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script-json_data.js 164 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. force_reload_data: `Force refresh data`,
  21. request_input: tp`Please Input ${'info'}`,
  22. link_read_message: {
  23. success: tp`Find the ${'type'} format.`,
  24. need_user_script: `Because PADDB is cross-domain, you need to install helper script within the User Script Manager to support this feature.`,
  25. user_script_link: `Link to the helper script`,
  26. type: {
  27. "PADDF": "PADDF",
  28. "PDC": "PDC",
  29. "PADDB": "PADDB",
  30. },
  31. error: {
  32. 0: "Unknown Error",
  33. 1: "Unsupported format",
  34. 2: "No formation data",
  35. 3: "The illegal JSON format",
  36. 4: "The illegal URL format",
  37. },
  38. paddb_success: `Sucess`,
  39. paddb_unauthorized: `Certification Faild (ID or password is incorrect)`,
  40. },
  41. sort_name:{
  42. sort_none: "Nope",
  43. sort_id: "Cards Id",
  44. sort_attrs : "Attribute",
  45. sort_evoRootId: "Cards Evolution Root",
  46. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  47. sort_rarity: "Rarity",
  48. sort_cost: "Cost",
  49. sort_skillLv1: "Maximum Skill Turn",
  50. sort_skillLvMax: "Minimum Skill Turn",
  51. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  52. sort_hpMax120: "Max HP",
  53. sort_atkMax120: "Max ATK",
  54. sort_rcvMax120: "Max RCV",
  55. sort_hpMax120_awoken: "Max HP (+Awoken)",
  56. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  57. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  58. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  59. },
  60. skill_parse: {
  61. skill: {
  62. error: tp`😫An error occurred in skill parsing, please feedback the Card ID to the developer.`,
  63. unknown: tp`Unkonwn skill type: ${'type'}`,
  64. active_turns: tp`Within ${'turns'} turns, ${'skills'}`,
  65. delay_active_turns: tp`${`icon`}[Activated after ${'turns'} turns]:${'skills'}`,
  66. random_skills: tp`Random Activates these skills:${'skills'}`,
  67. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  68. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  69. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  70. damage_enemy_times: tp`${'times'} `,
  71. damage_enemy_count: tp` (${'damage'} in total)`,
  72. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  73. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  74. delay: tp`${'icon'}Delays enemies' next move`,
  75. mass_attack: tp`${'icon'}Mass attacks`,
  76. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  77. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  78. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  79. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  80. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  81. unbind_normal: tp`${'icon'}Bind`,
  82. unbind_awakenings: tp`${'icon'}Awoken bind`,
  83. unbind_matches: tp`${'icon'}Unmatchable orb`,
  84. bind_skill: tp`${'icon'}Unable to use skills`,
  85. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  86. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  87. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  88. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  89. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  90. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  91. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  92. ctw: tp`${'icon'}Move orbs freely for ${'time'}${'addition'}`,
  93. ctw_addition: tp`, ${'cond'} is achieved, ${'skill'}`,
  94. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  95. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  96. board_change: tp`Change all orbs to ${'orbs'}`,
  97. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  98. skill_boost_range: tp`~${'turns'}`,
  99. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  100. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  101. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  102. drop_refresh: tp`Replaces all orbs`,
  103. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  104. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  105. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  106. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  107. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  108. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  109. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'prob'}`,
  110. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'prob'} chance for ${'flag'}${'value'}`,
  111. orb_thorn: tp`, reduces ${'value'} per encounter`,
  112. attr_absorb: tp`${'icon'}Attribute absorption`,
  113. combo_absorb: tp`${'icon'}Combo absorption`,
  114. damage_absorb: tp`${'icon'}Damage absorption`,
  115. damage_void: tp`${'icon'}Damage void`,
  116. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  117. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  118. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  119. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  120. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  121. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  122. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  123. rate_multiply_drop: tp`${'icon'}Drop rate`,
  124. rate_multiply_coin: tp`${'icon'}Coins`,
  125. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  126. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  127. power_up: tp`${'condition'}${'targets'}${'each_time'}${'value'}${'reduceDamage'}${'additional'}`,
  128. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  129. henshin: tp`Transforms into ${'cards'}`,
  130. random_henshin: tp`Random transforms into ${'cards'}`,
  131. void_poison: tp`Voids ${'poison'} damage`,
  132. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  133. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  134. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  135. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  136. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  137. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  138. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  139. board_jamming_state: tp`Creates ${'count'} ${'icon'}${'state'} ${'size'} at ${'position'}${'comment'}`,
  140. board_size_change: tp`Board size changed to ${'icon'}${'size'}`,
  141. },
  142. power: {
  143. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  144. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  145. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  146. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  147. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  148. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  149. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  150. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  151. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  152. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  153. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  154. scale_cross: tp`When matching cross of 5 ${'orbs'} ${'each_time'}${'stats'}`,
  155. scale_state_kind: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  156. },
  157. cond: {
  158. unknown: tp`[ Unknown condition ]`,
  159. hp_equal: tp`When ${'hp'} == ${'min'} `,
  160. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  161. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  162. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  163. use_skill: tp`When skills used `,
  164. multi_player: tp`When in Multiplayer Mode `,
  165. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  166. exact_combo: tp`When exactly ${'value'} combos `,
  167. exact_length: tp`exactly of ${'value'} `,
  168. exact_match_length: tp`When matching ${'length'}${'value'}${'orbs'}, `,
  169. exact_match_enhanced: tp` orbs including enhanced`,
  170. compo_type_card: tp`When ${'ids'} are all on team, `,
  171. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  172. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  173. compo_type_team_total_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  174. compo_type_team_same_rarity: tp`When the ★ rarity of the team is ${'rarity'}, `,
  175. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  176. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  177. orbs_less_or_equal: tp`When ${'orbs'} ≤ ${'max'} on board, `,
  178. orbs_greater_or_equal: tp`When ${'orbs'} ≥ ${'min'} on board, `,
  179. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  180. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  181. },
  182. position: {
  183. top: tp`${'pos'} of top rows`,
  184. bottom: tp`${'pos'} of bottom rows`,
  185. left: tp`${'pos'} of left columns`,
  186. right: tp`${'pos'} of right columns`,
  187. random: tp`random location`,
  188. shape: tp`specified location`,
  189. },
  190. value: {
  191. unknown: tp`[ Unknown value: ${'type'}]`, //type
  192. const: tp`${'value'} ${'unit'}`,
  193. const_to: tp`to ${'value'}`,
  194. mul_percent: tp`${'value'}%`,
  195. mul_times: tp`×${'value'}`,
  196. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  197. mul_of_times: tp`${'stats'} ×${'value'}`,
  198. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  199. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  200. prob: tp`${'value'} chance for `,
  201. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  202. size: tp`${'width'}×${'height'}`,
  203. pos: tp`${'x'}×${'y'}`,
  204. },
  205. target: {
  206. unknown: tp`Unkown Target`,
  207. self: tp`card's`,
  208. team: tp`team`,
  209. team_last: tp`the lastest member`,
  210. team_leader: tp`leader`,
  211. sub_members: tp`sub-members`,
  212. leader_self: tp`left leader`,
  213. leader_helper: tp`right leader`,
  214. collab_id: tp`card with collab ID of ${'id'} `,
  215. gacha_id: tp`card with gacha ID of ${'id'} `,
  216. enemy: tp`Enemy`,
  217. enemy_all: tp`all enemys`,
  218. enemy_one: tp`1 enemy`,
  219. enemy_attr: tp`${'attr'} enemy`,
  220. the_attr: tp`attr of the matched Orbs`,
  221. },
  222. stats: {
  223. unknown: tp`[ Unknown: ${'type'}]`, //type
  224. maxhp: tp`${'icon'}Max HP`,
  225. hp: tp`HP`,
  226. chp: tp`current HP`,
  227. atk: tp`ATK`,
  228. rcv: tp`RCV`,
  229. teamhp: tp`Team HP`,
  230. teamatk: tp`Team ${'attrs'} ATK`,
  231. teamrcv: tp`Team RCV`,
  232. cstage: tp`current Stage of Dungeon`,
  233. },
  234. unit: {
  235. orbs: tp``,
  236. times: tp` times`,
  237. seconds: tp` seconds`,
  238. point: tp` point`,
  239. turns: tp` turns`,
  240. },
  241. word: {
  242. comment: tp`(${'content'}) `,
  243. comma: tp`, `,
  244. semicolon: tp`; `,
  245. slight_pause: tp`, `,
  246. range_hyphen: tp`~`,
  247. in_once: tp`in once `,
  248. evo_type_pixel: tp`Pixel Evo`,
  249. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  250. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  251. affix_attr: tp`${'cotent'} attr.`,
  252. affix_orb: tp`${'cotent'} orbs`,
  253. affix_type: tp`${'cotent'} types`,
  254. affix_awakening: tp`${'cotent'} awoken`,
  255. affix_exclude: tp`, exclude ${'cotent'}`,
  256. each_time: tp`each time `,
  257. different: tp`different`,
  258. same: tp`the same`,
  259. },
  260. attrs: {
  261. [0]: tp`${'icon'}Fire`,
  262. [1]: tp`${'icon'}Water`,
  263. [2]: tp`${'icon'}Wood`,
  264. [3]: tp`${'icon'}Light`,
  265. [4]: tp`${'icon'}Dark`,
  266. [5]: tp`${'icon'}Recover`,
  267. [6]: tp`${'icon'}Null`,
  268. all: tp`All`,
  269. self: tp`${'icon'}Self's Attr`,
  270. fixed: tp`${'icon'}Fixed`,
  271. },
  272. orbs: {
  273. [0]: tp`${'icon'}Fire`,
  274. [1]: tp`${'icon'}Water`,
  275. [2]: tp`${'icon'}Wood`,
  276. [3]: tp`${'icon'}Light`,
  277. [4]: tp`${'icon'}Dark`,
  278. [5]: tp`${'icon'}Heal`,
  279. [6]: tp`${'icon'}Jammer`,
  280. [7]: tp`${'icon'}Poison`,
  281. [8]: tp`${'icon'}Lethal Poison`,
  282. [9]: tp`${'icon'}Bomb`,
  283. enhanced: tp`${'icon'}Enhanced`,
  284. locked: tp`${'icon'}Locked`,
  285. nail: tp`${'icon'}Nail`,
  286. thorn: tp`${'icon'}Thorn`,
  287. _5color: tp`${'icon'}5 Att.`,
  288. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  289. all: tp`All`,
  290. any: tp`Any ${'cotent'}`,
  291. },
  292. board: {
  293. clouds: tp`${'icon'}Clouds`,
  294. immobility: tp`${'icon'}Immobility`,
  295. roulette: tp`${'icon'}Roulette`,
  296. roulette_time: tp`transforms every ${'duration'}`,
  297. roulette_attrs: tp`only ${'orbs'} will appear`,
  298. },
  299. types: {
  300. [0]: tp`${'icon'}Evo Material`,
  301. [1]: tp`${'icon'}Balanced`,
  302. [2]: tp`${'icon'}Physical`,
  303. [3]: tp`${'icon'}Healer`,
  304. [4]: tp`${'icon'}Dragon`,
  305. [5]: tp`${'icon'}God`,
  306. [6]: tp`${'icon'}Attacker`,
  307. [7]: tp`${'icon'}Devil`,
  308. [8]: tp`${'icon'}Machine`,
  309. [9]: tp`${'icon'}Special Protection`,
  310. [12]: tp`${'icon'}Awaken`,
  311. [14]: tp`${'icon'}Enhance Material`,
  312. [15]: tp`${'icon'}Redeemable`,
  313. },
  314. awokens: {
  315. [0]: tp`${'icon'}Unknown awoken`,
  316. [1]: tp`${'icon'}Enhanced HP`,
  317. [2]: tp`${'icon'}Enhanced Attack`,
  318. [3]: tp`${'icon'}Enhanced Recovery`,
  319. [4]: tp`${'icon'}Reduce Fire Damage`,
  320. [5]: tp`${'icon'}Reduce Water Damage`,
  321. [6]: tp`${'icon'}Reduce Wood Damage`,
  322. [7]: tp`${'icon'}Reduce Light Damage`,
  323. [8]: tp`${'icon'}Reduce Dark Damage`,
  324. [9]: tp`${'icon'}Auto-Recover`,
  325. [10]: tp`${'icon'}Resistance-Bind`,
  326. [11]: tp`${'icon'}Resistance-Blind`,
  327. [12]: tp`${'icon'}Resistance-Jammers`,
  328. [13]: tp`${'icon'}Resistance-Poison`,
  329. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  330. [15]: tp`${'icon'}Enhanced Water Orbs`,
  331. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  332. [17]: tp`${'icon'}Enhanced Water Orbs`,
  333. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  334. [19]: tp`${'icon'}Extend Time`,
  335. [20]: tp`${'icon'}Recover Bind`,
  336. [21]: tp`${'icon'}Skill Boost`,
  337. [22]: tp`${'icon'}Enhanced Fire Rows`,
  338. [23]: tp`${'icon'}Enhanced Water Rows`,
  339. [24]: tp`${'icon'}Enhanced Wood Rows`,
  340. [25]: tp`${'icon'}Enhanced Water Rows`,
  341. [26]: tp`${'icon'}Enhanced Dark Rows`,
  342. [27]: tp`${'icon'}Two-Pronged Attack`,
  343. [28]: tp`${'icon'}Resistance-Skill Bind`,
  344. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  345. [30]: tp`${'icon'}Multi Boost`,
  346. [31]: tp`${'icon'}Dragon Killer`,
  347. [32]: tp`${'icon'}God Killer`,
  348. [33]: tp`${'icon'}Devil Killer`,
  349. [34]: tp`${'icon'}Machine Killer`,
  350. [35]: tp`${'icon'}Balanced Killer`,
  351. [36]: tp`${'icon'}Attacker Killer`,
  352. [37]: tp`${'icon'}Physical Killer`,
  353. [38]: tp`${'icon'}Healer Killer`,
  354. [39]: tp`${'icon'}Evo Killer`,
  355. [40]: tp`${'icon'}Awaken Killer`,
  356. [41]: tp`${'icon'}Enhance Killer`,
  357. [42]: tp`${'icon'}Redeemable Killer`,
  358. [43]: tp`${'icon'}Enhanced Combos`,
  359. [44]: tp`${'icon'}Guard Break`,
  360. [45]: tp`${'icon'}Bonus Attack`,
  361. [46]: tp`${'icon'}Enhanced Team HP `,
  362. [47]: tp`${'icon'}Enhanced Team Recovery`,
  363. [48]: tp`${'icon'}Damage Void Piercer`,
  364. [49]: tp`${'icon'}Awoken Assist`,
  365. [50]: tp`${'icon'}Super Bonus Attack`,
  366. [51]: tp`${'icon'}Skill Charge`,
  367. [52]: tp`${'icon'}Resistance-Bind+`,
  368. [53]: tp`${'icon'}Extend Time+`,
  369. [54]: tp`${'icon'}Resistance-Clouds`,
  370. [55]: tp`${'icon'}Resistance-Immobility`,
  371. [56]: tp`${'icon'}Skill Boost+`,
  372. [57]: tp`${'icon'}50% or more HP Enhanced`,
  373. [58]: tp`${'icon'}50% or less HP Enhanced`,
  374. [59]: tp`${'icon'}L Damage Reduction`,
  375. [60]: tp`${'icon'}L Increased Attack`,
  376. [61]: tp`${'icon'}Super Enhanced Combos`,
  377. [62]: tp`${'icon'}Combo Orbs`,
  378. [63]: tp`${'icon'}Skill Voice`,
  379. [64]: tp`${'icon'}Dungeon Bonus`,
  380. [65]: tp`${'icon'}Reduced HP`,
  381. [66]: tp`${'icon'}Reduced Attack`,
  382. [67]: tp`${'icon'}Reduced RCV`,
  383. [68]: tp`${'icon'}Resistance-Blind+`,
  384. [69]: tp`${'icon'}Resistance-Jammers+`,
  385. [70]: tp`${'icon'}Resistance-Poison+`,
  386. [71]: tp`${'icon'}Blessing of Jammers`,
  387. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  388. [73]: tp`${'icon'}Enhanced Fire Combos`,
  389. [74]: tp`${'icon'}Enhanced Water Combos`,
  390. [75]: tp`${'icon'}Enhanced Wood Combos`,
  391. [76]: tp`${'icon'}Enhanced Light Combos`,
  392. [77]: tp`${'icon'}Enhanced Dark Combos`,
  393. [78]: tp`${'icon'}Cross Attack`,
  394. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  395. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  396. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  397. [82]: tp`${'icon'}Super Enhanced Matching`,
  398. [83]: tp`${'icon'}Add Dragon Type`,
  399. [84]: tp`${'icon'}Add God Type`,
  400. [85]: tp`${'icon'}Add Devil Type`,
  401. [86]: tp`${'icon'}Add Machine Type`,
  402. [87]: tp`${'icon'}Add Balanced Type`,
  403. [88]: tp`${'icon'}Add Attacker Type`,
  404. [89]: tp`${'icon'}Add Physical Type`,
  405. [90]: tp`${'icon'}Add Healer Type`,
  406. [91]: tp`${'icon'}Change Sub Attribute: Fire`,
  407. [92]: tp`${'icon'}Change Sub Attribute: Water`,
  408. [93]: tp`${'icon'}Change Sub Attribute: Wood`,
  409. [94]: tp`${'icon'}Change Sub Attribute: Water`,
  410. [95]: tp`${'icon'}Change Sub Attribute: Dark`,
  411. [96]: tp`${'icon'}Two-Pronged Attack+`,
  412. [97]: tp`${'icon'}Skill Charge+`,
  413. [98]: tp`${'icon'}Auto-Recover+`,
  414. [99]: tp`${'icon'}Enhanced Fire Orbs+`,
  415. [100]: tp`${'icon'}Enhanced Water Orbs+`,
  416. [101]: tp`${'icon'}Enhanced Wood Orbs+`,
  417. [102]: tp`${'icon'}Enhanced Water Orbs+`,
  418. [103]: tp`${'icon'}Enhanced Dark Orbs+`,
  419. [104]: tp`${'icon'}Enhanced Heal Orbs+`,
  420. [105]: tp`${'icon'}Skill Boost Minus`,
  421. [106]: tp`${'icon'}Floating`,
  422. [107]: tp`${'icon'}Enhanced Combos+`,
  423. [108]: tp`${'icon'}L Increased Attack+`,
  424. [109]: tp`${'icon'}Damage Void Piercer+`,
  425. [110]: tp`${'icon'}Cross Attack+`,
  426. [111]: tp`${'icon'}Super Enhanced Combos+`,
  427. [112]: tp`${'icon'}3 Att. Enhanced Attack+`,
  428. [113]: tp`${'icon'}4 Att. Enhanced Attack+`,
  429. [114]: tp`${'icon'}5 Att. Enhanced Attack+`,
  430. [115]: tp`${'icon'}Recover Bind+`,
  431. [116]: tp`${'icon'}Enhanced Fire Rows×3`,
  432. [117]: tp`${'icon'}Enhanced Water Rows×3`,
  433. [118]: tp`${'icon'}Enhanced Wood Rows×3`,
  434. [119]: tp`${'icon'}Enhanced Water Rows×3`,
