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script-json_data.js 135 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. sort_name:{
  21. sort_none: "Nope",
  22. sort_id: "Cards Id",
  23. sort_attrs : "Attribute",
  24. sort_evoRootId: "Cards Evolution Root",
  25. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  26. sort_rarity: "Rarity",
  27. sort_cost: "Cost",
  28. sort_skillLv1: "Maximum Skill Turn",
  29. sort_skillLvMax: "Minimum Skill Turn",
  30. sort_hpMax120: "Max HP",
  31. sort_atkMax120: "Max ATK",
  32. sort_rcvMax120: "Max RCV",
  33. sort_hpMax120_awoken: "Max HP (+Awoken)",
  34. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  35. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  36. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  37. },
  38. force_reload_data: `Force refresh data`,
  39. skill_parse: {
  40. skill: {
  41. unknown: tp`Unkonwn skill type: ${'type'}`,
  42. active_turns: tp`${'actionSkill'}, for ${'turns'} turns`,
  43. random_skills: tp`Random Activates these skills:${'skills'}`,
  44. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  45. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  46. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  47. damage_enemy_times: tp`${'times'} `,
  48. damage_enemy_count: tp` (${'damage'} in total)`,
  49. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  50. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  51. delay: tp`${'icon'}Delays enemies' next move`,
  52. mass_attack: tp`${'icon'}Mass attacks`,
  53. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  54. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  55. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  56. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  57. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  58. unbind_normal: tp`${'icon'}Bind`,
  59. unbind_awakenings: tp`${'icon'}Awoken bind`,
  60. unbind_matches: tp`${'icon'}Unmatchable orb`,
  61. bind_skill: tp`${'icon'}Unable to use skills`,
  62. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  63. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  64. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  65. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  66. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  67. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  68. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  69. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  70. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  71. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  72. board_change: tp`Change all orbs to ${'orbs'}`,
  73. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  74. skill_boost_range: tp`~${'turns'}`,
  75. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  76. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  77. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  78. drop_refresh: tp`Replaces all orbs`,
  79. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  80. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  81. board7x6: tp`[${'icon'}7x6 board]`,
  82. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  83. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  84. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  85. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  86. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  87. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  88. orb_drop_increase_chance: tp`by ${'value'}`,
  89. attr_absorb: tp`${'icon'}Attribute absorption`,
  90. combo_absorb: tp`${'icon'}Combo absorption`,
  91. damage_absorb: tp`${'icon'}Damage absorption`,
  92. damage_void: tp`${'icon'}Damage void`,
  93. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  94. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  95. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  96. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  97. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  98. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  99. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  100. rate_multiply_drop: tp`${'icon'}Drop rate`,
  101. rate_multiply_coin: tp`${'icon'}Coins`,
  102. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  103. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  104. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  105. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  106. henshin: tp`Transforms into ${'card'}`,
  107. random_henshin: tp`Random transforms into ${'cards'}`,
  108. void_poison: tp`Voids ${'poison'} damage`,
  109. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  110. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  111. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  112. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  113. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  114. },
  115. power: {
  116. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  117. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  118. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  119. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  120. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  121. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  122. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  123. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  124. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  125. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  126. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  127. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  128. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  129. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  130. },
  131. cond: {
  132. unknown: tp`[ Unknown condition ]`,
  133. hp_equal: tp`When ${'hp'} == ${'min'} `,
  134. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  135. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  136. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  137. use_skill: tp`When skills used `,
  138. multi_player: tp`When in Multiplayer Mode `,
  139. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  140. exact_combo: tp`When exactly ${'value'} combos `,
  141. exact_match_length: tp`When matching exactly of ${'value'}${'orbs'} `,
  142. exact_match_enhanced: tp` orbs including enhanced`,
  143. exact_match_length_multiple: tp`When matching each exactly of ${'value'}${'orbs'} `,
  144. compo_type_card: tp`When ${'ids'} are all on team, `,
  145. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  146. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  147. compo_type_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  148. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  149. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  150. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  151. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  152. },
  153. position: {
  154. top: tp`${'pos'} of top rows`,
  155. bottom: tp`${'pos'} of bottom rows`,
  156. left: tp`${'pos'} of left columns`,
  157. right: tp`${'pos'} of right columns`,
  158. shape: tp`specified location`,
  159. },
  160. value: {
  161. unknown: tp`[ Unknown value: ${'type'}]`, //type
  162. const: tp`${'value'} ${'unit'}`,
  163. const_to: tp`to ${'value'}`,
  164. mul_percent: tp`${'value'}%`,
  165. mul_times: tp`×${'value'}`,
  166. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  167. mul_of_times: tp`${'stats'} ×${'value'}`,
  168. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  169. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  170. prob: tp`${'value'} chance for `,
  171. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  172. },
  173. target: {
  174. unknown: tp`Unkown Target`,
  175. self: tp`card's`,
  176. team: tp`team`,
  177. team_last: tp`the lastest member`,
  178. team_leader: tp`leader`,
  179. sub_members: tp`sub-members`,
  180. leader_self: tp`left leader`,
  181. leader_helper: tp`right leader`,
  182. enemy: tp`Enemy`,
  183. enemy_all: tp`all enemys`,
  184. enemy_one: tp`1 enemy`,
  185. enemy_attr: tp`${'attr'} enemy`,
  186. },
  187. stats: {
  188. unknown: tp`[ Unknown: ${'type'}]`, //type
  189. maxhp: tp`Max HP`,
  190. hp: tp`HP`,
  191. chp: tp`current HP`,
  192. atk: tp`ATK`,
  193. rcv: tp`RCV`,
  194. teamhp: tp`Team HP`,
  195. teamatk: tp`Team ${'attrs'} ATK`,
  196. teamrcv: tp`Team RCV`,
  197. cstage: tp`current Stage of Dungeon`,
  198. },
  199. unit: {
  200. orbs: tp``,
  201. times: tp` times`,
  202. seconds: tp` seconds`,
  203. point: tp` point`,
  204. turns: tp` turns`,
  205. },
  206. word: {
  207. comma: tp`, `,
  208. slight_pause: tp`, `,
  209. range_hyphen: tp`~`,
  210. in_once: tp`in once `,
  211. evo_type_pixel: tp`Pixel Evo`,
  212. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  213. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  214. affix_attr: tp`${'cotent'} attr.`,
  215. affix_orb: tp`${'cotent'} orbs`,
  216. affix_type: tp`${'cotent'} types`,
  217. affix_awakening: tp`${'cotent'} awoken`,
  218. affix_exclude: tp`, exclude ${'cotent'}`,
  219. },
  220. attrs: {
  221. [0]: tp`${'icon'}Fire`,
  222. [1]: tp`${'icon'}Water`,
  223. [2]: tp`${'icon'}Wood`,
  224. [3]: tp`${'icon'}Light`,
  225. [4]: tp`${'icon'}Dark`,
  226. [5]: tp`${'icon'}Recover`,
  227. [6]: tp`${'icon'}Null`,
  228. all: tp`All`,
  229. self: tp`${'icon'}Self's Attr`,
  230. fixed: tp`${'icon'}Fixed`,
  231. },
  232. orbs: {
  233. [0]: tp`${'icon'}Fire`,
  234. [1]: tp`${'icon'}Water`,
  235. [2]: tp`${'icon'}Wood`,
  236. [3]: tp`${'icon'}Light`,
  237. [4]: tp`${'icon'}Dark`,
  238. [5]: tp`${'icon'}Heal`,
  239. [6]: tp`${'icon'}Jammer`,
  240. [7]: tp`${'icon'}Poison`,
  241. [8]: tp`${'icon'}Lethal Poison`,
  242. [9]: tp`${'icon'}Bomb`,
  243. enhanced: tp`${'icon'}Enhanced`,
  244. locked: tp`${'icon'}Locked`,
  245. nail: tp`${'icon'}Nail`,
  246. variation: tp`${'icon'}Roulette (transforms every ${'time'})`,
  247. _5color: tp`${'icon'}5 Att.`,
  248. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  249. all: tp`All`,
  250. any: tp`Any ${'cotent'}`,
  251. },
  252. types: {
  253. [0]: tp`${'icon'}Evo Material`,
  254. [1]: tp`${'icon'}Balanced`,
  255. [2]: tp`${'icon'}Physical`,
  256. [3]: tp`${'icon'}Healer`,
  257. [4]: tp`${'icon'}Dragon`,
  258. [5]: tp`${'icon'}God`,
  259. [6]: tp`${'icon'}Attacker`,
  260. [7]: tp`${'icon'}Devil`,
  261. [8]: tp`${'icon'}Machine`,
  262. [9]: tp`${'icon'}Special Protection`,
  263. [12]: tp`${'icon'}Awaken`,
  264. [14]: tp`${'icon'}Enhance Material`,
  265. [15]: tp`${'icon'}Redeemable`,
  266. },
  267. awokens: {
  268. [0]: tp`${'icon'}Unknown awoken`,
  269. [1]: tp`${'icon'}Enhanced HP`,
  270. [2]: tp`${'icon'}Enhanced Attack`,
  271. [3]: tp`${'icon'}Enhanced Heal`,
  272. [4]: tp`${'icon'}Reduce Fire Damage`,
  273. [5]: tp`${'icon'}Reduce Water Damage`,
  274. [6]: tp`${'icon'}Reduce Wood Damage`,
  275. [7]: tp`${'icon'}Reduce Light Damage`,
  276. [8]: tp`${'icon'}Reduce Dark Damage`,
  277. [9]: tp`${'icon'}Auto-Heal`,
  278. [10]: tp`${'icon'}Resistance-Bind`,
  279. [11]: tp`${'icon'}Resistance-Blind`,
  280. [12]: tp`${'icon'}Resistance-Jammers`,
  281. [13]: tp`${'icon'}Resistance-Poison`,
  282. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  283. [15]: tp`${'icon'}Enhanced Water Orbs`,
  284. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  285. [17]: tp`${'icon'}Enhanced Water Orbs`,
  286. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  287. [19]: tp`${'icon'}Extend Time`,
  288. [20]: tp`${'icon'}Recover Bind`,
  289. [21]: tp`${'icon'}Skill Boost`,
  290. [22]: tp`${'icon'}Enhanced Fire Rows`,
  291. [23]: tp`${'icon'}Enhanced Water Rows`,
  292. [24]: tp`${'icon'}Enhanced Wood Rows`,
  293. [25]: tp`${'icon'}Enhanced Water Rows`,
  294. [26]: tp`${'icon'}Enhanced Dark Rows`,
  295. [27]: tp`${'icon'}Two-Pronged Attack`,
  296. [28]: tp`${'icon'}Resistance-Skill Bind`,
  297. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  298. [30]: tp`${'icon'}Multi Boost`,
  299. [31]: tp`${'icon'}Dragon Killer`,
  300. [32]: tp`${'icon'}God Killer`,
  301. [33]: tp`${'icon'}Devil Killer`,
  302. [34]: tp`${'icon'}Machine Killer`,
  303. [35]: tp`${'icon'}Balanced Killer`,
  304. [36]: tp`${'icon'}Attacker Killer`,
  305. [37]: tp`${'icon'}Physical Killer`,
  306. [38]: tp`${'icon'}Healer Killer`,
  307. [39]: tp`${'icon'}Evo Killer`,
  308. [40]: tp`${'icon'}Awaken Killer`,
  309. [41]: tp`${'icon'}Enhance Killer`,
  310. [42]: tp`${'icon'}Redeemable Killer`,
  311. [43]: tp`${'icon'}Enhanced Combos`,
  312. [44]: tp`${'icon'}Guard Break`,
  313. [45]: tp`${'icon'}Bonus Attack`,
  314. [46]: tp`${'icon'}Enhanced Team HP `,
  315. [47]: tp`${'icon'}Enhanced Team RCV`,
  316. [48]: tp`${'icon'}Damage Void Piercer`,
  317. [49]: tp`${'icon'}Awoken Assist`,
  318. [50]: tp`${'icon'}Super Bonus Attack`,
  319. [51]: tp`${'icon'}Skill Charge`,
  320. [52]: tp`${'icon'}Resistance-Bind+`,
  321. [53]: tp`${'icon'}Extend Time+`,
  322. [54]: tp`${'icon'}Resistance-Clouds`,
  323. [55]: tp`${'icon'}Resistance-Immobility`,
  324. [56]: tp`${'icon'}Skill Boost+`,
  325. [57]: tp`${'icon'}50% or more HP Enhanced`,
  326. [58]: tp`${'icon'}50% or less HP Enhanced`,
  327. [59]: tp`${'icon'}L Damage Reduction`,
  328. [60]: tp`${'icon'}L Increased Attack`,
  329. [61]: tp`${'icon'}Super Enhanced Combos`,
  330. [62]: tp`${'icon'}Combo Orbs`,
  331. [63]: tp`${'icon'}Skill Voice`,
  332. [64]: tp`${'icon'}Dungeon Bonus`,
  333. [65]: tp`${'icon'}Reduced HP`,
  334. [66]: tp`${'icon'}Reduced Attack`,
  335. [67]: tp`${'icon'}Reduced RCV`,
  336. [68]: tp`${'icon'}Resistance-Blind+`,
  337. [69]: tp`${'icon'}Resistance-Jammers+`,
  338. [70]: tp`${'icon'}Resistance-Poison+`,
  339. [71]: tp`${'icon'}Blessing of Jammers`,
  340. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  341. [73]: tp`${'icon'}Enhanced Fire Combos`,
  342. [74]: tp`${'icon'}Enhanced Water Combos`,
  343. [75]: tp`${'icon'}Enhanced Wood Combos`,
  344. [76]: tp`${'icon'}Enhanced Light Combos`,
  345. [77]: tp`${'icon'}Enhanced Dark Combos`,
  346. [78]: tp`${'icon'}Cross Attack`,
  347. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  348. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  349. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  350. [82]: tp`${'icon'}Super Enhanced Matching`,
  351. [83]: tp`${'icon'}Append Dragon Type`,
  352. [84]: tp`${'icon'}Append God Type`,
  353. [85]: tp`${'icon'}Append Devil Type`,
  354. [86]: tp`${'icon'}Append Machine Type`,
  355. [87]: tp`${'icon'}Append Balanced Type`,
  356. [88]: tp`${'icon'}Append Attacker Type`,
  357. [89]: tp`${'icon'}Append Physical Type`,
  358. [90]: tp`${'icon'}Append Healer Type`,
  359. [91]: tp`${'icon'}Append Fire Attr.`,
  360. [92]: tp`${'icon'}Append Water Attr.`,
  361. [93]: tp`${'icon'}Append Wood Attr.`,
  362. [94]: tp`${'icon'}Append Water Attr.`,
  363. [95]: tp`${'icon'}Append Dark Attr.`,
  364. }
  365. },
  366. };
  367. //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
  368. const typekiller_for_type = [
