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script-json_data.js 139 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: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. sort_name:{
  21. sort_none: "Nope",
  22. sort_id: "Cards Id",
  23. sort_attrs : "Attribute",
  24. sort_evoRootId: "Cards Evolution Root",
  25. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  26. sort_rarity: "Rarity",
  27. sort_cost: "Cost",
  28. sort_skillLv1: "Maximum Skill Turn",
  29. sort_skillLvMax: "Minimum Skill Turn",
  30. sort_hpMax120: "Max HP",
  31. sort_atkMax120: "Max ATK",
  32. sort_rcvMax120: "Max RCV",
  33. sort_hpMax120_awoken: "Max HP (+Awoken)",
  34. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  35. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  36. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  37. },
  38. force_reload_data: `Force refresh data`,
  39. skill_parse: {
  40. skill: {
  41. unknown: tp`Unkonwn skill type: ${'type'}`,
  42. active_turns: tp`${'actionSkill'}, for ${'turns'} turns`,
  43. random_skills: tp`Random Activates these skills:${'skills'}`,
  44. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  45. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  46. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  47. damage_enemy_times: tp`${'times'} `,
  48. damage_enemy_count: tp` (${'damage'} in total)`,
  49. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  50. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  51. delay: tp`${'icon'}Delays enemies' next move`,
  52. mass_attack: tp`${'icon'}Mass attacks`,
  53. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  54. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  55. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  56. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  57. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  58. unbind_normal: tp`${'icon'}Bind`,
  59. unbind_awakenings: tp`${'icon'}Awoken bind`,
  60. unbind_matches: tp`${'icon'}Unmatchable orb`,
  61. bind_skill: tp`${'icon'}Unable to use skills`,
  62. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  63. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  64. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  65. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  66. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  67. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  68. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  69. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  70. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  71. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  72. board_change: tp`Change all orbs to ${'orbs'}`,
  73. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  74. skill_boost_range: tp`~${'turns'}`,
  75. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  76. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  77. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  78. drop_refresh: tp`Replaces all orbs`,
  79. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  80. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  81. board7x6: tp`[${'icon'}7x6 board]`,
  82. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  83. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  84. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  85. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  86. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  87. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  88. orb_drop_increase_chance: tp`by ${'value'}`,
  89. attr_absorb: tp`${'icon'}Attribute absorption`,
  90. combo_absorb: tp`${'icon'}Combo absorption`,
  91. damage_absorb: tp`${'icon'}Damage absorption`,
  92. damage_void: tp`${'icon'}Damage void`,
  93. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  94. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  95. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  96. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  97. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  98. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  99. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  100. rate_multiply_drop: tp`${'icon'}Drop rate`,
  101. rate_multiply_coin: tp`${'icon'}Coins`,
  102. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  103. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  104. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  105. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  106. henshin: tp`Transforms into ${'card'}`,
  107. random_henshin: tp`Random transforms into ${'cards'}`,
  108. void_poison: tp`Voids ${'poison'} damage`,
  109. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  110. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  111. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  112. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  113. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  114. },
  115. power: {
  116. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  117. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  118. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  119. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  120. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  121. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  122. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  123. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  124. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  125. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  126. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  127. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  128. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  129. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  130. },
  131. cond: {
  132. unknown: tp`[ Unknown condition ]`,
  133. hp_equal: tp`When ${'hp'} == ${'min'} `,
  134. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  135. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  136. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  137. use_skill: tp`When skills used `,
  138. multi_player: tp`When in Multiplayer Mode `,
  139. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  140. exact_combo: tp`When exactly ${'value'} combos `,
  141. exact_match_length: tp`When matching exactly of ${'value'}${'orbs'} `,
  142. exact_match_enhanced: tp` orbs including enhanced`,
  143. exact_match_length_multiple: tp`When matching each exactly of ${'value'}${'orbs'} `,
  144. compo_type_card: tp`When ${'ids'} are all on team, `,
  145. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  146. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  147. compo_type_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  148. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  149. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  150. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  151. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  152. },
  153. position: {
  154. top: tp`${'pos'} of top rows`,
  155. bottom: tp`${'pos'} of bottom rows`,
  156. left: tp`${'pos'} of left columns`,
  157. right: tp`${'pos'} of right columns`,
  158. shape: tp`specified location`,
  159. },
  160. value: {
  161. unknown: tp`[ Unknown value: ${'type'}]`, //type
  162. const: tp`${'value'} ${'unit'}`,
  163. const_to: tp`to ${'value'}`,
  164. mul_percent: tp`${'value'}%`,
  165. mul_times: tp`×${'value'}`,
  166. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  167. mul_of_times: tp`${'stats'} ×${'value'}`,
  168. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  169. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  170. prob: tp`${'value'} chance for `,
  171. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  172. },
  173. target: {
  174. unknown: tp`Unkown Target`,
  175. self: tp`card's`,
  176. team: tp`team`,
  177. team_last: tp`the lastest member`,
  178. team_leader: tp`leader`,
  179. sub_members: tp`sub-members`,
  180. leader_self: tp`left leader`,
  181. leader_helper: tp`right leader`,
  182. enemy: tp`Enemy`,
  183. enemy_all: tp`all enemys`,
  184. enemy_one: tp`1 enemy`,
  185. enemy_attr: tp`${'attr'} enemy`,
  186. },
  187. stats: {
  188. unknown: tp`[ Unknown: ${'type'}]`, //type
  189. maxhp: tp`Max HP`,
  190. hp: tp`HP`,
  191. chp: tp`current HP`,
  192. atk: tp`ATK`,
  193. rcv: tp`RCV`,
  194. teamhp: tp`Team HP`,
  195. teamatk: tp`Team ${'attrs'} ATK`,
  196. teamrcv: tp`Team RCV`,
  197. cstage: tp`current Stage of Dungeon`,
  198. },
  199. unit: {
  200. orbs: tp``,
  201. times: tp` times`,
  202. seconds: tp` seconds`,
  203. point: tp` point`,
  204. turns: tp` turns`,
  205. },
  206. word: {
  207. comma: tp`, `,
  208. slight_pause: tp`, `,
  209. range_hyphen: tp`~`,
  210. in_once: tp`in once `,
  211. evo_type_pixel: tp`Pixel Evo`,
  212. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  213. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  214. affix_attr: tp`${'cotent'} attr.`,
  215. affix_orb: tp`${'cotent'} orbs`,
  216. affix_type: tp`${'cotent'} types`,
  217. affix_awakening: tp`${'cotent'} awoken`,
  218. affix_exclude: tp`, exclude ${'cotent'}`,
  219. },
  220. attrs: {
  221. [0]: tp`${'icon'}Fire`,
  222. [1]: tp`${'icon'}Water`,
  223. [2]: tp`${'icon'}Wood`,
  224. [3]: tp`${'icon'}Light`,
  225. [4]: tp`${'icon'}Dark`,
  226. [5]: tp`${'icon'}Recover`,
  227. [6]: tp`${'icon'}Null`,
  228. all: tp`All`,
  229. self: tp`${'icon'}Self's Attr`,
  230. fixed: tp`${'icon'}Fixed`,
  231. },
  232. orbs: {
  233. [0]: tp`${'icon'}Fire`,
  234. [1]: tp`${'icon'}Water`,
  235. [2]: tp`${'icon'}Wood`,
  236. [3]: tp`${'icon'}Light`,
  237. [4]: tp`${'icon'}Dark`,
  238. [5]: tp`${'icon'}Heal`,
  239. [6]: tp`${'icon'}Jammer`,
  240. [7]: tp`${'icon'}Poison`,
  241. [8]: tp`${'icon'}Lethal Poison`,
  242. [9]: tp`${'icon'}Bomb`,
  243. enhanced: tp`${'icon'}Enhanced`,
  244. locked: tp`${'icon'}Locked`,
  245. nail: tp`${'icon'}Nail`,
  246. variation: tp`${'icon'}Roulette (transforms every ${'time'})`,
  247. _5color: tp`${'icon'}5 Att.`,
  248. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  249. all: tp`All`,
  250. any: tp`Any ${'cotent'}`,
  251. },
  252. types: {
  253. [0]: tp`${'icon'}Evo Material`,
  254. [1]: tp`${'icon'}Balanced`,
  255. [2]: tp`${'icon'}Physical`,
  256. [3]: tp`${'icon'}Healer`,
  257. [4]: tp`${'icon'}Dragon`,
  258. [5]: tp`${'icon'}God`,
  259. [6]: tp`${'icon'}Attacker`,
  260. [7]: tp`${'icon'}Devil`,
  261. [8]: tp`${'icon'}Machine`,
  262. [9]: tp`${'icon'}Special Protection`,
  263. [12]: tp`${'icon'}Awaken`,
  264. [14]: tp`${'icon'}Enhance Material`,
  265. [15]: tp`${'icon'}Redeemable`,
  266. },
  267. awokens: {
  268. [0]: tp`${'icon'}Unknown awoken`,
  269. [1]: tp`${'icon'}Enhanced HP`,
  270. [2]: tp`${'icon'}Enhanced Attack`,
  271. [3]: tp`${'icon'}Enhanced Heal`,
  272. [4]: tp`${'icon'}Reduce Fire Damage`,
  273. [5]: tp`${'icon'}Reduce Water Damage`,
  274. [6]: tp`${'icon'}Reduce Wood Damage`,
  275. [7]: tp`${'icon'}Reduce Light Damage`,
  276. [8]: tp`${'icon'}Reduce Dark Damage`,
  277. [9]: tp`${'icon'}Auto-Heal`,
  278. [10]: tp`${'icon'}Resistance-Bind`,
  279. [11]: tp`${'icon'}Resistance-Blind`,
  280. [12]: tp`${'icon'}Resistance-Jammers`,
  281. [13]: tp`${'icon'}Resistance-Poison`,
  282. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  283. [15]: tp`${'icon'}Enhanced Water Orbs`,
  284. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  285. [17]: tp`${'icon'}Enhanced Water Orbs`,
  286. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  287. [19]: tp`${'icon'}Extend Time`,
  288. [20]: tp`${'icon'}Recover Bind`,
  289. [21]: tp`${'icon'}Skill Boost`,
  290. [22]: tp`${'icon'}Enhanced Fire Rows`,
  291. [23]: tp`${'icon'}Enhanced Water Rows`,
  292. [24]: tp`${'icon'}Enhanced Wood Rows`,
  293. [25]: tp`${'icon'}Enhanced Water Rows`,
  294. [26]: tp`${'icon'}Enhanced Dark Rows`,
  295. [27]: tp`${'icon'}Two-Pronged Attack`,
  296. [28]: tp`${'icon'}Resistance-Skill Bind`,
  297. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  298. [30]: tp`${'icon'}Multi Boost`,
  299. [31]: tp`${'icon'}Dragon Killer`,
  300. [32]: tp`${'icon'}God Killer`,
  301. [33]: tp`${'icon'}Devil Killer`,
  302. [34]: tp`${'icon'}Machine Killer`,
  303. [35]: tp`${'icon'}Balanced Killer`,
  304. [36]: tp`${'icon'}Attacker Killer`,
  305. [37]: tp`${'icon'}Physical Killer`,
  306. [38]: tp`${'icon'}Healer Killer`,
  307. [39]: tp`${'icon'}Evo Killer`,
  308. [40]: tp`${'icon'}Awaken Killer`,
  309. [41]: tp`${'icon'}Enhance Killer`,
  310. [42]: tp`${'icon'}Redeemable Killer`,
  311. [43]: tp`${'icon'}Enhanced Combos`,
  312. [44]: tp`${'icon'}Guard Break`,
  313. [45]: tp`${'icon'}Bonus Attack`,
  314. [46]: tp`${'icon'}Enhanced Team HP `,
  315. [47]: tp`${'icon'}Enhanced Team RCV`,
  316. [48]: tp`${'icon'}Damage Void Piercer`,
  317. [49]: tp`${'icon'}Awoken Assist`,
  318. [50]: tp`${'icon'}Super Bonus Attack`,
  319. [51]: tp`${'icon'}Skill Charge`,
  320. [52]: tp`${'icon'}Resistance-Bind+`,
  321. [53]: tp`${'icon'}Extend Time+`,
  322. [54]: tp`${'icon'}Resistance-Clouds`,
  323. [55]: tp`${'icon'}Resistance-Immobility`,
  324. [56]: tp`${'icon'}Skill Boost+`,
  325. [57]: tp`${'icon'}50% or more HP Enhanced`,
  326. [58]: tp`${'icon'}50% or less HP Enhanced`,
  327. [59]: tp`${'icon'}L Damage Reduction`,
  328. [60]: tp`${'icon'}L Increased Attack`,
  329. [61]: tp`${'icon'}Super Enhanced Combos`,
  330. [62]: tp`${'icon'}Combo Orbs`,
  331. [63]: tp`${'icon'}Skill Voice`,
  332. [64]: tp`${'icon'}Dungeon Bonus`,
  333. [65]: tp`${'icon'}Reduced HP`,
  334. [66]: tp`${'icon'}Reduced Attack`,
  335. [67]: tp`${'icon'}Reduced RCV`,
  336. [68]: tp`${'icon'}Resistance-Blind+`,
  337. [69]: tp`${'icon'}Resistance-Jammers+`,
  338. [70]: tp`${'icon'}Resistance-Poison+`,
  339. [71]: tp`${'icon'}Blessing of Jammers`,
  340. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  341. [73]: tp`${'icon'}Enhanced Fire Combos`,
  342. [74]: tp`${'icon'}Enhanced Water Combos`,
  343. [75]: tp`${'icon'}Enhanced Wood Combos`,
  344. [76]: tp`${'icon'}Enhanced Light Combos`,
  345. [77]: tp`${'icon'}Enhanced Dark Combos`,
  346. [78]: tp`${'icon'}Cross Attack`,
  347. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  348. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  349. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  350. [82]: tp`${'icon'}Super Enhanced Matching`,
  351. }
  352. },
  353. };
  354. //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
  355. const typekiller_for_type = [
  356. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  357. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  358. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  359. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  360. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  361. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  362. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  363. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  364. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  365. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  366. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  367. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  368. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  369. ];
  370. //类型允许的潜觉杀
  371. const type_allowable_latent = [];
  372. typekiller_for_type.forEach(t=>
  373. {
  374. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  375. .map(tn=>
  376. typekiller_for_type.find(_t=>_t.type == tn).latent
  377. );
  378. type_allowable_latent[t.type] = t.allowableLatent;
  379. }
  380. );
  381. //一般共同能打的潜觉
  382. const common_allowable_latent = [
