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script-json_data.js 122 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'}${'turns_min'}${'turns_max'}`,
  72. skill_boost_range: tp`~${'turns'}`,
  73. add_combo: tp`结算时连击数增加${'value'}${'icon'}`,
  74. fixed_time: tp`【${'icon'}操作时间固定${'value'}】`,
  75. min_match_length: tp`【限定≥${'matchable'}珠才能消除】`,
  76. drop_refresh: tp`全板刷新`,
  77. drum: tp`宝珠移动和消除的声音变成太鼓达人的音效`,
  78. 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)`,
  79. board7x6: tp`【${'icon'}7×6版面】`,
  80. counter_attack: tp`受到${'target'}攻击时,${'chance'}进行受到伤害${'value'}的${'attr'}${'icon'}反击`,
  81. change_orbs: tp`${'from'}→${'to'}`,
  82. generate_orbs: tp`${'exclude'}生成${'orbs'}各${'value'}个`,
  83. fixed_orbs: tp`在${'position'}产生${'orbs'}`,
  84. orb_drop_increase: tp`${'orbs'}的掉落率提高到${'value'}`,
  85. orb_drop_increase_flag: tp`${'chance'}掉落${'flag'}${'orbs'}`,
  86. attr_absorb: tp`${'icon'}属性吸收`,
  87. combo_absorb: tp`${'icon'}连击吸收`,
  88. damage_absorb: tp`${'icon'}伤害吸收`,
  89. damage_void: tp`${'icon'}伤害无效`,
  90. void_enemy_buff: tp`敌人的 ${'buff'} 无效化`,
  91. change_attribute: tp`将${'target'}变为${'attrs'}`,
  92. set_orb_state_enhanced: tp`${'icon'}强化${'orbs'}(每颗宝珠效力增加${'value'})`,
  93. set_orb_state_locked: tp`将${'orbs'}${'icon'}锁定${'value'}`,
  94. set_orb_state_unlocked: tp`${'icon'}解除所有宝珠的锁定状态`,
  95. set_orb_state_bound: tp`无法消除${'orbs'}`,
  96. rate_multiply: tp`作为队长进入地下城时,${'rate'}变为${'value'}`,
  97. rate_multiply_drop: tp`${'icon'}怪物蛋掉落率`,
  98. rate_multiply_coin: tp`${'icon'}金币掉落率`,
  99. rate_multiply_exp: tp`${'icon'}等级经验倍率`,
  100. reduce_damage: tp`${'condition'}受到的${'attrs'}伤害${'icon'}减少${'value'}`,
  101. power_up: tp`${'condition'}${'targets'}${'target'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  102. power_up_targets: tp`${'attrs_types'}的 `,
  103. henshin: tp`变身为${'card'}`,
  104. void_poison: tp`消除${'poison'}时不会受到毒伤害`,
  105. skill_proviso: tp`${'condition'}才能发动后续效果`,
  106. obstruct_opponent: tp`对${'target'}施加敌对技能效果:${'skills'}`,
  107. obstruct_opponent_after_me: tp`排名比自身低的对手`,
  108. obstruct_opponent_before_me: tp`排名比自身高的对手`,
  109. obstruct_opponent_designated_position: tp`第${'positions'}排位的对手`,
  110. },
  111. power: {
  112. unknown: tp`[ 未知能力提升: ${'type'} ]`,
  113. scale_attributes: tp`${'orbs'}中${'min'}种属性同时攻击时${'stats'}${'bonus'}`,
  114. scale_attributes_bonus: tp`,每多1种${'bonus'},最大${'max'}种时${'stats_max'}`,
  115. scale_combos: tp`${'min'}连击以上时${'stats'}${'bonus'}`,
  116. scale_combos_bonus: tp`,每多1连击${'bonus'},最大${'max'}连击时${'stats_max'}`,
  117. scale_match_attrs: tp`${'matches'}中${'min'}串匹配时${'stats'}${'bonus'}`,
  118. scale_match_attrs_bonus: tp`,每多1串${'bonus'},最大${'max'}串时${'stats_max'}`,
  119. scale_match_length: tp`${'in_once'}相连消除${'min'}个${'orbs'}时${'stats'}${'bonus'}`,
  120. scale_match_length_bonus: tp`,每多1个${'bonus'},最大${'max'}个时${'stats_max'}`,
  121. scale_cross: tp`每以十字形式消除5个${'orbs'}1次时${'stats'}`,
  122. scale_cross_single: tp`以十字形式消除5个${'orbs'}时${'stats'}`,
  123. scale_state_kind_count: tp`以队伍中[${'awakenings'}${'attrs'}${'types'}]的数量提升,每个${'stats'}`,
  124. },
  125. cond: {
  126. unknown: tp`[ 未知条件 ]`,
  127. hp_equal: tp`${'hp'} == ${'min'} 时`,
  128. hp_less_or_equal: tp`${'hp'} ≤ ${'max'} 时`,
  129. hp_greater_or_equal: tp`${'hp'} ≥ ${'min'} 时`,
  130. hp_belong_to_range: tp`${'hp'} ∈ [${'min'},${'max'}] 时`,
  131. use_skill: tp`使用技能时`,
  132. multi_player: tp`协力时`,
  133. remain_orbs: tp`剩余宝珠 ≤ ${'value'} 时`,
  134. exact_combo: tp`刚好${'value'}连击时`,
  135. exact_match_length: tp`相连消除刚好${'value'}${'orbs'}时`,
  136. exact_match_enhanced: tp`并且其中包含至少一个强化宝珠`,
  137. compo_type_card: tp`队伍中同时存在 ${'ids'} 时`,
  138. compo_type_series: tp`队员组成全为 ${'ids'} 合作时`,
  139. compo_type_evolution: tp`队员组成全为 ${'ids'} 进化时`,
  140. L_shape: tp`以L字形式消除5个${'orbs'}时`,
  141. heal: tp`以${'orbs'}回复${'heal'}${'stats'}时`,
  142. },
  143. position: {
  144. top: tp`上方第${'pos'}横行`,
  145. bottom: tp`下方第${'pos'}横行`,
  146. left: tp`左方第${'pos'}竖列`,
  147. right: tp`右方第${'pos'}竖列`,
  148. shape: tp`指定位置`,
  149. },
  150. value: {
  151. unknown: tp`[ 未知数值: ${'type'}]`, //type
  152. const: tp`${'value'}${'unit'}`,
  153. const_to: tp`到${'value'}`,
  154. mul_percent: tp`${'value'}%`,
  155. mul_times: tp`×${'value'}倍`,
  156. mul_of_percent: tp`${'stats'}的${'value'}%`,
  157. mul_of_times: tp`${'stats'}×${'value'}倍`,
  158. hp_scale: tp`${'hp'}为100%时${'min'},${'hp'}为1时${'max'}`,
  159. random_atk: tp`${'atk'}×${'min'}${'max'}倍`,
  160. prob: tp`有${'value'}几率`,
  161. x_awakenings: tp`${'awakenings'}数量×${'value'}`,
  162. },
  163. target: {
  164. self: tp`角色自身`,
  165. enemy: tp`敌人`,
  166. team: tp`队伍`,
  167. team_last: tp`队伍最后一位队员`,
  168. enemy_all: tp`敌方全体`,
  169. enemy_one: tp`敌方1体`,
  170. enemy_attr: tp`${'attr'}敌人`,
  171. },
  172. stats: {
  173. unknown: tp`[ 未知状态: ${'type'}]`, //type
  174. maxhp: tp`最大HP`,
  175. hp: tp`HP`,
  176. chp: tp`当前HP`,
  177. atk: tp`攻击力`,
  178. rcv: tp`回复力`,
  179. teamhp: tp`队伍总HP`,
  180. teamatk: tp`队伍${'attrs'}总攻击力`,
  181. teamrcv: tp`队伍回复力`,
  182. },
  183. unit: {
  184. orbs: tp`个`,
  185. times: tp`次`,
  186. seconds: tp`秒`,
  187. point: tp`点`,
  188. turns: tp`回合`,
  189. },
  190. word: {
  191. comma: tp`,`, //逗号
  192. slight_pause: tp`、`, //顿号
  193. range_hyphen: tp`~`, //范围连字符
  194. in_once: tp`同时`,
  195. evo_type_pixel: tp`像素进化`,
  196. evo_type_reincarnation: tp`转生或超转生进化`,
  197. evo_type_unknow: tp`未知进化: ${'type'}`,
  198. affix_attr: tp`${'cotent'}属性`, //词缀-属性
  199. affix_orb: tp`${'cotent'}宝珠`, //词缀-宝珠
  200. affix_type: tp`${'cotent'}类型`, //词缀-类型
  201. affix_awakening: tp`${'cotent'}觉醒`, //词缀-觉醒
  202. affix_exclude: tp`${'cotent'}以外`, //词缀-属性
  203. },
  204. attrs: {
  205. [0]: tp`${'icon'}火`,
  206. [1]: tp`${'icon'}水`,
  207. [2]: tp`${'icon'}木`,
  208. [3]: tp`${'icon'}光`,
  209. [4]: tp`${'icon'}暗`,
  210. [5]: tp`${'icon'}回复力`,
  211. [6]: tp`${'icon'}空`,
  212. all: tp`所有`,
  213. self: tp`${'icon'}自身属性`,
  214. fixed: tp`${'icon'}无视防御固定`,
  215. },
  216. orbs: {
  217. [0]: tp`${'icon'}火`,
  218. [1]: tp`${'icon'}水`,
  219. [2]: tp`${'icon'}木`,
  220. [3]: tp`${'icon'}光`,
  221. [4]: tp`${'icon'}暗`,
  222. [5]: tp`${'icon'}回复`,
  223. [6]: tp`${'icon'}干扰`,
  224. [7]: tp`${'icon'}毒`,
  225. [8]: tp`${'icon'}剧毒`,
  226. [9]: tp`${'icon'}炸弹`,
  227. enhanced: tp`${'icon'}强化`,
  228. locked: tp`${'icon'}锁定`,
  229. nail: tp`${'icon'}钉子`,
  230. variation: tp`${'icon'}变换珠(每${'time'}变换)`,
  231. _5color: tp`${'icon'}5色`,
  232. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  233. all: tp`所有`,
  234. any: tp`任何${'cotent'}`,
  235. },
  236. types: {
  237. [0]: tp`${'icon'}进化用`,
  238. [1]: tp`${'icon'}平衡`,
  239. [2]: tp`${'icon'}体力`,
  240. [3]: tp`${'icon'}回复`,
  241. [4]: tp`${'icon'}龙`,
  242. [5]: tp`${'icon'}神`,
  243. [6]: tp`${'icon'}攻击`,
  244. [7]: tp`${'icon'}恶魔`,
  245. [8]: tp`${'icon'}机械`,
  246. [9]: tp`${'icon'}特别保护`,
  247. [12]: tp`${'icon'}能力觉醒用`,
  248. [14]: tp`${'icon'}强化合成用`,
  249. [15]: tp`${'icon'}贩卖用`,
  250. },
  251. awokens: {
  252. [0]: tp`${'icon'}未知觉醒`,
  253. [1]: tp`${'icon'}HP+`,
  254. [2]: tp`${'icon'}攻击+`,
  255. [3]: tp`${'icon'}回复+`,
  256. [4]: tp`${'icon'}火盾`,
  257. [5]: tp`${'icon'}水盾`,
  258. [6]: tp`${'icon'}木盾`,
  259. [7]: tp`${'icon'}光盾`,
  260. [8]: tp`${'icon'}暗盾`,
  261. [9]: tp`${'icon'}自回`,
  262. [10]: tp`${'icon'}防封`,
  263. [11]: tp`${'icon'}防暗`,
  264. [12]: tp`${'icon'}防废`,
  265. [13]: tp`${'icon'}防毒`,
  266. [14]: tp`${'icon'}火+`,
  267. [15]: tp`${'icon'}水+`,
  268. [16]: tp`${'icon'}木+`,
  269. [17]: tp`${'icon'}光+`,
  270. [18]: tp`${'icon'}暗+`,
  271. [19]: tp`${'icon'}手指`,
  272. [20]: tp`${'icon'}心解`,
  273. [21]: tp`${'icon'}SB`,
  274. [22]: tp`${'icon'}火横`,
  275. [23]: tp`${'icon'}水横`,
  276. [24]: tp`${'icon'}木横`,
  277. [25]: tp`${'icon'}光横`,
  278. [26]: tp`${'icon'}暗横`,
  279. [27]: tp`${'icon'}U`,
  280. [28]: tp`${'icon'}SX`,
  281. [29]: tp`${'icon'}心+`,
  282. [30]: tp`${'icon'}协力`,
  283. [31]: tp`${'icon'}龙杀`,
  284. [32]: tp`${'icon'}神杀`,
  285. [33]: tp`${'icon'}恶魔杀`,
  286. [34]: tp`${'icon'}机杀`,
  287. [35]: tp`${'icon'}平衡杀`,
  288. [36]: tp`${'icon'}攻击杀`,
  289. [37]: tp`${'icon'}体力杀`,
  290. [38]: tp`${'icon'}回复杀`,
  291. [39]: tp`${'icon'}进化杀`,
  292. [40]: tp`${'icon'}觉醒杀`,
  293. [41]: tp`${'icon'}强化杀`,
  294. [42]: tp`${'icon'}卖钱杀`,
  295. [43]: tp`${'icon'}7c`,
  296. [44]: tp`${'icon'}5色破防`,
  297. [45]: tp`${'icon'}心追`,
  298. [46]: tp`${'icon'}全体 HP `,
  299. [47]: tp`${'icon'}全体回复`,
  300. [48]: tp`${'icon'}破无效`,
  301. [49]: tp`${'icon'}武器`,
  302. [50]: tp`${'icon'}方块心追`,
  303. [51]: tp`${'icon'}5色溜`,
  304. [52]: tp`${'icon'}大防封`,
  305. [53]: tp`${'icon'}大手指`,
  306. [54]: tp`${'icon'}防云`,
  307. [55]: tp`${'icon'}防封条`,
  308. [56]: tp`${'icon'}大SB`,
  309. [57]: tp`${'icon'}上血`,
  310. [58]: tp`${'icon'}下血`,
  311. [59]: tp`${'icon'}L盾`,
  312. [60]: tp`${'icon'}L解锁`,
  313. [61]: tp`${'icon'}10c`,
  314. [62]: tp`${'icon'}c珠`,
  315. [63]: tp`${'icon'}语音`,
  316. [64]: tp`${'icon'}奖励增加`,
  317. [65]: tp`${'icon'} HP -`,
  318. [66]: tp`${'icon'}攻击-`,
  319. [67]: tp`${'icon'}回复-`,
  320. [68]: tp`${'icon'}大防暗`,
  321. [69]: tp`${'icon'}大防废`,
  322. [70]: tp`${'icon'}大防毒`,
  323. [71]: tp`${'icon'}掉废`,
  324. [72]: tp`${'icon'}掉毒`,
  325. [73]: tp`${'icon'}火串`,
  326. [74]: tp`${'icon'}水串`,
  327. [75]: tp`${'icon'}木串`,
  328. [76]: tp`${'icon'}光串`,
  329. [77]: tp`${'icon'}暗串`,
  330. [78]: tp`${'icon'}十字`,
  331. [79]: tp`${'icon'}3色`,
  332. [80]: tp`${'icon'}4色`,
  333. [81]: tp`${'icon'}5色`,
  334. }
  335. },
  336. }
  337. //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
  338. const typekiller_for_type = [
  339. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  340. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  341. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  342. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  343. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  344. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  345. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  346. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  347. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  348. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  349. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  350. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  351. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  352. ];
  353. //类型允许的潜觉杀
  354. const type_allowable_latent = [];
  355. typekiller_for_type.forEach(t=>
  356. {
  357. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  358. .map(tn=>
  359. typekiller_for_type.find(_t=>_t.type == tn).latent
  360. );
  361. type_allowable_latent[t.type] = t.allowableLatent;
  362. }
  363. );
  364. //一般共同能打的潜觉
  365. const common_allowable_latent = [
  366. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  367. 28,29,30,31,32,33,34,35,36,37,38,
  368. 39,40,41, //需要拥有觉醒的才能打,但是有武器
  369. ];
  370. //120级才能打的潜觉
  371. const v120_allowable_latent = [
  372. 42,43,44,45
  373. ];
  374. //等效觉醒列表
  375. const equivalent_awoken = [
  376. {small:10,big:52,times:2}, //防封
  377. {small:11,big:68,times:5}, //防暗
  378. {small:12,big:69,times:5}, //防废
  379. {small:13,big:70,times:5}, //防毒
  380. {small:19,big:53,times:2}, //手指
  381. {small:21,big:56,times:2}, //SB
  382. ];
  383. //官方的觉醒排列顺序
  384. const official_awoken_sorting = [
  385. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  386. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  387. 27, 48, 62, 57, 58, 60, 59, 54, 55,
  388. 14, 15, 16, 17, 18, 29, 20, 44, 51,
  389. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  390. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  391. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  392. 65, 66, 67, 9, 71, 72, 30, 64, 63,
  393. 73, 74, 75, 76, 77, 78, 79, 80, 81
  394. ];
  395. //pdc的徽章对应数字
  396. const pdcBadgeMap = [
  397. {pdf:1,pdc:10}, //无限cost
  398. {pdf:2,pdc:12}, //小手指
  399. {pdf:3,pdc:9}, //全体攻击
  400. {pdf:4,pdc:5}, //小回复
  401. {pdf:5,pdc:1}, //小血量
  402. {pdf:6,pdc:3}, //小攻击
  403. {pdf:7,pdc:8}, //SB
  404. {pdf:8,pdc:18}, //队长防封
  405. {pdf:9,pdc:19}, //SX
  406. {pdf:11,pdc:7}, //无天降
  407. {pdf:17,pdc:6}, //大回复
  408. {pdf:18,pdc:2}, //大血量
  409. {pdf:19,pdc:4}, //大攻击
  410. {pdf:20,pdc:null}, //三维
  411. {pdf:21,pdc:13}, //大手指
  412. {pdf:10,pdc:11}, //加经验
  413. {pdf:12,pdc:15}, //墨镜
  414. {pdf:13,pdc:17}, //防废
  415. {pdf:14,pdc:16}, //防毒
  416. {pdf:50,pdc:14}, //月卡
  417. ];
  418. //pdc的潜觉对应数字
  419. const pdcLatentMap = [
  420. {pdf:1,pdc:1}, //HP
  421. {pdf:2,pdc:0}, //攻击
  422. {pdf:3,pdc:2}, //回复
  423. {pdf:4,pdc:19}, //手指
  424. {pdf:5,pdc:13}, //自回
  425. {pdf:6,pdc:14}, //火盾
  426. {pdf:7,pdc:15}, //水盾
  427. {pdf:8,pdc:16}, //木盾
  428. {pdf:9,pdc:17}, //光盾
  429. {pdf:10,pdc:18}, //暗盾
  430. {pdf:11,pdc:12}, //防坐
  431. {pdf:12,pdc:3}, //三维
  432. {pdf:13,pdc:35}, //不被换队长
  433. {pdf:14,pdc:37}, //不掉废
  434. {pdf:15,pdc:36}, //不掉毒
  435. {pdf:16,pdc:24}, //进化杀
  436. {pdf:17,pdc:25}, //觉醒杀
  437. {pdf:18,pdc:26}, //强化杀
  438. {pdf:19,pdc:27}, //卖钱杀
  439. {pdf:20,pdc:4}, //神杀
  440. {pdf:21,pdc:5}, //龙杀
  441. {pdf:22,pdc:6}, //恶魔杀
  442. {pdf:23,pdc:7}, //机械杀
  443. {pdf:24,pdc:8}, //平衡杀
  444. {pdf:25,pdc:9}, //攻击杀
  445. {pdf:26,pdc:10}, //体力杀
  446. {pdf:27,pdc:11}, //回复杀
  447. {pdf:28,pdc:20}, //大HP
  448. {pdf:29,pdc:21}, //大攻击
  449. {pdf:30,pdc:22}, //大回复
  450. {pdf:31,pdc:23}, //大手指
  451. {pdf:32,pdc:28}, //大火盾
  452. {pdf:33,pdc:29}, //大水盾
  453. {pdf:34,pdc:30}, //大木盾
  454. {pdf:35,pdc:31}, //大光盾
  455. {pdf:36,pdc:32}, //大暗盾
  456. {pdf:37,pdc:33}, //6色破无效
  457. {pdf:38,pdc:34}, //3色破属吸
  458. {pdf:39,pdc:40}, //C珠破吸
  459. {pdf:40,pdc:39}, //心横解转转
  460. {pdf:41,pdc:38}, //U解禁消
  461. {pdf:42,pdc:41}, //伤害上限解除
  462. {pdf:43,pdc:42}, //HP++
  463. {pdf:44,pdc:43}, //攻击++
  464. {pdf:45,pdc:44}, //回复++
  465. ];
  466. //排序程序列表
  467. const sort_function_list = [
  468. {tag:"sort_none",name:"无",function:()=>0},
  469. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  470. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  471. let num = a.attrs[0] - b.attrs[0];
