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script-json_data.js 143 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. sort_name:{
  21. sort_none: "Nope",
  22. sort_id: "Cards Id",
  23. sort_attrs : "Attribute",
  24. sort_evoRootId: "Cards Evolution Root",
  25. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  26. sort_rarity: "Rarity",
  27. sort_cost: "Cost",
  28. sort_skillLv1: "Maximum Skill Turn",
  29. sort_skillLvMax: "Minimum Skill Turn",
  30. sort_evoSkillLastCD: "Minimum Skill Turn(latest in Evo Skill)",
  31. sort_hpMax120: "Max HP",
  32. sort_atkMax120: "Max ATK",
  33. sort_rcvMax120: "Max RCV",
  34. sort_hpMax120_awoken: "Max HP (+Awoken)",
  35. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  36. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  37. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  38. },
  39. force_reload_data: `Force refresh data`,
  40. skill_parse: {
  41. skill: {
  42. unknown: tp`Unkonwn skill type: ${'type'}`,
  43. active_turns: tp`${'actionSkill'}, for ${'turns'} turns`,
  44. random_skills: tp`Random Activates these skills:${'skills'}`,
  45. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  46. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  47. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  48. damage_enemy_times: tp`${'times'} `,
  49. damage_enemy_count: tp` (${'damage'} in total)`,
  50. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  51. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  52. delay: tp`${'icon'}Delays enemies' next move`,
  53. mass_attack: tp`${'icon'}Mass attacks`,
  54. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  55. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  56. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  57. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  58. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  59. unbind_normal: tp`${'icon'}Bind`,
  60. unbind_awakenings: tp`${'icon'}Awoken bind`,
  61. unbind_matches: tp`${'icon'}Unmatchable orb`,
  62. bind_skill: tp`${'icon'}Unable to use skills`,
  63. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  64. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  65. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  66. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  67. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  68. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  69. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  70. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  71. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  72. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  73. board_change: tp`Change all orbs to ${'orbs'}`,
  74. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  75. skill_boost_range: tp`~${'turns'}`,
  76. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  77. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  78. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  79. drop_refresh: tp`Replaces all orbs`,
  80. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  81. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  82. board7x6: tp`[${'icon'}7x6 board]`,
  83. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  84. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  85. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  86. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  87. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  88. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  89. orb_drop_increase_chance: tp`by ${'value'}`,
  90. attr_absorb: tp`${'icon'}Attribute absorption`,
  91. combo_absorb: tp`${'icon'}Combo absorption`,
  92. damage_absorb: tp`${'icon'}Damage absorption`,
  93. damage_void: tp`${'icon'}Damage void`,
  94. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  95. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  96. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  97. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  98. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  99. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  100. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  101. rate_multiply_drop: tp`${'icon'}Drop rate`,
  102. rate_multiply_coin: tp`${'icon'}Coins`,
  103. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  104. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  105. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  106. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  107. henshin: tp`Transforms into ${'card'}`,
  108. random_henshin: tp`Random transforms into ${'cards'}`,
  109. void_poison: tp`Voids ${'poison'} damage`,
  110. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  111. impart_awoken: tp`Impart ${'attrs_types'} additional ${'awakenings'}`,
  112. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  113. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  114. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  115. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  116. increase_damage_cap: tp`The ${'icon'}damage cap of ${'targets'} is increased to ${'cap'}`,
  117. },
  118. power: {
  119. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  120. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  121. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  122. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  123. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  124. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  125. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  126. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  127. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  128. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  129. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  130. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  131. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  132. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  133. },
  134. cond: {
  135. unknown: tp`[ Unknown condition ]`,
  136. hp_equal: tp`When ${'hp'} == ${'min'} `,
  137. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  138. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  139. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  140. use_skill: tp`When skills used `,
  141. multi_player: tp`When in Multiplayer Mode `,
  142. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  143. exact_combo: tp`When exactly ${'value'} combos `,
  144. exact_match_length: tp`When matching exactly of ${'value'}${'orbs'} `,
  145. exact_match_enhanced: tp` orbs including enhanced`,
  146. exact_match_length_multiple: tp`When matching each exactly of ${'value'}${'orbs'} `,
  147. compo_type_card: tp`When ${'ids'} are all on team, `,
  148. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  149. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  150. compo_type_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  151. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  152. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  153. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  154. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  155. },
  156. position: {
  157. top: tp`${'pos'} of top rows`,
  158. bottom: tp`${'pos'} of bottom rows`,
  159. left: tp`${'pos'} of left columns`,
  160. right: tp`${'pos'} of right columns`,
  161. shape: tp`specified location`,
  162. },
  163. value: {
  164. unknown: tp`[ Unknown value: ${'type'}]`, //type
  165. const: tp`${'value'} ${'unit'}`,
  166. const_to: tp`to ${'value'}`,
  167. mul_percent: tp`${'value'}%`,
  168. mul_times: tp`×${'value'}`,
  169. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  170. mul_of_times: tp`${'stats'} ×${'value'}`,
  171. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  172. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  173. prob: tp`${'value'} chance for `,
  174. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  175. },
  176. target: {
  177. unknown: tp`Unkown Target`,
  178. self: tp`card's`,
  179. team: tp`team`,
  180. team_last: tp`the lastest member`,
  181. team_leader: tp`leader`,
  182. sub_members: tp`sub-members`,
  183. leader_self: tp`left leader`,
  184. leader_helper: tp`right leader`,
  185. enemy: tp`Enemy`,
  186. enemy_all: tp`all enemys`,
  187. enemy_one: tp`1 enemy`,
  188. enemy_attr: tp`${'attr'} enemy`,
  189. the_attr: tp`attr of the matched Orbs`,
  190. },
  191. stats: {
  192. unknown: tp`[ Unknown: ${'type'}]`, //type
  193. maxhp: tp`Max HP`,
  194. hp: tp`HP`,
  195. chp: tp`current HP`,
  196. atk: tp`ATK`,
  197. rcv: tp`RCV`,
  198. teamhp: tp`Team HP`,
  199. teamatk: tp`Team ${'attrs'} ATK`,
  200. teamrcv: tp`Team RCV`,
  201. cstage: tp`current Stage of Dungeon`,
  202. },
  203. unit: {
  204. orbs: tp``,
  205. times: tp` times`,
  206. seconds: tp` seconds`,
  207. point: tp` point`,
  208. turns: tp` turns`,
  209. },
  210. word: {
  211. comma: tp`, `,
  212. slight_pause: tp`, `,
  213. range_hyphen: tp`~`,
  214. in_once: tp`in once `,
  215. evo_type_pixel: tp`Pixel Evo`,
  216. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  217. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  218. affix_attr: tp`${'cotent'} attr.`,
  219. affix_orb: tp`${'cotent'} orbs`,
  220. affix_type: tp`${'cotent'} types`,
  221. affix_awakening: tp`${'cotent'} awoken`,
  222. affix_exclude: tp`, exclude ${'cotent'}`,
  223. },
  224. attrs: {
  225. [0]: tp`${'icon'}Fire`,
  226. [1]: tp`${'icon'}Water`,
  227. [2]: tp`${'icon'}Wood`,
  228. [3]: tp`${'icon'}Light`,
  229. [4]: tp`${'icon'}Dark`,
  230. [5]: tp`${'icon'}Recover`,
  231. [6]: tp`${'icon'}Null`,
  232. all: tp`All`,
  233. self: tp`${'icon'}Self's Attr`,
  234. fixed: tp`${'icon'}Fixed`,
  235. },
  236. orbs: {
  237. [0]: tp`${'icon'}Fire`,
  238. [1]: tp`${'icon'}Water`,
  239. [2]: tp`${'icon'}Wood`,
  240. [3]: tp`${'icon'}Light`,
  241. [4]: tp`${'icon'}Dark`,
  242. [5]: tp`${'icon'}Heal`,
  243. [6]: tp`${'icon'}Jammer`,
  244. [7]: tp`${'icon'}Poison`,
  245. [8]: tp`${'icon'}Lethal Poison`,
  246. [9]: tp`${'icon'}Bomb`,
  247. enhanced: tp`${'icon'}Enhanced`,
  248. locked: tp`${'icon'}Locked`,
  249. nail: tp`${'icon'}Nail`,
  250. variation: tp`${'icon'}Roulette (transforms every ${'time'})`,
  251. _5color: tp`${'icon'}5 Att.`,
  252. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  253. all: tp`All`,
  254. any: tp`Any ${'cotent'}`,
  255. },
  256. types: {
  257. [0]: tp`${'icon'}Evo Material`,
  258. [1]: tp`${'icon'}Balanced`,
  259. [2]: tp`${'icon'}Physical`,
  260. [3]: tp`${'icon'}Healer`,
  261. [4]: tp`${'icon'}Dragon`,
  262. [5]: tp`${'icon'}God`,
  263. [6]: tp`${'icon'}Attacker`,
  264. [7]: tp`${'icon'}Devil`,
  265. [8]: tp`${'icon'}Machine`,
  266. [9]: tp`${'icon'}Special Protection`,
  267. [12]: tp`${'icon'}Awaken`,
  268. [14]: tp`${'icon'}Enhance Material`,
  269. [15]: tp`${'icon'}Redeemable`,
  270. },
  271. awokens: {
  272. [0]: tp`${'icon'}Unknown awoken`,
  273. [1]: tp`${'icon'}Enhanced HP`,
  274. [2]: tp`${'icon'}Enhanced Attack`,
  275. [3]: tp`${'icon'}Enhanced Heal`,
  276. [4]: tp`${'icon'}Reduce Fire Damage`,
  277. [5]: tp`${'icon'}Reduce Water Damage`,
  278. [6]: tp`${'icon'}Reduce Wood Damage`,
  279. [7]: tp`${'icon'}Reduce Light Damage`,
  280. [8]: tp`${'icon'}Reduce Dark Damage`,
  281. [9]: tp`${'icon'}Auto-Heal`,
  282. [10]: tp`${'icon'}Resistance-Bind`,
  283. [11]: tp`${'icon'}Resistance-Blind`,
  284. [12]: tp`${'icon'}Resistance-Jammers`,
  285. [13]: tp`${'icon'}Resistance-Poison`,
  286. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  287. [15]: tp`${'icon'}Enhanced Water Orbs`,
  288. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  289. [17]: tp`${'icon'}Enhanced Water Orbs`,
  290. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  291. [19]: tp`${'icon'}Extend Time`,
  292. [20]: tp`${'icon'}Recover Bind`,
  293. [21]: tp`${'icon'}Skill Boost`,
  294. [22]: tp`${'icon'}Enhanced Fire Rows`,
  295. [23]: tp`${'icon'}Enhanced Water Rows`,
  296. [24]: tp`${'icon'}Enhanced Wood Rows`,
  297. [25]: tp`${'icon'}Enhanced Water Rows`,
  298. [26]: tp`${'icon'}Enhanced Dark Rows`,
  299. [27]: tp`${'icon'}Two-Pronged Attack`,
  300. [28]: tp`${'icon'}Resistance-Skill Bind`,
  301. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  302. [30]: tp`${'icon'}Multi Boost`,
  303. [31]: tp`${'icon'}Dragon Killer`,
  304. [32]: tp`${'icon'}God Killer`,
  305. [33]: tp`${'icon'}Devil Killer`,
  306. [34]: tp`${'icon'}Machine Killer`,
  307. [35]: tp`${'icon'}Balanced Killer`,
  308. [36]: tp`${'icon'}Attacker Killer`,
  309. [37]: tp`${'icon'}Physical Killer`,
  310. [38]: tp`${'icon'}Healer Killer`,
  311. [39]: tp`${'icon'}Evo Killer`,
  312. [40]: tp`${'icon'}Awaken Killer`,
  313. [41]: tp`${'icon'}Enhance Killer`,
  314. [42]: tp`${'icon'}Redeemable Killer`,
  315. [43]: tp`${'icon'}Enhanced Combos`,
  316. [44]: tp`${'icon'}Guard Break`,
  317. [45]: tp`${'icon'}Bonus Attack`,
  318. [46]: tp`${'icon'}Enhanced Team HP `,
  319. [47]: tp`${'icon'}Enhanced Team RCV`,
  320. [48]: tp`${'icon'}Damage Void Piercer`,
  321. [49]: tp`${'icon'}Awoken Assist`,
  322. [50]: tp`${'icon'}Super Bonus Attack`,
  323. [51]: tp`${'icon'}Skill Charge`,
  324. [52]: tp`${'icon'}Resistance-Bind+`,
  325. [53]: tp`${'icon'}Extend Time+`,
  326. [54]: tp`${'icon'}Resistance-Clouds`,
  327. [55]: tp`${'icon'}Resistance-Immobility`,
  328. [56]: tp`${'icon'}Skill Boost+`,
  329. [57]: tp`${'icon'}50% or more HP Enhanced`,
  330. [58]: tp`${'icon'}50% or less HP Enhanced`,
  331. [59]: tp`${'icon'}L Damage Reduction`,
  332. [60]: tp`${'icon'}L Increased Attack`,
  333. [61]: tp`${'icon'}Super Enhanced Combos`,
  334. [62]: tp`${'icon'}Combo Orbs`,
  335. [63]: tp`${'icon'}Skill Voice`,
  336. [64]: tp`${'icon'}Dungeon Bonus`,
  337. [65]: tp`${'icon'}Reduced HP`,
  338. [66]: tp`${'icon'}Reduced Attack`,
  339. [67]: tp`${'icon'}Reduced RCV`,
  340. [68]: tp`${'icon'}Resistance-Blind+`,
  341. [69]: tp`${'icon'}Resistance-Jammers+`,
  342. [70]: tp`${'icon'}Resistance-Poison+`,
  343. [71]: tp`${'icon'}Blessing of Jammers`,
  344. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  345. [73]: tp`${'icon'}Enhanced Fire Combos`,
  346. [74]: tp`${'icon'}Enhanced Water Combos`,
  347. [75]: tp`${'icon'}Enhanced Wood Combos`,
  348. [76]: tp`${'icon'}Enhanced Light Combos`,
  349. [77]: tp`${'icon'}Enhanced Dark Combos`,
  350. [78]: tp`${'icon'}Cross Attack`,
  351. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  352. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  353. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  354. [82]: tp`${'icon'}Super Enhanced Matching`,
  355. [83]: tp`${'icon'}Append Dragon Type`,
  356. [84]: tp`${'icon'}Append God Type`,
  357. [85]: tp`${'icon'}Append Devil Type`,
  358. [86]: tp`${'icon'}Append Machine Type`,
  359. [87]: tp`${'icon'}Append Balanced Type`,
  360. [88]: tp`${'icon'}Append Attacker Type`,
  361. [89]: tp`${'icon'}Append Physical Type`,
  362. [90]: tp`${'icon'}Append Healer Type`,
  363. [91]: tp`${'icon'}Append Fire Attr.`,
  364. [92]: tp`${'icon'}Append Water Attr.`,
  365. [93]: tp`${'icon'}Append Wood Attr.`,
  366. [94]: tp`${'icon'}Append Water Attr.`,
  367. [95]: tp`${'icon'}Append Dark Attr.`,
  368. }
  369. },
  370. };
  371. //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
  372. const typekiller_for_type = [
  373. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  374. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  375. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  376. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  377. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  378. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  379. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  380. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  381. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  382. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  383. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  384. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  385. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  386. ];
  387. //类型允许的潜觉杀
  388. const type_allowable_latent = [];
  389. typekiller_for_type.forEach(t=>
  390. {
  391. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  392. .map(tn=>
  393. typekiller_for_type.find(_t=>_t.type == tn).latent