  383. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  384. 28,29,30,31,32,33,34,35,36,37,38,
  385. 39,40,41, //需要拥有觉醒的才能打,但是有武器
  386. ];
  387. //120级才能打的潜觉
  388. const v120_allowable_latent = [
  389. 42,43,44,45
  390. ];
  391. //等效觉醒列表
  392. const equivalent_awoken = [
  393. {small:10,big:52,times:2}, //防封
  394. {small:11,big:68,times:5}, //防暗
  395. {small:12,big:69,times:5}, //防废
  396. {small:13,big:70,times:5}, //防毒
  397. {small:19,big:53,times:2}, //手指
  398. {small:21,big:56,times:2}, //SB
  399. ];
  400. //官方的觉醒排列顺序
  401. const official_awoken_sorting = [
  402. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  403. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  404. 27, 48, 62, 57, 58, 60, 59, 54, 55,
  405. 14, 15, 16, 17, 18, 29, 20, 44, 51,
  406. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  407. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  408. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  409. 65, 66, 67, 9, 71, 72, 30, 64, 63,
  410. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  411. 82
  412. ];
  413. //pdc的徽章对应数字
  414. const pdcBadgeMap = [
  415. {pdf:1,pdc:10}, //无限cost
  416. {pdf:2,pdc:12}, //小手指
  417. {pdf:3,pdc:9}, //全体攻击
  418. {pdf:4,pdc:5}, //小回复
  419. {pdf:5,pdc:1}, //小血量
  420. {pdf:6,pdc:3}, //小攻击
  421. {pdf:7,pdc:8}, //SB
  422. {pdf:8,pdc:18}, //队长防封
  423. {pdf:9,pdc:19}, //SX
  424. {pdf:11,pdc:7}, //无天降
  425. {pdf:17,pdc:6}, //大回复
  426. {pdf:18,pdc:2}, //大血量
  427. {pdf:19,pdc:4}, //大攻击
  428. {pdf:20,pdc:null}, //三维
  429. {pdf:21,pdc:13}, //大手指
  430. {pdf:10,pdc:11}, //加经验
  431. {pdf:12,pdc:15}, //墨镜
  432. {pdf:13,pdc:17}, //防废
  433. {pdf:14,pdc:16}, //防毒
  434. {pdf:50,pdc:14}, //月卡
  435. ];
  436. //pdc的潜觉对应数字
  437. const pdcLatentMap = [
  438. {pdf:1,pdc:1}, //HP
  439. {pdf:2,pdc:0}, //攻击
  440. {pdf:3,pdc:2}, //回复
  441. {pdf:4,pdc:19}, //手指
  442. {pdf:5,pdc:13}, //自回
  443. {pdf:6,pdc:14}, //火盾
  444. {pdf:7,pdc:15}, //水盾
  445. {pdf:8,pdc:16}, //木盾
  446. {pdf:9,pdc:17}, //光盾
  447. {pdf:10,pdc:18}, //暗盾
  448. {pdf:11,pdc:12}, //防坐
  449. {pdf:12,pdc:3}, //三维
  450. {pdf:13,pdc:35}, //不被换队长
  451. {pdf:13,pdc:47}, //不被换队长 ×1.5
  452. {pdf:14,pdc:37}, //不掉废
  453. {pdf:15,pdc:36}, //不掉毒
  454. {pdf:16,pdc:24}, //进化杀
  455. {pdf:17,pdc:25}, //觉醒杀
  456. {pdf:18,pdc:26}, //强化杀
  457. {pdf:19,pdc:27}, //卖钱杀
  458. {pdf:20,pdc:4}, //神杀
  459. {pdf:21,pdc:5}, //龙杀
  460. {pdf:22,pdc:6}, //恶魔杀
  461. {pdf:23,pdc:7}, //机械杀
  462. {pdf:24,pdc:8}, //平衡杀
  463. {pdf:25,pdc:9}, //攻击杀
  464. {pdf:26,pdc:10}, //体力杀
  465. {pdf:27,pdc:11}, //回复杀
  466. {pdf:28,pdc:20}, //大HP
  467. {pdf:29,pdc:21}, //大攻击
  468. {pdf:30,pdc:22}, //大回复
  469. {pdf:31,pdc:23}, //大手指
  470. {pdf:32,pdc:28}, //大火盾
  471. {pdf:33,pdc:29}, //大水盾
  472. {pdf:34,pdc:30}, //大木盾
  473. {pdf:35,pdc:31}, //大光盾
  474. {pdf:36,pdc:32}, //大暗盾
  475. {pdf:37,pdc:33}, //6色破无效
  476. {pdf:37,pdc:45}, //6色破无效 ×1.5
  477. {pdf:38,pdc:34}, //3色破属吸
  478. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  479. {pdf:39,pdc:40}, //C珠破吸
  480. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  481. {pdf:40,pdc:39}, //心横解转转
  482. {pdf:40,pdc:49}, //心横解转转 ×1.5
  483. {pdf:41,pdc:38}, //U解禁消
  484. {pdf:41,pdc:48}, //U解禁消 ×1.5
  485. {pdf:42,pdc:41}, //伤害上限解除
  486. {pdf:43,pdc:42}, //HP++
  487. {pdf:44,pdc:43}, //攻击++
  488. {pdf:45,pdc:44}, //回复++
  489. ];
  490. //排序程序列表
  491. const sort_function_list = [
  492. {tag:"sort_none",name:"无",function:()=>0},
  493. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  494. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  495. let num = a.attrs[0] - b.attrs[0];
  496. if (num === 0) num = a.attrs[1] - b.attrs[1];
  497. return num;
  498. }
  499. },
  500. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  501. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  502. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  503. let num = card_a.attrs[0] - card_b.attrs[0];
  504. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  505. return num;
  506. }
  507. },
  508. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  509. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  510. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  511. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  512. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  513. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  514. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  515. }
  516. },
  517. {tag:"sort_hpMax120",name:"Lv120最大HP",function:(a,b)=>a.hp.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.1 : 1) - b.hp.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.1 : 1)},
  518. {tag:"sort_atkMax120",name:"Lv120最大攻击",function:(a,b)=>a.atk.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.05 : 1) - b.atk.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.05 : 1)},
  519. {tag:"sort_rcvMax120",name:"Lv120最大回复",function:(a,b)=>a.rcv.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.05 : 1) - b.rcv.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.05 : 1)},
  520. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  521. {
  522. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  523. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  524. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  525. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  526. return abA - abB;
  527. }
  528. },
  529. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  530. {
  531. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  532. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  533. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  534. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  535. return abA - abB;
  536. }
  537. },
  538. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  539. {
  540. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  541. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  542. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  543. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  544. return abA - abB;
  545. }
  546. },
  547. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  548. {
  549. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  550. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  551. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  552. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  553. return abA - abB;
  554. }
  555. },
  556. ];
  557. //增加特殊搜索模式
  558. const specialSearchFunctions = (function() {
  559. 'use strict';
  560. //返回卡片的队长技能
  561. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  562. {
  563. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  564. }
  565. //返回卡片的技能
  566. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  567. {
  568. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  569. }
  570. //返回卡片的技能
  571. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  572. {
  573. switch(skillGreatType)
  574. {
  575. case 1:
  576. case "leader":
  577. return getCardLeaderSkill(card, skillTypes, searchRandom);
  578. case 2:
  579. case "active":
  580. return getCardActiveSkill(card, skillTypes, searchRandom);
  581. default:
  582. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  583. }
  584. }
  585. //查找到真正起作用的那一个技能
  586. function getActuallySkill(skill, skillTypes, searchRandom = true)
  587. {
  588. if (skillTypes.includes(skill.type))
  589. {
  590. return skill;
  591. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  592. {
  593. const subSkills = skill.params.map(id=>Skills[id]);
  594. for(let i = 0;i < subSkills.length; i++)
  595. { //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
  596. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  597. if (foundSubSkill)
  598. {
  599. return foundSubSkill;
  600. }
  601. }
  602. return null;
  603. }else
  604. {
  605. return null;
  606. }
  607. }
  608. //获取血倍率
  609. function getHPScale(ls)
  610. {
  611. const sk = ls.params;
  612. let scale = 1;
  613. switch (ls.type)
  614. {
  615. case 23: case 30: case 62: case 77: case 63: case 65:
  616. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  617. scale = sk[sk.length-1]/100;
  618. break;
  619. case 73: case 76:
  620. case 121: case 129: case 163: case 177: case 186:
  621. case 155:
  622. scale = sk[2]/100;
  623. break;
  624. case 106: case 107: case 108:
  625. scale = sk[0]/100;
  626. break;
  627. case 125:
  628. scale = sk[5]/100;
  629. break;
  630. case 136:
  631. case 137:
  632. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  633. break;
  634. case 158:
  635. scale = sk[4]/100;
  636. break;
  637. case 175:
  638. case 178: case 185:
  639. scale = sk[3]/100;
  640. break;
  641. case 203: case 217:
  642. scale = sk[1]/100;
  643. break;
  644. case 138: //调用其他队长技
  645. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  646. break;
  647. default:
  648. }
  649. return scale || 1;
  650. }
  651. //获取盾减伤比例
  652. function getReduceScale(ls, allAttr = false, noHPneed = false)
  653. {
  654. const sk = ls.params;
  655. let scale = 0;
  656. switch (ls.type)
  657. {
  658. case 16: //无条件盾
  659. scale = sk[0]/100;
  660. break;
  661. case 17: //单属性盾
  662. scale = allAttr ? 0 : sk[1]/100;
  663. break;
  664. case 36: //2个属性盾
  665. scale = allAttr ? 0 : sk[2]/100;
  666. break;
  667. case 38: //血线下 + 几率
  668. case 43: //血线上 + 几率
  669. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  670. break;
  671. case 129: //无条件盾,属性个数不固定
  672. case 163: //无条件盾,属性个数不固定
  673. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  674. break;
  675. case 178: //无条件盾,属性个数不固定
  676. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  677. break;
  678. case 130: //血线下 + 属性个数不固定
  679. case 131: //血线上 + 属性个数不固定
  680. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  681. break;
  682. case 151: //十字心触发
  683. case 169: //C触发
  684. case 198: //回血触发
  685. scale = sk[2]/100;
  686. break;
  687. case 170: //多色触发
  688. case 182: //长串触发
  689. case 193: //L触发
  690. scale = sk[3]/100;
  691. break;
  692. case 171: //多串触发
  693. scale = sk[6]/100;
  694. break;
  695. case 183: //又是个有两段血线的队长技
  696. scale = noHPneed ? 0 : sk[4]/100;
  697. break;
  698. case 210: //十字触发
  699. scale = sk[1]/100;
  700. break;
  701. case 235: { //可多次触发
  702. reduce.scale = (sk[4] || 0) / 100;
  703. break;
  704. }
  705. case 138: //调用其他队长技
  706. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  707. break;
  708. default:
  709. }
  710. return scale || 0;
  711. }
  712. function getCannonAttr(skill)
  713. {
  714. const sk = skill.params;
  715. switch(skill.type)
  716. {
  717. case 0:
  718. case 1:
  719. case 37:
  720. case 58:
  721. case 59:
  722. case 84:
  723. case 85:
  724. case 86:
  725. case 87:
  726. case 115:
  727. return sk[0];
  728. case 110:
  729. case 143:
  730. return sk[1];
  731. case 42:
  732. return sk[1];
  733. case 144:
  734. return sk[3] ?? 0;
  735. default:
  736. return -1;
  737. }
  738. }
  739. function sortByParams(a,b,searchTypeArray,pidx = 0)
  740. {
  741. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  742. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  743. return a_pC - b_pC;
  744. }
  745. function voidsAbsorption_Addition(card)
  746. {
  747. const searchTypeArray = [173];
  748. const skill = getCardActiveSkill(card, searchTypeArray);
  749. const sk = skill.params;
  750. if (sk[1] && sk[3])
  751. {
  752. return `双吸×${sk[0]}T`;
  753. }else
  754. {
  755. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  756. }
  757. }
  758. function unbind_Turns(card)
  759. {
  760. const outObj = {
  761. normal: 0,
  762. awoken: 0
  763. };
  764. const searchTypeArray = [117,179];
  765. const skill = getCardActiveSkill(card, searchTypeArray);
  766. if (skill)
  767. {
  768. const sk = skill.params;
  769. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  770. outObj.awoken = sk[4] || 0;
  771. }
  772. return outObj;
  773. }
  774. function unbind_Addition(card)
  775. {
  776. const turns = unbind_Turns(card);
  777. let strArr = [];
  778. if (turns.normal > 0 && turns.normal == turns.awoken)
  779. {
  780. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  781. }
  782. if (turns.normal > 0)
  783. {
  784. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  785. }
  786. if (turns.awoken > 0)
  787. {
  788. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  789. }
  790. return strArr.join(',');
  791. }
  792. function boardChange_ColorTypes(skill)
  793. {
  794. if (!skill) return [];
  795. const sk = skill.params;
  796. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  797. return colors;
  798. }
  799. function boardChange_Addition(card)
  800. {
  801. const searchTypeArray = [71];
  802. const skill = getCardActiveSkill(card, searchTypeArray);
  803. const colors = boardChange_ColorTypes(skill);
  804. return createOrbsList(colors);
  805. }
  806. function orbsChangeParse(skill)
  807. {
  808. function changes(from, to)
  809. {
  810. return {from:from,to:to};
  811. }
  812. let outArr = [];
  813. if (!skill) return outArr;
  814. const sk = skill.params;
  815. switch (skill.type)
  816. {
  817. case 9:{
  818. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  819. break;
  820. }
  821. case 20:{
  822. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  823. {
  824. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  825. }
  826. else
  827. {
  828. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  829. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  830. }
  831. break;
  832. }
  833. case 154:{
  834. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  835. break;
  836. }
  837. }
  838. return outArr;
  839. }
  840. function changeOrbs_Addition(card)
  841. {
  842. const searchTypeArray = [9,20,154];
  843. const skills = getCardActiveSkills(card, searchTypeArray);
  844. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  845. const fragment = document.createDocumentFragment();
  846. parsedSkills.forEach(p=>{
  847. fragment.appendChild(createOrbsList(p.from));
  848. fragment.appendChild(document.createTextNode(`→`));
  849. fragment.appendChild(createOrbsList(p.to));
  850. });
  851. return fragment;
  852. }
  853. function generateOrbsParse(card)
  854. {
  855. let outArr = [];
  856. const searchTypeArray = [141, 208];
  857. const skills = getCardActiveSkills(card, searchTypeArray);
  858. if (!skills.length) return outArr;
  859. for (let skill of skills)
  860. {
  861. const sk = skill.params;
  862. if (skill.type == 141)
  863. {
  864. outArr.push({
  865. count: sk[0],
  866. to: flags(sk[1] || 1),
  867. exclude: flags(sk[2]),
  868. });
  869. }else
  870. {
  871. outArr.push({
  872. count: sk[0],
  873. to: flags(sk[1] || 1),
  874. exclude: flags(sk[2]),
  875. });
  876. outArr.push({
  877. count: sk[3],
  878. to: flags(sk[4] || 1),
  879. exclude: flags(sk[5]),
  880. });
  881. }
  882. }
  883. return outArr;
  884. }
  885. function generateOrbs_Addition(card)
  886. {
  887. const gens = generateOrbsParse(card);
  888. const searchTypeArray = [141, 208];
  889. const skill = getCardActiveSkill(card, searchTypeArray);
  890. const sk = skill.params;
  891. const fragment = document.createDocumentFragment();
  892. for (let gen of gens)
  893. {
  894. fragment.appendChild(createOrbsList(gen.to));
  895. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  896. }
  897. return fragment;
  898. }
  899. function lock_Addition(card)
  900. {
  901. const searchTypeArray = [152];
  902. const skill = getCardActiveSkill(card, searchTypeArray);
  903. const sk = skill.params;
  904. const fragment = document.createDocumentFragment();
