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

智龙迷城队伍图制作工具