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script-json_data.js 133 kB

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

智龙迷城队伍图制作工具