  905. fragment.appendChild(document.createTextNode(`锁`));
  906. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  907. return fragment;
  908. }
  909. function dropLock_Addition(card)
  910. {
  911. const searchTypeArray = [205];
  912. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  913. const sk = skill.params;
  914. const fragment = document.createDocumentFragment();
  915. fragment.appendChild(document.createTextNode(`掉锁`));
  916. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 1023)));
  917. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  918. return fragment;
  919. }
  920. function dropOrb_Addition(card)
  921. {
  922. const searchTypeArray = [126];
  923. const skill = getCardActiveSkill(card, searchTypeArray);
  924. const sk = skill.params;
  925. const colors = flags(sk[0]);
  926. const fragment = document.createDocumentFragment();
  927. fragment.appendChild(createOrbsList(colors));
  928. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  929. return fragment;
  930. }
  931. function generateColumnOrbs_Addition(card)
  932. {
  933. const searchTypeArray = [127];
  934. const skill = getCardActiveSkill(card, searchTypeArray);
  935. const sk = skill.params;
  936. const colors = [];
  937. for (let ai=0;ai<sk.length;ai+=2)
  938. {
  939. colors.push(flags(sk[ai+1]));
  940. }
  941. const fragment = document.createDocumentFragment();
  942. fragment.appendChild(document.createTextNode(`竖`));
  943. fragment.appendChild(createOrbsList(colors.flat()));
  944. return fragment;
  945. }
  946. function generateRowOrbs_Addition(card)
  947. {
  948. const searchTypeArray = [128];
  949. const skill = getCardActiveSkill(card, searchTypeArray);
  950. const sk = skill.params;
  951. const colors = [];
  952. for (let ai=0;ai<sk.length;ai+=2)
  953. {
  954. colors.push(flags(sk[ai+1]));
  955. }
  956. const fragment = document.createDocumentFragment();
  957. fragment.appendChild(document.createTextNode(`横`));
  958. fragment.appendChild(createOrbsList(colors.flat()));
  959. return fragment;
  960. }
  961. function healImmediately_Rate(card)
  962. {
  963. const searchTypeArray = [7, //宠物回复力
  964. 8, //固定点数
  965. 35,115, //吸血
  966. 117
  967. ];
  968. const skills = getCardActiveSkills(card, searchTypeArray);
  969. const outObj = {
  970. vampire: 0,
  971. selfRcv: 0,
  972. const: 0,
  973. scale: 0,
  974. };
  975. if (!skills.length) return outObj;
  976. skills.forEach(skill=>{
  977. const sk = skill.params;
  978. if (skill.type == 7)
  979. {
  980. outObj.selfRcv += sk[0];
  981. }
  982. else if(skill.type == 8)
  983. {
  984. outObj.const += sk[0];
  985. }
  986. else if(skill.type == 35)
  987. {
  988. outObj.vampire += sk[1];
  989. }
  990. else if(skill.type == 115)
  991. {
  992. outObj.vampire += sk[2];
  993. }
  994. else if(skill.type == 117)
  995. {
  996. outObj.selfRcv += sk[1] || 0;
  997. outObj.const += sk[2] || 0;
  998. outObj.scale += sk[3] || 0;
  999. }
  1000. });
  1001. return outObj;
  1002. }
  1003. function atkBuff_Rate(card)
  1004. {
  1005. const searchTypeArray = [
  1006. 88,92, //类型的
  1007. 50,90, //属性的,要排除回复力
  1008. 156,168,231, //宝石姬
  1009. 228, //属性、类型数量
  1010. ];
  1011. const skills = getCardActiveSkills(card, searchTypeArray);
  1012. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1013. function atkBuffParse(skill) {
  1014. const outObj = {
  1015. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1016. types: [],
  1017. attrs: [],
  1018. awoken: [],
  1019. rate: 0,
  1020. turns: 0,
  1021. };
  1022. if (!skill) return outObj;
  1023. const sk = skill.params;
  1024. if (skill.type == 88 || skill.type == 92)
  1025. {
  1026. outObj.skilltype = 2;
  1027. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1028. outObj.turns = sk[0];
  1029. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1030. }
  1031. else if(skill.type == 50 || skill.type == 90)
  1032. {
  1033. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1034. if (!outObj.attrs.length) //去除回复力
  1035. return outObj;
  1036. outObj.skilltype = 2;
  1037. outObj.turns = sk[0];
  1038. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1039. }
  1040. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1041. || skill.type == 168)
  1042. {
  1043. outObj.skilltype = 1;
  1044. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1045. outObj.turns = sk[0];
  1046. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1047. }
  1048. else if(skill.type == 228 && sk[3] > 0)
  1049. {
  1050. outObj.skilltype = 1;
  1051. outObj.attrs = flags(sk[1]);
  1052. outObj.types = flags(sk[2]);
  1053. outObj.turns = sk[0];
  1054. outObj.rate = sk[3];
  1055. }
  1056. else if(skill.type == 231 && sk[6] > 0)
  1057. {
  1058. outObj.skilltype = 1;
  1059. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1060. outObj.turns = sk[0];
  1061. outObj.rate = sk[6];
  1062. }
  1063. return outObj;
  1064. }
  1065. }
  1066. function rcvBuff_Rate(card)
  1067. {
  1068. const searchTypeArray = [
  1069. 50,90,
  1070. 228, 231, //宝石姬
  1071. ];
  1072. const skills = getCardActiveSkills(card, searchTypeArray);
  1073. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1074. function rcvBuffParse(skill) {
  1075. const outObj = {
  1076. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1077. types: [],
  1078. attrs: [],
  1079. awoken: [],
  1080. rate: 0,
  1081. turns: 0,
  1082. };
  1083. if (!skill) return outObj;
  1084. const sk = skill.params;
  1085. if (skill.type == 228 && sk[4] > 0) {
  1086. outObj.skilltype = 1;
  1087. outObj.attrs = flags(sk[1]);
  1088. outObj.types = flags(sk[2]);
  1089. outObj.turns = sk[0];
  1090. outObj.rate = sk[4];
  1091. } else if (skill.type == 231 && sk[7] > 0) {
  1092. outObj.skilltype = 1;
  1093. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1094. outObj.turns = sk[0];
  1095. outObj.rate = sk[7];
  1096. } else if (skill.type == 50 || skill.type == 90) {
  1097. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1098. outObj.turns = sk[0];
  1099. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1100. }
  1101. return outObj;
  1102. }
  1103. }
  1104. function damageSelf_Rate(card)
  1105. {
  1106. const searchTypeArray = [84,85,86,87,195];
  1107. const skill = getCardActiveSkill(card, searchTypeArray);
  1108. if (!skill) return 0;
  1109. const sk = skill.params;
  1110. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1111. }
  1112. function changeEnemiesAttr_Attr(card)
  1113. {
  1114. const outObj = {
  1115. attr: null,
  1116. turns: 0
  1117. }
  1118. const searchTypeArray = [153, 224];
  1119. const skill = getCardActiveSkill(card, searchTypeArray);
  1120. if (!skill) return outObj;
  1121. const sk = skill.params;
  1122. if (skill.type == 153)
  1123. {
  1124. outObj.attr = sk[0];
  1125. }
  1126. else if (skill.type == 224)
  1127. {
  1128. outObj.attr = sk[1] || 0;
  1129. outObj.turns = sk[0];
  1130. }
  1131. return outObj;
  1132. }
  1133. //创建1个觉醒图标
  1134. function createAwokenIcon(awokenId)
  1135. {
  1136. const icon = document.createElement("icon");
  1137. icon.className ="awoken-icon";
  1138. icon.setAttribute("data-awoken-icon", awokenId);
  1139. return icon;
  1140. }
  1141. //产生一个觉醒列表
  1142. function creatAwokenList(awokens) {
  1143. const ul = document.createElement("ul");
  1144. ul.className = "awoken-ul";
  1145. awokens.forEach(ak=>{
  1146. const li = ul.appendChild(document.createElement("li"));
  1147. const icon = li.appendChild(createAwokenIcon(ak));
  1148. });
  1149. return ul;
  1150. }
  1151. //产生宝珠列表
  1152. function createOrbsList(orbs)
  1153. {
  1154. if (orbs == undefined) orbs = [0];
  1155. else if (!Array.isArray(orbs)) orbs = [orbs];
  1156. const ul = document.createElement("ul");
  1157. ul.className = "board";
  1158. orbs.forEach(orbType => {
  1159. const li = ul.appendChild(document.createElement("li"));
  1160. li.className = `orb-icon`;
  1161. li.setAttribute("data-orb-icon", orbType);
  1162. });
  1163. return ul;
  1164. }
  1165. //产生类型列表
  1166. function createTypesList(types)
  1167. {
  1168. if (types == undefined) types = [0];
  1169. else if (!Array.isArray(types)) types = [types];
  1170. const ul = document.createElement("ul");
  1171. ul.className = "types-ul";
  1172. types.forEach(type => {
  1173. const li = ul.appendChild(document.createElement("li"));
  1174. li.className = `type-icon`;
  1175. li.setAttribute("data-type-icon", type);
  1176. });
  1177. return ul;
  1178. }
  1179. const functions = [
  1180. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1181. {group:true,name:"======Very commonly used=====",otLangName:{chs:"======非常常用======",cht:"======非常常用======"}, functions: [
  1182. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)",cht:"【溜】減少CD(按回合排序)"},
  1183. function:cards=>{
  1184. const searchTypeArray = [146];
  1185. return cards.filter(card=>{
  1186. const skill = getCardActiveSkill(card, searchTypeArray);
  1187. return skill;
  1188. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1189. },
  1190. addition:card=>{
  1191. const searchTypeArray = [146];
  1192. const skill = getCardActiveSkill(card, searchTypeArray);
  1193. const sk = skill.params;
  1194. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1195. }
  1196. },
  1197. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)",cht:"雙破吸 buff(按破吸回合排序)"},
  1198. function:cards=>{
  1199. const searchTypeArray = [173];
  1200. return cards.filter(card=>{
  1201. const skill = getCardActiveSkill(card, searchTypeArray);
  1202. return skill && skill.params[1] && skill.params[3];
  1203. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1204. },addition:voidsAbsorption_Addition},
  1205. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)",cht:"貫穿無效盾 buff(按破吸回合排序)"},
  1206. function:cards=>{
  1207. const searchTypeArray = [191];
  1208. return cards.filter(card=>{
  1209. const skill = getCardActiveSkill(card, searchTypeArray);
  1210. return skill;
  1211. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1212. },
  1213. addition:card=>{
  1214. const searchTypeArray = [191];
  1215. const skill = getCardActiveSkill(card, searchTypeArray);
  1216. const sk = skill.params;
  1217. return document.createTextNode(`破贯×${sk[0]}T`);
  1218. }
  1219. },
  1220. {
  1221. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)",cht:"解封+覺醒(按解覺醒回合排序)"},
  1222. function:cards=>{
  1223. return cards.filter(card=>{
  1224. const turns = unbind_Turns(card);
  1225. return turns.normal && turns.awoken > 0;
  1226. }).sort((a,b)=>{
  1227. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1228. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1229. return a_pC - b_pC;
  1230. });
  1231. },
  1232. addition:unbind_Addition
  1233. },
  1234. {
  1235. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)",cht:"解禁消珠(按消除回合排序)"},
  1236. function:cards=>{
  1237. const searchTypeArray = [196];
  1238. return cards.filter(card=>{
  1239. const skill = getCardActiveSkill(card, searchTypeArray);
  1240. return skill;
  1241. }).sort((a,b)=>{
  1242. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1243. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1244. return a_pC - b_pC;
  1245. })
  1246. },
  1247. addition:card=>{
  1248. const searchTypeArray = [196];
  1249. const skill = getCardActiveSkill(card, searchTypeArray);
  1250. const sk = skill.params;
  1251. const value = sk[0];
  1252. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1253. }
  1254. },
  1255. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)",cht:"隊長技固傷追擊(按傷害排序)"},
  1256. function:cards=>{
  1257. return cards.filter(card=>{
  1258. return getSkillFixedDamage(card) > 0;
  1259. }).sort((a,b)=>{
  1260. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  1261. return a_pC - b_pC;
  1262. });
  1263. },
  1264. addition:card=>{
  1265. const value = getSkillFixedDamage(card);
  1266. let nodeArr = [`${value.bigNumberToString()}固伤`];
  1267. let skill;
  1268. if (skill = getCardLeaderSkill(card, [235])) {
  1269. nodeArr.push("/");
  1270. nodeArr.push(createOrbsList(flags(skill.params[0])));
  1271. nodeArr.push(`×${skill.params[2]}`);
  1272. }
  1273. return nodeArr.nodeJoin();
  1274. }
  1275. },
  1276. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)",cht:"隊長技+C(按+C數排序)"},
  1277. function:cards=>{
  1278. return cards.filter(card=>{
  1279. return getSkillAddCombo(card) > 0;
  1280. }).sort((a,b)=>{
  1281. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  1282. return a_pC - b_pC;
  1283. });
  1284. },
  1285. addition:card=>{
  1286. const value = getSkillAddCombo(card);
  1287. let nodeArr = [`+${value.bigNumberToString()}C`];
  1288. let skill;
  1289. if (skill = getCardLeaderSkill(card, [210])) {
  1290. nodeArr.push("/十字");
  1291. } else if (skill = getCardLeaderSkill(card, [235])) {
  1292. nodeArr.push("/");
  1293. nodeArr.push(createOrbsList(flags(skill.params[0])));
  1294. nodeArr.push(`×${skill.params[2]}`);
  1295. }
  1296. return nodeArr.nodeJoin();
  1297. }
  1298. },
  1299. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  1300. function:cards=>cards.filter(card=>card.is8Latent)
  1301. },
  1302. ]},
  1303. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1304. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  1305. function:cards=>cards.filter(card=>{
  1306. if (card.activeSkillId == 0) return false;
  1307. const skill = Skills[card.activeSkillId];
  1308. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  1309. })
  1310. },
  1311. {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)",cht:"除 1 CD 外,4 個以下能永動開(可能不精確)"},
  1312. function:cards=>cards.filter(card=>{
  1313. if (card.activeSkillId == 0) return false;
  1314. const skill = Skills[card.activeSkillId];
  1315. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  1316. let realCD = minCD;
  1317. const searchTypeArray = [14];
  1318. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  1319. if (subSkill)
  1320. {
  1321. realCD -= subSkill.params[0] * 3;
  1322. }
  1323. return minCD > 1 && realCD <= 4;
  1324. })
  1325. },
  1326. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)",cht:"時間暫停(按停止時間排序)"},
  1327. function:cards=>{
  1328. const searchTypeArray = [5];
  1329. return cards.filter(card=>{
  1330. const skill = getCardActiveSkill(card, searchTypeArray);
  1331. return skill;
  1332. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1333. },
  1334. addition:card=>{
  1335. const searchTypeArray = [5];
  1336. const skill = getCardActiveSkill(card, searchTypeArray);
  1337. const value = skill.params[0];
  1338. return `时停${value}s`;
  1339. }
  1340. },
  1341. {
  1342. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  1343. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  1344. },
  1345. {
  1346. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  1347. function:cards=>cards.filter(card=>{
  1348. let skType = Skills[card.activeSkillId].type;
  1349. return skType == 232 || skType == 233;
  1350. })
  1351. },
  1352. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  1353. function:cards=>cards.filter(card=>{
  1354. const searchTypeArray = [225];
  1355. const skill = getCardActiveSkill(card, searchTypeArray);
  1356. return skill;
  1357. }),
  1358. addition:card=>{
  1359. const searchTypeArray = [225];
  1360. const skill = getCardActiveSkill(card, searchTypeArray);
  1361. const sk = skill.params;
  1362. let strArr = [];
  1363. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  1364. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  1365. return `HP ${strArr.join(" ")}`;
  1366. }
  1367. },