  472. if (num === 0) num = a.attrs[1] - b.attrs[1];
  473. return num;
  474. }
  475. },
  476. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  477. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  478. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  479. let num = card_a.attrs[0] - card_b.attrs[0];
  480. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  481. return num;
  482. }
  483. },
  484. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  485. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  486. {tag:"sort_mp",name:"MP",function:(a,b)=>a.mp-b.mp},
  487. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  488. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  489. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  490. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  491. }
  492. },
  493. {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)},
  494. {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)},
  495. {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)},
  496. {tag:"sort_atkMax110_awoken",name:"Lv110最大攻击(+觉醒)",function:(a,b)=>
  497. {
  498. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  499. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  500. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  501. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  502. return abA - abB;
  503. }
  504. },
  505. {tag:"sort_hpMax110_awoken",name:"Lv110最大HP(+觉醒)",function:(a,b)=>
  506. {
  507. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  508. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  509. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  510. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  511. return abA - abB;
  512. }
  513. },
  514. {tag:"sort_rcvMax110_awoken",name:"Lv110最大回复(+觉醒)",function:(a,b)=>
  515. {
  516. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  517. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  518. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  519. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  520. return abA - abB;
  521. }
  522. },
  523. {tag:"sort_abilityIndex_awoken",name:"Lv110最大加权能力指数(+觉醒)",function:(a,b)=>
  524. {
  525. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  526. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  527. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  528. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  529. return abA - abB;
  530. }
  531. },
  532. ];
  533. //增加特殊搜索模式
  534. const specialSearchFunctions = (function() {
  535. 'use strict';
  536. //返回卡片的队长技能
  537. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  538. {
  539. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  540. }
  541. //返回卡片的技能
  542. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  543. {
  544. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  545. }
  546. //返回卡片的技能
  547. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  548. {
  549. switch(skillGreatType)
  550. {
  551. case 1:
  552. case "leader":
  553. return getCardLeaderSkill(card, skillTypes, searchRandom);
  554. case 2:
  555. case "active":
  556. return getCardActiveSkill(card, skillTypes, searchRandom);
  557. default:
  558. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  559. }
  560. }
  561. //查找到真正起作用的那一个技能
  562. function getActuallySkill(skill, skillTypes, searchRandom = true)
  563. {
  564. if (skillTypes.includes(skill.type))
  565. {
  566. return skill;
  567. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  568. {
  569. const subSkills = skill.params.map(id=>Skills[id]);
  570. for(let i = 0;i < subSkills.length; i++)
  571. { //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
  572. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  573. if (foundSubSkill)
  574. {
  575. return foundSubSkill;
  576. }
  577. }
  578. return null;
  579. }else
  580. {
  581. return null;
  582. }
  583. }
  584. //获取血倍率
  585. function getHPScale(ls)
  586. {
  587. const sk = ls.params;
  588. let scale = 1;
  589. switch (ls.type)
  590. {
  591. case 23: case 30: case 62: case 77: case 63: case 65:
  592. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  593. scale = sk[sk.length-1]/100;
  594. break;
  595. case 73: case 76:
  596. case 121: case 129: case 163: case 186:
  597. case 155:
  598. scale = sk[2]/100;
  599. break;
  600. case 106: case 107: case 108:
  601. scale = sk[0]/100;
  602. break;
  603. case 125:
  604. scale = sk[5]/100;
  605. break;
  606. case 136:
  607. case 137:
  608. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  609. break;
  610. case 158:
  611. scale = sk[4]/100;
  612. break;
  613. case 175:
  614. case 178: case 185:
  615. scale = sk[3]/100;
  616. break;
  617. case 203:
  618. scale = sk[1]/100;
  619. break;
  620. case 138: //调用其他队长技
  621. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  622. break;
  623. default:
  624. }
  625. return scale || 1;
  626. }
  627. //获取盾减伤比例
  628. function getReduceScale(ls, allAttr = false, noHPneed = false)
  629. {
  630. const sk = ls.params;
  631. let scale = 0;
  632. switch (ls.type)
  633. {
  634. case 16: //无条件盾
  635. scale = sk[0]/100;
  636. break;
  637. case 17: //单属性盾
  638. scale = allAttr ? 0 : sk[1]/100;
  639. break;
  640. case 36: //2个属性盾
  641. scale = allAttr ? 0 : sk[2]/100;
  642. break;
  643. case 38: //血线下 + 几率
  644. case 43: //血线上 + 几率
  645. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  646. break;
  647. case 129: //无条件盾,属性个数不固定
  648. case 163: //无条件盾,属性个数不固定
  649. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  650. break;
  651. case 178: //无条件盾,属性个数不固定
  652. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  653. break;
  654. case 130: //血线下 + 属性个数不固定
  655. case 131: //血线上 + 属性个数不固定
  656. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  657. break;
  658. case 151: //十字心触发
  659. case 169: //C触发
  660. case 198: //回血触发
  661. scale = sk[2]/100;
  662. break;
  663. case 170: //多色触发
  664. case 182: //长串触发
  665. case 193: //L触发
  666. scale = sk[3]/100;
  667. break;
  668. case 171: //多串触发
  669. scale = sk[6]/100;
  670. break;
  671. case 183: //又是个有两段血线的队长技
  672. scale = noHPneed ? 0 : sk[4]/100;
  673. break;
  674. case 138: //调用其他队长技
  675. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  676. break;
  677. default:
  678. }
  679. return scale || 0;
  680. }
  681. function getCannonAttr(skill)
  682. {
  683. const sk = skill.params;
  684. switch(skill.type)
  685. {
  686. case 0:
  687. case 1:
  688. case 37:
  689. case 58:
  690. case 59:
  691. case 84:
  692. case 85:
  693. case 86:
  694. case 87:
  695. case 115:
  696. return sk[0];
  697. case 110:
  698. case 143:
  699. return sk[1];
  700. case 42:
  701. return sk[1];
  702. case 144:
  703. return sk[3];
  704. default:
  705. return -1;
  706. }
  707. }
  708. function sortByParams(a,b,searchTypeArray,pidx = 0)
  709. {
  710. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  711. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  712. return a_pC - b_pC;
  713. }
  714. function voidsAbsorption_Addition(card)
  715. {
  716. const searchTypeArray = [173];
  717. const skill = getCardActiveSkill(card, searchTypeArray);
  718. const sk = skill.params;
  719. if (sk[1] && sk[3])
  720. {
  721. return `双吸×${sk[0]}T`;
  722. }else
  723. {
  724. return `${['属','C','伤'][sk.slice(1).indexOf(1)]}吸×${sk[0]}T`;
  725. }
  726. }
  727. function unbind_Turns(card)
  728. {
  729. const outObj = {
  730. normal: 0,
  731. awoken: 0
  732. };
  733. const searchTypeArray = [117,179];
  734. const skill = getCardActiveSkill(card, searchTypeArray);
  735. if (skill)
  736. {
  737. const sk = skill.params;
  738. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  739. outObj.awoken = sk[4] || 0;
  740. }
  741. return outObj;
  742. }
  743. function unbind_Addition(card)
  744. {
  745. const turns = unbind_Turns(card);
  746. let strArr = [];
  747. if (turns.normal > 0 && turns.normal == turns.awoken)
  748. {
  749. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  750. }
  751. if (turns.normal > 0)
  752. {
  753. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  754. }
  755. if (turns.awoken > 0)
  756. {
  757. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  758. }
  759. return strArr.join(',');
  760. }
  761. function boardChange_ColorTypes(skill)
  762. {
  763. if (!skill) return [];
  764. const sk = skill.params;
  765. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  766. return colors;
  767. }
  768. function boardChange_Addition(card)
  769. {
  770. const searchTypeArray = [71];
  771. const skill = getCardActiveSkill(card, searchTypeArray);
  772. const colors = boardChange_ColorTypes(skill);
  773. return createOrbsList(colors);
  774. }
  775. function orbsChangeParse(skill)
  776. {
  777. function changes(from, to)
  778. {
  779. return {from:from,to:to};
  780. }
  781. let outArr = [];
  782. if (!skill) return outArr;
  783. const sk = skill.params;
  784. switch (skill.type)
  785. {
  786. case 9:{
  787. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  788. break;
  789. }
  790. case 20:{
  791. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  792. {
  793. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  794. }
  795. else
  796. {
  797. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  798. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  799. }
  800. break;
  801. }
  802. case 154:{
  803. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  804. break;
  805. }
  806. }
  807. return outArr;
  808. }
  809. function changeOrbs_Addition(card)
  810. {
  811. const searchTypeArray = [9,20,154];
  812. const skills = getCardActiveSkills(card, searchTypeArray);
  813. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  814. const fragment = document.createDocumentFragment();
  815. parsedSkills.forEach(p=>{
  816. fragment.appendChild(createOrbsList(p.from));
  817. fragment.appendChild(document.createTextNode(`→`));
  818. fragment.appendChild(createOrbsList(p.to));
  819. });
  820. return fragment;
  821. }
  822. function generateOrbsParse(card)
  823. {
  824. let outArr = [];
  825. const searchTypeArray = [141, 208];
  826. const skills = getCardActiveSkills(card, searchTypeArray);
  827. if (!skills.length) return outArr;
  828. for (let skill of skills)
  829. {
  830. const sk = skill.params;
  831. if (skill.type == 141)
  832. {
  833. outArr.push({
  834. count: sk[0],
  835. to: flags(sk[1] || 1),
  836. exclude: flags(sk[2]),
  837. });
  838. }else
  839. {
  840. outArr.push({
  841. count: sk[0],
  842. to: flags(sk[1] || 1),
  843. exclude: flags(sk[2]),
  844. });
  845. outArr.push({
  846. count: sk[3],
  847. to: flags(sk[4] || 1),
  848. exclude: flags(sk[5]),
  849. });
  850. }
  851. }
  852. return outArr;
  853. }
  854. function generateOrbs_Addition(card)
  855. {
  856. const gens = generateOrbsParse(card);
  857. const searchTypeArray = [141, 208];
  858. const skill = getCardActiveSkill(card, searchTypeArray);
  859. const sk = skill.params;
  860. const fragment = document.createDocumentFragment();
  861. for (let gen of gens)
  862. {
  863. fragment.appendChild(createOrbsList(gen.to));
  864. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  865. }
  866. return fragment;
  867. }
  868. function lock_Addition(card)
  869. {
  870. const searchTypeArray = [152];
  871. const skill = getCardActiveSkill(card, searchTypeArray);
  872. const sk = skill.params;
  873. const fragment = document.createDocumentFragment();
  874. fragment.appendChild(document.createTextNode(`锁`));
  875. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  876. return fragment;
  877. }
  878. function dropLock_Addition(card)
  879. {
  880. const searchTypeArray = [205];
  881. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  882. const sk = skill.params;
  883. const fragment = document.createDocumentFragment();
  884. fragment.appendChild(document.createTextNode(`掉锁`));
  885. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 1023)));
  886. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  887. return fragment;
  888. }
  889. function dropOrb_Addition(card)
  890. {
  891. const searchTypeArray = [126];
  892. const skill = getCardActiveSkill(card, searchTypeArray);
  893. const sk = skill.params;
  894. const colors = flags(sk[0]);
  895. const fragment = document.createDocumentFragment();
  896. fragment.appendChild(createOrbsList(colors));
  897. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  898. return fragment;
  899. }
  900. function generateColumnOrbs_Addition(card)
  901. {
  902. const searchTypeArray = [127];
  903. const skill = getCardActiveSkill(card, searchTypeArray);
  904. const sk = skill.params;
  905. const colors = [];
  906. for (let ai=0;ai<sk.length;ai+=2)
  907. {
  908. colors.push(flags(sk[ai+1]));
  909. }
  910. const fragment = document.createDocumentFragment();
  911. fragment.appendChild(document.createTextNode(`竖`));
  912. fragment.appendChild(createOrbsList(colors.flat()));
  913. return fragment;
  914. }
  915. function generateRowOrbs_Addition(card)
  916. {
  917. const searchTypeArray = [128];
  918. const skill = getCardActiveSkill(card, searchTypeArray);
  919. const sk = skill.params;
  920. const colors = [];
  921. for (let ai=0;ai<sk.length;ai+=2)
  922. {
  923. colors.push(flags(sk[ai+1]));
  924. }
  925. const fragment = document.createDocumentFragment();
  926. fragment.appendChild(document.createTextNode(`横`));
  927. fragment.appendChild(createOrbsList(colors.flat()));
  928. return fragment;
  929. }
  930. function healImmediately_Rate(card)
  931. {
  932. const searchTypeArray = [7, //宠物回复力
  933. 8, //固定点数
  934. 35,115, //吸血
  935. 117
  936. ];
  937. const skills = getCardActiveSkills(card, searchTypeArray);
  938. const outObj = {
  939. vampire: 0,
  940. selfRcv: 0,
  941. const: 0,
  942. scale: 0,
  943. };
  944. if (!skills.length) return outObj;
