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script-json_data.js 153 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. request_input: tp`Please Input ${'info'}`,
  21. sort_name:{
  22. sort_none: "Nope",
  23. sort_id: "Cards Id",
  24. sort_attrs : "Attribute",
  25. sort_evoRootId: "Cards Evolution Root",
  26. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  27. sort_rarity: "Rarity",
  28. sort_cost: "Cost",
  29. sort_skillLv1: "Maximum Skill Turn",
  30. sort_skillLvMax: "Minimum Skill Turn",
  31. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  32. sort_hpMax120: "Max HP",
  33. sort_atkMax120: "Max ATK",
  34. sort_rcvMax120: "Max RCV",
  35. sort_hpMax120_awoken: "Max HP (+Awoken)",
  36. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  37. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  38. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  39. },
  40. force_reload_data: `Force refresh data`,
  41. skill_parse: {
  42. skill: {
  43. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  44. unknown: tp`Unkonwn skill type: ${'type'}`,
  45. active_turns: tp`${'skills'}, for ${'turns'} turns`,
  46. random_skills: tp`Random Activates these skills:${'skills'}`,
  47. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  48. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  49. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  50. damage_enemy_times: tp`${'times'} `,
  51. damage_enemy_count: tp` (${'damage'} in total)`,
  52. //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.
  53. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  54. delay: tp`${'icon'}Delays enemies' next move`,
  55. mass_attack: tp`${'icon'}Mass attacks`,
  56. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  57. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  58. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  59. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  60. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  61. unbind_normal: tp`${'icon'}Bind`,
  62. unbind_awakenings: tp`${'icon'}Awoken bind`,
  63. unbind_matches: tp`${'icon'}Unmatchable orb`,
  64. bind_skill: tp`${'icon'}Unable to use skills`,
  65. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  66. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  67. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  68. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  69. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  70. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  71. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  72. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  73. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  74. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  75. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  76. board_change: tp`Change all orbs to ${'orbs'}`,
  77. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  78. skill_boost_range: tp`~${'turns'}`,
  79. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  80. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  81. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  82. drop_refresh: tp`Replaces all orbs`,
  83. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  84. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  85. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  86. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  87. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  88. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  89. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  90. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  91. orb_drop_increase_chance: tp`by ${'value'}`,
  92. attr_absorb: tp`${'icon'}Attribute absorption`,
  93. combo_absorb: tp`${'icon'}Combo absorption`,
  94. damage_absorb: tp`${'icon'}Damage absorption`,
  95. damage_void: tp`${'icon'}Damage void`,
  96. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  97. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  98. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  99. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  100. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  101. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  102. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  103. rate_multiply_drop: tp`${'icon'}Drop rate`,
  104. rate_multiply_coin: tp`${'icon'}Coins`,
  105. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  106. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  107. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  108. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  109. henshin: tp`Transforms into ${'cards'}`,
  110. random_henshin: tp`Random transforms into ${'cards'}`,
  111. void_poison: tp`Voids ${'poison'} damage`,
  112. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  113. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  114. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  115. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  116. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  117. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  118. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  119. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'time'}`,
  120. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  121. },
  122. power: {
  123. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  124. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  125. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  126. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  127. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  128. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  129. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  130. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  131. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  132. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  133. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  134. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  135. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  136. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  137. },
  138. cond: {
  139. unknown: tp`[ Unknown condition ]`,
  140. hp_equal: tp`When ${'hp'} == ${'min'} `,
  141. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  142. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  143. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  144. use_skill: tp`When skills used `,
  145. multi_player: tp`When in Multiplayer Mode `,
  146. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  147. exact_combo: tp`When exactly ${'value'} combos `,
  148. exact_length: tp`exactly of ${'value'} `,
  149. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, ${'times'} `,
  150. exact_match_enhanced: tp` orbs including enhanced`,
  151. compo_type_card: tp`When ${'ids'} are all on team, `,
  152. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  153. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  154. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  155. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  156. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  157. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  158. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  159. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  160. },
  161. position: {
  162. top: tp`${'pos'} of top rows`,
  163. bottom: tp`${'pos'} of bottom rows`,
  164. left: tp`${'pos'} of left columns`,
  165. right: tp`${'pos'} of right columns`,
  166. random: tp`random location`,
  167. shape: tp`specified location`,
  168. },
  169. value: {
  170. unknown: tp`[ Unknown value: ${'type'}]`, //type
  171. const: tp`${'value'} ${'unit'}`,
  172. const_to: tp`to ${'value'}`,
  173. mul_percent: tp`${'value'}%`,
  174. mul_times: tp`×${'value'}`,
  175. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  176. mul_of_times: tp`${'stats'} ×${'value'}`,
  177. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  178. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  179. prob: tp`${'value'} chance for `,
  180. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  181. size: tp`${'width'}×${'height'}`,
  182. pos: tp`${'x'}×${'y'}`,
  183. },
  184. target: {
  185. unknown: tp`Unkown Target`,
  186. self: tp`card's`,
  187. team: tp`team`,
  188. team_last: tp`the lastest member`,
  189. team_leader: tp`leader`,
  190. sub_members: tp`sub-members`,
  191. leader_self: tp`left leader`,
  192. leader_helper: tp`right leader`,
  193. collab_id: tp`card with collab ID of ${'id'} `,
  194. gacha_id: tp`card with gacha ID of ${'id'} `,
  195. enemy: tp`Enemy`,
  196. enemy_all: tp`all enemys`,
  197. enemy_one: tp`1 enemy`,
  198. enemy_attr: tp`${'attr'} enemy`,
  199. the_attr: tp`attr of the matched Orbs`,
  200. },
  201. stats: {
  202. unknown: tp`[ Unknown: ${'type'}]`, //type
  203. maxhp: tp`Max HP`,
  204. hp: tp`HP`,
  205. chp: tp`current HP`,
  206. atk: tp`ATK`,
  207. rcv: tp`RCV`,
  208. teamhp: tp`Team HP`,
  209. teamatk: tp`Team ${'attrs'} ATK`,
  210. teamrcv: tp`Team RCV`,
  211. cstage: tp`current Stage of Dungeon`,
  212. },
  213. unit: {
  214. orbs: tp``,
  215. times: tp` times`,
  216. seconds: tp` seconds`,
  217. point: tp` point`,
  218. turns: tp` turns`,
  219. },
  220. word: {
  221. comma: tp`, `,
  222. slight_pause: tp`, `,
  223. range_hyphen: tp`~`,
  224. in_once: tp`in once `,
  225. evo_type_pixel: tp`Pixel Evo`,
  226. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  227. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  228. affix_attr: tp`${'cotent'} attr.`,
  229. affix_orb: tp`${'cotent'} orbs`,
  230. affix_type: tp`${'cotent'} types`,
  231. affix_awakening: tp`${'cotent'} awoken`,
  232. affix_exclude: tp`, exclude ${'cotent'}`,
  233. each_time: tp`each time`,
  234. different: tp`different`,
  235. same: tp`the same`,
  236. },
  237. attrs: {
  238. [0]: tp`${'icon'}Fire`,
  239. [1]: tp`${'icon'}Water`,
  240. [2]: tp`${'icon'}Wood`,
  241. [3]: tp`${'icon'}Light`,
  242. [4]: tp`${'icon'}Dark`,
  243. [5]: tp`${'icon'}Recover`,
  244. [6]: tp`${'icon'}Null`,
  245. all: tp`All`,
  246. self: tp`${'icon'}Self's Attr`,
  247. fixed: tp`${'icon'}Fixed`,
  248. },
  249. orbs: {
  250. [0]: tp`${'icon'}Fire`,
  251. [1]: tp`${'icon'}Water`,
  252. [2]: tp`${'icon'}Wood`,
  253. [3]: tp`${'icon'}Light`,
  254. [4]: tp`${'icon'}Dark`,
  255. [5]: tp`${'icon'}Heal`,
  256. [6]: tp`${'icon'}Jammer`,
  257. [7]: tp`${'icon'}Poison`,
  258. [8]: tp`${'icon'}Lethal Poison`,
  259. [9]: tp`${'icon'}Bomb`,
  260. enhanced: tp`${'icon'}Enhanced`,
  261. locked: tp`${'icon'}Locked`,
  262. nail: tp`${'icon'}Nail`,
  263. _5color: tp`${'icon'}5 Att.`,
  264. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  265. all: tp`All`,
  266. any: tp`Any ${'cotent'}`,
  267. },
  268. board: {
  269. clouds: tp`${'icon'}Clouds`,
  270. immobility: tp`${'icon'}Immobility`,
  271. roulette: tp`${'icon'}Roulette`,
  272. roulette_time: tp`(transforms every ${'duration'})`,
  273. },
  274. types: {
  275. [0]: tp`${'icon'}Evo Material`,
  276. [1]: tp`${'icon'}Balanced`,
  277. [2]: tp`${'icon'}Physical`,
  278. [3]: tp`${'icon'}Healer`,
  279. [4]: tp`${'icon'}Dragon`,
  280. [5]: tp`${'icon'}God`,
  281. [6]: tp`${'icon'}Attacker`,
  282. [7]: tp`${'icon'}Devil`,
  283. [8]: tp`${'icon'}Machine`,
  284. [9]: tp`${'icon'}Special Protection`,
  285. [12]: tp`${'icon'}Awaken`,
  286. [14]: tp`${'icon'}Enhance Material`,
  287. [15]: tp`${'icon'}Redeemable`,
  288. },
  289. awokens: {
  290. [0]: tp`${'icon'}Unknown awoken`,
  291. [1]: tp`${'icon'}Enhanced HP`,
  292. [2]: tp`${'icon'}Enhanced Attack`,
  293. [3]: tp`${'icon'}Enhanced Recovery`,
  294. [4]: tp`${'icon'}Reduce Fire Damage`,
  295. [5]: tp`${'icon'}Reduce Water Damage`,
  296. [6]: tp`${'icon'}Reduce Wood Damage`,
  297. [7]: tp`${'icon'}Reduce Light Damage`,
  298. [8]: tp`${'icon'}Reduce Dark Damage`,
  299. [9]: tp`${'icon'}Auto-Recover`,
  300. [10]: tp`${'icon'}Resistance-Bind`,
  301. [11]: tp`${'icon'}Resistance-Blind`,
  302. [12]: tp`${'icon'}Resistance-Jammers`,
  303. [13]: tp`${'icon'}Resistance-Poison`,
  304. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  305. [15]: tp`${'icon'}Enhanced Water Orbs`,
  306. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  307. [17]: tp`${'icon'}Enhanced Water Orbs`,
  308. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  309. [19]: tp`${'icon'}Extend Time`,
  310. [20]: tp`${'icon'}Recover Bind`,
  311. [21]: tp`${'icon'}Skill Boost`,
  312. [22]: tp`${'icon'}Enhanced Fire Rows`,
  313. [23]: tp`${'icon'}Enhanced Water Rows`,
  314. [24]: tp`${'icon'}Enhanced Wood Rows`,
  315. [25]: tp`${'icon'}Enhanced Water Rows`,
  316. [26]: tp`${'icon'}Enhanced Dark Rows`,
  317. [27]: tp`${'icon'}Two-Pronged Attack`,
  318. [28]: tp`${'icon'}Resistance-Skill Bind`,
  319. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  320. [30]: tp`${'icon'}Multi Boost`,
  321. [31]: tp`${'icon'}Dragon Killer`,
  322. [32]: tp`${'icon'}God Killer`,
  323. [33]: tp`${'icon'}Devil Killer`,
  324. [34]: tp`${'icon'}Machine Killer`,
  325. [35]: tp`${'icon'}Balanced Killer`,
  326. [36]: tp`${'icon'}Attacker Killer`,
  327. [37]: tp`${'icon'}Physical Killer`,
  328. [38]: tp`${'icon'}Healer Killer`,
  329. [39]: tp`${'icon'}Evo Killer`,
  330. [40]: tp`${'icon'}Awaken Killer`,
  331. [41]: tp`${'icon'}Enhance Killer`,
  332. [42]: tp`${'icon'}Redeemable Killer`,
  333. [43]: tp`${'icon'}Enhanced Combos`,
  334. [44]: tp`${'icon'}Guard Break`,
  335. [45]: tp`${'icon'}Bonus Attack`,
  336. [46]: tp`${'icon'}Enhanced Team HP `,
  337. [47]: tp`${'icon'}Enhanced Team Recovery`,
  338. [48]: tp`${'icon'}Damage Void Piercer`,
  339. [49]: tp`${'icon'}Awoken Assist`,
  340. [50]: tp`${'icon'}Super Bonus Attack`,
  341. [51]: tp`${'icon'}Skill Charge`,
  342. [52]: tp`${'icon'}Resistance-Bind+`,
  343. [53]: tp`${'icon'}Extend Time+`,
  344. [54]: tp`${'icon'}Resistance-Clouds`,
  345. [55]: tp`${'icon'}Resistance-Immobility`,
  346. [56]: tp`${'icon'}Skill Boost+`,
  347. [57]: tp`${'icon'}50% or more HP Enhanced`,
  348. [58]: tp`${'icon'}50% or less HP Enhanced`,
  349. [59]: tp`${'icon'}L Damage Reduction`,
  350. [60]: tp`${'icon'}L Increased Attack`,
  351. [61]: tp`${'icon'}Super Enhanced Combos`,
  352. [62]: tp`${'icon'}Combo Orbs`,
  353. [63]: tp`${'icon'}Skill Voice`,
  354. [64]: tp`${'icon'}Dungeon Bonus`,
  355. [65]: tp`${'icon'}Reduced HP`,
  356. [66]: tp`${'icon'}Reduced Attack`,
  357. [67]: tp`${'icon'}Reduced RCV`,
  358. [68]: tp`${'icon'}Resistance-Blind+`,
  359. [69]: tp`${'icon'}Resistance-Jammers+`,
  360. [70]: tp`${'icon'}Resistance-Poison+`,
  361. [71]: tp`${'icon'}Blessing of Jammers`,
  362. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  363. [73]: tp`${'icon'}Enhanced Fire Combos`,
  364. [74]: tp`${'icon'}Enhanced Water Combos`,
  365. [75]: tp`${'icon'}Enhanced Wood Combos`,
  366. [76]: tp`${'icon'}Enhanced Light Combos`,
  367. [77]: tp`${'icon'}Enhanced Dark Combos`,
  368. [78]: tp`${'icon'}Cross Attack`,
  369. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  370. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  371. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  372. [82]: tp`${'icon'}Super Enhanced Matching`,
  373. [83]: tp`${'icon'}Append Dragon Type`,
  374. [84]: tp`${'icon'}Append God Type`,
  375. [85]: tp`${'icon'}Append Devil Type`,
  376. [86]: tp`${'icon'}Append Machine Type`,
  377. [87]: tp`${'icon'}Append Balanced Type`,
  378. [88]: tp`${'icon'}Append Attacker Type`,
  379. [89]: tp`${'icon'}Append Physical Type`,
  380. [90]: tp`${'icon'}Append Healer Type`,
  381. [91]: tp`${'icon'}Append Fire Attr.`,
  382. [92]: tp`${'icon'}Append Water Attr.`,
  383. [93]: tp`${'icon'}Append Wood Attr.`,
  384. [94]: tp`${'icon'}Append Water Attr.`,
  385. [95]: tp`${'icon'}Append Dark Attr.`,
  386. [96]: tp`${'icon'}Two-Pronged Attack+`,
  387. [97]: tp`${'icon'}Skill Charge+`,
  388. [98]: tp`${'icon'}Auto-Recover+`,
  389. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  390. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  391. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  392. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  393. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  394. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  395. [105]: tp`${'icon'}Skill Boost Minus`,
  396. }
  397. },
  398. };
  399. //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
  400. const typekiller_for_type = [
  401. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  402. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  403. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  404. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  405. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  406. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  407. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  408. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  409. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  410. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  411. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  412. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  413. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  414. ];
