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script-json_data.js 158 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. force_reload_data: `Force refresh data`,
  21. request_input: tp`Please Input ${'info'}`,
  22. link_read_message: {
  23. success: tp`Find the ${'type'} format.`,
  24. need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
  25. user_script_link: `Link to the helper script`,
  26. type: {
  27. "PADDF": "PADDF",
  28. "PDC": "PDC",
  29. "PADDB": "PADDB",
  30. },
  31. error: {
  32. 0: "Unknown Error",
  33. 1: "Unsupported format",
  34. 2: "No formation data",
  35. 3: "The illegal JSON format",
  36. 4: "The illegal URL format",
  37. },
  38. paddb_success: `Sucess`,
  39. paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
  40. },
  41. sort_name:{
  42. sort_none: "Nope",
  43. sort_id: "Cards Id",
  44. sort_attrs : "Attribute",
  45. sort_evoRootId: "Cards Evolution Root",
  46. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  47. sort_rarity: "Rarity",
  48. sort_cost: "Cost",
  49. sort_skillLv1: "Maximum Skill Turn",
  50. sort_skillLvMax: "Minimum Skill Turn",
  51. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  52. sort_hpMax120: "Max HP",
  53. sort_atkMax120: "Max ATK",
  54. sort_rcvMax120: "Max RCV",
  55. sort_hpMax120_awoken: "Max HP (+Awoken)",
  56. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  57. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  58. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  59. },
  60. skill_parse: {
  61. skill: {
  62. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  63. unknown: tp`Unkonwn skill type: ${'type'}`,
  64. active_turns: tp`${'skills'}, for ${'turns'} turns`,
  65. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  66. random_skills: tp`Random Activates these skills:${'skills'}`,
  67. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  68. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  69. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  70. damage_enemy_times: tp`${'times'} `,
  71. damage_enemy_count: tp` (${'damage'} in total)`,
  72. //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.
  73. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  74. delay: tp`${'icon'}Delays enemies' next move`,
  75. mass_attack: tp`${'icon'}Mass attacks`,
  76. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  77. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  78. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  79. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  80. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  81. unbind_normal: tp`${'icon'}Bind`,
  82. unbind_awakenings: tp`${'icon'}Awoken bind`,
  83. unbind_matches: tp`${'icon'}Unmatchable orb`,
  84. bind_skill: tp`${'icon'}Unable to use skills`,
  85. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  86. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  87. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  88. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  89. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  90. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  91. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  92. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  93. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  94. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  95. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  96. board_change: tp`Change all orbs to ${'orbs'}`,
  97. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  98. skill_boost_range: tp`~${'turns'}`,
  99. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  100. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  101. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  102. drop_refresh: tp`Replaces all orbs`,
  103. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  104. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  105. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  106. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  107. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  108. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  109. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  110. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  111. orb_drop_increase_chance: tp`by ${'value'}`,
  112. attr_absorb: tp`${'icon'}Attribute absorption`,
  113. combo_absorb: tp`${'icon'}Combo absorption`,
  114. damage_absorb: tp`${'icon'}Damage absorption`,
  115. damage_void: tp`${'icon'}Damage void`,
  116. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  117. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  118. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  119. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  120. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  121. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  122. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  123. rate_multiply_drop: tp`${'icon'}Drop rate`,
  124. rate_multiply_coin: tp`${'icon'}Coins`,
  125. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  126. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  127. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  128. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  129. henshin: tp`Transforms into ${'cards'}`,
  130. random_henshin: tp`Random transforms into ${'cards'}`,
  131. void_poison: tp`Voids ${'poison'} damage`,
  132. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  133. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  134. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  135. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  136. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  137. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  138. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  139. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'time'}`,
  140. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  141. },
  142. power: {
  143. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  144. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  145. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  146. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  147. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  148. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  149. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  150. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  151. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  152. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  153. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  154. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  155. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  156. },
  157. cond: {
  158. unknown: tp`[ Unknown condition ]`,
  159. hp_equal: tp`When ${'hp'} == ${'min'} `,
  160. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  161. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  162. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  163. use_skill: tp`When skills used `,
  164. multi_player: tp`When in Multiplayer Mode `,
  165. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  166. exact_combo: tp`When exactly ${'value'} combos `,
  167. exact_length: tp`exactly of ${'value'} `,
  168. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  169. exact_match_enhanced: tp` orbs including enhanced`,
  170. compo_type_card: tp`When ${'ids'} are all on team, `,
  171. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  172. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  173. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  174. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  175. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  176. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  177. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  178. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  179. },
  180. position: {
  181. top: tp`${'pos'} of top rows`,
  182. bottom: tp`${'pos'} of bottom rows`,
  183. left: tp`${'pos'} of left columns`,
  184. right: tp`${'pos'} of right columns`,
  185. random: tp`random location`,
  186. shape: tp`specified location`,
  187. },
  188. value: {
  189. unknown: tp`[ Unknown value: ${'type'}]`, //type
  190. const: tp`${'value'} ${'unit'}`,
  191. const_to: tp`to ${'value'}`,
  192. mul_percent: tp`${'value'}%`,
  193. mul_times: tp`×${'value'}`,
  194. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  195. mul_of_times: tp`${'stats'} ×${'value'}`,
  196. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  197. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  198. prob: tp`${'value'} chance for `,
  199. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  200. size: tp`${'width'}×${'height'}`,
  201. pos: tp`${'x'}×${'y'}`,
  202. },
  203. target: {
  204. unknown: tp`Unkown Target`,
  205. self: tp`card's`,
  206. team: tp`team`,
  207. team_last: tp`the lastest member`,
  208. team_leader: tp`leader`,
  209. sub_members: tp`sub-members`,
  210. leader_self: tp`left leader`,
  211. leader_helper: tp`right leader`,
  212. collab_id: tp`card with collab ID of ${'id'} `,
  213. gacha_id: tp`card with gacha ID of ${'id'} `,
  214. enemy: tp`Enemy`,
  215. enemy_all: tp`all enemys`,
  216. enemy_one: tp`1 enemy`,
  217. enemy_attr: tp`${'attr'} enemy`,
  218. the_attr: tp`attr of the matched Orbs`,
  219. },
  220. stats: {
  221. unknown: tp`[ Unknown: ${'type'}]`, //type
  222. maxhp: tp`Max HP`,
  223. hp: tp`HP`,
  224. chp: tp`current HP`,
  225. atk: tp`ATK`,
  226. rcv: tp`RCV`,
  227. teamhp: tp`Team HP`,
  228. teamatk: tp`Team ${'attrs'} ATK`,
  229. teamrcv: tp`Team RCV`,
  230. cstage: tp`current Stage of Dungeon`,
  231. },
  232. unit: {
  233. orbs: tp``,
  234. times: tp` times`,
  235. seconds: tp` seconds`,
  236. point: tp` point`,
  237. turns: tp` turns`,
  238. },
  239. word: {
  240. comma: tp`, `,
  241. slight_pause: tp`, `,
  242. range_hyphen: tp`~`,
  243. in_once: tp`in once `,
  244. evo_type_pixel: tp`Pixel Evo`,
  245. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  246. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  247. affix_attr: tp`${'cotent'} attr.`,
  248. affix_orb: tp`${'cotent'} orbs`,
  249. affix_type: tp`${'cotent'} types`,
  250. affix_awakening: tp`${'cotent'} awoken`,
  251. affix_exclude: tp`, exclude ${'cotent'}`,
  252. each_time: tp`each time `,
  253. different: tp`different`,
  254. same: tp`the same`,
  255. },
  256. attrs: {
  257. [0]: tp`${'icon'}Fire`,
  258. [1]: tp`${'icon'}Water`,
  259. [2]: tp`${'icon'}Wood`,
  260. [3]: tp`${'icon'}Light`,
  261. [4]: tp`${'icon'}Dark`,
  262. [5]: tp`${'icon'}Recover`,
  263. [6]: tp`${'icon'}Null`,
  264. all: tp`All`,
  265. self: tp`${'icon'}Self's Attr`,
  266. fixed: tp`${'icon'}Fixed`,
  267. },
  268. orbs: {
  269. [0]: tp`${'icon'}Fire`,
  270. [1]: tp`${'icon'}Water`,
  271. [2]: tp`${'icon'}Wood`,
  272. [3]: tp`${'icon'}Light`,
  273. [4]: tp`${'icon'}Dark`,
  274. [5]: tp`${'icon'}Heal`,
  275. [6]: tp`${'icon'}Jammer`,
  276. [7]: tp`${'icon'}Poison`,
  277. [8]: tp`${'icon'}Lethal Poison`,
  278. [9]: tp`${'icon'}Bomb`,
  279. enhanced: tp`${'icon'}Enhanced`,
  280. locked: tp`${'icon'}Locked`,
  281. nail: tp`${'icon'}Nail`,
  282. _5color: tp`${'icon'}5 Att.`,
  283. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  284. all: tp`All`,
  285. any: tp`Any ${'cotent'}`,
  286. },
  287. board: {
  288. clouds: tp`${'icon'}Clouds`,
  289. immobility: tp`${'icon'}Immobility`,
  290. roulette: tp`${'icon'}Roulette`,
  291. roulette_time: tp`(transforms every ${'duration'})`,
  292. },
  293. types: {
  294. [0]: tp`${'icon'}Evo Material`,
  295. [1]: tp`${'icon'}Balanced`,
  296. [2]: tp`${'icon'}Physical`,
  297. [3]: tp`${'icon'}Healer`,
  298. [4]: tp`${'icon'}Dragon`,
  299. [5]: tp`${'icon'}God`,
  300. [6]: tp`${'icon'}Attacker`,
  301. [7]: tp`${'icon'}Devil`,
  302. [8]: tp`${'icon'}Machine`,
  303. [9]: tp`${'icon'}Special Protection`,
  304. [12]: tp`${'icon'}Awaken`,
  305. [14]: tp`${'icon'}Enhance Material`,
  306. [15]: tp`${'icon'}Redeemable`,
  307. },
  308. awokens: {
  309. [0]: tp`${'icon'}Unknown awoken`,
  310. [1]: tp`${'icon'}Enhanced HP`,
  311. [2]: tp`${'icon'}Enhanced Attack`,
  312. [3]: tp`${'icon'}Enhanced Recovery`,
  313. [4]: tp`${'icon'}Reduce Fire Damage`,
  314. [5]: tp`${'icon'}Reduce Water Damage`,
  315. [6]: tp`${'icon'}Reduce Wood Damage`,
  316. [7]: tp`${'icon'}Reduce Light Damage`,
  317. [8]: tp`${'icon'}Reduce Dark Damage`,
  318. [9]: tp`${'icon'}Auto-Recover`,
  319. [10]: tp`${'icon'}Resistance-Bind`,
  320. [11]: tp`${'icon'}Resistance-Blind`,
  321. [12]: tp`${'icon'}Resistance-Jammers`,
  322. [13]: tp`${'icon'}Resistance-Poison`,
  323. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  324. [15]: tp`${'icon'}Enhanced Water Orbs`,
  325. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  326. [17]: tp`${'icon'}Enhanced Water Orbs`,
  327. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  328. [19]: tp`${'icon'}Extend Time`,
  329. [20]: tp`${'icon'}Recover Bind`,
  330. [21]: tp`${'icon'}Skill Boost`,
  331. [22]: tp`${'icon'}Enhanced Fire Rows`,
  332. [23]: tp`${'icon'}Enhanced Water Rows`,
  333. [24]: tp`${'icon'}Enhanced Wood Rows`,
  334. [25]: tp`${'icon'}Enhanced Water Rows`,
  335. [26]: tp`${'icon'}Enhanced Dark Rows`,
  336. [27]: tp`${'icon'}Two-Pronged Attack`,
  337. [28]: tp`${'icon'}Resistance-Skill Bind`,
  338. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  339. [30]: tp`${'icon'}Multi Boost`,
  340. [31]: tp`${'icon'}Dragon Killer`,
  341. [32]: tp`${'icon'}God Killer`,
  342. [33]: tp`${'icon'}Devil Killer`,
  343. [34]: tp`${'icon'}Machine Killer`,
  344. [35]: tp`${'icon'}Balanced Killer`,
  345. [36]: tp`${'icon'}Attacker Killer`,
  346. [37]: tp`${'icon'}Physical Killer`,
  347. [38]: tp`${'icon'}Healer Killer`,
  348. [39]: tp`${'icon'}Evo Killer`,
  349. [40]: tp`${'icon'}Awaken Killer`,
  350. [41]: tp`${'icon'}Enhance Killer`,
  351. [42]: tp`${'icon'}Redeemable Killer`,
  352. [43]: tp`${'icon'}Enhanced Combos`,
  353. [44]: tp`${'icon'}Guard Break`,
  354. [45]: tp`${'icon'}Bonus Attack`,
  355. [46]: tp`${'icon'}Enhanced Team HP `,
  356. [47]: tp`${'icon'}Enhanced Team Recovery`,
  357. [48]: tp`${'icon'}Damage Void Piercer`,
  358. [49]: tp`${'icon'}Awoken Assist`,
  359. [50]: tp`${'icon'}Super Bonus Attack`,
  360. [51]: tp`${'icon'}Skill Charge`,
  361. [52]: tp`${'icon'}Resistance-Bind+`,
  362. [53]: tp`${'icon'}Extend Time+`,
  363. [54]: tp`${'icon'}Resistance-Clouds`,
  364. [55]: tp`${'icon'}Resistance-Immobility`,
  365. [56]: tp`${'icon'}Skill Boost+`,
  366. [57]: tp`${'icon'}50% or more HP Enhanced`,
  367. [58]: tp`${'icon'}50% or less HP Enhanced`,
  368. [59]: tp`${'icon'}L Damage Reduction`,
  369. [60]: tp`${'icon'}L Increased Attack`,
  370. [61]: tp`${'icon'}Super Enhanced Combos`,
  371. [62]: tp`${'icon'}Combo Orbs`,
  372. [63]: tp`${'icon'}Skill Voice`,
  373. [64]: tp`${'icon'}Dungeon Bonus`,
  374. [65]: tp`${'icon'}Reduced HP`,
  375. [66]: tp`${'icon'}Reduced Attack`,
  376. [67]: tp`${'icon'}Reduced RCV`,
  377. [68]: tp`${'icon'}Resistance-Blind+`,
  378. [69]: tp`${'icon'}Resistance-Jammers+`,
  379. [70]: tp`${'icon'}Resistance-Poison+`,
  380. [71]: tp`${'icon'}Blessing of Jammers`,
  381. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  382. [73]: tp`${'icon'}Enhanced Fire Combos`,
  383. [74]: tp`${'icon'}Enhanced Water Combos`,
  384. [75]: tp`${'icon'}Enhanced Wood Combos`,
  385. [76]: tp`${'icon'}Enhanced Light Combos`,
  386. [77]: tp`${'icon'}Enhanced Dark Combos`,
  387. [78]: tp`${'icon'}Cross Attack`,
  388. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  389. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  390. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  391. [82]: tp`${'icon'}Super Enhanced Matching`,
  392. [83]: tp`${'icon'}Append Dragon Type`,
  393. [84]: tp`${'icon'}Append God Type`,
  394. [85]: tp`${'icon'}Append Devil Type`,
  395. [86]: tp`${'icon'}Append Machine Type`,
  396. [87]: tp`${'icon'}Append Balanced Type`,
  397. [88]: tp`${'icon'}Append Attacker Type`,
  398. [89]: tp`${'icon'}Append Physical Type`,
  399. [90]: tp`${'icon'}Append Healer Type`,
  400. [91]: tp`${'icon'}Append Fire Attr.`,
  401. [92]: tp`${'icon'}Append Water Attr.`,
  402. [93]: tp`${'icon'}Append Wood Attr.`,
  403. [94]: tp`${'icon'}Append Water Attr.`,
  404. [95]: tp`${'icon'}Append Dark Attr.`,
  405. [96]: tp`${'icon'}Two-Pronged Attack+`,
  406. [97]: tp`${'icon'}Skill Charge+`,
  407. [98]: tp`${'icon'}Auto-Recover+`,
  408. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  409. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  410. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  411. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  412. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  413. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  414. [105]: tp`${'icon'}Skill Boost Minus`,
  415. }
  416. },
  417. };
  418. //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
