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script-json_data.js 117 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: `智龙迷城${teamsCount}人队伍图制作工具`,
  17. addition_display: "💬",
  18. title_blank: "输入队伍标题",
  19. detail_blank: "输入说明",
  20. sort_name:{
  21. sort_none: "无",
  22. sort_id: "怪物ID",
  23. sort_attrs: "属性",
  24. sort_evoRootId: "进化树",
  25. sort_evoRoot_Attrs : "进化根怪物的属性",
  26. sort_rarity: "稀有度",
  27. sort_cost: "消耗",
  28. sort_mp: "MP",
  29. sort_skillLv1: "技能最大冷却时间",
  30. sort_skillLvMax: "技能最小冷却时间",
  31. sort_hpMax110: "最大 HP",
  32. sort_atkMax110: "最大攻击",
  33. sort_rcvMax110: "最大回复",
  34. sort_hpMax110_awoken: "最大 HP(+觉醒)",
  35. sort_atkMax110_awoken: "最大攻击(+觉醒)",
  36. sort_rcvMax110_awoken: "最大回复(+觉醒)",
  37. sort_abilityIndex_awoken: "最大加权能力指数(+觉醒)",
  38. },
  39. force_reload_data: "强制刷新数据",
  40. skill_parse: {
  41. skill: {
  42. unknown: tp`未知的技能类型:${'type'}`, //type
  43. active_turns: tp`${'actionSkill'},效果 ${'turns'} 回合`, //turns, actionSkill
  44. random_skills: tp`随机发动以下技能:${'skills'}`, //skills
  45. damage_enemy: tp`对${'target'}造成${'damage'}的${'attr'}伤害${'times'}${'totalDamage'}`, //target, damage, attr
  46. damage_enemy_times: tp`×${'times'}`,
  47. damage_enemy_count: tp`(共${'damage'})`,
  48. vampire: tp`对${'target'}造成${'damage'}的${'attr'}伤害,并${'icon'}回复伤害值${'heal'}的HP`, //target, damage, attr
  49. delay: tp`${'icon'}延迟敌人的攻击`, //icon
  50. mass_attack: tp`所有攻击变为${'icon'}全体攻击`,
  51. leader_change: tp`${'icon'}将${'target'}换为队长,再次使用则换回来`,
  52. no_skyfall: tp`${'icon'}天降的宝珠不会消除`,
  53. self_harm: tp`${'icon'}${'stats'}减少${'value'}`,
  54. heal: tp`${'icon'}回复 ${'value'} 的 ${'stats'}`,
  55. unbind_normal: tp`${'icon'}封锁状态减少${'turns'}`,
  56. unbind_awakenings: tp`${'icon'}觉醒无效状态减少${'turns'}回合`,
  57. unbind_matches: tp`${'icon'}无法消除宝珠状态减少${'turns'}回合`,
  58. bind_skill: tp`${'icon'}自身无法使用技能`,
  59. defense_break: tp`${'icon'}敌方的防御力减少${'value'}回合`,
  60. poison: tp`${'icon'}使${'target'}全体中毒,每回合损失${'belong_to'} ${'value'} 的 ${'stats'}`,
  61. time_extend: tp`${'icon'}宝珠移动时间 ${'value'}`,
  62. follow_attack: tp`${'icon'}消除宝珠的回合,以${'belong_to'}${'value'}的伤害追打${'target'}(计算防御力)`,
  63. follow_attack_fixed: tp`追加${'damage'}的${'attr'}伤害`,
  64. auto_heal_buff: tp`行动结束后${'icon'}回复${'value'}的${'stats'}`,
  65. auto_heal: tp`${'icon'}消除宝珠的回合,回复${'belong_to'}${'value'}的${'stats'}`,
  66. ctw: tp`${'icon'}${'value'}内时间停止,可以任意移动宝珠`,
  67. gravity: tp`${'icon'}造成${'target'}${'value'}的伤害`,
  68. resolve: tp`${'icon'}如${'stats'}≧${'value'},受到单一次致命攻击时,${'prob'}将会以1点 HP 生还`,
  69. board_change: tp`全画面的宝珠变为${'orbs'}`,
  70. skill_boost: tp`自身以外成员的技能冷却储备${'icon'}${'turns'}`,
  71. add_combo: tp`结算时连击数增加${'value'}${'icon'}`,
  72. fixed_time: tp`【${'icon'}操作时间固定${'value'}】`,
  73. min_match_length: tp`【限定≥${'value'}珠才能消除】`,
  74. drop_refresh: tp`全板刷新`,
  75. drum: tp`宝珠移动和消除的声音变成太鼓达人的音效`,
  76. auto_path: tp`显示3连击的转珠路径(只适用于普通地下城)`,
  77. board7x6: tp`【${'icon'}7×6版面】`,
  78. counter_attack: tp`受到${'target'}攻击时,${'prob'}进行受到伤害${'value'}的${'attr'}${'icon'}反击`,
  79. change_orbs: tp`${'from'}→${'to'}`,
  80. generate_orbs: tp`${'exclude'}生成${'orbs'}各${'value'}个`,
  81. fixed_orbs: tp`在${'position'}产生${'orbs'}`,
  82. orb_drop_increase: tp`${'orbs'}的掉落率提高到${'value'}`,
  83. orb_drop_increase_flag: tp`${'value'}掉落${'flag'}${'orbs'}`,
  84. attr_absorb: tp`${'icon'}属性吸收`,
  85. combo_absorb: tp`${'icon'}连击吸收`,
  86. damage_absorb: tp`${'icon'}伤害吸收`,
  87. damage_void: tp`${'icon'}伤害无效`,
  88. void_enemy_buff: tp`敌人的 ${'buff'} 无效化`,
  89. change_attribute: tp`将${'target'}变为${'attrs'}`,
  90. set_orb_state_enhanced: tp`${'icon'}强化${'orbs'}(每颗宝珠效力增加${'value'})`,
  91. set_orb_state_locked: tp`将${'orbs'}${'icon'}锁定${'value'}`,
  92. set_orb_state_unlocked: tp`${'icon'}解除所有宝珠的锁定状态`,
  93. set_orb_state_bound: tp`无法消除${'orbs'}`,
  94. rate_multiply: tp`作为队长进入地下城时,${'rate'}变为${'value'}`,
  95. rate_multiply_drop: tp`${'icon'}怪物蛋掉落率`,
  96. rate_multiply_coin: tp`${'icon'}金币掉落率`,
  97. rate_multiply_exp: tp`${'icon'}等级经验倍率`,
  98. reduce_damage: tp`${'condition'}受到的${'attrs'}伤害${'icon'}减少${'value'}`,
  99. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  100. henshin: tp`变身为${'card'}`,
  101. void_poison: tp`消除${'poison'}时不会受到毒伤害`,
  102. skill_proviso: tp`${'condition'}才能发动后续效果`,
  103. },
  104. power: {
  105. unknown: tp`[ 未知能力提升: ${'type'} ]`,
  106. scale_attributes: tp`${'orbs'}中${'min'}种属性同时攻击时${'stats'}${'bonus'}`,
  107. scale_attributes_bonus: tp`,每多1种${'bonus'},最大${'max'}种时${'stats_max'}`,
  108. scale_combos: tp`${'min'}连击以上时${'stats'}${'bonus'}`,
  109. scale_combos_bonus: tp`,每多1连击${'bonus'},最大${'max'}连击时${'stats_max'}`,
  110. scale_match_attrs: tp`${'matches'}中${'min'}串匹配时${'stats'}${'bonus'}`,
  111. scale_match_attrs_bonus: tp`,每多1串${'bonus'},最大${'max'}串时${'stats_max'}`,
  112. scale_match_length: tp`${'in_once'}相连消除${'min'}个${'orbs'}时${'stats'}${'bonus'}`,
  113. scale_match_length_bonus: tp`,每多1个${'bonus'},最大${'max'}个时${'stats_max'}`,
  114. scale_cross: tp`每以十字形式消除5个${'orbs'}时${'stats'}`,
  115. scale_cross_single: tp`以十字形式消除5个${'orbs'}时${'stats'}`,
  116. scale_state_kind_count: tp`以队伍中${'awakenings'}${'attrs'}${'types'}的数量提升,每个${'stats'}`,
  117. },
  118. cond: {
  119. unknown: tp`[ 未知条件 ]`,
  120. hp_equal: tp`${'hp'} == ${'min'} 时`,
  121. hp_less_or_equal: tp`${'hp'} ≤ ${'max'} 时`,
  122. hp_greater_or_equal: tp`${'hp'} ≥ ${'min'} 时`,
  123. hp_belong_to_range: tp`${'hp'} ∈ [${'min'},${'max'}] 时`,
  124. use_skill: tp`使用技能时`,
  125. multi_player: tp`协力时`,
  126. remain_orbs: tp`剩余宝珠 ≤ ${'value'} 时`,
  127. exact_combo: tp`刚好${'value'}连击时`,
  128. exact_match_length: tp`相连消除刚好${'value'}${'orbs'}时`,
  129. exact_match_enhanced: tp`并且其中包含至少一个强化宝珠`,
  130. compo_type_card: tp`队伍中同时存在 ${'ids'} 时`,
  131. compo_type_series: tp`队员组成全为 ${'ids'} 合作时`,
  132. compo_type_evolution: tp`队员组成全为 ${'ids'} 进化时`,
  133. L_shape: tp`以L字形式消除5个${'orbs'}时`,
  134. heal: tp`以${'orbs'}回复${'heal'}时`,
  135. },
  136. position: {
  137. top: tp`上方第${'pos'}横行`,
  138. bottom: tp`下方第${'pos'}横行`,
  139. left: tp`左方第${'pos'}竖列`,
  140. right: tp`右方第${'pos'}竖列`,
  141. shape: tp`指定位置`,
  142. },
  143. value: {
  144. unknown: tp`[ 未知数值: ${'type'}]`, //type
  145. const: tp`${'value'}${'unit'}`,
  146. const_to: tp`到${'value'}`,
  147. mul_percent: tp`${'value'}%`,
  148. mul_times: tp`×${'value'}倍`,
  149. mul_of_percent: tp`${'stats'}的${'value'}%`,
  150. mul_of_times: tp`${'stats'}×${'value'}倍`,
  151. hp_scale: tp`${'hp'}为100%时${'min'},${'hp'}为1时${'max'}`,
  152. random_atk: tp`${'atk'}×${'min'}${'max'}倍`,
  153. prob: tp`有${'value'}几率`,
  154. x_awakenings: tp`${'awakenings'}数量×${'value'}`,
  155. },
  156. target: {
  157. self: tp`发动者自身`,
  158. enemy: tp`敌人`,
  159. team: tp`队伍`,
  160. team_last: tp`队伍最后一位队员`,
  161. enemy_all: tp`敌方全体`,
  162. enemy_one: tp`敌方1体`,
  163. enemy_attr: tp`${'attr'}敌人`,
  164. },
  165. stats: {
  166. unknown: tp`[ 未知状态: ${'type'}]`, //type
  167. maxhp: tp`最大HP`,
  168. hp: tp`HP`,
  169. chp: tp`当前HP`,
  170. atk: tp`攻击力`,
  171. rcv: tp`回复力`,
  172. teamhp: tp`队伍总HP`,
  173. teamatk: tp`队伍${'attrs'}总攻击力`,
  174. teamrcv: tp`队伍回复力`,
  175. },
  176. unit: {
  177. unit: tp`个`,
  178. times: tp`次`,
  179. seconds: tp`秒`,
  180. point: tp`点`,
  181. turns: tp`回合`,
  182. },
  183. word: {
  184. comma: tp`,`, //逗号
  185. slight_pause: tp`、`, //顿号
  186. range_hyphen: tp`~`, //范围连字符
  187. in_once: tp`同时`,
  188. evo_type_pixel: tp`像素进化`,
  189. evo_type_reincarnation: tp`转生或超转生进化`,
  190. evo_type_unknow: tp`未知进化`,
  191. affix_attr: tp`${'cotent'}属性`, //词缀-属性
  192. affix_orb: tp`${'cotent'}宝珠`, //词缀-宝珠
  193. affix_type: tp`${'cotent'}类型`, //词缀-类型
  194. affix_awakening: tp`${'cotent'}觉醒`, //词缀-觉醒
  195. affix_exclude: tp`${'cotent'}以外`, //词缀-属性
  196. },
  197. attrs: {
  198. [0]: tp`${'icon'}火`,
  199. [1]: tp`${'icon'}水`,
  200. [2]: tp`${'icon'}木`,
  201. [3]: tp`${'icon'}光`,
  202. [4]: tp`${'icon'}暗`,
  203. [5]: tp`${'icon'}回复`,
  204. [6]: tp`${'icon'}空`,
  205. all: tp`所有`,
  206. self: tp`${'icon'}自身属性`,
  207. fixed: tp`${'icon'}无视防御固定`,
  208. },
  209. types: {
  210. [0]: tp`${'icon'}进化用`,
  211. [1]: tp`${'icon'}平衡`,
  212. [2]: tp`${'icon'}体力`,
  213. [3]: tp`${'icon'}回复`,
  214. [4]: tp`${'icon'}龙`,
  215. [5]: tp`${'icon'}神`,
  216. [6]: tp`${'icon'}攻击`,
  217. [7]: tp`${'icon'}恶魔`,
  218. [8]: tp`${'icon'}机械`,
  219. [9]: tp`${'icon'}特别保护`,
  220. [12]: tp`${'icon'}能力觉醒用`,
  221. [14]: tp`${'icon'}强化合成用`,
  222. [15]: tp`${'icon'}贩卖用`,
  223. },
  224. orbs: {
  225. [0]: tp`${'icon'}火`,
  226. [1]: tp`${'icon'}水`,
  227. [2]: tp`${'icon'}木`,
  228. [3]: tp`${'icon'}光`,
  229. [4]: tp`${'icon'}暗`,
  230. [5]: tp`${'icon'}回复`,
  231. [6]: tp`${'icon'}干扰`,
  232. [7]: tp`${'icon'}毒`,
  233. [8]: tp`${'icon'}剧毒`,
  234. [9]: tp`${'icon'}炸弹`,
  235. enhanced: tp`${'icon'}强化`,
  236. locked: tp`${'icon'}锁定`,
  237. nail: tp`${'icon'}钉子`,
  238. variation: tp`${'icon'}变换珠(每${'time'}秒变换)`,
  239. _5color: tp`${'icon'}5色`,
  240. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  241. all: tp`所有`,
  242. any: tp`任何${'cotent'}`,
  243. },
  244. },
  245. }
  246. //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
  247. const typekiller_for_type = [
  248. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  249. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  250. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  251. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  252. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  253. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  254. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  255. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  256. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  257. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  258. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  259. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  260. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  261. ];
  262. //类型允许的潜觉杀
  263. const type_allowable_latent = [];
  264. typekiller_for_type.forEach(t=>
  265. {
  266. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  267. .map(tn=>
  268. typekiller_for_type.find(_t=>_t.type == tn).latent
  269. );
  270. type_allowable_latent[t.type] = t.allowableLatent;
  271. }
  272. );
  273. //一般共同能打的潜觉
  274. const common_allowable_latent = [
  275. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  276. 28,29,30,31,32,33,34,35,36,37,38,
  277. 39,40,41, //需要拥有觉醒的才能打,但是有武器
  278. ];
  279. //120级才能打的潜觉
  280. const v120_allowable_latent = [
  281. 42,43,44,45
  282. ];
  283. //等效觉醒列表
  284. const equivalent_awoken = [
  285. {small:10,big:52,times:2}, //防封
  286. {small:11,big:68,times:5}, //防暗
  287. {small:12,big:69,times:5}, //防废
  288. {small:13,big:70,times:5}, //防毒
  289. {small:19,big:53,times:2}, //手指
  290. {small:21,big:56,times:2}, //SB
  291. ];
  292. //官方的觉醒排列顺序
  293. const official_awoken_sorting = [
  294. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  295. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  296. 27, 48, 62, 57, 58, 60, 59, 54, 55,
  297. 14, 15, 16, 17, 18, 29, 20, 44, 51,
  298. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  299. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  300. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  301. 65, 66, 67, 9, 71, 72, 30, 64, 63,
  302. 73, 74, 75, 76, 77, 78, 79, 80, 81
  303. ];
  304. //pdc的徽章对应数字
  305. const pdcBadgeMap = [
  306. {pdf:0,pdc:10}, //无限cost
  307. {pdf:1,pdc:12}, //小手指
  308. {pdf:2,pdc:9}, //全体攻击
  309. {pdf:3,pdc:5}, //小回复
  310. {pdf:4,pdc:1}, //小血量
  311. {pdf:5,pdc:3}, //小攻击
  312. {pdf:6,pdc:8}, //SB
  313. {pdf:7,pdc:18}, //队长防封
  314. {pdf:8,pdc:19}, //SX
  315. {pdf:9,pdc:7}, //无天降
  316. {pdf:10,pdc:6}, //大回复
  317. {pdf:11,pdc:2}, //大血量
  318. {pdf:12,pdc:4}, //大攻击
  319. {pdf:13,pdc:13}, //大手指
  320. {pdf:14,pdc:11}, //加经验
  321. {pdf:15,pdc:15}, //墨镜
  322. {pdf:16,pdc:17}, //防废
  323. {pdf:17,pdc:16}, //防毒
  324. {pdf:18,pdc:14}, //月卡
  325. ];
  326. //pdc的潜觉对应数字
  327. const pdcLatentMap = [
  328. {pdf:1,pdc:1}, //HP
  329. {pdf:2,pdc:0}, //攻击
  330. {pdf:3,pdc:2}, //回复
  331. {pdf:4,pdc:19}, //手指
  332. {pdf:5,pdc:13}, //自回
  333. {pdf:6,pdc:14}, //火盾
  334. {pdf:7,pdc:15}, //水盾
  335. {pdf:8,pdc:16}, //木盾
  336. {pdf:9,pdc:17}, //光盾
  337. {pdf:10,pdc:18}, //暗盾
  338. {pdf:11,pdc:12}, //防坐
  339. {pdf:12,pdc:3}, //三维
  340. {pdf:13,pdc:35}, //不被换队长
  341. {pdf:14,pdc:37}, //不掉废
  342. {pdf:15,pdc:36}, //不掉毒
  343. {pdf:16,pdc:24}, //进化杀
  344. {pdf:17,pdc:25}, //觉醒杀
  345. {pdf:18,pdc:26}, //强化杀
  346. {pdf:19,pdc:27}, //卖钱杀
  347. {pdf:20,pdc:4}, //神杀
  348. {pdf:21,pdc:5}, //龙杀
  349. {pdf:22,pdc:6}, //恶魔杀
  350. {pdf:23,pdc:7}, //机械杀
  351. {pdf:24,pdc:8}, //平衡杀
  352. {pdf:25,pdc:9}, //攻击杀
  353. {pdf:26,pdc:10}, //体力杀
  354. {pdf:27,pdc:11}, //回复杀
  355. {pdf:28,pdc:20}, //大HP
  356. {pdf:29,pdc:21}, //大攻击
  357. {pdf:30,pdc:22}, //大回复
  358. {pdf:31,pdc:23}, //大手指
  359. {pdf:32,pdc:28}, //大火盾
  360. {pdf:33,pdc:29}, //大水盾
  361. {pdf:34,pdc:30}, //大木盾
  362. {pdf:35,pdc:31}, //大光盾
  363. {pdf:36,pdc:32}, //大暗盾
  364. {pdf:37,pdc:33}, //6色破无效
  365. {pdf:38,pdc:34}, //3色破属吸
  366. {pdf:39,pdc:40}, //C珠破吸
  367. {pdf:40,pdc:39}, //心横解转转
  368. {pdf:41,pdc:38}, //U解禁消
  369. {pdf:42,pdc:41}, //伤害上限解除
  370. {pdf:43,pdc:42}, //HP++
  371. {pdf:44,pdc:43}, //攻击++
  372. {pdf:45,pdc:44}, //回复++
  373. ];
  374. //排序程序列表
  375. const sort_function_list = [
  376. {tag:"sort_none",name:"无",function:()=>0},
  377. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  378. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  379. let num = a.attrs[0] - b.attrs[0];
  380. if (num === 0) num = a.attrs[1] - b.attrs[1];
  381. return num;
  382. }
  383. },