  435. [120]: tp`${'icon'}Enhanced Dark Rows×3`,
  436. [121]: tp`${'icon'}Enhanced Fire Combos+`,
  437. [122]: tp`${'icon'}Enhanced Water Combos+`,
  438. [123]: tp`${'icon'}Enhanced Wood Combos+`,
  439. [124]: tp`${'icon'}Enhanced Light Combos+`,
  440. [125]: tp`${'icon'}Enhanced Dark Combos+`,
  441. [126]: tp`${'icon'}T Increased Attack`,
  442. }
  443. },
  444. };
  445. //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
  446. const typekiller_for_type = [
  447. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  448. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  449. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  450. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  451. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  452. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  453. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  454. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  455. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  456. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  457. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  458. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  459. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  460. ];
  461. //类型允许的潜觉杀
  462. typekiller_for_type.forEach(t=>
  463. {
  464. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  465. .map(tn=>
  466. typekiller_for_type.find(_t=>_t.type == tn).latent
  467. );
  468. }
  469. );
  470. const allowable_latent = {
  471. common: [ //一般能打的潜觉
  472. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  473. 28,29,30,31,32,33,34,35,36,37,38
  474. ],
  475. killer: [16,17,18,19,20,21,22,23,24,25,26,27], //杀潜觉
  476. v120: [42,43,44,45,49], //120才能打的潜觉
  477. needAwoken: [ //需要觉醒才能打的潜觉
  478. {latent:39,awoken:62}, //C珠破吸
  479. {latent:40,awoken:20}, //心横解转转
  480. {latent:41,awoken:27}, //U解禁消
  481. {latent:46,awoken:45}, //心追解云封
  482. {latent:47,awoken:59}, //心L大SB
  483. {latent:48,awoken:60}, //L解禁武器
  484. ]
  485. }
  486. //等效觉醒列表
  487. const equivalent_awoken = [
  488. {small:10,big:52,times:2}, //防封
  489. {small:11,big:68,times:5}, //防暗
  490. {small:12,big:69,times:5}, //防废
  491. {small:13,big:70,times:5}, //防毒
  492. {small:19,big:53,times:2}, //手指
  493. {small:21,big:56,times:2}, //SB
  494. {small:27,big:96,times:2}, //U
  495. {small:51,big:97,times:2}, //5色溜
  496. {small:9,big:98,times:2}, //自回
  497. {small:14,big:99,times:2}, //火+
  498. {small:15,big:100,times:2},//水+
  499. {small:16,big:101,times:2},//木+
  500. {small:17,big:102,times:2},//光+
  501. {small:18,big:103,times:2},//暗+
  502. {small:29,big:104,times:2},//心+
  503. {small:43,big:107,times:2},//7c
  504. {small:60,big:108,times:2},//L
  505. {small:48,big:109,times:2},//破无效
  506. {small:78,big:110,times:2},//十字
  507. {small:61,big:111,times:2},//10c
  508. {small:79,big:112,times:2},//3色
  509. {small:80,big:113,times:2},//4色
  510. {small:81,big:114,times:2},//5色
  511. {small:20,big:115,times:2},//心解
  512. {small:22,big:116,times:3},//火横
  513. {small:23,big:117,times:3},//水横
  514. {small:24,big:118,times:3},//木横
  515. {small:25,big:119,times:3},//光横
  516. {small:26,big:120,times:3},//暗横
  517. {small:73,big:121,times:2},//火串
  518. {small:74,big:122,times:2},//水串
  519. {small:75,big:123,times:2},//木串
  520. {small:76,big:124,times:2},//光串
  521. {small:77,big:125,times:2},//暗串
  522. ];
  523. //官方的觉醒排列顺序
  524. const official_awoken_sorting = [
  525. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  526. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  527. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  528. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  529. 99,100,101,102,103,104, 98, 96, 97,
  530. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  531. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  532. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  533. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  534. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  535. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  536. 91, 92, 93, 94, 95,105,106,107,108,
  537. 109,110,111,112,113,114,115,116,117,
  538. 118,119,120,121,122,123,124,125,126,
  539. ];
  540. //pdc的徽章对应数字
  541. const pdcBadgeMap = [
  542. {pdf:undefined,pdc:0}, //什么都没有
  543. {pdf:1,pdc:10}, //无限cost
  544. {pdf:2,pdc:12}, //小手指
  545. {pdf:3,pdc:9}, //全体攻击
  546. {pdf:4,pdc:5}, //小回复
  547. {pdf:5,pdc:1}, //小血量
  548. {pdf:6,pdc:3}, //小攻击
  549. {pdf:7,pdc:8}, //SB
  550. {pdf:8,pdc:18}, //队长防封
  551. {pdf:9,pdc:19}, //SX
  552. {pdf:11,pdc:7}, //无天降
  553. {pdf:17,pdc:6}, //大回复
  554. {pdf:18,pdc:2}, //大血量
  555. {pdf:19,pdc:4}, //大攻击
  556. {pdf:20,pdc:null}, //三维
  557. {pdf:21,pdc:13}, //大手指
  558. {pdf:10,pdc:11}, //加经验
  559. {pdf:12,pdc:15}, //墨镜
  560. {pdf:13,pdc:17}, //防废
  561. {pdf:14,pdc:16}, //防毒
  562. {pdf:129,pdc:14}, //月卡
  563. ];
  564. //pdc的潜觉对应数字
  565. const pdcLatentMap = [
  566. {pdf:1,pdc:1}, //HP
  567. {pdf:2,pdc:0}, //攻击
  568. {pdf:3,pdc:2}, //回复
  569. {pdf:4,pdc:19}, //手指
  570. {pdf:5,pdc:13}, //自回
  571. {pdf:6,pdc:14}, //火盾
  572. {pdf:7,pdc:15}, //水盾
  573. {pdf:8,pdc:16}, //木盾
  574. {pdf:9,pdc:17}, //光盾
  575. {pdf:10,pdc:18}, //暗盾
  576. {pdf:11,pdc:12}, //防坐
  577. {pdf:12,pdc:3}, //三维
  578. {pdf:13,pdc:35}, //不被换队长
  579. {pdf:13,pdc:47}, //不被换队长 ×1.5
  580. {pdf:14,pdc:37}, //不掉废
  581. {pdf:15,pdc:36}, //不掉毒
  582. {pdf:16,pdc:24}, //进化杀
  583. {pdf:17,pdc:25}, //觉醒杀
  584. {pdf:18,pdc:26}, //强化杀
  585. {pdf:19,pdc:27}, //卖钱杀
  586. {pdf:20,pdc:4}, //神杀
  587. {pdf:21,pdc:5}, //龙杀
  588. {pdf:22,pdc:6}, //恶魔杀
  589. {pdf:23,pdc:7}, //机械杀
  590. {pdf:24,pdc:8}, //平衡杀
  591. {pdf:25,pdc:9}, //攻击杀
  592. {pdf:26,pdc:10}, //体力杀
  593. {pdf:27,pdc:11}, //回复杀
  594. {pdf:28,pdc:20}, //大HP
  595. {pdf:29,pdc:21}, //大攻击
  596. {pdf:30,pdc:22}, //大回复
  597. {pdf:31,pdc:23}, //大手指
  598. {pdf:32,pdc:28}, //大火盾
  599. {pdf:33,pdc:29}, //大水盾
  600. {pdf:34,pdc:30}, //大木盾
  601. {pdf:35,pdc:31}, //大光盾
  602. {pdf:36,pdc:32}, //大暗盾
  603. {pdf:37,pdc:33}, //6色破无效
  604. {pdf:37,pdc:45}, //6色破无效 ×1.5
  605. {pdf:38,pdc:34}, //3色破属吸
  606. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  607. {pdf:39,pdc:40}, //C珠破吸
  608. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  609. {pdf:40,pdc:39}, //心横解转转
  610. {pdf:40,pdc:49}, //心横解转转 ×1.5
  611. {pdf:41,pdc:38}, //U解禁消
  612. {pdf:41,pdc:48}, //U解禁消 ×1.5
  613. {pdf:42,pdc:41}, //伤害上限×2
  614. {pdf:43,pdc:42}, //HP++
  615. {pdf:44,pdc:43}, //攻击++
  616. {pdf:45,pdc:44}, //回复++
  617. {pdf:46,pdc:51}, //心追解云封
  618. {pdf:46,pdc:52}, //心追解云封 ×1.5
  619. {pdf:47,pdc:53}, //心L大SB
  620. {pdf:47,pdc:54}, //心L大SB ×1.5
  621. {pdf:48,pdc:55}, //L解禁武器
  622. {pdf:48,pdc:56}, //L解禁武器 ×1.8
  623. {pdf:49,pdc:57}, //伤害上限×3
  624. ];
  625. //paddb的徽章对应数字
  626. const paddbBadgeMap = [
  627. {pdf:undefined,paddb:0}, //什么都没有
  628. {pdf:1,paddb:1}, //无限cost
  629. {pdf:2,paddb:2}, //小手指
  630. {pdf:3,paddb:3}, //全体攻击
  631. {pdf:4,paddb:4}, //小回复
  632. {pdf:5,paddb:5}, //小血量
  633. {pdf:6,paddb:6}, //小攻击
  634. {pdf:7,paddb:7}, //SB
  635. {pdf:8,paddb:8}, //队长防封
  636. {pdf:9,paddb:9}, //SX
  637. {pdf:11,paddb:14}, //无天降
  638. {pdf:17,paddb:10}, //大回复
  639. {pdf:18,paddb:11}, //大血量
  640. {pdf:19,paddb:12}, //大攻击
  641. {pdf:20,paddb:null}, //三维
  642. {pdf:21,paddb:13}, //大手指
  643. {pdf:10,paddb:18}, //加经验
  644. {pdf:12,paddb:15}, //墨镜
  645. {pdf:13,paddb:16}, //防废
  646. {pdf:14,paddb:17}, //防毒
  647. {pdf:129,paddb:19}, //月卡
  648. ];
  649. //paddb的潜觉对应数字
  650. const paddbLatentMap = [
  651. {pdf:1,paddb:13}, //HP
  652. {pdf:2,paddb:14}, //攻击
  653. {pdf:3,paddb:15}, //回复
  654. {pdf:4,paddb:16}, //手指
  655. {pdf:5,paddb:17}, //自回
  656. {pdf:6,paddb:19}, //火盾
  657. {pdf:7,paddb:20}, //水盾
  658. {pdf:8,paddb:21}, //木盾
  659. {pdf:9,paddb:22}, //光盾
  660. {pdf:10,paddb:23}, //暗盾
  661. {pdf:11,paddb:18}, //防坐
  662. {pdf:12,paddb:27}, //三维
  663. {pdf:13,paddb:38}, //不被换队长
  664. {pdf:14,paddb:37}, //不掉废
  665. {pdf:15,paddb:36}, //不掉毒
  666. {pdf:16,paddb:12}, //进化杀
  667. {pdf:17,paddb:9}, //觉醒杀
  668. {pdf:18,paddb:10}, //强化杀
  669. {pdf:19,paddb:11}, //卖钱杀
  670. {pdf:20,paddb:2}, //神杀
  671. {pdf:21,paddb:1}, //龙杀
  672. {pdf:22,paddb:3}, //恶魔杀
  673. {pdf:23,paddb:4}, //机械杀
  674. {pdf:24,paddb:8}, //平衡杀
  675. {pdf:25,paddb:5}, //攻击杀
  676. {pdf:26,paddb:6}, //体力杀
  677. {pdf:27,paddb:7}, //回复杀
  678. {pdf:28,paddb:24}, //大HP
  679. {pdf:29,paddb:25}, //大攻击
  680. {pdf:30,paddb:26}, //大回复
  681. {pdf:31,paddb:33}, //大手指
  682. {pdf:32,paddb:28}, //大火盾
  683. {pdf:33,paddb:29}, //大水盾
  684. {pdf:34,paddb:30}, //大木盾
  685. {pdf:35,paddb:31}, //大光盾
  686. {pdf:36,paddb:32}, //大暗盾
  687. {pdf:37,paddb:35}, //6色破无效
  688. {pdf:38,paddb:34}, //3色破属吸
  689. {pdf:39,paddb:41}, //C珠破吸
  690. {pdf:40,paddb:40}, //心横解转转
  691. {pdf:41,paddb:39}, //U解禁消
  692. {pdf:42,paddb:42}, //伤害上限×2
  693. {pdf:43,paddb:43}, //HP++
  694. {pdf:44,paddb:44}, //攻击++
  695. {pdf:45,paddb:45}, //回复++
  696. {pdf:46,paddb:46}, //心追解云封
  697. {pdf:47,paddb:47}, //心L大SB
  698. {pdf:48,paddb:48}, //L解禁武器
  699. {pdf:49,paddb:49}, //伤害上限×3
  700. ];
  701. //排序程序列表
  702. const sort_function_list = [
  703. {tag:"sort_none",name:"无",function:()=>0},
  704. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  705. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  706. let num = a.attrs[0] - b.attrs[0];
  707. if (num === 0) num = a.attrs[1] - b.attrs[1];
  708. return num;
  709. }
  710. },
  711. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  712. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  713. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  714. let num = card_a.attrs[0] - card_b.attrs[0];
  715. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  716. return num;
  717. }
  718. },
  719. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  720. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  721. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  722. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  723. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  724. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  725. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  726. }
  727. },
  728. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  729. function getEvoSkill(skill) {
  730. //232为进化后不循环技能,233为循环技能
  731. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  732. else return skill;
  733. }
  734. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  735. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  736. }
  737. },
  738. {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)},
  739. {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)},
  740. {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)},
  741. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  742. {
  743. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  744. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  745. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  746. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  747. return abA - abB;
  748. }
  749. },
  750. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  751. {
  752. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  753. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  754. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  755. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  756. return abA - abB;
  757. }
  758. },
  759. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  760. {
  761. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  762. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  763. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  764. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  765. return abA - abB;
  766. }
  767. },
  768. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  769. {
  770. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  771. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  772. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  773. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  774. return abA - abB;
  775. }
  776. },
  777. ];
  778. //增加特殊搜索模式
  779. const specialSearchFunctions = (function() {
  780. 'use strict';
  781. //返回卡片的队长技能
  782. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  783. {
  784. return getActuallySkills(Skills[card.leaderSkillId], skillTypes, searchRandom)?.[0];
  785. }
  786. //返回卡片的技能
  787. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  788. {
  789. return getActuallySkills(Skills[card.activeSkillId], skillTypes, searchRandom)?.[0];
  790. }
  791. //获取血倍率
  792. function getHPScale(ls)
  793. {
  794. const sk = ls.params;
  795. let scale = 1;
  796. switch (ls.type)
  797. {
  798. case 23: case 30: case 62: case 77: case 63: case 65:
  799. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  800. scale = sk[sk.length-1]/100;
  801. break;
  802. case 73: case 76:
  803. case 121: case 129: case 163: case 177: case 186:
  804. case 155:
  805. scale = sk[2]/100;
  806. break;
  807. case 106: case 107: case 108:
  808. scale = sk[0]/100;
  809. break;
  810. case 125:
  811. scale = sk[5]/100;
  812. break;
  813. case 136:
  814. case 137:
  815. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  816. break;
  817. case 158:
  818. scale = sk[4]/100;
  819. break;
  820. case 175:
  821. case 178: case 185:
  822. scale = sk[3]/100;
  823. break;
  824. case 203: case 217:
  825. scale = sk[1]/100;
  826. break;
  827. case 245:
  828. scale = sk[3]/100;
  829. break;
  830. case 138: //调用其他队长技
  831. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  832. break;
  833. default:
  834. }
  835. return scale || 1;
  836. }
  837. //获取盾减伤比例
  838. function getReduceScale(ls, allAttr = false, noHPneed = false)
  839. {
  840. const sk = ls.params;
  841. let scale = 0;
  842. switch (ls.type)
  843. {
  844. case 16: //无条件盾
  845. scale = sk[0]/100;
  846. break;
  847. case 17: //单属性盾
  848. scale = allAttr ? 0 : sk[1]/100;
  849. break;
  850. case 36: //2个属性盾
  851. scale = allAttr ? 0 : sk[2]/100;
  852. break;
  853. case 38: //血线下 + 几率
  854. case 43: //血线上 + 几率
  855. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  856. break;
  857. case 129: //无条件盾,属性个数不固定
  858. case 163: //无条件盾,属性个数不固定
  859. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  860. break;
  861. case 178: //无条件盾,属性个数不固定
  862. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  863. break;
  864. case 130: //血线下 + 属性个数不固定
  865. case 131: //血线上 + 属性个数不固定
  866. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  867. break;
  868. case 151: //十字心触发
  869. case 169: //C触发
  870. case 198: //回血触发
  871. scale = sk[2]/100;
  872. break;
  873. case 170: //多色触发
  874. case 182: //长串触发
  875. case 193: //L触发
  876. scale = sk[3]/100;
  877. break;
  878. case 171: //多串触发
  879. scale = sk[6]/100;
  880. break;
  881. case 183: //又是个有两段血线的队长技
  882. scale = noHPneed ? 0 : sk[4]/100;
  883. break;
  884. case 210: //十字触发
  885. scale = sk[1]/100;
  886. break;
  887. case 235: { //可多次触发
  888. scale = (sk[4] || 0) / 100;
  889. break;
  890. }
  891. case 138: //调用其他队长技
  892. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  893. break;
  894. default:
  895. }
  896. return scale || 0;
  897. }
  898. //获取无条件盾减伤比例
  899. function getReduceScale_unconditional(ls)
  900. {
  901. const sk = ls.params;
  902. let scale = 0;
  903. switch (ls.type)
  904. {
  905. case 16: //无条件盾
  906. {
  907. scale = sk[0]/100;
  908. break;
  909. }
  910. case 129: //无条件盾,属性个数不固定
  911. case 163: //无条件盾,属性个数不固定
  912. {
  913. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  914. break;
  915. }
  916. case 178: //无条件盾,属性个数不固定
  917. {
  918. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  919. break;
  920. }
  921. case 138: //调用其他队长技
  922. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  923. break;
  924. default:
  925. }
  926. return scale || 0;
  927. }
  928. function getCannonAttr(skill)
  929. {
  930. const sk = skill.params;
  931. switch(skill.type)
  932. {
  933. case 0:
  934. case 1:
  935. case 37:
  936. case 58:
  937. case 59:
  938. case 84:
  939. case 85:
  940. case 86:
  941. case 87:
  942. case 115:
  943. return sk[0];
  944. case 110:
  945. case 143:
  946. return sk[1];
  947. case 42:
  948. return sk[1];
  949. case 144:
  950. return sk[3] ?? 0;
  951. default:
  952. return -1;
  953. }
  954. }
  955. function sortByParams(a,b,searchTypeArray,...pidxs)
  956. {
  957. const a_s = getCardLeaderSkill(a, searchTypeArray) || getCardActiveSkill(a, searchTypeArray),
  958. b_s = getCardLeaderSkill(b, searchTypeArray) || getCardActiveSkill(b, searchTypeArray);
  959. if (pidxs.length==0) pidxs.push(0);
  960. let newPos = 0;
  961. //按所有顺序依次比较大小,凡是有一次比出来就使用,否则继续比较下一个大小
  962. for (let pidx of pidxs) {
  963. newPos = a_s.params[pidx] - b_s.params[pidx];
  964. if (newPos !== 0) break;
  965. }
  966. return newPos;
  967. }
  968. function sortByHPScal(a,b)
  969. {
  970. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  971. return getHPScale(a_s) - getHPScale(b_s);
  972. }
  973. function HPScal_Addition(card)
  974. {
  975. const skill = Skills[card.leaderSkillId];
  976. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  977. }
  978. function sortByReduceScale(a,b)
  979. {
  980. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  981. return getReduceScale(a_s) - getReduceScale(b_s);
  982. }
  983. function ReduceScale_Addition(card)
  984. {
  985. const skill = Skills[card.leaderSkillId];
  986. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  987. }
  988. function voidsAbsorption_Addition(card)
  989. {
  990. const searchTypeArray = [173];
  991. const skill = getCardActiveSkill(card, searchTypeArray);
  992. if (!skill) return;
  993. const sk = skill.params;
  994. const fragment = document.createDocumentFragment();
  995. const icons = [
  996. sk[1] && 'attr-absorb',
  997. sk[2] && 'combo-absorb',
  998. sk[3] && 'damage-absorb'
  999. ].filter(buff => typeof buff === 'string').map(buff=>createSkillIcon(buff))
  1000. fragment.append(...icons);
  1001. fragment.append(`×${sk[0]}T`);
  1002. return fragment;
  1003. }
  1004. function unbind_Turns(card)
  1005. {
  1006. const outObj = {
  1007. normal: 0,
  1008. awoken: 0
  1009. };
  1010. const searchTypeArray = [117,179];