  1368. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  1369. function:cards=>cards.filter(card=>{
  1370. const searchTypeArray = [234];
  1371. const skill = getCardActiveSkill(card, searchTypeArray);
  1372. return skill;
  1373. }),
  1374. addition:card=>{
  1375. const searchTypeArray = [234];
  1376. const skill = getCardActiveSkill(card, searchTypeArray);
  1377. const sk = skill.params;
  1378. let strArr = [];
  1379. if (sk[0]) strArr.push(`≥${sk[0]}`);
  1380. if (sk[1]) strArr.push(`≤${sk[1]}`);
  1381. return `层 ${strArr.join(" ")}`;
  1382. }
  1383. },
  1384. ]},
  1385. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1386. {name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)",cht:"破屬吸 buff(按破吸回合排序)"},
  1387. function:cards=>{
  1388. const searchTypeArray = [173];
  1389. return cards.filter(card=>{
  1390. const skill = getCardActiveSkill(card, searchTypeArray);
  1391. return skill && skill.params[1];
  1392. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1393. },addition:voidsAbsorption_Addition},
  1394. /*{name:"Voids combo absorption(sort by turns)",otLangName:{chs:"破C吸 buff(按破吸回合排序)",cht:"破C吸 buff(按破吸回合排序)"},
  1395. function:cards=>{
  1396. const searchTypeArray = [173];
  1397. return cards.filter(card=>{
  1398. const skill = getCardActiveSkill(card, searchTypeArray);
  1399. return skill && skill.params[2];
  1400. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1401. },addition:voidsAbsorption_Addition},*/
  1402. {name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)",cht:"破傷吸 buff(按破吸回合排序)"},
  1403. function:cards=>{
  1404. const searchTypeArray = [173];
  1405. return cards.filter(card=>{
  1406. const skill = getCardActiveSkill(card, searchTypeArray);
  1407. return skill && skill.params[3];
  1408. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1409. },addition:voidsAbsorption_Addition},
  1410. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)",cht:"雙破吸 buff(按破吸回合排序)"},
  1411. function:cards=>{
  1412. const searchTypeArray = [173];
  1413. return cards.filter(card=>{
  1414. const skill = getCardActiveSkill(card, searchTypeArray);
  1415. return skill && skill.params[1] && skill.params[3];
  1416. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1417. },addition:voidsAbsorption_Addition},
  1418. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)",cht:"貫穿無效盾 buff(按破吸回合排序)"},
  1419. function:cards=>{
  1420. const searchTypeArray = [191];
  1421. return cards.filter(card=>{
  1422. const skill = getCardActiveSkill(card, searchTypeArray);
  1423. return skill;
  1424. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1425. },
  1426. addition:card=>{
  1427. const searchTypeArray = [191];
  1428. const skill = getCardActiveSkill(card, searchTypeArray);
  1429. const sk = skill.params;
  1430. return document.createTextNode(`破贯×${sk[0]}T`);
  1431. }
  1432. },
  1433. ]},
  1434. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1435. {
  1436. name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)",cht:"解封(按解封回合排序)"},
  1437. function:cards=>{
  1438. return cards.filter(card=>{
  1439. const turns = unbind_Turns(card);
  1440. return turns.normal > 0;
  1441. }).sort((a,b)=>{
  1442. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1443. let a_pC = a_s.normal, b_pC = b_s.normal;
  1444. return a_pC - b_pC;
  1445. });
  1446. },
  1447. addition:unbind_Addition
  1448. },
  1449. {
  1450. name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)",cht:"解覺醒(按解覺回合排序)"},
  1451. function:cards=>{
  1452. return cards.filter(card=>{
  1453. const turns = unbind_Turns(card);
  1454. return turns.awoken > 0;
  1455. }).sort((a,b)=>{
  1456. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1457. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1458. return a_pC - b_pC;
  1459. });
  1460. },
  1461. addition:unbind_Addition
  1462. },
  1463. {
  1464. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)",cht:"解封+覺醒(按解覺醒回合排序)"},
  1465. function:cards=>{
  1466. return cards.filter(card=>{
  1467. const turns = unbind_Turns(card);
  1468. return turns.normal && turns.awoken > 0;
  1469. }).sort((a,b)=>{
  1470. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1471. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1472. return a_pC - b_pC;
  1473. });
  1474. },
  1475. addition:unbind_Addition
  1476. },
  1477. {
  1478. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)",cht:"解禁消珠(按消除回合排序)"},
  1479. function:cards=>{
  1480. const searchTypeArray = [196];
  1481. return cards.filter(card=>{
  1482. const skill = getCardActiveSkill(card, searchTypeArray);
  1483. return skill;
  1484. }).sort((a,b)=>{
  1485. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1486. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1487. return a_pC - b_pC;
  1488. })
  1489. },
  1490. addition:card=>{
  1491. const searchTypeArray = [196];
  1492. const skill = getCardActiveSkill(card, searchTypeArray);
  1493. const sk = skill.params;
  1494. const value = sk[0];
  1495. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1496. }
  1497. },
  1498. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1499. function:cards=>cards.filter(card=>{
  1500. const searchTypeArray = [214];
  1501. const skill = getCardActiveSkill(card, searchTypeArray);
  1502. return skill;
  1503. }),
  1504. addition:card=>{
  1505. const searchTypeArray = [214];
  1506. const skill = getCardActiveSkill(card, searchTypeArray);
  1507. const sk = skill.params;
  1508. return document.createTextNode(`自封技${sk[0]}T`);
  1509. }
  1510. },
  1511. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1512. function:cards=>cards.filter(card=>{
  1513. const searchTypeArray = [215];
  1514. const skill = getCardActiveSkill(card, searchTypeArray);
  1515. return skill;
  1516. }),
  1517. addition:card=>{
  1518. const searchTypeArray = [215];
  1519. const skill = getCardActiveSkill(card, searchTypeArray);
  1520. const sk = skill.params;
  1521. const fragment = document.createDocumentFragment();
  1522. fragment.appendChild(document.createTextNode(`自封`));
  1523. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1524. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1525. return fragment;
  1526. }
  1527. },
  1528. ]},
  1529. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1530. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  1531. function:cards=>cards.filter(card=>{
  1532. const searchTypeArray = [156,168,228,231];
  1533. const skill = getCardActiveSkill(card, searchTypeArray);
  1534. return skill;
  1535. })
  1536. },
  1537. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1538. function:cards=>{
  1539. return cards.filter(card=>{
  1540. const atkbuff = rcvBuff_Rate(card);
  1541. return atkbuff.skilltype > 0;
  1542. }).sort((a,b)=>{
  1543. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1544. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1545. if (sortNum == 0)
  1546. sortNum = a_pC.rate - b_pC.rate;
  1547. if (sortNum == 0)
  1548. sortNum = a_pC.turns - b_pC.turns;
  1549. return sortNum;
  1550. });
  1551. },
  1552. addition:card=>{
  1553. const atkbuff = rcvBuff_Rate(card);
  1554. const fragment = document.createDocumentFragment();
  1555. fragment.appendChild(createOrbsList([5]));
  1556. if (atkbuff.skilltype == 0) return fragment;
  1557. if (atkbuff.skilltype == 1)
  1558. {
  1559. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1560. if (atkbuff.awoken.length)
  1561. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1562. if (atkbuff.attrs.length)
  1563. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1564. if (atkbuff.types.length)
  1565. fragment.appendChild(createTypesList(atkbuff.types));
  1566. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1567. }else if (atkbuff.skilltype == 2)
  1568. {
  1569. if (atkbuff.attrs.length)
  1570. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1571. if (atkbuff.types.length)
  1572. fragment.appendChild(createTypesList(atkbuff.types));
  1573. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1574. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1575. }
  1576. return fragment;
  1577. }
  1578. },
  1579. {name:"ATK rate change(All)",otLangName:{chs:"全队攻击力 buff(顶攻击)",cht:"全隊攻擊力 buff(頂攻擊)"},
  1580. function:cards=>{
  1581. return cards.filter(card=>{
  1582. const atkbuff = atkBuff_Rate(card);
  1583. return atkbuff.skilltype > 0;
  1584. }).sort((a,b)=>{
  1585. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1586. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1587. if (sortNum == 0)
  1588. sortNum = a_pC.rate - b_pC.rate;
  1589. if (sortNum == 0)
  1590. sortNum = a_pC.turns - b_pC.turns;
  1591. return sortNum;
  1592. });
  1593. },
  1594. addition:card=>{
  1595. const atkbuff = atkBuff_Rate(card);
  1596. const fragment = document.createDocumentFragment();
  1597. if (atkbuff.skilltype == 0) return fragment;
  1598. if (atkbuff.skilltype == 1)
  1599. {
  1600. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1601. if (atkbuff.awoken.length)
  1602. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1603. if (atkbuff.attrs.length)
  1604. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1605. if (atkbuff.types.length)
  1606. fragment.appendChild(createTypesList(atkbuff.types));
  1607. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1608. }else if (atkbuff.skilltype == 2)
  1609. {
  1610. if (atkbuff.attrs.length)
  1611. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1612. if (atkbuff.types.length)
  1613. fragment.appendChild(createTypesList(atkbuff.types));
  1614. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1615. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1616. }
  1617. return fragment;
  1618. }
  1619. },
  1620. {name:"ATK rate change(on member)",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1621. function:cards=>{
  1622. const searchTypeArray = [230];
  1623. return cards.filter(card=>{
  1624. const skill = getCardActiveSkill(card, searchTypeArray);
  1625. return skill && skill.params[2] !== 100;
  1626. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1627. },
  1628. addition:card=>{
  1629. const searchTypeArray = [230];
  1630. const skill = getCardActiveSkill(card, searchTypeArray);
  1631. const sk = skill.params;
  1632. let str = '';
  1633. const typeName = ['自身','左队长','右队长','队员'];
  1634. str += flags(sk[1]).map(n=>typeName[n]).join(',');
  1635. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1636. return str;
  1637. }
  1638. },
  1639. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1640. function:cards=>{
  1641. const searchTypeArray = [132];
  1642. return cards.filter(card=>{
  1643. const skill = getCardActiveSkill(card, searchTypeArray);
  1644. return skill;
  1645. }).sort((a,b)=>{
  1646. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1647. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1648. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1649. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1650. });
  1651. },
  1652. addition:card=>{
  1653. const searchTypeArray = [132];
  1654. const skill = getCardActiveSkill(card, searchTypeArray);
  1655. const sk = skill.params;
  1656. let str = "👆";
  1657. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1658. if (sk[2]) str += `x${sk[2]/100}`;
  1659. str += `x${sk[0]}T`;
  1660. return str;
  1661. }
  1662. },
  1663. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  1664. function:cards=>{
  1665. const searchTypeArray = [184];
  1666. return cards.filter(card=>{
  1667. const skill = getCardActiveSkill(card, searchTypeArray);
  1668. return skill;
  1669. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1670. },
  1671. addition:card=>{
  1672. const searchTypeArray = [184];
  1673. const skill = getCardActiveSkill(card, searchTypeArray);
  1674. const sk = skill.params;
  1675. return `无↓×${sk[0]}T`;
  1676. }
  1677. },
  1678. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)",cht:"生成變換位(轉轉珠)"},
  1679. function:cards=>{
  1680. const searchTypeArray = [207];
  1681. return cards.filter(card=>{
  1682. const skill = getCardActiveSkill(card, searchTypeArray);
  1683. return skill;
  1684. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1685. },
  1686. addition:card=>{
  1687. const searchTypeArray = [207];
  1688. const skill = getCardActiveSkill(card, searchTypeArray);
  1689. const sk = skill.params;
  1690. if (sk[7])
  1691. return `${sk[7]}个×${sk[0]}T`;
  1692. else
  1693. return `特殊形状×${sk[0]}T`;
  1694. }
  1695. },
  1696. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  1697. function:cards=>{
  1698. const searchTypeArray = [160];
  1699. return cards.filter(card=>{
  1700. const skill = getCardActiveSkill(card, searchTypeArray);
  1701. return skill;
  1702. }).sort((a,b)=>{
  1703. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1704. return a_s.params[1] - b_s.params[1];
  1705. });
  1706. },
  1707. addition:card=>{
  1708. const searchTypeArray = [160];
  1709. const skill = getCardActiveSkill(card, searchTypeArray);
  1710. const sk = skill.params;
  1711. return `+${sk[1]}C×${sk[0]}T`;
  1712. }
  1713. },
  1714. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  1715. function:cards=>{
  1716. const searchTypeArray = [3,156];
  1717. return cards.filter(card=>{
  1718. const skill = getCardActiveSkill(card, searchTypeArray);
  1719. if (!skill) return false;
  1720. if (skill.type == 156)
  1721. return skill.params[4]==3;
  1722. else
  1723. return true;
  1724. }).sort((a,b)=>{
  1725. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1726. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1727. if (!sortNum)
  1728. {
  1729. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1730. sortNum = a_pC - b_pC;
  1731. }
  1732. return sortNum;
  1733. });
  1734. },
  1735. addition:card=>{
  1736. const searchTypeArray = [3,156];
  1737. const skill = getCardActiveSkill(card, searchTypeArray);
  1738. const sk = skill.params;
  1739. const fragment = document.createDocumentFragment();
  1740. if (skill.type == 156)
  1741. {
  1742. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1743. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1744. fragment.appendChild(creatAwokenList(awokenArr));
  1745. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1746. }else
  1747. {
  1748. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1749. }
  1750. return fragment;
  1751. }
  1752. },
  1753. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  1754. function:cards=>{
  1755. const searchTypeArray = [3];
  1756. return cards.filter(card=>{
  1757. const skill = getCardActiveSkill(card, searchTypeArray);
  1758. return skill && skill.params[1]>=100;
  1759. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1760. },
  1761. addition:card=>{
  1762. const searchTypeArray = [3];
  1763. const skill = getCardActiveSkill(card, searchTypeArray);
  1764. const sk = skill.params;
  1765. return `无敌×${sk[0]}T`;
  1766. }
  1767. },
  1768. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  1769. function:cards=>{
  1770. const searchTypeArray = [21];
  1771. return cards.filter(card=>{
  1772. const skill = getCardActiveSkill(card, searchTypeArray);
  1773. return skill;
  1774. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1775. },
  1776. addition:card=>{
  1777. const searchTypeArray = [21];
  1778. const skill = getCardActiveSkill(card, searchTypeArray);
  1779. const sk = skill.params;
  1780. const colors = [sk[1]];
  1781. const fragment = document.createDocumentFragment();
  1782. fragment.appendChild(document.createTextNode(`-`));
  1783. fragment.appendChild(createOrbsList(colors));
  1784. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1785. return fragment;