  384. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  385. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  386. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  387. let num = card_a.attrs[0] - card_b.attrs[0];
  388. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  389. return num;
  390. }
  391. },
  392. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  393. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  394. {tag:"sort_mp",name:"MP",function:(a,b)=>a.mp-b.mp},
  395. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  396. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  397. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  398. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  399. }
  400. },
  401. {tag:"sort_hpMax110",name:"Lv110最大HP",function:(a,b)=>a.hp.max * (1 + a.limitBreakIncr/100) - b.hp.max * (1 + b.limitBreakIncr/100)},
  402. {tag:"sort_atkMax110",name:"Lv110最大攻击",function:(a,b)=>a.atk.max * (1 + a.limitBreakIncr/100) - b.atk.max * (1 + b.limitBreakIncr/100)},
  403. {tag:"sort_rcvMax110",name:"Lv110最大回复",function:(a,b)=>a.rcv.max * (1 + a.limitBreakIncr/100) - b.rcv.max * (1 + b.limitBreakIncr/100)},
  404. {tag:"sort_hpMax110_awoken",name:"Lv110最大攻击(+觉醒)",function:(a,b)=>
  405. {
  406. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  407. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  408. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  409. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  410. return abA - abB;
  411. }
  412. },
  413. {tag:"sort_hpMax110_awoken",name:"Lv110最大HP(+觉醒)",function:(a,b)=>
  414. {
  415. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  416. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  417. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  418. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  419. return abA - abB;
  420. }
  421. },
  422. {tag:"sort_hpMax110_awoken",name:"Lv110最大回复(+觉醒)",function:(a,b)=>
  423. {
  424. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  425. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  426. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  427. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  428. return abA - abB;
  429. }
  430. },
  431. {tag:"sort_abilityIndex_awoken",name:"Lv110最大加权能力指数(+觉醒)",function:(a,b)=>
  432. {
  433. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount),
  434. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount);
  435. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  436. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  437. return abA - abB;
  438. }
  439. },
  440. ];
  441. //增加特殊搜索模式
  442. const specialSearchFunctions = (function() {
  443. 'use strict';
  444. //返回卡片的队长技能
  445. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  446. {
  447. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  448. }
  449. //返回卡片的技能
  450. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  451. {
  452. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  453. }
  454. //返回卡片的技能
  455. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  456. {
  457. switch(skillGreatType)
  458. {
  459. case 1:
  460. case "leader":
  461. return getCardLeaderSkill(card, skillTypes, searchRandom);
  462. case 2:
  463. case "active":
  464. return getCardActiveSkill(card, skillTypes, searchRandom);
  465. default:
  466. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  467. }
  468. }
  469. //查找到真正起作用的那一个技能
  470. function getActuallySkill(skill, skillTypes, searchRandom = true)
  471. {
  472. if (skillTypes.includes(skill.type))
  473. {
  474. return skill;
  475. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138)
  476. {
  477. const subSkills = skill.params.map(id=>Skills[id]);
  478. for(let i = 0;i < subSkills.length; i++)
  479. { //因为可能有多层调用,特别是随机118再调用组合116的,所以需要递归
  480. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  481. if (foundSubSkill)
  482. {
  483. return foundSubSkill;
  484. }
  485. }
  486. return null;
  487. }else
  488. {
  489. return null;
  490. }
  491. }
  492. //获取血倍率
  493. function getHPScale(ls)
  494. {
  495. const sk = ls.params;
  496. let scale = 1;
  497. switch (ls.type)
  498. {
  499. case 23: case 30: case 62: case 77: case 63: case 65:
  500. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  501. scale = sk[sk.length-1]/100;
  502. break;
  503. case 73: case 76:
  504. case 121: case 129: case 163: case 186:
  505. case 155:
  506. scale = sk[2]/100;
  507. break;
  508. case 106: case 107: case 108:
  509. scale = sk[0]/100;
  510. break;
  511. case 125:
  512. scale = sk[5]/100;
  513. break;
  514. case 136:
  515. case 137:
  516. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  517. break;
  518. case 158:
  519. scale = sk[4]/100;
  520. break;
  521. case 175:
  522. case 178: case 185:
  523. scale = sk[3]/100;
  524. break;
  525. case 203:
  526. scale = sk[1]/100;
  527. break;
  528. case 138: //调用其他队长技
  529. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  530. break;
  531. default:
  532. }
  533. return scale || 1;
  534. }
  535. //获取盾减伤比例
  536. function getReduceScale(ls, allAttr = false, noHPneed = false)
  537. {
  538. const sk = ls.params;
  539. let scale = 0;
  540. switch (ls.type)
  541. {
  542. case 16: //无条件盾
  543. scale = sk[0]/100;
  544. break;
  545. case 17: //单属性盾
  546. scale = allAttr ? 0 : sk[1]/100;
  547. break;
  548. case 36: //2个属性盾
  549. scale = allAttr ? 0 : sk[2]/100;
  550. break;
  551. case 38: //血线下 + 几率
  552. case 43: //血线上 + 几率
  553. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  554. break;
  555. case 129: //无条件盾,属性个数不固定
  556. case 163: //无条件盾,属性个数不固定
  557. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  558. break;
  559. case 178: //无条件盾,属性个数不固定
  560. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  561. break;
  562. case 130: //血线下 + 属性个数不固定
  563. case 131: //血线上 + 属性个数不固定
  564. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  565. break;
  566. case 151: //十字心触发
  567. case 169: //C触发
  568. case 198: //回血触发
  569. scale = sk[2]/100;
  570. break;
  571. case 170: //多色触发
  572. case 182: //长串触发
  573. case 193: //L触发
  574. scale = sk[3]/100;
  575. break;
  576. case 171: //多串触发
  577. scale = sk[6]/100;
  578. break;
  579. case 183: //又是个有两段血线的队长技
  580. scale = noHPneed ? 0 : sk[4]/100;
  581. break;
  582. case 138: //调用其他队长技
  583. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  584. break;
  585. default:
  586. }
  587. return scale || 0;
  588. }
  589. function getCannonAttr(skill)
  590. {
  591. const sk = skill.params;
  592. switch(skill.type)
  593. {
  594. case 0:
  595. case 1:
  596. case 37:
  597. case 58:
  598. case 59:
  599. case 84:
  600. case 85:
  601. case 86:
  602. case 87:
  603. case 115:
  604. return sk[0];
  605. case 110:
  606. case 143:
  607. return sk[1];
  608. case 42:
  609. return sk[1];
  610. case 144:
  611. return sk[3];
  612. default:
  613. return -1;
  614. }
  615. }
  616. function sortByParams(a,b,searchTypeArray,pidx = 0)
  617. {
  618. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  619. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  620. return a_pC - b_pC;
  621. }
  622. function voidsAbsorption_Addition(card)
  623. {
  624. const searchTypeArray = [173];
  625. const skill = getCardActiveSkill(card, searchTypeArray);
  626. const sk = skill.params;
  627. if (sk[1] && sk[3])
  628. {
  629. return `双吸×${sk[0]}T`;
  630. }else
  631. {
  632. return `${['属','C','伤'][sk.slice(1).indexOf(1)]}吸×${sk[0]}T`;
  633. }
  634. }
  635. function unbind_Turns(card)
  636. {
  637. const outObj = {
  638. normal: 0,
  639. awoken: 0
  640. };
  641. const searchTypeArray = [117,179];
  642. const skill = getCardActiveSkill(card, searchTypeArray);
  643. if (skill)
  644. {
  645. const sk = skill.params;
  646. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  647. outObj.awoken = sk[4] || 0;
  648. }
  649. return outObj;
  650. }
  651. function unbind_Addition(card)
  652. {
  653. const turns = unbind_Turns(card);
  654. let strArr = [];
  655. if (turns.normal > 0 && turns.normal == turns.awoken)
  656. {
  657. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  658. }
  659. if (turns.normal > 0)
  660. {
  661. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  662. }
  663. if (turns.awoken > 0)
  664. {
  665. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  666. }
  667. return strArr.join(',');
  668. }
  669. function boardChange_ColorTypes(skill)
  670. {
  671. if (!skill) return [];
  672. const sk = skill.params;
  673. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  674. return colors;
  675. }
  676. function boardChange_Addition(card)
  677. {
  678. const searchTypeArray = [71];
  679. const skill = getCardActiveSkill(card, searchTypeArray);
  680. const colors = boardChange_ColorTypes(skill);
  681. return createOrbsList(colors);
  682. }
  683. function orbsChangeParse(skill)
  684. {
  685. function changes(from, to)
  686. {
  687. return {from:from,to:to};
  688. }
  689. let outArr = [];
  690. if (!skill) return outArr;
  691. const sk = skill.params;
  692. switch (skill.type)
  693. {
  694. case 9:{
  695. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  696. break;
  697. }
  698. case 20:{
  699. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  700. {
  701. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  702. }
  703. else
  704. {
  705. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  706. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  707. }
  708. break;
  709. }
  710. case 154:{
  711. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  712. break;
  713. }
  714. }
  715. return outArr;
  716. }
  717. function changeOrbs_Addition(card)
  718. {
  719. const searchTypeArray = [9,20,154];
  720. const skills = getCardActiveSkills(card, searchTypeArray);
  721. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  722. const fragment = document.createDocumentFragment();
  723. parsedSkills.forEach(p=>{
  724. fragment.appendChild(createOrbsList(p.from));
  725. fragment.appendChild(document.createTextNode(`→`));
  726. fragment.appendChild(createOrbsList(p.to));
  727. });
  728. return fragment;
  729. }
  730. function generateOrbs_Addition(card)
  731. {
  732. const searchTypeArray = [141];
  733. const skill = getCardActiveSkill(card, searchTypeArray);
  734. const sk = skill.params;
  735. const fragment = document.createDocumentFragment();
  736. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  737. fragment.appendChild(document.createTextNode(`×${sk[0]}`));
  738. return fragment;
  739. }
  740. function healImmediately_Rate(card)
  741. {
  742. const searchTypeArray = [7, //宠物回复力
  743. 8, //固定点数
  744. 35,115, //吸血
  745. 117
  746. ];
  747. const skills = getCardActiveSkills(card, searchTypeArray);
  748. const outObj = {
  749. vampire: 0,
  750. selfRcv: 0,
  751. const: 0,
  752. scale: 0,
  753. };
  754. if (!skills.length) return outObj;
  755. skills.forEach(skill=>{
  756. const sk = skill.params;
  757. if (skill.type == 7)
  758. {
  759. outObj.selfRcv += sk[0];
  760. }
  761. else if(skill.type == 8)
  762. {
  763. outObj.const += sk[0];
  764. }
  765. else if(skill.type == 35)
  766. {
  767. outObj.vampire += sk[1];
  768. }
  769. else if(skill.type == 115)
  770. {
  771. outObj.vampire += sk[2];
  772. }
  773. else if(skill.type == 117)
  774. {
  775. outObj.selfRcv += sk[1] || 0;
  776. outObj.const += sk[2] || 0;
  777. outObj.scale += sk[3] || 0;
  778. }
  779. });
  780. return outObj;
  781. }
  782. function atkBuff_Rate(card)
  783. {
  784. const searchTypeArray = [
  785. 88,92, //类型的
  786. 50,90, //属性的,要排除回复力
  787. 156,168, //宝石姬
  788. 228, //属性、类型数量
  789. ];
  790. const skill = getCardActiveSkill(card, searchTypeArray);
  791. const outObj = {
  792. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  793. types: [],
  794. attrs: [],
  795. awoken: [],
  796. rate: 0,
  797. turns: 0,
  798. };
  799. if (!skill) return outObj;
  800. const sk = skill.params;
  801. if (skill.type == 88 || skill.type == 92)
  802. {
  803. outObj.skilltype = 2;
  804. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  805. outObj.turns = sk[0];
  806. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  807. }
  808. else if(skill.type == 50 || skill.type == 90)
  809. {
  810. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3);
  811. if (outObj.attrs.includes(5)) //去除回复力
  812. return outObj;
  813. outObj.skilltype = 2;
  814. outObj.turns = sk[0];
  815. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  816. }
  817. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  818. || skill.type == 168)
  819. {
  820. outObj.skilltype = 1;
  821. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(s=>s>0);
  822. outObj.turns = sk[0];
  823. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  824. }
  825. else if(skill.type == 228 && sk[3] > 0)
  826. {
  827. outObj.skilltype = 1;
  828. outObj.attrs = flags(sk[1]);
  829. outObj.types = flags(sk[2]);
  830. outObj.turns = sk[0];
  831. outObj.rate = sk[3];
  832. }
  833. return outObj;
  834. }
  835. function damageSelf_Rate(card)
  836. {
  837. const searchTypeArray = [84,85,86,87,195];
  838. const skill = getCardActiveSkill(card, searchTypeArray);
  839. if (!skill) return 0;
  840. const sk = skill.params;
  841. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  842. }
  843. function changeEnemiesAttr_Attr(card)
  844. {
  845. const outObj = {
  846. attr: null,
  847. turns: 0
  848. }
  849. const searchTypeArray = [153, 224];
  850. const skill = getCardActiveSkill(card, searchTypeArray);
  851. if (!skill) return outObj;
  852. const sk = skill.params;
  853. if (skill.type == 153)
  854. {
  855. outObj.attr = sk[0];
  856. }
  857. else if (skill.type == 224)