  1011. const skill = getCardActiveSkill(card, searchTypeArray);
  1012. if (skill)
  1013. {
  1014. const sk = skill.params;
  1015. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  1016. outObj.awoken = sk[4] || 0;
  1017. }
  1018. return outObj;
  1019. }
  1020. function unbind_Addition(card)
  1021. {
  1022. const turns = unbind_Turns(card);
  1023. const fragment = document.createDocumentFragment();
  1024. if (turns.normal > 0)
  1025. {
  1026. fragment.append(createSkillIcon('unbind-normal'));
  1027. if (turns.normal != turns.awoken)
  1028. fragment.append(`-${turns.normal>=9999 ? '全' : `${turns.normal}T` }`);
  1029. }
  1030. if (turns.awoken > 0)
  1031. {
  1032. fragment.append(createSkillIcon('unbind-awakenings'));
  1033. fragment.append(`-${turns.awoken>=9999 ? '全' : `${turns.awoken}T` }`);
  1034. }
  1035. return fragment;
  1036. }
  1037. function boardChange_ColorTypes(skill)
  1038. {
  1039. if (!skill) return [];
  1040. const sk = skill.params;
  1041. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  1042. return colors;
  1043. }
  1044. function boardChange_Addition(card)
  1045. {
  1046. const searchTypeArray = [71];
  1047. const skill = getCardActiveSkill(card, searchTypeArray);
  1048. const colors = boardChange_ColorTypes(skill);
  1049. return createOrbsList(colors);
  1050. }
  1051. function orbsChangeParse(skill)
  1052. {
  1053. function changes(from, to)
  1054. {
  1055. return {from:from,to:to};
  1056. }
  1057. let outArr = [];
  1058. if (!skill) return outArr;
  1059. const sk = skill.params;
  1060. switch (skill.type)
  1061. {
  1062. case 9:{
  1063. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1064. break;
  1065. }
  1066. case 20:{
  1067. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  1068. {
  1069. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  1070. }
  1071. else
  1072. {
  1073. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  1074. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  1075. }
  1076. break;
  1077. }
  1078. case 154:{
  1079. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  1080. break;
  1081. }
  1082. }
  1083. return outArr;
  1084. }
  1085. function changeOrbs_Addition(card)
  1086. {
  1087. const searchTypeArray = [9,20,154];
  1088. const skills = getCardActiveSkills(card, searchTypeArray);
  1089. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1090. const fragment = document.createDocumentFragment();
  1091. parsedSkills.forEach(p=>{
  1092. fragment.appendChild(createOrbsList(p.from));
  1093. fragment.appendChild(document.createTextNode(`→`));
  1094. fragment.appendChild(createOrbsList(p.to));
  1095. });
  1096. return fragment;
  1097. }
  1098. function generateOrbsParse(card)
  1099. {
  1100. let outArr = [];
  1101. const searchTypeArray = [141, 208];
  1102. const skills = getCardActiveSkills(card, searchTypeArray);
  1103. if (!skills.length) return outArr;
  1104. for (const skill of skills)
  1105. {
  1106. const sk = skill.params;
  1107. if (skill.type == 141)
  1108. {
  1109. outArr.push({
  1110. count: sk[0],
  1111. to: flags(sk[1] || 1),
  1112. exclude: flags(sk[2]),
  1113. });
  1114. }else
  1115. {
  1116. outArr.push({
  1117. count: sk[0],
  1118. to: flags(sk[1] || 1),
  1119. exclude: flags(sk[2]),
  1120. });
  1121. outArr.push({
  1122. count: sk[3],
  1123. to: flags(sk[4] || 1),
  1124. exclude: flags(sk[5]),
  1125. });
  1126. }
  1127. }
  1128. return outArr;
  1129. }
  1130. function generateOrbs_Addition(card)
  1131. {
  1132. const gens = generateOrbsParse(card);
  1133. const searchTypeArray = [141, 208];
  1134. const skill = getCardActiveSkill(card, searchTypeArray);
  1135. if (!skill) return;
  1136. const sk = skill.params;
  1137. const fragment = document.createDocumentFragment();
  1138. for (const gen of gens)
  1139. {
  1140. fragment.appendChild(createOrbsList(gen.to));
  1141. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  1142. }
  1143. return fragment;
  1144. }
  1145. function lock_Addition(card)
  1146. {
  1147. const searchTypeArray = [152];
  1148. const skill = getCardActiveSkill(card, searchTypeArray);
  1149. if (!skill) return;
  1150. const sk = skill.params;
  1151. const fragment = document.createDocumentFragment();
  1152. fragment.appendChild(createSkillIcon('orb-locked'));
  1153. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1154. return fragment;
  1155. }
  1156. function dropLock_Addition(card)
  1157. {
  1158. const searchTypeArray = [205];
  1159. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1160. if (!skill) return;
  1161. const sk = skill.params;
  1162. const fragment = document.createDocumentFragment();
  1163. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111), 'locked'));
  1164. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1165. return fragment;
  1166. }
  1167. function dropOrb_Addition(card)
  1168. {
  1169. const searchTypeArray = [126];
  1170. const skill = getCardActiveSkill(card, searchTypeArray);
  1171. if (!skill) return;
  1172. const sk = skill.params;
  1173. const colors = flags(sk[0]);
  1174. const fragment = document.createDocumentFragment();
  1175. fragment.appendChild(createOrbsList(colors, 'drop'));
  1176. fragment.appendChild(document.createTextNode(`${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1177. return fragment;
  1178. }
  1179. function generateColumnOrbs_Addition(card)
  1180. {
  1181. const searchTypeArray = [127];
  1182. const skill = getCardActiveSkill(card, searchTypeArray);
  1183. if (!skill) return;
  1184. const sk = skill.params;
  1185. const colors = [];
  1186. for (let ai=0;ai<sk.length;ai+=2)
  1187. {
  1188. colors.push(flags(sk[ai+1]));
  1189. }
  1190. const fragment = document.createDocumentFragment();
  1191. fragment.appendChild(document.createTextNode(`竖`));
  1192. fragment.appendChild(createOrbsList(colors.flat()));
  1193. return fragment;
  1194. }
  1195. function generateRowOrbs_Addition(card)
  1196. {
  1197. const searchTypeArray = [128];
  1198. const skill = getCardActiveSkill(card, searchTypeArray);
  1199. if (!skill) return;
  1200. const sk = skill.params;
  1201. const colors = [];
  1202. for (let ai=0;ai<sk.length;ai+=2)
  1203. {
  1204. colors.push(flags(sk[ai+1]));
  1205. }
  1206. const fragment = document.createDocumentFragment();
  1207. fragment.appendChild(document.createTextNode(`横`));
  1208. fragment.appendChild(createOrbsList(colors.flat()));
  1209. return fragment;
  1210. }
  1211. function numericalATK_Addition(card)
  1212. {
  1213. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1214. const typeArray_Rate = [0,2,35,37,58,59,84,85,115];
  1215. const skill = getCardActiveSkill(card, searchTypeArray);
  1216. if (!skill) return;
  1217. //const sk = skill.params;
  1218. const colors = [getCannonAttr(skill)];
  1219. const fragment = document.createDocumentFragment();
  1220. fragment.append(`射`);
  1221. fragment.append(createOrbsList(colors));
  1222. if (typeArray_Rate.includes(skill.type)) {
  1223. function getNumber(skill){
  1224. const sk = skill.params;
  1225. switch(skill.type)
  1226. {
  1227. case 0:
  1228. case 37:
  1229. case 58:
  1230. case 59:
  1231. case 84:
  1232. case 85:
  1233. case 115:
  1234. return sk[1];
  1235. case 2:
  1236. case 35:
  1237. return sk[0];
  1238. default:
  1239. return 0;
  1240. }
  1241. }
  1242. fragment.append(`×${(getNumber(skill)/100).bigNumberToString()}倍`);
  1243. }
  1244. return fragment;
  1245. }
  1246. function memberATK_Addition(card)
  1247. {
  1248. const searchTypeArray = [230];
  1249. const skill = getCardActiveSkill(card, searchTypeArray);
  1250. if (!skill) return;
  1251. const sk = skill.params;
  1252. const fragment = document.createDocumentFragment();
  1253. const ul = fragment.appendChild(document.createElement("ul"));
  1254. ul.className = "team-flags";
  1255. for (let i = 0; i<6; i++) {
  1256. const li = ul.appendChild(document.createElement("li"));
  1257. li.className = "team-member-icon";
  1258. }
  1259. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1260. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1261. let str = '';
  1262. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1263. fragment.appendChild(document.createTextNode(str));
  1264. return fragment;
  1265. }
  1266. function dixedDamage_Addition(card)
  1267. {
  1268. const searchTypeArray = [55, 188, 56];
  1269. const skills = getCardActiveSkills(card, searchTypeArray, true);
  1270. if (!skills.length) return;
  1271. const skill = skills[0];
  1272. const sk = skill.params;
  1273. return `${skill.type==56?"全体":"单体"}${sk[0].bigNumberToString()}点${skills.length>1?`×${skills.length}`:''}`;
  1274. }
  1275. function gravity_Addition(card)
  1276. {
  1277. const searchTypeArray = [6, 161];
  1278. const skill = getCardActiveSkill(card, searchTypeArray);
  1279. if (!skill) return;
  1280. const sk = skill.params;
  1281. return `${skill.type==6?"当前":"最大"}${sk[0]}%`;
  1282. }
  1283. function healImmediately_Rate(card)
  1284. {
  1285. const searchTypeArray = [7, //自身回复力
  1286. 8, //固定点数
  1287. 35,115, //吸血
  1288. 117
  1289. ];
  1290. const skills = getCardActiveSkills(card, searchTypeArray);
  1291. const outObj = {
  1292. vampire: 0,
  1293. selfRcv: 0,
  1294. const: 0,
  1295. scale: 0,
  1296. };
  1297. if (!skills.length) return outObj;
  1298. skills.forEach(skill=>{
  1299. const sk = skill.params;
  1300. if (skill.type == 7)
  1301. {
  1302. outObj.selfRcv += sk[0];
  1303. }
  1304. else if(skill.type == 8)
  1305. {
  1306. outObj.const += sk[0];
  1307. }
  1308. else if(skill.type == 35)
  1309. {
  1310. outObj.vampire += sk[1];
  1311. }
  1312. else if(skill.type == 115)
  1313. {
  1314. outObj.vampire += sk[2];
  1315. }
  1316. else if(skill.type == 117)
  1317. {
  1318. outObj.selfRcv += sk[1] || 0;
  1319. outObj.const += sk[2] || 0;
  1320. outObj.scale += sk[3] || 0;
  1321. }
  1322. });
  1323. return outObj;
  1324. }
  1325. function atkBuff_Rate(card)
  1326. {
  1327. const searchTypeArray = [
  1328. 88,92, //类型的
  1329. 50,90, //属性的,要排除回复力
  1330. 156,168,231, //宝石姬
  1331. 228, //属性、类型数量
  1332. ];
  1333. const skills = getCardActiveSkills(card, searchTypeArray);
  1334. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1335. function atkBuffParse(skill) {
  1336. const outObj = {
  1337. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1338. types: [],
  1339. attrs: [],
  1340. awoken: [],
  1341. rate: 0,
  1342. turns: 0,
  1343. };
  1344. if (!skill) return outObj;
  1345. const sk = skill.params;
  1346. if (skill.type == 88 || skill.type == 92)
  1347. {
  1348. outObj.skilltype = 2;
  1349. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1350. outObj.turns = sk[0];
  1351. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1352. }
  1353. else if(skill.type == 50 || skill.type == 90)
  1354. {
  1355. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1356. if (!outObj.attrs.length) //去除回复力
  1357. return outObj;
  1358. outObj.skilltype = 2;
  1359. outObj.turns = sk[0];
  1360. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1361. }
  1362. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1363. || skill.type == 168)
  1364. {
  1365. outObj.skilltype = 1;
  1366. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1367. outObj.turns = sk[0];
  1368. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1369. }
  1370. else if(skill.type == 228 && sk[3] > 0)
  1371. {
  1372. outObj.skilltype = 1;
  1373. outObj.attrs = flags(sk[1]);
  1374. outObj.types = flags(sk[2]);
  1375. outObj.turns = sk[0];
  1376. outObj.rate = sk[3];
  1377. }
  1378. else if(skill.type == 231 && sk[6] > 0)
  1379. {
  1380. outObj.skilltype = 1;
  1381. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1382. outObj.turns = sk[0];
  1383. outObj.rate = sk[6];
  1384. }
  1385. return outObj;
  1386. }
  1387. }
  1388. function rcvBuff_Rate(card)
  1389. {
  1390. const searchTypeArray = [
  1391. 50,90,
  1392. 228, 231, //宝石姬
  1393. ];
  1394. const skills = getCardActiveSkills(card, searchTypeArray);
  1395. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1396. function rcvBuffParse(skill) {
  1397. const outObj = {
  1398. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1399. types: [],
  1400. attrs: [],
  1401. awoken: [],
  1402. rate: 0,
  1403. turns: 0,
  1404. };
  1405. if (!skill) return outObj;
  1406. const sk = skill.params;
  1407. if (skill.type == 228 && sk[4] > 0) {
  1408. outObj.skilltype = 1;
  1409. outObj.attrs = flags(sk[1]);
  1410. outObj.types = flags(sk[2]);
  1411. outObj.turns = sk[0];
  1412. outObj.rate = sk[4];
  1413. } else if (skill.type == 231 && sk[7] > 0) {
  1414. outObj.skilltype = 1;
  1415. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1416. outObj.turns = sk[0];
  1417. outObj.rate = sk[7];
  1418. } else if (skill.type == 50 || skill.type == 90) {
  1419. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1420. outObj.turns = sk[0];
  1421. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1422. }
  1423. return outObj;
  1424. }
  1425. }
  1426. function damageSelf_Rate(card)
  1427. {
  1428. const searchTypeArray = [84,85,86,87,195];
  1429. const skill = getCardActiveSkill(card, searchTypeArray);
  1430. if (!skill) return 0;
  1431. const sk = skill.params;
  1432. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1433. }
  1434. function changeEnemiesAttr_Attr(card)
  1435. {
  1436. const outObj = {
  1437. attr: null,
  1438. turns: 0
  1439. }
  1440. const searchTypeArray = [153, 224];
  1441. const skill = getCardActiveSkill(card, searchTypeArray);
  1442. if (!skill) return outObj;
  1443. const sk = skill.params;
  1444. if (skill.type == 153)
  1445. {
  1446. outObj.attr = sk[0];
  1447. }
  1448. else if (skill.type == 224)
  1449. {
  1450. outObj.attr = sk[1] || 0;
  1451. outObj.turns = sk[0];
  1452. }
  1453. return outObj;
  1454. }
  1455. //创建1个觉醒图标
  1456. function createAwokenIcon(awokenId)
  1457. {
  1458. const icon = document.createElement("icon");
  1459. icon.className ="awoken-icon";
  1460. icon.setAttribute("data-awoken-icon", awokenId);
  1461. return icon;
  1462. }
  1463. //产生一个觉醒列表
  1464. function creatAwokenList(awokens) {
  1465. const ul = document.createElement("ul");
  1466. ul.className = "awoken-ul";
  1467. awokens.forEach(ak=>{
  1468. const li = ul.appendChild(document.createElement("li"));
  1469. const icon = li.appendChild(createAwokenIcon(ak));
  1470. });
  1471. return ul;
  1472. }
  1473. //产生宝珠列表
  1474. function createOrbsList(orbs, className)
  1475. {
  1476. if (orbs == undefined) orbs = [0];
  1477. else if (!Array.isArray(orbs)) orbs = [orbs];
  1478. const ul = document.createElement("ul");
  1479. ul.className = "board";
  1480. orbs.forEach(orbType => {
  1481. const li = ul.appendChild(document.createElement("li"));
  1482. li.className = className ? `orb ${className}` :`orb`;
  1483. li.setAttribute("data-orb-icon", orbType);
  1484. });
  1485. return ul;
  1486. }
  1487. //产生类型列表
  1488. function createTypesList(types)
  1489. {
  1490. if (types == undefined) types = [0];
  1491. else if (!Array.isArray(types)) types = [types];
  1492. const ul = document.createElement("ul");
  1493. ul.className = "types-ul";
  1494. types.forEach(type => {
  1495. const li = ul.appendChild(document.createElement("li"));
  1496. li.className = `type-icon`;
  1497. li.setAttribute("data-type-icon", type);
  1498. });
  1499. return ul;
  1500. }
  1501. const functions = [
  1502. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1503. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1504. ]},
  1505. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1506. {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)"},
  1507. function:cards=>{
  1508. const searchTypeArray = [173];
  1509. return cards.filter(card=>{
  1510. const skill = getCardActiveSkill(card, searchTypeArray);
  1511. return skill && skill.params[1];
  1512. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1513. },
  1514. addition:voidsAbsorption_Addition
  1515. },
  1516. /*{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)"},
  1517. function:cards=>{
  1518. const searchTypeArray = [173];
  1519. return cards.filter(card=>{
  1520. const skill = getCardActiveSkill(card, searchTypeArray);
  1521. return skill && skill.params[2];
  1522. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1523. },addition:voidsAbsorption_Addition},*/
  1524. {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)"},
  1525. function:cards=>{
  1526. const searchTypeArray = [173];
  1527. return cards.filter(card=>{
  1528. const skill = getCardActiveSkill(card, searchTypeArray);
  1529. return skill && skill.params[3];
  1530. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1531. },
  1532. addition:voidsAbsorption_Addition
  1533. },
  1534. {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)"},
  1535. function:cards=>{
  1536. const searchTypeArray = [173];
  1537. return cards.filter(card=>{
  1538. const skill = getCardActiveSkill(card, searchTypeArray);
  1539. return skill && skill.params[1] && skill.params[3];
  1540. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1541. },
  1542. addition:voidsAbsorption_Addition
  1543. },
  1544. {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)"},
  1545. function:cards=>{
  1546. const searchTypeArray = [191];
  1547. return cards.filter(card=>{
  1548. const skill = getCardActiveSkill(card, searchTypeArray);
  1549. return skill;
  1550. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1551. },
  1552. addition:card=>{
  1553. const searchTypeArray = [191];
  1554. const skill = getCardActiveSkill(card, searchTypeArray);
  1555. if (!skill) return;
  1556. const sk = skill.params;
  1557. const fragment = document.createDocumentFragment();
  1558. fragment.append(createSkillIcon('damage-void'));
  1559. fragment.append(`×${sk[0]}T`);
  1560. return fragment;
  1561. }
  1562. },
  1563. ]},
  1564. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1565. {
  1566. 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)"},
  1567. function:cards=>{
  1568. return cards.filter(card=>{
  1569. const turns = unbind_Turns(card);
  1570. return turns.normal > 0;
  1571. }).sort((a,b)=>{
  1572. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1573. let a_pC = a_s.normal, b_pC = b_s.normal;
