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script-json_data.js 170 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. status_message: {
  23. loading_check_version: "Checking the data version, please wait...",
  24. loading_mon_info: "Loading monster data, please wait...",
  25. loading_skill_info: "Loading skill data, please wait...",
  26. prepare_capture: "Preparing a screenshot, please wait...",
  27. },
  28. link_read_message: {
  29. success: tp`Find the ${'type'} format.`,
  30. need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
  31. user_script_link: `Link to the helper script`,
  32. type: {
  33. "PADDF": "PADDF",
  34. "PDC": "PDC",
  35. "PADDB": "PADDB",
  36. "DADDB": "DADDB",
  37. },
  38. error: {
  39. 0: "Unknown Error",
  40. 1: "Unsupported format",
  41. 2: "No formation data",
  42. 3: "The illegal JSON format",
  43. 4: "The illegal URL format",
  44. },
  45. paddb_success: `Sucess`,
  46. paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
  47. },
  48. sort_name:{
  49. sort_none: "Nope",
  50. sort_id: "Cards Id",
  51. sort_attrs : "Attribute",
  52. sort_evoRootId: "Cards Evolution Root",
  53. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  54. sort_rarity: "Rarity",
  55. sort_cost: "Cost",
  56. sort_skillLv1: "Maximum Skill Turn",
  57. sort_skillLvMax: "Minimum Skill Turn",
  58. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  59. sort_hpMax120: "Max HP",
  60. sort_atkMax120: "Max ATK",
  61. sort_rcvMax120: "Max RCV",
  62. sort_hpMax120_awoken: "Max HP (+Awoken)",
  63. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  64. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  65. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  66. },
  67. skill_parse: {
  68. skill: {
  69. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  70. unknown: tp`Unkonwn skill type: ${'type'}`,
  71. active_turns: tp`Within ${'turns'} turns, ${'skills'}`,
  72. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  73. random_skills: tp`Random Activates these skills:${'skills'}`,
  74. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  75. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  76. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  77. damage_enemy_times: tp`${'times'} `,
  78. damage_enemy_count: tp` (${'damage'} in total)`,
  79. //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.
  80. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  81. delay: tp`${'icon'}Delays enemies' next move`,
  82. mass_attack: tp`${'icon'}Mass attacks`,
  83. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  84. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  85. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  86. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  87. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  88. unbind_normal: tp`${'icon'}Bind`,
  89. unbind_awakenings: tp`${'icon'}Awoken bind`,
  90. unbind_matches: tp`${'icon'}Unmatchable orb`,
  91. bind_skill: tp`${'icon'}Unable to use skills`,
  92. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  93. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  94. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  95. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  96. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  97. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  98. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  99. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  100. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  101. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  102. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  103. board_change: tp`Change all orbs to ${'orbs'}`,
  104. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  105. skill_boost_range: tp`~${'turns'}`,
  106. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  107. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  108. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  109. drop_refresh: tp`${'icon'}Replaces all orbs`,
  110. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  111. auto_path: tp`Shows ${'matchesNumber'} ${'icon'}combo path guidance`,
  112. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  113. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  114. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  115. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  116. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'prob'}`,
  117. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
  118. orb_thorn: tp`, reduces ${'value'} per encounter`,
  119. attr_absorb: tp`${'icon'}Attribute absorption`,
  120. combo_absorb: tp`${'icon'}Combo absorption`,
  121. damage_absorb: tp`${'icon'}Damage absorption`,
  122. damage_void: tp`${'icon'}Damage void`,
  123. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  124. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  125. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  126. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  127. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  128. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  129. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  130. rate_multiply_drop: tp`${'icon'}Drop rate`,
  131. rate_multiply_coin: tp`${'icon'}Coins`,
  132. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  133. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  134. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  135. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  136. henshin: tp`Transforms into ${'cards'}`,
  137. random_henshin: tp`Random transforms into ${'cards'}`,
  138. void_poison: tp`Voids ${'poison'} damage`,
  139. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  140. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  141. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  142. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  143. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  144. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  145. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  146. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'comment'}`,
  147. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  148. remove_assist: tp`${'icon'}Remove this assist card (until end of dungeon)`,
  149. prediction_falling: tp`${'icon'}Prediction of falling on board`,
  150. },
  151. power: {
  152. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  153. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  154. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  155. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  156. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  157. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  158. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  159. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  160. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  161. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  162. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  163. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  164. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  165. },
  166. cond: {
  167. unknown: tp`[ Unknown condition ]`,
  168. hp_equal: tp`When ${'hp'} == ${'min'} `,
  169. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  170. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  171. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  172. use_skill: tp`When skills used `,
  173. multi_player: tp`When in Multiplayer Mode `,
  174. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  175. exact_combo: tp`When exactly ${'value'} combos `,
  176. exact_length: tp`exactly of ${'value'} `,
  177. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  178. exact_match_enhanced: tp` orbs including enhanced`,
  179. compo_type_card: tp`When ${'ids'} are all on team, `,
  180. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  181. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  182. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  183. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  184. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  185. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  186. orbs_less_or_equal: tp`When ${'orbs'} ≤ ${'max'} on board, `,
  187. orbs_greater_or_equal: tp`When ${'orbs'} ≥ ${'min'} on board, `,
  188. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  189. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  190. },
  191. position: {
  192. top: tp`${'pos'} of top rows`,
  193. bottom: tp`${'pos'} of bottom rows`,
  194. left: tp`${'pos'} of left columns`,
  195. right: tp`${'pos'} of right columns`,
  196. random: tp`random location`,
  197. shape: tp`specified location`,
  198. },
  199. value: {
  200. unknown: tp`[ Unknown value: ${'type'}]`, //type
  201. const: tp`${'value'} ${'unit'}`,
  202. const_to: tp`to ${'value'}`,
  203. mul_percent: tp`${'value'}%`,
  204. mul_times: tp`×${'value'}`,
  205. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  206. mul_of_times: tp`${'stats'} ×${'value'}`,
  207. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  208. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  209. prob: tp`${'value'} chance for `,
  210. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  211. size: tp`${'width'}×${'height'}`,
  212. pos: tp`${'x'}×${'y'}`,
  213. },
  214. target: {
  215. unknown: tp`Unkown Target`,
  216. self: tp`card's`,
  217. team: tp`team`,
  218. team_last: tp`the lastest member`,
  219. team_leader: tp`leader`,
  220. sub_members: tp`sub-members`,
  221. leader_self: tp`left leader`,
  222. leader_helper: tp`right leader`,
  223. collab_id: tp`Cards with Collaboration ID of ${'id'} `,
  224. gacha_id: tp`Cards with Egg Machine ID of ${'id'} `,
  225. enemy: tp`Enemy`,
  226. enemy_all: tp`all enemys`,
  227. enemy_one: tp`1 enemy`,
  228. enemy_attr: tp`${'attr'} enemy`,
  229. the_attr: tp`attr of the matched Orbs`,
  230. },
  231. stats: {
  232. unknown: tp`[ Unknown: ${'type'}]`, //type
  233. maxhp: tp`${'icon'}Max HP`,
  234. hp: tp`HP`,
  235. chp: tp`current HP`,
  236. atk: tp`ATK`,
  237. rcv: tp`RCV`,
  238. teamhp: tp`Team HP`,
  239. teamatk: tp`Team ${'attrs'} ATK`,
  240. teamrcv: tp`Team RCV`,
  241. cstage: tp`current Stage of Dungeon`,
  242. state_is: tp`${'state'}: ${'num'}`,
  243. },
  244. unit: {
  245. orbs: tp``,
  246. times: tp` times`,
  247. seconds: tp` seconds`,
  248. point: tp` point`,
  249. turns: tp` turns`,
  250. },
  251. word: {
  252. comment: tp`(${'content'}) `,
  253. comma: tp`, `,
  254. semicolon: tp`; `,
  255. slight_pause: tp`, `,
  256. range_hyphen: tp`~`,
  257. in_once: tp`in once `,
  258. evo_type_pixel: tp`Pixel Evo`,
  259. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  260. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  261. affix_attr: tp`${'cotent'} attr.`,
  262. affix_orb: tp`${'cotent'} orbs`,
  263. affix_type: tp`${'cotent'} types`,
  264. affix_awakening: tp`${'cotent'} awoken`,
  265. affix_exclude: tp`, exclude ${'cotent'}`,
  266. each_time: tp`each time `,
  267. different: tp`different`,
  268. same: tp`the same`,
  269. },
  270. attrs: {
  271. [0]: tp`${'icon'}Fire`,
  272. [1]: tp`${'icon'}Water`,
  273. [2]: tp`${'icon'}Wood`,
  274. [3]: tp`${'icon'}Light`,
  275. [4]: tp`${'icon'}Dark`,
  276. [5]: tp`${'icon'}Recover`,
  277. [6]: tp`${'icon'}Null`,
  278. all: tp`All`,
  279. self: tp`${'icon'}Self's Attr`,
  280. fixed: tp`${'icon'}Fixed`,
  281. },
  282. orbs: {
  283. [0]: tp`${'icon'}Fire`,
  284. [1]: tp`${'icon'}Water`,
  285. [2]: tp`${'icon'}Wood`,
  286. [3]: tp`${'icon'}Light`,
  287. [4]: tp`${'icon'}Dark`,
  288. [5]: tp`${'icon'}Heal`,
  289. [6]: tp`${'icon'}Jammer`,
  290. [7]: tp`${'icon'}Poison`,
  291. [8]: tp`${'icon'}Lethal Poison`,
  292. [9]: tp`${'icon'}Bomb`,
  293. enhanced: tp`${'icon'}Enhanced`,
  294. locked: tp`${'icon'}Locked`,
  295. nail: tp`${'icon'}Nail`,
  296. thorn: tp`${'icon'}Thorn`,
  297. _5color: tp`${'icon'}5 Att.`,
  298. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  299. all: tp`All`,
  300. any: tp`Any ${'cotent'}`,
  301. },
  302. board: {
  303. clouds: tp`${'icon'}Clouds`,
  304. immobility: tp`${'icon'}Immobility`,
  305. roulette: tp`${'icon'}Roulette`,
  306. deep_dark: tp`${'icon'}Deep Dark`,
  307. roulette_time: tp`transforms every ${'duration'}`,
  308. roulette_attrs: tp`only ${'orbs'} will appear`,
  309. },
  310. types: {
  311. [0]: tp`${'icon'}Evo Material`,
  312. [1]: tp`${'icon'}Balanced`,
  313. [2]: tp`${'icon'}Physical`,
  314. [3]: tp`${'icon'}Healer`,
  315. [4]: tp`${'icon'}Dragon`,
  316. [5]: tp`${'icon'}God`,
  317. [6]: tp`${'icon'}Attacker`,
  318. [7]: tp`${'icon'}Devil`,
  319. [8]: tp`${'icon'}Machine`,
  320. [9]: tp`${'icon'}Special Protection`,
  321. [12]: tp`${'icon'}Awaken`,
  322. [14]: tp`${'icon'}Enhance Material`,
  323. [15]: tp`${'icon'}Redeemable`,
  324. },
  325. awokens: {
  326. [0]: tp`${'icon'}Unknown awoken`,
  327. [1]: tp`${'icon'}Enhanced HP`,
  328. [2]: tp`${'icon'}Enhanced Attack`,
  329. [3]: tp`${'icon'}Enhanced Recovery`,
  330. [4]: tp`${'icon'}Reduce Fire Damage`,
  331. [5]: tp`${'icon'}Reduce Water Damage`,
  332. [6]: tp`${'icon'}Reduce Wood Damage`,
  333. [7]: tp`${'icon'}Reduce Light Damage`,
  334. [8]: tp`${'icon'}Reduce Dark Damage`,
  335. [9]: tp`${'icon'}Auto-Recover`,
  336. [10]: tp`${'icon'}Resistance-Bind`,
  337. [11]: tp`${'icon'}Resistance-Blind`,
  338. [12]: tp`${'icon'}Resistance-Jammers`,
  339. [13]: tp`${'icon'}Resistance-Poison`,
  340. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  341. [15]: tp`${'icon'}Enhanced Water Orbs`,
  342. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  343. [17]: tp`${'icon'}Enhanced Water Orbs`,
  344. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  345. [19]: tp`${'icon'}Extend Time`,
  346. [20]: tp`${'icon'}Recover Bind`,
  347. [21]: tp`${'icon'}Skill Boost`,
  348. [22]: tp`${'icon'}Enhanced Fire Rows`,
  349. [23]: tp`${'icon'}Enhanced Water Rows`,
  350. [24]: tp`${'icon'}Enhanced Wood Rows`,
  351. [25]: tp`${'icon'}Enhanced Water Rows`,
  352. [26]: tp`${'icon'}Enhanced Dark Rows`,
  353. [27]: tp`${'icon'}Two-Pronged Attack`,
  354. [28]: tp`${'icon'}Resistance-Skill Bind`,
  355. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  356. [30]: tp`${'icon'}Multi Boost`,
  357. [31]: tp`${'icon'}Dragon Killer`,
  358. [32]: tp`${'icon'}God Killer`,
  359. [33]: tp`${'icon'}Devil Killer`,
  360. [34]: tp`${'icon'}Machine Killer`,
  361. [35]: tp`${'icon'}Balanced Killer`,
  362. [36]: tp`${'icon'}Attacker Killer`,
  363. [37]: tp`${'icon'}Physical Killer`,
  364. [38]: tp`${'icon'}Healer Killer`,
  365. [39]: tp`${'icon'}Evo Killer`,
  366. [40]: tp`${'icon'}Awaken Killer`,
  367. [41]: tp`${'icon'}Enhance Killer`,
  368. [42]: tp`${'icon'}Redeemable Killer`,
  369. [43]: tp`${'icon'}Enhanced Combos`,
  370. [44]: tp`${'icon'}Guard Break`,
  371. [45]: tp`${'icon'}Bonus Attack`,
  372. [46]: tp`${'icon'}Enhanced Team HP`,
  373. [47]: tp`${'icon'}Enhanced Team Recovery`,
  374. [48]: tp`${'icon'}Damage Void Piercer`,
  375. [49]: tp`${'icon'}Awoken Assist`,
  376. [50]: tp`${'icon'}Super Bonus Attack`,
  377. [51]: tp`${'icon'}Skill Charge`,
  378. [52]: tp`${'icon'}Resistance-Bind+`,
  379. [53]: tp`${'icon'}Extend Time+`,
  380. [54]: tp`${'icon'}Resistance-Clouds`,
  381. [55]: tp`${'icon'}Resistance-Immobility`,
  382. [56]: tp`${'icon'}Skill Boost+`,
  383. [57]: tp`${'icon'}50% or more HP Enhanced`,
  384. [58]: tp`${'icon'}50% or less HP Enhanced`,
  385. [59]: tp`${'icon'}[L] Heal Matching`,
  386. [60]: tp`${'icon'}[L] Increased Attack`,
  387. [61]: tp`${'icon'}Super Enhanced Combos`,
  388. [62]: tp`${'icon'}Combo Orbs`,
  389. [63]: tp`${'icon'}Skill Voice`,
  390. [64]: tp`${'icon'}Dungeon Bonus`,
  391. [65]: tp`${'icon'}Reduced HP`,
  392. [66]: tp`${'icon'}Reduced Attack`,
  393. [67]: tp`${'icon'}Reduced RCV`,
  394. [68]: tp`${'icon'}Resistance-Blind+`,
  395. [69]: tp`${'icon'}Resistance-Jammers+`,
  396. [70]: tp`${'icon'}Resistance-Poison+`,
  397. [71]: tp`${'icon'}Blessing of Jammers`,
  398. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  399. [73]: tp`${'icon'}Enhanced Fire Combos`,
  400. [74]: tp`${'icon'}Enhanced Water Combos`,
  401. [75]: tp`${'icon'}Enhanced Wood Combos`,
  402. [76]: tp`${'icon'}Enhanced Light Combos`,
  403. [77]: tp`${'icon'}Enhanced Dark Combos`,
  404. [78]: tp`${'icon'}Cross Attack`,
  405. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  406. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  407. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  408. [82]: tp`${'icon'}Super Enhanced Matching`,
  409. [83]: tp`${'icon'}Add Dragon Type`,
  410. [84]: tp`${'icon'}Add God Type`,
  411. [85]: tp`${'icon'}Add Devil Type`,
  412. [86]: tp`${'icon'}Add Machine Type`,
  413. [87]: tp`${'icon'}Add Balanced Type`,
  414. [88]: tp`${'icon'}Add Attacker Type`,
  415. [89]: tp`${'icon'}Add Physical Type`,
  416. [90]: tp`${'icon'}Add Healer Type`,
  417. [91]: tp`${'icon'}Change Sub Attribute: Fire`,
  418. [92]: tp`${'icon'}Change Sub Attribute: Water`,
  419. [93]: tp`${'icon'}Change Sub Attribute: Wood`,
  420. [94]: tp`${'icon'}Change Sub Attribute: Water`,
  421. [95]: tp`${'icon'}Change Sub Attribute: Dark`,
  422. [96]: tp`${'icon'}Two-Pronged Attack+`,
  423. [97]: tp`${'icon'}Skill Charge+`,
  424. [98]: tp`${'icon'}Auto-Recover+`,
  425. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  426. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  427. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  428. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  429. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  430. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  431. [105]: tp`${'icon'}Anti-Skill Boost`,
  432. [106]: tp`${'icon'}Levitation`,
  433. [107]: tp`${'icon'}Enhanced Combos+`,
  434. [108]: tp`${'icon'}[L] Increased Attack+`,
  435. [109]: tp`${'icon'}Damage Void Piercer+`,
  436. [110]: tp`${'icon'}Cross Attack+`,
  437. [111]: tp`${'icon'}Super Enhanced Combos+`,
  438. [112]: tp`${'icon'}3 Att. Enhanced Attack+`,
  439. [113]: tp`${'icon'}4 Att. Enhanced Attack+`,
  440. [114]: tp`${'icon'}5 Att. Enhanced Attack+`,
  441. [115]: tp`${'icon'}Recover Bind+`,
  442. [116]: tp`${'icon'}Triple Enhanced Fire Rows`,
  443. [117]: tp`${'icon'}Triple Enhanced Water Rows`,
  444. [118]: tp`${'icon'}Triple Enhanced Wood Rows`,
  445. [119]: tp`${'icon'}Triple Enhanced Water Rows`,
  446. [120]: tp`${'icon'}Triple Enhanced Dark Rows`,
  447. [121]: tp`${'icon'}Enhanced Fire Combos+`,
  448. [122]: tp`${'icon'}Enhanced Water Combos+`,
  449. [123]: tp`${'icon'}Enhanced Wood Combos+`,
  450. [124]: tp`${'icon'}Enhanced Light Combos+`,
  451. [125]: tp`${'icon'}Enhanced Dark Combos+`,
  452. [126]: tp`${'icon'}[T] Increased Attack`,
  453. [127]: tp`${'icon'}Enhanced Stats`,
  454. [128]: tp`${'icon'}Yang Protection`,
  455. [129]: tp`${'icon'}Yin Protection`,
  456. [130]: tp`${'icon'}After-Ripening`,
  457. }
  458. },
  459. };
  460. //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
  461. const typekiller_for_type = [