  419. const typekiller_for_type = [
  420. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  421. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  422. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  423. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  424. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  425. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  426. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  427. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  428. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  429. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  430. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  431. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  432. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  433. ];
  434. //类型允许的潜觉杀
  435. typekiller_for_type.forEach(t=>
  436. {
  437. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  438. .map(tn=>
  439. typekiller_for_type.find(_t=>_t.type == tn).latent
  440. );
  441. }
  442. );
  443. const allowable_latent = {
  444. common: [ //一般能打的潜觉
  445. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  446. 28,29,30,31,32,33,34,35,36,37,38
  447. ],
  448. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  449. v120: [42,43,44,45], //120才能打的潜觉
  450. needAwoken: [ //需要觉醒才能打的潜觉
  451. {latent:39,awoken:62}, //C珠破吸
  452. {latent:40,awoken:20}, //心横解转转
  453. {latent:41,awoken:27}, //U解禁消
  454. {latent:46,awoken:45}, //心追解云封
  455. {latent:47,awoken:59}, //心L大SB
  456. {latent:48,awoken:60}, //L解禁武器
  457. ]
  458. }
  459. //等效觉醒列表
  460. const equivalent_awoken = [
  461. {small:10,big:52,times:2}, //防封
  462. {small:11,big:68,times:5}, //防暗
  463. {small:12,big:69,times:5}, //防废
  464. {small:13,big:70,times:5}, //防毒
  465. {small:19,big:53,times:2}, //手指
  466. {small:21,big:56,times:2}, //SB
  467. {small:27,big:96,times:2}, //U
  468. {small:51,big:97,times:2}, //5色溜
  469. {small:9,big:98,times:2}, //自回
  470. {small:14,big:99,times:2}, //火+
  471. {small:15,big:100,times:2},//水+
  472. {small:16,big:101,times:2},//木+
  473. {small:17,big:102,times:2},//光+
  474. {small:18,big:103,times:2},//暗+
  475. {small:29,big:104,times:2},//心+
  476. ];
  477. //官方的觉醒排列顺序
  478. const official_awoken_sorting = [
  479. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  480. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  481. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  482. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  483. 99,100,101,102,103,104, 98, 96, 97,
  484. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  485. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  486. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  487. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  488. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  489. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  490. 91, 92, 93, 94, 95, 105,
  491. ];
  492. //pdc的徽章对应数字
  493. const pdcBadgeMap = [
  494. {pdf:undefined,pdc:0}, //什么都没有
  495. {pdf:1,pdc:10}, //无限cost
  496. {pdf:2,pdc:12}, //小手指
  497. {pdf:3,pdc:9}, //全体攻击
  498. {pdf:4,pdc:5}, //小回复
  499. {pdf:5,pdc:1}, //小血量
  500. {pdf:6,pdc:3}, //小攻击
  501. {pdf:7,pdc:8}, //SB
  502. {pdf:8,pdc:18}, //队长防封
  503. {pdf:9,pdc:19}, //SX
  504. {pdf:11,pdc:7}, //无天降
  505. {pdf:17,pdc:6}, //大回复
  506. {pdf:18,pdc:2}, //大血量
  507. {pdf:19,pdc:4}, //大攻击
  508. {pdf:20,pdc:null}, //三维
  509. {pdf:21,pdc:13}, //大手指
  510. {pdf:10,pdc:11}, //加经验
  511. {pdf:12,pdc:15}, //墨镜
  512. {pdf:13,pdc:17}, //防废
  513. {pdf:14,pdc:16}, //防毒
  514. {pdf:129,pdc:14}, //月卡
  515. ];
  516. //pdc的潜觉对应数字
  517. const pdcLatentMap = [
  518. {pdf:1,pdc:1}, //HP
  519. {pdf:2,pdc:0}, //攻击
  520. {pdf:3,pdc:2}, //回复
  521. {pdf:4,pdc:19}, //手指
  522. {pdf:5,pdc:13}, //自回
  523. {pdf:6,pdc:14}, //火盾
  524. {pdf:7,pdc:15}, //水盾
  525. {pdf:8,pdc:16}, //木盾
  526. {pdf:9,pdc:17}, //光盾
  527. {pdf:10,pdc:18}, //暗盾
  528. {pdf:11,pdc:12}, //防坐
  529. {pdf:12,pdc:3}, //三维
  530. {pdf:13,pdc:35}, //不被换队长
  531. {pdf:13,pdc:47}, //不被换队长 ×1.5
  532. {pdf:14,pdc:37}, //不掉废
  533. {pdf:15,pdc:36}, //不掉毒
  534. {pdf:16,pdc:24}, //进化杀
  535. {pdf:17,pdc:25}, //觉醒杀
  536. {pdf:18,pdc:26}, //强化杀
  537. {pdf:19,pdc:27}, //卖钱杀
  538. {pdf:20,pdc:4}, //神杀
  539. {pdf:21,pdc:5}, //龙杀
  540. {pdf:22,pdc:6}, //恶魔杀
  541. {pdf:23,pdc:7}, //机械杀
  542. {pdf:24,pdc:8}, //平衡杀
  543. {pdf:25,pdc:9}, //攻击杀
  544. {pdf:26,pdc:10}, //体力杀
  545. {pdf:27,pdc:11}, //回复杀
  546. {pdf:28,pdc:20}, //大HP
  547. {pdf:29,pdc:21}, //大攻击
  548. {pdf:30,pdc:22}, //大回复
  549. {pdf:31,pdc:23}, //大手指
  550. {pdf:32,pdc:28}, //大火盾
  551. {pdf:33,pdc:29}, //大水盾
  552. {pdf:34,pdc:30}, //大木盾
  553. {pdf:35,pdc:31}, //大光盾
  554. {pdf:36,pdc:32}, //大暗盾
  555. {pdf:37,pdc:33}, //6色破无效
  556. {pdf:37,pdc:45}, //6色破无效 ×1.5
  557. {pdf:38,pdc:34}, //3色破属吸
  558. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  559. {pdf:39,pdc:40}, //C珠破吸
  560. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  561. {pdf:40,pdc:39}, //心横解转转
  562. {pdf:40,pdc:49}, //心横解转转 ×1.5
  563. {pdf:41,pdc:38}, //U解禁消
  564. {pdf:41,pdc:48}, //U解禁消 ×1.5
  565. {pdf:42,pdc:41}, //伤害上限解除
  566. {pdf:43,pdc:42}, //HP++
  567. {pdf:44,pdc:43}, //攻击++
  568. {pdf:45,pdc:44}, //回复++
  569. {pdf:46,pdc:51}, //心追解云封
  570. {pdf:46,pdc:52}, //心追解云封 ×1.5
  571. {pdf:47,pdc:53}, //心L大SB
  572. {pdf:47,pdc:54}, //心L大SB ×1.5
  573. {pdf:48,pdc:55}, //L解禁武器
  574. {pdf:48,pdc:56}, //L解禁武器 ×1.8
  575. ];
  576. //paddb的徽章对应数字
  577. const paddbBadgeMap = [
  578. {pdf:undefined,paddb:0}, //什么都没有
  579. {pdf:1,paddb:1}, //无限cost
  580. {pdf:2,paddb:2}, //小手指
  581. {pdf:3,paddb:3}, //全体攻击
  582. {pdf:4,paddb:4}, //小回复
  583. {pdf:5,paddb:5}, //小血量
  584. {pdf:6,paddb:6}, //小攻击
  585. {pdf:7,paddb:7}, //SB
  586. {pdf:8,paddb:8}, //队长防封
  587. {pdf:9,paddb:9}, //SX
  588. {pdf:11,paddb:14}, //无天降
  589. {pdf:17,paddb:10}, //大回复
  590. {pdf:18,paddb:11}, //大血量
  591. {pdf:19,paddb:12}, //大攻击
  592. {pdf:20,paddb:null}, //三维
  593. {pdf:21,paddb:13}, //大手指
  594. {pdf:10,paddb:18}, //加经验
  595. {pdf:12,paddb:15}, //墨镜
  596. {pdf:13,paddb:16}, //防废
  597. {pdf:14,paddb:17}, //防毒
  598. {pdf:129,paddb:19}, //月卡
  599. ];
  600. //paddb的潜觉对应数字
  601. const paddbLatentMap = [
  602. {pdf:1,paddb:13}, //HP
  603. {pdf:2,paddb:14}, //攻击
  604. {pdf:3,paddb:15}, //回复
  605. {pdf:4,paddb:16}, //手指
  606. {pdf:5,paddb:17}, //自回
  607. {pdf:6,paddb:19}, //火盾
  608. {pdf:7,paddb:20}, //水盾
  609. {pdf:8,paddb:21}, //木盾
  610. {pdf:9,paddb:22}, //光盾
  611. {pdf:10,paddb:23}, //暗盾
  612. {pdf:11,paddb:18}, //防坐
  613. {pdf:12,paddb:27}, //三维
  614. {pdf:13,paddb:38}, //不被换队长
  615. {pdf:14,paddb:37}, //不掉废
  616. {pdf:15,paddb:36}, //不掉毒
  617. {pdf:16,paddb:12}, //进化杀
  618. {pdf:17,paddb:9}, //觉醒杀
  619. {pdf:18,paddb:10}, //强化杀
  620. {pdf:19,paddb:11}, //卖钱杀
  621. {pdf:20,paddb:2}, //神杀
  622. {pdf:21,paddb:1}, //龙杀
  623. {pdf:22,paddb:3}, //恶魔杀
  624. {pdf:23,paddb:4}, //机械杀
  625. {pdf:24,paddb:8}, //平衡杀
  626. {pdf:25,paddb:5}, //攻击杀
  627. {pdf:26,paddb:6}, //体力杀
  628. {pdf:27,paddb:7}, //回复杀
  629. {pdf:28,paddb:24}, //大HP
  630. {pdf:29,paddb:25}, //大攻击
  631. {pdf:30,paddb:26}, //大回复
  632. {pdf:31,paddb:33}, //大手指
  633. {pdf:32,paddb:28}, //大火盾
  634. {pdf:33,paddb:29}, //大水盾
  635. {pdf:34,paddb:30}, //大木盾
  636. {pdf:35,paddb:31}, //大光盾
  637. {pdf:36,paddb:32}, //大暗盾
  638. {pdf:37,paddb:35}, //6色破无效
  639. {pdf:38,paddb:34}, //3色破属吸
  640. {pdf:39,paddb:41}, //C珠破吸
  641. {pdf:40,paddb:40}, //心横解转转
  642. {pdf:41,paddb:39}, //U解禁消
  643. {pdf:42,paddb:42}, //伤害上限解除
  644. {pdf:43,paddb:43}, //HP++
  645. {pdf:44,paddb:44}, //攻击++
  646. {pdf:45,paddb:45}, //回复++
  647. {pdf:46,paddb:46}, //心追解云封
  648. {pdf:47,paddb:47}, //心L大SB
  649. {pdf:48,paddb:48}, //L解禁武器
  650. ];
  651. //排序程序列表
  652. const sort_function_list = [
  653. {tag:"sort_none",name:"无",function:()=>0},
  654. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  655. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  656. let num = a.attrs[0] - b.attrs[0];
  657. if (num === 0) num = a.attrs[1] - b.attrs[1];
  658. return num;
  659. }
  660. },
  661. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  662. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  663. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  664. let num = card_a.attrs[0] - card_b.attrs[0];
  665. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  666. return num;
  667. }
  668. },
  669. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  670. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  671. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  672. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  673. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  674. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  675. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  676. }
  677. },
  678. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  679. function getEvoSkill(skill) {
  680. //232为进化后不循环技能,233为循环技能
  681. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  682. else return skill;
  683. }
  684. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  685. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  686. }
  687. },
  688. {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)},
  689. {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)},
  690. {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)},
  691. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  692. {
  693. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  694. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  695. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  696. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  697. return abA - abB;
  698. }
  699. },
  700. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  701. {
  702. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  703. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  704. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  705. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  706. return abA - abB;
  707. }
  708. },
  709. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  710. {
  711. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  712. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  713. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  714. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  715. return abA - abB;
  716. }
  717. },
  718. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  719. {
  720. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  721. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  722. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  723. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  724. return abA - abB;
  725. }
  726. },
  727. ];
  728. //增加特殊搜索模式
  729. const specialSearchFunctions = (function() {
  730. 'use strict';
  731. //返回卡片的队长技能
  732. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  733. {
  734. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  735. }
  736. //返回卡片的技能
  737. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  738. {
  739. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  740. }
  741. //返回卡片的技能
  742. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  743. {
  744. switch(skillGreatType)
  745. {
  746. case 1:
  747. case "leader":
  748. return getCardLeaderSkill(card, skillTypes, searchRandom);
  749. case 2:
  750. case "active":
  751. return getCardActiveSkill(card, skillTypes, searchRandom);
  752. default:
  753. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  754. }
  755. }
  756. //查找到真正起作用的那一个技能
  757. function getActuallySkill(skill, skillTypes, searchRandom = true)
  758. {
  759. if (skillTypes.includes(skill.type))
  760. {
  761. return skill;
  762. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  763. {
  764. const subSkills = skill.params.map(id=>Skills[id]);
  765. for(let i = 0;i < subSkills.length; i++)
  766. { //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
  767. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  768. if (foundSubSkill)
  769. {
  770. return foundSubSkill;
  771. }
  772. }
  773. return null;
  774. }else
  775. {
  776. return null;
  777. }
  778. }
  779. //获取血倍率
  780. function getHPScale(ls)
  781. {
  782. const sk = ls.params;
  783. let scale = 1;
  784. switch (ls.type)
  785. {
  786. case 23: case 30: case 62: case 77: case 63: case 65:
  787. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  788. scale = sk[sk.length-1]/100;
  789. break;
  790. case 73: case 76:
  791. case 121: case 129: case 163: case 177: case 186:
  792. case 155:
  793. scale = sk[2]/100;
  794. break;
  795. case 106: case 107: case 108:
  796. scale = sk[0]/100;
  797. break;
  798. case 125:
  799. scale = sk[5]/100;
  800. break;
  801. case 136:
  802. case 137:
  803. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  804. break;
  805. case 158:
  806. scale = sk[4]/100;
  807. break;
  808. case 175:
  809. case 178: case 185:
  810. scale = sk[3]/100;
  811. break;
  812. case 203: case 217:
  813. scale = sk[1]/100;
  814. break;
  815. case 245:
  816. scale = sk[3]/100;
  817. break;
  818. case 138: //调用其他队长技
  819. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  820. break;
  821. default:
  822. }
  823. return scale || 1;
  824. }
  825. //获取盾减伤比例
  826. function getReduceScale(ls, allAttr = false, noHPneed = false)
  827. {
  828. const sk = ls.params;
  829. let scale = 0;
  830. switch (ls.type)
  831. {
  832. case 16: //无条件盾
  833. scale = sk[0]/100;
  834. break;
  835. case 17: //单属性盾
  836. scale = allAttr ? 0 : sk[1]/100;
  837. break;
  838. case 36: //2个属性盾
  839. scale = allAttr ? 0 : sk[2]/100;
  840. break;
  841. case 38: //血线下 + 几率
  842. case 43: //血线上 + 几率
  843. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  844. break;
  845. case 129: //无条件盾,属性个数不固定
  846. case 163: //无条件盾,属性个数不固定
  847. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  848. break;
  849. case 178: //无条件盾,属性个数不固定
  850. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  851. break;
  852. case 130: //血线下 + 属性个数不固定
  853. case 131: //血线上 + 属性个数不固定
  854. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  855. break;
  856. case 151: //十字心触发
  857. case 169: //C触发
  858. case 198: //回血触发
  859. scale = sk[2]/100;
  860. break;
  861. case 170: //多色触发
  862. case 182: //长串触发
  863. case 193: //L触发
  864. scale = sk[3]/100;
  865. break;
  866. case 171: //多串触发
  867. scale = sk[6]/100;
  868. break;
  869. case 183: //又是个有两段血线的队长技
  870. scale = noHPneed ? 0 : sk[4]/100;
  871. break;
  872. case 210: //十字触发
  873. scale = sk[1]/100;
  874. break;
  875. case 235: { //可多次触发
  876. scale = (sk[4] || 0) / 100;
  877. break;
  878. }
  879. case 138: //调用其他队长技
  880. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  881. break;
  882. default:
  883. }
  884. return scale || 0;
  885. }
  886. //获取无条件盾减伤比例
  887. function getReduceScale_unconditional(ls)
  888. {
  889. const sk = ls.params;
  890. let scale = 0;
  891. switch (ls.type)
  892. {
  893. case 16: //无条件盾
  894. {
  895. scale = sk[0]/100;
  896. break;
  897. }
  898. case 129: //无条件盾,属性个数不固定
  899. case 163: //无条件盾,属性个数不固定
  900. {
  901. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  902. break;
  903. }
  904. case 178: //无条件盾,属性个数不固定
  905. {
  906. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  907. break;
  908. }
  909. case 138: //调用其他队长技
  910. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  911. break;
  912. default:
  913. }
  914. return scale || 0;
  915. }
  916. function getCannonAttr(skill)
  917. {
  918. const sk = skill.params;
  919. switch(skill.type)
  920. {
  921. case 0:
  922. case 1:
  923. case 37:
  924. case 58:
  925. case 59:
  926. case 84:
  927. case 85:
  928. case 86:
  929. case 87:
  930. case 115:
  931. return sk[0];
  932. case 110:
  933. case 143:
  934. return sk[1];
  935. case 42:
  936. return sk[1];
  937. case 144:
  938. return sk[3] ?? 0;
  939. default:
  940. return -1;
  941. }
  942. }
  943. function sortByParams(a,b,searchTypeArray,pidx = 0)
  944. {
  945. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  946. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  947. return a_pC - b_pC;
  948. }
  949. function sortByHPScal(a,b)
  950. {
  951. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  952. return getHPScale(a_s) - getHPScale(b_s);
  953. }
  954. function HPScal_Addition(card)
  955. {
  956. const skill = Skills[card.leaderSkillId];
  957. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  958. }
  959. function sortByReduceScale(a,b)
  960. {
  961. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  962. return getReduceScale(a_s) - getReduceScale(b_s);
  963. }
  964. function ReduceScale_Addition(card)
  965. {
  966. const skill = Skills[card.leaderSkillId];
  967. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  968. }
  969. function voidsAbsorption_Addition(card)
  970. {
  971. const searchTypeArray = [173];
  972. const skill = getCardActiveSkill(card, searchTypeArray);