  1786. }
  1787. },
  1788. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  1789. function:cards=>{
  1790. const searchTypeArray = [51];
  1791. return cards.filter(card=>{
  1792. const skill = getCardActiveSkill(card, searchTypeArray);
  1793. return skill;
  1794. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1795. },
  1796. addition:card=>{
  1797. const searchTypeArray = [51];
  1798. const skill = getCardActiveSkill(card, searchTypeArray);
  1799. const sk = skill.params;
  1800. return `全体×${sk[0]}T`;
  1801. }
  1802. },
  1803. ]},
  1804. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1805. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  1806. function:cards=>{
  1807. const searchTypeArray = [18];
  1808. return cards.filter(card=>{
  1809. const skill = getCardActiveSkill(card, searchTypeArray);
  1810. return skill;
  1811. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1812. },
  1813. addition:card=>{
  1814. const searchTypeArray = [18];
  1815. const skill = getCardActiveSkill(card, searchTypeArray);
  1816. const sk = skill.params;
  1817. return document.createTextNode(`威吓×${sk[0]}T`);
  1818. }
  1819. },
  1820. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  1821. function:cards=>{
  1822. const searchTypeArray = [19];
  1823. return cards.filter(card=>{
  1824. const skill = getCardActiveSkill(card, searchTypeArray);
  1825. return skill;
  1826. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1827. },
  1828. addition:card=>{
  1829. const searchTypeArray = [19];
  1830. const skill = getCardActiveSkill(card, searchTypeArray);
  1831. const sk = skill.params;
  1832. return `破防${sk[1]}%`;
  1833. }
  1834. },
  1835. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  1836. function:cards=>{
  1837. const searchTypeArray = [19];
  1838. return cards.filter(card=>{
  1839. const skill = getCardActiveSkill(card, searchTypeArray);
  1840. return skill && skill.params[1]>=100;
  1841. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1842. },
  1843. addition:card=>{
  1844. const searchTypeArray = [19];
  1845. const skill = getCardActiveSkill(card, searchTypeArray);
  1846. const sk = skill.params;
  1847. return `全破×${sk[0]}T`;
  1848. }
  1849. },
  1850. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  1851. function:cards=>{
  1852. const searchTypeArray = [4];
  1853. return cards.filter(card=>{
  1854. const skill = getCardActiveSkill(card, searchTypeArray);
  1855. return skill;
  1856. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1857. },
  1858. addition:card=>{
  1859. const searchTypeArray = [4];
  1860. const skill = getCardActiveSkill(card, searchTypeArray);
  1861. const sk = skill.params;
  1862. return `攻击力×${sk[0]/100}倍`;
  1863. }
  1864. },
  1865. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  1866. function:cards=>{
  1867. return cards.filter(card=>{
  1868. return changeEnemiesAttr_Attr(card).attr != null;
  1869. }).sort((a,b)=>{
  1870. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1871. return a_pC.attr - b_pC.attr;
  1872. })
  1873. },
  1874. addition:card=>{
  1875. let change = changeEnemiesAttr_Attr(card);
  1876. const fragment = document.createDocumentFragment();
  1877. fragment.appendChild(document.createTextNode(`敌→`));
  1878. fragment.appendChild(createOrbsList(change.attr));
  1879. if (change.turns > 0)
  1880. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1881. return fragment;
  1882. }
  1883. },
  1884. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  1885. function:cards=>{
  1886. const searchTypeArray = [60];
  1887. return cards.filter(card=>{
  1888. const skill = getCardActiveSkill(card, searchTypeArray);
  1889. return skill;
  1890. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1891. },
  1892. addition:card=>{
  1893. const searchTypeArray = [60];
  1894. const skill = getCardActiveSkill(card, searchTypeArray);
  1895. const sk = skill.params;
  1896. const fragment = document.createDocumentFragment();
  1897. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1898. fragment.appendChild(createOrbsList(sk[2]));
  1899. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1900. return fragment;
  1901. }
  1902. },
  1903. ]},
  1904. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----",cht:"-----對自身隊伍生效類-----"}, functions: [
  1905. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)",cht:"【溜】減少CD(按回合排序)"},
  1906. function:cards=>{
  1907. const searchTypeArray = [146];
  1908. return cards.filter(card=>{
  1909. const skill = getCardActiveSkill(card, searchTypeArray);
  1910. return skill;
  1911. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1912. },
  1913. addition:card=>{
  1914. const searchTypeArray = [146];
  1915. const skill = getCardActiveSkill(card, searchTypeArray);
  1916. const sk = skill.params;
  1917. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1918. }
  1919. },
  1920. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1921. function:cards=>{
  1922. const searchTypeArray = [218];
  1923. return cards.filter(card=>{
  1924. const skill = getCardActiveSkill(card, searchTypeArray);
  1925. return skill;
  1926. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1927. },
  1928. addition:card=>{
  1929. const searchTypeArray = [218];
  1930. const skill = getCardActiveSkill(card, searchTypeArray);
  1931. const sk = skill.params;
  1932. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  1933. }
  1934. },
  1935. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1936. function:cards=>cards.filter(card=>{
  1937. const searchTypeArray = [93, 227];
  1938. const skill = getCardActiveSkill(card, searchTypeArray);
  1939. return skill;
  1940. })
  1941. },
  1942. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)",cht:"轉換自身屬性(按回合數排序)"},
  1943. function:cards=>{
  1944. const searchTypeArray = [142];
  1945. return cards.filter(card=>{
  1946. const skill = getCardActiveSkill(card, searchTypeArray);
  1947. return skill;
  1948. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1949. },
  1950. addition:card=>{
  1951. const searchTypeArray = [142];
  1952. const skill = getCardActiveSkill(card, searchTypeArray);
  1953. const sk = skill.params;
  1954. const fragment = document.createDocumentFragment();
  1955. fragment.appendChild(document.createTextNode(`自→`));
  1956. fragment.appendChild(createOrbsList(sk[1]));
  1957. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1958. return fragment;
  1959. }
  1960. },
  1961. ]},
  1962. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  1963. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1964. function:cards=>{
  1965. const searchTypeArray = [179];
  1966. return cards.filter(card=>{
  1967. const skill = getCardActiveSkill(card, searchTypeArray);
  1968. return skill;
  1969. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1970. },
  1971. addition:card=>{
  1972. const searchTypeArray = [179];
  1973. const skill = getCardActiveSkill(card, searchTypeArray);
  1974. const sk = skill.params;
  1975. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  1976. }
  1977. },
  1978. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1979. function:cards=>{
  1980. return cards.filter(card=>{
  1981. const heal = healImmediately_Rate(card);
  1982. return Object.values(heal).some(v=>v);
  1983. })
  1984. .sort((a,b)=>{
  1985. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1986. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1987. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1988. let sortNum = a_i - b_i;
  1989. if (!sortNum)
  1990. {
  1991. sortNum = a_vs[a_i] - b_vs[b_i];
  1992. }
  1993. return sortNum;
  1994. });
  1995. },
  1996. addition:card=>{
  1997. const heal = healImmediately_Rate(card);
  1998. let strArr = [];
  1999. if (heal.scale)
  2000. strArr.push(`${heal.scale}%最大HP`);
  2001. if (heal.const)
  2002. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2003. if (heal.selfRcv)
  2004. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2005. if (heal.vampire)
  2006. strArr.push(`${heal.vampire}%伤害`);
  2007. return strArr.join(',');
  2008. }
  2009. },
  2010. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  2011. function:cards=>{
  2012. return cards.filter(card=>damageSelf_Rate(card)>0)
  2013. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2014. },
  2015. addition:card=>{
  2016. let rate = damageSelf_Rate(card);
  2017. if (rate < 100)
  2018. return `减少${rate}%`;
  2019. else
  2020. return `减少到1`;
  2021. }
  2022. },
  2023. ]},
  2024. {group:true,name:"----- Orbs Lock -----",otLangName:{chs:"-----锁珠类-----",cht:"-----鎖珠類-----"}, functions: [
  2025. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2026. function:cards=>cards.filter(card=>{
  2027. const searchTypeArray = [172];
  2028. const skill = getCardActiveSkill(card, searchTypeArray);
  2029. return skill;
  2030. })
  2031. },
  2032. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2033. function:cards=>cards.filter(card=>{
  2034. const searchTypeArray = [152];
  2035. const skill = getCardActiveSkill(card, searchTypeArray);
  2036. return skill;
  2037. }),
  2038. addition:lock_Addition
  2039. },
  2040. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2041. function:cards=>cards.filter(card=>{
  2042. const searchTypeArray = [152];
  2043. const skill = getCardActiveSkill(card, searchTypeArray);
  2044. return skill && (skill.params[0] & 63) === 63;
  2045. }),
  2046. addition:lock_Addition
  2047. },
  2048. ]},
  2049. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2050. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  2051. function:cards=>{
  2052. const searchTypeArray = [205];
  2053. return cards.filter(card=>{
  2054. const skill = getCardActiveSkill(card, searchTypeArray);
  2055. return skill;
  2056. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2057. },
  2058. addition:dropLock_Addition
  2059. },
  2060. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  2061. function:cards=>{
  2062. const searchTypeArray = [205];
  2063. return cards.filter(card=>{
  2064. const skill = getCardActiveSkill(card, searchTypeArray);
  2065. return skill && (skill.params[0] & 63) === 63;
  2066. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2067. },
  2068. addition:dropLock_Addition
  2069. },
  2070. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"},
  2071. function:cards=>{
  2072. const searchTypeArray = [180];
  2073. return cards.filter(card=>{
  2074. const skill = getCardActiveSkill(card, searchTypeArray);
  2075. return skill;
  2076. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2077. },
  2078. addition:card=>{
  2079. const searchTypeArray = [180];
  2080. const skill = getCardActiveSkill(card, searchTypeArray);
  2081. const sk = skill.params;
  2082. return `${sk[1]}%×${sk[0]}T`;
  2083. }
  2084. },
  2085. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  2086. function:cards=>cards.filter(card=>{
  2087. const searchTypeArray = [126];
  2088. const skill = getCardActiveSkill(card, searchTypeArray);
  2089. return skill;
  2090. }),
  2091. addition:dropOrb_Addition
  2092. },
  2093. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  2094. function:cards=>cards.filter(card=>{
  2095. const searchTypeArray = [126];
  2096. const skill = getCardActiveSkill(card, searchTypeArray);
  2097. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2098. }),
  2099. addition:dropOrb_Addition
  2100. },
  2101. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"},
  2102. function:cards=>cards.filter(card=>{
  2103. const searchTypeArray = [126];
  2104. const skill = getCardActiveSkill(card, searchTypeArray);
  2105. return skill && skill.params[1] >= 99;
  2106. }),
  2107. addition:dropOrb_Addition
  2108. },
  2109. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2110. function:cards=>cards.filter(card=>{
  2111. const searchTypeArray = [126];
  2112. const skill = getCardActiveSkill(card, searchTypeArray);
  2113. return skill && skill.params[3] == 100;
  2114. }),
  2115. addition:dropOrb_Addition
  2116. },
  2117. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  2118. function:cards=>{
  2119. const searchTypeArray = [226];
  2120. return cards.filter(card=>{
  2121. const skill = getCardActiveSkill(card, searchTypeArray);
  2122. return skill;
  2123. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2124. },
  2125. addition:card=>{
  2126. const searchTypeArray = [226];
  2127. const skill = getCardActiveSkill(card, searchTypeArray);
  2128. const sk = skill.params;
  2129. return `📌${sk[1]}%×${sk[0]}T`;
  2130. }
  2131. },
  2132. ]},
  2133. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----",cht:"-----對敵直接傷害類-重力-----"}, functions: [
  2134. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)",cht:"重力-敵人當前血量(按比例排序)"},
  2135. function:cards=>{
  2136. const searchTypeArray = [6];
  2137. return cards.filter(card=>{
  2138. const skill = getCardActiveSkill(card, searchTypeArray);
  2139. return skill;
  2140. }).sort((a,b)=>{
  2141. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2142. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2143. return a_pC - b_pC;
  2144. })
  2145. },
  2146. addition:card=>{
  2147. const searchTypeArray = [6];
  2148. const skill = getCardActiveSkill(card, searchTypeArray);
  2149. const sk = skill.params;
  2150. return `当前${sk[0]}%`;
  2151. }
  2152. },
  2153. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)",cht:"重力-敵人最大血量(按比例排序)"},
  2154. function:cards=>{
  2155. const searchTypeArray = [161];
  2156. return cards.filter(card=>{
  2157. const skill = getCardActiveSkill(card, searchTypeArray);
  2158. return skill;
  2159. }).sort((a,b)=>{
  2160. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2161. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2162. return a_pC - b_pC;
  2163. })
  2164. },
  2165. addition:card=>{
  2166. const searchTypeArray = [161];
  2167. const skill = getCardActiveSkill(card, searchTypeArray);
  2168. const sk = skill.params;
  2169. return `最大${sk[0]}%`;
  2170. }
  2171. },
  2172. ]},
  2173. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----",cht:"-----對敵直接傷害類-無視防禦固傷-----"}, functions: [
  2174. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)",cht:"無視防禦固傷-單體(按總傷害排序)"},
  2175. function:cards=>{
  2176. const searchTypeArray = [55,188];
  2177. return cards.filter(card=>{
  2178. const skill = getCardActiveSkill(card, searchTypeArray);
  2179. return skill;
  2180. }).sort((a,b)=>{
  2181. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2182. let a_pC = a_ss.reduce((p,v)=>p+v.params[0],0), b_pC = b_ss.reduce((p,v)=>p+v.params[0],0);
  2183. return a_pC - b_pC;
  2184. });
  2185. },
  2186. addition:card=>{
  2187. const searchTypeArray = [55,188];
  2188. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2189. const sk = skills[0].params;
  2190. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2191. }
  2192. },
  2193. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)",cht:"無視防禦固傷-全體(按傷害數排序)"},
  2194. function:cards=>{
  2195. const searchTypeArray = [56];
  2196. return cards.filter(card=>{
  2197. const skill = getCardActiveSkill(card, searchTypeArray);
  2198. return skill;
  2199. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2200. },
  2201. addition:card=>{
  2202. const searchTypeArray = [56];
  2203. const skill = getCardActiveSkill(card, searchTypeArray);
  2204. const sk = skill.params;
  2205. return `固伤${sk[0].bigNumberToString()}`;
  2206. }
  2207. },
  2208. ]},
  2209. {group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----",cht:"-----對敵直接傷害類-大炮-----"}, functions: [