  945. skills.forEach(skill=>{
  946. const sk = skill.params;
  947. if (skill.type == 7)
  948. {
  949. outObj.selfRcv += sk[0];
  950. }
  951. else if(skill.type == 8)
  952. {
  953. outObj.const += sk[0];
  954. }
  955. else if(skill.type == 35)
  956. {
  957. outObj.vampire += sk[1];
  958. }
  959. else if(skill.type == 115)
  960. {
  961. outObj.vampire += sk[2];
  962. }
  963. else if(skill.type == 117)
  964. {
  965. outObj.selfRcv += sk[1] || 0;
  966. outObj.const += sk[2] || 0;
  967. outObj.scale += sk[3] || 0;
  968. }
  969. });
  970. return outObj;
  971. }
  972. function atkBuff_Rate(card)
  973. {
  974. const searchTypeArray = [
  975. 88,92, //类型的
  976. 50,90, //属性的,要排除回复力
  977. 156,168, //宝石姬
  978. 228, //属性、类型数量
  979. ];
  980. const skill = getCardActiveSkill(card, searchTypeArray);
  981. const outObj = {
  982. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  983. types: [],
  984. attrs: [],
  985. awoken: [],
  986. rate: 0,
  987. turns: 0,
  988. };
  989. if (!skill) return outObj;
  990. const sk = skill.params;
  991. if (skill.type == 88 || skill.type == 92)
  992. {
  993. outObj.skilltype = 2;
  994. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  995. outObj.turns = sk[0];
  996. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  997. }
  998. else if(skill.type == 50 || skill.type == 90)
  999. {
  1000. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1001. if (!outObj.attrs.length) //去除回复力
  1002. return outObj;
  1003. outObj.skilltype = 2;
  1004. outObj.turns = sk[0];
  1005. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1006. }
  1007. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1008. || skill.type == 168)
  1009. {
  1010. outObj.skilltype = 1;
  1011. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(s=>s>0);
  1012. outObj.turns = sk[0];
  1013. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1014. }
  1015. else if(skill.type == 228 && sk[3] > 0)
  1016. {
  1017. outObj.skilltype = 1;
  1018. outObj.attrs = flags(sk[1]);
  1019. outObj.types = flags(sk[2]);
  1020. outObj.turns = sk[0];
  1021. outObj.rate = sk[3];
  1022. }
  1023. return outObj;
  1024. }
  1025. function damageSelf_Rate(card)
  1026. {
  1027. const searchTypeArray = [84,85,86,87,195];
  1028. const skill = getCardActiveSkill(card, searchTypeArray);
  1029. if (!skill) return 0;
  1030. const sk = skill.params;
  1031. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1032. }
  1033. function changeEnemiesAttr_Attr(card)
  1034. {
  1035. const outObj = {
  1036. attr: null,
  1037. turns: 0
  1038. }
  1039. const searchTypeArray = [153, 224];
  1040. const skill = getCardActiveSkill(card, searchTypeArray);
  1041. if (!skill) return outObj;
  1042. const sk = skill.params;
  1043. if (skill.type == 153)
  1044. {
  1045. outObj.attr = sk[0];
  1046. }
  1047. else if (skill.type == 224)
  1048. {
  1049. outObj.attr = sk[1] || 0;
  1050. outObj.turns = sk[0];
  1051. }
  1052. return outObj;
  1053. }
  1054. //创建1个觉醒图标
  1055. function createAwokenIcon(awokenId)
  1056. {
  1057. const icon = document.createElement("icon");
  1058. icon.className ="awoken-icon";
  1059. icon.setAttribute("data-awoken-icon", awokenId);
  1060. return icon;
  1061. }
  1062. //产生一个觉醒列表
  1063. function creatAwokenList(awokens) {
  1064. const ul = document.createElement("ul");
  1065. ul.className = "awoken-ul";
  1066. awokens.forEach(ak=>{
  1067. const li = ul.appendChild(document.createElement("li"));
  1068. const icon = li.appendChild(createAwokenIcon(ak));
  1069. });
  1070. return ul;
  1071. }
  1072. //产生宝珠列表
  1073. function createOrbsList(orbs)
  1074. {
  1075. if (orbs == undefined) orbs = [0];
  1076. else if (!Array.isArray(orbs)) orbs = [orbs];
  1077. const ul = document.createElement("ul");
  1078. ul.className = "board";
  1079. orbs.forEach(orbType => {
  1080. const li = ul.appendChild(document.createElement("li"));
  1081. li.className = `orb-icon`;
  1082. li.setAttribute("data-orb-icon", orbType);
  1083. });
  1084. return ul;
  1085. }
  1086. //产生类型列表
  1087. function createTypesList(types)
  1088. {
  1089. if (types == undefined) types = [0];
  1090. else if (!Array.isArray(types)) types = [types];
  1091. const ul = document.createElement("ul");
  1092. ul.className = "types-ul";
  1093. types.forEach(type => {
  1094. const li = ul.appendChild(document.createElement("li"));
  1095. li.className = `type-icon`;
  1096. li.setAttribute("data-type-icon", type);
  1097. });
  1098. return ul;
  1099. }
  1100. const functions = [
  1101. {name:"No Filter",otLangName:{chs:"不做筛选"},
  1102. function:cards=>cards},
  1103. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======"}, functions: [
  1104. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)"},
  1105. function:cards=>{
  1106. return cards.filter(card=>{
  1107. return getSkillFixedDamage(card) > 0;
  1108. }).sort((a,b)=>{
  1109. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  1110. return a_pC - b_pC;
  1111. });
  1112. },
  1113. addition:card=>{
  1114. return getSkillFixedDamage(card).bigNumberToString() + "固伤";
  1115. }
  1116. },
  1117. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)"},
  1118. function:cards=>{
  1119. return cards.filter(card=>{
  1120. return getSkillAddCombo(card) > 0;
  1121. }).sort((a,b)=>{
  1122. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  1123. return a_pC - b_pC;
  1124. });
  1125. },
  1126. addition:card=>{
  1127. const value = getSkillAddCombo(card);
  1128. const searchTypeArray = [210];
  1129. const skill = getCardLeaderSkill(card, searchTypeArray);
  1130. return `+${value.bigNumberToString()}C${skill?`/十字`:""}`;
  1131. }
  1132. },
  1133. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】"},
  1134. function:cards=>cards.filter(card=>{
  1135. const searchTypeArray = [162,186];
  1136. const skill = getCardLeaderSkill(card, searchTypeArray);
  1137. return skill;
  1138. })
  1139. },
  1140. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】"},
  1141. function:cards=>cards.filter(card=>{
  1142. const searchTypeArray = [163,177];
  1143. const skill = getCardLeaderSkill(card, searchTypeArray);
  1144. return skill;
  1145. })
  1146. },
  1147. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)"},
  1148. function:cards=>{
  1149. const searchTypeArray = [15,185];
  1150. return cards.filter(card=>{
  1151. const skill = getCardLeaderSkill(card, searchTypeArray);
  1152. return skill;
  1153. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1154. },
  1155. addition:card=>{
  1156. const searchTypeArray = [15,185];
  1157. const skill = getCardLeaderSkill(card, searchTypeArray);
  1158. const value = skill.params[0];
  1159. return `${value > 0 ? "+" : ""}${value/100}s`;
  1160. }
  1161. },
  1162. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)"},
  1163. function:cards=>{
  1164. const searchTypeArray = [178];
  1165. return cards.filter(card=>{
  1166. const skill = getCardLeaderSkill(card, searchTypeArray);
  1167. return skill;
  1168. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1169. },
  1170. addition:card=>{
  1171. const searchTypeArray = [178];
  1172. const skill = getCardLeaderSkill(card, searchTypeArray);
  1173. const value = skill.params[0];
  1174. return `固定${value}s`;
  1175. }
  1176. },
  1177. {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)"},
  1178. function:cards=>{
  1179. const searchTypeArray = [12];
  1180. return cards.filter(card=>{
  1181. const skill = getCardLeaderSkill(card, searchTypeArray);
  1182. return skill;
  1183. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1184. },
  1185. addition:card=>{
  1186. const searchTypeArray = [12];
  1187. const skill = getCardLeaderSkill(card, searchTypeArray);
  1188. const value = skill.params[0];
  1189. return `攻击×${(value/100).bigNumberToString()}倍`;
  1190. }
  1191. },
  1192. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)"},
  1193. function:cards=>{
  1194. const searchTypeArray = [13];
  1195. return cards.filter(card=>{
  1196. const skill = getCardLeaderSkill(card, searchTypeArray);
  1197. return skill;
  1198. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1199. },
  1200. addition:card=>{
  1201. const searchTypeArray = [13];
  1202. const skill = getCardLeaderSkill(card, searchTypeArray);
  1203. const value = skill.params[0];
  1204. return `回复×${(value/100).bigNumberToString()}倍`;
  1205. }
  1206. },
  1207. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击"},
  1208. function:cards=>{
  1209. const searchTypeArray = [41];
  1210. return cards.filter(card=>{
  1211. const skill = getCardLeaderSkill(card, searchTypeArray);
  1212. return skill;
  1213. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1214. },
  1215. addition:card=>{
  1216. const searchTypeArray = [41];
  1217. const skill = getCardLeaderSkill(card, searchTypeArray);
  1218. const sk = skill.params;
  1219. const fragment = document.createDocumentFragment();
  1220. fragment.appendChild(createOrbsList(sk[2] || 0));
  1221. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  1222. if (sk[0] < 100)fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  1223. return fragment;
  1224. }
  1225. },
  1226. {name:"Voids Poison dmg",otLangName:{chs:"毒无效"},
  1227. function:cards=>cards.filter(card=>{
  1228. const searchTypeArray = [197];
  1229. const skill = getCardLeaderSkill(card, searchTypeArray);
  1230. return skill;
  1231. })
  1232. },
  1233. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)"},
  1234. function:cards=>{
  1235. const searchTypeArray = [198];
  1236. return cards.filter(card=>{
  1237. const skill = getCardLeaderSkill(card, searchTypeArray);
  1238. return skill && skill.params[2];
  1239. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  1240. },
  1241. addition:card=>{
  1242. const searchTypeArray = [198];
  1243. const skill = getCardLeaderSkill(card, searchTypeArray);
  1244. const sk = skill.params;
  1245. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  1246. }
  1247. },
  1248. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)"},
  1249. function:cards=>{
  1250. const searchTypeArray = [198];
  1251. return cards.filter(card=>{
  1252. const skill = getCardLeaderSkill(card, searchTypeArray);
  1253. return skill && skill.params[3];
  1254. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  1255. },
  1256. addition:card=>{
  1257. const searchTypeArray = [198];
  1258. const skill = getCardLeaderSkill(card, searchTypeArray);
  1259. const sk = skill.params;
  1260. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  1261. }
  1262. },
  1263. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心"},
  1264. function:cards=>cards.filter(card=>{
  1265. const searchTypeArray = [151,209];
  1266. const skill = getCardLeaderSkill(card, searchTypeArray);
  1267. return skill;
  1268. })
  1269. },
  1270. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字"},
  1271. function:cards=>cards.filter(card=>{
  1272. const searchTypeArray = [157];
  1273. const skill = getCardLeaderSkill(card, searchTypeArray);
  1274. return skill;
  1275. })
  1276. },
  1277. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率"},
  1278. function:cards=>cards.filter(card=>{
  1279. const searchTypeArray = [177];
  1280. const skill = getCardLeaderSkill(card, searchTypeArray);
  1281. return skill;
  1282. })
  1283. },
  1284. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)"},
  1285. function:cards=>{
  1286. const searchTypeArray = [158];
  1287. return cards.filter(card=>{
  1288. const skill = getCardLeaderSkill(card, searchTypeArray);
  1289. return skill;
  1290. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1291. },
  1292. addition:card=>{
  1293. const searchTypeArray = [158];
  1294. const skill = getCardLeaderSkill(card, searchTypeArray);
  1295. const value = skill.params[0];
  1296. return `≥${value}珠`;
  1297. }
  1298. },
  1299. {name:"Resolve",otLangName:{chs:"根性"},
  1300. function:cards=>{
  1301. const searchTypeArray = [14];
  1302. return cards.filter(card=>{
  1303. const skill = getCardLeaderSkill(card, searchTypeArray);
  1304. return skill;
  1305. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1306. },
  1307. addition:card=>{
  1308. const searchTypeArray = [14];
  1309. const skill = getCardLeaderSkill(card, searchTypeArray);
  1310. const value = skill.params[0];
  1311. return `HP≥${value}%`;
  1312. }
  1313. },
  1314. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号"},
  1315. function:cards=>cards.filter(card=>{
  1316. const searchTypeArray = [125];
  1317. const skill = getCardLeaderSkill(card, searchTypeArray);
  1318. return skill;
  1319. })
  1320. },
  1321. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号"},
  1322. function:cards=>cards.filter(card=>{
  1323. const searchTypeArray = [175];
  1324. const skill = getCardLeaderSkill(card, searchTypeArray);
  1325. return skill;
  1326. })
  1327. },
  1328. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型"},
  1329. function:cards=>cards.filter(card=>{
  1330. const searchTypeArray = [203];
  1331. const skill = getCardLeaderSkill(card, searchTypeArray);
  1332. return skill;
  1333. })
  1334. },
  1335. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率"},
  1336. function:cards=>cards.filter(card=>{
  1337. const searchTypeArray = [229];
  1338. const skill = getCardLeaderSkill(card, searchTypeArray);
  1339. return skill;
  1340. })
  1341. },
  1342. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)"},
  1343. function:cards=>{
  1344. const searchTypeArray = [53];
  1345. return cards.filter(card=>{
  1346. const skill = getCardLeaderSkill(card, searchTypeArray);
  1347. return skill;
  1348. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1349. },
  1350. addition:card=>{
  1351. const searchTypeArray = [53];
  1352. const skill = getCardLeaderSkill(card, searchTypeArray);
  1353. const sk = skill.params;
  1354. return `掉率x${sk[0]/100}`;
  1355. }
  1356. },
  1357. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)"},