  415. //类型允许的潜觉杀
  416. typekiller_for_type.forEach(t=>
  417. {
  418. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  419. .map(tn=>
  420. typekiller_for_type.find(_t=>_t.type == tn).latent
  421. );
  422. }
  423. );
  424. const allowable_latent = {
  425. common: [ //一般能打的潜觉
  426. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  427. 28,29,30,31,32,33,34,35,36,37,38
  428. ],
  429. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  430. v120: [42,43,44,45], //120才能打的潜觉
  431. needAwoken: [ //需要觉醒才能打的潜觉
  432. {latent:39,awoken:62}, //C珠破吸
  433. {latent:40,awoken:20}, //心横解转转
  434. {latent:41,awoken:27}, //U解禁消
  435. {latent:46,awoken:45}, //心追解云封
  436. {latent:47,awoken:59}, //心L大SB
  437. {latent:48,awoken:60}, //L解禁武器
  438. ]
  439. }
  440. //等效觉醒列表
  441. const equivalent_awoken = [
  442. {small:10,big:52,times:2}, //防封
  443. {small:11,big:68,times:5}, //防暗
  444. {small:12,big:69,times:5}, //防废
  445. {small:13,big:70,times:5}, //防毒
  446. {small:19,big:53,times:2}, //手指
  447. {small:21,big:56,times:2}, //SB
  448. {small:27,big:96,times:2}, //U
  449. {small:51,big:97,times:2}, //5色溜
  450. {small:9,big:98,times:2}, //自回
  451. {small:14,big:99,times:2}, //火+
  452. {small:15,big:100,times:2},//水+
  453. {small:16,big:101,times:2},//木+
  454. {small:17,big:102,times:2},//光+
  455. {small:18,big:103,times:2},//暗+
  456. {small:29,big:104,times:2},//心+
  457. ];
  458. //官方的觉醒排列顺序
  459. const official_awoken_sorting = [
  460. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  461. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  462. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  463. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  464. 99,100,101,102,103,104, 98, 96, 97,
  465. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  466. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  467. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  468. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  469. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  470. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  471. 91, 92, 93, 94, 95, 105,
  472. ];
  473. //pdc的徽章对应数字
  474. const pdcBadgeMap = [
  475. {pdf:undefined,pdc:0}, //什么都没有
  476. {pdf:1,pdc:10}, //无限cost
  477. {pdf:2,pdc:12}, //小手指
  478. {pdf:3,pdc:9}, //全体攻击
  479. {pdf:4,pdc:5}, //小回复
  480. {pdf:5,pdc:1}, //小血量
  481. {pdf:6,pdc:3}, //小攻击
  482. {pdf:7,pdc:8}, //SB
  483. {pdf:8,pdc:18}, //队长防封
  484. {pdf:9,pdc:19}, //SX
  485. {pdf:11,pdc:7}, //无天降
  486. {pdf:17,pdc:6}, //大回复
  487. {pdf:18,pdc:2}, //大血量
  488. {pdf:19,pdc:4}, //大攻击
  489. {pdf:20,pdc:null}, //三维
  490. {pdf:21,pdc:13}, //大手指
  491. {pdf:10,pdc:11}, //加经验
  492. {pdf:12,pdc:15}, //墨镜
  493. {pdf:13,pdc:17}, //防废
  494. {pdf:14,pdc:16}, //防毒
  495. {pdf:129,pdc:14}, //月卡
  496. ];
  497. //pdc的潜觉对应数字
  498. const pdcLatentMap = [
  499. {pdf:1,pdc:1}, //HP
  500. {pdf:2,pdc:0}, //攻击
  501. {pdf:3,pdc:2}, //回复
  502. {pdf:4,pdc:19}, //手指
  503. {pdf:5,pdc:13}, //自回
  504. {pdf:6,pdc:14}, //火盾
  505. {pdf:7,pdc:15}, //水盾
  506. {pdf:8,pdc:16}, //木盾
  507. {pdf:9,pdc:17}, //光盾
  508. {pdf:10,pdc:18}, //暗盾
  509. {pdf:11,pdc:12}, //防坐
  510. {pdf:12,pdc:3}, //三维
  511. {pdf:13,pdc:35}, //不被换队长
  512. {pdf:13,pdc:47}, //不被换队长 ×1.5
  513. {pdf:14,pdc:37}, //不掉废
  514. {pdf:15,pdc:36}, //不掉毒
  515. {pdf:16,pdc:24}, //进化杀
  516. {pdf:17,pdc:25}, //觉醒杀
  517. {pdf:18,pdc:26}, //强化杀
  518. {pdf:19,pdc:27}, //卖钱杀
  519. {pdf:20,pdc:4}, //神杀
  520. {pdf:21,pdc:5}, //龙杀
  521. {pdf:22,pdc:6}, //恶魔杀
  522. {pdf:23,pdc:7}, //机械杀
  523. {pdf:24,pdc:8}, //平衡杀
  524. {pdf:25,pdc:9}, //攻击杀
  525. {pdf:26,pdc:10}, //体力杀
  526. {pdf:27,pdc:11}, //回复杀
  527. {pdf:28,pdc:20}, //大HP
  528. {pdf:29,pdc:21}, //大攻击
  529. {pdf:30,pdc:22}, //大回复
  530. {pdf:31,pdc:23}, //大手指
  531. {pdf:32,pdc:28}, //大火盾
  532. {pdf:33,pdc:29}, //大水盾
  533. {pdf:34,pdc:30}, //大木盾
  534. {pdf:35,pdc:31}, //大光盾
  535. {pdf:36,pdc:32}, //大暗盾
  536. {pdf:37,pdc:33}, //6色破无效
  537. {pdf:37,pdc:45}, //6色破无效 ×1.5
  538. {pdf:38,pdc:34}, //3色破属吸
  539. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  540. {pdf:39,pdc:40}, //C珠破吸
  541. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  542. {pdf:40,pdc:39}, //心横解转转
  543. {pdf:40,pdc:49}, //心横解转转 ×1.5
  544. {pdf:41,pdc:38}, //U解禁消
  545. {pdf:41,pdc:48}, //U解禁消 ×1.5
  546. {pdf:42,pdc:41}, //伤害上限解除
  547. {pdf:43,pdc:42}, //HP++
  548. {pdf:44,pdc:43}, //攻击++
  549. {pdf:45,pdc:44}, //回复++
  550. {pdf:46,pdc:51}, //心追解云封
  551. {pdf:46,pdc:52}, //心追解云封 ×1.5
  552. {pdf:47,pdc:53}, //心L大SB
  553. {pdf:47,pdc:54}, //心L大SB ×1.5
  554. {pdf:48,pdc:55}, //L解禁武器
  555. {pdf:48,pdc:56}, //L解禁武器 ×1.8
  556. ];
  557. //排序程序列表
  558. const sort_function_list = [
  559. {tag:"sort_none",name:"无",function:()=>0},
  560. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  561. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  562. let num = a.attrs[0] - b.attrs[0];
  563. if (num === 0) num = a.attrs[1] - b.attrs[1];
  564. return num;
  565. }
  566. },
  567. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  568. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  569. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  570. let num = card_a.attrs[0] - card_b.attrs[0];
  571. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  572. return num;
  573. }
  574. },
  575. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  576. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  577. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  578. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  579. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  580. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  581. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  582. }
  583. },
  584. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  585. function getEvoSkill(skill) {
  586. //232为进化后不循环技能,233为循环技能
  587. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  588. else return skill;
  589. }
  590. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  591. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  592. }
  593. },
  594. {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)},
  595. {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)},
  596. {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)},
  597. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  598. {
  599. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  600. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  601. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  602. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  603. return abA - abB;
  604. }
  605. },
  606. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  607. {
  608. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  609. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  610. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  611. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  612. return abA - abB;
  613. }
  614. },
  615. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  616. {
  617. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  618. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  619. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  620. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  621. return abA - abB;
  622. }
  623. },
  624. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  625. {
  626. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  627. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  628. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  629. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  630. return abA - abB;
  631. }
  632. },
  633. ];
  634. //增加特殊搜索模式
  635. const specialSearchFunctions = (function() {
  636. 'use strict';
  637. //返回卡片的队长技能
  638. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  639. {
  640. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  641. }
  642. //返回卡片的技能
  643. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  644. {
  645. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  646. }
  647. //返回卡片的技能
  648. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  649. {
  650. switch(skillGreatType)
  651. {
  652. case 1:
  653. case "leader":
  654. return getCardLeaderSkill(card, skillTypes, searchRandom);
  655. case 2:
  656. case "active":
  657. return getCardActiveSkill(card, skillTypes, searchRandom);
  658. default:
  659. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  660. }
  661. }
  662. //查找到真正起作用的那一个技能
  663. function getActuallySkill(skill, skillTypes, searchRandom = true)
  664. {
  665. if (skillTypes.includes(skill.type))
  666. {
  667. return skill;
  668. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  669. {
  670. const subSkills = skill.params.map(id=>Skills[id]);
  671. for(let i = 0;i < subSkills.length; i++)
  672. { //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
  673. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  674. if (foundSubSkill)
  675. {
  676. return foundSubSkill;
  677. }
  678. }
  679. return null;
  680. }else
  681. {
  682. return null;
  683. }
  684. }
  685. //获取血倍率
  686. function getHPScale(ls)
  687. {
  688. const sk = ls.params;
  689. let scale = 1;
  690. switch (ls.type)
  691. {
  692. case 23: case 30: case 62: case 77: case 63: case 65:
  693. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  694. scale = sk[sk.length-1]/100;
  695. break;
  696. case 73: case 76:
  697. case 121: case 129: case 163: case 177: case 186:
  698. case 155:
  699. scale = sk[2]/100;
  700. break;
  701. case 106: case 107: case 108:
  702. scale = sk[0]/100;
  703. break;
  704. case 125:
  705. scale = sk[5]/100;
  706. break;
  707. case 136:
  708. case 137:
  709. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  710. break;
  711. case 158:
  712. scale = sk[4]/100;
  713. break;
  714. case 175:
  715. case 178: case 185:
  716. scale = sk[3]/100;
  717. break;
  718. case 203: case 217:
  719. scale = sk[1]/100;
  720. break;
  721. case 245:
  722. scale = sk[3]/100;
  723. break;
  724. case 138: //调用其他队长技
  725. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  726. break;
  727. default:
  728. }
  729. return scale || 1;
  730. }
  731. //获取盾减伤比例
  732. function getReduceScale(ls, allAttr = false, noHPneed = false)
  733. {
  734. const sk = ls.params;
  735. let scale = 0;
  736. switch (ls.type)
  737. {
  738. case 16: //无条件盾
  739. scale = sk[0]/100;
  740. break;
  741. case 17: //单属性盾
  742. scale = allAttr ? 0 : sk[1]/100;
  743. break;
  744. case 36: //2个属性盾
  745. scale = allAttr ? 0 : sk[2]/100;
  746. break;
  747. case 38: //血线下 + 几率
  748. case 43: //血线上 + 几率
  749. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  750. break;
  751. case 129: //无条件盾,属性个数不固定
  752. case 163: //无条件盾,属性个数不固定
  753. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  754. break;
  755. case 178: //无条件盾,属性个数不固定
  756. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  757. break;
  758. case 130: //血线下 + 属性个数不固定
  759. case 131: //血线上 + 属性个数不固定
  760. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  761. break;
  762. case 151: //十字心触发
  763. case 169: //C触发
  764. case 198: //回血触发
  765. scale = sk[2]/100;
  766. break;
  767. case 170: //多色触发
  768. case 182: //长串触发
  769. case 193: //L触发
  770. scale = sk[3]/100;
  771. break;
  772. case 171: //多串触发
  773. scale = sk[6]/100;
  774. break;
  775. case 183: //又是个有两段血线的队长技
  776. scale = noHPneed ? 0 : sk[4]/100;
  777. break;
  778. case 210: //十字触发
  779. scale = sk[1]/100;
  780. break;
  781. case 235: { //可多次触发
  782. scale = (sk[4] || 0) / 100;
  783. break;
  784. }
  785. case 138: //调用其他队长技
  786. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  787. break;
  788. default:
  789. }
  790. return scale || 0;
  791. }
  792. //获取无条件盾减伤比例
  793. function getReduceScale_unconditional(ls)
  794. {
  795. const sk = ls.params;
  796. let scale = 0;
  797. switch (ls.type)
  798. {
  799. case 16: //无条件盾
  800. {
  801. scale = sk[0]/100;
  802. break;
  803. }
  804. case 129: //无条件盾,属性个数不固定
  805. case 163: //无条件盾,属性个数不固定
  806. {
  807. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  808. break;
  809. }
  810. case 178: //无条件盾,属性个数不固定
  811. {
  812. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  813. break;
  814. }
  815. case 138: //调用其他队长技
  816. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  817. break;
  818. default:
  819. }
  820. return scale || 0;
  821. }
  822. function getCannonAttr(skill)
  823. {
  824. const sk = skill.params;
  825. switch(skill.type)
  826. {
  827. case 0:
  828. case 1:
  829. case 37:
  830. case 58:
  831. case 59:
  832. case 84:
  833. case 85:
  834. case 86:
  835. case 87:
  836. case 115:
  837. return sk[0];
  838. case 110:
  839. case 143:
  840. return sk[1];
  841. case 42:
  842. return sk[1];
  843. case 144:
  844. return sk[3] ?? 0;
  845. default:
  846. return -1;
  847. }
  848. }
  849. function sortByParams(a,b,searchTypeArray,pidx = 0)
  850. {
  851. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  852. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  853. return a_pC - b_pC;
  854. }
  855. function sortByHPScal(a,b)
  856. {
  857. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  858. return getHPScale(a_s) - getHPScale(b_s);
  859. }
  860. function HPScal_Addition(card)
  861. {
  862. const skill = Skills[card.leaderSkillId];
  863. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  864. }
  865. function sortByReduceScale(a,b)
  866. {
  867. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  868. return getReduceScale(a_s) - getReduceScale(b_s);
  869. }
  870. function ReduceScale_Addition(card)
  871. {
  872. const skill = Skills[card.leaderSkillId];
  873. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  874. }
  875. function voidsAbsorption_Addition(card)
  876. {
  877. const searchTypeArray = [173];
  878. const skill = getCardActiveSkill(card, searchTypeArray);
  879. if (!skill) return;
  880. const sk = skill.params;
  881. if (sk[1] && sk[3])
  882. {
  883. return `双吸×${sk[0]}T`;
  884. }else
  885. {
  886. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  887. }
  888. }
  889. function unbind_Turns(card)
  890. {
  891. const outObj = {
  892. normal: 0,
  893. awoken: 0
  894. };
  895. const searchTypeArray = [117,179];
  896. const skill = getCardActiveSkill(card, searchTypeArray);
  897. if (skill)
  898. {
  899. const sk = skill.params;
  900. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  901. outObj.awoken = sk[4] || 0;
  902. }
  903. return outObj;
  904. }
  905. function unbind_Addition(card)
  906. {
  907. const turns = unbind_Turns(card);
  908. let strArr = [];
  909. if (turns.normal > 0 && turns.normal == turns.awoken)
  910. {
  911. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  912. }
  913. if (turns.normal > 0)
  914. {
  915. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  916. }
  917. if (turns.awoken > 0)
  918. {
  919. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  920. }
  921. return strArr.join(',');
  922. }
  923. function boardChange_ColorTypes(skill)
  924. {
  925. if (!skill) return [];
  926. const sk = skill.params;
  927. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  928. return colors;
  929. }
  930. function boardChange_Addition(card)
  931. {
  932. const searchTypeArray = [71];
  933. const skill = getCardActiveSkill(card, searchTypeArray);
  934. const colors = boardChange_ColorTypes(skill);
  935. return createOrbsList(colors);
  936. }
  937. function orbsChangeParse(skill)
  938. {
  939. function changes(from, to)
  940. {
  941. return {from:from,to:to};
  942. }
  943. let outArr = [];
  944. if (!skill) return outArr;
  945. const sk = skill.params;
  946. switch (skill.type)
  947. {
  948. case 9:{
  949. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  950. break;
  951. }
  952. case 20:{
  953. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  954. {
  955. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  956. }
  957. else
  958. {
  959. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  960. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  961. }
  962. break;
  963. }
  964. case 154:{
  965. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  966. break;
  967. }
  968. }
  969. return outArr;
  970. }
  971. function changeOrbs_Addition(card)
  972. {
  973. const searchTypeArray = [9,20,154];
  974. const skills = getCardActiveSkills(card, searchTypeArray);
  975. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  976. const fragment = document.createDocumentFragment();
  977. parsedSkills.forEach(p=>{
  978. fragment.appendChild(createOrbsList(p.from));
  979. fragment.appendChild(document.createTextNode(`→`));
  980. fragment.appendChild(createOrbsList(p.to));
  981. });
  982. return fragment;
  983. }