  2210. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2211. function:cards=>cards.filter(card=>{
  2212. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2213. function isSingle(skill)
  2214. {
  2215. if (skill.type == 110)
  2216. return Boolean(skill.params[0]);
  2217. else if (skill.type == 144)
  2218. return Boolean(skill.params[2]);
  2219. else
  2220. return true;
  2221. }
  2222. const skill = getCardActiveSkill(card, searchTypeArray);
  2223. return skill && isSingle(skill);
  2224. })
  2225. },
  2226. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2227. function:cards=>cards.filter(card=>{
  2228. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2229. function isAll(skill)
  2230. {
  2231. if (skill.type == 110)
  2232. return !Boolean(skill.params[0]);
  2233. else if (skill.type == 144)
  2234. return !Boolean(skill.params[2]);
  2235. else
  2236. return true;
  2237. }
  2238. const skill = getCardActiveSkill(card, searchTypeArray);
  2239. return skill && skill.id!=0 && isAll(skill);
  2240. })
  2241. },
  2242. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人",cht:"大炮-對象-指定屬性敵人"},
  2243. function:cards=>cards.filter(card=>{
  2244. const searchTypeArray = [42];
  2245. const skill = getCardActiveSkill(card, searchTypeArray);
  2246. return skill;
  2247. })
  2248. },
  2249. {name:"Numerical ATK - Attr - Any",otLangName:{chs:"大炮-属性-不限",cht:"大炮-屬性-不限"},
  2250. function:cards=>cards.filter(card=>{
  2251. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2252. const skill = getCardActiveSkill(card, searchTypeArray);
  2253. return skill && skill.id!=0;
  2254. }),
  2255. addition:card=>{
  2256. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2257. const skill = getCardActiveSkill(card, searchTypeArray);
  2258. //const sk = skill.params;
  2259. const colors = [getCannonAttr(skill)];
  2260. const fragment = document.createDocumentFragment();
  2261. fragment.appendChild(document.createTextNode(`射`));
  2262. fragment.appendChild(createOrbsList(colors));
  2263. return fragment;
  2264. }
  2265. },
  2266. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身",cht:"大炮-屬性-釋放者自身"},
  2267. function:cards=>cards.filter(card=>{
  2268. const searchTypeArray = [2,35];
  2269. const skill = getCardActiveSkill(card, searchTypeArray);
  2270. return skill;
  2271. })
  2272. },
  2273. {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)",cht:"大炮-傷害-自身攻擊倍率(按倍率排序,範圍取小)"},
  2274. function:cards=>cards.filter(card=>{
  2275. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2276. const skill = getCardActiveSkill(card, searchTypeArray);
  2277. return skill && skill.id!=0;
  2278. }).sort((a,b)=>{
  2279. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2280. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2281. function getNumber(skill)
  2282. {
  2283. const sk = skill.params;
  2284. switch(skill.type)
  2285. {
  2286. case 0:
  2287. case 37:
  2288. case 58:
  2289. case 59:
  2290. case 84:
  2291. case 85:
  2292. case 115:
  2293. return sk[1];
  2294. case 2:
  2295. case 35:
  2296. return sk[0];
  2297. default:
  2298. return 0;
  2299. }
  2300. }
  2301. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2302. return a_pC - b_pC;
  2303. })
  2304. },
  2305. {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)",cht:"大炮-傷害-指定屬性數值(按數值排序)"},
  2306. function:cards=>cards.filter(card=>{
  2307. const searchTypeArray = [1,42,86,87];
  2308. const skill = getCardActiveSkill(card, searchTypeArray);
  2309. return skill;
  2310. }).sort((a,b)=>{
  2311. const searchTypeArray = [1,42,86,87];
  2312. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2313. function getNumber(skill)
  2314. {
  2315. const sk = skill.params;
  2316. switch(skill.type)
  2317. {
  2318. case 1:
  2319. case 86:
  2320. case 87:
  2321. return sk[1];
  2322. case 42:
  2323. return sk[2];
  2324. default:
  2325. return 0;
  2326. }
  2327. }
  2328. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2329. return a_pC - b_pC;
  2330. })
  2331. },
  2332. {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)",cht:"大炮-傷害-根據剩餘血量(按 1 HP 時倍率排序)"},
  2333. function:cards=>{
  2334. const searchTypeArray = [110];
  2335. return cards.filter(card=>{
  2336. const skill = getCardActiveSkill(card, searchTypeArray);
  2337. return skill;
  2338. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2339. }
  2340. },
  2341. {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)",cht:"大炮-傷害-隊伍總 HP(按倍率排序)"},
  2342. function:cards=>{
  2343. const searchTypeArray = [143];
  2344. return cards.filter(card=>{
  2345. const skill = getCardActiveSkill(card, searchTypeArray);
  2346. return skill;
  2347. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2348. }
  2349. },
  2350. {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)",cht:"大炮-傷害-隊伍某屬性總攻擊(按倍率排序)"},
  2351. function:cards=>{
  2352. const searchTypeArray = [144];
  2353. return cards.filter(card=>{
  2354. const skill = getCardActiveSkill(card, searchTypeArray);
  2355. return skill;
  2356. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2357. }
  2358. },
  2359. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2360. function:cards=>cards.filter(card=>{
  2361. const searchTypeArray = [35,115];
  2362. const skill = getCardActiveSkill(card, searchTypeArray);
  2363. return skill;
  2364. })
  2365. },
  2366. ]},
  2367. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----",cht:"-----洗版類-----"}, functions: [
  2368. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2369. function:cards=>cards.filter(card=>{
  2370. const searchTypeArray = [10];
  2371. const skill = getCardActiveSkill(card, searchTypeArray);
  2372. return skill;
  2373. })
  2374. },
  2375. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2376. function:cards=>cards.filter(card=>{
  2377. const searchTypeArray = [71];
  2378. const skill = getCardActiveSkill(card, searchTypeArray);
  2379. return boardChange_ColorTypes(skill).length == 1;
  2380. }),
  2381. addition:boardChange_Addition
  2382. },
  2383. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2384. function:cards=>cards.filter(card=>{
  2385. const searchTypeArray = [71];
  2386. const skill = getCardActiveSkill(card, searchTypeArray);
  2387. return boardChange_ColorTypes(skill).length == 2;
  2388. }),
  2389. addition:boardChange_Addition
  2390. },
  2391. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2392. function:cards=>cards.filter(card=>{
  2393. const searchTypeArray = [71];
  2394. const skill = getCardActiveSkill(card, searchTypeArray);
  2395. return boardChange_ColorTypes(skill).length == 3;
  2396. }),
  2397. addition:boardChange_Addition
  2398. },
  2399. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2400. function:cards=>cards.filter(card=>{
  2401. const searchTypeArray = [71];
  2402. const skill = getCardActiveSkill(card, searchTypeArray);
  2403. return boardChange_ColorTypes(skill).length == 4;
  2404. }),
  2405. addition:boardChange_Addition
  2406. },
  2407. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2408. function:cards=>cards.filter(card=>{
  2409. const searchTypeArray = [71];
  2410. const skill = getCardActiveSkill(card, searchTypeArray);
  2411. return boardChange_ColorTypes(skill).length == 5;
  2412. }),
  2413. addition:boardChange_Addition
  2414. },
  2415. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2416. function:cards=>cards.filter(card=>{
  2417. const searchTypeArray = [71];
  2418. const skill = getCardActiveSkill(card, searchTypeArray);
  2419. return boardChange_ColorTypes(skill).length >= 6;
  2420. }),
  2421. addition:boardChange_Addition
  2422. },
  2423. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2424. function:cards=>cards.filter(card=>{
  2425. const searchTypeArray = [71];
  2426. const skill = getCardActiveSkill(card, searchTypeArray);
  2427. return boardChange_ColorTypes(skill).includes(0);
  2428. }),
  2429. addition:boardChange_Addition
  2430. },
  2431. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2432. function:cards=>cards.filter(card=>{
  2433. const searchTypeArray = [71];
  2434. const skill = getCardActiveSkill(card, searchTypeArray);
  2435. return boardChange_ColorTypes(skill).includes(1);
  2436. }),
  2437. addition:boardChange_Addition
  2438. },
  2439. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2440. function:cards=>cards.filter(card=>{
  2441. const searchTypeArray = [71];
  2442. const skill = getCardActiveSkill(card, searchTypeArray);
  2443. return boardChange_ColorTypes(skill).includes(2);
  2444. }),
  2445. addition:boardChange_Addition
  2446. },
  2447. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2448. function:cards=>cards.filter(card=>{
  2449. const searchTypeArray = [71];
  2450. const skill = getCardActiveSkill(card, searchTypeArray);
  2451. return boardChange_ColorTypes(skill).includes(3);
  2452. }),
  2453. addition:boardChange_Addition
  2454. },
  2455. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2456. function:cards=>cards.filter(card=>{
  2457. const searchTypeArray = [71];
  2458. const skill = getCardActiveSkill(card, searchTypeArray);
  2459. return boardChange_ColorTypes(skill).includes(4);
  2460. }),
  2461. addition:boardChange_Addition
  2462. },
  2463. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2464. function:cards=>cards.filter(card=>{
  2465. const searchTypeArray = [71];
  2466. const skill = getCardActiveSkill(card, searchTypeArray);
  2467. return boardChange_ColorTypes(skill).includes(5);
  2468. }),
  2469. addition:boardChange_Addition
  2470. },
  2471. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2472. function:cards=>cards.filter(card=>{
  2473. const searchTypeArray = [71];
  2474. const skill = getCardActiveSkill(card, searchTypeArray);
  2475. const colors = boardChange_ColorTypes(skill);
  2476. return colors.includes(6)
  2477. || colors.includes(7)
  2478. || colors.includes(8)
  2479. || colors.includes(9);
  2480. }),
  2481. addition:boardChange_Addition
  2482. },
  2483. ]},
  2484. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2485. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2486. function:cards=>cards.filter(card=>{
  2487. const searchTypeArray = [9,20,154];
  2488. const skills = getCardActiveSkills(card, searchTypeArray);
  2489. if (!skills.length) return false;
  2490. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2491. return parsedSkills.some(p=>p.to.includes(0));
  2492. }),
  2493. addition:changeOrbs_Addition
  2494. },
  2495. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2496. function:cards=>cards.filter(card=>{
  2497. const searchTypeArray = [9,20,154];
  2498. const skills = getCardActiveSkills(card, searchTypeArray);
  2499. if (!skills.length) return false;
  2500. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2501. return parsedSkills.some(p=>p.to.includes(1));
  2502. }),
  2503. addition:changeOrbs_Addition
  2504. },
  2505. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2506. function:cards=>cards.filter(card=>{
  2507. const searchTypeArray = [9,20,154];
  2508. const skills = getCardActiveSkills(card, searchTypeArray);
  2509. if (!skills.length) return false;
  2510. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2511. return parsedSkills.some(p=>p.to.includes(2));
  2512. }),
  2513. addition:changeOrbs_Addition
  2514. },
  2515. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2516. function:cards=>cards.filter(card=>{
  2517. const searchTypeArray = [9,20,154];
  2518. const skills = getCardActiveSkills(card, searchTypeArray);
  2519. if (!skills.length) return false;
  2520. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2521. return parsedSkills.some(p=>p.to.includes(3));
  2522. }),
  2523. addition:changeOrbs_Addition
  2524. },
  2525. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2526. function:cards=>cards.filter(card=>{
  2527. const searchTypeArray = [9,20,154];
  2528. const skills = getCardActiveSkills(card, searchTypeArray);
  2529. if (!skills.length) return false;
  2530. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2531. return parsedSkills.some(p=>p.to.includes(4));
  2532. }),
  2533. addition:changeOrbs_Addition
  2534. },
  2535. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2536. function:cards=>cards.filter(card=>{
  2537. const searchTypeArray = [9,20,154];
  2538. const skills = getCardActiveSkills(card, searchTypeArray);
  2539. if (!skills.length) return false;
  2540. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2541. return parsedSkills.some(p=>p.to.includes(5));
  2542. }),
  2543. addition:changeOrbs_Addition
  2544. },
  2545. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2546. function:cards=>cards.filter(card=>{
  2547. const searchTypeArray = [9,20,154];
  2548. const skills = getCardActiveSkills(card, searchTypeArray);
  2549. if (!skills.length) return false;
  2550. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2551. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2552. }),
  2553. addition:changeOrbs_Addition
  2554. },
  2555. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2556. function:cards=>cards.filter(card=>{
  2557. const searchTypeArray = [9,20,154];
  2558. const skills = getCardActiveSkills(card, searchTypeArray);
  2559. if (!skills.length) return false;
  2560. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2561. return parsedSkills.some(p=>p.from.includes(0));
  2562. }),
  2563. addition:changeOrbs_Addition
  2564. },
  2565. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2566. function:cards=>cards.filter(card=>{
  2567. const searchTypeArray = [9,20,154];
  2568. const skills = getCardActiveSkills(card, searchTypeArray);
  2569. if (!skills.length) return false;
  2570. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2571. return parsedSkills.some(p=>p.from.includes(1));
  2572. }),
  2573. addition:changeOrbs_Addition
  2574. },
  2575. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2576. function:cards=>cards.filter(card=>{
  2577. const searchTypeArray = [9,20,154];
  2578. const skills = getCardActiveSkills(card, searchTypeArray);
  2579. if (!skills.length) return false;
  2580. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2581. return parsedSkills.some(p=>p.from.includes(2));
  2582. }),
  2583. addition:changeOrbs_Addition
  2584. },
  2585. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2586. function:cards=>cards.filter(card=>{
  2587. const searchTypeArray = [9,20,154];
  2588. const skills = getCardActiveSkills(card, searchTypeArray);
  2589. if (!skills.length) return false;
  2590. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2591. return parsedSkills.some(p=>p.from.includes(3));
  2592. }),
  2593. addition:changeOrbs_Addition
  2594. },
  2595. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2596. function:cards=>cards.filter(card=>{
  2597. const searchTypeArray = [9,20,154];
  2598. const skills = getCardActiveSkills(card, searchTypeArray);
  2599. if (!skills.length) return false;
  2600. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2601. return parsedSkills.some(p=>p.from.includes(4));
  2602. }),
  2603. addition:changeOrbs_Addition
  2604. },
  2605. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2606. function:cards=>cards.filter(card=>{
  2607. const searchTypeArray = [9,20,154];
  2608. const skills = getCardActiveSkills(card, searchTypeArray);
  2609. if (!skills.length) return false;
  2610. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2611. return parsedSkills.some(p=>p.from.includes(5));
  2612. }),
  2613. addition:changeOrbs_Addition
  2614. },
  2615. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2616. function:cards=>cards.filter(card=>{