  369. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  370. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  371. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  372. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  373. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  374. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  375. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  376. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  377. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  378. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  379. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  380. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  381. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  382. ];
  383. //类型允许的潜觉杀
  384. const type_allowable_latent = [];
  385. typekiller_for_type.forEach(t=>
  386. {
  387. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  388. .map(tn=>
  389. typekiller_for_type.find(_t=>_t.type == tn).latent
  390. );
  391. type_allowable_latent[t.type] = t.allowableLatent;
  392. }
  393. );
  394. //一般共同能打的潜觉
  395. const common_allowable_latent = [
  396. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  397. 28,29,30,31,32,33,34,35,36,37,38,
  398. 39,40,41,46 //需要拥有觉醒的才能打,但是有武器
  399. ];
  400. //120级才能打的潜觉
  401. const v120_allowable_latent = [
  402. 42,43,44,45
  403. ];
  404. //等效觉醒列表
  405. const equivalent_awoken = [
  406. {small:10,big:52,times:2}, //防封
  407. {small:11,big:68,times:5}, //防暗
  408. {small:12,big:69,times:5}, //防废
  409. {small:13,big:70,times:5}, //防毒
  410. {small:19,big:53,times:2}, //手指
  411. {small:21,big:56,times:2}, //SB
  412. ];
  413. //官方的觉醒排列顺序
  414. const official_awoken_sorting = [
  415. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  416. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  417. 27, 48, 62, 57, 58, 60, 59, 54, 55,
  418. 14, 15, 16, 17, 18, 29, 20, 44, 51,
  419. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  420. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  421. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  422. 65, 66, 67, 9, 71, 72, 30, 64, 63,
  423. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  424. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  425. 91, 92, 93, 94, 95, 96
  426. ];
  427. //pdc的徽章对应数字
  428. const pdcBadgeMap = [
  429. {pdf:1,pdc:10}, //无限cost
  430. {pdf:2,pdc:12}, //小手指
  431. {pdf:3,pdc:9}, //全体攻击
  432. {pdf:4,pdc:5}, //小回复
  433. {pdf:5,pdc:1}, //小血量
  434. {pdf:6,pdc:3}, //小攻击
  435. {pdf:7,pdc:8}, //SB
  436. {pdf:8,pdc:18}, //队长防封
  437. {pdf:9,pdc:19}, //SX
  438. {pdf:11,pdc:7}, //无天降
  439. {pdf:17,pdc:6}, //大回复
  440. {pdf:18,pdc:2}, //大血量
  441. {pdf:19,pdc:4}, //大攻击
  442. {pdf:20,pdc:null}, //三维
  443. {pdf:21,pdc:13}, //大手指
  444. {pdf:10,pdc:11}, //加经验
  445. {pdf:12,pdc:15}, //墨镜
  446. {pdf:13,pdc:17}, //防废
  447. {pdf:14,pdc:16}, //防毒
  448. {pdf:50,pdc:14}, //月卡
  449. ];
  450. //pdc的潜觉对应数字
  451. const pdcLatentMap = [
  452. {pdf:1,pdc:1}, //HP
  453. {pdf:2,pdc:0}, //攻击
  454. {pdf:3,pdc:2}, //回复
  455. {pdf:4,pdc:19}, //手指
  456. {pdf:5,pdc:13}, //自回
  457. {pdf:6,pdc:14}, //火盾
  458. {pdf:7,pdc:15}, //水盾
  459. {pdf:8,pdc:16}, //木盾
  460. {pdf:9,pdc:17}, //光盾
  461. {pdf:10,pdc:18}, //暗盾
  462. {pdf:11,pdc:12}, //防坐
  463. {pdf:12,pdc:3}, //三维
  464. {pdf:13,pdc:35}, //不被换队长
  465. {pdf:13,pdc:47}, //不被换队长 ×1.5
  466. {pdf:14,pdc:37}, //不掉废
  467. {pdf:15,pdc:36}, //不掉毒
  468. {pdf:16,pdc:24}, //进化杀
  469. {pdf:17,pdc:25}, //觉醒杀
  470. {pdf:18,pdc:26}, //强化杀
  471. {pdf:19,pdc:27}, //卖钱杀
  472. {pdf:20,pdc:4}, //神杀
  473. {pdf:21,pdc:5}, //龙杀
  474. {pdf:22,pdc:6}, //恶魔杀
  475. {pdf:23,pdc:7}, //机械杀
  476. {pdf:24,pdc:8}, //平衡杀
  477. {pdf:25,pdc:9}, //攻击杀
  478. {pdf:26,pdc:10}, //体力杀
  479. {pdf:27,pdc:11}, //回复杀
  480. {pdf:28,pdc:20}, //大HP
  481. {pdf:29,pdc:21}, //大攻击
  482. {pdf:30,pdc:22}, //大回复
  483. {pdf:31,pdc:23}, //大手指
  484. {pdf:32,pdc:28}, //大火盾
  485. {pdf:33,pdc:29}, //大水盾
  486. {pdf:34,pdc:30}, //大木盾
  487. {pdf:35,pdc:31}, //大光盾
  488. {pdf:36,pdc:32}, //大暗盾
  489. {pdf:37,pdc:33}, //6色破无效
  490. {pdf:37,pdc:45}, //6色破无效 ×1.5
  491. {pdf:38,pdc:34}, //3色破属吸
  492. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  493. {pdf:39,pdc:40}, //C珠破吸
  494. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  495. {pdf:40,pdc:39}, //心横解转转
  496. {pdf:40,pdc:49}, //心横解转转 ×1.5
  497. {pdf:41,pdc:38}, //U解禁消
  498. {pdf:41,pdc:48}, //U解禁消 ×1.5
  499. {pdf:42,pdc:41}, //伤害上限解除
  500. {pdf:43,pdc:42}, //HP++
  501. {pdf:44,pdc:43}, //攻击++
  502. {pdf:45,pdc:44}, //回复++
  503. {pdf:46,pdc:51}, //心追解云封
  504. {pdf:46,pdc:52}, //心追解云封 ×1.5
  505. ];
  506. //排序程序列表
  507. const sort_function_list = [
  508. {tag:"sort_none",name:"无",function:()=>0},
  509. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  510. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  511. let num = a.attrs[0] - b.attrs[0];
  512. if (num === 0) num = a.attrs[1] - b.attrs[1];
  513. return num;
  514. }
  515. },
  516. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  517. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  518. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  519. let num = card_a.attrs[0] - card_b.attrs[0];
  520. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  521. return num;
  522. }
  523. },
  524. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  525. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  526. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  527. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  528. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  529. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  530. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  531. }
  532. },
  533. {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)},
  534. {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)},
  535. {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)},
  536. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  537. {
  538. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  539. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  540. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  541. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  542. return abA - abB;
  543. }
  544. },
  545. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  546. {
  547. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  548. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  549. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  550. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  551. return abA - abB;
  552. }
  553. },
  554. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  555. {
  556. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  557. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  558. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  559. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  560. return abA - abB;
  561. }
  562. },
  563. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  564. {
  565. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  566. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  567. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  568. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  569. return abA - abB;
  570. }
  571. },
  572. ];
  573. //增加特殊搜索模式
  574. const specialSearchFunctions = (function() {
  575. 'use strict';
  576. //返回卡片的队长技能
  577. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  578. {
  579. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  580. }
  581. //返回卡片的技能
  582. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  583. {
  584. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  585. }
  586. //返回卡片的技能
  587. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  588. {
  589. switch(skillGreatType)
  590. {
  591. case 1:
  592. case "leader":
  593. return getCardLeaderSkill(card, skillTypes, searchRandom);
  594. case 2:
  595. case "active":
  596. return getCardActiveSkill(card, skillTypes, searchRandom);
  597. default:
  598. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  599. }
  600. }
  601. //查找到真正起作用的那一个技能
  602. function getActuallySkill(skill, skillTypes, searchRandom = true)
  603. {
  604. if (skillTypes.includes(skill.type))
  605. {
  606. return skill;
  607. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  608. {
  609. const subSkills = skill.params.map(id=>Skills[id]);
  610. for(let i = 0;i < subSkills.length; i++)
  611. { //因为可能有多层调用,特别是随机118再调用组合116的,所以需要递归
  612. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  613. if (foundSubSkill)
  614. {
  615. return foundSubSkill;
  616. }
  617. }
  618. return null;
  619. }else
  620. {
  621. return null;
  622. }
  623. }
  624. //获取血倍率
  625. function getHPScale(ls)
  626. {
  627. const sk = ls.params;
  628. let scale = 1;
  629. switch (ls.type)
  630. {
  631. case 23: case 30: case 62: case 77: case 63: case 65:
  632. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  633. scale = sk[sk.length-1]/100;
  634. break;
  635. case 73: case 76:
  636. case 121: case 129: case 163: case 177: case 186:
  637. case 155:
  638. scale = sk[2]/100;
  639. break;
  640. case 106: case 107: case 108:
  641. scale = sk[0]/100;
  642. break;
  643. case 125:
  644. scale = sk[5]/100;
  645. break;
  646. case 136:
  647. case 137:
  648. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  649. break;
  650. case 158:
  651. scale = sk[4]/100;
  652. break;
  653. case 175:
  654. case 178: case 185:
  655. scale = sk[3]/100;
  656. break;
  657. case 203: case 217:
  658. scale = sk[1]/100;
  659. break;
  660. case 138: //调用其他队长技
  661. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  662. break;
  663. default:
  664. }
  665. return scale || 1;
  666. }
  667. //获取盾减伤比例
  668. function getReduceScale(ls, allAttr = false, noHPneed = false)
  669. {
  670. const sk = ls.params;
  671. let scale = 0;
  672. switch (ls.type)
  673. {
  674. case 16: //无条件盾
  675. scale = sk[0]/100;
  676. break;
  677. case 17: //单属性盾
  678. scale = allAttr ? 0 : sk[1]/100;
  679. break;
  680. case 36: //2个属性盾
  681. scale = allAttr ? 0 : sk[2]/100;
  682. break;
  683. case 38: //血线下 + 几率
  684. case 43: //血线上 + 几率
  685. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  686. break;
  687. case 129: //无条件盾,属性个数不固定
  688. case 163: //无条件盾,属性个数不固定
  689. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  690. break;
  691. case 178: //无条件盾,属性个数不固定
  692. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  693. break;
  694. case 130: //血线下 + 属性个数不固定
  695. case 131: //血线上 + 属性个数不固定
  696. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  697. break;
  698. case 151: //十字心触发
  699. case 169: //C触发
  700. case 198: //回血触发
  701. scale = sk[2]/100;
  702. break;
  703. case 170: //多色触发
  704. case 182: //长串触发
  705. case 193: //L触发
  706. scale = sk[3]/100;
  707. break;
  708. case 171: //多串触发
  709. scale = sk[6]/100;
  710. break;
  711. case 183: //又是个有两段血线的队长技
  712. scale = noHPneed ? 0 : sk[4]/100;
  713. break;
  714. case 210: //十字触发
  715. scale = sk[1]/100;
  716. break;
  717. case 235: { //可多次触发
  718. scale = (sk[4] || 0) / 100;
  719. break;
  720. }
  721. case 138: //调用其他队长技
  722. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  723. break;
  724. default:
  725. }
  726. return scale || 0;
  727. }
  728. //获取无条件盾减伤比例
  729. function getReduceScale_unconditional(ls)
  730. {
  731. const sk = ls.params;
  732. let scale = 0;
  733. switch (ls.type)
  734. {
  735. case 16: //无条件盾
  736. {
  737. scale = sk[0]/100;
  738. break;
  739. }
  740. case 129: //无条件盾,属性个数不固定
  741. case 163: //无条件盾,属性个数不固定
  742. {
  743. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  744. break;
  745. }
  746. case 178: //无条件盾,属性个数不固定
  747. {
  748. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  749. break;
  750. }
  751. case 138: //调用其他队长技
  752. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  753. break;
  754. default:
  755. }
  756. return scale || 0;
  757. }
  758. function getCannonAttr(skill)
  759. {
  760. const sk = skill.params;
  761. switch(skill.type)
  762. {
  763. case 0:
  764. case 1:
  765. case 37:
  766. case 58:
  767. case 59:
  768. case 84:
  769. case 85:
  770. case 86:
  771. case 87:
  772. case 115:
  773. return sk[0];
  774. case 110:
  775. case 143:
  776. return sk[1];
  777. case 42:
  778. return sk[1];
  779. case 144:
  780. return sk[3] ?? 0;
  781. default:
  782. return -1;
  783. }
  784. }
  785. function sortByParams(a,b,searchTypeArray,pidx = 0)
  786. {
  787. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  788. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  789. return a_pC - b_pC;
  790. }
  791. function sortByHPScal(a,b)
  792. {
  793. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  794. return getHPScale(a_s) - getHPScale(b_s);
  795. }
  796. function HPScal_Addition(card)
  797. {
  798. const skill = Skills[card.leaderSkillId];
  799. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  800. }
  801. function sortByReduceScale(a,b)
  802. {
  803. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  804. return getReduceScale(a_s) - getReduceScale(b_s);
  805. }
  806. function ReduceScale_Addition(card)
  807. {
  808. const skill = Skills[card.leaderSkillId];
  809. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  810. }
  811. function voidsAbsorption_Addition(card)
  812. {
  813. const searchTypeArray = [173];
  814. const skill = getCardActiveSkill(card, searchTypeArray);
  815. const sk = skill.params;
  816. if (sk[1] && sk[3])
  817. {
  818. return `双吸×${sk[0]}T`;
  819. }else
  820. {
  821. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  822. }
  823. }
  824. function unbind_Turns(card)
  825. {
  826. const outObj = {
  827. normal: 0,
  828. awoken: 0
  829. };
  830. const searchTypeArray = [117,179];
  831. const skill = getCardActiveSkill(card, searchTypeArray);
  832. if (skill)
  833. {
  834. const sk = skill.params;
  835. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  836. outObj.awoken = sk[4] || 0;
  837. }
  838. return outObj;
  839. }
  840. function unbind_Addition(card)
  841. {
  842. const turns = unbind_Turns(card);
  843. let strArr = [];
  844. if (turns.normal > 0 && turns.normal == turns.awoken)
  845. {
  846. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  847. }
  848. if (turns.normal > 0)
  849. {
  850. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  851. }
  852. if (turns.awoken > 0)
  853. {
  854. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  855. }
  856. return strArr.join(',');
  857. }
  858. function boardChange_ColorTypes(skill)
  859. {
  860. if (!skill) return [];
  861. const sk = skill.params;
  862. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  863. return colors;
  864. }
  865. function boardChange_Addition(card)
  866. {
  867. const searchTypeArray = [71];
  868. const skill = getCardActiveSkill(card, searchTypeArray);
  869. const colors = boardChange_ColorTypes(skill);
  870. return createOrbsList(colors);
  871. }
