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script-json_data.js 120 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: `智龙迷城${teamsCount}人队伍图制作`,
  17. addition_display: "💬",
  18. title_blank: "输入队伍标题",
  19. detail_blank: "输入说明",
  20. sort_name:{
  21. sort_none: "无",
  22. sort_id: "怪物ID",
  23. sort_attrs: "属性",
  24. sort_evoRootId: "进化树",
  25. sort_evoRoot_Attrs : "进化根怪物的属性",
  26. sort_rarity: "稀有度",
  27. sort_cost: "消耗",
  28. sort_mp: "MP",
  29. sort_skillLv1: "技能最大冷却时间",
  30. sort_skillLvMax: "技能最小冷却时间",
  31. sort_hpMax110: "最大 HP",
  32. sort_atkMax110: "最大攻击",
  33. sort_rcvMax110: "最大回复",
  34. sort_hpMax110_awoken: "最大 HP(+觉醒)",
  35. sort_atkMax110_awoken: "最大攻击(+觉醒)",
  36. sort_rcvMax110_awoken: "最大回复(+觉醒)",
  37. sort_abilityIndex_awoken: "最大加权能力指数(+觉醒)",
  38. },
  39. force_reload_data: "强制刷新数据",
  40. skill_parse: {
  41. skill: {
  42. unknown: tp`未知的技能类型:${'type'}`, //type
  43. active_turns: tp`${'turns'} 回合内,${'actionSkill'}`, //turns, actionSkill
  44. random_skills: tp`随机发动以下技能:${'skills'}`, //skills
  45. damage_enemy: tp`对${'target'}造成${'damage'}的${'attr'}伤害${'times'}${'totalDamage'}`, //target, damage, attr
  46. damage_enemy_times: tp`×${'times'}`,
  47. damage_enemy_count: tp`(共${'damage'})`,
  48. vampire: tp`${'damage_enemy'},并${'icon'}回复伤害值${'heal'}的HP`, //target, damage, attr
  49. delay: tp`延迟敌人的攻击${'icon'}`, //icon
  50. mass_attack: tp`所有攻击变为${'icon'}全体攻击`,
  51. leader_change: tp`${'icon'}将${'target'}换为队长,再次使用则换回来`,
  52. no_skyfall: tp`${'icon'}天降的宝珠不会消除`,
  53. self_harm: tp`${'icon'}${'stats'}减少${'value'}`,
  54. heal: tp`${'icon'}回复 ${'value'} 的 ${'stats'}`,
  55. unbind: tp`${'stats'}状态减少 ${'turns'} 回合`,
  56. unbind_normal: tp`${'icon'}封锁`,
  57. unbind_awakenings: tp`${'icon'}觉醒无效`,
  58. unbind_matches: tp`${'icon'}无法消除宝珠`,
  59. bind_skill: tp`${'icon'}自身无法使用技能`,
  60. defense_break: tp`${'icon'}敌方的防御力减少${'value'}`,
  61. poison: tp`${'icon'}使${'target'}中毒,每回合损失${'belong_to'} ${'value'} 的 ${'stats'}`,
  62. time_extend: tp`${'icon'}宝珠移动时间 ${'value'}`,
  63. follow_attack: tp`${'icon'}消除宝珠的回合,以${'belong_to'}${'value'}的伤害追打${'target'}(计算防御力)`,
  64. follow_attack_fixed: tp`追加${'damage'}的${'attr'}伤害`,
  65. auto_heal_buff: tp`行动结束后${'icon'}回复${'value'}的${'stats'}`,
  66. auto_heal: tp`${'icon'}消除宝珠的回合,回复${'belong_to'}${'value'}的${'stats'}`,
  67. ctw: tp`${'icon'}${'value'}内时间停止,可以任意移动宝珠`,
  68. gravity: tp`${'icon'}造成${'target'}${'value'}的伤害`,
  69. resolve: tp`${'icon'}如${'stats'}≧${'min'},受到单一次致命攻击时,将会以1点 HP 生还`,
  70. board_change: tp`全画面的宝珠变为${'orbs'}`,
  71. skill_boost: tp`自身以外成员的技能冷却储备${'icon'}${'turns'}`,
  72. add_combo: tp`结算时连击数增加${'value'}${'icon'}`,
  73. fixed_time: tp`【${'icon'}操作时间固定${'value'}】`,
  74. min_match_length: tp`【限定≥${'matchable'}珠才能消除】`,
  75. drop_refresh: tp`全板刷新`,
  76. drum: tp`宝珠移动和消除的声音变成太鼓达人的音效`,
  77. auto_path: tp`显示3连击的转珠路径(只匹配3珠,并只适用于普通地下城)`,
  78. board7x6: tp`【${'icon'}7×6版面】`,
  79. counter_attack: tp`受到${'target'}攻击时,${'chance'}进行受到伤害${'value'}的${'attr'}${'icon'}反击`,
  80. change_orbs: tp`${'from'}→${'to'}`,
  81. generate_orbs: tp`${'exclude'}生成${'orbs'}各${'value'}个`,
  82. fixed_orbs: tp`在${'position'}产生${'orbs'}`,
  83. orb_drop_increase: tp`${'orbs'}的掉落率提高到${'value'}`,
  84. orb_drop_increase_flag: tp`${'chance'}掉落${'flag'}${'orbs'}`,
  85. attr_absorb: tp`${'icon'}属性吸收`,
  86. combo_absorb: tp`${'icon'}连击吸收`,
  87. damage_absorb: tp`${'icon'}伤害吸收`,
  88. damage_void: tp`${'icon'}伤害无效`,
  89. void_enemy_buff: tp`敌人的 ${'buff'} 无效化`,
  90. change_attribute: tp`将${'target'}变为${'attrs'}`,
  91. set_orb_state_enhanced: tp`${'icon'}强化${'orbs'}(每颗宝珠效力增加${'value'})`,
  92. set_orb_state_locked: tp`将${'orbs'}${'icon'}锁定${'value'}`,
  93. set_orb_state_unlocked: tp`${'icon'}解除所有宝珠的锁定状态`,
  94. set_orb_state_bound: tp`无法消除${'orbs'}`,
  95. rate_multiply: tp`作为队长进入地下城时,${'rate'}变为${'value'}`,
  96. rate_multiply_drop: tp`${'icon'}怪物蛋掉落率`,
  97. rate_multiply_coin: tp`${'icon'}金币掉落率`,
  98. rate_multiply_exp: tp`${'icon'}等级经验倍率`,
  99. reduce_damage: tp`${'condition'}受到的${'attrs'}伤害${'icon'}减少${'value'}`,
  100. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  101. power_up_targets: tp`${'attrs_types'}的 `,
  102. henshin: tp`变身为${'card'}`,
  103. void_poison: tp`消除${'poison'}时不会受到毒伤害`,
  104. skill_proviso: tp`${'condition'}才能发动后续效果`,
  105. obstruct_opponent: tp`对${'target'}施加敌对技能效果:${'skills'}`,
  106. obstruct_opponent_after_me: tp`排名比自身低的对手`,
  107. obstruct_opponent_before_me: tp`排名比自身高的对手`,
  108. obstruct_opponent_designated_position: tp`第${'positions'}排位的对手`,
  109. },
  110. power: {
  111. unknown: tp`[ 未知能力提升: ${'type'} ]`,
  112. scale_attributes: tp`${'orbs'}中${'min'}种属性同时攻击时${'stats'}${'bonus'}`,
  113. scale_attributes_bonus: tp`,每多1种${'bonus'},最大${'max'}种时${'stats_max'}`,
  114. scale_combos: tp`${'min'}连击以上时${'stats'}${'bonus'}`,
  115. scale_combos_bonus: tp`,每多1连击${'bonus'},最大${'max'}连击时${'stats_max'}`,
  116. scale_match_attrs: tp`${'matches'}中${'min'}串匹配时${'stats'}${'bonus'}`,
  117. scale_match_attrs_bonus: tp`,每多1串${'bonus'},最大${'max'}串时${'stats_max'}`,
  118. scale_match_length: tp`${'in_once'}相连消除${'min'}个${'orbs'}时${'stats'}${'bonus'}`,
  119. scale_match_length_bonus: tp`,每多1个${'bonus'},最大${'max'}个时${'stats_max'}`,
  120. scale_cross: tp`每以十字形式消除5个${'orbs'}1次时${'stats'}`,
  121. scale_cross_single: tp`以十字形式消除5个${'orbs'}时${'stats'}`,
  122. scale_state_kind_count: tp`以队伍中[${'awakenings'}${'attrs'}${'types'}]的数量提升,每个${'stats'}`,
  123. },
  124. cond: {
  125. unknown: tp`[ 未知条件 ]`,
  126. hp_equal: tp`${'hp'} == ${'min'} 时`,
  127. hp_less_or_equal: tp`${'hp'} ≤ ${'max'} 时`,
  128. hp_greater_or_equal: tp`${'hp'} ≥ ${'min'} 时`,
  129. hp_belong_to_range: tp`${'hp'} ∈ [${'min'},${'max'}] 时`,
  130. use_skill: tp`使用技能时`,
  131. multi_player: tp`协力时`,
  132. remain_orbs: tp`剩余宝珠 ≤ ${'value'} 时`,
  133. exact_combo: tp`刚好${'value'}连击时`,
  134. exact_match_length: tp`相连消除刚好${'value'}${'orbs'}时`,
  135. exact_match_enhanced: tp`并且其中包含至少一个强化宝珠`,
  136. compo_type_card: tp`队伍中同时存在 ${'ids'} 时`,
  137. compo_type_series: tp`队员组成全为 ${'ids'} 合作时`,
  138. compo_type_evolution: tp`队员组成全为 ${'ids'} 进化时`,
  139. L_shape: tp`以L字形式消除5个${'orbs'}时`,
  140. heal: tp`以${'orbs'}回复${'heal'}${'stats'}时`,
  141. },
  142. position: {
  143. top: tp`上方第${'pos'}横行`,
  144. bottom: tp`下方第${'pos'}横行`,
  145. left: tp`左方第${'pos'}竖列`,
  146. right: tp`右方第${'pos'}竖列`,
  147. shape: tp`指定位置`,
  148. },
  149. value: {
  150. unknown: tp`[ 未知数值: ${'type'}]`, //type
  151. const: tp`${'value'}${'unit'}`,
  152. const_to: tp`到${'value'}`,
  153. mul_percent: tp`${'value'}%`,
  154. mul_times: tp`×${'value'}倍`,
  155. mul_of_percent: tp`${'stats'}的${'value'}%`,
  156. mul_of_times: tp`${'stats'}×${'value'}倍`,
  157. hp_scale: tp`${'hp'}为100%时${'min'},${'hp'}为1时${'max'}`,
  158. random_atk: tp`${'atk'}×${'min'}${'max'}倍`,
  159. prob: tp`有${'value'}几率`,
  160. x_awakenings: tp`${'awakenings'}数量×${'value'}`,
  161. },
  162. target: {
  163. self: tp`怪物自身`,
  164. enemy: tp`敌人`,
  165. team: tp`队伍`,
  166. team_last: tp`队伍最后一位队员`,
  167. enemy_all: tp`敌方全体`,
  168. enemy_one: tp`敌方1体`,
  169. enemy_attr: tp`${'attr'}敌人`,
  170. },
  171. stats: {
  172. unknown: tp`[ 未知状态: ${'type'}]`, //type
  173. maxhp: tp`最大HP`,
  174. hp: tp`HP`,
  175. chp: tp`当前HP`,
  176. atk: tp`攻击力`,
  177. rcv: tp`回复力`,
  178. teamhp: tp`队伍总HP`,
  179. teamatk: tp`队伍${'attrs'}总攻击力`,
  180. teamrcv: tp`队伍回复力`,
  181. },
  182. unit: {
  183. orbs: tp`个`,
  184. times: tp`次`,
  185. seconds: tp`秒`,
  186. point: tp`点`,
  187. turns: tp`回合`,
  188. },
  189. word: {
  190. comma: tp`,`, //逗号
  191. slight_pause: tp`、`, //顿号
  192. range_hyphen: tp`~`, //范围连字符
  193. in_once: tp`同时`,
  194. evo_type_pixel: tp`像素进化`,
  195. evo_type_reincarnation: tp`转生或超转生进化`,
  196. evo_type_unknow: tp`未知进化: ${'type'}`,
  197. affix_attr: tp`${'cotent'}属性`, //词缀-属性
  198. affix_orb: tp`${'cotent'}宝珠`, //词缀-宝珠
  199. affix_type: tp`${'cotent'}类型`, //词缀-类型
  200. affix_awakening: tp`${'cotent'}觉醒`, //词缀-觉醒
  201. affix_exclude: tp`${'cotent'}以外`, //词缀-属性
  202. },
  203. attrs: {
  204. [0]: tp`${'icon'}火`,
  205. [1]: tp`${'icon'}水`,
  206. [2]: tp`${'icon'}木`,
  207. [3]: tp`${'icon'}光`,
  208. [4]: tp`${'icon'}暗`,
  209. [5]: tp`${'icon'}回复力`,
  210. [6]: tp`${'icon'}空`,
  211. all: tp`所有`,
  212. self: tp`${'icon'}自身属性`,
  213. fixed: tp`${'icon'}无视防御固定`,
  214. },
  215. orbs: {
  216. [0]: tp`${'icon'}火`,
  217. [1]: tp`${'icon'}水`,
  218. [2]: tp`${'icon'}木`,
  219. [3]: tp`${'icon'}光`,
  220. [4]: tp`${'icon'}暗`,
  221. [5]: tp`${'icon'}回复`,
  222. [6]: tp`${'icon'}干扰`,
  223. [7]: tp`${'icon'}毒`,
  224. [8]: tp`${'icon'}剧毒`,
  225. [9]: tp`${'icon'}炸弹`,
  226. enhanced: tp`${'icon'}强化`,
  227. locked: tp`${'icon'}锁定`,
  228. nail: tp`${'icon'}钉子`,
  229. variation: tp`${'icon'}变换珠(每${'time'}变换)`,
  230. _5color: tp`${'icon'}5色`,
  231. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  232. all: tp`所有`,
  233. any: tp`任何${'cotent'}`,
  234. },
  235. types: {
  236. [0]: tp`${'icon'}进化用`,
  237. [1]: tp`${'icon'}平衡`,
  238. [2]: tp`${'icon'}体力`,
  239. [3]: tp`${'icon'}回复`,
  240. [4]: tp`${'icon'}龙`,
  241. [5]: tp`${'icon'}神`,
  242. [6]: tp`${'icon'}攻击`,
  243. [7]: tp`${'icon'}恶魔`,
  244. [8]: tp`${'icon'}机械`,
  245. [9]: tp`${'icon'}特别保护`,
  246. [12]: tp`${'icon'}能力觉醒用`,
  247. [14]: tp`${'icon'}强化合成用`,
  248. [15]: tp`${'icon'}贩卖用`,
  249. },
  250. awokens: {
  251. [0]: tp`${'icon'}未知觉醒`,
  252. [1]: tp`${'icon'}HP+`,
  253. [2]: tp`${'icon'}攻击+`,
  254. [3]: tp`${'icon'}回复+`,
  255. [4]: tp`${'icon'}火盾`,
  256. [5]: tp`${'icon'}水盾`,
  257. [6]: tp`${'icon'}木盾`,
  258. [7]: tp`${'icon'}光盾`,
  259. [8]: tp`${'icon'}暗盾`,
  260. [9]: tp`${'icon'}自回`,
  261. [10]: tp`${'icon'}防封`,
  262. [11]: tp`${'icon'}防暗`,
  263. [12]: tp`${'icon'}防废`,
  264. [13]: tp`${'icon'}防毒`,
  265. [14]: tp`${'icon'}火+`,
  266. [15]: tp`${'icon'}水+`,
  267. [16]: tp`${'icon'}木+`,
  268. [17]: tp`${'icon'}光+`,
  269. [18]: tp`${'icon'}暗+`,
  270. [19]: tp`${'icon'}手指`,
  271. [20]: tp`${'icon'}心解`,
  272. [21]: tp`${'icon'}SB`,
  273. [22]: tp`${'icon'}火横`,
  274. [23]: tp`${'icon'}水横`,
  275. [24]: tp`${'icon'}木横`,
  276. [25]: tp`${'icon'}光横`,
  277. [26]: tp`${'icon'}暗横`,
  278. [27]: tp`${'icon'}U`,
  279. [28]: tp`${'icon'}SX`,
  280. [29]: tp`${'icon'}心+`,
  281. [30]: tp`${'icon'}协力`,
  282. [31]: tp`${'icon'}龙杀`,
  283. [32]: tp`${'icon'}神杀`,
  284. [33]: tp`${'icon'}恶魔杀`,
  285. [34]: tp`${'icon'}机杀`,
  286. [35]: tp`${'icon'}平衡杀`,
  287. [36]: tp`${'icon'}攻击杀`,
  288. [37]: tp`${'icon'}体力杀`,
  289. [38]: tp`${'icon'}回复杀`,
  290. [39]: tp`${'icon'}进化杀`,
  291. [40]: tp`${'icon'}觉醒杀`,
  292. [41]: tp`${'icon'}强化杀`,
  293. [42]: tp`${'icon'}卖钱杀`,
  294. [43]: tp`${'icon'}7c`,
  295. [44]: tp`${'icon'}5色破防`,
  296. [45]: tp`${'icon'}心追`,
  297. [46]: tp`${'icon'}全体 HP `,
  298. [47]: tp`${'icon'}全体回复`,
  299. [48]: tp`${'icon'}破无效`,
  300. [49]: tp`${'icon'}武器`,
  301. [50]: tp`${'icon'}方块心追`,
  302. [51]: tp`${'icon'}5色溜`,
  303. [52]: tp`${'icon'}大防封`,
  304. [53]: tp`${'icon'}大手指`,
  305. [54]: tp`${'icon'}防云`,
  306. [55]: tp`${'icon'}防封条`,
  307. [56]: tp`${'icon'}大SB`,
  308. [57]: tp`${'icon'}上血`,
  309. [58]: tp`${'icon'}下血`,
  310. [59]: tp`${'icon'}L盾`,
  311. [60]: tp`${'icon'}L解锁`,
  312. [61]: tp`${'icon'}10c`,
  313. [62]: tp`${'icon'}c珠`,
  314. [63]: tp`${'icon'}语音`,
  315. [64]: tp`${'icon'}奖励增加`,
  316. [65]: tp`${'icon'} HP -`,
  317. [66]: tp`${'icon'}攻击-`,
  318. [67]: tp`${'icon'}回复-`,
  319. [68]: tp`${'icon'}大防暗`,
  320. [69]: tp`${'icon'}大防废`,
  321. [70]: tp`${'icon'}大防毒`,
  322. [71]: tp`${'icon'}掉废`,
  323. [72]: tp`${'icon'}掉毒`,
  324. [73]: tp`${'icon'}火串`,
  325. [74]: tp`${'icon'}水串`,
  326. [75]: tp`${'icon'}木串`,
  327. [76]: tp`${'icon'}光串`,
  328. [77]: tp`${'icon'}暗串`,
  329. [78]: tp`${'icon'}十字`,
  330. [79]: tp`${'icon'}3色`,
  331. [80]: tp`${'icon'}4色`,
  332. [81]: tp`${'icon'}5色`,
  333. }
  334. },
  335. }
  336. //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
  337. const typekiller_for_type = [
  338. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  339. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  340. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  341. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  342. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  343. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  344. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  345. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  346. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  347. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  348. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  349. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  350. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  351. ];
  352. //类型允许的潜觉杀
  353. const type_allowable_latent = [];
  354. typekiller_for_type.forEach(t=>
  355. {
  356. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  357. .map(tn=>
  358. typekiller_for_type.find(_t=>_t.type == tn).latent
  359. );
  360. type_allowable_latent[t.type] = t.allowableLatent;
  361. }
  362. );
  363. //一般共同能打的潜觉
  364. const common_allowable_latent = [
  365. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  366. 28,29,30,31,32,33,34,35,36,37,38,
  367. 39,40,41, //需要拥有觉醒的才能打,但是有武器
  368. ];
  369. //120级才能打的潜觉
  370. const v120_allowable_latent = [
  371. 42,43,44,45
  372. ];
  373. //等效觉醒列表
  374. const equivalent_awoken = [
  375. {small:10,big:52,times:2}, //防封
  376. {small:11,big:68,times:5}, //防暗
  377. {small:12,big:69,times:5}, //防废
  378. {small:13,big:70,times:5}, //防毒
  379. {small:19,big:53,times:2}, //手指
  380. {small:21,big:56,times:2}, //SB
  381. ];
  382. //官方的觉醒排列顺序
  383. const official_awoken_sorting = [
  384. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  385. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  386. 27, 48, 62, 57, 58, 60, 59, 54, 55,
  387. 14, 15, 16, 17, 18, 29, 20, 44, 51,
  388. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  389. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  390. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  391. 65, 66, 67, 9, 71, 72, 30, 64, 63,
  392. 73, 74, 75, 76, 77, 78, 79, 80, 81
  393. ];
  394. //pdc的徽章对应数字
  395. const pdcBadgeMap = [