  1358. function:cards=>{
  1359. const searchTypeArray = [54];
  1360. return cards.filter(card=>{
  1361. const skill = getCardLeaderSkill(card, searchTypeArray);
  1362. return skill;
  1363. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1364. },
  1365. addition:card=>{
  1366. const searchTypeArray = [54];
  1367. const skill = getCardLeaderSkill(card, searchTypeArray);
  1368. const sk = skill.params;
  1369. return `金币x${sk[0]/100}`;
  1370. }
  1371. },
  1372. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)"},
  1373. function:cards=>{
  1374. const searchTypeArray = [148];
  1375. return cards.filter(card=>{
  1376. const skill = getCardLeaderSkill(card, searchTypeArray);
  1377. return skill;
  1378. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1379. },
  1380. addition:card=>{
  1381. const searchTypeArray = [148];
  1382. const skill = getCardLeaderSkill(card, searchTypeArray);
  1383. const sk = skill.params;
  1384. return `经验x${sk[0]/100}`;
  1385. }
  1386. },
  1387. ]},
  1388. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----"}, functions: [
  1389. {name:"HP Scale [2, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)"},
  1390. function:cards=>cards.filter(card=>{
  1391. const skill = Skills[card.leaderSkillId];
  1392. const HPscale = getHPScale(skill);
  1393. return HPscale >= 2;
  1394. }).sort((a,b)=>{
  1395. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1396. return getHPScale(a_s) - getHPScale(b_s);
  1397. })
  1398. },
  1399. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)"},
  1400. function:cards=>cards.filter(card=>{
  1401. const skill = Skills[card.leaderSkillId];
  1402. const HPscale = getHPScale(skill);
  1403. return HPscale >= 1.5 && HPscale < 2;
  1404. }).sort((a,b)=>{
  1405. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1406. return getHPScale(a_s) - getHPScale(b_s);
  1407. })
  1408. },
  1409. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)"},
  1410. function:cards=>cards.filter(card=>{
  1411. const skill = Skills[card.leaderSkillId];
  1412. const HPscale = getHPScale(skill);
  1413. return HPscale > 1 && HPscale < 1.5;
  1414. }).sort((a,b)=>{
  1415. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1416. return getHPScale(a_s) - getHPScale(b_s);
  1417. })
  1418. },
  1419. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1"},
  1420. function:cards=>cards.filter(card=>{
  1421. const skill = Skills[card.leaderSkillId];
  1422. const HPscale = getHPScale(skill);
  1423. return HPscale === 1;
  1424. })
  1425. },
  1426. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)"},
  1427. function:cards=>cards.filter(card=>{
  1428. const skill = Skills[card.leaderSkillId];
  1429. const HPscale = getHPScale(skill);
  1430. return HPscale < 1;
  1431. }).sort((a,b)=>{
  1432. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1433. return getHPScale(a_s) - getHPScale(b_s);
  1434. })
  1435. },
  1436. ]},
  1437. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----"}, functions: [
  1438. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)"},
  1439. function:cards=>cards.filter(card=>{
  1440. const skill = Skills[card.leaderSkillId];
  1441. const reduceScale = getReduceScale(skill);
  1442. return reduceScale >= 0.75;
  1443. }).sort((a,b)=>{
  1444. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1445. return getReduceScale(a_s) - getReduceScale(b_s);
  1446. })
  1447. },
  1448. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)"},
  1449. function:cards=>cards.filter(card=>{
  1450. const skill = Skills[card.leaderSkillId];
  1451. const reduceScale = getReduceScale(skill);
  1452. return reduceScale >= 0.5 && reduceScale < 0.75;
  1453. }).sort((a,b)=>{
  1454. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1455. return getReduceScale(a_s) - getReduceScale(b_s);
  1456. })
  1457. },
  1458. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)"},
  1459. function:cards=>cards.filter(card=>{
  1460. const skill = Skills[card.leaderSkillId];
  1461. const reduceScale = getReduceScale(skill);
  1462. return reduceScale >= 0.25 && reduceScale < 0.5;
  1463. }).sort((a,b)=>{
  1464. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1465. return getReduceScale(a_s) - getReduceScale(b_s);
  1466. })
  1467. },
  1468. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)"},
  1469. function:cards=>cards.filter(card=>{
  1470. const skill = Skills[card.leaderSkillId];
  1471. const reduceScale = getReduceScale(skill);
  1472. return reduceScale > 0 && reduceScale < 0.25;
  1473. }).sort((a,b)=>{
  1474. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1475. return getReduceScale(a_s) - getReduceScale(b_s);
  1476. })
  1477. },
  1478. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0"},
  1479. function:cards=>cards.filter(card=>{
  1480. const skill = Skills[card.leaderSkillId];
  1481. const reduceScale = getReduceScale(skill);
  1482. return reduceScale === 0;
  1483. })
  1484. },
  1485. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤"},
  1486. function:cards=>cards.filter(card=>{
  1487. const skill = Skills[card.leaderSkillId];
  1488. return getReduceScale(skill, true) > 0;
  1489. })
  1490. },
  1491. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾"},
  1492. function:cards=>cards.filter(card=>{
  1493. const skill = Skills[card.leaderSkillId];
  1494. return getReduceScale(skill, undefined, true) > 0;
  1495. })
  1496. },
  1497. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾"},
  1498. function:cards=>cards.filter(card=>{
  1499. const skill = Skills[card.leaderSkillId];
  1500. return getReduceScale(skill, undefined, undefined, true) > 0;
  1501. })
  1502. },
  1503. {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%)"},
  1504. function:cards=>cards.filter(card=>{
  1505. const skill = Skills[card.leaderSkillId];
  1506. const reduceScale = getReduceScale(skill);
  1507. return reduceScale>=0.29;
  1508. }).sort((a,b)=>{
  1509. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1510. return getReduceScale(a_s) - getReduceScale(b_s);
  1511. })
  1512. },
  1513. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾"},
  1514. function:cards=>cards.filter(card=>{
  1515. //获取盾减伤比例
  1516. function getReduceScale_unconditional(ls)
  1517. {
  1518. const sk = ls.params;
  1519. let scale = 0;
  1520. switch (ls.type)
  1521. {
  1522. case 16: //无条件盾
  1523. scale = sk[0]/100;
  1524. break;
  1525. case 129: //无条件盾,属性个数不固定
  1526. case 163: //无条件盾,属性个数不固定
  1527. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  1528. break;
  1529. case 138: //调用其他队长技
  1530. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  1531. break;
  1532. default:
  1533. }
  1534. return scale || 0;
  1535. }
  1536. const skill = Skills[card.leaderSkillId];
  1537. return getReduceScale_unconditional(skill) > 0;
  1538. })
  1539. },
  1540. ]},
  1541. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======"}, functions: [
  1542. {name:"1 CD",otLangName:{chs:"1 CD"},
  1543. function:cards=>cards.filter(card=>{
  1544. if (card.activeSkillId == 0) return false;
  1545. const skill = Skills[card.activeSkillId];
  1546. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  1547. })
  1548. },
  1549. {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)"},
  1550. function:cards=>cards.filter(card=>{
  1551. if (card.activeSkillId == 0) return false;
  1552. const skill = Skills[card.activeSkillId];
  1553. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  1554. let realCD = minCD;
  1555. const searchTypeArray = [14];
  1556. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  1557. if (subSkill)
  1558. {
  1559. realCD -= subSkill.params[0] * 3;
  1560. }
  1561. return minCD > 1 && realCD <= 4;
  1562. })
  1563. },
  1564. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)"},
  1565. function:cards=>{
  1566. const searchTypeArray = [5];
  1567. return cards.filter(card=>{
  1568. const skill = getCardActiveSkill(card, searchTypeArray);
  1569. return skill;
  1570. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1571. },
  1572. addition:card=>{
  1573. const searchTypeArray = [5];
  1574. const skill = getCardActiveSkill(card, searchTypeArray);
  1575. const value = skill.params[0];
  1576. return `时停${value}s`;
  1577. }
  1578. },
  1579. {name:"Random effect active",otLangName:{chs:"随机效果技能"},
  1580. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)},
  1581. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求"},
  1582. function:cards=>cards.filter(card=>{
  1583. const searchTypeArray = [225];
  1584. const skill = getCardActiveSkill(card, searchTypeArray);
  1585. return skill;
  1586. }),
  1587. addition:card=>{
  1588. const searchTypeArray = [225];
  1589. const skill = getCardActiveSkill(card, searchTypeArray);
  1590. const sk = skill.params;
  1591. let strArr = [];
  1592. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  1593. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  1594. return `HP ${strArr.join(" ")}`;
  1595. }
  1596. },
  1597. ]},
  1598. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----"}, functions: [
  1599. {name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)"},
  1600. function:cards=>{
  1601. const searchTypeArray = [173];
  1602. return cards.filter(card=>{
  1603. const skill = getCardActiveSkill(card, searchTypeArray);
  1604. return skill && skill.params[1];
  1605. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1606. },addition:voidsAbsorption_Addition},
  1607. /*{name:"Voids combo absorption(sort by turns)",otLangName:{chs:"破C吸 buff(按破吸回合排序)"},
  1608. function:cards=>{
  1609. const searchTypeArray = [173];
  1610. return cards.filter(card=>{
  1611. const skill = getCardActiveSkill(card, searchTypeArray);
  1612. return skill && skill.params[2];
  1613. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1614. },addition:voidsAbsorption_Addition},*/
  1615. {name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)"},
  1616. function:cards=>{
  1617. const searchTypeArray = [173];
  1618. return cards.filter(card=>{
  1619. const skill = getCardActiveSkill(card, searchTypeArray);
  1620. return skill && skill.params[3];
  1621. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1622. },addition:voidsAbsorption_Addition},
  1623. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)"},
  1624. function:cards=>{
  1625. const searchTypeArray = [173];
  1626. return cards.filter(card=>{
  1627. const skill = getCardActiveSkill(card, searchTypeArray);
  1628. return skill && skill.params[1] && skill.params[3];
  1629. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1630. },addition:voidsAbsorption_Addition},
  1631. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)"},
  1632. function:cards=>{
  1633. const searchTypeArray = [191];
  1634. return cards.filter(card=>{
  1635. const skill = getCardActiveSkill(card, searchTypeArray);
  1636. return skill;
  1637. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1638. },
  1639. addition:card=>{
  1640. const searchTypeArray = [191];
  1641. const skill = getCardActiveSkill(card, searchTypeArray);
  1642. const sk = skill.params;
  1643. return document.createTextNode(`破贯×${sk[0]}T`);
  1644. }
  1645. },
  1646. ]},
  1647. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----"}, functions: [
  1648. {
  1649. name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)"},
  1650. function:cards=>{
  1651. return cards.filter(card=>{
  1652. const turns = unbind_Turns(card);
  1653. return turns.normal > 0;
  1654. }).sort((a,b)=>{
  1655. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1656. let a_pC = a_s.normal, b_pC = b_s.normal;
  1657. return a_pC - b_pC;
  1658. });
  1659. },
  1660. addition:unbind_Addition
  1661. },
  1662. {
  1663. name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)"},
  1664. function:cards=>{
  1665. return cards.filter(card=>{
  1666. const turns = unbind_Turns(card);
  1667. return turns.awoken > 0;
  1668. }).sort((a,b)=>{
  1669. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1670. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1671. return a_pC - b_pC;
  1672. });
  1673. },
  1674. addition:unbind_Addition
  1675. },
  1676. {
  1677. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)"},
  1678. function:cards=>{
  1679. return cards.filter(card=>{
  1680. const turns = unbind_Turns(card);
  1681. return turns.normal && turns.awoken > 0;
  1682. }).sort((a,b)=>{
  1683. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1684. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1685. return a_pC - b_pC;
  1686. });
  1687. },
  1688. addition:unbind_Addition
  1689. },
  1690. {
  1691. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)"},
  1692. function:cards=>{
  1693. const searchTypeArray = [196];
  1694. return cards.filter(card=>{
  1695. const skill = getCardActiveSkill(card, searchTypeArray);
  1696. return skill;
  1697. }).sort((a,b)=>{
  1698. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1699. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1700. return a_pC - b_pC;
  1701. })
  1702. },
  1703. addition:card=>{
  1704. const searchTypeArray = [196];
  1705. const skill = getCardActiveSkill(card, searchTypeArray);
  1706. const sk = skill.params;
  1707. const value = sk[0];
  1708. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1709. }
  1710. },
  1711. {name:"Bind self active skill",otLangName:{chs:"自封技能"},
  1712. function:cards=>cards.filter(card=>{
  1713. const searchTypeArray = [214];
  1714. const skill = getCardActiveSkill(card, searchTypeArray);
  1715. return skill;
  1716. }),
  1717. addition:card=>{
  1718. const searchTypeArray = [214];
  1719. const skill = getCardActiveSkill(card, searchTypeArray);
  1720. const sk = skill.params;
  1721. return document.createTextNode(`自封技${sk[0]}T`);
  1722. }
  1723. },
  1724. {name:"Bind self matchable",otLangName:{chs:"自封消珠"},
  1725. function:cards=>cards.filter(card=>{
  1726. const searchTypeArray = [215];