  858. {
  859. outObj.attr = sk[1] || 0;
  860. outObj.turns = sk[0];
  861. }
  862. return outObj;
  863. }
  864. //创建1个觉醒图标
  865. function createAwokenIcon(awokenId)
  866. {
  867. const icon = document.createElement("icon");
  868. icon.className ="awoken-icon";
  869. icon.setAttribute("data-awoken-icon", awokenId);
  870. return icon;
  871. }
  872. //产生一个觉醒列表
  873. function creatAwokenList(awokens) {
  874. const ul = document.createElement("ul");
  875. ul.className = "awoken-ul";
  876. awokens.forEach(ak=>{
  877. const li = ul.appendChild(document.createElement("li"));
  878. const icon = li.appendChild(createAwokenIcon(ak));
  879. });
  880. return ul;
  881. }
  882. //产生宝珠列表
  883. function createOrbsList(orbs)
  884. {
  885. if (orbs == undefined) orbs = [0];
  886. else if (!Array.isArray(orbs)) orbs = [orbs];
  887. const ul = document.createElement("ul");
  888. ul.className = "board";
  889. orbs.forEach(orbType => {
  890. const li = ul.appendChild(document.createElement("li"));
  891. li.className = `orb-icon`;
  892. li.setAttribute("data-orb-icon", orbType);
  893. });
  894. return ul;
  895. }
  896. //产生类型列表
  897. function createTypesList(types)
  898. {
  899. if (types == undefined) types = [0];
  900. else if (!Array.isArray(types)) types = [types];
  901. const ul = document.createElement("ul");
  902. ul.className = "types-ul";
  903. types.forEach(type => {
  904. const li = ul.appendChild(document.createElement("li"));
  905. li.className = `type-icon`;
  906. li.setAttribute("data-type-icon", type);
  907. });
  908. return ul;
  909. }
  910. const functions = [
  911. {name:"No Filter",otLangName:{chs:"不做筛选"},
  912. function:cards=>cards},
  913. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======"}, functions: [
  914. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)"},
  915. function:cards=>{
  916. return cards.filter(card=>{
  917. return getSkillFixedDamage(card) > 0;
  918. }).sort((a,b)=>{
  919. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  920. return a_pC - b_pC;
  921. });
  922. },
  923. addition:card=>{
  924. return getSkillFixedDamage(card).bigNumberToString() + "固伤";
  925. }
  926. },
  927. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)"},
  928. function:cards=>{
  929. return cards.filter(card=>{
  930. return getSkillAddCombo(card) > 0;
  931. }).sort((a,b)=>{
  932. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  933. return a_pC - b_pC;
  934. });
  935. },
  936. addition:card=>{
  937. const value = getSkillAddCombo(card);
  938. const searchTypeArray = [210];
  939. const skill = getCardLeaderSkill(card, searchTypeArray);
  940. return `+${value.bigNumberToString()}C${skill?`/十字`:""}`;
  941. }
  942. },
  943. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】"},
  944. function:cards=>cards.filter(card=>{
  945. const searchTypeArray = [162,186];
  946. const skill = getCardLeaderSkill(card, searchTypeArray);
  947. return skill;
  948. })
  949. },
  950. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】"},
  951. function:cards=>cards.filter(card=>{
  952. const searchTypeArray = [163,177];
  953. const skill = getCardLeaderSkill(card, searchTypeArray);
  954. return skill;
  955. })
  956. },
  957. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)"},
  958. function:cards=>{
  959. const searchTypeArray = [15,185];
  960. return cards.filter(card=>{
  961. const skill = getCardLeaderSkill(card, searchTypeArray);
  962. return skill;
  963. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  964. },
  965. addition:card=>{
  966. const searchTypeArray = [15,185];
  967. const skill = getCardLeaderSkill(card, searchTypeArray);
  968. const value = skill.params[0];
  969. return `${value > 0 ? "+" : ""}${value/100}s`;
  970. }
  971. },
  972. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)"},
  973. function:cards=>{
  974. const searchTypeArray = [178];
  975. return cards.filter(card=>{
  976. const skill = getCardLeaderSkill(card, searchTypeArray);
  977. return skill;
  978. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  979. },
  980. addition:card=>{
  981. const searchTypeArray = [178];
  982. const skill = getCardLeaderSkill(card, searchTypeArray);
  983. const value = skill.params[0];
  984. return `固定${value}s`;
  985. }
  986. },
  987. {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)"},
  988. function:cards=>{
  989. const searchTypeArray = [12];
  990. return cards.filter(card=>{
  991. const skill = getCardLeaderSkill(card, searchTypeArray);
  992. return skill;
  993. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  994. },
  995. addition:card=>{
  996. const searchTypeArray = [12];
  997. const skill = getCardLeaderSkill(card, searchTypeArray);
  998. const value = skill.params[0];
  999. return `攻击×${(value/100).bigNumberToString()}倍`;
  1000. }
  1001. },
  1002. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)"},
  1003. function:cards=>{
  1004. const searchTypeArray = [13];
  1005. return cards.filter(card=>{
  1006. const skill = getCardLeaderSkill(card, searchTypeArray);
  1007. return skill;
  1008. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1009. },
  1010. addition:card=>{
  1011. const searchTypeArray = [13];
  1012. const skill = getCardLeaderSkill(card, searchTypeArray);
  1013. const value = skill.params[0];
  1014. return `回复×${(value/100).bigNumberToString()}倍`;
  1015. }
  1016. },
  1017. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击"},
  1018. function:cards=>{
  1019. const searchTypeArray = [41];
  1020. return cards.filter(card=>{
  1021. const skill = getCardLeaderSkill(card, searchTypeArray);
  1022. return skill;
  1023. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1024. },
  1025. addition:card=>{
  1026. const searchTypeArray = [41];
  1027. const skill = getCardLeaderSkill(card, searchTypeArray);
  1028. const sk = skill.params;
  1029. const fragment = document.createDocumentFragment();
  1030. fragment.appendChild(createOrbsList(sk[2] || 0));
  1031. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  1032. if (sk[0] < 100)fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  1033. return fragment;
  1034. }
  1035. },
  1036. {name:"Voids Poison dmg",otLangName:{chs:"毒无效"},
  1037. function:cards=>cards.filter(card=>{
  1038. const searchTypeArray = [197];
  1039. const skill = getCardLeaderSkill(card, searchTypeArray);
  1040. return skill;
  1041. })
  1042. },
  1043. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)"},
  1044. function:cards=>{
  1045. const searchTypeArray = [198];
  1046. return cards.filter(card=>{
  1047. const skill = getCardLeaderSkill(card, searchTypeArray);
  1048. return skill && skill.params[2];
  1049. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  1050. },
  1051. addition:card=>{
  1052. const searchTypeArray = [198];
  1053. const skill = getCardLeaderSkill(card, searchTypeArray);
  1054. const sk = skill.params;
  1055. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  1056. }
  1057. },
  1058. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)"},
  1059. function:cards=>{
  1060. const searchTypeArray = [198];
  1061. return cards.filter(card=>{
  1062. const skill = getCardLeaderSkill(card, searchTypeArray);
  1063. return skill && skill.params[3];
  1064. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  1065. },
  1066. addition:card=>{
  1067. const searchTypeArray = [198];
  1068. const skill = getCardLeaderSkill(card, searchTypeArray);
  1069. const sk = skill.params;
  1070. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  1071. }
  1072. },
  1073. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心"},
  1074. function:cards=>cards.filter(card=>{
  1075. const searchTypeArray = [151,209];
  1076. const skill = getCardLeaderSkill(card, searchTypeArray);
  1077. return skill;
  1078. })
  1079. },
  1080. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字"},
  1081. function:cards=>cards.filter(card=>{
  1082. const searchTypeArray = [157];
  1083. const skill = getCardLeaderSkill(card, searchTypeArray);
  1084. return skill;
  1085. })
  1086. },
  1087. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率"},
  1088. function:cards=>cards.filter(card=>{
  1089. const searchTypeArray = [177];
  1090. const skill = getCardLeaderSkill(card, searchTypeArray);
  1091. return skill;
  1092. })
  1093. },
  1094. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)"},
  1095. function:cards=>{
  1096. const searchTypeArray = [158];
  1097. return cards.filter(card=>{
  1098. const skill = getCardLeaderSkill(card, searchTypeArray);
  1099. return skill;
  1100. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1101. },
  1102. addition:card=>{
  1103. const searchTypeArray = [158];
  1104. const skill = getCardLeaderSkill(card, searchTypeArray);
  1105. const value = skill.params[0];
  1106. return `≥${value}珠`;
  1107. }
  1108. },
  1109. {name:"Resolve",otLangName:{chs:"根性"},
  1110. function:cards=>{
  1111. const searchTypeArray = [14];
  1112. return cards.filter(card=>{
  1113. const skill = getCardLeaderSkill(card, searchTypeArray);
  1114. return skill;
  1115. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1116. },
  1117. addition:card=>{
  1118. const searchTypeArray = [14];
  1119. const skill = getCardLeaderSkill(card, searchTypeArray);
  1120. const value = skill.params[0];
  1121. return `HP≥${value}%`;
  1122. }
  1123. },
  1124. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号"},
  1125. function:cards=>cards.filter(card=>{
  1126. const searchTypeArray = [125];
  1127. const skill = getCardLeaderSkill(card, searchTypeArray);
  1128. return skill;
  1129. })
  1130. },
  1131. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号"},
  1132. function:cards=>cards.filter(card=>{
  1133. const searchTypeArray = [175];
  1134. const skill = getCardLeaderSkill(card, searchTypeArray);
  1135. return skill;
  1136. })
  1137. },
  1138. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型"},
  1139. function:cards=>cards.filter(card=>{
  1140. const searchTypeArray = [203];
  1141. const skill = getCardLeaderSkill(card, searchTypeArray);
  1142. return skill;
  1143. })
  1144. },
  1145. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率"},
  1146. function:cards=>cards.filter(card=>{
  1147. const searchTypeArray = [229];
  1148. const skill = getCardLeaderSkill(card, searchTypeArray);
  1149. return skill;
  1150. })
  1151. },
  1152. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)"},
  1153. function:cards=>{
  1154. const searchTypeArray = [53];
  1155. return cards.filter(card=>{
  1156. const skill = getCardLeaderSkill(card, searchTypeArray);
  1157. return skill;
  1158. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1159. },
  1160. addition:card=>{
  1161. const searchTypeArray = [53];
  1162. const skill = getCardLeaderSkill(card, searchTypeArray);
  1163. const sk = skill.params;
  1164. return `掉率x${sk[0]/100}`;
  1165. }
  1166. },
  1167. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)"},
  1168. function:cards=>{
  1169. const searchTypeArray = [54];
  1170. return cards.filter(card=>{
  1171. const skill = getCardLeaderSkill(card, searchTypeArray);
  1172. return skill;
  1173. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1174. },
  1175. addition:card=>{
  1176. const searchTypeArray = [54];
  1177. const skill = getCardLeaderSkill(card, searchTypeArray);
  1178. const sk = skill.params;
  1179. return `金币x${sk[0]/100}`;
  1180. }
  1181. },
  1182. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)"},
  1183. function:cards=>{
  1184. const searchTypeArray = [148];
  1185. return cards.filter(card=>{
  1186. const skill = getCardLeaderSkill(card, searchTypeArray);
  1187. return skill;
  1188. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1189. },
  1190. addition:card=>{
  1191. const searchTypeArray = [148];
  1192. const skill = getCardLeaderSkill(card, searchTypeArray);
  1193. const sk = skill.params;
  1194. return `经验x${sk[0]/100}`;
  1195. }
  1196. },
  1197. ]},
  1198. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----"}, functions: [
  1199. {name:"HP Scale [2, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)"},
  1200. function:cards=>cards.filter(card=>{
  1201. const skill = Skills[card.leaderSkillId];
  1202. const HPscale = getHPScale(skill);
  1203. return HPscale >= 2;
  1204. }).sort((a,b)=>{
  1205. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1206. return getHPScale(a_s) - getHPScale(b_s);
  1207. })
  1208. },
  1209. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)"},
  1210. function:cards=>cards.filter(card=>{
  1211. const skill = Skills[card.leaderSkillId];
  1212. const HPscale = getHPScale(skill);
  1213. return HPscale >= 1.5 && HPscale < 2;
  1214. }).sort((a,b)=>{
  1215. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1216. return getHPScale(a_s) - getHPScale(b_s);
  1217. })
  1218. },
  1219. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)"},
  1220. function:cards=>cards.filter(card=>{
  1221. const skill = Skills[card.leaderSkillId];
  1222. const HPscale = getHPScale(skill);
  1223. return HPscale > 1 && HPscale < 1.5;
  1224. }).sort((a,b)=>{
  1225. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1226. return getHPScale(a_s) - getHPScale(b_s);
  1227. })
  1228. },
  1229. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1"},
  1230. function:cards=>cards.filter(card=>{
  1231. const skill = Skills[card.leaderSkillId];
  1232. const HPscale = getHPScale(skill);
  1233. return HPscale === 1;
  1234. })
  1235. },
  1236. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)"},
  1237. function:cards=>cards.filter(card=>{
  1238. const skill = Skills[card.leaderSkillId];
