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script-json_data.js 151 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. sort_name:{
  21. sort_none: "Nope",
  22. sort_id: "Cards Id",
  23. sort_attrs : "Attribute",
  24. sort_evoRootId: "Cards Evolution Root",
  25. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  26. sort_rarity: "Rarity",
  27. sort_cost: "Cost",
  28. sort_skillLv1: "Maximum Skill Turn",
  29. sort_skillLvMax: "Minimum Skill Turn",
  30. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  31. sort_hpMax120: "Max HP",
  32. sort_atkMax120: "Max ATK",
  33. sort_rcvMax120: "Max RCV",
  34. sort_hpMax120_awoken: "Max HP (+Awoken)",
  35. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  36. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  37. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  38. },
  39. force_reload_data: `Force refresh data`,
  40. skill_parse: {
  41. skill: {
  42. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  43. unknown: tp`Unkonwn skill type: ${'type'}`,
  44. active_turns: tp`${'skills'}, for ${'turns'} turns`,
  45. random_skills: tp`Random Activates these skills:${'skills'}`,
  46. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  47. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  48. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  49. damage_enemy_times: tp`${'times'} `,
  50. damage_enemy_count: tp` (${'damage'} in total)`,
  51. //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.
  52. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  53. delay: tp`${'icon'}Delays enemies' next move`,
  54. mass_attack: tp`${'icon'}Mass attacks`,
  55. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  56. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  57. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  58. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  59. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  60. unbind_normal: tp`${'icon'}Bind`,
  61. unbind_awakenings: tp`${'icon'}Awoken bind`,
  62. unbind_matches: tp`${'icon'}Unmatchable orb`,
  63. bind_skill: tp`${'icon'}Unable to use skills`,
  64. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  65. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  66. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  67. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  68. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  69. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  70. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  71. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  72. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  73. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  74. board_change: tp`Change all orbs to ${'orbs'}`,
  75. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  76. skill_boost_range: tp`~${'turns'}`,
  77. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  78. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  79. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  80. drop_refresh: tp`Replaces all orbs`,
  81. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  82. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  83. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  84. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  85. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  86. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  87. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  88. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  89. orb_drop_increase_chance: tp`by ${'value'}`,
  90. attr_absorb: tp`${'icon'}Attribute absorption`,
  91. combo_absorb: tp`${'icon'}Combo absorption`,
  92. damage_absorb: tp`${'icon'}Damage absorption`,
  93. damage_void: tp`${'icon'}Damage void`,
  94. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  95. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  96. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  97. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  98. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  99. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  100. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  101. rate_multiply_drop: tp`${'icon'}Drop rate`,
  102. rate_multiply_coin: tp`${'icon'}Coins`,
  103. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  104. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  105. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  106. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  107. henshin: tp`Transforms into ${'card'}`,
  108. random_henshin: tp`Random transforms into ${'cards'}`,
  109. void_poison: tp`Voids ${'poison'} damage`,
  110. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  111. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  112. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  113. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  114. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  115. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  116. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  117. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'time'}`,
  118. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  119. },
  120. power: {
  121. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  122. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  123. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  124. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  125. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  126. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  127. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  128. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  129. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  130. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  131. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  132. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  133. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  134. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  135. },
  136. cond: {
  137. unknown: tp`[ Unknown condition ]`,
  138. hp_equal: tp`When ${'hp'} == ${'min'} `,
  139. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  140. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  141. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  142. use_skill: tp`When skills used `,
  143. multi_player: tp`When in Multiplayer Mode `,
  144. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  145. exact_combo: tp`When exactly ${'value'} combos `,
  146. exact_length: tp`exactly of ${'value'} `,
  147. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, ${'times'} `,
  148. exact_match_enhanced: tp` orbs including enhanced`,
  149. compo_type_card: tp`When ${'ids'} are all on team, `,
  150. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  151. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  152. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  153. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  154. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  155. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  156. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  157. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  158. },
  159. position: {
  160. top: tp`${'pos'} of top rows`,
  161. bottom: tp`${'pos'} of bottom rows`,
  162. left: tp`${'pos'} of left columns`,
  163. right: tp`${'pos'} of right columns`,
  164. random: tp`random location`,
  165. shape: tp`specified location`,
  166. },
  167. value: {
  168. unknown: tp`[ Unknown value: ${'type'}]`, //type
  169. const: tp`${'value'} ${'unit'}`,
  170. const_to: tp`to ${'value'}`,
  171. mul_percent: tp`${'value'}%`,
  172. mul_times: tp`×${'value'}`,
  173. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  174. mul_of_times: tp`${'stats'} ×${'value'}`,
  175. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  176. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  177. prob: tp`${'value'} chance for `,
  178. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  179. size: tp`${'width'}×${'height'}`,
  180. pos: tp`${'x'}×${'y'}`,
  181. },
  182. target: {
  183. unknown: tp`Unkown Target`,
  184. self: tp`card's`,
  185. team: tp`team`,
  186. team_last: tp`the lastest member`,
  187. team_leader: tp`leader`,
  188. sub_members: tp`sub-members`,
  189. leader_self: tp`left leader`,
  190. leader_helper: tp`right leader`,
  191. collab_id: tp`card with collab ID of ${'id'} `,
  192. enemy: tp`Enemy`,
  193. enemy_all: tp`all enemys`,
  194. enemy_one: tp`1 enemy`,
  195. enemy_attr: tp`${'attr'} enemy`,
  196. the_attr: tp`attr of the matched Orbs`,
  197. },
  198. stats: {
  199. unknown: tp`[ Unknown: ${'type'}]`, //type
  200. maxhp: tp`Max HP`,
  201. hp: tp`HP`,
  202. chp: tp`current HP`,
  203. atk: tp`ATK`,
  204. rcv: tp`RCV`,
  205. teamhp: tp`Team HP`,
  206. teamatk: tp`Team ${'attrs'} ATK`,
  207. teamrcv: tp`Team RCV`,
  208. cstage: tp`current Stage of Dungeon`,
  209. },
  210. unit: {
  211. orbs: tp``,
  212. times: tp` times`,
  213. seconds: tp` seconds`,
  214. point: tp` point`,
  215. turns: tp` turns`,
  216. },
  217. word: {
  218. comma: tp`, `,
  219. slight_pause: tp`, `,
  220. range_hyphen: tp`~`,
  221. in_once: tp`in once `,
  222. evo_type_pixel: tp`Pixel Evo`,
  223. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  224. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  225. affix_attr: tp`${'cotent'} attr.`,
  226. affix_orb: tp`${'cotent'} orbs`,
  227. affix_type: tp`${'cotent'} types`,
  228. affix_awakening: tp`${'cotent'} awoken`,
  229. affix_exclude: tp`, exclude ${'cotent'}`,
  230. each_time: tp`each time`,
  231. different: tp`different`,
  232. same: tp`the same`,
  233. },
  234. attrs: {
  235. [0]: tp`${'icon'}Fire`,
  236. [1]: tp`${'icon'}Water`,
  237. [2]: tp`${'icon'}Wood`,
  238. [3]: tp`${'icon'}Light`,
  239. [4]: tp`${'icon'}Dark`,
  240. [5]: tp`${'icon'}Recover`,
  241. [6]: tp`${'icon'}Null`,
  242. all: tp`All`,
  243. self: tp`${'icon'}Self's Attr`,
  244. fixed: tp`${'icon'}Fixed`,
  245. },
  246. orbs: {
  247. [0]: tp`${'icon'}Fire`,
  248. [1]: tp`${'icon'}Water`,
  249. [2]: tp`${'icon'}Wood`,
  250. [3]: tp`${'icon'}Light`,
  251. [4]: tp`${'icon'}Dark`,
  252. [5]: tp`${'icon'}Heal`,
  253. [6]: tp`${'icon'}Jammer`,
  254. [7]: tp`${'icon'}Poison`,
  255. [8]: tp`${'icon'}Lethal Poison`,
  256. [9]: tp`${'icon'}Bomb`,
  257. enhanced: tp`${'icon'}Enhanced`,
  258. locked: tp`${'icon'}Locked`,
  259. nail: tp`${'icon'}Nail`,
  260. _5color: tp`${'icon'}5 Att.`,
  261. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  262. all: tp`All`,
  263. any: tp`Any ${'cotent'}`,
  264. },
  265. board: {
  266. clouds: tp`${'icon'}Clouds`,
  267. immobility: tp`${'icon'}Immobility`,
  268. roulette: tp`${'icon'}Roulette`,
  269. roulette_time: tp`(transforms every ${'duration'})`,
  270. },
  271. types: {
  272. [0]: tp`${'icon'}Evo Material`,
  273. [1]: tp`${'icon'}Balanced`,
  274. [2]: tp`${'icon'}Physical`,
  275. [3]: tp`${'icon'}Healer`,
  276. [4]: tp`${'icon'}Dragon`,
  277. [5]: tp`${'icon'}God`,
  278. [6]: tp`${'icon'}Attacker`,
  279. [7]: tp`${'icon'}Devil`,
  280. [8]: tp`${'icon'}Machine`,
  281. [9]: tp`${'icon'}Special Protection`,
  282. [12]: tp`${'icon'}Awaken`,
  283. [14]: tp`${'icon'}Enhance Material`,
  284. [15]: tp`${'icon'}Redeemable`,
  285. },
  286. awokens: {
  287. [0]: tp`${'icon'}Unknown awoken`,
  288. [1]: tp`${'icon'}Enhanced HP`,
  289. [2]: tp`${'icon'}Enhanced Attack`,
  290. [3]: tp`${'icon'}Enhanced Recovery`,
  291. [4]: tp`${'icon'}Reduce Fire Damage`,
  292. [5]: tp`${'icon'}Reduce Water Damage`,
  293. [6]: tp`${'icon'}Reduce Wood Damage`,
  294. [7]: tp`${'icon'}Reduce Light Damage`,
  295. [8]: tp`${'icon'}Reduce Dark Damage`,
  296. [9]: tp`${'icon'}Auto-Recover`,
  297. [10]: tp`${'icon'}Resistance-Bind`,
  298. [11]: tp`${'icon'}Resistance-Blind`,
  299. [12]: tp`${'icon'}Resistance-Jammers`,
  300. [13]: tp`${'icon'}Resistance-Poison`,
  301. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  302. [15]: tp`${'icon'}Enhanced Water Orbs`,
  303. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  304. [17]: tp`${'icon'}Enhanced Water Orbs`,
  305. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  306. [19]: tp`${'icon'}Extend Time`,
  307. [20]: tp`${'icon'}Recover Bind`,
  308. [21]: tp`${'icon'}Skill Boost`,
  309. [22]: tp`${'icon'}Enhanced Fire Rows`,
  310. [23]: tp`${'icon'}Enhanced Water Rows`,
  311. [24]: tp`${'icon'}Enhanced Wood Rows`,
  312. [25]: tp`${'icon'}Enhanced Water Rows`,
  313. [26]: tp`${'icon'}Enhanced Dark Rows`,
  314. [27]: tp`${'icon'}Two-Pronged Attack`,
  315. [28]: tp`${'icon'}Resistance-Skill Bind`,
  316. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  317. [30]: tp`${'icon'}Multi Boost`,
  318. [31]: tp`${'icon'}Dragon Killer`,
  319. [32]: tp`${'icon'}God Killer`,
  320. [33]: tp`${'icon'}Devil Killer`,
  321. [34]: tp`${'icon'}Machine Killer`,
  322. [35]: tp`${'icon'}Balanced Killer`,
  323. [36]: tp`${'icon'}Attacker Killer`,
  324. [37]: tp`${'icon'}Physical Killer`,
  325. [38]: tp`${'icon'}Healer Killer`,
  326. [39]: tp`${'icon'}Evo Killer`,
  327. [40]: tp`${'icon'}Awaken Killer`,
  328. [41]: tp`${'icon'}Enhance Killer`,
  329. [42]: tp`${'icon'}Redeemable Killer`,
  330. [43]: tp`${'icon'}Enhanced Combos`,
  331. [44]: tp`${'icon'}Guard Break`,
  332. [45]: tp`${'icon'}Bonus Attack`,
  333. [46]: tp`${'icon'}Enhanced Team HP `,
  334. [47]: tp`${'icon'}Enhanced Team Recovery`,
  335. [48]: tp`${'icon'}Damage Void Piercer`,
  336. [49]: tp`${'icon'}Awoken Assist`,
  337. [50]: tp`${'icon'}Super Bonus Attack`,
  338. [51]: tp`${'icon'}Skill Charge`,
  339. [52]: tp`${'icon'}Resistance-Bind+`,
  340. [53]: tp`${'icon'}Extend Time+`,
  341. [54]: tp`${'icon'}Resistance-Clouds`,
  342. [55]: tp`${'icon'}Resistance-Immobility`,
  343. [56]: tp`${'icon'}Skill Boost+`,
  344. [57]: tp`${'icon'}50% or more HP Enhanced`,
  345. [58]: tp`${'icon'}50% or less HP Enhanced`,
  346. [59]: tp`${'icon'}L Damage Reduction`,
  347. [60]: tp`${'icon'}L Increased Attack`,
  348. [61]: tp`${'icon'}Super Enhanced Combos`,
  349. [62]: tp`${'icon'}Combo Orbs`,
  350. [63]: tp`${'icon'}Skill Voice`,
  351. [64]: tp`${'icon'}Dungeon Bonus`,
  352. [65]: tp`${'icon'}Reduced HP`,
  353. [66]: tp`${'icon'}Reduced Attack`,
  354. [67]: tp`${'icon'}Reduced RCV`,
  355. [68]: tp`${'icon'}Resistance-Blind+`,
  356. [69]: tp`${'icon'}Resistance-Jammers+`,
  357. [70]: tp`${'icon'}Resistance-Poison+`,
  358. [71]: tp`${'icon'}Blessing of Jammers`,
  359. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  360. [73]: tp`${'icon'}Enhanced Fire Combos`,
  361. [74]: tp`${'icon'}Enhanced Water Combos`,
  362. [75]: tp`${'icon'}Enhanced Wood Combos`,
  363. [76]: tp`${'icon'}Enhanced Light Combos`,
  364. [77]: tp`${'icon'}Enhanced Dark Combos`,
  365. [78]: tp`${'icon'}Cross Attack`,
  366. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  367. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  368. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  369. [82]: tp`${'icon'}Super Enhanced Matching`,
  370. [83]: tp`${'icon'}Append Dragon Type`,
  371. [84]: tp`${'icon'}Append God Type`,
  372. [85]: tp`${'icon'}Append Devil Type`,
  373. [86]: tp`${'icon'}Append Machine Type`,
  374. [87]: tp`${'icon'}Append Balanced Type`,
  375. [88]: tp`${'icon'}Append Attacker Type`,
  376. [89]: tp`${'icon'}Append Physical Type`,
  377. [90]: tp`${'icon'}Append Healer Type`,
  378. [91]: tp`${'icon'}Append Fire Attr.`,
  379. [92]: tp`${'icon'}Append Water Attr.`,
  380. [93]: tp`${'icon'}Append Wood Attr.`,
  381. [94]: tp`${'icon'}Append Water Attr.`,
  382. [95]: tp`${'icon'}Append Dark Attr.`,
  383. [96]: tp`${'icon'}Two-Pronged Attack+`,
  384. [97]: tp`${'icon'}Skill Charge+`,
  385. [98]: tp`${'icon'}Auto-Recover+`,
  386. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  387. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  388. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  389. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  390. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  391. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  392. }
  393. },
  394. };
  395. //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
  396. const typekiller_for_type = [
  397. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  398. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  399. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  400. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  401. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  402. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  403. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  404. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  405. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  406. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  407. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  408. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  409. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  410. ];
