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

智龙迷城队伍图制作工具