  394. );
  395. type_allowable_latent[t.type] = t.allowableLatent;
  396. }
  397. );
  398. //一般共同能打的潜觉
  399. const common_allowable_latent = [
  400. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  401. 28,29,30,31,32,33,34,35,36,37,38,
  402. 39,40,41,46,47 //需要拥有觉醒的才能打,但是有武器
  403. ];
  404. //120级才能打的潜觉
  405. const v120_allowable_latent = [
  406. 42,43,44,45
  407. ];
  408. //等效觉醒列表
  409. const equivalent_awoken = [
  410. {small:10,big:52,times:2}, //防封
  411. {small:11,big:68,times:5}, //防暗
  412. {small:12,big:69,times:5}, //防废
  413. {small:13,big:70,times:5}, //防毒
  414. {small:19,big:53,times:2}, //手指
  415. {small:21,big:56,times:2}, //SB
  416. {small:27,big:96,times:2}, //U
  417. {small:51,big:97,times:2}, //5色溜
  418. {small:9,big:98,times:2}, //自回
  419. {small:14,big:99,times:2}, //火+
  420. {small:15,big:100,times:2},//水+
  421. {small:16,big:101,times:2},//木+
  422. {small:17,big:102,times:2},//光+
  423. {small:18,big:103,times:2},//暗+
  424. {small:29,big:104,times:2},//心+
  425. ];
  426. //官方的觉醒排列顺序
  427. const official_awoken_sorting = [
  428. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  429. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  430. 48, 62, 57, 58, 60, 59, 54, 55, 44,
  431. 14, 15, 16, 17, 18, 29, 9, 27, 51,
  432. 99,100,101,102,103,104, 98, 96, 97,
  433. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  434. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  435. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  436. 65, 66, 67, 20, 71, 72, 30, 64, 63,
  437. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  438. 82, 84, 83, 85, 86, 87, 88, 89, 90,
  439. 91, 92, 93, 94, 95,
  440. ];
  441. //pdc的徽章对应数字
  442. const pdcBadgeMap = [
  443. {pdf:1,pdc:10}, //无限cost
  444. {pdf:2,pdc:12}, //小手指
  445. {pdf:3,pdc:9}, //全体攻击
  446. {pdf:4,pdc:5}, //小回复
  447. {pdf:5,pdc:1}, //小血量
  448. {pdf:6,pdc:3}, //小攻击
  449. {pdf:7,pdc:8}, //SB
  450. {pdf:8,pdc:18}, //队长防封
  451. {pdf:9,pdc:19}, //SX
  452. {pdf:11,pdc:7}, //无天降
  453. {pdf:17,pdc:6}, //大回复
  454. {pdf:18,pdc:2}, //大血量
  455. {pdf:19,pdc:4}, //大攻击
  456. {pdf:20,pdc:null}, //三维
  457. {pdf:21,pdc:13}, //大手指
  458. {pdf:10,pdc:11}, //加经验
  459. {pdf:12,pdc:15}, //墨镜
  460. {pdf:13,pdc:17}, //防废
  461. {pdf:14,pdc:16}, //防毒
  462. {pdf:50,pdc:14}, //月卡
  463. ];
  464. //pdc的潜觉对应数字
  465. const pdcLatentMap = [
  466. {pdf:1,pdc:1}, //HP
  467. {pdf:2,pdc:0}, //攻击
  468. {pdf:3,pdc:2}, //回复
  469. {pdf:4,pdc:19}, //手指
  470. {pdf:5,pdc:13}, //自回
  471. {pdf:6,pdc:14}, //火盾
  472. {pdf:7,pdc:15}, //水盾
  473. {pdf:8,pdc:16}, //木盾
  474. {pdf:9,pdc:17}, //光盾
  475. {pdf:10,pdc:18}, //暗盾
  476. {pdf:11,pdc:12}, //防坐
  477. {pdf:12,pdc:3}, //三维
  478. {pdf:13,pdc:35}, //不被换队长
  479. {pdf:13,pdc:47}, //不被换队长 ×1.5
  480. {pdf:14,pdc:37}, //不掉废
  481. {pdf:15,pdc:36}, //不掉毒
  482. {pdf:16,pdc:24}, //进化杀
  483. {pdf:17,pdc:25}, //觉醒杀
  484. {pdf:18,pdc:26}, //强化杀
  485. {pdf:19,pdc:27}, //卖钱杀
  486. {pdf:20,pdc:4}, //神杀
  487. {pdf:21,pdc:5}, //龙杀
  488. {pdf:22,pdc:6}, //恶魔杀
  489. {pdf:23,pdc:7}, //机械杀
  490. {pdf:24,pdc:8}, //平衡杀
  491. {pdf:25,pdc:9}, //攻击杀
  492. {pdf:26,pdc:10}, //体力杀
  493. {pdf:27,pdc:11}, //回复杀
  494. {pdf:28,pdc:20}, //大HP
  495. {pdf:29,pdc:21}, //大攻击
  496. {pdf:30,pdc:22}, //大回复
  497. {pdf:31,pdc:23}, //大手指
  498. {pdf:32,pdc:28}, //大火盾
  499. {pdf:33,pdc:29}, //大水盾
  500. {pdf:34,pdc:30}, //大木盾
  501. {pdf:35,pdc:31}, //大光盾
  502. {pdf:36,pdc:32}, //大暗盾
  503. {pdf:37,pdc:33}, //6色破无效
  504. {pdf:37,pdc:45}, //6色破无效 ×1.5
  505. {pdf:38,pdc:34}, //3色破属吸
  506. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  507. {pdf:39,pdc:40}, //C珠破吸
  508. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  509. {pdf:40,pdc:39}, //心横解转转
  510. {pdf:40,pdc:49}, //心横解转转 ×1.5
  511. {pdf:41,pdc:38}, //U解禁消
  512. {pdf:41,pdc:48}, //U解禁消 ×1.5
  513. {pdf:42,pdc:41}, //伤害上限解除
  514. {pdf:43,pdc:42}, //HP++
  515. {pdf:44,pdc:43}, //攻击++
  516. {pdf:45,pdc:44}, //回复++
  517. {pdf:46,pdc:51}, //心追解云封
  518. {pdf:46,pdc:52}, //心追解云封 ×1.5
  519. {pdf:47,pdc:53}, //心L大SB
  520. {pdf:47,pdc:54}, //心L大SB ×1.5
  521. ];
  522. //排序程序列表
  523. const sort_function_list = [
  524. {tag:"sort_none",name:"无",function:()=>0},
  525. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  526. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  527. let num = a.attrs[0] - b.attrs[0];
  528. if (num === 0) num = a.attrs[1] - b.attrs[1];
  529. return num;
  530. }
  531. },
  532. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  533. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  534. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  535. let num = card_a.attrs[0] - card_b.attrs[0];
  536. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  537. return num;
  538. }
  539. },
  540. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  541. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  542. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  543. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  544. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  545. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  546. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  547. }
  548. },
  549. {tag:"sort_evoSkillLastCD",name:"技能最小冷却时间(进化后)",function:(a,b)=>{
  550. function getEvoSkill(skill) {
  551. //232为进化后不循环技能,233为循环技能
  552. if (skill.type === 232 || skill.type === 233) return Skills[skill.params[skill.params.length-1]];
  553. else return skill;
  554. }
  555. const skill_a = getEvoSkill(Skills[a.activeSkillId]),skill_b = getEvoSkill(Skills[b.activeSkillId]);
  556. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  557. }
  558. },
  559. {tag:"sort_hpMax120",name:"Lv120最大HP",function:(a,b)=>a.hp.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.1 : 1) - b.hp.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.1 : 1)},
  560. {tag:"sort_atkMax120",name:"Lv120最大攻击",function:(a,b)=>a.atk.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.05 : 1) - b.atk.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.05 : 1)},
  561. {tag:"sort_rcvMax120",name:"Lv120最大回复",function:(a,b)=>a.rcv.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.05 : 1) - b.rcv.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.05 : 1)},
  562. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  563. {
  564. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  565. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  566. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  567. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  568. return abA - abB;
  569. }
  570. },
  571. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  572. {
  573. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  574. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  575. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  576. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  577. return abA - abB;
  578. }
  579. },
  580. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  581. {
  582. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  583. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  584. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  585. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  586. return abA - abB;
  587. }
  588. },
  589. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  590. {
  591. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  592. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  593. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  594. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  595. return abA - abB;
  596. }
  597. },
  598. ];
  599. //增加特殊搜索模式
  600. const specialSearchFunctions = (function() {
  601. 'use strict';
  602. //返回卡片的队长技能
  603. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  604. {
  605. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  606. }
  607. //返回卡片的技能
  608. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  609. {
  610. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  611. }
  612. //返回卡片的技能
  613. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  614. {
  615. switch(skillGreatType)
  616. {
  617. case 1:
  618. case "leader":
  619. return getCardLeaderSkill(card, skillTypes, searchRandom);
  620. case 2:
  621. case "active":
  622. return getCardActiveSkill(card, skillTypes, searchRandom);
  623. default:
  624. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  625. }
  626. }
  627. //查找到真正起作用的那一个技能
  628. function getActuallySkill(skill, skillTypes, searchRandom = true)
  629. {
  630. if (skillTypes.includes(skill.type))
  631. {
  632. return skill;
  633. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  634. {
  635. const subSkills = skill.params.map(id=>Skills[id]);
  636. for(let i = 0;i < subSkills.length; i++)
  637. { //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
  638. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  639. if (foundSubSkill)
  640. {
  641. return foundSubSkill;
  642. }
  643. }
  644. return null;
  645. }else
  646. {
  647. return null;
  648. }
  649. }
  650. //获取血倍率
  651. function getHPScale(ls)
  652. {
  653. const sk = ls.params;
  654. let scale = 1;
  655. switch (ls.type)
  656. {
  657. case 23: case 30: case 62: case 77: case 63: case 65:
  658. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  659. scale = sk[sk.length-1]/100;
  660. break;
  661. case 73: case 76:
  662. case 121: case 129: case 163: case 177: case 186:
  663. case 155:
  664. scale = sk[2]/100;
  665. break;
  666. case 106: case 107: case 108:
  667. scale = sk[0]/100;
  668. break;
  669. case 125:
  670. scale = sk[5]/100;
  671. break;
  672. case 136:
  673. case 137:
  674. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  675. break;
  676. case 158:
  677. scale = sk[4]/100;
  678. break;
  679. case 175:
  680. case 178: case 185:
  681. scale = sk[3]/100;
  682. break;
  683. case 203: case 217:
  684. scale = sk[1]/100;
  685. break;
  686. case 138: //调用其他队长技
  687. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  688. break;
  689. default:
  690. }
  691. return scale || 1;
  692. }
  693. //获取盾减伤比例
  694. function getReduceScale(ls, allAttr = false, noHPneed = false)
  695. {
  696. const sk = ls.params;
  697. let scale = 0;
  698. switch (ls.type)
  699. {
  700. case 16: //无条件盾
  701. scale = sk[0]/100;
  702. break;
  703. case 17: //单属性盾
  704. scale = allAttr ? 0 : sk[1]/100;
  705. break;
  706. case 36: //2个属性盾
  707. scale = allAttr ? 0 : sk[2]/100;
  708. break;
  709. case 38: //血线下 + 几率
  710. case 43: //血线上 + 几率
  711. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  712. break;
  713. case 129: //无条件盾,属性个数不固定
  714. case 163: //无条件盾,属性个数不固定
  715. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  716. break;
  717. case 178: //无条件盾,属性个数不固定
  718. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  719. break;
  720. case 130: //血线下 + 属性个数不固定
  721. case 131: //血线上 + 属性个数不固定
  722. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  723. break;
  724. case 151: //十字心触发
  725. case 169: //C触发
  726. case 198: //回血触发
  727. scale = sk[2]/100;
  728. break;
  729. case 170: //多色触发
  730. case 182: //长串触发
  731. case 193: //L触发
  732. scale = sk[3]/100;
  733. break;
  734. case 171: //多串触发
  735. scale = sk[6]/100;
  736. break;
  737. case 183: //又是个有两段血线的队长技
  738. scale = noHPneed ? 0 : sk[4]/100;
  739. break;
  740. case 210: //十字触发
  741. scale = sk[1]/100;
  742. break;
  743. case 235: { //可多次触发
  744. scale = (sk[4] || 0) / 100;
  745. break;
  746. }
  747. case 138: //调用其他队长技
  748. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  749. break;
  750. default:
  751. }
  752. return scale || 0;
  753. }
  754. //获取无条件盾减伤比例
  755. function getReduceScale_unconditional(ls)
  756. {
  757. const sk = ls.params;
  758. let scale = 0;
  759. switch (ls.type)
  760. {
  761. case 16: //无条件盾
  762. {
  763. scale = sk[0]/100;
  764. break;
  765. }
  766. case 129: //无条件盾,属性个数不固定
  767. case 163: //无条件盾,属性个数不固定
  768. {
  769. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  770. break;
  771. }
  772. case 178: //无条件盾,属性个数不固定
  773. {
  774. scale = (sk[6] & 31) != 31 ? 0 : sk[7]/100;
  775. break;
  776. }
  777. case 138: //调用其他队长技
  778. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  779. break;
  780. default:
  781. }
  782. return scale || 0;
  783. }
  784. function getCannonAttr(skill)
  785. {
  786. const sk = skill.params;
  787. switch(skill.type)
  788. {
  789. case 0:
  790. case 1:
  791. case 37:
  792. case 58:
  793. case 59:
  794. case 84:
  795. case 85:
  796. case 86:
  797. case 87:
  798. case 115:
  799. return sk[0];
  800. case 110:
  801. case 143:
  802. return sk[1];
  803. case 42:
  804. return sk[1];
  805. case 144:
  806. return sk[3] ?? 0;
  807. default:
  808. return -1;
  809. }
  810. }
  811. function sortByParams(a,b,searchTypeArray,pidx = 0)
  812. {
  813. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  814. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  815. return a_pC - b_pC;
  816. }
  817. function sortByHPScal(a,b)
  818. {
  819. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  820. return getHPScale(a_s) - getHPScale(b_s);
  821. }
  822. function HPScal_Addition(card)
  823. {
  824. const skill = Skills[card.leaderSkillId];
  825. return `💟${Math.round(getHPScale(skill) * 100)}%`;
  826. }
  827. function sortByReduceScale(a,b)
  828. {
  829. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  830. return getReduceScale(a_s) - getReduceScale(b_s);
  831. }
  832. function ReduceScale_Addition(card)
  833. {
  834. const skill = Skills[card.leaderSkillId];
  835. return `🛡️${Math.round(getReduceScale(skill) * 100)}%`;
  836. }
  837. function voidsAbsorption_Addition(card)
  838. {
  839. const searchTypeArray = [173];
  840. const skill = getCardActiveSkill(card, searchTypeArray);
  841. if (!skill) return;
  842. const sk = skill.params;
  843. if (sk[1] && sk[3])
  844. {
  845. return `双吸×${sk[0]}T`;
  846. }else
  847. {
  848. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  849. }
  850. }
  851. function unbind_Turns(card)
  852. {
  853. const outObj = {
  854. normal: 0,
  855. awoken: 0
  856. };
  857. const searchTypeArray = [117,179];
  858. const skill = getCardActiveSkill(card, searchTypeArray);
  859. if (skill)
  860. {
  861. const sk = skill.params;
  862. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  863. outObj.awoken = sk[4] || 0;
  864. }
  865. return outObj;
  866. }
  867. function unbind_Addition(card)
  868. {
  869. const turns = unbind_Turns(card);
  870. let strArr = [];
  871. if (turns.normal > 0 && turns.normal == turns.awoken)
  872. {
  873. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  874. }
  875. if (turns.normal > 0)
  876. {
  877. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  878. }
  879. if (turns.awoken > 0)
  880. {
  881. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  882. }
  883. return strArr.join(',');
  884. }
  885. function boardChange_ColorTypes(skill)
  886. {
  887. if (!skill) return [];
  888. const sk = skill.params;
  889. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  890. return colors;
  891. }
  892. function boardChange_Addition(card)
  893. {
  894. const searchTypeArray = [71];
  895. const skill = getCardActiveSkill(card, searchTypeArray);
  896. const colors = boardChange_ColorTypes(skill);
  897. return createOrbsList(colors);
  898. }
  899. function orbsChangeParse(skill)
  900. {
  901. function changes(from, to)
  902. {
  903. return {from:from,to:to};
  904. }
  905. let outArr = [];
  906. if (!skill) return outArr;
  907. const sk = skill.params;
  908. switch (skill.type)
  909. {
  910. case 9:{
  911. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  912. break;
  913. }
  914. case 20:{
  915. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  916. {
  917. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  918. }
  919. else
  920. {
  921. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  922. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  923. }
  924. break;
  925. }
  926. case 154:{
  927. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  928. break;
  929. }
  930. }
  931. return outArr;
  932. }
  933. function changeOrbs_Addition(card)
  934. {
  935. const searchTypeArray = [9,20,154];