  1239. const HPscale = getHPScale(skill);
  1240. return HPscale < 1;
  1241. }).sort((a,b)=>{
  1242. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1243. return getHPScale(a_s) - getHPScale(b_s);
  1244. })
  1245. },
  1246. ]},
  1247. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----"}, functions: [
  1248. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)"},
  1249. function:cards=>cards.filter(card=>{
  1250. const skill = Skills[card.leaderSkillId];
  1251. const reduceScale = getReduceScale(skill);
  1252. return reduceScale >= 0.75;
  1253. }).sort((a,b)=>{
  1254. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1255. return getReduceScale(a_s) - getReduceScale(b_s);
  1256. })
  1257. },
  1258. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)"},
  1259. function:cards=>cards.filter(card=>{
  1260. const skill = Skills[card.leaderSkillId];
  1261. const reduceScale = getReduceScale(skill);
  1262. return reduceScale >= 0.5 && reduceScale < 0.75;
  1263. }).sort((a,b)=>{
  1264. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1265. return getReduceScale(a_s) - getReduceScale(b_s);
  1266. })
  1267. },
  1268. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)"},
  1269. function:cards=>cards.filter(card=>{
  1270. const skill = Skills[card.leaderSkillId];
  1271. const reduceScale = getReduceScale(skill);
  1272. return reduceScale >= 0.25 && reduceScale < 0.5;
  1273. }).sort((a,b)=>{
  1274. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1275. return getReduceScale(a_s) - getReduceScale(b_s);
  1276. })
  1277. },
  1278. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)"},
  1279. function:cards=>cards.filter(card=>{
  1280. const skill = Skills[card.leaderSkillId];
  1281. const reduceScale = getReduceScale(skill);
  1282. return reduceScale > 0 && reduceScale < 0.25;
  1283. }).sort((a,b)=>{
  1284. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1285. return getReduceScale(a_s) - getReduceScale(b_s);
  1286. })
  1287. },
  1288. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0"},
  1289. function:cards=>cards.filter(card=>{
  1290. const skill = Skills[card.leaderSkillId];
  1291. const reduceScale = getReduceScale(skill);
  1292. return reduceScale === 0;
  1293. })
  1294. },
  1295. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤"},
  1296. function:cards=>cards.filter(card=>{
  1297. const skill = Skills[card.leaderSkillId];
  1298. return getReduceScale(skill, true) > 0;
  1299. })
  1300. },
  1301. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾"},
  1302. function:cards=>cards.filter(card=>{
  1303. const skill = Skills[card.leaderSkillId];
  1304. return getReduceScale(skill, undefined, true) > 0;
  1305. })
  1306. },
  1307. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾"},
  1308. function:cards=>cards.filter(card=>{
  1309. const skill = Skills[card.leaderSkillId];
  1310. return getReduceScale(skill, undefined, undefined, true) > 0;
  1311. })
  1312. },
  1313. {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%)"},
  1314. function:cards=>cards.filter(card=>{
  1315. const skill = Skills[card.leaderSkillId];
  1316. const reduceScale = getReduceScale(skill);
  1317. return reduceScale>=0.29;
  1318. }).sort((a,b)=>{
  1319. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  1320. return getReduceScale(a_s) - getReduceScale(b_s);
  1321. })
  1322. },
  1323. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾"},
  1324. function:cards=>cards.filter(card=>{
  1325. //获取盾减伤比例
  1326. function getReduceScale_unconditional(ls)
  1327. {
  1328. const sk = ls.params;
  1329. let scale = 0;
  1330. switch (ls.type)
  1331. {
  1332. case 16: //无条件盾
  1333. scale = sk[0]/100;
  1334. break;
  1335. case 129: //无条件盾,属性个数不固定
  1336. case 163: //无条件盾,属性个数不固定
  1337. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  1338. break;
  1339. case 138: //调用其他队长技
  1340. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  1341. break;
  1342. default:
  1343. }
  1344. return scale || 0;
  1345. }
  1346. const skill = Skills[card.leaderSkillId];
  1347. return getReduceScale_unconditional(skill) > 0;
  1348. })
  1349. },
  1350. ]},
  1351. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======"}, functions: [
  1352. {name:"1 CD",otLangName:{chs:"1 CD"},
  1353. function:cards=>cards.filter(card=>{
  1354. if (card.activeSkillId == 0) return false;
  1355. const skill = Skills[card.activeSkillId];
  1356. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  1357. })
  1358. },
  1359. {name:"Less than 4 can be cycled use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个以下能永动开(可能不精确)"},
  1360. function:cards=>cards.filter(card=>{
  1361. if (card.activeSkillId == 0) return false;
  1362. const skill = Skills[card.activeSkillId];
  1363. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  1364. let realCD = minCD;
  1365. const searchTypeArray = [14];
  1366. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  1367. if (subSkill)
  1368. {
  1369. realCD -= subSkill.params[0] * 3;
  1370. }
  1371. return minCD > 1 && realCD <= 4;
  1372. })
  1373. },
  1374. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)"},
  1375. function:cards=>{
  1376. const searchTypeArray = [5];
  1377. return cards.filter(card=>{
  1378. const skill = getCardActiveSkill(card, searchTypeArray);
  1379. return skill;
  1380. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1381. },
  1382. addition:card=>{
  1383. const searchTypeArray = [5];
  1384. const skill = getCardActiveSkill(card, searchTypeArray);
  1385. const value = skill.params[0];
  1386. return `时停${value}s`;
  1387. }
  1388. },
  1389. {name:"Random effect active",otLangName:{chs:"随机效果技能"},
  1390. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)},
  1391. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求"},
  1392. function:cards=>cards.filter(card=>{
  1393. const searchTypeArray = [225];
  1394. const skill = getCardActiveSkill(card, searchTypeArray);
  1395. return skill;
  1396. }),
  1397. addition:card=>{
  1398. const searchTypeArray = [225];
  1399. const skill = getCardActiveSkill(card, searchTypeArray);
  1400. const sk = skill.params;
  1401. let strArr = [];
  1402. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  1403. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  1404. return `HP ${strArr.join(" ")}`;
  1405. }
  1406. },
  1407. ]},
  1408. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----"}, functions: [
  1409. {name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)"},
  1410. function:cards=>{
  1411. const searchTypeArray = [173];
  1412. return cards.filter(card=>{
  1413. const skill = getCardActiveSkill(card, searchTypeArray);
  1414. return skill && skill.params[1];
  1415. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1416. },addition:voidsAbsorption_Addition},
  1417. /*{name:"Voids combo absorption(sort by turns)",otLangName:{chs:"破C吸 buff(按破吸回合排序)"},
  1418. function:cards=>{
  1419. const searchTypeArray = [173];
  1420. return cards.filter(card=>{
  1421. const skill = getCardActiveSkill(card, searchTypeArray);
  1422. return skill && skill.params[2];
  1423. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1424. },addition:voidsAbsorption_Addition},*/
  1425. {name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)"},
  1426. function:cards=>{
  1427. const searchTypeArray = [173];
  1428. return cards.filter(card=>{
  1429. const skill = getCardActiveSkill(card, searchTypeArray);
  1430. return skill && skill.params[3];
  1431. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1432. },addition:voidsAbsorption_Addition},
  1433. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)"},
  1434. function:cards=>{
  1435. const searchTypeArray = [173];
  1436. return cards.filter(card=>{
  1437. const skill = getCardActiveSkill(card, searchTypeArray);
  1438. return skill && skill.params[1] && skill.params[3];
  1439. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1440. },addition:voidsAbsorption_Addition},
  1441. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)"},
  1442. function:cards=>{
  1443. const searchTypeArray = [191];
  1444. return cards.filter(card=>{
  1445. const skill = getCardActiveSkill(card, searchTypeArray);
  1446. return skill;
  1447. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1448. },
  1449. addition:card=>{
  1450. const searchTypeArray = [191];
  1451. const skill = getCardActiveSkill(card, searchTypeArray);
  1452. const sk = skill.params;
  1453. return document.createTextNode(`破贯×${sk[0]}T`);
  1454. }
  1455. },
  1456. ]},
  1457. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----"}, functions: [
  1458. {
  1459. name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)"},
  1460. function:cards=>{
  1461. return cards.filter(card=>{
  1462. const turns = unbind_Turns(card);
  1463. return turns.normal > 0;
  1464. }).sort((a,b)=>{
  1465. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1466. let a_pC = a_s.normal, b_pC = b_s.normal;
  1467. return a_pC - b_pC;
  1468. });
  1469. },
  1470. addition:unbind_Addition
  1471. },
  1472. {
  1473. name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)"},
  1474. function:cards=>{
  1475. return cards.filter(card=>{
  1476. const turns = unbind_Turns(card);
  1477. return turns.awoken > 0;
  1478. }).sort((a,b)=>{
  1479. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1480. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1481. return a_pC - b_pC;
  1482. });
  1483. },
  1484. addition:unbind_Addition
  1485. },
  1486. {
  1487. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)"},
  1488. function:cards=>{
  1489. return cards.filter(card=>{
  1490. const turns = unbind_Turns(card);
  1491. return turns.normal && turns.awoken > 0;
  1492. }).sort((a,b)=>{
  1493. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1494. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1495. return a_pC - b_pC;
  1496. });
  1497. },
  1498. addition:unbind_Addition
  1499. },
  1500. {
  1501. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)"},
  1502. function:cards=>{
  1503. const searchTypeArray = [196];
  1504. return cards.filter(card=>{
  1505. const skill = getCardActiveSkill(card, searchTypeArray);
  1506. return skill;
  1507. }).sort((a,b)=>{
  1508. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1509. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1510. return a_pC - b_pC;
  1511. })
  1512. },
  1513. addition:card=>{
  1514. const searchTypeArray = [196];
  1515. const skill = getCardActiveSkill(card, searchTypeArray);
  1516. const sk = skill.params;
  1517. const value = sk[0];
  1518. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1519. }
  1520. },
  1521. {name:"Bind self active skill",otLangName:{chs:"自封技能"},
  1522. function:cards=>cards.filter(card=>{
  1523. const searchTypeArray = [214];
  1524. const skill = getCardActiveSkill(card, searchTypeArray);
  1525. return skill;
  1526. }),
  1527. addition:card=>{
  1528. const searchTypeArray = [214];
  1529. const skill = getCardActiveSkill(card, searchTypeArray);
  1530. const sk = skill.params;
  1531. return document.createTextNode(`自封技${sk[0]}T`);
  1532. }
  1533. },
  1534. {name:"Bind self matchable",otLangName:{chs:"自封消珠"},
  1535. function:cards=>cards.filter(card=>{
  1536. const searchTypeArray = [215];
  1537. const skill = getCardActiveSkill(card, searchTypeArray);
  1538. return skill;
  1539. }),
  1540. addition:card=>{
  1541. const searchTypeArray = [215];
  1542. const skill = getCardActiveSkill(card, searchTypeArray);
  1543. const sk = skill.params;
  1544. const fragment = document.createDocumentFragment();
  1545. fragment.appendChild(document.createTextNode(`自封`));
  1546. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1547. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1548. return fragment;
  1549. }
  1550. },
  1551. ]},
  1552. {group:true,name:"-----Orbs Lock-----",otLangName:{chs:"-----锁珠类-----"}, functions: [
  1553. {name:"Unlock",otLangName:{chs:"解锁"},
  1554. function:cards=>cards.filter(card=>{
  1555. const searchTypeArray = [172];
  1556. const skill = getCardActiveSkill(card, searchTypeArray);
  1557. return skill;
  1558. })
  1559. },
  1560. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)"},
  1561. function:cards=>cards.filter(card=>{
  1562. const searchTypeArray = [152];
  1563. const skill = getCardActiveSkill(card, searchTypeArray);
  1564. return skill;
  1565. }),
  1566. addition:card=>{
  1567. const searchTypeArray = [152];
  1568. const skill = getCardActiveSkill(card, searchTypeArray);
  1569. const sk = skill.params;
  1570. const fragment = document.createDocumentFragment();
  1571. fragment.appendChild(document.createTextNode(`锁`));
  1572. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1573. return fragment;
  1574. }
  1575. },
  1576. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部"},
  1577. function:cards=>cards.filter(card=>{
  1578. const searchTypeArray = [152];
  1579. const skill = getCardActiveSkill(card, searchTypeArray);
  1580. return skill && (skill.params[0] & 63) === 63;
  1581. })
  1582. },
  1583. ]},
  1584. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----"}, functions: [
  1585. {name:"Replaces all Orbs",otLangName:{chs:"刷版"},
  1586. function:cards=>cards.filter(card=>{
  1587. const searchTypeArray = [10];
  1588. const skill = getCardActiveSkill(card, searchTypeArray);
  1589. return skill;
  1590. })
  1591. },
  1592. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)"},
  1593. function:cards=>cards.filter(card=>{
  1594. const searchTypeArray = [71];
  1595. const skill = getCardActiveSkill(card, searchTypeArray);
  1596. return boardChange_ColorTypes(skill).length == 1;