  1727. const skill = getCardActiveSkill(card, searchTypeArray);
  1728. return skill;
  1729. }),
  1730. addition:card=>{
  1731. const searchTypeArray = [215];
  1732. const skill = getCardActiveSkill(card, searchTypeArray);
  1733. const sk = skill.params;
  1734. const fragment = document.createDocumentFragment();
  1735. fragment.appendChild(document.createTextNode(`自封`));
  1736. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1737. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1738. return fragment;
  1739. }
  1740. },
  1741. ]},
  1742. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----"}, functions: [
  1743. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)"},
  1744. function:cards=>cards.filter(card=>{
  1745. const searchTypeArray = [156,168,228];
  1746. const skill = getCardActiveSkill(card, searchTypeArray);
  1747. return skill;
  1748. })
  1749. },
  1750. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)"},
  1751. function:cards=>{
  1752. const searchTypeArray = [50,90,228];
  1753. function getRecScale(as)
  1754. {
  1755. const sk = as.params;
  1756. if (as.type == 228)
  1757. {
  1758. return sk[4];
  1759. }else
  1760. {
  1761. return sk.slice(1,sk.length>2?-1:undefined).includes(5) ? (sk.length > 2 ? sk[sk.length-1] : 0) : null;
  1762. }
  1763. }
  1764. return cards.filter(card=>{
  1765. const skills = getCardActiveSkills(card, searchTypeArray);
  1766. if (skills.length)
  1767. {
  1768. return skills.some(as=>getRecScale(as) != null);
  1769. }else return false;
  1770. }).sort((a,b)=>{
  1771. const a_s = getCardActiveSkills(a, searchTypeArray), b_s = getCardActiveSkills(b, searchTypeArray);
  1772. const a_sv = a_s.map(a_s=>getRecScale(a_s)).filter(n=>n!==null).sort().reverse()[0],
  1773. b_sv = b_s.map(b_s=>getRecScale(b_s)).filter(n=>n!==null).sort().reverse()[0];
  1774. return a_sv - b_sv;
  1775. });
  1776. },
  1777. addition:card=>{
  1778. const searchTypeArray = [50,90,228];
  1779. function getRecScale(as)
  1780. {
  1781. const sk = as.params;
  1782. if (as.type == 228)
  1783. {
  1784. return sk[4];
  1785. }else
  1786. {
  1787. return sk.slice(1,sk.length>2?-1:undefined).includes(5) ? (sk.length > 2 ? sk[sk.length-1] : 0) : null;
  1788. }
  1789. }
  1790. const skills = getCardActiveSkills(card, searchTypeArray);
  1791. const skill = skills.find(as=>getRecScale(as) != null);
  1792. if (skill.type == 228)
  1793. return `回+${getRecScale(skill) / 100}×N`;
  1794. else
  1795. return `回x${getRecScale(skill) / 100}`;
  1796. }
  1797. },
  1798. {name:"ATK rate change(All)",otLangName:{chs:"全队攻击力 buff(顶攻击)"},
  1799. function:cards=>{
  1800. return cards.filter(card=>{
  1801. const atkbuff = atkBuff_Rate(card);
  1802. return atkbuff.skilltype > 0;
  1803. }).sort((a,b)=>{
  1804. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1805. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1806. if (sortNum == 0)
  1807. sortNum = a_pC.rate - b_pC.rate;
  1808. if (sortNum == 0)
  1809. sortNum = a_pC.turns - b_pC.turns;
  1810. return sortNum;
  1811. });
  1812. },
  1813. addition:card=>{
  1814. const atkbuff = atkBuff_Rate(card);
  1815. const fragment = document.createDocumentFragment();
  1816. if (atkbuff.skilltype == 0) return fragment;
  1817. if (atkbuff.skilltype == 1)
  1818. {
  1819. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1820. if (atkbuff.awoken.length)
  1821. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1822. if (atkbuff.attrs.length)
  1823. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1824. if (atkbuff.types.length)
  1825. fragment.appendChild(createTypesList(atkbuff.types));
  1826. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1827. }else if (atkbuff.skilltype == 2)
  1828. {
  1829. if (atkbuff.attrs.length)
  1830. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1831. if (atkbuff.types.length)
  1832. fragment.appendChild(createTypesList(atkbuff.types));
  1833. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1834. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1835. }
  1836. return fragment;
  1837. }
  1838. },
  1839. {name:"ATK rate change(Single)",otLangName:{chs:"单人攻击力 buff"},
  1840. function:cards=>{
  1841. const searchTypeArray = [230];
  1842. return cards.filter(card=>{
  1843. const skill = getCardActiveSkill(card, searchTypeArray);
  1844. return skill && skill.params[2] !== 100;
  1845. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1846. },
  1847. addition:card=>{
  1848. const searchTypeArray = [230];
  1849. const skill = getCardActiveSkill(card, searchTypeArray);
  1850. const sk = skill.params;
  1851. return `${sk[2]}%×${sk[0]}T`;
  1852. }
  1853. },
  1854. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)"},
  1855. function:cards=>{
  1856. const searchTypeArray = [132];
  1857. return cards.filter(card=>{
  1858. const skill = getCardActiveSkill(card, searchTypeArray);
  1859. return skill;
  1860. }).sort((a,b)=>{
  1861. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1862. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1863. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1864. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1865. });
  1866. },
  1867. addition:card=>{
  1868. const searchTypeArray = [132];
  1869. const skill = getCardActiveSkill(card, searchTypeArray);
  1870. const sk = skill.params;
  1871. let str = "👆";
  1872. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1873. if (sk[2]) str += `x${sk[2]/100}`;
  1874. return str;
  1875. }
  1876. },
  1877. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)"},
  1878. function:cards=>{
  1879. const searchTypeArray = [184];
  1880. return cards.filter(card=>{
  1881. const skill = getCardActiveSkill(card, searchTypeArray);
  1882. return skill;
  1883. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1884. },
  1885. addition:card=>{
  1886. const searchTypeArray = [184];
  1887. const skill = getCardActiveSkill(card, searchTypeArray);
  1888. const sk = skill.params;
  1889. return `无↓×${sk[0]}T`;
  1890. }
  1891. },
  1892. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)"},
  1893. function:cards=>{
  1894. const searchTypeArray = [207];
  1895. return cards.filter(card=>{
  1896. const skill = getCardActiveSkill(card, searchTypeArray);
  1897. return skill;
  1898. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1899. },
  1900. addition:card=>{
  1901. const searchTypeArray = [207];
  1902. const skill = getCardActiveSkill(card, searchTypeArray);
  1903. const sk = skill.params;
  1904. if (sk[7])
  1905. return `${sk[7]}个×${sk[0]}T`;
  1906. else
  1907. return `特殊形状×${sk[0]}T`;
  1908. }
  1909. },
  1910. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)"},
  1911. function:cards=>{
  1912. const searchTypeArray = [160];
  1913. return cards.filter(card=>{
  1914. const skill = getCardActiveSkill(card, searchTypeArray);
  1915. return skill;
  1916. }).sort((a,b)=>{
  1917. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1918. return a_s.params[1] - b_s.params[1];
  1919. });
  1920. },
  1921. addition:card=>{
  1922. const searchTypeArray = [160];
  1923. const skill = getCardActiveSkill(card, searchTypeArray);
  1924. const sk = skill.params;
  1925. return `+${sk[1]}C×${sk[0]}T`;
  1926. }
  1927. },
  1928. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)"},
  1929. function:cards=>{
  1930. const searchTypeArray = [3,156];
  1931. return cards.filter(card=>{
  1932. const skill = getCardActiveSkill(card, searchTypeArray);
  1933. if (!skill) return false;
  1934. if (skill.type == 156)
  1935. return skill.params[4]==3;
  1936. else
  1937. return true;
  1938. }).sort((a,b)=>{
  1939. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1940. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1941. if (!sortNum)
  1942. {
  1943. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1944. sortNum = a_pC - b_pC;
  1945. }
  1946. return sortNum;
  1947. });
  1948. },
  1949. addition:card=>{
  1950. const searchTypeArray = [3,156];
  1951. const skill = getCardActiveSkill(card, searchTypeArray);
  1952. const sk = skill.params;
  1953. const fragment = document.createDocumentFragment();
  1954. if (skill.type == 156)
  1955. {
  1956. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1957. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1958. fragment.appendChild(creatAwokenList(awokenArr));
  1959. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1960. }else
  1961. {
  1962. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1963. }
  1964. return fragment;
  1965. }
  1966. },
  1967. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)"},
  1968. function:cards=>{
  1969. const searchTypeArray = [3];
  1970. return cards.filter(card=>{
  1971. const skill = getCardActiveSkill(card, searchTypeArray);
  1972. return skill && skill.params[1]>=100;
  1973. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1974. },
  1975. addition:card=>{
  1976. const searchTypeArray = [3];
  1977. const skill = getCardActiveSkill(card, searchTypeArray);
  1978. const sk = skill.params;
  1979. return `无敌×${sk[0]}T`;
  1980. }
  1981. },
  1982. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)"},
  1983. function:cards=>{
  1984. const searchTypeArray = [21];
  1985. return cards.filter(card=>{
  1986. const skill = getCardActiveSkill(card, searchTypeArray);
  1987. return skill;
  1988. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1989. },
  1990. addition:card=>{
  1991. const searchTypeArray = [21];
  1992. const skill = getCardActiveSkill(card, searchTypeArray);
  1993. const sk = skill.params;
  1994. const colors = [sk[1]];
  1995. const fragment = document.createDocumentFragment();
  1996. fragment.appendChild(document.createTextNode(`-`));
  1997. fragment.appendChild(createOrbsList(colors));
  1998. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1999. return fragment;
  2000. }
  2001. },
  2002. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)"},
  2003. function:cards=>{
  2004. const searchTypeArray = [51];
  2005. return cards.filter(card=>{
  2006. const skill = getCardActiveSkill(card, searchTypeArray);
  2007. return skill;
  2008. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2009. },
  2010. addition:card=>{
  2011. const searchTypeArray = [51];
  2012. const skill = getCardActiveSkill(card, searchTypeArray);
  2013. const sk = skill.params;
  2014. return `全体×${sk[0]}T`;
  2015. }
  2016. },
  2017. ]},
  2018. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----"}, functions: [
  2019. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)"},
  2020. function:cards=>{
  2021. const searchTypeArray = [18];
  2022. return cards.filter(card=>{
  2023. const skill = getCardActiveSkill(card, searchTypeArray);
  2024. return skill;
  2025. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2026. },
  2027. addition:card=>{
  2028. const searchTypeArray = [18];
  2029. const skill = getCardActiveSkill(card, searchTypeArray);
  2030. const sk = skill.params;
  2031. return document.createTextNode(`威吓×${sk[0]}T`);
  2032. }
  2033. },
  2034. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)"},
  2035. function:cards=>{
  2036. const searchTypeArray = [19];
  2037. return cards.filter(card=>{
  2038. const skill = getCardActiveSkill(card, searchTypeArray);
  2039. return skill;
  2040. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2041. },
  2042. addition:card=>{
  2043. const searchTypeArray = [19];
  2044. const skill = getCardActiveSkill(card, searchTypeArray);
  2045. const sk = skill.params;
  2046. return `破防${sk[1]}%`;
  2047. }
  2048. },
  2049. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)"},
  2050. function:cards=>{
  2051. const searchTypeArray = [19];
  2052. return cards.filter(card=>{
  2053. const skill = getCardActiveSkill(card, searchTypeArray);
  2054. return skill && skill.params[1]>=100;
  2055. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2056. },
  2057. addition:card=>{
  2058. const searchTypeArray = [19];
  2059. const skill = getCardActiveSkill(card, searchTypeArray);
  2060. const sk = skill.params;
  2061. return `全破×${sk[0]}T`;
  2062. }
  2063. },
  2064. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)"},
  2065. function:cards=>{
  2066. const searchTypeArray = [4];
  2067. return cards.filter(card=>{
  2068. const skill = getCardActiveSkill(card, searchTypeArray);
  2069. return skill;
  2070. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2071. },
  2072. addition:card=>{
  2073. const searchTypeArray = [4];
  2074. const skill = getCardActiveSkill(card, searchTypeArray);
  2075. const sk = skill.params;
  2076. return `攻击力×${sk[0]/100}倍`;
  2077. }
  2078. },
  2079. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)"},
  2080. function:cards=>{
  2081. return cards.filter(card=>{
  2082. return changeEnemiesAttr_Attr(card).attr != null;
  2083. }).sort((a,b)=>{
  2084. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2085. return a_pC.attr - b_pC.attr;
  2086. })
  2087. },
  2088. addition:card=>{
  2089. let change = changeEnemiesAttr_Attr(card);
  2090. const fragment = document.createDocumentFragment();
  2091. fragment.appendChild(document.createTextNode(`敌→`));
  2092. fragment.appendChild(createOrbsList(change.attr));
  2093. if (change.turns > 0)
  2094. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2095. return fragment;
  2096. }
  2097. },
  2098. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)"},
  2099. function:cards=>{
  2100. const searchTypeArray = [60];
  2101. return cards.filter(card=>{
  2102. const skill = getCardActiveSkill(card, searchTypeArray);
  2103. return skill;
  2104. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2105. },
  2106. addition:card=>{
  2107. const searchTypeArray = [60];
  2108. const skill = getCardActiveSkill(card, searchTypeArray);
  2109. const sk = skill.params;
  2110. const fragment = document.createDocumentFragment();
  2111. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2112. fragment.appendChild(createOrbsList(sk[2]));