  936. const skills = getCardActiveSkills(card, searchTypeArray);
  937. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  938. const fragment = document.createDocumentFragment();
  939. parsedSkills.forEach(p=>{
  940. fragment.appendChild(createOrbsList(p.from));
  941. fragment.appendChild(document.createTextNode(`→`));
  942. fragment.appendChild(createOrbsList(p.to));
  943. });
  944. return fragment;
  945. }
  946. function generateOrbsParse(card)
  947. {
  948. let outArr = [];
  949. const searchTypeArray = [141, 208];
  950. const skills = getCardActiveSkills(card, searchTypeArray);
  951. if (!skills.length) return outArr;
  952. for (const skill of skills)
  953. {
  954. const sk = skill.params;
  955. if (skill.type == 141)
  956. {
  957. outArr.push({
  958. count: sk[0],
  959. to: flags(sk[1] || 1),
  960. exclude: flags(sk[2]),
  961. });
  962. }else
  963. {
  964. outArr.push({
  965. count: sk[0],
  966. to: flags(sk[1] || 1),
  967. exclude: flags(sk[2]),
  968. });
  969. outArr.push({
  970. count: sk[3],
  971. to: flags(sk[4] || 1),
  972. exclude: flags(sk[5]),
  973. });
  974. }
  975. }
  976. return outArr;
  977. }
  978. function generateOrbs_Addition(card)
  979. {
  980. const gens = generateOrbsParse(card);
  981. const searchTypeArray = [141, 208];
  982. const skill = getCardActiveSkill(card, searchTypeArray);
  983. if (!skill) return;
  984. const sk = skill.params;
  985. const fragment = document.createDocumentFragment();
  986. for (const gen of gens)
  987. {
  988. fragment.appendChild(createOrbsList(gen.to));
  989. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  990. }
  991. return fragment;
  992. }
  993. function lock_Addition(card)
  994. {
  995. const searchTypeArray = [152];
  996. const skill = getCardActiveSkill(card, searchTypeArray);
  997. if (!skill) return;
  998. const sk = skill.params;
  999. const fragment = document.createDocumentFragment();
  1000. fragment.appendChild(document.createTextNode(`锁`));
  1001. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  1002. return fragment;
  1003. }
  1004. function dropLock_Addition(card)
  1005. {
  1006. const searchTypeArray = [205];
  1007. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  1008. if (!skill) return;
  1009. const sk = skill.params;
  1010. const fragment = document.createDocumentFragment();
  1011. fragment.appendChild(document.createTextNode(`掉锁`));
  1012. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 0b1111111111)));
  1013. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  1014. return fragment;
  1015. }
  1016. function dropOrb_Addition(card)
  1017. {
  1018. const searchTypeArray = [126];
  1019. const skill = getCardActiveSkill(card, searchTypeArray);
  1020. if (!skill) return;
  1021. const sk = skill.params;
  1022. const colors = flags(sk[0]);
  1023. const fragment = document.createDocumentFragment();
  1024. fragment.appendChild(createOrbsList(colors));
  1025. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  1026. return fragment;
  1027. }
  1028. function generateColumnOrbs_Addition(card)
  1029. {
  1030. const searchTypeArray = [127];
  1031. const skill = getCardActiveSkill(card, searchTypeArray);
  1032. if (!skill) return;
  1033. const sk = skill.params;
  1034. const colors = [];
  1035. for (let ai=0;ai<sk.length;ai+=2)
  1036. {
  1037. colors.push(flags(sk[ai+1]));
  1038. }
  1039. const fragment = document.createDocumentFragment();
  1040. fragment.appendChild(document.createTextNode(`竖`));
  1041. fragment.appendChild(createOrbsList(colors.flat()));
  1042. return fragment;
  1043. }
  1044. function generateRowOrbs_Addition(card)
  1045. {
  1046. const searchTypeArray = [128];
  1047. const skill = getCardActiveSkill(card, searchTypeArray);
  1048. if (!skill) return;
  1049. const sk = skill.params;
  1050. const colors = [];
  1051. for (let ai=0;ai<sk.length;ai+=2)
  1052. {
  1053. colors.push(flags(sk[ai+1]));
  1054. }
  1055. const fragment = document.createDocumentFragment();
  1056. fragment.appendChild(document.createTextNode(`横`));
  1057. fragment.appendChild(createOrbsList(colors.flat()));
  1058. return fragment;
  1059. }
  1060. function numericalATK_Addition(card)
  1061. {
  1062. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  1063. const skill = getCardActiveSkill(card, searchTypeArray);
  1064. if (!skill) return;
  1065. //const sk = skill.params;
  1066. const colors = [getCannonAttr(skill)];
  1067. const fragment = document.createDocumentFragment();
  1068. fragment.appendChild(document.createTextNode(`射`));
  1069. fragment.appendChild(createOrbsList(colors));
  1070. return fragment;
  1071. }
  1072. function memberATK_Addition(card)
  1073. {
  1074. const searchTypeArray = [230];
  1075. const skill = getCardActiveSkill(card, searchTypeArray);
  1076. if (!skill) return;
  1077. const sk = skill.params;
  1078. const fragment = document.createDocumentFragment();
  1079. const ul = fragment.appendChild(document.createElement("ul"));
  1080. ul.className = "team-flags";
  1081. for (let i = 0; i<6; i++) {
  1082. const li = ul.appendChild(document.createElement("li"));
  1083. li.className = "team-member-icon";
  1084. }
  1085. const targetTypes = ["self","leader-self","leader-helper","sub-members"];
  1086. flags(sk[1]).forEach(n=>ul.classList.add(targetTypes[n]));
  1087. let str = '';
  1088. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1089. fragment.appendChild(document.createTextNode(str));
  1090. return fragment;
  1091. }
  1092. function healImmediately_Rate(card)
  1093. {
  1094. const searchTypeArray = [7, //宠物回复力
  1095. 8, //固定点数
  1096. 35,115, //吸血
  1097. 117
  1098. ];
  1099. const skills = getCardActiveSkills(card, searchTypeArray);
  1100. const outObj = {
  1101. vampire: 0,
  1102. selfRcv: 0,
  1103. const: 0,
  1104. scale: 0,
  1105. };
  1106. if (!skills.length) return outObj;
  1107. skills.forEach(skill=>{
  1108. const sk = skill.params;
  1109. if (skill.type == 7)
  1110. {
  1111. outObj.selfRcv += sk[0];
  1112. }
  1113. else if(skill.type == 8)
  1114. {
  1115. outObj.const += sk[0];
  1116. }
  1117. else if(skill.type == 35)
  1118. {
  1119. outObj.vampire += sk[1];
  1120. }
  1121. else if(skill.type == 115)
  1122. {
  1123. outObj.vampire += sk[2];
  1124. }
  1125. else if(skill.type == 117)
  1126. {
  1127. outObj.selfRcv += sk[1] || 0;
  1128. outObj.const += sk[2] || 0;
  1129. outObj.scale += sk[3] || 0;
  1130. }
  1131. });
  1132. return outObj;
  1133. }
  1134. function atkBuff_Rate(card)
  1135. {
  1136. const searchTypeArray = [
  1137. 88,92, //类型的
  1138. 50,90, //属性的,要排除回复力
  1139. 156,168,231, //宝石姬
  1140. 228, //属性、类型数量
  1141. ];
  1142. const skills = getCardActiveSkills(card, searchTypeArray);
  1143. return skills.map(atkBuffParse).find(s=>s.rate != 0) || atkBuffParse();
  1144. function atkBuffParse(skill) {
  1145. const outObj = {
  1146. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1147. types: [],
  1148. attrs: [],
  1149. awoken: [],
  1150. rate: 0,
  1151. turns: 0,
  1152. };
  1153. if (!skill) return outObj;
  1154. const sk = skill.params;
  1155. if (skill.type == 88 || skill.type == 92)
  1156. {
  1157. outObj.skilltype = 2;
  1158. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1159. outObj.turns = sk[0];
  1160. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1161. }
  1162. else if(skill.type == 50 || skill.type == 90)
  1163. {
  1164. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1165. if (!outObj.attrs.length) //去除回复力
  1166. return outObj;
  1167. outObj.skilltype = 2;
  1168. outObj.turns = sk[0];
  1169. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1170. }
  1171. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1172. || skill.type == 168)
  1173. {
  1174. outObj.skilltype = 1;
  1175. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1176. outObj.turns = sk[0];
  1177. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1178. }
  1179. else if(skill.type == 228 && sk[3] > 0)
  1180. {
  1181. outObj.skilltype = 1;
  1182. outObj.attrs = flags(sk[1]);
  1183. outObj.types = flags(sk[2]);
  1184. outObj.turns = sk[0];
  1185. outObj.rate = sk[3];
  1186. }
  1187. else if(skill.type == 231 && sk[6] > 0)
  1188. {
  1189. outObj.skilltype = 1;
  1190. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1191. outObj.turns = sk[0];
  1192. outObj.rate = sk[6];
  1193. }
  1194. return outObj;
  1195. }
  1196. }
  1197. function rcvBuff_Rate(card)
  1198. {
  1199. const searchTypeArray = [
  1200. 50,90,
  1201. 228, 231, //宝石姬
  1202. ];
  1203. const skills = getCardActiveSkills(card, searchTypeArray);
  1204. return skills.map(rcvBuffParse).find(s=>s.rate != 0) || rcvBuffParse();
  1205. function rcvBuffParse(skill) {
  1206. const outObj = {
  1207. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1208. types: [],
  1209. attrs: [],
  1210. awoken: [],
  1211. rate: 0,
  1212. turns: 0,
  1213. };
  1214. if (!skill) return outObj;
  1215. const sk = skill.params;
  1216. if (skill.type == 228 && sk[4] > 0) {
  1217. outObj.skilltype = 1;
  1218. outObj.attrs = flags(sk[1]);
  1219. outObj.types = flags(sk[2]);
  1220. outObj.turns = sk[0];
  1221. outObj.rate = sk[4];
  1222. } else if (skill.type == 231 && sk[7] > 0) {
  1223. outObj.skilltype = 1;
  1224. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1225. outObj.turns = sk[0];
  1226. outObj.rate = sk[7];
  1227. } else if (skill.type == 50 || skill.type == 90) {
  1228. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1229. outObj.turns = sk[0];
  1230. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1231. }
  1232. return outObj;
  1233. }
  1234. }
  1235. function damageSelf_Rate(card)
  1236. {
  1237. const searchTypeArray = [84,85,86,87,195];
  1238. const skill = getCardActiveSkill(card, searchTypeArray);
  1239. if (!skill) return 0;
  1240. const sk = skill.params;
  1241. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1242. }
  1243. function changeEnemiesAttr_Attr(card)
  1244. {
  1245. const outObj = {
  1246. attr: null,
  1247. turns: 0
  1248. }
  1249. const searchTypeArray = [153, 224];
  1250. const skill = getCardActiveSkill(card, searchTypeArray);
  1251. if (!skill) return outObj;
  1252. const sk = skill.params;
  1253. if (skill.type == 153)
  1254. {
  1255. outObj.attr = sk[0];
  1256. }
  1257. else if (skill.type == 224)
  1258. {
  1259. outObj.attr = sk[1] || 0;
  1260. outObj.turns = sk[0];
  1261. }
  1262. return outObj;
  1263. }
  1264. //创建1个觉醒图标
  1265. function createAwokenIcon(awokenId)
  1266. {
  1267. const icon = document.createElement("icon");
  1268. icon.className ="awoken-icon";
  1269. icon.setAttribute("data-awoken-icon", awokenId);
  1270. return icon;
  1271. }
  1272. //产生一个觉醒列表
  1273. function creatAwokenList(awokens) {
  1274. const ul = document.createElement("ul");
  1275. ul.className = "awoken-ul";
  1276. awokens.forEach(ak=>{
  1277. const li = ul.appendChild(document.createElement("li"));
  1278. const icon = li.appendChild(createAwokenIcon(ak));
  1279. });
  1280. return ul;
  1281. }
  1282. //产生宝珠列表
  1283. function createOrbsList(orbs)
  1284. {
  1285. if (orbs == undefined) orbs = [0];
  1286. else if (!Array.isArray(orbs)) orbs = [orbs];
  1287. const ul = document.createElement("ul");
  1288. ul.className = "board";
  1289. orbs.forEach(orbType => {
  1290. const li = ul.appendChild(document.createElement("li"));
  1291. li.className = `orb-icon`;
  1292. li.setAttribute("data-orb-icon", orbType);
  1293. });
  1294. return ul;
  1295. }
  1296. //产生类型列表
  1297. function createTypesList(types)
  1298. {
  1299. if (types == undefined) types = [0];
  1300. else if (!Array.isArray(types)) types = [types];
  1301. const ul = document.createElement("ul");
  1302. ul.className = "types-ul";
  1303. types.forEach(type => {
  1304. const li = ul.appendChild(document.createElement("li"));
  1305. li.className = `type-icon`;
  1306. li.setAttribute("data-type-icon", type);
  1307. });
  1308. return ul;
  1309. }
  1310. const functions = [
  1311. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1312. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1313. ]},
  1314. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1315. {name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)",cht:"破屬吸 buff(按破吸回合排序)"},
  1316. function:cards=>{
  1317. const searchTypeArray = [173];
  1318. return cards.filter(card=>{
  1319. const skill = getCardActiveSkill(card, searchTypeArray);
  1320. return skill && skill.params[1];
  1321. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1322. },addition:voidsAbsorption_Addition},
  1323. /*{name:"Voids combo absorption(sort by turns)",otLangName:{chs:"破C吸 buff(按破吸回合排序)",cht:"破C吸 buff(按破吸回合排序)"},
  1324. function:cards=>{
  1325. const searchTypeArray = [173];
  1326. return cards.filter(card=>{
  1327. const skill = getCardActiveSkill(card, searchTypeArray);
  1328. return skill && skill.params[2];
  1329. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1330. },addition:voidsAbsorption_Addition},*/
  1331. {name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)",cht:"破傷吸 buff(按破吸回合排序)"},
  1332. function:cards=>{
  1333. const searchTypeArray = [173];
  1334. return cards.filter(card=>{
  1335. const skill = getCardActiveSkill(card, searchTypeArray);
  1336. return skill && skill.params[3];
  1337. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1338. },addition:voidsAbsorption_Addition},
  1339. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)",cht:"雙破吸 buff(按破吸回合排序)"},
  1340. function:cards=>{
  1341. const searchTypeArray = [173];
  1342. return cards.filter(card=>{
  1343. const skill = getCardActiveSkill(card, searchTypeArray);
  1344. return skill && skill.params[1] && skill.params[3];
  1345. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1346. },addition:voidsAbsorption_Addition},
  1347. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)",cht:"貫穿無效盾 buff(按破吸回合排序)"},
  1348. function:cards=>{
  1349. const searchTypeArray = [191];
  1350. return cards.filter(card=>{
  1351. const skill = getCardActiveSkill(card, searchTypeArray);
  1352. return skill;
  1353. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1354. },
  1355. addition:card=>{
  1356. const searchTypeArray = [191];
  1357. const skill = getCardActiveSkill(card, searchTypeArray);
  1358. if (!skill) return;
  1359. const sk = skill.params;
  1360. return document.createTextNode(`破贯×${sk[0]}T`);
  1361. }
  1362. },
  1363. ]},
  1364. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1365. {
  1366. name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)",cht:"解封(按解封回合排序)"},
  1367. function:cards=>{
  1368. return cards.filter(card=>{
  1369. const turns = unbind_Turns(card);
  1370. return turns.normal > 0;
  1371. }).sort((a,b)=>{
  1372. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1373. let a_pC = a_s.normal, b_pC = b_s.normal;
  1374. return a_pC - b_pC;
  1375. });
  1376. },
  1377. addition:unbind_Addition
  1378. },
  1379. {
  1380. name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)",cht:"解覺醒(按解覺回合排序)"},
  1381. function:cards=>{
  1382. return cards.filter(card=>{
  1383. const turns = unbind_Turns(card);
  1384. return turns.awoken > 0;
  1385. }).sort((a,b)=>{
  1386. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1387. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1388. return a_pC - b_pC;
  1389. });
  1390. },
  1391. addition:unbind_Addition
  1392. },
  1393. {
  1394. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)",cht:"解封+覺醒(按解覺醒回合排序)"},
  1395. function:cards=>{
  1396. return cards.filter(card=>{
  1397. const turns = unbind_Turns(card);
  1398. return turns.normal && turns.awoken > 0;
  1399. }).sort((a,b)=>{
  1400. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1401. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1402. return a_pC - b_pC;
  1403. });
  1404. },
  1405. addition:unbind_Addition
  1406. },
  1407. {
  1408. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)",cht:"解禁消珠(按消除回合排序)"},
  1409. function:cards=>{
  1410. const searchTypeArray = [196];
  1411. return cards.filter(card=>{
  1412. const skill = getCardActiveSkill(card, searchTypeArray);
  1413. return skill;
  1414. }).sort((a,b)=>{
  1415. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1416. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1417. return a_pC - b_pC;