  411. //类型允许的潜觉杀
  412. const type_allowable_latent = [];
  413. typekiller_for_type.forEach(t=>
  414. {
  415. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  416. .map(tn=>
  417. typekiller_for_type.find(_t=>_t.type == tn).latent
  418. );
  419. type_allowable_latent[t.type] = t.allowableLatent;
  420. }
  421. );
  422. //一般共同能打的潜觉
  423. const common_allowable_latent = [
  424. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  425. 28,29,30,31,32,33,34,35,36,37,38,
  426. 39,40,41,46,47 //需要拥有觉醒的才能打,但是有武器
  427. ];
  428. //120级才能打的潜觉
  429. const v120_allowable_latent = [
  430. 42,43,44,45
  431. ];
  432. //等效觉醒列表
  433. const equivalent_awoken = [
  434. {small:10,big:52,times:2}, //防封
  435. {small:11,big:68,times:5}, //防暗
  436. {small:12,big:69,times:5}, //防废
  437. {small:13,big:70,times:5}, //防毒
  438. {small:19,big:53,times:2}, //手指
  439. {small:21,big:56,times:2}, //SB
  440. {small:27,big:96,times:2}, //U
  441. {small:51,big:97,times:2}, //5色溜
  442. {small:9,big:98,times:2}, //自回
  443. {small:14,big:99,times:2}, //火+
  444. {small:15,big:100,times:2},//水+
  445. {small:16,big:101,times:2},//木+
  446. {small:17,big:102,times:2},//光+
  447. {small:18,big:103,times:2},//暗+
  448. {small:29,big:104,times:2},//心+
  449. ];
  450. //官方的觉醒排列顺序
  451. const official_awoken_sorting = [
  452. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  453. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  454. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  455. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  456. 99,100,101,102,103,104, 98, 96, 97,
  457. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  458. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  459. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  460. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  461. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  462. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  463. 91, 92, 93, 94, 95,
  464. ];
  465. //pdc的徽章对应数字
  466. const pdcBadgeMap = [
  467. {pdf:undefined,pdc:0}, //什么都没有
  468. {pdf:1,pdc:10}, //无限cost
  469. {pdf:2,pdc:12}, //小手指
  470. {pdf:3,pdc:9}, //全体攻击
  471. {pdf:4,pdc:5}, //小回复
  472. {pdf:5,pdc:1}, //小血量
  473. {pdf:6,pdc:3}, //小攻击
  474. {pdf:7,pdc:8}, //SB
  475. {pdf:8,pdc:18}, //队长防封
  476. {pdf:9,pdc:19}, //SX
  477. {pdf:11,pdc:7}, //无天降
  478. {pdf:17,pdc:6}, //大回复
  479. {pdf:18,pdc:2}, //大血量
  480. {pdf:19,pdc:4}, //大攻击
  481. {pdf:20,pdc:null}, //三维
  482. {pdf:21,pdc:13}, //大手指
  483. {pdf:10,pdc:11}, //加经验
  484. {pdf:12,pdc:15}, //墨镜
  485. {pdf:13,pdc:17}, //防废
  486. {pdf:14,pdc:16}, //防毒
  487. {pdf:129,pdc:14}, //月卡
  488. ];
  489. //pdc的潜觉对应数字
  490. const pdcLatentMap = [
  491. {pdf:1,pdc:1}, //HP
  492. {pdf:2,pdc:0}, //攻击
  493. {pdf:3,pdc:2}, //回复
  494. {pdf:4,pdc:19}, //手指
  495. {pdf:5,pdc:13}, //自回
  496. {pdf:6,pdc:14}, //火盾
  497. {pdf:7,pdc:15}, //水盾
  498. {pdf:8,pdc:16}, //木盾
  499. {pdf:9,pdc:17}, //光盾
  500. {pdf:10,pdc:18}, //暗盾
  501. {pdf:11,pdc:12}, //防坐
  502. {pdf:12,pdc:3}, //三维
  503. {pdf:13,pdc:35}, //不被换队长
  504. {pdf:13,pdc:47}, //不被换队长 ×1.5
  505. {pdf:14,pdc:37}, //不掉废
  506. {pdf:15,pdc:36}, //不掉毒
  507. {pdf:16,pdc:24}, //进化杀
  508. {pdf:17,pdc:25}, //觉醒杀
  509. {pdf:18,pdc:26}, //强化杀
  510. {pdf:19,pdc:27}, //卖钱杀
  511. {pdf:20,pdc:4}, //神杀
  512. {pdf:21,pdc:5}, //龙杀
  513. {pdf:22,pdc:6}, //恶魔杀
  514. {pdf:23,pdc:7}, //机械杀
  515. {pdf:24,pdc:8}, //平衡杀
  516. {pdf:25,pdc:9}, //攻击杀
  517. {pdf:26,pdc:10}, //体力杀
  518. {pdf:27,pdc:11}, //回复杀
  519. {pdf:28,pdc:20}, //大HP
  520. {pdf:29,pdc:21}, //大攻击
  521. {pdf:30,pdc:22}, //大回复
  522. {pdf:31,pdc:23}, //大手指
  523. {pdf:32,pdc:28}, //大火盾
  524. {pdf:33,pdc:29}, //大水盾
  525. {pdf:34,pdc:30}, //大木盾
  526. {pdf:35,pdc:31}, //大光盾
  527. {pdf:36,pdc:32}, //大暗盾
  528. {pdf:37,pdc:33}, //6色破无效
  529. {pdf:37,pdc:45}, //6色破无效 ×1.5
  530. {pdf:38,pdc:34}, //3色破属吸
  531. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  532. {pdf:39,pdc:40}, //C珠破吸
  533. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  534. {pdf:40,pdc:39}, //心横解转转
  535. {pdf:40,pdc:49}, //心横解转转 ×1.5
  536. {pdf:41,pdc:38}, //U解禁消
  537. {pdf:41,pdc:48}, //U解禁消 ×1.5
  538. {pdf:42,pdc:41}, //伤害上限解除
  539. {pdf:43,pdc:42}, //HP++
  540. {pdf:44,pdc:43}, //攻击++
  541. {pdf:45,pdc:44}, //回复++
  542. {pdf:46,pdc:51}, //心追解云封
  543. {pdf:46,pdc:52}, //心追解云封 ×1.5
  544. {pdf:47,pdc:53}, //心L大SB
  545. {pdf:47,pdc:54}, //心L大SB ×1.5
  546. ];
  547. //排序程序列表
  548. const sort_function_list = [
  549. {tag:"sort_none",name:"无",function:()=>0},
  550. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  551. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  552. let num = a.attrs[0] - b.attrs[0];
  553. if (num === 0) num = a.attrs[1] - b.attrs[1];
  554. return num;
  555. }
  556. },
  557. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  558. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  559. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  560. let num = card_a.attrs[0] - card_b.attrs[0];
  561. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  562. return num;
  563. }
  564. },
  565. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  566. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  567. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  568. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  569. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  570. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  571. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  572. }
  573. },
  574. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  575. function getEvoSkill(skill) {
  576. //232为进化后不循环技能,233为循环技能
  577. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  578. else return skill;
  579. }
  580. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  581. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  582. }
  583. },
  584. {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)},
  585. {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)},
  586. {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)},
  587. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  588. {
  589. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  590. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  591. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  592. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  593. return abA - abB;
  594. }
  595. },
  596. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  597. {
  598. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  599. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  600. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  601. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  602. return abA - abB;
  603. }
  604. },
  605. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  606. {
  607. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  608. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  609. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  610. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  611. return abA - abB;
  612. }
  613. },
  614. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  615. {
  616. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  617. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  618. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  619. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  620. return abA - abB;
  621. }
  622. },
  623. ];
  624. //增加特殊搜索模式
  625. const specialSearchFunctions = (function() {
  626. 'use strict';
  627. //返回卡片的队长技能
  628. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  629. {
  630. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  631. }
  632. //返回卡片的技能
  633. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  634. {
  635. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  636. }
  637. //返回卡片的技能
  638. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  639. {
  640. switch(skillGreatType)
  641. {
  642. case 1:
  643. case "leader":
  644. return getCardLeaderSkill(card, skillTypes, searchRandom);
  645. case 2:
  646. case "active":
  647. return getCardActiveSkill(card, skillTypes, searchRandom);
  648. default:
  649. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  650. }
  651. }
  652. //查找到真正起作用的那一个技能
  653. function getActuallySkill(skill, skillTypes, searchRandom = true)
  654. {
  655. if (skillTypes.includes(skill.type))
  656. {
  657. return skill;
  658. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  659. {
  660. const subSkills = skill.params.map(id=>Skills[id]);
  661. for(let i = 0;i < subSkills.length; i++)
  662. { //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
  663. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  664. if (foundSubSkill)
  665. {
  666. return foundSubSkill;
  667. }
  668. }
  669. return null;
  670. }else
  671. {
  672. return null;
  673. }
  674. }
  675. //获取血倍率
  676. function getHPScale(ls)
  677. {
  678. const sk = ls.params;
  679. let scale = 1;
  680. switch (ls.type)
  681. {
  682. case 23: case 30: case 62: case 77: case 63: case 65:
  683. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  684. scale = sk[sk.length-1]/100;
  685. break;
  686. case 73: case 76:
  687. case 121: case 129: case 163: case 177: case 186:
  688. case 155:
  689. scale = sk[2]/100;
  690. break;
  691. case 106: case 107: case 108:
  692. scale = sk[0]/100;
  693. break;
  694. case 125:
  695. scale = sk[5]/100;
  696. break;
  697. case 136:
  698. case 137:
  699. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  700. break;
  701. case 158:
  702. scale = sk[4]/100;
  703. break;
  704. case 175:
  705. case 178: case 185:
  706. scale = sk[3]/100;
  707. break;
  708. case 203: case 217:
  709. scale = sk[1]/100;
  710. break;
  711. case 245:
  712. scale = sk[3]/100;
  713. break;
  714. case 138: //调用其他队长技
  715. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  716. break;
  717. default:
  718. }
  719. return scale || 1;
  720. }
  721. //获取盾减伤比例
  722. function getReduceScale(ls, allAttr = false, noHPneed = false)
  723. {
  724. const sk = ls.params;
  725. let scale = 0;
  726. switch (ls.type)
  727. {
  728. case 16: //无条件盾
  729. scale = sk[0]/100;
  730. break;
  731. case 17: //单属性盾
  732. scale = allAttr ? 0 : sk[1]/100;
  733. break;
  734. case 36: //2个属性盾
  735. scale = allAttr ? 0 : sk[2]/100;
  736. break;
  737. case 38: //血线下 + 几率
  738. case 43: //血线上 + 几率
  739. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  740. break;
  741. case 129: //无条件盾,属性个数不固定
  742. case 163: //无条件盾,属性个数不固定
  743. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  744. break;
  745. case 178: //无条件盾,属性个数不固定
  746. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  747. break;
  748. case 130: //血线下 + 属性个数不固定
  749. case 131: //血线上 + 属性个数不固定
  750. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  751. break;
  752. case 151: //十字心触发
  753. case 169: //C触发
  754. case 198: //回血触发
  755. scale = sk[2]/100;
  756. break;
  757. case 170: //多色触发
  758. case 182: //长串触发
  759. case 193: //L触发
  760. scale = sk[3]/100;
  761. break;
  762. case 171: //多串触发
  763. scale = sk[6]/100;
  764. break;
  765. case 183: //又是个有两段血线的队长技
  766. scale = noHPneed ? 0 : sk[4]/100;
  767. break;
  768. case 210: //十字触发
  769. scale = sk[1]/100;
  770. break;
  771. case 235: { //可多次触发
  772. scale = (sk[4] || 0) / 100;
  773. break;
  774. }
  775. case 138: //调用其他队长技
  776. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  777. break;
  778. default:
  779. }
  780. return scale || 0;
  781. }
  782. //获取无条件盾减伤比例
  783. function getReduceScale_unconditional(ls)
  784. {
  785. const sk = ls.params;
  786. let scale = 0;
  787. switch (ls.type)
  788. {
  789. case 16: //无条件盾
  790. {
  791. scale = sk[0]/100;
  792. break;
  793. }
  794. case 129: //无条件盾,属性个数不固定
  795. case 163: //无条件盾,属性个数不固定
  796. {
  797. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  798. break;
  799. }
  800. case 178: //无条件盾,属性个数不固定
  801. {
  802. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  803. break;
  804. }
  805. case 138: //调用其他队长技
  806. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  807. break;
  808. default:
  809. }
  810. return scale || 0;
  811. }
  812. function getCannonAttr(skill)
  813. {
  814. const sk = skill.params;
  815. switch(skill.type)
  816. {
  817. case 0:
  818. case 1:
  819. case 37:
  820. case 58:
  821. case 59:
  822. case 84:
  823. case 85:
  824. case 86:
  825. case 87:
  826. case 115:
  827. return sk[0];
  828. case 110:
  829. case 143:
  830. return sk[1];
  831. case 42:
  832. return sk[1];
  833. case 144:
  834. return sk[3] ?? 0;
  835. default:
  836. return -1;
  837. }
  838. }
  839. function sortByParams(a,b,searchTypeArray,pidx = 0)
  840. {
  841. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  842. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  843. return a_pC - b_pC;
  844. }
  845. function sortByHPScal(a,b)
  846. {
  847. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  848. return getHPScale(a_s) - getHPScale(b_s);
  849. }
  850. function HPScal_Addition(card)
  851. {
  852. const skill = Skills[card.leaderSkillId];
  853. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  854. }
  855. function sortByReduceScale(a,b)
  856. {
  857. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  858. return getReduceScale(a_s) - getReduceScale(b_s);
  859. }
  860. function ReduceScale_Addition(card)
  861. {
  862. const skill = Skills[card.leaderSkillId];
  863. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  864. }
  865. function voidsAbsorption_Addition(card)
  866. {
  867. const searchTypeArray = [173];
  868. const skill = getCardActiveSkill(card, searchTypeArray);
  869. if (!skill) return;
  870. const sk = skill.params;
  871. if (sk[1] && sk[3])
  872. {
  873. return `双吸×${sk[0]}T`;
  874. }else
  875. {
  876. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  877. }
  878. }
  879. function unbind_Turns(card)
  880. {
  881. const outObj = {
  882. normal: 0,
  883. awoken: 0
  884. };
  885. const searchTypeArray = [117,179];
  886. const skill = getCardActiveSkill(card, searchTypeArray);
  887. if (skill)
  888. {
  889. const sk = skill.params;
  890. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  891. outObj.awoken = sk[4] || 0;
  892. }
  893. return outObj;
  894. }
  895. function unbind_Addition(card)
  896. {
  897. const turns = unbind_Turns(card);
  898. let strArr = [];
  899. if (turns.normal > 0 && turns.normal == turns.awoken)
  900. {
  901. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  902. }
  903. if (turns.normal > 0)
  904. {
  905. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  906. }
  907. if (turns.awoken > 0)
  908. {
  909. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  910. }
  911. return strArr.join(',');
  912. }
  913. function boardChange_ColorTypes(skill)
  914. {
  915. if (!skill) return [];
  916. const sk = skill.params;
  917. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  918. return colors;
  919. }
  920. function boardChange_Addition(card)
  921. {
  922. const searchTypeArray = [71];
  923. const skill = getCardActiveSkill(card, searchTypeArray);
  924. const colors = boardChange_ColorTypes(skill);
  925. return createOrbsList(colors);
  926. }
  927. function orbsChangeParse(skill)
  928. {
  929. function changes(from, to)
  930. {
  931. return {from:from,to:to};
  932. }
  933. let outArr = [];
  934. if (!skill) return outArr;
  935. const sk = skill.params;
  936. switch (skill.type)
  937. {
  938. case 9:{
  939. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  940. break;
  941. }
  942. case 20:{
  943. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  944. {
  945. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  946. }
  947. else
  948. {
  949. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  950. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  951. }
  952. break;
  953. }
  954. case 154:{
  955. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  956. break;
  957. }
  958. }
  959. return outArr;
  960. }
  961. function changeOrbs_Addition(card)
  962. {
  963. const searchTypeArray = [9,20,154];
  964. const skills = getCardActiveSkills(card, searchTypeArray);
  965. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  966. const fragment = document.createDocumentFragment();
  967. parsedSkills.forEach(p=>{
  968. fragment.appendChild(createOrbsList(p.from));
  969. fragment.appendChild(document.createTextNode(`→`));
  970. fragment.appendChild(createOrbsList(p.to));
  971. });
  972. return fragment;
  973. }
  974. function generateOrbsParse(card)