  973. if (!skill) return;
  974. const sk = skill.params;
  975. if (sk[1] && sk[3])
  976. {
  977. return `双吸×${sk[0]}T`;
  978. }else
  979. {
  980. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  981. }
  982. }
  983. function unbind_Turns(card)
  984. {
  985. const outObj = {
  986. normal: 0,
  987. awoken: 0
  988. };
  989. const searchTypeArray = [117,179];
  990. const skill = getCardActiveSkill(card, searchTypeArray);
  991. if (skill)
  992. {
  993. const sk = skill.params;
  994. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  995. outObj.awoken = sk[4] || 0;
  996. }
  997. return outObj;
  998. }
  999. function unbind_Addition(card)
  1000. {
  1001. const turns = unbind_Turns(card);
  1002. let strArr = [];
  1003. if (turns.normal > 0 && turns.normal == turns.awoken)
  1004. {
  1005. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  1006. }
  1007. if (turns.normal > 0)
  1008. {
  1009. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  1010. }
  1011. if (turns.awoken > 0)
  1012. {
  1013. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  1014. }
  1015. return strArr.join(',');
  1016. }
  1017. function boardChange_ColorTypes(skill)
  1018. {
  1019. if (!skill) return [];
  1020. const sk = skill.params;
  1021. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  1022. return colors;
  1023. }
  1024. function boardChange_Addition(card)
  1025. {
  1026. const searchTypeArray = [71];
  1027. const skill = getCardActiveSkill(card, searchTypeArray);
  1028. const colors = boardChange_ColorTypes(skill);
  1029. return createOrbsList(colors);
  1030. }
  1031. function orbsChangeParse(skill)
  1032. {
  1033. function changes(from, to)
  1034. {
  1035. return {from:from,to:to};
  1036. }
  1037. let outArr = [];
  1038. if (!skill) return outArr;
  1039. const sk = skill.params;
  1040. switch (skill.type)
  1041. {
  1042. case 9:{
  1043. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1044. break;
  1045. }
  1046. case 20:{
  1047. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  1048. {
  1049. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  1050. }
  1051. else
  1052. {
  1053. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1054. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  1055. }
  1056. break;
  1057. }
  1058. case 154:{
  1059. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  1060. break;
  1061. }
  1062. }
  1063. return outArr;
  1064. }
  1065. function changeOrbs_Addition(card)
  1066. {
  1067. const searchTypeArray = [9,20,154];
  1068. const skills = getCardActiveSkills(card, searchTypeArray);
  1069. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1070. const fragment = document.createDocumentFragment();
  1071. parsedSkills.forEach(p=>{
  1072. fragment.appendChild(createOrbsList(p.from));
  1073. fragment.appendChild(document.createTextNode(`→`));
  1074. fragment.appendChild(createOrbsList(p.to));
  1075. });
  1076. return fragment;
  1077. }
  1078. function generateOrbsParse(card)
  1079. {
  1080. let outArr = [];
  1081. const searchTypeArray = [141, 208];
  1082. const skills = getCardActiveSkills(card, searchTypeArray);
  1083. if (!skills.length) return outArr;
  1084. for (const skill of skills)
  1085. {
  1086. const sk = skill.params;
  1087. if (skill.type == 141)
  1088. {
  1089. outArr.push({
  1090. count: sk[0],
  1091. to: flags(sk[1] || 1),
  1092. exclude: flags(sk[2]),
  1093. });
  1094. }else
  1095. {
  1096. outArr.push({
  1097. count: sk[0],
  1098. to: flags(sk[1] || 1),
  1099. exclude: flags(sk[2]),
  1100. });
  1101. outArr.push({
  1102. count: sk[3],
  1103. to: flags(sk[4] || 1),
  1104. exclude: flags(sk[5]),
  1105. });
  1106. }
  1107. }
  1108. return outArr;
  1109. }
  1110. function generateOrbs_Addition(card)
  1111. {
  1112. const gens = generateOrbsParse(card);
  1113. const searchTypeArray = [141, 208];
  1114. const skill = getCardActiveSkill(card, searchTypeArray);
  1115. if (!skill) return;
  1116. const sk = skill.params;
  1117. const fragment = document.createDocumentFragment();
  1118. for (const gen of gens)
  1119. {
  1120. fragment.appendChild(createOrbsList(gen.to));
  1121. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1122. }
  1123. return fragment;
  1124. }
  1125. function lock_Addition(card)
  1126. {
  1127. const searchTypeArray = [152];
  1128. const skill = getCardActiveSkill(card, searchTypeArray);
  1129. if (!skill) return;
  1130. const sk = skill.params;
  1131. const fragment = document.createDocumentFragment();
  1132. fragment.appendChild(document.createTextNode(`锁`));
  1133. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1134. return fragment;
  1135. }
  1136. function dropLock_Addition(card)
  1137. {
  1138. const searchTypeArray = [205];
  1139. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1140. if (!skill) return;
  1141. const sk = skill.params;
  1142. const fragment = document.createDocumentFragment();
  1143. fragment.appendChild(document.createTextNode(`掉锁`));
  1144. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111)));
  1145. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1146. return fragment;
  1147. }
  1148. function dropOrb_Addition(card)
  1149. {
  1150. const searchTypeArray = [126];
  1151. const skill = getCardActiveSkill(card, searchTypeArray);
  1152. if (!skill) return;
  1153. const sk = skill.params;
  1154. const colors = flags(sk[0]);
  1155. const fragment = document.createDocumentFragment();
  1156. fragment.appendChild(createOrbsList(colors));
  1157. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1158. return fragment;
  1159. }
  1160. function generateColumnOrbs_Addition(card)
  1161. {
  1162. const searchTypeArray = [127];
  1163. const skill = getCardActiveSkill(card, searchTypeArray);
  1164. if (!skill) return;
  1165. const sk = skill.params;
  1166. const colors = [];
  1167. for (let ai=0;ai<sk.length;ai+=2)
  1168. {
  1169. colors.push(flags(sk[ai+1]));
  1170. }
  1171. const fragment = document.createDocumentFragment();
  1172. fragment.appendChild(document.createTextNode(`竖`));
  1173. fragment.appendChild(createOrbsList(colors.flat()));
  1174. return fragment;
  1175. }
  1176. function generateRowOrbs_Addition(card)
  1177. {
  1178. const searchTypeArray = [128];
  1179. const skill = getCardActiveSkill(card, searchTypeArray);
  1180. if (!skill) return;
  1181. const sk = skill.params;
  1182. const colors = [];
  1183. for (let ai=0;ai<sk.length;ai+=2)
  1184. {
  1185. colors.push(flags(sk[ai+1]));
  1186. }
  1187. const fragment = document.createDocumentFragment();
  1188. fragment.appendChild(document.createTextNode(`横`));
  1189. fragment.appendChild(createOrbsList(colors.flat()));
  1190. return fragment;
  1191. }
  1192. function numericalATK_Addition(card)
  1193. {
  1194. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1195. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1196. const skill = getCardActiveSkill(card, searchTypeArray);
  1197. if (!skill) return;
  1198. //const sk = skill.params;
  1199. const colors = [getCannonAttr(skill)];
  1200. const fragment = document.createDocumentFragment();
  1201. fragment.append(`射`);
  1202. fragment.append(createOrbsList(colors));
  1203. if (typeArray_Rate.includes(skill.type)) {
  1204. function getNumber(skill){
  1205. const sk = skill.params;
  1206. switch(skill.type)
  1207. {
  1208. case 0:
  1209. case 37:
  1210. case 58:
  1211. case 59:
  1212. case 84:
  1213. case 85:
  1214. case 115:
  1215. return sk[1];
  1216. case 2:
  1217. case 35:
  1218. return sk[0];
  1219. default:
  1220. return 0;
  1221. }
  1222. }
  1223. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1224. }
  1225. return fragment;
  1226. }
  1227. function memberATK_Addition(card)
  1228. {
  1229. const searchTypeArray = [230];
  1230. const skill = getCardActiveSkill(card, searchTypeArray);
  1231. if (!skill) return;
  1232. const sk = skill.params;
  1233. const fragment = document.createDocumentFragment();
  1234. const ul = fragment.appendChild(document.createElement("ul"));
  1235. ul.className = "team-flags";
  1236. for (let i = 0; i<6; i++) {
  1237. const li = ul.appendChild(document.createElement("li"));
  1238. li.className = "team-member-icon";
  1239. }
  1240. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1241. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1242. let str = '';
  1243. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1244. fragment.appendChild(document.createTextNode(str));
  1245. return fragment;
  1246. }
  1247. function dixedDamage_Addition(card)
  1248. {
  1249. const searchTypeArray = [55, 188, 56];
  1250. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1251. if (!skills.length) return;
  1252. const skill = skills[0];
  1253. const sk = skill.params;
  1254. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1255. }
  1256. function gravity_Addition(card)
  1257. {
  1258. const searchTypeArray = [6, 161];
  1259. const skill = getCardActiveSkill(card, searchTypeArray);
  1260. if (!skill) return;
  1261. const sk = skill.params;
  1262. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1263. }
  1264. function healImmediately_Rate(card)
  1265. {
  1266. const searchTypeArray = [7, //自身回复力
  1267. 8, //固定点数
  1268. 35,115, //吸血
  1269. 117
  1270. ];
  1271. const skills = getCardActiveSkills(card, searchTypeArray);
  1272. const outObj = {
  1273. vampire: 0,
  1274. selfRcv: 0,
  1275. const: 0,
  1276. scale: 0,
  1277. };
  1278. if (!skills.length) return outObj;
  1279. skills.forEach(skill=>{
  1280. const sk = skill.params;
  1281. if (skill.type == 7)
  1282. {
  1283. outObj.selfRcv += sk[0];
  1284. }
  1285. else if(skill.type == 8)
  1286. {
  1287. outObj.const += sk[0];
  1288. }
  1289. else if(skill.type == 35)
  1290. {
  1291. outObj.vampire += sk[1];
  1292. }
  1293. else if(skill.type == 115)
  1294. {
  1295. outObj.vampire += sk[2];
  1296. }
  1297. else if(skill.type == 117)
  1298. {
  1299. outObj.selfRcv += sk[1] || 0;
  1300. outObj.const += sk[2] || 0;
  1301. outObj.scale += sk[3] || 0;
  1302. }
  1303. });
  1304. return outObj;
  1305. }
  1306. function atkBuff_Rate(card)
  1307. {
  1308. const searchTypeArray = [
  1309. 88,92, //类型的
  1310. 50,90, //属性的,要排除回复力
  1311. 156,168,231, //宝石姬
  1312. 228, //属性、类型数量
  1313. ];
  1314. const skills = getCardActiveSkills(card, searchTypeArray);
  1315. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1316. function atkBuffParse(skill) {
  1317. const outObj = {
  1318. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1319. types: [],
  1320. attrs: [],
  1321. awoken: [],
  1322. rate: 0,
  1323. turns: 0,
  1324. };
  1325. if (!skill) return outObj;
  1326. const sk = skill.params;
  1327. if (skill.type == 88 || skill.type == 92)
  1328. {
  1329. outObj.skilltype = 2;
  1330. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1331. outObj.turns = sk[0];
  1332. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1333. }
  1334. else if(skill.type == 50 || skill.type == 90)
  1335. {
  1336. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1337. if (!outObj.attrs.length) //去除回复力
  1338. return outObj;
  1339. outObj.skilltype = 2;
  1340. outObj.turns = sk[0];
  1341. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1342. }
  1343. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1344. || skill.type == 168)
  1345. {
  1346. outObj.skilltype = 1;
  1347. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1348. outObj.turns = sk[0];
  1349. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1350. }
  1351. else if(skill.type == 228 && sk[3] > 0)
  1352. {
  1353. outObj.skilltype = 1;
  1354. outObj.attrs = flags(sk[1]);
  1355. outObj.types = flags(sk[2]);
  1356. outObj.turns = sk[0];
  1357. outObj.rate = sk[3];
  1358. }
  1359. else if(skill.type == 231 && sk[6] > 0)
  1360. {
  1361. outObj.skilltype = 1;
  1362. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1363. outObj.turns = sk[0];
  1364. outObj.rate = sk[6];
  1365. }
  1366. return outObj;
  1367. }
  1368. }
  1369. function rcvBuff_Rate(card)
  1370. {
  1371. const searchTypeArray = [
  1372. 50,90,
  1373. 228, 231, //宝石姬
  1374. ];
  1375. const skills = getCardActiveSkills(card, searchTypeArray);
  1376. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1377. function rcvBuffParse(skill) {
  1378. const outObj = {
  1379. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1380. types: [],
  1381. attrs: [],
  1382. awoken: [],
  1383. rate: 0,
  1384. turns: 0,
  1385. };
  1386. if (!skill) return outObj;
  1387. const sk = skill.params;
  1388. if (skill.type == 228 && sk[4] > 0) {
  1389. outObj.skilltype = 1;
  1390. outObj.attrs = flags(sk[1]);
  1391. outObj.types = flags(sk[2]);
  1392. outObj.turns = sk[0];
  1393. outObj.rate = sk[4];
  1394. } else if (skill.type == 231 && sk[7] > 0) {
  1395. outObj.skilltype = 1;
  1396. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1397. outObj.turns = sk[0];
  1398. outObj.rate = sk[7];
  1399. } else if (skill.type == 50 || skill.type == 90) {
  1400. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1401. outObj.turns = sk[0];
  1402. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1403. }
  1404. return outObj;
  1405. }
  1406. }
  1407. function damageSelf_Rate(card)
  1408. {
  1409. const searchTypeArray = [84,85,86,87,195];
  1410. const skill = getCardActiveSkill(card, searchTypeArray);
  1411. if (!skill) return 0;
  1412. const sk = skill.params;
  1413. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1414. }
  1415. function changeEnemiesAttr_Attr(card)
  1416. {
  1417. const outObj = {
  1418. attr: null,
  1419. turns: 0
  1420. }
  1421. const searchTypeArray = [153, 224];
  1422. const skill = getCardActiveSkill(card, searchTypeArray);
  1423. if (!skill) return outObj;
  1424. const sk = skill.params;
  1425. if (skill.type == 153)
  1426. {
  1427. outObj.attr = sk[0];
  1428. }
  1429. else if (skill.type == 224)
  1430. {
  1431. outObj.attr = sk[1] || 0;
  1432. outObj.turns = sk[0];
  1433. }
  1434. return outObj;
  1435. }
  1436. //创建1个觉醒图标
  1437. function createAwokenIcon(awokenId)
  1438. {
  1439. const icon = document.createElement("icon");
  1440. icon.className ="awoken-icon";
  1441. icon.setAttribute("data-awoken-icon", awokenId);
  1442. return icon;
  1443. }
  1444. //产生一个觉醒列表
  1445. function creatAwokenList(awokens) {
  1446. const ul = document.createElement("ul");
  1447. ul.className = "awoken-ul";
  1448. awokens.forEach(ak=>{
  1449. const li = ul.appendChild(document.createElement("li"));
  1450. const icon = li.appendChild(createAwokenIcon(ak));
  1451. });
  1452. return ul;
  1453. }
  1454. //产生宝珠列表
  1455. function createOrbsList(orbs)
  1456. {
  1457. if (orbs == undefined) orbs = [0];
  1458. else if (!Array.isArray(orbs)) orbs = [orbs];
  1459. const ul = document.createElement("ul");
  1460. ul.className = "board";
  1461. orbs.forEach(orbType => {
  1462. const li = ul.appendChild(document.createElement("li"));
  1463. li.className = `orb`;
  1464. li.setAttribute("data-orb-icon", orbType);
  1465. });
  1466. return ul;
  1467. }
  1468. //产生类型列表
  1469. function createTypesList(types)
  1470. {
  1471. if (types == undefined) types = [0];
  1472. else if (!Array.isArray(types)) types = [types];
  1473. const ul = document.createElement("ul");
  1474. ul.className = "types-ul";
  1475. types.forEach(type => {
  1476. const li = ul.appendChild(document.createElement("li"));
  1477. li.className = `type-icon`;
  1478. li.setAttribute("data-type-icon", type);
  1479. });
  1480. return ul;
  1481. }
  1482. const functions = [
  1483. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1484. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1485. ]},
  1486. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1487. {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)"},
  1488. function:cards=>{
  1489. const searchTypeArray = [173];
  1490. return cards.filter(card=>{
  1491. const skill = getCardActiveSkill(card, searchTypeArray);
  1492. return skill && skill.params[1];
  1493. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1494. },addition:voidsAbsorption_Addition},
  1495. /*{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)"},
  1496. function:cards=>{
  1497. const searchTypeArray = [173];
  1498. return cards.filter(card=>{
  1499. const skill = getCardActiveSkill(card, searchTypeArray);
  1500. return skill && skill.params[2];
  1501. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1502. },addition:voidsAbsorption_Addition},*/
  1503. {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)"},
  1504. function:cards=>{
  1505. const searchTypeArray = [173];
  1506. return cards.filter(card=>{
  1507. const skill = getCardActiveSkill(card, searchTypeArray);
  1508. return skill && skill.params[3];
  1509. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1510. },addition:voidsAbsorption_Addition},
  1511. {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)"},