  396. {pdf:0,pdc:10}, //无限cost
  397. {pdf:1,pdc:12}, //小手指
  398. {pdf:2,pdc:9}, //全体攻击
  399. {pdf:3,pdc:5}, //小回复
  400. {pdf:4,pdc:1}, //小血量
  401. {pdf:5,pdc:3}, //小攻击
  402. {pdf:6,pdc:8}, //SB
  403. {pdf:7,pdc:18}, //队长防封
  404. {pdf:8,pdc:19}, //SX
  405. {pdf:9,pdc:7}, //无天降
  406. {pdf:10,pdc:6}, //大回复
  407. {pdf:11,pdc:2}, //大血量
  408. {pdf:12,pdc:4}, //大攻击
  409. {pdf:13,pdc:13}, //大手指
  410. {pdf:14,pdc:11}, //加经验
  411. {pdf:15,pdc:15}, //墨镜
  412. {pdf:16,pdc:17}, //防废
  413. {pdf:17,pdc:16}, //防毒
  414. {pdf:18,pdc:14}, //月卡
  415. ];
  416. //pdc的潜觉对应数字
  417. const pdcLatentMap = [
  418. {pdf:1,pdc:1}, //HP
  419. {pdf:2,pdc:0}, //攻击
  420. {pdf:3,pdc:2}, //回复
  421. {pdf:4,pdc:19}, //手指
  422. {pdf:5,pdc:13}, //自回
  423. {pdf:6,pdc:14}, //火盾
  424. {pdf:7,pdc:15}, //水盾
  425. {pdf:8,pdc:16}, //木盾
  426. {pdf:9,pdc:17}, //光盾
  427. {pdf:10,pdc:18}, //暗盾
  428. {pdf:11,pdc:12}, //防坐
  429. {pdf:12,pdc:3}, //三维
  430. {pdf:13,pdc:35}, //不被换队长
  431. {pdf:14,pdc:37}, //不掉废
  432. {pdf:15,pdc:36}, //不掉毒
  433. {pdf:16,pdc:24}, //进化杀
  434. {pdf:17,pdc:25}, //觉醒杀
  435. {pdf:18,pdc:26}, //强化杀
  436. {pdf:19,pdc:27}, //卖钱杀
  437. {pdf:20,pdc:4}, //神杀
  438. {pdf:21,pdc:5}, //龙杀
  439. {pdf:22,pdc:6}, //恶魔杀
  440. {pdf:23,pdc:7}, //机械杀
  441. {pdf:24,pdc:8}, //平衡杀
  442. {pdf:25,pdc:9}, //攻击杀
  443. {pdf:26,pdc:10}, //体力杀
  444. {pdf:27,pdc:11}, //回复杀
  445. {pdf:28,pdc:20}, //大HP
  446. {pdf:29,pdc:21}, //大攻击
  447. {pdf:30,pdc:22}, //大回复
  448. {pdf:31,pdc:23}, //大手指
  449. {pdf:32,pdc:28}, //大火盾
  450. {pdf:33,pdc:29}, //大水盾
  451. {pdf:34,pdc:30}, //大木盾
  452. {pdf:35,pdc:31}, //大光盾
  453. {pdf:36,pdc:32}, //大暗盾
  454. {pdf:37,pdc:33}, //6色破无效
  455. {pdf:38,pdc:34}, //3色破属吸
  456. {pdf:39,pdc:40}, //C珠破吸
  457. {pdf:40,pdc:39}, //心横解转转
  458. {pdf:41,pdc:38}, //U解禁消
  459. {pdf:42,pdc:41}, //伤害上限解除
  460. {pdf:43,pdc:42}, //HP++
  461. {pdf:44,pdc:43}, //攻击++
  462. {pdf:45,pdc:44}, //回复++
  463. ];
  464. //排序程序列表
  465. const sort_function_list = [
  466. {tag:"sort_none",name:"无",function:()=>0},
  467. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  468. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  469. let num = a.attrs[0] - b.attrs[0];
  470. if (num === 0) num = a.attrs[1] - b.attrs[1];
  471. return num;
  472. }
  473. },
  474. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  475. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  476. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  477. let num = card_a.attrs[0] - card_b.attrs[0];
  478. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  479. return num;
  480. }
  481. },
  482. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  483. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  484. {tag:"sort_mp",name:"MP",function:(a,b)=>a.mp-b.mp},
  485. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  486. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  487. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  488. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  489. }
  490. },
  491. {tag:"sort_hpMax110",name:"Lv110最大HP",function:(a,b)=>a.hp.max * (1 + a.limitBreakIncr/100) - b.hp.max * (1 + b.limitBreakIncr/100)},
  492. {tag:"sort_atkMax110",name:"Lv110最大攻击",function:(a,b)=>a.atk.max * (1 + a.limitBreakIncr/100) - b.atk.max * (1 + b.limitBreakIncr/100)},
  493. {tag:"sort_rcvMax110",name:"Lv110最大回复",function:(a,b)=>a.rcv.max * (1 + a.limitBreakIncr/100) - b.rcv.max * (1 + b.limitBreakIncr/100)},
  494. {tag:"sort_hpMax110_awoken",name:"Lv110最大攻击(+觉醒)",function:(a,b)=>
  495. {
  496. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  497. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  498. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  499. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  500. return abA - abB;
  501. }
  502. },
  503. {tag:"sort_hpMax110_awoken",name:"Lv110最大HP(+觉醒)",function:(a,b)=>
  504. {
  505. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  506. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  507. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  508. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  509. return abA - abB;
  510. }
  511. },
  512. {tag:"sort_hpMax110_awoken",name:"Lv110最大回复(+觉醒)",function:(a,b)=>
  513. {
  514. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  515. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  516. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  517. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  518. return abA - abB;
  519. }
  520. },
  521. {tag:"sort_abilityIndex_awoken",name:"Lv110最大加权能力指数(+觉醒)",function:(a,b)=>
  522. {
  523. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  524. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  525. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  526. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  527. return abA - abB;
  528. }
  529. },
  530. ];
  531. //增加特殊搜索模式
  532. const specialSearchFunctions = (function() {
  533. 'use strict';
  534. //返回卡片的队长技能
  535. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  536. {
  537. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  538. }
  539. //返回卡片的技能
  540. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  541. {
  542. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  543. }
  544. //返回卡片的技能
  545. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  546. {
  547. switch(skillGreatType)
  548. {
  549. case 1:
  550. case "leader":
  551. return getCardLeaderSkill(card, skillTypes, searchRandom);
  552. case 2:
  553. case "active":
  554. return getCardActiveSkill(card, skillTypes, searchRandom);
  555. default:
  556. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  557. }
  558. }
  559. //查找到真正起作用的那一个技能
  560. function getActuallySkill(skill, skillTypes, searchRandom = true)
  561. {
  562. if (skillTypes.includes(skill.type))
  563. {
  564. return skill;
  565. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  566. {
  567. const subSkills = skill.params.map(id=>Skills[id]);
  568. for(let i = 0;i < subSkills.length; i++)
  569. { //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
  570. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  571. if (foundSubSkill)
  572. {
  573. return foundSubSkill;
  574. }
  575. }
  576. return null;
  577. }else
  578. {
  579. return null;
  580. }
  581. }
  582. //获取血倍率
  583. function getHPScale(ls)
  584. {
  585. const sk = ls.params;
  586. let scale = 1;
  587. switch (ls.type)
  588. {
  589. case 23: case 30: case 62: case 77: case 63: case 65:
  590. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  591. scale = sk[sk.length-1]/100;
  592. break;
  593. case 73: case 76:
  594. case 121: case 129: case 163: case 186:
  595. case 155:
  596. scale = sk[2]/100;
  597. break;
  598. case 106: case 107: case 108:
  599. scale = sk[0]/100;
  600. break;
  601. case 125:
  602. scale = sk[5]/100;
  603. break;
  604. case 136:
  605. case 137:
  606. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  607. break;
  608. case 158:
  609. scale = sk[4]/100;
  610. break;
  611. case 175:
  612. case 178: case 185:
  613. scale = sk[3]/100;
  614. break;
  615. case 203:
  616. scale = sk[1]/100;
  617. break;
  618. case 138: //调用其他队长技
  619. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  620. break;
  621. default:
  622. }
  623. return scale || 1;
  624. }
  625. //获取盾减伤比例
  626. function getReduceScale(ls, allAttr = false, noHPneed = false)
  627. {
  628. const sk = ls.params;
  629. let scale = 0;
  630. switch (ls.type)
  631. {
  632. case 16: //无条件盾
  633. scale = sk[0]/100;
  634. break;
  635. case 17: //单属性盾
  636. scale = allAttr ? 0 : sk[1]/100;
  637. break;
  638. case 36: //2个属性盾
  639. scale = allAttr ? 0 : sk[2]/100;
  640. break;
  641. case 38: //血线下 + 几率
  642. case 43: //血线上 + 几率
  643. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  644. break;
  645. case 129: //无条件盾,属性个数不固定
  646. case 163: //无条件盾,属性个数不固定
  647. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  648. break;
  649. case 178: //无条件盾,属性个数不固定
  650. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  651. break;
  652. case 130: //血线下 + 属性个数不固定
  653. case 131: //血线上 + 属性个数不固定
  654. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  655. break;
  656. case 151: //十字心触发
  657. case 169: //C触发
  658. case 198: //回血触发
  659. scale = sk[2]/100;
  660. break;
  661. case 170: //多色触发
  662. case 182: //长串触发
  663. case 193: //L触发
  664. scale = sk[3]/100;
  665. break;
  666. case 171: //多串触发
  667. scale = sk[6]/100;
  668. break;
  669. case 183: //又是个有两段血线的队长技
  670. scale = noHPneed ? 0 : sk[4]/100;
  671. break;
  672. case 138: //调用其他队长技
  673. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  674. break;
  675. default:
  676. }
  677. return scale || 0;
  678. }
  679. function getCannonAttr(skill)
  680. {
  681. const sk = skill.params;
  682. switch(skill.type)
  683. {
  684. case 0:
  685. case 1:
  686. case 37:
  687. case 58:
  688. case 59:
  689. case 84:
  690. case 85:
  691. case 86:
  692. case 87:
  693. case 115:
  694. return sk[0];
  695. case 110:
  696. case 143:
  697. return sk[1];
  698. case 42:
  699. return sk[1];
  700. case 144:
  701. return sk[3];
  702. default:
  703. return -1;
  704. }
  705. }
  706. function sortByParams(a,b,searchTypeArray,pidx = 0)
  707. {
  708. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  709. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  710. return a_pC - b_pC;
  711. }
  712. function voidsAbsorption_Addition(card)
  713. {
  714. const searchTypeArray = [173];
  715. const skill = getCardActiveSkill(card, searchTypeArray);
  716. const sk = skill.params;
  717. if (sk[1] && sk[3])
  718. {
  719. return `双吸×${sk[0]}T`;
  720. }else
  721. {
  722. return `${['属','C','伤'][sk.slice(1).indexOf(1)]}吸×${sk[0]}T`;
  723. }
  724. }
  725. function unbind_Turns(card)
  726. {
  727. const outObj = {
  728. normal: 0,
  729. awoken: 0
  730. };
  731. const searchTypeArray = [117,179];
  732. const skill = getCardActiveSkill(card, searchTypeArray);
  733. if (skill)
  734. {
  735. const sk = skill.params;
  736. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  737. outObj.awoken = sk[4] || 0;
  738. }
  739. return outObj;
  740. }
  741. function unbind_Addition(card)
  742. {
  743. const turns = unbind_Turns(card);
  744. let strArr = [];
  745. if (turns.normal > 0 && turns.normal == turns.awoken)
  746. {
  747. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  748. }
  749. if (turns.normal > 0)
  750. {
  751. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  752. }
  753. if (turns.awoken > 0)
  754. {
  755. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  756. }
  757. return strArr.join(',');
  758. }
  759. function boardChange_ColorTypes(skill)
  760. {
  761. if (!skill) return [];
  762. const sk = skill.params;
  763. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  764. return colors;
  765. }
  766. function boardChange_Addition(card)
  767. {
  768. const searchTypeArray = [71];
  769. const skill = getCardActiveSkill(card, searchTypeArray);
  770. const colors = boardChange_ColorTypes(skill);
  771. return createOrbsList(colors);
  772. }
  773. function orbsChangeParse(skill)
  774. {
  775. function changes(from, to)
  776. {
  777. return {from:from,to:to};
  778. }
  779. let outArr = [];
  780. if (!skill) return outArr;
  781. const sk = skill.params;
  782. switch (skill.type)
  783. {
  784. case 9:{
  785. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  786. break;
  787. }
  788. case 20:{
  789. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  790. {
  791. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  792. }
  793. else
  794. {
  795. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  796. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  797. }
  798. break;
  799. }
  800. case 154:{
  801. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  802. break;
  803. }
  804. }
  805. return outArr;
  806. }
  807. function changeOrbs_Addition(card)
  808. {
  809. const searchTypeArray = [9,20,154];
  810. const skills = getCardActiveSkills(card, searchTypeArray);
  811. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  812. const fragment = document.createDocumentFragment();
  813. parsedSkills.forEach(p=>{
  814. fragment.appendChild(createOrbsList(p.from));
  815. fragment.appendChild(document.createTextNode(`→`));
  816. fragment.appendChild(createOrbsList(p.to));
  817. });
  818. return fragment;
  819. }
  820. function generateOrbsParse(card)
  821. {
  822. let outArr = [];
  823. const searchTypeArray = [141, 208];
  824. const skills = getCardActiveSkills(card, searchTypeArray);
  825. if (!skills.length) return outArr;
  826. for (let skill of skills)
  827. {
  828. const sk = skill.params;
  829. if (skill.type == 141)
  830. {
  831. outArr.push({
  832. count: sk[0],
  833. to: flags(sk[1] || 1),
  834. exclude: flags(sk[2]),
  835. });
  836. }else
  837. {
  838. outArr.push({
  839. count: sk[0],
  840. to: flags(sk[1] || 1),
  841. exclude: flags(sk[2]),
  842. });
  843. outArr.push({
  844. count: sk[3],
  845. to: flags(sk[4] || 1),
  846. exclude: flags(sk[5]),
  847. });
  848. }
  849. }
  850. return outArr;
  851. }
  852. function generateOrbs_Addition(card)
  853. {
  854. const gens = generateOrbsParse(card);
  855. const searchTypeArray = [141, 208];
  856. const skill = getCardActiveSkill(card, searchTypeArray);
  857. const sk = skill.params;
  858. const fragment = document.createDocumentFragment();
  859. for (let gen of gens)
  860. {
  861. fragment.appendChild(createOrbsList(gen.to));
  862. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  863. }
  864. return fragment;
  865. }
  866. function healImmediately_Rate(card)
  867. {
  868. const searchTypeArray = [7, //宠物回复力
  869. 8, //固定点数
  870. 35,115, //吸血
  871. 117
  872. ];
  873. const skills = getCardActiveSkills(card, searchTypeArray);
  874. const outObj = {
  875. vampire: 0,
  876. selfRcv: 0,
  877. const: 0,
  878. scale: 0,
  879. };
  880. if (!skills.length) return outObj;
  881. skills.forEach(skill=>{