  462. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  463. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  464. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  465. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  466. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  467. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  468. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  469. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  470. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  471. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  472. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  473. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  474. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  475. ];
  476. //类型允许的潜觉杀
  477. typekiller_for_type.forEach(t=>
  478. {
  479. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  480. .map(tn=>
  481. typekiller_for_type.find(_t=>_t.type == tn).latent
  482. );
  483. }
  484. );
  485. const allowable_latent = {
  486. common: [ //一般能打的潜觉
  487. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  488. 28,29,30,31,32,33,34,35,36,37,38
  489. ],
  490. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  491. v120: [42,43,44,45,49], //120才能打的潜觉,3倍上限潜觉需要特殊处理
  492. needAwoken: [ //需要觉醒才能打的潜觉
  493. {latent:39,awoken:62}, //C珠破吸
  494. {latent:40,awoken:20}, //心横解转转
  495. {latent:41,awoken:27}, //U解禁消
  496. {latent:46,awoken:45}, //心追解云封
  497. {latent:47,awoken:59}, //心L大SB
  498. {latent:48,awoken:60}, //L解禁武器
  499. ],
  500. }
  501. //等效觉醒列表
  502. const equivalent_awoken = [
  503. {small:10,big:52,times:2}, //防封
  504. {small:11,big:68,times:5}, //防暗
  505. {small:12,big:69,times:5}, //防废
  506. {small:13,big:70,times:5}, //防毒
  507. {small:19,big:53,times:2}, //手指
  508. {small:21,big:56,times:2}, //SB
  509. {small:27,big:96,times:2}, //U
  510. {small:51,big:97,times:2}, //5色溜
  511. {small:9,big:98,times:2}, //自回
  512. {small:14,big:99,times:2}, //火+
  513. {small:15,big:100,times:2},//水+
  514. {small:16,big:101,times:2},//木+
  515. {small:17,big:102,times:2},//光+
  516. {small:18,big:103,times:2},//暗+
  517. {small:29,big:104,times:2},//心+
  518. {small:43,big:107,times:2},//7c
  519. {small:60,big:108,times:2},//L
  520. {small:48,big:109,times:2},//破无效
  521. {small:78,big:110,times:2},//十字
  522. {small:61,big:111,times:2},//10c
  523. {small:79,big:112,times:2},//3色
  524. {small:80,big:113,times:2},//4色
  525. {small:81,big:114,times:2},//5色
  526. {small:20,big:115,times:2},//心解
  527. {small:22,big:116,times:3},//火横
  528. {small:23,big:117,times:3},//水横
  529. {small:24,big:118,times:3},//木横
  530. {small:25,big:119,times:3},//光横
  531. {small:26,big:120,times:3},//暗横
  532. {small:73,big:121,times:2},//火串
  533. {small:74,big:122,times:2},//水串
  534. {small:75,big:123,times:2},//木串
  535. {small:76,big:124,times:2},//光串
  536. {small:77,big:125,times:2},//暗串
  537. ];
  538. //官方的觉醒排列顺序
  539. const official_awoken_sorting = [
  540. 21, 43, 61, 10, 54, 11, 12, 13, 49,
  541. 56,107,111, 52, 55, 68, 69, 70, 28,
  542. 19, 48, 27, 78, 60,126, 59, 45, 50,
  543. 53,109, 96,110,108, 79, 80, 81, 51,
  544. 106, 57, 58, 82, 62,112,113,114, 97,
  545. 14, 15, 16, 17, 18, 29, 9, 20, 44,
  546. 99,100,101,102,103,104, 98,115, 71,
  547. 22, 23, 24, 25, 26, 46, 47, 30, 72,
  548. 116,117,118,119,120, 1, 2, 3,127,
  549. 4, 5, 6, 7, 8, 32, 31, 33, 34,
  550. 73, 74, 75, 76, 77, 35, 36, 37, 38,
  551. 121,122,123,124,125, 39, 40, 41, 42,
  552. 91, 92, 93, 94, 95, 65, 66, 67,105,
  553. 84, 83, 85, 86, 87, 88, 89, 90, 64,
  554. 63,128,129,130
  555. ];
  556. const PAD_PASS_BADGE = 1<<7 | 1; //本程序的月卡徽章编号,129
  557. //排序程序列表
  558. const sort_function_list = [
  559. {tag:"sort_none",name:"无",function:()=>0},
  560. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  561. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  562. let num = a.attrs[0] - b.attrs[0];
  563. if (num === 0) num = a.attrs[1] - b.attrs[1];
  564. return num;
  565. }
  566. },
  567. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  568. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  569. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  570. let num = card_a.attrs[0] - card_b.attrs[0];
  571. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  572. return num;
  573. }
  574. },
  575. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  576. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  577. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  578. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  579. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  580. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  581. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  582. }
  583. },
  584. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  585. function getEvoSkill(skill) {
  586. //232为进化后不循环技能,233为循环技能
  587. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  588. else return skill;
  589. }
  590. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  591. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  592. }
  593. },
  594. {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)},
  595. {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)},
  596. {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)},
  597. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  598. {
  599. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  600. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  601. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  602. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  603. return abA - abB;
  604. }
  605. },
  606. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  607. {
  608. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  609. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  610. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  611. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  612. return abA - abB;
  613. }
  614. },
  615. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  616. {
  617. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  618. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  619. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  620. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  621. return abA - abB;
  622. }
  623. },
  624. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  625. {
  626. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  627. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  628. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  629. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  630. return abA - abB;
  631. }
  632. },
  633. ];
  634. //增加特殊搜索模式
  635. const specialSearchFunctions = (function() {
  636. 'use strict';
  637. //返回卡片的队长技能
  638. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  639. {
  640. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0];
  641. }
  642. //返回卡片的技能
  643. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  644. {
  645. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0];
  646. }
  647. //获取血倍率
  648. function getHPScale(ls)
  649. {
  650. const sk = ls.params;
  651. let scale = 1;
  652. switch (ls.type)
  653. {
  654. case 23: case 30: case 62: case 77: case 63: case 65:
  655. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  656. scale = sk[sk.length-1]/100;
  657. break;
  658. case 73: case 76:
  659. case 121: case 129: case 163: case 177: case 186:
  660. case 155:
  661. scale = sk[2]/100;
  662. break;
  663. case 106: case 107: case 108:
  664. scale = sk[0]/100;
  665. break;
  666. case 125:
  667. scale = sk[5]/100;
  668. break;
  669. case 136:
  670. case 137:
  671. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  672. break;
  673. case 158:
  674. scale = sk[4]/100;
  675. break;
  676. case 175:
  677. case 178: case 185:
  678. scale = sk[3]/100;
  679. break;
  680. case 203: case 217:
  681. scale = sk[1]/100;
  682. break;
  683. case 245:
  684. scale = sk[3]/100;
  685. break;
  686. case 138: //调用其他队长技
  687. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  688. break;
  689. default:
  690. }
  691. return scale || 1;
  692. }
  693. //获取盾减伤比例
  694. function getReduceScale(ls, allAttr = false, noHPneed = false)
  695. {
  696. const sk = ls.params;
  697. let scale = 0;
  698. switch (ls.type)
  699. {
  700. case 16: //无条件盾
  701. scale = sk[0]/100;
  702. break;
  703. case 17: //单属性盾
  704. scale = allAttr ? 0 : sk[1]/100;
  705. break;
  706. case 36: //2个属性盾
  707. scale = allAttr ? 0 : sk[2]/100;
  708. break;
  709. case 38: //血线下 + 几率
  710. case 43: //血线上 + 几率
  711. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  712. break;
  713. case 129: //无条件盾,属性个数不固定
  714. case 163: //无条件盾,属性个数不固定
  715. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  716. break;
  717. case 178: //无条件盾,属性个数不固定
  718. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  719. break;
  720. case 130: //血线下 + 属性个数不固定
  721. case 131: //血线上 + 属性个数不固定
  722. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  723. break;
  724. case 151: //十字心触发
  725. case 169: //C触发
  726. case 198: //回血触发
  727. scale = sk[2]/100;
  728. break;
  729. case 170: //多色触发
  730. case 182: //长串触发
  731. case 193: //L触发
  732. scale = sk[3]/100;
  733. break;
  734. case 171: //多串触发
  735. scale = sk[6]/100;
  736. break;
  737. case 183: //又是个有两段血线的队长技
  738. scale = noHPneed ? 0 : sk[4]/100;
  739. break;
  740. case 210: //十字触发
  741. scale = sk[1]/100;
  742. break;
  743. case 235: { //可多次触发
  744. scale = (sk[4] || 0) / 100;
  745. break;
  746. }
  747. case 138: //调用其他队长技
  748. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  749. break;
  750. default:
  751. }
  752. return scale || 0;
  753. }
  754. //获取无条件盾减伤比例
  755. function getReduceScale_unconditional(ls)
  756. {
  757. const sk = ls.params;
  758. let scale = 0;
  759. switch (ls.type)
  760. {
  761. case 16: //无条件盾
  762. {
  763. scale = sk[0]/100;
  764. break;
  765. }
  766. case 129: //无条件盾,属性个数不固定
  767. case 163: //无条件盾,属性个数不固定
  768. {
  769. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  770. break;
  771. }
  772. case 178: //无条件盾,属性个数不固定
  773. {
  774. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  775. break;
  776. }
  777. case 138: //调用其他队长技
  778. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  779. break;
  780. default:
  781. }
  782. return scale || 0;
  783. }
  784. function getCannonAttr(skill)
  785. {
  786. const sk = skill.params;
  787. switch(skill.type)
  788. {
  789. case 0:
  790. case 1:
  791. case 37:
  792. case 58:
  793. case 59:
  794. case 84:
  795. case 85:
  796. case 86:
  797. case 87:
  798. case 115:
  799. return sk[0];
  800. case 110:
  801. case 143:
  802. return sk[1];
  803. case 42:
  804. return sk[1];
  805. case 144:
  806. return sk[3] ?? 0;
  807. default:
  808. return -1;
  809. }
  810. }
  811. function sortByParams(a,b,searchTypeArray,...pidxs)
  812. {
  813. const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
  814. b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
  815. if (pidxs.length==0) pidxs.push(0);
  816. let newPos = 0;
  817. //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
  818. for (let pidx of pidxs) {
  819. newPos = a_s.params[pidx] - b_s.params[pidx];
  820. if (newPos !== 0) break;
  821. }
  822. return newPos;
  823. }
  824. function sortByHPScal(a,b)
  825. {
  826. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  827. return getHPScale(a_s) - getHPScale(b_s);
  828. }
  829. function HPScal_Addition(card)
  830. {
  831. const skill = Skills[card.leaderSkillId];
  832. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  833. }
  834. function sortByReduceScale(a,b)
  835. {
  836. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  837. return getReduceScale(a_s) - getReduceScale(b_s);
  838. }
  839. function ReduceScale_Addition(card)
  840. {
  841. const skill = Skills[card.leaderSkillId];
  842. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  843. }
  844. function voidsAbsorption_Addition(card)
  845. {
  846. const searchTypeArray = [173];
  847. const skill = getCardActiveSkill(card, searchTypeArray);
  848. if (!skill) return;
  849. const sk = skill.params;
  850. const fragment = document.createDocumentFragment();
  851. const icons = [
  852. sk[1] && 'attr-absorb',
  853. sk[2] && 'combo-absorb',
  854. sk[3] && 'damage-absorb'
  855. ].filter(buff => typeof buff === 'string').map(buff=>createSkillIcon(buff))
  856. fragment.append(...icons);
  857. fragment.append(`×${sk[0]}T`);
  858. return fragment;
  859. }
  860. function unbind_Turns(card)
  861. {
  862. const outObj = {
  863. normal: 0,
  864. awoken: 0
  865. };
  866. const searchTypeArray = [117,179];
  867. const skill = getCardActiveSkill(card, searchTypeArray);
  868. if (skill)
  869. {
  870. const sk = skill.params;
  871. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  872. outObj.awoken = sk[4] || 0;
  873. }
  874. return outObj;
  875. }
  876. function unbind_Addition(card)
  877. {
  878. const turns = unbind_Turns(card);
  879. const fragment = document.createDocumentFragment();
  880. if (turns.normal > 0)
  881. {
  882. fragment.append(createSkillIcon('unbind-normal'));
  883. if (turns.normal != turns.awoken)
  884. fragment.append(`-${turns.normal>=9999 ? '全' : `${turns.normal}T` }`);
  885. }
  886. if (turns.awoken > 0)
  887. {
  888. fragment.append(createSkillIcon('unbind-awakenings'));
  889. fragment.append(`-${turns.awoken>=9999 ? '全' : `${turns.awoken}T` }`);
  890. }
  891. return fragment;
  892. }
  893. function boardChange_ColorTypes(skill)
  894. {
  895. if (!skill) return [];
  896. const sk = skill.params;
  897. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  898. return colors;
  899. }
  900. function boardChange_Addition(card)
  901. {
  902. const searchTypeArray = [71];
  903. const skill = getCardActiveSkill(card, searchTypeArray);
  904. const colors = boardChange_ColorTypes(skill);
  905. return createOrbsList(colors);
  906. }
  907. function orbsChangeParse(skill)
  908. {
  909. function changes(from, to)
  910. {
  911. return {from:from,to:to};
  912. }
  913. let outArr = [];
  914. if (!skill) return outArr;
  915. const sk = skill.params;
  916. switch (skill.type)
  917. {
  918. case 9:{
  919. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  920. break;
  921. }
  922. case 20:{
  923. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  924. {
  925. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  926. }
  927. else
  928. {
  929. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  930. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  931. }
  932. break;
  933. }
  934. case 154:{
  935. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  936. break;
  937. }
  938. }
  939. return outArr;
  940. }
  941. function changeOrbs_Addition(card)
  942. {
  943. const searchTypeArray = [9,20,154];
  944. const skills = getCardActiveSkills(card, searchTypeArray);
  945. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  946. const fragment = document.createDocumentFragment();
  947. parsedSkills.forEach(p=>{
  948. fragment.appendChild(createOrbsList(p.from));
  949. fragment.appendChild(document.createTextNode(`→`));
  950. fragment.appendChild(createOrbsList(p.to));
  951. });
  952. return fragment;
  953. }
  954. function generateOrbsParse(card)
  955. {
  956. let outArr = [];
  957. const searchTypeArray = [141, 208];
  958. const skills = getCardActiveSkills(card, searchTypeArray);
  959. if (!skills.length) return outArr;
  960. for (const skill of skills)
  961. {
  962. const sk = skill.params;
  963. if (skill.type == 141)
  964. {
  965. outArr.push({
  966. count: sk[0],
  967. to: flags(sk[1] || 1),
  968. exclude: flags(sk[2]),
  969. });
  970. }else
  971. {
  972. outArr.push({
  973. count: sk[0],
  974. to: flags(sk[1] || 1),
  975. exclude: flags(sk[2]),
  976. });
  977. outArr.push({
  978. count: sk[3],
  979. to: flags(sk[4] || 1),
  980. exclude: flags(sk[5]),
  981. });
  982. }
  983. }
  984. return outArr;
  985. }
  986. function generateOrbs_Addition(card)
  987. {
  988. const gens = generateOrbsParse(card);
  989. const searchTypeArray = [141, 208];
  990. const skill = getCardActiveSkill(card, searchTypeArray);
  991. if (!skill) return;
  992. const sk = skill.params;
  993. const fragment = document.createDocumentFragment();
  994. for (const gen of gens)
  995. {
  996. fragment.appendChild(createOrbsList(gen.to));
  997. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  998. }
  999. return fragment;
  1000. }
  1001. function lock_Addition(card)
  1002. {
  1003. const searchTypeArray = [152];
  1004. const skill = getCardActiveSkill(card, searchTypeArray);
  1005. if (!skill) return;
  1006. const sk = skill.params;
  1007. const fragment = document.createDocumentFragment();
  1008. fragment.appendChild(createSkillIcon('orb-locked'));
  1009. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1010. return fragment;
  1011. }
  1012. function dropLock_Addition(card)
  1013. {
  1014. const searchTypeArray = [205];
  1015. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1016. if (!skill) return;
  1017. const sk = skill.params;
  1018. const fragment = document.createDocumentFragment();
  1019. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111), 'locked'));
  1020. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1021. return fragment;
  1022. }
  1023. function dropOrb_Addition(card)
  1024. {
  1025. const searchTypeArray = [126];
  1026. const skill = getCardActiveSkill(card, searchTypeArray);
  1027. if (!skill) return;
  1028. const sk = skill.params;
  1029. const colors = flags(sk[0]);
  1030. const fragment = document.createDocumentFragment();
  1031. fragment.appendChild(createOrbsList(colors, 'drop'));
  1032. fragment.appendChild(document.createTextNode(`${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1033. return fragment;
  1034. }
  1035. function generateColumnOrbs_Addition(card)
  1036. {
  1037. const searchTypeArray = [127];
  1038. const skill = getCardActiveSkill(card, searchTypeArray);
  1039. if (!skill) return;
  1040. const sk = skill.params;
  1041. const colors = [];
  1042. for (let ai=0;ai<sk.length;ai+=2)
  1043. {
  1044. colors.push(flags(sk[ai+1]));
  1045. }
  1046. const fragment = document.createDocumentFragment();
  1047. fragment.appendChild(document.createTextNode(`竖`));
  1048. fragment.appendChild(createOrbsList(colors.flat()));
  1049. return fragment;
  1050. }
  1051. function generateRowOrbs_Addition(card)
  1052. {
  1053. const searchTypeArray = [128];
  1054. const skill = getCardActiveSkill(card, searchTypeArray);
  1055. if (!skill) return;
  1056. const sk = skill.params;
  1057. const colors = [];
  1058. for (let ai=0;ai<sk.length;ai+=2)
  1059. {
  1060. colors.push(flags(sk[ai+1]));
  1061. }
  1062. const fragment = document.createDocumentFragment();
  1063. fragment.appendChild(document.createTextNode(`横`));
  1064. fragment.appendChild(createOrbsList(colors.flat()));
  1065. return fragment;
  1066. }