  1512. function:cards=>{
  1513. const searchTypeArray = [173];
  1514. return cards.filter(card=>{
  1515. const skill = getCardActiveSkill(card, searchTypeArray);
  1516. return skill && skill.params[1] && skill.params[3];
  1517. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1518. },addition:voidsAbsorption_Addition},
  1519. {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)"},
  1520. function:cards=>{
  1521. const searchTypeArray = [191];
  1522. return cards.filter(card=>{
  1523. const skill = getCardActiveSkill(card, searchTypeArray);
  1524. return skill;
  1525. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1526. },
  1527. addition:card=>{
  1528. const searchTypeArray = [191];
  1529. const skill = getCardActiveSkill(card, searchTypeArray);
  1530. if (!skill) return;
  1531. const sk = skill.params;
  1532. return document.createTextNode(`破贯×${sk[0]}T`);
  1533. }
  1534. },
  1535. ]},
  1536. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1537. {
  1538. 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)"},
  1539. function:cards=>{
  1540. return cards.filter(card=>{
  1541. const turns = unbind_Turns(card);
  1542. return turns.normal > 0;
  1543. }).sort((a,b)=>{
  1544. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1545. let a_pC = a_s.normal, b_pC = b_s.normal;
  1546. return a_pC - b_pC;
  1547. });
  1548. },
  1549. addition:unbind_Addition
  1550. },
  1551. {
  1552. 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)"},
  1553. function:cards=>{
  1554. return cards.filter(card=>{
  1555. const turns = unbind_Turns(card);
  1556. return turns.awoken > 0;
  1557. }).sort((a,b)=>{
  1558. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1559. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1560. return a_pC - b_pC;
  1561. });
  1562. },
  1563. addition:unbind_Addition
  1564. },
  1565. {
  1566. 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)"},
  1567. function:cards=>{
  1568. return cards.filter(card=>{
  1569. const turns = unbind_Turns(card);
  1570. return turns.normal && turns.awoken > 0;
  1571. }).sort((a,b)=>{
  1572. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1573. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1574. return a_pC - b_pC;
  1575. });
  1576. },
  1577. addition:unbind_Addition
  1578. },
  1579. {
  1580. 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)"},
  1581. function:cards=>{
  1582. const searchTypeArray = [196];
  1583. return cards.filter(card=>{
  1584. const skill = getCardActiveSkill(card, searchTypeArray);
  1585. return skill;
  1586. }).sort((a,b)=>{
  1587. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1588. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1589. return a_pC - b_pC;
  1590. })
  1591. },
  1592. addition:card=>{
  1593. const searchTypeArray = [196];
  1594. const skill = getCardActiveSkill(card, searchTypeArray);
  1595. if (!skill) return;
  1596. const sk = skill.params;
  1597. const value = sk[0];
  1598. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1599. }
  1600. },
  1601. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1602. function:cards=>cards.filter(card=>{
  1603. const searchTypeArray = [215];
  1604. const skill = getCardActiveSkill(card, searchTypeArray);
  1605. return skill;
  1606. }),
  1607. addition:card=>{
  1608. const searchTypeArray = [215];
  1609. const skill = getCardActiveSkill(card, searchTypeArray);
  1610. if (!skill) return;
  1611. const sk = skill.params;
  1612. const fragment = document.createDocumentFragment();
  1613. fragment.appendChild(document.createTextNode(`自封`));
  1614. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1615. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1616. return fragment;
  1617. }
  1618. },
  1619. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1620. function:cards=>cards.filter(card=>{
  1621. const searchTypeArray = [214];
  1622. const skill = getCardActiveSkill(card, searchTypeArray);
  1623. return skill;
  1624. }),
  1625. addition:card=>{
  1626. const searchTypeArray = [214];
  1627. const skill = getCardActiveSkill(card, searchTypeArray);
  1628. if (!skill) return;
  1629. const sk = skill.params;
  1630. return document.createTextNode(`自封技${sk[0]}T`);
  1631. }
  1632. },
  1633. ]},
  1634. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1635. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  1636. function:cards=>cards.filter(card=>{
  1637. const searchTypeArray = [156,168,228,231];
  1638. const skill = getCardActiveSkill(card, searchTypeArray);
  1639. return skill;
  1640. })
  1641. },
  1642. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1643. function:cards=>{
  1644. return cards.filter(card=>{
  1645. const atkbuff = rcvBuff_Rate(card);
  1646. return atkbuff.skilltype > 0;
  1647. }).sort((a,b)=>{
  1648. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1649. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1650. if (sortNum == 0)
  1651. sortNum = a_pC.rate - b_pC.rate;
  1652. if (sortNum == 0)
  1653. sortNum = a_pC.turns - b_pC.turns;
  1654. return sortNum;
  1655. });
  1656. },
  1657. addition:card=>{
  1658. const atkbuff = rcvBuff_Rate(card);
  1659. const fragment = document.createDocumentFragment();
  1660. fragment.appendChild(createOrbsList([5]));
  1661. if (atkbuff.skilltype == 0) return fragment;
  1662. if (atkbuff.skilltype == 1)
  1663. {
  1664. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1665. if (atkbuff.awoken.length)
  1666. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1667. if (atkbuff.attrs.length)
  1668. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1669. if (atkbuff.types.length)
  1670. fragment.appendChild(createTypesList(atkbuff.types));
  1671. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1672. }else if (atkbuff.skilltype == 2)
  1673. {
  1674. if (atkbuff.attrs.length)
  1675. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1676. if (atkbuff.types.length)
  1677. fragment.appendChild(createTypesList(atkbuff.types));
  1678. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1679. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1680. }
  1681. return fragment;
  1682. }
  1683. },
  1684. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1685. function:cards=>{
  1686. return cards.filter(card=>{
  1687. const atkbuff = atkBuff_Rate(card);
  1688. return atkbuff.skilltype > 0;
  1689. }).sort((a,b)=>{
  1690. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1691. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1692. if (sortNum == 0)
  1693. sortNum = a_pC.rate - b_pC.rate;
  1694. if (sortNum == 0)
  1695. sortNum = a_pC.turns - b_pC.turns;
  1696. return sortNum;
  1697. });
  1698. },
  1699. addition:card=>{
  1700. const atkbuff = atkBuff_Rate(card);
  1701. const fragment = document.createDocumentFragment();
  1702. if (atkbuff.skilltype == 0) return fragment;
  1703. if (atkbuff.skilltype == 1)
  1704. {
  1705. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1706. if (atkbuff.awoken.length)
  1707. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1708. if (atkbuff.attrs.length)
  1709. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1710. if (atkbuff.types.length)
  1711. fragment.appendChild(createTypesList(atkbuff.types));
  1712. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1713. }else if (atkbuff.skilltype == 2)
  1714. {
  1715. if (atkbuff.attrs.length)
  1716. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1717. if (atkbuff.types.length)
  1718. fragment.appendChild(createTypesList(atkbuff.types));
  1719. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1720. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1721. }
  1722. return fragment;
  1723. }
  1724. },
  1725. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1726. function:cards=>{
  1727. const searchTypeArray = [132];
  1728. return cards.filter(card=>{
  1729. const skill = getCardActiveSkill(card, searchTypeArray);
  1730. return skill;
  1731. }).sort((a,b)=>{
  1732. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1733. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1734. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1735. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1736. });
  1737. },
  1738. addition:card=>{
  1739. const searchTypeArray = [132];
  1740. const skill = getCardActiveSkill(card, searchTypeArray);
  1741. if (!skill) return;
  1742. const sk = skill.params;
  1743. let str = "👆";
  1744. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1745. if (sk[2]) str += `x${sk[2]/100}`;
  1746. str += `x${sk[0]}T`;
  1747. return str;
  1748. }
  1749. },
  1750. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  1751. function:cards=>{
  1752. const searchTypeArray = [184];
  1753. return cards.filter(card=>{
  1754. const skill = getCardActiveSkill(card, searchTypeArray);
  1755. return skill;
  1756. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1757. },
  1758. addition:card=>{
  1759. const searchTypeArray = [184];
  1760. const skill = getCardActiveSkill(card, searchTypeArray);
  1761. if (!skill) return;
  1762. const sk = skill.params;
  1763. return `无↓×${sk[0]}T`;
  1764. }
  1765. },
  1766. {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)"},
  1767. function:cards=>{
  1768. const searchTypeArray = [160];
  1769. return cards.filter(card=>{
  1770. const skill = getCardActiveSkill(card, searchTypeArray);
  1771. return skill;
  1772. }).sort((a,b)=>{
  1773. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1774. return a_s.params[1] - b_s.params[1];
  1775. });
  1776. },
  1777. addition:card=>{
  1778. const searchTypeArray = [160];
  1779. const skill = getCardActiveSkill(card, searchTypeArray);
  1780. if (!skill) return;
  1781. const sk = skill.params;
  1782. return `+${sk[1]}C×${sk[0]}T`;
  1783. }
  1784. },
  1785. {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)"},
  1786. function:cards=>{
  1787. const searchTypeArray = [3,156];
  1788. return cards.filter(card=>{
  1789. const skill = getCardActiveSkill(card, searchTypeArray);
  1790. if (!skill) return false;
  1791. if (skill.type == 156)
  1792. return skill.params[4]==3;
  1793. else
  1794. return true;
  1795. }).sort((a,b)=>{
  1796. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1797. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1798. if (!sortNum)
  1799. {
  1800. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1801. sortNum = a_pC - b_pC;
  1802. }
  1803. return sortNum;
  1804. });
  1805. },
  1806. addition:card=>{
  1807. const searchTypeArray = [3,156];
  1808. const skill = getCardActiveSkill(card, searchTypeArray);
  1809. if (!skill) return;
  1810. const sk = skill.params;
  1811. const fragment = document.createDocumentFragment();
  1812. if (skill.type == 156)
  1813. {
  1814. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1815. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1816. fragment.appendChild(creatAwokenList(awokenArr));
  1817. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1818. }else
  1819. {
  1820. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1821. }
  1822. return fragment;
  1823. }
  1824. },
  1825. {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)"},
  1826. function:cards=>{
  1827. const searchTypeArray = [3];
  1828. return cards.filter(card=>{
  1829. const skill = getCardActiveSkill(card, searchTypeArray);
  1830. return skill && skill.params[1]>=100;
  1831. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1832. },
  1833. addition:card=>{
  1834. const searchTypeArray = [3];
  1835. const skill = getCardActiveSkill(card, searchTypeArray);
  1836. if (!skill) return;
  1837. const sk = skill.params;
  1838. return `无敌×${sk[0]}T`;
  1839. }
  1840. },
  1841. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  1842. function:cards=>{
  1843. const searchTypeArray = [21];
  1844. return cards.filter(card=>{
  1845. const skill = getCardActiveSkill(card, searchTypeArray);
  1846. return skill;
  1847. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1848. },
  1849. addition:card=>{
  1850. const searchTypeArray = [21];
  1851. const skill = getCardActiveSkill(card, searchTypeArray);
  1852. if (!skill) return;
  1853. const sk = skill.params;
  1854. const colors = [sk[1]];
  1855. const fragment = document.createDocumentFragment();
  1856. fragment.appendChild(document.createTextNode(`-`));
  1857. fragment.appendChild(createOrbsList(colors));
  1858. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1859. return fragment;
  1860. }
  1861. },
  1862. {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)"},
  1863. function:cards=>{
  1864. const searchTypeArray = [51];
  1865. return cards.filter(card=>{
  1866. const skill = getCardActiveSkill(card, searchTypeArray);
  1867. return skill;
  1868. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1869. },
  1870. addition:card=>{
  1871. const searchTypeArray = [51];
  1872. const skill = getCardActiveSkill(card, searchTypeArray);
  1873. if (!skill) return;
  1874. const sk = skill.params;
  1875. return `全体×${sk[0]}T`;
  1876. }
  1877. },
  1878. ]},
  1879. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  1880. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  1881. function:cards=>{
  1882. const searchTypeArray = [205];
  1883. return cards.filter(card=>{
  1884. const skill = getCardActiveSkill(card, searchTypeArray);
  1885. return skill;
  1886. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1887. },
  1888. addition:dropLock_Addition
  1889. },
  1890. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  1891. function:cards=>{
  1892. const searchTypeArray = [205];
  1893. return cards.filter(card=>{
  1894. const skill = getCardActiveSkill(card, searchTypeArray);
  1895. return skill && (skill.params[0] & 63) === 63;
  1896. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1897. },
  1898. addition:dropLock_Addition
  1899. },
  1900. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"},
  1901. function:cards=>{
  1902. const searchTypeArray = [180];
  1903. return cards.filter(card=>{
  1904. const skill = getCardActiveSkill(card, searchTypeArray);
  1905. return skill;
  1906. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1907. },
  1908. addition:card=>{
  1909. const searchTypeArray = [180];
  1910. const skill = getCardActiveSkill(card, searchTypeArray);
  1911. if (!skill) return;
  1912. const sk = skill.params;
  1913. return `${sk[1]}%×${sk[0]}T`;
  1914. }
  1915. },
  1916. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  1917. function:cards=>cards.filter(card=>{
  1918. const searchTypeArray = [126];
  1919. const skill = getCardActiveSkill(card, searchTypeArray);
  1920. return skill;
  1921. }),
  1922. addition:dropOrb_Addition
  1923. },
  1924. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  1925. function:cards=>cards.filter(card=>{
  1926. const searchTypeArray = [126];
  1927. const skill = getCardActiveSkill(card, searchTypeArray);
  1928. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1929. }),
  1930. addition:dropOrb_Addition
  1931. },
  1932. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"},
  1933. function:cards=>cards.filter(card=>{
  1934. const searchTypeArray = [126];
  1935. const skill = getCardActiveSkill(card, searchTypeArray);
  1936. return skill && skill.params[1] >= 99;
  1937. }),
  1938. addition:dropOrb_Addition
  1939. },
  1940. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  1941. function:cards=>cards.filter(card=>{
  1942. const searchTypeArray = [126];
  1943. const skill = getCardActiveSkill(card, searchTypeArray);
  1944. return skill && skill.params[3] == 100;
  1945. }),
  1946. addition:dropOrb_Addition
  1947. },
  1948. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  1949. function:cards=>{
  1950. const searchTypeArray = [226];
  1951. return cards.filter(card=>{
  1952. const skill = getCardActiveSkill(card, searchTypeArray);
  1953. return skill;
  1954. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1955. },
  1956. addition:card=>{
  1957. const searchTypeArray = [226];
  1958. const skill = getCardActiveSkill(card, searchTypeArray);
  1959. if (!skill) return;
  1960. const sk = skill.params;
  1961. return `📌${sk[1]}%×${sk[0]}T`;
  1962. }
  1963. },
  1964. ]},
  1965. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1966. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  1967. function:cards=>{
  1968. const searchTypeArray = [18];
  1969. return cards.filter(card=>{
  1970. const skill = getCardActiveSkill(card, searchTypeArray);
  1971. return skill;
  1972. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1973. },
  1974. addition:card=>{
  1975. const searchTypeArray = [18];
  1976. const skill = getCardActiveSkill(card, searchTypeArray);
  1977. if (!skill) return;
  1978. const sk = skill.params;
  1979. return document.createTextNode(`威吓×${sk[0]}T`);
  1980. }
  1981. },
  1982. {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)"},
  1983. function:cards=>{