  984. function generateOrbsParse(card)
  985. {
  986. let outArr = [];
  987. const searchTypeArray = [141, 208];
  988. const skills = getCardActiveSkills(card, searchTypeArray);
  989. if (!skills.length) return outArr;
  990. for (const skill of skills)
  991. {
  992. const sk = skill.params;
  993. if (skill.type == 141)
  994. {
  995. outArr.push({
  996. count: sk[0],
  997. to: flags(sk[1] || 1),
  998. exclude: flags(sk[2]),
  999. });
  1000. }else
  1001. {
  1002. outArr.push({
  1003. count: sk[0],
  1004. to: flags(sk[1] || 1),
  1005. exclude: flags(sk[2]),
  1006. });
  1007. outArr.push({
  1008. count: sk[3],
  1009. to: flags(sk[4] || 1),
  1010. exclude: flags(sk[5]),
  1011. });
  1012. }
  1013. }
  1014. return outArr;
  1015. }
  1016. function generateOrbs_Addition(card)
  1017. {
  1018. const gens = generateOrbsParse(card);
  1019. const searchTypeArray = [141, 208];
  1020. const skill = getCardActiveSkill(card, searchTypeArray);
  1021. if (!skill) return;
  1022. const sk = skill.params;
  1023. const fragment = document.createDocumentFragment();
  1024. for (const gen of gens)
  1025. {
  1026. fragment.appendChild(createOrbsList(gen.to));
  1027. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1028. }
  1029. return fragment;
  1030. }
  1031. function lock_Addition(card)
  1032. {
  1033. const searchTypeArray = [152];
  1034. const skill = getCardActiveSkill(card, searchTypeArray);
  1035. if (!skill) return;
  1036. const sk = skill.params;
  1037. const fragment = document.createDocumentFragment();
  1038. fragment.appendChild(document.createTextNode(`锁`));
  1039. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1040. return fragment;
  1041. }
  1042. function dropLock_Addition(card)
  1043. {
  1044. const searchTypeArray = [205];
  1045. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1046. if (!skill) return;
  1047. const sk = skill.params;
  1048. const fragment = document.createDocumentFragment();
  1049. fragment.appendChild(document.createTextNode(`掉锁`));
  1050. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111)));
  1051. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1052. return fragment;
  1053. }
  1054. function dropOrb_Addition(card)
  1055. {
  1056. const searchTypeArray = [126];
  1057. const skill = getCardActiveSkill(card, searchTypeArray);
  1058. if (!skill) return;
  1059. const sk = skill.params;
  1060. const colors = flags(sk[0]);
  1061. const fragment = document.createDocumentFragment();
  1062. fragment.appendChild(createOrbsList(colors));
  1063. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1064. return fragment;
  1065. }
  1066. function generateColumnOrbs_Addition(card)
  1067. {
  1068. const searchTypeArray = [127];
  1069. const skill = getCardActiveSkill(card, searchTypeArray);
  1070. if (!skill) return;
  1071. const sk = skill.params;
  1072. const colors = [];
  1073. for (let ai=0;ai<sk.length;ai+=2)
  1074. {
  1075. colors.push(flags(sk[ai+1]));
  1076. }
  1077. const fragment = document.createDocumentFragment();
  1078. fragment.appendChild(document.createTextNode(`竖`));
  1079. fragment.appendChild(createOrbsList(colors.flat()));
  1080. return fragment;
  1081. }
  1082. function generateRowOrbs_Addition(card)
  1083. {
  1084. const searchTypeArray = [128];
  1085. const skill = getCardActiveSkill(card, searchTypeArray);
  1086. if (!skill) return;
  1087. const sk = skill.params;
  1088. const colors = [];
  1089. for (let ai=0;ai<sk.length;ai+=2)
  1090. {
  1091. colors.push(flags(sk[ai+1]));
  1092. }
  1093. const fragment = document.createDocumentFragment();
  1094. fragment.appendChild(document.createTextNode(`横`));
  1095. fragment.appendChild(createOrbsList(colors.flat()));
  1096. return fragment;
  1097. }
  1098. function numericalATK_Addition(card)
  1099. {
  1100. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1101. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1102. const skill = getCardActiveSkill(card, searchTypeArray);
  1103. if (!skill) return;
  1104. //const sk = skill.params;
  1105. const colors = [getCannonAttr(skill)];
  1106. const fragment = document.createDocumentFragment();
  1107. fragment.append(`射`);
  1108. fragment.append(createOrbsList(colors));
  1109. if (typeArray_Rate.includes(skill.type)) {
  1110. function getNumber(skill){
  1111. const sk = skill.params;
  1112. switch(skill.type)
  1113. {
  1114. case 0:
  1115. case 37:
  1116. case 58:
  1117. case 59:
  1118. case 84:
  1119. case 85:
  1120. case 115:
  1121. return sk[1];
  1122. case 2:
  1123. case 35:
  1124. return sk[0];
  1125. default:
  1126. return 0;
  1127. }
  1128. }
  1129. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1130. }
  1131. return fragment;
  1132. }
  1133. function memberATK_Addition(card)
  1134. {
  1135. const searchTypeArray = [230];
  1136. const skill = getCardActiveSkill(card, searchTypeArray);
  1137. if (!skill) return;
  1138. const sk = skill.params;
  1139. const fragment = document.createDocumentFragment();
  1140. const ul = fragment.appendChild(document.createElement("ul"));
  1141. ul.className = "team-flags";
  1142. for (let i = 0; i<6; i++) {
  1143. const li = ul.appendChild(document.createElement("li"));
  1144. li.className = "team-member-icon";
  1145. }
  1146. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1147. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1148. let str = '';
  1149. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1150. fragment.appendChild(document.createTextNode(str));
  1151. return fragment;
  1152. }
  1153. function dixedDamage_Addition(card)
  1154. {
  1155. const searchTypeArray = [55, 188, 56];
  1156. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1157. if (!skills.length) return;
  1158. const skill = skills[0];
  1159. const sk = skill.params;
  1160. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1161. }
  1162. function gravity_Addition(card)
  1163. {
  1164. const searchTypeArray = [6, 161];
  1165. const skill = getCardActiveSkill(card, searchTypeArray);
  1166. if (!skill) return;
  1167. const sk = skill.params;
  1168. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1169. }
  1170. function healImmediately_Rate(card)
  1171. {
  1172. const searchTypeArray = [7, //自身回复力
  1173. 8, //固定点数
  1174. 35,115, //吸血
  1175. 117
  1176. ];
  1177. const skills = getCardActiveSkills(card, searchTypeArray);
  1178. const outObj = {
  1179. vampire: 0,
  1180. selfRcv: 0,
  1181. const: 0,
  1182. scale: 0,
  1183. };
  1184. if (!skills.length) return outObj;
  1185. skills.forEach(skill=>{
  1186. const sk = skill.params;
  1187. if (skill.type == 7)
  1188. {
  1189. outObj.selfRcv += sk[0];
  1190. }
  1191. else if(skill.type == 8)
  1192. {
  1193. outObj.const += sk[0];
  1194. }
  1195. else if(skill.type == 35)
  1196. {
  1197. outObj.vampire += sk[1];
  1198. }
  1199. else if(skill.type == 115)
  1200. {
  1201. outObj.vampire += sk[2];
  1202. }
  1203. else if(skill.type == 117)
  1204. {
  1205. outObj.selfRcv += sk[1] || 0;
  1206. outObj.const += sk[2] || 0;
  1207. outObj.scale += sk[3] || 0;
  1208. }
  1209. });
  1210. return outObj;
  1211. }
  1212. function atkBuff_Rate(card)
  1213. {
  1214. const searchTypeArray = [
  1215. 88,92, //类型的
  1216. 50,90, //属性的,要排除回复力
  1217. 156,168,231, //宝石姬
  1218. 228, //属性、类型数量
  1219. ];
  1220. const skills = getCardActiveSkills(card, searchTypeArray);
  1221. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1222. function atkBuffParse(skill) {
  1223. const outObj = {
  1224. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1225. types: [],
  1226. attrs: [],
  1227. awoken: [],
  1228. rate: 0,
  1229. turns: 0,
  1230. };
  1231. if (!skill) return outObj;
  1232. const sk = skill.params;
  1233. if (skill.type == 88 || skill.type == 92)
  1234. {
  1235. outObj.skilltype = 2;
  1236. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1237. outObj.turns = sk[0];
  1238. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1239. }
  1240. else if(skill.type == 50 || skill.type == 90)
  1241. {
  1242. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1243. if (!outObj.attrs.length) //去除回复力
  1244. return outObj;
  1245. outObj.skilltype = 2;
  1246. outObj.turns = sk[0];
  1247. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1248. }
  1249. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1250. || skill.type == 168)
  1251. {
  1252. outObj.skilltype = 1;
  1253. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1254. outObj.turns = sk[0];
  1255. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1256. }
  1257. else if(skill.type == 228 && sk[3] > 0)
  1258. {
  1259. outObj.skilltype = 1;
  1260. outObj.attrs = flags(sk[1]);
  1261. outObj.types = flags(sk[2]);
  1262. outObj.turns = sk[0];
  1263. outObj.rate = sk[3];
  1264. }
  1265. else if(skill.type == 231 && sk[6] > 0)
  1266. {
  1267. outObj.skilltype = 1;
  1268. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1269. outObj.turns = sk[0];
  1270. outObj.rate = sk[6];
  1271. }
  1272. return outObj;
  1273. }
  1274. }
  1275. function rcvBuff_Rate(card)
  1276. {
  1277. const searchTypeArray = [
  1278. 50,90,
  1279. 228, 231, //宝石姬
  1280. ];
  1281. const skills = getCardActiveSkills(card, searchTypeArray);
  1282. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1283. function rcvBuffParse(skill) {
  1284. const outObj = {
  1285. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1286. types: [],
  1287. attrs: [],
  1288. awoken: [],
  1289. rate: 0,
  1290. turns: 0,
  1291. };
  1292. if (!skill) return outObj;
  1293. const sk = skill.params;
  1294. if (skill.type == 228 && sk[4] > 0) {
  1295. outObj.skilltype = 1;
  1296. outObj.attrs = flags(sk[1]);
  1297. outObj.types = flags(sk[2]);
  1298. outObj.turns = sk[0];
  1299. outObj.rate = sk[4];
  1300. } else if (skill.type == 231 && sk[7] > 0) {
  1301. outObj.skilltype = 1;
  1302. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1303. outObj.turns = sk[0];
  1304. outObj.rate = sk[7];
  1305. } else if (skill.type == 50 || skill.type == 90) {
  1306. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1307. outObj.turns = sk[0];
  1308. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1309. }
  1310. return outObj;
  1311. }
  1312. }
  1313. function damageSelf_Rate(card)
  1314. {
  1315. const searchTypeArray = [84,85,86,87,195];
  1316. const skill = getCardActiveSkill(card, searchTypeArray);
  1317. if (!skill) return 0;
  1318. const sk = skill.params;
  1319. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1320. }
  1321. function changeEnemiesAttr_Attr(card)
  1322. {
  1323. const outObj = {
  1324. attr: null,
  1325. turns: 0
  1326. }
  1327. const searchTypeArray = [153, 224];
  1328. const skill = getCardActiveSkill(card, searchTypeArray);
  1329. if (!skill) return outObj;
  1330. const sk = skill.params;
  1331. if (skill.type == 153)
  1332. {
  1333. outObj.attr = sk[0];
  1334. }
  1335. else if (skill.type == 224)
  1336. {
  1337. outObj.attr = sk[1] || 0;
  1338. outObj.turns = sk[0];
  1339. }
  1340. return outObj;
  1341. }
  1342. //创建1个觉醒图标
  1343. function createAwokenIcon(awokenId)
  1344. {
  1345. const icon = document.createElement("icon");
  1346. icon.className ="awoken-icon";
  1347. icon.setAttribute("data-awoken-icon", awokenId);
  1348. return icon;
  1349. }
  1350. //产生一个觉醒列表
  1351. function creatAwokenList(awokens) {
  1352. const ul = document.createElement("ul");
  1353. ul.className = "awoken-ul";
  1354. awokens.forEach(ak=>{
  1355. const li = ul.appendChild(document.createElement("li"));
  1356. const icon = li.appendChild(createAwokenIcon(ak));
  1357. });
  1358. return ul;
  1359. }
  1360. //产生宝珠列表
  1361. function createOrbsList(orbs)
  1362. {
  1363. if (orbs == undefined) orbs = [0];
  1364. else if (!Array.isArray(orbs)) orbs = [orbs];
  1365. const ul = document.createElement("ul");
  1366. ul.className = "board";
  1367. orbs.forEach(orbType => {
  1368. const li = ul.appendChild(document.createElement("li"));
  1369. li.className = `orb-icon`;
  1370. li.setAttribute("data-orb-icon", orbType);
  1371. });
  1372. return ul;
  1373. }
  1374. //产生类型列表
  1375. function createTypesList(types)
  1376. {
  1377. if (types == undefined) types = [0];
  1378. else if (!Array.isArray(types)) types = [types];
  1379. const ul = document.createElement("ul");
  1380. ul.className = "types-ul";
  1381. types.forEach(type => {
  1382. const li = ul.appendChild(document.createElement("li"));
  1383. li.className = `type-icon`;
  1384. li.setAttribute("data-type-icon", type);
  1385. });
  1386. return ul;
  1387. }
  1388. const functions = [
  1389. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1390. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1391. ]},
  1392. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1393. {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)"},
  1394. function:cards=>{
  1395. const searchTypeArray = [173];
  1396. return cards.filter(card=>{
  1397. const skill = getCardActiveSkill(card, searchTypeArray);
  1398. return skill && skill.params[1];
  1399. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1400. },addition:voidsAbsorption_Addition},
  1401. /*{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)"},
  1402. function:cards=>{
  1403. const searchTypeArray = [173];
  1404. return cards.filter(card=>{
  1405. const skill = getCardActiveSkill(card, searchTypeArray);
  1406. return skill && skill.params[2];
  1407. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1408. },addition:voidsAbsorption_Addition},*/
  1409. {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)"},
  1410. function:cards=>{
  1411. const searchTypeArray = [173];
  1412. return cards.filter(card=>{
  1413. const skill = getCardActiveSkill(card, searchTypeArray);
  1414. return skill && skill.params[3];
  1415. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1416. },addition:voidsAbsorption_Addition},
  1417. {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)"},
  1418. function:cards=>{
  1419. const searchTypeArray = [173];
  1420. return cards.filter(card=>{
  1421. const skill = getCardActiveSkill(card, searchTypeArray);
  1422. return skill && skill.params[1] && skill.params[3];
  1423. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1424. },addition:voidsAbsorption_Addition},
  1425. {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)"},
  1426. function:cards=>{
  1427. const searchTypeArray = [191];
  1428. return cards.filter(card=>{
  1429. const skill = getCardActiveSkill(card, searchTypeArray);
  1430. return skill;
  1431. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1432. },
  1433. addition:card=>{
  1434. const searchTypeArray = [191];
  1435. const skill = getCardActiveSkill(card, searchTypeArray);
  1436. if (!skill) return;
  1437. const sk = skill.params;
  1438. return document.createTextNode(`破贯×${sk[0]}T`);
  1439. }
  1440. },
  1441. ]},
  1442. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1443. {
  1444. 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)"},
  1445. function:cards=>{
  1446. return cards.filter(card=>{
  1447. const turns = unbind_Turns(card);
  1448. return turns.normal > 0;
  1449. }).sort((a,b)=>{
  1450. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1451. let a_pC = a_s.normal, b_pC = b_s.normal;
  1452. return a_pC - b_pC;
  1453. });
  1454. },
  1455. addition:unbind_Addition
  1456. },
  1457. {
  1458. 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)"},
  1459. function:cards=>{
  1460. return cards.filter(card=>{
  1461. const turns = unbind_Turns(card);
  1462. return turns.awoken > 0;
  1463. }).sort((a,b)=>{
  1464. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1465. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1466. return a_pC - b_pC;
  1467. });
  1468. },
  1469. addition:unbind_Addition
  1470. },
  1471. {
  1472. 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)"},
  1473. function:cards=>{
  1474. return cards.filter(card=>{
  1475. const turns = unbind_Turns(card);
  1476. return turns.normal && turns.awoken > 0;
  1477. }).sort((a,b)=>{
  1478. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1479. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1480. return a_pC - b_pC;
  1481. });
  1482. },
  1483. addition:unbind_Addition
  1484. },
  1485. {
  1486. 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)"},
  1487. function:cards=>{
  1488. const searchTypeArray = [196];
  1489. return cards.filter(card=>{
  1490. const skill = getCardActiveSkill(card, searchTypeArray);
  1491. return skill;
  1492. }).sort((a,b)=>{
  1493. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1494. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1495. return a_pC - b_pC;
  1496. })
  1497. },
  1498. addition:card=>{
  1499. const searchTypeArray = [196];
  1500. const skill = getCardActiveSkill(card, searchTypeArray);
  1501. if (!skill) return;
  1502. const sk = skill.params;
  1503. const value = sk[0];
  1504. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1505. }