  975. {
  976. let outArr = [];
  977. const searchTypeArray = [141, 208];
  978. const skills = getCardActiveSkills(card, searchTypeArray);
  979. if (!skills.length) return outArr;
  980. for (const skill of skills)
  981. {
  982. const sk = skill.params;
  983. if (skill.type == 141)
  984. {
  985. outArr.push({
  986. count: sk[0],
  987. to: flags(sk[1] || 1),
  988. exclude: flags(sk[2]),
  989. });
  990. }else
  991. {
  992. outArr.push({
  993. count: sk[0],
  994. to: flags(sk[1] || 1),
  995. exclude: flags(sk[2]),
  996. });
  997. outArr.push({
  998. count: sk[3],
  999. to: flags(sk[4] || 1),
  1000. exclude: flags(sk[5]),
  1001. });
  1002. }
  1003. }
  1004. return outArr;
  1005. }
  1006. function generateOrbs_Addition(card)
  1007. {
  1008. const gens = generateOrbsParse(card);
  1009. const searchTypeArray = [141, 208];
  1010. const skill = getCardActiveSkill(card, searchTypeArray);
  1011. if (!skill) return;
  1012. const sk = skill.params;
  1013. const fragment = document.createDocumentFragment();
  1014. for (const gen of gens)
  1015. {
  1016. fragment.appendChild(createOrbsList(gen.to));
  1017. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1018. }
  1019. return fragment;
  1020. }
  1021. function lock_Addition(card)
  1022. {
  1023. const searchTypeArray = [152];
  1024. const skill = getCardActiveSkill(card, searchTypeArray);
  1025. if (!skill) return;
  1026. const sk = skill.params;
  1027. const fragment = document.createDocumentFragment();
  1028. fragment.appendChild(document.createTextNode(`锁`));
  1029. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1030. return fragment;
  1031. }
  1032. function dropLock_Addition(card)
  1033. {
  1034. const searchTypeArray = [205];
  1035. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1036. if (!skill) return;
  1037. const sk = skill.params;
  1038. const fragment = document.createDocumentFragment();
  1039. fragment.appendChild(document.createTextNode(`掉锁`));
  1040. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111)));
  1041. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1042. return fragment;
  1043. }
  1044. function dropOrb_Addition(card)
  1045. {
  1046. const searchTypeArray = [126];
  1047. const skill = getCardActiveSkill(card, searchTypeArray);
  1048. if (!skill) return;
  1049. const sk = skill.params;
  1050. const colors = flags(sk[0]);
  1051. const fragment = document.createDocumentFragment();
  1052. fragment.appendChild(createOrbsList(colors));
  1053. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1054. return fragment;
  1055. }
  1056. function generateColumnOrbs_Addition(card)
  1057. {
  1058. const searchTypeArray = [127];
  1059. const skill = getCardActiveSkill(card, searchTypeArray);
  1060. if (!skill) return;
  1061. const sk = skill.params;
  1062. const colors = [];
  1063. for (let ai=0;ai<sk.length;ai+=2)
  1064. {
  1065. colors.push(flags(sk[ai+1]));
  1066. }
  1067. const fragment = document.createDocumentFragment();
  1068. fragment.appendChild(document.createTextNode(`竖`));
  1069. fragment.appendChild(createOrbsList(colors.flat()));
  1070. return fragment;
  1071. }
  1072. function generateRowOrbs_Addition(card)
  1073. {
  1074. const searchTypeArray = [128];
  1075. const skill = getCardActiveSkill(card, searchTypeArray);
  1076. if (!skill) return;
  1077. const sk = skill.params;
  1078. const colors = [];
  1079. for (let ai=0;ai<sk.length;ai+=2)
  1080. {
  1081. colors.push(flags(sk[ai+1]));
  1082. }
  1083. const fragment = document.createDocumentFragment();
  1084. fragment.appendChild(document.createTextNode(`横`));
  1085. fragment.appendChild(createOrbsList(colors.flat()));
  1086. return fragment;
  1087. }
  1088. function numericalATK_Addition(card)
  1089. {
  1090. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1091. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1092. const skill = getCardActiveSkill(card, searchTypeArray);
  1093. if (!skill) return;
  1094. //const sk = skill.params;
  1095. const colors = [getCannonAttr(skill)];
  1096. const fragment = document.createDocumentFragment();
  1097. fragment.append(`射`);
  1098. fragment.append(createOrbsList(colors));
  1099. if (typeArray_Rate.includes(skill.type)) {
  1100. function getNumber(skill){
  1101. const sk = skill.params;
  1102. switch(skill.type)
  1103. {
  1104. case 0:
  1105. case 37:
  1106. case 58:
  1107. case 59:
  1108. case 84:
  1109. case 85:
  1110. case 115:
  1111. return sk[1];
  1112. case 2:
  1113. case 35:
  1114. return sk[0];
  1115. default:
  1116. return 0;
  1117. }
  1118. }
  1119. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1120. }
  1121. return fragment;
  1122. }
  1123. function memberATK_Addition(card)
  1124. {
  1125. const searchTypeArray = [230];
  1126. const skill = getCardActiveSkill(card, searchTypeArray);
  1127. if (!skill) return;
  1128. const sk = skill.params;
  1129. const fragment = document.createDocumentFragment();
  1130. const ul = fragment.appendChild(document.createElement("ul"));
  1131. ul.className = "team-flags";
  1132. for (let i = 0; i<6; i++) {
  1133. const li = ul.appendChild(document.createElement("li"));
  1134. li.className = "team-member-icon";
  1135. }
  1136. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1137. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1138. let str = '';
  1139. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1140. fragment.appendChild(document.createTextNode(str));
  1141. return fragment;
  1142. }
  1143. function dixedDamage_Addition(card)
  1144. {
  1145. const searchTypeArray = [55, 188, 56];
  1146. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1147. if (!skills.length) return;
  1148. const skill = skills[0];
  1149. const sk = skill.params;
  1150. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1151. }
  1152. function gravity_Addition(card)
  1153. {
  1154. const searchTypeArray = [6, 161];
  1155. const skill = getCardActiveSkill(card, searchTypeArray);
  1156. if (!skill) return;
  1157. const sk = skill.params;
  1158. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1159. }
  1160. function healImmediately_Rate(card)
  1161. {
  1162. const searchTypeArray = [7, //自身回复力
  1163. 8, //固定点数
  1164. 35,115, //吸血
  1165. 117
  1166. ];
  1167. const skills = getCardActiveSkills(card, searchTypeArray);
  1168. const outObj = {
  1169. vampire: 0,
  1170. selfRcv: 0,
  1171. const: 0,
  1172. scale: 0,
  1173. };
  1174. if (!skills.length) return outObj;
  1175. skills.forEach(skill=>{
  1176. const sk = skill.params;
  1177. if (skill.type == 7)
  1178. {
  1179. outObj.selfRcv += sk[0];
  1180. }
  1181. else if(skill.type == 8)
  1182. {
  1183. outObj.const += sk[0];
  1184. }
  1185. else if(skill.type == 35)
  1186. {
  1187. outObj.vampire += sk[1];
  1188. }
  1189. else if(skill.type == 115)
  1190. {
  1191. outObj.vampire += sk[2];
  1192. }
  1193. else if(skill.type == 117)
  1194. {
  1195. outObj.selfRcv += sk[1] || 0;
  1196. outObj.const += sk[2] || 0;
  1197. outObj.scale += sk[3] || 0;
  1198. }
  1199. });
  1200. return outObj;
  1201. }
  1202. function atkBuff_Rate(card)
  1203. {
  1204. const searchTypeArray = [
  1205. 88,92, //类型的
  1206. 50,90, //属性的,要排除回复力
  1207. 156,168,231, //宝石姬
  1208. 228, //属性、类型数量
  1209. ];
  1210. const skills = getCardActiveSkills(card, searchTypeArray);
  1211. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1212. function atkBuffParse(skill) {
  1213. const outObj = {
  1214. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1215. types: [],
  1216. attrs: [],
  1217. awoken: [],
  1218. rate: 0,
  1219. turns: 0,
  1220. };
  1221. if (!skill) return outObj;
  1222. const sk = skill.params;
  1223. if (skill.type == 88 || skill.type == 92)
  1224. {
  1225. outObj.skilltype = 2;
  1226. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1227. outObj.turns = sk[0];
  1228. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1229. }
  1230. else if(skill.type == 50 || skill.type == 90)
  1231. {
  1232. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1233. if (!outObj.attrs.length) //去除回复力
  1234. return outObj;
  1235. outObj.skilltype = 2;
  1236. outObj.turns = sk[0];
  1237. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1238. }
  1239. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1240. || skill.type == 168)
  1241. {
  1242. outObj.skilltype = 1;
  1243. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1244. outObj.turns = sk[0];
  1245. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1246. }
  1247. else if(skill.type == 228 && sk[3] > 0)
  1248. {
  1249. outObj.skilltype = 1;
  1250. outObj.attrs = flags(sk[1]);
  1251. outObj.types = flags(sk[2]);
  1252. outObj.turns = sk[0];
  1253. outObj.rate = sk[3];
  1254. }
  1255. else if(skill.type == 231 && sk[6] > 0)
  1256. {
  1257. outObj.skilltype = 1;
  1258. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1259. outObj.turns = sk[0];
  1260. outObj.rate = sk[6];
  1261. }
  1262. return outObj;
  1263. }
  1264. }
  1265. function rcvBuff_Rate(card)
  1266. {
  1267. const searchTypeArray = [
  1268. 50,90,
  1269. 228, 231, //宝石姬
  1270. ];
  1271. const skills = getCardActiveSkills(card, searchTypeArray);
  1272. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1273. function rcvBuffParse(skill) {
  1274. const outObj = {
  1275. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1276. types: [],
  1277. attrs: [],
  1278. awoken: [],
  1279. rate: 0,
  1280. turns: 0,
  1281. };
  1282. if (!skill) return outObj;
  1283. const sk = skill.params;
  1284. if (skill.type == 228 && sk[4] > 0) {
  1285. outObj.skilltype = 1;
  1286. outObj.attrs = flags(sk[1]);
  1287. outObj.types = flags(sk[2]);
  1288. outObj.turns = sk[0];
  1289. outObj.rate = sk[4];
  1290. } else if (skill.type == 231 && sk[7] > 0) {
  1291. outObj.skilltype = 1;
  1292. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1293. outObj.turns = sk[0];
  1294. outObj.rate = sk[7];
  1295. } else if (skill.type == 50 || skill.type == 90) {
  1296. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1297. outObj.turns = sk[0];
  1298. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1299. }
  1300. return outObj;
  1301. }
  1302. }
  1303. function damageSelf_Rate(card)
  1304. {
  1305. const searchTypeArray = [84,85,86,87,195];
  1306. const skill = getCardActiveSkill(card, searchTypeArray);
  1307. if (!skill) return 0;
  1308. const sk = skill.params;
  1309. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1310. }
  1311. function changeEnemiesAttr_Attr(card)
  1312. {
  1313. const outObj = {
  1314. attr: null,
  1315. turns: 0
  1316. }
  1317. const searchTypeArray = [153, 224];
  1318. const skill = getCardActiveSkill(card, searchTypeArray);
  1319. if (!skill) return outObj;
  1320. const sk = skill.params;
  1321. if (skill.type == 153)
  1322. {
  1323. outObj.attr = sk[0];
  1324. }
  1325. else if (skill.type == 224)
  1326. {
  1327. outObj.attr = sk[1] || 0;
  1328. outObj.turns = sk[0];
  1329. }
  1330. return outObj;
  1331. }
  1332. //创建1个觉醒图标
  1333. function createAwokenIcon(awokenId)
  1334. {
  1335. const icon = document.createElement("icon");
  1336. icon.className ="awoken-icon";
  1337. icon.setAttribute("data-awoken-icon", awokenId);
  1338. return icon;
  1339. }
  1340. //产生一个觉醒列表
  1341. function creatAwokenList(awokens) {
  1342. const ul = document.createElement("ul");
  1343. ul.className = "awoken-ul";
  1344. awokens.forEach(ak=>{
  1345. const li = ul.appendChild(document.createElement("li"));
  1346. const icon = li.appendChild(createAwokenIcon(ak));
  1347. });
  1348. return ul;
  1349. }
  1350. //产生宝珠列表
  1351. function createOrbsList(orbs)
  1352. {
  1353. if (orbs == undefined) orbs = [0];
  1354. else if (!Array.isArray(orbs)) orbs = [orbs];
  1355. const ul = document.createElement("ul");
  1356. ul.className = "board";
  1357. orbs.forEach(orbType => {
  1358. const li = ul.appendChild(document.createElement("li"));
  1359. li.className = `orb-icon`;
  1360. li.setAttribute("data-orb-icon", orbType);
  1361. });
  1362. return ul;
  1363. }
  1364. //产生类型列表
  1365. function createTypesList(types)
  1366. {
  1367. if (types == undefined) types = [0];
  1368. else if (!Array.isArray(types)) types = [types];
  1369. const ul = document.createElement("ul");
  1370. ul.className = "types-ul";
  1371. types.forEach(type => {
  1372. const li = ul.appendChild(document.createElement("li"));
  1373. li.className = `type-icon`;
  1374. li.setAttribute("data-type-icon", type);
  1375. });
  1376. return ul;
  1377. }
  1378. const functions = [
  1379. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1380. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1381. ]},
  1382. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1383. {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)"},
  1384. function:cards=>{
  1385. const searchTypeArray = [173];
  1386. return cards.filter(card=>{
  1387. const skill = getCardActiveSkill(card, searchTypeArray);
  1388. return skill && skill.params[1];
  1389. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1390. },addition:voidsAbsorption_Addition},
  1391. /*{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)"},
  1392. function:cards=>{
  1393. const searchTypeArray = [173];
  1394. return cards.filter(card=>{
  1395. const skill = getCardActiveSkill(card, searchTypeArray);
  1396. return skill && skill.params[2];
  1397. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1398. },addition:voidsAbsorption_Addition},*/
  1399. {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)"},
  1400. function:cards=>{
  1401. const searchTypeArray = [173];
  1402. return cards.filter(card=>{
  1403. const skill = getCardActiveSkill(card, searchTypeArray);
  1404. return skill && skill.params[3];
  1405. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1406. },addition:voidsAbsorption_Addition},
  1407. {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)"},
  1408. function:cards=>{
  1409. const searchTypeArray = [173];
  1410. return cards.filter(card=>{
  1411. const skill = getCardActiveSkill(card, searchTypeArray);
  1412. return skill && skill.params[1] && skill.params[3];
  1413. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1414. },addition:voidsAbsorption_Addition},
  1415. {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)"},
  1416. function:cards=>{
  1417. const searchTypeArray = [191];
  1418. return cards.filter(card=>{
  1419. const skill = getCardActiveSkill(card, searchTypeArray);
  1420. return skill;
  1421. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1422. },
  1423. addition:card=>{
  1424. const searchTypeArray = [191];
  1425. const skill = getCardActiveSkill(card, searchTypeArray);
  1426. if (!skill) return;
  1427. const sk = skill.params;
  1428. return document.createTextNode(`破贯×${sk[0]}T`);
  1429. }
  1430. },
  1431. ]},
  1432. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1433. {
  1434. 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)"},
  1435. function:cards=>{
  1436. return cards.filter(card=>{
  1437. const turns = unbind_Turns(card);
  1438. return turns.normal > 0;
  1439. }).sort((a,b)=>{
  1440. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1441. let a_pC = a_s.normal, b_pC = b_s.normal;
  1442. return a_pC - b_pC;
  1443. });
  1444. },
  1445. addition:unbind_Addition
  1446. },
  1447. {
  1448. 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)"},
  1449. function:cards=>{
  1450. return cards.filter(card=>{
  1451. const turns = unbind_Turns(card);
  1452. return turns.awoken > 0;
  1453. }).sort((a,b)=>{
  1454. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1455. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1456. return a_pC - b_pC;
  1457. });
  1458. },
  1459. addition:unbind_Addition
  1460. },
  1461. {
  1462. 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)"},
  1463. function:cards=>{
  1464. return cards.filter(card=>{
  1465. const turns = unbind_Turns(card);
  1466. return turns.normal && turns.awoken > 0;
  1467. }).sort((a,b)=>{
  1468. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1469. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1470. return a_pC - b_pC;
  1471. });
  1472. },
  1473. addition:unbind_Addition
  1474. },
  1475. {
  1476. 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)"},
  1477. function:cards=>{
  1478. const searchTypeArray = [196];
  1479. return cards.filter(card=>{
  1480. const skill = getCardActiveSkill(card, searchTypeArray);
  1481. return skill;
  1482. }).sort((a,b)=>{
  1483. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1484. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1485. return a_pC - b_pC;
  1486. })
  1487. },
  1488. addition:card=>{
  1489. const searchTypeArray = [196];
  1490. const skill = getCardActiveSkill(card, searchTypeArray);