  1574. return a_pC - b_pC;
  1575. });
  1576. },
  1577. addition:unbind_Addition
  1578. },
  1579. {
  1580. 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)"},
  1581. function:cards=>{
  1582. return cards.filter(card=>{
  1583. const turns = unbind_Turns(card);
  1584. return turns.awoken > 0;
  1585. }).sort((a,b)=>{
  1586. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1587. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1588. return a_pC - b_pC;
  1589. });
  1590. },
  1591. addition:unbind_Addition
  1592. },
  1593. {
  1594. 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)"},
  1595. function:cards=>{
  1596. return cards.filter(card=>{
  1597. const turns = unbind_Turns(card);
  1598. return turns.normal && turns.awoken > 0;
  1599. }).sort((a,b)=>{
  1600. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1601. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1602. return a_pC - b_pC;
  1603. });
  1604. },
  1605. addition:unbind_Addition
  1606. },
  1607. {
  1608. 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)"},
  1609. function:cards=>{
  1610. const searchTypeArray = [196];
  1611. return cards.filter(card=>{
  1612. const skill = getCardActiveSkill(card, searchTypeArray);
  1613. return skill;
  1614. }).sort((a,b)=>{
  1615. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1616. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1617. return a_pC - b_pC;
  1618. })
  1619. },
  1620. addition:card=>{
  1621. const searchTypeArray = [196];
  1622. const skill = getCardActiveSkill(card, searchTypeArray);
  1623. if (!skill) return;
  1624. const sk = skill.params;
  1625. const fragment = document.createDocumentFragment();
  1626. fragment.append(createSkillIcon('unbind-matches'));
  1627. fragment.append(`-${sk[0]>=9999 ? '全' : `${sk[0]}T` }`);
  1628. return fragment;
  1629. }
  1630. },
  1631. ]},
  1632. {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: [
  1633. {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)"},
  1634. function:cards=>{
  1635. const searchTypeArray = [146];
  1636. return cards.filter(card=>{
  1637. const skill = getCardActiveSkill(card, searchTypeArray);
  1638. return skill;
  1639. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1640. },
  1641. addition:card=>{
  1642. const searchTypeArray = [146];
  1643. const skill = getCardActiveSkill(card, searchTypeArray);
  1644. if (!skill) return;
  1645. const sk = skill.params;
  1646. const fragment = document.createDocumentFragment();
  1647. fragment.append(createSkillIcon('skill-boost', 'boost-incr'), sk[0]);
  1648. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1649. return fragment;
  1650. }
  1651. },
  1652. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1653. function:cards=>{
  1654. const searchTypeArray = [218];
  1655. return cards.filter(card=>{
  1656. const skill = getCardActiveSkill(card, searchTypeArray);
  1657. return skill;
  1658. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1659. },
  1660. addition:card=>{
  1661. const searchTypeArray = [218];
  1662. const skill = getCardActiveSkill(card, searchTypeArray);
  1663. if (!skill) return;
  1664. const sk = skill.params;
  1665. const fragment = document.createDocumentFragment();
  1666. fragment.append(createSkillIcon('skill-boost', 'boost-decr'), sk[0]);
  1667. if (sk[1] !== undefined && sk[0]!=sk[1]) fragment.append(`~${sk[1]}`);
  1668. return fragment;
  1669. }
  1670. },
  1671. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1672. function:cards=>{
  1673. const searchTypeArray = [93, 227];
  1674. return cards.filter(card=>{
  1675. const skill = getCardActiveSkill(card, searchTypeArray);
  1676. return skill;
  1677. }).sort((a,b)=>{
  1678. const a_s = getCardActiveSkill(a, searchTypeArray),
  1679. b_s = getCardActiveSkill(b, searchTypeArray);
  1680. return a_s.type - b_s.type;
  1681. });
  1682. },
  1683. addition:card=>{
  1684. const searchTypeArray = [93, 227];
  1685. const skill = getCardActiveSkill(card, searchTypeArray);
  1686. if (!skill) return;
  1687. const fragment = document.createDocumentFragment();
  1688. fragment.append(createSkillIcon('leader-change'));
  1689. fragment.append(skill.type == 93 ? '换自身' : '换最后');
  1690. return fragment;
  1691. }
  1692. },
  1693. {name:"Increase Damage Cap",otLangName:{chs:"增加伤害上限 buff",cht:"增加傷害上限 buff"},
  1694. function:cards=>{
  1695. function getIncreaseDamageCap(skill)
  1696. {
  1697. let cap = 0;
  1698. switch (skill.type) {
  1699. case 241:
  1700. cap = skill.params[1];
  1701. break;
  1702. case 246:
  1703. cap = skill.params[2];
  1704. break;
  1705. case 247:
  1706. cap = skill.params[3];
  1707. break;
  1708. }
  1709. return cap;
  1710. }
  1711. const searchTypeArray = [241, 246, 247];
  1712. return cards.filter(card=>{
  1713. const skill = getCardActiveSkill(card, searchTypeArray);
  1714. return skill;
  1715. }).sort((a,b)=>{
  1716. const a_ss = getCardActiveSkill(a, searchTypeArray), b_ss = getCardActiveSkill(b, searchTypeArray);
  1717. let a_pC = getIncreaseDamageCap(a_ss), b_pC = getIncreaseDamageCap(b_ss);
  1718. return a_pC - b_pC;
  1719. });
  1720. },
  1721. addition:card=>{
  1722. const searchTypeArray = [241, 246, 247];
  1723. const skill = getCardActiveSkill(card, searchTypeArray);
  1724. if (!skill) return;
  1725. const sk = skill.params;
  1726. let cap;
  1727. switch (skill.type) {
  1728. case 241:
  1729. cap = sk[1];
  1730. break;
  1731. case 246:
  1732. cap = sk[2];
  1733. break;
  1734. case 247:
  1735. cap = sk[3];
  1736. break;
  1737. }
  1738. if (skill.type == 241) {
  1739. return `${(cap*1e8).bigNumberToString()}×${sk[0]}T`;
  1740. } else {
  1741. return `${(cap*1e8).bigNumberToString()} in ${sk[0]}S`;
  1742. }
  1743. }
  1744. },
  1745. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1746. function:cards=>{
  1747. const searchTypeArray = [230];
  1748. return cards.filter(card=>{
  1749. const skill = getCardActiveSkill(card, searchTypeArray);
  1750. return skill;
  1751. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1752. },
  1753. addition:memberATK_Addition
  1754. },
  1755. {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"},
  1756. function:cards=>{
  1757. const searchTypeArray = [230];
  1758. return cards.filter(card=>{
  1759. const skill = getCardActiveSkill(card, searchTypeArray);
  1760. return skill && Boolean(skill.params[1] & 1<<0);
  1761. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1762. },
  1763. addition:memberATK_Addition
  1764. },
  1765. {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"},
  1766. function:cards=>{
  1767. const searchTypeArray = [230];
  1768. return cards.filter(card=>{
  1769. const skill = getCardActiveSkill(card, searchTypeArray);
  1770. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  1771. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1772. },
  1773. addition:memberATK_Addition
  1774. },
  1775. {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"},
  1776. function:cards=>{
  1777. const searchTypeArray = [230];
  1778. return cards.filter(card=>{
  1779. const skill = getCardActiveSkill(card, searchTypeArray);
  1780. return skill && Boolean(skill.params[1] & 1<<3);
  1781. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1782. },
  1783. addition:memberATK_Addition
  1784. },
  1785. {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)"},
  1786. function:cards=>{
  1787. const searchTypeArray = [142];
  1788. return cards.filter(card=>{
  1789. const skill = getCardActiveSkill(card, searchTypeArray);
  1790. return skill;
  1791. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1792. },
  1793. addition:card=>{
  1794. const searchTypeArray = [142];
  1795. const skill = getCardActiveSkill(card, searchTypeArray);
  1796. if (!skill) return;
  1797. const sk = skill.params;
  1798. const fragment = document.createDocumentFragment();
  1799. fragment.appendChild(document.createTextNode(`自→`));
  1800. fragment.appendChild(createOrbsList(sk[1]));
  1801. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1802. return fragment;
  1803. }
  1804. },
  1805. {name:"Bind self active skill",otLangName:{chs:"自封技能 debuff",cht:"自封技能 debuff"},
  1806. function:cards=>cards.filter(card=>{
  1807. const searchTypeArray = [214];
  1808. const skill = getCardActiveSkill(card, searchTypeArray);
  1809. return skill;
  1810. }),
  1811. addition:card=>{
  1812. const searchTypeArray = [214];
  1813. const skill = getCardActiveSkill(card, searchTypeArray);
  1814. if (!skill) return;
  1815. const sk = skill.params;
  1816. return document.createTextNode(`自封技${sk[0]}T`);
  1817. }
  1818. },
  1819. ]},
  1820. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  1821. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1822. function:cards=>{
  1823. const searchTypeArray = [179];
  1824. return cards.filter(card=>{
  1825. const skill = getCardActiveSkill(card, searchTypeArray);
  1826. return skill;
  1827. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1828. },
  1829. addition:card=>{
  1830. const searchTypeArray = [179];
  1831. const skill = getCardActiveSkill(card, searchTypeArray);
  1832. if (!skill) return;
  1833. const sk = skill.params;
  1834. const fragment = document.createDocumentFragment();
  1835. fragment.append(createSkillIcon('auto-heal'));
  1836. fragment.append(`${sk[1]? sk[1].bigNumberToString() :`${sk[2]}%`}×${sk[0]}T`);
  1837. return fragment;
  1838. }
  1839. },
  1840. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1841. function:cards=>{
  1842. return cards.filter(card=>{
  1843. const heal = healImmediately_Rate(card);
  1844. return Object.values(heal).some(v=>v);
  1845. })
  1846. .sort((a,b)=>{
  1847. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1848. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1849. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1850. let sortNum = a_i - b_i;
  1851. if (!sortNum)
  1852. {
  1853. sortNum = a_vs[a_i] - b_vs[b_i];
  1854. }
  1855. return sortNum;
  1856. });
  1857. },
  1858. addition:card=>{
  1859. const heal = healImmediately_Rate(card);
  1860. const fragment = document.createDocumentFragment();
  1861. fragment.append(createSkillIcon('heal', 'hp-incr'));
  1862. if (heal.scale)
  1863. fragment.append(`${heal.scale}%`);
  1864. if (heal.const)
  1865. fragment.append(`${heal.const.bigNumberToString()}点`);
  1866. if (heal.selfRcv)
  1867. fragment.append(`${heal.selfRcv/100}倍回复力`, );
  1868. if (heal.vampire)
  1869. fragment.append(`${heal.vampire}%伤害`);
  1870. return fragment;
  1871. }
  1872. },
  1873. {name:"Change team maximum HP",otLangName:{chs:"队伍最大 HP 变化",cht:"队伍最大 HP 變化"},
  1874. function:cards=>{
  1875. const searchTypeArray = [237];
  1876. return cards.filter(card=>{
  1877. const skill = getCardActiveSkill(card, searchTypeArray);
  1878. return skill;
  1879. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1880. },
  1881. addition:card=>{
  1882. const searchTypeArray = [237];
  1883. const skill = getCardActiveSkill(card, searchTypeArray);
  1884. if (!skill) return;
  1885. const sk = skill.params;
  1886. const fragment = document.createDocumentFragment();
  1887. fragment.append(createSkillIcon('maxhp-locked'), `${sk[1].bigNumberToString()}%×${sk[0]}T`);
  1888. return fragment;
  1889. }
  1890. },
  1891. {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)"},
  1892. function:cards=>{
  1893. return cards.filter(card=>damageSelf_Rate(card)>0)
  1894. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1895. },
  1896. addition:card=>{
  1897. let rate = damageSelf_Rate(card);
  1898. if (rate < 100)
  1899. return `减少${rate}%`;
  1900. else
  1901. return `减少到1`;
  1902. }
  1903. },
  1904. ]},
  1905. {group:true,name:"-----Orbs States Change-----",otLangName:{chs:"-----改变宝珠状态类-----",cht:"-----改變寶珠狀態類-----"}, functions: [
  1906. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  1907. function:cards=>cards.filter(card=>{
  1908. const searchTypeArray = [172];
  1909. const skill = getCardActiveSkill(card, searchTypeArray);
  1910. return skill;
  1911. })
  1912. },
  1913. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  1914. function:cards=>cards.filter(card=>{
  1915. const searchTypeArray = [152];
  1916. const skill = getCardActiveSkill(card, searchTypeArray);
  1917. return skill;
  1918. }),
  1919. addition:lock_Addition
  1920. },
  1921. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  1922. function:cards=>cards.filter(card=>{
  1923. const searchTypeArray = [152];
  1924. const skill = getCardActiveSkill(card, searchTypeArray);
  1925. return skill && (skill.params[0] & 63) === 63;
  1926. }),
  1927. addition:lock_Addition
  1928. },
  1929. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  1930. function:cards=>{
  1931. const searchTypeArray = [52,91,140];
  1932. return cards.filter(card=>{
  1933. const skill = getCardActiveSkill(card, searchTypeArray);
  1934. return skill;
  1935. });
  1936. },
  1937. addition:card=>{
  1938. const searchTypeArray = [52,91,140];
  1939. const skill = getCardActiveSkill(card, searchTypeArray);
  1940. if (!skill) return;
  1941. const sk = skill.params;
  1942. let attrs = [];
  1943. switch (skill.type)
  1944. {
  1945. case 52:{
  1946. attrs.push(sk[0]); break;
  1947. }
  1948. case 91:{
  1949. attrs = sk.slice(0,-1); break;
  1950. }
  1951. case 140:{
  1952. attrs = flags(sk[0]); break;
  1953. }
  1954. }
  1955. const fragment = document.createDocumentFragment();
  1956. fragment.appendChild(document.createTextNode(`强化`));
  1957. fragment.appendChild(createOrbsList(attrs));
  1958. return fragment;
  1959. }
  1960. },
  1961. {name:"Bind self matchable",otLangName:{chs:"自封消珠 debuff",cht:"自封消珠 debuff"},
  1962. function:cards=>cards.filter(card=>{
  1963. const searchTypeArray = [215];
  1964. const skill = getCardActiveSkill(card, searchTypeArray);
  1965. return skill;
  1966. }),
  1967. addition:card=>{
  1968. const searchTypeArray = [215];
  1969. const skill = getCardActiveSkill(card, searchTypeArray);
  1970. if (!skill) return;
  1971. const sk = skill.params;
  1972. const fragment = document.createDocumentFragment();
  1973. fragment.appendChild(document.createTextNode(`自封`));
  1974. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1975. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1976. return fragment;
  1977. }
  1978. },
  1979. ]},
  1980. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1981. {name:"Seamless Buff (Round ≥CD)",otLangName:{chs:"无缝 Buff (回合≥CD)",cht:"無縫 Buff (回合≥CD)"},
  1982. function:cards=>cards.filter(card=>{
  1983. function isLoopBuff(parsedSkill, cd) {
  1984. return parsedSkill.some(skill=>skill.kind == SkillKinds.ActiveTurns
  1985. && skill.turns >= cd);
  1986. }
  1987. //跳过0号技能的、会变身成别人的和无技能数据的
  1988. if (card.activeSkillId == 0 || card.henshinTo?.length>0) return false;
  1989. const skill = Skills[card.activeSkillId];
  1990. if (!skill) return false;
  1991. let cd = skill.initialCooldown - (skill.maxLevel - 1); //技能最短CD
  1992. //解析技能,如果是一般的技能,直接搜索有没有就可以了
  1993. let parsedActiveSkill = skillParser(card.activeSkillId);
  1994. if (isLoopBuff(parsedActiveSkill, cd)) return true;
  1995. //对于其他的多组类技能,则需要进一步判断,但是这类技能一般只需要看第一个就行
  1996. let parsedGroupSkill = parsedActiveSkill?.[0];
  1997. if (parsedGroupSkill.kind == SkillKinds.RandomSkills) { //随机类技能,CD固定,需要每个技能都符合
  1998. return parsedGroupSkill.skills.every(parsedSubSkill=>isLoopBuff(parsedSubSkill, cd));
  1999. }
  2000. //进化类技能,排除循环进化,并只计算最后一级
  2001. if (parsedGroupSkill.kind == SkillKinds.EvolvedSkills && !parsedGroupSkill.loop) {
  2002. let lastIdx = parsedGroupSkill.params.length - 1;
  2003. let subSkill = Skills[parsedGroupSkill.params[lastIdx]];
  2004. let subCd = subSkill.initialCooldown - (subSkill.maxLevel - 1); //技能最短CD
  2005. let parsedSubSkill = parsedGroupSkill.skills[lastIdx];
  2006. if (isLoopBuff(parsedSubSkill, subCd)) return true;
  2007. }
  2008. return false;
  2009. })
  2010. },
  2011. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  2012. function:cards=>{
  2013. return cards.filter(card=>{
  2014. const atkbuff = rcvBuff_Rate(card);
  2015. return atkbuff.skilltype > 0;
  2016. }).sort((a,b)=>{
  2017. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  2018. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2019. if (sortNum == 0)
  2020. sortNum = a_pC.rate - b_pC.rate;
  2021. if (sortNum == 0)
  2022. sortNum = a_pC.turns - b_pC.turns;
  2023. return sortNum;
  2024. });
  2025. },
  2026. addition:card=>{
  2027. const atkbuff = rcvBuff_Rate(card);
  2028. const fragment = document.createDocumentFragment();
  2029. fragment.appendChild(createOrbsList([5]));
  2030. if (atkbuff.skilltype == 0) return fragment;
  2031. if (atkbuff.skilltype == 1)
  2032. {
  2033. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2034. if (atkbuff.awoken.length)
  2035. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2036. if (atkbuff.attrs.length)
  2037. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2038. if (atkbuff.types.length)
  2039. fragment.appendChild(createTypesList(atkbuff.types));
  2040. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2041. }else if (atkbuff.skilltype == 2)
  2042. {
  2043. if (atkbuff.attrs.length)
  2044. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2045. if (atkbuff.types.length)
  2046. fragment.appendChild(createTypesList(atkbuff.types));
  2047. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2048. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2049. }
  2050. return fragment;
  2051. }
  2052. },
  2053. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  2054. function:cards=>{
  2055. return cards.filter(card=>{
  2056. const atkbuff = atkBuff_Rate(card);
  2057. return atkbuff.skilltype > 0;
  2058. }).sort((a,b)=>{
  2059. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2060. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2061. if (sortNum == 0)
  2062. sortNum = a_pC.rate - b_pC.rate;
  2063. if (sortNum == 0)
  2064. sortNum = a_pC.turns - b_pC.turns;
  2065. return sortNum;
  2066. });
  2067. },
  2068. addition:card=>{
  2069. const atkbuff = atkBuff_Rate(card);
  2070. const fragment = document.createDocumentFragment();
  2071. if (atkbuff.skilltype == 0) return fragment;
  2072. if (atkbuff.skilltype == 1)
  2073. {