  1506. },
  1507. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1508. function:cards=>cards.filter(card=>{
  1509. const searchTypeArray = [215];
  1510. const skill = getCardActiveSkill(card, searchTypeArray);
  1511. return skill;
  1512. }),
  1513. addition:card=>{
  1514. const searchTypeArray = [215];
  1515. const skill = getCardActiveSkill(card, searchTypeArray);
  1516. if (!skill) return;
  1517. const sk = skill.params;
  1518. const fragment = document.createDocumentFragment();
  1519. fragment.appendChild(document.createTextNode(`自封`));
  1520. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1521. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1522. return fragment;
  1523. }
  1524. },
  1525. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1526. function:cards=>cards.filter(card=>{
  1527. const searchTypeArray = [214];
  1528. const skill = getCardActiveSkill(card, searchTypeArray);
  1529. return skill;
  1530. }),
  1531. addition:card=>{
  1532. const searchTypeArray = [214];
  1533. const skill = getCardActiveSkill(card, searchTypeArray);
  1534. if (!skill) return;
  1535. const sk = skill.params;
  1536. return document.createTextNode(`自封技${sk[0]}T`);
  1537. }
  1538. },
  1539. ]},
  1540. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1541. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  1542. function:cards=>cards.filter(card=>{
  1543. const searchTypeArray = [156,168,228,231];
  1544. const skill = getCardActiveSkill(card, searchTypeArray);
  1545. return skill;
  1546. })
  1547. },
  1548. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1549. function:cards=>{
  1550. return cards.filter(card=>{
  1551. const atkbuff = rcvBuff_Rate(card);
  1552. return atkbuff.skilltype > 0;
  1553. }).sort((a,b)=>{
  1554. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1555. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1556. if (sortNum == 0)
  1557. sortNum = a_pC.rate - b_pC.rate;
  1558. if (sortNum == 0)
  1559. sortNum = a_pC.turns - b_pC.turns;
  1560. return sortNum;
  1561. });
  1562. },
  1563. addition:card=>{
  1564. const atkbuff = rcvBuff_Rate(card);
  1565. const fragment = document.createDocumentFragment();
  1566. fragment.appendChild(createOrbsList([5]));
  1567. if (atkbuff.skilltype == 0) return fragment;
  1568. if (atkbuff.skilltype == 1)
  1569. {
  1570. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1571. if (atkbuff.awoken.length)
  1572. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1573. if (atkbuff.attrs.length)
  1574. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1575. if (atkbuff.types.length)
  1576. fragment.appendChild(createTypesList(atkbuff.types));
  1577. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1578. }else if (atkbuff.skilltype == 2)
  1579. {
  1580. if (atkbuff.attrs.length)
  1581. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1582. if (atkbuff.types.length)
  1583. fragment.appendChild(createTypesList(atkbuff.types));
  1584. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1585. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1586. }
  1587. return fragment;
  1588. }
  1589. },
  1590. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1591. function:cards=>{
  1592. return cards.filter(card=>{
  1593. const atkbuff = atkBuff_Rate(card);
  1594. return atkbuff.skilltype > 0;
  1595. }).sort((a,b)=>{
  1596. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1597. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1598. if (sortNum == 0)
  1599. sortNum = a_pC.rate - b_pC.rate;
  1600. if (sortNum == 0)
  1601. sortNum = a_pC.turns - b_pC.turns;
  1602. return sortNum;
  1603. });
  1604. },
  1605. addition:card=>{
  1606. const atkbuff = atkBuff_Rate(card);
  1607. const fragment = document.createDocumentFragment();
  1608. if (atkbuff.skilltype == 0) return fragment;
  1609. if (atkbuff.skilltype == 1)
  1610. {
  1611. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1612. if (atkbuff.awoken.length)
  1613. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1614. if (atkbuff.attrs.length)
  1615. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1616. if (atkbuff.types.length)
  1617. fragment.appendChild(createTypesList(atkbuff.types));
  1618. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1619. }else if (atkbuff.skilltype == 2)
  1620. {
  1621. if (atkbuff.attrs.length)
  1622. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1623. if (atkbuff.types.length)
  1624. fragment.appendChild(createTypesList(atkbuff.types));
  1625. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1626. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1627. }
  1628. return fragment;
  1629. }
  1630. },
  1631. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1632. function:cards=>{
  1633. const searchTypeArray = [132];
  1634. return cards.filter(card=>{
  1635. const skill = getCardActiveSkill(card, searchTypeArray);
  1636. return skill;
  1637. }).sort((a,b)=>{
  1638. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1639. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1640. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1641. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1642. });
  1643. },
  1644. addition:card=>{
  1645. const searchTypeArray = [132];
  1646. const skill = getCardActiveSkill(card, searchTypeArray);
  1647. if (!skill) return;
  1648. const sk = skill.params;
  1649. let str = "👆";
  1650. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1651. if (sk[2]) str += `x${sk[2]/100}`;
  1652. str += `x${sk[0]}T`;
  1653. return str;
  1654. }
  1655. },
  1656. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  1657. function:cards=>{
  1658. const searchTypeArray = [184];
  1659. return cards.filter(card=>{
  1660. const skill = getCardActiveSkill(card, searchTypeArray);
  1661. return skill;
  1662. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1663. },
  1664. addition:card=>{
  1665. const searchTypeArray = [184];
  1666. const skill = getCardActiveSkill(card, searchTypeArray);
  1667. if (!skill) return;
  1668. const sk = skill.params;
  1669. return `无↓×${sk[0]}T`;
  1670. }
  1671. },
  1672. {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)"},
  1673. function:cards=>{
  1674. const searchTypeArray = [160];
  1675. return cards.filter(card=>{
  1676. const skill = getCardActiveSkill(card, searchTypeArray);
  1677. return skill;
  1678. }).sort((a,b)=>{
  1679. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1680. return a_s.params[1] - b_s.params[1];
  1681. });
  1682. },
  1683. addition:card=>{
  1684. const searchTypeArray = [160];
  1685. const skill = getCardActiveSkill(card, searchTypeArray);
  1686. if (!skill) return;
  1687. const sk = skill.params;
  1688. return `+${sk[1]}C×${sk[0]}T`;
  1689. }
  1690. },
  1691. {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)"},
  1692. function:cards=>{
  1693. const searchTypeArray = [3,156];
  1694. return cards.filter(card=>{
  1695. const skill = getCardActiveSkill(card, searchTypeArray);
  1696. if (!skill) return false;
  1697. if (skill.type == 156)
  1698. return skill.params[4]==3;
  1699. else
  1700. return true;
  1701. }).sort((a,b)=>{
  1702. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1703. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1704. if (!sortNum)
  1705. {
  1706. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1707. sortNum = a_pC - b_pC;
  1708. }
  1709. return sortNum;
  1710. });
  1711. },
  1712. addition:card=>{
  1713. const searchTypeArray = [3,156];
  1714. const skill = getCardActiveSkill(card, searchTypeArray);
  1715. if (!skill) return;
  1716. const sk = skill.params;
  1717. const fragment = document.createDocumentFragment();
  1718. if (skill.type == 156)
  1719. {
  1720. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1721. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1722. fragment.appendChild(creatAwokenList(awokenArr));
  1723. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1724. }else
  1725. {
  1726. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1727. }
  1728. return fragment;
  1729. }
  1730. },
  1731. {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)"},
  1732. function:cards=>{
  1733. const searchTypeArray = [3];
  1734. return cards.filter(card=>{
  1735. const skill = getCardActiveSkill(card, searchTypeArray);
  1736. return skill && skill.params[1]>=100;
  1737. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1738. },
  1739. addition:card=>{
  1740. const searchTypeArray = [3];
  1741. const skill = getCardActiveSkill(card, searchTypeArray);
  1742. if (!skill) return;
  1743. const sk = skill.params;
  1744. return `无敌×${sk[0]}T`;
  1745. }
  1746. },
  1747. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  1748. function:cards=>{
  1749. const searchTypeArray = [21];
  1750. return cards.filter(card=>{
  1751. const skill = getCardActiveSkill(card, searchTypeArray);
  1752. return skill;
  1753. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1754. },
  1755. addition:card=>{
  1756. const searchTypeArray = [21];
  1757. const skill = getCardActiveSkill(card, searchTypeArray);
  1758. if (!skill) return;
  1759. const sk = skill.params;
  1760. const colors = [sk[1]];
  1761. const fragment = document.createDocumentFragment();
  1762. fragment.appendChild(document.createTextNode(`-`));
  1763. fragment.appendChild(createOrbsList(colors));
  1764. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1765. return fragment;
  1766. }
  1767. },
  1768. {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)"},
  1769. function:cards=>{
  1770. const searchTypeArray = [51];
  1771. return cards.filter(card=>{
  1772. const skill = getCardActiveSkill(card, searchTypeArray);
  1773. return skill;
  1774. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1775. },
  1776. addition:card=>{
  1777. const searchTypeArray = [51];
  1778. const skill = getCardActiveSkill(card, searchTypeArray);
  1779. if (!skill) return;
  1780. const sk = skill.params;
  1781. return `全体×${sk[0]}T`;
  1782. }
  1783. },
  1784. ]},
  1785. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  1786. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  1787. function:cards=>{
  1788. const searchTypeArray = [205];
  1789. return cards.filter(card=>{
  1790. const skill = getCardActiveSkill(card, searchTypeArray);
  1791. return skill;
  1792. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1793. },
  1794. addition:dropLock_Addition
  1795. },
  1796. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  1797. function:cards=>{
  1798. const searchTypeArray = [205];
  1799. return cards.filter(card=>{
  1800. const skill = getCardActiveSkill(card, searchTypeArray);
  1801. return skill && (skill.params[0] & 63) === 63;
  1802. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1803. },
  1804. addition:dropLock_Addition
  1805. },
  1806. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"},
  1807. function:cards=>{
  1808. const searchTypeArray = [180];
  1809. return cards.filter(card=>{
  1810. const skill = getCardActiveSkill(card, searchTypeArray);
  1811. return skill;
  1812. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1813. },
  1814. addition:card=>{
  1815. const searchTypeArray = [180];
  1816. const skill = getCardActiveSkill(card, searchTypeArray);
  1817. if (!skill) return;
  1818. const sk = skill.params;
  1819. return `${sk[1]}%×${sk[0]}T`;
  1820. }
  1821. },
  1822. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  1823. function:cards=>cards.filter(card=>{
  1824. const searchTypeArray = [126];
  1825. const skill = getCardActiveSkill(card, searchTypeArray);
  1826. return skill;
  1827. }),
  1828. addition:dropOrb_Addition
  1829. },
  1830. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  1831. function:cards=>cards.filter(card=>{
  1832. const searchTypeArray = [126];
  1833. const skill = getCardActiveSkill(card, searchTypeArray);
  1834. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  1835. }),
  1836. addition:dropOrb_Addition
  1837. },
  1838. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"},
  1839. function:cards=>cards.filter(card=>{
  1840. const searchTypeArray = [126];
  1841. const skill = getCardActiveSkill(card, searchTypeArray);
  1842. return skill && skill.params[1] >= 99;
  1843. }),
  1844. addition:dropOrb_Addition
  1845. },
  1846. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  1847. function:cards=>cards.filter(card=>{
  1848. const searchTypeArray = [126];
  1849. const skill = getCardActiveSkill(card, searchTypeArray);
  1850. return skill && skill.params[3] == 100;
  1851. }),
  1852. addition:dropOrb_Addition
  1853. },
  1854. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  1855. function:cards=>{
  1856. const searchTypeArray = [226];
  1857. return cards.filter(card=>{
  1858. const skill = getCardActiveSkill(card, searchTypeArray);
  1859. return skill;
  1860. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1861. },
  1862. addition:card=>{
  1863. const searchTypeArray = [226];
  1864. const skill = getCardActiveSkill(card, searchTypeArray);
  1865. if (!skill) return;
  1866. const sk = skill.params;
  1867. return `📌${sk[1]}%×${sk[0]}T`;
  1868. }
  1869. },
  1870. ]},
  1871. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1872. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  1873. function:cards=>{
  1874. const searchTypeArray = [18];
  1875. return cards.filter(card=>{
  1876. const skill = getCardActiveSkill(card, searchTypeArray);
  1877. return skill;
  1878. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1879. },
  1880. addition:card=>{
  1881. const searchTypeArray = [18];
  1882. const skill = getCardActiveSkill(card, searchTypeArray);
  1883. if (!skill) return;
  1884. const sk = skill.params;
  1885. return document.createTextNode(`威吓×${sk[0]}T`);
  1886. }
  1887. },
  1888. {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)"},
  1889. function:cards=>{
  1890. const searchTypeArray = [19];
  1891. return cards.filter(card=>{
  1892. const skill = getCardActiveSkill(card, searchTypeArray);
  1893. return skill;
  1894. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1895. },
  1896. addition:card=>{
  1897. const searchTypeArray = [19];
  1898. const skill = getCardActiveSkill(card, searchTypeArray);
  1899. if (!skill) return;
  1900. const sk = skill.params;
  1901. return `破防${sk[1]}%`;
  1902. }
  1903. },
  1904. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  1905. function:cards=>{
  1906. const searchTypeArray = [19];
  1907. return cards.filter(card=>{
  1908. const skill = getCardActiveSkill(card, searchTypeArray);
  1909. return skill && skill.params[1]>=100;
  1910. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1911. },
  1912. addition:card=>{
  1913. const searchTypeArray = [19];
  1914. const skill = getCardActiveSkill(card, searchTypeArray);
  1915. if (!skill) return;
  1916. const sk = skill.params;
  1917. return `全破×${sk[0]}T`;
  1918. }
  1919. },
  1920. {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)"},
  1921. function:cards=>{
  1922. const searchTypeArray = [4];
  1923. return cards.filter(card=>{
  1924. const skill = getCardActiveSkill(card, searchTypeArray);
  1925. return skill;
  1926. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1927. },
  1928. addition:card=>{
  1929. const searchTypeArray = [4];
  1930. const skill = getCardActiveSkill(card, searchTypeArray);
  1931. if (!skill) return;
  1932. const sk = skill.params;
  1933. return `攻击力×${sk[0]/100}倍`;
  1934. }
  1935. },
  1936. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  1937. function:cards=>{
  1938. return cards.filter(card=>{
  1939. return changeEnemiesAttr_Attr(card).attr != null;
  1940. }).sort((a,b)=>{
  1941. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1942. return a_pC.attr - b_pC.attr;
  1943. })
  1944. },
  1945. addition:card=>{
  1946. let change = changeEnemiesAttr_Attr(card);
  1947. const fragment = document.createDocumentFragment();
  1948. fragment.appendChild(document.createTextNode(`敌→`));
  1949. fragment.appendChild(createOrbsList(change.attr));
  1950. if (change.turns > 0)
  1951. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1952. return fragment;
  1953. }
  1954. },
  1955. {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)"},
  1956. function:cards=>{
  1957. const searchTypeArray = [60];
  1958. return cards.filter(card=>{
  1959. const skill = getCardActiveSkill(card, searchTypeArray);
  1960. return skill;
  1961. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1962. },
  1963. addition:card=>{
  1964. const searchTypeArray = [60];
  1965. const skill = getCardActiveSkill(card, searchTypeArray);
  1966. if (!skill) return;
  1967. const sk = skill.params;
  1968. const fragment = document.createDocumentFragment();
  1969. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1970. fragment.appendChild(createOrbsList(sk[2]));
  1971. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1972. return fragment;
  1973. }
  1974. },
  1975. ]},