  1067. function numericalATK_Addition(card)
  1068. {
  1069. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1070. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1071. const skill = getCardActiveSkill(card, searchTypeArray);
  1072. if (!skill) return;
  1073. //const sk = skill.params;
  1074. const colors = [getCannonAttr(skill)];
  1075. const fragment = document.createDocumentFragment();
  1076. fragment.append(`射`);
  1077. fragment.append(createOrbsList(colors));
  1078. if (typeArray_Rate.includes(skill.type)) {
  1079. function getNumber(skill){
  1080. const sk = skill.params;
  1081. switch(skill.type)
  1082. {
  1083. case 0:
  1084. case 37:
  1085. case 58:
  1086. case 59:
  1087. case 84:
  1088. case 85:
  1089. case 115:
  1090. return sk[1];
  1091. case 2:
  1092. case 35:
  1093. return sk[0];
  1094. default:
  1095. return 0;
  1096. }
  1097. }
  1098. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1099. }
  1100. return fragment;
  1101. }
  1102. function memberATK_Addition(card)
  1103. {
  1104. const searchTypeArray = [230];
  1105. const skill = getCardActiveSkill(card, searchTypeArray);
  1106. if (!skill) return;
  1107. const sk = skill.params;
  1108. const fragment = document.createDocumentFragment();
  1109. fragment.appendChild(createTeamFlags(sk[1]));
  1110. let str = '';
  1111. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1112. fragment.appendChild(document.createTextNode(str));
  1113. return fragment;
  1114. }
  1115. function getIncreaseDamageCap(skill)
  1116. {
  1117. let cap = 0;
  1118. switch (skill.type) {
  1119. case 241:case 258:
  1120. cap = skill.params[1];
  1121. break;
  1122. case 246:
  1123. cap = skill.params[2];
  1124. break;
  1125. case 247:
  1126. cap = skill.params[3];
  1127. break;
  1128. }
  1129. return cap;
  1130. }
  1131. function memberCap_Addition(card)
  1132. {
  1133. const searchTypeArray = [241, 246, 247, 258];
  1134. const skill = getCardActiveSkill(card, searchTypeArray);
  1135. if (!skill) return;
  1136. const sk = skill.params;
  1137. let cap = getIncreaseDamageCap(skill);
  1138. const fragment = document.createDocumentFragment();
  1139. switch (skill.type) {
  1140. case 258: {
  1141. fragment.appendChild(createTeamFlags(sk[2]));
  1142. }
  1143. case 241: {
  1144. fragment.append(`${(cap*1e8).bigNumberToString()}×${sk[0]}T`);
  1145. break;
  1146. }
  1147. case 246: {
  1148. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[1]}C in ${sk[0]}S`);
  1149. break;
  1150. }
  1151. case 247: {
  1152. fragment.append(`${(cap*1e8).bigNumberToString()}←${sk[2]} of `, createOrbsList(flags(sk[1])), ` in ${sk[0]}S`);
  1153. break;
  1154. }
  1155. }
  1156. return fragment;
  1157. }
  1158. function dixedDamage_Addition(card)
  1159. {
  1160. const searchTypeArray = [55, 188, 56];
  1161. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1162. if (!skills.length) return;
  1163. const skill = skills[0];
  1164. const sk = skill.params;
  1165. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1166. }
  1167. function gravity_Addition(card)
  1168. {
  1169. const searchTypeArray = [6, 161];
  1170. const skill = getCardActiveSkill(card, searchTypeArray);
  1171. if (!skill) return;
  1172. const sk = skill.params;
  1173. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1174. }
  1175. function healImmediately_Rate(card)
  1176. {
  1177. const searchTypeArray = [7, //自身回复力
  1178. 8, //固定点数
  1179. 35,115, //吸血
  1180. 117
  1181. ];
  1182. const skills = getCardActiveSkills(card, searchTypeArray);
  1183. const outObj = {
  1184. vampire: 0,
  1185. selfRcv: 0,
  1186. const: 0,
  1187. scale: 0,
  1188. };
  1189. if (!skills.length) return outObj;
  1190. skills.forEach(skill=>{
  1191. const sk = skill.params;
  1192. if (skill.type == 7)
  1193. {
  1194. outObj.selfRcv += sk[0];
  1195. }
  1196. else if(skill.type == 8)
  1197. {
  1198. outObj.const += sk[0];
  1199. }
  1200. else if(skill.type == 35)
  1201. {
  1202. outObj.vampire += sk[1];
  1203. }
  1204. else if(skill.type == 115)
  1205. {
  1206. outObj.vampire += sk[2];
  1207. }
  1208. else if(skill.type == 117)
  1209. {
  1210. outObj.selfRcv += sk[1] || 0;
  1211. outObj.const += sk[2] || 0;
  1212. outObj.scale += sk[3] || 0;
  1213. }
  1214. });
  1215. return outObj;
  1216. }
  1217. function atkBuff_Rate(card)
  1218. {
  1219. const searchTypeArray = [
  1220. 88,92, //类型的
  1221. 50,90, //属性的,要排除回复力
  1222. 156,168,231, //宝石姬
  1223. 228, //属性、类型数量
  1224. ];
  1225. const skills = getCardActiveSkills(card, searchTypeArray);
  1226. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1227. function atkBuffParse(skill) {
  1228. const outObj = {
  1229. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1230. types: [],
  1231. attrs: [],
  1232. awoken: [],
  1233. rate: 0,
  1234. turns: 0,
  1235. };
  1236. if (!skill) return outObj;
  1237. const sk = skill.params;
  1238. if (skill.type == 88 || skill.type == 92)
  1239. {
  1240. outObj.skilltype = 2;
  1241. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1242. outObj.turns = sk[0];
  1243. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1244. }
  1245. else if(skill.type == 50 || skill.type == 90)
  1246. {
  1247. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1248. if (!outObj.attrs.length) //去除回复力
  1249. return outObj;
  1250. outObj.skilltype = 2;
  1251. outObj.turns = sk[0];
  1252. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1253. }
  1254. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1255. || skill.type == 168)
  1256. {
  1257. outObj.skilltype = 1;
  1258. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1259. outObj.turns = sk[0];
  1260. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1261. }
  1262. else if(skill.type == 228 && sk[3] > 0)
  1263. {
  1264. outObj.skilltype = 1;
  1265. outObj.attrs = flags(sk[1]);
  1266. outObj.types = flags(sk[2]);
  1267. outObj.turns = sk[0];
  1268. outObj.rate = sk[3];
  1269. }
  1270. else if(skill.type == 231 && sk[6] > 0)
  1271. {
  1272. outObj.skilltype = 1;
  1273. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1274. outObj.turns = sk[0];
  1275. outObj.rate = sk[6];
  1276. }
  1277. return outObj;
  1278. }
  1279. }
  1280. function rcvBuff_Rate(card)
  1281. {
  1282. const searchTypeArray = [
  1283. 50,90,
  1284. 228, 231, //宝石姬
  1285. ];
  1286. const skills = getCardActiveSkills(card, searchTypeArray);
  1287. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1288. function rcvBuffParse(skill) {
  1289. const outObj = {
  1290. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1291. types: [],
  1292. attrs: [],
  1293. awoken: [],
  1294. rate: 0,
  1295. turns: 0,
  1296. };
  1297. if (!skill) return outObj;
  1298. const sk = skill.params;
  1299. if (skill.type == 228 && sk[4] > 0) {
  1300. outObj.skilltype = 1;
  1301. outObj.attrs = flags(sk[1]);
  1302. outObj.types = flags(sk[2]);
  1303. outObj.turns = sk[0];
  1304. outObj.rate = sk[4];
  1305. } else if (skill.type == 231 && sk[7] > 0) {
  1306. outObj.skilltype = 1;
  1307. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1308. outObj.turns = sk[0];
  1309. outObj.rate = sk[7];
  1310. } else if (skill.type == 50 || skill.type == 90) {
  1311. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1312. outObj.turns = sk[0];
  1313. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1314. }
  1315. return outObj;
  1316. }
  1317. }
  1318. function damageSelf_Rate(card)
  1319. {
  1320. const searchTypeArray = [84,85,86,87,195];
  1321. const skill = getCardActiveSkill(card, searchTypeArray);
  1322. if (!skill) return 0;
  1323. const sk = skill.params;
  1324. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1325. }
  1326. function changeEnemiesAttr_Attr(card)
  1327. {
  1328. const outObj = {
  1329. attr: null,
  1330. turns: 0
  1331. }
  1332. const searchTypeArray = [153, 224];
  1333. const skill = getCardActiveSkill(card, searchTypeArray);
  1334. if (!skill) return outObj;
  1335. const sk = skill.params;
  1336. if (skill.type == 153)
  1337. {
  1338. outObj.attr = sk[0];
  1339. }
  1340. else if (skill.type == 224)
  1341. {
  1342. outObj.attr = sk[1] || 0;
  1343. outObj.turns = sk[0];
  1344. }
  1345. return outObj;
  1346. }
  1347. function shapeThisRowOk(line, lineNumber) {
  1348. if (lineNumber <= 0) return true;
  1349. return line >= 0 && (line & lineNumber) === lineNumber && //含有这个形状
  1350. (line & lineNumber.notNeighbour()) === 0; //形状四周都没有
  1351. }
  1352. function shapeUpsideDownRowOk(line, lineNumber) {
  1353. if (lineNumber <= 0) return true;
  1354. return line > 0 ? (line & lineNumber) === 0 : true;
  1355. }
  1356. function shapeIsCross(sk) { //产珠是十字
  1357. const baseLineNum = 0b111;
  1358. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1359. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1360. lineNumArr.push(_lineNum);
  1361. }
  1362. for (let ri=1; ri<4; ri++)
  1363. {
  1364. //搜索所有可能的行存在
  1365. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1366. if (maybeLineNum.length < 1) continue;
  1367. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1368. const lineNum2 = (lineNum << 1) & (lineNum >> 1);
  1369. return shapeThisRowOk(sk[ri-1], lineNum2) &&
  1370. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1371. shapeUpsideDownRowOk(sk[ri-2], lineNum2) &&
  1372. shapeUpsideDownRowOk(sk[ri+2], lineNum2);
  1373. });
  1374. if (maybeLineNum.length > 0) return true;
  1375. }
  1376. return false;
  1377. }
  1378. function shapeIsLShape(sk) { //产珠是L字
  1379. const baseLineNum = 0b111;
  1380. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  1381. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1){
  1382. lineNumArr.push(_lineNum);
  1383. }
  1384. for (let ri=0; ri<5; ri++)
  1385. {
  1386. //搜索所有可能的行存在
  1387. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  1388. if (maybeLineNum.length < 1) continue;
  1389. maybeLineNum = maybeLineNum.filter(lineNum=>{
  1390. const lineNum2 = lineNum & ~(lineNum >> 1); //左边
  1391. const lineNum3 = lineNum & ~(lineNum << 1); //右边
  1392. return shapeUpsideDownRowOk(sk[ri+1], lineNum) && ( //朝上
  1393. shapeThisRowOk(sk[ri-1], lineNum2) &&
  1394. shapeThisRowOk(sk[ri-2], lineNum2) &&
  1395. shapeUpsideDownRowOk(sk[ri-3], lineNum2) ||
  1396. shapeThisRowOk(sk[ri-1], lineNum3) &&
  1397. shapeThisRowOk(sk[ri-2], lineNum3) &&
  1398. shapeUpsideDownRowOk(sk[ri-3], lineNum3))
  1399. ||
  1400. shapeUpsideDownRowOk(sk[ri-1], lineNum) && ( //朝下
  1401. shapeThisRowOk(sk[ri+1], lineNum2) &&
  1402. shapeThisRowOk(sk[ri+2], lineNum2) &&
  1403. shapeUpsideDownRowOk(sk[ri+3], lineNum2) ||
  1404. shapeThisRowOk(sk[ri+1], lineNum3) &&
  1405. shapeThisRowOk(sk[ri+2], lineNum3) &&
  1406. shapeUpsideDownRowOk(sk[ri+3], lineNum3));
  1407. });
  1408. if (maybeLineNum.length > 0) return true;
  1409. }
  1410. return false;
  1411. }
  1412. //创建1个觉醒图标
  1413. function createAwokenIcon(awokenId)
  1414. {
  1415. const icon = document.createElement("icon");
  1416. icon.className ="awoken-icon";
  1417. icon.setAttribute("data-awoken-icon", awokenId);
  1418. return icon;
  1419. }
  1420. //产生一个觉醒列表
  1421. function creatAwokenList(awokens) {
  1422. const ul = document.createElement("ul");
  1423. ul.className = "awoken-ul";
  1424. awokens.forEach(ak=>{
  1425. const li = ul.appendChild(document.createElement("li"));
  1426. const icon = li.appendChild(createAwokenIcon(ak));
  1427. });
  1428. return ul;
  1429. }
  1430. //产生宝珠列表
  1431. function createOrbsList(orbs, className)
  1432. {
  1433. if (orbs == undefined) orbs = [0];
  1434. else if (!Array.isArray(orbs)) orbs = [orbs];
  1435. const ul = document.createElement("ul");
  1436. ul.className = "board";
  1437. orbs.forEach(orbType => {
  1438. const li = ul.appendChild(document.createElement("li"));
  1439. li.className = className ? `orb ${className}` :`orb`;
  1440. li.setAttribute("data-orb-icon", orbType);
  1441. });
  1442. return ul;
  1443. }
  1444. //产生类型列表
  1445. function createTypesList(types)
  1446. {
  1447. if (types == undefined) types = [0];
  1448. else if (!Array.isArray(types)) types = [types];
  1449. const ul = document.createElement("ul");
  1450. ul.className = "types-ul";
  1451. types.forEach(type => {
  1452. const li = ul.appendChild(document.createElement("li"));
  1453. li.className = `type-icon`;
  1454. li.setAttribute("data-type-icon", type);
  1455. });
  1456. return ul;
  1457. }
  1458. const functions = [
  1459. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1460. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1461. ]},
  1462. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1463. {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)"},
  1464. function:cards=>{
  1465. const searchTypeArray = [173];
  1466. return cards.filter(card=>{
  1467. const skill = getCardActiveSkill(card, searchTypeArray);
  1468. return skill && skill.params[1];
  1469. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1470. },
  1471. addition:voidsAbsorption_Addition
  1472. },
  1473. /*{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)"},
  1474. function:cards=>{
  1475. const searchTypeArray = [173];
  1476. return cards.filter(card=>{
  1477. const skill = getCardActiveSkill(card, searchTypeArray);
  1478. return skill && skill.params[2];
  1479. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1480. },addition:voidsAbsorption_Addition},*/
  1481. {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)"},
  1482. function:cards=>{
  1483. const searchTypeArray = [173];
  1484. return cards.filter(card=>{
  1485. const skill = getCardActiveSkill(card, searchTypeArray);
  1486. return skill && skill.params[3];
  1487. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1488. },
  1489. addition:voidsAbsorption_Addition
  1490. },
  1491. {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)"},
  1492. function:cards=>{
  1493. const searchTypeArray = [173];
  1494. return cards.filter(card=>{
  1495. const skill = getCardActiveSkill(card, searchTypeArray);
  1496. return skill && skill.params[1] && skill.params[3];
  1497. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1498. },
  1499. addition:voidsAbsorption_Addition
  1500. },
  1501. {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)"},
  1502. function:cards=>{
  1503. const searchTypeArray = [191];
  1504. return cards.filter(card=>{
  1505. const skill = getCardActiveSkill(card, searchTypeArray);
  1506. return skill;
  1507. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1508. },
  1509. addition:card=>{
  1510. const searchTypeArray = [191];
  1511. const skill = getCardActiveSkill(card, searchTypeArray);
  1512. if (!skill) return;
  1513. const sk = skill.params;
  1514. const fragment = document.createDocumentFragment();
  1515. fragment.append(createSkillIcon('damage-void'));
  1516. fragment.append(`×${sk[0]}T`);
  1517. return fragment;
  1518. }
  1519. },
  1520. ]},
  1521. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1522. {
  1523. 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)"},
  1524. function:cards=>{
  1525. return cards.filter(card=>{
  1526. const turns = unbind_Turns(card);
  1527. return turns.normal > 0;
  1528. }).sort((a,b)=>{
  1529. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1530. let a_pC = a_s.normal, b_pC = b_s.normal;
  1531. return a_pC - b_pC;
  1532. });
  1533. },
  1534. addition:unbind_Addition
  1535. },
  1536. {
  1537. 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)"},
  1538. function:cards=>{
  1539. return cards.filter(card=>{
  1540. const turns = unbind_Turns(card);
  1541. return turns.awoken > 0;
  1542. }).sort((a,b)=>{
  1543. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1544. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1545. return a_pC - b_pC;
  1546. });
  1547. },
  1548. addition:unbind_Addition
  1549. },
  1550. {
  1551. 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)"},
  1552. function:cards=>{
  1553. return cards.filter(card=>{
  1554. const turns = unbind_Turns(card);
  1555. return turns.normal && turns.awoken > 0;
  1556. }).sort((a,b)=>{
  1557. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1558. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1559. return a_pC - b_pC;
  1560. });
  1561. },
  1562. addition:unbind_Addition
  1563. },
  1564. {
  1565. 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)"},
  1566. function:cards=>{
  1567. const searchTypeArray = [196];
  1568. return cards.filter(card=>{
  1569. const skill = getCardActiveSkill(card, searchTypeArray);
  1570. return skill;
  1571. }).sort((a,b)=>{
  1572. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1573. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1574. return a_pC - b_pC;
  1575. })
  1576. },
  1577. addition:card=>{
  1578. const searchTypeArray = [196];
  1579. const skill = getCardActiveSkill(card, searchTypeArray);
  1580. if (!skill) return;
  1581. const sk = skill.params;
  1582. const fragment = document.createDocumentFragment();
  1583. fragment.append(createSkillIcon('unbind-matches'));
  1584. fragment.append(`-${sk[0]>=9999 ? '全' : `${sk[0]}T` }`);
  1585. return fragment;
  1586. }
  1587. },
  1588. ]},
  1589. {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: [
  1590. {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)"},
  1591. function:cards=>{
  1592. const searchTypeArray = [146];
  1593. return cards.filter(card=>{
  1594. const skill = getCardActiveSkill(card, searchTypeArray);
  1595. return skill;
  1596. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1597. },
  1598. addition:card=>{
  1599. const searchTypeArray = [146];
  1600. const skill = getCardActiveSkill(card, searchTypeArray);
  1601. if (!skill) return;
  1602. const sk = skill.params;
  1603. const fragment = document.createDocumentFragment();
  1604. fragment.append(createSkillIcon('skill-boost', 'boost-incr'), sk[0]);
  1605. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1606. return fragment;
  1607. }
  1608. },
  1609. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1610. function:cards=>{
  1611. const searchTypeArray = [218];
  1612. return cards.filter(card=>{
  1613. const skill = getCardActiveSkill(card, searchTypeArray);
  1614. return skill;
  1615. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1616. },
  1617. addition:card=>{
  1618. const searchTypeArray = [218];
  1619. const skill = getCardActiveSkill(card, searchTypeArray);
  1620. if (!skill) return;
  1621. const sk = skill.params;
  1622. const fragment = document.createDocumentFragment();
  1623. fragment.append(createSkillIcon('skill-boost', 'boost-decr'), sk[0]);
  1624. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1625. return fragment;
  1626. }
  1627. },
  1628. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1629. function:cards=>{
  1630. const searchTypeArray = [93, 227];
  1631. return cards.filter(card=>{
  1632. const skill = getCardActiveSkill(card, searchTypeArray);
  1633. return skill;
  1634. }).sort((a,b)=>{
  1635. const a_s = getCardActiveSkill(a, searchTypeArray),
  1636. b_s = getCardActiveSkill(b, searchTypeArray);