  2074. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2075. if (atkbuff.awoken.length)
  2076. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2077. if (atkbuff.attrs.length)
  2078. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2079. if (atkbuff.types.length)
  2080. fragment.appendChild(createTypesList(atkbuff.types));
  2081. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2082. }else if (atkbuff.skilltype == 2)
  2083. {
  2084. if (atkbuff.attrs.length)
  2085. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2086. if (atkbuff.types.length)
  2087. fragment.appendChild(createTypesList(atkbuff.types));
  2088. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2089. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2090. }
  2091. return fragment;
  2092. }
  2093. },
  2094. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  2095. function:cards=>{
  2096. const searchTypeArray = [132];
  2097. return cards.filter(card=>{
  2098. const skill = getCardActiveSkill(card, searchTypeArray);
  2099. return skill;
  2100. }).sort((a,b)=>{
  2101. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2102. //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
  2103. 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;
  2104. 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]);
  2105. });
  2106. },
  2107. addition:card=>{
  2108. const searchTypeArray = [132];
  2109. const skill = getCardActiveSkill(card, searchTypeArray);
  2110. if (!skill) return;
  2111. const sk = skill.params;
  2112. let str = "👆";
  2113. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2114. if (sk[2]) str += `x${sk[2]/100}`;
  2115. str += `x${sk[0]}T`;
  2116. return str;
  2117. }
  2118. },
  2119. {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)"},
  2120. function:cards=>{
  2121. const searchTypeArray = [160];
  2122. return cards.filter(card=>{
  2123. const skill = getCardActiveSkill(card, searchTypeArray);
  2124. return skill;
  2125. }).sort((a,b)=>{
  2126. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2127. return a_s.params[1] - b_s.params[1];
  2128. });
  2129. },
  2130. addition:card=>{
  2131. const searchTypeArray = [160];
  2132. const skill = getCardActiveSkill(card, searchTypeArray);
  2133. if (!skill) return;
  2134. const sk = skill.params;
  2135. return `+${sk[1]}C×${sk[0]}T`;
  2136. }
  2137. },
  2138. {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)"},
  2139. function:cards=>{
  2140. const searchTypeArray = [3,156];
  2141. return cards.filter(card=>{
  2142. const skill = getCardActiveSkill(card, searchTypeArray);
  2143. if (!skill) return false;
  2144. if (skill.type == 156)
  2145. return skill.params[4]==3;
  2146. else
  2147. return true;
  2148. }).sort((a,b)=>{
  2149. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2150. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2151. if (!sortNum)
  2152. {
  2153. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2154. sortNum = a_pC - b_pC;
  2155. }
  2156. return sortNum;
  2157. });
  2158. },
  2159. addition:card=>{
  2160. const searchTypeArray = [3,156];
  2161. const skill = getCardActiveSkill(card, searchTypeArray);
  2162. if (!skill) return;
  2163. const sk = skill.params;
  2164. const fragment = document.createDocumentFragment();
  2165. if (skill.type == 156)
  2166. {
  2167. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2168. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2169. fragment.appendChild(creatAwokenList(awokenArr));
  2170. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2171. }else
  2172. {
  2173. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2174. }
  2175. return fragment;
  2176. }
  2177. },
  2178. {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)"},
  2179. function:cards=>{
  2180. const searchTypeArray = [3];
  2181. return cards.filter(card=>{
  2182. const skill = getCardActiveSkill(card, searchTypeArray);
  2183. return skill && skill.params[1]>=100;
  2184. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2185. },
  2186. addition:card=>{
  2187. const searchTypeArray = [3];
  2188. const skill = getCardActiveSkill(card, searchTypeArray);
  2189. if (!skill) return;
  2190. const sk = skill.params;
  2191. return `无敌×${sk[0]}T`;
  2192. }
  2193. },
  2194. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  2195. function:cards=>{
  2196. const searchTypeArray = [21];
  2197. return cards.filter(card=>{
  2198. const skill = getCardActiveSkill(card, searchTypeArray);
  2199. return skill;
  2200. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2201. },
  2202. addition:card=>{
  2203. const searchTypeArray = [21];
  2204. const skill = getCardActiveSkill(card, searchTypeArray);
  2205. if (!skill) return;
  2206. const sk = skill.params;
  2207. const colors = [sk[1]];
  2208. const fragment = document.createDocumentFragment();
  2209. fragment.appendChild(document.createTextNode(`-`));
  2210. fragment.appendChild(createOrbsList(colors));
  2211. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2212. return fragment;
  2213. }
  2214. },
  2215. {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)"},
  2216. function:cards=>{
  2217. const searchTypeArray = [51];
  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:card=>{
  2224. const searchTypeArray = [51];
  2225. const skill = getCardActiveSkill(card, searchTypeArray);
  2226. if (!skill) return;
  2227. const sk = skill.params;
  2228. return `全体×${sk[0]}T`;
  2229. }
  2230. },
  2231. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  2232. function:cards=>cards.filter(card=>{
  2233. const searchTypeArray = [156,168,228,231];
  2234. const skill = getCardActiveSkill(card, searchTypeArray);
  2235. return skill;
  2236. })
  2237. },
  2238. ]},
  2239. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  2240. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  2241. function:cards=>{
  2242. const searchTypeArray = [18];
  2243. return cards.filter(card=>{
  2244. const skill = getCardActiveSkill(card, searchTypeArray);
  2245. return skill;
  2246. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2247. },
  2248. addition:card=>{
  2249. const searchTypeArray = [18];
  2250. const skill = getCardActiveSkill(card, searchTypeArray);
  2251. if (!skill) return;
  2252. const sk = skill.params;
  2253. return document.createTextNode(`威吓×${sk[0]}T`);
  2254. }
  2255. },
  2256. {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)"},
  2257. function:cards=>{
  2258. const searchTypeArray = [19];
  2259. return cards.filter(card=>{
  2260. const skill = getCardActiveSkill(card, searchTypeArray);
  2261. return skill;
  2262. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1,0));
  2263. },
  2264. addition:card=>{
  2265. const searchTypeArray = [19];
  2266. const skill = getCardActiveSkill(card, searchTypeArray);
  2267. if (!skill) return;
  2268. const sk = skill.params;
  2269. return `破防${sk[1]}%×${sk[0]}T`;
  2270. }
  2271. },
  2272. {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)"},
  2273. function:cards=>{
  2274. const searchTypeArray = [4];
  2275. return cards.filter(card=>{
  2276. const skill = getCardActiveSkill(card, searchTypeArray);
  2277. return skill;
  2278. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2279. },
  2280. addition:card=>{
  2281. const searchTypeArray = [4];
  2282. const skill = getCardActiveSkill(card, searchTypeArray);
  2283. if (!skill) return;
  2284. const sk = skill.params;
  2285. return `攻击力×${sk[0]/100}倍`;
  2286. }
  2287. },
  2288. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  2289. function:cards=>{
  2290. return cards.filter(card=>{
  2291. return changeEnemiesAttr_Attr(card).attr != null;
  2292. }).sort((a,b)=>{
  2293. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2294. return a_pC.attr - b_pC.attr;
  2295. })
  2296. },
  2297. addition:card=>{
  2298. let change = changeEnemiesAttr_Attr(card);
  2299. const fragment = document.createDocumentFragment();
  2300. fragment.appendChild(document.createTextNode(`敌→`));
  2301. fragment.appendChild(createOrbsList(change.attr));
  2302. if (change.turns > 0)
  2303. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2304. return fragment;
  2305. }
  2306. },
  2307. {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)"},
  2308. function:cards=>{
  2309. const searchTypeArray = [60];
  2310. return cards.filter(card=>{
  2311. const skill = getCardActiveSkill(card, searchTypeArray);
  2312. return skill;
  2313. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2314. },
  2315. addition:card=>{
  2316. const searchTypeArray = [60];
  2317. const skill = getCardActiveSkill(card, searchTypeArray);
  2318. if (!skill) return;
  2319. const sk = skill.params;
  2320. const fragment = document.createDocumentFragment();
  2321. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2322. fragment.appendChild(createOrbsList(sk[2]));
  2323. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2324. return fragment;
  2325. }
  2326. },
  2327. ]},
  2328. {group:true,name:"-----Board States Change-----",otLangName:{chs:"-----改变板面状态类-----",cht:"-----改變板面狀態類-----"}, functions: [
  2329. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2330. function:cards=>cards.filter(card=>{
  2331. const searchTypeArray = [10];
  2332. const skill = getCardActiveSkill(card, searchTypeArray);
  2333. return skill;
  2334. })
  2335. },
  2336. {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)"},
  2337. function:cards=>{
  2338. const searchTypeArray = [184];
  2339. return cards.filter(card=>{
  2340. const skill = getCardActiveSkill(card, searchTypeArray);
  2341. return skill;
  2342. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2343. },
  2344. addition:card=>{
  2345. const searchTypeArray = [184];
  2346. const skill = getCardActiveSkill(card, searchTypeArray);
  2347. if (!skill) return;
  2348. const sk = skill.params;
  2349. return `无↓×${sk[0]}T`;
  2350. }
  2351. },
  2352. {name:"Creates Roulette Orb",otLangName:{chs:"生成轮盘位 buff(转转)",cht:"生成輪盤位 buff(轉轉)"},
  2353. function:cards=>{
  2354. const searchTypeArray = [207, 249];
  2355. return cards.filter(card=>{
  2356. const skill = getCardActiveSkill(card, searchTypeArray);
  2357. return skill;
  2358. }).sort((a,b)=>{
  2359. const a_s = getCardActiveSkill(a, searchTypeArray),
  2360. b_s = getCardActiveSkill(b, searchTypeArray);
  2361. return (a_s.type - b_s.type) || !a_s.params[7] - !b_s.params[7] || a_s.params[0] - b_s.params[0];
  2362. });
  2363. },
  2364. addition:card=>{
  2365. const searchTypeArray = [207, 249];
  2366. const skill = getCardActiveSkill(card, searchTypeArray);
  2367. if (!skill) return;
  2368. const sk = skill.params;
  2369. const fragment = document.createDocumentFragment();
  2370. fragment.append(createSkillIcon('board-roulette'));
  2371. if (skill.type == 249) {
  2372. fragment.append(createOrbsList(flags(sk[1])));
  2373. }
  2374. fragment.append(`${sk[7]? sk[7] : '固定'+sk.slice(2,7).flatMap(flags).length }`,`×${sk[0]}T`);
  2375. return fragment;
  2376. }
  2377. },
  2378. {name:"Creates Cloud",otLangName:{chs:"生成云 debuff",cht:"生成雲 debuff"},
  2379. function:cards=>{
  2380. const searchTypeArray = [238];
  2381. return cards.filter(card=>{
  2382. const skill = getCardActiveSkill(card, searchTypeArray);
  2383. return skill;
  2384. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2385. },
  2386. addition:card=>{
  2387. const searchTypeArray = [238];
  2388. const skill = getCardActiveSkill(card, searchTypeArray);
  2389. if (!skill) return;
  2390. const sk = skill.params;
  2391. return `${sk[1] * sk[2]}个×${sk[0]}T`;
  2392. }
  2393. },
  2394. {name:"Creates Cloud",otLangName:{chs:"生成封条 debuff",cht:"生成封条 debuff"},
  2395. function:cards=>{
  2396. const searchTypeArray = [239];
  2397. return cards.filter(card=>{
  2398. const skill = getCardActiveSkill(card, searchTypeArray);
  2399. return skill;
  2400. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2401. },
  2402. addition:card=>{
  2403. const searchTypeArray = [239];
  2404. const skill = getCardActiveSkill(card, searchTypeArray);
  2405. if (!skill) return;
  2406. const sk = skill.params;
  2407. const colums = flags(sk[1]), rows = flags(sk[2]);
  2408. const fragment = document.createDocumentFragment();
  2409. if (colums.length)
  2410. fragment.append(`${colums.length}竖`);
  2411. if (rows.length)
  2412. fragment.append(`${rows.length}横`);
  2413. fragment.append(`×${sk[0]}T`);
  2414. return fragment;
  2415. }
  2416. },
  2417. {name:"Change Board Size",otLangName:{chs:"改变板面大小 buff",cht:"改變板面大小 buff"},
  2418. function:cards=>{
  2419. const searchTypeArray = [244];
  2420. return cards.filter(card=>{
  2421. const skill = getCardActiveSkill(card, searchTypeArray);
  2422. return skill;
  2423. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2424. },
  2425. addition:card=>{
  2426. const searchTypeArray = [244];
  2427. const skill = getCardActiveSkill(card, searchTypeArray);
  2428. if (!skill) return;
  2429. const sk = skill.params;
  2430. let width, height;
  2431. switch (sk[1]) {
  2432. case 1: {
  2433. width = 7;
  2434. height = 6;
  2435. break;
  2436. }
  2437. case 2: {
  2438. width = 5;
  2439. height = 3;
  2440. break;
  2441. }
  2442. case 3: {
  2443. width = 6;
  2444. height = 5;
  2445. break;
  2446. }
  2447. default: {
  2448. width = 6;
  2449. height = 5;
  2450. }
  2451. }
  2452. return `[${width}×${height}]×${sk[0]}T`;
  2453. }
  2454. },
  2455. ]},
  2456. {group:true,name:"-----Orbs Drop-----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2457. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  2458. function:cards=>{
  2459. const searchTypeArray = [205];
  2460. return cards.filter(card=>{
  2461. const skill = getCardActiveSkill(card, searchTypeArray);
  2462. return skill;
  2463. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2464. },
  2465. addition:dropLock_Addition
  2466. },
  2467. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  2468. function:cards=>{
  2469. const searchTypeArray = [205];
  2470. return cards.filter(card=>{
  2471. const skill = getCardActiveSkill(card, searchTypeArray);
  2472. return skill && (skill.params[0] & 63) === 63;
  2473. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2474. },
  2475. addition:dropLock_Addition
  2476. },
  2477. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)buff",cht:"掉落強化寶珠(按回合排序)buff"},
  2478. function:cards=>{
  2479. const searchTypeArray = [180];
  2480. return cards.filter(card=>{
  2481. const skill = getCardActiveSkill(card, searchTypeArray);
  2482. return skill;
  2483. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2484. },
  2485. addition:card=>{
  2486. const searchTypeArray = [180];
  2487. const skill = getCardActiveSkill(card, searchTypeArray);
  2488. if (!skill) return;
  2489. const sk = skill.params;
  2490. return `${sk[1]}%×${sk[0]}T`;
  2491. }
  2492. },
  2493. {name:"Drop rate increases",otLangName:{chs:"掉落率提升 buff",cht:"掉落率提升 buff"},
  2494. function:cards=>cards.filter(card=>{
  2495. const searchTypeArray = [126];
  2496. const skill = getCardActiveSkill(card, searchTypeArray);
  2497. return skill;
  2498. }),
  2499. addition:dropOrb_Addition
  2500. },
  2501. {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)"},
  2502. function:cards=>cards.filter(card=>{
  2503. const searchTypeArray = [126];
  2504. const skill = getCardActiveSkill(card, searchTypeArray);
  2505. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2506. }),
  2507. addition:dropOrb_Addition
  2508. },
  2509. {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"},
  2510. function:cards=>cards.filter(card=>{
  2511. const searchTypeArray = [126];
  2512. const skill = getCardActiveSkill(card, searchTypeArray);
  2513. return skill && skill.params[1] >= 99;
  2514. }),
  2515. addition:dropOrb_Addition
  2516. },
  2517. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2518. function:cards=>cards.filter(card=>{
  2519. const searchTypeArray = [126];
  2520. const skill = getCardActiveSkill(card, searchTypeArray);
  2521. return skill && skill.params[3] == 100;
  2522. }),
  2523. addition:dropOrb_Addition
  2524. },
  2525. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)buff",cht:"掉落釘珠(按回合排序)buff"},
  2526. function:cards=>{
  2527. const searchTypeArray = [226];
  2528. return cards.filter(card=>{
  2529. const skill = getCardActiveSkill(card, searchTypeArray);
  2530. return skill;
  2531. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2532. },
  2533. addition:card=>{
  2534. const searchTypeArray = [226];
  2535. const skill = getCardActiveSkill(card, searchTypeArray);
  2536. if (!skill) return;
  2537. const sk = skill.params;
  2538. const fragment = document.createDocumentFragment();
  2539. fragment.append(createSkillIcon('orb-nail'), `${sk[1]}%×${sk[0]}T`);
  2540. return fragment;
  2541. }
  2542. },
  2543. {name:"Drop Thorn Orbs(sort by turns)",otLangName:{chs:"掉落荆棘(按回合排序)debuff",cht:"掉落荊棘(按回合排序)debuff"},
  2544. function:cards=>{
  2545. const searchTypeArray = [243];
  2546. return cards.filter(card=>{
  2547. const skill = getCardActiveSkill(card, searchTypeArray);
  2548. return skill;
  2549. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2550. },
  2551. addition:card=>{
  2552. const searchTypeArray = [243];
  2553. const skill = getCardActiveSkill(card, searchTypeArray);
  2554. if (!skill) return;
  2555. const sk = skill.params;
  2556. const fragment = document.createDocumentFragment();
  2557. fragment.append(createSkillIcon('orb-thorn'));
  2558. if ((sk[1] & 0b1111111111) != 1023) {
  2559. let attrs = flags(sk[1]);
  2560. fragment.append(createOrbsList(attrs));
  2561. }
  2562. fragment.append(`${sk[3]}%×${sk[0]}T`, document.createElement("br"), "/" ,createSkillIcon('maxhp-locked'), `${sk[2]}%`);
  2563. return fragment;
  2564. }
  2565. },
  2566. ]},
  2567. {group:true,name:"-----Change all Orbs-----",otLangName:{chs:"-----洗板类-----",cht:"-----洗板類-----"}, functions: [
  2568. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2569. function:cards=>cards.filter(card=>{
  2570. const searchTypeArray = [71];
  2571. const skill = getCardActiveSkill(card, searchTypeArray);
  2572. return skill;
  2573. }),
  2574. addition:boardChange_Addition
  2575. },