  1597. }),addition:boardChange_Addition},
  1598. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色"},
  1599. function:cards=>cards.filter(card=>{
  1600. const searchTypeArray = [71];
  1601. const skill = getCardActiveSkill(card, searchTypeArray);
  1602. return boardChange_ColorTypes(skill).length == 2;
  1603. }),addition:boardChange_Addition},
  1604. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色"},
  1605. function:cards=>cards.filter(card=>{
  1606. const searchTypeArray = [71];
  1607. const skill = getCardActiveSkill(card, searchTypeArray);
  1608. return boardChange_ColorTypes(skill).length == 3;
  1609. }),addition:boardChange_Addition},
  1610. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色"},
  1611. function:cards=>cards.filter(card=>{
  1612. const searchTypeArray = [71];
  1613. const skill = getCardActiveSkill(card, searchTypeArray);
  1614. return boardChange_ColorTypes(skill).length == 4;
  1615. }),addition:boardChange_Addition},
  1616. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色"},
  1617. function:cards=>cards.filter(card=>{
  1618. const searchTypeArray = [71];
  1619. const skill = getCardActiveSkill(card, searchTypeArray);
  1620. return boardChange_ColorTypes(skill).length == 5;
  1621. }),addition:boardChange_Addition},
  1622. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上"},
  1623. function:cards=>cards.filter(card=>{
  1624. const searchTypeArray = [71];
  1625. const skill = getCardActiveSkill(card, searchTypeArray);
  1626. return boardChange_ColorTypes(skill).length >= 6;
  1627. }),addition:boardChange_Addition},
  1628. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火"},
  1629. function:cards=>cards.filter(card=>{
  1630. const searchTypeArray = [71];
  1631. const skill = getCardActiveSkill(card, searchTypeArray);
  1632. return boardChange_ColorTypes(skill).includes(0);
  1633. })
  1634. },
  1635. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水"},
  1636. function:cards=>cards.filter(card=>{
  1637. const searchTypeArray = [71];
  1638. const skill = getCardActiveSkill(card, searchTypeArray);
  1639. return boardChange_ColorTypes(skill).includes(1);
  1640. })
  1641. },
  1642. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木"},
  1643. function:cards=>cards.filter(card=>{
  1644. const searchTypeArray = [71];
  1645. const skill = getCardActiveSkill(card, searchTypeArray);
  1646. return boardChange_ColorTypes(skill).includes(2);
  1647. })
  1648. },
  1649. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光"},
  1650. function:cards=>cards.filter(card=>{
  1651. const searchTypeArray = [71];
  1652. const skill = getCardActiveSkill(card, searchTypeArray);
  1653. return boardChange_ColorTypes(skill).includes(3);
  1654. })
  1655. },
  1656. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗"},
  1657. function:cards=>cards.filter(card=>{
  1658. const searchTypeArray = [71];
  1659. const skill = getCardActiveSkill(card, searchTypeArray);
  1660. return boardChange_ColorTypes(skill).includes(4);
  1661. })
  1662. },
  1663. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心"},
  1664. function:cards=>cards.filter(card=>{
  1665. const searchTypeArray = [71];
  1666. const skill = getCardActiveSkill(card, searchTypeArray);
  1667. return boardChange_ColorTypes(skill).includes(5);
  1668. })
  1669. },
  1670. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废"},
  1671. function:cards=>cards.filter(card=>{
  1672. const searchTypeArray = [71];
  1673. const skill = getCardActiveSkill(card, searchTypeArray);
  1674. const colors = boardChange_ColorTypes(skill);
  1675. return colors.includes(6)
  1676. || colors.includes(7)
  1677. || colors.includes(8)
  1678. || colors.includes(9);
  1679. })
  1680. },
  1681. ]},
  1682. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----"}, functions: [
  1683. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火"},
  1684. function:cards=>cards.filter(card=>{
  1685. const searchTypeArray = [9,20,154];
  1686. const skills = getCardActiveSkills(card, searchTypeArray);
  1687. if (!skills.length) return false;
  1688. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1689. return parsedSkills.some(p=>p.to.includes(0));
  1690. }),
  1691. addition:changeOrbs_Addition
  1692. },
  1693. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水"},
  1694. function:cards=>cards.filter(card=>{
  1695. const searchTypeArray = [9,20,154];
  1696. const skills = getCardActiveSkills(card, searchTypeArray);
  1697. if (!skills.length) return false;
  1698. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1699. return parsedSkills.some(p=>p.to.includes(1));
  1700. }),
  1701. addition:changeOrbs_Addition
  1702. },
  1703. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木"},
  1704. function:cards=>cards.filter(card=>{
  1705. const searchTypeArray = [9,20,154];
  1706. const skills = getCardActiveSkills(card, searchTypeArray);
  1707. if (!skills.length) return false;
  1708. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1709. return parsedSkills.some(p=>p.to.includes(2));
  1710. }),
  1711. addition:changeOrbs_Addition
  1712. },
  1713. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光"},
  1714. function:cards=>cards.filter(card=>{
  1715. const searchTypeArray = [9,20,154];
  1716. const skills = getCardActiveSkills(card, searchTypeArray);
  1717. if (!skills.length) return false;
  1718. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1719. return parsedSkills.some(p=>p.to.includes(3));
  1720. }),
  1721. addition:changeOrbs_Addition
  1722. },
  1723. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗"},
  1724. function:cards=>cards.filter(card=>{
  1725. const searchTypeArray = [9,20,154];
  1726. const skills = getCardActiveSkills(card, searchTypeArray);
  1727. if (!skills.length) return false;
  1728. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1729. return parsedSkills.some(p=>p.to.includes(4));
  1730. }),
  1731. addition:changeOrbs_Addition
  1732. },
  1733. {name:"Orbs Change - to Heart",otLangName:{chs:"转珠-变为-心"},
  1734. function:cards=>cards.filter(card=>{
  1735. const searchTypeArray = [9,20,154];
  1736. const skills = getCardActiveSkills(card, searchTypeArray);
  1737. if (!skills.length) return false;
  1738. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1739. return parsedSkills.some(p=>p.to.includes(5));
  1740. }),
  1741. addition:changeOrbs_Addition
  1742. },
  1743. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废"},
  1744. function:cards=>cards.filter(card=>{
  1745. const searchTypeArray = [9,20,154];
  1746. const skills = getCardActiveSkills(card, searchTypeArray);
  1747. if (!skills.length) return false;
  1748. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1749. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  1750. }),
  1751. addition:changeOrbs_Addition
  1752. },
  1753. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火"},
  1754. function:cards=>cards.filter(card=>{
  1755. const searchTypeArray = [9,20,154];
  1756. const skills = getCardActiveSkills(card, searchTypeArray);
  1757. if (!skills.length) return false;
  1758. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1759. return parsedSkills.some(p=>p.from.includes(0));
  1760. }),
  1761. },
  1762. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水"},
  1763. function:cards=>cards.filter(card=>{
  1764. const searchTypeArray = [9,20,154];
  1765. const skills = getCardActiveSkills(card, searchTypeArray);
  1766. if (!skills.length) return false;
  1767. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1768. return parsedSkills.some(p=>p.from.includes(1));
  1769. }),
  1770. },
  1771. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木"},
  1772. function:cards=>cards.filter(card=>{
  1773. const searchTypeArray = [9,20,154];
  1774. const skills = getCardActiveSkills(card, searchTypeArray);
  1775. if (!skills.length) return false;
  1776. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1777. return parsedSkills.some(p=>p.from.includes(2));
  1778. }),
  1779. },
  1780. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光"},
  1781. function:cards=>cards.filter(card=>{
  1782. const searchTypeArray = [9,20,154];
  1783. const skills = getCardActiveSkills(card, searchTypeArray);
  1784. if (!skills.length) return false;
  1785. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1786. return parsedSkills.some(p=>p.from.includes(3));
  1787. }),
  1788. },
  1789. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗"},
  1790. function:cards=>cards.filter(card=>{
  1791. const searchTypeArray = [9,20,154];
  1792. const skills = getCardActiveSkills(card, searchTypeArray);
  1793. if (!skills.length) return false;
  1794. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1795. return parsedSkills.some(p=>p.from.includes(4));
  1796. }),
  1797. },
  1798. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心"},
  1799. function:cards=>cards.filter(card=>{
  1800. const searchTypeArray = [9,20,154];
  1801. const skills = getCardActiveSkills(card, searchTypeArray);
  1802. if (!skills.length) return false;
  1803. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1804. return parsedSkills.some(p=>p.from.includes(5));
  1805. }),
  1806. },
  1807. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废"},
  1808. function:cards=>cards.filter(card=>{
  1809. const searchTypeArray = [9,20,154];
  1810. const skills = getCardActiveSkills(card, searchTypeArray);
  1811. if (!skills.length) return false;
  1812. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  1813. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  1814. }),
  1815. },
  1816. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠"},
  1817. function:cards=>{
  1818. const searchTypeArray = [52,91,140];
  1819. return cards.filter(card=>{
  1820. const skill = getCardActiveSkill(card, searchTypeArray);
  1821. return skill;
  1822. });
  1823. },
  1824. addition:card=>{
  1825. const searchTypeArray = [52,91,140];
  1826. const skill = getCardActiveSkill(card, searchTypeArray);
  1827. const sk = skill.params;
  1828. let attrs = [];
  1829. switch (skill.type)
  1830. {
  1831. case 52:{
  1832. attrs.push(sk[0]); break;
  1833. }
  1834. case 91:{
  1835. attrs = sk.slice(0,-1); break;
  1836. }
  1837. case 140:{
  1838. attrs = flags(sk[0]); break;
  1839. }
  1840. }
  1841. const fragment = document.createDocumentFragment();
  1842. fragment.appendChild(document.createTextNode(`强化`));
  1843. fragment.appendChild(createOrbsList(attrs));
  1844. return fragment;
  1845. }
  1846. },
  1847. ]},
  1848. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----"}, functions: [
  1849. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠"},
  1850. function:cards=>cards.filter(card=>{
  1851. function is30(sk)
  1852. {
  1853. return Boolean(flags(sk[1]).length * sk[0] == 30);
  1854. }
  1855. const searchTypeArray = [141];
  1856. const skill = getCardActiveSkill(card, searchTypeArray);
  1857. return skill && is30(skill.params);
  1858. }),addition:generateOrbs_Addition},
  1859. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠"},
  1860. function:cards=>cards.filter(card=>{
  1861. function is1515(sk)
  1862. {
  1863. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  1864. }
  1865. const searchTypeArray = [141];
  1866. const skill = getCardActiveSkill(card, searchTypeArray);
  1867. return skill && is1515(skill.params);
  1868. }),addition:generateOrbs_Addition},
  1869. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火"},
  1870. function:cards=>cards.filter(card=>{
  1871. const searchTypeArray = [141];
  1872. const skill = getCardActiveSkill(card, searchTypeArray);
  1873. if (!skill) return false;
  1874. const sk = skill.params;
  1875. return flags(sk[1] || 1).includes(0);
  1876. }),addition:generateOrbs_Addition},
  1877. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水"},
  1878. function:cards=>cards.filter(card=>{
  1879. const searchTypeArray = [141];
  1880. const skill = getCardActiveSkill(card, searchTypeArray);
  1881. if (!skill) return false;
  1882. const sk = skill.params;
  1883. return flags(sk[1] || 1).includes(1);
  1884. }),addition:generateOrbs_Addition},
  1885. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木"},
  1886. function:cards=>cards.filter(card=>{
  1887. const searchTypeArray = [141];
  1888. const skill = getCardActiveSkill(card, searchTypeArray);
  1889. if (!skill) return false;
  1890. const sk = skill.params;
  1891. return flags(sk[1] || 1).includes(2);
  1892. }),addition:generateOrbs_Addition},
  1893. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光"},
  1894. function:cards=>cards.filter(card=>{
  1895. const searchTypeArray = [141];
  1896. const skill = getCardActiveSkill(card, searchTypeArray);
  1897. if (!skill) return false;
  1898. const sk = skill.params;
  1899. return flags(sk[1] || 1).includes(3);
  1900. }),addition:generateOrbs_Addition},
  1901. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗"},
  1902. function:cards=>cards.filter(card=>{
  1903. const searchTypeArray = [141];
  1904. const skill = getCardActiveSkill(card, searchTypeArray);
  1905. if (!skill) return false;
  1906. const sk = skill.params;
  1907. return flags(sk[1] || 1).includes(4);
  1908. }),addition:generateOrbs_Addition},
  1909. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心"},
  1910. function:cards=>cards.filter(card=>{
  1911. const searchTypeArray = [141];
  1912. const skill = getCardActiveSkill(card, searchTypeArray);
  1913. if (!skill) return false;
  1914. const sk = skill.params;
  1915. return flags(sk[1] || 1).includes(5);
  1916. }),addition:generateOrbs_Addition},
  1917. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废"},
  1918. function:cards=>cards.filter(card=>{