  1637. return a_s.type - b_s.type;
  1638. });
  1639. },
  1640. addition:card=>{
  1641. const searchTypeArray = [93, 227];
  1642. const skill = getCardActiveSkill(card, searchTypeArray);
  1643. if (!skill) return;
  1644. const fragment = document.createDocumentFragment();
  1645. fragment.append(createSkillIcon('leader-change'));
  1646. fragment.append(skill.type == 93 ? '换自身' : '换最后');
  1647. return fragment;
  1648. }
  1649. },
  1650. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  1651. function:cards=>{
  1652. const searchTypeArray = [241, 246, 247, 258];
  1653. return cards.filter(card=>{
  1654. const skill = getCardActiveSkill(card, searchTypeArray);
  1655. return skill;
  1656. }).sort((a,b)=>{
  1657. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1658. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1659. return a_pC - b_pC;
  1660. });
  1661. },
  1662. addition:memberCap_Addition
  1663. },
  1664. {name:"Increase Damage Cap (Not Self)",otLangName:{chs:"增加伤害上限 buff(非自身)",cht:"增加傷害上限 buff(非自身)"},
  1665. function:cards=>{
  1666. const searchTypeArray = [258];
  1667. return cards.filter(card=>{
  1668. const skill = getCardActiveSkill(card, searchTypeArray);
  1669. return skill;
  1670. }).sort((a,b)=>{
  1671. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1672. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1673. return a_pC - b_pC;
  1674. });
  1675. },
  1676. addition:memberCap_Addition
  1677. },
  1678. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1679. function:cards=>{
  1680. const searchTypeArray = [230];
  1681. return cards.filter(card=>{
  1682. const skill = getCardActiveSkill(card, searchTypeArray);
  1683. return skill;
  1684. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1685. },
  1686. addition:memberATK_Addition
  1687. },
  1688. {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"},
  1689. function:cards=>{
  1690. const searchTypeArray = [230];
  1691. return cards.filter(card=>{
  1692. const skill = getCardActiveSkill(card, searchTypeArray);
  1693. return skill && Boolean(skill.params[1] & 1<<0);
  1694. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1695. },
  1696. addition:memberATK_Addition
  1697. },
  1698. {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"},
  1699. function:cards=>{
  1700. const searchTypeArray = [230];
  1701. return cards.filter(card=>{
  1702. const skill = getCardActiveSkill(card, searchTypeArray);
  1703. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  1704. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1705. },
  1706. addition:memberATK_Addition
  1707. },
  1708. {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"},
  1709. function:cards=>{
  1710. const searchTypeArray = [230];
  1711. return cards.filter(card=>{
  1712. const skill = getCardActiveSkill(card, searchTypeArray);
  1713. return skill && Boolean(skill.params[1] & 1<<3);
  1714. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1715. },
  1716. addition:memberATK_Addition
  1717. },
  1718. {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)"},
  1719. function:cards=>{
  1720. const searchTypeArray = [142];
  1721. return cards.filter(card=>{
  1722. const skill = getCardActiveSkill(card, searchTypeArray);
  1723. return skill;
  1724. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1725. },
  1726. addition:card=>{
  1727. const searchTypeArray = [142];
  1728. const skill = getCardActiveSkill(card, searchTypeArray);
  1729. if (!skill) return;
  1730. const sk = skill.params;
  1731. const fragment = document.createDocumentFragment();
  1732. fragment.appendChild(document.createTextNode(`自→`));
  1733. fragment.appendChild(createOrbsList(sk[1]));
  1734. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1735. return fragment;
  1736. }
  1737. },
  1738. {name:"Bind self active skill",otLangName:{chs:"自封技能 debuff",cht:"自封技能 debuff"},
  1739. function:cards=>cards.filter(card=>{
  1740. const searchTypeArray = [214];
  1741. const skill = getCardActiveSkill(card, searchTypeArray);
  1742. return skill;
  1743. }),
  1744. addition:card=>{
  1745. const searchTypeArray = [214];
  1746. const skill = getCardActiveSkill(card, searchTypeArray);
  1747. if (!skill) return;
  1748. const sk = skill.params;
  1749. return document.createTextNode(`自封技${sk[0]}T`);
  1750. }
  1751. },
  1752. {name:"Remove assist",otLangName:{chs:"移除武器",cht:"移除武器"},
  1753. function:cards=>cards.filter(card=>{
  1754. const searchTypeArray = [250];
  1755. const skill = getCardActiveSkill(card, searchTypeArray);
  1756. return skill;
  1757. })
  1758. },
  1759. ]},
  1760. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  1761. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1762. function:cards=>{
  1763. const searchTypeArray = [179];
  1764. return cards.filter(card=>{
  1765. const skill = getCardActiveSkill(card, searchTypeArray);
  1766. return skill;
  1767. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1768. },
  1769. addition:card=>{
  1770. const searchTypeArray = [179];
  1771. const skill = getCardActiveSkill(card, searchTypeArray);
  1772. if (!skill) return;
  1773. const sk = skill.params;
  1774. const fragment = document.createDocumentFragment();
  1775. fragment.append(createSkillIcon('auto-heal'));
  1776. fragment.append(`${sk[1]? sk[1].bigNumberToString() :`${sk[2]}%`}×${sk[0]}T`);
  1777. return fragment;
  1778. }
  1779. },
  1780. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1781. function:cards=>{
  1782. return cards.filter(card=>{
  1783. const heal = healImmediately_Rate(card);
  1784. return Object.values(heal).some(v=>v);
  1785. })
  1786. .sort((a,b)=>{
  1787. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1788. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1789. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1790. let sortNum = a_i - b_i;
  1791. if (!sortNum)
  1792. {
  1793. sortNum = a_vs[a_i] - b_vs[b_i];
  1794. }
  1795. return sortNum;
  1796. });
  1797. },
  1798. addition:card=>{
  1799. const heal = healImmediately_Rate(card);
  1800. const fragment = document.createDocumentFragment();
  1801. fragment.append(createSkillIcon('heal', 'hp-incr'));
  1802. if (heal.scale)
  1803. fragment.append(`${heal.scale}%`);
  1804. if (heal.const)
  1805. fragment.append(`${heal.const.bigNumberToString()}点`);
  1806. if (heal.selfRcv)
  1807. fragment.append(`${heal.selfRcv/100}倍回复力`, );
  1808. if (heal.vampire)
  1809. fragment.append(`${heal.vampire}%伤害`);
  1810. return fragment;
  1811. }
  1812. },
  1813. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  1814. function:cards=>{
  1815. const searchTypeArray = [237];
  1816. return cards.filter(card=>{
  1817. const skill = getCardActiveSkill(card, searchTypeArray);
  1818. return skill;
  1819. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1820. },
  1821. addition:card=>{
  1822. const searchTypeArray = [237];
  1823. const skill = getCardActiveSkill(card, searchTypeArray);
  1824. if (!skill) return;
  1825. const sk = skill.params;
  1826. const fragment = document.createDocumentFragment();
  1827. fragment.append(createSkillIcon('maxhp-locked'), `${sk[1].bigNumberToString()}%×${sk[0]}T`);
  1828. return fragment;
  1829. }
  1830. },
  1831. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  1832. function:cards=>{
  1833. return cards.filter(card=>damageSelf_Rate(card)>0)
  1834. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1835. },
  1836. addition:card=>{
  1837. let rate = damageSelf_Rate(card);
  1838. if (rate < 100)
  1839. return `减少${rate}%`;
  1840. else
  1841. return `减少到1`;
  1842. }
  1843. },
  1844. ]},
  1845. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  1846. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  1847. function:cards=>cards.filter(card=>{
  1848. const searchTypeArray = [172];
  1849. const skill = getCardActiveSkill(card, searchTypeArray);
  1850. return skill;
  1851. })
  1852. },
  1853. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  1854. function:cards=>cards.filter(card=>{
  1855. const searchTypeArray = [152];
  1856. const skill = getCardActiveSkill(card, searchTypeArray);
  1857. return skill;
  1858. }),
  1859. addition:lock_Addition
  1860. },
  1861. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  1862. function:cards=>cards.filter(card=>{
  1863. const searchTypeArray = [152];
  1864. const skill = getCardActiveSkill(card, searchTypeArray);
  1865. return skill && (skill.params[0] & 63) === 63;
  1866. }),
  1867. addition:lock_Addition
  1868. },
  1869. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  1870. function:cards=>{
  1871. const searchTypeArray = [52,91,140];
  1872. return cards.filter(card=>{
  1873. const skill = getCardActiveSkill(card, searchTypeArray);
  1874. return skill;
  1875. });
  1876. },
  1877. addition:card=>{
  1878. const searchTypeArray = [52,91,140];
  1879. const skill = getCardActiveSkill(card, searchTypeArray);
  1880. if (!skill) return;
  1881. const sk = skill.params;
  1882. let attrs = [];
  1883. switch (skill.type)
  1884. {
  1885. case 52:{
  1886. attrs.push(sk[0]); break;
  1887. }
  1888. case 91:{
  1889. attrs = sk.slice(0,-1); break;
  1890. }
  1891. case 140:{
  1892. attrs = flags(sk[0]); break;
  1893. }
  1894. }
  1895. const fragment = document.createDocumentFragment();
  1896. fragment.appendChild(document.createTextNode(`强化`));
  1897. fragment.appendChild(createOrbsList(attrs));
  1898. return fragment;
  1899. }
  1900. },
  1901. {name:"Bind self matchable",otLangName:{chs:"自封消珠 debuff",cht:"自封消珠 debuff"},
  1902. function:cards=>cards.filter(card=>{
  1903. const searchTypeArray = [215];
  1904. const skill = getCardActiveSkill(card, searchTypeArray);
  1905. return skill;
  1906. }),
  1907. addition:card=>{
  1908. const searchTypeArray = [215];
  1909. const skill = getCardActiveSkill(card, searchTypeArray);
  1910. if (!skill) return;
  1911. const sk = skill.params;
  1912. const fragment = document.createDocumentFragment();
  1913. fragment.appendChild(document.createTextNode(`自封`));
  1914. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1915. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1916. return fragment;
  1917. }
  1918. },
  1919. ]},
  1920. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1921. {name:"Seamless Buff (Round ≥CD)",otLangName:{chs:"无缝 Buff (回合≥CD)",cht:"無縫 Buff (回合≥CD)"},
  1922. function:cards=>cards.filter(card=>{
  1923. function isLoopBuff(parsedSkill, cd) {
  1924. return parsedSkill.some(skill=>skill.kind == SkillKinds.ActiveTurns
  1925. && skill.turns >= cd);
  1926. }
  1927. //跳过0号技能的、会变身成别人的和无技能数据的
  1928. if (card.activeSkillId == 0 || card.henshinTo?.length>0) return false;
  1929. const skill = Skills[card.activeSkillId];
  1930. if (!skill) return false;
  1931. let cd = skill.initialCooldown - (skill.maxLevel - 1); //技能最短CD
  1932. //解析技能,如果是一般的技能,直接搜索有没有就可以了
  1933. let parsedActiveSkill = skillParser(card.activeSkillId);
  1934. if (isLoopBuff(parsedActiveSkill, cd)) return true;
  1935. //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
  1936. let parsedGroupSkill = parsedActiveSkill?.[0];
  1937. if (parsedGroupSkill.kind == SkillKinds.RandomSkills) { //随机类技能,CD固定,需要每个技能都符合
  1938. return parsedGroupSkill.skills.every(parsedSubSkill=>isLoopBuff(parsedSubSkill, cd));
  1939. }
  1940. //进化类技能,排除循环进化,并只计算最后一级
  1941. if (parsedGroupSkill.kind == SkillKinds.EvolvedSkills && !parsedGroupSkill.loop) {
  1942. let lastIdx = parsedGroupSkill.params.length - 1;
  1943. let subSkill = Skills[parsedGroupSkill.params[lastIdx]];
  1944. let subCd = subSkill.initialCooldown - (subSkill.maxLevel - 1); //技能最短CD
  1945. let parsedSubSkill = parsedGroupSkill.skills[lastIdx];
  1946. if (isLoopBuff(parsedSubSkill, subCd)) return true;
  1947. }
  1948. return false;
  1949. })
  1950. },
  1951. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1952. function:cards=>{
  1953. return cards.filter(card=>{
  1954. const atkbuff = rcvBuff_Rate(card);
  1955. return atkbuff.skilltype > 0;
  1956. }).sort((a,b)=>{
  1957. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1958. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1959. if (sortNum == 0)
  1960. sortNum = a_pC.rate - b_pC.rate;
  1961. if (sortNum == 0)
  1962. sortNum = a_pC.turns - b_pC.turns;
  1963. return sortNum;
  1964. });
  1965. },
  1966. addition:card=>{
  1967. const atkbuff = rcvBuff_Rate(card);
  1968. const fragment = document.createDocumentFragment();
  1969. fragment.appendChild(createOrbsList([5]));
  1970. if (atkbuff.skilltype == 0) return fragment;
  1971. if (atkbuff.skilltype == 1)
  1972. {
  1973. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1974. if (atkbuff.awoken.length)
  1975. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1976. if (atkbuff.attrs.length)
  1977. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1978. if (atkbuff.types.length)
  1979. fragment.appendChild(createTypesList(atkbuff.types));
  1980. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1981. }else if (atkbuff.skilltype == 2)
  1982. {
  1983. if (atkbuff.attrs.length)
  1984. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1985. if (atkbuff.types.length)
  1986. fragment.appendChild(createTypesList(atkbuff.types));
  1987. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1988. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1989. }
  1990. return fragment;
  1991. }
  1992. },
  1993. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1994. function:cards=>{
  1995. return cards.filter(card=>{
  1996. const atkbuff = atkBuff_Rate(card);
  1997. return atkbuff.skilltype > 0;
  1998. }).sort((a,b)=>{
  1999. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2000. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2001. if (sortNum == 0)
  2002. sortNum = a_pC.rate - b_pC.rate;
  2003. if (sortNum == 0)
  2004. sortNum = a_pC.turns - b_pC.turns;
  2005. return sortNum;
  2006. });
  2007. },
  2008. addition:card=>{
  2009. const atkbuff = atkBuff_Rate(card);
  2010. const fragment = document.createDocumentFragment();
  2011. if (atkbuff.skilltype == 0) return fragment;
  2012. if (atkbuff.skilltype == 1)
  2013. {
  2014. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2015. if (atkbuff.awoken.length)
  2016. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2017. if (atkbuff.attrs.length)
  2018. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2019. if (atkbuff.types.length)
  2020. fragment.appendChild(createTypesList(atkbuff.types));
  2021. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2022. }else if (atkbuff.skilltype == 2)
  2023. {
  2024. if (atkbuff.attrs.length)
  2025. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2026. if (atkbuff.types.length)
  2027. fragment.appendChild(createTypesList(atkbuff.types));
  2028. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2029. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2030. }
  2031. return fragment;
  2032. }
  2033. },
  2034. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  2035. function:cards=>{
  2036. const searchTypeArray = [132];
  2037. return cards.filter(card=>{
  2038. const skill = getCardActiveSkill(card, searchTypeArray);
  2039. return skill;
  2040. }).sort((a,b)=>{
  2041. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2042. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  2043. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  2044. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  2045. });
  2046. },
  2047. addition:card=>{
  2048. const searchTypeArray = [132];
  2049. const skill = getCardActiveSkill(card, searchTypeArray);
  2050. if (!skill) return;
  2051. const sk = skill.params;
  2052. let str = "👆";
  2053. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2054. if (sk[2]) str += `x${sk[2]/100}`;
  2055. str += `x${sk[0]}T`;
  2056. return str;
  2057. }
  2058. },
  2059. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  2060. function:cards=>{
  2061. const searchTypeArray = [160];
  2062. return cards.filter(card=>{
  2063. const skill = getCardActiveSkill(card, searchTypeArray);
  2064. return skill;
  2065. }).sort((a,b)=>{
  2066. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2067. return a_s.params[1] - b_s.params[1];
  2068. });
  2069. },
  2070. addition:card=>{
  2071. const searchTypeArray = [160];
  2072. const skill = getCardActiveSkill(card, searchTypeArray);
  2073. if (!skill) return;
  2074. const sk = skill.params;
  2075. return `+${sk[1]}C×${sk[0]}T`;
  2076. }
  2077. },
  2078. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  2079. function:cards=>{
  2080. const searchTypeArray = [3,156];
  2081. return cards.filter(card=>{
  2082. const skill = getCardActiveSkill(card, searchTypeArray);
  2083. if (!skill) return false;
  2084. if (skill.type == 156)
  2085. return skill.params[4]==3;
  2086. else
  2087. return true;
  2088. }).sort((a,b)=>{
  2089. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2090. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2091. if (!sortNum)
  2092. {
  2093. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2094. sortNum = a_pC - b_pC;
  2095. }
  2096. return sortNum;
  2097. });
  2098. },
  2099. addition:card=>{
  2100. const searchTypeArray = [3,156];
  2101. const skill = getCardActiveSkill(card, searchTypeArray);
  2102. if (!skill) return;
  2103. const sk = skill.params;
  2104. const fragment = document.createDocumentFragment();
  2105. if (skill.type == 156)
  2106. {
  2107. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2108. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2109. fragment.appendChild(creatAwokenList(awokenArr));
  2110. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2111. }else
  2112. {
  2113. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2114. }
  2115. return fragment;
  2116. }
  2117. },
  2118. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  2119. function:cards=>{
  2120. const searchTypeArray = [3];
  2121. return cards.filter(card=>{
  2122. const skill = getCardActiveSkill(card, searchTypeArray);
  2123. return skill && skill.params[1]>=100;
  2124. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2125. },
  2126. addition:card=>{
  2127. const searchTypeArray = [3];
  2128. const skill = getCardActiveSkill(card, searchTypeArray);
  2129. if (!skill) return;
  2130. const sk = skill.params;
  2131. return `无敌×${sk[0]}T`;
  2132. }
  2133. },
  2134. {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)"},
  2135. function:cards=>{
  2136. const searchTypeArray = [21];
  2137. return cards.filter(card=>{
  2138. const skill = getCardActiveSkill(card, searchTypeArray);
  2139. return skill;
  2140. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2141. },
  2142. addition:card=>{
  2143. const searchTypeArray = [21];
  2144. const skill = getCardActiveSkill(card, searchTypeArray);
  2145. if (!skill) return;
  2146. const sk = skill.params;
  2147. const colors = [sk[1]];
  2148. const fragment = document.createDocumentFragment();
  2149. fragment.appendChild(document.createTextNode(`-`));
  2150. fragment.appendChild(createOrbsList(colors));