  1984. const searchTypeArray = [19];
  1985. return cards.filter(card=>{
  1986. const skill = getCardActiveSkill(card, searchTypeArray);
  1987. return skill;
  1988. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1989. },
  1990. addition:card=>{
  1991. const searchTypeArray = [19];
  1992. const skill = getCardActiveSkill(card, searchTypeArray);
  1993. if (!skill) return;
  1994. const sk = skill.params;
  1995. return `破防${sk[1]}%`;
  1996. }
  1997. },
  1998. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  1999. function:cards=>{
  2000. const searchTypeArray = [19];
  2001. return cards.filter(card=>{
  2002. const skill = getCardActiveSkill(card, searchTypeArray);
  2003. return skill && skill.params[1]>=100;
  2004. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2005. },
  2006. addition:card=>{
  2007. const searchTypeArray = [19];
  2008. const skill = getCardActiveSkill(card, searchTypeArray);
  2009. if (!skill) return;
  2010. const sk = skill.params;
  2011. return `全破×${sk[0]}T`;
  2012. }
  2013. },
  2014. {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)"},
  2015. function:cards=>{
  2016. const searchTypeArray = [4];
  2017. return cards.filter(card=>{
  2018. const skill = getCardActiveSkill(card, searchTypeArray);
  2019. return skill;
  2020. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2021. },
  2022. addition:card=>{
  2023. const searchTypeArray = [4];
  2024. const skill = getCardActiveSkill(card, searchTypeArray);
  2025. if (!skill) return;
  2026. const sk = skill.params;
  2027. return `攻击力×${sk[0]/100}倍`;
  2028. }
  2029. },
  2030. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  2031. function:cards=>{
  2032. return cards.filter(card=>{
  2033. return changeEnemiesAttr_Attr(card).attr != null;
  2034. }).sort((a,b)=>{
  2035. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2036. return a_pC.attr - b_pC.attr;
  2037. })
  2038. },
  2039. addition:card=>{
  2040. let change = changeEnemiesAttr_Attr(card);
  2041. const fragment = document.createDocumentFragment();
  2042. fragment.appendChild(document.createTextNode(`敌→`));
  2043. fragment.appendChild(createOrbsList(change.attr));
  2044. if (change.turns > 0)
  2045. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2046. return fragment;
  2047. }
  2048. },
  2049. {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)"},
  2050. function:cards=>{
  2051. const searchTypeArray = [60];
  2052. return cards.filter(card=>{
  2053. const skill = getCardActiveSkill(card, searchTypeArray);
  2054. return skill;
  2055. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2056. },
  2057. addition:card=>{
  2058. const searchTypeArray = [60];
  2059. const skill = getCardActiveSkill(card, searchTypeArray);
  2060. if (!skill) return;
  2061. const sk = skill.params;
  2062. const fragment = document.createDocumentFragment();
  2063. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2064. fragment.appendChild(createOrbsList(sk[2]));
  2065. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2066. return fragment;
  2067. }
  2068. },
  2069. ]},
  2070. {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: [
  2071. {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)"},
  2072. function:cards=>{
  2073. const searchTypeArray = [146];
  2074. return cards.filter(card=>{
  2075. const skill = getCardActiveSkill(card, searchTypeArray);
  2076. return skill;
  2077. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2078. },
  2079. addition:card=>{
  2080. const searchTypeArray = [146];
  2081. const skill = getCardActiveSkill(card, searchTypeArray);
  2082. if (!skill) return;
  2083. const sk = skill.params;
  2084. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  2085. }
  2086. },
  2087. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  2088. function:cards=>{
  2089. const searchTypeArray = [218];
  2090. return cards.filter(card=>{
  2091. const skill = getCardActiveSkill(card, searchTypeArray);
  2092. return skill;
  2093. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2094. },
  2095. addition:card=>{
  2096. const searchTypeArray = [218];
  2097. const skill = getCardActiveSkill(card, searchTypeArray);
  2098. if (!skill) return;
  2099. const sk = skill.params;
  2100. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2101. }
  2102. },
  2103. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  2104. function:cards=>cards.filter(card=>{
  2105. const searchTypeArray = [93, 227];
  2106. const skill = getCardActiveSkill(card, searchTypeArray);
  2107. return skill;
  2108. }),
  2109. addition:card=>{
  2110. const searchTypeArray = [93, 227];
  2111. const skill = getCardActiveSkill(card, searchTypeArray);
  2112. if (!skill) return;
  2113. return skill.type == 93 ? '换自身' : '换最后队员';
  2114. }
  2115. },
  2116. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  2117. function:cards=>{
  2118. function getIncreaseDamageCap(skill)
  2119. {
  2120. let cap = 0;
  2121. switch (skill.type) {
  2122. case 241:
  2123. cap = skill.params[1];
  2124. break;
  2125. case 246:
  2126. cap = skill.params[2];
  2127. break;
  2128. case 247:
  2129. cap = skill.params[3];
  2130. break;
  2131. }
  2132. return cap;
  2133. }
  2134. const searchTypeArray = [241, 246, 247];
  2135. return cards.filter(card=>{
  2136. const skill = getCardActiveSkill(card, searchTypeArray);
  2137. return skill;
  2138. }).sort((a,b)=>{
  2139. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  2140. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  2141. return a_pC - b_pC;
  2142. });
  2143. },
  2144. addition:card=>{
  2145. const searchTypeArray = [241, 246, 247];
  2146. const skill = getCardActiveSkill(card, searchTypeArray);
  2147. if (!skill) return;
  2148. const sk = skill.params;
  2149. let cap;
  2150. switch (skill.type) {
  2151. case 241:
  2152. cap = sk[1];
  2153. break;
  2154. case 246:
  2155. cap = sk[2];
  2156. break;
  2157. case 247:
  2158. cap = sk[3];
  2159. break;
  2160. }
  2161. if (skill.type == 241) {
  2162. return `${(cap*1e8).bigNumberToString()}×${sk[0]}T`;
  2163. } else {
  2164. return `${(cap*1e8).bigNumberToString()} in ${sk[0]}S`;
  2165. }
  2166. }
  2167. },
  2168. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  2169. function:cards=>{
  2170. const searchTypeArray = [230];
  2171. return cards.filter(card=>{
  2172. const skill = getCardActiveSkill(card, searchTypeArray);
  2173. return skill;
  2174. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2175. },
  2176. addition:memberATK_Addition
  2177. },
  2178. {name:"Member ATK rate change - Self",otLangName:{chs:"队员攻击力 buff - 自身",cht:"隊員攻擊力 buff - 自身"},
  2179. function:cards=>{
  2180. const searchTypeArray = [230];
  2181. return cards.filter(card=>{
  2182. const skill = getCardActiveSkill(card, searchTypeArray);
  2183. return skill && Boolean(skill.params[1] & 1<<0);
  2184. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2185. },
  2186. addition:memberATK_Addition
  2187. },
  2188. {name:"Member ATK rate change - Leader",otLangName:{chs:"队员攻击力 buff - 队长",cht:"隊員攻擊力 buff - 隊長"},
  2189. function:cards=>{
  2190. const searchTypeArray = [230];
  2191. return cards.filter(card=>{
  2192. const skill = getCardActiveSkill(card, searchTypeArray);
  2193. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  2194. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2195. },
  2196. addition:memberATK_Addition
  2197. },
  2198. {name:"Member ATK rate change - Member",otLangName:{chs:"队员攻击力 buff - 队员",cht:"隊員攻擊力 buff - 隊員"},
  2199. function:cards=>{
  2200. const searchTypeArray = [230];
  2201. return cards.filter(card=>{
  2202. const skill = getCardActiveSkill(card, searchTypeArray);
  2203. return skill && Boolean(skill.params[1] & 1<<3);
  2204. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2205. },
  2206. addition:memberATK_Addition
  2207. },
  2208. {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)"},
  2209. function:cards=>{
  2210. const searchTypeArray = [142];
  2211. return cards.filter(card=>{
  2212. const skill = getCardActiveSkill(card, searchTypeArray);
  2213. return skill;
  2214. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2215. },
  2216. addition:card=>{
  2217. const searchTypeArray = [142];
  2218. const skill = getCardActiveSkill(card, searchTypeArray);
  2219. if (!skill) return;
  2220. const sk = skill.params;
  2221. const fragment = document.createDocumentFragment();
  2222. fragment.appendChild(document.createTextNode(`自→`));
  2223. fragment.appendChild(createOrbsList(sk[1]));
  2224. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2225. return fragment;
  2226. }
  2227. },
  2228. ]},
  2229. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2230. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2231. function:cards=>{
  2232. const searchTypeArray = [179];
  2233. return cards.filter(card=>{
  2234. const skill = getCardActiveSkill(card, searchTypeArray);
  2235. return skill;
  2236. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2237. },
  2238. addition:card=>{
  2239. const searchTypeArray = [179];
  2240. const skill = getCardActiveSkill(card, searchTypeArray);
  2241. if (!skill) return;
  2242. const sk = skill.params;
  2243. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2244. }
  2245. },
  2246. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2247. function:cards=>{
  2248. return cards.filter(card=>{
  2249. const heal = healImmediately_Rate(card);
  2250. return Object.values(heal).some(v=>v);
  2251. })
  2252. .sort((a,b)=>{
  2253. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2254. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2255. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2256. let sortNum = a_i - b_i;
  2257. if (!sortNum)
  2258. {
  2259. sortNum = a_vs[a_i] - b_vs[b_i];
  2260. }
  2261. return sortNum;
  2262. });
  2263. },
  2264. addition:card=>{
  2265. const heal = healImmediately_Rate(card);
  2266. let strArr = [];
  2267. if (heal.scale)
  2268. strArr.push(`${heal.scale}%最大HP`);
  2269. if (heal.const)
  2270. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2271. if (heal.selfRcv)
  2272. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2273. if (heal.vampire)
  2274. strArr.push(`${heal.vampire}%伤害`);
  2275. return strArr.join(',');
  2276. }
  2277. },
  2278. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  2279. function:cards=>{
  2280. const searchTypeArray = [237];
  2281. return cards.filter(card=>{
  2282. const skill = getCardActiveSkill(card, searchTypeArray);
  2283. return skill;
  2284. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2285. },
  2286. addition:card=>{
  2287. const searchTypeArray = [237];
  2288. const skill = getCardActiveSkill(card, searchTypeArray);
  2289. if (!skill) return;
  2290. const sk = skill.params;
  2291. return `最大HP ${sk[1].bigNumberToString()}%×${sk[0]}T`;
  2292. }
  2293. },
  2294. {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)"},
  2295. function:cards=>{
  2296. return cards.filter(card=>damageSelf_Rate(card)>0)
  2297. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2298. },
  2299. addition:card=>{
  2300. let rate = damageSelf_Rate(card);
  2301. if (rate < 100)
  2302. return `减少${rate}%`;
  2303. else
  2304. return `减少到1`;
  2305. }
  2306. },
  2307. ]},
  2308. {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: [
  2309. {name:"Gravity - Any(sort by rate)",otLangName:{chs:"重力-任意(按比例排序)",cht:"重力-任意(按比例排序)"},
  2310. function:cards=>{
  2311. const searchTypeArray = [6, 161];
  2312. return cards.filter(card=>{
  2313. const skill = getCardActiveSkill(card, searchTypeArray);
  2314. return skill;
  2315. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2316. },
  2317. addition: gravity_Addition
  2318. },
  2319. {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)"},
  2320. function:cards=>{
  2321. const searchTypeArray = [6];
  2322. return cards.filter(card=>{
  2323. const skill = getCardActiveSkill(card, searchTypeArray);
  2324. return skill;
  2325. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2326. },
  2327. addition: gravity_Addition
  2328. },
  2329. {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)"},
  2330. function:cards=>{
  2331. const searchTypeArray = [161];
  2332. return cards.filter(card=>{
  2333. const skill = getCardActiveSkill(card, searchTypeArray);
  2334. return skill;
  2335. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2336. },
  2337. addition: gravity_Addition
  2338. },
  2339. ]},
  2340. {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: [
  2341. {name:"Fixed damage - Any(sort by damage)",otLangName:{chs:"无视防御固伤-任意(按总伤害排序)",cht:"無視防禦固傷-任意(按總傷害排序)"},
  2342. function:cards=>{
  2343. const searchTypeArray = [55,188,56];
  2344. return cards.filter(card=>{
  2345. const skill = getCardActiveSkill(card, searchTypeArray);
  2346. return skill;
  2347. }).sort((a,b)=>{
  2348. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2349. 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);
  2350. return a_pC - b_pC;
  2351. });
  2352. },
  2353. addition:dixedDamage_Addition
  2354. },
  2355. {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)"},
  2356. function:cards=>{
  2357. const searchTypeArray = [55,188];
  2358. return cards.filter(card=>{
  2359. const skill = getCardActiveSkill(card, searchTypeArray);
  2360. return skill;
  2361. }).sort((a,b)=>{
  2362. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2363. 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);
  2364. return a_pC - b_pC;
  2365. });
  2366. },
  2367. addition:dixedDamage_Addition
  2368. },
  2369. {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)"},
  2370. function:cards=>{
  2371. const searchTypeArray = [56];
  2372. return cards.filter(card=>{
  2373. const skill = getCardActiveSkill(card, searchTypeArray);
  2374. return skill;
  2375. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2376. },
  2377. addition:dixedDamage_Addition
  2378. },
  2379. ]},
  2380. {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: [
  2381. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2382. function:cards=>cards.filter(card=>{
  2383. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2384. function isSingle(skill)
  2385. {
  2386. if (skill.type == 110)
  2387. return Boolean(skill.params[0]);
  2388. else if (skill.type == 144)
  2389. return Boolean(skill.params[2]);
  2390. else
  2391. return true;
  2392. }
  2393. const skill = getCardActiveSkill(card, searchTypeArray);
  2394. return skill && isSingle(skill);
  2395. }),
  2396. addition: numericalATK_Addition
  2397. },
  2398. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2399. function:cards=>cards.filter(card=>{
  2400. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2401. function isAll(skill)
  2402. {
  2403. if (skill.type == 110)
  2404. return !Boolean(skill.params[0]);
  2405. else if (skill.type == 144)
  2406. return !Boolean(skill.params[2]);
  2407. else
  2408. return true;
  2409. }
  2410. const skill = getCardActiveSkill(card, searchTypeArray);
  2411. return skill && skill.id!=0 && isAll(skill);
  2412. }),
  2413. addition: numericalATK_Addition
  2414. },
  2415. {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"},
  2416. function:cards=>cards.filter(card=>{
  2417. const searchTypeArray = [42];
  2418. const skill = getCardActiveSkill(card, searchTypeArray);
  2419. return skill;
  2420. })
  2421. },
  2422. {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"},
  2423. function:cards=>cards.filter(card=>{
  2424. const searchTypeArray = [2,35];
  2425. const skill = getCardActiveSkill(card, searchTypeArray);
  2426. return skill;
  2427. })
  2428. },
  2429. {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)"},
  2430. function:cards=>cards.filter(card=>{
  2431. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2432. const skill = getCardActiveSkill(card, searchTypeArray);
  2433. return skill && skill.id!=0;
  2434. }).sort((a,b)=>{
  2435. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2436. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2437. function getNumber(skill)
  2438. {
  2439. const sk = skill.params;
  2440. switch(skill.type)
  2441. {
  2442. case 0:
  2443. case 37:
  2444. case 58:
  2445. case 59:
  2446. case 84:
  2447. case 85:
  2448. case 115:
  2449. return sk[1];
  2450. case 2:
  2451. case 35:
  2452. return sk[0];
  2453. default:
  2454. return 0;
  2455. }
  2456. }
  2457. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2458. return a_pC - b_pC;
  2459. }),
  2460. addition: numericalATK_Addition
  2461. },
  2462. {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)"},
  2463. function:cards=>cards.filter(card=>{
  2464. const searchTypeArray = [1,42,86,87];
  2465. const skill = getCardActiveSkill(card, searchTypeArray);
  2466. return skill;
  2467. }).sort((a,b)=>{
  2468. const searchTypeArray = [1,42,86,87];
  2469. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2470. function getNumber(skill)
  2471. {