  1418. })
  1419. },
  1420. addition:card=>{
  1421. const searchTypeArray = [196];
  1422. const skill = getCardActiveSkill(card, searchTypeArray);
  1423. if (!skill) return;
  1424. const sk = skill.params;
  1425. const value = sk[0];
  1426. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1427. }
  1428. },
  1429. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1430. function:cards=>cards.filter(card=>{
  1431. const searchTypeArray = [215];
  1432. const skill = getCardActiveSkill(card, searchTypeArray);
  1433. return skill;
  1434. }),
  1435. addition:card=>{
  1436. const searchTypeArray = [215];
  1437. const skill = getCardActiveSkill(card, searchTypeArray);
  1438. if (!skill) return;
  1439. const sk = skill.params;
  1440. const fragment = document.createDocumentFragment();
  1441. fragment.appendChild(document.createTextNode(`自封`));
  1442. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1443. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1444. return fragment;
  1445. }
  1446. },
  1447. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1448. function:cards=>cards.filter(card=>{
  1449. const searchTypeArray = [214];
  1450. const skill = getCardActiveSkill(card, searchTypeArray);
  1451. return skill;
  1452. }),
  1453. addition:card=>{
  1454. const searchTypeArray = [214];
  1455. const skill = getCardActiveSkill(card, searchTypeArray);
  1456. if (!skill) return;
  1457. const sk = skill.params;
  1458. return document.createTextNode(`自封技${sk[0]}T`);
  1459. }
  1460. },
  1461. ]},
  1462. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1463. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  1464. function:cards=>cards.filter(card=>{
  1465. const searchTypeArray = [156,168,228,231];
  1466. const skill = getCardActiveSkill(card, searchTypeArray);
  1467. return skill;
  1468. })
  1469. },
  1470. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1471. function:cards=>{
  1472. return cards.filter(card=>{
  1473. const atkbuff = rcvBuff_Rate(card);
  1474. return atkbuff.skilltype > 0;
  1475. }).sort((a,b)=>{
  1476. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1477. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1478. if (sortNum == 0)
  1479. sortNum = a_pC.rate - b_pC.rate;
  1480. if (sortNum == 0)
  1481. sortNum = a_pC.turns - b_pC.turns;
  1482. return sortNum;
  1483. });
  1484. },
  1485. addition:card=>{
  1486. const atkbuff = rcvBuff_Rate(card);
  1487. const fragment = document.createDocumentFragment();
  1488. fragment.appendChild(createOrbsList([5]));
  1489. if (atkbuff.skilltype == 0) return fragment;
  1490. if (atkbuff.skilltype == 1)
  1491. {
  1492. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1493. if (atkbuff.awoken.length)
  1494. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1495. if (atkbuff.attrs.length)
  1496. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1497. if (atkbuff.types.length)
  1498. fragment.appendChild(createTypesList(atkbuff.types));
  1499. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1500. }else if (atkbuff.skilltype == 2)
  1501. {
  1502. if (atkbuff.attrs.length)
  1503. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1504. if (atkbuff.types.length)
  1505. fragment.appendChild(createTypesList(atkbuff.types));
  1506. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1507. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1508. }
  1509. return fragment;
  1510. }
  1511. },
  1512. {name:"Team ATK rate change",otLangName:{chs:"全队攻击力 buff",cht:"全隊攻擊力 buff"},
  1513. function:cards=>{
  1514. return cards.filter(card=>{
  1515. const atkbuff = atkBuff_Rate(card);
  1516. return atkbuff.skilltype > 0;
  1517. }).sort((a,b)=>{
  1518. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1519. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1520. if (sortNum == 0)
  1521. sortNum = a_pC.rate - b_pC.rate;
  1522. if (sortNum == 0)
  1523. sortNum = a_pC.turns - b_pC.turns;
  1524. return sortNum;
  1525. });
  1526. },
  1527. addition:card=>{
  1528. const atkbuff = atkBuff_Rate(card);
  1529. const fragment = document.createDocumentFragment();
  1530. if (atkbuff.skilltype == 0) return fragment;
  1531. if (atkbuff.skilltype == 1)
  1532. {
  1533. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1534. if (atkbuff.awoken.length)
  1535. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1536. if (atkbuff.attrs.length)
  1537. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1538. if (atkbuff.types.length)
  1539. fragment.appendChild(createTypesList(atkbuff.types));
  1540. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1541. }else if (atkbuff.skilltype == 2)
  1542. {
  1543. if (atkbuff.attrs.length)
  1544. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1545. if (atkbuff.types.length)
  1546. fragment.appendChild(createTypesList(atkbuff.types));
  1547. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1548. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1549. }
  1550. return fragment;
  1551. }
  1552. },
  1553. {name:"Member ATK rate change",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1554. function:cards=>{
  1555. const searchTypeArray = [230];
  1556. return cards.filter(card=>{
  1557. const skill = getCardActiveSkill(card, searchTypeArray);
  1558. return skill;
  1559. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1560. },
  1561. addition:memberATK_Addition
  1562. },
  1563. {name:"Member ATK rate change - Self",otLangName:{chs:"队员攻击力 buff - 自身",cht:"隊員攻擊力 buff - 自身"},
  1564. function:cards=>{
  1565. const searchTypeArray = [230];
  1566. return cards.filter(card=>{
  1567. const skill = getCardActiveSkill(card, searchTypeArray);
  1568. return skill && Boolean(skill.params[1] & 1<<0);
  1569. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1570. },
  1571. addition:memberATK_Addition
  1572. },
  1573. {name:"Member ATK rate change - Leader",otLangName:{chs:"队员攻击力 buff - 队长",cht:"隊員攻擊力 buff - 隊長"},
  1574. function:cards=>{
  1575. const searchTypeArray = [230];
  1576. return cards.filter(card=>{
  1577. const skill = getCardActiveSkill(card, searchTypeArray);
  1578. return skill && Boolean(skill.params[1] & (1<<1 | 1<<2));
  1579. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1580. },
  1581. addition:memberATK_Addition
  1582. },
  1583. {name:"Member ATK rate change - Member",otLangName:{chs:"队员攻击力 buff - 队员",cht:"隊員攻擊力 buff - 隊員"},
  1584. function:cards=>{
  1585. const searchTypeArray = [230];
  1586. return cards.filter(card=>{
  1587. const skill = getCardActiveSkill(card, searchTypeArray);
  1588. return skill && Boolean(skill.params[1] & 1<<3);
  1589. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1590. },
  1591. addition:memberATK_Addition
  1592. },
  1593. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1594. function:cards=>{
  1595. const searchTypeArray = [132];
  1596. return cards.filter(card=>{
  1597. const skill = getCardActiveSkill(card, searchTypeArray);
  1598. return skill;
  1599. }).sort((a,b)=>{
  1600. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1601. //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
  1602. 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;
  1603. 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]);
  1604. });
  1605. },
  1606. addition:card=>{
  1607. const searchTypeArray = [132];
  1608. const skill = getCardActiveSkill(card, searchTypeArray);
  1609. if (!skill) return;
  1610. const sk = skill.params;
  1611. let str = "👆";
  1612. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1613. if (sk[2]) str += `x${sk[2]/100}`;
  1614. str += `x${sk[0]}T`;
  1615. return str;
  1616. }
  1617. },
  1618. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  1619. function:cards=>{
  1620. const searchTypeArray = [184];
  1621. return cards.filter(card=>{
  1622. const skill = getCardActiveSkill(card, searchTypeArray);
  1623. return skill;
  1624. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1625. },
  1626. addition:card=>{
  1627. const searchTypeArray = [184];
  1628. const skill = getCardActiveSkill(card, searchTypeArray);
  1629. if (!skill) return;
  1630. const sk = skill.params;
  1631. return `无↓×${sk[0]}T`;
  1632. }
  1633. },
  1634. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  1635. function:cards=>{
  1636. const searchTypeArray = [160];
  1637. return cards.filter(card=>{
  1638. const skill = getCardActiveSkill(card, searchTypeArray);
  1639. return skill;
  1640. }).sort((a,b)=>{
  1641. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1642. return a_s.params[1] - b_s.params[1];
  1643. });
  1644. },
  1645. addition:card=>{
  1646. const searchTypeArray = [160];
  1647. const skill = getCardActiveSkill(card, searchTypeArray);
  1648. if (!skill) return;
  1649. const sk = skill.params;
  1650. return `+${sk[1]}C×${sk[0]}T`;
  1651. }
  1652. },
  1653. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  1654. function:cards=>{
  1655. const searchTypeArray = [3,156];
  1656. return cards.filter(card=>{
  1657. const skill = getCardActiveSkill(card, searchTypeArray);
  1658. if (!skill) return false;
  1659. if (skill.type == 156)
  1660. return skill.params[4]==3;
  1661. else
  1662. return true;
  1663. }).sort((a,b)=>{
  1664. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1665. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1666. if (!sortNum)
  1667. {
  1668. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1669. sortNum = a_pC - b_pC;
  1670. }
  1671. return sortNum;
  1672. });
  1673. },
  1674. addition:card=>{
  1675. const searchTypeArray = [3,156];
  1676. const skill = getCardActiveSkill(card, searchTypeArray);
  1677. if (!skill) return;
  1678. const sk = skill.params;
  1679. const fragment = document.createDocumentFragment();
  1680. if (skill.type == 156)
  1681. {
  1682. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1683. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1684. fragment.appendChild(creatAwokenList(awokenArr));
  1685. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1686. }else
  1687. {
  1688. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1689. }
  1690. return fragment;
  1691. }
  1692. },
  1693. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  1694. function:cards=>{
  1695. const searchTypeArray = [3];
  1696. return cards.filter(card=>{
  1697. const skill = getCardActiveSkill(card, searchTypeArray);
  1698. return skill && skill.params[1]>=100;
  1699. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1700. },
  1701. addition:card=>{
  1702. const searchTypeArray = [3];
  1703. const skill = getCardActiveSkill(card, searchTypeArray);
  1704. if (!skill) return;
  1705. const sk = skill.params;
  1706. return `无敌×${sk[0]}T`;
  1707. }
  1708. },
  1709. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  1710. function:cards=>{
  1711. const searchTypeArray = [21];
  1712. return cards.filter(card=>{
  1713. const skill = getCardActiveSkill(card, searchTypeArray);
  1714. return skill;
  1715. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1716. },
  1717. addition:card=>{
  1718. const searchTypeArray = [21];
  1719. const skill = getCardActiveSkill(card, searchTypeArray);
  1720. if (!skill) return;
  1721. const sk = skill.params;
  1722. const colors = [sk[1]];
  1723. const fragment = document.createDocumentFragment();
  1724. fragment.appendChild(document.createTextNode(`-`));
  1725. fragment.appendChild(createOrbsList(colors));
  1726. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1727. return fragment;
  1728. }
  1729. },
  1730. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  1731. function:cards=>{
  1732. const searchTypeArray = [51];
  1733. return cards.filter(card=>{
  1734. const skill = getCardActiveSkill(card, searchTypeArray);
  1735. return skill;
  1736. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1737. },
  1738. addition:card=>{
  1739. const searchTypeArray = [51];
  1740. const skill = getCardActiveSkill(card, searchTypeArray);
  1741. if (!skill) return;
  1742. const sk = skill.params;
  1743. return `全体×${sk[0]}T`;
  1744. }
  1745. },
  1746. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)",cht:"生成變換位(轉轉珠)"},
  1747. function:cards=>{
  1748. const searchTypeArray = [207];
  1749. return cards.filter(card=>{
  1750. const skill = getCardActiveSkill(card, searchTypeArray);
  1751. return skill;
  1752. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1753. },
  1754. addition:card=>{
  1755. const searchTypeArray = [207];
  1756. const skill = getCardActiveSkill(card, searchTypeArray);
  1757. if (!skill) return;
  1758. const sk = skill.params;
  1759. if (sk[7])
  1760. return `${sk[7]}个×${sk[0]}T`;
  1761. else
  1762. return `特殊形状×${sk[0]}T`;
  1763. }
  1764. },
  1765. ]},
  1766. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1767. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  1768. function:cards=>{
  1769. const searchTypeArray = [18];
  1770. return cards.filter(card=>{
  1771. const skill = getCardActiveSkill(card, searchTypeArray);
  1772. return skill;
  1773. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1774. },
  1775. addition:card=>{
  1776. const searchTypeArray = [18];
  1777. const skill = getCardActiveSkill(card, searchTypeArray);
  1778. if (!skill) return;
  1779. const sk = skill.params;
  1780. return document.createTextNode(`威吓×${sk[0]}T`);
  1781. }
  1782. },
  1783. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  1784. function:cards=>{
  1785. const searchTypeArray = [19];
  1786. return cards.filter(card=>{
  1787. const skill = getCardActiveSkill(card, searchTypeArray);
  1788. return skill;
  1789. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1790. },
  1791. addition:card=>{
  1792. const searchTypeArray = [19];
  1793. const skill = getCardActiveSkill(card, searchTypeArray);
  1794. if (!skill) return;
  1795. const sk = skill.params;
  1796. return `破防${sk[1]}%`;
  1797. }
  1798. },
  1799. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  1800. function:cards=>{
  1801. const searchTypeArray = [19];
  1802. return cards.filter(card=>{
  1803. const skill = getCardActiveSkill(card, searchTypeArray);
  1804. return skill && skill.params[1]>=100;
  1805. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1806. },
  1807. addition:card=>{
  1808. const searchTypeArray = [19];
  1809. const skill = getCardActiveSkill(card, searchTypeArray);
  1810. if (!skill) return;
  1811. const sk = skill.params;
  1812. return `全破×${sk[0]}T`;
  1813. }
  1814. },
  1815. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  1816. function:cards=>{
  1817. const searchTypeArray = [4];
  1818. return cards.filter(card=>{
  1819. const skill = getCardActiveSkill(card, searchTypeArray);
  1820. return skill;
  1821. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1822. },
  1823. addition:card=>{
  1824. const searchTypeArray = [4];
  1825. const skill = getCardActiveSkill(card, searchTypeArray);
  1826. if (!skill) return;
  1827. const sk = skill.params;
  1828. return `攻击力×${sk[0]/100}倍`;
  1829. }
  1830. },
  1831. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  1832. function:cards=>{
  1833. return cards.filter(card=>{
  1834. return changeEnemiesAttr_Attr(card).attr != null;
  1835. }).sort((a,b)=>{
  1836. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1837. return a_pC.attr - b_pC.attr;
  1838. })
  1839. },
  1840. addition:card=>{
  1841. let change = changeEnemiesAttr_Attr(card);
  1842. const fragment = document.createDocumentFragment();
  1843. fragment.appendChild(document.createTextNode(`敌→`));
  1844. fragment.appendChild(createOrbsList(change.attr));
  1845. if (change.turns > 0)
  1846. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1847. return fragment;
  1848. }
  1849. },
  1850. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  1851. function:cards=>{
  1852. const searchTypeArray = [60];
  1853. return cards.filter(card=>{
  1854. const skill = getCardActiveSkill(card, searchTypeArray);
  1855. return skill;
  1856. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1857. },
  1858. addition:card=>{
  1859. const searchTypeArray = [60];
  1860. const skill = getCardActiveSkill(card, searchTypeArray);
  1861. if (!skill) return;
  1862. const sk = skill.params;
  1863. const fragment = document.createDocumentFragment();