  882. const sk = skill.params;
  883. if (skill.type == 7)
  884. {
  885. outObj.selfRcv += sk[0];
  886. }
  887. else if(skill.type == 8)
  888. {
  889. outObj.const += sk[0];
  890. }
  891. else if(skill.type == 35)
  892. {
  893. outObj.vampire += sk[1];
  894. }
  895. else if(skill.type == 115)
  896. {
  897. outObj.vampire += sk[2];
  898. }
  899. else if(skill.type == 117)
  900. {
  901. outObj.selfRcv += sk[1] || 0;
  902. outObj.const += sk[2] || 0;
  903. outObj.scale += sk[3] || 0;
  904. }
  905. });
  906. return outObj;
  907. }
  908. function atkBuff_Rate(card)
  909. {
  910. const searchTypeArray = [
  911. 88,92, //类型的
  912. 50,90, //属性的,要排除回复力
  913. 156,168, //宝石姬
  914. 228, //属性、类型数量
  915. ];
  916. const skill = getCardActiveSkill(card, searchTypeArray);
  917. const outObj = {
  918. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  919. types: [],
  920. attrs: [],
  921. awoken: [],
  922. rate: 0,
  923. turns: 0,
  924. };
  925. if (!skill) return outObj;
  926. const sk = skill.params;
  927. if (skill.type == 88 || skill.type == 92)
  928. {
  929. outObj.skilltype = 2;
  930. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  931. outObj.turns = sk[0];
  932. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  933. }
  934. else if(skill.type == 50 || skill.type == 90)
  935. {
  936. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  937. if (!outObj.attrs.length) //去除回复力
  938. return outObj;
  939. outObj.skilltype = 2;
  940. outObj.turns = sk[0];
  941. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  942. }
  943. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  944. || skill.type == 168)
  945. {
  946. outObj.skilltype = 1;
  947. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(s=>s>0);
  948. outObj.turns = sk[0];
  949. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  950. }
  951. else if(skill.type == 228 && sk[3] > 0)
  952. {
  953. outObj.skilltype = 1;
  954. outObj.attrs = flags(sk[1]);
  955. outObj.types = flags(sk[2]);
  956. outObj.turns = sk[0];
  957. outObj.rate = sk[3];
  958. }
  959. return outObj;
  960. }
  961. function damageSelf_Rate(card)
  962. {
  963. const searchTypeArray = [84,85,86,87,195];
  964. const skill = getCardActiveSkill(card, searchTypeArray);
  965. if (!skill) return 0;
  966. const sk = skill.params;
  967. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  968. }
  969. function changeEnemiesAttr_Attr(card)
  970. {
  971. const outObj = {
  972. attr: null,
  973. turns: 0
  974. }
  975. const searchTypeArray = [153, 224];
  976. const skill = getCardActiveSkill(card, searchTypeArray);
  977. if (!skill) return outObj;
  978. const sk = skill.params;
  979. if (skill.type == 153)
  980. {
  981. outObj.attr = sk[0];
  982. }
  983. else if (skill.type == 224)
  984. {
  985. outObj.attr = sk[1] || 0;
  986. outObj.turns = sk[0];
  987. }
  988. return outObj;
  989. }
  990. //创建1个觉醒图标
  991. function createAwokenIcon(awokenId)
  992. {
  993. const icon = document.createElement("icon");
  994. icon.className ="awoken-icon";
  995. icon.setAttribute("data-awoken-icon", awokenId);
  996. return icon;
  997. }
  998. //产生一个觉醒列表
  999. function creatAwokenList(awokens) {
  1000. const ul = document.createElement("ul");
  1001. ul.className = "awoken-ul";
  1002. awokens.forEach(ak=>{
  1003. const li = ul.appendChild(document.createElement("li"));
  1004. const icon = li.appendChild(createAwokenIcon(ak));
  1005. });
  1006. return ul;
  1007. }
  1008. //产生宝珠列表
  1009. function createOrbsList(orbs)
  1010. {
  1011. if (orbs == undefined) orbs = [0];
  1012. else if (!Array.isArray(orbs)) orbs = [orbs];
  1013. const ul = document.createElement("ul");
  1014. ul.className = "board";
  1015. orbs.forEach(orbType => {
  1016. const li = ul.appendChild(document.createElement("li"));
  1017. li.className = `orb-icon`;
  1018. li.setAttribute("data-orb-icon", orbType);
  1019. });
  1020. return ul;
  1021. }
  1022. //产生类型列表
  1023. function createTypesList(types)
  1024. {
  1025. if (types == undefined) types = [0];
  1026. else if (!Array.isArray(types)) types = [types];
  1027. const ul = document.createElement("ul");
  1028. ul.className = "types-ul";
  1029. types.forEach(type => {
  1030. const li = ul.appendChild(document.createElement("li"));
  1031. li.className = `type-icon`;
  1032. li.setAttribute("data-type-icon", type);
  1033. });
  1034. return ul;
  1035. }
  1036. const functions = [
  1037. {name:"No Filter",otLangName:{chs:"不做筛选"},
  1038. function:cards=>cards},
  1039. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======"}, functions: [
  1040. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)"},
  1041. function:cards=>{
  1042. return cards.filter(card=>{
  1043. return getSkillFixedDamage(card) > 0;
  1044. }).sort((a,b)=>{
  1045. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  1046. return a_pC - b_pC;
  1047. });
  1048. },
  1049. addition:card=>{
  1050. return getSkillFixedDamage(card).bigNumberToString() + "固伤";
  1051. }
  1052. },
  1053. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)"},
  1054. function:cards=>{
  1055. return cards.filter(card=>{
  1056. return getSkillAddCombo(card) > 0;
  1057. }).sort((a,b)=>{
  1058. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  1059. return a_pC - b_pC;
  1060. });
  1061. },
  1062. addition:card=>{
  1063. const value = getSkillAddCombo(card);
  1064. const searchTypeArray = [210];
  1065. const skill = getCardLeaderSkill(card, searchTypeArray);
  1066. return `+${value.bigNumberToString()}C${skill?`/十字`:""}`;
  1067. }
  1068. },
  1069. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】"},
  1070. function:cards=>cards.filter(card=>{
  1071. const searchTypeArray = [162,186];
  1072. const skill = getCardLeaderSkill(card, searchTypeArray);
  1073. return skill;
  1074. })
  1075. },
  1076. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】"},
  1077. function:cards=>cards.filter(card=>{
  1078. const searchTypeArray = [163,177];
  1079. const skill = getCardLeaderSkill(card, searchTypeArray);
  1080. return skill;
  1081. })
  1082. },
  1083. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)"},
  1084. function:cards=>{
  1085. const searchTypeArray = [15,185];
  1086. return cards.filter(card=>{
  1087. const skill = getCardLeaderSkill(card, searchTypeArray);
  1088. return skill;
  1089. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1090. },
  1091. addition:card=>{
  1092. const searchTypeArray = [15,185];
  1093. const skill = getCardLeaderSkill(card, searchTypeArray);
  1094. const value = skill.params[0];
  1095. return `${value > 0 ? "+" : ""}${value/100}s`;
  1096. }
  1097. },
  1098. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)"},
  1099. function:cards=>{
  1100. const searchTypeArray = [178];
  1101. return cards.filter(card=>{
  1102. const skill = getCardLeaderSkill(card, searchTypeArray);
  1103. return skill;
  1104. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1105. },
  1106. addition:card=>{
  1107. const searchTypeArray = [178];
  1108. const skill = getCardLeaderSkill(card, searchTypeArray);
  1109. const value = skill.params[0];
  1110. return `固定${value}s`;
  1111. }
  1112. },
  1113. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)"},
  1114. function:cards=>{
  1115. const searchTypeArray = [12];
  1116. return cards.filter(card=>{
  1117. const skill = getCardLeaderSkill(card, searchTypeArray);
  1118. return skill;
  1119. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1120. },
  1121. addition:card=>{
  1122. const searchTypeArray = [12];
  1123. const skill = getCardLeaderSkill(card, searchTypeArray);
  1124. const value = skill.params[0];
  1125. return `攻击×${(value/100).bigNumberToString()}倍`;
  1126. }
  1127. },
  1128. {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)"},
  1129. function:cards=>{
  1130. const searchTypeArray = [13];
  1131. return cards.filter(card=>{
  1132. const skill = getCardLeaderSkill(card, searchTypeArray);
  1133. return skill;
  1134. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1135. },
  1136. addition:card=>{
  1137. const searchTypeArray = [13];
  1138. const skill = getCardLeaderSkill(card, searchTypeArray);
  1139. const value = skill.params[0];
  1140. return `回复×${(value/100).bigNumberToString()}倍`;
  1141. }
  1142. },
  1143. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击"},
  1144. function:cards=>{
  1145. const searchTypeArray = [41];
  1146. return cards.filter(card=>{
  1147. const skill = getCardLeaderSkill(card, searchTypeArray);
  1148. return skill;
  1149. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1150. },
  1151. addition:card=>{
  1152. const searchTypeArray = [41];
  1153. const skill = getCardLeaderSkill(card, searchTypeArray);
  1154. const sk = skill.params;
  1155. const fragment = document.createDocumentFragment();
  1156. fragment.appendChild(createOrbsList(sk[2] || 0));
  1157. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  1158. if (sk[0] < 100)fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  1159. return fragment;
  1160. }
  1161. },
  1162. {name:"Voids Poison dmg",otLangName:{chs:"毒无效"},
  1163. function:cards=>cards.filter(card=>{
  1164. const searchTypeArray = [197];
  1165. const skill = getCardLeaderSkill(card, searchTypeArray);
  1166. return skill;
  1167. })
  1168. },
  1169. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)"},
  1170. function:cards=>{
  1171. const searchTypeArray = [198];
  1172. return cards.filter(card=>{
  1173. const skill = getCardLeaderSkill(card, searchTypeArray);
  1174. return skill && skill.params[2];
  1175. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  1176. },
  1177. addition:card=>{
  1178. const searchTypeArray = [198];
  1179. const skill = getCardLeaderSkill(card, searchTypeArray);
  1180. const sk = skill.params;
  1181. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  1182. }
  1183. },
  1184. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)"},
  1185. function:cards=>{
  1186. const searchTypeArray = [198];
  1187. return cards.filter(card=>{
  1188. const skill = getCardLeaderSkill(card, searchTypeArray);
  1189. return skill && skill.params[3];
  1190. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  1191. },
  1192. addition:card=>{
  1193. const searchTypeArray = [198];
  1194. const skill = getCardLeaderSkill(card, searchTypeArray);
  1195. const sk = skill.params;
  1196. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  1197. }
  1198. },
  1199. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心"},
  1200. function:cards=>cards.filter(card=>{
  1201. const searchTypeArray = [151,209];
  1202. const skill = getCardLeaderSkill(card, searchTypeArray);
  1203. return skill;
  1204. })
  1205. },
  1206. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字"},
  1207. function:cards=>cards.filter(card=>{
  1208. const searchTypeArray = [157];
  1209. const skill = getCardLeaderSkill(card, searchTypeArray);
  1210. return skill;
  1211. })
  1212. },
  1213. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率"},
  1214. function:cards=>cards.filter(card=>{
  1215. const searchTypeArray = [177];
  1216. const skill = getCardLeaderSkill(card, searchTypeArray);
  1217. return skill;
  1218. })
  1219. },
  1220. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)"},
  1221. function:cards=>{
  1222. const searchTypeArray = [158];
  1223. return cards.filter(card=>{
  1224. const skill = getCardLeaderSkill(card, searchTypeArray);
  1225. return skill;
  1226. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1227. },
  1228. addition:card=>{
  1229. const searchTypeArray = [158];
  1230. const skill = getCardLeaderSkill(card, searchTypeArray);
  1231. const value = skill.params[0];
  1232. return `≥${value}珠`;
  1233. }
  1234. },
  1235. {name:"Resolve",otLangName:{chs:"根性"},
  1236. function:cards=>{
  1237. const searchTypeArray = [14];
  1238. return cards.filter(card=>{
  1239. const skill = getCardLeaderSkill(card, searchTypeArray);
  1240. return skill;
  1241. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1242. },
  1243. addition:card=>{
  1244. const searchTypeArray = [14];
  1245. const skill = getCardLeaderSkill(card, searchTypeArray);
  1246. const value = skill.params[0];
  1247. return `HP≥${value}%`;
  1248. }
  1249. },
  1250. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号"},
  1251. function:cards=>cards.filter(card=>{
  1252. const searchTypeArray = [125];
  1253. const skill = getCardLeaderSkill(card, searchTypeArray);
  1254. return skill;
  1255. })
  1256. },
  1257. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号"},
  1258. function:cards=>cards.filter(card=>{
  1259. const searchTypeArray = [175];
  1260. const skill = getCardLeaderSkill(card, searchTypeArray);
  1261. return skill;
  1262. })
  1263. },
  1264. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型"},
  1265. function:cards=>cards.filter(card=>{
  1266. const searchTypeArray = [203];
  1267. const skill = getCardLeaderSkill(card, searchTypeArray);
  1268. return skill;
  1269. })
  1270. },
  1271. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率"},
  1272. function:cards=>cards.filter(card=>{
  1273. const searchTypeArray = [229];
  1274. const skill = getCardLeaderSkill(card, searchTypeArray);
  1275. return skill;
  1276. })
  1277. },
  1278. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)"},
  1279. function:cards=>{
  1280. const searchTypeArray = [53];
  1281. return cards.filter(card=>{
  1282. const skill = getCardLeaderSkill(card, searchTypeArray);
  1283. return skill;
  1284. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1285. },
  1286. addition:card=>{
  1287. const searchTypeArray = [53];
  1288. const skill = getCardLeaderSkill(card, searchTypeArray);
  1289. const sk = skill.params;
  1290. return `掉率x${sk[0]/100}`;
  1291. }
  1292. },
  1293. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)"},
  1294. function:cards=>{
  1295. const searchTypeArray = [54];
  1296. return cards.filter(card=>{
  1297. const skill = getCardLeaderSkill(card, searchTypeArray);