  2472. const sk = skill.params;
  2473. switch(skill.type)
  2474. {
  2475. case 1:
  2476. case 86:
  2477. case 87:
  2478. return sk[1];
  2479. case 42:
  2480. return sk[2];
  2481. default:
  2482. return 0;
  2483. }
  2484. }
  2485. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2486. return a_pC - b_pC;
  2487. }),
  2488. addition: numericalATK_Addition
  2489. },
  2490. {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)"},
  2491. function:cards=>{
  2492. const searchTypeArray = [110];
  2493. return cards.filter(card=>{
  2494. const skill = getCardActiveSkill(card, searchTypeArray);
  2495. return skill;
  2496. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2497. },
  2498. addition: numericalATK_Addition
  2499. },
  2500. {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)"},
  2501. function:cards=>{
  2502. const searchTypeArray = [143];
  2503. return cards.filter(card=>{
  2504. const skill = getCardActiveSkill(card, searchTypeArray);
  2505. return skill;
  2506. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2507. },
  2508. addition: numericalATK_Addition
  2509. },
  2510. {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)"},
  2511. function:cards=>{
  2512. const searchTypeArray = [144];
  2513. return cards.filter(card=>{
  2514. const skill = getCardActiveSkill(card, searchTypeArray);
  2515. return skill;
  2516. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2517. },
  2518. addition: numericalATK_Addition
  2519. },
  2520. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2521. function:cards=>cards.filter(card=>{
  2522. const searchTypeArray = [35,115];
  2523. const skill = getCardActiveSkill(card, searchTypeArray);
  2524. return skill;
  2525. })
  2526. },
  2527. ]},
  2528. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2529. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2530. function:cards=>cards.filter(card=>{
  2531. const searchTypeArray = [10];
  2532. const skill = getCardActiveSkill(card, searchTypeArray);
  2533. return skill;
  2534. })
  2535. },
  2536. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位(转转珠)",cht:"生成輪盤位(轉轉珠)"},
  2537. function:cards=>{
  2538. const searchTypeArray = [207];
  2539. return cards.filter(card=>{
  2540. const skill = getCardActiveSkill(card, searchTypeArray);
  2541. return skill;
  2542. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2543. },
  2544. addition:card=>{
  2545. const searchTypeArray = [207];
  2546. const skill = getCardActiveSkill(card, searchTypeArray);
  2547. if (!skill) return;
  2548. const sk = skill.params;
  2549. if (sk[7])
  2550. return `${sk[7]}个×${sk[0]}T`;
  2551. else
  2552. return `特殊形状×${sk[0]}T`;
  2553. }
  2554. },
  2555. {name:"Creates Cloud",otLangName:{chs:"生成云",cht:"生成雲"},
  2556. function:cards=>{
  2557. const searchTypeArray = [238];
  2558. return cards.filter(card=>{
  2559. const skill = getCardActiveSkill(card, searchTypeArray);
  2560. return skill;
  2561. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2562. },
  2563. addition:card=>{
  2564. const searchTypeArray = [238];
  2565. const skill = getCardActiveSkill(card, searchTypeArray);
  2566. if (!skill) return;
  2567. const sk = skill.params;
  2568. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2569. }
  2570. },
  2571. {name:"Creates Cloud",otLangName:{chs:"生成封条",cht:"生成封条"},
  2572. function:cards=>{
  2573. const searchTypeArray = [239];
  2574. return cards.filter(card=>{
  2575. const skill = getCardActiveSkill(card, searchTypeArray);
  2576. return skill;
  2577. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2578. },
  2579. addition:card=>{
  2580. const searchTypeArray = [239];
  2581. const skill = getCardActiveSkill(card, searchTypeArray);
  2582. if (!skill) return;
  2583. const sk = skill.params;
  2584. const colums = flags(sk[1]), rows = flags(sk[2]);
  2585. const fragment = document.createDocumentFragment();
  2586. if (colums.length)
  2587. fragment.append(`${colums.length}竖`);
  2588. if (rows.length)
  2589. fragment.append(`${rows.length}横`);
  2590. fragment.append(`×${sk[0]}T`);
  2591. return fragment;
  2592. }
  2593. },
  2594. {name:"Change Board Size",otLangName:{chs:"改变板面大小",cht:"改變板面大小"},
  2595. function:cards=>{
  2596. const searchTypeArray = [244];
  2597. return cards.filter(card=>{
  2598. const skill = getCardActiveSkill(card, searchTypeArray);
  2599. return skill;
  2600. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2601. },
  2602. addition:card=>{
  2603. const searchTypeArray = [244];
  2604. const skill = getCardActiveSkill(card, searchTypeArray);
  2605. if (!skill) return;
  2606. const sk = skill.params;
  2607. let width, height;
  2608. switch (sk[1]) {
  2609. case 1: {
  2610. width = 7;
  2611. height = 6;
  2612. break;
  2613. }
  2614. case 2: {
  2615. width = 5;
  2616. height = 3;
  2617. break;
  2618. }
  2619. case 3: {
  2620. width = 6;
  2621. height = 5;
  2622. break;
  2623. }
  2624. default: {
  2625. width = 6;
  2626. height = 5;
  2627. }
  2628. }
  2629. return `[${width}×${height}]×${sk[0]}T`;
  2630. }
  2631. },
  2632. ]},
  2633. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  2634. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2635. function:cards=>cards.filter(card=>{
  2636. const searchTypeArray = [172];
  2637. const skill = getCardActiveSkill(card, searchTypeArray);
  2638. return skill;
  2639. })
  2640. },
  2641. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2642. function:cards=>cards.filter(card=>{
  2643. const searchTypeArray = [152];
  2644. const skill = getCardActiveSkill(card, searchTypeArray);
  2645. return skill;
  2646. }),
  2647. addition:lock_Addition
  2648. },
  2649. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2650. function:cards=>cards.filter(card=>{
  2651. const searchTypeArray = [152];
  2652. const skill = getCardActiveSkill(card, searchTypeArray);
  2653. return skill && (skill.params[0] & 63) === 63;
  2654. }),
  2655. addition:lock_Addition
  2656. },
  2657. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2658. function:cards=>{
  2659. const searchTypeArray = [52,91,140];
  2660. return cards.filter(card=>{
  2661. const skill = getCardActiveSkill(card, searchTypeArray);
  2662. return skill;
  2663. });
  2664. },
  2665. addition:card=>{
  2666. const searchTypeArray = [52,91,140];
  2667. const skill = getCardActiveSkill(card, searchTypeArray);
  2668. if (!skill) return;
  2669. const sk = skill.params;
  2670. let attrs = [];
  2671. switch (skill.type)
  2672. {
  2673. case 52:{
  2674. attrs.push(sk[0]); break;
  2675. }
  2676. case 91:{
  2677. attrs = sk.slice(0,-1); break;
  2678. }
  2679. case 140:{
  2680. attrs = flags(sk[0]); break;
  2681. }
  2682. }
  2683. const fragment = document.createDocumentFragment();
  2684. fragment.appendChild(document.createTextNode(`强化`));
  2685. fragment.appendChild(createOrbsList(attrs));
  2686. return fragment;
  2687. }
  2688. },
  2689. ]},
  2690. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2691. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2692. function:cards=>cards.filter(card=>{
  2693. const searchTypeArray = [71];
  2694. const skill = getCardActiveSkill(card, searchTypeArray);
  2695. return skill;
  2696. }),
  2697. addition:boardChange_Addition
  2698. },
  2699. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2700. function:cards=>cards.filter(card=>{
  2701. const searchTypeArray = [71];
  2702. const skill = getCardActiveSkill(card, searchTypeArray);
  2703. return boardChange_ColorTypes(skill).length == 1;
  2704. }),
  2705. addition:boardChange_Addition
  2706. },
  2707. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2708. function:cards=>cards.filter(card=>{
  2709. const searchTypeArray = [71];
  2710. const skill = getCardActiveSkill(card, searchTypeArray);
  2711. return boardChange_ColorTypes(skill).length == 2;
  2712. }),
  2713. addition:boardChange_Addition
  2714. },
  2715. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2716. function:cards=>cards.filter(card=>{
  2717. const searchTypeArray = [71];
  2718. const skill = getCardActiveSkill(card, searchTypeArray);
  2719. return boardChange_ColorTypes(skill).length == 3;
  2720. }),
  2721. addition:boardChange_Addition
  2722. },
  2723. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2724. function:cards=>cards.filter(card=>{
  2725. const searchTypeArray = [71];
  2726. const skill = getCardActiveSkill(card, searchTypeArray);
  2727. return boardChange_ColorTypes(skill).length == 4;
  2728. }),
  2729. addition:boardChange_Addition
  2730. },
  2731. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2732. function:cards=>cards.filter(card=>{
  2733. const searchTypeArray = [71];
  2734. const skill = getCardActiveSkill(card, searchTypeArray);
  2735. return boardChange_ColorTypes(skill).length == 5;
  2736. }),
  2737. addition:boardChange_Addition
  2738. },
  2739. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2740. function:cards=>cards.filter(card=>{
  2741. const searchTypeArray = [71];
  2742. const skill = getCardActiveSkill(card, searchTypeArray);
  2743. return boardChange_ColorTypes(skill).length >= 6;
  2744. }),
  2745. addition:boardChange_Addition
  2746. },
  2747. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2748. function:cards=>cards.filter(card=>{
  2749. const searchTypeArray = [71];
  2750. const skill = getCardActiveSkill(card, searchTypeArray);
  2751. return boardChange_ColorTypes(skill).includes(0);
  2752. }),
  2753. addition:boardChange_Addition
  2754. },
  2755. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2756. function:cards=>cards.filter(card=>{
  2757. const searchTypeArray = [71];
  2758. const skill = getCardActiveSkill(card, searchTypeArray);
  2759. return boardChange_ColorTypes(skill).includes(1);
  2760. }),
  2761. addition:boardChange_Addition
  2762. },
  2763. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2764. function:cards=>cards.filter(card=>{
  2765. const searchTypeArray = [71];
  2766. const skill = getCardActiveSkill(card, searchTypeArray);
  2767. return boardChange_ColorTypes(skill).includes(2);
  2768. }),
  2769. addition:boardChange_Addition
  2770. },
  2771. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2772. function:cards=>cards.filter(card=>{
  2773. const searchTypeArray = [71];
  2774. const skill = getCardActiveSkill(card, searchTypeArray);
  2775. return boardChange_ColorTypes(skill).includes(3);
  2776. }),
  2777. addition:boardChange_Addition
  2778. },
  2779. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2780. function:cards=>cards.filter(card=>{
  2781. const searchTypeArray = [71];
  2782. const skill = getCardActiveSkill(card, searchTypeArray);
  2783. return boardChange_ColorTypes(skill).includes(4);
  2784. }),
  2785. addition:boardChange_Addition
  2786. },
  2787. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2788. function:cards=>cards.filter(card=>{
  2789. const searchTypeArray = [71];
  2790. const skill = getCardActiveSkill(card, searchTypeArray);
  2791. return boardChange_ColorTypes(skill).includes(5);
  2792. }),
  2793. addition:boardChange_Addition
  2794. },
  2795. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2796. function:cards=>cards.filter(card=>{
  2797. const searchTypeArray = [71];
  2798. const skill = getCardActiveSkill(card, searchTypeArray);
  2799. const colors = boardChange_ColorTypes(skill);
  2800. return colors.includes(6)
  2801. || colors.includes(7)
  2802. || colors.includes(8)
  2803. || colors.includes(9);
  2804. }),
  2805. addition:boardChange_Addition
  2806. },
  2807. ]},
  2808. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2809. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  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(0));
  2816. }),
  2817. addition:changeOrbs_Addition
  2818. },
  2819. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  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(1));
  2826. }),
  2827. addition:changeOrbs_Addition
  2828. },
  2829. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  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(2));
  2836. }),
  2837. addition:changeOrbs_Addition
  2838. },
  2839. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  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(3));
  2846. }),
  2847. addition:changeOrbs_Addition
  2848. },
  2849. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  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.to.includes(4));
  2856. }),
  2857. addition:changeOrbs_Addition
  2858. },
  2859. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  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.to.includes(5));
  2866. }),
  2867. addition:changeOrbs_Addition
  2868. },
  2869. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  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.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2876. }),
  2877. addition:changeOrbs_Addition
  2878. },
  2879. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  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(0));
  2886. }),
  2887. addition:changeOrbs_Addition
  2888. },
  2889. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  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(1));
  2896. }),
  2897. addition:changeOrbs_Addition
  2898. },
  2899. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  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(2));
  2906. }),
  2907. addition:changeOrbs_Addition
  2908. },
  2909. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  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(3));
  2916. }),
  2917. addition:changeOrbs_Addition
  2918. },
  2919. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2920. function:cards=>cards.filter(card=>{
  2921. const searchTypeArray = [9,20,154];
  2922. const skills = getCardActiveSkills(card, searchTypeArray);
  2923. if (!skills.length) return false;
  2924. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2925. return parsedSkills.some(p=>p.from.includes(4));
  2926. }),
  2927. addition:changeOrbs_Addition
  2928. },
  2929. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2930. function:cards=>cards.filter(card=>{
  2931. const searchTypeArray = [9,20,154];
  2932. const skills = getCardActiveSkills(card, searchTypeArray);
  2933. if (!skills.length) return false;
  2934. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2935. return parsedSkills.some(p=>p.from.includes(5));
  2936. }),
  2937. addition:changeOrbs_Addition
  2938. },
  2939. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2940. function:cards=>cards.filter(card=>{
  2941. const searchTypeArray = [9,20,154];
  2942. const skills = getCardActiveSkills(card, searchTypeArray);
  2943. if (!skills.length) return false;
  2944. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2945. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2946. }),
  2947. addition:changeOrbs_Addition
  2948. },
  2949. ]},
  2950. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2951. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2952. function:cards=>cards.filter(card=>{
  2953. function is30(sk)
  2954. {
  2955. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2956. }
  2957. const searchTypeArray = [141];
  2958. const skill = getCardActiveSkill(card, searchTypeArray);
  2959. return skill && is30(skill.params);
  2960. }),
  2961. addition:generateOrbs_Addition
  2962. },
  2963. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2964. function:cards=>cards.filter(card=>{
  2965. function is1515(sk)
  2966. {
  2967. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2968. }
  2969. const searchTypeArray = [141];
  2970. const skill = getCardActiveSkill(card, searchTypeArray);
  2971. return skill && is1515(skill.params);
  2972. }),
  2973. addition:generateOrbs_Addition
  2974. },
  2975. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2976. function:cards=>cards.filter(card=>{
  2977. const gens = generateOrbsParse(card);
  2978. return gens.some(gen=>gen.to.includes(0));
  2979. }),
  2980. addition:generateOrbs_Addition
  2981. },
  2982. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2983. function:cards=>cards.filter(card=>{
  2984. const gens = generateOrbsParse(card);
  2985. return gens.some(gen=>gen.to.includes(1));
  2986. }),
  2987. addition:generateOrbs_Addition
  2988. },
  2989. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2990. function:cards=>cards.filter(card=>{
  2991. const gens = generateOrbsParse(card);
  2992. return gens.some(gen=>gen.to.includes(2));
  2993. }),
  2994. addition:generateOrbs_Addition
  2995. },
  2996. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2997. function:cards=>cards.filter(card=>{
  2998. const gens = generateOrbsParse(card);
  2999. return gens.some(gen=>gen.to.includes(3));
  3000. }),
  3001. addition:generateOrbs_Addition
  3002. },
  3003. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  3004. function:cards=>cards.filter(card=>{