  1976. {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: [
  1977. {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)"},
  1978. function:cards=>{
  1979. const searchTypeArray = [146];
  1980. return cards.filter(card=>{
  1981. const skill = getCardActiveSkill(card, searchTypeArray);
  1982. return skill;
  1983. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1984. },
  1985. addition:card=>{
  1986. const searchTypeArray = [146];
  1987. const skill = getCardActiveSkill(card, searchTypeArray);
  1988. if (!skill) return;
  1989. const sk = skill.params;
  1990. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1991. }
  1992. },
  1993. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1994. function:cards=>{
  1995. const searchTypeArray = [218];
  1996. return cards.filter(card=>{
  1997. const skill = getCardActiveSkill(card, searchTypeArray);
  1998. return skill;
  1999. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2000. },
  2001. addition:card=>{
  2002. const searchTypeArray = [218];
  2003. const skill = getCardActiveSkill(card, searchTypeArray);
  2004. if (!skill) return;
  2005. const sk = skill.params;
  2006. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2007. }
  2008. },
  2009. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  2010. function:cards=>cards.filter(card=>{
  2011. const searchTypeArray = [93, 227];
  2012. const skill = getCardActiveSkill(card, searchTypeArray);
  2013. return skill;
  2014. }),
  2015. addition:card=>{
  2016. const searchTypeArray = [93, 227];
  2017. const skill = getCardActiveSkill(card, searchTypeArray);
  2018. if (!skill) return;
  2019. return skill.type == 93 ? '换自身' : '换最后队员';
  2020. }
  2021. },
  2022. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  2023. function:cards=>{
  2024. function getIncreaseDamageCap(skill)
  2025. {
  2026. let cap = 0;
  2027. switch (skill.type) {
  2028. case 241:
  2029. cap = skill.params[1];
  2030. break;
  2031. case 246:
  2032. cap = skill.params[2];
  2033. break;
  2034. case 247:
  2035. cap = skill.params[3];
  2036. break;
  2037. }
  2038. return cap;
  2039. }
  2040. const searchTypeArray = [241, 246, 247];
  2041. return cards.filter(card=>{
  2042. const skill = getCardActiveSkill(card, searchTypeArray);
  2043. return skill;
  2044. }).sort((a,b)=>{
  2045. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  2046. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  2047. return a_pC - b_pC;
  2048. });
  2049. },
  2050. addition:card=>{
  2051. const searchTypeArray = [241, 246, 247];
  2052. const skill = getCardActiveSkill(card, searchTypeArray);
  2053. if (!skill) return;
  2054. const sk = skill.params;
  2055. let cap;
  2056. switch (skill.type) {
  2057. case 241:
  2058. cap = sk[1];
  2059. break;
  2060. case 246:
  2061. cap = sk[2];
  2062. break;
  2063. case 247:
  2064. cap = sk[3];
  2065. break;
  2066. }
  2067. if (skill.type == 241) {
  2068. return `${(cap*1e8).bigNumberToString()}×${sk[0]}T`;
  2069. } else {
  2070. return `${(cap*1e8).bigNumberToString()} in ${sk[0]}S`;
  2071. }
  2072. }
  2073. },
  2074. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  2075. function:cards=>{
  2076. const searchTypeArray = [230];
  2077. return cards.filter(card=>{
  2078. const skill = getCardActiveSkill(card, searchTypeArray);
  2079. return skill;
  2080. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2081. },
  2082. addition:memberATK_Addition
  2083. },
  2084. {name:"Member ATK rate change - Self",otLangName:{chs:"队员攻击力 buff - 自身",cht:"隊員攻擊力 buff - 自身"},
  2085. function:cards=>{
  2086. const searchTypeArray = [230];
  2087. return cards.filter(card=>{
  2088. const skill = getCardActiveSkill(card, searchTypeArray);
  2089. return skill && Boolean(skill.params[1] & 1<<0);
  2090. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2091. },
  2092. addition:memberATK_Addition
  2093. },
  2094. {name:"Member ATK rate change - Leader",otLangName:{chs:"队员攻击力 buff - 队长",cht:"隊員攻擊力 buff - 隊長"},
  2095. function:cards=>{
  2096. const searchTypeArray = [230];
  2097. return cards.filter(card=>{
  2098. const skill = getCardActiveSkill(card, searchTypeArray);
  2099. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  2100. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2101. },
  2102. addition:memberATK_Addition
  2103. },
  2104. {name:"Member ATK rate change - Member",otLangName:{chs:"队员攻击力 buff - 队员",cht:"隊員攻擊力 buff - 隊員"},
  2105. function:cards=>{
  2106. const searchTypeArray = [230];
  2107. return cards.filter(card=>{
  2108. const skill = getCardActiveSkill(card, searchTypeArray);
  2109. return skill && Boolean(skill.params[1] & 1<<3);
  2110. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  2111. },
  2112. addition:memberATK_Addition
  2113. },
  2114. {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)"},
  2115. function:cards=>{
  2116. const searchTypeArray = [142];
  2117. return cards.filter(card=>{
  2118. const skill = getCardActiveSkill(card, searchTypeArray);
  2119. return skill;
  2120. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2121. },
  2122. addition:card=>{
  2123. const searchTypeArray = [142];
  2124. const skill = getCardActiveSkill(card, searchTypeArray);
  2125. if (!skill) return;
  2126. const sk = skill.params;
  2127. const fragment = document.createDocumentFragment();
  2128. fragment.appendChild(document.createTextNode(`自→`));
  2129. fragment.appendChild(createOrbsList(sk[1]));
  2130. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2131. return fragment;
  2132. }
  2133. },
  2134. ]},
  2135. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  2136. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  2137. function:cards=>{
  2138. const searchTypeArray = [179];
  2139. return cards.filter(card=>{
  2140. const skill = getCardActiveSkill(card, searchTypeArray);
  2141. return skill;
  2142. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2143. },
  2144. addition:card=>{
  2145. const searchTypeArray = [179];
  2146. const skill = getCardActiveSkill(card, searchTypeArray);
  2147. if (!skill) return;
  2148. const sk = skill.params;
  2149. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2150. }
  2151. },
  2152. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  2153. function:cards=>{
  2154. return cards.filter(card=>{
  2155. const heal = healImmediately_Rate(card);
  2156. return Object.values(heal).some(v=>v);
  2157. })
  2158. .sort((a,b)=>{
  2159. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2160. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2161. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2162. let sortNum = a_i - b_i;
  2163. if (!sortNum)
  2164. {
  2165. sortNum = a_vs[a_i] - b_vs[b_i];
  2166. }
  2167. return sortNum;
  2168. });
  2169. },
  2170. addition:card=>{
  2171. const heal = healImmediately_Rate(card);
  2172. let strArr = [];
  2173. if (heal.scale)
  2174. strArr.push(`${heal.scale}%最大HP`);
  2175. if (heal.const)
  2176. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2177. if (heal.selfRcv)
  2178. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2179. if (heal.vampire)
  2180. strArr.push(`${heal.vampire}%伤害`);
  2181. return strArr.join(',');
  2182. }
  2183. },
  2184. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  2185. function:cards=>{
  2186. const searchTypeArray = [237];
  2187. return cards.filter(card=>{
  2188. const skill = getCardActiveSkill(card, searchTypeArray);
  2189. return skill;
  2190. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2191. },
  2192. addition:card=>{
  2193. const searchTypeArray = [237];
  2194. const skill = getCardActiveSkill(card, searchTypeArray);
  2195. if (!skill) return;
  2196. const sk = skill.params;
  2197. return `最大HP ${sk[1].bigNumberToString()}%×${sk[0]}T`;
  2198. }
  2199. },
  2200. {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)"},
  2201. function:cards=>{
  2202. return cards.filter(card=>damageSelf_Rate(card)>0)
  2203. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2204. },
  2205. addition:card=>{
  2206. let rate = damageSelf_Rate(card);
  2207. if (rate < 100)
  2208. return `减少${rate}%`;
  2209. else
  2210. return `减少到1`;
  2211. }
  2212. },
  2213. ]},
  2214. {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: [
  2215. {name:"Gravity - Any(sort by rate)",otLangName:{chs:"重力-任意(按比例排序)",cht:"重力-任意(按比例排序)"},
  2216. function:cards=>{
  2217. const searchTypeArray = [6, 161];
  2218. return cards.filter(card=>{
  2219. const skill = getCardActiveSkill(card, searchTypeArray);
  2220. return skill;
  2221. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2222. },
  2223. addition: gravity_Addition
  2224. },
  2225. {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)"},
  2226. function:cards=>{
  2227. const searchTypeArray = [6];
  2228. return cards.filter(card=>{
  2229. const skill = getCardActiveSkill(card, searchTypeArray);
  2230. return skill;
  2231. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2232. },
  2233. addition: gravity_Addition
  2234. },
  2235. {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)"},
  2236. function:cards=>{
  2237. const searchTypeArray = [161];
  2238. return cards.filter(card=>{
  2239. const skill = getCardActiveSkill(card, searchTypeArray);
  2240. return skill;
  2241. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2242. },
  2243. addition: gravity_Addition
  2244. },
  2245. ]},
  2246. {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: [
  2247. {name:"Fixed damage - Any(sort by damage)",otLangName:{chs:"无视防御固伤-任意(按总伤害排序)",cht:"無視防禦固傷-任意(按總傷害排序)"},
  2248. function:cards=>{
  2249. const searchTypeArray = [55,188,56];
  2250. return cards.filter(card=>{
  2251. const skill = getCardActiveSkill(card, searchTypeArray);
  2252. return skill;
  2253. }).sort((a,b)=>{
  2254. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2255. 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);
  2256. return a_pC - b_pC;
  2257. });
  2258. },
  2259. addition:dixedDamage_Addition
  2260. },
  2261. {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)"},
  2262. function:cards=>{
  2263. const searchTypeArray = [55,188];
  2264. return cards.filter(card=>{
  2265. const skill = getCardActiveSkill(card, searchTypeArray);
  2266. return skill;
  2267. }).sort((a,b)=>{
  2268. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2269. 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);
  2270. return a_pC - b_pC;
  2271. });
  2272. },
  2273. addition:dixedDamage_Addition
  2274. },
  2275. {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)"},
  2276. function:cards=>{
  2277. const searchTypeArray = [56];
  2278. return cards.filter(card=>{
  2279. const skill = getCardActiveSkill(card, searchTypeArray);
  2280. return skill;
  2281. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2282. },
  2283. addition:dixedDamage_Addition
  2284. },
  2285. ]},
  2286. {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: [
  2287. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2288. function:cards=>cards.filter(card=>{
  2289. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2290. function isSingle(skill)
  2291. {
  2292. if (skill.type == 110)
  2293. return Boolean(skill.params[0]);
  2294. else if (skill.type == 144)
  2295. return Boolean(skill.params[2]);
  2296. else
  2297. return true;
  2298. }
  2299. const skill = getCardActiveSkill(card, searchTypeArray);
  2300. return skill && isSingle(skill);
  2301. }),
  2302. addition: numericalATK_Addition
  2303. },
  2304. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2305. function:cards=>cards.filter(card=>{
  2306. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2307. function isAll(skill)
  2308. {
  2309. if (skill.type == 110)
  2310. return !Boolean(skill.params[0]);
  2311. else if (skill.type == 144)
  2312. return !Boolean(skill.params[2]);
  2313. else
  2314. return true;
  2315. }
  2316. const skill = getCardActiveSkill(card, searchTypeArray);
  2317. return skill && skill.id!=0 && isAll(skill);
  2318. }),
  2319. addition: numericalATK_Addition
  2320. },
  2321. {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"},
  2322. function:cards=>cards.filter(card=>{
  2323. const searchTypeArray = [42];
  2324. const skill = getCardActiveSkill(card, searchTypeArray);
  2325. return skill;
  2326. })
  2327. },
  2328. {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"},
  2329. function:cards=>cards.filter(card=>{
  2330. const searchTypeArray = [2,35];
  2331. const skill = getCardActiveSkill(card, searchTypeArray);
  2332. return skill;
  2333. })
  2334. },
  2335. {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)"},
  2336. function:cards=>cards.filter(card=>{
  2337. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2338. const skill = getCardActiveSkill(card, searchTypeArray);
  2339. return skill && skill.id!=0;
  2340. }).sort((a,b)=>{
  2341. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2342. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2343. function getNumber(skill)
  2344. {
  2345. const sk = skill.params;
  2346. switch(skill.type)
  2347. {
  2348. case 0:
  2349. case 37:
  2350. case 58:
  2351. case 59:
  2352. case 84:
  2353. case 85:
  2354. case 115:
  2355. return sk[1];
  2356. case 2:
  2357. case 35:
  2358. return sk[0];
  2359. default:
  2360. return 0;
  2361. }
  2362. }
  2363. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2364. return a_pC - b_pC;
  2365. }),
  2366. addition: numericalATK_Addition
  2367. },
  2368. {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)"},
  2369. function:cards=>cards.filter(card=>{
  2370. const searchTypeArray = [1,42,86,87];
  2371. const skill = getCardActiveSkill(card, searchTypeArray);
  2372. return skill;
  2373. }).sort((a,b)=>{
  2374. const searchTypeArray = [1,42,86,87];
  2375. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2376. function getNumber(skill)
  2377. {
  2378. const sk = skill.params;
  2379. switch(skill.type)
  2380. {
  2381. case 1:
  2382. case 86:
  2383. case 87:
  2384. return sk[1];
  2385. case 42:
  2386. return sk[2];
  2387. default:
  2388. return 0;
  2389. }
  2390. }
  2391. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2392. return a_pC - b_pC;
  2393. }),
  2394. addition: numericalATK_Addition
  2395. },
  2396. {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)"},
  2397. function:cards=>{
  2398. const searchTypeArray = [110];
  2399. return cards.filter(card=>{
  2400. const skill = getCardActiveSkill(card, searchTypeArray);
  2401. return skill;
  2402. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2403. },
  2404. addition: numericalATK_Addition
  2405. },
  2406. {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)"},
  2407. function:cards=>{
  2408. const searchTypeArray = [143];
  2409. return cards.filter(card=>{
  2410. const skill = getCardActiveSkill(card, searchTypeArray);
  2411. return skill;
  2412. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2413. },
  2414. addition: numericalATK_Addition
  2415. },
  2416. {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)"},
  2417. function:cards=>{
  2418. const searchTypeArray = [144];
  2419. return cards.filter(card=>{
  2420. const skill = getCardActiveSkill(card, searchTypeArray);
  2421. return skill;
  2422. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2423. },
  2424. addition: numericalATK_Addition
  2425. },
  2426. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2427. function:cards=>cards.filter(card=>{
  2428. const searchTypeArray = [35,115];
  2429. const skill = getCardActiveSkill(card, searchTypeArray);
  2430. return skill;
  2431. })
  2432. },
  2433. ]},
  2434. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2435. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2436. function:cards=>cards.filter(card=>{
  2437. const searchTypeArray = [10];
  2438. const skill = getCardActiveSkill(card, searchTypeArray);
  2439. return skill;
  2440. })
  2441. },
  2442. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位(转转珠)",cht:"生成輪盤位(轉轉珠)"},
  2443. function:cards=>{
  2444. const searchTypeArray = [207];
  2445. return cards.filter(card=>{
  2446. const skill = getCardActiveSkill(card, searchTypeArray);
  2447. return skill;
  2448. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2449. },
  2450. addition:card=>{
  2451. const searchTypeArray = [207];
  2452. const skill = getCardActiveSkill(card, searchTypeArray);
  2453. if (!skill) return;
  2454. const sk = skill.params;
  2455. if (sk[7])
  2456. return `${sk[7]}个×${sk[0]}T`;
  2457. else
  2458. return `特殊形状×${sk[0]}T`;
  2459. }
  2460. },
  2461. {name:"Creates Cloud",otLangName:{chs:"生成云",cht:"生成雲"},
  2462. function:cards=>{
  2463. const searchTypeArray = [238];
  2464. return cards.filter(card=>{
  2465. const skill = getCardActiveSkill(card, searchTypeArray);
  2466. return skill;
  2467. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2468. },
  2469. addition:card=>{
  2470. const searchTypeArray = [238];