  1919. const searchTypeArray = [141];
  1920. const skill = getCardActiveSkill(card, searchTypeArray);
  1921. if (!skill) return false;
  1922. const sk = skill.params;
  1923. return (sk[1] & 960) > 0;
  1924. }),addition:generateOrbs_Addition},
  1925. ]},
  1926. {group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----"}, functions: [
  1927. {name:"Create designated shape",otLangName:{chs:"生成指定形状的"},
  1928. function:cards=>cards.filter(card=>{
  1929. const searchTypeArray = [176];
  1930. const skill = getCardActiveSkill(card, searchTypeArray);
  1931. return skill;
  1932. })
  1933. },
  1934. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块"},
  1935. function:cards=>cards.filter(card=>{
  1936. function is3x3(sk)
  1937. {
  1938. for (let si=0;si<3;si++)
  1939. {
  1940. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  1941. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  1942. (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)
  1943. (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)
  1944. )
  1945. return true;
  1946. }
  1947. return false;
  1948. }
  1949. const searchTypeArray = [176];
  1950. const skill = getCardActiveSkill(card, searchTypeArray);
  1951. return skill && is3x3(skill.params);
  1952. }),
  1953. addition:card=>{
  1954. const searchTypeArray = [176];
  1955. const skill = getCardActiveSkill(card, searchTypeArray);
  1956. const sk = skill.params;
  1957. const fragment = document.createDocumentFragment();
  1958. fragment.appendChild(document.createTextNode(`3×3`));
  1959. fragment.appendChild(createOrbsList(sk[5]));
  1960. return fragment;
  1961. }
  1962. },
  1963. {name:"Create a vertical",otLangName:{chs:"产竖"},
  1964. function:cards=>cards.filter(card=>{
  1965. const searchTypeArray = [127];
  1966. const skill = getCardActiveSkill(card, searchTypeArray);
  1967. return skill;
  1968. }),
  1969. addition:card=>{
  1970. const searchTypeArray = [127];
  1971. const skill = getCardActiveSkill(card, searchTypeArray);
  1972. const sk = skill.params;
  1973. const colors = [];
  1974. for (let ai=0;ai<sk.length;ai+=2)
  1975. {
  1976. colors.push(flags(sk[ai+1]));
  1977. }
  1978. const fragment = document.createDocumentFragment();
  1979. fragment.appendChild(document.createTextNode(`竖`));
  1980. fragment.appendChild(createOrbsList(colors.flat()));
  1981. return fragment;
  1982. }
  1983. },
  1984. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)"},
  1985. function:cards=>cards.filter(card=>{
  1986. function isHeart(sk)
  1987. {
  1988. for (let i=1;i<sk.length;i+=2)
  1989. {
  1990. if (sk[i] & 32)
  1991. {
  1992. return true;
  1993. }
  1994. }
  1995. }
  1996. const searchTypeArray = [127];
  1997. const skill = getCardActiveSkill(card, searchTypeArray);
  1998. return skill && isHeart(skill.params);
  1999. })
  2000. },
  2001. {name:"Create a horizontal",otLangName:{chs:"产横"},
  2002. function:cards=>cards.filter(card=>{
  2003. const searchTypeArray = [128];
  2004. const skill = getCardActiveSkill(card, searchTypeArray);
  2005. return skill;
  2006. }),
  2007. addition:card=>{
  2008. const searchTypeArray = [128];
  2009. const skill = getCardActiveSkill(card, searchTypeArray);
  2010. const sk = skill.params;
  2011. const colors = [];
  2012. for (let ai=0;ai<sk.length;ai+=2)
  2013. {
  2014. colors.push(flags(sk[ai+1]));
  2015. }
  2016. const fragment = document.createDocumentFragment();
  2017. fragment.appendChild(document.createTextNode(`横`));
  2018. fragment.appendChild(createOrbsList(colors.flat()));
  2019. return fragment;
  2020. }
  2021. },
  2022. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上"},
  2023. function:cards=>cards.filter(card=>{
  2024. const searchTypeArray = [128];
  2025. const skill = getCardActiveSkill(card, searchTypeArray);
  2026. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2027. })
  2028. },
  2029. {name:"Create 2 color horizontals",otLangName:{chs:"2色横"},
  2030. function:cards=>cards.filter(card=>{
  2031. const searchTypeArray = [128];
  2032. const skill = getCardActiveSkill(card, searchTypeArray);
  2033. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2034. })
  2035. },
  2036. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横"},
  2037. function:cards=>cards.filter(card=>{
  2038. const searchTypeArray = [128];
  2039. const skill = getCardActiveSkill(card, searchTypeArray);
  2040. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2041. })
  2042. },
  2043. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)"},
  2044. function:cards=>cards.filter(card=>{
  2045. const searchTypeArray = [128,71,176];
  2046. function isRow(skill)
  2047. {
  2048. const sk = skill.params;
  2049. if (skill.type === 128) //普通横
  2050. {return true;}
  2051. else if (skill.type === 71) //花火
  2052. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2053. else if (skill.type === 176) //特殊形状
  2054. {
  2055. for (let si=0;si<5;si++)
  2056. {
  2057. if ((sk[si] & 63) === 63)
  2058. return true;
  2059. }
  2060. }
  2061. return false;
  2062. }
  2063. const skill = getCardActiveSkill(card, searchTypeArray);
  2064. return skill && isRow(skill);
  2065. })
  2066. },
  2067. ]},
  2068. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----"}, functions: [
  2069. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)"},
  2070. function:cards=>{
  2071. const searchTypeArray = [205];
  2072. return cards.filter(card=>{
  2073. const skill = getCardActiveSkill(card, searchTypeArray);
  2074. return skill;
  2075. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2076. },
  2077. addition:card=>{
  2078. const searchTypeArray = [205];
  2079. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  2080. const sk = skill.params;
  2081. const fragment = document.createDocumentFragment();
  2082. fragment.appendChild(document.createTextNode(`掉锁`));
  2083. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 1023)));
  2084. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  2085. return fragment;
  2086. }
  2087. },
  2088. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)"},
  2089. function:cards=>{
  2090. const searchTypeArray = [205];
  2091. return cards.filter(card=>{
  2092. const skill = getCardActiveSkill(card, searchTypeArray);
  2093. return skill && (skill.params[0] & 63) === 63;
  2094. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2095. }
  2096. },
  2097. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)"},
  2098. function:cards=>{
  2099. const searchTypeArray = [180];
  2100. return cards.filter(card=>{
  2101. const skill = getCardActiveSkill(card, searchTypeArray);
  2102. return skill;
  2103. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2104. },
  2105. addition:card=>{
  2106. const searchTypeArray = [180];
  2107. const skill = getCardActiveSkill(card, searchTypeArray);
  2108. const sk = skill.params;
  2109. return `${sk[1]}%×${sk[0]}T`;
  2110. }
  2111. },
  2112. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)"},
  2113. function:cards=>{
  2114. const searchTypeArray = [184];
  2115. return cards.filter(card=>{
  2116. const skill = getCardActiveSkill(card, searchTypeArray);
  2117. return skill;
  2118. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2119. },
  2120. addition:card=>{
  2121. const searchTypeArray = [184];
  2122. const skill = getCardActiveSkill(card, searchTypeArray);
  2123. const sk = skill.params;
  2124. return `无↓×${sk[0]}T`;
  2125. }
  2126. },
  2127. {name:"Drop rate increases",otLangName:{chs:"掉落率提升"},
  2128. function:cards=>cards.filter(card=>{
  2129. const searchTypeArray = [126];
  2130. const skill = getCardActiveSkill(card, searchTypeArray);
  2131. return skill;
  2132. }),
  2133. addition:card=>{
  2134. const searchTypeArray = [126];
  2135. const skill = getCardActiveSkill(card, searchTypeArray);
  2136. const sk = skill.params;
  2137. const colors = flags(sk[0]);
  2138. const fragment = document.createDocumentFragment();
  2139. fragment.appendChild(createOrbsList(colors));
  2140. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  2141. return fragment;
  2142. }
  2143. },
  2144. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)"},
  2145. function:cards=>cards.filter(card=>{
  2146. const searchTypeArray = [126];
  2147. const skill = getCardActiveSkill(card, searchTypeArray);
  2148. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2149. })
  2150. },
  2151. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合"},
  2152. function:cards=>cards.filter(card=>{
  2153. const searchTypeArray = [126];
  2154. const skill = getCardActiveSkill(card, searchTypeArray);
  2155. return skill && skill.params[1] >= 99;
  2156. })
  2157. },
  2158. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率"},
  2159. function:cards=>cards.filter(card=>{
  2160. const searchTypeArray = [126];
  2161. const skill = getCardActiveSkill(card, searchTypeArray);
  2162. return skill && skill.params[3] == 100;
  2163. })
  2164. },
  2165. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)"},
  2166. function:cards=>{
  2167. const searchTypeArray = [226];
  2168. return cards.filter(card=>{
  2169. const skill = getCardActiveSkill(card, searchTypeArray);
  2170. return skill;
  2171. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2172. },
  2173. addition:card=>{
  2174. const searchTypeArray = [226];
  2175. const skill = getCardActiveSkill(card, searchTypeArray);
  2176. const sk = skill.params;
  2177. return `${sk[1]}%×${sk[0]}T`;
  2178. }
  2179. },
  2180. ]},
  2181. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----"}, functions: [
  2182. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)"},
  2183. function:cards=>cards.filter(card=>{
  2184. const searchTypeArray = [156,168,228];
  2185. const skill = getCardActiveSkill(card, searchTypeArray);
  2186. return skill;
  2187. })
  2188. },
  2189. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)"},
  2190. function:cards=>{
  2191. const searchTypeArray = [50,90,228];
  2192. function getRecScale(as)
  2193. {
  2194. const sk = as.params;
  2195. if (as.type == 228)
  2196. {
  2197. return sk[4] || 0;
  2198. }else
  2199. {
  2200. return sk.slice(1,sk.length>2?-1:undefined).includes(5) && sk.length > 2 ? sk[sk.length-1] : 0;
  2201. }
  2202. }
  2203. return cards.filter(card=>{
  2204. const skills = getCardActiveSkills(card, searchTypeArray);
  2205. if (skills.length)
  2206. {
  2207. return skills.some(as=>getRecScale(as) > 0);
  2208. }else return false;
  2209. }).sort((a,b)=>{
  2210. const a_s = getCardActiveSkills(a, searchTypeArray), b_s = getCardActiveSkills(b, searchTypeArray);
  2211. const a_sv = a_s.map(a_s=>getRecScale(a_s)).sort().reverse()[0], b_sv = b_s.map(b_s=>getRecScale(b_s)).sort().reverse()[0];
  2212. return a_sv - b_sv;
  2213. });
  2214. },
  2215. addition:card=>{
  2216. const searchTypeArray = [50,90,228];
  2217. function getRecScale(as)
  2218. {
  2219. const sk = as.params;
  2220. if (as.type == 228)
  2221. {
  2222. return sk[4] || 0;
  2223. }else
  2224. {
  2225. return sk.slice(1,sk.length>2?-1:undefined).includes(5) && sk.length > 2 ? sk[sk.length-1] : 0;
  2226. }
  2227. }
  2228. const skills = getCardActiveSkills(card, searchTypeArray);
  2229. const skill = skills.find(as=>getRecScale(as) > 0);
  2230. if (skill.type == 228)
  2231. return `回+${getRecScale(skill) / 100}×N`;
  2232. else
  2233. return `回x${getRecScale(skill) / 100}`;
  2234. }
  2235. },
  2236. {name:"ATK rate change",otLangName:{chs:"攻击力 buff(顶攻击)"},
  2237. function:cards=>{
  2238. return cards.filter(card=>{
  2239. const atkbuff = atkBuff_Rate(card);
  2240. return atkbuff.skilltype > 0;
  2241. }).sort((a,b)=>{
  2242. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  2243. let sortNum = a_pC.skilltype - b_pC.skilltype;
  2244. if (sortNum == 0)
  2245. sortNum = a_pC.rate - b_pC.rate;
  2246. if (sortNum == 0)
  2247. sortNum = a_pC.turns - b_pC.turns;
  2248. return sortNum;
  2249. });
  2250. },
  2251. addition:card=>{
  2252. const atkbuff = atkBuff_Rate(card);
  2253. const fragment = document.createDocumentFragment();
  2254. if (atkbuff.skilltype == 0) return fragment;
  2255. if (atkbuff.skilltype == 1)
  2256. {
  2257. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  2258. if (atkbuff.awoken.length)
  2259. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  2260. if (atkbuff.attrs.length)
  2261. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2262. if (atkbuff.types.length)
  2263. fragment.appendChild(createTypesList(atkbuff.types));
  2264. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2265. }else if (atkbuff.skilltype == 2)
  2266. {
  2267. if (atkbuff.attrs.length)
  2268. fragment.appendChild(createOrbsList(atkbuff.attrs));
  2269. if (atkbuff.types.length)
  2270. fragment.appendChild(createTypesList(atkbuff.types));
  2271. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  2272. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  2273. }
  2274. return fragment;
  2275. }
  2276. },
  2277. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)"},
  2278. function:cards=>{
  2279. const searchTypeArray = [132];
  2280. return cards.filter(card=>{
  2281. const skill = getCardActiveSkill(card, searchTypeArray);
  2282. return skill;
  2283. }).sort((a,b)=>{
  2284. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2285. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  2286. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  2287. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  2288. });
  2289. },
  2290. addition:card=>{
  2291. const searchTypeArray = [132];
  2292. const skill = getCardActiveSkill(card, searchTypeArray);
  2293. const sk = skill.params;
  2294. let str = "👆";