  872. function orbsChangeParse(skill)
  873. {
  874. function changes(from, to)
  875. {
  876. return {from:from,to:to};
  877. }
  878. let outArr = [];
  879. if (!skill) return outArr;
  880. const sk = skill.params;
  881. switch (skill.type)
  882. {
  883. case 9:{
  884. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  885. break;
  886. }
  887. case 20:{
  888. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  889. {
  890. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  891. }
  892. else
  893. {
  894. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  895. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  896. }
  897. break;
  898. }
  899. case 154:{
  900. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  901. break;
  902. }
  903. }
  904. return outArr;
  905. }
  906. function changeOrbs_Addition(card)
  907. {
  908. const searchTypeArray = [9,20,154];
  909. const skills = getCardActiveSkills(card, searchTypeArray);
  910. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  911. const fragment = document.createDocumentFragment();
  912. parsedSkills.forEach(p=>{
  913. fragment.appendChild(createOrbsList(p.from));
  914. fragment.appendChild(document.createTextNode(`→`));
  915. fragment.appendChild(createOrbsList(p.to));
  916. });
  917. return fragment;
  918. }
  919. function generateOrbsParse(card)
  920. {
  921. let outArr = [];
  922. const searchTypeArray = [141, 208];
  923. const skills = getCardActiveSkills(card, searchTypeArray);
  924. if (!skills.length) return outArr;
  925. for (let skill of skills)
  926. {
  927. const sk = skill.params;
  928. if (skill.type == 141)
  929. {
  930. outArr.push({
  931. count: sk[0],
  932. to: flags(sk[1] || 1),
  933. exclude: flags(sk[2]),
  934. });
  935. }else
  936. {
  937. outArr.push({
  938. count: sk[0],
  939. to: flags(sk[1] || 1),
  940. exclude: flags(sk[2]),
  941. });
  942. outArr.push({
  943. count: sk[3],
  944. to: flags(sk[4] || 1),
  945. exclude: flags(sk[5]),
  946. });
  947. }
  948. }
  949. return outArr;
  950. }
  951. function generateOrbs_Addition(card)
  952. {
  953. const gens = generateOrbsParse(card);
  954. const searchTypeArray = [141, 208];
  955. const skill = getCardActiveSkill(card, searchTypeArray);
  956. const sk = skill.params;
  957. const fragment = document.createDocumentFragment();
  958. for (let gen of gens)
  959. {
  960. fragment.appendChild(createOrbsList(gen.to));
  961. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  962. }
  963. return fragment;
  964. }
  965. function lock_Addition(card)
  966. {
  967. const searchTypeArray = [152];
  968. const skill = getCardActiveSkill(card, searchTypeArray);
  969. const sk = skill.params;
  970. const fragment = document.createDocumentFragment();
  971. fragment.appendChild(document.createTextNode(`锁`));
  972. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  973. return fragment;
  974. }
  975. function dropLock_Addition(card)
  976. {
  977. const searchTypeArray = [205];
  978. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  979. const sk = skill.params;
  980. const fragment = document.createDocumentFragment();
  981. fragment.appendChild(document.createTextNode(`掉锁`));
  982. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 1023)));
  983. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  984. return fragment;
  985. }
  986. function dropOrb_Addition(card)
  987. {
  988. const searchTypeArray = [126];
  989. const skill = getCardActiveSkill(card, searchTypeArray);
  990. const sk = skill.params;
  991. const colors = flags(sk[0]);
  992. const fragment = document.createDocumentFragment();
  993. fragment.appendChild(createOrbsList(colors));
  994. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  995. return fragment;
  996. }
  997. function generateColumnOrbs_Addition(card)
  998. {
  999. const searchTypeArray = [127];
  1000. const skill = getCardActiveSkill(card, searchTypeArray);
  1001. const sk = skill.params;
  1002. const colors = [];
  1003. for (let ai=0;ai<sk.length;ai+=2)
  1004. {
  1005. colors.push(flags(sk[ai+1]));
  1006. }
  1007. const fragment = document.createDocumentFragment();
  1008. fragment.appendChild(document.createTextNode(`竖`));
  1009. fragment.appendChild(createOrbsList(colors.flat()));
  1010. return fragment;
  1011. }
  1012. function generateRowOrbs_Addition(card)
  1013. {
  1014. const searchTypeArray = [128];
  1015. const skill = getCardActiveSkill(card, searchTypeArray);
  1016. const sk = skill.params;
  1017. const colors = [];
  1018. for (let ai=0;ai<sk.length;ai+=2)
  1019. {
  1020. colors.push(flags(sk[ai+1]));
  1021. }
  1022. const fragment = document.createDocumentFragment();
  1023. fragment.appendChild(document.createTextNode(`横`));
  1024. fragment.appendChild(createOrbsList(colors.flat()));
  1025. return fragment;
  1026. }
  1027. function numericalATK_Addition(card)
  1028. {
  1029. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1030. const skill = getCardActiveSkill(card, searchTypeArray);
  1031. //const sk = skill.params;
  1032. const colors = [getCannonAttr(skill)];
  1033. const fragment = document.createDocumentFragment();
  1034. fragment.appendChild(document.createTextNode(`射`));
  1035. fragment.appendChild(createOrbsList(colors));
  1036. return fragment;
  1037. }
  1038. function healImmediately_Rate(card)
  1039. {
  1040. const searchTypeArray = [7, //宠物回复力
  1041. 8, //固定点数
  1042. 35,115, //吸血
  1043. 117
  1044. ];
  1045. const skills = getCardActiveSkills(card, searchTypeArray);
  1046. const outObj = {
  1047. vampire: 0,
  1048. selfRcv: 0,
  1049. const: 0,
  1050. scale: 0,
  1051. };
  1052. if (!skills.length) return outObj;
  1053. skills.forEach(skill=>{
  1054. const sk = skill.params;
  1055. if (skill.type == 7)
  1056. {
  1057. outObj.selfRcv += sk[0];
  1058. }
  1059. else if(skill.type == 8)
  1060. {
  1061. outObj.const += sk[0];
  1062. }
  1063. else if(skill.type == 35)
  1064. {
  1065. outObj.vampire += sk[1];
  1066. }
  1067. else if(skill.type == 115)
  1068. {
  1069. outObj.vampire += sk[2];
  1070. }
  1071. else if(skill.type == 117)
  1072. {
  1073. outObj.selfRcv += sk[1] || 0;
  1074. outObj.const += sk[2] || 0;
  1075. outObj.scale += sk[3] || 0;
  1076. }
  1077. });
  1078. return outObj;
  1079. }
  1080. function atkBuff_Rate(card)
  1081. {
  1082. const searchTypeArray = [
  1083. 88,92, //类型的
  1084. 50,90, //属性的,要排除回复力
  1085. 156,168,231, //宝石姬
  1086. 228, //属性、类型数量
  1087. ];
  1088. const skills = getCardActiveSkills(card, searchTypeArray);
  1089. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1090. function atkBuffParse(skill) {
  1091. const outObj = {
  1092. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1093. types: [],
  1094. attrs: [],
  1095. awoken: [],
  1096. rate: 0,
  1097. turns: 0,
  1098. };
  1099. if (!skill) return outObj;
  1100. const sk = skill.params;
  1101. if (skill.type == 88 || skill.type == 92)
  1102. {
  1103. outObj.skilltype = 2;
  1104. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1105. outObj.turns = sk[0];
  1106. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1107. }
  1108. else if(skill.type == 50 || skill.type == 90)
  1109. {
  1110. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1111. if (!outObj.attrs.length) //去除回复力
  1112. return outObj;
  1113. outObj.skilltype = 2;
  1114. outObj.turns = sk[0];
  1115. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1116. }
  1117. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1118. || skill.type == 168)
  1119. {
  1120. outObj.skilltype = 1;
  1121. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1122. outObj.turns = sk[0];
  1123. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1124. }
  1125. else if(skill.type == 228 && sk[3] > 0)
  1126. {
  1127. outObj.skilltype = 1;
  1128. outObj.attrs = flags(sk[1]);
  1129. outObj.types = flags(sk[2]);
  1130. outObj.turns = sk[0];
  1131. outObj.rate = sk[3];
  1132. }
  1133. else if(skill.type == 231 && sk[6] > 0)
  1134. {
  1135. outObj.skilltype = 1;
  1136. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1137. outObj.turns = sk[0];
  1138. outObj.rate = sk[6];
  1139. }
  1140. return outObj;
  1141. }
  1142. }
  1143. function rcvBuff_Rate(card)
  1144. {
  1145. const searchTypeArray = [
  1146. 50,90,
  1147. 228, 231, //宝石姬
  1148. ];
  1149. const skills = getCardActiveSkills(card, searchTypeArray);
  1150. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1151. function rcvBuffParse(skill) {
  1152. const outObj = {
  1153. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1154. types: [],
  1155. attrs: [],
  1156. awoken: [],
  1157. rate: 0,
  1158. turns: 0,
  1159. };
  1160. if (!skill) return outObj;
  1161. const sk = skill.params;
  1162. if (skill.type == 228 && sk[4] > 0) {
  1163. outObj.skilltype = 1;
  1164. outObj.attrs = flags(sk[1]);
  1165. outObj.types = flags(sk[2]);
  1166. outObj.turns = sk[0];
  1167. outObj.rate = sk[4];
  1168. } else if (skill.type == 231 && sk[7] > 0) {
  1169. outObj.skilltype = 1;
  1170. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1171. outObj.turns = sk[0];
  1172. outObj.rate = sk[7];
  1173. } else if (skill.type == 50 || skill.type == 90) {
  1174. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1175. outObj.turns = sk[0];
  1176. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1177. }
  1178. return outObj;
  1179. }
  1180. }
  1181. function damageSelf_Rate(card)
  1182. {
  1183. const searchTypeArray = [84,85,86,87,195];
  1184. const skill = getCardActiveSkill(card, searchTypeArray);
  1185. if (!skill) return 0;
  1186. const sk = skill.params;
  1187. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1188. }
  1189. function changeEnemiesAttr_Attr(card)
  1190. {
  1191. const outObj = {
  1192. attr: null,
  1193. turns: 0
  1194. }
  1195. const searchTypeArray = [153, 224];
  1196. const skill = getCardActiveSkill(card, searchTypeArray);
  1197. if (!skill) return outObj;
  1198. const sk = skill.params;
  1199. if (skill.type == 153)
  1200. {
  1201. outObj.attr = sk[0];
  1202. }
  1203. else if (skill.type == 224)
  1204. {
  1205. outObj.attr = sk[1] || 0;
  1206. outObj.turns = sk[0];
  1207. }
  1208. return outObj;
  1209. }
  1210. //创建1个觉醒图标
  1211. function createAwokenIcon(awokenId)
  1212. {
  1213. const icon = document.createElement("icon");
  1214. icon.className ="awoken-icon";
  1215. icon.setAttribute("data-awoken-icon", awokenId);
  1216. return icon;
  1217. }
  1218. //产生一个觉醒列表
  1219. function creatAwokenList(awokens) {
  1220. const ul = document.createElement("ul");
  1221. ul.className = "awoken-ul";
  1222. awokens.forEach(ak=>{
  1223. const li = ul.appendChild(document.createElement("li"));
  1224. const icon = li.appendChild(createAwokenIcon(ak));
  1225. });
  1226. return ul;
  1227. }
  1228. //产生宝珠列表
  1229. function createOrbsList(orbs)
  1230. {
  1231. if (orbs == undefined) orbs = [0];
  1232. else if (!Array.isArray(orbs)) orbs = [orbs];
  1233. const ul = document.createElement("ul");
  1234. ul.className = "board";
  1235. orbs.forEach(orbType => {
  1236. const li = ul.appendChild(document.createElement("li"));
  1237. li.className = `orb-icon`;
  1238. li.setAttribute("data-orb-icon", orbType);
  1239. });
  1240. return ul;
  1241. }
  1242. //产生类型列表
  1243. function createTypesList(types)
  1244. {
  1245. if (types == undefined) types = [0];
  1246. else if (!Array.isArray(types)) types = [types];
  1247. const ul = document.createElement("ul");
  1248. ul.className = "types-ul";
  1249. types.forEach(type => {
  1250. const li = ul.appendChild(document.createElement("li"));
  1251. li.className = `type-icon`;
  1252. li.setAttribute("data-type-icon", type);
  1253. });
  1254. return ul;
  1255. }
  1256. const functions = [
  1257. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1258. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1259. ]},
  1260. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1261. {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)"},
  1262. function:cards=>{
  1263. const searchTypeArray = [173];
  1264. return cards.filter(card=>{
  1265. const skill = getCardActiveSkill(card, searchTypeArray);
  1266. return skill && skill.params[1];
  1267. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1268. },addition:voidsAbsorption_Addition},
  1269. /*{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)"},
  1270. function:cards=>{
  1271. const searchTypeArray = [173];
  1272. return cards.filter(card=>{
  1273. const skill = getCardActiveSkill(card, searchTypeArray);
  1274. return skill && skill.params[2];
  1275. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1276. },addition:voidsAbsorption_Addition},*/
  1277. {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)"},
  1278. function:cards=>{
  1279. const searchTypeArray = [173];
  1280. return cards.filter(card=>{
  1281. const skill = getCardActiveSkill(card, searchTypeArray);
  1282. return skill && skill.params[3];
  1283. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1284. },addition:voidsAbsorption_Addition},
  1285. {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)"},
  1286. function:cards=>{
  1287. const searchTypeArray = [173];
  1288. return cards.filter(card=>{
  1289. const skill = getCardActiveSkill(card, searchTypeArray);
  1290. return skill && skill.params[1] && skill.params[3];
  1291. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1292. },addition:voidsAbsorption_Addition},
  1293. {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)"},
  1294. function:cards=>{
  1295. const searchTypeArray = [191];
  1296. return cards.filter(card=>{
  1297. const skill = getCardActiveSkill(card, searchTypeArray);
  1298. return skill;
  1299. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1300. },
  1301. addition:card=>{
  1302. const searchTypeArray = [191];
  1303. const skill = getCardActiveSkill(card, searchTypeArray);
  1304. const sk = skill.params;
  1305. return document.createTextNode(`破贯×${sk[0]}T`);
  1306. }
  1307. },
  1308. ]},
  1309. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1310. {
  1311. 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)"},
  1312. function:cards=>{
  1313. return cards.filter(card=>{
  1314. const turns = unbind_Turns(card);
  1315. return turns.normal > 0;
  1316. }).sort((a,b)=>{
  1317. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1318. let a_pC = a_s.normal, b_pC = b_s.normal;
  1319. return a_pC - b_pC;
  1320. });
  1321. },
  1322. addition:unbind_Addition
  1323. },
  1324. {
  1325. 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)"},
  1326. function:cards=>{
  1327. return cards.filter(card=>{
  1328. const turns = unbind_Turns(card);
  1329. return turns.awoken > 0;
  1330. }).sort((a,b)=>{
  1331. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1332. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1333. return a_pC - b_pC;
  1334. });
  1335. },
  1336. addition:unbind_Addition
  1337. },
  1338. {
  1339. 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)"},