  1864. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1865. fragment.appendChild(createOrbsList(sk[2]));
  1866. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1867. return fragment;
  1868. }
  1869. },
  1870. ]},
  1871. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----",cht:"-----對自身隊伍生效類-----"}, functions: [
  1872. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)",cht:"【溜】減少CD(按回合排序)"},
  1873. function:cards=>{
  1874. const searchTypeArray = [146];
  1875. return cards.filter(card=>{
  1876. const skill = getCardActiveSkill(card, searchTypeArray);
  1877. return skill;
  1878. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1879. },
  1880. addition:card=>{
  1881. const searchTypeArray = [146];
  1882. const skill = getCardActiveSkill(card, searchTypeArray);
  1883. if (!skill) return;
  1884. const sk = skill.params;
  1885. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1886. }
  1887. },
  1888. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1889. function:cards=>{
  1890. const searchTypeArray = [218];
  1891. return cards.filter(card=>{
  1892. const skill = getCardActiveSkill(card, searchTypeArray);
  1893. return skill;
  1894. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1895. },
  1896. addition:card=>{
  1897. const searchTypeArray = [218];
  1898. const skill = getCardActiveSkill(card, searchTypeArray);
  1899. if (!skill) return;
  1900. const sk = skill.params;
  1901. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  1902. }
  1903. },
  1904. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1905. function:cards=>cards.filter(card=>{
  1906. const searchTypeArray = [93, 227];
  1907. const skill = getCardActiveSkill(card, searchTypeArray);
  1908. return skill;
  1909. })
  1910. },
  1911. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)",cht:"轉換自身屬性(按回合數排序)"},
  1912. function:cards=>{
  1913. const searchTypeArray = [142];
  1914. return cards.filter(card=>{
  1915. const skill = getCardActiveSkill(card, searchTypeArray);
  1916. return skill;
  1917. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1918. },
  1919. addition:card=>{
  1920. const searchTypeArray = [142];
  1921. const skill = getCardActiveSkill(card, searchTypeArray);
  1922. if (!skill) return;
  1923. const sk = skill.params;
  1924. const fragment = document.createDocumentFragment();
  1925. fragment.appendChild(document.createTextNode(`自→`));
  1926. fragment.appendChild(createOrbsList(sk[1]));
  1927. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1928. return fragment;
  1929. }
  1930. },
  1931. ]},
  1932. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  1933. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1934. function:cards=>{
  1935. const searchTypeArray = [179];
  1936. return cards.filter(card=>{
  1937. const skill = getCardActiveSkill(card, searchTypeArray);
  1938. return skill;
  1939. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1940. },
  1941. addition:card=>{
  1942. const searchTypeArray = [179];
  1943. const skill = getCardActiveSkill(card, searchTypeArray);
  1944. if (!skill) return;
  1945. const sk = skill.params;
  1946. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  1947. }
  1948. },
  1949. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1950. function:cards=>{
  1951. return cards.filter(card=>{
  1952. const heal = healImmediately_Rate(card);
  1953. return Object.values(heal).some(v=>v);
  1954. })
  1955. .sort((a,b)=>{
  1956. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1957. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1958. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1959. let sortNum = a_i - b_i;
  1960. if (!sortNum)
  1961. {
  1962. sortNum = a_vs[a_i] - b_vs[b_i];
  1963. }
  1964. return sortNum;
  1965. });
  1966. },
  1967. addition:card=>{
  1968. const heal = healImmediately_Rate(card);
  1969. let strArr = [];
  1970. if (heal.scale)
  1971. strArr.push(`${heal.scale}%最大HP`);
  1972. if (heal.const)
  1973. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  1974. if (heal.selfRcv)
  1975. strArr.push(`${heal.selfRcv/100}倍回复力`);
  1976. if (heal.vampire)
  1977. strArr.push(`${heal.vampire}%伤害`);
  1978. return strArr.join(',');
  1979. }
  1980. },
  1981. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  1982. function:cards=>{
  1983. return cards.filter(card=>damageSelf_Rate(card)>0)
  1984. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  1985. },
  1986. addition:card=>{
  1987. let rate = damageSelf_Rate(card);
  1988. if (rate < 100)
  1989. return `减少${rate}%`;
  1990. else
  1991. return `减少到1`;
  1992. }
  1993. },
  1994. ]},
  1995. {group:true,name:"----- Orbs Lock -----",otLangName:{chs:"-----锁珠类-----",cht:"-----鎖珠類-----"}, functions: [
  1996. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  1997. function:cards=>cards.filter(card=>{
  1998. const searchTypeArray = [172];
  1999. const skill = getCardActiveSkill(card, searchTypeArray);
  2000. return skill;
  2001. })
  2002. },
  2003. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2004. function:cards=>cards.filter(card=>{
  2005. const searchTypeArray = [152];
  2006. const skill = getCardActiveSkill(card, searchTypeArray);
  2007. return skill;
  2008. }),
  2009. addition:lock_Addition
  2010. },
  2011. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2012. function:cards=>cards.filter(card=>{
  2013. const searchTypeArray = [152];
  2014. const skill = getCardActiveSkill(card, searchTypeArray);
  2015. return skill && (skill.params[0] & 63) === 63;
  2016. }),
  2017. addition:lock_Addition
  2018. },
  2019. ]},
  2020. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2021. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  2022. function:cards=>{
  2023. const searchTypeArray = [205];
  2024. return cards.filter(card=>{
  2025. const skill = getCardActiveSkill(card, searchTypeArray);
  2026. return skill;
  2027. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2028. },
  2029. addition:dropLock_Addition
  2030. },
  2031. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  2032. function:cards=>{
  2033. const searchTypeArray = [205];
  2034. return cards.filter(card=>{
  2035. const skill = getCardActiveSkill(card, searchTypeArray);
  2036. return skill && (skill.params[0] & 63) === 63;
  2037. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2038. },
  2039. addition:dropLock_Addition
  2040. },
  2041. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"},
  2042. function:cards=>{
  2043. const searchTypeArray = [180];
  2044. return cards.filter(card=>{
  2045. const skill = getCardActiveSkill(card, searchTypeArray);
  2046. return skill;
  2047. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2048. },
  2049. addition:card=>{
  2050. const searchTypeArray = [180];
  2051. const skill = getCardActiveSkill(card, searchTypeArray);
  2052. if (!skill) return;
  2053. const sk = skill.params;
  2054. return `${sk[1]}%×${sk[0]}T`;
  2055. }
  2056. },
  2057. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  2058. function:cards=>cards.filter(card=>{
  2059. const searchTypeArray = [126];
  2060. const skill = getCardActiveSkill(card, searchTypeArray);
  2061. return skill;
  2062. }),
  2063. addition:dropOrb_Addition
  2064. },
  2065. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  2066. function:cards=>cards.filter(card=>{
  2067. const searchTypeArray = [126];
  2068. const skill = getCardActiveSkill(card, searchTypeArray);
  2069. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2070. }),
  2071. addition:dropOrb_Addition
  2072. },
  2073. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"},
  2074. function:cards=>cards.filter(card=>{
  2075. const searchTypeArray = [126];
  2076. const skill = getCardActiveSkill(card, searchTypeArray);
  2077. return skill && skill.params[1] >= 99;
  2078. }),
  2079. addition:dropOrb_Addition
  2080. },
  2081. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2082. function:cards=>cards.filter(card=>{
  2083. const searchTypeArray = [126];
  2084. const skill = getCardActiveSkill(card, searchTypeArray);
  2085. return skill && skill.params[3] == 100;
  2086. }),
  2087. addition:dropOrb_Addition
  2088. },
  2089. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  2090. function:cards=>{
  2091. const searchTypeArray = [226];
  2092. return cards.filter(card=>{
  2093. const skill = getCardActiveSkill(card, searchTypeArray);
  2094. return skill;
  2095. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2096. },
  2097. addition:card=>{
  2098. const searchTypeArray = [226];
  2099. const skill = getCardActiveSkill(card, searchTypeArray);
  2100. if (!skill) return;
  2101. const sk = skill.params;
  2102. return `📌${sk[1]}%×${sk[0]}T`;
  2103. }
  2104. },
  2105. ]},
  2106. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----",cht:"-----對敵直接傷害類-重力-----"}, functions: [
  2107. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)",cht:"重力-敵人當前血量(按比例排序)"},
  2108. function:cards=>{
  2109. const searchTypeArray = [6];
  2110. return cards.filter(card=>{
  2111. const skill = getCardActiveSkill(card, searchTypeArray);
  2112. return skill;
  2113. }).sort((a,b)=>{
  2114. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2115. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2116. return a_pC - b_pC;
  2117. })
  2118. },
  2119. addition:card=>{
  2120. const searchTypeArray = [6];
  2121. const skill = getCardActiveSkill(card, searchTypeArray);
  2122. if (!skill) return;
  2123. const sk = skill.params;
  2124. return `当前${sk[0]}%`;
  2125. }
  2126. },
  2127. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)",cht:"重力-敵人最大血量(按比例排序)"},
  2128. function:cards=>{
  2129. const searchTypeArray = [161];
  2130. return cards.filter(card=>{
  2131. const skill = getCardActiveSkill(card, searchTypeArray);
  2132. return skill;
  2133. }).sort((a,b)=>{
  2134. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2135. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2136. return a_pC - b_pC;
  2137. })
  2138. },
  2139. addition:card=>{
  2140. const searchTypeArray = [161];
  2141. const skill = getCardActiveSkill(card, searchTypeArray);
  2142. if (!skill) return;
  2143. const sk = skill.params;
  2144. return `最大${sk[0]}%`;
  2145. }
  2146. },
  2147. ]},
  2148. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----",cht:"-----對敵直接傷害類-無視防禦固傷-----"}, functions: [
  2149. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)",cht:"無視防禦固傷-單體(按總傷害排序)"},
  2150. function:cards=>{
  2151. const searchTypeArray = [55,188];
  2152. return cards.filter(card=>{
  2153. const skill = getCardActiveSkill(card, searchTypeArray);
  2154. return skill;
  2155. }).sort((a,b)=>{
  2156. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2157. 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);
  2158. return a_pC - b_pC;
  2159. });
  2160. },
  2161. addition:card=>{
  2162. const searchTypeArray = [55,188];
  2163. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2164. const sk = skills[0].params;
  2165. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2166. }
  2167. },
  2168. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)",cht:"無視防禦固傷-全體(按傷害數排序)"},
  2169. function:cards=>{
  2170. const searchTypeArray = [56];
  2171. return cards.filter(card=>{
  2172. const skill = getCardActiveSkill(card, searchTypeArray);
  2173. return skill;
  2174. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2175. },
  2176. addition:card=>{
  2177. const searchTypeArray = [56];
  2178. const skill = getCardActiveSkill(card, searchTypeArray);
  2179. if (!skill) return;
  2180. const sk = skill.params;
  2181. return `固伤${sk[0].bigNumberToString()}`;
  2182. }
  2183. },
  2184. ]},
  2185. {group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----",cht:"-----對敵直接傷害類-大炮-----"}, functions: [
  2186. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2187. function:cards=>cards.filter(card=>{
  2188. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2189. function isSingle(skill)
  2190. {
  2191. if (skill.type == 110)
  2192. return Boolean(skill.params[0]);
  2193. else if (skill.type == 144)
  2194. return Boolean(skill.params[2]);
  2195. else
  2196. return true;
  2197. }
  2198. const skill = getCardActiveSkill(card, searchTypeArray);
  2199. return skill && isSingle(skill);
  2200. }),
  2201. addition: numericalATK_Addition
  2202. },
  2203. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2204. function:cards=>cards.filter(card=>{
  2205. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2206. function isAll(skill)
  2207. {
  2208. if (skill.type == 110)
  2209. return !Boolean(skill.params[0]);
  2210. else if (skill.type == 144)
  2211. return !Boolean(skill.params[2]);
  2212. else
  2213. return true;
  2214. }
  2215. const skill = getCardActiveSkill(card, searchTypeArray);
  2216. return skill && skill.id!=0 && isAll(skill);
  2217. }),
  2218. addition: numericalATK_Addition
  2219. },
  2220. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人",cht:"大炮-對象-指定屬性敵人"},
  2221. function:cards=>cards.filter(card=>{
  2222. const searchTypeArray = [42];
  2223. const skill = getCardActiveSkill(card, searchTypeArray);
  2224. return skill;
  2225. })
  2226. },
  2227. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身",cht:"大炮-屬性-釋放者自身"},
  2228. function:cards=>cards.filter(card=>{
  2229. const searchTypeArray = [2,35];
  2230. const skill = getCardActiveSkill(card, searchTypeArray);
  2231. return skill;
  2232. })
  2233. },
  2234. {name:"Numerical ATK - Damage - Rate by Actors self ATK(sort by rate)",otLangName:{chs:"大炮-伤害-自身攻击倍率(按倍率排序,范围取小)",cht:"大炮-傷害-自身攻擊倍率(按倍率排序,範圍取小)"},
  2235. function:cards=>cards.filter(card=>{
  2236. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2237. const skill = getCardActiveSkill(card, searchTypeArray);
  2238. return skill && skill.id!=0;
  2239. }).sort((a,b)=>{
  2240. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2241. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2242. function getNumber(skill)
  2243. {
  2244. const sk = skill.params;
  2245. switch(skill.type)
  2246. {
  2247. case 0:
  2248. case 37:
  2249. case 58:
  2250. case 59:
  2251. case 84:
  2252. case 85:
  2253. case 115:
  2254. return sk[1];
  2255. case 2:
  2256. case 35:
  2257. return sk[0];
  2258. default:
  2259. return 0;
  2260. }
  2261. }
  2262. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2263. return a_pC - b_pC;
  2264. }),
  2265. addition: numericalATK_Addition
  2266. },
  2267. {name:"Numerical ATK - Damage - Fixed Attr Number (sort by number)",otLangName:{chs:"大炮-伤害-指定属性数值(按数值排序)",cht:"大炮-傷害-指定屬性數值(按數值排序)"},
  2268. function:cards=>cards.filter(card=>{
  2269. const searchTypeArray = [1,42,86,87];
  2270. const skill = getCardActiveSkill(card, searchTypeArray);
  2271. return skill;
  2272. }).sort((a,b)=>{
  2273. const searchTypeArray = [1,42,86,87];
  2274. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2275. function getNumber(skill)
  2276. {
  2277. const sk = skill.params;
  2278. switch(skill.type)
  2279. {
  2280. case 1:
  2281. case 86:
  2282. case 87:
  2283. return sk[1];
  2284. case 42:
  2285. return sk[2];
  2286. default:
  2287. return 0;
  2288. }
  2289. }
  2290. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2291. return a_pC - b_pC;
  2292. }),
  2293. addition: numericalATK_Addition
  2294. },
  2295. {name:"Numerical ATK - Damage - By remaining HP (sort by rate at HP 1)",otLangName:{chs:"大炮-伤害-根据剩余血量(按 1 HP 时倍率排序)",cht:"大炮-傷害-根據剩餘血量(按 1 HP 時倍率排序)"},
  2296. function:cards=>{
  2297. const searchTypeArray = [110];
  2298. return cards.filter(card=>{
  2299. const skill = getCardActiveSkill(card, searchTypeArray);
  2300. return skill;
  2301. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2302. },
  2303. addition: numericalATK_Addition
  2304. },
  2305. {name:"Numerical ATK - Damage - Team total HP (sort by rate)",otLangName:{chs:"大炮-伤害-队伍总 HP(按倍率排序)",cht:"大炮-傷害-隊伍總 HP(按倍率排序)"},
  2306. function:cards=>{
  2307. const searchTypeArray = [143];
  2308. return cards.filter(card=>{
  2309. const skill = getCardActiveSkill(card, searchTypeArray);
  2310. return skill;
  2311. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2312. },
  2313. addition: numericalATK_Addition
  2314. },
  2315. {name:"Numerical ATK - Damage - Team attrs ATK (sort by rate)",otLangName:{chs:"大炮-伤害-队伍某属性总攻击(按倍率排序)",cht:"大炮-傷害-隊伍某屬性總攻擊(按倍率排序)"},