  2295. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  2296. if (sk[2]) str += `x${sk[2]/100}`;
  2297. return str;
  2298. }
  2299. },
  2300. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)"},
  2301. function:cards=>{
  2302. const searchTypeArray = [207];
  2303. return cards.filter(card=>{
  2304. const skill = getCardActiveSkill(card, searchTypeArray);
  2305. return skill;
  2306. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2307. },
  2308. addition:card=>{
  2309. const searchTypeArray = [207];
  2310. const skill = getCardActiveSkill(card, searchTypeArray);
  2311. const sk = skill.params;
  2312. if (sk[7])
  2313. return `${sk[7]}个×${sk[0]}T`;
  2314. else
  2315. return `特殊形状×${sk[0]}T`;
  2316. }
  2317. },
  2318. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)"},
  2319. function:cards=>{
  2320. const searchTypeArray = [160];
  2321. return cards.filter(card=>{
  2322. const skill = getCardActiveSkill(card, searchTypeArray);
  2323. return skill;
  2324. }).sort((a,b)=>{
  2325. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2326. return a_s.params[1] - b_s.params[1];
  2327. });
  2328. },
  2329. addition:card=>{
  2330. const searchTypeArray = [160];
  2331. const skill = getCardActiveSkill(card, searchTypeArray);
  2332. const sk = skill.params;
  2333. return `+${sk[1]}C×${sk[0]}T`;
  2334. }
  2335. },
  2336. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)"},
  2337. function:cards=>{
  2338. const searchTypeArray = [3,156];
  2339. return cards.filter(card=>{
  2340. const skill = getCardActiveSkill(card, searchTypeArray);
  2341. if (!skill) return false;
  2342. if (skill.type == 156)
  2343. return skill.params[4]==3;
  2344. else
  2345. return true;
  2346. }).sort((a,b)=>{
  2347. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2348. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  2349. if (!sortNum)
  2350. {
  2351. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  2352. sortNum = a_pC - b_pC;
  2353. }
  2354. return sortNum;
  2355. });
  2356. },
  2357. addition:card=>{
  2358. const searchTypeArray = [3,156];
  2359. const skill = getCardActiveSkill(card, searchTypeArray);
  2360. const sk = skill.params;
  2361. const fragment = document.createDocumentFragment();
  2362. if (skill.type == 156)
  2363. {
  2364. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  2365. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  2366. fragment.appendChild(creatAwokenList(awokenArr));
  2367. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2368. }else
  2369. {
  2370. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  2371. }
  2372. return fragment;
  2373. }
  2374. },
  2375. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)"},
  2376. function:cards=>{
  2377. const searchTypeArray = [3];
  2378. return cards.filter(card=>{
  2379. const skill = getCardActiveSkill(card, searchTypeArray);
  2380. return skill && skill.params[1]>=100;
  2381. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2382. },
  2383. addition:card=>{
  2384. const searchTypeArray = [3];
  2385. const skill = getCardActiveSkill(card, searchTypeArray);
  2386. const sk = skill.params;
  2387. return `无敌×${sk[0]}T`;
  2388. }
  2389. },
  2390. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)"},
  2391. function:cards=>{
  2392. const searchTypeArray = [21];
  2393. return cards.filter(card=>{
  2394. const skill = getCardActiveSkill(card, searchTypeArray);
  2395. return skill;
  2396. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2397. },
  2398. addition:card=>{
  2399. const searchTypeArray = [21];
  2400. const skill = getCardActiveSkill(card, searchTypeArray);
  2401. const sk = skill.params;
  2402. const colors = [sk[1]];
  2403. const fragment = document.createDocumentFragment();
  2404. fragment.appendChild(document.createTextNode(`-`));
  2405. fragment.appendChild(createOrbsList(colors));
  2406. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2407. return fragment;
  2408. }
  2409. },
  2410. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)"},
  2411. function:cards=>{
  2412. const searchTypeArray = [51];
  2413. return cards.filter(card=>{
  2414. const skill = getCardActiveSkill(card, searchTypeArray);
  2415. return skill;
  2416. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2417. },
  2418. addition:card=>{
  2419. const searchTypeArray = [51];
  2420. const skill = getCardActiveSkill(card, searchTypeArray);
  2421. const sk = skill.params;
  2422. return `全体×${sk[0]}T`;
  2423. }
  2424. },
  2425. ]},
  2426. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----"}, functions: [
  2427. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff"},
  2428. function:cards=>{
  2429. const searchTypeArray = [179];
  2430. return cards.filter(card=>{
  2431. const skill = getCardActiveSkill(card, searchTypeArray);
  2432. return skill;
  2433. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2434. },
  2435. addition:card=>{
  2436. const searchTypeArray = [179];
  2437. const skill = getCardActiveSkill(card, searchTypeArray);
  2438. const sk = skill.params;
  2439. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  2440. }
  2441. },
  2442. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血"},
  2443. function:cards=>{
  2444. return cards.filter(card=>{
  2445. const heal = healImmediately_Rate(card);
  2446. return Object.values(heal).some(v=>v);
  2447. })
  2448. .sort((a,b)=>{
  2449. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  2450. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  2451. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  2452. let sortNum = a_i - b_i;
  2453. if (!sortNum)
  2454. {
  2455. sortNum = a_vs[a_i] - b_vs[b_i];
  2456. }
  2457. return sortNum;
  2458. });
  2459. },
  2460. addition:card=>{
  2461. const heal = healImmediately_Rate(card);
  2462. let strArr = [];
  2463. if (heal.scale)
  2464. strArr.push(`${heal.scale}%最大HP`);
  2465. if (heal.const)
  2466. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  2467. if (heal.selfRcv)
  2468. strArr.push(`${heal.selfRcv/100}倍回复力`);
  2469. if (heal.vampire)
  2470. strArr.push(`${heal.vampire}%伤害`);
  2471. return strArr.join(',');
  2472. }
  2473. },
  2474. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)"},
  2475. function:cards=>{
  2476. return cards.filter(card=>damageSelf_Rate(card)>0)
  2477. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2478. },
  2479. addition:card=>{
  2480. let rate = damageSelf_Rate(card);
  2481. if (rate < 100)
  2482. return `减少${rate}%`;
  2483. else
  2484. return `减少到1`;
  2485. }
  2486. },
  2487. ]},
  2488. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----"}, functions: [
  2489. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)"},
  2490. function:cards=>{
  2491. const searchTypeArray = [146];
  2492. return cards.filter(card=>{
  2493. const skill = getCardActiveSkill(card, searchTypeArray);
  2494. return skill;
  2495. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2496. },
  2497. addition:card=>{
  2498. const searchTypeArray = [146];
  2499. const skill = getCardActiveSkill(card, searchTypeArray);
  2500. const sk = skill.params;
  2501. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  2502. }
  2503. },
  2504. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)"},
  2505. function:cards=>{
  2506. const searchTypeArray = [218];
  2507. return cards.filter(card=>{
  2508. const skill = getCardActiveSkill(card, searchTypeArray);
  2509. return skill;
  2510. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2511. },
  2512. addition:card=>{
  2513. const searchTypeArray = [218];
  2514. const skill = getCardActiveSkill(card, searchTypeArray);
  2515. const sk = skill.params;
  2516. return document.createTextNode(`坐下${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  2517. }
  2518. },
  2519. {name:"Change Leader",otLangName:{chs:"更换队长"},
  2520. function:cards=>cards.filter(card=>{
  2521. const searchTypeArray = [93, 227];
  2522. const skill = getCardActiveSkill(card, searchTypeArray);
  2523. return skill;
  2524. })
  2525. },
  2526. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)"},
  2527. function:cards=>{
  2528. const searchTypeArray = [142];
  2529. return cards.filter(card=>{
  2530. const skill = getCardActiveSkill(card, searchTypeArray);
  2531. return skill;
  2532. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2533. },
  2534. addition:card=>{
  2535. const searchTypeArray = [142];
  2536. const skill = getCardActiveSkill(card, searchTypeArray);
  2537. const sk = skill.params;
  2538. const fragment = document.createDocumentFragment();
  2539. fragment.appendChild(document.createTextNode(`自→`));
  2540. fragment.appendChild(createOrbsList(sk[1]));
  2541. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2542. return fragment;
  2543. }
  2544. },
  2545. ]},
  2546. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----"}, functions: [
  2547. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)"},
  2548. function:cards=>{
  2549. const searchTypeArray = [18];
  2550. return cards.filter(card=>{
  2551. const skill = getCardActiveSkill(card, searchTypeArray);
  2552. return skill;
  2553. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  2554. },
  2555. addition:card=>{
  2556. const searchTypeArray = [18];
  2557. const skill = getCardActiveSkill(card, searchTypeArray);
  2558. const sk = skill.params;
  2559. return document.createTextNode(`威吓×${sk[0]}T`);
  2560. }
  2561. },
  2562. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)"},
  2563. function:cards=>{
  2564. const searchTypeArray = [19];
  2565. return cards.filter(card=>{
  2566. const skill = getCardActiveSkill(card, searchTypeArray);
  2567. return skill;
  2568. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2569. },
  2570. addition:card=>{
  2571. const searchTypeArray = [19];
  2572. const skill = getCardActiveSkill(card, searchTypeArray);
  2573. const sk = skill.params;
  2574. return `破防${sk[1]}%`;
  2575. }
  2576. },
  2577. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)"},
  2578. function:cards=>{
  2579. const searchTypeArray = [19];
  2580. return cards.filter(card=>{
  2581. const skill = getCardActiveSkill(card, searchTypeArray);
  2582. return skill && skill.params[1]>=100;
  2583. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2584. },
  2585. addition:card=>{
  2586. const searchTypeArray = [19];
  2587. const skill = getCardActiveSkill(card, searchTypeArray);
  2588. const sk = skill.params;
  2589. return `全破×${sk[0]}T`;
  2590. }
  2591. },
  2592. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)"},
  2593. function:cards=>{
  2594. const searchTypeArray = [4];
  2595. return cards.filter(card=>{
  2596. const skill = getCardActiveSkill(card, searchTypeArray);
  2597. return skill;
  2598. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2599. },
  2600. addition:card=>{
  2601. const searchTypeArray = [4];
  2602. const skill = getCardActiveSkill(card, searchTypeArray);
  2603. const sk = skill.params;
  2604. return `攻击力×${sk[0]/100}倍`;
  2605. }
  2606. },
  2607. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)"},
  2608. function:cards=>{
  2609. return cards.filter(card=>{
  2610. return changeEnemiesAttr_Attr(card).attr != null;
  2611. }).sort((a,b)=>{
  2612. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  2613. return a_pC.attr - b_pC.attr;
  2614. })
  2615. },
  2616. addition:card=>{
  2617. let change = changeEnemiesAttr_Attr(card);
  2618. const fragment = document.createDocumentFragment();
  2619. fragment.appendChild(document.createTextNode(`敌→`));
  2620. fragment.appendChild(createOrbsList(change.attr));
  2621. if (change.turns > 0)
  2622. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  2623. return fragment;
  2624. }
  2625. },
  2626. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)"},
  2627. function:cards=>{
  2628. const searchTypeArray = [60];
  2629. return cards.filter(card=>{
  2630. const skill = getCardActiveSkill(card, searchTypeArray);
  2631. return skill;
  2632. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2633. },
  2634. addition:card=>{
  2635. const searchTypeArray = [60];
  2636. const skill = getCardActiveSkill(card, searchTypeArray);
  2637. const sk = skill.params;
  2638. const fragment = document.createDocumentFragment();
  2639. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  2640. fragment.appendChild(createOrbsList(sk[2]));
  2641. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  2642. return fragment;
  2643. }
  2644. },
  2645. ]},
  2646. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----"}, functions: [
  2647. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)"},
  2648. function:cards=>{
  2649. const searchTypeArray = [6];
  2650. return cards.filter(card=>{
  2651. const skill = getCardActiveSkill(card, searchTypeArray);
  2652. return skill;
  2653. }).sort((a,b)=>{
  2654. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2655. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2656. return a_pC - b_pC;
  2657. })
  2658. },
  2659. addition:card=>{
  2660. const searchTypeArray = [6];
  2661. const skill = getCardActiveSkill(card, searchTypeArray);
  2662. const sk = skill.params;
  2663. return `当前${sk[0]}%`;
  2664. }
  2665. },
  2666. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)"},
  2667. function:cards=>{
  2668. const searchTypeArray = [161];
  2669. return cards.filter(card=>{
  2670. const skill = getCardActiveSkill(card, searchTypeArray);
  2671. return skill;
  2672. }).sort((a,b)=>{
  2673. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2674. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2675. return a_pC - b_pC;
  2676. })
  2677. },
