980. })
  3981. },
  3982. {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"},
  3983. function:cards=>cards.filter(card=>{
  3984. const skill = Skills[card.leaderSkillId];
  3985. return getReduceScale(skill, undefined, true) > 0;
  3986. })
  3987. },
  3988. {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"},
  3989. function:cards=>cards.filter(card=>{
  3990. const skill = Skills[card.leaderSkillId];
  3991. return getReduceScale(skill, undefined, undefined, true) > 0;
  3992. })
  3993. },
  3994. /*{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%)"},
  3995. function:cards=>cards.filter(card=>{
  3996. const skill = Skills[card.leaderSkillId];
  3997. const reduceScale = getReduceScale(skill);
  3998. return reduceScale>=0.29;
  3999. }).sort(sortByReduceScale)
  4000. },*/
  4001. {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"},
  4002. function:cards=>{
  4003. return cards.filter(card=>{
  4004. const skill = Skills[card.leaderSkillId];
  4005. return getReduceScale_unconditional(skill) > 0;
  4006. }).sort((a,b)=>{
  4007. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  4008. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  4009. });
  4010. },
  4011. addition:card=>{
  4012. const skill = Skills[card.leaderSkillId];
  4013. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  4014. }
  4015. },
  4016. ]},
  4017. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  4018. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  4019. function:cards=>cards.filter(card=>
  4020. !Array.isArray(card.henshinFrom) &&
  4021. !Array.isArray(card.henshinTo))
  4022. },
  4023. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  4024. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  4025. },
  4026. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  4027. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  4028. },
  4029. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  4030. function:cards=>cards.filter(card=>{
  4031. const searchTypeArray = [236];
  4032. const skill = getCardActiveSkill(card, searchTypeArray);
  4033. return skill;
  4034. })
  4035. },
  4036. {name:"Except Before Henshin(No Henshin+After Henshin)",otLangName:{chs:"除了变身前(非变身+变身后)",cht:"除了變身前(非變身+變身后)"},
  4037. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  4038. },
  4039. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  4040. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  4041. },
  4042. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  4043. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  4044. function:cards=>cards.filter(isReincarnated)
  4045. }, //evoBaseId可能为0
  4046. //{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)},
  4047. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  4048. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  4049. },
  4050. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  4051. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  4052. },
  4053. ]},
  4054. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  4055. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  4056. function:cards=>cards.filter(card=>card.is8Latent)
  4057. },
  4058. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  4059. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  4060. },
  4061. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  4062. function:cards=>cards.filter(card=>card.awakenings.length<9)
  4063. },
  4064. {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"},
  4065. function:cards=>cards.filter(card=>{
  4066. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  4067. if (hasAwokenKiller)
  4068. { //大于2个杀的进行判断
  4069. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  4070. { //大于3个杀的直接过
  4071. return true;
  4072. }else
  4073. { //2个杀的
  4074. const isAllowLatent = card.types.filter(i=>
  4075. i>=0 //去掉-1的type
  4076. ).map(type=>
  4077. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  4078. ).some(ls=>
  4079. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  4080. );
  4081. return isAllowLatent
  4082. }
  4083. }else
  4084. {
  4085. return false;
  4086. }
  4087. })
  4088. },
  4089. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  4090. // function:cards=>cards.filter(card=>{
  4091. // const searchTypeArray = [1000];
  4092. // const skill = getCardActiveSkill(card, searchTypeArray);
  4093. // return skill;
  4094. // })
  4095. // },
  4096. ]},
  4097. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  4098. {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)"},
  4099. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  4100. },
  4101. {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)"},
  4102. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  4103. },
  4104. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  4105. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  4106. },
  4107. {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"},
  4108. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  4109. },
  4110. {name:"Raise ≥50% at lv110(sort by scale)",otLangName:{chs:"110级三维成长≥50%(按比例排序)",cht:"110級三維成長≥50%(按比例排序)"},
  4111. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  4112. addition:card=>`成长${card.limitBreakIncr}%`
  4113. },
  4114. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  4115. function:cards=>cards.filter(card=>card.maxLevel==1)
  4116. },
  4117. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  4118. function:cards=>cards.filter(card=>card.sellMP<100)
  4119. },
  4120. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  4121. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  4122. },
  4123. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  4124. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  4125. },
  4126. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  4127. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  4128. },
  4129. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  4130. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>0 && blockSkinOrBgmId<1e4),
  4131. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  4132. },
  4133. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  4134. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>=1e4),
  4135. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  4136. },
  4137. {name:"Hava banner when use skill",otLangName:{chs:"使用技能时有横幅",cht:"使用技能時有橫幅"},
  4138. function:cards=>cards.filter(card=>card.skillBanner)
  4139. },
  4140. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  4141. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  4142. },
  4143. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  4144. function:cards=>cards.filter(card=>card.stacking),
  4145. },
  4146. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  4147. function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))),
  4148. },
  4149. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  4150. function:cards=>cards,
  4151. addition:card=>card.name
  4152. },
  4153. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  4154. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  4155. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  4156. },
  4157. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  4158. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  4159. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  4160. },
  4161. {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"},
  4162. function:cards=>cards,
  4163. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  4164. },
  4165. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  4166. function:cards=>cards,
  4167. addition:card=>createTypesList(card.types)
  4168. },
  4169. {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"},
  4170. function:cards=>cards,
  4171. addition:card=>`COST ${card.cost}`
  4172. },
  4173. ]},
  4174. ];
  4175. return functions;
  4176. })();

智龙迷城队伍图制作工具