  1298. return skill;
  1299. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1300. },
  1301. addition:card=>{
  1302. const searchTypeArray = [54];
  1303. const skill = getCardLeaderSkill(card, searchTypeArray);
  1304. const sk = skill.params;
  1305. return `金币x${sk[0]/100}`;
  1306. }
  1307. },
  1308. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)"},
  1309. function:cards=>{
  1310. const searchTypeArray = [148];
  1311. return cards.filter(card=>{
  1312. const skill = getCardLeaderSkill(card, searchTypeArray);
  1313. return skill;
  1314. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1315. },
  1316. addition:card=>{
  1317. const searchTypeArray = [148];
  1318. const skill = getCardLeaderSkill(card, searchTypeArray);
  1319. const sk = skill.params;
  1320. return `经验x${sk[0]/100}`;
  1321. }
  1322. },
  1323. ]},
  1324. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----"}, functions: [
  1325. {name:"HP Scale [2, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)"},
  1326. function:cards=>cards.filter(card=>{
  1327. const skill = Skills[card.leaderSkillId];
  1328. const HPscale = getHPScale(skill);
  1329. return HPscale >= 2;
  1330. }).sort((a,b)=>{
  1331. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1332. return getHPScale(a_s) - getHPScale(b_s);
  1333. })
  1334. },
  1335. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)"},
  1336. function:cards=>cards.filter(card=>{
  1337. const skill = Skills[card.leaderSkillId];
  1338. const HPscale = getHPScale(skill);
  1339. return HPscale >= 1.5 && HPscale < 2;
  1340. }).sort((a,b)=>{
  1341. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1342. return getHPScale(a_s) - getHPScale(b_s);
  1343. })
  1344. },
  1345. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)"},
  1346. function:cards=>cards.filter(card=>{
  1347. const skill = Skills[card.leaderSkillId];
  1348. const HPscale = getHPScale(skill);
  1349. return HPscale > 1 && HPscale < 1.5;
  1350. }).sort((a,b)=>{
  1351. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1352. return getHPScale(a_s) - getHPScale(b_s);
  1353. })
  1354. },
  1355. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1"},
  1356. function:cards=>cards.filter(card=>{
  1357. const skill = Skills[card.leaderSkillId];
  1358. const HPscale = getHPScale(skill);
  1359. return HPscale === 1;
  1360. })
  1361. },
  1362. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)"},
  1363. function:cards=>cards.filter(card=>{
  1364. const skill = Skills[card.leaderSkillId];
  1365. const HPscale = getHPScale(skill);
  1366. return HPscale < 1;
  1367. }).sort((a,b)=>{
  1368. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1369. return getHPScale(a_s) - getHPScale(b_s);
  1370. })
  1371. },
  1372. ]},
  1373. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----"}, functions: [
  1374. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)"},
  1375. function:cards=>cards.filter(card=>{
  1376. const skill = Skills[card.leaderSkillId];
  1377. const reduceScale = getReduceScale(skill);
  1378. return reduceScale >= 0.75;
  1379. }).sort((a,b)=>{
  1380. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1381. return getReduceScale(a_s) - getReduceScale(b_s);
  1382. })
  1383. },
  1384. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)"},
  1385. function:cards=>cards.filter(card=>{
  1386. const skill = Skills[card.leaderSkillId];
  1387. const reduceScale = getReduceScale(skill);
  1388. return reduceScale >= 0.5 && reduceScale < 0.75;
  1389. }).sort((a,b)=>{
  1390. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1391. return getReduceScale(a_s) - getReduceScale(b_s);
  1392. })
  1393. },
  1394. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)"},
  1395. function:cards=>cards.filter(card=>{
  1396. const skill = Skills[card.leaderSkillId];
  1397. const reduceScale = getReduceScale(skill);
  1398. return reduceScale >= 0.25 && reduceScale < 0.5;
  1399. }).sort((a,b)=>{
  1400. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1401. return getReduceScale(a_s) - getReduceScale(b_s);
  1402. })
  1403. },
  1404. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)"},
  1405. function:cards=>cards.filter(card=>{
  1406. const skill = Skills[card.leaderSkillId];
  1407. const reduceScale = getReduceScale(skill);
  1408. return reduceScale > 0 && reduceScale < 0.25;
  1409. }).sort((a,b)=>{
  1410. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1411. return getReduceScale(a_s) - getReduceScale(b_s);
  1412. })
  1413. },
  1414. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0"},
  1415. function:cards=>cards.filter(card=>{
  1416. const skill = Skills[card.leaderSkillId];
  1417. const reduceScale = getReduceScale(skill);
  1418. return reduceScale === 0;
  1419. })
  1420. },
  1421. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤"},
  1422. function:cards=>cards.filter(card=>{
  1423. const skill = Skills[card.leaderSkillId];
  1424. return getReduceScale(skill, true) > 0;
  1425. })
  1426. },
  1427. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾"},
  1428. function:cards=>cards.filter(card=>{
  1429. const skill = Skills[card.leaderSkillId];
  1430. return getReduceScale(skill, undefined, true) > 0;
  1431. })
  1432. },
  1433. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾"},
  1434. function:cards=>cards.filter(card=>{
  1435. const skill = Skills[card.leaderSkillId];
  1436. return getReduceScale(skill, undefined, undefined, true) > 0;
  1437. })
  1438. },
  1439. {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%)"},
  1440. function:cards=>cards.filter(card=>{
  1441. const skill = Skills[card.leaderSkillId];
  1442. const reduceScale = getReduceScale(skill);
  1443. return reduceScale>=0.29;
  1444. }).sort((a,b)=>{
  1445. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1446. return getReduceScale(a_s) - getReduceScale(b_s);
  1447. })
  1448. },
  1449. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾"},
  1450. function:cards=>cards.filter(card=>{
  1451. //获取盾减伤比例
  1452. function getReduceScale_unconditional(ls)
  1453. {
  1454. const sk = ls.params;
  1455. let scale = 0;
  1456. switch (ls.type)
  1457. {
  1458. case 16: //无条件盾
  1459. scale = sk[0]/100;
  1460. break;
  1461. case 129: //无条件盾,属性个数不固定
  1462. case 163: //无条件盾,属性个数不固定
  1463. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  1464. break;
  1465. case 138: //调用其他队长技
  1466. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  1467. break;
  1468. default:
  1469. }
  1470. return scale || 0;
  1471. }
  1472. const skill = Skills[card.leaderSkillId];
  1473. return getReduceScale_unconditional(skill) > 0;
  1474. })
  1475. },
  1476. ]},
  1477. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======"}, functions: [
  1478. {name:"1 CD",otLangName:{chs:"1 CD"},
  1479. function:cards=>cards.filter(card=>{
  1480. if (card.activeSkillId == 0) return false;
  1481. const skill = Skills[card.activeSkillId];
  1482. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  1483. })
  1484. },
  1485. {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)"},
  1486. function:cards=>cards.filter(card=>{
  1487. if (card.activeSkillId == 0) return false;
  1488. const skill = Skills[card.activeSkillId];
  1489. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  1490. let realCD = minCD;
  1491. const searchTypeArray = [14];
  1492. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  1493. if (subSkill)
  1494. {
  1495. realCD -= subSkill.params[0] * 3;
  1496. }
  1497. return minCD > 1 && realCD <= 4;
  1498. })
  1499. },
  1500. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)"},
  1501. function:cards=>{
  1502. const searchTypeArray = [5];
  1503. return cards.filter(card=>{
  1504. const skill = getCardActiveSkill(card, searchTypeArray);
  1505. return skill;
  1506. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1507. },
  1508. addition:card=>{
  1509. const searchTypeArray = [5];
  1510. const skill = getCardActiveSkill(card, searchTypeArray);
  1511. const value = skill.params[0];
  1512. return `时停${value}s`;
  1513. }
  1514. },
  1515. {name:"Random effect active",otLangName:{chs:"随机效果技能"},
  1516. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)},
  1517. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求"},
  1518. function:cards=>cards.filter(card=>{
  1519. const searchTypeArray = [225];
  1520. const skill = getCardActiveSkill(card, searchTypeArray);
  1521. return skill;
  1522. }),
  1523. addition:card=>{
  1524. const searchTypeArray = [225];
  1525. const skill = getCardActiveSkill(card, searchTypeArray);
  1526. const sk = skill.params;
  1527. let strArr = [];
  1528. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  1529. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  1530. return `HP ${strArr.join(" ")}`;
  1531. }
  1532. },
  1533. ]},
  1534. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----"}, functions: [
  1535. {name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)"},
  1536. function:cards=>{
  1537. const searchTypeArray = [173];
  1538. return cards.filter(card=>{
  1539. const skill = getCardActiveSkill(card, searchTypeArray);
  1540. return skill && skill.params[1];
  1541. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1542. },addition:voidsAbsorption_Addition},
  1543. /*{name:"Voids combo absorption(sort by turns)",otLangName:{chs:"破C吸 buff(按破吸回合排序)"},
  1544. function:cards=>{
  1545. const searchTypeArray = [173];
  1546. return cards.filter(card=>{
  1547. const skill = getCardActiveSkill(card, searchTypeArray);
  1548. return skill && skill.params[2];
  1549. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1550. },addition:voidsAbsorption_Addition},*/
  1551. {name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)"},
  1552. function:cards=>{
  1553. const searchTypeArray = [173];
  1554. return cards.filter(card=>{
  1555. const skill = getCardActiveSkill(card, searchTypeArray);
  1556. return skill && skill.params[3];
  1557. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1558. },addition:voidsAbsorption_Addition},
  1559. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)"},
  1560. function:cards=>{
  1561. const searchTypeArray = [173];
  1562. return cards.filter(card=>{
  1563. const skill = getCardActiveSkill(card, searchTypeArray);
  1564. return skill && skill.params[1] && skill.params[3];
  1565. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1566. },addition:voidsAbsorption_Addition},
  1567. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)"},
  1568. function:cards=>{
  1569. const searchTypeArray = [191];
  1570. return cards.filter(card=>{
  1571. const skill = getCardActiveSkill(card, searchTypeArray);
  1572. return skill;
  1573. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1574. },
  1575. addition:card=>{
  1576. const searchTypeArray = [191];
  1577. const skill = getCardActiveSkill(card, searchTypeArray);
  1578. const sk = skill.params;
  1579. return document.createTextNode(`破贯×${sk[0]}T`);
  1580. }
  1581. },
  1582. ]},
  1583. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----"}, functions: [
  1584. {
  1585. name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)"},
  1586. function:cards=>{
  1587. return cards.filter(card=>{
  1588. const turns = unbind_Turns(card);
  1589. return turns.normal > 0;
  1590. }).sort((a,b)=>{
  1591. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1592. let a_pC = a_s.normal, b_pC = b_s.normal;
  1593. return a_pC - b_pC;
  1594. });
  1595. },
  1596. addition:unbind_Addition
  1597. },
  1598. {
  1599. name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)"},
  1600. function:cards=>{
  1601. return cards.filter(card=>{
  1602. const turns = unbind_Turns(card);
  1603. return turns.awoken > 0;
  1604. }).sort((a,b)=>{
  1605. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1606. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1607. return a_pC - b_pC;
  1608. });
  1609. },
  1610. addition:unbind_Addition
  1611. },
  1612. {
  1613. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)"},
  1614. function:cards=>{
  1615. return cards.filter(card=>{
  1616. const turns = unbind_Turns(card);
  1617. return turns.normal && turns.awoken > 0;
  1618. }).sort((a,b)=>{
  1619. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1620. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1621. return a_pC - b_pC;
  1622. });
  1623. },
  1624. addition:unbind_Addition
  1625. },
  1626. {
  1627. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)"},
  1628. function:cards=>{
  1629. const searchTypeArray = [196];
  1630. return cards.filter(card=>{
  1631. const skill = getCardActiveSkill(card, searchTypeArray);
  1632. return skill;
  1633. }).sort((a,b)=>{
  1634. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1635. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1636. return a_pC - b_pC;
  1637. })
  1638. },
  1639. addition:card=>{
  1640. const searchTypeArray = [196];
  1641. const skill = getCardActiveSkill(card, searchTypeArray);
  1642. const sk = skill.params;
  1643. const value = sk[0];
  1644. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1645. }
  1646. },
  1647. {name:"Bind self active skill",otLangName:{chs:"自封技能"},
  1648. function:cards=>cards.filter(card=>{
  1649. const searchTypeArray = [214];
  1650. const skill = getCardActiveSkill(card, searchTypeArray);
  1651. return skill;
  1652. }),
  1653. addition:card=>{
  1654. const searchTypeArray = [214];
  1655. const skill = getCardActiveSkill(card, searchTypeArray);
  1656. const sk = skill.params;
  1657. return document.createTextNode(`自封技${sk[0]}T`);
  1658. }
  1659. },
  1660. {name:"Bind self matchable",otLangName:{chs:"自封消珠"},
  1661. function:cards=>cards.filter(card=>{
  1662. const searchTypeArray = [215];
  1663. const skill = getCardActiveSkill(card, searchTypeArray);
  1664. return skill;
  1665. }),
  1666. addition:card=>{
  1667. const searchTypeArray = [215];
  1668. const skill = getCardActiveSkill(card, searchTypeArray);
  1669. const sk = skill.params;
  1670. const fragment = document.createDocumentFragment();