  2151. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2152. return fragment;
  2153. }
  2154. },
  2155. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  2156. function:cards=>{
  2157. const searchTypeArray = [51];
  2158. return cards.filter(card=>{
  2159. const skill = getCardActiveSkill(card, searchTypeArray);
  2160. return skill;
  2161. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2162. },
  2163. addition:card=>{
  2164. const searchTypeArray = [51];
  2165. const skill = getCardActiveSkill(card, searchTypeArray);
  2166. if (!skill) return;
  2167. const sk = skill.params;
  2168. return `全体×${sk[0]}T`;
  2169. }
  2170. },
  2171. {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)"},
  2172. function:cards=>cards.filter(card=>{
  2173. const searchTypeArray = [156,168,228,231];
  2174. const skill = getCardActiveSkill(card, searchTypeArray);
  2175. return skill;
  2176. })
  2177. },
  2178. ]},
  2179. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  2180. {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)"},
  2181. function:cards=>{
  2182. const searchTypeArray = [18];
  2183. return cards.filter(card=>{
  2184. const skill = getCardActiveSkill(card, searchTypeArray);
  2185. return skill;
  2186. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2187. },
  2188. addition:card=>{
  2189. const searchTypeArray = [18];
  2190. const skill = getCardActiveSkill(card, searchTypeArray);
  2191. if (!skill) return;
  2192. const sk = skill.params;
  2193. return document.createTextNode(`威吓×${sk[0]}T`);
  2194. }
  2195. },
  2196. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  2197. function:cards=>{
  2198. const searchTypeArray = [19];
  2199. return cards.filter(card=>{
  2200. const skill = getCardActiveSkill(card, searchTypeArray);
  2201. return skill;
  2202. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1,0));
  2203. },
  2204. addition:card=>{
  2205. const searchTypeArray = [19];
  2206. const skill = getCardActiveSkill(card, searchTypeArray);
  2207. if (!skill) return;
  2208. const sk = skill.params;
  2209. return `破防${sk[1]}%×${sk[0]}T`;
  2210. }
  2211. },
  2212. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  2213. function:cards=>{
  2214. const searchTypeArray = [4];
  2215. return cards.filter(card=>{
  2216. const skill = getCardActiveSkill(card, searchTypeArray);
  2217. return skill;
  2218. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2219. },
  2220. addition:card=>{
  2221. const searchTypeArray = [4];
  2222. const skill = getCardActiveSkill(card, searchTypeArray);
  2223. if (!skill) return;
  2224. const sk = skill.params;
  2225. return `攻击力×${sk[0]/100}倍`;
  2226. }
  2227. },
  2228. {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)"},
  2229. function:cards=>{
  2230. return cards.filter(card=>{
  2231. return changeEnemiesAttr_Attr(card).attr != null;
  2232. }).sort((a,b)=>{
  2233. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2234. return a_pC.attr - b_pC.attr;
  2235. })
  2236. },
  2237. addition:card=>{
  2238. let change = changeEnemiesAttr_Attr(card);
  2239. const fragment = document.createDocumentFragment();
  2240. fragment.appendChild(document.createTextNode(`敌→`));
  2241. fragment.appendChild(createOrbsList(change.attr));
  2242. if (change.turns > 0)
  2243. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2244. return fragment;
  2245. }
  2246. },
  2247. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  2248. function:cards=>{
  2249. const searchTypeArray = [60];
  2250. return cards.filter(card=>{
  2251. const skill = getCardActiveSkill(card, searchTypeArray);
  2252. return skill;
  2253. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2254. },
  2255. addition:card=>{
  2256. const searchTypeArray = [60];
  2257. const skill = getCardActiveSkill(card, searchTypeArray);
  2258. if (!skill) return;
  2259. const sk = skill.params;
  2260. const fragment = document.createDocumentFragment();
  2261. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2262. fragment.appendChild(createOrbsList(sk[2]));
  2263. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2264. return fragment;
  2265. }
  2266. },
  2267. ]},
  2268. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2269. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2270. function:cards=>cards.filter(card=>{
  2271. const searchTypeArray = [10];
  2272. const skill = getCardActiveSkill(card, searchTypeArray);
  2273. return skill;
  2274. })
  2275. },
  2276. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  2277. function:cards=>{
  2278. const searchTypeArray = [184];
  2279. return cards.filter(card=>{
  2280. const skill = getCardActiveSkill(card, searchTypeArray);
  2281. return skill;
  2282. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2283. },
  2284. addition:card=>{
  2285. const searchTypeArray = [184];
  2286. const skill = getCardActiveSkill(card, searchTypeArray);
  2287. if (!skill) return;
  2288. const sk = skill.params;
  2289. return `无↓×${sk[0]}T`;
  2290. }
  2291. },
  2292. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位 buff(转转)",cht:"生成輪盤位 buff(轉轉)"},
  2293. function:cards=>{
  2294. const searchTypeArray = [207, 249];
  2295. return cards.filter(card=>{
  2296. const skill = getCardActiveSkill(card, searchTypeArray);
  2297. return skill;
  2298. }).sort((a,b)=>{
  2299. const a_s = getCardActiveSkill(a, searchTypeArray),
  2300. b_s = getCardActiveSkill(b, searchTypeArray);
  2301. return (a_s.type - b_s.type) || !a_s.params[7] - !b_s.params[7] || a_s.params[0] - b_s.params[0];
  2302. });
  2303. },
  2304. addition:card=>{
  2305. const searchTypeArray = [207, 249];
  2306. const skill = getCardActiveSkill(card, searchTypeArray);
  2307. if (!skill) return;
  2308. const sk = skill.params;
  2309. const fragment = document.createDocumentFragment();
  2310. fragment.append(createSkillIcon('board-roulette'));
  2311. if (skill.type == 249) {
  2312. fragment.append(createOrbsList(flags(sk[1])));
  2313. }
  2314. fragment.append(`${sk[7]? sk[7] : '固定'+sk.slice(2,7).flatMap(flags).length }`,`×${sk[0]}T`);
  2315. return fragment;
  2316. }
  2317. },
  2318. {name:"Creates Cloud",otLangName:{chs:"生成云 debuff",cht:"生成雲 debuff"},
  2319. function:cards=>{
  2320. const searchTypeArray = [238];
  2321. return cards.filter(card=>{
  2322. const skill = getCardActiveSkill(card, searchTypeArray);
  2323. return skill;
  2324. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2325. },
  2326. addition:card=>{
  2327. const searchTypeArray = [238];
  2328. const skill = getCardActiveSkill(card, searchTypeArray);
  2329. if (!skill) return;
  2330. const sk = skill.params;
  2331. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2332. }
  2333. },
  2334. {name:"Creates Cloud",otLangName:{chs:"生成封条 debuff",cht:"生成封条 debuff"},
  2335. function:cards=>{
  2336. const searchTypeArray = [239];
  2337. return cards.filter(card=>{
  2338. const skill = getCardActiveSkill(card, searchTypeArray);
  2339. return skill;
  2340. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2341. },
  2342. addition:card=>{
  2343. const searchTypeArray = [239];
  2344. const skill = getCardActiveSkill(card, searchTypeArray);
  2345. if (!skill) return;
  2346. const sk = skill.params;
  2347. const colums = flags(sk[1]), rows = flags(sk[2]);
  2348. const fragment = document.createDocumentFragment();
  2349. if (colums.length)
  2350. fragment.append(`${colums.length}竖`);
  2351. if (rows.length)
  2352. fragment.append(`${rows.length}横`);
  2353. fragment.append(`×${sk[0]}T`);
  2354. return fragment;
  2355. }
  2356. },
  2357. {name:"Creates Deep Dark Orb",otLangName:{chs:"生成超暗闇 debuff",cht:"生成超暗闇 debuff"},
  2358. function:cards=>{
  2359. const searchTypeArray = [251];
  2360. return cards.filter(card=>{
  2361. const skill = getCardActiveSkill(card, searchTypeArray);
  2362. return skill;
  2363. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2364. },
  2365. addition:card=>{
  2366. const searchTypeArray = [251];
  2367. const skill = getCardActiveSkill(card, searchTypeArray);
  2368. if (!skill) return;
  2369. const sk = skill.params;
  2370. return `${sk[1] == sk[2] ? sk[1] : sk[1] +"~"+ sk[2]}个×${sk[0]}T`;
  2371. }
  2372. },
  2373. {name:"Change Board Size",otLangName:{chs:"改变板面大小 buff",cht:"改變板面大小 buff"},
  2374. function:cards=>{
  2375. const searchTypeArray = [244];
  2376. return cards.filter(card=>{
  2377. const skill = getCardActiveSkill(card, searchTypeArray);
  2378. return skill;
  2379. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2380. },
  2381. addition:card=>{
  2382. const searchTypeArray = [244];
  2383. const skill = getCardActiveSkill(card, searchTypeArray);
  2384. if (!skill) return;
  2385. const sk = skill.params;
  2386. let width, height;
  2387. switch (sk[1]) {
  2388. case 1: {
  2389. width = 7;
  2390. height = 6;
  2391. break;
  2392. }
  2393. case 2: {
  2394. width = 5;
  2395. height = 3;
  2396. break;
  2397. }
  2398. case 3: {
  2399. width = 6;
  2400. height = 5;
  2401. break;
  2402. }
  2403. default: {
  2404. width = 6;
  2405. height = 5;
  2406. }
  2407. }
  2408. return `[${width}×${height}]×${sk[0]}T`;
  2409. }
  2410. },
  2411. ]},
  2412. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2413. {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"},
  2414. function:cards=>{
  2415. const searchTypeArray = [180];
  2416. return cards.filter(card=>{
  2417. const skill = getCardActiveSkill(card, searchTypeArray);
  2418. return skill;
  2419. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2420. },
  2421. addition:card=>{
  2422. const searchTypeArray = [180];
  2423. const skill = getCardActiveSkill(card, searchTypeArray);
  2424. if (!skill) return;
  2425. const sk = skill.params;
  2426. return `${sk[1]}%×${sk[0]}T`;
  2427. }
  2428. },
  2429. {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)"},
  2430. function:cards=>{
  2431. const searchTypeArray = [205];
  2432. return cards.filter(card=>{
  2433. const skill = getCardActiveSkill(card, searchTypeArray);
  2434. return skill;
  2435. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2436. },
  2437. addition:dropLock_Addition
  2438. },
  2439. {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)"},
  2440. function:cards=>{
  2441. const searchTypeArray = [205];
  2442. return cards.filter(card=>{
  2443. const skill = getCardActiveSkill(card, searchTypeArray);
  2444. return skill && (skill.params[0] & 63) === 63;
  2445. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2446. },
  2447. addition:dropLock_Addition
  2448. },
  2449. {name:"Drop rate increases",otLangName:{chs:"掉落率提升 buff",cht:"掉落率提升 buff"},
  2450. function:cards=>cards.filter(card=>{
  2451. const searchTypeArray = [126];
  2452. const skill = getCardActiveSkill(card, searchTypeArray);
  2453. return skill;
  2454. }),
  2455. addition:dropOrb_Addition
  2456. },
  2457. {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)"},
  2458. function:cards=>cards.filter(card=>{
  2459. const searchTypeArray = [126];
  2460. const skill = getCardActiveSkill(card, searchTypeArray);
  2461. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2462. }),
  2463. addition:dropOrb_Addition
  2464. },
  2465. {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"},
  2466. function:cards=>cards.filter(card=>{
  2467. const searchTypeArray = [126];
  2468. const skill = getCardActiveSkill(card, searchTypeArray);
  2469. return skill && skill.params[1] >= 99;
  2470. }),
  2471. addition:dropOrb_Addition
  2472. },
  2473. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2474. function:cards=>cards.filter(card=>{
  2475. const searchTypeArray = [126];
  2476. const skill = getCardActiveSkill(card, searchTypeArray);
  2477. return skill && skill.params[3] == 100;
  2478. }),
  2479. addition:dropOrb_Addition
  2480. },
  2481. {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"},
  2482. function:cards=>{
  2483. const searchTypeArray = [226];
  2484. return cards.filter(card=>{
  2485. const skill = getCardActiveSkill(card, searchTypeArray);
  2486. return skill;
  2487. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2488. },
  2489. addition:card=>{
  2490. const searchTypeArray = [226];
  2491. const skill = getCardActiveSkill(card, searchTypeArray);
  2492. if (!skill) return;
  2493. const sk = skill.params;
  2494. const fragment = document.createDocumentFragment();
  2495. fragment.append(createSkillIcon('orb-nail'), `${sk[1]}%×${sk[0]}T`);
  2496. return fragment;
  2497. }
  2498. },
  2499. {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"},
  2500. function:cards=>{
  2501. const searchTypeArray = [243];
  2502. return cards.filter(card=>{
  2503. const skill = getCardActiveSkill(card, searchTypeArray);
  2504. return skill;
  2505. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2506. },
  2507. addition:card=>{
  2508. const searchTypeArray = [243];
  2509. const skill = getCardActiveSkill(card, searchTypeArray);
  2510. if (!skill) return;
  2511. const sk = skill.params;
  2512. const fragment = document.createDocumentFragment();
  2513. fragment.append(createSkillIcon('orb-thorn'));
  2514. if ((sk[1] & 0b1111111111) != 1023) {
  2515. let attrs = flags(sk[1]);
  2516. fragment.append(createOrbsList(attrs));
  2517. }
  2518. fragment.append(`${sk[3]}%×${sk[0]}T`, document.createElement("br"), "/" ,createSkillIcon('maxhp-locked'), `${sk[2]}%`);
  2519. return fragment;
  2520. }
  2521. },
  2522. {name:"Prediction of falling",otLangName:{chs:"预测掉落 buff",cht:"預測掉落 buff"},
  2523. function:cards=>{
  2524. const searchTypeArray = [253];
  2525. return cards.filter(card=>{
  2526. const skill = getCardActiveSkill(card, searchTypeArray);
  2527. return skill;
  2528. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2529. },
  2530. addition:card=>{
  2531. const searchTypeArray = [253];
  2532. const skill = getCardActiveSkill(card, searchTypeArray);
  2533. if (!skill) return;
  2534. const sk = skill.params;
  2535. const fragment = document.createDocumentFragment();
  2536. fragment.append(createSkillIcon('prediction-falling'));
  2537. fragment.append(`×${sk[0]}T`);
  2538. return fragment;
  2539. }
  2540. },
  2541. ]},
  2542. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2543. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2544. function:cards=>cards.filter(card=>{
  2545. const searchTypeArray = [71];
  2546. const skill = getCardActiveSkill(card, searchTypeArray);
  2547. return skill;
  2548. }),
  2549. addition:boardChange_Addition
  2550. },
  2551. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2552. function:cards=>cards.filter(card=>{
  2553. const searchTypeArray = [71];
  2554. const skill = getCardActiveSkill(card, searchTypeArray);
  2555. return boardChange_ColorTypes(skill).length == 1;
  2556. }),
  2557. addition:boardChange_Addition
  2558. },
  2559. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2560. function:cards=>cards.filter(card=>{
  2561. const searchTypeArray = [71];
  2562. const skill = getCardActiveSkill(card, searchTypeArray);
  2563. return boardChange_ColorTypes(skill).length == 2;
  2564. }),
  2565. addition:boardChange_Addition
  2566. },
  2567. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2568. function:cards=>cards.filter(card=>{
  2569. const searchTypeArray = [71];
  2570. const skill = getCardActiveSkill(card, searchTypeArray);
  2571. return boardChange_ColorTypes(skill).length == 3;
  2572. }),
  2573. addition:boardChange_Addition
  2574. },
  2575. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2576. function:cards=>cards.filter(card=>{
  2577. const searchTypeArray = [71];
  2578. const skill = getCardActiveSkill(card, searchTypeArray);
  2579. return boardChange_ColorTypes(skill).length == 4;
  2580. }),
  2581. addition:boardChange_Addition
  2582. },
  2583. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2584. function:cards=>cards.filter(card=>{
  2585. const searchTypeArray = [71];
  2586. const skill = getCardActiveSkill(card, searchTypeArray);
  2587. return boardChange_ColorTypes(skill).length == 5;
  2588. }),
  2589. addition:boardChange_Addition
  2590. },
  2591. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2592. function:cards=>cards.filter(card=>{
  2593. const searchTypeArray = [71];
  2594. const skill = getCardActiveSkill(card, searchTypeArray);
  2595. return boardChange_ColorTypes(skill).length >= 6;
  2596. }),
  2597. addition:boardChange_Addition
  2598. },
  2599. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2600. function:cards=>cards.filter(card=>{
  2601. const searchTypeArray = [71];
  2602. const skill = getCardActiveSkill(card, searchTypeArray);
  2603. return boardChange_ColorTypes(skill).includes(0);
  2604. }),
  2605. addition:boardChange_Addition
  2606. },
  2607. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2608. function:cards=>cards.filter(card=>{
  2609. const searchTypeArray = [71];
  2610. const skill = getCardActiveSkill(card, searchTypeArray);
  2611. return boardChange_ColorTypes(skill).includes(1);
  2612. }),
  2613. addition:boardChange_Addition
  2614. },
  2615. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2616. function:cards=>cards.filter(card=>{
  2617. const searchTypeArray = [71];
  2618. const skill = getCardActiveSkill(card, searchTypeArray);
  2619. return boardChange_ColorTypes(skill).includes(2);
  2620. }),
  2621. addition:boardChange_Addition
  2622. },
  2623. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2624. function:cards=>cards.filter(card=>{
  2625. const searchTypeArray = [71];
  2626. const skill = getCardActiveSkill(card, searchTypeArray);
  2627. return boardChange_ColorTypes(skill).includes(3);
  2628. }),
  2629. addition:boardChange_Addition
  2630. },
  2631. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2632. function:cards=>cards.filter(card=>{
  2633. const searchTypeArray = [71];
  2634. const skill = getCardActiveSkill(card, searchTypeArray);
  2635. return boardChange_ColorTypes(skill).includes(4);
  2636. }),
  2637. addition:boardChange_Addition
  2638. },
  2639. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2640. function:cards=>cards.filter(card=>{
  2641. const searchTypeArray = [71];
  2642. const skill = getCardActiveSkill(card, searchTypeArray);
  2643. return boardChange_ColorTypes(skill).includes(5);
  2644. }),
  2645. addition:boardChange_Addition
  2646. },
  2647. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2648. function:cards=>cards.filter(card=>{
  2649. const searchTypeArray = [71];
  2650. const skill = getCardActiveSkill(card, searchTypeArray);
  2651. const colors = boardChange_ColorTypes(skill);
  2652. return colors.includes(6)
  2653. || colors.includes(7)
  2654. || colors.includes(8)
  2655. || colors.includes(9);
  2656. }),
  2657. addition:boardChange_Addition
  2658. },
  2659. ]},
  2660. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2661. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2662. function:cards=>cards.filter(card=>{
  2663. const searchTypeArray = [9,20,154];
  2664. const skills = getCardActiveSkills(card, searchTypeArray);