  1491. if (!skill) return;
  1492. const sk = skill.params;
  1493. const value = sk[0];
  1494. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1495. }
  1496. },
  1497. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1498. function:cards=>cards.filter(card=>{
  1499. const searchTypeArray = [215];
  1500. const skill = getCardActiveSkill(card, searchTypeArray);
  1501. return skill;
  1502. }),
  1503. addition:card=>{
  1504. const searchTypeArray = [215];
  1505. const skill = getCardActiveSkill(card, searchTypeArray);
  1506. if (!skill) return;
  1507. const sk = skill.params;
  1508. const fragment = document.createDocumentFragment();
  1509. fragment.appendChild(document.createTextNode(`自封`));
  1510. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1511. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1512. return fragment;
  1513. }
  1514. },
  1515. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1516. function:cards=>cards.filter(card=>{
  1517. const searchTypeArray = [214];
  1518. const skill = getCardActiveSkill(card, searchTypeArray);
  1519. return skill;
  1520. }),
  1521. addition:card=>{
  1522. const searchTypeArray = [214];
  1523. const skill = getCardActiveSkill(card, searchTypeArray);
  1524. if (!skill) return;
  1525. const sk = skill.params;
  1526. return document.createTextNode(`自封技${sk[0]}T`);
  1527. }
  1528. },
  1529. ]},
  1530. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1531. {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)"},
  1532. function:cards=>cards.filter(card=>{
  1533. const searchTypeArray = [156,168,228,231];
  1534. const skill = getCardActiveSkill(card, searchTypeArray);
  1535. return skill;
  1536. })
  1537. },
  1538. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1539. function:cards=>{
  1540. return cards.filter(card=>{
  1541. const atkbuff = rcvBuff_Rate(card);
  1542. return atkbuff.skilltype > 0;
  1543. }).sort((a,b)=>{
  1544. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1545. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1546. if (sortNum == 0)
  1547. sortNum = a_pC.rate - b_pC.rate;
  1548. if (sortNum == 0)
  1549. sortNum = a_pC.turns - b_pC.turns;
  1550. return sortNum;
  1551. });
  1552. },
  1553. addition:card=>{
  1554. const atkbuff = rcvBuff_Rate(card);
  1555. const fragment = document.createDocumentFragment();
  1556. fragment.appendChild(createOrbsList([5]));
  1557. if (atkbuff.skilltype == 0) return fragment;
  1558. if (atkbuff.skilltype == 1)
  1559. {
  1560. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1561. if (atkbuff.awoken.length)
  1562. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1563. if (atkbuff.attrs.length)
  1564. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1565. if (atkbuff.types.length)
  1566. fragment.appendChild(createTypesList(atkbuff.types));
  1567. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1568. }else if (atkbuff.skilltype == 2)
  1569. {
  1570. if (atkbuff.attrs.length)
  1571. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1572. if (atkbuff.types.length)
  1573. fragment.appendChild(createTypesList(atkbuff.types));
  1574. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1575. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1576. }
  1577. return fragment;
  1578. }
  1579. },
  1580. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1581. function:cards=>{
  1582. return cards.filter(card=>{
  1583. const atkbuff = atkBuff_Rate(card);
  1584. return atkbuff.skilltype > 0;
  1585. }).sort((a,b)=>{
  1586. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1587. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1588. if (sortNum == 0)
  1589. sortNum = a_pC.rate - b_pC.rate;
  1590. if (sortNum == 0)
  1591. sortNum = a_pC.turns - b_pC.turns;
  1592. return sortNum;
  1593. });
  1594. },
  1595. addition:card=>{
  1596. const atkbuff = atkBuff_Rate(card);
  1597. const fragment = document.createDocumentFragment();
  1598. if (atkbuff.skilltype == 0) return fragment;
  1599. if (atkbuff.skilltype == 1)
  1600. {
  1601. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1602. if (atkbuff.awoken.length)
  1603. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1604. if (atkbuff.attrs.length)
  1605. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1606. if (atkbuff.types.length)
  1607. fragment.appendChild(createTypesList(atkbuff.types));
  1608. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1609. }else if (atkbuff.skilltype == 2)
  1610. {
  1611. if (atkbuff.attrs.length)
  1612. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1613. if (atkbuff.types.length)
  1614. fragment.appendChild(createTypesList(atkbuff.types));
  1615. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1616. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1617. }
  1618. return fragment;
  1619. }
  1620. },
  1621. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1622. function:cards=>{
  1623. const searchTypeArray = [132];
  1624. return cards.filter(card=>{
  1625. const skill = getCardActiveSkill(card, searchTypeArray);
  1626. return skill;
  1627. }).sort((a,b)=>{
  1628. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1629. //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
  1630. 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;
  1631. 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]);
  1632. });
  1633. },
  1634. addition:card=>{
  1635. const searchTypeArray = [132];
  1636. const skill = getCardActiveSkill(card, searchTypeArray);
  1637. if (!skill) return;
  1638. const sk = skill.params;
  1639. let str = "👆";
  1640. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1641. if (sk[2]) str += `x${sk[2]/100}`;
  1642. str += `x${sk[0]}T`;
  1643. return str;
  1644. }
  1645. },
  1646. {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)"},
  1647. function:cards=>{
  1648. const searchTypeArray = [184];
  1649. return cards.filter(card=>{
  1650. const skill = getCardActiveSkill(card, searchTypeArray);
  1651. return skill;
  1652. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1653. },
  1654. addition:card=>{
  1655. const searchTypeArray = [184];
  1656. const skill = getCardActiveSkill(card, searchTypeArray);
  1657. if (!skill) return;
  1658. const sk = skill.params;
  1659. return `无↓×${sk[0]}T`;
  1660. }
  1661. },
  1662. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  1663. function:cards=>{
  1664. const searchTypeArray = [160];
  1665. return cards.filter(card=>{
  1666. const skill = getCardActiveSkill(card, searchTypeArray);
  1667. return skill;
  1668. }).sort((a,b)=>{
  1669. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1670. return a_s.params[1] - b_s.params[1];
  1671. });
  1672. },
  1673. addition:card=>{
  1674. const searchTypeArray = [160];
  1675. const skill = getCardActiveSkill(card, searchTypeArray);
  1676. if (!skill) return;
  1677. const sk = skill.params;
  1678. return `+${sk[1]}C×${sk[0]}T`;
  1679. }
  1680. },
  1681. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  1682. function:cards=>{
  1683. const searchTypeArray = [3,156];
  1684. return cards.filter(card=>{
  1685. const skill = getCardActiveSkill(card, searchTypeArray);
  1686. if (!skill) return false;
  1687. if (skill.type == 156)
  1688. return skill.params[4]==3;
  1689. else
  1690. return true;
  1691. }).sort((a,b)=>{
  1692. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1693. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1694. if (!sortNum)
  1695. {
  1696. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1697. sortNum = a_pC - b_pC;
  1698. }
  1699. return sortNum;
  1700. });
  1701. },
  1702. addition:card=>{
  1703. const searchTypeArray = [3,156];
  1704. const skill = getCardActiveSkill(card, searchTypeArray);
  1705. if (!skill) return;
  1706. const sk = skill.params;
  1707. const fragment = document.createDocumentFragment();
  1708. if (skill.type == 156)
  1709. {
  1710. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1711. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1712. fragment.appendChild(creatAwokenList(awokenArr));
  1713. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1714. }else
  1715. {
  1716. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1717. }
  1718. return fragment;
  1719. }
  1720. },
  1721. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  1722. function:cards=>{
  1723. const searchTypeArray = [3];
  1724. return cards.filter(card=>{
  1725. const skill = getCardActiveSkill(card, searchTypeArray);
  1726. return skill && skill.params[1]>=100;
  1727. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1728. },
  1729. addition:card=>{
  1730. const searchTypeArray = [3];
  1731. const skill = getCardActiveSkill(card, searchTypeArray);
  1732. if (!skill) return;
  1733. const sk = skill.params;
  1734. return `无敌×${sk[0]}T`;
  1735. }
  1736. },
  1737. {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)"},
  1738. function:cards=>{
  1739. const searchTypeArray = [21];
  1740. return cards.filter(card=>{
  1741. const skill = getCardActiveSkill(card, searchTypeArray);
  1742. return skill;
  1743. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1744. },
  1745. addition:card=>{
  1746. const searchTypeArray = [21];
  1747. const skill = getCardActiveSkill(card, searchTypeArray);
  1748. if (!skill) return;
  1749. const sk = skill.params;
  1750. const colors = [sk[1]];
  1751. const fragment = document.createDocumentFragment();
  1752. fragment.appendChild(document.createTextNode(`-`));
  1753. fragment.appendChild(createOrbsList(colors));
  1754. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1755. return fragment;
  1756. }
  1757. },
  1758. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  1759. function:cards=>{
  1760. const searchTypeArray = [51];
  1761. return cards.filter(card=>{
  1762. const skill = getCardActiveSkill(card, searchTypeArray);
  1763. return skill;
  1764. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1765. },
  1766. addition:card=>{
  1767. const searchTypeArray = [51];
  1768. const skill = getCardActiveSkill(card, searchTypeArray);
  1769. if (!skill) return;
  1770. const sk = skill.params;
  1771. return `全体×${sk[0]}T`;
  1772. }
  1773. },
  1774. ]},
  1775. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  1776. {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)"},
  1777. function:cards=>{
  1778. const searchTypeArray = [205];
  1779. return cards.filter(card=>{
  1780. const skill = getCardActiveSkill(card, searchTypeArray);
  1781. return skill;
  1782. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1783. },
  1784. addition:dropLock_Addition
  1785. },
  1786. {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)"},
  1787. function:cards=>{
  1788. const searchTypeArray = [205];
  1789. return cards.filter(card=>{
  1790. const skill = getCardActiveSkill(card, searchTypeArray);
  1791. return skill && (skill.params[0] & 63) === 63;
  1792. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1793. },
  1794. addition:dropLock_Addition
  1795. },
  1796. {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)"},
  1797. function:cards=>{
  1798. const searchTypeArray = [180];
  1799. return cards.filter(card=>{
  1800. const skill = getCardActiveSkill(card, searchTypeArray);
  1801. return skill;
  1802. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1803. },
  1804. addition:card=>{
  1805. const searchTypeArray = [180];
  1806. const skill = getCardActiveSkill(card, searchTypeArray);
  1807. if (!skill) return;
  1808. const sk = skill.params;
  1809. return `${sk[1]}%×${sk[0]}T`;
  1810. }
  1811. },
  1812. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  1813. function:cards=>cards.filter(card=>{
  1814. const searchTypeArray = [126];
  1815. const skill = getCardActiveSkill(card, searchTypeArray);
  1816. return skill;
  1817. }),
  1818. addition:dropOrb_Addition
  1819. },
  1820. {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)"},
  1821. function:cards=>cards.filter(card=>{
  1822. const searchTypeArray = [126];
  1823. const skill = getCardActiveSkill(card, searchTypeArray);
  1824. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1825. }),
  1826. addition:dropOrb_Addition
  1827. },
  1828. {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"},
  1829. function:cards=>cards.filter(card=>{
  1830. const searchTypeArray = [126];
  1831. const skill = getCardActiveSkill(card, searchTypeArray);
  1832. return skill && skill.params[1] >= 99;
  1833. }),
  1834. addition:dropOrb_Addition
  1835. },
  1836. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  1837. function:cards=>cards.filter(card=>{
  1838. const searchTypeArray = [126];
  1839. const skill = getCardActiveSkill(card, searchTypeArray);
  1840. return skill && skill.params[3] == 100;
  1841. }),
  1842. addition:dropOrb_Addition
  1843. },
  1844. {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)"},
  1845. function:cards=>{
  1846. const searchTypeArray = [226];
  1847. return cards.filter(card=>{
  1848. const skill = getCardActiveSkill(card, searchTypeArray);
  1849. return skill;
  1850. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1851. },
  1852. addition:card=>{
  1853. const searchTypeArray = [226];
  1854. const skill = getCardActiveSkill(card, searchTypeArray);
  1855. if (!skill) return;
  1856. const sk = skill.params;
  1857. return `📌${sk[1]}%×${sk[0]}T`;
  1858. }
  1859. },
  1860. ]},
  1861. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1862. {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)"},
  1863. function:cards=>{
  1864. const searchTypeArray = [18];
  1865. return cards.filter(card=>{
  1866. const skill = getCardActiveSkill(card, searchTypeArray);
  1867. return skill;
  1868. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1869. },
  1870. addition:card=>{
  1871. const searchTypeArray = [18];
  1872. const skill = getCardActiveSkill(card, searchTypeArray);
  1873. if (!skill) return;
  1874. const sk = skill.params;
  1875. return document.createTextNode(`威吓×${sk[0]}T`);
  1876. }
  1877. },
  1878. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  1879. function:cards=>{
  1880. const searchTypeArray = [19];
  1881. return cards.filter(card=>{
  1882. const skill = getCardActiveSkill(card, searchTypeArray);
  1883. return skill;
  1884. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1885. },
  1886. addition:card=>{
  1887. const searchTypeArray = [19];
  1888. const skill = getCardActiveSkill(card, searchTypeArray);
  1889. if (!skill) return;
  1890. const sk = skill.params;
  1891. return `破防${sk[1]}%`;
  1892. }
  1893. },
  1894. {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)"},
  1895. function:cards=>{
  1896. const searchTypeArray = [19];
  1897. return cards.filter(card=>{
  1898. const skill = getCardActiveSkill(card, searchTypeArray);
  1899. return skill && skill.params[1]>=100;
  1900. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1901. },
  1902. addition:card=>{
  1903. const searchTypeArray = [19];
  1904. const skill = getCardActiveSkill(card, searchTypeArray);
  1905. if (!skill) return;
  1906. const sk = skill.params;
  1907. return `全破×${sk[0]}T`;
  1908. }
  1909. },
  1910. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  1911. function:cards=>{
  1912. const searchTypeArray = [4];
  1913. return cards.filter(card=>{
  1914. const skill = getCardActiveSkill(card, searchTypeArray);
  1915. return skill;
  1916. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1917. },
  1918. addition:card=>{
  1919. const searchTypeArray = [4];
  1920. const skill = getCardActiveSkill(card, searchTypeArray);
  1921. if (!skill) return;
  1922. const sk = skill.params;
  1923. return `攻击力×${sk[0]/100}倍`;
  1924. }
  1925. },
  1926. {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)"},
  1927. function:cards=>{
  1928. return cards.filter(card=>{
  1929. return changeEnemiesAttr_Attr(card).attr != null;
  1930. }).sort((a,b)=>{
  1931. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1932. return a_pC.attr - b_pC.attr;
  1933. })
  1934. },
  1935. addition:card=>{
  1936. let change = changeEnemiesAttr_Attr(card);
  1937. const fragment = document.createDocumentFragment();
  1938. fragment.appendChild(document.createTextNode(`敌→`));
  1939. fragment.appendChild(createOrbsList(change.attr));
  1940. if (change.turns > 0)
  1941. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1942. return fragment;
  1943. }
  1944. },
  1945. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  1946. function:cards=>{
  1947. const searchTypeArray = [60];
  1948. return cards.filter(card=>{
  1949. const skill = getCardActiveSkill(card, searchTypeArray);
  1950. return skill;
  1951. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1952. },
  1953. addition:card=>{
  1954. const searchTypeArray = [60];
  1955. const skill = getCardActiveSkill(card, searchTypeArray);