  2316. function:cards=>{
  2317. const searchTypeArray = [144];
  2318. return cards.filter(card=>{
  2319. const skill = getCardActiveSkill(card, searchTypeArray);
  2320. return skill;
  2321. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2322. },
  2323. addition: numericalATK_Addition
  2324. },
  2325. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2326. function:cards=>cards.filter(card=>{
  2327. const searchTypeArray = [35,115];
  2328. const skill = getCardActiveSkill(card, searchTypeArray);
  2329. return skill;
  2330. })
  2331. },
  2332. ]},
  2333. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----",cht:"-----洗版類-----"}, functions: [
  2334. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2335. function:cards=>cards.filter(card=>{
  2336. const searchTypeArray = [10];
  2337. const skill = getCardActiveSkill(card, searchTypeArray);
  2338. return skill;
  2339. })
  2340. },
  2341. {name:"Changes all Orbs to any",otLangName:{chs:"洗版-任意色",cht:"洗版-任意色"},
  2342. function:cards=>cards.filter(card=>{
  2343. const searchTypeArray = [71];
  2344. const skill = getCardActiveSkill(card, searchTypeArray);
  2345. return skill;
  2346. }),
  2347. addition:boardChange_Addition
  2348. },
  2349. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2350. function:cards=>cards.filter(card=>{
  2351. const searchTypeArray = [71];
  2352. const skill = getCardActiveSkill(card, searchTypeArray);
  2353. return boardChange_ColorTypes(skill).length == 1;
  2354. }),
  2355. addition:boardChange_Addition
  2356. },
  2357. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2358. function:cards=>cards.filter(card=>{
  2359. const searchTypeArray = [71];
  2360. const skill = getCardActiveSkill(card, searchTypeArray);
  2361. return boardChange_ColorTypes(skill).length == 2;
  2362. }),
  2363. addition:boardChange_Addition
  2364. },
  2365. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2366. function:cards=>cards.filter(card=>{
  2367. const searchTypeArray = [71];
  2368. const skill = getCardActiveSkill(card, searchTypeArray);
  2369. return boardChange_ColorTypes(skill).length == 3;
  2370. }),
  2371. addition:boardChange_Addition
  2372. },
  2373. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2374. function:cards=>cards.filter(card=>{
  2375. const searchTypeArray = [71];
  2376. const skill = getCardActiveSkill(card, searchTypeArray);
  2377. return boardChange_ColorTypes(skill).length == 4;
  2378. }),
  2379. addition:boardChange_Addition
  2380. },
  2381. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2382. function:cards=>cards.filter(card=>{
  2383. const searchTypeArray = [71];
  2384. const skill = getCardActiveSkill(card, searchTypeArray);
  2385. return boardChange_ColorTypes(skill).length == 5;
  2386. }),
  2387. addition:boardChange_Addition
  2388. },
  2389. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2390. function:cards=>cards.filter(card=>{
  2391. const searchTypeArray = [71];
  2392. const skill = getCardActiveSkill(card, searchTypeArray);
  2393. return boardChange_ColorTypes(skill).length >= 6;
  2394. }),
  2395. addition:boardChange_Addition
  2396. },
  2397. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2398. function:cards=>cards.filter(card=>{
  2399. const searchTypeArray = [71];
  2400. const skill = getCardActiveSkill(card, searchTypeArray);
  2401. return boardChange_ColorTypes(skill).includes(0);
  2402. }),
  2403. addition:boardChange_Addition
  2404. },
  2405. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2406. function:cards=>cards.filter(card=>{
  2407. const searchTypeArray = [71];
  2408. const skill = getCardActiveSkill(card, searchTypeArray);
  2409. return boardChange_ColorTypes(skill).includes(1);
  2410. }),
  2411. addition:boardChange_Addition
  2412. },
  2413. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2414. function:cards=>cards.filter(card=>{
  2415. const searchTypeArray = [71];
  2416. const skill = getCardActiveSkill(card, searchTypeArray);
  2417. return boardChange_ColorTypes(skill).includes(2);
  2418. }),
  2419. addition:boardChange_Addition
  2420. },
  2421. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2422. function:cards=>cards.filter(card=>{
  2423. const searchTypeArray = [71];
  2424. const skill = getCardActiveSkill(card, searchTypeArray);
  2425. return boardChange_ColorTypes(skill).includes(3);
  2426. }),
  2427. addition:boardChange_Addition
  2428. },
  2429. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2430. function:cards=>cards.filter(card=>{
  2431. const searchTypeArray = [71];
  2432. const skill = getCardActiveSkill(card, searchTypeArray);
  2433. return boardChange_ColorTypes(skill).includes(4);
  2434. }),
  2435. addition:boardChange_Addition
  2436. },
  2437. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2438. function:cards=>cards.filter(card=>{
  2439. const searchTypeArray = [71];
  2440. const skill = getCardActiveSkill(card, searchTypeArray);
  2441. return boardChange_ColorTypes(skill).includes(5);
  2442. }),
  2443. addition:boardChange_Addition
  2444. },
  2445. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2446. function:cards=>cards.filter(card=>{
  2447. const searchTypeArray = [71];
  2448. const skill = getCardActiveSkill(card, searchTypeArray);
  2449. const colors = boardChange_ColorTypes(skill);
  2450. return colors.includes(6)
  2451. || colors.includes(7)
  2452. || colors.includes(8)
  2453. || colors.includes(9);
  2454. }),
  2455. addition:boardChange_Addition
  2456. },
  2457. ]},
  2458. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2459. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2460. function:cards=>cards.filter(card=>{
  2461. const searchTypeArray = [9,20,154];
  2462. const skills = getCardActiveSkills(card, searchTypeArray);
  2463. if (!skills.length) return false;
  2464. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2465. return parsedSkills.some(p=>p.to.includes(0));
  2466. }),
  2467. addition:changeOrbs_Addition
  2468. },
  2469. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2470. function:cards=>cards.filter(card=>{
  2471. const searchTypeArray = [9,20,154];
  2472. const skills = getCardActiveSkills(card, searchTypeArray);
  2473. if (!skills.length) return false;
  2474. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2475. return parsedSkills.some(p=>p.to.includes(1));
  2476. }),
  2477. addition:changeOrbs_Addition
  2478. },
  2479. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2480. function:cards=>cards.filter(card=>{
  2481. const searchTypeArray = [9,20,154];
  2482. const skills = getCardActiveSkills(card, searchTypeArray);
  2483. if (!skills.length) return false;
  2484. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2485. return parsedSkills.some(p=>p.to.includes(2));
  2486. }),
  2487. addition:changeOrbs_Addition
  2488. },
  2489. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2490. function:cards=>cards.filter(card=>{
  2491. const searchTypeArray = [9,20,154];
  2492. const skills = getCardActiveSkills(card, searchTypeArray);
  2493. if (!skills.length) return false;
  2494. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2495. return parsedSkills.some(p=>p.to.includes(3));
  2496. }),
  2497. addition:changeOrbs_Addition
  2498. },
  2499. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2500. function:cards=>cards.filter(card=>{
  2501. const searchTypeArray = [9,20,154];
  2502. const skills = getCardActiveSkills(card, searchTypeArray);
  2503. if (!skills.length) return false;
  2504. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2505. return parsedSkills.some(p=>p.to.includes(4));
  2506. }),
  2507. addition:changeOrbs_Addition
  2508. },
  2509. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2510. function:cards=>cards.filter(card=>{
  2511. const searchTypeArray = [9,20,154];
  2512. const skills = getCardActiveSkills(card, searchTypeArray);
  2513. if (!skills.length) return false;
  2514. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2515. return parsedSkills.some(p=>p.to.includes(5));
  2516. }),
  2517. addition:changeOrbs_Addition
  2518. },
  2519. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2520. function:cards=>cards.filter(card=>{
  2521. const searchTypeArray = [9,20,154];
  2522. const skills = getCardActiveSkills(card, searchTypeArray);
  2523. if (!skills.length) return false;
  2524. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2525. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2526. }),
  2527. addition:changeOrbs_Addition
  2528. },
  2529. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2530. function:cards=>cards.filter(card=>{
  2531. const searchTypeArray = [9,20,154];
  2532. const skills = getCardActiveSkills(card, searchTypeArray);
  2533. if (!skills.length) return false;
  2534. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2535. return parsedSkills.some(p=>p.from.includes(0));
  2536. }),
  2537. addition:changeOrbs_Addition
  2538. },
  2539. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2540. function:cards=>cards.filter(card=>{
  2541. const searchTypeArray = [9,20,154];
  2542. const skills = getCardActiveSkills(card, searchTypeArray);
  2543. if (!skills.length) return false;
  2544. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2545. return parsedSkills.some(p=>p.from.includes(1));
  2546. }),
  2547. addition:changeOrbs_Addition
  2548. },
  2549. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2550. function:cards=>cards.filter(card=>{
  2551. const searchTypeArray = [9,20,154];
  2552. const skills = getCardActiveSkills(card, searchTypeArray);
  2553. if (!skills.length) return false;
  2554. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2555. return parsedSkills.some(p=>p.from.includes(2));
  2556. }),
  2557. addition:changeOrbs_Addition
  2558. },
  2559. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2560. function:cards=>cards.filter(card=>{
  2561. const searchTypeArray = [9,20,154];
  2562. const skills = getCardActiveSkills(card, searchTypeArray);
  2563. if (!skills.length) return false;
  2564. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2565. return parsedSkills.some(p=>p.from.includes(3));
  2566. }),
  2567. addition:changeOrbs_Addition
  2568. },
  2569. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2570. function:cards=>cards.filter(card=>{
  2571. const searchTypeArray = [9,20,154];
  2572. const skills = getCardActiveSkills(card, searchTypeArray);
  2573. if (!skills.length) return false;
  2574. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2575. return parsedSkills.some(p=>p.from.includes(4));
  2576. }),
  2577. addition:changeOrbs_Addition
  2578. },
  2579. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2580. function:cards=>cards.filter(card=>{
  2581. const searchTypeArray = [9,20,154];
  2582. const skills = getCardActiveSkills(card, searchTypeArray);
  2583. if (!skills.length) return false;
  2584. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2585. return parsedSkills.some(p=>p.from.includes(5));
  2586. }),
  2587. addition:changeOrbs_Addition
  2588. },
  2589. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2590. function:cards=>cards.filter(card=>{
  2591. const searchTypeArray = [9,20,154];
  2592. const skills = getCardActiveSkills(card, searchTypeArray);
  2593. if (!skills.length) return false;
  2594. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2595. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2596. }),
  2597. addition:changeOrbs_Addition
  2598. },
  2599. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2600. function:cards=>{
  2601. const searchTypeArray = [52,91,140];
  2602. return cards.filter(card=>{
  2603. const skill = getCardActiveSkill(card, searchTypeArray);
  2604. return skill;
  2605. });
  2606. },
  2607. addition:card=>{
  2608. const searchTypeArray = [52,91,140];
  2609. const skill = getCardActiveSkill(card, searchTypeArray);
  2610. if (!skill) return;
  2611. const sk = skill.params;
  2612. let attrs = [];
  2613. switch (skill.type)
  2614. {
  2615. case 52:{
  2616. attrs.push(sk[0]); break;
  2617. }
  2618. case 91:{
  2619. attrs = sk.slice(0,-1); break;
  2620. }
  2621. case 140:{
  2622. attrs = flags(sk[0]); break;
  2623. }
  2624. }
  2625. const fragment = document.createDocumentFragment();
  2626. fragment.appendChild(document.createTextNode(`强化`));
  2627. fragment.appendChild(createOrbsList(attrs));
  2628. return fragment;
  2629. }
  2630. },
  2631. ]},
  2632. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2633. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2634. function:cards=>cards.filter(card=>{
  2635. function is30(sk)
  2636. {
  2637. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2638. }
  2639. const searchTypeArray = [141];
  2640. const skill = getCardActiveSkill(card, searchTypeArray);
  2641. return skill && is30(skill.params);
  2642. }),
  2643. addition:generateOrbs_Addition
  2644. },
  2645. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2646. function:cards=>cards.filter(card=>{
  2647. function is1515(sk)
  2648. {
  2649. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2650. }
  2651. const searchTypeArray = [141];
  2652. const skill = getCardActiveSkill(card, searchTypeArray);
  2653. return skill && is1515(skill.params);
  2654. }),
  2655. addition:generateOrbs_Addition
  2656. },
  2657. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2658. function:cards=>cards.filter(card=>{
  2659. const gens = generateOrbsParse(card);
  2660. return gens.some(gen=>gen.to.includes(0));
  2661. }),
  2662. addition:generateOrbs_Addition
  2663. },
  2664. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2665. function:cards=>cards.filter(card=>{
  2666. const gens = generateOrbsParse(card);
  2667. return gens.some(gen=>gen.to.includes(1));
  2668. }),
  2669. addition:generateOrbs_Addition
  2670. },
  2671. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2672. function:cards=>cards.filter(card=>{
  2673. const gens = generateOrbsParse(card);
  2674. return gens.some(gen=>gen.to.includes(2));
  2675. }),
  2676. addition:generateOrbs_Addition
  2677. },
  2678. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2679. function:cards=>cards.filter(card=>{
  2680. const gens = generateOrbsParse(card);
  2681. return gens.some(gen=>gen.to.includes(3));
  2682. }),
  2683. addition:generateOrbs_Addition
  2684. },
  2685. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2686. function:cards=>cards.filter(card=>{
  2687. const gens = generateOrbsParse(card);
  2688. return gens.some(gen=>gen.to.includes(4));
  2689. }),
  2690. addition:generateOrbs_Addition
  2691. },
  2692. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2693. function:cards=>cards.filter(card=>{
  2694. const gens = generateOrbsParse(card);
  2695. return gens.some(gen=>gen.to.includes(5));
  2696. }),
  2697. addition:generateOrbs_Addition
  2698. },
  2699. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2700. function:cards=>cards.filter(card=>{
  2701. const gens = generateOrbsParse(card);
  2702. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2703. }),
  2704. addition:generateOrbs_Addition
  2705. },
  2706. ]},
  2707. {group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----",cht:"-----固定位置產珠類-----"}, functions: [
  2708. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2709. function:cards=>cards.filter(card=>{
  2710. const searchTypeArray = [176];
  2711. const skill = getCardActiveSkill(card, searchTypeArray);
  2712. return skill;
  2713. })
  2714. },
  2715. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2716. function:cards=>cards.filter(card=>{
  2717. function is3x3(sk)
  2718. {
  2719. for (let si=0;si<3;si++)
  2720. {
  2721. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2722. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2723. (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)
  2724. (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)
  2725. )
  2726. return true;
  2727. }
  2728. return false;
  2729. }
  2730. const searchTypeArray = [176];
  2731. const skill = getCardActiveSkill(card, searchTypeArray);
  2732. return skill && is3x3(skill.params);
  2733. }),
  2734. addition:card=>{
  2735. const searchTypeArray = [176];
  2736. const skill = getCardActiveSkill(card, searchTypeArray);