  2678. addition:card=>{
  2679. const searchTypeArray = [161];
  2680. const skill = getCardActiveSkill(card, searchTypeArray);
  2681. const sk = skill.params;
  2682. return `最大${sk[0]}%`;
  2683. }
  2684. },
  2685. ]},
  2686. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----"}, functions: [
  2687. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)"},
  2688. function:cards=>{
  2689. const searchTypeArray = [55,188];
  2690. return cards.filter(card=>{
  2691. const skill = getCardActiveSkill(card, searchTypeArray);
  2692. return skill;
  2693. }).sort((a,b)=>{
  2694. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2695. let a_pC = a_ss.reduce((p,v)=>p+v.params[0],0), b_pC = b_ss.reduce((p,v)=>p+v.params[0],0);
  2696. return a_pC - b_pC;
  2697. });
  2698. },
  2699. addition:card=>{
  2700. const searchTypeArray = [55,188];
  2701. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2702. const sk = skills[0].params;
  2703. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2704. }
  2705. },
  2706. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)"},
  2707. function:cards=>{
  2708. const searchTypeArray = [56];
  2709. return cards.filter(card=>{
  2710. const skill = getCardActiveSkill(card, searchTypeArray);
  2711. return skill;
  2712. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2713. },
  2714. addition:card=>{
  2715. const searchTypeArray = [56];
  2716. const skill = getCardActiveSkill(card, searchTypeArray);
  2717. const sk = skill.params;
  2718. return `固伤${sk[0].bigNumberToString()}`;
  2719. }
  2720. },
  2721. ]},
  2722. {group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----"}, functions: [
  2723. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体"},
  2724. function:cards=>cards.filter(card=>{
  2725. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2726. function isSingle(skill)
  2727. {
  2728. if (skill.type == 110)
  2729. return Boolean(skill.params[0]);
  2730. else if (skill.type == 144)
  2731. return Boolean(skill.params[2]);
  2732. else
  2733. return true;
  2734. }
  2735. const skill = getCardActiveSkill(card, searchTypeArray);
  2736. return skill && isSingle(skill);
  2737. })
  2738. },
  2739. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体"},
  2740. function:cards=>cards.filter(card=>{
  2741. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2742. function isAll(skill)
  2743. {
  2744. if (skill.type == 110)
  2745. return !Boolean(skill.params[0]);
  2746. else if (skill.type == 144)
  2747. return !Boolean(skill.params[2]);
  2748. else
  2749. return true;
  2750. }
  2751. const skill = getCardActiveSkill(card, searchTypeArray);
  2752. return skill && skill.id!=0 && isAll(skill);
  2753. })
  2754. },
  2755. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人"},
  2756. function:cards=>cards.filter(card=>{
  2757. const searchTypeArray = [42];
  2758. const skill = getCardActiveSkill(card, searchTypeArray);
  2759. return skill;
  2760. })
  2761. },
  2762. {name:"Numerical ATK - Attr - Any",otLangName:{chs:"大炮-属性-不限"},
  2763. function:cards=>cards.filter(card=>{
  2764. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2765. const skill = getCardActiveSkill(card, searchTypeArray);
  2766. return skill && skill.id!=0;
  2767. }),
  2768. addition:card=>{
  2769. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2770. const skill = getCardActiveSkill(card, searchTypeArray);
  2771. //const sk = skill.params;
  2772. const colors = [getCannonAttr(skill)];
  2773. const fragment = document.createDocumentFragment();
  2774. fragment.appendChild(document.createTextNode(`射`));
  2775. fragment.appendChild(createOrbsList(colors));
  2776. return fragment;
  2777. }
  2778. },
  2779. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身"},
  2780. function:cards=>cards.filter(card=>{
  2781. const searchTypeArray = [2,35];
  2782. const skill = getCardActiveSkill(card, searchTypeArray);
  2783. return skill;
  2784. })
  2785. },
  2786. {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)"},
  2787. function:cards=>cards.filter(card=>{
  2788. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2789. const skill = getCardActiveSkill(card, searchTypeArray);
  2790. return skill && skill.id!=0;
  2791. }).sort((a,b)=>{
  2792. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2793. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2794. function getNumber(skill)
  2795. {
  2796. const sk = skill.params;
  2797. switch(skill.type)
  2798. {
  2799. case 0:
  2800. case 37:
  2801. case 58:
  2802. case 59:
  2803. case 84:
  2804. case 85:
  2805. case 115:
  2806. return sk[1];
  2807. case 2:
  2808. case 35:
  2809. return sk[0];
  2810. default:
  2811. return 0;
  2812. }
  2813. }
  2814. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2815. return a_pC - b_pC;
  2816. })
  2817. },
  2818. {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)"},
  2819. function:cards=>cards.filter(card=>{
  2820. const searchTypeArray = [1,42,86,87];
  2821. const skill = getCardActiveSkill(card, searchTypeArray);
  2822. return skill;
  2823. }).sort((a,b)=>{
  2824. const searchTypeArray = [1,42,86,87];
  2825. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2826. function getNumber(skill)
  2827. {
  2828. const sk = skill.params;
  2829. switch(skill.type)
  2830. {
  2831. case 1:
  2832. case 86:
  2833. case 87:
  2834. return sk[1];
  2835. case 42:
  2836. return sk[2];
  2837. default:
  2838. return 0;
  2839. }
  2840. }
  2841. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2842. return a_pC - b_pC;
  2843. })
  2844. },
  2845. {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)"},
  2846. function:cards=>{
  2847. const searchTypeArray = [110];
  2848. return cards.filter(card=>{
  2849. const skill = getCardActiveSkill(card, searchTypeArray);
  2850. return skill;
  2851. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2852. }
  2853. },
  2854. {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)"},
  2855. function:cards=>{
  2856. const searchTypeArray = [143];
  2857. return cards.filter(card=>{
  2858. const skill = getCardActiveSkill(card, searchTypeArray);
  2859. return skill;
  2860. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2861. }
  2862. },
  2863. {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)"},
  2864. function:cards=>{
  2865. const searchTypeArray = [144];
  2866. return cards.filter(card=>{
  2867. const skill = getCardActiveSkill(card, searchTypeArray);
  2868. return skill;
  2869. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2870. }
  2871. },
  2872. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血"},
  2873. function:cards=>cards.filter(card=>{
  2874. const searchTypeArray = [35,115];
  2875. const skill = getCardActiveSkill(card, searchTypeArray);
  2876. return skill;
  2877. })
  2878. },
  2879. ]},
  2880. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======"}, functions: [
  2881. {name:"No Henshin",otLangName:{chs:"非变身"},
  2882. function:cards=>cards.filter(card=>!card.henshinFrom && !card.henshinTo)
  2883. },
  2884. {name:"Before Henshin",otLangName:{chs:"变身前"},
  2885. function:cards=>cards.filter(card=>card.henshinTo)
  2886. },
  2887. {name:"After Henshin",otLangName:{chs:"变身后"},
  2888. function:cards=>cards.filter(card=>card.henshinFrom)
  2889. },
  2890. {name:"Pixel Evo",otLangName:{chs:"像素进化"},
  2891. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  2892. },
  2893. {name:"8 latent grids",otLangName:{chs:"8格潜觉"},
  2894. function:cards=>cards.filter(card=>card.is8Latent)
  2895. },
  2896. //{name:"",otLangName:{chs:"非8格潜觉"},function:cards=>cards.filter(card=>!card.is8Latent)},
  2897. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化"},
  2898. function:cards=>cards.filter(card=>isReincarnated(card))
  2899. }, //evoBaseId可能为0
  2900. //{name:"",otLangName:{chs:"仅超转生进化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  2901. {name:"Super Ult Evo",otLangName:{chs:"超究极进化"},
  2902. function:cards=>cards.filter(card=>card.is8Latent && card.isUltEvo && !card.awakenings.includes(49))
  2903. },
  2904. /*{name:"",otLangName:{chs:"变身前"},
  2905. function:cards=>cards.filter(card=>{
  2906. const searchType = 202;
  2907. const skill = Skills[card.activeSkillId];
  2908. if (skill.type == searchType)
  2909. return true;
  2910. else if (skill.type == 116 || skill.type == 118){
  2911. const subskills = skill.params.map(id=>Skills[id]);
  2912. return subskills.some(subskill=>subskill.type == searchType);
  2913. }
  2914. })
  2915. },
  2916. {name:"",otLangName:{chs:"变身前后队长技保持不变"},
  2917. function:cards=>cards.filter(card=>{
  2918. const searchType = 202;
  2919. const skill = Skills[card.activeSkillId];
  2920. if (skill.type == searchType && card.leaderSkillId == Cards[skill.params[0]].leaderSkillId)
  2921. return true;
  2922. else if (skill.type == 116 || skill.type == 118){
  2923. const subskills = skill.params.map(id=>Skills[id]);
  2924. return subskills.some(subskill=>subskill.type == searchType && card.leaderSkillId == Cards[subskill.params[0]].leaderSkillId);
  2925. }
  2926. })
  2927. },*/
  2928. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来"},
  2929. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  2930. },
  2931. ]},
  2932. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======"}, functions: [
  2933. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)"},
  2934. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  2935. },
  2936. {name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)"},
  2937. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  2938. },
  2939. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制"},
  2940. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  2941. },
  2942. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%"},
  2943. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  2944. addition:card=>`成长${card.limitBreakIncr}%`
  2945. },
  2946. {name:"Max level is lv1",otLangName:{chs:"满级只有1级"},
  2947. function:cards=>cards.filter(card=>card.maxLevel==1)
  2948. },
  2949. {name:"Less than 100mp",otLangName:{chs:"低于100mp"},
  2950. function:cards=>cards.filter(card=>card.sellMP<100)
  2951. },
  2952. {name:"Have 3 types",otLangName:{chs:"有3个type"},
  2953. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  2954. },
  2955. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性"},
  2956. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  2957. },
  2958. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致"},
  2959. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  2960. },
  2961. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤"},
  2962. function:cards=>cards.filter(card=>card.blockSkinId>0)
  2963. },
  2964. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙"},
  2965. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  2966. },
  2967. ]},
  2968. {group:true,name:"----- Awoken -----",otLangName:{chs:"-----觉醒类-----"}, functions: [
  2969. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒"},
  2970. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  2971. },
  2972. {name:"Can be assist",otLangName:{chs:"可以做辅助"},
  2973. function:cards=>cards.filter(card=>card.canAssist)
  2974. },
  2975. {name:"Not weapon",otLangName:{chs:"不是武器"},
  2976. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  2977. },
  2978. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒"},
  2979. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  2980. },
  2981. {name:"3 same Killer Awoken, or 2 with same latent",otLangName:{chs:"3个相同杀觉醒,或2个杀觉醒并可打相同潜觉"},
  2982. function:cards=>cards.filter(card=>{
  2983. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  2984. if (hasAwokenKiller)
  2985. { //大于2个杀的进行判断
  2986. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  2987. { //大于3个杀的直接过
  2988. return true;
  2989. }else
  2990. { //2个杀的
  2991. const isAllowLatent = card.types.filter(i=>
  2992. i>=0 //去掉-1的type
  2993. ).map(type=>
  2994. type_allowable_latent[type] //得到允许打的潜觉杀
  2995. ).some(ls=>
  2996. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  2997. );
  2998. return isAllowLatent
  2999. }
  3000. }else
  3001. {
  3002. return false;
  3003. }
  3004. })
  3005. },
  3006. {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"},
  3007. function:cards=>cards.filter(card=>{
  3008. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3009. if (hasAwokenKiller)
  3010. { //大于2个杀的进行判断
  3011. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3012. { //大于3个杀的直接过
  3013. return true;
  3014. }else
  3015. { //2个杀的
  3016. const isAllowLatent = card.types.filter(i=>
  3017. i>=0 //去掉-1的type
  3018. ).map(type=>
  3019. type_allowable_latent[type] //得到允许打的潜觉杀
  3020. ).some(ls=>
  3021. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3022. );
  3023. return isAllowLatent
  3024. }
  3025. }else
  3026. {
  3027. return false;
  3028. }
  3029. })
  3030. },
  3031. {name:"4 same Killer Awoken(include super awoken), or 3 with same latent",otLangName:{chs:"4个相同杀觉醒(含超觉),或相同潜觉"},
  3032. function:cards=>cards.filter(card=>{
  3033. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3034. if (hasAwokenKiller)
  3035. { //大于2个杀的进行判断
  3036. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3037. { //大于3个杀的直接过
  3038. return true;
  3039. }else
  3040. { //2个杀的
  3041. const isAllowLatent = card.types.filter(i=>
  3042. i>=0 //去掉-1的type
  3043. ).map(type=>
  3044. type_allowable_latent[type] //得到允许打的潜觉杀
  3045. ).some(ls=>
  3046. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3047. );
  3048. return isAllowLatent
  3049. }
  3050. }else
  3051. {
  3052. return false;
  3053. }
  3054. })
  3055. },
  3056. ]},
  3057. ];
  3058. return functions;
  3059. })();

智龙迷城队伍图制作工具