  1340. function:cards=>{
  1341. return cards.filter(card=>{
  1342. const turns = unbind_Turns(card);
  1343. return turns.normal && turns.awoken > 0;
  1344. }).sort((a,b)=>{
  1345. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1346. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1347. return a_pC - b_pC;
  1348. });
  1349. },
  1350. addition:unbind_Addition
  1351. },
  1352. {
  1353. 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)"},
  1354. function:cards=>{
  1355. const searchTypeArray = [196];
  1356. return cards.filter(card=>{
  1357. const skill = getCardActiveSkill(card, searchTypeArray);
  1358. return skill;
  1359. }).sort((a,b)=>{
  1360. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1361. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1362. return a_pC - b_pC;
  1363. })
  1364. },
  1365. addition:card=>{
  1366. const searchTypeArray = [196];
  1367. const skill = getCardActiveSkill(card, searchTypeArray);
  1368. const sk = skill.params;
  1369. const value = sk[0];
  1370. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1371. }
  1372. },
  1373. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1374. function:cards=>cards.filter(card=>{
  1375. const searchTypeArray = [215];
  1376. const skill = getCardActiveSkill(card, searchTypeArray);
  1377. return skill;
  1378. }),
  1379. addition:card=>{
  1380. const searchTypeArray = [215];
  1381. const skill = getCardActiveSkill(card, searchTypeArray);
  1382. const sk = skill.params;
  1383. const fragment = document.createDocumentFragment();
  1384. fragment.appendChild(document.createTextNode(`自封`));
  1385. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1386. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1387. return fragment;
  1388. }
  1389. },
  1390. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1391. function:cards=>cards.filter(card=>{
  1392. const searchTypeArray = [214];
  1393. const skill = getCardActiveSkill(card, searchTypeArray);
  1394. return skill;
  1395. }),
  1396. addition:card=>{
  1397. const searchTypeArray = [214];
  1398. const skill = getCardActiveSkill(card, searchTypeArray);
  1399. const sk = skill.params;
  1400. return document.createTextNode(`自封技${sk[0]}T`);
  1401. }
  1402. },
  1403. ]},
  1404. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1405. {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)"},
  1406. function:cards=>cards.filter(card=>{
  1407. const searchTypeArray = [156,168,228,231];
  1408. const skill = getCardActiveSkill(card, searchTypeArray);
  1409. return skill;
  1410. })
  1411. },
  1412. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1413. function:cards=>{
  1414. return cards.filter(card=>{
  1415. const atkbuff = rcvBuff_Rate(card);
  1416. return atkbuff.skilltype > 0;
  1417. }).sort((a,b)=>{
  1418. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1419. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1420. if (sortNum == 0)
  1421. sortNum = a_pC.rate - b_pC.rate;
  1422. if (sortNum == 0)
  1423. sortNum = a_pC.turns - b_pC.turns;
  1424. return sortNum;
  1425. });
  1426. },
  1427. addition:card=>{
  1428. const atkbuff = rcvBuff_Rate(card);
  1429. const fragment = document.createDocumentFragment();
  1430. fragment.appendChild(createOrbsList([5]));
  1431. if (atkbuff.skilltype == 0) return fragment;
  1432. if (atkbuff.skilltype == 1)
  1433. {
  1434. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1435. if (atkbuff.awoken.length)
  1436. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1437. if (atkbuff.attrs.length)
  1438. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1439. if (atkbuff.types.length)
  1440. fragment.appendChild(createTypesList(atkbuff.types));
  1441. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1442. }else if (atkbuff.skilltype == 2)
  1443. {
  1444. if (atkbuff.attrs.length)
  1445. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1446. if (atkbuff.types.length)
  1447. fragment.appendChild(createTypesList(atkbuff.types));
  1448. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1449. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1450. }
  1451. return fragment;
  1452. }
  1453. },
  1454. {name:"ATK rate change(All)",otLangName:{chs:"全队攻击力 buff(顶攻击)",cht:"全隊攻擊力 buff(頂攻擊)"},
  1455. function:cards=>{
  1456. return cards.filter(card=>{
  1457. const atkbuff = atkBuff_Rate(card);
  1458. return atkbuff.skilltype > 0;
  1459. }).sort((a,b)=>{
  1460. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1461. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1462. if (sortNum == 0)
  1463. sortNum = a_pC.rate - b_pC.rate;
  1464. if (sortNum == 0)
  1465. sortNum = a_pC.turns - b_pC.turns;
  1466. return sortNum;
  1467. });
  1468. },
  1469. addition:card=>{
  1470. const atkbuff = atkBuff_Rate(card);
  1471. const fragment = document.createDocumentFragment();
  1472. if (atkbuff.skilltype == 0) return fragment;
  1473. if (atkbuff.skilltype == 1)
  1474. {
  1475. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1476. if (atkbuff.awoken.length)
  1477. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1478. if (atkbuff.attrs.length)
  1479. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1480. if (atkbuff.types.length)
  1481. fragment.appendChild(createTypesList(atkbuff.types));
  1482. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1483. }else if (atkbuff.skilltype == 2)
  1484. {
  1485. if (atkbuff.attrs.length)
  1486. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1487. if (atkbuff.types.length)
  1488. fragment.appendChild(createTypesList(atkbuff.types));
  1489. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1490. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1491. }
  1492. return fragment;
  1493. }
  1494. },
  1495. {name:"ATK rate change(on member)",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1496. function:cards=>{
  1497. const searchTypeArray = [230];
  1498. return cards.filter(card=>{
  1499. const skill = getCardActiveSkill(card, searchTypeArray);
  1500. return skill && skill.params[2] !== 100;
  1501. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1502. },
  1503. addition:card=>{
  1504. const searchTypeArray = [230];
  1505. const skill = getCardActiveSkill(card, searchTypeArray);
  1506. const sk = skill.params;
  1507. let str = '';
  1508. const typeName = ['自身','左队长','右队长','队员'];
  1509. str += flags(sk[1]).map(n=>typeName[n]).join(',');
  1510. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1511. return str;
  1512. }
  1513. },
  1514. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1515. function:cards=>{
  1516. const searchTypeArray = [132];
  1517. return cards.filter(card=>{
  1518. const skill = getCardActiveSkill(card, searchTypeArray);
  1519. return skill;
  1520. }).sort((a,b)=>{
  1521. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1522. //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
  1523. 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;
  1524. 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]);
  1525. });
  1526. },
  1527. addition:card=>{
  1528. const searchTypeArray = [132];
  1529. const skill = getCardActiveSkill(card, searchTypeArray);
  1530. const sk = skill.params;
  1531. let str = "👆";
  1532. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1533. if (sk[2]) str += `x${sk[2]/100}`;
  1534. str += `x${sk[0]}T`;
  1535. return str;
  1536. }
  1537. },
  1538. {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)"},
  1539. function:cards=>{
  1540. const searchTypeArray = [184];
  1541. return cards.filter(card=>{
  1542. const skill = getCardActiveSkill(card, searchTypeArray);
  1543. return skill;
  1544. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1545. },
  1546. addition:card=>{
  1547. const searchTypeArray = [184];
  1548. const skill = getCardActiveSkill(card, searchTypeArray);
  1549. const sk = skill.params;
  1550. return `无↓×${sk[0]}T`;
  1551. }
  1552. },
  1553. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  1554. function:cards=>{
  1555. const searchTypeArray = [160];
  1556. return cards.filter(card=>{
  1557. const skill = getCardActiveSkill(card, searchTypeArray);
  1558. return skill;
  1559. }).sort((a,b)=>{
  1560. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1561. return a_s.params[1] - b_s.params[1];
  1562. });
  1563. },
  1564. addition:card=>{
  1565. const searchTypeArray = [160];
  1566. const skill = getCardActiveSkill(card, searchTypeArray);
  1567. const sk = skill.params;
  1568. return `+${sk[1]}C×${sk[0]}T`;
  1569. }
  1570. },
  1571. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  1572. function:cards=>{
  1573. const searchTypeArray = [3,156];
  1574. return cards.filter(card=>{
  1575. const skill = getCardActiveSkill(card, searchTypeArray);
  1576. if (!skill) return false;
  1577. if (skill.type == 156)
  1578. return skill.params[4]==3;
  1579. else
  1580. return true;
  1581. }).sort((a,b)=>{
  1582. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1583. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1584. if (!sortNum)
  1585. {
  1586. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1587. sortNum = a_pC - b_pC;
  1588. }
  1589. return sortNum;
  1590. });
  1591. },
  1592. addition:card=>{
  1593. const searchTypeArray = [3,156];
  1594. const skill = getCardActiveSkill(card, searchTypeArray);
  1595. const sk = skill.params;
  1596. const fragment = document.createDocumentFragment();
  1597. if (skill.type == 156)
  1598. {
  1599. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1600. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1601. fragment.appendChild(creatAwokenList(awokenArr));
  1602. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1603. }else
  1604. {
  1605. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1606. }
  1607. return fragment;
  1608. }
  1609. },
  1610. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  1611. function:cards=>{
  1612. const searchTypeArray = [3];
  1613. return cards.filter(card=>{
  1614. const skill = getCardActiveSkill(card, searchTypeArray);
  1615. return skill && skill.params[1]>=100;
  1616. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1617. },
  1618. addition:card=>{
  1619. const searchTypeArray = [3];
  1620. const skill = getCardActiveSkill(card, searchTypeArray);
  1621. const sk = skill.params;
  1622. return `无敌×${sk[0]}T`;
  1623. }
  1624. },
  1625. {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)"},
  1626. function:cards=>{
  1627. const searchTypeArray = [21];
  1628. return cards.filter(card=>{
  1629. const skill = getCardActiveSkill(card, searchTypeArray);
  1630. return skill;
  1631. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1632. },
  1633. addition:card=>{
  1634. const searchTypeArray = [21];
  1635. const skill = getCardActiveSkill(card, searchTypeArray);
  1636. const sk = skill.params;
  1637. const colors = [sk[1]];
  1638. const fragment = document.createDocumentFragment();
  1639. fragment.appendChild(document.createTextNode(`-`));
  1640. fragment.appendChild(createOrbsList(colors));
  1641. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1642. return fragment;
  1643. }
  1644. },
  1645. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  1646. function:cards=>{
  1647. const searchTypeArray = [51];
  1648. return cards.filter(card=>{
  1649. const skill = getCardActiveSkill(card, searchTypeArray);
  1650. return skill;
  1651. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1652. },
  1653. addition:card=>{
  1654. const searchTypeArray = [51];
  1655. const skill = getCardActiveSkill(card, searchTypeArray);
  1656. const sk = skill.params;
  1657. return `全体×${sk[0]}T`;
  1658. }
  1659. },
  1660. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)",cht:"生成變換位(轉轉珠)"},
  1661. function:cards=>{
  1662. const searchTypeArray = [207];
  1663. return cards.filter(card=>{
  1664. const skill = getCardActiveSkill(card, searchTypeArray);
  1665. return skill;
  1666. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1667. },
  1668. addition:card=>{
  1669. const searchTypeArray = [207];
  1670. const skill = getCardActiveSkill(card, searchTypeArray);
  1671. const sk = skill.params;
  1672. if (sk[7])
  1673. return `${sk[7]}个×${sk[0]}T`;
  1674. else
  1675. return `特殊形状×${sk[0]}T`;
  1676. }
  1677. },
  1678. ]},
  1679. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1680. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  1681. function:cards=>{
  1682. const searchTypeArray = [18];
  1683. return cards.filter(card=>{
  1684. const skill = getCardActiveSkill(card, searchTypeArray);
  1685. return skill;
  1686. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1687. },
  1688. addition:card=>{
  1689. const searchTypeArray = [18];
  1690. const skill = getCardActiveSkill(card, searchTypeArray);
  1691. const sk = skill.params;
  1692. return document.createTextNode(`威吓×${sk[0]}T`);
  1693. }
  1694. },
  1695. {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)"},
  1696. function:cards=>{
  1697. const searchTypeArray = [19];
  1698. return cards.filter(card=>{
  1699. const skill = getCardActiveSkill(card, searchTypeArray);
  1700. return skill;
  1701. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1702. },
  1703. addition:card=>{
  1704. const searchTypeArray = [19];
  1705. const skill = getCardActiveSkill(card, searchTypeArray);
  1706. const sk = skill.params;
  1707. return `破防${sk[1]}%`;
  1708. }
  1709. },
  1710. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  1711. function:cards=>{
  1712. const searchTypeArray = [19];
  1713. return cards.filter(card=>{
  1714. const skill = getCardActiveSkill(card, searchTypeArray);
  1715. return skill && skill.params[1]>=100;
  1716. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1717. },
  1718. addition:card=>{
  1719. const searchTypeArray = [19];
  1720. const skill = getCardActiveSkill(card, searchTypeArray);
  1721. const sk = skill.params;
  1722. return `全破×${sk[0]}T`;
  1723. }
  1724. },
  1725. {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)"},
  1726. function:cards=>{
  1727. const searchTypeArray = [4];
  1728. return cards.filter(card=>{
  1729. const skill = getCardActiveSkill(card, searchTypeArray);
  1730. return skill;
  1731. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1732. },
  1733. addition:card=>{
  1734. const searchTypeArray = [4];
  1735. const skill = getCardActiveSkill(card, searchTypeArray);
  1736. const sk = skill.params;
  1737. return `攻击力×${sk[0]/100}倍`;
  1738. }
  1739. },
  1740. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  1741. function:cards=>{
  1742. return cards.filter(card=>{
  1743. return changeEnemiesAttr_Attr(card).attr != null;
  1744. }).sort((a,b)=>{
  1745. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1746. return a_pC.attr - b_pC.attr;
  1747. })
  1748. },
  1749. addition:card=>{
  1750. let change = changeEnemiesAttr_Attr(card);
  1751. const fragment = document.createDocumentFragment();
  1752. fragment.appendChild(document.createTextNode(`敌→`));