  2737. if (!skill) return;
  2738. const sk = skill.params;
  2739. const fragment = document.createDocumentFragment();
  2740. fragment.appendChild(document.createTextNode(`3×3`));
  2741. fragment.appendChild(createOrbsList(sk[5]));
  2742. return fragment;
  2743. }
  2744. },
  2745. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2746. function:cards=>cards.filter(card=>{
  2747. const searchTypeArray = [127];
  2748. const skill = getCardActiveSkill(card, searchTypeArray);
  2749. return skill;
  2750. }),
  2751. addition:generateColumnOrbs_Addition
  2752. },
  2753. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)",cht:"產豎(含心)"},
  2754. function:cards=>cards.filter(card=>{
  2755. function isHeart(sk)
  2756. {
  2757. for (let i=1;i<sk.length;i+=2)
  2758. {
  2759. if (sk[i] & 32)
  2760. {
  2761. return true;
  2762. }
  2763. }
  2764. }
  2765. const searchTypeArray = [127];
  2766. const skill = getCardActiveSkill(card, searchTypeArray);
  2767. return skill && isHeart(skill.params);
  2768. }),
  2769. addition:generateColumnOrbs_Addition
  2770. },
  2771. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2772. function:cards=>cards.filter(card=>{
  2773. const searchTypeArray = [128];
  2774. const skill = getCardActiveSkill(card, searchTypeArray);
  2775. return skill;
  2776. }),
  2777. addition:generateRowOrbs_Addition
  2778. },
  2779. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2780. function:cards=>cards.filter(card=>{
  2781. const searchTypeArray = [128];
  2782. const skill = getCardActiveSkill(card, searchTypeArray);
  2783. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2784. }),
  2785. addition:generateRowOrbs_Addition
  2786. },
  2787. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2788. function:cards=>cards.filter(card=>{
  2789. const searchTypeArray = [128];
  2790. const skill = getCardActiveSkill(card, searchTypeArray);
  2791. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2792. }),
  2793. addition:generateRowOrbs_Addition
  2794. },
  2795. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2796. function:cards=>cards.filter(card=>{
  2797. const searchTypeArray = [128];
  2798. const skill = getCardActiveSkill(card, searchTypeArray);
  2799. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2800. }),
  2801. addition:generateRowOrbs_Addition
  2802. },
  2803. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)",cht:"泛產橫(包含花火與四周一圈等)"},
  2804. function:cards=>cards.filter(card=>{
  2805. const searchTypeArray = [128,71,176];
  2806. function isRow(skill)
  2807. {
  2808. const sk = skill.params;
  2809. if (skill.type === 128) //普通横
  2810. {return true;}
  2811. else if (skill.type === 71) //花火
  2812. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2813. else if (skill.type === 176) //特殊形状
  2814. {
  2815. for (let si=0;si<5;si++)
  2816. {
  2817. if ((sk[si] & 63) === 63)
  2818. return true;
  2819. }
  2820. }
  2821. return false;
  2822. }
  2823. const skill = getCardActiveSkill(card, searchTypeArray);
  2824. return skill && isRow(skill);
  2825. })
  2826. },
  2827. ]},
  2828. {group:true,name:"-----Others Active Skills-----",otLangName:{chs:"-----其他主动技-----",cht:"-----其他主動技-----"}, functions: [
  2829. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  2830. function:cards=>cards.filter(card=>{
  2831. if (card.activeSkillId == 0) return false;
  2832. const skill = Skills[card.activeSkillId];
  2833. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  2834. })
  2835. },
  2836. {name:"Less than 4 can be cycled use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个以下能永动开(可能不精确)",cht:"除 1 CD 外,4 個以下能永動開(可能不精確)"},
  2837. function:cards=>cards.filter(card=>{
  2838. if (card.activeSkillId == 0) return false;
  2839. const skill = Skills[card.activeSkillId];
  2840. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  2841. let realCD = minCD;
  2842. const searchTypeArray = [14];
  2843. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  2844. if (subSkill)
  2845. {
  2846. realCD -= subSkill.params[0] * 3;
  2847. }
  2848. return minCD > 1 && realCD <= 4;
  2849. })
  2850. },
  2851. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)",cht:"時間暫停(按停止時間排序)"},
  2852. function:cards=>{
  2853. const searchTypeArray = [5];
  2854. return cards.filter(card=>{
  2855. const skill = getCardActiveSkill(card, searchTypeArray);
  2856. return skill;
  2857. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2858. },
  2859. addition:card=>{
  2860. const searchTypeArray = [5];
  2861. const skill = getCardActiveSkill(card, searchTypeArray);
  2862. const value = skill.params[0];
  2863. return `时停${value}s`;
  2864. }
  2865. },
  2866. {
  2867. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  2868. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  2869. },
  2870. {
  2871. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  2872. function:cards=>cards.filter(card=>{
  2873. let skType = Skills[card.activeSkillId].type;
  2874. return skType == 232 || skType == 233;
  2875. })
  2876. },
  2877. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  2878. function:cards=>cards.filter(card=>{
  2879. const searchTypeArray = [225];
  2880. const skill = getCardActiveSkill(card, searchTypeArray);
  2881. return skill;
  2882. }),
  2883. addition:card=>{
  2884. const searchTypeArray = [225];
  2885. const skill = getCardActiveSkill(card, searchTypeArray);
  2886. if (!skill) return;
  2887. const sk = skill.params;
  2888. let strArr = [];
  2889. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  2890. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  2891. return `HP ${strArr.join(" ")}`;
  2892. }
  2893. },
  2894. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  2895. function:cards=>cards.filter(card=>{
  2896. const searchTypeArray = [234];
  2897. const skill = getCardActiveSkill(card, searchTypeArray);
  2898. return skill;
  2899. }),
  2900. addition:card=>{
  2901. const searchTypeArray = [234];
  2902. const skill = getCardActiveSkill(card, searchTypeArray);
  2903. if (!skill) return;
  2904. const sk = skill.params;
  2905. let strArr = [];
  2906. if (sk[0]) strArr.push(`≥${sk[0]}`);
  2907. if (sk[1]) strArr.push(`≤${sk[1]}`);
  2908. return `层 ${strArr.join(" ")}`;
  2909. }
  2910. },
  2911. ]},
  2912. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  2913. ]},
  2914. {group:true,name:"-----Matching Style-----",otLangName:{chs:"-----匹配模式-----",cht:"-----匹配模式-----"}, functions: [
  2915. {name:"Multiple Att.",otLangName:{chs:"杂色",cht:"雜色"},
  2916. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.multipleAttr)
  2917. },
  2918. {name:"Orb Matching",otLangName:{chs:"长串消除",cht:"長串消除"},
  2919. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.rowMatch)
  2920. },
  2921. {name:"Combo Matching",otLangName:{chs:"连击",cht:"連擊"},
  2922. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.combo)
  2923. },
  2924. {name:"Same Attribute Combo Matching",otLangName:{chs:"同色多串",cht:"同色多串"},
  2925. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.sameColor)
  2926. },
  2927. {name:"L Shape Matching",otLangName:{chs:"L消除",cht:"L消除"},
  2928. function:cards=>cards.filter(card=>card.leaderSkillTypes.matchMode.LShape)
  2929. },
  2930. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  2931. function:cards=>cards.filter(card=>{
  2932. const searchTypeArray = [151,209];
  2933. const skill = getCardLeaderSkill(card, searchTypeArray);
  2934. return skill;
  2935. })
  2936. },
  2937. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  2938. function:cards=>cards.filter(card=>{
  2939. const searchTypeArray = [157];
  2940. const skill = getCardLeaderSkill(card, searchTypeArray);
  2941. return skill;
  2942. })
  2943. },
  2944. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  2945. function:cards=>cards.filter(card=>{
  2946. const searchTypeArray = [177];
  2947. const skill = getCardLeaderSkill(card, searchTypeArray);
  2948. return skill;
  2949. })
  2950. },
  2951. ]},
  2952. {group:true,name:"-----Restriction/Bind-----",otLangName:{chs:"-----限制-----",cht:"-----限制-----"}, functions: [
  2953. {name:"Attribute Enchantment",otLangName:{chs:"属性增强",cht:"屬性增强"},
  2954. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.attrEnhance)
  2955. },
  2956. {name:"Type Enchantment",otLangName:{chs:"类型增强",cht:"類型增强"},
  2957. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.typeEnhance)
  2958. },
  2959. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】",cht:"【7×6 版面】"},
  2960. function:cards=>cards.filter(card=>{
  2961. const searchTypeArray = [162,186];
  2962. const skill = getCardLeaderSkill(card, searchTypeArray);
  2963. return skill;
  2964. })
  2965. },
  2966. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】",cht:"【無天降版面】"},
  2967. function:cards=>cards.filter(card=>{
  2968. const searchTypeArray = [163,177];
  2969. const skill = getCardLeaderSkill(card, searchTypeArray);
  2970. return skill;
  2971. })
  2972. },
  2973. {name:"HP Percentage Activation",otLangName:{chs:"HP 比例激活",cht:"HP 比例激活"},
  2974. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.HpRange)
  2975. },
  2976. {name:"Skill Use Activation",otLangName:{chs:"使用技能激活",cht:"使用技能激活"},
  2977. function:cards=>cards.filter(card=>card.leaderSkillTypes.restriction.useSkill)
  2978. },
  2979. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)",cht:"要求長串消除(按珠數排序)"},
  2980. function:cards=>{
  2981. const searchTypeArray = [158];
  2982. return cards.filter(card=>{
  2983. const skill = getCardLeaderSkill(card, searchTypeArray);
  2984. return skill;
  2985. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2986. },
  2987. addition:card=>{
  2988. const searchTypeArray = [158];
  2989. const skill = getCardLeaderSkill(card, searchTypeArray);
  2990. const value = skill.params[0];
  2991. return `≥${value}珠`;
  2992. }
  2993. },
  2994. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  2995. function:cards=>cards.filter(card=>{
  2996. const searchTypeArray = [125];
  2997. const skill = getCardLeaderSkill(card, searchTypeArray);
  2998. return skill;
  2999. })
  3000. },
  3001. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3002. function:cards=>cards.filter(card=>{
  3003. const searchTypeArray = [175];
  3004. const skill = getCardLeaderSkill(card, searchTypeArray);
  3005. return skill;
  3006. })
  3007. },
  3008. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型",cht:"指定隊伍隊員進化類型"},
  3009. function:cards=>cards.filter(card=>{
  3010. const searchTypeArray = [203];
  3011. const skill = getCardLeaderSkill(card, searchTypeArray);
  3012. return skill;
  3013. })
  3014. },
  3015. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率",cht:"根據屬性/類型個數浮動倍率"},
  3016. function:cards=>cards.filter(card=>{
  3017. const searchTypeArray = [229];
  3018. const skill = getCardLeaderSkill(card, searchTypeArray);
  3019. return skill;
  3020. })
  3021. },
  3022. ]},
  3023. {group:true,name:"-----Extra Effects-----",otLangName:{chs:"-----附加效果-----",cht:"-----附加效果-----"}, functions: [
  3024. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)",cht:"隊長技固傷追擊(按傷害排序)"},
  3025. function:cards=>{
  3026. return cards.filter(card=>{
  3027. return getSkillFixedDamage(card) > 0;
  3028. }).sort((a,b)=>{
  3029. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  3030. return a_pC - b_pC;
  3031. });
  3032. },
  3033. addition:card=>{
  3034. const value = getSkillFixedDamage(card);
  3035. let nodeArr = [`${value.bigNumberToString()}固伤`];
  3036. let skill;
  3037. if (skill = getCardLeaderSkill(card, [235])) {
  3038. nodeArr.push("/");
  3039. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3040. nodeArr.push(`×${skill.params[2]}`);
  3041. }
  3042. return nodeArr.nodeJoin();
  3043. }
  3044. },
  3045. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)",cht:"隊長技+C(按+C數排序)"},
  3046. function:cards=>{
  3047. return cards.filter(card=>{
  3048. return getSkillAddCombo(card) > 0;
  3049. }).sort((a,b)=>{
  3050. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  3051. return a_pC - b_pC;
  3052. });
  3053. },
  3054. addition:card=>{
  3055. const value = getSkillAddCombo(card);
  3056. let nodeArr = [`+${value.bigNumberToString()}C`];
  3057. let skill;
  3058. if (skill = getCardLeaderSkill(card, [210])) {
  3059. nodeArr.push("/十字");
  3060. } else if (skill = getCardLeaderSkill(card, [235])) {
  3061. nodeArr.push("/");
  3062. nodeArr.push(createOrbsList(flags(skill.params[0])));
  3063. nodeArr.push(`×${skill.params[2]}`);
  3064. }
  3065. return nodeArr.nodeJoin();
  3066. }
  3067. },
  3068. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)",cht:"隊長技加/減秒(按秒數排序)"},
  3069. function:cards=>{
  3070. const searchTypeArray = [15,185];
  3071. return cards.filter(card=>{
  3072. const skill = getCardLeaderSkill(card, searchTypeArray);
  3073. return skill;
  3074. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3075. },
  3076. addition:card=>{
  3077. const searchTypeArray = [15,185];
  3078. const skill = getCardLeaderSkill(card, searchTypeArray);
  3079. const value = skill.params[0];
  3080. return `${value > 0 ? "+" : ""}${value/100}s`;
  3081. }
  3082. },
  3083. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)",cht:"固定操作時間(按時間排序)"},
  3084. function:cards=>{
  3085. const searchTypeArray = [178];
  3086. return cards.filter(card=>{
  3087. const skill = getCardLeaderSkill(card, searchTypeArray);
  3088. return skill;
  3089. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3090. },
  3091. addition:card=>{
  3092. const searchTypeArray = [178];
  3093. const skill = getCardLeaderSkill(card, searchTypeArray);
  3094. const value = skill.params[0];
  3095. return `固定${value}s`;
  3096. }
  3097. },
  3098. {name:"Impart Awakenings",otLangName:{chs:"赋予觉醒",cht:"賦予覺醒"},
  3099. function:cards=>cards.filter(card=>{
  3100. const searchTypeArray = [213];
  3101. const skill = getCardLeaderSkill(card, searchTypeArray);
  3102. return skill;
  3103. }),
  3104. addition:card=>{
  3105. const searchTypeArray = [213];
  3106. const skill = getCardLeaderSkill(card, searchTypeArray);
  3107. const sk = skill.params;
  3108. let attrs = flags(sk[0]), types = flags(sk[1]), awakenings = sk.slice(2);
  3109. const fragment = document.createDocumentFragment();
  3110. if (attrs.length)
  3111. fragment.appendChild(createOrbsList(attrs));
  3112. if (types.length)
  3113. fragment.appendChild(createTypesList(types));
  3114. fragment.appendChild(document.createTextNode(`:+`));
  3115. if (awakenings.length)
  3116. fragment.appendChild(creatAwokenList(awakenings));
  3117. return fragment;
  3118. }
  3119. },
  3120. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  3121. function:cards=>{
  3122. const searchTypeArray = [12];
  3123. return cards.filter(card=>{
  3124. const skill = getCardLeaderSkill(card, searchTypeArray);
  3125. return skill;
  3126. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3127. },
  3128. addition:card=>{
  3129. const searchTypeArray = [12];
  3130. const skill = getCardLeaderSkill(card, searchTypeArray);
  3131. const value = skill.params[0];
  3132. return `攻击×${(value/100).bigNumberToString()}倍`;
  3133. }
  3134. },
  3135. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)",cht:"消除寶珠時回血(按回複比率排序)"},
  3136. function:cards=>{
  3137. const searchTypeArray = [13];
  3138. return cards.filter(card=>{
  3139. const skill = getCardLeaderSkill(card, searchTypeArray);
  3140. return skill;
  3141. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3142. },
  3143. addition:card=>{
  3144. const searchTypeArray = [13];
  3145. const skill = getCardLeaderSkill(card, searchTypeArray);
  3146. const value = skill.params[0];
  3147. return `回复×${(value/100).bigNumberToString()}倍`;
  3148. }
  3149. },
  3150. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  3151. function:cards=>{
  3152. const searchTypeArray = [198];
  3153. return cards.filter(card=>{
  3154. const skill = getCardLeaderSkill(card, searchTypeArray);
  3155. return skill && skill.params[2];
  3156. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  3157. },
  3158. addition:card=>{
  3159. const searchTypeArray = [198];
  3160. const skill = getCardLeaderSkill(card, searchTypeArray);
  3161. const sk = skill.params;
  3162. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3163. }
  3164. },