  2113. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2114. return fragment;
  2115. }
  2116. },
  2117. ]},
  2118. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----"}, functions: [
  2119. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)"},
  2120. function:cards=>{
  2121. const searchTypeArray = [146];
  2122. return cards.filter(card=>{
  2123. const skill = getCardActiveSkill(card, searchTypeArray);
  2124. return skill;
  2125. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2126. },
  2127. addition:card=>{
  2128. const searchTypeArray = [146];
  2129. const skill = getCardActiveSkill(card, searchTypeArray);
  2130. const sk = skill.params;
  2131. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  2132. }
  2133. },
  2134. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)"},
  2135. function:cards=>{
  2136. const searchTypeArray = [218];
  2137. return cards.filter(card=>{
  2138. const skill = getCardActiveSkill(card, searchTypeArray);
  2139. return skill;
  2140. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2141. },
  2142. addition:card=>{
  2143. const searchTypeArray = [218];
  2144. const skill = getCardActiveSkill(card, searchTypeArray);
  2145. const sk = skill.params;
  2146. return document.createTextNode(`坐下${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2147. }
  2148. },
  2149. {name:"Change Leader",otLangName:{chs:"更换队长"},
  2150. function:cards=>cards.filter(card=>{
  2151. const searchTypeArray = [93, 227];
  2152. const skill = getCardActiveSkill(card, searchTypeArray);
  2153. return skill;
  2154. })
  2155. },
  2156. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)"},
  2157. function:cards=>{
  2158. const searchTypeArray = [142];
  2159. return cards.filter(card=>{
  2160. const skill = getCardActiveSkill(card, searchTypeArray);
  2161. return skill;
  2162. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2163. },
  2164. addition:card=>{
  2165. const searchTypeArray = [142];
  2166. const skill = getCardActiveSkill(card, searchTypeArray);
  2167. const sk = skill.params;
  2168. const fragment = document.createDocumentFragment();
  2169. fragment.appendChild(document.createTextNode(`自→`));
  2170. fragment.appendChild(createOrbsList(sk[1]));
  2171. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2172. return fragment;
  2173. }
  2174. },
  2175. ]},
  2176. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----"}, functions: [
  2177. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff"},
  2178. function:cards=>{
  2179. const searchTypeArray = [179];
  2180. return cards.filter(card=>{
  2181. const skill = getCardActiveSkill(card, searchTypeArray);
  2182. return skill;
  2183. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2184. },
  2185. addition:card=>{
  2186. const searchTypeArray = [179];
  2187. const skill = getCardActiveSkill(card, searchTypeArray);
  2188. const sk = skill.params;
  2189. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2190. }
  2191. },
  2192. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血"},
  2193. function:cards=>{
  2194. return cards.filter(card=>{
  2195. const heal = healImmediately_Rate(card);
  2196. return Object.values(heal).some(v=>v);
  2197. })
  2198. .sort((a,b)=>{
  2199. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2200. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2201. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2202. let sortNum = a_i - b_i;
  2203. if (!sortNum)
  2204. {
  2205. sortNum = a_vs[a_i] - b_vs[b_i];
  2206. }
  2207. return sortNum;
  2208. });
  2209. },
  2210. addition:card=>{
  2211. const heal = healImmediately_Rate(card);
  2212. let strArr = [];
  2213. if (heal.scale)
  2214. strArr.push(`${heal.scale}%最大HP`);
  2215. if (heal.const)
  2216. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2217. if (heal.selfRcv)
  2218. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2219. if (heal.vampire)
  2220. strArr.push(`${heal.vampire}%伤害`);
  2221. return strArr.join(',');
  2222. }
  2223. },
  2224. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)"},
  2225. function:cards=>{
  2226. return cards.filter(card=>damageSelf_Rate(card)>0)
  2227. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2228. },
  2229. addition:card=>{
  2230. let rate = damageSelf_Rate(card);
  2231. if (rate < 100)
  2232. return `减少${rate}%`;
  2233. else
  2234. return `减少到1`;
  2235. }
  2236. },
  2237. ]},
  2238. {group:true,name:"----- Orbs Lock -----",otLangName:{chs:"-----锁珠类-----"}, functions: [
  2239. {name:"Unlock",otLangName:{chs:"解锁"},
  2240. function:cards=>cards.filter(card=>{
  2241. const searchTypeArray = [172];
  2242. const skill = getCardActiveSkill(card, searchTypeArray);
  2243. return skill;
  2244. })
  2245. },
  2246. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)"},
  2247. function:cards=>cards.filter(card=>{
  2248. const searchTypeArray = [152];
  2249. const skill = getCardActiveSkill(card, searchTypeArray);
  2250. return skill;
  2251. }),
  2252. addition:lock_Addition
  2253. },
  2254. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部"},
  2255. function:cards=>cards.filter(card=>{
  2256. const searchTypeArray = [152];
  2257. const skill = getCardActiveSkill(card, searchTypeArray);
  2258. return skill && (skill.params[0] & 63) === 63;
  2259. }),
  2260. addition:lock_Addition
  2261. },
  2262. ]},
  2263. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----"}, functions: [
  2264. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)"},
  2265. function:cards=>{
  2266. const searchTypeArray = [205];
  2267. return cards.filter(card=>{
  2268. const skill = getCardActiveSkill(card, searchTypeArray);
  2269. return skill;
  2270. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2271. },
  2272. addition:dropLock_Addition
  2273. },
  2274. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)"},
  2275. function:cards=>{
  2276. const searchTypeArray = [205];
  2277. return cards.filter(card=>{
  2278. const skill = getCardActiveSkill(card, searchTypeArray);
  2279. return skill && (skill.params[0] & 63) === 63;
  2280. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2281. },
  2282. addition:dropLock_Addition
  2283. },
  2284. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)"},
  2285. function:cards=>{
  2286. const searchTypeArray = [180];
  2287. return cards.filter(card=>{
  2288. const skill = getCardActiveSkill(card, searchTypeArray);
  2289. return skill;
  2290. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2291. },
  2292. addition:card=>{
  2293. const searchTypeArray = [180];
  2294. const skill = getCardActiveSkill(card, searchTypeArray);
  2295. const sk = skill.params;
  2296. return `${sk[1]}%×${sk[0]}T`;
  2297. }
  2298. },
  2299. {name:"Drop rate increases",otLangName:{chs:"掉落率提升"},
  2300. function:cards=>cards.filter(card=>{
  2301. const searchTypeArray = [126];
  2302. const skill = getCardActiveSkill(card, searchTypeArray);
  2303. return skill;
  2304. }),
  2305. addition:dropOrb_Addition
  2306. },
  2307. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)"},
  2308. function:cards=>cards.filter(card=>{
  2309. const searchTypeArray = [126];
  2310. const skill = getCardActiveSkill(card, searchTypeArray);
  2311. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2312. }),
  2313. addition:dropOrb_Addition
  2314. },
  2315. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合"},
  2316. function:cards=>cards.filter(card=>{
  2317. const searchTypeArray = [126];
  2318. const skill = getCardActiveSkill(card, searchTypeArray);
  2319. return skill && skill.params[1] >= 99;
  2320. }),
  2321. addition:dropOrb_Addition
  2322. },
  2323. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率"},
  2324. function:cards=>cards.filter(card=>{
  2325. const searchTypeArray = [126];
  2326. const skill = getCardActiveSkill(card, searchTypeArray);
  2327. return skill && skill.params[3] == 100;
  2328. }),
  2329. addition:dropOrb_Addition
  2330. },
  2331. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)"},
  2332. function:cards=>{
  2333. const searchTypeArray = [226];
  2334. return cards.filter(card=>{
  2335. const skill = getCardActiveSkill(card, searchTypeArray);
  2336. return skill;
  2337. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2338. },
  2339. addition:card=>{
  2340. const searchTypeArray = [226];
  2341. const skill = getCardActiveSkill(card, searchTypeArray);
  2342. const sk = skill.params;
  2343. return `📌${sk[1]}%×${sk[0]}T`;
  2344. }
  2345. },
  2346. ]},
  2347. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----"}, functions: [
  2348. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)"},
  2349. function:cards=>{
  2350. const searchTypeArray = [6];
  2351. return cards.filter(card=>{
  2352. const skill = getCardActiveSkill(card, searchTypeArray);
  2353. return skill;
  2354. }).sort((a,b)=>{
  2355. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2356. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2357. return a_pC - b_pC;
  2358. })
  2359. },
  2360. addition:card=>{
  2361. const searchTypeArray = [6];
  2362. const skill = getCardActiveSkill(card, searchTypeArray);
  2363. const sk = skill.params;
  2364. return `当前${sk[0]}%`;
  2365. }
  2366. },
  2367. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)"},
  2368. function:cards=>{
  2369. const searchTypeArray = [161];
  2370. return cards.filter(card=>{
  2371. const skill = getCardActiveSkill(card, searchTypeArray);
  2372. return skill;
  2373. }).sort((a,b)=>{
  2374. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2375. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2376. return a_pC - b_pC;
  2377. })
  2378. },
  2379. addition:card=>{
  2380. const searchTypeArray = [161];
  2381. const skill = getCardActiveSkill(card, searchTypeArray);
  2382. const sk = skill.params;
  2383. return `最大${sk[0]}%`;
  2384. }
  2385. },
  2386. ]},
  2387. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----"}, functions: [
  2388. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)"},
  2389. function:cards=>{
  2390. const searchTypeArray = [55,188];
  2391. return cards.filter(card=>{
  2392. const skill = getCardActiveSkill(card, searchTypeArray);
  2393. return skill;
  2394. }).sort((a,b)=>{
  2395. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2396. 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);
  2397. return a_pC - b_pC;
  2398. });
  2399. },
  2400. addition:card=>{
  2401. const searchTypeArray = [55,188];
  2402. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2403. const sk = skills[0].params;
  2404. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2405. }
  2406. },
  2407. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)"},
  2408. function:cards=>{
  2409. const searchTypeArray = [56];
  2410. return cards.filter(card=>{
  2411. const skill = getCardActiveSkill(card, searchTypeArray);
  2412. return skill;
  2413. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2414. },
  2415. addition:card=>{
  2416. const searchTypeArray = [56];
  2417. const skill = getCardActiveSkill(card, searchTypeArray);
  2418. const sk = skill.params;
  2419. return `固伤${sk[0].bigNumberToString()}`;
  2420. }
  2421. },
  2422. ]},
  2423. {group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----"}, functions: [
  2424. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体"},
  2425. function:cards=>cards.filter(card=>{
  2426. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2427. function isSingle(skill)
  2428. {
  2429. if (skill.type == 110)
  2430. return Boolean(skill.params[0]);
  2431. else if (skill.type == 144)
  2432. return Boolean(skill.params[2]);
  2433. else
  2434. return true;
  2435. }
  2436. const skill = getCardActiveSkill(card, searchTypeArray);
  2437. return skill && isSingle(skill);
  2438. })
  2439. },
  2440. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体"},
  2441. function:cards=>cards.filter(card=>{
  2442. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2443. function isAll(skill)
  2444. {
  2445. if (skill.type == 110)
  2446. return !Boolean(skill.params[0]);
  2447. else if (skill.type == 144)
  2448. return !Boolean(skill.params[2]);
  2449. else
  2450. return true;
  2451. }
  2452. const skill = getCardActiveSkill(card, searchTypeArray);
  2453. return skill && skill.id!=0 && isAll(skill);
  2454. })
  2455. },
  2456. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人"},
  2457. function:cards=>cards.filter(card=>{
  2458. const searchTypeArray = [42];
  2459. const skill = getCardActiveSkill(card, searchTypeArray);
  2460. return skill;
  2461. })
  2462. },
  2463. {name:"Numerical ATK - Attr - Any",otLangName:{chs:"大炮-属性-不限"},
  2464. function:cards=>cards.filter(card=>{
  2465. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2466. const skill = getCardActiveSkill(card, searchTypeArray);
  2467. return skill && skill.id!=0;
  2468. }),
  2469. addition:card=>{
  2470. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2471. const skill = getCardActiveSkill(card, searchTypeArray);
  2472. //const sk = skill.params;
  2473. const colors = [getCannonAttr(skill)];
  2474. const fragment = document.createDocumentFragment();
  2475. fragment.appendChild(document.createTextNode(`射`));
  2476. fragment.appendChild(createOrbsList(colors));
  2477. return fragment;
  2478. }
  2479. },
  2480. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身"},
  2481. function:cards=>cards.filter(card=>{
  2482. const searchTypeArray = [2,35];
  2483. const skill = getCardActiveSkill(card, searchTypeArray);
  2484. return skill;
  2485. })
  2486. },
  2487. {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)"},
  2488. function:cards=>cards.filter(card=>{
  2489. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2490. const skill = getCardActiveSkill(card, searchTypeArray);
  2491. return skill && skill.id!=0;
  2492. }).sort((a,b)=>{