  2576. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2577. function:cards=>cards.filter(card=>{
  2578. const searchTypeArray = [71];
  2579. const skill = getCardActiveSkill(card, searchTypeArray);
  2580. return boardChange_ColorTypes(skill).length == 1;
  2581. }),
  2582. addition:boardChange_Addition
  2583. },
  2584. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2585. function:cards=>cards.filter(card=>{
  2586. const searchTypeArray = [71];
  2587. const skill = getCardActiveSkill(card, searchTypeArray);
  2588. return boardChange_ColorTypes(skill).length == 2;
  2589. }),
  2590. addition:boardChange_Addition
  2591. },
  2592. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2593. function:cards=>cards.filter(card=>{
  2594. const searchTypeArray = [71];
  2595. const skill = getCardActiveSkill(card, searchTypeArray);
  2596. return boardChange_ColorTypes(skill).length == 3;
  2597. }),
  2598. addition:boardChange_Addition
  2599. },
  2600. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2601. function:cards=>cards.filter(card=>{
  2602. const searchTypeArray = [71];
  2603. const skill = getCardActiveSkill(card, searchTypeArray);
  2604. return boardChange_ColorTypes(skill).length == 4;
  2605. }),
  2606. addition:boardChange_Addition
  2607. },
  2608. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2609. function:cards=>cards.filter(card=>{
  2610. const searchTypeArray = [71];
  2611. const skill = getCardActiveSkill(card, searchTypeArray);
  2612. return boardChange_ColorTypes(skill).length == 5;
  2613. }),
  2614. addition:boardChange_Addition
  2615. },
  2616. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2617. function:cards=>cards.filter(card=>{
  2618. const searchTypeArray = [71];
  2619. const skill = getCardActiveSkill(card, searchTypeArray);
  2620. return boardChange_ColorTypes(skill).length >= 6;
  2621. }),
  2622. addition:boardChange_Addition
  2623. },
  2624. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2625. function:cards=>cards.filter(card=>{
  2626. const searchTypeArray = [71];
  2627. const skill = getCardActiveSkill(card, searchTypeArray);
  2628. return boardChange_ColorTypes(skill).includes(0);
  2629. }),
  2630. addition:boardChange_Addition
  2631. },
  2632. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2633. function:cards=>cards.filter(card=>{
  2634. const searchTypeArray = [71];
  2635. const skill = getCardActiveSkill(card, searchTypeArray);
  2636. return boardChange_ColorTypes(skill).includes(1);
  2637. }),
  2638. addition:boardChange_Addition
  2639. },
  2640. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2641. function:cards=>cards.filter(card=>{
  2642. const searchTypeArray = [71];
  2643. const skill = getCardActiveSkill(card, searchTypeArray);
  2644. return boardChange_ColorTypes(skill).includes(2);
  2645. }),
  2646. addition:boardChange_Addition
  2647. },
  2648. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2649. function:cards=>cards.filter(card=>{
  2650. const searchTypeArray = [71];
  2651. const skill = getCardActiveSkill(card, searchTypeArray);
  2652. return boardChange_ColorTypes(skill).includes(3);
  2653. }),
  2654. addition:boardChange_Addition
  2655. },
  2656. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2657. function:cards=>cards.filter(card=>{
  2658. const searchTypeArray = [71];
  2659. const skill = getCardActiveSkill(card, searchTypeArray);
  2660. return boardChange_ColorTypes(skill).includes(4);
  2661. }),
  2662. addition:boardChange_Addition
  2663. },
  2664. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2665. function:cards=>cards.filter(card=>{
  2666. const searchTypeArray = [71];
  2667. const skill = getCardActiveSkill(card, searchTypeArray);
  2668. return boardChange_ColorTypes(skill).includes(5);
  2669. }),
  2670. addition:boardChange_Addition
  2671. },
  2672. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2673. function:cards=>cards.filter(card=>{
  2674. const searchTypeArray = [71];
  2675. const skill = getCardActiveSkill(card, searchTypeArray);
  2676. const colors = boardChange_ColorTypes(skill);
  2677. return colors.includes(6)
  2678. || colors.includes(7)
  2679. || colors.includes(8)
  2680. || colors.includes(9);
  2681. }),
  2682. addition:boardChange_Addition
  2683. },
  2684. ]},
  2685. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2686. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2687. function:cards=>cards.filter(card=>{
  2688. const searchTypeArray = [9,20,154];
  2689. const skills = getCardActiveSkills(card, searchTypeArray);
  2690. if (!skills.length) return false;
  2691. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2692. return parsedSkills.some(p=>p.to.includes(0));
  2693. }),
  2694. addition:changeOrbs_Addition
  2695. },
  2696. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  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(1));
  2703. }),
  2704. addition:changeOrbs_Addition
  2705. },
  2706. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  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(2));
  2713. }),
  2714. addition:changeOrbs_Addition
  2715. },
  2716. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  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(3));
  2723. }),
  2724. addition:changeOrbs_Addition
  2725. },
  2726. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  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(4));
  2733. }),
  2734. addition:changeOrbs_Addition
  2735. },
  2736. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  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(5));
  2743. }),
  2744. addition:changeOrbs_Addition
  2745. },
  2746. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  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(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2753. }),
  2754. addition:changeOrbs_Addition
  2755. },
  2756. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  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.from.includes(0));
  2763. }),
  2764. addition:changeOrbs_Addition
  2765. },
  2766. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  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(1));
  2773. }),
  2774. addition:changeOrbs_Addition
  2775. },
  2776. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  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(2));
  2783. }),
  2784. addition:changeOrbs_Addition
  2785. },
  2786. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  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(3));
  2793. }),
  2794. addition:changeOrbs_Addition
  2795. },
  2796. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  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(4));
  2803. }),
  2804. addition:changeOrbs_Addition
  2805. },
  2806. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  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(5));
  2813. }),
  2814. addition:changeOrbs_Addition
  2815. },
  2816. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  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(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2823. }),
  2824. addition:changeOrbs_Addition
  2825. },
  2826. ]},
  2827. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2828. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2829. function:cards=>cards.filter(card=>{
  2830. function is30(sk)
  2831. {
  2832. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2833. }
  2834. const searchTypeArray = [141];
  2835. const skill = getCardActiveSkill(card, searchTypeArray);
  2836. return skill && is30(skill.params);
  2837. }),
  2838. addition:generateOrbs_Addition
  2839. },
  2840. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2841. function:cards=>cards.filter(card=>{
  2842. function is1515(sk)
  2843. {
  2844. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2845. }
  2846. const searchTypeArray = [141];
  2847. const skill = getCardActiveSkill(card, searchTypeArray);
  2848. return skill && is1515(skill.params);
  2849. }),
  2850. addition:generateOrbs_Addition
  2851. },
  2852. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2853. function:cards=>cards.filter(card=>{
  2854. const gens = generateOrbsParse(card);
  2855. return gens.some(gen=>gen.to.includes(0));
  2856. }),
  2857. addition:generateOrbs_Addition
  2858. },
  2859. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2860. function:cards=>cards.filter(card=>{
  2861. const gens = generateOrbsParse(card);
  2862. return gens.some(gen=>gen.to.includes(1));
  2863. }),
  2864. addition:generateOrbs_Addition
  2865. },
  2866. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2867. function:cards=>cards.filter(card=>{
  2868. const gens = generateOrbsParse(card);
  2869. return gens.some(gen=>gen.to.includes(2));
  2870. }),
  2871. addition:generateOrbs_Addition
  2872. },
  2873. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2874. function:cards=>cards.filter(card=>{
  2875. const gens = generateOrbsParse(card);
  2876. return gens.some(gen=>gen.to.includes(3));
  2877. }),
  2878. addition:generateOrbs_Addition
  2879. },
  2880. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2881. function:cards=>cards.filter(card=>{
  2882. const gens = generateOrbsParse(card);
  2883. return gens.some(gen=>gen.to.includes(4));
  2884. }),
  2885. addition:generateOrbs_Addition
  2886. },
  2887. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2888. function:cards=>cards.filter(card=>{
  2889. const gens = generateOrbsParse(card);
  2890. return gens.some(gen=>gen.to.includes(5));
  2891. }),
  2892. addition:generateOrbs_Addition
  2893. },
  2894. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2895. function:cards=>cards.filter(card=>{
  2896. const gens = generateOrbsParse(card);
  2897. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2898. }),
  2899. addition:generateOrbs_Addition
  2900. },
  2901. ]},
  2902. {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: [
  2903. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2904. function:cards=>cards.filter(card=>{
  2905. const searchTypeArray = [176];
  2906. const skill = getCardActiveSkill(card, searchTypeArray);
  2907. return skill;
  2908. })
  2909. },
  2910. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2911. function:cards=>cards.filter(card=>{
  2912. function is3x3(sk)
  2913. {
  2914. for (let si=0;si<3;si++)
  2915. {
  2916. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2917. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2918. (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)
  2919. (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)
  2920. )
  2921. return true;
  2922. }
  2923. return false;
  2924. }
  2925. const searchTypeArray = [176];
  2926. const skill = getCardActiveSkill(card, searchTypeArray);
  2927. return skill && is3x3(skill.params);
  2928. }),
  2929. addition:card=>{
  2930. const searchTypeArray = [176];
  2931. const skill = getCardActiveSkill(card, searchTypeArray);
  2932. if (!skill) return;
  2933. const sk = skill.params;
  2934. const fragment = document.createDocumentFragment();
  2935. fragment.appendChild(document.createTextNode(`3×3`));
  2936. fragment.appendChild(createOrbsList(sk[5]));
  2937. return fragment;
  2938. }
  2939. },
  2940. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2941. function:cards=>cards.filter(card=>{
  2942. const searchTypeArray = [127];
  2943. const skill = getCardActiveSkill(card, searchTypeArray);
  2944. return skill;
  2945. }),
  2946. addition:generateColumnOrbs_Addition
  2947. },
  2948. {name:"Create a vertical Heart",otLangName:{chs:"产竖心",cht:"產豎心"},
  2949. function:cards=>cards.filter(card=>{
  2950. function isHeart(sk)
  2951. {
  2952. for (let i=1;i<sk.length;i+=2)
  2953. {
  2954. if (sk[i] & 32)
  2955. {
  2956. return true;
  2957. }
  2958. }
  2959. }
  2960. const searchTypeArray = [127];
  2961. const skill = getCardActiveSkill(card, searchTypeArray);
  2962. return skill && isHeart(skill.params);
  2963. }),
  2964. addition:generateColumnOrbs_Addition
  2965. },
  2966. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2967. function:cards=>cards.filter(card=>{
  2968. const searchTypeArray = [128];
  2969. const skill = getCardActiveSkill(card, searchTypeArray);
  2970. return skill;
  2971. }),
  2972. addition:generateRowOrbs_Addition
  2973. },
  2974. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2975. function:cards=>cards.filter(card=>{
  2976. const searchTypeArray = [128];
  2977. const skill = getCardActiveSkill(card, searchTypeArray);
  2978. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2979. }),
  2980. addition:generateRowOrbs_Addition
  2981. },
  2982. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2983. function:cards=>cards.filter(card=>{
  2984. const searchTypeArray = [128];
  2985. const skill = getCardActiveSkill(card, searchTypeArray);
  2986. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2987. }),
  2988. addition:generateRowOrbs_Addition
  2989. },
  2990. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2991. function:cards=>cards.filter(card=>{
  2992. const searchTypeArray = [128];
  2993. const skill = getCardActiveSkill(card, searchTypeArray);
  2994. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2995. }),
  2996. addition:generateRowOrbs_Addition
  2997. },
  2998. {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)"},
  2999. function:cards=>cards.filter(card=>{
  3000. const searchTypeArray = [128,71,176];
  3001. function isRow(skill)
  3002. {
  3003. const sk = skill.params;
  3004. if (skill.type === 128) //普通横
  3005. {return true;}
  3006. else if (skill.type === 71) //花火
  3007. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  3008. else if (skill.type === 176) //特殊形状
  3009. {
  3010. for (let si=0;si<5;si++)
  3011. {
  3012. if ((sk[si] & 63) === 63)
  3013. return true;
  3014. }
  3015. }
  3016. return false;
  3017. }
  3018. const skill = getCardActiveSkill(card, searchTypeArray);
  3019. return skill && isRow(skill);
  3020. })
  3021. },
  3022. ]},
  3023. {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: [
  3024. {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)"},
  3025. function:cards=>{
  3026. const searchTypeArray = [6, 161];
  3027. return cards.filter(card=>{
  3028. const skill = getCardActiveSkill(card, searchTypeArray);
  3029. return skill;
  3030. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3031. },
  3032. addition: gravity_Addition
  3033. },
  3034. {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)"},
  3035. function:cards=>{
  3036. const searchTypeArray = [6];
  3037. return cards.filter(card=>{
  3038. const skill = getCardActiveSkill(card, searchTypeArray);
  3039. return skill;
  3040. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3041. },
  3042. addition: gravity_Addition
  3043. },
  3044. {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)"},
  3045. function:cards=>{
  3046. const searchTypeArray = [161];
  3047. return cards.filter(card=>{
  3048. const skill = getCardActiveSkill(card, searchTypeArray);
  3049. return skill;
  3050. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3051. },
  3052. addition: gravity_Addition
  3053. },
  3054. ]},
  3055. {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: [
  3056. {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)"},
  3057. function:cards=>{
  3058. const searchTypeArray = [55,188,56];
  3059. return cards.filter(card=>{
  3060. const skill = getCardActiveSkill(card, searchTypeArray);
  3061. return skill;
  3062. }).sort((a,b)=>{
  3063. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3064. 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);
  3065. return a_pC - b_pC;
  3066. });
  3067. },
  3068. addition:dixedDamage_Addition
  3069. },
  3070. {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)"},
  3071. function:cards=>{
  3072. const searchTypeArray = [55,188];
  3073. return cards.filter(card=>{
  3074. const skill = getCardActiveSkill(card, searchTypeArray);
  3075. return skill;
  3076. }).sort((a,b)=>{
  3077. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  3078. 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);
  3079. return a_pC - b_pC;
  3080. });
  3081. },
  3082. addition:dixedDamage_Addition
  3083. },
  3084. {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)"},
  3085. function:cards=>{
  3086. const searchTypeArray = [56];
  3087. return cards.filter(card=>{
  3088. const skill = getCardActiveSkill(card, searchTypeArray);
  3089. return skill;
  3090. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3091. },
  3092. addition:dixedDamage_Addition
  3093. },
  3094. ]},
  3095. {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: [
  3096. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  3097. function:cards=>cards.filter(card=>{
  3098. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  3099. function isSingle(skill)
  3100. {
  3101. if (skill.type == 110)
  3102. return Boolean(skill.params[0]);
  3103. else if (skill.type == 144)
  3104. return Boolean(skill.params[2]);
  3105. else
  3106. return true;
  3107. }
  3108. const skill = getCardActiveSkill(card, searchTypeArray);
  3109. return skill && isSingle(skill);
  3110. }),
  3111. addition: numericalATK_Addition
  3112. },
  3113. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  3114. function:cards=>cards.filter(card=>{
  3115. const searchTypeArray = [0,1,58,85,87,110,143,144];
  3116. function isAll(skill)
  3117. {
  3118. if (skill.type == 110)
  3119. return !Boolean(skill.params[0]);
  3120. else if (skill.type == 144)
  3121. return !Boolean(skill.params[2]);
  3122. else
  3123. return true;
  3124. }
  3125. const skill = getCardActiveSkill(card, searchTypeArray);
  3126. return skill && skill.id!=0 && isAll(skill);
  3127. }),
  3128. addition: numericalATK_Addition
  3129. },
  3130. {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"},
  3131. function:cards=>cards.filter(card=>{
  3132. const searchTypeArray = [42];
  3133. const skill = getCardActiveSkill(card, searchTypeArray);
  3134. return skill;
  3135. })
  3136. },
  3137. {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"},
  3138. function:cards=>cards.filter(card=>{
  3139. const searchTypeArray = [2,35];