  3165. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3166. function:cards=>{
  3167. const searchTypeArray = [198];
  3168. return cards.filter(card=>{
  3169. const skill = getCardLeaderSkill(card, searchTypeArray);
  3170. return skill && skill.params[3];
  3171. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3172. },
  3173. addition:card=>{
  3174. const searchTypeArray = [198];
  3175. const skill = getCardLeaderSkill(card, searchTypeArray);
  3176. const sk = skill.params;
  3177. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3178. }
  3179. },
  3180. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  3181. function:cards=>{
  3182. const searchTypeArray = [41];
  3183. return cards.filter(card=>{
  3184. const skill = getCardLeaderSkill(card, searchTypeArray);
  3185. return skill;
  3186. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  3187. },
  3188. addition:card=>{
  3189. const searchTypeArray = [41];
  3190. const skill = getCardLeaderSkill(card, searchTypeArray);
  3191. const sk = skill.params;
  3192. const fragment = document.createDocumentFragment();
  3193. fragment.appendChild(createOrbsList(sk[2] || 0));
  3194. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  3195. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  3196. return fragment;
  3197. }
  3198. },
  3199. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  3200. function:cards=>cards.filter(card=>{
  3201. const searchTypeArray = [197];
  3202. const skill = getCardLeaderSkill(card, searchTypeArray);
  3203. return skill;
  3204. })
  3205. },
  3206. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3207. function:cards=>{
  3208. const searchTypeArray = [14];
  3209. return cards.filter(card=>{
  3210. const skill = getCardLeaderSkill(card, searchTypeArray);
  3211. return skill;
  3212. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3213. },
  3214. addition:card=>{
  3215. const searchTypeArray = [14];
  3216. const skill = getCardLeaderSkill(card, searchTypeArray);
  3217. const value = skill.params[0];
  3218. return `HP≥${value}%`;
  3219. }
  3220. },
  3221. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)",cht:"增加道具掉落率(按增加倍率排序)"},
  3222. function:cards=>{
  3223. const searchTypeArray = [53];
  3224. return cards.filter(card=>{
  3225. const skill = getCardLeaderSkill(card, searchTypeArray);
  3226. return skill;
  3227. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3228. },
  3229. addition:card=>{
  3230. const searchTypeArray = [53];
  3231. const skill = getCardLeaderSkill(card, searchTypeArray);
  3232. const sk = skill.params;
  3233. return `掉率x${sk[0]/100}`;
  3234. }
  3235. },
  3236. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3237. function:cards=>{
  3238. const searchTypeArray = [54];
  3239. return cards.filter(card=>{
  3240. const skill = getCardLeaderSkill(card, searchTypeArray);
  3241. return skill;
  3242. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3243. },
  3244. addition:card=>{
  3245. const searchTypeArray = [54];
  3246. const skill = getCardLeaderSkill(card, searchTypeArray);
  3247. const sk = skill.params;
  3248. return `金币x${sk[0]/100}`;
  3249. }
  3250. },
  3251. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)",cht:"增加經驗獲取倍數(按增加倍率排序)"},
  3252. function:cards=>{
  3253. const searchTypeArray = [148];
  3254. return cards.filter(card=>{
  3255. const skill = getCardLeaderSkill(card, searchTypeArray);
  3256. return skill;
  3257. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3258. },
  3259. addition:card=>{
  3260. const searchTypeArray = [148];
  3261. const skill = getCardLeaderSkill(card, searchTypeArray);
  3262. const sk = skill.params;
  3263. return `经验x${sk[0]/100}`;
  3264. }
  3265. },
  3266. ]},
  3267. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3268. {name:"HP Scale [2, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3269. function:cards=>cards.filter(card=>{
  3270. const skill = Skills[card.leaderSkillId];
  3271. const HPscale = getHPScale(skill);
  3272. return HPscale >= 2;
  3273. }).sort(sortByHPScal),
  3274. addition: HPScal_Addition
  3275. },
  3276. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)",cht:"隊長血倍率[1.5, 2)(按倍率排序)"},
  3277. function:cards=>cards.filter(card=>{
  3278. const skill = Skills[card.leaderSkillId];
  3279. const HPscale = getHPScale(skill);
  3280. return HPscale >= 1.5 && HPscale < 2;
  3281. }).sort(sortByHPScal),
  3282. addition: HPScal_Addition
  3283. },
  3284. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)",cht:"隊長血倍率(1, 1.5)(按倍率排序)"},
  3285. function:cards=>cards.filter(card=>{
  3286. const skill = Skills[card.leaderSkillId];
  3287. const HPscale = getHPScale(skill);
  3288. return HPscale > 1 && HPscale < 1.5;
  3289. }).sort(sortByHPScal),
  3290. addition: HPScal_Addition
  3291. },
  3292. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3293. function:cards=>cards.filter(card=>{
  3294. const skill = Skills[card.leaderSkillId];
  3295. const HPscale = getHPScale(skill);
  3296. return HPscale === 1;
  3297. }),
  3298. addition: HPScal_Addition
  3299. },
  3300. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)",cht:"隊長血倍率[0, 1)(按倍率排序)"},
  3301. function:cards=>cards.filter(card=>{
  3302. const skill = Skills[card.leaderSkillId];
  3303. const HPscale = getHPScale(skill);
  3304. return HPscale < 1;
  3305. }).sort(sortByHPScal),
  3306. addition: HPScal_Addition
  3307. },
  3308. ]},
  3309. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3310. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)",cht:"隊長盾減傷[75%, 100%](按倍率排序)"},
  3311. function:cards=>cards.filter(card=>{
  3312. const skill = Skills[card.leaderSkillId];
  3313. const reduceScale = getReduceScale(skill);
  3314. return reduceScale >= 0.75;
  3315. }).sort(sortByReduceScale),
  3316. addition: ReduceScale_Addition
  3317. },
  3318. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)",cht:"隊長盾減傷[50%, 75%)(按倍率排序)"},
  3319. function:cards=>cards.filter(card=>{
  3320. const skill = Skills[card.leaderSkillId];
  3321. const reduceScale = getReduceScale(skill);
  3322. return reduceScale >= 0.5 && reduceScale < 0.75;
  3323. }).sort(sortByReduceScale),
  3324. addition: ReduceScale_Addition
  3325. },
  3326. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)",cht:"隊長盾減傷[25%, 50%)(按倍率排序)"},
  3327. function:cards=>cards.filter(card=>{
  3328. const skill = Skills[card.leaderSkillId];
  3329. const reduceScale = getReduceScale(skill);
  3330. return reduceScale >= 0.25 && reduceScale < 0.5;
  3331. }).sort(sortByReduceScale),
  3332. addition: ReduceScale_Addition
  3333. },
  3334. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)",cht:"隊長盾減傷(0%, 25%)(按倍率排序)"},
  3335. function:cards=>cards.filter(card=>{
  3336. const skill = Skills[card.leaderSkillId];
  3337. const reduceScale = getReduceScale(skill);
  3338. return reduceScale > 0 && reduceScale < 0.25;
  3339. }).sort(sortByReduceScale),
  3340. addition: ReduceScale_Addition
  3341. },
  3342. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3343. function:cards=>cards.filter(card=>{
  3344. const skill = Skills[card.leaderSkillId];
  3345. const reduceScale = getReduceScale(skill);
  3346. return reduceScale === 0;
  3347. })
  3348. },
  3349. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤",cht:"隊長盾減傷-必須全屬性減傷"},
  3350. function:cards=>cards.filter(card=>{
  3351. const skill = Skills[card.leaderSkillId];
  3352. return getReduceScale(skill, true) > 0;
  3353. })
  3354. },
  3355. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾",cht:"隊長盾減傷-排除血線盾"},
  3356. function:cards=>cards.filter(card=>{
  3357. const skill = Skills[card.leaderSkillId];
  3358. return getReduceScale(skill, undefined, true) > 0;
  3359. })
  3360. },
  3361. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾",cht:"隊長盾減傷-排除幾率盾"},
  3362. function:cards=>cards.filter(card=>{
  3363. const skill = Skills[card.leaderSkillId];
  3364. return getReduceScale(skill, undefined, undefined, true) > 0;
  3365. })
  3366. },
  3367. /*{name:"More than half with 99% gravity[29%, 100%)",otLangName:{chs:"满血99重力不下半血-队长盾减伤[29%, 100%)",cht:"滿血99重力不下半血-隊長盾減傷[29%, 100%)"},
  3368. function:cards=>cards.filter(card=>{
  3369. const skill = Skills[card.leaderSkillId];
  3370. const reduceScale = getReduceScale(skill);
  3371. return reduceScale>=0.29;
  3372. }).sort(sortByReduceScale)
  3373. },*/
  3374. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾",cht:"隊長盾減傷-無條件盾"},
  3375. function:cards=>{
  3376. return cards.filter(card=>{
  3377. const skill = Skills[card.leaderSkillId];
  3378. return getReduceScale_unconditional(skill) > 0;
  3379. }).sort((a,b)=>{
  3380. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3381. return getReduceScale_unconditional(a_s) - getReduceScale_unconditional(b_s);
  3382. });
  3383. },
  3384. addition:card=>{
  3385. const skill = Skills[card.leaderSkillId];
  3386. return `无条件${Math.round(getReduceScale_unconditional(skill) * 100)}%`;
  3387. }
  3388. },
  3389. ]},
  3390. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3391. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3392. function:cards=>cards.filter(card=>
  3393. !Array.isArray(card.henshinFrom) &&
  3394. !Array.isArray(card.henshinTo))
  3395. },
  3396. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3397. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3398. },
  3399. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3400. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3401. },
  3402. {name:"Except Before Henshin(No Henshin+After Henshin)",otLangName:{chs:"除了变身前(非变身+变身后)",cht:"除了變身前(非變身+變身后)"},
  3403. function:cards=>cards.filter(card=>!Array.isArray(card.henshinTo))
  3404. },
  3405. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3406. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3407. },
  3408. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3409. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3410. function:cards=>cards.filter(card=>isReincarnated(card))
  3411. }, //evoBaseId可能为0
  3412. //{name:"",otLangName:{chs:"仅超转生进化",cht:"僅超轉生進化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  3413. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3414. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].isUltEvo)
  3415. },
  3416. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3417. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3418. },
  3419. ]},
  3420. {group:true,name:"====== Awoken ======",otLangName:{chs:"======觉醒类======",cht:"======覺醒類======"}, functions: [
  3421. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3422. function:cards=>cards.filter(card=>card.is8Latent)
  3423. },
  3424. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3425. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3426. },
  3427. {name:"Less than 9 awokens",otLangName:{chs:"不足9个觉醒",cht:"不足9個覺醒"},
  3428. function:cards=>cards.filter(card=>card.awakenings.length<9)
  3429. },
  3430. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3431. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3432. },
  3433. {name:"3 same Killer Awoken(include super awoken), or 2 with same latent",otLangName:{chs:"3个相同杀觉醒(含超觉),或相同潜觉",cht:"3個相同殺覺醒(含超覺),或相同潛覺"},
  3434. function:cards=>cards.filter(card=>{
  3435. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3436. if (hasAwokenKiller)
  3437. { //大于2个杀的进行判断
  3438. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3439. { //大于3个杀的直接过
  3440. return true;
  3441. }else
  3442. { //2个杀的
  3443. const isAllowLatent = card.types.filter(i=>
  3444. i>=0 //去掉-1的type
  3445. ).map(type=>
  3446. type_allowable_latent[type] //得到允许打的潜觉杀
  3447. ).some(ls=>
  3448. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3449. );
  3450. return isAllowLatent
  3451. }
  3452. }else
  3453. {
  3454. return false;
  3455. }
  3456. })
  3457. },
  3458. /*
  3459. {name:"3 same Killer Awoken, or 2 with same latent",otLangName:{chs:"3个相同杀觉醒,或2个杀觉醒并可打相同潜觉",cht:"3個相同殺覺醒,或2個殺覺醒並可打相同潛覺"},
  3460. function:cards=>cards.filter(card=>{
  3461. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3462. if (hasAwokenKiller)
  3463. { //大于2个杀的进行判断
  3464. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3465. { //大于3个杀的直接过
  3466. return true;
  3467. }else
  3468. { //2个杀的
  3469. const isAllowLatent = card.types.filter(i=>
  3470. i>=0 //去掉-1的type
  3471. ).map(type=>
  3472. type_allowable_latent[type] //得到允许打的潜觉杀
  3473. ).some(ls=>
  3474. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3475. );
  3476. return isAllowLatent
  3477. }
  3478. }else
  3479. {
  3480. return false;
  3481. }
  3482. })
  3483. },
  3484. {name:"4 same Killer Awoken(include super awoken), or 3 with same latent",otLangName:{chs:"4个相同杀觉醒(含超觉),或相同潜觉",cht:"4個相同殺覺醒(含超覺),或相同潛覺"},
  3485. function:cards=>cards.filter(card=>{
  3486. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3487. if (hasAwokenKiller)
  3488. { //大于2个杀的进行判断
  3489. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3490. { //大于3个杀的直接过
  3491. return true;
  3492. }else
  3493. { //2个杀的
  3494. const isAllowLatent = card.types.filter(i=>
  3495. i>=0 //去掉-1的type
  3496. ).map(type=>
  3497. type_allowable_latent[type] //得到允许打的潜觉杀
  3498. ).some(ls=>
  3499. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3500. );
  3501. return isAllowLatent
  3502. }
  3503. }else
  3504. {
  3505. return false;
  3506. }
  3507. })
  3508. },
  3509. {name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3510. function:cards=>cards.filter(card=>{
  3511. const searchTypeArray = [1000];
  3512. const skill = getCardActiveSkill(card, searchTypeArray);
  3513. return skill;
  3514. })
  3515. },*/
  3516. ]},
  3517. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3518. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)",cht:"攻擊型或水屬性(炭治郎隊員)"},
  3519. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3520. },
  3521. {name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)",cht:"火屬性或水屬性(火車隊員)"},
  3522. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3523. },
  3524. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3525. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3526. },
  3527. {name:"Able to lv110",otLangName:{chs:"能突破等级限制",cht:"能突破等級限制"},
  3528. function:cards=>cards.filter(card=>card.limitBreakIncr > 0)
  3529. },
  3530. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒",cht:"能突破等級限制但沒有超覺醒"},
  3531. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3532. },
  3533. {name:"Raise ≥50% at lv110(sort by scale)",otLangName:{chs:"110级三维成长≥50%(按比例排序)",cht:"110級三維成長≥50%(按比例排序)"},
  3534. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3535. addition:card=>`成长${card.limitBreakIncr}%`
  3536. },
  3537. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3538. function:cards=>cards.filter(card=>card.maxLevel==1)
  3539. },
  3540. {name:"Less than 100mp",otLangName:{chs:"低于100mp",cht:"低於100mp"},
  3541. function:cards=>cards.filter(card=>card.sellMP<100)
  3542. },
  3543. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3544. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3545. },
  3546. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3547. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3548. },
  3549. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3550. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3551. },
  3552. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3553. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3554. },
  3555. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3556. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3557. },
  3558. {name:"Original Name",otLangName:{chs:"怪物原始名称",cht:"怪物原始名稱"},
  3559. function:cards=>cards,
  3560. addition:card=>card.name
  3561. },
  3562. {name:"Feed EXP",otLangName:{chs:"合成经验值",cht:"合成經驗值"},
  3563. function:cards=>cards.filter(card=>card.feedExp > 0).sort((a,b)=>a.feedExp * a.maxLevel - b.feedExp * b.maxLevel),
  3564. addition:card=>`EXP ${Math.round(card.feedExp * card.maxLevel / 4).bigNumberToString()}`
  3565. },
  3566. {name:"Sell Price",otLangName:{chs:"售卖金钱",cht:"售賣金錢"},
  3567. function:cards=>cards.filter(card=>card.sellPrice > 0).sort((a,b)=>a.sellPrice * a.maxLevel - b.sellPrice * b.maxLevel),
  3568. addition:card=>`Coin ${Math.round(card.sellPrice * card.maxLevel / 10).bigNumberToString()}`
  3569. },
  3570. ]},
  3571. ];
  3572. return functions;
  3573. })();

智龙迷城队伍图制作工具