  1956. if (!skill) return;
  1957. const sk = skill.params;
  1958. const fragment = document.createDocumentFragment();
  1959. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1960. fragment.appendChild(createOrbsList(sk[2]));
  1961. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1962. return fragment;
  1963. }
  1964. },
  1965. ]},
  1966. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----",cht:"-----對自身隊伍生效類-----"}, functions: [
  1967. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)",cht:"【溜】減少CD(按回合排序)"},
  1968. function:cards=>{
  1969. const searchTypeArray = [146];
  1970. return cards.filter(card=>{
  1971. const skill = getCardActiveSkill(card, searchTypeArray);
  1972. return skill;
  1973. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1974. },
  1975. addition:card=>{
  1976. const searchTypeArray = [146];
  1977. const skill = getCardActiveSkill(card, searchTypeArray);
  1978. if (!skill) return;
  1979. const sk = skill.params;
  1980. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1981. }
  1982. },
  1983. {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)"},
  1984. function:cards=>{
  1985. const searchTypeArray = [218];
  1986. return cards.filter(card=>{
  1987. const skill = getCardActiveSkill(card, searchTypeArray);
  1988. return skill;
  1989. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1990. },
  1991. addition:card=>{
  1992. const searchTypeArray = [218];
  1993. const skill = getCardActiveSkill(card, searchTypeArray);
  1994. if (!skill) return;
  1995. const sk = skill.params;
  1996. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  1997. }
  1998. },
  1999. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  2000. function:cards=>cards.filter(card=>{
  2001. const searchTypeArray = [93, 227];
  2002. const skill = getCardActiveSkill(card, searchTypeArray);
  2003. return skill;
  2004. }),
  2005. addition:card=>{
  2006. const searchTypeArray = [93, 227];
  2007. const skill = getCardActiveSkill(card, searchTypeArray);
  2008. if (!skill) return;
  2009. return skill.type == 93 ? '换自身' : '换最后队员';
  2010. }
  2011. },
  2012. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  2013. function:cards=>{
  2014. const searchTypeArray = [241];
  2015. return cards.filter(card=>{
  2016. const skill = getCardActiveSkill(card, searchTypeArray);
  2017. return skill;
  2018. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 1));
  2019. },
  2020. addition:card=>{
  2021. const searchTypeArray = [241];
  2022. const skill = getCardActiveSkill(card, searchTypeArray);
  2023. if (!skill) return;
  2024. const sk = skill.params;
  2025. return `${(sk[1]*1e8).bigNumberToString()}×${sk[0]}T`;
  2026. }
  2027. },
  2028. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  2029. function:cards=>{
  2030. const searchTypeArray = [230];
  2031. return cards.filter(card=>{
  2032. const skill = getCardActiveSkill(card, searchTypeArray);
  2033. return skill;
  2034. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2035. },
  2036. addition:memberATK_Addition
  2037. },
  2038. {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"},
  2039. function:cards=>{
  2040. const searchTypeArray = [230];
  2041. return cards.filter(card=>{
  2042. const skill = getCardActiveSkill(card, searchTypeArray);
  2043. return skill && Boolean(skill.params[1] & 1<<0);
  2044. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2045. },
  2046. addition:memberATK_Addition
  2047. },
  2048. {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"},
  2049. function:cards=>{
  2050. const searchTypeArray = [230];
  2051. return cards.filter(card=>{
  2052. const skill = getCardActiveSkill(card, searchTypeArray);
  2053. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  2054. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2055. },
  2056. addition:memberATK_Addition
  2057. },
  2058. {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"},
  2059. function:cards=>{
  2060. const searchTypeArray = [230];
  2061. return cards.filter(card=>{
  2062. const skill = getCardActiveSkill(card, searchTypeArray);
  2063. return skill && Boolean(skill.params[1] & 1<<3);
  2064. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2065. },
  2066. addition:memberATK_Addition
  2067. },
  2068. {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)"},
  2069. function:cards=>{
  2070. const searchTypeArray = [142];
  2071. return cards.filter(card=>{
  2072. const skill = getCardActiveSkill(card, searchTypeArray);
  2073. return skill;
  2074. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2075. },
  2076. addition:card=>{
  2077. const searchTypeArray = [142];
  2078. const skill = getCardActiveSkill(card, searchTypeArray);
  2079. if (!skill) return;
  2080. const sk = skill.params;
  2081. const fragment = document.createDocumentFragment();
  2082. fragment.appendChild(document.createTextNode(`自→`));
  2083. fragment.appendChild(createOrbsList(sk[1]));
  2084. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2085. return fragment;
  2086. }
  2087. },
  2088. ]},
  2089. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2090. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2091. function:cards=>{
  2092. const searchTypeArray = [179];
  2093. return cards.filter(card=>{
  2094. const skill = getCardActiveSkill(card, searchTypeArray);
  2095. return skill;
  2096. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2097. },
  2098. addition:card=>{
  2099. const searchTypeArray = [179];
  2100. const skill = getCardActiveSkill(card, searchTypeArray);
  2101. if (!skill) return;
  2102. const sk = skill.params;
  2103. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2104. }
  2105. },
  2106. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2107. function:cards=>{
  2108. return cards.filter(card=>{
  2109. const heal = healImmediately_Rate(card);
  2110. return Object.values(heal).some(v=>v);
  2111. })
  2112. .sort((a,b)=>{
  2113. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2114. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2115. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2116. let sortNum = a_i - b_i;
  2117. if (!sortNum)
  2118. {
  2119. sortNum = a_vs[a_i] - b_vs[b_i];
  2120. }
  2121. return sortNum;
  2122. });
  2123. },
  2124. addition:card=>{
  2125. const heal = healImmediately_Rate(card);
  2126. let strArr = [];
  2127. if (heal.scale)
  2128. strArr.push(`${heal.scale}%最大HP`);
  2129. if (heal.const)
  2130. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2131. if (heal.selfRcv)
  2132. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2133. if (heal.vampire)
  2134. strArr.push(`${heal.vampire}%伤害`);
  2135. return strArr.join(',');
  2136. }
  2137. },
  2138. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  2139. function:cards=>{
  2140. const searchTypeArray = [237];
  2141. return cards.filter(card=>{
  2142. const skill = getCardActiveSkill(card, searchTypeArray);
  2143. return skill;
  2144. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2145. },
  2146. addition:card=>{
  2147. const searchTypeArray = [237];
  2148. const skill = getCardActiveSkill(card, searchTypeArray);
  2149. if (!skill) return;
  2150. const sk = skill.params;
  2151. return `最大HP ${sk[1].bigNumberToString()}%×${sk[0]}T`;
  2152. }
  2153. },
  2154. {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)"},
  2155. function:cards=>{
  2156. return cards.filter(card=>damageSelf_Rate(card)>0)
  2157. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2158. },
  2159. addition:card=>{
  2160. let rate = damageSelf_Rate(card);
  2161. if (rate < 100)
  2162. return `减少${rate}%`;
  2163. else
  2164. return `减少到1`;
  2165. }
  2166. },
  2167. ]},
  2168. {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: [
  2169. {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)"},
  2170. function:cards=>{
  2171. const searchTypeArray = [6, 161];
  2172. return cards.filter(card=>{
  2173. const skill = getCardActiveSkill(card, searchTypeArray);
  2174. return skill;
  2175. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2176. },
  2177. addition: gravity_Addition
  2178. },
  2179. {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)"},
  2180. function:cards=>{
  2181. const searchTypeArray = [6];
  2182. return cards.filter(card=>{
  2183. const skill = getCardActiveSkill(card, searchTypeArray);
  2184. return skill;
  2185. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2186. },
  2187. addition: gravity_Addition
  2188. },
  2189. {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)"},
  2190. function:cards=>{
  2191. const searchTypeArray = [161];
  2192. return cards.filter(card=>{
  2193. const skill = getCardActiveSkill(card, searchTypeArray);
  2194. return skill;
  2195. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2196. },
  2197. addition: gravity_Addition
  2198. },
  2199. ]},
  2200. {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: [
  2201. {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)"},
  2202. function:cards=>{
  2203. const searchTypeArray = [55,188,56];
  2204. return cards.filter(card=>{
  2205. const skill = getCardActiveSkill(card, searchTypeArray);
  2206. return skill;
  2207. }).sort((a,b)=>{
  2208. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2209. 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);
  2210. return a_pC - b_pC;
  2211. });
  2212. },
  2213. addition:dixedDamage_Addition
  2214. },
  2215. {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)"},
  2216. function:cards=>{
  2217. const searchTypeArray = [55,188];
  2218. return cards.filter(card=>{
  2219. const skill = getCardActiveSkill(card, searchTypeArray);
  2220. return skill;
  2221. }).sort((a,b)=>{
  2222. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2223. 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);
  2224. return a_pC - b_pC;
  2225. });
  2226. },
  2227. addition:dixedDamage_Addition
  2228. },
  2229. {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)"},
  2230. function:cards=>{
  2231. const searchTypeArray = [56];
  2232. return cards.filter(card=>{
  2233. const skill = getCardActiveSkill(card, searchTypeArray);
  2234. return skill;
  2235. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2236. },
  2237. addition:dixedDamage_Addition
  2238. },
  2239. ]},
  2240. {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: [
  2241. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2242. function:cards=>cards.filter(card=>{
  2243. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2244. function isSingle(skill)
  2245. {
  2246. if (skill.type == 110)
  2247. return Boolean(skill.params[0]);
  2248. else if (skill.type == 144)
  2249. return Boolean(skill.params[2]);
  2250. else
  2251. return true;
  2252. }
  2253. const skill = getCardActiveSkill(card, searchTypeArray);
  2254. return skill && isSingle(skill);
  2255. }),
  2256. addition: numericalATK_Addition
  2257. },
  2258. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2259. function:cards=>cards.filter(card=>{
  2260. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2261. function isAll(skill)
  2262. {
  2263. if (skill.type == 110)
  2264. return !Boolean(skill.params[0]);
  2265. else if (skill.type == 144)
  2266. return !Boolean(skill.params[2]);
  2267. else
  2268. return true;
  2269. }
  2270. const skill = getCardActiveSkill(card, searchTypeArray);
  2271. return skill && skill.id!=0 && isAll(skill);
  2272. }),
  2273. addition: numericalATK_Addition
  2274. },
  2275. {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"},
  2276. function:cards=>cards.filter(card=>{
  2277. const searchTypeArray = [42];
  2278. const skill = getCardActiveSkill(card, searchTypeArray);
  2279. return skill;
  2280. })
  2281. },
  2282. {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"},
  2283. function:cards=>cards.filter(card=>{
  2284. const searchTypeArray = [2,35];
  2285. const skill = getCardActiveSkill(card, searchTypeArray);
  2286. return skill;
  2287. })
  2288. },
  2289. {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)"},
  2290. function:cards=>cards.filter(card=>{
  2291. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2292. const skill = getCardActiveSkill(card, searchTypeArray);
  2293. return skill && skill.id!=0;
  2294. }).sort((a,b)=>{
  2295. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2296. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2297. function getNumber(skill)
  2298. {
  2299. const sk = skill.params;
  2300. switch(skill.type)
  2301. {
  2302. case 0:
  2303. case 37:
  2304. case 58:
  2305. case 59:
  2306. case 84:
  2307. case 85:
  2308. case 115:
  2309. return sk[1];
  2310. case 2:
  2311. case 35:
  2312. return sk[0];
  2313. default:
  2314. return 0;
  2315. }
  2316. }
  2317. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2318. return a_pC - b_pC;
  2319. }),
  2320. addition: numericalATK_Addition
  2321. },
  2322. {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)"},
  2323. function:cards=>cards.filter(card=>{
  2324. const searchTypeArray = [1,42,86,87];
  2325. const skill = getCardActiveSkill(card, searchTypeArray);
  2326. return skill;
  2327. }).sort((a,b)=>{
  2328. const searchTypeArray = [1,42,86,87];
  2329. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2330. function getNumber(skill)
  2331. {
  2332. const sk = skill.params;
  2333. switch(skill.type)
  2334. {
  2335. case 1:
  2336. case 86:
  2337. case 87:
  2338. return sk[1];
  2339. case 42:
  2340. return sk[2];
  2341. default:
  2342. return 0;
  2343. }
  2344. }
  2345. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2346. return a_pC - b_pC;
  2347. }),
  2348. addition: numericalATK_Addition
  2349. },
  2350. {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)"},
  2351. function:cards=>{
  2352. const searchTypeArray = [110];
  2353. return cards.filter(card=>{
  2354. const skill = getCardActiveSkill(card, searchTypeArray);
  2355. return skill;
  2356. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2357. },
  2358. addition: numericalATK_Addition
  2359. },
  2360. {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)"},
  2361. function:cards=>{
  2362. const searchTypeArray = [143];
  2363. return cards.filter(card=>{
  2364. const skill = getCardActiveSkill(card, searchTypeArray);
  2365. return skill;
  2366. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2367. },
  2368. addition: numericalATK_Addition
  2369. },
  2370. {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)"},
  2371. function:cards=>{
  2372. const searchTypeArray = [144];
  2373. return cards.filter(card=>{
  2374. const skill = getCardActiveSkill(card, searchTypeArray);
  2375. return skill;
  2376. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2377. },
  2378. addition: numericalATK_Addition
  2379. },
  2380. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2381. function:cards=>cards.filter(card=>{
  2382. const searchTypeArray = [35,115];
  2383. const skill = getCardActiveSkill(card, searchTypeArray);
  2384. return skill;
  2385. })
  2386. },
  2387. ]},
  2388. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2389. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2390. function:cards=>cards.filter(card=>{
  2391. const searchTypeArray = [10];
  2392. const skill = getCardActiveSkill(card, searchTypeArray);
  2393. return skill;
  2394. })
  2395. },
  2396. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位(转转珠)",cht:"生成輪盤位(轉轉珠)"},
  2397. function:cards=>{
  2398. const searchTypeArray = [207];
  2399. return cards.filter(card=>{
  2400. const skill = getCardActiveSkill(card, searchTypeArray);
  2401. return skill;
  2402. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2403. },
  2404. addition:card=>{
  2405. const searchTypeArray = [207];
  2406. const skill = getCardActiveSkill(card, searchTypeArray);
  2407. if (!skill) return;
  2408. const sk = skill.params;
  2409. if (sk[7])
  2410. return `${sk[7]}个×${sk[0]}T`;
  2411. else
  2412. return `特殊形状×${sk[0]}T`;
  2413. }
  2414. },
  2415. {name:"Creates Cloud",otLangName:{chs:"生成云",cht:"生成雲"},
  2416. function:cards=>{
  2417. const searchTypeArray = [238];
  2418. return cards.filter(card=>{
  2419. const skill = getCardActiveSkill(card, searchTypeArray);
  2420. return skill;
  2421. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2422. },
  2423. addition:card=>{
  2424. const searchTypeArray = [238];
  2425. const skill = getCardActiveSkill(card, searchTypeArray);
  2426. if (!skill) return;
  2427. const sk = skill.params;
  2428. return `${sk[1]}个×${sk[0]}T`;
  2429. }
  2430. },
  2431. {name:"Creates Cloud",otLangName:{chs:"生成封条",cht:"生成封条"},
  2432. function:cards=>{
  2433. const searchTypeArray = [239];
  2434. return cards.filter(card=>{
  2435. const skill = getCardActiveSkill(card, searchTypeArray);