  1671. fragment.appendChild(document.createTextNode(`自封`));
  1672. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1673. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1674. return fragment;
  1675. }
  1676. },
  1677. ]},
  1678. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----"}, functions: [
  1679. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)"},
  1680. function:cards=>cards.filter(card=>{
  1681. const searchTypeArray = [156,168,228];
  1682. const skill = getCardActiveSkill(card, searchTypeArray);
  1683. return skill;
  1684. })
  1685. },
  1686. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)"},
  1687. function:cards=>{
  1688. const searchTypeArray = [50,90,228];
  1689. function getRecScale(as)
  1690. {
  1691. const sk = as.params;
  1692. if (as.type == 228)
  1693. {
  1694. return sk[4];
  1695. }else
  1696. {
  1697. return sk.slice(1,sk.length>2?-1:undefined).includes(5) ? (sk.length > 2 ? sk[sk.length-1] : 0) : null;
  1698. }
  1699. }
  1700. return cards.filter(card=>{
  1701. const skills = getCardActiveSkills(card, searchTypeArray);
  1702. if (skills.length)
  1703. {
  1704. return skills.some(as=>getRecScale(as) != null);
  1705. }else return false;
  1706. }).sort((a,b)=>{
  1707. const a_s = getCardActiveSkills(a, searchTypeArray), b_s = getCardActiveSkills(b, searchTypeArray);
  1708. const a_sv = a_s.map(a_s=>getRecScale(a_s)).filter(n=>n!==null).sort().reverse()[0],
  1709. b_sv = b_s.map(b_s=>getRecScale(b_s)).filter(n=>n!==null).sort().reverse()[0];
  1710. return a_sv - b_sv;
  1711. });
  1712. },
  1713. addition:card=>{
  1714. const searchTypeArray = [50,90,228];
  1715. function getRecScale(as)
  1716. {
  1717. const sk = as.params;
  1718. if (as.type == 228)
  1719. {
  1720. return sk[4];
  1721. }else
  1722. {
  1723. return sk.slice(1,sk.length>2?-1:undefined).includes(5) ? (sk.length > 2 ? sk[sk.length-1] : 0) : null;
  1724. }
  1725. }
  1726. const skills = getCardActiveSkills(card, searchTypeArray);
  1727. const skill = skills.find(as=>getRecScale(as) != null);
  1728. if (skill.type == 228)
  1729. return `回+${getRecScale(skill) / 100}×N`;
  1730. else
  1731. return `回x${getRecScale(skill) / 100}`;
  1732. }
  1733. },
  1734. {name:"ATK rate change",otLangName:{chs:"攻击力 buff(顶攻击)"},
  1735. function:cards=>{
  1736. return cards.filter(card=>{
  1737. const atkbuff = atkBuff_Rate(card);
  1738. return atkbuff.skilltype > 0;
  1739. }).sort((a,b)=>{
  1740. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1741. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1742. if (sortNum == 0)
  1743. sortNum = a_pC.rate - b_pC.rate;
  1744. if (sortNum == 0)
  1745. sortNum = a_pC.turns - b_pC.turns;
  1746. return sortNum;
  1747. });
  1748. },
  1749. addition:card=>{
  1750. const atkbuff = atkBuff_Rate(card);
  1751. const fragment = document.createDocumentFragment();
  1752. if (atkbuff.skilltype == 0) return fragment;
  1753. if (atkbuff.skilltype == 1)
  1754. {
  1755. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1756. if (atkbuff.awoken.length)
  1757. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1758. if (atkbuff.attrs.length)
  1759. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1760. if (atkbuff.types.length)
  1761. fragment.appendChild(createTypesList(atkbuff.types));
  1762. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1763. }else if (atkbuff.skilltype == 2)
  1764. {
  1765. if (atkbuff.attrs.length)
  1766. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1767. if (atkbuff.types.length)
  1768. fragment.appendChild(createTypesList(atkbuff.types));
  1769. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1770. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1771. }
  1772. return fragment;
  1773. }
  1774. },
  1775. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)"},
  1776. function:cards=>{
  1777. const searchTypeArray = [132];
  1778. return cards.filter(card=>{
  1779. const skill = getCardActiveSkill(card, searchTypeArray);
  1780. return skill;
  1781. }).sort((a,b)=>{
  1782. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1783. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1784. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1785. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1786. });
  1787. },
  1788. addition:card=>{
  1789. const searchTypeArray = [132];
  1790. const skill = getCardActiveSkill(card, searchTypeArray);
  1791. const sk = skill.params;
  1792. let str = "👆";
  1793. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1794. if (sk[2]) str += `x${sk[2]/100}`;
  1795. return str;
  1796. }
  1797. },
  1798. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)"},
  1799. function:cards=>{
  1800. const searchTypeArray = [207];
  1801. return cards.filter(card=>{
  1802. const skill = getCardActiveSkill(card, searchTypeArray);
  1803. return skill;
  1804. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1805. },
  1806. addition:card=>{
  1807. const searchTypeArray = [207];
  1808. const skill = getCardActiveSkill(card, searchTypeArray);
  1809. const sk = skill.params;
  1810. if (sk[7])
  1811. return `${sk[7]}个×${sk[0]}T`;
  1812. else
  1813. return `特殊形状×${sk[0]}T`;
  1814. }
  1815. },
  1816. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)"},
  1817. function:cards=>{
  1818. const searchTypeArray = [160];
  1819. return cards.filter(card=>{
  1820. const skill = getCardActiveSkill(card, searchTypeArray);
  1821. return skill;
  1822. }).sort((a,b)=>{
  1823. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1824. return a_s.params[1] - b_s.params[1];
  1825. });
  1826. },
  1827. addition:card=>{
  1828. const searchTypeArray = [160];
  1829. const skill = getCardActiveSkill(card, searchTypeArray);
  1830. const sk = skill.params;
  1831. return `+${sk[1]}C×${sk[0]}T`;
  1832. }
  1833. },
  1834. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)"},
  1835. function:cards=>{
  1836. const searchTypeArray = [3,156];
  1837. return cards.filter(card=>{
  1838. const skill = getCardActiveSkill(card, searchTypeArray);
  1839. if (!skill) return false;
  1840. if (skill.type == 156)
  1841. return skill.params[4]==3;
  1842. else
  1843. return true;
  1844. }).sort((a,b)=>{
  1845. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1846. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1847. if (!sortNum)
  1848. {
  1849. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1850. sortNum = a_pC - b_pC;
  1851. }
  1852. return sortNum;
  1853. });
  1854. },
  1855. addition:card=>{
  1856. const searchTypeArray = [3,156];
  1857. const skill = getCardActiveSkill(card, searchTypeArray);
  1858. const sk = skill.params;
  1859. const fragment = document.createDocumentFragment();
  1860. if (skill.type == 156)
  1861. {
  1862. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1863. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1864. fragment.appendChild(creatAwokenList(awokenArr));
  1865. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1866. }else
  1867. {
  1868. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1869. }
  1870. return fragment;
  1871. }
  1872. },
  1873. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)"},
  1874. function:cards=>{
  1875. const searchTypeArray = [3];
  1876. return cards.filter(card=>{
  1877. const skill = getCardActiveSkill(card, searchTypeArray);
  1878. return skill && skill.params[1]>=100;
  1879. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1880. },
  1881. addition:card=>{
  1882. const searchTypeArray = [3];
  1883. const skill = getCardActiveSkill(card, searchTypeArray);
  1884. const sk = skill.params;
  1885. return `无敌×${sk[0]}T`;
  1886. }
  1887. },
  1888. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)"},
  1889. function:cards=>{
  1890. const searchTypeArray = [21];
  1891. return cards.filter(card=>{
  1892. const skill = getCardActiveSkill(card, searchTypeArray);
  1893. return skill;
  1894. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1895. },
  1896. addition:card=>{
  1897. const searchTypeArray = [21];
  1898. const skill = getCardActiveSkill(card, searchTypeArray);
  1899. const sk = skill.params;
  1900. const colors = [sk[1]];
  1901. const fragment = document.createDocumentFragment();
  1902. fragment.appendChild(document.createTextNode(`-`));
  1903. fragment.appendChild(createOrbsList(colors));
  1904. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1905. return fragment;
  1906. }
  1907. },
  1908. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)"},
  1909. function:cards=>{
  1910. const searchTypeArray = [51];
  1911. return cards.filter(card=>{
  1912. const skill = getCardActiveSkill(card, searchTypeArray);
  1913. return skill;
  1914. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1915. },
  1916. addition:card=>{
  1917. const searchTypeArray = [51];
  1918. const skill = getCardActiveSkill(card, searchTypeArray);
  1919. const sk = skill.params;
  1920. return `全体×${sk[0]}T`;
  1921. }
  1922. },
  1923. ]},
  1924. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----"}, functions: [
  1925. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)"},
  1926. function:cards=>{
  1927. const searchTypeArray = [18];
  1928. return cards.filter(card=>{
  1929. const skill = getCardActiveSkill(card, searchTypeArray);
  1930. return skill;
  1931. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1932. },
  1933. addition:card=>{
  1934. const searchTypeArray = [18];
  1935. const skill = getCardActiveSkill(card, searchTypeArray);
  1936. const sk = skill.params;
  1937. return document.createTextNode(`威吓×${sk[0]}T`);
  1938. }
  1939. },
  1940. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)"},
  1941. function:cards=>{
  1942. const searchTypeArray = [19];
  1943. return cards.filter(card=>{
  1944. const skill = getCardActiveSkill(card, searchTypeArray);
  1945. return skill;
  1946. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1947. },
  1948. addition:card=>{
  1949. const searchTypeArray = [19];
  1950. const skill = getCardActiveSkill(card, searchTypeArray);
  1951. const sk = skill.params;
  1952. return `破防${sk[1]}%`;
  1953. }
  1954. },
  1955. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)"},
  1956. function:cards=>{
  1957. const searchTypeArray = [19];
  1958. return cards.filter(card=>{
  1959. const skill = getCardActiveSkill(card, searchTypeArray);
  1960. return skill && skill.params[1]>=100;
  1961. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1962. },
  1963. addition:card=>{
  1964. const searchTypeArray = [19];
  1965. const skill = getCardActiveSkill(card, searchTypeArray);
  1966. const sk = skill.params;
  1967. return `全破×${sk[0]}T`;
  1968. }
  1969. },
  1970. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)"},
  1971. function:cards=>{
  1972. const searchTypeArray = [4];
  1973. return cards.filter(card=>{
  1974. const skill = getCardActiveSkill(card, searchTypeArray);
  1975. return skill;
  1976. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1977. },
  1978. addition:card=>{
  1979. const searchTypeArray = [4];
  1980. const skill = getCardActiveSkill(card, searchTypeArray);
  1981. const sk = skill.params;
  1982. return `攻击力×${sk[0]/100}倍`;
  1983. }
  1984. },
  1985. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)"},
  1986. function:cards=>{
  1987. return cards.filter(card=>{
  1988. return changeEnemiesAttr_Attr(card).attr != null;
  1989. }).sort((a,b)=>{
  1990. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1991. return a_pC.attr - b_pC.attr;
  1992. })
  1993. },
  1994. addition:card=>{
  1995. let change = changeEnemiesAttr_Attr(card);
  1996. const fragment = document.createDocumentFragment();
  1997. fragment.appendChild(document.createTextNode(`敌→`));
  1998. fragment.appendChild(createOrbsList(change.attr));
  1999. if (change.turns > 0)
  2000. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2001. return fragment;
  2002. }
  2003. },
  2004. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)"},
  2005. function:cards=>{
  2006. const searchTypeArray = [60];
  2007. return cards.filter(card=>{
  2008. const skill = getCardActiveSkill(card, searchTypeArray);
  2009. return skill;
  2010. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2011. },
  2012. addition:card=>{
  2013. const searchTypeArray = [60];
  2014. const skill = getCardActiveSkill(card, searchTypeArray);
  2015. const sk = skill.params;
  2016. const fragment = document.createDocumentFragment();
  2017. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2018. fragment.appendChild(createOrbsList(sk[2]));
  2019. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2020. return fragment;
  2021. }
  2022. },
  2023. ]},
  2024. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----"}, functions: [
  2025. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)"},
  2026. function:cards=>{
  2027. const searchTypeArray = [146];
  2028. return cards.filter(card=>{
  2029. const skill = getCardActiveSkill(card, searchTypeArray);
  2030. return skill;
  2031. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2032. },
  2033. addition:card=>{
  2034. const searchTypeArray = [146];
  2035. const skill = getCardActiveSkill(card, searchTypeArray);
  2036. const sk = skill.params;
  2037. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  2038. }
  2039. },
  2040. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)"},
  2041. function:cards=>{
  2042. const searchTypeArray = [218];
  2043. return cards.filter(card=>{
  2044. const skill = getCardActiveSkill(card, searchTypeArray);
  2045. return skill;
  2046. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2047. },
  2048. addition:card=>{
  2049. const searchTypeArray = [218];
  2050. const skill = getCardActiveSkill(card, searchTypeArray);
  2051. const sk = skill.params;
  2052. return document.createTextNode(`坐下${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2053. }
  2054. },
  2055. {name:"Change Leader",otLangName:{chs:"更换队长"},
  2056. function:cards=>cards.filter(card=>{
  2057. const searchTypeArray = [93, 227];