  1753. fragment.appendChild(createOrbsList(change.attr));
  1754. if (change.turns > 0)
  1755. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1756. return fragment;
  1757. }
  1758. },
  1759. {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)"},
  1760. function:cards=>{
  1761. const searchTypeArray = [60];
  1762. return cards.filter(card=>{
  1763. const skill = getCardActiveSkill(card, searchTypeArray);
  1764. return skill;
  1765. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1766. },
  1767. addition:card=>{
  1768. const searchTypeArray = [60];
  1769. const skill = getCardActiveSkill(card, searchTypeArray);
  1770. const sk = skill.params;
  1771. const fragment = document.createDocumentFragment();
  1772. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1773. fragment.appendChild(createOrbsList(sk[2]));
  1774. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1775. return fragment;
  1776. }
  1777. },
  1778. ]},
  1779. {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: [
  1780. {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)"},
  1781. function:cards=>{
  1782. const searchTypeArray = [146];
  1783. return cards.filter(card=>{
  1784. const skill = getCardActiveSkill(card, searchTypeArray);
  1785. return skill;
  1786. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1787. },
  1788. addition:card=>{
  1789. const searchTypeArray = [146];
  1790. const skill = getCardActiveSkill(card, searchTypeArray);
  1791. const sk = skill.params;
  1792. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1793. }
  1794. },
  1795. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1796. function:cards=>{
  1797. const searchTypeArray = [218];
  1798. return cards.filter(card=>{
  1799. const skill = getCardActiveSkill(card, searchTypeArray);
  1800. return skill;
  1801. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1802. },
  1803. addition:card=>{
  1804. const searchTypeArray = [218];
  1805. const skill = getCardActiveSkill(card, searchTypeArray);
  1806. const sk = skill.params;
  1807. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  1808. }
  1809. },
  1810. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1811. function:cards=>cards.filter(card=>{
  1812. const searchTypeArray = [93, 227];
  1813. const skill = getCardActiveSkill(card, searchTypeArray);
  1814. return skill;
  1815. })
  1816. },
  1817. {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)"},
  1818. function:cards=>{
  1819. const searchTypeArray = [142];
  1820. return cards.filter(card=>{
  1821. const skill = getCardActiveSkill(card, searchTypeArray);
  1822. return skill;
  1823. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1824. },
  1825. addition:card=>{
  1826. const searchTypeArray = [142];
  1827. const skill = getCardActiveSkill(card, searchTypeArray);
  1828. const sk = skill.params;
  1829. const fragment = document.createDocumentFragment();
  1830. fragment.appendChild(document.createTextNode(`自→`));
  1831. fragment.appendChild(createOrbsList(sk[1]));
  1832. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1833. return fragment;
  1834. }
  1835. },
  1836. ]},
  1837. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  1838. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1839. function:cards=>{
  1840. const searchTypeArray = [179];
  1841. return cards.filter(card=>{
  1842. const skill = getCardActiveSkill(card, searchTypeArray);
  1843. return skill;
  1844. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1845. },
  1846. addition:card=>{
  1847. const searchTypeArray = [179];
  1848. const skill = getCardActiveSkill(card, searchTypeArray);
  1849. const sk = skill.params;
  1850. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  1851. }
  1852. },
  1853. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1854. function:cards=>{
  1855. return cards.filter(card=>{
  1856. const heal = healImmediately_Rate(card);
  1857. return Object.values(heal).some(v=>v);
  1858. })
  1859. .sort((a,b)=>{
  1860. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1861. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1862. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1863. let sortNum = a_i - b_i;
  1864. if (!sortNum)
  1865. {
  1866. sortNum = a_vs[a_i] - b_vs[b_i];
  1867. }
  1868. return sortNum;
  1869. });
  1870. },
  1871. addition:card=>{
  1872. const heal = healImmediately_Rate(card);
  1873. let strArr = [];
  1874. if (heal.scale)
  1875. strArr.push(`${heal.scale}%最大HP`);
  1876. if (heal.const)
  1877. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  1878. if (heal.selfRcv)
  1879. strArr.push(`${heal.selfRcv/100}倍回复力`);
  1880. if (heal.vampire)
  1881. strArr.push(`${heal.vampire}%伤害`);
  1882. return strArr.join(',');
  1883. }
  1884. },
  1885. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  1886. function:cards=>{
  1887. return cards.filter(card=>damageSelf_Rate(card)>0)
  1888. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1889. },
  1890. addition:card=>{
  1891. let rate = damageSelf_Rate(card);
  1892. if (rate < 100)
  1893. return `减少${rate}%`;
  1894. else
  1895. return `减少到1`;
  1896. }
  1897. },
  1898. ]},
  1899. {group:true,name:"----- Orbs Lock -----",otLangName:{chs:"-----锁珠类-----",cht:"-----鎖珠類-----"}, functions: [
  1900. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  1901. function:cards=>cards.filter(card=>{
  1902. const searchTypeArray = [172];
  1903. const skill = getCardActiveSkill(card, searchTypeArray);
  1904. return skill;
  1905. })
  1906. },
  1907. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  1908. function:cards=>cards.filter(card=>{
  1909. const searchTypeArray = [152];
  1910. const skill = getCardActiveSkill(card, searchTypeArray);
  1911. return skill;
  1912. }),
  1913. addition:lock_Addition
  1914. },
  1915. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  1916. function:cards=>cards.filter(card=>{
  1917. const searchTypeArray = [152];
  1918. const skill = getCardActiveSkill(card, searchTypeArray);
  1919. return skill && (skill.params[0] & 63) === 63;
  1920. }),
  1921. addition:lock_Addition
  1922. },
  1923. ]},
  1924. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  1925. {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)"},
  1926. function:cards=>{
  1927. const searchTypeArray = [205];
  1928. return cards.filter(card=>{
  1929. const skill = getCardActiveSkill(card, searchTypeArray);
  1930. return skill;
  1931. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1932. },
  1933. addition:dropLock_Addition
  1934. },
  1935. {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)"},
  1936. function:cards=>{
  1937. const searchTypeArray = [205];
  1938. return cards.filter(card=>{
  1939. const skill = getCardActiveSkill(card, searchTypeArray);
  1940. return skill && (skill.params[0] & 63) === 63;
  1941. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1942. },
  1943. addition:dropLock_Addition
  1944. },
  1945. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"},
  1946. function:cards=>{
  1947. const searchTypeArray = [180];
  1948. return cards.filter(card=>{
  1949. const skill = getCardActiveSkill(card, searchTypeArray);
  1950. return skill;
  1951. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1952. },
  1953. addition:card=>{
  1954. const searchTypeArray = [180];
  1955. const skill = getCardActiveSkill(card, searchTypeArray);
  1956. const sk = skill.params;
  1957. return `${sk[1]}%×${sk[0]}T`;
  1958. }
  1959. },
  1960. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  1961. function:cards=>cards.filter(card=>{
  1962. const searchTypeArray = [126];
  1963. const skill = getCardActiveSkill(card, searchTypeArray);
  1964. return skill;
  1965. }),
  1966. addition:dropOrb_Addition
  1967. },
  1968. {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)"},
  1969. function:cards=>cards.filter(card=>{
  1970. const searchTypeArray = [126];
  1971. const skill = getCardActiveSkill(card, searchTypeArray);
  1972. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1973. }),
  1974. addition:dropOrb_Addition
  1975. },
  1976. {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"},
  1977. function:cards=>cards.filter(card=>{
  1978. const searchTypeArray = [126];
  1979. const skill = getCardActiveSkill(card, searchTypeArray);
  1980. return skill && skill.params[1] >= 99;
  1981. }),
  1982. addition:dropOrb_Addition
  1983. },
  1984. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  1985. function:cards=>cards.filter(card=>{
  1986. const searchTypeArray = [126];
  1987. const skill = getCardActiveSkill(card, searchTypeArray);
  1988. return skill && skill.params[3] == 100;
  1989. }),
  1990. addition:dropOrb_Addition
  1991. },
  1992. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  1993. function:cards=>{
  1994. const searchTypeArray = [226];
  1995. return cards.filter(card=>{
  1996. const skill = getCardActiveSkill(card, searchTypeArray);
  1997. return skill;
  1998. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1999. },
  2000. addition:card=>{
  2001. const searchTypeArray = [226];
  2002. const skill = getCardActiveSkill(card, searchTypeArray);
  2003. const sk = skill.params;
  2004. return `📌${sk[1]}%×${sk[0]}T`;
  2005. }
  2006. },
  2007. ]},
  2008. {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: [
  2009. {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)"},
  2010. function:cards=>{
  2011. const searchTypeArray = [6];
  2012. return cards.filter(card=>{
  2013. const skill = getCardActiveSkill(card, searchTypeArray);
  2014. return skill;
  2015. }).sort((a,b)=>{
  2016. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2017. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2018. return a_pC - b_pC;
  2019. })
  2020. },
  2021. addition:card=>{
  2022. const searchTypeArray = [6];
  2023. const skill = getCardActiveSkill(card, searchTypeArray);
  2024. const sk = skill.params;
  2025. return `当前${sk[0]}%`;
  2026. }
  2027. },
  2028. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)",cht:"重力-敵人最大血量(按比例排序)"},
  2029. function:cards=>{
  2030. const searchTypeArray = [161];
  2031. return cards.filter(card=>{
  2032. const skill = getCardActiveSkill(card, searchTypeArray);
  2033. return skill;
  2034. }).sort((a,b)=>{
  2035. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2036. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2037. return a_pC - b_pC;
  2038. })
  2039. },
  2040. addition:card=>{
  2041. const searchTypeArray = [161];
  2042. const skill = getCardActiveSkill(card, searchTypeArray);
  2043. const sk = skill.params;
  2044. return `最大${sk[0]}%`;
  2045. }
  2046. },
  2047. ]},
  2048. {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: [
  2049. {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)"},
  2050. function:cards=>{
  2051. const searchTypeArray = [55,188];
  2052. return cards.filter(card=>{
  2053. const skill = getCardActiveSkill(card, searchTypeArray);
  2054. return skill;
  2055. }).sort((a,b)=>{
  2056. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2057. 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);
  2058. return a_pC - b_pC;
  2059. });
  2060. },
  2061. addition:card=>{
  2062. const searchTypeArray = [55,188];
  2063. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2064. const sk = skills[0].params;
  2065. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2066. }
  2067. },
  2068. {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)"},
  2069. function:cards=>{
  2070. const searchTypeArray = [56];
  2071. return cards.filter(card=>{
  2072. const skill = getCardActiveSkill(card, searchTypeArray);
  2073. return skill;
  2074. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2075. },
  2076. addition:card=>{
  2077. const searchTypeArray = [56];
  2078. const skill = getCardActiveSkill(card, searchTypeArray);
  2079. const sk = skill.params;
  2080. return `固伤${sk[0].bigNumberToString()}`;
  2081. }
  2082. },
  2083. ]},
  2084. {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: [
  2085. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2086. function:cards=>cards.filter(card=>{
  2087. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2088. function isSingle(skill)
  2089. {
  2090. if (skill.type == 110)
  2091. return Boolean(skill.params[0]);
  2092. else if (skill.type == 144)
  2093. return Boolean(skill.params[2]);
  2094. else
  2095. return true;
  2096. }
  2097. const skill = getCardActiveSkill(card, searchTypeArray);
  2098. return skill && isSingle(skill);
  2099. }),
  2100. addition: numericalATK_Addition
  2101. },
  2102. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2103. function:cards=>cards.filter(card=>{
  2104. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2105. function isAll(skill)
  2106. {
  2107. if (skill.type == 110)
  2108. return !Boolean(skill.params[0]);
  2109. else if (skill.type == 144)
  2110. return !Boolean(skill.params[2]);
  2111. else
  2112. return true;
  2113. }
  2114. const skill = getCardActiveSkill(card, searchTypeArray);
  2115. return skill && skill.id!=0 && isAll(skill);
  2116. }),
  2117. addition: numericalATK_Addition
  2118. },
  2119. {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"},
  2120. function:cards=>cards.filter(card=>{
  2121. const searchTypeArray = [42];
  2122. const skill = getCardActiveSkill(card, searchTypeArray);
  2123. return skill;
  2124. })
  2125. },
  2126. {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"},
  2127. function:cards=>cards.filter(card=>{
  2128. const searchTypeArray = [2,35];
  2129. const skill = getCardActiveSkill(card, searchTypeArray);
  2130. return skill;
  2131. })
  2132. },
  2133. {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)"},
  2134. function:cards=>cards.filter(card=>{
  2135. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2136. const skill = getCardActiveSkill(card, searchTypeArray);
  2137. return skill && skill.id!=0;
  2138. }).sort((a,b)=>{
  2139. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2140. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2141. function getNumber(skill)
  2142. {
  2143. const sk = skill.params;
  2144. switch(skill.type)
  2145. {
  2146. case 0:
  2147. case 37:
  2148. case 58:
  2149. case 59:
  2150. case 84:
  2151. case 85:
  2152. case 115:
  2153. return sk[1];
  2154. case 2:
  2155. case 35:
  2156. return sk[0];
  2157. default:
  2158. return 0;
  2159. }
  2160. }
  2161. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2162. return a_pC - b_pC;
  2163. }),
  2164. addition: numericalATK_Addition
  2165. },
  2166. {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)"},
  2167. function:cards=>cards.filter(card=>{
  2168. const searchTypeArray = [1,42,86,87];
  2169. const skill = getCardActiveSkill(card, searchTypeArray);
  2170. return skill;
  2171. }).sort((a,b)=>{
  2172. const searchTypeArray = [1,42,86,87];
  2173. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2174. function getNumber(skill)
  2175. {
  2176. const sk = skill.params;
  2177. switch(skill.type)
  2178. {
  2179. case 1:
  2180. case 86:
  2181. case 87:
  2182. return sk[1];
  2183. case 42:
  2184. return sk[2];
  2185. default:
  2186. return 0;
  2187. }
  2188. }
  2189. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2190. return a_pC - b_pC;
  2191. }),
  2192. addition: numericalATK_Addition
  2193. },
  2194. {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)"},
  2195. function:cards=>{
  2196. const searchTypeArray = [110];
  2197. return cards.filter(card=>{
  2198. const skill = getCardActiveSkill(card, searchTypeArray);
  2199. return skill;
  2200. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2201. },
  2202. addition: numericalATK_Addition
  2203. },
  2204. {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)"},
  2205. function:cards=>{
  2206. const searchTypeArray = [143];
  2207. return cards.filter(card=>{
  2208. const skill = getCardActiveSkill(card, searchTypeArray);
  2209. return skill;
  2210. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2211. },
  2212. addition: numericalATK_Addition
  2213. },
  2214. {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)"},
  2215. function:cards=>{
  2216. const searchTypeArray = [144];
  2217. return cards.filter(card=>{
  2218. const skill = getCardActiveSkill(card, searchTypeArray);
  2219. return skill;
  2220. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2221. },
  2222. addition: numericalATK_Addition
  2223. },
  2224. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2225. function:cards=>cards.filter(card=>{
  2226. const searchTypeArray = [35,115];
  2227. const skill = getCardActiveSkill(card, searchTypeArray);
  2228. return skill;
  2229. })
  2230. },
  2231. ]},
  2232. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----",cht:"-----洗版類-----"}, functions: [
  2233. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2234. function:cards=>cards.filter(card=>{
  2235. const searchTypeArray = [10];
  2236. const skill = getCardActiveSkill(card, searchTypeArray);
  2237. return skill;
  2238. })
  2239. },
  2240. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2241. function:cards=>cards.filter(card=>{
  2242. const searchTypeArray = [71];
  2243. const skill = getCardActiveSkill(card, searchTypeArray);
  2244. return boardChange_ColorTypes(skill).length == 1;
  2245. }),
  2246. addition:boardChange_Addition
  2247. },
  2248. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2249. function:cards=>cards.filter(card=>{
  2250. const searchTypeArray = [71];
  2251. const skill = getCardActiveSkill(card, searchTypeArray);
  2252. return boardChange_ColorTypes(skill).length == 2;
  2253. }),
  2254. addition:boardChange_Addition
  2255. },
  2256. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2257. function:cards=>cards.filter(card=>{
  2258. const searchTypeArray = [71];
  2259. const skill = getCardActiveSkill(card, searchTypeArray);
  2260. return boardChange_ColorTypes(skill).length == 3;
  2261. }),
  2262. addition:boardChange_Addition
  2263. },
  2264. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2265. function:cards=>cards.filter(card=>{
  2266. const searchTypeArray = [71];
  2267. const skill = getCardActiveSkill(card, searchTypeArray);
  2268. return boardChange_ColorTypes(skill).length == 4;
  2269. }),
  2270. addition:boardChange_Addition
  2271. },
  2272. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2273. function:cards=>cards.filter(card=>{
  2274. const searchTypeArray = [71];
  2275. const skill = getCardActiveSkill(card, searchTypeArray);
  2276. return boardChange_ColorTypes(skill).length == 5;
  2277. }),
  2278. addition:boardChange_Addition
  2279. },
  2280. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2281. function:cards=>cards.filter(card=>{
  2282. const searchTypeArray = [71];
  2283. const skill = getCardActiveSkill(card, searchTypeArray);
  2284. return boardChange_ColorTypes(skill).length >= 6;
  2285. }),
  2286. addition:boardChange_Addition
  2287. },
  2288. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2289. function:cards=>cards.filter(card=>{
  2290. const searchTypeArray = [71];
  2291. const skill = getCardActiveSkill(card, searchTypeArray);
  2292. return boardChange_ColorTypes(skill).includes(0);
  2293. }),
  2294. addition:boardChange_Addition
  2295. },
  2296. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2297. function:cards=>cards.filter(card=>{
  2298. const searchTypeArray = [71];
  2299. const skill = getCardActiveSkill(card, searchTypeArray);
  2300. return boardChange_ColorTypes(skill).includes(1);
  2301. }),
  2302. addition:boardChange_Addition
  2303. },
  2304. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2305. function:cards=>cards.filter(card=>{
  2306. const searchTypeArray = [71];
  2307. const skill = getCardActiveSkill(card, searchTypeArray);
  2308. return boardChange_ColorTypes(skill).includes(2);
  2309. }),
  2310. addition:boardChange_Addition
  2311. },
  2312. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2313. function:cards=>cards.filter(card=>{
  2314. const searchTypeArray = [71];
  2315. const skill = getCardActiveSkill(card, searchTypeArray);
  2316. return boardChange_ColorTypes(skill).includes(3);
  2317. }),
  2318. addition:boardChange_Addition
  2319. },
  2320. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2321. function:cards=>cards.filter(card=>{
  2322. const searchTypeArray = [71];
  2323. const skill = getCardActiveSkill(card, searchTypeArray);
  2324. return boardChange_ColorTypes(skill).includes(4);
  2325. }),
  2326. addition:boardChange_Addition
  2327. },
  2328. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2329. function:cards=>cards.filter(card=>{
  2330. const searchTypeArray = [71];
  2331. const skill = getCardActiveSkill(card, searchTypeArray);
  2332. return boardChange_ColorTypes(skill).includes(5);
  2333. }),
  2334. addition:boardChange_Addition
  2335. },
  2336. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2337. function:cards=>cards.filter(card=>{
  2338. const searchTypeArray = [71];
  2339. const skill = getCardActiveSkill(card, searchTypeArray);
  2340. const colors = boardChange_ColorTypes(skill);
  2341. return colors.includes(6)
  2342. || colors.includes(7)
  2343. || colors.includes(8)
  2344. || colors.includes(9);
  2345. }),
  2346. addition:boardChange_Addition
  2347. },
  2348. ]},
  2349. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2350. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2351. function:cards=>cards.filter(card=>{
  2352. const searchTypeArray = [9,20,154];
  2353. const skills = getCardActiveSkills(card, searchTypeArray);
  2354. if (!skills.length) return false;
  2355. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2356. return parsedSkills.some(p=>p.to.includes(0));
  2357. }),
  2358. addition:changeOrbs_Addition
  2359. },
  2360. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2361. function:cards=>cards.filter(card=>{
  2362. const searchTypeArray = [9,20,154];
  2363. const skills = getCardActiveSkills(card, searchTypeArray);
  2364. if (!skills.length) return false;
  2365. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2366. return parsedSkills.some(p=>p.to.includes(1));
  2367. }),
  2368. addition:changeOrbs_Addition
  2369. },
  2370. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2371. function:cards=>cards.filter(card=>{
  2372. const searchTypeArray = [9,20,154];
  2373. const skills = getCardActiveSkills(card, searchTypeArray);
  2374. if (!skills.length) return false;
  2375. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2376. return parsedSkills.some(p=>p.to.includes(2));
  2377. }),
  2378. addition:changeOrbs_Addition
  2379. },
  2380. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2381. function:cards=>cards.filter(card=>{
  2382. const searchTypeArray = [9,20,154];
  2383. const skills = getCardActiveSkills(card, searchTypeArray);
  2384. if (!skills.length) return false;
  2385. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2386. return parsedSkills.some(p=>p.to.includes(3));
  2387. }),
  2388. addition:changeOrbs_Addition
  2389. },
  2390. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2391. function:cards=>cards.filter(card=>{
  2392. const searchTypeArray = [9,20,154];
  2393. const skills = getCardActiveSkills(card, searchTypeArray);
  2394. if (!skills.length) return false;
  2395. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2396. return parsedSkills.some(p=>p.to.includes(4));
  2397. }),
  2398. addition:changeOrbs_Addition
  2399. },
  2400. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2401. function:cards=>cards.filter(card=>{
  2402. const searchTypeArray = [9,20,154];
  2403. const skills = getCardActiveSkills(card, searchTypeArray);
  2404. if (!skills.length) return false;
  2405. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2406. return parsedSkills.some(p=>p.to.includes(5));
  2407. }),
  2408. addition:changeOrbs_Addition
  2409. },
  2410. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2411. function:cards=>cards.filter(card=>{
  2412. const searchTypeArray = [9,20,154];
  2413. const skills = getCardActiveSkills(card, searchTypeArray);
  2414. if (!skills.length) return false;
  2415. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2416. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2417. }),
  2418. addition:changeOrbs_Addition
  2419. },
  2420. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2421. function:cards=>cards.filter(card=>{
  2422. const searchTypeArray = [9,20,154];
  2423. const skills = getCardActiveSkills(card, searchTypeArray);
  2424. if (!skills.length) return false;
  2425. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2426. return parsedSkills.some(p=>p.from.includes(0));
  2427. }),
  2428. addition:changeOrbs_Addition
  2429. },
  2430. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2431. function:cards=>cards.filter(card=>{
  2432. const searchTypeArray = [9,20,154];
  2433. const skills = getCardActiveSkills(card, searchTypeArray);
  2434. if (!skills.length) return false;
  2435. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2436. return parsedSkills.some(p=>p.from.includes(1));
  2437. }),
  2438. addition:changeOrbs_Addition
  2439. },
  2440. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2441. function:cards=>cards.filter(card=>{
  2442. const searchTypeArray = [9,20,154];
  2443. const skills = getCardActiveSkills(card, searchTypeArray);
  2444. if (!skills.length) return false;
  2445. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2446. return parsedSkills.some(p=>p.from.includes(2));
  2447. }),
  2448. addition:changeOrbs_Addition
  2449. },
  2450. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2451. function:cards=>cards.filter(card=>{
  2452. const searchTypeArray = [9,20,154];
  2453. const skills = getCardActiveSkills(card, searchTypeArray);
  2454. if (!skills.length) return false;
  2455. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2456. return parsedSkills.some(p=>p.from.includes(3));
  2457. }),
  2458. addition:changeOrbs_Addition
  2459. },
  2460. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2461. function:cards=>cards.filter(card=>{
  2462. const searchTypeArray = [9,20,154];
  2463. const skills = getCardActiveSkills(card, searchTypeArray);
  2464. if (!skills.length) return false;
  2465. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2466. return parsedSkills.some(p=>p.from.includes(4));
  2467. }),
  2468. addition:changeOrbs_Addition
  2469. },
  2470. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2471. function:cards=>cards.filter(card=>{
  2472. const searchTypeArray = [9,20,154];
  2473. const skills = getCardActiveSkills(card, searchTypeArray);
  2474. if (!skills.length) return false;
  2475. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2476. return parsedSkills.some(p=>p.from.includes(5));
  2477. }),
  2478. addition:changeOrbs_Addition
  2479. },
  2480. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2481. function:cards=>cards.filter(card=>{
  2482. const searchTypeArray = [9,20,154];
  2483. const skills = getCardActiveSkills(card, searchTypeArray);
  2484. if (!skills.length) return false;
  2485. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2486. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2487. }),
  2488. addition:changeOrbs_Addition
  2489. },
  2490. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2491. function:cards=>{
  2492. const searchTypeArray = [52,91,140];
  2493. return cards.filter(card=>{
  2494. const skill = getCardActiveSkill(card, searchTypeArray);
  2495. return skill;
  2496. });
  2497. },
  2498. addition:card=>{
  2499. const searchTypeArray = [52,91,140];
  2500. const skill = getCardActiveSkill(card, searchTypeArray);
  2501. const sk = skill.params;
  2502. let attrs = [];
  2503. switch (skill.type)
  2504. {
  2505. case 52:{
  2506. attrs.push(sk[0]); break;
  2507. }
  2508. case 91:{
  2509. attrs = sk.slice(0,-1); break;
  2510. }
  2511. case 140:{
  2512. attrs = flags(sk[0]); break;
  2513. }
  2514. }
  2515. const fragment = document.createDocumentFragment();
  2516. fragment.appendChild(document.createTextNode(`强化`));
  2517. fragment.appendChild(createOrbsList(attrs));
  2518. return fragment;
  2519. }
  2520. },
  2521. ]},
  2522. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2523. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2524. function:cards=>cards.filter(card=>{
  2525. function is30(sk)
  2526. {
  2527. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2528. }
  2529. const searchTypeArray = [141];
  2530. const skill = getCardActiveSkill(card, searchTypeArray);
  2531. return skill && is30(skill.params);
  2532. }),
  2533. addition:generateOrbs_Addition
  2534. },
  2535. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2536. function:cards=>cards.filter(card=>{
  2537. function is1515(sk)
  2538. {
  2539. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2540. }
  2541. const searchTypeArray = [141];
  2542. const skill = getCardActiveSkill(card, searchTypeArray);
  2543. return skill && is1515(skill.params);
  2544. }),
  2545. addition:generateOrbs_Addition
  2546. },
  2547. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2548. function:cards=>cards.filter(card=>{
  2549. const gens = generateOrbsParse(card);
  2550. return gens.some(gen=>gen.to.includes(0));
  2551. }),
  2552. addition:generateOrbs_Addition
  2553. },
  2554. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2555. function:cards=>cards.filter(card=>{
  2556. const gens = generateOrbsParse(card);
  2557. return gens.some(gen=>gen.to.includes(1));
  2558. }),
  2559. addition:generateOrbs_Addition
  2560. },
  2561. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2562. function:cards=>cards.filter(card=>{
  2563. const gens = generateOrbsParse(card);
  2564. return gens.some(gen=>gen.to.includes(2));
  2565. }),
  2566. addition:generateOrbs_Addition
  2567. },
  2568. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2569. function:cards=>cards.filter(card=>{
  2570. const gens = generateOrbsParse(card);