  2436. return skill;
  2437. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2438. },
  2439. addition:card=>{
  2440. const searchTypeArray = [239];
  2441. const skill = getCardActiveSkill(card, searchTypeArray);
  2442. if (!skill) return;
  2443. const sk = skill.params;
  2444. const colums = flags(sk[1]), rows = flags(sk[2]);
  2445. const fragment = document.createDocumentFragment();
  2446. if (colums.length)
  2447. fragment.append(`${colums.length}竖`);
  2448. if (rows.length)
  2449. fragment.append(`${rows.length}横`);
  2450. fragment.append(`×${sk[0]}T`);
  2451. return fragment;
  2452. }
  2453. },
  2454. {name:"Change Board Size",otLangName:{chs:"改变板面大小",cht:"改變板面大小"},
  2455. function:cards=>{
  2456. const searchTypeArray = [244];
  2457. return cards.filter(card=>{
  2458. const skill = getCardActiveSkill(card, searchTypeArray);
  2459. return skill;
  2460. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2461. },
  2462. addition:card=>{
  2463. const searchTypeArray = [244];
  2464. const skill = getCardActiveSkill(card, searchTypeArray);
  2465. if (!skill) return;
  2466. const sk = skill.params;
  2467. if (sk[1])
  2468. return `[7×6]×${sk[0]}T`;
  2469. else
  2470. return `[6×5]×${sk[0]}T`;
  2471. }
  2472. },
  2473. ]},
  2474. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  2475. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2476. function:cards=>cards.filter(card=>{
  2477. const searchTypeArray = [172];
  2478. const skill = getCardActiveSkill(card, searchTypeArray);
  2479. return skill;
  2480. })
  2481. },
  2482. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2483. function:cards=>cards.filter(card=>{
  2484. const searchTypeArray = [152];
  2485. const skill = getCardActiveSkill(card, searchTypeArray);
  2486. return skill;
  2487. }),
  2488. addition:lock_Addition
  2489. },
  2490. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2491. function:cards=>cards.filter(card=>{
  2492. const searchTypeArray = [152];
  2493. const skill = getCardActiveSkill(card, searchTypeArray);
  2494. return skill && (skill.params[0] & 63) === 63;
  2495. }),
  2496. addition:lock_Addition
  2497. },
  2498. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2499. function:cards=>{
  2500. const searchTypeArray = [52,91,140];
  2501. return cards.filter(card=>{
  2502. const skill = getCardActiveSkill(card, searchTypeArray);
  2503. return skill;
  2504. });
  2505. },
  2506. addition:card=>{
  2507. const searchTypeArray = [52,91,140];
  2508. const skill = getCardActiveSkill(card, searchTypeArray);
  2509. if (!skill) return;
  2510. const sk = skill.params;
  2511. let attrs = [];
  2512. switch (skill.type)
  2513. {
  2514. case 52:{
  2515. attrs.push(sk[0]); break;
  2516. }
  2517. case 91:{
  2518. attrs = sk.slice(0,-1); break;
  2519. }
  2520. case 140:{
  2521. attrs = flags(sk[0]); break;
  2522. }
  2523. }
  2524. const fragment = document.createDocumentFragment();
  2525. fragment.appendChild(document.createTextNode(`强化`));
  2526. fragment.appendChild(createOrbsList(attrs));
  2527. return fragment;
  2528. }
  2529. },
  2530. ]},
  2531. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2532. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2533. function:cards=>cards.filter(card=>{
  2534. const searchTypeArray = [71];
  2535. const skill = getCardActiveSkill(card, searchTypeArray);
  2536. return skill;
  2537. }),
  2538. addition:boardChange_Addition
  2539. },
  2540. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2541. function:cards=>cards.filter(card=>{
  2542. const searchTypeArray = [71];
  2543. const skill = getCardActiveSkill(card, searchTypeArray);
  2544. return boardChange_ColorTypes(skill).length == 1;
  2545. }),
  2546. addition:boardChange_Addition
  2547. },
  2548. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2549. function:cards=>cards.filter(card=>{
  2550. const searchTypeArray = [71];
  2551. const skill = getCardActiveSkill(card, searchTypeArray);
  2552. return boardChange_ColorTypes(skill).length == 2;
  2553. }),
  2554. addition:boardChange_Addition
  2555. },
  2556. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2557. function:cards=>cards.filter(card=>{
  2558. const searchTypeArray = [71];
  2559. const skill = getCardActiveSkill(card, searchTypeArray);
  2560. return boardChange_ColorTypes(skill).length == 3;
  2561. }),
  2562. addition:boardChange_Addition
  2563. },
  2564. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2565. function:cards=>cards.filter(card=>{
  2566. const searchTypeArray = [71];
  2567. const skill = getCardActiveSkill(card, searchTypeArray);
  2568. return boardChange_ColorTypes(skill).length == 4;
  2569. }),
  2570. addition:boardChange_Addition
  2571. },
  2572. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2573. function:cards=>cards.filter(card=>{
  2574. const searchTypeArray = [71];
  2575. const skill = getCardActiveSkill(card, searchTypeArray);
  2576. return boardChange_ColorTypes(skill).length == 5;
  2577. }),
  2578. addition:boardChange_Addition
  2579. },
  2580. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2581. function:cards=>cards.filter(card=>{
  2582. const searchTypeArray = [71];
  2583. const skill = getCardActiveSkill(card, searchTypeArray);
  2584. return boardChange_ColorTypes(skill).length >= 6;
  2585. }),
  2586. addition:boardChange_Addition
  2587. },
  2588. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2589. function:cards=>cards.filter(card=>{
  2590. const searchTypeArray = [71];
  2591. const skill = getCardActiveSkill(card, searchTypeArray);
  2592. return boardChange_ColorTypes(skill).includes(0);
  2593. }),
  2594. addition:boardChange_Addition
  2595. },
  2596. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2597. function:cards=>cards.filter(card=>{
  2598. const searchTypeArray = [71];
  2599. const skill = getCardActiveSkill(card, searchTypeArray);
  2600. return boardChange_ColorTypes(skill).includes(1);
  2601. }),
  2602. addition:boardChange_Addition
  2603. },
  2604. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2605. function:cards=>cards.filter(card=>{
  2606. const searchTypeArray = [71];
  2607. const skill = getCardActiveSkill(card, searchTypeArray);
  2608. return boardChange_ColorTypes(skill).includes(2);
  2609. }),
  2610. addition:boardChange_Addition
  2611. },
  2612. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2613. function:cards=>cards.filter(card=>{
  2614. const searchTypeArray = [71];
  2615. const skill = getCardActiveSkill(card, searchTypeArray);
  2616. return boardChange_ColorTypes(skill).includes(3);
  2617. }),
  2618. addition:boardChange_Addition
  2619. },
  2620. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2621. function:cards=>cards.filter(card=>{
  2622. const searchTypeArray = [71];
  2623. const skill = getCardActiveSkill(card, searchTypeArray);
  2624. return boardChange_ColorTypes(skill).includes(4);
  2625. }),
  2626. addition:boardChange_Addition
  2627. },
  2628. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2629. function:cards=>cards.filter(card=>{
  2630. const searchTypeArray = [71];
  2631. const skill = getCardActiveSkill(card, searchTypeArray);
  2632. return boardChange_ColorTypes(skill).includes(5);
  2633. }),
  2634. addition:boardChange_Addition
  2635. },
  2636. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2637. function:cards=>cards.filter(card=>{
  2638. const searchTypeArray = [71];
  2639. const skill = getCardActiveSkill(card, searchTypeArray);
  2640. const colors = boardChange_ColorTypes(skill);
  2641. return colors.includes(6)
  2642. || colors.includes(7)
  2643. || colors.includes(8)
  2644. || colors.includes(9);
  2645. }),
  2646. addition:boardChange_Addition
  2647. },
  2648. ]},
  2649. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2650. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2651. function:cards=>cards.filter(card=>{
  2652. const searchTypeArray = [9,20,154];
  2653. const skills = getCardActiveSkills(card, searchTypeArray);
  2654. if (!skills.length) return false;
  2655. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2656. return parsedSkills.some(p=>p.to.includes(0));
  2657. }),
  2658. addition:changeOrbs_Addition
  2659. },
  2660. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2661. function:cards=>cards.filter(card=>{
  2662. const searchTypeArray = [9,20,154];
  2663. const skills = getCardActiveSkills(card, searchTypeArray);
  2664. if (!skills.length) return false;
  2665. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2666. return parsedSkills.some(p=>p.to.includes(1));
  2667. }),
  2668. addition:changeOrbs_Addition
  2669. },
  2670. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2671. function:cards=>cards.filter(card=>{
  2672. const searchTypeArray = [9,20,154];
  2673. const skills = getCardActiveSkills(card, searchTypeArray);
  2674. if (!skills.length) return false;
  2675. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2676. return parsedSkills.some(p=>p.to.includes(2));
  2677. }),
  2678. addition:changeOrbs_Addition
  2679. },
  2680. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2681. function:cards=>cards.filter(card=>{
  2682. const searchTypeArray = [9,20,154];
  2683. const skills = getCardActiveSkills(card, searchTypeArray);
  2684. if (!skills.length) return false;
  2685. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2686. return parsedSkills.some(p=>p.to.includes(3));
  2687. }),
  2688. addition:changeOrbs_Addition
  2689. },
  2690. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2691. function:cards=>cards.filter(card=>{
  2692. const searchTypeArray = [9,20,154];
  2693. const skills = getCardActiveSkills(card, searchTypeArray);
  2694. if (!skills.length) return false;
  2695. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2696. return parsedSkills.some(p=>p.to.includes(4));
  2697. }),
  2698. addition:changeOrbs_Addition
  2699. },
  2700. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2701. function:cards=>cards.filter(card=>{
  2702. const searchTypeArray = [9,20,154];
  2703. const skills = getCardActiveSkills(card, searchTypeArray);
  2704. if (!skills.length) return false;
  2705. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2706. return parsedSkills.some(p=>p.to.includes(5));
  2707. }),
  2708. addition:changeOrbs_Addition
  2709. },
  2710. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2711. function:cards=>cards.filter(card=>{
  2712. const searchTypeArray = [9,20,154];
  2713. const skills = getCardActiveSkills(card, searchTypeArray);
  2714. if (!skills.length) return false;
  2715. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2716. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2717. }),
  2718. addition:changeOrbs_Addition
  2719. },
  2720. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2721. function:cards=>cards.filter(card=>{
  2722. const searchTypeArray = [9,20,154];
  2723. const skills = getCardActiveSkills(card, searchTypeArray);
  2724. if (!skills.length) return false;
  2725. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2726. return parsedSkills.some(p=>p.from.includes(0));
  2727. }),
  2728. addition:changeOrbs_Addition
  2729. },
  2730. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2731. function:cards=>cards.filter(card=>{
  2732. const searchTypeArray = [9,20,154];
  2733. const skills = getCardActiveSkills(card, searchTypeArray);
  2734. if (!skills.length) return false;
  2735. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2736. return parsedSkills.some(p=>p.from.includes(1));
  2737. }),
  2738. addition:changeOrbs_Addition
  2739. },
  2740. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2741. function:cards=>cards.filter(card=>{
  2742. const searchTypeArray = [9,20,154];
  2743. const skills = getCardActiveSkills(card, searchTypeArray);
  2744. if (!skills.length) return false;
  2745. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2746. return parsedSkills.some(p=>p.from.includes(2));
  2747. }),
  2748. addition:changeOrbs_Addition
  2749. },
  2750. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2751. function:cards=>cards.filter(card=>{
  2752. const searchTypeArray = [9,20,154];
  2753. const skills = getCardActiveSkills(card, searchTypeArray);
  2754. if (!skills.length) return false;
  2755. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2756. return parsedSkills.some(p=>p.from.includes(3));
  2757. }),
  2758. addition:changeOrbs_Addition
  2759. },
  2760. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2761. function:cards=>cards.filter(card=>{
  2762. const searchTypeArray = [9,20,154];
  2763. const skills = getCardActiveSkills(card, searchTypeArray);
  2764. if (!skills.length) return false;
  2765. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2766. return parsedSkills.some(p=>p.from.includes(4));
  2767. }),
  2768. addition:changeOrbs_Addition
  2769. },
  2770. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2771. function:cards=>cards.filter(card=>{
  2772. const searchTypeArray = [9,20,154];
  2773. const skills = getCardActiveSkills(card, searchTypeArray);
  2774. if (!skills.length) return false;
  2775. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2776. return parsedSkills.some(p=>p.from.includes(5));
  2777. }),
  2778. addition:changeOrbs_Addition
  2779. },
  2780. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2781. function:cards=>cards.filter(card=>{
  2782. const searchTypeArray = [9,20,154];
  2783. const skills = getCardActiveSkills(card, searchTypeArray);
  2784. if (!skills.length) return false;
  2785. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2786. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2787. }),
  2788. addition:changeOrbs_Addition
  2789. },
  2790. ]},
  2791. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2792. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2793. function:cards=>cards.filter(card=>{
  2794. function is30(sk)
  2795. {
  2796. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2797. }
  2798. const searchTypeArray = [141];
  2799. const skill = getCardActiveSkill(card, searchTypeArray);
  2800. return skill && is30(skill.params);
  2801. }),
  2802. addition:generateOrbs_Addition
  2803. },
  2804. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2805. function:cards=>cards.filter(card=>{
  2806. function is1515(sk)
  2807. {
  2808. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2809. }
  2810. const searchTypeArray = [141];
  2811. const skill = getCardActiveSkill(card, searchTypeArray);
  2812. return skill && is1515(skill.params);
  2813. }),
  2814. addition:generateOrbs_Addition
  2815. },
  2816. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2817. function:cards=>cards.filter(card=>{
  2818. const gens = generateOrbsParse(card);
  2819. return gens.some(gen=>gen.to.includes(0));
  2820. }),
  2821. addition:generateOrbs_Addition
  2822. },
  2823. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2824. function:cards=>cards.filter(card=>{
  2825. const gens = generateOrbsParse(card);
  2826. return gens.some(gen=>gen.to.includes(1));
  2827. }),
  2828. addition:generateOrbs_Addition
  2829. },
  2830. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2831. function:cards=>cards.filter(card=>{
  2832. const gens = generateOrbsParse(card);
  2833. return gens.some(gen=>gen.to.includes(2));
  2834. }),
  2835. addition:generateOrbs_Addition
  2836. },
  2837. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2838. function:cards=>cards.filter(card=>{
  2839. const gens = generateOrbsParse(card);
  2840. return gens.some(gen=>gen.to.includes(3));
  2841. }),
  2842. addition:generateOrbs_Addition
  2843. },
  2844. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2845. function:cards=>cards.filter(card=>{
  2846. const gens = generateOrbsParse(card);
  2847. return gens.some(gen=>gen.to.includes(4));
  2848. }),
  2849. addition:generateOrbs_Addition
  2850. },
  2851. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2852. function:cards=>cards.filter(card=>{
  2853. const gens = generateOrbsParse(card);
  2854. return gens.some(gen=>gen.to.includes(5));
  2855. }),
  2856. addition:generateOrbs_Addition
  2857. },
  2858. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2859. function:cards=>cards.filter(card=>{
  2860. const gens = generateOrbsParse(card);
  2861. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2862. }),
  2863. addition:generateOrbs_Addition
  2864. },
  2865. ]},
  2866. {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: [
  2867. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2868. function:cards=>cards.filter(card=>{
  2869. const searchTypeArray = [176];
  2870. const skill = getCardActiveSkill(card, searchTypeArray);
  2871. return skill;
  2872. })
  2873. },