  2665. if (!skills.length) return false;
  2666. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2667. return parsedSkills.some(p=>p.to.includes(0));
  2668. }),
  2669. addition:changeOrbs_Addition
  2670. },
  2671. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2672. function:cards=>cards.filter(card=>{
  2673. const searchTypeArray = [9,20,154];
  2674. const skills = getCardActiveSkills(card, searchTypeArray);
  2675. if (!skills.length) return false;
  2676. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2677. return parsedSkills.some(p=>p.to.includes(1));
  2678. }),
  2679. addition:changeOrbs_Addition
  2680. },
  2681. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2682. function:cards=>cards.filter(card=>{
  2683. const searchTypeArray = [9,20,154];
  2684. const skills = getCardActiveSkills(card, searchTypeArray);
  2685. if (!skills.length) return false;
  2686. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2687. return parsedSkills.some(p=>p.to.includes(2));
  2688. }),
  2689. addition:changeOrbs_Addition
  2690. },
  2691. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2692. function:cards=>cards.filter(card=>{
  2693. const searchTypeArray = [9,20,154];
  2694. const skills = getCardActiveSkills(card, searchTypeArray);
  2695. if (!skills.length) return false;
  2696. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2697. return parsedSkills.some(p=>p.to.includes(3));
  2698. }),
  2699. addition:changeOrbs_Addition
  2700. },
  2701. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2702. function:cards=>cards.filter(card=>{
  2703. const searchTypeArray = [9,20,154];
  2704. const skills = getCardActiveSkills(card, searchTypeArray);
  2705. if (!skills.length) return false;
  2706. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2707. return parsedSkills.some(p=>p.to.includes(4));
  2708. }),
  2709. addition:changeOrbs_Addition
  2710. },
  2711. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2712. function:cards=>cards.filter(card=>{
  2713. const searchTypeArray = [9,20,154];
  2714. const skills = getCardActiveSkills(card, searchTypeArray);
  2715. if (!skills.length) return false;
  2716. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2717. return parsedSkills.some(p=>p.to.includes(5));
  2718. }),
  2719. addition:changeOrbs_Addition
  2720. },
  2721. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2722. function:cards=>cards.filter(card=>{
  2723. const searchTypeArray = [9,20,154];
  2724. const skills = getCardActiveSkills(card, searchTypeArray);
  2725. if (!skills.length) return false;
  2726. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2727. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2728. }),
  2729. addition:changeOrbs_Addition
  2730. },
  2731. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2732. function:cards=>cards.filter(card=>{
  2733. const searchTypeArray = [9,20,154];
  2734. const skills = getCardActiveSkills(card, searchTypeArray);
  2735. if (!skills.length) return false;
  2736. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2737. return parsedSkills.some(p=>p.from.includes(0));
  2738. }),
  2739. addition:changeOrbs_Addition
  2740. },
  2741. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2742. function:cards=>cards.filter(card=>{
  2743. const searchTypeArray = [9,20,154];
  2744. const skills = getCardActiveSkills(card, searchTypeArray);
  2745. if (!skills.length) return false;
  2746. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2747. return parsedSkills.some(p=>p.from.includes(1));
  2748. }),
  2749. addition:changeOrbs_Addition
  2750. },
  2751. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2752. function:cards=>cards.filter(card=>{
  2753. const searchTypeArray = [9,20,154];
  2754. const skills = getCardActiveSkills(card, searchTypeArray);
  2755. if (!skills.length) return false;
  2756. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2757. return parsedSkills.some(p=>p.from.includes(2));
  2758. }),
  2759. addition:changeOrbs_Addition
  2760. },
  2761. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2762. function:cards=>cards.filter(card=>{
  2763. const searchTypeArray = [9,20,154];
  2764. const skills = getCardActiveSkills(card, searchTypeArray);
  2765. if (!skills.length) return false;
  2766. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2767. return parsedSkills.some(p=>p.from.includes(3));
  2768. }),
  2769. addition:changeOrbs_Addition
  2770. },
  2771. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2772. function:cards=>cards.filter(card=>{
  2773. const searchTypeArray = [9,20,154];
  2774. const skills = getCardActiveSkills(card, searchTypeArray);
  2775. if (!skills.length) return false;
  2776. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2777. return parsedSkills.some(p=>p.from.includes(4));
  2778. }),
  2779. addition:changeOrbs_Addition
  2780. },
  2781. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2782. function:cards=>cards.filter(card=>{
  2783. const searchTypeArray = [9,20,154];
  2784. const skills = getCardActiveSkills(card, searchTypeArray);
  2785. if (!skills.length) return false;
  2786. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2787. return parsedSkills.some(p=>p.from.includes(5));
  2788. }),
  2789. addition:changeOrbs_Addition
  2790. },
  2791. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2792. function:cards=>cards.filter(card=>{
  2793. const searchTypeArray = [9,20,154];
  2794. const skills = getCardActiveSkills(card, searchTypeArray);
  2795. if (!skills.length) return false;
  2796. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2797. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2798. }),
  2799. addition:changeOrbs_Addition
  2800. },
  2801. ]},
  2802. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2803. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2804. function:cards=>cards.filter(card=>{
  2805. function is30(sk)
  2806. {
  2807. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2808. }
  2809. const searchTypeArray = [141];
  2810. const skill = getCardActiveSkill(card, searchTypeArray);
  2811. return skill && is30(skill.params);
  2812. }),
  2813. addition:generateOrbs_Addition
  2814. },
  2815. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2816. function:cards=>cards.filter(card=>{
  2817. function is1515(sk)
  2818. {
  2819. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2820. }
  2821. const searchTypeArray = [141];
  2822. const skill = getCardActiveSkill(card, searchTypeArray);
  2823. return skill && is1515(skill.params);
  2824. }),
  2825. addition:generateOrbs_Addition
  2826. },
  2827. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2828. function:cards=>cards.filter(card=>{
  2829. const gens = generateOrbsParse(card);
  2830. return gens.some(gen=>gen.to.includes(0));
  2831. }),
  2832. addition:generateOrbs_Addition
  2833. },
  2834. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2835. function:cards=>cards.filter(card=>{
  2836. const gens = generateOrbsParse(card);
  2837. return gens.some(gen=>gen.to.includes(1));
  2838. }),
  2839. addition:generateOrbs_Addition
  2840. },
  2841. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2842. function:cards=>cards.filter(card=>{
  2843. const gens = generateOrbsParse(card);
  2844. return gens.some(gen=>gen.to.includes(2));
  2845. }),
  2846. addition:generateOrbs_Addition
  2847. },
  2848. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2849. function:cards=>cards.filter(card=>{
  2850. const gens = generateOrbsParse(card);
  2851. return gens.some(gen=>gen.to.includes(3));
  2852. }),
  2853. addition:generateOrbs_Addition
  2854. },
  2855. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2856. function:cards=>cards.filter(card=>{
  2857. const gens = generateOrbsParse(card);
  2858. return gens.some(gen=>gen.to.includes(4));
  2859. }),
  2860. addition:generateOrbs_Addition
  2861. },
  2862. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2863. function:cards=>cards.filter(card=>{
  2864. const gens = generateOrbsParse(card);
  2865. return gens.some(gen=>gen.to.includes(5));
  2866. }),
  2867. addition:generateOrbs_Addition
  2868. },
  2869. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2870. function:cards=>cards.filter(card=>{
  2871. const gens = generateOrbsParse(card);
  2872. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2873. }),
  2874. addition:generateOrbs_Addition
  2875. },
  2876. ]},
  2877. {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: [
  2878. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2879. function:cards=>cards.filter(card=>{
  2880. const searchTypeArray = [176];
  2881. const skill = getCardActiveSkill(card, searchTypeArray);
  2882. return skill;
  2883. }),
  2884. addition:card=>{
  2885. const searchTypeArray = [176];
  2886. const skills = getCardActiveSkills(card, searchTypeArray);
  2887. if (!skills.length) return;
  2888. const fragment = document.createDocumentFragment();
  2889. fragment.appendChild(document.createTextNode(`形状`));
  2890. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  2891. return fragment;
  2892. }
  2893. },
  2894. {name:"Create outer edges",otLangName:{chs:"生成四周一圈",cht:"生成四周一圈"},
  2895. function:cards=>cards.filter(card=>{
  2896. function isOuterEdges(sk)
  2897. {
  2898. const baseLineNum1 = 0b111111;
  2899. const baseLineNum2 = 0b100001;
  2900. return shapeThisRowOk(sk[0], baseLineNum1) &&
  2901. shapeThisRowOk(sk[1], baseLineNum2) && //第2行含有这个形状
  2902. shapeThisRowOk(sk[2], baseLineNum2) && //第2行含有这个形状
  2903. shapeThisRowOk(sk[3], baseLineNum2) && //第2行含有这个形状
  2904. shapeThisRowOk(sk[4], baseLineNum1);
  2905. }
  2906. const searchTypeArray = [176];
  2907. const skill = getCardActiveSkill(card, searchTypeArray);
  2908. return skill && isOuterEdges(skill.params);
  2909. }),
  2910. addition:card=>{
  2911. const searchTypeArray = [176];
  2912. const skill = getCardActiveSkill(card, searchTypeArray);
  2913. if (!skill) return;
  2914. const sk = skill.params;
  2915. const fragment = document.createDocumentFragment();
  2916. fragment.appendChild(document.createTextNode(`外圈`));
  2917. fragment.appendChild(createOrbsList(sk[5]));
  2918. return fragment;
  2919. }
  2920. },
  2921. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2922. function:cards=>cards.filter(card=>{
  2923. function is3x3(sk)
  2924. {
  2925. const baseLineNum = 0b111;
  2926. const lineNumArr = []; //同一行内所有的可能存在 既 0b111, 0b1110, 0b11100, 0b111000
  2927. for (let _lineNum=baseLineNum; _lineNum<0b1000000; _lineNum<<=1)
  2928. {
  2929. lineNumArr.push(_lineNum);
  2930. }
  2931. for (let ri=0; ri<3; ri++)
  2932. {
  2933. //搜索所有可能的行存在
  2934. let maybeLineNum = lineNumArr.filter(lineNum=>shapeThisRowOk(sk[ri], lineNum));
  2935. if (maybeLineNum.length < 1) continue;
  2936. maybeLineNum = maybeLineNum.filter(lineNum=>
  2937. shapeUpsideDownRowOk(sk[ri-1], lineNum) && //如果上一行存在,并且无交集(and为0)
  2938. shapeUpsideDownRowOk(sk[ri+3], lineNum) && //如果第四行存在,并且无交集(and为0)
  2939. shapeThisRowOk(sk[ri+1], lineNum) && //第2行含有这个形状
  2940. shapeThisRowOk(sk[ri+2], lineNum) //第3行含有这个形状
  2941. );
  2942. if (maybeLineNum.length > 0) return true;
  2943. }
  2944. return false;
  2945. }
  2946. const searchTypeArray = [176];
  2947. const skill = getCardActiveSkill(card, searchTypeArray);
  2948. return skill && is3x3(skill.params.slice(0,5));
  2949. }),
  2950. addition:card=>{
  2951. const searchTypeArray = [176];
  2952. const skill = getCardActiveSkill(card, searchTypeArray);
  2953. if (!skill) return;
  2954. const sk = skill.params;
  2955. const fragment = document.createDocumentFragment();
  2956. fragment.appendChild(document.createTextNode(`3×3`));
  2957. fragment.appendChild(createOrbsList(sk[5]));
  2958. return fragment;
  2959. }
  2960. },
  2961. {name:"Create cross",otLangName:{chs:"生成十字",cht:"生成十字"},
  2962. function:cards=>cards.filter(card=>{
  2963. const searchTypeArray = [176];
  2964. const skills = getCardActiveSkills(card, searchTypeArray);
  2965. return skills.filter(skill=>shapeIsCross(skill.params.slice(0,5))).length;
  2966. }),
  2967. addition:function(card){
  2968. const searchTypeArray = [176];
  2969. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsCross(skill.params.slice(0,5)));
  2970. if (!skills.length) return;
  2971. const fragment = document.createDocumentFragment();
  2972. fragment.appendChild(document.createTextNode(`十字`));
  2973. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  2974. return fragment;
  2975. },
  2976. },
  2977. {name:"Create L shape",otLangName:{chs:"生成L字",cht:"生成L字"},
  2978. function:cards=>cards.filter(card=>{
  2979. const searchTypeArray = [176];
  2980. const skills = getCardActiveSkills(card, searchTypeArray);
  2981. return skills.filter(skill=>shapeIsLShape(skill.params.slice(0,5))).length;
  2982. }),
  2983. addition:function(card){
  2984. const searchTypeArray = [176];
  2985. const skills = getCardActiveSkills(card, searchTypeArray).filter(skill=>shapeIsLShape(skill.params.slice(0,5)));
  2986. if (!skills.length) return;
  2987. const fragment = document.createDocumentFragment();
  2988. fragment.appendChild(document.createTextNode(`L字`));
  2989. skills.forEach(skill=>fragment.appendChild(createOrbsList(skill.params[5])));
  2990. return fragment;
  2991. },
  2992. },
  2993. {name:"Create verticals",otLangName:{chs:"产竖",cht:"產豎"},
  2994. function:cards=>cards.filter(card=>{
  2995. const searchTypeArray = [127];
  2996. const skill = getCardActiveSkill(card, searchTypeArray);
  2997. return skill;
  2998. }),
  2999. addition:generateColumnOrbs_Addition
  3000. },
  3001. {name:"Create vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  3002. function:cards=>cards.filter(card=>{
  3003. function isHeart(sk)
  3004. {
  3005. for (let i=1;i<sk.length;i+=2)
  3006. {
  3007. if (sk[i] & 32)
  3008. {
  3009. return true;
  3010. }
  3011. }
  3012. }
  3013. const searchTypeArray = [127];
  3014. const skill = getCardActiveSkill(card, searchTypeArray);
  3015. return skill && isHeart(skill.params);
  3016. }),
  3017. addition:generateColumnOrbs_Addition
  3018. },
  3019. {name:"Create horizontals",otLangName:{chs:"产横",cht:"產橫"},
  3020. function:cards=>cards.filter(card=>{
  3021. const searchTypeArray = [128];
  3022. const skill = getCardActiveSkill(card, searchTypeArray);
  3023. return skill;
  3024. }),
  3025. addition:generateRowOrbs_Addition
  3026. },
  3027. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  3028. function:cards=>cards.filter(card=>{
  3029. const searchTypeArray = [128];
  3030. const skill = getCardActiveSkill(card, searchTypeArray);
  3031. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  3032. }),
  3033. addition:generateRowOrbs_Addition
  3034. },
  3035. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  3036. function:cards=>cards.filter(card=>{
  3037. const searchTypeArray = [128];
  3038. const skill = getCardActiveSkill(card, searchTypeArray);
  3039. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3040. }),
  3041. addition:generateRowOrbs_Addition
  3042. },
  3043. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3044. function:cards=>cards.filter(card=>{
  3045. const searchTypeArray = [128];
  3046. const skill = getCardActiveSkill(card, searchTypeArray);
  3047. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3048. }),
  3049. addition:generateRowOrbs_Addition
  3050. },
  3051. {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)"},
  3052. function:cards=>cards.filter(card=>{
  3053. const searchTypeArray = [128,71,176];
  3054. function isRow(skill)
  3055. {
  3056. const sk = skill.params;
  3057. if (skill.type === 128) {//普通横
  3058. return true;
  3059. }
  3060. else if (skill.type === 71) {//花火
  3061. return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1
  3062. }
  3063. else if (skill.type === 176) {//特殊形状
  3064. return sk.some(n=>(n & 0b111111) === 0b111111)
  3065. }
  3066. return false;
  3067. }
  3068. const skill = getCardActiveSkill(card, searchTypeArray);
  3069. return skill && isRow(skill);
  3070. })
  3071. },
  3072. ]},
  3073. {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: [
  3074. {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)"},
  3075. function:cards=>{
  3076. const searchTypeArray = [6, 161];
  3077. return cards.filter(card=>{
  3078. const skill = getCardActiveSkill(card, searchTypeArray);
  3079. return skill;
  3080. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3081. },
  3082. addition: gravity_Addition
  3083. },
  3084. {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)"},
  3085. function:cards=>{
  3086. const searchTypeArray = [6];
  3087. return cards.filter(card=>{
  3088. const skill = getCardActiveSkill(card, searchTypeArray);
  3089. return skill;
  3090. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3091. },
  3092. addition: gravity_Addition
  3093. },
  3094. {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)"},
  3095. function:cards=>{
  3096. const searchTypeArray = [161];
  3097. return cards.filter(card=>{
  3098. const skill = getCardActiveSkill(card, searchTypeArray);
  3099. return skill;
  3100. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3101. },
  3102. addition: gravity_Addition
  3103. },
  3104. ]},
  3105. {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: [
  3106. {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)"},
  3107. function:cards=>{
  3108. const searchTypeArray = [55,188,56];
  3109. return cards.filter(card=>{
  3110. const skill = getCardActiveSkill(card, searchTypeArray);
  3111. return skill;
  3112. }).sort((a,b)=>{
  3113. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3114. 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);
  3115. return a_pC - b_pC;
  3116. });
  3117. },
  3118. addition:dixedDamage_Addition
  3119. },
  3120. {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)"},
  3121. function:cards=>{
  3122. const searchTypeArray = [55,188];
  3123. return cards.filter(card=>{
  3124. const skill = getCardActiveSkill(card, searchTypeArray);
  3125. return skill;
  3126. }).sort((a,b)=>{
  3127. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3128. 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);
  3129. return a_pC - b_pC;
  3130. });
  3131. },
  3132. addition:dixedDamage_Addition
  3133. },
  3134. {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)"},
  3135. function:cards=>{
  3136. const searchTypeArray = [56];
  3137. return cards.filter(card=>{
  3138. const skill = getCardActiveSkill(card, searchTypeArray);
  3139. return skill;
  3140. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3141. },
  3142. addition:dixedDamage_Addition
  3143. },
  3144. ]},
  3145. {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: [
  3146. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  3147. function:cards=>cards.filter(card=>{
  3148. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  3149. function isSingle(skill)
  3150. {
  3151. if (skill.type == 110)
  3152. return Boolean(skill.params[0]);
  3153. else if (skill.type == 144)