  2571. return gens.some(gen=>gen.to.includes(3));
  2572. }),
  2573. addition:generateOrbs_Addition
  2574. },
  2575. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2576. function:cards=>cards.filter(card=>{
  2577. const gens = generateOrbsParse(card);
  2578. return gens.some(gen=>gen.to.includes(4));
  2579. }),
  2580. addition:generateOrbs_Addition
  2581. },
  2582. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2583. function:cards=>cards.filter(card=>{
  2584. const gens = generateOrbsParse(card);
  2585. return gens.some(gen=>gen.to.includes(5));
  2586. }),
  2587. addition:generateOrbs_Addition
  2588. },
  2589. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2590. function:cards=>cards.filter(card=>{
  2591. const gens = generateOrbsParse(card);
  2592. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2593. }),
  2594. addition:generateOrbs_Addition
  2595. },
  2596. ]},
  2597. {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: [
  2598. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2599. function:cards=>cards.filter(card=>{
  2600. const searchTypeArray = [176];
  2601. const skill = getCardActiveSkill(card, searchTypeArray);
  2602. return skill;
  2603. })
  2604. },
  2605. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2606. function:cards=>cards.filter(card=>{
  2607. function is3x3(sk)
  2608. {
  2609. for (let si=0;si<3;si++)
  2610. {
  2611. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2612. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2613. (si+2<4?(sk[si+3] & sk[si]) ===0:true) && //如果下一行存在,并且无交集(and为0)
  2614. (sk[si] === 7 || sk[si] === 7<<1 || sk[si] === 7<<2 || sk[si] === 7<<3) //如果这一行满足任意2珠并联(二进制111=十进制7)
  2615. )
  2616. return true;
  2617. }
  2618. return false;
  2619. }
  2620. const searchTypeArray = [176];
  2621. const skill = getCardActiveSkill(card, searchTypeArray);
  2622. return skill && is3x3(skill.params);
  2623. }),
  2624. addition:card=>{
  2625. const searchTypeArray = [176];
  2626. const skill = getCardActiveSkill(card, searchTypeArray);
  2627. const sk = skill.params;
  2628. const fragment = document.createDocumentFragment();
  2629. fragment.appendChild(document.createTextNode(`3×3`));
  2630. fragment.appendChild(createOrbsList(sk[5]));
  2631. return fragment;
  2632. }
  2633. },
  2634. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2635. function:cards=>cards.filter(card=>{
  2636. const searchTypeArray = [127];
  2637. const skill = getCardActiveSkill(card, searchTypeArray);
  2638. return skill;
  2639. }),
  2640. addition:generateColumnOrbs_Addition
  2641. },
  2642. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)",cht:"產豎(含心)"},
  2643. function:cards=>cards.filter(card=>{
  2644. function isHeart(sk)
  2645. {
  2646. for (let i=1;i<sk.length;i+=2)
  2647. {
  2648. if (sk[i] & 32)
  2649. {
  2650. return true;
  2651. }
  2652. }
  2653. }
  2654. const searchTypeArray = [127];
  2655. const skill = getCardActiveSkill(card, searchTypeArray);
  2656. return skill && isHeart(skill.params);
  2657. }),
  2658. addition:generateColumnOrbs_Addition
  2659. },
  2660. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2661. function:cards=>cards.filter(card=>{
  2662. const searchTypeArray = [128];
  2663. const skill = getCardActiveSkill(card, searchTypeArray);
  2664. return skill;
  2665. }),
  2666. addition:generateRowOrbs_Addition
  2667. },
  2668. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2669. function:cards=>cards.filter(card=>{
  2670. const searchTypeArray = [128];
  2671. const skill = getCardActiveSkill(card, searchTypeArray);
  2672. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2673. }),
  2674. addition:generateRowOrbs_Addition
  2675. },
  2676. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2677. function:cards=>cards.filter(card=>{
  2678. const searchTypeArray = [128];
  2679. const skill = getCardActiveSkill(card, searchTypeArray);
  2680. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2681. }),
  2682. addition:generateRowOrbs_Addition
  2683. },
  2684. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2685. function:cards=>cards.filter(card=>{
  2686. const searchTypeArray = [128];
  2687. const skill = getCardActiveSkill(card, searchTypeArray);
  2688. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2689. }),
  2690. addition:generateRowOrbs_Addition
  2691. },
  2692. {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)"},
  2693. function:cards=>cards.filter(card=>{
  2694. const searchTypeArray = [128,71,176];
  2695. function isRow(skill)
  2696. {
  2697. const sk = skill.params;
  2698. if (skill.type === 128) //普通横
  2699. {return true;}
  2700. else if (skill.type === 71) //花火
  2701. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2702. else if (skill.type === 176) //特殊形状
  2703. {
  2704. for (let si=0;si<5;si++)
  2705. {
  2706. if ((sk[si] & 63) === 63)
  2707. return true;
  2708. }
  2709. }
  2710. return false;
  2711. }
  2712. const skill = getCardActiveSkill(card, searchTypeArray);
  2713. return skill && isRow(skill);
  2714. })
  2715. },
  2716. ]},
  2717. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  2718. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  2719. function:cards=>cards.filter(card=>{
  2720. if (card.activeSkillId == 0) return false;
  2721. const skill = Skills[card.activeSkillId];
  2722. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  2723. })
  2724. },
  2725. {name:"Less than 4 can be cycled use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个以下能永动开(可能不精确)",cht:"除 1 CD 外,4 個以下能永動開(可能不精確)"},
  2726. function:cards=>cards.filter(card=>{
  2727. if (card.activeSkillId == 0) return false;
  2728. const skill = Skills[card.activeSkillId];
  2729. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  2730. let realCD = minCD;
  2731. const searchTypeArray = [14];
  2732. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  2733. if (subSkill)
  2734. {
  2735. realCD -= subSkill.params[0] * 3;
  2736. }
  2737. return minCD > 1 && realCD <= 4;
  2738. })
  2739. },
  2740. {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)"},
  2741. function:cards=>{
  2742. const searchTypeArray = [5];
  2743. return cards.filter(card=>{
  2744. const skill = getCardActiveSkill(card, searchTypeArray);
  2745. return skill;
  2746. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2747. },
  2748. addition:card=>{
  2749. const searchTypeArray = [5];
  2750. const skill = getCardActiveSkill(card, searchTypeArray);
  2751. const value = skill.params[0];
  2752. return `时停${value}s`;
  2753. }
  2754. },
  2755. {
  2756. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  2757. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  2758. },
  2759. {
  2760. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  2761. function:cards=>cards.filter(card=>{
  2762. let skType = Skills[card.activeSkillId].type;
  2763. return skType == 232 || skType == 233;
  2764. })
  2765. },
  2766. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  2767. function:cards=>cards.filter(card=>{
  2768. const searchTypeArray = [225];
  2769. const skill = getCardActiveSkill(card, searchTypeArray);
  2770. return skill;
  2771. }),
  2772. addition:card=>{
  2773. const searchTypeArray = [225];
  2774. const skill = getCardActiveSkill(card, searchTypeArray);
  2775. const sk = skill.params;
  2776. let strArr = [];
  2777. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  2778. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  2779. return `HP ${strArr.join(" ")}`;
  2780. }
  2781. },
  2782. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  2783. function:cards=>cards.filter(card=>{
  2784. const searchTypeArray = [234];
  2785. const skill = getCardActiveSkill(card, searchTypeArray);
  2786. return skill;
  2787. }),
  2788. addition:card=>{
  2789. const searchTypeArray = [234];
  2790. const skill = getCardActiveSkill(card, searchTypeArray);
  2791. const sk = skill.params;
  2792. let strArr = [];
  2793. if (sk[0]) strArr.push(`≥${sk[0]}`);
  2794. if (sk[1]) strArr.push(`≤${sk[1]}`);
  2795. return `层 ${strArr.join(" ")}`;
  2796. }
  2797. },
  2798. ]},
  2799. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  2800. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)",cht:"隊長技固傷追擊(按傷害排序)"},
  2801. function:cards=>{
  2802. return cards.filter(card=>{
  2803. return getSkillFixedDamage(card) > 0;
  2804. }).sort((a,b)=>{
  2805. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  2806. return a_pC - b_pC;
  2807. });
  2808. },
  2809. addition:card=>{
  2810. const value = getSkillFixedDamage(card);
  2811. let nodeArr = [`${value.bigNumberToString()}固伤`];
  2812. let skill;
  2813. if (skill = getCardLeaderSkill(card, [235])) {
  2814. nodeArr.push("/");
  2815. nodeArr.push(createOrbsList(flags(skill.params[0])));
  2816. nodeArr.push(`×${skill.params[2]}`);
  2817. }
  2818. return nodeArr.nodeJoin();
  2819. }
  2820. },
  2821. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)",cht:"隊長技+C(按+C數排序)"},
  2822. function:cards=>{
  2823. return cards.filter(card=>{
  2824. return getSkillAddCombo(card) > 0;
  2825. }).sort((a,b)=>{
  2826. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  2827. return a_pC - b_pC;
  2828. });
  2829. },
  2830. addition:card=>{
  2831. const value = getSkillAddCombo(card);
  2832. let nodeArr = [`+${value.bigNumberToString()}C`];
  2833. let skill;
  2834. if (skill = getCardLeaderSkill(card, [210])) {
  2835. nodeArr.push("/十字");
  2836. } else if (skill = getCardLeaderSkill(card, [235])) {
  2837. nodeArr.push("/");
  2838. nodeArr.push(createOrbsList(flags(skill.params[0])));
  2839. nodeArr.push(`×${skill.params[2]}`);
  2840. }
  2841. return nodeArr.nodeJoin();
  2842. }
  2843. },
  2844. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】",cht:"【7×6 版面】"},
  2845. function:cards=>cards.filter(card=>{
  2846. const searchTypeArray = [162,186];
  2847. const skill = getCardLeaderSkill(card, searchTypeArray);
  2848. return skill;
  2849. })
  2850. },
  2851. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】",cht:"【無天降版面】"},
  2852. function:cards=>cards.filter(card=>{
  2853. const searchTypeArray = [163,177];
  2854. const skill = getCardLeaderSkill(card, searchTypeArray);
  2855. return skill;
  2856. })
  2857. },
  2858. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)",cht:"隊長技加/減秒(按秒數排序)"},
  2859. function:cards=>{
  2860. const searchTypeArray = [15,185];
  2861. return cards.filter(card=>{
  2862. const skill = getCardLeaderSkill(card, searchTypeArray);
  2863. return skill;
  2864. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2865. },
  2866. addition:card=>{
  2867. const searchTypeArray = [15,185];
  2868. const skill = getCardLeaderSkill(card, searchTypeArray);
  2869. const value = skill.params[0];
  2870. return `${value > 0 ? "+" : ""}${value/100}s`;
  2871. }
  2872. },
  2873. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)",cht:"固定操作時間(按時間排序)"},
  2874. function:cards=>{
  2875. const searchTypeArray = [178];
  2876. return cards.filter(card=>{
  2877. const skill = getCardLeaderSkill(card, searchTypeArray);
  2878. return skill;
  2879. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2880. },
  2881. addition:card=>{
  2882. const searchTypeArray = [178];
  2883. const skill = getCardLeaderSkill(card, searchTypeArray);
  2884. const value = skill.params[0];
  2885. return `固定${value}s`;
  2886. }
  2887. },
  2888. {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)"},
  2889. function:cards=>{
  2890. const searchTypeArray = [12];
  2891. return cards.filter(card=>{
  2892. const skill = getCardLeaderSkill(card, searchTypeArray);
  2893. return skill;
  2894. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2895. },
  2896. addition:card=>{
  2897. const searchTypeArray = [12];
  2898. const skill = getCardLeaderSkill(card, searchTypeArray);
  2899. const value = skill.params[0];
  2900. return `攻击×${(value/100).bigNumberToString()}倍`;
  2901. }
  2902. },
  2903. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)",cht:"消除寶珠時回血(按回複比率排序)"},
  2904. function:cards=>{
  2905. const searchTypeArray = [13];
  2906. return cards.filter(card=>{
  2907. const skill = getCardLeaderSkill(card, searchTypeArray);
  2908. return skill;
  2909. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2910. },
  2911. addition:card=>{
  2912. const searchTypeArray = [13];
  2913. const skill = getCardLeaderSkill(card, searchTypeArray);
  2914. const value = skill.params[0];
  2915. return `回复×${(value/100).bigNumberToString()}倍`;
  2916. }
  2917. },
  2918. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  2919. function:cards=>{
  2920. const searchTypeArray = [41];
  2921. return cards.filter(card=>{
  2922. const skill = getCardLeaderSkill(card, searchTypeArray);
  2923. return skill;
  2924. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2925. },
  2926. addition:card=>{
  2927. const searchTypeArray = [41];
  2928. const skill = getCardLeaderSkill(card, searchTypeArray);
  2929. const sk = skill.params;
  2930. const fragment = document.createDocumentFragment();
  2931. fragment.appendChild(createOrbsList(sk[2] || 0));
  2932. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  2933. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  2934. return fragment;
  2935. }
  2936. },
  2937. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  2938. function:cards=>cards.filter(card=>{
  2939. const searchTypeArray = [197];
  2940. const skill = getCardLeaderSkill(card, searchTypeArray);
  2941. return skill;
  2942. })
  2943. },
  2944. {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)"},
  2945. function:cards=>{
  2946. const searchTypeArray = [198];
  2947. return cards.filter(card=>{
  2948. const skill = getCardLeaderSkill(card, searchTypeArray);
  2949. return skill && skill.params[2];
  2950. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  2951. },
  2952. addition:card=>{
  2953. const searchTypeArray = [198];
  2954. const skill = getCardLeaderSkill(card, searchTypeArray);
  2955. const sk = skill.params;
  2956. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  2957. }
  2958. },
  2959. {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)"},
  2960. function:cards=>{
  2961. const searchTypeArray = [198];
  2962. return cards.filter(card=>{
  2963. const skill = getCardLeaderSkill(card, searchTypeArray);
  2964. return skill && skill.params[3];
  2965. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2966. },
  2967. addition:card=>{
  2968. const searchTypeArray = [198];
  2969. const skill = getCardLeaderSkill(card, searchTypeArray);
  2970. const sk = skill.params;
  2971. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  2972. }
  2973. },
  2974. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  2975. function:cards=>cards.filter(card=>{
  2976. const searchTypeArray = [151,209];
  2977. const skill = getCardLeaderSkill(card, searchTypeArray);
  2978. return skill;
  2979. })
  2980. },
  2981. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  2982. function:cards=>cards.filter(card=>{