  2493. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2494. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2495. function getNumber(skill)
  2496. {
  2497. const sk = skill.params;
  2498. switch(skill.type)
  2499. {
  2500. case 0:
  2501. case 37:
  2502. case 58:
  2503. case 59:
  2504. case 84:
  2505. case 85:
  2506. case 115:
  2507. return sk[1];
  2508. case 2:
  2509. case 35:
  2510. return sk[0];
  2511. default:
  2512. return 0;
  2513. }
  2514. }
  2515. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2516. return a_pC - b_pC;
  2517. })
  2518. },
  2519. {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)"},
  2520. function:cards=>cards.filter(card=>{
  2521. const searchTypeArray = [1,42,86,87];
  2522. const skill = getCardActiveSkill(card, searchTypeArray);
  2523. return skill;
  2524. }).sort((a,b)=>{
  2525. const searchTypeArray = [1,42,86,87];
  2526. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2527. function getNumber(skill)
  2528. {
  2529. const sk = skill.params;
  2530. switch(skill.type)
  2531. {
  2532. case 1:
  2533. case 86:
  2534. case 87:
  2535. return sk[1];
  2536. case 42:
  2537. return sk[2];
  2538. default:
  2539. return 0;
  2540. }
  2541. }
  2542. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2543. return a_pC - b_pC;
  2544. })
  2545. },
  2546. {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)"},
  2547. function:cards=>{
  2548. const searchTypeArray = [110];
  2549. return cards.filter(card=>{
  2550. const skill = getCardActiveSkill(card, searchTypeArray);
  2551. return skill;
  2552. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2553. }
  2554. },
  2555. {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)"},
  2556. function:cards=>{
  2557. const searchTypeArray = [143];
  2558. return cards.filter(card=>{
  2559. const skill = getCardActiveSkill(card, searchTypeArray);
  2560. return skill;
  2561. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2562. }
  2563. },
  2564. {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)"},
  2565. function:cards=>{
  2566. const searchTypeArray = [144];
  2567. return cards.filter(card=>{
  2568. const skill = getCardActiveSkill(card, searchTypeArray);
  2569. return skill;
  2570. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2571. }
  2572. },
  2573. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血"},
  2574. function:cards=>cards.filter(card=>{
  2575. const searchTypeArray = [35,115];
  2576. const skill = getCardActiveSkill(card, searchTypeArray);
  2577. return skill;
  2578. })
  2579. },
  2580. ]},
  2581. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----"}, functions: [
  2582. {name:"Replaces all Orbs",otLangName:{chs:"刷版"},
  2583. function:cards=>cards.filter(card=>{
  2584. const searchTypeArray = [10];
  2585. const skill = getCardActiveSkill(card, searchTypeArray);
  2586. return skill;
  2587. })
  2588. },
  2589. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)"},
  2590. function:cards=>cards.filter(card=>{
  2591. const searchTypeArray = [71];
  2592. const skill = getCardActiveSkill(card, searchTypeArray);
  2593. return boardChange_ColorTypes(skill).length == 1;
  2594. }),
  2595. addition:boardChange_Addition
  2596. },
  2597. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色"},
  2598. function:cards=>cards.filter(card=>{
  2599. const searchTypeArray = [71];
  2600. const skill = getCardActiveSkill(card, searchTypeArray);
  2601. return boardChange_ColorTypes(skill).length == 2;
  2602. }),
  2603. addition:boardChange_Addition
  2604. },
  2605. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色"},
  2606. function:cards=>cards.filter(card=>{
  2607. const searchTypeArray = [71];
  2608. const skill = getCardActiveSkill(card, searchTypeArray);
  2609. return boardChange_ColorTypes(skill).length == 3;
  2610. }),
  2611. addition:boardChange_Addition
  2612. },
  2613. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色"},
  2614. function:cards=>cards.filter(card=>{
  2615. const searchTypeArray = [71];
  2616. const skill = getCardActiveSkill(card, searchTypeArray);
  2617. return boardChange_ColorTypes(skill).length == 4;
  2618. }),
  2619. addition:boardChange_Addition
  2620. },
  2621. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色"},
  2622. function:cards=>cards.filter(card=>{
  2623. const searchTypeArray = [71];
  2624. const skill = getCardActiveSkill(card, searchTypeArray);
  2625. return boardChange_ColorTypes(skill).length == 5;
  2626. }),
  2627. addition:boardChange_Addition
  2628. },
  2629. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上"},
  2630. function:cards=>cards.filter(card=>{
  2631. const searchTypeArray = [71];
  2632. const skill = getCardActiveSkill(card, searchTypeArray);
  2633. return boardChange_ColorTypes(skill).length >= 6;
  2634. }),
  2635. addition:boardChange_Addition
  2636. },
  2637. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火"},
  2638. function:cards=>cards.filter(card=>{
  2639. const searchTypeArray = [71];
  2640. const skill = getCardActiveSkill(card, searchTypeArray);
  2641. return boardChange_ColorTypes(skill).includes(0);
  2642. }),
  2643. addition:boardChange_Addition
  2644. },
  2645. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水"},
  2646. function:cards=>cards.filter(card=>{
  2647. const searchTypeArray = [71];
  2648. const skill = getCardActiveSkill(card, searchTypeArray);
  2649. return boardChange_ColorTypes(skill).includes(1);
  2650. }),
  2651. addition:boardChange_Addition
  2652. },
  2653. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木"},
  2654. function:cards=>cards.filter(card=>{
  2655. const searchTypeArray = [71];
  2656. const skill = getCardActiveSkill(card, searchTypeArray);
  2657. return boardChange_ColorTypes(skill).includes(2);
  2658. }),
  2659. addition:boardChange_Addition
  2660. },
  2661. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光"},
  2662. function:cards=>cards.filter(card=>{
  2663. const searchTypeArray = [71];
  2664. const skill = getCardActiveSkill(card, searchTypeArray);
  2665. return boardChange_ColorTypes(skill).includes(3);
  2666. }),
  2667. addition:boardChange_Addition
  2668. },
  2669. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗"},
  2670. function:cards=>cards.filter(card=>{
  2671. const searchTypeArray = [71];
  2672. const skill = getCardActiveSkill(card, searchTypeArray);
  2673. return boardChange_ColorTypes(skill).includes(4);
  2674. }),
  2675. addition:boardChange_Addition
  2676. },
  2677. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心"},
  2678. function:cards=>cards.filter(card=>{
  2679. const searchTypeArray = [71];
  2680. const skill = getCardActiveSkill(card, searchTypeArray);
  2681. return boardChange_ColorTypes(skill).includes(5);
  2682. }),
  2683. addition:boardChange_Addition
  2684. },
  2685. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废"},
  2686. function:cards=>cards.filter(card=>{
  2687. const searchTypeArray = [71];
  2688. const skill = getCardActiveSkill(card, searchTypeArray);
  2689. const colors = boardChange_ColorTypes(skill);
  2690. return colors.includes(6)
  2691. || colors.includes(7)
  2692. || colors.includes(8)
  2693. || colors.includes(9);
  2694. }),
  2695. addition:boardChange_Addition
  2696. },
  2697. ]},
  2698. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----"}, functions: [
  2699. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火"},
  2700. function:cards=>cards.filter(card=>{
  2701. const searchTypeArray = [9,20,154];
  2702. const skills = getCardActiveSkills(card, searchTypeArray);
  2703. if (!skills.length) return false;
  2704. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2705. return parsedSkills.some(p=>p.to.includes(0));
  2706. }),
  2707. addition:changeOrbs_Addition
  2708. },
  2709. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水"},
  2710. function:cards=>cards.filter(card=>{
  2711. const searchTypeArray = [9,20,154];
  2712. const skills = getCardActiveSkills(card, searchTypeArray);
  2713. if (!skills.length) return false;
  2714. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2715. return parsedSkills.some(p=>p.to.includes(1));
  2716. }),
  2717. addition:changeOrbs_Addition
  2718. },
  2719. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木"},
  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.to.includes(2));
  2726. }),
  2727. addition:changeOrbs_Addition
  2728. },
  2729. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光"},
  2730. function:cards=>cards.filter(card=>{
  2731. const searchTypeArray = [9,20,154];
  2732. const skills = getCardActiveSkills(card, searchTypeArray);
  2733. if (!skills.length) return false;
  2734. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2735. return parsedSkills.some(p=>p.to.includes(3));
  2736. }),
  2737. addition:changeOrbs_Addition
  2738. },
  2739. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗"},
  2740. function:cards=>cards.filter(card=>{
  2741. const searchTypeArray = [9,20,154];
  2742. const skills = getCardActiveSkills(card, searchTypeArray);
  2743. if (!skills.length) return false;
  2744. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2745. return parsedSkills.some(p=>p.to.includes(4));
  2746. }),
  2747. addition:changeOrbs_Addition
  2748. },
  2749. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心"},
  2750. function:cards=>cards.filter(card=>{
  2751. const searchTypeArray = [9,20,154];
  2752. const skills = getCardActiveSkills(card, searchTypeArray);
  2753. if (!skills.length) return false;
  2754. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2755. return parsedSkills.some(p=>p.to.includes(5));
  2756. }),
  2757. addition:changeOrbs_Addition
  2758. },
  2759. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废"},
  2760. function:cards=>cards.filter(card=>{
  2761. const searchTypeArray = [9,20,154];
  2762. const skills = getCardActiveSkills(card, searchTypeArray);
  2763. if (!skills.length) return false;
  2764. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2765. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2766. }),
  2767. addition:changeOrbs_Addition
  2768. },
  2769. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火"},
  2770. function:cards=>cards.filter(card=>{
  2771. const searchTypeArray = [9,20,154];
  2772. const skills = getCardActiveSkills(card, searchTypeArray);
  2773. if (!skills.length) return false;
  2774. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2775. return parsedSkills.some(p=>p.from.includes(0));
  2776. }),
  2777. addition:changeOrbs_Addition
  2778. },
  2779. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水"},
  2780. function:cards=>cards.filter(card=>{
  2781. const searchTypeArray = [9,20,154];
  2782. const skills = getCardActiveSkills(card, searchTypeArray);
  2783. if (!skills.length) return false;
  2784. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2785. return parsedSkills.some(p=>p.from.includes(1));
  2786. }),
  2787. addition:changeOrbs_Addition
  2788. },
  2789. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木"},
  2790. function:cards=>cards.filter(card=>{
  2791. const searchTypeArray = [9,20,154];
  2792. const skills = getCardActiveSkills(card, searchTypeArray);
  2793. if (!skills.length) return false;
  2794. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2795. return parsedSkills.some(p=>p.from.includes(2));
  2796. }),
  2797. addition:changeOrbs_Addition
  2798. },
  2799. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光"},
  2800. function:cards=>cards.filter(card=>{
  2801. const searchTypeArray = [9,20,154];
  2802. const skills = getCardActiveSkills(card, searchTypeArray);
  2803. if (!skills.length) return false;
  2804. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2805. return parsedSkills.some(p=>p.from.includes(3));
  2806. }),
  2807. addition:changeOrbs_Addition
  2808. },
  2809. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗"},
  2810. function:cards=>cards.filter(card=>{
  2811. const searchTypeArray = [9,20,154];
  2812. const skills = getCardActiveSkills(card, searchTypeArray);
  2813. if (!skills.length) return false;
  2814. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2815. return parsedSkills.some(p=>p.from.includes(4));
  2816. }),
  2817. addition:changeOrbs_Addition
  2818. },
  2819. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心"},
  2820. function:cards=>cards.filter(card=>{
  2821. const searchTypeArray = [9,20,154];
  2822. const skills = getCardActiveSkills(card, searchTypeArray);
  2823. if (!skills.length) return false;
  2824. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2825. return parsedSkills.some(p=>p.from.includes(5));
  2826. }),
  2827. addition:changeOrbs_Addition
  2828. },
  2829. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废"},
  2830. function:cards=>cards.filter(card=>{
  2831. const searchTypeArray = [9,20,154];
  2832. const skills = getCardActiveSkills(card, searchTypeArray);
  2833. if (!skills.length) return false;
  2834. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2835. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2836. }),
  2837. addition:changeOrbs_Addition
  2838. },
  2839. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠"},
  2840. function:cards=>{
  2841. const searchTypeArray = [52,91,140];
  2842. return cards.filter(card=>{
  2843. const skill = getCardActiveSkill(card, searchTypeArray);
  2844. return skill;
  2845. });
  2846. },
  2847. addition:card=>{
  2848. const searchTypeArray = [52,91,140];
  2849. const skill = getCardActiveSkill(card, searchTypeArray);
  2850. const sk = skill.params;
  2851. let attrs = [];
  2852. switch (skill.type)
  2853. {
  2854. case 52:{
  2855. attrs.push(sk[0]); break;
  2856. }
  2857. case 91:{
  2858. attrs = sk.slice(0,-1); break;
  2859. }
  2860. case 140:{
  2861. attrs = flags(sk[0]); break;
  2862. }
  2863. }
  2864. const fragment = document.createDocumentFragment();
  2865. fragment.appendChild(document.createTextNode(`强化`));
