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

智龙迷城队伍图制作工具