  2058. const skill = getCardActiveSkill(card, searchTypeArray);
  2059. return skill;
  2060. })
  2061. },
  2062. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)"},
  2063. function:cards=>{
  2064. const searchTypeArray = [142];
  2065. return cards.filter(card=>{
  2066. const skill = getCardActiveSkill(card, searchTypeArray);
  2067. return skill;
  2068. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2069. },
  2070. addition:card=>{
  2071. const searchTypeArray = [142];
  2072. const skill = getCardActiveSkill(card, searchTypeArray);
  2073. const sk = skill.params;
  2074. const fragment = document.createDocumentFragment();
  2075. fragment.appendChild(document.createTextNode(`自→`));
  2076. fragment.appendChild(createOrbsList(sk[1]));
  2077. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2078. return fragment;
  2079. }
  2080. },
  2081. ]},
  2082. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----"}, functions: [
  2083. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff"},
  2084. function:cards=>{
  2085. const searchTypeArray = [179];
  2086. return cards.filter(card=>{
  2087. const skill = getCardActiveSkill(card, searchTypeArray);
  2088. return skill;
  2089. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2090. },
  2091. addition:card=>{
  2092. const searchTypeArray = [179];
  2093. const skill = getCardActiveSkill(card, searchTypeArray);
  2094. const sk = skill.params;
  2095. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2096. }
  2097. },
  2098. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血"},
  2099. function:cards=>{
  2100. return cards.filter(card=>{
  2101. const heal = healImmediately_Rate(card);
  2102. return Object.values(heal).some(v=>v);
  2103. })
  2104. .sort((a,b)=>{
  2105. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2106. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2107. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2108. let sortNum = a_i - b_i;
  2109. if (!sortNum)
  2110. {
  2111. sortNum = a_vs[a_i] - b_vs[b_i];
  2112. }
  2113. return sortNum;
  2114. });
  2115. },
  2116. addition:card=>{
  2117. const heal = healImmediately_Rate(card);
  2118. let strArr = [];
  2119. if (heal.scale)
  2120. strArr.push(`${heal.scale}%最大HP`);
  2121. if (heal.const)
  2122. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2123. if (heal.selfRcv)
  2124. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2125. if (heal.vampire)
  2126. strArr.push(`${heal.vampire}%伤害`);
  2127. return strArr.join(',');
  2128. }
  2129. },
  2130. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)"},
  2131. function:cards=>{
  2132. return cards.filter(card=>damageSelf_Rate(card)>0)
  2133. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2134. },
  2135. addition:card=>{
  2136. let rate = damageSelf_Rate(card);
  2137. if (rate < 100)
  2138. return `减少${rate}%`;
  2139. else
  2140. return `减少到1`;
  2141. }
  2142. },
  2143. ]},
  2144. {group:true,name:"----- Orbs Lock -----",otLangName:{chs:"-----锁珠类-----"}, functions: [
  2145. {name:"Unlock",otLangName:{chs:"解锁"},
  2146. function:cards=>cards.filter(card=>{
  2147. const searchTypeArray = [172];
  2148. const skill = getCardActiveSkill(card, searchTypeArray);
  2149. return skill;
  2150. })
  2151. },
  2152. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)"},
  2153. function:cards=>cards.filter(card=>{
  2154. const searchTypeArray = [152];
  2155. const skill = getCardActiveSkill(card, searchTypeArray);
  2156. return skill;
  2157. }),
  2158. addition:card=>{
  2159. const searchTypeArray = [152];
  2160. const skill = getCardActiveSkill(card, searchTypeArray);
  2161. const sk = skill.params;
  2162. const fragment = document.createDocumentFragment();
  2163. fragment.appendChild(document.createTextNode(`锁`));
  2164. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  2165. return fragment;
  2166. }
  2167. },
  2168. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部"},
  2169. function:cards=>cards.filter(card=>{
  2170. const searchTypeArray = [152];
  2171. const skill = getCardActiveSkill(card, searchTypeArray);
  2172. return skill && (skill.params[0] & 63) === 63;
  2173. })
  2174. },
  2175. ]},
  2176. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----"}, functions: [
  2177. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)"},
  2178. function:cards=>{
  2179. const searchTypeArray = [205];
  2180. return cards.filter(card=>{
  2181. const skill = getCardActiveSkill(card, searchTypeArray);
  2182. return skill;
  2183. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2184. },
  2185. addition:card=>{
  2186. const searchTypeArray = [205];
  2187. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  2188. const sk = skill.params;
  2189. const fragment = document.createDocumentFragment();
  2190. fragment.appendChild(document.createTextNode(`掉锁`));
  2191. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 1023)));
  2192. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  2193. return fragment;
  2194. }
  2195. },
  2196. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)"},
  2197. function:cards=>{
  2198. const searchTypeArray = [205];
  2199. return cards.filter(card=>{
  2200. const skill = getCardActiveSkill(card, searchTypeArray);
  2201. return skill && (skill.params[0] & 63) === 63;
  2202. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2203. }
  2204. },
  2205. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)"},
  2206. function:cards=>{
  2207. const searchTypeArray = [180];
  2208. return cards.filter(card=>{
  2209. const skill = getCardActiveSkill(card, searchTypeArray);
  2210. return skill;
  2211. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2212. },
  2213. addition:card=>{
  2214. const searchTypeArray = [180];
  2215. const skill = getCardActiveSkill(card, searchTypeArray);
  2216. const sk = skill.params;
  2217. return `${sk[1]}%×${sk[0]}T`;
  2218. }
  2219. },
  2220. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)"},
  2221. function:cards=>{
  2222. const searchTypeArray = [184];
  2223. return cards.filter(card=>{
  2224. const skill = getCardActiveSkill(card, searchTypeArray);
  2225. return skill;
  2226. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2227. },
  2228. addition:card=>{
  2229. const searchTypeArray = [184];
  2230. const skill = getCardActiveSkill(card, searchTypeArray);
  2231. const sk = skill.params;
  2232. return `无↓×${sk[0]}T`;
  2233. }
  2234. },
  2235. {name:"Drop rate increases",otLangName:{chs:"掉落率提升"},
  2236. function:cards=>cards.filter(card=>{
  2237. const searchTypeArray = [126];
  2238. const skill = getCardActiveSkill(card, searchTypeArray);
  2239. return skill;
  2240. }),
  2241. addition:card=>{
  2242. const searchTypeArray = [126];
  2243. const skill = getCardActiveSkill(card, searchTypeArray);
  2244. const sk = skill.params;
  2245. const colors = flags(sk[0]);
  2246. const fragment = document.createDocumentFragment();
  2247. fragment.appendChild(createOrbsList(colors));
  2248. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  2249. return fragment;
  2250. }
  2251. },
  2252. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)"},
  2253. function:cards=>cards.filter(card=>{
  2254. const searchTypeArray = [126];
  2255. const skill = getCardActiveSkill(card, searchTypeArray);
  2256. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2257. })
  2258. },
  2259. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合"},
  2260. function:cards=>cards.filter(card=>{
  2261. const searchTypeArray = [126];
  2262. const skill = getCardActiveSkill(card, searchTypeArray);
  2263. return skill && skill.params[1] >= 99;
  2264. })
  2265. },
  2266. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率"},
  2267. function:cards=>cards.filter(card=>{
  2268. const searchTypeArray = [126];
  2269. const skill = getCardActiveSkill(card, searchTypeArray);
  2270. return skill && skill.params[3] == 100;
  2271. })
  2272. },
  2273. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)"},
  2274. function:cards=>{
  2275. const searchTypeArray = [226];
  2276. return cards.filter(card=>{
  2277. const skill = getCardActiveSkill(card, searchTypeArray);
  2278. return skill;
  2279. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2280. },
  2281. addition:card=>{
  2282. const searchTypeArray = [226];
  2283. const skill = getCardActiveSkill(card, searchTypeArray);
  2284. const sk = skill.params;
  2285. return `${sk[1]}%×${sk[0]}T`;
  2286. }
  2287. },
  2288. ]},
  2289. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----"}, functions: [
  2290. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)"},
  2291. function:cards=>{
  2292. const searchTypeArray = [6];
  2293. return cards.filter(card=>{
  2294. const skill = getCardActiveSkill(card, searchTypeArray);
  2295. return skill;
  2296. }).sort((a,b)=>{
  2297. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2298. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2299. return a_pC - b_pC;
  2300. })
  2301. },
  2302. addition:card=>{
  2303. const searchTypeArray = [6];
  2304. const skill = getCardActiveSkill(card, searchTypeArray);
  2305. const sk = skill.params;
  2306. return `当前${sk[0]}%`;
  2307. }
  2308. },
  2309. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)"},
  2310. function:cards=>{
  2311. const searchTypeArray = [161];
  2312. return cards.filter(card=>{
  2313. const skill = getCardActiveSkill(card, searchTypeArray);
  2314. return skill;
  2315. }).sort((a,b)=>{
  2316. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2317. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2318. return a_pC - b_pC;
  2319. })
  2320. },
  2321. addition:card=>{
  2322. const searchTypeArray = [161];
  2323. const skill = getCardActiveSkill(card, searchTypeArray);
  2324. const sk = skill.params;
  2325. return `最大${sk[0]}%`;
  2326. }
  2327. },
  2328. ]},
  2329. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----"}, functions: [
  2330. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)"},
  2331. function:cards=>{
  2332. const searchTypeArray = [55,188];
  2333. return cards.filter(card=>{
  2334. const skill = getCardActiveSkill(card, searchTypeArray);
  2335. return skill;
  2336. }).sort((a,b)=>{
  2337. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2338. let a_pC = a_ss.reduce((p,v)=>p+v.params[0],0), b_pC = b_ss.reduce((p,v)=>p+v.params[0],0);
  2339. return a_pC - b_pC;
  2340. });
  2341. },
  2342. addition:card=>{
  2343. const searchTypeArray = [55,188];
  2344. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2345. const sk = skills[0].params;
  2346. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2347. }
  2348. },
  2349. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)"},
  2350. function:cards=>{
  2351. const searchTypeArray = [56];
  2352. return cards.filter(card=>{
  2353. const skill = getCardActiveSkill(card, searchTypeArray);
  2354. return skill;
  2355. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2356. },
  2357. addition:card=>{
  2358. const searchTypeArray = [56];
  2359. const skill = getCardActiveSkill(card, searchTypeArray);
  2360. const sk = skill.params;
  2361. return `固伤${sk[0].bigNumberToString()}`;
  2362. }
  2363. },
  2364. ]},
  2365. {group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----"}, functions: [
  2366. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体"},
  2367. function:cards=>cards.filter(card=>{
  2368. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2369. function isSingle(skill)
  2370. {
  2371. if (skill.type == 110)
  2372. return Boolean(skill.params[0]);
  2373. else if (skill.type == 144)
  2374. return Boolean(skill.params[2]);
  2375. else
  2376. return true;
  2377. }
  2378. const skill = getCardActiveSkill(card, searchTypeArray);
  2379. return skill && isSingle(skill);
  2380. })
  2381. },
  2382. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体"},
  2383. function:cards=>cards.filter(card=>{
  2384. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2385. function isAll(skill)
  2386. {
  2387. if (skill.type == 110)
  2388. return !Boolean(skill.params[0]);
  2389. else if (skill.type == 144)
  2390. return !Boolean(skill.params[2]);
  2391. else
  2392. return true;
  2393. }
  2394. const skill = getCardActiveSkill(card, searchTypeArray);
  2395. return skill && skill.id!=0 && isAll(skill);
  2396. })
  2397. },
  2398. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人"},
  2399. function:cards=>cards.filter(card=>{
  2400. const searchTypeArray = [42];
  2401. const skill = getCardActiveSkill(card, searchTypeArray);
  2402. return skill;
  2403. })
  2404. },
  2405. {name:"Numerical ATK - Attr - Any",otLangName:{chs:"大炮-属性-不限"},
  2406. function:cards=>cards.filter(card=>{
  2407. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2408. const skill = getCardActiveSkill(card, searchTypeArray);
  2409. return skill && skill.id!=0;
  2410. }),
  2411. addition:card=>{
  2412. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2413. const skill = getCardActiveSkill(card, searchTypeArray);
  2414. //const sk = skill.params;
  2415. const colors = [getCannonAttr(skill)];
  2416. const fragment = document.createDocumentFragment();
  2417. fragment.appendChild(document.createTextNode(`射`));
  2418. fragment.appendChild(createOrbsList(colors));
  2419. return fragment;
  2420. }
  2421. },
  2422. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身"},
  2423. function:cards=>cards.filter(card=>{
  2424. const searchTypeArray = [2,35];
  2425. const skill = getCardActiveSkill(card, searchTypeArray);
  2426. return skill;
  2427. })
  2428. },
  2429. {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)"},
  2430. function:cards=>cards.filter(card=>{
  2431. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2432. const skill = getCardActiveSkill(card, searchTypeArray);
  2433. return skill && skill.id!=0;
  2434. }).sort((a,b)=>{
  2435. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2436. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2437. function getNumber(skill)
  2438. {
  2439. const sk = skill.params;