  3005. const gens = generateOrbsParse(card);
  3006. return gens.some(gen=>gen.to.includes(4));
  3007. }),
  3008. addition:generateOrbs_Addition
  3009. },
  3010. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  3011. function:cards=>cards.filter(card=>{
  3012. const gens = generateOrbsParse(card);
  3013. return gens.some(gen=>gen.to.includes(5));
  3014. }),
  3015. addition:generateOrbs_Addition
  3016. },
  3017. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  3018. function:cards=>cards.filter(card=>{
  3019. const gens = generateOrbsParse(card);
  3020. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  3021. }),
  3022. addition:generateOrbs_Addition
  3023. },
  3024. ]},
  3025. {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: [
  3026. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  3027. function:cards=>cards.filter(card=>{
  3028. const searchTypeArray = [176];
  3029. const skill = getCardActiveSkill(card, searchTypeArray);
  3030. return skill;
  3031. })
  3032. },
  3033. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  3034. function:cards=>cards.filter(card=>{
  3035. function is3x3(sk)
  3036. {
  3037. for (let si=0;si<3;si++)
  3038. {
  3039. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  3040. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  3041. (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)
  3042. (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)
  3043. )
  3044. return true;
  3045. }
  3046. return false;
  3047. }
  3048. const searchTypeArray = [176];
  3049. const skill = getCardActiveSkill(card, searchTypeArray);
  3050. return skill && is3x3(skill.params);
  3051. }),
  3052. addition:card=>{
  3053. const searchTypeArray = [176];
  3054. const skill = getCardActiveSkill(card, searchTypeArray);
  3055. if (!skill) return;
  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 Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  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:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  3147. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3148. function:cards=>cards.filter(card=>{
  3149. if (card.activeSkillId == 0) return false;
  3150. const skill = Skills[card.activeSkillId];
  3151. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3152. })
  3153. },
  3154. {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)"},
  3155. function:cards=>cards.filter(card=>{
  3156. if (card.activeSkillId == 0) return false;
  3157. const skill = Skills[card.activeSkillId];
  3158. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3159. let realCD = minCD;
  3160. const searchTypeArray = [14];
  3161. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  3162. if (subSkill)
  3163. {
  3164. realCD -= subSkill.params[0] * 3;
  3165. }
  3166. return minCD > 1 && realCD <= 4;
  3167. })
  3168. },
  3169. {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)"},
  3170. function:cards=>{
  3171. const searchTypeArray = [5, 246, 247];
  3172. return cards.filter(card=>{
  3173. const skill = getCardActiveSkill(card, searchTypeArray);
  3174. return skill;
  3175. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3176. },
  3177. addition:card=>{
  3178. const searchTypeArray = [5, 246, 247];
  3179. const skill = getCardActiveSkill(card, searchTypeArray);
  3180. const value = skill.params[0];
  3181. return `时停${value}s`;
  3182. }
  3183. },
  3184. {
  3185. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3186. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  3187. },
  3188. {
  3189. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3190. function:cards=>cards.filter(card=>{
  3191. let skType = Skills[card.activeSkillId].type;
  3192. return skType == 232 || skType == 233;
  3193. })
  3194. },
  3195. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3196. function:cards=>cards.filter(card=>{
  3197. const searchTypeArray = [225];
  3198. const skill = getCardActiveSkill(card, searchTypeArray);
  3199. return skill;
  3200. }),
  3201. addition:card=>{
  3202. const searchTypeArray = [225];
  3203. const skill = getCardActiveSkill(card, searchTypeArray);
  3204. if (!skill) return;
  3205. const sk = skill.params;
  3206. let strArr = [];
  3207. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3208. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3209. return `HP ${strArr.join(" ")}`;
  3210. }
  3211. },
  3212. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3213. function:cards=>cards.filter(card=>{
  3214. const searchTypeArray = [234];
  3215. const skill = getCardActiveSkill(card, searchTypeArray);
  3216. return skill;
  3217. }),
  3218. addition:card=>{
  3219. const searchTypeArray = [234];
  3220. const skill = getCardActiveSkill(card, searchTypeArray);
  3221. if (!skill) return;
  3222. const sk = skill.params;
  3223. let strArr = [];
  3224. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3225. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3226. return `层 ${strArr.join(" ")}`;
  3227. }
  3228. },
  3229. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3230. function:cards=>{
  3231. const searchTypeArray = [248];
  3232. return cards.filter(card=>{
  3233. const skill = getCardActiveSkill(card, searchTypeArray);
  3234. return skill;
  3235. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3236. },
  3237. addition:card=>{
  3238. const searchTypeArray = [248];
  3239. const skill = getCardActiveSkill(card, searchTypeArray);
  3240. if (!skill) return;
  3241. const sk = skill.params;
  3242. return `延迟${sk[0]}T`;
  3243. }
  3244. },
  3245. ]},
  3246. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3247. ]},
  3248. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3249. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3250. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3251. },
  3252. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3253. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3254. },
  3255. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3256. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3257. },
  3258. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3259. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3260. },
  3261. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3262. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3263. },
  3264. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3265. function:cards=>cards.filter(card=>{
  3266. const searchTypeArray = [150];
  3267. const skill = getCardLeaderSkill(card, searchTypeArray);
  3268. return skill;
  3269. })
  3270. },
  3271. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3272. function:cards=>cards.filter(card=>{
  3273. const searchTypeArray = [151,209];
  3274. const skill = getCardLeaderSkill(card, searchTypeArray);
  3275. return skill;
  3276. })
  3277. },
  3278. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3279. function:cards=>cards.filter(card=>{
  3280. const searchTypeArray = [157];
  3281. const skill = getCardLeaderSkill(card, searchTypeArray);
  3282. return skill;
  3283. })
  3284. },
  3285. {name:"Stacked Magnifications of Matching",otLangName:{chs:"指定长度消除叠加倍率",cht:"指定長度消除疊加倍率"},
  3286. function:cards=>{
  3287. const searchTypeArray = [235];
  3288. return cards.filter(card=>{
  3289. const skill = getCardLeaderSkill(card, searchTypeArray);
  3290. if (!skill) return false;
  3291. const sk = skill.params;
  3292. if (!sk[3] || sk[3] === 100) return false;
  3293. return skill;
  3294. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3295. },
  3296. addition:card=>{
  3297. const searchTypeArray = [235];
  3298. const skill = getCardLeaderSkill(card, searchTypeArray);
  3299. if (!skill) return;
  3300. const sk = skill.params;
  3301. if (!sk[3] || sk[3] === 100) return;
  3302. const fragment = document.createDocumentFragment();
  3303. const sup = document.createElement("sup");
  3304. sup.textContent = "N";
  3305. const orbs = createOrbsList(flags(sk[0]));
  3306. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3307. if (sk[1]) {
  3308. fragment.append(`×≥${sk[1]}`);
  3309. } else {
  3310. fragment.append(`×${sk[2]}`);
  3311. }
  3312. return fragment;
  3313. }
  3314. },
  3315. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3316. function:cards=>cards.filter(card=>{
  3317. const searchTypeArray = [177];
  3318. const skill = getCardLeaderSkill(card, searchTypeArray);
  3319. return skill?.params[5];
  3320. })
  3321. },
  3322. ]},
  3323. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3324. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3325. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3326. },
  3327. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3328. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3329. },
  3330. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3331. function:cards=>cards.filter(card=>{
  3332. const searchTypeArray = [162,186];
  3333. const skill = getCardLeaderSkill(card, searchTypeArray);
  3334. return skill;
  3335. })
  3336. },
  3337. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3338. function:cards=>cards.filter(card=>{
  3339. const searchTypeArray = [163,177];
  3340. const skill = getCardLeaderSkill(card, searchTypeArray);
  3341. return skill;
  3342. })
  3343. },
  3344. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3345. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3346. },
  3347. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3348. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3349. },
  3350. {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)"},
  3351. function:cards=>{
  3352. const searchTypeArray = [158];
  3353. return cards.filter(card=>{
  3354. const skill = getCardLeaderSkill(card, searchTypeArray);
  3355. return skill;
  3356. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3357. },
  3358. addition:card=>{
  3359. const searchTypeArray = [158];
  3360. const skill = getCardLeaderSkill(card, searchTypeArray);
  3361. const value = skill.params[0];
  3362. return `≥${value}珠`;
  3363. }
  3364. },
  3365. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3366. function:cards=>cards.filter(card=>{
  3367. const searchTypeArray = [125];
  3368. const skill = getCardLeaderSkill(card, searchTypeArray);
  3369. return skill;
  3370. }),
  3371. addition:card=>{
  3372. const searchTypeArray = [125];
  3373. const skill = getCardLeaderSkill(card, searchTypeArray);
  3374. if (!skill) return;
  3375. const sk = skill.params;
  3376. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3377. }
  3378. },
  3379. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3380. function:cards=>cards.filter(card=>{
  3381. const searchTypeArray = [175];
  3382. const skill = getCardLeaderSkill(card, searchTypeArray);
  3383. return skill;
  3384. }),
  3385. addition:card=>{
  3386. const searchTypeArray = [175];
  3387. const skill = getCardLeaderSkill(card, searchTypeArray);
  3388. if (!skill) return;
  3389. const sk = skill.params;
  3390. return `合作:${sk[0]}`;
  3391. }
  3392. },
  3393. {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"},
  3394. function:cards=>cards.filter(card=>{
  3395. const searchTypeArray = [203];
  3396. const skill = getCardLeaderSkill(card, searchTypeArray);
  3397. return skill;
  3398. })
  3399. },
  3400. {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"},
  3401. function:cards=>cards.filter(card=>{
  3402. const searchTypeArray = [229];
  3403. const skill = getCardLeaderSkill(card, searchTypeArray);
  3404. return skill;
  3405. }),
  3406. addition:card=>{
  3407. const searchTypeArray = [229];
  3408. const skill = getCardLeaderSkill(card, searchTypeArray);
  3409. if (!skill) return;
  3410. const sk = skill.params;
  3411. const attrs = flags(sk[0]), types = flags(sk[1]);
  3412. const fragment = document.createDocumentFragment();
  3413. if (attrs.length)
  3414. fragment.appendChild(createOrbsList(attrs));
  3415. if (types.length)
  3416. fragment.appendChild(createTypesList(types));
  3417. return fragment;
  3418. }
  3419. },
  3420. {name:"Limit the total rarity of the team",otLangName:{chs:"限制队伍总稀有度",cht:"限制隊伍總稀有度"},
  3421. function:cards=>cards.filter(card=>{
  3422. const searchTypeArray = [217];
  3423. const skill = getCardLeaderSkill(card, searchTypeArray);
  3424. return skill;
  3425. }),
  3426. addition:card=>{
  3427. const searchTypeArray = [217];
  3428. const skill = getCardLeaderSkill(card, searchTypeArray);
  3429. if (!skill) return;
  3430. const sk = skill.params;
  3431. return `★≤${sk[0]}`;
  3432. }
  3433. },
  3434. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3435. function:cards=>cards.filter(card=>{
  3436. const searchTypeArray = [245];
  3437. const skill = getCardLeaderSkill(card, searchTypeArray);
  3438. return skill;
  3439. }),
  3440. addition:card=>{
  3441. const searchTypeArray = [245];
  3442. const skill = getCardLeaderSkill(card, searchTypeArray);
  3443. if (!skill) return;
  3444. const sk = skill.params;
  3445. switch (sk[0]) {
  3446. case -1:
  3447. return `★各不相同`;
  3448. case -2:
  3449. return `★全部相同`;
  3450. default:
  3451. return `★全为${sk[0]}`;
  3452. }
  3453. }
  3454. },
  3455. ]},
  3456. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3457. {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)"},
  3458. function:cards=>{
  3459. return cards.filter(card=>{
  3460. return getSkillFixedDamage(card) > 0;
  3461. }).sort((a,b)=>{
  3462. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3463. return a_pC - b_pC;
  3464. });
  3465. },
  3466. addition:card=>{
  3467. const value = getSkillFixedDamage(card);
  3468. if (value <= 0 ) return;
  3469. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3470. let skill;
  3471. if (skill = getCardLeaderSkill(card, [235])) {
  3472. nodeArr.push("/");
  3473. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3474. nodeArr.push(`×${skill.params[2]}`);
  3475. }
  3476. return nodeArr.nodeJoin();
  3477. }
  3478. },
  3479. {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)"},
  3480. function:cards=>{
  3481. return cards.filter(card=>{
  3482. return getSkillAddCombo(card) > 0;
  3483. }).sort((a,b)=>{
  3484. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3485. return a_pC - b_pC;
  3486. });
  3487. },
  3488. addition:card=>{
  3489. const value = getSkillAddCombo(card);
  3490. if (value <= 0 ) return;
  3491. let nodeArr = [`+${value.bigNumberToString()}C`];
  3492. let skill;
  3493. if (skill = getCardLeaderSkill(card, [210])) {
  3494. nodeArr.push("/十字");
  3495. } else if (skill = getCardLeaderSkill(card, [235])) {
  3496. nodeArr.push("/");
  3497. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3498. nodeArr.push(`×${skill.params[2]}`);
  3499. }
  3500. return nodeArr.nodeJoin();
  3501. }
  3502. },
  3503. {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)"},
  3504. function:cards=>{
  3505. const searchTypeArray = [15,185];
  3506. return cards.filter(card=>{
  3507. const skill = getCardLeaderSkill(card, searchTypeArray);
  3508. return skill;
  3509. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3510. },
  3511. addition:card=>{
  3512. const searchTypeArray = [15,185];
  3513. const skill = getCardLeaderSkill(card, searchTypeArray);
  3514. if (!skill) return;
  3515. const value = skill.params[0];
  3516. return `${value > 0 ? "+" : ""}${value/100}s`;
  3517. }
  3518. },
  3519. {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)"},
  3520. function:cards=>{
  3521. const searchTypeArray = [178];
  3522. return cards.filter(card=>{
  3523. const skill = getCardLeaderSkill(card, searchTypeArray);
  3524. return skill;
  3525. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3526. },
  3527. addition:card=>{
  3528. const searchTypeArray = [178];
  3529. const skill = getCardLeaderSkill(card, searchTypeArray);
  3530. if (!skill) return;
  3531. const value = skill.params[0];
  3532. return `固定${value}s`;
  3533. }
  3534. },
  3535. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3536. function:cards=>cards.filter(card=>{
  3537. const searchTypeArray = [213];
  3538. const skill = getCardLeaderSkill(card, searchTypeArray);
  3539. return skill;
  3540. }),
  3541. addition:card=>{
  3542. const searchTypeArray = [213];
  3543. const skill = getCardLeaderSkill(card, searchTypeArray);
  3544. if (!skill) return;
  3545. const sk = skill.params;
  3546. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3547. const fragment = document.createDocumentFragment();
  3548. if (attrs.length)
  3549. fragment.appendChild(createOrbsList(attrs));
  3550. if (types.length)
  3551. fragment.appendChild(createTypesList(types));
  3552. fragment.appendChild(document.createTextNode(`:+`));
  3553. if (awakenings.length)
  3554. fragment.appendChild(creatAwokenList(awakenings));
  3555. return fragment;
  3556. }
  3557. },
  3558. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3559. function:cards=>{
  3560. const searchTypeArray = [12];
  3561. return cards.filter(card=>{