  2866. fragment.appendChild(createOrbsList(attrs));
  2867. return fragment;
  2868. }
  2869. },
  2870. ]},
  2871. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----"}, functions: [
  2872. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠"},
  2873. function:cards=>cards.filter(card=>{
  2874. function is30(sk)
  2875. {
  2876. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2877. }
  2878. const searchTypeArray = [141];
  2879. const skill = getCardActiveSkill(card, searchTypeArray);
  2880. return skill && is30(skill.params);
  2881. }),
  2882. addition:generateOrbs_Addition
  2883. },
  2884. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠"},
  2885. function:cards=>cards.filter(card=>{
  2886. function is1515(sk)
  2887. {
  2888. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2889. }
  2890. const searchTypeArray = [141];
  2891. const skill = getCardActiveSkill(card, searchTypeArray);
  2892. return skill && is1515(skill.params);
  2893. }),
  2894. addition:generateOrbs_Addition
  2895. },
  2896. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火"},
  2897. function:cards=>cards.filter(card=>{
  2898. const gens = generateOrbsParse(card);
  2899. return gens.some(gen=>gen.to.includes(0));
  2900. }),
  2901. addition:generateOrbs_Addition
  2902. },
  2903. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水"},
  2904. function:cards=>cards.filter(card=>{
  2905. const gens = generateOrbsParse(card);
  2906. return gens.some(gen=>gen.to.includes(1));
  2907. }),
  2908. addition:generateOrbs_Addition
  2909. },
  2910. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木"},
  2911. function:cards=>cards.filter(card=>{
  2912. const gens = generateOrbsParse(card);
  2913. return gens.some(gen=>gen.to.includes(2));
  2914. }),
  2915. addition:generateOrbs_Addition
  2916. },
  2917. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光"},
  2918. function:cards=>cards.filter(card=>{
  2919. const gens = generateOrbsParse(card);
  2920. return gens.some(gen=>gen.to.includes(3));
  2921. }),
  2922. addition:generateOrbs_Addition
  2923. },
  2924. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗"},
  2925. function:cards=>cards.filter(card=>{
  2926. const gens = generateOrbsParse(card);
  2927. return gens.some(gen=>gen.to.includes(4));
  2928. }),
  2929. addition:generateOrbs_Addition
  2930. },
  2931. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心"},
  2932. function:cards=>cards.filter(card=>{
  2933. const gens = generateOrbsParse(card);
  2934. return gens.some(gen=>gen.to.includes(5));
  2935. }),
  2936. addition:generateOrbs_Addition
  2937. },
  2938. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废"},
  2939. function:cards=>cards.filter(card=>{
  2940. const gens = generateOrbsParse(card);
  2941. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2942. }),
  2943. addition:generateOrbs_Addition
  2944. },
  2945. ]},
  2946. {group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----"}, functions: [
  2947. {name:"Create designated shape",otLangName:{chs:"生成指定形状的"},
  2948. function:cards=>cards.filter(card=>{
  2949. const searchTypeArray = [176];
  2950. const skill = getCardActiveSkill(card, searchTypeArray);
  2951. return skill;
  2952. })
  2953. },
  2954. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块"},
  2955. function:cards=>cards.filter(card=>{
  2956. function is3x3(sk)
  2957. {
  2958. for (let si=0;si<3;si++)
  2959. {
  2960. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2961. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2962. (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)
  2963. (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)
  2964. )
  2965. return true;
  2966. }
  2967. return false;
  2968. }
  2969. const searchTypeArray = [176];
  2970. const skill = getCardActiveSkill(card, searchTypeArray);
  2971. return skill && is3x3(skill.params);
  2972. }),
  2973. addition:card=>{
  2974. const searchTypeArray = [176];
  2975. const skill = getCardActiveSkill(card, searchTypeArray);
  2976. const sk = skill.params;
  2977. const fragment = document.createDocumentFragment();
  2978. fragment.appendChild(document.createTextNode(`3×3`));
  2979. fragment.appendChild(createOrbsList(sk[5]));
  2980. return fragment;
  2981. }
  2982. },
  2983. {name:"Create a vertical",otLangName:{chs:"产竖"},
  2984. function:cards=>cards.filter(card=>{
  2985. const searchTypeArray = [127];
  2986. const skill = getCardActiveSkill(card, searchTypeArray);
  2987. return skill;
  2988. }),
  2989. addition:generateColumnOrbs_Addition
  2990. },
  2991. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)"},
  2992. function:cards=>cards.filter(card=>{
  2993. function isHeart(sk)
  2994. {
  2995. for (let i=1;i<sk.length;i+=2)
  2996. {
  2997. if (sk[i] & 32)
  2998. {
  2999. return true;
  3000. }
  3001. }
  3002. }
  3003. const searchTypeArray = [127];
  3004. const skill = getCardActiveSkill(card, searchTypeArray);
  3005. return skill && isHeart(skill.params);
  3006. }),
  3007. addition:generateColumnOrbs_Addition
  3008. },
  3009. {name:"Create a horizontal",otLangName:{chs:"产横"},
  3010. function:cards=>cards.filter(card=>{
  3011. const searchTypeArray = [128];
  3012. const skill = getCardActiveSkill(card, searchTypeArray);
  3013. return skill;
  3014. }),
  3015. addition:generateRowOrbs_Addition
  3016. },
  3017. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上"},
  3018. function:cards=>cards.filter(card=>{
  3019. const searchTypeArray = [128];
  3020. const skill = getCardActiveSkill(card, searchTypeArray);
  3021. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  3022. }),
  3023. addition:generateRowOrbs_Addition
  3024. },
  3025. {name:"Create 2 color horizontals",otLangName:{chs:"2色横"},
  3026. function:cards=>cards.filter(card=>{
  3027. const searchTypeArray = [128];
  3028. const skill = getCardActiveSkill(card, searchTypeArray);
  3029. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  3030. }),
  3031. addition:generateRowOrbs_Addition
  3032. },
  3033. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横"},
  3034. function:cards=>cards.filter(card=>{
  3035. const searchTypeArray = [128];
  3036. const skill = getCardActiveSkill(card, searchTypeArray);
  3037. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3038. }),
  3039. addition:generateRowOrbs_Addition
  3040. },
  3041. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)"},
  3042. function:cards=>cards.filter(card=>{
  3043. const searchTypeArray = [128,71,176];
  3044. function isRow(skill)
  3045. {
  3046. const sk = skill.params;
  3047. if (skill.type === 128) //普通横
  3048. {return true;}
  3049. else if (skill.type === 71) //花火
  3050. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  3051. else if (skill.type === 176) //特殊形状
  3052. {
  3053. for (let si=0;si<5;si++)
  3054. {
  3055. if ((sk[si] & 63) === 63)
  3056. return true;
  3057. }
  3058. }
  3059. return false;
  3060. }
  3061. const skill = getCardActiveSkill(card, searchTypeArray);
  3062. return skill && isRow(skill);
  3063. })
  3064. },
  3065. ]},
  3066. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======"}, functions: [
  3067. {name:"No Henshin",otLangName:{chs:"非变身"},
  3068. function:cards=>cards.filter(card=>!card.henshinFrom && !card.henshinTo)
  3069. },
  3070. {name:"Before Henshin",otLangName:{chs:"变身前"},
  3071. function:cards=>cards.filter(card=>card.henshinTo)
  3072. },
  3073. {name:"After Henshin",otLangName:{chs:"变身后"},
  3074. function:cards=>cards.filter(card=>card.henshinFrom)
  3075. },
  3076. {name:"Pixel Evo",otLangName:{chs:"像素进化"},
  3077. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3078. },
  3079. {name:"8 latent grids",otLangName:{chs:"8格潜觉"},
  3080. function:cards=>cards.filter(card=>card.is8Latent)
  3081. },
  3082. //{name:"",otLangName:{chs:"非8格潜觉"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3083. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化"},
  3084. function:cards=>cards.filter(card=>isReincarnated(card))
  3085. }, //evoBaseId可能为0
  3086. //{name:"",otLangName:{chs:"仅超转生进化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  3087. {name:"Super Ult Evo",otLangName:{chs:"超究极进化"},
  3088. function:cards=>cards.filter(card=>card.is8Latent && card.isUltEvo && !card.awakenings.includes(49))
  3089. },
  3090. /*{name:"",otLangName:{chs:"变身前"},
  3091. function:cards=>cards.filter(card=>{
  3092. const searchType = 202;
  3093. const skill = Skills[card.activeSkillId];
  3094. if (skill.type == searchType)
  3095. return true;
  3096. else if (skill.type == 116 || skill.type == 118){
  3097. const subskills = skill.params.map(id=>Skills[id]);
  3098. return subskills.some(subskill=>subskill.type == searchType);
  3099. }
  3100. })
  3101. },
  3102. {name:"",otLangName:{chs:"变身前后队长技保持不变"},
  3103. function:cards=>cards.filter(card=>{
  3104. const searchType = 202;
  3105. const skill = Skills[card.activeSkillId];
  3106. if (skill.type == searchType && card.leaderSkillId == Cards[skill.params[0]].leaderSkillId)
  3107. return true;
  3108. else if (skill.type == 116 || skill.type == 118){
  3109. const subskills = skill.params.map(id=>Skills[id]);
  3110. return subskills.some(subskill=>subskill.type == searchType && card.leaderSkillId == Cards[subskill.params[0]].leaderSkillId);
  3111. }
  3112. })
  3113. },*/
  3114. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来"},
  3115. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3116. },
  3117. ]},
  3118. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======"}, functions: [
  3119. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)"},
  3120. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3121. },
  3122. {name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)"},
  3123. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3124. },
  3125. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制"},
  3126. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3127. },
  3128. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%"},
  3129. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3130. addition:card=>`成长${card.limitBreakIncr}%`
  3131. },
  3132. {name:"Max level is lv1",otLangName:{chs:"满级只有1级"},
  3133. function:cards=>cards.filter(card=>card.maxLevel==1)
  3134. },
  3135. {name:"Less than 100mp",otLangName:{chs:"低于100mp"},
  3136. function:cards=>cards.filter(card=>card.sellMP<100)
  3137. },
  3138. {name:"Have 3 types",otLangName:{chs:"有3个type"},
  3139. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3140. },
  3141. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性"},
  3142. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3143. },
  3144. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致"},
  3145. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3146. },
  3147. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤"},
  3148. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3149. },
  3150. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙"},
  3151. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3152. },
  3153. ]},
  3154. {group:true,name:"----- Awoken -----",otLangName:{chs:"-----觉醒类-----"}, functions: [
  3155. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒"},
  3156. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3157. },
  3158. {name:"Not weapon",otLangName:{chs:"不是武器"},
  3159. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3160. },
  3161. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒"},
  3162. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3163. },
  3164. {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"},
  3165. function:cards=>cards.filter(card=>{
  3166. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3167. if (hasAwokenKiller)
  3168. { //大于2个杀的进行判断
  3169. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3170. { //大于3个杀的直接过
  3171. return true;
  3172. }else
  3173. { //2个杀的
  3174. const isAllowLatent = card.types.filter(i=>
  3175. i>=0 //去掉-1的type
  3176. ).map(type=>
  3177. type_allowable_latent[type] //得到允许打的潜觉杀
  3178. ).some(ls=>
  3179. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3180. );
  3181. return isAllowLatent
  3182. }
  3183. }else
  3184. {
  3185. return false;
  3186. }
  3187. })
  3188. },
  3189. {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"},
  3190. function:cards=>cards.filter(card=>{
  3191. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3192. if (hasAwokenKiller)
  3193. { //大于2个杀的进行判断
  3194. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3195. { //大于3个杀的直接过
  3196. return true;
  3197. }else
  3198. { //2个杀的
  3199. const isAllowLatent = card.types.filter(i=>
  3200. i>=0 //去掉-1的type
  3201. ).map(type=>
  3202. type_allowable_latent[type] //得到允许打的潜觉杀
  3203. ).some(ls=>
  3204. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3205. );
  3206. return isAllowLatent
  3207. }
  3208. }else
  3209. {
  3210. return false;
  3211. }
  3212. })
  3213. },
  3214. {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"},
  3215. function:cards=>cards.filter(card=>{
  3216. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3217. if (hasAwokenKiller)
  3218. { //大于2个杀的进行判断
  3219. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3220. { //大于3个杀的直接过
  3221. return true;
  3222. }else
  3223. { //2个杀的
  3224. const isAllowLatent = card.types.filter(i=>
  3225. i>=0 //去掉-1的type
  3226. ).map(type=>
  3227. type_allowable_latent[type] //得到允许打的潜觉杀
  3228. ).some(ls=>
  3229. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3230. );
  3231. return isAllowLatent
  3232. }
  3233. }else
  3234. {
  3235. return false;
  3236. }
  3237. })
  3238. },
  3239. /*{name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能"},
  3240. function:cards=>cards.filter(card=>{
  3241. const searchTypeArray = [1000];
  3242. const skill = getCardActiveSkill(card, searchTypeArray);
  3243. return skill;
  3244. })
  3245. },*/
  3246. ]},
  3247. ];
  3248. return functions;
  3249. })();

智龙迷城队伍图制作工具