  2983. const searchTypeArray = [157];
  2984. const skill = getCardLeaderSkill(card, searchTypeArray);
  2985. return skill;
  2986. })
  2987. },
  2988. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  2989. function:cards=>cards.filter(card=>{
  2990. const searchTypeArray = [177];
  2991. const skill = getCardLeaderSkill(card, searchTypeArray);
  2992. return skill;
  2993. })
  2994. },
  2995. {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)"},
  2996. function:cards=>{
  2997. const searchTypeArray = [158];
  2998. return cards.filter(card=>{
  2999. const skill = getCardLeaderSkill(card, searchTypeArray);
  3000. return skill;
  3001. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3002. },
  3003. addition:card=>{
  3004. const searchTypeArray = [158];
  3005. const skill = getCardLeaderSkill(card, searchTypeArray);
  3006. const value = skill.params[0];
  3007. return `≥${value}珠`;
  3008. }
  3009. },
  3010. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3011. function:cards=>{
  3012. const searchTypeArray = [14];
  3013. return cards.filter(card=>{
  3014. const skill = getCardLeaderSkill(card, searchTypeArray);
  3015. return skill;
  3016. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3017. },
  3018. addition:card=>{
  3019. const searchTypeArray = [14];
  3020. const skill = getCardLeaderSkill(card, searchTypeArray);
  3021. const value = skill.params[0];
  3022. return `HP≥${value}%`;
  3023. }
  3024. },
  3025. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3026. function:cards=>cards.filter(card=>{
  3027. const searchTypeArray = [125];
  3028. const skill = getCardLeaderSkill(card, searchTypeArray);
  3029. return skill;
  3030. })
  3031. },
  3032. {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"},
  3033. function:cards=>cards.filter(card=>{
  3034. const searchTypeArray = [175];
  3035. const skill = getCardLeaderSkill(card, searchTypeArray);
  3036. return skill;
  3037. })
  3038. },
  3039. {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"},
  3040. function:cards=>cards.filter(card=>{
  3041. const searchTypeArray = [203];
  3042. const skill = getCardLeaderSkill(card, searchTypeArray);
  3043. return skill;
  3044. })
  3045. },
  3046. {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"},
  3047. function:cards=>cards.filter(card=>{
  3048. const searchTypeArray = [229];
  3049. const skill = getCardLeaderSkill(card, searchTypeArray);
  3050. return skill;
  3051. })
  3052. },
  3053. {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)"},
  3054. function:cards=>{
  3055. const searchTypeArray = [53];
  3056. return cards.filter(card=>{
  3057. const skill = getCardLeaderSkill(card, searchTypeArray);
  3058. return skill;
  3059. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3060. },
  3061. addition:card=>{
  3062. const searchTypeArray = [53];
  3063. const skill = getCardLeaderSkill(card, searchTypeArray);
  3064. const sk = skill.params;
  3065. return `掉率x${sk[0]/100}`;
  3066. }
  3067. },
  3068. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3069. function:cards=>{
  3070. const searchTypeArray = [54];
  3071. return cards.filter(card=>{
  3072. const skill = getCardLeaderSkill(card, searchTypeArray);
  3073. return skill;
  3074. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3075. },
  3076. addition:card=>{
  3077. const searchTypeArray = [54];
  3078. const skill = getCardLeaderSkill(card, searchTypeArray);
  3079. const sk = skill.params;
  3080. return `金币x${sk[0]/100}`;
  3081. }
  3082. },
  3083. {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)"},
  3084. function:cards=>{
  3085. const searchTypeArray = [148];
  3086. return cards.filter(card=>{
  3087. const skill = getCardLeaderSkill(card, searchTypeArray);
  3088. return skill;
  3089. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3090. },
  3091. addition:card=>{
  3092. const searchTypeArray = [148];
  3093. const skill = getCardLeaderSkill(card, searchTypeArray);
  3094. const sk = skill.params;
  3095. return `经验x${sk[0]/100}`;
  3096. }
  3097. },
  3098. ]},
  3099. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3100. {name:"HP Scale [2, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3101. function:cards=>cards.filter(card=>{
  3102. const skill = Skills[card.leaderSkillId];
  3103. const HPscale = getHPScale(skill);
  3104. return HPscale >= 2;
  3105. }).sort(sortByHPScal),
  3106. addition: HPScal_Addition
  3107. },
  3108. {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)"},
  3109. function:cards=>cards.filter(card=>{
  3110. const skill = Skills[card.leaderSkillId];
  3111. const HPscale = getHPScale(skill);
  3112. return HPscale >= 1.5 && HPscale < 2;
  3113. }).sort(sortByHPScal),
  3114. addition: HPScal_Addition
  3115. },
  3116. {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)"},
  3117. function:cards=>cards.filter(card=>{
  3118. const skill = Skills[card.leaderSkillId];
  3119. const HPscale = getHPScale(skill);
  3120. return HPscale > 1 && HPscale < 1.5;
  3121. }).sort(sortByHPScal),
  3122. addition: HPScal_Addition
  3123. },
  3124. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3125. function:cards=>cards.filter(card=>{
  3126. const skill = Skills[card.leaderSkillId];
  3127. const HPscale = getHPScale(skill);
  3128. return HPscale === 1;
  3129. }),
  3130. addition: HPScal_Addition
  3131. },
  3132. {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)"},
  3133. function:cards=>cards.filter(card=>{
  3134. const skill = Skills[card.leaderSkillId];
  3135. const HPscale = getHPScale(skill);
  3136. return HPscale < 1;
  3137. }).sort(sortByHPScal),
  3138. addition: HPScal_Addition
  3139. },
  3140. ]},
  3141. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3142. {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)"},
  3143. function:cards=>cards.filter(card=>{
  3144. const skill = Skills[card.leaderSkillId];
  3145. const reduceScale = getReduceScale(skill);
  3146. return reduceScale >= 0.75;
  3147. }).sort(sortByReduceScale),
  3148. addition: ReduceScale_Addition
  3149. },
  3150. {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)"},
  3151. function:cards=>cards.filter(card=>{
  3152. const skill = Skills[card.leaderSkillId];
  3153. const reduceScale = getReduceScale(skill);
  3154. return reduceScale >= 0.5 && reduceScale < 0.75;
  3155. }).sort(sortByReduceScale),
  3156. addition: ReduceScale_Addition
  3157. },
  3158. {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)"},
  3159. function:cards=>cards.filter(card=>{
  3160. const skill = Skills[card.leaderSkillId];
  3161. const reduceScale = getReduceScale(skill);
  3162. return reduceScale >= 0.25 && reduceScale < 0.5;
  3163. }).sort(sortByReduceScale),
  3164. addition: ReduceScale_Addition
  3165. },
  3166. {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)"},
  3167. function:cards=>cards.filter(card=>{
  3168. const skill = Skills[card.leaderSkillId];
  3169. const reduceScale = getReduceScale(skill);
  3170. return reduceScale > 0 && reduceScale < 0.25;
  3171. }).sort(sortByReduceScale),
  3172. addition: ReduceScale_Addition
  3173. },
  3174. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3175. function:cards=>cards.filter(card=>{
  3176. const skill = Skills[card.leaderSkillId];
  3177. const reduceScale = getReduceScale(skill);
  3178. return reduceScale === 0;
  3179. })
  3180. },
  3181. {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"},
  3182. function:cards=>cards.filter(card=>{
  3183. const skill = Skills[card.leaderSkillId];
  3184. return getReduceScale(skill, true) > 0;
  3185. })
  3186. },
  3187. {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"},
  3188. function:cards=>cards.filter(card=>{
  3189. const skill = Skills[card.leaderSkillId];
  3190. return getReduceScale(skill, undefined, true) > 0;
  3191. })
  3192. },
  3193. {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"},
  3194. function:cards=>cards.filter(card=>{
  3195. const skill = Skills[card.leaderSkillId];
  3196. return getReduceScale(skill, undefined, undefined, true) > 0;
  3197. })
  3198. },
  3199. /*{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%)"},
  3200. function:cards=>cards.filter(card=>{
  3201. const skill = Skills[card.leaderSkillId];
  3202. const reduceScale = getReduceScale(skill);
  3203. return reduceScale>=0.29;
  3204. }).sort(sortByReduceScale)
  3205. },*/
  3206. {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"},
  3207. function:cards=>{
  3208. return cards.filter(card=>{
  3209. const skill = Skills[card.leaderSkillId];
  3210. return getReduceScale_unconditional(skill) > 0;
  3211. }).sort((a,b)=>{
  3212. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3213. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3214. });
  3215. },
  3216. addition:card=>{
  3217. const skill = Skills[card.leaderSkillId];
  3218. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3219. }
  3220. },
  3221. ]},
  3222. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3223. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3224. function:cards=>cards.filter(card=>
  3225. !Array.isArray(card.henshinFrom) &&
  3226. !Array.isArray(card.henshinTo))
  3227. },
  3228. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3229. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3230. },
  3231. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3232. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3233. },
  3234. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3235. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3236. },
  3237. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3238. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3239. function:cards=>cards.filter(card=>isReincarnated(card))
  3240. }, //evoBaseId可能为0
  3241. //{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)},
  3242. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3243. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3244. },
  3245. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3246. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3247. },
  3248. ]},
  3249. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3250. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3251. function:cards=>cards.filter(card=>card.is8Latent)
  3252. },
  3253. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3254. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3255. },
  3256. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3257. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3258. },
  3259. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3260. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3261. },
  3262. {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"},
  3263. function:cards=>cards.filter(card=>{
  3264. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3265. if (hasAwokenKiller)
  3266. { //大于2个杀的进行判断
  3267. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3268. { //大于3个杀的直接过
  3269. return true;
  3270. }else
  3271. { //2个杀的
  3272. const isAllowLatent = card.types.filter(i=>
  3273. i>=0 //去掉-1的type
  3274. ).map(type=>
  3275. type_allowable_latent[type] //得到允许打的潜觉杀
  3276. ).some(ls=>
  3277. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3278. );
  3279. return isAllowLatent
  3280. }
  3281. }else
  3282. {
  3283. return false;
  3284. }
  3285. })
  3286. },
  3287. /*
  3288. {name:"3 same Killer Awoken, or 2 with same latent",otLangName:{chs:"3个相同杀觉醒,或2个杀觉醒并可打相同潜觉",cht:"3個相同殺覺醒,或2個殺覺醒並可打相同潛覺"},
  3289. function:cards=>cards.filter(card=>{
  3290. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3291. if (hasAwokenKiller)
  3292. { //大于2个杀的进行判断
  3293. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3294. { //大于3个杀的直接过
  3295. return true;
  3296. }else
  3297. { //2个杀的
  3298. const isAllowLatent = card.types.filter(i=>
  3299. i>=0 //去掉-1的type
  3300. ).map(type=>
  3301. type_allowable_latent[type] //得到允许打的潜觉杀
  3302. ).some(ls=>
  3303. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3304. );
  3305. return isAllowLatent
  3306. }
  3307. }else
  3308. {
  3309. return false;
  3310. }
  3311. })
  3312. },
  3313. {name:"4 same Killer Awoken(include super awoken), or 3 with same latent",otLangName:{chs:"4个相同杀觉醒(含超觉),或相同潜觉",cht:"4個相同殺覺醒(含超覺),或相同潛覺"},
  3314. function:cards=>cards.filter(card=>{
  3315. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3316. if (hasAwokenKiller)
  3317. { //大于2个杀的进行判断
  3318. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3319. { //大于3个杀的直接过
  3320. return true;
  3321. }else
  3322. { //2个杀的
  3323. const isAllowLatent = card.types.filter(i=>
  3324. i>=0 //去掉-1的type
  3325. ).map(type=>
  3326. type_allowable_latent[type] //得到允许打的潜觉杀
  3327. ).some(ls=>
  3328. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3329. );
  3330. return isAllowLatent
  3331. }
  3332. }else
  3333. {
  3334. return false;
  3335. }
  3336. })
  3337. },
  3338. {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3339. function:cards=>cards.filter(card=>{
  3340. const searchTypeArray = [1000];
  3341. const skill = getCardActiveSkill(card, searchTypeArray);
  3342. return skill;
  3343. })
  3344. },*/
  3345. ]},
  3346. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3347. {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)"},
  3348. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3349. },
  3350. {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)"},
  3351. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3352. },
  3353. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3354. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3355. },
  3356. {name:"Able to lv110",otLangName:{chs:"能突破等级限制",cht:"能突破等級限制"},
  3357. function:cards=>cards.filter(card=>card.limitBreakIncr > 0)
  3358. },
  3359. {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"},
  3360. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3361. },
  3362. {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)"},
  3363. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3364. addition:card=>`成长${card.limitBreakIncr}%`
  3365. },
  3366. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3367. function:cards=>cards.filter(card=>card.maxLevel==1)
  3368. },
  3369. {name:"Less than 100mp",otLangName:{chs:"低于100mp",cht:"低於100mp"},
  3370. function:cards=>cards.filter(card=>card.sellMP<100)
  3371. },
  3372. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3373. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3374. },
  3375. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3376. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3377. },
  3378. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3379. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3380. },
  3381. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3382. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3383. },
  3384. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3385. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3386. },
  3387. ]},
  3388. ];
  3389. return functions;
  3390. })();

智龙迷城队伍图制作工具