  2874. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2875. function:cards=>cards.filter(card=>{
  2876. function is3x3(sk)
  2877. {
  2878. for (let si=0;si<3;si++)
  2879. {
  2880. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2881. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2882. (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)
  2883. (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)
  2884. )
  2885. return true;
  2886. }
  2887. return false;
  2888. }
  2889. const searchTypeArray = [176];
  2890. const skill = getCardActiveSkill(card, searchTypeArray);
  2891. return skill && is3x3(skill.params);
  2892. }),
  2893. addition:card=>{
  2894. const searchTypeArray = [176];
  2895. const skill = getCardActiveSkill(card, searchTypeArray);
  2896. if (!skill) return;
  2897. const sk = skill.params;
  2898. const fragment = document.createDocumentFragment();
  2899. fragment.appendChild(document.createTextNode(`3×3`));
  2900. fragment.appendChild(createOrbsList(sk[5]));
  2901. return fragment;
  2902. }
  2903. },
  2904. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2905. function:cards=>cards.filter(card=>{
  2906. const searchTypeArray = [127];
  2907. const skill = getCardActiveSkill(card, searchTypeArray);
  2908. return skill;
  2909. }),
  2910. addition:generateColumnOrbs_Addition
  2911. },
  2912. {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  2913. function:cards=>cards.filter(card=>{
  2914. function isHeart(sk)
  2915. {
  2916. for (let i=1;i<sk.length;i+=2)
  2917. {
  2918. if (sk[i] & 32)
  2919. {
  2920. return true;
  2921. }
  2922. }
  2923. }
  2924. const searchTypeArray = [127];
  2925. const skill = getCardActiveSkill(card, searchTypeArray);
  2926. return skill && isHeart(skill.params);
  2927. }),
  2928. addition:generateColumnOrbs_Addition
  2929. },
  2930. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2931. function:cards=>cards.filter(card=>{
  2932. const searchTypeArray = [128];
  2933. const skill = getCardActiveSkill(card, searchTypeArray);
  2934. return skill;
  2935. }),
  2936. addition:generateRowOrbs_Addition
  2937. },
  2938. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2939. function:cards=>cards.filter(card=>{
  2940. const searchTypeArray = [128];
  2941. const skill = getCardActiveSkill(card, searchTypeArray);
  2942. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2943. }),
  2944. addition:generateRowOrbs_Addition
  2945. },
  2946. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2947. function:cards=>cards.filter(card=>{
  2948. const searchTypeArray = [128];
  2949. const skill = getCardActiveSkill(card, searchTypeArray);
  2950. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2951. }),
  2952. addition:generateRowOrbs_Addition
  2953. },
  2954. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2955. function:cards=>cards.filter(card=>{
  2956. const searchTypeArray = [128];
  2957. const skill = getCardActiveSkill(card, searchTypeArray);
  2958. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2959. }),
  2960. addition:generateRowOrbs_Addition
  2961. },
  2962. {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)"},
  2963. function:cards=>cards.filter(card=>{
  2964. const searchTypeArray = [128,71,176];
  2965. function isRow(skill)
  2966. {
  2967. const sk = skill.params;
  2968. if (skill.type === 128) //普通横
  2969. {return true;}
  2970. else if (skill.type === 71) //花火
  2971. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2972. else if (skill.type === 176) //特殊形状
  2973. {
  2974. for (let si=0;si<5;si++)
  2975. {
  2976. if ((sk[si] & 63) === 63)
  2977. return true;
  2978. }
  2979. }
  2980. return false;
  2981. }
  2982. const skill = getCardActiveSkill(card, searchTypeArray);
  2983. return skill && isRow(skill);
  2984. })
  2985. },
  2986. ]},
  2987. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  2988. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  2989. function:cards=>cards.filter(card=>{
  2990. if (card.activeSkillId == 0) return false;
  2991. const skill = Skills[card.activeSkillId];
  2992. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  2993. })
  2994. },
  2995. {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)"},
  2996. function:cards=>cards.filter(card=>{
  2997. if (card.activeSkillId == 0) return false;
  2998. const skill = Skills[card.activeSkillId];
  2999. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3000. let realCD = minCD;
  3001. const searchTypeArray = [14];
  3002. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  3003. if (subSkill)
  3004. {
  3005. realCD -= subSkill.params[0] * 3;
  3006. }
  3007. return minCD > 1 && realCD <= 4;
  3008. })
  3009. },
  3010. {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)"},
  3011. function:cards=>{
  3012. const searchTypeArray = [5];
  3013. return cards.filter(card=>{
  3014. const skill = getCardActiveSkill(card, searchTypeArray);
  3015. return skill;
  3016. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3017. },
  3018. addition:card=>{
  3019. const searchTypeArray = [5];
  3020. const skill = getCardActiveSkill(card, searchTypeArray);
  3021. const value = skill.params[0];
  3022. return `时停${value}s`;
  3023. }
  3024. },
  3025. {
  3026. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3027. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  3028. },
  3029. {
  3030. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3031. function:cards=>cards.filter(card=>{
  3032. let skType = Skills[card.activeSkillId].type;
  3033. return skType == 232 || skType == 233;
  3034. })
  3035. },
  3036. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3037. function:cards=>cards.filter(card=>{
  3038. const searchTypeArray = [225];
  3039. const skill = getCardActiveSkill(card, searchTypeArray);
  3040. return skill;
  3041. }),
  3042. addition:card=>{
  3043. const searchTypeArray = [225];
  3044. const skill = getCardActiveSkill(card, searchTypeArray);
  3045. if (!skill) return;
  3046. const sk = skill.params;
  3047. let strArr = [];
  3048. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3049. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3050. return `HP ${strArr.join(" ")}`;
  3051. }
  3052. },
  3053. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3054. function:cards=>cards.filter(card=>{
  3055. const searchTypeArray = [234];
  3056. const skill = getCardActiveSkill(card, searchTypeArray);
  3057. return skill;
  3058. }),
  3059. addition:card=>{
  3060. const searchTypeArray = [234];
  3061. const skill = getCardActiveSkill(card, searchTypeArray);
  3062. if (!skill) return;
  3063. const sk = skill.params;
  3064. let strArr = [];
  3065. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3066. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3067. return `层 ${strArr.join(" ")}`;
  3068. }
  3069. },
  3070. ]},
  3071. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3072. ]},
  3073. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3074. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3075. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3076. },
  3077. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3078. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3079. },
  3080. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3081. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3082. },
  3083. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3084. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3085. },
  3086. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3087. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3088. },
  3089. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3090. function:cards=>cards.filter(card=>{
  3091. const searchTypeArray = [151,209];
  3092. const skill = getCardLeaderSkill(card, searchTypeArray);
  3093. return skill;
  3094. })
  3095. },
  3096. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  3097. function:cards=>cards.filter(card=>{
  3098. const searchTypeArray = [157];
  3099. const skill = getCardLeaderSkill(card, searchTypeArray);
  3100. return skill;
  3101. })
  3102. },
  3103. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3104. function:cards=>cards.filter(card=>{
  3105. const searchTypeArray = [177];
  3106. const skill = getCardLeaderSkill(card, searchTypeArray);
  3107. return skill?.params[5];
  3108. })
  3109. },
  3110. ]},
  3111. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3112. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3113. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3114. },
  3115. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3116. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3117. },
  3118. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3119. function:cards=>cards.filter(card=>{
  3120. const searchTypeArray = [162,186];
  3121. const skill = getCardLeaderSkill(card, searchTypeArray);
  3122. return skill;
  3123. })
  3124. },
  3125. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3126. function:cards=>cards.filter(card=>{
  3127. const searchTypeArray = [163,177];
  3128. const skill = getCardLeaderSkill(card, searchTypeArray);
  3129. return skill;
  3130. })
  3131. },
  3132. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3133. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3134. },
  3135. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3136. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3137. },
  3138. {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)"},
  3139. function:cards=>{
  3140. const searchTypeArray = [158];
  3141. return cards.filter(card=>{
  3142. const skill = getCardLeaderSkill(card, searchTypeArray);
  3143. return skill;
  3144. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3145. },
  3146. addition:card=>{
  3147. const searchTypeArray = [158];
  3148. const skill = getCardLeaderSkill(card, searchTypeArray);
  3149. const value = skill.params[0];
  3150. return `≥${value}珠`;
  3151. }
  3152. },
  3153. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3154. function:cards=>cards.filter(card=>{
  3155. const searchTypeArray = [125];
  3156. const skill = getCardLeaderSkill(card, searchTypeArray);
  3157. return skill;
  3158. }),
  3159. addition:card=>{
  3160. const searchTypeArray = [125];
  3161. const skill = getCardLeaderSkill(card, searchTypeArray);
  3162. if (!skill) return;
  3163. const sk = skill.params;
  3164. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3165. }
  3166. },
  3167. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3168. function:cards=>cards.filter(card=>{
  3169. const searchTypeArray = [175];
  3170. const skill = getCardLeaderSkill(card, searchTypeArray);
  3171. return skill;
  3172. }),
  3173. addition:card=>{
  3174. const searchTypeArray = [175];
  3175. const skill = getCardLeaderSkill(card, searchTypeArray);
  3176. if (!skill) return;
  3177. const sk = skill.params;
  3178. return `合作:${sk[0]}`;
  3179. }
  3180. },
  3181. {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"},
  3182. function:cards=>cards.filter(card=>{
  3183. const searchTypeArray = [203];
  3184. const skill = getCardLeaderSkill(card, searchTypeArray);
  3185. return skill;
  3186. })
  3187. },
  3188. {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"},
  3189. function:cards=>cards.filter(card=>{
  3190. const searchTypeArray = [229];
  3191. const skill = getCardLeaderSkill(card, searchTypeArray);
  3192. return skill;
  3193. }),
  3194. addition:card=>{
  3195. const searchTypeArray = [229];
  3196. const skill = getCardLeaderSkill(card, searchTypeArray);
  3197. if (!skill) return;
  3198. const sk = skill.params;
  3199. const attrs = flags(sk[0]), types = flags(sk[1]);
  3200. const fragment = document.createDocumentFragment();
  3201. if (attrs.length)
  3202. fragment.appendChild(createOrbsList(attrs));
  3203. if (types.length)
  3204. fragment.appendChild(createTypesList(types));
  3205. return fragment;
  3206. }
  3207. },
  3208. {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"},
  3209. function:cards=>cards.filter(card=>{
  3210. const searchTypeArray = [217];
  3211. const skill = getCardLeaderSkill(card, searchTypeArray);
  3212. return skill;
  3213. }),
  3214. addition:card=>{
  3215. const searchTypeArray = [217];
  3216. const skill = getCardLeaderSkill(card, searchTypeArray);
  3217. if (!skill) return;
  3218. const sk = skill.params;
  3219. return `★≤${sk[0]}`;
  3220. }
  3221. },
  3222. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3223. function:cards=>cards.filter(card=>{
  3224. const searchTypeArray = [245];
  3225. const skill = getCardLeaderSkill(card, searchTypeArray);
  3226. return skill;
  3227. }),
  3228. addition:card=>{
  3229. const searchTypeArray = [245];
  3230. const skill = getCardLeaderSkill(card, searchTypeArray);
  3231. if (!skill) return;
  3232. const sk = skill.params;
  3233. switch (sk[0]) {
  3234. case -1:
  3235. return `★各不相同`;
  3236. case -2:
  3237. return `★全部相同`;
  3238. default:
  3239. return `★全为${sk[0]}`;
  3240. }
  3241. }
  3242. },
  3243. ]},
  3244. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3245. {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)"},
  3246. function:cards=>{
  3247. return cards.filter(card=>{
  3248. return getSkillFixedDamage(card) > 0;
  3249. }).sort((a,b)=>{
  3250. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3251. return a_pC - b_pC;
  3252. });
  3253. },
  3254. addition:card=>{
  3255. const value = getSkillFixedDamage(card);
  3256. if (value <= 0 ) return;
  3257. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3258. let skill;
  3259. if (skill = getCardLeaderSkill(card, [235])) {
  3260. nodeArr.push("/");
  3261. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3262. nodeArr.push(`×${skill.params[2]}`);
  3263. }
  3264. return nodeArr.nodeJoin();
  3265. }
  3266. },
  3267. {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)"},
  3268. function:cards=>{
  3269. return cards.filter(card=>{
  3270. return getSkillAddCombo(card) > 0;
  3271. }).sort((a,b)=>{
  3272. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3273. return a_pC - b_pC;
  3274. });
  3275. },
  3276. addition:card=>{
  3277. const value = getSkillAddCombo(card);
  3278. if (value <= 0 ) return;
  3279. let nodeArr = [`+${value.bigNumberToString()}C`];
  3280. let skill;
  3281. if (skill = getCardLeaderSkill(card, [210])) {
  3282. nodeArr.push("/十字");
  3283. } else if (skill = getCardLeaderSkill(card, [235])) {
  3284. nodeArr.push("/");
  3285. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3286. nodeArr.push(`×${skill.params[2]}`);
  3287. }
  3288. return nodeArr.nodeJoin();
  3289. }
  3290. },
  3291. {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)"},
  3292. function:cards=>{
  3293. const searchTypeArray = [15,185];
  3294. return cards.filter(card=>{
  3295. const skill = getCardLeaderSkill(card, searchTypeArray);
  3296. return skill;
  3297. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3298. },
  3299. addition:card=>{
  3300. const searchTypeArray = [15,185];
  3301. const skill = getCardLeaderSkill(card, searchTypeArray);
  3302. if (!skill) return;
  3303. const value = skill.params[0];
  3304. return `${value > 0 ? "+" : ""}${value/100}s`;
  3305. }
  3306. },
  3307. {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)"},
  3308. function:cards=>{
  3309. const searchTypeArray = [178];
  3310. return cards.filter(card=>{
  3311. const skill = getCardLeaderSkill(card, searchTypeArray);
  3312. return skill;
  3313. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3314. },
  3315. addition:card=>{
  3316. const searchTypeArray = [178];
  3317. const skill = getCardLeaderSkill(card, searchTypeArray);
  3318. if (!skill) return;
  3319. const value = skill.params[0];
  3320. return `固定${value}s`;
  3321. }
  3322. },
  3323. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3324. function:cards=>cards.filter(card=>{
  3325. const searchTypeArray = [213];
  3326. const skill = getCardLeaderSkill(card, searchTypeArray);
  3327. return skill;
  3328. }),
  3329. addition:card=>{
  3330. const searchTypeArray = [213];
  3331. const skill = getCardLeaderSkill(card, searchTypeArray);
  3332. if (!skill) return;
  3333. const sk = skill.params;
  3334. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3335. const fragment = document.createDocumentFragment();
  3336. if (attrs.length)
  3337. fragment.appendChild(createOrbsList(attrs));
  3338. if (types.length)
  3339. fragment.appendChild(createTypesList(types));
  3340. fragment.appendChild(document.createTextNode(`:+`));
  3341. if (awakenings.length)
  3342. fragment.appendChild(creatAwokenList(awakenings));
  3343. return fragment;
  3344. }
  3345. },
  3346. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3347. function:cards=>{
  3348. const searchTypeArray = [12];
  3349. return cards.filter(card=>{