  2440. switch(skill.type)
  2441. {
  2442. case 0:
  2443. case 37:
  2444. case 58:
  2445. case 59:
  2446. case 84:
  2447. case 85:
  2448. case 115:
  2449. return sk[1];
  2450. case 2:
  2451. case 35:
  2452. return sk[0];
  2453. default:
  2454. return 0;
  2455. }
  2456. }
  2457. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2458. return a_pC - b_pC;
  2459. })
  2460. },
  2461. {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)"},
  2462. function:cards=>cards.filter(card=>{
  2463. const searchTypeArray = [1,42,86,87];
  2464. const skill = getCardActiveSkill(card, searchTypeArray);
  2465. return skill;
  2466. }).sort((a,b)=>{
  2467. const searchTypeArray = [1,42,86,87];
  2468. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2469. function getNumber(skill)
  2470. {
  2471. const sk = skill.params;
  2472. switch(skill.type)
  2473. {
  2474. case 1:
  2475. case 86:
  2476. case 87:
  2477. return sk[1];
  2478. case 42:
  2479. return sk[2];
  2480. default:
  2481. return 0;
  2482. }
  2483. }
  2484. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2485. return a_pC - b_pC;
  2486. })
  2487. },
  2488. {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)"},
  2489. function:cards=>{
  2490. const searchTypeArray = [110];
  2491. return cards.filter(card=>{
  2492. const skill = getCardActiveSkill(card, searchTypeArray);
  2493. return skill;
  2494. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2495. }
  2496. },
  2497. {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)"},
  2498. function:cards=>{
  2499. const searchTypeArray = [143];
  2500. return cards.filter(card=>{
  2501. const skill = getCardActiveSkill(card, searchTypeArray);
  2502. return skill;
  2503. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2504. }
  2505. },
  2506. {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)"},
  2507. function:cards=>{
  2508. const searchTypeArray = [144];
  2509. return cards.filter(card=>{
  2510. const skill = getCardActiveSkill(card, searchTypeArray);
  2511. return skill;
  2512. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2513. }
  2514. },
  2515. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血"},
  2516. function:cards=>cards.filter(card=>{
  2517. const searchTypeArray = [35,115];
  2518. const skill = getCardActiveSkill(card, searchTypeArray);
  2519. return skill;
  2520. })
  2521. },
  2522. ]},
  2523. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----"}, functions: [
  2524. {name:"Replaces all Orbs",otLangName:{chs:"刷版"},
  2525. function:cards=>cards.filter(card=>{
  2526. const searchTypeArray = [10];
  2527. const skill = getCardActiveSkill(card, searchTypeArray);
  2528. return skill;
  2529. })
  2530. },
  2531. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)"},
  2532. function:cards=>cards.filter(card=>{
  2533. const searchTypeArray = [71];
  2534. const skill = getCardActiveSkill(card, searchTypeArray);
  2535. return boardChange_ColorTypes(skill).length == 1;
  2536. }),addition:boardChange_Addition},
  2537. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色"},
  2538. function:cards=>cards.filter(card=>{
  2539. const searchTypeArray = [71];
  2540. const skill = getCardActiveSkill(card, searchTypeArray);
  2541. return boardChange_ColorTypes(skill).length == 2;
  2542. }),addition:boardChange_Addition},
  2543. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色"},
  2544. function:cards=>cards.filter(card=>{
  2545. const searchTypeArray = [71];
  2546. const skill = getCardActiveSkill(card, searchTypeArray);
  2547. return boardChange_ColorTypes(skill).length == 3;
  2548. }),addition:boardChange_Addition},
  2549. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色"},
  2550. function:cards=>cards.filter(card=>{
  2551. const searchTypeArray = [71];
  2552. const skill = getCardActiveSkill(card, searchTypeArray);
  2553. return boardChange_ColorTypes(skill).length == 4;
  2554. }),addition:boardChange_Addition},
  2555. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色"},
  2556. function:cards=>cards.filter(card=>{
  2557. const searchTypeArray = [71];
  2558. const skill = getCardActiveSkill(card, searchTypeArray);
  2559. return boardChange_ColorTypes(skill).length == 5;
  2560. }),addition:boardChange_Addition},
  2561. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上"},
  2562. function:cards=>cards.filter(card=>{
  2563. const searchTypeArray = [71];
  2564. const skill = getCardActiveSkill(card, searchTypeArray);
  2565. return boardChange_ColorTypes(skill).length >= 6;
  2566. }),addition:boardChange_Addition},
  2567. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火"},
  2568. function:cards=>cards.filter(card=>{
  2569. const searchTypeArray = [71];
  2570. const skill = getCardActiveSkill(card, searchTypeArray);
  2571. return boardChange_ColorTypes(skill).includes(0);
  2572. })
  2573. },
  2574. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水"},
  2575. function:cards=>cards.filter(card=>{
  2576. const searchTypeArray = [71];
  2577. const skill = getCardActiveSkill(card, searchTypeArray);
  2578. return boardChange_ColorTypes(skill).includes(1);
  2579. })
  2580. },
  2581. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木"},
  2582. function:cards=>cards.filter(card=>{
  2583. const searchTypeArray = [71];
  2584. const skill = getCardActiveSkill(card, searchTypeArray);
  2585. return boardChange_ColorTypes(skill).includes(2);
  2586. })
  2587. },
  2588. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光"},
  2589. function:cards=>cards.filter(card=>{
  2590. const searchTypeArray = [71];
  2591. const skill = getCardActiveSkill(card, searchTypeArray);
  2592. return boardChange_ColorTypes(skill).includes(3);
  2593. })
  2594. },
  2595. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗"},
  2596. function:cards=>cards.filter(card=>{
  2597. const searchTypeArray = [71];
  2598. const skill = getCardActiveSkill(card, searchTypeArray);
  2599. return boardChange_ColorTypes(skill).includes(4);
  2600. })
  2601. },
  2602. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心"},
  2603. function:cards=>cards.filter(card=>{
  2604. const searchTypeArray = [71];
  2605. const skill = getCardActiveSkill(card, searchTypeArray);
  2606. return boardChange_ColorTypes(skill).includes(5);
  2607. })
  2608. },
  2609. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废"},
  2610. function:cards=>cards.filter(card=>{
  2611. const searchTypeArray = [71];
  2612. const skill = getCardActiveSkill(card, searchTypeArray);
  2613. const colors = boardChange_ColorTypes(skill);
  2614. return colors.includes(6)
  2615. || colors.includes(7)
  2616. || colors.includes(8)
  2617. || colors.includes(9);
  2618. })
  2619. },
  2620. ]},
  2621. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----"}, functions: [
  2622. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火"},
  2623. function:cards=>cards.filter(card=>{
  2624. const searchTypeArray = [9,20,154];
  2625. const skills = getCardActiveSkills(card, searchTypeArray);
  2626. if (!skills.length) return false;
  2627. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2628. return parsedSkills.some(p=>p.to.includes(0));
  2629. }),
  2630. addition:changeOrbs_Addition
  2631. },
  2632. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水"},
  2633. function:cards=>cards.filter(card=>{
  2634. const searchTypeArray = [9,20,154];
  2635. const skills = getCardActiveSkills(card, searchTypeArray);
  2636. if (!skills.length) return false;
  2637. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2638. return parsedSkills.some(p=>p.to.includes(1));
  2639. }),
  2640. addition:changeOrbs_Addition
  2641. },
  2642. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木"},
  2643. function:cards=>cards.filter(card=>{
  2644. const searchTypeArray = [9,20,154];
  2645. const skills = getCardActiveSkills(card, searchTypeArray);
  2646. if (!skills.length) return false;
  2647. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2648. return parsedSkills.some(p=>p.to.includes(2));
  2649. }),
  2650. addition:changeOrbs_Addition
  2651. },
  2652. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光"},
  2653. function:cards=>cards.filter(card=>{
  2654. const searchTypeArray = [9,20,154];
  2655. const skills = getCardActiveSkills(card, searchTypeArray);
  2656. if (!skills.length) return false;
  2657. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2658. return parsedSkills.some(p=>p.to.includes(3));
  2659. }),
  2660. addition:changeOrbs_Addition
  2661. },
  2662. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗"},
  2663. function:cards=>cards.filter(card=>{
  2664. const searchTypeArray = [9,20,154];
  2665. const skills = getCardActiveSkills(card, searchTypeArray);
  2666. if (!skills.length) return false;
  2667. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2668. return parsedSkills.some(p=>p.to.includes(4));
  2669. }),
  2670. addition:changeOrbs_Addition
  2671. },
  2672. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心"},
  2673. function:cards=>cards.filter(card=>{
  2674. const searchTypeArray = [9,20,154];
  2675. const skills = getCardActiveSkills(card, searchTypeArray);
  2676. if (!skills.length) return false;
  2677. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2678. return parsedSkills.some(p=>p.to.includes(5));
  2679. }),
  2680. addition:changeOrbs_Addition
  2681. },
  2682. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废"},
  2683. function:cards=>cards.filter(card=>{
  2684. const searchTypeArray = [9,20,154];
  2685. const skills = getCardActiveSkills(card, searchTypeArray);
  2686. if (!skills.length) return false;
  2687. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2688. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2689. }),
  2690. addition:changeOrbs_Addition
  2691. },
  2692. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火"},
  2693. function:cards=>cards.filter(card=>{
  2694. const searchTypeArray = [9,20,154];
  2695. const skills = getCardActiveSkills(card, searchTypeArray);
  2696. if (!skills.length) return false;
  2697. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2698. return parsedSkills.some(p=>p.from.includes(0));
  2699. }),
  2700. },
  2701. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水"},
  2702. function:cards=>cards.filter(card=>{
  2703. const searchTypeArray = [9,20,154];
  2704. const skills = getCardActiveSkills(card, searchTypeArray);
  2705. if (!skills.length) return false;
  2706. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2707. return parsedSkills.some(p=>p.from.includes(1));
  2708. }),
  2709. },
  2710. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木"},
  2711. function:cards=>cards.filter(card=>{
  2712. const searchTypeArray = [9,20,154];
  2713. const skills = getCardActiveSkills(card, searchTypeArray);
  2714. if (!skills.length) return false;
  2715. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2716. return parsedSkills.some(p=>p.from.includes(2));
  2717. }),
  2718. },
  2719. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光"},
  2720. function:cards=>cards.filter(card=>{
  2721. const searchTypeArray = [9,20,154];
  2722. const skills = getCardActiveSkills(card, searchTypeArray);
  2723. if (!skills.length) return false;
  2724. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2725. return parsedSkills.some(p=>p.from.includes(3));
  2726. }),
  2727. },
  2728. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗"},
  2729. function:cards=>cards.filter(card=>{
  2730. const searchTypeArray = [9,20,154];
  2731. const skills = getCardActiveSkills(card, searchTypeArray);
  2732. if (!skills.length) return false;
  2733. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2734. return parsedSkills.some(p=>p.from.includes(4));
  2735. }),
  2736. },
  2737. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心"},
  2738. function:cards=>cards.filter(card=>{
  2739. const searchTypeArray = [9,20,154];
  2740. const skills = getCardActiveSkills(card, searchTypeArray);
  2741. if (!skills.length) return false;
  2742. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2743. return parsedSkills.some(p=>p.from.includes(5));
  2744. }),
  2745. },
  2746. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废"},
  2747. function:cards=>cards.filter(card=>{
  2748. const searchTypeArray = [9,20,154];
  2749. const skills = getCardActiveSkills(card, searchTypeArray);
  2750. if (!skills.length) return false;
  2751. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2752. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2753. }),
  2754. },
  2755. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠"},
  2756. function:cards=>{
  2757. const searchTypeArray = [52,91,140];
  2758. return cards.filter(card=>{
  2759. const skill = getCardActiveSkill(card, searchTypeArray);
  2760. return skill;
  2761. });
  2762. },
  2763. addition:card=>{
  2764. const searchTypeArray = [52,91,140];
  2765. const skill = getCardActiveSkill(card, searchTypeArray);
  2766. const sk = skill.params;
  2767. let attrs = [];
  2768. switch (skill.type)
  2769. {
  2770. case 52:{
  2771. attrs.push(sk[0]); break;
  2772. }
  2773. case 91:{
  2774. attrs = sk.slice(0,-1); break;
  2775. }
  2776. case 140:{
  2777. attrs = flags(sk[0]); break;
  2778. }
  2779. }
  2780. const fragment = document.createDocumentFragment();
  2781. fragment.appendChild(document.createTextNode(`强化`));
  2782. fragment.appendChild(createOrbsList(attrs));
  2783. return fragment;
  2784. }
  2785. },
  2786. ]},
  2787. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----"}, functions: [
  2788. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠"},
  2789. function:cards=>cards.filter(card=>{
  2790. function is30(sk)
  2791. {
  2792. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2793. }
  2794. const searchTypeArray = [141];
  2795. const skill = getCardActiveSkill(card, searchTypeArray);
  2796. return skill && is30(skill.params);
  2797. }),addition:generateOrbs_Addition},
  2798. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠"},
  2799. function:cards=>cards.filter(card=>{