  3562. const skill = getCardLeaderSkill(card, searchTypeArray);
  3563. return skill;
  3564. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3565. },
  3566. addition:card=>{
  3567. const searchTypeArray = [12];
  3568. const skill = getCardLeaderSkill(card, searchTypeArray);
  3569. const value = skill.params[0];
  3570. return `攻击×${(value/100).bigNumberToString()}倍`;
  3571. }
  3572. },
  3573. {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)"},
  3574. function:cards=>{
  3575. const searchTypeArray = [13];
  3576. return cards.filter(card=>{
  3577. const skill = getCardLeaderSkill(card, searchTypeArray);
  3578. return skill;
  3579. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3580. },
  3581. addition:card=>{
  3582. const searchTypeArray = [13];
  3583. const skill = getCardLeaderSkill(card, searchTypeArray);
  3584. const value = skill.params[0];
  3585. return `回复×${(value/100).bigNumberToString()}倍`;
  3586. }
  3587. },
  3588. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3589. function:cards=>{
  3590. const searchTypeArray = [198];
  3591. return cards.filter(card=>{
  3592. const skill = getCardLeaderSkill(card, searchTypeArray);
  3593. return skill && skill.params[2];
  3594. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3595. },
  3596. addition:card=>{
  3597. const searchTypeArray = [198];
  3598. const skill = getCardLeaderSkill(card, searchTypeArray);
  3599. const sk = skill.params;
  3600. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3601. }
  3602. },
  3603. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3604. function:cards=>{
  3605. const searchTypeArray = [198];
  3606. return cards.filter(card=>{
  3607. const skill = getCardLeaderSkill(card, searchTypeArray);
  3608. return skill && skill.params[3];
  3609. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3610. },
  3611. addition:card=>{
  3612. const searchTypeArray = [198];
  3613. const skill = getCardLeaderSkill(card, searchTypeArray);
  3614. const sk = skill.params;
  3615. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3616. }
  3617. },
  3618. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3619. function:cards=>{
  3620. const searchTypeArray = [41];
  3621. return cards.filter(card=>{
  3622. const skill = getCardLeaderSkill(card, searchTypeArray);
  3623. return skill;
  3624. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3625. },
  3626. addition:card=>{
  3627. const searchTypeArray = [41];
  3628. const skill = getCardLeaderSkill(card, searchTypeArray);
  3629. const sk = skill.params;
  3630. const fragment = document.createDocumentFragment();
  3631. fragment.appendChild(createOrbsList(sk[2] || 0));
  3632. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3633. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3634. return fragment;
  3635. }
  3636. },
  3637. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3638. function:cards=>cards.filter(card=>{
  3639. const searchTypeArray = [197];
  3640. const skill = getCardLeaderSkill(card, searchTypeArray);
  3641. return skill;
  3642. })
  3643. },
  3644. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3645. function:cards=>{
  3646. const searchTypeArray = [14];
  3647. return cards.filter(card=>{
  3648. const skill = getCardLeaderSkill(card, searchTypeArray);
  3649. return skill;
  3650. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3651. },
  3652. addition:card=>{
  3653. const searchTypeArray = [14];
  3654. const skill = getCardLeaderSkill(card, searchTypeArray);
  3655. const value = skill.params[0];
  3656. return `HP≥${value}%`;
  3657. }
  3658. },
  3659. {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)"},
  3660. function:cards=>{
  3661. const searchTypeArray = [53];
  3662. return cards.filter(card=>{
  3663. const skill = getCardLeaderSkill(card, searchTypeArray);
  3664. return skill;
  3665. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3666. },
  3667. addition:card=>{
  3668. const searchTypeArray = [53];
  3669. const skill = getCardLeaderSkill(card, searchTypeArray);
  3670. const sk = skill.params;
  3671. return `掉率x${sk[0]/100}`;
  3672. }
  3673. },
  3674. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3675. function:cards=>{
  3676. const searchTypeArray = [54];
  3677. return cards.filter(card=>{
  3678. const skill = getCardLeaderSkill(card, searchTypeArray);
  3679. return skill;
  3680. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3681. },
  3682. addition:card=>{
  3683. const searchTypeArray = [54];
  3684. const skill = getCardLeaderSkill(card, searchTypeArray);
  3685. const sk = skill.params;
  3686. return `金币x${sk[0]/100}`;
  3687. }
  3688. },
  3689. {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)"},
  3690. function:cards=>{
  3691. const searchTypeArray = [148];
  3692. return cards.filter(card=>{
  3693. const skill = getCardLeaderSkill(card, searchTypeArray);
  3694. return skill;
  3695. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3696. },
  3697. addition:card=>{
  3698. const searchTypeArray = [148];
  3699. const skill = getCardLeaderSkill(card, searchTypeArray);
  3700. const sk = skill.params;
  3701. return `经验x${sk[0]/100}`;
  3702. }
  3703. },
  3704. ]},
  3705. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3706. {name:"HP Scale [3, ∞) (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)"},
  3707. function:cards=>cards.filter(card=>{
  3708. const skill = Skills[card.leaderSkillId];
  3709. const HPscale = getHPScale(skill);
  3710. return HPscale >= 3;
  3711. }).sort(sortByHPScal),
  3712. addition: HPScal_Addition
  3713. },
  3714. {name:"HP Scale [2, 3) (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)"},
  3715. function:cards=>cards.filter(card=>{
  3716. const skill = Skills[card.leaderSkillId];
  3717. const HPscale = getHPScale(skill);
  3718. return HPscale >= 2 && HPscale < 3;
  3719. }).sort(sortByHPScal),
  3720. addition: HPScal_Addition
  3721. },
  3722. {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)"},
  3723. function:cards=>cards.filter(card=>{
  3724. const skill = Skills[card.leaderSkillId];
  3725. const HPscale = getHPScale(skill);
  3726. return HPscale >= 1.5 && HPscale < 2;
  3727. }).sort(sortByHPScal),
  3728. addition: HPScal_Addition
  3729. },
  3730. {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)"},
  3731. function:cards=>cards.filter(card=>{
  3732. const skill = Skills[card.leaderSkillId];
  3733. const HPscale = getHPScale(skill);
  3734. return HPscale > 1 && HPscale < 1.5;
  3735. }).sort(sortByHPScal),
  3736. addition: HPScal_Addition
  3737. },
  3738. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3739. function:cards=>cards.filter(card=>{
  3740. const skill = Skills[card.leaderSkillId];
  3741. const HPscale = getHPScale(skill);
  3742. return HPscale === 1;
  3743. }),
  3744. addition: HPScal_Addition
  3745. },
  3746. {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)"},
  3747. function:cards=>cards.filter(card=>{
  3748. const skill = Skills[card.leaderSkillId];
  3749. const HPscale = getHPScale(skill);
  3750. return HPscale < 1;
  3751. }).sort(sortByHPScal),
  3752. addition: HPScal_Addition
  3753. },
  3754. ]},
  3755. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3756. {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)"},
  3757. function:cards=>cards.filter(card=>{
  3758. const skill = Skills[card.leaderSkillId];
  3759. const reduceScale = getReduceScale(skill);
  3760. return reduceScale >= 0.75;
  3761. }).sort(sortByReduceScale),
  3762. addition: ReduceScale_Addition
  3763. },
  3764. {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)"},
  3765. function:cards=>cards.filter(card=>{
  3766. const skill = Skills[card.leaderSkillId];
  3767. const reduceScale = getReduceScale(skill);
  3768. return reduceScale >= 0.5 && reduceScale < 0.75;
  3769. }).sort(sortByReduceScale),
  3770. addition: ReduceScale_Addition
  3771. },
  3772. {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)"},
  3773. function:cards=>cards.filter(card=>{
  3774. const skill = Skills[card.leaderSkillId];
  3775. const reduceScale = getReduceScale(skill);
  3776. return reduceScale >= 0.25 && reduceScale < 0.5;
  3777. }).sort(sortByReduceScale),
  3778. addition: ReduceScale_Addition
  3779. },
  3780. {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)"},
  3781. function:cards=>cards.filter(card=>{
  3782. const skill = Skills[card.leaderSkillId];
  3783. const reduceScale = getReduceScale(skill);
  3784. return reduceScale > 0 && reduceScale < 0.25;
  3785. }).sort(sortByReduceScale),
  3786. addition: ReduceScale_Addition
  3787. },
  3788. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3789. function:cards=>cards.filter(card=>{
  3790. const skill = Skills[card.leaderSkillId];
  3791. const reduceScale = getReduceScale(skill);
  3792. return reduceScale === 0;
  3793. })
  3794. },
  3795. {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"},
  3796. function:cards=>cards.filter(card=>{
  3797. const skill = Skills[card.leaderSkillId];
  3798. return getReduceScale(skill, true) > 0;
  3799. })
  3800. },
  3801. {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"},
  3802. function:cards=>cards.filter(card=>{
  3803. const skill = Skills[card.leaderSkillId];
  3804. return getReduceScale(skill, undefined, true) > 0;
  3805. })
  3806. },
  3807. {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"},
  3808. function:cards=>cards.filter(card=>{
  3809. const skill = Skills[card.leaderSkillId];
  3810. return getReduceScale(skill, undefined, undefined, true) > 0;
  3811. })
  3812. },
  3813. /*{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%)"},
  3814. function:cards=>cards.filter(card=>{
  3815. const skill = Skills[card.leaderSkillId];
  3816. const reduceScale = getReduceScale(skill);
  3817. return reduceScale>=0.29;
  3818. }).sort(sortByReduceScale)
  3819. },*/
  3820. {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"},
  3821. function:cards=>{
  3822. return cards.filter(card=>{
  3823. const skill = Skills[card.leaderSkillId];
  3824. return getReduceScale_unconditional(skill) > 0;
  3825. }).sort((a,b)=>{
  3826. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3827. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3828. });
  3829. },
  3830. addition:card=>{
  3831. const skill = Skills[card.leaderSkillId];
  3832. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3833. }
  3834. },
  3835. ]},
  3836. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3837. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3838. function:cards=>cards.filter(card=>
  3839. !Array.isArray(card.henshinFrom) &&
  3840. !Array.isArray(card.henshinTo))
  3841. },
  3842. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3843. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3844. },
  3845. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3846. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3847. },
  3848. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  3849. function:cards=>cards.filter(card=>{
  3850. const searchTypeArray = [236];
  3851. const skill = getCardActiveSkill(card, searchTypeArray);
  3852. return skill;
  3853. })
  3854. },
  3855. {name:"Except Before Henshin(No Henshin+After Henshin)",otLangName:{chs:"除了变身前(非变身+变身后)",cht:"除了變身前(非變身+變身后)"},
  3856. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3857. },
  3858. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3859. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3860. },
  3861. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3862. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3863. function:cards=>cards.filter(isReincarnated)
  3864. }, //evoBaseId可能为0
  3865. //{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)},
  3866. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3867. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3868. },
  3869. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3870. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3871. },
  3872. ]},
  3873. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3874. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3875. function:cards=>cards.filter(card=>card.is8Latent)
  3876. },
  3877. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3878. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3879. },
  3880. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3881. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3882. },
  3883. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3884. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3885. },
  3886. {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"},
  3887. function:cards=>cards.filter(card=>{
  3888. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3889. if (hasAwokenKiller)
  3890. { //大于2个杀的进行判断
  3891. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3892. { //大于3个杀的直接过
  3893. return true;
  3894. }else
  3895. { //2个杀的
  3896. const isAllowLatent = card.types.filter(i=>
  3897. i>=0 //去掉-1的type
  3898. ).map(type=>
  3899. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  3900. ).some(ls=>
  3901. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3902. );
  3903. return isAllowLatent
  3904. }
  3905. }else
  3906. {
  3907. return false;
  3908. }
  3909. })
  3910. },
  3911. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3912. // function:cards=>cards.filter(card=>{
  3913. // const searchTypeArray = [1000];
  3914. // const skill = getCardActiveSkill(card, searchTypeArray);
  3915. // return skill;
  3916. // })
  3917. // },
  3918. ]},
  3919. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3920. {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)"},
  3921. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3922. },
  3923. {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)"},
  3924. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3925. },
  3926. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3927. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3928. },
  3929. {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"},
  3930. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3931. },
  3932. {name:"Raise ≥50% at lv110(sort by scale)",otLangName:{chs:"110级三维成长≥50%(按比例排序)",cht:"110級三維成長≥50%(按比例排序)"},
  3933. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3934. addition:card=>`成长${card.limitBreakIncr}%`
  3935. },
  3936. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3937. function:cards=>cards.filter(card=>card.maxLevel==1)
  3938. },
  3939. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  3940. function:cards=>cards.filter(card=>card.sellMP<100)
  3941. },
  3942. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3943. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3944. },
  3945. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3946. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3947. },
  3948. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3949. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  3950. },
  3951. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3952. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>0 && blockSkinOrBgmId<1e4),
  3953. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  3954. },
  3955. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  3956. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>=1e4),
  3957. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  3958. },
  3959. {name:"Hava banner when use skill",otLangName:{chs:"使用技能时有横幅",cht:"使用技能時有橫幅"},
  3960. function:cards=>cards.filter(card=>card.skillBanner)
  3961. },
  3962. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3963. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3964. },
  3965. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  3966. function:cards=>cards.filter(card=>card.stacking),
  3967. },
  3968. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  3969. function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))),
  3970. },
  3971. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  3972. function:cards=>cards,
  3973. addition:card=>card.name
  3974. },
  3975. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  3976. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  3977. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  3978. },
  3979. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  3980. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  3981. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  3982. },
  3983. {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"},
  3984. function:cards=>cards,
  3985. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  3986. },
  3987. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  3988. function:cards=>cards,
  3989. addition:card=>createTypesList(card.types)
  3990. },
  3991. {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"},
  3992. function:cards=>cards,
  3993. addition:card=>`COST ${card.cost}`
  3994. },
  3995. ]},
  3996. ];
  3997. return functions;
  3998. })();

智龙迷城队伍图制作工具