  3350. const skill = getCardLeaderSkill(card, searchTypeArray);
  3351. return skill;
  3352. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3353. },
  3354. addition:card=>{
  3355. const searchTypeArray = [12];
  3356. const skill = getCardLeaderSkill(card, searchTypeArray);
  3357. const value = skill.params[0];
  3358. return `攻击×${(value/100).bigNumberToString()}倍`;
  3359. }
  3360. },
  3361. {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)"},
  3362. function:cards=>{
  3363. const searchTypeArray = [13];
  3364. return cards.filter(card=>{
  3365. const skill = getCardLeaderSkill(card, searchTypeArray);
  3366. return skill;
  3367. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3368. },
  3369. addition:card=>{
  3370. const searchTypeArray = [13];
  3371. const skill = getCardLeaderSkill(card, searchTypeArray);
  3372. const value = skill.params[0];
  3373. return `回复×${(value/100).bigNumberToString()}倍`;
  3374. }
  3375. },
  3376. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3377. function:cards=>{
  3378. const searchTypeArray = [198];
  3379. return cards.filter(card=>{
  3380. const skill = getCardLeaderSkill(card, searchTypeArray);
  3381. return skill && skill.params[2];
  3382. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3383. },
  3384. addition:card=>{
  3385. const searchTypeArray = [198];
  3386. const skill = getCardLeaderSkill(card, searchTypeArray);
  3387. const sk = skill.params;
  3388. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3389. }
  3390. },
  3391. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3392. function:cards=>{
  3393. const searchTypeArray = [198];
  3394. return cards.filter(card=>{
  3395. const skill = getCardLeaderSkill(card, searchTypeArray);
  3396. return skill && skill.params[3];
  3397. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3398. },
  3399. addition:card=>{
  3400. const searchTypeArray = [198];
  3401. const skill = getCardLeaderSkill(card, searchTypeArray);
  3402. const sk = skill.params;
  3403. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3404. }
  3405. },
  3406. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3407. function:cards=>{
  3408. const searchTypeArray = [41];
  3409. return cards.filter(card=>{
  3410. const skill = getCardLeaderSkill(card, searchTypeArray);
  3411. return skill;
  3412. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3413. },
  3414. addition:card=>{
  3415. const searchTypeArray = [41];
  3416. const skill = getCardLeaderSkill(card, searchTypeArray);
  3417. const sk = skill.params;
  3418. const fragment = document.createDocumentFragment();
  3419. fragment.appendChild(createOrbsList(sk[2] || 0));
  3420. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3421. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3422. return fragment;
  3423. }
  3424. },
  3425. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3426. function:cards=>cards.filter(card=>{
  3427. const searchTypeArray = [197];
  3428. const skill = getCardLeaderSkill(card, searchTypeArray);
  3429. return skill;
  3430. })
  3431. },
  3432. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3433. function:cards=>{
  3434. const searchTypeArray = [14];
  3435. return cards.filter(card=>{
  3436. const skill = getCardLeaderSkill(card, searchTypeArray);
  3437. return skill;
  3438. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3439. },
  3440. addition:card=>{
  3441. const searchTypeArray = [14];
  3442. const skill = getCardLeaderSkill(card, searchTypeArray);
  3443. const value = skill.params[0];
  3444. return `HP≥${value}%`;
  3445. }
  3446. },
  3447. {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)"},
  3448. function:cards=>{
  3449. const searchTypeArray = [53];
  3450. return cards.filter(card=>{
  3451. const skill = getCardLeaderSkill(card, searchTypeArray);
  3452. return skill;
  3453. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3454. },
  3455. addition:card=>{
  3456. const searchTypeArray = [53];
  3457. const skill = getCardLeaderSkill(card, searchTypeArray);
  3458. const sk = skill.params;
  3459. return `掉率x${sk[0]/100}`;
  3460. }
  3461. },
  3462. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3463. function:cards=>{
  3464. const searchTypeArray = [54];
  3465. return cards.filter(card=>{
  3466. const skill = getCardLeaderSkill(card, searchTypeArray);
  3467. return skill;
  3468. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3469. },
  3470. addition:card=>{
  3471. const searchTypeArray = [54];
  3472. const skill = getCardLeaderSkill(card, searchTypeArray);
  3473. const sk = skill.params;
  3474. return `金币x${sk[0]/100}`;
  3475. }
  3476. },
  3477. {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)"},
  3478. function:cards=>{
  3479. const searchTypeArray = [148];
  3480. return cards.filter(card=>{
  3481. const skill = getCardLeaderSkill(card, searchTypeArray);
  3482. return skill;
  3483. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3484. },
  3485. addition:card=>{
  3486. const searchTypeArray = [148];
  3487. const skill = getCardLeaderSkill(card, searchTypeArray);
  3488. const sk = skill.params;
  3489. return `经验x${sk[0]/100}`;
  3490. }
  3491. },
  3492. ]},
  3493. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3494. {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)"},
  3495. function:cards=>cards.filter(card=>{
  3496. const skill = Skills[card.leaderSkillId];
  3497. const HPscale = getHPScale(skill);
  3498. return HPscale >= 3;
  3499. }).sort(sortByHPScal),
  3500. addition: HPScal_Addition
  3501. },
  3502. {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)"},
  3503. function:cards=>cards.filter(card=>{
  3504. const skill = Skills[card.leaderSkillId];
  3505. const HPscale = getHPScale(skill);
  3506. return HPscale >= 2 && HPscale < 3;
  3507. }).sort(sortByHPScal),
  3508. addition: HPScal_Addition
  3509. },
  3510. {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)"},
  3511. function:cards=>cards.filter(card=>{
  3512. const skill = Skills[card.leaderSkillId];
  3513. const HPscale = getHPScale(skill);
  3514. return HPscale >= 1.5 && HPscale < 2;
  3515. }).sort(sortByHPScal),
  3516. addition: HPScal_Addition
  3517. },
  3518. {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)"},
  3519. function:cards=>cards.filter(card=>{
  3520. const skill = Skills[card.leaderSkillId];
  3521. const HPscale = getHPScale(skill);
  3522. return HPscale > 1 && HPscale < 1.5;
  3523. }).sort(sortByHPScal),
  3524. addition: HPScal_Addition
  3525. },
  3526. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3527. function:cards=>cards.filter(card=>{
  3528. const skill = Skills[card.leaderSkillId];
  3529. const HPscale = getHPScale(skill);
  3530. return HPscale === 1;
  3531. }),
  3532. addition: HPScal_Addition
  3533. },
  3534. {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)"},
  3535. function:cards=>cards.filter(card=>{
  3536. const skill = Skills[card.leaderSkillId];
  3537. const HPscale = getHPScale(skill);
  3538. return HPscale < 1;
  3539. }).sort(sortByHPScal),
  3540. addition: HPScal_Addition
  3541. },
  3542. ]},
  3543. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3544. {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)"},
  3545. function:cards=>cards.filter(card=>{
  3546. const skill = Skills[card.leaderSkillId];
  3547. const reduceScale = getReduceScale(skill);
  3548. return reduceScale >= 0.75;
  3549. }).sort(sortByReduceScale),
  3550. addition: ReduceScale_Addition
  3551. },
  3552. {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)"},
  3553. function:cards=>cards.filter(card=>{
  3554. const skill = Skills[card.leaderSkillId];
  3555. const reduceScale = getReduceScale(skill);
  3556. return reduceScale >= 0.5 && reduceScale < 0.75;
  3557. }).sort(sortByReduceScale),
  3558. addition: ReduceScale_Addition
  3559. },
  3560. {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)"},
  3561. function:cards=>cards.filter(card=>{
  3562. const skill = Skills[card.leaderSkillId];
  3563. const reduceScale = getReduceScale(skill);
  3564. return reduceScale >= 0.25 && reduceScale < 0.5;
  3565. }).sort(sortByReduceScale),
  3566. addition: ReduceScale_Addition
  3567. },
  3568. {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)"},
  3569. function:cards=>cards.filter(card=>{
  3570. const skill = Skills[card.leaderSkillId];
  3571. const reduceScale = getReduceScale(skill);
  3572. return reduceScale > 0 && reduceScale < 0.25;
  3573. }).sort(sortByReduceScale),
  3574. addition: ReduceScale_Addition
  3575. },
  3576. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3577. function:cards=>cards.filter(card=>{
  3578. const skill = Skills[card.leaderSkillId];
  3579. const reduceScale = getReduceScale(skill);
  3580. return reduceScale === 0;
  3581. })
  3582. },
  3583. {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"},
  3584. function:cards=>cards.filter(card=>{
  3585. const skill = Skills[card.leaderSkillId];
  3586. return getReduceScale(skill, true) > 0;
  3587. })
  3588. },
  3589. {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"},
  3590. function:cards=>cards.filter(card=>{
  3591. const skill = Skills[card.leaderSkillId];
  3592. return getReduceScale(skill, undefined, true) > 0;
  3593. })
  3594. },
  3595. {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"},
  3596. function:cards=>cards.filter(card=>{
  3597. const skill = Skills[card.leaderSkillId];
  3598. return getReduceScale(skill, undefined, undefined, true) > 0;
  3599. })
  3600. },
  3601. /*{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%)"},
  3602. function:cards=>cards.filter(card=>{
  3603. const skill = Skills[card.leaderSkillId];
  3604. const reduceScale = getReduceScale(skill);
  3605. return reduceScale>=0.29;
  3606. }).sort(sortByReduceScale)
  3607. },*/
  3608. {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"},
  3609. function:cards=>{
  3610. return cards.filter(card=>{
  3611. const skill = Skills[card.leaderSkillId];
  3612. return getReduceScale_unconditional(skill) > 0;
  3613. }).sort((a,b)=>{
  3614. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3615. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3616. });
  3617. },
  3618. addition:card=>{
  3619. const skill = Skills[card.leaderSkillId];
  3620. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3621. }
  3622. },
  3623. ]},
  3624. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3625. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3626. function:cards=>cards.filter(card=>
  3627. !Array.isArray(card.henshinFrom) &&
  3628. !Array.isArray(card.henshinTo))
  3629. },
  3630. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3631. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3632. },
  3633. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3634. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3635. },
  3636. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  3637. function:cards=>cards.filter(card=>{
  3638. const searchTypeArray = [236];
  3639. const skill = getCardActiveSkill(card, searchTypeArray);
  3640. return skill;
  3641. })
  3642. },
  3643. {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)"},
  3644. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3645. },
  3646. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3647. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3648. },
  3649. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3650. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3651. function:cards=>cards.filter(isReincarnated)
  3652. }, //evoBaseId可能为0
  3653. //{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)},
  3654. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3655. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3656. },
  3657. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3658. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3659. },
  3660. ]},
  3661. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3662. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3663. function:cards=>cards.filter(card=>card.is8Latent)
  3664. },
  3665. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3666. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3667. },
  3668. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3669. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3670. },
  3671. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3672. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3673. },
  3674. {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"},
  3675. function:cards=>cards.filter(card=>{
  3676. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3677. if (hasAwokenKiller)
  3678. { //大于2个杀的进行判断
  3679. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3680. { //大于3个杀的直接过
  3681. return true;
  3682. }else
  3683. { //2个杀的
  3684. const isAllowLatent = card.types.filter(i=>
  3685. i>=0 //去掉-1的type
  3686. ).map(type=>
  3687. type_allowable_latent[type] //得到允许打的潜觉杀
  3688. ).some(ls=>
  3689. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3690. );
  3691. return isAllowLatent
  3692. }
  3693. }else
  3694. {
  3695. return false;
  3696. }
  3697. })
  3698. },
  3699. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3700. // function:cards=>cards.filter(card=>{
  3701. // const searchTypeArray = [1000];
  3702. // const skill = getCardActiveSkill(card, searchTypeArray);
  3703. // return skill;
  3704. // })
  3705. // },
  3706. ]},
  3707. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3708. {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)"},
  3709. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3710. },
  3711. {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)"},
  3712. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3713. },
  3714. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3715. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3716. },
  3717. {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"},
  3718. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3719. },
  3720. {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)"},
  3721. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3722. addition:card=>`成长${card.limitBreakIncr}%`
  3723. },
  3724. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3725. function:cards=>cards.filter(card=>card.maxLevel==1)
  3726. },
  3727. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  3728. function:cards=>cards.filter(card=>card.sellMP<100)
  3729. },
  3730. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3731. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3732. },
  3733. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3734. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3735. },
  3736. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3737. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  3738. },
  3739. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3740. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>0 && blockSkinOrBgmId<1e4),
  3741. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  3742. },
  3743. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  3744. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>=1e4),
  3745. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  3746. },
  3747. {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"},
  3748. function:cards=>cards.filter(card=>card.skillBanner)
  3749. },
  3750. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3751. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3752. },
  3753. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  3754. function:cards=>cards.filter(card=>card.stacking),
  3755. },
  3756. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  3757. function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))),
  3758. },
  3759. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  3760. function:cards=>cards,
  3761. addition:card=>card.name
  3762. },
  3763. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  3764. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  3765. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  3766. },
  3767. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  3768. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  3769. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  3770. },
  3771. {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"},
  3772. function:cards=>cards,
  3773. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  3774. },
  3775. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  3776. function:cards=>cards,
  3777. addition:card=>createTypesList(card.types)
  3778. },
  3779. {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"},
  3780. function:cards=>cards,
  3781. addition:card=>`COST ${card.cost}`
  3782. },
  3783. ]},
  3784. ];
  3785. return functions;
  3786. })();

智龙迷城队伍图制作工具