  2617. const searchTypeArray = [9,20,154];
  2618. const skills = getCardActiveSkills(card, searchTypeArray);
  2619. if (!skills.length) return false;
  2620. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2621. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2622. }),
  2623. addition:changeOrbs_Addition
  2624. },
  2625. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2626. function:cards=>{
  2627. const searchTypeArray = [52,91,140];
  2628. return cards.filter(card=>{
  2629. const skill = getCardActiveSkill(card, searchTypeArray);
  2630. return skill;
  2631. });
  2632. },
  2633. addition:card=>{
  2634. const searchTypeArray = [52,91,140];
  2635. const skill = getCardActiveSkill(card, searchTypeArray);
  2636. const sk = skill.params;
  2637. let attrs = [];
  2638. switch (skill.type)
  2639. {
  2640. case 52:{
  2641. attrs.push(sk[0]); break;
  2642. }
  2643. case 91:{
  2644. attrs = sk.slice(0,-1); break;
  2645. }
  2646. case 140:{
  2647. attrs = flags(sk[0]); break;
  2648. }
  2649. }
  2650. const fragment = document.createDocumentFragment();
  2651. fragment.appendChild(document.createTextNode(`强化`));
  2652. fragment.appendChild(createOrbsList(attrs));
  2653. return fragment;
  2654. }
  2655. },
  2656. ]},
  2657. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2658. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2659. function:cards=>cards.filter(card=>{
  2660. function is30(sk)
  2661. {
  2662. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2663. }
  2664. const searchTypeArray = [141];
  2665. const skill = getCardActiveSkill(card, searchTypeArray);
  2666. return skill && is30(skill.params);
  2667. }),
  2668. addition:generateOrbs_Addition
  2669. },
  2670. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2671. function:cards=>cards.filter(card=>{
  2672. function is1515(sk)
  2673. {
  2674. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2675. }
  2676. const searchTypeArray = [141];
  2677. const skill = getCardActiveSkill(card, searchTypeArray);
  2678. return skill && is1515(skill.params);
  2679. }),
  2680. addition:generateOrbs_Addition
  2681. },
  2682. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2683. function:cards=>cards.filter(card=>{
  2684. const gens = generateOrbsParse(card);
  2685. return gens.some(gen=>gen.to.includes(0));
  2686. }),
  2687. addition:generateOrbs_Addition
  2688. },
  2689. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2690. function:cards=>cards.filter(card=>{
  2691. const gens = generateOrbsParse(card);
  2692. return gens.some(gen=>gen.to.includes(1));
  2693. }),
  2694. addition:generateOrbs_Addition
  2695. },
  2696. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2697. function:cards=>cards.filter(card=>{
  2698. const gens = generateOrbsParse(card);
  2699. return gens.some(gen=>gen.to.includes(2));
  2700. }),
  2701. addition:generateOrbs_Addition
  2702. },
  2703. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2704. function:cards=>cards.filter(card=>{
  2705. const gens = generateOrbsParse(card);
  2706. return gens.some(gen=>gen.to.includes(3));
  2707. }),
  2708. addition:generateOrbs_Addition
  2709. },
  2710. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2711. function:cards=>cards.filter(card=>{
  2712. const gens = generateOrbsParse(card);
  2713. return gens.some(gen=>gen.to.includes(4));
  2714. }),
  2715. addition:generateOrbs_Addition
  2716. },
  2717. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2718. function:cards=>cards.filter(card=>{
  2719. const gens = generateOrbsParse(card);
  2720. return gens.some(gen=>gen.to.includes(5));
  2721. }),
  2722. addition:generateOrbs_Addition
  2723. },
  2724. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2725. function:cards=>cards.filter(card=>{
  2726. const gens = generateOrbsParse(card);
  2727. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2728. }),
  2729. addition:generateOrbs_Addition
  2730. },
  2731. ]},
  2732. {group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----",cht:"-----固定位置產珠類-----"}, functions: [
  2733. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2734. function:cards=>cards.filter(card=>{
  2735. const searchTypeArray = [176];
  2736. const skill = getCardActiveSkill(card, searchTypeArray);
  2737. return skill;
  2738. })
  2739. },
  2740. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2741. function:cards=>cards.filter(card=>{
  2742. function is3x3(sk)
  2743. {
  2744. for (let si=0;si<3;si++)
  2745. {
  2746. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2747. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2748. (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)
  2749. (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)
  2750. )
  2751. return true;
  2752. }
  2753. return false;
  2754. }
  2755. const searchTypeArray = [176];
  2756. const skill = getCardActiveSkill(card, searchTypeArray);
  2757. return skill && is3x3(skill.params);
  2758. }),
  2759. addition:card=>{
  2760. const searchTypeArray = [176];
  2761. const skill = getCardActiveSkill(card, searchTypeArray);
  2762. const sk = skill.params;
  2763. const fragment = document.createDocumentFragment();
  2764. fragment.appendChild(document.createTextNode(`3×3`));
  2765. fragment.appendChild(createOrbsList(sk[5]));
  2766. return fragment;
  2767. }
  2768. },
  2769. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2770. function:cards=>cards.filter(card=>{
  2771. const searchTypeArray = [127];
  2772. const skill = getCardActiveSkill(card, searchTypeArray);
  2773. return skill;
  2774. }),
  2775. addition:generateColumnOrbs_Addition
  2776. },
  2777. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)",cht:"產豎(含心)"},
  2778. function:cards=>cards.filter(card=>{
  2779. function isHeart(sk)
  2780. {
  2781. for (let i=1;i<sk.length;i+=2)
  2782. {
  2783. if (sk[i] & 32)
  2784. {
  2785. return true;
  2786. }
  2787. }
  2788. }
  2789. const searchTypeArray = [127];
  2790. const skill = getCardActiveSkill(card, searchTypeArray);
  2791. return skill && isHeart(skill.params);
  2792. }),
  2793. addition:generateColumnOrbs_Addition
  2794. },
  2795. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2796. function:cards=>cards.filter(card=>{
  2797. const searchTypeArray = [128];
  2798. const skill = getCardActiveSkill(card, searchTypeArray);
  2799. return skill;
  2800. }),
  2801. addition:generateRowOrbs_Addition
  2802. },
  2803. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2804. function:cards=>cards.filter(card=>{
  2805. const searchTypeArray = [128];
  2806. const skill = getCardActiveSkill(card, searchTypeArray);
  2807. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2808. }),
  2809. addition:generateRowOrbs_Addition
  2810. },
  2811. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2812. function:cards=>cards.filter(card=>{
  2813. const searchTypeArray = [128];
  2814. const skill = getCardActiveSkill(card, searchTypeArray);
  2815. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2816. }),
  2817. addition:generateRowOrbs_Addition
  2818. },
  2819. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2820. function:cards=>cards.filter(card=>{
  2821. const searchTypeArray = [128];
  2822. const skill = getCardActiveSkill(card, searchTypeArray);
  2823. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2824. }),
  2825. addition:generateRowOrbs_Addition
  2826. },
  2827. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)",cht:"泛產橫(包含花火與四周一圈等)"},
  2828. function:cards=>cards.filter(card=>{
  2829. const searchTypeArray = [128,71,176];
  2830. function isRow(skill)
  2831. {
  2832. const sk = skill.params;
  2833. if (skill.type === 128) //普通横
  2834. {return true;}
  2835. else if (skill.type === 71) //花火
  2836. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2837. else if (skill.type === 176) //特殊形状
  2838. {
  2839. for (let si=0;si<5;si++)
  2840. {
  2841. if ((sk[si] & 63) === 63)
  2842. return true;
  2843. }
  2844. }
  2845. return false;
  2846. }
  2847. const skill = getCardActiveSkill(card, searchTypeArray);
  2848. return skill && isRow(skill);
  2849. })
  2850. },
  2851. ]},
  2852. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  2853. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)",cht:"隊長技固傷追擊(按傷害排序)"},
  2854. function:cards=>{
  2855. return cards.filter(card=>{
  2856. return getSkillFixedDamage(card) > 0;
  2857. }).sort((a,b)=>{
  2858. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  2859. return a_pC - b_pC;
  2860. });
  2861. },
  2862. addition:card=>{
  2863. const value = getSkillFixedDamage(card);
  2864. let nodeArr = [`${value.bigNumberToString()}固伤`];
  2865. let skill;
  2866. if (skill = getCardLeaderSkill(card, [235])) {
  2867. nodeArr.push("/");
  2868. nodeArr.push(createOrbsList(flags(skill.params[0])));
  2869. nodeArr.push(`×${skill.params[2]}`);
  2870. }
  2871. return nodeArr.nodeJoin();
  2872. }
  2873. },
  2874. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)",cht:"隊長技+C(按+C數排序)"},
  2875. function:cards=>{
  2876. return cards.filter(card=>{
  2877. return getSkillAddCombo(card) > 0;
  2878. }).sort((a,b)=>{
  2879. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  2880. return a_pC - b_pC;
  2881. });
  2882. },
  2883. addition:card=>{
  2884. const value = getSkillAddCombo(card);
  2885. let nodeArr = [`+${value.bigNumberToString()}C`];
  2886. let skill;
  2887. if (skill = getCardLeaderSkill(card, [210])) {
  2888. nodeArr.push("/十字");
  2889. } else if (skill = getCardLeaderSkill(card, [235])) {
  2890. nodeArr.push("/");
  2891. nodeArr.push(createOrbsList(flags(skill.params[0])));
  2892. nodeArr.push(`×${skill.params[2]}`);
  2893. }
  2894. return nodeArr.nodeJoin();
  2895. }
  2896. },
  2897. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】",cht:"【7×6 版面】"},
  2898. function:cards=>cards.filter(card=>{
  2899. const searchTypeArray = [162,186];
  2900. const skill = getCardLeaderSkill(card, searchTypeArray);
  2901. return skill;
  2902. })
  2903. },
  2904. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】",cht:"【無天降版面】"},
  2905. function:cards=>cards.filter(card=>{
  2906. const searchTypeArray = [163,177];
  2907. const skill = getCardLeaderSkill(card, searchTypeArray);
  2908. return skill;
  2909. })
  2910. },
  2911. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)",cht:"隊長技加/減秒(按秒數排序)"},
  2912. function:cards=>{
  2913. const searchTypeArray = [15,185];
  2914. return cards.filter(card=>{
  2915. const skill = getCardLeaderSkill(card, searchTypeArray);
  2916. return skill;
  2917. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2918. },
  2919. addition:card=>{
  2920. const searchTypeArray = [15,185];
  2921. const skill = getCardLeaderSkill(card, searchTypeArray);
  2922. const value = skill.params[0];
  2923. return `${value > 0 ? "+" : ""}${value/100}s`;
  2924. }
  2925. },
  2926. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)",cht:"固定操作時間(按時間排序)"},
  2927. function:cards=>{
  2928. const searchTypeArray = [178];
  2929. return cards.filter(card=>{
  2930. const skill = getCardLeaderSkill(card, searchTypeArray);
  2931. return skill;
  2932. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2933. },
  2934. addition:card=>{
  2935. const searchTypeArray = [178];
  2936. const skill = getCardLeaderSkill(card, searchTypeArray);
  2937. const value = skill.params[0];
  2938. return `固定${value}s`;
  2939. }
  2940. },
  2941. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  2942. function:cards=>{
  2943. const searchTypeArray = [12];
  2944. return cards.filter(card=>{
  2945. const skill = getCardLeaderSkill(card, searchTypeArray);
  2946. return skill;
  2947. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2948. },
  2949. addition:card=>{
  2950. const searchTypeArray = [12];
  2951. const skill = getCardLeaderSkill(card, searchTypeArray);
  2952. const value = skill.params[0];
  2953. return `攻击×${(value/100).bigNumberToString()}倍`;
  2954. }
  2955. },
  2956. {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)",cht:"消除寶珠時回血(按回複比率排序)"},
  2957. function:cards=>{
  2958. const searchTypeArray = [13];
  2959. return cards.filter(card=>{
  2960. const skill = getCardLeaderSkill(card, searchTypeArray);
  2961. return skill;
  2962. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2963. },
  2964. addition:card=>{
  2965. const searchTypeArray = [13];
  2966. const skill = getCardLeaderSkill(card, searchTypeArray);
  2967. const value = skill.params[0];
  2968. return `回复×${(value/100).bigNumberToString()}倍`;
  2969. }
  2970. },
  2971. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  2972. function:cards=>{
  2973. const searchTypeArray = [41];
  2974. return cards.filter(card=>{
  2975. const skill = getCardLeaderSkill(card, searchTypeArray);
  2976. return skill;
  2977. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2978. },
  2979. addition:card=>{
  2980. const searchTypeArray = [41];
  2981. const skill = getCardLeaderSkill(card, searchTypeArray);
  2982. const sk = skill.params;
  2983. const fragment = document.createDocumentFragment();
  2984. fragment.appendChild(createOrbsList(sk[2] || 0));
  2985. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  2986. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  2987. return fragment;
  2988. }
  2989. },
  2990. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  2991. function:cards=>cards.filter(card=>{
  2992. const searchTypeArray = [197];
  2993. const skill = getCardLeaderSkill(card, searchTypeArray);
  2994. return skill;
  2995. })
  2996. },
  2997. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  2998. function:cards=>{
  2999. const searchTypeArray = [198];
  3000. return cards.filter(card=>{
  3001. const skill = getCardLeaderSkill(card, searchTypeArray);
  3002. return skill && skill.params[2];
  3003. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3004. },
  3005. addition:card=>{
  3006. const searchTypeArray = [198];
  3007. const skill = getCardLeaderSkill(card, searchTypeArray);
  3008. const sk = skill.params;
  3009. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3010. }
  3011. },
  3012. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3013. function:cards=>{
  3014. const searchTypeArray = [198];
  3015. return cards.filter(card=>{
  3016. const skill = getCardLeaderSkill(card, searchTypeArray);
  3017. return skill && skill.params[3];
  3018. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3019. },
  3020. addition:card=>{
  3021. const searchTypeArray = [198];
  3022. const skill = getCardLeaderSkill(card, searchTypeArray);
  3023. const sk = skill.params;
  3024. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3025. }
  3026. },
  3027. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3028. function:cards=>cards.filter(card=>{
  3029. const searchTypeArray = [151,209];
  3030. const skill = getCardLeaderSkill(card, searchTypeArray);
  3031. return skill;
  3032. })
  3033. },
  3034. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  3035. function:cards=>cards.filter(card=>{
  3036. const searchTypeArray = [157];
  3037. const skill = getCardLeaderSkill(card, searchTypeArray);
  3038. return skill;
  3039. })
  3040. },
  3041. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3042. function:cards=>cards.filter(card=>{
  3043. const searchTypeArray = [177];
  3044. const skill = getCardLeaderSkill(card, searchTypeArray);
  3045. return skill;
  3046. })
  3047. },
  3048. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)",cht:"要求長串消除(按珠數排序)"},
  3049. function:cards=>{
  3050. const searchTypeArray = [158];
  3051. return cards.filter(card=>{