  2471. const skill = getCardActiveSkill(card, searchTypeArray);
  2472. if (!skill) return;
  2473. const sk = skill.params;
  2474. return `${sk[1]}个×${sk[0]}T`;
  2475. }
  2476. },
  2477. {name:"Creates Cloud",otLangName:{chs:"生成封条",cht:"生成封条"},
  2478. function:cards=>{
  2479. const searchTypeArray = [239];
  2480. return cards.filter(card=>{
  2481. const skill = getCardActiveSkill(card, searchTypeArray);
  2482. return skill;
  2483. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2484. },
  2485. addition:card=>{
  2486. const searchTypeArray = [239];
  2487. const skill = getCardActiveSkill(card, searchTypeArray);
  2488. if (!skill) return;
  2489. const sk = skill.params;
  2490. const colums = flags(sk[1]), rows = flags(sk[2]);
  2491. const fragment = document.createDocumentFragment();
  2492. if (colums.length)
  2493. fragment.append(`${colums.length}竖`);
  2494. if (rows.length)
  2495. fragment.append(`${rows.length}横`);
  2496. fragment.append(`×${sk[0]}T`);
  2497. return fragment;
  2498. }
  2499. },
  2500. {name:"Change Board Size",otLangName:{chs:"改变板面大小",cht:"改變板面大小"},
  2501. function:cards=>{
  2502. const searchTypeArray = [244];
  2503. return cards.filter(card=>{
  2504. const skill = getCardActiveSkill(card, searchTypeArray);
  2505. return skill;
  2506. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2507. },
  2508. addition:card=>{
  2509. const searchTypeArray = [244];
  2510. const skill = getCardActiveSkill(card, searchTypeArray);
  2511. if (!skill) return;
  2512. const sk = skill.params;
  2513. if (sk[1])
  2514. return `[7×6]×${sk[0]}T`;
  2515. else
  2516. return `[6×5]×${sk[0]}T`;
  2517. }
  2518. },
  2519. ]},
  2520. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  2521. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2522. function:cards=>cards.filter(card=>{
  2523. const searchTypeArray = [172];
  2524. const skill = getCardActiveSkill(card, searchTypeArray);
  2525. return skill;
  2526. })
  2527. },
  2528. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2529. function:cards=>cards.filter(card=>{
  2530. const searchTypeArray = [152];
  2531. const skill = getCardActiveSkill(card, searchTypeArray);
  2532. return skill;
  2533. }),
  2534. addition:lock_Addition
  2535. },
  2536. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2537. function:cards=>cards.filter(card=>{
  2538. const searchTypeArray = [152];
  2539. const skill = getCardActiveSkill(card, searchTypeArray);
  2540. return skill && (skill.params[0] & 63) === 63;
  2541. }),
  2542. addition:lock_Addition
  2543. },
  2544. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2545. function:cards=>{
  2546. const searchTypeArray = [52,91,140];
  2547. return cards.filter(card=>{
  2548. const skill = getCardActiveSkill(card, searchTypeArray);
  2549. return skill;
  2550. });
  2551. },
  2552. addition:card=>{
  2553. const searchTypeArray = [52,91,140];
  2554. const skill = getCardActiveSkill(card, searchTypeArray);
  2555. if (!skill) return;
  2556. const sk = skill.params;
  2557. let attrs = [];
  2558. switch (skill.type)
  2559. {
  2560. case 52:{
  2561. attrs.push(sk[0]); break;
  2562. }
  2563. case 91:{
  2564. attrs = sk.slice(0,-1); break;
  2565. }
  2566. case 140:{
  2567. attrs = flags(sk[0]); break;
  2568. }
  2569. }
  2570. const fragment = document.createDocumentFragment();
  2571. fragment.appendChild(document.createTextNode(`强化`));
  2572. fragment.appendChild(createOrbsList(attrs));
  2573. return fragment;
  2574. }
  2575. },
  2576. ]},
  2577. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2578. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2579. function:cards=>cards.filter(card=>{
  2580. const searchTypeArray = [71];
  2581. const skill = getCardActiveSkill(card, searchTypeArray);
  2582. return skill;
  2583. }),
  2584. addition:boardChange_Addition
  2585. },
  2586. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2587. function:cards=>cards.filter(card=>{
  2588. const searchTypeArray = [71];
  2589. const skill = getCardActiveSkill(card, searchTypeArray);
  2590. return boardChange_ColorTypes(skill).length == 1;
  2591. }),
  2592. addition:boardChange_Addition
  2593. },
  2594. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2595. function:cards=>cards.filter(card=>{
  2596. const searchTypeArray = [71];
  2597. const skill = getCardActiveSkill(card, searchTypeArray);
  2598. return boardChange_ColorTypes(skill).length == 2;
  2599. }),
  2600. addition:boardChange_Addition
  2601. },
  2602. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2603. function:cards=>cards.filter(card=>{
  2604. const searchTypeArray = [71];
  2605. const skill = getCardActiveSkill(card, searchTypeArray);
  2606. return boardChange_ColorTypes(skill).length == 3;
  2607. }),
  2608. addition:boardChange_Addition
  2609. },
  2610. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2611. function:cards=>cards.filter(card=>{
  2612. const searchTypeArray = [71];
  2613. const skill = getCardActiveSkill(card, searchTypeArray);
  2614. return boardChange_ColorTypes(skill).length == 4;
  2615. }),
  2616. addition:boardChange_Addition
  2617. },
  2618. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2619. function:cards=>cards.filter(card=>{
  2620. const searchTypeArray = [71];
  2621. const skill = getCardActiveSkill(card, searchTypeArray);
  2622. return boardChange_ColorTypes(skill).length == 5;
  2623. }),
  2624. addition:boardChange_Addition
  2625. },
  2626. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2627. function:cards=>cards.filter(card=>{
  2628. const searchTypeArray = [71];
  2629. const skill = getCardActiveSkill(card, searchTypeArray);
  2630. return boardChange_ColorTypes(skill).length >= 6;
  2631. }),
  2632. addition:boardChange_Addition
  2633. },
  2634. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2635. function:cards=>cards.filter(card=>{
  2636. const searchTypeArray = [71];
  2637. const skill = getCardActiveSkill(card, searchTypeArray);
  2638. return boardChange_ColorTypes(skill).includes(0);
  2639. }),
  2640. addition:boardChange_Addition
  2641. },
  2642. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2643. function:cards=>cards.filter(card=>{
  2644. const searchTypeArray = [71];
  2645. const skill = getCardActiveSkill(card, searchTypeArray);
  2646. return boardChange_ColorTypes(skill).includes(1);
  2647. }),
  2648. addition:boardChange_Addition
  2649. },
  2650. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2651. function:cards=>cards.filter(card=>{
  2652. const searchTypeArray = [71];
  2653. const skill = getCardActiveSkill(card, searchTypeArray);
  2654. return boardChange_ColorTypes(skill).includes(2);
  2655. }),
  2656. addition:boardChange_Addition
  2657. },
  2658. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2659. function:cards=>cards.filter(card=>{
  2660. const searchTypeArray = [71];
  2661. const skill = getCardActiveSkill(card, searchTypeArray);
  2662. return boardChange_ColorTypes(skill).includes(3);
  2663. }),
  2664. addition:boardChange_Addition
  2665. },
  2666. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2667. function:cards=>cards.filter(card=>{
  2668. const searchTypeArray = [71];
  2669. const skill = getCardActiveSkill(card, searchTypeArray);
  2670. return boardChange_ColorTypes(skill).includes(4);
  2671. }),
  2672. addition:boardChange_Addition
  2673. },
  2674. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2675. function:cards=>cards.filter(card=>{
  2676. const searchTypeArray = [71];
  2677. const skill = getCardActiveSkill(card, searchTypeArray);
  2678. return boardChange_ColorTypes(skill).includes(5);
  2679. }),
  2680. addition:boardChange_Addition
  2681. },
  2682. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2683. function:cards=>cards.filter(card=>{
  2684. const searchTypeArray = [71];
  2685. const skill = getCardActiveSkill(card, searchTypeArray);
  2686. const colors = boardChange_ColorTypes(skill);
  2687. return colors.includes(6)
  2688. || colors.includes(7)
  2689. || colors.includes(8)
  2690. || colors.includes(9);
  2691. }),
  2692. addition:boardChange_Addition
  2693. },
  2694. ]},
  2695. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2696. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2697. function:cards=>cards.filter(card=>{
  2698. const searchTypeArray = [9,20,154];
  2699. const skills = getCardActiveSkills(card, searchTypeArray);
  2700. if (!skills.length) return false;
  2701. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2702. return parsedSkills.some(p=>p.to.includes(0));
  2703. }),
  2704. addition:changeOrbs_Addition
  2705. },
  2706. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2707. function:cards=>cards.filter(card=>{
  2708. const searchTypeArray = [9,20,154];
  2709. const skills = getCardActiveSkills(card, searchTypeArray);
  2710. if (!skills.length) return false;
  2711. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2712. return parsedSkills.some(p=>p.to.includes(1));
  2713. }),
  2714. addition:changeOrbs_Addition
  2715. },
  2716. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2717. function:cards=>cards.filter(card=>{
  2718. const searchTypeArray = [9,20,154];
  2719. const skills = getCardActiveSkills(card, searchTypeArray);
  2720. if (!skills.length) return false;
  2721. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2722. return parsedSkills.some(p=>p.to.includes(2));
  2723. }),
  2724. addition:changeOrbs_Addition
  2725. },
  2726. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2727. function:cards=>cards.filter(card=>{
  2728. const searchTypeArray = [9,20,154];
  2729. const skills = getCardActiveSkills(card, searchTypeArray);
  2730. if (!skills.length) return false;
  2731. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2732. return parsedSkills.some(p=>p.to.includes(3));
  2733. }),
  2734. addition:changeOrbs_Addition
  2735. },
  2736. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2737. function:cards=>cards.filter(card=>{
  2738. const searchTypeArray = [9,20,154];
  2739. const skills = getCardActiveSkills(card, searchTypeArray);
  2740. if (!skills.length) return false;
  2741. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2742. return parsedSkills.some(p=>p.to.includes(4));
  2743. }),
  2744. addition:changeOrbs_Addition
  2745. },
  2746. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2747. function:cards=>cards.filter(card=>{
  2748. const searchTypeArray = [9,20,154];
  2749. const skills = getCardActiveSkills(card, searchTypeArray);
  2750. if (!skills.length) return false;
  2751. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2752. return parsedSkills.some(p=>p.to.includes(5));
  2753. }),
  2754. addition:changeOrbs_Addition
  2755. },
  2756. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2757. function:cards=>cards.filter(card=>{
  2758. const searchTypeArray = [9,20,154];
  2759. const skills = getCardActiveSkills(card, searchTypeArray);
  2760. if (!skills.length) return false;
  2761. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2762. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2763. }),
  2764. addition:changeOrbs_Addition
  2765. },
  2766. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2767. function:cards=>cards.filter(card=>{
  2768. const searchTypeArray = [9,20,154];
  2769. const skills = getCardActiveSkills(card, searchTypeArray);
  2770. if (!skills.length) return false;
  2771. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2772. return parsedSkills.some(p=>p.from.includes(0));
  2773. }),
  2774. addition:changeOrbs_Addition
  2775. },
  2776. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2777. function:cards=>cards.filter(card=>{
  2778. const searchTypeArray = [9,20,154];
  2779. const skills = getCardActiveSkills(card, searchTypeArray);
  2780. if (!skills.length) return false;
  2781. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2782. return parsedSkills.some(p=>p.from.includes(1));
  2783. }),
  2784. addition:changeOrbs_Addition
  2785. },
  2786. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2787. function:cards=>cards.filter(card=>{
  2788. const searchTypeArray = [9,20,154];
  2789. const skills = getCardActiveSkills(card, searchTypeArray);
  2790. if (!skills.length) return false;
  2791. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2792. return parsedSkills.some(p=>p.from.includes(2));
  2793. }),
  2794. addition:changeOrbs_Addition
  2795. },
  2796. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2797. function:cards=>cards.filter(card=>{
  2798. const searchTypeArray = [9,20,154];
  2799. const skills = getCardActiveSkills(card, searchTypeArray);
  2800. if (!skills.length) return false;
  2801. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2802. return parsedSkills.some(p=>p.from.includes(3));
  2803. }),
  2804. addition:changeOrbs_Addition
  2805. },
  2806. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2807. function:cards=>cards.filter(card=>{
  2808. const searchTypeArray = [9,20,154];
  2809. const skills = getCardActiveSkills(card, searchTypeArray);
  2810. if (!skills.length) return false;
  2811. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2812. return parsedSkills.some(p=>p.from.includes(4));
  2813. }),
  2814. addition:changeOrbs_Addition
  2815. },
  2816. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2817. function:cards=>cards.filter(card=>{
  2818. const searchTypeArray = [9,20,154];
  2819. const skills = getCardActiveSkills(card, searchTypeArray);
  2820. if (!skills.length) return false;
  2821. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2822. return parsedSkills.some(p=>p.from.includes(5));
  2823. }),
  2824. addition:changeOrbs_Addition
  2825. },
  2826. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2827. function:cards=>cards.filter(card=>{
  2828. const searchTypeArray = [9,20,154];
  2829. const skills = getCardActiveSkills(card, searchTypeArray);
  2830. if (!skills.length) return false;
  2831. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2832. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2833. }),
  2834. addition:changeOrbs_Addition
  2835. },
  2836. ]},
  2837. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2838. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2839. function:cards=>cards.filter(card=>{
  2840. function is30(sk)
  2841. {
  2842. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2843. }
  2844. const searchTypeArray = [141];
  2845. const skill = getCardActiveSkill(card, searchTypeArray);
  2846. return skill && is30(skill.params);
  2847. }),
  2848. addition:generateOrbs_Addition
  2849. },
  2850. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2851. function:cards=>cards.filter(card=>{
  2852. function is1515(sk)
  2853. {
  2854. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2855. }
  2856. const searchTypeArray = [141];
  2857. const skill = getCardActiveSkill(card, searchTypeArray);
  2858. return skill && is1515(skill.params);
  2859. }),
  2860. addition:generateOrbs_Addition
  2861. },
  2862. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2863. function:cards=>cards.filter(card=>{
  2864. const gens = generateOrbsParse(card);
  2865. return gens.some(gen=>gen.to.includes(0));
  2866. }),
  2867. addition:generateOrbs_Addition
  2868. },
  2869. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2870. function:cards=>cards.filter(card=>{
  2871. const gens = generateOrbsParse(card);
  2872. return gens.some(gen=>gen.to.includes(1));
  2873. }),
  2874. addition:generateOrbs_Addition
  2875. },
  2876. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2877. function:cards=>cards.filter(card=>{
  2878. const gens = generateOrbsParse(card);
  2879. return gens.some(gen=>gen.to.includes(2));
  2880. }),
  2881. addition:generateOrbs_Addition
  2882. },
  2883. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2884. function:cards=>cards.filter(card=>{
  2885. const gens = generateOrbsParse(card);
  2886. return gens.some(gen=>gen.to.includes(3));
  2887. }),
  2888. addition:generateOrbs_Addition
  2889. },
  2890. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2891. function:cards=>cards.filter(card=>{
  2892. const gens = generateOrbsParse(card);
  2893. return gens.some(gen=>gen.to.includes(4));
  2894. }),
  2895. addition:generateOrbs_Addition
  2896. },
  2897. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2898. function:cards=>cards.filter(card=>{
  2899. const gens = generateOrbsParse(card);
  2900. return gens.some(gen=>gen.to.includes(5));
  2901. }),
  2902. addition:generateOrbs_Addition
  2903. },
  2904. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2905. function:cards=>cards.filter(card=>{
  2906. const gens = generateOrbsParse(card);
  2907. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2908. }),
  2909. addition:generateOrbs_Addition
  2910. },
  2911. ]},
  2912. {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: [
  2913. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2914. function:cards=>cards.filter(card=>{