  3154. return Boolean(skill.params[2]);
  3155. else
  3156. return true;
  3157. }
  3158. const skill = getCardActiveSkill(card, searchTypeArray);
  3159. return skill && isSingle(skill);
  3160. }),
  3161. addition: numericalATK_Addition
  3162. },
  3163. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  3164. function:cards=>cards.filter(card=>{
  3165. const searchTypeArray = [0,1,58,85,87,110,143,144];
  3166. function isAll(skill)
  3167. {
  3168. if (skill.type == 110)
  3169. return !Boolean(skill.params[0]);
  3170. else if (skill.type == 144)
  3171. return !Boolean(skill.params[2]);
  3172. else
  3173. return true;
  3174. }
  3175. const skill = getCardActiveSkill(card, searchTypeArray);
  3176. return skill && skill.id!=0 && isAll(skill);
  3177. }),
  3178. addition: numericalATK_Addition
  3179. },
  3180. {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"},
  3181. function:cards=>cards.filter(card=>{
  3182. const searchTypeArray = [42];
  3183. const skill = getCardActiveSkill(card, searchTypeArray);
  3184. return skill;
  3185. })
  3186. },
  3187. {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"},
  3188. function:cards=>cards.filter(card=>{
  3189. const searchTypeArray = [2,35];
  3190. const skill = getCardActiveSkill(card, searchTypeArray);
  3191. return skill;
  3192. })
  3193. },
  3194. {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)"},
  3195. function:cards=>cards.filter(card=>{
  3196. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3197. const skill = getCardActiveSkill(card, searchTypeArray);
  3198. return skill && skill.id!=0;
  3199. }).sort((a,b)=>{
  3200. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3201. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3202. function getNumber(skill)
  3203. {
  3204. const sk = skill.params;
  3205. switch(skill.type)
  3206. {
  3207. case 0:
  3208. case 37:
  3209. case 58:
  3210. case 59:
  3211. case 84:
  3212. case 85:
  3213. case 115:
  3214. return sk[1];
  3215. case 2:
  3216. case 35:
  3217. return sk[0];
  3218. default:
  3219. return 0;
  3220. }
  3221. }
  3222. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3223. return a_pC - b_pC;
  3224. }),
  3225. addition: numericalATK_Addition
  3226. },
  3227. {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)"},
  3228. function:cards=>cards.filter(card=>{
  3229. const searchTypeArray = [1,42,86,87];
  3230. const skill = getCardActiveSkill(card, searchTypeArray);
  3231. return skill;
  3232. }).sort((a,b)=>{
  3233. const searchTypeArray = [1,42,86,87];
  3234. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3235. function getNumber(skill)
  3236. {
  3237. const sk = skill.params;
  3238. switch(skill.type)
  3239. {
  3240. case 1:
  3241. case 86:
  3242. case 87:
  3243. return sk[1];
  3244. case 42:
  3245. return sk[2];
  3246. default:
  3247. return 0;
  3248. }
  3249. }
  3250. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3251. return a_pC - b_pC;
  3252. }),
  3253. addition: numericalATK_Addition
  3254. },
  3255. {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)"},
  3256. function:cards=>{
  3257. const searchTypeArray = [110];
  3258. return cards.filter(card=>{
  3259. const skill = getCardActiveSkill(card, searchTypeArray);
  3260. return skill;
  3261. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3262. },
  3263. addition: numericalATK_Addition
  3264. },
  3265. {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)"},
  3266. function:cards=>{
  3267. const searchTypeArray = [143];
  3268. return cards.filter(card=>{
  3269. const skill = getCardActiveSkill(card, searchTypeArray);
  3270. return skill;
  3271. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3272. },
  3273. addition: numericalATK_Addition
  3274. },
  3275. {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)"},
  3276. function:cards=>{
  3277. const searchTypeArray = [144];
  3278. return cards.filter(card=>{
  3279. const skill = getCardActiveSkill(card, searchTypeArray);
  3280. return skill;
  3281. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3282. },
  3283. addition: numericalATK_Addition
  3284. },
  3285. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  3286. function:cards=>cards.filter(card=>{
  3287. const searchTypeArray = [35,115];
  3288. const skill = getCardActiveSkill(card, searchTypeArray);
  3289. return skill;
  3290. })
  3291. },
  3292. ]},
  3293. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  3294. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3295. function:cards=>cards.filter(card=>{
  3296. if (card.activeSkillId == 0) return false;
  3297. const skill = Skills[card.activeSkillId];
  3298. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3299. })
  3300. },
  3301. {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)"},
  3302. function:cards=>cards.filter(card=>{
  3303. if (card.activeSkillId == 0) return false;
  3304. const skill = Skills[card.activeSkillId];
  3305. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3306. let realCD = minCD;
  3307. const searchTypeArray = [14];
  3308. const subSkill = getCardActiveSkill(card, searchTypeArray);
  3309. if (subSkill)
  3310. {
  3311. realCD -= subSkill.params[0] * 3;
  3312. }
  3313. return minCD > 1 && realCD <= 4;
  3314. })
  3315. },
  3316. {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)"},
  3317. function:cards=>{
  3318. const searchTypeArray = [5, 246, 247];
  3319. return cards.filter(card=>{
  3320. const skill = getCardActiveSkill(card, searchTypeArray);
  3321. return skill;
  3322. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3323. },
  3324. addition:card=>{
  3325. const searchTypeArray = [5, 246, 247];
  3326. const skill = getCardActiveSkill(card, searchTypeArray);
  3327. if (!skill) return;
  3328. const value = skill.params[0];
  3329. return `时停${value}s`;
  3330. }
  3331. },
  3332. {
  3333. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3334. function:cards=>cards.filter(card=>{
  3335. const searchTypeArray = [118];
  3336. const skill = getCardActiveSkill(card, searchTypeArray);
  3337. return skill;
  3338. })
  3339. },
  3340. {
  3341. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3342. function:cards=>cards.filter(card=>{
  3343. const searchTypeArray = [232, 233];
  3344. const skill = getCardActiveSkill(card, searchTypeArray);
  3345. return skill;
  3346. }),
  3347. addition:card=>{
  3348. const searchTypeArray = [232, 233];
  3349. const skill = getCardActiveSkill(card, searchTypeArray);
  3350. if (!skill) return;
  3351. const value = skill.params[0];
  3352. return `${skill.type == 232 ? "单向进化" : "🔁循环变化"}`;
  3353. }
  3354. },
  3355. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3356. function:cards=>cards.filter(card=>{
  3357. const searchTypeArray = [225];
  3358. const skill = getCardActiveSkill(card, searchTypeArray);
  3359. return skill;
  3360. }),
  3361. addition:card=>{
  3362. const searchTypeArray = [225];
  3363. const skill = getCardActiveSkill(card, searchTypeArray);
  3364. if (!skill) return;
  3365. const sk = skill.params;
  3366. let strArr = [];
  3367. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3368. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3369. return `HP ${strArr.join(" ")}`;
  3370. }
  3371. },
  3372. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3373. function:cards=>cards.filter(card=>{
  3374. const searchTypeArray = [234];
  3375. const skill = getCardActiveSkill(card, searchTypeArray);
  3376. return skill;
  3377. }),
  3378. addition:card=>{
  3379. const searchTypeArray = [234];
  3380. const skill = getCardActiveSkill(card, searchTypeArray);
  3381. if (!skill) return;
  3382. const sk = skill.params;
  3383. let strArr = [];
  3384. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3385. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3386. return `层 ${strArr.join(" ")}`;
  3387. }
  3388. },
  3389. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3390. function:cards=>{
  3391. const searchTypeArray = [248];
  3392. return cards.filter(card=>{
  3393. const skill = getCardActiveSkill(card, searchTypeArray);
  3394. return skill;
  3395. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3396. },
  3397. addition:card=>{
  3398. const searchTypeArray = [248];
  3399. const skill = getCardActiveSkill(card, searchTypeArray);
  3400. if (!skill) return;
  3401. const sk = skill.params;
  3402. return `延迟${sk[0]}T`;
  3403. }
  3404. },
  3405. {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"},
  3406. function:cards=>cards.filter(card=>{
  3407. const searchTypeArray = [255];
  3408. const skill = getCardActiveSkill(card, searchTypeArray);
  3409. return skill;
  3410. }),
  3411. addition:card=>{
  3412. const searchTypeArray = [255];
  3413. const skill = getCardActiveSkill(card, searchTypeArray);
  3414. if (!skill) return;
  3415. const sk = skill.params;
  3416. const fragment = document.createDocumentFragment();
  3417. fragment.append(createOrbsList(flags(sk[0])), sk[2] ? `≤${sk[2]}` : `≥${sk[1]}`);
  3418. return fragment;
  3419. }
  3420. },
  3421. ]},
  3422. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3423. ]},
  3424. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3425. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3426. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3427. },
  3428. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3429. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3430. },
  3431. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3432. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3433. },
  3434. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3435. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3436. },
  3437. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3438. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3439. },
  3440. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3441. function:cards=>cards.filter(card=>{
  3442. const searchTypeArray = [150];
  3443. const skill = getCardLeaderSkill(card, searchTypeArray);
  3444. return skill;
  3445. })
  3446. },
  3447. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3448. function:cards=>cards.filter(card=>{
  3449. const searchTypeArray = [151,209];
  3450. const skill = getCardLeaderSkill(card, searchTypeArray);
  3451. return skill;
  3452. })
  3453. },
  3454. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3455. function:cards=>cards.filter(card=>{
  3456. const searchTypeArray = [157];
  3457. const skill = getCardLeaderSkill(card, searchTypeArray);
  3458. return skill;
  3459. })
  3460. },
  3461. {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"},
  3462. function:cards=>{
  3463. const searchTypeArray = [235];
  3464. return cards.filter(card=>{
  3465. const skill = getCardLeaderSkill(card, searchTypeArray);
  3466. if (!skill) return false;
  3467. const sk = skill.params;
  3468. if (!sk[3] || sk[3] === 100) return false;
  3469. return skill;
  3470. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3471. },
  3472. addition:card=>{
  3473. const searchTypeArray = [235];
  3474. const skill = getCardLeaderSkill(card, searchTypeArray);
  3475. if (!skill) return;
  3476. const sk = skill.params;
  3477. if (!sk[3] || sk[3] === 100) return;
  3478. const fragment = document.createDocumentFragment();
  3479. const sup = document.createElement("sup");
  3480. sup.textContent = "N";
  3481. const orbs = createOrbsList(flags(sk[0]));
  3482. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3483. if (sk[1]) {
  3484. fragment.append(`×≥${sk[1]}`);
  3485. } else {
  3486. fragment.append(`×${sk[2]}`);
  3487. }
  3488. return fragment;
  3489. }
  3490. },
  3491. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3492. function:cards=>cards.filter(card=>{
  3493. const searchTypeArray = [177];
  3494. const skill = getCardLeaderSkill(card, searchTypeArray);
  3495. return skill?.params[5];
  3496. })
  3497. },
  3498. ]},
  3499. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3500. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3501. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3502. },
  3503. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3504. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3505. },
  3506. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3507. function:cards=>cards.filter(card=>{
  3508. const searchTypeArray = [162,186];
  3509. const skill = getCardLeaderSkill(card, searchTypeArray);
  3510. return skill;
  3511. })
  3512. },
  3513. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3514. function:cards=>cards.filter(card=>{
  3515. const searchTypeArray = [163,177];
  3516. const skill = getCardLeaderSkill(card, searchTypeArray);
  3517. return skill;
  3518. })
  3519. },
  3520. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3521. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3522. },
  3523. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3524. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3525. },
  3526. {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)"},
  3527. function:cards=>{
  3528. const searchTypeArray = [158];
  3529. return cards.filter(card=>{
  3530. const skill = getCardLeaderSkill(card, searchTypeArray);
  3531. return skill;
  3532. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3533. },
  3534. addition:card=>{
  3535. const searchTypeArray = [158];
  3536. const skill = getCardLeaderSkill(card, searchTypeArray);
  3537. const value = skill.params[0];
  3538. return `≥${value}珠`;
  3539. }
  3540. },
  3541. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3542. function:cards=>cards.filter(card=>{
  3543. const searchTypeArray = [125];
  3544. const skill = getCardLeaderSkill(card, searchTypeArray);
  3545. return skill;
  3546. }),
  3547. addition:card=>{
  3548. const searchTypeArray = [125];
  3549. const skill = getCardLeaderSkill(card, searchTypeArray);
  3550. if (!skill) return;
  3551. const sk = skill.params;
  3552. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3553. }
  3554. },
  3555. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3556. function:cards=>cards.filter(card=>{
  3557. const searchTypeArray = [175];
  3558. const skill = getCardLeaderSkill(card, searchTypeArray);
  3559. return skill;
  3560. }),
  3561. addition:card=>{
  3562. const searchTypeArray = [175];
  3563. const skill = getCardLeaderSkill(card, searchTypeArray);
  3564. if (!skill) return;
  3565. const sk = skill.params;
  3566. return `合作:${sk[0]}`;
  3567. }
  3568. },
  3569. {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"},
  3570. function:cards=>cards.filter(card=>{
  3571. const searchTypeArray = [203];
  3572. const skill = getCardLeaderSkill(card, searchTypeArray);
  3573. return skill;
  3574. })
  3575. },
  3576. {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"},
  3577. function:cards=>cards.filter(card=>{
  3578. const searchTypeArray = [229];
  3579. const skill = getCardLeaderSkill(card, searchTypeArray);
  3580. return skill;
  3581. }),
  3582. addition:card=>{
  3583. const searchTypeArray = [229];
  3584. const skill = getCardLeaderSkill(card, searchTypeArray);
  3585. if (!skill) return;
  3586. const sk = skill.params;
  3587. const attrs = flags(sk[0]), types = flags(sk[1]);
  3588. const fragment = document.createDocumentFragment();
  3589. if (attrs.length)
  3590. fragment.appendChild(createOrbsList(attrs));
  3591. if (types.length)
  3592. fragment.appendChild(createTypesList(types));
  3593. return fragment;
  3594. }
  3595. },
  3596. {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"},
  3597. function:cards=>cards.filter(card=>{
  3598. const searchTypeArray = [217];
  3599. const skill = getCardLeaderSkill(card, searchTypeArray);
  3600. return skill;
  3601. }),
  3602. addition:card=>{
  3603. const searchTypeArray = [217];
  3604. const skill = getCardLeaderSkill(card, searchTypeArray);
  3605. if (!skill) return;
  3606. const sk = skill.params;
  3607. return `★≤${sk[0]}`;
  3608. }
  3609. },
  3610. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3611. function:cards=>cards.filter(card=>{
  3612. const searchTypeArray = [245];
  3613. const skill = getCardLeaderSkill(card, searchTypeArray);
  3614. return skill;
  3615. }),
  3616. addition:card=>{
  3617. const searchTypeArray = [245];
  3618. const skill = getCardLeaderSkill(card, searchTypeArray);
  3619. if (!skill) return;
  3620. const sk = skill.params;
  3621. switch (sk[0]) {
  3622. case -1:
  3623. return `★各不相同`;
  3624. case -2:
  3625. return `★全部相同`;
  3626. default:
  3627. return `★全为${sk[0]}`;
  3628. }
  3629. }
  3630. },
  3631. ]},
  3632. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3633. {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)"},
  3634. function:cards=>{
  3635. return cards.filter(card=>{
  3636. return getSkillFixedDamage(card) > 0;
  3637. }).sort((a,b)=>{
  3638. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3639. return a_pC - b_pC;
  3640. });
  3641. },
  3642. addition:card=>{
  3643. const value = getSkillFixedDamage(card);
  3644. if (value <= 0 ) return;
  3645. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3646. let skill;
  3647. if (skill = getCardLeaderSkill(card, [235])) {
  3648. nodeArr.push("/");
  3649. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3650. nodeArr.push(`×${skill.params[2]}`);
  3651. }
  3652. return nodeArr.nodeJoin();
  3653. }
  3654. },
  3655. {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)"},
  3656. function:cards=>{
  3657. return cards.filter(card=>{
  3658. return getSkillAddCombo(card) > 0;
  3659. }).sort((a,b)=>{
  3660. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3661. return a_pC - b_pC;
  3662. });
  3663. },
  3664. addition:card=>{
  3665. const value = getSkillAddCombo(card);
  3666. if (value <= 0 ) return;
  3667. let nodeArr = [`+${value.bigNumberToString()}C`];
  3668. let skill;
  3669. if (skill = getCardLeaderSkill(card, [210])) {
  3670. nodeArr.push("/十字");
  3671. } else if (skill = getCardLeaderSkill(card, [235])) {
  3672. nodeArr.push("/");
  3673. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3674. nodeArr.push(`×${skill.params[2]}`);
  3675. }
  3676. return nodeArr.nodeJoin();
  3677. }
  3678. },
  3679. {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)"},
  3680. function:cards=>{
  3681. const searchTypeArray = [15,185];
  3682. return cards.filter(card=>{
  3683. const skill = getCardLeaderSkill(card, searchTypeArray);
  3684. return skill;
  3685. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3686. },
  3687. addition:card=>{
  3688. const searchTypeArray = [15,185];
  3689. const skill = getCardLeaderSkill(card, searchTypeArray);
  3690. if (!skill) return;
  3691. const value = skill.params[0];
  3692. return `${value > 0 ? "+" : ""}${value/100}s`;
  3693. }
  3694. },
  3695. {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)"},
  3696. function:cards=>{
  3697. const searchTypeArray = [178];
  3698. return cards.filter(card=>{
  3699. const skill = getCardLeaderSkill(card, searchTypeArray);
  3700. return skill;