  3052. const skill = getCardLeaderSkill(card, searchTypeArray);
  3053. return skill;
  3054. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3055. },
  3056. addition:card=>{
  3057. const searchTypeArray = [158];
  3058. const skill = getCardLeaderSkill(card, searchTypeArray);
  3059. const value = skill.params[0];
  3060. return `≥${value}珠`;
  3061. }
  3062. },
  3063. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3064. function:cards=>{
  3065. const searchTypeArray = [14];
  3066. return cards.filter(card=>{
  3067. const skill = getCardLeaderSkill(card, searchTypeArray);
  3068. return skill;
  3069. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3070. },
  3071. addition:card=>{
  3072. const searchTypeArray = [14];
  3073. const skill = getCardLeaderSkill(card, searchTypeArray);
  3074. const value = skill.params[0];
  3075. return `HP≥${value}%`;
  3076. }
  3077. },
  3078. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3079. function:cards=>cards.filter(card=>{
  3080. const searchTypeArray = [125];
  3081. const skill = getCardLeaderSkill(card, searchTypeArray);
  3082. return skill;
  3083. })
  3084. },
  3085. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3086. function:cards=>cards.filter(card=>{
  3087. const searchTypeArray = [175];
  3088. const skill = getCardLeaderSkill(card, searchTypeArray);
  3089. return skill;
  3090. })
  3091. },
  3092. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型",cht:"指定隊伍隊員進化類型"},
  3093. function:cards=>cards.filter(card=>{
  3094. const searchTypeArray = [203];
  3095. const skill = getCardLeaderSkill(card, searchTypeArray);
  3096. return skill;
  3097. })
  3098. },
  3099. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率",cht:"根據屬性/類型個數浮動倍率"},
  3100. function:cards=>cards.filter(card=>{
  3101. const searchTypeArray = [229];
  3102. const skill = getCardLeaderSkill(card, searchTypeArray);
  3103. return skill;
  3104. })
  3105. },
  3106. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)",cht:"增加道具掉落率(按增加倍率排序)"},
  3107. function:cards=>{
  3108. const searchTypeArray = [53];
  3109. return cards.filter(card=>{
  3110. const skill = getCardLeaderSkill(card, searchTypeArray);
  3111. return skill;
  3112. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3113. },
  3114. addition:card=>{
  3115. const searchTypeArray = [53];
  3116. const skill = getCardLeaderSkill(card, searchTypeArray);
  3117. const sk = skill.params;
  3118. return `掉率x${sk[0]/100}`;
  3119. }
  3120. },
  3121. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3122. function:cards=>{
  3123. const searchTypeArray = [54];
  3124. return cards.filter(card=>{
  3125. const skill = getCardLeaderSkill(card, searchTypeArray);
  3126. return skill;
  3127. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3128. },
  3129. addition:card=>{
  3130. const searchTypeArray = [54];
  3131. const skill = getCardLeaderSkill(card, searchTypeArray);
  3132. const sk = skill.params;
  3133. return `金币x${sk[0]/100}`;
  3134. }
  3135. },
  3136. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)",cht:"增加經驗獲取倍數(按增加倍率排序)"},
  3137. function:cards=>{
  3138. const searchTypeArray = [148];
  3139. return cards.filter(card=>{
  3140. const skill = getCardLeaderSkill(card, searchTypeArray);
  3141. return skill;
  3142. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3143. },
  3144. addition:card=>{
  3145. const searchTypeArray = [148];
  3146. const skill = getCardLeaderSkill(card, searchTypeArray);
  3147. const sk = skill.params;
  3148. return `经验x${sk[0]/100}`;
  3149. }
  3150. },
  3151. ]},
  3152. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3153. {name:"HP Scale [2, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3154. function:cards=>cards.filter(card=>{
  3155. const skill = Skills[card.leaderSkillId];
  3156. const HPscale = getHPScale(skill);
  3157. return HPscale >= 2;
  3158. }).sort((a,b)=>{
  3159. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3160. return getHPScale(a_s) - getHPScale(b_s);
  3161. })
  3162. },
  3163. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)",cht:"隊長血倍率[1.5, 2)(按倍率排序)"},
  3164. function:cards=>cards.filter(card=>{
  3165. const skill = Skills[card.leaderSkillId];
  3166. const HPscale = getHPScale(skill);
  3167. return HPscale >= 1.5 && HPscale < 2;
  3168. }).sort((a,b)=>{
  3169. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3170. return getHPScale(a_s) - getHPScale(b_s);
  3171. })
  3172. },
  3173. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)",cht:"隊長血倍率(1, 1.5)(按倍率排序)"},
  3174. function:cards=>cards.filter(card=>{
  3175. const skill = Skills[card.leaderSkillId];
  3176. const HPscale = getHPScale(skill);
  3177. return HPscale > 1 && HPscale < 1.5;
  3178. }).sort((a,b)=>{
  3179. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3180. return getHPScale(a_s) - getHPScale(b_s);
  3181. })
  3182. },
  3183. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3184. function:cards=>cards.filter(card=>{
  3185. const skill = Skills[card.leaderSkillId];
  3186. const HPscale = getHPScale(skill);
  3187. return HPscale === 1;
  3188. })
  3189. },
  3190. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)",cht:"隊長血倍率[0, 1)(按倍率排序)"},
  3191. function:cards=>cards.filter(card=>{
  3192. const skill = Skills[card.leaderSkillId];
  3193. const HPscale = getHPScale(skill);
  3194. return HPscale < 1;
  3195. }).sort((a,b)=>{
  3196. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3197. return getHPScale(a_s) - getHPScale(b_s);
  3198. })
  3199. },
  3200. ]},
  3201. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3202. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)",cht:"隊長盾減傷[75%, 100%](按倍率排序)"},
  3203. function:cards=>cards.filter(card=>{
  3204. const skill = Skills[card.leaderSkillId];
  3205. const reduceScale = getReduceScale(skill);
  3206. return reduceScale >= 0.75;
  3207. }).sort((a,b)=>{
  3208. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3209. return getReduceScale(a_s) - getReduceScale(b_s);
  3210. })
  3211. },
  3212. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)",cht:"隊長盾減傷[50%, 75%)(按倍率排序)"},
  3213. function:cards=>cards.filter(card=>{
  3214. const skill = Skills[card.leaderSkillId];
  3215. const reduceScale = getReduceScale(skill);
  3216. return reduceScale >= 0.5 && reduceScale < 0.75;
  3217. }).sort((a,b)=>{
  3218. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3219. return getReduceScale(a_s) - getReduceScale(b_s);
  3220. })
  3221. },
  3222. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)",cht:"隊長盾減傷[25%, 50%)(按倍率排序)"},
  3223. function:cards=>cards.filter(card=>{
  3224. const skill = Skills[card.leaderSkillId];
  3225. const reduceScale = getReduceScale(skill);
  3226. return reduceScale >= 0.25 && reduceScale < 0.5;
  3227. }).sort((a,b)=>{
  3228. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3229. return getReduceScale(a_s) - getReduceScale(b_s);
  3230. })
  3231. },
  3232. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)",cht:"隊長盾減傷(0%, 25%)(按倍率排序)"},
  3233. function:cards=>cards.filter(card=>{
  3234. const skill = Skills[card.leaderSkillId];
  3235. const reduceScale = getReduceScale(skill);
  3236. return reduceScale > 0 && reduceScale < 0.25;
  3237. }).sort((a,b)=>{
  3238. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3239. return getReduceScale(a_s) - getReduceScale(b_s);
  3240. })
  3241. },
  3242. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3243. function:cards=>cards.filter(card=>{
  3244. const skill = Skills[card.leaderSkillId];
  3245. const reduceScale = getReduceScale(skill);
  3246. return reduceScale === 0;
  3247. })
  3248. },
  3249. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤",cht:"隊長盾減傷-必須全屬性減傷"},
  3250. function:cards=>cards.filter(card=>{
  3251. const skill = Skills[card.leaderSkillId];
  3252. return getReduceScale(skill, true) > 0;
  3253. })
  3254. },
  3255. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾",cht:"隊長盾減傷-排除血線盾"},
  3256. function:cards=>cards.filter(card=>{
  3257. const skill = Skills[card.leaderSkillId];
  3258. return getReduceScale(skill, undefined, true) > 0;
  3259. })
  3260. },
  3261. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾",cht:"隊長盾減傷-排除幾率盾"},
  3262. function:cards=>cards.filter(card=>{
  3263. const skill = Skills[card.leaderSkillId];
  3264. return getReduceScale(skill, undefined, undefined, true) > 0;
  3265. })
  3266. },
  3267. {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%)",cht:"滿血99重力不下半血-隊長盾減傷[29%, 100%)"},
  3268. function:cards=>cards.filter(card=>{
  3269. const skill = Skills[card.leaderSkillId];
  3270. const reduceScale = getReduceScale(skill);
  3271. return reduceScale>=0.29;
  3272. }).sort((a,b)=>{
  3273. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3274. return getReduceScale(a_s) - getReduceScale(b_s);
  3275. })
  3276. },
  3277. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾",cht:"隊長盾減傷-無條件盾"},
  3278. function:cards=>cards.filter(card=>{
  3279. //获取盾减伤比例
  3280. function getReduceScale_unconditional(ls)
  3281. {
  3282. const sk = ls.params;
  3283. let scale = 0;
  3284. switch (ls.type)
  3285. {
  3286. case 16: //无条件盾
  3287. scale = sk[0]/100;
  3288. break;
  3289. case 129: //无条件盾,属性个数不固定
  3290. case 163: //无条件盾,属性个数不固定
  3291. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  3292. break;
  3293. case 138: //调用其他队长技
  3294. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  3295. break;
  3296. default:
  3297. }
  3298. return scale || 0;
  3299. }
  3300. const skill = Skills[card.leaderSkillId];
  3301. return getReduceScale_unconditional(skill) > 0;
  3302. })
  3303. },
  3304. ]},
  3305. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3306. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3307. function:cards=>cards.filter(card=>
  3308. !Array.isArray(card.henshinFrom) &&
  3309. !Array.isArray(card.henshinTo))
  3310. },
  3311. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3312. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3313. },
  3314. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3315. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3316. },
  3317. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3318. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3319. },
  3320. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3321. function:cards=>cards.filter(card=>card.is8Latent)
  3322. },
  3323. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3324. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3325. function:cards=>cards.filter(card=>isReincarnated(card))
  3326. }, //evoBaseId可能为0
  3327. //{name:"",otLangName:{chs:"仅超转生进化",cht:"僅超轉生進化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  3328. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3329. function:cards=>cards.filter(card=>card.is8Latent && card.isUltEvo && !card.awakenings.includes(49))
  3330. },
  3331. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3332. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3333. },
  3334. ]},
  3335. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3336. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)",cht:"攻擊型或水屬性(炭治郎隊員)"},
  3337. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3338. },
  3339. {name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)",cht:"火屬性或水屬性(火車隊員)"},
  3340. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3341. },
  3342. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3343. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3344. },
  3345. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%",cht:"110級三維成長≥50%"},
  3346. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3347. addition:card=>`成长${card.limitBreakIncr}%`
  3348. },
  3349. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3350. function:cards=>cards.filter(card=>card.maxLevel==1)
  3351. },
  3352. {name:"Less than 100mp",otLangName:{chs:"低于100mp",cht:"低於100mp"},
  3353. function:cards=>cards.filter(card=>card.sellMP<100)
  3354. },
  3355. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3356. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3357. },
  3358. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3359. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3360. },
  3361. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3362. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3363. },
  3364. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3365. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3366. },
  3367. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3368. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3369. },
  3370. ]},
  3371. {group:true,name:"----- Awoken -----",otLangName:{chs:"-----觉醒类-----",cht:"-----覺醒類-----"}, functions: [
  3372. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3373. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3374. },
  3375. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3376. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3377. },
  3378. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒",cht:"能突破等級限制但沒有超覺醒"},
  3379. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3380. },
  3381. {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",cht:"3個相同殺覺醒,或2個殺覺醒並可打相同潛覺"},
  3382. function:cards=>cards.filter(card=>{
  3383. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3384. if (hasAwokenKiller)
  3385. { //大于2个杀的进行判断
  3386. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3387. { //大于3个杀的直接过
  3388. return true;
  3389. }else
  3390. { //2个杀的
  3391. const isAllowLatent = card.types.filter(i=>
  3392. i>=0 //去掉-1的type
  3393. ).map(type=>
  3394. type_allowable_latent[type] //得到允许打的潜觉杀
  3395. ).some(ls=>
  3396. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3397. );
  3398. return isAllowLatent
  3399. }
  3400. }else
  3401. {
  3402. return false;
  3403. }
  3404. })
  3405. },
  3406. {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",cht:"3個相同殺覺醒(含超覺),或相同潛覺"},
  3407. function:cards=>cards.filter(card=>{
  3408. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3409. if (hasAwokenKiller)
  3410. { //大于2个杀的进行判断
  3411. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3412. { //大于3个杀的直接过
  3413. return true;
  3414. }else
  3415. { //2个杀的
  3416. const isAllowLatent = card.types.filter(i=>
  3417. i>=0 //去掉-1的type
  3418. ).map(type=>
  3419. type_allowable_latent[type] //得到允许打的潜觉杀
  3420. ).some(ls=>
  3421. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3422. );
  3423. return isAllowLatent
  3424. }
  3425. }else
  3426. {
  3427. return false;
  3428. }
  3429. })
  3430. },
  3431. {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",cht:"4個相同殺覺醒(含超覺),或相同潛覺"},
  3432. function:cards=>cards.filter(card=>{
  3433. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3434. if (hasAwokenKiller)
  3435. { //大于2个杀的进行判断
  3436. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3437. { //大于3个杀的直接过
  3438. return true;
  3439. }else
  3440. { //2个杀的
  3441. const isAllowLatent = card.types.filter(i=>
  3442. i>=0 //去掉-1的type
  3443. ).map(type=>
  3444. type_allowable_latent[type] //得到允许打的潜觉杀
  3445. ).some(ls=>
  3446. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3447. );
  3448. return isAllowLatent
  3449. }
  3450. }else
  3451. {
  3452. return false;
  3453. }
  3454. })
  3455. },
  3456. /*{name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3457. function:cards=>cards.filter(card=>{
  3458. const searchTypeArray = [1000];
  3459. const skill = getCardActiveSkill(card, searchTypeArray);
  3460. return skill;
  3461. })
  3462. },*/
  3463. ]},
  3464. ];
  3465. return functions;
  3466. })();

智龙迷城队伍图制作工具