  2800. function is1515(sk)
  2801. {
  2802. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2803. }
  2804. const searchTypeArray = [141];
  2805. const skill = getCardActiveSkill(card, searchTypeArray);
  2806. return skill && is1515(skill.params);
  2807. }),addition:generateOrbs_Addition},
  2808. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火"},
  2809. function:cards=>cards.filter(card=>{
  2810. const gens = generateOrbsParse(card);
  2811. return gens.some(gen=>gen.to.includes(0));
  2812. }),
  2813. addition:generateOrbs_Addition
  2814. },
  2815. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水"},
  2816. function:cards=>cards.filter(card=>{
  2817. const gens = generateOrbsParse(card);
  2818. return gens.some(gen=>gen.to.includes(1));
  2819. }),
  2820. addition:generateOrbs_Addition
  2821. },
  2822. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木"},
  2823. function:cards=>cards.filter(card=>{
  2824. const gens = generateOrbsParse(card);
  2825. return gens.some(gen=>gen.to.includes(2));
  2826. }),
  2827. addition:generateOrbs_Addition
  2828. },
  2829. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光"},
  2830. function:cards=>cards.filter(card=>{
  2831. const gens = generateOrbsParse(card);
  2832. return gens.some(gen=>gen.to.includes(3));
  2833. }),
  2834. addition:generateOrbs_Addition
  2835. },
  2836. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗"},
  2837. function:cards=>cards.filter(card=>{
  2838. const gens = generateOrbsParse(card);
  2839. return gens.some(gen=>gen.to.includes(4));
  2840. }),
  2841. addition:generateOrbs_Addition
  2842. },
  2843. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心"},
  2844. function:cards=>cards.filter(card=>{
  2845. const gens = generateOrbsParse(card);
  2846. return gens.some(gen=>gen.to.includes(5));
  2847. }),
  2848. addition:generateOrbs_Addition
  2849. },
  2850. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废"},
  2851. function:cards=>cards.filter(card=>{
  2852. const gens = generateOrbsParse(card);
  2853. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2854. }),
  2855. addition:generateOrbs_Addition
  2856. },
  2857. ]},
  2858. {group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----"}, functions: [
  2859. {name:"Create designated shape",otLangName:{chs:"生成指定形状的"},
  2860. function:cards=>cards.filter(card=>{
  2861. const searchTypeArray = [176];
  2862. const skill = getCardActiveSkill(card, searchTypeArray);
  2863. return skill;
  2864. })
  2865. },
  2866. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块"},
  2867. function:cards=>cards.filter(card=>{
  2868. function is3x3(sk)
  2869. {
  2870. for (let si=0;si<3;si++)
  2871. {
  2872. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2873. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2874. (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)
  2875. (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)
  2876. )
  2877. return true;
  2878. }
  2879. return false;
  2880. }
  2881. const searchTypeArray = [176];
  2882. const skill = getCardActiveSkill(card, searchTypeArray);
  2883. return skill && is3x3(skill.params);
  2884. }),
  2885. addition:card=>{
  2886. const searchTypeArray = [176];
  2887. const skill = getCardActiveSkill(card, searchTypeArray);
  2888. const sk = skill.params;
  2889. const fragment = document.createDocumentFragment();
  2890. fragment.appendChild(document.createTextNode(`3×3`));
  2891. fragment.appendChild(createOrbsList(sk[5]));
  2892. return fragment;
  2893. }
  2894. },
  2895. {name:"Create a vertical",otLangName:{chs:"产竖"},
  2896. function:cards=>cards.filter(card=>{
  2897. const searchTypeArray = [127];
  2898. const skill = getCardActiveSkill(card, searchTypeArray);
  2899. return skill;
  2900. }),
  2901. addition:card=>{
  2902. const searchTypeArray = [127];
  2903. const skill = getCardActiveSkill(card, searchTypeArray);
  2904. const sk = skill.params;
  2905. const colors = [];
  2906. for (let ai=0;ai<sk.length;ai+=2)
  2907. {
  2908. colors.push(flags(sk[ai+1]));
  2909. }
  2910. const fragment = document.createDocumentFragment();
  2911. fragment.appendChild(document.createTextNode(`竖`));
  2912. fragment.appendChild(createOrbsList(colors.flat()));
  2913. return fragment;
  2914. }
  2915. },
  2916. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)"},
  2917. function:cards=>cards.filter(card=>{
  2918. function isHeart(sk)
  2919. {
  2920. for (let i=1;i<sk.length;i+=2)
  2921. {
  2922. if (sk[i] & 32)
  2923. {
  2924. return true;
  2925. }
  2926. }
  2927. }
  2928. const searchTypeArray = [127];
  2929. const skill = getCardActiveSkill(card, searchTypeArray);
  2930. return skill && isHeart(skill.params);
  2931. })
  2932. },
  2933. {name:"Create a horizontal",otLangName:{chs:"产横"},
  2934. function:cards=>cards.filter(card=>{
  2935. const searchTypeArray = [128];
  2936. const skill = getCardActiveSkill(card, searchTypeArray);
  2937. return skill;
  2938. }),
  2939. addition:card=>{
  2940. const searchTypeArray = [128];
  2941. const skill = getCardActiveSkill(card, searchTypeArray);
  2942. const sk = skill.params;
  2943. const colors = [];
  2944. for (let ai=0;ai<sk.length;ai+=2)
  2945. {
  2946. colors.push(flags(sk[ai+1]));
  2947. }
  2948. const fragment = document.createDocumentFragment();
  2949. fragment.appendChild(document.createTextNode(`横`));
  2950. fragment.appendChild(createOrbsList(colors.flat()));
  2951. return fragment;
  2952. }
  2953. },
  2954. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上"},
  2955. function:cards=>cards.filter(card=>{
  2956. const searchTypeArray = [128];
  2957. const skill = getCardActiveSkill(card, searchTypeArray);
  2958. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2959. })
  2960. },
  2961. {name:"Create 2 color horizontals",otLangName:{chs:"2色横"},
  2962. function:cards=>cards.filter(card=>{
  2963. const searchTypeArray = [128];
  2964. const skill = getCardActiveSkill(card, searchTypeArray);
  2965. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2966. })
  2967. },
  2968. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横"},
  2969. function:cards=>cards.filter(card=>{
  2970. const searchTypeArray = [128];
  2971. const skill = getCardActiveSkill(card, searchTypeArray);
  2972. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2973. })
  2974. },
  2975. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)"},
  2976. function:cards=>cards.filter(card=>{
  2977. const searchTypeArray = [128,71,176];
  2978. function isRow(skill)
  2979. {
  2980. const sk = skill.params;
  2981. if (skill.type === 128) //普通横
  2982. {return true;}
  2983. else if (skill.type === 71) //花火
  2984. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2985. else if (skill.type === 176) //特殊形状
  2986. {
  2987. for (let si=0;si<5;si++)
  2988. {
  2989. if ((sk[si] & 63) === 63)
  2990. return true;
  2991. }
  2992. }
  2993. return false;
  2994. }
  2995. const skill = getCardActiveSkill(card, searchTypeArray);
  2996. return skill && isRow(skill);
  2997. })
  2998. },
  2999. ]},
  3000. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======"}, functions: [
  3001. {name:"No Henshin",otLangName:{chs:"非变身"},
  3002. function:cards=>cards.filter(card=>!card.henshinFrom && !card.henshinTo)
  3003. },
  3004. {name:"Before Henshin",otLangName:{chs:"变身前"},
  3005. function:cards=>cards.filter(card=>card.henshinTo)
  3006. },
  3007. {name:"After Henshin",otLangName:{chs:"变身后"},
  3008. function:cards=>cards.filter(card=>card.henshinFrom)
  3009. },
  3010. {name:"Pixel Evo",otLangName:{chs:"像素进化"},
  3011. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3012. },
  3013. {name:"8 latent grids",otLangName:{chs:"8格潜觉"},
  3014. function:cards=>cards.filter(card=>card.is8Latent)
  3015. },
  3016. //{name:"",otLangName:{chs:"非8格潜觉"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3017. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化"},
  3018. function:cards=>cards.filter(card=>isReincarnated(card))
  3019. }, //evoBaseId可能为0
  3020. //{name:"",otLangName:{chs:"仅超转生进化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  3021. {name:"Super Ult Evo",otLangName:{chs:"超究极进化"},
  3022. function:cards=>cards.filter(card=>card.is8Latent && card.isUltEvo && !card.awakenings.includes(49))
  3023. },
  3024. /*{name:"",otLangName:{chs:"变身前"},
  3025. function:cards=>cards.filter(card=>{
  3026. const searchType = 202;
  3027. const skill = Skills[card.activeSkillId];
  3028. if (skill.type == searchType)
  3029. return true;
  3030. else if (skill.type == 116 || skill.type == 118){
  3031. const subskills = skill.params.map(id=>Skills[id]);
  3032. return subskills.some(subskill=>subskill.type == searchType);
  3033. }
  3034. })
  3035. },
  3036. {name:"",otLangName:{chs:"变身前后队长技保持不变"},
  3037. function:cards=>cards.filter(card=>{
  3038. const searchType = 202;
  3039. const skill = Skills[card.activeSkillId];
  3040. if (skill.type == searchType && card.leaderSkillId == Cards[skill.params[0]].leaderSkillId)
  3041. return true;
  3042. else if (skill.type == 116 || skill.type == 118){
  3043. const subskills = skill.params.map(id=>Skills[id]);
  3044. return subskills.some(subskill=>subskill.type == searchType && card.leaderSkillId == Cards[subskill.params[0]].leaderSkillId);
  3045. }
  3046. })
  3047. },*/
  3048. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来"},
  3049. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3050. },
  3051. ]},
  3052. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======"}, functions: [
  3053. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)"},
  3054. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3055. },
  3056. {name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)"},
  3057. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3058. },
  3059. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制"},
  3060. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3061. },
  3062. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%"},
  3063. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3064. addition:card=>`成长${card.limitBreakIncr}%`
  3065. },
  3066. {name:"Max level is lv1",otLangName:{chs:"满级只有1级"},
  3067. function:cards=>cards.filter(card=>card.maxLevel==1)
  3068. },
  3069. {name:"Less than 100mp",otLangName:{chs:"低于100mp"},
  3070. function:cards=>cards.filter(card=>card.sellMP<100)
  3071. },
  3072. {name:"Have 3 types",otLangName:{chs:"有3个type"},
  3073. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3074. },
  3075. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性"},
  3076. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3077. },
  3078. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致"},
  3079. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3080. },
  3081. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤"},
  3082. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3083. },
  3084. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙"},
  3085. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3086. },
  3087. ]},
  3088. {group:true,name:"----- Awoken -----",otLangName:{chs:"-----觉醒类-----"}, functions: [
  3089. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒"},
  3090. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3091. },
  3092. {name:"Can be assist",otLangName:{chs:"可以做辅助"},
  3093. function:cards=>cards.filter(card=>card.canAssist)
  3094. },
  3095. {name:"Not weapon",otLangName:{chs:"不是武器"},
  3096. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3097. },
  3098. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒"},
  3099. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3100. },
  3101. {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"},
  3102. function:cards=>cards.filter(card=>{
  3103. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3104. if (hasAwokenKiller)
  3105. { //大于2个杀的进行判断
  3106. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3107. { //大于3个杀的直接过
  3108. return true;
  3109. }else
  3110. { //2个杀的
  3111. const isAllowLatent = card.types.filter(i=>
  3112. i>=0 //去掉-1的type
  3113. ).map(type=>
  3114. type_allowable_latent[type] //得到允许打的潜觉杀
  3115. ).some(ls=>
  3116. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3117. );
  3118. return isAllowLatent
  3119. }
  3120. }else
  3121. {
  3122. return false;
  3123. }
  3124. })
  3125. },
  3126. {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"},
  3127. function:cards=>cards.filter(card=>{
  3128. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3129. if (hasAwokenKiller)
  3130. { //大于2个杀的进行判断
  3131. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3132. { //大于3个杀的直接过
  3133. return true;
  3134. }else
  3135. { //2个杀的
  3136. const isAllowLatent = card.types.filter(i=>
  3137. i>=0 //去掉-1的type
  3138. ).map(type=>
  3139. type_allowable_latent[type] //得到允许打的潜觉杀
  3140. ).some(ls=>
  3141. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3142. );
  3143. return isAllowLatent
  3144. }
  3145. }else
  3146. {
  3147. return false;
  3148. }
  3149. })
  3150. },
  3151. {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"},
  3152. function:cards=>cards.filter(card=>{
  3153. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3154. if (hasAwokenKiller)
  3155. { //大于2个杀的进行判断
  3156. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3157. { //大于3个杀的直接过
  3158. return true;
  3159. }else
  3160. { //2个杀的
  3161. const isAllowLatent = card.types.filter(i=>
  3162. i>=0 //去掉-1的type
  3163. ).map(type=>
  3164. type_allowable_latent[type] //得到允许打的潜觉杀
  3165. ).some(ls=>
  3166. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3167. );
  3168. return isAllowLatent
  3169. }
  3170. }else
  3171. {
  3172. return false;
  3173. }
  3174. })
  3175. },
  3176. /*{name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能"},
  3177. function:cards=>cards.filter(card=>{
  3178. const searchTypeArray = [1000];
  3179. const skill = getCardActiveSkill(card, searchTypeArray);
  3180. return skill;
  3181. })
  3182. },*/
  3183. ]},
  3184. ];
  3185. return functions;
  3186. })();

智龙迷城队伍图制作工具