  3701. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3702. },
  3703. addition:card=>{
  3704. const searchTypeArray = [178];
  3705. const skill = getCardLeaderSkill(card, searchTypeArray);
  3706. if (!skill) return;
  3707. const value = skill.params[0];
  3708. return `固定${value}s`;
  3709. }
  3710. },
  3711. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3712. function:cards=>cards.filter(card=>{
  3713. const searchTypeArray = [213];
  3714. const skill = getCardLeaderSkill(card, searchTypeArray);
  3715. return skill;
  3716. }),
  3717. addition:card=>{
  3718. const searchTypeArray = [213];
  3719. const skill = getCardLeaderSkill(card, searchTypeArray);
  3720. if (!skill) return;
  3721. const sk = skill.params;
  3722. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3723. const fragment = document.createDocumentFragment();
  3724. if (attrs.length)
  3725. fragment.appendChild(createOrbsList(attrs));
  3726. if (types.length)
  3727. fragment.appendChild(createTypesList(types));
  3728. fragment.appendChild(document.createTextNode(`:+`));
  3729. if (awakenings.length)
  3730. fragment.appendChild(creatAwokenList(awakenings));
  3731. return fragment;
  3732. }
  3733. },
  3734. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3735. function:cards=>{
  3736. const searchTypeArray = [12];
  3737. return cards.filter(card=>{
  3738. const skill = getCardLeaderSkill(card, searchTypeArray);
  3739. return skill;
  3740. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3741. },
  3742. addition:card=>{
  3743. const searchTypeArray = [12];
  3744. const skill = getCardLeaderSkill(card, searchTypeArray);
  3745. if (!skill) return;
  3746. const value = skill.params[0];
  3747. return `攻击×${(value/100).bigNumberToString()}倍`;
  3748. }
  3749. },
  3750. {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)"},
  3751. function:cards=>{
  3752. const searchTypeArray = [13];
  3753. return cards.filter(card=>{
  3754. const skill = getCardLeaderSkill(card, searchTypeArray);
  3755. return skill;
  3756. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3757. },
  3758. addition:card=>{
  3759. const searchTypeArray = [13];
  3760. const skill = getCardLeaderSkill(card, searchTypeArray);
  3761. if (!skill) return;
  3762. const value = skill.params[0];
  3763. return `回复×${(value/100).bigNumberToString()}倍`;
  3764. }
  3765. },
  3766. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3767. function:cards=>{
  3768. const searchTypeArray = [198];
  3769. return cards.filter(card=>{
  3770. const skill = getCardLeaderSkill(card, searchTypeArray);
  3771. return skill && skill.params[2];
  3772. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3773. },
  3774. addition:card=>{
  3775. const searchTypeArray = [198];
  3776. const skill = getCardLeaderSkill(card, searchTypeArray);
  3777. if (!skill) return;
  3778. const sk = skill.params;
  3779. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3780. }
  3781. },
  3782. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3783. function:cards=>{
  3784. const searchTypeArray = [198];
  3785. return cards.filter(card=>{
  3786. const skill = getCardLeaderSkill(card, searchTypeArray);
  3787. return skill && skill.params[3];
  3788. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3789. },
  3790. addition:card=>{
  3791. const searchTypeArray = [198];
  3792. const skill = getCardLeaderSkill(card, searchTypeArray);
  3793. if (!skill) return;
  3794. const sk = skill.params;
  3795. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3796. }
  3797. },
  3798. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3799. function:cards=>{
  3800. const searchTypeArray = [41];
  3801. return cards.filter(card=>{
  3802. const skill = getCardLeaderSkill(card, searchTypeArray);
  3803. return skill;
  3804. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3805. },
  3806. addition:card=>{
  3807. const searchTypeArray = [41];
  3808. const skill = getCardLeaderSkill(card, searchTypeArray);
  3809. if (!skill) return;
  3810. const sk = skill.params;
  3811. const fragment = document.createDocumentFragment();
  3812. fragment.appendChild(createOrbsList(sk[2] || 0));
  3813. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3814. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3815. return fragment;
  3816. }
  3817. },
  3818. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3819. function:cards=>cards.filter(card=>{
  3820. const searchTypeArray = [197];
  3821. const skill = getCardLeaderSkill(card, searchTypeArray);
  3822. return skill;
  3823. })
  3824. },
  3825. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3826. function:cards=>{
  3827. const searchTypeArray = [14];
  3828. return cards.filter(card=>{
  3829. const skill = getCardLeaderSkill(card, searchTypeArray);
  3830. return skill;
  3831. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3832. },
  3833. addition:card=>{
  3834. const searchTypeArray = [14];
  3835. const skill = getCardLeaderSkill(card, searchTypeArray);
  3836. if (!skill) return;
  3837. const value = skill.params[0];
  3838. return `HP≥${value}%`;
  3839. }
  3840. },
  3841. {name:"Prediction of falling (LS)",otLangName:{chs:"预测掉落 队长技",cht:"預測掉落 队长技"},
  3842. function:cards=>{
  3843. const searchTypeArray = [254];
  3844. return cards.filter(card=>{
  3845. const skill = getCardLeaderSkill(card, searchTypeArray);
  3846. return skill;
  3847. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3848. }
  3849. },
  3850. {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)"},
  3851. function:cards=>{
  3852. const searchTypeArray = [53];
  3853. return cards.filter(card=>{
  3854. const skill = getCardLeaderSkill(card, searchTypeArray);
  3855. return skill;
  3856. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3857. },
  3858. addition:card=>{
  3859. const searchTypeArray = [53];
  3860. const skill = getCardLeaderSkill(card, searchTypeArray);
  3861. if (!skill) return;
  3862. const sk = skill.params;
  3863. return `掉率x${sk[0]/100}`;
  3864. }
  3865. },
  3866. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3867. function:cards=>{
  3868. const searchTypeArray = [54];
  3869. return cards.filter(card=>{
  3870. const skill = getCardLeaderSkill(card, searchTypeArray);
  3871. return skill;
  3872. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3873. },
  3874. addition:card=>{
  3875. const searchTypeArray = [54];
  3876. const skill = getCardLeaderSkill(card, searchTypeArray);
  3877. if (!skill) return;
  3878. const sk = skill.params;
  3879. return `金币x${sk[0]/100}`;
  3880. }
  3881. },
  3882. {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)"},
  3883. function:cards=>{
  3884. const searchTypeArray = [148];
  3885. return cards.filter(card=>{
  3886. const skill = getCardLeaderSkill(card, searchTypeArray);
  3887. return skill;
  3888. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3889. },
  3890. addition:card=>{
  3891. const searchTypeArray = [148];
  3892. const skill = getCardLeaderSkill(card, searchTypeArray);
  3893. if (!skill) return;
  3894. const sk = skill.params;
  3895. return `经验x${sk[0]/100}`;
  3896. }
  3897. },
  3898. ]},
  3899. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3900. {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)"},
  3901. function:cards=>cards.filter(card=>{
  3902. const skill = Skills[card.leaderSkillId];
  3903. const HPscale = getHPScale(skill);
  3904. return HPscale >= 3;
  3905. }).sort(sortByHPScal),
  3906. addition: HPScal_Addition
  3907. },
  3908. {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)"},
  3909. function:cards=>cards.filter(card=>{
  3910. const skill = Skills[card.leaderSkillId];
  3911. const HPscale = getHPScale(skill);
  3912. return HPscale >= 2 && HPscale < 3;
  3913. }).sort(sortByHPScal),
  3914. addition: HPScal_Addition
  3915. },
  3916. {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)"},
  3917. function:cards=>cards.filter(card=>{
  3918. const skill = Skills[card.leaderSkillId];
  3919. const HPscale = getHPScale(skill);
  3920. return HPscale >= 1.5 && HPscale < 2;
  3921. }).sort(sortByHPScal),
  3922. addition: HPScal_Addition
  3923. },
  3924. {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)"},
  3925. function:cards=>cards.filter(card=>{
  3926. const skill = Skills[card.leaderSkillId];
  3927. const HPscale = getHPScale(skill);
  3928. return HPscale > 1 && HPscale < 1.5;
  3929. }).sort(sortByHPScal),
  3930. addition: HPScal_Addition
  3931. },
  3932. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3933. function:cards=>cards.filter(card=>{
  3934. const skill = Skills[card.leaderSkillId];
  3935. const HPscale = getHPScale(skill);
  3936. return HPscale === 1;
  3937. }),
  3938. addition: HPScal_Addition
  3939. },
  3940. {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)"},
  3941. function:cards=>cards.filter(card=>{
  3942. const skill = Skills[card.leaderSkillId];
  3943. const HPscale = getHPScale(skill);
  3944. return HPscale < 1;
  3945. }).sort(sortByHPScal),
  3946. addition: HPScal_Addition
  3947. },
  3948. ]},
  3949. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3950. {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)"},
  3951. function:cards=>cards.filter(card=>{
  3952. const skill = Skills[card.leaderSkillId];
  3953. const reduceScale = getReduceScale(skill);
  3954. return reduceScale >= 0.75;
  3955. }).sort(sortByReduceScale),
  3956. addition: ReduceScale_Addition
  3957. },
  3958. {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)"},
  3959. function:cards=>cards.filter(card=>{
  3960. const skill = Skills[card.leaderSkillId];
  3961. const reduceScale = getReduceScale(skill);
  3962. return reduceScale >= 0.5 && reduceScale < 0.75;
  3963. }).sort(sortByReduceScale),
  3964. addition: ReduceScale_Addition
  3965. },
  3966. {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)"},
  3967. function:cards=>cards.filter(card=>{
  3968. const skill = Skills[card.leaderSkillId];
  3969. const reduceScale = getReduceScale(skill);
  3970. return reduceScale >= 0.25 && reduceScale < 0.5;
  3971. }).sort(sortByReduceScale),
  3972. addition: ReduceScale_Addition
  3973. },
  3974. {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)"},
  3975. function:cards=>cards.filter(card=>{
  3976. const skill = Skills[card.leaderSkillId];
  3977. const reduceScale = getReduceScale(skill);
  3978. return reduceScale > 0 && reduceScale < 0.25;
  3979. }).sort(sortByReduceScale),
  3980. addition: ReduceScale_Addition
  3981. },
  3982. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3983. function:cards=>cards.filter(card=>{
  3984. const skill = Skills[card.leaderSkillId];
  3985. const reduceScale = getReduceScale(skill);
  3986. return reduceScale === 0;
  3987. })
  3988. },
  3989. {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"},
  3990. function:cards=>cards.filter(card=>{
  3991. const skill = Skills[card.leaderSkillId];
  3992. return getReduceScale(skill, true) > 0;
  3993. })
  3994. },
  3995. {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"},
  3996. function:cards=>cards.filter(card=>{
  3997. const skill = Skills[card.leaderSkillId];
  3998. return getReduceScale(skill, undefined, true) > 0;
  3999. })
  4000. },
  4001. {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"},
  4002. function:cards=>cards.filter(card=>{
  4003. const skill = Skills[card.leaderSkillId];
  4004. return getReduceScale(skill, undefined, undefined, true) > 0;
  4005. })
  4006. },
  4007. /*{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%)"},
  4008. function:cards=>cards.filter(card=>{
  4009. const skill = Skills[card.leaderSkillId];
  4010. const reduceScale = getReduceScale(skill);
  4011. return reduceScale>=0.29;
  4012. }).sort(sortByReduceScale)
  4013. },*/
  4014. {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"},
  4015. function:cards=>{
  4016. return cards.filter(card=>{
  4017. const skill = Skills[card.leaderSkillId];
  4018. return getReduceScale_unconditional(skill) > 0;
  4019. }).sort((a,b)=>{
  4020. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  4021. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  4022. });
  4023. },
  4024. addition:card=>{
  4025. const skill = Skills[card.leaderSkillId];
  4026. const scale = getReduceScale_unconditional(skill)
  4027. return scale > 0 && `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  4028. }
  4029. },
  4030. ]},
  4031. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  4032. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  4033. function:cards=>cards.filter(card=>
  4034. !Array.isArray(card.henshinFrom) &&
  4035. !Array.isArray(card.henshinTo))
  4036. },
  4037. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  4038. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  4039. },
  4040. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  4041. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  4042. },
  4043. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  4044. function:cards=>cards.filter(card=>{
  4045. const searchTypeArray = [236];
  4046. const skill = getCardActiveSkill(card, searchTypeArray);
  4047. return skill;
  4048. })
  4049. },
  4050. {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)"},
  4051. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  4052. },
  4053. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  4054. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  4055. },
  4056. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  4057. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  4058. function:cards=>cards.filter(isReincarnated)
  4059. }, //evoBaseId可能为0
  4060. //{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)},
  4061. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  4062. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  4063. },
  4064. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  4065. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  4066. },
  4067. {name:"Ordeal Evo",otLangName:{chs:"试练进化",cht:"試練進化"},
  4068. function:cards=>cards.filter(card=>card.evoMaterials[0] === 0xFFFF),
  4069. addition:card=>card.evoMaterials[0] === 0xFFFF && `地下城ID:${card.evoMaterials[1]}`
  4070. },
  4071. ]},
  4072. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  4073. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  4074. function:cards=>cards.filter(card=>card.is8Latent)
  4075. },
  4076. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  4077. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  4078. },
  4079. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  4080. function:cards=>cards.filter(card=>card.awakenings.length<9)
  4081. },
  4082. {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"},
  4083. function:cards=>cards.filter(card=>{
  4084. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  4085. if (hasAwokenKiller)
  4086. { //大于2个杀的进行判断
  4087. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  4088. { //大于3个杀的直接过
  4089. return true;
  4090. }else
  4091. { //2个杀的
  4092. const isAllowLatent = card.types.filter(i=>
  4093. i>=0 //去掉-1的type
  4094. ).map(type=>
  4095. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  4096. ).some(ls=>
  4097. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  4098. );
  4099. return isAllowLatent
  4100. }
  4101. }else
  4102. {
  4103. return false;
  4104. }
  4105. })
  4106. },
  4107. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  4108. // function:cards=>cards.filter(card=>{
  4109. // const searchTypeArray = [1000];
  4110. // const skill = getCardActiveSkill(card, searchTypeArray);
  4111. // return skill;
  4112. // })
  4113. // },
  4114. ]},
  4115. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  4116. {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)"},
  4117. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  4118. },
  4119. {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)"},
  4120. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  4121. },
  4122. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  4123. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  4124. },
  4125. {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"},
  4126. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  4127. },
  4128. {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)"},
  4129. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  4130. addition:card=>`成长${card.limitBreakIncr}%`
  4131. },
  4132. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  4133. function:cards=>cards.filter(card=>card.maxLevel==1)
  4134. },
  4135. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  4136. function:cards=>cards.filter(card=>card.sellMP<100)
  4137. },
  4138. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  4139. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  4140. },
  4141. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  4142. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  4143. },
  4144. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  4145. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  4146. },
  4147. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  4148. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>0 && blockSkinOrBgmId<1e4),
  4149. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  4150. },
  4151. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  4152. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>=1e4),
  4153. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  4154. },
  4155. {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"},
  4156. function:cards=>cards.filter(card=>card.skillBanner)
  4157. },
  4158. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  4159. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  4160. },
  4161. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  4162. function:cards=>cards.filter(card=>card.stacking),
  4163. },
  4164. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  4165. function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))),
  4166. },
  4167. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  4168. function:cards=>cards,
  4169. addition:card=>card.name
  4170. },
  4171. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  4172. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  4173. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  4174. },
  4175. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  4176. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  4177. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  4178. },
  4179. {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"},
  4180. function:cards=>cards,
  4181. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  4182. },
  4183. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  4184. function:cards=>cards,
  4185. addition:card=>createTypesList(card.types)
  4186. },
  4187. {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"},
  4188. function:cards=>cards,
  4189. addition:card=>`COST ${card.cost}`
  4190. },
  4191. ]},
  4192. ];
  4193. return functions;
  4194. })();

智龙迷城队伍图制作工具