  2915. const searchTypeArray = [176];
  2916. const skill = getCardActiveSkill(card, searchTypeArray);
  2917. return skill;
  2918. })
  2919. },
  2920. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2921. function:cards=>cards.filter(card=>{
  2922. function is3x3(sk)
  2923. {
  2924. for (let si=0;si<3;si++)
  2925. {
  2926. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2927. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2928. (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)
  2929. (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)
  2930. )
  2931. return true;
  2932. }
  2933. return false;
  2934. }
  2935. const searchTypeArray = [176];
  2936. const skill = getCardActiveSkill(card, searchTypeArray);
  2937. return skill && is3x3(skill.params);
  2938. }),
  2939. addition:card=>{
  2940. const searchTypeArray = [176];
  2941. const skill = getCardActiveSkill(card, searchTypeArray);
  2942. if (!skill) return;
  2943. const sk = skill.params;
  2944. const fragment = document.createDocumentFragment();
  2945. fragment.appendChild(document.createTextNode(`3×3`));
  2946. fragment.appendChild(createOrbsList(sk[5]));
  2947. return fragment;
  2948. }
  2949. },
  2950. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2951. function:cards=>cards.filter(card=>{
  2952. const searchTypeArray = [127];
  2953. const skill = getCardActiveSkill(card, searchTypeArray);
  2954. return skill;
  2955. }),
  2956. addition:generateColumnOrbs_Addition
  2957. },
  2958. {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  2959. function:cards=>cards.filter(card=>{
  2960. function isHeart(sk)
  2961. {
  2962. for (let i=1;i<sk.length;i+=2)
  2963. {
  2964. if (sk[i] & 32)
  2965. {
  2966. return true;
  2967. }
  2968. }
  2969. }
  2970. const searchTypeArray = [127];
  2971. const skill = getCardActiveSkill(card, searchTypeArray);
  2972. return skill && isHeart(skill.params);
  2973. }),
  2974. addition:generateColumnOrbs_Addition
  2975. },
  2976. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2977. function:cards=>cards.filter(card=>{
  2978. const searchTypeArray = [128];
  2979. const skill = getCardActiveSkill(card, searchTypeArray);
  2980. return skill;
  2981. }),
  2982. addition:generateRowOrbs_Addition
  2983. },
  2984. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2985. function:cards=>cards.filter(card=>{
  2986. const searchTypeArray = [128];
  2987. const skill = getCardActiveSkill(card, searchTypeArray);
  2988. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2989. }),
  2990. addition:generateRowOrbs_Addition
  2991. },
  2992. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2993. function:cards=>cards.filter(card=>{
  2994. const searchTypeArray = [128];
  2995. const skill = getCardActiveSkill(card, searchTypeArray);
  2996. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2997. }),
  2998. addition:generateRowOrbs_Addition
  2999. },
  3000. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  3001. function:cards=>cards.filter(card=>{
  3002. const searchTypeArray = [128];
  3003. const skill = getCardActiveSkill(card, searchTypeArray);
  3004. return skill && ((skill.params[0] | skill.params[2]) & 14);
  3005. }),
  3006. addition:generateRowOrbs_Addition
  3007. },
  3008. {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)"},
  3009. function:cards=>cards.filter(card=>{
  3010. const searchTypeArray = [128,71,176];
  3011. function isRow(skill)
  3012. {
  3013. const sk = skill.params;
  3014. if (skill.type === 128) //普通横
  3015. {return true;}
  3016. else if (skill.type === 71) //花火
  3017. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  3018. else if (skill.type === 176) //特殊形状
  3019. {
  3020. for (let si=0;si<5;si++)
  3021. {
  3022. if ((sk[si] & 63) === 63)
  3023. return true;
  3024. }
  3025. }
  3026. return false;
  3027. }
  3028. const skill = getCardActiveSkill(card, searchTypeArray);
  3029. return skill && isRow(skill);
  3030. })
  3031. },
  3032. ]},
  3033. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  3034. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3035. function:cards=>cards.filter(card=>{
  3036. if (card.activeSkillId == 0) return false;
  3037. const skill = Skills[card.activeSkillId];
  3038. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3039. })
  3040. },
  3041. {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)"},
  3042. function:cards=>cards.filter(card=>{
  3043. if (card.activeSkillId == 0) return false;
  3044. const skill = Skills[card.activeSkillId];
  3045. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3046. let realCD = minCD;
  3047. const searchTypeArray = [14];
  3048. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  3049. if (subSkill)
  3050. {
  3051. realCD -= subSkill.params[0] * 3;
  3052. }
  3053. return minCD > 1 && realCD <= 4;
  3054. })
  3055. },
  3056. {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)"},
  3057. function:cards=>{
  3058. const searchTypeArray = [5, 246, 247];
  3059. return cards.filter(card=>{
  3060. const skill = getCardActiveSkill(card, searchTypeArray);
  3061. return skill;
  3062. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3063. },
  3064. addition:card=>{
  3065. const searchTypeArray = [5, 246, 247];
  3066. const skill = getCardActiveSkill(card, searchTypeArray);
  3067. const value = skill.params[0];
  3068. return `时停${value}s`;
  3069. }
  3070. },
  3071. {
  3072. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3073. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  3074. },
  3075. {
  3076. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3077. function:cards=>cards.filter(card=>{
  3078. let skType = Skills[card.activeSkillId].type;
  3079. return skType == 232 || skType == 233;
  3080. })
  3081. },
  3082. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3083. function:cards=>cards.filter(card=>{
  3084. const searchTypeArray = [225];
  3085. const skill = getCardActiveSkill(card, searchTypeArray);
  3086. return skill;
  3087. }),
  3088. addition:card=>{
  3089. const searchTypeArray = [225];
  3090. const skill = getCardActiveSkill(card, searchTypeArray);
  3091. if (!skill) return;
  3092. const sk = skill.params;
  3093. let strArr = [];
  3094. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3095. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3096. return `HP ${strArr.join(" ")}`;
  3097. }
  3098. },
  3099. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3100. function:cards=>cards.filter(card=>{
  3101. const searchTypeArray = [234];
  3102. const skill = getCardActiveSkill(card, searchTypeArray);
  3103. return skill;
  3104. }),
  3105. addition:card=>{
  3106. const searchTypeArray = [234];
  3107. const skill = getCardActiveSkill(card, searchTypeArray);
  3108. if (!skill) return;
  3109. const sk = skill.params;
  3110. let strArr = [];
  3111. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3112. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3113. return `层 ${strArr.join(" ")}`;
  3114. }
  3115. },
  3116. ]},
  3117. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3118. ]},
  3119. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3120. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3121. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3122. },
  3123. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3124. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3125. },
  3126. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3127. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3128. },
  3129. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3130. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3131. },
  3132. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3133. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3134. },
  3135. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3136. function:cards=>cards.filter(card=>{
  3137. const searchTypeArray = [151,209];
  3138. const skill = getCardLeaderSkill(card, searchTypeArray);
  3139. return skill;
  3140. })
  3141. },
  3142. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  3143. function:cards=>cards.filter(card=>{
  3144. const searchTypeArray = [157];
  3145. const skill = getCardLeaderSkill(card, searchTypeArray);
  3146. return skill;
  3147. })
  3148. },
  3149. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3150. function:cards=>cards.filter(card=>{
  3151. const searchTypeArray = [177];
  3152. const skill = getCardLeaderSkill(card, searchTypeArray);
  3153. return skill?.params[5];
  3154. })
  3155. },
  3156. ]},
  3157. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3158. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3159. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3160. },
  3161. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3162. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3163. },
  3164. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3165. function:cards=>cards.filter(card=>{
  3166. const searchTypeArray = [162,186];
  3167. const skill = getCardLeaderSkill(card, searchTypeArray);
  3168. return skill;
  3169. })
  3170. },
  3171. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3172. function:cards=>cards.filter(card=>{
  3173. const searchTypeArray = [163,177];
  3174. const skill = getCardLeaderSkill(card, searchTypeArray);
  3175. return skill;
  3176. })
  3177. },
  3178. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3179. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3180. },
  3181. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3182. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3183. },
  3184. {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)"},
  3185. function:cards=>{
  3186. const searchTypeArray = [158];
  3187. return cards.filter(card=>{
  3188. const skill = getCardLeaderSkill(card, searchTypeArray);
  3189. return skill;
  3190. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3191. },
  3192. addition:card=>{
  3193. const searchTypeArray = [158];
  3194. const skill = getCardLeaderSkill(card, searchTypeArray);
  3195. const value = skill.params[0];
  3196. return `≥${value}珠`;
  3197. }
  3198. },
  3199. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3200. function:cards=>cards.filter(card=>{
  3201. const searchTypeArray = [125];
  3202. const skill = getCardLeaderSkill(card, searchTypeArray);
  3203. return skill;
  3204. }),
  3205. addition:card=>{
  3206. const searchTypeArray = [125];
  3207. const skill = getCardLeaderSkill(card, searchTypeArray);
  3208. if (!skill) return;
  3209. const sk = skill.params;
  3210. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3211. }
  3212. },
  3213. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3214. function:cards=>cards.filter(card=>{
  3215. const searchTypeArray = [175];
  3216. const skill = getCardLeaderSkill(card, searchTypeArray);
  3217. return skill;
  3218. }),
  3219. addition:card=>{
  3220. const searchTypeArray = [175];
  3221. const skill = getCardLeaderSkill(card, searchTypeArray);
  3222. if (!skill) return;
  3223. const sk = skill.params;
  3224. return `合作:${sk[0]}`;
  3225. }
  3226. },
  3227. {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"},
  3228. function:cards=>cards.filter(card=>{
  3229. const searchTypeArray = [203];
  3230. const skill = getCardLeaderSkill(card, searchTypeArray);
  3231. return skill;
  3232. })
  3233. },
  3234. {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"},
  3235. function:cards=>cards.filter(card=>{
  3236. const searchTypeArray = [229];
  3237. const skill = getCardLeaderSkill(card, searchTypeArray);
  3238. return skill;
  3239. }),
  3240. addition:card=>{
  3241. const searchTypeArray = [229];
  3242. const skill = getCardLeaderSkill(card, searchTypeArray);
  3243. if (!skill) return;
  3244. const sk = skill.params;
  3245. const attrs = flags(sk[0]), types = flags(sk[1]);
  3246. const fragment = document.createDocumentFragment();
  3247. if (attrs.length)
  3248. fragment.appendChild(createOrbsList(attrs));
  3249. if (types.length)
  3250. fragment.appendChild(createTypesList(types));
  3251. return fragment;
  3252. }
  3253. },
  3254. {name:"Limit the total rarity of the team",otLangName:{chs:"限制队伍总稀有度",cht:"限制隊伍總稀有度"},
  3255. function:cards=>cards.filter(card=>{
  3256. const searchTypeArray = [217];
  3257. const skill = getCardLeaderSkill(card, searchTypeArray);
  3258. return skill;
  3259. }),
  3260. addition:card=>{
  3261. const searchTypeArray = [217];
  3262. const skill = getCardLeaderSkill(card, searchTypeArray);
  3263. if (!skill) return;
  3264. const sk = skill.params;
  3265. return `★≤${sk[0]}`;
  3266. }
  3267. },
  3268. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3269. function:cards=>cards.filter(card=>{
  3270. const searchTypeArray = [245];
  3271. const skill = getCardLeaderSkill(card, searchTypeArray);
  3272. return skill;
  3273. }),
  3274. addition:card=>{
  3275. const searchTypeArray = [245];
  3276. const skill = getCardLeaderSkill(card, searchTypeArray);
  3277. if (!skill) return;
  3278. const sk = skill.params;
  3279. switch (sk[0]) {
  3280. case -1:
  3281. return `★各不相同`;
  3282. case -2:
  3283. return `★全部相同`;
  3284. default:
  3285. return `★全为${sk[0]}`;
  3286. }
  3287. }
  3288. },
  3289. ]},
  3290. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3291. {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)"},
  3292. function:cards=>{
  3293. return cards.filter(card=>{
  3294. return getSkillFixedDamage(card) > 0;
  3295. }).sort((a,b)=>{
  3296. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3297. return a_pC - b_pC;
  3298. });
  3299. },
  3300. addition:card=>{
  3301. const value = getSkillFixedDamage(card);
  3302. if (value <= 0 ) return;
  3303. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3304. let skill;
  3305. if (skill = getCardLeaderSkill(card, [235])) {
  3306. nodeArr.push("/");
  3307. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3308. nodeArr.push(`×${skill.params[2]}`);
  3309. }
  3310. return nodeArr.nodeJoin();
  3311. }
  3312. },
  3313. {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)"},
  3314. function:cards=>{
  3315. return cards.filter(card=>{
  3316. return getSkillAddCombo(card) > 0;
  3317. }).sort((a,b)=>{
  3318. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3319. return a_pC - b_pC;
  3320. });
  3321. },
  3322. addition:card=>{
  3323. const value = getSkillAddCombo(card);
  3324. if (value <= 0 ) return;
  3325. let nodeArr = [`+${value.bigNumberToString()}C`];
  3326. let skill;
  3327. if (skill = getCardLeaderSkill(card, [210])) {
  3328. nodeArr.push("/十字");
  3329. } else if (skill = getCardLeaderSkill(card, [235])) {
  3330. nodeArr.push("/");
  3331. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3332. nodeArr.push(`×${skill.params[2]}`);
  3333. }
  3334. return nodeArr.nodeJoin();
  3335. }
  3336. },
  3337. {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)"},
  3338. function:cards=>{
  3339. const searchTypeArray = [15,185];
  3340. return cards.filter(card=>{
  3341. const skill = getCardLeaderSkill(card, searchTypeArray);
  3342. return skill;
  3343. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3344. },
  3345. addition:card=>{
  3346. const searchTypeArray = [15,185];
  3347. const skill = getCardLeaderSkill(card, searchTypeArray);
  3348. if (!skill) return;
  3349. const value = skill.params[0];
  3350. return `${value > 0 ? "+" : ""}${value/100}s`;
  3351. }
  3352. },
  3353. {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)"},
  3354. function:cards=>{
  3355. const searchTypeArray = [178];
  3356. return cards.filter(card=>{
  3357. const skill = getCardLeaderSkill(card, searchTypeArray);
  3358. return skill;
  3359. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3360. },
  3361. addition:card=>{
  3362. const searchTypeArray = [178];
  3363. const skill = getCardLeaderSkill(card, searchTypeArray);
  3364. if (!skill) return;
  3365. const value = skill.params[0];
  3366. return `固定${value}s`;
  3367. }
  3368. },
  3369. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3370. function:cards=>cards.filter(card=>{
  3371. const searchTypeArray = [213];
  3372. const skill = getCardLeaderSkill(card, searchTypeArray);
  3373. return skill;
  3374. }),
  3375. addition:card=>{
  3376. const searchTypeArray = [213];
  3377. const skill = getCardLeaderSkill(card, searchTypeArray);
  3378. if (!skill) return;
  3379. const sk = skill.params;
  3380. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3381. const fragment = document.createDocumentFragment();
  3382. if (attrs.length)
  3383. fragment.appendChild(createOrbsList(attrs));
  3384. if (types.length)
  3385. fragment.appendChild(createTypesList(types));
  3386. fragment.appendChild(document.createTextNode(`:+`));
  3387. if (awakenings.length)
  3388. fragment.appendChild(creatAwokenList(awakenings));
  3389. return fragment;
  3390. }
  3391. },
  3392. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3393. function:cards=>{
  3394. const searchTypeArray = [12];