  3140. const skill = getCardActiveSkill(card, searchTypeArray);
  3141. return skill;
  3142. })
  3143. },
  3144. {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)"},
  3145. function:cards=>cards.filter(card=>{
  3146. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3147. const skill = getCardActiveSkill(card, searchTypeArray);
  3148. return skill && skill.id!=0;
  3149. }).sort((a,b)=>{
  3150. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  3151. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3152. function getNumber(skill)
  3153. {
  3154. const sk = skill.params;
  3155. switch(skill.type)
  3156. {
  3157. case 0:
  3158. case 37:
  3159. case 58:
  3160. case 59:
  3161. case 84:
  3162. case 85:
  3163. case 115:
  3164. return sk[1];
  3165. case 2:
  3166. case 35:
  3167. return sk[0];
  3168. default:
  3169. return 0;
  3170. }
  3171. }
  3172. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3173. return a_pC - b_pC;
  3174. }),
  3175. addition: numericalATK_Addition
  3176. },
  3177. {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)"},
  3178. function:cards=>cards.filter(card=>{
  3179. const searchTypeArray = [1,42,86,87];
  3180. const skill = getCardActiveSkill(card, searchTypeArray);
  3181. return skill;
  3182. }).sort((a,b)=>{
  3183. const searchTypeArray = [1,42,86,87];
  3184. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  3185. function getNumber(skill)
  3186. {
  3187. const sk = skill.params;
  3188. switch(skill.type)
  3189. {
  3190. case 1:
  3191. case 86:
  3192. case 87:
  3193. return sk[1];
  3194. case 42:
  3195. return sk[2];
  3196. default:
  3197. return 0;
  3198. }
  3199. }
  3200. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  3201. return a_pC - b_pC;
  3202. }),
  3203. addition: numericalATK_Addition
  3204. },
  3205. {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)"},
  3206. function:cards=>{
  3207. const searchTypeArray = [110];
  3208. return cards.filter(card=>{
  3209. const skill = getCardActiveSkill(card, searchTypeArray);
  3210. return skill;
  3211. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3212. },
  3213. addition: numericalATK_Addition
  3214. },
  3215. {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)"},
  3216. function:cards=>{
  3217. const searchTypeArray = [143];
  3218. return cards.filter(card=>{
  3219. const skill = getCardActiveSkill(card, searchTypeArray);
  3220. return skill;
  3221. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3222. },
  3223. addition: numericalATK_Addition
  3224. },
  3225. {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)"},
  3226. function:cards=>{
  3227. const searchTypeArray = [144];
  3228. return cards.filter(card=>{
  3229. const skill = getCardActiveSkill(card, searchTypeArray);
  3230. return skill;
  3231. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3232. },
  3233. addition: numericalATK_Addition
  3234. },
  3235. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  3236. function:cards=>cards.filter(card=>{
  3237. const searchTypeArray = [35,115];
  3238. const skill = getCardActiveSkill(card, searchTypeArray);
  3239. return skill;
  3240. })
  3241. },
  3242. ]},
  3243. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  3244. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  3245. function:cards=>cards.filter(card=>{
  3246. if (card.activeSkillId == 0) return false;
  3247. const skill = Skills[card.activeSkillId];
  3248. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  3249. })
  3250. },
  3251. {name:"Less than 4 card can be loop use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个队员以下能循环开(可能不精确)",cht:"除 1 CD 外,4 個隊員以下能循環開(可能不精確)"},
  3252. function:cards=>cards.filter(card=>{
  3253. if (card.activeSkillId == 0) return false;
  3254. const skill = Skills[card.activeSkillId];
  3255. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  3256. let realCD = minCD;
  3257. const searchTypeArray = [14];
  3258. const subSkill = getCardActiveSkill(card, searchTypeArray);
  3259. if (subSkill)
  3260. {
  3261. realCD -= subSkill.params[0] * 3;
  3262. }
  3263. return minCD > 1 && realCD <= 4;
  3264. })
  3265. },
  3266. {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)"},
  3267. function:cards=>{
  3268. const searchTypeArray = [5, 246, 247];
  3269. return cards.filter(card=>{
  3270. const skill = getCardActiveSkill(card, searchTypeArray);
  3271. return skill;
  3272. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3273. },
  3274. addition:card=>{
  3275. const searchTypeArray = [5, 246, 247];
  3276. const skill = getCardActiveSkill(card, searchTypeArray);
  3277. if (!skill) return;
  3278. const value = skill.params[0];
  3279. return `时停${value}s`;
  3280. }
  3281. },
  3282. {
  3283. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  3284. function:cards=>cards.filter(card=>{
  3285. const searchTypeArray = [118];
  3286. const skill = getCardActiveSkill(card, searchTypeArray);
  3287. return skill;
  3288. })
  3289. },
  3290. {
  3291. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  3292. function:cards=>cards.filter(card=>{
  3293. const searchTypeArray = [232, 233];
  3294. const skill = getCardActiveSkill(card, searchTypeArray);
  3295. return skill;
  3296. }),
  3297. addition:card=>{
  3298. const searchTypeArray = [232, 233];
  3299. const skill = getCardActiveSkill(card, searchTypeArray);
  3300. if (!skill) return;
  3301. const value = skill.params[0];
  3302. return `${skill.type == 232 ? "单向进化" : "🔁循环变化"}`;
  3303. }
  3304. },
  3305. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  3306. function:cards=>cards.filter(card=>{
  3307. const searchTypeArray = [225];
  3308. const skill = getCardActiveSkill(card, searchTypeArray);
  3309. return skill;
  3310. }),
  3311. addition:card=>{
  3312. const searchTypeArray = [225];
  3313. const skill = getCardActiveSkill(card, searchTypeArray);
  3314. if (!skill) return;
  3315. const sk = skill.params;
  3316. let strArr = [];
  3317. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  3318. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  3319. return `HP ${strArr.join(" ")}`;
  3320. }
  3321. },
  3322. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  3323. function:cards=>cards.filter(card=>{
  3324. const searchTypeArray = [234];
  3325. const skill = getCardActiveSkill(card, searchTypeArray);
  3326. return skill;
  3327. }),
  3328. addition:card=>{
  3329. const searchTypeArray = [234];
  3330. const skill = getCardActiveSkill(card, searchTypeArray);
  3331. if (!skill) return;
  3332. const sk = skill.params;
  3333. let strArr = [];
  3334. if (sk[0]) strArr.push(`≥${sk[0]}`);
  3335. if (sk[1]) strArr.push(`≤${sk[1]}`);
  3336. return `层 ${strArr.join(" ")}`;
  3337. }
  3338. },
  3339. {name:"Delay active after skill use",otLangName:{chs:"技能使用后延迟生效",cht:"技能使用后延迟生效"},
  3340. function:cards=>{
  3341. const searchTypeArray = [248];
  3342. return cards.filter(card=>{
  3343. const skill = getCardActiveSkill(card, searchTypeArray);
  3344. return skill;
  3345. }).sort((a,b)=>sortByParams(a,b,searchTypeArray))
  3346. },
  3347. addition:card=>{
  3348. const searchTypeArray = [248];
  3349. const skill = getCardActiveSkill(card, searchTypeArray);
  3350. if (!skill) return;
  3351. const sk = skill.params;
  3352. return `延迟${sk[0]}T`;
  3353. }
  3354. },
  3355. {name:"Enable require number of Orbs",otLangName:{chs:"技能使用珠子数量要求",cht:"技能使用珠子数量要求"},
  3356. function:cards=>cards.filter(card=>{
  3357. const searchTypeArray = [255];
  3358. const skill = getCardActiveSkill(card, searchTypeArray);
  3359. return skill;
  3360. }),
  3361. addition:card=>{
  3362. const searchTypeArray = [255];
  3363. const skill = getCardActiveSkill(card, searchTypeArray);
  3364. if (!skill) return;
  3365. const sk = skill.params;
  3366. const fragment = document.createDocumentFragment();
  3367. fragment.append(createOrbsList(flags(sk[0])), sk[2] ? `≤${sk[2]}` : `≥${sk[1]}`);
  3368. return fragment;
  3369. }
  3370. },
  3371. ]},
  3372. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  3373. ]},
  3374. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  3375. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  3376. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  3377. },
  3378. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  3379. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  3380. },
  3381. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  3382. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  3383. },
  3384. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  3385. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  3386. },
  3387. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  3388. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  3389. },
  3390. {name:"5 Orbs including enhanced Matching",otLangName:{chs:"5珠含强化消除",cht:"5珠含強化消除"},
  3391. function:cards=>cards.filter(card=>{
  3392. const searchTypeArray = [150];
  3393. const skill = getCardLeaderSkill(card, searchTypeArray);
  3394. return skill;
  3395. })
  3396. },
  3397. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3398. function:cards=>cards.filter(card=>{
  3399. const searchTypeArray = [151,209];
  3400. const skill = getCardLeaderSkill(card, searchTypeArray);
  3401. return skill;
  3402. })
  3403. },
  3404. {name:"Stacked Magnifications of Cross(十)",otLangName:{chs:"十字叠加倍率",cht:"十字疊加倍率"},
  3405. function:cards=>cards.filter(card=>{
  3406. const searchTypeArray = [157];
  3407. const skill = getCardLeaderSkill(card, searchTypeArray);
  3408. return skill;
  3409. })
  3410. },
  3411. {name:"Stacked Magnifications of Matching",otLangName:{chs:"指定长度消除叠加倍率",cht:"指定長度消除疊加倍率"},
  3412. function:cards=>{
  3413. const searchTypeArray = [235];
  3414. return cards.filter(card=>{
  3415. const skill = getCardLeaderSkill(card, searchTypeArray);
  3416. if (!skill) return false;
  3417. const sk = skill.params;
  3418. if (!sk[3] || sk[3] === 100) return false;
  3419. return skill;
  3420. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3421. },
  3422. addition:card=>{
  3423. const searchTypeArray = [235];
  3424. const skill = getCardLeaderSkill(card, searchTypeArray);
  3425. if (!skill) return;
  3426. const sk = skill.params;
  3427. if (!sk[3] || sk[3] === 100) return;
  3428. const fragment = document.createDocumentFragment();
  3429. const sup = document.createElement("sup");
  3430. sup.textContent = "N";
  3431. const orbs = createOrbsList(flags(sk[0]));
  3432. fragment.append(`ATK×${sk[3]/100}`,sup,"/",orbs);
  3433. if (sk[1]) {
  3434. fragment.append(`×≥${sk[1]}`);
  3435. } else {
  3436. fragment.append(`×${sk[2]}`);
  3437. }
  3438. return fragment;
  3439. }
  3440. },
  3441. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3442. function:cards=>cards.filter(card=>{
  3443. const searchTypeArray = [177];
  3444. const skill = getCardLeaderSkill(card, searchTypeArray);
  3445. return skill?.params[5];
  3446. })
  3447. },
  3448. ]},
  3449. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  3450. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  3451. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  3452. },
  3453. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  3454. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  3455. },
  3456. {name:"[7×6 board]",otLangName:{chs:"【7×6 板面】",cht:"【7×6 板面】"},
  3457. function:cards=>cards.filter(card=>{
  3458. const searchTypeArray = [162,186];
  3459. const skill = getCardLeaderSkill(card, searchTypeArray);
  3460. return skill;
  3461. })
  3462. },
  3463. {name:"[No skyfall]",otLangName:{chs:"【无天降板面】",cht:"【無天降板面】"},
  3464. function:cards=>cards.filter(card=>{
  3465. const searchTypeArray = [163,177];
  3466. const skill = getCardLeaderSkill(card, searchTypeArray);
  3467. return skill;
  3468. })
  3469. },
  3470. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  3471. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  3472. },
  3473. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  3474. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  3475. },
  3476. {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)"},
  3477. function:cards=>{
  3478. const searchTypeArray = [158];
  3479. return cards.filter(card=>{
  3480. const skill = getCardLeaderSkill(card, searchTypeArray);
  3481. return skill;
  3482. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3483. },
  3484. addition:card=>{
  3485. const searchTypeArray = [158];
  3486. const skill = getCardLeaderSkill(card, searchTypeArray);
  3487. const value = skill.params[0];
  3488. return `≥${value}珠`;
  3489. }
  3490. },
  3491. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3492. function:cards=>cards.filter(card=>{
  3493. const searchTypeArray = [125];
  3494. const skill = getCardLeaderSkill(card, searchTypeArray);
  3495. return skill;
  3496. }),
  3497. addition:card=>{
  3498. const searchTypeArray = [125];
  3499. const skill = getCardLeaderSkill(card, searchTypeArray);
  3500. if (!skill) return;
  3501. const sk = skill.params;
  3502. return `队员:${sk.slice(0,5).filter(Boolean).join('\n')}`;
  3503. }
  3504. },
  3505. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3506. function:cards=>cards.filter(card=>{
  3507. const searchTypeArray = [175];
  3508. const skill = getCardLeaderSkill(card, searchTypeArray);
  3509. return skill;
  3510. }),
  3511. addition:card=>{
  3512. const searchTypeArray = [175];
  3513. const skill = getCardLeaderSkill(card, searchTypeArray);
  3514. if (!skill) return;
  3515. const sk = skill.params;
  3516. return `合作:${sk[0]}`;
  3517. }
  3518. },
  3519. {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"},
  3520. function:cards=>cards.filter(card=>{
  3521. const searchTypeArray = [203];
  3522. const skill = getCardLeaderSkill(card, searchTypeArray);
  3523. return skill;
  3524. })
  3525. },
  3526. {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"},
  3527. function:cards=>cards.filter(card=>{
  3528. const searchTypeArray = [229];
  3529. const skill = getCardLeaderSkill(card, searchTypeArray);
  3530. return skill;
  3531. }),
  3532. addition:card=>{
  3533. const searchTypeArray = [229];
  3534. const skill = getCardLeaderSkill(card, searchTypeArray);
  3535. if (!skill) return;
  3536. const sk = skill.params;
  3537. const attrs = flags(sk[0]), types = flags(sk[1]);
  3538. const fragment = document.createDocumentFragment();
  3539. if (attrs.length)
  3540. fragment.appendChild(createOrbsList(attrs));
  3541. if (types.length)
  3542. fragment.appendChild(createTypesList(types));
  3543. return fragment;
  3544. }
  3545. },
  3546. {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"},
  3547. function:cards=>cards.filter(card=>{
  3548. const searchTypeArray = [217];
  3549. const skill = getCardLeaderSkill(card, searchTypeArray);
  3550. return skill;
  3551. }),
  3552. addition:card=>{
  3553. const searchTypeArray = [217];
  3554. const skill = getCardLeaderSkill(card, searchTypeArray);
  3555. if (!skill) return;
  3556. const sk = skill.params;
  3557. return `★≤${sk[0]}`;
  3558. }
  3559. },
  3560. {name:"Team's rarity required different",otLangName:{chs:"要求队员稀有度相同/各不相同",cht:"要求隊員稀有度相同/各不相同"},
  3561. function:cards=>cards.filter(card=>{
  3562. const searchTypeArray = [245];
  3563. const skill = getCardLeaderSkill(card, searchTypeArray);
  3564. return skill;
  3565. }),
  3566. addition:card=>{
  3567. const searchTypeArray = [245];
  3568. const skill = getCardLeaderSkill(card, searchTypeArray);
  3569. if (!skill) return;
  3570. const sk = skill.params;
  3571. switch (sk[0]) {
  3572. case -1:
  3573. return `★各不相同`;
  3574. case -2:
  3575. return `★全部相同`;
  3576. default:
  3577. return `★全为${sk[0]}`;
  3578. }
  3579. }
  3580. },
  3581. ]},
  3582. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3583. {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)"},
  3584. function:cards=>{
  3585. return cards.filter(card=>{
  3586. return getSkillFixedDamage(card) > 0;
  3587. }).sort((a,b)=>{
  3588. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3589. return a_pC - b_pC;
  3590. });
  3591. },
  3592. addition:card=>{
  3593. const value = getSkillFixedDamage(card);
  3594. if (value <= 0 ) return;
  3595. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3596. let skill;
  3597. if (skill = getCardLeaderSkill(card, [235])) {
  3598. nodeArr.push("/");
  3599. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3600. nodeArr.push(`×${skill.params[2]}`);
  3601. }
  3602. return nodeArr.nodeJoin();
  3603. }
  3604. },
  3605. {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)"},
  3606. function:cards=>{
  3607. return cards.filter(card=>{
  3608. return getSkillAddCombo(card) > 0;
  3609. }).sort((a,b)=>{
  3610. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3611. return a_pC - b_pC;
  3612. });
  3613. },
  3614. addition:card=>{
  3615. const value = getSkillAddCombo(card);
  3616. if (value <= 0 ) return;
  3617. let nodeArr = [`+${value.bigNumberToString()}C`];
  3618. let skill;
  3619. if (skill = getCardLeaderSkill(card, [210])) {
  3620. nodeArr.push("/十字");
  3621. } else if (skill = getCardLeaderSkill(card, [235])) {
  3622. nodeArr.push("/");
  3623. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3624. nodeArr.push(`×${skill.params[2]}`);
  3625. }
  3626. return nodeArr.nodeJoin();
  3627. }
  3628. },
  3629. {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)"},
  3630. function:cards=>{
  3631. const searchTypeArray = [15,185];
  3632. return cards.filter(card=>{
  3633. const skill = getCardLeaderSkill(card, searchTypeArray);
  3634. return skill;
  3635. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3636. },
  3637. addition:card=>{
  3638. const searchTypeArray = [15,185];
  3639. const skill = getCardLeaderSkill(card, searchTypeArray);
  3640. if (!skill) return;
  3641. const value = skill.params[0];
  3642. return `${value > 0 ? "+" : ""}${value/100}s`;
  3643. }
  3644. },
  3645. {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)"},
  3646. function:cards=>{
  3647. const searchTypeArray = [178];
  3648. return cards.filter(card=>{
  3649. const skill = getCardLeaderSkill(card, searchTypeArray);
  3650. return skill;
  3651. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3652. },
  3653. addition:card=>{
