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

智龙迷城队伍图制作工具