  3395. return cards.filter(card=>{
  3396. const skill = getCardLeaderSkill(card, searchTypeArray);
  3397. return skill;
  3398. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3399. },
  3400. addition:card=>{
  3401. const searchTypeArray = [12];
  3402. const skill = getCardLeaderSkill(card, searchTypeArray);
  3403. const value = skill.params[0];
  3404. return `攻击×${(value/100).bigNumberToString()}倍`;
  3405. }
  3406. },
  3407. {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)"},
  3408. function:cards=>{
  3409. const searchTypeArray = [13];
  3410. return cards.filter(card=>{
  3411. const skill = getCardLeaderSkill(card, searchTypeArray);
  3412. return skill;
  3413. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3414. },
  3415. addition:card=>{
  3416. const searchTypeArray = [13];
  3417. const skill = getCardLeaderSkill(card, searchTypeArray);
  3418. const value = skill.params[0];
  3419. return `回复×${(value/100).bigNumberToString()}倍`;
  3420. }
  3421. },
  3422. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3423. function:cards=>{
  3424. const searchTypeArray = [198];
  3425. return cards.filter(card=>{
  3426. const skill = getCardLeaderSkill(card, searchTypeArray);
  3427. return skill && skill.params[2];
  3428. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3429. },
  3430. addition:card=>{
  3431. const searchTypeArray = [198];
  3432. const skill = getCardLeaderSkill(card, searchTypeArray);
  3433. const sk = skill.params;
  3434. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3435. }
  3436. },
  3437. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3438. function:cards=>{
  3439. const searchTypeArray = [198];
  3440. return cards.filter(card=>{
  3441. const skill = getCardLeaderSkill(card, searchTypeArray);
  3442. return skill && skill.params[3];
  3443. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3444. },
  3445. addition:card=>{
  3446. const searchTypeArray = [198];
  3447. const skill = getCardLeaderSkill(card, searchTypeArray);
  3448. const sk = skill.params;
  3449. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3450. }
  3451. },
  3452. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3453. function:cards=>{
  3454. const searchTypeArray = [41];
  3455. return cards.filter(card=>{
  3456. const skill = getCardLeaderSkill(card, searchTypeArray);
  3457. return skill;
  3458. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3459. },
  3460. addition:card=>{
  3461. const searchTypeArray = [41];
  3462. const skill = getCardLeaderSkill(card, searchTypeArray);
  3463. const sk = skill.params;
  3464. const fragment = document.createDocumentFragment();
  3465. fragment.appendChild(createOrbsList(sk[2] || 0));
  3466. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3467. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3468. return fragment;
  3469. }
  3470. },
  3471. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3472. function:cards=>cards.filter(card=>{
  3473. const searchTypeArray = [197];
  3474. const skill = getCardLeaderSkill(card, searchTypeArray);
  3475. return skill;
  3476. })
  3477. },
  3478. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3479. function:cards=>{
  3480. const searchTypeArray = [14];
  3481. return cards.filter(card=>{
  3482. const skill = getCardLeaderSkill(card, searchTypeArray);
  3483. return skill;
  3484. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3485. },
  3486. addition:card=>{
  3487. const searchTypeArray = [14];
  3488. const skill = getCardLeaderSkill(card, searchTypeArray);
  3489. const value = skill.params[0];
  3490. return `HP≥${value}%`;
  3491. }
  3492. },
  3493. {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)"},
  3494. function:cards=>{
  3495. const searchTypeArray = [53];
  3496. return cards.filter(card=>{
  3497. const skill = getCardLeaderSkill(card, searchTypeArray);
  3498. return skill;
  3499. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3500. },
  3501. addition:card=>{
  3502. const searchTypeArray = [53];
  3503. const skill = getCardLeaderSkill(card, searchTypeArray);
  3504. const sk = skill.params;
  3505. return `掉率x${sk[0]/100}`;
  3506. }
  3507. },
  3508. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3509. function:cards=>{
  3510. const searchTypeArray = [54];
  3511. return cards.filter(card=>{
  3512. const skill = getCardLeaderSkill(card, searchTypeArray);
  3513. return skill;
  3514. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3515. },
  3516. addition:card=>{
  3517. const searchTypeArray = [54];
  3518. const skill = getCardLeaderSkill(card, searchTypeArray);
  3519. const sk = skill.params;
  3520. return `金币x${sk[0]/100}`;
  3521. }
  3522. },
  3523. {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)"},
  3524. function:cards=>{
  3525. const searchTypeArray = [148];
  3526. return cards.filter(card=>{
  3527. const skill = getCardLeaderSkill(card, searchTypeArray);
  3528. return skill;
  3529. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3530. },
  3531. addition:card=>{
  3532. const searchTypeArray = [148];
  3533. const skill = getCardLeaderSkill(card, searchTypeArray);
  3534. const sk = skill.params;
  3535. return `经验x${sk[0]/100}`;
  3536. }
  3537. },
  3538. ]},
  3539. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3540. {name:"HP Scale [3, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3541. function:cards=>cards.filter(card=>{
  3542. const skill = Skills[card.leaderSkillId];
  3543. const HPscale = getHPScale(skill);
  3544. return HPscale >= 3;
  3545. }).sort(sortByHPScal),
  3546. addition: HPScal_Addition
  3547. },
  3548. {name:"HP Scale [2, 3) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3549. function:cards=>cards.filter(card=>{
  3550. const skill = Skills[card.leaderSkillId];
  3551. const HPscale = getHPScale(skill);
  3552. return HPscale >= 2 && HPscale < 3;
  3553. }).sort(sortByHPScal),
  3554. addition: HPScal_Addition
  3555. },
  3556. {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)"},
  3557. function:cards=>cards.filter(card=>{
  3558. const skill = Skills[card.leaderSkillId];
  3559. const HPscale = getHPScale(skill);
  3560. return HPscale >= 1.5 && HPscale < 2;
  3561. }).sort(sortByHPScal),
  3562. addition: HPScal_Addition
  3563. },
  3564. {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)"},
  3565. function:cards=>cards.filter(card=>{
  3566. const skill = Skills[card.leaderSkillId];
  3567. const HPscale = getHPScale(skill);
  3568. return HPscale > 1 && HPscale < 1.5;
  3569. }).sort(sortByHPScal),
  3570. addition: HPScal_Addition
  3571. },
  3572. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3573. function:cards=>cards.filter(card=>{
  3574. const skill = Skills[card.leaderSkillId];
  3575. const HPscale = getHPScale(skill);
  3576. return HPscale === 1;
  3577. }),
  3578. addition: HPScal_Addition
  3579. },
  3580. {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)"},
  3581. function:cards=>cards.filter(card=>{
  3582. const skill = Skills[card.leaderSkillId];
  3583. const HPscale = getHPScale(skill);
  3584. return HPscale < 1;
  3585. }).sort(sortByHPScal),
  3586. addition: HPScal_Addition
  3587. },
  3588. ]},
  3589. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3590. {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)"},
  3591. function:cards=>cards.filter(card=>{
  3592. const skill = Skills[card.leaderSkillId];
  3593. const reduceScale = getReduceScale(skill);
  3594. return reduceScale >= 0.75;
  3595. }).sort(sortByReduceScale),
  3596. addition: ReduceScale_Addition
  3597. },
  3598. {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)"},
  3599. function:cards=>cards.filter(card=>{
  3600. const skill = Skills[card.leaderSkillId];
  3601. const reduceScale = getReduceScale(skill);
  3602. return reduceScale >= 0.5 && reduceScale < 0.75;
  3603. }).sort(sortByReduceScale),
  3604. addition: ReduceScale_Addition
  3605. },
  3606. {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)"},
  3607. function:cards=>cards.filter(card=>{
  3608. const skill = Skills[card.leaderSkillId];
  3609. const reduceScale = getReduceScale(skill);
  3610. return reduceScale >= 0.25 && reduceScale < 0.5;
  3611. }).sort(sortByReduceScale),
  3612. addition: ReduceScale_Addition
  3613. },
  3614. {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)"},
  3615. function:cards=>cards.filter(card=>{
  3616. const skill = Skills[card.leaderSkillId];
  3617. const reduceScale = getReduceScale(skill);
  3618. return reduceScale > 0 && reduceScale < 0.25;
  3619. }).sort(sortByReduceScale),
  3620. addition: ReduceScale_Addition
  3621. },
  3622. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3623. function:cards=>cards.filter(card=>{
  3624. const skill = Skills[card.leaderSkillId];
  3625. const reduceScale = getReduceScale(skill);
  3626. return reduceScale === 0;
  3627. })
  3628. },
  3629. {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"},
  3630. function:cards=>cards.filter(card=>{
  3631. const skill = Skills[card.leaderSkillId];
  3632. return getReduceScale(skill, true) > 0;
  3633. })
  3634. },
  3635. {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"},
  3636. function:cards=>cards.filter(card=>{
  3637. const skill = Skills[card.leaderSkillId];
  3638. return getReduceScale(skill, undefined, true) > 0;
  3639. })
  3640. },
  3641. {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"},
  3642. function:cards=>cards.filter(card=>{
  3643. const skill = Skills[card.leaderSkillId];
  3644. return getReduceScale(skill, undefined, undefined, true) > 0;
  3645. })
  3646. },
  3647. /*{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%)"},
  3648. function:cards=>cards.filter(card=>{
  3649. const skill = Skills[card.leaderSkillId];
  3650. const reduceScale = getReduceScale(skill);
  3651. return reduceScale>=0.29;
  3652. }).sort(sortByReduceScale)
  3653. },*/
  3654. {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"},
  3655. function:cards=>{
  3656. return cards.filter(card=>{
  3657. const skill = Skills[card.leaderSkillId];
  3658. return getReduceScale_unconditional(skill) > 0;
  3659. }).sort((a,b)=>{
  3660. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3661. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3662. });
  3663. },
  3664. addition:card=>{
  3665. const skill = Skills[card.leaderSkillId];
  3666. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3667. }
  3668. },
  3669. ]},
  3670. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3671. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3672. function:cards=>cards.filter(card=>
  3673. !Array.isArray(card.henshinFrom) &&
  3674. !Array.isArray(card.henshinTo))
  3675. },
  3676. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3677. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3678. },
  3679. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3680. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3681. },
  3682. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  3683. function:cards=>cards.filter(card=>{
  3684. const searchTypeArray = [236];
  3685. const skill = getCardActiveSkill(card, searchTypeArray);
  3686. return skill;
  3687. })
  3688. },
  3689. {name:"Except Before Henshin(No Henshin+After Henshin)",otLangName:{chs:"除了变身前(非变身+变身后)",cht:"除了變身前(非變身+變身后)"},
  3690. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3691. },
  3692. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3693. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3694. },
  3695. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3696. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3697. function:cards=>cards.filter(isReincarnated)
  3698. }, //evoBaseId可能为0
  3699. //{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)},
  3700. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3701. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3702. },
  3703. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3704. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3705. },
  3706. ]},
  3707. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3708. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3709. function:cards=>cards.filter(card=>card.is8Latent)
  3710. },
  3711. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3712. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3713. },
  3714. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3715. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3716. },
  3717. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3718. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3719. },
  3720. {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"},
  3721. function:cards=>cards.filter(card=>{
  3722. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3723. if (hasAwokenKiller)
  3724. { //大于2个杀的进行判断
  3725. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3726. { //大于3个杀的直接过
  3727. return true;
  3728. }else
  3729. { //2个杀的
  3730. const isAllowLatent = card.types.filter(i=>
  3731. i>=0 //去掉-1的type
  3732. ).map(type=>
  3733. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  3734. ).some(ls=>
  3735. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3736. );
  3737. return isAllowLatent
  3738. }
  3739. }else
  3740. {
  3741. return false;
  3742. }
  3743. })
  3744. },
  3745. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3746. // function:cards=>cards.filter(card=>{
  3747. // const searchTypeArray = [1000];
  3748. // const skill = getCardActiveSkill(card, searchTypeArray);
  3749. // return skill;
  3750. // })
  3751. // },
  3752. ]},
  3753. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3754. {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)"},
  3755. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3756. },
  3757. {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)"},
  3758. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3759. },
  3760. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3761. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3762. },
  3763. {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"},
  3764. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3765. },
  3766. {name:"Raise ≥50% at lv110(sort by scale)",otLangName:{chs:"110级三维成长≥50%(按比例排序)",cht:"110級三維成長≥50%(按比例排序)"},
  3767. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3768. addition:card=>`成长${card.limitBreakIncr}%`
  3769. },
  3770. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3771. function:cards=>cards.filter(card=>card.maxLevel==1)
  3772. },
  3773. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  3774. function:cards=>cards.filter(card=>card.sellMP<100)
  3775. },
  3776. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3777. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3778. },
  3779. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3780. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3781. },
  3782. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3783. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  3784. },
  3785. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3786. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>0 && blockSkinOrBgmId<1e4),
  3787. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  3788. },
  3789. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  3790. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>=1e4),
  3791. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  3792. },
  3793. {name:"Hava banner when use skill",otLangName:{chs:"使用技能时有横幅",cht:"使用技能時有橫幅"},
  3794. function:cards=>cards.filter(card=>card.skillBanner)
  3795. },
  3796. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3797. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3798. },
  3799. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  3800. function:cards=>cards.filter(card=>card.stacking),
  3801. },
  3802. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  3803. function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))),
  3804. },
  3805. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  3806. function:cards=>cards,
  3807. addition:card=>card.name
  3808. },
  3809. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  3810. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  3811. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  3812. },
  3813. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  3814. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  3815. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  3816. },
  3817. {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"},
  3818. function:cards=>cards,
  3819. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  3820. },
  3821. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  3822. function:cards=>cards,
  3823. addition:card=>createTypesList(card.types)
  3824. },
  3825. {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"},
  3826. function:cards=>cards,
  3827. addition:card=>`COST ${card.cost}`
  3828. },
  3829. ]},
  3830. ];
  3831. return functions;
  3832. })();

智龙迷城队伍图制作工具