  3654. const searchTypeArray = [178];
  3655. const skill = getCardLeaderSkill(card, searchTypeArray);
  3656. if (!skill) return;
  3657. const value = skill.params[0];
  3658. return `固定${value}s`;
  3659. }
  3660. },
  3661. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3662. function:cards=>cards.filter(card=>{
  3663. const searchTypeArray = [213];
  3664. const skill = getCardLeaderSkill(card, searchTypeArray);
  3665. return skill;
  3666. }),
  3667. addition:card=>{
  3668. const searchTypeArray = [213];
  3669. const skill = getCardLeaderSkill(card, searchTypeArray);
  3670. if (!skill) return;
  3671. const sk = skill.params;
  3672. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3673. const fragment = document.createDocumentFragment();
  3674. if (attrs.length)
  3675. fragment.appendChild(createOrbsList(attrs));
  3676. if (types.length)
  3677. fragment.appendChild(createTypesList(types));
  3678. fragment.appendChild(document.createTextNode(`:+`));
  3679. if (awakenings.length)
  3680. fragment.appendChild(creatAwokenList(awakenings));
  3681. return fragment;
  3682. }
  3683. },
  3684. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3685. function:cards=>{
  3686. const searchTypeArray = [12];
  3687. return cards.filter(card=>{
  3688. const skill = getCardLeaderSkill(card, searchTypeArray);
  3689. return skill;
  3690. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3691. },
  3692. addition:card=>{
  3693. const searchTypeArray = [12];
  3694. const skill = getCardLeaderSkill(card, searchTypeArray);
  3695. const value = skill.params[0];
  3696. return `攻击×${(value/100).bigNumberToString()}倍`;
  3697. }
  3698. },
  3699. {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)"},
  3700. function:cards=>{
  3701. const searchTypeArray = [13];
  3702. return cards.filter(card=>{
  3703. const skill = getCardLeaderSkill(card, searchTypeArray);
  3704. return skill;
  3705. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3706. },
  3707. addition:card=>{
  3708. const searchTypeArray = [13];
  3709. const skill = getCardLeaderSkill(card, searchTypeArray);
  3710. const value = skill.params[0];
  3711. return `回复×${(value/100).bigNumberToString()}倍`;
  3712. }
  3713. },
  3714. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3715. function:cards=>{
  3716. const searchTypeArray = [198];
  3717. return cards.filter(card=>{
  3718. const skill = getCardLeaderSkill(card, searchTypeArray);
  3719. return skill && skill.params[2];
  3720. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3721. },
  3722. addition:card=>{
  3723. const searchTypeArray = [198];
  3724. const skill = getCardLeaderSkill(card, searchTypeArray);
  3725. const sk = skill.params;
  3726. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3727. }
  3728. },
  3729. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3730. function:cards=>{
  3731. const searchTypeArray = [198];
  3732. return cards.filter(card=>{
  3733. const skill = getCardLeaderSkill(card, searchTypeArray);
  3734. return skill && skill.params[3];
  3735. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3736. },
  3737. addition:card=>{
  3738. const searchTypeArray = [198];
  3739. const skill = getCardLeaderSkill(card, searchTypeArray);
  3740. const sk = skill.params;
  3741. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3742. }
  3743. },
  3744. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3745. function:cards=>{
  3746. const searchTypeArray = [41];
  3747. return cards.filter(card=>{
  3748. const skill = getCardLeaderSkill(card, searchTypeArray);
  3749. return skill;
  3750. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3751. },
  3752. addition:card=>{
  3753. const searchTypeArray = [41];
  3754. const skill = getCardLeaderSkill(card, searchTypeArray);
  3755. const sk = skill.params;
  3756. const fragment = document.createDocumentFragment();
  3757. fragment.appendChild(createOrbsList(sk[2] || 0));
  3758. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3759. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3760. return fragment;
  3761. }
  3762. },
  3763. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3764. function:cards=>cards.filter(card=>{
  3765. const searchTypeArray = [197];
  3766. const skill = getCardLeaderSkill(card, searchTypeArray);
  3767. return skill;
  3768. })
  3769. },
  3770. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3771. function:cards=>{
  3772. const searchTypeArray = [14];
  3773. return cards.filter(card=>{
  3774. const skill = getCardLeaderSkill(card, searchTypeArray);
  3775. return skill;
  3776. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3777. },
  3778. addition:card=>{
  3779. const searchTypeArray = [14];
  3780. const skill = getCardLeaderSkill(card, searchTypeArray);
  3781. const value = skill.params[0];
  3782. return `HP≥${value}%`;
  3783. }
  3784. },
  3785. {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)"},
  3786. function:cards=>{
  3787. const searchTypeArray = [53];
  3788. return cards.filter(card=>{
  3789. const skill = getCardLeaderSkill(card, searchTypeArray);
  3790. return skill;
  3791. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3792. },
  3793. addition:card=>{
  3794. const searchTypeArray = [53];
  3795. const skill = getCardLeaderSkill(card, searchTypeArray);
  3796. const sk = skill.params;
  3797. return `掉率x${sk[0]/100}`;
  3798. }
  3799. },
  3800. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3801. function:cards=>{
  3802. const searchTypeArray = [54];
  3803. return cards.filter(card=>{
  3804. const skill = getCardLeaderSkill(card, searchTypeArray);
  3805. return skill;
  3806. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3807. },
  3808. addition:card=>{
  3809. const searchTypeArray = [54];
  3810. const skill = getCardLeaderSkill(card, searchTypeArray);
  3811. const sk = skill.params;
  3812. return `金币x${sk[0]/100}`;
  3813. }
  3814. },
  3815. {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)"},
  3816. function:cards=>{
  3817. const searchTypeArray = [148];
  3818. return cards.filter(card=>{
  3819. const skill = getCardLeaderSkill(card, searchTypeArray);
  3820. return skill;
  3821. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3822. },
  3823. addition:card=>{
  3824. const searchTypeArray = [148];
  3825. const skill = getCardLeaderSkill(card, searchTypeArray);
  3826. const sk = skill.params;
  3827. return `经验x${sk[0]/100}`;
  3828. }
  3829. },
  3830. ]},
  3831. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3832. {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)"},
  3833. function:cards=>cards.filter(card=>{
  3834. const skill = Skills[card.leaderSkillId];
  3835. const HPscale = getHPScale(skill);
  3836. return HPscale >= 3;
  3837. }).sort(sortByHPScal),
  3838. addition: HPScal_Addition
  3839. },
  3840. {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)"},
  3841. function:cards=>cards.filter(card=>{
  3842. const skill = Skills[card.leaderSkillId];
  3843. const HPscale = getHPScale(skill);
  3844. return HPscale >= 2 && HPscale < 3;
  3845. }).sort(sortByHPScal),
  3846. addition: HPScal_Addition
  3847. },
  3848. {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)"},
  3849. function:cards=>cards.filter(card=>{
  3850. const skill = Skills[card.leaderSkillId];
  3851. const HPscale = getHPScale(skill);
  3852. return HPscale >= 1.5 && HPscale < 2;
  3853. }).sort(sortByHPScal),
  3854. addition: HPScal_Addition
  3855. },
  3856. {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)"},
  3857. function:cards=>cards.filter(card=>{
  3858. const skill = Skills[card.leaderSkillId];
  3859. const HPscale = getHPScale(skill);
  3860. return HPscale > 1 && HPscale < 1.5;
  3861. }).sort(sortByHPScal),
  3862. addition: HPScal_Addition
  3863. },
  3864. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3865. function:cards=>cards.filter(card=>{
  3866. const skill = Skills[card.leaderSkillId];
  3867. const HPscale = getHPScale(skill);
  3868. return HPscale === 1;
  3869. }),
  3870. addition: HPScal_Addition
  3871. },
  3872. {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)"},
  3873. function:cards=>cards.filter(card=>{
  3874. const skill = Skills[card.leaderSkillId];
  3875. const HPscale = getHPScale(skill);
  3876. return HPscale < 1;
  3877. }).sort(sortByHPScal),
  3878. addition: HPScal_Addition
  3879. },
  3880. ]},
  3881. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3882. {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)"},
  3883. function:cards=>cards.filter(card=>{
  3884. const skill = Skills[card.leaderSkillId];
  3885. const reduceScale = getReduceScale(skill);
  3886. return reduceScale >= 0.75;
  3887. }).sort(sortByReduceScale),
  3888. addition: ReduceScale_Addition
  3889. },
  3890. {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)"},
  3891. function:cards=>cards.filter(card=>{
  3892. const skill = Skills[card.leaderSkillId];
  3893. const reduceScale = getReduceScale(skill);
  3894. return reduceScale >= 0.5 && reduceScale < 0.75;
  3895. }).sort(sortByReduceScale),
  3896. addition: ReduceScale_Addition
  3897. },
  3898. {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)"},
  3899. function:cards=>cards.filter(card=>{
  3900. const skill = Skills[card.leaderSkillId];
  3901. const reduceScale = getReduceScale(skill);
  3902. return reduceScale >= 0.25 && reduceScale < 0.5;
  3903. }).sort(sortByReduceScale),
  3904. addition: ReduceScale_Addition
  3905. },
  3906. {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)"},
  3907. function:cards=>cards.filter(card=>{
  3908. const skill = Skills[card.leaderSkillId];
  3909. const reduceScale = getReduceScale(skill);
  3910. return reduceScale > 0 && reduceScale < 0.25;
  3911. }).sort(sortByReduceScale),
  3912. addition: ReduceScale_Addition
  3913. },
  3914. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3915. function:cards=>cards.filter(card=>{
  3916. const skill = Skills[card.leaderSkillId];
  3917. const reduceScale = getReduceScale(skill);
  3918. return reduceScale === 0;
  3919. })
  3920. },
  3921. {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"},
  3922. function:cards=>cards.filter(card=>{
  3923. const skill = Skills[card.leaderSkillId];
  3924. return getReduceScale(skill, true) > 0;
  3925. })
  3926. },
  3927. {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"},
  3928. function:cards=>cards.filter(card=>{
  3929. const skill = Skills[card.leaderSkillId];
  3930. return getReduceScale(skill, undefined, true) > 0;
  3931. })
  3932. },
  3933. {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"},
  3934. function:cards=>cards.filter(card=>{
  3935. const skill = Skills[card.leaderSkillId];
  3936. return getReduceScale(skill, undefined, undefined, true) > 0;
  3937. })
  3938. },
  3939. /*{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%)"},
  3940. function:cards=>cards.filter(card=>{
  3941. const skill = Skills[card.leaderSkillId];
  3942. const reduceScale = getReduceScale(skill);
  3943. return reduceScale>=0.29;
  3944. }).sort(sortByReduceScale)
  3945. },*/
  3946. {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"},
  3947. function:cards=>{
  3948. return cards.filter(card=>{
  3949. const skill = Skills[card.leaderSkillId];
  3950. return getReduceScale_unconditional(skill) > 0;
  3951. }).sort((a,b)=>{
  3952. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3953. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3954. });
  3955. },
  3956. addition:card=>{
  3957. const skill = Skills[card.leaderSkillId];
  3958. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3959. }
  3960. },
  3961. ]},
  3962. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3963. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3964. function:cards=>cards.filter(card=>
  3965. !Array.isArray(card.henshinFrom) &&
  3966. !Array.isArray(card.henshinTo))
  3967. },
  3968. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3969. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3970. },
  3971. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3972. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3973. },
  3974. {name:"Random Henshin",otLangName:{chs:"随机变身",cht:"隨機變身"},
  3975. function:cards=>cards.filter(card=>{
  3976. const searchTypeArray = [236];
  3977. const skill = getCardActiveSkill(card, searchTypeArray);
  3978. return skill;
  3979. })
  3980. },
  3981. {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)"},
  3982. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3983. },
  3984. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3985. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3986. },
  3987. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3988. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3989. function:cards=>cards.filter(isReincarnated)
  3990. }, //evoBaseId可能为0
  3991. //{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)},
  3992. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3993. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3994. },
  3995. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3996. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3997. },
  3998. ]},
  3999. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  4000. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  4001. function:cards=>cards.filter(card=>card.is8Latent)
  4002. },
  4003. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  4004. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  4005. },
  4006. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  4007. function:cards=>cards.filter(card=>card.awakenings.length<9)
  4008. },
  4009. {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"},
  4010. function:cards=>cards.filter(card=>{
  4011. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  4012. if (hasAwokenKiller)
  4013. { //大于2个杀的进行判断
  4014. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  4015. { //大于3个杀的直接过
  4016. return true;
  4017. }else
  4018. { //2个杀的
  4019. const isAllowLatent = card.types.filter(i=>
  4020. i>=0 //去掉-1的type
  4021. ).map(type=>
  4022. typekiller_for_type.find(t=>t.type==type).allowableLatent //得到允许打的潜觉杀
  4023. ).some(ls=>
  4024. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  4025. );
  4026. return isAllowLatent
  4027. }
  4028. }else
  4029. {
  4030. return false;
  4031. }
  4032. })
  4033. },
  4034. // {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  4035. // function:cards=>cards.filter(card=>{
  4036. // const searchTypeArray = [1000];
  4037. // const skill = getCardActiveSkill(card, searchTypeArray);
  4038. // return skill;
  4039. // })
  4040. // },
  4041. ]},
  4042. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  4043. {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)"},
  4044. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  4045. },
  4046. {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)"},
  4047. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  4048. },
  4049. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  4050. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  4051. },
  4052. {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"},
  4053. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  4054. },
  4055. {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)"},
  4056. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  4057. addition:card=>`成长${card.limitBreakIncr}%`
  4058. },
  4059. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  4060. function:cards=>cards.filter(card=>card.maxLevel==1)
  4061. },
  4062. {name:"Tradable(Less than 100MP)",otLangName:{chs:"可交易(低于100MP)",cht:"可交易(低於100MP)"},
  4063. function:cards=>cards.filter(card=>card.sellMP<100)
  4064. },
  4065. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  4066. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  4067. },
  4068. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  4069. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  4070. },
  4071. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  4072. function:cards=>cards.filter(({attrs:[attr1, attr2]})=>attr1<6 && attr2>=0 && attr1 != attr2)
  4073. },
  4074. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  4075. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>0 && blockSkinOrBgmId<1e4),
  4076. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  4077. },
  4078. {name:"Will get BGM",otLangName:{chs:"能获得背景音乐",cht:"能獲得背景音樂"},
  4079. function:cards=>cards.filter(({blockSkinOrBgmId})=>blockSkinOrBgmId>=1e4),
  4080. addition:({blockSkinOrBgmId})=>`ID.${blockSkinOrBgmId}`
  4081. },
  4082. {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"},
  4083. function:cards=>cards.filter(card=>card.skillBanner)
  4084. },
  4085. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  4086. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  4087. },
  4088. {name:"Stacked material",otLangName:{chs:"堆叠的素材",cht:"堆疊的素材"},
  4089. function:cards=>cards.filter(card=>card.stacking),
  4090. },
  4091. {name:"Not stacked material",otLangName:{chs:"不堆叠的素材",cht:"不堆疊的素材"},
  4092. function:cards=>cards.filter(card=>!card.stacking && card.types.some(t=>[0,12,14,15].includes(t))),
  4093. },
  4094. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  4095. function:cards=>cards,
  4096. addition:card=>card.name
  4097. },
  4098. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  4099. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  4100. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  4101. },
  4102. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  4103. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  4104. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  4105. },
  4106. {name:"Sell Monster Point(MP)",otLangName:{chs:"售卖怪物点数(MP)",cht:"售賣怪物點數(MP)"},
  4107. function:cards=>cards,
  4108. addition:card=>`MP ${card.sellMP.bigNumberToString()}`
  4109. },
  4110. {name:"Card Types",otLangName:{chs:"角色类型",cht:"角色類型"},
  4111. function:cards=>cards,
  4112. addition:card=>createTypesList(card.types)
  4113. },
  4114. {name:"Card Cost",otLangName:{chs:"角色消耗",cht:"角色消耗"},
  4115. function:cards=>cards,
  4116. addition:card=>`COST ${card.cost}`
  4117. },
  4118. ]},
  4119. ];
  4120. return functions;
  4121. })();

智龙迷城队伍图制作工具