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script-json_data.js 120 kB

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

智龙迷城队伍图制作工具